Beta Version 1.0
A Savage Worlds Conversion by James Haskin
Special thanks to: Kessek For proof-reading this book in its many incarnations The Harry Potter Wiki - harrypotter.wikia.com For many of the descriptions found throughout this book. J.K. Rowling For sparking my imagination and inspiring me to start writing role-playing resources again. Warner Bros. Whos films I repeatedly plundered for the images found throughout this book. (Please don’t sue me!) I could not have done this book without those listed here and I am eternally in their debt. Thank you!
Introduction Character Creation Houses Gryffindor Hufflepuff Ravenclaw Slytherin Skills Hindrances Edges Background Edges Combat Edges Leadership Edges Power Edges Social Edges Wild Card Edges Advanced Edges Gear Weapons Melee Ranged Wands Enchanted Weapons Mundane and Magical Items Potions Brooms Spells Charms Protective Transfiguration Curses Hexes Jinxes
1 2 3 3 4 5 6 7 8 9 9 10 10 10 11 11 11 12 12 12 12 13 13 14 16 18 19 20 22 23 24 25 25 26
We are pleased to inform you that you have been accepted at Hogwarts School of Witchcraft and Wizardry. Please find enclosed a list of all necessary books and equipment. Term begins on September 1. We await your owl by no later than July 31. Yours sincerely, Minerva McGonagall, Deputy Headmistress
Welcome to the wonderfully fantastic world of Harry Potter. As a long time fan of J.K. Rowling’s fantasy series, I’ve wondered what it would be like to roam the halls of Hogwarts with my friends. I wanted to swoop through the air after the elusive Golden Snitch and sneak into the Forbidden Forest after curfew. Oh, sure, I could play any one of the countless franchised video or board games, but they all missed one key component - the adventures weren’t mine. I’d already experienced those adventures through the books and films and they held no surprises for me. I wanted something unique. I’ve been playing table-top role-playing games (RPGs) for as long as I can remember. I wrote my first rule set when I was ten. I can honestly say that RPGs are a big part of my life. It seemed only natural for me to combine my love of role-playing with my interest in Harry Potter. I began to search. I quickly found rumors of an upcoming Harry Potter RPG, only to have my hopes quashed when Rowling turned down the project. So I turned to the community. There seemed to be an overwhelming amount of interest in a Harry Potter
RPG, but the projects I found were either horribly managed or cancelled. I waited almost two years for somebody to put together a decent conversion, but found nothing. Then I found Savage Worlds. I was in love with the system, but still couldn’t find a Harry Potter conversion. I loved the Fast, Fun, and Furious! system and I really, really wanted to experience the Fast, Fun, and Furious! of Hogwarts. Which brings us to now. I’ve taken it upon myself to put together a set of guidelines so you can play in the world of Harry Potter. I really hope you enjoy playing Savage Hogwarts as much as I’ve enjoyed creating it. Feel free to e-mail me with your questions, comments, criticisms, fanboyisms, and hellos. I’d love to hear from you. Yours Sincerely,
James Haskin
~1~
James Haskin www.artraged.com
[email protected]
Character Creation The heart of the role-playing game (RPG) is the 3) EDGES AND HINDRANCES character, in this case your Student. Follow the steps on Follow the rules from SW:EE pg. 7 for determinpg. 6 and 7 of the Savage Worlds Explorer’s Edition ing your Edges and Hindrances. (SW:EE) to create your student. The following rule Several Edges and Hindrances have been added, changes apply: modified, or removed. See pg. # of Savage Hogwarts for a complete listing.
1) HOUSE
Instead of a race, you belong to a House. There 4) GEAR are four houses at Hogwarts. Each house looks for stuThere are two ways to get gear, your game-master dents with unique traits. The house you choose will give (GM) will let you know which is appropriate for their your student different bonuses and edges. campaign. The first is the package deal. The GM will sup2) TRAITS ply you with your starting gear free of charge. Attributes The second is to let you buy your own. ComThe Attributes in Savage Hogwarts are exactly the monly, you will start with 500G (Galleons) and you can same as those from Savage Worlds. buy whatever you want. Skills Skills work the same way in Savage Hogwarts. 5) BACKGROUND DETAILS However, some skills have been added, modified or reFinally, fill in the details about your character. moved. See the complete list of skills on pg. 7. Who they are, what they look like, etc.
The Sorting Hat
Instead of letting the players choose their House, have them skip step one during character creation. At the beginning of your campaign, have each student wear the Sorting Hat. Roll 1d4 to determine their fate. The students cannot change their house and should be encouraged to play the role of whatever house they end up in. This is an Alternate Rule and will not work for all campaigns and parties. ~2~
Roll
House
1
Gryffindor
2
Hufflepuff
3
Ravenclaw
4
Slytherin
Houses There are four Houses at Hogwarts. Each has its own unique bonuses and edges. No House is better than another, but each house attracts different types of people. Use the information provided here to get an idea of who your character is.
GRYFFINDOR HOUSE Gryffindor emphasises the traits of courage as well as "daring, nerve and chivalry", and thus its members are generally regarded as brave, though sometimes to the point of recklessness. Notably, Gryffindor house contributed many members to Dumbledore's Army and the Order of the Phoenix. According to Phineas Nigellus Black, members of other houses, particularly Slytherin, sometimes feel that Gryffindors engage in "pointless heroics".
Godric Gryffindor Godric Gryffindor hailed from a moor which is now known as Godric's Hollow a small West Country village. Gryffindor is said to have praised courage, determination and strength of heart above all other qualities. Indeed, he selected students for his house based upon their daring and bravery, according to the Sorting Hat. He also was the most in favor of allowing Muggle-borns into the school. He was initially a close friend of Salazar Slytherin, but over time their friendship deteriorated; though never stated, it is likely that the two's differing views on Muggle-borns may have been part of the reason for the split.
Gryffindor Bonuses Vigor d8, Courage d8 House (Ranvenclaw) Arcane Skill: Spellcasting (Smarts) Starting Power Points: 10 Starting Spells: 4 The following Edge is exclusive to Gryffindor and may be taken whenever the student chooses. Heroic Resolve Requirements: Novice, House (Gryffindor), Courage d10+ You are in Gryffindor because of your courage and bravery. You never back down, even when all odds are against you. Gain 10 Power Points. This Edge can be taken once per rank.
