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Thursday, December 14, 2023
Savage Lance: Knights of Solamnia
Requirements: Spirit d6+, Strength d8+, Vigor d8+, Fighting d8+, Riding d6+, Vow (Major)
Being a member of the Knights of Solamnia begins with being a Knight of the Crown. Squires must study the Measure, the rules by which the knighthood operates, and pledge to the Oath, Est Sularus oth Mithas, which is Solamnic for "My Honor is my Life". As Knights of the Crown, they have a suit of full, heavy armor, a war horse, a lance, a long sword, and a medium shield. Membership in the order provides a free reroll when Networking within the Order or Solamnia, or for Common Knowledge tests to know information about the Order and proper Solamnian etiquette. Those Knights who also have the Aristocrat edge receive both benefits.
(Note: This is basically the Knight edge from FC, with a couple differences; first, Obligation is changed to Vow, though, of course, that Vow frequently also places obligations upon the knight. Secondly, the persuasion and intimidation bonuses of Knighthood is changed to a reroll when Networking and Common Knowledging within/about Solamnia and the knighthood. This was done as a reroll to allow easy stacking with Aristocrat; not all knights will be Aristocrats, but it is often noted that Aristocrats have a much easier time within the knighthood in many respects)
Knight of the Sword
Requirements: Seasoned, Spirit d8+, Knight of the Crown
Knights of the Sword are seasoned Knights of the Crown who have chosen to advance into the more spiritual Order within the Knighthood, the Knights of the Rose. As Knights of the Rose, they have some clerical abilities, granted by the Triumvirate of Paladine, Kiri-Jolith, and Habakkuk. They have the skill Faith at a d4, and 5 power points. They begin knowing the powers Boost Trait, Healing, Protection, Relief, and Smite, and may take further Edges that require Arcane Background (Cleric). However, they may never learn powers above the rank of Seasoned, and new powers must come from those allowed to priests of the Triumvirate.
(A somewhat crippled Cleric AB, trading 5 points of Power for 2 more powers known. I wanted to keep them as very minor clerics, but the restrictions on AD&D knights, where they only got spells weekly, was way too much for SW).
Knight of the Rose
Requirements: Veteran, Command, Knight of the Sword
The Knights of the Rose are the leadership and lawgivers of the Knights of Solamnia; their guiding principles are Wisdom and Justice. While they maintain the clerical powers of the Knights of the Sword, they seldom expand them after becoming Knights of the Rose. However, Knights of the Rose may, as a free action, expend 1 Power Point to gain the benefits of any Leadership edge for five rounds. They must meet the requirements of the chosen edge, and may choose to maintain it as with any other power.
(A bit of a departure; this is somewhere between the Martial Flexibility edge from FC and the Warrior's Gift power from SWADE, but for Leadership edges. This makes them exceptional leaders, with the only edge they don't immediately qualify for being Tactician, which requires Smarts and Battle not otherwise required by the edges).
Friday, December 8, 2023
Savage Lance: Draconians
Baaz:
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Intimidation d6,
Notice d6, Performance d6, Persuasion d6, Shooting d4, Stealth d4
Pace: 5; Parry: 7 (2); Toughness: 10 (5)
Hindrances: Mean
Edges: Soldier, Arcane Resistance
Gear: Metal Scale armor (+3), Shield, Hand Weapons (usually Str+d8)
Special Abilities:
*Armor: Baaz's scaly hides are worth 2 points of armor.
*Claws: Baaz can attack with claws for Str+d4 damage.
*Death Throes: When a Baaz Draconian is Incapacitated, they die, turning
to stone. If the weapon that kills them inflicts damage with a blade or
point (such as a sword, spear, or a pick), then the wielder must make
an Agility test or lose the weapon for one minute, until the draconian
crumbles to dust, freeing the weapon.
*Disguise: Baaz are trained to go about incognito. When properly
equipped, they receive a +2 to disguise themselves as humans (though it
is largely impossible without deep hoods, long cloaks, and masks).
