Schools of Magic for Savage Worlds

February 6, 2017 | Author: elf23 | Category: N/A
Share Embed Donate


Short Description

Download Schools of Magic for Savage Worlds...

Description

SCHOOLS OF MAGIC INTRODUCTION

4

Fog cloud (obscure)

This document contains lists of spells – complete with names and trappings – suitable for characters with Arcane Background: Magic. The spells are divided into magical “schools”. Schools are a vague concept, which may or may not have a social or esoteric counterpart in any given campaign. Nonetheless it is useful for a player to be able to look at a list of “fire” or “necromantic” spells, for example, to easily select powers which are appropriate to his vision of his character.

5

Breath (environmental protection – survive in airless environments, including underwater)

6

Levitate (porter**)

7

Air blast (stun)

8

Deadly missiles (smite – only affects missile weapons)

These spell lists are also useful for GMs who need to quickly generate a spellcasting NPC, complete with a list of known powers and their trappings. In this case the known powers can simply be rolled randomly. Conveniently, there are 20 schools of magic, which are numbered for easy random selection with a d20. Roughly 50% of wizards are specialists who know powers from a single school – simply roll d20 to find which school, and then roll for the powers known. The other 50% are generalists, who use powers from many schools – for a generalist you can randomly roll a school for each known power. Optionally, in campaigns where magic use is more restricted, the GM may also require player character wizards to randomly select their starting powers.

Seasoned 1

Wall of air (barrier)

2

Guide missiles (farsight – only affects missile weapons)

3

Whirlwind (havoc)

4

Air wave (pummel) Veteran

1

Ride the wind (fly) Heroic

1

Gaseous form (intangibility)

3. Alteration

SPELL LISTS BY SCHOOL

Novice

All powers are drawn from the Fantasy Companion, except where noted: * denotes powers from the Fantasy world builder toolkit ** denotes new powers (see later) *** denotes new options for existing powers (see later) 1. Abjuration

1

Enhance / lower ability (boost / lower trait)

2

Elemental manipulation

3

Open / lock*

4

Shape change

5

Shrink objects (lighten load**) Seasoned

Novice 1

Arcane armor (armor)

2

Shield (deflection)

3

Environmental protection

4

Conceal arcana

5

Resistance** (choose any single trapping)

1

Mimic (disguise)

2

Growth / shrink

4. Charm Novice 1

Enhance charisma (boost / lower trait – boosts only Intimidation, Persuasion, Streetwise and Taunt)

Seasoned 1

Concentrate

2

Confusion

2

Dispel

3

Fear

3

Ward**

4

Tongues (speak / obscure language***)

Veteran

5

Protection from mind control (resistance** - affects charms and domination effects)

1

Banish Heroic

1

Drain power points

Seasoned 1

Anger / peace*

2

Slumber

2. Air

Veteran Novice

1

Wind shield (deflection)

2

Elemental manipulation

3

Whispering wind (message**)

1 - Schools of Magic for Savage Worlds – by elf23 (with thanks to 77IM)

1

Domination (puppet)

5. Dimensional Novice 1

Distort body (confusion)

2

Warp space (deflection)

1

Wall of stone (barrier)

3

Increase gravity (entangle)

2

Earthquake (havoc)

4

Dimensional pocket (porter**)

3

Ripple (pummel)

5

Density control (lighten load / burden**)

6

At a distance (legerdemain)

7

Speed

8

Defy gravity (wall walker) Seasoned

1

Block space (barrier)

2

Growth / shrink

3

Displacement (havoc)

4

Quickness

5

Slow (sluggish relfexes)

6

Teleport Heroic

1

Greater teleport**

6. Divination

8. Enchantment Novice 1

Enchant (boost / lower trait)

2

Darksight

3

Environmental protection

4

Enchant weapon (smite)

5

Tongues (speak / obscure language***)

6

Speed

7

Spider climb (wall walker)

8

Steal sight (blind) Seasoned

1

Greater enchantment (bless / curse)

2

Focus (concentrate)

3

Precision (farsight)

Novice

4

Haste (quickness)

1

Analyze foe

5

Slow (sluggish reflexes)

2

Intuitive knowledge (boost / lower trait – boosts Smarts or Knowledge skills)

6

Warrior's gift

3

Foresight (deflection)

