Psionics and Magic (Players Guide)
Note: Casting more than one spell or psionic power per round. Characters with an Arcane Background consider each power a separate action for activation, even if it uses the same skill. A character can a empt to activate more than one power in the same round with normal multiple-action penalties, but not the same power more than once per round.
Example: Renard could roll Spellcasting twice at −2 to try to activate boost/lower Trait for Fighting and smite on his sword. He could not try to activate boost/lower Trait twice in one round for Fighting and Strength, as it is the same power regardless of the affected Traits.
- CLAIRVOYANCE
Rank: Seasoned
Power Points: 3+
Range: Varies Duration: 3 (1/round)
Clairvoyance allows the caster to sense people, places, and things outside of normal perception. The Range varies depending on the Arcane skill roll. A success gives the caster a Range equal to her Spirit × 10 in miles, and a raise increases that to Spirit × 100 miles. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within her Range as a free action.
When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense; this does not a ect maintenance costs.
- ILLUSION
Rank: Novice
Power Points: 3
Range: Smarts Duration: 3 (1/round)
Illusion makes a single target see something that isn’t there, or else see things differently than they actually are. The caster’s arcane skill roll is opposed by the target’s Spirit; a success means the target perceives the illusion as real with all of her senses, but each direct interaction with the illusion (an attack, directly touching it, or being impeded by the image in some way) grants the target an additional opposed roll to realize it’s not real. With a raise by the caster, the target is convinced the illusion is real for as long as it’s maintained.
Illusory attacks can’t actually wound a target but can cause the perception of damage. Such “a acks” are made with the caster’s arcane skill opposed by the target’s Spirit with a success causing a Shaken.
Passive illusions, like a wall, take a little effort to maintain. The Power Point cost must be met, but only normal maintenance penalties apply. Active illusions, such as a black cat or a acking enemies (see above), require constant concentration. The caster must use an action each round spent maintaining such illusions. This power only works on sapient beings. It is useless against animals, robots, or mindless creatures.
- TELEPATHY
Rank: Novice
Power Points: 2
Range: One mile Duration: 3 (1/round)
Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading.
If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll su ers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.
Each conversation established via telepathy counts as a separate power for purposes of maintenance penalties. Telepathy can be used to speak with entities with whom you do not share a language; communication is based on thoughts and images.
However, this form of communication can be di cult and basic in nature. The stranger the being (spirits, monsters, or beings from entirely di erent realms), the more complicated even the most basic communication can be.
- ARMOR–GREATER ARMOR
Power Points: 5
Range: Touch
Duration: 3 (1/round)
Success grants +5 M.D.C. Armor, a raise grants +10.
- BANISH–BANISH THE HORDE
Power Points: 6
Range: Smarts × 2
Duration: Instant
The caster targets all summoned entities within a Large Burst Template. For example, a mob of demons could be sent back to their hellish realm, or a group of elementals brought from another plane could be dismissed. Each target rolls its own opposed Spirit check to resist.
- BARRIER–STALWART WALLS
Power Points: 2/section
Range: Smarts × 2
Duration: 3 (1 per section,
In addition to the base barrier, this Mega Power Armor to each summoned per round) 10 Toughness of adds 12 M.D.C. section
- BEAST FRIEND–EXALTED BEAST FRIEND
Power Points: +2
Range: Smarts × 1,000 yards
Duration: 30 minutes
This Mega Power extends the Range and Duration of the beast friend power, and allows the caster to a ect magical and mythical beasts. Such creatures must still have only animal intelligence to be influenced.
- BLAST–GREATER BLAST
PowerPoints:+4
Range: 36/72/144
Duration: Instant
By adding +4 Power Points to the casting cost of blast, the damage dice are increased from d6 to d10. Greater blast in icts Mega Damage like the base power.
- BLIND–GREATER BLIND
Power Points: +2
Range: 18/36/72
Duration: Instant
Adding +2 to the casting cost of blind increases the penalties to resist the power to −4, or −6 with a raise.
- BOLT–ONSLAUGHT
Power Points: 2–8 or 4
Range: 18/36/72
Duration: Instant
The caster can throw up to four 3d6 bolts for two Power Points each, or a single 6d6 bolt for 4 Power Points. In either case, the damage is Mega Damage.
- BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT
Power Points: 4
Range: Smarts × 2
Duration: 3 (1/round)
This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
- BURROW–GREATER BURROW
Power Points: 6
Range: Smarts × 20
Duration: 3 (2/round)
The distance covered by the burrow power is expanded to Smarts × 20 each round!
- BURST–GREATER BURST
Power Points: 4
Range: Cone Template
Duration: Instant
Use of this Mega Power enhances the burst power to 3d12 Mega Damage.
- CLAIRVOYANCE–WORLD SCRY
Power Points: 6+
Range: Varies
Duration: 3 (1/round)
The Mega Power version of clairvoyance increases the Range to Spirit × 1,000 miles. A raise increases that to anywhere on
the planet. It costs 6 Power Points, +1 per additional sense the caster wishes to project.
- CONFUSION–GREATER CONFUSION
Power Points: 1
Range: Smarts × 2
Duration: Instant
The caster can affect up to 10 targets instead of only ve. He must still spend 1 Power Point per target.
- DAMAGE FIELD–EXALTED DAMAGE FIELD
Power Points: 8
Range: Touch
Duration: 3 (2/round)
This Mega Power gives the caster two options. She can have a damage field of 2d8 Mega Damage, or 2d10 with a raise.