~3~
HUFFLEPUFF HOUSE Hufflepuff is the most inclusive among the four houses, valuing hard work, patience, friendship and fair play rather than a particular aptitude in its members. Students belonging to this house are known to be hard working, friendly, loyal, and non-judgemental. However, due to Helga Hufflepuff's policy of accepting any student and its usually poor performance in the House Cup, Hufflepuff is often thought of as the place where students are sorted when they don't have any of the qualities of the other three houses. Perhaps as a consequence of the broad principles of acceptance upon which it is founded, Hufflepuff has been stereotyped as the house of the unexceptional.
Helga Hufflepuff Helga Hufflepuff was one of the four Founders of Hogwarts School of Witchcraft and Wizardry. She was a friend of Rowena Ravenclaw. Hufflepuff helped to build the school, and admitted students into her House that were unafraid of hard work. While the other Founders took students based on either ambition, bravery, or intelligence, Helga Hufflepuff took the rest, treating them all equally and teaching them all she knew. She brought people from different backgrounds together to help in the building of the school, and was known for her charming ways.
Hufflepuff Bonuses Agility d6, Spirit d6, Vigor d6 House (Hufflepuff) Arcane Skill: Spellcasting (Smarts) Starting Power Points: 10 Starting Spells: 3 The following Edges are exclusive to Hufflepuff and may be taken whenever the student chooses. Hard Worker Requirements: Novice, House (Hufflepuff), Spirit d8+ Some may think of Hufflepuff as sub-par, but you’ve proven otherwise. Learn a new spell and gain five power points. This Edge can be taken once per Rank. Great Loyalty Requirements: Novice, House (Hufflepuff), Spirit d10+ If another student fails a roll, you may take the roll for them with no penalty. ~4~
RAVENCLAW HOUSE Ravenclaw House prizes intelligence, wisdom, creativity, knowledge, and wit in its members. Thus, many Ravenclaws tend to be academically motivated and talented students. However, they do not have a monopoly on cleverness. Ravenclaw may also value beauty; their founder was famously beautiful, Ravenclaws Cho Chang, Padma Patil, and Roger Davies are all noted to be very good-looking, and the windows in their common room boast a spectacular view of the surrounding mountains.
Rowena Ravenclaw Along with her friends Godric Gryffindor, Salazar Slytherin and Helga Hufflepuff, Ravenclaw founded Hogwarts School of Witchcraft and Wizardry. She devised the ever-changing, moving staircases in the Hogwarts Castle. Ravenclaw is described as having selected students according to intelligence and wisdom. Thus, rather than asking for a password from members, a bronze eagle door knocker asks them a riddle which, if answered incorrectly, would force the student to wait until another could answer the question correctly, allowing the failed student to learn.
Ravenclaw Bonuses
Smarts d6, Spirit d6, Alertness (Notice +2) House (Ranvenclaw) Arcane Skill: Spellcasting (Smarts) Starting Power Points: 10 Starting Spells: 5 The following Edges are exclusive to Ravenclaw and may be taken whenever the student chooses. Natural Insight Requirements: Novice, House (Ravenclaw), Smarts d8+ You were put in Ravenclaw for your sharp mind and natural intellect. Learn two new Spells. This Edge can be taken once per Rank. Creative Solution Requirements: Veteran, House (Ravenclaw), Smarts d12 You can give advice to another student. They receive +1d4 to their next roll.
~5~
SLYTHERIN HOUSE Slytherins value cunning and ambition, but they also have highly developed senses of self-preservation. This means that Slytherins tend to hesitate before acting, so as to weigh all possible outcomes of a decision (and how these outcomes would personally impact them). The qualities which Salazar valued in the students he chose included Parseltongue, cleverness, resourcefulness, determination, and "a certain disregard for the rules.".
Salazar Slytherin Like Rowena Ravenclaw and Godric Gryffindor, Salazar Slytherin appears to have carefully selected members of his House. He selected his students according to cunning, ambition, and Blood purity. The Sorting Hat described him as "power hungry Slytherin." He was responsible for the construction of the Chamber of Secrets. It was specifically created for the purpose of purging the school of all Muggle-born students after Salazar Slytherin and the other co-founders of Hogwarts disagreed over Blood purity.
Slytherin Bonuses Strength d8, Vigor d6 House (Slytherin) Arcane Skill: Spellcasting (Smarts) Starting Power Points: 10 Starting Spells: 4 The following Edges are exclusive to Slytherin and may be taken whenever the student chooses. Cunning Endeavor Requirements: Novice, House (Slytherin), Smarts d6+ You have a knack for figuring things out. You take no penalty when making an Unskilled Attempt. Overwhelming Fear Requirements: Seasoned, House (Slytherin), Intimidation d8+ Your Intimidation skill receives a +2 bonus and, if successful, causes your opponent to freeze in terror for one turn. Serpent Strike Requirements: Veteran, House (Slytherin), Spirit d10+ After incapacitating an opponent roll 1d6. If you roll a one, they automatically fail their Vigor roll. If you roll a six, they die instantly. Rolls of six do NOT apply to players or Wild Cards. ~6~
Skills Below are the skills available in Savage Hogwarts. The majority of these can be found in greater detail in SW:EE on pg. 8.-13. Changes to note: Guts has been renamed Courage. Boating, Driving, and Piloting have been combined. Streetwise has been removed and is now handled by Persuasion and Intimidation. Skill
Attribute
Description
Brewing
Smarts
The knowledge of brewing potions and other concoctions.
Climbing
Strength
For ascending walls, cliffs, trees, etc.
Courage
Spirit
Your bravery. Used when witnessing something horrific.
Driving
Agility
Used to pilot any vehicle with a control interface. Automobiles, aircraft, boats, etc.
Fighting
Agility
All melee combat.
Healing
Smarts
Stopping wounds and healing injuries.
Intimidation
Spirit
The art of frightening an opponent.
Investigation
Smarts
Used to find information via written materials such as The Daily Prophet or the library. Use Persuasion or Intimidation to gather information from people.
Knowledge
Smarts
This skill requires a focus, such as Herbology or Transfiguration.
Notice
Smarts
Your general alertness to what’s going on around you.
Persuasion
Spirit
The ability to trick or convince people to do what you want.
Repair
Smarts
The ability to fix equipment, gadgets, vehicles, etc.
Riding
Agility
The ability to ride creatures and other non-vehicles, such as brooms.
Spellcasting
Smarts
Used to cast spells.
