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Appendix C: Magic! Don’t think every cowboy fighting in High Noon is a gunslinger with a six- gun on his hip. There are some hombres who have learned darker skills. These Heroes have mastered the eldritch arts, and have the arcane background special ability. They call themselves mad scientists, hucksters, priests, shamans, houngans, and dark sorcerers, and their powers are as deadly as any gunslinger’s pistol. This chapter details these Weird Western wizards, their powers, and in the case of mad scientists, their infernal devices. After that, we’ll jump right into another type of supernatural Hero—the “Harrowed.” Sometimes even death isn’t enough to keep a hombre down. When a Hero dies, there’s a chance he’ll come back as an undead creature called a Harrowed. These characters are powerful, but dangerous to their friends as well as their foes. Why? Because the source of their power is a demon wiggling around inside their undead corpse. We’ll describe these unusual individuals last. Arcane Heroes In High Noon, there are several types of Heroes who have the ability to perform magic of one type or another. Mad scientists do not cast spells, but instead use their powers to build impossible devices. All the rest use spells, hexes, miracles, or rituals to call down power from the Hunting Grounds and channel it for specific effect in the physical world. Some of these spellslingers use the manitous to help them channel eldritch energy. Others use the favor of divine beings or friendly spirits. The following section tells you how a specific type of spellcaster works in the game, as well as any special rules for the way he channels his power. The Blessed The blessed are pious individuals chosen by the Almighty to be His vessel on the Earth. They are not given incredible powers, but instead benefit from augmentations of their own personal strength and willpower. Since Howdy, partner! This is an Appendix for High Noon! If you haven’t got it already, download it from www.deadlands.com!

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  • Appendix C:

    Magic!

    Dont think every cowboy fighting inHigh Noon is a gunslinger with a six-gun on his hip. There are some hombreswho have learned darker skills. TheseHeroes have mastered the eldritch arts,and have the arcane background specialability. They call themselves madscientists, hucksters, priests, shamans,houngans, and dark sorcerers, and theirpowers are as deadly as any gunslingerspistol. This chapter details these WeirdWestern wizards, their powers, and inthe case of mad scientists, their infernaldevices.

    After that, well jump right intoanother type of supernatural HerotheHarrowed. Sometimes even death isntenough to keep a hombre down. When aHero dies, theres a chance hell comeback as an undead creature called aHarrowed. These characters arepowerful, but dangerous to their friendsas well as their foes. Why? Because thesource of their power is a demonwiggling around inside their undeadcorpse. Well describe these unusualindividuals last.

    Arcane Heroes

    In High Noon, there are several typesof Heroes who have the ability toperform magic of one type or another.Mad scientists do not cast spells, butinstead use their powers to buildimpossible devices. All the rest usespells, hexes, miracles, or rituals to calldown power from the Hunting Groundsand channel it for specific effect in thephysical world.

    Some of these spellslingers use themanitous to help them channel eldritchenergy. Others use the favor of divinebeings or friendly spirits. The followingsection tells you how a specific type ofspellcaster works in the game, as wellas any special rules for the way hechannels his power.

    The Blessed

    The blessed are pious individualschosen by the Almighty to be His vesselon the Earth. They are not givenincredible powers, but instead benefitfrom augmentations of their ownpersonal strength and willpower. Since

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  • 22222 MagicMagicMagicMagicMagic

    they do not rely on manitous to channeltheir power, however, the blessed neverhave to worry about backlash or otherspell failures.

    The blessed are most often priests,rabbis, nuns, or holy men or women,but they dont have to be. A gunslingerwho lives a good life but never steppedfoot inside a church might be chosen asa champion by the power of goodness.

    The blessed are most commonlyChristians just because Deadlands takesplace in the American West, but theydont have to be. Muslims, Hindus,Chinese monks, and others have allproven themselves blessed by higherpowers.

    Dark Sorcerers

    These spellslingers dont fool around.They have asked for power from thedark forces and received it. Someworship dark or false gods, othersbelieve their power comes from strangesources such as animals or even ghostrock. In truth, all dark sorcerers drawtheir power directly from the HuntingGrounds, courtesy of the Reckoners.

    Not all of them know theyre evil, butmost do, and they enjoy it. Those whobelieve they follow the path ofrighteousness are unfortunatelymisguided. Even if their ends are good,their means have dragged them into thedark gaze of the Reckoners andrewarded them with unholy power.

    The Reckoners do not appreciatefailure, however. Dark sorcerers aresusceptible to magical backlash just likehucksters.

