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W

ANDS &
W
IZARDS

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. Rowlings 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.

I
NTRODUCTION:
O
LLIVANDERS
W
AND
S
HOP

Whenyoufindyourselfintrouble,areyouthe
typetoduckoutofthewayorpowerthrough?Or
D
IAGON
A
LLEY,
L
ONDON
doyouperhapsthinkupacleversolutioninstead?
Whosthere?Ah,hello,youngone.Welcome,
Maybeyourethewittytype,beguilingothers
welcome.IamOllivander,andyou-letmeguess!- withasilvertongue,eh?Thewandchoosesthe
youareabouttostartyourfirstyearatHogwarts, wizard,youknow,andIwontfindyoursifIm
andyouvecometomeforawand!Asyoucan
flyingblind.
see,Iveshelvesstackedfulloftheminmyshop.
Attributes and Skills
Shelvesandshelves.Luckilyforyou,Ihaveakeen
You begin with a d4 in each attribute (Agility, Force,
senseforthissortofthing.Holdoutyourwandarm Intellect, Spirit, and Wits), and you have 4 points to
spend to increase them. No attribute may be raised
forme,ifyouwould,andIllgetyour
above a d12. See the Attributes section for explanations
measurements.Thereweare.Now,whileIlook
of each.
about,tellmeabitaboutyourself.Itllhelpmefind You have 12 points to distribute among your skills. Each
theperfectwandforyou!
die type costs 1 point (starting at d4) as long as the skill
is equal to or less than the attribute its linked to. If you
First,whydontyoutellmeinafewwordswho
youare?IfIwereaskedthatquestion,Iwouldtell exceed the attribute, the cost becomes 2 points per die
type. No skill may be increased above d12. See the Skills
youthatImanoldwandmakerwithakeeneye
section for details on each skill.
fortheintangible.Oh,thatsfine.Justfineindeed.
At the start of each school year after the first, you gain
an Advance. This means you can increase an attribute by
one die type, increase by one die type two skills that are
below their parent attributes, or increase by one die type
a single skill that is equal to or greater than its parent
attribute.

Concept
Write down the broad strokes of who your character is.
This should help guide your other choices during
character creation.

Oh,andwhatsyour
Name
,child?Here,trythis
wand.Nevermind,toowhippy!

Defenses
You have three defenses: Dodge, Toughness, and
Willpower.
Your Dodge equals 2 + your Agility die or 2 + your
Wits die, whichever is higher. For example, a character
with a d8 Agility and d6 Wits has Dodge 6. Dodge is your
ability to get out of the way of incoming spells and other
ranged attacks.
Your Toughness equals 2 + your Forces die.
Toughness is how much damage you can take without
becoming Shaken.
Your Willpower equals 2 + your Intellect die or 2 +
your Spirit die, whichever is higher. Willpower is your
resistance to bodily magical effects.

Name
Your character needs a name! Wizards and witches can
have fantastical names, and they often use alliteration.
Examples include Minerva McGonagal, Luna Lovegood,
and Vidad Treepens. Muggleborn characters tend to
have more regular sounding names.

Ishouldask-whatisitthatsspecialaboutyou,
child?Somethingthatgivesyouan
Edge
overyour
peers.Hmm,yes.Moreandmorecuriousyouare,
child.Couldyoualsotellmesomethingthatmakes
lifehardforyou?A
Hindrance
,asitwere.Isee,I
see!Thatchangesthingsabit.Hm
Edges and Hindrances
See pages 28 and 32 in Savage Worlds for information
on Edges and Hindrances.

Wellnow,ImnotsurewhyIdidntthinkofthis
onesoonerHere,givethisoneawave!Ah,yes!
Thatstheone!Youvefoundyour
Wand
!Or
shouldIsay,itfoundyou!Thewanddoeschoose
thewizard,afterall.Thatllbesevengalleons-
expensive,yes,Iknow,butwhatisawizard
withoutawand?Carryitwell!
Wand
Your wand is your focus for magic. Each wand is
comprised of a type of wood and a magical core. Each
wood and core provides a different bonus. See the
Wands section for details.

