Magic n' Such

HEXES

======================================================

Solitaire

TRAIT: Cognition

HAND: 2 pair

SPEED: 1

DURATION: N/A

RANGE: 10 square feet per level around Huckster/ 100 yards moved per level

A nice little hex for the Huckster that wants to be alone real quick like. This hex removes people that are in close proximity to the huckster, and places them within an area far away. It in no discerns who goes, it simply takes everyone within a 10 square foot area, and deposits them elsewhere. Each level increases the square footage, and the distance living things are sent.

Aces and Eights: The Dead Man's hand

TRAIT: Spirit

HAND: 2 Pair

SPEED: 1

DURATION: 2 Poker Hands then Instantaneous

RANGE: 5 yards/ Hex level

Hucksters often encounter rivals, everyone does, but unlike everyone else they have ways of dealing with them. Being that magic is frowned upon in the weird west they try to eliminate opponents quietly. Hence, the origin of the Dead Man's Hand.

Also known as Aces n' Eights, the Dead Man's Hand is a powerful spell. It is so strong that those casting it have little control over the outcome.

The spell can only be cast when there is a group of people playing cards. Generally, the Huckster casting the spell is not involved in the card game unless he has a death wish. Also, few use this spell unless they are particularly vicious or really want to eliminate a rival.

Upon casting the spell there are no noticable effects. The game continues uninteruptted. Two hands later the spell takes it's toll. Then the card players who fail a Vigor check feel the brunt of the spell.

HAND

JACKS: This causes one gambler (chosen at random) to get slight cramps, he will be unable to continue play or anything else but lay down.

TWO PAIR: Two random card players come down with cramps and chest pains. They are incapacitated for 2 days.

THREE OF A KIND: The entire table is wracked with pain, they will wail and cry but be unable to move on their own. This condition lasts 3 days.

STRAIGHT: Only the desired individual suffers intense pain. He will suffer for one week.

FLUSH: One random gamblers drops dead.

FULL HOUSE: Two random players kick the bucket.

FOUR OF A KIND: The entire table shuffles off the mortal coil.

STRAIGHT FLUSH: The Huckster can choose which gambler dies.

ROYAL FLUSH: The Huckster can kill as many players as he wants, and can pick who lives or dies.

.

.

.

Card Sharks

Trait: Spirit

Hand: Pair

Speed: 1

Duration: 1/2 per level

Range: 100 yards from caster

This hex can only be used near or on water. When cast it creates a large shark which can attack enemies. The Shark is double normal size, thereby having an abnormally powerful hunger. Once the duration of the spell is over the shark remains, but is free to act on its own. .

.

.

Wild Card

Trait: Spirit

Hand: 2 pair

Speed: 1

Duration: Special

Range: Special

This is the most unpredictable spell ever created. The Huckster can only direct the direction of the spell, the effects, well . . .that's another matter. Basically, this hex can be any hex the Marshall knows of. The Huckster himself may not even know what the actual spell he cast was. Once the Huckster cast the spell one of two things can occur, either the spell is beneficial or detrimental. If the outcome benefits the party the Marshall picks a hex that would really help them, if however the effect is harmful to the party then the Marshall chooses a hex that will benefit the posse's adversary. It may heal their enemies, or backfire on them, but the effects should be bad. .

.

.

Russian Roulette

Trait: Spirit

Hand: Spades

Speed: 1

Duration: Instant

Range: width of a table

A deadly card game that only 2 Hucksters can play. Two Hucksters have to agree ahead of time that they will duel in this manner. Once the game starts it cannot end until one of them is dead. With the Marshall subbing for the 2nd Huckster he and the player draw from a deck of cards. They draw until one of them pulls a spade. When this happens the huckster drawing the spade instantly dies. If they both draw spades then the holder of the high card dies.

Why play? Well, for one thing it is a matter of honor among Hucksters to play once asked. Turning an opponent down will make the Huckster a coward in the eyes of other Hucksters. Secondly, the winner automatically gains the dead Huckster's hexes. Hexes already known are automatically raised a level, new ones start out at level 1. .

.

.

One-Eyed Jacks

Trait: Cognition

Hand: Pair

Speed: 1

Duration: 1 hour/ level

Range: 1 mile/ level

A good hex for spying. The Huckster hides a one-eyed Jack in a location known only to him, one that will have a good view of an area. When this hex is cast he can see throught the eye of the Jack, and hear through it's ears.

.

.

.

