Aegyptvs SW 4.Powers

Powers Descriptions:

Barrier (Sw Rules)

Rank: Seasoned

Beast Friend (Sw Rules)

Rank: Novice

Blade Barrier

Rank: Seasoned

Power Points: 2/section

Range: Spirit

Duration: 3/ (1 per section/round)

As the Savage Worlds Power Barrier, but the Blade Barrier is composed of hundreds of whirling magical knives. Instead of having Toughness, the Blade Barrier gives light cover (-1). Creatures can attempt to force their way through the Blade Barrier; each attempt inflicts 2d6 damage and only complete armour coverage adds to Toughness. If the creature then wins a contest of Strength /Agility vs. the caster’s Spirit roll, it can move through.

The Priest can create the Blade Barrier directly on a target who gets an Agility roll at -2 to avoid taking immediately 2d6 damage. Cannot be moved.

Blast (Sw Rules)

Rank: Seasoned

Blessing of shade

Rank: Seasoned

Power Points: 3

Range: Touch

Duration: 24 hours

The target receives +2 to all survival rolls for the next 24 hours.

Burrow (Sw Rules)

Rank: Novice

Burst (Sw Rules)

Rank: Novice

Call Of The Wild.

Rank: Novice

Power Points: Special

Range: 1 mile x Faith

Duration: 1 minute/1 per minute after arrival per creature.

This spell summons and controls natural animals – not monsters and other abominations. The Call goes out to specific types of creatures, such as bats, rats, wolves and so on.

Once summoned, the animal will arrive anywhere within a large template of the caster after 1d6+PP cost rounds. Eg: a lion would appear after 1d6+3 rounds.

The caster can communicate with the creature, and it will loyally obey their commands.

The cost in Power Points depends on the creature summoned. The Priest can summon multiple creatures in a single casting by paying the appropriate cost in Power Points. Summoning 2 bears, for instance, costs 8 Power Points.

If a creature is deemed not to be available then scale downward to a smaller similar creature until something is suitable.

Cyclone

Rank: Novice

Power Points: 3

Range: Sight

Duration: 3(1/rd)

The Power conjures up a dust devil strong enough to whip the coat off a dead man. The whirlwind must be conjured out of doors, and is the size of a Medium Burst Template.

Everyone within the whirlwind must make a Vigour roll or be Blinded each round.

Any ranged attacks that cross the whirlwind suffer a -2 penalty. The whirlwind can be moved each round and has a pace equal to the Priest’s Spirit.

Detect/Conceal Arcana (Sw Rules)

Rank: Novice

Disintegrate

Rank: Heroic

Power Points: 5 per square

Range: Spirit x 2

Duration: Instant

Can be used to remove material (non-living), converting it to a fine dust. A smaller amount can be selected but the spell works as a rough beam for working out details.

Dispel (Sw Rules)

Rank: Seasoned

Divination

Rank: Veteran

Power Points: Varies

Range: Self

Duration: Special

Divination is plea to the Gods for a glimpse into the future. The Priest may ask his God a single question. The question determines the cost.

If the Faith roll is made the Priest gains the most likely answer. The future contains many paths however, so the answer may not always be correct.

A minor matter such as the success of a crop, marriage, birth etc, takes 1 hour and 3 Power Points.

A matter of import, such as the identity of a murderer or the weakness of a monster, takes 1 day and 5 Power Points.

A major matter, such as the outcome of a great battle, takes 1d6 days and 10 Power Points.

Entangle (Sw Rules)

Rank: Novice

Elemental Manipulation (Air) (Sw Rules)

Rank: Novice

Elemental Manipulation (Earth) (Sw Rules)

Rank: Novice

Elemental Manipulation (Fire) (Sw Rules)

Rank: Novice

Elemental Manipulation (Water) (Sw Rules)

Rank: Novice

Environmental Protection (Sw Rules)

Rank: Novice

Esp

Rank: Seasoned

Power Points: 3

Range: Spirit

Duration: 3 (1/round)

ESP allows the caster to read someone else’s thoughts. This is an opposed roll vs. the target’s Smarts. A success reveals surface thoughts, while each raise allows the caster to acess one deeper thought or memory. “Singing” in one’s head, unknown language, drunkenness, or other conditions may allow the target a +2 modifier to their roll.

