Magic - Hexes

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Hexes are minor, mischievous spells designed to inconvenience or pester their targets. Often employed by cunning witches, hedge wizards, or even mischievous tricksters, hexes are easy to cast and short-lived, making them ideal for distracting foes or causing small-scale mischief. They’re commonly used in petty disputes or lightly contested altercations, where a quick inconvenience can tip the balance without risking a major backlash.  

Hex List

This is not an all inclusive list of hexes, there are many more. A character can make up a new hex any time with approval by the GM.   CN: Casting Number   Notes:
  • To cast a Hex, the caster must speak to the target within hearing range, language is not a barrier. Deaf targets are immune to Hexes. The target(s) must be directly targeted: only possible target available, eye contact, or pointing to the target(s).
  • All hexes can be overcast. Overcast: +1 Target or +1 Round for every +2 SL (you cannot combine both).
  Spells are sorted by CN cost and then by name.
 
Sly Tangle
Subtly twists objects the target carries - like pouches, scabbards, or potion belts - so they're harder to draw or open.  
Compatible with WFRP4e
CN: 1   Effect: The target must pass an Agility Test or spend an extra Action each time they attempt to draw a weapon, retrieve an item, or drink a potion for 1d10 Rounds.   Miscast: The hex backfires, causing the caster's own items to knot or jam.  
Compatible with Cypher System
Intellect Cost: 3   Effect: For up to 10 minutes, any attempt by the target to access gear or draw a weapon is hindered by one step.   GM Intrusion: The tangled items snap or spill, ruining a potion or revealing an important object unexpectedly.
 
Jinxed Step
The ground beneath the target seems to shift unnaturally, causing them to stumble or misstep more often.  
Compatible with WFRP4e
CN: 2   Effect: For Rounds, the target's Movement is treated as 1 point lower, and each Run or Charge action requires an Agility Test to avoid stumbling Prone.   Miscast: The localized jinx momentarily affects the caster's own footing, imposing a –10 penalty on their next Movement-based action.  
Compatible with Cypher System
Intellect Cost: 2   Effect: For one minute, the target's attempts to sprint, jump, or engage in complex footwork (including Dodge rolls) are hindered by one step.   GM Intrusion: The target blunders into something inconvenient, like a trap trigger or a hidden obstacle, causing immediate consequences.
 
Sour Taste
Everything the target eats or drinks tastes foul, sapping morale and enjoyment.  
Compatible with WFRP4e
CN: 1   Effect: The target's food and drink taste unpleasant for 1 day, imposing a –5 penalty on Consume Alcohol or any social activity involving dining.   Miscast: The caster momentarily experiences the sourness themselves, imposing a similar effect for 1 hour.  
Compatible with Cypher System
Intellect Cost: 2   Effect: The target suffers an unpleasant taste that, while not mechanically debilitating, lowers their morale. Narratively, it can reduce cooperation or hamper social interactions for about a day.   GM Intrusion: The sour effect spreads to an ally's meal or drink, causing mild confusion and potential interpersonal conflict.
 
Tangling Shoelaces
The target's footwear or clothing entangles itself, threatening to trip them up at an unfortunate moment.  
Compatible with WFRP4e
CN: 1   Effect: For one round, the target must succeed on an Agility Test or fall Prone. If in combat, they also lose 1 Advantage (if applicable).   Miscast: The tangling effect spreads to the caster's items - sheathes, belts, or boots - causing them minor embarrassment.  
Compatible with Cypher System
Intellect Cost: 2   Effect: The target's next Movement-based action (like running, jumping, or dodging) is hindered by one step.   GM Intrusion: The target's sudden stumble draws unwanted attention, possibly triggering a hazard or alerting enemies.
 
Chattering Teeth
The target's jaw begins to uncontrollably chatter, slurring speech and making incantations difficult.  
Compatible with WFRP4e
CN: 2   Effect: The target gains a –10 penalty to any Language (Magick) or Charm Tests for 1d10 Rounds. Their teeth won't stay still long enough for proper pronunciation.   Miscast: The spell inverts, and the caster's own words come out in garbled nonsense for 1d10 Rounds.  
Compatible with Cypher System
Intellect Cost: 3   Effect: The target's next attempt to cast a spell (or perform any complex verbal action) is hindered by one step.   GM Intrusion: The target's chattering becomes so loud it attracts nearby creatures or interrupts a delicate social scene.
 
