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Beta Version 1.

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 1
Character Creation 2
Houses 3
Gryffindor 3
Hufflepuff 4
Ravenclaw 5
Slytherin 6
Skills 7
Hindrances 8
Edges 9
Background Edges 9
Combat Edges 10
Leadership Edges 10
Power Edges 10
Social Edges 11
Wild Card Edges 11
Advanced Edges 11
Gear 12
Weapons 12
Melee 12
Ranged 12
Wands 13
Enchanted Weapons 13
Mundane and Magical Items 14
Potions 16
Brooms 18
Spells 19
Charms 20
Protective 22
Transfiguration 23
Curses 24
Hexes 25
Jinxes 25
26
We are pleased to inform you that you have been
accepted at Hogwarts School of Witchcraft and Wizardry.
Please find enclosed a list of all necessary books and
equipment.
Term begins on September 1. We await your owl by no later
than July 31.

Yours sincerely,

Minerva McGonagall,
Deputy Headmistress

Welcome to the wonderfully fantastic world of RPG, but the projects I found were either horribly man-
Harry Potter. As a long time fan of J.K. Rowling’s fan- aged or cancelled. I waited almost two years for some-
tasy series, I’ve wondered what it would be like to roam body to put together a decent conversion, but found
the halls of Hogwarts with my friends. I wanted to nothing.
swoop through the air after the elusive Golden Snitch and Then I found Savage Worlds. I was in love with
sneak into the Forbidden Forest after curfew. the system, but still couldn’t find a Harry Potter conver-
Oh, sure, I could play any one of the countless sion. I loved the Fast, Fun, and Furious! system and I
franchised video or board games, but they all missed one really, really wanted to experience the Fast, Fun, and Fu-
key component - the adventures weren’t mine. I’d al- rious! of Hogwarts.
ready experienced those adventures through the books Which brings us to now. I’ve taken it upon my-
and films and they held no surprises for me. I wanted self to put together a set of guidelines so you can play in
something unique. the world of Harry Potter.
I’ve been playing table-top role-playing games I really hope you enjoy playing Savage Hogwarts
(RPGs) for as long as I can remember. I wrote my first as much as I’ve enjoyed creating it. Feel free to e-mail me
rule set when I was ten. I can honestly say that RPGs are with your questions, comments, criticisms, fanboyisms,
a big part of my life. It seemed only natural for me to and hellos. I’d love to hear from you.
combine my love of role-playing with my interest in
Harry Potter. Yours Sincerely,
I began to search. I quickly found rumors of an
upcoming Harry Potter RPG, only to have my hopes James Haskin
quashed when Rowling turned down the project. James Haskin
So I turned to the community. There seemed to www.artraged.com
be an overwhelming amount of interest in a Harry Potter james@artraged.com

~1~
Character Creation
The heart of the role-playing game (RPG) is the 3) EDGES AND HINDRANCES
character, in this case your Student. Follow the steps on
Follow the rules from SW:EE pg. 7 for determin-
pg. 6 and 7 of the Savage Worlds Explorer’s Edition
ing your Edges and Hindrances.
(SW:EE) to create your student. The following rule
Several Edges and Hindrances have been added,
changes apply:
modified, or removed. See pg. # of Savage Hogwarts for a
complete listing.
1) HOUSE
Instead of a race, you belong to a House. There 4) GEAR
are four houses at Hogwarts. Each house looks for stu-
There are two ways to get gear, your game-master
dents with unique traits. The house you choose will give
(GM) will let you know which is appropriate for their
your student different bonuses and edges.
campaign.
The first is the package deal. The GM will sup-
2) TRAITS ply you with your starting gear free of charge.
Attributes The second is to let you buy your own. Com-
The Attributes in Savage Hogwarts are exactly the monly, you will start with 500G (Galleons) and you can
same as those from Savage Worlds. buy whatever you want.
Skills
Skills work the same way in Savage Hogwarts.
However, some skills have been added, modified or re-
5) BACKGROUND DETAILS
moved. See the complete list of skills on pg. 7. Finally, fill in the details about your character.
Who they are, what they look like, etc.

The Sorting Hat


Instead of letting the players choose their House, have
Roll House
them skip step one during character creation. At the beginning
of your campaign, have each student wear the Sorting Hat. Roll 1 Gryffindor
1d4 to determine their fate. 2 Hufflepuff
The students cannot change their house and should be
encouraged to play the role of whatever house they end up in. 3 Ravenclaw
This is an Alternate Rule and will not work for all campaigns and 4 Slytherin
parties.

~2~
Houses
There are four Houses at Hogwarts. Each has its own unique bonuses
and edges. No House is better than another, but each house attracts
different types of people. Use the information provided here to get
an idea of who your character is.

GRYFFINDOR HOUSE
Gryffindor emphasises the traits of courage as well as "daring,
nerve and chivalry", and thus its members are generally regarded as
brave, though sometimes to the point of recklessness. Notably,
Gryffindor house contributed many members to Dumbledore's Army
and the Order of the Phoenix. According to Phineas Nigellus Black,
members of other houses, particularly Slytherin, sometimes feel that
Gryffindors engage in "pointless heroics".

Godric Gryffindor
Godric Gryffindor hailed from a moor which is now known as
Godric's Hollow a small West Country village. Gryffindor is said to
have praised courage, determination and strength of heart above all
other qualities. Indeed, he selected students for his house based upon
their daring and bravery, according to the Sorting Hat.
He also was the most in favor of allowing Muggle-borns into
the school. He was initially a close friend of Salazar Slytherin, but over
time their friendship deteriorated; though never stated, it is likely that
the two's differing views on Muggle-borns may have been part of the
reason for the split.

