Magic in Skeigham Physical / Metaphysical Law in Skeigham | World Anvil

Magic in Skeigham

The magical system in Skeigham builds upon About the Nature of Magic and works with the Trapping System of Savage Worlds. This means, any spell is based on a generic spells as described in "Savage Worlds: Fantasy Companion" but with added domain or elemental specific effects.
For example a Lightning bolt and a small Fireball are basically a similar spell, but the elemental effects vary. They both are based on the basic spell "Jet", but with electrical or fire trapping respectively. This system allows for a lot of freedom in creating spells while still offering a mechanical baseline for the game itself.

Note: Wherever we reference or mean a Savage World Term, these will be highlighted italic and bold on their first appearance.

This whole article is meant as a guideline to create and properly scale new spells / gizmos / alchemical potions. Many descriptions, such as Tiers, magical classification and magical schools are symply storytelling-sugar. As usual, Storyteller's discretion is applied
This article covers
    • Magical Tiers
    • Special Versions of Magic,like Alchemy, Gizmos and Religious magic
    • Classification of Magical Spells
    • Basic Structure of a Magic School. (as in, organized traditions for magical training and not the place of learning, although those often overlap)

Magical Tiers

The magic in Skeigham is split into several tiers, where the most basic Tier 0 ist just considerd "Existing and having a natural energy and natural resistance to magic". The most powerful Tier is equivalent to the magic of the gods. A normal Player Character (PC) should not under normal circumstances be able to reach this Tier. It is listed here for completeness.
Progress in the Tiers will be denoted by Edges. Those always come with a free spell of the newly available "area" but are a bit more costly in terms of Experience Points (EP) because of this. Also, these Edges should demand specific Attributes, Ranks and in game explanation.


 

Tier 1: Having

Transferring and manipulating magical Energy
Noviced to Seasoned Rank


  Many normal spells will easily fall into either Tier 1 or Tier 2. Blasts, bolts etc are pushes through magic. Magic can be drained, stored, transferred. Things can be moved and influenced with magic, heated up, frozen etc. Anything that falls under kinetics and thermodynamics will be good here. Raising / reducing of magical attributes like resistance or channeling etc are also possible, since they concern the magical energy, not the physical form. This will be where Tier 2 begins.

Tier 2: Being

Shaping and influencing form and properties of physical things
Seasoned to Veteran Rank


  Anything that changes the physical properties of a thing falls into this tier. This can be the way an arrow flies, it can be the metling point of a metal, it can even be the hardness of a crystall.


  There are several versions of this magic: Coercing, Strengthening and Forcing. Coercing and Strengthening are similar, since they both just push a material in its natural direction and "cheat" a bit about it - for example a metal that melts sooner or an edge that is just a bit sharper.


  Forcing however would go againts the basic attributes of a physical thing -making a stone as soft as a pillow or ice stay ice in the middle of a flame. It is certainly possible, but more difficutl to execute, very exhausting to uphold and potentially very costly to make permanent.
  Changing the form is in most cases coercing as long as it keeps the general structure of the original - making something bigger or smaller, chinging color, harden skin and so on. Forcing in this case would be an extreme transformation - turning a rock into a beetle or oneself into a giant leathery lizard with wings and a british accent.

Tier 3: Becoming

Creating and "dissolving" physical things through magic
Veteran to Heroic Rank


  Anything considering Conjouring etc will be a domain for the Clerics, giving them an edge they have to pay for with their faith. As well as illusions and slight time-manipulation, as in, being able to process your input faster (or slower). This is all in line with manipulating and widening / reducing the senses. This doe snot have to be god given, but has to be lend / channeled by an entity powerfull enough to be in the (beginning of the) fourth tier.
 

Tier 4: The All

Mastering of Time and Space and understanding of the "Somewhere"
Legendary Rank

Teleporting and Time Travel are locked in Tier 4, only achievable by almost gods. There is a progression: First master space, observing and then interacting beyond physical limitations, then traveling to and fetching to you. Then master time, again observing, interacting and lastly moving through it. It will be completed upon bending space and time in such a way that the character enters the Somewhere and ascends.

Tier 5: The Domain

Complete control over a specialized domain
Godly Rank, unachievable for PCs
  The last tier is locked behind "Entering the Somewhere" which can only end fatally or succeed. There is no middle ground in this case. In short, any entity here chooses a domain. It will be able to master and controll any spell(-variant) and thing and concept directly related to this domain easily and will also be able to overpower anyone and anything else that is trying to use or enter that domain.
 

 

Special Versions of Magic

Not all kind of magic is simply collecting magical energy and casting a spell. Some magic types are slightly different and deserve a more detailled explanation. A short overview here.
 

Clerical Magic

Clerics (or better anyone devout to a mighty entity of at least Tier 4) have the chance of being granted magical abilities as a reward for their faith / devoutness / regular sacrifices. Any being of Tier 4 or higher can influence any follower with no extra costs to aquire clerical spells, as long as he is seeing this person as a devout follower. This last part is more or less vague and abstract but most certainly unvoluntary.


