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Swag Petramancy Web

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32 views9 pages

Swag Petramancy Web

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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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ARCANE BACKGROUND

PETRAMANCY

VENATUS VINCO
I
nspired by Wand Magic by Jan Jetmar, this document
offers a fully fleshed out Arcane Background using
Weird Science as a basis to explore the use of precious
stones and crystals as sources of magical power.
Petramancy allows a hero to combine her natural arcane
talent with the mystical properties of various crystals and
gemstones to create unique magical effects. These arcane
specialists use precious stones to focus and amplify their
magical powers. As they advance in rank, Petramancers
can learn how to set their gems in items and jewelry that
become coveted magical items. Petramancers are often the
targets of jealous rivals, greedy nobles, and daring thieves
due to their impressive collections of valuable materials.

ARCANE BACKGROUND
(PETRAMANCER)
ARCANE SKILL: Petramancy (Smarts)
STARTING POWERS: 2
POWER POINTS: 15
The term “petramancy” is drawn from ancient Greek,
meaning “to divine from stone.” This special branch of
magic grants the ability to draw power from gemstones
and crystals.
• Power List: Per setting, but dependent on access to
precious stones.
• Foci: The Petramancer must use a gem or crystal to
channel mystical energy. These stones are often set in
jewelry, wands, staves, clothing, or other devices.
Without a gemstone, the hero cannot focus her arcane
ability and cannot use powers at all!
• Requires Materials: All powers require specific stones
or crystals to activate them. Additionally, the stones
used determine the available powers and Trappings
(see Types of Stones below).
• Shaping: While mundane gem cutters use crude tools
to grind and shape crystals and gems into beautiful
shapes, trained Petramancers simply call out stones’
natural brilliance using magical energy. By spending
2 Power Points, the Petramancer can use his bare
hands to transform even a rough crystal or gem into
a jewelry quality object, manipulating the shape of the
stone into intricate designs. Gems shaped by a
Petramancer are of the highest quality and can be sold
for greater value than those cut by mundane jewelers.

2
TYPES OF STONES Sapphire (Water): barrier, blast, burst, confusion, dispel,
elemental manipulation, entangle, environmental protection,
intangibility, protection, smite, stun, summon ally, telekinesis
The list below gives six examples of gemstones and the
associated powers a Petramancer can draw from them. Diamond (Light): arcane protection, banish, barrier, beast
The below examples feature the basic four elements - Air, friend, blind, bolt, boost/lower Trait, burrow, burst,
Earth, Fire, Water - as well as Light and Darkness. Each detect/conceal arcana, confusion, darksight, deflection, dispel,
game world may have unique gemstones or crystals with divination, entangle, elemental manipulation, environmental
specifically associated powers that can be added to this list protection, farsight, fear, fly, havoc, healing, invisibility, light,
(or replace it entirely). These examples cover all of the protection, relief, resurrection, slumber, smite, sound/silence,
powers in Savage Worlds, however each setting should speak language, sloth/speed, stun, summon ally, wall walker,
feature a power list appropriate to the setting (which may warrior’s gift.
mean removing some of the example powers below).
Obsidian (Darkness): arcane protection, barrier, blind,
Quartz (Air): barrier, blast, blind, bolt, burst, confusion, burrow, burst, confusion, darksight, deflection, detect/conceal
damage field, deflection, elemental manipulation, entangle, arcana, disguise, drain Power Points, fear, illusion, invisibility,
environmental protection, farsight, fear, fly, havoc, illusion, intangibility, light/darkness, mind wipe, puppet, shape change,
intangibility, invisibility, light/darkness, protection, relief, summon ally, teleport, zombie
slumber, smite, sound/silence, stun, summon ally, telekinesis
If the list above does not fit a particular setting, another
Emerald (Earth): arcane protection, barrier, beast friend, way to organize power and stone combinations is to
blast, blind, bolt, burrow, burst, deflection, dispel, elemental assign gems and crystals of increasing rarity to powers of
manipulation, entangle, environmental protection, growth, certain Ranks. For example, Novice powers could require
havoc, healing, protection, relief, sloth, smite, summon ally, the use of diamonds, while Seasoned could require rubies.
telekinesis, wall walker This pattern could easily be continued for increasing
ranks: Veteran powers and sapphires, Heroic powers and
Ruby (Fire): barrier, blast, blind, bolt, burst, confusion, black opal, and Legendary powers and dragonstone.
damage field, darksight, dispel, elemental manipulation, Settings may also use other categories for determining
environmental protection, fear, intangibility, invisibility, powers, such as size, purity, or colour.
light/darkness, relief, smite, speak language, stun, summon ally

