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Below are all the spells, miracles, and devices available to characters in the Weird West. We've repeated all the powers from the main rulebook for both the sake convenience and to tell you exactly how they work—and look—in the Weird West. Note that hexes and miracles have very distinct trappings in Deadlands and are listed here. Some are known by particular names as well. A huckster calls the barrier spell ring of fi re, for instance Mad science is a little different because it can come in so many forms. Use the usual procedure for determining its trappings (let the player make it up based on his concept of the gizmo that produces the effect); some ideas are presented here to help you.
Aim
Rank: Novice
Power Points: 1
Range: Touch
Duration: 3 (1/round)
Aim increases a character's accuracy with a Shooting or Throwing attack. Called shot penalties are reduced by 1 for a success, and by 2 for a raise.
Trappings:
Blessed: No visible effect.
Huckster: Small sparks of crackling lightning around the gun, card, or whatever is thrown.
Mad Scientist: A high-tech scope, or heat-seeking bullet.
Martial Artist: Adopting a fighting stance.
Shaman: No visible effect. Called guiding wind.
Armor
Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Armor creates a field of magical protection around a character or an actual shell of some sort, effectively giving the target Armor. Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.
Trappings:
Blessed: Attacks simply miss.
Huckster: Attacks simply miss.
Mad Scientist: A bullet-proof vest, skin-hardener spray.
Martial Artist: The character dodges the round in “bullet time.”
Shaman: A shimmering war vest.
Banish Entity
Rank: Seasoned
Power Points: Special
Range: Smarts
Duration: Instant
Trappings: Runes, chants, gestures, prayers, special substances, an exorcism
Banish entity forces extradimensional entities back to their own realm. Generally, any entity that can be summoned can be banished.The cost to invoke this spell is equal to the entity's Spirit die type, and double that if the entity is a Wild Card. A Wild Card demon with a Spirit die of d10 therefore requires 20 Power Points to banish. Since most casters don't have so many Power Points, they often rely on rituals or devices. The spellcaster must be within Range of the target and make an arcane skill roll opposed by the entity's Spirit. With a success, the entity is instantly driven back to its own realm, though it is not destroyed. On a failure, the entity is free to continue its business and suffers no ill effects. The caster is automatically Fatigued from the effort (in addition to Backlash if a 1 was rolled on the arcane skill die).
Barrier
Rank: Seasoned
Power Points: 1/section
Range: Smarts
Duration: 3 (1 per section / round)
Regardless of what the barrier is made of (ice, thorns, stone, energy, etc.), it has a Toughness of 10. Every Power Point spent creates a 1” wide section of wall. The barrier ranges in thickness from a few “real world” inches for stone or other hard materials up to a foot for things like bones or ice. (If you’re using a gridded mat to play, draw the barrier between the squares directly along the grid-lines.) The exact placement of each section is defined by the caster, but each section must be connected to at least one other section after the first. When the spell expires or a section is broken, it crumbles to dust or dissipates. Trappings are never left behind. Each section of the barrier may be destroyed by an attack that equals its Toughness of 10. Physical walls are treated exactly like inanimate objects; they are considered to have a Parry of 2 (ranged attacks work as normal), but raises on the attack roll do not grant bonus damage nor do damage dice Ace. Opponents may climb the barrier at –2 to their Climbing roll if it is made of something solid. Fiery versions of the barrier cause 2d4 damage to anyone who wishes to leap through instead.
Trappings:
Blessed: A near-invisible wall of force.
Huckster: A ring of fire that causes 2d4 damage to anyone who tries to cross it. Called ring of fire.
Mad Scientist: An “instant trap”, a freeze gun, a flaming gel (2d4 damage to cross).
Martial Artist: Not available.
Shaman: Not available.
Beast Friend
Rank: Novice
Power Points: Special
Range: Smarts x 100 yards
Duration: 10 minutes
This spell allows mages to speak with and guide the actions of nature’s beasts. It works only on creatures with animal intelligence, not humanoids. Nor does it work on conjured, magical, or otherwise “unnatural” animals. The target must be within the sorcerer’s range — it is not conjured. The cost to control a creature depends on its Size. The base cost is 3, plus twice its Size for creatures with a Size greater than 0. A great white shark (Size +4) costs 3 plus 8 (2x4), or 11 points. A roc (Size +8) costs 19 Power Points to control. Swarms may also be controlled. Small swarms cost 3, Mediums 5, and Large 8. Thus a single rat costs 3 to control, as does a small swarm of the creatures.
Trappings:
Blessed: No visible effect.
Huckster: The huckster produces an appropriate treat from his sleeve. Called call o' the wild.
Mad Scientist: A pheromonal control spray, bestial manipulator ray.
Martial Artist: No visible effect.
Shaman: No visible effect.
Bind Entity
Rank: Veteran
Power Points: Special
Range: Smarts
Duration: 24 hours (5/24 hours)
Trappings: Chanting, wardings, special substances
Bind entity allows its user to force an entity into servitude. Any entity that can be summoned can generally be bound. The creature may be summoned and then bound, or it might already be in the physical world. The cost to invoke this spell is equal to twice the entity's Spirit die type. A demon with a Spirit die of d8, for example, requires 16 Power Points to cast bind entity on it. In either case, the caster makes an arcane skill roll opposed by the entity's Spirit. If the entity is already subject to a bind entity spell it receives a +4 bonus to its roll. On a success, the caster has bound the creature to his will for the duration of the spell. The creature must obey commands given to it, both to the letter and spirit, though orders that would undeniably end the entity's existence allow it another roll to break free. There is no inherent mental link between the caster and the entity, so commands must be expressed by some method the creature understands. The caster may not try to bind the same entity more than once in any 24 hour period, nor may he attempt to bind the same entity for 24 hours after the current binding expires (though he may maintain the spell). The entity does not need to be in Range or even seen to maintain the power.
Blast
Rank: Seasoned
Power Points: 2-6
Range: 24/48/96
Duration: Instant
Blast is an area effect power that can put down many opponents at once. The caster first picks where he wants to center the blast, then makes the appropriate skill roll. Normal ranged attack modifiers apply. The area of effect is a Medium Burst Template. If the roll is failed, the blast deviates as a launched projectile. Targets within the blast suffer 2d6 damage. Blast counts as a Heavy Weapon.
Additional Effects: For double the Power Points, the blast does 3d6 damage, or the size is increased to a Large Burst Template. For triple the points, it does both.
Trappings:
Blessed: Not available.
Huckster: A hurled card that explodes in a ball of green energy. Called ace in the hole.
Mad Scientist: Ball lightning gun.
Martial Artist: The martial arts version has no range, but essentially turns the character into an explosive flurry of fists and feet. Center the template on the martial artist. Everything within suffers the damage. Called fury fans the flame.
Shaman: Not available.
Blind
Rank: Novice
Power Points: 2–6
Range: 12/24/48
Duration: Instant
Bright flash of light, sand in eyes, sticky shadows. This power temporarily blinds a target or targets. Those affected must make an Agility roll at –2 to avert their gaze and avoid the effect (at –4 if the caster got a raise on the attack roll). On a failure, victims are Shaken and –2 to Parry until their next action. If the target rolls a 1 on his Agility die (regardless of the Wild Die), he’s Shaken and fully blind until he recovers from being Shaken. Blinded victims suffer a –6 penalty to all Trait rolls that require vision and have their Parry reduced to 2.
Additional Effects: For 2 Power Points, the power affects a single target. For 4 Power Points, the power affects everyone in a Medium Burst Template. For 6 points, it affects everyone in a Large Burst Template.
Trappings:
Blessed: Holy light springs forth.
Huckster: The huckster’s fan of cards burst into brilliant light. Called bedazzle.
Mad Scientist: Ocular Paralysis Spray, Flash Grenade.
Martial Artist: Not available.
Shaman: Call upon the spirits to steal sight.
Bolt
Rank: Novice
Power Points: 1 per missile
Range: 12/24/48
Duration: Instant
Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6.
Additional Bolts: The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the full auto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice.
Additional Damage: The caster may instead cast a single 3d6 bolt for 2 Power Points. He may not cast multiple bolts when using this ability.
Trappings:
Blessed: Not available.
