Diamond Jack's Hexes

Notes: 3 luck entries left from Gambler’s Luck, need to finish updating hex summaries

Deadlands Magic
List of Hexes
A Glass Darkly
Ace In The Hole
Achilles’ Heel
Air Bubble
Analyze
Barricade
Bash
Beast Master
Bedazzle
Bind Manitou
Black Cat
Black Lightnin’
Blast Furnace
Blink
Bloodhound
Bodyguard
Burning Death
Call Of The Wild
Cardsharp
Clear Out!
Clumsiness
Cold Snap
Conceal Hex
Confound
Cure Disease
Deadly Creepers
Decrypt
Dementia
Deuces Wild!
Devil’s Workshop
Dexterity
Disrupt
Diversion
Draw!
Earthwrack
Ecstasy
Extend Duration
Extend Range
Eye Spy
Fatigue
Fifty Two Pickup
Filibuster
Flypaper Fingers
Foil
Forget
Fortitude
Fortune Teller
Free Fallin’
Gambler’s Luck
Gateway
Geyser
Ghost Rider
Ghost Trail
Graveyard Mists
Hard Water
Haywire
Helping Hand
Hex Sense
Hidey-Hole
Home Ground
Howl
Hunch
Hunger Pangs
Hurry Up!
I Want Answers!
Impostor
Incognito
Infernal Machine
Interpret
Kentucky Windage
Lethargy
Long Winded
Looking Glass
Mad Insight
Magazine
Magic Bullet
Makin’ Good Time
Map Makin’
Mirage
Missed Me!
Old Timer
Parch
Pardners
Penetratin’ Gaze
Penny Ante
Personal Telegraph
Phantasm
Phantom Amputation
Phantom Fingers
Playin’ Possum
Portal
Portal Anchor
Power Leak
Power Surge
Quicksand
Rabbit Foot
Rainmaker
Rapid Fire
Razor Coils
Reanimate
Reflect
Repair
Reverse Engineeer
Ride The Rails
Rust
Safecracker
Sandman
Sculptor
Seek
Shadow Walk
Shadowman
Shard
Sheep’s Clothing
Shocker
Silver Tongued Devil
Silverspray
Siren Song
Skinchange
Soul Blast
Soul Burst
Soul Rider
Spirit Coils
Soul Rider
Spiritual Disfavor
St. Elmo’s Fire
Steganogram
Swamp Gas
Swear By It
Talisman
Tall Tales
Target Other
The Demon’s Eye
Thunderclap!
Thwart
Transcribe
Trinkets
Truthsayer
Tweak
Two Of A Kind
Upgrade
Vittles
Waste Product
Watchdog
Weird Science
Well’s Gone Dry
Widow’s Web
Wildfire
Windstorm
Wire Tap
Zilch
List of Tricks
Bandage
Bar
Bathtime
Beggar’s Banquet
Calling Card
Coffin Varnish
Compass
Copy
Divinin’ Rod
Envision
False Face
Finish
Flare
Flicker
Fooled You!
Forecast
Groom
Guesstimate
Hesitate
Ignite
Likker Up
Makin’ Do
Mirror
Palm
Pick Me Up!
Preserve
Reload
Shatter
Shout
Sound
Startle
Stiff Neck
Tinhorn Shuffle
Will O’ The Wisp
List of Unknown Hexes
Brimstone
Bullet Proof
Bullet Stopper
Caustic Glop
Critter Ward
Foolishness
Hell’s Arsenal
Hell’s Bargain
Hell’s Fury
Insult To Injury
Leak
Martyr’s Mirror
Might
Mind Tweak
Necromancer
Nightmare Realm
Power Struggle
Raisin’ The Pot
Shift Wounds
Snake Oil
Stayin’ Put
Temptation
Timeslip
Touch O’ Death
Vigor
Warnin’ Bells
List of Unknown Tricks
Whisper
Summary of Hexes

Daily Routine – Each Morning

  • Finish (Perm): Cleans up a single inanimate object, making it shiny and new-looking.
  • Groom (Inst): Cleans up the caster.
  • Home Ground (30 hrs; 2 hrs/lvl): Gives a mental map (Area Knowledge skill) of the surrounding area.

Daily Routine – Before Sleep

  • Gateway (1 min): Magical gateway from any doorway to a portal prepared beforehand (prep, not cast).
  • Watchdog (30 hrs; 2 hrs/lvl): Invisible alarm zone around the caster’s location at casting.

Appearance

  • Finish (Perm): Cleans up a single inanimate object, making it shiny and new-looking.
  • Groom (Inst): Cleans up the caster.
  • Impostor (1 hr): Changes the subject’s body.
  • Old Timer (1 yr): Prevents the caster from aging for one year.
  • Skinchange (30 hrs; 2 hrs/lvl): Lets the caster change to the form of an animal (hawk).

Deception

  • Beggar’s Banquet (Perm): Makes bland or unpleasant food taste like a fine dinner.
  • Deuces Wild! (1 min): Creates an illusory double of the caster.
  • Fifty Two Pickup (150 sec; 10 sec/lvl): Conjure a whirling mass of cards from a simple deck.
  • Fooled You! (1 min): Creates a small, two-dimensional illusion.
  • Graveyard Mists (5 hrs; 20 min/lvl): Produces a thick fog covering an area determined by the hand drawn.
  • Impostor (1 hr): Changes the subject’s body.
  • Mirage (1 min): Creates an insubstantial image over an area.
  • Palm (Inst): Transfers a small object between the caster’s hand and his pocket.
  • Phantasm (Inst): Conjures images (subject’s deepest fears) causing an immediate Fright Check.
  • Shadowman (1 min): Creates a pocket of shadow around the caster, giving a bonus to Stealth.
  • Sheep’s Clothing (1 min): Illusion on a small object to look, sound, and feel different.
  • Skinchange (30 hrs; 2 hrs/lvl): Lets the caster change to the form of an animal (hawk).
  • Steganogram (150 days; 10 days/lvl): Completely conceals the content of an information medium from everyone but the caster and the intended recipients.
  • Sound (Inst): Makes a single, meaningless sound at a point within its range.
  • Tall Tales (1 min): Subject’s words sound like outrageous lies to anyone listening.

Interaction / Others

  • Air Bubble (30 min; 2 min/lvl): Creates a region of clean air around the subject’s head.
  • Bar (1 min): Reinforces a door, making it harder to force.
  • Bind Manitou (Perm): Subdues the manitou within the subject and gives the Harrowed full dominion.
  • Blast Furnace (1 min): Causes metal objects of a mass up to 300 pounds to rapidly heat.
  • Bloodhound (30 hrs; 2 hrs/lvl): Places a mystic tag on a living subject to track.
  • Confound (1 sec): Subject suffers a penalty to his next action.
  • Dexterity (1 min): Raises the subject’s DX temporarily.
  • Disrupt (Inst): Dispels an ongoing hex, Harrowed power, or black magic spell.
  • Diversion (1 min): Makes the target harder to hit.
  • Draw! (1 sec): Subject can act faster than usual, increasing Basic Speed and number of actions.
  • Ecstasy (10 sec): Inundates the subject in a rush of pleasure, which incapacitates the subject.
  • Filibuster (1 min): Caster becomes utterly entrancing to the subject.
  • Flypaper Fingers (30 min; 2 min/lvl): Subject can climb almost any surface, with +10 to Climbing.
  • Foil (Inst): Dispels a hex, Harrowed power, or black magic spell when cast immediately after the subject hex is cast.
  • Forget (Perm): Erases or alters subject’s memories.
  • Fortitude (30 min; 2 min/lvl): Grants the subject a boost of vitality, enhancing his fatigue and hit points.
  • Gambler’s Luck (Perm): Gives the Luck advantage for a limited number of uses.
  • Hurry Up! (150 sec; 10 sec/lvl): Increases the subject’s Move.
  • Impostor (1 hr): Changes the subject’s body.
  • Interpret (150 min; 10 min/lvl): Caster can understand an unknown language (spoken or written).
  • Likker Up (1 hr): Reduces the target’s resistance to demon rum.
  • Long Winded (150 sec; 10 sec/lvl): Communicate mental messages over long distances.
  • Penetratin’ Gaze (1 min): Ignore vision penalties and see through solid material; degree depends on hand.
  • Penny Ante (1 sec): Subject gets a bonus on his next action.
  • Phantasm (Inst): Conjures images (subject’s deepest fears) causing an immediate Fright Check.
  • Playin’ Possum (5 hrs; 20 min/lvl): Causes a mortal wound to appear on the subject’s body.
  • Rabbit Foot (Inst): Allows reroll any failed roll, cast immediately after the failed roll.
  • Ride The Rails (Spec): Travel very quickly along the railroad tracks that crisscross the American continent.
  • Safecracker (1 min): Subject gains a bonus to rolls for defeating security measures.
  • Sandman (450 min; 30 min/lvl): Causes the subject to fall asleep.
  • Seek (Inst): Searches for a particular person, thing, or a type of thing.
  • Silver Tongued Devil (30 min; 2 min/lvl): Subject is more persuasive, giving a bonus to Fast-Talk and reaction rolls.
  • Soul Rider (1 min): See through the subject’s eyes, hear through his ears, etc.
  • Spirit Coils (5 min; 20 sec/lvl): Binds the subject with bonds of ethereal energy, like a sort of ghostly rope.
  • Swamp Gas (150 sec; 10 sec/lvl): Releases a flammable cloud of stench that covers a spherical area (150 yds).
  • Tall Tales (1 min): Subject’s words sound like outrageous lies to anyone listening.
  • Thunderclap! (Inst): Produces a deafening crash of thunder at a point within the hex’s range.
  • Truthsayer (5 min; 20 sec/lvl): Tells the caster whether anything the subject says is a lie.

Objects

  • Ace In The Hole (30 days; 2 days/lvl): Link a hex to a small focus object (often a playing card).
  • Bar (1 min): Reinforces a door, making it harder to force.
  • Beggar’s Banquet (Perm): Makes bland or unpleasant food taste like a fine dinner.
  • Calling Card (Perm): Alters an ordinary playing card, placing a mark on it (not viable as a cheating tool).
  • Coffin Varnish (10 min): Changing a mugful of any beverage into supernaturally bad coffee.
  • Copy (Inst): Instantly copies a single page of written material.
  • Fifty Two Pickup (150 sec; 10 sec/lvl): Conjure a whirling mass of cards from a simple deck.
  • Finish (Perm): Cleans up a single inanimate object, making it shiny and new-looking.
  • Ghost Rider (30 hrs; 2 hrs/lvl): Summons a horse spirit to serve as a mount for the caster.
  • Hidey-Hole (1 hr): Removes a nonliving object to the Hunting Grounds.
  • Ignite (Inst): Ignites a single, small readily flammable object.
  • Looking Glass (30 min; 2 min/lvl): Creates a link between two mirrors; visibility is one way.
  • Palm (Inst): Transfers a small object between the caster’s hand and his pocket.
  • Phantom Fingers (1 min): Allows manipulation of items.
  • Pick Me Up! (Perm): Imbues a shot of liquor with supernatural vitality.
  • Power Leak (5 min; 20 sec/lvl): Drains energy from the power source for a machine or gadget.
  • Power Surge (5 min; 20 sec/lvl): Enhances a machine or gadget’s power by increasing the production of its power source.
  • Reflect (Inst): Summons a jagged piece of reflective, magically charged metal in front of the caster.
  • Sheep’s Clothing (1 min): Illusion on a small object to look, sound, and feel different.
  • Shocker (30 min; 2 min/lvl): Charges a metal item with a massive buildup of static electricity.
  • Steganogram (150 days; 10 days/lvl): Completely conceals the content of an information medium from everyone but the caster and the intended recipients.
  • Transcribe (150 min; 10 min/lvl): Animates a pen that will write down whatever is spoken within 150’.
  • Talisman (Perm): Imbues an item with mystic powers, creating a relic.
  • Vittles (Perm): Creates flavorless and bland (but nutritious) food.
  • Waste Product (Perm): Ruins fuel and explosives, turning them into useless ash.
  • Wire Tap (1 min): Tap into a telegraph wire within range and listen to, send, or stop messages.
  • Zilch (150 sec; 10 sec/lvl): Stops a mad science gadget from working.

General

  • Envision (5 sec): Caster can see through very thin objects (can be used to cheat at cards).
  • Forecast (Inst): Gives the caster a brief vision of the weather that will occur in his vicinity over the next few hours.
  • Gateway (1 min): Magical gateway from any doorway to a portal prepared beforehand.
  • Ghost Trail (30 hrs; 2 hrs/lvl): Erases any trail left by the caster and more.
  • Hex Sense (30 sec; 2 sec/lvl): Detect and identify any magical effects and enchantments within sight.
  • Home Ground (30 hrs; 2 hrs/lvl): Gives a mental map (Area Knowledge skill) of the surrounding area.
  • Rainmaker (15 hrs; 1 hr/lvl): Creates 1 inch of rain per hour.
  • Shadow Walk (Spec): Step into one shadow and emerge from another.
  • Watchdog (30 hrs; 2 hrs/lvl): Invisible alarm zone around the caster’s location at casting.

Combat

  • Barricade (30 min; 2 min/lvl): Conjures a protective wall of metal shards in front of the caster (3’ x max 90’).
  • Bash (Inst): Conjures a ball of occult energy that smashes and destroys inanimate objects.
  • Blast Furnace (1 min): Causes metal objects of a mass up to 300 pounds to rapidly heat.
  • Bodyguard (30 min; 2 min/lvl): Creates a magical barrier to absorb damage.
  • Cardsharp (150 sec; 10 sec/lvl): Summons five deadly cards to be hurled at enemies.
  • Disrupt (Inst): Dispels an ongoing hex, Harrowed power, or black magic spell.
  • Diversion (1 min): Makes the target harder to hit.
  • Draw! (1 sec): Subject can act faster than usual, increasing Basic Speed and number of actions.
  • Ecstasy (10 sec): Inundates the subject in a rush of pleasure, which incapacitates the subject.
  • Foil (Inst): Dispels a hex, Harrowed power, or black magic spell when cast immediately after the subject hex is cast.
  • Helping Hand (Perm): Restores HP to the subject.
  • Kentucky Windage (150 sec; 10 sec/lvl): Negates penalties on Guns rolls.
  • Magazine (1 min): Gives a single hand-held weapon unlimited ammunition.
  • Magic Bullet (5 min; 20 sec/lvl): If the bullet hits its target, it fires out towards another target.
  • Missed Me! (1 min): Turns any missiles harmlessly aside.
  • Phantasm (Inst): Conjures images (subject’s deepest fears) causing an immediate Fright Check.
  • Playin’ Possum (5 hrs; 20 min/lvl): Causes a mortal wound to appear on the subject’s body.
  • Rapid Fire (30 sec; 2 sec/lvl): Increases any personal firearm’s rate of fire.
  • Reanimate (Perm): Restores HP to a corpse, harrowed, or undead.
  • Reflect (Inst): Summons a jagged piece of reflective, magically charged metal in front of the caster.
  • Reload (Inst): Transfers three bullets into the caster’s firearm.
  • Sandman (450 min; 30 min/lvl): Causes the subject to fall asleep.
  • Shocker (30 min; 2 min/lvl): Charges a metal item with a massive buildup of static electricity.
  • Soul Blast (Inst): Almost invisible stream of ghostly white energy races toward the target.
  • Soul Burst (Inst): Soul burst is an area-effect version of Soul Blast.
  • Swamp Gas (150 sec; 10 sec/lvl): Releases a flammable cloud of stench that covers a spherical area (150 yds).

