Last 7 Edits:
- June 23rd, 2014: Added Sorcerer.
- June 4th, 2014: Removed the armor penalty reduction for Mage Blade. It doesn't line up with new Edge/TT system. There is an Edge for that that suits this class and grants access to its TT.
Sources of Magic
(CNote: Like in 4E DnD, we are using sources of magic).
This magic is raw and created from formulas, granted from magical beings or is inherited through bloodlines.
Arcane casting typically requires diverse gestures and is spoken aloud. (Armor bonuses are subracted from rolls made to cast Arcane magic).
Arcane casters cannot cast healing, greater healing or ???.
This is magic channeled through or granted by divine beings.
Casters typically wield spells relating to the port-folio of their provider and healing magic is common amongst divine casters.
Divine magic usually requires little physical manipulation, but includes strongly spoken prayers to the deity. (Armor does not interfere with the casting of divine magic).
This magic is from the primal world. It is elemental and natural or invokes the spirit world.
The casting of this magic varies the most. Some may require ritual dancing and chanting and others might be quiet whispers to the spirits.
Armor bonuses are subtracted from primal casting roles, unless the armor is leather of natural hides, etc. Worked steel/iron interferes with the channeling of this magic.
For our own style and settings we have different and specific casting types (classes) outlined below.
If you wish to just use the Power Point system from Savage Worlds Deluxe then go ahead and combine that with one of the below caster types - making sure you know which type of magic you channel. (Note that Wizards still do use this system). You could also use the option no PPs rules presented in the same book.
Arcane. Powers are called spells. Though not as powerful as wizards, bards weave their magic through the power of music. Their performances also take a on a magical nature.
Ability & Specialty
Perform (Song Magic).
Starting Power Points, Spells and Bardic Songs
You begin with a combination of 3 Bardic Songs or Novice spells. You choose the combination. Bardic Songs are chosen from the Bard Talent Tree. For every spell you choose you get 5 Power Points (with a maximum of 10 starting PPs). A bard cannot take damaging spells with overt trappings (such as Blast (fire)), and typically choose spells that inspire and enhance their allies' capabilities or affect the minds of their enemies.
The Bard Talent Tree also opens up a lot of magical options to enhance their Perform checks. The bard does not use the Song Magic specialty for these however.
Adding Power Points, Spells & Bardic Songs
Take the Power Points Talent (maximum of once per rank) or the New Power Talent, both from the Arcana TT. Bardic Songs are simply added by taking the relevant talent.
Bards simply spend the appropriate amount of Power Points and make a Perform (Song Magic) roll. Spell casting involves an actual performance and are therefore loud. A bard cannot cast spells if they are restricted from performing.
Performing Bardic Songs
I need to add stuff in here. I will be mostly going with 13th Age, but will look at Pathfinder rules too.
When a bard rolls a 1 on his casting die (regardless of his Wild Die), he is automatically Shaken. This can cause a wound.
Divine. Powers are called miracles. A cleric gains their powers from their devotion to a deity.
Ability & Specialty
A cleric's miracle choices are limited to those suitable to their deity. (The GM will decide upon this list). From that list a cleric begins knowing the following amount of miracles from each rank: Novice 8, Seasoned 4, Veteran 2, Heroic 0.
Further powers from the deity list can be added with the New Power Talent (but the cleric must be of the appropriate rank to add miracles higher than Novice rank - even though they begin knowing some Seasoned and Veteran miracles).
Clerics can cast any miracle from their known-miracles list at a -2 penalty per rank above Novice. (No penalty for Novice Powers). Typical clerics do not use Power Points.
Clerics cannot maintain powers beyond base duration, but duration is doubled on a Raise, and increased by a like amount per extra raise. (Not inc Instant, Concentration & Permanent Powers).
Crisis of Faith
On a roll of 1 (or a modified roll of less than 1) on the casting dice (regardless of Wild Die) OR on any failure to successfully cast a miracle the cleric suffers a level of Fatigue. This fatigue can ONLY be removed by taking an extended rest. If a caster reaches Incapacitation on the Fatigue tracker due to casting a miracle, they simply cannot cast anymore miracles until an extended rest is undertaken. (They do not die, if the last step was a miscast miracle).