4

Clarity (darksight)

5

Detect / conceal arcana

6

Detect / conceal illusion

7

Detect / conceal life

1

Energy bolt (bolt)

8

Comprehend languages (speak language)

2

Discharge (burst)

9

Wandering senses**

3

Charge weapon (smite – only affects metal weapons)

10

Receive thoughts (communication** - one way only, cannot send thoughts)

4

Shocking grasp (smite – only affects touch attacks)

5

Static field (damage field)

6

Lightning bolt (jet)

7

Shock (stun)

8

Resistance to energy (resistance**)

Seasoned 1

Identify (analyze arcana**)

2

Farsight

3

Locate*

4

Read thoughts (mind link** – one way only, cannot send thoughts)

5

Scrying** Heroic

1

Divination

Veteran 1 9. Energy Novice

Seasoned 1

Energy wall (barrier)

2

Electrical blast (blast)

3

Ball lightning (torrent**)

10. Fire Novice

7. Earth Novice 1

Fly

Stoneskin (armor)

2

Crystal shards (bolt)

3

Burrow

4

Elemental manipulation

5

Earth grasp (entangle)

6

Harden weapon (smite) Seasoned

2 - Schools of Magic for Savage Worlds – by elf23 (with thanks to 77IM)

1

Flaming arc (bolt)

2

Burning hands (burst)

3

Wreathe in flame (damage field)

4

Protection from heat (environmental protection – effective against extreme heat)

5

Wave of fire (jet)

6

Flickering flame (light)

7

Smoke cloud (obscure)

8

Burning blade (smite)

6

Dancing lights (light)

9

Lesser fireball (stun)

7

Ventriloquism (message**)

10

Affect normal fire (elemental manipulation)

8

Mirage (obscure*** – illusion trapping)

11

Fire shield (resistance**)

12

Resist cold (resistance**)

1

Disguise

Seasoned

2

Invisibility

1

Wall of fire (barrier)

2

Fireball (blast)

3

Flaming sphere (torrent**)

Seasoned

Veteran 1

Phantasm (puppet)

14. Light

11. Force

Novice Novice

1

Dazzle (confusion)

1

Armor

2

Dispel darkness (darksight)

2

Magic missile (bolt)

3

Blur (deflection)

3

Shield (deflection)

4

Light

4

Manipulate object (legerdemain)

5

Flash (stun)

5

Floating disk (porter**)

6

Bend light (wandering senses* – affects vision only)

6

Force blade (summon equipment** – can only create melee weapons)

Seasoned 1

Enhance vision (farsight)

Seasoned 1

Wall of force (barrier)

2

Force wave (pummel)

3

Telekinesis

12. Ice Novice

15. Mental Novice 1

Read intent (analyze foe)

2

Telepathy (communication**)

3

Confusion

4

Mind's eye (darksight)

5

Clairvoyance / clairaudience (wandering senses*)

6

Detect / conceal thoughts

7

Protection from mind control (resistance** - affects charms and domination effects)

8

Psychic blast (stun)

1

Rime (armor)

2

Ice shards (bolt)

3

Meld with ice (burrow***)

4

Cone of cold (burst)

5

Freezing aura (damage field)

6

Ice trap (entangle)

7

Resist cold (environmental protection)

1

8

Frozen weapon (smite)

2

Mind link

9

Fire shield (resistance**)

3

Greater clairvoyance / clairaudience (scrying**)

10

Resist cold (resistance**) Seasoned

1

Wall of ice (barrier)

2

Ice storm (blast)

3

Chill touch (draining touch)

4

Hibernate (sluggish reflexes)

Seasoned Focus (concentrate)

Veteran 1

Domination (puppet)

16. Necromancy Novice 1

Bone armor (armor)

2

Darkness of the grave (blind)

3

Eldritch blast (bolt)

Novice

4

Mortal horror (confusion)

1

Blind

5

Detect / conceal undead

2

Hindrance (boost / lower trait – lower only)

6

Skeletal grasp (entangle)

3

Detect / conceal illusion

7

Glimpse the void (fear)

4

Blur (deflection)

8

Summon undead (summon ally - undead***)

5

Nightmare vision (fear)

9

Hold undead (entangle – only affects undead)

