TEXT:  
   
  An Alternate Magic System for Savage Worlds © 
  By 
  Chris Kucsera 
   
   
  While Savage Worlds
   © is definitely my favorite 
  gaming system, it does have some shortcomings.  One 
  is the magic system, which is still too anchored to the 
  system’s miniature war-gaming roots.  In particular, the 
  spell durations are ridiculously short.  Most spells, even 
  when cast by a powerful wizard, can’t be maintained for 
  more than three minutes at most.   
  The system presented here seeks to remedy this issue, 
  and allow players to create spellcasters whose power 
  resembles that found in literature and other gaming 
  systems. 
   
  Hedge Magic 
  Also called Lesser Thaumaturgy, 
  Hedge Magic is the most rudimentary 
  method of spellcasting.  It is purchased 
  as per the Arcane Background (Magic) 
  found on page 80 of the Savage 
  Worlds© book.  The rules for using 
  magic, however, are modified as 
  follows: 
  Extended Duration 
  All spells with duration, i.e., all 
  spells that are not listed as Instant, 
  Permanent, or Special, have their 
  durations changed to 1 hour.  The 
  initial casting cost remains the same, 
  as does the maintenance cost, 
  although it too is now in hours.  For 
  example, Light would have Duration: 1 
  hour (1/hour); whereas Quickness 
  would have Duration: 1 hour (2/hour).  
  Power Points begin recharging the 
  moment they are spent. 
  Cannot Be Maintained 
  All the Power Points to sustain a spell must be 
  spent at the time of the casting.  If the spell caster needs 
  it to last longer, he’ll have to cast it again.  On the up-
  side, there are no maintenance penalties, nor chance for 
  disruption, since all spells are “fire-and-forget.”  Thus, if 
  a spellcaster wanted to have his Armor spell lasts for six 
  hours, he would have to spend 7 Power Points at the 
  time of the casting [2 for the first hour, then 5 more for 
  the remaining five hours]. 
   
  Also, there are three costs that a spell caster must 
  pay in order to cast a spell, as follows: 
   
  Time 
  All spellcasting takes 1 round per Power Point in the 
  spell, with a single Power Point being expended each 
  round.  Any interruption that results in the spellcaster 
  being Shaken or Wounded will cause the spell to fail.  In 
  the event of such an interruption, only 
  the Power Points already spent are 
  lost. 
  Materials 
  A spell requires $10 worth of materials 
  per Power Point invested in the spell.  
  These materials are destroyed or 
  rendered inert during the casting.  
  Since tracking inventory isn’t very FFF, 
  spellcasters can just gather or 
  purchase unspecified materials, 
  recording only the total value.  The use 
  of materials involves making gestures 
  with, and intonations over, the 
  materials.  Thus, spell casting can’t be 
  done if the caster is bound or gagged.  
  10 PP units of materials cost $100 and 
  weigh 1 pound. 
  Power Points 
  Spells cost Power Points as per 
  the basic rules.  Also, a spellcaster’s 
  current Power Point pool total is the 
  limit on how many Power Points he can spend on a 
  single spell (seems self-evident, but it will be an 
  important distinction). 
   
  So, what kind of magic system do these 
  modifications produce?  One that is slow, costly, and 
  draining.  Not much good in a fight, unless you know the 
  fight is coming.  However, the spells can actually have a  
  
  lasting effect.  So now, when the village elder blesses 
  the hero riding out to slay the dragon, the Deflection 
  spell he cast will actually last long enough for the hero to 
  reach the dragon.  Or when the town wise woman 
  curses a PC, her Lower Trait spell will actually cause the 
  PC some consternation, instead of being just a 
  momentary distraction. 
   
  True Magic 
  The restrictions of this system definitely leave many 
  spell casters hungering for a better way to perform 
  magic.  For such ambitious souls there is the path of 
  Grand Thaumaturgy.  This esoteric knowledge takes 
  years to properly master.  Such a practitioner is known 
  as an Initiated Adept. 
   
  Initiated Adept 
  Type: Professional Edge 
  Requirements: Novice; Arcane Background 
  (Magic); Knowledge (Arcana) d8+; Spellcasting d6+. 
   
  Initiated Adepts are those spellcasters who have 
  plumbed some of the hidden depths of magic.  Whether 
  through formal tutelage, years of research, or sudden 
  illumination, the Initiated Adept has learned to disregard 
  one of the three costs of spellcasting.  There are three 
  possible paths of initiation: 
  Path of the Mage: By studying which steps of spell 
  casting are redundant and/or extraneous, Mages are 
  able to cast their spells very quickly.  Mages are not 
  subject to the Time costs for casting spells; all their 
  spells take but an action to cast. 
  Path of the Mystic: A mystic learn to use her own 
  body as a lens to focus her arcane energies through; 
  she may ignore the Materials cost on all of her spells.  
  Also, a mystic’s spells do not require any gestures or 
  incantations. 
  Path of the Alchemist: Alchemists learn to cast 
  spells through various tonics, balms, and solutions.  
  These spells are powered by the materials that are used 
  to create the concoction; alchemists do not pay the 
  Power Points cost to cast their spells.  Such concoctions 
  spoil within a minute of their creation; thus, they must be 
  used quickly. 
   
