Since I've been considering switching my Eberron campaign from Pathfinder to Savage Worlds I've been giving some thought to the Powers of various characters. So these are some new Savage Worlds powers derived from Pathfinder and Eberron spells:
Jack is a sorcerer, so he matches up pretty well with SW's standard Magic AB. However as a 10th level character he's starting to get access to powers beyond the power level of the average Savage Worlds spells. So here's some of his powers in SW form:
Range: Smarts x2
This power shows the target a vision of their greatest fear and magnifies it until it overwhelms them with sheer terror. The target must make a Spirit roll. Extras who fail the roll suffer an instant heart attack and become Incapacitated and will die in 2d6 rounds. Wild Cards must make a roll on the Fear Table and a Vigor roll. On a failure they become Incapacitated. If the spellcaster achieves a raise on the spell then these trait rolls suffer a -2 penalty.
Power Points: 6
Duration: 3 (1/rnd)
The sorcerer can deliver a deadly, draining touch. They may make a Touch Attack (+2 to the Fighting roll) and on a success the victim must make a Vigor roll (at -2 if the spell was cast with a Raise) or suffer a Wound. If the spell Wounds a target the spellcaster may make an immediate Healing roll to recover their own injuries.
Power Points: 4/6
This spell causes a victim's bones to quiver and break. This inflicts 2d6 damage (3d6 for 6 Power Points) to any target with bones or exoskeleton. Since the spell targets the target's body directly it ignores all armor. For every Wound suffered by a living target this spell also inflicts a point of Fatigue that can be recovered with 5 minutes of rest.
Power Points: variable.
This potent spell allows the mage to weave an evocation from illusion and shadowstuff. This can be used to emulate any of the following Powers: Barrier (damaging versions) Bolt, Burst, Blast, Damage Field and Jet. Shadow Evocation has a Range and Duration identical to the spell it emulates and a Power Point cost equal to twice the original Power's cost (so throwing 3 2d6 Bolts would cost 6 PP). These Powers can have whatever trappings that the mage chooses so long as they represent raw, physical damage. Because the spells are actually carefully woven, quasi-real illusion any effect that allows the victim to see through illusions will cause them to be completely immune to the spell. In addition objects obviously do not perceive the illusion so the powers cannot inflict any damage to inanimate objects.
Sahath is an Inquisitor, a pretty specific character archetype but in Savage Worlds that mostly boils down to Edge choice and Powers purchased. So here's some Powers that I think will help her make the transition.
Power Points: 2
Duration: 3 (1/round)
This is a variation on the Smite spell but keyed to specific target. When casting the spell the caster must choose a general category of creature (such as elf, giant, dragon, etc) and enchants the weapon to be particularly deadly against such beasts. The caster receives a +1 bonus to all Fighting, Shooting or Throwing rolls with the enchanted weapons when using it against the designated creature type. In addition the weapon's damage increases against the designated target, +3 to damage or +6 on a Raise.
Warrior of Judgement
Power Points: 5
Duration: 3 (1/rnd)
The caster becomes an instrument of divine judgement, enhancing their combat abilities immensely. When casting this spell pick any two of the following Traits: Strength, Agility, Vigor, Fighting, Shooting, Throwing. The chosen Traits increase by one die type or two on a Raise.
Power Points: 1-6
This variation on Bolt produces a streak of burning holy light. Instead of the standard Bolt damage it inflicts 2d4 (or 3d4) damage. However if it is used against the undead it is exceptionally effective, inflicting 2d8 (or 3d8) damage.
Artificers have a big advantage in that they can use different trappings for their powers on the fly. A Smite spell might wreath a weapon in flames or it might give it a supernaturally keen edge...whatever the artificer chooses. Here are some new powers that fit the idea of Eberron's artificers.
Rod of Blasting
Power Points: 1-6
Duration: 5 minutes (1/minute)
This spell imbues raw destructive energy into a rod, staff or similar object. When the spell is cast up to six power points can be "stored" in the rod to be unleashed later as a bolt of force. When "firing" the rod the user chooses how many power points (up to 3) to unleash at once. The bolt is fired using Shooting and inflicts 1d8 damage for every Power Point invested in the bolt. If the spell ends with power points still in the rod they dissipate harmlessly.
Power Points: variable
This is a spell that repairs damage to objects, constructs and living constructs. When used on small objects or minor breaks (such as a broken axle) it simply fuses the pieces back into a single piece. When dealing with Vehicles or Wild Card constructs it removes a Wound, or two on a Raise. The casting roll suffers a penalty equal to the wound penalty of the object or creature being repaired.
Make Whole can be done at any time. It costs 5 Power Points plus the Size of the object or creature being repaired.