More Quest for Savage Glory!
Part of why I went with Fantasy Companion, over Pathfinder for Savage Worlds, is that the Thief and Fighter classes don't DO much. Thieves have more skills to start; Fighters have a sword and a shield, and the Parry skill. And that's fine, I have no argument with that. But Magic-Users are built by their spells, and so I tried to be expansive in building the spell list; it includes a lot from other games, including what goes wrong if you hit a wizard's staff with a Trigger.
Edges
Arcane Background: Magic-User
Requirements: Smarts d6+
Arcane Skill: Spellcasting (Smarts)
Starting Powers: Detect Arcana, two other Novice spells from the list below
Power Points: 10
Magic-users is the catch-all term for beginning spellcasters. They have learned the basics of spellcasting, but know few of the deeper magics. Spells may be learned through the New Powers edge, but many magic-users in the world will be willing to teach spells in exchange for some service, or even money.
Available Powers:
Novice: Aura, Calm, Dazzle, Detect Magic, Fetch, Flame Dart, Glide, Juggling Lights, Open, Protection, Trigger, Zap
Seasoned: Blink, Force Bolt, Frost Bite, Hide, Levitate, Lightning Ball, Resistance, Reversal
Veteran: Summon Staff
Spell Book
The powers below contain an additional entry, "Spell Book". Those are the Arcane Backgrounds or Mystic Powers which have access to that power.
Aura
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
Trappings: Warm Feeling inside
Aura, unofficially called Erana's Ethereal Aura, protects the target from the Energy Draining powers of the Undead. While under an Aura, the target makes resistance rolls against Energy Drain (and similar powers that directly attack life force, at the GMs discretion) with a +2 (+4 on a raise).
For each additional Power Point, the magic-user can protect 1 additional person.
Blink
Rank: Seasoned
Power Points: 3
Range: Smarts
Duration: 5
Trappings: Teleportation
Darby's Dislocating Defense, or Blink provides protection, subtracting 2 points from melee attacks against the recipient (it has no effect on ranged attacks). When a melee attack misses, the recipient can teleport up to 2" away once per round as a free action.
Calm
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: Calming music
Erana's Enthralling Enchantment, or Calm reduces the aggression of the target, causing them to "bliss out" and not attack the character. With a successful casting, the target cannot move and is Distracted. With a raise, the target is Distracted and Vulnerable, and cannot take any physical actions.
At the end of their turn, a victim of this spell may make a Spirit roll to attempt to break free of the calm. Success indicates that they have broken free; failure indicates that the calm continues for another turn. The calm automatically ends if the target is subject to any attack that does more than 3 points of damage above their armor (if any); the attack need not cause the target to be Shaken or receive a Wound, simply connect.
For 2 additional power points, the spell can be changed to a Medium Blast template, centered on the caster, who is not affected. If the caster has The Drop on a character who is not engaged in strenuous activity (such as a guard not on alert), or who is suffering from Fatigue, then a raise will allow Calm to function as a Slumber power (SWADE 167), at no additional cost.
Dazzle
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: Blinding Burst of Light
Erasmus's Razzle Dazzle (usually just called "Dazzle") produces bright light. The target must make a Vigor roll (at −2 with a raise on the arcane skill roll) or be Stunned (see SWADE 106).
For 2 additional points, the spell may be changed to a Medium Blast template, centered on the caster. The caster does not need to make a Vigor roll.
Detect Magic
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
Detect Magic, or Lori's Lore Legdermain, will give the caster an intuitive sense of magic within a Large Blast Template surrounding them. They will be able to sense and recognize magical objects, waiting spells, and others with magical powers in the area. With a raise, the caster knows something about the type of magic; that a magical trap waits upon a chest, that a person is enchanted into the form of a bear, and kept so by a magical chain upon his leg, that another person is a spellcaster, and so on.
Fetch
Rank: Novice
Power Points: 2
Range: Smarts *2
Duration: 5
Trappings: Glowing lariat of light.
