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Savage Worlds Magic for Cortex

Savage Worlds Magic for Cortex

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Published by Terry RW Whisenant
My conversion of the Savage Worlds magic system for use with Cortex rpg.
My conversion of the Savage Worlds magic system for use with Cortex rpg.

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Published by: Terry RW Whisenant on Aug 29, 2010
Copyright:Attribution Non-commercial

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12/13/2010

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Savage
 
Worlds
 
Magic
 
for
 
Cortex
 
1.
 
Arcane
 
Backgrounds
 
cost
 
d2+
 
2.
 
Each
 
Arcane
 
Background
 
gives
 
you
 
2+
 
Power
 
Points
 
for
 
casting
 
spells.
 
3.
 
There
 
is
 
a
 
new
 
Asset
 
called
 
“Power
 
Points”
 
which
 
grants
 
you
 
d2+
 
extra
 
Power
 
Points.
 
4.
 
You
 
can
 
learn
 
1
 
spell
 
per
 
die
 
step
 
of 
 
Arcane
 
Background.
 
5.
 
Casting
 
spells
 
uses
 
a
 
“Spell
casting”
 
skill
 
roll
 
+
 
Willpower,
 
and
 
requires
 
an
 
EASY
 
success
 
out
 
of 
 
combat,
 
and
 
a
 
REGULAR
 
success
 
in
 
combat
 
(under
 
stress).
 
Each
 
ongoing
 
spell
 
counts
 
as
 
a
 
Multiple
 
Action
 
(Hence,
 
you
 
can
 
have
 
up
 
to
 
3
 
spells
 
going,
 
but
 
if 
 
you
 
do,
 
you
 
can’t
 
take
 
any
 
other
 
actions).
 
This
 
“Spellcasting”
 
roll
 
counts
 
as
 
the
 
attack
 
roll.
 
Determine
 
BASIC
 
damage
 
as
 
per
 
normal.
 
6.
 
Extraordinary
 
Successes
 
achieve
 
the
 
same
 
effect
 
as
 
getting
 
a
 
Raise
 
in
 
Savage
 
Worlds.
 
7.
 
Damage
 
dice
 
are
 
converted
 
as
 
follows:
 
2d6:
 
d2W,
 
3d6:
 
d4W,
 
2d10:
 
d6W
 
8.
 
Healing
 
will
 
heal
 
like
 
BASIC
 
damage,
 
with
 
a
 
target
 
number
 
based
 
on
 
EASY
 
(not
 
in
 
combat)
 
to
 
REGULAR
 
(in
 
combat).
 
Example:
 
Rolling
 
a
 
10,
 
in
 
combat,
 
will
 
heal
 
2
 
SHOCK
 
and
 
1
 
WOUND.
 
9.
 
Most
 
of 
 
the
 
spells
 
that
 
produce
 
2
 
effect,
 
or
 
4
 
with
 
a
 
raise,
 
I
 
would
 
leave
 
the
 
same,
 
such
 
as
 
Armor
 
and
 
Smite.
 
I
 
would
 
treat
 
Bolt
 
as
 
3
 
actions
 
with
 
no
 
multi
action
 
penalty
 
(since
 
it
 
does
 
not
 
have
 
one
 
in
 
SW).
 
10.
 
Resistance
 
rolls
 
are
 
based
 
on
 
the
 
number
 
the
 
spell
 
caster
 
rolled
 
on
 
his
 
Spell
casting
 
dice.
 
NOT
 
on
 
a
 
normal
 
degree
 
of 
 
success
 
roll.
 
11.
 
The
 
spell
casting
 
general
 
skill
 
can
 
have
 
specialties
 
for
 
each
 
spell
 
in
 
it.
 
Example:
 
A
 
magician
 
can
 
have
 
Spell
Casting
 
d6,
 
with
 
a
 
d8
 
specialty
 
in
 
Armor
 
and
 
a
 
d10
 
specialty
 
in
 
Bolt.
 
Armor
 
Power
 
Points:
 
2
 
Range:
 
Touch
 
Duration:
 
3
 
(1/round)
 
Grants
 
2
 
points
 
of 
 
Armor,
 
4
 
points
 
with
 
an
 
Extraordinary
 
Success.
 
