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Wands & Wizards

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63 views27 pages

Wands & Wizards

Uploaded by

erpegis
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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WANDS

&

WIZARDS
A Harry Potter ruleset for Savage Worlds

“This game references the Savage Worlds game system, available from Pinnacle
Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and
trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle
makes no representation or warranty as to the quality, viability, or suitability for purpose of
this product.”

Special thanks to Pottermore for relaying J.K. Rowling’s notes on wand woods and cores, to
Rowling herself for creating this rich world, and to all its fans for bringing it to life in their
minds.
Introduction: Ollivander’s Wand Shop
Attributes and Skills
Diagon Alley, London
You begin with a d4 in each attribute
(Agility, Vigor, Intellect, Spirit, and Wits),
Who’s there? Ah, hello, young one.
and you have 4 points to spend to
Welcome, welcome. I am Ollivander, and you
- let me guess! - you are about to start your increase them. No attribute may be
first year at Hogwarts, and you’ve come to me raised above a d12. See the Attributes
for a wand! As you can see, I’ve shelves section for explanations of each.
stacked full of them in my shop. Shelves and You have 12 points to distribute
shelves. Luckily for you, I have a keen sense among your skills. Each die type costs 1
for this sort of thing. Hold out your wand arm point (starting at d4) as long as the skill
for me, if you would, and I’ll get your is equal to or less than the attribute it’s
measurements... There we are. Now, while I linked to. If you exceed the attribute,
look about, tell me a bit about yourself. It’ll the cost becomes 2 points per die type.
help me find the perfect wand for you! No skill may be increased above d12.
First, why don’t you tell me in a few words See the Skills section for details on each
who you are? If I were asked that question, I skill.
would tell you that I’m an old wandmaker During each year of school, you should
with a keen eye for the intangible. gain about 5 experience (and thus, an
Advance). Refer to Savage Worlds to
Concept learn more about experience, rank, and
Advances. In short, Advances allow you
Write down the broad strokes of who
to increase your attributes and skills, as
your character is. This should help guide
well as gain new Edges.
your other choices during character
creation.
Defenses
Oh, that’s fine. Just fine indeed. Oh, and You have three defenses: Dodge,
what’s your Name, child? Here, try this
Toughness, and Willpower.
wand... Nevermind, too whippy!
Your Dodge equals 2 + ½ your Agility
die or 2 + ½ your Wits die, whichever is
Name higher. For example, a character with a
d8 Agility and d6 Wits has Dodge 6.
Your character needs a name! Wizards
Dodge is your ability to get out of the
and witches can have fantastical names,
way of incoming spells and other ranged
and they often use alliteration.
attacks.
Examples include Minerva McGonagal,
Your Toughness equals 2 + ½ your
Luna Lovegood, and Vidad Treepens.
Vigor die. Toughness is how much
Muggleborn characters tend to have
damage you can take without becoming
more regular sounding names.
Shaken.
Your Willpower equals 2 + ½ your
When you find yourself in trouble, are you Spirit die. Willpower is your resistance to
the type to duck out of the way or power many magical effects.
through? Or do you perhaps think up a clever
solution instead? Maybe you’re the witty
type, beguiling others with a silver tongue,
eh? The wand chooses the wizard, you know, I should ask - what is it that’s special about
and I won’t find yours if I’m flying blind! you, child? Something that gives you an Edge

1
over your peers. Could you also tell me Well now, I’m not sure why I didn’t think of
something that makes life hard for you? A this one sooner… Here, give this one a wave!
Hindrance, as it were. Ah, yes! That’s the one! You’ve found your
Wand! Or should I say, it found you! The
wand does choose the wizard, after all.
Edges and Hindrances
You begin with Arcane Background
Wand
(Magic) at no cost. See pages 28 and 32
in Savage Worlds for information on Your wand is your focus for magic.
Edges and Hindrances, and refer to the Each wand is comprised of a type of
Edges and Hindrances section in this wood and a magical core. Each wood
document for additional options. and core provides a different bonus. See
the Wands section for details.
Hmm, yes. More and more curious you are,
child. That’ll be seven galleons - expensive, yes, I
Do you happen to know what House you’ll know, but what is a wizard without a wand?
be in yet? It’s quite alright if you don’t, but Carry it well!
some wizards come from long lines of Oh, one more piece of advice! Don’t forget to
Gryffindors or Slytherins or what have you. peruse Diagon Alley’s other shops! You never
These sorts of things seem to run in families, know what you might find.
but one never knows! Here’s another wand,
child - no, that’s not the right one, either.
Equipment
In addition to your wand, you begin
House play with one other item of your choice.
Each first-year student is assigned to This could be a good broom (+1 to Fly),
one of the four Houses in Hogwarts. a loyal pet (cat, toad, owl, etc.), or even
They are Gryffindor, Ravenclaw, something stranger. Consult with the
Hufflepuff, and Slytherin. Gryffindors are Headmaster to make an appropriate
known for their bravery. Ravenclaws are choice!
the cleverest of the bunch. Hufflepuffs
strive for fairness and loyalty. And
Slytherins prize ambition and excellence
above all else. Whenever you act in
accordance with your House’s values,
take +1 to your roll.

