TEXT: Of Wizards and Wizardry 
   
  Magic flows stubbornly in Tarth. It is much 
  easier, if one is pure of heart, to gain arcane 
  power through the Church of Solace. That said, 
  some individuals have mastered the eldritch 
  arts, and their powers are quite phenomenal. 
  Those who develop power on their own typically 
  live in isolation and are called “hedge wizards.” 
   
  Formal schooling is available for those who 
  seem to have a penchant for the arcane. In 
  Valusia, training is offered at Mizridoor, an 
  academy of secretive wizards on the cliffs at the 
  northern end of town. All characters who have 
  the Wizard Professional Edge graduated from 
  Mizridoor, or its sister school “Kos Arcanum” in 
  far-off Kos (no such academies exist in the 
  White Towns or the Dragon Isles). These 
  Wizards have received their Staff and Ring, the 
  official symbols of an academy-trained Wizard, 
  and are more or less generally accepted 
  throughout the lands, even if they are viewed 
  with some fear and superstition. 
   
  Some Wizards have not been formally trained. 
  They simply learned their powers on their own, 
  without the help of a formal academy. These 
  “hedge wizards” do not carry the Staff and Ring, 
  and do not share in the same respect as trained 
  Wizards. Some are even branded as witches or 
  warlocks – or worse. 
   
  Note: Apart from the benefits of the Wizard 
  Professional Edge and the contacts gained by 
  attending the academy, there are no other game 
  mechanic differences between trained Wizards 
  and Hedge Wizards. 
   
   
  Wizards and Society 
   
  Wizards are well known in Tarth, although not 
  common. Despite being well known, Wizards are 
  respected only due to the efforts of Tyvek and 
  other famous sorcerers. Common folk are 
  somewhat afraid of these characters. It’s 
  believed by simpler minds that these talented 
  spellcasters should have given their service to 
  Solace instead. In fact, the reality is that most of 
  the people of Tarth will go their whole lives and 
  never see a Wizard, much less see a Wizard 
  wield magic. Sun Priests are a more common 
  sight to the common folk, and their magic is 
  more understandable and acceptable. 
   
  This doesn’t mean that common folk are 
  overtly rude or threatening to Wizards, at least, 
  not usually. Most common folk are terrified of the 
  unknown and vast power that Wizards wield, 
  and act accordingly. So, while they won’t harm a 
  Wizard, they certainly won’t go out of their way 
  to help one, either.
   
   
   
  
  Using Magic 
   
  Wizards use the standard rules for Using 
  Powers; however, there are a few additional 
  rules that apply to Wizards. These act like 
  Edges, but are available to any Wizard who 
  meets the prerequisites. 
   
   
  Anchoring Spells 
  Requirements: Smarts d8+, Knowledge 
  (Arcana) d8+, Spellcasting d8+ 
   
  Typically, spells are cast, and then maintained 
  by the caster as desired. However, this causes a 
  cumulative penalty to Spellcasting rolls while 
  they are maintained, and they can be disrupted. 
  A Wizard can also choose to “Anchor” spells, by 
  paying the full cost for the desired duration up 
  front. 
   
  When a Wizard Anchors a spell, he decides 
  how long he wants the spell to last – before the 
  Spellcasting roll – and then spends all of the 
  Power Points immediately for that desired 
  duration. If the spell fails, the caster loses the 
  Power Points as per normal. 
   
  Anchored spells last until their prescribed 
  duration is over, and don’t require any 
  concentration for the caster to maintain 
  throughout that duration. This means that the 
  caster doesn’t suffer any penalties for the 
  ongoing effect, and the effect cannot be 
  disrupted. It is possible, and even occasionally 
  practical, to Anchor a spell without an extended 
  duration (since the spell cannot be disrupted). 
   
  Anchoring a spell increases the cost of a spell 
  by 1 Power Point / 5 Power Points of spell being 
  anchored (before any Wizard raise reductions). 
  So, a 4 Power Point spell would cost 5 Power 
  Points to Anchor, while an 8 Power Point spell 
  would cost 10 Power Points to Anchor. 
   
   
  Soul Drain 
  Requirements: Spirit d8+, Knowledge (Arcana) 
  d8+, Spellcasting d8+ 
   
  Usually, when a caster gets to 0 Power 
  Points, they can’t cast any more spells until they 
  have recovered more Power Points. In 
  desperate situations, a Wizard in dire need of 
  Power Points may drain energy from their own 
  souls. 
   
  To use this dangerous ability, the Wizard 
  character first decides how many Power Points 
  he wants to draw from himself. Then he makes a 
  Spirit roll minus the number of points he’s trying 
  to drain (this is a free action). On a Spirit total of 
  1 or less, the character suffers a wound and falls 
  unconscious for 1d6 hours. On a failure, the 
  character suffers a wound. On a success or 
  better, the character gets the points he needed 
  and may attempt to cast a spell with them 
  immediately (they may not be saved). 
   
  Regardless of the result, Soul Drain always 
  causes the character to become Fatigued (first 
  level of Fatigue only). If the character was 
  already fatigued, it doesn’t cause addition levels. 
   
  Wounds caused by Soul Drain can only be 
  healed by natural means, or by the Greater 
  Healing Spell – but not by the Healing skill or 
  Healing spell. 
  
