Hexcrafting Part III – The Elemental Powers Deck

And for today, it’s a complete Elemental Hexcraft Deck – although it is, of course, suitable for various other purposes. This particular deck is divided into five suits – Flames, Water, Air, Earth, and Wood, each in sequence from primal origin to final end, and each noting what kind of hexes it can be used to produce.

Suit Of Flames:

1. The Sun. Pure, terrible, and radiant, the sun drives back the darkness, destroying what conceals itself within that darkness. Light, truth, and purification all lie within the purview of the Sun, as well as searing light and the destruction of the undead.

2. The Inferno. The greatest of earthly fires, the inferno rages and destroys. Rains or walls of flame, the summoning of fire elementals, and destructive blasts all lie within the purview of the Inferno – as does parting flames and controlling such forces.

3. The Fireball. Catalysis of change lies within the Fireball, the power to cause fires to flare up as mighty blasts, to haste or slow the fires which burn within living beings, and to perform subtle feats of alchemy.

4. Energy. Fire harnessed yields energy, the power to drive great engines and clanking steam powered automatons, to hurl mighty projectiles, and to send vehicles hurtling across the world and skies. Guns, rockets, engines and mechanical wonders lie within the purview of Energy.

5. The Forge. Where craft meets magic, the Forge fabricates and enhances. All forms of repairs, fabrications, and refinements, and the enhancement of weapons, tools, and armor, lie within the domain of the Forge.

6. The Secret Fire. Fire can lie imprisoned within many things, whether bound into coal and oil by the forces of nature or by the hands of craftsmen. The Secret Fire can call forth that bound fire or bind fire away, to be released at will.

7. The Unity Of Fire. To recognize the balance of fire within and without is to handle it in safety. Spells of protection from fire and cold, merging with fire, Fire Shield, and many similar protections can be found within the Unity Of Fire.

8. The Dance Of Flames. Within the heart of the flames lies both grace and vision, speed and fascination. Those peering within the flame may react with swift prevision, gain glimpses across time and space, and ensorcell others with the beauty of a dancing flame.

9. Smoke. Whether a pleasantly scented wisp or a choking miasma, Smoke fills the winds with darkness. It’s domain includes the simplest of illusions, blocking sight, having various ill effects on those within it, and even generating toxic clouds of carbon monoxide.

10. Desolation. The burning away of social relationships lies at the heart of Desolation, it’s purview includes the traps and barriers of no-mans-land, hatred and betrayal, and the destruction of hope and the blasted landscapes which inevitably follow.

11. Ashes. All fires must must burn out at last, leaving little of worth behind, but clearing the way for new things. Whether to extinguish other flames, to call forth a burning wind of searing sparks and embers, to simply disintegrate something, to drain energy and strength, or to undo destruction – perhaps reconstructing a burned tome – Ashes will serve.

12. Darkness. When the last flame glimmers out, and the light perishes, Darkness will yet remain. Spells of concealment, and of the unnatural forces which bring the animation of undeath to life properly long since passed are concealed within the Darkness.

Suite Of Water

1. Abysm. In the secret depths, in the darkness between the fire and the ice, does life begin. Aberrations, Slimes, Immense Pressure, and Deep Mysteries all lie within the province of Abysm.

2. Leviathan. The great beasts of the sea echo the deep history of the world and contain the wrath of the waters. Great monsters, ancient tales, great upheavals, and the birth of new things and places fall within the purview of the Leviathan.

3. Whirlpool. What came from the deep will one day be reclaimed by the deep, a fraught passage that might lead to anywhere but which offers a traveler little control and the risk of being stranded.

4. Current. The inexorable flow of space, time, and destiny sweeps all the cosmos with it, drawing everything towards an unknown destination. Such forces are the purview of the Currents of time, as is the induction of eddies, imposing destinies, and hastening or slowing the flow of time.

