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Hex Mania
Miscellaneous Hexes to add to your GURPS Deadlands game...
Note that this listing is scanty on details --- for more details
see the original books, this file should act as a handy reminder
tool for the Marshal or quick reference list for a player choosing
Hexes for their Huckster.
Most Hexes gathered from James Cook of RDI Software, the author
of Deadlands Character Generator v1.3 - version 1.3 of the DLCG software
is available as freeware online, check the Pinnacle website for location.
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Ace in the Hole - This hex allows the caster to temporarily enchant a
small focus of some sort, usually a playing card. The huckster may
'link' a known hex to the object, and give the object to another. The
holder may, at any time, call upon the hex just like the original
huckster. The effect lasts for a number of days equal to the casters
level in 'Ace in the Hole'. The user must also abide by any targeting
restrictions of the linked hex. Finally, the original huckster may not
cast a hex while it is linked to a focus.
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Achilles' Heel - Often is the time when a posse finds itself confronted
with an abomination they're just not quite sure how to defeat. 'Achille's
Heel' allows the huckster to gain a supernatural glimpse into a foe's
major weakness. The huckster must be within 1 yard/hex level for the
hex to be effective: not always a good place to be. Better staring at
a monster up close than staring OUT of it's gullet, however.
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Air Bubble - This hex creates a small bubble of air around the
huckster's head, ideal for those unexpected swims or for escaping from a
smoke-filled room. The bubble's air is replenished throughout the duration
of the hex.
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Bash - The 'Bash' hex calls upon the manitous to do what they love most
- unadulterated destruction. This hex causes damage to (and only to)
inanimate objects. Useful for bashing down doors, breaking the rifle in
an opponent's hand, or even destroying weird gizmos, 'Bash' must hit it's
target, just like a 'Soul Blast'. Since the energy from 'Bash' is slow
enough to see coming, however, the target may try to vamoose if possible.
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Beast Master - This hex allows the huckster to mentally command animals
which are present and within range. The control lasts as long as the
huckster maintains concentration. As soon as she stops, the hex ends.
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Bedazzle - 'Bedazzle' causes a fan of cards in the huckster's hand to
emit a brilliant flash of light. All who are looking at the cards when
the flash occurs are affected: friend and foe alike. They must make a
Cognition check based on the hand drawn, or be blinded for 1 round/hex
level. While blind, victims suffer -4 to all sight-based rolls.
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Black Lightning - Some folks are said to have an electric personality, but this hex allows the huckster to put some truth in that phrase. The 'Black Lightning' hex allows the huckster to build up a charge of magical, dark energy that can be hurled at opponents. The hex level determines the number of damage dice the charge holds, while the hand drawn determines their type. The huckster may select how many damage dice to use per charge thrown, up to the number rolled. When all damage dice are exhausted, the hex ends. Hitting the target with a thrown charge requires a 'Throwing: Black Lightning' roll. Wet hucksters are in trouble, as they take damage from their own hex!
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Blood Hound - This hex allows the huckster to put a ghostly 'tag' on someone, making them very easy for the caster to track. The target must be in range of the hex when cast, but the range at which the huckster can detect the target afterwards is unlimited. The hand drawn determines the information that the huckster can determine at anytime during the hex duration, ranging from general direction to exact location and current activity.
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Bodyguard - The 'Bodyguard' hex conjures a magical field which absorbs damage taken by the huckster. The shield's effectiveness is based on the hand drawn, and absorbs all damage inflicted up to it's rating, preventing it's effects completely. Once the shield's points of protection are exhausted, the hex ends. A huckster may only have one bodyguard in effect at a time. Further castings while one exists are ineffective.
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Brimstone - The huckster casting 'Brimstone' can summon forth a piece of Hell itself from a source of burning coals. The huckster reaches into the pile (taking 1d6 Wind), and pulls out a piece of smoking brimstone. The stone gives off a sickly green vapor, which cannot be dispersed until the duration ends. The vapor causes damage to all living beings within the cloud, including the huckster, and gives a -2 penalty to all actions of those affected.
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Call of the Wild - This hex allows a huckster call and control normal animals for a time. Provided the animals called are within range of the hex, they will come to the caster, and do her bidding for the duration of the hex. The critters may only be commanded to do something that they are normally capable of doing, and are affected by fearful opponents (supernatural entities) normally. Note that the animals called for are not 'summoned': they must already be in the area to be affected. If the animal is not present, the hex will have no effect. The type of animal that may be summoned depends on the hex result.
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Clear Out ! - This hex conjures an invisible spherical wall of force to push outward from the huckster, with a radius of 5 yards/hex level. All objects and beings within the weight limit (determined by the hand drawn) and radius of effect are suddenly and violently pushed directly away from the caster. People or creatures may make a Strength check to resist the effect.
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Confound - The huckster casting 'Confound' can make any one Trait or Aptitude roll increase in difficulty. The hex effects the next action taken by the target, and is wasted if that action does not involve a Trait or Aptitude roll. If the target takes no further actions for a full round, the hex is also wasted.
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Corporeal Tweak - This hex alter's a physical Trait of the target, increasing it above it's normal level for awhile. The huckster decides which ability to target, and if successful the ability is raised one or more steps based on the hand drawn. Only one tweak may affect a particular target at once. Any further castings are ineffectual until the first expires.