Exorcism

Rank: Veteran

Power Points: 15

Range: 1 yard

Duration: Permanent

This long ritual banishes evil spirits from a mortal host. The process takes eight gruelling hours, during which time the host must be physically restrained from attacking the exorcist. At the end of the eight hours, the priest makes an opposed roll of his Faith versus the demon’s Spirit. If the Priest wins, the demon is banished instantly and forever. If the creature wins, it remains in the host and may never be exorcised by this priest.

Fear (Sw Rules)

Rank: Novice

Fire Walk

Rank: Novice

Power Points: 2

Range: Touch

Duration: 3 (1/round)

Fire Walk allows the caster or his ally to ignore the effects of normal heat or flame. While so protected, they suffer no damage from normal fire, burning heat. Counts as arcane resistance agsinst spells with a fire trapping.

The caster’s clothes and personal items are also protected from combusting, but other living things must have the spell cast upon them even if carried in the Priest’s arms at the time of enchantment.

Fly (Sw Rules)

Rank: Veteran

Greater Healing (Sw Rules)

Rank: Veteran

Guiding Wind

Rank: Novice

Power Points: 4

Range: Touch

Duration: 3 (2/round)

Guiding Wind increases a Priest’s chance to hit with a Throw or Shooting skill roll. The bonus is +2 for a success and +4 for a raise.

Healing (Sw Rules)

Rank: Novice

Hold

Rank: Novice

Power Points: 1+Size of target

Range: Spirit

Duration: 1

The Priest selects one living target within range. The target makes a Spirit roll vs. the Priest’s Faith roll, if the target loses, they are unable to move at all at their next action, but can do other actions that do not require movement. Hold cannot be maintained.

Hold Portal/Knock (Reversible)

Rank: Seasoned

Power Points: 3

Range: Touch

Duration: 1 minute (1/minute)

Hold Portal magically seals a door, window, hatch, or similar closable item no bigger than 10’ x 10’. The portal thus sealed can only be forced open by the Strength roll that beats the Priest’s Faith roll with a raise.

The reverse, Knock, will open a held portal by simply winning a contested Faith roll. Knock also allows the Priest to use his Faith roll in place of Strength when attempting to force stuck doors, barred gates, portcullises, etc. Knock does not pick locks, but it might force open a locked door.

Holy Light

Rank: Novice

Power Points: 1 per Undead

Range: Choice of template.

Duration: Instant

The caster calls down holy light to smite the undead, attacking them with a single faith roll resisted by the undeads SP roll. Success and the undead are shaken, raise and they are shaken and panicked (see Fear). You may chose a blast template to use, centred on you, but you must pay the cost for every undead in the area of effect or the spell fails.

Hunch

Rank: Novice.

Power Points: 3

Range: Touch

Duration: Permanent

This Power gives the Priest insight into the past of a person, place or thing.

If the spell is successful, the caster gets a vision, feeling, insight about some event that happened in the target object or person’s past. Raises on the Faith roll grant more information.

Inspiration

Rank: Novice

Power Points: 5

Range: Special

Duration: Permanent

When used in conjunction with the telling of a heroic tale, it adds +2 (+4 with a raise) to the Persuasion roll to influence a group. The Priest does not have to tell the tale himself – he can cast the spell on a more accomplished tale-teller.

Invisibility (Sw Rules)

Rank: Seasoned

Iron Form

Rank: Veteran

Power Points: 4

Range: Self

Duration: Instant

Casting Iron Form requires the caster either to be holding a card, in other words, still have the option of acting this turn.

Just after the caster has been hit, but before damage is rolled, on a successful Faith roll the caster becomes completely rigid, like a statue, and takes no damage from the blow. Instead, he is knocked back 1” ( more for extremely powerful blows; such as when the attacker achieves a raise on the Fighting roll) and must make an Agility roll or fall prone. The caster must see the attack coming, so Iron Form is not usable against surprise attacks or when the opponent has the Drop. It can be used against physical impacts that are not strictly attacks, such as hitting the ground after a long fall. In all cases, the caster must cast Iron Form before the damage from the blow is known.

Light ( Sw Rules)

Rank: Novice

Locate Object

Rank: Seasoned

Power Points: 2

Range: Spirit x 3

Duration: 3 (1/round)

The Priest may use this Power to detect common objects or more specific objects (provided the caster knows what the object in question looks like). If successful the Power will point the caster in the direction of the nearest object of the type trying to be located. Note, the direction, but not distance, is indicated. The caster will know, as he gets nearer to the object in question.