Barrier
 
Power
 
Points:
 
1/section
 
Range:
 
Intelligence
 
Duration:
 
3
 
(1
 
per
 
section,
 
per
 
round)
 
Creates
 
a
 
one
 
hex
 
wide
 
wall
 
with
 
20
 
Life
 
Points,
 
or
 
30
 
Life
 
Points
 
with
 
an
 
Extraordinary
 
Success.
 
Hitting
 
the
 
wall
 
is
 
automatic,
 
but
 
Extraordinary
 
Successes
 
do
 
not
 
do
 
anything
 
special.
 
Beast
 
Friend
 
Power
 
Points:
 
3+1
 
per
 
100
 
pounds
 
of 
 
body
 
weight
 
Range:
 
Intelligence*100
 
yards
 
Duration:
 
10
 
minutes
 
Speak
 
with
 
and
 
guide
 
the
 
actions
 
of 
 
nature’s
 
beasts.
 
Works
 
only
 
on
 
creatures
 
of 
 
animal
 
intelligence.
 
Blast
 
Power
 
Points:
 
2
 
to
 
6
 
Range:
 
24
 
Duration:
 
Instant
 
D2W
 
damage
 
in
 
a
 
Medium
 
Burst
 
Template
 
for
 
2
 
Power
 
Points.
 
Extraordinary
 
successes
 
do
 
nothing
 
special.
 
For
 
4
 
Power
 
Points
 
the
 
blast
 
effects
 
a
 
Large
 
Burst
 
Template
 
or
 
does
 
d4W.
 
For
 
6
 
Power
 
Points
 
it
 
does
 
both.
 
A
 
Hard
 
Agility
 
+
 
Athletics/Dodge
 
roll
 
can
 
be
 
made
 
to
 
resist
 
the
 
effects
 
of 
 
the
 
blast,
 
and
 
if 
 
successful
 
damage
 
is
 
converted
 
to
 
Stun.
 
Bolt
 
Power
 
Points:
 
1
 
to
 
6
 
Range:
 
12
 
Duration:
 
Instant
 
For
 
1
 
Power
 
Point,
 
shoot
 
1
 
bolt
 
that
 
does
 
d2W.
 
Can
 
cast
 
up
 
to
 
three
 
bolts
 
in
 
a
 
single
 
turn,
 
each
 
one
 
requires
 
its
 
own
 
casting
 
roll,
 
but
 
does
 
NOT
 
incur
 
multiple
 
action
 
penalties.
 
May
 
be
 
cast
 
at
 
multiple
 
targets.
 
For
 
2
 
Power
 
Points
 
each,
 
the
 
bolts
 
do
 
d4W,
 
so
 
to
 
cast
 
3
 
of 
 
the
 
increased
 
damage
 
bolts
 
costs
 
6
 
Power
 
Points
 
total.
 
These
 
may
 
be
 
dodged
 
or
 
use
 
Passive
 
Defense.
 
 
 
Boost/Lower
 
Trait
 
Power
 
Points:
 
3
 
Range:
 
Intelligence
 
Duration:
 
3
 
(1/round)
 
May
 
increase
 
a
 
target’s
 
trait
 
by
 
1
 
die
 
step,
 
or
 
2
 
with
 
an
 
Extraordinary
 
Success.
 
May
 
lower
 
a
 
target’s
 
trait
 
similarly,
 
but
 
is
 
resisted
 
by
 
target’s
 
Vitality
 
+
 
Willpower.
 
A
 
trait
 
may
 
not
 
be
 
lowered
 
below
 
a
 
d2.
 
Multiple
 
castings
 
stack,
 
but
 
keep
 
up
 
with
 
when
 
each
 
one
 
expires.
 
Burrow
 
Power
 
Points:
 
3
 
Range:
 
Intelligence
 
x2
 
Duration:
 
3
 
(2/round)
 
Move
 
anywhere
 
in
 
range
 
through
 
the
 
earth.
 
Burst
 
Power
 
Points:
 
2
 
Range:
 
Flame
 
Template
 
Duration:
 
Instant
 
Targets
 
suffer
 
d6W
 
versus
 
their
 
Agility
 
+
 
Athletics/Dodge
 
roll.
 
Targets
 
have
 
a
 
1
 
in
 
6
 
chance
 
of 
 
catching
 
on
 
fire.
 