  Edges 
   
  The following edges are associated with 
  Wizards. 
   
  Arcane Background (Magic) 
  Arcane Skill: Spellcasting (Smarts) 
  Starting Power Points: 10 
  Starting Powers: 3 + Light 
   
  Magicians range from powerful wizards to vile 
  cultists. They draw on raw supernatural energy 
  to fuel their eldritch fires. This energy often 
  infuses the worlds in which they live, and is 
  drawn forth with elaborate rituals, words of 
  power, runes, or perhaps even dark sacrifices. 
  Wizards are often quite weak early in their 
  careers, but are forces to be reckoned with as 
  they become powerful sorcerers. 
   
  Backlash: When a wizard rolls a 1 on his 
  Spellcasting die (regardless of his Wild Die), he 
  is automatically Shaken. 
   
   
  New Power 
  Requirements: Novice, Arcane Background 
   
  An arcane character may learn a new power 
  by choosing this Edge. He may choose from any 
  powers normally available to his particular 
  Arcane Background. 
   
   
  Power Points 
  Requirements: Novice, Arcane Background 
   
  Wizards, weird scientists, and other arcane 
  types always want more power. This Edge 
  grants them an additional 5 Power Points. 
   
  Power Points may be selected more than 
  once, but only once per Rank. 
   
   
  Rapid Recharge 
  Requirements: Seasoned, Spirit d6+, Arcane 
  Background 
   
  This Edge allows an arcane character to 
  regain 1 Power Point every 30 minutes. 
   
   
  Improved Rapid Recharge 
  Requirements: Veteran, Rapid Recharge 
   
  The character regains 1 Power Point every 15 
  minutes. 
   
   
  Wizard 
  Requirements: Novice, Arcane Background 
  (Magic), Smarts d8+, Knowledge (arcana) 
  d8+, Spellcasting d6+ 
   
  Wizards range from young apprentices to 
  frighteningly powerful supreme sorcerers. They 
  are often physically weak, however, and do not 
  have the divine powers or healing abilities of 
  priestly spellcasters. What they lack in spiritual 
  favor, however, they more than make up for in 
  utility and eldritch might. Wizards can cast the 
  widest variety of spells, and if advanced wisely, 
  have a wide variety of Power Edges to further 
  increase their awesome abilities. 
   
  Wizards learn their craft in formalized 
  institutions or under the tutelage of experienced 
  masters. Each raise a wizard gets on his 
  Spellcasting roll reduces the cost of the spell by 
  1 Power Point. The wizard must have the points 
  available to cast the spell in the first place before 
  rolling. 
   
  Note: Characters with the Wizard 
  Professional Edge also start with a bonus spell, 
  Pawn of Mizridoor.
   
  
  Magic Spells 
   
  The following spells/powers are available to 
  Wizard characters. 
   
   
  ARCANE Armor 
  Rank: Novice 
  Power Points: 2 
  Range: Touch 
  Duration: 30 minutes (1/10 minutes) 
  Trappings: Mystical glow 
   
  The caster can invoke magical energies to 
  protect someone from other eldritch or spiritual 
  forces. The caster can temporarily grant the 
  Edge Arcane Resistance to a chosen target 
  (including their own person, of course). For a 
  raise, the target is protected by Improved 
  Arcane Resistance. 
   
   
  Armor 
  Rank: Novice 
  Power Points: 2 
  Range: Touch 
  Duration: 30 minutes (1/10 minutes) 
  Trappings: Mystical glow or hardened skin 
   
  Armor creates a field of magical protection 
  around a character, or an actual shell of some 
  sort, effectively giving the target Armor. Success 
  grants the recipient 2 points of Armor. A raise 
  grants 4 points of Armor. 
   
   
  Backlash 
  Rank: Seasoned 
  Power Points: 3 
  Range: Smarts x 2 
  Duration: Instant 
  Trappings: Both hands on head 
   
  This dangerous and highly specialized power 
  allows a caster to follow a mystic link back to its 
  source. If an ally is Puppeted by an enemy 
  adept, for example, a friendly caster could use 
  this power to send a surge of power back along 
  the link to attack the enemy. To use this power, 
  the caster nominates a character within range 
  currently affected by another character’s actively 
  maintained power. The attacking caster and the 
  original caster then make opposed Arcane Skill 
  rolls. The mage casting Backlash adds +2 to 
  their roll. The loser suffers 3d10 instant damage 
  that ignores normal armor (magical armor still 
  counts). 
   
   
  Barrier 
  Rank: Seasoned 
  Power Points: 1/section 
  Range: Smarts 
  Duration: 30 minutes (1 per section, per 10 min) 
  Trappings: Wall of fire, ice or barely-visible 
  force 
   
  Barrier creates a solid, immobile wall to 
  protect the user against attack or to entrap an 
  opponent. Regardless of what the barrier is 
  made of (ice, thorns, stone, energy, etc.), it has 
  a Toughness of 10. Every Power Point spent 
  creates a 1” wide section of wall. The barrier 
  ranges in width from a few “real world” inches 
  thick for stone or other hard materials up to a 
  foot for things like bones or ice. (If you’re using a 
  gridded mat to play, draw the barrier between 
  the squares directly along the grid-lines.) The 
  caster defines the exact placement of each 
  section, but each section must be connected to 
  at least one other section after the first. 
   