5. Tide. The inevitable waxing and waning of the Tide moves within all life. Youth and Age, Growth and Decay, and the enhancement and reduction of Attributes all fall within the purview of the Tides ebb and flow.

6. Ship. Whether drifting flotsam or vessel of cunning craft, the seas touch lands and places across time, space, and reality, cosmos drifting like bubbles within the depths. Travels between lands and places, importing rare marvels, and struggles against the forces of nature are within the province of the Ship.

7. The Unity Of Water. To recognize the balance of water within and without is to handle it in safety. Spells of protection from corrosives and toxins, merging with water, auras that corrode or drown, and many similar protections can be found within The Unity Of Water.

8. Venom. The malignance of water seethes in hidden places, emerging to strike secretly from within. It’s malice ranges from simple incapacitation or intoxication to horrific slow dooms. All the intoxicants, drugs, and poisons of the natural world are within the domain of Venom.

9. Reagent combines craft with the myriad secrets of water, the extraction and distillation of what lies within. The realms of alchemy and chemistry, purification and sublimation are all within the Reagent’s compass.

10. Blood. As without, so within, Blood surges with it’s own current and tide, flowing with life and vitality. The transfer of vital force, the sealing and healing of wounds, bringing temporary life to the inanimate, disease and the recovery therefrom are all within the scope of Blood.

11. Erosion. Water is the great leveler, taking all things, grain by gain, back into itself to be reborn – or, if their time is truly past, to sleep forever into silted darkness. The corrosive power of time, of decay, of quagmire, of disaster, and of dissolution lurks hidden within the depths of Erosion.

12. Fimbulwinter. When stillness at last claims the restless waves, and the boundless lines of the future freeze into the crystalline oneness of the past, there shall be no more to come. Ice, endings, preservation, and the purity of the arctic wastes writ large remain when the river of life comes at last to its end.

Suit Of Air

1. The Nebula. A sparkling of motes gathered from a celestial wind, an ethereal foundation for what is to come. Radiation and Magnetism, as well as the vacuum of space can be drawn from the nigh-endless depths of the nursery of stars.

2. Gyre. The vortex draws all around it to itself, whirling about it’s core. From the spiraling infall of gas to form new stars to the smallest dust devil, the pattern of the Gyre appears again and again. While things like sunspots are out of reach in most settings, whirling shields, blades, bullets, tornados and the self-organizing lives of Air Elementals usually are not.

3. Wind. From the streaming particles of the solar winds to the ceaseless hypersonic gales of jovian worlds, force and motion are the domain of Wind.

4. The Thunderbolt. Where wind contends with wind, atoms themselves are torn asunder and the Thunderbolt is born. Both prismatic radiance and the discharging force of lightning are within the purview of the onrushing storm.

5. Sublimation. From the finest mists of the exosphere between the stars to the mesospheric chill, it is the nature of air to carry energy away. Spells of cold, of extinguishment, and of draining and negating forces and other magics lie within the purview of Sublimation.

6. Thunder. Between the Lightning and the Thunder is a promise waiting to be fulfilled. The vibration of wind recoiling. The forces of Sound and Vibration fall within the scope of Thunder, albeit only in their cruder forms.

7. The Unity Of Air. To recognize the balance of Air within and without is to handle it in safety. Spells of protection from lightning and sound, merging with the winds, auras that deflect missiles or hurl others away, and many similar protections can be found within The Unity Of Air.

8. The Harmony Of Voices. Thunder and Craft give birth to Language and Communication, the foundation of Sapience. Empathy and Music, Words and Phantasms, Translation and Encryption all fall within the compass of the Harmony Of Voices.

9. Dream Of Wings. Wind harnessed by Life grants the freedom of the sky, carries missiles and missives, and sends thought between worlds. This also grants Dream Of Wings some level of control over dream-magic, no matter how ethereal that application.

