Just wanted to drop a note here and let anyone know who's paying attention that there's been a lot
of work done on this front. Quite frankly, it delayed the entire development process considerably.
This is not, as it turns out, a bad
Because what comes out of this will be rules for magic that will absolute rock the Savage World to its foundation. People who want "moar" for their fantasy magic will get it in ways they might never have imagined.
I still have a ways to go, mind you. All of the Powers need some High Magic effects added in, and that's a whole universe of design and development all its own.
Just to give you an idea, however, here are some sections that have been added to the book to accommodate this new direction.
* High Magic (Long term, big, and permanent effects)
* Ritual Magic
* Places of Power; Times of Power; Sources of Power (including blood sacrifices for Acolytes)
* Filaments and Loci (basically, ley lines in Shaintar)
In other words, magic in Shaintar (and in any campaign that makes use of these rules) is going way beyond the 'spend some PPs, zap an effect' for those who seek more.
(See what you did, Tommy?