Huckster: The huckster hurls a playing card from his sleeve with devastating force. Called soul blast.
Mad Scientist: A ray gun, lightning cannon.
Martial Artist: Pebbles or other small projectiles are hurled. Called stones fly from the hand.
Shaman: Not available.
Boost/Lower Trait
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 3 (1/Round)
This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.
Trappings:
Blessed: A blessing or curse. Called bless or curse.
Huckster: No visible effect.
Mad Scientist: A potion, mood manipulator, invigorating device.
Martial Artist: No visible effect.
Shaman: The spirit of an appropriate animal (owls for Smarts, bears for Strength, and so on) is barely perceptible to others with Arcane Backgrounds behind the shaman. Called spirit of the bear, wolf, etc.
Burrow
Rank: Novice
Power Points: 3
Range: Smarts x 2
Duration: 3 (2/round)
Burrow allows a mage standing on raw earth to meld into it. He can remain underground if he wants in a sort of “limbo” or burrow to anywhere with a Pace equal to the power’s Range. A mage with a Smarts of d8 could therefore move up to 16” (32 yards) on the first round, then maintain the spell and stay submerged for the second and move another 16”. A burrowing earth mage can attempt to surprise a foe (even one who saw him burrow) by making an opposed Stealth versus Notice roll. If the mage wins, he gains +2 to attack and damage that round, or +4 with a raise. Targets on Hold may attempt to interrupt the attack as usual.
Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets.
Trappings:
Blessed: Not available.
Huckster: Not available.
Mad Scientist: A personal burrowing device, small vehicular contraption.
Martial Artist: The character spins into and out of the earth with great speed, like a human top. Called earth's rotation.
Shaman: Shamans can use this power, but move very slowly and never get the drop on victims. They may only move 2” per round rather than twice their Smarts.
Burst
Rank: Novice
Power Points: 2
Range: Cone Template
Duration: Instant
Burst produces a large fan of energy that bathes its targets in red-hot fire or other damaging energy. When cast, place the thin end of the Cone Template at the character’s front. Targets within the template may make Agility rolls versus the caster’s arcane skill roll to avoid the blaze. Those who fail suffer 2d10 damage. This counts as a Heavy Weapon.
Trappings:
Blessed: Not available.
Huckster: A shower of playing cards that slices foes to ribbons. Called 54 card pickup.
Mad Scientist: A flamethrower, shrapnel gun, energy beam.
Martial Artist: The martial artist kicks at the ground with great fury, showering those in the template with pebbles and other debris. This only works outdoors or other areas where such debris exists. Damage from this attack is only 2d4 rather than 2d10, and is never fatal (though characters can be wounded normally—they just won't die). Called shower of the earth.
Shaman: Not available.
Confusion
Rank: Novice
Power Points: 1
Range: Smarts x 2
Duration: Instant
Instilling confusion in enemies is a powerful aid in combat, and this power provides that ability. On a success, a target must make a Smarts roll at –2 or be Shaken, and on a raise, the roll is made at –4.
Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trappings:
Blessed: The blessed poses a philosophical conundrum. Called enigma.
Huckster: Illusory shapes swirl all around. Called confound.
Mad Scientist: Befuddlement Serum, Mind Eraser Ray.
Martial Artist: Not available.
Shaman: A chaotic, disorienting chant.
Contact Spirit World
Rank: Special
Power Points: Special
Range: Special
Duration: 1 hour (1/hour)
This power is used to contact the Hunting Grounds in various ways. As the arcane character goes up in Rank he grows more skilled at manipulating spirits and their realm The Marshal has more information on all the following uses. A character may learn this spell while of Novice Rank, but cannot make use of the more powerful functions until he attains the appropriate Rank. A shaman who possesses the crystal from an uktena's skull (see the Deadlands Marshal's Handbook) receives a +1 on Tribal Medicine rolls to use the contact spirit world power, due to the gemstone's intrinsic connection to the Hunting Grounds. Similar tokens may be available for other Arcane Backgrounds at the Marshal's whim.
Summon Lesser Spirit: The caster calls forth a lesser spirit. He cannot summon manitous, and the caster can't specify the type of spirit he wants to call up unless he knows an individual spirit's true name. The Marshal has a handy table on page 66 to determine which spirit answers the call. Once the spirit arrives the caster engages it in an opposed Spirit test. If the caster fails the spirit vanishes. On a roll of snake eyes the spirit attacks the caster in a rage, but vanishes as soon as it or the caster takes one wound. On a success the spirit reveals its abilities and the caster can demand one service from it. This must be a single, simple, and specific act on behalf of the summoning character (e.g., “Guide me to the village of my ancestors,” or “Guard me from harm until I leave the Hunting Grounds.”). With a raise the caster also learns the spirit's true name, and the act can be more complicated and include a few contingency plans along the way.
Summon Normal Spirit: The caster calls forth a normal spirit. This is just like summoning a lesser spirit, except for the higher Power Point cost and Rank requirement. Oh, and the spirit is likely to be more powerful. Never call up anything you can't put down. (Greater spirits cannot be summoned with this power—they are unique beings and can only be called through specific rituals known only to the very old and very wise.)
Spirit Travel: This power allows the caster to project his soul into the Hunting Grounds for the purpose of contacting spirits, gaining insight into a thorny problem, or perhaps viewing the impressions left by past events. Once the power is activated it takes 1d6 rounds for the transfer to take place. The caster simply “wakes up” in the spirit world. For the most part, physical objects don't go along for the ride. Relics and other enchanted items always accompany an owner for free. If the caster wishes to bring other items to the Hunting Grounds, it costs 1 additional Power Point per natural item (bow and arrows, stone tomahawk, clay pot), and 2 additional Power Points for each manufactured item (steel blade, gun, jet pack). While the caster's soul travels the Hunting Grounds, his body remains in the physical world in a comatose state. Typically the astral traveler appoints some guardian to look after his body while he's gone. If it's not cared for, the caster's body will eventually die of Hunger or Thirst (see Savage Worlds). The power lasts until the journey is complete. It is wise to have some goal in mind when traveling to the Hunting Grounds. The spirit world is dodgy, even for those who only travel there astrally! The Marshal has more information about what sorts of things might happen along the way.
Group Spirit Travel: This power is just like spirit travel except the caster can take along a maximum number of companions equal to his Spirit die. All the companions' souls leave their bodies with the caster as described above.
Open Portal: The caster tears open a doorway into the Hunting Grounds, through which she and a number of companions equal to her Spirit die can physically travel. It takes each character 1 round to pass through the portal, after which the caster and any companions arrive in the Hunting Grounds. All the characters' personal gear travels with them to the Hunting Grounds. Reasons for physically traveling to the spirit world include rescuing a lost soul, or retrieving a relic or medicine object that has been hidden there. This power can also be used to open a portal from the Hunting Grounds to the physical world, but it's more difficult to do so. Apply a –2 penalty to the roll in this case. For this reason some travelers prefer to keep their portals open while they mosey about in the Hunting Grounds. This practice isn't without risks, though. You never know what's liable to step through an open portal when nobody's looking…and it usually ain't good news.
Trappings:
Blessed: Voodooists only. Houngans and mambos experience the Hunting Grounds as the dark and shadowy world of the loas.
Huckster: Not available.
Mad Scientist: Pandimensional lure, ectoplasmic net, astral helmet, dreamlands elixir, worldgate, ghost lookingglass.
Martial Artist: Not available.
Shaman: Chanting, dancing, incense, fire, sacrifices, peyote, sweat lodge, grueling physical exertion.
Curse
Rank: Seasoned
Power Points: 5
Range: Touch
Duration: Permanent
Some practitioners of the arcane arts heal their allies; others inflict sickness upon their enemies. To use this particularly nasty spell, the shaman pits his arcane skill against the victim's Spirit. If the shaman is successful, the victim becomes sick and might even die. The character suffers Fatigue immediately and each day thereafter. Once he becomes Incapacitated, he makes a Vigor roll each day to avoid death. The curse can be lifted by the shaman himself or use of dispel.
Trappings:
Blessed: Voodooists only. Curse requires a voodoo doll and a personal possession of the victim rather than a Range of sight.
Huckster: Not available.