  When the spell expires or a section is broken, 
  it crumbles to dust or otherwise dissipates (the 
  trappings are never left behind). 
   
  Each section of the barrier may be destroyed 
  by an attack that exceeds its Toughness of 10. 
  Hitting the wall is automatic with a Fighting 
  attack (ranged attacks must roll to hit as usual), 
  but raises on the attack roll do not grant bonus 
  damage. 
   
  Opponents may climb the barrier at -2 to their 
  Climb roll if it is made of something solid. Fiery 
  versions of the barrier cause 2d4 damage to 
  anyone who wishes to leap through instead. 
   
  
  Beast Friend 
  Rank: Novice 
  Power Points: Special 
  Range: Smarts x 100 yards 
  Duration: 30 minutes 
  Trappings: The mage concentrates 
   
  This spell allows mages to speak with and 
  guide the actions of nature’s beasts. It works 
  only on creatures with animal intelligence, not 
  humanoids. Nor does it work on conjured, 
  magical, or otherwise “unnatural” animals. 
   
  The target must be within the sorcerer’s 
  range—it is not conjured. 
   
  The cost to control a creature depends on its 
  Size. The base cost is 3, plus twice its Size for 
  creatures with a Size greater than 0. A great 
  white shark (Size +4) costs 3 plus (2x4=) 8 or 11 
  points. A roc (Size +8) costs 19 Power Points to 
  control. Swarms may also be controlled. Small 
  swarms cost 3, Mediums 5, and Large 8. Thus a 
  single rat costs 3 to control, as does a small 
  swarm of the creatures. 
   
   
  Blast 
  Rank: Seasoned 
  Power Points: 2-6 
  Range: 24/48/96 
  Duration: Instant 
  Trappings: Ball of fire or shards of ice 
   
  Blast is an area effect power that can put 
  down many opponents at once. The character 
  first picks where he wants to center the blast, 
  then makes the appropriate skill roll. Normal 
  ranged attack modifiers apply. 
   
  The area of effect is a Medium Burst 
  Template found in the back of this book. If the 
  roll is failed, the blast deviates as a launched 
  projectile (see page 62, Core Rulebook). 
   
  Targets within the blast suffer 2d6 damage. 
  Unlike other attacks, raises on the attack roll do 
  not add to damage to area effect attacks. 
   
  Additional Effects: For double the Power 
  Points, the blast does 3d6 damage or the size is 
  increased to a Large Burst Template. For triple 
  the points, it does both. 
   
   
  Bolt 
  Rank: Novice 
  Power Points: 1-6 
  Range: 12/24/48 
  Duration: Instant 
  Trappings: Bolt of fire or ice 
   
  Bolt is a standard attack power of wizards, 
  and can also be used for ray guns, bursts of 
  energy, streaks of holy light, and other ranged 
  attacks. The damage of the bolt is 2d6. 
   
  Additional Bolts: The character may cast up 
  to 3 bolts by spending a like amount of Power 
  Points. This must be decided before the power 
  is cast. The bolts may be spread among targets 
  as the character chooses. Firing the additional 
  bolts does not incur any attack penalties. 
   
  Additional Damage: The character may also 
  increase the damage to 3d6 by doubling the 
  Power Point cost per bolt. This may be 
  combined with the additional bolts, so firing 3 
  bolts of 3d6 damage costs 6 Power Points. 
   
   
  Boost/Lower Trait 
  Rank: Novice 
  Power Points: 2 
  Range: Smarts 
  Duration: 30 minutes (1/10 minutes) 
  Trappings: Glowing aura 
   
  This power allows a character to increase any 
  of a target’s Traits by one die type for a standard 
  success, and two with a raise. The affected Trait 
  can exceed d12. Each step over d12 adds +1 to 
  his Trait total. For example, a raise on someone 
  who already has a d12 in the affected Trait 
  grants him d12+2 for the duration of the power. 
   
  The power can also be used to lower an 
  opponent’s Trait. This is an opposed roll against 
  the victim’s Spirit. Success lowers any Trait of 
  the caster’s choice one step, a raise lowers it 
  two steps. A Trait cannot be lowered below a d4. 
  Multiple castings stack, though the caster must 
  keep track of when each casting expires as 
  usual. 
   
   
  
  Burrow 
  Rank: Novice 
  Power Points: 3 
  Range: Smarts x 2 
  Duration: 30 minutes (2/10 minutes) 
  Trappings: Caster dissolves into the earth and 
  reappears elsewhere 
   
  Burrow allows a mage standing on raw earth 
  to meld into it. He can remain underground if he 
  wants in a sort of “limbo” or burrow to anywhere 
  within his range. A mage with a Smarts of d8 
  could therefore move up to 16” (32 yards) on the 
  first round, maintain the spell and stay 
  submerged for the second and “move” another 
  16”. 
   
  A burrowing earth mage can attempt to 
  surprise a foe (even one who saw him burrow) 
  by making an opposed Stealth versus Notice 
  roll. If the mage wins, he gains +2 to attack and 
  damage that round, or +4 with a raise. Targets 
  on Hold may attempt to interrupt the attack as 
  usual. 
   
