Tricks

Deadlands Magic
Tricks
Summoning a greater manitou to light a fire is, to put it mildly, overkill. For minor, unimportant tasks, a smaller, more unassuming manitou is more than adequate to do the job. It would be silly for a huckster to take on the biggest, baddest manitou he can round up when the scruffy little spirit cowering behind a rock is more than equal to the task. This process is so much less taxing and dangerous than casting a hex that it doesn’t even deserve the same name. Hucksters call these hexlets “tricks”.
List of Hexes
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
Whisper
Will O’ The Wisp
Hex Descriptions
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.

Tricks

GURPS Storage Sandbox Belrathius