Hexed: Difference between revisions

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::* You (or your ally) must have a candle and some source of fire-making available to do this.
::* You (or your ally) must have a candle and some source of fire-making available to do this.
::* It is the act of lighting the candle is what breaks the hex, so existing sources of fire will not count, nor will magically produced fire.
::* It is the act of lighting the candle is what breaks the hex, so existing sources of fire will not count, nor will magically produced fire.
::* Lighting a candle and speaking the name three times only breaks a single Hex. To break more than one Hex, another candle must be lit, or the original snuffed out and re-lit (and the new name recited three times).
::* Lighting a candle and speaking a name three times only breaks the Hex on the person whose name is spoken. If other allies are also Hexed, the candle ritual must be performed once per character. (You can snuff out (free action) and re-light (standard action) the same candle, if you wish.)
::* Ending a hex this way is a supernatural ability (that anyone can do), and cannot be performed in an area where magic is inaccessible.
::* Ending a hex this way is a supernatural ability (that anyone can do), and cannot be performed in an area where magic is inaccessible.
::* Each time the ritual is performed, it provokes attacks of opportunity as though it were a single action, regardless of how many actions the character needs to actually use to perform it.
:* If not cleared, Hexed automatically ends after 1 hour.
:* If not cleared, Hexed automatically ends after 1 hour.



Revision as of 17:41, 18 October 2016


Condition Severity: Moderate


   An ill wind has blown over you, leaving only bad fortune in its wake.

Effects

  • You cannot spend any action points.
  • You cannot use any ability, either granted or your own, to re-roll any die roll.
  • Any time you roll a critical hit, it is resolved as a regular hit instead.
  • The first attack you make each round automatically misses.

Ended By

If the ability, trap, or effect description includes specific directions for how the condition is ended, then that is the primary means of ending this condition. In many cases, it is the only way to end the condition. If nothing is specifically listed for ending the condition, then the following methods can be used to end it, instead:

  • If you or an ally light a candle through non-magical means (typically a move action to retrieve both the candle and flint and steel from your pack, and a standard action to light it) and speak your name three times (a free action), the Hexed condition immediately ends.
  • You (or your ally) must have a candle and some source of fire-making available to do this.
  • It is the act of lighting the candle is what breaks the hex, so existing sources of fire will not count, nor will magically produced fire.
  • Lighting a candle and speaking a name three times only breaks the Hex on the person whose name is spoken. If other allies are also Hexed, the candle ritual must be performed once per character. (You can snuff out (free action) and re-light (standard action) the same candle, if you wish.)
  • Ending a hex this way is a supernatural ability (that anyone can do), and cannot be performed in an area where magic is inaccessible.
  • Each time the ritual is performed, it provokes attacks of opportunity as though it were a single action, regardless of how many actions the character needs to actually use to perform it.
  • If not cleared, Hexed automatically ends after 1 hour.

Array

JinxedHexedCursed