Mad Scientist: Not available.
Martial Artist: Called dim mak (Touch of Death).
Shaman: Not available.
Damage Field
Rank: Seasoned
Power Points: 4
Range: Touch
Duration: 3 (2/round)
Damage field creates an effect around a character that deals damage to anyone who contacts them in close combat. The damage affects any adjacent character who makes a successful attack roll against the subject. It has no effect on non-adjacent attackers (for example, Reach or ranged attacks). If a character with a damage field strikes someone in unarmed combat, the target takes the field’s damage plus the character’s Strength die (Str+2d6). The character may also simply touch the opponent (+2 to Fighting) and do the field’s damage only. A target who is grappled suffers the field’s damage each round on the attacker’s action; if the attacker chooses on following rounds to actively damage the target, he adds his Strength die to the damage roll as above and may get a bonus die for a raise. With a success, the power does 2d6 damage. With a raise, damage field causes 2d8 damage.
Trappings:
Blessed: Not available.
Huckster: Dehydrates everything in range. Called parch.
Mad Scientist: Entropy Generator.
Martial Artist: No visible effect.
Shaman: Not available.
Darksight
Rank: Novice
Power Points: 1
Range: Touch
Duration: 1 hour (1/hour)
Whereas light creates a source of illumination usable by others, darksight affects only a single person and can be much more clandestine. On a success, this spell halves any darkness penalty for the subject (round down). For example, a character in Dim (–1) lighting would suffer no penalty, and one in Pitch Darkness (–4) would only suffer a –2. On a raise, the spell negates all darkness penalties up to the maximum of –6.
Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trappings:
Blessed: Voodooists only. Called eyes of the loa.
Huckster: Not available.
Mad Scientist: Ghost-Rock Goggles.
Martial Artist: No visible effect.
Shaman: Dancing, purification rituals.
Deflection
Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
Trappings:
Blessed: No visible effect.
Huckster: No visible effect. Called missed me!
Mad Scientist: A deflection field belt.
Martial Artist: The attack misses. The martial artist may make an immediate Agility roll at -6 for bullets or -4 for thrown weapons. If successful, he hurls the projectile back at the original target for Str+d6 damage. Called seize the pearl of death.
Shaman: No visible effect.
Detect/Conceal Arcana
Rank: Novice
Power Points: 2
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Detect/conceal arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on. The power can also be reversed to conceal a single supernatural item, being, or effect. This has the same cost, but the duration is much longer — 1 hour with a maintenance cost of 1 per hour. When used in this way, those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s skill (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.
Trappings:
Blessed: No visible effect.
Huckster: No visible effect.
Mad Scientist: Detect arcana only. A “spirit detector,” ghost rock goggles.
Martial Artist: Not available.
Shaman: No visible effect.
The Cult of Doomsayers: Eyes glow green
Junkers: detection only, goggles, radar
Librarians: words pour from the primary book and surround the objects in question
Sykers: no visible effect
Templars: no visible effect
Toxic Shamans: the objects are covered in flies
Witches: food or drink
Disguise
Rank: Seasoned
Power Points: 3 – 5
Range: Touch
Duration: 10 minutes (1/10 minutes)
Disguise allows the character to assume the appearance (but none of the abilities) of another person. The base cost is 3 Power Points, plus 1 point per level of Size difference between the character and the person she is impersonating. The character cannot emulate someone more than 2 Size levels different from themselves. It requires a Notice roll at –2 to see through disguise if someone is familiar with the specific person mimicked; the penalty increases to –4 with a raise. If unfamiliar, the penalties are –4 and –6 respectively.
Trappings:
Blessed: Not available.
Huckster: The huckster’s features morph and
change. Called impostor.
Mad Scientist: Self-Altering Mask, Automated Wax Impressionizer.
Martial Artist: Not available.
Shaman: Fetish mask.
Dispel
Rank: Seasoned
Power Points: 3
Range: Smarts
Duration: Instant
Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon’s breath or a banshee’s scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise. Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on Hold and interrupt his foe’s action as usual. In either case, dispelling the opponent’s power is an opposed roll of arcane skills. The dispelling character suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, etc).
Trappings:
Blessed: An oath in the name of his God.
Huckster: A wave of the hand.
Mad Scientist: A negative energy discharger.
Martial Artist: Not available.
Shaman: A short dance to the trickster, Coyote.
Drain Power Points
Rank: Heroic
Power Points: 3
Range: Smarts
Duration: Instant
This spell removes a spellcaster’s source of power, limiting his ability to cast magic. The caster picks a single target within range and makes an opposed arcane skill roll. The caster suffers a –2 modifier
if the target power is of another type (magic vs. miracles, superpowers vs. mad science, for example).
With a success, he drains 1d6+1 Power Points from the victim. On a raise, the victim loses 1d8+2 Power Points. These rolls don’t Ace. Targets with Arcane Background: Weird Science lose the Power Points from all “gizmos” on their person equally. The victim cannot be reduced below zero Power Points. Drained Power Points are not taken by the caster — they are simply lost to the victim. Drained Power Points recharge as normal. The spell works only on creatures with an Arcane Background — it has no effect on magic items except those created through Arcane Background: Weird Science as noted above.
Trappings:
Blessed: Not available.
Huckster: Not available.
Mad Scientist: Ectoplasmic Reversal Field, Soul Trap.
Martial Artist: No apparent effect. Called fangs of the serpent.
Shaman: Dreamcatcher, medicine bag.
Elemental Manipulation
Rank: Novice
Power Points: 1
Range: Smarts x 2
Duration: 3 (1/round)
A character who chooses this power can perform basic “tricks” using the four elements: air, earth, fire, and water (these elements may vary depending on the setting). The GM is the final arbiter on what effects can be performed (nothing that mimics another power), but some examples are listed below.
Air: The caster can create lesser air currents to blow out a candle, fan a flame, lift a skirt, or cool his body in oppressive heat (+1 to a single Fatigue roll caused by heat).
Earth: A wave of the hand can open a one-foot square hole in soft earth (or half that in stone), or cause a spray of sand that might blind an opponent (+1 to a Trick roll).
Fire: The caster can snap his fingers to create a small flame (about the size of a hot match). With existing fire, he can urge it to spread (+1 to see if a fire spreads), cause it to flare (perhaps as part of a Trick maneuver), or slowly light an object over the course of a few rounds (as if holding a match to it).
Water: The caster can conjure up to a pint of water somewhere within his sight (not “inside” objects or people). A wave of his hand also purifies one gallon of water, whether it be poisoned or simply salt water. Those who have been poisoned within the last minute also get a second chance to resist any remaining effects.
Trappings:
Blessed: Air and water only. Voodooists may manipulate fire as well.
Huckster: Air and Fire only. A wave of the hand.
Mad Scientist: Lightning generator.
Martial Artist: Air only. A wave of the hand.
Shaman: Air and earth only. A short oath to the animal spirits. The spirit then performs the act—a gopher digs a hole, an hawk fans a flame.
Entangle
Rank: Novice
Power Points: 2-4
Range: Smarts
Duration: Special
This power allows the character to restrain a target with snaking vines, lengths of hair, spider webs, or some other vine-like trapping. The arcane skill roll is opposed by the target’s Agility. Success indicates partial restraint so that the target suffers a –2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or Strength. Each following action, an entangled target may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at –2.
For 2 Power Points entangle targets a single opponent.
For 4 points it affects everyone in a Medium Burst Template.
Trappings:
Blessed: No visible effect.
Huckster: The target is bound in mystical bands of undeniably supernatural energy. Called mystic bands.
Mad Scientist: An entangling device, “memory” metal bolos.
Martial Artist: The character hurls a piece of entangling rope or chain at the foe.
Shaman: Animated roots or branches.
Environmental Protection
Rank: Novice
Power Points: 2
Range: Touch
Duration: 1 hour (1/Hour)
Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from the crushing depths or blazing sun as they do. This power allows the target to breathe, speak, and move at his normal Pace while in one normally harmful environment, such as underwater, a zero-G vacuum, the lava of a volcano, or even the heat of the sun. Pressure, atmosphere, air, etc, are all provided for. The power does not protect against attacks with similar trappings though. A fire attack still causes normal damage, for example. With a raise on the casting roll, maintaining the power becomes 1 Power Point per two hours.
Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trappings:
Blessed: No visible effect.
Huckster: No visible effect.
Mad Scientist: A metal suit, a force field projector.
Martial Artist: Available, but Duration is vastly reduced. The character must make a Smarts roll to “concentrate” and maintain the ability each round.
Shaman: No visible effect.
Exorcism
Rank: Veteran
Power Points: 15
Range: 1 yard
Duration: Permanent
This long ritual banishes evil spirits from a mortal host. The process takes eight grueling hours, during which time the target must remain within the miracle's range (one yard). At the end of the eight hours, the priest makes an opposed roll of his Faith versus the demon's Spirit. If the caster wins, the demon is banished instantly and forever. If the creature wins, it remains in the host and may never be exorcised by this priest. A Harrowed who is exorcised is laid to rest for eternity.
Trappings:
Blessed: Constant reading from the Bible (or other holy work), holy water, prayer beads, etc.
Huckster: Not available.
Mad Scientist: Not available.
Martial Artist: Not available.
Shaman: A long exhausting dance. The shaman must make a Vigor roll each hour of the dance or be Fatigued. Becoming Incapacitated stops the ritual, which must be started again from scratch.
Farsight
Rank: Seasoned
Power Points: 3
Range: Touch
Duration: 3 (1/round)
This spell endows the recipient to see over great distances. With a success, ranged penalties are halved for the subject (–1 at Medium and –2 at Long). If a raise is achieved, all range increments for the subject are doubled in addition (12/24/48 becomes 24/48/96).
Trappings:
Blessed: Not available.
Huckster: Uses an ordinary mirror like a crystal ball. Called looking glass.
Mad Scientist: Etheric Transmission Accelerator, Mega-telescope.
Martial Artist: Not available.
Shaman: Dancing, purification rituals.
Fear
Rank: Novice
Power Points: 2
Range: Smarts x 2
Duration: Instant
This power causes the target overwhelming dread and horror. The area of effect is the Large Burst Template. Every creature beneath the template must make a Fear check, at –2 if the caster got a raise. Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.
Trappings:
Blessed: Voodooists only. Dire warnings
Huckster: The huckster pulls a Joker card from thin air. The image of the Joker comes to life and screams, laughs, or otherwise says boo to the target.
Mad Scientist: An emotion manipulator, fear spray, terror generator.
Martial Artist: Not available.
Shaman: The shaman's target briefly glimpses into the Hunting Grounds (in his mind).
Fly
Rank: Veteran
Power Points: 3/6
Range: Touch
Duration: 3 (1/round)
Fly allows a character to fly at his basic Pace with a Climb of 0. He may double his Pace by spending twice the number of Power Points.
Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trappings:
Blessed: Not available.
Huckster: Available only to nonplayer character “witches.”
Mad Scientist: A flying disk, ornithopter, jetpack.
Martial Artist: Martial artists don't truly fly, but can “leap” almost as if they were flying, bouncing off tree limbs, dancing on poles, etc.
Shaman: Not available.
Gambler
Rank: Seasoned
Power Points: 5
Range: Self
Duration: Permanent
The blessed can sometimes transmute divine favor into pure luck with this minor miracle. With a successful roll, the caster converts her 5 Power Points into a Fate Chip drawn at random from the fate pot. Failure, however, angers the fi ckle spirits of fate and costs her a Fate Chip instead. No Fate Chips may be spent on the Faith roll, and it may not be cast if the hero has no Fate Chips to wager.
Trappings:
Blessed: No visible effect. Called holy roller.
Huckster: No visible effect. Called all in.
Mad Scientist: Not available.
Martial Artist: A moment's concentration.
Shaman: Not available.
Grave Speak
Rank: Seasoned
Power Points: 4
Range: Touch
Duration: 3 (1/round)
Trappings: Runes carved on bodily remains, black candles, “leather” books, Ouija boards.
It is said the dead know many secrets, and through the black arts a mage can reach beyond death to contact departed souls. Though not evil, many good spellcasters avoid using this power for they feel it disturbs those who have earned their rest. In order for this spell to work, it must be directed toward a particular soul. The caster must either know the name of the deceased or possess a personal item, which includes their corpse, or any part of it at least, as well as a treasured item. If the spell succeeds, a ghostly voice makes itself known and may be questioned. One question may be asked for each round the spell is active. The spirit contacted is not necessarily friendly and can lie, but it may not refuse to answer or make guesses. The Game Master must decide what information the entity knows—the spirit is not omnipotent and typically knows only what it knew in life up to the moment of its death. A roll of a 1 on the caster's arcane skill, regardless of Wild Die, may summon up a demon or other hostile entity. While these spirits cannot usually affect the caster when contacted in this way (they're not summoned), it may try to convince him it is the person he sought, then feed him inaccurate or dangerous information to lead the character to his death.
Greater Healing
Rank: Veteran
Power Points: 10/20
Range: Touch
Duration: Instant
Greater healing restores wounds more than one hour old. This use of the power requires 10 Power Points and otherwise works exactly like the healing power. It can also be used to neutralize any poison, disease, or sickness. Greater healing can also heal Permanent Crippling Injuries. This requires an arcane skill roll at –4, 1d6 hours of time, and 20 Power Points. Only one casting is permitted per injury — if it fails, the injury really is permanent.
Trappings:
Blessed: Laying on of hands and prayer.
Huckster: Not available.
Mad Scientist: A healing potion, invigorating ray. Repairing a Crippling Injury requires a prosthetic of some sort.
Martial Artist: Not available.
Shaman: The shaman dances about the injured character, asking the Great Spirit for divine aid. He then prepares foul-smelling poultices and paints glyphs all over the victim's body. This requires 10 minutes of time (though the victim is stabilized immediately if that's an issue).
Growth/Shrink
Rank: Seasoned
Power Points: 2+
Range: Smarts
Duration: 3 (2/round)
Growth doubles the overall size of the target. The subject gains +1 Size for each 2 Power Points invested when the spell is cast. Each step of Size grants the target a one-step increase to Strength and a point of Toughness. This spell may be cast multiple times on the same target, though the caster must track each casting separately.
Shrink reduces the Size of the subject by one step for each 2 Power Points, down to a minimum of Size –2 (approximately the size of a rat). Each level of Size reduction reduces the target’s Strength by one die type (minimum of d4) and his Toughness by 1 (minimum of 2).
Subjects from Size +4 to +7 have the Large ability and fill a 2” square on the table-top. From Size +8 to +10, they are Huge and occupy an area 3” square. If the target is +11 or more, he is considered Gargantuan and occupies a 4” square area. Creatures of Size –2 have the Small ability. For unwilling targets, the caster’s arcane skill roll is opposed by their Spirit.
Trappings:
Blessed: Not available.
Huckster: Not available.
Mad Scientist: Shrink only. Shrink Ray.
Martial Artist: The chi fighter modulates his breathing and heart rate.
Shaman: Growth only. The shaman asks the spirits of the trees to grant her size and resilience.
Havoc
Rank: Seasoned
Power Points: 2 – 4
Range: Smarts x 2
Duration: Instant
While unpredictable, this spell allows a wizard to change the field of battle in an instant as targets are thrown in every direction. With a success, the caster places a Medium Burst Template anywhere within range. Any character touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked 2d6” in a random direction (roll a d12 and read the result as a clock facing) and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll. Additionally, roll a d6 to see if the flyer is moved toward the ground (1 – 2), stays level (3 – 4), or is moved away from the ground (5 – 6).
Additional Effects: For double the Power Points, havoc affects a Large Burst Template.
Trappings:
Havoc
Blessed: Not available.
Huckster: An invisible field of force directed by the huckster. Called clear out!.
Mad Scientist: Kinetic Dispersal Field, Automatic Billiardizer.
Martial Artist: The martial artist throws a punch into mid-air.
Shaman: Not available.
Healing
Rank: Novice
Power Points: 3
Range: Touch
Duration: Instant
Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no effect on wounds more than one hour old. For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself). For Extras, the GM must first determine if the ally is dead (see Aftermath on page 78). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken. Healing can also cure poison and disease if used within 10
minutes of the event.