Alternately, she can extend the damage eld to a Medium Burst Template, centered on herself. In the la er case, it a ects anyone in that area each round. The caster is immune to her own damage. On the rounds after she casts it, the damage is rolled at the end of her turn.
- DARKSIGHT–EXALTED DARKSIGHT
Power Points: 2
Range: Touch
Duration: 1 hour (1/hour)
Exalted darksight makes it virtually impossible to impair the target’s vision in any way. Blind does not work on him, nor does any form of obscure or other lighting penalties. He can also see anyone using the invisibility power.
- DEFLECTION–GREATER DEFLECTION
Power Points: 4
Range: Touch
Duration: 3 (1/round)
This Mega Power version of deflection grants a −4 e ect on a success, or −6 on a raise.
- DETECT/CONCEAL ARCANA - EXALTED DETECT/CONCEAL ARCANA
Power Points: 4
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
This Mega Power e ect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
What kind of magic is at work. Currently active powers. General type of supernatural creature (vampire, werewolf, dragon, etc). Any enchantments present on an item. How much PPEorISPatargetpossesses. Other information the GM thinks appropriate.
When used on a supernatural creature, a raise on the arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by nding an object important to it in life, but not exactly what that object is or where it’s located.
This Mega Power e ect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. There is a drawback, however. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination.
- DISGUISE–MASS DISGUISE
Power Points: +4
Range: Special
Duration: 10 minutes (1/10 minutes)
The caster can a ect anyone she wishes within a Large Burst Template, centered on herself. The disguise remains on the targets until the caster drops it, fails a concentration check from damage, or is Incapacitated.
- DISPEL–EXALTED DISPEL
Power Points: 6
Range: Smarts × 2
Duration: Instant (1d6 minutes)
This is the ultimate directed dispel power, able to undo any active power currently active in a Large Burst Template. It can also dampen enchantments on items within the area, shu ing them down for 1d6 minutes. When used against items, the casting roll is against a base 4 instead of opposed; the GM should feel free to impose penalties for particularly powerful items (−2 for a major item, −4 for an artifact, or even −6 for a true relic of great power).
- DIVINATION–COMMUNION
Power Points: 10
Range: Self
Duration: 1 minute
Success with this Mega Power grants a single answer of one to three sentences, while a raise grants the equivalent of a paragraph or more (at the GM’s discretion).
A raise might even mean a full, interactive conversation with an appropriate entity.
- DRAIN POWER POINTS–PPE THIEF
Power Points: 9
Range: Smarts × 2
Duration: Instant
When using this Mega Power variant of drain Power Points, the dice are doubled for the amount drained (2d6+1, or 2d8+2 with a raise).
Furthermore, drained PPE/ISP is gained by the caster (if of a type she uses). This replenishes spent Power Points but cannot raise the caster above her normal maximum.
- ELEMENTAL MANIPULATION– ONE WITH THE ELEMENTS
Power Points: 2
Range: Smarts × 3
Duration: 1 hour (1/hour)
Casting this Mega Power version of elemental manipulation dramatically increases its Range and Duration. Each use of the power counts as an action.
- ENTANGLE–GREATER ENTANGLE
Power Points: +2
Range: Smarts × 2
Duration: Special
Using this Mega Power version means targets are fully entangled on a success. A raise means a empts to escape are made at −4.
- ENVIRONMENTAL PROTECTION–LIFE SUPPORT
Power Points: 4
Range: Touch
Duration: 1 hour (1/hour)
Life Support expands the effects of environmental protection to protect against all negative environmental e ects.
- FARSIGHT–GREATER FARSIGHT
Power Points: 6
Range: Touch
Duration: 3 (1/round)
Greater farsight removes all penalties for Range, and like the normal version, doubles range increments on a raise.
- FEAR–GREATER FEAR
Power Points: 4
Range: Smarts × 3
Duration: Instant
Using this Mega Power causes targets to su er a −2 to resist fear, or a −4 with a raise.
- FLY–SWIFT FLIGHT
Power Points: 8 or 10
Range: Touch
Duration: 3 (1/round)
Swift Flight increases the target’s ying speed. For 8 Power Points, the recipient ies at 4×Pace and is −1 to be hit by ranged a acks. For 10 PPs, the recipient ies at 8 × Pace and is −2 to be hit by ranged a acks. These penalties do not stack with similar effects, like deflection; use the higher benefit.
- GREATER HEALING–RESURRECTION
Power Points: 30
Range: Touch
Duration: Instant
Possibly the most powerful—and controversial—spell effect in the world, resurrection brings a spirit back to her dead body, then returns her to life. The time and energy involved is massive, the risks are literally life-threatening, and there’s only ever one chance for the spell to work for a given being.
To return the dead to life, the caster must make a skill roll with a penalty based on how long the target has been dead. Less than an hour is the easiest at −2, a day is −4, up to one month is −6, within a year is −8, and anyone dead longer than a year is at −10.
It takes 2d6 hours to cast the spell (time of death is considered from when casting begins), and if the caster fails the roll, death claims him for his hubris and he dies!
Fortunately, the caster can seek aid from others who can make a cooperative roll using the same Arcane Skill as the primary character. These aides do not need to have greater healing and can only provide up to the normal +4 bonus maximum. Characters who make the cooperative roll do not die on a failure but are Incapacitated by Fatigue, and each level can only be recovered by eight hours of rest.
A resurrected character returns to life Incapacitated with three wounds and a permanent injury from her cause of death. Thedamageandinjurycouldbehealedwith use of the greater healing power as normal.