Jokers Wild

Trait: Cognition

Hand: Jacks

Speed: 1

Duration: Instant

Range: 10 feet per level

A simple, but insidious spell. The Huckster tells his target a simple joke, if the target fails a Cognition check then he will beging to laugh. He will, in fact, laugh until he dies. The joke itself need not be funny, it is simply the spell's catalyst.

.

.

.

Off with His Head

Trait: Vigor

Hand: Strait

Speed: 1

Duration: Instant

Range: 10 feet/level

The Huckster casting this hex draws 10 cards. If one of those cards is the Queen of Hearts then he can decapitate an opponent when the time comes with a glance. At each level the Huckster can draw an additional 2 cards. The beheading will appear to be an accident, so attention isn't drawn to the hexslinger. For example, a sign might fall, the opponent might get his head stuck in something, fall through a window, etc. but no one will ever suspect the Huckster of the death.

.

.

.

Jackpot

Trait: Spirit

Hand: 2 pair

Speed: 1

Duration: Instant

Range: Huckster's pockets

This is a quick way for a down and out party to get some quick cash. The Huckster casting the spell draws three cards, and sees if he's won. Three cards of the same color pays 5 dollars, cards of the same suit pays 20, and 3 of a kind pays 100 dollars. Failure to meet any of those three criteria means the Huckster has gone bust, and loses 1 dollar of his own cash.

Winnings appear in the Huckster's pocket, or wherever he keeps his cash. It appears without proclaimation as if it had been there all along. Hucksters without any cash cannot cast this spell.

.

.

.

Crazy Eights

Trait: Knowledge

Hand: Strait

Speed: 1

Duration: Special (see below)

Range: 10 yards/level

This is the maddest hex in history. Literally. Employing this spell, the Huckster bestows a form of Demetia onto his target. The madness is temporary, unless the Huckster gets a raise, and then it becomes permanent. The amount of time the madness last depends upon the Hex's level.

Level of Hex . . . . . Duration of Madness

______________________________________________________

1 1 week

2 1 month

3 6 months

4 1 year

5 5 years

.

.

.

Old Maid

Trait: Vigor

Hand: Strait

Speed: 1

Duration: Permanent

Range: 10 yards/level

A particularly wicked spell, the Huckster adds years onto the spell's recipient. The aging does not become readily apparent, but instead happens slowly, over a period of hours. The more powerful the level of casting the faster the aging occurs.

Level of Hex . . . .. .. . . Years Aged

______________________________________________________

1 1 year

2 5 years

3 10 years

4 50 years

5 100 years

.

.

.

MIRACLES

====================================================== .

.

.

THE GOSPEL TRUTH

TN: 5

SPEED: 1

DURATION: 5 minutes per level of Faith

RANGE: Touch

Sometimes the Blessed encounter people of less than average moral character. When they need to get information from one of those unreliable folk; information that has to be reliable. It is then they call upon this Miracle. The Blessed places his hand upon the forehead of the spell's recipient and calls upon his or her supreme being to lend moral guidance to the lowlife lying scum. If successful the lowlife will be unable to lie and will have to answer any questions asked him.

.

.

.

PLAGUES of EGYPT

TN: 5

SPEED: 2

DURATION: See Description

RANGE: See Description

A powerful miracle that should only be called upon to punish the most wicked of places. This miracle can only affect locations, like towns, cities, pueblo's, buttes, etc. It is designed to inflict the most terrible of torments upon those living in the aforementioned local.

Certain conditions must be met before this miracle will work. First of all, the location must be a den of darkness, where evil outweighs the good. Secondly, humans must inhabit the place. In other words, a cliff that is home to a family of Sasquatch could not be Plagued, nor could a standard boomtown.

If the conditions are met, then the Blessed can call down the plagues that struck pharoh's kingdom. Locusts, frogs, etc will haunt the location in turn as they befell the land of Egypt.

Each plague will last a period defined by the Blessed's power level. Each level will grant a period of plague for 1 week, thus a level 2 plague will last 2 weeks, while a level 5 lasts an entire month + 1 week.

In order to affect the spell the Blessed must stand within the area he intends to afflict untold agonies upon, and announce his intentions.

.

.

.

GOLEM

======================================================

TN: 11

SPEED: 2 Weeks

DURATION: Permanent

RANGE: Touch

This Miracle allows a Jewish Rabbi to create a being of great power from clay. Golems are made to protect communities and are only created for such purposes. A Golem cannot leave the community it was made to protect. Reasons being the Golem gets it's life force from the inhabitants of the town or village it defends.

