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  ~ 2 ~ 
   
  Table of Contents 
   
  Introduction 
  3 
  Skill, Edge and Item Trappings  
  3 
  Spell Trappings  
  3 
  Improvised Trappings  
  3 
  Spell List 
  4 
  Armour 
  4 
  Banish  
  4 
  Barrier 
  5 
  Beast Friend  
  5 
  Blast  
  6 
  Blind  
  7 
  Bolt  
  8 
  Boost/Lower Trait  
  11 
  Burrow 
  11 
  Burst  
  13 
  Confusion  
  14 
  Deflection  
  14 
  Fly 
  14 
  Healing  
  15 
  Light/Obscure  
  16 
  Mind Reading  
  18 
  Smite  
  18 
  Summon Ally  
  18 
  Zombie 
  19 
   
   
   
   
   
   
  Written by Zadmar. 
  This game references the Savage Worlds game system, available from Pinnacle 
  Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and 
  trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. 
  Pinnacle makes no representation or warranty as to the quality, viability, or suitability 
  for purpose of this product. 
  Artwork is by Storn Cook, licensed under the Creative Commons Attribution-
  NonCommercial-ShareAlike 2.5 Generic License. Check out his amazing work on his 
  website at www.stornart.com 
  Savage Spellbook version 6 © 2013 Richard Woolcock 
   
  Spells by other authors are attributed individually and included with permission. 
   
  Licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 2.5 Generic.
  
  ~ 3 ~ 
   
  Introduction 
   
    A common complaint about Savage Worlds 
  is that the powers are too generic, bland 
  and/or boring.  What this criticism fails to 
  recognise is that the powers are not really 
  intended to be used out of the box, instead 
  they should be viewed as templates for 
  designing your own custom spells, each 
  tailored to the needs and background of the 
  individual character. 
    The 
  Fantasy 
  Companion 
  and 
  Savage 
  Worlds Deluxe make the concept easier to 
  understand, and include informative sections 
  about trappings, but the paradigm shift can 
  still be quite difficult for people to grasp if 
  they're used to playing games which offer 
  large lists of pre-written (and frequently 
  very restrictive in scope) spells. 
    This document is an attempt to provide 
  some examples of the sort of ways in which 
  trappings can be used to design individual 
  spells.  It can serve as a spell list for those 
  who don't feel confident enough to design 
  their own trappings, but it’s certainly not 
  exhaustive, and I would hope it encourages 
  more people to express their creativity and 
  invent their own spells. 
  Skill, Edge and Item Trappings 
   
    Remember that powers aren’t the only way 
  to represent spells, you could also apply 
  magical trappings to skills, Edges and items. 
   
    Your Lockpicking skill might actually be a 
  Knock spell, Notice might reflect your arcane 
  sight, the Intimidation skill could be used to 
  represent your terrifying Soul Gaze, Taunt 
  could represent distracting cantrips, etc. 
   
    Likewise, Beast Master could be druidic 
  magic, Connections or Danger Sense might 
  come from necromancy, Natural Weapons 
  (from Savage Armoury) could be used to 
  build offensive spells, and so on. 
   
    Even mundane equipment can be given 
  trappings – leather armour to represent a 
  warded duster, a bow to represent a 
  wizard’s staff that shoots energy bolts, etc. 
   
  Spell Trappings 
   
    When you choose a power, you must also 
  choose its trappings – take a look through 
  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 long as they've 
  bought the Power once. 
   
    It is strongly recommended that players 
  not be permitted to take powers without any 
  trappings.  At the very least they should 
  come up with a name and description. 
   
  Improvised Trappings 
   
    If the GM allows improvised magic, players 
  may spend a benny to use a different 
  trapping for a power they already possess – 
  or to use a power they don’t have with a 
  trapping they do.  For example someone 
  with Flame Dart (Bolt) might spend a benny 
  to cast Ray of Frost (Bolt) or Fireball (Burst 
  with the same general trapping as Flame 
  Dart).  The benny must be spent before 
  making the Spellcasting roll. 
   
  
  ~ 4 ~ 
   
  Spell List 
   
  Armour 
   
  Barkskin  
  Rank: Novice  
  Power Points: 2  
  Range: Touch  
  Duration: 3 (1/round)  
    The target’s skin takes on the consistency 
  of rough bark, granting 2 points of Armour, 
  or 4 on a raise.  This counts as magical 
  armour, and therefore stacks with physical 
  armour (such as worn or natural armour).  
    Design note: This is a fairly standard 
  Armour spell. 
   
  Bone Armour  
  Rank: Novice  
  Power Points: 2  
  Range: Self  
  Duration: 3 (1/round)  
    Magical bone armour forms around your 
  body, granting you 2 points of Armour, or 4 
  on a raise.  Undead suffer a -1 penalty when 
  attacking you.  This can be treated as either 
  physical armour or magical armour, decided 
  when the spell is cast. 
    Design note: This uses the Necromantic 
  (Feign Undeath) trapping from SWD, but 
  only affects the caster. 
   
  Copper Flesh  
  Rank: Novice  
  Power Points: 2  
  Range: Touch  
  Duration: 3 (1/round)  
    The recipient’s skin hardens and takes on a 
  coppery metallic sheen, granting 2 points of 
  Armour.  This counts as magical armour, 
  and therefore stacks with physical armour 
  (such as worn or natural armour).  On a 
  raise, lightning arcs up and down the 
  recipient’s 
  body, 
  electrocuting 
  nearby 
  targets as if it were a 2d4 Damage Field. 
    Design note: This uses a lightning variant 
  of the Fire/Heat (Aura) trapping from SWD. 
   
  Iceskin  
  Rank: Novice  
  Power Points: 2  
  Range: Touch  
  Duration: 3 (1/round)  
    Magical ice forms around the recipient’s 
  body, granting them 2 points of Armour, or 
  4 on a raise.  It also provides an additional 
  +2 Armour against cold, ice, fire and heat 
  attacks, although fire and heat count as 
  Dispel against the Iceskin.  In addition, ice 
  no longer counts as difficult terrain while 
  this spell as active.  This counts as magical 
  armour, and therefore stacks with magical 
  armour, but not with other worn or natural 
  armour. 
    Design note: This uses the Cold/Ice 
  (Armour) and Cold/Ice (Skate) trappings 
  from SWD. 
   
  Radiant Aura  
  Rank: Novice  
  Power Points: 2  
  Range: Touch  
  Duration: 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, 
  and 
  therefore stacks with physical armour (such 
  as worn or natural armour).  The recipient 
  also produces enough light within a Small 
  Burst Template to negate visibility penalties 
  from darkness, although this can draw 
  attention and make stealth very difficult.  
  This light is treated as natural sunlight for 
  the purposes of harming undead and other 
  creatures of the night. 
    Design note: This uses the Light (Glow) 
  and Light (Sunlight) trappings from SWD. 
   
  Shroud of Darkness  
  Rank: Novice  
  Power Points: 3  
  Range: Self  
  Duration: 3 (1/round)  
    Your body is shrouded in tendrils of 
  darkness, granting 2 points of Armour, or 4 
  on a raise.  This counts as magical armour, 
  and therefore stacks with physical armour 
  (such as worn or natural armour).  Ranged 
  attacks made against you suffer a -1 
  penalty, due to the shifting darkness, and 
  your Stealth is increased by one die type, or 
  two on a raise. 
    Design note: This uses the Darkness 
  (Shroud) and Darkness (Stealth) trappings 
  from SWD, but only affects the caster. 
   
  Banish 
   
  Exorcise  
  Rank: Veteran  
  
  ~ 5 ~ 
   
  Power Points: 3  
  Range: Smarts  
  Duration: Instant  
    You are able to exorcise undead and 
  incorporeal demons with an opposed roll 
  against their Spirit.  On a success they are 
  Shaken, while each raise inflicts a wound.  If 
  the target is incapacitated by this spell, they 
  are immediately banished from the material 
  plane – in the case of physical undead, the 
  body remains behind, although it may 
  rapidly decompose if it was only held 
  together through force of will. 
    Design note: This version of Banish is 
  capable of inflicting multiple wounds, but it 
  only affects undead and incorporeal demons. 
   
  Barrier 
   
  Holy Barrier  
  Rank: Seasoned  
  Power Points: 1/section  
  Range: Smarts  
  Duration: 3 (1 per section, per round)  
    You conjure a wall of brightly glowing holy 
  light, which instantly expands to cover a 1” 
  area for every 1 PP spent.  The wall has 
  Toughness 10, and inflicts 2d4 damage to 
  any undead, demonic or other supernatural 
  evil creatures passing through it.  The wall 
  also provides illumination that extends 1” 
  from all sections. 
    Design note: This uses the Light (Glow) 
  trapping 
  from 
  SWD, 
  and 
  only 
  harms 
  supernatural evil creatures. 
   
  Wall of Fire  
  Rank: Seasoned  
  Power Points: 1/section  
  Range: Smarts  
  Duration: 3 (1 per section, per round)  
    You conjure a wall of flames, which rapidly 
  expands to cover a 1” area for every 1 PP 
  spent.  The wall has Toughness 10, and 
  inflicts 2d4 damage to anyone passing 
  through it. 
    Design note: This is a fairly standard 
  Barrier spell. 
   