Single Action

  • Bash (Inst): Conjures a ball of occult energy that smashes and destroys inanimate objects.
  • Confound (1 sec): Subject suffers a penalty to his next action.
  • Copy (Inst): Instantly copies a single page of written material.
  • Disrupt (Inst): Dispels an ongoing hex, Harrowed power, or black magic spell.
  • Draw! (1 sec): Subject can act faster than usual, increasing Basic Speed and number of actions.
  • Foil (Inst): Dispels a hex, Harrowed power, or black magic spell when cast immediately after the subject hex is cast.
  • Forecast (Inst): Gives the caster a brief vision of the weather that will occur in his vicinity over the next few hours.
  • Groom (Inst): Cleans up the caster.
  • Ignite (Inst): Ignites a single, small readily flammable object.
  • Penny Ante (1 sec): Subject gets a bonus on his next action.
  • Palm (Inst): Transfers a small object between the caster’s hand and his pocket.
  • Phantasm (Inst): Conjures images (subject’s deepest fears) causing an immediate Fright Check.
  • Rabbit Foot (Inst): Allows reroll any failed roll, cast immediately after the failed roll.
  • Reflect (Inst): Summons a jagged piece of reflective, magically charged metal in front of the caster.
  • Reload (Inst): Transfers three bullets into the caster’s firearm.
  • Seek (Inst): Searches for a particular person, thing, or a type of thing.
  • Shadow Walk (Spec): Step into one shadow and emerge from another.
  • Soul Blast (Inst): Almost invisible stream of ghostly white energy races toward the target.
  • Soul Burst (Inst): Soul burst is an area-effect version of Soul Blast.
  • Sound (Inst): Makes a single, meaningless sound at a point within its range.
  • Thunderclap! (Inst): Produces a deafening crash of thunder at a point within the hex’s range.

Permanent

  • Beggar’s Banquet (Perm): Makes bland or unpleasant food taste like a fine dinner.
  • Bind Manitou (Perm): Subdues the manitou within the subject and gives the Harrowed full dominion.
  • Calling Card (Perm): Alters an ordinary playing card, placing a mark on it (not viable as a cheating tool).
  • Finish (Perm): Cleans up a single inanimate object, making it shiny and new-looking.
  • Forget (Perm): Erases or alters subject’s memories.
  • Gambler’s Luck (Perm): Gives the Luck advantage for a limited number of uses.
  • Helping Hand (Perm): Restores HP to the subject.
  • Pick Me Up! (Perm): Imbues a shot of liquor with supernatural vitality.
  • Reanimate (Perm): Restores HP to a corpse, harrowed, or undead.
  • Talisman (Perm): Imbues an item with mystic powers, creating a relic.
  • Vittles (Perm): Creates flavorless and bland (but nutritious) food.
  • Waste Product (Perm): Ruins fuel and explosives, turning them into useless ash.

Self Only

  • Cardsharp (150 sec; 10 sec/lvl): Summons five deadly cards to be hurled at enemies.
  • Forecast (Inst): Gives the caster a brief vision of the weather that will occur in his vicinity over the next few hours.
  • Groom (Inst): Cleans up the caster.
  • Home Ground (30 hrs; 2 hrs/lvl): Gives a mental map (Area Knowledge skill) of the surrounding area.
  • Interpret (150 min; 10 min/lvl): Caster can understand an unknown language (spoken or written).
  • Missed Me! (1 min): Turns any missiles harmlessly aside.
  • Old Timer (1 yr): Prevents the caster from aging for one year.
  • Reflect (Inst): Summons a jagged piece of reflective, magically charged metal in front of the caster.
  • Ride The Rails (Spec): Travel very quickly along the railroad tracks that crisscross the American continent.
  • Shadow Walk (Spec): Step into one shadow and emerge from another.
  • Shadowman (1 min): Creates a pocket of shadow around the caster, giving a bonus to Stealth.
  • Silver Tongued Devil (30 min; 2 min/lvl): Subject is more persuasive, giving a bonus to Fast-Talk and reaction rolls.
  • Skinchange (30 hrs; 2 hrs/lvl): Lets the caster change to the form of an animal (hawk).

