Tuesday, October 31, 2017
Savage Worlds: Spooktacular Spells
Effect: The caster conjures what appears to be a flaming Jack O' Lantern that they then magically toss at an opponent. The victim that is struck takes 3d6 bludgeoning damage as the conjured pumpkin smashes into them. On a raise, the target is also exposed to the flame within the pumpkin and must roll a check to see if fire spreads onto their person.
Effect: The caster conjures and throws a silvery glob that explodes out into thick heavy spider webbing that sticks and entangles targets. This spell is rolled in opposition to the target's Agility. On a success the target is partially restrained and takes a -2 penalty to movement, Strength, and Agility linked actions. On a raise, the target is fully restrained and can take neither move or take any action that is linked to Agility or Strength.
Targets that are entangled may spend their turn breaking free with an Agility or Strength roll. Allies can attempt to free an ensnared ally, but do so at a -2. On a critical failure the ally is themselves caught in the web.
The web is highly flammable and can be burned away. Albeit any target within the webs takes fire damage (1d10) and must check to see if the fire spreads to them with a d6. A 5-6 roll means the fire continues to spread.
Range: Smarts x 2
Effect: This spell conjures a set of ghostly chains to rattle and clink, sending waves of necrotic energy to fright the souls of fearful adversaries. Targets within a Large Burst Template must make a Spirit check, their Spirit check is a -2 if the caster casts with a raise. Targets who fail must either check the Fear table (pg. 85 SWD) or become panicked for GM simplicity (and to prevent a possible mass of wild card heart attacks). Necrotic aligned creatures (such as characters who have the Undead trait) are immune to the rattling chains.
Effect: This spell conjures a eldritch purple and red light with a resounding, dreadful laugh that shocks characters within a Medium Burst Template. Targets who are within the template must make a Spirit roll (the roll is made at a -2 if the caster scored a Raise) or become Shaken. A raise places a -2 penalty to the target's pace as such eldritch energy holds them in place. This -2 penalty to pace is removed when the target breaks Shaken.