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Corporeal Twist - The opposite of 'Corporeal Tweak', this hex lowers a target's specific Trait by one or more die types for the duration of the hex. A target may only be affected by one twist at a time. Others cast on a target while the first is in effect automatically fail.
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Critter Ward - This incantation raises a magical barrier that normal animals can't willingly cross. The spell affects a radius of 5 feet/hex level, and may be entered and exited by the huckster without being affected. If a magically controlled animal is commanded to enter the ward, it must make an Onerous (7) 'Guts' check to do so, and suffers a -2 penalty to all actions inside the ward even if successful. The hex has no effect on abominations.
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Deadly Creepers - The huckster casting this hex can animate normal plants to attack anyone within their reach. The plants will attack anyone, including the huckster, and must be already present to be affected (the huckster cannot summon plants with the hex). The hand drawn determines the types of plants within the area of effect that are affected.
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Deuces Wild! - 'Deuces Wild!' creates an illusionary duplicate of the huckster, which can be moved around as desired as long as it remains within the huckster's range and sight. The illusion can be detected by others with a successful Cognition check, and has no effect on creatures. The illusion cannot directly affect physical objects, and anyone touching it instantly realizes it's true nature.
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Disrupt - Sometimes other magicians can be downright unneighborly. This
hex allows the huckster to dispel the effects of an ongoing hex, Harrowed
power, or black magic spell. The hex may only be used against an effect
with a non-permanent duration, and is useless against both instant and
permanent spells.
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Diversion - The 'Diversion' hex allows the huckster to attempt to deflect ranged attacks and hexes which directly target another person or critter. This protection adds +5 to all attempts to shoot or cast a ranged hex at the target.
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Draw! - When speed is critical, this hex allows the huckster to gain additional actions to be used by himself or others within range. The number of extra Action Cards gained is based on the hand drawn.
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Earshot - The huckster can use this hex to hear through the ears of another person or animal. The subject must normally be seen, but the hex may be cast on an unseen target if the huckster uses an item touched by the subject within the last week. The subject does get a chance to detect the huckster's spying, and (if successful) may make a contested Spirit check to try and break the effects of the hex.
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Earthwrack - The 'Earthwrack' hex causes an earthquake to occur at the target point. The effects depend on the hand drawn, but range from breaking up the ground to a major quake that collapses mines and destroys buildings.
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Eye Spy - This hex creates a faintly visible circle of eyes around the huckster, adding +5 to all Cognition rolls made for surprise purposes while the hex is active. Unfortunately, the 360 degree vision provided by the hex is disorienting after long periods. Every 5 minutes, the huckster must make a Fair (5) Vigor check, or drop the hex due to nausea.
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Filibuster - To cast this hex, the huckster must concentrate on a single target, who must be present. If the hex is successful, the target will become mesmerized by the huckster's voice. As long as the huckster continues to speak to the target, the target will find it difficult to pay attention to anything else. To notice anything outside of the conversation, the target must make a Cognition check versus a target number based on the hand drawn. The target only gets a roll when attempting to notice something that may directly affect him or something he considers important.
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Flypaper Fingers - 'Flypaper Fingers' makes the huckster's hands and feet very adhesive, even through gloves and shoes. The adhesiveness allows the caster to climb almost any surface (only the toughest require a check, and that's only a Foolproof (3) one). Also, the huckster has an easy time holding on to small objects, which allows a huckster to add double the hex level to any checks involved in holding on to something.
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Foil - 'Foil' allows the huckster to disrupt another caster's hex, black magic spell, or Harrowed power as it is being cast. To use the hex, the huckster must vamoose, and the hand drawn determines the level of power that can be cancelled.
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Forget - A favorite of the rare Pinkerton huckster, this hex allows the caster to modify or erase the target's memories of a period of time.The time required to alter memories is much longer than to simply erase them, and the time period allowed is based on the hand drawn.
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Fortitude - This hex temporarily grants the target a boost to her Wind. Any Wind lost comes from the bonus Wind before being subtracted from the target's regular Wind. The amount granted is based on the hand drawn.
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Fortune Teller - This spell gives the caster a glimpse into the future of the target person. The hex provides a brief vision of the target's future, and is likely to focus on events such as dangers to the target or influential people. Normally the target will be a willing participant, but if not the huckster must beat the target in an opposed Spirit roll for the hex to be effective.
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Gambler's Luck - To cast this hex, the huckster must 'ante up' at least a white Fate Chip. The hex, if successful, will allow the huckster to draw at least 2 white chips from the Fate Pot. Regardless of the success of the hex, the ante chip is lost. If the user goes bust on the hex roll, he loses all of his remaining Fate Chips as well as suffering backlash. Gotta be careful when gambling with Fate, pardner.
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Gateway - The 'Gateway' hex allows the huckster to use any man-made doorway as a magical gateway to a second, previously marked door of the huckster's choice. The marked door must be set up ahead of time, and the hex will not work if the door is locked. To use the hex, the huckster casts it and steps thru a handy door. The huckster will step out of the marked door.
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Geyser - This hex forces the manitous to dig down into the earth and cause a boiling geyser of water to shoot out of the ground. This hex works even in areas where no water is normally found (such as deserts). The eruption of scalding water will burn anyone caught within the area of effect, and damage is figured like an explosion. The damage done and radius of effect is determined by the hand drawn.