Resisted Spells

  • Disrupt: Resisted by Subject Power
  • Ecstasy: Resisted by IQ
  • Filibuster: Resisted by IQ
  • Foil: Resisted by Subject Power
  • Forget: Resisted by IQ
  • Helping Hand: Resisted by HT
  • Impostor: Resisted by HT
  • Playin’ Possum: Resisted by HT
  • Reflect: Resisted by Subject Power
  • Sandman: Resisted by HT
  • Soul Rider: Resisted by IQ
  • Tall Tales: Resisted by IQ
  • Truthsayer: Resisted by IQ
Hex Descriptions
Bodychanging Hexes
Clumsiness
Time to cast: 1 second
Duration: 1 minute
Range: Touch
Cost to M: NA
DX -1
DX -2
DX -3
DX -4
DX-5
Reduces the subject’s DX temporarily. Ability with all DX-based skills is also reduced.
Cure Disease (new)
Time to cast: 10 second
Duration: Inst
Range: Touch
Cost to M: NA
Severity 1
Severity 2
Severity 3
Severity 4
Severity 5
Severity 6
Severity 7
Severity 8
Severity 9
Severity 10
Severity 11
This hex cures diseases. The severity of the disease cured depends on the hand.
Dexterity
Time to cast: 1 second
Duration: 1 minute
Range: Touch
Cost to M: 2 FP / +DX / minute
DX +1
DX +2
DX +3
DX +4
DX +5
Raises the subject’s DX temporarily. Speed and ability with all DX-based skills are also raised. A caster can raise his own dexterity to increase his chances of hitting with missile spells, etc.
Draw!
Time to cast: 2 seconds
Duration: 1 second
Range: 20 yds per level
Cost to M: 1 FP per extra second
Speed +1
Speed +2
Speed +3, 1 extra action per turn
Speed +4, 1 extra action per turn
Speed +5, 2 extra actions per turn
This hex enables the subject to act faster than usual, according to the caster’s hand. If the hand is good enough to allow two actions per turn, the subject gets one turn at his usual place in the sequence and another at the end. If the hand allows three actions, he gets one action at the beginning of the sequence, one in his usual place, and one at the end of the turn. A person with an automatic weapon under the effects of Draw! may use the weapon’s full RoF on every action; however, if the weapon in question is a mad science gadget, the GM should check for malfunction (see Deadlands p. 59).
Ecstasy
Time to cast: 3 seconds
Duration: 10 seconds
Range: 2 yds per level
Cost to M: NA
Successful cast
Inundates the subject in a rush of pleasure, which incapacitates him for the duration of the hex. The pleasure can be addictive. While affected by the hex, the subject may take no action, even to escape immediate danger. This hex can be addictive. If a subject is exposed to this spell three times within 10 days, he must make a Will +2 roll after the third time and after each subsequent exposure until 5 days pass without exposure. If any of these rolls are failed, the subject suffers a total Addiction to the hex and will do almost anything for another “dose”. This addiction follows normal rules, except that withdrawal causes IQ loss rather than HT. An addicted person will never resist the hex.
Fatigue
Time to cast: 1 second
Duration: 1 minute
Range: Touch
Cost to M: 1 FP / -ST / minute
ST -1
ST -2
ST -3
ST -4
ST -5
Reduces the subject’s ST temporarily. Note that this will affect the subject’s basic damage with weapons. It also affects encumbrance, but GM’s are free to ignore this detail in the interest of playability.
Flypaper Fingers
Time to cast: 1 second
Duration: 2 min / lvl
Range: Touch
Cost to M: NA
Successful cast
Causes the subject’s palms and soles to become adhesive. This allows him to climb almost any surface, conferring a +10 bonus to Climbing rolls. This hex works even through gloves and shoes.
Foolishness
Time to cast: 1 second
Duration: 1 minute
Range: Touch
Cost to M: NA
IQ -1
IQ -2
IQ -3
IQ -4
IQ -5
Temporarily reduces subject’s IQ, by an amount determined by the hand drawn.
Fortitude
Time to cast: 2 seconds
Duration: 2 min / lvl
Range: 10 yds per level
Cost to M: 1 FP per extra second
HP/FP +1
HP/FP +2
HP/FP +3
HP/FP +4
HP/FP +5
Grants the subject a momentary boost of supernatural vitality, temporarily enhancing his fatigue and hit points, even above his usual limit. Any fatigue or hit points lost during the hex come first from Fortitude. When the hex ends, any remaining extra fatigue or hit points fade.
Free Fallin’ (new)
Time to cast: 1 second
Duration: 1 minute
Range: Touch
Cost to M: NA
Reduce falling dmg by 25%
Reduce falling dmg by 50%
Reduce falling dmg by 75%
Reduce falling dmg by 100%
Hex protects the subject (and anything they are landing on) from falling damage; degree of protection depends of the hand drawn. This reduces the damage but does not reduce the speed; falling occurs at the same rate as without the hex and the subject still reaches terminal velocity eventually. Note that if this hex is in effect, it also conveys directly to physical attacks if the subject is falling – meaning no “death from above” moves with protection for the caster only.
Helping Hand
Time to cast: 1 second
Duration: Permanent
Range: Touch
Cost to M: NA
HP +2
HP +4
HP +6
HP +8
Restores up to 8 HT to the subject. Does not eliminate disease, but will cure harm already done by disease. This spell is risky if used more than once per day by the same caster on the same subject. Skill will be at -3 the first repetition, -6 for the second, and so on.
Hunger Pangs
Time to cast: 1 second
Duration: Instant
Range: 10 yds per level
Cost to M: NA
1 meal
2 meals
3 meals
4 meals
5 meals
6 meals
Inflicts starvation damage on the subject as if he had missed a meal. Resisted by HT.
Hurry Up!
Time to cast: 1 second
Duration: 10 sec per lvl
Range: 1 yd
Cost to M: NA
Move +1
Move +2
Move +3
Move +4
Move +5
Increases the subject’s Move by an amount determined by the hand drawn.
Might
Time to cast: 1 second
Duration: 1 minute
Range: Touch
Cost to M: 2 FP / ST / min
ST +1
ST +2
ST +3
ST +4
ST +5
Raises the subject’s ST temporarily. This will affect damage, encumbrance, HP, and possibly readying times for weapons. A caster can raise his own strength, but note that if the subject’s HP is below 0 when the spell wears off he will need to roll to remain conscious and possibly make life rolls.
Mind Tweak
Time to cast: 1 second
Duration: 1 minute
Range: 10 yds per level
Cost to M: 1 FP per min per IQ
IQ +1
IQ +2
IQ +3
IQ +4
IQ +5
This hex raises the subject’s IQ temporarily, by an amount determined by the hand drawn. This increases Mental skills, but not hexes or other magical skills.
Old Timer
Time to cast: 1 day
Duration: 1 year
Range: Self
Cost to M: NA
Success
This hex prevents the caster from aging for one year each time it is cast. Unnatural causes of aging such as magic or extreme fright will still affect the caster. If he suffers backlash, he immediately ages one year in addition to any other ill effects.
Safecracker
Time to cast: 1 second
Duration: 1 minute
Range: Touch
Cost to M: 1 FP per extra minute
+5
+7
+9
+11
+13
+15
+17
+19
+21
+23
+25
The subject gains a +5 bonus to all rolls for defeating locks, bonds, and other security measures – Lockpicking, Escape, etc. Each hand level drawn above the base hand gives an extra +2 to these rolls.
Shift Wounds
Time to cast: 1 minute
Duration: Permanent
Range: Touch
Cost to M: NA
HP +3
HP +6
HP +9
HP +12
HP +15
It’s hard getting a manitou to do something constructive, like healing someone. This hex adds an incentive: if the manitou heals the subject, it gets to inflict equally dire wounds on the caster. The caster loses as many hit points as the hex heals. If hit locations apply, the caster may choose which locations to transfer damage from. Crippling effects from the wounds healed will be healed but not transferred to the caster. The caster may fall unconscious or die as a result of damage transferred.
Skinchange
Time to cast: 5 minutes
Duration: 2 hrs / lvl
Range: Self
Cost to M: NA
Successful cast
Lets the caster change to the form of an animal. Each animal form is a separate hex, which must be learned individually. Four versions of this hex are known – black cat, raven, serpent, and wolf – but others may be possible. The caster takes on the size, shape, and physical abilities of the form assumed. However, the hex transforms only the caster; gear and clothing are left behind. The caster cannot speak or cast hexes while in animal form, though he retains all his usual memories and skills. The huckster may end the hex at any time before it ends, returning immediately to human form. If the huckster draws the black joker while casting this hex and succeeds nonetheless, the huckster takes on the mental capacity and characteristics of the animal form assumed for the duration of the hex.
Snake Oil
Time to cast: 1 second
Duration: 2 min / lvl
Range: 1 yd
Cost to M: NA
Successful cast
This hex causes the subject to ignore physical damage. He feels no pain and may even forget he has been injured. Those under the effects of Snake Oil cannot be stunned in combat, do not lose DX when wounded, and do not slow down when HT is reduced to 3. The subject is still injured; he can be rendered unconscious by accumulated damage, he still makes HT rolls to avoid death, and maimed limbs will not be rendered usable.
Stayin’ Put
Time to cast: 1 second
Duration: 1 minute
Range: Self
Cost to M: 1 FP per extra minute
+5
+7
+9
+11
+13
+15
+17
+19
+21
+23
+25
Holds the caster in place. He gets a +5 bonus to any roll to resist being pushed, pulled, or lifted. For each hand level drawn above the base hand, he gets an additional +2 bonus. This bonus also applies to Climbing rolls to keep from falling. Climbing rolls to move up or down do not receive this bonus. This hex also confers Fearlessness +2 and Reduced Move 1 on the caster.
Vigor
Time to cast: 1 second
Duration: 1 minute
Range: Touch
Cost to M: 1 FP / HT / min
HT +1
HT +2
HT +3
HT +4
HT +5
Raises the subject’s HT temporarily. This will affect basic speed and total fatigue available, but will not restore fatigue lost or reverse the effects of previously failed health rolls. If the subject’s fatigue loss puts him below 0 FP when the spell wears off , he will fall unconscious.
Vittles
Time to cast: 10 minutes
Duration: Permanent
Range: Touch
Cost to M: NA
1 meal
3 meals
5 meals
7 meals
9 meals
11 meals
Creates food. Four human meals can be used to provide one meal for a horse or other livestock animal. The meals thus created are flavorless and bland, but nutritious.
Warnin’ Bells
Time to cast: 1 second
Duration: 1 minute
Range: 20 yds per level
Cost to M: 1 FP per extra minute
2 people
4 people
6 people
8 people
10 people
Grants its subject superior alertness and reflexes, effectively giving them Combat Reflexes for the duration of the hex. The caster may affect a number of people within the hex’s range which depends on the hand drawn. This hex does not affect characters who already have Combat Reflexes.
Combat Hexes
Bash
Time to cast: 2 seconds
Duration: Instant
Range: 50 yds / lvl
Cost to M: NA
1d-1
2d
4d
5d
6d
7d
8d
9d
12d
20d
Conjures a ball of occult energy that smashed and destroys inanimate objects. It has no effect on living beings, though its aftermath may cause collateral damage. The caster must hurl the spell using Throwing skill, the default of DX-3, or Innate Attack (Projectile) skill (see p. M 12). Bash has Acc +2; it ignores modifiers for range, but not for target size and speed. It does damage depending on the hand drawn.
Black Lightnin’
Time to cast: 1 second
Duration: 10 sec / lvl
Range: 10 yds / lvl
Cost to M: NA
2d
3d
4d
5d
6d
10d
Charges the caster’s hands and arms with dark electricity. He may hurl this energy in any number of bolts, provided that the total dice of damage done by all bolts does not exceed the total charge for the hand level drawn. The caster chooses the dice of damage done by a given bolt when it is thrown; each bolt may contain any number of dice of damage up to the caster’s magery. The caster may hurl only one bolt per turn. When he throws a bolt, its dice of damage are deducted from his total charge.
The caster must hurl the spell using Throwing skill, the default of DX -3, or Innate Attack (Projectile) skill (see p. M 12). Black Lightnin’ has Acc +2; it ignores modifiers for range, but not for subject size, speed, or cover. If a charged caster hits another person in hand-to-hand combat, the person struck is also hit with the entire remaining charge.
Blink
Time to cast: 1 second
Duration: Instant
Range: Self
Cost to M: NA
Successful cast
This hex allows the caster to avoid an attack by instantly teleporting few feet out of the way. If the caster experiences backlash, he could find himself transported almost anywhere (in practice, the manitou rarely take the caster farther than a mile).
The caster may “blink” up to 3 hexes in any direction into an open hex. A hex is open as long as no one is in it, nor no obstacle larger than a person. For combat, the “blink” is treated as a Dodge that automatically succeeds if the hex roll is made.
Bodyguard
Time to cast: 2 seconds
Duration: 2 min / lvl
Range: Touch
Cost to M: NA
3 HP, DR 1
6 HP, DR 1
9 HP, DR 1
12 HP, DR 2
18 HP, DR 2
24 HP, DR 2
30 HP, DR 3
42 HP, DR 3
60 HP, DR 4
This hex creats a magical barrier which will absorb all damage aimed at the subject. This barrier has a finite number of hit points; once its hit points have been exhausted, the barrier dissipates, leaving the subject open to future attack. Bodyguard will defend against magical and nonmagical attacks, but will not protect against suffocation, drowning, bleeding, poison, or other environmental or internal hazards. Only one Bodyguard may be in effect at a timel subsequent castings on a single subject automatically fail.
Brimstone
Time to cast: 1 second
Duration: 2 min / lvl
Range: 10 yds / lvl
Cost to M: NA
1d-1 FP
1d FP
1d+1 FP
2d FP
2d+2 FP
3d FP
Summons a pound-sized chunk of brimstone from the pits of Hell. The caster must reach into a source of burning coals to summon the brimstone, doing 1d damage to his own hand. After it is summoned, the caster may drop, carry, or throw the brimstone if desired. It begins to smoke as soon as it is summoned, emitting foul yellow vapors which spread over an area 10 yards in radius per level of magery. These fumes cannot be dispersed by wind, either normal or magical. Within the fog, living beings suffer burning eyes, skin, and lungs, causing -2 penalty to all skill and attribute rolls as well as fatigue loss. The penalty and fatigue loss persists as long as the victim remains within the cloud and for 10 seconds after leaving it. The caster is not immune to the brimstone’s effects.
Burning Death
Time to cast: 3 seconds
Duration: Varies
Range: Touch
Cost to M: NA
1 second
2 seconds
3 seconds
4 seconds
6 seconds
8 seconds
10 seconds
12 seconds
15 seconds
18 seconds
24 seconds
Causes the subject to burn from within. For the duration of the hex, the internal fire will cause the subject to experience unbearable discomfort and nausea, preventing him from taking any action other than retching up some scalding bile and maybe saying a few words. If the fire burns long enough, the subject will burst into flame, leaving behind a pile of ash and a fist-sized lump of ghost rock.
The caster must touch the subject. Every turn, the victim must roll against HT; on any failure he takes 1d-1 burning damage. On a success, he takes no damage that turn; on a critical success, the spell is broken. No defense will protect against this damage. If the subject dies as a result of this burning damage, his body bursts into flames as described above.
The subject can take no normal action during the hex, but can move at half speed if necessary.
Cardsharp
Time to cast: 1 second
Duration: 10 sec / lvl
Range: Self
Cost to M: NA
Successful cast
+1 damage
+2 damage
+3 damage
+4 damage
+5 damage
+6 damage
+7 damage
+8 damage
+9 damage
thr cut
thr +1 cut
thr +1 cut
thr +2 cut
thr +2 cut
thr +3 cut
thr +3 cut
thr +4 cut
This hex summons five deadly, razor-sharp cards, which the caster may then hurl at his enemies. Unlike regular hexes, each of the five cards eventually selected is important; each card’s value determines the damage it does. The cards are thrown using the Throwing Art skill or the default of DX -3. The cards have Acc 1, with a maximum range of 10 times the caster’s magery and a 1/2D of five times the caster’s magery. For every hand above the base hand of Pair, the cards get a +1 damage (note that the caster may choose to take a lower hand than the best possible in order to optimize the cards selected). If the hex expires before the caster has thrown all five cards, any remaining cards disappear.
Clear Out!
Time to cast: 1 second
Duration: 2 sec / lvl
Range: 10 yds / lvl
Cost to M: NA
ST 4
ST 6
ST 8
ST 10
ST 12
ST 14
ST 16
ST 18
ST 20
Creates a spherical wall of force pushing out from the caster, with a radius of 10 yards per level of magery. Objects and individuals within that area are pushed away from the center at a rate of 1 hex per second, with a ST depending on the hand drawn. Animate objects may resist this force with a Quick Contest of ST each round they wish to resist the hex. This hex will not affect objects heavier than 20 times its ST.
Critter Ward
Time to cast: 5 minutes
Duration: 2 hrs / lvl
Range: 3 yds / lvl
Cost to M: NA
Successful cast
Creates a spherical magical barrier that no normal animal can cross, with a radius of three yards per level of magery. The caster can leave the warded area after it is set up without affecting the ward. Animals under magical control may enter the warded area if they make Fright Checks at -2; while inside, they suffer a -2 penalty to all rolls. Critter Ward does not affect abominations.
Diversion
Time to cast: 1 second
Duration: 1 minute
Range: Touch
Cost to M: NA
-1
-2
-3
-4
-5
Makes the target harder to see, and thus harder to hit. Reduces the skill of any attack used on the huckster by the hand level drawn.
Graveyard Mists
Time to cast: 2 seconds
Duration: 20 min / lvl
Range: 10 yds / lvl
Cost to M: NA
1 yard
2 yards
3 yards
4 yards
5 yards
6 yards
7 yards
8 yards
9 yards
10 yards
11 yards
This hex produces a thick fog covering an area determined by the hand drawn. Within the fog, vision, hearing, and smell are sharply limited; all Perception rolls are made at -2.
Hell’s Arsenal
Time to cast: 2 seconds
Duration: 1 minute
Range: Touch
Cost to M: NA
Successful cast
Causes any weapon to be bathed in a halo of flame, including firearms. This flame will not harm the weapon or its user. Weapons so enhanced will do more damage.
A weapon under the effects of Hell’s Arsenal gains a +2 bonus to damage against living creatures and flammable objects.
Hell’s Fury
Time to cast: 1 second
Duration: 1 minute
Range: Self
Cost to M: 2 FP / min
Successful cast
Creates a cloak of unholy flames around the caster. These flames do not harm him or his possessions. His punches, kicks, and melee attacks do an extra point of burning damage. Any melee attack that hits him triggers a jet of flame back along the weapon, doing 1d to the attacker’s torso. If the caster grapples or is grappled, his opponent will take 3d of burning damage, but the struggle will quell the flames.
Martyr’s Mirror
Time to cast: 1 second
Duration: 20 sec / lvl
Range: Self
Cost to M: NA
2 HP max
4 HP max
6 HP max
10 HP max
14 HP max
16 HP max
20 HP max
Duplicates any damage done to the caster on the person who attacked him. Any damage that penetrates all defenses and harms the caster is duplicated, down to the hit location, on the attacker. Martyr’s Mirror can only duplicate a limited amount of damage each turn, depending on the hand drawn. It will duplicate damage in the order it was inflicted until the maximum for the turn has been reached. Note that the caster still suffers the damage; the damage is duplicated, not reflected.