13. Illusion

3 - Schools of Magic for Savage Worlds – by elf23 (with thanks to 77IM)

10

Control mindless undead (beast friend – affects mindless undead instead of animals) Seasoned

1

Bone wall (barrier)

2

Curse (bless / curse – curse only)

3

Touch of disease (draining touch)

4

Locate undead or remains (locate* – only affecting undead or remains)

5

Undead ward (ward**) Veteran

1

Banish spirits (banish – only affects spirits)

2

Zombie

3

Command undead (puppet – only affects undead) Heroic

1

Speak with the dead (divination)

2

Ghost form (intangibility)

17. Shadow Novice 1

Blind

2

Meld into shadow (burrow***)

3

Darksight

4

Shadow cloak (deflection)

5

Stealth (boost / lower trait – boosts Stealth only)

6

Darkness (obscure) Seasoned

1

Binding (entangle)

4

Messenger (message**)

5

Unseen servant (porter**)

6

Summon ally

7

Summon equipment**

8

Summon scout (wandering senses*) Seasoned

1

Barrier

2

Ward** Veteran

1

Reverse summons (banish – affects any summoned or extraplanar creature)

20. Water Novice 1

Meld into water (burrow***)

2

Elemental manipulation

3

Breathe water (environmental protection)

4

Cloud of mist (obscure) Seasoned

1

Wall of water (barrier)

2

Water jet (pummel) Heroic

1

Mist form (intangibility)

NEW OPTIONS FOR EXISTING POWERS

Disappear (invisibility) Heroic

1

3

Shadow form (intangibility)

18. Sonic Novice 1

Sonic shell (armor)

2

Sonic missiles (bolt)

3

Wave of disruption (burst)

4

Projected speech (communication**)

5

Wail of the Banshee (fear)

6

Whispering wind (message**)

7

Silence (obscure***)

8

Singing blade (smite)

9

Tongues (speak / obscure language***)

10

Sonic boom (stun) Seasoned

1

Air wave (pummel)

2

Sonic blast (blast)

19. Summoning Novice 1

Shield (deflection)

2

Seething swarm (damage field)

4 - Schools of Magic for Savage Worlds – by elf23 (with thanks to 77IM)

Burrow / Meld This power can be expanded into a generic meld power, enabling characters to meld into a chosen element, travel through it, and reappear at a new location. Suitable elements include: earth (the standard), fire, water, shadow, plants, sand. The caster is effectively invisible and intangible while melded into an element. Air is not a suitable element for this power, as it encroaches too much on the territory of invisibility and teleport. Detect / Conceal Powers A range of powers exist for detecting various things (undead, minds, emotions, illusions, etc). These work in exactly the same way as detect / conceal arcana. Obscure New options for obscure: Mobile obscure: At a cost of 3 PP an obscured area (Medium Blast Template) can be created around a target creature or object. An unwilling target can make a Spirit roll to resist. The obscurement moves with the target. Silence can be learned as an alternative trapping of obscure. Within a silenced area, spellcasters who rely on speech or sound cannot use their powers, and monsters that use sonic attacks (such as a harpy or banshee) are temporarily unable to use their special ability. Notice rolls to detect sounds emanating from within the silenced zone also fail automatically. Illusionary obscurement can be learned as another alternative trapping for this power. In this case the caster can create any appearance in the area, but to balance it, instead of affecting a Large Blast Template, it affects a Small Blast Template at the base cost. The area can be

increased to a Medium Blast Template by doubling the cost (4) or increased to a Large Blast Template by tripling it (6). Observers can make a Notice roll at -6 to see the illusion for what it is, though it can still penalize any attack through or out of it due to the distraction even if known to be false. On the flip side, it has no substance, so even if someone sees it as real, they don't have to react to it that way if they have a reason to believe it to be an illusion. For instance, finding a wall where they know there used to be an open hallway. Speak / Obscure Language This power can also be used to create the opposite effect – the obfuscation of spoken or written language. Obscure language makes the target unable to speak, read or write coherently in any language for the duration. The target can resist the power's effects by succeeding on a Spirit roll opposed by the caster's arcane skill roll. The range of obscure language is Smarts x 2. The obscure use of this power may also be used to render the contents of one book or scroll incomprehensible by anyone for the duration.

