Magic - Hexes
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FEATURED
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).
Sly Tangle
Subtly twists objects the target carries - like pouches, scabbards, or potion belts - so they're harder to draw or open.

Jinxed Step
The ground beneath the target seems to shift unnaturally, causing them to stumble or misstep more often.

Sour Taste
Everything the target eats or drinks tastes foul, sapping morale and enjoyment.

Tangling Shoelaces
The target's footwear or clothing entangles itself, threatening to trip them up at an unfortunate moment.

Chattering Teeth
The target's jaw begins to uncontrollably chatter, slurring speech and making incantations difficult.

Fleeting Shadows
Shadows dance at the edges of the target's vision, causing them to misjudge movements and distances.

Itching Whispers
A faint, mystical itch invades the target's senses, distracting them from important tasks.

Slack Jaw
Causes the victim's jaw to go loose and unresponsive, making speech slurred and difficult.

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.

Twitchy Limbs
A subtle jinx causing the target's arms and legs to twitch or move involuntarily at awkward moments.

Hex Miscast Consequences
For hex users who critically fail a casting roll. Roll 1d20 or assign by GM fiat.General
# | Title | Consequence ![]() | Consequence ![]() |
---|---|---|---|
1 | Sour Aftertaste | Caster’s food tastes foul for a day; –10 Consume Alcohol. | Cannot benefit from next recovery roll using food/drink. |
2 | Jinxed Quill | Written words invert; redo paperwork, lose 30 minutes. | Writing task hindered; 1 Intellect damage from frustration. |
3 | Snickering Wind | Small breeze mimics your laugh; –10 Gossip for an hour. | Social tasks hindered one step as NPCs distracted. |
4 | Flickering Lantern | Nearby lights dim unpredictably; –10 Navigation at night. | Perception in dim light hindered for 1 hour. |
5 | Tangled Thread | Shoelace knots; trip, lose 1 Advantage if any social scene. | Lose next action; Speed defense roll hindered. |
6 | Chicken Cluck | You involuntarily cluck when surprised; –10 Charm. | Next social roll hindered; comedic GM intrusion possible. |
7 | Loose Buttons | Garment buttons pop off; minor embarrassment, –5 Fellowship. | Clothing mishap hinders next stealth or social roll. |
8 | Itchy Nose | Persistent itch; Concentration tests –10 for 10 minutes. | Any task requiring focus hindered for 10 minutes. |
9 | Off-Key Hum | Nearby instruments detune; performers annoyed at you. | Performance tasks hindered; 1 XP intrusion if recital ruined. |
10 | Shifting Inkblot | Ink crawls on parchment, distorting a map. | Map-based navigation hindered; GM intrusion lost path. |
11 | Shoes Squeak | Each step squeaks loudly; –10 Stealth until shoes removed. | Stealth tasks hindered one step for 1 hour. |
12 | Fleas of Fate | Minor flea swarm jumps on caster; gain Fatigue unless washed. | Take 2 Might damage from itching; next rest hindered. |
13 | Mirror Smudge | Reflection foggy; grooming suffers, –5 Fellowship. | Appearance tasks hindered; GM intrusion in noble court. |
14 | Dripping Quill | Pen drips ink blotches; stain important document. | Pay coin to replace or social task hindered with official. |
15 | Rogue Echo | Your voice echoes seconds later; confuses listeners. | 1 step hinder on persuasion; causes comedic distraction. |
16 | Stuck Page | Spellbook page sticks; casting next hex costs +1 Int. | Next ability costs +1 Intellect. |
17 | Coin Flip Curse | Every tossed coin lands on edge; gamblers suspicious. | GM intrusion incites accusations of cheating. |
18 | Milk Sours | Nearby dairy spoils; cook offended, hospitality worsens. | Lose free lodgings or pay extra; Might damage if consumed. |
19 | Sudden Hiccup | Hiccups interrupt; –10 Language (Magick) for next hour. | Any verbal ability hindered; lose turn in ritual. |
20 | Cat’s Glare | Stray 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.# | Title | Consequence ![]() | Consequence ![]() |
---|---|---|---|
1 | Backfire Spark | The hex rebounds: caster suffers their own hex's effect for 1d10 Rounds. | Caster suffers their own hex for 1 minute; next action is hindered. |
2 | Itch Reversal | Gain 1 Fatigue and –10 to Agility for 10 minutes. | Take 2 Might damage; Speed tasks hindered for 10 minutes. |
3 | Tongue-Tied | Cannot speak coherently for 1d10 Rounds (automatically fail spoken spells). | Verbal tasks are hindered for 1 minute; casting with words fails. |
4 | Snapped Focus | Lose 1 Advantage and –10 to next Willpower Test. | Lose next action; –1 to Effort on next roll. |
5 | Raveled Threads | Any clothing/gear knots; –10 to Movement for 1d10 Rounds. | Movement tasks hindered; drop an item (GM intrusion). |
6 | Minor Hex Storm | Random ally within 5 yd also hexed for half duration. | Nearest ally gains hex effect for 3 rounds; hindered. |
7 | Stinging Feedback | Take 1d5 Wounds (ignores TB/armour). | Take 3 Might damage (ignores Armor). |
8 | Punitive Whispers | Suffer –10 to Charm tests for 1 hour as voices berate caster. | Social tasks hindered for 1 hour; GM intrusion: self-doubt. |
9 | Fickle Fates | Next d10 the caster rolls is treated as a 1. | Next die roll is treated as natural 1; automatic GM intrusion. |
10 | Gremlin Touch | Random carried trinket breaks or loses 1 Encumbrance point. | One cypher/artifact loses 1 depletion or malfunctions. |
11 | Recoil Shock | Caster stunned for one Round. | Lose next action; 2 Intellect damage. |
12 | Invisible Slap | Fall Prone; must spend Action to stand. | Fall prone; standing costs an action. |
13 | Soured Aura | Allies within 2 yd suffer –5 Fellowship for 10 minutes. | Allies within immediate range have social tasks hindered for 10 minutes. |
14 | Mirror Misfire | Hex hits the wrong target (GM choice). | Hex targets unintended creature; GM intrusion. |
15 | Hand Spasm | Dropping any held object; –10 WS for next attack. | Drop weapon/item; next attack hindered. |
16 | Arcane Static | Next spell cast by caster is +1 CN harder. | Next ability costs +1 Intellect/Might. |
17 | Itchy Concentration | Concentration spells fail automatically for rest of scene. | Cannot maintain powers for 10 minutes. |
18 | Minor Corruption | Gain 1 Corruption point. | Take 2 Intellect damage; gain short-term madness (GM). |
19 | Spirit Nip | Lose 1 Resolve and 1 Fortune (if any). | Lose 2 XP or an immediate GM intrusion. |
20 | Hex Explosion | All 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. |
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