Missed Me!
Time to cast: 1 second
Duration: 1 minute
Range: Self
Cost to M: NA
Successful cast
Turns any missiles harmlessly aside by the tiniest fraction needed to ensure they miss the target; the game effect is that the missile continues in a straight line past the target. Works on nearly all kinds of missiles – arrows, bullets, falling rocks, missile spells, shrapnel, cream pies – everything except blast from explosives, fire from a flamethrower, and other area effect attacks. The GM should conceal the existence of the spell from the caster’s foes as long as possible, saying they just missed! The huckster must Concentrate to maintain the spell. Minimum hand required is one pair; better hands have no further effect.
Rapid Fire
Time to cast: 1 second
Duration: 2 sec / lvl
Range: 10 yds / lvl
Cost to M: NA
+1 RoF
+2 RoF, -1 Malf
+3 RoF, -1 Malf
+4 RoF, -2 Malf
+5 RoF, -2 Malf
This hex increases any personal firearm’s rate of fire. It will not affect gadgets, artillery, or similar weapons. Note that recoil is not reduced by this hex, so the increased rate of fire often results in greatly reduced accuracy. The Malf. is also lowered by 1 for every two points of RoF increase, from ver to crit, crit to 16, 16 to 15, and so on.
Soul Blast
Time to cast: 1 sec
Duration: Instant
Range: 50 yds / lvl
Cost to M: NA
1d-1 FP
2d
4d
5d
6d
7d
8d
9d
12d
20d
The hexslinger’s best friend is the soul blast spell. When cast, an almost invisible stream of ghostly white energy races from the huckster’s palm toward his target. The stream slams into the victim like a bullet, ignoring the DR of any armor (but not natural DR). This hex has no effect on inanimate objects, but is very useful against spirits and insubstantial beings.
Just because the spell comes off doesn’t mean it hits its target. The huckster must use Throwing skill, the default of DX-3, or the Innate Attack (Projectile) skill (see p. M 12). The spell has Acc +2; it ignores all modifiers for range, but not for target size or speed.
For some reason, drawing a Dead Man’s Hand (two black Aces, two black 8’s, and a Jack of Diamonds) kills the target automatically.
Soul Burst
Time to cast: 2 seconds
Duration: Instant
Range: 50 yds / lvl
Cost to M: NA
1d-1
1d+1
2d
4d
5d
6d
7d
8d
9d
10d
Soul burst is an area-effect version of Soul Blast. Like Soul Blast, a stream of nearly invisible white energy travels from the caster to the target point. The caster must hurl the spell using Throwing skill, the default of DX -3, or Innate Attack (Projectile) skill (see p, M 12). Soul Burst has Acc +2; it ignores modifiers for range. Upon reaching the target point, Soul Burst releases a burst of translucent bolts which explode over an area with a radius of 2 hexes per level of magery. Every animate creature within the affected area takes damage; inanimate objects are unaffected.
Spirit Coils
Time to cast: 1 second
Duration: 20 sec / lvl
Range: 10 yds / lvl
Cost to M: NA
Hex skill
Skill +2
Skill +4
Skill +6
Skill +8
Skill +10
Skill +12
Skill +14
Skill +16
Skill +18
Skill +20
Binds the subject with bonds of ethereal energy, like a sort of ghostly rope. The binding is quite thorough: until he frees himself, the subject cannot do anything but roll around and struggle against the bonds. These bonds endure until the subject wins a Quick Contest of Skills between the caster’s hex skill and the subject’s ST or until the hex ends. Each hand level drawn above the base hand gives the caster a +2 bonus to hex skill for the purposes of the Quick Contest.
Touch O’ Death
Time to cast: 1 second
Duration: Instant
Range: Touch
Cost to M: NA
Successful cast
Caster must touch the subject. The subject takes 3d points of damage to the torso; DR does not protect.
Watchdog
Time to cast: 5 minutes
Duration: 2 hrs / lvl
Range: 6 yds / lvl
Cost to M: NA
Successful cast
This hex establishes an invisible alarm zone around the caster, with a radius up to 6 yards per level of magery. Once the zone has been established, the caster may enter or leave the zone at will. If any creature enters the zone without speaking the password, he will be silently alerted. If he is asleep when the alarm is triggered, he will wake instantly without being stunned. The caster must choose a password at the time of casting; the password may be any word or short phrase.
Widow’s Web
Time to cast: 2 seconds
Duration: 1 min / lvl
Range: 10 yds / lvl
Cost to M: NA
Web ST 10
Web ST 12
Web ST 14
Web ST 16
Web ST 18
Web ST 20
Web ST 22
Web ST 24
Web ST 26
Web ST 28
Web ST 30
Erects a thin web-like barrier between two parallel surfaces. The caster can create two 10-foot-by-10-foot panels of web for each level of magery. Anyone or anything that touches the web is grappled, requiring a Quick Contest versus the web’s ST of 10 to break free. Each failed ST Contest entangles the victim further, subtracting 1 from ST and DX until either stat reaches zero, at which point the victim is totally immobilized. Every hand level drawn above the base hand adds 2 to the web’s ST.
The web is highly flammable; if exposed to fire, the entire web will go up in flame, doing 1d-2 fire damage to anyone trapped in the web. The web has DR 3; every 6 points of cutting damage done to it reduces its ST by 1 and restores a point each of ST and DX to everyone trapped.
Communication and Travel Hexes
Gateway
Time to cast: 2 seconds
Duration: 1 minute
Range: 4 miles / lvl
Cost to M: NA
Successful cast
Opens a magical gateway from any doorway to a portal prepared beforehand. The portal thus prepared may be any normal portal, no wider than 10 feet, marked with a mark of the caster’s choosing (many hucksters use a playing card). Marking a portal takes a single turn; a caster may only have one portal marked at a time. When the caster wants to use the prepared gateway, he must find a doorway within range of the return portal, successfully cast the hex, and draw the minimum hand; if he succeeds, he can step through the door and emerge from the return portal.
If the marked portal is locked, the hex fails. The caster may only take himself and whatever he can carry through. If he attempts to carry through another person, the hex will automatically fail.
Backlash is extremely dangerous with Gateway; the caster may emerge almost anywhere, may not emerge at all, or may emerge with an unwanted companion in tow.
Ghost Rider
Time to cast: 1 minute
Duration: 2 hrs / lvl
Range: Touch
Cost to M: NA
Horse spirit
Superior horse spirit
This hex summons a horse spirit to serve as a mount for the caster. The horse spirit appears as a ghostly gray horse with black eyes, mane, and tail. Its statistics are similar to a normal horse’s (Basic, 459-60), but with elevated IQ and Move. Its tracks are indistinct, giving a -2 to Tracking rolls. It cannot fight, and if injured, it dissipates immediately. The summoned horse is somewhat uncanny, and any observer familiar with horses will get the feeling that something isn’t right.
With a hand of Three of a Kind or better, the caster gets a superior horse spirit – even faster, able to fight, and able to take damage like a regular horse.
Spirit Horse
Superior Spirit Horse
ST:
32
Move:
16
ST:
32
Move:
20
DX:
10
Dodge:
8
DX:
10
Dodge:
10
IQ:
5
Damage:
IQ:
6
Damage:
1d cr
HT:
14
Reach:
HT:
14
Reach:
C, 1
HP:
1
SM:
1
HP:
32
SM:
1
Ghost Trail
Time to cast: 1 second
Duration: 2 hrs / lvl
Range: Touch
Cost to M: NA
-5
-7
-9
-11
-13
-15
-17
-19
-21
-23
-25
Erases any trail left by the caster and two other people per level of Magery. All affected people must remain in a group to benefit from a hex. Any person attempting to track the subject suffers a -5 penalty to Tracking. Each hand level drawn above the base hand gives an additional -2 penalty. If a huckster using Ghost Trail is the subject of the hex Bloodhound, Bloodhound is resisted by Ghost Trail. A horse counts as a person for the purpose of hex coverage; for a horse’s trail to be erased, the horse and all riders must be covered by the hex.
Hidey-Hole
Time to cast: 10 seconds
Duration: 1 hour
Range: Touch
Cost to M: NA
Successful cast
This hex removes a nonliving object to the Hunting Grounds for the duration of the hex. While in the Hunting Grounds, the subject cannot be detected by any method, mundane or magical.
Long Winded
Time to cast: 2 seconds
Duration: 10 sec / lvl
Range: 2 miles / lvl
Cost to M: NA
Simple emotion
One sentence
Detailed message
Two-way communication
Enables the caster to communicate mental messages over long distances. He selects a subject at the time of casting; if the caster’s magery is inadequate to reach the chosen subject, the hex is still cast but the message is not received. The caster will not know if the message was safely received unless two-way communication is achieved.
Makin’ Good Time (new)
Time to cast: 10 minutes
Duration: 1 day of travel
Range: 1 yd / lvl
Cost to M: NA
+10%
+20%
+30%
+40%
+50%
+60%
+80%
+100%
+125%
+150%
+200%
The recipients of this hex gains a boost to the travel speed, with an amount indicated by the hand drawn. All living creatures within range receive this boost, regardless of association with the caster, but devices (mad science or otherwise) do not. This means that a wagon, powered by animals, would benefit but a train or ghost rock-powered wagon would not.
Duration indicates one day, but this is more tied to the travel. 8 hours is standard, but could be pressed further just like regular travel; attempting a full 24 hours of travel is foolhardy and will still exhaust the traveler(s) as usual.
Personal Telegraph (new)
Time to cast: 20 seconds
Duration: Inst
Range: 100 miles / lvl
Cost to M: NA
10 words
20 words
30 words
40 words
50 words
60 words
70 words
80 words
90 words
100 words
110 words
The caster sends a message to a single, known recipient (some degree of familiarity required on both parts). The caster can send 10 words in a single message, with an additional 10 words for every level increase in the hand drawn. While the sender merely thinks the words, presumably in English, the recipient receives them in Morse Code. The message is burned into the recipient’s mind for 5 minutes per level of caster, after which the message begins to fade (unless the recipient has Eidetic or Photographic Memory). If the recipient is not fluent in Morse Code, they will need to write the message down and have it translated. Due to the nature of communication and lengthy casting time, this hex is not useful for combat communication – for that, look at Long Winded.
Portal (new)
Time to cast: 1 second
Duration: 1 minute / lvl
Range: 1 yd
Cost to M: NA
3′ × 5′
4′ × 5.5′
5′ × 6′
6′ × 6.5′
7′ × 7′
8′ × 7.5′
9′ × 8′
10′ × 8.5′
11′ × 9′
12′ × 9.5′
13′ × 10′
This hex requires the Portal Anchor hex, which determines maximum distance.
The caster creates a portal connecting to an anchor point elsewhere, which relies on a named anchor. The width and height of the portal depends on the hand drawn, but it will always extend vertically from the ground up. The caster must specify at the time of casting either who can go through or who cannot – if the list indicates who may not, anyone not listed may go through, regardless of association with caster. Objects or people entering at a significant velocity (greater than a run) will lose all velocity through transition and fall harmlessly on the other side. Casting of any kind, including Harrowed powers, does not work through the portal. Note that as with any other hex, the caster may end the spell early, but early ending of the spell will not harm someone who is only part way through. It is important to note that the visible manifestation is of a swirling blackness; no one but the caster knows where the portal goes or what lies on the other side (and even the caster can be surprised if something has changed in their absence).
Portal Anchor (new)
Time to cast: 1 minute / mile
Duration: Perm
Range: Touch
Cost to M: NA
10 miles
25 miles
50 miles
100 miles
200 miles
300 miles
400 miles
500 miles
750 miles
1,000 miles
2,000 miles
This hex requires the Portal hex, without which this hex is pointless.
The caster creates a named anchor point through this hex. The naming is important to give it uniqueness, but a caster can never use another caster’s anchor even with the name. The maximum range that a portal anchor can be connected to is determined by the hand drawn, although the caster may choose to apply a lower limit. Note that the anchor is tied to a geographical point, and not an item, which also means that once cast, it cannot be moved – although a repeat casting can be done for 0 miles at the same location, with the same name, to remove the existing anchor. This may be important since a single caster can only have as many anchors as half their level rounded up. When a portal is invoked from afar, the portal at the anchor point acts like the other portal in that it extends vertically from the ground up, visible manifestation is of a swirling blackness, and it maintains the width and height of the opposing portal.
Shadow Walk
Time to cast: 1 second
Duration: Special
Range: Self
Cost to M: NA
2 yds
5 yds
10 yds
20 yds
40 yds
100 yds
500 yds
1 mile
Line of sight
Hucksters with this spell can step into one shadow and emerge from another. The shadows they enter and leave from must be large and dark enough to engulf their entire form. The GM gets the final call as to what works.
The hand needed to shadow walk depends on the distance between the two shadows. The huckster has to be able to actually see the shadow he wants to emerge from.
Timeslip
Time to cast: 1 second
Duration: Special
Range: Self
Cost to M: NA
5 seconds
10 seconds
25 seconds
1 minute
10 minutes
1 day
1 week
1 year
Allows the caster to step out of time for a brief period of time, disappearing until the hex expires. Nothing can affect him during the hex, nor can he take any action. Effectively, he does not exist during the timeslip. He may select any duration up to the maximum determined by the hand drawn. If some other object occupies the space vacated by the caster when the hex ends, he appears as close to his original location as possible.
Dark Hexes
Hell’s Bargain
Time to cast: 1 second
Duration: Instant
Range: 10 yds per level
Cost to M: NA
1 roll
2 rolls
3 rolls
4 rolls
6 rolls
8 rolls
10 rolls
13 rolls
16 rolls
19 rolls
This hex allows the caster to improve the odds of the subject coming back as a Harrowed. It must be cast on the body within five seconds of death. The subject then makes additional reaction rolls for coming back Harrowed, depending on the hand of the hex. If he does come back Harrowed, the manitou inhabiting his body gets a bonus to its Will equal to the number of extra rolls. If the caster suffers backlash, the manitou will animate the subject’s body as a walkin’ dead instead.
Necromancer
Time to cast: 1 second
Duration: 1 min / lvl
Range: 1 yd
Cost to M: NA
Successful cast
This hex enables the caster to restore the soul of a recently dead comrade to his body. Necromancer must be used shortly after death – within 10 second per the caster’s level of Magery. This hex does not work on Harrowed. If successful, the subject is returned to his body for the hex’s duration. During the hex’s effects, he gains the benefits of being Harrowed. A body so restored cannot be healed by any means; Necromancer cannot be used to save a life. However, if Necromancer is used on a body, the subject gets two extra reaction rolls when checking for Harrowing.
Nightmare Realm
Time to cast: 1 second
Duration: 2 min / lvl
Range: 30 yds / lvl
Cost to M: NA
Fear level +1
Fear level +2
Fear level +3
Fear level +4
Fear level +5
This hex temporarily raises the Fear Level within the affected area. This is an extremely evil hex, and very few people are likely to look fondly upon any huckster using it.
Power Struggle
Time to cast: 1 second
Duration: Instant
Range: 10 yds / lvl
Cost to M: NA
Successful cast
Will +1
Will +2
Will +3
Will +4
Will +5
Will +6
Will +7
Will +8
Aggravates the manitou within a Harrowed, causing it to struggle for dominion. This triggers an immediate Quick Contest of Wills between the Harrowed and its manitou for control of the body. The caster may aid one of the combatants, adding one point to his candidate’s effective Will for each hand level drawn above the base hand. This hex can therefore be used to help either occupant of a Harrowed body; evil hucksters use it to send Harrowed on a killing spree, while others keep it handy to help a Harrowed buddy snap out of it.
Remember that the manitou is fully aware of the struggle, and will will remember the huckster who cast Power Struggle the next time it gains dominion, whether the huckster helped it or not. Especially if not.
Reanimate
Time to cast: 5 minutes
Duration: Permanent
Range: 1 yd
Cost to M: NA
HP +2
HP +4
HP +6
HP +8
HP +10
This hex repairs the wounds of the dead – repairing corpses, healing Harrowed, or healing other undead. The corpse need not be animated. Contrary to the name of the hex, an inanimate corpse will not become undead or animated as a result of its use.
Temptation
Time to cast: 1 second
Duration: Instant
Range: 10 yds / lvl
Cost to M: NA
Roll vs. Will
Roll vs. Will -2
Roll vs. Will -4
Roll vs. Will -6
Roll vs. Will -8
Roll vs. Will -10
Roll vs. Will -12
Roll vs. Will -14
Roll vs. Will -16
Roll vs. Will -18
This hex conjures up an image to test the subject’s faith. The image will be different for every subject – a forbidden desire, a dark secret from the past, etc. – and only the subject can see it. The subject must immediately roll against Will. If successful, he resists temptation. If he fails, he has given in to the power of the vision, shaking his faith. If the victim has Divine Favor, all his miracle requests will be at -1, as if he had committed a minor sin, until he somehow atones. Victims with Disciplines of Faith who fail will be deeply upset but will suffer no in-game penalty. Those without Divine Favor or Disciplines of Faith are unaffected. Each hand level drawn above the base hand gives a -2 penalty to the Will roll.
Elemental Hexes
Air Bubble
Time to cast: 1 second
Duration: 2 min / lvl
Range: 10 yds / lvl
Cost to M: NA
Successful cast
Creates a region of clean air around the subject’s head. This clean air is refreshed throughout the duration of the hex, and will maintain its integrity against gases and liquids both magical and mundane ranging from smoke and poison gas to water.
Hard Water
Time to cast: 2 seconds
Duration: 1 minute
Range: 100 yds / lvl
Cost to M: NA
Swimming +3, vessels move at 3/4 movement
Swimming unnecessary, vessels move at 1/2 movement
Vessels move at 1/4 movement
Vessels cannot move
This hex causes water to become thick and syrupy, impairing the movement of boats and making swimming easier. Better hands cause thicker water. When used on mud or quicksand, treat the hand as two levels above its actual value. This hex affects an area with a radius of three yards per level of magery.
Parch
Time to cast: 1 second
Duration: Instant
Range: 30 yds / lvl
Cost to M: NA
1 yd, 1 pt
2 yds, 1d-1
3 yds, 1d
4 yds, 2d-2
5 yds, 3d-3
6 yds, 3d
7 yds, 4d-1
8 yds, 5d-2
This hex draws the water from the subject’s tissues, causing serious dehydration damage in the process. The damage done depends on the hand drawn. Vegetation will also be dehydrated in an area around the subject; the radius of effect depends on the hand drawn. This hex does not affect things that don’t need water, such as undead, machines, and most abominations.
