You've loaded an old revision of the document! If you save it, you will create a new version with this data. Media Files====== Powers ====== Whether hidden occult lore, voodoo rituals, wizardly magic, odd gadgets from mad scientists, super powers, or psionics, Savage World's various magic powers are all in one system called "powers". ===== Arcane Backgrounds ===== In order to gain access to powers, you must pick an [[../Arcane Backgrounds:start|Arcane Background]] Edge available to your setting. Every arcane background specifies: * **Arcane Skill** Each arcane background has a skill associated with its use. You take this skill and buy it just like any other skill on the skill list. The attribute to which the skill is linked is listed beside the skill itself. * **Starting Powers** The number of powers a hero starts with when selecting an Arcane Background. Some arcane backgrounds also specify the powers in question. You can learn new powers via the [[savage/edges/New Powers]] Edge. * **Power Points** The number of [[Power Points]] the character starts with when she chooses an Arcane Background. A hero increases her Power Points by taking the [[savage/edges/Power Points]] edge. ==== Multiple Arcane Background ==== If a character takes a new Arcane Background, she gets the new powers and a d4 in its arcane skill (if she doesn't already have it). If she already has an Arcane Background or [[savage/edges/Mystic Powers]], she uses the largest pool of Power Points and applies any increases from other sources to it. All of her Arcane Backgrounds and Mystic Powers share this pool. Each power is linked to the Arcane Background that provided it, so if you gained [[savage/powers/healing]] through your [[savage/arcane_backgrounds/cleric]] arcane background, you couldn't use your [[savage/arcane_backgrounds/wizard]]'s spellcasting skill to cast it. ==== List of Arcane Backgrounds ==== See [[savage/arcane_backgrounds/start]] for a list of arcane backgrounds. ===== Activating a Power ===== A character activates a power by picking a target within Range and making an arcane skill roll. A roll less than 4 means the power doesn’t activate. The caster spends one Power Point regardless of any Edges such as [[savage/edges/Channeling]], unless the ability specifically says it reduces the minimum cost to 0. A roll of 4 or higher means the power activates and consumes all the Power Points allocated to it, even if it misses the target (such as with [[savage/powers/bolt]]), or the defender resists. Success means the hero spends the Power Points and resolves the power’s effects. A raise has additional effects noted in the particular power description. **Backlash:** A Critical Failure w hen activating a power is called Backlash. It causes a level of Fatigue and all currently active powers instantly terminate. **Group Rolls:** The GM can choose to make Group Rolls when large numbers of non-player characters are affected by a power. It’s useful to roll damage against each group of like targets separately in an Area Effect attack, for example, but to roll separately for those trying to escape an entangle or similar power. **Incapacitation:** A caster’s powers terminate instantly if she’s Incapacitated, knocked unconscious, put to sleep, or otherwise rendered unconscious. ==== Casting Requirements ==== A character must be able to see his target and cannot be [[savage/Bound]]. Unless the caster has the [[savage/edges/Silent Caster]] Edge, he must also be able to speak. If she’s gagged, underwater, affected by [[savage/powers/silence]], or otherwise can’t speak, she can’t cast. Casters must at least whisper their words of power, so if they don’t want to be heard they must beware of those with keen ears (Stealth versus Notice if the GM feels a wary character might hear the recitation). ==== Maintaining Powers ==== It costs 1 Power Point to maintain a power for an extension of its base Duration. If a power’s Duration is five rounds, for example, it can be maintained for another five rounds for 1 Power Point once the initial 5 rounds are over. Maintenance is per target but ignores other Power Modifiers, so renewing boost Trait on three allies costs 3 Power Points and extends the effect of each another five rounds. Unless a power says otherwise, the caster can terminate it as a free action. ==== Recharging ==== A character recovers 5 Power Points per hour spent resting, meditating, etc. What constitutes “rest” is up to the GM, but they do not recharge while powers are maintained, or during anything more than mild physical exertion, emotional stress, or mental distraction. A hero can rest while riding a horse, for example, unless the animal is restless, the road is terribly bumpy, traffic requires frequent concentration, etc. Heroes can also regain Power Points while walking if the conditions are generally favorable and the pace is leisurely. ==== Powers as Multi-Actions ==== Each power activated is its own action, and the same or different powers may be cast multiple times as a Multi-Action (see Savage Worlds). A wizard in a fantasy setting might open combat by invoking protection and deflection, for example, or a priest might attempt to banish a spirit while invoking smite on his mace. ==== Shorting ==== A character may cast a power with fewer Power Points than it requires (whether she has them or not) by increasing the difficulty of her arcane skill roll. For every Power Point a character will short, she suffers a −1 penalty to the roll. Casting a 3-point healing with 0 Power Points, for example, inflicts a −3 penalty. Shorting is risky. If a character fails a shorted arcane skill roll, it’s considered a Critical Failure! SavePreviewCancel Edit summary