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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
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As a long time fan of J. It seemed only natural for me to combine my love of role-playing with my interest in Harry Potter.com Yours Sincerely. but they all missed one key component . I’ve been playing table-top role-playing games (RPGs) for as long as I can remember. fanboyisms. So I turned to the community.com james@artraged. Which brings us to now. I began to search. I wrote my first rule set when I was ten. Feel free to e-mail me with your questions. I was in love with the system. I loved the Fast. ~1~ . but found nothing. really wanted to experience the Fast. I can honestly say that RPGs are a big part of my life. and Furious! system and I really. I’ve wondered what it would be like to roam the halls of Hogwarts with my friends. but still couldn’t find a Harry Potter conversion. We await your owl by no later than July 31.artraged. Please find enclosed a list of all necessary books and equipment. Fun. I’ve taken it upon myself to put together a set of guidelines so you can play in the world of Harry Potter.the adventures weren’t mine. Deputy Headmistress Welcome to the wonderfully fantastic world of Harry Potter. Yours sincerely. I could play any one of the countless franchised video or board games. There seemed to be an overwhelming amount of interest in a Harry Potter RPG. only to have my hopes quashed when Rowling turned down the project. Term begins on September 1. Fun. I’d already experienced those adventures through the books and films and they held no surprises for me. I wanted to swoop through the air after the elusive Golden Snitch and sneak into the Forbidden Forest after curfew. but the projects I found were either horribly managed or cancelled.We are pleased to inform you that you have been accepted at Hogwarts School of Witchcraft and Wizardry. I waited almost two years for somebody to put together a decent conversion. criticisms. I quickly found rumors of an upcoming Harry Potter RPG. sure. Then I found Savage Worlds. I’d love to hear from you.K. I really hope you enjoy playing Savage Hogwarts as much as I’ve enjoyed creating it. comments. and Furious! of Hogwarts. Minerva McGonagall. Rowling’s fantasy series. I wanted something unique. Oh. James Haskin James Haskin www. and hellos.
The house you choose will give (GM) will let you know which is appropriate for their your student different bonuses and edges. The first is the package deal. Roll 1d4 to determine their fate. See pg. Each house looks for stuThere are two ways to get gear. (SW:EE) to create your student. your game-master dents with unique traits. 1) HOUSE Instead of a race. 6 and 7 of the Savage Worlds Explorer’s Edition ing your Edges and Hindrances. modified or reFinally. have them skip step one during character creation. Follow the steps on Follow the rules from SW:EE pg. The GM will sup2) TRAITS ply you with your starting gear free of charge. 5) BACKGROUND DETAILS However. buy whatever you want. moved. you belong to a House. in this case your Student. campaign. ~2~ The Sorting Hat Roll 1 2 3 4 House Gryffindor Hufflepuff Ravenclaw Slytherin . The following rule Several Edges and Hindrances have been added. The students cannot change their house and should be encouraged to play the role of whatever house they end up in. Attributes The second is to let you buy your own. or removed. some skills have been added. what they look like. etc. changes apply: modified. Who they are. Instead of letting the players choose their House. See the complete list of skills on pg. At the beginning of your campaign. 7 for determinpg. There 4) GEAR are four houses at Hogwarts. # of Savage Hogwarts for a complete listing. Skills Skills work the same way in Savage Hogwarts. This is an Alternate Rule and will not work for all campaigns and parties. 7. have each student wear the Sorting Hat. ComThe Attributes in Savage Hogwarts are exactly the monly.Character Creation The heart of the role-playing game (RPG) is the 3) EDGES AND HINDRANCES character. fill in the details about your character. you will start with 500G (Galleons) and you can same as those from Savage Worlds.
Gryffindor house contributed many members to Dumbledore's Army and the Order of the Phoenix. particularly Slytherin. determination and strength of heart above all other qualities. Gain 10 Power Points. nerve and chivalry". though sometimes to the point of recklessness. This Edge can be taken once per rank. Each has its own unique bonuses and edges. sometimes feel that Gryffindors engage in "pointless heroics". according to the Sorting Hat. even when all odds are against you. Godric Gryffindor Godric Gryffindor hailed from a moor which is now known as Godric's Hollow a small West Country village. it is likely that the two's differing views on Muggle-borns may have been part of the reason for the split. he selected students for his house based upon their daring and bravery. ~3~ . According to Phineas Nigellus Black.Houses There are four Houses at Hogwarts. Heroic Resolve Requirements: Novice. Courage d10+ You are in Gryffindor because of your courage and bravery. Indeed. Gryffindor Bonuses Vigor d8. He also was the most in favor of allowing Muggle-borns into the school. though never stated. members of other houses. He was initially a close friend of Salazar Slytherin. 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. House (Gryffindor). but over time their friendship deteriorated. Notably. You never back down. 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. but each house attracts different types of people. and thus its members are generally regarded as brave. No House is better than another. Gryffindor is said to have praised courage.