(such a local supermarket); a person that you meet often but don't know well (a casual acquaintance); a place that you know the precise location of (such as, the other side of a closed door); a person or place you have seen with the scrying power. Not Familiar (-4): A place where you have only been once, and very briefly; a person that you have met once; a person or place that you have a detailed description of. Uncertain (-6): A place you are pretty sure exists, but know nothing about (such as "the king's castle," if that's all you know about it); a person you know only a name or basic description of (such as "the king"). Impossible: If the definition of something depends on knowledge you lack, you can't target it with familiarity-range powers. For example, "wherever the kidnap victims are being held" or "the room with the most treasure" or "the headquarters of the guy who just attacked me" are all invalid, because those locations are based on speculation. The power automatically fails, although the GM may ask you to roll at -6 anyway so you won't know whether the attempt fails due to Uncertain or Impossible.

Animals

Key or Sympathetic Object (+2): You have some object that links you to the target – a piece of a person, something taken from a location, "precise tempo-spatial coordinates," or whatever makes sense for the trappings of your power. It needs to be something that is mildly inconvenient to get a hold of and carry about. This bonus stacks with the above penalties; so if a person is Not Familiar to you, but you have a piece of their hair, you suffer a -4 penalty plus a +2 bonus, for a net -2 penalty.

Novice: Bird of prey (FC), Dog / wolf (SWEX), Snake, venomous (SWEX), Swarm of rats (SWEX)

Analyze Arcana

Summoning The following lists can be used with summon ally. Generally a single list must be chosen when the power is learned.

Seasoned: Boar (FC), Dire wolf (FC), Snake, constrictor (SWEX) Veteran: Alligator / crocodile (SWEX), Lion (SWEX), Snake, deadly venomous (SWEX) Heroic: Bear, large (SWEX), Bull (SWEX), Rhino (Savage Beasts) Legendary: Elephant (Savage Beasts) Demons / Devils Novice: Damned (Savage Beasts) Seasoned: Hell hound (FC), Demonic soldier (FC) Veteran: Diabolic servitor (Man-cat, Man-goat, Man-toad) Heroic: Black knight (FC), Master of the pit (Savage Beasts) Legendary: Lasher (FC), Torture lord (Savage Beasts) Undead

Rank: Seasoned Power Points: 1 - 5 Range: Smarts Duration: Instant Trappings: Supernatural senses, Spirit guides, Divination, Arcane knowledge Characters with this power have the ability to analyze magical signatures. A single target within range must be chosen. By spending 1 Power Point the character gains an understanding of the type of magic (if any) present in the target, which may give some idea as to the function of a spell. Alternatively 1 Power Point can be spent to divine the age of an enchantment – when the detected magic was created. A more detailed analysis of enchantments is possible with this power, taking 1d4 hours and 5 Power Points. Afterwards the caster knows the exact function of an enchantment. Command words are not automatically divined, but further uses of this power will reveal one command word each.

Novice: Skeleton (FC), Zombie (FC)

Communication

Seasoned: Ghoul (FC)

(From 77IM)

Veteran: Frozen wight (Savage Beasts)

Rank: Novice Power Points: 2 per target Range: Familiarity Duration: 1 minute (1/minute) or 1 hour (1/hour) Trappings: Telepathy, radio transmission, projected image, a whisper on the wind

Heroic: Guardian mummy (FC), Shadow (Savage Beasts), Spectre (Savage Beasts), Wight (FC) Legendary: Vampire, young (FC)

NEW POWERS Familiarity Modifiers A power with a range of "familiarity" can be used over any distance, but the caster suffers a penalty based on how familiar he is with the target. Use only the worst penalty. Very Familiar (-0): A place where you spend a lot of time (such as your home or work); a person you have spent a great deal of time with (a family member, co-worker, or friend); a place you have studied very carefully (2d4 hours); a place or person you can actually see. Somewhat Familiar (-2): A place where you have not spent much time

5 - Schools of Magic for Savage Worlds – by elf23 (with thanks to 77IM)

You can communicate remotely with other creatures. The familiarity penalty applies to your check; if you get a raise, the duration increases to 1 hour. For the duration of the power, you and any of the targets can communicate freely as if speaking. You can end the power early as a free action. Targeting multiple people uses the worst familiarity penalty of any of them (multiple penalties don't stack). Greater Teleport (From 77IM) Rank: Heroic Power Points: 5 per passenger (including the caster)

