Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

1552782-Fantasy Add-On - Wizards Mystics

Download as pdf or txt
Download as pdf or txt
You are on page 1of 52

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

Magic Ain’t Easy in Melee ...................................................6


NEW ARCANE BACKGROUNDS 22
Offensive Magic Flies ...........................................................7
Steel Hampers Magic............................................................7 Alchemists............................................................................22
Arcane Marksmen...............................................................24
Blood Mages ........................................................................25
Druids ...................................................................................26
BOB GREYVENSTEIN

Engineers ..............................................................................27
Mystics..................................................................................28
Priests....................................................................................29
Psychics ................................................................................36
Runemages...........................................................................37
Shamans................................................................................39
Wizards.................................................................................41

NEW POWER EDGES 44

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.

You will also find Se�ings Rules to tune how magic


is used in your se�ing, new Power Edges, and some
rules clarification about casting powers.

Wizards & Mystics is meant to be slo�ed into your


favorite fantasy se�ing or to help design your
se�ing.

Everything presented here is optional. You may


integrate all, some, or none of it into your favorite
se�ing as you see fit.

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.

If the character wants to learn the power, he must


pick that Limitation and thus also gains the
advantage of taking the Limitation (See Limitations
GARY DUPUIS

in Savage Worlds). He can still add another


Limitation (e.g. Range Self) if he wishes to.
Making Arcane Backgrounds
FREE ARCANE SKILL (+1)
STARTING KIT When taking the path of the Arcane Background,
the teaching includes the arcane skill.
STARTING POWERS (+1) Mages who picks the Arcane Backgrounds starts
For 1 point of Arcane Feature, magic users choose 1
with a d4 in this arcane skill.
power from the Arcane Background’s Power List
(see page 9) when they receive the Arcane
SHARED ARCANE SKILL (+1/2)
Background Edge.
The Arcane Background uses one existing skill
This can be taken up to five times (for a maximum which already have other purpose than being used
of 5 starting powers). as an arcane skill.

You should never select a skill that is widely-used in


STARTING POWER POINTS (+2) the se�ing. For example, you don’t want an Arcane
This Arcane Feature provides the Arcane
Background using Athletics, Fighting, Shooting,
Background with 5 Power Points.
Perception, Persuasion, or Stealth as its arcane skill.
It can be taken up to four times (for a maximum of
In fantasy se�ings, Gambling, Performance, Repair,
20 starting Power Points).
and Science usually have narrow usages and so
could be used as arcane skills.
SIGNATURE POWER (+1/2)
For Arcane Backgrounds for which magic is taught,
students start by learning one specific easy power.
For example, wizards could be required to learn CORE ARCANE BACKGROUNDS
detect arcana first, or the Church of the Sun first
The Savage Worlds’ default Arcane Backgrounds
teaches a light prayer.
can be recreated using the Arcane Features
This is called a Signature Power and every listed in this book.
spellcaster from the Arcane Background knows
■ MIRACLE, PSIONICS, MAGIC: Starting
them for free (in addition to the Starting Powers).
Power (+1) three times and Starting Power
However, that power is of Novice Rank and have at Points (+2) twice (for a total of 10 PP).
least one Limitation (Aspect or Range from Savage ■ GIFTED: Starting Power (+1) once and
Worlds, but find new Limitations in Tomes & Starting Power Points (+2) three times (for a
Prayers). For example, the priests worshiping the total of 15 PP).
god of knowledge start off with boost/lower Trait but ■ WEIRD SCIENCE: Starting Power (+1) twice
can only affect knowledge skills and a water and Starting Power Points (+2) three times
elementalist is first taught water-only elemental (for a total of 15 PP). This sums up to 8 Arcane
manipulation. Features, which is countered by Weird
Device (–1) for a final total of 7 points of
FREE POWER EDGE (+2 OR +3) Arcane Features.
For 2 points of Arcane Features, learning the Arcane
Each also has access to one Dedicated Edge (0).
Background grants one specific Novice Power Edge
Extra Effort for Gifted, Holy Warrior for
for free.
Miracles, Mentalist for Psionics, Wizard for
For 3 points, the Power Edge can be Seasoned. Magic, and Gadgeteer for Weird Science.
Making Arcane Backgrounds
FAMILIARS (+2) SLOW CAST (–1/2)
Whether an Arcane Background has access to Power activation is an action that takes the caster’s
familiars does not cost any Arcane Feature point. entire turn — she cannot perform Multi-Actions nor
Run.
Arcane Backgrounds which start with a Familiar
cost 2 points of Arcane Features and gain the Beast Slow Cast is good for Arcane Backgrounds or
Master Edge. se�ings where magic is complex and difficult but
can still be used in combat.
For more variety and non-beast familiars or
companions (undead, spirits, elementals, celestials,
EXTENDED CAST (+1/2 OR –2)
demons), see Companions & Familiars, another of my
During an Extended Cast, a power activation takes
Savage Worlds Adventurer’s Guild products, and gain
one full minute to execute but the power’s base
the Companion Edge in place of the Beast Master
Duration lasts 10 times longer. A 5 rounds Duration
Edge (even for animal companions).
(deflection, empathy) now lasts 5 minutes. Disguise (10
minutes) now lasts nearly two hours (100 minutes).
HINDRANCES (–1 OR –2) Darksight (1 hour) now lasts 10 hours.
Joining a specific circle of magic may bring
constraints to the mage’s life, some ethics to follow, If Extended Cast is the only way to cast powers, it
obligations to fulfill. When taking that Arcane counts as a –2 points Arcane Feature. This fits low
Background, the mage receives a specific hindrance magic se�ings or Arcane Backgrounds for Hedge or
for free. For example, Vow, Mute (vow of silence), Hermetic magic.
Poverty, Heroic, Code of Honor, Obligations,
As an option in addition to Instant Cast, this counts
Outsider, Secret, Ugly (mutation, scarification)…
as half a point of Arcane Features. It works great for
A Minor Hindrance grants one negative point of ba�le mages eager to prepare themselves before
Arcane Features, or two for a Major one. going into the fray or engaging in a duel.

If the mage already has that Hindrance, the GM


CEREMONIES ONLY (0)
should impose another one, of equivalent value, on
Ceremonies are a feature from Tomes & Prayers
him which fits the situation. For example, Enemy
which grants access to improved magic effects when
(rival in the covenant), Driven (turns fanatic),
taking extra time to cast powers (usually
Quirk…
performing rituals or meditations). They are
available to any mage who learns the Ceremonist
CASTING SPEED Edge from Tomes & Prayers .

INSTANT CAST (0) However, you can design an Arcane Background


This is the standard activation rules in Savage that can’t activate powers outside of performing
Worlds. Power activation is an action and, if Ceremonies. In that case, mages of this Arcane
successful, effects happen immediately. Background receive the Ceremonist Edge for free
(this still counts as a 0 point Arcane Feature).
An Arcane Background using Instant Casting feels
action packed.
Making Arcane Backgrounds
they don’t need to meet or except their opponent’s
CASTING SUBTLETY Parry (except for Touch powers) and they don’t
become Vulnerable when targeting non-adjacent
VOICE AND GESTURES (0) enemies with powers.
The caster is required to perform a few gesture to
activate powers, but can do it while wielding This fits well innate or mind magic.
weapons and carrying a shield. He can’t activate
powers if Bound. WORDS OF POWER (+1)
Magic activates through words of power. They must
The caster also need to u�er words of power, recite
be shouted loudly (here goes any subtlety!). In
prayers, or perform similar audible acts (they can be
silenced areas, the activation roll suffers a –4 penalty
heard as far as a standard talking voice could be
(and automatically fails if silence was cast with a
heard), but the silence power does not prevent power
raise).
activation.
However, this magic requires no gesture at all.
This is a good fit for innate, wild, or faith based
Casters can activate powers even when Bound. If
magic, or for Arcane Backgrounds trained for
using the Magic Ain’t Easy In Melee Se�ing Rule
constant action.
(see page 6), they don’t need to meet or exceed their
opponent’s Parry, not even for Touch powers, and
LOUD AND CLEAR (—1/2) they don’t become Vulnerable when targeting non-
The Arcane Background requires loud chants and
adjacent enemies with powers.
precise movements from both hands (and
sometimes even their body, like dancing) to activate While casting only requires speaking a few words,
powers. He can’t do so if Bound, nor when wielding it still requires concentration, so activating powers
weapons or carrying a shield (he is considered with Words of Power still counts as an action.
Unarmed Defender, unless he has Natural
Weapons). FUELING
The silence power does not prevent them from
USE POWER POINTS (0)
casting. Talking loud is to make sure you use the
The energy required to activate any power comes
right word with the right pronunciation and to
from Power Points. This is the default for every
channel the right amount of energy in the process. It
Arcane Background.
doesn’t ma�er if noone can hear you.