  Wall of Stone  
  Rank: Seasoned  
  Power Points: 1/section  
  Range: Smarts  
  Duration: 3 (1 per section, per round)  
    You conjure a wall of stone that merges 
  with any adjoining rock surfaces.  The wall 
  has Toughness 10, and covers a 1” area for 
  every 1 PP spent.  It can be climbed with a 
  Climbing roll at -2. 
    Design note: This is a fairly standard 
  Barrier spell. 
   
  Beast Friend 
   
  Insect Swarm  
  Rank: Novice  
  Power Points: 3+  
  Range: Smarts x 100 yards  
  Duration: 10 minutes  
    You are able to telepathically communicate 
  with and control non-intelligent insects, 
  arachnids and other bugs, including giant 
  spiders and similar.  The basic cost to 
  control a medium or smaller creature is 3 
  PP, however this increases by 2 PP for every 
  point of Size over 0.  When controlling entire 
  swarms, the cost is 3, 5 and 8 PP for small, 
  medium and large swarms respectively. 
    Design note: This is a fairly standard 
  Beast Friend spell, except it only works on 
  bugs, and it allows you to control magical 
  versions (such as giant ants). 
   
  Lord of the Seas  
  Rank: Novice  
  Power Points: 3+  
  Range: Smarts x 100 yards  
  Duration: 10 minutes  
    You are able to telepathically communicate 
  with 
  and 
  control 
  non-magical 
  aquatic 
  creatures with animal intelligence.  The 
  basic cost to control a medium or smaller 
  creature is 3 PP, however this increases by 1 
  PP for every point of Size over 0.  When 
  controlling entire swarms, the cost is 3, 5 
  and 8 PP for small, medium and large 
  swarms respectively. 
    Design note: This is a fairly standard 
  Beast Friend spell, except it only works on 
  aquatic creatures, and the PP cost is 
  reduced for larger creatures. 
   
  Lord of the Skies  
  Rank: Novice  
  Power Points: 3+  
  Range: Smarts x 1000 yards  
  Duration: 10 minutes  
    You are able to telepathically communicate 
  with 
  and 
  control 
  non-magical 
  flying 
  creatures with animal intelligence.  The 
  basic cost to control a medium or smaller 
  creature is 3 PP, however this increases by 2 
  PP for every point of Size over 0.  When 
  controlling entire swarms, the cost is 3, 5 
  
  ~ 6 ~ 
   
  and 8 PP for small, medium and large 
  swarms respectively. 
    Design note: This is a fairly standard 
  Beast Friend spell, except it only works on 
  flying creatures, and the range is increased 
  by 10 times. 
   
  Blast 
   
  Acid Rain  
  Rank: Seasoned  
  Power Points: 4  
  Range: 24/48/96  
  Duration: Instant  
    You conjure a cloud of acid rain within a 
  Medium 
  Burst 
  Template, 
  inflicting 
  3d4 
  damage 
  and 
  ignoring 
  armour 
  (unless 
  completely sealed).  This counts as a Heavy 
  Weapon, and those within the area may 
  attempt to dive for cover with an Agility roll 
  at -2.  Anyone hit by the acid rain suffers an 
  additional 2d4 damage on the caster's next 
  action, unless the acid is counteracted in 
  some way.  If a target is Shaken or 
  wounded by the acid, there is a 1 in 6 
  chance of their armour losing 1 point of 
  protection 
  (regular 
  clothing 
  is 
  simply 
  ruined).  If the spell is successfully cast, but 
  the attack misses, the location of the rain 
  deviates as if it were a fired projectile.  The 
  caster may increase the coverage to a Large 
  Burst Template for 2 PP. 
    Design 
  note: 
  This 
  uses 
  the 
  Acid 
  (Corrosion) trapping from SWD, and always 
  uses the extra damage option. 
   
  Fireball  
  Rank: Seasoned  
  Power Points: 2  
  Range: 24/48/96  
  Duration: Instant  
    You shoot a small glowing ball of magical 
  fire at your target, and it explodes on 
  contact, expanding to fill a Medium Burst 
  Template.  This counts as a Heavy Weapon, 
  inflicts 2d6 damage to everyone with the 
  affected 
  area, 
  ignores 
  armour 
  (unless 
  completely 
  sealed), 
  and 
  can 
  cause 
  flammable targets to catch fire.  Anyone 
  who sees the attack coming can make an 
  Agility roll at -2, and if successful they’re 
  able to dive out of the way.  If the spell is 
  successfully cast, but the attack misses, the 
  fireball deviates as if it were a fired 
  projectile.  The caster may increase the 
  damage by d6 for 2 PP, and/or increase the 
  coverage to a Large Burst Template for 2 
  PP.  
    Design note: This is a fairly standard 
  Blast 
  using 
  the 
  Fire/Heat 
  (Flammable) 
  trapping from SWD, but using fire is 
  advantageous against some opponents, and 
  a drawback against others.  It may also 
  result in environmental damage, melt ice, 
  etc.  If used underwater, it would probably 
  cause heat damage from the boiling water, 
  but the target wouldn’t catch fire. 
   
  Ice Storm  
  Rank: Seasoned  
  Power Points: 2  
  Range: 12/24/48  
  Duration: Instant  
    You summon a swirling storm of hailstones 
  within a Medium Burst Template, inflicting 
  2d6 damage and ignoring armour (unless 
  completely sealed).  This counts as a Heavy 
  Weapon, and those within the area may 
  attempt to dive for cover with an Agility roll 
  at -2.  Targets who are Shaken or wounded 
  by this spell must make a Vigor roll or suffer 
  a point of cold-based Fatigue.  If they are hit 
  with a raise, the Vigor roll is made at -2, 
  and their next movement is treated as 
  difficult terrain.  If the spell is successfully 
  cast, but the attack misses, the ice storm 
  deviates as if it were a fired projectile.  The 
  caster may increase the damage by d6 for 2 
  PP, and/or increase the coverage to a Large 
  Burst Template for 2 PP.  
    Design note: This uses the Cold/Ice 
  (Fatigue) and Cold/Ice (Slow) trappings 
  from SWD. 
   
  Insect Swarm  
  Rank: Seasoned  
  Power Points: 4  
  Range: 24/48/96  
  Duration: Instant  
    A swarm of flying insects gather within a 
  Medium Burst Template at the specified 
  location, inflicting 3d4 damage this round, 
  and a further 2d4 damage on the caster's 
  action next round, after which they depart.  
  If there are no valid targets within the 
  template, the insects will fly d6" towards the 
  closest target before rolling damage, but 
  they cannot distinguish friend from foe.  The 
  insects cannot be avoided, and armour 
  provides no protection (unless sealed), but if 
  the attack roll misses then their starting 
  point deviates as if they were a fired 
  projectile.  This spell inflicts no damage 
  against undead or constructs, although it 
  can cause them to become Shaken.  The 
  swarm can be increased to fill a Large Burst 
  
  ~ 7 ~ 
   
  Template for 2 PP.  This spell does not count 
  as a Heavy Weapon.   
    Design note: The damage is based on the 
  Acid (Burn) trapping from SWD.  The 
  additional damage option is always used, 
  and it can’t kill undead or constructs.  The 
  initial damage can’t be avoided (assuming 
  the attack roll is successful), but you can 
  simply walk out of the swarm to avoid being 
  hurt again (although it may follow you).  For 
  obvious reasons this spell won’t work 
  underwater.  Unlike most Blasts, it also 
  doesn’t count as a Heavy Weapon. 
   
  Sound Burst  
  Rank: Seasoned  
  Power Points: 2  
  Range: 24/48/96  
  Duration: Instant  
    You create a massive blast of sound within 
  a Medium Burst Template.  This inflicts 2d6 
  damage, 
  ignores 
  armour 
  (unless 
  soundproof), 
  and 
  counts 
  as 
  a 
  Heavy 
  Weapon.  Those within the area may 
  attempt to cover their ears and dive out of 
  the way with an Agility roll at -2.  Targets 
  Shaken or wounded by this spell suffer -2 to 
  hearing-based Notice rolls until they recover 
  from being Shaken.  If the 
  spell is 
  successfully cast, but the attack misses, the 
  blast deviates as if it were a fired projectile.  
  The caster may increase the damage by d6 
  for 2 PP, and/or increase the coverage to a 
  Large Burst Template for 2 PP.  The sound 
  can be heard from a considerable distance, 
  and the caster may choose what sort of 
  sound is produced (within reason, at the 
  GM’s discretion). 
    Design 
  note: 
  This 
  uses 
  the 
  Sound 
  (Deafen) trapping from SWD.  It can also be 
  used as an alarm to warn allies, but it’s an 
  extremely poor choice for stealthy missions. 
   