HINDRANCES
SHINY (MINOR)
Your hero collects shiny baubles and trinkets, sometimes
even when they do not belong to her! Your hero is
attracted to bright shiny objects, such as stones, trinkets,
and baudy jewelry - even if they are just junk! She is
constantly acquiring and hoarding the items she collects.

OPULENT (MAJOR)
Being constantly surrounded by precious gems has given
your hero a taste for the finer things in life. He simply
must wear the most fashionable clothes, stay at the best
hotels, eat the finest foods, and enjoy the comforts of

3
luxury living. Maintaining this lifestyle is expensive, and TRAPSTONE
money tends to flow out as fast as it comes in. The life of requirements: Seasoned, Artificer
luxury and the life of an adventurer are often at odds, Crystals and gemstones are able to hold onto magical
however, and whenever the Opulent character is forced to energy for extended periods of time. Some Petramancers
go without his creature comforts he becomes irritated and can use this unique property to "pre-load" stones to trigger
unpleasant. He suffers –1 to Persuasion, Networking, and powers by adding unique Power Modifiers to their Arcane
Notice after spending a night out of his element. Devices. All Power Points (including Modifiers) are held
in the device until released, making them unavailable to
the creator (unless and Artisan Device, see blow).
POWER EDGES • Trigger (+2, Instant Powers Only): Anyone, other
than the creator, who touches the gem activates the
power using the creator’s Petramancy skill! If the roll
LAPIDARIST fails, only 1 Power Point is spent. The device must
requirements: Seasoned, Arcane Background (Petramancy), have sufficient Power Points to activate the embedded
Petramancy d8+ power (including the modifier). This occurs on each
An experienced Petramancer can activate inherent powers subsequent touch until the Power Points are
in gems and crystals. This hero can spend up to three exhausted.
Power Points to activate an associated power from any • Proximity Trigger (+4, Instant Powers Only):
crystal or gemstone in her possession. This allows her to Anyone, other than the creator, who passes within a
use any power normally available from that type of stone Small Burst Template (Medium Template on a Raise)
of her Rank or lower in her particular setting, provided activates the power using the creator’s Petramancy
that the power costs less than 3 Power Points (including skill! If the roll fails, only 1 Power Point is spent. The
the cost of any modifiers). device must have sufficient Power Points to activate the
Drawing out a power takes incredible concentration. power (including the modifier). This occurs on each
While using this ability, the Petramancer can do nothing subsequent pass until the Power Points are exhausted.
else for her entire turn but make a Petramancy roll at –2
(no Multi-Actions can be taken that turn). ARCANE ARTISAN
The Petramancer uses her personal Power Points to requirements: Veteran, Petramancer, Artificer, Repair d8+
activate the power, and once the power’s initial Duration Once per session, an experienced Petramancer can create
is finished (it cannot be maintained) the stone goes inert a jewel-adorned item with an embedded power, which he
(but can be used again in the future). This is the can give to someone else to use. To create the device,
Gadgeteer edge reimagined for this Arcane Background. follow the rules for Artificer, with one significant change:
unlike other Arcane Devices, items created by an Arcane
MULTIFACETED Artisan do not tie up the creator’s Power Points after
requirements: Veteran, Arcane Background (Petramancy),
Petramancy d10+ creation due to the mystical ability of gems and crystals to
store Power Points. Such devices are very expensive and
The hero can combine trappings from two types of gems
time consuming to create, however. Double the normal
that have access to the same power to create a unique
Arcane Device creation time.
magical effect by inserting them in the same object (e.g.
Crafting also requires the creator to invest 5 Power Points
Ruby and Sapphire might be combined to create "Blue
for each Power Point that will be retained in the stone.
Flame" ). Multifaceted powers add +2 to damage and are
Power Points can only be used to activate the power stored
–1 to resist in addition to gaining any Synergies related to
in the item and can only be replenished by a Petramancer
either trapping - including Weaknesses.
or by leaving the device to charge in its associated element
for at least one hour.
The item must be made with a stone appropriate to the
power being imbued. Power Modifiers and Limitations

