Lunar Ray charges after 30 Magick. Phase Shift makes you wait for 130
Data from build 23661331, updated
A Hex never drains your Magick bar. It charges off whatever Magick you burn on Omega moves, and the number on each one is how much has to go out before it's ready again. That makes the cheap Hexes the busy ones. Lunar Ray (30) and Twilight Curse (40) come back several times a fight if you lean on Omega moves, while Phase Shift at 130 and Dark Side at 110 play more like a panic button you get once per room.
The “Ready After” number counts Magick spent since you last fired the Hex. A full bar you sit on charges nothing. Pick an Arm and Aspect that spends Magick constantly and your Hex comes back far more often than one that rarely touches it.
Each Hex has its own Path of Stars tree. Repeatable talents can be picked more than once, Unique ones only once, and the tree tops out in three or four Legendaries. One Legendary per Hex ties in an Olympian: Demeter for Phase Shift, Ares for Sky Fall, Zeus for Twilight Curse.
On the first run you meet Selene, she only offers from four: Phase Shift, Twilight Curse, Lunar Ray and Sky Fall. Wolf Howl, Moon Water, Night Bloom, Total Eclipse and Dark Side join the pool on every run after that one.