    Hucksters

    Hucksters gain their magical powersby engaging in games of wit and chancewith the manitous that lurk in theHunting Grounds. When they cast theirhexes, physical remnants of theirspiritual game materialize about theirhands then quickly vanish in a flash ofenergy. In the Weird West, mosthucksters envision their mental duels aspoker games, so these remnants mostoften take the form of poker cards.

    Sometimes hucksters lose theirgamesbadly. Since they draw theirpower from dark sources, failure causesthem to suffer the devastating effects ofsupernatural backlash.

    Shamans

    A shaman is a Native Americanmedicine man (or woman), skilled in theways of magic. Like other types ofspellcasters in Deadlands, a shamandraws his powers from the HuntingGrounds. However, he isnt as foolhardyor just plain foolishas a huckster.

    Instead of engaging in dangerousgames of chance, a shaman contactsnature spirits and other denizens of theHunting Grounds. By means unknown tocivilized folk, he petitions theseentities for supernatural aid, and these

  • 33333 MagicMagicMagicMagicMagicentities respond by granting favors(spells).

    Like the blessed, shamans dont haveto worry about backlash when they failto appease the nature spirits. Their spellsimply fails.

    Choosing SpellsWhen you purchase a spellslinger, its

    Troop Card either lists the charactersspecific spells, or says something likeAny 3, or Any 5.

    If the spells are listed, simply look upthe spell in this book or on the spellcards that come with Cry Havoc!. If theyare not, you may choose any spell thattype of character is allowed to have.(Remember, mad scientists have gizmosinstead.)

    Casting SpellsA spellslinger uses his Smarts to cast

    spells. Casting a spell takes a singleaction and is resolved immediatelyunless the spells description saysotherwise.

    Roll the figures Smarts die and checkthe spells description to see whathappens. The higher the roll, the betterthe effect.

    Spell Descriptions

    A healthy dose of eldritch power(spells, partner) are listed over the nextfew pages.. Youll find even more,including deluxe full-color spell-cards,in Cry Havoc! Heres what the statisticsfor all these nasty incantations mean.

    The TN is the Target Number aspellslinger needs to get a particulareffect. Most spells have one effect if thefigure makes an Easy (4) Smarts roll,and another effect if the roll is Hard (8)or better. Unless the spell saysotherwise, the figure does not have todeclare which effect she is going for. Shesimply rolls the die and compares theresults to the spells possible effects.

    The Range is how far away thespellslinger can affect a target with herspell. If the range is equal to the castersSmarts, it is read as a number of inchesequal to the die type. So a huckster withSmarts of d10 would have a range of 10inches.

    The Duration of each spell hasseveral possible entries. Most spells areinstant. The figure casts the spell,resolves the effects, and moves on.

    Other spells last for a variablenumber of rounds. Mark how manyrounds a spell lasts by placing a die onthe spellslingers Troop Card. Reduce thenumber showing on the die at thebeginning of every new round to showwhen it expires. A spell that lasts 1round, for example, expires in the Draw!Phase of the very next turn.

    Some spells list the duration asConcentration. This means the castercan keep the spell going until the endof the game, but there is a cost.

    First, when casting a new spell, youmust subtract -1 from the figures Smartsroll for every spell he is currentlymaintaining (though the figure may dropa maintained spell at any point in hisaction).

    Second, If the spellslinger is hit by anattack but resists the damage with asuccessful Vigor roll, he can maintainhis concentration by making an Easy (4)Smarts roll for each maintained spell (donot subtract -1 for other maintainedspells from this roll). If the spellcaster ismade to Eat Dirt, the TN for maintainingeach of his spells is Hard (8). If thespellcaster is Put down, heautomatically loses concentration andthe spells effects end automatically.

    Substitution helps translate Deadlandsrole-playing characters into High Noon.You can ignore this if youre onlyplaying the miniatures game. Role-players should use this list to help thempick equivalent spells.

    BacklashSome spellslingers draw their energy

    from the Hunting Groundsa mad, evilplace of nightmare and eldritch energy.Messing with such incredible power isnot always without some cost.Miserable failures cause a backlash ofsupernatural energy that can cripple,madden, or even kill the caster.

  • 44444 MagicMagicMagicMagicMagic

    Priests and shamans deal with theHappy part of the Hunting Groundsand never suffer from supernaturalbacklash. There are some benefits forworking for the right side. If thedescription of a spellslinger type saysthese sort of characters are susceptibleto backlash, they have to roll on theBacklash Table whenever they try tocast a spell and roll a natural(unmodified) 1.

