Savage Elder Scrolls Online
by Rodney Orpheus
Elder Scrolls Online is a fantastic MMO which has 4 basic classes, each with some fascinating and unique spells. For those wishing to run a pen & paper game set in the Elder Scrolls world of Tamriel, I’ve translated some of these spells into Savage Worlds format, based on combinations of the normal SW powers and trappings. They will work well in conjunction with the fan-made Elder Scrolls conversion for Savage Worlds, or as a way to add flavourful new Arcane Backgrounds to any standard Fantasy campaign.
When a player takes one of these Arcane Backgrounds, she gets the first 3 starter spells automatically. New spells or Morphs of existing spells can only be learned by taking the New Power Edge each time.
In Elder Scrolls Online characters may cast spells at will, as long as they have enough Magicka (i.e. Power Points). If you wish to keep this “videogame” feel in your campaign this is very acceptable, but do be aware that this will make characters extremely powerful. Otherwise you can use the normal Savage Worlds rules for magic, which means that a character must make a successful Spellcasting roll each time she wishes to cast a spell. When a character takes one of these Arcane Background they begin with 10 Magicka / Power Points. Magicka can be increased by taking the Extra Power Points Edge as normal.
Backlash: When a character rolls a 1 on his Spellcasting die (regardless of his Wild Die), he is automatically Shaken. This can cause a wound.
[Note: this is a work in progress, and currently only the DragonKnight and Sorcerer classes are fleshed out to any great extent.]
Arcane Background: DragonKnight
Starter Spells
Fiery Grip
Rank: Novice
Power Points: 6
Range: Smarts
Duration: Instant
Target may resist by making an opposed Strength roll against the caster’s Spellcasting ability. If the caster wins, the target is pulled by a fiery chain to be adjacent to the caster and takes 1d6 Fire damage. The caster may make one free melee attack on the target when the pull is done.
Spiked Armor
Rank: Novice
Power Points: 2
Range: Personal
Duration: 3 (1/round)
The caster’s body becomes covered with spiky dragon scales. Success grants 2 points of Armor. A raise grants 4 points of Armor. Any character hitting the caster with a melee attack while this spell is active takes 1d4 damage from the spikes.
Stonefist
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
Slam an enemy with solid rock to do 1d6 Earth damage. Target must make a Vigor roll or become Shaken.
Advanced Spells
Fiery Breath
Rank: Seasoned
Power Points: 3
Range: Cone Template
Duration: Instant
Produces a large fan of energy that bathes its targets in red-hot fire. When cast, place the thin end of the Cone Template at the character’s front. Targets within the template may make Agility rolls versus the caster’s arcane skill roll to avoid the blaze. Those who fail suffer 2d10 damage (AP2). This counts as a Heavy Weapon. Targets who are hit also have a chance of catching fire.
Dragon Blood
Rank: Novice
Power Points: 2
Range: Personal
Duration: Instant
The caster activates the power of the dragon within his veins to repair recent bodily damage. This spell must be used within the “Golden Hour,” for it has no effect on wounds more than one hour old. Each use of Dragon Blood removes a wound with a success, two with a raise. The roll suffers a penalty equal to the caster’s wounds.
Molten Weapon
Rank: Novice
Power Points: 2
Range: Personal
Duration: 3 (1/round)
Charge your weapon with volcanic power to temporarily increase its damage. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
Dragon Leap
Rank: Veteran
Power Points: 5
Range: Special
Duration: Instant
The caster leaps up to 10” distance or 15” with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the leaping character. The caster places a Medium Burst Template centered on his landing spot. Any character touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked 2d6” in a random direction (roll a d12 and read the result as a clock facing) and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll. Additionally, roll a 6 to see if the flyer is moved toward the ground (1 – 2), stays level (3 – 4), or is moved away from the ground (5 – 6).
Arcane Background: Sorcerer
Starter Spells
Crystal Shard
Rank: Novice
Power Points: 1
Range: 12/24/48
Duration: Instant
Conjure dark crystals to attack an enemy. The caster casts a 2d6 shard which splinters on impact, creating shrapnel that does +1 damage versus unarmored targets but –1 damage versus foes with armor.
Unstable Familiar
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 3 (1/round)
This power allows the character to summon a loyal and obedient imp servant. On a success, the ally is placed at any point within the range of the power. On a raise, the ally is more durable and gains the Hardy ability. A summoned ally acts on the initiative card of the caster and gets an immediate action as soon as it is summoned.
Summoned Imp
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d4, Vigor d6
Skills: Climbing d6, Fighting d6, Notice d6, Stealth d8, Taunt d8, Throwing d6
Pace: 7; Parry: 5; Toughness: 4
Special Abilities
- Bite/Claw: Str+d4.
- Infravision: Imps halve penalties for dark lighting against living targets (round down).
- Size –1: Imps stand 3-4’ tall.