Range: Touch / Familiarity Duration: Instant Trappings: Teleportation circle, portal, disappearing in a puff of smoke, travel through a parallel dimension The character can teleport over long distances, transporting himself and any willing creatures he touches. Teleporting counts as the caster's action for the entire round (he can't move or take any other actions). When arriving, the caster and all passengers must make a Smarts roll at -2 or become Shaken (or at -0 if the caster got a raise on the arcane skill roll). It is possible to teleport any distance – but the arcane skill roll is modified by the caster's familiarity with the destination. If the caster tries to teleport to an area that does not exist, the power simply fails. On a critical failure, the subjects arrive in a random location that resembles the intended destination. Whether or not greater teleport can cross dimensional boundaries depends on the setting and the power's trappings. Lighten Load / Burden Rank: Novice Power Points: 1 Range: Smarts Duration: Lighten load - 10 minutes (1 / 10 minutes), Burden - 3 rounds (1 / round) Trappings: Gravity distortion, ghostly objects, shrinking objects, density control Lighten load allows a character to carry much greater loads than his Strength normally allows. For the duration of the power the character can ignore the effects 1 point of encumbrance penalty, or 2 points with a raise. Burden has the opposite effect - it increases the effective weight carried by the target, increasing its encumbrance penalty by 1, or 2 with a raise. Burden can be opposed with a successful Spirit roll versus the caster's arcane skill roll. Message Rank: Novice Power Points: 1 Range: Familiarity Duration: Instant Trappings: Animal messengers, projected images, talking statues The character can send a simple message (up to 50 words) which is relayed to either a single target (in which case the arcane skill roll is modified by the caster's familiarity with the target), or to all within range (Large Blast Template) at a specific location (in which case the arcane skill roll is modified by the caster's familiarity with the location).

additional opposed checks to break free, but each costs him an action; if he succeeds on a raise, it becomes a free action. If the caster also has the communication power with an appropriate trapping, he can use this power on someone he is communicating with, even if they are out of the normal range of mind link. Porter Rank: Novice Power Points: 1 Range: Smarts Duration: 1 hour (1 / 30 minutes) Trappings: Levitating objects, dimensional pocket, floating disk, unseen servant This power provides the useful function of being able to carry objects without even touching them. Exactly how the power works depends on the trappings - but some kind of "porter" is created which can carry objects for the spell's recipient. The porter can carry up to 10lbs x the caster's Spirit, or 15lbs x the caster's Spirit if a raise is achieved. Objects can be given to or retrieved from the porter as an action, in the same way as drawing a weapon (SWEX page 63). Generally the porter moves along with the target, but it can be slowly moved independently with a Pace of 1 and a maximum range of the caster's Smarts. While the porter can carry living beings (subject to its normal weight limits), it is not able to carry unwilling passengers. Resistance (From 77IM) Rank: Novice Power Points: 1 per target Range: Smarts Duration: 3 (1/round) Trappings: Anti-magic field, psi-barrier, energy-shell When you learn this power, select a particular trapping, such as fire, cold, electricity, light, darkness, illusion, psychic, space-time, chemical, slashing, piercing, bludgeoning, etc. You can't choose a trapping that is so broad as to encompass an entire arcane background (so you can't pick "magic" or "psionic"). The target gets a +2 bonus to Toughness against damage with such a trapping, and +2 to any checks made to resist an effect with such a trapping. This includes arcane powers as well as natural phenomena (so if you select "fire," resistance will protect from a mage's fire spell, a dragon's firey breath, and a mundane burning torch). On a raise, the bonus increases to +4. You can affect a number of targets up to 1/2 your Smarts, for an initial cost of 1 power point per target.