Primal. Powers are called evocations. A druid gains their powers directly from the natural world and the power of nature. In some cases, this may be attributed to spirits, in others (like Kage) the world itself may be an entity capable of providing powers.
Ability & Specialty
All druid evocations must relate to the natural world, elements, life or spirits. (The GM can decide upon this list, but it is best to just ensure the player chooses reasonably). A druid begins knowing the following amount of evocations from each rank: Novice 8, Seasoned 4, Veteran 2, Heroic 0.
Further powers can be added with the New Power Talent (but the cleric must be of the appropriate rank to add evocations higher than Novice rank - even though they begin knowing some Seasoned and Veteran evocations).
Druids can cast any evocation from their known-evocations list at a -2 penalty per rank above Novice. (No penalty for Novice Powers). Typical druids do not use Power Points. Casting is a noisy affair as the druid calls upon the powers of nature and/or the spirits to do his/her bidding.
Druids are powerful in the wilds, but suffer within artificial or worked structures, which block the energy fields of the natural world, elements, life and spirits. This is shown on the table below. Modifiers apply to Druidism rolls.
|+1||Completely natural (cave, desert, forest)|
|+0||Rural (outside in a village, a worked cave, a mine)|
|–1||Urban (inside a village building, anywhere in a town or city, within other enclosed, artificial structures)|
Druids cannot maintain powers beyond base duration, but duration is doubled on a Raise, and increased by a like amount per extra raise. (Not inc Instant, Concentration & Permanent Powers).
Spiritual Backlash or Nature's Fury
On a roll of 1 (or a modified roll of less than 1) on the casting dice (regardless of Wild Die) OR on any failure to successfully cast an evocation the druid suffers a level of Fatigue. This fatigue can ONLY be removed by taking an extended rest. If a caster reaches Incapacitation on the Fatigue tracker due to casting an evocation, they simply cannot cast anymore evocations until an extended rest is undertaken. (They do not die, if the last step was a miscast evocation).
Arcane. Powers are called spells. Mage blade spells' gestures are motions and positions in their unique fighting style. A mage blade’s focus is wielding power through their athame, or bonded weapon. They have limited magic, and spells cast typically enhance their fighting style.
Ability & Specialty
Starting Power Points & Spells
10 Power Points. 2 Novice spells. (Mage Blades can take Warrior's Gift as a Novice power and usually start with this spell and Smite. Each of these are taken as a specific spell; Warrior's Gift must have an Edge appointed to it and Smite an energy type. To add further options to these spells, the spell must be taken more than once).
This is a magically bonded weapon of the mage blade's choosing. In the hands of the bonded mage blade, the weapon is considered magic [+1 damage] and grants +1 Parry. (Spells cast without an athame take a -2 penalty to the roll).
Adding Power Points and Spells
Take the Power Points Talent or the New Power Talent. Most spells should be direct enhancements to a mage blade's fighting technique.
Mage blades simply spend the appropriate amount of Power Points and then cast any spell from their known spells with a Smarts (Battlecasting) roll. Spell casting involves precise movements and the mage blade's athame; without the athame all casting rolls are made at -2.
When a mage blade rolls a 1 on his casting die (regardless of his Wild Die), he is automatically Shaken. This can cause a wound.
Arcane. You channel your spells from within. Lying within your blood is a connection to an ancient arcane energy source that manifests every few generations.
When you choose the Sorcerer Edge, you must also select a Bloodline for the source of your energy. (Listed with the edge). When casting spells vs creatures of the same type as your Bloodline you add +1 to the roll. You also gain +1 Toughness or +1 to Ability checks to resist powers cast by such creatures.
Ability & Specialty
Will (Blood Magic).
Although arcane in nature, you use Will to cast your spells, b/c they come from within.
2 Novice spells, one of which must have a clear link to your chosen Bloodline.
Further powers can be added with the New Power Edge, but this can only be done once per rank. Though any spell can manifest, most spells chosen should directly relate to your Bloodline. (A good rule of thumb is every second spell).