Luck Of The Dice

Rank: Seasoned

Power Points: 5

Range: Self

Duration: 1 minute

Once cast this spell will generate a benny for the user that can ONLY be used to re-roll a result. Only one casting can be active at a time.

Mend

Rank: Novice

Power Points: Special

Range: Touch

Duration: Instant

Mend can repair broken mundane objects.

The Priest must concentrate for one full action, then cast the spell on his next action, subtracting -2 from his Faith roll. The cost in Power Points is equal to half the object’s base Toughness. If all of the broken object is available to be mended then a simple success fixes the object, if pieces are missing a Raise is needed.

Miracle

Rank: Legendary

Power Points: 40

Range: Special

Duration: Permanent

Material: Pearl from an Eye Lord.

The ultimate magic available to mortals. Subject only to DM approval, a Miracle can do almost anything, including:

Bring a dead person back to life, if the dead person makes a basic Vigour roll.

Reverse 6 months of aging.

Fully restore all wounds and fatigue to every ally in a Large Burst Template.

Fully restore all wounds, fatigue, injuries, Bennies, and Power Points to any one person, including permanent crippling injuries.

Permanently change one person’s race or gender.

Undo the results of any one die roll, if cast with 10 minutes of the roll.

Transport anyone and anything within a Large Burst Template to anywhere the caster specifies.

Grant any one Edge or Trait increase, regardless of prerequisites.

Imbue a person with any one Monstrous Ability.

Increase any skill by two die types, regardless of prerequisites.

Instantly summon treasures with 3d6 thousand, with Aces.

Enchant an appropriate object into a permanent magic item.

Destroy any one magic item or other object, unless it is protected by divine forces.

Cast any spell (except Miracle) with automatic success, no additional Power Point cost, an effective short range of sight, and +6 to calculate raises or overcome resistance.

Make permanent any spell cast within the last minute.

Other effects along these lines, as the DM sees fit.

Each time a Priest casts Miracle, he must immediately give up 10 XP, permanently losing the Edges, skill levels, or traits of his choosing (although they may be earned again normally). It is traditional to enforce a very literal interpretation of the phrasing of the Miracle.

Obscure (Sw Rules)

Rank: Novice

Phantasm

Rank: Seasoned

Power Points: 4-8

Range: Spirit

Duration: 3 (2/round)

Phantasm fills a Small Burst Template with visual and audible illusions under the caster’s control. The illusions are generally believable, but if it becomes necessary to create an exact image or voice to fool someone familiar with the original, use a contest of Smarts, with the caster gaining a +2 modifier for every Raise on the casting..

It is possible to cover people and objects with the appearance of being “not there”, but if the covered targets move, the illusion is spoiled. 6 Power Points covers a Medium Burst Template, for 8 Power Points a Large Burst Template.

Puppet (Sw Rules)

Rank: Veteran

Quake

Rank: Veteran

Power Points: 5

Range: Faith x 3

Duration: Instant

Quake causes a tiny but powerful earthquake that can crush foes and level buildings. It works only upon solid earth – not sand, water, wood, floors, or other similar substances.

The area of effect is a Large Burst Template centred with the Priest’s range. Victims within the template must make an Agility(4) roll or fall into a chasm where they are crushed by earth and stone for 2d10 damage. Those that make the roll cling to the sides and may climb out on their next action. Those who succeed with a raise jump free and may act normally on their next action.

Walls crumble and are breached with this spell, opening a hole as wide across as the earthquake.

Quest

Rank: Veteran

Power Points: 10

Range: Spirit

Duration: Special

Quest forces one target to make a Spirit roll vs. the Priest’s Faith Roll. If the Priest wins, he may command the target to perform some task. The task may not be outright suicide or otherwise diametrically opposed to the target’s interest, and the DM may give the target a bonus to resist, or declare that the spell simply fails, if the Quest is utterly outrageous. However, commands such as “Climb to the top of the Fiery Mountain on the Isle of Swans” or “Remain here and count the legs of all passers-by,” are well within the spell’s power. While the spell lasts, the target must make all reasonable efforts to fulfil the command. The DM may deny any experience award to the PC for a session in which he shirks his quest. The command lasts for one full day, plus one day for each raise. At the end of that time, the target gets a new Spirit roll vs. a new Faith roll by the Priest (regardless of where the two are at the time). If the Priest wins, the quest remains in effect for another day, plus a day per raise. If the rolls are tied or the target wins, the spell ends. Note that some characters might voluntarily submit to a Quest as a matter of atonement, for example.