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

skill as the the Gathering Roll. You can’t usually


forage twice in the same day at the same location.
Making Arcane Backgrounds
Cone: For Cone powers, the vessel is blown (like a
ITEMS & DEVICES powder) or drank then spat out. An Athletics roll is
required to successfully engulf the targets (like a
IMBUING (–1) flamethrower or a dragon’s breath). Alternatively
Imbuing is the process of storing the effects of a power
the vessel can be thrown or shot and the Cone
into a consumable item, the vessel, to be released later.
emanates where the vessel lands, spreading in the
It replaces the standard way of activating powers.
direction away from the user.
Creation: The process to create a vessel usually takes
Effects: The roll to hit is used for opposed rolls or
10 minutes and otherwise works like a standard
raise effects. In addition, vessels marked as “of
power activation from Savage Worlds. The mage
quality” always release raise effects (even when the
selects the power, the Power Modifiers and similar
roll is a simple success).
options (e.g. Amplifiers from Tomes & Prayers), then
rolls his arcane skill. On a failure, the creation is Detect arcana and dispel: Once created the vessel is
wasted. Critical Failure triggers Backlash as usual, magical and can be dispelled just like any regular
but does not “terminate” Imbued vessels that are yet power.
to be used. On a success, the vessel is created and the
power effects are stored into the vessel until released
and the Power Points are “invested” and can’t
IMBUING VS ARCANE DEVICES
recharge until the vessel is consumed, dispelled, or Both Imbuing and Arcane Device place powers
destroyed. A raise marks the vessel as “of quality” (it into objects. Here are the main differences:
always releases the raise effects when used). ■ Imbued vessels are single-use. Arcane
Devices can be used as long as they have
Duration: Anyone can use the vessel and release the
enough Power Points left.
power’s effects. The released power lasts for its base
■ Imbued vessels have their Power Modifiers
Duration, but this can be extended when creating
set at creation. For Arcane Devices they are
the vessel. Each additional Power Point spent while
chosen when used.
crafting increases the power’s Duration by the
■ The crafter of Imbued vessels knows exactly
power’s base Duration again (e.g. spending 4
at creation whether the power works or not.
additional Power Points on farsight, creates a vessel
Arcane Devices always roll when used.
whose power will last 25 rounds: 5 from base
■ Imbued vessel used offensively are less
Duration, plus 4 times 5 extra base Duration).
effective, they require two rolls: one arcane skill
Self or Touch: For powers of Range Self or Touch, roll from the caster to create the vessel, one
the vessel must be rubbed, crushed, quaffed, spread, Athletics or Shooting from the user to hit a
or otherwise applied to the target (with a Touch target. Arcane Devices only depends on the
a�ack against unwilling targets). user.

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).

If a device is lost (or out of reach), the mage can’t


activate that power. He can however spend one
hour (up to the GM) of downtime to replace the loss.
BOB GREYVENSTEIN

While this is the standard Weird Science Arcane


Background from Savage Worlds, it can be used in
fantasy se�ings for any magic where the mage isn’t
directly wielding the power, like ancient artifacts or
elemental allies, and of course for dwarven,
gnomish, or other long lost and forgo�en
technologies. Power Points can be seen as contracts,
CHANNELING TOOL (—1/2) willpower, or inner energy required to make those
Mages from this Arcane Background have an easier artifact or allies do their magic.
time activating powers when they use some specific
tool. Examples: a sorcerer’s staff, the symbol of a
priest’s deity.

Arcane rolls for power activation, Tests, and


Support without this tool suffer a –2 penalty.
BOB GREYVENSTEIN

ENABLING TOOL (—1)


Mages from this Arcane Background can’t use their
arcane skill to activate powers, Test, or Support
without using a specific tool (or substance, or similar
condition). Examples: a wand, some magical ink.
Making Arcane Backgrounds
PSYCHIC BACKLASH (–1/2)
BACKLASH This works like Explosive Backlash, except the blast
only deals 2d6 damage, but ignores all Armor.
STANDARD BACKLASH (0)
As per Savage Worlds, Backlash happens on a Critical This is a good fit for magic hard to control, like mind
Failure, causing a level of Fatigue, and ending all magic. While it’s called Psychic Backlash it also
active powers. works for other type of pure energy, as long as it
passes through mundane armor.
It’s a very good fit for fantasy Se�ings, when magic is
ever present. Note the impact is largest in combat,
SHUTDOWN BACKLASH (+1)
encounters or missions. It is minor when the power
On a Critical Failure while activating a given power,
activation happens during resting or downtime.
that power is totally shut down. All currently active
instances of that power (from that mage) end
DYNAMIC BACKLASH (–1/2) immediately (other powers remain active) and the
Savage Worlds’ Dynamic Backlash Se�ing Rule can
mage can no longer use that power until he can
be used for individual Arcane Backgrounds. It
perform some “reconciliation”.
carries the feelings of high risk high reward, as well as
magic is hard to control. This usually takes one hour and the right tools
(repairing a Weird Device, re-reading the power
DISCONNECTION BACKLASH (0) from a spellbook, refocusing a magic crystal).
On a Critical Failure, the caster loses connection to
her magic source (but active powers remains active). POWERS
She suffers a –2 penalty to every arcane skill she rolls
until she can perform some act of “reconnection”. ARCANE SPECIALTY (+1/2)
Some Arcane Backgrounds are so focused on a given
This usually takes one hour of full rest, meditation,
field that their mages gain an early access to powers
or prayer. Another Backlash while disconnected
strongly tied to that specialty, ignoring the Rank
totally prevents the use of powers until
requirements for those powers (Novice powers
“reconnection”.
receive a +1 bonus to the arcane skill roll instead).
This Backlash is a good fit for Arcane Backgrounds For examples, an Arcane Background (Oracle)
whose powers come from external entities. would certainly allow the seers to learn divination
before reaching the Heroic Rank.
EXPLOSIVE BACKLASH (–1/2)
On a Critical Failure with a power activation roll, the EXCHANGEABLE POWERS (+1/2)
caster loses control of the magic energies he tried to Mages of this Arcane Background have the ability to
manipulate. The magic explodes in a Medium Blast forget a power they learned and replace it with a
Template centered on him, dealing 3d6 damage to new one. Maybe they read and memorize them from
anyone in the area (including himself). This also books, maybe they can build new Weird Devices.
ends all his active powers.
Changing one power for another takes one hour. After
The Explosive Backlash is a good fit for wild and that, during three days (assuming he trains every
dangerous magic, including those where power day), activation rolls for the new powers suffer from
activation happens outside combat like potion the Familiarization rule (see Savage Worlds), that is a –2
preparation. penalty until the mage could train that power enough.
Making Arcane Backgrounds
SCHOOLS (–1/2)
Schools are subdivisions of the influence of a same
Arcane Background. Each school defines Available
Trappings, Power List, and Limitations. When
learning the Arcane Background, the mage chooses
to one of those Schools. Each School should have
enough powers per Rank so that two characters can
be quite different even if starting with the same
School.

If taken with Arcane Specialty or Signature Power,


each School either has an Arcane Specialty or a
Signature Power. For example, the Elementalist
Arcane Background presents four Schools: Air,
Earth, Fire, Water. Air has fly as Arcane Specialty,
while the other schools receive a Signature Power:
Earth grants protection (with a Range of Touch), Fire
grants light, and Water grants environmental
protection (underwater only).

The arcane skill now uses the Skill Specialization


Se�ing Rule. This means, the arcane skill rolls
suffers a –2 penalty (the non-Specialization penalty),
for anything related to Schools he did not Specialize
in. Moreover, the mage can only pick Trappings and
powers from Schools he has Specialized in.

A mage can Specialize in a new School during an


Advance (instead of rising one skill below its linked
a�ribute). Alternatively, when taking the New
Powers Edge, he can forego learning one of the New
Powers to instead Specialize in a new School.

When a mage Specializes in a new School, he


automatically gains its Signature Power (if any).

If multiple Arcane Backgrounds share the same


arcane skill and at least one of them uses Schools,
they can’t Specialize in Schools from other Arcane
Backgrounds and everything about the other
Arcane Backgrounds are considered non
specialized.
AARON LEE
Making Arcane Backgrounds
Instead of cu�ing herself, she may perform a
OTHER OPTIONS sacrifice. This must be a Finishing Move and is part
of the power’s activation (the activation roll suffers
BLOOD MAGIC (+1) no Multi-Action penalty from that).
Blood has a strong influence on this Arcane
■ SMALL ANIMALS: Killing an animal or non-
Background’s magic.
sentient creature, of Size –2 or smaller, adds +1 to
During a power activation, the mage can choose to the activation roll.
cut herself and spill her own blood to empower her ■ LARGE ANIMALS: Killing an animal or non-
magic. Before rolling for activation, she chooses how sentient creature, of Size –1 or higher, adds +2 to
much blood to spill: the activation roll.
■ SCRATCH: She receives a +1 bonus to the arcane ■ SENTIENT: Killing a sentient creature adds +4 to
skill roll but becomes Shaken immediately after the activation roll (or +2 if the creature is not in
the activation roll. good health). Such sacrifices are usually
■ WOUND: She inflicts on herself one or more considered evil.
Wounds, but no more than could render her ■ RARE BLOOD: Virgins, magical breeds, or rare
Incapacitated (a Wild Card who has already species may provide a larger bonus (up to the GM
suffered one Wound, could only suffer two new and the se�ing).
Wounds or three if she ends up Incapacitated; A
She can’t sacrifice more than a single creature
Resilient unharmed Extra can suffer one Wound).
during a power activation. However, if the se�ing
Each inflicted Wound provides a +2 bonus to the
and Arcane Background allows the caster to
arcane skill roll. Inflicted Wounds are suffered
perform some sort of ritual (e.g. Rituals from the
immediately after the activation roll. Since those
Horror Companion or Ceremonies from Tomes &
Wounds do not come from actual damage, they
Prayers), she may sacrifice multiple creatures during
can’t be soaked.
the ritual.

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.

Those Edges should remain options. You don’t want


CHANNELING SITUATION (+1/2) every character with a given Arcane Background to
Under certain conditions (in specific terrain, specific
later pick the associated Power Edge.
time of the day) mages with this Arcane Background
can be�er channel their magic energies. Usually, designing between one and three Power
Edges per Arcane Background is enough.
Under said situation, the mage gains a +1 to his
arcane skill rolls.
KEEP CASTING (0)
The situation should not happen more than half of Powers with a Duration in rounds are no longer
the time in a typical adventure. If the situation is maintained. Their Duration is until the end of the
rare (below one fourth of the time), the mage gains next round, unless the caster devotes an action to
a +2 instead. keep all active powers going.

