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Sell me on Savage Worlds -- for Fantasy
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<blockquote data-quote="SavageRobby" data-source="post: 3672896" data-attributes="member: 51573"><p>Dunno about doing d20 faithfully, but as an exercise in creating an "old school" flavor SW campaign (even more old school than Dungeons & Savages, which I think is a great document, but didn't go quite as far as I wanted to go) I went through my old 1st edition PHB and C&C PHB and created spell lists based on that for each class using SW Powers (including powers from Shaintar, the Fantasy World Builder Tookit, Deadlands Reloaded and various other sources). Each spell was based off a SW power and either used it exactly as written, or modified the range, area of effect, duration, damage and/or cost. </p><p></p><p>I'm not as good as JB, Clint and a variety of others at this kind of thing, but I came out to 40 Novice level spells, 36 Seasoned spells, 24 Veteran spells, 12 Heroic spells and 8 Legendary spells for Magic Users (and cut some spells from the lists). For Savage Worlds, that is a HUGE spell list. (I have similar spell lists for Clerics and Monks, although not anywhere near as numerous, plus a Monks "powers" list.) That isn't to say that SW has that many powers - it doesn't - just that where there weren't straight maps (Slumber = Sleep, Wall Walker = Spider Climb) I used the Trappings idea to repurpose powers for different spells. And sometimes I used a straight map at one level (Teleport) and then modified it upwards at a higher level (Greater Teleport).</p><p></p><p>Bolt is a good example: at Novice it is used for Magic Missile, limited to a single 2d6 bolt, at Seasoned it is used for Melf's Magic Arrows, shooting 1-3 2d6 bolts, and Veteran it is used for Superior Magic Missile, allowing 1-3 3d6 bolts. I do similar things with Burst - Burning Hands limited to 2", Cone of Cold, Lightning Bolt (using a lightning template instead of a cone) and Psychic Blast. </p><p></p><p>Here is an example of the 1st level Wizards spells. Powers are in parenthesis if there isn't a named correlation, and another column - not shown, by indicated by a * - shows any modifications to the standard power, such as above.</p><p></p><p>Bigby's Interposing Hand (Barrier)</p><p>Blinding Flash</p><p>Blur (Deflection)</p><p>Burning Hands (Burst*)</p><p>Darksight</p><p>Detect Good/Evil (Detect Arcana*)</p><p>Detect Magic (Detect Arcana*)</p><p>Dig (Burrow)</p><p>Elemental Manipulation</p><p>Farsight</p><p>Fascinate (Dazzle)</p><p>Feather Fall</p><p>Identify</p><p>Ignite</p><p>Jump (Leaping)</p><p>Knock (Open)</p><p>Lesser Fog Cloud (Obscure)</p><p>Light</p><p>Mage Armor (Armor)</p><p>Mage Shield (Arcane Shield)</p><p>Magic Arrow (Guiding Hand)</p><p>Magic Missile (Bolt*)</p><p>Magic Weapon (Smite)</p><p>Mend (Mend*)</p><p>Minor Illusion (Illusion*)</p><p>Minor Phantasms (Phantasms*)</p><p>Monster Summoning, Lesser (Conjure Animal*)</p><p>Mystic Servant (Bodyguard)</p><p>Nystul's Magical Aura (Magic Aura)</p><p>Ogre's Strength (Raise Trait)</p><p>Ray of Enfeeblement (Lower Trait*)</p><p>Resist Elements (Environmental Protection)</p><p>Scare (Fear)</p><p>Sleep (Slumber)</p><p>Spider Climb (Wall Walker)</p><p>Tenser's Floating Disc (Telekinesis*)</p><p>Tongue Tied</p><p>Undetectable Aura (Conceal Aura*)</p><p>Wizad Lock (Lock)</p><p>Wizard Eye (Wandering Senses)</p></blockquote><p></p>
[QUOTE="SavageRobby, post: 3672896, member: 51573"] Dunno about doing d20 faithfully, but as an exercise in creating an "old school" flavor SW campaign (even more old school than Dungeons & Savages, which I think is a great document, but didn't go quite as far as I wanted to go) I went through my old 1st edition PHB and C&C PHB and created spell lists based on that for each class using SW Powers (including powers from Shaintar, the Fantasy World Builder Tookit, Deadlands Reloaded and various other sources). Each spell was based off a SW power and either used it exactly as written, or modified the range, area of effect, duration, damage and/or cost. I'm not as good as JB, Clint and a variety of others at this kind of thing, but I came out to 40 Novice level spells, 36 Seasoned spells, 24 Veteran spells, 12 Heroic spells and 8 Legendary spells for Magic Users (and cut some spells from the lists). For Savage Worlds, that is a HUGE spell list. (I have similar spell lists for Clerics and Monks, although not anywhere near as numerous, plus a Monks "powers" list.) That isn't to say that SW has that many powers - it doesn't - just that where there weren't straight maps (Slumber = Sleep, Wall Walker = Spider Climb) I used the Trappings idea to repurpose powers for different spells. And sometimes I used a straight map at one level (Teleport) and then modified it upwards at a higher level (Greater Teleport). Bolt is a good example: at Novice it is used for Magic Missile, limited to a single 2d6 bolt, at Seasoned it is used for Melf's Magic Arrows, shooting 1-3 2d6 bolts, and Veteran it is used for Superior Magic Missile, allowing 1-3 3d6 bolts. I do similar things with Burst - Burning Hands limited to 2", Cone of Cold, Lightning Bolt (using a lightning template instead of a cone) and Psychic Blast. Here is an example of the 1st level Wizards spells. Powers are in parenthesis if there isn't a named correlation, and another column - not shown, by indicated by a * - shows any modifications to the standard power, such as above. Bigby's Interposing Hand (Barrier) Blinding Flash Blur (Deflection) Burning Hands (Burst*) Darksight Detect Good/Evil (Detect Arcana*) Detect Magic (Detect Arcana*) Dig (Burrow) Elemental Manipulation Farsight Fascinate (Dazzle) Feather Fall Identify Ignite Jump (Leaping) Knock (Open) Lesser Fog Cloud (Obscure) Light Mage Armor (Armor) Mage Shield (Arcane Shield) Magic Arrow (Guiding Hand) Magic Missile (Bolt*) Magic Weapon (Smite) Mend (Mend*) Minor Illusion (Illusion*) Minor Phantasms (Phantasms*) Monster Summoning, Lesser (Conjure Animal*) Mystic Servant (Bodyguard) Nystul's Magical Aura (Magic Aura) Ogre's Strength (Raise Trait) Ray of Enfeeblement (Lower Trait*) Resist Elements (Environmental Protection) Scare (Fear) Sleep (Slumber) Spider Climb (Wall Walker) Tenser's Floating Disc (Telekinesis*) Tongue Tied Undetectable Aura (Conceal Aura*) Wizad Lock (Lock) Wizard Eye (Wandering Senses) [/QUOTE]
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