Gryffindor Bonuses
Vigor d8, Courage d8

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

The following Edge is exclusive to Gryffindor and may be taken


whenever the student chooses.
Heroic Resolve
Requirements: Novice, House (Gryffindor), Courage d10+
You are in Gryffindor because of your courage and bravery.
You never back down, even when all odds are against you. Gain 10
Power Points. This Edge can be taken once per rank.

~3~
HUFFLEPUFF HOUSE
Hufflepuff is the most inclusive among the four houses, 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

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

The following Edges are exclusive to Hufflepuff and may be taken


whenever the student chooses.
Hard Worker
Requirements: Novice, House (Hufflepuff), Spirit d8+
Some may think of Hufflepuff as sub-par, but you’ve proven
otherwise. Learn a new spell and gain five power points. This Edge
can be taken once per Rank.

Great Loyalty
Requirements: Novice, House (Hufflepuff), Spirit d10+
If another student fails a roll, you may take the roll for them
with no penalty.

~4~
RAVENCLAW HOUSE
Ravenclaw House prizes intelligence, wisdom, creativity,
knowledge, and wit in its members. Thus, many Ravenclaws tend to
be academically motivated and talented students. However, they do
not have a monopoly on cleverness.
Ravenclaw may also value beauty; their founder was famously
beautiful, Ravenclaws Cho Chang, Padma Patil, and Roger Davies are
all noted to be very good-looking, and the windows in their common
room boast a spectacular view of the surrounding mountains.

Rowena Ravenclaw
Along with her friends Godric Gryffindor, Salazar Slytherin
and Helga Hufflepuff, Ravenclaw founded Hogwarts School of 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)

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

The following Edges are exclusive to Ravenclaw and may be taken


whenever the student chooses.
Natural Insight
Requirements: Novice, House (Ravenclaw), Smarts d8+
You were put in Ravenclaw for your sharp mind and natural
intellect. Learn two new Spells. This Edge can be taken once per
Rank.

Creative Solution
Requirements: Veteran, House (Ravenclaw), Smarts d12
You can give advice to another student. They receive +1d4 to
their next roll.

~5~
SLYTHERIN HOUSE
Slytherins value cunning and ambition, but they also have
highly developed senses of self-preservation. This means that Slytherins
tend to hesitate before acting, so as to weigh all possible outcomes of a
decision (and how these outcomes would personally impact them).
The qualities which Salazar valued in the students he chose included
Parseltongue, cleverness, resourcefulness, determination, and "a certain
disregard for the rules.".

Salazar Slytherin
Like Rowena Ravenclaw and Godric Gryffindor, Salazar
Slytherin appears to have carefully selected members of his House. He
selected his students according to cunning, ambition, and Blood 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

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

The following Edges are exclusive to Slytherin and may be taken


whenever the student chooses.
Cunning Endeavor
Requirements: Novice, House (Slytherin), Smarts d6+
You have a knack for figuring things out. You take no penalty
when making an Unskilled Attempt.

Overwhelming Fear
Requirements: Seasoned, House (Slytherin), Intimidation d8+
Your Intimidation skill receives a +2 bonus and, if successful,
causes your opponent to freeze in terror for one turn.

Serpent Strike
Requirements: Veteran, House (Slytherin), Spirit d10+
After incapacitating an opponent roll 1d6. If you roll a one,
they automatically fail their Vigor roll. If you roll a six, they die in-
stantly. Rolls of six do NOT apply to players or Wild Cards.
~6~
Skills
Below are the skills available in Savage Hogwarts. The majority of
these can be found in greater detail in SW:EE on pg. 8.-13.

Changes to note:

Guts has been renamed Courage.


Boating, Driving, and Piloting have been combined.
Streetwise has been removed and is now handled by
Persuasion and Intimidation.

Skill Attribute Description


Brewing Smarts The knowledge of brewing potions and other concoctions.
Climbing Strength For ascending walls, cliffs, trees, etc.
Courage Spirit Your bravery. Used when witnessing something horrific.
Driving Agility Used to pilot any vehicle with a control interface. Automobiles, 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.


~7~
Hindrances
The following hindrances are from the Savage Worlds: Explorer’s Edition and are supported by Savage Hogwarts.
You can find detailed descriptions of these hindrances on pages 14-19 of SW:EE.

All Thumbs Lame


Anemic Loyal
Arrogant Mean
Bad Eyes Obese
Bad Luck One Arm
Big Mouth One Eye
Blind One Leg
Bloodthirsty Outsider
Cautious Overconfident
Clueless Pacifist
Code of Honor Phobia
Curious Poverty
Death Wish Quirk
Delusional Small
Enemy Stubborn
Greedy Ugly
Habit Vengeful
Hard of Hearing Vow
Heroic Yellow