Stealth
Agility
For hiding and moving around undetected.
Survival
Smarts
For finding food, shelter, and water in hostile environments.
Swimming
Agility
Determines if you float or sink in water as well as your pace.
Taunt
Smarts
This is a test of will attack against a person’s pride through ridicule, cruel jokes, or one-upmanship.
Tracking
Smarts
The ability to follow tracks made by a creature or individual. ~7~
Hindrances The following hindrances are from the Savage Worlds: Explorer’s Edition and are supported by Savage Hogwarts. You can find detailed descriptions of these hindrances on pages 14-19 of SW:EE. All Thumbs
Lame
Anemic
Loyal
Arrogant
Mean
Bad Eyes
Obese
Bad Luck
One Arm
Big Mouth
One Eye
Blind
One Leg
Bloodthirsty
Outsider
Cautious
Overconfident
Clueless
Pacifist
Code of Honor
Phobia
Curious
Poverty
Death Wish
Quirk
Delusional
Small
Enemy
Stubborn
Greedy
Ugly
Habit
Vengeful
Hard of Hearing
Vow
Heroic
Yellow
~8~
Edges In the following pages you will find the edges available in Savage Hogwarts. The edges are sorted into categories to make character creation easier. New and modified edges will be given in full detail. Supported edges from the Explorer’s Edition will be listed, but not detailed.
BACKGROUND EDGES Muggle Raised Requirements: Novice Maybe you’re Muggle-born, or you were just raised by Muggles. Either way, you are very familiar with Muggle life. You receive a +2 bonus to all Common Knowledge (Muggle) rolls.
Edges from SW:EE are listed below, but not detailed. You can find these details and more about edges on pg. 20-36 of the Explorer’s Edition. Lame Loyal Mean
Magic Raised Requirements: Novice You were raised in the magical world, far away from the influence of Muggles. You are very familiar with the magical world and how it works. You receive a +2 bonus to all Common Knowledge (Magical) rolls.
Obese One Arm One Eye One Leg Outsider
Part-Giant Requirements: Novice You are part giant and tower over those around you. Your increased strength lends itself well to physical challenges. Gain +4 to all Stength rolls and +1 to Toughness, but take a -2 penalty to all Smarts rolls.
Overconfident Pacifist
Part-Veela Requirements: Novice You have a Veela in your ancestry. You are drop-dead gorgeous and your Charisma is increased by +4. Part-Goblin Requirements: Novice, Small Your small stature and sharp mind indicate a Goblin parent. Receive a +2 bonus to Notice and +2 to Investigation. Common Knowledge There are two types of Common Knowledge in Savage Hogwarts: Muggle and Magical. Common Knowledge (Muggle) relates to all facets of Muggle life. This covers everything from computers, to televsion, to rubber ducks. Common Knowledge (Magical) relates to the magical world. This would include dragons, flying brooms, the Ministry of Magic, and so on. ~9~
COMBAT EDGES Modified Edges Trademark Weapon Hard to Kill Requirements: Novice, Spellcasting d10+ Requirements: Wild Card, Novice, Spirit d8+ You know a particular wand like the back of You have a knack of escaping death. When your hand. When using that wand, receive a +1 bonus forced to make Vigor rolls because of Incapacitation, to Spellcasting. ignore any wound modifiers. This edge can be taken multiple times, once per In addition, ignore the effects of the Serpent weapon. If you lose a weapon, you can apply the bonus Strike edge. to another but it takes two weeks of game time to take effect. Supported Combat Edges Block
Harder to Kill
Improved Block
Level Headed
Combat Reflexes
Improved Level Headed
Dodge
Nerves of Steel
Improved Doge
Marksman
First Strike
Nerves of Steel
Improved First Strike
Improved Nerves of Steel
Fleet-Footed
No Mercy
Frenzy
Quick Draw
Improved Frenzy
Steady Hands
Giant Killer
Improved Trademark Weapon
POWER EDGES New Edges
Supported Power Edges
Push On Requirements: Novice, Spirit d6+ You push yourself further than ever before. Roll 16d. You receive that number of Power Points. You must use these points before combat ends (they may not be saved.)
New Power Power Points Rapid Recharge Improved Rapid Recharge
LEADERSHIP EDGES
Silent Casting Requirements: Seasoned Your knowledge of Spellcasting allows you to cast spells without speaking an incantation. Choose three spells, these spells can now be cast silently. This edge can be taken once per rank.
Supported Leadership Edges Command Fervor Hold the Line! Inspire Natural Leader ~10~
SOCIAL EDGES
WILD CARD EDGES
Supported Edges
Modified Edges Dead Shot Requirements: Wild Card, Seasoned, Spellcasting d10+ You double the total damage when making a successful Spellcasting attack this round.
Charismatic Common Bond Connections Strong Willed
Supported Edges Power Surge
ADVANCED EDGES Advanced Edges are special edges that can only be granted by the GM. These edges should only be given out if the character has accomplished a great achievement, has a good reason or back story for it, or if their character has put a considerable amount of time and effort into learning it. Remember that these skills are extremely rare in the wizarding world and should not be given out lightly. Game Masters should feel free to setup additional requirements a character must meet to obtain the edge. For example, if a character wanted the Legilimen edge, the GM could require them to get Smarts d12 and Spellcasting d12. Animagus Requirements: GM Approved You have the ability to transform into a certain animal. While in this state you can communicate with other animals, but cannot speak to humans or cast spells. Each type of animal has unique traits and skills that must be determined by you and your GM. Legilimency Requirements GM Approved Laymen simply refer to this as “mind-reading” but that is a gross understatement. Legilimens can delve deep into their targets minds and accurately interpret their findings. They can also implant memories and visions. Does not work against those with the Occlumency edge. Advanced Legilimency Requirements: GM Approved, Legilimen Your understanding of the mind allows you to plant thoughts and visions in your targets head. Also, by rolling an opposed test of will, you can attempt to control the mind of your target. Roll your Spellcasting against the targets Spirit.
Metamorphmagus Requirements: GM Approved Unlike Animagi, Metamorphmagi can take a wide variety of forms, changing gender, race, and age, potentially looking like anyone at all, or even just changing a part of their appearances, such as the shape of their noses. A Metamorphmagus is born, not made; it is not a skill that can be learned. Occlumency Requirements: GM Approved Occlumency is the art of defending your mind against Legilimens and other mind-effecting magic and potions. Occlumens can suppress or control portions of their mind to keep it hidden from Legilimens or to lie while under the effects of a truth serum. Parselmouth Requirements: GM Approved You can talk to snakes. Common snakes respect you and do your bidding, more intelligent snakes must be reasoned with by using Persuasion or Intimidation.
