Nature Hexes

Deadlands Magic
Nature Hexes
Manitous don’t like the nature spirits, but in the process of squabbling with them down through the aeons, they’ve learned a few things about them and their mirrors in the mortal world. Manitous can be awfully good at controlling the natural world and its inhabitants. One hopes they don’t make a habit of it.
List of Hexes
Beast Master
Call Of The Wild
Cold Snap
Deadly Creepers
Earthwrack
Geyser
Rainmaker
St. Elmo’s Fire
Swamp Gas
Well’s Gone Dry
Windstorm
Hex Descriptions
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.

Nature Hexes

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