1552782-Fantasy Add-On - Wizards Mystics
1552782-Fantasy Add-On - Wizards Mystics
1552782-Fantasy Add-On - Wizards Mystics
FANTASY ADD-ON
WIZARDS & MYSTICS
INTRODUCTION 3 MAKING ARCANE BACKGROUNDS 8
Core Design............................................................................8
USING POWERS 4 Starting Kit ...........................................................................10
Activation & Penalties ..........................................................4 Casting Speed ......................................................................11
Opposed Rolls .......................................................................4 Casting Subtlety ..................................................................12
Tests & Support .....................................................................5 Fueling ..................................................................................12
Called Shots ...........................................................................5 Items & Devices...................................................................14
Wearing Armor......................................................................5 Backlash................................................................................16
Powers ..................................................................................16
SETTING RULES 6 Other options .......................................................................18
Engineers ..............................................................................27
Mystics..................................................................................28
Priests....................................................................................29
Psychics ................................................................................36
Runemages...........................................................................37
Shamans................................................................................39
Wizards.................................................................................41
SAMPLE CHARACTERS 46
Needle...................................................................................46
Garson One-Eye ..................................................................47
Selena Vistari .......................................................................48
Gumlear Jormund ...............................................................49
Karl VonderberG.................................................................50
Triss .......................................................................................51
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.
Introduction
INTRODUCTION TOMES & PRAYERS
I often read or hear players and game masters While this is not mandatory (Wizards & Mystics
complaining the Savage World’s Arcane works perfectly on its own), I strongly suggest
Backgrounds are dull and look pre�y much the you also use Tomes & Prayers, another of my
same, especially Magic, Miracles, and Psionics. Savage Worlds Adventurer’s Guild products, as it
provides new powers and customization
That is because Arcane Backgrounds are the most
options to make your se�ing’s spellcasters even
se�ing specific elements of Savage Worlds. Each
more unique.
se�ing must define their own.
You will find references to Tomes & Prayers
In this book, you will find guidelines to design your
throughout this book.
Arcane Backgrounds and a set of new Arcane
Backgrounds to represent the primary magic tropes
in fantasy.
DANIEL COMERCI
YOUR GAME. YOUR FUN!
CREDITS
WRITING, DESIGN, AND LAYOUT BY: Cyril Ronseaux.
COVER DESIGN BY: Jan “Je�y” Jetmar.
COVER ART BY: Bob Greyvenstein © Grim Press, used with permission. All rights reserved.
INTERIOR ARTWORK BY: Aaron Lee, Bob Greyvenstein (© Grim Press), Bre� Neufeld, Daniel Comerci,
Danny Hibert, Dean Spencer, Ernanda Souza, Gary Dupuis, Jack Holliday, Joyce Maureira, Ma� Morrow.
SPECIAL THANKS TO: members of the Unofficial Savage Worlds Discord community, who helped me
with advice, reviews, balance discussions and support. Especially David Anderson, Giuseppe Rotondo,
M. “Syd Andrews” Halterman, and Richard Gillingham, who took upon themselves the hard task of
proofreading the final product.
Using Powers
USING POWERS OPPOSED ROLLS
Before designing new Arcane Backgrounds, let’s When an activation roll is an opposed roll, you might
first clarify some casting rules and arcane options. be confused as to when you lose a single Power Point,
or when you get the power’s raise effect.
ACTIVATION & PENALTIES An opposed activation roll remains an activation
roll. So, first you must roll to successfully activate
A power’s activation roll is used to check both whether
the power (see Activation & Penalties), including
the power activates and whether it affects the target.
any reroll from Bennies.
First, roll for activation and only apply penalties
If the power activates and hits the opponent, that
which directly affects the caster, like Distracted,
final roll is then used as the Target Number the
Wounds, Fatigue, Shorting, Running, and Multi-
opponent must meet or exceed with their roll to
Actions. If the activation roll ends up lower than 4,
resist (e.g. Spirit against drain Power Points or
the power fails (the caster loses one Power Point).
empathy, Smarts against mind wipe, arcane skill when
With 4 and above, the power activates successfully
detect arcana opposes conceal arcana). If the opponent
(the caster pays the power’s full cost).
rolls the same number or higher, they resist (they
Then, take the activation roll’s total and add penalties can reroll, but the caster no longer can). If they roll
to hit the target (e.g. from Illumination or the Arcane below that, the power affects them.
Resistance Edge) or to affect her (e.g. from the arcane
To know whether the power is cast with a raise,
protection). If the total now drops below 4, the power
compare the final totals. If the caster’s total is 4 or
is cast but misses the target. Bonuses to hit or affect,
more higher than the roll to resist, it’s a raise.
like Vulnerable are also applied here (they don’t
make the power easier to activate but they make it Here is an example. You cast empathy on a target.
easier to be a raise or exceed the target’s resistance). You roll 9. If the opponent’s roll is:
■ 5 OR BELOW: You succeed with a raise (9 is 4 points
Savage Worlds leaves it up to the GM, Trappings, or
above her 5). You get +2 to social rolls against her.
se�ing whether powers are affected by penalties
■ 6 TO 8: This is a simple success, you get +1 to
from Illumination, Cover, the deflection power, or
social rolls against her.
Edges like Dodge and Combat Acrobat. It’s only
■ 9 OR HIGHER: The target resists the power. With
clearly stated for the bolt power. For fantasy se�ings,
a 13 or above (4 points above 9), she resists with a
it’s typical that magic travels from the caster to their
raise. While there is no case in Savage Worlds
target and thus is affected by such penalties (see
where it is useful to resist a power with a raise, it
Offensive Magic Flies, page 6).
could be useful in some se�ings.
You can use Called Shots with powers, but it’s
If the power hits multiple targets (e.g. puppet with
probably only useful for a�ack powers such as bolt.
Additional Recipients Modifier selected), the caster
Powers with Area of Effect, such as blast and burst, are rolls the power’s activation only once, then each
not affected by individual penalties to hit (Arcane target rolls their resistance separately, and compares
Resistance, Dodge, or Combat Acrobat Edges) but still it to the activation’s final total individually. So, you
suffer from penalties to affect targets (arcane protection). could end up with one target fully controlled (raise),
If the power does hit, Arcane Resistance and arcane one target who obeys your commands (success), and
protection still reduce the power’s damage. one target out of your grasp (resisted).