~11~
Gear Gear is everything your character owns; from wands and brooms to Remembralls and Invisibility Cloaks. Gear can help make life more comfortable or enhance and augment your characters abilities.
WEAPONS Just because you can do magic, doesn’t mean you have to. Some witches and wizards may prefer using traditional weapons (with certain magical enhancements) or may be forced to use them under certain circumstances.
RANGED WEAPONS Type
Range
Damage RoF
Cost Weight Shots Min Str.
Notes
Axe, throwing
3/6/12
Str+d6
1
75
2
-
-
-
Bow
12/24/48
2d6
1
250
3
-
d6
-
Crossbow
15/30/60
2d6
1
500
10
-
d6
AP 2, 1 action to reload
Long Bow
15/30/60
2d6
1
250
5
-
d8
-
Sling
4/8/16
Str+d4
1
10
1
-
-
-
Spear
3/6/12
Str+d6
1
100
5
-
d6
-
MELEE WEAPONS Type
Damage
Weight
Cost
Notes
Dagger
Str+d4
1
25
Parry -1, 2 hands
Great Sword
Str+d10
12
400
Ignores Shield Parry and Cover Bonus
Flail
Str+d6
8
200
Includes Scimitars
Long Sword
Str+d8
8
300
Parry +1
Rapier
Str+d4
3
150
-
Short Sword
Str+d6
4
200
-
Axe
Str+d6
2
200
-
Battle Axe
Str+d8
10
300
-
Great Axe
Str+d10
15
500
AP 1, Parry -1, 2 hands
Maul
Str+d8
20
400
AP 2 vs. rigid armor, Parry -1, 2 hands
Warhammer
Str+d6
8
250
AP 1 vs. rigid armor (plate mail)
Halberd
Str+d8
15
250
Reach 1, 2 hands
Lance
Str+d8
10
300
AP 2 when charging, Reach 2
Pike
Str+d8
25
400
Reach 2, requires 2 hands
Staff
Str+d4
8
10
Parry +1, Reach 1, 2 hands
Spear
Str+d6
5
100
Parry +1, Reach 1, 2 hands
~12~
WANDS The standard weapon for a witch or wizard is, of course, the wand. Not all wands are made equal and each may posses its own set of advantages and drawbacks. The wand chooses the wizard and they have no say in what their wand is like. Follow this guide to creating your wand. There are five steps. On each step roll 1d6. Match the dice roll with the attribute on the table below. Write these stats down for your custom weapon. Flexibility (Range)
Wood (Damage)
Core (RoF)
Length (Weight)
Special Attunement (Notes)
1
Brittle (3/6/12)
Ash (Spr+d6)
Basilisk Scale (2)
8” (1)
-
2
Pliable (12/24/48)
Hawthorne (Str+d6)
Dragon Heartstring (1)
10” (2)
Healing Attunement (+1d4 to all Healing checks and spells)
3
Springy (15/30/60)
Holly (2d6)
Hippogriff Feather (1)
11” (2)
-
4
Stiff (6/12/24)
Oak (Str+d4)
Phoenix Feather (2)
12” (3)
Skilled Transfiguration (+2 to all Transfiguration spell checks)
5
Unyielding (4/8/16)
Vine (Vgr+d6)
Unicorn Tail Hair (1)
13” (3)
-
6
Whippy (10/20/40)
Yew (2d8)
Veela Hair (1)
14” (4)
Summoning Specialty (Summoning spells cost no SP)
For example, if I were creating a wand I would start with my Flexibility (Range) roll. I get a one, this means my wand is Brittle and it’s range is 3/6/12. My next dice roll is a three, meaning my wand is made out of Holly and causes 2d6 damage. Next I get a six. The magical Core is Veela Hair and my rate of fire is 1. My next roll is a five. My wand is 13” long and weighs 3. Finally, I roll a one. There is no special attunement on my wand, so I get no extra bonus. My wand is now a unique weapon. The weapon stats should look something like: Type
Range
Damage
RoF
Weight
Shots
Min Str.
Notes
Wand
3/6/12
2d6
1
3
-
-
-
ENCHANTED WEAPONS Sometimes a witch or wizard finds it more conventional to use a standard weapon in place of a wand. This could be an enchanted sword or staff, or any of the melee weapons listed on the previous page. To enchant a weapon, first choose the weapon you will be using. Next, follow the first two steps of the wand creation to determine your casting range and damage. For enchanted weapons, RoF is automatically 1 and the Weight is unchanged from the original weapon. Under notes put: Can be used as a Wand for Spellcasting (Range - Damage - RoF). Your weapon should look something like: Type
Damage
Weight
Cost
Notes
Staff
Str+d4
8
10
Parry +1, Reach 1, 2 hands Can be used as a Wand for Spellcasting ( 4/8/16 - Str+d4 - 1)
~13~
MUNDANE ITEMS Mundane Items are items commonly found in both the magical and Muggle worlds. These items can be found in detail on pg. 52 of the SW:EE. Computer and Surveillance items are not permitted, along with Cellular Phones, Cameras, and other electronic devices. Note that the Clothing items apply to both Muggle clothes and wizarding robes.
MAGICAL ITEMS Magical Items are those found only in the wizarding world. These items often hold magical abilities that a normal witch or wizard would not normally have. Item
Cost
Weight
Notes
Cauldron
15
10
Used to mix potions.
Crystal Ball
25
5
Used with Divination to glimpse the future.
Foe-Glass
250
2
A mirror that shows how close your enemies are.
Hand of Glory
100
2
Emits light in a 4” radius, but only to the user.
Invisibility Cloak
2500
-
Makes whatever is under the cloak invisible.
Lunascope
100
1
Shows the phases of the moon.
200
2
A bag who’s contents can only be retrieved by its owner.
10
1
Like binoculars, but allows the user to pause, rewind and re-watch events.
75
2
A golden rod that detects concealment spells and hidden magical objects.
Remembrall
20
1
Glows red when the user has forgotten something.
Secrecy Sensor
75
2
Vibrates when it detects concealment or lies.