Example Character - Tobias Rose

Tobias Rose (suave son of a pro duelist), Year 1

2
Attributes Skills Defenses

Agility d6 Athletics (d4), Fly (d4) Dodge 5*

Vigor d6 Curses (d6) Toughness 5

Intellect d4 Lore (d4), Transfiguration (d4) Willpower 5

Spirit d6 D.A.t.D.A. (d6), Persuasion (d6) *+1 Dodge vs spells

Wits d6 Charms (d6)

Edges Hindrances

Brave: +2 to resist fear effects Arrogant [Major]


Wand Block: +1 Dodge vs. spells Loyal [Minor]
Stubborn [Minor]
Equipment: wand (red oak and phoenix feather)

In his second year, Tobias spent his Advance to increase Spirit from d6 to d8.
In his third year, he improved his Defense Against the Dark Arts (to d8) and Athletics (to
d6) skills.
In his fourth year, he improved his Curses skill to d8. He could only improve one skill
because he increased it beyond the bounds of his Vigor attribute.

Tobias Rose (suave son of a pro duelist), Year 4

Attributes Skills Defenses

Agility d6 Athletics (d6), Fly (d4) Dodge 5*

Vigor d6 Curses (d8) Toughness 5

Intellect d4 Lore (d4), Transfiguration (d4) Willpower 5

Spirit d8 D.A.t.D.A. (d6), Persuasion (d6) *+1 Dodge vs spells

Wits d6 Charms (d6)

Edges Hindrances

Brave: +2 to resist fear effects Arrogant [Major]


Wand Block: +1 Dodge vs. spells Loyal [Minor]
Stubborn [Minor]
Equipment: wand (red oak and phoenix feather)

3
Attributes Charms [Wits]
Charms is a wizard’s proficiency with
spells that alter the behavior of a target.
Agility is your wizard’s nimbleness, These spells can make a feather float,
quickness, and dexterity. confuse a bothersome wizard, and much
Vigor is your wizard’s ability to focus his more.
physical power and metaphysical
energies.
Curses [Vigor]
Intellect is your wizard’s ability to learn
and recall information. Curses is a wizard’s proficiency with
Spirit reflects your wizard’s willpower offensive magic. These spells directly
and charisma. It also helps your character damage or hinder their targets, and as a
recover from being Shaken. result, they must be wielded responsibly.
Wits is your wizard’s ability to think
quickly on his feet. Defense Against the Dark Arts [Spi.]
Use Defense Against the Dark Arts to
protect yourself and others from harmful
Skills magics. It's useful for conjuring shields
and other more subtle magical deterrents.

Athletics [Agility] Herbology [Intellect]


Athletics is a wizard’s ability to run, Herbology is the study of magical flora.
jump, climb, throw, and catch. The With this skill, you can properly identify
Headmaster will set an appropriate and nurture such plants.
difficulty for obstacles that may be in your
path. If you’re racing an opponent, simply
Fly [Agility]
make opposed rolls. If you’re throwing
something at a target, roll against the Fly allows a character to control brooms
target’s Dodge (2 + ½ Agility/Wits). and winged mounts. When making a skill
test while flying, characters use the lower
of the skill they are testing and their Fly.
Bluff [Wits]
Bluff is a wizard’s skill at fast-talking and
Lore [Intellect]
lying, as well as your ability to pick up on
such attempts that are directed at you. Lore is a wizard’s general knowledge of
You can also use this to taunt by engaging the wizarding world, as well as its legends
in a Test of Wills with your target. and histories. While a Muggleborn wizard
may start with a low Lore, some are
fascinated by their new surroundings and
Care of Magical Creatures [Spirit]
actually surpass their wizardborn peers in
With Care of Magical Creatures, a wizard this field.
can properly care for and interact with a
wide variety of magical fauna. Always be
Might [Vigor]
cautious, however, as some are likely to
bite! Might is a wizard’s proficiency at
performing feats of strength. He may be
physically bulky, or perhaps he’s just
stubborn and knows how to lift and push.
Use might whenever you need to shove

4
through a crowded hallway, break down a
door, or lift a heavy load.