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Ghost Rider - This hex conjures a magical mount, which lasts 1 hour/hex level. The ghostly mount is always ghostly grey with black eyes, mane and tail, and only allows the huckster to ride. No 'Horse Riding' rolls are necessary. Typically, the better hand drawn, the better quality horse spirit summoned.
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Ghost Trail - 'Ghost Trail' erases tracks left by the huckster and one other person per hex level. As the hand drawn increases in value, the type of tracking prevented improves. If the huckster is being tracked by another huckster using 'Bloodhound', the two casters must make an opposed roll between their respective hex levels. The winning huckster determines the effectiveness of 'Bloodhound'.
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Graveyard Mists - This hex conjures up a dense fog that obscures vision, sound and even smell. The fog lasts 10 minutes/hex level, or 1 minute/hex level if cast in sunlight. The hand drawn determines the maximum sight distance thru the fog.
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Hard Water - This hex causes water to become very thick and hard, eventually becoming nearly solid. The area of effect and range are based on the hex level, while the hand determines the viscosity of the water.
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Helping Hand - This hex allows the huckster to heal a suffering companion's wounds (never their own, however.) Each successful casting heals 1 level of wounds to all areas of the target's body. The hand needed to succeed is based on the highest wound level of the victim. 'Helping Hand' cannot restore maimed limbs, however. You need a shaman or blessed to do that.
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Hex Sense - 'Hex Sense' allows the huckster to detect the presence and type of magical enchantments. The huckster must be able to see the effect or source of the effect, and may scan a 90 degree arc each round the hex is in effect.
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Home Ground - This hex gives the huckster a complete mental map of the surrounding terrain for a radius determined by the hand drawn. This gives the huckster a temporary 'Area Knowledge' aptitude for the area covered by the hex. When the hex ends, the bonus knowledge disappears, along with the mental picture.
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Howl - The caster of 'Howl' lets out an unearthly scream, affecting all within 10 feet. Anyone in the area of effect must make an Onerous (7) 'Guts' check, or lose an amount of Wind based on the hand drawn. Deaf people and critters, and abominations are immune to the effects.
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Hunch - 'Hunch' allows the huckster to see into the past of an object in his possession or presence. The object must be touched by the huckster for the duration of the hex, and cannot be cast upon an object the huckster cannot touch. The better the hand drawn, the more information the huckster can get from the object.
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Hunger Pangs - This hex overcomes the target with a ravenous desire for food. The huckster and target make an opposed Spirit roll, with the huckster getting a bonus to his roll equal to +2/hand level above the minimum. If the huckster is successful, the target loses the difference in the rolls in Wind. If reduced to 0 Wind, the target immediately loses interest in all non-life threatening situations to search for food.
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Hurry Up!! - 'Hurry Up!' gives the target (a person or creature) a boost to his Pace for 1 round/hex level. The bonus given is based on the hand drawn, and is in addition to any provided by running or picking up the pace.
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Imposter - This hex allows the huckster to alter her appearance to look like someone else. The effects alter the whole appearance, not just the face, and only allow impersonations of people previously seen. The hex gives a +5 to any 'Disguise' roll, which typically will guarantee at least a single success, and adds an additional +2/hand level above a Pair.
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Incognito - This hex hides the subject behind a magical veil that makes the target hard to notice. The hex does not enhance stealth, nor does it render the target invisible. It does cause observers to make a Spirit roll to notice the target. If the target does something blatant, like fire a gun, cast a flashy hex, or talk loudly, observers get a +5 bonus to their roll.
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Interpret - A huckster using this hex gains insight into the meaning of an unknown language. 'Interpret' allows understanding of both spoken and written languages, although the huckster must choose one or the other at the time of casting.
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Kentucky Windage - This hex allows the huckster to offset penalties to the target's 'Shooting' rolls. The minimum hand negates up to a -2 penalty, and negates an additional -2 penalty/hand increase. The hex does not provide a bonus: it only negates penalties.
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Lethargy - Useful before a situation gets ugly, this hex causes all within 5 yards/hex level to become lethargic and disinterested in most everything going on. The hex won't help convince someone to do something, but it can convince folks to do nothing.
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Long-Winded - This hex allows the huckster to convey mental messages over vast distances, with the complexity of the message allowed based on the hand drawn. The target of the message must be within range of the hex at the time of casting, and must be chosen by the huckster prior to casting the hex.
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Looking Glass - 'Looking Glass' allows the huckster to use an ordinary mirror as a scrying device, but there must also be a mirror present in the place the caster wants to observe. Only the huckster can see the vision provided by the mirror, and may only see what could be seen by the target location's mirror. Low hands allow basic scrying, while higher hands allow sound to pass through as well. A Full House or better allows the huckster to actually pass through the mirrors.
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Martyr's Mirror - This hex duplicates the amount of damage suffered by the huckster from an attack, and deals it back to the opponent who inflicted the damage. Note that these are damage points, not wound levels, and are applied to the same location on the target as was hit on the huckster. Range does not matter, and the maximum amount of damage inflicted is determined by the hand drawn.