That action can be a narrative action (no roll, it only


EMPOWERING SITUATION (+1) triggers Multi-Action penalties), or an actual action
Mages of this Arcane Background have a situation
(with a roll), such as Support or Test using their
in which they are most comfortable and more easily
arcane skill, or casting a new power (i.e. the caster is
adapt their spell kit to the situation. It can be a
able to weave casting new powers into maintaining
favored environment, terrain, weather, or time of
already running ones).
the day.
Using Keep Casting is good to give the feeling that
Under said situation and when activating a power
magic must be sustained or it will stop. Bards &
with at least one Power Modifier selected (with a
Minstrels (a previous product of mine) uses this to
cost of 1 or higher), the total cost of the power is
carry the feeling the caster’s Performance is fueling
reduced by 1.
the magic.
So a mage could cast a deflection (3 Power Points),
with 2 Additional Recipients (+1 Power Point each), TECHNOLOGY (0)
for a total of 4 Power Points instead of 5. Powers from this Arcane Background are mundane,
based on science and technology, yet known to very
The situation should not happen more than half of
few.
the time in a typical adventure. If the situation is
rare (below one fourth of the time), the mage may The powers’ effects are not magic, they can’t affect
reduce up to 2 Power Points worth of Power magical beings. However, they are also immune to
Modifiers instead of 1. dispel, detect and conceal arcana.
Arcane Feature Summaries
ARCANE FEATURES SUMMARIES
NAME COST DESCRIPTION
Silent casting, can wield weapons or shields. Cast at –2 if
All In My Mind +1 Bound. Ranged powers don’t have to beat Parry and don’t
turn Vulnerable (See Magic Ain’t Easy In Melee, page 6).
Arcane Devices Only 0 Gain the Arcane Device Edge. Can’t activate powers, must
create Arcane Devices instead.
Arcane Specialty +1/2 Rank Requirement is ignored for one specific power.
Does not suffer from Steel Hampers Magic Se�ing Rule or
Armor Training +1/2 ignore 1 point of Minimum Strength penalty from armor
and shields.
Blood Magic +1 Can get bonuses to arcane skill rolls by suffering Shaken or
Wounds or performing sacrifices.
Channeling Situation +1/2 +1 to arcane skill rolls in a favored situation (terrain,
weather, time of the day). +2 for rare situations.
Channeling Tool –1/2 –2 to power activation, arcane Test, and arcane Support
without the Channeling Tool.
Ceremonies Only 0 Gain Ceremonist Edge (from Tomes & Prayers), but can only
activate powers during Ceremonies.
Dedicated Edges 0 One to three Edges that requires this Arcane Background.
Critical Failure does not grant Fatigue nor end active
Disconnection Backlash 0 powers but gives a –2 penalty to arcane skill rolls until
“reconnection” can be performed.
Dynamic Backlash –1/2 Critical Failure rolls follow the Dynamic Backlash Se�ing Rule.
Empowering Situation +1 In a favored situation, powers with Power Modifiers cost 1
Power Point less, or up to 2 Power Points for rare situations.
Enabling Tool –1 Can’t cast powers without a specific tool.
Exchangeable Powers +1/2 Take one hour to change one power for another.
Familiarization penalty of –2 for a few days.
Explosive Backlash –1/2 Critical Failure ends all active powers and deals 3d6
damage in MBT.
Extended Cast +1/2 Can take one minute to cast to Duration x10.
Extended Cast Only –2 Must take one minute to activate a power, but Duration x10.
Familiar +2 Mage starts with the Beast Master Edge (or the Companion
Edge from Companions & Familiars).
Free Arcane Skill +1 The Arcane Background Edge grants d4 in the arcane skill
for free.
Free Power Edge (Novice) +2 Novice Edge gained for free with the Arcane Background.
Free Power Edge (Seasoned) +3 Seasoned Edge gained for free with the Arcane Background.
Imbuing –1 Cast powers by creating items (vessels) to be used later.
Ingredients 0 Gathers Ingredients to recharge Power Points.
Keep Casting 0 Powers with Duration in rounds lasts 1 round, but can be
extended by performing actions based on arcane skill rolls.
Instant Cast 0 Standard power activation rules.
Loud & Clear –1/2 Can’t cast powers while Bound or wielding weapons or
shields.
Minor Hindrance –1 Minor Hindrance imposed with the Arcane Background.
Major Hindrance –2 Major Hindrance imposed with the Arcane Background.
No Arcane Device 0 Can’t take the Artificer Edge.
No Power Points +4 The Arcane Background uses the No Power Point Se�ing Rule.
Psychic Backlash –1/2 Critical Failure ends all active powers and deals 2d6
damage in MBT ignoring all Armor.
Schools –1/2 Available powers are split into smaller lists (Schools),
arcane skill uses Specialization.
Signature Power +1/2 Specific free starting power of Novice Rank with a
Limitation.
Arcane Feature Summaries
ARCANE FEATURE SUMMARIES
NAME COST DESCRIPTION

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).

It also requires an Alchemy Kit (dedicated tools like


mortal, pestle, alembic, retort). Creating potions
without an Alchemy Kit is still possible but receives
a –2 penalty (see Channeling Tool, page 15).

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

(Alchemy), Science d6+

Alchemists are exposed to countless recipes and


perform experiments to always find new ones.

For 1 extra Power Point when crafting a potion, the


alchemist can change its Trapping.

EXPERT GATHERER
REQUIREMENTS: Seasoned, Arcane Background
(Alchemy)

Gathering rolls collects 10 Power Points on a success,


plus 5 per raise. In addition, on a failure (but not
Critical Failures), he still collects 5 Power Points.

MASTER GATHERER
REQUIREMENTS: Veteran, Expert Gatherer

The alchemist now gathers 20 Power Points on a


success, plus 10 per raise, and 10 on failures.
New Arcane Backgrounds
IMBUED POWERS
ARCANE MARKSMEN An arcane marksman also learns to Imbue projectiles
■ EDGE: Arcane Background (Arcane Marksman). (arrows, stones, throwing weapons) with various
Counts as Arcane Background (Magic) for Power effects to take control of the ba�lefield (see page 14).
Edges.
Effects of those powers are only released when shot or
■ ARCANE SKILL: Spellcasting (Smarts)
thrown (using Athletics or Shooting). It won’t trigger
■ STARTING POWERS: 3 plus smite
from a melee hit of a dagger or gently Touching a foe
■ POWER POINTS: 10
with the arrow tip. The released power affects what
The marksman has improved his weapon mastery was hit and the projectile’s original damage is
beyond physical prowesses, using magic to enchant replaced by the power’s effects. Cone powers always
his ranged weapon with various effects. trigger from where the projectile lands and projects
away from the marksman.
FAVORED WEAPON Once Imbued, the projectiles can be given away to
When taking this Arcane Background, choose a type
other characters.
of ranged weapons (bow, crossbow, sling, daggers,
javelins…) as the marksman’s Favored Weapon. Trappings: Magic alteration of the projectile.

Novice: Blind, lower Trait, burst, confusion, entangle,


ENHANCING POWERS fear, havoc, light/darkness, illusion, sound, stun,
An arcane marksman learns powers to enhance his
summon ally (appears where the projectile lands);
fighting, scouting, or sneaking abilities.
(Tomes & Prayers) hook, darts (fires multiple
Those powers must be taken with the Self Range projectiles at once), impede, petrify, soothe, stasis.
Limitation (and so, can’t use Additional Recipients
Seasoned: Barrier, dispel, growth/shrink, sloth, slumber;
Modifier or affect any other target than himself). If
(Tomes & Prayers) anger, damage pillar, energy
he activates them while also wielding his Favored
barrier, harmless cri�ers, quake, rust, sha�er, tremor,
Weapon, he gets +1 to his activation roll.
withering ground.
Trappings: Magic enhancement, enhanced body and
Veteran: Banish.
senses, chaotic mutation.

Novice: Arcane protection, boost Trait, darksight,


SIGNATURE POWER
deflection, detect arcana, environmental protection,
Every arcane marksmen starts by learning smite (see
protection, silence, wall walker; (Tomes & Prayers)
Signature Power, page 10), with the Limitation that
ethereal weapon (Limitation: Unique instead of Self),
it can only affect their Favored Weapons and only
leap, mend (Limitation: Favored Weapons only),
grants its effects while the arcane marksman himself
tunnel.
wields the weapon.
Seasoned: Disguise, farsight, invisibility, speed, teleport,
Since this Signature Power has a Novice Rank, the
warrior’s gift; (Tomes & Prayers) fortune, sense beings,
marksman gets a +1 to his activation roll. If no Power
decoy, wilderness stride.
Modifier is used, the Limitation grants an additional
Veteran: (Tomes & Prayers) Rejuvenation. +1 (since the Limitation can’t reduce the cost below 1).

Heroic: Intangibility. Smite only improves the damage of mundane


projectiles, not the damage of Imbued powers.
New Arcane Backgrounds
BLOOD LINK
BLOOD MAGES If a power is successfully activated while the blood
■ EDGE: Arcane Background (Blood Magic). Does mage touches the blood of her target, the target is
not count as Arcane Background (Magic). considered Vulnerable for her arcane skill roll (+2 to
■ ARCANE SKILL: Spellcasting (Smarts) calculate opposed rolls and raises).
■ STARTING POWERS: 1
The blood may come from a blade from a previous
■ POWER POINTS: 15
a�ack, from an open wound on the recipient, a pool
Magic flows in their veins and blood is a vessel of of blood on the ground, or a bloodle�ing she just
magic. Blood is symbol of life and creation, but performed. The blood must be quite fresh (not dried)
unfortunately also of pain, suffering, and death. to keep its magic.

