Tuesday, June 25, 2013

Magic for Savage Worlds

Hey all!

What do you  all say is the best magic supplement, or supplement that features as lot of magic, for Savage Worlds?

I am doing some research and not quite sure where to start yet.


5 comments:

  1. My first reaction is to say Fantasy Companion.

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  2. I agree with Fantasy Companion but I'll also recommend the Horror Companion for its additional powers and addition of Rituals.

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  3. Given that SW is a generic system, I think you are in danger of over-saturating yourself with magic. Think first about your setting:

    How common is magic:
    Is it an every day occurrence such that it has replaced any need for technology? Example: Who needs a Compass/ Sextant / GPS if I can just cast a spell and know where I am/ am going to. if so then it is Prosaic Magic

    Is Magic an extremely rare occurrence where it is the domain of a few born to it? Then you have Middle Magic

    Perhaps Magic is the domain of the charlatan and trickster where magic is little more than slight of hand: This gives you Low Magic

    Lastly, magic is something most anyone can learn and that learning comes from religious or secular academies then you have High Magic

    Low magic is Conan, Middle is Tolkien, High is most fantasy worlds, Prosaic generally means there is no technology aside from magic

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  4. I'm fairly well versed in most of the recent savage world settings. most of the things that turn up in fantasy settings are fairly generic so i recommend skipping them, thus far i would say the you would like the savage world of solomon kane best. i can't say it was my favorite setting but the magic system was evocative and gripping.
    in brief they remove power points and direct combat spells making the magic user rather more mysterious. instead they use casting penalties based on the power of the spell that is negated by casting it over a few rounds (so when a magic user starts to chant your players should actually feel threatened)
    The magic users themselves are divided into two groups: shamans and magicians. shamans ally themselves with nature spirits, gain a bonus on their native land, and over the course of a few weeks can make foci (such as a staff or an athame perhaps)that negate casting penalties speeding up casting, magicians use bought and sold components (perhaps a vial of mercury or eye of newt)that they can expend to decrease the casting modifier requiring a bit of fun resource management.
    the powers themselves tend towards drama and a are quite evocative adding in a curse that weakens someone until they die, a vision quest and some neat summoning spells, it tends to focus on a magic user's interaction with spirits and reinterprets some powers (such as telekinesis) as being performed by spirits.
    You may also like deadlands, while more combat oriented and less subtle it nevertheless adds in some interesting flavor, such as the gambit-esque hucksters who's magic has a card based theme, as well as shamanism and vodoun with some brief studies of how they are actually portrayed in real life and how this effects the game.
    The horror companion adds in a few neat spells such as comprehensive and interesting summoning spells consercations and a few curses. it also adds in ritual magic rules and is the first to do so (spells that take a very long time to cast with incredible bonuses for doing so.

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  5. For a dark feel, or an urban fantasy kind of vibe, I'll second Solomon Kane.

    If you're looking for more D&D-style magic, my vote is for the Hellfrost Players Guide. Hedge Magic, Druidism, Elementalism, Heahwisardry, Hrimwisardry, (Yeah, wisardry, with an 'S') Rune Magic, Song Magic, and a bunch of different styles of divine magic. Also, rules for backlash and dozens of new spells.

    All that, and the rules are simple and tight, and stick pretty close to the spirit of Savage Worlds. They're a bit tied to the Hellfrost setting, but it wouldn't take much tinkering to generize them.

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