10. Cloud. The stagnation of Air becomes drifting pools, a vaporous Sargasso of turbulent particles and aerosols. Within the compass of the Cloud lies mists, gases, blowing dusts, and an assortment of corrosives and toxins.

11. Silence. When Air at last passes into stillness, naught remains save the occasional tremor of deep structures yielding at last to ancient pressures. Within Silence lies the perception of deep time, stillness, the easy detection of even the faintest traces and disturbances, and the suppression of sound and motion. Stillness remains where Silence reigns.

12. Void. Last as it was first, the last traces of Air a scattering of particles drifting into the eternal void. Vacuum, where even Air is not, the dispersal of matter at fundamental levels, and the expansion of space all fall within the Void.

Suit Of Earth

1. The Mountain. In nigh invincible solidity the Mountain is the fundamental embodiment of Earth and Stone, whether as an iron fist of hurtling doom, a bulwark of defense, or an unremarked host of lesser entities. Its grasp is gravitation, its strength the slow thrust of plate tectonics, and its endurance near eternal. The summoning and manipulation of stone and earth, and of the gravitation that binds it, lies within the Mountain.

2. Earthblood. Flowing from the world’s heart comes heat and magic, upwellings of flowing stone, fields of magnetic force, and forces stranger still. The magic of the Earthblood is slow but strong, spells of vulcanism, magnetism, ley lines, and drawing up or dissipating magical energies all pulse with ancient energies of Earthblood.

3. Cavern. Concealment, shelter, and a place of daunting stony beauty, those places where Earth withholds its base aspect are still filled with its deep strengths. There may forces birthed in darkness be given form. Extra-dimensional spaces, passage through otherwise impenetrable obstacles, and the forces of Shadow are concealed within the Cavern.

4. Crystal. Stability and order given form, the lattice of timeless Crystal can hold both energy and information. Stasis, storing both raw power and the complex structures of spells, disciplines, and information, and the channeling of those forces lie within the sparkling depths of Crystal.

5. Earthquake. Where stability bows at last to accumulated tension the foundations of the world crumble and prior certainties give way. While the aspects of the Earthquake include the shaking of the earth and destruction of architecture, ancient magics and planar traits, the very foundations of reality, also tremble and fall before the Earthquake.

6. Endurance. That which is of the Earth, or is touched by its energies, survives. If you wish the life of a burned-out forest to reawaken, for a gate to withstand all that can be hurled against it, to withstand the rigors of a lengthy battle, or for a frail child to recover from some terrible disease, the Endurance holds the answers you seek.

7. The Unity Of Earth. To recognize the balance of earth within and without is to handle it in safety. Spells of protection from weapons and force, merging with earth and stone, armored skin, and many similar protections can be found within The Unity Of Earth.

8. The Fortress. Where Craft touches upon Stone, the Fortress rises, fastness, refuge, and home. Spells of hospitality, of construction and siege, of imbuing locations with defenses and wards, all lie within the purview of the Fortress.

9. The Golem. While the Earth is slow to wake, it is implacable once aroused. While simple elementals are within the domain of the Golem, so are deadfalls, avalanches, the pools of dust or “quicksand” which swallow up their victims, and simple pits. When the Golem stirs the earth itself to battle, where shall one find refuge?

10. The Delve. The fruits of the Earth are many, and are the foundation of wealth. Metals and Jewels, the hidden lore of the long-buried past, and the Hammer in the Forge, all begin in the depths of the Earth. Spells of Crafting, of Finding, of Paths, of Metal, and of Wealth, all lie hidden within the depths of the Delve.

11. Armor. When Earth guards Flesh, Armor is. From the crudest stony shell to the complex electronics of a giant mecha, Armor has defended life across the ages. Spells that grant, enhance, or otherwise augment that protection fall within its scope.

12. Dust. When even Earth begins to fail and structure falls away, all that remains is drifting dust. Spells of sealing and release, of disintegration and recalling the traces of the past lie within the last traces of Dust.