- GROWTH/SHRINK–TINY YET MIGHTY
Power Points: +2
Range: Smarts × 3
Duration: 3 (1/round)
When using shrink with this Mega Power enhancement, the caster empowers the target to retain his Strength and Toughness while small. For growth, spending +2 Power Points extends the casting Range, just as for shrink.
- HAVOC–GREATER HAVOC
Power Points: +2
Range: Smarts × 3
Duration: Instant
Greater havoc enhances the penalties to resist to −2, or −4 with a raise. Furthermore, targets are knocked back a total of 3d6" and automatically Shaken, regardless of hi ing an object.
- HEALING–MASS HEALING
Power Points: 6
Range: Special
Duration: Instant
The healing power can be cast on all allies within Spirit × 2 of the caster. Ignore individual wound penalties of the treated and apply a flat −2 instead. The power is selective; the caster chooses who is affected.
- ILLUSION–DEADLY ILLUSION
Power Points: 6
Range: Smarts × 2
Duration: 3 (1/round)
This Mega Power causes illusion to become potentially deadly for those who are targeted. A raise on the opposed roll for an illusory a ack causes a wound, as does a success if the target is already Shaken.
- INTANGIBILITY–ASTRAL FORM
Power Points: 10
Range: Self
Duration: 1 minute (1/minute)
The caster is able to leave his body behind as his astral self—a ghostly, translucent form, easily concealable (but not invisible) and able to wander in any direction at a 4 × his Pace. Some mystical barriers might block passage at the GM’s discretion, but he can otherwise go through anything in this form.
- INVISIBILITY–TRUE INVISIBILITY
Power Points: 10
Range: Self
Duration: 3 (1/round)
Normal invisibility generally applies to normal sight-based Notice checks; true invisibility applies to all senses, including mystical, technological, or greatly enhanced ones. The recipient cannot be seen or detected by any means, unless he a acks someone. In that circumstance, any a empt to detect or a ack the character with true invisibility is made at −8.
True invisibility also makes it impossible for anyone using most means of scrying or other detection to nd the character; this includes divination and clairvoyance. Those using detect arcana su er a −4 penalty to see someone using true invisibility (though exalted detect arcana works at no penalty). Generally speaking, it is nearly impossible for the character to be seen or detected if he does not take an aggressive action against someone else; the GM is nal arbiter of this power’s ultimate limits.
- LIGHT/OBSCURE - ETERNAL LIGHT/GREATER OBSCURE
Power Points: 10/4
Range: Smarts × 2
Duration: Permanent/3 (1/round)
Eternal light is the Mega Power ritual—it takes 10 minutes—that allows the caster to cause light to become a permanent e ect. This can be put on any object, or even a person if the target is willing. Note that if anyone with Arcane Background (Miracles) enacts this ritual, she may will the light to be holy in nature, having the same e ect on certain creatures (such as vampires) as sunlight, and its radius is considered holy ground.
Greater obscure expands the e ect of obscure to the caster’s Smarts in radius, and he is automatically immune to the power’s e ects.
- MIND READING–MIND WALK
Power Points: 6
Range: Smarts × 2
Duration: 5 minutes (1/minute)
Mind walk allows the caster to walk through the mind and memories of the subject.
While the spell is in e ect, the caster can ask any number of questions, explore memories, or simply have a conversation with the inner consciousness of the target. If a particular question or thought is of a vital or dangerous nature, or the caster explores deep hidden fears or something of great emotional value to the target, an additional contested roll may be called for.
- PUMMEL–GREATER PUMMEL
Power Points: 4
Range: Cone Template
Duration: Instant
Using this Mega Power increases the penalty to resist pummel to −2, or −4 with a raise. Furthermore, targets are knocked back a total of 3d6" and are automatically Shaken, regardless of hi ing an object.
- PUPPET–MIND CONTROL
Power Points: 6
Range: Smarts × 2
Duration: Special
This greatly enhanced version of puppet allows the user a longer period of control. Success increases the Duration to one minute (1/per minute). With a raise, Duration is extended to 5 minutes (1/5 minutes), and with two raises, it becomes 10 minutes (1/10 minutes). Issuing a command is a free action but maintaining control requires concentration, in icting a −1 penalty on all other actions while the power is active.
Any time a target is forced to do something completely against his nature, he gains a new roll to break control. A success enables him to resist the action, doing nothing instead. A raise means he’s completely free of the power.
If the caster has and uses telepathy on the target, she may extend her control of him to any distance, even out of her sight.
- QUICKNESS–EXALTED QUICKNESS
Power Points: 8
Range: Touch
Duration: 3 (2/round)
In addition to the two complete turns the character gains with quickness, he may ignore up to two points of multi-action penalties on each of those turns.
- SHAPE CHANGE–GREATER SHAPE CHANGE
Power Points: +2
Range: Self
Duration: 1 minute (1/minute)
With this Mega Power version of the shape change power, the caster is able to take on the form of any character or creature: humans, humanoids, and even magical monsters and beings. In addition, the caster is able to cast other powers while in any animal form, and she can speak clearly for others to hear without any issues, unless the form has no mouth.
Note that only natural, inherent abilities to the form are gained, not anything derived from technology or training. Greater shape change cannot confer a Juicer’s chemical and nanotech enhancements, nor does it give the caster a Ley Line Walker’s spellcasting or ley line abilities.
Refer to Savage Rifts Players Guide pg. 116.