   
  Burst 
  Rank: Novice 
  Power Points: 2 
  Range: Flame Template 
  Duration: Instant 
  Trappings: A shower of flames or burst of ice 
  shards 
   
  Burst produces a large fan of energy that 
  bathes its targets in red-hot fire or other 
  damaging energy. When cast, place the thin end 
  of the Cone Template at the character’s front. 
  Targets within the template may make Agility 
  rolls versus the caster’s arcane skill roll to avoid 
  the blaze. Those who fail suffer 2d10 damage. 
  This counts as a Heavy Weapon. 
   
  With a fire trapping, victims have a 1 in 6 
  chance of catching fire as well (see the Fire 
  rules in Chapter five). 
   
   
  Deflection 
  Rank: Novice 
  Power Points: 2 
  Range: Touch 
  Duration: 30 minutes (1/10 minutes) 
  Trappings: Mystical, glowing shield 
   
  Deflection powers work in a variety of ways. 
  Some actually deflect incoming attacks, others 
  blur the target’s form or produce other illusionary 
  effects. The end result is always the same 
  however—to misdirect incoming melee and 
  missile attacks from the user. 
   
  With a standard success, attackers must 
  subtract 2 from any Fighting, Shooting, or other 
  attack rolls directed at the user. A raise 
  increases the penalty to -4. This also acts as 
  Armor against area effect weapons. 
   
   
  Detect/Conceal Arcana 
  Rank: Novice 
  Power Points: 2 
  Range: Sight 
  Duration (Detect): 30 minutes (1/10 minutes) 
  Duration (Conceal): 3 hours (1/hour) 
  Trappings: Waving hands, whispered words. 
   
  Detect/conceal arcana allows a character to 
  sense supernatural persons, objects, or effects 
  within sight. This includes invisible foes, 
  enchantments on people or items, mad science 
  devices, and so on. 
   
  The power can also be reversed to conceal a 
  single supernatural item, being, or effect. This 
  has the same cost, but the duration is much 
  longer—1 hour with a maintenance cost of 1 per 
  hour. When used in this way, those who wish to 
  see through the ruse with detect arcana use 
  their arcane skill roll as an opposed roll against 
  the concealer’s skill (rolled anew each time 
  detect arcana is cast). The detecting character 
  may only attempt to see through concealed 
  powers once per fresh casting. 
   
   
  
  Dispel 
  Rank: Seasoned 
  Power Points: 3 
  Range: Smarts 
  Duration: Instant 
  Trappings: Waving hands, whispered words. 
   
  Dispel allows a hero to negate enemy spells, 
  miracles, mad science, or super powers. It has 
  no effect on innate powers, such as a dragon’s 
  breath or a banshee’s scream. Neither does 
  dispel work on magic items or permanent 
  enchantments unless the specific item or 
  enchantment says otherwise. 
   
  Dispel can be used on a power already in 
  effect, and can also be used to counter an 
  enemy power as it’s being used. The latter 
  requires the countering mage to be on Hold and 
  interrupt his foe’s action as usual. 
   
  In either case, dispelling the opponent’s 
  power is an opposed roll of arcane skills. The 
  dispelling character suffers a -2 modifier if the 
  target power is of another type (magic vs. 
  miracles, superpowers vs. mad science, etc.) 
   
   
  Elemental Manipulation (Lesser) 
  Rank: Novice 
  Power Points: 1 
  Range: Smarts x 2 
  Duration: Instant 
  Trappings: A few simple gestures 
   
  A character who chooses this power must 
  select one particular element to control (though 
  he may choose other elements as a new power). 
  This allows him to perform basic “tricks” within 
  his chosen element. 
   
  The specific tasks that may be attempted are 
  listed below. 
   
  Air: The caster can create lesser air currents 
  to blow out a candle, fan a flame, lift a skirt, or 
  cool his body in oppressive heat (+1 to a single 
  Fatigue roll caused by heat). 
   
  Earth: A wave of the hand can open a one-
  foot square hole in soft earth (or half that in 
  stone), or cause a spray of sand that might blind 
  an opponent (+1 to a Trick roll). 
   
  Fire: The caster can snap his fingers to create 
  a small flame (about the size of a hot match). 
  With existing fire, he can urge it to spread (+1 to 
  see if a fire spreads), cause it to flare (perhaps 
  as part of a Trick maneuver), or slowly light an 
  object over the course of a few rounds (as if 
  holding a match to it). 
   
  Water: The caster can conjure up to a pint of 
  water somewhere within his sight (not “inside” 
  objects or people. A wave of his hand also 
  purifies one gallon of water, whether it be 
  poisoned or simply salt-water. Those who have 
  been poisoned within the last minute also get a 
  second chance to resist any remaining effects. 
   
   
   
  Entangle 
  Rank: Novice 
  Power Points: 2-4 
  Range: Smarts 
  Duration: Special 
  Trappings: Air swirls around target or ground 
  entangles target 
   
  This power allows the character to restrain a 
  target with snaking vines, lengths of hair, spider 
  webs, or some other vine-like trapping. 
   