Using Powers
TESTS & SUPPORT CALLED SHOTS
Tests and Support can be performed with any skill, When firing a�ack powers (bolt, or rust in Tomes &
as long as it makes sense and arcane skills are no Prayers) you can target precise parts of the body or
exception. Casters don’t need to spend Power Points small objects using Called Shots.
for that.
A bolt to the head would take a –4 penalty to hit, but
The player describes what cantrips his mage is deals +4 damage.
casting as part of a Test or Support. They must use
You don’t use Called Shots to hit totally immobile
effects and Trappings similar to powers they
targets from very close or Touch Range, like an
already know (or at least fit their general theme).
Incapacitated body or a lock on a door.
They must perform gestures or speak as if casting a
power (which usually mean they can’t Test or
Support with their arcane skill if Bound).
WEARING ARMOR
I suggest you limit those Tests & Support up to a There is a trope that mages can’t activate powers
Range of half the caster’s Smarts in inches. That way while wearing armor or shields. This is down to
powers like illusion, elemental manipulation, or sound, each individual Arcane Background and most mage
are still useful to Test and Support thanks to their wouldn’t go to war without a minimal protection.
higher Range. Tomes & Prayers reinforced that with
The Savage Worlds’ Encumbrance rule is enough.
Modifiers and Amplifiers granting bonuses to Test
Shields and armors aren’t light and have minimum
and Support when using those powers.
Strength requirements. A mage investing in
Like any other Tests, being repetitive suffers a steep Strength should be able to use heavier armors.
penalty. Repetitive Support also loses effectiveness.
However, if your se�ing requires magic and metal
Encourage your players to be creative!
to be set apart, check the Steel Hampers Magic
I also suggest you allow players to add small magic Se�ing Rule (page 7).
effects when describing their Tests and Support
You can also adapt this Se�ing Rule for magic to be
using other Skills. Again, as long as it remains in the
affected by technology, demons, or anything else that
general effects, Trappings, and theme of their
suits your se�ing.
powers and Arcane Background. For example,
while they still roll Intimidation, Athletics, or Taunt,
the description can be growing slightly bigger as
they Intimidate, shining soft light from sand thrown
at their opponent’s face, or being slightly disguised to
be�er taunt an enemy. They are magic users after
all, so let them be magic users!
MATT MORROW
Setting Rules
SETTING RULES For area effect powers (blast), the caster chooses to
center the power either on an adjacent enemy (and
so must meet or exceed their Parry), or anywhere
Here are additional Se�ing Rules that fit fantasy
else (and so becomes Vulnerable). If the power rolls
se�ings.
against the target’s Parry and ends up lower, it
Deviates by 1d6” behind the target.
MAGIC AIN’T EASY IN MELEE
For powers with a Range of Cone (burst), if the caster
intends to cover an adjacent enemy, he must meet or
FIRING POWERS IN MELEE exceed their Parry. If the power activates but misses
the target, the Cone affects anyone under it except
By default, in Savage Worlds, a�ack powers such the initial target (who ducked or stepped away).
as bolt, are the equivalent of ranged weapons
Powers with a Range of Touch can be delivered
(see Ranged Weapons in Melee in Savage Worlds).
through a friendly embrace, a prolonged
The caster struggles and wrestles back and forth
handshake, a touch in combat, or while maintaining
to aim the bolt at their opponent.
a Grapple or being Grappled (unless the caster is
In most fantasy se�ing we expect this feeling for Bound), but not as part of another a�ack. The arcane
every offensive power (blind, confusion, puppet). skill is limited by the hero’s Fighting skill (use
whichever skill is lowest). The contact is usually
In addition, casting usually requires gestures
done with a hand (bare or gloved) or with a weapon
and so it is pre�y dangerous to perform while
(including Reach weapons such as staves or spears).
in melee.
Even when using a Reach weapon, the power must
still meet or exceed the enemy’s Parry.
When engaged in combat, to hit an adjacent enemy
(or an enemy with a Reach weapon that engaged the
caster in melee) a power must also meet or exceed
TOUCH POWERS
the opponent’s Parry. The only example of a�acking with a power of
a Range of Touch in Savage Worlds is the
So, with an activation roll of 4 or higher, but lower
Teleport Foe Modifier of teleport. It proposes to
than the target’s Parry, the power does activate but
use a Touch a�ack followed by the power
misses the target.
activation, using Multi-Actions. This is not Fast!
If the power requires an opposed roll (puppet), it (it requires two rolls and applying bonuses and
must meet or exceed the defender’s roll or their penalties), nor is it Fun! (odds of success are
Parry, whichever is higher. pre�y low).
Now, when the caster is engaged in melee and That is why I propose here to directly compare
wants to activate a power on targets he is not the arcane skill to the target’s Parry, just like the
engaged with (allies or enemies), he becomes Shooting skill is compared to Parry when using
Vulnerable. Casting a power on himself (protection) a pistol from melee.
or on his equipment (smite), does not cause him to
So you can also simplify the Teleport Foe
be Vulnerable. Casting a power on both himself and
Modifier that way: when using the Teleport Foe
other targets (e.g. using the Additional Recipients or
Modifier, the power’s Range is always Touch.
Area Effect Modifiers) would.
Setting Rules
a�ack, the power can only affect single targets (you
OFFENSIVE MAGIC FLIES can’t select Area Effect Modifiers and you can’t cast
blast or burst).
Every power affecting targets in a negative way are
considered a�acks. Moreover, you can Aim such powers. Spending an
entire turn Aiming a power (no other action, no
Offensive powers suffer penalties (or bonuses) to hit
movement), let’s you ignore up to 4 points of Cover,
from Scale, Illumination, the arcane protection power,
Called Shot, Scale, or Speed penalties, or gain a +2
as well as penalties from Arcane Resistance, Dodge,
bonus to hit the target (see Activation & Penalties,
and Combat Acrobat Edges.
page 4).
Whether the deflection power or Cover penalties
affect an offensive power depends on its Trapping STEEL HAMPERS MAGIC
(and the deflection’s Trapping). Throwing physical
objects or ma�er (stones, ice shards, acid spray) or Wearing metal armor or carrying a metal shield
firing energy (fire, light) at a target is usually hampers the magic ability of spellcasters, resulting
stopped by physical obstacles, while powers in a –2 penalty to their power activation rolls. This
resisted by Spirit usually pass through. applies to every Arcane Background but those with
Armor Training (see page 19).