  Sunburst  
  Rank: Seasoned  
  Power Points: 2  
  Range: 24/48/96  
  Duration: Instant  
    You conjure a globe of searing light within 
  a Medium Burst Template.  This inflicts 3d4 
  damage against undead, fungi and mold, 
  and 2d4 damage against other targets, 
  ignores armour (unless soundproof), and is 
  treated as Dispel against spells with a 
  darkness trapping.  Those within the area 
  may attempt to shelter their eyes and dive 
  out of the way with an Agility roll at -2.  
  Targets Shaken or wounded by this spell 
  suffer -2 to sight-based Notice rolls until 
  they recover from being Shaken.  If the 
  spell is successfully cast, but the attack 
  misses, the blast deviates as if it were a 
  fired projectile.  The caster may increase the 
  damage by d6 for 2 PP, and/or increase the 
  coverage to a Large Burst Template for 2 
  PP.  Undead, fungi and mold can be 
  destroyed normally with this spell, but other 
  targets who are incapacitated cannot die or 
  bleed out, and they don’t roll on the Injury 
  Table, instead they always apply the Blinded 
  result from the Head entry.  This spell 
  doesn’t damage inanimate objects (unless 
  they would normally be harmed by exposure 
  to bright light), and is only treated as a 
  Heavy Weapon against undead, fungi and 
  mold. 
    Design note: This uses light- and sight-
  based 
  variations 
  of 
  the 
  Electricity 
  (Conduction) and Sound (Deafen) trappings 
  from 
  SWD. 
   
  The 
  potential 
  to 
  cause 
  permanent blindness is handled through a 
  restriction on the normal incapacitation 
  rules. 
   
  Vortex  
  Rank: Seasoned  
  Power Points: 4  
  Range: 24/48/96  
  Duration: Instant  
    You open a swirling vortex which tries to 
  suck in everything within a Medium Burst 
  Template, 
  inflicting 
  3d6 
  damage 
  and 
  ignoring armour (unless completely sealed).  
  This counts as a Heavy Weapon, and those 
  caught within the area may attempt to dive 
  out of the way with an Agility roll at -2.  
  Targets incapacitated or destroyed by the 
  vortex are sucked in, never to be seen 
  again.  If the spell is successfully cast, but 
  the attack misses, the location of the vortex 
  deviates as if it were a fired projectile.  The 
  caster may increase the area of effect to a 
  Large Burst Template for 2 PP.  
    Design note: Based on the concept that 
  Incapacitated 
  foes 
  are 
  already 
  at 
  the 
  attacker’s mercy, destroying the corpse can 
  be useful at times, but it also means you 
  don’t get to loot the body.  This spell always 
  uses the extra damage option. 
   
  Blind 
   
  Glitterdust  
  Rank: Novice  
  Power Points: 4  
  Range: 12/24/48  
  Duration: Instant  
  
  ~ 8 ~ 
   
    You conjure a cloud of glittering golden 
  particles, blinding everyone within a Medium 
  Burst Template unless they succeed on an 
  Agility roll at -2, or -4 if you got a raise on 
  your Spellcasting roll.  Those who fail the 
  roll are Shaken, suffer -2 Parry until their 
  next action, and (if invisible) become visibly 
  outlined until their next action.  If they roll 1 
  on their Agility die, they are completely 
  blinded 
  until 
  they 
  recover 
  from 
  being 
  Shaken, suffering -6 to all vision-based rolls 
  and having their Parry reduced to 2.  For an 
  additional 2 PP you can increase the area of 
  effect to a Large Burst Template. 
    Design note: This is a fairly standard 
  Blind 
  spell, 
  except 
  it 
  cannot 
  target 
  individuals, and it also reveals invisible 
  creatures. 
   
  Sleet Strike  
  Rank: Novice  
  Power Points: 2/4/6  
  Range: 6/12/24  
  Duration: Instant  
    You project a stream of sleet at your 
  opponent, who may attempt to avert their 
  gaze with an Agility roll at -2.  On a failure 
  they are Shaken, suffer -2 Parry until their 
  next action, and must also make a Vigor roll 
  or suffer a level of cold-based Fatigue.  If 
  they roll 1 on their Agility die, they are 
  completely blinded until they recover from 
  being Shaken, suffering -6 to all vision-
  based rolls and having their Parry reduced 
  to 2.  If you get a raise on your Spellcasting 
  roll, the target suffers an additional -2 
  penalty to both their Agility and Vigor rolls.  
  For 2 PP you can target a single opponent, 
  for 4 PP you affect everyone within a 
  Medium Burst Template, and for 6 PP you 
  cover an entire Large Burst Template. 
    Design note: This uses the Cold/Ice 
  (Fatigue) trapping from SWD, but always 
  uses the Additional Damage option of Bolt. 
   
  Bolt 
   
  Acid Arrow  
  Rank: Novice  
  Power Points: 2  
  Range: 12/24/48  
  Duration: Instant  
    You conjure a magical arrow which appears 
  in the air beside you for a moment, before 
  speeding towards the designated target. It 
  inflicts 3d4 damage when it hits, and an 
  additional 2d4 damage the next round. If 
  the target is Shaken or wounded by the 
  acid, there is a 1 in 6 chance of their armour 
  losing 1 point of protection.  
    Design 
  note: 
  This 
  uses 
  the 
  Acid 
  (Corrosion) trapping from SWD, but always 
  uses the Additional Damage option of Bolt. 
   
  Baleful Polymorph  
  Rank: Novice  
  Power Points: 2  
  Range: 12/24/48  
  Duration: Instant/Special  
    You shoot a beam of dark energy at the 
  target, inflicting 3d6 damage as their bones 
  shift and tendons ripple. If the attack would 
  incapacitate 
  or 
  kill 
  them, 
  it 
  instead 
  transforms them into a frog. You can release 
  them from the curse at any time, or set 
  conditions for their release (such as being 
  kissed by a princess), and it can also be 
  dispelled, but otherwise the transformation 
  is permanent. This spell has no affect on 
  non-living creatures.  
    Design note: This spell is based on the 
  theory that if you Incapacitate someone, 
  you would normally just kill them anyway, 
  so it’s not unreasonable to do something 
  very horrible instead. 
   
  Bone Spear  
  Rank: Novice  
  Power Points: 1 per spear  
  Range: 12/24/48  
  Duration: Instant  
    You fire a spear of barbed bone at your 
  target, inflicting 2d6+1 damage. However 
  the brittle nature of the bone gives it AP -2 
  (if your opponent is wearing any armour on 
  the struck location, the damage of your 
  spear is reduced by 2). You may fire up to 3 
  spears at 1 PP each, or a single large spear 
  for 2 PP that inflicts an extra d6 damage.  
    Design note: This uses the Necromantic 
  (Shards) trapping from SWD. 
   
  Chain Lightning  
  Rank: Novice  
  Power Points: 3  
  Range: 10/20/40  
  Duration: Instant  
    Lightning arcs from your fingertip, striking 
  your 
  target 
  for 
  2d8 
  damage. 
  If 
  you 
  successful hit the target, the lightning then 
  arcs to a second target of your choice, 
  inflicting 2d6 damage. If the second attack 
  hits as well, the lightning arcs to a third 
  target of your choice, inflicting 2d4 damage. 
  All three lightning arcs have AP 2 against 
  metal 
  armour. 
  You 
  must 
  assign 
  each 
  Spellcasting die to a different target before 
  
  ~ 9 ~ 
   
  rolling, and there must be at least two 
  targets 
  (although 
  you 
  can 
  target 
  chandeliers, electrical sockets, etc, if you 
  wish). For the second and third attack, the 
  range is relative to the previous target, 
  allowing you to bounce the lightning from 
  one target to the next. 
    Design note: Originally inspired by a post 
  from Clint Black, this spell has a number of 
  pros and cons. The relative range opens up 
  an 
  interesting 
  tactical 
  choice: 
  If 
  your 
  opponent is at medium or long range, you 
  can reduce the range penalty by bouncing 
  the lightning off another target first, but that 
  also reduces the damage by one die step. 
   
  Dishearten  
  Rank: Novice  
  Power Points: 3  
  Range: 12/24/48  
  Duration: Instant  
    Far more vicious than it sounds, this spell 
  targets the victim's heart, inflicting 3d6 
  damage with AP 2. As an indirect spell it 
  cannot miss if successfully cast, or benefit 
  from called shots, but the damage is halved 
  if the attack roll doesn't equal or exceed the 
  TN. If the victim is incapacitated by this 
  spell, the Vigor roll is made at -2; failure 
  means their heart bursts from their chest 
  and flies to the spellcaster's hand. If the 
  spellcaster kills someone in this way, they 
  receive a +2 bonus to Intimidation the next 
  round against anyone who witnessed it. For 
  obvious reasons this spell only works on 
  targets who have (and need) a heart.  
    Design note: The PP cost reflects the AP 
  and the Additional Damage option.  The 
  inability to miss sounds a lot more powerful 
  than it is, as you still need to successfully 
  cast the spell, and half damage will typically 
  only result in Shaken status, even for an 
  average Extra.  You lose out on multiple 
  Bolts and called shots. 
   
  Disintegrate  
  Rank: Novice  
  Power Points: 3  
  Range: 12/24/48  
  Duration: Instant  
    You shoot a thin green beam of energy at 
  your target, inflicting 3d6 damage with AP 
  2. Any target incapacitated or destroyed by 
  this attack is completely disintegrated along 
  with their equipment, leaving behind only a 
  few traces of dust. Against non-living 
  matter, it only disintegrates objects that are 
  destroyed by the damage - if used against 
  part of a larger object (such as a wall), it 
  can disintegrate a 1" cube if it inflicts 
  enough damage to break through the 
  object.  
    Design note: Based on the concept that 
  Incapacitated 
  foes 
  are 
  already 
  at 
  the 
  attacker’s mercy. Disintegrating a corpse 
  can be useful at times, but it also means 
  you don’t get the chance to loot the body.  
  Disintegrating holes in walls is also handy, 
  but other Bolts can do the same, just not as 
  neatly. 
   