  The arcane skill roll is opposed by the target’s 
  Agility. Success indicates partial restraint so that 
  the target suffers a –2 penalty to Pace and skills 
  linked to Agility and Strength. A raise restrains 
  the target fully. He cannot move or use any skills 
  linked to Agility or Strength. 
   
  Each following round, an entangled target 
  may make a Strength or Agility roll to break free. 
  Other characters may also attempt to free the 
  ensnared person by making a Strength roll at -2. 
   
  For 2 Power Points entangle targets a single 
  opponent. For 4 points it affects everyone in 
  Medium Burst Template. 
   
   
  
  Environmental Protection 
  (Lesser) 
  Rank: Novice 
  Power Points: 2 
  Range: Touch 
  Duration: 1 hour (1/Hour) 
  Trappings: Slight glowing aura 
   
  Many Savage Settings allow parties of 
  adventurous heroes to travel beneath the 
  waves, in space, or other hazardous 
  environments. 
   
  This power allows the target to breathe, 
  speak, and move at his normal Pace while 
  underwater, in zero-G, a vacuum, in the lava of 
  a volcano or the heat of the sun, the arctic 
  wastes, and so on. Pressure, atmosphere, air, 
  etc, are all provided for the character. 
   
  Complete protection is offered only for 
  background hazards. A fire attack still causes 
  normal damage even with environmental 
  protection, for example. 
   
  A success is needed to accomplish the power. 
  With a raise, maintaining the power becomes 1 
  Power Point per 2 hours (for that particular 
  target). 
   
   
  Fear 
  Rank: Novice 
  Power Points: 2 
  Range: Smarts x 2 
  Duration: Instant 
  Trappings: Burst of eldritch energy 
   
  This power causes the target overwhelming 
  dread and horror. The area of effect is the Large 
  Burst Template. Every creature beneath the 
  template must make a Guts check, apply -2 to 
  the Guts roll if the caster got a raise. 
   
  Wild Cards who fail roll on the Fear Table 
  (page 91). Extras are Panicked instead. 
   
   
  Fly 
  Rank: Veteran 
  Power Points: 3/6 
  Range: Touch 
  Duration: 30 minutes (1/10 minutes) 
  Trappings: Target glows 
   
  Fly allows a character to fly at his basic Pace 
  with a Climb rate of half that number. He may 
  double his Pace by spending twice the number 
  of Power Points. 
   
   
  Foretell Weather 
  Rank: Novice 
  Power Points: 1-4 
  Range: Area around caster 
  Duration: Instant 
  Trappings: Gestures, whispered words 
   
  Foretell Weather allows a character to feel the 
  upcoming changes in the weather. The farther 
  into the future the character looks, the less 
  specific the foretelling is, and the more Power 
  Points it costs to cast the power. 
   
  Cost 
  How Far Into the Future 
  1 
  1 Day 
  2 
  1 Week 
  3 
  1 Month 
  4 
  1 Season 
   
   
  Illusion 
  Rank: Novice 
  Power Points: 3 
  Range: Spirit 
  Duration: 30 minutes (1/10 minutes) 
  Trappings: Gestures, whispered words 
   
  Illusion makes the target see something that 
  isn’t there, or else see things differently than 
  they actually are. The caster’s Spellcasting Skill 
  is opposed by the target’s Spirit; a success 
  means the target perceives the illusion as real 
  with one of their five senses. Once they examine 
  the illusion with any of their others senses, the 
  illusion is broken. A raise indicates that the 
  target perceives the illusion as real with all of 
  their other senses. 
   
  Illusory attacks can never actually Wound a 
  target, though they can cause a target to 
  become Shaken. Passive illusions, like a wall, 
  
  take little effort to maintain. The Power Point 
  cost must be met, but only normal maintenance 
  penalties apply. Active illusions, such as a black 
  cat or phantom enemies, require constant 
  concentration to maintain. The caster may move 
  their normal Pace, but may take no other actions 
  while maintaining such an illusion. 
   
  This Power only works on sentient, living 
  beings. It is useless against animals, spirits, or 
  the undead. 
   
   
  Invisibility 
  Rank: Seasoned 
  Power Points: 5 
  Range: Self 
  Duration: 30 minutes (1/10 minutes) 
  Trappings: None 
   
  Being invisible is a powerful aid in combat, 
  and useful for spying on maidens’ changing 
  rooms as well. Even inventors and supervillains 
  in pulp genres enjoy the “invisible man” routine. 
   
  With a success, the character is transparent, 
  but a vague outline is visible. A character may 
  detect the invisible presence if he has a reason 
  to look and makes a Notice roll at -4. Once 
  detected, he may attack the foe at -4 as well. 
   
  With a raise, the character is completely 
  invisible. The penalty to Notice or hit him is -6. 
   
  In either case, the power affects the character 
  and his personal items. Anything picked up after 
  the power is cast remains visible. 
   
   
  Light 
  Rank: Novice 
  Power Points: 1 
  Range: Touch 
  Duration: 30 minutes (1/10 minutes) 
  Trappings: Floating globe (usually on staff) 
   
  The ability to create light is a pretty simple 
  one as magical spells and powers go, but a 
  party trapped in the dark with loathsome undead 
  is happy to have an ally with this ability. Light 
  must be cast on an inanimate object, such as a 
  coin, a sword, a shield, or even someone’s 
  clothing. Clever casters often cast light on a 
  foe’s clothes or weapon to make him easier to 
  see—ignore any penalties for illumination when 
  attacking such an affected target. 
   