    Fate Chips: Fate Chips can never bespent to change this roll, though theycan be spent on any rolls resulting fromthe Backlash Table, such as a Smartscheck made to resist the damage of aSupernatural Surge!

    Armor o Righteousness

    TN: Easy (4): 2 points of armor; Hard (8):4 points of armor.

    Range: Caster onlyDuration: 1d4 turnsTypes: Blessed, Shaman

    This miracle armors the spellslingerin the strength of her faith, whether itbe in the powers of light or darkness.

    The caster gains the Edge armor for theduration of the spell. The level is basedon her spell die roll.

    Substitution: This spell alsosubstitutes for turtles shell (favor) anddark protection (black magic).

    Ball o Doom

    TN: Easy (4): Range of 24 or less; Hard(8): Range up to 48

    Range: 48Duration: InstantTypes: Witch

    This spell is a Black River witchsbread and butter. It combines the twothings Black River is famous for: sorceryand explosions.

    The caster fires a ball of glowinggreen energy at her target. Place theBoom! Template on the target. If thecaster makes her spell TN, which isshown below, the Ball o Doom landswhere she wants it and everyone underthe Boom! Template takes 2d8 damage.

    If she misses her spell TN, the arcaneexplosion still happensjust not wherethe spellslinger had planned. Determinethe ball o dooms deviation by rolling1d12 for direction and 1d10 for distance.

    As the explosion is magical, damagemodifiers for cover or being prone areignored.

    Beastmaster

    TN: OpposedRange: Smarts x2Duration: ConcentrationType: Huckster, Shaman, Witch

    Beastmaster lets a spellslinger takemagical control of animals alreadypresent on the battlefield. Thisoccasionally happens when roguecreatures appear, or when a friendly (orrival) spellcaster uses the call o the wildspell.

    The caster must roll her Smartsversus the animals Smarts. If she wins,she controls the entire troop for thespells duration.

    If the troop is under the arcanecontrol of another spellslingerforexample from a call o the wild spellthe caster must roll against the othermagicians Smarts instead.

    Backlash

    2d6 Result2 Spontaneous Combustion! The spellslinger is

    consumed in a fiery display of arcane energy.Hes toast and cannot return Harrowed.

    34 Brain Burn! The spellslingers mind is fried. Heforgets this spell and cant cast it for theremainder of the battle.

    59 Supernatural Surge! The spellslinger mustmake a Smarts roll versus 2d6. The difference isread as damage.

    1011Eldritch Calamity! The spell backfires in a bigway. The nearest opposing figure acts as if it justcast the spell with the best possible effect. Theopponent can choose any targets of the spell.

    12 Dementia! The spellslinger goes completely mad.The enemy controls the figure for the next 1d4turns.

  • 55555 MagicMagicMagicMagicMagicBlack Lightnin

    TN: Easy (4): Damage 1d6+2; Hard (8):Damage 1d8+2

    Range: SmartsDuration: Until bolts are exhaustedType: Houngan, Huckster, Witch

    This spell creates 1d6 crackling blacklightning bolts the caster can instantlyhurl at her foes. Each bolt automaticallystrikes any eligible target in rangenoroll to hit is necessary.

    Black lightnin is also effective inhand-to-hand combat. Black lightnindoes double damage to the casters foewhen the caster makes a successfulFightin attack. This damage roll replacesthe normal Strength damage roll.

    Metal armorlike bulletproof vests orthat of an Automatondoesnt protectagainst this spell. (Iron Dragon Samuraiand Pyro Masters do have bits of metalin their armor, by the way, and so gainno protection from this spell.)

    Call o the Wild

    TN: SpecialRange: UnlimitedDuration: ConcentrationType: Houngan, Huckster, Witch

    This spell summons creatures of thewild to fight for the caster. Thecreatures appear on the board edgeclosest to the caster at the beginning ofthe next round. They remain under hiscontrol as long as he continues toconcentrate.

    There is no limit to the spells range.The statistics of creatures without TroopCards are listed below. Simply transcribethese onto a copy of the blank TroopCard provided in this set.

    Once a spellslinger drops hisconcentration, the animals flee the tableas quickly as they can.

    Call o the Wild

    Creature TN1 Bear 8

    5 Wolves 85 Rattlers 4

    5 Mountain Lions 8

    Bear: Strength d10, Smarts d4, Vigor d10,Shootin -, Fightin d8, Guts d10;Damage: STR+2; Brawny.