Helga Hufflepuff Helga Hufflepuff was one of the four Founders of Hogwarts School of Witchcraft and Wizardry. Hard Worker Requirements: Novice. Helga Hufflepuff took the rest. While the other Founders took students based on either ambition. treating them all equally and teaching them all she knew. Hufflepuff Bonuses Agility d6. 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. Spirit d8+ Some may think of Hufflepuff as sub-par. loyal. Hufflepuff helped to build the school. House (Hufflepuff). This Edge can be taken once per Rank. Hufflepuff has been stereotyped as the house of the unexceptional. 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.HUFFLEPUFF HOUSE Hufflepuff is the most inclusive among the four houses. She was a friend of Rowena Ravenclaw. ~4~ . Perhaps as a consequence of the broad principles of acceptance upon which it is founded. friendship and fair play rather than a particular aptitude in its members. House (Hufflepuff). Learn a new spell and gain five power points. you may take the roll for them with no penalty. bravery. due to Helga Hufflepuff's policy of accepting any student and its usually poor performance in the House Cup. and was known for her charming ways. patience. valuing hard work. friendly. Students belonging to this house are known to be hard working. She brought people from different backgrounds together to help in the building of the school. However. and admitted students into her House that were unafraid of hard work. but you’ve proven otherwise. Spirit d6. Great Loyalty Requirements: Novice. or intelligence. Spirit d10+ If another student fails a roll. and non-judgemental.
if answered incorrectly. Spirit d6. they do not have a monopoly on cleverness. would force the student to wait until another could answer the question correctly. Learn two new Spells. knowledge. House (Ravenclaw). a bronze eagle door knocker asks them a riddle which. Natural Insight Requirements: Novice. rather than asking for a password from members. Ravenclaws Cho Chang. Ravenclaw is described as having selected students according to intelligence and wisdom. Ravenclaw may also value beauty. their founder was famously beautiful. 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. She devised the ever-changing. Smarts d12 You can give advice to another student. Salazar Slytherin and Helga Hufflepuff. many Ravenclaws tend to be academically motivated and talented students. Creative Solution Requirements: Veteran. However. and Roger Davies are all noted to be very good-looking. wisdom. Ravenclaw founded Hogwarts School of Witchcraft and Wizardry. Thus. Thus.RAVENCLAW HOUSE Ravenclaw House prizes intelligence. ~5~ . Ravenclaw Bonuses Smarts d6. Smarts d8+ You were put in Ravenclaw for your sharp mind and natural intellect. Rowena Ravenclaw Along with her friends Godric Gryffindor. moving staircases in the Hogwarts Castle. House (Ravenclaw). and wit in its members. creativity. They receive +1d4 to their next roll. Padma Patil. This Edge can be taken once per Rank. allowing the failed student to learn. and the windows in their common room boast a spectacular view of the surrounding mountains.
Serpent Strike Requirements: Veteran. but they also have highly developed senses of self-preservation. If you roll a six. causes your opponent to freeze in terror for one turn. Spirit d10+ After incapacitating an opponent roll 1d6. Smarts d6+ You have a knack for figuring things out. Rolls of six do NOT apply to players or Wild Cards. House (Slytherin). they automatically fail their Vigor roll.". If you roll a one. determination. Cunning Endeavor Requirements: Novice. House (Slytherin)." He was responsible for the construction of the Chamber of Secrets. The qualities which Salazar valued in the students he chose included Parseltongue. ambition. Intimidation d8+ Your Intimidation skill receives a +2 bonus and. if successful. so as to weigh all possible outcomes of a decision (and how these outcomes would personally impact them). You take no penalty when making an Unskilled Attempt. Salazar Slytherin appears to have carefully selected members of his House. The Sorting Hat described him as "power hungry Slytherin. cleverness. 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. resourcefulness. Slytherin Bonuses Strength d8. Overwhelming Fear Requirements: Seasoned. Salazar Slytherin Like Rowena Ravenclaw and Godric Gryffindor. they die instantly. He selected his students according to cunning. 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. ~6~ .SLYTHERIN HOUSE Slytherins value cunning and ambition. and Blood purity. This means that Slytherins tend to hesitate before acting. and "a certain disregard for the rules. House (Slytherin).
~7~ Knowledge Notice Persuasion Repair Riding Spellcasting Stealth Survival Swimming Taunt Tracking Smarts Smarts Spirit Smarts Agility Smarts Agility Smarts Agility Smarts Smarts . etc. The art of frightening an opponent. Changes to note: Guts has been renamed Courage. All melee combat. such as Herbology or Transfiguration.Skills Below are the skills available in Savage Hogwarts. For hiding and moving around undetected. Your bravery. For ascending walls. boats.-13. For finding food. etc. vehicles. aircraft. The majority of these can be found in greater detail in SW:EE on pg. The ability to follow tracks made by a creature or individual. Use Persuasion or Intimidation to gather information from people. The ability to ride creatures and other non-vehicles. or one-upmanship. cliffs. 8. and Piloting have been combined. cruel jokes. shelter. Stopping wounds and healing injuries. Boating. trees. Used to find information via written materials such as The Daily Prophet or the library. Determines if you float or sink in water as well as your pace. etc. Streetwise has been removed and is now handled by Persuasion and Intimidation. Skill Brewing Climbing Courage Driving Fighting Healing Intimidation Investigation Attribute Smarts Strength Spirit Agility Agility Smarts Spirit Smarts Description The knowledge of brewing potions and other concoctions. Automobiles. such as brooms. The ability to trick or convince people to do what you want. and water in hostile environments. Used to cast spells. Driving. Used when witnessing something horrific. The ability to fix equipment. This is a test of will attack against a person’s pride through ridicule. This skill requires a focus. gadgets. Your general alertness to what’s going on around you. Used to pilot any vehicle with a control interface.
