TEXT: ~ 1 ~ 
   
     
   
   
   
   
   
   
   
   
   
   
   
    
   
   
  
  ~ 2 ~ 
   
  Table of Contents 
   
  Introduction 
  3 
  New Rules 
  3 
  Skill-based trappings  
  3 
  New Edges 
  4 
  Flexible Power  
  4 
  Gestalt Spellcaster  
  4 
  Freeform Spellcaster  
  4 
  Background Creation 
  5 
  Always Active  
  6 
  Backlash  
  6 
  Free Casting  
  6 
  Innate Powers  
  6 
  Malfunction  
  7 
  Prepared Powers 
  7 
  Signature Power  
  7 
  Spell Focus  
  7 
  Standard Backgrounds  
  8 
  Magic  
  8 
  Miracles  
  8 
  Psionics  
  8 
  Super Powers  
  8 
  Weird Science  
  8 
  No Power Points 
  9 
  Magic  
  9 
  Miracles  
  9 
  Psionics  
  9 
  Super Powers  
  9 
  Weird Science  
  9 
  Fantasy Backgrounds  
  10  
  Alchemy  
  10  
  Sorcery 
  10  
  Ritual Magic  
  10  
  New Backgrounds  
  11  
  Necromancy 
  11  
  Elementalism  
  11  
  Shapeshifting  
  11  
  Mutation  
  11  
   
  Written by Zadmar. 
  This game references the Savage Worlds game system, available from Pinnacle 
  Entertainment Group at www.peginc.com. Savage Worlds and all associated logos 
  and trademarks are copyrights of Pinnacle Entertainment Group. Used with 
  permission. Pinnacle makes no representation or warranty as to the quality, 
  viability, or suitability for purpose of this product. 
  The quarterstaff (after the Introduction) was painted by Alayla. 
  All other artwork is by Storn Cook, licensed under the Creative Commons 
  Attribution-NonCommercial-ShareAlike 2.5 Generic License. Check out 
  his amazing work on his website at www.stornart.com 
  Savage Arcanum © 2012 Richard Woolcock 
  Version 2 
   
  Licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 2.5 Generic.
  
  ~ 3 ~ 
   
  Introduction 
    Savage Worlds and the various Companions 
  and Settings provide a range of different 
  Arcane Backgrounds, most of which can be 
  extended or customised through trappings to 
  cover a range of different arcane concepts. 
    However it’s not uncommon for GMs to 
  design or heavily customise their own Arcane 
  Backgrounds, particularly if they’re basing 
  the magic in their campaign on specific 
  mechanics from other games, novels, or 
  movies. 
    Savage Arcanum simplifies the creation 
  process and makes it easier to balance new 
  Arcane Backgrounds by breaking down the 
  various options into a series of arcane 
  abilities, in the same way as Savage 
  Armoury and the race creation rules. 
    This document is intended for GMs who are 
  designing new Arcane Backgrounds for their 
  own settings.  Like the race creation rules, 
  Savage Arcanum can be highly vulnerable to 
  min-maxing if players are permitted to 
  design their own Arcane Backgrounds.  
   
   
  New rules 
   
  Skill-based Trappings 
    Trappings are normally applied to powers.  With this rule, you may instead choose to apply 
  trappings to skills.  You can then use any of your available arcane skills to cast a spell, and 
  apply the trapping for that skill to the power. 
    For example instead of a Spellcasting skill you might take Pyromancy and Hydromancy.  If 
  you had the Bolt spell you could then freely cast it as either a firebolt or a waterbolt, 
  depending on the situation. 
    If the power is maintained, you can only benefit from one casting at a time, even if you cast 
  it with multiple trappings.  At the GM’s discretion there may be some exceptions, but this 
  should be handled with care, and may require the power to be purchased multiple times. 
    Generally speaking, it is recommended that trappings are applied to either a skill or a power, 
  but not both.  This decision should be made when the Arcane Background is created. 
  