~8~
Edges
In the following pages you will find the edges available in Savage Hogwarts. The edges are sorted into 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 Edges from SW:EE are listed below, but not de-
Requirements: Novice tailed. You can find these details and more about edges
Maybe you’re Muggle-born, or you were just on pg. 20-36 of the Explorer’s Edition.
raised by Muggles. Either way, you are very familiar
Lame
with Muggle life. You receive a +2 bonus to all Com-
mon Knowledge (Muggle) rolls. Loyal
Mean
Magic Raised
Requirements: Novice Obese
You were raised in the magical world, far away One Arm
from the influence of Muggles. You are very familiar
One Eye
with the magical world and how it works. You receive a
+2 bonus to all Common Knowledge (Magical) rolls. One Leg
Outsider
Part-Giant
Requirements: Novice Overconfident
You are part giant and tower over those around Pacifist
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.
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.
~9~
COMBAT EDGES
Modified Edges
Hard to Kill Trademark Weapon
Requirements: Wild Card, Novice, Spirit d8+ Requirements: Novice, Spellcasting d10+
You have a knack of escaping death. When You know a particular wand like the back of
forced to make Vigor rolls because of Incapacitation, your hand. When using that wand, receive a +1 bonus
ignore any wound modifiers. to Spellcasting.
In addition, ignore the effects of the Serpent This edge can be taken multiple times, once per
Strike edge. weapon. If you lose a weapon, you can apply the bonus
to another but it takes two weeks of game time to take
effect.
Supported Combat Edges
Block Harder to Kill
Improved Block Level Headed
Combat Reflexes Improved Level Headed
Dodge Nerves of Steel
Improved Doge Marksman
First Strike Nerves of Steel
Improved First Strike Improved Nerves of Steel
Fleet-Footed No Mercy
Frenzy Quick Draw
Improved Frenzy Steady Hands
Giant Killer Improved Trademark Weapon

POWER EDGES
New Edges Supported Power Edges
Push On New Power
Requirements: Novice, Spirit d6+
Power Points
You push yourself further than ever before. Roll
16d. You receive that number of Power Points. You Rapid Recharge
must use these points before combat ends (they may not Improved Rapid Recharge
be saved.)

Silent Casting
LEADERSHIP EDGES
Supported Leadership Edges
Requirements: Seasoned
Your knowledge of Spellcasting allows you to Command
cast spells without speaking an incantation. Choose
Fervor
three spells, these spells can now be cast silently.
This edge can be taken once per rank. Hold the Line!
Inspire
Natural Leader
~10~
SOCIAL EDGES WILD CARD EDGES
Supported Edges Modified Edges
Charismatic Dead Shot
Requirements: Wild Card, Seasoned,
Common Bond
Spellcasting d10+
Connections You double the total damage when making a
Strong Willed successful Spellcasting attack this round.
Supported Edges
Power Surge

ADVANCED EDGES
Advanced Edges are special edges that can only be granted by the GM. These edges should only be given
out if the character has accomplished a great achievement, has a good reason or back story for it, or if their character
has put a considerable amount of time and effort into learning it. Remember that these skills are extremely rare in
the wizarding world and should not be given out lightly.
Game Masters should feel free to setup additional requirements a character must meet to obtain the edge.
For example, if a character wanted the Legilimen edge, the GM could require them to get Smarts d12 and Spellcast-
ing d12.
Animagus Metamorphmagus
Requirements: GM Approved Requirements: GM Approved
You have the ability to transform into a certain Unlike Animagi, Metamorphmagi can take a
animal. While in this state you can communicate with wide variety of forms, changing gender, race, and age,
other animals, but cannot speak to humans or cast potentially looking like anyone at all, or even just
spells. Each type of animal has unique traits and skills changing a part of their appearances, such as the shape
that must be determined by you and your GM. of their noses.
A Metamorphmagus is born, not made; it is not
Legilimency a skill that can be learned.
Requirements GM Approved
Laymen simply refer to this as “mind-reading” Occlumency
but that is a gross understatement. Legilimens can delve Requirements: GM Approved
deep into their targets minds and accurately interpret Occlumency is the art of defending your mind
their findings. They can also implant memories and against Legilimens and other mind-effecting magic and
visions. potions. Occlumens can suppress or control portions of
Does not work against those with the Occlu- their mind to keep it hidden from Legilimens or to lie
mency edge. while under the effects of a truth serum.

Advanced Legilimency Parselmouth


Requirements: GM Approved, Legilimen Requirements: GM Approved
Your understanding of the mind allows you to You can talk to snakes. Common snakes respect
plant thoughts and visions in your targets head. Also, you and do your bidding, more intelligent snakes must
by rolling an opposed test of will, you can attempt to be reasoned with by using Persuasion or Intimidation.
control the mind of your target. Roll your Spellcasting
against the targets Spirit.

~11~
Gear
Gear is everything your character owns; from wands and brooms to Remembralls and Invisibility Cloaks.
Gear can help make life more comfortable or enhance and augment your characters abilities.

WEAPONS
Just because you can do magic, doesn’t mean you have to. Some witches and wizards may prefer using tra-
ditional weapons (with certain magical enhancements) or may be forced to use them under certain circumstances.