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Mind Tweak - 'Mind Tweak' is the mental version of 'Corporeal Tweak'. The hex allows the huckster to temporarily raise a target mental Trait by one or more die types. Only one tweak may affect a target at a time. Others cast on a target before the first expires automatically fail.
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Mind Twist - The opposite of 'Mind Tweak', this hex lowers a mental trait of the target by one or more die types for the duration of the hex. Only one twist may affect a target at a time.
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Mirage - The huckster may use this hex to create a complex illusion of a place or inanimate object. The hex may cover an area up to 200 square feet/level, and the resulting illusion may be moved within the area as needed. The illusion is very realistic, and only if the viewer has a good reason to doubt it's existence does he get a Hard (9) Cognition roll to see through it. Touching an illusionary object automatically reveals it's nature, however. The hex also has no effect on people or creatures who do not depend on sight.
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Missed Me! - This hex adds +5 to the huckster's TN to be hit by bullets and other physical projectiles. The manitou attempts to deflect these objects away from the huckster for the duration of the hex. Only attacks which directly target the huckster are affected.
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Necromancer - This dark hex can restore life to the dead for a short time. The huckster may, with the manitou's help, call a departing soul back to it's body, provided the hex is cast within 1 round/level of the target's death. The hex automatically fails if the target was killed as a result of a Maimed head wound, and lasts 5 rounds/level. The target may not be healed by any means, and gets 2 additional card draws to determine if he comes back as a Harrowed.
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Nightmare Realm - With 'Nightmare Realm', a huckster can raise the Fear Level of the area around her for a short time. The exact bonus to the Fear Level is determined by the hand drawn, and the effects last 1 minute/level. Note that this hex is particularly despised by Texas Rangers and Pinkertons, and a huckster caught using it will probably be shot first and questioned later.
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Old-Timer - This hex allows the caster to extend his life by one year per casting. If successful, the hex prevents the caster from natural aging during the coming year. If the caster should backlash during casting, however, he immediately ages one year, in addition to any other effects.
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Parch - 'Parch' dehydrates a single target and causes plant life around the area to wither and die. The target loses Wind based on the hand drawn, and can die if the loss is high enough. The hex does not affect targets who don't need water to survive. Wind lost to this hex can only be regained by drinking water (one quart for 1d6 Wind).
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Pardners - This hex allows several hucksters to combine their efforts to cast another hex (called the 'primary hex'), which each must know. Each huckster must cast the hex at the same time, and each rolls and draws to determine the effect. If the primary caster fails, the whole hex fails. If the primary caster succeeds, the hex is as effective as the casters hand. Every other participating huckster that succeeds adds one hand level to the primary caster's hand level. If any of the participants suffer backlash however, the whole group suffers backlash.
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Penetrating Gaze - 'Penetrating Gaze' allows the huckster to see through material that otherwise obscures vision. The type of material or environment that can be seen through is based on the hand drawn, and any penalties imposed by the condition normally are negated.
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Penny Ante - The opposite of 'Confound', this hex grants the huckster (or his target) a bonus to succeed at his next action. If the next action is not a Trait or Aptitude roll, the hex is wasted. If a full round elapses between casting and the next action, the hex also fails. The target gets a -2 bonus for the minimum hand, and an additional -2/hand level above it.
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Phantasm - This hex conjures up visions from the target's worst nightmares, and confronts him with them. Only the target can see the visions, and they are convincingly real. The target must make a 'Guts' check: failure requires a roll on the Scart Table, as normal. Harrowed are particularly susceptible, and suffer a -2 to their check.
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Phantom Fingers - 'Phantom Fingers' acts as a minor telekinetic spell, allowing the huckster to manipulate distant objects by magic. Complex manipulations can be taxing to the huckster, causing Wind loss. The hex affects larger objects with higher drawn hands.
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Playing Possum - This hex makes the huckster appear dead to all observers. The illusion can be seen through with an examination and a successful opposed 'Medicine: Any' roll versus the huckster's Smarts. The huckster gets a +2/hand level to this roll.
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Poltergeist - 'Poltergeist' sweeps up objects within its area of effect and hurls them violently about. Fragile objects are invariably damaged or destroyed, and people are battered by flying debris. The amount of damage done depends on the hand drawn and the type of objects within the area of effect.
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Power Struggle - This hex instigates a spiritual struggle between a Harrowed and the manitou within him. Each makes a contested Spirit roll, and the winner gains a point of Dominion over the other. The huckster may continue the contest as desired, and may assist one side or the other. If he does so, the assisted side gains a +1 on his Spirit check for each hand drawn above the minimum. Note that the manitou will remember a huckster who aggravates it this way.
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Private Eye - 'Private Eye' is similar to the 'Earshot' hex, only it allows the caster to see through another person or critter's eyes. See 'Earshot' for more details.
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Quicksand - 'Quicksand' enables a huckster to turn otherwise stable ground into a deadly mire. The hex is only effective in a natural environment, and does not work on solid rock. The quicksand will trap and slowly engulf people or critters that pass over it, and lasts until the ground affected naturally solidifies. The depth of the affected ground is based on the hand drawn.
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Rainmaker - This hex is used to summon a rainstorm in even the driest climate. Each hand including and above the minimum shifts the state of the local weather one step closer to a storm. Of course, this means that the closer conditions already exist to a storm, the easier it is to create one. The huckster has no control over the storm summoned, and always gets the maximum effect drawn.