Dark mages use such links to subvert their enemies,


BLOODLINES while white mages use it to be�er heal or empower
Blood mages inherit their arcane powers from (at
their allies.
least one of) their parents or ancestors. Sometimes it
skips a generation, sometimes only female can
POWER LIST
receive it.
Trappings: Blood, birth, fertility, draining, body
mutation, flesh, bones, life sense, body control,
MAGIC IS IN OUR BLOOD curses, magic resistance.
The fact that their blood carries magic is enough to
cast powers (using the Spellcasting arcane skill). Novice: Arcane protection, beast friend, blind, bolt,
boost/lower Trait, confusion, darksight, detect/conceal
However, if the blood mage is willing to spill her own
arcana, darkness, empathy, environmental protection
blood (or the blood of others) she can get bonuses to
(self mutation), fear, healing, mind link, protection,
her power activation roll, which let her beat stronger
relief, shape change, silence (always with the Targeted
opponents’ defenses or get improved results (raises
Modifier), stun, summon ally, wall walker; (Tomes &
being easier to reach). See Blood Magic (page 18).
Prayers) animal weapon, a�ract, drain Trait, leap, rush,
seal, soothe.
WILD MAGIC
Due to the raw forces of life and the pain usually Seasoned: Blast, damage field, disguise, dispel, growth/
associated with blood magic, a Critical Failure ends shrink, sloth/speed, slumber, telekinesis (flesh only),
up with a Dynamic Backlash (page 16). teleport, warrior’s gift; (Tomes & Prayers)
clairvoyance, decoy, fortune, harmless cri�ers, locate,
NOT SO WELCOME repel, sense beings, sentry, suggest, wilderness stride,
In most fantasy se�ings, blood magic is withering ground.
misunderstood and seen as evil. The blood mage
Veteran: Drain Power Points, fly, puppet, zombie;
starts with a Minor Hindrance that best matches the
(Tomes & Prayers) elemental body, rejuvenation.
character, e.g. Secret, Outsider, Wanted, Ugly.
Heroic: Resurrection.
Either her power is not yet know and she holds it
secret, or the powers left a clear mark on her (a birth
mark, dark hairs, scars), or she is renown for using
blood magic.
New Arcane Backgrounds
(defense or food), never sleep in a enclosed room,
DRUIDS never use objects manufactured by damaging
■ EDGE: Arcane Background (Druidism). Does not Nature (mines, heavy woodcu�ing), never waste
count as Arcane Background (Miracles). water, never risk the life of a group to save the life
■ ARCANE SKILL: Faith (Spirit) of a single individual, always abandon wounded or
■ STARTING POWERS: 2 diseased beings.
■ POWER POINTS: 15
If he fails to follow this code, he loses his powers, or
Druids are different from se�ing to se�ing. In Celtic at least, is disconnected (see Disconnection Backlash
times, they were priests. In many fantasy se�ings, below), until he could atone (up to GM).
they worship the goddess of Nature or they call upon
the power of Nature spirits. In every case, their DISCONNECTION BACKLASH
powers come from supernatural beings in which they A Critical Failure on power activation causes the
place their beliefs. Hence, they use the Faith skill. druid to lose connection with Nature. All future
Faith rolls suffer a –2 penalty until the Druid can
ASPECT OF NATURE meditate in a wild environment for one hour. The
Nature is multi-faceted. Druids focus on one of Her druid’s active powers remain active.
aspects, whether based on terrain type (forests, seas,
deserts, caves…), on a strong manifestation of nature POWER LIST
(storm, tide, metamorphosis, vegetation, life…), or a Trappings: are based on the druid’s Aspect of Nature
natural concept (hunt/predation, protection of the — animals, earth, flesh, life, stone, vegetation, water,
herd, freedom, cycle of life, cycle of nights and days). wind. It could be fire in a volcano, heat in a desert,
ice in tundra…
If he is in a place or situation that represents his
Aspect of Nature (near raw rock, at night, in forests, Novice: Arcane protection, beast friend, bolt, boost Trait,
while it’s raining, while hunting prey, when the tide burrow, burst, darksight, deflection, detect arcana, elemental
is rising), the cost of one Power Modifier is reduced manipulation, empathy, entangle, environmental
by 1 (see Empowering Situation, page 19). For rarer protection, fear, havoc, healing, light/darkness, protection,
situations (at full moon, around noon when the sun relief, shape change, smite, stun, summon ally, wall walker;
is high), the cost is reduced by 2. (Tomes & Prayers) arc, animal weapon, bubble, conjure
item, darts, impede, hook, leap, petrify, rush, seal, shelter,
CODE OF CONDUCT soothe, tunnel;
When becoming a vessel of Nature, the druid vows
Seasoned: Barrier, blast, damage field, dispel, farsight,
to follow a Code of Conduct. While the player can
growth/shrink, sloth/speed, slumber, warrior’s gift;
choose his character’s Code of Conduct, it should be
(Tomes & Prayers) anger, clairvoyance, camouflage,
in line with the druid’s Aspect of Nature and will
damage pillar, energy barrier, harmless cri�ers, quake,
always include a great respect for Nature and Her
transport, tremor, weather manipulation, wilderness stride.
ways. The Code is about 3 or 4 rules, some of which
must be difficult to achieve or may conflict with the Veteran: Fly; (Tomes & Prayers) elemental body,
group interest (it is the equivalent of a Major rejuvenation.
Hindrance).
Heroic: Divination.
Sample rules: try and prevent destruction to
Note that druids won’t alter the natural cycle of Life,
Nature, never take animal life except for survival
and thus can’t take resurrection or zombie.
New Arcane Backgrounds
EDGES FOR ENGINEERS
ENGINEERS The Mr. Fix It Edge works as described, but the +2
■ EDGE: Arcane Background (Technology) to Repair rolls does not apply to power activation. It
■ ARCANE SKILL: Repair (Smarts) still applies to Support and Tests (as an arcane skill).
■ STARTING POWERS: 3
The Gadgeteer Edge is not available to engineers as
■ POWER POINTS: —
it relies on using Power Points. The same for the
“Magic is Science we don’t understand yet.” Well, not Artificer, Channeling, Power Points, Power Surge,
in fantasy se�ings. Technology is a very different Rapid Recharge, and Soul Drain Edges. The
path from Magic, just invented or rediscovered. The Concentration Edge is of no use to engineers.
engineer understands Technology and builds
incredible machines with it. BROKEN DEVICES
On a Critical Failure on the power activation roll, the
NOT SO WEIRD DEVICES device breaks and can’t be used again until the
The engineer’s powers represent the effects of engineer spends one hour fixing it (see Shutdown
technological devices (see Weird Device, page 15), Backlash, page 16).
but those effects are not magic. They can’t be dispelled
and detect/conceal arcana have no effect on them (See POWER LIST
Technology, page 19). Trappings: Fans, gears, pistons, valves, propellers,
electricity, Tesla rays, steam, light, images, black
NO POWER POINTS powder, fuel.
This Arcane Background uses the No Power Points
Novice: Arcane protection, blind, bolt, boost Trait, burst,
Se�ing Rule.
confusion, darksight, deflection, elemental manipulation,
entangle, environmental protection, havoc, illusion,
BUILD AND REPAIR light/darkness, mind link, protection, smite, sound, speak
The engineer builds and uses his devices with the
language, stun, summon ally (robots, drones), wall
Repair Skill. He needs no tool to use a device, but
walker; (Tomes & Prayers) arc, bubble, dart, hook, leap,
basic tools to Jury Rig a device (see Savage Worlds),
levitate, mend, rush, seal (welding), shelter.
and specialized tools to create new devices, e.g.
when learning a new poser or fixing a broken one. Seasoned: Blast, damage field, farsight, speed, slumber,
warrior’s gift; (Tomes & Prayers) camouflage, locate,
rust, sha�er, shelter, transport, tremor, weather
manipulation; wilderness stride (stilts).

Veteran: Fly; (Tomes & Prayers) rejuvenation.


JOYCE MAUREIRA

TESTS & SUPPORT


The engineer always has, in his satchel, small
mechanical devices he can use to annoy
enemies or provide assistance to allies,
where it makes sense. He typically spends
his downtime recreating those from spare
pieces or junk.
New Arcane Backgrounds
POWER LIST
MYSTICS Trappings: Mind over ma�er, elemental, kinetic
■ EDGE: Arcane Background (Mysticism). This force, meditation, enhanced body.
counts as Arcane Background (Gifted) for Power Edges.
Novice: Arcane protection (Self), beast friend, blind
■ ARCANE SKILL: Focus (Spirit)
(Touch), bolt (Touch), boost Trait (Self), burst,
■ STARTING POWERS: 2
confusion (Touch), darksight (Self), deflection (Self),
■ POWER POINTS: 15
detect arcana (Self), elemental manipulation, empathy
(Touch), fear (Touch), havoc, healing, lower Trait
ANIMA SANA IN CORPORE SANO (Touch), mind link (Touch), mind reading (Touch),
Mystic abilities come from intense training,
protection (Self), relief (Touch), shape change, smite
meditation, and inner willpower. They don’t need
(Limitation: the mystic’s fists/feet/natural weapons),
to talk to activate powers and subtle gestures are
soothe (Touch), silence (Self), speak language (Self),
enough to guide the energy towards their targets.
stun (Touch), summon ally (duplicate of oneself,
See All In My Mind (page 12).
mentor spirit), wall walker (Self); (Tomes & Prayers)
animal weapon, arc, bubble, darts (Touch), drain Trait
STANDARD BACKLASH (Touch), ethereal weapon, leap (Self), levitate (Self),
Mystics suffer the standard Backlash on Critical
soothe (Touch), rush, tunnel (Self).
Failure: they suffer 1 level of Fatigue and all active
powers immediately end. Seasoned: Barrier (Touch), blast (Touch), damage field
(Self), disguise (Self), dispel (Touch), growth/shrink
MY BODY IS A WEAPON (Self), invisibility (Self), object reading (Touch), sloth
Powers which enhance people must be learned with (Touch), speed (Self), slumber (Touch), teleport (Self),
the Self Range Limitation. warrior’s gift (Self); (Tomes & Prayers) clairvoyance,
energy barrier (Touch), kinetic barrier (Touch), locate,
Powers which affects foes must be learned with the
rust (Touch), sense beings, sha�er (Touch), suggest
Touch Range Limitation.
(Touch), decoy (Self), tremor (Self), wilderness stride
(Self).

