So I was thinking about how to stop hexing, and was wondering what the thoughts of others were. The purposes of this could range from taking a plane ride to using a computer (when not in use, you turn off, unplug, and seal the computer in a magic circle to block energies).
Thematically, one would think a small 2 or 3 shift block would stop normal hexing while it was up (e.g. allow the use of technology), since random leakings aren't high-powered. Obviously that wouldn't stop the effects if you get really emotional about something. Rules-wise though, that's a bit less clear since hexing (the non-helpful kind) is done by compels.
Only way to stop compels, I think, would be a magic maneuver on yourself. Say something like "My Magic is Sealed" and then you Invoke for Effect that so that for the duration of the maneuver you can't use magic (which might count as a compel depending on what comes up*). Bit more pricey** to go that way, though doing "I can't Hex!" as a maneuver seems like dirty pool.
In either case, probably the best way to do this for a long trip would be to have a magical item do the effect since extending the duration longer than a scene means you can keep it up indefinitely (though it costs you 1 mental stress each "scene"...though I guess some might think THAT is cheap too).
So does this sound reasonable to anyone or should stopping accidental hexing be strictly a matter of fate points spent to resist compels?
*Interesting question here. If something starts simply as an Invocation for Effect. You are going on a plane, so you make it so you can't use magic. No compel there inherently since you might not need any magic. While on the plane, some monster attacks, like a Vampire of some sort. Seems like the compel is already there, so at that point you could choose to accept a Fate Point from the self-compel or, somewhat amusingly, buy out of your self-compel by spending a Fate Point at which point the magic block would be broken. Thoughts?
**Not in shifts, but in loss of ability.