Savage Worlds - Fantasy - Magic Handbook
Savage Worlds - Fantasy - Magic Handbook
Savage Worlds - Fantasy - Magic Handbook
Soul Drain
Anchoring Spells Requirements: Spirit d8+, Knowledge (Arcana)
Requirements: Smarts d8+, Knowledge d8+, Spellcasting d8+
(Arcana) d8+, Spellcasting d8+
Usually, when a caster gets to 0 Power
Typically, spells are cast, and then maintained Points, they can’t cast any more spells until they
by the caster as desired. However, this causes a have recovered more Power Points. In
cumulative penalty to Spellcasting rolls while desperate situations, a Wizard in dire need of
they are maintained, and they can be disrupted. Power Points may drain energy from their own
A Wizard can also choose to “Anchor” spells, by souls.
paying the full cost for the desired duration up
front. To use this dangerous ability, the Wizard
character first decides how many Power Points
When a Wizard Anchors a spell, he decides he wants to draw from himself. Then he makes a
how long he wants the spell to last – before the Spirit roll minus the number of points he’s trying
Spellcasting roll – and then spends all of the to drain (this is a free action). On a Spirit total of
Power Points immediately for that desired 1 or less, the character suffers a wound and falls
duration. If the spell fails, the caster loses the unconscious for 1d6 hours. On a failure, the
Power Points as per normal. character suffers a wound. On a success or
better, the character gets the points he needed
Anchored spells last until their prescribed and may attempt to cast a spell with them
duration is over, and don’t require any immediately (they may not be saved).
concentration for the caster to maintain
throughout that duration. This means that the Regardless of the result, Soul Drain always
caster doesn’t suffer any penalties for the causes the character to become Fatigued (first
ongoing effect, and the effect cannot be level of Fatigue only). If the character was
disrupted. It is possible, and even occasionally already fatigued, it doesn’t cause addition levels.
practical, to Anchor a spell without an extended
duration (since the spell cannot be disrupted). Wounds caused by Soul Drain can only be
healed by natural means, or by the Greater
Anchoring a spell increases the cost of a spell Healing Spell – but not by the Healing skill or
by 1 Power Point / 5 Power Points of spell being Healing spell.
Edges
The following edges are associated with Rapid Recharge
Wizards. Requirements: Seasoned, Spirit d6+, Arcane
Background
Arcane Background (Magic)
Arcane Skill: Spellcasting (Smarts) This Edge allows an arcane character to
Starting Power Points: 10 regain 1 Power Point every 30 minutes.
Starting Powers: 3 + Light
Power Points may be selected more than Note: Characters with the Wizard
once, but only once per Rank. Professional Edge also start with a bonus spell,
Pawn of Mizridoor.
Magic Spells
The following spells/powers are available to original caster then make opposed Arcane Skill
Wizard characters. rolls. The mage casting Backlash adds +2 to
their roll. The loser suffers 3d10 instant damage
that ignores normal armor (magical armor still
ARCANE Armor counts).
Rank: Novice
Power Points: 2
Range: Touch Barrier
Duration: 30 minutes (1/10 minutes) Rank: Seasoned
Trappings: Mystical glow Power Points: 1/section
Range: Smarts
The caster can invoke magical energies to Duration: 30 minutes (1 per section, per 10 min)
protect someone from other eldritch or spiritual Trappings: Wall of fire, ice or barely-visible
forces. The caster can temporarily grant the force
Edge Arcane Resistance to a chosen target
(including their own person, of course). For a Barrier creates a solid, immobile wall to
raise, the target is protected by Improved protect the user against attack or to entrap an
Arcane Resistance. opponent. Regardless of what the barrier is
made of (ice, thorns, stone, energy, etc.), it has
a Toughness of 10. Every Power Point spent
Armor creates a 1” wide section of wall. The barrier
Rank: Novice ranges in width from a few “real world” inches
Power Points: 2 thick for stone or other hard materials up to a
Range: Touch foot for things like bones or ice. (If you’re using a
Duration: 30 minutes (1/10 minutes) gridded mat to play, draw the barrier between
Trappings: Mystical glow or hardened skin the squares directly along the grid-lines.) The
caster defines the exact placement of each
Armor creates a field of magical protection section, but each section must be connected to
around a character, or an actual shell of some at least one other section after the first.
sort, effectively giving the target Armor. Success
grants the recipient 2 points of Armor. A raise When the spell expires or a section is broken,
grants 4 points of Armor. it crumbles to dust or otherwise dissipates (the
trappings are never left behind).