Veteran: Drain Power Points (Touch), mind wipe


(Touch); (Tomes & Prayers) elemental body,
rejuvenation (Self).
BRETT NEUFELD

Heroic: Intangibility (Self).


New Arcane Backgrounds
DOMAINS OF INFLUENCE
PRIESTS Each deity rules over one or more domains: the sky,
■ EDGE: Arcane Background (Clergy). This counts the sun, justice, pleasure. The powers available to
as Arcane Background (Miracles) for Edges. the priest and their Trappings derive from the
■ ARCANE SKILL: Faith (Spirit) domains of his deity.
■ STARTING POWERS: 2 plus one Signature Power
Each domain grants access to a set of powers and
■ POWER POINTS: 15
Trappings. A priest can only learn powers from
Priests highly depend on what god they worship: domains his deity commands to.
their miracles come from that deity.
SIGNATURE POWER
GODS & VOWS Each domain also lists a Novice and Limited power
Anyone may believe in gods (of the same pantheon). (see Signature Power, page 10). When becoming a
However, to issue miracles you must dedicate your priest, the hero chooses one of his deity domains
life to a single deity (or a set of minor similar deities and receives that domain’s Signature Power for free.
which counts as a single deity for this section) and
comply to her rules and principles.

A minor sin causes the priest to be disconnected


from his deity. All his Faith rolls suffer a –2 penalty
until he can amend and recover the trust of his deity
(his active powers remain active).

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.

Veteran: Banish, fly; (Tomes & Prayers) elemental


body.

Heroic: Divination, intangibility.

DOMAIN: ANIMALS
Trappings: animals, rage, morphing.

Signature Power: Empathy (Limitation: Type —


Animals) or elemental manipulation (Limitation:
Single - Animal).

Novice: Beast friend, bolt, boost Trait, burrow, darksight,


empathy, entangle, environmental protection, fear,
protection, shape change, sound, summon ally, wall
walker; (Tomes & Prayers) animal weapon, darts,
elemental manipulation (Limitation: Single - Animal),
hook, leap, rush.

Seasoned: Blast, damage field, farsight, speed, warrior’s


gift; (Tomes & Prayers) anger, clairvoyance, harmless
BRETT NEUFELD

cri�ers, locate, sense beings, sentry, transport, tremor,


wilderness stride.

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.

Veteran: Banish, fly; (Tomes & Prayers) elemental body.

Heroic: Divination, resurrection (rebirth from ashes).

DOMAIN: EARTH DOMAIN: ICE


Trappings: Earth, rock, dust, mountains, underground. Trappings: Ice, snow, freeze, blizzard.

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.

Heroic: Divination. Heroic: Resurrection.

DOMAIN: LIGHT
Trappings: Light, sun, colors, purity.

Signature Power: Light or elemental manipulation


(Limitation: Single - light).

Novice: Blind, bolt, burst, deflection, illusion, light,


protection, smite, summon ally; (Tomes & Prayers) arc,
darts, elemental manipulation (Limitation: Single -
light), ethereal weapon, glyphs, rush.

Seasoned: Blast, damage field, invisibility; (Tomes &


Prayers) clairvoyance, damage pillar, energy barrier,
MATT MORROW

gate, weather manipulation.

Veteran: Banish; (Tomes & Prayers) elemental body.


New Arcane Backgrounds
DOMAIN: MAGIC DOMAIN: PLANTS
Trappings: Magical energies, energy transfer/ Trappings: Tree, wood, vines, bark, food.
siphoning, other dimensions/planes.
Signature Power: Elemental manipulation (Limitation:
Signature Power: Detect arcana. Single – plants).

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).

Seasoned: Blast, damage field, slumber; (Tomes


& Prayers) damage pillar, repel, rust, withering
ground.

Veteran: Zombie (Tomes & Prayers) elemental body.

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.

DOMAIN: THUNDER DOMAIN: TRAVEL


Trappings: Thunder, storms, lightning, electricity, Trappings: Journey, movement, speed, freedom,
adrenaline, reflexes, celerity. survival tools.

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.

Veteran: Banish; (Tomes & Prayers) elemental body.

Heroic: Divination.
New Arcane Backgrounds
DOMAIN: WAR
Trappings: Destructive energies, weapons, suits of
armor, rage.

Signature Power: Boost Trait (Limitation: Subset —


Athletics, Fighting, Shooting, and Strength).

Novice: Arcane protection, bolt, boost Trait, burst,


deflection, protection, smite, summon ally; (Tomes &
Prayers) animal weapon, arc, bubble, conjure item, darts,
ethereal weapon, hook, leap, mend, rush.

Seasoned: Barrier, blast, damage field, growth/shrink,


sloth/speed, telekinesis (Limitation: Type — metal),
warrior’s gift; (Tomes & Prayers) anger, damage pillar,
energy barrier, quake, rust, sha�er, transport, tremor.

Veteran: (Tomes & Prayers) Elemental body.

DOMAIN: WATER
Trappings: Water, jet, stream, mud, waves, tide, fog.

Signature Power: Elemental manipulation (Limitation:


DEAN SPENCER

Single - Water).

Novice: Beast friend (Limitation: Type - water


dwellers), bolt, burrow, burst, darkness (fog), deflection,
elemental manipulation (Limitation: Single - Water),
environmental protection (Limitation: Single -
underwater), havoc, relief, stun, summon ally; (Tomes
& Prayers) bubble, ethereal weapon, hook, impede, rush.

Seasoned: Blast, teleport; (Tomes & Prayers) decoy,


gate, kinetic barrier, quake, rust, sentry, transport,
weather manipulation, wilderness stride (Limitation:
Single, waterwalk).

Veteran: Banish, zombie (drowned); (Tomes &


Prayers) elemental body.

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.

Novice: Arcane protection, beast friend, blind, bolt,


boost/lower Trait, burst, confusion, darksight
(Limitation: Self), deflection, detect/conceal arcana,
elemental manipulation (telekinesis), empathy, entangle
(paralysis), fear, havoc, illusion, mind link, mind
reading, relief, sound, speak language, stun, summon ally
(thought or dream constructs); (Tomes & Prayers)
a�ract, drain Trait, arc, ethereal weapon, bubble, levitate,
leap, soothe, stasis.

Seasoned: Blast, damage field, disguise, farsight, object


reading, slumber, telekinesis, teleport, warrior’s gift;
(Tomes & Prayers) anger, clairvoyance, decoy, fortune,
GARY DUPUIS

locate, kinetic barrier, repel, sha�er, sense beings, sentry


(precognition), suggest, tremor, weather manipulation
(premonition), withering ground.

Veteran: Mind wipe, puppet.

Heroic: Divination, intangibility.


New Arcane Backgrounds
RUNE RANGES
RUNEMAGES The magic energies comes from the rune, so the
■ EDGE: Arcane Background (Rune Magic). target must be close enough.
■ ARCANE SKILL: Runecasting (Smarts) ■ SELF: the runemage must touch the rune. The
■ STARTING POWERS: 2 plus conceal arcana or glyphs rune can only affect the runemage who activates
■ POWER POINTS: 10 it.
■ TOUCH: the target must be touching the rune.
Rune magic is about drawing runes on surfaces and
■ CONE: the Cone Template is placed emanating
naming things to release the rune’s magic.
from the rune.
Runemages paint runes on their skin, equipment,
■ SMARTS OR HIGHER: the target must be within
allies’ equipment, or plant them as traps for
3” (6 yards or meters) of the rune. This Range
invaders.
can’t be increased/modified.

DRAWING RUNES JUST ANY RUNE


Drawing a rune takes the runemage’s entire turn
A runemage can activate runes carved by other
(she can’t Multi-Actions nor Run) and requires no
runemages, at –2 if he knows the power (even with
roll. The rune can be drawn, painted, or carved, on
a different Trapping), –4 otherwise.
any surface the runemage touches. Each rune is
dedicated to a single power (and multiple runes can If the rune owner is also in Range of his rune, the
be drawn about the same power). activation roll becomes an opposed roll against the
owner’s Runecasting roll.
Runes are visible to anyone, but most won’t
understand what they are: they look like a forgo�en
RUNIC BACKLASH
language. A Runecasting roll can identify which
On a Critical Failure, the runemage suffers one level
power a specific rune represents.
of Fatigue, all powers cast from that rune
Runes are magical. An enemy can dispel a rune as if immediately end, and the rune itself is destroyed. It
it was an enchanted device (using the Power must be redrawn, taking the runemage’s entire turn
Modifier: Power). like drawing a new rune.

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).