- SLOW–EXALTED SLOW
Power Points: 2
Range: Smarts × 3
Duration: 3 (2/round)
Exalted slow causes these additional effects:
The target’s Pace is cut in half (round down), and he cannot run.
The target’s Parry is reduced by 2, and ranged a acks against him receive a +2.
All Agility and linked skill rolls are made at −2.
- SLUMBER–GREATER SLUMBER
Power Points: 4
Range: Smarts × 3
Duration: 1 minute (1/minute)
Using this Mega Power increases the penalties to resist slumber to −2, or −4 with a raise. Furthermore, it takes a full round of active e ort to awaken a victim of greater slumber; loud noises and the like aren’t enough.
- SMITE–GREATER SMITE
Power Points: 4
Range: Touch
Duration: 3 (1/round)
This Mega Power version of smite confers two e ects:
The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
- SPEAK LANGUAGE–MASS UNDERSTANDING
Power Points: 2
Range: Special
Duration: 10 minutes (1/10 minutes)
The caster causes characters within Spirit × 2 of him to be able to understand one another, regardless of language spoken. The power is selective, a ecting only those the caster wishes.
- SPEED–GREATER SPEED
Power Points: 2
Range: Touch
Duration: 3 (1/round)
This Mega Power version of speed grants the following added e ects:
The recipient’s Pace is tripled, not doubled.
The recipient doesn’t need to roll a run die; assume the maximum whenever it would be rolled.
Attacks against the recipient are at −2. This penalty does not stack with similar e ects, like de ection; use the
higher benefit.
- STUN–GREATER STUN
PowerPoints:4
Range: 18/36/72
Duration: Special
Greater stun enhances the core stun e ects in a couple of ways. First, the area is increased to a Large Burst Template. Second, all resistance rolls are made at −2, or −4 with a raise. Finally, any Vigor check of 1 or less means the target is Incapacitated; such targets make Vigor checks each following round to recover to Shaken status.
- SUCCOR–MASS SUCCOR
Power Points: 2
Range: Special
Duration: Instant
The caster can use this Mega Power to a ect all allies within Spirit × 2. It is a selective e ect, helping only those the caster chooses.
- SUMMON ALLY–FORCE MULTIPLICATION
Power Points: +2 per ally
Range: Smarts
Duration: 3 (1/round)
With force multiplication, each +2 Power Points summons an additional ally of the same type or category, brought in at the same time.
- TELEKINESIS–EXALTED TELEKINESIS
Power Points: 10
Range: Smarts × 2
Duration: 3 (1/round)
Using exalted telekinesis is slightly di erent than normal telekinesis. The caster’s telekinetic strength is calculated as his Spirit die with four die steps added. Thus a psionic with a Spirit of d8 has an exalted telekinesis strength of d12+2.
Those using exalted telekinesis consult the Super Strength Table (page 65) to determine how much they can lift and manipulate. With a successful roll, they use the Load Limit column, or the Max Weight column with a raise. Note that objects weighing 1,000 or more pounds automatically deal Mega Damage when used as weapons.
- TELEPATHY–EXALTED TELEPATHY
Power Points: 4
Range: Special
Duration: 3 (1/round)
This Mega Power version of telepathy allows the user to reach any ally’s mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at −2, while other rolls are at −4.
Furthermore, the psi can choose to broadcast a telepathic message to every sentient mind within a mile radius.
Alternately, she can connect up to her Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a −2 penalty on any other Trait rolls while she maintains it.
- TELEPORT–GREATER TELEPORT
Power Points: 5+
Range: Special
Duration: Instant
Greater teleport extends the Ranges to 20" (40 yards) per 5 PPE or ISP spent, or 30" (60 yards) with a raise. The caster can carry up to ve others without having to risk Fatigue. Each additional person he carries beyond those ve imposes an automatic Fatigue level, as per the core teleport power.
- WALL WALKER–GREATER WALL WALKER
Power Points: 4
Range: Touch
Duration: 3 (1/round)
Using greater wall walker means the target automatically gains the ability to move at full Pace. He also gains +4 to resist being moved by such powers as havoc, pummel, or telekinesis, and he gains +4 to resist the Push maneuver.
- WARRIOR’S GIFT–GREATER WARRIOR’S GIFT
Power Points: 8
Range: Touch
Duration: 3 (1/round)
Greater warrior’s gift allows the target to select two Combat Edges at once, and those Edges may be up to the target’s current Rank.
Code: Select all
WORKING ON TYPOS and SPACING ISSUES. (Voice to text only kinda works. I'm working on cleaning up the text).
[b]Psionics and Magic (Players Guide)[/b]
[i]Note: Casting more than one spell or psionic power per round. Characters with an Arcane Background consider each power a separate action for activation, even if it uses the same skill. A character can a empt to activate more than one power in the same round with normal multiple-action penalties, but not the same power more than once per round.
Example: Renard could roll Spellcasting twice at −2 to try to activate boost/lower Trait for Fighting and smite on his sword. He could not try to activate boost/lower Trait twice in one round for Fighting and Strength, as it is the same power regardless of the affected Traits. [/i]
[list][*][b]CLAIRVOYANCE [/b]
Rank: Seasoned Power Points: 3+ Range: Varies Duration: 3 (1/round)
Clairvoyance allows the caster to sense people, places, and things outside of normal perception. The Range varies depending on the Arcane skill roll. A success gives the caster a Range equal to her Spirit × 10 in miles, and a raise increases that to Spirit × 100 miles. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within her Range as a free action.