Sorcerers summon the arcane energy from within. Sorcerers can cast any of their known-spells, taking a penalty on the casting roll equal to half the normal Power Point cost (rounded down). Typical sorcerers do not use Power Points.
Spells with durations can be maintained as long as the sorcerer desires, but remember, for every maintained power you are -1 on casting and disruption rolls. Powers automatically finish if you sleep or are rendered unconscious.
For every point of failure on a casting roll, a sorcerer suffers 1d6 damage. This damage is of the same type as the spell being cast. If the spell does not have a damage type, it is psychic damage. This damage can cause wounds (or madness) and could mean the sorcerer has to make a disruption roll if other powers are active. On a roll of 1, regardless of the Wild Die, it results in a Partial Critical. Snake-Eyes is a full critical.
Arcane. Powers are called spells. A wizard learns spells through studying sigils and formulas. They are versatile casters, able to amass a great collection of spells.
Ability & Specialty
Starting Spells in Spellbook
A wizard begins with a number of spells in their spellbook equal to half their starting Smarts die. They can select any Novice powers associated with Arcane magic.
Starting Power Points and Prepared Spells
10 Power Points to use to cast any Prepared spell. Begin with 3 Prepared slots for spells of Novice rank. To prepare a spell, a wizard must spend time following an extended rest equal to 10 minutes x the highest rank spell they are preparing reading from their spellbook. If no time is spent preparing, the spells remain the same as those prepared the previous day.
Adding Power Points and Prepared Spell Slots
Take the Power Points Talent (limited to once per rank) or the New Power Talent. When a new spell is added this way, the wizard gains a new slot (at the rank of the wizard or lower) AND may add one new spell of the same rank to their spellbook. (This is a reflection of continued contemplation, study, trial and error).
Adding Spells to Spellbook
A wizard may copy spells from other spellbooks or scrolls into their own spellbook. The spells must be of the same rank as the wizard or lower. The wizard must pass a Smarts (Spellcasting) roll to understand the spell and then spend 1 hour/rank and use exotic materials/inks (10gp/spell rank) to copy the spell in.
Wizards simply spend the appropriate amount of Power Points and then cast any spell from their Prepared Spell Slots with a Smarts (Spellcasting) roll. A wizard can also cast spells directly from their spellbook without spending Power Points, but the time to cast is x10 (typically 1 minute as opposed to 1 round) and a Spellcasting roll is still required.
When a wizard rolls a 1 on his Spellcasting die (regardless of his Wild Die), he is automatically Shaken. This can cause a wound.
Arcane. Powers are called invocations. A warlock gains their powers from a mystical patron, such as a fey creature or an outer-planar host. Typically, warlocks don't have a lot of powers, but can cast the ones they do know frequently.
Ability & Specialty
Further powers (appropriate to the patron providing them) can be added with the New Power Edge, but this can only be done once per rank.
Warlocks can cast any of their known-invocations. Warlocks channel their magic through a focus item granted/imbued by their patron. If the caster does not have their focus, they need to spend components (determine depending upon host, like herbs and natural substances for fey hosts) costing 1sp per use per rank. Spells cast without either a fey item or components are cast at -1 to the Magick roll per rank of the spell. Typical warlocks do not use Power Points.
Use the spell durations from The Savage World of Soloman Kane. (Or just use the same modifications as the Cleric above).
On any invocation casting failure, a warlock gains 1 level of Fatigue, which is recovered after a short rest. On a roll of 1 (or a modified roll of 1 or less) on your Magick roll (regardless of Wild Die) a warlock rolls 2d6 and consults the Spell Backlash table (The Savage World of Soloman Kane, p113). It is possible to suffer backlash and still succeed in casting the spell b/c of your Wild Die. With a critical fail, you roll 3d6 on the Backlash Table and use the lowest 2 die results. If Incapacitation results from arcane backlash, a warlock rolls on the Incapacitation table as normal, but is treated as if taking nonlethal damage (death cannot be the result) and they can cast no further spells until an extended rest.