High Level Savage Worlds Powers

Note that these powers are more "specific" than the standard Savage Worlds powers and less generic. They are meant for use with the Magic, Miracles, and Psionics Arcane Backgrounds.

Blood to Acid (legendary)

Power Points: 8

Casting Time: 1 action

Range: Smarts x 5

Target: One creature

You transform one target creature's blood into acid, causing him to take 3d6 damage per round for 3 rounds. On a raise, the effect lasts for 4 rounds, rather than 3. A creature killed by this spell dissolves into a lump of melted flesh.

Ancestral Recall

Power Points: 8

Casting Time: 1 action

Choose any two powers you would be able to learn that are not currently on your list of known powers. You become able to cast those powers for 1 minute. For example, if you did not have Boost Trait and Slumber, you would temporarily "learn" those powers for the next minute (10 rounds). After that period is over, you can no longer cast those powers.

Time Stop

Power Points: 8

Casting Time: 1 action

You stop time for 2 rounds, or 3 rounds on a raise. You cannot attack or harm other creatures during this time, but you can summon creatures, cast beneficial spells on your allies, or move to a more advantageous position. You also cannot cast Time Stop again while time is frozen.

Slay Living (legendary)

Power Points: 10

Range: Smarts x 5

Target: One creature

Casting Time: 1 action

The target must make a successful Spirit roll or die instantly. This power cannot be used on constructs or undead. Additionally, if the target passes its roll, the caster must make a Spirit roll (at +2 if cast on a raise) or be killed by necrotic backlash.

Resurrection (legendary)

Power Points: 25

Range: Touch

Casting Time: 1 hour

This complex ritual can be used to resurrect a corpse from the dead, and can only be done by a character with the Miracles arcane background. The corpse must be relatively intact, and the spell requires several rare ingredients that must be located and found. These ingredients cannot be mass-produced, and are generally items such as rare gems, rare flowers that do not grow in patches, or obscure herbs. These ingredients are consumed in the casting of the spell, which takes 1 hour and requires some sort of temple or ritual room. At the conclusion of the ritual, the dead character makes a Spirit roll at +2. If they succeed, they are returned to life. On a failure, their soul is truly gone, and can never be brought back with resurrection or anything short of direct deific intervention.

Clone (legendary)

Power Points: 20

Range: Self

Casting Time: 1 hour

You create a clone of yourself. This body does not move or decay, but it can be destroyed like any normal body could be. If you die, the clone awakens, with your soul in its body. While the clone is in existence, your Power Point total is reduced by 10. You cannot have more than one clone in existence at a time; creating a new clone causes the previous one to wither into dust. Once you take control of your clone's body, you regain your lost power points; however, if you do, your Vigor is permanently reduced by one die type, to a minimum of d4.

Meteor Storm (legendary)

Power Points: 10

Range: Smarts x 5

Target: Four Medium Burst Templates

Casting Time: 1 action

Place four Medium Burst Templates anywhere within range of you. You do not have to have line of sight to these spaces. Meteors plummet from above, dealing 4d6 damage (5d6 on a raise) with AP 10 to anything within the four burst areas. Creatures caught in the area are entitled to Agility rolls at -2 to avoid this effect. This counts as a heavy weapon.

Arc of Lightning (legendary)

Power Points 6

Range: Smarts x 5

Target: Two creatures within 6" of each other

Casting Time: 1 action