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Raising the Pot - This hex is cast immediately after a successful Trait or Aptitude roll to increase the number of raises rolled. The huckster must vamoose immediately after making a Trait or Aptitude roll successfully, and cast the hex. He gets an additional number of raises based on the hand drawn. If he busts on the hex roll, the original skill roll fails in addition to any backlash suffered.
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Rapid Fire - 'Rapid Fire' supernaturally increases a weapon's rate of fire. The hex is only effective on personal firearms (excluding gizmos), and the weapon gains a malfunction number equal to 20 minus the new rate of fire for the duration of the hex. Control is more difficult as well (-2 per shot).
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Reanimate - This hex allows the huckster to heal the wounds of the dead, including undead and Harrowed bodies. The hex does not raise the dead, just heals damage the body has suffered (one wound per area on a successful casting).
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Rust - This hex causes a single metal object of no more than five pounds to instantly rust. The item permanently becomes brittle, and easily broken. The hand drawn determines the extent of the rusting caused.
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Safecracker - This hex allows the huckster to magically untie knots and pick locks. The complexity of lock or binding allowed is based on the hand drawn, and the huckster may open one lock or bond per hex level per casting.
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Sandman - 'Sandman' causes the target to make a Vigor check or fall asleep. The target may be awakened by normal means. The hex has no effect on Harrowed or other creatures that don't normally need to sleep.
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Sandstorm - This hex allows the huckster to whip up a nasty grit-filled wind, with a radius of 20 yards/hex level. Those unlucky enough to be caught within the storm must make a Fair (5) Vigor roll each round or suffer 1 Wind. All Trait and Aptitude checks are at -2 within the storm, with an additional -1 for each hand above the minimum.
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Sculptor - This hex turns the even the hardest stone to soft clay beneath the huckster's touch. At the end of the spell's duration, the stone regains it's hardness, although it retains the shape it was sculpted to. The maximum amount of stone that can be affected per round is one cubic foot, and the hex is very taxing to maintain (one Wind/round).
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Shadow Man - Shadow Man creates a pocket of shadows around the huckster, allowing her to sneak around in darkness better. An initial success adds +5 to 'Sneak' rolls in dark environs, while each hand level better adds an additional +2 per level.
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Shadow Walk_ - This hex allows the user to transport himself across a distance by stepping into a nearby shadow, then stepping out of a shadow at his destination. The huckster must be able to see the shadow he wishes to emerge from, and the hand drawn determines the maximum distance that can be travelled. [p 78 DL]
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Sheep's Clothing - 'Sheep's Clothing' is used to disguise a small object as a different object (the hex can also include small animals at a higher hand level). Anyone examining the disguised object may make an opposed Cognition check vs. the hex level to see through the illusion. As long as the illusion is successful, it will fool all five senses, but if the item is used in it's normal fashion, the illusion will be instantly broken.
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Silver-Tongued Devil - This hex makes the huckster's words slicker than snake oil. The minimum hand adds +5 to every 'Persuasion', 'Bluff', or 'Ridicule' roll the huckster makes during the hex duration. Each hand above the minimum adds an additional +2 bonus.
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Siren Song - This hex creates a mesmerizing song, which draws listeners to it's source. Anyone besides the huckster who is within the area of effect when the hex is cast must make a Spirit roll (TN based on the hand drawn), or be hypnotized by the sound. Those affected will lose all interest in any actions other than moving toward the source of the sound. The sound is initially centered on the huckster, but he may move the sound around by concentrating. The song's effect is immediately broken if the victim is attacked or takes damage. Moving the sound such that victims would be placed in danger attempting to reach it (such as on the edge of a cliff) requires a new Spirit roll by the victim, with a +3 bonus. Those cowpokes with the 'Bad Ears' Hindrance get +4 to their Spirit rolls to resist the effect, while totally deaf creatures are immune.
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Sirocco - This hex calls forth a legendary desert wind: the sirocco. The wind blows in a 20 foot wide by 40 foot long rectangular area in front of the huckster, and causes difficulty for anyone moving through the area of effect. Ground-based opponents approaching the caster against the wind must make a Strength check each round or be stalled. Flying critters and gizmos must make a Fair (5) flying check, with a -2 penalty for every 10 mph of wind velocity over 30 mph. Wind velocity of the sirocco is determined by the hand drawn.
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Skinchange:
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Skinchange: Black Cat - The 'Skinchange' hex allows the caster to take the form of a specific animal. Each of the 4 versions are learned separately. While under the effects of the hex, the huckster takes the size, form, physical attributes (including Trait scores), and Mien of the animal selected. The remaining Mental Traits are the huckster's own (unless a Black Joker is drawn while casting the hex: on that case, the caster takes on the Mental Traits of the animal). While changed, the caster may not speak or cast hexes, but does retain all memories and Aptitudes. She may revert to human form at anytime, but doing so ends the hex.
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Skinchange: Raven - See 'Skinchange: Black Cat' for description.
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Skinchange: Serpent - See 'Skinchange: Black Cat' for description.
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Skinchange: Wolf - See 'Skinchange: Black Cat'
for description.
