Spell NotesClairvoyance 8♠: Clairvoyance allows a Hexslinger to see and hear what is going on in a remote location as if he were standing there. The Hexslinger can view any area he has actually been to (regardless of distance), or perceive roughly 30’ beyond his direct line of sight. For example, a Hexslinger standing on a hill a mile from a particular building could look at the building and concentrate on the 20th floor window to see and hear what was going on within the room on the other side of the window, but could not use his Clairvoyance to ‘walk his sight’ out of the room and down the hall (unless he had previously been in that part of the building before).
Corrosive Touch 10: When cast, the Corrosive Touch spell caused the Hexslinger’s grasp to eat away at any nonliving object he touches, dealing (10L Damage (plus the X-Roll of the casting) per casting. Note that Hardness and Armor still apply against this damage as normal.
Crackling Aura 8♠: 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.
Danger Sense 10: The Danger Sense spell gives the Hexslinger advanced warning of any imminent danger to himself (like an ambush), although it doesn’t give him specific information about what the danger is or where it will originate. While in effect however, the Hexslinger gets a +2 bonus to Initiative and Reflex Saves, and cannot be caught Flat-Footed except on a Botched Initiative roll.
Deteriorate 13♠: The Deteriorate spell causes any one nonliving object the Hexslinger touches to begin degrading, slowly weakening, and then falling apart suddenly after a few minutes or hours. Once cast, the object in question loses (1 Point per Minute) of first Hardness or Armor, then Structure Points, and then Systems Points, until the object fails completely and is destroyed. This damage won’t be readily apparent while the object is degrading, unless the object is examined with a Diagnostic Scanner. Once started, only a Dispel Magic can stop the deterioration – though Mechanics and Electronics can be used as normal to repair the damage after the fact.
Dispel Magic 13♠: A successfully cast Dispel Magic automatically snuffs out the effects of any one spell. It can be used to dispel preexisting effects, nullify Legacy Magic items, or interrupt a spell as it is cast when used in conjunction with the Interrupt Option of Surge.
Divine Location 8♠: Divine Location allows the Hexslinger to concentrate on any object previously handled by a person, in order to determine the direction and range to said person. Any mundane object handled by the target within the last 24 hours is usable by the Hexslinger, while those objects that hold some personal or sentimental value to the target are usable anytime, even if the target is dead.
Drain Vitality 8♠: Drain Vitality allows the Hexslinger to drain (5 points plus the X-Roll of the casting) points of Vitality, with but an evil stare, from anyone he can see within 30’. Note that Drain Vitality only works against Vitality Points and does not effect Wound Points in any way.
Fatigue 5: When cast, the Fatigue spell charges the Hexslinger’s touch with an energy draining power that causes Fatigue on contact. Once contact with a victim is made, the negative 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.
Freezing Touch 5: Freezing Touch allows the Hexslinger to focus intense cold into his hands, which he can then transfer into another living creature through touch, causing the creature to become lethargic and Fatigued. Once contact with a victim is made, the spell ends – although a Hexslinger can hold the cold in his hands indefinitely until then. Touching a victim that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack.
Frost 5: The Frost spell causes a thin sheet of ice to instantly coat everything in any 15x15’ area within the Hexslinger’s line of sight and lasts for as long as the Hexslinger maintains it. While the ice is too thin to have any damaging effect on living creatures, it can be used with Ice Walk and is very slippery, requiring anyone walking over it to make a Balance roll each round to avoid slipping and falling prone.
Haste 8♠: The Haste spell takes one Action to cast, but if successful, grants the Hexslinger two Actions back. The net result is that the Hexslinger gets to cast Haste without spending any Actions and then has one more Action than he began the round with. Haste is limited in that it can not be cast on others (except through Legacy Magic) and never grants anyone more than one additional Action per round, regardless of how many times it is cast.
Heightened Senses 5: Heightened Senses allows the Hexslinger to greatly increase one of his normal senses for a Scene as follows:
- Hearing: Increasing this sense gives one a +6 bonus to all Listen rolls, but makes him susceptible to loud noises and sound based attacks. Anytime the character is caught in an explosive based Area Attack, he must make an additional Endurance Save or be Stunned. The user also suffers a -4 penalty when making a Save against the Tone spell or other similar effects.