  ~ 4 ~ 
   
  New Edges 
   
  Power Edges 
   
   Flexible Power  
    Requirements: Novice, Arcane Background 
    This edge applies to one of your powers.  Choose two new powers that could reasonably 
  represent alternative uses of the original power, all three now share the same general trapping 
  (unless you are using skill-based trappings, in which case the trapping is determined by your 
  arcane skill as normal).  No more than one of these three powers may have a duration of 
  "Instant", and you must meet all of their rank requirements. 
    You may cast a spell using any of the powers, but if one of the other powers is already active 
  or being maintained, you must drop it first (as a free action). 
    This edge can be taken multiple times, adding two additional modes to the same power, or 
  adding two modes to a new power. 
   
  Background Edges 
   
  Gestalt Spellcaster 
    Requirements: Novice, 
  Arcane Background 
    This edge grants you a 
  second Arcane Background.  
  You must already have at 
  least as many powers and 
  Power Points as the second 
  Arcane Background, and the 
  second 
  Background 
  does 
  not give you any additional 
  powers or Power Points. 
    You still need to learn the 
  appropriate Arcane Skills for 
  each 
  Arcane 
  Background, 
  but 
  powers 
  and 
  Power 
  Points are shared between 
  the two.  For example a 
  wizard/alchemist could cast 
  Deflection as a spell using 
  his 
  Spellcasting 
  skill, 
  or 
  brew it into a potion using 
  his Alchemy skill, depending 
  on whatever he needed at 
  the time. 
   
  Freeform Spellcaster 
    Requirements: Novice, 
  Arcane Background 
    You may spend a benny to 
  assign one of your powers 
  an alternative mode for the 
  duration of the scene, as if 
  you had the Flexible Power 
  edge (except that Freeform 
  Spellcaster only grants one 
  additional power, not two). 
  
  ~ 5 ~ 
   
  Background Creation 
    Each Arcane Background begins with 1 power and 5 Power Points, has an Arcane Skill linked 
  to either Smarts or Spirit, and suffers normal backlash (see next page for details).  You begin 
  with 2 points of arcane abilities, and additional positive abilities must be countered with an 
  equal value of negative ones. The rules for Maintaining Powers and Disruption apply normally. 
  +3 Abilities 
    20 Power Points: You begin with 20 Power Points instead of 5. 
    4 Powers: You begin with 4 powers instead of 1. 
    Separate Powers: Each of your powers has its own set of Power Points. 
    Burnout: Free Casting burns out the power instead of causing you damage. 
    Immune to Disruption: You no longer drop maintained powers unless you wish to. 
  +2 Abilities 
    15 Power Points: You begin with 15 Power Points instead of 5. 
    3 Powers: You begin with 3 powers instead of 1. 
    Easy Maintenance: There is no penalty to arcane rolls for maintained powers. 
    Free Casting: You can cast spells without using Power Points (see below for details). 
    Draining: Free Casting gives you 1 level of Fatigue instead of causing damage. 
    Innate Powers: Your powers can be activated automatically (see below for details). 
  +1 Abilities 
    10 Power Points: You begin with 10 Power Points instead of 5. 
    2 Powers: You begin with 2 powers instead of 1. 
    Unlinked Skill: Your Arcane Skill is no longer linked to an attribute. 
    Innate Skill: You don't have an Arcane Skill, instead you roll the attribute die. 
    No Backlash: You no longer become Shaken if you roll a 1 on your arcane skill die. 
    Subtle: You don't need to speak or make gestures to cast a spell. 
    Signature Power: You begin with a predefined power for free (see below for details). 
    Spell Focus: You use special tools or some sort of spell focus (see below for details).  
    Always Active: Your innate powers are always active (see below for details). 
  -3 Abilities 
    Separate Skills: You have a separate Arcane Skill for each power. 
    Major Malfunction: A roll of 1 on the skill die results in a d8 roll on the Malfunction table. 
    Preparation: 10 minutes per spell Rank to prepare, spell can be unleashed as an action. 
  -2 Abilities 
    Explosive Backlash: As Strong Backlash, plus everyone within a LBT rolls Spirit or Shaken. 
    Minor Malfunction: A roll of 1 on the skill die results in a d6 roll on the Malfunction table. 
    Device: Your powers need devices; 2d6 hours and a Repair roll to replace if stolen/broken. 
  -1 Abilities 
    No Power Points: You don't have any Power Points. 
    No Other Powers: You only have your Signature Power (requires Signature Power). 
    Strong Backlash: 1 on the skill die causes you to become Shaken. This can cause a wound. 
    Vows: Breaking your vows gives -2 to arcane rolls for a week (permanent for major sins). 
    Both Hands: You need both hands free and empty to cast spells. 
    Slow Caster: Cannot perform other actions the same round as casting, and Pace is halved. 
  