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Snake Oil - This hex gives the target the illusion of good health. The illusion only affects the target: all others around him see the effects of any wounds or afflictions as they truly are. The hex is effective even if the subject is aware of it, however. The game effect is to allow the target to ignore wound penalties from damage taken. The maximum wound ignored is determined by the hand drawn, but any penalties for wounds above the type drawn are still reduced by the level drawn. Thus, a target with a Serious wound will be able to ignore 1 level of modifiers if the huckster only draws a hand good enough for a Light wound. If the hand were good for a Serious or higher wound, the target would suffer no penalties.
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Soul Blast - 'Soul Blast' conjures a solid bullet of magical energy, which can cause damage to spiritual or living creatures. The hex must actually hit the target to be effective, as it can miss. The normal skill roll to cast the hex also counts as a 'to-hit' roll. Raises are used normally, both for drawing extra cards, and shifting the hit location. Note that the hex only affects animate objects (living creatures, Abominations, and Harrowed). Inanimate objects are completely unaffected by the hex, and armor provides no protection against it. As usual, the higher the hand, the more damage is done. [page 78 DL]
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Soul Burst - Similar in function to 'Soul Blast', this hex affects an area of 1 yard/hex level. Damage from the hex is calculated just like regular explosion damage to all animate creatures within the area of effect. The higher the hand drawn, the more damage caused.
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Spirit Coils - 'Spirit Coils' binds a single target creature with ethereal bands of energy. These bonds wrap tight about the creature, and require a Strength roll to break (TN determined by the hand level). A successful roll frees the victim, otherwise he must wait an action to try again. A bust on the roll means that he is held fast for the duration of the hex.
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Spiritual Disfavor - This hex allows a huckster to interfere with a shaman's communication with the spirits. If successful, the hex requires the target shaman to spend extra Appeasement points to get a Favor. The number of extra points required is based on the hand drawn.
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St Elmo's Fire - With this hex, the huckster conjures a globe of pale green light, allowing the huckster to see clearly within a 10 foot radius. The globe normally remains stationary at a height of 4 feet, but the huckster can move it by carrying it in her hand. The light is not visible past 50 feet from the source, which allows the huckster and his companions to travel in darkness and avoid notice.
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Swamp Gas - This hex creates a putrid cloud of methane gas within a radius of 5 yards/hex level. Anyone within the cloud suffers a -6 penalty to all Cognition checks related to smell, and suffers a penalty to all Trait and Aptitude checks based on the hand drawn. The gas is also extremely flammable, and will explode if an open flame is brought into the area of effect. The explosion will damage all within the area of effect, but generally will not ignite other objects unless they are extremely flammable.
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Talisman - The 'Talisman' hex allows the caster to permanently enchant a special item to create a relic. The item in question must have been involved in some legendary act, and the hand required for success is dependent on the powers the huckster wishes to grant the item. The hex requires 3 days of uninterrupted work to be effective, and may be used by anyone if successfully enchanted. If a Joker is drawn as part of the hex hand, the relic acquires a taint of some sort (determined by the Marshal).
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Tall Tales - 'Tall Tales' allows the huckster to twist another's words to make even the most reasonable statement sound like a Texan's exaggeration. No matter what the subject says, it sounds like a wild claim to listeners. Anyone listening to the subject must make a Cognition roll (TN determined by the hand drawn). Success means that the listener can pick out the truth, but may not believe it anyway (depending on his personal inclination to the subject). If the roll fails, the subject sounds like a loon.
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Temptation - This hex conjures up a vision, visible only to the target, that tests the target's 'Faith'. The target must make a 'Faith' roll (TN based on the hand drawn), or succumb to the image and lose a point of 'Faith'. Once a person overcomes the hex, she gets a +2 to all future rolls to resist it's effects. If the target has no 'Faith', the hex fails.
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Texas Twister - This hex conjures up a minor whirlwind, which can toss around small objects and throw up dirt and sand, possibly blinding bystanders. The huckster may move the twister about as desired, provided she keeps it in sight. It moves with a Pace of 20, and provides a -2 penalty to all actions to those within the area of effect. Attacks that cross the twister's area of effect suffer a -2 penalty as well.
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Thunderclap - This hex causes a load peal of thunder to erupt at a chosen point within the hex's range. The concussive force of the thunder affects a 5 yard/hex level radius, and requires a Vigor check for all within the area of effect. Failure stuns the victim (who must make a new roll each action until he recovers), and deafens him for 2d10 rounds as well. Those who succeed in the roll are only deafened for 1d6 rounds. Targets with 'Bad Ears' get the value of the Hindrance as a bonus to the Vigor check.
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Timeslip - 'Timeslip' allows the huckster to momentarily step outside the normal timestream and escape from dangerous situations. The caster disappears from his location, and reappears there after a certain length of time. The maximum time the huckster can disappear is determined by the hand drawn. Once the hand is drawn, the huckster must choose the exact time that the hex will last, up to the maximum. Once set, the hex ends at the time specified: no earlier or later. If an object occupies the space when the huckster reappears, he either displaces it (if it has a smaller mass), or appears as close as possible to the spot, and must make a Vigor roll. Failing the roll stuns the huckster.
