Spell NotesFocused Spells_Enhance (Artisan; 13♠; 24 hours) Attack/Touch: The Enhance spell temporarily changes the quality of any one nonliving object touched to that of a higher state and value. Any object Enhanced with this spell instantly doubles in value; and if it is a weapon, both its Accuracy and Damage are increased by +1; other Enhanced objects may or may not grant a +2 Bonus to their use as determined by the GM. Enhanced objects revert back to normal after twenty-four hours, or if hit with Dispel Magic.
Fortify (Artisan; 8♠; 24 hours) Attack/Touch: The Fortify spell allows the Hexslinger to improve the structural integrity of any one object touched, temporarily increasing its Structure Points by +10 and its Hardness or Armor Value by +2. Fortified objects revert back to normal after twenty-four hours, or if hit with Dispel Magic.
Make Whole (Artisan; 18♠; Pmt): The Make Whole spell instantly restores any broken or destroyed nonliving object (of any size) to the condition of its original construction. Some portion of the original object must remain and be within the Hexslinger’s line of sight when the spell is cast, though that portion can be as little as single pinch of ash. Objects that are portable can be restored anywhere, but objects rooted to a specific location, such as a ruined building, must be remade where they once stood. When cast, the Make Whole spell consumes all the original pieces of the object in question, regardless of distance or location, and then reforms them into a new and completely whole version of the original object.
Repair (Artisan; 10; I) Attack/Touch: Each casting of the Repair spell instantly restores a number of lost Armor, Hardness, Structure, or System Points, to any one nonliving object touched, equal to 10 (plus the X-Roll of the casting).
Spiff (Artisan; 5; I) Attack/Touch: The Spiff spell instantly cleans and polishes any one nonliving object or area that the Hexslinger touches; making it appear upkept and well cared for, but not actually affecting its normal wear and tear in any way.
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Passwall (Dimensional; 10; R) Po: Passwall allows the Hexslinger to become Incorporeal for one round, untouchable, ghostlike, and able to pass through solid objects, as if they were not there. Because the spell lasts for a complete round, only his available movement limits the distance that the Hexslinger can pass through solid objects. Getting caught in a solid object when the spell ends kills the Hexslinger instantly however – but does allow him or her to come back as a Ghost or Haunt.
As appropriate to the setting, this spell can also be used to cross the barrier between the Physical and Spirit World, much in the same way that the Manifest Edge allows other creatures to do so.
Jump (Dimensional; 13♠; I/S*): Jump allows the Hexslinger to instantly move a limited distance without actually crossing the space in between – he simply blinks from one position to the other. When using the Jump spell, the Hexslinger is limited in what he can take with him by his normal Carrying Capacity, up to Encumbered. In addition, it is not possible to Jump into a position already occupied by another creature or object. In the case where a Hexslinger attempts to do so, either inadvertently or by intention, the spell will automatically fail.
When used with a Surge Point, Jump can be held active for a Combat Scene; meaning that it can be used without further casting during each Round, simply by spending a Move Action.
The distance a Hexslinger can Jump, is limited by his Wisdom Score, as noted on the table below.
Wisdom | Jump Distance |
1-2 | | 100 ft |
3-4 | | 300 ft |
5-6 | | 1000 ft |
7-8 | | 1 mile |
9-10 | | 10 miles |
Teleport (Dimensional; 18♠; I): Teleport allows the Hexslinger to instantly move any distance, to any location he has ever been to, without actually crossing the space in between – he is suddenly gone from the one place and appears as suddenly in the other. When Teleporting, the Hexslinger can also bring a number of passengers along with him (and whatever gear they can carry among them), as long as they are in linked contact with the Hexslinger (i.e. holding hands together, with the Hexslinger physically touching at least one of them). Just how many passengers, is limited by the Hexslinger’s Wisdom Score, as outlined in the table below.
Note however, that it is not possible to Teleport into a position already occupied by another creature or object. In the case where a Hexslinger attempts to do so, either inadvertently or by intention, the spell will automatically fail.
Wisdom | Max Passengers |
1-2 | | 2 |
3-4 | | 10 |
5-6 | | 25 |
7-8 | | 50 |
9-10 | | 100 |
Gate (Dimensional; 18♠; M): Gate allows the Hexslinger to create a portal between any two points, allowing himself (and anyone else) cross through from one side to the other for as long as the gate remains open. Anyone standing between a Gate when it closes will be shunted harmlessly out one side or the other, determined randomly or by GM whim. The size of the Gate (and what can pass through it), is determined by the Hexslinger’s Wisdom Score as follows:
Wisdom | Gate Size |
1-2 | | Small |
3-4 | | Medium |
5-6 | | Large |
7-8 | | Huge |
9-10 | | Colossal |
Dismiss (Dimensional; 18♠; I) Attack/Touch; Partial Save: Dismiss allows the Hexslinger to instantly teleport a single creature (of any size) to any point he has ever been to, yet remain himself behind. Inanimate objects can also be moved with this spell, but are significantly more limited as to how much can be moved at a time. To determine how much inanimate material can be moved with this spell, substitute the Hexslinger’s Wisdom score in place of Strength on the Carrying Capacity table of the core rules and multiply the indicated Limit by 10.