*Glide: Baaz have wings, but are not capable of true flight. Their wings
make them immune to fall damage, however, if they are able to spread
their wings. While falling, they may move up to 4 inches forward for
every inch they fall.
*Sprint: Baaz are able to cover short distances quite quickly, falling
to all fours and providing additional thrust with their wings. While
doing so, they cannot hold their weapons or shield in their hands, but
their pace is 10, and their running die is d10.
Kapak
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d6, Notice d6, Persuasion d6, Shooting d4, Stealth d8
Pace: 5; Parry: 5; Toughness: 8 (3)
Hindrances: Mean
Edges: Assassin, Arcane Resistance
Gear: Leather Armor, Shield, Hand Weapon (frequently Str+d6)
Special Abilities
*Armor: Kapak's scaly hides are worth 2 points of armor.
*Claws: Kapak can attack with claws for Str+d4 damage.
*Death Throes: When a Kapak Draconian is Incapacitated, they die,
exploding into a pool of Acid in a small blast template. All within the
area take 2d6 damage immediately, and each round they begin in the area.
After five rounds, the acid is neutralized.
*Glide: Kapak have wings, but are not capable of true flight. Their
wings make them immune to fall damage, however, if they are able to
spread their wings. While falling, they may move up to 4 inches forward
for every inch they fall.
*Poison: Kapak have venomous saliva, and will lick their weapons during
combat (as a free action). The saliva is a strength 0 paralyzing poison
(SWADE p. 129). Weapons licked retain their poison for three rounds.
*Sprint: Kapak are able to cover short distances quite quickly, falling
to all fours and providing additional thrust with their wings. While
doing so, they cannot hold their weapons or shield in their hands, but
their pace is 10, and their running die is d10.
Bozak
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Battle d6, Common Knowledge d6, Fighting d8,
Intimidation d8, Notice d6, Persuasion d6, Shooting d4, Spellcasting d6,
Stealth d4
Pace: 5; Parry: 8 (2); Toughness: 11 (5)
Hindrances: Mean
Edges: Arcane Background (Mage), Command, Arcane Resistance
Powers: Bolt, Entangle, Smite. Power Points: 10
Gear: Chain Armor, Shield, Hand Weapon (frequently Str+d8)
Special Abilities
*Armor: Bozak's scaly hides are worth 2 points of armor.
*Claws: Bozak can attack with claws for Str+d4 damage.
*Death Throes: When a Bozak Draconian is Incapacitated, they die. Their
skin turns to dust, and their bones explode in a small blast template.
All within the area take 2d6 damage.
*Glide: Bozak have wings, but are not capable of true flight. Their
wings make them immune to fall damage, however, if they are able to
spread their wings. While falling, they may move up to 4 inches forward
for every inch they fall.
*Spells: Bozak are spellcasters, though not accomplished ones. Most will
have Bolt (fire or lightning), Entangle, and Smite (lightning), but
they may learn others.
*Sprint: Bozak are able to cover short distances quite quickly, falling
to all fours and providing additional thrust with their wings. While
doing so, they cannot hold their weapons or shield in their hands, but
their pace is 10, and their running die is d10.
Sivak
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Battle d6, Common Knowledge d6, Fighting d8,
Intimidation d8, Notice d8, Persuasion d8, Shooting d4, Stealth d6
Pace: 5; Parry: 6; Toughness: 14 (6)
Hindrances:
Edges: Arcane Resistance, Sweep
Gear: Plate Armor, Great Sword (Str+d10)
Special Abilities
*Armor: Sivak's scaly hides are worth 2 points of armor.
*Claws and Tail: Sivak can attack with claws for Str+d4 damage, or a tail strike for Str
*Death Throes: When a Sivak Draconian is Incapacitated, they die,
turning into an exact replica of whoever killed them, if they are size 2
or smaller
*Flight: Unlike their less-endowed siblings, Sivak can fly at a pace of 12.