  The character must choose one of these paths at 
  the time this edge is selected. This edge may only be 
  selected once. 
   
  New Edges 
   
  Although the magic system presented here allows 
  for fairly powerful spellcasters, the following edges will 
  allow experienced wizards to become truly powerful, 
  easily rivaling those found in epic fantasy tales. 
   
  Dweomercrafting 
  Type: Power Edge 
  Requirements: Seasoned; Arcane Background 
  (Magic); Knowledge (Arcana) d8+. 
  This edge deals with the creation of single-use or 
  “one-shot” magic items such as charms, scrolls, and 
  potions.  Upon selecting this edge, the character 
  acquires the understanding of how to make all of these 
  items, but his skill at crafting them depends on his 
  Knowledge skills. 
  Craft Charm 
  This is the art of enchanting amulets and other 
  “blessed” objects.  Any object may be so enchanted, 
  provided it has never before been used in such a 
  manner.  The charm is empowered with a single spell 
  effect.  The spell effect occurs in response to a triggering 
  event; this event must be determined at the time of 
  crafting, and cannot be changed.  Arrow charms are 
  often crafted, for example; the triggering event would be 
  set as “whenever the arrow strikes its target.” 
  It takes one hour per PP invested to enchant the 
  charm, along with a Knowledge (Charm Making) roll.  
  A raise on this roll acts as a raise on the Spellcasting roll 
  for purposes of the power's effectiveness. 
  Several spellcasters can reduce the crafting time by 
  working in unison.  Divide the time by the number of 
  spellcasters participating.  However, the spellcaster with 
  the lowest Knowledge (Charm Making) skill must roll to 
  see if the crafting was a success. 
  Scribe Scroll 
  This craft allows the caster to store a spell on a 
  scroll.  It takes 2 hours per Rank of the spell and a 
  successful Knowledge (Calligraphy) roll to create a 
  scroll. A raise on this roll reduces the time required by 
  one half. 
  To activate a scroll, the user must have Arcane 
  Background (Magic) and must make her own successful 
  Spellcasting roll as if normally casting the spell. Scrolls 
  contain the minimum PP needed to cast the spell; 
  however, additional PP's may be provided by the user to 
  extend the duration or increase effectiveness. 
  Brew Elixir 
  This craft allows the caster to imbue a potion with a 
  spell effect. It takes a 1 hour per PP invested to brew a 
  potion and a successful Knowledge (Alchemy) roll. A 
  raise on this roll can reduce the time required by half or 
  act as a raise on the Spellcasting roll for purposes of the 
  power's effectiveness. Two raises generates both effects 
   
  The elixir remains potent until used.  Some elixirs 
  are imbibed; this requires no roll of any sort, the spell 
  within the potion just takes effect.  Other elixirs are used 
  as magical “grenades,” and require a successful 
  Throwing roll to affect the target.  A thrown flask has 
  effective ranges of 5/10/20.  On a miss, the spell effect 
  still occurs, just not where the thrower intended. 
  
  Higher Initiation 
  Type: Power Edge 
  Requirements: Veteran; Arcane Background 
  (Magic); Knowledge (arcana) d10+; Spellcasting d8+. 
   
  This edge allows the character to ignore one of the 
  three costs involved with spellcasting: Time, Materials, 
  or Power Points.  The cost to be ignored must be chosen 
  when this edge is selected. 
   
  Higher Initiation may be selected more than once, 
  but only once per Rank.  
   
  Eye of the Master 
  Type: Power Edge 
  Requirements: Legendary; Arcane Background 
  (Magic); Knowledge (arcana) d12+; Spellcasting d12+; 
  the spellcaster must be free from all of the costs of 
  spellcasting. 
   
  This edge embodies the ultimate expression of 
  mystical knowledge and power.  When a spellcaster with 
  this edge casts a spell, count all of the raises on the 
  Spellcasting roll.  Each subsequent raise adds the same 
  effect as the initial raise.  Spells that have no added 
  effects on a raise are unaffected. 
   
  Example:  Hieros the Arch-Mage has Eye of the 
  Master.  He casts Armor upon himself, scoring three 
  raises.  He gains 8 points of Armor until the spell ends.  
  He then casts Fear on some approaching foes, netting 
  four raises.  Everyone within the area of effect must 
  make a Guts check at -8!  He then casts Shape Change 
  and transforms into a dragon.  Since Shape Change has 
  no added effect for a raise, Eye of the Master does not 
  come into play. 
   
   
  This system grew out of a conversation that occurred on 
  the Great White Games/ Pinnacle Entertainment Group 
  Forum.  The original discussion is no longer available. I’ve 
  incorporated several of the ideas from there, and owe all 
  those involved my sincere thanks. 
   
   
  Savage Worlds is Copyright 2003, Great White Games. 
  This work is not an officially licensed product and has no 
  affiliation with Great White Games. 
   
   
   
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Fantasy/Savage Worlds - Fantasy - Hedge Wizards, Wise Women and Adepts.pdf