- Sight: Increasing this sense gives one Night Vision and a +3 bonus to all Search and Spot rolls. It also makes him susceptible to any attacks specifically targeting sight, imposing a -4 penalty to any Saves rolled against such effects.
- Smell: Increasing this sense allows one to identify objects and beings by smell (provided he is already familiar with them) and to identify those who have handled an object or been in a particular area within the last 8 hours. It also allows the user to identify poisons and other impurities in food or drink and to detect (or ‘see’) invisible gases in the air (allowing him and those he warns, to stay clear of poison gas clouds).
- Touch: Increasing this sense allows one to tell the exact weight of any object he can lift and to unerringly determine whether an unconscious person is alive or dead. It also gives him a +6 bonus to all Open Locks rolls used against hard locks.
.Ice Bolt 10: When cast, the Ice Bolt spell allows the Hexslinger to shoot a heavy shard of ice from his hands, up to a range of 100’. A Ranged Attack roll is required as normal to strike any particular target, which takes 10L (plus the X-Roll of the attack) in damage upon impact.
Ice Walk 5: Ice Walk allows the Hexslinger to move over snow and ice as if it were smooth level ground. He can even climb these surfaces, such as a frozen waterfall or glacial wall, without fear of slipping or falling (no climb roll needed, but climbing movement and combat penalties do apply). This spell can also be used in conjunction with Absolute Zero and Frost to coat, climb, and adhere to any surface that can support the Hexslinger’s weight, including overhangs and ceilings.
Illusions 13♠: 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.
Initiative 5: Unlike other spells, the Initiative spell can be cast as a Free Action, but only once at the beginning of each combat. If successful, the Hexslinger’s cannot be Stunned by an Ambush and does not roll Initiative as normal for the Combat, but instead starts on a ‘20’ in the First Wave, as if he had rolled a Crit (getting +1 Actions on the first round).
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 |
Light Manipulation 8♠: 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).
Magic Ward 8♠: The Magic Ward spell allows the Hexslinger to designate a physical area where magic cannot function. Once cast, the Magic Ward remains for one year without any further action from the Hexslinger and can only be dispelled with a MTN 15 or Crit Dispel Magic roll. The size of the area to be warded is dependant on how many successful back-to-back castings of the Magic Ward spell the Hexslinger can manage. Successfully casting the spell once is sufficient to ward a small area, ten feet in diameter; successfully casting the spell twice in a row wards an entire room (or Large Size equivalent); successfully casting the spell three times in a row wards an entire house (or Huge Size equivalent); while successfully casting the spell four times in a row wards an entire housing complex (or Colossal Size equivalent).
Note that Legacy Magic items will not function in a Magic Ward, but are not destroyed or nullified by them, as they are by Dispel Magic.
Mental Invisibility 8♠: Mental Invisibility allows the Hexslinger to block his presence and actions from the minds of everyone within his line of sight, effectively becoming invisible. People and animals will not notice the Hexslinger or anything he is doing (including opening and closing of doors), unless he causes a ruckus, or directly interacts with them by touching or attacking them. When such is the case, the victim and those nearby become aware of the Hexslinger’s presence, but still cannot see him, unless they make a MTN 10 or Crit Willpower Save.
Mind Control 13♠: Mind Control allows the Hexslinger to mentally control the actions of anyone within his line of sight or to instill a task in the target’s subconscious that he will unwittingly do his best to carry out. Only one target can be directly controlled or given a task with each casting of the spell. There is no limit to the number of targets the Hexslinger can control or have carrying out tasks at any given time, so long as each was the result of a separate Mind Control spell. Targets directly controlled can make a MTN 15 or Crit Willpower Save each round to break the control, while those instilled with tasks can make a one time MTN 10 or Crit Willpower Save to ignore the task completely.
Mote 5: 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.
Passwall 10: 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.
Physical Boost 13♠: Physical Boost allows the Hexslinger to double his STR, CON, DEX, and Base Movement for one Scene. Vitality and Wound Points are recalculated from the new totals, but are lost (as Damage) when the effect wears off.