When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense; this does not a ect maintenance costs. [/list]
[list][*][b]ILLUSION [/b]
Rank: Novice
Power Points: 3 Range: Smarts Duration: 3 (1/round)
Illusion makes a single target see something that isn’t there, or else see things differently than they actually are. The caster’s arcane skill roll is opposed by the target’s Spirit; a success means the target perceives the illusion as real with all of her senses, but each direct interaction with the illusion (an attack, directly touching it, or being impeded by the image in some way) grants the target an additional opposed roll to realize it’s not real. With a raise by the caster, the target is convinced the illusion is real for as long as it’s maintained.
Illusory attacks can’t actually wound a target but can cause the perception of damage. Such “a acks” are made with the caster’s arcane skill opposed by the target’s Spirit with a success causing a Shaken.
Passive illusions, like a wall, take a little effort to maintain. The Power Point cost must be met, but only normal maintenance penalties apply. Active illusions, such as a black cat or a acking enemies (see above), require constant concentration. The caster must use an action each round spent maintaining such illusions. This power only works on sapient beings. It is useless against animals, robots, or mindless creatures. [/list]
[list][*][b]TELEPATHY [/b]
Rank: Novice
Power Points: 2 Range: One mile Duration: 3 (1/round)
Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading.
If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll su ers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.
Each conversation established via telepathy counts as a separate power for purposes of maintenance penalties. Telepathy can be used to speak with entities with whom you do not share a language; communication is based on thoughts and images. However, this form of communication can be di cult and basic in nature. The stranger the being (spirits, monsters, or beings from entirely di erent realms), the more complicated even the most basic communication can be. [/list]
[list][*][b]ARMOR–GREATER ARMOR [/b]
Power Points: 5
Range: Touch Duration: 3 (1/round)
Success grants +5 M.D.C. Armor, a raise grants +10. [/list]
[list][*][b]BANISH–BANISH THE HORDE [/b]
Power Points: 6
Range: Smarts × 2 Duration: Instant
The caster targets all summoned entities within a Large Burst Template. For example, a mob of demons could be sent back to their hellish realm, or a group of elementals brought from another plane could be dismissed. Each target rolls its own opposed Spirit check to resist. [/list]
[list][*][b]BARRIER–STALWART WALLS [/b]
Power Points: 2/section Range: Smarts × 2 Duration: 3 (1 per section,
In addition to the base barrier, this Mega Power Armor to each summoned
per round)
10 Toughness of
adds 12 M.D.C. section [/list]
[list][*][b]BEAST FRIEND–EXALTED BEAST FRIEND [/b]
Power Points: +2
Range: Smarts × 1,000 yards Duration: 30 minutes
This Mega Power extends the Range and Duration of the beast friend power, and allows the caster to a ect magical and mythical beasts. Such creatures must still have only animal intelligence to be influenced. [/list]
[list][*][b]BLAST–GREATER BLAST [/b]
PowerPoints:+4 Range: 36/72/144 Duration: Instant
By adding +4 Power Points to the casting cost of blast, the damage dice are increased from d6 to d10. Greater blast in icts Mega Damage like the base power. [/list]
[list][*][b]BLIND–GREATER BLIND [/b]
Power Points: +2 Range: 18/36/72 Duration: Instant
Adding +2 to the casting cost of blind increases the penalties to resist the power to −4, or −6 with a raise. [/list]
[list][*][b]BOLT–ONSLAUGHT [/b]
Power Points: 2–8 or 4 Range: 18/36/72 Duration: Instant
The caster can throw up to four 3d6 bolts for two Power Points each, or a single 6d6 bolt for 4 Power Points. In either case, the damage is Mega Damage. [/list]
[list][*][b]BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT [/b]
Power Points: 4
Range: Smarts × 2
Duration: 3 (1/round)
This Mega Power doubles the power’s effect; two die types for a success, four with a raise. [/list]
[list][*][b]BURROW–GREATER BURROW [/b]
Power Points: 6
Range: Smarts × 20 Duration: 3 (2/round)
The distance covered by the burrow power is expanded to Smarts × 20 each round! [/list]
[list][*][b]BURST–GREATER BURST [/b]
Power Points: 4 Range: Cone Template Duration: Instant
Use of this Mega Power enhances the burst power to 3d12 Mega Damage. [/list]
[list][*][b]CLAIRVOYANCE–WORLD SCRY [/b]
Power Points: 6+
Range: Varies
Duration: 3 (1/round)
The Mega Power version of clairvoyance increases the Range to Spirit × 1,000 miles. A raise increases that to anywhere on
the planet. It costs 6 Power Points, +1 per additional sense the caster wishes to project. [/list]
[list][*][b]CONFUSION–GREATER CONFUSION [/b]
Power Points: 1
Range: Smarts × 2
Duration: Instant
The caster can affect up to 10 targets instead of only ve. He must still spend 1 Power Point per target. [/list]
[list][*][b]DAMAGE FIELD–EXALTED DAMAGE FIELD [/b]
Power Points: 8
Range: Touch
Duration: 3 (2/round)
This Mega Power gives the caster two options. She can have a damage field of 2d8 Mega Damage, or 2d10 with a raise.