You can find detailed descriptions of these hindrances on pages 14-19 of SW:EE. All Thumbs Anemic Arrogant Bad Eyes Bad Luck Big Mouth Blind Bloodthirsty Cautious Clueless Code of Honor Curious Death Wish Delusional Enemy Greedy Habit Hard of Hearing Heroic Lame Loyal Mean Obese One Arm One Eye One Leg Outsider Overconfident Pacifist Phobia Poverty Quirk Small Stubborn Ugly Vengeful Vow Yellow ~8~ .Hindrances The following hindrances are from the Savage Worlds: Explorer’s Edition and are supported by Savage Hogwarts.
but not detailed. Magic Raised Requirements: Novice You were raised in the magical world. Small Your small stature and sharp mind indicate a Goblin parent. Common Knowledge There are two types of Common Knowledge in Savage Hogwarts: Muggle and Magical. Receive a +2 bonus to Notice and +2 to Investigation. but not detailed. far away from the influence of Muggles. New and modified edges will be given in full detail. This covers everything from computers. or you were just raised by Muggles. The edges are sorted into categories to make character creation easier. You receive a +2 bonus to all Common Knowledge (Magical) rolls. Supported edges from the Explorer’s Edition will be listed. Part-Veela Requirements: Novice You have a Veela in your ancestry. Part-Giant Requirements: Novice You are part giant and tower over those around you. you are very familiar with Muggle life. but take a -2 penalty to all Smarts rolls. 20-36 of the Explorer’s Edition. You receive a +2 bonus to all Common Knowledge (Muggle) rolls. BACKGROUND EDGES Muggle Raised Requirements: Novice Maybe you’re Muggle-born. You are drop-dead gorgeous and your Charisma is increased by +4. Part-Goblin Requirements: Novice. You can find these details and more about edges on pg. the Ministry of Magic. to rubber ducks. Common Knowledge (Magical) relates to the magical world.Edges In the following pages you will find the edges available in Savage Hogwarts. Gain +4 to all Stength rolls and +1 to Toughness. Your increased strength lends itself well to physical challenges. and so on. to televsion. You are very familiar with the magical world and how it works. ~9~ Edges from SW:EE are listed below. Lame Loyal Mean Obese One Arm One Eye One Leg Outsider Overconfident Pacifist . This would include dragons. Either way. flying brooms. Common Knowledge (Muggle) relates to all facets of Muggle life.
You receive that number of Power Points. This edge can be taken once per rank. once per In addition. You must use these points before combat ends (they may not be saved. you can apply the bonus Strike edge. Supported Power Edges New Power Power Points Rapid Recharge Improved Rapid Recharge LEADERSHIP EDGES Supported Leadership Edges Command Fervor Hold the Line! Inspire Natural Leader ~10~ . Spirit d8+ You know a particular wand like the back of You have a knack of escaping death. Choose three spells. receive a +1 bonus forced to make Vigor rolls because of Incapacitation. When using that wand. to Spellcasting. If you lose a weapon. ignore any wound modifiers. This edge can be taken multiple times. Novice. these spells can now be cast silently. When your hand. Spellcasting d10+ Requirements: Wild Card.) Silent Casting Requirements: Seasoned Your knowledge of Spellcasting allows you to cast spells without speaking an incantation. Roll 16d. Spirit d6+ You push yourself further than ever before.COMBAT EDGES Modified Edges Trademark Weapon Hard to Kill Requirements: Novice. to another but it takes two weeks of game time to take effect. ignore the effects of the Serpent weapon. Supported Combat Edges Block Improved Block Combat Reflexes Dodge Improved Doge First Strike Improved First Strike Fleet-Footed Frenzy Improved Frenzy Giant Killer Harder to Kill Level Headed Improved Level Headed Nerves of Steel Marksman Nerves of Steel Improved Nerves of Steel No Mercy Quick Draw Steady Hands Improved Trademark Weapon POWER EDGES New Edges Push On Requirements: Novice.
or even just changing a part of their appearances.SOCIAL EDGES Supported Edges Charismatic Common Bond Connections Strong Willed WILD CARD EDGES Modified Edges Dead Shot Requirements: Wild Card. Metamorphmagi can take a wide variety of forms. A Metamorphmagus is born. Legilimen Your understanding of the mind allows you to plant thoughts and visions in your targets head. it is not a skill that can be learned. but cannot speak to humans or cast spells. Advanced Legilimency Requirements: GM Approved. Roll your Spellcasting against the targets Spirit. For example. Parselmouth Requirements: GM Approved You can talk to snakes. if a character wanted the Legilimen edge. and age. race. They can also implant memories and visions. the GM could require them to get Smarts d12 and Spellcasting d12. Supported Edges Power Surge ADVANCED EDGES Advanced Edges are special edges that can only be granted by the GM. not made. Game Masters should feel free to setup additional requirements a character must meet to obtain the edge. changing gender. Does not work against those with the Occlumency edge. Metamorphmagus Requirements: GM Approved Unlike Animagi. has a good reason or back story for it. Remember that these skills are extremely rare in the wizarding world and should not be given out lightly. by rolling an opposed test of will. These edges should only be given out if the character has accomplished a great achievement. more intelligent snakes must be reasoned with by using Persuasion or Intimidation. Legilimency Requirements GM Approved Laymen simply refer to this as “mind-reading” but that is a gross understatement. Also. Common snakes respect you and do your bidding. Legilimens can delve deep into their targets minds and accurately interpret their findings. Spellcasting d10+ You double the total damage when making a successful Spellcasting attack this round. Each type of animal has unique traits and skills that must be determined by you and your GM. Occlumency Requirements: GM Approved Occlumency is the art of defending your mind against Legilimens and other mind-effecting magic and potions. While in this state you can communicate with other animals. such as the shape of their noses. or if their character has put a considerable amount of time and effort into learning it. potentially looking like anyone at all. Animagus Requirements: GM Approved You have the ability to transform into a certain animal. 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. you can attempt to control the mind of your target. Seasoned. ~11~ .