Doyouhappentoknowwhat
House
youllbein
yet?Itsquitealrightifyoudont,butsomewizards
comefromlonglinesofGryffindorsorSlytherinsor Oh,onemorepieceofadvice!Dontforgetto
whathaveyou.Thesesortsofthingsseemtorunin peruseDiagonAlleysothershops!Youneverknow
families,butoneneverknows!Heresanother
whatyoumightfind.
wand,child-no,thatsnottherightone,either.
Equipment
House
Each first-year student is assigned to one of the four
Houses in Hogwarts. They are Gryffindor, Ravenclaw,
Hufflepuff, and Slytherin. Gryffindors are known for their
bravery. Ravenclaws are the cleverest of the bunch.
Hufflepuffs strive for fairness and loyalty. And Slytherins
prize ambition and excellence above all else.

In addition to your wand, you begin play with one other


item of your choice. This could be a good broom (+1 to
Fly
), a loyal pet (cat, toad, owl, etc.), or even something
stranger. Consult with the Headmaster to make sure
your choice wont break the game!

E
XAMPLE
C
HARACTER
T
OBIAS
R
OSE
Tobias Rose (suave son of a pro duelist), Year 1
Attributes

Skills

Defenses

Agility

d6

Athletics (d4), Fly (d4)

Dodge

5/6

Force

d6

Curses (d6)

Toughness

Intellect

d4

Lore (d4), Transfiguration (d4)

Willpower

Spirit

d6

DAtDA (d6), Persuasion (d6)

Wits

d6

Charms (d6)

Edges
Brave:
+2 to resist fear effects
Wand Block:
+1 Dodge vs spells

Hindrances
Arrogant [Major]
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 Force attribute.
Tobias Rose (suave duelist-in-training), Year 4
Attributes

Skills

Defenses

Agility

d6

Athletics (d6), Fly (d4)

Dodge

5/6

Force

d6

Curses (d8)

Toughness

Intellect

d4

Lore (d4), Transfiguration (d4)

Willpower

Spirit

d8

DAtDA (d8), Persuasion (d6)

Wits

d6

Charms (d6)

Edges
Brave:
+2 to resist fear effects
Wand Block:
+1 Dodge vs spells

Hindrances
Arrogant [Major]
Loyal [Minor]
Stubborn [Minor]

Equipment
wand (red oak and phoenix feather)

A
TTRIBUTES
Agility
is your wizards nimbleness, quickness, and
dexterity.
Force

is your wizards ability to focus his physical power


and metaphysical energies.
Intellect

is your wizards ability to learn and recall


information.
Spirit

reflects your wizards willpower and charisma. It


also helps your character recover from being Shaken.
Wits

is your wizards ability to think quickly on his feet.

S
KILLS
Athletics [Agility]
Athletics is a wizards ability to run, jump, climb, throw,
and catch. The Headmaster will set an appropriate
difficulty for obstacles that may be in your path. If youre
racing an opponent, simply make opposed rolls. If youre
throwing something at a target, roll against the targets
Dodge.
Bluff [Wits]
Bluff is a wizards skill at fast-talking and lying, as well as
your ability to pick up on such attempts that are directed at
you. You can also use this to taunt by engaging in a Test of
Wills with your target.
Care of Magical Creatures [Spirit]
With Care of Magical Creatures, a wizard can properly
care for and interact with a wide variety of magical fauna.
Always be cautious, however, as some are likely to bite!
Charms [Wits]
Charms is a wizards proficiency with spells that alter the
behavior of a target. These spells can make a feather float,
confuse a bothersome wizard, and much more.
Curses [Force]
Curses is a wizards proficiency with offensive magic.
These spells directly damage or hinder their targets, and as
a result, they must be wielded responsibly.

Defense Against the Dark Arts [Spirit]