5
Muggle Dueling [Vigor] For more information, see the Potions
section.
How barbaric! Muggle Dueling covers all
melee attacks, whether it’s with fists,
swords, or even a wand! The TN to hit an
opponent is his Dodge (2 + ½ Sneak [Agility]
Agility/Wits), and the damage is equal to Use Sneak to move around unseen and
your Vigor. perform feats of legerdemain (and don’t
forget to pull hilarious jokes on classmates
Notice [Wits] and teachers)!
If the targets aren’t actively watching for
Notice is a wizard’s ability to observe
intruders, then a character only needs a
and perceive his surroundings. Use it to
standard success to avoid being seen.
find lost homework, spot a half-buried
Otherwise, the targets oppose the Sneak
artifact, or catch a sneaky gnome who’s
roll with their Notice.
up to no good.
You only get to roll Notice to spot a
character using Sneak if you are actively Transfiguration [Intellect]
watching for them. Transfiguration is a wizard’s proficiency
with spells that alter the physical
Persuasion [Spirit] properties of a target. These spells can
change a teacup into a mouse or even
Persuasion is the ability to convince
summon a cushy chair from thin air.
others to do what you want them to do,
either through kindness or flat-out
intimidation.
Extras start at one of five different
attitudes: Hostile, Uncooperative, Neutral,
Friendly, or Helpful. A successful
Persuasion roll (when you’re being nice)
improves the character’s attitude one
step, or two with a raise. Failure, on the
other hand, decreases the character’s
attitude by a step, or two if a 1 is rolled on
the Persuasion die (regardless of the Wild
Die). Most characters won’t change their
reaction more than one or two levels
during a single exchange, but that’s
entirely up to the Headmaster and the
situation.
If you’re intimidating your target, then
it’s a Test of Wills.

Potions [Intellect]
Potions is a wizard’s talent at brewing
magical potions. Potion-making is a time-
consuming and complicated process, but it
can produce powerful results.

6
Edges and Hindrances On a critical failure, you splinch! When
you splinch, you leave some of your body
in one place while Apparating the rest
While you may find the Edges and elsewhere. This is usually not fatal, though
Hindrances in the Savage Worlds core immediate magical healing is often
book suitable for your witch or wizard, necessary. Until someone puts you back
here are some special ones that might add together, you are Shaken, in addition to
that extra dash of magic. possibly missing limbs and organs.

Edges Counterspell
Denizens of the magical world possess a Requirements: Seasoned, D.A.t.D.A. d8+
variety of strange abilities beyond the Once per round, you receive one free
power to cast spells with a wand. spellcasting attack against a nearby foe
who failed a spell attack against you. Your
Animagus spell is cast at -2.

You can transform into a single animal,


chosen when you gain this Edge. This
Parselmouth
functions as the Shape Change Edge. You speak Parseltongue, the language of
snakes. Most wizards with this power are
Apparation born with it, but it could possibly be
gained through intense study and
Learned during a wizard’s sixth year at
practice. You can converse with snakes
Hogwarts, Apparation is the powerful
and basilisks, and command them to
ability to teleport at will to any place one
perform any task that they could
has been before. Even though all students
reasonably accomplish. Note that
gain at least some proficiency with
Parselmouths are stereotyped as dark
Apparation, only some go on to truly
wizards, even though this isn’t always the
master it and gain a license once they turn
case.
seventeen. (Thus, this Edge should be
taken at the start of the seventh year for
those wizards who wish to acquire it).
Pureblood Noble
Many wizards prefer to travel by broom, As the Noble Background Edge in
portkeys, or the Floo Network to avoid the Savage Worlds (p. 33), but with regards to
dangers associated with Apparation. the wizarding world instead of the
To Apparate, a wizard must have a clear mundane one.
mind, a focused mental image of his
destination, and a wand in hand. Then Seer
make an Intellect roll, with the TN set by
With this Edge, you have the rare power
your familiarity of the destination, as
of true Divination. At the Headmaster’s
follows:
discretion, you have visions of potential
Very Familiar = 2 (home/work, can
future events. You can spend a benny to
currently see destination)
use this power willingly. When doing so,
Somewhat Familiar = 4 (a repeat
you should tell the Headmaster what kind
vacation spot, a common place in town)
of information you seek. Then, the
Not Familiar = 6 (visited briefly a couple
Headmaster may describe to you a vision
times)
or words of prophecy. However, the
If you fail, you end up in a location
information may be vague or couched in
similar to but distant from your target.

7
metaphor, so while it should help to point
you forward in your adventure, it may not
tell you everything you want to know!

8
Hindrances Magic
Living in the magical world comes with
its own challenges and hurdles.
In the wizarding world, witches and
wizards can produce wondrous feats of
Muggleborn [Minor]
magic by casting spells. To do this, a witch
Both of your parents were Muggles (non- or wizard must satisfy a set of
magical humans), who are looked down requirements. They must speak the proper
upon by the old guard of the wizarding magic words (usually just the name of the
world. Due to your lack of a wizarding spell) and make specific motions with their
upbringing and good old-fashioned wand.
discrimination, you take -2 to Charisma in In Wands & Wizards, this means that
situations where your blood and social your character can attempt to cast a spell
standing are factors, such as when if they have their wand in hand and can
interacting with wizard high society. freely move and speak. Then, you roll the
skill listed for the spell you wish to cast
Sheltered Pureblood [Minor] (either Charms, Curses, Defense Against
You grew up in a strictly magical the Dark Arts, or Transfiguration), along
community and have had little contact with a Wild Die. If you get 4 or higher,
with Muggle culture or technology. You then the spell is cast successfully! Note
become easily confused when trying to that some spells have a different Target
use everyday Muggle devices, and you Number, but it will be listed in that spell’s
take -2 to Charisma when interacting with description.
Muggles and -2 to using Muggle
technology. Spell Rank
Whenever you cast a spell, note its rank
and compare this to your character’s rank.
If your character’s rank is lower than the
spell’s, you take a -1 to your spellcasting
roll per rank difference. If your character’s
rank is higher than the spell’s, then you
add +1 to your roll per rank difference. For
example, a Novice wizard casting a
Seasoned spell would take a -1 penalty.
On the other hand, a Seasoned wizard
casting a Novice spell would do so with a
+1.

