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"

⚡ Super Powers

Skill: None (always on)

Power Points: None

Starting Powers: 1 per Edge

Examples: Superman, Spider-Man, The Flash

"Great power, no off switch"

🔧 Weird Science

Skill: Weird Science (Smarts)

Power Points: 10

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 it's free)
  3. Roll arcane skill (unless it's Super Powers)
  4. Apply effects based on success/failure

Critical Failure

Power fails, possible backlash!

Spell explodes in your face

Failure

Power Points spent, no effect

The spell fizzles out

Success

Power works as intended

Fireball hits the target!

Raise

Enhanced effect or reduced cost

Extra damage or duration

Core Powers

The Essential Abilities

🔥 Attack Powers

Bolt

Cost: 1 per missile

Range: Smarts x2

Effect: 2d6 damage

Lightning, fireballs, ice shards, repulsor blasts

Blast

Cost: 2-6

Range: Cone or area

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: 2

Duration: 5 rounds

Effect: -2 to hit target

Force fields, divine protection, bullet time

Protection

Cost: 1

Duration: 5 rounds

Effect: +2 Armor

Magical armor, thick skin, energy shields

Barrier

Cost: 1 per section

Duration: 5 rounds

Effect: Creates wall

Ice walls, force barriers, stone walls

✨ Utility Powers

Telekinesis

Cost: 2+

Range: Smarts x2

Effect: Move objects

The Force, magnetic control, psionics

Teleport

Cost: 2+

Range: Special

Effect: Instant travel

Bamf!, apparition, portal creation

Illusion

Cost: 1+

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)

Affect one extra target per point

Mass healing, group invisibility

Armor Piercing (+1-3)

Ignore 2 points of Armor per level

Lightsaber cutting through anything

Damage (+2)

Increase damage by one die type

Supercharged lightning bolt

Fatigue (+2)

Causes Fatigue instead of Wounds

Sleep spells, stunning attacks

Glow/Shroud (+1)

Create light or darkness

Batman's smoke bombs

Lingering Effect (+1)

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

  • Spend 1 Power Point when duration expires
  • No roll required - automatic success
  • Can maintain multiple powers
  • Ends if Shaken or disrupted

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

  • Most Arcane Backgrounds: 10 PP
  • Super Powers: No PP (always on)
  • Can increase with Edges

Recovering Power Points

  • Natural: 5 PP per hour
  • Rapid Recharge Edge: 10 PP per 30 min
  • Soul Drain: Steal from others
  • Power Surge: Risk for instant PP

No Power Points Variant

Roll with Fatigue instead of spending PP

  • Success: Power works, no Fatigue
  • Failure: Power works, gain Fatigue
  • More cinematic, less bookkeeping

Backlash

When Magic Goes Wrong

Critical failures on arcane skill rolls can have dramatic consequences!

Backlash Effects (Roll 2d6)

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: Super Power (always on)
  • Entangle: Web shooters (Weird Science)
  • Deflection: Spider-sense (Super Power)
  • Boost Trait: Spider strength (Super Power)

Jedi Knight Package

  • Telekinesis: Move objects with the Force
  • Mind Reading: "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
  • Snake eyes = Backlash

Duration

  • Instant: Immediate effect
  • 5 rounds: Most buffs
  • 1 hour: Long-term effects
  • Maintained: 1 PP/duration

Key Numbers

  • Starting PP: 10
  • Recovery: 5 PP/hour
  • Base range: Smarts x2
  • Bolt damage: 2d6

Ready to run your own adventures? Let's explore Game Mastering!