4
can be added at creation but are always included in every
activation. Activation works the same as other Arcane GAME MASTER
Devices. These items can also be Trapstones.
Below are a few reflections on introducing this custom
ARTISAN EXAMPLES Arcane Background into your setting.
Ring of Invisibility Scarcity
A simple diamond ring that allows the wearer to activate This type of Arcane Background depends heavily on
the invisibility power with the range (self) limitation. The access to rare and valuable materials. The availability of
ring has 4 Power Points and when activated makes the these resources is almost solely at the discretion of the
wearer difficult to see. The item can only be recharged by Game Master. Being deliberate about how much material
a Petramancer or by being exposed to the the twilight to make available will help ensure players don’t feel
hour before sunrise. squeezed out of the fun or unable to advance. Whenever
they take the New Powers Edge players should get the
Shadow Clasp requisite gemstone to be able to use them.
A metal clasp adorned with an obsidian stone used for
fastening cloaks that contains the deflection power with Once Per Session
the range (self) limitation. The clasp has 3 Power Points This cap was instituted to prevent “mass production” of
and when activated wisps of shadow envelope the wearer magic items. Industrious and intelligent heroes will want
making them difficult to hit. The item can only be to maximize their ability to create items in order to equip
recharged by a Petramancer or when plunged into their fellow adventurers or to sell and make a fortune. It’s
complete darkness for at least one hour. easy to imagine someone saying “If it takes two hours and
fifteen power points to make a device, and I recover so
Fire Rod many Power Points per hour. That means I can make so
Black wrought iron contrasts with the rich ruby many devices per day…and since we were off for three
embedded in the tip of this short rod that looks like a weeks between adventures then I have…” If you want to
fireplace poker. The ruby can shoot forth the blast power have more of these items available to players then consider
when activated. The rod has 6 Power points and must be creating a derived stats linked to Smarts that allows ½
recharged by a Petramancer or by being engulfed in hot Smarts die devices per session.
flames for at least one hour. Careful, it’s hot!
Recharging
Treasure Box The ability to give Arcane Devices their own pool of
An ornate box with a single sapphire button that opens Power Points is a potentially powerful innovation. The
the lid. When the device is charged, pushing the button limits on recharging these devices is one method to help
triggers the stun power on anyone other than the creator. keep them from overwhelming your setting. In the
The box has 5 Power Points and can only be recharged examples, recharging requires exposure to the stone's
by a Petramancer or when submerged in fresh water for linked element under specific conditions. This approach
at least one hour. should provide GMs with the necessary ability to regulate
the ease or difficulty of recharging items.

PLACES OF POWER
Many literary worlds that make use of power stones or crystals also have methods by which their mystical energies
can be replenished. This could be powerful magic storms that rage across the countryside, reinfusing gemstones
with their brilliance, or a great stone altar built on the intersection point between powerful magical energy lines
that are invisible to the human eye. In a science fiction setting crystals may need exposure to a particular kind of
radiation or to be plugged into a generator. Arcane Artisan Devices recover up to 5 Power Points per hour when
left in a place of power.

5
MENDON LITH
A bookish wizard dedicated to studying and mastering the
art of petramancy. He is an intense collector and prefers
exploring and thinking over fighting.