Golems

CORPOREAL: D:1d4, N:3d8, S:5d12, Q:2d10, V: 4d12

MENTAL: C:3d8, K:1d6, M:2d6, Sm:1d8, Sp:1d6

SIZE: 6 1/2 feet tall, 300 lbs

GEAR: May carry a mallet, club, or axe.

SPECIAL ABILITIES:

Invulnerability: The Golem takes no damage from projectiles, and only 1/10 damage from edged weapons. Fire causes 1/4 damage.

Weakness: If the word of life is removed from the Golem's body then it "dies" and a new Golem will have to be made. Another way to destroy a Golem is to kill every member of the community it protects. Without their life force to power it the Golem dies.

The Rabbi spends two weeks molding 300 lbs of clay into a man. During this period he does not sleep more than 1 hour a day, and only eats enough to sustain himself. At the end of the 2 weeks he inscribes the jewish word for life somewhere on the clay body.

At that moment the Golem stirs to life and starts it's vigil on the community. It will not allow harm to come to any residents of it's parent village. The Golem has an actual soul, it is made up of the life force of the entire town, and can sense when one of it's benefactor's dies.

Because of the variety of the community and the dangers one community faces are different from those of another no 2 Golems have the same Aptitudes.

Rabbis will only make a Golem if they sense great danger to the community or they will be away for an extended period and wish to leave the town some protection.

.

.

.

The Sword of Damacles

TN: 2

Speed: 1

Duration: 1 hour/level

Range: Caster's hand

The Sword is a powerful tool againts abominations. It strikes any creature of EVIL origin, thus an angry gunslinger wouldn't qualify, but abominations usually immune to specific weapons can be hurt by the Sword of Damacles. The Sword appears when the miracle is invoked. It glows with a holy light and cuts through armor as if it wasn't there. The sword strikes with the Blessed's Spirit in damage +1d4 points of dmg. A sword concentration is required to use the sword. No one but the Blessed that conjures it can use the sword.

.

.

.

Ten Commandments

TN: 8

Speed: 1

Duration: Special

Range: Touch

A powerful, but difficult spell. The Blessed can only cast this one time per level, and if it fails then they can never attempt it again. The miracle can be initiated at any time. The Blessed prays to be able to deliver the Lord's words to the wayward. If successful the the Blessed can do the following, he can instill a commandment on a person. The commandments can only be from the 10 Commandments, for example he can instill a Thou shalt not Kill, Commit Adultery, Steal etc., or make someone honor their parents, keep the Sabbath holy, and so on. The recipient of the spell has no choice to obey if they fail a Spirit check. One person can have as many commandments put upon them as desired or 1 commandment can go to 10 different people.

If a person fails his check, and the commandment was Thou shalt not Kill, then they cannot kill someone, not even in self defense. Keeping the Sabbath Holy would mean they could do no work on Sunday and would spend the day in prayer, and Not commiting Adultery would mean that the recipient could never have sex outside of wedlock.

This miracle is odd in that it can be used concurrently at each level. For example, a level one 10 Commandment of Not Committing Adultery can be placed upon someone, with the caster still having all the other nine commandments to use; while all but one of his level 2 commandments have been used.

Each level of this miracle brings more power to the commandments themselves. For example, a level one commandment of Thou Shalt not Kill placed upon a person will limit the commanded to not be able to kill 1 person. The commanded will never be able to kill that named individual. Level 2 makes the commanded unable to kill anyone for a period of a month, or 2 people. Level 3 makes it so that no murders can be committed for half a year, or 3 indiviuals can be protected from harm. Level for makes the duration one year, or 4 people, and level 5 prohibits the commanded from ever killing anyone ever again.

Each commandment acts in a similar fashion. This spell is useful in curtailing wanton criminals.

.

.

.

Guidin' Light

TN: 3

Speed: 1

Duration: Special

Range: N/A

Lost? Need guidance? Well brother, the lord can provide all that through prayer. This miracle provides a light that shows lost parties the way they need to go. No matter where they are a distant light will appear, all the posse need do is follow the light, and they will fing their way. .

.

.

Fear of the Lord

TN: 5

Speed: 1

Duration: 1 turn per level

Range: 10 yards per level

Abominations think they are pretty tough. In fact, most of 'em don't know any fear. This miracle makes 'em wet their pants and wanna run home to momma. The one using this miracle becomes infused with the power of the almighty, and evil beings can see it. To them the Blessed is the man himself come to smite them down. Even creatures with no brains can sense the danger they're in.

