Hexing
Casters can cast "quietly" or "loudly". If cast loudly, the caster needs to shout and gesticulate loudly and dramatically making it obvious what they are doing. It cannot be modified with silent or still casting.
Quiet casting is not mute (unless modified with silent casting), but if there is a cover and background noise or a large crowd it is possible to cast without identifying the Hexer as being someone hexing them.
For the level ●● and higher effects, loud casting turns the OR into an AND.
Using a scroll, wand, potion, or any other form of stored magic is always "quiet" and per usual, always considered a "three success" effect.
(Manipulation + Theology/Engimas)
● Hexer rolls against target's Willpower and Target suffers a a one-die penalty for one minute (two combat rounds) per net success the hexer wins by. "Loud" casting doubles this duration.
OR
Detect illnesses, curses, or poisons
●● Hexer rolls against target's Willpower. If the Hexer wins, the target cannot spend or regain temporary Willpower for one scene. If the Hexer wins by three net successes, the target also treats "2"s on d10 rolls as "1"s.
OR
a mildly inconvenient illness or curse that will pass on its own in about three days per net success.
●●● A single target in the caster's line of sight suffers a one-die penalty per net success the hexer wins by, plus one for one scene. Unless the defender wins by three success, the defender suffers a one-die penalty even if they win.
OR
The target suffers a non-life threatening and somewhat contagious illness that will last about a week per net success or a suffers a very annoying curse for roughly the same period of time.
●●●● Hexer can target a small group of people afflicting targets equal to the number of successes plus one. Resisted by Willpower, separately rolled for each target. The Hexer does not have to split successes between potency of the hex and the number of target. If the the hexer rolls five successes, than six targets have face a five success attack.
For each net success the hexer wins by, a target suffers a one-die penalty for a scene. Unlike the level ●●●, if the defender ties or beats the hexer's successes with her Willpower roll, they suffer no ill effect.
OR
All the targets suffers a non-life threatening illness that will last about a week per net success and is quite contageous or a suffers a very annoying curse for roughly the same period of time.
●●●●● The hexer can inflict physical, mental, or social attribute damage to a target in line of sight, resisted by Willpower inflicting one level of damage per net success the hexer wins by.
OR
The target receives a deadly disease or legendarily terrifying curse
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