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Beta Version 1.0 A Savage Worlds Conversion by James Haskin

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Page 1: Savage Hog Warts Beta 1.0

Beta Version 1.0�

A Savage Worlds Conversion by James Haskin�

Page 2: Savage Hog Warts Beta 1.0

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!�

Page 3: Savage Hog Warts Beta 1.0

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�

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~1~�

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 fan-�tasy 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 al-�ready 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 man-�aged or cancelled. I waited almost two years for some-�body 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� conver-�sion. I loved the�Fast, Fun, and Furious!�system and I�really, really wanted to experience the�Fast, Fun, and Fu-�rious!� of Hogwarts.� Which brings us to now. I’ve taken it upon my-�self 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� www.artraged.com� [email protected]

James Haskin�

Page 5: Savage Hog Warts Beta 1.0

~2~�

The heart of the role-playing game (RPG) is the�character, in this case your Student. Follow the steps on�pg. 6 and 7 of the�Savage Worlds Explorer’s Edition�(SW:EE)� to create your student. The following rule�changes apply:�

1) HOUSE� Instead of a race, you belong to a House. There�are four houses at�Hogwarts.� Each house looks for stu-�dents with unique traits. The house you choose will give�your student different bonuses and edges.�

2) TRAITS�Attributes� The Attributes in�Savage Hogwarts� are exactly the�same as those from�Savage Worlds.�Skills�

Skills work the same way in�Savage Hogwarts�.�However, some skills have been added, modified or re-�moved. See the complete list of skills on pg. 7.�

3) EDGES AND HINDRANCES� Follow the rules from�SW:EE� pg. 7 for determin-�ing your Edges and Hindrances.� Several Edges and Hindrances have been added,�modified, or removed. See pg. # of�Savage Hogwarts�for a�complete listing.�

4) GEAR� There are two ways to get gear, your game-master�(GM) will let you know which is appropriate for their�campaign.� The first is the package deal. The GM will sup-�ply you with your starting gear free of charge.� The second is to let you buy your own. Com-�monly, you will start with 500G (Galleons) and you can�buy whatever you want.�

5) BACKGROUND DETAILS� Finally, fill in the details about your character.�Who they are, what they look like, etc.�

Character Creation�

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.�

The Sorting Hat�Roll� House�

1� Gryffindor�

2� Hufflepuff�

3� Ravenclaw�

4� Slytherin�

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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�

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.�

House (Ranvenclaw)�Arcane Skill�: Spellcasting (Smarts)�Starting Power Points�: 10�Starting Spells�: 4�

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HUFFLEPUFF HOUSE� Hufflepuff is the most inclusive among the four houses, valu-�ing hard work, patience, friendship and fair play rather than a particu-�lar 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, Huf-�flepuff 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 unexcep-�tional.�

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 stu-�dents into her House that were unafraid of hard work.� While the other Founders took students based on either ambi-�tion, 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�

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.�

House (Hufflepuff)�Arcane Skill�: Spellcasting (Smarts)�Starting Power Points�: 10�Starting Spells�: 3�

Page 8: Savage Hog Warts Beta 1.0

~5~�

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 Witch-�craft 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)�

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.�

House (Ranvenclaw)�Arcane Skill�: Spellcasting (Smarts)�Starting Power Points�: 10�Starting Spells�: 5�

Page 9: Savage Hog Warts Beta 1.0

~6~�

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 puri-�ty.� 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-found-�ers of Hogwarts disagreed over Blood purity.�

Slytherin Bonuses�Strength d8, Vigor d6�

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 in-�stantly.�Rolls of six do�NOT�apply to�players or Wild Cards.�

House (Slytherin)�Arcane Skill�: Spellcasting (Smarts)�Starting Power Points�: 10�Starting Spells�: 4�

Page 10: Savage Hog Warts Beta 1.0

~7~�

Skills�

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, air-�craft, 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 infor-�

mation 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.�

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�.�

Page 11: Savage Hog Warts Beta 1.0

~8~�

Hindrances�

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�

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.�

Page 12: Savage Hog Warts Beta 1.0

~9~�

Edges� In the following pages you will find the edges available in�Savage Hogwarts.� The edges are sorted into cate-�gories to make character creation easier.� New and modified edges will be given in full detail. Supported edges from the�Explorer’s Edition� will be list-�ed, 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 Com-�mon Knowledge (Muggle) rolls.�

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.�

Part-Giant�Requirements:� Novice�

You are part giant and tower over those around�you. Your increased strength lends itself well to physi-�cal challenges. Gain +4 to all Stength rolls and +1 to�Toughness, but take a -2 penalty to all Smarts rolls.�

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.�

Lame�

Loyal�

Mean�

Obese�

One Arm�

One Eye�

One Leg�

Outsider�

Overconfident�

Pacifist�

Edges from�SW:EE� are listed below, but not de-�tailed. You can find these details and more about edges�on pg. 20-36 of the�Explorer’s Edition�.�

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 com-�

puters, 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.�

Page 13: Savage Hog Warts Beta 1.0

~10~�

COMBAT EDGES�

Supported Combat Edges�

Hard to Kill�Requirements:� Wild Card, Novice, Spirit d8+�

You have a knack of escaping death. When�forced to make Vigor rolls because of Incapacitation,�ignore any wound modifiers.� In addition, ignore the effects of the Serpent�Strike edge.�

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�

Trademark Weapon�Requirements:� Novice, Spellcasting d10+�

You know a particular wand like the back of�your hand. When using that wand, receive a +1 bonus�to Spellcasting.� This edge can be taken multiple times, once per�weapon. If you lose a weapon, you can apply the bonus�to another but it takes two weeks of game time to take�effect.�

Modified Edges�

LEADERSHIP EDGES�

Command�

Fervor�

Hold the Line!�

Inspire�

Natural Leader�

Supported Leadership Edges�

POWER EDGES�

New Power�

Power Points�

Rapid Recharge�

Improved Rapid Recharge�

Supported Power Edges�New 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.)�

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.�

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~11~�

Charismatic�

Common Bond�

Connections�

Strong Willed�

SOCIAL EDGES�

Power Surge�

WILD CARD EDGES�

ADVANCED EDGES�

Supported Edges�

Supported Edges�

Dead Shot�Requirements:� Wild Card, Seasoned,�

Spellcasting d10+� You double the total damage when making a�successful Spellcasting attack this round.�

Modified Edges�

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 Occlu-�mency 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.�

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 Spellcast-�ing d12.�

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.�

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Gear�

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� -�

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 tra-�ditional weapons (with certain magical enhancements) or may be forced to use them under certain circumstances.�

RANGED WEAPONS�

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�

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~13~�

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 weap-�on, 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)�

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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.�

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.�

Mokeskin Pouch� 200� 2� A bag who’s contents can only be retrieved by�its owner.�

Omnioculars� 10� 1� Like binoculars, but allows the user to pause, rewind�and re-watch events.�

Probity Probe� 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.�

Self-Stirring Cauldron� 100� 15� Assists the user in potion making by stirring itself.�+2 when making potions�

Sneakoscope� 50� 1� Lights up, spins, and whistles when something�untrustworthy is happening nearby.�

Spello-tape� 25� 1� Used to repair items when magical means fail�or are prohibited.�

Wizards Chess Set� 50� 5� A set of magical chess pieces. Move and attack when�told.�

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.�

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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 any-�one 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 be-�come 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 some-�

body tries to vanish them.�

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POTIONS�

“I don't expect you will really understand the beauty of the softly�simmering cauldron with its shimmering fumes, the delicate power of liq-�uids 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 po-�tions, 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.�

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 reck-�less.�+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�.�

Potions�

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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 ques-�tions put to them truthfully.�

Wiggenweld Potion� Novice� 6� Awakens a person from magically-induced sleep.�

Potions (cont.)�

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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.�

BROOMS�

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� -�

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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�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.�

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.�

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 mak-�ing them invisible.�

Accio�Rank:�Novice�Power Points:�2-8�Range:�5/10/20-Infinite�Duration:�Instant�Trappings:�This charm summons an object to the cast-�er, potentially over a significant distance. It can be used�in two ways:� For two points by pointing the wand at the de-�sired object during or immediately following the incan-�tation 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 ob-�ject to move from wherever it is to them.�

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�Col-�loportus� spell.�

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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 regard-�less of their surroundings.�

Engorgio�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.�

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 Wiz-�ard'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 cast-�er, but doubles all defenses and is under direct control�of the caster.� For five points, the caster summons the Patro-�nus for three rounds or 2 minutes out of combat.� For ten points, the Patronus lasts for six rounds�or 5 minutes out of combat.�

Flagrate�Rank:�Novice�Power Points:�1�Range:�Touch�Duration:�15 minutes�Trappings:�The wand tip leaves fiery marks in the air.�

Colloportus�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�.�

Confundo�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.�

Descendo�Rank:�Novice�Power Points:�2�Range:�Smarts�Duration:�Until target’s path is blocked�Trappings:�Causes the targeted object to move down-�wards.�

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.�

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.�

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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.�

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, 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.�

Geminio�Rank:�Veteran�Power Points:�2�Range:�1�Duration:�Infinite�Trappings:�Creates a duplicate of the targeted object.�

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 trans-�figured 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 as-�pects.�

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�

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Silencio�Rank:� Seasoned�Power Points:�2�Range:�10/20/30�Duration: 1�5 minutes�Trappings:�Makes the target silent.�

Sonorus�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.�

Piertotum Locomotor�Rank:�Heroic�Power Points:�10-20�Range:�10/20/40�Duration:�10 (1/round)�Trappings:�Causes a statue, suit of armor, or other rep-�resentation of a living creature to animate and do the�casters bidding.� For twenty points, the caster may control two�entities.�

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 hold-�ing.�

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.�

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.�

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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.�

Rennervate�Rank:�Seasoned�Power Points:�2�Range:�Touch�Duration:�Instant�

Trappings:�Brings someone out of unconsciousness.�

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.�

TRANSFIGURATION�

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Incendio�Rank:�Novice�Power Points:�3�Range:�5�Duration:�Instant�Trappings:�Shoots a jet of flame from the tip of 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.�

Orchideous�Rank:�Novice�Power Points:�1�Range:�Wand�Duration:�Instant�Trappings:�Makes a bouquet of flowers to appear out of�the casters wand.�

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.�

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. Us-�ing this curse on an intelligent creature will land the�caster in Azkaban.�

Crucio�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�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 cast-�er.� 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.�

CURSES�

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.�

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Confringo�Rank: Seasoned�Power Points:�4�Range:�5/10/20�Duration:�Instant�Trappings:�Causes any object the spell touches to ex-�plode violently.�

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.�

Furnunculus�Rank:�Novice�Power Points:�2�Range:�10/20/30�Duration:�1 week�Trappings:�Causes large, painful boils to cover the tar-�gets 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 Spell-�casting roll.�

Oppugno�Rank:�Veteran�Power Points:�5�Range:�10/20/40�Duration:�5 (1/round)�Trappings:�Causes all animals or beings of lesser intelli-�gence within range to attack the casters target.� Each creature adds 1d4 to the casters attack each�round.�

Petrificus Totalus�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 im-�mobile for one hour.�

Reducto�Rank:�Veteran�Power Points:�2�Range:�5/10/20�Duration:�Instant�Trappings:�Blasts objects out of the casters path, throw-�ing 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.�

HEXES�

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.�

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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.�

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 re-�leases 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 tar-�gets eyes and obscures their vision.�

Tarantallegra�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.�

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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 de-�scriptions 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]