  The light is as bright as a torch, and provides 
  clear illumination in an area equal to a Large 
  Burst Template. 
   
   
  Obscure 
  Rank: Novice 
  Power Points: 2-3 
  Range: Smarts 
  Duration: 30 minutes (1/10 minutes) 
  Trappings: Dome-shaped cloud of fog 
   
  This power does exactly what its name 
  implies— creates a dome-shaped area of 
  obscurement equal to a Large Burst Template. 
  Attacks into or out of the area of effect suffer the 
  standard penalty for pitch darkness of -6. 
   
  For an extra Power Point, the caster can “fill-
  in” the dome, creating an area of total darkness. 
  Any attacks into, out of or within the area suffer 
  the standard penalty of -6. 
   
   
  Pawn of Mizridoor 
  Rank: Novice 
  Power Points: 3 
  Range: Smarts 
  Duration: 30 minutes (1/10 minutes) 
  Trappings: A chess pawn 
   
  Some students who graduate from the 
  wizard’s academy at Mizridoor are given a final 
  gift—a powerful spell called the Pawn of 
  Mizridoor. The spell requires a pawn from 
  Mizridoor’s chess set. If the pawn is lost, the 
  spell cannot be cast. (Grand wizards of 
  Mizridoor, it is rumored, can create guardians of 
  the other pieces of the set.) 
   
  To cast the spell, the wizard merely pulls the 
  pawn from his pocket and speaks the magical 
  words “From Mizridoor, I summon thee!” When 
  the piece hits the ground, it transforms into a 
  sturdy soldier who is completely under the 
  wizard’s control. 
   
  When a pawn suffers a wound, it crumbles to 
  dust. Somewhere in the dust is an intact pawn, 
  magically restored and ready to be summoned 
  again. 
  
   
  When the owner of a pawn perishes, his pawn 
  crumbles to dust as well. It is said that the 
  original pieces of the set, which reside in 
  Mizridoor itself, are tangible artifacts, and do not 
  crumble when their owner perishes. 
   
   
  Puppet 
  Rank: Veteran 
  Power Points: 3 
  Range: Smarts 
  Duration: 30 minutes (1/10 minutes) 
  Trappings: Reddish eyes, blank stare 
   
  Sometimes it pays to persuade others to do 
  your fighting for you. Some do this by blatant 
  mind control, others do it by manufacturing 
  visual and auditory illusions. 
   
  Puppet is an opposed roll of the character’s 
  arcane skill versus the target’s Spirit. The user 
  must score a success and beat the target’s roll 
  to gain complete control. The victim will attack 
  friends and even commit suicide, though such 
  acts allow the victim another opposed Spirit roll 
  to break the spell. 
   
  Villainous types may have other versions of 
  puppet that allow them to control subjects for 
  much longer periods of time—perhaps even 
  permanently. Such versions usually require a 
  personal belonging. 
   
  Compulsion is considered an evil act by most, 
  and is usually only taken by villainous types. 
   
   
  Quickness 
  Rank: Seasoned 
  Power Points: 4 
  Range: Touch 
  Duration: 30 minutes (2/10 minutes) 
  Trappings: Slight glow, blurred motion 
   
  Super-speedster heroes and the warrior-
  friends of battle mages are the most frequent 
  recipients of this power. With success, the target 
  has two actions per round instead of the usual 
  one (at no multi-action penalty). With a raise, the 
  recipient gains the benefits above, and can also 
  discard and redraw any initiative cards lower 
  than 8 each round. 
   
   
  Shape Change 
  Rank: Special 
  Power Points: Special 
  Range: Self 
  Duration: 30 minutes (1/10 minutes) 
  Trappings: Shape “morphing” 
   
  Many cultures have legends of shamans or 
  wizards who can take on the shape of animals. 
  This power does just that. This version of the 
  power only allows a user to transform into 
  mundane animals, but more bizarre 
  transmutations may be found. 
   
  A character may learn this spell while of 
  Novice rank, but cannot transform into the more 
  powerful creatures until he attains the 
  appropriate rank. The cost in Power Points 
  depends on the type of creature the character 
  wishes to change into. Use the Shape Change 
  Table as a guideline for unlisted creatures. 
   
  Weapons and other personal effects are 
  assumed into the animal’s form and reappear 
  when the power ends, but other objects are 
  dropped. 
   
  While transformed, the character retains his 
  own Smarts, Spirit, and linked skills (though he 
  may not be able to use them since he cannot 
  speak). He gains the animal’s Agility and 
  Strength and linked skills, and cannot use most 
  devices. He has no capacity for speech and 
  cannot use powers, though he may continue to 
  maintain powers previously activated. 
   
  The GM has final say on what an animal can 
  and cannot do. A shaman in dog-form might be 
  able to pull the trigger on a shotgun, for 
  instance, but would use a default skill roll of d4-2 
  as the animal has no Shooting score of its own. 
  The shaman’s Persuasion functions normally, 
  but without speech, might suffer a -4 or worse 
  penalty depending on what he tries to 
  accomplish. 
   