Offensive powers can be used as free a�acks (e.g.
against foes Withdrawing From Melee, or with First
Strike or Countera�ack Edges). When used as a free
AARON LEE
Making Arcane Backgrounds
MAKING ARCANE BACKGROUNDS Note that a character could have an arcane skill
without any Arcane Background. He could be an
initiate of magic or a young devout. He doesn’t
Wizards & Mystics lets you design Arcane
know proper powers yet, but he can use a few
Backgrounds using a point-buy system (called
cantrips to perform Tests or Support with that
Arcane Features, see page 9). But first you must
arcane skill.
decide a few core elements like its arcane skill,
available powers, or available Trappings. You may choose some Arcane Backgrounds to have
their arcane skill as a Requirement (e.g. d6+). This is
CORE DESIGN perfect to represent an Arcane Background which is
only accessible after years of formal studies.
ARCANE SKILL
Every Arcane Background uses an arcane skill to AVAILABLE TRAPPINGS
activate powers. In most se�ing, each Arcane Background has
constraints about the Trappings their mages use.
Use one of the existing arcane skills (Faith, Focus,
Psionics, Spellcasting, Weird Science) when it makes For example, a priest of the Sun would be required
sense, otherwise create a new one. The arcane skill to include light, sun, or fire in their Trappings; a
is usually tied to Smarts or Spirits: Smarts for druid would not be allowed to manipulate metal;
Arcane Backgrounds based on learning, memory, and a weird scientist would be required to include
mental acuity, or cerebral prowesses; Spirits for their Weird Devices in their Trappings.
Arcane Background based on willpower, inner
There should be no Arcane Background which can
strength, self-confidence, or empathy.
use every possible Trapping.
Never select A�ributes as arcane skills. In Savage
Worlds, A�ributes are (mostly) rolled for inner
resistance and passive activities. Actions (power ABOUT NECROMANCY
activation is an action) are performed with Skills.
Necromancy is not an
If you want to use an existing non-arcane skill as an Arcane Background. A
arcane skill, see Shared Arcane Skill (page 10). Necromancer could
be a wizard, a pagan
REQUIREMENTS cultist, a spirit
By default, the Arcane Background Edge has no shaman, or a priest
requirement at all. However, it is perfectly acceptable of the god of death.
to set requirements for a specific Arcane Background.
When it’s used to raise MATT MORROW
For example, Blood Magic could require Vigor d6+,
zombies it is most often
Bardic Magic could require Performance d8+.
considered evil. However,
An Arcane Background does not need to have its Necromancy can be about
arcane skill as a requirement. A character unskilled fighting undeath or bringing
at the arcane skill would roll d4–2 to activate peace to angered spirits.
powers. This could perfectly fit Arcane
Also see the Conjurer Edge
Backgrounds which represent innate abilities
(page 44).
(usually linked to the Focus skill).
Making Arcane Backgrounds
POWER LIST ARCANE FEATURES
In the Savage Worlds core book, mages can learn any Every Arcane Background starts with no powers, no
power no ma�er their Arcane Background. Power Points, but 7 points of Arcane Features to
However, in a se�ing, you must consider which spend.
powers are actually available to each Arcane
Those points are used by the GM (or the se�ing
Background.
designer) to buy starting powers, power points, and
For example, in many se�ings, wizards can’t create other defining traits for that Arcane Background.
or restore life and so can’t use healing or resurrection;
You can design Arcane Backgrounds with more
Psionics are the only spellcasters who can
than 7 points of Arcane Features, but each point in
manipulate mind and so empathy, mind reading, mind
excess must be countered by an equal value of
wipe, and puppet are only available to them.
negative Arcane Features. However, avoid giving
When designing an Arcane Background for a more than 3 points of negative Arcane Features (so
se�ing, you should provide a list of allowed powers a maximum of 10 points of positive Arcane
(or a list of forbidden powers). If you design an Features).
Arcane Background that can be slo�ed in various
Note that one point of Arcane Features is as strong
se�ings, consider at least a list of suggested powers.
as one point of Racial Abilities from Making Races
When excluding powers from an Arcane in Savage Worlds.
Background, do it for the right reasons. For
example, Necromancers can’t use havoc because they
can’t manipulate wind is not good: you are assuming
the Trapping for havoc is always wind, which is
restrictive (summoned spirits could drag the enemy
away). However, priests of Life have sworn to never
hurt people and so can’t use damage dealing powers
sounds like a good reason to exclude bolt, blast, and
burst from their power list.
LIMITATIONS
When assigning a power list to an Arcane
Background, you can impose Limitations to one or
more powers. For example, monks could be
required to select the Aspect Limitation on boost/
lower Trait to only learn boost Trait.
This is usually how Hermetic magic is cast and NO POWER POINTS (+4)
taught. The Savage Worlds No Power Points Se�ing Rule is
outside the scope of this book (it deserves a
ALL IN MY MIND (+1) dedicated product).
For such Arcane Backgrounds, casting is a mental
However, you can choose to apply No Power Points
process and requires no talking at all (so silence does
to one, some, or all Arcane Backgrounds in your
not prevent casting). However, it still requires a few
se�ing. That rule shines best when casting means
gestures from one hand to secure the process.
taking risks, cheap spells being easy to maintain,
If Bound or unable to use either hand, they can still and the strongest magic being the hardest to
activate powers with a –2 penalty. If using the perform.
Magic Ain’t Easy In Melee Se�ing Rule (see page 6),
Making Arcane Backgrounds
INGREDIENTS (0) Skinning: When stumbling upon the corpse of a
The Ingredient Arcane Feature represent Arcane dead beast, the mage can cut precious parts out of
Backgrounds which require material components, the corpse (liver, heart, bones, tongues, horns,
substances, items (e.g. magic crystals, animal parts, claws, fangs, poison glands). This Gathering
gathered plants) to be mixed together in order to Activity uses the Healing skill as the the Gathering
activate powers. Roll. For magical beasts or occult creatures, it uses
the Occult skill instead.
