Selanis Setting Rules

Selanis Setting Rules


  • I’m now using Savage Worlds Deluxe, but players should be able to get by with Explorer’s Edition/Test Drive along with the Wizards & Warriors supplement supplement.

Earning Bennies

Some ways to earn bennies:

  • Good roleplaying
  • Playing to your hindrances (such that they actually hinder)
  • Clever ideas
  • Awesome stunts
  • Extremely gutsy/heroic actions
  • Really excellent or flavorful action descriptions

If players think someone deserves a benny, they are encouraged to mention it to the GM, who may have had his mind elsewhere and could use the reminder. Nominating yourself is usually lame though.

Rules Adjustments

  • New Magic
    • Instead of AB:Magic, there is AB: Enchanter and AB: Sorcerer. There is no direct restriction on the ability to heal for either one. Other differences in how magic works are explained in detail below.
    • Other arcane backgrounds can possibly be used as well: talk to the GM if you have something in mind.
    • The Adept professional edge can (and usually does) use AB: Sorcerer instead of AB:Miracles.
  • Hold on there, Ace: (TODO: Do we want this? Not sure if I’ll use this one or not.)
  • It’s good to be the hero:
    • When a character takes that fourth wound and rolls to see what kind of injury/death they get, they only immediately die on snake eyes (instead of a total of 1 or less).
    • While bleeding out, the heroes get three strikes before they die (need to fail the vigor roll three times).
    • A hero may always choose to spend a benny to save themselves from immediate death (but only if they would die instantly otherwise). Instead, they are incapacitated and injured (wound table effects as usual), but stable.
  • Loose Encumbrance:
    • Encumbrance multiplier only really applies for worn/combat equipment (ignore what’s in your backpack unless it’s really obnoxious or otherwise dramatically important).
    • For the first 25% over the load limit, the only penalty is to movement (-1 pace). Example: Bob the Fighter has a d8 strength. His normal load limit is 40. He’s equipped with a long sword, medium shield, chain mail, and pot helm (for a total of 49 pounds). At this point, the only penalty he experiences is -1 to Pace. If he swaps that medium shield out for a large shield, he would get the full -1 penalty to strength, agility, and related rolls.
  • Open Setting:
    • The lists of powers, edges, gear, etc. are considered open and available for expansion (player ideas, other settings, etc) at player request and GM discretion.
    • Savagepedia is a pretty good starting place for looking for these.
  • Healing:
    • Rolling a 1 or less does NOT aggravate wounds unless the player has no healing skill at all (only untrained healing attempts are as likely to cause harm as good).
  • No Bennies on Snake Eyes:
    • If you roll snake eyes, you can’t use a benny to re-roll. Fate is a cruel mistress.
    • On the flip side, you might be able to earn a benny if you come up with a particularly awesome/funny/dramatic effect for Snake Eyes to have…