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Touch o'Death - This hex allows the huckster to give someone a heart attack by touching them. The victim must make a Vigor roll (TN determined by the hand drawn). If the roll is made, the victim takes 3d6 Wind, and suffers no other effects. Otherwise, the victim suffers 3d6 Wind, his Vigor permanently drops one step, and if his Vigor is already a d4, it's Coordination drops by 1. If the victim hits 0d4, he drops dead immediately. If the victim survives the reduction, he must make a second Vigor check (at the reduced score), or suffer a full-blown heart attack and dies within 2d6 rounds unless someone treats him with an Incredible (11) 'Medicine' roll.
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Trick: Bandage - This trick allows the huckster to stop blood loss from wounds. It prevents continued Wind loss due to any Serious or better wounds suffered prior to the trick's casting. Any later wounds which cause bleeding require a new casting. The trick only prevents Wind loss due to bleeding.
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Trick: Bar - This trick helps the huckster to reinforce a a closed door, making it harder to open or break down. As long as the huckster concentrates and remains within 10 feet, any Strength checks made to open or break down the door are at -5.
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Trick: Beggar's Banquet - This trick gives even the most unpleasant tasting food a good taste. The trick only alters the taste: nothing else is affected.
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Trick: Calling Card - This trick allows the huckster to mark the face of a playing card so as to be able to recognize it at a glance. The mark may not incorporate a language, and is usually a mark or symbol of singular design. If a unique mark is chosen, others who know it's significance can identify it as well.
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Trick: Coffin Varnish - This trick is cast on a cup or glass of some beverage, and which turns into a potent coffee-like brew. If drunk within 10 minutes of it's creation, the coffee will add +4 to any Vigor check to stay awake, and will also sober up a drunk instantly (and provide a terrible hangover for 1d6 hours). If the trick is cast on a magical liquid or alchemical concoction, it fails automatically.
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Trick: Compass - 'Compass' determines the four cardinal directions, and relays this information to the huckster relative to her current position. Once the huckster moves from this position, the hex expires.
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Trick: Copy - The huckster uses this trick to make an instant, rough copy of a single page of written material. The book, map, poster or other copied item is obviously a duplicate, and the huckster must have paper on hand to make the copy, but is a serviceable reproduction. The material copied can be seen to rapidly appear on the paper, as if scribed by an invisible hand.
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Trick: Divining Rod - This trick finds the closest water source within range, if one exists. If successful, and the huckster has a container handy, about a quart of the available water is deposited in the container. If no container is present, the water spills onto the ground. The trick does not reveal the purity of the water, nor the location of it's source.
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Trick: Envision - This trick allows the huckster to see through a single thin object, such as a playing card or an outer garment pocket. The duration is only one round, but if the huckster uses the trick during a round of a card game, he gets a +5 to his 'Gambling' Aptitude for that round.
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Trick: False Face - The 'False Face' trick lets the caster change a few simple facial features. Changing hair or eye color, hair length and style, and the presence of a beard or moustache can be controlled by the trick. The effect allows a +2 bonus to 'Disguise' rolls for the trick's duration.
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Trick: Flare - This trick causes a fire or flame to suddenly flare up to 150% of it's original size.The fire affected may be no more than two feet in diameter prior to the trick being used. The flame will be brighter and bigger, but will not increase in temperature or fuel consumption.
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Trick: Flicker - This trick causes all artificial light sources (save magical ones) to noticeably dim for a brief time. The dimming effect gives a -1 to all sight-based Cognition rolls during the trick's duration. The lighting returns to normal at the end of the duration.
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Trick: Forecast - The 'Forecast' trick gives the huckster a brief glimpse into the upcoming weather. The huckster can see future weather for up to her Cognition Coordination in hours. The hex cannot predict magical or unnatural weather changes, and gives accurate, but somewhat rough information.
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Trick: Groom - This trick tidies up the huckster's clothes and appearance. It shines shoes, removes dust and grime, and cleans up face and hair (it won't shave or cut hair, however). It is generally used to make the huckster look presentable in a hurry.
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Trick: Guessimate - This trick gives the huckster a good estimation of the odds (TN) of an action that he's contemplating. The trick takes into account all conditions known to the huckster, but does not include modifiers for conditions or situations unknown. The more information the huckster has regarding the action in question, the more accurate the final 'guesstimate' will be.
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Trick: Hesitate - The 'Hesitate' trick has saved a few huckster's lives, by causing an opponent to briefly hesitate in their next action. The trick causes an opponent's next action card to be considered one face value lower (a Jack of Hearts becomes a 10 of Hearts, for example). If the target's next card is a deuce, it is considered to be the 2 of Clubs. If the card IS the 2 of Clubs, the trick is wasted. Note that a card the opponent has sleeved is not considered their 'next' card, unless it is their last.
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Trick: Ignite - This trick is used to ignite a small, flammable object, no larger than a candle or cigar. If a single match could light the object, the trick can too.
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Trick: Likker Up - The effect of this trick is to give an already drinking target a -4 penalty to Spirit rolls to resist consuming more alcohol, as well as any other resistance rolls related to it. If the target doesn't manage to resist, the trick is wasted, but the huckster may try again after the first expires (1 hour).
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Trick: Palm - This trick allows the huckster to transfer a small object from his hand to his pocket or vice versa. The object must be small enough to be concealed in the huckster's palm. One transfer is allowed per casting of the trick.