Consider any creatures from the Hunting Ground terrified. .

.

.

Holy Rain

TN: 4

Speed: 2

Duration: 1 1/2 hour per level

Range: 1 mile per level

This miracle causes a holy downpour to occur. The precipitation is treated like acid to undead, especially vampires. The rain damages abominations slightly, but not enough to do more than cause an infuriating pain. Harrowed too, get more than a little annoyed when caught in such a rainstorm, and suffer some penalties. .

.

.

Red Sea

TN: 6

Speed: 1

Duration: 1 hour per level

Range: 1 mile of water per level

A Blessed wanting to cross a major waterway without a vessel usually has a rough time, but if he has this spell he can cross without impediment.

Raising his hands, and calling upon his maker the Blessed causes a rift to occur in the body of water before him. The rift makes the water standstill, forming 2 seperate walls. During this time the water recedes so that the ground beneath becomes a useable pathway. The rift continues until the Blessed dispels it or 1 hour per level passes.

.

.

.

SHAMAN FAVORS

======================================================

Acid Rain

Duration: 1 hour per level

Appeasement: 2

Range: 1 mile per level

A powerful tool for those that follow the "Old Ways". The Shaman calls up a powerful storm. However this is no ordinary storm. The rain that falls is a powerful acid that burns all "modern" things and all Non-Indians. It does 1d8 points of dmg for each action that it falls. The bad thing about this spell is that it can effect friends as well as foes.

.

.

.

Greasy Grass

Duration: Special

Appeasement: 1

Range: 10 feet per level

A spell meant for revenge. When a shaman casts this he is calling upon all his brothers who were killed by the white invaders. Their blood soaks an area of ground as detailed above, and causes the land to become like quicksand. Anyone caught in the area of effect will sink in the blood soaked ground.

.

.

.

Earth Body

Duration: 1 hour per level

Appeasement: 2

Range: Self

The Shaman casting this invokes the power of the earth for protection. The earth in response will entomb the shaman's body with it's flesh. The land itself will cover the shaman in dirt, stone, and grass acting as a sort of armor. The higher the level, the thicker the armor. For each level of the spell the Earth body adds 1d6 points of Strength to the Shaman.

One additional benefit is that the Earth Body can allow the Shaman to fire a stream of earth and stone at an opponent. The blast does 1d4 points of dmg. The spell will only work as long as the Shaman is in contact with the earth. .

.

.

Water Body

Duration: 1 hour per level

Appeasement: 2

Range: Self

This works the same as Earth Body, but with water. While encased in the liquid armor the Shaman can breath water. The Water Body cannot leave a water source or it will. So long as there is a large water source, i.e. one theat will not run out easily, the Sahman can spray a stream of water that does 1d4 points of dmg, and has the potential to drown an opponent.

.

.

.

Frostbite

Duration: 1 hour per level

Appeasement: 1

Range: Self

With this spell the Shaman calls upon the winter spirits to aid him. If they agree, then he gains an odd power. If it works the spell bestows the ability on to the Shaman to freeze opponents with a bite. His bite causes his opponent to make a vigor roll, failure means that the shaman has passed a a winter spirit into the body of his opponent. The spirit then begins to freeze the body it resides in until death occurs.

While this spell is in effect the caster's teeth are covered in ice, and his breath can be seen as if it were a cold winter's day.

.

.

.

Blood From a Stone

Duration: 1 hour per level

Appeasement: 1

Range: Touch

You can't get blood from a stone, unless you're an Indian, in which case you actually can. A simple but highly useful spell, Blood from a Stone has no combat capabilities. Instead it is better used to throw pursuers off course.

The Indian casting this spell, chooses a rock the size of his fist or larger. He taps it once, and the stone will begin to bleed. It will bleed for one hour per level. Also, at each level the Indian can choose a blood type that the stone will bleed. For example, at level 1 the stone actually bleeds the blood of the spell's caster. This is helpful in that if the indian is being trailed by a posse using dogs the hounds will go after the rock instead of the fleeing Indian. Next level he may choose the blood of a cow, which will draw predators. Thus, at level 5 he may have 5 different types of blood he can spill, and the rocks will bleed for 1 hour.




Ray Johnson

norse@clover.net



This page has been visited times.

Search for the Album or Artist of Your Choice!
Artist
Album Title
Song Title

powered by lycos Search: Tripod The Web