*Shapechange: Sivak can change form when they slay a humanoid of their
size or smaller. When they do so, they become an exact physical replica
of their subject, but have none of their subject's memories or skills.
The sivak can change back at any time as a free action, but cannot
shapechange again until they slay another humanoid.
*Size: In their natural form, Sivak are 9' tall; size +2.
Aurak
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d8,
Notice d8, Persuasion d6, Shooting d8, Spellcasting d10, Stealth d8
Pace: 8; Parry: 5; Toughness: 10 (3)
Hindrances: Arrogant
Edges: Arcane Background (Mage), Improved Arcane Resistance
Powers: Bolt, Disguise, Puppet, Smite, Shapechange and Teleport are
innate powers. They may know many other spells available to a Mage,
including Blast, Bolt, deflection, detect/conceal arcana, disguise,
dispel, fear, obscure, protection, puppet, shape change, smite, speak
language, teleport.
Power Points: 30, for all powers.
Gear: Cloth Armor
Special Abilities
*Armor: Aurak's scaly hides are worth 2 points of armor.
*Claws and teeth: Aurak can attack with claws and teeth for Str+d4 damage.
*Death Throes: When a Aurak Draconian is Incapacitated, they become
frenzied and surrounded by flame. Until they take another Wound, they
attack, with claw and bite, all targets nearby, and inflict 2d4 damage
from the fire on all in their reach. Once that frenzy has been
extinguished, they explode first into a medium blast template ball of
lightning, doing 2d6 damage to all within range, then a large blast
template Havoc the round after.
*Size: +1; 7' tall
Sorcery and Mysticism in Savage Lance
The Second Cataclysm revealed the existence of two new forms of magic,
separate from High Sorcery and the Order of the Stars. Sorcery, also
called wild sorcery or primal sorcery, is the raw magic of Krynn. It's
cousin, mysticism, draws upon the ambient nature of the divine, and its
weilder's belief in themselves. The users of both upon these ambient
magics to create any effect they can conceive.
By nature, sorcery functions best on the non-living, and mysticism on
the living, though there are ways around this; a mystic could create a
club of wood or bone to shatter a stone pillar, and a sorcerer could
divine the location of a person by searching for the ring they wear.
Trappings used should reflect these biases; any trapping which conflicts
with them will cause the spell to have a -1 to the casting roll.
Sorcerers and Mystics do not learn discreet powers. Rather, they may use
any power they desire. However, they have very few power points, and
regain them quite slowly.
Arcane Background: Wild Sorcerer
ARCANE SKILL: Sorcery (Smarts)
POWER POINTS: 5
Arcane Background: Mystic
ARCANE SKILL: Mysticism (Spirit)
POWER POINTS: 5
Mystics and Sorcerers have only 5 power points, and regain them at the
rate of only 1 per hour. They may use any power up to their own rank,
but they cannot maintain powers. The Power Points edge only grants them
two additional power points, and they may not take the Rapid Recharge
edge. The Soul Drain edge functions normally for them. They may Short
powers, but shorting imposes an additional 1 point penalty; shorting
cost by 1 is a -2, shorting by 2 is a -3, shorting by 3 is a -4, usw.
Divine Magic in Savage Dragonlance
Divine magic on Krynn
After the Cataclysm, divine magic disappeared from Krynn for hundreds of
years, then again after the Second Cataclysm. However, for ages before,
and hopefully for ages after, the gods have granted magic to select
representatives across Krynn. As all the gods have celestial homes,
represented by constellations, these priests are known as the Holy Order
of the Stars though, unlike their arcane counterparts, they do not
function as a single order, rather as something between three and twenty
one orders.
Clerical Magic
The magic of the divines is more limited than that of Wizards, though it
is powerful in its own right, and different in scope. While Wizards
manipulate a wide variety of forces, clerics are limited to the aspects
of their deities. Each deity has their own list of powers available, and
clerics require some token of their deity (often a holy symbol) to use
many of their powers. Without that holy symbol, powers double in power
point cost. Powers marked with an asterisk (*) receive a +2 on the
Faith roll when used. All three pantheons have six deities with clerics;
Solinari, Lunitari, and Nuitari do not have clerics, only the Wizards
dedicated to them.