The runemage chooses the target, selects the


Modifiers, rolls her arcane skill, and pays the Power
DANIEL COMERCI

Point cost just like a standard power activation. The


activation roll is made at –2 if she can’t see the rune
but knows it’s there.
New Arcane Backgrounds
SIGNATURE POWER POWER LIST
Runemages first learn to conceal their runes from Trappings: Glowing runes, fluorescent energy,
magic eyes. They start with conceal arcana. alteration and metamorphosis. Runes are usually
placed according to their effects: burst drawn in the
If using Tomes & Prayers, the runemage may choose
palm, seal on the door, clairvoyance on the brow, blind
to instead start with the glyphs power (which let
on a shield. The power effects surge from the rune.
them hide a message behind an illusion) Limited to
a Range of Touch. Novice: Arcane protection, blind, bolt, boost/lower Trait,
burrow, burst, confusion, darksight, deflection, detect/
conceal arcana, entangle, environmental protection, fear,
havoc, illusion, light/darkness, protection, relief, shape
change, smite, stun, summon ally, wall walker; (Tomes
& Prayers) arc, animal weapon, darts, conjure item,
drain Trait, ethereal weapon, hook, levitate, glyphs,
impede, leap, petrify, rush, seal, shelter, tunnel.

Seasoned: Barrier, blast, damage field, disguise, dispel,


farsight, growth/shrink, invisibility, sloth/speed,
slumber, warrior’s gift; (Tomes & Prayers) camouflage,
energy barrier, fortune, gate, quake, rust, sha�er,
transport, tremor, wilderness stride, withering ground.

Veteran: Banish, drain Power Points, zombie; (Tomes &


Prayers) elemental body, rejuvenation.

Heroic: Intangibility.

RUNE MAGIC EDGES


In addition to standard Power Edges, Runemages
have access to the following Power Edge:

DELAYED RUNES
REQUIREMENTS: Seasoned, Runecasting d8+
DANIEL COMERCI

When activating a rune (by speaking it’s words of


powers and making the activation roll), the runemage
can declare a delay (seconds, hours, at sunset) and
how to pick a target (myself, the closest person). Once
the delay passed, the rune releases the power’s effects
on the first valid target (or fizzles if no target found).

Alternatively, instead of a delay, he can set a


condition (something he could check by himself,
like “when an elf enters the room” or “when the
sound of footsteps are heard”). The rune releases the
power’s effects the first time the condition is met.
New Arcane Backgrounds
SHUTDOWN BACKLASH
SHAMANS On a Critical Failure, the spirit the shaman asked a
■ EDGE: Arcane Background (Shamanism). This favor to, refuses, sulks, or is simply unavailable.
does not count as Arcane Background (Miracles).
All uses of the power linked to that spirit end
■ ARCANE SKILL: Faith (Spirit)
immediately, and the shaman can no longer request
■ STARTING POWERS: 2
favors from that spirit. See Shutdown Backlash,
■ POWER POINTS: 10
page 16.
Shamans range from barbarian or pagan clerics, to
The shaman can perform some ritual (a dance under
witch doctors or Native American healers. Here, our
the moon, an astral journey, an offering to her
shamans communicate with spirits and bargains for
ancestors) to reconcile with that spirit (and so
favors from them.
recover her ability to cast that power).

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.

For each power she gains, she recruits one spirit


responsible for that power (as odd as it looks, this
works like a Weird Device, page 15).

Spirits are around the shaman, at all times, invisible,


intangible. They can be seen with sense beings (from
Tomes & Prayers), or whatever power can see ghosts
in your se�ing (e.g. darksight).

PLEADING FOR FAVORS


The activation roll represents her pleading (with the
Faith arcane skill) one of her spirits to do her one
favor (i.e. cast the power they represent).

The spirit materializes near her and fulfills the favor.


The spirit is part of the Trapping: a blast could be a
fire spirit turning into a nova to strike her
opponents, a deflection could be an ancestral warrior
spirit parrying blows for her, a boost Trait could be
an animal spirit jumping inside her body
ERNANDA SOUZA

empowering her moves.

When using Additional Recipients or casting the


same power multiple times, either the spirit moves
quickly between the recipients or he calls other
similar spirit for help.
New Arcane Backgrounds
SUMMONING SPIRITS ENROLLING NEW SPIRITS
Summon ally is the only power the shaman can cast While the shaman can gain new spirits by taking the
by herself (using Faith and Power Points as normal). New Power Edge, she can also willingly ask one of
This power is an Arcane Specialty (see page 16), so her spirits to leave (forge�ing that power), and then
the shaman gets a +1 to her activation roll when seek a new spirit to enroll.
casting that power.
Seeking a new spirit is a one hour long ritual in a
She uses it to summon one of her enrolled spirits as place related to the type of spirit she wishes to
an ally for a longer period. That spirit enters the enroll. Then, it takes three days for the spirit and the
mundane world, obeys her orders, and fights by her shaman to perfectly understand each other
side. (assuming their have time to train). During that
time, the activation roll for that power suffers a
Spirits linked to Novice powers works as an
Familiarization penalty of –2 (see Exchangeable
A�endant, Seasoned powers as a Bodyguard,
Powers, page 16).
Veteran powers are as strong as a Mirror Self, and
Heroic powers are Sentinels.
POWER LIST
Alternatively, you can use Summoner’s Circle (a Trappings: Always include the spirit. Ancestors,
Savage Worlds Adventurer’s Guild product by nature, elementals, animals, spirit world, spirits
Dylan Brook), to create custom spirits for each of doing stuffs remotely.
your powers.
Novice: Arcane protection, beast friend, blind, bolt,
When a spirit has been summoned, the range of boost/lower Trait, burrow, burst, darksight, deflection,
their power is no longer taken from the shaman, but elemental manipulation, entangle, environmental
from the spirit (and Self powers are cast on the spirit protection, fear, havoc, healing, light/darkness,
instead of the shaman). You can end the summon ally protection, relief, shape change, smite, sound, speak
power anytime to have the spirit instantly return language, stun, summon ally, wall walker; (Tomes &
intangible by the shaman side. Prayers) animal weapon, arc, bubble, leap, petrify,
shelter, soothe, tunnel.
BANISHING SPIRITS Seasoned: Barrier, blast, damage field, disguise, farsight,
If the spirit is seen by opponents and then banished,
sloth/speed, telekinesis, teleport (journey through the
or incapacitated while summoned, the spirit is
spirit world), warrior’s gift; (Tomes & Prayers) anger,
unavailable and the shaman loses contact with that
camouflage, clairvoyance, damage pillar, energy barrier,
spirit, exactly like when she suffers Backlash.
fortune, gate (portal through the spirit world), locate,
The spirit can be called again to her side with the quake, replay, rust, sense being, sentry, sha�er,
same ritual. The GM may decide the spirit needs at transport, tremor, weather manipulation, wilderness
least one day to heal his Wounds in the spiritual stride, withering ground.
world before he can come back.
Veteran: Banish, fly; (Tomes & Prayers) elemental
body, rejuvenation.

Heroic: Divination, intangibility (walk through the


spirit world).
New Arcane Backgrounds
BACKLASH
WIZARDS Wizards use the Standard Backlash (on Critical
■ EDGE: Arcane Background (Wizardry). Counts as Failure, suffer 1 Fatigue, all active powers
Arcane Background (Magic) for Power Edges. immediately end). However, the Backlash increases
■ ARCANE SKILL: Spellcasting (Smarts) to Dynamic Backlash when they cast without
■ STARTING POWERS: 2 reading their book.
■ POWER POINTS: 10
EXTENDED DURATION
Wizards approach magic like science. They study
Wizards may increase their casting time to extend
every aspect of it, from books, schools, and mentors.
the power’s base Duration ten times (see Extended
Most specialize in one field of magic, perform
Cast, page 11).
experiments, write thesis and memoirs, or even run
an entire school about it.
SCHOOL SPECIALTY
Each School has one flagship power that can be
SCHOOLS OF MAGIC learned ignoring Rank requirements or get a +1
Wizardry is composed of six Schools (see page 17):
bonus to the activation roll if the power is Novice
Creation, Deception, Destruction, Divination,
(see Arcane Specialty, page 16).
Domination, Mutation. The Spellcasting skill is
Specialized per School. Creation: barrier, Deception: illusion, Destruction:
blast, Divination: divination; Domination: puppet,
When taking the Arcane Background (Wizardry)
Mutation: shape change.
Edge, the wizard gains a free d4 in Spellcasting (see
Free Arcane Skill, page 10) and chooses a School to
POWER LIST
Specialize in.
Each School has a specific power list and matching
Trappings.
WIZARD’S SPELLBOOK
Wizards find it more efficient to write powers they When learning a power from a School, a wizard
learn in Spellbooks. They prefer to activate their must have its Trapping match the theme of the
powers by reading from their spellbook, but they School. For example, the Trapping of environmental
can still cast from memory with a –2 penalty to the protection could be conjuring a piece of equipment
activation roll (see Channeling Tool, page 15). from the Creation School, gaining animal features
from the Mutation School, or se�le an insulating
Whether they read from their book or chant from
bubble around you from the Domination School.
memory they do it Loud and Clear (see page 12).
The Wizard Edge (see Savage Worlds) can be used to
change a power’s Trapping from one School to the
other, if the spellcaster is Specialized in both
Schools.

See below for the power list for each School.


BOB GREYVENSTEIN
New Arcane Backgrounds
SCHOOL: CREATION SCHOOL: DESTRUCTION
Creation covers the powers of life and evocation, Destruction covers the powers of chaos, darkness,
that is creating something out of nowhere. conflict, anti-magic, hazards, and destruction.

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.

Veteran: (Tomes & Prayers) Rejuvenation.

Heroic: Resurrection.

SCHOOL: DECEPTION SCHOOL: DIVINATION


Deception covers the powers of artifice, illusion, Divination covers the powers over perception,
fear, and mind manipulation. knowledge, prediction, magic, and time.

