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GreatWyrmGold
2009-08-23, 08:36 AM
Original Post
This is a contest for 3.5 D&D. It is to create stuff based on the Harry Potter books. If you are one of the few people who knows nothing about Harry Potter, I suggest you start reading.

You can do ANYTHING! Felix Felicius, stats for the characters, spells, even a class that better reprsents HP and chums then current ones do.

The entries must be in by September 13th. Any entries after that will be disqualified. There will be a voting process. All votes not in by September 20th will not be counted.

ANY UNSPOILERED HP SPOILERS, OR SPOILERS WITHOUT A WARNING, WILL CAUSE YOUR ENTRY TO BE DISQUALIFIED!!!

Due to the possibilities, unlike most of my other contests, this one will not be scored, only voted on.

Good luck, and Draco Dormiens Nunquam Titillandus.

The contest's over, so let's make more D&D stuff! A cookie to the first HP-esque wizard class!

Enjoy, and Draco Dormiens Nunquam Titillandus

Silverscale
2009-08-23, 11:19 AM
OMG I have been wanting to do something like this for a long time.....I've actually been noodling through making an entire HP roleplaying system.

Not that I have anything against the way magic works in D&D from a mechanical point of view since the idea behind it is to limit the number of spells a character can use in one day. Although one of my biggest peeves about the current system is that the Save DC against a 3rd lvl spell cast by a lvl 10 mage is the same as the Save DC against a 3rd lvl spell cast by a lvl 30 mage with similar stats.

......sorry I'm sorta rambling here....

Well I've never actually Homebrewed much before so here goes with a spell

Expeliarmus
Level: Scor/Wiz 1?
Components: S,V
Casting Time: Swift?
Range: Close (25ft. + 5ft./2 lvls)
Target: Held weapon/item (see text)
Saving Through: Reflex Negates?

With a flick of your wrist and a quick word, your opponent suddenly finds himself unarmed

Using a ranged touch attack you may attempt to Disarm your opponent. You must have line of sight to be able to use this spell.

Siosilvar
2009-08-23, 11:28 AM
Stunning Ray
Evocation
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. / 2 levels)
Effect: One ray
Duration: 1d4+1 rounds
Saving Throw: Will negates
Spell Resistance: Yes

You point your wand at the target and yell, "STUPEFY!". A thin red ray comes out and strikes them, and they freeze up almost instantly.

With a successful ranged touch attack, the subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech.

A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

Arcane Focus
A magical wand.


Author's Notes
I tried to keep it on balance with Hold Person; a shorter duration and the need for a ranged touch attacks counteract not being mind-affecting and removal of the ability to take multiple saves.

Eloel
2009-08-23, 11:41 AM
Avada Kedavra
Necromancy [Death][Evil]
Level: Cle 9, Sor/Wiz 9
Components: V, S
Casting Time: 1 round
Range: Close (25ft + 5ft/2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes

A green ray shoots off your hand. You require a ranged touch attack to hit. The ray kills on contact.
You get 1 point of taint for using this spell.

Balance Notes:
It's a single-target Wail of the Banshee that requires a RTA but doesn't allow a save. The 1-round casting time is supposed to offset the uninterruptibility of RTA (and to prevent an easy-kill with True Strike).

Milskidasith
2009-08-23, 11:46 AM
Avada Kedavra is not worth a 9th level spell slot.

EDIT: Didn't see it doesn't allow a saving throw. Still not that amazing for a ninth level spell, but worth it.

EDIT again: Also, as a touch attack, you can cast it once and then discharge it multiple times until you hit, so it's useful even if you miss.

Eloel
2009-08-23, 11:47 AM
Avada Kedavra is not worth a 9th level spell slot.

It sure is.

BBEG attacks the party.
Oh, he died in a single ray? Nevermind.

Edit: Ninja-edited on me :smallconfused:

Edit2: It's a 1-round caster, and it's a ranged touch, you can't touch multiple enemies.

Milskidasith
2009-08-23, 11:49 AM
It sure is.

BBEG attacks the party.
Oh, he died in a single ray? Nevermind.

Yeah, you can mimic that effect with... uhh... enervation? It's incredibly easy to kill people without a save; your spell isn't great for a ninth level spell. It's... average, maybe a little below average. Maybe worth the ninth level spell slot for a wizard, but hardly worth memorizing over Time Stop, Gate, Wish, Invoke Magic, Astral Projection, Foresight, etc

EDIT: Touch attacks "hold the charge" until you hit with them. Once you cast it, you can fire it off in that round, and if you miss, you can fire it off again the next round until you hit.

Eloel
2009-08-23, 11:51 AM
Enervation needs a crank load of metamagic-reducing cheese to be killing. And even then, there's a great bunch of non-humanoid allies, ones that have LOT of HD. (Dragons come to mind)

Milskidasith
2009-08-23, 11:52 AM
Enervation also doesn't require an attack or a casting time that would get you killed without meatshields, and even without MM reducing cheese a quickened one and a twinned one can give an enemy -7 or 8 on all actions and cost it 8 high level spell slots, which is enough to kill most things.

Avada Kevadra is a finger of death with a bad casting time and no save. Is it useful? Yes. Is it worth memorizing over half the other ninth level spells? No. Also, a Ring of Spell Battle makes this quite possibly the dumbest spell you can cast, because it's going to kill you the second you cast it.

Eloel
2009-08-23, 11:57 AM
Patronus
Conjuration
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. / 2 levels)
Effect: One animal of pure light
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

You conjure a single animal of maximum medium size of pure light. The animal cannot harm enemies, nor be harmed in any way. (except dispelling)

It makes all allies within 30ft of it immune to fear, and provides bright illumination in 30ft, shadowy illumination in 60ft.

Once you've conjured an animal (DM discretion on what it is), it becomes your 'patronus' shape, and you can't change the type of animal except by great changes in your life. (DM discretion)

Dragon Elite
2009-08-23, 12:02 PM
A teacher will award you with your intelligence modifier +1-5 points per class. This is based on your performance in that class. Special events may earn you up to 10 points. You may learn a spell in a class or in the library by spending the amount of points required to learn that spell.

Rictasemptra
Points to Learn: 7
Components: S,V
Casting Time: Standard
Range: Close (25ft. + 5ft./2 lvls)
Target: Person (see text)
Saving Throw: Reflex Negates falling prone
With a swing of your wand, your opponent flies backwards.

The target of this spell is forced to move back 5 feet/2 caster levels,then fall prone.

Wingardium Leviosa
Points to Learn: 10
Components: S,V
Casting Time: Standard
Range: Close (25ft. + 5ft./2 lvls)
Target: Any
Saving Throw: None

With a word and a flick of your wand, a object levitates itself.
Wingardium Leviosa lifts any object or living thing 10 feet/2 levels. You may use any or all of this distance to move the thing an equal amount sideways.

Reparo
Points to Learn: 8
Components: S,V
Casting Time: Standard
Range: Line of sight
Target: Object
Saving Throw: No

Fixes any one broken object you can see.

Please comment!

Silverscale
2009-08-23, 12:10 PM
Patronus
Conjuration
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. / 2 levels)
Effect: One animal of pure light
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

You conjure a single animal of maximum medium size of pure light. The animal cannot harm enemies, nor be harmed in any way. (except dispelling)

It makes all allies within 30ft of it immune to fear, and provides bright illumination in 30ft, shadowy illumination in 60ft.

Once you've conjured an animal (DM discretion on what it is), it becomes your 'patronus' shape, and you can't change the type of animal except by great changes in your life. (DM discretion)

Will I like what you've got here you've only captured half of the HP spell in terms of what it does. Not only does a Patronus act to sheild the caster and allies from fear, it also drives away Dementors. Perhaps if you put in something about it being able to make attacks against Incoporial Creatures.

Also don't forget that a Patronus is sometimes used as a messanger.

Silverscale
2009-08-23, 12:20 PM
Slightly random question....Are we going for Canon Harry Potter or is it cool to spec things that are Non-canon?

Mando Knight
2009-08-23, 12:23 PM
Avada Kedavra
Necromancy [Death][Evil]
Level: Cle 9, Sor/Wiz 9
Components: V, S
Casting Time: 1 round
Range: Close (25ft + 5ft/2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes

A green ray shoots off your hand. You require a ranged touch attack to hit. The ray kills on contact.
You get 1 point of taint for using this spell.

Balance Notes:
It's a single-target Wail of the Banshee that requires a RTA but doesn't allow a save. The 1-round casting time is supposed to offset the uninterruptibility of RTA (and to prevent an easy-kill with True Strike).

There's also Finger of Death, which is the same, except a faster casting time and allows a partial Fortitude save (which, since everyone is a wizard or sorcerer in HP, they've all got horrible Fortitude saves), and Disintegrate, which has the same basic appearance, but utterly destroys a target reduced to 0 HP... which, again, is rather easy considering that the targets (wizards or sorcerers or such) have horrible Fortitude saves and HP...

Eloel
2009-08-23, 12:34 PM
Invisibility Cloak
This cloak grants Greater Invisibility when worn. You can't interact in anyway with outside of the cloak, without being seen at least partially from outside.
Moderate Illusion; CL 9th; Craft Wondrous Item, Greater Invisibility, 144.000gp
Weight 2lb

The price is basically using wondrous item creation rules, halving the price found from the formulas, since it's not worth as much as continuous Greater Invisibility.

Philosopher's Stone
Major Artifact
Gives the owner the ability to cast Wish 1/day, without any XP costs (for any casting worth 5000XP), or with a reduced-by-5000 XP cost (for any casting worth more than 5000XP).


Edit:


allows a partial Fortitude save
Some character somewhere with Improved Mettle is laughing at the uselessness of the spell.

Zeta Kai
2009-08-23, 12:49 PM
Not only does a Patronus act to sheild the caster and allies from fear, it also drives away Dementors.

Aren't dementors driven away by bright light? If so, then the spell works just fine for that.

Also, the Avada Kadavra should be an 8th level spell as written. It's essentially the same as finger of death, only with no saving throw, which is partially balanced by its full-round casting time. As an 8th-level spell, it works well.

Lastly:

Cruciatus
Necromancy [Evil]
Level: Clr 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One living creature
Duration: Concentration
Saving Throw: No
Spell Resistance: Yes

By waving your wand at your intended target & uttering the word "crucio" (CREW-see-oh), your victim is wracked with torturous pain. This incomparable suffering inflicts 1 point of Wisdom damage per minute of effect. The victim is prone & helpless while the spell is in effect.

PumpkinEater
2009-08-23, 12:59 PM
Invisibility Cloak
This cloak grants Greater Invisibility when worn. You can't interact in anyway with outside of the cloak, without being seen at least partially from outside.
Moderate Illusion; CL 9th; Craft Wondrous Item, Greater Invisibility, 144.000gp
Weight 2lb

The price is basically using wondrous item creation rules, halving the price found from the formulas, since it's not worth as much as continuous Greater Invisibility.

Philosopher's Stone
Major Artifact
Gives the owner the ability to cast Wish 1/day, without any XP costs (for any casting worth 5000XP), or with a reduced-by-5000 XP cost (for any casting worth more than 5000XP).


Edit:


Some character somewhere with Improved Mettle is laughing at the uselessness of the spell.

Shouldn't you be using galleons and sickles for pricing? :smallwink:

A Wand
No wizard would want to be caught without one. Apparently, wands "choose" their owners. If you are using a wand that "chose" you, your CL is improved by 2, and you intelligence (or whatever you spellcasting ability score is) is treated as 3 points higher in terms of receiving bonus spells. If you are using someone else's wand, your relevant spellcasting ability score is treated as if it were 2 points higher in terms of receiving bonus spells.

As far as I remember, no one in the book paid for their wand.

Silverscale
2009-08-23, 01:40 PM
Aren't dementors driven away by bright light? If so, then the spell works just fine for that.

No. The Dememtor is driven away by the overwhelmingly happy emotions/positive energy that the Patronus is made up of. If they were driven away by bright lights then they would never be found in direct sunlight which they most definatly are as we see when they attack Harry and Dudley in Little Whinging in late afternoon.

Eloel
2009-08-23, 01:41 PM
If you're IMMUNE to fear, you're filled with non-fear, e.g hope. Hope drives them away. Job done.

Silverscale
2009-08-23, 01:55 PM
If you're IMMUNE to fear, you're filled with non-fear, e.g hope. Hope drives them away. Job done.

Yeah that works.

Silverscale
2009-08-23, 02:15 PM
OK here's another one

Episky
Transmutation
Level: Clr 0, Sor/Wiz 0
Components: V,S
Casting Time : 1 Standard Action
Range: 10ft
Target: One Living Creature
Duration: Instantaneous
Saving throw: Will Negates (harmless, creature)
Spell Resistance: Yes (harmless, creature)

With a wave of your wand and a quick word you repair a minor wound with no visible scaring.

This spell functions similar to a combination of Cure Minor Wounds and Mending except that the target is a living creature.

(NOTE) This is the spell Tonks uses to fix Harry's broken nose at the beginning of HBP. Hope I got the mechanics right.

expirement10K14
2009-08-23, 02:46 PM
Spoilers from the last 2 books.


Horcrux
A horcrux is an item that has part of a wizards soul trapped inside of it and that wizard can not be killed while one of their horcruxes exist. If a wizard is killed while one of their horcruxes is in existance then they are not truly killed. Their soul will not leave the plane that their closes horcrux is on, no matter how they were killed, and any spell that will revive them, such as Ressurection or Raise Dead brings them back to life with no level loss.

A horcrux can be made by using the spell Create Horcrux on any object, though the spell can only be used by a powerful wizard that has broken part of their soul by commiting murder.

Create Horcrux
Necromancy [Evil]
Level: Wizard 9, Cleric 9
Components: M, XP
Casting Time: 1 Hour
Range: Touch
Target: One object
Duration: instantaneous
Saving Throw: None
Spell Resistance: No
Gripping the tome you will your soul to inhabit it, draining part of your life force in your process. You feel slightly diminished, though you are also one step closer to immortality.

Create horcrux imparts part of a wizards soul into an object, allowing them to escape death. The item to be made a horcrux must be held during the casting and any interruption causes the spell to fail. In order to cast this spell the caster must have spilt their soul a total number of times equal or greater than one plus the number of times this spell has been cast by them. Splitting your soul is achieved through cold blooded murder with no righteous reason behind it. Casting this spell is irredeemably evil and once cast you may never again worship a good or neutral deity, even if an atonement spell is cast.

Material Component: 5 black gems costing 2,000gp each
XP Cost: 5,000xp

Not sure how nice it looks, more of the top of my head kind of thing

Zeta Kai
2009-08-23, 02:49 PM
Spoilers from the last 2 books.


Horcrux
A horcrux is an item that has part of a wizards soul trapped inside of it and that wizard can not be killed while one of their horcruxes exist. If a wizard is killed while one of their horcruxes is in existance then they are not truly killed. Their soul will not leave the plane that their closes horcrux is on, no matter how they were killed, and any spell that will revive them, such as Ressurection or Raise Dead brings them back to life with no level loss.

A horcrux can be made by using the spell Create Horcrux on any object, though the spell can only be used by a powerful wizard that has broken part of their soul by commiting murder.

Create Horcrux
Necromancy [Evil]
Level: Wizard 9, Cleric 9
Components: M, XP
Casting Time: 1 Hour
Range: Touch
Target: One object
Duration: instantaneous
Saving Throw: None
Spell Resistance: No
Gripping the tome you will your soul to inhabit it, draining part of your life force in your process. You feel slightly diminished, though you are also one step closer to immortality.

Create horcrux imparts part of a wizards soul into an object, allowing them to escape death. The item to be made a horcrux must be held during the casting and any interruption causes the spell to fail.

Material Component: 5 black gems costing 2,000gp each
XP Cost: 5,000xp

Not sure how nice it looks, more of the top of my head kind of thing

You need a special component...
...namely that the caster must have just fractured their own soul via murder.

Eloel
2009-08-23, 02:50 PM
A horcrux is an item that has part of a wizards soul trapped inside of it
Stored, not trapped

Lord Loss
2009-08-23, 02:54 PM
I would replace ranged touch in Avada Kedavera by reflex save, but that's me. Aditionally it should make it so that those killed by it cannot be raised from the dead.

CyberRebirth
2009-08-23, 02:59 PM
It's kinda early, so I don't think I'll be able to make any spells right now, but what about Sectumsempra, Imperio, Accio, and Petrificus Totalus for a few?

Hijax
2009-08-23, 03:17 PM
Wizard
HD: D4

saves: will good, fort/ref bad
spellcasting: spells per day as classic wizard, spells known as sorcerer, also casts spontaneously, also uses the recharge time variant from UA.
class features:
Familiar: chosen from the list of classic wizard familiars, doesn't gain any features except empathic link.

Wand: A wizard requires a special object called a wand to cast his spells. Using his own wand gains him a +1 to caster level.

Brew potion: at level five, the wizard gains the brew potion feat as a bonus feat.

Imbue Item: at levels 10, 15 and 20, the wizard gains a bonus magic item creation feat.

Improved magic: at 8th level, and every fourth level(12, 16, 20) from then, the wizard gains a bonus feat. this must be either a metamagic feat or one of the special wizard feats described below.

special wizard feats
Dark magic
prequisites: caster level 5
The wizard has chosen the dark side of magic. he can deal ability damage to himself to apply metamagic feats to his spell for free, at the rate of one damage per spell level adjustment, one ability drain per two level adjustments

Improved dark magic:
prerequisites: caster level 10.
in addition to the benefits of dark magic, The wizard can make it permanent ability drain to apply the metamagic feats permanently to that spell.

Wandless Spell:
choose one spell per caster level. you can cast tho spells without using your wand. each time your caster level increases, choose a new spell.
special: you can take this feat multiple times. its effects stack.

The Dark Fiddler
2009-08-23, 03:24 PM
It's kinda early, so I don't think I'll be able to make any spells right now, but what about Sectumsempra, Imperio, Accio, and Petrificus Totalus for a few?

Really quick, but:

Accio
Conjuration
Level: Sor/Wiz 1, Brd 1
Components: V, S
Range: Special, see text
Targets: 1 object weighing no more than 5 pounds per level
Duration: Instantaneous or Concentration (see text)
Saving Throw: None
Spell Resistance: No

When cast, the target of this spell flies to the caster at 40 feet per round. The object can avoid any objects that obstruct its path. The caster can summon any object within 20 feet of them per caster level, but if they try to summon any object outside of this range, they must take special actions. Firstly, they must make a Caster Level Check equal to 10 plus 1 for every 20 feet outside of this range the object is. Secondly, they must concentrate on the spell until it enters their normal range. If their concentration breaks, the object drops instantly and the spell breaks.

If this spell is cast on an attended object, the caster must make a disarm check, using a Caster Level Check in place of their attack roll, and the caster does not apply any normal penalties or bonuses they normally would to their roll.

Zeta Kai
2009-08-23, 04:01 PM
It's kinda early, so I don't think I'll be able to make any spells right now, but what about Sectumsempra, Imperio, Accio, and Petrificus Totalus for a few?

Thank you, I'm glad that you can contribute by telling us four of the names of the spells in the book. That will be very helpful, as some of us do not have the books, never read the books, never saw the movies, don't have access to the internet, & lived under rocks for the last 15 years. However, with your list appearing here, we will now be able to make those spells right away, & you will be fully credited for your useful contribution. Thanks a bunch. :smalltongue:

The Dark Fiddler
2009-08-23, 04:05 PM
Thank you, I'm glad that you can contribute by telling us four of the names of the spells in the book. That will be very helpful, as some of us do not have the books, never read the books, never saw the movies, don't have access to the internet, & lived under rocks for the last 15 years. However, with your list appearing here, we will now be able to make those spells right away, & you will be fully credited for your useful contribution. Thanks a bunch. :smalltongue:

If you don't have internet access, how are you posting this?

Sectumsempra (http://harrypotter.wikia.com/wiki/Sectumsempra), Imperio (http://harrypotter.wikia.com/wiki/Imperio), Accio (http://harrypotter.wikia.com/wiki/Accio), Petrificus Totalus. (http://harrypotter.wikia.com/wiki/Petrificus_Totalus)

Mando Knight
2009-08-23, 04:05 PM
I would replace ranged touch in Avada Kedavera by reflex save, but that's me. Aditionally it should make it so that those killed by it cannot be raised from the dead.

We don't know if that's an actual limitation of Avada Kedavera, I don't think. Divine magic, the only way to resurrect someone in D&D, doesn't exist in HP, and resurrection magic itself has been stated to not exist in the HP world.

mikeejimbo
2009-08-23, 05:51 PM
"crucio" (CREW-see-oh)

<random Latin nitpick> Whether it was Vulgar or Church Latin, it wouldn't be pronounced like that. If it were Vulgar it would be pronounced (CREW-kee-oh) and in Church, (CREW-chi-oh). I don't think this is a mistake on Zeta Kai's part, I blame the movies.

On the other hand, I think I have heard (CREW-chi-oh) as a proper Vulgar pronunciation, but I don't believe (CREW-see-oh) is used even in Church Latin.</random Latin nitpick>

PumpkinEater
2009-08-23, 05:59 PM
<random Latin nitpick> Whether it was Vulgar or Church Latin, it wouldn't be pronounced like that. If it were Vulgar it would be pronounced (CREW-kee-oh) and in Church, (CREW-chi-oh). I don't think this is a mistake on Zeta Kai's part, I blame the movies.

On the other hand, I think I have heard (CREW-chi-oh) as a proper Vulgar pronunciation, but I don't believe (CREW-see-oh) is used even in Church Latin.</random Latin nitpick>

I always thought of it as (crew - she - oh). As in crucial.

Blue Ghost
2009-08-23, 06:25 PM
Felix Felicitis

Felix Felicitis, or liquid luck, is a potent elixir that bestows the imbiber with great luck and insight for a period of time. For one hour after imbibing Felix Felicitis, the drinker gains a +4 insight bonus on AC, all attack rolls, saving throws, and skill checks. In addition, the drinker gains an intuitive sense of the best course of action, and gains the ability to use augury as a standard action with a 90% chance of success. However, Felix Felicitis is dangerous if taken repeatedly. After having once imbibed Felix Felicitis, if the person tries to use Felix Felicitis again, she must make a Will save (DC 30, minus 1 for each year since the last dose of Felix Felicitis). On a failure, the elixir does not function, and the drinker takes 1d6 points of Wisdom drain.
Strong divination; CL 16th; Craft Wondrous Item, augury, moment of prescience; Price 50,000 gp.

Does that look about right?

Violet Octopus
2009-08-23, 06:58 PM
Spoiler from book 2 (just in case)
I'm interested in the love magic that Lily used to save her son's life, but I'm not sure what mechanic is most suitable. Perhaps an [Exalted] feat? Rough idea below:

The Power of Love [Exalted]
You can sacrifice yourself to protect someone you love. If a spell or spell-like ability kills you, choose a target within line of sight. They gain the following as a supernatural special quality:
Immunity and spell turning to all spells or spell-like abilities originating from the character who killed you.
When hit by an unarmed attack by the character who killed you, that character takes 2d6 good-aligned damage. The same applies every round in a grapple initiated by that character.
Special: The target must be someone very emotionally close to you, e.g. a soulmate, immediate family or best friend.



Spoilers from the last 2 books.


Horcrux
A horcrux is an item that has part of a wizards soul trapped inside of it and that wizard can not be killed while one of their horcruxes exist. If a wizard is killed while one of their horcruxes is in existance then they are not truly killed. Their soul will not leave the plane that their closes horcrux is on, no matter how they were killed, and any spell that will revive them, such as Ressurection or Raise Dead brings them back to life with no level loss.

A horcrux can be made by using the spell Create Horcrux on any object, though the spell can only be used by a powerful wizard that has broken part of their soul by commiting murder.

Create Horcrux
Necromancy [Evil]
Level: Wizard 9, Cleric 9
Components: M, XP
Casting Time: 1 Hour
Range: Touch
Target: One object
Duration: instantaneous
Saving Throw: None
Spell Resistance: No
Gripping the tome you will your soul to inhabit it, draining part of your life force in your process. You feel slightly diminished, though you are also one step closer to immortality.

Create horcrux imparts part of a wizards soul into an object, allowing them to escape death. The item to be made a horcrux must be held during the casting and any interruption causes the spell to fail.

Material Component: 5 black gems costing 2,000gp each
XP Cost: 5,000xp

Not sure how nice it looks, more of the top of my head kind of thing

I don't have HBP on me, so can't remember how it's phrased, but needs something like the following.
Special Component: Splitting off your soul can only be achieved through the act of cold-blooded murder of an innocent. The caster must begin casting this spell in the round immediately following that murder.

Milskidasith
2009-08-23, 07:03 PM
Aren't dementors driven away by bright light? If so, then the spell works just fine for that.

Also, the Avada Kadavra should be an 8th level spell as written. It's essentially the same as finger of death, only with no saving throw, which is partially balanced by its full-round casting time. As an 8th-level spell, it works well.

Lastly:

Cruciatus
Necromancy [Evil]
Level: Clr 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One living creature
Duration: Concentration
Saving Throw: No
Spell Resistance: Yes

By waving your wand at your intended target & uttering the word "crucio" (CREW-see-oh), your victim is wracked with torturous pain. This incomparable suffering inflicts 1 point of Wisdom damage per minute of effect. The victim is prone & helpless while the spell is in effect.

Crucio should have a save; it's even stated in the books you can resist it with a strong will. Will save, maybe at a penalty, but definitely saveable.

Zeta Kai
2009-08-23, 07:15 PM
Crucio should have a save; it's even stated in the books you can resist it with a strong will. Will save, maybe at a penalty, but definitely saveable.

Resisting the Imperius curse seemed to be possible, but the Cruciatus curse seemed foolproof. It was enough to drive the Longbottoms mad, & I don't remember anyone taking it & putting up a fight.

The Blackbird
2009-08-23, 09:09 PM
Spoilery from the last book.



The Elder Wand.

This almighty artifact grants any spellcaster the abilities to be nearly undefeatable in a duel.

Abilities

-You cast your spells through it (Sorta a duh).
-Spells cast through it cannot be counterspelled.
-Auto overcomes any caster level check (Including ones to beat SR).
-Grants SR 10+class level
-All Abjurations are "quickened" as though by the the Quicken Spell feat, but without the spell level increase.
-Increases your caster level by +3. (Idea contributed by The Dark Fiddler).

Notes: This item only functions if you defeat the previous owner.

Mando Knight
2009-08-23, 09:11 PM
The Elder Wand.

This almighty artifact grants any spellcaster the abilities to be nearly undefeatable in a duel.

Abilities

-You cast your spells through it (Sorta a duh).
-Spells cast through it cannot be counterspelled.
-Auto overcomes any caster level check (Including ones to beat SR).
-Grants SR 10+class level
-All Abjurations are "quickened" as though by the the Quicken Spell feat, but without the spell level increase.
-Increases your caster level by +3. (Idea contributed by The Dark Fiddler).

Notes: This item only functions if you kill the previous owner.


Defeat, not kill, IIRC. Otherwise Voldy's plot to obtain the Elder Wand would have succeeded, as Dumblydore surrendered to Draco, not Snape.

Golden-Esque
2009-08-23, 10:54 PM
I think the biggest problem you're going to have with a Harry Potter System is that there isn't gonig to be much of a reason to deviate from a specific build because there's only one class, Wizard. Any major differences between characters is only going to be RP.

I recommend making several variant wizards, perhaps all limited in their spell selection / spells known based on their abilities. For example, Harry tends to specialize in Defensive magic, while Neville specializes in Herbs, while Hermionie tends to be a jack of all trades.

The Blackbird
2009-08-23, 10:57 PM
Defeat, not kill, IIRC. Otherwise Voldy's plot to obtain the Elder Wand would have succeeded, as Dumblydore surrendered to Draco, not Snape.

Ah yes my bad.
edit'd

Violet Octopus
2009-08-23, 11:53 PM
I think the biggest problem you're going to have with a Harry Potter System is that there isn't gonig to be much of a reason to deviate from a specific build because there's only one class, Wizard. Any major differences between characters is only going to be RP.

I recommend making several variant wizards, perhaps all limited in their spell selection / spells known based on their abilities. For example, Harry tends to specialize in Defensive magic, while Neville specializes in Herbs, while Hermionie tends to be a jack of all trades.

Hm, maybe severely limit the witch/wizard spell list, and create a set of short (3-5 level) prestige classes, which expand the spell list in certain directions.

Eloel
2009-08-24, 12:42 AM
Instead of PrCs, we could make 'school's of magic. They'd specialize in them, without barring other schools.

Interesting schools could be (made from the actual classes in hogwarts);

Care of Magical Creatures, including a good bit from druid & ranger spell lists. Summon Monster & Summon Nature's Ally would be here, if they're included.

Charm: Enchantment school re-make.

Defence Against the Dark Arts: Abjuration re-make

Divination: Guess what, Divination re-make.

Herbology: A nice chunk of the druid list would be in this.

Potions: Focuses on creation of potions. A whole new list needed for it, as it's basically the equivalent of Craft Potion feat in D&D

Transfiguration: Transmutation re-make.

Dark Arts (not a school-class, but worth it's own school): Necromancy re-make

Evocation doesn't exist. Conjuration does, and is split between Transfiguration & Charm. Illusion exists between all the schools.

So, what'd you think?

Elfin
2009-08-24, 12:54 AM
I like that idea.
A lot, actually.
Though I think you should still have to drop a school or two- these represent the ones you didn't pass or didn't have time to study.

NorseItalian
2009-08-24, 12:58 AM
Resisting the Imperius curse seemed to be possible, but the Cruciatus curse seemed foolproof. It was enough to drive the Longbottoms mad, & I don't remember anyone taking it & putting up a fight.

Bellatrix when Harry cast it on her in book 5.

Eloel
2009-08-24, 12:59 AM
I like that idea.
A lot, actually.
Though I think you should have to drop a school or two- these are the ones you didn't pass or didn't have time to study.

Unless you became a generalist, like Hermione, who studied EVERY FRICKING LESSON.
Makes sense. :)

How about a bonus on something depending on your 'house' in hogwarts?
Sort of like +2 on CL and +1 on DC for potions if you're a Slytherin-er. Tranfiguration if you're Gryffindor. Charm for Ravenclaw. Herbology for Hufflepuff.
Or well, something of that kind.
Alternative could be;
+2 on CL and +1 on DC for Water spells for Slytherin, Fire for Gryffindor, Air for Ravenclaw and Earth for Hufflepuff.

Elfin
2009-08-24, 12:59 AM
I like it.
Let's get cracking.
I'd be happy to help, if you want.

EDIT:There should also be a Rune school (Study of Ancient Runes)- it could include spells like Erase, Secret page, Glyph of Warding, Explosive Runes, Lesser Planar Binding, Greater Glyph of Warding, Instant Summons, Symbol of (X), and Teleportation Circle.

Myou
2009-08-24, 04:38 AM
EDIT again: Also, as a touch attack, you can cast it once and then discharge it multiple times until you hit, so it's useful even if you miss.


EDIT: Touch attacks "hold the charge" until you hit with them. Once you cast it, you can fire it off in that round, and if you miss, you can fire it off again the next round until you hit.

I just want to clear this up. There is no 'Ranged Touch' spell range, and you cannot hold the charge for a spell unless it's range is Touch. the listed range for Avada Kedavra is Close, not Touch, so it can't be held.

You cannot hold the charge for any spell that requires some sort of touch attack, unless the listed range is Touch.

Lord Loss
2009-08-24, 06:35 AM
I'd put gryffindor's bonus to Defense against the Dark arts.

Zeta Kai
2009-08-24, 08:45 AM
Evocation doesn't exist.

Evocation obviously exists, but like Illusion, it's spread out amongst all the other courses. The Potterverse is quite flashy with its magic, running on the assumption that their world is tucked away from the muggles, hidden by illusions & remoteness. There are always things blowing up or catching on fire.


Bellatrix when Harry cast it on her in book 5.

Harry didn't have the right somatic component, or some equivalent. It takes a lot of hate to flick your wrist just the right way. :smallamused:

Elfin
2009-08-24, 12:54 PM
I'm not sure about the House specialties...not everyone gets to go to Hogwarts.
And the wand CL increases, in my opinion, should just be +1 CL if you're using your wand (one that has chosen you specifically), -2 CL if you're using someone else's wand, and +0 CL if you're using a wand you've won.

Mando Knight
2009-08-24, 03:02 PM
Harry didn't have the right somatic component, or some equivalent. It takes a lot of hate to flick your wrist just the right way. :smallamused:

I thought it was because he didn't have the requisite level of malevolence.

lesser_minion
2009-08-24, 03:22 PM
Harry didn't have the right somatic component, or some equivalent. It takes a lot of hate to flick your wrist just the right way.

As far as I can tell, much of the powerful HP magic was heavily tied to the caster's emotional state. If we wanted to make a HP wizard class, that would probably be the limiting factor on its spells - as soon as the caster is too demoralised to continue, they lose access to their magic.

Exalted and True20 could both easily accomodate that kind of spellcasting, and WitchCraft also has slight similarities. D&D would be harder to adapt, however.

(spoilers from books 3-7)
The Patronus charm is an obvious example, but Crucio is also only effective if you really want to hurt your target. I'm pretty sure there are other examples as well.


As a character class, the HP mage would probably be partially dependent on Intelligence and Charisma - Intelligence affecting the overall elegance with which the caster wields magic and the range of spells the caster can manage, while Charisma would probably affect the caster's 'Composure' score, which would determine how hard the spells are to resist and so on.

NakedCelt
2009-08-24, 09:55 PM
I don't know that the D&D spell progression works well in HP at all. HP is decidedly non-Vancian, for one thing. There is no resurrection or dead-raising magic, which automatically makes all death spells enormously more serious. The idea of daily spell slots is nonsense; you can cast whatever you want. There's not really a non-magical combat element in HP that spells would need balancing against, so maybe a skill-based magic system, disastrous as it would be in most settings, might be the way to start thinking here.

Elfin
2009-08-24, 10:06 PM
Maybe instead of having a number of spells per day, casting a spell requires a Spellcraft check?
Say, 2x Spell Level+15+(if you don't yet have access to spells of this level)5xSpell level.
Thus, casting a 1st level spell would have a DC of 17, while casting a 9th level spell would have a DC of either 33 (if you have access to 9th-level spells) or 78 (if you don't), 8th would be 31/71, and so on. Using this system, you can almost assuredly always pull off a spell of a level accessible to you, while with a lucky roll you can cast a higher-level spell than you normally could in D&D.

Zeta Kai
2009-08-24, 10:30 PM
Maybe instead of having a number of spells per day, casting a spell requires a Spellcraft check?
Say, 2x Spell Level+15+(if you don't yet have access to spells of this level)5xSpell level.
Thus, casting a 1st level spell would have a DC of 17, while casting a 9th level spell would have a DC of either 33 (if you have access to 9th-level spells) or 78 (if you don't), 8th would be 31/71, and so on. Using this system, you can almost assuredly always pull off a spell of a level accessible to you, while with a lucky roll you can cast a higher-level spell than you normally could in D&D.

So, basically the formula would be:

If you do have access to that spell level: DC = 15 + (SL × 2)
If you do NOT have access to that spell level: DC = 15 + (SL × 7)

Not a bad system, really. It sure beats truenaming. Then again, what doesn't?

Knaight
2009-08-24, 10:51 PM
So, basically the formula would be:

If you do have access to that spell level: DC = 15 + (SL × 2)
If you do NOT have access to that spell level: DC = 15 + (SL × 7)

Not a bad system, really. It sure beats truenaming. Then again, what doesn't?

In before the inevitable 4e joke.

I would put not having access to the spell level as SLx5 personally, otherwise things get out of control quickly. That and give a feat to reduce it to SLx3 for any individual spell, which changes to a +4 bonus or something once the spell level is accessible.

Elfin
2009-08-24, 11:05 PM
Ok, so a 9th level spell would have a DC of 60...that sounds much better.
And I like the feat idea.
If we're agreed on using this system for spellcasting, then we've cleared the major hurdle.

Agrippa
2009-08-24, 11:10 PM
In all honesty I'd make Harry Potterverse wizards a variant of the warlock class. Just knock them down to a d4 hit die, low BaB, Will as the only good save, no Eldritch Blast, Blast Shapes or Essences and remove all other class features. Also allow them to know 12 to 20 invocations, I mean spells per tier (Least, Lesser, Greater and Grand). Also all attack spells target full AC, not touch. They can be blocked by physical objects.

TheGrimace
2009-08-25, 12:38 AM
the thread hasn't so much been derailed as it has changed tracks...

We aren't suppose to be making a Harry Potter RPG collaboratively, we're supposed to be competing!

So... How does this sound as a concept?

Previously mentioned ideas will be spun together

Eight Schools of magic all have "skill points" invested in them. Skill points gained per level (and possibly maximum ranks per skill) are based on intelligence. The eight schools are...

Care of Magical Creatures:
Charm:
Defence Against the Dark Arts:
Divination:
Herbology:
Potions:
Transfiguration:
Dark Arts:

Each school will have a bunch of spells designed that will be gained in a fashion similar to feats. Each feat provides a bonus to skill checks involving that school. Each Spell also has a trained and untrained DC to use the spell.
Trained will be roughly equal to 2*Spell level + 15
Untrained will be roughly equal to 5*spell level.

note: I say "roughly" because spell levels in their current form will cease to exist.

Saving Throw DC's and other features regarding the effectiveness of spells will be based on the Casters wisdom Score.

Finally, each spell will have a Charisma check (Roughly 7+Spell level) to avoid taking fatigue. The amount of fatigue gained is based on the spell cast, and your total fatigue counts as a penalty to ALL spellcraft checks (not just the school cast).

TheGrimace
2009-08-25, 12:41 AM
Superior Casting
Prerequisites: 5 Ranks in at least 3 schools of magic.
Benefit: When casting a spell, you can increase to Spellcraft DC by 3 in order to raise the Saving Throw DC by one. This effect can be used multiple times on the same spell.

Consistent Casting
Prerequisites: 7 Ranks in any school of magic.
Benefit: when casting a spell, you can increase the Spellcraft DC by 2 in order to grant yourself a +1 to the charisma check to avoid taking fatigue. This effect can be used multiple times on the same spell.

Elfin
2009-08-25, 01:19 AM
the thread hasn't so much been derailed as it has changed tracks...

We aren't suppose to be making a Harry Potter RPG collaboratively, we're supposed to be competing!


Frankly, I think it's a much better idea to be collaborating. We'll get much, much more done if we're all on the same tracks...so at the end, instead of having a bunch of patchwork concepts, we'll have a playable Harry Potter RPG.
Seems much more desirable to me.

greenchick13
2009-08-25, 01:31 AM
What about the idea of instead of having levels there are years of school? So for first level, it would be one year in school, second level would be two years, and so on and so forth. Each year a character could learn a new school and the spells that go along with it, such as charms or herbology. This would allow for characters who have chosen to study only one or two things their entire education, giving them a high level of knowledge in one or two areas. it would also allow for characters who have chosen to study everything, giving them a broader education, but less knowledge for each individual school.

Elfin
2009-08-25, 01:38 AM
How about this mechanic for going to a school- every year you spend in a magic academy, you advance 1 level. This is in addition to any other experience you gain: it does not replace it.

This way, the average Hogwarts student would probably come out of 7th year at 8th level, while the more adventurous students *cough*Harry*cough* might come out much higher.

Eloel
2009-08-25, 02:05 AM
Each school will have a bunch of spells designed that will be gained in a fashion similar to feats. Each feat provides a bonus to skill checks involving that school. Each Spell also has a trained and untrained DC to use the spell.
Trained will be roughly equal to 2*Spell level + 15
Untrained will be roughly equal to 5*spell level.

Tell me 1 single reason why anyone would train at any spell below 6th level, and I'll be OK.
It's EASIER to use 1-4th level spells untrained and equally hard at 5th level.

Rayzin
2009-08-25, 02:07 AM
We don't know if that's an actual limitation of Avada Kedavera, I don't think. Divine magic, the only way to resurrect someone in D&D, doesn't exist in HP, and resurrection magic itself has been stated to not exist in the HP world.

This is not necesarily true, multiple times has it been stated that you could pull a soul(?) back to life, although it seems to be by force as most of the time they are not willing to stay as they are quite content being dead. I assume that there is some incredibly powerful ritual that would allow you to do this and the resurection stone does to.



Shouldn't you be using galleons and sickles for pricing? :smallwink:

A Wand
No wizard would want to be caught without one. Apparently, wands "choose" their owners. If you are using a wand that "chose" you, your CL is improved by 2, and you intelligence (or whatever you spellcasting ability score is) is treated as 3 points higher in terms of receiving bonus spells. If you are using someone else's wand, your relevant spellcasting ability score is treated as if it were 2 points higher in terms of receiving bonus spells.

As far as I remember, no one in the book paid for their wand.

I think we should create a wand system in relative terms of materials its made of. For example some wands that are made of diffrent materials are much better at certain spells and diffrent powers. Maybe materials like Dragon Heartstring could add Casterlevel because it makes spells stronger, while something like Unicorn Hair could increase the DC because it makes charms harder to resist? Then the wood that makes a wand could also have an effect. The book never really stated how length and flexiblity did much to my knowledge. I could be wrong about any of these points though...



OK here's another one

Episky
Transmutation
Level: Clr 0, Sor/Wiz 0
Components: V,S
Casting Time : 1 Standard Action
Range: 10ft
Target: One Living Creature
Duration: Instantaneous
Saving throw: Will Negates (harmless, creature)
Spell Resistance: Yes (harmless, creature)

With a wave of your wand and a quick word you repair a minor wound with no visible scaring.

This spell functions similar to a combination of Cure Minor Wounds and Mending except that the target is a living creature.

(NOTE) This is the spell Tonks uses to fix Harry's broken nose at the beginning of HBP. Hope I got the mechanics right.

I don't think this is a cantrip, it seems you would need a measure of power at least. Harry in the 1st book couldnt, and also it cannot heal magical wounds at all.


Stunning Ray
Evocation
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. / 2 levels)
Effect: One ray
Duration: 1d4+1 rounds
Saving Throw: Will negates
Spell Resistance: Yes

You point your wand at the target and yell, "STUPEFY!". A thin red ray comes out and strikes them, and they freeze up almost instantly.

With a successful ranged touch attack, the subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech.

A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

Arcane Focus
A magical wand.


Author's Notes
I tried to keep it on balance with Hold Person; a shorter duration and the need for a ranged touch attacks counteract not being mind-affecting and removal of the ability to take multiple saves.

A suggestion is Stupefy stuns and does damage, in the later half of the book most of the wizards that get hit by Stupefy are knocked back or injured (It destroyed alot of things inside the Ministry of Magic, during the Order of the Pheonix .


A teacher will award you with your intelligence modifier +1-5 points per class. This is based on your performance in that class. Special events may earn you up to 10 points. You may learn a spell in a class or in the library by spending the amount of points required to learn that spell.

Rictasemptra
Points to Learn: 7
Components: S,V
Casting Time: Standard
Range: Close (25ft. + 5ft./2 lvls)
Target: Person (see text)
Saving Throw: Reflex Negates falling prone
With a swing of your wand, your opponent flies backwards.

The target of this spell is forced to move back 5 feet/2 caster levels,then fall prone.

Wingardium Leviosa
Points to Learn: 10
Components: S,V
Casting Time: Standard
Range: Close (25ft. + 5ft./2 lvls)
Target: Any
Saving Throw: None

With a word and a flick of your wand, a object levitates itself.
Wingardium Leviosa lifts any object or living thing 10 feet/2 levels. You may use any or all of this distance to move the thing an equal amount sideways.

Please comment!

Isn't Rictusempra a tickling charm, the one used in the 2nd book during Harrys duel with Malfoy. It probably only forces you to make a concentration check or something as Malfoy almost couldn't stop laughing and cast a spell.

Your Wingardium Leviosa should have a weight limit per caster level, weaker students couldn't lift a feather while more powerful ones could lift furniture.

For leveling up i think that it should be 1 level for every semester at Hogwarts not year. After all it seems that a 7th grade students knows most magic. 5th graders can start casting spells like Crucio.

Elfin
2009-08-25, 02:12 AM
How about a level every trimester? That means you'd come out at 21st level.
Or 2 levels per year, so you'd come out at 14th.
And I very much like the idea of different wands with different effects depending on the materials.

Rayzin
2009-08-25, 02:17 AM
I think coming out at level 14 is good, at level 10 i thought it sounds reasonable to be able to use darkmagic curses but thats my opinion.

Im going to work on the wands thing but this will require much reading :smallsigh:.

Elfin
2009-08-25, 02:22 AM
Ok then, we'll settle on 2 levels/year.
The Harry Potter Roleplaying System is coming along nicely.

Rayzin
2009-08-25, 04:18 AM
You know I always had the idea that the Harry Potter series has potential to be so much more darker? If i was playing a campaign what would happen... I would probably make Hogwarts a sort of inhospitable place, dangerous and cryptic where students go missing and lots of dark dark magic everywhere. The outside world would be much more dangerous and the Ministry of Magic would be a sort of oppressive force with almost a tyranical force of Aurors. Lots more fighting.




Extensive Spells list :P . Im going to do all of them hopefully, near the same level. It is a competition, and im going to hopefully finish this all.

Spell Types
* Spell is the generic term, used for all incantations.
* Charms typically would affect the behaviour of an object but do not change its nature. Thus making a pineapple tap-dance across the desk is properly a Charm, because the object remains a pineapple; but turning a teapot into a turtle is a Transfiguration.
* Jinxes carry a connotation of dark magic, though of a very minor sort. Jinxes, like Rictusempra, irritate and amuse, rather than harm.
* Hexes also carry the connotation of dark magic, again of a minor nature, but slightly darker than Jinxes. An example would be Petrificus Totalus.
* Curses are spells that are quite firmly in the Dark Magic camp, and are purely harmful in effect.
*Transfiguration are spells that would change the true nature of something. Weaker forms of Transfiguration are turning needles into pins while stronger forms can change inanimate objects into living creatures or vice versa.

* Accio
* Aguamenti
* Alohomora
* Anapneo
* Apparation
* Aparecium
* Avada Kedavra
* Avis
* Banishing Charm
* Bat Bogey Hex
* Bubble-Head Charm
* Colloportus
* Confringo
* Confundus
* Conjunctivitus
* Crucio
* Defodio
* Deletrius
* Densaugeo
* Deprimo
* Descendo
* Diffindo
* Dissendium
* Disillusionment
* Divination
* Duro
* Enervate
* Engorgio
* Episkey
* Evanesco
* Expecto Patronum
* Expelliarmus
* Expulso
* Ferula
* Fidelius
* Fiendfyre
* Finite
* Finite Incantatem
* Flagrante
* Flagrate
* Furnunculus
* Geminio
* Gemino
* Glisseo
* Incarcerous
* Incendio
* Impedimenta
* Imperio
* Imperturbable Charm
* Impervius
* Langlock
* Legilimens
* Levicorpus
* Liberacorpus
* Locomotor
* Locomotor Mortis
* Lumos
* Mobiliarbus
* Mobilicorpus
* Morsmordre
* Muffliato
* Nox
* Obliviate
* Oppugno
* Orchideous
* Permanent Sticking Charm
* Peskipiksi Pesternomi
* Petrificus Totalus
* Point Me
* Portus
* Prior Incantato
* Protean Charm
* Protego
* Quietus
* Reducio
* Reducto
* Relashio
* Rennervate
* Reparo
* Rictusempra
* Riddikulus
* Scourgify
* Sectumsempra
* Serpensortia
* Silencio
* Sonorus
* Specialis Revelio
* Stupefy
* Tarantallegra
* Tergeo
* Tongue-tying Curse
* Transfiguration, Lesser
* Transfiguration
* Transfiguration, Greater
* Undetectable Extension Charm
* Waddiwasi
* Wingardium Leviosa



Rituals? (Not Really Spells)

* Fire-call
* Floo Network
* Metamorphmagus
* Unbreakable Vow


Abilties?

* Animagus
* Parseltongue
* Occlumency
[/SPOLER]

Wands
[SPOILER]
CORES
*Dragon Heartstring
*Veela Hair
*Unicorn Tail Hair
*Phoenix Feathers
*Thestral Tail Hair

WOODS
*Hollywood
*Hawthorn
*Elder
*Oak
*Birch
*Yew
*Vine
*Ash


Magical Items

* Deluminator
* Disappearing Cabinets
* Floo Powder
* Foe Glass
* Hand of Glory
* Howler
* Invisibility Cloak
* Omnioculars
* Paintings
* Pensieve
* Photograph
* Portkey
* Probity Probe
* Quick-Quotes Quill
* Remembrall
* Secrecy Sensor
* Sneakoscope
* Time-Turner



Artifacts

* Goblet of Fire
* Horcrux
* Marauder's Map
* Mirror of Erised
* Philospher Stone


Books


Brooms

*Bluebottle
*Cleansweep 5
*Cleansweep 7
*Cleansweep 11
*Comet 260
*Comet 290
*Firebolt
*Nimbus 2000
*Nimbus 2001
*Shooting Star
*Silver Arrow

Eloel
2009-08-25, 04:44 AM
Add Philosopher's Stone to Artifacts imho.
You also forgot the Nimbus series of brooms.

Rayzin
2009-08-25, 04:48 AM
*AHEM*
What mistake :redface:
I changed it.

Some of my work, although im not really working on the mechanics yet. More on the most important part in my opinion, the spells.


Extensive Spells list :P . Im going to do all of them hopefully, near the same level. It is a competition, and im going to hopefully finish this all.

Spell Types
* Spell is the generic term, used for all incantations.
* Charms typically would affect the behaviour of an object but do not change its nature. Thus making a pineapple tap-dance across the desk is properly a Charm, because the object remains a pineapple; but turning a teapot

into a turtle is a Transfiguration.
* Jinxes carry a connotation of dark magic, though of a very minor sort. Jinxes, like Rictusempra, irritate and amuse, rather than harm.
* Hexes also carry the connotation of dark magic, again of a minor nature, but slightly darker than Jinxes. An example would be Petrificus Totalus.
* Curses are spells that are quite firmly in the Dark Magic camp, and are purely harmful in effect.
*Transfiguration are spells that would change the true nature of something. Weaker forms of Transfiguration are turning needles into pins while stronger forms can change inanimate objects into living creatures or vice versa.
*Medical spells are spells that heal things.( I don't know what some of these spells should be considered, i don't think there charms or transfigurations and certainly not Jinxes Hexes or Curses.)
Spell Components
What spell components there are is its restrictions. If it doesn't require a Focus(Almost always your wand) you don't need a wand to cast it. If it doesn't require Verbal It doesn't require you to have an incantation. For

example, Wingardium Leviosa requires V,F,V
* Verbal (V): A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). A spellcaster who has

been deafened has a 20% chance to spoil any spell with a verbal component that he or she tries to cast.
* Non-Verbal (NV): A Nonverbal spell does not need to be spoken out loud, but still can. Simply thinking it coupled with necessary hand actions can trigger it. This does require more concentration, double the concentration

check thats beyond 10.
* Somatic (S): A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.
* Material (M): A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don’t

bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.
* Focus (F): A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. Usually the focus is your wand although there are alternative focus's

like Haggrids umbrella.
* No Focus(NF): Certain spells can be cast without a focus, like disapparation.

Saving Throws
In Harry Potter it is commonly seen that very basic spells can be the most powerful, a simple expelliarmus in the right hands can disarm even the most powerful wizards. A Saving throws DC is not according to 10+Spell

Level+Stat, instead it is 10+ CL. This makes most spells at higher levels almost impossible to resist without some sort of counterspelling or buffing yourself.

* Accio
Type: Charm
Level: 5
Components: NV, F ,V
Casting Time: 1 Standard
Range: Unlimited
Duration: Unlimited
Saving Throw: Object, or Fortitude
Despite its apparent simplicity, the Summoning charm is apparently fairly complex. It summons an object towards you, the object will fly towards you taking the shortest route as possible although it will not hit anything. It

may seems that there is no limit to how far the object is, but it requires clear concentration of where the object is or may be and where you want it to go. After that the object will fly at 20ft+Xft/level towards you. If it can

arrive in one turn then there is no need to concentrate, if not it requires a concentration check. A concentration check is 12+x(X being however many 20 feet the object is away from you). If you have a very clear idea of

where the object is exactly, then the concentration check is 12+x(X this time is however many 500 feet the object is from you). A saving throw can be made against something holding it. For a person its fortitude, and for an

inanimate object like a door or chains it would be 10+Hardness.

* Aguamenti
Type: Transfiguration
Level: 3
Components: V, F
Casting Time: 1 Standard
Range: 30+5ft/2 levels
Duration: Half Caster Level
Saving Throw: No
The Aguamenti spell causes a stream of clear, potable water to issue from the tip of the caster's wand.
* Alohomora
Type: Charm
Level: 1
Components: V, F, S, NV
Casting Time: 1 Standard
Range: Touch
Duration: Instant
Saving Throw: Object
Alohomora is a basic charm that is taught in the first year. It can open all basic locks but it is not very dependable against doors that have been counter-charmed against it. Some are simple while others are nearly impossible,

such as the Gringotts or the Ministry of Magic locks. These kind get a Saving Throw against the spell.
* Anapneo
Type: Medical
Level: 4
Components: V, F
Casting Time: 1 Standard
Range: Close (10 ft)
Duration: Instant
Saving Throw: Fortitude
Anapneo is a spell that clears a throats airway. It doesn't do much more than that although it coule probably be abused in order to not allow someone to swallow something.

* Apparation
Type: ??????
Level: 6
Components: None
Casting Time: 1 Standard
Range: Unlimited
Duration: Instant
Saving Throw: Yes
A powerful wizard can apparate anywhere across the world displacing himself into nothingness and appearing somewhere else. How this happens is not very clearly explainable. The user must have the targeted area in mind

very clearly before apparating. The further the distance the harder the person needs to concentrate in order to not splinch, or leave behind part of himself, this can be minor like a fingernail or a piece of skin. Or as serious as

your whole forearm or the entire flesh on your shoulder. DC 10+1 per every 75km. To side along apparate you require even more concentration in order to bring someone else increasing it to DC 10+1 every 50km's.
* Aparecium
Type: Charm
Level: 3
Components: V, F, S
Casting Time: 1 Standard
Range: Close (10ft)
Duration: Instant
Saving Throw: Object
This spell is used to make invisible script appear. It can be counter-charmed which would give the message or drawing a save.
* Avada Kedavra
Type: Curse
Level: 7
Components: V, F
Casting Time: 1 Standard
Range: 30+5ft/2CL
Duration: Instant
Saving Throw: Reflex
Avada Kedavra or the Killing Curse is the most powerful of the Unforgivable Curses. It emits a green jet of light from the wand and when it hits someone it seems to strip the body of its soul. Avada Kedavra is also a very

physically powerful spell, able to destroy most objects in one blast. Certain very powerful wizards are presumed to be able to use this Curse over an area as Wormtail did to frame Siruis Black.
* Avis
Type: Transfiguration
Level: 6
Components: V, F, S
Casting Time: 1 Standard
Range: Close
Duration: Instant
Saving Throw: No
Avis is a spell that causes a flock of birds to appear from the end of the caster's wand. Requires a concentration check of 20. The birds seem to have little use but combined with other spells they could be used to harrass or

distract people.
* Banishing Charm
Type: Charm
Level: 4
Components: V, F, S
Casting Time: 1 Standard
Range: 40+5ft/2CL
Duration: Instant
Saving Throw: Object
The exact opposite of Accio the summoning charm, the Banishing Charm instead repels an object away from you with a large force.Although unusable on living objects, it can fling most objects through the air up to small,

anything larger subtracts from the range of how far it could go. Medium objects only slide along the ground and you halve the range, large objects move 1/4, and huge is 1/8, Guargantuan is 1/10, and Colossal is 1/12nd. If you

cannot move it over 10 feet then you can't move it. (You'd have to have a Caster Level of 16 to push a huge object, 24 for a gargantuan, and 32 for a Colossal object)

* Bat Bogey Hex
Type: Hex
Level: 5
Components: V, F, S
Casting Time: 1 Standard
Range: Unlimited
Duration: 3 rounds per CL
Saving Throw: No
The Bat Bogey Hex creates boogers with batwings that can be used to harrass an enemy. They fly as a small swarm at 50ft/round and they will constantly harass the target following him and generally naseauting him until

the duration us up. Concentration check is increased by half the Caster Level.
* Bubble-Head Charm
Type: Charm
Level: 2
Components: V, F, S
Casting Time: 1 Standard
Range: Touch
Duration: Two minutes per CL
Saving Throw: No
Creates an dome of breathable and clean air around your head. Can be used to breath underwater or to resist the effects of gases. Although while using this you will not be able to smell the air around you.
* Colloportus
Type: Charm
Level: 2
Components: V, F
Casting Time: 1 Standard
Range: Touch
Duration: Instant
Saving Throw: No
The opposite of Alohomora, it seals a door closed. This can be used as a counter-charm of Alohomora that gives the door a save according to your Caster Level or it can be used in order to hold a door closed as an opposed

check to someone trying to open the door with Alohomora.
* Confringo
Type: Curse
Level: 7
Components: V, F
Casting Time: 1 Standard
Range: Close 50+5ft/2CL
Duration: Instant
Saving Throw: Fortitude
Confrigo is the Blasting Curse, and it does what its name suggests, blast things. The spell will rochiet around things until it finds something that will blow up and destroying it, if it hits a living being it will result in quite severe

internal damage and possibly death. Requires a Fortitude save. If failed the person will die instantly, if succeded the person will take 3d6+CL damage.
* Confundus
Type: Charm
Level: 6
Components: V, F, NV
Casting Time: 1 Standard
Range: Touch
Duration: Instant
Saving Throw: Will
Confudus is a confusion charm that will severly confuse the subjects short term memory. While it does not obliviate old memories it instead makes the experience very confusing. After using this charm the target will have

trouble remembering what he did and what he was doing and for a short period of turns equal to your caster level he will not be able to react properly. He takes a -4 to wisdom and a -4 to intelligence, you get a Will Save.
* Conjunctivitus
Type: Hex
Level: 4
Components: V, F
Casting Time: 1 Standard
Range: 15ft+5/2CL
Duration: Half CL
Saving Throw: Fortitude
Conjunctivitus is a spell that will temporarily blind the target, leaving him sightless for half of your Caster Level.
* Crucio
Type: Curse
Level: 5
Components: V, F, NV
Casting Time: 1 Standard
Range: Close (20ft)
Duration: Infinite
Saving Throw: Will
Cruicio is one of the Unforgivable Curses, it wracks the enemy with agony both physically and mentally. Although it does very little actual damage it can incapacitate someone in combat from the pain and deal 1 damage a

round, and it can be used as a brutally effective torture and interrogation tool. It slowly begins to erode your sanity over time, each will save failed subtracts one wisdom eventually it can drive you irreversibly insane if you are

lowered beyond 3.
* Defodio
Type: Charm
Level: 3
Components: V, F
Casting Time: 1 Standard
Range: Close (20ft)
Duration: Instant
Saving Throw: Fortitude
Defodio is a simple charm that allows you to cut, it can be used to carve words into something at lower levels. At higher powers it can make delicate engravings and can be used offensively, gouging out flesh. The spell can

do 1 damage per caster level, damage reduction cannot apply to this.
* Deletrius
Type: Charm
Level: 5
Components: V, F
Casting Time: 1 Standard
Range: Close (20ft)
Duration: Instant
Saving Throw: No
Deletrius is a spell used to end Prior Incantato's showing of previous spells.
* Densaugeo
Type: Jinx
Level: 3
Components: V, F
Casting Time: 1 Standard
Range: 10ft+5ft/2CL
Duration: Instant
Saving Throw: Fortitude
Densaugeo is a jinx that is used for entertainment or to enrage the opponent rather than hurt them, it causes a certain area to grow rapidly. While not like Engorgio it targets a specific area, like teeth or ears.
* Deprimo
Type: Jinx
Level: 6
Components: V, F
Casting Time: 1 Standard
Range: Close (20ft)
Duration: Instant
Saving Throw: Fortitude
Deprimo completely destroys an object turning it into nothing but ash or dust. It doesn't seem to affect living beings though.
* Descendo
Type: Charm
Level: 1
Components: V, F
Casting Time: 1 Standard
Range: Close (30ft)
Duration: Instant
Saving Throw: No
Pushes something so that it can knock things over, more powerful wizards could push over a large pile of things while a weaker wizard may only be able to push a book. Finite can be used as a counter spell or opposition to

Descendo.
* Diffindo
Type: Hex
Level: 1
Components: V, F
Casting Time: 1 Standard
Range: Touch
Duration: Instant
Saving Throw: Yes
Diffindo destroys a controlled area. Like casting diffindo at a bag could rip the bottom or crack an inkbottle. At higher levels Diffindo should be able to completely shred books or shatter bottles. Certain objects are resistant to

being destroyed.
* Disillusionment
Type: Charm
Level: 4
Components: V, F
Casting Time: 1 Standard
Range: Touch
Duration: Instant
Saving Throw: No
Disillusionment causes a person to become invisible to others, bending light around him. Normally the spell doesn't turn you completely invisible, merely harder to see, although at higher levels you can be completely cloaked.

You add half your CL to a hide check, you also gain Hide In Plain Sight.
* Duro
Type: Transfiguration
Level: 3
Components: V, F
Casting Time: 1 Standard
Range: Close (30ft)
Duration: Instant
Saving Throw: Object
Duro turns objects harder or softer, it could turn rocks into incredibly soft jelly like material or a soft shirt almost into stone. It increases the hardness of something by 1/3rd of your caster level, or removes that much

hardness. Does not work on living beings and certain enchanted objects aren't affected.
* Enervate
Type: Medical
Level: 4
Components: V, F
Casting Time: 1 Standard
Range: Touch
Duration: Instant
Saving Throw: No
Enervate restores a person to conciousness.
* Engorgio
Type: Charm
Level: 3
Components: V, F
Casting Time: 1 Standard
Range: Close (15ft)
Duration: Instant
Saving Throw: Fortitude
Engorgio can increases an object or thing by 1 size category. People cannot be increased past large and most objects cant be increased more than 2 sizes.
* Episkey
Type: Medical
Level: 7
Components: V, F
Casting Time: 1 Standard
Range: Touch
Duration: Instant
Saving Throw: No
Episkey can heal most injuries other than internal, it can mend broken bones and sew together skin. Although this has no effect on magical attacks and has no effect at all on internal injuries. Heals 10hp/level
* Evanesco
Type: Charm
Level: 2
Components: V, F
Casting Time: 1 Standard
Range: Close (30ft)
Duration: Instant
Saving Throw: No
Can make inanimate objects dissapear until they are reconjured. It can remove 2 fine object each per CL, every 1 caster level you can remove a diminutive, every 2 CL you can remove a tiny, every 4 you can remove a small,

every 8 you can remove a medium. 16 you can remove a large, every 22 you can remove a gargantuan, every 30 you can remove a colossall.
* Expecto Patronum
* Expelliarmus
* Expulso
* Ferula
* Fidelius
* Fiendfyre
* Finite
* Finite Incantatem
* Flagrante
* Flagrate
* Furnunculus
* Geminio
* Gemino
* Glisseo
* Incarcerous
* Incendio
* Impedimenta
* Imperio
* Imperturbable Charm
* Impervius
* Langlock
* Legilimens
* Levicorpus
* Liberacorpus
* Locomotor
* Locomotor Mortis
* Lumos
* Metamorphmagus
* Mobiliarbus
* Mobilicorpus
* Morsmordre
* Muffliato
* Nox
* Obliviate
* Oppugno
* Orchideous
* Permanent Sticking Charm
* Peskipiksi Pesternomi
* Petrificus Totalus
* Point Me
* Portus
* Prior Incantato
* Protean Charm
* Protego
* Quietus
* Reducio
* Reducto
* Relashio
* Rennervate
* Reparo
* Rictusempra
* Riddikulus
* Scourgify
* Sectumsempra
* Serpensortia
* Silencio
* Sonorus
* Specialis Revelio
* Stupefy
* Tarantallegra
* Tergeo
* Tongue-tying Curse
* Transfiguration, Lesser
* Transfiguration
* Transfiguration, Greater
* Undetectable Extension Charm
* Waddiwasi
* Wingardium Leviosa



Rituals? (Not Really Spells)

* Fire-call
* Floo Network
* Metamorphmagus
* Unbreakable Vow


Abilties?

* Animagus
* Parseltongue
* Occlumency


Wands

CORES
*Dragon Heartstring
*Veela Hair
*Unicorn Tail Hair
*Phoenix Feathers
*Thestral Tail Hair

WOODS
*Hollywood
*Hawthorn
*Elder
*Oak
*Birch
*Yew
*Vine
*Ash


Magical Items

* Deluminator
* Disappearing Cabinets
* Floo Powder
* Foe Glass
* Hand of Glory
* Howler
* Invisibility Cloak
* Omnioculars
* Paintings
* Pensieve
* Photograph
* Portkey
* Probity Probe
* Quick-Quotes Quill
* Remembrall
* Secrecy Sensor
* Sneakoscope
* Time-Turner



Artifacts

* Goblet of Fire
* Horcrux
* Marauder's Map
* Mirror of Erised


Books


Brooms

Bluebottle
Cleansweep 5
Cleansweep 7
Cleansweep 11
Comet 260
Comet 290
Firebolt
Shooting Star
Silver Arrow

TheGrimace
2009-08-25, 01:49 PM
Having spells broken up into the 8 schools is a mechanical necessity. Well, there being 8 isn't necessary, but you get what I mean.

Elfin
2009-08-25, 02:00 PM
No, it's DC 15+2x SL for spell levels you know.
DC 15+5x SL for spell levels you don't know.

DC TABLE:
0-15/-
1-17/-
2-19/25
3-21/30
4-23/35
5-25/40
6-27/45
7-29/50
8-31/55
9-33/60

TheGrimace
2009-08-25, 02:02 PM
On closer review, 15 + 5x was never stated, but the DC's that people have mentioned are consistent with it. ok, I concede that the system works as thought out so far.

Obrysii
2009-08-25, 02:54 PM
Really quick, but:

Accio

You might want to include something regarding something too big to summon - for example, at least in the movie version of Goblet of Fire, Harry summons the stands that were used to begin the water competition - the result being that he flew out of the water and was summoned to it.

Sorry if this is no longer a valid portion of the discussion.

Dragon Elite
2009-08-25, 06:51 PM
I think he just cast a spell that lifts you in the air.

GreatWyrmGold
2009-08-25, 06:53 PM
Wow...3rd page in 2 days! That's probably some kind of record!

To clear up on some confusion: These are not made to make a whole campaign or new system, just to suppliment actual D&D. It's fine, but I'd like to stick to the original intent for now. Keep brainstorming and whatnot, and when the contest's over, we can make Harry Potter d20 on a new thread.


EDIT: Touch attacks "hold the charge" until you hit with them. Once you cast it, you can fire it off in that round, and if you miss, you can fire it off again the next round until you hit.
That's only touch-RANGE spells, Mils.


Slightly random question....Are we going for Canon Harry Potter or is it cool to spec things that are Non-canon?
Depends on what you mean. Third party fanfics? Probably. Fantastic Beasts and Where to Find Them? Yep. And so on.

Finally, CONTEST!!!

Rayzin
2009-08-25, 08:15 PM
No, it's DC 15+2x SL for spell levels you know.
DC 15+5x SL for spell levels you don't know.

DC TABLE:
0-15/-
1-17/-
2-19/25
3-21/30
4-23/35
5-25/40
6-27/45
7-29/50
8-31/55
9-33/60

Is that how were doing concentration? Can i get a fuller explanation XD.

Uhh correct me if im wrong but it seems like at higher levels, 16 or plus the only spell you would use are debuffs at each other like hexes until one person is helpless to counter Avada Kedavra. I see most other curses like Blasting Curse or Stunning Charm as utterly useless later in the game. Any solutions??? The best thing i could think of is that when spells collide most likely Avada Kedavra has very little power against shielding spells or another attack spell.

Elfin
2009-08-25, 08:32 PM
Those are just the DCs for casting a spell. Blocking is another matter.
As for Avada Kedavra, it makes sense that it should not be hard to counter as it was blocked by a lowly Expelliarmus.

And actually, that's how fights seemed to work, at least in one-on-one duels -endless debuffing and blocking until your opponent was vulnerable.

Rayzin
2009-08-25, 08:36 PM
Yes but now i come to the problem of simply two highlevel casters simply casting hexes at each other until one becomes blinded, deafened, or unable to counter Avada Kedavra. Should Avada Kedavra be a 9th level spell or something? Right now i list it as a 7th level spell as most 7th graders in hogwarts could cast it.

The Dark Fiddler
2009-08-25, 08:36 PM
Casting Avada Kedavra gets the Ministy on your case, most likely. In addition to the easy to block part.

Elfin
2009-08-25, 08:37 PM
Personally, I think Avada should be a 9th-level spell, since it seems to take a very accomplished wizard to cast it.
And, of course, casting it makes your alignment change one step on the good-vs-evil spectrum, besides the aforementioned Ministry madness.

Rayzin
2009-08-25, 08:39 PM
Yes but if im having a death duel, no smaller spells are ever used.
Also Avada Kedavra seems to be able to become an AOE spell if we take canon from the 3rd book and from the 7th. Voldemort could kill most people in a room with one killing curse and Wormtail could kill half the people by the street with it. :smallyuk:

Draco Malfoy could cast it in the 7th book i think? Even if we assume hes quite powerful hes only at the 8th spell level probably. Unless somehow you can learn highlevel spells maybe 1 or 2 without reaching that spell level yet?

Elfin
2009-08-25, 08:44 PM
Malfoy could have been 17th level. He has 14 levels from school, and it's quite plausible that he gained three extra levels from all of his escapades.

And what about this -
You can block Avada Kedavra with any spell at all, provided you can make a Spellcraft check with a DC equal to 10+1/2 the caster's level+the caster's int modifier.

Rayzin
2009-08-25, 08:50 PM
Ok so i'll count Avada Kedavra and Fiend fyre as 9th level spells.

Also i was thinking for opposed spells that you would simply roll an opposed check. You know a d20+CL+Stat+Any other modifiers.

Elfin
2009-08-25, 08:55 PM
That sounds good.

TheGrimace
2009-08-26, 12:33 AM
Avada Kedavra is "easy to block" because of following reason: Every Wizard takes a Defense against the dark arts class. Some archaic herbology spell would be just as easy to block if you took the time to learn how to do so.

Rayzin
2009-08-26, 01:03 AM
Herbology doesn't teach spells at all, it seems to only teach students how to take care of and grow magical plants. Which seem to be essential to potions.

Most people cannot defend themselves from Avada Kedavra other then with a strong protego charm or another offensive spell. Either that or Voldemort is just really fast at casting it or maybe his spells are incredibly powerful.


Spell Types
* Spell is the generic term, used for all incantations.
* Charms typically would affect the behaviour of an object but do not change its nature. Thus making a pineapple tap-dance across the desk is properly a Charm, because the object remains a pineapple; but turning a teapot into a turtle is a Transfiguration.
* Jinxes carry a connotation of dark magic, though of a very minor sort. Jinxes, like Rictusempra, irritate and amuse, rather than harm.
* Hexes also carry the connotation of dark magic, again of a minor nature, but slightly darker than Jinxes. An example would be Petrificus Totalus.
* Curses are spells that are quite firmly in the Dark Magic camp, and are purely harmful in effect.
*Transfiguration are spells that would change the true nature of something. Weaker forms of Transfiguration are turning needles into pins while stronger forms can change inanimate objects into living creatures or vice versa.
*Medical spells are spells that heal things.( I don't know what some of these spells should be considered, i don't think there charms or transfigurations and certainly not Jinxes Hexes or Curses.)
Spell Components
What spell components there are is its restrictions. If it doesn't require a Focus(Almost always your wand) you don't need a wand to cast it. If it doesn't require Verbal It doesn't require you to have an incantation. For example, Wingardium Leviosa requires V,F,V
* Verbal (V): A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). A spellcaster who has been deafened has a 20% chance to spoil any spell with a verbal component that he or she tries to cast.
* Non-Verbal (NV): A Nonverbal spell does not need to be spoken out loud, but still can. Simply thinking it coupled with necessary hand actions can trigger it. This does require more concentration, double the concentration check thats beyond 10.
* Somatic (S): A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.
* Material (M): A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don’t bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.
* Focus (F): A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. Usually the focus is your wand although there are alternative focus's like Haggrids umbrella.
* No Focus(NF): Certain spells can be cast without a focus, like disapparation.

Saving Throws
In Harry Potter it is commonly seen that very basic spells can be the most powerful, a simple expelliarmus in the right hands can disarm even the most powerful wizards. A Saving throws DC is not according to 10+Spell Level+Stat, instead it is 10+ CL. This makes most spells at higher levels almost impossible to resist without some sort of counterspelling or buffing yourself.

* Accio
Type: Charm
Level: 5
Components: NV, F ,V
Casting Time: 1 Standard
Range: Unlimited
Duration: Unlimited
Saving Throw: Object, or Fortitude
Despite its apparent simplicity, the Summoning charm is apparently fairly complex. It summons an object towards you, the object will fly towards you taking the shortest route as possible although it will not hit anything. It may seems that there is no limit to how far the object is, but it requires clear concentration of where the object is or may be and where you want it to go. After that the object will fly at 20ft+Xft/level towards you. If it can arrive in one turn then there is no need to concentrate, if not it requires a concentration check. A concentration check is 12+x(X being however many 20 feet the object is away from you). If you have a very clear idea of where the object is exactly, then the concentration check is 12+x(X this time is however many 500 feet the object is from you). A saving throw can be made against something holding it. For a person its fortitude, and for an inanimate object like a door or chains it would be 10+Hardness.

* Aguamenti
Type: Transfiguration
Level: 3
Components: V, F
Casting Time: 1 Standard
Range: 30+5ft/2 levels
Duration: Half Caster Level
Saving Throw: No
The Aguamenti spell causes a stream of clear, potable water to issue from the tip of the caster's wand.
* Alohomora
Type: Charm
Level: 1
Components: V, F, S, NV
Casting Time: 1 Standard
Range: Touch
Duration: Instant
Saving Throw: Object
Alohomora is a basic charm that is taught in the first year. It can open all basic locks but it is not very dependable against doors that have been counter-charmed against it. Some are simple while others are nearly impossible,such as the Gringotts or the Ministry of Magic locks. These kind get a Saving Throw against the spell.
* Anapneo
Type: Medical
Level: 4
Components: V, F
Casting Time: 1 Standard
Range: Close (10 ft)
Duration: Instant
Saving Throw: Fortitude
Anapneo is a spell that clears a throats airway. It doesn't do much more than that although it coule probably be abused in order to not allow someone to swallow something.

* Apparation
Type: ??????
Level: 6
Components: None
Casting Time: 1 Standard
Range: Unlimited
Duration: Instant
Saving Throw: Yes
A powerful wizard can apparate anywhere across the world displacing himself into nothingness and appearing somewhere else. How this happens is not very clearly explainable. The user must have the targeted area in mind very clearly before apparating. The further the distance the harder the person needs to concentrate in order to not splinch, or leave behind part of himself, this can be minor like a fingernail or a piece of skin. Or as serious as your whole forearm or the entire flesh on your shoulder. DC 10+1 per every 75km. To side along apparate you require even more concentration in order to bring someone else increasing it to DC 10+1 every 50km's.
* Aparecium
Type: Charm
Level: 3
Components: V, F, S
Casting Time: 1 Standard
Range: Close (10ft)
Duration: Instant
Saving Throw: Object
This spell is used to make invisible script appear. It can be counter-charmed which would give the message or drawing a save.
* Avada Kedavra
Type: Curse
Level: 7
Components: V, F
Casting Time: 1 Standard
Range: 30+5ft/2CL
Duration: Instant
Saving Throw: Reflex
Avada Kedavra or the Killing Curse is the most powerful of the Unforgivable Curses. It emits a green jet of light from the wand and when it hits someone it seems to strip the body of its soul. Avada Kedavra is also a very physically powerful spell, able to destroy most objects in one blast. Certain very powerful wizards are presumed to be able to use this Curse over an area as Wormtail did to frame Siruis Black. Requires a ranged touch attack.
* Avis
Type: Transfiguration
Level: 6
Components: V, F, S
Casting Time: 1 Standard
Range: Close
Duration: Instant
Saving Throw: No
Avis is a spell that causes a flock of birds to appear from the end of the caster's wand. Requires a concentration check of 20. The birds seem to have little use but combined with other spells they could be used to harrass or distract people.
* Banishing Charm
Type: Charm
Level: 4
Components: V, F, S
Casting Time: 1 Standard
Range: 40+5ft/2CL
Duration: Instant
Saving Throw: Object
The exact opposite of Accio the summoning charm, the Banishing Charm instead repels an object away from you with a large force.Although unusable on living objects, it can fling most objects through the air up to small, anything larger subtracts from the range of how far it could go. Medium objects only slide along the ground and you halve the range, large objects move 1/4, and huge is 1/8, Guargantuan is 1/10, and Colossal is 1/12nd. If you cannot move it over 10 feet then you can't move it. (You'd have to have a Caster Level of 16 to push a huge object, 24 for a gargantuan, and 32 for a Colossal object)

* Bat Bogey Hex
Type: Hex
Level: 5
Components: V, F, S
Casting Time: 1 Standard
Range: Unlimited
Duration: 3 rounds per CL
Saving Throw: No
The Bat Bogey Hex creates boogers with batwings that can be used to harrass an enemy. They fly as a small swarm at 50ft/round and they will constantly harass the target following him and generally naseauting him until the duration us up. Concentration check is increased by half the Caster Level.
* Bubble-Head Charm
Type: Charm
Level: 2
Components: V, F, S
Casting Time: 1 Standard
Range: Touch
Duration: Two minutes per CL
Saving Throw: No
Creates an dome of breathable and clean air around your head. Can be used to breath underwater or to resist the effects of gases. Although while using this you will not be able to smell the air around you.
* Colloportus
Type: Charm
Level: 2
Components: V, F
Casting Time: 1 Standard
Range: Touch
Duration: Instant
Saving Throw: No
The opposite of Alohomora, it seals a door closed. This can be used as a counter-charm of Alohomora that gives the door a save according to your Caster Level or it can be used in order to hold a door closed as an opposed check to someone trying to open the door with Alohomora.
* Confringo
Type: Curse
Level: 7
Components: V, F
Casting Time: 1 Standard
Range: Close 50+5ft/2CL
Duration: Instant
Saving Throw: Fortitude
Confrigo is the Blasting Curse, and it does what its name suggests, blast things. The spell will rochiet around things until it finds something that will blow up and destroying it, if it hits a living being it will result in quite severe internal damage and possibly death. Requires a Fortitude save. If failed the person will die instantly, if succeded the person will take 3d6+CL damage. Requires a Ranged Touch attack.
* Confundus
Type: Charm
Level: 6
Components: V, F, NV
Casting Time: 1 Standard
Range: Touch
Duration: Instant
Saving Throw: Will
Confudus is a confusion charm that will severly confuse the subjects short term memory. While it does not obliviate old memories it instead makes the experience very confusing. After using this charm the target will have trouble remembering what he did and what he was doing and for a short period of turns equal to your caster level he will not be able to react properly. He takes a -4 to wisdom and a -4 to intelligence, you get a Will Save.
* Conjunctivitus
Type: Hex
Level: 4
Components: V, F
Casting Time: 1 Standard
Range: 15ft+5/2CL
Duration: Half CL
Saving Throw: Fortitude
Conjunctivitus is a spell that will temporarily blind the target, leaving him sightless for half of your Caster Level.
* Crucio
Type: Curse
Level: 5
Components: V, F, NV
Casting Time: 1 Standard
Range: Close (20ft)
Duration: Infinite
Saving Throw: Will
Cruicio is one of the Unforgivable Curses, it wracks the enemy with agony both physically and mentally. Although it does very little actual damage it can incapacitate someone in combat from the pain and deal 1 damage a round, and it can be used as a brutally effective torture and interrogation tool. It slowly begins to erode your sanity over time, each will save failed subtracts one wisdom eventually it can drive you irreversibly insane if you are lowered beyond 3.
* Defodio
Type: Charm
Level: 3
Components: V, F
Casting Time: 1 Standard
Range: Close (20ft)
Duration: Instant
Saving Throw: Fortitude
Defodio is a simple charm that allows you to cut, it can be used to carve words into something at lower levels. At higher powers it can make delicate engravings and can be used offensively, gouging out flesh. The spell can do 1 damage per caster level, damage reduction cannot apply to this. Requires a ranged touch attack.
* Deletrius
Type: Charm
Level: 5
Components: V, F
Casting Time: 1 Standard
Range: Close (20ft)
Duration: Instant
Saving Throw: No
Deletrius is a spell used to end Prior Incantato's showing of previous spells.
* Densaugeo
Type: Jinx
Level: 3
Components: V, F
Casting Time: 1 Standard
Range: 10ft+5ft/2CL
Duration: Instant
Saving Throw: Fortitude
Densaugeo is a jinx that is used for entertainment or to enrage the opponent rather than hurt them, it causes a certain area to grow rapidly. While not like Engorgio it targets a specific area, like teeth or ears.
* Deprimo
Type: Jinx
Level: 6
Components: V, F
Casting Time: 1 Standard
Range: Close (20ft)
Duration: Instant
Saving Throw: Fortitude
Deprimo completely destroys an object turning it into nothing but ash or dust. It doesn't seem to affect living beings though.
* Descendo
Type: Charm
Level: 1
Components: V, F
Casting Time: 1 Standard
Range: Close (30ft)
Duration: Instant
Saving Throw: No
Pushes something so that it can knock things over, more powerful wizards could push over a large pile of things while a weaker wizard may only be able to push a book.
* Diffindo
Type: Hex
Level: 1
Components: V, F
Casting Time: 1 Standard
Range: Touch
Duration: Instant
Saving Throw: Yes
Diffindo destroys a controlled area. Like casting diffindo at a bag could rip the bottom or crack an inkbottle. At higher levels Diffindo should be able to completely shred books or shatter bottles. Certain objects are resistant to being destroyed.
* Disillusionment
Type: Charm
Level: 4
Components: V, F
Casting Time: 1 Standard
Range: Touch
Duration: Instant
Saving Throw: No
Disillusionment causes a person to become invisible to others, bending light around him. Normally the spell doesn't turn you completely invisible, merely harder to see, although at higher levels you can be completely cloaked. You add half your CL to a hide check, you also gain Hide In Plain Sight.
* Duro
Type: Transfiguration
Level: 3
Components: V, F
Casting Time: 1 Standard
Range: Close (30ft)
Duration: Instant
Saving Throw: Object
Duro turns objects harder or softer, it could turn rocks into incredibly soft jelly like material or a soft shirt almost into stone. It increases the hardness of something by 1/3rd of your caster level, or removes that much hardness. Does not work on living beings and certain enchanted objects aren't affected.
* Enervate
Type: Medical
Level: 4
Components: V, F
Casting Time: 1 Standard
Range: Touch
Duration: Instant
Saving Throw: No
Enervate restores a person to conciousness.
* Engorgio
Type: Charm
Level: 3
Components: V, F
Casting Time: 1 Standard
Range: Close (15ft)
Duration: Instant
Saving Throw: Fortitude
Engorgio can increases an object or thing by 1 size category. People cannot be increased past large and most objects cant be increased more than 2 sizes.
* Episkey
Type: Medical
Level: 7
Components: V, F
Casting Time: 1 Standard
Range: Touch
Duration: Instant
Saving Throw: No
Episkey can heal most injuries other than internal, it can mend broken bones and sew together skin. Although this has no effect on magical attacks and has no effect at all on internal injuries. Heals 10hp/level
* Evanesco
Type: Charm
Level: 2
Components: V, F
Casting Time: 1 Standard
Range: Close (30ft)
Duration: Instant
Saving Throw: No
Can make inanimate objects dissapear until they are reconjured. It can remove 2 fine object each per CL, every 1 caster level you can remove a diminutive, every 2 CL you can remove a tiny, every 4 you can remove a small, every 8 you can remove a medium. 16 you can remove a large, every 22 you can remove a gargantuan, every 30 you can remove a colossall.
* Expecto Patronum
Type: Charm
Level: 6
Components: V, F
Casting Time: 1 Standard
Range: Long 400+10ft/CL
Duration: CL
Saving Throw: No
Expecto Patronum creates Patronus. A Patronus is a incorpreal silver magical being that takes the shape of an animal, which is up to the users personality. The main ability of a Patronus is to ward off a dementor as it is made of pure positive energy. A patronus can move according to the users will at up to 80 feet per round, it does not need to be directed with your wand and it can move upwards into the air to.
* Expelliarmus
Type: Charm
Level: 2
Components: V, F
Casting Time: 1 Standard
Range: 40ft
Duration: Instant
Saving Throw: Reflex
Expelliarmus is the Disarming Spell. Commonly used in wizards duels it is quite a basic spell that as its name says disarms someone, usually there wand. The spell is commonly used on the enemies wand, disarming them and making it fly towards the caster. Expelliarmus is not limited to wands though, almost any object held inside there hand can be disarmed.
* Expulso
Type: Curse
Level: 5
Components: V, F
Casting Time: 1 Standard
Range: 20ft+5ft/2CL
Duration: Instant
Saving Throw: No
Expulso is the Explosion Curse. While its effects may seem similar to Confrigo it is diffrent because when it contacts with anything it will blow up. Deals 1d6 per 2 CL. Requires a Ranged Touch attack.
* Ferula
Type: Medical
Level: 4
Components: V, F
Casting Time: 1 Standard
Range:Close (20 ft)
Duration: Instant
Saving Throw: No
Ferula is a spell that would set a broken bone, while not fixing it it seems to be able to conjure a splint or bandages and put it back in place. While not really useful in a battle it could be abused in order
* Fiendfyre
Type: Curse
Level: 9
Components: V, F
Casting Time: 1 Standard
Range: 60ft+5/CL
Duration: CL turns
Saving Throw: No
Fiendfyre is an all consuming magical flame. Named after the magical creatures the flame takes shape in the spell will burn through just about anything other than other spells. No object, unless protected by powerful magic, can withstand it. Fiend Fyre only requires a ranged touch attack, afterwords you must maintain a concentration of 25 every turn in order to manipulate it. If you fail then the fiendfyre will rage out of control and spread randomly.
* Finite
Type: Charm
Level: 1
Components: V, F, NV
Casting Time: 1 Standard
Range: 30 ft
Duration: Instant
Saving Throw: No
Finite will end a spell with a long duration. A very baisc spell in order to stop certain jinxes and hexes. In order to use Finite you would have to be of equal or more power to end it, it requires an opposed check of Casterlevel+Stat+Other.
* Finite Incantatem
Type: Charm
Level: 8
Components: V, F, NV
Casting Time: 1 Standard
Range: 30ft
Duration: Instant
Saving Throw: Yes
Finite Incantatem will end a spell with a long duration, unlike Finite though Finite Incantatem is used over a large area. In order to use Finite Incantatem you would have to be of equal or more power to end it, it requires an opposed check of Casterlevel+Stat+Other.
* Flagrante
Type: Curse
Level: 8
Components: V, F
Casting Time: 1 Standard
Range: Touch
Duration: Amount of Hours equal to Caster Level
Saving Throw: No
Flagrante is a curse that causes an object to become unbearably hot when touched. It can be used on just about anything from objects like doorhandles or maybe even the clothes someones wearing. The size of the object should modify the amount of damage but 1d6 should be enough.
* Flagrate
Type: Charm
Level: 1
Components: V, F
Casting Time: 1 Standard
Range: Touch
Duration: Turns equal to CL
Saving Throw: No
Flagrate is a spell that like Flagrante makes things hot, specifically the end of the wand. A weaker wizard may only be able to warm something or start a fire with this spell, very powerful wizards are able to brand metal or can burn people with this ability. Deals 1d6 every two levels up to 10d6.
* Furnunculus
Type: Jinx
Level: 6
Components: V, F
Casting Time: 1 Standard
Range: 25ft+2ft/CL
Duration: 5 minutes per CL
Saving Throw: Fortitude
Furnunculus is a spell that will cause a person to erupt into boils when hit by it. These boils have no real use in combat. Requires a ranged touch attack.
* Geminio
* Gemino
* Glisseo
* Incarcerous
* Incendio
* Impedimenta
* Imperio
* Imperturbable Charm
* Impervius
* Langlock
* Legilimens
* Levicorpus
* Liberacorpus
* Locomotor
* Locomotor Mortis
* Lumos
* Metamorphmagus
* Mobiliarbus
* Mobilicorpus
* Morsmordre
* Muffliato
* Nox
* Obliviate
* Oppugno
* Orchideous
* Permanent Sticking Charm
* Peskipiksi Pesternomi
* Petrificus Totalus
* Point Me
* Portus
* Prior Incantato
* Protean Charm
* Protego
* Quietus
* Reducio
* Reducto
* Relashio
* Rennervate
* Reparo
* Rictusempra
* Riddikulus
* Scourgify
* Sectumsempra
* Serpensortia
* Silencio
* Sonorus
* Specialis Revelio
* Stupefy
* Tarantallegra
* Tergeo
* Tongue-tying Curse
* Transfiguration, Lesser
* Transfiguration
* Transfiguration, Greater
* Undetectable Extension Charm
* Waddiwasi
* Wingardium Leviosa



Rituals? (Not Really Spells)

* Fire-call
* Floo Network
* Metamorphmagus
* Unbreakable Vow


Abilties?

* Animagus
* Parseltongue
* Occlumency


Wands

CORES
*Dragon Heartstring
*Veela Hair
*Unicorn Tail Hair
*Phoenix Feathers
*Thestral Tail Hair

WOODS
*Hollywood
*Hawthorn
*Elder
*Oak
*Birch
*Yew
*Vine
*Ash


Magical Items

* Deluminator
* Disappearing Cabinets
* Floo Powder
* Foe Glass
* Hand of Glory
* Howler
* Invisibility Cloak
* Omnioculars
* Paintings
* Pensieve
* Photograph
* Portkey
* Probity Probe
* Quick-Quotes Quill
* Remembrall
* Secrecy Sensor
* Sneakoscope
* Time-Turner



Artifacts

* Goblet of Fire
* Horcrux
* Marauder's Map
* Mirror of Erised


Books


Brooms

Bluebottle
Cleansweep 5
Cleansweep 7
Cleansweep 11
Comet 260
Comet 290
Firebolt
Shooting Star
Silver Arrow

Golden-Esque
2009-08-26, 01:36 AM
Unless you became a generalist, like Hermione, who studied EVERY FRICKING LESSON.
Makes sense. :)

How about a bonus on something depending on your 'house' in hogwarts?
Sort of like +2 on CL and +1 on DC for potions if you're a Slytherin-er. Tranfiguration if you're Gryffindor. Charm for Ravenclaw. Herbology for Hufflepuff.
Or well, something of that kind.
Alternative could be;
+2 on CL and +1 on DC for Water spells for Slytherin, Fire for Gryffindor, Air for Ravenclaw and Earth for Hufflepuff.

As the years go on, it gets more and more obvious that as good as Hermione is at knowing everything, she ends up lacking a lot in the practical theory department.

How about something like this?

Favored Class of Magic
You're particularly good in a specific Class of Magic. Select 1 Class of Magic (Astrology, Arithmacy, Care of Magical Creatures, Charms, Dark Arts, Defense Against the Dark Arts, Divination, Herbology, History of Magic, Muggle Studies, Potions, or Transfiguration). You gain a +1 bonus to your caster level when you cast spells from your chosen Class of Magic, a +4 bonus to Knowledge (Arcana) checks involving your Class of Magic, and a +2 bonus on Spellcraft checks involving your chosen Class of Magic.

However, your specialization has caused you to "slack off" in other areas of magic. Select two other Classes of Magic from the list above. You take a -1 penalty to your caster level when you cast spells from your chosen Class of Magic, a -4 penalty on Knowledge {Arcana} involving your chosen Class of Magic, and a -2 penalty on Spellcraft checks involving your chosen Class of Magic.

There are some exceptions to this rule. Dark Arts can never be selected as a "Slacked Off Class"; all wizards automatically take Dark Arts as an additional "Slack Off" class unless they select it as their favored Class of Magic. This is due to the fact that the Dark Arts are widely frowned upon in wizarding society. Therefore, a character that selects Dark Arts as a favored Class of Magic must select two Classes to "Slack Off" in instead of one.


It's important to note that, unlike in DnD, students who are bad at a magic school aren't bared from using those spells; they just suck at it :P.

Perhaps, later on, as another high-level feat or something, you can remove the penalties of your barred class, like Neville sort of did.

Rayzin
2009-08-26, 01:44 AM
A question should blood be of relavence to the player?
Like Full-blooded wizards would know more wizarding lore or common facts that a 'mudblood' might not.
Should there be any mechanical diffrences?

magic_unlocked
2009-08-26, 02:52 AM
Um... as a reader of the Harry Potter series, what made the Unforgivable Curses so unforgivable was that A) You needed the Intent behind each one. You needed to truly hate someone to cast the Cruciatus Curse, you needed to want to crush/dominate the mind to cast the Imperious Curse and you needed to want someone truly dead to cast the Killing Curse; and B) The Unforgivable Curses were unblockable by magic spells, this includes Finite Incantatum and the like. Its why they are considered "very advanced dark magic" (aka 9th-level spells).

You could, for example, summon a door to take the curse for you, but then, the door would explode (depending on the material) and shower you with debris.

As for bringing back the dead, that was impossible. Even the Resurection Stone (an Artifact supposedly made by Death itself) was unable to bring fallen souls back from beyond the grave. All it did was bring back an "echo" of the person and even then, only the wearer of the ring could see those that they wanted to resurect.

As to the Horcruxes, they made you go into an "unnatural" state and altered your physical appearence. Those who do make one, should automatically take a Willing Deformity feat because of the nature of the ritual. It tears your soul in half, if that's not a deformity, I don't know what is. Just look at Lord Voldemort, it's obvious he's not human. The Dark Arts master had 7 made. He even had one made while in his 6th year at school, that would make him at least level 17, when the rest of his year had a base of 12. Wonder what he did during the summers, kinda.

GreatWyrmGold
2009-08-26, 03:58 PM
A question should blood be of relavence to the player?
Like Full-blooded wizards would know more wizarding lore or common facts that a 'mudblood' might not.
Should there be any mechanical diffrences?

Er, I don't want to tell Hermione about that, but...
Hermione: (insert name of damaging, non-dark-arts spell)
Never mind.

Elfin
2009-08-26, 04:18 PM
Maybe Pureblooded wizards get a +2 bonus to Knowledge (Arcana) checks, but a -4 to all nonmagical Craft and Profession checks, while "Mudbloods" have neither the penalties nor the bonuses. If a Pureblooded wizard chooses Muggle Studies as their specialized school, the penalties are removed.

Amadi
2009-08-26, 04:55 PM
Avada Kedavra is not worth a 9th level spell slot.

EDIT: Didn't see it doesn't allow a saving throw. Still not that amazing for a ninth level spell, but worth it.

EDIT again: Also, as a touch attack, you can cast it once and then discharge it multiple times until you hit, so it's useful even if you miss.

Not to mention using it with a Rod of Chain Metamagic, Greater. Coupled with Quickened True Strike. :smallamused:


Invisibility Cloak
This cloak grants Greater Invisibility when worn. You can't interact in anyway with outside of the cloak, without being seen at least partially from outside.
Moderate Illusion; CL 9th; Craft Wondrous Item, Greater Invisibility, 144.000gp
Weight 2lb

Ring of Invisibility, at-will item of invisibility, costs 20,000. That thing you goth there is horribly overpriced.

Cruciatus is practically Wrack, from BoVD, isn't it?

-----

Regarding wands, wouldn't using them as Legacy Weapons of their respective owners work, granting certain benefit depending on the core, another depending on the wood used, and yet one depending on the owner's personality. I think that would be quite interesting, and would really punish people for losing their wand.

That, or item familiars.

Elfin
2009-08-26, 06:21 PM
Wands as Legacy Weapons, eh? Not a bad idea, actually. Let's try it.

Golden-Esque
2009-08-26, 11:53 PM
A question should blood be of relavence to the player?
Like Full-blooded wizards would know more wizarding lore or common facts that a 'mudblood' might not.
Should there be any mechanical diffrences?

I personally think that this option should be part of the race system. It's stated quite clearly in the books that it's illegal for a non-human to own or use a wand, so most of the character races we're going to see need to be at least half-human.

Going off of the cannon from the books, you could have:
Pure Blood
Half-Blood
Muggle-Born
Squib
Half-Veela
Half-Giant

Golden-Esque
2009-08-27, 01:22 AM
Okay! I think I have something of a rough draft for the base class of the system!

The Witch / Wizard

{table=head] Level | Base Wand Bonus | Fort Save | Ref Save | Will Save | Spell Points per Day | Maximum Spel Level
01 | +0 | +0 | +0 | +0 | 2 | 1st
02 | +1 | +0 | +0 | +0 | 4 | 1st
03 | +1 | +1 | +1 | +1 | 7 | 2nd
04 | +2 | +1 | +1 | +1 | 11 | 2nd
05 | +2 | +1 | +1 | +1 | 16 | 3rd
06 | +3 | +2 | +2 | +2 | 24 | 3rd
07 | +3 | +2 | +2 | +2 | 33 | 3rd
08 | +4 | +2 | +2 | +2 | 44 | 4th
09 | +4 | +3 | +3 | +3 | 56 | 4th
10 | +5 | +3 | +3 | +3 | 72 | 4th
11 | +5 | +3 | +3 | +3 | 88 | 5th
12 | +6 | +4 | +4 | +4 | 104 | 5th
13 | +6 | +4 | +4 | +4 | 120 | 5th
14 | +7 | +4 | +4 | +4 | 136 | 6th
15 | +7 | +5 | +5 | +5 | 152 | 6th
16 | +8 | +5 | +5 | +5 | 168 | 6th
17 | +8 | +5 | +5 | +5 | 184 | 7th
18 | +9 | +6 | +6 | +6 | 200 | 7th
19 | +9 | +6 | +6 | +6 | 216 | 7th
20 | +10 | +6 | +6 | +6 | 232 | 8th
[/table]

Spells
A wizard or a witch recieves a number of spell points per day. These spell points provide the magic power behind the witch or wizard's spells. A witch or wizard spends a number of spell points appropriate for the spell's level to cast the spell. Once spent, spell points are expended until the caster has sufficient time to rest. A witch or wizard does not need to prepare their spells; they merely require eight hours or rest in order to fully recharge their magical energy.

A witch or wizard does gain bonus spell points per day for having a high ability score. Based on their spellcasting Trait, the Witch or Wizard uses Table: Bonus Spell Points per Day to determine how many additional spell points their abilities provide. In order to determine the number of bonus spell points earned, find the witch or wizard's ability score for whatever ability score the character uses for spellcasting (see Traits, below) and find the row pertaining to the highest spell level the witch or wizard can learn. That is the number of bonus spell points the witch or wizard recieves.

Table: Bonus Spell Points
{table=head] Score | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th
12-13 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1
14-15 | 1 | 4 | 4 | 4 | 4 | 4 | 4 | 4
16-17 | 1 | 4 | 9 | 9 | 9 | 9 | 9 | 9
18-19 | 1 | 4 | 9 | 16 | 16 | 16 | 16 | 16
20-21 | 2 | 5 | 10 | 17 | 26 | 26 | 26 | 26
22-23 | 2 | 8 |13 | 20 | 29 | 40 | 40 | 40
24-25 | 2 | 8 | 18 | 25 | 34 | 45 | 58 | 58
26-27 | 2 | 8 | 18 | 32 | 41 | 52 | 65 | 80
28-29 | 3 | 9 | 19 | 33 | 51 | 62 | 75 | 90
30-31 | 3 | 12 | 22 | 36 | 54 | 76 | 89 | 104[/table]

A witch or wizard can cast any spells that they have studied. Essentially, a witch or wizard must have a spellcasting ability score modifier equal to 10 + the spell's level in order to cast it. The saving throw against a witch or wizard's spells is equal to 10 + the spell's level + the witch or wizard's spellcasting abiltiy modifier. The base spell point cost for a witch or wizard's spells is given on Table: Spell Cost below.

Table: Spell Cost
{table=head] Spell Level | Point Cost
1st | 1
2nd | 3
3rd | 5
4th | 7
5th | 9
6th | 11
7th | 13
8th | 15

Some spells have the option of augmenting them; that is, paying additional spell points to increase the power or effect of the spell. The point cost to augment a spell is listed on each spell independantly.

Favored Class of Magic
All witches and wizards have their favorite subjects. A witch or wizard may select a single Class of Magic to be their favored class. The extra work involved in their favored class comes at the expense of others; therefore witches and wizards who take a favored class must select Dark Arts and another Class of Magic as their Unfavored Classes.

Witches and wizards gain a +2 bonus to their caster level with their favored class. This bonus increases the number of spell points a witch or wizard can spend on spells associated with their favored class, and it also allows the witch or wizard to learn spells from their favored class sooner. For example, normally a witch or a wizard needs to be a 20th level spellcaster in order to cast 8th level spells. However, a witch or a wizard can cast 8th level spells of their favored class as early as 8th level. In addition to this bonus to caster level, a witch or a wizard also gains a +4 bonus to all class skills associated with that class of magic, as well as a +2 bonus on Spellcraft and Knowledge (Arcana) checks involving their favored class.

Likewise, a witch or a wizard suffers a -2 penalty to their caster level with their unfavored classes of magic. This penalty reduces the number of spell points a witch or a wizard can spend on spells associated with their favored class, and it also prevents the witch or wizard from learning spells from their unfavored class as quickly as they would have been able to normally. Using the example above, a witch or wizard can never cast 8th level spells associated with their unfavored class. As another example, a 1st level witch or wizard still learns their 1st level spells associated with their unfavored school, but they do not progress to their 2nd level spells until 5th level (5th level + a -2 caster penalty = 3rd level, the level normally associated with learning 2nd level spells).

A witch or wizard can walk the black path of the Dark Arts, even at a young age, by making it their favored class of magic. Doing so, however, causes the witch or wizard to select two unfavored classes of magic instead of the normal one.

List of Classes of Magic
Arithmancy, the use of numbers to predict trends and the future.
Astrology, the study of the moments of the stars, often used in potion brewing.
Care of Magical Creatures, the study of magical creatures and how to summon and care for them.
Charms, a "catch-all" category that provides useful effects.
Dark Arts, the vile practice of using black magics to control and kill other creatures.
Defense Agaisnt the Dark Arts, the learning of techniques and tricks in order to fight those who use dark magic.
Divination, the art of seeing into the future.
Herbology, the study of magical plants and their powers.
History of Magic, the complete history of everything magical.
Muggle Studies, the study of nonmagical folk.
Potions, the art of brewing magical liquids to overwhelm and ensnare the body.
Transfiguration, the study of transforming, altering, and even mending objects.


Casting Spells In This Setting

In the Harry Potter world, it's pretty uncommon to see anything but spellcasters, brandishing wants instead of swords or guns. In order to add some chance to the Harry Potter D20, all spells are essentially treated as rays. A witch or wizard must succeed on a Touch Attack Roll in order to strike an object with their spells. This bonus is modified by a Witch or Wizard's Base Wand Bonus; essentially a Witch or Wizard rolls a d20 and adds their BWB to the result. The DC is always 5 to hit a stationary object. Armor Class is utilized in this sense, though few witches or wizards actually wear much armor (though this is slightly implied by Ron in Book 7, when he seems mad that Goblins haven't taught Wizards how to make excellent armor), Charms and other spells often will raise their Armor Class.


Traits

Wizards are people! As obvious as that may be, one's unique personality plays a large role in the differences in skills, talents, and ideas between different witches and wizards. All witches and wizards are required to take 3 Traits and 3 Flaws (discussed later). In addition, a witch / wizard must select either "Smart Spellcaster", "Wise Wand Weaver", or "Charismatic Caster" as one of their three Traits.

Charismatic Caster [Trait]
Prerequsite - None.
Benefit - Your magic stems out from your viberate and uplifting personality. Treat your Charisma score as your spellcasting ability score wherever it may be necessary.

Smart Spellcaster [Trait]
Prerequiste - None.
Benefit - Your vast knowledge is the source of your magical abilities. Treat your Intelligence score as your spellcasting ability score wherever it may be necessary.

Wise Wand Weaver [Trait]
Prerequsite - None.
Benefit - Your wise nature is the source of your magical powers. Treat your Wisdom score as your spellcasting ability score wherever it may be necessary.

Quick as a Dime [Trait]
Prerequisite - Dexterity 13
Benefits - You're much more agile then wizarding folk tend to be. Add Tumble to your list of class skills. In addition, your Reflex saving throw bonus increases from [Poor] to [Good].
Normal - Normally, wizards and witches do not have Tumble as a class skill and their Reflex saving throw increases slowly.

Built Fleur Tough [Trait]
Prerequisite - Constitution 13
Benefits - Your body is strong and healthy, and you have little trouble warding off aligments. Your HD increases by one die size (to a maximum of d12) and your Fortitude saving throw bonus increases from [Poor] to [Good].
Normal - Normally, wizards and witches are on the more frail side.

Nobody's Fool [Trait]
Prerequisite - Charisma 13, Intelligence 13, or Wisdom 13
Benefits - Your mind is sharp and tough, causing others to have a difficult time manipulating you. You use the highest among your Intellgience, Charisma, and Intelligence to modifify your Will saving throws, and your Will saving throw bonus increases from [Poor] to [Good].

Magical Me [Trait]
Prerequisite - Charisma 13, Intelligence 13, or Wisdom 13
Benefit - Your blood is afire with arcane energy, granting you additional spell points per day. You gain the following spell point progression instead of the normal one listed on Table: The Witch / Wizard. Taking the Magical Me trait is worth two Flaws instead of the normal 1.

{table=head] Level | Spell Points per Day
01 | 3
02 | 5
03 | 8
04 | 14
05 | 19
06 | 29
07 | 37
08 | 51
09 | 63
10 | 81
11 | 97
12 | 115
13 | 131
14 | 149
15 | 165
16 | 183
17 | 199
18 | 217
19 | 233
20 | 249[/table]

Normal - A witch or wizard gains the alloted spell points listed on Table: The Witch / Wizard

Martial Maniac [Trait]
Prerequisite - Strength 13
Benefit - Unlike most of your classmates, you're actually pretty good at fighting without magic. You gain a Base Attack Bonus equal to your character level. In addition, you're proficient with all simple weapons.

Accurate [Trait]
Prerequisite - Dexterity 13
Benefit - You're much more precise when it comes to casting spells. Your Base Wand Bonus increases from [Poor] to [Average].

Awesomely Accurate [Trait]
Prerequiste - Dexterity 13, Accurate
Benefit - You're extraordinarly precise when it comes to casting spells. Your Base Wand Bonus increases from [Poor] to [Good].


That's all I have for now, what do you think?

magic_unlocked
2009-08-27, 02:09 AM
I think it could work. Though, as for spells known, they were like Invocations, they could learn an infinate number of spells, ya know? As long as they knew it, they could cast it.

Rayzin
2009-08-27, 08:07 AM
Actually i think there shouldn't be a limit on how many spells they can cast. It seems that there is an infinite amount of magic except for the limit they place on themselves. They can keep casting as long as they aren't to stressed out so i was thinking of some kind of system for that.

Dragon Elite
2009-08-27, 08:16 AM
We need rules on learning spells. You can't just suddenly know them. Maybe an int check?

Rayzin
2009-08-27, 08:30 AM
Actually you could probably split all the spells into 'classes' that you learn them in Hogwarts. Then for each class i guess you see how much effort or how well you did with a Int check. Then figure out how many spells you learn in class or something?

Dragon Elite
2009-08-27, 08:54 AM
Maybe Charms is CHA, and there are probably a few others. Or it could be point buy. Also, what if you want to play Fred or George? There also needs to be magic items. And creation.

magic_unlocked
2009-08-27, 02:41 PM
Well, since this is a "high magic world" you can get rid of the XP cost required to create an item. And as for learning spells, shouldn't that be a Spellcraft Check? Probably the same DC to cast the spell, and for every 5 points that you beat the DC, you learn an additional spell.

I was thinking of also combining that with the way wizards from D&D gain spells. So, it'd be that they automatically gain 2 spells of any level that they can cast, however, they must be from Core Classes. Core Classes are Defense, Charms, Transfiguration... and I might be forgetting something. Because, even if you fail everything, you're bound to pick up stuff, you're in a boarding school for a year, ya know?

This way, they'll learn at least learn three spells. Most likely, it'd be a Spellcraft Check for each class that they are in. So, for high-level characters, its a lot of spells known.

Rayzin
2009-08-28, 10:01 PM
Huh, flipping through the book for a couple hours is not fun. Luckily I remembered what spells were in what book :P.

Also while looking through the book, these healing spells. What should they be counted as? They don't fit as charms, Transfigurations and certainly not Jinxes, Hexes, or Curses.


Spell Types
* Spell is the generic term, used for all incantations.
* Charms typically would affect the behaviour of an object but do not change its nature. Thus making a pineapple tap-dance across the desk is properly a Charm, because the object remains a pineapple; but turning a teapot into a turtle is a Transfiguration.
* Jinxes carry a connotation of dark magic, though of a very minor sort. Jinxes, like Rictusempra, irritate and amuse, rather than harm.
* Hexes also carry the connotation of dark magic, again of a minor nature, but slightly darker than Jinxes. An example would be Petrificus Totalus.
* Curses are spells that are quite firmly in the Dark Magic camp, and are purely harmful in effect.
*Transfiguration are spells that would change the true nature of something. Weaker forms of Transfiguration are turning needles into pins while stronger forms can change inanimate objects into living creatures or vice versa.
*Medical spells are spells that heal things.( I don't know what some of these spells should be considered, i don't think there charms or transfigurations and certainly not Jinxes Hexes or Curses.)
Spell Components
What spell components there are is its restrictions. If it doesn't require a Focus(Almost always your wand) you don't need a wand to cast it. If it doesn't require Verbal It doesn't require you to have an incantation. For example, Wingardium Leviosa requires V,F,V
* Verbal (V): A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). A spellcaster who has been deafened has a 20% chance to spoil any spell with a verbal component that he or she tries to cast.
* Non-Verbal (NV): A Nonverbal spell does not need to be spoken out loud, but still can. Simply thinking it coupled with necessary hand actions can trigger it. This does require more concentration, double the concentration check thats beyond 10.
* Somatic (S): A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.
* Material (M): A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don’t bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.
* Focus (F): A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. Usually the focus is your wand although there are alternative focus's like Haggrids umbrella.
* No Focus(NF): Certain spells can be cast without a focus, like disapparation.

Saving Throws
In Harry Potter it is commonly seen that very basic spells can be the most powerful, a simple expelliarmus in the right hands can disarm even the most powerful wizards. A Saving throws DC is not according to 10+Spell Level+Stat, instead it is 10+ CL. This makes most spells at higher levels almost impossible to resist without some sort of counterspelling or buffing yourself.

* Accio
Type: Charm
Level: 5
Components: NV, F ,V
Casting Time: 1 Standard
Range: Unlimited
Duration: Unlimited
Saving Throw: Object, or Fortitude
Despite its apparent simplicity, the Summoning charm is apparently fairly complex. It summons an object towards you, the object will fly towards you taking the shortest route as possible although it will not hit anything. It may seems that there is no limit to how far the object is, but it requires clear concentration of where the object is or may be and where you want it to go. After that the object will fly at 20ft+Xft/level towards you. If it can arrive in one turn then there is no need to concentrate, if not it requires a concentration check. A concentration check is 12+x(X being however many 20 feet the object is away from you). If you have a very clear idea of where the object is exactly, then the concentration check is 12+x(X this time is however many 500 feet the object is from you). A saving throw can be made against something holding it. For a person its fortitude, and for an inanimate object like a door or chains it would be 10+Hardness.

* Aguamenti
Type: Transfiguration
Level: 3
Components: V, F
Casting Time: 1 Standard
Range: 30+5ft/2 levels
Duration: Half Caster Level
Saving Throw: No
The Aguamenti spell causes a stream of clear, potable water to issue from the tip of the caster's wand.
* Alohomora
Type: Charm
Level: 1
Components: V, F, S, NV
Casting Time: 1 Standard
Range: Touch
Duration: Instant
Saving Throw: Object
Alohomora is a basic charm that is taught in the first year. It can open all basic locks but it is not very dependable against doors that have been counter-charmed against it. Some are simple while others are nearly impossible,such as the Gringotts or the Ministry of Magic locks. These kind get a Saving Throw against the spell.
* Anapneo
Type: Medical
Level: 4
Components: V, F
Casting Time: 1 Standard
Range: Close (10 ft)
Duration: Instant
Saving Throw: Fortitude
Anapneo is a spell that clears a throats airway. It doesn't do much more than that although it coule probably be abused in order to not allow someone to swallow something.

* Apparation
Type: ??????
Level: 6
Components: None
Casting Time: 1 Standard
Range: Unlimited
Duration: Instant
Saving Throw: Yes
A powerful wizard can apparate anywhere across the world displacing himself into nothingness and appearing somewhere else. How this happens is not very clearly explainable. The user must have the targeted area in mind very clearly before apparating. The further the distance the harder the person needs to concentrate in order to not splinch, or leave behind part of himself, this can be minor like a fingernail or a piece of skin. Or as serious as your whole forearm or the entire flesh on your shoulder. DC 10+1 per every 75km. To side along apparate you require even more concentration in order to bring someone else increasing it to DC 10+1 every 50km's.
* Aparecium
Type: Charm
Level: 3
Components: V, F, S
Casting Time: 1 Standard
Range: Close (10ft)
Duration: Instant
Saving Throw: Object
This spell is used to make invisible script appear. It can be counter-charmed which would give the message or drawing a save.
* Avada Kedavra
Type: Curse
Level: 7
Components: V, F
Casting Time: 1 Standard
Range: 30+5ft/2CL
Duration: Instant
Saving Throw: Reflex
Avada Kedavra or the Killing Curse is the most powerful of the Unforgivable Curses. It emits a green jet of light from the wand and when it hits someone it seems to strip the body of its soul. Avada Kedavra is also a very physically powerful spell, able to destroy most objects in one blast. Certain very powerful wizards are presumed to be able to use this Curse over an area as Wormtail did to frame Siruis Black. Requires a ranged touch attack.
* Avis
Type: Transfiguration
Level: 6
Components: V, F, S
Casting Time: 1 Standard
Range: Close
Duration: Instant
Saving Throw: No
Avis is a spell that causes a flock of birds to appear from the end of the caster's wand. Requires a concentration check of 20. The birds seem to have little use but combined with other spells they could be used to harrass or distract people.
* Banishing Charm
Type: Charm
Level: 4
Components: V, F, S
Casting Time: 1 Standard
Range: 40+5ft/2CL
Duration: Instant
Saving Throw: Object
The exact opposite of Accio the summoning charm, the Banishing Charm instead repels an object away from you with a large force.Although unusable on living objects, it can fling most objects through the air up to small, anything larger subtracts from the range of how far it could go. Medium objects only slide along the ground and you halve the range, large objects move 1/4, and huge is 1/8, Guargantuan is 1/10, and Colossal is 1/12nd. If you cannot move it over 10 feet then you can't move it. (You'd have to have a Caster Level of 16 to push a huge object, 24 for a gargantuan, and 32 for a Colossal object)

* Bat Bogey Hex
Type: Hex
Level: 5
Components: V, F, S
Casting Time: 1 Standard
Range: Unlimited
Duration: 3 rounds per CL
Saving Throw: No
The Bat Bogey Hex creates boogers with batwings that can be used to harrass an enemy. They fly as a small swarm at 50ft/round and they will constantly harass the target following him and generally naseauting him until the duration us up. Concentration check is increased by half the Caster Level.
* Bubble-Head Charm
Type: Charm
Level: 2
Components: V, F, S
Casting Time: 1 Standard
Range: Touch
Duration: Two minutes per CL
Saving Throw: No
Creates an dome of breathable and clean air around your head. Can be used to breath underwater or to resist the effects of gases. Although while using this you will not be able to smell the air around you.
* Colloportus
Type: Charm
Level: 2
Components: V, F
Casting Time: 1 Standard
Range: Touch
Duration: Instant
Saving Throw: No
The opposite of Alohomora, it seals a door closed. This can be used as a counter-charm of Alohomora that gives the door a save according to your Caster Level or it can be used in order to hold a door closed as an opposed check to someone trying to open the door with Alohomora.
* Confringo
Type: Curse
Level: 7
Components: V, F
Casting Time: 1 Standard
Range: Close 50+5ft/2CL
Duration: Instant
Saving Throw: Fortitude
Confrigo is the Blasting Curse, and it does what its name suggests, blast things. The spell will rochiet around things until it finds something that will blow up and destroying it, if it hits a living being it will result in quite severe internal damage and possibly death. Requires a Fortitude save. If failed the person will die instantly, if succeded the person will take 3d6+CL damage. Requires a Ranged Touch attack.
* Confundus
Type: Charm
Level: 6
Components: V, F, NV
Casting Time: 1 Standard
Range: Touch
Duration: Instant
Saving Throw: Will
Confudus is a confusion charm that will severly confuse the subjects short term memory. While it does not obliviate old memories it instead makes the experience very confusing. After using this charm the target will have trouble remembering what he did and what he was doing and for a short period of turns equal to your caster level he will not be able to react properly. He takes a -4 to wisdom and a -4 to intelligence, you get a Will Save.
* Conjunctivitus
Type: Hex
Level: 4
Components: V, F
Casting Time: 1 Standard
Range: 15ft+5/2CL
Duration: Half CL
Saving Throw: Fortitude
Conjunctivitus is a spell that will temporarily blind the target, leaving him sightless for half of your Caster Level.
* Crucio
Type: Curse
Level: 5
Components: V, F, NV
Casting Time: 1 Standard
Range: Close (20ft)
Duration: Infinite
Saving Throw: Will
Cruicio is one of the Unforgivable Curses, it wracks the enemy with agony both physically and mentally. Although it does very little actual damage it can incapacitate someone in combat from the pain and deal 1 damage a round, and it can be used as a brutally effective torture and interrogation tool. It slowly begins to erode your sanity over time, each will save failed subtracts one wisdom eventually it can drive you irreversibly insane if you are lowered beyond 3.
* Defodio
Type: Charm
Level: 3
Components: V, F
Casting Time: 1 Standard
Range: Close (20ft)
Duration: Instant
Saving Throw: Fortitude
Defodio is a simple charm that allows you to cut, it can be used to carve words into something at lower levels. At higher powers it can make delicate engravings and can be used offensively, gouging out flesh. The spell can do 1 damage per caster level, damage reduction cannot apply to this. Requires a ranged touch attack.
* Deletrius
Type: Charm
Level: 5
Components: V, F
Casting Time: 1 Standard
Range: Close (20ft)
Duration: Instant
Saving Throw: No
Deletrius is a spell used to end Prior Incantato's showing of previous spells.
* Densaugeo
Type: Jinx
Level: 3
Components: V, F
Casting Time: 1 Standard
Range: 10ft+5ft/2CL
Duration: Instant
Saving Throw: Fortitude
Densaugeo is a jinx that is used for entertainment or to enrage the opponent rather than hurt them, it causes a certain area to grow rapidly. While not like Engorgio it targets a specific area, like teeth or ears.
* Deprimo
Type: Jinx
Level: 6
Components: V, F
Casting Time: 1 Standard
Range: Close (20ft)
Duration: Instant
Saving Throw: Fortitude
Deprimo completely destroys an object turning it into nothing but ash or dust. It doesn't seem to affect living beings though.
* Descendo
Type: Charm
Level: 1
Components: V, F
Casting Time: 1 Standard
Range: Close (30ft)
Duration: Instant
Saving Throw: No
Pushes something so that it can knock things over, more powerful wizards could push over a large pile of things while a weaker wizard may only be able to push a book.
* Diffindo
Type: Hex
Level: 1
Components: V, F
Casting Time: 1 Standard
Range: Touch
Duration: Instant
Saving Throw: Yes
Diffindo destroys a controlled area. Like casting diffindo at a bag could rip the bottom or crack an inkbottle. At higher levels Diffindo should be able to completely shred books or shatter bottles. Certain objects are resistant to being destroyed.
* Disillusionment
Type: Charm
Level: 4
Components: V, F
Casting Time: 1 Standard
Range: Touch
Duration: Instant
Saving Throw: No
Disillusionment causes a person to become invisible to others, bending light around him. Normally the spell doesn't turn you completely invisible, merely harder to see, although at higher levels you can be completely cloaked. You add half your CL to a hide check, you also gain Hide In Plain Sight.
* Duro
Type: Transfiguration
Level: 3
Components: V, F
Casting Time: 1 Standard
Range: Close (30ft)
Duration: Instant
Saving Throw: Object
Duro turns objects harder or softer, it could turn rocks into incredibly soft jelly like material or a soft shirt almost into stone. It increases the hardness of something by 1/3rd of your caster level, or removes that much hardness. Does not work on living beings and certain enchanted objects aren't affected.
* Enervate
Type: Medical
Level: 4
Components: V, F
Casting Time: 1 Standard
Range: Touch
Duration: Instant
Saving Throw: No
Enervate restores a person to conciousness.
* Engorgio
Type: Charm
Level: 3
Components: V, F
Casting Time: 1 Standard
Range: Close (15ft)
Duration: Instant
Saving Throw: Fortitude
Engorgio can increases an object or thing by 1 size category. People cannot be increased past large and most objects cant be increased more than 2 sizes.
* Episkey
Type: Medical
Level: 7
Components: V, F
Casting Time: 1 Standard
Range: Touch
Duration: Instant
Saving Throw: No
Episkey can heal most injuries other than internal, it can mend broken bones and sew together skin. Although this has no effect on magical attacks and has no effect at all on internal injuries. Heals 10hp/level
* Evanesco
Type: Charm
Level: 2
Components: V, F
Casting Time: 1 Standard
Range: Close (30ft)
Duration: Instant
Saving Throw: No
Can make inanimate objects dissapear until they are reconjured. It can remove 2 fine object each per CL, every 1 caster level you can remove a diminutive, every 2 CL you can remove a tiny, every 4 you can remove a small, every 8 you can remove a medium. 16 you can remove a large, every 22 you can remove a gargantuan, every 30 you can remove a colossall.
* Expecto Patronum
Type: Charm
Level: 6
Components: V, F
Casting Time: 1 Standard
Range: Long 400+10ft/CL
Duration: CL
Saving Throw: No
Expecto Patronum creates Patronus. A Patronus is a incorpreal silver magical being that takes the shape of an animal, which is up to the users personality. The main ability of a Patronus is to ward off a dementor as it is made of pure positive energy. A patronus can move according to the users will at up to 80 feet per round, it does not need to be directed with your wand and it can move upwards into the air to.
* Expelliarmus
Type: Charm
Level: 2
Components: V, F
Casting Time: 1 Standard
Range: 40ft
Duration: Instant
Saving Throw: Reflex
Expelliarmus is the Disarming Spell. Commonly used in wizards duels it is quite a basic spell that as its name says disarms someone, usually there wand. The spell is commonly used on the enemies wand, disarming them and making it fly towards the caster. Expelliarmus is not limited to wands though, almost any object held inside there hand can be disarmed.
* Expulso
Type: Curse
Level: 5
Components: V, F
Casting Time: 1 Standard
Range: 20ft+5ft/2CL
Duration: Instant
Saving Throw: No
Expulso is the Explosion Curse. While its effects may seem similar to Confrigo it is diffrent because when it contacts with anything it will blow up. Deals 1d6 per 2 CL. Requires a Ranged Touch attack.
* Ferula
Type: Medical
Level: 4
Components: V, F
Casting Time: 1 Standard
Range:Close (20 ft)
Duration: Instant
Saving Throw: No
Ferula is a spell that would set a broken bone, while not fixing it it seems to be able to conjure a splint or bandages and put it back in place. While not really useful in a battle it could be abused in order
* Fiendfyre
Type: Curse
Level: 9
Components: V, F
Casting Time: 1 Standard
Range: 60ft+5/CL
Duration: CL turns
Saving Throw: No
Fiendfyre is an all consuming magical flame. Named after the magical creatures the flame takes shape in the spell will burn through just about anything other than other spells. No object, unless protected by powerful magic, can withstand it. Fiend Fyre only requires a ranged touch attack, afterwords you must maintain a concentration of 25 every turn in order to manipulate it. If you fail then the fiendfyre will rage out of control and spread randomly.
* Finite
Type: Charm
Level: 1
Components: V, F, NV
Casting Time: 1 Standard
Range: 30 ft
Duration: Instant
Saving Throw: No
Finite will end a spell with a long duration. A very baisc spell in order to stop certain jinxes and hexes. In order to use Finite you would have to be of equal or more power to end it, it requires an opposed check of Casterlevel+Stat+Other.
* Finite Incantatem
Type: Charm
Level: 8
Components: V, F, NV
Casting Time: 1 Standard
Range: 30ft
Duration: Instant
Saving Throw: Yes
Finite Incantatem will end a spell with a long duration, unlike Finite though Finite Incantatem is used over a large area. In order to use Finite Incantatem you would have to be of equal or more power to end it, it requires an opposed check of Casterlevel+Stat+Other.
* Flagrante
Type: Curse
Level: 8
Components: V, F
Casting Time: 1 Standard
Range: Touch
Duration: Amount of Hours equal to Caster Level
Saving Throw: No
Flagrante is a curse that causes an object to become unbearably hot when touched. It can be used on just about anything from objects like doorhandles or maybe even the clothes someones wearing. The size of the object should modify the amount of damage but 1d6 should be enough.
* Flagrate
Type: Charm
Level: 1
Components: V, F
Casting Time: 1 Standard
Range: Touch
Duration: Turns equal to CL
Saving Throw: No
Flagrate is a spell that like Flagrante makes things hot, specifically the end of the wand. A weaker wizard may only be able to warm something or start a fire with this spell, very powerful wizards are able to brand metal or can burn people with this ability. Deals 1d6 every two levels up to 10d6.
* Furnunculus
Type: Jinx
Level: 6
Components: V, F
Casting Time: 1 Standard
Range: 25ft+2ft/CL
Duration: 5 minutes per CL
Saving Throw: Fortitude
Furnunculus is a spell that will cause a person to erupt into boils when hit by it. These boils have no real use in combat. Requires a ranged touch attack.
* Geminio
Type: Transfiguration
Level: 5
Components: V, F
Casting Time: 1 Standard
Range: Touch
Duration: Unlimited
Saving Throw: No
Geminio is a transfiguration spell that when cast on an object will conjure a duplicate. The duplicate is merely a material equivelant, if you duplicate almost any object it will turn out the same. If you duplicate a magical one geminio will not take the magical properties or charms cast on the original. Although the duplicate may look like the original it will not have the same value, it becomes a perfect lookalike.
* Gemino
Type: Curse
Level: 8
Components: V, F
Casting Time: 1 Standard
Range: None
Duration: 2 Rounds per CL
Saving Throw: None
Gemino will cause an object to duplicate itself when touched. Each duplicated piece will also duplicate when touched, this can produce some intresting effects for puzzles or traps when combined with other spells. As with Geminio the duplicates are only lookalikes that should have the same apperance, but they don't have the same monetary value or magical properties.
* Glisseo
Type: Charm
Level: 6
Components: V, F
Casting Time: 1 Standard
Range: 40ft
Duration: CL
Saving Throw: None
Glisseo will turn something completely smooth. If you cast it on a staircase the staircase could become a slide, if cast on a brickwall it should become smooth.
* Incarcerous
Type: Transfiguration
Level: 4
Components: V, F
Casting Time: 1 Standard
Range: 25 ft
Duration: 1 minute per CL
Saving Throw: Reflex
Incarcerous will conjure ropes that will usually bind your opponent. These ropes require a Escape Artist check of 15+CL and while bound you cannot move, if the caster chooses they can also gag you.
* Incendio
Type: Charm
Level: 1
Components: V, F, NV
Casting Time: 1 Standard
Range: 5ft+5ft/2CL
Duration: Instant
Saving Throw: None
Basic charm that causes something to start on fire or burn. This is a nonmagical fire and will deal damage like a normal fire. The higher level the spell is the farther away and larger the object you can set fire to. 1-3CL can only light fine objects candle wicks or threads. CL 4-6 you can light diminutive objects, a shoelace or maybe a page of a book. CL 7-9 you can light tiny objects like a book or a bedsheet. CL 9-11 you can light small animals or objects on fire. 12-17 You can set fire to medium size objects, people are no exception to this. 18-22 Large objects can be set on fire, or a 10x10 ft area. 23-28 you can set Huge objects or area on fire 15x15 ft. 29-32 you can set a Guargantuan object or a guargautuan area 20x20 ft on fire. 33-36 you can set a collosal object or an area of 25x25 ft on fire.
* Impedimenta
Type: Jinx
Level: 3
Components: V, F
Casting Time: 1 Standard
Range: 20ft+5ft/2CL
Duration: Instant
Saving Throw: Fortitude
Impedimenta causes the target to fall, they may be tripped or blown backwards when cast with more force. A low caster level under 7 would only cause the target to trip, under 14 actually pushes the target prone with some force. A caster level above 14 will push the target back with an immense force actually making them move back 5 ft. No matter what if they are tripping, being pushed, or blown back they will fall prone.
* Imperio
Type: Curse
Level: 9
Components: V, F
Casting Time: 1 Standard
Range: 10 ft
Duration: 1 Hour per CL
Saving Throw: Will
The Imperius curse is one of the three Unforgivable Curses. It forces the target to be subjected to your will, they will do whatever you tell them to the best of your ability. When cast the target may have the willpower to resist but if they can't they will be completely under your command. While the target is under the Imperius curse you can give commands by pointing your wand at them and commanding them to do something. Simply saying it aloud will not make him do anything. The subject will do, to the best of his or her ability, what you ask other than suicide. You cannot force the person to jump off a building although you could get them killed by forcing them to run straight into the enemy.
* Imperturbable Charm
Type: Charm
Level: 7
Components: V, F
Casting Time: 1 Standard
Range: Touch
Duration: 5 minutes per CL
Saving Throw: None
The Imperturbable Charm blocks a door or window with a barrier. No physical object should be able to approach it without being pushed back. Spells to are repelled although it would have to be more powerful than the doors barrier. An opposed caster level roll would be needed.
* Impervius
Type: Charm
Level: 1
Components: V, F
Casting Time: 1 Standard
Range: None
Duration: 1 hour per CL
Saving Throw: None
Makes an object waterproof for a period of time.
* Langlock
Type: Hex
Level: 6
Components: V, F
Casting Time: 1 Standard
Range: 20 ft
Duration: A week per CL
Saving Throw: Will
Langlock hexes the enemy so that they will be unable to speak of a certain subject. Whenever they try to speak of the restricted subject they will find they cannot move their tounge to form words. This will happen everytime without fail. A powerful enough finite or a counterspell will work.
* Legilimens
Type: Charm
Level: 8
Components: V, F, NV
Casting Time: 1 Standard
Range: None
Duration: Infinite
Saving Throw: None
Initiates Legilimency.
* Levicorpus
Type: Hex
Level: 6
Components: V, F, NV
Casting Time: 1 Standard
Range: 30 ft
Duration: 1 Rounds per CL
Saving Throw: Will
Levricorpus levitates a victim by their feet. They are lifted high enough so that they cannot touch the ground.
* Liberacorpus
Type: Hex
Level: 6
Components: V, F, NV
Casting Time: 1 Standard
Range: 30 ft
Duration: Instant
Saving Throw: None
Liberacorpus is the counterhex for Levricorpus, it releases someone afflicted by Levricorpus lowering them to the ground.
* Locomotor
Type: Charm
Level: 3
Components: V, F
Casting Time: 1 Standard
Range: 30 ft
Duration: 1 minute per CL
Saving Throw: None
Locomotor allows you to levitate and propel objects through the air. Although only at a walking pace of 20ft/round it can carry any object thats not bigger than the large category.
* Locomotor Mortis
Type: Jinx
Level: 1
Components: V, F
Casting Time: 1 Standard
Range: 30 ft
Duration: 1 minute per CL
Saving Throw: Fortitude
Locomotor Mortis is a very basic Jinx that locks someones legs together. Something like the body bind it foces the legs to be bound together and unable to walk. The targets arms are still free to move.
* Lumos
Type: Charm
Level: 1
Components: V, F
Casting Time: 1 Standard
Range: Touch
Duration: Unlimited
Saving Throw: None
Lumos is a spell that illuminates the tip of a wand. Although very basic the more power a wizard has the larger area it can illuminate. A radius of 10 feet of bright light is created with 20 ft of shadowy light. Evey 4 CL adds 5 feet of bright illumination and 10 feet of shadowy light.
*Mobilicorpus
Type: Charm
Level: 4
Components: V, F
Casting Time: 1 Standard
Range: 30 ft
Duration: 5 Rounds per CL
Saving Throw: None
Moves an unconcious, dead, or helpless body at 20 ft/round.
* Morsmordre
* Muffliato
* Nox
* Obliviate
* Oppugno
* Orchideous
* Permanent Sticking Charm
* Peskipiksi Pesternomi
* Petrificus Totalus
* Point Me
* Portus
* Prior Incantato
* Protean Charm
* Protego
* Quietus
* Reducio
* Reducto
* Relashio
* Rennervate
* Reparo
* Rictusempra
* Riddikulus
* Scourgify
* Sectumsempra
* Serpensortia
* Silencio
* Sonorus
* Specialis Revelio
* Stupefy
* Tarantallegra
* Tergeo
* Tongue-tying Curse
* Transfiguration, Lesser
* Transfiguration
* Transfiguration, Greater
* Undetectable Extension Charm
* Waddiwasi
* Wingardium Leviosa



Rituals? (Not Really Spells)

* Fire-call
* Floo Network
* Metamorphmagus
* Unbreakable Vow


Abilties?

* Animagus
* Parseltongue
* Occlumency


Wands

CORES
*Dragon Heartstring
*Veela Hair
*Unicorn Tail Hair
*Phoenix Feathers
*Thestral Tail Hair

WOODS
*Hollywood
*Hawthorn
*Elder
*Oak
*Birch
*Yew
*Vine
*Ash


Magical Items

* Deluminator
* Disappearing Cabinets
* Floo Powder
* Foe Glass
* Hand of Glory
* Howler
* Invisibility Cloak
* Omnioculars
* Paintings
* Pensieve
* Photograph
* Portkey
* Probity Probe
* Quick-Quotes Quill
* Remembrall
* Secrecy Sensor
* Sneakoscope
* Time-Turner



Artifacts

* Goblet of Fire
* Horcrux
* Marauder's Map
* Mirror of Erised


Books


Brooms

Bluebottle
Cleansweep 5
Cleansweep 7
Cleansweep 11
Comet 260
Comet 290
Firebolt
Shooting Star
Silver Arrow

DeadEnded
2009-08-28, 10:30 PM
Well, since this is a "high magic world" you can get rid of the XP cost required to create an item. And as for learning spells, shouldn't that be a Spellcraft Check? Probably the same DC to cast the spell, and for every 5 points that you beat the DC, you learn an additional spell.

I was thinking of also combining that with the way wizards from D&D gain spells. So, it'd be that they automatically gain 2 spells of any level that they can cast, however, they must be from Core Classes. Core Classes are Defense, Charms, Transfiguration... and I might be forgetting something. Because, even if you fail everything, you're bound to pick up stuff, you're in a boarding school for a year, ya know?

This way, they'll learn at least learn three spells. Most likely, it'd be a Spellcraft Check for each class that they are in. So, for high-level characters, its a lot of spells known.

You forgot Potions, that's a core class for a number years. And I think a good number of the 'learning tracks' require it, notably Aurors.

magic_unlocked
2009-08-30, 12:41 AM
You forgot Potions, that's a core class for a number years. And I think a good number of the 'learning tracks' require it, notably Aurors.

Yes, that is true, however, as Snape said, "There is little wand-waving here, now open your book to page seven hundred ninety-four."

For potions, it's like a chemistry class. Whatever muggles can do with chemistry, wizards can do, but better.

For the cost, we could say that its the Skill Check DC x3 in galeons. Potions were expensive, they require raw materials and a high level of skill and time and take a number of hours to finish equal to the DC x4.

Rayzin
2009-08-30, 08:59 AM
It was stated that potions could have almost the same effects as certain spells and that it also required magic to be able to create them. There should probably be a huge list of potions to.

Oh boy there is a hugeass list of potions to :o.

NorseItalian
2009-08-30, 10:00 AM
A question should blood be of relavence to the player?
Like Full-blooded wizards would know more wizarding lore or common facts that a 'mudblood' might not.
Should there be any mechanical diffrences?
Er, I don't want to tell Hermione about that, but...
Hermione: (insert name of damaging, non-dark-arts spell)
Never mind.

No, he's right. Hermione negated that pnealty, though, by taking the "frumpy," "unloved," "bad hair," and "bad teeth" flaws at level one. Of course, she then negated all THAT by putting lots of points into CHA halfway through level four. Oh, that Hermione. Such a munchkin.
-----

On the topic of learning spells, one way that seems to work (and that I've seen stated before elsewhere but this is my own take on it) is to treat them as skills: You buy ranks (or maybe have a set number you can have per level) in that spell, which act as a bonus to your spellcraft check to cast that spell (you can still cast a spell without having ranks in it, it is just treated as an untrained skill check). As magic in the potterverse is treated in such a way that if one doesn't have sufficient practice in a spell it is likely to fail, it makes sense for a spellcraft check to be rolled whenever casting a spell, aided by your training in that spell (probably to make sure that classes don't become irrelevant, you shouldn't be able to buy ranks in a spell until you are exposed to it, maybe even not until you are exposed to it by a teacher). To further simplify things, maybe it makes sense to make it like the 4E system of skill training: you train in it once, and you're either trained or you're not, automatic +5 or bust. As for where the ranks (spell points?) come from, I see two possibilities: A) you get a set number of spell points each level for you to spend as you are exposed to new spells. This is tricky as you may run out of spell points before the end of the level, which brings me to: B) You buy spell points by spending XP. In this case, the system becomes cyclical: Buy practicing and learning magic you gain XP which you then spend in order to practice and learn magic which gains you XP which you then spend to (etc. etc.). The more you use your magic, the faster you level up. The more magic you learn, the slower you level up. An average balance of using and learning leads to an average length of a level.

In any case, that's just my thought, and while it's certainly not perfect, there's got to be SOMETHING usable in there. Take from it what you wish. Or not.

EDIT: Now that I think about it, this is in some ways simillar to Golden-Esque's write up, but mine doesn't limit spells cast per day...

magic_unlocked
2009-08-30, 11:28 AM
Hmm... That's interesting.

What if we did it like this. You know how they were talking about giving the class mana/spellpoints, right? Well, what if we change those so that that's the number that they have to spend for spells?

Forexample, (i'm giving them Spell Points based on a sorcerer), they would have 8 Spell Points at level 3, That means, they's have 8 1st-level spells known. But that's okay, they just spent a year and a half studying hard, or should have been.

At fourth level, they become capable of learning to cast 2nd-level spells and have 14 spell points. They already gained eight 1st-level spells, so that leaves the total at 6, which let them learn two 2nd-level spells since they cost 3 Spell Points to learn apiece.

Though, this may be unnessicarily complicated. >_>

They would still have to do the spellcraft check to see if they can cast the spell. I alo think thatr you can't take 10 or 20 on the check.

NorseItalian
2009-08-30, 11:38 AM
Hmm... That's interesting.

What if we did it like this. You know how they were talking about giving the class mana/spellpoints, right? Well, what if we change those so that that's the number that they have to spend for spells?

That's what I was trying to get at, but in my rambling is suppose iFailed.



Forexample, (i'm giving them Spell Points based on a sorcerer), they would have 8 Spell Points at level 3, That means, they's have 8 1st-level spells known. But that's okay, they just spent a year and a half studying hard, or should have been.

At fourth level, they become capable of learning to cast 2nd-level spells and have 14 spell points. They already gained eight 1st-level spells, so that leaves the total at 6, which let them learn two 2nd-level spells since they cost 3 Spell Points to learn apiece.

My qualm with this is that in the books Harry learns how to cast spells during a year and then uses those spells during the same year. Not getting to use them until you level up looses some of the style and flavor of the series.


Though, this may be unnessicarily complicated. >_>

Bah. No more unnessicarily complicated than what the rest of us have put out. :smalltongue:


They would still have to do the spellcraft check to see if they can cast the spell. I alo think thatr you can't take 10 or 20 on the check.
[/QUOTE]
Oh god you're so right, that would be terrible. "Some spells are very difficult to cast, but if you sit there for a long time and do an average job casting them, you'll be fine." Ick.

magic_unlocked
2009-08-30, 11:44 AM
I suppose, but, do understand, that you can cast spells you dont know with that higher spellcraft DC. Perhaps we can make a feat that will lower the miltiplication value by one step? So the DC would be x2 instead of x3?

On a side note, i forgot the equations that were being used.

GreatWyrmGold
2009-09-10, 07:31 PM
Three days...and I'll be looking for entries to judge.

magic_unlocked
2009-09-10, 07:40 PM
Three days...and I'll be looking for entries to judge.

So... did we get derailed from the original topic od this thread? :smallconfused:

GreatWyrmGold
2009-09-10, 08:32 PM
So... did we get derailed from the original topic od this thread? :smallconfused:

Yeah. Second-most I've seen, only exceeded by that famous "Fluffy the Death Kitty" one.

magic_unlocked
2009-09-10, 10:17 PM
I see. Well... I have some spells, namely the unforgivables.

Here they are:

The Cruciatus Curse
Dark/Necromancy [Evil, Vile]
Level: clr 5, sorc/wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25ft + 5ft CL)
Effect: 1 creature targeted with line of sight (See Text)
Duration: Concentration, up to 1 round a level (max 20)
Saving Throw: Special (see text)
Spell Resistance: Yes.

By channeling pure hate and spite, your torture your enemy to her very core, driving her into madness with sheer pain.

This spell deals 4d8 + CL non-lethal damage per casting to your victim, in addition to this; she must make a fortitude save or fall to the floor in utter pain, falling stunned for 1 round. As a further effect of this most terrible spell, the target must also make a special will save, DC 10 + ½ your caster level or take 2 points of Wisdom damage. If she takes enough wisdom damage to reduce her to 0, it then becomes permanent wisdom drain and only a restoration spell, or similar divine magic, can restore a victim back to sanity. Arcane magic, even a Lesser Wish and Wish have no effect.

A person brought to insanity by this spell does nothing but drool and mutter incoherently.

The Imperious Curse
Dark/Enchantment [Evil, Vile]
Level: brd 6, sorc/wiz 7
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25ft +5ft CL)
Effect: One creature in line of sight
Duration: See Text
Saving Throw: Will Negates
Spell Resistance: Yes

With a single spoken word, you utterly crush your targets will and dominate their mind to your complete control.

This spell functions almost exactly like the Dominate Monster spell, however, the duration is indefinite… almost. Every day, the target muse make a will save equal to 10 + ½ caster's CL + caster's cha modifier (calculated at time of casting). Failure results in the target being utterly dominated by you. However, once your target has been dominated, you can force it to do actions that would otherwise be against its nature. It recieves another Will save if the action is against their nature, however, they are not released from mental domination and act as though slowed for 1 minute and a Wisdom check DC 15 reveals that they are mentally dominated. The target that makes the will save due to actions against their nature still carry that task out, but in the absolute least efficient way possible, especially if it will get them discovered.

You can only have one such creature dominated by this spell at a time. If the creature breaks free of your domination, you are immediately alerted with a mental "ping" similiar to that of an Alarm spell.

The Killing Curse
Dark/Necromancy [Evil, Vile]
Level: clr 9, Death 8, Necromancy 8, sorc/wiz 9
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25ft + 5ft CL)
Effect: 1 ray (see text)
Duration: Instantaneous
Saving Throw: Special (see text)
Spell Resistance: No

With two words of power, you snuff out the life force of any creature in one blow, killing it instantly.

You expel the creature’s soul out of its body while simultaneously stopping all of its vital processes at once. The creature must make a Will save to keep its soul in its body and it must make a fortitude save to keep its vital processes alive.

If a creature fails its will save, it soul is ripped out of its body in the harshest, most painful way possible. It takes 2d8 points of wisdom drain and dies instantly. If later brought back, this wisdom drain is not restored, even if a True Resurrection spell is cast. It takes a restoration spell, or similar divine magic to restore this wisdom drain after the creature is brought back. Arcane magic, even Limited Wish and Wish, can not restore this ability damage.

If a creature makes its will save, but fails its fortitude save, it is immediately dropped to negative 9 HP, and takes 2d8 points of strength and dexterity drain, it also takes 4 constitution drain, but HP lost from constitution is not calculated when it is dropped. It is a simultaneous result. The target is stable but in utter pain and is stunned for 1d4 rounds.

Even if a creature makes both saves, it takes 3d6 + CL in damage (max +40), and takes 1d4 points of ability damage to all of its abilities. It is also stunned for the next round and dazed the round after that.

This spell can only be used on living creatures that have souls. If this spell is used on an outsider, it must make a will save or be stunned for 1d4+1 rounds, success results in the target being dazed for 1d4+1 rounds. This spell does not affect undead.

GreatWyrmGold
2009-09-21, 08:57 PM
I missed the contest's end aND the voting. :smallfrown:

Well, I guess everyne wins! :smallsmile:

Dante & Vergil
2009-09-21, 11:22 PM
This thread needs to stay, even if the contest is over. There is too much good stuff here to let it end.

GreatWyrmGold
2009-09-22, 05:48 PM
This thread needs to stay, even if the contest is over. There is too much good stuff here to let it end.

True, but How?

Wait...

This thread is opened for anyone with Harry Potter homebrew! A cookie to the first person to post a HP-esque Wizard class. Bear in mind how HP and pals seemed to not have to worry about preparing/running out of spells (Oh, no! I didn't prepare Patronus today!), and how easy it seemed to be to learn new spells 9just go to class. No XP required?).

magic_unlocked
2009-09-23, 12:50 PM
Hmm.... a Harry Potter-based casting class... to the drawing boards! oh, how do you make a table here? o_O

DracoDei
2009-09-23, 01:15 PM
Check the sticky thread at the top of the homebrew section for a guide.
The requisite opening tag is [Table] and the column divider is |

magic_unlocked
2009-09-23, 01:19 PM
Thanks, and I forgot about the sticky

Mulletmanalive
2009-09-24, 06:56 PM
Avada Kedavra is "easy to block" because of following reason: Every Wizard takes a Defense against the dark arts class. Some archaic herbology spell would be just as easy to block if you took the time to learn how to do so.

In canon, it's stated that Avara Kedavra is impossible to block, that's why its so scary. There are other lethal curses, like ones that affect the vitals, but Avara Kedavra is irresistable.

It's just dodgeable. Combined with the fact that wizards in HP seem to be impossibly poor shots, it makes Harry really resistant to attacks with it.

Agrippa
2009-09-24, 09:44 PM
Spells can't block Avada Kedavera. Physical objects on the other hand can. Make it a ranged attack roll instead of a ranged touch attack roll and you'll a pretty accurate D&D version of Avada Kedavera. Also I'd make Harry Potterverse wizards modified warlocks. Basically take away eldritch blast and all related invocations along with fiendish resilence, damage reduction and energy resistance. Also give them poor Fortitude and Reflex saving throws, poor BAB and a d4 for hit dice. Then just make Harry Potter inspired invocations, er, spells.

magic_unlocked
2009-09-25, 01:34 PM
I agree with Agrippa, however, I still believe that the Killing Curse should be considered a ranged touch attack. yes, it makes it over powered, but, remember, casting it on a human (i think dragons are resistant to it. They're freakin' dragons!) is a life sentence in Azkaban.

Even evil wizards are hesitant to use it, unless of course, they are unified by a dark lord or are simply too crazy to care or arrogant in their skills. But, even then, they don't wontonly cast the killing curse.

Dante & Vergil
2009-09-25, 02:20 PM
I agree with Agrippa, however, I still believe that the Killing Curse should be considered a ranged touch attack. yes, it makes it over powered, but, remember, casting it on a human (i think dragons are resistant to it. They're freakin' dragons!) is a life sentence in Azkaban.

Even evil wizards are hesitant to use it, unless of course, they are unified by a dark lord or are simply too crazy to care or arrogant in their skills. But, even then, they don't wontonly cast the killing curse.

True, true.
Is it just me or is the name Azkaban really awsome? Because I totally think it is!!

Agrippa
2009-09-25, 04:12 PM
I was thinking of making Avada Kedavera a ranged attack or ranged touch attack version of Power Word: Kill.

GreatWyrmGold
2009-09-25, 04:46 PM
(i think dragons are resistant to it. They're freakin' dragons!)

Agreed. If the spell doesn't involve a saving throw that only sreatures as powerful as dragons could make...it may not be that accurate.

Edit: Or spell resistance.

magic_unlocked
2009-09-29, 03:44 PM
I think only magical creatures have spell resistance. They mention that teams of people are needed to bring down dragons. We have evidence of that happening in the (book version) of Harry Potter and the Goblet of Fire. That, or they require that many people and hope that one of the team members gets a natural 20 vs SR and everyone's job is to keep each other alive until it does?

And, they did say a dragon's eyes are the weakest spot. Though, i think that is because they don't have thick scales over it. So maybe a called shot VS dragon's eye grants a +X circumstance bonus against its SR? :smallconfused:

Agrippa
2009-09-29, 04:15 PM
Or maybe it's due to the fact dragons and similar creatures have very thick skin or hide (read as high natural armor). Which would probably make it difficult for a Harry Potterverse wizard to kill a dinosaur if some bizarre rip in the fabric of space and time occured. You could also rule that no creature in the Potterverse has Spell Resistance and that there's no such thing as touch armor class. That another reason why Avada Kadavera doesn't work so well on full grown dragons.

magic_unlocked
2009-09-29, 04:19 PM
Then what about Hagrid? He's a half giant and spells tend to not work on him. Unless i'm mistaken, i believe that a few stunning spells have simply bounced off him.

Agrippa
2009-09-29, 04:35 PM
Maybe half-giants have thicker skin than normal humans? Hence they have either a natural armor bonus or damage reduction, which in a Harry Potter inspired game would make you more resistant to magic.

magic_unlocked
2009-09-30, 01:42 PM
I suppose. Well, if you are going to have their spells as Ranged Attacks instead of Ranged Touch Attacks, what kind of BAB progression would you use? I'm assuming they'll have a poor BAB, they are casters after all.

But, when a spell they casts simply touches you (or if you fail the save, obviously) you are affected by the spell, which is a hallmark of an RTA (ranged touch attack).

Agrippa
2009-09-30, 07:21 PM
Okay, but that's if it touches you. Physical objects and possibly even armor can block spells. Perhaps you could rule that armor only provides half its armor class bonus against Potterverse spells, and some armor provides no protection at all. Mainly non-dragon leather. Yes, wizards would have a poor BAB. Voldemort even as one of his world's most powerful and fearsome dark wizards has a hard time hitting the broadside of a barn.

magic_unlocked
2009-10-01, 08:17 PM
It could also be ruled that potter-verse magic also only works on living things. It could explain why inferi are so hard co combat and why conjured fire is the only thing that works on them.