  Cost 
  Rank 
  Animal Types 
  3 
  Novice 
  Hawk, cat, snake 
  4 
  Seasoned 
  Dog, wolf, deer 
  5 
  Veteran 
  Lion, tiger 
  6 
  Heroic 
  Bear, shark 
  7 
  Legendary 
  Great white shark 
   
   
  
  Silence 
  Rank: Novice 
  Power Points: 2+ 
  Range: Smarts 
  Duration: 30 minutes (1/10 minutes) 
  Trappings: A shimmering dome 
   
  Like Obscure, the caster creates a dome-
  shaped area over a Large Burst area, through 
  which no sound can pass in or out of, although 
  sounds created inside the dome can be heard 
  inside the dome.  
   
  For an extra Power Point, the caster can “fill-
  in” the dome, and create a dome-shaped area of 
  total silence. No sound can be created or pass 
  into, out of or within the area of effect. 
   
   
  Smite 
  Rank: Novice 
  Power Points: 2 
  Range: Touch 
  Duration: 30 minutes (1/10 minutes) 
  Trappings: Weapon sheathed in flame or ice 
   
  This power is cast on a weapon of some sort. 
  If it’s a ranged weapon, it affects one entire 
  magazine, 20 bolts, shells, or arrows, or one full 
  “load” of ammunition (the GM may have to 
  determine the exact quantity for unusual 
  weapons). While the spell is in effect, the 
  weapon’s damage is increased by +2, or +4 with 
  a raise. 
   
  Example: A crocodile shaman blesses a 
  warrior’s arrows with smite. The warrior has 
  20arrows in a quiver, so 20 arrows now do +2 
  damage (or +4 if the shaman gets a raise on his 
  Faith roll). 
   
   
  Speed 
  Rank: Novice 
  Power Points: 1 
  Range: Touch 
  Duration: 30 minutes (1/10 minutes) 
  Trappings: Slight glow, blurred motion 
   
  Warriors who need to close with their foes 
  quickly often use this power, as do those who 
  sometimes need to outrun things Man Was Not 
  Meant to Know. 
   
  Speed allows the target of the power to move 
  faster than usual. With a success, the recipient’s 
  basic Pace is doubled. With a raise, running 
  becomes a free action, so he may ignore the 
  usual -2 running penalty as well. 
   
   
  Stun 
  Rank: Novice 
  Power Points: 2+ 
  Range: 12/24/48 
  Duration: Special 
  Trappings: Burst of light and sonic boom 
   
  Sometimes foes must be taken alive, or a 
  character might not want to kill unnecessarily. 
  Stun shocks those within a Medium Burst 
  Template with concussive force, sound, light, 
  magical energy, or the like. 
   
  If the arcane character scores a success, 
  targets within the area of effect must make Vigor 
  rolls or be Shaken. With a raise, victims must 
  make Vigor rolls at -2. 
   
  Increased Size: At Seasoned Rank, the 
  caster can increase the Stun area to a Large 
  Burst Template for an extra 2 Power Points.  
   
  Telekinesis 
  Rank: Seasoned 
  Power Points: 5 
  Range: Smarts 
  Duration: 30 minutes (1/10 minutes) 
  Trappings: A wave of the hand 
   
  Telekinesis is the ability to move a single 
  object or creature (including one’s self) with 
  arcane will. The weight a caster can lift is equal 
  to 10 lbs times his Spirit die type, or 50 lbs times 
  his Spirit with a raise on the casting roll. 
   
  Lifting Creatures: If the target of the power is 
  a living creature, it may try to resist the power 
  with an opposed Spirit roll. If the Spirit roll is 
  greater than the caster’s skill total, the creature 
  is unaffected. If the creature loses, however, it is 
  lifted as usual and does not get another attempt 
  to break free. 
   
  Occasionally a victim might manage to grab 
  onto something solid to prevent itself from being 
  lifted. When this happens, the victim may make 
  an opposed Strength roll versus the caster’s 
  
  arcane skill. If the victim is successful, he 
  manages to grab onto whatever was available 
  and is not moved, bashed, or otherwise affected 
  that round. 
   
  Telekinetic Weapons: A caster can use 
  telekinesis to wield a weapon. When this occurs, 
  the weapon’s Fighting is equal to his arcane 
  skill, and its damage is based on the caster’s 
  Spirit instead of his Strength. A sword that does 
  Strength+2 damage, for example, does Spirit+2 
  when wielded by telekinesis. The weapon 
  otherwise functions normally, including granting 
  bonus damage when it strikes with a raise. 
   
  Dropping Things: Particularly ruthless 
  characters often use telekinesis to drop their 
  foes or bash them into walls and the like. A 
  creature affected by this power can be moved 
  up to the caster’s Smarts in inches per turn in 
  any direction. Dropped creatures suffer falling 
  damage as usual. 
   
  Victims who are bashed into walls or other 
  solid objects suffer the caster’s Spirit+2 as 
  damage. If a caster with a d12 Spirit smashes 
  an orc into a wall, for example, the orc suffers 
  d12+2 damage. If this is a Wild Card, the player 
  may roll his Wild Die with this damage as well. 
   