Trappings: Illusion, confusion, tricks. Trappings: Higher understanding, improved


perception, knowledge, sparks of the future, eyes in
Novice: Blind, confusion, deflection, conceal arcana, fear,
the magic plane, helpful spirits, runes, magical
illusion, darkness, sound; (Tomes & Prayers) a�ract,
writings.
ethereal weapon, glyphs, seal, stasis.
Novice: Arcane protection, beast friend, boost Trait,
Seasoned: Disguise, invisibility, slumber, warrior’s gift;
darksight, deflection, detect arcana, empathy, light, mind
(Tomes & Prayers) anger, camouflage, decoy, replay,
link, mind reading, speak language; (Tomes & Prayers)
suggest, tremor, withering ground.
bubble, glyphs, soothe, stasis.
Veteran: Mind wipe.
Seasoned: Farsight, invisibility, object reading, sloth/
Heroic: Intangibility. speed, warrior’s gift; (Tomes & Prayers) clairvoyance,
fortune, locate, replay, sense beings, sentry.

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.

Trappings: Kinetic force, mind control, chains,


humans, civilization, order.

Novice: Arcane protection, beast friend, confusion,


deflection, elemental manipulation, entangle,
environmental protection, havoc, stun, summon ally,
wall walker; (Tomes & Prayers) a�ract, bubble, levitate,
rush, seal, soothe, tunnel.

Seasoned: Dispel, sloth/speed, slumber, telekinesis,


teleport; (Tomes & Prayers) kinetic barrier, repel,
suggest, weather manipulation, withering ground.

Veteran: Banish, puppet.

SCHOOL: MUTATION
Mutation covers the powers of metamorphosis,
transmutation, shape change, and conversions.

Trappings: Morphing, shifting, change, animals,


water, earth, plants, flesh.

Novice: Blind, boost/lower Trait, burrow, burst,


darksight, environment protection, protection, relief,
shape change, smite, wall walker; (Tomes & Prayers)
animal weapon, impede, leap, mend, petrify, shelter,
wilderness stride.

Seasoned: Barrier, blast, damage field, disguise, farsight,


growth/shrink, sloth/speed; (Tomes & Prayers)
camouflage, rust, harmless cri�ers.

Veteran: Elemental body, fly.

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.

At the beginning of his turn, he may choose to make


himself Vulnerable (until the end of his next turn) to
apply a –2 penalty to rolls to resist or avoid powers
he casts this turn (this does not affect opponent’s
rolls to shake the effect off on their turn), and to
increase his powers damage by 2.

CALM BEFORE THE STORM


REQUIREMENTS: Seasoned, Arcane Background
(any)

Whether from meditation, taking time to gather


energies, or careful repeating the magic words he ILLUSIONIST
will have to pronounce, the hero spends time REQUIREMENTS: Novice, Smarts d8+, Arcane
preparing before unleashing fury on his enemies. Background (any),

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.

POWER EDGE SUMMARIES


EDGE REQUIREMENTS SUMMARY
Ba�le Mage S, AB, Fighting d8+ Activate a power on self as a free action.
Becomes Vulnerable for powers to deal +2 damage or –2 to be resisted
Burning Heart S, AB, Strong Willed
or avoided.
Calm Before the Storm S, AB One turn focusing, ignores 2 penalties on all powers next round.
One die step increase to Spirit, Strength, and Vigor for summon ally/
Conjurer N, Spirit d8+, AB
zombie. Cost reduced by 1 for summon ally/transport/zombie.
Can set a delay or condition when activating a rune. The rune effects
Delayed Runes S, Runecasting d8+
happens after the delay is passed or the condition is met.
S, AB(Alchemy), Science
Experimental Science 1 Power Point to change a potion’s Trapping.
d6+
Expert Gatherer S, AB(Alchemy) Gather 10 PP on success, +5 per raise, and only 5 on Failure.

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!

NEEDLE Whoever travels with her, joined a formidable


healer, from mundane healer and magic healing. For
open bleeding wounds, her blood link and Healer
“Are blood mages always evil?”
“Hell no! Many of them are, so they are all feared Edge triggers. But also a savage hunter, armed with
and chased.” deadly javelins. She summons blood hounds, they
“Can I play a blood healer?”
smell her opponent’s blood, stalk them, bite them,
“Sure.”
“She used her power to help people but that lead slow them, until she joins the fight and pierce them.
her to be chased. Her strong persona refused And a wonderful scout who knows her way in the
that situation. She fights back!”
wild and always remain vigilant.

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.

Needle was born Kitana, she had a knack for


tending to other people and ease their wounds.
SUGGESTED NEXT ADVANCES
Everybody loved her in the village. Until the day the Durability: Combat Reflexes, Nerves of Steel.
miller crushed his arm under the milestone. She put Allows you to mitigate Shaken and Wounds taken
so much effort in saving his arm and life, she started while casting.
to bleed, and she did indeed save him. Blood mage! Utility: Healing, Notice, Stealth, Fleet Footed,
Curse on the village. They wanted to burn her, she Intimidation, Rabble Rouser, New Powers
managed to flee, they chased her. They tracker her (puppet, stun, warrior’s gift, boost Trait, Tomes &
four days in the mountains. This had to stop. As Prayers — animal weapon, drain Trait, leap, rush).
they closed on her, she stopped, her anger filled her Ferocity: Ba�le Mage (free action for healing and
blood, her rage morphed her flesh. They didn’t shape change), New Powers (boost Trait,
believe what they saw, a mighty cougar pounced at protection), Agility, Fighting, Frenzy.
them, tearing their throat apart.
Sample Characters
Garson is the face of his party: he manages all the
GARSON ONE-EYE talking and negotiations. He has a decent
Networking and can get them out of difficult
“I have a crazy idea for an alchemist.” situations. His gambling earns them some money
“Oh, tell me more!” and his smooth talk earns them some discount!
“I like crafting consumable stuffs, but potions are
so boring. What about playing cards! I mix
chemical substances and when I break the card, In combat, he enjoys tricking his opponents around.
whoumf, the effect is released.” Tests are his domain (Athletics, Performance, or his
“Nice! And you will be eating those cards for arcane skill Science). His alchemy provides a wide
buffs?”
“No. My character doesn’t care for buffs!” range of shenanigans. He crafts playing cards he
throws around. As they hit a foe or a wall, they
break and release magic! When everything else fails,
D GARSON ONE-EYE he keeps a few card-shaped knifes in his jacket, just
Race: Human; Advances: 8; Rank: Veteran in case.
A�ributes: Agility d8, Smarts d8, Spirit d8,
Strength d6, Vigor d6
Skills: Athletics d8, Common Knowledge d4,
Fighting d4, Gambling d8, Notice d8,
CREATING GARSON
Performance d6, Persuasion d8, Science d8, A�ributes: Agility d8, Smarts d8, Spirit d8,
Stealth d6, Thievery d6 Strength d4, Vigor d4
Pace: 6; Parry: 4; Toughness: 7 (2); Size 0 Skills: Athletics d6, Common Knowledge d4,
Hindrances: Driven (Major, pick an eye out off Fighting d4, Gambling d8, Notice d6,
Kalgor Madron), One Eye Performance d4, Persuasion d6, Science d6,
Edges: Arcane Background (Alchemy), Bolster, Stealth d4, Thievery d6
Killer Instincts, New Powers (blast, slumber), Starting Edges: Arcane Background (Alchemy,
Strong Willed blind, entangle, havoc, stun); Strong Willed.
Powers: blast, blind, entangle, havoc, slumber, stun. Novice: Vigor d6; Bolster; Notice d8 &
Power Points: 10 Performance d6.
Gear: throwing knives (3/6/12, Str+d4), Leather Seasoned: New Powers (blast, slumber);
Jacket and Leggings (+2 Armor) Strength d6; Killer Instincts; Athletics d8 &
Persuasion d8.
Since he was a kid in Kalderos, Garson loves playing
Veteran: Science d8 & Stealth d6.
cards. He is quite good at reading people and
bluffing them.
SUGGESTED NEXT ADVANCES
Once he was caught cheating with the wrong guy:
Rogue: Thievery, Stealth, Athletics, Thief, Rich.
Kalgor Madron, a powerful aristocrat of Kalderos.
Alchemist: Experimental Science, Power Points,
He ordered his men to take his eye out.
New Powers, Expert Gatherer.
He should have died but a young alchemist took Trickster: Athletics, Performance, Acrobat
care of his wound. Garson fell in love with this craft. (additional reroll on Tests based on acrobatics).
This became his second nature. Face: Persuasion, Charismatic, Connections,
Fame (become a renown gambler, run your own
This didn’t stop him from playing, quite the other
business, access to social inner circles).
way around! He now seeks Kalgor: Eye for an eye!
Sample Characters
SELENA VISTARI
“I would like to play a Druid. They worship every
aspect of nature, right?”
“Yeah, even death, tides, moon, or sun.”
“Moon, hmm, magic, secrets revealed.”
“Yup, as well as change, metamorphosis, insects,
werewolves?”
“Nothing is ever created or destroyed!
Everything transforms. I’ll do a Moon Druid.”

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.

She likes riddles and finding out about secrets, but


SUGGESTED NEXT ADVANCES
she likes the most telling others about them, even Revealer of Secrets: New Powers (divination,
when she shouldn’t. Her curiosity led her to join the farsight, Tomes & Prayers — clairvoyance),
druidic Circle of the Moon. They explore the deepest Rapid Recharge, Occult, Faith, Notice.
mysteries of the forest and look for the long gone fae. Shapeshifter: New Powers (warrior’s gift, Tomes
& Prayers — animal weapon, harmless cri�ers,
Their Code of Conduct is to always fight darkness,
wilderness stride), Animalist (Tomes & Prayers).
treachery, and ignorance (they often are pedagogue
Explorer of Worlds: Agility, Riding, Woodsman,
and great teachers). They can’t lie, for that lying is
Notice, New Powers (farsight, wilderness stride).
hiding the truth, and the moon doesn’t like secrets.
Sample Characters
long, for a clan warrior rebelled and killed his father.
GUMLEAR JORMUND Chased, he fled to the closest humans’ city.