    Rattlers: Strength d4, Smarts d4, Vigord4, Shootin -, Fightin d8, Guts d10;Damage: 2d6 (unliving targets areimmune); Fleet-footed.

    Mountain Lions: Strength d8, Smartsd4, Vigor d6, Shootin -, Fightin d8,Guts d8; Damage: STR+2; Frenzy.

    Cloak

    TN: Easy (4): TN 4; Hard (8): TN 8Range: Caster onlyDuration: ConcentrationTypes: Blessed, Huckster, Shaman

    This spell conceals the caster fromsight. Any figure making a ranged attack(including Shootin, spells, and so on) atthe caster must make a Smarts rollversus a TN determined by the castersroll.

    If the attacker makes her Smarts roll,he can make a normal attack.

    If the Smarts roll is failed, theattacker cant find the caster and losesthe rest of his action, though he maystill move normally.

    Substitutions: This spell alsosubstitutes for incognito (hex) andinvisibility (favor).

    Consecrate Weapon

    TN: Easy (4): TN 4; Hard (8): TN 8Range: SmartsDuration: BattleType: Blessed

    Many preachers consider the veryexistence of many abominations ablatant affront to their god. Its onlynatural that they should bless weaponsto rid the world of such creatures.

    A consecrated weapon is capable ofkilling an unearthly creature. Treat thisjust as if the wielder of the weapon hasthe occult edge.

    Such weapons are also more capableof hurting Harrowed and other undeadfolks. Add +1 to the damage roll of anyhit inflicted with a consecrated weapon.

  • 66666 MagicMagicMagicMagicMagic

    This roll doesnt apply to the Shootinrollonly to the damage done.

    The miracles TN determines who itcan affectTN 4 for a single figuresweapons and TN 8 for aposse or Crew-served weapon. When the miracle isworked on a posse, it affects everyfigure in it.

    Consecrated weapons cannot betraded among troops. Nor can they betaken from the bodies of the fallen.Once the wielder is Put Down, thepower of the blessing fades instantly, asit comes from the ceremony theweapons owner took part in, not fromthe actual weapon itself.

    Corporeal Tweak

    TN: Easy (4): +1 step; Hard (8): +2 stepsRange: SmartsDuration: 1d4 turnsTypes: Houngan, Huckster, Witch

    Corporeal tweak imbues living troopswith energy to make them stronger andtougher. It has no effect on unlivingbeings. Choose Strength, Fightin, orVigor. The Trait of the entire troop israised by one or two die types,depending on the casters spell roll. Ifthis raises a troops physical Trait overd12, it becomes d12+1 or d12+2,respectively.

    A troop affected by any kind of tweakor twist is entirely immune to any othertweaks or twists.

    Substitutions: Endure (miracle),fortitude (miracle).

    Corporeal Twist

    TN: Easy (4): -1 step; Hard (8): -2 stepsRange: SmartsDuration: 1d4 turnsTypes: Houngan, Huckster, Witch

    Corporeal twist calls upon mysticalpower to weaken a foe. It actually lowersan enemy troops Strength, Fightin, orVigor Trait by 1 or 2 die types to aminimum of d4. It only works on livingtargets.

    A troop affected by any kind of tweakor twist is entirely immune to any othertweaks or twists.

    Dervish

    TN: Easy (4): 1 extra attack per action;Hard (8): 2 extra attacks per action

    Range: Caster onlyDuration: 1d4 turnsTypes: Blessed

    This spell turns the spellslinger into averitable whirlwind in hand-to-handcombat. The caster gains extra attacksin Fightin, depending on her spell roll1extra attack at TN 4 and 2 extra attacksat TN 8. Of course, this means the wilywizard must actually get in a fight,something most sorcerers dont excel at.

    Dispel

    TN: Easy (4): Single or Hero; Hard (8):Posse or Crew, or area of effect spell;or Opposed (Smarts)

    Range: 24Duration: InstantTypes: Blessed, Houngan, Huckster,

    WitchMore than once a spell has snatched

    victory from the jaws of defeat. It seemslike just about every Boss has aspellslinger or two to foul up hisopponents strategies with one arcanesorcery or another. Fortunately, dispelcan remove the effects of a lasting spellplaguing your side.

    The spell can be cast in two ways.The first is to cast it at any troop whosunder the effect of another spell such ascorporeal tweak or puppet. It can alsobe cast at an area currently affected bya spell like texas twister. If dispel issuccessfully cast, the other spell and itseffects are immediately ended. The TNfor dispel depends on who or what theother spell is affecting (TN 4 for Singlesor Heroes, TN 8 for Posses, Crews, orarea effect spells).

