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Worldshammer - Savage Heroes

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Drop 4<br />

Marsh Lights 6<br />

Magic Dart 6<br />

Sleep 6<br />

Anyone with Petty Magic (Divine) knows the<br />

following spells.<br />

Blessing of Courage 3<br />

Speed 4<br />

Fortitude 5<br />

Healing 5<br />

Might 6<br />

Protection 7<br />

Anyone with Petty Magic (Hedge) knows the following<br />

spells.<br />

Protection from Weather 3<br />

Magic Flame 3<br />

Gust 4<br />

Ghost Step 4<br />

Ill Fortune 5<br />

Shock 6<br />

Lesser Magic (Arcane or Divine)<br />

Each of the below must be bought separate talents, as<br />

part of the Lesser Magic talent.<br />

Move 4<br />

Aethyric Armor 5<br />

Blessed Weapon 6<br />

Magic Lock 7<br />

Magic Alarm 8<br />

Silence 10<br />

Skywalk 11<br />

Dispel 13<br />

Arcane Lores:<br />

Beasts etc<br />

Dark Lores: Chaos/Demonology, Necromancy<br />

Divine Lores: Manann, etc.<br />

Example:<br />

Lore of Death<br />

Deathsight 5<br />

Swift Passing 7<br />

Reaping Scythe 8<br />

Tide of Years 11<br />

Acceptance of Fate 14<br />

Steal Life 16<br />

Final Words 18<br />

Death's Door 20<br />

Youth's Bane 23<br />

Wind of Death 27<br />

WFRP2<br />

TO<br />

TO SAVAGE<br />

WORLDS<br />

CASTING<br />

NUMBER<br />

CONVERSION<br />

Converting the Warhammer 2nd Edition magic system<br />

to <strong>Savage</strong> Worlds involves some work on the part of<br />

the GM, if you do not want to use the standard SW<br />

magic point option. If you DO want to just use that,<br />

that's fine too - this is merely provided as an option.<br />

Alternate Conversion Option<br />

The chart below is based on probability averages for<br />

Casting Numbers for WFRP2 wizards, from<br />

Apprentices (using 1d10) to Wizard Lords (using 4d10)<br />

and then mapped directly across to the SW equivalent<br />

CN. It won't be precise, because Apprentice Wizards<br />

that roll 1d10 have a much different chance of rolling a<br />

7 than Wizard Lords that get 4d10, and this difference<br />

creates a very high variability pattern, while the <strong>Savage</strong><br />

Worlds step-die progression is linear and doesn't share<br />

WFRP2's sometimes dramatic leaps from 12% to 48%<br />

probability when going from one die to the next.<br />

Find a spell's WFRP2 Casting Number on the chart<br />

below under the WFRP2 heading and reference the<br />

number immediately to the right to find the <strong>Savage</strong><br />

Worlds equivalent Casting Number, as well as the<br />

approximate probability of the roll, which, again, will<br />

depend on the dice being rolled. For CN over 28,<br />

simply subtract 16 from the WFRP2 to get the SW CN.<br />

CASTING NUMBERS<br />

WFRP2 SW Prob<br />

03-05 3 93%<br />

06-09 4 82%<br />

10-12 5 68%<br />

13-15 6 53%<br />

16-18 7 44%<br />

19-20 8 35%<br />

21-22 9 28%<br />

23-24 10 21%<br />

25-26 11 15%<br />

27-28 12 11%<br />

29+ 13+ 9% (WFRP2 CN -16)<br />

TZEENTCH'S CURSE<br />

Whenever you roll doubles (you roll a 2 on your d8 and<br />

on your d6) on your Casting roll and your Spellcasting<br />

die type is D8 or larger, roll the dice again until the<br />

new rolls do not match, counting up the total doubles,<br />

triples, etc.<br />

20

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