   
  Teleport 
  Rank: Seasoned 
  Power Points: 3+ 
  Range: Special 
  Duration: Instant 
  Trappings: Puff of smoke 
   
  Teleport allows a character to disappear and 
  instantly reappear up to 10" distant for each 3 
  Power Points spent, or 15” with a raise. This 
  counts as his movement for the round. Adjacent 
  opponents do not get a free attack against the 
  teleporting character. If the hero wishes to 
  teleport somewhere he can’t see, he must make 
  a Smarts roll at -2. If it is an unknown area he 
  has never seen the roll is at a -4 penalty. 
   
  Failure of either roll means the teleporter has 
  hit an object of some sort. He returns to where 
  he came from and is Shaken. A roll of 1 on the 
  casting die (regardless of the Wild Die) indicates 
  a more serious disaster—in addition to being 
  Shaken he also suffers 2d6 damage. 
   
  The teleporter can never enter a solid space 
  even if he tries. The power instantly returns him 
  to his starting location as above. 
   
  Carrying Others: The hero can carry other 
  beings with him, but this automatically causes 
  one level of Fatigue per additional “rider.” (More 
  than two may be carried at once, but causes 
  instant Incapacitation.) One Fatigue can be 
  regained for each full hour of rest. 
   
   
  Ward 
  Rank: Novice 
  Power Points: 2+ 
  Range: Around caster 
  Duration: 30 minutes (1/10 minutes) 
  Trappings: A faintly shimmering dome around 
  warded area 
   
  Ward creates an area that is considered 
  protected, and alerts the caster whenever 
  someone or something crosses into that area. 
   
  The basic spell creates a dome-shaped area 
  equal to a Large Burst Template (or any similar 
  area, such as a room). Anyone that is inside the 
  area at the time the spell was cast can enter and 
  exit the Ward at will. Anything living that crosses 
  the Ward or any magical effect that enters the 
  Ward will alert the caster immediately, even 
  waking the mage if asleep. 
   
  Invisible: For 1 extra Power Point, the caster 
  can make the Ward invisible to sight. 
   
  Increased Size: At Seasoned Rank, the 
  caster can double the radius of the Ward for an 
  extra 2 Power Points. Instead of the area being 
  equal to a Large Burst Template (ie, a 3” radius), 
  the Ward covers a 6” radius. 
   
  Triggered Effect: At Veteran Rank, the caster 
  can add a triggered effect to the Ward for an 
  additional 2 Power Points. You must cast (and 
  spend the Power Points) on the triggered effect 
  at the same time you create the Ward. The 
  triggered effect must be an Instantaneous effect 
  (such as Burst or Bolt), and target a single 
  individual (such as Bolt), or an area of effect 
  (such as Burst). As with normal Wards, anyone 
  who was in the area at the time of casting may 
  enter and exit the Ward without setting off the 
  triggered effect – but the first person or living 
  thing that crosses the Ward sets off the triggered 
  
  effect. If the triggered effect is an area of affect 
  spell (such as a Burst), the effect is centered on 
  the cause of the trigger. 
   
   
  Wall Walker 
  Rank: Novice 
  Power Points: 2 
  Range: Touch 
  Duration: 30 minutes (1/10 minutes) 
  Trappings: Caster touches feet and hands, 
  sticky feet/hands 
   
  Wall walker allows a wizard to function much 
  like a human spider. He can stick to any solid 
  surface, allowing him to climb walls and even 
  hang from ceilings. 
   
  The character can move along such surfaces 
  at his normal Pace. He may also run as usual 
  while skittering along such surfaces. 
   
   
  Water Walk 
  Rank: Novice 
  Power Points: 1 
  Range: Touch 
  Duration: 30 minutes (1/10 minutes) 
  Trappings: Caster touches feet 
   
  The caster can walk upon the very surface of 
  the water as if it were solid ground. Lakes, 
  becalmed seas, and other calm waters may be 
  traversed normally. Rough seas count as 
  Difficult Ground as the caster must run up and 
  down waves. While under the effects of the 
  spell, the caster or target walks as if in a shallow 
  puddle. They cannot go beneath the surface any 
  more than he can go beneath that of the earth.  
   
   
  Zombie 
  Rank: Veteran 
  Power Points: 3/Corpse 
  Range: Smarts 
  Duration: Special 
  Trappings: Carving symbols on corpses 
   
  This power is considered evil in most settings, 
  and so is typically used only by villainous 
  nonplayer characters such as necromancers, 
  evil scientists, dark cultists, and the like. 
   
  When cast, zombie raises a number of dead 
  specified by the character when he spent his 
  Power Points. The undead are immediately 
  obedient, though perhaps a bit mischievous and 
  literal-minded in their duties. 
   
  Corpses aren’t summoned by this ability, so 
  there must actually be a supply of bodies 
  available for the power to have any effect. The 
  bodies don’t have to be fresh—zombie can raise 
  servants that have been waiting patiently for 
  centuries. Graveyards, morgues, and battlefields 
  can all serve this purpose. 
   
  With a success, the dead remain animated for 
  1 hour. With a raise, they remain animated for 
  1d6 hours. With two raises, they remain 
  animated for an entire day. 
   
  Certain powerful necromancers may have 
  improved versions of this power that are 
  cheaper to cast and create permanent undead. 
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Fantasy/Savage Worlds - Fantasy - Magic Handbook.pdf