RANGED WEAPONS
Type Range Damage RoF Cost Weight Shots Min Str. Notes

Axe, throwing 3/6/12 Str+d6 1 75 2 - - -


Bow 12/24/48 2d6 1 250 3 - d6 -
Crossbow 15/30/60 2d6 1 500 10 - d6 AP 2, 1 action to reload
Long Bow 15/30/60 2d6 1 250 5 - d8 -
Sling 4/8/16 Str+d4 1 10 1 - - -
Spear 3/6/12 Str+d6 1 100 5 - d6 -

MELEE WEAPONS
Type Damage Weight Cost Notes
Dagger Str+d4 1 25 Parry -1, 2 hands
Great Sword Str+d10 12 400 Ignores Shield Parry and Cover Bonus
Flail Str+d6 8 200 Includes Scimitars
Long Sword Str+d8 8 300 Parry +1
Rapier Str+d4 3 150 -
Short Sword Str+d6 4 200 -
Axe Str+d6 2 200 -
Battle Axe Str+d8 10 300 -
Great Axe Str+d10 15 500 AP 1, Parry -1, 2 hands
Maul Str+d8 20 400 AP 2 vs. rigid armor, Parry -1, 2 hands
Warhammer Str+d6 8 250 AP 1 vs. rigid armor (plate mail)
Halberd Str+d8 15 250 Reach 1, 2 hands
Lance Str+d8 10 300 AP 2 when charging, Reach 2
Pike Str+d8 25 400 Reach 2, requires 2 hands
Staff Str+d4 8 10 Parry +1, Reach 1, 2 hands
Spear Str+d6 5 100 Parry +1, Reach 1, 2 hands
~12~
WANDS
The standard weapon for a witch or wizard is, of course, the wand. Not all wands are made equal and each
may posses its own set of advantages and drawbacks. The wand chooses the wizard and they have no say in what
their wand is like.
Follow this guide to creating your wand. There are five steps. On each step roll 1d6. Match the dice roll
with the attribute on the table below. Write these stats down for your custom weapon.
Flexibility Wood Core Length Special Attunement
(Range) (Damage) (RoF) (Weight) (Notes)
Brittle Ash Basilisk Scale 8”
1 -
(3/6/12) (Spr+d6) (2) (1)
Healing Attunement
Pliable Hawthorne Dragon Heartstring 10”
2 (+1d4 to all Healing
(12/24/48) (Str+d6) (1) (2)
checks and spells)
Springy Holly Hippogriff Feather 11”
3 -
(15/30/60) (2d6) (1) (2)
Skilled Transfiguration
Stiff Oak Phoenix Feather 12”
4 (+2 to all Transfiguration
(6/12/24) (Str+d4) (2) (3)
spell checks)
Unyielding Vine Unicorn Tail Hair 13”
5 -
(4/8/16) (Vgr+d6) (1) (3)
Summoning Specialty
Whippy Yew Veela Hair 14”
6 (Summoning spells cost
(10/20/40) (2d8) (1) (4)
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
Parry +1, Reach 1, 2 hands
Staff Str+d4 8 10 Can be used as a Wand for Spellcasting
( 4/8/16 - Str+d4 - 1)
~13~
MUNDANE ITEMS
Mundane Items are items commonly found in both the magical and Muggle worlds. These items can be
found in detail on pg. 52 of the SW:EE. Computer and Surveillance items are not permitted, along with Cellular
Phones, Cameras, and other electronic devices. Note that the Clothing items apply to both Muggle clothes and
wizarding robes.

MAGICAL ITEMS
Magical Items are those found only in the wizarding world. These items often hold magical abilities that a
normal witch or wizard would not normally have.
Item Cost Weight Notes
Cauldron 15 10 Used to mix potions.
Crystal Ball 25 5 Used with Divination to glimpse the future.
Foe-Glass 250 2 A mirror that shows how close your enemies are.
Hand of Glory 100 2 Emits light in a 4” radius, but only to the user.
Invisibility Cloak 2500 - Makes whatever is under the cloak invisible.
Lunascope 100 1 Shows the phases of the moon.
200 2 A bag who’s contents can only be retrieved by
Mokeskin Pouch
its owner.
10 1 Like binoculars, but allows the user to pause, rewind
Omnioculars
and re-watch events.
75 2 A golden rod that detects concealment spells and
Probity Probe
hidden magical objects.
Remembrall 20 1 Glows red when the user has forgotten something.
Secrecy Sensor 75 2 Vibrates when it detects concealment or lies.
100 15 Assists the user in potion making by stirring itself.
Self-Stirring Cauldron
+2 when making potions
50 1 Lights up, spins, and whistles when something
Sneakoscope
untrustworthy is happening nearby.
25 1 Used to repair items when magical means fail
Spello-tape
or are prohibited.
50 5 A set of magical chess pieces. Move and attack when
Wizards Chess Set
told.