Arcane Background: Cleric
ARCANE SKILL: Faith (Spirit)
STARTING POWERS: 2, plus one from among the god's favored powers.
POWER POINTS: 10
Clerics must remain devoted to their deity; all have a Vow (Major) to
represent their deity and uphold their tenets. However, this vow is not
part of the Cleric Arcane background; someone choosing to be a cleric
takes it separately, as a Hindrance.
Good Deities:
Branchala, deity of Song and Inspiration: (N) Arcane Protection, Beast
Friend, Boost*/Lower Trait, Deflection, Empathy*, Healing, Illusion,
Light (not Darkness), Mind Link, Protection, Relief, Sound/Silence,
Speak Language*, Stun, Summon Ally (S) Barrier, Disguise, Dispel,
Farsight, Object Reading, Telekinesis, Warrior's Gift (V) Banish, Fly
Habbakuk, Nature, Truth, and Persistence: (N): Arcane Protection, Blind,
Boost*/Lower Trait, Burrow, Darksight, Deflection, Elemental
Manipulation*, Entangle, Environmental Protection*, Healing,
Light/Darkness, Protection, Relief, Shape Change*, Stun, Summon Ally
(S): Barrier, Dispel, Farsight, Growth/Shrink, Object Reading,
Sloth/Speed, Slumber, Warrior's Gift* (V): Banish, Drain Power Points,
Fly
Kiri-Jolith, Courage and Justice: (N) Boost*/Lower Trait, Darksight,
Deflection, Detect/Conceal Arcana, Empathy, Environmental Protection,
Healing, Light (not Darkness), Mind Link*, Mind Reading, Protection,
Relief, Smite*, Stun, Summon Ally (S) Barrier, Dispel, Farsight,
Growth/Shrink, Object Reading, Sloth/Speed, Warrior's Gift* (V): Banish
Majere, Discipline: (N) Beast Friend, Boost Trait*, Darksight,
Deflection, Detect/Conceal Arcana, Empathy, Environmental Protection,
Healing, Mind Link*, Mind Reading, Protection, Relief*, Smite, Silence,
Speak Language, Stun, Wall Walker (S) Damage Field, Dispel, Farsight,
Object Reading, Sloth/Speed, Slumber, Warrior's Gift (V) Banish, Drain
Power Points, Mind Wipe
Mishakal, healing and restoration: (N) Boost Trait*, Darksight,
Deflection, Detect/Conceal Arcana, Empathy*, Environmental Protection,
Healing*, Illusion, Light, Mind Link, Mind Reading, Protection, Relief*,
Slumber, Speak Language, Stun (S) Barrier, Disguise, Dispel, Farsight,
Object Reading, Slumber (V) Banish, Drain Power Points, Mind Wipe
Paladine, Majesty, Good: (N) Blind, Boost/Lower Trait, Confusion,
Darksight, Deflection, Detect/Conceal Aura, Elemental Manipulation,
Empathy, Environmental Protection, Fear, Healing, Illusion, Light, Mind
Link*, Mind Reading, Protection*, Relief*, Smite*, Sound/Silence, Speak
Language, Stun, Summon Ally* (S) Disguise, Dispel, Farsight, Object
Reading, Sloth/Speed, Warrior's Gift* (V) Banish, Drain Power Points,
Mind Wipe
Neutral Deities
Chislev, Nature and Instinct: (N) Beast Friend*, Blind, Boost/Lower
Trait, Burrow, Confusion, Darksight, Deflection, Elemental
Manipulation*, Entangle*, Environmental Protection*, Fear, Healing,
Light/Darkness, Protection, Relief, Shape Change*, Sound/Silence, Stun,
Summon Ally (S) Barrier, Disguise, Farsight, Object Reading,
Sloth/Speed, Slumber, Warrior's Gift (V) Banish, Fly*
Gilean, Knowledge: (N) Arcane Protection*, Boost/Lower Trait, Darksight,
Deflection, Detect/Conceal Arcana*, Environmental Protection, Healing,
Illusion, Light/Darkness*, Mind Link*, Mind Reading*, Protection,
Relief, Sound/Silence, Speak Language*, Stun (S) Barrier, Disguise,
Dispel*, Farsight*, Object Reading*, Slumber, Telekinesis (V) Banish,
Drain Power Points, Mind Wipe
Reorx, Craft and Creation: (N) Arcane Protection*, Boost/Lower Trait,