2 hands AP 1 vs. 2 hands AP 2 vs. 2 hands AP 2 when charging. 2 hands . Reach 1. 2 hands Parry +1. Reach 1. WEAPONS Just because you can do magic. rigid armor (plate mail) Reach 1. RANGED WEAPONS Type Axe. requires 2 hands Parry +1. rigid armor. Parry -1. Parry -1. Some witches and wizards may prefer using traditional weapons (with certain magical enhancements) or may be forced to use them under certain circumstances. 75 250 500 250 10 100 2 3 10 5 1 5 d6 d6 d8 d6 Notes AP 2. Reach 2 Reach 2. 2 hands Ignores Shield Parry and Cover Bonus Includes Scimitars Parry +1 AP 1. from wands and brooms to Remembralls and Invisibility Cloaks. throwing Bow Crossbow Long Bow Sling Spear Range 3/6/12 12/24/48 15/30/60 15/30/60 4/8/16 3/6/12 Damage RoF Str+d6 2d6 2d6 2d6 Str+d4 Str+d6 1 1 1 1 1 1 Cost Weight Shots Min Str. 1 action to reload - MELEE WEAPONS Type Dagger Great Sword Flail Long Sword Rapier Short Sword Axe Battle Axe Great Axe Maul Warhammer Halberd Lance Pike Staff Spear Damage Str+d4 Str+d10 Str+d6 Str+d8 Str+d4 Str+d6 Str+d6 Str+d8 Str+d10 Str+d8 Str+d6 Str+d8 Str+d8 Str+d8 Str+d4 Str+d6 Weight 1 12 8 8 3 4 2 10 15 20 8 15 10 25 8 5 Cost 25 400 200 300 150 200 200 300 500 400 250 250 300 400 10 100 ~12~ Notes Parry -1. doesn’t mean you have to. Gear can help make life more comfortable or enhance and augment your characters abilities.Gear Gear is everything your character owns.
RoF). I roll a one. Not all wands are made equal and each may posses its own set of advantages and drawbacks. Finally. For enchanted weapons. I get a one. of course. The weapon stats should look something like: Type Wand Range 3/6/12 Damage 2d6 RoF 1 Weight 3 Shots Min Str. Reach 1. My next dice roll is a three. My wand is now a unique weapon. Write these stats down for your custom weapon. Follow this guide to creating your wand. On each step roll 1d6. meaning my wand is made out of Holly and causes 2d6 damage. This could be an enchanted sword or staff. 2 hands Can be used as a Wand for Spellcasting ( 4/8/16 . Next I get a six.Str+d4 .WANDS The standard weapon for a witch or wizard is. Notes - ENCHANTED WEAPONS Sometimes a witch or wizard finds it more conventional to use a standard weapon in place of a wand. if I were creating a wand I would start with my Flexibility (Range) roll. the wand.Damage . Flexibility (Range) 1 2 3 4 5 6 Brittle (3/6/12) Pliable (12/24/48) Springy (15/30/60) Stiff (6/12/24) Unyielding (4/8/16) Whippy (10/20/40) Wood (Damage) Ash (Spr+d6) Hawthorne (Str+d6) Holly (2d6) Oak (Str+d4) Vine (Vgr+d6) Yew (2d8) Core (RoF) Basilisk Scale (2) Dragon Heartstring (1) Hippogriff Feather (1) Phoenix Feather (2) Unicorn Tail Hair (1) Veela Hair (1) Length (Weight) 8” (1) 10” (2) 11” (2) 12” (3) 13” (3) 14” (4) Special Attunement (Notes) Healing Attunement (+1d4 to all Healing checks and spells) Skilled Transfiguration (+2 to all Transfiguration spell checks) Summoning Specialty (Summoning spells cost no SP) For example. so I get no extra bonus. The magical Core is Veela Hair and my rate of fire is 1. My wand is 13” long and weighs 3. Next. Your weapon should look something like: Type Staff Damage Str+d4 Weight 8 Cost 10 ~13~ Notes Parry +1. The wand chooses the wizard and they have no say in what their wand is like. There is no special attunement on my wand. first choose the weapon you will be using. Match the dice roll with the attribute on the table below. follow the first two steps of the wand creation to determine your casting range and damage. My next roll is a five. this means my wand is Brittle and it’s range is 3/6/12. or any of the melee weapons listed on the previous page. To enchant a weapon. There are five steps.1) . 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 .