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6,


Vigor d6
Skills: Athletics d4, Common Knowledge d8, Fighting
d4, Notice d6, Occult d4, Persuasion d6, Petramancy d8,
Repair d8, Research d6, Stealth d4
Pace: 6; Parry: 4; Toughness: 7 (2)
Hindrances: Shiny, Loyal, Curious
Edges: Arcane Background (Petramancy)
Gear: emerald ring, sapphire necklace, fancy clothes, nice
knife (Str+d4), leather armor (+2), backpack, tent, wool
blanket, rope.
Powers: 15 Power Points, Grounding (dispel) Sandman
(summon ally), Stone Shackles (entangle), Shape Earth
(telekinesis)

Advancement:
Race: Human
Hindrance: Smarts d8
Hindrance: Petramancy
Human Free Edge: New Powers
Novice: Spirit d8
Novice: Persuasion d8, Science d8
Novice: Power Points (20)
Seasoned: Lapidarist
Seasoned: Smarts d10
Seasoned: Petramancy d10, Science d10
Seasoned: Power Points (25)
Veteran: Multifaceted
Veteran: Fighting d6, Stealth d6
ARCHETYPES Veteran: New Powers (arcane protection, deflection)
Veteran: New Power (barrier, protection)
Below are two rival Petramancers created using Savage Heroic: Artificer
Worlds. Each Archetype includes an Advancement path Heroic: Trapstone
from Novice to Legendary. They can be used as pre- Heroic: Smarts d12
generated characters or as Wild Cards NPCs in the one Heroic: Power Points (30)
sheet adventure included in this supplement. Legendary: Petramancy d12, Repair d10

6
BRANDON ALEXANDER
A dazzling warrior wizard, Brandon is action-oriented and
CAVE OF WONDER
driven to seek all the riches his status as a petramancer
allows. For him, magic and gems are tools to be wielded This is a throwback dungeon delve for a generic fantasy
to accomplish his goals rather than endlessly hoarded and setting where a travelling gem merchant hires the players
studied. to escort him to recover a valuable jewel stolen by an evil
Petramancer. Although, as you might expect, the
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, merchant is not who he seems to be!
Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting IT STARTS IN A TAVERN
d8, Notice d6, Persuasion d6, Petramancy d8, Repair d6,
Stealth d8 A Travelling Merchant tells a tale of woe, the evil wizard
has stolen a precious gemstone and plans to use it in a
Pace: 6; Parry: 6; Toughness: 8 (3) nefarious ritual. He will pay someone “their weight in
Hindrances: Driven, Greedy, Opulent rubies” to get this one stone back. He has a map to the
fiend’s location but requires protection for the journey and
Edges: Arcane Background (Petramancy), Soldier against the evil wizard. The map requires traversing a
Gear: Long Sword (Str+d8), Chain Armor (+3) emerald dangerous forest and entering the wizard’s lair - a cave in
earring, sapphire bracelet, ruby bracelet, travel clothes, the nearby mountains.
backpack, tent, wool blanket, rope.
Powers: 15 Power Points, Grounding (dispel) Flame Strike
DANGEROUS FOREST
(bolt) Navigating the monster infested forests outside of town is
dangerous work and the evil wizard has sent skeletons to
Advancement: patrol the woods to help ward off unwanted visitors. Use
Race: Human a Quick Encounter using Survival or Notice at -2 for
Hindrance: Agility d8 traversing the unfamiliar territory. Successes equal to the
Hindrance: Soldier number of players in the group results in moving through
Human Free Edge: Arcane Background (Petramancy) the forest undetected and reaching the Cave of Wonders
Novice: Power Points (20) unharmed. For each failure under the target number, the
Novice: Vigor d8 group encounters a patrol of Skeletons and must fight
Novice: New Powers - Ice Sheath (protection), Dragons them using a dangerous Quick Encounter using Fighting,
Breath (burst) Shooting, or arcane skill at –2 (see Quick Encounters in
Seasoned: Smarts d8 Savage Worlds for the effect of a Dangerous Encounter).
Seasoned: Notice d8, Atheltics d8 On the plus side, the skeletons have glowing emerald eyes
Seasoned: Alertness that can be pried out as loot. The gem merchant cowers
Seasoned: New Powers - Ball Lightning (blast), Elemental and hides during any combat, ensuring he escapes
Empowerment (boost/lower Trait) unscathed - although he makes a show of poking the
Veteran: Danger Sense - Trapped as Arcane Insight corpses with his obsidian tipped walking stick.
Veteran: First Strike
Veteran: Agility d10 CAVE OF WONDER
Veteran: Fighting d10, Athletics d10
Heroic: Counter Strike The lair is a basic cave on the side of a hill. There are no
Heroic: Vigor doors blocking the entrance to the cave. The inside is dark
Heroic: Block and unlit imposing a darkness penalty of -4 to all actions
Heroic: Improved Block unless the party has a light source available.
Legendary: Improved Counter Strike