Quicksand
Time to cast: 2 seconds
Duration: Permanent
Range: 20 yds / lvl
Cost to M: NA
1 hex
2 hexes
3 hexes
4 hexes
6 hexes
8 hexes
Turns an area of stable ground into quicksand. Anyone caught within the quicksand zone is stuck in the mire, and must make a Swimming -2 roll every round to stay afloat. Failure means that the victim begins to drown (see B, 354). If a victim succeeds, he may move towards the edge of quicksand at one quarter his usual swimming Move. This hex may not be used on solid rock.
Rust
Time to cast: 1 second
Duration: Permanent
Range: 40 yds / lvl
Cost to M: TBD
Successful cast
This hex will turn a single metal item, less than 10 pounds per level of magery, to rust instantly. This process will remove 1 DR, HT, and (if applicable) DB from the object. Melee weapons will be downgraded one quality level (Very Fine to Fine, Fine to normal, normal to Cheap, and Cheap weapons will break); guns will have their Malf lowered by one point (ver to crit., crit. to 16, 16 to 15, etc.).
Sculptor
Time to cast: 2 seconds
Duration: 1 minute
Range: Touch
Cost to M: 1 FP / min
Successful cast
Solid earth and stone take on the pliability of clay under the caster’s touch. Fine work will usually not be possible due to the time limitations of the hex, but any sort of shape that would be possible for normal clay and the caster’s skill at sculpting is possible. Generally speaking, the caster can shape no more than a cubic foot every five seconds or so; major projects are inappropriate for this hex. When the hex ends, the affected material returns to its original solidity.
Thunderclap!
Time to cast: 2 seconds
Duration: Instant
Range: 50 yds / lvl
Cost to M: TBD
Successful cast
Produces a crash of thunder at a point within the hex’s range. Anyone within an area with a radius of five yards per level of magery must make a HT roll or be deafened; anyone deafened may make a roll vs. HT every hour to recover.
Wildfire
Time to cast: 1 second
Duration: Instant
Range: 20 yds / lvl
Cost to M: NA
Successful cast
Creates a fire five yards in radius. It will ignite any flammable materials within its area, and those materials will burn and spread flame normally until extinguished. The fire created has no special properties and can be extinguished with ordinary water.
Illusion Hexes
Bedazzle
Time to cast: 1 second
Duration: Instant
Range: 3 yds / lvl
Cost to M: TBD
HT roll
HT -2 roll
HT -4 roll
HT -6 roll
HT -8 roll
HT -10 roll
HT -12 roll
HT -14 roll
HT -16 roll
HT -18 roll
Causes the caster’s hand of cards to explode into a burst of dazzling colored light. Anyone within the hex’s range and and facing the caster when the hex is cast must make a HT roll to close his eyes in time. This roll is made at -2 for each hand above the base hand of Pair. Anyone who fails to make the HT roll will be at -3 to DX, as well as any skill or ability requiring sight. This dazzled state will last for two seconds per level of magery.
Deuces Wild!
Time to cast: 2 seconds
Duration: 1 minute
Range: 10 yds / lvl
Cost to M: 1 FP / min
Successful cast
Can throw voice
Creates an illusory double of the caster. The double may not stray out of the hex’s range, but the caster may move the double around as he likes. The caster need not concentrate to control the double. The double appears identical to the caster in all respects, the a spectator may make a Quick Contest between his IQ and the caster’s hex skill to notice the difference. The double has no physical existence, so it cannot interact with physical objects. Also, creatures with keen senses of smell are not fooled. If the caster draws Three of a Kind or better, he can throw his voice so that the double will appear to speak.
Fifty Two Pickup
Time to cast: 1 second
Duration: 10 seconds / lvl
Range: 10 yds / lvl
Cost to M: NA
-2
-4
-6
-8
-10
-12
-14
-16
-18
-20
-22
Allows the caster to conjure a whirling mass of cards from a simple deck. Anyone within the affected area or attempting to affect a subject within the area suffers a -2 penalty to all Vision or vision-related rolls, plus an additional -2 for each hand level drawn above the base hand.
Impostor
Time to cast: 1 second
Duration: 1 hr
Range: Touch
Cost to M: 3 FP / hr
Successful cast
Changes the subject’s body as the caster wills. The subject’s basic form and size cannot change, but beyond that, anything goes.
Incognito
Time to cast: 1 second
Duration: 1 minute
Range: Touch
Cost to M: 2 FP / min
Successful cast
Causes all beings to ignore the subject. Only creatures with a reason to notice either the particular subject or someone in that particular situation (i.e. guards may notice someone trying to sneak by them) can resist the hex with IQ.
Mirage
Time to cast: 2 seconds
Duration: 1 minute
Range: 10 yds / lvl
Cost to M: 1 FP / min
Successful cast
Creates an insubstantial image that can have no physical effect on the real world. The mirage may occupy an area up to hexes per level of magery. The mirage affects all the senses except touch; anyone trying to touch the mirage will realize its illusory nature. The mirage can also be identified as false if the observer wins a Quick Contest between his IQ and the caster’s Mirage skill. The caster may cause the mirage to move or change shape by taking a turn to concentrate, as long as the mirage remains within the hex’s range and does not exceed its maximum area.
Phantasm
Time to cast: 1 second
Duration: Instant
Range: 10 yds / lvl
Cost to M: NA
-2
-4
-6
-8
-10
-12
-14
-16
-18
-20
-22
This hex conjures up images from the subject’s deepest fears, causing the subject to make an immediate Fright Check. Harrowed are particularly susceptible, suffering a further -2 to the Fright Check. Each hand level drawn above the base hand gives the subject an additional -2 penalty to the Fright Check.
Playin’ Possum
Time to cast: 1 second
Duration: 20 min / lvl
Range: Touch
Cost to M: NA
Physician roll
Physician roll -2
Physician roll -4
Physician roll -6
Physician roll -8
Physician roll -10
Physician roll -12
Physician roll -14
Physician roll -16
Physician roll -18
Physician roll -20
This hex causes an apparently mortal wound to appear on the subject’s body, consonant with the last damage taken by the subject, and all signs of life become imperceptible. Only a successful Physician roll, made at a penalty of -2 for each hand drawn above the base hand, will alert an investigator to the fact that he is still alive. He can hear, and can see a little, but cannot move or take any other action.
Shadowman
Time to cast: 1 second
Duration: 1 minute
Range: Self
Cost to M: NA
+5
+7
+9
+11
+13
+15
+17
+19
+21
+23
+25
Creates a pocket of shadow around the caster, giving a +5 bonus to Stealth. Each hand level drawn above the base hand adds a further +2 bonus.
Sheep’s Clothing
Time to cast: 1 second
Duration: 1 minute
Range: 1 yd
Cost to M: 1 FP / min
Successful cast
This is an illusion thrown on a small object to make it look, sound, and feel different. The object must be roughly the same size as the illusion to be placed on it. An observer who examines the object closely may make a Quick Contest between his IQ and the caster’s Sheep’s Clothing skill to figure out that something is wrong with the object.
Informational Hexes
A Glass Darkly
Time to cast: 2 seconds
Duration: 10 sec / lvl
Range: 5 yds
Cost to M: NA
1 day
1 week
1 month
1 year
5 years
10 years
Allows the caster to look into a windowpane and see a cloud vision of an event that took place on the other side. The length of the time frame scanned depends on the hand drawn; the caster may select when to start the time frame scanned. The hex displays in the window the most psychically potent event to occur during the period selected. Details are difficult to make out, but the general outline of the event is clear. Subsequent castings of A Glass Darkly don’t review the same scene, but move to the next most potent event with the period selected.
Achilles’ Heel
Time to cast: 1 second
Duration: Instant
Range: 2 yds / lvl
Cost to M: NA
Successful cast
A better hand will provide more information
Lets the caster sense any weaknesses the subject may have. Success brings a flash of intuition into the subject’s weaknesses. A better hand will provide more information. This hex works on any animate creature. However, it is usually only effective against supernatural creatures; magical beings are generally the only creatures with enough severe flaws for the hex to detect. When cast on a normal person, it will only detect single disadvantages worth -30 points or more.
Bloodhound
Time to cast: 1 second
Duration: 2 hrs / lvl
Range: 10 yds / lvl
Cost to M: NA
Successful cast
Allows the caster to place a mystic tag on a living subject. He will know where the subject is if he concentrates for a second. The subject must be within the hex’s range when the hex is cast, but once the hex is cast, the range of the tracer is unlimited.
Eye Spy
Time to cast: 1 second
Duration: 1 minute
Range: Self
Cost to M: 1 FP / min
Successful cast
Causes a ring of faintly visible eyes to appear around the caster. He can see all around himself, granting the 360° Vision advantage. In combat, all his adjacent hexes are treated as front hexes.
Home Ground
Time to cast: 2 seconds
Duration: 2 hrs / lvl
Range: Self
Cost to M: NA
100 yds
500 yds
1 mile
2 miles
5 miles
10 miles
20 miles
50 miles
Gives the caster a mental map of the surrounding area. In game terms, this provides him with the Area Knowledge skill for the duration of the hex, at a level equal to his skill in Home Ground. The area affected is relative to the caster’s location at the time he cast the hex; it does not move with the caster.
Hunch
Time to cast: 1 second
Duration: Instant
Range: Touch
Cost to M: NA
Successful cast
The better the hand, the better the information received.
Cast on any inanimate object (or 1-hex section of a large object), lets the caster determine the recent past of that object, user’s personality, etc. – but no names!
The better the huckster’s hand, the better the information he gets about the target’s history. The huckster can concentrate on a specific question, but the target doesn’t “know” about events that did not happen in its presence.
I Want Answers!
Time to cast: 1 second
Duration: Instant
Range: Self
Cost to M: NA
Skill 10
Skill 12
Skill 14
Skill 16
Skill 18
Skill 20
Skill 22
Skill 25
When this hex is cast, the caster enters the Hunting Grounds in spirit form to shake down a manitou for information about the reckoning. The caster may ask a single question about any topic in which manitous and allied forces are involved – critters, hexes, black magic, mad science, abominations, etc. The results are usually less than helpful; manitous rarely know much about their master’s plans, and what little they know is held very close to the chest. Hence, only simple questions like “What was that thing that just tried to eat us?” or “What was that hex with the razor-sharp cards?” will be likely to get a clear answer. Questions about unique abominations, or about any specific project, are far less likely to get an answer; only a greater manitou would be likely to know, and they’re rare.
If the caster does get an answer to a high-stake question, however, he may live to regret it. The manitous remember who pumped them for information; with minor questions, they’ll likely be too afraid to admit they were shaken down, but if something important is on the line, they will report it to their masters. The caster may receive a visit from los diablos sometime soon.
This hex can be unbalancing; GMs should feel free to disallow it if they want to keep secrets out of the players’ hands.
To determine if a manitou knows the answer to the caster’s question, roll against the manitou’s Hidden Lore (Reckoning) skill, determined by the hand level drawn. The roll should be made at a penalty appropriate to the subject matter of the question; if the manitou’s effective skill is lower than 3, the manitou cannot possibly know the answer. If the manitou does know the answer, it won’t necessarily answer clearly; and the base hand, the answer will be vague and delphic. Better hands will get increasingly better clarity and detail.
Interpret
Time to cast: 2 seconds
Duration: 10 min / lvl
Range: Self
Cost to M: NA
Broken
Accented
Native
Permits the caster to understand an unknown language, with a skill level depending by the hand drawn. The caster may choose either spoken or written language, but not both.
Looking Glass
Time to cast: 5 minutes
Duration: 2 min / lvl
Range: 10 miles / lvl
Cost to M: TBD
See through mirror
Hear through mirror
Pass through mirror
This hex enables the caster to create a mystic link between two mirrors, allowing him to use one mirror to observe what’s happening near the other mirror as if it were a window. Only he can see through the mirror, and only those things visible from the mirror’s vantage can be seen. With a hand of Three of a Kind or better, the caster can hear through the mirror as well; at Full House, he can physically pass through the mirrors in both directions (though the size of the mirrors limit how much of him can pass through). If either mirror is broken, the link is dispelled.
Map Makin’ (new)
Time to cast: 10 minutes
Duration: Perm
Range: Touch
Cost to M: NA
GM determines hand requirement, see description
This hex must be cast under the effects of Home Ground, and requires a blank piece of paper and writing instruments (i.e. pen and ink). The maximum area possible is determined by the Home Ground hex, but the caster can reduce the area used by this hex if they so wish. When cast, the caster appears to go into a trance and begins drawing on the paper, driven by the manitou for supernatural accuracy. The amount of detail is dependent on the hand drawn, at the determination of the GM. One unfortunate side effect of giving the manitou a degree of control over the caster’s body is that the caster must make a contest of wills with the manitou at the end of casting, or lose control of their body for a limited time. Regaining control requires a new contest of will every 10 minutes to reclaim control, although any attempt to harm the caster or perform an action that directly opposes a trait of the character allows for an immediate contest of will.
Penetratin’ Gaze
Time to cast: 1 second
Duration: 1 minute
Range: 50 yds / lvl
Cost to M: 1 FP / min
Ignore -2 vision
Ignore -4 vision
Ignore -6 vision
Ignore -8 vision,
1" solid
Ignore -10 vision,
2" solid
Ignore -12 vision,
3" solid
Ignore -14 vision,
4" solid
Ignore -16 vision,
5" solid
Ignore -18 vision,
6" solid
Ignore -20 vision,
7" solid
Ignore -22 vision,
8" solid
Allows the caster to ignore two points of vision penalties for every hand level drawn. At Two Pairs and above, he can see through one inch of solid material for each hand level drawn above Jacks.
Seek
Time to cast: 1 second
Duration: Instant
Range: 2 miles / lvl
Cost to M: NA
Successful cast
This hex searches for a particular person, a particular thing, or a type of thing, specified when the hex is cast. If the person or thing (or an instance of a type of thing) is within the hex’s range, the hex will inform the caster of the direction and approximate distance of the subject.
The Demon’s Eye
Time to cast: 1 second
Duration: Instant
Range: 20 yds / lvl
Cost to M: NA
1 action
2 actions
3 actions
4 actions
6 actions
8 actions
10 actions
All actions
Reveals a tiny glimpse of the immediate future. This vision is too vague to make out details or tell how things will go in any larger sense; rather it is mostly useful for learning what other people intend to do. In game terms, the GM must reveal the actions that NPCs intend to take in the turn(s) to come. The number of actions revealed depends on the hand drawn. If NPCs get multiple actions in a turn, each action takes up one of the hex’s actions to be revealed. The GM should reveal actions in order of the danger they pose to the caster.
Truthsayer
Time to cast: 1 second
Duration: 20 sec / lvl
Range: 3 yds
Cost to M: NA
Successful cast
Tells the caster whether anything the subject says is a lie for the duration of the hex.
Luck and Fate Hexes
Black Cat
Time to cast: 1 second
Duration: Instant
Range: 10 yds / lvl
Cost to M: NA
Successful cast
Forces the target to reroll any successful skill or attribute roll, if cast immediately after the roll is made. The results of the second roll are binding.
Confound
Time to cast: 1 second
Duration: 1 second
Range: 10 yds / lvl
Cost to M: NA
-2
-4
-6
-8
-10
-12
-14
-16
-18
-20
-22
The subject suffers a -2 penalty to his next action. Each hand level drawn above the base hand gives him an additional -2 penalty. If he takes no action for the duration of the hex, it lapses and is wasted.
Fortune Teller
Time to cast: 5 minutes
Duration: Instant
Range: 1 yd
Cost to M: NA
Successful cast
Gives the caster a vision into the possible future of the hex’s subject, which must be a person. The vision will concentrate on potential dangers to the subject or other people in his life. Better hands will reveal more information, but at any level, the information is cryptic and largely symbolic.
Gambler’s Luck
Time to cast: 1 second
Duration: Permanent
Range: Touch
Cost to M: NA
2 uses
4 uses
7 uses
Gives the subject the Luck advantage for a limited number of uses. After he has used Luck a number of times depending on the hand drawn, the hex expires. If the caster suffers backlash, he will suffer the Unluckiness disadvantage until it has taken effect three times. Luck, whether gained as an advantage or from this hex, cannot be used to affect the casting of this hex.
Insult To Injury
Time to cast: 1 second
Duration: Instant
Range: 10 yds / lvl
Cost to M: NA
Successful cast
When life has just tripped you up, this hex kicks you in the behind. What would have been an ordinary disappointment blows up into a catastrophe, with a little manitou help. This hex may be unbalancing; GM’s should feel free to disallow it.
Cast immediately after a failed skill or attribute roll, this hex turns a normal failure into a critical failure. This hex has no effect on successes or critical successes.
Kentucky Windage
Time to cast: 1 second
Duration: 10 sec / lvl
Range: 1 yd
Cost to M: NA
4 points negated
8 points negated
12 points negated
16 points negated
20 points negated
24 points negated
28 points negated
32 points negated
36 points negated
40 points negated
44 points negated
Negates 4 points of penalties on all the subject’s Guns rolls for the duration of the hexl each hand level drawn above the base hand negates an additional 4 points of penalty. Penalties negated include range, size, cover, lighting, recoil, hit location, etc. Note that this hex cannot actually increase the subject’s effective skill.
Penny Ante
Time to cast: 1 second
Duration: 1 second
Range: 10 yds / lvl
Cost to M: NA
+2
+4
+6
+8
+10
+12
+14
+16
+18
+20
+22
The subject gets a bonus of +2 on his next action. Each hand level drawn above the base hand gives him an additional +2 bonus. If the next action taken does not require a roll, the bonus is lost and the hex is wasted.
Rabbit Foot
Time to cast: 1 second
Duration: Instant
Range: 10 yds / lvl
Cost to M: NA
Successful cast
This hex fiddles with probability at the last second, snatching victory from the jaws of defeat. An attempt that by all rights should have failed may be successful with the aid of this hex.
