Table Of Contents - God Wars II - Welcome To God Wars II

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Table of ContentsIntroduction3Boost/Lower Trait11Skill, Edge and Item Trappings3Burrow11Spell Trappings3Burst13Improvised Trappings3Confusion14Spell er5Light/Obscure16Beast Friend5Mind Reading18Blast6Smite18Blind7Summon Ally18Bolt8Zombie19Written by Zadmar.This game references the Savage Worlds game system, available from PinnacleEntertainment Group at www.peginc.com. Savage Worlds and all associated logos andtrademarks are copyrights of Pinnacle Entertainment Group. Used with permission.Pinnacle makes no representation or warranty as to the quality, viability, or suitabilityfor purpose of this product.Artwork is by Storn Cook, licensed under the Creative Commons AttributionNonCommercial-ShareAlike 2.5 Generic License. Check out his amazing work on hiswebsite at www.stornart.comSavage Spellbook version 6 2013 Richard WoolcockSpells by other authors are attributed individually and included with permission.Licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 2.5 Generic. 2

IntroductionA common complaint about Savage Worldsis that the powers are too generic, blandand/or boring. What this criticism fails torecognise is that the powers are not reallyintended to be used out of the box, insteadthey should be viewed as templates fordesigning your own custom spells, eachtailored to the needs and background of theindividual character.The Fantasy Companion and SavageWorlds Deluxe make the concept easier tounderstand, and include informative sectionsabout trappings, but the paradigm shift canstill be quite difficult for people to grasp ifthey're used to playing games which offerlarge lists of pre-written (and frequentlyvery restrictive in scope) spells.This document is an attempt to providesome examples of the sort of ways in whichtrappings can be used to design individualspells. It can serve as a spell list for thosewho don't feel confident enough to designtheir own trappings, but it’s certainly notexhaustive, and I would hope it encouragesmore people to express their creativity andinvent their own spells.Skill, Edge and Item TrappingsRemember that powers aren’t the only wayto represent spells, you could also applymagical trappings to skills, Edges and items.Your Lockpicking skill might actually be aKnock spell, Notice might reflect your arcanesight, the Intimidation skill could be used torepresent your terrifying Soul Gaze, Tauntcould represent distracting cantrips, etc.Likewise, Beast Master could be druidicmagic, Connections or Danger Sense mightcome from necromancy, Natural Weapons(from Savage Armoury) could be used tobuild offensive spells, and so on.Even mundane equipment can be giventrappings – leather armour to represent awarded duster, a bow to represent awizard’s staff that shoots energy bolts, etc.Spell TrappingsWhen you choose a power, you must alsochoose its trappings – take a look throughthe spell list for inspiration. At the GM'sdiscretion, New Power could also allowplayers to choose two new spells instead ofone if they already have the Power/s withdifferent trappings. Alternatively, the GMmight allow players to learn additional spellsfrom books and scrolls, as long as they'vebought the Power once.It is strongly recommended that playersnot be permitted to take powers without anytrappings. At the very least they shouldcome up with a name and description.Improvised TrappingsIf the GM allows improvised magic, playersmay spend a benny to use a differenttrapping for a power they already possess –or to use a power they don’t have with atrapping they do. For example someonewith Flame Dart (Bolt) might spend a bennyto cast Ray of Frost (Bolt) or Fireball (Burstwith the same general trapping as FlameDart). The benny must be spent beforemaking the Spellcasting roll. 3