Used to repair items when magical means fail or are prohibited. MAGICAL ITEMS Magical Items are those found only in the wizarding world. Item Cauldron Crystal Ball Foe-Glass Hand of Glory Invisibility Cloak Lunascope Mokeskin Pouch Omnioculars Probity Probe Remembrall Secrecy Sensor Self-Stirring Cauldron Sneakoscope Spello-tape Wizards Chess Set Cost 15 25 250 100 2500 100 200 10 75 20 75 100 50 25 50 Weight 10 5 2 2 1 2 1 2 1 2 15 1 1 5 Notes Used to mix potions. Move and attack when told. and whistles when something untrustworthy is happening nearby. ~14~ . A golden rod that detects concealment spells and hidden magical objects. Shows the phases of the moon. Assists the user in potion making by stirring itself. spins.MUNDANE ITEMS Mundane Items are items commonly found in both the magical and Muggle worlds. +2 when making potions Lights up. Computer and Surveillance items are not permitted. but only to the user. rewind and re-watch events. but allows the user to pause. These items can be found in detail on pg. Used with Divination to glimpse the future. Glows red when the user has forgotten something. A set of magical chess pieces. Like binoculars. along with Cellular Phones. Note that the Clothing items apply to both Muggle clothes and wizarding robes. Emits light in a 4” radius. and other electronic devices. A mirror that shows how close your enemies are. Makes whatever is under the cloak invisible. A bag who’s contents can only be retrieved by its owner. Vibrates when it detects concealment or lies. These items often hold magical abilities that a normal witch or wizard would not normally have. 52 of the SW:EE. Cameras.
The purple half stops the puking. The purple half causes the bleeding to stop. Causes the victim to break into boils. A putrid smelling stink bomb. A sweet with two halves. No-Heat Fireworks Dungbomb Fainting Fancies Cost 2 3 3 2 5 Weight 1 1 1 1 1 Notes A sour candy that causes the mouth to itch and burn. This darkness powder creates darkness when used. When used to cast a spell. Unstoppable fireworks that multiple whenever somebody tries to vanish them. The orange half causes the eater to start puking. ~15~ 10 1 2 2 1 1 Fever Fudge 3 1 Headless Hats Hiccough Sweet Nosebleed Nougat Peruvian Instant Darkness Powder Portable Swamp Puking Pastilles Shock-o-Choc Stink Pellets Ton-Tongue Toffee Trick Wand U-No-Poo Weasley’s Wildfire Whiz-bangs 50 2 3 2 1 1 10 10 3 2 5 2 5 3 10 1 1 1 1 1 1 1 1 1 . Magical fireworks that are set off using water. Makes the eaters tongue grow profusely. Designed to make the eater get a high fever within seconds of eating it. The orange half causes the eater’s nose to bleed badly. and the second half revives them. When worn.PRANK ITEMS Item Acid Pop Belch Powder Buldbox Powder Canary Creams Decoy Detonators Dr. the Trick Wand turns into a random object (such as a rubber duck). Effect lasts one minute. but the side effects are large. Filibuster's Fabulous Wet-Start. When dropped. pus filled boils. A two halved sweet. Creates a swamp. Causes the victim to belch uncontrollably. Leaves the hands of anyone who touches them dirty. Another two halved sweet. Induces a fit of hiccoughing when eaten. Turns the eater into a large canary. Gives a small electric shock to the eater. causes the wearers head and hat to become invisible. The first half causes the eater to go unconscious. Causes a horrible odor. the Decoy Detonator runs off and makes a large noise to act as a distraction. Causes constipation.
if you aren't as big a bunch of dunderheads as I usually have to teach. On the following pages you will find information on brewing potions. Make sure you meet the Rank requirements. Anyone can drink a potion. trauma. Tops up the blood levels of the drinker after injury. Increases brain power. +2 Smarts for ten minutes. then roll. and assuming you have access to the ingredients (this is up to the GM). -2 Smarts. Note that the Target Number is not always 4 and reflects the difficulty of the potion.” -Severus Snape Potions are liquids that have a wide array of effects on the human mind and body. +2 Charisma for one hour. Causes the drinker to babble nonsense. +4 Strength -6 Smarts for five turns.POTIONS “I don't expect you will really understand the beauty of the softly simmering cauldron with its shimmering fumes. brew glory. GM’s should also use the TN to determine how hard the ingredients are to obtain. Remove two wound modifiers. The most powerful love potion known. assuming they can obtain them. I can teach you how to bottle fame. or emotional outburst. though. Causes the drinker to become belligerent and reckless. even stopper death . This is an antidote to a variety of poisons. ~16~ . the delicate power of liquids that creep through human veins. Potions Potion Ageing Potion Amortentia Anti-Poison Potion Babbling Beverage Baruffio’s Brain Elixir Beautification Potion Befuddlement Draught Blood-Replenishing Potion Boil-Cure Potion Bruise Removal Paste Burn-Healing Paste Calming Draught Confusing Concoction Rank Novice Legendary Novice Seasoned Seasoned Novice Seasoned Veteran Novice Seasoned Seasoned Novice Novice TN 4 14 6 6 8 4 6 10 4 6 6 4 4 Description Causes the drinker to become older. Used to calm a person down after they had suffered a shock. A thick yellow paste guaranteed to remove any bruise within an hour. Causes confusion in the drinker. ensnaring the senses. A potion which cures boils. which potions are available. A thick orange paste used to heal burns. bewitching the mind. It takes a special kind of witch or wizard to be able to produce them. Makes the user very attractive. you may begin brewing your potions. and what they can do. BREWING If you have the Brewing skill.