Those adventures made him very careful and


“I don’t have much idea about what to play. A
spellcaster for sure, with traps. Placing spells calculating. He earns his life as a burglar. But the
which activate when conditions are met.” loot has been very disappointing so far.
“The Runemage has an Edge to do something like
that. But you need a story first.” In a party, Gumlear is your typical trickster,
“Someone born without luck but still manage to
be a hero?” distracting the enemies and providing tactical
control. He excels on ba�lefields he can prepare
before hand. When Calculating triggers, he can cast
a power and a�empt a Test or a dagger throw the
D GUMLEAR JORMUND same round.
Race: Dwarf; Advances: 8; Rank: Veteran
A�ributes: Agility d8, Smarts d8, Spirit d4, Outside of combat, he provides scouting abilities
Strength d6, Vigor d6 and, well, you know, when those locks are in your
Skills: Athletics d8, Common Knowledge d6, way.
Fighting d6, Notice d6, Persuasion d4,
Runecasting d8, Stealth d8, Thievery d8
Pace: 5; Parry: 5; Toughness: 5
Hindrances: Bad Luck, Death Wish (revenge), CREATING GUMLEAR
Hesitant
A�ributes: Agility d8, Smarts d8, Spirit d4,
Edges: Arcane Background (Runic Magic),
Strength d6, Vigor d6
Calculating, Delayed Runes, Illusionist, 2x New
Skills: Athletics d6, Common Knowledge d6,
Powers, 2x Power Points, Thief
Fighting d6, Notice d6, Persuasion d4,
Powers: conceal arcana, confusion, darkness, disguise
Runecasting d8, Stealth d8, Thievery d6
(Limitation: Touch), illusion, shrink (Limitation:
Starting Edges: Arcane Background (Runic
Touch), stun. Power Points: 20
Magic, confusion, illusion, Signature Power
Gear: 4x daggers (3/6/12, Str+d4).
conceal arcana); Illusionist.
Special Abilities:
Novice: Thief, New Powers (darkness, stun),
■ Low Light Vision: Ignore penalties for Dim and
Delayed Runes.
Dark Illumination.
Seasoned: New Powers (disguise, shrink),
■ Reduced Pace: Running die d4.
Calculating, Athletics d8 & Thievery d8,
■ Tough: Maximum Vigor is d12+1.
Power Points.
Born the second son of Fangor Jormund, leader of Veteran: Power Points.
the Northern Tribes, Gumlear was raised to be the
advisor of his elder brother when he will be king. SUGGESTED NEXT ADVANCES
That is how he was taught the secret of runes and he
Thief: Acrobat, Combat Acrobat, Dodge,
liked it. He appreciates how the right words on the
Extraction, New Powers (invisibility, speed,
right carvings can conjure dreams and nightmares
intangibility), Thievery, Athletics.
in the mind of this enemies.
Assassin: Assassin, Fighting, New Powers
Unfortunately for him, his brother did not survive a (smite, warrior’s gift), Extraction, Ba�le Mage.
harsh winter. Fortunately, this situation didn’t last
Sample Characters
The next year, he created what he called the
KARL VONDERBERG Cerebrum Auctioris, a metal tiara which enhance
brain activity, reflection, and reflexes (boost Trait).
“I would like to play a battlefield tactician, but And for his graduation, he invented the Three
I’m looking for a twist, and a dark past.”
Widows, spider drones the size of a buckler
“What about an Engineer? He can summon and
lead constructs on the battlefield.” (summon ally) he activates and commands from a
“Oh yeah, I like it, let’s give him some robotic Voice Analyzer to perform small tasks, like writing,
parts: a missing arm or leg.”
“Ok, let’s do that!” scouting, and even fighting.

Allies of Karl appreciate his knowledge (augmented


with Cerebrum Auctioris), his support, and his
D KARL VONDERBERG ba�lefield mastery (d8+2 and reroll on Inspire each
Race: Human; Advances: 8; Rank: Veteran round, 2 extra initiative cards per round from
A�ributes: Agility d4, Smarts d10, Spirit d8, Master Tactician).
Strength d6, Vigor d6
Skills: Academics d4, Athletics d4, Ba�le d8,
Common Knowledge d6, Fighting d4, Notice d6,
Persuasion d6, Repair d8, Research d8, Stealth d4
Pace: 5; Parry: 5 or 6 (Rapier); Toughness: 7 (2)
CREATING KARL
Hindrances: Loyal, One Arm, Slow A�ributes: Agility d4, Smarts d10, Spirit d8,
Edges: Arcane Background (Technology), Strength d6, Vigor d6
Command, Inspire, Master Tactician, Natural Skills: Academics d4, Athletics d4, Ba�le d8,
Leader, Reliable, Scholar. Common Knowledge d6, Fighting d4, Notice
Powers: boost Trait (Limitation: Self), burst, summon d6, Persuasion d6, Repair d8, Research d8,
ally (Limitation: Touch). Power Points: No Power Stealth d4
Points. Starting Edges: Arcane Background (Technology,
Gear: Rapier (Str+d4), Leather Jacket and Leggings boost Trait, burst, summon ally); Reliable.
(+2 Armor) Novice: Command; Research d8 & Ba�le d8;
Scholar (Ba�le).
Karl born with a missing feet and a stump for his
Seasoned: Inspire; Spirit d8; Natural Leader;
right arm. An old sage saw a very sharp brain under
Tactician.
this deformed body and took him under her care.
Veteran: Master Tactician.
She built his first foot prosthesis so he could at least
walk decently, even if slower than the other kids.
SUGGESTED NEXT ADVANCES
She also managed to have it enter the High
Inventor: New Powers (darkness, darksight,
Academics of Arts and Knowledge, where Karl
deflection, fly, speak language, stun), Mr. Fix It.
specialized in Technology and strategy. He built
Professor: Academics, Common Knowledge,
himself a fake arm with an integrated flamethrower
Occult, Science, Jack-of-all-Trades, additional
(burst), to defend himself against people bullying
Scholar fields.
him around.
Advisor: Persuasion, Work the Room, Notice.
General: Fervor, Hold the Line!, Level Headed,
Conjurer.
Sample Characters
them one of her seven bennies. In a fight, her sharp
TRISS but always on put advice, might let her Support her
allies with Taunts!
“Can I play a kid?”
“Yes. They have less skills and underdeveloped When she is not trying to get her teammates out of
attributes, but luck and fate are with them.” danger, she spits on her enemies with Humiliate
“Can I be a psychic?”
and Rabble-Rouser. When her spite goes to their
“You mean a psychic kid? Yes, psychic powers are
innate, so you could be born with them.” enemies, her allies feel reinvigorated (Bolster).
“Can I be a pest?”
“Make sure your allies don’t kick you out!” However, she is pre�y frail, she needs heavy
protection and care. Her only defensive tools are her
telekinetic abilities to deflect a�acks and blow
D TRISS enemies away (havoc).
Race: Human; Advances: 8; Rank: Veteran
A�ributes: Agility d4, Smarts d8, Spirit d8,
Strength d4, Vigor d6
Skills: Athletics d4, Common Knowledge d4,
Fighting d4, Gambling d4, Notice d8, Persuasion d4, CREATING TRISS
Psionics d8, Stealth d4, Taunt d8
A�ributes: Agility d4, Smarts d8, Spirit d6,
Pace: 6; Parry: 4; Toughness: 4; Size –1
Strength d4, Vigor d4
Hindrances: Illiterate, Mean, Young (Major)
Skills: Athletics d4, Common Knowledge d4,
Edges: Arcane Background (Psychism), Bolster,
Fighting d4, Gambling d4, Notice d8,
Common Bond, Danger Sense, Great Luck,
Persuasion d4, Psionics d8, Stealth d4, Taunt d8
Humiliate, Rabble-Rouser, Seer
Starting Edges: Arcane Background (Psychism,
Powers: deflection, havoc. Power Points: 15
deflection, havoc); Danger Sense, Luck
Gear: Small stones, pair of dice.
Novice: Great Luck; Spirit d8; Common Bond.
Triss is a young kid from the slums of Kasteria. She Seasoned: Vigor d6; Rabble-Rouser; Humiliate;
doesn’t know who her parents are and group up Bolster.
from orphanage to orphanage. Veteran: Seer.

Everybody can a�est: Triss is a pest. But she has an


excuse: she sees sparks of the future. She doesn’t
SUGGESTED NEXT ADVANCES
understand why people don’t react to obvious More Prediction: Level Headed (act first, boost
things she sees. She always have to explain to them, allies, debuff enemies, before they can act), New
she has no patience for such things. Powers (divination, fortune, clairvoyance, sentry)
Worse Pest: Provoke, Killer Instincts, New
Once you get past her mean a�itude, you discover a
Power (empathy with fatigue Modifier to
cute kid willing to help. Her sharp tongue instills
represent knowing their moves in advance,
allies and destroys enemies.
fear as hallucinations).
In a party, if a party ever manages to withstand her More Control: New Powers (telekinesis, kinetic
a�itude, she warn her allies about enemy upcoming barrier, stun, stasis)
actions: “watch your left, stupid snail!”, “Aim for his More Perception: New Powers (farsight, darksight,
head, now, what are your waiting for!”. How her empathy, locate), Alertness.
allies adapt to her advice is pictured by her handing
Still missing some Arcane Backgrounds?
You might enjoy these titles from the Community

Need more fantasy magic?

You might also like