Tracking ingredients & recipes: Savage Worlds being
Fast! Furious! Fun! you don’t want to precisely track Networking: No need to set your hands dirty when
which ingredients the mage has, how many of each, you can find everything you need on the black
nor exact recipes for each of their powers. market or at the local mage guild. This Gathering
Activity uses a Networking roll (so Persuasion or
Power Points: Power Points now represent the
Intimidation) as the Gathering Roll. You usually
quantity and quality of Ingredients a mage has
can’t Network for Ingredients twice the same day at
collected, prepared, and is currently carrying,
the same population.
available to activate powers. The maximum Power
Points represents how many he can carry and Bennies: Using a Benny to recharge 5 Power Points
preserve from losing their effectiveness. The mage’s is still available to this Arcane Background. It can
Power Points won’t recharge every hour resting like represent luck or extra efforts during a Gathering
Power Points for other Arcane Backgrounds usually Activity. During a power activation, it could be the
do. Instead, he engages in Gathering Activities. mage finds extra Ingredients he has forgo�en he put
in that pocket or Ingredients of exceptionally good
Gathering: A Gathering Activity takes about one
quality.
hour and is concluded with a Gathering Roll (it’s a
Trait roll, see each activity below for details). On a Maintaining: A mage can’t maintain powers using
success, the mage gathers 5 Power Points worth of Ingredients. However, he can pay extra Ingredients
Ingredients, plus 5 per raise. On a failure, he only during activation to extend Duration (1 Power Point
finds 2 Ingredients. On a Critical Failure he finds per target to increase its Duration by its base Duration,
nothing and suffers one level of Bumps & Bruises e.g. 3 Power Points quadruples its Duration).
(alternatively, it can be the opportunity for the GM
Invested: Powers which requires Power Points to be
to throw trouble at the party). Available Gathering
invested and unavailable for recharge (usually until
Activities depends on the Arcane Background and
the power ends) do not affect Arcane Backgrounds
desired Ingredients. Usually, a mage can Forage the
with Ingredients. Yes, the ingredients are
wilderness, Skin wild beasts’ corpses, or Network
“invested”, but the mage can gather new ones.
to fetch cheap Ingredients from locals.
Ingredients are a good fit for Imbuing (see page 14).
Foraging: Foraging is looking for Ingredients in the
wilderness (plants, mushrooms, rare stones, animal
remains). This Gathering Activity uses the Survival
DEAN SPENCER
Higher Range: Powers with a higher Range, may Arcane Devices are best fit for reusable items
instead be thrown (Athletics, Range of 5/10/20 by like wands, rods, magic guns, or for enchanting
hand, 10/20/40 with a sling) or shot (Range of jewelry, weapons, armor, or clothing.
15/30/60 with a dedicated launcher) at a target and
Imbued Items are best fit for potions, scrolls,
are subject to penalties to hit. A miss can hit
projectiles, or similar consumables.
Innocent Bystanders and area effect powers Deviate.
The power affects targets the vessel lands on.
Making Arcane Backgrounds
NO ARCANE DEVICES (0) TEMPERING TOOL (—1/2)
Every Arcane Background has access to Arcane This Arcane Background’s magic is unstable. Mages
Devices. However, you can decide an Arcane use tools to control the magical flows and prevent
Background can’t use Arcane Devices. The impact is the magical forces from going wild. Examples: a
small and doesn’t grant any negative points of magical crystal, metal rods, incense.
Arcane Features. Instead, make sure this Arcane
A simple failure during any power activation
Background has interesting Dedicated Edges.
without using a Tempering Tool results in Backlash.
Also, Shorting is unavailable to mages without their
ARCANE DEVICES ONLY (0) Tempering Tool.
You may create an Arcane Background whose
mages can’t activate powers by themselves and
WEIRD DEVICE (—1)
must always resort to create Arcane Devices.
Each power known by the mage must be activated
In that case, mages of this Arcane Background using a dedicated device (which is part of the power
receive the Artificer Edge for free (this still counts as Trappings).
a 0 point Arcane Feature).
The device can only be used by its creator (the
mage). Using a Weird Device only requires gestures
(which is not possible if Bound).
JACK HOLLIDAY
Making Arcane Backgrounds
ARMOR TRAINING (+1/2) DEDICATED EDGES (0)
If the Steel Hampers Magic Se�ing Rule (page 7) is As a form of specialization or customization within
selected, mages from this Arcane Background ignore the Arcane Background, you can design Power
that rule and can freely wield metal armor or carry Edges dedicated to a single Arcane Background.
shields.
For example, the Extra Effort Edge is only available
If that Se�ing Rule isn’t selected, mages from this to Gifted, Gadgeteer to Weird Science, Holy/Unholy
Arcane Background may ignore 1 point of Warrior to Miracles, Mentalist to Psionics, and
Minimum Strength penalty from armor and shields. Wizard to Magic.
Shared Arcane Skill +1/2 The arcane skill is a skill with other (narrow) usages in the
se�ing (e.g. Gambling, Performance, Repair, Science).
Shutdown Backlash +1 Critical Failure shuts all active instance of failed power and
it can’t be used again until a “reconciliation” is performed.
Slow Cast –1/2 Can’t use Multi-Actions nor Run when activating powers.
Standard Backlash 0 Critical Failure gives one Fatigue level and ends all active
powers.
Starting Powers +1 per power Number of powers the Arcane Background starts with.
Starting Power Points +2 per 5 PP Number of power points the Arcane Background starts with.
Technology 0 Power effects are not magic, can’t affect immunity to non-
magic, but are unaffected by dispel, detect/conceal arcana.
Tempering Tool –1/2 Failing a power activation without a specific tool turns into
Backlash.
Use Power Points 0 The Arcane Background uses Power Points to cast powers.
Voice & Gestures 0 Can’t cast power if Bound. Can wield weapons or shields.
Weird Device –1 Each power requires an object to be cast.
Loud casting (countered by silence), but requires no gesture,
Words of Power +1 can wield weapons or shields. Ranged powers don’t have
to beat Parry, not even for Touch powers, and don’t turn
Vulnerable (See Magic Ain’t Easy In Melee, page 6).
DEAN SPENCER
New Arcane Backgrounds
NEW ARCANE BACKGROUNDS POTION MODIFIERS
Power Modifiers (and Amplifiers if using Tomes &
Prayers) must be selected during crafting. However,
ALCHEMISTS Additional Recipients is not available to alchemists.