100
15
Assists the user in potion making by stirring itself. +2 when making potions
50
1
Lights up, spins, and whistles when something untrustworthy is happening nearby.
25
1
Used to repair items when magical means fail or are prohibited.
50
5
A set of magical chess pieces. Move and attack when told.
Mokeskin Pouch Omnioculars Probity Probe
Self-Stirring Cauldron Sneakoscope Spello-tape Wizards Chess Set
~14~
PRANK ITEMS Item
Cost
Weight
Notes
Acid Pop
2
1
A sour candy that causes the mouth to itch and burn.
Belch Powder
3
1
Causes the victim to belch uncontrollably.
Buldbox Powder
3
1
Causes the victim to break into boils.
Canary Creams
2
1
Turns the eater into a large canary. Effect lasts one minute.
Decoy Detonators
5
1
When dropped, the Decoy Detonator runs off and makes a large noise to act as a distraction.
Dr. Filibuster's Fabulous Wet-Start, No-Heat Fireworks
10
1
Magical fireworks that are set off using water.
Dungbomb
2
1
A putrid smelling stink bomb. Leaves the hands of anyone who touches them dirty.
Fainting Fancies
2
1
A sweet with two halves. The first half causes the eater to go unconscious, and the second half revives them.
Fever Fudge
3
1
Designed to make the eater get a high fever within seconds of eating it, but the side effects are large, pus filled boils.
Headless Hats
50
2
When worn, causes the wearers head and hat to become invisible.
Hiccough Sweet
2
1
Induces a fit of hiccoughing when eaten.
Nosebleed Nougat
3
1
A two halved sweet. The orange half causes the eater’s nose to bleed badly. The purple half causes the bleeding to stop.
Peruvian Instant Darkness Powder
10
1
This darkness powder creates darkness when used.
Portable Swamp
10
1
Creates a swamp.
Puking Pastilles
3
1
Another two halved sweet. The orange half causes the eater to start puking. The purple half stops the puking.
Shock-o-Choc
2
1
Gives a small electric shock to the eater.
Stink Pellets
5
1
Causes a horrible odor.
Ton-Tongue Toffee
2
1
Makes the eaters tongue grow profusely.
Trick Wand
5
1
When used to cast a spell, the Trick Wand turns into a random object (such as a rubber duck).
U-No-Poo
3
1
Causes constipation.
Weasley’s Wildfire Whiz-bangs
10
1
Unstoppable fireworks that multiple whenever somebody tries to vanish them. ~15~
POTIONS “I don't expect you will really understand the beauty of the softly simmering cauldron with its shimmering fumes, the delicate power of liquids that creep through human veins, bewitching the mind, ensnaring the senses. I can teach you how to bottle fame, brew glory, even stopper death - if you aren't as big a bunch of dunderheads as I usually have to teach.” -Severus Snape Potions are liquids that have a wide array of effects on the human mind and body. Anyone can drink a potion, assuming they can obtain them. It takes a special kind of witch or wizard to be able to produce them, though. On the following pages you will find information on brewing potions, which potions are available, and what they can do.
BREWING If you have the Brewing skill, and assuming you have access to the ingredients (this is up to the GM), you may begin brewing your potions. Make sure you meet the Rank requirements, then roll. Note that the Target Number is not always 4 and reflects the difficulty of the potion. GM’s should also use the TN to determine how hard the ingredients are to obtain. Potions Potion
Rank
TN
Description
Ageing Potion
Novice
4
Causes the drinker to become older.
Amortentia
Legendary
14
The most powerful love potion known.
Anti-Poison Potion
Novice
6
This is an antidote to a variety of poisons.
Babbling Beverage
Seasoned
6
Causes the drinker to babble nonsense.
Baruffio’s Brain Elixir
Seasoned
8
Increases brain power. +2 Smarts for ten minutes.
Beautification Potion
Novice
4
Makes the user very attractive. +2 Charisma for one hour.
Befuddlement Draught
Seasoned
6
Causes the drinker to become belligerent and reckless. +4 Strength -6 Smarts for five turns.
Blood-Replenishing Potion
Veteran
10
Tops up the blood levels of the drinker after injury. Remove two wound modifiers.
Boil-Cure Potion
Novice
4
A potion which cures boils.
Bruise Removal Paste
Seasoned
6
A thick yellow paste guaranteed to remove any bruise within an hour.
Burn-Healing Paste
Seasoned
6
A thick orange paste used to heal burns.
Calming Draught
Novice
4
Used to calm a person down after they had suffered a shock, trauma, or emotional outburst.
Confusing Concoction
Novice
4
Causes confusion in the drinker. -2 Smarts. ~16~
Potions (cont.) Potion
Rank
TN
Description
Deflating Draught
Seasoned
6
Causes anything swollen by magical means to shrink back to normal size.
Dreamless Sleep Potion
Veteran
8
Used to induce dreamless sleep in the drinker and aid recuperation by speeding up the process.
Elixir to Induce Euphoria
Novice
6
Creates a feeling of euphoria in the drinker.
Felix Felicis
Seasoned
8
Makes the drinker lucky for a period of time. Automatic success on the next three trait tests.
Forgetfulness Potion
Novice
4
Causes the drinker to become forgetful.
Gregory’s Unctuous Unction
Seasoned
8
Causes the drinker to believe that whomever gave the potion to them is their best friend.
Hiccupping Solution
Novice
4
Causes hiccups
Invigorating Draught
Veteran
10
Boosts the drinker's energy. Attack twice on the next two rounds of combat.
Draught of Living Death
Heroic
12
Sends the drinker into a deep trance that mimics the state of death.
Memory Potion
Seasoned
6
Causes the drinker to have improved access to their memories.
Mouth Itching Antidote
Novice
4
Used to counter the effects of an Acid Pop.
Murtlap Essence
Novice
4
A home remedy for cuts and abrasions.
Draught of Peace
Novice
4
Relieves anxiety and agitation.
Pepperup Potion
Seasoned
6
Relieves the symptoms of colds and flu.
Polyjuice Potion
Seasoned
8
Allows the drinker to assume the form of someone else.
Mandrake Restorative Draught
Veteran
10
Used to restore those who have been petrified or paralyzed.
Shrinking Solution
Seasoned
8
Causes the drinker to decrease in size.
Skele-Gro
Veteran
10
Causes vanished or otherwise lost bones to re-grow in a notably slow and painful process
Sleeping Draught
Seasoned
6
Causes the drinker to fall into a deep sleep.