Suit Of Wood:

1. Yggdrasil. All forests, one forest. All trees, one tree. Before the rise of the beasts, a forest was. In the World Tree are the paths between worlds where life spread across the cosmos. If you seek the paths between worlds, or the serenity and bounty of the primordial forests, seek within the branches of Yggdrasil.

2. Nidhogg. They slumber, yet remain. Whether amidst the roots of the Yggdrasil or in the City of Rlyeh, the Great Beasts that set the Patterns of Life await the breaking of ancient bonds. Effects such as “Summon Nature’s Ally”, “Dragonstrike”, and more lie within the domain of Nidhogg.

3. Audhumla. Life grows, spreads, encroaches. Whether it is the vines that pull apart stone, the sargasso which entraps, or the roots that devour, the tide of life knows few limits. In Audhumla does life devour itself and find renewal. Spells of growth, of entanglement, of reincarnation, and of bringing burgeoning life to the barren wastes are within the scope of Audhumla.

4. YmirGaia. Each spark of life, a candle against the void saying “I AM”. In a myriad such sparks, a great light. What life encompasses, it draws upon. Communicating with Realm-Spirits, drawing upon the magical resources of the land, and seeking the consensus of life lies within the realm of YmirGaia.

5. Alfheim. Where sparks gather, Fey are born. Disembodied Nature and Totem Spirits, or more grounded Dryads, Fauns, and Boggarts, all share in the wild magic of nature. Yet, while the wild magic can never be entirely tamed, it can yet be channeled. To call upon Alfheim is always a tricky bargain – something must always be given in return – but many and wide-ranging are the powers of the fey.

6. The Troll. The rampaging power of the beasts lies at the heart of the Troll, the force that strips away forests, digs networks of tunnels, dams rivers, and gathers resources. If it lies within the power of muscle, paw, and claw, it is within the realm of the Troll.

7. The Unity Of Wood. To recognize the balance of wood within and without is to handle it in safety. Spells of protection from positive/negative energy and curses, merging with plants, auras that bludgeon or entangle, and many similar protections can be found within The Unity Of Wood.

8. The Thousand Excellent Herbs. Remedies and toxins, foodstuffs and banes, all can be found in a handful of cunningly-selected plants. With sufficient power, all such things are available within the realm of the Thousand Excellent Herbs.

9. The Cottage (often The Den). A snug, secure, place of safety with family about you. The Cottage brings shelter and calm, a place of healing and rest. Spells of the Cottage bring rest and sleep, renewal and healing, and contact with those bonded to you, whether living or dead.

10. The Harvest. Abundance and festival, a buffer against famine, is the gift of the Harvest. Spells of creating food and intoxicants, drawing upon the strengths and energies of others, storing things away for later, and celebration, are all within the compass of the Harvest.

11. The Workshop. The work of hands and cunning brings transformation, the creation of new wonders from natures harvest. Spells of fabrication, construction, and enhancement of tools and machines fall within the purview of the Workshop.

12. The Fungal Kingdom. As life draws to its close, the last flowering is of creeping decay in the darkness, as death at last holds illimitable dominion over all. Spells involving fungi, spores, the toxins of molds and decay, and restoring an unnatural life to fallen flesh, lie within the realm of the Fungal Kingdom.

While this is definitely a “broad” deck, offering a wide variety of magical effects, it’s worth noting that it certainly doesn’t (and shouldn’t) cover everything. No individual Hexcrafter should be omnipotent. On the other hand, it’s certainly fair enough to rule that any fire card in this deck will probably do to warm your feet or light your pipe if someone was to waste a Hex on such a trivial matter.

Now, if you limited this deck to the manipulation of the actual, physical, “elements” it would definitely be a “narrow” deck – and probably one with a great deal of redundancy since a lot of the cards would have some serious overlap when interpreted that way. That might be an easy way to start off though, spending more points to turn it into a “broad” deck later on.

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