Mind Link (From 77IM)

Scrying

Rank: Seasoned Power Points: 3 Range: Smarts Duration: 3 (1/round) Trappings: Mind-reading, electromagnetic brain scanning, hypnosis

(From 77IM)

The caster can share thoughts, emotions, memories, and images with the target. He can communicate perfectly without the need for language, and the target can respond in kind. An unwilling target can resist with a Spirit check, opposed by the caster's arcane skill roll. If the caster wins the opposed roll, he can sense the target's emotions for the duration of the power; on a raise, he can also "listen in" on their surface thoughts. As an action, the caster can try to extract information from the target by making another arcane skill vs. Spirit roll. On a success, they give a brief, but true, answer to any question; on a raise, they answer in full detail to the best of their ability. If the target wins the check, he breaks free of the mental contact and the power ends. A target can get 6 - Schools of Magic for Savage Worlds – by elf23 (with thanks to 77IM)

Rank: Seasoned Power Points: 5-10 Range: Familiarity Duration: 3 (1/round) Trappings: ESP, magic mirror, pool of water, floating eyeball, nanocameras, seeing through someone else's eyes The caster can view an area at a distance, as if he were present. The power creates an invisible magical sensor in the area, which the caster senses through; normally this is vision-only, but for double the power points, the senses of hearing and smell work through the sensor as well. The caster's sensory powers (like darksight) work through the sensor, but it is not possible to affect things through the sensor in any way, except with powers that reach that far (powers with a range of "familiarity" treat things seen via scrying as Somewhat Familiar, which is a -2 familiarity penalty). Anyone in the target area can detect the sensor with a Notice or

Smarts roll at -2 (at -4 if the caster got a raise). Exactly what they detect is based on the trappings of the power and the setting, but most people who detect it will know they are being spied upon. The caster gets a penalty on his arcane skill roll based upon how familiar he is with the area being scrying. Attempts to scry an area that does not exist simply fail.

to 6”. Additional effects: For double the Power Points, the torrent does 3d4 damage or the size is increased to a Medium Blast Template. For triple the points, it does both. After the initial 3 round duration, a Medium Blast Template torrent costs 2PP per round to maintain. Ward

Summon Equipment Rank: Novice Power Points: 1+ Range: Touch Duration: 3 (1/round) Trappings: Conjuration, Weaving from other elements, Psionic projection This power allows a character to create normal commonly available items out of thin air. The cost of the power is 1 Power Point per $100 of the item's value. The item created appears either in the character's hands, or at his feet. Torrent Rank: Seasoned Power Points: 2 – 6 Range: 12 / 24 / 48 Duration: 3 (1 – 2 / round) Trappings: Pillars or spheres of flame, swarms of insects, whirlwinds Torrent creates a damaging area effect the size of a Small Blast Template which the caster can move around at will. The caster first picks where he wants to centre the torrent, then makes the appropriate skill roll. Normal ranged attack modifiers apply. If the roll is failed, the torrent deviates as a launched projectile. Targets within the area of the torrent suffer 2d4 damage. Unlike other attacks, raises on the attack roll do not add to the damage of area effect attacks. The caster can move the torrent up to 3” on his turn as a free action. If the caster spends an action or a Power Point he can move the torrent up

7 - Schools of Magic for Savage Worlds – by elf23 (with thanks to 77IM)

Rank: Seasoned Power Points: 2 / 6 Range: 0 Duration: 3 (1/round) / 10 mins (1/10 mins) Trappings: Magic circles, Holy water, Incantations This power prevents a specific type of creature from entering an area the size of a Large Blast Template, centred around the caster's location when the spell is cast. The type of affected creature is usually tied to the trapping, and chosen when the power is learned, examples include – undead, demons, animals, spirits, summoned entities, etc. Affected creatures can neither enter the warded area, nor use ranged or magical attacks to affect anyone within the ward, unless they make a successful Spirit roll opposed by the caster's arcane skill roll. If the opposed roll succeeds the creature may enter or affect those within the ward, but is automatically Shaken. Success with a raise eliminates the Shaken condition. Additionally, if the creature's trait die comes up 1 (regardless of the result of the Wild Die, if rolled), it takes a level of Fatigue. Fatigue suffered in this way can be removed with 10 minutes of rest. Once the spell is cast the warded area does not move, even if the caster leaves its area of protection. Creatures which are inside the area of the ward (including any who are in the area when the spell is cast) suffer no ill-effects and can leave the warded area freely. For 2PP this power has a 3 round duration, however a longer lasting ward can be created for 6PP. The longer duration version also requires longer to prepare – 2d6 minutes.

View more...

Comments

Copyright ©2017 KUPDF Inc.
SUPPORT KUPDF