~14~
PRANK ITEMS
Item Cost Weight Notes
Acid Pop 2 1 A sour candy that causes the mouth to itch and burn.
Belch Powder 3 1 Causes the victim to belch uncontrollably.
Buldbox Powder 3 1 Causes the victim to break into boils.
Turns the eater into a large canary. Effect lasts one
Canary Creams 2 1
minute.
When dropped, the Decoy Detonator runs off and
Decoy Detonators 5 1
makes a large noise to act as a distraction.
Dr. Filibuster's
Fabulous Wet-Start, 10 1 Magical fireworks that are set off using water.
No-Heat Fireworks
A putrid smelling stink bomb. Leaves the hands of any-
Dungbomb 2 1
one who touches them dirty.
A sweet with two halves. The first half causes the eater
Fainting Fancies 2 1
to go unconscious, and the second half revives them.
Designed to make the eater get a high fever within
Fever Fudge 3 1 seconds of eating it, but the side effects are large,
pus filled boils.
When worn, causes the wearers head and hat to be-
Headless Hats 50 2
come invisible.
Hiccough Sweet 2 1 Induces a fit of hiccoughing when eaten.
A two halved sweet.
Nosebleed Nougat 3 1 The orange half causes the eater’s nose to bleed badly.
The purple half causes the bleeding to stop.
Peruvian Instant
10 1 This darkness powder creates darkness when used.
Darkness Powder
Portable Swamp 10 1 Creates a swamp.
Another two halved sweet.
Puking Pastilles 3 1 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.
When used to cast a spell, the Trick Wand turns into a
Trick Wand 5 1
random object (such as a rubber duck).
U-No-Poo 3 1 Causes constipation.
Weasley’s Wildfire Unstoppable fireworks that multiple whenever some-
10 1
Whiz-bangs body tries to vanish them.
~15~
POTIONS
“I don't expect you will really understand the beauty of the softly
simmering cauldron with its shimmering fumes, the delicate power of 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.
Potions
Potion Rank TN Description
Ageing Potion Novice 4 Causes the drinker to become older.
Amortentia Legendary 14 The most powerful love potion known.
Anti-Poison Potion Novice 6 This is an antidote to a variety of poisons.
Babbling Beverage Seasoned 6 Causes the drinker to babble nonsense.
Baruffio’s Brain Elixir Seasoned 8 Increases brain power. +2 Smarts for ten minutes.
Makes the user very attractive.
Beautification Potion Novice 4
+2 Charisma for one hour.
Causes the drinker to become belligerent and reck-
Befuddlement Draught Seasoned 6
less. +4 Strength -6 Smarts for five turns.
Blood-Replenishing Tops up the blood levels of the drinker after injury.
Veteran 10
Potion Remove two wound modifiers.
Boil-Cure Potion Novice 4 A potion which cures boils.
A thick yellow paste guaranteed to remove any
Bruise Removal Paste Seasoned 6
bruise within an hour.
Burn-Healing Paste Seasoned 6 A thick orange paste used to heal burns.
Used to calm a person down after they had suffered
Calming Draught Novice 4
a shock, trauma, or emotional outburst.
Confusing Concoction Novice 4 Causes confusion in the drinker. -2 Smarts.
~16~
Potions (cont.)
Potion Rank TN Description
Causes anything swollen by magical means to
Deflating Draught Seasoned 6
shrink back to normal size.
Dreamless Sleep Used to induce dreamless sleep in the drinker and
Veteran 8
Potion aid recuperation by speeding up the process.
Elixir to Induce
Novice 6 Creates a feeling of euphoria in the drinker.
Euphoria
Makes the drinker lucky for a period of time.
Felix Felicis Seasoned 8
Automatic success on the next three trait tests.
Forgetfulness Potion Novice 4 Causes the drinker to become forgetful.
Gregory’s Unctuous Causes the drinker to believe that whomever gave
Seasoned 8
Unction the potion to them is their best friend.
Hiccupping Solution Novice 4 Causes hiccups
Boosts the drinker's energy.
Invigorating Draught Veteran 10
Attack twice on the next two rounds of combat.
Draught of Living Sends the drinker into a deep trance that mimics
Heroic 12
Death the state of death.
Causes the drinker to have improved access to
Memory Potion Seasoned 6
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.
Allows the drinker to assume the
Polyjuice Potion Seasoned 8
form of someone else.
Mandrake Restorative Used to restore those who have been
Veteran 10
Draught petrified or paralyzed.
Shrinking Solution Seasoned 8 Causes the drinker to decrease in size.
Causes vanished or otherwise lost bones to
Skele-Gro Veteran 10
re-grow in a notably slow and painful process
Sleeping Draught Seasoned 6 Causes the drinker to fall into a deep sleep.
Increases the drinker's strength.
Strengthening Solution Seasoned 8
Strength +2 for ten minutes.
Swelling Solution Seasoned 6 Causes whatever it touches to swell up in size.
Effectively forces the drinker to answer any ques-
Veritaserum Heroic 12
tions put to them truthfully.
Wiggenweld Potion Novice 6 Awakens a person from magically-induced sleep.
~17~
BROOMS
For most students the most common means of transportation is the broom. The broom has been a staple of
magical transportation since as far back as A.D. 962, though the true breakthrough in broom making didn’t occur
until the late nineteenth century.
Unless noted otherwise, brooms can only turn 90 degrees without coming to a complete halt.
For more information on Vehicles see pg. 54-55 of SW:EE and pg. 107 for complete Vehicle Rules.
Broom Acc/TS Toughness Climb Crew Cost Notes
Bluebottle 6/30 8 (2) 15 1+3 3,000 Has an Anti-Burglar Buzzer.
Cleansweep One 5/14 6 (2) 15 1 2,000 -
Cleansweep Two 7/20 6 (2) 15 1 2,400 -
Cleansweep Three 8/24 6 (2) 15 1 3,000 -
Cleansweep Five 12/34 6 (2) 15 1 3,400 -
Cleansweep Six 14/40 6 (2) 15 1 4,000 -
Cleansweep Seven 15/44 6 (2) 15 1 4,400 -
Cleansweep
35/70 6 (2) 15 1 7,000 -
Eleven
Comet 140 18/54 6 (3) 25 1 5,400 -
Comet 180 20/60 6 (3) 25 1 6,000 -
Comet 260 22/64 6 (3) 25 1 6,400 -
Comet 290 24/70 6 (3) 25 1 7,000 -
Firebolt 50/100 5 (2) 30 1 10,000 Can turn 360 degrees.
Moontrimmer 5/14 4 (2) 10 1 1,400 -
Nimbus 1000 11/55 5 (2) 20 1 5,500 Can turn 180 degrees.
Nimbus 1001 12/60 5 (2) 20 1 6,000 Can turn 180 degrees.
Nimbus 1500 13/65 5 (2) 20 1 6,500 Can turn 180 degrees.
Nimbus 1700 14/70 5 (2) 20 1 7,000 Can turn 180 degrees.
Nimbus 2000 15/75 5 (2) 20 1 7,500 Can turn 180 degrees.
Nimbus 2001 16/80 5 (2) 20 1 8,000 Can turn 180 degrees.
Oakshaft 79 5/10 4 (2) 10 1 1,000 -
Shooting Star 20/60 4 (2) 15 1 6,000 -
Silver Arrow 5/14 4 (2) 15 1 1,400 -
Swiftstick 10/40 4 (3) 10 1 4,000 -
Tinderblast 8/30 6 (4) 10 1 3,000 -
Twigger 90 30/60 4 (2) 20 1 6,000 -

