Old School Fantasy for Savage Worlds

Savage Worlds is an excellent all-round system, and its Edges are great; but the base system is somewhat lacking in arcane Edges, which is particularly noticeable when running Old School Fantasy style campaigns. The following new Professional Edges have been designed to remedy that and can be dropped into any SW fantasy setting. Although they are greatly simplified compared to traditional d20 fantasy classes, they help provide some of the flavour of class-based systems while still staying true to the Savage Worlds Fast Furious Fun motto.

New people coming Savage Worlds who are used to class-based systems in MMOs or d20 RPGs should find these Edges a good way to get started. Most of the Edges also have improved Edges so that players can have the feeling of their characters progressing in a similar way to level-based systems, but without all the complications.

I’ve also added Edges that emulate a couple of my favourite d20 Prestige Classes, because I’ve had so much fun playing them in the past that it seems a shame not to have them in Savage Worlds fantasy. More to follow if people like the idea.

Notes:

  • The Wizard Edge is a replacement for the standard Wizard Edge given in the Savage Worlds core book. It’s designed for campaigns that use the optional No Power Points rule. You can either use this one or the original in your own campaigns.
  • Elemental Attunement mentions an Earth trapping, but there’s not one in the Savage Worlds core book. Use your imagination for its effects if you want to use it.
  • The Bard as written here uses the Perform skill for his music and Bardsong, thus he doesn’t need to spend skill points on Spellcasting. He can also transform all of his songs into AoE powers by playing an instrument, which can be extremely powerful. The Bard spellbook is deliberately limited to a relatively few spells all of which have a psychological or restorative effect to balance this and to give characters a unique flavor. This Edge replaces the Troubadour Edge from the Savage Worlds Fantasy Companion.
  • Whereas the Professional Edges are available to starting characters, Prestige Edges are generally only available to characters of Seasoned level and higher, and can require a significant amount of character training beforehand to fulfil the prerequisites.
  • Bladesinger Edges and their prerequisites are derived from the Prestige Class in the 3.5 edition of the World’s Oldest Role-Playing Game, not the bastardised version in 4th edition. Like the original d20 class they are extremely powerful Edges to have, but require a lot of work to get them. To help balance their power, Bladesong spells are limited to self-casting, and only become available at one level higher than normal spellcasters.

Professional Edges

Bard

Requirements: Novice, Perform d8+, Arcane Background (Miracles)

While he is singing and playing the Bard is able to use his musical ability to tap into the powers of the Gods. He may use his Perform (Spirit) skill to channel this arcane power via his music, negating the need for him to possess any specific Spellcasting skill. He may cast the following spells from the standard lists, but only with the Sonic trapping: Banish, Bless/Curse, Boost/Lower Trait, Confusion, Dispel, Greater Healing, Healing, Slumber, Succor, Warrior’s Gift, or choose from the new Bard Songs listed below.

The Bard may sing his songs unaccompanied, which allows him to also perform other actions simultaneously (such as wield a weapon), but with the usual multi-action penalty. If the Bard uses a musical instrument such as a lute, drum, or bagpipes it will require the use of both hands to perform, but his songs now become AoE powers which affect all allies or enemies within a range equal to his Smarts die.

Bards can learn a new song by studying with another Bard of at least Veteran level, or by taking the New Power Edge each time. Bards can memorise a number of magical songs equal to their Smarts die.

New Bard Songs

Charge!

Rank: Novice

Power Points: 2

Range: Smarts

Duration: Until battle is joined

All affected allies get +1 Pace and +1 Intimidation while charging into battle, and +1 to their Fighting roll and Damage on their first blow only (+2 with a Raise). Once they have joined battle this song dissipates.

Inspire Courage

Rank: Seasoned

Power Points: 2

Range: Smarts

Duration: 3 (1/round)

Allies gain +1 Parry and +1 to recover from being shaken (+2 with a Raise) while under the effects of this song.

Inspire Greatness:

Rank: Veteran

Power Points: 3

Range: Smarts

Duration: 3 (1/round)

Affected allies gain +1 Toughness and +1 on all Fighting and Shooting rolls (+2 with a Raise).

Bardic Lore

Requirements: Seasoned, Bard

The Bard has travelled wide & far across the land, gathering knowledge and gossip from many sources. She gets a +1 to Common Knowledge rolls.

Warsinger

Requirements: Veteran, Bard

The Bard can now sing unaccompanied as a free action, and no longer incurs a multi-action penalty for her song.


Cleric

Requirements: Novice, Knowledge (Religion) d6+, Spirit d8+, Arcane Background (Miracles)

The character has been ordained as a Priest or Priestess of a formal religious system. He must choose a trapping for all of his spells that is appropriate for the deity he serves (will vary dependent on setting). For example, Light trapping if he worships a Sun God, Electricity if it’s a weather Goddess, Necromantic if it’s the God of Death, etc. His Deity will grant him Divine Protection as a reward for his dedication: +2 to opposed rolls to resist magical effects.

Necromancer

Requirements: Seasoned, Intimidation d8+, Soul Drain

Necromancers have made a particular study of the powers of Death, and receive a +1 to damage or duration with any spell cast with the Necromantic trapping.

