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<blockquote data-quote="Woas" data-source="post: 4236066" data-attributes="member: 16317"><p>I'm not Flynn but I can answer how magic works in SW.</p><p></p><p>"Magic" in Savage Worlds is granted by taking an Edge, which is very close to the role Feats play in D&D. In reality there is only one edge called Arcane Background: X (AB for short). It is the setting that defines what that X is. It could be Arcane Background: Psionics. Or Arcane Background: Mega Zord Action!. Or whatever. It need not actually be "arcane". Its just a place holder.</p><p></p><p>Most Arcane Backgrounds require a skill to use the powers that the edge grants. There are a few exceptions such as AB: Super Powers. Its assumed most Super heroes/villians can use their powers without fail, but if you wanted to add some sort of failure clause in thats fine too. So anyway, most AB powers require an associated skill. Normally its a "magic" skill that your role. Pass and the spell works. Fail and the spell fizzles. Pass and then some the spell works and then some. Some ABs also have downfalls. AB: Psionics has something where if you fail a psionics skill test the character can get a migraine or the like and take penalties. A GM can add these to ABs, its not just a Solomon Kane thing.</p><p>Some other ABs, such as the AB: Weird Science one lets the character make 'gizmos'. If the character were to make some sort of Hypno-Ray the weapon would use a normal Shooting skill to determine success and failure, and could even be giving to other characters to use. If they fail on their skill use while using the gizmo, it breaks.</p><p></p><p>Also the powers (aka spells) an AB edge grants are open to interpretation. Unlike D&D spells which are rigid... fireball always does Xd6 fire damage, etc. etc. Powers in Savage Worlds are generic like: Bolt. Its a damage spell. Define what it looks like yourself. Whether its a bolt of lightning... vomit... whatever.</p></blockquote><p></p>
[QUOTE="Woas, post: 4236066, member: 16317"] I'm not Flynn but I can answer how magic works in SW. "Magic" in Savage Worlds is granted by taking an Edge, which is very close to the role Feats play in D&D. In reality there is only one edge called Arcane Background: X (AB for short). It is the setting that defines what that X is. It could be Arcane Background: Psionics. Or Arcane Background: Mega Zord Action!. Or whatever. It need not actually be "arcane". Its just a place holder. Most Arcane Backgrounds require a skill to use the powers that the edge grants. There are a few exceptions such as AB: Super Powers. Its assumed most Super heroes/villians can use their powers without fail, but if you wanted to add some sort of failure clause in thats fine too. So anyway, most AB powers require an associated skill. Normally its a "magic" skill that your role. Pass and the spell works. Fail and the spell fizzles. Pass and then some the spell works and then some. Some ABs also have downfalls. AB: Psionics has something where if you fail a psionics skill test the character can get a migraine or the like and take penalties. A GM can add these to ABs, its not just a Solomon Kane thing. Some other ABs, such as the AB: Weird Science one lets the character make 'gizmos'. If the character were to make some sort of Hypno-Ray the weapon would use a normal Shooting skill to determine success and failure, and could even be giving to other characters to use. If they fail on their skill use while using the gizmo, it breaks. Also the powers (aka spells) an AB edge grants are open to interpretation. Unlike D&D spells which are rigid... fireball always does Xd6 fire damage, etc. etc. Powers in Savage Worlds are generic like: Bolt. Its a damage spell. Define what it looks like yourself. Whether its a bolt of lightning... vomit... whatever. [/QUOTE]
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