Hexed
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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 a candle and flint and steel from your pack, and a standard action to light it) and speaks your name three times, 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.
- If not cleared, Hexed automatically ends after 1 hour.