Once cast, the Hexslinger must then touch his intended target to Dismiss it. Touching a target that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack. In addition, the target can make a Willpower Save to avoid being Dismissed, but gains a level of Fatigue from the effort if successful.
Only the whole creature can be affected by the spell – no, you can’s just teleport away someone’s head. Inanimate objects on the other hand, can be affected piecemeal by weight – you could dismiss an entire building a couple of tons at a time.
The Hexslinger should take some care when using this spell however, as creatures killed by the clever use of Dismiss return as Ghosts and can haunt the caster or seek Resurrection from someone else.
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Stunning Grasp (Energy; 5; I) Attack; Po: When cast, the Stunning Grasp spell charges the Hexslinger’s touch with a powerful electric charge that Stuns on contact. Once contact with a victim is made, the energy is transferred and the spell ends – although a Hexslinger can hold the energy indefinitely until then. Touching a victim that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack.
Crackling Aura (Energy; 8♠; S) Partial Save; Po: The Crackling Aura spell surrounds the Hexslinger in a nimbus of arcing electrical energy that radiates 5’ from his person. Anyone coming into this area takes a flat (no X-Roll) 4L AP Damage per round and must make an Endurance Save or be Stunned.
Static Shock (Energy; 8♠; Until Discharged): With the Static Shock spell, the Hexslinger causes a powerful surge of static electricity to build up in any one metal object within his line of sight. The energy then remains in the object until a living creature comes within 10’ of it, at which point the energy is discharged from the object to the creature, who takes 8L AP Damage (plus the X-Roll of the casting) and must make an Endurance Save or be Stunned.
If there are already living creatures within 10’ of the object when the spell is cast, then the nearest creature not actually touching the object takes the shock. Any creature in physically contact with the object when the spell is cast is considered a part of the object and is not in danger of being hit by the energy, unless they break contact with the object before the energy is released.
Plasma Burst (Energy; 13♠; I) Partial Save: The Plasma Burst spell causes the air around the Hexslinger to spontaneously erupt in a chaotic burst of electrical energy, causing everything within 30’ of the Hexslinger to take 10L AP Damage (plus the X-Roll of the casting) and to make an Endurance Save or be Stunned. In addition, a Plasma Burst will also fry any electronic equipment within the area of effect, except for that which is in physical contact with the Hexslinger at the moment the spell is cast.
Lightning Bolt (Energy; 18♠; I) Partial Save: The Lightning Bolt spell causes a devastating bolt of lightning to leap out from the caster at any target within 100’. As long as the Hexslinger has an uninterrupted line of sight to the target, the Lightning Bolt will hit (no Attack Roll required), doing 18L AP Damage (plus the X-Roll of the casting) and forcing an Endurance Save to avoid being Stunned.
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Restore Vitality (Life; 5; I) Po: Restore Vitality instantly restores 10 Vitality Points each time it is used and counters the Conditions of Fatigued, Exhausted, Unconscious, Nauseated, and the special Disabled status induced by Surgery.
Suppress Toxins (Life; 5; I) Po: Suppress Toxins instantly counters the effects of all poisons or diseases, reversing any Condition change, Ability Point, or Wound Point loss imposed by the toxin.
Close Wounds (Life; 10; I) Po: Close Wounds instantly restores a flat (no X-Roll) 5 Wound Points each time it is used, Stabilizing Dying characters and taking Disabled characters back to Wounded.
Heal (Life; 13♠; I) Po: Heal instantly restores a character to full Vitality, Wound, and Ability Points. In doing so it also counters the Conditions of Blinded, Deafened, Disabled, Diseased, Dying, Exhausted, Fatigued, Poisoned, Stabilized, Unconscious, and Nauseated.
Regeneration (Life; 18♠; I) Po: Regeneration does everything Heal does but also allows the restoration of lost limbs and organs, instantly re-growing them all in a matter of seconds.
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Light Touch (Air; 10; M): Light Touch allows the Hexslinger to telekinetically pick up and move any object (or creature) up to 50 pounds, within line of sight. The object moves at a Base Movement of (5’ x INT) and can be double moved (two Actions) if desired, but not ‘Run’. Creatures caught with this ability can still change facing and attack (if in range), but have no control over their own Movement. Light Touch can be maintained over multiple rounds with concentration.
Heavy Hand (Air; 8♠; M): Heavy Hand allows the Hexslinger to telekinetically pick up and move any object (or person), within line of sight, up to a number of pounds limited only by the Hexslinger’s Wisdom Score. To determine how much weight can be moved with this spell, substitute the Hexslinger’s Wisdom score in place of Strength on the Carrying Capacity table of the core rules and multiply the indicated Limit by 10. The object can be moved at a Base Movement of (5’ x WIS) and can be double moved (two Actions) if desired, but not ‘Run’. People caught with this ability can still change facing and attack (if in range), but have no control over their own Movement. Heavy Hand can be maintained over multiple rounds with concentration.