  • Magic on Selanis is primarily elemental in nature: fire, air, water, earth. Life force and conscious will are also involved, and all magic requires both of these in addition to raw elemental forces. Wielding magic takes an exceptionally strong and well-trained mind.
  • Identifying magic items is primarily done via Knowledge: Arcana, so if you want to be able to know what your magical loot does, it might be wise to have someone invest in that skill. Other Knowledge skills may also work for specific kinds of magic item as well (e.g. Knowledge: Elves could be used to identify for elf-specific items).
  • AB: Sorcerer
    • Sorcery is raw, natural magic. A sorcerer is born with a natural ability to work magic involving one of the elements. Except in extremely rare cases, a sorcerer has power over only one element. They can physically manipulate “their” element by force of will alone. Many will incorporate physical motions and words into their magic, but this is generally just leftover from training. Such trappings are not at all necessary and no sorcerer with any skill will ever be seriously hindered by the inability to move or speak.
    • Sorcerers use the Sorcery skill to cast instead of spellcasting (Spirit-based).
    • In order to do any magic, sorcerers must have some quantity of their element in range. The exact amount required depends on what they intend to do with it: GM gets final say on this, but the idea is to use common sense and err on the side of fun over realism. This does mean that a water sorcerer is at a severe disadvantage in the desert, for example.
    • Sorcerer powers always have element-appropriate trappings. If an element-appropriate trapping cannot be determined, the sorcerer won’t be able to use that power. In some cases, the limitation on trappings will nerf the power’s effectiveness, or even make them completely useless: this restriction is the main disadvantage for sorcerers, so be prepared for the GM to enforce it.
    • Starts with 2 powers + Elemental Manipulation: Sorcerer (see below). There are no backlash effects: the main drawbacks in elemental sorcery are the limitation of powers to using one element’s trappings and the requirement to have it on hand.
    • Aeromancers are masters of air sorcery, with the power to manipulate the motion and currents of the air.
      • Advantages: Air is everywhere, so you almost never have to worry about running out. Trained aeromancers with the proper equipment are capable of flight.
      • Disadvantages: Air is difficult to do direct damage with, and this is reflected in the available trappings.
    • Pyromancers can perform fire sorcery. Drawing on and channeling nearby sources of heat, they can create flames seemingly out of nowhere, or redirect them to fight their foes.
      • Advantages: Pyromancers are particularly dangerous in combat, with a good chance of having their enemies catch fire in addition to everything else.
      • Disadvantages: Finding a strong enough heat source to fight with can be tricky at times: Pyromancers are the most likely to be separated from their element.
    • Hydromancers control the element of water. In addition to bending and moving it at will, they can freeze it into ice (and melt it back).
      • Advantages: Water (including ice) is extremely flexible in terms of trappings and available powers.
      • Disadvantages: Sufficient usable water can be difficult to obtain in some situations, and is easy to run out of quickly.
    • Geomancers can manipulate earth and stone (but not metal).
      • Advantages: Earth and stone are usually easy to find, and can be used in a massive variety of useful and dangerous ways. Geomancers rarely find themselves in a situation where absolutely no earth or stone is nearby for use.
      • Disadvantages: On surfaces that are not directly connected to earth or stone, geomancers may be unable to use many of their powers. Flying things, in particular, can prove especially difficult for earth-oriented sorcerers.
  • AB: Enchanter
    • While Sorcerers manipulate magic through raw, instinctive ability, Enchanters do so by studying its properties and understanding its effects. By carefully preparing and arranging the right materials into a focal object, and invoking the right pyschic and physical pressures, any number of impressive magical effects can be produced.
      Of course, to the uninitiated plebe, all of this just looks like waving a wand and saying the magic word.
      The art of the enchanter is not something you’re born with, it’s something you learn… although it takes considerable mental agility, and some have much more of a knack for it than others.
    • Enchanters require a material focus for their powers. A focus is a crafted object that a enchanter has created and prepared to perform specific magical actions. Just about any item that is in any degree magical is usually a focus to some degree, but most enchanters favor a small, general purpose focus capable of a wide variety of effects: usually a uniquely crafted wand or staff (usually referred to as an “enchanter wand” or “enchanter staff” to distinguish them from other kinds of magical and mundane wands and staves).
    • Although enchanters generally use their own personal focus, they can usually “learn” another general-purpose focus very easily. (Most of them have been created using the same long-standing magical conventions, and are instantly familiar to a trained enchanter). Some more exotic wands (and other kinds of focus) may be less familiar, but a trained enchanter can usually figure them out with a successful spellcasting roll and 1d6 hours (1d6 minutes on a raise).
    • Although the enchanter does not have any innate magical ability, the magic performed still draws on their own strength and costs PP from the caster.
    • Casting as an enchanter almost universally involves both motion and a verbal component: casting silently or with mobility impaired results in a -2 penalty to the spellcasting roll (for each).
    • The caster must have physical contact with their focus, or they will be unable to perform magic.
    • Enchanters start with 3 powers.
  • Improvised Magic
    • Allows a magic user to attempt any power that exists or that they can talk the GM into letting them try. This can also apply if trying to use an existing power in a nonstandard way or with different limitations.
    • Improvised magic is difficult. The casting roll (sorcery or spellcasting) is given an extra penalty as follows:
      • Power’s rank less than the caster’s: -2
      • Power’s rank equal to or greater than the caster’s: -4
    • Improvised magic is costly. The PP cost is doubled.
    • Improvised magic is dangerous. When casting improvised magic, failing the power die roll always results in using the power die mishap table even if the (doubled) PP cost was less than the player’s power die (see below).
    • If a player wants to attempt improvised magic for which no power exists, the GM makes a ruling for rank and PP cost as if the power did exist, then applies the casting penalty and PP doubling. There may also be an extra TN penalty for unusually complex spells.
    • If a player ends up using the same improvised magic often, they should consider buying it as a new power instead. This represents honing and practicing the technique, and negates the penalties involved.
  • Alternate Power Points (Power Die)
    • Casters start with a Power Die of d4. The Power Points edge is modified to increase this die by a level each time it is taken.
    • Instead of tracking and spending power points, roll (Power Die + Vigor) against a TN of (PP cost of the spell + 3). This is all separate from the actual casting and any effects involved there: this just determines the cost to the caster. This acts like a damage roll: it can ace, but no wild die and no bennies. The penalty for maintained powers applies here as well (so if a caster has 2 maintained powers and wants to cast a third at PP cost 2, the total TN is 7).
    • Casting a spell with a PP Cost less than or equal to the size of the power die is considered safe. Failing the roll does nothing more than give the caster a level of fatigue. Each fatigue level obtained this way requires an extended rest (8 hours) to remove. The Rapid Recharge and Improved Rapid Recharge edges reduce this to 4 and 2 hours respectively.
    • If the PP cost (after modifiers) is greater than or equal to the size of the power die, the caster has overextended themselves. In addition to taking a level of fatigue, roll on the power die mishap table below (add the difference between the power die and the PP cost).