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Trick: Preserve - This trick is cast on normal food up to 1 pound from spoiling for a single day. Multiple pounds of food require multiple castings, and the trick has no effect on food created by the 'Vittles' hex. The trick actually preserves all types of organic matter, although the entire substance must be affected by 'Preserve', or it will spoil at the normal rate.
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Trick: Reload - This trick allows a huckster to magically load up to 3 bullets into her firearm, provided she has them on her. If the trick fails, no bullets are loaded.
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Trick: Shatter - This trick causes small, fragile items to shatter violently. The item may be no more than a half pound in weight (about the size of a whiskey bottle). If the item is in someone else's possession at the time, the huckster must win an opposed Spirit test.
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Trick: Shout - A huckster with 'Shout' can magically project his voice up to 200 yards in the open, and can be clearly heard by anyone within this range. The huckster must actually yell for the trick to be effective.
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Trick: Sound - This trick recreates a single sound within it's range. The sound must be a simple one, such as a knock, click, or bump, although with an Onerous (7) Smarts roll the huckster can make a more distinct sound (like that of a hammer clicking back). Distinct words or loud noises are not possible.
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Trick: Whisper - This trick allows the huckster to whisper a short (5 seconds or less), one sentence message, which will be clearly heard only by the target. The target must be within 5 yards.
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Trick: Will o' the Wisp - This trick creates a small, intangible, floating sphere of green luminescence. The huckster may move the sphere by concentrating on it. The light produced is very faint, providing about 2 feet of dim illumination.
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Trinkets - The Trinket hex allows the caster to reach into a pocket, pouch, or bag and pull out a desired minor mundane item. Any object may be conjured by the hex (based on the hand drawn), but all objects only exist for 1 round per hex level before disappearing. [page 79 DL]
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Truthsayer - A huckster who casts this hex gains an uncanny ability to detect exaggerations, tall tales, and outright lies. The hex lets the huckster know that a lie has been told, but doesn't give any insight into the actual truth. Note that omissions of facts are not considered lies, so the huckster may wish to phrase his questions accordingly.
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Two of a Kind - This hex allows the huckster to duplicate the effects of any hex cast within 5 yards/hand level. The hex can only duplicate a hex cast within the same round as 'Two of a Kind'. The effects of the original hex are duplicated exactly, but rolls must be made again, and the huckster may choose a target other than the original. The effects of the copied hex are based on the hand drawn for the original, and the original hex must have been successful to be duplicated.
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Vittles - This hex lets the huckster create meals, including drink, for himself and his companions. The number of meals is determined by the hand drawn, and they are nutritious but bland tasting. The drink created is water, but no container is provided: the huckster must have something to put it in already present. Note that the meals aren't completely nourishing, and if the recipients of the meals do not eat real food within a number of days equal to the huckster's hex level, they begin to suffer from starvation.
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Warning Bells - This hex allows the huckster to assist her less alert friends recover from surprise more quickly. The number of targets is based on the hand drawn, and if successful the targets are allowed to make normal Quickness checks and draw cards during a round that they are surprised. Any cards drawn that would have already been resolved are discarded, and cards may not be sleeved. The next round, the formerly surprised targets make normal Quickness checks.
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WatchDog - The 'Watchdog' hex creates a magical alarm around a stationary point. If any person, creature, or Abomination enter the radius of effect without whispering the activation word, the hex alerts the huckster, regardless of distance. The activation word is chosen at the time the hex is cast, and may be told to others. If the hex is triggered, the huckster must make a Fair (5) Cognition check. Passing the check allows the huckster to act normally, even if asleep! Failure may necessitate a surprise check, if warranted.
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Whirlpool - This hex creates a single whirlpool in any water in range. The whirlpool's diameter starts as 40 feet and increases by up to 20 feet per hand drawn above the minimum. A whirlpool can catch any ship upto one half the whirlpool's diameter, causing the pilot to make an Onerous (7) 'Driving' roll or be caught in the vortex. The roll is assessed a +2 penalty for each hand drawn above the minimum necessary to affect the ship. The pilot who failed may make a new roll each round to break free, but must roll against the original target number and get at least one raise. Each round the ship is caught in the vortex, it takes 2d6 flooding damage. Any people or critters caught within the vortex must make an Incredible (11) 'Swimming' roll every round, or be sucked under. The hex lasts as long as the huckster concentrates, and stays within range.
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Widows Web - This hex creates a sticky silken wall, similar to a spider's web. The wall must be anchored to two parallel surfaces, and is about 2 inches thick. The wall does not obscure sight, and bullets and other small objects may pass through normally. Larger objects, people, and critters who wish to break through require a Strength check based on the hand drawn. Those who fail are caught in the web, and may make new Strength checks to break free. These checks incur a cumulative +2 penalty per check. The web is very flammable, and the mere touch of a torch-sized or bigger flame will burn the wall away in a single round.
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Wildfire - This hex causes a miniature prairie fire to erupt in a circular area up to 5 yards in diameter. The fire ignites flammable objects in the area (based on the hand drawn), and once started the huckster has no control over it. The fire is normal in all respects, and can be extinguished normally.
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Innocentia Splendia -
Reporter, Ford County Gazette 1877 [2630 A.U.C.]
This particular page (not saying anything about the
others on this site) was only last updated
Feb 21, 2002 CE [2755 AUC].
Innocentia Splendia -
Azurian Scribe and Scholar of the Arcane.
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