■ EDGE: Arcane Background (Alchemy) They use Large Cauldrons instead.
■ ARCANE SKILL: Science (Smarts)
■ STARTING POWERS: 4 LARGE CAULDRONS
■ POWER POINTS: 10 The alchemist can decide to work for large
quantities of the same potion. When he starts
Alchemists gather ingredients and use them as part
crafting a potion, he can pay up to 3 additional
of recipes to imbue potions and other concoctions.
Power Points (they are lost whether the crafting is
successful or not). On a success, he produces one
INGREDIENTS extra unit of the same potion per Power Point spent
Alchemists’ Power Points represent the quality and
this way (each unit benefits from Power Modifiers
quantity of Ingredients they can prepare, store, and
and extended Duration invested without having to
keep ready for use (see Ingredients, page 13).
pay for those multiple times). However, a raise
In addition to standard Gathering Activities, doesn’t mark the potions as “of quality”, it produces
alchemists can also buy some ingredients on the one extra unit instead.
local market. They usually cost $20 per Power Point
(their exact price and their availability depends on EXPLOSIVE BACKLASH
the se�ing and is up to the GM). A Critical Failure causes an explosion, dealing 3d6
damage in a Medium Blast Template around the
ALCHEMY KIT alchemist. It does not end any active power, nor does
Crafting potions requires precise gestures, a small it destroy any previously created potions (if they
fire (fireplace, campfire), a cauldron or crucible, and were stored away from the explosion, of course). See
vials (or small containers to receive the final Explosive Backlash, page 16.
product).
CRAFTING PROCESS
Crafting potions takes ten minutes and requires an
activation roll. Success consumes Ingredients and
Imbues the power’s effects into the potion (see
Imbuing, page 14).
BOB GREYVENSTEIN
New Arcane Backgrounds
POWER LIST TESTS & SUPPORT
Trappings: Potion, balm, salve, unguent, paste, Alchemist always carry with them minor elixirs, of
powder, elixir, tea, acid, toxic, poison, explosive, various effects, they can use for Tests and Support
firework, glue, smoke. with their Arcane or Athletics (throwing) skill. Don’t
keep track of those. They are quick to craft,
Novice: Arcane protection, beast friend, blind, boost/
sometimes a few seconds, mixing substances on the
lower Trait, burst, confusion, darksight, deflection,
fly. And, they don’t spend enough Ingredients to
detect/conceal arcana, empathy, entangle, environmental
cost any Power Point. Like with any Test or Support,
protection, fear, healing, light/darkness, protection, relief,
repetition quickly turns ineffective.
shape change, smite, sound/silence, speak language, stun,
summon ally, wall walker; (Tomes & Prayers) animal
ALCHEMY ISN’T SCIENCE!
weapon, impede, leap, levitate, mend, petrify, seal, soothe.
As a GM, for a specific se�ing, if you feel Science has
Seasoned: Blast, damage field, disguise, dispel, farsight, already too much use, you can use Alchemy
growth/shrink, invisibility, sloth/speed, slumber, (Smarts) as a custom arcane skill instead. However,
warrior’s gift; (Tomes & Prayers) anger, camouflage, you should allow the Scholar Edge to apply to
clairvoyance, damage pillar, fortune, harmless cri�ers, Alchemy then.
locate, quake, rust, sense beings, sha�er, suggest, tremor,
wilderness stride, withering ground. ALCHEMY EDGES
The alchemist Arcane Background can’t benefit
Veteran: Banish, fly, mind wipe, zombie; (Tomes &
from the following Power Edges: Artificer, Power
Prayers) elemental body, rejuvenation.
Surge, Rapid Recharge, or Soul Drain. However,
Heroic: Divination, intangibility. they have access to the following Powers Edges:
EXPERIMENTAL SCIENCE
REQUIREMENTS: Seasoned, Arcane Background
BOB GREYVENSTEIN
EXPERT GATHERER
REQUIREMENTS: Seasoned, Arcane Background
(Alchemy)
MASTER GATHERER
REQUIREMENTS: Veteran, Expert Gatherer
A major sin causes him to lose all his powers and all
his active powers immediately end. Whether he can
amend and how is up to the GM.
DISCONNECTION BACKLASH
On a Critical Failure during a power activation the
priest loses connection to his deity. Like for a minor
sin, Faith rolls suffer a –2 penalty until he could
amend (his active powers remain active).
EXTENDED DURATION
Priests may increase their casting time (to one
minute) to extend the power’s base Duration ten
times (see Extended Cast, page 11).
DANIEL COMERCI
New Arcane Backgrounds
DOMAIN: AIR DOMAIN: DEATH
Trappings: Air, wind, storm, breeze, calm, celerity, Trappings: Bones, ghosts, burial, heart a�ack,
flight, smells, sounds. undead, life or energy drain.
Signature Power: Elemental manipulation (Limitation: Signature Power: Stun (Limitation: Touch).
Single - Air).
Novice: Arcane protection, blind, bolt, burrow, burst,
Novice: Beast friend (Limitation: Type - birds), boost confusion, darksight, fear, havoc, smite, silence, stun,
Trait (Limitation: Subset - Fighting, Athletics, summon ally; (Tomes & Prayers) darts, drain Trait,
Shooting, Thievery, Notice), confusion, deflection, arc, rush, ethereal weapon, levitate, stasis.
elemental manipulation (Limitation: Single - Air),
Seasoned: Barrier, blast, damage field, dispel,
environmental protection (Single: storms), havoc, relief,
invisibility, object reading, sloth, slumber, teleport;
sound/silence, stun, summon ally; (Tomes & Prayers)
(Tomes & Prayers) clairvoyance, sense beings
bubble, hook, leap, levitate.
(undead), sentry, gate, transport, withering ground.
Seasoned: Damage field, farsight, speed, telekinesis,
Veteran: Banish, drain Power Points, mind wipe, zombie;
warrior’s gift; (Tomes & Prayers) damage pillar, kinetic
(Tomes & Prayers) elemental body.
barrier, locate, repel, sentry, sha�er, transport, weather
manipulation. Heroic: Divination, intangibility.
DOMAIN: ANIMALS
Trappings: animals, rage, morphing.
Veteran: Fly.
New Arcane Backgrounds
DOMAIN: DECEPTION DOMAIN: FIRE
Trappings: Illusion, treachery, fake, concealment. Trappings: Flames, smoke, steam, lava, melting.