    The second way to cast dispel isagainst a spell being cast by a rivalsorcerer. In this case, dispel affects anyrival spellcaster the interruptingspellslinger can see. To use it, he simplydiscards a Hold counter or Action Cardand allows the rival to roll his spell die.Then the dispeller gets to roll his own

  • 77777 MagicMagicMagicMagicMagicspell die. If the dispeller rolls higher, therivals spell automatically fails.

    Substitution: Censure, dispel, disrupt,foil.

    Draw

    TN: Easy (4): Single or Hero; Hard (8):Posse or Crew

    Range: SmartsDuration: SpecialTypes: Huckster, Witch

    This spell lets the caster draw anAction Card and give it to a friendlytroop in range. If the card is higher thanthe current Action Card segment, thetroop must use it immediately.

    The spellslinger can target herself,but theres not likely to be muchadvantage to doing so.

    Flight

    TN: Easy (4): Pace 12; Hard (8): Pace 24Range: Caster onlyDuration: 1 TurnTypes: Witch

    This spell lets a Black River witchlevitate herself off the ground and racearound the battlefield. When combinedwith ball o doom, the witch becomes adeadly airborne troop-buster.

    If successful, the witch may fly,ignoring all terrain for movementpurposes. The spells TN determines thewitchs Pace for the Turn. The castercant run while under the effects of thisspell.

    Haywire

    TN: Easy (4): Single or Hero; Hard (8): Rig,Posse or Crew

    Range: 24Duration: SpecialTypes: Huckster, Witch

    Haywire gives a single gizmo a visitfrom gremlins. This spell affects anydevice with a malfunction die. Thisincludes Automatons, ClockworkTarantulas and the like, as well ascomplicated rigs like Ornithopters andBattlesuits (see Derailed!)

    If the spell is successful, the affectedtroop must make an immediate Hard (8)malfunction roll for every gizmo in thetroop.

    Substitutions: Rust (hex)

    Helpin Hand

    TN: SpecialRange: SmartsDuration: PermanentTypes: Blessed, Huckster, Shaman

    A spellslinger can cast this spell tokeep one of his comrades from kickingthe bucket.

    If used on a figure that is Eatin Dirt,the spells TN is 4. If the spell issuccessful, the figure recoversimmediately and may act on its nextaction.

    If you would like to try and save afigure that was Put Down, simply leavethe figure on the table until the end ofthe current turn. Once the 2 of Clubspasses by, you have to remove any PutDown figures. Theyre beyond hope now.

  • 88888 MagicMagicMagicMagicMagic

    When used in this way, the TN of thespell is 8. If successful, the model isonly Eatin Dirt and can attempt torecover normally on its next action.

    Helpin hand can also be used to heala Heros wounds. Healing a Winged orLame Hero requires a spell roll of 4.

    Holy Roller

    TN: 8Range: NoneDuration: InstantTypes: Blessed, Shaman

    By praying to the Heavens (or thehigher power of the blesseds choice),the miracle worker can call upon Fateto smile down on the supplicant and hisflock.

    The TN for this spell is 8. Its alwaysdifficult to pull off, and there is noaffect for beating a TN of 4.

    If you make the roll, you get to take adraw from the Fate Pot.

    If you roll a natural 1, though, youinstantly lose your worst Fate Chip(white, then red, then blue).

    Hurry Up!

    TN: SpecialRange: SmartsDuration: 1d4 turnsTypes: Huckster, Shaman, Witch

    The target of this spell gains a burstof speed. There are two possible effectsof the spell roll.

    On an Easy (4) TN, anytime the targettroop runs, it may roll double the usualrunning dice and take the best result.

    On a Hard (8) TN, the target troop canroll double the usual running dice andadd them together.

    This spell works equally well onsingle figures, Heroes, or posses. Hurryup! can be cast on any troop. The spellhas no effect on vehicles, although itdoes work on horse-mounted troops.

    Substitutions: This spell alsosubstitutes for speed of the wolf (favor).

    Martyrs Mirror

    TN: Easy (4): 4 attacks; Hard (8): 8attacks

    Range: Caster onlyDuration: 1d4 turnsTypes: Blessed, Houngan, Huckster,

    WitchThis spell lets the caster get a little

    arcane payback on an opponent.After this spell is cast, a figure doing

    damage to the caster takes a likeamount of damage. It doesnt protect thecaster from any of the damage, howeverit only inflicts the same back on theattacker. For example, a gunman shootsa huckster protected by martyrs mirror.He does 8 points of damage to thehexslinger, so he takes 8 points ofdamage as well. The spell isnt much onprotection, but its great for revenge!Especially for a well-armored orotherwise protected mage.