  ~ 6 ~ 
   
  Always Active 
   
    If you have the Always Active ability, then innate abilities (from Innate Powers) are 
  always active and can’t be switched off or disrupted.  If the power requires a choice when cast 
  (such as boosting a trait or choosing an edge), this choice must instead be made when the 
  power is first taken.  You must also have Free Casting, cannot take the Flexible Power edge. 
   
  Backlash 
   
    Normally, a roll of 1 on the Arcane Skill die causes the character to become Shaken, and this 
  doesn’t cause a wound.  If the character has No Backlash then there is no drawback to rolling 
  a 1 on the Arcane Skill die.  If the character has Strong Backlash or Explosive Backlash, 
  then rolling 1 on the Arcane Skill die can potentially cause a wound. 
   
    If the character has Explosive Backlash and rolls 1 on the Arcane Skill die, then everyone 
  else within a LBT (centred on the character) needs to make a Spirit roll or become Shaken. 
   
  Free Casting 
   
    If you have the Free Casting ability, then you can 
  cast spells without using Power Points.  If you also 
  have Power Points, you must choose before rolling 
  whether you're using them or not. 
   
    When using Free Casting, your Arcane Skill roll 
  suffers a penalty equal to half the Power Point cost of 
  the spell you wish to cast, rounded down.  A failure 
  cancels all of your currently maintained spells, and 
  causes you to become Shaken.  This can cause a 
  wound 
  if 
  you 
  have 
  the 
  Strong 
  Backlash 
  or 
  Explosive Backlash ability. 
   
    Backblast: If you roll a 1 on the Arcane Skill die, 
  the spell automatically fails (causing you to become 
  Shaken as described above) and you also suffer an 
  additional 2d6 damage.  The No Backlash ability 
  allows to you subtract half of your Arcane Skill from 
  this damage.   If you have Explosive Backlash then 
  everyone within a LBT suffers the damage. 
   
    The Burnout ability means you don't roll damage for 
  the Backblast, but are instead blocked from using the 
  power for the rest of the encounter, although you may 
  spend a benny at any time to unblock it.  The 
  Draining ability means you automatically suffer 1 
  level of Fatigue instead of rolling damage, treated 
  exactly like the Sleep hazard.  If you have Minor 
  Malfunction or Major Malfunction, then they should 
  be rolled afterwards.  
   
   
  Innate Powers 
   
    Any powers which you can cast on yourself and which have a duration other than instant are 
  classified as innate abilities.  You no longer need to roll when activating innate abilities, instead 
  they can be activated automatically as a normal action.  This is always treated as a success 
  (never a raise), and only affects the character (innate abilities can never be used on others). 
   
   
  
  ~ 7 ~ 
   
  Malfunction 
   
    If you roll a 1 on the Arcane Skill die then your power has malfunctioned in some way.  Roll 
  d6 if your Arcane Background has the Minor Malfunction ability, or d8 if it has the Major 
  Malfunction ability, and look up the result on the following table: 
   
  1 Requires a Repair roll as a normal action to fix the item. 
  2 Requires a Repair roll at -2 as a normal action to fix the item. 
  3 Requires a d6 hours and a Repair roll before you can use the power again. 
  4 Requires a 2d6 hours and a Repair roll before you can use the power again. 
  5 Reverse the effect if appropriate (break if not).  Requires 2d6 hours and a Repair roll. 
  6 Everyone within a MBT rolls Spirit or Shaken.  Requires 2d6 hours and a Repair roll. 
  7 Everyone within a MBT takes 2d6 damage.  Requires 2d6 hours and a Repair roll. 
  8 Everyone within a LBT takes 3d6 damage.  Requires 2d6 hours and a Repair roll. 
   
