Monday, September 10, 2018

To All the Spells I Upgraded

Savage Worlds is big on taking existing Powers as they are called and then adding things like trappings to help build spells, psychic phenomena, or weird science gadgets. Rather than build completely new Powers I have the idea, which may in no way be original, to offer Upgrade Trappings these trappings are attached to existing powers the caster needs to have as a prerequisite. A couple of ways to get these upgrades could be the following:

-Whenever a character takes the New Power edge, they may choose a new power and select an upgrade trapping to one of their existing powers if they have it.

-Upgrade trappings may be found in spellbooks as treasure or taught by a Mage's Guild. A good standard may be to charge 100 x Rank (Novice = 1, Seasoned = 2, Veteran = 3, Heroic = 4, Legendary = 5). A GM may wish to change the price at their discretion.

A sample of these upgrades can be found below. Also included was the True Seeing I posted yesterday.

Note: Circle is not actually purple.
Invisibility Sphere

Prerequisite Power: Invisibility 
Required Rank: Veteran
Cost: 5
Range: Self, Special
Duration: 3 (1/round)

Notes: This ability works much akin to Invisibility. However, this spell conjures a MBT sphere that is centered on the caster. Targets within the sphere are also invisible and gain the benefits of being invisible.

Within this state targets recipients are invisible even to each other. A character who wishes to move through a friendly square may have to make an Agility -2 roll or possibly trip over an ally in a manner that is both hilarious and hazardous.

Haste

Prerequisite Power: Quickness
Required Rank: Veteran
Cost: 5
Range: MBT
Duration: 3 (2/round)

Notes: This spell functions the same as Quickness, however the initial spread of this power is delivered in a MBT to all willing allies instead of via touch. The caster must spend a like amount of power points for each character that is willing to be enchanted by this power.

Blade Barrier

Prerequisite Power: Barrier
Required Rank: Veteran
Cost: 1/section
Range: Smarts
Duration: 3 (1/section per round)

Notes: This creates a wall of quick moving blades that are intimidating to any target wishing to approach let alone cross to the other side. Targets may attempt to pass through making a -2 Agility. Regardless of success of failure, target takes 2d6 points of damage. On a success they take damage, but pass on the other side. On a failure they are pushed back while taking damage. On a critical failure they trip and fall into the blades taking 3d6 points of damage. On a Raise they slip through by some miracle and only take 1d6 points of damage.

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