Nonverbal Casting
If you cannot speak or wish to cast more
quickly, you can attempt to cast
nonverbally. To do so, take an additional -
2 penalty to your spellcasting roll. This
adds +2 to your Initiative, which may let
you get the jump on an opponent. Wizards
and witches learn nonverbal magic in year

9
3 at Hogwarts, so you must be at least a
3rd year student to cast nonverbally.

10
Spells Aresto Momentum [Charms]

Rank: Seasoned
This section contains a list of spells that Distance: Ranged
your character may be familiar with. Duration: 3 rounds
Each spell has a corresponding skill The caster makes a Charms skill roll with a
(Charms, Curses, Defense Against the TN equal to the target’s Willpower. With a
success, movement becomes an action,
Dark Arts, or Transfiguration) and is color giving the target a multi-action penalty if he
coded by skill as well. For example, all wants to move and act in the same round.
spells that use the Charms skill have a With a raise, the target must redraw
purple background. initiative cards above 10, except Jokers.
A victim who usually draws multiple
Each spell also has a rank, which may initiative cards discards only those with a
apply a penalty or bonus to your roll. See value higher than the spell allows.
the Magic section for details. Additional Effects: The character may
affect two additional targets by taking a -1
The Distance of a spell determines what
on his Charms roll or four additional targets
it can target, while Duration describes how by taking a -2.
long the spell may last.
Any effects or special rules are included
for each spell as well. Avifors [Transfiguration]

Rank: -4
Accio [Charms] Distance: Ranged
Duration: ?
Rank: Novice The caster makes a Transfiguration roll
Distance: Ranged with a TN equal to the target’s Willpower. On
Duration: Instant a success, the target is transformed into a
Summons a specified item. If the item is bird!
out of sight, the penalty is -1. If the item is
more than a quarter-mile away, this spell
fails. Confundo [Charms]

Rank: Novice
Alohomora [Charms] Distance: Ranged
Duration: Instant
Rank: Novice The caster makes a Charms roll. On a
Distance: Close success, a target must make an Intellect roll
Duration: Instant at –2 or be Shaken, and on a raise, the roll is
On a success, unlocks any non-magical made at –4.
lock. Additional Effects: The character may
affect two additional targets by taking a -1
on his Charms roll or four additional targets
by taking a -2.

Cracker Jinx [Curses]

Rank: Novice
Distance: Ranged
Duration: Instant
As the Distract maneuver.

11
Diffindo [Charms] Engorgio [Transfiguration]

Rank: Novice Rank: Seasoned


Distance:Ranged Distance: Close
Duration: Instant Duration: 3
Use Charms + 2 instead of Vigor to cut Engorgio doubles the overall size of the
bindings. target. The subject gains +1 Size on a
success and an additional +1 Size per raise.
Each step of Size grants the target a one-
step increase to Vigor and a point of
Disillusionment Charm [Transfig.] Toughness. This spell may be cast multiple
times on the same target, but only the most
Rank: Veteran powerful casting has an effect.
Distance: Close If the target is unwilling, the TN is equal to
Duration: 1 minute/Intellect the target’s Willpower.
With a success, the character is mostly
transparent and automatically blends in with
his surroundings. A character may detect the Expecto Patronum [D.A.t.D.A.]
invisible presence if he has a reason to look
and makes a Notice roll at –4. Once
detected, he may attack the foe at –4 as Rank: Veteran
well. With a raise, the character is Distance: Ranged
completely invisible. The penalty to notice or Duration: 1 round/Spirit
hit him is –6. Conjures up a defensive entity of positive
In either case, the spell affects the emotion.
character and his personal items. Anything
picked up after the power was cast remains
visible.
Expelliarmus [Charms]

Episkey [Transfiguration] Rank: Novice


Distance: Ranged
Duration: Instant
Rank: Novice Make a Disarm maneuver with Charms
Distance: Close against the target’s Vigor. You still take a -2
Duration: Instant to this roll, just as you would with a mundane
Each use of the this spell removes a wound disarm.
with a success, 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).
For Extras, a successful Transfiguration
skill roll returns the ally to the game Shaken.