Lowenhard's Lariat of Legerdemain, most often called "Fetch" is a more limited version of Telekinesis. It only has an effective strength of d4 (d6 with a raise), and is limited to slow (pace 4), straight line movement. With success, an item may be brought to the caster; with a raise, the item may instead be moved from one place to another, but only in a straight line.
Flame Dart
Rank: Novice
Power Points: 1
Range: Smarts*2
Duration: Instant
Trappings: Fast-moving dart of flame
Cory's Curious Coruscating Conflagration, or Flame Dart is the basic magical attack spell, taught to many beginning magic-users. It does 2d6 damage, or 3d6 with a raise. The Flame Dart is capable of setting objects on fire. A direct attack spell, it is subject to Reversal.
Force Bolt
Rank: Seasoned
Power Points: 3
Range: Smarts *2
Duration: Instant
Aronson's Arcane Arbalest of Action and Reaction, or Force Bolt, launches a blue ball of energy that ricochets in a Small Blast Template. The bolt does 2d6 damage; on a raise, the caster may have it do 3d6 damage, or Push (SWADE 104), with a strength equal to the caster's Spellcasting. Though ostensibly an area affect spell, its trapping as a single, ricocheting, ball means that it is subject to Reversal.
Frost Bite
Rank: Seasoned
Power Points: 4
Range: Smarts *2
Duration: Instant
Frost Bite, also known as Katrina's Calamitous Cold, causes an explosion of ice and cold in a Medium Blast Template. The attack does 2d6 damage, 3d6 on a raise, and has an AP of 2.
Glide
Rank: Novice
Power Points: 2
Range: Smarts
Duration: One hour
Bobo's Boot Boat (Bob-o, not Bo-bo), or Glide allows a character to slide across liquids, without sinking, as if skating. On smooth surfaces, they have a pace of 12, but sufficiently choppy surfaces will require an Athletics test to remain upright; cutting the pace in half will add +2 to the roll, and in half again will add +4. Though not liquid, Glide can also be used on ice and snow.
For each additional Power Point, the magic-user can affect 1 additional person.
Hide
Rank: Seasoned
Power Points: 5
Range: Smarts
Duration: 5
With a success, Ignatius's Intranstive Invisibility allows the character and their personal items are transparent except for a vague blur or outline. Any action taken against them that requires sight is made at −4, or −6 with a raise. The same penalty applies to Notice rolls to detect the unseen presence. However, the spell fails if the character moves 1" or more, or makes an attack against a person; they may cast spells or use other items (such as drawing a sword, drinking a potion, or picking a lock).
The spell is optimized to be quick; it can be cast as a limited free action.
For each additional Power Point, the magic-user can affect 1 additional person.
Juggling Lights
Rank: Novice
Power Points: 1
Range: Personal
Duration: 10 minutes
Juggling Lights, properly called Jingo's Juggling and Jumping Janterns, creates bright illumination in a Large Blast template, centered on the caster, in the form of whirling balls of multicolored light. Exceedingly simple, the spell is cast with a +2 on the Spellcasting test. When cast, the spell will dispel any magical darkness.
Levitate
Rank: Seasoned
Power Points: 2
Range: Personal
Duration: 5
Ellen's Enchanted Elevator, also called "Levitate" is a sharply limited version of the Fly spell; it can affect only the caster, and only allows vertical movement (though the caster may push themselves along, or step forward onto a more physical perch).
Levitate is, however, optimized for quick casting, and can be cast as a Limited Free Action, and used to avoid falling damage.
For each additional Power Point, the magic-user can affect 1 additional person.
Lightning Ball
Rank: Seasoned
Power Points: 3
Range: Smarts * 2
Duration: Instant
Lightning Ball, also called Leyden 'Lectrical Lump, creates a small ball of lightning that streaks towards its target, inflicting 3d6 damage (4d6 on a raise). As a direct attack spell, it is subject to Reversal. However, when cast through a wizard's staff, the caster may choose, at no cost, to have it affect a Small Blast Template, which will also allow bypassing Reversal.
