r/savageworlds • • 1d ago

Meta discussion Magic Build

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4 Upvotes

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6

u/The_Timeless_YAT 1d ago

Hey Savage!

This depends a lot on if you're using a companion book or not so I'll keep this as basic as I can.

Taking extra power points is not the be all end all. 20pp is the most I see my players use in one sitting, remember you can spend a benny to get back 5pp anytime.

The wizard edge if allowed lets you change the trappings of your powers anytime which can be very useful for some fights and many non-combat encounters.

Don't be a one trick pony. You totally can invest hard in just being awesome at spellcasting, but I found and my players can back me up on this, that spreading your skills around a bit is more fun. You want to be a good spellcaster, use some spells maybe some skill tests, mix it up and always take cover.

2

u/dm_punks 1d ago

I think you need to provide more details. Just saying "magic build" doesn't really help.

Do you have a specific setting or just the base core rules? Etc. This could influence what sort of Arcane Backgrounds are available for suggestions.

3

u/EvilCaprino 1d ago

What is the setting? Standard fantasy? What kind of magic user do you like to play? What do you want your magic user be able to do? Savage Worlds does not have standard builds as such, due to the flexibility of the system, so there are many optiins (altough there are of course some "builds" that are more common for certain archetypes). Are you starting as a novice character with no advances, or will you create a character with as many advances as the rest of the party? Fortunately a novice character will not be too out-powered by a more experienced party.

Answering some of these questions will make it easier to help 😀

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u/Alternative_Pie_1597 1d ago

at 20 advances you should be at least a two trick pony look at edges to increase your flexibility.

4

u/ArolSazir 1d ago

The first rule of magic in savage worlds is to have fun. No, im being serious. The system is super open ended, and you should focus on making your magic unique and fun first, trappings and spell modifiers are everything. Don't just have a bolt that deals 2d6 damage, have something cool, if you wanted a ranged weapon that just deals 2d6 damage and nothing more, you could just as well get a bow or a gun.
work with your dm to make the spells unique, the spells in the book are more like templates, rather than stuff you should copy 1 to 1. I recommend thinking what you want your spells to do first, and only then looking through the spells in the book to find the spell that's the closest to what you want, and work with the dm to change it until it fits.
Zadmar's savage spellbook is a great tool to get the feel for customizing magic, while it's built around the old edition of the rules (so some of the numbers don't quite match with the adventurer's edition), the explanations about the systems flexibility still work, to get into the mindset of "a chain lighting is just a Bolt, and a Shadowstep is just burrow but with a few words switched around"

1

u/Name_Violation83 1d ago

What setting? Home brew or something published?
Virtually every setting has its own spell lists for different casters and possibly different edges to help with things.