Fleeting Shadows
Shadows dance at the edges of the target's vision, causing them to misjudge movements and distances.  
Compatible with WFRP4e
CN: 2   Effect: For 1d10 minutes, the target suffers –10 to Perception and Ballistic Skill Tests as illusions flit around them.   Miscast: The shadows cling to the caster instead, imposing the same penalty for half the duration.  
Compatible with Cypher System
Intellect Cost: 3   Effect: The target takes +1 difficulty on Perception-based actions or ranged attacks for up to 10 minutes.   GM Intrusion: The illusions momentarily become real, frightening the target into losing their next action or fleeing.
 
Itching Whispers
A faint, mystical itch invades the target's senses, distracting them from important tasks.  
Compatible with WFRP4e
CN: 2   Effect: The target feels an intense itching sensation for 1d10 Rounds. They suffer a –10 penalty to all Tests due to constant discomfort.   Miscast: The witch experiences a backlash, suffering the same itching effect for 1d10 Rounds.  
Compatible with Cypher System
Intellect Cost: 2   Effect: The target takes a +1 difficulty penalty on their next roll as they struggle with the distracting sensation. If used repeatedly, the effect stacks only for narrative annoyance.   GM Intrusion: The witch misjudges, inflicting the itch upon an ally or themselves instead.
 
Slack Jaw
Causes the victim's jaw to go loose and unresponsive, making speech slurred and difficult.  
Compatible with WFRP4e
CN: 2   Effect: For 1d10 Rounds, the target's speech becomes nearly unintelligible, imposing a –10 penalty on Charm, Command, or other speech-based Tests.   Miscast: The caster momentarily experiences the same effect, slurring their words for 1 round.  
Compatible with Cypher System
Intellect Cost: 2   Effect: For up to one minute, the target's attempts at verbal communication or social persuasion are hindered by one step.   GM Intrusion: The target's confusion is so profound that they inadvertently reveal secret information or fail to convey a crucial warning.
 
Sticky Fingers
A mischievous hex that compels the target's hands to cling to objects, making them either drop items prematurely or struggle to release them when needed.  
Compatible with WFRP4e
CN: 2   Effect: For 1d10 Rounds, whenever the target tries to let go of an item (weapon, tool, etc.), they must pass a Strength Test or keep holding it involuntarily. Conversely, delicate objects might slip from their grip if they fail an Agility Test.   Miscast: The caster briefly suffers the same effect - imagine being unable to set down a staff or stop plucking at cloak fasteners.  
Compatible with Cypher System
Intellect Cost: 2   Effect: For one minute, the target's grip is faulty or over-strong. Dropping or switching items is hindered by one step, and they might automatically fail a chance to manipulate delicate objects.   GM Intrusion: The curse triggers at the worst time - e.g., the target's weapon sticks mid-swing, making them drop their guard or injure themselves.
 
Twitchy Limbs
A subtle jinx causing the target's arms and legs to twitch or move involuntarily at awkward moments.  
Compatible with WFRP4e
CN: 2   Effect: For 1d10 Rounds, the target must succeed on an Agility Test at –10 each time they attempt a delicate or precise action (e.g., aiming, lockpicking). Failure means they bungle the action or drop what they're holding.   Miscast: The caster experiences a sympathetic reaction, suffering minor twitches for 1d5 Rounds.  
Compatible with Cypher System
Intellect Cost: 2   Effect: For up to one minute, the target's fine-motor tasks (like picking a lock, performing surgery, or aiming ranged weapons) are hindered by one step.   GM Intrusion: The twitch spreads unexpectedly, causing the target to accidentally bump an ally or break a nearby object.
 

Hex Miscast Consequences

For hex users who critically fail a casting roll. Roll 1d20 or assign by GM fiat.  

