Mechanics-Magic

Game Mechanics: Magic

To try and make the game more akin to the Final Fantasy universe, I will be using the Graduated Powers mod created by HawaiianBrian. Please download the PDF here.

Any power is now available to any Mage at novice level, but their effects may not be as spectacular as the book states. Not until higher ranks anyway. Read through the powers and see what they do! 83 The powers which will NOT function as described in Graduated Powers are:

  • Necromancy: A spell that combines smiting dead with holy powers and creating them with darkness doesn’t make sense to me. I’m splitting this back up, details on the Homebrew Spells page.
  • Speak Language: This is gone. All races start knowing Common and at least rudimentary High-Elven. Each race will have their own Common dialect, but writing systems are the only things your character will not understand unless trained in. Besides, it takes away the mystery of foreign peoples/ruins if you can just cast a spell and understand the cryptic warning. ;)

In addition the Graduated Powers PDF only covers the spells in the core Savage Worlds book. There are many in the Fantasy Companion which haven’t been converted yet. I will get these all converted eventually. The Core Book covers most spells. For now if there is one you’d like to use let me know and we can work out something.

Starting Mages

Since magic and technology are so closely related in this world every arcane and scientific scholar is simply called a Mage. This includes clerics (White Mages) and mad scientists (Artificers).

  • All Mages must take the Arcane Background (Magic) edge. Your powers can be flavored to be spells or artifacts, or any combo thereof, whichever you prefer. For the purposes of Artifacts, just replace the Weird Science roll with a Spellcasting one in the weird science descriptions. Artifacts will not be subject to the Malfunction rule.
  • Casting rolls will all use the Spellcasting skill, which is tied to the Smarts attribute.
  • Mages must decide on a spell’s trappings when it is purchased. Thus Burst(Blizzard) may not be changed for Burst(Aero) if it is not already purchased. However because our spells now level with us, the Mage will automatically gain Burst(Blizzara) upon reaching Seasoned rank.
  • Red Mages may not cast spells above Veteran rank.
  • Summoners take the same background as other mages, but one of their spells must be Summon Ally. This spell only will use a Faith roll, tied to the Spirit attribute.
  • To keep Summoners mysterious and rare I will only allow 1 in the party.

Other Rules

  • White and Black Mages may learn spells from their opposite class, but will cast them at 1 Rank below their current one.
  • Red Mages cast spells from either school, but may not cast spells above Veteran rank.
  • Mages must decide on a spell’s trappings when it is purchased. Thus Burst(Blizzard) may not be changed for Burst(Aero) if it is not already purchased. However because our spells now level with us, the Mage will automatically gain Burst(Blizzara) upon reaching Seasoned rank.

Magic Edges

The following Edges are changed from the versions in vanilla Savage Worlds, and will override them in this game. Changes have been bolded.

New Power:
Requirements: Novice, Arcane Background
A mage or artificer may learn 2 new spells by choosing this Edge (which may be taken multiple times). He may choose from any spells or artifacts listed on the Magic page.

Power Points:
Requirements: Novice, Arcane Background
This Edge grants a character an additional 10 power points. Power Points may be selected more than once, but only once per Rank.

New Edge!
Spell Specialization:
Requirements: Seasoned, Arcane Background
Some Mages and Artificers have studied their chosen field so deeply they are able to perform more impressive feats than their peers. Mages and Artificers with this Edge may cast a known spell at 1 Rank higher than their own for the same Mana cost as their current Rank. A specific spell and trapping must be chosen when this Edge is taken. If a Mage knows a spell outside her class she may use this Edge to cast it at her Rank (instead of 1 Rank below her own) for the cost of the Rank below. This Edge may also be used by a Red Mage to cast spells above Veteran level.
This Edge may be taken multiple times for a new spell each time. It may only be taken once per Rank.

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See Also: Homebrew Spells

Mechanics-Magic

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