Aether divers are able to bend the aethersphere to their will. Their powers only work while diving.
Arcane Skill: Knowledge (Aethersphere)
Power Points: 10
Starting Powers: 3
Arcane Protection, Banish, Barrier, Blast, Blind, Bolt, Burrow, Burst, Confusion, Deflection, Dispel Divination, Entangle, Fly, Havoc, Invisibility, Protection, Sloth/Speed, Shape Change, Slow, Summon Ally,
Weird Science is the creation of strange and powerful devices beyond the normal technological level of the setting. It might be possible due to super fuels, alien discoveries, or rare super-geniuses who constantly push the boundaries of science.
Arcane Devices: Weird scientists automatically have the Artificer Edge, which allows them to create Arcane Devices (see page 152). Indeed, they must always use devices for their powers.
Malfunction: Weird science devices don’t cause Fatigue when they suffer Backlash. They Malfunction instead (see page 153). Activation: Weird scientists must usually be able to reach and manipulate their devices to use them (they cannot be Bound, page 98). The GM may allow exceptions for voice-activated devices, worn items, and so on.
Arcane Skill: Weird Science (Smarts)
Power Points: 15
Starting Powers: 3
Barrier, Blast, Blind, Bolt, Boost/Lower Trait, Burrow, Burst, Confusion, Damage Field, Darksight, Deflection, Dispel, Elemental Manipulation, Entangle, Environmental Protection, Farsight, Fear, Fly, Havoc, Healing, Intangibility, Invisibility, Light/Obscure, Protection, Quickness, Smite, Speak Language, Speed, Stun, Succor, Telekinesis, Wall Walker, Wilderness Walk, Windstorm, Zombie
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
Enemy casters subtract 2 (4 with a raise) when targeting this character; reduces damage a like amount.
Rank: Veteran
Power Points: 3
Range: Smarts
Duration: Instant
Humans aren't native to the aethersphere, Banish will push their consciousness back to their bodies. This is an opposed Spirit roll the caster's arcane skill versus the target's Spirit. On a success the target is shaken, on a raise the target is cast out of the aethersphere.
If the target is a wild card, each casting of banish causes a wound instead. If the target already has 3 wounds, it is then banished from the aethersphere - but not slain.
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: 5
Creates 5″ (10 yards) long, 1″ (2 yards) tall, Hardness 10 barrier.
Rank: Novice
Power Points: Base 2 (Plus 2x the size modifier for creatures with a size greater than 0)
Range: Smarts
Duration: 10 minutes
This spell allows the caster to speak with and guide the actions of nature's beasts. It works only on creatures with animal intelligence and not humanoids. Swarms may also be controlled.
Rank: Seasoned
Power Points: 3
Range: Smarts x2
Duration: Instant
Blast is an area effect power, first the caster picks where she wants to center the blast and then makes the appropriate skill roll (normal ranged attack modifiers apply). The area of effect is a medium burst template. If the roll is failed the blast deviates as a launched projectile. Targets w/in the blast suffer 2d6 damage. Blast counts as a Heavy Weapon.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
Inflicts –2/–4 penalty to victims.
Rank: Novice
Power Points: 1
Range: Smarts x2
Duration: Instant
2d6 ranged attack.
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 5 for boosting, Instant for lowering
This power raises any of the Target's traits by 1 die type for a standard success and by 2 for a success with a raise. The trait can exceed 1d12, for each step above 1d12 add +1 to the total (1d12+1, 1d12+2, etc).
The power can also be used to lower an opponent's trait. This is an opposed roll against the victim's Spirit. Success lowers the trait of the caster's choice by 1 step, and 2 from a success with a raise. Can't be lowered below d4.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5
The target can merge with bare earth and travel the range in a round. The target can linger underground in a state of limbo for the duration of the spell.
Rank: Novice
Power Points: 2
Range: Cone Template
Duration: Instant
Burst produces a fan of energy that bathes its targets in fire or other damaging energy. Targets within the template may make Agility rolls versus the caster's arcane skill roll to avoid the effect. Those who fail suffer 2d6 damage.