  Prepared Powers 
   
    Some Arcane Backgrounds require time to prepare their spells, casting them through rituals 
  or imbuing them into potions or items which can then be used as needed.  There is obviously 
  little drawback in being Shaken for a round in such situations, therefore those with the 
  Preparation ability should roll d8 on the following table whenever they roll 1 on the skill die: 
   
  1 Make a Vigor roll, or suffer one level of Fatigue from the “Bumps and Bruises” hazard. 
  2 Make a Vigor roll, or suffer one roll on the Injury Table.  The injury lasts 24 hours. 
  3 Minor lab damage: d6 hours and a Repair roll before you can cast again. 
  4 Extensive lab damage: 2d6 hours and a Repair roll before you can cast again. 
  5 You suffer 2d6 damage, and require 2d6 hours and a Repair roll to fix your lab. 
  6 Everyone within a SBT takes 2d6 damage.  Requires 2d6 hours and a Repair roll. 
  7 Everyone within a MBT takes 2d6 damage.  Requires 2d6 hours and a Repair roll. 
  8 Everyone within a LBT takes 3d6 damage.  Requires 2d6 hours and a Repair roll. 
   
    If you don’t have a lab, the damage is applied to your surroundings and as well as whatever 
  equipment you use to prepare your spells. 
   
    If the Arcane Background has No Backlash then the item can be used automatically (as a 
  normal action without a roll) after preparation.  Otherwise, activating the item requires an 
  attribute or skill roll, and this can result in regular Backlash. 
   
  Signature Power 
   
    Some Arcane Backgrounds are defined by a thematic “Signature Power”.  This Signature 
  Power is automatically granted to those with the Arcane Background, even if they don’t meet 
  the Rank requirement, and it doesn’t count as one of their starting powers.  The power may 
  also be enhanced in some way, although this shouldn’t be an outright bonus – perhaps it’s 
  more flexible, or ignores a penalty, or has a slightly stronger trapping. 
   
  Spell Focus 
   
    Many spellcasters use tools or foci to aid their magic, such as holy symbols, enchanted 
  wands, rune-carved staves, spell components, or even portable alchemy sets.  If the character 
  has access to a high quality spell focus, then they may spend a full round focusing their spell 
  (no movement or other actions allowed), receiving a +2 bonus to their Arcane Skill roll in the 
  following round.  A high quality focus typically costs $2500, with each point of Weight reducing 
  the cost by $100, to a minimum of $1000. 
   
    If the character doesn't have access to an appropriate spell focus, they suffer a -2 penalty to 
  their Arcane Skill rolls.  A broken or lost spell focus requires 2 weeks to replace and/or attune. 
  
  ~ 8 ~ 
   
  Standard Backgrounds 
    The five Arcane Backgrounds described in Savage Worlds Deluxe can be reproduced in 
  Savage Arcanum through the following combinations of abilities: 
  Magic 
   
  Arcane Skill: Spellcasting (linked to Smarts). 
   
    3 Powers (+2): You begin with 3 powers instead of 1. 
    10 Power Points (+1): You begin with 10 Power Points instead of 5. 
    Strong Backlash (-1): Become shaken if you roll 1 on the skill die (can cause a wound). 
   
  Miracles 
   
  Arcane Skill: Faith (linked to Spirit). 
   
    2 Powers (+1): You begin with 2 powers instead of 1. 
    10 Power Points (+1): You begin with 10 Power Points instead of 5. 
    No Backlash (+1): You don’t become Shaken if you roll a 1 on your arcane skill die. 
    Vows (-1): You suffer penalties or can even lose your powers if you break your vows. 
   
  Psionics 
   
  Arcane Skill: Psionics (linked to Smarts). 
   
    3 Powers (+2): You begin with 3 powers instead of 1. 
    10 Power Points (+1): You begin with 10 Power Points instead of 5. 
    Subtle (+1): You don't need to speak or make gestures to cast a spell. 
    Explosive Backlash (-2): Your explosive backlash blasts everyone within a LBT. 
   
  Super Powers 
   
  Arcane Skill: One for each power (not linked to any attribute). 
   
    20 Power Points (+3): You begin with 20 Power Points instead of 5. 
    Unlinked Skill (+1): Your Arcane Skill is no longer linked to an attribute. 
    No Backlash (+1): You don’t become Shaken if you roll a 1 on your arcane skill die. 
    Separate Skills (-3): You have a separate Arcane Skill for each power. 
   