Attack twice on the next two rounds of combat. Causes the drinker to believe that whomever gave the potion to them is their best friend. Causes the drinker to decrease in size. ~17~ . A home remedy for cuts and abrasions. Creates a feeling of euphoria in the drinker. Causes the drinker to have improved access to their memories. Causes the drinker to become forgetful. Effectively forces the drinker to answer any questions put to them truthfully. Causes whatever it touches to swell up in size.Potions (cont. Makes the drinker lucky for a period of time. Used to restore those who have been petrified or paralyzed. Causes vanished or otherwise lost bones to re-grow in a notably slow and painful process Causes the drinker to fall into a deep sleep.) Potion Deflating Draught Dreamless Sleep Potion Elixir to Induce Euphoria Felix Felicis Forgetfulness Potion Gregory’s Unctuous Unction Hiccupping Solution Invigorating Draught Draught of Living Death Memory Potion Mouth Itching Antidote Murtlap Essence Draught of Peace Pepperup Potion Polyjuice Potion Mandrake Restorative Draught Shrinking Solution Skele-Gro Sleeping Draught Strengthening Solution Swelling Solution Veritaserum Wiggenweld Potion Rank Seasoned Veteran Novice Seasoned Novice Seasoned Novice Veteran Heroic Seasoned Novice Novice Novice Seasoned Seasoned Veteran Seasoned Veteran Seasoned Seasoned Seasoned Heroic Novice TN 6 8 6 8 4 8 4 10 12 6 4 4 4 6 8 10 8 10 6 8 6 12 6 Description Causes anything swollen by magical means to shrink back to normal size. Strength +2 for ten minutes. Increases the drinker's strength. Awakens a person from magically-induced sleep. Sends the drinker into a deep trance that mimics the state of death. Allows the drinker to assume the form of someone else. Relieves the symptoms of colds and flu. Causes hiccups Boosts the drinker's energy. Used to counter the effects of an Acid Pop. Relieves anxiety and agitation. Used to induce dreamless sleep in the drinker and aid recuperation by speeding up the process. Automatic success on the next three trait tests.
000 5.400 6. Can turn 180 degrees. Can turn 180 degrees. Broom Bluebottle Cleansweep One Cleansweep Two Cleansweep Three Cleansweep Five Cleansweep Six Cleansweep Seven Cleansweep Eleven Comet 140 Comet 180 Comet 260 Comet 290 Firebolt Moontrimmer Nimbus 1000 Nimbus 1001 Nimbus 1500 Nimbus 1700 Nimbus 2000 Nimbus 2001 Oakshaft 79 Shooting Star Silver Arrow Swiftstick Tinderblast Twigger 90 Acc/TS Toughness Climb Crew 6/30 5/14 7/20 8/24 12/34 14/40 15/44 35/70 18/54 20/60 22/64 24/70 50/100 5/14 11/55 12/60 13/65 14/70 15/75 16/80 5/10 20/60 5/14 10/40 8/30 30/60 8 (2) 6 (2) 6 (2) 6 (2) 6 (2) 6 (2) 6 (2) 6 (2) 6 (3) 6 (3) 6 (3) 6 (3) 5 (2) 4 (2) 5 (2) 5 (2) 5 (2) 5 (2) 5 (2) 5 (2) 4 (2) 4 (2) 4 (2) 4 (3) 6 (4) 4 (2) 15 15 15 15 15 15 15 15 25 25 25 25 30 10 20 20 20 20 20 20 10 15 15 10 10 20 1+3 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 Cost 3.400 7.D.500 7. - ~18~ . Can turn 360 degrees. Unless noted otherwise.000 10.000 3.400 7.000 2. The broom has been a staple of magical transportation since as far back as A.000 7. Can turn 180 degrees.500 6.500 8.400 3. brooms can only turn 90 degrees without coming to a complete halt.000 6.000 Notes Has an Anti-Burglar Buzzer. Can turn 180 degrees.000 2.400 4. 107 for complete Vehicle Rules.000 6.000 6. Can turn 180 degrees.400 5. 962.000 1.400 4.000 3. Can turn 180 degrees. though the true breakthrough in broom making didn’t occur until the late nineteenth century.000 6.BROOMS For most students the most common means of transportation is the broom. For more information on Vehicles see pg.000 1.000 1. 54-55 of SW:EE and pg.000 4.
This spell can open doors that have been sealed with the Colloportus spell. -Protective and Healing Spells: Slightly different from charms. This family includes: -Charms: An enchantment that makes an object behave in a way that is not normal. 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. CHARMS Accio Rank: Novice Power Points: 2-8 Range: 5/10/20-Infinite Duration: Instant Trappings: This charm summons an object to the caster. -Hexes: Less powerful than a Curse and more powerful than a Jinx. -Jinxes: A spell with negative effects used chiefly for the amusement of observers and the minor dis comfort of the victim. potentially over a significant distance. There are two basic spell families. control. Affected targets move at half speed for the next three rounds and suffer -4 to Parry rolls. This way has no range limit. or terror over others. Hexes cause a certain degree of pain and discomfort. For more information on how spells work. but the caster must wait for the object to move from wherever it is to them. Cave Inimicum Rank: Seasoned Power Points: 3 Range: Self Duration: Until target moves Trappings: Causes the target to change color to match their background. positive and negative. effectively hiding them without making them invisible. Aparecium 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. ~19~ . see Powers on page 85 of SW:EE. these spells are used to directly protect or heal the target. Negative magic causes direct harm or destruction to creatures or objects. and then naming the object desired ("Accio Firebolt"). It is not effective against locks that have been bewitched to resist this spell. Alohomora Rank: Novice Power Points: 2 Range: 1 Duration: Instant Trappings: Unlocks doors. 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. This family includes: -Curses: A magic spell used with the intention of causing harm.Spells Spells are the backbone of the wizards arsenal and the core of Savage Hogwarts. -Transifguration and Conjuration: The art of changing the form and appearance of objects as well as the creation of objects out of thin air. Positive magic is a type of magic used to benefit or improve a creature or object.