  In case of clerics of the six gods, this condition is fullfilled, if they live a devout life as dictated by their order,chruch or cult. If they ignore the commandments of their church, order or cult or worse if they sin, they lose their powers partially or completely, until they atone for their sins.

The upside is, that Clerics are not restricted by the tiers of magic - at all. As long as it is of Tier 4 or lower and they are experienced enough, their deity can grant it to them.


  A Cleric can never have acces to any other type of own magic on their own at the same time.

Illusionary magic


  Illuson are basically a manipulation of light and sound to trick people. Creating light or sound is just channeling energy into the excitement of particles (light) or the movement of pressurewaves (sound), which can be put into the category of Tier 1.


  This does of course exclude all tactical illusions or such that will require manipulating the will or senses of the victim (i.e. one person hallucination, hiding stuff from senses by partially blocking them)
 

Alchemy and Gizmos


  Those two specialties do not learn the spells itself but learn in some way or another to make gizmos or tinktures that create the desired effect. For them, the game mechanic spending PowerPoints (PP) is often not about actually casting a spell, but working with their tinktures and gizmos at a certain capacity. An alchemist can only concoct and carry so many tinktures - but he can become better at it. A Tinkerer can only control so many gizoms at once, plus the magical crytsals at their core are simply difficult to come by.


  Alchemy can prepare the potions and basically has more spells for the same PP. but it is dependent on the ingredients and a potion batch can fatally backfire. Alchemy needs the defined base ingredient at hand and needs time to prepare a potion.


  Gizmos can be used instantanious without paying PP. Those PP are permanently bound by the gizmo though. Gizmos behave like any add (but can suffer wounds after knockdown) and are somehow cntrolled by the creator. They can be transferred. They can be destroyed and be repaired / tinkered with / specialized. Creating a gizmo takes at least a month (shorter for skilled peopel) and at least a day to repair (depending on damage) Gizmos need to be prepared and have a chance of being destroyed. They typically use some magical materials or crystals to power. Those crystals are permanently enchanted by a gizmo-creator.

Overly complex potions and gizmos can go up to tier 4 but need high skills (edges) and very uncommon materials.
 

Artificing


  Any wizard that is artificing stuff, needs to be at Tier 2 at least. Only then can he change a material.

To be able to modify a material on the fly, he needs to have a specific spell for this (Fortify, Sharpen etc). In game terms he will draw and shape energy from somewhere and pushed into the object they want to enchant. this will have visual effects, depended on the magician ( a flame, sparks, lighting, illusiory insects)

To permanently modify a material he can either spend a prolonged session with that spell modifying it (TBD), spending the powerpoints semi-permanently (they will take longer to regenerate) OR do it on the fly, spending the power points permanently

To be able to imbue a spell, he must know that spell, be at least a tier over the required spell tier (i.e. seasoned for novice level) AND must know the specialized spell (imbue "spell") AND must spend betwene one to three times permanent powerpoints of the spell ( similar to alchemist), making it an artifact that can spell.
 

Magical Classes

Magical classes describe the generall way a spell works or acts. This is a classification system that is used in Skeigham and will therefore be referenced in the spells.
A Transferral Spell for example deals in someway with transferring magical energy from one object to another. An Attromorphic Spell deals with changing attributes of a physical objects through magical means; a Spatial Spell manipulates the physical space itself; a Sensoric Spell either manipulates or reads the signals a living being expereinces.


  Each spell can be classified to at least one, sometimes several classes, depending on its general effect.

Many classes have their core in one specific Tier but can span several - so is an Exotermic Spell any spell that is quickly expelling magical energy to produce the desired effect. While this will fit to most spells with a kinetic or thermic effect in Tier 1, it could also apply to some spells in Tier 4, where some kind of teleportation spell is using a wave of magic.

A full list of magical classes follows.
 

Schools of Magic

Each school of magic denotes what spells can be learned, in what trapping and to what tier they can school you. This will have full impact on generation but can also be an orientation where you can learn what. Any Player is generally allowed to create a school of magic after consultation with the GM.

Any school of magic has
    • A name
    • A place and time of existence
    • A general alignement (arcane, gizmo / artificing, alchemy, cleric)
    • An organization, race or ethnicity this school belongs to and is possibly exclusive to
    • A least one specialization with at least one corresponding teacher or master, subject name and timeframe
  • Within these specializations a list of spells, their tier, base spell, trapping, requirements and short description and typical order of teaching.
- - - META ARTICLE - - -

This article covers concepts and thoughts for using Skeigham as a setting for Savage worlds. The contents of this article are not in world lore, but possibly can (and most likely will) refer to such.
If you want to know more about the "one system for all the settings"-Savage worlds, I highly recommend "Savage Worlds Deluxe: Explorers Edition" and the Fantasy Specific "Savage Worlds: Fantasy Companion" by Pinnacle


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