Allows the subject to reroll any failed skill or attribute roll, if cast immediately after the failed roll is made. The results of the second roll are binding.
Raisin’ The Pot
Time to cast: 1 second
Duration: Instant
Range: 10 yds/ lvl
Cost to M: NA
Successful cast
Cast immediately after a successful skill or attribute roll, this hex turns a normal success into a critical success. It has no effect on failures or critical failures. If the caster suffers backlash, the roll it was cast to affect fails automatically, in addition to any other backlash that may occur. This hex may be unbalancing; GM’s may want to disallow it.
Meta-Hexes
Ace In The Hole
Time to cast: 10 minutes
Duration: 2 days / lvl
Range: Touch
Cost to M: NA
Successful cast
Lets the caster link any hex he can cast to a small focus object (often a playing card). This Ace can then be triggered by anyone holding it, allowing the holder to cast the hex as if he were the caster one time. After this, the Ace loses its power. However, red and black jokers alike will cause backlash, regardless of the caster’s skill. While a hex is linked to an Ace, the caster who created it cannot use that hex.
Bind Manitou
Time to cast: 2 hours
Duration: Permanent
Range: 2 yds / lvl
Cost to M: NA
Will +5
Will +7
Will +9
Will +11
Will +13
Will +15
Will +17
Will +19
The Agency developed this hex for a secret facility called the Star Chamber, used to turn a potentially useful but unreliable Harrowed into agent material, by subduing the manitou within him and giving the Harrowed full dominion. This control may erode over time as the manitou struggles free of the binding, but a strong-willed Harrowed may keep control for a very long time after undergoing this hex.
Because the manitou to be dueled is already on the mortal plane, this hex is an unvarnished battle of wills. The manitou doesn’t have access to its Hunting Grounds bag of tricks, but the huckster doesn’t have access to his usual array of misdirections and cheats either. The mental struggle goes on in real time; this can take many hours, and sometimes the huckster loses from sheer exhaustion.
The ritual process knocks out the Harrowed’s consciousness, leaving the manitou in full control for the duration of the ritual. For this reason, the Harrowed is usually restrained; otherwise, the manitou would attack the caster physically.
The subject of this hex receives a +5 to Will when resisting his Voices, plus an additional +2 bonus for each hand level drawn above the base hand. He loses one point of this bonus each time he fails to resist his Voices thereafter.
Conceal Hex (new)
Time to cast: 2 seconds
Duration: Inst
Range: Self
Cost to M: NA
+0
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
This hex is a support hex, used in conjunction with another hex.
Cast immediately before another hex, the following hex will be devoid of any visible manifestations or identifying elements. Any hex or power used to identify, understand, duplicate, or otherwise gain information about the recipient hex must roll a contest between hex skill levels using the skill level of this hex plus a bonus based on the hand drawn. This hex does not work with any hex that causes harm or produces fear, regardless of being direct or indirect.
Disrupt
Time to cast: 2 seconds
Duration: Instant
Range: 10 yds / lvl
Cost to M: NA
Successful cast
Dispels an ongoing hex, Harrowed power, or black magic spell. It cannot be used against hexes or powers with instant or permanent effects. Some powers have both an instant and an ongoing effect; in these cases, Disrupt does not reverse the instant effect, but will dispel the ongoing effect. Harrowed powers resist with the IQ of the Harrowed.
Extend Duration (new)
Time to cast: 2 seconds
Duration: Inst
Range: Self
Cost to M: NA
+10%
+25%
+50%
x2
x3
x4
x5
x6
x7
x8
x10
This hex is a support hex, used in conjunction with another hex.
Cast immediately before another hex, the duration of the following hex will be increased based on the hand drawn.
Extend Range (new)
Time to cast: 2 seconds
Duration: Inst
Range: Self
Cost to M: NA
+20%
+40%
+60%
+80%
+100%
+120%
+140%
+160%
+180%
+200%
+250%
This hex is a support hex, used in conjunction with another hex.
Cast immediately before another hex, the range of the following hex will be increased based on the hand drawn.
Foil
Time to cast: 1 second
Duration: Instant
Range: 10 yds / lvl
Cost to M: NA
Successful cast
Dispels a hex, Harrowed power, or black magic spell when cast immediately after the subject hex is cast. Harrowed powers resist with the IQ of the Harrowed. This hex does not affect ongoing effects of magic powers.
Hex Sense
Time to cast: 1 second
Duration: 2 sec / lvl
Range: 50 yds / lvl
Cost to M: NA
The presence of magical effects and objects is detected
The type of magic present is detected (i.e. divination, combat, etc.)
A broad sense of the magic’s effect is identified (i.e. a damage-dealing hex, an informational Harrowed power, etc.)
The exact powers present are identified
The remaining duration of the magic present is identified
Permits the caster to detect and identify any magical effects and enchantments within sight. The hand drawn determines the level of detail detected; the hex reveals the details given for the hand level drawn and all lower levels.
Leak
Time to cast: 1 second
Duration: Permanent
Range: Touch
Cost to M: NA
Successful cast
Attaches a small manitou to a pouch, backpack, or other container. The manitou will periodically remove small objects within the container to the Hunting Grounds, giving the container a tendency to “lose” whatever is put in it. Wallets will lose a coin or two every day; backpacks will lose tent pegs, silverware, etc.
Pardners
Time to cast: 1 second
Duration: Special
Range: 3 yds
Cost to M: NA
Successfully cast
This hex brings together a group of hucksters to cast a hex with greater efficacy than could usually be achieved. All participating hucksters must be within three yards of the huckster leading the combined hex, known hereafter as the dealer. All participants must know the combined hex, but only the dealer need know Pardners. After the dealer casts Pardners, all participants (including the dealer) cast the combined hex. All participants must cast in the same round.
If the dealer fails the roll for Pardners or the combined hex, the hex fails. If only the dealer succeeds, the combined hex is only as effective as his hand indicates. However, for every other participant who succeeds and draws the minimum hand, the dealer’s hand is increased by one level. For purposes of concentration, range, and so on, the dealer is considered the caster of the hex.
Unfortunately, if any caster suffers backlash during the casting, every member of the group suffers backlash. The GM may give every member the same backlash or determine individually, as desired.
Spiritual Disfavor
Time to cast: 1 second
Duration: Instant
Range: 10 yds / lvl
Cost to M: NA
-2 penalty
-4 penalty
-6 penalty
-8 penalty
-10 penalty
-12 penalty
-14 penalty
-16 penalty
-18 penalty
-20 penalty
Cast during a shamanic ritual, this hex summons a manitou to harass the nature spirits summoned by the shaman, giving the shaman a -2 penalty to his Ritual skill, with an additional -2 penalty for each hand drawn above the base hand. This hex should be cast after the shaman has declared a ritual but before the roll has been made (at the end of the ritual).
Talisman
Time to cast: 3 days
Duration: Permanent
Range: Touch
Cost to M: NA
GM determines hand requirement, see description
Imbues an item with mystic powers, creating a relic (see p. DL 97).
Talisman cannot be used to enchant just any item. Only items with some special history are suitable – a pen used to write a historic document or a weapon used in a famous battle, for example. The caster must determine what general effect he wants the relic to have; this will usually be a hex-like effect, but any power is permissible if the GM approves it. The power selected should be appropriate to the item’s history.
The caster must spend three days enchanting the relic, during which time he is in near-constant struggle with multiple manitous. To the outside observer, the caster seems to be playing an unending, insanely complex game of solitaire. Occasional breaks for meals are possible, but stopping for more than an hour will cause the hex to fail. The mystic powers swirling around the caster prevent him from suffering the usual penalties for lost sleep. At the end of the three days, the caster rolls against Talisman and, if successful, draws a hand. The hand required for success is up to the GM, but a minimum hand of three levels higher than the equivalent hex is a good rule of thumb.
If the caster draws a joker, the relic also acquires a taint. The GM determines the nature of the taint, but it should be consistent with the item’s background and the nature of its power.
Target Other (new)
Time to cast: 2 seconds
Duration: Inst
Range: Self
Cost to M: NA
Touch
1 yd
2 yds
3 yds
4 yds
5 yds
6 yds
7 yds
8 yds
9 yds
10 yds
This hex is a support hex, used in conjunction with another hex.
Cast immediately before another hex, this allows the following self-only hex to be cast on another. Note that the range is determined by the hand drawn. This hex also converts the following hex to be resistible; if the subject chooses to resist, resistance is automatic – no roll required.
Thwart (new)
Time to cast: 10 seconds
Duration: 2 hrs / lvl
Range: Self
Cost to M: NA
Successful cast
Where Disrupt dispels an ongoing hex or power and Foil is used immediately after the casting of a hex or use of a power, Thwart is done well in advance. While similar to the Foil and Disrupt, this hex differs in that you must specify precisely which hex or power a single casting of Thwart will obstruct. Like the similar hexes, this hex invokes a quick contest to block or negate the incoming hex or power. Regardless of success or failure, the contest also expends the Thwart hex, meaning that the hex is only good for one block. This hex cannot be layered, even with different hexes to be blocked. Like any other hex, only one application can be present on any given target at one time.
Trinkets
Time to cast: 2 sec / 5 lbs
Duration: See desc.
Range: Touch
Cost to M: NA
Vanishes when dropped or thrown
Endures one turn after being dropped, thrown, or fired (the minimum hand needed for a loaded gun)
Face value of lower pair (or ld+l) turns
One minute
1d+1 minutes
1d x 10 minutes
This spell can be used to create any sort of simple artifact with which the caster is familiar – e.g. a coin, a card, a hat, a knife. It cannot create a magical item or a living creature, and large or complex devices require high levels of magical aptitude.
Limitations: Food created this way will seem nourishing, but in fact is not. Information cannot be created; a book could not be created unless the caster knew all its contents by heart. A work of art will be only as good as the caster could make it by hand. A mechanical device cannot be created unless the caster successfully rolls against the appropriate Mechanic or Armoury skill.
Duration: The created object lasts indefinitely – as long as it is in contact with a living, thinking being. Thus, a huckster can create a Bowie knife and use it himself or hand it to a friend – but if thrown, it will disappear! If he creates a coin to cheat a merchant, it will vanish if the merchant drops it on the counter or tosses it in the air! A gun created with this hex will enable the huckster to bluff, but if he wants to shoot anyone, he’ll need a very good hand (see below), or to load the gun with real bullets.
A created item does not actually have to touch flesh, but it must be very close to someone. It could be held in a gloved hand, carried in a pocket or holster, etc., but not stored in a backpack.
Two Of A Kind
Time to cast: 1 second
Duration: See desc.
Range: See desc.
Cost to M: NA
Successful cast
Allows the caster to duplicate any hex just cast within 10 yds / lvl of magery. The effects of the hex are duplicated exactly, except that the huckster casting Two of a Kind determines the subject of the duplicate hex. Any rolls required by the original hex must be rerolled for the duplicate hex. A hex duplicated by Two of a Kind must have been successful.
Nature Hexes
Beast Master
Time to cast: 1 second
Duration: 1 minute
Range: 10 yds / lvl
Cost to M: 1 FP / min
1
1d-3 (min 1)
1d
2d
4d
6d
10d
18d
Enables the caster to take command of animals within the hex’s range. This spell will not work on intelligent beings. The number of animals controlled depends on the hand drawn.
Call Of The Wild
Time to cast: 1 second
Duration: 1 minute
Range: Nearest creature
Cost to M: NA
Successful cast
Lets the caster call one creature of a named type.
Cold Snap
Time to cast: 2 seconds
Duration: 1 min / lvl
Range: 10 yds / lvl
Cost to M: NA
DX -1
DX -2
DX -3
DX -4
DX -5
DX -6
DX -7
DX -8
DX -9
DX -10
Causes a deep, uncanny chill to settle over the area, radiating out from the caster. Everyone within the area (including the caster) suffers a -1 penalty to DX. Each hand level drawn above the base hand gives an additional -1 penalty. Even undead and abominations are affected (unless they are of a sort adapted to cold environments).
Deadly Creepers
Time to cast: 2 seconds
Duration: 1 minute
Range: 30 yds / lvl
Cost to M: 1 FP / min
1 fatigue
1d fatigue
1d
2d
3d
5d
8d
All plant life within an area 20 yards in radius per level of magery becomes animated and hostile. Concentration is required. Any creature that enters the zone, including the caster, will be attacked. The vigor of the animated plants, and hence the damage they do, is determined by the hand drawn. In a sparsely vegetated area, the greenery that exists will grow and expand to unusual size (and spikiness) for the duration of the hex. The damage represents the aggregate of many individual attacks; roll for damage only once a turn for each person within the animated zone.
Earthwrack
Time to cast: 2 seconds
Duration: Instant
Range: 10 yds / lvl
Cost to M: NA
1 hex radius
2 yds radius
3 yds radius
4 yds radius
5 yds radius
6 yds radius
7 yds radius
8 yds radius
9 yds radius
10 yds radius
11 yds radius
Causes the earth to shake within an area with a maximum radius determined by the hand drawn; the caster may select any radius equal to or less than the maximum. Within the affected area, everyone must make a DX roll to keep their feet; buildings and natural features may take damage and be in danger of collapsing.
Geyser
Time to cast: 3 seconds
Duration: 1 second
Range: 40 yds / lvl
Cost to M: NA
1 hex radius
2 hex radius
3 hex radius
4 hex radius
Causes a geyser to erupt from the ground. The geyser erupts from a hole in the ground with a diameter depending on the hand drawn; everyone within the affected area is thrown by the explosion to the edge of the geyser, takes 3d points of damage, and must make a DX -5 roll to keep their footing.
Two seconds after the geyser begins, the water falls back to earth as a scalding mist over an area twice the radius of the geyser itself. Everyone within the affected area suffers one die of damage. Armor does not protect against damage; completely waterproof clothing, such as a diving suit, halves the damage taken.
Rainmaker
Time to cast: 10 minutes
Duration: 1 hr / lvl
Range: 1 mile / lvl
Cost to M: NA
Successful cast
Creates 1 inch of rain per hour. Although the magically conjured rain will expire after a few hours, the local weather may well pick up where the manitou left off.
St. Elmo’s Fire
Time to cast: 1 second
Duration: 2 hrs / lvl
Range: Touch
Cost to M: NA
Successful cast
This hex creates a small globe of pale green light. This light provides adequate illumination to negate darkness penalties within 10 feet of the globe. The globe will hover at a height of 4 feet unless the caster physically moves it, but pushing with a hand or tool. Only the caster may touch the light; it is intangible to all others.
Swamp Gas
Time to cast: 1 second
Duration: 10 sec / lvl
Range: 50 yds / lvl
Cost to M: NA
-1, no dmg
-2, 1 FP
-2, 1d-2
-3, 1d-1
-3, 1d
-4, 1d+2
-5, 2d
-5, 3d
-6, 4d
-6, 5d
-7, 6d
This hex releases a vile cloud of stench that covers a spherical area with a radius of 10 yds per level of magery. The stink gives all Smell rolls a -6 penalty. In addition, all skill and attribute rolls suffer a penalty depending on the hand drawn.
Swamp gas ignites if exposed to fire, whether that fire is introduced to a region of gas or the hex is cast over an area where fire exists. This ignition is explosive, causing fire damage to everyone within its area of effect. The magnitude of the damage depends upon the hand drawn.
Well’s Gone Dry (new)
Time to cast: 10 minutes
Duration: Perm
Range: 2’ / lvl
Cost to M: NA
Make a well dry up
Restore a well gone dry
This hex simply alters the current state of a single well. Making a well dry up simply introduces a blockage to the supply, whereas restoring a well removes blockages and connects it to the nearest natural underground water source – both of these results can be altered naturally after the spell is cast. Also note that once connected to a water source, if that source eventually dries up, the well will also dry up again.
Windstorm
Time to cast: 1 second
Duration: 1 min *
Range: Line of sight
Cost to M: NA
lvl hex radius
lvl +1 hex radius
lvl +2 hex radius
lvl +3 hex radius
lvl +4 hex radius
Lets the caster create a circular windstorm with an “eye” of calm inside (a good place for the caster to stand). The radius of the storm equals the caster’s level of magery, plus any bonuses for a good hand – though it can be smaller, if the caster wishes. The radius of the eye can be up to that of half of the storm, or smaller if the caster wishes. By concentrating, the caster can move the storm any distance up to its own diameter per turn; the eye moves with it. The caster may move up to 3 yards per turn inside the eye while concentrating on this spell. The minimum hand for this spell is a Pair, better hands will usually have no further effect.
Anyone within a full-strength Windstorm must roll vs. ST each turn to avoid being knocked over. All DX-based skills are at -5, and ranged attacks will succeed only on a critical hit.
Note that the storm starts immediately, but the caster must concentrate for a number of seconds equal to the storm’s radius in hexes to bring the storm to full strength. Duration countdown begins once the storm reaches full strength.
Thaumaturgical Diffusion Hexes
Analyze
Time to cast: 10 minutes
Duration: Instant
Range: 1 elixir
Cost to M: NA
Successful cast
Reveals the components of an alchemical formula and the procedure for creating it. Some chemistry equipment is required to cast this hex; the process is magical, but swirling liquids and lighting things on fire help the caster comprehend the information he is receiving.
Barricade
Time to cast: 2 seconds
Duration: 2 min / lvl
Range: 10 yds / lvl
Cost to M: NA
DR 3
DR 6
DR 12
DR 18
DR 24
Conjures a wall of metal shards in front of the caster, 3 feet high and 6 feet long for ever level of magery. It provides protection against ranged attacks for all body parts behind the wall; melee attackers can just reach over. The protection conferred by the wall depends on the hand drawn.
Blast Furnace
Time to cast: 2 seconds
Duration: 1 minute
Range: 20 yds / lvl
Cost to M: 2 FP / min
+20°
+40°
+60°
+80°
+100°
+120°
+140°
+160°
+180°
+200°
+220°