Burrow, Darksight, Deflection, Detect/Conceal Arcana, Elemental
Manipulation, Environmental Protection*, Healing, Light/Darkness, Mind
Link, Protection*, Relief, Smite, Sound/Silence, Speak Language (S)
Barrier*, Disguise, Dispel*, Farsight, Growth/Shrink, Object Reading*,
Warrior's Gift (V) Banish, Drain power Points, Mind Wipe
Shinare, Trade and Diplomacy (N) Arcane Protection, Boost/Lower Trait*,
Darksight, Deflection, Detect/Conceal Arcana*, Empathy*, Fear, Havoc,
Healing, Light/Darkness, Mind Link*, Mind Reading, Protection, Relief,
Sound/Silence, Speak Language*, Stun, Summon Ally (S) Barrier, Disguise,
Dispel, Farsight, Object Reading*, Sloth/Speed, Slumber, Telekinesis,
Warrior's Gift (V) Banish, Drain Power Points
Sirrion, Flame and Transformation (N) Arcane Protection, Blind,
Boost/Lower Trait, Confusion, Darksight, Detect/Conceal Arcana,
Elemental Manipulation*, Empathy, Environmental Protection*, Fear,
Havoc, Healing, Illusion, Light*, Protection, Relief, Shape Change*,
Smite, Speak Language, Stun, Summon Ally (S) Barrier, Disguise*, Dispel,
Farsight, Growth/Shrink*, Object Reading, Sloth/Speed, Warrior's Gift
(V) Banish, Drain Power Points, Fly
Zivilyn, Wisdom (N) Arcane Protection*, Beast Friend, Boost/Lower Trait,
Darksight, Deflection, Detect/Conceal Arcana*, Elemental Manipulation,
Environmental Protection, Fear, Havoc, Healing, Illusion, Light, Mind
Link*, Mind Reading*, Protection, Relief, Sound/Silence, Speak
Language*, Stun (S) Barrier, Disguise, Dispel*, Farsight*, Invisibility,
Object Reading*, Slumber, Telekinesis (V) Banish, Drain Power Points,
Puppet
Evil Deities
Chemosh, Death and the Undead (N) Arcane Protection, Blind*, Lower
Trait*, Burrow, Confusion, Darksight, Deflection, Detect/Conceal Arcana,
Entangle, Fear*, Havoc, Darkness, Protection, Silence, Stun, Summon
Ally (S) Barrier, Dispel, Farsight, Object Reading, Sloth (V) Banish,
Drain Power Points, Puppet, Zombie*
Hiddukel, Explotation and Unfair deals (N) Blind*, Lower Trait*,
Confusion*, Darksight, Deflection, Conceal Arcana, Fear, Havoc, Healing,
Illusion, Darkness, Mind Reading*, Protection, Speak Language, Stun,
Summon Ally (S) Barrier, Disguise*, Dispel, Farsight, Growth/Shrink,
Object Reading, Slumber (V) Banish, Drain Power Points, Puppet*, Zombie
Morgion, Rot and Decay (N) Blind*, Lower Trait*, Confusion, Darksight,
Deflection, Conceal Arcana, Fear, Havoc*, Darkness, Protection, Silence,
Stun (S) Damage Field, Disguise, Dispel, Invisibility, Object Reading,
Sloth* (V) Banish, Drain Power Points, Mind Wipe, Zombie
Sargonnas, Wrath (N) Arcane Protection, Boost/Lower Trait*, Darksight,
Deflection, Entangle, Environmental Protection*, Fear*, Havoc*, Healing,
Darkness, Protection, Relief, Smite*, Stun*, Summon Ally (S) Damage
Field, Dispel, Farsight, Growth/Shrink, Object Reading, Sloth/Speed,
Warrior's Gift* (V) Banish, Drain Power Points*, Puppet
Takhisis, Control and Domination (N) Arcane Protection, Blind,
Boost/Lower Trait, Confusion, Darksight, Deflection, Detect/Conceal
Arcana*, Elemental Manipulation, Entangle, Environmental Protection,
Fear*, Havoc, Healing, Illusion, Darkness*, Mind Link, Mind Reading*,
Protection, Relief, Smite*, Sound/Silence, Speak Language, Stun, Summon
Ally (S) Barrier, Damage Field, Disguise, Dispel*, Farsight,
Invisibility, Object Reading, Sloth, Telekinesis, Warrior's Gift (V)
Banish, Drain Power Points*, Mind Wipe, Puppet*, Zombie*.