  Divine Light  
  Rank: Novice  
  Power Points: 1 per beam  
  Range: 12/24/48  
  Duration: Instant  
    You project 1 to 3 beams of divine light at 
  your targets. These inflicts 2d4 damage with 
  AP 4 against undead, demons and other 
  supernatural evil creatures, and can cause 
  them 
  to 
  catch 
  fire 
  as 
  if 
  they 
  were 
  flammable. It doesn't inflict any damage to 
  other creatures. If you only project a single 
  beam, you can choose to increase the 
  damage to 3d4 for an extra +1 PP.  
    Design note: This uses the Light (Beam) 
  and Fire/Heat (Flammable) trappings from 
  SWD, but has been expanded to only affect 
  supernatural evil creatures – this can be a 
  drawback if you’re facing bandits or wild 
  animals, but has the advantage of not 
  accidently 
  harming 
  allies, 
  hostages 
  or 
  innocents with friendly fire. 
   
  
  ~ 10 ~ 
   
  Finger of Death  
  Rank: Novice  
  Power Points: 3  
  Range: 6/12/24  
  Duration: Instant  
    You point at the target and tell them to 
  die. This inflicts 3d6 damage and ignores 
  armor. The spell is indirect and cannot miss 
  if successfully cast, or benefit from called 
  shots, but the damage is halved if it fails to 
  reach or exceed the TN. If the victim is 
  incapacitated by the damage, they are 
  instantly killed as if dispatched with a 
  Finishing Move. The spell doesn't leave any 
  indications of the cause of death, the victim 
  simply drops dead as their life force is 
  snuffed out. This spell has no affect on non-
  living 
  targets, 
  such 
  as 
  undead 
  and 
  constructs. 
    Design note: This is based on the 
  assumption of a medieval fantasy setting in 
  which most opponents have an armour 
  rating of 0-3. 
   
  Fire and Ice  
  Rank: Novice  
  Power Points: 2  
  Range: 12/24/48  
  Duration: Instant  
    You shoot two bolts of magical energy at 
  your foes, one fashioned from living flame, 
  the other from blue-white coldfire. Both 
  bolts inflict 2d6 damage and can cause 
  flammable targets to catch fire, although the 
  coldfire inflicts cold damage rather than heat 
  for 
  the 
  purposes 
  of 
  immunities 
  and 
  weaknesses. If the coldfire bolt is fired at a 
  target who is already on fire, it will 
  extinguish the flames instead of inflicting 
  damage - and the same the other way 
  around, if a flame bolt is fired at a target 
  who is burning with coldfire. 
    If both bolts are fired at a single target 
  they strike nearly simultaneously, and are 
  treated as a single attack inflicting 3d6+2 
  damage against stone, glass, and similar 
  materials, due to the sudden change in 
  temperature. Against flesh, metal and other 
  substances the combined attack inflicts 3d6-
  2 damage, as the two bolts partially cancel 
  each other out. When both bolts strike the 
  same target, they cannot cause it to catch 
  on fire (and will automatically extinguish 
  any existing fire - this doesn't impact their 
  damage). 
    Design note: This gives you the benefit of 
  both heat and cold damage, allowing you to 
  harm a wider variety of opponents, but with 
  the limitation that you always fire 1 of each 
  bolt – you can’t shoot just 1 Bolt, or 3, nor 
  can you fire 2 Bolts of the same type. There 
  is also a utility option, as this spell can be 
  used to extinguish fires. The Additional 
  Damage variant provides a bonus against 
  stone, but a penalty against other targets. 
   
  Flame Dart  
  Rank: Novice  
  Power Points: 2 per dart  
  Range: 12/24/48  
  Duration: Instant  
    You shoot a dart of magical fire at your 
  opponent. This inflicts 2d6 damage with AP 
  2, and can cause flammable targets to catch 
  fire. You may shoot up to 3 darts at 2 PP 
  each, or a single large dart for 3 PP that 
  inflicts an extra d6 damage.  
    Design note: This uses the Fire/Heat 
  (Armor Piercing) and Fire/Heat (Flammable) 
  trappings from SWD. 
   
  Lightning Bolt  
  Rank: Novice  
  Power Points: 2 per bolt  
  Range: 12/24/48  
  Duration: Instant  
    You fire a bolt of lightning at your 
  opponent. This inflicts 2d4 damage with AP 
  2. If the target is carrying more than 10 
  pounds of conductive metal, or is in contact 
  with water or an electrical conductor, the 
  damage is increased to 3d4. You may fire up 
  to 3 bolts at 2 PP each, or a single large bolt 
  for 3 PP that inflicts an extra d4 damage.  
    Design 
  note: 
  This 
  uses 
  both 
  the 
  Electricity (Conduction) and the Electricity 
  (Armor Piercing) trappings from SWD. 
   
  Magic Missile  
  Rank: Novice  
  Power Points: 1 per missile  
  Range: 12/24/48  
  Duration: Instant  
    You fire a dart of magical energy at your 
  target, inflicting 2d4+1 damage. This attack 
  cannot miss - as long as you successfully 
  cast it, it will always hit your opponent. 
  However it cannot make called shots, and if 
  your attack roll falls to reach the TN, the 
  spell will inflict only half damage. You may 
  fire up to 3 bolts at 1 PP each.  
    Design note: This spell was balanced 
  using Savage Armoury.  2d4+1 damage falls 
  roughly half way between 2d4 and 2d6, and 
  you can’t use the Additional Damage option, 
  but the spell inflicts half damage instead of 
  missing. 
   
  
  ~ 11 ~ 
   
  Malediction  
  Rank: Novice  
  Power Points: 3  
  Range: 15/30/60  
  Duration: Instant  
    With a gesture and a word, you place a 
  dark curse upon your enemy, inflicting 3d6 
  nonlethal damage and ignoring armour 
  (although 
  cover 
  and 
  range 
  still 
  apply 
  normally). As an indirect spell the curse 
  cannot miss if successfully cast, or benefit 
  from called shots, but the damage is halved 
  if it fails to reach or exceed the TN. 
    If the damage from this spell would 
  incapacitate the victim, you can give them a 
  Minor or Major Hindrance of your choice. 
  They must then make a Spirit roll; on a 
  success or raise the Hindrance goes away 
  when the wounds are healed, on a failure 
  the Hindrance is permanent. The curse can 
  only be reversed by the one who placed it, 
  which requires successfully recasting the 
  spell (this inflicts no damage). The curse 
  vanishes automatically if the spellcaster 
  dies, and can be removed with Dispel using 
  the same 
  rules as healing permanent 
  wounds with Greater Healing. 
    Design note: A standard Bolt would inflict 
  a permanent wound on a failed Vigor roll, 
  and a permanent wound is typically on-par 
  with a Major Hindrance. Malediction uses 
  Spirit instead of Vigor, is reversible, and 
  can’t actually kill, but other than that it 
  works in much the same way. 
   
  Ray of Frost  
  Rank: Novice  
  Power Points: 1 per ray  
  Range: 6/12/24  
  Duration: Instant  
    You project a ray of freezing air at your 
  target, inflicting 2d6 damage. 
  If your 
  opponent is Shaken or wounded by the ray, 
  they must make a Vigor roll or suffer a point 
  of cold-based Fatigue. If you hit them with a 
  raise, the Vigor roll is made with a -2 
  penalty. You may project up to 3 rays at 1 
  PP each, or a single large ray for 2 PP that 
  inflicts an extra d6 damage.  
    Design note: This uses the Cold/Ice 
  (Fatigue) trapping from SWD. 
   
  Scorching Ray  
  Rank: Novice  
  Power Points: 1 per ray  
  Range: 9/18/36  
  Duration: Instant  
    You shoot a ray of scorching heat at your 
  target, inflicting 2d6 damage. 
  If your 
  opponent is Shaken or wounded by the ray, 
  they must make a Vigor roll or suffer a point 
  of heat-based Fatigue. You may shoot up to 
  3 rays at 1 PP each, or a single large ray for 
  2 PP that inflicts an extra d6 damage. 
    Design note: This uses the Heat/Fire 
  (Fatigue) trapping from SWD, with a range 
  reduction to compensate. 
   
  Shadowbolt  
  Rank: Novice  
  Power Points: 1 per bolt  
  Range: 12/24/48  
  Duration: Instant  
    You shoot a bolt of elemental darkness at 
  your opponent, inflicting 2d6 damage. The 
  shadowbolt inflicts -2 damage when used in 
  normal light, but inflicts +2 damage if the 
  victim is standing in a location with dim 
  lighting (or darker). 
    You may shoot up to 3 bolts at 1 PP each, 
  or a single large bolt for 2 PP that inflicts an 
  extra d6 damage.  If the shadowbolt hits a 
  light-based spell (or a target affected by a 
  light-based spell), it works like Dispel 
  instead of inflicting damage. 
    Design note: This is loosely based on the 
  Darkness (Darkening) trapping from SWD, 
  modified to work with a damaging spell. 
   