~18~
Spells
Spells are the backbone of the wizards arsenal and the core of Savage Hogwarts. There are two basic spell
families; positive and negative.

Positive magic is a type of magic used to benefit or improve a creature or object. This family includes:
-Charms: An enchantment that makes an object behave in a way that is not normal.
-Protective and Healing Spells: Slightly different from charms, these spells are used to directly
protect or heal the target.
-Transifguration and Conjuration: The art of changing the form and appearance of objects as well as
the creation of objects out of thin air.
Negative magic causes direct harm or destruction to creatures or objects. This family includes:
-Curses: A magic spell used with the intention of causing harm, control, or terror over others.
-Hexes: Less powerful than a Curse and more powerful than a Jinx. Hexes cause a certain degree of
pain and discomfort.
-Jinxes: A spell with negative effects used chiefly for the amusement of observers and the minor dis
comfort of the victim.
For more information on how spells work, see Powers on page 85 of SW:EE.

CHARMS
Accio Aparecium
Rank: Novice Rank: Veteran
Power Points: 2-8 Power Points: 4
Range: 5/10/20-Infinite Range: Smarts
Duration: Instant Duration: Instant
Trappings: This charm summons an object to the cast- Trappings: Emits a cone-shaped field from the casters
er, potentially over a significant distance. It can be used wand that reveals any invisible objects in its path.
in two ways:
For two points by pointing the wand at the de- Aresto Momentum
sired object during or immediately following the incan- Rank: Seasoned
tation to "pull" it toward the user. Power Points: 5
For eight points by casting the charm, and then Range: 15/30/60
naming the object desired ("Accio Firebolt"). This way Duration: 3
has no range limit, but the caster must wait for the ob- Trappings: Used to slow down an object or being that
ject to move from wherever it is to them. is moved. Affected targets move at half speed for the
next three rounds and suffer -4 to Parry rolls.
Alohomora
Rank: Novice Cave Inimicum
Power Points: 2 Rank: Seasoned
Range: 1 Power Points: 3
Duration: Instant Range: Self
Trappings: Unlocks doors. It is not effective against Duration: Until target moves
locks that have been bewitched to resist this spell. This Trappings: Causes the target to change color to match
spell can open doors that have been sealed with the Col- their background, effectively hiding them without mak-
loportus spell. ing them invisible.

~19~
Colloportus Ebublio
Rank: Novice Rank: Novice
Power Points: 2 Power Points: 3
Range: 1 Range: Self
Duration: Infinite Duration: 1 hour
Trappings: Magically locks a door, preventing it from Trappings: Puts a large bubble of air around the head
being opened by Muggle means. Can be countered by of the user which allows them to breath fresh air regard-
Alohomora. less of their surroundings.

Confundo Engorgio
Rank: Seasoned Rank: Seasoned
Power Points: 5 Power Points: 2-4
Range: Smarts Range: 3
Duration: 5 (1/round) Duration: Until countered
Trappings: Causes the victim to become confused and Trappings: The target swells in size.
befuddled. Target suffers -4 to all Smarts rolls while For two points the target doubles in size.
spell is sustained. For four points, the targets size is tripled.

Descendo Expecto Patronum


Rank: Novice Rank: Veteran
Power Points: 2 Power Points: 5-10
Range: Smarts Range: Touch
Duration: Until target’s path is blocked Duration: 3-6 (1/round)
Trappings: Causes the targeted object to move down- Trappings: The Patronus Charm is a defensive spell
wards. used to conjure an incarnation of the Witch's or Wiz-
ard's innermost positive emotions to act as a protector. It
Defodio can also be used to send messages. It will take the form
Rank: Seasoned of an animal.
Power Points: 1-3 The Patronus takes on the same stats as the cast-
Range: 2/3/6 er, but doubles all defenses and is under direct control
Duration: Instant of the caster.
Trappings: Gouges chunks from the targeted object. For five points, the caster summons the Patro-
For one point, the gouges are slightly bigger than the tip nus for three rounds or 2 minutes out of combat.
of the wand and used for precision work. For three For ten points, the Patronus lasts for six rounds
points, the gouges are large enough for a human to fit or 5 minutes out of combat.
in.
Flagrate
Diffindo Rank: Novice
Rank: Novice Power Points: 1
Power Points: 2 Range: Touch
Range: 2/4/8 Duration: 15 minutes
Duration: Instant Trappings: The wand tip leaves fiery marks in the air.
Trappings: Tears the target or an area on the target.
Only works on soft materials and does not affect living
creatures.

