Magic

In the setting of the Savage World of Solomon Kane their are two Arcane Background Edges allowed. They are AB: Shaman and AB: Sorcery. While their is no real change to Shamans, Sorcery is performed by contacting strange other worldly entities that can best be described as demons. While not all of these otherworldly beings are actively malicious one who care enough to pay any attention to mankind usually are. Beings that pose as angelic beings only do so to deceive the sorcerer that the power the are granting is not dangerous or insidious. As the Savage World of Solomon Kane is a Sword and Sorcery action-horror game, players should understand that spells and magick are not simply tools with effects that they can to expect to function like the natural world. They are inherently dark and/or chaotic forces that often times do have a will of their own (or at least given by an entity with an agenda of its own). They are not to be used lightly or carelessly.

Mechanically both Arcane Backgrounds still work the same as described in the Savage World of Solomon Kane. Additionally, each Arcane Background has some of the power added in the Savage Worlds Deluxe book listed below.

Arcane Background: Shaman

New Powers from SWD: Darksight, Farsight, Grow/Shrink, Havoc, Light/Obscure (these powers have been combined), Wall Walker, Warrior’s Gift
Note: For Casting Modifier use the the number of Power Points that power requires as the penalty to casting. Any power with duration of rounds in SWD is in minutes in this campaign.

Arcane Background: Sorcery

New Powers from SWD: Blind, Confusion, Disguise, Grow/Shrink, Havoc, Light/Obscure (these powers have been combined), Wall Walker
Note: For Casting Modifier use the the number of Power Points that power requires as the penalty to casting. Any power with duration of rounds in SWD is in minutes in this campaign.

Trappings

When deciding on trappings for your sorcerer, decide on where or from what outside entity your character deals for their power. Having a theme for your powers trappings can also be useful.

Sample Themes

Necromancy: The spells are anathema to life and often uses the dead or spirits as part its magick. Obvious powers for necromancers are: animate hand, banish spirit, ghost form, grave speak, spirit servant, spirit ward, summon spirit, transfer soul, withering curse, and zombie. Trappings for other powers Lower Trait (draining the life energy of target), Entangle (skeletal hands burst from the ground grasping and clawing at all in area of effect), fear (conjure ghastly spirits that howl and moan), smite (soul drinking magick), Light/Obscure (ghostly glowing light/a dense fog that smells of the grave)

Illusions and Phantasms: These sorcerers create false sights, sounds, or other sensory deceiving effects with magick. Where illusions are tricks of senses that any can witness, phantasm are wholly created in the mind of the target(s) that only they can perceive. Creating illsuojnary trappings is more challenging that many other themes, but player as creative as the illusionist they are playing should be fine. These trappings should consider altering the target resist Trait (when allowed) to Spirit or Smarts indicating that they have seen through the effect for the illusion it really is. An Example: An illusionist with the Entangle power takes the trapping that creates false images designed slow or stop would be victims. Instead of the usual Agility or Strength to break free, the trapping requires the target(s) to roll Smarts or Spirit to see the illusions/phantasms for what they really are. Sample power trappings: Armor or Deflection (an illusionary displacement of the target’s true location), Barrier (a phantasmal wall or monster blocking the way), Entangle (illusions or phantoms that distract the target(s), Fear (the illusion of a terrifying monster or horrific scene) Light/Obscure (illusions that conceal secret passage/door ways, etc.).

Conjuration/summoning: This type of sorcery can call animals to the conjurer’s location or can even summon objects and creatures seemly out of thin air. Conjurer usually have more direct contact with the entity they are bargaining their power with with allows them summon things from the entity’s native dimension. Burrowing (a giant mole-like animal that digs a passage for the conjurer to follow behind), Entangle (swarms of birds, bugs, rats, etc. that swarm the area of the spell), Fear (a horrify other world monstrosity) Fly (a strange half dragon/horse creature from the stars to serve as a flying steed), Light (a giant firefly like thing that flies about the caster providing light), Summon Beast (otherworldly misshaping creatures of nightmares).

Enchanting/Charm: These sorcerers often use some of the most subtle of powers to control people and imbue objects with magical power. Enchanters and enchantresses can often times have a predatory beauty about them and almost always have a irresistible presence about them. Sample Trappings: Beast Friend (the charming of animals to do their bidding), Enchant weapon (imbuing the weapon with magical energies), Entangle (enchanting objects to have life that attempt to grappling or impede the target(s)/ charm the minds of the target(s) into inaction), Fear (a booming, commanding voice that awes listeners), Puppet (emotional control of target/love spell).

Divination: This sorcerers use a variety of methods to attempt to see the future, distance places, or even past events. Many diviners use a focus such as a crystal ball, reflecting pool, or bubbling caldron to scry things that others can’t. Sample trappings: Grave Speak (Seance with the dead), Light (sixth sense of surroundings), Speak Language (access ancient/future knowledge).

New Powers

Magic

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