Causes metal objects of a mass up to 20 pounds per level of magery to rapidly heat. Over the course of the hex, the object will heat 20° for each hand level drawn.
Bullet Proof
Time to cast: 2 seconds
Duration: 1 min / lvl
Range: 10 yds
Cost to M: NA
DR 6, -2 DX
DR 12, -4 DX
DR 18, -6 DX
DR 30, -8 DX
DR 42, -10 DX
Causes a bulletproof carapace to grow from the subject’s skin. This provides a level of protection determined by the hand drawn, and adds +2 to Intimidation rolls from the unnatural appearance of the scales; however every level of protection comes with an attendant -2 DX penalty, to a minimum DX of 1. Subjects also suffer a -5 penalty to reaction rolls. The caster cannot choose a lower level of success; the full level of success indicated by the hand drawn will always take effect.
Bullet Stopper
Time to cast: 1 second
Duration: 1 minute
Range: 20 yds / lvl
Cost to M: NA
Successful cast
If a bullet or other ranged weapon misses during a fight in which the subject is involved, and the subject could possibly be hit, the subject is always the first possible unintentional target to be checked, and the roll to hit him is 12 rather than the usual 9. The zone of possible targets is also one hex wider for purposes of determining whether the subject could be hit.
Caustic Glop
Time to cast: 2 seconds
Duration: Instant
Range: 10 yds / lvl
Cost to M: NA
1d
2d
3d
3d+2
3d+4
4d
4d+2
4d+4
5d
Produces a fist-sized blob of acidic goo, which the caster can hurl at a target. The goo has Acc of 2; it ignores all modifiers for range, but not for target size or speed. The caster must hurl the goo using Throwing skill or the default of DX -3. It does damage according to the hand drawn, and then continues to burn the target on subsequent turns. Every turn does 1d less damage than the turn before. Caustic Glop affects and is affected by inanimate objects; hence, armor or cover can protect the target, but will be damaged in the process.
Decrypt
Time to cast: 1 second
Duration: 2 min / lvl
Range: Self
Cost to M: NA
+5
+7
+9
+11
+13
+15
+17
+19
+21
+23
Gives the caster a +5 to Cryptography and Mathematics (Cryptology). Each hand level drawn above the base hand adds an additional +2 bonus. This hex will work for a caster using these skills at default. Decrypt will provide its bonus to a message hidden with the hex Steganogram.
Dementia
Time to cast: 2 seconds
Duration: 2 min / lvl
Range: 10 yds / lvl
Cost to M: NA
Delusion (-5)
Absent-minded
Mild Phobia
Paranoia
Severe Phobia
Delusion (-15)
Subject is driven temporarily insane, according to the hand drawn. The caster may choose the madness corresponding to the hand drawn or any lower hand.
Devil’s Workshop
Time to cast: 1 hour
Duration: Special
Range: 1 yd
Cost to M: NA
-10%
-20%
-30%
-40%
-50%
-60%
-75%
Provides supernatural assistance for mad scientists, reducing the time required to build a gadget by a percentage determined by the hand drawn.
Haywire
Time to cast: 1 second
Duration: 2 min / lvl
Range: 40 yds / lvl
Cost to M: NA
Check for Malfunction (16-18)
Check for Malfunction (15-18)
Minor Malfunction
Major Malfunction
Catastrophic Malfunction
Induces malfunctions in mad science gadgets. The severity of the malfunction depends on the hand drawn. If Haywire is used against a complex device with multiple component gadgets, the caster must pick one gadget to affect. Haywire will not affect alchemical elixirs. A gadget under the effects of Tweak (see below) is affected by Haywire as if the hand drawn for Haywire were one level lower.
Infernal Machine
Time to cast: 1 minute
Duration: 1 minute
Range: Touch
Cost to M: NA
Slight improvement on existing technology (armor piercing ammo)
Major improvement on existing technology (25% faster locomotive)
New use of standard technology (flamethrower)
New use of cutting-edge technology (steam wagon)
New but realistic technology (submersible boat)
New technology that ignores the laws of science (heat ray)
New technology that defies common sense (mind control lasers)
Assembles available scraps into a gadget on the fly. The caster must describe the gadget, and its difficulty, before casting the hex. Gadgets created with Infernal Machine are unreliable. Whenever checking for malfunction, a gadget thus created will malfunction on a roll higher than 10, plus 1 for every level of magery, plus 1 for every hand level drawn above the minimum needed to create the gadget. Gadgets will always malfunction on malfunction rolls of 17 or 18. Infernal Machine cannot produce normal equipment. The caster gains no knowledge of how to build the gadget at a later time.
Mad Insight
Time to cast: 1 second
Duration: Instant
Range: 1 yd
Cost to M: NA
+5
+7
+9
+11
+13
+15
+17
+19
+21
+23
+25
Assists a mad scientist in creating a gadget. The subject gains a +5 to Gadgeteering, plus an additional +2 bonus for each hand level drawn above the base hand. If the caster suffers backlash, a severe flaw is inadvertently introduced into the gadget.
Magazine
Time to cast: 1 second
Duration: 1 minute
Range: 10 yds
Cost to M: NA
Successful cast
Gives a single hand-held weapon unlimited ammunition for the duration of the hex. This hex will not work on larger weapons like Gatling guns, or on exotic weapons like flamethrowers. Magazine does not affect the weapon in any way other than increasing its ammunition.
Magic Bullet
Time to cast: 1 second
Duration: 20 sec / lvl
Range: 5 yds
Cost to M: NA
1 extra target
2 extra targets
3 extra targets
4 extra targets
5 extra targets
6 extra targets
Turns any ordinary pistol or rifle round within the hex’s range into a “magic bullet”. If the magic bullet hits its first target, it bursts out and flies toward another target as if it had been fired from the position of the first target, doing normal damage to each target it hits. It will continue to attack new targets until it reaches the maximum number of extra targets for the hand drawn or until it misses a target. If the bullet fails to penetrate a target’s armor, it still counts as a hit and the bullet continues on. If the duration of the hex expires before the bullet is fired, it returns to being a normal bullet.
Power Leak
Time to cast: 1 second
Duration: 20 sec / lvl
Range: 10 yds / lvl
Cost to M: NA
10% reduction
20% reduction
30% reduction
40% reduction
50% reduction
60% reduction
70% reduction
80% reduction
90% reduction
100% reduction
Drains energy from the power source for a machine or gadget. This hex reduces the effectiveness of a device (speed, power output, damage, etc.) by 10% at the base hand, and reduces it by a further 10% for each hand level drawn above the base hand. This causes most machines to slow down and perform less effectively. Power Leak also works on explosives. As soon as the hex ends, all affected power sources return to full power. Power Leak and Power Surge offset each other.
Power Surge
Time to cast: 1 second
Duration: 20 sec / lvl
Range: 10 yds / lvl
Cost to M: NA
10% increase
20% increase
30% increase
40% increase
50% increase
60% increase
70% increase
80% increase
90% increase
100% increase
110% increase
Enhances a machine or gadget’s power by increasing the production of its power source. The affected machine gains 10% of its effectiveness at the base hand, plus a further 10% for each hand level drawn above the base hand. A machine affected by Power Surge consumes a proportionally greater amount of fuel.
Razor Coils
Time to cast: 1 second
Duration: 10 sec / lvl
Range: 10 yds / lvl
Cost to M: NA
DX
DX -2
DX -4
DX -6
DX -8
DX -10
DX -12
DX -14
DX -16
DX -18
Wraps the subject in barbed wire. The subject may attempt to break free by making a DX roll, at -2 for each hand level drawn above the base hand. If successful, the subject wriggles free and may act normally next turn; otherwise, the subject remains trapped and takes 1 point of damage for every 2 points by which he missed the DX roll.
Reflect
Time to cast: 1 second
Duration: Instant
Range: Self
Cost to M: NA
Successful cast
Summons a jagged piece of reflective, magically charged metal in front of the caster. This shard of metal provides no resistance to physical objects, but certain forms of magic – hexes, black magic spells, and Harrowed powers – are reflected by it. If the subject power fails to resist Reflect, the original caster suffers the effects intended for the caster of Reflect. Reflect does not work on area-effected powers. Harrowed powers resist with the IQ of the Harrowed.
Repair (new)
Time to cast: 1 second per 5 lbs.
Duration: Perm
Range: Touch / Self
Cost to M: NA
2 lbs., 100%, no complexity
5 lbs., 95%
7 lbs., 90%, minor complexity
10 lbs., 85%
15 lbs., 80%
20 lbs., 75%, moderate complexity
30 lbs., 70%
40 lbs., 65%
50 lbs., 60%, any complexity
100 lbs.
250 lbs., 50%, structures
Repairs the qualifying subject object completely; also works on mad scientist gadgets but will not restore supernatural properties to any previously magical item. Qualifying objects are limited to items owned by caster (or meta cast on someone) for at least a week. The hex returns the item to the condition that it was in when first taken possession of by the caster. If the item is typically powered somehow, the hex does not provide a power source and will still require that a power source be provided. Maximum weight, required percent of material present, and maximum item complexity allowed depends on the hand drawn.
Reverse Engineeer
Time to cast: 5 min / C lvl
Duration: 1 hr / lvl
Range: Touch
Cost to M: NA
Successful cast
Complexity level (C lvl) of the gadget is determined by the GM.
Enables the caster to intuit the theory behind a gadget, permitting him to construct similar gadgets without taking the time and expense to develop it himself. This means that the caster need not spend the development time, make the development skill roll, or spend the development cost; he can go straight to building the gadget for only the production cost. If the caster is not a mad scientist, he may attempt to explain it to a mad scientist before the hex expires. The mad scientist must make an IQ -6 roll to understand what the caster is trying to explain; only one attempt is possible. If the caster is unable to convey the idea, he must cast Reverse Engineer again to get a fresh perspective.
Ride The Rails
Time to cast: 1 minute
Duration: Special
Range: Self
Cost to M: NA
10 miles, 1 minute (300mph)
25 miles, 5 minutes (250mph)
50 miles, 10 minutes (273mph)
100 miles, 20 minutes (286mph)
200 miles, 30 minutes (387mph)
300 miles, 40 minutes (439mph)
400 miles, 50 minutes (471mph)
500 miles, 1 hour (492mph)
750 miles, 2 hours (372mph)
1,000 miles, 3 hours (331mph)
2,000 miles, 4 hours (498mph)
Allows the caster to travel very quickly along the railroad tracks that crisscross the American continent. The caster must be touching the rails when casting the hex. He remains visible and tangible for the first 50 feet of travel as he accelerates – then he vanishes in a flash of light, becoming pure energy for the remainder of the journey. The caster travels a distance which depends on the hand drawn. If he hits a break or end in the line, he stops abruptly. This sudden stop does 1d+2 damage to the caster. Encountering a train after the caster has dematerialized, fortunately, has no effect.
Shard
Time to cast: 1 second
Duration: Varies
Range: 20 yds / lvl
Cost to M: NA
1d-1 FP
1d
2d-1
2d
3d
3d+2
4d+1
6d+1
8d
10d
Creates a handful of jagged metal nails and hurls them at a designated target. The caster may create as many nails as he wants, up to a maximum of twice his level of magery. Each nail conjured after the first causes a -2 penalty to the hex roll. The nails have Acc +2; they suffer no penalties for range. The caster must hurl the spell using Throwing, the default of DX-3, or Spell Throwing (Ice Dagger) skill. He may throw nails at separate targets and even call hit locations on targets, but must hurl at least one nail per turn until they are all used up.
Shocker
Time to cast: 1 second
Duration: 2 min / lvl
Range: 10 yds / lvl
Cost to M: NA
1d-1
1d+1
2d
3d
5d
7d
10d
Charges a metal item with a massive buildup of static electricity. The first person to touch the item before the hex expires triggers the charge, becomes stunned for 20 -HT turns, and takes fatigue damage according to the hand drawn.
Silverspray
Time to cast: 1 second
Duration: Instant
Range: 2 yds / lvl
Cost to M: NA
1d-1
1d
2d-1
2d+2
3d
3d+2
4d
6d
7d
Fires a spray of small metal splinters from the caster’s hand. These splinters spray across a wedge-shaped area in front of the caster out to the hex’s maximum range. This wedge covers about 60 degrees. Every creature within the spray takes damage according to the hand drawn. Armor protects normally.
Steganogram
Time to cast: 2 seconds
Duration: 10 days / lvl
Range: Touch
Cost to M: NA
-2 to reveal, -6 to decipher
-4 to reveal, -8 to decipher
-6 to reveal, -10 to decipher
-8 to reveal, -12 to decipher
-10 to reveal, -14 to decipher
-12 to reveal, -16 to decipher
-14 to reveal, -18 to decipher
-16 to reveal, -20 to decipher
-18 to reveal, -22 to decipher
-20 to reveal, -24 to decipher
-22 to reveal, -26 to decipher
Cast on a written message or other information medium, this hex completely conceals the message from everyone but the caster and the intended recipients; the message appears to be discussing something completely different. The caster must name the intended recipients at the time of casting; the message may have two recipients for every level of magery. A message up to a single letter-sized page may be hidden; longer messages will require multiple castings of Steganogram.
A reader who suspects steganography may examine the message for hidden code. A Cryptology -2 roll will reveal if a hidden message is in the text. A second Cryptology roll, this time at -6, will be required to determine what the message is. Each hand above the minimum gives a -2 penalty to attempts to spot or decipher the message.
At the end of the hex duration, both cover and secret message become indecipherable jumbles – unreadable to anyone, including the intended recipient and caster.
Transcribe
Time to cast: 2 seconds
Duration: 10 min / lvl
Range: 10 ft / lvl
Cost to M: NA
Successful cast
Animates a pen, which will write down whatever is spoken within the hex’s range for the duration of the hex. It cannot identify speakers, but will use different types of handwriting to distinguish them. The hex cannot translate languages that are foreign to the caster, and its transcription of foreign tongue is phonetic. A writing instrument and writing surface must be available for this hex to work.
Tweak
Time to cast: 1 second
Duration: 1 minute
Range: 1 yd
Cost to M: NA
Gadgets malfunction on an 18
Roll twice for level of gadget malfunction
Improves the Malf of weaponry by one level
Reduces the probability of a malfunction in a gadget. A gadget under the effects of Tweak will only malfunction on an 18. At Three of a Kind, if the gadget does fail a Malfunction roll, roll twice for what level of malfunction it is, and take the better result. Tweak also improves the Malf of weaponry (from 15 to 16, from 16 to crit, from crit to ver., etc.).
Upgrade
Time to cast: 2 seconds
Duration: 10 sec / lvl
Range: Touch
Cost to M: NA
Successful cast
Allows the caster to tinker with a gadget, transforming it temporarily into a similar gadget at the next level of complexity. Hence, an Average gadget like a gatling pistol could become a Complex device, like a gatling shotgun. Unfortunately, this process also lowers the reliability of the gadget; Upgraded gadgets malfunction on a 16-18. Tweak will raise the malfunction chance back to 17-18.
Waste Product
Time to cast: 1 second
Duration: Permanent
Range: Touch
Cost to M: NA
Successful cast
Ruins fuel and explosives, turning them into useless ash. The caster may transmute 10 pounds of fuel or explosives for every level of magery.
Weird Science
Time to cast: 1 second
Duration: 2 min / lvl
Range: Self
Cost to M: NA
2 rolls
2 rolls, +2
2 rolls, +4
2 rolls, +6
2 rolls, +8
2 rolls, +10
2 rolls, +12
2 rolls, +14
2 rolls, +16
2 rolls, +18
Allows the caster to put the inspiration of mad science to work in other fields. For the duration of the hex, he may make two rolls whenever he uses any scientific skill and take the best result. For each hand level drawn above the base hand, he also gets +2 to the roll. However, critical failure on either roll means that the caster has come up with some bizarre theory that he is convinced is utterly sound (-1 point Delusion).
Wire Tap
Time to cast: 1 second
Duration: 1 minute
Range: 40 yds / lvl
Cost to M: NA
Listen to all messages passing through the wire
Send a message
Stop a message
Listen to any message sent within the past day
Allows the caster to tap into a telegraph wire within range and listen to, send, or stop messages. The degere of control depends on the hand drawn. Any code used to prepare information for transmission – presumably Morse code, but other schemes are possible – is automatically translated; however, code used to conceal information are not broken by the hex.
Zilch
Time to cast: 1 second
Duration: 10 sec / lvl
Range: 10 yds / lvl
Cost to M: NA
Simple
Average
Complex
Amazing
Stops a mad science gadget from working for the duration of the hex. The hand required depends on the complexity of the gadget. A mad scientist may try to fix a gadget under the effects of Zilch by winning a Quick Contest of skill between the caster’s Zilch and the mad scientist’s Mechanic skill.
Winning Friends and
Influencing People Hexes
Filibuster
Time to cast: 1 second
Duration: 1 minute
Range: 2 yds
Cost to M: NA
IQ unmodified
IQ -2
IQ -4
IQ -6
IQ -8
IQ -10
IQ -12
IQ -14
IQ -16
IQ -18
The caster becomes utterly entrancing to the subject. As long as the caster continues a conversation with him, the subject will be oblivious to the world around him. If he is attacked or shaken, or something vital to him is disturbed (a jailor’s keys, a gambler’s purse, and so on), he gets another resistance roll. The subject suffers a penalty to his resistance rolls depending on the hand drawn.
Forget
Time to cast: See desc.
Duration: Permanent
Range: 1 yd
Cost to M: NA
5 seconds
1 minute
5 minutes
10 minutes
1 hour
6 hours
1 day
1 week
1 month
6 months
1 year
Erases or alters subject’s memories. The caster may select any period of time to affect shorter than the maximum span for the hand level drawn. If the caster chooses to erase memories, those affected will be stricken from the subject’s mind. A successful roll against IQ -6 will permit the subject to call back a vague outline of the affected memories, but details are lost forever. If the caster chooses to alter memories, he must also make a successful roll against IQ -4 or Public Speaking -4 to create a plausible substitute memory. If this second roll fails, the memories targeted for substitution are simply erased.
Time to cast is one second to erase memories, but ten minutes per hand level to alter memories.
Howl
Time to cast: 1 second
Duration: Instant
Range: Self
Cost to M: NA
0 penalty
-2 penalty
-4 penalty
-6 penalty
-8 penalty
-10 penalty
-12 penalty
-14 penalty
-16 penalty
-18 penalty
-20 penalty
Allows the huckster to emit a piercing shriek, striking fear into the hearts of all who hear it. Anyone within earshot of the caster when this hex is cast must make a Fright Check. Each hand level drawn above the base hand causes a -2 penalty on the Fright Check.
Lethargy
Time to cast: 1 second
Duration: 10 min / lvl
Range: 10 yds / lvl
Cost to M: NA
IQ unmodified
IQ -2
IQ -4
IQ -6
IQ -8
IQ -10
IQ -12
IQ -14
IQ -16
IQ -18