Zeboim, Strife and the Sea (N) Beast Friend, Blind, Boost/Lower Trait*,
Confusion*, Darksight, Deflection, Detect/Conceal Arcana, Elemental
Manipulation*, Entangle, Environmental Protection*, Fear, Havoc*,
Healing, Illusion, Light/Darkness, Protection, Relief, Smite*, Sound,
Stun (S) Barrier, Damage Field, Dispel, Farsight, Growth/Shrink,
Objection Reading, Sloth/Speed, Warrior's Gift (V) Banish, Drain Power
Points, Fly*
If using the Fantasy Companion, Clerics use the Cleric edge from the fantasy companion. The domain of
each deity is the listed powers above, and powers from other sources as
might be appropriate. In addition, the following Arcane Backgrounds can
be used for certain deities:
Alchemist: Shinarae
Bard: Branchala
Druid: Habbakuk, Chislev, Zeboim
Elementalist (Fire): Sirrion
Necromancer: Chemosh
Tinkerer: Reorx
When used in place of a Cleric Edge, the linked attribute for their Arcane Skill becomes Spirit
Arcane Magic in Savage Dragonlance
Arcane Magic in Krynn
Most arcane magic on the continent of Ansalon is regulated by the Orders
of High Sorcery, headquartered at the Tower of High Sorcery in Wayreth
since the Lost Battles and the destruction (or cursing) of the other
towers. The Conclave of Wizards is made up of the heads of the three
orders, and each order is dedicated to one of the three gods of magic,
and to the philosophy of magic they espouse.
The Orders of High Sorcery rigorously control the practice of arcane
magic on Ansalon. In order to cast spells that exceed the Novice level, a
mage must pass the Test of High Sorcery, administered by the Conclave.
Without passing that test (or being en route to doing so), use of the
more advanced magic is deemed illegal by the laws of the Order, and such
"renegades" are hunted down. Within the Orders, there are three primary
rules:
All wizards were brothers and sisters in their order and all orders were brothers and sisters in magic
The Towers belonged to all mages of all orders and no magic was to be used in anger against another member in the Towers
Outside the Towers, fate often made enemies of mages of the Orders, but this was considered a natural part of the world
There are additional laws within the Order, such as a prohibition on
counterfeiting currency, but those are mostly written with the purpose
of avoiding conflict with civil authorities. Mages had few other
restrictions, though they are discouraged from practicing magics heavily
associated with the other Orders.
Gods and Moons
Each of the three gods of magic are associated with one of the three
moons of Krynn. Solinari is the God of the White Robed Wizards; his
followers use magic for knowledge, wisdom, and protection. Lunitari is
the Goddess of the Red Robed Wizards; her followers are fond of
illusions, but also seek knowledge of knowledge's sake. Nuitari is the
God of the Black Robed Wizards; his followers seek power.
High Sorcery does not enable one to cast all spells, and learn all
powers; the powers allowed to Wizards of High Sorcery are listed below.