Alternately, she can extend the damage eld to a Medium Burst Template, centered on herself. In the la er case, it a ects anyone in that area each round. The caster is immune to her own damage. On the rounds after she casts it, the damage is rolled at the end of her turn. [/list]
[list][*][b]DARKSIGHT–EXALTED DARKSIGHT [/b]
Power Points: 2
Range: Touch
Duration: 1 hour (1/hour)
Exalted darksight makes it virtually impossible to impair the target’s vision in any way. Blind does not work on him, nor does any form of obscure or other lighting penalties. He can also see anyone using the invisibility power. [/list]
[list][*][b]DEFLECTION–GREATER DEFLECTION [/b]
Power Points: 4
Range: Touch
Duration: 3 (1/round)
This Mega Power version of deflection grants a −4 e ect on a success, or −6 on a raise. [/list]
[list][*][b]DETECT/CONCEAL ARCANA - EXALTED DETECT/CONCEAL ARCANA [/b]
Power Points: 4
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
This Mega Power e ect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
What kind of magic is at work. Currently active powers.
General type of supernatural creature
(vampire, werewolf, dragon, etc). Any enchantments present on an item. HowmuchPPEorISPatargetpossesses. Other information the GM thinks
appropriate.
When used on a supernatural creature, a raise on the arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by nding an object important to it in life, but not exactly what that object is or where it’s located.
This Mega Power e ect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it.
There is a drawback, however. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination. [/list]
[list][*][b]DISGUISE–MASS DISGUISE[/b]
Power Points: +4
Range: Special
Duration: 10 minutes (1/10 minutes)
The caster can a ect anyone she wishes within a Large Burst Template, centered on herself. The disguise remains on the targets until the caster drops it, fails a concentration check from damage, or is Incapacitated. [/list]
[list][*][b]DISPEL–EXALTED DISPEL[/b]
Power Points: 6
Range: Smarts × 2
Duration: Instant (1d6 minutes)
This is the ultimate directed dispel power, able to undo any active power currently active in a Large Burst Template. It can also dampen enchantments on items within the area, shu ing them down for 1d6 minutes. When used against items, the casting roll is against a base 4 instead of opposed; the GM should feel free to impose penalties for particularly powerful items (−2 for a major item, −4 for an artifact, or even −6 for a true relic of great power). [/list]
[list][*][b]DIVINATION–COMMUNION [/b]
Power Points: 10 Range: Self
Duration: 1 minute
Success with this Mega Power grants a single answer of one to three sentences, while a raise grants the equivalent of a paragraph or more (at the GM’s discretion).
A raise might even mean a full, interactive conversation with an appropriate entity. [/list]
[list][*][b]DRAIN POWER POINTS–PPE THIEF [/b]
Power Points: 9
Range: Smarts × 2
Duration: Instant
When using this Mega Power variant of drain Power Points, the dice are doubled for the amount drained (2d6+1, or 2d8+2 with a raise).
Furthermore, drained PPE/ISP is gained by the caster (if of a type she uses). This replenishes spent Power Points but cannot raise the caster above her normal maximum. [/list]
[list][*][b]ELEMENTAL MANIPULATION– ONE WITH THE ELEMENTS [/b]
Power Points: 2
Range: Smarts × 3 Duration: 1 hour (1/hour)
Casting this Mega Power version of elemental manipulation dramatically increases its Range and Duration. Each use of the power counts as an action. [/list]
[list][*][b]ENTANGLE–GREATER ENTANGLE [/b]
Power Points: +2
Range: Smarts × 2
Duration: Special
Using this Mega Power version means targets are fully entangled on a success. A raise means a empts to escape are made at −4. [/list]
[list][*][b]ENVIRONMENTAL PROTECTION–LIFE SUPPORT [/b]
Power Points: 4
Range: Touch
Duration: 1 hour (1/hour)
Life Support expands the effects of environmental protection to protect against all negative environmental e ects. [/list]
[list][*][b]FARSIGHT–GREATER FARSIGHT [/b]
Power Points: 6
Range: Touch
Duration: 3 (1/round)
Greater farsight removes all penalties for Range, and like the normal version, doubles range increments on a raise. [/list]
[list][*][b]FEAR–GREATER FEAR [/b]
Power Points: 4 Range: Smarts × 3 Duration: Instant
Using this Mega Power causes targets to su er a −2 to resist fear, or a −4 with a raise. [/list]
[list][*][b]FLY–SWIFT FLIGHT [/b]
Power Points: 8 or 10 Range: Touch Duration: 3 (1/round)
Swift Flight increases the target’s ying speed. For 8 Power Points, the recipient ies at 4×Pace and is −1 to be hit by ranged a acks. For 10 PPs, the recipient ies at 8 × Pace and is −2 to be hit by ranged a acks. These penalties do not stack with similar effects, like deflection; use the higher benefit. [/list]
[list][*][b]GREATER HEALING–RESURRECTION [/b]
Power Points: 30
Range: Touch
Duration: Instant
Possibly the most powerful—and controversial—spell effect in the world, resurrection brings a spirit back to her dead body, then returns her to life. The time and energy involved is massive, the risks
are literally life-threatening, and there’s only ever one chance for the spell to work for a given being.
To return the dead to life, the caster must make a skill roll with a penalty based on how long the target has been dead. Less than an hour is the easiest at −2, a day is −4, up to one month is −6, within a year is −8, and anyone dead longer than a year is at −10.
It takes 2d6 hours to cast the spell (time of death is considered from when casting begins), and if the caster fails the roll, death claims him for his hubris and he dies!
Fortunately, the caster can seek aid from others who can make a cooperative roll using the same Arcane Skill as the primary character. These aides do not need to have greater healing and can only provide up to the normal +4 bonus maximum. Characters who make the cooperative roll do not die on a failure but are Incapacitated by Fatigue, and each level can only be recovered by eight hours of rest.