IQ -20
Anyone within five yards of the target point of this hex will lose all desire to do anything. Affected people will be hard-pressed to do anything besides sit and maybe chat languidly. Lethargy has no effect on people in clearly dangerous or life-threatening situations; hence, it has no combat applications. Each hand level drawn above the base hand gives victims a -2 penalty to their resistance roll.
Phantom Amputation
Time to cast: 1 second
Duration: 10 min / lvl
Range: Touch
Cost to M: NA
Successful cast
When the caster touches the subject’s limb, a manitou passes into the limb touched. The subject then loses control of the limb for the duration of the hex; in fact, the manitou may even attempt to turn the limb to various acts of mischief.
In moments of stress, the subject and the manitou must make a Quick Contest of Wills (see p. DL 97 for the manitou’s Will); if the manitou wins, it may use the limb to wreak whatever mischief it can for 2d turns, after which it goes quiescent again. Anyone who has been the subject of Phantom Amputation gets an extra reaction roll to become Harrowed.
Phantom Fingers
Time to cast: 3 seconds
Duration: 1 minute
Range: Line of sight
Cost to M: NA
Successful cast
Allows manipulation of items. Ropes may be untied, doorknobs or keys turned, etc. Hucksters often use this hex to cheat at cards or pull an enemy’s gun from his holster. The caster need not touch the subject. Any activity complex enough to require a DX roll at a penalty to perform requires the same penalty to this hex.
Sandman
Time to cast: 1 second
Duration: 30 min / lvl
Range: 10 yds / lvl
Cost to M: NA
HT
HT -2
HT -4
HT -6
HT -8
HT -10
HT -12
HT -14
HT -16
HT -18
HT -20
Causes the subject to fall asleep. If standing, he falls to the ground; the fall does no wake him up. He will be awakened by blows, loud noises, and other normal means; however he will be mentally stunned and must make an IQ roll to wake up fully. At the end of the hex, he may make a roll versus HT to wake up; otherwise, he will sleep for eight hours unless awakened. Each hand level drawn above the base hand gives the subject a -2 penalty to his resistance roll.
Silver Tongued Devil
Time to cast: 1 second
Duration: 2 min / lvl
Range: Self
Cost to M: NA
+5 to Fast-Talk
+7 to Fast-Talk
+9 to Fast-Talk
+11 to Fast-Talk
+13 to Fast-Talk
+15 to Fast-Talk
+17 to Fast-Talk
+19 to Fast-Talk
+21 to Fast-Talk
Makes the subject very persuasive, giving a +5 bonus to Fast-Talk and reaction rolls. Each hand level drawn above the base hand increases the bonus by +2.
Siren Song
Time to cast: 1 second
Duration: 1 minute
Range: 20 yds / lvl
Cost to M: 1 FP / min
Successful cast
Creates an alluring sound that draws anyone within the area toward the center hex of the affected zone. Anyone within the affected area must resist or become hypnotized by the sound, dropping whatever they were doing and walking toward the source of the sound for the duration of the hex. Any attack or other damage will break the spell, though. The affected area is centered at the caster’s location when the hex begins, but he can move the center of the affected area after the hex begins at a rate of 1 yard per second. Victims will continue to follow the song unless it takes them into danger, at which point they may make a new resistance roll.
Soul Rider
Time to cast: 3 seconds
Duration: 1 minute
Range: Touch
Cost to M: NA
Successful cast
Caster becomes able to see through the subject’s eyes, hear through his ears, etc., whenever he concentrates. Caster also remains aware of his own body and may act normally. Caster exerts no control whatsoever over subject, and does not know subject’s thoughts. Subject must be intelligent (IQ 7 or above).
Swear By It (new)
Time to cast: 1 minute
Duration: Varies by hand
Range: Touch
Cost to M: 1 FP per extra minute
1 day
2 days
3 days
4 days
5 days
6 days
1 week
1 month
3 months
1 year
When cast on a subject, the subject then declares an oath that will be magically enforced for the duration of the hex. Note that the specific wording matters, and the player uttering the oath should write down the specific wording of the oath, which may matter thereafter. The subject may choose to resist; if they resist, resistance is automatic and the caster is aware that they chose to resist rendering the hex inert.
Tall Tales
Time to cast: 1 second
Duration: 1 minute
Range: 10 yds / lvl
Cost to M: NA
IQ
IQ -2
IQ -4
IQ -6
IQ -8
IQ -10
IQ -12
IQ -14
IQ -16
IQ -18
Causes the subject’s word to sound like outrageous lies to anyone listening. Any listener must make their resistance roll to pick out the truth from the supernatural obfuscation, though he may or may not believe what he hears. Each hand level drawn above the base hand gives a -2 penalty to the resistance roll.
Tricks
Bandage
Time to cast: 1 second
Duration: Permanent
Range: Touch
Cost to M: NA
Any red card will successfully cast a trick
Stops bleeding and stabilizes injuries. This is equivalent to unskilled first aid, restoring one point of damage. If the optional bleeding rules are being used, this trick stops all bleeding. This trick can only restore hit point loss caused by physical wounds; purely magical damage is beyond its power.
Bar
Time to cast: 1 second
Duration: 1 minute
Range: 3 yds
Cost to M: NA
Any red card will successfully cast a trick
Reinforces a door, making it harder to force. Any door so enhanced gives a -5 penalty to any attempt to force it open.
Bathtime (new)
Time to cast: 1 second
Duration: Inst
Range: Self
Cost to M: NA
Any red card will successfully cast a trick
Makes the caster clean, as if they had just had a bath (with clean water); bath includes soap but not perfume.
Beggar’s Banquet
Time to cast: 1 second
Duration: Permanent
Range: 2 yds
Cost to M: NA
Any red card will successfully cast a trick
Makes bland, and even unpleasant, food taste like a home-cooked meal, or even a fine dinner from a fancy Back East restaurant. It doesn’t help the actual nutrition, quality, or appearance of the food; it just makes it taste better. This trick has many applications; it can help a huckster get a job as a trail cook if necessary, it hides drugs and poisons, and it mixes well with the Vittles hex.
Beggar’s Banquet affects enough food for one meal for one person.
Calling Card
Time to cast: 1 second
Duration: Permanent
Range: Touch
Cost to M: NA
Any red card will successfully cast a trick
Alters the face of an ordinary playing card, placing a mark on it that makes it immediately recognizable to the caster. The caster will always know his own cards, and others familiar with his mark may be able to recognize them as well. This trick can be handy for producing identification devices for friends and allies. This trick only affects the face of the card, and is therefore of little use as a cheating tool.
Coffin Varnish
Time to cast: 1 second
Duration: 10 minutes
Range: 1 yd
Cost to M: NA
Any red card will successfully cast a trick
Changing a mugful of any beverage into supernaturally bad coffee. This coffee-like brew curls a dead man’s toes and dizzies birds passing overhead, but it has its uses. First, coffin varnish adds a +4 bonus to any Will roll to stay awake; it also restores one point of FP lost to sleeplessness. Second, it instantly sobers up any drunk who drinks it. Sobering up with coffin varnish, however, results in a crushing three-hour hangover, inflicting a penalty to IQ and DX that begins at -3 and is reduced by -1 every hour. Coffin Varnish fails if cast on a magical or alchemical beverage.
Compass
Time to cast: 1 second
Duration: Instant
Range: Self
Cost to M: NA
Any red card will successfully cast a trick
Orients the caster with regards to the four cardinal directions. The caster knows where north is from his current position. Once he starts moving, however, he may become disoriented normally.
Copy
Time to cast: 1 second
Duration: Instant
Range: 1 yd
Cost to M: NA
Any red card will successfully cast a trick
Instantly copies a single page of written material. The copy is not exact – it copies information, not appearance. The caster must supply pen and paper. Any codes in the text will remain intact.
Divinin’ Rod
Time to cast: 1 second
Duration: 5 minutes
Range: 5 yds / lvl
Cost to M: TBD
Any red card will successfully cast a trick
Locates the nearest water source within the trick’s range. If a water source is available, the trick brings about one quart of it to the caster and deposits it in an empty container. If no container is available, the water pours onto the ground. The caster will know nothing about the purity of the water or the location of its source; it may be tainted, though not so much as to not be water any more (i.e. urine or mud don’t qualify).
Envision
Time to cast: 1 second
Duration: 5 seconds
Range: 1 yd / lvl
Cost to M: NA
Any red card will successfully cast a trick
This trick allows the caster to see through very thin objects. Coincidentally, the maximum thickness the caster can penetrate is about the thickness of a playing card, or an outer pocket on a garment. Envision is invaluable when cheating at cards; a huckster gains +5 to his Gambling skill for any single hand in which he uses Envision.
False Face
Time to cast: 1 second
Duration: 5 minutes
Range: Self
Cost to M: NA
Any red card will successfully cast a trick
Alters minor facial features, adding a +2 bonus to Disguise rolls attempted on the caster.
Finish
Time to cast: 1 second
Duration: Permanent
Range: Touch
Cost to M: NA
Any red card will successfully cast a trick
Cleans up a single inanimate object, making it shiny and new-looking – polishing wood, shining metal, and so on. It doesn’t fix anything that may be wrong with an object; a broken object which has Finish cast on it becomes a pretty broken object. Anyone trying to sell an item that has had Finish cast on it gets a +2 to his Merchant roll for negotiating the price. This trick will only work on an object smaller than a medium sized piece of furniture – a chest of drawers or thereabouts. This trick will work on gizmos.
Flare
Time to cast: 1 second
Duration: 1 minute
Range: 1 yd / lvl
Cost to M: 1 FP / min
Any red card will successfully cast a trick
Causes a smallish fire – no more than 1 hex in diameter – to flare up, increasing its size by half. The fire gives off no more heat and consumes no more fuel, but it gives off more light and takes up more space.
Flicker
Time to cast: 1 second
Duration: 1 minute
Range: 1 yd / lvl
Cost to M: NA
Any red card will successfully cast a trick
Causes all artificial light within the trick’s range to waver for the duration of the trick, like a candle flame in a breeze. This dimming is minor but noticeable; all Visioin rolls within the affected area are at -1 for the duration of the trick. Flicker cannot affect magical lighting or daylight.
Fooled You!
Time to cast: 1 second
Duration: 1 minute
Range: 1 yd
Cost to M: NA
Any red card will successfully cast a trick
Creates a small, two-dimensional illusion. The illusion is about the size of a playing card or the face on a wanted poster. It cannot move, but it can be as detailed as the caster wants. This trick is useful for temporarily altering posters, cheating at cards, and other minor stunts.
Forecast
Time to cast: 1 second
Duration: Instant
Range: Self
Cost to M: NA
Any red card will successfully cast a trick
Gives the caster a brief vision of the weather that will occur in his vicinity over the next few hours. He can predict one hour ahead for every level of magery. The trick will predict wind direction, general temperature, cloud cover, and approximate amount of precipitation. Forecast cannot predict magically influenced weather patterns.
Groom
Time to cast: 1 second
Duration: Instant
Range: Self
Cost to M: NA
Any red card will successfully cast a trick
Cleans up the caster – brushes away dust and lint, shines shoes, and generally does all the things a personal valet might do if there weren’t enough time for a bath, haircut, or change of clothes. This trick enables the caster to make himself presentable in a hurry.
Guesstimate
Time to cast: 1 second
Duration: Instant
Range: Self
Cost to M: NA
Any red card will successfully cast a trick
Informs the caster of any penalties or bonuses that might apply to the roll for a task he is considering undertaking. The trick provides no new information; thus, it can assess penalties for lighting, footing, weather, injury, and so on, but cannot predict actions others plan to take or assess penalties for conditions the caster is unaware of.
Hesitate
Time to cast: 1 second
Duration: Instant
Range: 1 yd / lvl
Cost to M: NA
Any red card will successfully cast a trick
Causes the target to briefly hesitate in whatever he is doing; this causes him to drop back one place in the turn sequence.
Ignite
Time to cast: 1 second
Duration: Instant
Range: Touch
Cost to M: NA
Any red card will successfully cast a trick
Ignites a single readily flammable object no larger than a cigar or candle. The effective heat is about equivalent to that of a single match.
Likker Up
Time to cast: 1 second
Duration: 1 hour
Range: 2 yds / lvl
Cost to M: NA
Any red card will successfully cast a trick
Reduces the target’s resistance to demon rum. It reduces tolerance for alcohol by giving a -2 penalty to drinking rolls (see p. B 439), and gives a -4 penalty to rolls to resist Alcoholism.
Makin’ Do (new)
Time to cast: 1 second
Duration: 1 minute
Range: 3 yds
Cost to M: NA
Any red card will successfully cast a trick
Allows a nonfunctional device to function, despite disrepair, for a short period. Does not work on gadgets or powered devices devoid of a power source (device still consumes power to function). Roll every round after having this cast – a roll of 16 or above results in the device failing prematurely and can’t be hexed to work again.
Mirror
Time to cast: 1 second
Duration: 1 minute
Range: 2 yds
Cost to M: NA
Any red card will successfully cast a trick
Creates a small, floating reflective area about 2 inches in diameter which acts just like a mirror. It is handy for looking around corners or at other people’s hands at the poker table. The caster may move the mirror anywhere within the trick’s range by concentrating. The mirror is intangible and can pass through solid objects.
Palm
Time to cast: 1 second
Duration: Instant
Range: Touch
Cost to M: NA
Any red card will successfully cast a trick
Transfers a small object from the caster’s hand to his pocket, or vice versa. The object must be able to be concealed in the caster’s hand – a deck of cards, a matchbook, etc. Only one transfer is covered by a single trick; switching an item in one’s pocket for an item in one’s hand would require two castings: one to transfer the item in the hand to the pocket, and one to transfer the item in the pocket to the hand.
Pick Me Up!
Time to cast: 1 second
Duration: Permanent
Range: Touch
Cost to M: NA
Any red card will successfully cast a trick
Imbues a shot of liquor with supernatural vitality. Drinks this infused with magical energy will restore 1d fatigue for every shot. However, the supercharged liquor has the effect of a shot of whiskey for every point of fatigue restored(see p. B 439 for detailed rules on intoxication). Fatigue restored by Pick Me Up! remains restored even after the alcoholic effects of the trick pass. Pick Me Up! and Coffin Varnish cancel each other out.
Preserve
Time to cast: 1 second
Duration: 1 day
Range: Touch
Cost to M: NA
Any red card will successfully cast a trick
Safeguards up to one pound of organic matter – usually food – from spoiling for a single day. If cast on a large quantity of matter, it must be cast enough times to protect the entire amount, or the trick fails. This trick can be very useful for long journeys, but must usually be cast many, many times (once each day for every pound of food to preserve).
Reload
Time to cast: 1 second
Duration: Instant
Range: Touch
Cost to M: NA
Any red card will successfully cast a trick
Transfers three bullets into the caster’s firearm. The caster must have bullets on his person to be transferred – the trick just moves the bullets, it doesn’t create them.
Shatter
Time to cast: 1 second
Duration: Instant
Range: 1 ft / lvl
Cost to M: NA
Any red card will successfully cast a trick
Causes a small, easily breakable item, no more than half a pound in weight, to shatter.
Shout
Time to cast: 1 second
Duration: 5 seconds
Range: Self
Cost to M: NA
Any red card will successfully cast a trick
Projects the caster’s voice up to 200 yards in the open. Anyone within range can clearly hear whatever the caster is saying. The trick does not magnify the caster’s voice, merely carries it further; hence, there are no ill effects from being near the caster when he is using Shout.
Sound
Time to cast: 1 second
Duration: Instant
Range: 1 yd / lvl
Cost to M: NA
Any red card will successfully cast a trick
Makes a single sound at a point within its range. The sound can be any essentially meaningless sound the caster desires – knocks and bumps are fine, but words are beyond its scope. Very loud noises, like a gunshot, aren’t possible.
Startle
Time to cast: 1 second
Duration: 10 sec / lvl
Range: 2 yds / lvl
Cost to M: NA
Any red card will successfully cast a trick
Puts the target on edge; any Fright Checks made while under the influence of this hex are at -1. Animals are more susceptible to the effect; they get visibly perturbed, and any Animal Handling or similar rolls are made at -2 when dealing with animals under the effect of this hex. It is worth noting that many Westerners trust their animals’ instincts: when a horse gets restless or a dog starts growling for no reason, often they know something a person might not. As a result, this trick can often be used to rile up a whole group of people.
Stiff Neck (new)
Time to cast: 1 second
Duration: 1 hour
Range: Self
Cost to M: NA
Any red card will successfully cast a trick
Protects the caster from having their neck crushed. This is useful for protecting against strangulation or garottes, but it is especially used to protect the caster from dying when being hung.
Tinhorn Shuffle
Time to cast: 1 second
Duration: 5 seconds
Range: Touch
Cost to M: NA
Any red card will successfully cast a trick
Causes a deck of cards held by the caster to spray into the air as if he had just badly fumbled a shuffle. This causes a riot of color and motion as the cards drift to the ground, drawing the attention of anyone within five yards. This distraction gives anyone within the affected area a +2 bonus to Sleight of Hand, Pickpocket, and Stealth for the duration of the trick. The caster cannot avail himself of this bonus, as he’s the tinhorn everyone’s goggling at, but an accomplice could take the opportunity.
Whisper
Time to cast: 1 second
Duration: 5 seconds
Range: 5 yds
Cost to M: NA
Any red card will successfully cast a trick
Allows the caster to pass a short message, no longer than five seconds, to one person within the hex’s range.
Will O’ The Wisp
Time to cast: 1 second
Duration: 1 minute
Range: 10 yds
Cost to M: NA
Any red card will successfully cast a trick
Creates a small globe of faint green light in front of the caster. The globe is intangible, and provides only the faintest of lights; illumination extends only a few feet, and even then no details can be made out. Reading by a Will o’ the Wisp is impossible. The caster may move the globe of light to any location within the trick’s range by concentrating on it.

Diamond Jack's Hexes

GURPS Storage Sandbox Belrathius