Signature Power: Glyphs or deflection (Limitation: Signature Power: Elemental manipulation (Limitation:
Self). Single - Fire).
Novice: Blind, conceal arcana, deflection, fear, illusion, Novice: Beast friend (Limitation: Type - desert/
sound/silence, stun, summon ally; (Tomes & Prayers) volcano dwellers), blind, bolt, burst, confusion,
a�ract, conjure item, ethereal weapon, glyphs, rush, darksight (infravision), elemental manipulation
tunnel. (Limitation: Single - Fire), environmental protection
(Limitation: Single - heat/fire/smoke), havoc, light/
Seasoned: Disguise, growth/shrink, invisibility, sloth/
darkness (darkness as smoke), smite, stun, summon
speed, teleport, warrior’s gift; (Tomes & Prayers) anger,
ally; (Tomes & Prayers) arc, darts, ethereal weapon
camouflage, decoy, kinetic barrier, repel, suggest,
(flaming), glyphs, impede, mend (Limitation: Type
withering ground.
metal), rush, seal, tunnel.
Veteran: Drain Power Points, mind wipe, puppet.
Seasoned: Blast, damage field, speed, teleport; (Tomes &
Heroic: Intangibility. Prayers) anger, damage pillar, energy barrier, gate,
repel, rust, sense beings, sentry, withering ground.
Signature Power: Elemental manipulation (Limitation: Signature Power: Elemental manipulation (Limitation:
Single - Earth). Single - Ice).
Novice: Arcane protection, beast friend, blind, bolt, boost Novice: Beast friend (Limitation: Type - snow
Trait (Limitation: subset - Strength, Vigor, Repair), dwellers), bolt, darkness (snowstorm), lower Trait,
burrow, darkness (dust cloud), darksight, deflection, burst, deflection, entangle, environmental protection
elemental manipulation (Limitation: Single - earth), (Limitation: Single - cold), havoc, protection, smite,
entangle, protection, smite, stun, summon ally, wall stun, summon ally, wall walker; (Tomes & Prayers) arc,
walker; (Tomes & Prayers) bubble, conjure item, darts, conjure item, darts, elemental manipulation (Limitation:
hook, impede, mend, petrify, seal, shelter, tunnel. Single - Ice), impede, petrify, rush, seal, shelter.
Seasoned: Barrier, blast, damage field, growth/shrink Seasoned: Barrier, blast, damage field, sloth; (Tomes &
(Limitation: Type - objects), object reading, sloth, Prayers) damage pillar, decoy, gate, rust, sentry, sha�er,
warrior’s gift; (Tomes & Prayers) camouflage, damage transport, weather manipulation, wilderness stride,
pillar, gate, quake, rust, sentry, sha�er, transport, withering ground.
tremor, wilderness stride.
Veteran: Banish; (Tomes & Prayers) elemental body.
Veteran: Banish, zombie; (Tomes & Prayers) elemental body.
Heroic: Divination.
Heroic: Divination.
New Arcane Backgrounds
DOMAIN: KNOWLEDGE DOMAIN: LIFE
Trappings: Books, sparks of knowledge, memories, Trappings: Creation, health, celestial, compassion,
guess/deduction, advisors, detection, secrets sacrifice, salvation, ward.
revealed.
Signature Power: Boost Trait (Limitation: Single -
Signature Power: Boost Trait (Limitation: Subset - Vigor).
knowledge skills).
Novice: Arcane protection, beast friend, boost Trait,
Novice: Arcane protection, boost Trait (Limitation: deflection, empathy, environmental protection, healing,
Subset - knowledge skills), darksight, deflection, detect mind link, protection, relief, speak language, summon
arcana, empathy, mind reading, speak language; (Tomes ally; (Tomes & Prayers) bubble, shelter, soothe, stasis.
& Prayers) glyphs, mend.
Seasoned: Disguise, dispel, growth/shrink, teleport;
Seasoned: Farsight, object reading, warrior’s gift; (Tomes & Prayers) fortune, locate, repel, sense beings,
(Tomes & Prayers) clairvoyance, fortune, gate, locate, sentry.
replay, sense beings, sentry, weather manipulation.
Veteran: Banish, fly; (Tomes & Prayers) elemental
Veteran: Banish. body, rejuvenation.
DOMAIN: LIGHT
Trappings: Light, sun, colors, purity.
Novice: Arcane protection, bolt, boost/lower Trait, burst, Novice: Bolt, burst, deflection, entangle, environmental
detect/conceal arcana, smite, stun, summon ally; (Tomes protection, healing, protection, relief, smite, stun,
& Prayers) arc, darts, drain Trait, ethereal weapon, summon ally, wall walker; (Tomes & Prayers) animal
glyphs, seal, stasis. weapon, conjure item (Limitation: Type – wood), darts,
elemental manipulation (Limitation: Single – plants),
Seasoned: Blast, dispel, telekinesis, teleport; (Tomes &
hook, impede, mend (Limitation: Type – wood), petrify,
Prayers) energy barrier, gate, withering ground.
seal, shelter, tunnel.
Veteran: Banish, drain Power Points.
Seasoned: Barrier, blast, damage field, growth/shrink
(Limitation: Type – wood), object reading (Limitation:
DOMAIN: PESTILENCE Type – wood/plants), sloth, slumber, warrior’s gift;
Trappings: Poison, venom, acid, disease, rot, awful (Tomes & Prayers) camouflage, damage pillar, rust,
smells, ooze, mold. sentry, transport, wilderness stride.
Signature Power: Bolt (Limitation: Touch) or drain Veteran: (Tomes & Prayers) Elemental body.
Trait (Limitation: Single — Vigor).
Heroic: Divination.
Novice: Beast friend (Limitation: Type - vermin), bolt,
burst, deflection, environmental protection, darkness,
lower Trait, stun, summon ally; (Tomes & Prayers)
animal weapon, arc, drain Trait, elemental
manipulation (Limitation: Single - vegetal).
BRETT NEUFELD
New Arcane Backgrounds
DOMAIN: SHADOWS DOMAIN: TIME
Trappings: Shadows, darkness, night, veil, hidden. Trappings: Precognition, psychometry, ubiquity,
increasing or slowing the passage of time,
Signature Power: Elemental manipulation (Limitation:
rewinding actions, invocations from the past.