Wizard

Requirements: Novice, Knowledge (Arcana) d8+, Spellcasting d8+, Arcane Background (Magic)

The magician has received formal training in a school of magic and is more disciplined in her spellcasting. On a Raise with a Spellcasting roll she may extend the duration of a spell by +1 or add +1 damage. The Wizard begins with a number of spells equal to half her Knowledge (Arcana) die, and at any one time can memorise a maximum number of spells equal to her Smarts die.

Elemental Attunement

Requirements: Seasoned, Knowledge (Arcana) d10+, Spellcasting d10+, Wizard

The Wizard attunes herself to the magic of one of the Elements: Fire, Water (Cold/Ice), Air (Electricity), or Earth. All spells cast with this trapping have a +1 bonus to their damage or duration. This Edge can only be taken once, so choose wisely!

Mastery of Counterspell

Requirements: Veteran, Knowledge (Arcana) d12+, Spellcasting d12+, Wizard

When the Wizard uses Dispel to counter a spell she may choose to turn the spell directly back on its caster rather than simply negating it.


Prestige Edges

Arcane Archer

Requirements: Seasoned, Elf or Half-elf; Arcane Background (Magic), Marksman, Trademark Weapon (Bow)

All arrows fired by the Arcane Archer become magical and inflict +1 damage.

Imbue Arrow

Requirements: Veteran, Arcane Archer

The Arcane Archer makes a Shooting roll to imbue an arrow with a Fireball spell at the cost of 2 Power Points. This has the effect of a Burst spell with Fire trappings when the arrow hits its target. On a failed Shooting roll the spell fizzles and the arrow has no effect. On a Critical Failure the Fireball spell goes off centred on the Archer instead.

For settings where the No Power Points rule is in effect, the Archer must make a Shooting roll with a -2 modifier instead.

Heroic Archer

Requirements: Heroic, Arcane Archer

Arrows fired by the Arcane Archer now inflict +2 damage.

Bladesinger

Requirements: Seasoned, Elf or Half-Elf, Agility d8+, Strength d6+, Fighting d8+, Acrobat, Dodge, Combat Reflexes, Arcane Background (Magic)

The character has received training in the ancient Elven art of Bladesong, which focuses arcane energies through her sword. While wielding a longsword or rapier in her main hand, nothing in her off-hand, and wearing only light armor, she may cast one of the following spells (if known) on herself once per combat round as a free action. All Bladesong spells have the Sonic trapping and a range of Personal only. On attaining this Edge the Bladesinger may choose one Bladesong spell for free. Others may be learned by taking the New Power Edge each time.

  • Arcane Strike (Smite)
  • Blur (Armor)
  • Boost Trait
  • Deflection
  • Speed

On a Critical Failure on the Bladesong roll the spell will have the opposite effect than the one intended, e.g. Arcane Strike will lower the weapon damage instead of increasing it, Blur will make the Bladesinger easier to hit instead of harder, etc.

Adept Bladesinger

Requirements: Veteran, Bladesinger, Agility d10+, Fighting d10+

The Bladesinger increases the power of her song, and now has the ability to perform the following Bladesong spells (if known). She receives one of these songs for free on taking this edge, and can learn others by taking the New Power Edge:

  • Dimension Door (Teleport)
  • Dispel
  • Quickness
  • Warrior’s Gift

Dwarven Defender

Requirements: Seasoned, Dwarf, Vigor d8+, Fighting d8+, Brawny, Dodge

The Dwarven Defender is a one-man one-dwarf defensive wall. Once per combat he may choose to take a stable defensive stance. As long as he continues to stand on his spot he receives the following bonuses:

  • +1 Parry
  • +1 to recover from being Shaken

Once a fight is over the Dwarven Defender must succeed in a Vigor roll or take one level of Fatigue due to the exertion involved in maintaining his stance.

Veteran Defender

Requirements: Veteran, Dwarven Defender

The Dwarven Defender’s defensive awareness allows him negate all Gang Up bonuses against him.

Heroic Defender

Requirements: Heroic, Veteran Defender

The Dwarven Defender learns to soak up blows that would cripple lesser mortals. He adds +1 to his Toughness.

Shadowdancer

Requirements: Seasoned, Stealth d10+, Perform d8+, Combat Reflexes, Dodge

The character has been initiated into the mysterious cult of the Shadowdancers. She is able to blend completely into any shadow big enough to contain her form and becomes effectively invisible to the naked eye while doing so.

Summon Shadow

Requirements: Veteran, Shadowdancer

The Shadowdancer can summon an undead Shade from the nether realms at will. This takes one action if used in combat. If the Shade is destroyed or dismissed from the material plane in any manner, the Shadowdancer must make an immediate Vigor roll or suffer one level of Fatigue.

Shadow Jump

Requirements: Veteran, Shadowdancer

The Shadowdancer can step into one shadow and out of another within range of her Smarts x2. Both shadows must be at least her size in order for this power to function. (This is similar to the Burrow power with a Darkness trapping)

Slippery Mind

Requirements: Heroic, Shadowdancer

The Shadowdancer gains a +2 to resist any mind-affecting spell or ability (e.g. Fear, Intimidation, Taunt etc.)