12
Finite Incantatum [D.A.t.D.A] Imperio [Charms]

Rank: Seasoned Rank: Veteran


Distance: Ranged Distance: Ranged
Duration: Instant Duration: 1 minute/Spirit
Finite Incantatum allows a wizard to negate Imperio is one of the three “Unforgivable
enemy spells. It has no effect on innate Curses.” It allows a wizard to completely
powers, such as a dragon’s breath or a control another’s actions. To cast it, make a
boggart’s shapeshifting. Neither does it work Charms roll with a TN equal to the target’s
on more powerful magic items or permanent Willpower. The user must score a success to
enchantments unless the specific item or gain control. The victim will do whatever
enchantment says otherwise. they are commanded, even attack friends.
This spell can be used against magic However, extreme commands may allow the
already in effect or to counter an enemy victim an Intellect or Spirit (victim’s choice)
spell as it’s being used. The latter requires roll to break the spell.
the countering wizard to be on Hold and
interrupt his foe’s action as usual. In either
case, dispelling the opponent’s magic is an
opposed roll of appropriate spellcasting
skills. Inanimatus Conjurus [Transfig.]

Rank: Veteran
Immobulus [Curses] Distance: Close
Duration: Instant
Summons an object from another location
Rank: ?
or dimension. The object must not be
Distance: Ranged currently held.
Duration: ?
Freezes a target or a group of targets,
preventing them from moving or taking
actions. Incarcerus [Transfiguration]

Rank: Novice
Impedimenta [Curses] Distance: Ranged
Duration: Instant
This spell summons ropes or chains to bind
Rank: Novice
a target. The caster’s Transfiguration roll
Distance: Ranged must beat the target’s Dodge. Success
Duration: Instant indicates partial restraint so that the target
Perform the Push maneuver using Curses - moves at half speed and suffers a –2 penalty
must beat the target’s Dodge. to skills linked to Agility, Vigor, and
spellcasting. A raise restrains the target fully.
He cannot move, cast spells, or use any skills
linked to Agility or Vigor.
Each following round, a bound target may
make a Vigor, Might, or Agility roll to break
free, with a TN equal to your initial
Transfiguration roll. Other characters may
also attempt to free the bound person by
making a Vigor/Might roll at –2.
Additional Effects: For a -2, Incarcerus
affects a small group of nearby opponents.
When targeting multiple opponents, compare
your Transfiguration roll to each target’s
Dodge. Some of the targets may avoid the
spell while others do not.

13
Legilimens [Charms] Lumos Maxima [Transfiguration]

Rank: Veteran Rank: Novice


Distance: Close Distance: Ranged
Duration: 1 round Duration: Instant
Legilimens allows a character to read This spell temporarily blinds a target with a
another’s thoughts. The TN is equal to the searing flash of light. Those affected must
target’s Willpower. A success allows the make a Wits roll at –2 to avert their gaze and
character to gain one truthful answer from avoid the effect (at –4 if the caster got a
the subject, while a raise produces two raise on the attack roll). On a failure, victims
answers. The target is always aware of the are Shaken and at –2 to Dodge until their
mental intrusion. The Headmaster may apply next action. If the target rolls a 1 on his Wits
modifiers based on the subject’s mental die (regardless of the Wild Die), he’s Shaken
Hindrances or current state of mind. and fully blind until he recovers from being
Shaken. Blinded victims suffer a –6 penalty
to all Trait rolls that require vision and have
their Dodge reduced to 2.
Locomotor Mortis [Curses] Additional Effects: For a -1 penalty, the
power affects a tight group of targets. For a -
Rank: Novice 2 penalty, it affects everyone around (except
Distance: Ranged you).
Duration: 2 rounds
Roll vs Dodge. On a hit and success,
magically binds the target’s legs, preventing Mobiliarbus [Charms]
all movement and imposing a -1 penalty to
all skill rolls.
Rank: Seasoned
Distance: Ranged
Duration: 3 rounds
Lumos [Transfiguration] With this spell, a wizard can easily move
heavy loads. The weight a wizard can lift is
Rank: Novice equal to 10 pounds times his Spirit die type,
Distance: Close 50 pounds times his Spirit with a raise.
Duration: 30 minutes Lifting Creatures: If targeting a living
On a success, the caster’s wand tip ignites creature, the TN is the target’s Willpower. On
with pure light. This negates darkness a failure, the victim is unaffected. On a
penalties up to -6 in a small room or a success, however, it is lifted as usual and
similarly sized area. does not get another attempt to break free,
though a clever spellcaster could disrupt the
magic in other ways. Occasionally a victim
might manage to grab onto something solid
to prevent itself from being lifted. When this
happens, the victim may make an opposed
Vigor (Might) roll versus the caster’s Charms.
If the victim is successful, he manages to
grab onto whatever was available and is not
moved, bashed, or otherwise affected that
round.