Use Defense Against the Dark Arts to protect yourself and
others from harmful magics. Its useful for conjuring shields
and other, more subtle magical deterrents.
Herbology [Intellect]
Herbology is the study of magical flora. With this skill, you
can properly identify and nurture such plants.
Fly [Agility]
Fly allows a character to control brooms and winged
mounts. When making a skill test while flying, characters
use the lower of the skill they are testing and their
Fly.
Lore [Intellect]
Lore is a wizards general knowledge of the wizarding
world, as well as its legends and histories. While a
Muggleborn wizard may start with a low Lore, some are
fascinated by their new surroundings and actually surpass
their wizardborn peers in this field.
Might [Force]
Might is a wizards proficiency at performing feats of
strength. He may be physically bulky, or perhaps hes just
stubborn and knows how to lift and push. Use might
whenever you need to shove through a crowded hallway,
break down a door, or lift a heavy load.
Muggle Dueling [Force]
How barbaric! Muggle Dueling covers all melee attacks,
whether its with fists, swords, or even a wand! The TN to
hit an opponent is his Parry (2 plus half his Agility).
Persuasion [Spirit]
Persuasion is the ability to convince others to do what you
want them to do, either through kindness or flat-out
intimidation.
Nonplayer characters start at one of five different
attitudes: Hostile, Uncooperative, Neutral, Friendly, or
Helpful. A successful Persuasion roll (when youre being
nice) improves the characters attitude one step, or two
with a raise. Failure, on the other hand, decreases the
characters attitude by a step, or two if a 1 is rolled on the
Persuasion die (regardless of the Wild Die). Most characters
wont change their reaction more than one or two levels
during a single exchange, but thats entirely up to the
Headmaster and the situation.
If youre intimidating your target, then its a Test of Wills.

Potions [Intellect]
Potions is a wizards talent at brewing magical potions.
Potion-making is a time-consuming and complicated
process, but it can produce powerful results.
For more information, see the Potions section below.
Prank [Wits]
Prank is a wizards ability to pull hilarious jokes on
classmates and teachers, as well as feats of legerdemain.
Whenever you want to slip a magical popper into
someones pocket or whip up a truly obnoxious device, use
this skill.
Sneak & Spy [Agility]
Use Sneak & Spy to move around unseen and eavesdrop
on others! If the targets arent actively watching for
intruders, then a character only needs a standard success
to avoid being seen. Otherwise, the targets oppose the
Sneak & Spy roll with their Wits. Darkness and cover
provide bonuses to Sneak & Spy, while moving quickly can
impose a penalty.
Transfiguration [Intellect]
Transfiguration is a wizards proficiency with spells that
alter the physical properties of a target. These spells can
change a teacup into a mouse or even summon a cushy
chair from thin air.

E
DGES AND
H
INDRANCES
While you may find the Edges and Hindrances in the
Savage Worlds core book suitable for your witch or wizard,
here are some special ones that might add that extra dash
of magic.
Seer
With this Edge, you have the rare power of true
Divination. At the Headmasters discretion, you have visions
of potential future events. You can spend a bennie to use
this power willingly. When doing so, you should tell the
Headmaster what kind of information you seek. Then, the
Headmaster may describe to you a vision or words of
prophecy. However, the information may be vague or
couched in metaphor, so while it should help to point you
forward in your adventure, it may not tell you everything
you want to know!

Parselmouth
You speak Parseltongue, the language of snakes. Most
wizards with this power are born with it, but it could
possibly be gained through intense study and practice. You
can converse with snakes and command them to perform
any task that they could reasonably accomplish. Note that
Parselmouths are stereotyped as dark wizards, even
though this isnt always the case.
Apparation
Learned during a wizards sixth year at Hogwarts,
Apparation is the powerful ability to teleport at will to any
place one has been before. Even though all students gain at
least some proficiency with Apparation, only some go on to
truly master it and gain a license once they turn seventeen.
(Thus, this Edge should be taken at the start of the seventh
year for those wizards who wish to acquire it). Many
wizards prefer to travel by broom, portkeys, or the Floo
Network to avoid the dangers associated with Apparation.
To Apparate, a wizard must have a clear mind, a focused
mental image of his destination, and a wand in hand. To do
this, make an Intellect roll, with the TN set by your
familiarity of the destination, as follows:
Very Familiar = 2 (home/work, can currently see
destination)
Somewhat Familiar = 4 (a repeat vacation spot, a common
place in town)
Not Familiar = 6 (visited briefly a couple times)
If you fail, you end up in a location similar to but distant
from your target.
If you fail, and your Intellect die is a 1, then you splinch!
When you splinch, you leave some of your body in one
place while Apparating the rest elsewhere. This is usually
not fatal, though immediate magical healing is often
necessary. Until someone puts you back together, you are
Shaken, in addition to possibly missing limbs and organs.

