Worldshammer - Savage Heroes
Worldshammer - Savage Heroes
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