Quickness (Sw Rules)

Rank: Seasoned

Raise Dead

Rank: Heroic

Power Points: 30

Range: Touch

Duration: Special

This spell will restore life to the body of a character that has been dead for no more than one hour, provided most of the body, including the head, is present. The Priest’s Faith roll is made at -4, and the raised character must make an immediate Vigour roll. If the roll succeeds, he returns to life, Incapacitated and with 3 wounds. If the Vigour roll fails, he can never be raised, although he might be brought back with resurrection or a Miracle. Raise Dead has no effect on crippling injuries.

The reverse, Slay Living, requires a successful touch attack, and only works on creatures Size +1 or less. The target must make a Vigour roll vs. the Priest’s Faith roll. If the Priest wins, the target dies. This is considered an evil act (a cardinal sin) and only truly used by followers of Seth..

Regeneration

Rank: Heroic

Power Points: 20

Range: Touch

Duration: Special

As the SW Power Greater Healing, except that regeneration will cure permanent crippling injuries. The spell casts 6 hours to cast, with a -4 modifier to the Priest’s casting roll. If the body party is actually missing, it will require 2d6 days to grow back, this time is halved for each raise on the roll. Only one attempt can be made for each permanent injury; if the spell fails for any reason, the injury can never be regenerated.

Remove Fear

Rank: Novice

Power Points: 2

Range: Smarts x2

Duration: Instant / 3 (1/round)

This spell can be used in two ways.

First, it can negate the effects of the Fear Power or remove the non-permanent effects of a failed Guts roll.

Second it allows all those within a Large Burst Template a bonus +2 bonus on any Guts checks required to be made during its duration.

Resurrection

Rank: Legendary

Power Points: 40

Range: Touch

Duration: Special

This mighty miracle will restore life to any character, as long as any part of the body is available. The character may have been dead for as many years as the Priest’s Spirit. In a ritual lasting 24 hours, a new body grows, lacking ant scars or crippling injuries. The Priest’s Faith roll is made at -4, or -6 if the head is not available, and the resurrected character must make an immediate Vigour roll to successfully return to life and full health. If it fails, he can never be bought back by nay means.

Sacrifice

Rank: Novice

Power Points: 3

Range: Sight

Duration: Permanent

Characters cannot usually give their bennies to others without the Common Bond Edge. Priests with this spell can bypass this restriction and give any character a benny if she first makes a successful Faith roll.

Sanctify

Rank: Novice

Power Points: 10

Range: Special

Duration: Concentration

Sanctify allows the Priest to consecrate areas of earth, causing great pain to supernaturally evil creatures that attempt to tread upon it.

Sanctification takes an entire week of prayer. The Priest must remain within the bounds of the area for the entire duration. The area is determined by the GM, but is typically the grounds of a Temple, a battlefield, or some other place of importance. If no clear boundaries exist, the area in equal to five times the Priest’s Faith in yards.

When the ritual is complete, The Faith roll may be attempted. If successful, the area is consecrated. If the roll is failed, the priest must start from scratch.

Each supernaturally evil creature that attempts to enter the sacred ground must make a Spirit roll each round or suffer a wound.

Shapechange (Sw Rules)

Rank: Special

Shadow Walk

Rank: Seasoned

Power Points: Special

Range: Special

Duration: Permanent

Priest’s with this spell can step into one shadow and emerge from another. The shadows they enter and leave from must be substantial – at least deep enough to engulf their entire form.

The distance walked determines the number of Power Points required.

Slow

Rank: Novice

Power Points: 1

Range: Spirit

Duration: 3 (1/round)

The target makes a Spirit roll vs. the Cleric’s Faith roll; if the caster wins, the target’s Pace is reduced to half, round down. If the caster wins with a raise. The target’s Pace is reduced to 1. Speed cancels Slow and vice versa.

Smite (Sw Rules)

Rank: Novice

Speak Language (Sw Rules)

Rank: Novice

Speed (Sw Rules)

Rank: Novice

Sticks To Snakes

Rank: Seasoned

Power Points: 3

Range: Spirit

Duration: 3 (1/round)

This power allows the caster to turn a half dozen small sticks into a small swarm of snakes. The snakes turn back into sticks when they are “killed” or when the Power ends.