    For crewed weapons like cannons andGatling Guns, a single crewmember isselected at random as a target for thedamage.

    The spell only mirrors one or twoattacks. The exact number is determinedby the casters roll. Once this number isreached, the spell ends, regardless of theduration.

    A spellslinger can only be under theeffect of a single martyrs mirror at atime.

    Substitutions: This spell alsosubstitutes for retribution (miracle).

    Mental Tweak

    TN: Easy (4): +1 step; Hard (8): +2 stepsRange: SmartsDuration: 1d4 turnsTypes: Houngan, Huckster, Witch

    Mind tweak strengthens the psyche tomake living troop strong-willed, steady,and brave. It has no effect on unlivingbeings.

    Choose Smarts, Shootin, or Guts. ThisTrait is raised by one or two die types,depending on the casters spell roll. Ifthis raises a troops mental Trait overd12, it becomes d12+1 or d12+2,respectively.

    A troop affected by any kind of tweakor twist is entirely immune to any othertweaks or twists.

  • 99999 MagicMagicMagicMagicMagicMental Twist

    TN: Easy (4): +1 step; Hard (8): +2 stepsRange: SmartsDuration: 1d4 turnsTypes: Houngan, Huckster, Witch

    Mental twist mystically lowers anenemy troops Smarts, Shootin, or GutsTrait by 1 or 2 die types to a minimumof d4. It only affects living troops. Atroop affected by a tweak or twist isimmune to other tweaks or twists.

    Substitutions: Bedazzle, hinder,nightmare realm, strike blind (miracle),and temptation (miracle).

    Missed Me!

    TN: Easy (4): -2 penalty; Hard (8): -4penalty

    Range: SmartsDuration: 1d4 turnsTypes: Houngan, Huckster, Witch

    This surrounds a troop in a shield ofenergy that deflects Shooting attacks.All shots against the troop subtract themodifier from the Shootin roll. Fightinand area attacks are unaffected.

    Phantom Fingers

    TN: Opposed (Strength)Range: Smarts x 2Duration: InstantTypes: Huckster, Shaman, Witch

    Phantom fingers gives the caster apair of mystical hands to cause havocwith his foes. It has three possible usesin High Noon. Phantom fingers is alwaysused against a single figure.

    First, it can be cast on a figuresweapon, causing it to lose its ActionCard. This is an opposed roll of thecasters Smarts versus the figuresStrength.

    Second, phantom fingers can pluck arelic from the hands of a foe. This isalso an opposed roll versus the figuresStrength.

    Finally, if used against a rig, it can beused to yank the steering wheel, throwa lever, or hit the brakes at aninopportune time. This is an opposedroll versus the drivers Strength. If thecaster wins, the rig immediately goesOutta Control (see Derailed!, partner).

    Protection

    TN: 4Range: 6Duration: ConcentrationTypes: Blessed

    This useful miracle calls upon theblesseds higher power to keep undeadand unearthly beings at bay.

    If the spellslinger makes his spell roll,no undead or unearthly being may getwithin 6 of him, nor may they castspells, use powers, or fire on anyonewithin the casters protective circle. Evena distant target is safe if the circle ofprotection comes between thesupernatural attack and its target. Thecircle of safety is inviolable by those itwards against.

  • 1010101010 MagicMagicMagicMagicMagic

    Creatures that were already within theprotective circle are not affected, thoughthey cannot enter it again should theyotherwise be forced out.

    Puppet

    TN: OpposedRange: SmartsDuration: ConcentrationTypes: Houngan, Shaman

    One of the nastier tricks in aspellslingers bag is puppet. This spelllets the caster attempt to take controlof another persons body.

    The spellslinger rolls a contest of hisspell die against the targets Smarts. Ifthe caster wins, he takes control of thefigure for the rest of the turn.

    The victim still acts on its normalAction Card. At the start of each action,she must try to break free by winning acontest of her Smarts against thecasters Smarts. If the victim issuccessful, she is released from thespellslingers control and can actnormally that turn.

    The caster must be in range when hefirsts attempts to control a victim, butthe range is ignored once the victim iscontrolled. A spellslinger may only evercontrol one victim at a time, and hemust follow all of the rules forconcentrating while the spell is in effect.Finally, the caster may choose to releasehis victim at anytime.