Trappings:
Blessed: Laying on of hands.
Huckster: Not available.
Mad Scientist: A healing potion.
Martial Artist: Acupuncture, massage.
Shaman: The shaman utters a few oaths and promises to the spirits.
Hunch
Rank: Novice
Power Points: 3
Range: Touch
Duration: Permanent
The forces of darkness really hate this hex. It gives hucksters insight into the past of a person, place or thing. Assuming the hex is successful, the caster gets a vision, feeling, insight, or “hunch” about some event that happened in the target object or person's past. Raises on the arcane skill roll grant more information at the Marshal's discretion.
Trappings:
Blessed: Not available.
Huckster: The huckster must deal himself a hand of cards from an actual deck and study them.
Mad Scientist: Not available.
Martial Artist: Not available.
Shaman: Not available.
Inspiration
Rank: Novice
Power Points: 5
Range: Special
Duration: Instant
The blessed use this powerful miracle to undo the cancerous effects of fear on the land itself. When used in conjunction with the telling of a heroic tale, it adds +2 (+4 with a raise) to the Persuasion roll used to reduce the local Fear Level. The blessed does not have to tell the tale himself— he can cast the miracle on a more accomplished tale-teller instead.
Trappings:
Blessed: A rousing, good ol' fashioned fire and brimstone-style sermon
Huckster: Not available
Mad Scientist: Not available
Martial Artist: Not available
Shaman: Not available
Invisibility
Rank: Seasoned
Power Points: 5
Range: Self
Duration: 3 (1/round)
Being invisible is a powerful aid in combat and useful for spying on maidens’ changing rooms as well. With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at –4. Once detected, he may attack the foe at –4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is –6. In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible.
Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trappings:
Blessed: Not available.
Huckster: The huckster merely concentrates and fades away.
Mad Scientist: An invisibility belt or potion.
Martial Artist: Not available.
Shaman: Not available.
Light/Obscure
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 30 minutes (1/10 minutes) or 3 (1/round)
The ability to affect visibility (create or remove obscurement) is a pretty simple but very effective power. Light/obscure can be cast on an inanimate object, but if the item is in an opponent’s possession, the arcane skill roll is opposed by Agility. Light negates any darkness/obscurement penalty up to –6 in an area equal to a Large Burst Template for 30 minutes (1/10 minutes). The reverse of the power, obscure, creates a –6 obscurement penalty of the same size lasting for 3 (1/round).
Trappings: for Light
Blessed: A soft glow.
Huckster: A flash of light that “sticks.”
Mad Scientist: Phosphorous paint.
Martial Artist: Not available.
Shaman: Not available.
or for Obscure
Blessed: Not available.
Huckster: The huckster snaps his fingers.
Mad Scientist: A light-negation device, smoke bomb, smoke potion.
Martial Artist: Not available.
Shaman: Not available.
Mind Rider
Rank: Novice
Power Points: 3
Range: 1 mile x Spellcasting
Duration: 1/minute
A character can use this ability to hear through a subject's ears, see through his eyes, etc. This is an opposed roll of the caster's arcane skill versus the target's Spirit. If the target wins, the victim knows he was targeted by magic (if he knows such things exist) and the spell is unsuccessful (though the Power Points are still spent). The caster can sense anything the victim can if he proves successful. The huckster can cast this spell on an unseen target if he has an object the subject has touched within the last week.
Trappings:
Blessed: Voodooists only. A deep trance.
Huckster: No visible effect.
Mad Scientist: A tiny transmitter lodged in the recipient's head, a flying eyeball.
Martial Artist: Not available.
Shaman: Swaying or dancing.
Numb
Rank: Novice
Power Points: 1
Range: Touch
Duration: 10 minutes
Numb alleviates pain caused by injury. With a success on the Hexslinging roll, the power removes one point of wound penalties. With a raise, numb removes two points of penalties. The effect lasts for the duration, so it may shield a character from wound penalties acquired after the initial casting as well as those already suffered.
Numb also nullifies any temporary Injury Table results for its duration. A character made Lame by a hit to the leg, for example, can move normally while numbed. It has no effect on permanent Injuries.
Protection
Rank: Novice
Power Points: 0
Range: Self
Duration: Concentration
A blessed or shaman who does nothing but concentrate on his faith is very diffi cult for creatures of darkness to oppose. Religions with particular symbols (the crucifix, the star of David, etc.) gain a +2 bonus to their Faith roll when they present the symbol. While using this power, the individual may take no other actions and may not move. A supernatural creature that wants to directly attack a character using protection must first win an opposed test of its Spirit versus the target's arcane skill.
Trappings:
Blessed: The symbol of his faith.
Huckster: Not available.
Mad Scientist: Not available.
Martial Artist: Not available.
Shaman: Quiet and repetitive chanting.
Pummel
Rank: Seasoned
Power Points: 2
Range: Cone Template
Duration: Instant
Pummel allows a character to knock down multiple foes. The caster makes an arcane skill roll and then places a Cone Template in front of him. Any friend or foe touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked back 2d6” and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll.
Trappings:
Blessed: The blessed prays, and the earth rumbles and shakes.
Huckster: A loud peal of thunder erupts. Called thunderclap!.
Mad Scientist: Ghost Steel Magneto-repulsifier, Personal Pressurized Water Cannon.
Martial Artist: The fu-fighter leaps into the air and punches the earth so it buckles.
Shaman: Dancing, purification rituals.
Puppet
Rank: Veteran
Power Points: 3
Range: Smarts
Duration: 3 (1/round)
Sometimes it pays to persuade others to do your fighting for you. Some do this by blatant mind control, others do it by manufacturing visual and auditory illusions. Puppet is an opposed roll of the character’s arcane skill versus the target’s Spirit. The user must score a success and beat the target’s roll to gain complete control. The victim will attack friends and even commit suicide, though such acts allow the victim another opposed Spirit roll to break the spell.
Trappings:
Blessed: Voodooists only. Voodoo doll.
Huckster: The huckster plants a card in the pocket (or other area) of his puppet.
Mad Scientist: A mind-control ray or chemical.
Martial Artist: Not available.
Shaman: Not available.
Quickness
Rank: Seasoned
Power Points: 4
Range: Touch
Duration: 3 (2/Round)
This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. With a raise, the recipient can redraw any initiative cards lower than Eight each round.
Trappings:
Blessed: No visible effect. Called Godspeed.
Huckster: No visible effect.
Mad Scientist: Speed potion, time accelerator (or decelerator!).
Martial Artist: No visible effect.
Shaman: The slight outline of a spiritual wolf. Called speed of the wolf.
Sanctify
Rank: Novice
Power Points: 10
Range: Special
Duration: Permanent until desecrated
Sanctify allows the blessed or shamans to consecrate areas of earth, causing great pain to supernaturally evil creatures that attempt to tread upon it. Sanctifi cation takes an entire week of prayer. The blessed must remain within the bounds of the area for the entire duration. The area is determined by the Marshal, but is typically the grounds of a church, a battle, or some other place of importance. If no clear boundaries exist, the area is equal to fi ve times the blessed's Faith in yards. When the ritual is complete, the Faith roll may be attempted. If successful, the area is consecrated. If the roll is failed, the priest must start from scratch. Any supernaturally evil creature that attempts to enter the sacred ground must make a Spirit roll at the start of each round or suffer a wound.
Trappings:
Blessed: Sprinkling holy water and praying.
Huckster: Not available.
Mad Scientist: Not available.
Martial Artist: Not available.
Shaman: The shaman makes an elaborate sand painting (or other ritual) at the center of the area.
Shape Change
Rank: Special
Power Points: Special
Range: Self
Duration: 1 minute (1/minute)
Many cultures have legends of shamans or wizards who take on the shape of animals. This power does just that. This version of the power only allows a user to transform into mundane animals, but more bizarre transmutations may be found.A character may learn this spell while of Novice Rank but cannot transform into the more powerful creatures until he attains the appropriate Rank. The cost in Power Points depends on the type of creature the character wishes to change into. Use the Shape Change table as a guideline for unlisted creatures. Weapons and other personal effects are assumed into the animal’s form and reappear when the power ends, but other objects are dropped. While transformed, the character retains his own Smarts, Spirit, and linked skills (though he may not be able to use them since he cannot speak). He gains the animal’s Agility, Strength, and linked skills and cannot use most devices. He has no capacity for speech and cannot use powers, though he may continue to maintain powers previously activated. Vigor is the higher of the caster’s or the creature’s. The GM has final say on what an animal can and cannot do. A shaman in dog-form might be able to pull the trigger on a shotgun, for instance, but would use a default skill roll of d4–2 as the animal has no Shooting score of its own. The shaman’s Persuasion functions normally, but might suffer a –4 or worse penalty without speech, depending on what he tries to accomplish.
