The title above reflects the fact that there's still some discussion going on related to just how one might convert the complex and integral magic system of AD&D's Athas to Savage Worlds. I'll confess from the beginning "my system" has prosaic skin-grafts from both the Blogotron and toadpooka conversions.
AB: Magic
Starting Powers: 3
Starting Power Points: 10
A wizard can choose the Path Dexter, the followers of which are called “Preservers” or the Path Sinister, followed by “Defilers”.
The Path Sinister
A highly addictive practice signified by the Hindrance Defiler (Major). Once one begins to Defile, only extreme measures can be taken to halt the practice (see “Redemption” below). The central benefit of the Path Sinister is the ability to drain the energy of the land in the form of Power Points. A Defiler can use his own store of Power Points, the Power Points drained from the land, or some combination thereof.
Land Razed (Power Points Available)
Abundant: Forests, oceans, gardens, swamps (+8)
Fertile: Verdant plains, savannahs, mud flats (+4)
Infertile: Rocky badlands, stony barrens, scrubland (+2)
Barren: Boulder fields, sandy wastes (+1)
Desolate: Salt flats, sea of silt, Obsidian Plains (+0)
A defiler’s ring of destruction is 1” per “rank” of the spell (i.e. novice=1”, seasoned=2”, veteran=3”, etc.) Anyone caught in this wave of destruction must make a Spirit roll or be Shaken. Being Shaken a second time, in this manner or some other combat-related manner does give the character a Wound (extras will pass out from fatigue and awaken weak and ill from the experience).
A defiler can spend a Benny to the following: doubling the duration of his spellcasting and expanding his ring of destruction by 1”.
*Add an additional die of damage brought on by an offensive spell.
*Add +2 (or -2) to the amount protection achieved by a defensive spell.
*Double the duration of a non-offensive or non-defensive spell
Restrictions: Becoming a Defiler results in a -2 penalty to Charisma. After spending three consecutive ranks as a Defiler this penalty increases to -4 and indicates Defiling magic has led to some kind of cosmetic deformity. Defilers also have a distinct magical “scent”. They receive a -2 penalty to any efforts to conceal themselves magically and/or non-magically; by virtue of Stealth checks or spells such as Conceal Arcana, Disguise, or Invisibility.
Redemption: A Defiler may break his addiction with assistance of a powerful druid and his patron Spirit of the Land. To do so, a Defiler enters a magical pact with the Druid whereby he swears to complete a dangerous and difficult quest using no magic whatsoever. Upon completion of the quest, the Defiler’s addiction is healed and he looses the Hindrance: Defiler (Major).
The Path Dexter
Benefits: A Preserver can make a Stealth check to conceal the casting of spells. This becomes an Opposed Stealth vs. Notice check in the case of onlookers who know what they are looking for (i.e. other wizards, Templars, etc.). Defilers cannot conceal their magic as it radiates destruction centered on them.
Restrictions: A Preserver can use the Path Sinister, but each time she does she risks addiction to this tainted form of magic. Each time a Preserver uses the Defiling Arts, she must make a Spirit test subtracting 1 from her roll for each time she’s defiled previously. If she fails, she must become a Defiler (taking the Hindrance of the same name), having been dragged down the Path Sinister.
I'm also in the process of Savaging a setting, so it's interesting to hear what you're doing. I'm not familiar with DS, but just love the flavour of what you're posting here.
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