Back in my introduction of the Age of Ruins setting, I mentioned that the rules set out during the world’s creation stated that there are “no ‘flashy’ direct-damage dealing spells” outside of the dangerous rituals. I introduced that particular rule because I wanted mages to have a different vibe than the artillery that they so often become in RPGs (and to have serious consequences for pulling out the big guns).
Listed below are the Savage Worlds powers that characters with AB: Magic can learn. As previously noted, the campaign uses the “No Power Points” rules from SWD (p. 95), and I have modified the function of some powers because of this. I try to put a big emphasis on trappings to not only create diversity, but also to reinforce the specificity of a spell, as perceived in-world, versus a power, which is purely a rules construct. In addition, I’m very open to introducing spells from other RPGs (especially of the OSR variety) that have particular effects which no Savage World power easily duplicates. Conversion is especially easy in the context of not using power points.
Power List for Arcane Background: Magic
- Analyze Foe (FC)
- Animate Hand (SK)
- Beast Friend
- Bless/Curse (FC)*^
- Boost/Lower Trait*^
- Detect/Conceal Arcana^
- Draining Touch (FC)
- Elemental Manipulation
- Environmental Protection
- Greater Healing
- Legerdemain (FC)
- Shape Change
- Speak Language
- Summon Ally
- Telekinesis (FC)
- Wall Walker*
* Power is modified in some way, as noted below.
^ Effect/Reverse Effect must be taken as separate powers.
(FC) Power is found in the Fantasy Companion.
(SK) Power is found in Savage Worlds of Solomon Kane.
When one of these powers are learned, a single Trait must be chosen that the spell always affects. However, the Spellcasting penalty is halved (the same effect as halving the power point cost).
As with Bless/Curse, a single Trait must be chosen and the Spellcasting penalty is halved.
This power can be maintained indefinitely while burrowing, but once you have emerged from the ground the effect ends and a new Spellcasting roll is required to burrow again.
A trapping requirement of this power is an object focus, usually determined by the culture of the caster (such as a witch’s broomstick).
The power requires that at least three of the recipient’s appendages maintain contact with the surface they are “walking” on (such as both feet and one hand). This makes combat while using the power rather tricky, resulting in a -2 penalty to Fighting rolls. In addition the power cannot be maintained; it has a duration of 1 hour.