Flight (Air; 8♠; M) Po: Flight allows the Hexslinger to fly through the air at a Base Movement of 30’. He may also ‘Run’ his flight if desired going up to (30’ x INT).
Deflection (Air; 13♠; I): Deflection can be cast as a Defensive Action and allows the Hexslinger to stop dead (or deflect to the side) any incoming attack or blast, as long as the attack is coming at him from the front. This includes all Close Quarter Combat attacks and Ranged Combat attacks, as well as vehicle Ramming attacks, and Area Attacks that originate within 45° to either side of his facing (although it does not prevent poison gas or Fire Hazards from effecting him after the initial blast).
Fling (Air; 18♠; I) Indirect Save: Fling allows the Hexslinger to telekinetically pick up any object (or person) up to 5000 pounds and hurl it through the air with great force. Objects are treated as if they had fallen 100’ (30SL Damage, no X-Roll) whether they are thrown strait up or into another object (Tumble may be used as normal to reduce this damage). Objects or people may also be targeted by something telekinetically hurled at them. In this case, resolve the attack as a Targeted Area Attack that only affects the individual targeted (defend against the attack as per the standard Area Attack rules outlined in the core rules).
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Tone (Light & Sound; 5; M or I) Po: Tone allows the Hexslinger to cause individual tones of sound to be heard at varying volumes that move about anywhere he desires within his line of sight. Once created, the Tones remain in existence until dismissed or the Hexslinger moves more than 100’ away, at which point they fade out. There is no limit to the number of Tones the Hexslinger can bring into being, although an excessive amount can drown out normal hearing.
This ability also allows the Hexslinger to create a sudden and intense sonic boom (centered on himself), which can be heard up to 10 miles away. All those within a 50’ radius (excluding the Hexslinger) must make a MTN 10 or Crit Fortitude Save or be Stunned and then Deafened a number of rounds equal to the X-Roll of their Save. A Botch on the Save means the character temporarily gains the Impaired Hearing Flaw for 24 hours after his hearing returns.
Mote (Light & Sound; 5; M or I) Po: Mote allows the Hexslinger to cause small dazzling motes of light to appear and move about anywhere within his line of sight, each about as bright as 100 watt bulb. Once created, the motes remain until dismissed or the Hexslinger moves more than 100’ away, at which point they flicker out. There is no limit to the number of Motes the Hexslinger can bring into being, although an excessive amount can obscure vision (see Concealment in core rules).
This ability also allows the Hexslinger to release a sudden blinding flash of brilliant light from his body if desired, visible up to 10 miles. All those facing the Hexslinger’s direction with an unimpeded line of sight when this happens must make a MTN 10 or Crit Reflex Save or be Blinded a number of rounds equal to the X-Roll of their Save. A Botch on the Save means the character temporarily gains the Impaired Vision Flaw for 24 hours after his sight returns.
Sound Manipulation (Light & Sound; 8♠: M): Sound Manipulation allows the Hexslinger to control all sound within a 100’ radius, increasing or decreasing its volume as desired. He can keep all sound out, creating an area of dead silence, or increase the volume of an area to such an intensity as to deafening all within. He can also create bubbles of sound or silence of any number or size within the 100’ radius, controlling not only the amount of sound within each, but also how much sound escapes. Because of this, it is possible to have an area of deafening blare hidden from the hearing of those standing nearby (although the sound within is intense, the Hexslinger is not allowing any of it to leave the area, so those outside perceive only the conditions they are already in).
Light Manipulation (Light & Sound; 8♠; M): Light Manipulation allows the Hexslinger to control all light within a 100’ radius, increasing or decreasing it as desired. He can keep all light out, creating an area so pitch black that even night vision cannot penetrate, or increase the light to a intense white-out glare blinding everyone within. He can also create bubbles of light or dark of any number or size within the 100’ radius, controlling not only the amount of light within each, but also how much light escapes. Because of this, it is possible to have an area of blinding white light or pitch dark hidden in plain view (although the light or dark within is intense, the Hexslinger is not allowing any of it to leave the area, so those outside perceive only the conditions they are already in).
Illusions (Light & Sound; 13♠; M): Illusions allows the Hexslinger to create perfect audio-visual holograms of anything he can imagine, anywhere within his line of sight. There is no limit to the number of holograms the Hexslinger can produce at one time, nor to the actions the holograms can take. Each hologram is indistinguishable from the real thing by sight or hearing alone, although other senses like touch, or close interaction where some aspect of the hologram is missing (such as heat from a holographic fire), will reveal the hologram as a fake. This ability also allows the Hexslinger to alter someone’s speech as they talk, or to make it appear and sound as if they are talking when they are not. The Hexslinger can see through his holograms at will, allowing him to observe both the real world and his illusory creations simultaneously. This ability can also render objects and persons invisible, by covering their presence with holograms of empty space, or allow them to look like someone else entirely.