    Crewmen: Puppet can be used on aCrewman as long as the caster can seehim. That rules out the crews of Trains,Steam Tanks, Battle Suits, and AirCarriages, since the crews of these rigsare completely enclosed.

    Rapid Fire

    TN: Easy (4): Single or Hero; Hard (8):Posse or Crew

    Range: SmartsDuration: 1 roundTypes: Huckster

    This spell magically speeds up afirearms Rate of Fire. It only affects

    normal rifles, pistols, and shotguns.Rapid fire has no effect on gizmos orartillery pieces.

    The affected weapon has its Rate ofFire raised by +1 for the round. The TNfor the spell depends on who the casteris trying to affect.

    Substitutions: Infernal Machine

    Reanimate

    TN: Easy (4): Eatin Dirt; Hard (8): PutDown

    Range: SmartsDuration: PermanentTypes: Houngan, Huckster

    Sometimes even the undead need ahanda helpin hand, that is! This spellworks just like the helpin hand spell,except it only heals the undead. Anyundead, including a Harrowed, can behealed or even brought back to unlife byreanimation.

    Reassurance

    TN: Easy (4): 1 level; Hard (8): 2 levelsRange: SmartsDuration: InstantTypes: Blessed

    If theres one thing the blessed aregood at, its saying a kind word at theright time. This spell lets the casterboost the morale of a broken troop.

    The caster can improve the conditionof a Shaken or Panicked troop.Depending on the blesseds roll, she canraise the morale by +1 or +2 levels.

    This spell has no effect on a troopnot already Shaken or Panicked.

    Reflect

    TN: OpposedRange: Caster onlyDuration: InstantTypes: Huckster

    This spell acts as a mirror to otherspells, turning an opposing spellslingersmagic back onto her. It can only affectspells that actually target the Herohimself.

    The caster must have a Hold counterto be able to use reflect. When anotherspellslinger attempts to cast a spell onthe Hero, he discards his Hold counter,casts reflect, and attempts to turn thespell on the caster.

  • 1111111111 MagicMagicMagicMagicMagicAfter the enemy spellslinger rolls her

    spell die and cranks it up as high as shewants with Fate Chips, the caster ofreflect rolls his spell die. He can alsospend Fate Chips to boost his number. Ifhis final number beats hers, her spellbounces back and has full effect on her.Otherwise, the original spell has fulleffect.

    Area Effect: Area effect spells notcentered on the Hero cant be affectedby reflect, so a ball o doom cast 1 to theHeros right couldnt be bounced back atthe caster.

    Shadow Man

    TN: 4Range: Caster onlyDuration: ConcentrationTypes: Huckster, Shaman

    This spell wraps the spellslinger inshadows, camouflaging her so sheappears to be part of her surroundings.This allows her to move around moreeffectively during the battle.

    If the spellslinger makes an Easy (4)TN, she gains the ability sneaky for theduration of the spell.

    Substitutions: This spell alsosubstitutes for wilderness walk (favor).

    Shadow Walk

    TN: Easy (4): Range up to Smarts x 2;Hard (8): Range over Smarts

    Range: See belowDuration: InstantTypes: Houngan, Huckster

    Shadow walk allows the spellslingerto move from one spot to another onthe tabletop without having to actuallycross the distance in between. The TNof the spell roll determines just how farthe spellslinger can zap herself throughspace.

    Velocity: When a hexslinger shadowwalks, he actually steps quickly throughthe Hunting Grounds and back outagain. This brief change brings hisvelocity to zero, so if he stops on or ina vehicle, he gets hit by it. Basically itwould have the same effect of someonestepping off of a platform and onto amoving rig.

    The long and short of it is that ahexslinger can shadow walk onto amoving vehicle, but he automatically

    suffers Crash damage from doing so.Thus a huckster who shadow walksonto a Steam Wagon moving at FullSteam takes 3d6 damageand he wouldprobably lose his favorite hat.

    Shapeshift

    TN: 4Range: Caster onlyDuration: SpecialTypes: Houngan, Huckster, Shaman,

    WitchThis spell lets the caster change her

    form to that of a normal living animal.The caster can select any normalanimal listed for call o the wild andgain all of that creatures Traits andspecial abilities for the duration of thespell. The caster can also choose a birdshape. The profile for an average bird islisted at the end of the spell description.Only the casters Smarts, Guts, andmental Edges and Hindrances remainunchanged. The caster cant cast anyspells while in the animal shape. Thecaster is subject to any spell whichaffects normal animals while under theshapeshift.