Plasma Burst 13♠: 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.
Poison 13♠: When cast, the Poison spell charges the Hexslinger’s touch with one of the three types of Poison (see Poisons in core rules), which can then be transferred into another living creature by touch, causing the creature to suffer the normal effects of the chosen poison. Once contact with a victim is made, the spell ends – although a Hexslinger can hold the Poison in his hands indefinitely until then. Touching a victim that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack.
Postcognition 13♠: Postcognition allows the Hexslinger to look back into the history of any object or person he can touch, requiring a few minutes of uninterrupted contact. The quality of the information is left up to the GM, but should be such as to allow the Hexslinger to easily pick out anything of interest or relevance, provided such exists.
Psionic Blast 13♠: Psionic Blast allows the Hexslinger to mentally attack the mind of anyone within his line of sight, causing a sudden chaotic overload of their mental processes. Those targeted by a Psionic Blast must make a MTN 10 or Crit Willpower Save or take 10SL AP Damage (plus the X-Roll of the casting). Those that make the Save reduce the amount of damage by their X-Roll, and take no damage on a Crit.
Read Minds 10: Read Minds allows the Hexslinger to read the surface thoughts of anyone within his line of sight. Doing so reveals what a target is currently thinking, allowing the Hexslinger to detect lies and bluffs instantly and prevents the target from surprising the Hexslinger in any way. If the Hexslinger questions the target in conjunction with this ability, he can manipulate what the target thinks about by simply bringing it up in conversation. Targets actively trying not to think about (and thus reveal) something must make a Willpower Save to do so, although the Hexslinger will instantly know that they are hiding something, and can simply cast Read Minds again to force another Save out of the target.
Send Thoughts 10: Send Thoughts allows the Hexslinger to open a mental line of two-way communication with anyone he can see or with anyone he knows personally, as long as they are in planetary range (on the same planet, in orbit, or within a similar distance while in space).
Shatter 8♠: The Shatter Spell allows the Hexslinger to bypass the Hardness and Armor of any nonliving object he touches and instantly reduce its Structure/System Points by 20L Damage (plus the X-Roll of the casting).
Shield 10: The Shield spell creates an invisible shield of force that automatically positions itself between the Hexslinger and any perceived danger, granting him continuous Partial Cover to any attack he is aware of and a +4 bonus to Dodge.
Slow 10: Slow allows the Hexslinger to distort the movement of time around something he touches, causing the object or creature to move at a slower than normal rate. For objects, it causes them to function and move at half speed. For living creatures it reduces the amount of Actions they get per round by 1 (though a creature reduced to zero Actions per round can still take an Action every other round and use Surge for Extra Actions as normal. Touching a victim that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack.
Sound Manipulation 8♠: 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).
Static Shock 8♠: 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.
Stunning Grasp 5: 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.
Suspended Animation 5: Suspended Animation allows the Hexslinger to shut down the functions of his body, enabling him to survive indefinitely without food, water, air, or warmth (and even in the vacuum of space). While in Suspended Animation, the Hexslinger appears as dead but is actually aware of his surroundings and the passage of time, allowing him to awaken instantly whenever he desires.
Tone 5: 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.
Unbreakable 8♠: When cast, the Unbreakable spell causes the Hexslinger’s skin and bones to take on a steel-like resilience, granting him an Armor Value of 15/–4. In addition to the normal Armor protection offered, the Unbreakable spell can even block 5 points of Armor Piercing Damage (including damage from mental attacks), but has no effect against Drain Damage incurred from the casting of spells.
Weaken 5: The Weaken spell allows the Hexslinger to reduce the Hardness or Armor Value of any nonliving object he touches by 10 (plus the X-Roll of the casting).
X-Ray Vision 8♠: The X-Ray Vision spell allows the Hexslinger’s to see through all objects within 30’ except those blocked by lead. In addition, the X-Ray Vision is independent of normal light and therefore counters all Concealment (including invisibility and that granted by total darkness) and allows the user to see through Illusions and holograms, so long as the Concealment and Illusions are within the 30’ range.