As Savage Worlds is a generic system, so is its Powers system. The flexibility of the Powers system comes from Savage Worlds’ use of Trappings. Think of each Power in the book as a Template that gives the very basic effect; Trappings detail how the power works and what it really does. There are some decent examples of Trappings in the Savage Worlds core rulebook, and Zadmar’s Savage Spellbook is a fantastic resource for creative examples. It really shows the power of Trappings.
For instance, a Fire Elementalist wants to be able to set magic flames to a weapon to give it some extra oomph. He takes the Smite Power and adds a Fire trapping to it, resulting in Flaming Weapon (cool names make spells even better).
So, when choosing your character’s Powers, remember that the Powers in the book(s) are just Templates; they aren’t quite full-blown spells. It’s up to you to describe how how they work and not just what the end result is.
Since the discovery of the Siphoning, the use of magic has dropped sharply. Mages who once cast spells regularly are now fearful of frivolous casting, lest they draw the attention of a mage bane, temporarily lose access to their magic, or, worse, suffer a permanent loss of power. A wise mage chooses carefully when to cast and when to rely on his other talents.
On a roll of 1 on the arcane skill die, regardless of Wild Die, the mage must roll 2d6. Check the result against the Siphoning Table below. If the Wild Die indicates a success, the spell activates before the Siphoning Table result is applied (though the result may instantly negate it).
With a Critical failure, the mage rolls 3d6 instead and takes the lowest two as his result. The Siphoning makes casting multiple bolts extremely dangerous!
|2||Siphoned: The Siphoning takes hold of the character, drawing off his magical ability. He must make a Spirit -2 roll (as a free action) or lose a permanent die in his arcane skill. He also cannot use his powers for 1d6 days. Characters reduced below a d4 permanently lose their Arcane Background (Magic) Edge and may not take another one.|
|3||Major Loss: The character suffors an automatic wound. He also loses the ability to use his powers for 1d4 days.|
|4||Moderate Loss: The mage takes a level of Fatigure for 30 minutes. He also loses the ability to use his powers for 24 hours.|
|5||Minor Loss: The caster takes a level of Fatigue for 10 minutes and can’t user his powers for 1d6 hours|
|6-8||Temporary Glitch: The caster is Shaken and unable to use his powers for 1d6 rounds|
|9-10||Slight Drain: The mage is Shaken. He can’t use his powers for 1d4 rounds|
|11||Magic Shock: The caster is Shaken|
|12||Power Surge: The sorcerer taps into a particularly potent source of magic and gains +2 to his arcane skill rolls for the next 24 hours.|
The Hellfrost has a further negative effect on Fire Elementalists, but the opposite effect on Hrimwisards. As the temperature drops, Fire magic weakens, but Cold magic strengthens.
Hellfrost Curse Modifier
|Temp ( F )||Temp ( C )||Fire-Magic Modifier||Hrimwisardry Modifier|
|33 or Higher||1 or Higher||+0||-1|
|32 to 13||0 to -10||-1||+0|
|12 to -7||-11 to -21||-2||+1|
|-8 to -27||-22 to -32||-3||+2|
|-28 to -47||-33 to -44||-4||+4|
|-48 to -67||-45 to -55||-5||+6|
|-68 or lower||-56 or lower||-6||+6|