A resurrected character returns to life Incapacitated with three wounds and a permanent injury from her cause of death. Thedamageandinjurycouldbehealedwith use of the greater healing power as normal. [/list]
[list][*][b]GROWTH/SHRINK–TINY YET MIGHTY [/b]
Power Points: +2
Range: Smarts × 3
Duration: 3 (1/round)
When using shrink with this Mega Power enhancement, the caster empowers the target to retain his Strength and Toughness while small. For growth, spending +2 Power Points extends the casting Range, just as for shrink. [/list]
[list][*][b]HAVOC–GREATER HAVOC [/b]
Power Points: +2 Range: Smarts × 3 Duration: Instant
Greater havoc enhances the penalties to resist to −2, or −4 with a raise. Furthermore, targets are knocked back a total of 3d6" and automatically Shaken, regardless of hi ing an object. [/list]
[list][*][b]HEALING–MASS HEALING [/b]
Power Points: 6
Range: Special Duration: Instant
The healing power can be cast on all allies within Spirit × 2 of the caster. Ignore individual wound penalties of the treated and apply a flat −2 instead. The power is selective; the caster chooses who is affected. [/list]
[list][*][b]ILLUSION–DEADLY ILLUSION [/b]
Power Points: 6
Range: Smarts × 2 Duration: 3 (1/round)
This Mega Power causes illusion to become potentially deadly for those who are targeted. A raise on the opposed roll for an illusory a ack causes a wound, as does a success if the target is already Shaken. [/list]
[list][*][b]INTANGIBILITY–ASTRAL FORM [/b]
Power Points: 10
Range: Self
Duration: 1 minute (1/minute)
The caster is able to leave his body behind as his astral self—a ghostly, translucent form, easily concealable (but not invisible) and able to wander in any direction at a 4 × his Pace. Some mystical barriers might block passage at the GM’s discretion, but he can otherwise go through anything in this form. [/list]
[list][*][b]INVISIBILITY–TRUE INVISIBILITY [/b]
Power Points: 10
Range: Self
Duration: 3 (1/round)
Normal invisibility generally applies to normal sight-based Notice checks; true invisibility applies to all senses, including mystical, technological, or greatly enhanced ones. The recipient cannot be seen or detected by any means, unless he a acks someone. In that circumstance, any a empt to detect or a ack the character with true invisibility is made at −8.
True invisibility also makes it impossible for anyone using most means of scrying or other detection to nd the character; this includes divination and clairvoyance. Those using detect arcana su er a −4 penalty to see someone using true invisibility (though exalted detect arcana works at no penalty). Generally speaking, it is nearly impossible for the character to be seen or detected if he does not take an aggressive action against someone else; the GM is nal arbiter of this power’s ultimate limits. [/list]
[list][*][b]LIGHT/OBSCURE - ETERNAL LIGHT/GREATER OBSCURE [/b]
Power Points: 10/4
Range: Smarts × 2
Duration: Permanent/3 (1/round)
Eternal light is the Mega Power ritual—it takes 10 minutes—that allows the caster to cause light to become a permanent e ect. This can be put on any object, or even a person if the target is willing. Note that if anyone with Arcane Background (Miracles) enacts this ritual, she may will the light to be holy in nature, having the same e ect on certain creatures (such as vampires) as sunlight, and its radius is considered holy ground.
Greater obscure expands the e ect of obscure to the caster’s Smarts in radius, and he is automatically immune to the power’s e ects. [/list]
[list][*][b]MIND READING–MIND WALK [/b]
Power Points: 6
Range: Smarts × 2
Duration: 5 minutes (1/minute)
Mind walk allows the caster to walk through the mind and memories of the subject.
While the spell is in e ect, the caster can ask any number of questions, explore memories, or simply have a conversation with the inner consciousness of the target. If a particular question or thought is of a vital or dangerous nature, or the caster explores deep hidden fears or something of great emotional value to the target, an additional contested roll may be called for. [/list]
[list][*][b]PUMMEL–GREATER PUMMEL [/b]
Power Points: 4
Range: Cone Template Duration: Instant
Using this Mega Power increases the penalty to resist pummel to −2, or −4 with a raise. Furthermore, targets are knocked back a total of 3d6" and are automatically Shaken, regardless of hi ing an object. [/list]
[list][*][b]PUPPET–MIND CONTROL [/b]
Power Points: 6 Range: Smarts × 2 Duration: Special
This greatly enhanced version of puppet allows the user a longer period of control. Success increases the Duration to one minute (1/per minute). With a raise, Duration is extended to 5 minutes (1/5 minutes), and with two raises, it becomes 10 minutes (1/10 minutes). Issuing a command is a free action but maintaining control requires concentration, in icting a −1 penalty on all other actions while the power is active.
Any time a target is forced to do something completely against his nature, he gains a new roll to break control. A success enables him to resist the action, doing nothing instead. A raise means he’s completely free of the power.
If the caster has and uses telepathy on the target, she may extend her control of him to any distance, even out of her sight. [/list]
[list][*][b]QUICKNESS–EXALTED QUICKNESS [/b]
Power Points: 8
Range: Touch
Duration: 3 (2/round)
In addition to the two complete turns the character gains with quickness, he may ignore up to two points of multi-action penalties on each of those turns. [/list]
[list][*][b]SHAPE CHANGE–GREATER SHAPE CHANGE [/b]
Power Points: +2
Range: Self
Duration: 1 minute (1/minute)
With this Mega Power version of the shape change power, the caster is able to take on the form of any character or creature: humans, humanoids, and even magical monsters and beings. In addition, the caster is able to cast other powers while in any animal form, and she can speak clearly for others to hear without any issues, unless the form has no mouth.