Lightning Form
Rank: Novice
Power Points: 2
Range: Personal
Duration: 3 (1/round)
Creates a field of magical protection around the caster effectively giving the target Armor. Success grants 2 points of Armor. A raise grants 4 points of Armor.
Jolt: Casting this spell shocks the caster out of their distraction on a raise, providing an immediate free roll to recover from being Shaken.
Advanced Spells
Crystal Fragments
Rank: Novice
Power Points: 2
Range: 12/24/48
Duration: Instant
Conjure dark crystals to attack an enemy. The caster casts a 3d6 shard which splinters on impact, creating shrapnel that does +1 damage versus unarmored targets but –1 damage versus foes with armor.
Lightning Splash
Rank: Seasoned
Power Points: 4
Range: 24/48/96
Duration: Instant
Create a nexus of storm energy at the targeted location. The caster first picks where he wants to center the blast, then makes the appropriate skill roll. Normal ranged attack modifiers apply. The area of effect is a Medium Burst Template. If the roll is failed, the blast deviates as a launched projectile. Targets within the blast suffer 3d6 damage. Lightning Splash counts as a Heavy Weapon.
Spasms: Causes temporary muscle contraction if cast with a raise; affected targets have to make a Vigor roll or be at –2 Parry until their next action.
Lightning Flood
Rank: Seasoned
Power Points: 6
Range: 24/48/96
Duration: Instant
As Lightning Splash, but the area of effect is a Large Burst Template instead.
Boundless Storm
Rank: Novice
Power Points: 3
Range: Personal
Duration: 3 (1/round)
As Lightning Form, but additionally on a success adds +2 to Pace and on a raise increases Agility one die type for the duration of the power.
Thundering Presence
Rank: Seasoned
Power Points: 4
Range: Touch
Duration: 3 (2/round)
Manifest yourself as lightning that deals damage to anyone who contacts you in close combat. The damage affects any adjacent character who makes a successful attack roll against the subject. It has no effect on non-adjacent attackers (for example, Reach or ranged attacks).
With a success, the power does 2d6 damage. With a raise, damage field causes 2d8 damage.
If a character with Thundering Presence strikes someone in unarmed combat, the target takes the field’s damage plus the character’s Strength die (Str+2d6). The character may also simply touch the opponent (+2 to Fighting) and do the field’s damage only. A target who is grappled suffers the field’s damage each round on the attacker’s action; if the attacker chooses on following rounds to actively damage the target, he adds his Strength die to the damage roll as above and may get a bonus die for a raise.
Unstable Clannfear
Rank: Seasoned
Power Points: 4
Range: Smarts
Duration: 3 (1/round)
This power allows the character to summon a loyal and obedient clannfear servant. On a success, the ally is placed at any point within the range of the power. On a raise, the ally is more durable and gains the Hardy ability. A summoned ally acts on the initiative card of the caster and gets an immediate action as soon as it is summoned.
Summoned Clannfear
Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d8, Vigor d6
Skills: Climbing d4, Fighting d6, Intimidation d4, Notice d8, Stealth d6, Tracking d4
Pace: 8; Parry: 5; Toughness: 7 (2)
Special Abilities
- Armor +2: Thick, scaly hide.
- Bite/Claw/Gore: Str+d6.
- Size –1: Clannfear stand 3-4’ tall.
Summon Storm Atronach
Rank: Veteran
Power Points: 5
Range: Smarts
Duration: 3 (1/round)
This power allows the character to summon a loyal and obedient Storm Atronach servant. On a success, the ally is placed at any point within the range of the power. On a raise, the ally is more durable and gains the Hardy ability. A summoned ally acts on the initiative card of the caster and gets an immediate action as soon as it is summoned.
Summoned Storm Atronach
Attributes: Agility d12, Smarts d10, Spirit d8, Strength d8, Vigor d8
Skills: Climbing d8, Fighting d12, Notice d8, Shooting d10
Pace: 6; Parry: 8; Toughness: 11 (4)
Special Abilities
- Armor +4: Rock Body.
- Atronach: No additional damage from called shots; Fearless; Immune to disease and poison.
- Lightning Arc: Storm Atronachs can project a cackling arc of lighting using the Cone Template. Characters within the cone must exceed the atronach’s Shooting roll with an Agility roll or suffer 2d10 damage, AP 2.
- Size +1: Storm Atronachs are a head taller than most people.
Arcane Background: NightBlade
Starter Spells
Assassin’s Blade
Rank: Novice
Power Points: 2
Range: Touch
Duration: Instant
Thrust a magic blade with lethal precision to wound your enemy. Damage is Strength+1d4 as per a normal blade, but this magic blade ignores all armor.
Shadow Cloak
Rank: Novice
Power Points: 4
Range: Self
Duration: 3 (1/round)
Cloak yourself in shadow to become invisible. With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at –4. Once detected, he may attack the foe at –4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is –6. In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible.