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ANDS &
W
IZARDS
.
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.
E
XAMPLE
C
HARACTER
T
OBIAS
R
OSE
Tobias Rose (suave son of a pro duelist), Year 1
Attributes
Skills
Defenses
Agility
d6
Dodge
5/6
Force
d6
Curses (d6)
Toughness
Intellect
d4
Willpower
Spirit
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
Dodge
5/6
Force
d6
Curses (d8)
Toughness
Intellect
d4
Willpower
Spirit
d8
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
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.
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
Black Walnut
Cedar
Spirit bonus?
Chestnut
Cypress
Dogwood
Ebony
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
+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
+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
Wood
Effect
Hawthorn
Hornbeam
Larch
Hazel
Holly
Description
Laurel
Maple
Pear
Poplar
Red Oak
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
Spruce
Sycamore
Vine
Walnut
Willow
Yew
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
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:
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:
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.
14
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:
15
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:
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
18