14
Petrificus Totalus [Curses] Reducto [Curses]

Rank: Seasoned Rank: Seasoned


Distance: Ranged Distance: Ranged
Duration: 1 minute Duration: Instant
The TN is the target’s Willpower. Binds the Reducto unleashes a violent explosion on a
target’s arms and legs, preventing any target point. The caster first picks where he
movement and actions. Once bound, the wants to center the blast, then makes a
target can attempt to break free by rolling Curses roll, comparing his roll to each
Spirit against a TN equal to the caster’s target’s Dodge. Targets within the blast who
Vigor. are hit suffer 2d6 damage.
Additional Effects: For a -1 penalty, the
blast does 3d6 damage, or the size is really
big (great for taking out key structural
Protego [D.A.t.D.A] supports). For -2, it gains both bonuses.

Rank: Novice
Distance: Close Reparo [Transfiguration]
Duration: 3 rounds
Protego creates a field of magical
protection around a character. With a Rank: Novice
standard success, the target gains +2 to all Distance: Close
defenses against any spell or attack and any Duration: Instant
rolls made to resist a magical effect for the This spell returns mundane items to a
duration of this spell. A raise increases the functional and repaired state. The
bonus to +4. Headmaster may rule that complex
mechanical objects or sufficiently destroyed
items incur a spellcasting penalty or are
impossible to repair with this spell.
Protego Totalum [D.A.t.D.A]

Rank: Seasoned Silencio [Charms]


Distance: Ranged
Duration: 3 rounds
Protego Totalum creates a large, dome- Rank: Novice
shaped shield that can protect multiple Distance: Ranged
targets. It has a Toughness of 10 and a Duration: 3 rounds
Dodge of 2. Raises on attack rolls against it Silencio mutes a target. Roll Charms versus
do not grant bonus damage, nor do damage the target’s Willpower. On a success, the
dice Ace. victim cannot cast unless he or she uses
Additional Effects: For a -2 penalty when nonverbal spellcasting. The victim can make
cast, anyone attempting to cross the shield D.A.t.D.A. checks each round to negate the
takes 2d4 damage. spell, with a TN equal to the original Charms
roll.

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Specialis Revelio [D.A.t.D.A]
Stupefy [Curses]
Rank: Seasoned
Distance: Close Rank: Novice
Duration: Instant Distance: Ranged
This spell causes enchantments and Duration: Instant
magical objects to give up their secrets. On a Stupefy is a commonly used offensive spell
success, the caster learns basic information designed to stun its target with nonlethal
about the target, such as a type of magic (a damage. The TN is the target’s Dodge. The
curse or a charm, for example) or a general damage of this spell is 2d6.
sense of what effects it might produce (such Additional Effects: A wizard may cast
as changing the size of a target). On a raise, this spell for 3d6 damage with a -1 penalty.
the caster learns more detailed information,
such as the exact nature and effects of the
examined enchantments.

16
Wands Cherry
Description: Cherry produces very
powerful wands. When used with dragon
A witch’s or wizard’s wand is the focus heartstring, the wielder requires utmost
through which they channel spells. control to avoid catastrophe.
Without it, most witches and wizards Effect: Whenever you cast magic that
cannot use magic at all! Each wand has deals damage, such as Stupefy, add 2 to
two primary components: the wood it is the damage total. If this wood is paired
shaped from, and the magical core that with a dragon heartstring core, a wizard
powers it. Only wandmakers know the needs at least a d8 in Spirit and a d6 in
many secrets of wandlore, and materials Vigor to wield it.
and composition vary across the world,
but provided here is a small list of woods
Dogwood
and cores. In the Further Studies on
Wandlore section, you can find additional Description: Dogwood wands produce
types of wand wood and cores, if you powerful enchantments and are great for
desire something more unique. pranksters. However, dogwood wands
have trouble producing nonverbal magic.
Woods Effect: +2 to Sneak and +1 to Charms; -
5 when casting nonverbal spells
The wood of a wand governs much of its
behavior. Different personalities and
character traits match well to different
Ebony
kinds of wood. Description: Ebony wands are good for
those who are steadfast and sure of
Aspen themselves. These wands produce
powerful Transfigurations.
Description: Aspen produces wands
Effect: +2 to Transfigurations
that are good for charms work and
dueling. Its wielders are often strong-
minded and determined.
English Oak
Effect: +1 to Charms and +1 to Description: English oak is good for the
D.A.t.D.A. strong and courageous. It ties its master
to nature and magical creatures.
Blackthorn Effect: +1 to Care of Magical Creatures
and +1 to Herbology
Description: Blackthorn is prized by
warriors. It only truly bonds with its
wielder after passing through danger.
Holly
Effect: +1 to Curses and +1 to Description: Holly wands excel at
D.A.t.D.A. protection magic, and they help their
masters overcome anger.
Black Walnut Effect: +2 to D.A.t.D.A

Description: The wielder of a black


walnut wand must be insightful and
Yew
honest with themselves and others. It Description: Yew wands are notable for
produces stellar charms. dueling and curses use. They never
Effect: +2 to Charms choose a timid master.
Effect: +2 to Curses