For three points. Rank: Novice Power Points: 1 Range: Touch Duration: 15 minutes Trappings: The wand tip leaves fiery marks in the air. 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. preventing it from being opened by Muggle means. Confundo Rank: Seasoned Power Points: 5 Range: Smarts Duration: 5 (1/round) Trappings: Causes the victim to become confused and befuddled. The Patronus takes on the same stats as the caster. Only works on soft materials and does not affect living creatures. For ten points. Engorgio Rank: Seasoned Power Points: 2-4 Range: 3 Duration: Until countered Trappings: The target swells in size. It will take the form of an animal. the caster summons the Patronus for three rounds or 2 minutes out of combat. It can also be used to send messages. For five points. but doubles all defenses and is under direct control of the caster. ~20~ . Can be countered by Alohomora. Target suffers -4 to all Smarts rolls while spell is sustained. Ebublio 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. For two points the target doubles in size. Flagrate Diffindo Rank: Novice Power Points: 2 Range: 2/4/8 Duration: Instant Trappings: Tears the target or an area on the target.Colloportus Rank: Novice Power Points: 2 Range: 1 Duration: Infinite Trappings: Magically locks a door. Expecto Patronum 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. the targets size is tripled. the gouges are large enough for a human to fit in. For one point. Descendo Rank: Novice Power Points: 2 Range: Smarts Duration: Until target’s path is blocked Trappings: Causes the targeted object to move downwards. For four points. the gouges are slightly bigger than the tip of the wand and used for precision work.
but levitates and moves bodies. However. ~21~ Locomotor Rank: Seasoned Power Points: 2 Range: 2 Duration: Until concentration is broken Trappings: The spell is always used with the name of a . Nox causes the light to extinguish. at which the wand is pointed (e. Obliviate Rank: Veteran Power Points: 6 Range: 1 Duration: Infinite Trappings: Causes a specified memory to be hidden from the target. Homenum Revelio Rank: Seasoned Power Points: 3 Range: 5 (circumference) Duration: Instant Trappings: Shows all humanoid creatures around the caster. chute. Immobulus Rank: Seasoned Power Points: 3 Range: 10/20/30 Duration: 3 (1/round) Trappings: Keeps the target from moving. Impervius Rank: Veteran Power Points: 5 Range: Touch Duration: Infinite Trappings: The targeted object repels elemental forces. or slide. this beam has a range of 5. including those that may be concealed or transfigured by magic. The spell causes the named object to rise in the air and move around at the will of the caster. target. the target continues to function normally in other aspects. "Locomotor Trunk!"). Diffindo Rank: Novice Power Points: 2 Range: 2/4/8 Duration: Instant Trappings: Tears the target or an area on the target. Mobilicorpus Rank: Veteran Power Points: 2 Range: 5/10/15 Duration: 5 (1/round) Trappings: Like Mobiliarbus.g. though not removed from the mind. Lumos and Nox 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.Geminio Rank: Veteran Power Points: 2 Range: 1 Duration: Infinite Trappings: Creates a duplicate of the targeted object. 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. Only works on soft materials and does not affect living creatures. Glisseo Rank: Seasoned Power Points: 3 Range: 5 Duration: 5 minutes Trappings: Causes the steps on a stairway to turn into a ramp.
Spongify Rank: Novice Power Points: 2-4 Range: 5/10/15 Duration: 5 minutes Trappings: Creates an invisible cushioned area. the target size is quartered. ~22~ . The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself). Tergeo Rank: Novice Power Points: 2 Range: Touch Duration: Instant Trappings: Siphons liquid into the tip of the casters wand. Four points repairs moderate damage. It must be used within one hour of the wound.Piertotum Locomotor Rank: Heroic Power Points: 10-20 Range: 10/20/40 Duration: 10 (1/round) Trappings: Causes a statue. or other representation of a living creature to animate and do the casters bidding. Quietus Rank: Novice Power Points: 1 Range: Touch Duration: Instant Trappings: Causes a magically amplified voice to return to normal. Relashio Rank: Novice Power Points: 3 Range: 5/10/15 Duration: Instant Trappings: Makes the target release whatever it is holding. Silencio Rank: Seasoned Power Points: 2 Range: 10/20/30 Duration: 15 minutes Trappings: Makes the target silent. the caster may control two entities. Six points repairs heavy damage. PROTECTIVE Episky Rank: Novice Power Points: 3 Range: 3/6/9 Duration: Instant Trappings: Repairs recent bodily damage. For two points the target halves in size. and two with a raise. suit of armor. Reducio Rank: Seasoned Power Points: 2-4 Range: 3 Duration: Until countered Trappings: Makes the target smaller. For four points. Cost is based on the damage of the object: Two points repairs minor damage. Repario Rank: Seasoned Power Points: 2-6 Range: 1/2/4 Duration: Instant Trappings: Repairs an object to its original state. This spell can not raise the dead. Each use of the healing spell removes a wound with a success. Sonorus Rank: Novice Power Points: 1 Range: Touch Duration: Until cancelled Trappings: Amplifies the voice of the target. For twenty points.