Strengthening Solution
Seasoned
8
Increases the drinker's strength. Strength +2 for ten minutes.
Swelling Solution
Seasoned
6
Causes whatever it touches to swell up in size.
Veritaserum
Heroic
12
Effectively forces the drinker to answer any questions put to them truthfully.
Wiggenweld Potion
Novice
6
Awakens a person from magically-induced sleep. ~17~
BROOMS For most students the most common means of transportation is the broom. The broom has been a staple of magical transportation since as far back as A.D. 962, though the true breakthrough in broom making didn’t occur until the late nineteenth century. Unless noted otherwise, brooms can only turn 90 degrees without coming to a complete halt. For more information on Vehicles see pg. 54-55 of SW:EE and pg. 107 for complete Vehicle Rules. Broom
Acc/TS Toughness Climb Crew
Cost
Notes
Bluebottle
6/30
8 (2)
15
1+3
3,000
Has an Anti-Burglar Buzzer.
Cleansweep One
5/14
6 (2)
15
1
2,000
-
Cleansweep Two
7/20
6 (2)
15
1
2,400
-
Cleansweep Three
8/24
6 (2)
15
1
3,000
-
Cleansweep Five
12/34
6 (2)
15
1
3,400
-
Cleansweep Six
14/40
6 (2)
15
1
4,000
-
Cleansweep Seven
15/44
6 (2)
15
1
4,400
-
Cleansweep Eleven
35/70
6 (2)
15
1
7,000
-
Comet 140
18/54
6 (3)
25
1
5,400
-
Comet 180
20/60
6 (3)
25
1
6,000
-
Comet 260
22/64
6 (3)
25
1
6,400
-
Comet 290
24/70
6 (3)
25
1
7,000
-
Firebolt
50/100
5 (2)
30
1
10,000
Can turn 360 degrees.
Moontrimmer
5/14
4 (2)
10
1
1,400
-
Nimbus 1000
11/55
5 (2)
20
1
5,500
Can turn 180 degrees.
Nimbus 1001
12/60
5 (2)
20
1
6,000
Can turn 180 degrees.
Nimbus 1500
13/65
5 (2)
20
1
6,500
Can turn 180 degrees.
Nimbus 1700
14/70
5 (2)
20
1
7,000
Can turn 180 degrees.
Nimbus 2000
15/75
5 (2)
20
1
7,500
Can turn 180 degrees.
Nimbus 2001
16/80
5 (2)
20
1
8,000
Can turn 180 degrees.
Oakshaft 79
5/10
4 (2)
10
1
1,000
-
Shooting Star
20/60
4 (2)
15
1
6,000
-
Silver Arrow
5/14
4 (2)
15
1
1,400
-
Swiftstick
10/40
4 (3)
10
1
4,000
-
Tinderblast
8/30
6 (4)
10
1
3,000
-
Twigger 90
30/60
4 (2)
20
1
6,000
-
~18~
Spells Spells are the backbone of the wizards arsenal and the core of Savage Hogwarts. There are two basic spell families; positive and negative. Positive magic is a type of magic used to benefit or improve a creature or object. This family includes: -Charms: An enchantment that makes an object behave in a way that is not normal. -Protective and Healing Spells: Slightly different from charms, these spells are used to directly protect or heal the target. -Transifguration and Conjuration: The art of changing the form and appearance of objects as well as the creation of objects out of thin air. Negative magic causes direct harm or destruction to creatures or objects. This family includes: -Curses: A magic spell used with the intention of causing harm, control, or terror over others. -Hexes: Less powerful than a Curse and more powerful than a Jinx. Hexes cause a certain degree of pain and discomfort. -Jinxes: A spell with negative effects used chiefly for the amusement of observers and the minor dis comfort of the victim. For more information on how spells work, see Powers on page 85 of SW:EE.
CHARMS Accio
Aparecium
Rank: Novice Power Points: 2-8 Range: 5/10/20-Infinite Duration: Instant Trappings: This charm summons an object to the caster, potentially over a significant distance. It can be used in two ways: For two points by pointing the wand at the desired object during or immediately following the incantation to "pull" it toward the user. For eight points by casting the charm, and then naming the object desired ("Accio Firebolt"). This way has no range limit, but the caster must wait for the object to move from wherever it is to them.
Rank: Veteran Power Points: 4 Range: Smarts Duration: Instant Trappings: Emits a cone-shaped field from the casters wand that reveals any invisible objects in its path.
Aresto Momentum Rank: Seasoned Power Points: 5 Range: 15/30/60 Duration: 3 Trappings: Used to slow down an object or being that is moved. Affected targets move at half speed for the next three rounds and suffer -4 to Parry rolls.
Alohomora Rank: Novice Power Points: 2 Range: 1 Duration: Instant Trappings: Unlocks doors. It is not effective against locks that have been bewitched to resist this spell. This spell can open doors that have been sealed with the Colloportus spell.
Cave Inimicum Rank: Seasoned Power Points: 3 Range: Self Duration: Until target moves Trappings: Causes the target to change color to match their background, effectively hiding them without making them invisible.
~19~
Colloportus
Ebublio
Rank: Novice Power Points: 2 Range: 1 Duration: Infinite Trappings: Magically locks a door, preventing it from being opened by Muggle means. Can be countered by Alohomora.
Rank: Novice Power Points: 3 Range: Self Duration: 1 hour Trappings: Puts a large bubble of air around the head of the user which allows them to breath fresh air regardless of their surroundings.
Confundo
Engorgio
Rank: Seasoned Power Points: 5 Range: Smarts Duration: 5 (1/round) Trappings: Causes the victim to become confused and befuddled. Target suffers -4 to all Smarts rolls while spell is sustained.
Rank: Seasoned Power Points: 2-4 Range: 3 Duration: Until countered Trappings: The target swells in size. For two points the target doubles in size. For four points, the targets size is tripled.
Descendo
Expecto Patronum
Rank: Novice Power Points: 2 Range: Smarts Duration: Until target’s path is blocked Trappings: Causes the targeted object to move downwards.
Rank: Veteran Power Points: 5-10 Range: Touch Duration: 3-6 (1/round) Trappings: The Patronus Charm is a defensive spell used to conjure an incarnation of the Witch's or Wizard's innermost positive emotions to act as a protector. It can also be used to send messages. It will take the form of an animal. The Patronus takes on the same stats as the caster, but doubles all defenses and is under direct control of the caster. For five points, the caster summons the Patronus for three rounds or 2 minutes out of combat. For ten points, the Patronus lasts for six rounds or 5 minutes out of combat.