Trappings:
Blessed: Not available.
Huckster: Not available.
Mad Scientist: Not available.
Martial Artist: Not available.
Shaman: The shaman “morphs” into the chosen creature.
Shootist
Rank: Special
Power Points: Special
Range: By weapon
Duration: Special
When a hexslinger takes the shootist power, he learns 13 secret runes. With this knowledge, he can prepare bullets that deliver effects few powers can duplicate. Moreover, these rounds can be fired by anyone, not just the creator! The downside to using these effects is they must be prepared ahead of time. The caster can divide a maximum of half her normal Power Points among as many bullets as she wishes—see the costs below. But these Power Points are “tied up” in the bullets until they’re fired. A single bullet can hold only one rune.
Accurately carving the proper rune into a bullet typically requires 1 minute. A rushed hexslinger can carve one as an action for double the Power Point cost—the bullet still has to be loaded into a weapon. When the bullet’s carved, the gunman must make a Hexslinging roll (at –2 if the hexslinger is carving on the fly). Failure means the bullet is ruined, and will misfire if used, and the Power Points expended. Success means the bullet works as described when fired, in addition to inflicting the weapon’s usual damage. Attack powers require a Shooting roll to hit, as usual. Because only a Shooting roll is needed to activate these bullets, the hero can hand them off to others for use without penalty (except for those “tied up” Power Points).
The shootist power can be used to engrave any of the 13 effects listed below, as long as the hero meets the Rank requirement.
Ammo Whammy (Veteran, 3 Power Points): The bullet bearing this rune is considered a Heavy Weapon.
Argent Agony (Veteran, 3 Power Points): The bullet etched with this rune affects a being as though it were composed of its Weakness. The hexslinger must know the specific Weakness he wants to mimic when she etches the rune. If a creature can only be harmed by magic, the bullet also counts as magical. But this power doesn’t work against Servitors’ Weaknesses—no rune can match the Reckoners’ power.
Bullet With Your Name on It (Seasoned, 2 Power Points): This rune allows the shootist to ignore 2 points of Cover. The bullet ricochets or simply travels “around” the obstacle.
Ghost Bullet (Novice, 1 Power Point): The bullet with this rune carved into it inflicts nonlethal damage.
Guidin’ Light (Seasoned, 2 Power Points): Firing this “flare” bullet into the night sky removes Illumination penalties in the immediate area for 1 minute. If fired indoors, roll a d6: On a 4–6, the bullet ignites any flammable materials it strikes.
Kentucky Windage (Heroic, 4 Power Points): This rune doubles the Range of a bullet and allows the shooter to ignore 2 points of penalties from any source.
Knife Through Butter (Novice, 1 Power Point): This rune grants a bullet +4 AP.
Loaded for Bear (Novice, 1 Power Point): This rune adds +1 die type to the weapon’s damage.
Longbarrel Special (Seasoned, 2 Power Points): The bullet carved with this rune ignores 2 points of Range penalties.
Sacramento Surprise (Seasoned, 2 Power Points): This rune adds +1 die of energy damage—acid, cold, electricity, fire, or sound—to a bullet. The hexslinger determines the effect when the rune is carved.
Segmented Shell (Veteran, 3 Power Points): This rune causes the bullet to explode when it strikes a target, inflicting its damage in a Medium Burst Template.
Shrapnel Storm (Heroic, 4 Power Points): This rune causes the bullet to spray shrapnel in all directions when it strikes a target, inflicting its damage in a Large Burst Template. It is a Heavy Weapon.
Spherical Shell (Seasoned, 2 Power Points): This rune causes the bullet to fragment when it strikes a target, inflicting its damage in a Small Burst Template.
Slow
Rank: Seasoned
Power Points: 1
Range: Smarts x 2
Duration: 3 (2/round)
Skilled fighters and monsters with fast reflexes can strike before lesser beings have time to blink. Slowing their reflexes reduces their advantage. The caster makes an arcane skill roll opposed by the target’s Spirit. With a success, movement becomes an action, giving the target a multi-action penalty if he wants to move and act in the same round. With a raise, the target must redraw initiative cards above 10, except Jokers. A victim who usually draws multiple initiative cards discards only those with a value higher than the spell allows.
Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trappings:
Blessed: Not available.
Huckster: Targets grow extremely lazy. Called lethargy.
Mad Scientist: Time-Contraction Sphere, Molasses Spray.
Martial Artist: The martial artist seems to move much faster than his foes.
Shaman: Not available.
Slumber
Rank: Seasoned
Power Points: 2
Range: Smarts x 2
Duration: 1 minute (1/minute)
Blasting a hoard of enemies into tiny pieces may be popular with some mages, but those who favor stealth or have a pacifistic bent are drawn to this spell. The caster picks where he wants to center the spell and places a Medium Burst Template. He then makes an arcane skill roll. Any living creature (not undead or constructs) within the area must make a Spirit roll, at –2 if the caster scored a raise. Those who fail fall asleep. Loud noises awaken the sleepers as if they were a normal sleeper (Notice roll). When the duration expires, the sleepers naturally wake up.
Trappings:
Blessed: Not available.
Huckster: The huckster shuffles cards hypnotically. Called nighty-night.
Mad Scientist: Delta Wave Enhancement
Modulator, Ghost-Rock-Infused Warm Milk Grenade, Lulla-beam.
Martial Artist: Not available.
Shaman: The shaman blows strange dust at the target and petitions the dream-spirits.
Smite
Rank: Novice
Power Points: 2
Range: Touch
Duration 3 (1/round)
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trappings:
Blessed: A simple blessing.
Huckster: Not available.
Mad Scientist: A hyper-sharpened blade, sharpening gel, a pneumatic jackhammer.
Martial Artist: No visible effect.
Shaman: No visible effect.
Speak Language
Rank: Novice
Power Points: 1
Range: Touch
Duration: 10 minutes (1/10 minutes)
This power allows a character to speak, read, and write a language other than his own. The language must be of an advanced form — not animalistic. A raise on the arcane skill roll allows the user to project a particular dialect as well.
Trappings:
Blessed: No visible effect. Called tongues.
Huckster: No visible effect.
Mad Scientist: A deciphering machine.
Martial Artist: Not available.
Shaman: No visible effect.
Speed
Rank: Novice
Power Points: 1
Range: Touch
Duration: 3 (1/round)
Warriors who need to close with their foes quickly often use this power, as do those who sometimes need to outrun things Man Was Not Meant to Know. Speed allows the target of the power to move faster than usual. With a success, the recipient’s basic Pace is doubled. With a raise, running becomes a free action, so he may ignore the usual –2 running penalty.
Trappings:
Blessed: Not available.
Huckster: No visible effect.
Mad Scientist: Speed potion, pneumatic shoes, muscle accelerant.
Martial Artist: The character becomes a blur.
Shaman: Called speed of the hawk.
Spirit Shield
Rank: Seasoned
Power Points: 3
Range: Smarts
Duration: 3 (1/round)
Trappings: Ring of holy water or salt, wall of energy, sigils inscribed in the air
This spell creates a barrier that can keep out ghosts, poltergeists, and other ethereal entities—it has no affect against demons or undead in physical form. The caster makes his arcane skill roll and then places a Medium Burst Template centered on himself. Entities wishing to enter the Template must make an opposed Spirit check against the caster's arcane skill. If they fail, they cannot pass the barrier while the spell remains active. Spirit shield stops the entity from passing through, but does not prevent it from “normal” actions such as intimidation or throwing physical objects. The spell is negated if any living creature of rat-size or larger that started inside the circle crosses to the outside.