Rank: Novice
Power Points: 1
Range: Smarts
Duration: Special
Instilling confusion in enemies is a powerful aid in combat, and this power provides that ability. On a success, a target must make a Smarts roll at -2 or be Shaken, and on a raise, the roll is made at -4.
Rank: Seasoned
Power Points: 4
Duration: 5
Creates aura that causes 2d4 damage.
Rank: Novice
Power Points: 1
Range: Smart
Duration: 1 hour (1/hour)
Ignore up to 4 points of illumination penalties, or 6 with a raise.
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 5
−2/–4 to attack recipient.
Rank: Novice
Power Points: 2
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Detect/conceal arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, Tesla Science devices, and so on. The power can also be reversed to conceal a single supernatural item, being, or effect. This has the same cost but the duration is 1 hour with a maintenance cost of 1 per hour. When used in this way those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer's skill (rolled anew each time detect aracana is cast).
Rank: Seasoned
Power Points: 1
Range: Smarts
Duration: Instant
Dispel allows a hero to negate enemy spells, Tesla science, or gifted powers. It has no effect on a creature's innate powers or abilities. Nor does dispel work on magic items or permanent enchantments unless the specific item or enchantments says otherwise.
Dispel can be used on a power already in effect, and can also be used to counter an enemy power as it's being used. The later requires the countering caster to be on Hold and interrupt his foe's action. In either case, dispelling the opponent's power is an opposed roll of arcane skills. The dispelling character suffers a -2 modifier if the target power is another type (magic vs. Tesla Science, etc.)
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
Choose one particular element to control (the character may choose other elements as a new power). This allows him to perform basic "tricks" within his chosen element. The specific tasks that may be attempted depend on the element selected and are listed below.
Air: The caster can create lesser air currents to blow out a candle, fan a flame, lift a skirt, or cool his body in oppressive heat (+1 to a single Fatigue roll caused by heat).
Earth: A wave of the hand can open a 1-foot square hole in soft earth (or half that in stone), or cause a spray a sand that might blind an opponent (+1 to a Trick maneuver roll).
Fire: The caster can snap his fingers to create a small flame (about the size of a hot match). With existing fire, he can urge it to spread (+1 to see if a fire spreads), cause it to flare (perhaps as part of a Trick maneuver), or slowly light an object over the course of a few rounds (as if holding a match to it).
Water: The caster can conjure up to a pint of water somewhere within his sight (not “inside” objects or people). A wave of his hand also purifies one gallon of water, whether it be poisoned or simply salt-water. Those who have been poisoned within the last minute also get a second chance to resist any remaining effects.
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
Opposed roll vs Spirit to add +2 to social attacks for the Duration of the power.
Rank: Novice
Power Points: 2-4
Range: Smarts
Duration: Special
Bind or Entangle foes.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 1 hour
This power allows posses to travel beneath the waves, in freezing cold, or other hazardous environments. Environmental protection allows the target to breathe, speak, and move at his normal Pace while underwater, in a vacuum, in the lava of a volcano or the baking desert heat, the frozen northern wastes, and so on. Pressure, atmosphere, air, etc., are all provided. Complete protection is offered only for background hazards. A fire attack, for example, causes normal damage even with environmental protection. A success is needed to enact the power. With a raise, the cost for maintaining the power is reduced to 1 Power Point per 2 hours (for that particular target).
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: 5
See detail at great distance; halves Range penalties with a raise.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
Causes Fear check.
Rank: Veteran
Power Points: 3/6
Range: Smarts
Duration: 3 (1/round)
This power allows a character to fly at his basic Pace, with a Climb rate of half that number. He may choose to double his Pace by spending twice the number of Power Points.
Rank: Seasoned
Power Points: Special
Range Smarts
Duration: 5
Increases or decreases Size.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
Targets in MBT or Cone are Distracted and may be hurled.