    Shapeshift lasts until the caster EatsDirt, is Put Down, or spends an ActionCard to end it.

    Substitution: This spell alsosubstitutes for: skinchange (hex).

    Bird of Prey (Single)

    Strength d4 Smarts * Vigor d4,Shootin Fightin d6 Guts *Weapons: Claws and Beak (Strength +2)Special Abilities: Eagle Eyes, Fleet-

    Footed, Flight (Pace 15).*Trait is as casters.

    Smite

    TN: Easy (4): +2 to Fightin; Hard (8): +2 toFightin and damage

    Range: Caster onlyDuration: 1d6 turnsTypes: Blessed, Shaman

  • 1212121212 MagicMagicMagicMagicMagic

    This miracle gives the spellslinger aheapin helpin o muscle to pummeltheir foes. The spellslinger can add abonus to his Fightin and damage,depending on the spell rating.

    Smite

    Bonus TN+2 to Fightin rolls 4

    +2 to Fightin and damage rolls 8

    Soul Blast

    TN: Easy (4): Range Smarts; Hard (8):Range Smarts x 2

    Range: Twice the casters SmartsDuration: InstantTypes: Houngan, Huckster, Witch

    This is the spell that makesspellslingers the equals of deadlygunfighters. It sends a ghostly bolt ofethereal force smashing into the verysoul of the wizards foe.

    Soul blast has to hit the target justlike a firearm (TN 4 at short range, TN 8at long range). The huckster must alsoaccount for such modifiers as cover andthe like. The damage of the soul blast is2d6 plus the difference between the TNand the casters hex roll. So if thehuckster needs a 4 to hit and rolls a 6,he does 2d6+2 damage.

    Immunities: Undead, buildings,machines.

    Strike Blind

    TN: OpposedRange: 6Duration: 1d4 turnsTypes: Blessed, Houngan

    This spell blinds a single figure. Thetarget must make a Vigor roll againstthe casters spell roll. If it fails, thefigure is blinded. Blinded figures receivea 4 penalty to all Shootin and Fightinrolls, move at half pace and no runningis allowed.

    Stun

    TN: Easy (4): TN 4; Hard (8): TN 8Range: Caster onlyDuration: 1d4 turnsTypes: Houngan, Witch

    This wicked little spell makes eventhe weakest spellslinger a dangerousopponent in hand-to-hand combat.

    For the duration of stun, wheneverthe caster makes a successful Fightinattack, he has a chance to paralyze hisopponent. First, resolve any damage asnormal. Then the opponent must makea second Vigor check against a TNdetermined by the casters spell roll. Iffailed, the model starts Eatin Dirt.

    Unlike the paralysis ability, stunworks just as well on nonliving troopsas it does living ones.

    Substitutions: Spiritual backhand(miracle).

    Texas Twister

    TN: Easy (4): TN 4 twister; Hard (8): TN 8twister

    Range: SightDuration: ConcentrationTypes: Huckster, Witch

    This devious hex creates a dust devilthe size of the Boom! Template. Anytroop inside the twister must win acontest against the twisters Strength (asdetermined by the casters roll) to act onits action. A troop that loses the contestis blinded and forfeits its action.

    Once created, the twister can bemoved 2d6 per round as long as it staysin sight of the huckster.

    Texas twisters can never be createdindoors.

    Tweak

    TN: Easy (4): +1 step; Hard (8): +2 stepsRange: SmartsDuration: 1d6 turnsTypes: Huckster

    Since mad scientists unwittingly drawtheir inspiration from the manitous, itonly makes sense those same beingscould make a gizmo even more effective.This spell boosts the level of a troopsmalfunction die by +1 or +2 steps. Theincrease depends on the casters roll.

  • 1313131313 MagicMagicMagicMagicMagicZombie

    TN: Easy (4): Single or Hero; Hard (8):Posse or Crew

    Range: SmartsDuration: PermanentTypes: Houngan

    The spell can only be cast on a deadhuman troop. The troop must have beenkilled in this battle and had to be livingto start with. Zombie cant bring theundead back. The TN for this spelldepends on the number of troops thehoungan is turning into zombies.

    If the spell is successful, the trooprises at the beginning of the next turnas Walkin Dead. All its Traits are d6,and it has the special abilities fear,fearless, and undead. Any other specialabilities the troop may have possessedare lost in the fog of undeath. Thenewly risen Walkin Dead are armedwith the weapons they had in lifeevenif they carried gizmos likeflamethrowers!