Winning Friends and Influencing People Hexes

Deadlands Magic
Winning Friends and
Influencing People Hexes
A profession as fraught with danger as the hexslinging life often requires a smooth tongue and a nimble wit. That’s why they call them “hucksters”, after all – hexslingers have a lot in common with hawkers of patent medicines and other con artists. However, persuasion only takes you so far; if you have magic on your side, why not use it?
List of Hexes
Filibuster
Forget
Howl
Lethargy
Phantom Amputation
Phantom Fingers
Sandman
Silver Tongued Devil
Siren Song
Soul Rider
Swear By It
Tall Tales
Hex Descriptions
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.

Winning Friends and Influencing People Hexes

GURPS Storage Sandbox Belrathius