      Power Die Mishap Table
      Roll d20 + (PP cost – power die level)
      0-3Lucky escape: no effect except a fatigue level.
      4-5Caster is shaken.
      6-7Mental backlash, caster rolls on Fear table at -4 (Any phobias will be related to the situation at hand.)
      8-10Caster takes 3d6 damage (ignores armor, this represents a direct assault on the caster’s vigor).
      11-13Caster loses control of the magical energies. They cause 3d6 damage to everything within a medium burst template of the caster (including himself).
      14Caster falls unconscious for 1d6 days.
      15Smarts reduced by a die type for 1d6 days.
      16Vigor reduced by a die type for 1d6 days.
      17Spirit reduced by a die type for 1d6 days.
      18Magical ability removed for a 1d6 days.
      19Smarts reduced by a die type permanently.
      20Vigor reduced by a die type permanently.
      21Spirit reduced by a die type permanently.
      22Magical ability permanently removed.
      23Complete memory loss.
      24Caster dies.
      25+Choose one of the previous 3 at random (or some other permanent, game-changing effect)


  • Tricky Fighter Requires Seasoned, Fighting d8+, Agility or Smarts d8+
    You suffer no MAP when using a Trick in the same round as a Fighting attack. You must choose which type of Trick this Edge applies to (Agility or Smarts) and must have a d8 in that Attribute. You may take this Edge twice to apply it to both kinds of Tricks. Source
  • Sticks Have Two Ends Requires Novice, Agility d8+, Fighting d8+
    The character knows how to effectively use both ends of a two-handed polearm (or double-bladed weapon) with reach 1 or less. He can choose to treat the back side of the polearm as a second weapon that does str+d4 damage (unless the weapon specifies otherwise).
    The offhand penalty does not apply here, but the MAP does unless the character also has the Two Fisted edge. The weapon also loses its reach until the character’s next action.
  • Flexible Caster: Requires AB: Sorcerer or AB: Enchanter, Veteran Casting penalty for improvised magic is reduced by 1.


  • Elemental Manipulation (Sorcerer): Rank: Novice, PP: 0+, Range: Smarts, Duration: Instant
    This represents the ability of sorcerers to control their element in basic ways, such as moving it around, changing shape, etc. Sorcerers get this power for free: minor uses cost 0 PP. More serious manipulations are possible using this power (and cost proportionally more) Major manipulations may also have a higher TN on the sorcery roll. This power is more flexible than in the SWEE listing, and basically covers all of the miscellaneous manipulations that aren’t covered by another power and aren’t trying to accomplish a specific difficult action (such as attacking, flying, creating a barrier, etc). In general, this power is limited to very simple kinds of manipulation (make small fireballs dance around, freeze water, etc).
    • For example, a water sorcerer causing water to stream out of a fountain and fill a bucket would be a minor usage, costing nothing (still need a sorcery roll). Causing the entire contents of the fountain to leap into the air might cost a few points, though, and would probably have a higher TN for success. The exact cost and TN for more than minor usages are up to GM discretion.
    • This is intended as a catch-all for miscellaneous elemental magic that doesn’t fit any particular power: see improvised magic. You can try just about any sort of elemental manipulation you can think of, but if you haven’t learned this as a technique (power), all but the simplest things are going to be more costly and difficult.
  • Elemental Weapon: Rank: Novice, PP 1, Range: Touch, Duration: 3 (1/round), Trappings: water whip, flame blade, etc.
    This power is taken for only a single element per buy. Allows a mage to manipulate an element as a melee weapon, such as a flame lash, a water whip, or stone hammers out of the earth. A sufficient quantity of the element must already be present and within reach. The elemental weapon created by this spell is treated as a normal weapon, and attacks are made using the regular fighting dice. The weapon does d4+smarts damage (or d4+spirit for spirit-based arcane backgrounds).
    • At each rank, the die type of the weapon can be increased by spending an extra power point, up to d12. The cost to maintain the power is unchanged.
    • This counts as a weapon for most purposes: it negates the unarmed penalty, it can be used with actions like Defend or Wild Attack, and it can be used with combat edges like Sweep. If the mage already has a weapon wielded, this counts as second one, and normal two-weapon penalties apply to both the regular and elemental weapon (the elemental weapon is always treated as off-hand, even with the Ambidextrous edge).
  • Shift: Rank: Novice, PP 2, Range: Spellcasting, Duration: instant, Trappings: Shifting earth, blast of air, tractor beam
    This power moves targets within its area of effect by 2", or 4" on a raise. Works as an opposed roll against each targets’ agility. Use either the cone template or a medium burst template to determine the angle/direction to shift the target in, depending on what is appropriate for the current trapping. Causes 1d6 damage for every inch that would have been moved when slamming a target into a solid surface.

Selanis Setting Rules

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