Rank: Novice
Power Points: 3
Range: Touch
Duration: Instant
Healing repairs recent bodily damage. It must be used within the “golden hour,” though, for it has no effect on wounds more than one hour old. For Wild Cards, each use of the healing spell removes a wound with a success, and two wounds with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself). For Extras, the GM must first determine if the ally is dead (see Aftermath in the Savage Worlds rules). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken. Healing can also be used to cure poison and disease if used within 10 minutes of the victim being afflicted.
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 5
Creates imaginary images
Rank: Heroic
Power Points: 5
Range: Smarts
Duration: 5
Rank: Seasoned
Power Points: 5
Range: Smarts
Duration: 5
Being invisible is a powerful aid in combat, and useful for spying on saloon gals as well! With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at –4. Once detected, he may attack the foe (also at –4). With a raise, the character is completely invisible and the penalty is –6. In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 10 minutes (1/minutes)
Creates or dispels illumination.
Rank: Novice
Power Points: 1
Range: Smarts
Duration: Smarts
Grants Armor +2, and a raise adds +4.
Aethermancy: A translucent boilerplate or ancient suit of armor forms around you.Rank: Novice
Power Points: 1
Range: Smarts
Duration: 1
Removes Fatigue, Shaken; & Stun with raise.
Rank:
Power Points: Special
Range: Self
Duration:
Caster takes on the form of various beings.
Rank: Seasoned
Power Points: 2
Ranged: Smarts
Duration: Instantaneous / 5
Increases or decreases speed
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: 1 hour
Puts victims to sleep
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 10 bolts, shells, or arrows, or one full “load” of ammunition (the Marshal may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2, or +4 with a raise
Rank: Novice
Power Points: 1
Range: Smarts/ Smarts x5
Duration: Instantaneous / 5
Create or mute sound
Rank: Novice
Power Points: 1
Range: Touch
Duration: 10 min (1/ 10 minutes)
This power allows a character to speak, read, and write a language other than his own. The language must be of an advanced form—not animalistic. A raise on the arcane skill roll allows the user to project a particular dialect as well.
Rank: Novice
Power Points: 2
Range: 12/24/48
Duration: Special
Sometimes foes must be taken alive, or a hero might not want to kill unnecessarily. Stun shocks those within a Medium Burst Template with concussive force, sound, magical energy, or the like.
If the arcane character scores a success, targets within the area of effect must make Vigor rolls or be Shaken. With a raise, victims make Vigor rolls at –2.
Rank: Seasoned
Power Points: 5
Range: Smarts x2
Duration: 5
Telekinesis is the ability to move a single object or creature (including one’s self) with arcane will. The weight a caster can lift is equal to 10 lbs. times his Spirit die type, or 50 lbs. times his Spirit with a raise on the casting roll.
Lifting Creatures: If the target of the power is a living creature, it may try to resist the power with an opposed Spirit roll. If the Spirit roll is greater than the caster’s skill total, the creature is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free.
Telekinetic Weapons: A caster can use telekinesis to wield a weapon. When this occurs, the weapon’s Fighting is equal to his arcane skill, and its damage is based on the caster’s Spirit instead of his Strength. A sword that does Str+d4 damage, for example, does Spirit+d4 when wielded by telekinesis. The weapon otherwise functions normally, including granting bonus damage when it strikes with a raise.
Dropping Things: Particularly ruthless characters often use telekinesis to drop their foes or bash them into walls and the like. A creature affected by this power can be moved up to the caster’s Smarts in inches per turn, in any direction. Dropped creatures suffer falling damage as usual.
Victims who are bashed into walls or other solid objects suffer the caster’s Spirit+d6 as damage.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5
Character can walk on walls at half Pace (full Pace with raise).
Rank: Seasoned
Power Points: 4
Range: Smarts
Duration: 5
Grant target a Combat Edge.
Rank: Veteran
Power Points: 3/corpse
Range: Smarts
Duration: Special