W
ANDS
NOTE: This section is currently in progress. Excuse the mess. Thanks to Pottermore for the great info!
Wood

Effect

subtle and difficult. witholds potential from all but the most
gifted, but can then match any power

Acacia
Alder
Applewood
Ash
Aspen

Negates nonverbal spell penalty

Black Walnut
Cedar

Spirit bonus?

capable of subtlety and artistry for those possessing wisdom


and open minds
+1 to Curses and Defense Against the prized by warriors. becomes ultimately bonded after passing
Dark Arts skill rolls
through danger
+2 to Charms skill rolls

Chestnut

+1 to Care of Magical Creatures,


Herbology, and Fly skill rolls

Cypress

huge boost when throwing self into


danger?

Dogwood

+3 to Prank skill rolls; Unable to


perform nonverbal spells

Ebony

+2 to Transfiguration skill rolls

English Oak
Fir

wielder must be insightful and honest with self and others - great
for Charms

huge boost to all spells when allies in wielders are perceptive and dangerous when their loved ones are
danger?
threatened
damage boost?

Elm

clings to one master, good for the courageous but not arrogant,
bearers are resolute

+1 to Charms and Defense Against the good for charms and dueling. owners are often strong-minded
Dark Arts skill rolls
and determined

Cherry

Elder

matches with helpful wizards, good for nonverbal magic

+2 to Persuasion skill rolls. Wielders for those of high ideals. wielders are charming and good with
can easily acquire magical languages. magical languages

Beech
Blackthorn

Description

very powerful. when used with dragon heartstring, the wielder


needs utmost control
good with magical creatures, Herbology, and flying. when paired
with dragon heartstring, it suits greedy wizards. when paired with
unicorn hair, it favors justice.
wielded by the noble, the brave, and the self-sacrificing
great for pranksters, powerful enchantments, cant do nonverbal,
noisy spells
good for the resolute nonconformist. power Transfigurations

+2 to Charms, Curses, Defense Against


the Dark Arts, and Transfiguration skill powerful but demands its master to be superior to peers.
rolls if master is superior to peers.
powerful affinity to rowan wielders
Otherwise, -2 to aforementioned skill
rolls
backlash reduction?

good for the naturally dignified and magically dextrous. not


prone to magical error

+2 to Care of Magical Creatures and +1 good for the strong and courageous. ties the master to nature
to Herbology skill rolls
and magical creatures.
+2 to Transfiguration skill rolls

good for the resolute. strong Transfigurations

Wood

Effect

Hawthorn

+2 to Curses skill rolls and healing


spells; Increased spell backlash

+2 to Defense Against the Dark Arts


skill rolls

good for protection and helping its master overcome anger


strongly attuned to master. difficult to use by anyone else. will
not betray masters morals.

Hornbeam
Larch

good at healing and Curses. suits the conflicted. powerful


backlash
moves with its masters emotions; powerful with extreme
emotions. can detect underground water

Hazel
Holly

Description

+1 to rolls made to resist fear

reputation for instilling courage. bestows hidden talents on true


master

Laurel

resists dishonorable acts. strikes would-be thieves with lightning


unless master is lazy.

Maple

likes explorers of high ambition but grows weak if master is


stagnant. literally shines if powerful.
found in hands of the warm-hearted, the generous, and the
wise. wielders gain recognition.

Pear

+2 to Persuasion skill rolls

Poplar

occasionally mitigates low rolls?

Red Oak

Wielder can quick-draw the wand

great for duelling. best-suited for those of unusually fast


reactions and the quick-witted.

Redwood

1 reroll/day?

seeks out those with a penchant for good luck and smart
decisions

Rowan
Silver Lime

+3 Defense Against the Dark Arts; User for the pure-hearted and clear-headed. most powerful defensive
must stay pure
magics
boosts Seer Edge; +3 to Legilimency

good for Seers and Legilimency


requires bold master with good humor. very loyal, very dramatic
effects.

Spruce

Sycamore

wielders have integrity and moral vision. wand is steady in power

+1 to Lore skill rolls. +1 to Charms,


Curses, DAtDA, and Transfiguration
skill rolls when in unfamiliar
surroundings? -2 to casting spells to
perform mundane tasks

seeks the curious and adventurous. very adaptable. grumpy with


mundane activities.
strongly attracted to personalities with hidden depths

Vine

seeks intelligent innovators. versatile. will perform any magic for


its master.

Walnut

situational Intellect bonus?