Defodio Rank: Seasoned Power Points: 1-3 Range: 2/3/6 Duration: Instant Trappings: Gouges chunks from the targeted object. For one point, the gouges are slightly bigger than the tip of the wand and used for precision work. For three points, the gouges are large enough for a human to fit in.
Flagrate Diffindo Rank: Novice Power Points: 2 Range: 2/4/8 Duration: Instant Trappings: Tears the target or an area on the target. Only works on soft materials and does not affect living creatures.
Rank: Novice Power Points: 1 Range: Touch Duration: 15 minutes Trappings: The wand tip leaves fiery marks in the air.
~20~
target, at which the wand is pointed (e.g. "Locomotor Trunk!"). The spell causes the named object to rise in the air and move around at the will of the caster.
Geminio Rank: Veteran Power Points: 2 Range: 1 Duration: Infinite Trappings: Creates a duplicate of the targeted object.
Lumos and Nox
Glisseo Rank: Seasoned Power Points: 3 Range: 5 Duration: 5 minutes Trappings: Causes the steps on a stairway to turn into a ramp, chute, or slide.
Homenum Revelio Rank: Seasoned Power Points: 3 Range: 5 (circumference) Duration: Instant Trappings: Shows all humanoid creatures around the caster, including those that may be concealed or transfigured by magic.
Immobulus Rank: Seasoned Power Points: 3 Range: 10/20/30 Duration: 3 (1/round) Trappings: Keeps the target from moving. However, the target continues to function normally in other aspects.
Impervius Rank: Veteran Power Points: 5 Range: Touch Duration: Infinite Trappings: The targeted object repels elemental forces.
Locomotor Rank: Seasoned Power Points: 2 Range: 2 Duration: Until concentration is broken Trappings: The spell is always used with the name of a
Rank: Novice Power Points: None Range: 5 Duration: Until cancelled Trappings: Lumos causes a beam of bright light to shoot from the wands tip like a flashlight, this beam has a range of 5. Nox causes the light to extinguish.
Obliviate Rank: Veteran Power Points: 6 Range: 1 Duration: Infinite Trappings: Causes a specified memory to be hidden from the target, though not removed from the mind.
Mobiliarbus Rank: Veteran Power Points: 2 Range: 5/10/15 Duration: 5 (1/round) Trappings: Levitates an object and allows the caster to move the object around.
Mobilicorpus Rank: Veteran Power Points: 2 Range: 5/10/15 Duration: 5 (1/round) Trappings: Like Mobiliarbus, but levitates and moves bodies.
Diffindo Rank: Novice Power Points: 2 Range: 2/4/8 Duration: Instant Trappings: Tears the target or an area on the target. Only works on soft materials and does not affect living creatures. ~21~
Piertotum Locomotor
Silencio Rank: Seasoned
Rank: Heroic Power Points: 10-20 Range: 10/20/40 Duration: 10 (1/round) Trappings: Causes a statue, suit of armor, or other representation of a living creature to animate and do the casters bidding. For twenty points, the caster may control two entities.
Power Points: 2 Range: 10/20/30 Duration: 15 minutes Trappings: Makes the target silent.
Sonorus
Quietus Rank: Novice Power Points: 1 Range: Touch Duration: Instant Trappings: Causes a magically amplified voice to return to normal.
Reducio Rank: Seasoned Power Points: 2-4 Range: 3 Duration: Until countered Trappings: Makes the target smaller. For two points the target halves in size. For four points, the target size is quartered.
Relashio Rank: Novice Power Points: 3 Range: 5/10/15 Duration: Instant Trappings: Makes the target release whatever it is holding.
Repario Rank: Seasoned Power Points: 2-6 Range: 1/2/4 Duration: Instant Trappings: Repairs an object to its original state. Cost is based on the damage of the object: Two points repairs minor damage. Four points repairs moderate damage. Six points repairs heavy damage.
Rank: Novice Power Points: 1 Range: Touch Duration: Until cancelled Trappings: Amplifies the voice of the target.
Spongify Rank: Novice Power Points: 2-4 Range: 5/10/15 Duration: 5 minutes Trappings: Creates an invisible cushioned area.
Tergeo Rank: Novice Power Points: 2 Range: Touch Duration: Instant Trappings: Siphons liquid into the tip of the casters wand.
PROTECTIVE Episky Rank: Novice Power Points: 3 Range: 3/6/9 Duration: Instant Trappings: Repairs recent bodily damage. It must be used within one hour of the wound. Each use of the healing spell removes a wound with a success, and two with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself). This spell can not raise the dead.
~22~
Ferula Rank: Seasoned Power Points: 2 Range: Touch Duration: Instant Trappings: Creates a bandage and splint, then sets the broken limb.
Finite Rank: Veteran Power Points: 4 Range: 5/10/15 Duration: Instant Trappings: Counters or negates the effects of most hexes and jinxes.
Protego Rank: Novice Power Points: 2 Range: 2 Duration: Until casters next turn Trappings: Makes a large shield in front of the caster that reflects all jinxes back on the caster.
Protego Horribilis Rank: Veteran Power Points: 4 Range: 2 Duration: Until casters next turn Trappings: Makes a large shield in front of the caster that reflects all jinxes and hexes back on the caster.
Protego Totalum Rank: Heroic Power Points: 6 Range: 2 Duration: Until casters next turn Trappings: Makes a large shield in front of the caster that reflects all jinxes, hexes, and curses back on the caster.
Trappings: Brings someone out of unconsciousness.
TRANSFIGURATION Aguamenti Rank: Novice Power Points: 3 Range: 2 Duration: Instant Trappings: Shoots a jet of water from the tip of the casters wand.
Avis Rank: Seasoned Power Points: 2 Range: 1 Duration: Instant Trappings: Creates a flock of birds.
Carpe Retractum Rank: Novice Power Points: 2 Range: 5/10/20 Duration: Instant Trappings: Shoots a rope from the end of the casters wand that latches on to the target, then retracts into the wand and pulls the object to the caster.
Duro Rank: Veteran Power Points: 4 Range: 2/5/10 Duration: Instant Trappings: Turns the target to stone.