Single - shadow).
Signature Power: Deflection (Limitation: Self).
Novice: Arcane protection, beast friend (Limitation:
Type - nocturnal), blind, confusion, darkness, Novice: Confusion, deflection, healing, relief, stun,
darksight, deflection, entangle, fear, lower Trait, shape summon ally; (Tomes & Prayers) bubble, conjure item,
change (nocturnal beasts, werebeasts), silence, glyphs, mend, rush, stasis.
summon ally; (Tomes & Prayers) drain Trait, elemental
Seasoned: Dispel, object reading, sloth/speed, slumber,
manipulation (Limitation: Single - shadow), ethereal
teleport, warrior’s gift; (Tomes & Prayers) decoy,
weapon, glyphs, hook, shelter, tunnel.
fortune, locate, repel, replay, rust, weather manipulation,
Seasoned: Disguise, invisibility, slumber, teleport; withering ground.
(Tomes & Prayers) decoy, fortune, harmless cri�ers
Veteran: Banish, mind wipe, zombie; (Tomes &
(nocturnal or dark cri�ers), repel, replay, sentry,
Prayers) rejuvenation.
withering ground.
Heroic: Divination, resurrection.
Veteran: Banish, drain Power Points, mind wipe;
(Tomes & Prayers) elemental body.
Heroic: Divination.
Signature Power: Elemental manipulation (Limitation: Signature Power: relief (Limitation: Touch).
Single - Electricity).
Novice: Beast friend, boost Trait (Limitation: Subset —
Novice: Bolt, boost Trait (Limitation: Subset - Spirit, Agility, Athletics, Riding, Stealth), burrow,
Fighting, Athletics, Intimidation), burst, confusion, environment protection, relief, speak language, wall
environmental protection (Limitation: Single - storms), walker; (Tomes & Prayers) leap, levitate, rush, shelter,
fear, light, relief, smite, sound, stun, summon ally; tunnel.
(Tomes & Prayers) arc, darts, elemental manipulation
Seasoned: Farsight, speed, teleport; (Tomes & Prayers)
(Limitation: Single - Electricity), ethereal weapon,
decoy, gate, locate, sentry, transport, weather
rush, shelter.
manipulation, wilderness stride.
Seasoned: Blast, damage field, speed, teleport, warrior’s
Veteran: Fly.
gift; (Tomes & Prayers) anger, damage pillar, energy
barrier, rust, weather manipulation, withering ground. Heroic: Intangibility.
Heroic: Divination.
New Arcane Backgrounds
DOMAIN: WAR
Trappings: Destructive energies, weapons, suits of
armor, rage.
DOMAIN: WATER
Trappings: Water, jet, stream, mud, waves, tide, fog.
Single - Water).
Heroic: Divination.
New Arcane Backgrounds
UNSTABLE POWERS
PSYCHICS Psychic abilities are hard to control and easily go
■ EDGE: Arcane Background (Psychism). This wild. To help focus their powers and keep control,
counts as Arcane Background (Psionics) for Power psychics carry crystals with them.
Edges.
Without such a crystal, every failure unleashes
■ ARCANE SKILL: Psionics (Smarts)
Backlash (see Tempering Tool, page 15).
■ STARTING POWERS: 2
■ POWER POINTS: 15
PSYCHIC BACKLASH
Psionics presented in Savage Worlds works well, When going wild, psychic abilities are devastating.
but, here are slight modifications to give them a On a Critical Failure during power activation, the
be�er feel for fantasy se�ings. power’s energies explode in a Medium Blast
Template around the psychic, for 2d6 damage which
POWER OF THE MIND ignores all armor (see Psychic Backlash, page 16).
Casters with psychic abilities activate powers with
their mind. They don’t need to talk to activate powers POWER LIST
and subtle gestures are enough to guide the energy Trappings: Mind, kinetic force, sounds, screams,
towards their targets. See All In My Mind (page 12). enhanced perception, superior intellect, prediction,
foreboding, psychokinesis, telekinesis.
The rune is destroyed if the item or surface it is Active powers cast from other runes remain active
drawn upon is mutilated or destroyed. (the magic is sustained by the rune), and other runes
remain enabled.
RUNE ACTIVATION
To activate a rune, the runemage must be within a
Range of Smarts inches from the rune, and
pronounce its Words of Power aloud (see page 12).
Heroic: Intangibility.
DELAYED RUNES
REQUIREMENTS: Seasoned, Runecasting d8+
DANIEL COMERCI
ENROLLING SPIRITS
The shaman has an affinity with spirits, either her
ancestors, beast totems, or nature spirits. She enrolls
spirits to her side so they help her in her daunting tasks.
Trappings: Light, life, healing, earth, water, energies, Trappings: Fire, acid, blood, darkness, undead,
evocation. demons, weapons.
Novice: Bolt, burst, elemental manipulation, entangle, Novice: Arcane protection, blind, bolt, burst, confusion,
environmental protection, havoc, healing, light, darkness, fear, lower Trait, silence, smite, summon ally
protection, relief, smite, sound, stun, summon ally; (undead/demons); (Tomes & Prayers) arc, drain
(Tomes & Prayers) arc, conjure item, hook, impede, Trait, rush, stasis.
mend, petrify, shelter.
Seasoned: Blast, dispel, sloth; (Tomes & Prayers)
Seasoned: Barrier, blast, damage field; (Tomes & anger, quake.
Prayers) damage pillar, energy barrier, kinetic barrier,
Veteran: Banish, drain Power Points, mind wipe, zombie.
gate, sentry, transport, tremor.
Heroic: Resurrection.
Heroic: Divination.
New Arcane Backgrounds
SCHOOL: DOMINATION
Domination covers the powers to order, command,
and control others or what is around you. It also
covers control over your own body, improved
movement and teleportation.
SCHOOL: MUTATION
Mutation covers the powers of metamorphosis,
transmutation, shape change, and conversions.
Heroics: Intangibility.
BOB GREYVENSTEIN
New Power Edges
NEW POWER EDGES CONJURER
REQUIREMENTS: Novice, Spirit d8+, Arcane
Background (any)
BATTLE MAGE
REQUIREMENTS: Seasoned, Arcane Background Conjurers specialize in invoking allies at their side.