Willow

+2 to healing spells, such as Episkey


nonverbal penalty is only -1

good for healing. master may have unwarranted insecurities.


good for nonverbal spells. best in the hands of those with long
personal journeys ahead.

Yew

+2 to Curses skill rolls

notable for duelling and curses. never chooses a timid master.

Core

Effect

Description

Dragon
Heartstring

power bonus

powerful, flamboyant spells. they learn quickly, bond quickly, and can switch
allegiance if won from their master

Phoenix
Feather

occasional auto-defense?

Unicorn Hair

less backlash

versatile, hard to master, sometimes act independently.


consistent and strongly loyal. not the most powerful.

P
OTIONS
(Need potion rules - consider total successes required, with each roll equaling a certain time interval of work and brewing.
Chosen potion effects determine total time required and complexity, which may be an imposed penalty to each roll. When
the potion is quaffed, the drinker gains its properties. Consider having the GM make the potion rolls so that the brewer
doesnt know what the final effect will be.)

10

Q
UIDDITCH
Dummy rules:
All skill rolls use the listed skill or Fly, whichever is lower.
1. At the start of the game, the lead Chaser on each team rolls Athletics to grab the Quaffle first.
2. Each round, the lead Beaters on each team roll Muggle Dueling to take control of a Bludger and send it sailing
toward an intended target. Whoever rolls higher applies his roll as a penalty to his targets next roll. On a tie,
neither Beater gets enough control to attack a target, so no penalties apply.
3. The Chaser in possession of the Quaffle makes an Athletics roll to shoot. This is opposed by the enemy Keepers
Athletics. If the Chaser wins, his team scores 10 points. (Optional: Multiply points scored by Chasers by 3 to
simulate more game in less time and to make Chaser-scored points actually valuable).
4. Both Seekers roll Sneak & Spy to scout out for the Snitch. This is an extended test with a high TN and should take
multiple rounds. Once the snitch is found, whoever spotted it first rolls Fly to chase it. This is again an extended
test, but with a much lower TN. The other Seeker can join the chase in the following round, rolling Fly as well. Once
one of the Seekers catches up to the Snitch, he must roll Athletics to grab it. Whoever obtains the Snitch gets 150
points for his team, and the game ends.
5. Start over at step 2 each round unless the Snitch is caught.

11

M
AGIC
1.
2.
3.
4.

(In progress)
Choose spell.
Roll appropriate skill with listed penalty.
If successful, the spell works as described. (May need to reach a certain TN to affect a target)
If skill die is natural 1, then the caster suffers backlash.

12

S
PELLS
Accio [Charms]
Penalty: -1
Ranged
Duration: Instant
Summons a specified item.
Alohomora [Charms]
Penalty: 0
Close
Duration: Instant
On a success, unlocks any non-magical lock.
Aresto Momentum [Charms]
Penalty: 0
Ranged
Duration: 3 rounds
The caster makes a Charms skill roll with a TN equal to
the targets Willpower. With a success, movement
becomes an action, giving the target a multi-action
penalty if he wants to move and act in the same round.
With a raise, the target must redraw initiative cards
above 10, except Jokers.
A victim who usually draws multiple initiative cards
discards only those with a value higher than the spell
allows.
Additional Targets:

The character may affect two


additional targets by taking a -1 on his Charms roll or
four additional targets by taking a -2.
Avifors [Transfiguration]
Penalty: -4
Ranged
Duration: ?
The caster makes a Transfiguration roll with a TN equal
to the targets Willpower. On a success, the target is
transformed into a bird!

Confundo [Charms]
Penalty: 0 to -2
Ranged
Duration: Instant
The caster makes a Charms roll. On a success, a target
must make an Intellect roll at 2 or be Shaken, and on a
raise, the roll is made at 4.
Additional Targets:

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]
Penalty: 0
Ranged
Duration: Instant
As the Distract maneuver.
Diffindo [Charms]
Penalty: 0
Ranged
Duration: Instant
Use Charms + 2 instead of Force to cut bindings.
Disillusionment Charm [Transfiguration]
Penalty: -3
Close
Duration: 1 minute/Intellect
With a success, the character is mostly transparent and
automatically blends in with his surroundings. A
character may detect the invisible presence if he has a
reason to look and makes a Wits roll at 4. Once
detected, he may attack the foe at 4 as well. With a
raise, the character is completely invisible. The penalty
to notice or hit him is 6.
In either case, the spell affects the character and his
personal items. Anything picked up after the power was
cast remains visible.

