Powers and Magic

From Sorcery to Superpowers - Unleashing the Extraordinary!

The Power System

Savage Worlds uses a unified power system that can represent everything from Doctor Strange's mysticism to Superman's abilities, from Harry Potter's spells to the Force! Same rules, different flavor - that's the magic of Savage Worlds!

The Universal Power Principle

A bolt of energy is mechanically the same whether it's Thor's lightning, Iron Man's repulsor ray, or Gandalf's magic missile. The difference is in the trapping - how you describe it. This lets you create any supernatural character using the same balanced system!

Arcane Backgrounds

🧙 Magic

Skill: Spellcasting (Smarts)

Power Points: 10

Starting Powers: 3

Examples: Gandalf, Harry Potter, Doctor Strange

"Words of power and mystic gestures shape reality"

🙏 Miracles

Skill: Faith (Spirit)

Power Points: 10

Starting Powers: 3

Examples: Clerics, Jedi (the Force), Paladins

"Divine power flows through the faithful"

🧠 Psionics

Skill: Psionics (Smarts)

Power Points: 10

Starting Powers: 3

Examples: Professor X, Jean Grey, Eleven

"The mind is the ultimate weapon"

⚡ Gifted

Skill: Focus (Spirit)

Power Points: 15

Starting Powers: 1

Examples: Storm, Elsa, Avatar benders

"Born with it - and for full-blown superheroes, see the Super Powers Companion"

🔧 Weird Science

Skill: Weird Science (Smarts)

Power Points: 15

Starting Powers: 2

Examples: Iron Man, Batman's gadgets, Doc Brown

"Science so advanced it might as well be magic"

How Powers Work

Activating Powers

  1. Declare the power and any modifiers
  2. Spend Power Points (unless your setting uses the No Power Points rule)
  3. Roll your arcane skill (Spellcasting, Faith, Psionics, Weird Science or Focus)
  4. Apply effects based on success/failure

Critical Failure

Power fails, and something goes wrong per your Arcane Background!

Spell explodes in your face

Failure

The power doesn't take effect

The spell fizzles out

Success

Power works as intended

Fireball hits the target!

Raise

Enhanced effect (each power lists its raise bonus)

Extra damage or duration

Core Powers

The Essential Abilities

🔥 Attack Powers

Bolt

Cost: 1

Range: Smarts x2

Effect: 2d6 damage

Lightning, fireballs, ice shards, repulsor blasts

Blast

Cost: 3

Range: Smarts x2 (Medium Blast Template)

Effect: 2d6 area damage

Explosions, dragon breath, sonic screams

Burst

Cost: 2

Range: Cone Template

Effect: 2d6 cone damage

Flamethrower, frost breath, shotgun blast

🛡️ Defense Powers

Deflection

Cost: 3

Duration: 5 rounds

Effect: Attacks against the target suffer -2 (-4 with a raise)

Force fields, divine protection, bullet time

Protection

Cost: 1

Duration: 5 rounds

Effect: +2 Armor

Magical armor, thick skin, energy shields

Barrier

Cost: 2

Duration: 5 rounds

Effect: Creates wall

Ice walls, force barriers, stone walls

✨ Utility Powers

Telekinesis

Cost: 5

Range: Smarts-based

Effect: Move objects

The Force, magnetic control, psionics

Teleport

Cost: 2

Range: Special

Effect: Instant travel

Bamf!, apparition, portal creation

Illusion

Cost: 3

Duration: 5 rounds

Effect: Create false images

Holograms, mental projections, glamours

Power Modifiers

Customize Your Powers!

Modifiers let you enhance powers for extra cost - making them stronger, longer-lasting, or adding special effects!

Additional Recipients (+1)

+1 PP per extra target, on powers that allow it

Mass healing, group invisibility

Armor Piercing (+1-3)

AP 2 for each point spent (up to AP 6)

Lightsaber cutting through anything

Damage (+2)

Adds +1d6 damage (e.g. 2d6 becomes 3d6)

Supercharged lightning bolt

Fatigue (+2)

Adds Fatigue to the power's effects

Draining, exhausting attacks

Glow/Shroud (+1)

Make the target glow (easier to spot) or shrouded (harder to spot)

Batman's smoke bombs

Lingering Damage (+2)

Damage continues next round

Acid, fire, poison effects

Trappings

Same Power, Different Flavor

Trappings are how you describe your powers - the special effects that make them unique!