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Cores Phoenix Feather
Inside each wand, a magical core gives it Description: Phoenix feather wands are
its power. The classic three cores, used by versatile and hard to master, and they
Ollivander, are dragon heartstring, sometimes act of their own accord in
phoenix feather, and unicorn hair. defense of their masters.
Your wand core makes a new Edge Edge - Phoenix Tears
available to you. You can spend an Requirements: Wild Card, Veteran
Advance to master your wand and gain At the start of each session, you gain a
this Edge. benny that can only be used to make a
Soak roll. If you do not use this benny
Dragon Heartstring before the session ends, it is lost.
Whenever you spend this benny to make a
Description: Wands containing dragon
Soak roll, you can roll Defense Against the
heartstring produce powerful and
Dark Arts instead of Vigor, and you add +1
flamboyant spells. They learn quickly,
to this and all other spellcasting rolls (not
bond quickly, and will switch allegiance if
counting damage) until the end of your
won from their master.
next turn.
Edge - Power of Dragons
Requirements: Wild Card, Seasoned
Before casting a spell, you can spend a
benny to add a d6 to every roll for this
spell (including damage).

Unicorn Hair
Description: Unicorn hair wands are
consistent and strongly loyal, though other
wands may produce more powerful spells.
Edge - Unicorn’s Purity
Requirements: Wild Card, Seasoned
When you suffer a critical spell failure,
you can reroll once for free, just as if you
had spent a benny.

19
20
Potions If you roll a 1 on your Potions die,
the potion is ruined! Not only do you
have to start over, but you’re looking
The ability to craft potions is a powerful at an immediate, dangerous
and oft-overlooked tool in a wizard’s reaction!
arsenal. It is true that potions take time,
attention, and skill to brew successfully, Roll on the following table to
but no one can deny their effectiveness. determine what that effect is.

Brewing Potions Poisonous fumes spill from


your cauldron, muddling
1. Choose a Power from Savage Worlds.
your ability to think clearly.
Compare its rank to your character’s 2-7
Lower your Intellect and all
rank. Just as with spellcasting, the linked skills by one die for
difference in your character’s rank the rest of the day.
and the Power’s rank is the modifier
to your Potions roll. If your You come into contact with
the potion, and it activates
character’s rank is higher, add +1 to 8-9
immediately, with you as
your roll per rank difference. If the the target.
Power’s rank is higher, take -1 to
your roll per rank difference. The potion reacts violently.
Work with the Headmaster to 10- You and anyone standing
choose a Power that makes sense for 11 next to you take 2d6
damage.
a potion. For example, “Disguise” is
a good choice (as the Polyjuice Your cauldron detonates,
Potion), while “Blast” may not be and you and everyone in
(unless you’re making exploding the room with you take 3d6
vials!). damage. You will likely
12
2. At the Headmaster’s discretion, you need to replace your
cauldron - Reparo isn’t
may need to buy/obtain costly
going to fix this kind of
material components for your brew. damage.
Knowledge of Herbology can be a big
help here!
3. Roll your Potions skill. This
represents about an hour of active
brewing and attention, and up to 24
hours of simmering. Some difficult
potions, such as Polyjuice Potion,
may take even longer!
If you succeed, your potion is ready
to use once it finishes brewing. On a
raise, the potion gains the chosen
Power’s raise benefit as well, if it has
one. Whoever drinks it applies the
effects of the chosen Power to
themselves.
If you fail, you waste your time,
and the potion is botched.

21
22
Further Studies on Wandlore Effect: +1 to Care of Magical Creatures
and +1 to Fly.

Additional Woods Cypress


These wand woods provide more varied Description: Cypress wands are
effects than those listed earlier. Some wielded by the noble, the brave, and the
may not be as powerful, but they all have self-sacrificing.
practical applications. Effect: +1 to resist fear effects; Also,
once per scene, whenever a nearby ally is
Alder hit by a negative spell effect, you can
choose to have the spell affect you
Description: Alder pairs easily with
instead.
helpful wizards and is good for nonverbal
magic.
Effect: When casting nonverbal spells,
Hawthorn
you suffer no nonverbal spell penalty. Description: Hawthorn wands are good
for both healing and curses, and because
Applewood of their dual nature, they suit the
conflicted witch or wizard. However, these
Description: Applewood is suited for
unique wands tend to backlash in a nasty
those who possess high ideals. Its wielders
way.
tend to be charming and fluent in magical
Effect: +2 to Curses and +2 to
languages.
Transfiguration when healing; Whenever
Effect: +2 to Persuasion; Also, choose
you roll a critical spell failure, take 2d6
one magical language, such as
damage. This damage cannot be resisted
Gobbledeygook, Giant, or Centaur. You
by armor or any other means.
can speak this language, with increasing
fluency as you learn and grow.
Poplar
Cedar Description: Wielders of poplar wands
possess integrity and moral vision, and
Description: Cedar is found in the
these wands are steady in the spells they
hands of perceptive witches and wizards.
produce.
In addition, they tend to become very
Effect: Once per turn, when you roll a 1
dangerous when their loved ones are
while casting a spell (during the skill roll,
threatened.
the damage roll, etc.) you may reroll the
Effect: +1 to Notice; When acting in the
die. You must keep the second result.
defense of close friends or family, take +1
to spellcasting rolls.
Red Oak
Chestnut Description: Red oak wands are great
for dueling and are best suited for those of
Description: Chestnut wands match
with quick reactions.
with wizards who have natural skill with
Effect: The wielder of a red oak wand
magical creatures and flying. When paired
can draw it as a free action (thus, allowing
with dragon hearstring, chestnut wands
them to attack in the same round without
suit greedy wizards. When paired with
suffering a multi-action penalty). In
unicorn hair, these wands suit wizards who
addition, when engaged in a duel (a 1v1
pursue justice.
fight against a witch or wizard), the