(any), Fighting d8+
Allies created or summoned by summon ally or
The ba�le mage has seen many fights and learned to zombie have a one die step increase in Spirit,
defend himself. Strength, and Vigor.
Once during his turn, he may activate a power on In addition, the cost of summon ally, transport (from
himself as a free action. He must be the only target Tomes & Prayers), and zombie is reduced by 1 Power
of that power (no Additional Recipient or Area of Point.
Effect).
BURNING HEART
REQUIREMENTS: Seasoned, Arcane Background
(any), Strong Willed
DANNY HIBERT
This mage throws all caution to the wind to take
down his opponents.
When the hero takes his entire turn focusing his The hero has a knack for details that makes an
magic (no movement, no Multi-Actions, can’t be illusion perfect. His creations are very hard to
Shaken or Stunned), he gets to ignore up to 2 points disbelieve.
of penalties (including Multi-Action penalties) on
When the illusionist activates confusion, disguise, or
each power he activates on his next turn. If not used
illusion, a simple success is enough to manifest the
on that next turn, the focus is lost.
power effects as if it was a raise (but it does not
trigger the Channeling Edge or similar effects). This
works as the Mastery Amplifier in Tomes & Prayers.
New Power Edges
LIGHTING REFLEXES SEER
REQUIREMENTS: Seasoned, Arcane Background REQUIREMENTS: Veteran, Arcane Background
(any), Danger Sense or Level Headed or Quick (any), Danger Sense
The mage quickly reacts to incoming events. The hero receives flashes of the imminent future.
When he or an allies is about to meet a deadly fate,
Once per scene (even out of his turn), as a reaction
he gets a premonition and can react in time or warn
to something dangerous about to affect him, the
his ally.
caster can activate a power as a free action, with a –2
penalty. The power must be intended to protect him Once per scene, when an ally he can communicate
from the incoming harm. with suffers damage or takes at least one Wound,
you may declare the seer received flashes of that fate
Which power can be used is up to the GM, but
and had time to warn his ally.
usually: arcane protection, barrier, deflection, dispel,
environmental protection, fly, intangibility, protection, The action that led to the damage or Wound is
teleport, warrior’s gift (Combat Acrobat, Dodge), or canceled and must be rerolled entirely (for an a�ack
from Tomes & Prayers, conjure item could invoke a this includes the a�ack roll, for a power the
shield or rust could melt an incoming projectile. activation roll). The target receives a +2 to Parry,
Toughness, and rolls to avoid or resist that fate.
Master Gatherer V, Expert Gatherer Gather 20 PP on success, +10 per raise, and still 10 on Failure.
Illusionist N, Smarts d8+, AB Simple success on confusion, disguise, illusion results as if a raise.
S, AB, Danger Sense or
Lightning Reflexes Once per scene, free power activation to protect himself.
Level Headed or Quick
Once per scene, rewinds and reroll an action inflicting damage or at least
Seer V, AB, Danger Sense one Wound against one of the mage’s allies. The ally gains +2 bonuses
to avoid or resist the rerolls.
Sample Characters
SAMPLE CHARACTERS Now she is the hunter, she prowls. Whoever wants
to stop her dies!
D NEEDLE
Race: Human; Advances: 8; Rank: Veteran
A�ributes: Agility d8, Smarts d8, Spirit d8,
Strength d6, Vigor d8
CREATING NEEDLE
Skills: Athletics d8, Common Knowledge d4, A�ributes: Agility d8, Smarts d8, Spirit d4,
Fighting d8, Healing d6, Intimidation d6, Notice d6, Strength d6, Vigor d6
Persuasion d4, Spellcasting d6, Stealth d6, Skills: Athletics d6, Common Knowledge d4,
Survival d8 Fighting d6, Healing d4, Intimidation d6,
Pace: 6; Parry: 6 or 7 (Spear); Toughness: 8 (2) Notice d6, Persuasion d4, Spellcasting d6,
Hindrances: Overconfident, Ruthless (Minor), Stealth d6, Survival d6
Stubborn, Wanted (minor, from Blood Mage) Starting Edges: Alertness; Arcane Background
Edges: Alertness, Arcane Background (Blood (Blood Magic, healing)
Magic), Healer, New Powers, Woodsman Novice: Fighting d8, Survival d8; Spirit d6; New
Powers: healing, shape change, summon ally Powers (shape change, summon ally).
(Limitation: Touch). Power Points: 15 Seasoned: Woodsman; Spirit d8; Healer;
Gear: Spear (Str+d6), 3x Javelins (3/6/12, Str+d6), Athletics d8, Healing d6.
Leather Jacket and Leggings (+2 Armor) Veteran: Vigor d8.
D SELENA VISTARI
Race: Elf; Advances: 8; Rank: Veteran
DEAN SPENCER
A�ributes: Agility d6, Smarts d8, Spirit d8,
Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Faith d8,
Fighting d6, Notice d6, Occult d6, Persuasion d4,
Riding d6, Stealth d6, Survival d8
Pace: 6; Parry: 6 or 7 (Staff); Toughness: 5
CREATING SELENA
Hindrances: All Thumbs (from being an Elf), Big A�ributes: Agility d6, Smarts d6, Spirit d8,
Mouth, Curious, Quirk (sudden mood swing), Strength d6, Vigor d6
Druid Code of Conduct Skills: Athletics d4, Common Knowledge d4,
Edges: Alertness, Arcane Background (Druidism), Faith d8, Fighting d6, Notice d6, Occult d4,
Concentration, 3x New Powers, 2x Power Points. Persuasion d4, Riding d6, Stealth d6, Survival d6
Powers: arcane protection, boost Trait, detect arcana Starting Edges: Alertness; Arcane Background
(lunar shine), dispel, entangle (cocoon), fly (Limita- (Druidism, arcane protection, detect arcana).
tion: Self, bu�erfly wings), growth/shrink, shape Novice: New Powers (boost Trait, entangle);
change. Power Points: 15 Power Points; Smarts d8.
Gear: Staff (Str+d4). Seasoned: Survival d8 & Occult d6; New Powers
Special Abilities: (shape change, growth/shrink); Power Points;
■ Agile: Max Agility is d12+1. Concentration.
■ Low Light Vision: Ignore penalties for Dim and Veteran: New Powers (fly, dispel).
Dark Illumination.