  Sonic Blast  
  Rank: Novice  
  Power Points: 1 per blast  
  Range: 12/24/48  
  Duration: Instant  
    You emit a focused wave of sonic energy at 
  your target, inflicting 2d6-2 damage, or 
  2d6+2 damage when underwater. If your 
  opponent is Shaken or wounded by the 
  attack, they suffer a -2 penalty to hearing-
  based Notice rolls until they recover from 
  being Shaken. You may emit up to 3 blasts 
  at 1 PP each, or a single large blast for 2 PP 
  that inflicts an extra d6 damage.  
    Design 
  note: 
  This 
  uses 
  the 
  Sound 
  (Aquatic Boom) trapping and a slightly 
  modified version of the Sound (Deafen) 
  trapping from SWD. 
   
  Boost/Lower Trait 
   
  Bear’s Endurance  
  Rank: Novice  
  Power Points: 2  
  Range: Touch  
  Duration: 3 minutes (1/minute)  
    The target's Vigor increases by 2 die steps.  
  On a raise, the target may also roll a d10 
  
  ~ 12 ~ 
   
  Wild Die for Vigor checks.  Multiple castings 
  of this spell do not stack.  
    Design note: The duration is increased by 
  ten times, you only need a success (rather 
  than a raise) to get +2 die steps, and it 
  gives a d10 Wild Die on a raise.  But the 
  range is reduced to touch, it only affects one 
  target per casting, only allows you to Boost 
  (not Lower), only affects Vigor, and multiple 
  castings don't stack. 
   
  Bull’s Strength  
  Rank: Novice  
  Power Points: 2  
  Range: Touch  
  Duration: 3 minutes (1/minute)  
    The target's Strength increases by 2 die 
  steps.  On a raise, the target may also roll a 
  d10 Wild Die for Strength checks.  Multiple 
  castings of this spell do not stack.  
    Design note: The duration is increased by 
  ten times, you only need a success (rather 
  than a raise) to get +2 die steps, and it 
  gives a d10 Wild Die on a raise.  But the 
  range is reduced to touch, it only affects one 
  target per casting, only allows you to Boost 
  (not Lower), only affects Strength, and 
  multiple castings don't stack. 
   
  Cat’s Grace  
  Rank: Novice  
  Power Points: 2  
  Range: Touch  
  Duration: 3 minutes (1/minute)  
    The target's Agility increases by 2 die 
  steps.  On a raise, the target may also roll a 
  d10 Wild Die for Agility checks.  Multiple 
  castings of this spell do not stack.  
    Design note: The duration is increased by 
  ten times, you only need a success (rather 
  than a raise) to get +2 die steps, and it 
  gives a d10 Wild Die on a raise.  But the 
  range is reduced to touch, it only affects one 
  target per casting, only allows you to Boost 
  (not 
  Lower), 
  only 
  affects 
  Agility, 
  and 
  multiple castings don't stack. 
   
  Fox’s Cunning  
  Rank: Novice  
  Power Points: 2  
  Range: Touch  
  Duration: 3 minutes (1/minute)  
    The target's Smarts increases by 2 die 
  steps.  On a raise, the target may also roll a 
  d10 Wild Die for Smarts checks.  Multiple 
  castings of this spell do not stack.  
    Design note: The duration is increased by 
  ten times, you only need a success (rather 
  than a raise) to get +2 die steps, and it 
  gives a d10 Wild Die on a raise.  But the 
  range is reduced to touch, it only affects one 
  target per casting, only allows you to Boost 
  (not Lower), only affects Smarts, and 
  multiple castings don't stack. 
   
  Owl’s Wisdom  
  Rank: Novice  
  Power Points: 2  
  Range: Touch  
  Duration: 3 minutes (1/minute)  
    The target's Spirit increases by 2 die steps.  
  On a raise, the target may also roll a d10 
  Wild Die for Spirit checks.  Multiple castings 
  of this spell do not stack.  
    Design note: The duration is increased by 
  ten times, you only need a success (rather 
  than a raise) to get +2 die steps, and it 
  gives a d10 Wild Die on a raise.  But the 
  range is reduced to touch, it only affects one 
  target per casting, only allows you to Boost 
  (not Lower), only affects Spirit, and multiple 
  castings don't stack. 
   
  Ray of Enfeeblement  
  Rank: Novice  
  Power Points: 2 per ray 
  Range: Smarts 
  Duration: 3 minutes (1/minute)  
    A ray of sickly green light springs from the 
  caster's fingertip, and can only be evaded 
  with an opposed Agility roll.  If the ray hits, 
  the target's Strength is reduced by one die 
  step, and they suffer -2 Parry until their 
  next action.  On a raise, their Strength is 
  reduced by two die steps, they suffer -2 
  Parry until their next action, and they are 
  Shaken if not already. 
    This spell has no effect on undead, 
  constructs, or other non-living targets, nor 
  can it reduce the target's Strength below d4.  
  The caster may shoot to up to five rays at 2 
  PP each, and this is handled with a single 
  Spellcasting roll (although each ray must be 
  opposed with a separate Agility roll).  The 
  Strength penalties stack if the target is 
  struck by multiple rays.  
    Design note: The duration is increased by 
  ten times, and it also provides the benefits 
  of a trick.  But this spell only allows you to 
  Lower 
  (not 
  Boost), 
  and 
  only 
  affects 
  Strength.  It is opposed with Agility instead 
  of Spirit. 
   
  Burrow 
   
  Earthmeld  
  Rank: Novice  
  
  ~ 13 ~ 
   
  Power Points: 3  
  Range: Smarts x 2  
  Duration: 3 (2/round)  
    You are able to meld with the earth while 
  in contact with it.  While melded your Pace 
  is equal to the range of this spell, and you 
  have the opportunity to surprise your foes 
  by re-emerging – make a Stealth roll 
  opposed by their Notice, on a raise you get 
  the Drop, while a regular success gives half 
  the benefit of the Drop (+2 to attack and 
  damage).  This spell may cast on up to five 
  targets, at the cost of 3 PP each. 
    Design note: This is a fairly standard 
  Burrow spell. 
   
  Shadowstep  
  Rank: Novice  
  Power Points: 3  
  Range: Smarts x 2  
  Duration: 3 (2/round)  
    You step into a shadow and vanish.  While 
  merged in this way, you are able to 
  transport your awareness to any other 
  shadow within range as a movement action.  
  You can step out of the shadow at your 
  current location as a free action – make a 
  Stealth roll opposed by your opponent’s 
  Notice if you wish to ambush someone, on a 
  raise you get the Drop, while a regular 
  success gives half the benefit of the Drop 
  (+2 to attack and damage).  Note that this 
  spell requires shadows of at least human 
  size, 
  and 
  doesn’t 
  work 
  in 
  complete 
  darkness.  If the shadow you’re currently 
  using ceases to exist (for example if 
  someone shines a bright light on it) you 
  immediately reappear and the spell expires.  
  Similarly, you can still be hurt by attacks 
  that hit the shadow where you’re hiding. 
    Design note: This version of Burrow uses 
  shadows instead of earth, but only affects 
  the caster. 
   
  Burst 
   
  Burning Hands  
  Rank: Novice  
  Power Points: 2  
  Range: Cone Template  
  Duration: Instant  
    You project a cone of searing flames from 
  your fingertips, inflicting 2d10 damage, 
  ignoring armour (unless completely sealed), 
  and potentially causing flammable targets to 
  catch fire.  This counts as a Heavy Weapon, 
  and those within the template may attempt 
  to dodge with an opposed Agility roll.  
    Design note: This uses the Fire/Heat 
  (Flammable) trapping from SWD. 
   
  Cone of Cold  
  Rank: Novice 
  Power Points: 4  
  Range: Cone Template  
  Duration: Instant  
    You project a cone of extreme cold from 
  your hand, inflicting 2d10 damage and 
  ignoring armour (unless completely sealed).  
  This counts as a Heavy Weapon, and those 
  within the template may attempt to dodge 
  with an opposed Agility roll.  Targets who 
  are Shaken or wounded by this spell must 
  make a Vigor roll or suffer a point of cold-
  based Fatigue.  If they are hit with a raise, 
  the Vigor roll is made at -2, and their next 
  movement is treated as difficult terrain. 
    Design note: This uses the Cold/Ice 
  (Fatigue) and Cold/Ice (Slow) trappings 
  from SWD.  Because it uses a Cone 
  Template the range can’t be reduced to 
  compensate for the trappings, therefore the 
  PP cost is doubled instead. 
   
  Jet of Flame  
  Rank: Novice 
  Power Points: 2  
  Range: 12”  
  Duration: Instant  
    You project a narrow jet of flame, 1” wide 
  and 12” long.  This inflicts 2d10 damage, 
  ignores armour (unless completely sealed), 
  counts as a Heavy Weapon, and can cause 
  flammable targets to catch fire.  Those 
  within the area of effect may attempt to 
  dodge with an opposed Agility roll. 
    Design note: This uses the Fire/Heat 
  (Flammable) 
  trapping 
  from 
  SWD, 
  and 
  replaces the Cone Template with a 1” by 12” 
  line. 
   