~20~
Geminio target, at which the wand is pointed (e.g. "Locomotor
Rank: Veteran Trunk!"). The spell causes the named object to rise in
Power Points: 2 the air and move around at the will of the caster.
Range: 1
Duration: Infinite Lumos and Nox
Trappings: Creates a duplicate of the targeted object. Rank: Novice
Power Points: None
Glisseo Range: 5
Rank: Seasoned Duration: Until cancelled
Power Points: 3 Trappings: Lumos causes a beam of bright light to
Range: 5 shoot from the wands tip like a flashlight, this beam has
Duration: 5 minutes a range of 5. Nox causes the light to extinguish.
Trappings: Causes the steps on a stairway to turn into a
ramp, chute, or slide. Obliviate
Rank: Veteran
Homenum Revelio Power Points: 6
Rank: Seasoned Range: 1
Power Points: 3 Duration: Infinite
Range: 5 (circumference) Trappings: Causes a specified memory to be hidden
Duration: Instant from the target, though not removed from the mind.
Trappings: Shows all humanoid creatures around the
caster, including those that may be concealed or trans- Mobiliarbus
figured by magic. Rank: Veteran
Power Points: 2
Immobulus Range: 5/10/15
Rank: Seasoned Duration: 5 (1/round)
Power Points: 3 Trappings: Levitates an object and allows the caster to
Range: 10/20/30 move the object around.
Duration: 3 (1/round)
Trappings: Keeps the target from moving. However, Mobilicorpus
the target continues to function normally in other as- Rank: Veteran
pects. Power Points: 2
Range: 5/10/15
Impervius Duration: 5 (1/round)
Rank: Veteran Trappings: Like Mobiliarbus, but levitates and moves
Power Points: 5 bodies.
Range: Touch
Duration: Infinite Diffindo
Trappings: The targeted object repels elemental forces. Rank: Novice
Power Points: 2
Locomotor Range: 2/4/8
Rank: Seasoned Duration: Instant
Power Points: 2 Trappings: Tears the target or an area on the target.
Range: 2 Only works on soft materials and does not affect living
Duration: Until concentration is broken creatures.
Trappings: The spell is always used with the name of a
~21~
Piertotum Locomotor Silencio
Rank: Heroic Rank: Seasoned
Power Points: 10-20 Power Points: 2
Range: 10/20/40 Range: 10/20/30
Duration: 10 (1/round) Duration: 15 minutes
Trappings: Causes a statue, suit of armor, or other rep- Trappings: Makes the target silent.
resentation of a living creature to animate and do the
casters bidding. Sonorus
For twenty points, the caster may control two Rank: Novice
entities. Power Points: 1
Range: Touch
Quietus Duration: Until cancelled
Rank: Novice Trappings: Amplifies the voice of the target.
Power Points: 1
Range: Touch Spongify
Duration: Instant Rank: Novice
Trappings: Causes a magically amplified voice to return Power Points: 2-4
to normal. Range: 5/10/15
Duration: 5 minutes
Reducio Trappings: Creates an invisible cushioned area.
Rank: Seasoned
Power Points: 2-4 Tergeo
Range: 3 Rank: Novice
Duration: Until countered Power Points: 2
Trappings: Makes the target smaller. Range: Touch
For two points the target halves in size. Duration: Instant
For four points, the target size is quartered. Trappings: Siphons liquid into the tip of the casters
wand.
Relashio
Rank: Novice PROTECTIVE
Power Points: 3 Episky
Range: 5/10/15 Rank: Novice
Duration: Instant Power Points: 3
Trappings: Makes the target release whatever it is hold- Range: 3/6/9
ing. Duration: Instant
Trappings: Repairs recent bodily damage. It must be
Repario used within one hour of the wound.
Rank: Seasoned Each use of the healing spell removes a wound
Power Points: 2-6 with a success, and two with a raise. The roll suffers a
Range: 1/2/4 penalty equal to the victim’s wounds (in addition to any
Duration: Instant the caster might be suffering himself).
Trappings: Repairs an object to its original state. Cost This spell can not raise the dead.
is based on the damage of the object:
Two points repairs minor damage.
Four points repairs moderate damage.
Six points repairs heavy damage.
~22~
Ferula Trappings: Brings someone out of unconsciousness.
Rank: Seasoned
Power Points: 2 TRANSFIGURATION
Range: Touch Aguamenti
Duration: Instant Rank: Novice
Trappings: Creates a bandage and splint, then sets the Power Points: 3
broken limb. Range: 2
Duration: Instant
Finite Trappings: Shoots a jet of water from the tip of the
Rank: Veteran casters wand.
Power Points: 4
Range: 5/10/15 Avis
Duration: Instant Rank: Seasoned
Trappings: Counters or negates the effects of most Power Points: 2
hexes and jinxes. Range: 1
Duration: Instant
Protego Trappings: Creates a flock of birds.
Rank: Novice
Power Points: 2 Carpe Retractum
Range: 2 Rank: Novice
Duration: Until casters next turn Power Points: 2
Trappings: Makes a large shield in front of the caster Range: 5/10/20
that reflects all jinxes back on the caster. Duration: Instant
Trappings: Shoots a rope from the end of the casters
Protego Horribilis wand that latches on to the target, then retracts into the
Rank: Veteran wand and pulls the object to the caster.
Power Points: 4
Range: 2 Duro
Duration: Until casters next turn Rank: Veteran
Trappings: Makes a large shield in front of the caster Power Points: 4
that reflects all jinxes and hexes back on the caster. Range: 2/5/10
Duration: Instant
Protego Totalum Trappings: Turns the target to stone.
Rank: Heroic
Power Points: 6 Evanesco
Range: 2 Rank: Veteran
Duration: Until casters next turn Power Points: 3
Trappings: Makes a large shield in front of the caster Range: 1/3/6
that reflects all jinxes, hexes, and curses back on the Duration: Instant
caster. Trappings: Makes an object vanish into nothing.