Deflection
 
Power
 
Points:
 
2
 
Range:
 
Touch
 
Duration:
 
3
 
(1/round)
 
Attackers
 
lose
 
2
 
die
 
steps
 
on
 
attack
 
rolls
 
versus
 
the
 
target,
 
or
 
4
 
die
 
steps
 
with
 
an
 
Extraordinary
 
Success.
 
This
 
also
 
counts
 
as
 
2
 
(or
 
4)
 
points
 
of 
 
Armor
 
against
 
Area
 
Effect
 
attacks.
 
Detect/Conceal
 
Aura
 
Power
 
Points:
 
2
 
Range:
 
Sight
 
Duration:
 
Detect:
 
3
 
(1/round)
 
or
 
Conceal:
 
1
 
hour
 
(1/hour)
 
Sense
 
supernatural
 
persons,
 
object
 
or
 
effects.
 
Dispel
 
Power
 
Points:
 
3
 
Range:
 
Intelligence
 
Duration:
 
Instant
 
Negate
 
enemy
 
spells,
 
miracles,
 
mad
 
science,
 
super
 
powers,
 
etc.
 
Can
 
cancel
 
ongoing
 
spells
 
or,
 
if 
 
waiting,
 
can
 
negate
 
an
 
opponent’s
 
spell
 
as
 
he
 
casts
 
it.
 
Elemental
 
Manipulation
 
Power
 
Points:
 
1
 
Range:
 
Intelligence
 
x2
 
Duration:
 
Instant
 
Perform
 
basic
 
tricks
 
with
 
(pick
 
on)
 
Air,
 
Earth,
 
Fire,
 
Water
 
Entangle
 
Power
 
Points:
 
2
 
to
 
4
 
Range:
 
Intelligence
 
Duration:
 
Special
 
Opposed
 
by
 
Target’s
 
Agility
 
+
 
Athletics/Dodge.
 
Success
 
means
 
partially
 
entangled,
 
Extraordinary
 
Success
 
means
 
fully
 
entangled.
 
Partially
 
entangled
 
people
 
are
 
half 
 
movement,
 
and
 
2
 
penalty
 
die
 
steps
 
to
 
anything
 
involving
 
Strength
 
or
 
Agility.
 
A
 
fully
 
entangled
 
character
 
cannot
 
do
 
anything
 
involving
 
Strength
 
or
 
Agility
 
and
 
cannot
 
move.
 
An
 
Entangled
 
character
 
may
 
make
 
a
 
(normal
 
difficulty)
 
Strength
 
+
 
Weight
 
Lifting
 
roll
 
to
 
break
 
out.
 
For
 
2
 
Power
 
Points
 
this
 
works
 
on
 
a
 
single
 
character,
 
for
 
4
 
Power
 
Points
 
it
 
is
 
a
 
Medium
 
Burst
 
Template.
 
Environmental
 
Protection
 
Power
 
Points:
 
2
 
Range:
 
Touch
 
Duration:
 
1
 
hour
 
(1/hour)
 
Protects
 
target
 
from
 
the
 
effects
 
of 
 
an
 
environmental
 
hazard,
 
such
 
as
 
being
 
underwater,
 
in
 
Zero
 
G
 
or
 
a
 
vacuum,
 
exposed
 
to
 
great
 
heat
 
or
 
cold.
 
With
 
an
 
Extraordinary
 
Success,
 
the
 
cost
 
of 
 
maintaining
 
this
 
spell
 
becomes
 
1
 
for
 
2
 
hours.
 
 
Fear
 
Power
 
Points:
 
2
 
Range:
 
Intelligence
 
x2
 
Duration:
 
Instant
 
This
 
power
 
causes
 
overwhelming
 
dread
 
and
 
horror
 
in
 
a
 
Large
 
Burst
 
Template.
 
Every
 
creature
 
under
 
the
 
template
 
must
 
make
 
a
 
contested
 
Willpower
 
+
 
Discipline/Morale
 
or
 
Resistance
 
roll.
 
An
 
Extraordinary
 
success
 
gives
 
a
2
 
die
 
step
 
to
 
the
 
target’s
 
Willpower
 
for
 
this
 
roll.
 
If 
 
they
 
fail,
 
they
 
flee
 
in
 
the
 
most
 
direct
 
route
 
available.
 