General

#TitleConsequence
Compatible with WFRP4e
Consequence
Compatible with Cypher System
1Sour AftertasteCaster’s food tastes foul for a day; –10 Consume Alcohol.Cannot benefit from next recovery roll using food/drink.
2Jinxed QuillWritten words invert; redo paperwork, lose 30 minutes.Writing task hindered; 1 Intellect damage from frustration.
3Snickering WindSmall breeze mimics your laugh; –10 Gossip for an hour.Social tasks hindered one step as NPCs distracted.
4Flickering LanternNearby lights dim unpredictably; –10 Navigation at night.Perception in dim light hindered for 1 hour.
5Tangled ThreadShoelace knots; trip, lose 1 Advantage if any social scene.Lose next action; Speed defense roll hindered.
6Chicken CluckYou involuntarily cluck when surprised; –10 Charm.Next social roll hindered; comedic GM intrusion possible.
7Loose ButtonsGarment buttons pop off; minor embarrassment, –5 Fellowship.Clothing mishap hinders next stealth or social roll.
8Itchy NosePersistent itch; Concentration tests –10 for 10 minutes.Any task requiring focus hindered for 10 minutes.
9Off-Key HumNearby instruments detune; performers annoyed at you.Performance tasks hindered; 1 XP intrusion if recital ruined.
10Shifting InkblotInk crawls on parchment, distorting a map.Map-based navigation hindered; GM intrusion lost path.
11Shoes SqueakEach step squeaks loudly; –10 Stealth until shoes removed.Stealth tasks hindered one step for 1 hour.
12Fleas of FateMinor flea swarm jumps on caster; gain Fatigue unless washed.Take 2 Might damage from itching; next rest hindered.
13Mirror SmudgeReflection foggy; grooming suffers, –5 Fellowship.Appearance tasks hindered; GM intrusion in noble court.
14Dripping QuillPen drips ink blotches; stain important document.Pay coin to replace or social task hindered with official.
15Rogue EchoYour voice echoes seconds later; confuses listeners.1 step hinder on persuasion; causes comedic distraction.
16Stuck PageSpellbook page sticks; casting next hex costs +1 Int.Next ability costs +1 Intellect.
17Coin Flip CurseEvery tossed coin lands on edge; gamblers suspicious.GM intrusion incites accusations of cheating.
18Milk SoursNearby dairy spoils; cook offended, hospitality worsens.Lose free lodgings or pay extra; Might damage if consumed.
19Sudden HiccupHiccups interrupt; –10 Language (Magick) for next hour.Any verbal ability hindered; lose turn in ritual.
20Cat’s GlareStray cats watch you; locals mutter, +1 Difficulty social in town.GM intrusion: NPC superstition; social tasks hindered remainder of day.
 

Combat

Higher results are increasingly disastrous.
#TitleConsequence
Compatible with WFRP4e
Consequence
Compatible with Cypher System
1Backfire SparkThe hex rebounds: caster suffers their own hex's effect for 1d10 Rounds.Caster suffers their own hex for 1 minute; next action is hindered.
2Itch ReversalGain 1 Fatigue and –10 to Agility for 10 minutes.Take 2 Might damage; Speed tasks hindered for 10 minutes.
3Tongue-TiedCannot speak coherently for 1d10 Rounds (automatically fail spoken spells).Verbal tasks are hindered for 1 minute; casting with words fails.
4Snapped FocusLose 1 Advantage and –10 to next Willpower Test.Lose next action; –1 to Effort on next roll.
5Raveled ThreadsAny clothing/gear knots; –10 to Movement for 1d10 Rounds.Movement tasks hindered; drop an item (GM intrusion).
6Minor Hex StormRandom ally within 5 yd also hexed for half duration.Nearest ally gains hex effect for 3 rounds; hindered.
7Stinging FeedbackTake 1d5 Wounds (ignores TB/armour).Take 3 Might damage (ignores Armor).
8Punitive WhispersSuffer –10 to Charm tests for 1 hour as voices berate caster.Social tasks hindered for 1 hour; GM intrusion: self-doubt.
9Fickle FatesNext d10 the caster rolls is treated as a 1.Next die roll is treated as natural 1; automatic GM intrusion.
10Gremlin TouchRandom carried trinket breaks or loses 1 Encumbrance point.One cypher/artifact loses 1 depletion or malfunctions.
11Recoil ShockCaster stunned for one Round.Lose next action; 2 Intellect damage.
12Invisible SlapFall Prone; must spend Action to stand.Fall prone; standing costs an action.
13Soured AuraAllies within 2 yd suffer –5 Fellowship for 10 minutes.Allies within immediate range have social tasks hindered for 10 minutes.
14Mirror MisfireHex hits the wrong target (GM choice).Hex targets unintended creature; GM intrusion.
15Hand SpasmDropping any held object; –10 WS for next attack.Drop weapon/item; next attack hindered.
16Arcane StaticNext spell cast by caster is +1 CN harder.Next ability costs +1 Intellect/Might.
17Itchy ConcentrationConcentration spells fail automatically for rest of scene.Cannot maintain powers for 10 minutes.
18Minor CorruptionGain 1 Corruption point.Take 2 Intellect damage; gain short-term madness (GM).
19Spirit NipLose 1 Resolve and 1 Fortune (if any).Lose 2 XP or an immediate GM intrusion.
20Hex ExplosionAll creatures within 3 yd make WP or suffer most recent hex effect for full duration.All in immediate range must make Speed defense or suffer hex effect; caster takes 4 Intellect damage.


Cover image: hexes-articles-header by Tillerz using MJ

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