TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Affected 
  Penalty 
  Duration 
  Penalty 
  Strength 
  Penalty 
   
  Nothing 
   
  0 
   
  Meaningless 
   
  0 
  Minor.( Annoy/Amuse) 
  1 Spirit die dmg 
   
  0 
   
  Object 
   
  1 
  Short  
  1d6 rounds 
   
  1 
  Noticeable (Start Fire) 
  2 Spirit dice dmg 
   
  1 
  Person 
  Small Burst 
   
  2 
  Medium 
  1d6 minutes 
   
  2 
  Severe (Reshape Matter) 
  3 Spirit dice dmg 
   
  3 
   
  Medium Burst 
   
  3 
  Long 
  1d6 hours 
   
  3 
  Major (Summon Spirit) 
  4 Spirit dice dmg 
   
  4 
  Cone 
  Large Burst 
   
  4 
  Very Long 
  1d6 days 
   
  4 
  Awesome (Restore Soul) 
  5 Spirit dice dmg 
   
  5 
  Half of Town 
  2 Square Miles 
   
  5 
  Extreme Length 
  1d6 weeks 
   
  5 
  Legendary (Conquer Dragon) 
  6 Spirit dice dmg 
   
  7 
  Entire Town 
  4 Square Miles 
   
  6 
  Epic Length 
  1d6 years 
   
  6 
   
   
   
   
  Global 
  7 
  Permanent 
  7 
   
   
   
                              Sorcery 
     For some there are different modes of approaching the world 
  around them. Forces that are not understood by all but a select few 
  tend to be viewed as the great art of magic. Spell casting itself can be 
  a risky endeavor as it requires all sorts of risks. A caster uses their 
  sorcery to achieve the spell of their choosing. Sorcery does carry a 
  steep cost, which can be as deadly to the caster as it is the target.  
   
     What a sorcerer casts is completely up to them. Anything they 
  choose to make up should be plugged into the sorcery chart and the 
  player should merely have to roll to see if the spell functions as 
  planned.   
   
  Requirements 
     A sorcerer requires the Arcane Background edge, Knowledge 
  (Arcana) d8+, Smarts at d8+, and Spellcasting at a d4+. 
   
  Spell  Casting  Action 
     The target number for a casting Trait Test is the usual 4, but the 
  penalties will vary based on the spell (see table below). Casting 
  should at the least require the devotion of a full round meaning that 
  a caster should not be able to move and cast. If a spell is done to a  
   
   
  living creature then it gets a save using the appropriate ability score, 
  which is Vigor for a physical effect and Spirit for a mental effect. The 
  Caster’s penalty for strength is imposed on the saving roll. 
   
  Spell Limitations   
     One important component to not about the use of sorcery in 
  Savage Worlds is that a spell cannot be cast with a penalty higher 
  than the skill die type (i.e. a caster with a d4 may take no more than 4 
  points of penalties). A character that has unlocked magic, but is 
  poorly skilled would not have a chance to channel their magic to 
  cause a global epidemic. 
   
  Side  Effects 
     In addition to the effects of sorcery side effects of a successful spell 
  should be considered. If a character is healed through the use of 
  magic, then consider aging them accordingly as if they have been 
  repaired by a masterful surgeon. If somebody inhales the vapors on a 
  spell that used fungal trappings then perhaps they will get a side 
  effect as though they had used a hard drug. Sorcery is dangerous and 
  thus the effects should keep casters rationalizing their decisions. 
  Remember though, side effects should be considered optional no 
  matter what. 
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Spell  Failure 
     A sorcerer wields great power, but not without a cost. A sorcerer’s 
  roll is treated as a critical miss if both their die and the wild die fail to 
  exceed 1. Furthermore, a roll of 1 on the sorcery die always counts as 
  a failure regardless of the wild die. In the event of a critical miss a 
  wild effect will take hold and threaten the caster. In the event that a 
  player should wind up on the losing end of their spell gamble then 
  the consequences can be dire and possibly fatal. Have a player roll a 
  d6 on the table below should they critically miss their spell. A player 
  can spend a benny to avoid having to roll off of this table. 
  Failed Cast Roll 
  Effect of Failure 
  1 
  Backfire (only if detrimental) 
  2 
  Vigor save versus Hazard 
  3 
  Change Target (Random target. If spell can’t 
  effect target nothing happens) 
  4 
  Shaken 
  5 
  -1 morale penalty for 1 round 
  6 
  Nothing 
   
  Backfire 
     This failure gives the player the exact opposite of what they want. If 
  the caster was trying to set a foe ablaze then the caster combusts. If 
  the caster was trying to mind control a foe then caster falls under the 
  foes command. 
   
  Hazard 
     This failure punishes the caster as though they had experienced a 
  hazard. Have the player roll a d10 and refer to the table below to see 
  how the hazardous damage should be applied. 
  Hazard Roll 
  Effect of Hazard 
  1 
  The caster’s body is jarred as if they just experience a 
  violent fall. Take 2d6+1 damage. 
  2 
  The caster combusts into flames on one part of body. 
  Treat as 1d10 spot fire and deal with fire hazard. 
  3 
  Caster suffers from dehydration as if they have not 
  drank water for 24 hours beyond the current time. 
  4 
  Caster suffers from an insatiable hunger for 1d4 days. 
  5 
  Caster is feels the effect of a paralyzing poison. Make 
  a vigor roll. 
  6 
  Caster experiences the effects of radiation 
  7 
  Caster feels the effect as if they haven’t slept for an 
  additional 24 hours from their current time. 
  8 
  Caster is exposed to short term debilitating disease. 
  9 
  Caster is feels the effects of bitter cold for 1d4 hours 
  10 
  Double effect or subtract 1 (up to -3 max) from the 
  casters vigor roll versus hazard and roll again. 
   
  Change Target 
     Count the heads in the casters field of view including the caster and 
  roll the most appropriate die to account for them. From the game 
  master’s perspective, the targets should be counted from furthest 
  away and left to right if the distance is equal. The intended target 
  does not count. If the spell is area of effect than center the effect on 
  a random target outside of the intended targets blast radius.  
   
  Spell  Book 
     Another option a Game Master might consider when running a 
  game with sorcery is the added device of a spell book, familiar or any 
  other retaining force that may let a caster go back to the well on a 
  spell they have learned over again with a +1 bonus to succeed. This 
  lets them have fun building a spell book unique to them. You may 
  require the spell go off successfully when learning it or that they 
  succeed the spell by multiple degrees, but it is important to keep that 
  sorcerer at the table engaged in the setting. 
   
  Research 
     A Game Master may require a magic user to search for spell 
  components before being able to cast a spell. Say a caster wants to 
  create an illusion of a great flame then a Game Master may require 
  that the user voyage to a cave where a fungus grows that can be 
  ground into a contraption that creates the deception. For a more high 
  magic experience a Game Master may forego the act of using 
  components to simply untether all of the magic and let the player 
  gamble as they like it. The player may feel brave at first, but after a 
  few failures they will be a touch more rational in their application of 
  magic. 
   
  Concentration 
     A sorcerer has to negotiate a great deal of risk when deciding what 
  to cast and how. A good technique to offset this is focusing all energy 
  on a spell. As a counter to the steep penalty of casting, a sorcerer can 
  devote a full round to concentrate on a spell, which will grant them a 
  +2 bonus on their Sorcery trait test the following round. 
   
   
   
   
  
SOURCE: textdata/thevault/Savage Worlds/Core/Add-ons/Savage Worlds - Special Chapter - Sorcery.pdf