  Petrifying Breath  
  Rank: Novice 
  Power Points: 2  
  Range: Cone Template  
  Duration: Instant  
    You breathe a cone of foul vapours at your 
  targets, inflicting 2d10 damage and ignoring 
  armour (unless completely sealed).  Those 
  within the area of effect may attempt to 
  resist the corruption with an opposed Vigor 
  roll, otherwise they suffer the damage – and 
  if incapacitated they are permanently turned 
  to stone (unless reversed with Dispel).  This 
  spell is treated as a Heavy Weapon, but has 
  no affect on inanimate objects, constructs, 
  elementals, or undead without flesh. 
  
  ~ 14 ~ 
   
    Design note: Based on the concept that 
  Incapacitated 
  foes 
  are 
  already 
  at 
  the 
  attacker’s mercy.  This also uses Vigor 
  instead of Agility to avoid the attack. 
   
  Confusion 
   
  Hypnotic Pattern  
  Rank: Novice  
  Power Points: 1 per target  
  Range: Smarts x 2  
  Duration: Instant  
    You dazzle your victims with a twisting 
  pattern of coloured light.  You may affect up 
  to five targets at a time, and each must 
  make a Smarts roll at -2 (or -4 if you 
  succeeded with a raise) or become Shaken.  
  Anyone who is on Hold may choose to attack 
  at the moment this spell is cast in order to 
  any ignore darkness penalties for the brief 
  moment when the target is illuminated.  
  Blind creatures are not affected by this 
  power, but can still be illuminated. 
    Design note: This uses the Light (Glow) 
  trapping from SWD. 
   
  Deflection 
   
  Entropic Aura  
  Rank: Novice  
  Power Points: 2  
  Range: Touch  
  Duration: 3 (1/round)  
    The recipient is surrounded by an aura of 
  entropic energy, which drains the force and 
  momentum from incoming attacks.  All 
  melee and missile attacks made against the 
  recipient are made at -2, or -4 if the spell is 
  cast with a raise.  Against area-effect 
  attacks, the recipient has an additional 2 
  points of armour, or 4 if the spell is cast 
  with a raise.  Anyone actually touching the 
  recipient must make a Vigor roll or suffer 
  Fatigue.  
    Design note: This uses an entropic 
  variant of the Acid (Corrosion) trapping from 
  SWD. 
   
  Cloak of Shadows  
  Rank: Novice  
  Power Points: 3  
  Range: Self  
  Duration: 3 (1/round)  
    You gather the shadows around you, 
  making yourself difficult to hit.  All incoming 
  melee attacks against you are made at -2, 
  while missile attacks are made at -3.  You 
  also gain 2 points of armour against area-
  effect attacks, and your Stealth increases by 
  one die step.  If you get a raise, your 
  Stealth is increased by an additional step, 
  and the shadows drain the life force of 
  anyone in close combat with you, as if you 
  had a 2d4 Damage Field. 
    Design note: This uses the Darkness 
  (Shroud) and Darkness (Stealth) trappings 
  from SWD, as well as a life-draining variant 
  of the Fire/Heat (Aura) trapping.  It cannot 
  be cast on others. 
   
  Forcefield  
  Rank: Novice  
  Power Points: 2  
  Range: Touch  
  Duration: 3 (1/round)  
    The recipient is surrounded by an invisible 
  bubble of force which deflects incoming 
  attacks.  All incoming melee and missile 
  attacks against the recipient are made at -2, 
  or -4 if the spell is cast with a raise.  Against 
  area-effect attacks, the recipient has an 
  additional 2 points of armour, or 4 if the 
  spell is cast with a raise.  
    Design note: This is a basic Deflection 
  power. 
   
  Fly 
   
  Feather Fall  
  Rank: Novice  
  Power Points: 1  
  Range: Smarts  
  Duration: 3 (1/round)  
    You are able to float downwards at your 
  normal Pace.  If you were falling prior to 
  casting this spell, you immediately slow 
  down to your normal Pace (which is slow 
  enough that you suffer no falling damage 
  when you reach the ground).  If the spell 
  expires before you reach the ground, falling 
  damage is only calculated from the point 
  where Feather Fall expired.  You may also 
  cast this spell on others, affecting up to five 
  willing targets at the cost of 1 PP each. 
    Design note: This is a very limited version 
  of Fly, which only allows you to move 
  downwards.  The rank requirement is 
  reduced to Novice and the PP cost reduced 
  to 1, while the range is increased to Smarts. 
   
  Flight  
  Rank: Veteran  
  Power Points: 3/6  
  Range: Touch  
  Duration: 3 (1/round)  
  
  ~ 15 ~ 
   
    Swirling winds gather around you, allowing 
  you to fly at your normal Pace, or at double 
  your Pace if you also double the PP cost.  
  You may also cast this spell on others, 
  affecting up to five willing targets at the cost 
  of 3 PP each, or 6 PP each for double Pace. 
    Design note: This is the basic Fly spell 
  with a simple air trapping. 
   
  Floating Disc  
  Rank: Veteran  
  Power Points: 4 
  Range: Touch  
  Duration: 3 minutes (1/minute)  
    You conjure a disc of translucent magical 
  energy, which appears directly below or 
  adjacent to you.  Anyone standing on the 
  disc may telepathically control it as a free 
  action, allowing them to fly at Pace 8, 
  otherwise it remains hovering in place for 
  the duration of the spell.  The disc is 
  indestructible, but if the character flying it is 
  Shaken, they must make an Out of Control 
  roll.  You may increase the Pace to 16 by 
  spending an additional 4 PP.  The disc is 
  normally only big enough to carry one 
  person, but you can expand it to fill a Small 
  Burst Template by doubling the PP cost, 
  however only one person can control it each 
  round – make an opposed Smarts roll to 
  control it against the wishes of another 
  passenger. 
    Design note: This is a longer lasting Fly 
  spell, but it's also more risky to use, due to 
  the possibility of going Out of Control.  It's 
  good for transporting multiple passengers, 
  but less effective for combat due to the 
  group being unable to split up.  It's based 
  on the default Pace rather than factoring in 
  Edges and Hindrances, and is boosted by 
  the Electricity (Jazz) trapping from SWD, 
  except without the Agility bonus.  Note that 
  only one person can control the disc each 
  round, this is to stop players taking turns at 
  moving the disc on their respective actions. 
   
  Levitate  
  Rank: Seasoned  
  Power Points: 2  
  Range: Smarts 
  Duration: 3 (1/round)  
    You are able to float up and down at your 
  normal Pace.  If you were falling prior to 
  casting this spell, you immediately slow 
  down to your normal Pace (which is slow 
  enough that you suffer no falling damage 
  when you reach the ground).  If the spell 
  expires before you reach the ground, falling 
  damage is only calculated from the point 
  where Feather Fall expired.  You may also 
  cast this spell on others, affecting up to five 
  willing targets at the cost of 2 PP each. 
    Design note: This is a limited version of 
  Fly, which only allows you to move up and 
  down.  The rank requirement is reduced to 
  Seasoned and the PP cost reduced to 2, 
  while the range is increased to Smarts. 
   
  Living Torch  
  Rank: Veteran  
  Power Points: 3  
  Range: Self  
  Duration: 3 (1/round)  
    Flames coil around your body as your feet 
  levitate up from the ground, allowing you to 
  fly at your normal Pace.  The flames don’t 
  hurt you or damage or your equipment, but 
  they may cause cosmetic damage to your 
  surroundings (such as scorching the carpet).  
  If you get a raise on the Spellcasting roll, 
  the flames are hot enough to be treated as a 
  2d4 Damage Field. 
    Design note: This is based on the 
  Fire/Heat 
  (Aura) 
  trapping 
  from 
  SWD.  
  However as Fly normally gives no benefit on 
  a raise, this spell loses the option of faster 
  flight and the ability to affect other targets. 
   
  Ride the Storm  
  Rank: Veteran  
  Power Points: 4/8  
  Range: Touch  
  Duration: 3 (1/round)  
    Lightning crackles around your body as 
  your feet levitate up from the ground.  You 
  are able to fly at your normal Pace+2, and 
  may double the Pace for double the PP cost.  
  If you get a raise on the Spellcasting roll, 
  your Agility also increases by one die step 
  for the duration of the spell.  This spell may 
  also be cast on others, affecting up to five 
  willing targets at the cost of 4/8 PP each. 
    Design note: This uses the Electricity 
  (Jazz) trapping from SWD. 
   
  Healing 
   
  Conjure Food and Drink 
  Rank: Novice  
  Power Points: 3  
  Range: Touch  
  Duration: Instant  
    This spell conjures enough food and water 
  to feed one adult human for a day, or five 
  people on a raise. The food is highly 
  nourishing, and doesn’t require any cooking 
  or other preparation, but it also tastes fairly 
  
  ~ 16 ~ 
   
  bland.  It spoils after a few days, the same 
  as normal food. 
    Design note: Although this trapping may 
  initially seem strange, it actually makes a lot 
  of sense if you ignore the cosmetics and 
  focus on the mechanics.  The default Healing 
  power works exactly like the Healing skill, 
  except that it occurs instantly, can be 
  reused on the same patient, and doesn’t 
  require any special tools or supplies.  This 
  trapping applies the same enhancements to 
  the Survival skill instead (which normally 
  allows you to forage once per day). 
   