Note that only natural, inherent abilities to the form are gained, not anything derived from technology or training. Greater shape change cannot confer a Juicer’s chemical and nanotech enhancements, nor does it give the caster a Ley Line Walker’s spellcasting or ley line abilities.
Refer to Savage Rifts Players Guide pg. 116. [/list]
[list][*][b]SLOW–EXALTED SLOW [/b]
Power Points: 2 Range: Smarts × 3 Duration: 3 (2/round)
Exalted slow causes these additional effects:
The target’s Pace is cut in half (round down), and he cannot run.
The target’s Parry is reduced by 2, and ranged a acks against him receive a +2.
All Agility and linked skill rolls are made at −2. [/list]
[list][*][b]SLUMBER–GREATER SLUMBER [/b]
Power Points: 4
Range: Smarts × 3
Duration: 1 minute (1/minute)
Using this Mega Power increases the penalties to resist slumber to −2, or −4 with a raise. Furthermore, it takes a full round of active e ort to awaken a victim of greater slumber; loud noises and the like aren’t enough. [/list]
[list][*][b]SMITE–GREATER SMITE [/b]
Power Points: 4 Range: Touch Duration: 3 (1/round)
This Mega Power version of smite confers two e ects:
The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc. [/list]
[list][*][b]SPEAK LANGUAGE–MASS UNDERSTANDING [/b]
Power Points: 2
Range: Special
Duration: 10 minutes (1/10 minutes)
The caster causes characters within Spirit × 2 of him to be able to understand one another, regardless of language spoken. The power is selective, a ecting only those the caster wishes. [/list]
[list][*][b]SPEED–GREATER SPEED [/b]
Power Points: 2 Range: Touch Duration: 3 (1/round)
This Mega Power version of speed grants the following added e ects:
The recipient’s Pace is tripled, not doubled.
The recipient doesn’t need to roll a run die; assume the maximum whenever it would be rolled.
Attacks against the recipient are at −2. This penalty does not stack with similar e ects, like de ection; use the
higher benefit. [/list]
[list][*][b]STUN–GREATER STUN [/b]
PowerPoints:4 Range: 18/36/72 Duration: Special
Greater stun enhances the core stun e ects in a couple of ways. First, the area is increased to a Large Burst Template. Second, all resistance rolls are made at −2, or −4 with a raise. Finally, any Vigor check of 1 or less means the target is Incapacitated; such targets make Vigor checks each following round to recover to Shaken status. [/list]
[list][*][b]SUCCOR–MASS SUCCOR [/b]
Power Points: 2 Range: Special Duration: Instant
The caster can use this Mega Power to a ect all allies within Spirit × 2. It is a selective e ect, helping only those the caster chooses. [/list]
[list][*][b]SUMMON ALLY–FORCE MULTIPLICATION [/b]
Power Points: +2 per ally
Range: Smarts
Duration: 3 (1/round)
With force multiplication, each +2 Power Points summons an additional ally of the same type or category, brought in at the same time. [/list]
[list][*][b]TELEKINESIS–EXALTED TELEKINESIS [/b]
Power Points: 10
Range: Smarts × 2
Duration: 3 (1/round)
Using exalted telekinesis is slightly di erent than normal telekinesis. The caster’s telekinetic strength is calculated as his Spirit die with four die steps added. Thus a psionic with a Spirit of d8 has an exalted telekinesis strength of d12+2.
Those using exalted telekinesis consult the Super Strength Table (page 65) to determine how much they can lift and manipulate. With a successful roll, they use the Load Limit column, or the Max Weight column with a raise. Note that objects weighing 1,000 or more pounds automatically deal Mega Damage when used as weapons. [/list]
[list][*][b]TELEPATHY–EXALTED TELEPATHY [/b]
Power Points: 4
Range: Special
Duration: 3 (1/round)
This Mega Power version of telepathy allows the user to reach any ally’s mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at −2, while other rolls are at −4.
Furthermore, the psi can choose to broadcast a telepathic message to every sentient mind within a mile radius.
Alternately, she can connect up to her Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a −2 penalty on any other Trait rolls while she maintains it. [/list]
[list][*][b]TELEPORT–GREATER TELEPORT [/b]
Power Points: 5+
Range: Special
Duration: Instant
Greater teleport extends the Ranges to 20" (40 yards) per 5 PPE or ISP spent, or 30" (60 yards) with a raise. The caster can carry up to ve others without having to risk Fatigue. Each additional person he carries beyond those ve imposes an automatic Fatigue level, as per the core teleport power. [/list]
[list][*][b]WALL WALKER–GREATER WALL WALKER [/b]
Power Points: 4
Range: Touch
Duration: 3 (1/round)
Using greater wall walker means the target automatically gains the ability to move at full Pace. He also gains +4 to resist being moved by such powers as havoc, pummel, or telekinesis, and he gains +4 to resist the Push maneuver. [/list]
[list][*][b]WARRIOR’S GIFT–GREATER WARRIOR’S GIFT [/b]
Power Points: 8
Range: Touch
Duration: 3 (1/round)
Greater warrior’s gift allows the target to select two Combat Edges at once, and those Edges may be up to the target’s current Rank. [/list]