While the gods have favored magics, their main concern is with the
philosophy followed by their Wizards. A White Robe who consistently
pursues power for power's sake, or undertakes potentially dangerous
research just to know is going to find that she is no longer welcome in
Solinari's Order, and will be forced to leave her own (though she may
join another). Solinari particularly objects to the spells Zombie and
Puppet; the others have no such restrictions.
The association with the moons has a profound impact on the practice of
magic. Wizards of High Sorcery find their magic influenced by their
patron satellite, and their power waxes and wanes with the moon's cycle.
Each of the moons has 4 main phases, in a magical sense; High Sanction,
when the moon's magic is highest, followed by Waning, as the magic
decreases down to Low Sanction, and followed by Waxing, as the magic
rises.
When the moon is waxing, all that god's followers receive a +1 on their
arcane skill rolls. When the moon is at High Sanction, this is increased
to +1 to the arcane skill rolls, and 1 bonus power point per hour, both
in recovery and in maximum; a wizard who normally has 10 point points,
and recovers 5 power points per hour of rest, will instead have a
maximum of 11 power points, recovering 6 per hour of rest, and 1 per
hour, even without rest. The waning moon sees the wizard's magic at
"normal" levels; no bonus, no penalty. When magic is at Low Sanction,
then those wizards suffer a 1 point penalty to all skill rolls, and
recover only 3 power points per hour of rest, instead of the normal 5.
When the moons are in alignment, and in High Sanction, all followers of
those gods gain the advantages allotted to each of the members; an
alignment of two provides those wizards with +2 to their arcane skill
rolls, and 2 bonus power points per hour. An alignment of all three
moons, known as the Night of the Eye, affords all wizards a +3 on all
skill rolls, and 3 bonus power points per hour.
Solinari, the white moon is furthest from Krynn, and has a 36 day cycle.
His quarters are nine days long. Lunitari is the middle moon, with a 28
day cycle and 7 day quarters. Nuitari, the black moon, is visible only
to those who worship him (and those who see his blackness cross the
stars, or other moons). Nuitari circles the world in only 8 days; he
will go through an entire lunar cycle in the time that it takes Solinari
to complete a quarter.
Dabblers and Renegades
Many people on Krynn dabble in magic, especially among the elves and
Irda. Though they do not commit to magic full-time, they nonetheless
have some small magical skill and know a few powers; these may be a
diverse as a hedge witch or an elven prince. So long as they confine
their magics to lesser things, to Novice powers, they do not fall under
the control of the Orders, though they may still be monitored for
compliance. Should they begin to use more advanced magics, the Orders
will step in, demanding they either take the Test, or be declared
renegade.
Renegades have chosen not to join the Orders, or have been kicked out
and not accepted to another. They are both Wanted (Major) and Outsiders
(Major), without gaining any benefit from these hindrances. According to
the laws of the Order, they may be killed at will, and have no rights,
but White Robes and Red Robes will frequently try to enlist them into
the Order. Some who are technically renegades may escape persecution; if
their use of greater magics is minor and unnoticed, if they have
powerful enough friends outside the Orders, or if, like Raistlin Majere,
they are personally powerful enough that none dare challenge them. But
most renegades lack these advantages, and so must be very careful if
Wizards are around.
---
Arcane Background: Mage
ARCANE SKILL: Spellcasting (Smarts)
STARTING POWERS: 3
POWER POINTS: 10
A Mage has learned the magic of the Gods of Magic. Without passing the
Test, they may freely use Novice powers. If they wish to use Seasoned or
Veteran powers, they must either pass the Test of High Sorcery or be
declared a renegade.
Wizard of High Sorcery (Edge)
Requirements: Arcane Background (Mage), pass the Test of High Sorcery
To be a Wizard of High Sorcery, one must have passed a Test overseen by
the Orders of Magic; this test must be passed before or as soon as
possible after passing into Seasoned. To be a Wizard, one must swear a
Vow (as the minor hindrance) to the Order, and suffers a degree of the
Outsider Hindrance (-2 to Persuasion rolls, as the minor hindrance).