The target must be within the sorcerer’s Additional Bolts: The character may cast up
range—it is not conjured. to 3 bolts by spending a like amount of Power
Points. This must be decided before the power
The cost to control a creature depends on its is cast. The bolts may be spread among targets
Size. The base cost is 3, plus twice its Size for as the character chooses. Firing the additional
creatures with a Size greater than 0. A great bolts does not incur any attack penalties.
white shark (Size +4) costs 3 plus (2x4=) 8 or 11
points. A roc (Size +8) costs 19 Power Points to Additional Damage: The character may also
control. Swarms may also be controlled. Small increase the damage to 3d6 by doubling the
swarms cost 3, Mediums 5, and Large 8. Thus a Power Point cost per bolt. This may be
single rat costs 3 to control, as does a small combined with the additional bolts, so firing 3
swarm of the creatures. bolts of 3d6 damage costs 6 Power Points.
Blast is an area effect power that can put This power allows a character to increase any
down many opponents at once. The character of a target’s Traits by one die type for a standard
first picks where he wants to center the blast, success, and two with a raise. The affected Trait
then makes the appropriate skill roll. Normal can exceed d12. Each step over d12 adds +1 to
ranged attack modifiers apply. his Trait total. For example, a raise on someone
who already has a d12 in the affected Trait
The area of effect is a Medium Burst grants him d12+2 for the duration of the power.
Template found in the back of this book. If the
roll is failed, the blast deviates as a launched The power can also be used to lower an
projectile (see page 62, Core Rulebook). opponent’s Trait. This is an opposed roll against
the victim’s Spirit. Success lowers any Trait of
Targets within the blast suffer 2d6 damage. the caster’s choice one step, a raise lowers it
Unlike other attacks, raises on the attack roll do two steps. A Trait cannot be lowered below a d4.
not add to damage to area effect attacks. Multiple castings stack, though the caster must
keep track of when each casting expires as
Additional Effects: For double the Power usual.
Points, the blast does 3d6 damage or the size is
increased to a Large Burst Template. For triple
the points, it does both.
Burrow Deflection
Rank: Novice Rank: Novice
Power Points: 3 Power Points: 2
Range: Smarts x 2 Range: Touch
Duration: 30 minutes (2/10 minutes) Duration: 30 minutes (1/10 minutes)
Trappings: Caster dissolves into the earth and Trappings: Mystical, glowing shield
reappears elsewhere
Deflection powers work in a variety of ways.
Burrow allows a mage standing on raw earth Some actually deflect incoming attacks, others
to meld into it. He can remain underground if he blur the target’s form or produce other illusionary
wants in a sort of “limbo” or burrow to anywhere effects. The end result is always the same
within his range. A mage with a Smarts of d8 however—to misdirect incoming melee and
could therefore move up to 16” (32 yards) on the missile attacks from the user.
first round, maintain the spell and stay
submerged for the second and “move” another With a standard success, attackers must
16”. subtract 2 from any Fighting, Shooting, or other
attack rolls directed at the user. A raise
A burrowing earth mage can attempt to increases the penalty to -4. This also acts as
surprise a foe (even one who saw him burrow) Armor against area effect weapons.
by making an opposed Stealth versus Notice
roll. If the mage wins, he gains +2 to attack and
damage that round, or +4 with a raise. Targets Detect/Conceal Arcana
on Hold may attempt to interrupt the attack as Rank: Novice
usual. Power Points: 2
Range: Sight
Duration (Detect): 30 minutes (1/10 minutes)
Burst Duration (Conceal): 3 hours (1/hour)
Rank: Novice Trappings: Waving hands, whispered words.
Power Points: 2
Range: Flame Template Detect/conceal arcana allows a character to
Duration: Instant sense supernatural persons, objects, or effects
Trappings: A shower of flames or burst of ice within sight. This includes invisible foes,
shards enchantments on people or items, mad science
devices, and so on.
Burst produces a large fan of energy that
bathes its targets in red-hot fire or other The power can also be reversed to conceal a
damaging energy. When cast, place the thin end single supernatural item, being, or effect. This
of the Cone Template at the character’s front. has the same cost, but the duration is much
Targets within the template may make Agility longer—1 hour with a maintenance cost of 1 per
rolls versus the caster’s arcane skill roll to avoid hour. When used in this way, those who wish to
the blaze. Those who fail suffer 2d10 damage. see through the ruse with detect arcana use
This counts as a Heavy Weapon. their arcane skill roll as an opposed roll against
the concealer’s skill (rolled anew each time
With a fire trapping, victims have a 1 in 6 detect arcana is cast). The detecting character
chance of catching fire as well (see the Fire may only attempt to see through concealed
rules in Chapter five). powers once per fresh casting.
Dispel Fire: The caster can snap his fingers to create
Rank: Seasoned a small flame (about the size of a hot match).
Power Points: 3 With existing fire, he can urge it to spread (+1 to
Range: Smarts see if a fire spreads), cause it to flare (perhaps
Duration: Instant as part of a Trick maneuver), or slowly light an
Trappings: Waving hands, whispered words. object over the course of a few rounds (as if
holding a match to it).