Bolt Power - Many Forms

⚡ Lightning

Crackling electricity arcs from your fingers

User: Thor, Storm, Emperor Palpatine

🔥 Fire

Blazing fireballs streak toward enemies

User: Human Torch, Gandalf, Roy Mustang

❄️ Ice

Frozen shards pierce through armor

User: Iceman, Elsa, Sub-Zero

🔫 Energy

High-tech blasters fire plasma bolts

User: Iron Man, Cyclops, Mega Man

🧠 Psychic

Mental force strikes minds directly

User: Professor X, Psylocke, Mob

✨ Holy

Divine light smites the wicked

User: Paladins, Clerics, Angels

Maintaining Powers

Keeping the Magic Alive

Some powers can be maintained beyond their initial duration!

How Maintenance Works

  • Pay Power Points again before the duration runs out to extend it (see the core rules for exact costs)
  • Each power you keep going makes further arcane skill rolls harder
  • Can maintain multiple powers
  • Let it lapse and the effect ends

Common Maintained Powers

  • Fly: Keep soaring like Superman
  • Invisibility: Stay hidden like Sue Storm
  • Protection: Keep shields up like Green Lantern
  • Beast Friend: Maintain animal control

Power Points

Managing Your Magical Energy

Starting Power Points

  • Magic, Miracles, Psionics: 10 PP
  • Gifted, Weird Science: 15 PP
  • Can increase with Edges (Power Points)

Recovering Power Points

  • Natural: 5 PP per hour
  • Rapid Recharge Edge: 10 PP per hour
  • Soul Drain Edge: pay a toll in your own vitality for extra PP
  • Power Surge Edge: a big refill when you're dealt a Joker

No Power Points Variant

An official Setting Rule that drops the PP pool entirely

  • Costlier powers are harder to activate
  • Failure carries a risk instead of a PP cost (see the core rules)
  • More cinematic, less bookkeeping

Backlash

When Magic Goes Wrong

A Critical Failure on an arcane skill roll (a 1 on both the skill die and the Wild Die) can have dramatic consequences! Each Arcane Background spells out its own backlash; the table below is optional house-rule flavor for groups who want more chaos.

Optional House-Rule Backlash Table (Roll 2d6, not from the core rules)

Roll Effect Example
2-3 Catastrophe! Major story complication Portal to hell opens
4-5 Backfire - power hits caster Fireball explodes in face
6-8 Short circuit - lose all PP Magical exhaustion
9-10 Stunned - also gain Fatigue Psychic feedback
11-12 Overload - Shaken, end all powers System reboot needed

Example Power Builds

Iconic Character Powers

Spider-Man Package

  • Wall Walker: Spider-climbing (Gifted)
  • Entangle: Web shooters (Weird Science)
  • Deflection: Spider-sense (Gifted)
  • Boost Trait: Spider strength (Gifted)

Jedi Knight Package

  • Telekinesis: Move objects with the Force
  • Puppet: "These aren't the droids..."
  • Deflection: Lightsaber defense
  • Boost Trait: Force-enhanced jumps

Wizard Package

  • Bolt: Magic missiles
  • Teleport: Dimension door
  • Illusion: Mirror image
  • Detect Arcana: See magic

Powers Quick Reference

Activation

  • Declare power & modifiers
  • Spend Power Points
  • Roll arcane skill
  • 4+ = Success
  • Critical Failure = Backlash

Duration

  • Instant: Immediate effect
  • 5 rounds: Most buffs
  • 1 hour: Long-term effects
  • Maintained: pay again to extend

Key Numbers

  • Starting PP: 10 (15 Gifted/Weird Science)
  • Recovery: 5 PP/hour
  • Common range: Smarts x2
  • Bolt damage: 2d6

Next up: Interludes and Downtime - the quiet moments between the fireballs!