Open
Rank: Novice
Power Points: 1
Range: Smarts
Duration: Instant
Ollie's Ottomatic Opener, or "Open" allows the mage to attempt to open a lock or closed door, as if making a Thievery check, but using Spellcasting, instead. If a door is not locked, then it will open normally to the spell. This spell does not disarm traps.
Protection
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
Trappings: A mystical glow
Cole's Conjured Combat Cummerbund, or Protection creates a subtle glow around the character, giving them 2 points of Armor, or +4 with a raise.
For each additional Power Point, the magic-user can affect 1 additional person.
Resistance
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: 5
While under the effect of Edwina's Elemental Anti-effector, the character has 4 points of Toughness against elemental attacks; fire, cold, lightning, acid, but not against physical effects like weapons or Force Bolt. Resistance provides protection against elemental attacks, but not necessarily the effects of hostile environments; you won't be burned by the fire, but you can still die of smoke inhalation. Frost Bite will do less damage, but hypothermia won't.
For each additional Power Point, the magic-user can affect 1 additional person.
Reversal
Rank: Seasoned
Power Points: 3
Range: Personal
Duration: 5
Trappings: Soft glow around caster
Kirkov's Cosmic Karma Cookies, also called Reversal, surrounds the caster with a soft glow; while under the effect of reversal, hostile spells directly targeted at the character are at -2 to affect them. Additionally, targeted spells that do not affect the character can be reflected back, with the caster making an opposed Spellcasting test as a free action; otherwise, the spell will be deflected harmlessly. This has no effect on spells in which the character is in the area for, but not the direct target of, unless the trapping is such that each person is individually targeted (qv force bolt). The glow reduces illumination penalties by 1 within a small blast template, but subtracts 1 from Stealth rolls.
Summon Staff
Rank: Veteran
Power Points: 2
Range: Personal
Duration: Special
A wizard's staff is a powerful magical item, enchanted and bound to the wizard. With this spell, the wizard may summon it from the dimension in which it resides. When summoned, it has a number of power points equal to the wizard at their full strength, and these may be drawn upon instead of the wizard's own. Additionally, all spells cast while the staff is in hand receive a +2 to the casting roll, and certain spells may have additional, more powerful, effects when cast by a wizard with staff in hand. The staff remains so long as it has power points remaining, until the wizard dismisses it as an action, or if the wizard loses contact with it for a round.
However, a wizard's staff is extremely vulnerable to the Trigger spell. If a wizard's staff is subjected to a Trigger spell, it will explode in a Small Blast Template, inflicting 2d6 damage, +1d6 per power point it still possesses. If It contains 5 or more power points, it will be a medium blast template. If it contains 10 or more, it will be a Large blast template. If the staff contains 20 or more power points, the blast will be in the owner's spellcasting die in miles. Reversal will not protect the staff. Be very careful when summoning your staff.
Trigger
Rank: Novice
Power Points: 1
Range: Smarts
Duration: Instant
Trigger, or R. Roger's Reactivating Ritual, is a simple spell wot sets off other spells. A spell which is waiting to take effect (such as a magical trap, or a spell to make something visible) can be activated by a Trigger spell, if the spellcaster knows where to direct the spell (either having detected it with Detect Magic or because they've been told where it is). This can be used to trigger arcane devices, but has horrible effects if cast on a wizard's staff.
Zap
Rank: Novice
Power Points: 1
Range: Touch
Duration: 5
Trappings: Crackling blue glow
Leyden's Latent 'Lectrical Discharge, usually called "Zap", spell is cast on a weapon of some sort, imbuing it with a latent 'lectrical charge. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise. The weapon also receives +2 AP, unless the target is warded against electrical damage.
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