Stun
Rank: Novice
Power Points: 2
Range: 12/24/48
Duration: Special
Stun shocks those within a Medium Burst Template with concussive force, sound, light, magical energy, or the like. If the arcane character scores a success, targets within the area of effect must make Vigor rolls or be Shaken. With a raise, victims must make Vigor rolls at –2.
Trappings:
Blessed: A thunderclap!
Huckster: A massive boom.
Mad Scientist: A concussive grenade, vacuum collapser.
Martial Artist: Not available.
Shaman: Not available.
Succor
Rank: Novice
Power Points: 1
Range: Touch
Duration: Permanent
Succor may be used to restore consciousness to those who have been Incapacitated due to wounds as well, though the wounds remain. It does not stop bleeding or otherwise stop mortal wounds from worsening, however.
Trappings:
Blessed: Giving comfort in some way
Huckster: Not available
Mad Scientist: an electric enervator, tonic
Martial Artist: No visible effect.
Shaman: No visible effect.
Summon Ally
Rank: Novice
Power Points: 3+
Range: Smarts
Duration: 3 (1/round)
Call elemental, ghostly dog, dimensional double. This power allows the character to summon a loyal and
obedient servant. On a success, the ally is placed at any point within the range of the power. On a raise, the ally is more durable and gains the Hardy ability. A summoned ally acts on the initiative card of the caster and gets an immediate action as soon as it is summoned. All Allies are Extras, even Mirror Selves (see below). A character may learn this spell while of Novice Rank, but he cannot summon more powerful allies until he attains the appropriate Rank. The cost in Power Points depends on the type of ally the character wishes to summon. Use the Summon Ally table as a guideline for unlisted creatures. A caster of sufficient Rank to summon more powerful allies may instead choose to summon additional lower Rank allies instead at the same cost. For each decrease in Rank, he gains one additional ally. For example, a Veteran caster could spend 5 Power Points to summon one Veteran-Rank-allowed ally, two Seasoned-Rank-allowed allies, or three Novice-Rank allowed allies. Allies summoned by a single casting must all be of the same type. See the Bestiary for statistics of some of the creatures listed below.
Summon Ally
*The Arcane Background: Blood Pact (Binding Magic) has a different list of allies that are summoned under Blood Pact Allies.
*The Arcane Background: Demonic Super-powers has a different list of allies that are summoned under Demonic Super Powers Allies.
Trappings:
Blessed: Not available.
Huckster: Can only be used to summon animals—see below. Named call o’ the wild.
Mad Scientist: Not available.
Martial Artist: Not available.
Shaman: Can only be used to summon animals—see below. The medicine man calls out to the spirit of the animal he wishes to summon.
Summon Demon
Rank: Veteran
Power Points: Special
Range: Smarts x 2
Duration: Smarts x Hours
Trappings: Pentagrams, black candles, animal sacrifices
Most heroes would never seek to consort with the denizens of Hell. But occasionally, such a feat may be required. The cost to summon a demon is equal to its Spirit die, or twice its Spirit die if it's a Wild Card (most powerful demons are). If the roll is successful, the demon appears. If the creature was not summoned into a summoning circle or other binding, it likely attacks its caster before it can be given a task. See page 30 for binding the demon through occult means, and the bind entity spell on page 33 for trapping it with arcane power. Tasks: Once a demon is summoned, and assuming it is bound or otherwise disposed to discussion, the summoner must make a bargain with it. This is an opposed test of Spirits. Record the results secretly.
• Failure: The demon is uncontrolled and in complete control of its actions. It cannot directly harm the caster but is otherwise free to roam the earth and do as it pleases for 6d6 days. If it happens to roll three 6's on this roll (no more, no less), it remains in the mortal world until slain or banished.
• Success: The demon basically follows the instructions it's given but looks for every opportunity to ruin things for the cretin who summoned it. Only if directly chastised or supervised does the demon “behave.”
• Raise: The demon follows the spirit of the summoner's instructions as well as the letter. It may still cause additional mayhem—it is a demon, after all—but in general it performs as the caster desires.
Casting Time: The casting time to summon a demon is one minute per Power Point spent.
Specialized Demons: Some demons might only answer specific requests. A demon of vengeance, for example, may only be tasked with exacting vengeance of some sort. This is entirely up to the Game Master, the setting, and the description of the creature.
Communication: Note that demons are not (generally) telepathic. If the summoner plans on sending the demon out of sight, he'd best give it very specific instructions. Intelligent demons may be given physical equipment (such as cell phones or transmitters in modern settings), but whether or not they actually use these tools is entirely up to them.
More on Trappings: Most demon summoning spells require trappings such as candles or braziers, chanting, and at least a small amount of blood. Most have unique requirements tied to the type of creature being summoned as well. For instance, the dark god Crazalphasalius (the fire god) can only be summoned if there is a conflagration at least the size of a burning house. Summoning a demon of gluttony might require a massive feast be set out and consumed. Requirements might also include celestial events, such as phases of the moon or planetary alignments, although the latter should be reserved for truly powerful creatures and acts as a natural limitation on how often these monstrosities can be summoned.
Summon Spirit
Rank: Seasoned
Power Points: The spirit's Spirit die type x2
Range: Smarts x 2
Duration: Smarts
Trappings: Ouija boards, personal items, seances
Whereas demons are typically summoned to complete some task, spirits are more likely summoned for information—or perhaps to materialize in physical form so as to then bind or destroy them. Spirits such as ghosts, haunts, poltergeists, and the like have a very limited view of the physical world, and an even lesser understanding of the ethereal realm. They spend most of their time in the latter, drifting in a state of semi-consciousness and glimpsing visions of the real world. “Good” spirits find this peaceful and only interact with the mortal realm if forcibly called to it. Restless entities have a very different take. These visions—or memories of their terrible lives—drive them to terrible violence. They actively attempt to reenter the physical domain and take their vengeance on the living beings they find there. Summoning a spirit requires a ritual of some sort—typically a seance and/or important artifact of the person in life (if it had one prior to its ethereal existence). The summoner then spends the Power Points and makes an opposed arcane skill roll versus the entity's Spirit.
• Failure: The entity breaks through with great violence! Everyone directly involved with the casting must make a Spirit roll at –4 or be Fatigued for the next 24 hours. The spirit then wreaks whatever havoc it can based on its particular powers and abilities. Most ghosts and the like can manifest for a few minutes before returning to the netherworld.
• Success: The entity is summoned long enough to answer one question. It is subdued and cannot attack or use its powers and abilities during this time. After the question is answered, the thing issues a horrible screech or ectoplasmic detonation that leaves everyone directly involved Fatigued for the next 24 hours.
• Raise: The spirit will answer three questions before fading back into the netherworld. Tasks: As an alternative to asking a spirit for information, the entity can be tasked instead. The duration is one night with a success and three with a raise. Use the summon demon success, failure, and raise results to determine how the thing behaves. What do Spirits Know: This depends largely on the entity itself. Spirits essentially have “tunnel vision” to the rest of the world, so their knowledge is generally confined to their local area and things relating to their particular nature. The ghost of a murdered lover likely focuses entirely on the event of her death, how she gave her heart to her beloved, and how the diamond he gave her sparkled. The same spirit might then quickly turn violent, focusing entirely on how her lover's hands then tightened on her throat after she found him in bed with some hated rival—and choking the life of those involved in summoning her. A nature spirit has an entirely different perspective. A water nymph knows who walked in her stream, where the pollution is coming from, or how little it's rained in the last years. A native American buffalo spirit might know about the health of the herds, the taste of the grass this year, or how cold the winter was.
Telekinesis
Rank: Seasoned
Power Points: 5
Range: Smarts
Duration: 3 (1/round)
Telekinesis is the ability to move a single object or creature (including one’s self) with arcane will. The weight a caster can lift is equal to 10 pounds times his Spirit die type, 50 pounds times his Spirit with a raise.
Lifting Creatures: Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free. Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the caster’s arcane skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, or otherwise affected that round.
Telekinetic Weapons: A caster can use telekinesis to wield a weapon. When this occurs, the weapon’s Fighting is equal to his arcane skill, and its damage is based on the caster’s Spirit instead of his Strength. A sword that does Strength+d6 damage, for example, does Spirit+d6 when wielded by telekinesis. The weapon otherwise functions normally, including granting bonus damage when it strikes with a raise.