23
wielder of a red oak wand receives a Edge - Basilisk’s Venom
benny. If the benny is not spent during Requirements: Wild Card, Veteran
that duel, it is lost. Before casting a spell, you can spend a
benny to add a d8 to every roll for this
Rowan spell (including damage).

Description: Rowan is a wand wood for


the pure-hearted and clear-headed. It Kneazle Whisker
produces the most powerful defensive Description: An easily obtained core
magics. that is reportedly less powerful than
Effect: +3 to D.A.t.D.A.; if the wielder Ollivander’s cores.
strays from the pure path, then this wand Edge - Kneazle’s Suspicion
confers no bonus at all and may even Requirements: Wild Card, Seasoned
refuse to work magic for its master! You add +2 to Notice rolls made to
Sycamore discern someone’s intentions, and you
experience a harmless but unpleasant
Description: Sycamore wands seek the
sensation whenever someone suspicious
curious and adventurous witch or wizard.
or distrustful is around.
These wands are very adaptable, but they
become grumpy when tasked with
mundane activities. Thestral Hair
Effect: +2 to cast all spells when in a
Description: Can only be mastered by a
new environment; -2 to cast any spell
witch or wizard capable of facing death.
used to perform a tedious or mundane
You take -1 to Charisma when
task, such as setting up decorations or
interacting with those who have not dealt
cleaning.
with personal loss.
Edge - Harbinger
Willow Requirements: Wild Card, Heroic
Description: Willow wands are good for Add +1 to all spell rolls.
healing and nonverbal spells. They are
best in the hands of those with long Thunderbird Tail Feather
personal journeys ahead of them.
Description: The Thunderbird is a rare
Effect: +2 to cast healing spells;
magical creature from the Americas. Its
nonverbal casting penalty is reduced to -1
tail feathers are difficult to obtain, and
wands incorporating them are hard to
Alternate Cores master but powerful and good for
Not all wands come from Ollivander’s Transfiguration.
shop in Diagon Alley. Even though Edge - Thunderbird’s Will
Ollivander himself exclusively uses his Requirements: Wild Card, Veteran
three types of cores, witches and wizards ?
may find themselves in possession of
more unique materials to power their Troll Whisker
magics.
Description: Trolls are beings of
immense power and violence, and low
Basilisk Horn intelligence. Their whiskers can be used as
Description: The horn of the basilisk wand cores, producing powerful but rough
can be used as a core to produce a wand magic.
of unparalleled cursing ability. Edge - Brutish Power

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Requirements: Wild Card, Seasoned
Whenever you cast a spell that deals
damage, you can spend a benny to double
your damage dice after you hit but before
rolling for damage.

25
Veela Hair
Description: Temperamental
When you roll a 1 on your skill die when
casting a spell, your magic comes with a
quirk. Roll 2d6 on the following table to
determine what that quirk is.

The spell is empowered and targets


2 you! Treat your skill die as an ace
and roll again.
3 The spell targets you.
4 The spell chooses a random target.
The spell fizzles out, and your
features take a turn for the scary,
5 not unlike an angered Veela. Take -
1 to Charisma for the rest of the
day.
The spell’s effect is halved, if it
6
succeeds at all.
Your wand flies from your hand in a
7 jolt of power, leaving you disarmed
and your hand numb.
Instead of the desired effect, your
wand shoots sparks! Whether you
8
were successful or not, your target
takes 2d6 damage!
The spell fizzles and you charm
9
yourself. You lose your next action.
If you cast a spell that deals
damage, treat the damage roll as
10 an ace. Once a minute expires or
you use this boon, it is lost. If you
miss, the boon is lost as well.
The core heightens your physical
appearance, and you exude an
11
alluring aura. Add +1 to Charisma
for the rest of the scene.
The spell is empowered! Treat your
12
skill die as an ace and roll again!

Edge - Siren’s Song


Requirements: Wild Card, Seasoned
Add +2 to Charms rolls made to affect
someone’s mind or emotions.

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