Rennervate
Rank: Seasoned
Power Points: 2
Range: Touch
Duration: Instant
~23~
Incendio CURSES
Rank: Novice
Power Points: 3 Avada Kedavra
Range: 5 Rank: Veteran
Duration: Instant Power Points: 5
Trappings: Shoots a jet of flame from the tip of the Range: 10/20/40
casters wand. Duration: Instant
Trappings: Causes a bright green flash and a rushing
noise; the curse causes instant death to the victim.
Homorphus
This is the first of the Unforgivable Curses. Us-
Rank: Seasoned
ing this curse on an intelligent creature will land the
Power Points: 3
caster in Azkaban.
Range: 1
Duration: Instant
Crucio
Trappings: Causes an Animagus or transfigured object
Rank: Veteran
to assume its normal shape.
Power Points: 5
Range: 10/20/40
Orchideous Duration: Instant
Rank: Novice
Trappings: Inflicts intense pain on the recipient of the
Power Points: 1
curse.
Range: Wand
This is the second of the Unforgivable Curses.
Duration: Instant
Using this curse on an intelligent creature will land the
Trappings: Makes a bouquet of flowers to appear out of
caster in Azkaban.
the casters wand.
Imperio
Serpensortia Rank: Veteran
Rank: Seasoned Power Points: 5
Power Points: 2 Range: 10/20/40
Range: 1 Duration: Until cancelled or resisted
Duration: Instant Trappings: Places the subject in a dream-like state, in
Trappings: Conjures a snake from the casters wand. which he or she is utterly subject to the will of the cast-
er.
Ventus To successfully cast this spell, the caster makes a
Rank: Novice Test of Will - their Smarts against their targets Spirit. If
Power Points: 3 successful, they have complete control over the target
Range: 5 for one round.
Duration: Instant They must recheck the Test of Will each round
Trappings: Shoots a strong gust of wind from the tip of to maintain control of their target, but do not have to
the casters wand. use more power points.
This is the third of the Unforgivable Curses.
Using this curse on an intelligent creature will land the
caster in Azkaban.

If a character uses any of the Unforgivable Curses,


the GM has the option of taking the character from
the player and assuming control of it.

~24~
HEXES Oppugno
Rank: Veteran
Confringo Power Points: 5
Rank: Seasoned Range: 10/20/40
Power Points: 4 Duration: 5 (1/round)
Range: 5/10/20 Trappings: Causes all animals or beings of lesser intelli-
Duration: Instant gence within range to attack the casters target.
Trappings: Causes any object the spell touches to ex- Each creature adds 1d4 to the casters attack each
plode violently. round.

Deprimo Petrificus Totalus


Rank: Veteran Rank: Seasoned
Power Points: 2 Power Points: 4
Range: 2/4/8 Range: 5/10/20
Duration: 3 (1/round) Duration: One hour
Trappings: Puts immense downward pressure on the Trappings: The target snaps to attention and freezes in
target, possibly crushing or fracturing it. place. The target will often fall over. They remain im-
mobile for one hour.
Furnunculus
Rank: Novice Reducto
Power Points: 2 Rank: Veteran
Range: 10/20/30 Power Points: 2
Duration: 1 week Range: 5/10/20
Trappings: Causes large, painful boils to cover the tar- Duration: Instant
gets body. Trappings: Blasts objects out of the casters path, throw-
ing them back three inches.
Impedimentia
Rank: Seasoned Stupefy
Power Points: 2-6 Rank: Novice
Range: 10/20/40 Power Points: 2-6
Duration: Instant Range: 15/30/45
Trappings: This spell has a variety of effects, all used to Duration: 2 (1/round)
impede the movement of the target. Trappings: Stuns the victim. The target cannot take
For two points, the target will trip and fall. In any actions while under this effect.
combat this reduces the targets movement by half on For six points, the target is knocked unconscious
their next turn. for half an hour or until resuscitated.
For four points, the target is either bound or
frozen in place. They cannot not take any actions for
two rounds.
JINXES
For six points, the target is thrown back. The Incarcerous
distance of the throw back is determined by the Spell- Rank: Novice
casting roll. Power Points: 2
Range: 5/10/20
Duration: Instant
Trappings: Ropes appear around the target and tie
them up. Movement and casting is restricted until the
target is untied.
~25~
Langlock Tarantallegra
Rank: Novice Rank: Novice
Power Points: 2 Power Points: 3
Range: 5/10/20 Range: 5/15/30
Duration: One hour Duration: 5 (1/round)
Trappings: Glues the targets tongue to the roof of their Trappings: Causes the targets legs to begin dancing
mouth making it impossible for them to speak. uncontrollably.
For the first two rounds, the victim can move at
Levicorpus half pace.
Rank: Seasoned On the third round, the target falls over and
Power Points: 3 cannot move until the jinx is lifted.
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.

~26~
A quick note...

I hope you’ve found this guide at least somewhat helpful.


I will be constantly updating and tweaking this until the day
I die
(or lose interest, get bored, give up, or whatever other reason I
come up with.)

The spell list is no where near done!


I have to go through and edit all the trappings to get them to a
fully playable state. As it stands I’ve only provided basic 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:


james@artraged.com

~27~

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