  Cure Wounds 
  Rank: Novice  
  Power Points: 3  
  Range: Touch  
  Duration: Instant  
    When cast within the "Golden Hour", this 
  spell cures one wound, or two on a raise.  
  The victim's wounds are applied as a penalty 
  to the roll.  When used against undead, this 
  spell is instead resolved like a touch attack 
  variant of Bolt (+2 to hit, rolled against the 
  victim's Parry) which inflicts 2d6 damage 
  and ignores armour. 
    Design note: This normally works like the 
  standard Healing power, but is treated as an 
  attack when used on undead.  AP 2 is worth 
  +1 PP, and opponents in a fantasy setting 
  are very unlikely to have more than 4 points 
  of armour, so ignoring all armour seems 
  reasonable considering the higher PP cost of 
  this spell (compared to Bolt) - particularly as 
  it also loses its range.  The fact that touch 
  attacks are made at +2 does at least make 
  this a bit better than swinging a hammer. 
   
  Inflict Wounds 
  Rank: Novice  
  Power Points: 3  
  Range: Touch  
  Duration: Instant  
    When cast on undead, this spell cures one 
  wound, or two on a raise.  The victim's 
  wounds are applied as a penalty to the roll.  
  When used against living creatures, this 
  spell is instead resolved like a touch attack 
  variant of Bolt (+2 to hit against victim's 
  Parry) which inflicts 2d6 damage and 
  ignores armour. 
    Design note: This is a reversed version of 
  Cure Wounds.  The "Golden Hour" limitation 
  has been dropped, as it doesn't make sense 
  for undead - and as they either regenerate 
  quickly or not at all, this is arguably more 
  like a repair spell. 
   
  Mend 
  Rank: Novice  
  Power Points: 2  
  Range: Touch  
  Duration: Instant  
    When cast on constructs or inanimate 
  objects, this spell repairs one wound, or two 
  on a raise.  The victim's wounds are applied 
  as a penalty to the roll, representing the 
  higher difficulty of repairing more significant 
  damage. 
    Design note: This trapping simulates the 
  Repair skill rather than the Healing skill.  As 
  with Healing it allows you to skip the need 
  for special tools, and remove wounds 
  instantly.  However unlike Healing, the 
  Repair skill can already be reused on the 
  same target, therefore the PP cost has been 
  reduced by 1.  Repairing vehicles would 
  normally take hours, but is also easier than 
  the Meld spell (unless you’re in the field). 
   
  Unlock 
  Rank: Novice  
  Power Points: 3  
  Range: Smarts  
  Duration: Instant  
    This spell magically opens barred or locked 
  doors, chests, shackles, padlocks, and so 
  on.  Particularly complex locks may require 
  a higher roll to open. 
    Design note: This trapping simulates the 
  Lockpicking skill rather than the Healing 
  skill.  As with Healing it allows you to skip 
  the need for special tools, and resolves the 
  task instantly.  Unlike Healing, Lockpicking 
  can already be reused on the same target, 
  so as compensation this spell can instead be 
  used at a distance. 
   
  Light/Obscure 
   
  Cloud of Fog  
  Rank: Novice  
  Power Points: 2  
  Range: Smarts x 2  
  Duration: 30 minutes (1 /10 minutes)  
    This spell conjures a cloud of thick, rolling 
  fog, which fills an area the size of a Large 
  Burst Template.  The fog provides a -6 
  visibility penalty, and muffles sound so that 
  speaking becomes a normal action instead 
  of a free one (you have to yell to be heard). 
    Design note: This only uses the Obscure 
  version of the spell, but has an extended 
  duration. It uses the Sound (Absorbtion) 
  trapping from SWD. 
   
  
  ~ 17 ~ 
   
  Dancing Lights  
  Rank: Novice  
  Power Points: 2  
  Range: Smarts x 2  
  Duration: 30 minutes (1/10 minutes)  
    This spell conjures either four spheres of 
  glowing light, each of which illuminate an 
  area the size of a Small Burst Template, or 
  one vaguely humanoid glowing shape which 
  illuminates a Large Burst Template. 
    The lights float in the air and cannot be 
  cast onto an object, but they can be moved 
  anywhere within the range as a free action. 
    If the caster wishes to distract people with 
  the lights, resolve it as a normal Smarts 
  trick. Treat this as Dispel when cast on a 
  spell with a darkness trapping. 
    Design 
  note: 
  This 
  uses 
  the 
  Light 
  (Enhance) trapping from SWD.  There is no 
  Obscure option, but the light covers a larger 
  area (or multiple smaller areas). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Darkness  
  Rank: Novice  
  Power Points: 2  
  Range: Smarts x 2  
  Duration: 3 (1/round)  
    This spell darkens an area the size of a 
  Large Burst Template, and may also be cast 
  onto an inanimate object.  The caster can 
  adjust the intensity of the darkness as a free 
  action, choosing between dim (-1), darkness 
  (-2), pitch darkness (-4), and utter darkness 
  (-6).  Treat this as Dispel when cast on a 
  spell with a light trapping. 
    Design note: This only uses the Obscure 
  version of the spell, but it provides more 
  flexibility by making the intensity adjustable 
  – a useful option for spellcasters with Low 
  Light Vision. 
   
  Illusion  
  Rank: Novice  
  Power Points: 2+  
  Range: Smarts  
  Duration: 3 (1/round)  
    This spell allows the caster to create visual 
  illusions within an area the size of a Small 
  Burst Template.  If the illusion is animated, 
  the caster must remain within range, and 
  suffers a -2 penalty to all other actions while 
  maintaining the illusion due to the amount 
  of concentration required.  If the illusion is 
  static, the caster may move out of range 
  after casting it. 
    Observers can make a Notice roll at -6 to 
  recognise the illusion for what it is, although 
  they still can’t see through it, and still suffer 
  penalties to attack someone who is covered 
  by the illusion. 
    Note that although the illusion can conceal 
  someone by covering them, it cannot cover 
  someone with an “illusion” of empty space – 
  it cannot mimic invisibility.  Nor can it mimic 
  the effects of other powers. 
    The caster may increase the size of the 
  illusion to a Medium or Large Burst Template 
  for +2 or +4 PP respectively.  They may also 
  add sound to the illusion, but this doubles 
  the PP cost.  
    Design note: This only uses the Obscure 
  version of the spell, and only covers a Small 
  Burst Template, but it is far more flexible. It 
  is important to realise that this spell cannot 
  mimic other powers (unless you’re using the 
  Improvised Trappings rule) – the player 
  needs to take the Disguise power to create 
  an illusionary disguise, the Invisibility power 
  to make someone invisible, the Confusion 
  spell for offensive illusions, and so on. 
   
  
  ~ 18 ~ 
   
  Mind Reading 
   
  Speak with Dead  
  Rank: Novice  
  Power Points: 3  
  Range: Smarts  
  Duration: 1  
    You temporarily imbue a corpse with the 
  semblance of life, and force it to answer a 
  single question.  The corpse is limited to 
  whatever it knew in life, and its answers 
  tend to be brief and cryptic, but it doesn't 
  lie.  If you get a raise then you can cast the 
  spell again if you wish to ask another 
  question, otherwise the corpse becomes 
  immune to this spell for one week. 
    Design note: Uses a fixed TN rather than 
  an opposed roll.  As there is no real 
  drawback in a corpse knowing you’ve read 
  its mind, the consequence of a normal 
  success has been changed to a one week 
  delay, and the information provided is more 
  cryptic. 
   
  Speak with Plants  
  Rank: Novice  
  Power Points: 3  
  Range: Smarts  
  Duration: 1  
    You temporarily animate a plant with the 
  semblance of life, and force it to answer a 
  single question.  The plant is limited to 
  whatever it could reasonably have observed 
  had it had human senses, and its answers 
  tend to be limited to a plant-like perspective 
  (e.g., it cannot generally distinguish one 
  human from another), but it doesn't lie.  If 
  you get a raise then you can cast the spell 
  again if you wish to ask another question, 
  otherwise you must wait an hour before any 
  plants will answer you again. 
    Design note: Uses a fixed TN rather than 
  an opposed roll.  As there is no real 
  drawback in a plant knowing you’ve read its 
  mind, the consequence of a normal success 
  has been changed to a delay, and the 
  information provided is more limited. 
   
  Telepathy  
  Rank: Novice  
  Power Points: 3  
  Range: Smarts  
  Duration: 1  
    Make an opposed roll against the target's 
  Smarts.  On a success, you can feel their 
  current emotional state.  On a raise, you can 
  also read their current surface thoughts. 
    Design note: Less risky than normal Mind 
  Reading, as it can’t be detected, but also 
  less precise.  If you want to read someone’s 
  thoughts about a specific subject, you first 
  have to trick them into actively thinking 
  about it. 
   