  Weird Science 
   
  Arcane Skill: Weird Science (linked to Smarts). 
   
    Weird Science uses regular skills for activating many of its devices.  This could be either an 
  advantage or a disadvantage, depending on the character, and it is therefore treated as a 
  trapping rather than being assigned as an ability. 
   
    Separate Powers (+3): Each of your powers has its own set of Power Points. 
    Easy Maintenance (+2): There is no penalty to arcane rolls for maintained powers. 
    10 Power Points (+1): You begin with 10 Power Points instead of 5. 
    No Backlash (+1): You don’t become Shaken if you roll a 1 on your arcane skill die. 
    Major Malfunction (-3): A roll of 1 on the skill die results in a major malfunction. 
    Device (-2): Your powers require physical devices that can be stolen or broken. 
  
  ~ 9 ~ 
   
  No Power Points 
    The five Arcane Backgrounds described in Savage Worlds Deluxe can also be reproduced 
  using the “No Power Points” rule, by applying the following combinations of abilities: 
  Magic 
   
  Arcane Skill: Spellcasting (linked to Smarts). 
   
    Free Casting (+2): You can cast spells without using Power Points. 
    3 Powers (+2): You begin with 3 powers instead of 1. 
    0 Power Points (-1): You begin with 0 Power Points instead of 5. 
    Strong Backlash (-1): Become shaken if you roll 1 on the skill die (can cause a wound). 
   
  Miracles 
   
  Arcane Skill: Faith (linked to Spirit). 
   
    Free Casting (+2): You can cast spells without using Power Points. 
    2 Powers (+1): You begin with 2 powers instead of 1. 
    No Backlash (+1): You don’t become Shaken if you roll a 1 on your arcane skill die. 
    0 Power Points (-1): You begin with 0 Power Points instead of 5. 
    Vows (-1): You suffer penalties or can even lose your powers if you break your vows. 
   
  Psionics 
   
  Arcane Skill: Psionics (linked to Smarts). 
   
    Free Casting (+2): You can cast spells without using Power Points. 
    3 Powers (+2): You begin with 3 powers instead of 1. 
    Subtle (+1): You don't need to speak or make gestures to cast a spell. 
    Explosive Backlash (-2): Your explosive backlash blasts everyone within a LBT. 
    0 Power Points (-1): You begin with 0 Power Points instead of 5. 
   
  Super Powers 
   
  Arcane Skill: One for each power (not linked to any attribute). 
   
    Burnout (+3): Free Casting burns out the power instead of causing you damage. 
    Free Casting (+2): You can cast spells without using Power Points. 
    Unlinked Skill (+1): Your Arcane Skill is no longer linked to an attribute. 
    Separate Skills (-3): You have a separate Arcane Skill for each power. 
    0 Power Points (-1): You begin with 0 Power Points instead of 5. 
   
  Weird Science 
   
  Arcane Skill: Weird Science (linked to Smarts). 
   
    Burnout (+3): Free Casting burns out the power instead of causing you damage. 
    Free Casting (+2): You can cast spells without using Power Points. 
    Easy Maintenance (+2): There is no penalty to arcane rolls for maintained powers. 
    Minor Malfunction (-2): A roll of 1 on the skill die results in a minor malfunction. 
    Device (-2): Your powers require physical devices that can be stolen or broken. 
    0 Power Points (-1): You begin with 0 Power Points instead of 5. 
   
   
  
  ~ 10 ~ 
   
  Fantasy Backgrounds 
    The Fantasy Companion includes three more Arcane Backgrounds, which can be 
  approximately reproduced in Savage Arcanum as follows: 
  Alchemy 
   
  Arcane Skill: Alchemy (linked to Smarts). 
   
    3 Powers (+2): You begin with 3 powers instead of 1. 
    10 Power Points (+1): You begin with 10 Power Points instead of 5. 
    Spell Focus (+1): You use an alchemy set or laboratory to brew your potions.  
    No Backlash (+1): No roll necessary just to drink a potion. 
    Preparation (-3): 10 minutes per spell Rank to brew a potion. 
   
  Sorcery 
   
  Arcane Skill: Spellweaving (linked to Spirit). 
   