7
The wizard has laid a number of protective measures in
the cave.
THE WIZARD’S LAIR
• Motion Sensors. Small rubies embedded in the wall Inside the skull door is a small treasury with gemstones
sense the proximity of passing strangers and release a arrayed on shelves and armored suits lining the walls. The
blast on unsuspecting adventurers. Those with the gem merchant squeals as he spots a particular bejeweled
Danger Sense Edge may make an Evasion roll at –2. box, insisting the object being housed is in there. The box
A Notice roll, modified by lighting penalties, may is ornately crafted with a single sapphire button that opens
allow someone to spot the rubies. If Noticed, making the lid (see Treasure Box above).
an Occult or Thievery roll at –2 will suggest they will
trigger a trap. Heroes may be able to trigger the trap While the heroes investigate the evil wizard appears in the
without getting caught in the blast: a fast hero may room and claims the gem merchant is a rival who wants
duck in and duck out using the Evasion rules above, to use the stone for nefarious purposes. He insists they are
a magic hero may teleport past the blast radius, a being duped.
crafty hero may hold a mirror in front of the
gemstone to “fool” it, or any other creative idea the On cue the gem merchant (use Brandon Alexander above
GM thinks will work. but add a walking stick with the teleport power and enough
• Jeweled Floor Tiles. The floor of the cave is paved Power Points for two uses) thanks the heroes for leading
with patterned floor tiles. The tiles are beautifully him to his rival...strikes down the wizard formerly known
crafted and inlaid with emeralds. There are some tiles as evil (use Mendon Lilth above) and tries to take the
without the gemstones spaced out at odd intervals. stone for himself. If players try to stop him he animates
Using Athletics at –2 (fly or teleport works too) will armored suits that adorn the lair (summon ally, soldiers).
allow a player to cross the floor without stepping on Scale Brandon’s Rank to be appropriate for the group.
a gem and triggering the havoc power pushing the
hero into cave wall inflicting 2d4 non-lethal damage. Once he has the stone Brandon will try to flee using
• Skull Door. A skull with two gems for eyes is set into teleport. Depriving him of his walking stick will prevent
the only door in a narrow hallway. Passing within a him from using the teleport power. If the heroes defeat
medium burst template will cause the skull to fire blue the gem merchant they will discover that Mendon Lilth is
flamed bolts at the interloper. The skull only has 5 still alive! They can leave him for dead and take all the
embedded Power Points and can run out of ammo if gems or help him. If they help him, he will be grateful
the heroes can give it enough targets to shoot at. The and reward them with some valuable gems and a Ring of
door itself is locked by standard means and will Invisibility (see above).
require a Thievery roll at –2 to open. Otherwise, the
door has a Hardness of 10 (see Breaking Things in
Savage Worlds).

8
CREDITS
WRITING & LAYOUT BY Venatus Vinco

CONTRIBUTIONS FROM Robert F. Towell

PROOFREADERS Timmy B, Jan Jetmar, Manuel


“ManuFS” Sambs, Patrick Young

COVER ART ©2015 by Dean Spencer. Used with


permission. All rights reserved. Texture image by
PRAIRAT FHUNTA from Pixabay

INTERIOR ART ©2018 by Jacob Blackmon. Used with


permission. ©2018 by Samantha Darcy. Used with
permission. Some artwork ©2018 by Sacred Dragon
Studios. Used with permission. Some artwork ©2018 by
Gary Dupis. Used with permission.

LICENSE
This game references the Savage Worlds game system,
available from Pinnacle Entertainment Group at
www.peginc.com. Savage Worlds and all associated logos
and trademarks are copyrights of Pinnacle Entertainment
Group. Used with permission. Pinnacle makes no
representation or warranty as to the quality, viability, or
suitability for purpose of this product.

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