Succour

Rank: Novice

Power Points: 2

Range: Touch

Duration: Permanent

Succour removes one Fatigue level, or two with a raise. It also removes a character’s Shaken status.

Succour may be used to restore consciousness to those who have been Incapacitated due to wounds, though the wounds remain. It does not stop bleeding or otherwise stop mortal wounds from worsening, however.

Stun (Sw Rules)

Rank: Novice

Summon Elemental (Air)

Rank: Veteran

Power Points: 5

Range: Smarts

Duration: 3 (1/round)

This powerful spell enables a Priest to summon a living spirit of his chosen element – an “elemental.” The creature is completely subject to the whims of the caster. Communication is through a mental link but is purely one-way – the creature cannot relay its thoughts or even basic information to its summoner.

Statistics for all four types of elemental can be found elsewhere.

Summon Elemental (Earth)

Rank: Veteran

Summon Elemental (Fire)

Rank: Veteran

Summon Elemental (Water)

Rank: Veteran

Swarm Screen

Rank: Seasoned

Power Points: 2

Range: Self

Duration: 3 (1/round)

The caster will repel swarms of natural creatures using his casting roll as a target number for the swarm to overcome with a SP roll.

Telekinesis (Sw Rules)

Rank: Seasoned

Telepathy

Rank: Seasoned

Power Points: 5

Range: Sight

Duration: 3 (1/round)

Telepathy establishes full, two-way, silent communication, in words or images, between the caster and one target. The target can choose to resist the spell with Spirit, or simply allow the link to take place. If the target is out of sight, but known to the caster and within one mile, the Faith roll is made at -4.

Teleport (Sw Rules)

Rank: Seasoned

Trinkets

Rank: Novice

Power Points: 1-4

Range: Sight

Duration: Faith

Trinkets allows the caster to reach into a pocket, pouch, or bag and pull forth some minor mundane object.

The Power Points required depends on the item the Priest hopes to find. Unfortunately, the item is very temporary and only lasts a number of rounds equal to the Priest’s Spirit.

Wall Of Fire

Rank: Seasoned

Power Points: 2/section

Range: Spirit

Duration: 3/ (1 per section/round)

As the Savage Worlds Power Barrier. Instead of having Toughness, the Wall Of Fire gives heavy cover (-4) and does 1d10 damage to anyone who touches it. Anyone who takes damage from a Wall Of Fire has a 1 in 6 chance of catching on fire. Those who are willing to take 2d10 damage can walk through the fire, but if they become Shaken, they fall back and don’t get through. The Priest can create the Wall directly on a target who gets an Agility roll at -2 to avoid an immediately 2d10 damage.

Wall Of Thorns

Rank: Seasoned

Power Points: 2/section

Range: Spirit

Duration: 3/ (1 per section/round)

As the Savage Worlds Power Barrier, but the Wall of Thorns is composed of thick tangled vines covered in long, sharp thorns. Instead of having Toughness, the Wall of Thorns gives heavy cover (-4). Creatures can attempt to force their way through the Wall of Thorns; each attempt inflicts 2d6 damage and only complete armour coverage adds to Toughness. If the creature then wins a contest of Strength vs. the caster’s Faith roll, it can move through; if it fails, it is entangled as the Entangle spell.

The Priest can create the Wall of Thorns directly on a target who gets an Agility roll at -2 to avoid immediate entanglement and 2d6 damage.

Water Walk

Rank: Novice

Power Points: 1

Range: Touch

Duration: 1 minute (1/minute)

Water Priests 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 and fast rivers count as Difficult Ground as the Priest must run up and down waves. While under the effects of the spell, the caster walks as if in a shallow puddle. He cannot go beneath the surface any more than he can go beneath that of the earth.

Wilderness Walk

Rank: Novice

Power Points: 1

Range: Self

Duration: 1/hour

Wilderness Walk allows a Priest to move through the outdoors quietly and without leaving a trace. The spell adds +1 to the Priest’s Stealth rolls. They also disguise his tracks, making his footprints impossible to track. The spell does not apply to his companions, however.

Wilderness Walk can not be used in an Urban environment.

Zombie (Sw Rules)

Rank: Veteran