13

Episkey [Transfiguration]
Penalty: variable
Close
Duration: Instant
Each use of the this spell removes a wound with a
success, two with a raise. The roll suffers a penalty equal
to the victims wounds (in addition to any the caster
might be suffering himself).
For NPCs, a successful Transfiguration skill roll returns
the ally to the game Shaken.
Engorgio [Transfiguration]
Penalty: -1+
Close
Duration: 3
Engorgio doubles the overall size of the target. The
subject gains +1 Size for each -1 penalty taken when the
spell is cast. Each step of Size grants the target a one-step
increase to Force and a point of Toughness. This spell
may be cast multiple times on the same target, but only
the most powerful casting has an effect.
If the target is unwilling, the TN is equal to the targets
Willpower.
Expecto Patronum [Defense Against the Dark Arts]
Penalty: -2 to -3
Close
Duration: 1 round/Spirit
Conjures up a defensive entity of positive emotion.
Expelliarmus [Charms]
Penalty: 0
Ranged
Duration: Instant
Make a Disarm maneuver with Charms against the
targets Force.

Finite Incantatum [Defense Against the Dark Arts]


Penalty: -1
Ranged
Duration: Instant
Finite Incantatum allows a wizard to negate enemy
spells. It has no effect on innate powers, such as a
dragons breath or a boggarts shapeshifting. Neither
does it work on more powerful magic items or
permanent enchantments unless the specific item or
enchantment says otherwise.
This spell can be used against magic already in effect or
to counter an enemy spell as its being used. The latter
requires the countering wizard to be on Hold and
interrupt his foes action as usual. In either case,
dispelling the opponents magic is an opposed roll of
appropriate spellcasting skills.
Immobulus [Curses]
Penalty: ?
Ranged
Duration: ?
Freezes a target or a group of targets, preventing them
from moving or taking actions.
Impedimenta [Curses]
Penalty: 0
Ranged
Duration: Instant
Perform the Push maneuver using Curses - must beat
the targets Dodge.
Imperio [Charms]
Penalty: -2
Ranged
Duration: 1 minute/Spirit
Imperio is one of the three Unforgivable Curses. It
allows a wizard to completely control anothers actions.
To cast it, make an opposed roll of the characters
Charms with a TN equal to the targets Willpower. The
user must score a success and beat the targets roll to
gain complete control. The victim will do whatever they
are commanded, even attack friends. However, extreme
commands may allow the victim an Intellect roll to break
the spell.

14

Inanimatus Conjurus [Transfiguration]


Penalty: -1 to -3
Close
Duration: Instant
Summons an object from another location or
dimension. Larger objects require a larger penalty.
Incarcerus [Transfiguration]
Penalty: -1 to -2
Ranged
Duration: Instant
This spell summons ropes or chains to bind a target.
The casters Transfiguration roll must beat the targets
Dodge. Success indicates partial restraint so that the
target moves at half speed and suffers a 2 penalty to
skills linked to Agility, Force, and spellcasting. A raise
restrains the target fully. He cannot move, cast spells, or
use any skills linked to Agility or Force.
Each following round, a bound target may make a Force
(and 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 Force
(Might) roll at 2.
For a -1 penalty, Incarcerus targets a single opponent.
For a -2, it affects a small group of nearby opponents.
When targeting multiple opponents, compare your
Transfiguration roll to each targets Dodge. Some of the
targets may avoid the spell while others do not.
Legilimens [Charms]
Penalty: -3
Close
Duration: 1 round
Legilimens allows a character to read anothers
thoughts. The TN is equal to the targets Willpower. A
success allows the character to gain one truthful answer
from the subject, while a raise produces two answers.
The target is always aware of the mental intrusion. The
Headmaster may apply modifiers based on the subjects
mental Hindrances or current state of mind.