Fly
 
Power
 
Points:
 
3/6
 
Range:
 
Touch
 
Duration:
 
3
 
(1/round)
 
Fly
 
equal
 
to
 
basic
 
pace,
 
with
 
a
 
climb
 
equal
 
to
 
half 
 
that.
 
Pace
 
is
 
doubled
 
for
 
twice
 
the
 
power
 
points.
 
Greater
 
Healing
 
Power
 
Points:
 
10/20
 
Range:
 
Touch
 
Duration:
 
Instant
 
This
 
power
 
heals
 
wounds
 
more
 
than
 
1
 
hour
 
old,
 
and
 
works
 
like
 
Healing,
 
except
 
it
 
costs
 
10
 
power
 
points.
 
A
 
casting
 
roll
 
with
 
an
 
Easy
 
(out
 
of 
 
combat)
 
or
 
Regular
 
(in
 
combat)
 
difficulty
 
heals
 
a
 
BASIC
 
amount
 
of 
 
damage.
 
Greater
 
Healing
 
will
 
also
 
heal
 
nonpermanent
 
Crippling
 
injuries
 
at
 
a
4
 
die
 
step
 
casting
 
roll,
 
with
 
1d6
 
hours
 
of 
 
time
 
and
 
20
 
power
 
points.
 
Healing
 
Power
 
Points:
 
3
 
Range:
 
Touch
 
Duration:
 
Instant
 
Healing
 
heals
 
recent
 
bodily
 
damage,
 
taken
 
within
 
the
 
past
 
hour.
 
It
 
heals
 
a
 
BASIC
 
amount
 
of 
 
damage,
 
based
 
on
 
an
 
Easy
 
(out
 
of 
 
combat)
 
or
 
Regular
 
(in
 
combat)
 
difficulty
 
roll.
 
Healing
 
will
 
also
 
cure
 
poison
 
and
 
disease
 
if 
 
used
 
within
 
10
 
minutes
 
of 
 
the
 
event.
 
Invisibility
 
Power
 
Points:
 
5
 
Range:
 
Self 
 
Duration:
 
3
 
(1/round)
 
With
 
a
 
success
 
the
 
character
 
is
 
transparent
 
with
 
a
 
vague
 
outline.
 
A
 
character
 
may
 
detect
 
the
 
invisible
 
presence
 
if 
 
he
 
has
 
a
 
reason
 
to
 
look
 
and
 
makes
 
a
 
Alertness
 
+
 
Perception/Sight
 
roll
 
at
 
+4
 
difficulty
 
versus
 
the
 
targets
 
Agility
 
+
 
Covert/Stealth.
 
Once
 
detected,
 
he
 
may
 
attack
 
the
 
foe
 
at
 
+4
 
difficulty
 
also.
 
With
 
an
 
Extraordinary
 
Success,
 
the
 
character
 
is
 
completely
 
invisible
 
and
 
the
 
penalty
 
raises
 
to
 
+6
 
difficulty.
 
Light
 
Power
 
Points:
 
1
 
Range:
 
Touch
 
Duration:
 
10
 
minutes
 
(1/minute)
 
Provides
 
light
 
as
 
bright
 
as
 
a
 
torch
 
in
 
a
 
Large
 
Burst
 
Template
 
area.
 
Obscure
 
Power
 
Points:
 
2
 
Range:
 
Intelligence
 
Duration:
 
3
 
(1/round)
 
Creates
 
an
 
area
 
of 
 
obscurement
 
in
 
a
 
Large
 
Burst
 
Template
 
area.
 
Attacks
 
into,
 
out
 
of,
 
or
 
through
 
the
 
area
 
of 
 
effect
 
suffer
 
the
 
standard
 
penalty
 
for
 
pitch
 
darkness
 
of 
 
+6
 
difficulty.
 
Puppet
 
Power
 
Points:
 
3
 
Range:
 
Intelligence
 
Duration:
 
3
 
(1/round)
 
Takes
 
control
 
of 
 
a
 
target.
 
Resisted
 
by
 
Vitality
 
+
 
Willpower
 
versus
 
the
 
casting
 
roll.
 
Attacking
 
friends
 
or
 
committing
 
suicide
 
allows
 
another
 
roll
 
to
 
resist.
 

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