Avis Rank: Seasoned Power Points: 2 Range: 1 Duration: Instant Trappings: Creates a flock of birds. TRANSFIGURATION Aguamenti Rank: Novice Power Points: 3 Range: 2 Duration: Instant Trappings: Shoots a jet of water from the tip of the casters wand. then retracts into the wand and pulls the object to the caster. Finite Rank: Veteran Power Points: 4 Range: 5/10/15 Duration: Instant Trappings: Counters or negates the effects of most hexes and jinxes. Duro Rank: Veteran Power Points: 4 Range: 2/5/10 Duration: Instant Trappings: Turns the target to stone.Ferula Rank: Seasoned Power Points: 2 Range: Touch Duration: Instant Trappings: Creates a bandage and splint. 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. 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. Trappings: Brings someone out of unconsciousness. then sets the broken limb. 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. and curses back on the caster. 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~ . 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. hexes.
To successfully cast this spell. the curse causes instant death to the victim. in which he or she is utterly subject to the will of the caster. Serpensortia Rank: Seasoned Power Points: 2 Range: 1 Duration: Instant Trappings: Conjures a snake from the casters wand. Homorphus Rank: Seasoned Power Points: 3 Range: 1 Duration: Instant Trappings: Causes an Animagus or transfigured object to assume its normal shape. CURSES Avada Kedavra Rank: Veteran Power Points: 5 Range: 10/20/40 Duration: Instant Trappings: Causes a bright green flash and a rushing noise. Using this curse on an intelligent creature will land the caster in Azkaban. the caster makes a Test of Will . Crucio Rank: Veteran Power Points: 5 Range: 10/20/40 Duration: Instant Trappings: Inflicts intense pain on the recipient of the curse. Orchideous Rank: Novice Power Points: 1 Range: Wand Duration: Instant Trappings: Makes a bouquet of flowers to appear out of the casters wand. If successful. they have complete control over the target for one round. but do not have to use more power points.Incendio Rank: Novice Power Points: 3 Range: 5 Duration: Instant Trappings: Shoots a jet of flame from the tip of the casters wand. Using this curse on an intelligent creature will land the caster in Azkaban. This is the second of the Unforgivable Curses. Imperio Rank: Veteran Power Points: 5 Range: 10/20/40 Duration: Until cancelled or resisted Trappings: Places the subject in a dream-like state. 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~ Ventus Rank: Novice Power Points: 3 Range: 5 Duration: Instant Trappings: Shoots a strong gust of wind from the tip of the casters wand.their Smarts against their targets Spirit. This is the first of the Unforgivable Curses. . They must recheck the Test of Will each round to maintain control of their target. This is the third of the Unforgivable Curses. Using this curse on an intelligent creature will land the caster in Azkaban.
They cannot not take any actions for two rounds.HEXES Confringo Rank: Seasoned Power Points: 4 Range: 5/10/20 Duration: Instant Trappings: Causes any object the spell touches to explode violently. For six points. Petrificus Totalus Rank: Seasoned Power Points: 4 Range: 5/10/20 Duration: One hour Trappings: The target snaps to attention and freezes in place. ~25~ . For two points. For four points. the target is either bound or frozen in place. They remain immobile for one hour. The target cannot take any actions while under this effect. Reducto Rank: Veteran Power Points: 2 Range: 5/10/20 Duration: Instant Trappings: Blasts objects out of the casters path. Stupefy Rank: Novice Power Points: 2-6 Range: 15/30/45 Duration: 2 (1/round) Trappings: Stuns the victim. throwing them back three inches. Furnunculus Rank: Novice Power Points: 2 Range: 10/20/30 Duration: 1 week Trappings: Causes large. The target will often fall over. JINXES Incarcerous Rank: Novice Power Points: 2 Range: 5/10/20 Duration: Instant Trappings: Ropes appear around the target and tie them up. In combat this reduces the targets movement by half on their next turn. The distance of the throw back is determined by the Spellcasting roll. Each creature adds 1d4 to the casters attack each round. all used to impede the movement of the target. Deprimo 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. For six points. painful boils to cover the targets body. the target is knocked unconscious for half an hour or until resuscitated. Oppugno 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. the target is thrown back. Movement and casting is restricted until the target is untied. Impedimentia Rank: Seasoned Power Points: 2-6 Range: 10/20/40 Duration: Instant Trappings: This spell has a variety of effects. the target will trip and fall.
Levicorpus Rank: Seasoned Power Points: 3 Range: 5/10/15 Duration: Instant Trappings: The target is dangled upside down by their ankle. This spell can be cast non-verbally. This spell can be cast non-verbally.Langlock 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. On the third round. the target falls over and cannot move until the jinx is lifted. Liberacorpus Rank: Seasoned Power Points: 3 Range: 5/10/15 Duration: Instant Trappings: This spell counteracts Levicorpus and releases the victim of the spell. ~26~ . Tarantallegra Rank: Novice Power Points: 3 Range: 5/15/30 Duration: 5 (1/round) Trappings: Causes the targets legs to begin dancing uncontrollably. the victim can move at half pace. For the first two rounds. Locomotor Mortis Rank: Novice Power Points: 2 Range: 3/6/9 Duration: 3 (1/round) Trappings: Locks the victims legs together. The caster can move the target around while they are hanging. 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.
please take note of the things you like and dislike. 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. or whatever other reason I come up with. 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. Harry Potter. This will be one of the two major features of Beta Version 2. or both.. As you read through the book and play games. however.. I know there are people out there who are more familiar with either Savage Worlds.com ~27~ . give up.0. Drop me a line at: james@artraged. (The other is a secret) I can’t do this alone.A quick note.) 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. I hope you’ve found this guide at least somewhat helpful. get bored. I will be constantly updating and tweaking this until the day I die (or lose interest.
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