Mobiliarbus [Charms]
Penalty: -2
Ranged
Duration: 3 rounds
With this spell, a wizard can easily move heavy loads.
The weight a wizard can lift is equal to 10 pounds times
his Spirit die type, 50 pounds times his Spirit with a
raise.
Lifting Creatures:

If targeting a living creature, the TN


is the targets Willpower. On a failure, the victim is
unaffected. On a success, however, it is lifted as usual
and 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 Force
(Might) roll versus the casters Charms. If the victim is
successful, he manages to grab onto whatever was
available and is not moved, bashed, or otherwise
affected that round.
Locomotor Mortis [Curses]
Penalty: -1
Ranged
Duration: 2 rounds
Roll vs Dodge. On a hit and success, magically binds the
targets legs, preventing all movement and imposing a -1
penalty to all skill rolls.
Lumos [Transfiguration]
Penalty: 0
Close
Duration: 30 minutes
On a success, the casters wand tip ignites with pure
light. This negates darkness penalties at the
Headmasters discretion.

15

Lumos Maxima [Transfiguration]


Penalty: -1 to -3
Ranged
Duration: Instant
This spell temporarily blinds a target or targets with a
searing flash of light. Those affected must make a Wits
roll at 2 to avert their gaze and avoid the effect (at 4 if
the caster got a raise on the attack roll). On a failure,
victims are Shaken and at 2 to Parry and Dodge until
their next action. If the target rolls a 1 on his Wits die
(regardless of the Wild Die), hes Shaken 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 Parry and Dodge reduced to 2.
Additional Effects:

For a -1 penalty, the power affects a


single target. For a -2 penalty, the power affects a tight
group of targets. For a -3 penalty, it affects everyone
around (except you).
Petrificus Totalus [Curses]
Penalty: -2
Ranged
Duration: 1 minute
TN is targets Willpower. Binds the targets arms and
legs, preventing any movement and actions. Target can
shake free with Spirit.
Protego [Defense Against the Dark Arts]
Penalty: -2
Close
Duration: 3 rounds
Protego creates a field of magical protection around a
character. With a standard success, the target gains +2 to
all defenses against any spell or attack and any rolls
made to resist a magical effect for the duration of this
spell. A raise increases the bonus to +4.
Protego Totalum [Defense Against the Dark Arts]
Penalty: varies
Close
Duration: 3 rounds
Creates a large, dome-shaped shield that can protect
multiple targets. Can be cast so that it damages enemies
who try to cross it.

Reducto [Curses]
Penalty: -1 to -3
Ranged
Duration: Instant
Reducto unleashes a violent explosion on a target
point. The caster first picks where he wants to center the
blast, then makes a Curses roll, comparing his roll to
each targets Dodge. Targets within the blast who are hit
suffer 2d6 damage.
Additional Effects:

For a -2 penalty, the blast does 3d6


damage, or the size is really big (great for taking out key
structural supports). For -3, it does both.
Reparo [Transfiguration]
Penalty: varies
Close
Duration: Instant
This spell returns mundane items to a functional and
repaired state. The penalty for the Transfiguration roll
represents the damage being repaired (typically 0 or -1).
Silencio [Charms]
Penalty: ?
Ranged
Duration: Instant
Charms versus Willpower. Victim can make DAtDA
checks each round to negate the spell.
Specialis Revelio [Defense Against the Dark Arts]
Penalty: -1
Close
Duration: Instant
This spell causes enchantments and magical objects to
give up their secrets.
Stupefy [Curses]
Penalty: 0 to -1
Ranged
Duration: Instant
Stupefy is a commonly used offensive spell designed to
stun its target. TN is targets Dodge. The damage of this
spell is 2d6.
Additional Damage:

A wizard may cast this spell for


3d6 damage with a -1 penalty.

Spell Lists By Skill

16

Charms
Accio
Alohomora
Aresto Momentum
Confundo
Diffindo
Expelliarmus
Imperio
Legilimens
Mobiliarbus
Silencio
Curses
Cracker Jinx
Immobulus
Impedimenta
Locomotor Mortis
Petrificus Totalus
Reducto
Stupefy
Defense Against the Dark Arts
Expecto Patronum
Finite Incantatum
Protego
Protego Totalus
Specialis Revelio
Transfiguration
Avifors
Disillusionment Charm
Episkey
Engorgio
Inanimatus Conjurus
Incarcerus
Lumos
Lumos Maxima

17

Other magical effects


Fire Cone Attack (Burst)
Polyjuice Potion (Disguise)
Divination (New Edge - as Divination)
Broomsticks (Fly)
Animagus (New Edge - as Shape Change)
Apparation (New Edge)
Silent Casting (-2 to spell roll)

18

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