  Smite 
   
  Psychic Infusion 
  Rank: Novice  
  Power Points: 2  
  Range: Self  
  Duration: 3 (1/round)  
    You infuse your fists with psychic energy, 
  increasing your unarmed damage by +2.  If 
  you get a raise on the Spellcasting roll then 
  the psychic energy surrounds your entire 
  body, and is treated as a 2d4 Damage Field. 
    Design note: Only effects the caster, and 
  only unarmed attacks, but enhances all 
  natural weapons instead of just one.  Also 
  uses a psychic variant of the Fire/Heat 
  (Aura) trapping from SWD. 
   
  Summon Ally 
   
  Summon Skeletons  
  Rank: Novice  
  Power Points: 3+  
  Range: Smarts  
  Duration: 3 (1/round)  
    This spell allows the caster to summon a 
  skeleton.  Use the skeleton stats from the 
  SWD bestiary, except that it is wearing a 
  rusty chainmail vest (armour 2 on the 
  torso), and armed with either a shortsword 
  and medium shield, a spear, or a bow, as 
  chosen when the spell is cast.  For every 
  increase in rank, the caster may choose to 
  summon additional skeletons for +1 Power 
  Point each – one skeleton for 3 Power Points 
  at Novice, two skeletons for 4 Power Points 
  at Seasoned, three skeletons for 5 Power 
  Points at Veteran, and so on.  All skeletons 
  summoned 
  with 
  a 
  single 
  casting 
  are 
  equipped with identical weapons. 
    Design note: These skeletons are on-par 
  with the Bodyguard, but are more diverse in 
  their choice of weapons.  However the 
  caster doesn’t unlock additional creature 
  types as they increase in rank, they just 
  summon more of the same. 
   
   
   
   
   
  
  ~ 19 ~ 
   
  Zombie 
   
  Animate Armour  
  Rank: Veteran  
  Power Points: 3/suit of armour  
  Range: Smarts  
  Duration: Special  
    This spell magically animates a suit of 
  armour for 1 hour on a success, d6 hours on 
  a raise, and 24 hours with two or more 
  raises.  The armour must be a relatively 
  undamaged full suit, including a helmet, 
  greaves, bracers, gauntlets and boots.  The 
  spell doesn't work if someone is wearing the 
  armour, and if the armour is "killed" it must 
  be repaired before it can be animated again. 
   
  Animated armour 
    A magically animated suit of armour. 
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d8, Vigor d6 
  Skills: Fighting d6, Intimidation d6, Notice 
  d4, Shooting d6 
  Pace: 6; Parry: 5; Toughness: 6-8 (1-3) 
  Special Abilities 
  • Gauntlets: Str. 
  • Armour +1/+2/+3: Varies. 
  • Fearless: Animated armour is immune to 
  Fear and Intimidation. 
  • Construct: +2 to recover from Shaken; 
  called shots do no extra damage. 
   
    Design note: The animated armour loses 
  the +2 Toughness (+4 racial ability) and the 
  weakness to head shots, but gains +2 Pace 
  (+1 racial ability) and its Strength increases 
  to d8 (+2 racial ability).  Animated armour 
  is less offensive than a rotting zombie, but 
  you're unlikely to find undamaged suits of 
  armour lying around unless you're in a 
  museum - even if you kill someone wearing 
  armour, you'll have to spend time stripping 
  it off them before you can animate it. 
   
  Earth Elemental  
  Rank: Veteran  
  Power Points: 4/elemental  
  Range: Smarts  
  Duration: Special  
    The spellcaster summons a minor earth 
  elemental, which arrives at the beginning of 
  his next turn.  It is Shaken when it appears, 
  but may immediately make a Spirit roll to 
  recover.  This spell may only be cast when 
  there is plenty of earth or rock nearby, and 
  the elemental remains for 1 hour on a 
  success, d6 hours on a raise, and 24 hours 
  with two or more raises.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Minor Earth Elemental 
    An humanoid figure of rock and earth. 
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d10, Vigor d8 
  Skills: Fighting d6, Notice d4 
  Pace: 4; Parry: 5; Toughness: 8 (2) 
  Special Abilities 
  • Bash: Str+d6. 
  • Armour +2: Rocky skin. 
  • Elemental: Fearless; called shots do no 
  extra damage; immune to poison/disease. 
  • Burrow (10”): Move through the earth. 
   
    Design note: The elemental is on-par with 
  an armed and armoured zombie (tested with 
  my combat simulator), and is easier to 
  summon as you only need earth or rock 
  rather than a corpse.  To compensate, the 
  PP cost has been increased by +1, it doesn't 
  appear until the following turn, and it's 
  Shaken when it first arrives (meaning it'll 
  usually be a few rounds before it can start 
  attacking your enemies). 
   
  Golem  
  Rank: Veteran  
  Power Points: 3/golem  
  Range: Smarts  
  Duration: Special  
    The spellcaster must first construct a 
  humanoid figure out of clay, inscribe a 
  magical glyph on its forehead, and then 
  allow it to dry.  By enchanting its glyph, the 
  golem animates for 1 hour on a success, d6 
  hours on a raise, and 24 hours with two or 
  more raises.  If destroyed, the golem 
  
  ~ 20 ~ 
   
  crumbles to dust, otherwise it can be 
  animated again by recasting the spell. 
   
  Golem 
    An animated being constructed from clay, 
  and brought to life through a magical ritual. 
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d10, Vigor d8 
  Skills: Fighting d6, Intimidation d6, Notice 
  d4 
  Pace: 4; Parry: 5; Toughness: 8 (2) 
  Special Abilities 
  • Fists: Str. 
  • Armour +2: Hard skin. 
  • Fearless: Golems are immune to Fear and 
  Intimidation. 
  • Construct: +2 to recover from Shaken; 
  called shots do no extra damage (unless 
  they target the glyph). 
  • Weakness (Glyph): A called shot to the 
  glyph on the golem's forehead (at -6) inflicts 
  a total of +8 damage. 
  • Rage: The golem gains the benefit of the 
  Berserk Edge, except that while berserk the 
  owner loses control and it will attack random 
  targets.  The golem never tries to end its 
  own rage, but the owner can attempt to 
  calm it down by making a Smarts roll at -2 
  as a full action. 
   
    Design note: The golem loses the +2 
  Toughness (+4 racial ability) and Shooting 
  d6 (+1 racial ability), but its Strength is 
  increased to d10 (+3 racial ability) and its 
  Vigor to d8 (+2 racial ability).  It also gains 
  the Berserk Edge (+2 racial ability), but 
  when Berserk the owner loses control of the 
  golem, making it as much of a drawback as 
  an advantage.  The Armour +2 is technically 
  a +2 racial ability, but unlike a zombie the 
  golem cannot be fitted with purchased or 
  looted armour.  The golem also has to be 
  constructed and transported around, while 
  corpses can be found on battle fields, dug 
  up in graveyards, or simply "made" by 
  killing an enemy. Note that the same 
  trapping can be applied to the Necromancer 
  and Master Necromancer Edges from the 
  Horror Companion, renamed to something 
  more appropriate. 
   
  Mount  
  Rank: Veteran  
  Power Points: 3/mount  
  Range: Smarts  
  Duration: Special  
    This spell allows the caster to summon a 
  magical steed with the same stats as a 
  riding horse.  The mount remains for 1 hour 
  on a success, d6 hours on a raise, and 24 
  hours with two or more raises, and vanishes 
  if killed.  The mount will flee if attacked. 
   
    Design note: This is a utility version of 
  the Zombie power.  It summons a steed that 
  won’t fight, but provides another service. 
   
  Scarecrow  
  Rank: Veteran  
  Power Points: 3/ scarecrow  
  Range: Smarts  
  Duration: Special  
    This spell animates a scarecrow or stick 
  mannequin, infusing it with a semblance of 
  life for 1 hour on a success, d6 hours on a 
  raise, and 24 hours with two or more raises.  
  The scarecrows found in farmers’ fields often 
  have no legs, in which case they have Pace 
  0 when animated.  The mannequin can be 
  anything from a traditional scarecrow to a 
  roughly humanoid-shaped bundle of sticks. 
   
  Scarecrow 
    An animated mannequin of sticks or straw. 
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6 
  Skills: Fighting d6, Intimidation d4, Notice 
  d6, Stealth d6, one other skill at d6 
  Pace: 4; Parry: 5; Toughness: 5 
  Special Abilities 
  • Fists: Str. 
  • Fearless: Scarecrows are immune to Fear 
  and Intimidation. 
  • Construct: +2 to recover from Shaken; 
  called shots do no extra damage. 
  • Weakness (Fire): +4 damage from fire, 
  and highly flammable. 
  • Low Light Vision: Ignore penalties for 
  Dim and Dark lighting. 
   
    Design note: Shooting is replaced with 
  Stealth, Intimidation switched with Notice, 
  and the Weakness changed to fire.  The 
  scarecrow also loses the +2 Toughness from 
  Undead, but gains Low Light Vision and a 
  skill of the caster's choice (chosen when the 
  spell is cast), and its Pace also increases to 
  6.  This still puts it at a slight disadvantage 
  in combat, but the bonus skill gives the 
  scarecrows more flexibility as servants, and 
  they are easily made and far more socially 
  acceptable than animated corpses. Note that 
  the same trapping can be applied to the 
  Necromancer 
  and 
  Master 
  Necromancer 
  Edges from the Horror Companion, renamed 
  to something more appropriate. 
   
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - Savage Spellbook.pdf