Evanesco Rank: Veteran Power Points: 3 Range: 1/3/6 Duration: Instant Trappings: Makes an object vanish into nothing.
Rennervate Rank: Seasoned Power Points: 2 Range: Touch Duration: Instant ~23~
Incendio
CURSES
Rank: Novice Power Points: 3 Range: 5 Duration: Instant Trappings: Shoots a jet of flame from the tip of the casters wand.
Avada Kedavra Rank: Veteran Power Points: 5 Range: 10/20/40 Duration: Instant Trappings: Causes a bright green flash and a rushing noise; the curse causes instant death to the victim. This is the first of the Unforgivable Curses. Using this curse on an intelligent creature will land the caster in Azkaban.
Homorphus Rank: Seasoned Power Points: 3 Range: 1 Duration: Instant Trappings: Causes an Animagus or transfigured object to assume its normal shape.
Crucio
Orchideous Rank: Novice Power Points: 1 Range: Wand Duration: Instant Trappings: Makes a bouquet of flowers to appear out of the casters wand.
Rank: Veteran Power Points: 5 Range: 10/20/40 Duration: Instant Trappings: Inflicts intense pain on the recipient of the curse. This is the second of the Unforgivable Curses. Using this curse on an intelligent creature will land the caster in Azkaban.
Imperio
Serpensortia Rank: Seasoned Power Points: 2 Range: 1 Duration: Instant Trappings: Conjures a snake from the casters wand.
Ventus Rank: Novice Power Points: 3 Range: 5 Duration: Instant Trappings: Shoots a strong gust of wind from the tip of the casters wand.
Rank: Veteran Power Points: 5 Range: 10/20/40 Duration: Until cancelled or resisted Trappings: Places the subject in a dream-like state, in which he or she is utterly subject to the will of the caster. To successfully cast this spell, the caster makes a Test of Will - their Smarts against their targets Spirit. If successful, they have complete control over the target for one round. They must recheck the Test of Will each round to maintain control of their target, but do not have to use more power points. This is the third of the Unforgivable Curses. Using this curse on an intelligent creature will land the caster in Azkaban. If a character uses any of the Unforgivable Curses, the GM has the option of taking the character from the player and assuming control of it.
~24~
HEXES
Oppugno
Rank: Seasoned Power Points: 4 Range: 5/10/20 Duration: Instant Trappings: Causes any object the spell touches to explode violently.
Rank: Veteran Power Points: 5 Range: 10/20/40 Duration: 5 (1/round) Trappings: Causes all animals or beings of lesser intelligence within range to attack the casters target. Each creature adds 1d4 to the casters attack each round.
Deprimo
Petrificus Totalus
Confringo
Rank: Veteran Power Points: 2 Range: 2/4/8 Duration: 3 (1/round) Trappings: Puts immense downward pressure on the target, possibly crushing or fracturing it.
Furnunculus Rank: Novice Power Points: 2 Range: 10/20/30 Duration: 1 week Trappings: Causes large, painful boils to cover the targets body.
Impedimentia Rank: Seasoned Power Points: 2-6 Range: 10/20/40 Duration: Instant Trappings: This spell has a variety of effects, all used to impede the movement of the target. For two points, the target will trip and fall. In combat this reduces the targets movement by half on their next turn. For four points, the target is either bound or frozen in place. They cannot not take any actions for two rounds. For six points, the target is thrown back. The distance of the throw back is determined by the Spellcasting roll.
Rank: Seasoned Power Points: 4 Range: 5/10/20 Duration: One hour Trappings: The target snaps to attention and freezes in place. The target will often fall over. They remain immobile for one hour.
Reducto Rank: Veteran Power Points: 2 Range: 5/10/20 Duration: Instant Trappings: Blasts objects out of the casters path, throwing them back three inches.
Stupefy Rank: Novice Power Points: 2-6 Range: 15/30/45 Duration: 2 (1/round) Trappings: Stuns the victim. The target cannot take any actions while under this effect. For six points, the target is knocked unconscious for half an hour or until resuscitated.
JINXES Incarcerous Rank: Novice Power Points: 2 Range: 5/10/20 Duration: Instant Trappings: Ropes appear around the target and tie them up. Movement and casting is restricted until the target is untied. ~25~
Langlock
Tarantallegra
Rank: Novice Power Points: 2 Range: 5/10/20 Duration: One hour Trappings: Glues the targets tongue to the roof of their mouth making it impossible for them to speak.
Rank: Novice Power Points: 3 Range: 5/15/30 Duration: 5 (1/round) Trappings: Causes the targets legs to begin dancing uncontrollably. For the first two rounds, the victim can move at half pace. On the third round, the target falls over and cannot move until the jinx is lifted.
Levicorpus Rank: Seasoned Power Points: 3 Range: 5/10/15 Duration: Instant Trappings: The target is dangled upside down by their ankle. The caster can move the target around while they are hanging. This spell can be cast non-verbally.
Liberacorpus Rank: Seasoned Power Points: 3 Range: 5/10/15 Duration: Instant Trappings: This spell counteracts Levicorpus and releases the victim of the spell. This spell can be cast non-verbally.
Locomotor Mortis Rank: Novice Power Points: 2 Range: 3/6/9 Duration: 3 (1/round) Trappings: Locks the victims legs together, preventing movement of any kind
Obscuro Rank: Novice Power Points: 1 Range: 5/10/20 Duration: Until blindfold is untied and removed Trappings: Summons a blindfold that covers the targets eyes and obscures their vision.
~26~
A quick note... I hope you’ve found this guide at least somewhat helpful. I will be constantly updating and tweaking this until the day I die (or lose interest, get bored, give up, or whatever other reason I come up with.) The spell list is no where near done! I have to go through and edit all the trappings to get them to a fully playable state. As it stands I’ve only provided basic descriptions of the spells and I’m leaving it up to the GM’s to decide exactly how they work. This will be one of the two major features of Beta Version 2.0. (The other is a secret) I can’t do this alone, however. I know there are people out there who are more familiar with either Savage Worlds, Harry Potter, or both. As you read through the book and play games, please take note of the things you like and dislike. What parts are confusing? What could I do better? Did you find a typo? What needs to be balanced? Is there a particular spell you want added? How? Let me know! I’m ready to do whatever it takes to make Savage Hogwart’s as fun and enjoyable as it can be. Drop me a line at:
[email protected]
~27~