Dispel allows a hero to negate enemy spells,
miracles, mad science, or super powers. It has Water: The caster can conjure up to a pint of
no effect on innate powers, such as a dragon’s water somewhere within his sight (not “inside”
breath or a banshee’s scream. Neither does objects or people. A wave of his hand also
dispel work on magic items or permanent purifies one gallon of water, whether it be
enchantments unless the specific item or poisoned or simply salt-water. Those who have
enchantment says otherwise. been poisoned within the last minute also get a
second chance to resist any remaining effects.
Dispel can be used on a power already in
effect, and can also be used to counter an
enemy power as it’s being used. The latter
requires the countering mage to be on Hold and Entangle
interrupt his foe’s action as usual. Rank: Novice
Power Points: 2-4
In either case, dispelling the opponent’s Range: Smarts
power is an opposed roll of arcane skills. The Duration: Special
dispelling character suffers a -2 modifier if the Trappings: Air swirls around target or ground
target power is of another type (magic vs. entangles target
miracles, superpowers vs. mad science, etc.)
This power allows the character to restrain a
target with snaking vines, lengths of hair, spider
Elemental Manipulation (Lesser) webs, or some other vine-like trapping.
Rank: Novice
Power Points: 1 The arcane skill roll is opposed by the target’s
Range: Smarts x 2 Agility. Success indicates partial restraint so that
Duration: Instant the target suffers a –2 penalty to Pace and skills
Trappings: A few simple gestures linked to Agility and Strength. A raise restrains
the target fully. He cannot move or use any skills
A character who chooses this power must linked to Agility or Strength.
select one particular element to control (though
he may choose other elements as a new power). Each following round, an entangled target
This allows him to perform basic “tricks” within may make a Strength or Agility roll to break free.
his chosen element. Other characters may also attempt to free the
ensnared person by making a Strength roll at -2.
The specific tasks that may be attempted are
listed below. For 2 Power Points entangle targets a single
opponent. For 4 points it affects everyone in
Air: The caster can create lesser air currents Medium Burst Template.
to blow out a candle, fan a flame, lift a skirt, or
cool his body in oppressive heat (+1 to a single
Fatigue roll caused by heat).
Complete protection is offered only for Foretell Weather allows a character to feel the
background hazards. A fire attack still causes upcoming changes in the weather. The farther
normal damage even with environmental into the future the character looks, the less
protection, for example. specific the foretelling is, and the more Power
Points it costs to cast the power.
A success is needed to accomplish the power.
With a raise, maintaining the power becomes 1 Cost How Far Into the Future
Power Point per 2 hours (for that particular 1 1 Day
target). 2 1 Week
3 1 Month
4 1 Season
Fear
Rank: Novice
Power Points: 2 Illusion
Range: Smarts x 2 Rank: Novice
Duration: Instant Power Points: 3
Trappings: Burst of eldritch energy Range: Spirit
Duration: 30 minutes (1/10 minutes)
This power causes the target overwhelming Trappings: Gestures, whispered words
dread and horror. The area of effect is the Large
Burst Template. Every creature beneath the Illusion makes the target see something that
template must make a Guts check, apply -2 to isn’t there, or else see things differently than
the Guts roll if the caster got a raise. they actually are. The caster’s Spellcasting Skill
is opposed by the target’s Spirit; a success
Wild Cards who fail roll on the Fear Table means the target perceives the illusion as real
(page 91). Extras are Panicked instead. with one of their five senses. Once they examine
the illusion with any of their others senses, the
illusion is broken. A raise indicates that the
target perceives the illusion as real with all of
their other senses.
Sometimes it pays to persuade others to do A character may learn this spell while of
your fighting for you. Some do this by blatant Novice rank, but cannot transform into the more
mind control, others do it by manufacturing powerful creatures until he attains the
visual and auditory illusions. appropriate rank. The cost in Power Points
depends on the type of creature the character
Puppet is an opposed roll of the character’s wishes to change into. Use the Shape Change
arcane skill versus the target’s Spirit. The user Table as a guideline for unlisted creatures.
must score a success and beat the target’s roll
to gain complete control. The victim will attack Weapons and other personal effects are
friends and even commit suicide, though such assumed into the animal’s form and reappear
acts allow the victim another opposed Spirit roll when the power ends, but other objects are
to break the spell. dropped.
Villainous types may have other versions of While transformed, the character retains his
puppet that allow them to control subjects for own Smarts, Spirit, and linked skills (though he
much longer periods of time—perhaps even may not be able to use them since he cannot
permanently. Such versions usually require a speak). He gains the animal’s Agility and
personal belonging. Strength and linked skills, and cannot use most
devices. He has no capacity for speech and
Compulsion is considered an evil act by most, cannot use powers, though he may continue to
and is usually only taken by villainous types. maintain powers previously activated.
Water Walk
Rank: Novice
Power Points: 1
Range: Touch
Duration: 30 minutes (1/10 minutes)
Trappings: Caster touches feet
Zombie
Rank: Veteran
Power Points: 3/Corpse
Range: Smarts
Duration: Special
Trappings: Carving symbols on corpses