    15 Power Points (+2): You begin with 15 Power Points instead of 5. 
    Signature Power (+1): You automatically have the “Dispel” power. 
    Strong Backlash (-1): Become shaken if you roll 1 on the skill die (can cause a wound). 
   
  Ritual Magic 
   
  Arcane Skill: Ritualism (linked to Smarts). 
   
    3 Powers (+2): You begin with 3 powers 
  instead of 1. 
    No Backlash (+1): You only become 
  Shaken on a critical failure. 
    Spell Focus (+1): Your rituals require 
  special components and tools.  
    Both Hands (-1): You need both hands 
  free and empty to cast spells. 
    Slow Caster (-1): Cannot perform other 
  actions while casting, and Pace is halved. 
   
    Note that the Arcane Background (Ritual 
  Magic) in the Fantasy Companion doesn't 
  require a Spell Focus, but I've added it 
  here to bring the total number of arcane 
  abilities to +2.  I also think it's good fit both 
  conceptually and thematically. 
   
    Another option that could be used to make 
  Ritual Magic more unique is the rules for 
  “Rituals” described on page 26 of the Horror 
  Companion.  Instead of granting the Spell 
  Focus ability, Ritual Magic might allow the 
  caster to ignore up to 2 points of penalty to 
  their Arcane Skill roll when performing a 
  ritual.  Alternatively, perhaps they can draw 
  two cards on a failure and choose which one 
  they want to use. 
   
  
  ~ 11 ~ 
   
  New Backgrounds 
    Here are four new Arcane Backgrounds designed specifically for Savage Arcanum: 
  Necromancy 
   
  Arcane Skill: Necromancy (linked to Smarts). 
   
    3 Powers (+2): You begin with 3 powers instead of 1. 
    10 Power Points (+1): You begin with 10 Power Points instead of 5. 
    Signature Power (+1): You automatically begin with the “Zombie” power for free. 
    Explosive Backlash (-2): If you suffer backlash, evil spirits gather and swirl around you. 
   
  Elementalism 
   
  Arcane Skill: Pyromancy, Hydromancy, Geomancy and Aeromancy (linked to Spirit). 
   
    This Arcane Background uses the "Skill-Based Trappings" rule.  Elementalists don't apply 
  trappings to their powers, instead the spell trapping is based on the Arcane Skill they use. 
   
    Free Casting (+2): You can cast spells without using Power Points. 
    2 Powers (+1): You begin with 2 powers instead of 1. 
    0 Power Points (-1): You begin with 0 Power Points instead of 5. 
   
  Shapeshifting 
   
  Arcane Skill: Shapeshift (not linked to any attribute). 
   
    Immune to Disruption (+3): You no longer drop maintained powers unless you wish to. 
    Free Casting (+2): You can cast spells without using Power Points. 
    Draining (+2): Free Casting gives you 1 level of Fatigue instead of causing damage. 
    Unlinked Skill (+1): Your Arcane Skill is no longer linked to an attribute. 
    Signature Power (+1): You automatically have the “Shape Change” power. 
    Separate Skills (-3): You have a separate Arcane Skill for each power. 
    0 Power Points (-1): You begin with 0 Power Points instead of 5. 
    No Other Powers (-1): You begin with only your Signature Power. 
    Both Hands (-1): You need both hands free and empty to cast spells. 
    Slow Caster (-1): Cannot perform other actions while casting, and Pace is halved. 
   
  Mutation 
   
  Arcane Skill: Use related skills (in the same way as Weird Science). 
   
  This Arcane Background is an attempt to simulate characters with mutations that are always 
  active.  For example a character might have scaly skin (Armor), glowing eyes (Darksight), 
  claws (Smite), wings (Fly), or even the ability to change their appearance at will (Disguise). 
   
    For more a more detailed alternative to "always on" powers, check out the Supernaturalis 
  cap setting, or 77IM's Arcane Abilities. 
   
    Free Casting (+2): You can cast spells without using Power Points. 
    Innate Powers (+2): Your powers can be activated automatically. 
    Always Active (+1): You innate powers are always active. 
    Explosive Backlash (-2): You have much less control over powers directed at others! 
    0 Power Points (-1): You begin with 0 Power Points instead of 5. 
  
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