I am using the No Power Points rules listed in SWD p95.
Spells can be cast over longer periods to make them easier.
If cast over an hour you reduce the modifier by 1.
If cast over 24 hours you reduce the modifier by 2.
Several casters can work together to reduce the modifier of a spell. All involved must know and be able to cast the spell. For each caster over the first reduce the modifier by 1. The casters must all be in contact with each other and either performing the cast, or holding their action ready to cast it (in which cast their hold is used).
The active character is the caster and their skill level is used.
Priests and Sorcerors cannot co-operate. Priests of different Gods cannot co-operate. Sorcerors can co-operate with each other but it rarely works as they all want to be the primary caster.
This becomes very important with regard to some of the very powerful spells, which have matching high negative mods. Resurrection for example is usually cast at a major temple.
Rank: Seasoned
Modifier: -1 per section
Range: Spirit
Duration: 3/ (1 per section/round)
Similar to 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 vs Faith to avoid taking 2d6 damage immediately.
The Barrier cannot be moved.
Rank: Seasoned
Modifier: -1 per 2 sections
Range: Spirit
As the Savage Worlds Power Barrier, but the material created is moving gusts of air.
Rank: Seasoned
Modifier: -1 per 2 sections
Range: Spirit
As the Savage Worlds Power Barrier, but the material created is packed earth or light rock.
Rank: Seasoned
Modifier: -1 per 2 sections
Range: Spirit
As the Savage Worlds Power Barrier, but the material created is burning coal bricks or sheets of flame.
Rank: Seasoned
Modifier: -1 per 2 sections
Range: Spirit
As the Savage Worlds Power Barrier, but the material created is frozen blocks of ice, or water (which would collapse immediately but this may be useful).
Rank: Seasoned
Modifier: -1
Range: Touch
The target receives +2 to all survival rolls for the next 24 hours (don’t forget the maintained spells effects).
Rank: Novice
Modifier: see below
Range: 1 mile x Faith
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 1d4+mod 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, but increase numbers, until something is suitable. Insect swarms are always a safe bet even in the desert.
Rank: Novice
Modifier: -1
Range: Sight
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.
Rank: Heroic
Modifier: -2 per sq
Range: Touch
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.
Rank: Novice
Modifier: -1
Range: Touch
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.
Rank: Novice
Modifier: -1
Range: Touch
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.
Rank: Novice
Modifier: 0+ Size/2.
Range: Spirit
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.
Rank: Seasoned
Modifier: -1
Range: Touch
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.
Rank: Novice
Modifier: 0+No/2
Range: Choice of template.
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.
Rank: Novice.
Modifier: -1
Range: Touch
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.
Rank: Novice
Modifier: -2
Range: Special
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.
Rank: Veteran
Modifier: -2
Range: Self
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 roll the caster becomes completely rigid, like a statue, and takes no damage from the blow. Instead, they are 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.
Rank: Seasoned
Modifier: -1
Range: Spirit x 3
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.
Rank: Seasoned
Modifier: -2
Range: Self
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.
Rank: Novice
Modifier: cost/2
Range: Touch
Mend can repair broken mundane objects.
The caster must concentrate for one full action, then cast the spell on their next action. 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.
Rank: Legendary
Modifier: -10
Range: Special
Special Material: Black 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.
Rank: Seasoned
Modifier: -1 to -4
Range: Spirit
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.
Rank: Veteran
Modifier: -2
Range: Faith x 3
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.
Rank: Veteran
Modifier: -4
Range: Spirit
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.
Rank: Heroic
Modifier: -5, special
Range: Touch
This spell will restore life to the body of a character that has been dead for no more than one day, provided most of the body, including the head, is still attached. The Priest’s Faith roll is made at -5, and the raised character must make an immediate Vigour roll. If the roll succeeds, they return 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. It does not work on a body that is not viable after it is brought back, for this reason beheading is effective (you would need a resurrection).
The reverse, Slay Living, requires a successful touch attack, and the modifier is increased for every 2 Sizes the target is greater than them. 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 Chaos or Darkness.
Rank: Heroic
Modifier: -4
Range: Touch
As the SW Power Greater Healing, except that regeneration will cure permanent crippling injuries. The spell takes 6 hours to cast, with a -4 modifier to the Priest’s casting roll. If the body part 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.
You cannot cast this spell on a dead body.
Rank: Novice
Modifier: -1
Range: Smarts x2
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.
Rank: Legendary
Modifier: -8 or -10
Range: Touch
This mighty miracle will restore life to any character, as long as any part of the body is available (the missing parts disintegrate so you can’t get duplicates). The character may have been dead for as many days as the Priest’s Spiritx10. In a ritual lasting 24 hours, a new body grows, lacking any scars or crippling injuries (fully healed). The Priest’s Faith roll is made at -8, or -10 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 is returned as a Mummy, or remains dead.
Rank: Novice
Modifier: -1
Range: Sight
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.
Rank: Novice
Modifier: -5
Range: Special
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.
Rank: Seasoned
Modifier: see below
Range: Special
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.
Rank: Seasoned
Modifier: -1
Range: Spirit
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.
Rank: Veteran
Modifier: -2
Range: Smarts
This powerful spell enables a Priest to summon a living spirit of their 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 in Chapt9.
Rank: Veteran
Rank: Veteran
Rank: Veteran
Rank: Seasoned
Modifier: 0
Range: Self
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.
Rank: Seasoned
Modifier: 0+ No/2
Range: Sight
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.
The target must be within touch range when it is cast but once active range is unlimited.
Rank: Novice
Modifier: see below
Range: Sight
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 caster’s Spirit.
Modifier
Item
0
Match, small stone, copper coin.
-1
Scarf, stone, Knife, silver coin.
-2
Small axe, gold coin, sheet of parchment.
Rank: Seasoned
Modifier: -1 per section
Range: Spirit
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.
Rank: Novice
Modifier: 0
Range: Touch
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.
Rank: Novice
Modifier: 0
Range: Self
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.