Dropping Things: Particularly ruthless characters often use telekinesis to drop their foes or bash them into walls and the like. A creature affected by this power can be moved up to the caster’s Smarts in inches per turn in any direction. Dropped creatures suffer falling damage as usual. Victims who are bashed into walls or other solid objects suffer the caster’s Spirit+d6 as damage. If a caster with a d12 Spirit smashes an orc into a wall, for example, the orc suffers d12+d6 damage.
Trappings:
Blessed: Not available.
Huckster: The huckster waves his hands as if controlling the force. Called phantom fingers.
Mad Scientist: A magnetic ray, a force generator.
Martial Artist: Not available.
Shaman: Not available.
Teleport
Rank: Seasoned
Power Points: 3+
Range: Special
Duration: Instant
Teleport allows a character to disappear and instantly reappear up to 10” distant for each 3 Power Points spent, or 15” with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at –2. If it is an unknown area he has never seen, the roll is at a –4 penalty. Failure of either roll means the teleporter hit an object of some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster — in addition to being Shaken he also suffers 2d6 damage. The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above.
Carrying Others: The hero can carry other beings with him at the cost of a level of Fatigue per additional “rider.” More than two may be carried at once, but causes instant Incapacitation. One Fatigue level is regained for each full hour of rest
Trappings:
Blessed: Not available.
Huckster: The huckster must step into a sizeable shadow and emerge in another. He cannot teleport into lit spaces. He may teleport freely at dark. Called shadow walk.
Mad Scientist: An atom scrambler.
Martial Artist: Not available.
Shaman: The shaman steps into the Hunting Grounds and steps out somewhere else. Called spirit walker.
Trinkets
Rank: Novice
Power Points: Special
Range: Sight
Duration: 1 (Concentration)
Trinkets allows a huckster to reach into a pocket, pouch, or bag and pull forth some minor mundane object. The Power Points required depends on the item the huckster hopes to fi nd. Unfortunately, the item is very temporary and only lasts a number of rounds equal to the huckster's Smarts.
Trappings:
Blessed: Not available.
Huckster: The huckster reaches into a container of some sort.
Mad Scientist: Not available.
Martial Artist: Not available.
Shaman: Not available.
The Cult of Doomsayers: Not available
Junkers: Not available
Librarians: Not available
Sykers: Holds out a hand
Templars: Not Available
Toxic Shamans: Not available
Witches: Food or Drink
Vision Quest
Rank: Veteran
Power Points: Special
Range: Self
Duration: Special
A vision quest is a plea to the spirits for a glimpse into the future. The shaman may ask the spirits a single question. The question determines the cost and the time it takes to perform the vision quest. If properly appeased (the shaman makes his Tribal Medicine roll), the spirits return with the most likely answer. The future contains many paths however, so the vision may not always be correct.
Trappings:
Blessed: Voodooists only. A deep trance.
Huckster: Not available.
Mad Scientist: Not available.
Martial Artist: Not available.
Shaman: The shaman dances, meditates, tattoos, creates sand paintings, or other rituals, depending on the time spent questing.
Wall Walker
Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Spellcasters are frequently targeted in combat because of their arcane prowess and high-utility spells such as this are great for getting the caster safely out of harm’s way. Of course, it has countless other uses too. Wall walker allows the recipient to function much like a human spider. He can stick to any surface, allowing him to climb walls and even hang from the ceiling. With a success, the character can move along such surfaces at half his normal Pace. With a raise, he may move at full Pace and even run.
Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trappings: A crushed spider, bit of web, piece of tentacle.
Blessed: Not available.
Huckster: The card sharp’s palms and soles get sticky. Called flypaper fingers.
Mad Scientist: Suction Gloves and Boots, Gravity Nullifier.
Martial Artist: The martial artist runs with blinding speed—right up walls and across ceilings.
Shaman: The shaman petitions a spider spirit to borrow its skills.
Warrior’s Gift
Rank: Seasoned
Power Points: 4
Range: Touch
Duration: 3 (1/round)
Even combat mages cannot afford to spend all their time learning new combat maneuvers and martial skills. For those who enjoy the thrill of melee or want to improve their companions’ skills, this spell provides a quick solution to a lack of training. With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must be one Rank higher than the Rank requirement of the Edge but ignores other requirements, even those requiring other Edges. For the duration of the spell, the recipient gains all the benefits of the Edge. Edges gained through this power provide no additional benefit if the character already has the Edge.
Trappings:
Blessed: The blessed sings a battle hymn.
Huckster: Not available.
Mad Scientist: Ghost-Rock Pep Pill, Combat Enhancement Helmet.
Martial Artist: No apparent effect.
Shaman: Self-lacerations, frenzied dancing. Called spirit warrior.
Wilderness Walk
Rank: Novice
Power Points: 1
Range: Self
Duration: 1/hour
Wilderness walk allows a spellcaster to move through the outdoors quietly and without leaving a trace. The earth's spirits quiet the sound of the shaman's footsteps, adding +1 to his Stealth rolls. They also disguise his path, making his footprints impossible to track. The miracle does not apply to his companions, however. Wilderness walk cannot be used indoors.
Trappings:
Blessed: No visible effect.
Huckster: No visible effect.
Mad Scientist: A track-covering device, shoe brooms, wind machine.
Martial Artist: No visible effect.
Shaman: No visible effect. May not be used in white man's settlements.
Windstorm
Rank: Novice
Power Points: 3
Range: Sight
Duration: 1 (Concentration)
This power conjures up a twister strong enough to whip the coat off a dead man. The whirlwind must be conjured out of doors, and is the size of a Medium Burst Template. Everyone within the whirlwind is automatically blinded and must make a Vigor roll or be Shaken each round. Any ranged attacks that cross the twister suffer a -2 penalty. The caster can move the whirlwind as he wishes each round at a Pace equal to his Spirit die type. If the caster takes any action other than concentrating on the spell, he must make a Spirit roll or the effect is lost.
Trappings:
Blessed: The blessed proclaims the power of his lord, waving his arms and preaching a sermon (or whatever is appropriate) as the divine winds begin to swell.
Huckster: The huckster hurls a deck of cards (which is lost) into the air. They swirl about and remain in the twister. Called Texas twister.
Mad Scientist: A hurricane machine.
Martial Artist: Not available.
Shaman: The shaman calls upon the spirit of the wind, exhorting it to his will.
Wisdom
Rank: Veteran
Power Points: 3
Range: Self
Duration: 3/1
The character can use his arcane skill instead of any knowledge skill for the duration of the spell. However, this power does not grant access to secret knowledge, only to that which the character could reasonably know.
Zombie
Rank: Veteran
Power Points: 3/Corpse
Range: Smarts
Duration: Special
This power is considered evil in most settings, and so is typically used only by villainous nonplayer characters such as necromancers, evil scientists, dark cultists, and the like. When cast, zombie raises a number of dead specified by the character when he spent his Power Points. The undead are immediately obedient, though perhaps a bit mischievous and literal-minded in their duties. Corpses aren’t summoned by this ability, so there must actually be a supply of bodies available for the power to have any effect. The bodies don’t have to be fresh — zombie can raise servants that have been waiting patiently for centuries. Graveyards, morgues, and battlefields can all serve this purpose. With a success, the dead remain animated for 1 hour. With a raise, they remain animated for 1d6 hours. With
two raises, they remain animated for an entire day. Certain powerful necromancers may have improved versions of this power that are cheaper to cast and create permanent undead.
Trappings:
Blessed: Not available to any but voodooists.
Huckster: Not available.
Mad Scientist: Spinal activators, electric animator, necrotic revitalizing fluid.
Martial Artist: Not available.
Shaman: Not available.
Zombie
These walking dead are typical groaning fiends looking for fresh meat.
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6 Pace: 4; Parry: 5; Toughness: 7
Special Abilities
• Claws: Str.
• Fearless: Zombies are immune to Fear and Intimidation.
• Undead: +2 Toughness. +2 to recover from being Shaken. Called shots do no extra damage
• Weakness (Head): Shots to a zombie's head do +2 damage.