Spell ListArmourBarkskinRank: NovicePower Points: 2Range: TouchDuration: 3 (1/round)The target’s skin takes on the consistencyof rough bark, granting 2 points of Armour,or 4 on a raise. This counts as magicalarmour, and therefore stacks with physicalarmour (such as worn or natural armour).Design note: This is a fairly standardArmour spell.Bone ArmourRank: NovicePower Points: 2Range: SelfDuration: 3 (1/round)Magical bone armour forms around yourbody, granting you 2 points of Armour, or 4on a raise. Undead suffer a -1 penalty whenattacking you. This can be treated as eitherphysical armour or magical armour, decidedwhen the spell is cast.Design note: This uses the Necromantic(Feign Undeath) trapping from SWD, butonly affects the caster.Copper FleshRank: NovicePower Points: 2Range: TouchDuration: 3 (1/round)The recipient’s skin hardens and takes on acoppery metallic sheen, granting 2 points ofArmour. This counts as magical armour,and therefore stacks with physical armour(such as worn or natural armour). On araise, lightning arcs up and down therecipient’sbody,electrocutingnearbytargets as if it were a 2d4 Damage Field.Design note: This uses a lightning variantof the Fire/Heat (Aura) trapping from SWD.IceskinRank: NovicePower Points: 2Range: TouchDuration: 3 (1/round)Magical ice forms around the recipient’sbody, granting them 2 points of Armour, or4 on a raise. It also provides an additional 2 Armour against cold, ice, fire and heatattacks, although fire and heat count asDispel against the Iceskin. In addition, iceno longer counts as difficult terrain whilethis spell as active. This counts as magicalarmour, and therefore stacks with magicalarmour, but not with other worn or naturalarmour.Design note: This uses the Cold/Ice(Armour) and Cold/Ice (Skate) trappingsfrom SWD.Radiant AuraRank: NovicePower Points: 2Range: TouchDuration: 3 (1/round)The target’s skin glows with divine light,granting 2 points of Armour, or 4 on a raise.This counts as magical armour, andtherefore stacks with physical armour (suchas worn or natural armour). The recipientalso produces enough light within a SmallBurst Template to negate visibility penaltiesfrom darkness, although this can drawattention and make stealth very difficult.This light is treated as natural sunlight forthe purposes of harming undead and othercreatures of the night.Design note: This uses the Light (Glow)and Light (Sunlight) trappings from SWD.Shroud of DarknessRank: NovicePower Points: 3Range: SelfDuration: 3 (1/round)Your body is shrouded in tendrils ofdarkness, granting 2 points of Armour, or 4on a raise. This counts as magical armour,and therefore stacks with physical armour(such as worn or natural armour). Rangedattacks made against you suffer a -1penalty, due to the shifting darkness, andyour Stealth is increased by one die type, ortwo on a raise.Design note: This uses the Darkness(Shroud) and Darkness (Stealth) trappingsfrom SWD, but only affects the caster.BanishExorciseRank: Veteran 4

Power Points: 3Range: SmartsDuration: InstantYou are able to exorcise undead andincorporeal demons with an opposed rollagainst their Spirit. On a success they areShaken, while each raise inflicts a wound. Ifthe target is incapacitated by this spell, theyare immediately banished from the materialplane – in the case of physical undead, thebody remains behind, although it mayrapidly decompose if it was only heldtogether through force of will.Design note: This version of Banish iscapable of inflicting multiple wounds, but itonly affects undead and incorporeal demons.BarrierHoly BarrierRank: SeasonedPower Points: 1/sectionRange: SmartsDuration: 3 (1 per section, per round)You conjure a wall of brightly glowing holylight, which instantly expands to cover a 1”area for every 1 PP spent. The wall hasToughness 10, and inflicts 2d4 damage toany undead, demonic or other supernaturalevil creatures passing through it. The wallalso provides illumination that extends 1”from all sections.Design note: This uses the Light (Glow)trapping from SWD, and only harmssupernatural evil creatures.Wall of FireRank: SeasonedPower Points: 1/sectionRange: SmartsDuration: 3 (1 per section, per round)You conjure a wall of flames, which rapidlyexpands to cover a 1” area for every 1 PPspent. The wall has Toughness 10, andinflicts 2d4 damage to anyone passingthrough it.Design note: This is a fairly standardBarrier spell.Wall of StoneRank: SeasonedPower Points: 1/sectionRange: SmartsDuration: 3 (1 per section, per round)You conjure a wall of stone that mergeswith any adjoining rock surfaces. The wallhas Toughness 10, and covers a 1” area forevery 1 PP spent. It can be climbed with aClimbing roll at -2.Design note: This is a fairly standardBarrier spell.Beast FriendInsect SwarmRank: NovicePower Points: 3 Range: Smarts x 100 yardsDuration: 10 minutesYou are able to telepathically communicatewith and control non-intelligent insects,arachnids and other bugs, including giantspiders and similar.The basic cost tocontrol a medium or smaller creature is 3PP, however this increases by 2 PP for everypoint of Size over 0. When controlling entireswarms, the cost is 3, 5 and 8 PP for small,medium and large swarms respectively.Design note: This is a fairly standardBeast Friend spell, except it only works onbugs, and it allows you to control magicalversions (such as giant ants).Lord of the SeasRank: NovicePower Points: 3 Range: Smarts x 100 yardsDuration: 10 minutesYou are able to telepathically communicatewith and control non-magical aquaticcreatures with animal intelligence.Thebasic cost to control a medium or smallercreature is 3 PP, however this increases by 1PP for every point of Size over 0. Whencontrolling entire swarms, the cost is 3, 5and 8 PP for small, medium and largeswarms respectively.Design note: This is a fairly standardBeast Friend spell, except it only works onaquatic creatures, and the PP cost isreduced for larger creatures.Lord of the SkiesRank: NovicePower Points: 3 Range: Smarts x 1000 yardsDuration: 10 minutesYou are able to telepathically s with animal intelligence.Thebasic cost to control a medium or smallercreature is 3 PP, however this increases by 2PP for every point of Size over 0. Whencontrolling entire swarms, the cost is 3, 5 5

and 8 PP for small, medium and largeswarms respectively.Design note: This is a fairly standardBeast Friend spell, except it only works onflying creatures, and the range is increasedby 10 times.BlastAcid RainRank: SeasonedPower Points: 4Range: 24/48/96Duration: InstantYou conjure a cloud of acid rain within aMedium Burst Template, inflicting 3d4damage and ignoring armour (unlesscompletely sealed). This counts as a HeavyWeapon, and those within the area mayattempt to dive for cover with an Agility rollat -2. Anyone hit by the acid rain suffers anadditional 2d4 damage on the caster's nextaction, unless the acid is counteracted insome way.If a target is Shaken orwounded by the acid, there is a 1 in 6chance of their armour losing 1 point ofprotection (regular clothing is simplyruined). If the spell is successfully cast, butthe attack misses, the location of the raindeviates as if it were a fired projectile. Thecaster may increase the coverage to a LargeBurst Template for 2 PP.Design note: This uses the Acid(Corrosion) trapping from SWD, and alwaysuses the extra damage option.Design note: This is a fairly standardBlast using the Fire/Heat (Flammable)trapping from SWD, but using fire isadvantageous against some opponents, anda drawback against others. It may alsoresult in environmental damage, melt ice,etc. If used underwater, it would probablycause heat damage from the boiling water,but the target wouldn’t catch fire.Ice StormRank: SeasonedPower Points: 2Range: 12/24/48Duration: InstantYou summon a swirling storm of hailstoneswithin a Medium Burst Template, inflicting2d6 damage and ignoring armour (unlesscompletely sealed). This counts as a HeavyWeapon, and those within the area mayattempt to dive for cover with an Agility rollat -2. Targets who are Shaken or woundedby this spell must make a Vigor roll or suffera point of cold-based Fatigue. If they are hitwith a raise, the Vigor roll is made at -2,and their next movement is treated asdifficult terrain. If the spell is successfullycast, but the attack misses, the ice stormdeviates as if it were a fired projectile. Thecaster may increase the damage by d6 for 2PP, and/or increase the coverage to a LargeBurst Template for 2 PP.Design note: This uses the Cold/Ice(Fatigue) and Cold/Ice (Slow) trappingsfrom SWD.Insect SwarmFireballRank: SeasonedPower Points: 2Range: 24/48/96Duration: InstantYou shoot a small glowing ball of magicalfire at your target, and it explodes oncontact, expanding to fill a Medium BurstTemplate. This counts as a Heavy Weapon,inflicts 2d6 damage to everyone with theaffected area, ignores armour (unlesscompletelysealed),andcancauseflammable targets to catch fire.Anyonewho sees the attack coming can make anAgility roll at -2, and if successful they’reable to dive out of the way. If the spell issuccessfully cast, but the attack misses, thefireball deviates as if it were a firedprojectile.The caster may increase thedamage by d6 for 2 PP, and/or increase thecoverage to a Large Burst Template for 2PP.Rank: SeasonedPower Points: 4Range: 24/48/96Duration: InstantA swarm of flying insects gather within aMedium Burst Template at the specifiedlocation, inflicting 3d4 damage this round,and a further 2d4 damage on the caster'saction next round, after which they depart.If there are no valid targets within thetemplate, the insects will fly d6" towards theclosest target before rolling damage, butthey cannot distinguish friend from foe. Theinsects cannot be avoided, and armourprovides no protection (unless sealed), but ifthe attack roll misses then their startingpoint deviates as if they were a firedprojectile.This spell inflicts no damageagainst undead or constructs, although itcan cause them to become Shaken. Theswarm can be increased to fill a Large Burst 6

Template for 2 PP. This spell does not countas a Heavy Weapon.Design note: The dama

the spell list for inspiration. At the GM's discretion, New Power could also allow players to choose two new spells instead of one if they already have the Power/s with different trappings. Alternatively, the GM might allow players to learn additional spells from books and scrolls, as