Being a member does have its advantages, however. As all Wizards are
brothers and sisters in magic, they receive a +2 bonus to Persuasion and
Intimidation to Network with other Wizards, and a +2 bonus to Common
Knowledge rolls pertaining to the society of wizards; it doesn't make
them a better spellcaster, but they will know (or, at least, know of)
famous wizards and spells. This can also provide a chance to intervene
with other wizards, even when they are opposed, but that is entirely up
to the other wizard when not at a Tower.
A Wizard has access to such Towers of High Sorcery as are open, and to
other businesses associated with the Orders as may exist (such as the
mageware shop of Palanthas). This also allows them to easily acquire
variations on known powers with different trappings; if you know the
Magic Missile power (Bolt with a Force trapping), you can easily learn
Acid Arrow (bolt, but with an acid trapping). If they have access, they
may acquire one such variation for free with each advance.
Spells of High Sorcery:
Novice (available to all, including those who do not take the test):
Arcane Protection, Beast Friend, Blind, Boost/Lower Trait, Burrow,
Burst, Confusion, Darksight, Deflection, Detect/Conceal Aura, Elemental
Manipulation, Empathy, Entangle, Environmental Protection, Fear, Havoc,
Illusion, Light/Darkness, Mind Link, Mind Reading, Protection, Shape
Change, Sound/Silence, Speak Language, Stun, Summon Ally, Wall Walker
Seasoned (only to Wizards of High Sorcery and Renegades)
Barrier, Blast, Damage Field, Disguise, Dispel, Farsight, Growth/Shrink,
Invisibility, Object Reading, Sloth/Speed, Slumber, Telekinesis,
Teleport
Veteran (only to Wizards of High Sorcery and Renegades)
Bansh, Drain Power Points, Fly, Mind Wipe, Puppet, Zombie
If using the Fantasy Companion, Wizards of High Sorcery can, instead of the Mage edge above, make use of the Elementalist, Illusionist, Necromancer, Summoner, or Wizard edges.
Savage Lance 2: Lance Harder [Savage Worlds]
So, like the last time I did this, it was in response to a question on a message board. Since this is the second time I've done this, let's look at Savage Lance 2: Lance Harder.
This first post is just a quick run through the standard races of Ansalon, noting how (and if) they're different than the standards set out by the Fantasy Companion.
*Humans: No Change
*Dwarves, Hill and Mountain: Remove Low Light Vision, replace with Infravision
*Gully Dwarves: New species.
Size -1 (-1)
Reduced Core Skills -2 (-3): Persuasion, Common Knowledge
Outsider -1 (-4)
Attribute penalty: Smarts -2 (-6)
Reduced Pace -1 (-7)
Attribute Increase: Vigor, Spirit 4 (-3)
Infravision: 1 (-2)
Environmental Resistance: Poison and Disease 1 (-1)
Tough 3 (+2)
*Kender: Variant Half-folk
Add Curious (Major) Hindrance
Add Scavenger Edge
*Elf, Silvanesti
Remove All Thumbs (Minor)
Add Arrogant
*Elf, Qualinesti
Remove All Thumbs
Add Cautious, Quirk (racial chauvinist)
*Elf, Kagonesti
Add Woodsman
Add Illiterate
Add Outsider (Minor)
*Elf, Dargonesti, Dimmernesti: Variant Aquarians
Remove Tough
Add Quirk (racial chauvinist)
Add Gifted: Shapechange (otter or dolphin)
*Irda: Variant Shapeshifters
Remove Charismatic
Duration of Disguise power increased to one hour.
*Minotaurs: Variant Minotaurs
Add Code of Honor Hindrance
Add d4 Fighting, Boating
*Gnomes: Variant Gnomes
Add Driven (Major)
Add Outsider (Minor)
Remove Keen Senses
Add d4 Repair, d4 Science
Add +2 Repair