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Imbasel
2010-07-22, 12:56 AM
Now, I'm ready to work hard on completing this project. My base idea for the system is found here http://sites.google.com/site/avatard20/. Spells will be cast using skill checks, which will allow for an unlimited number of spells per day, which I thought was appropriate for harry potter. I would really like feedback on the work I've done, and some help. I ask my fellow gamers to help me create a system, that will allow us to play. I have some sample charms spells to show how I plan to execute this. Spells are cast by meeting or exceeding their DC. To cast Accio for example, the caster must succeed on a Charms check equal to or greater then 20. Input would be greatly appreciated and if anybody wants to help me more in depth with the system send me a PM. Here are the spells and I will greatly update the list by tomorrow night, since I need to copy the rest of my handwritten notes.

Wizard/Witch

Abilities – Constitution is a very helpful to a witch or wizard due to their low hit die. Intelligence, also plays an important factor, as it determines the number of skill points received each level, and several of the key skills focus on Intelligence. Wisdom helps provide keen insight, and helps to improve other spellcasting skills. Charisma is useful, as it helps them in the social aspect, as well as other important skills.
Alignment
Hit Die – d4

Class Skills
The Wizard/Witch's class skills are Balance (Dex), Broomstick (Dex), Charms (Wis), Concentration (Con), Curses and Anti-Curses (Cha), Divination (Cha), Handle Animal (Cha), Herbology (Wis), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Magical Creatures), Knowledge (History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int)

Skill Points at 1st Level – (6 + Int Modifier) x4
Skill Points at Each Additional Level – 6 + Int Modifier


Wizard/Witch
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spell Limit|Defense Bonus

1st|
+0|
+0|
+2|
+2|House Chosen, Magical Counterspelling|
5|
+3

2nd|
+1|
+0|
+3|
+3|Magical Blast 1d6|
8|
+3

3rd|
+2|
+1|
+3|
+3||
11|
+4

4th|
+3|
+1|
+4|
+4||
14|
+4

5th|
+3|
+1|
+4|
+4|Bonus Feat|
17|
+4

6th|
+4|
+2|
+5|
+5|Non-Verbal Magic|
20|
+5

7th|
+5|
+2|
+5|
+5||
23|
+5

8th|
+6/+1|
+2|
+6|
+6|Magical Blast 2d6|
26|
+5

9th|
+6/+1|
+3|
+6|
+6||
29|
+6

10th|
+7/+2|
+3|
+7|
+7|Bonus Feat|
32|
+6

11th|
+8/+3|
+3|
+7|
+7||
35|
+6

12th|
+9/+4|
+4|
+8|
+8|Wandless Magic|
38|
+7

13th|
+9/+4|
+4|
+8|
+8||
41|
+7

14th|
+10/+5|
+4|
+9|
+9|Magical Blast 3d6|
44|
+7

15th|
+11/+6/+1|
+5|
+9|
+9|Bonus Feat|
47|
+8

16th|
+12/+7/+2|
+5|
+10|
+10||
50|
+8

17th|
+12/+7/+2|
+5|
+10|
+10||
53|
+8

18th|
+13/+8/+3|
+6|
+11|
+11||
56|
+9

19th|
+14/+9/+4|
+6|
+11|
+11||
59|
+9

20th|
+15/+10/+5|
+6|
+12|
+12| Bonus Feat, Magical Blast 4d6|
62|
+9[/table]

Class Features

House Chosen- At first level the wizard/witch enters the Hogwarts School of Witchcraft and Wizardry. When they enter the school they must choose one of the four houses. The four house are Gryffindor, Hufflepuff, Ravenclaw, and Slytherin. Upon joining the house the receive certain benefits the benefits are as follows

Gryffindor- Gryffindor's are supposed to be brave, and courageous people. They are true to their friends and can often go into situations that are beyond their abilities. As such Gryffindor's gain a +2 morale bonus to will save against fear effects. They also gain Diplomacy as a class skill.

Hufflepuff- Hufflepuff's are people who value loyalty, hard work, and honesty. As such they gain a +2 bonus to Sense Motive checks. They also gain Sense Motive as a class skill.

Ravenclaw- Ravenclaw's value ingenuity, creativity, intelligence, and curiosity. They are often called bookworms and often spend time studying. As such, they gain an additional 4 skill points at character creation. They also, gain +2 bonus to all intelligence checks for solving questions and the like.

Slytherin- Slytherin's value cunning, ambition, sneakiness, and cleverness. They are often loathed by the peers for the things they do. As such they gain a +2 bonus to Bluff checks. They also gain Bluff as a class skill.

Magical Counterspelling- Early in their career of magic wizards and witches must learn how to undo spells they've cast or to block spells that would hurt them. Early in their training, waterbenders learn to block or deflect attacks directed at them and their companions. Once per round, a wizard/witch can attempt to negate a ranged magical attack targeted within 10 feet +5 ft per 3 class levels. Negating this attack requires the wizard/witch to succeed in an opposed attack roll, as well as an opossing skill check of the same type of the spell. If the wizard/witches attack roll is less than her opponent’s,and/or the skill check is less than the opponents the attack is unaffected by the counterspelling attempt and is resolved as normal. Using this initial Magical counterspelling attempt counts as an immediate action. The wizard or witch must also know the spell in question or take a -4 penalty to counterspell it.

Additionally, a wizard/witch has the option of reserving iterative attacks in order to gain more Magical Counterspelling attempts. Whenever she makes a full-round attack, a wizard/witch may choose to forgo a number of iterative attacks, gaining a number of additional Magical Counterspelling attempts equal to the number of attacks the wizard/witch reserved. Regardless of how many attacks a wizard/witch forgoes, she cannot use more Magical Counter spelling attempts than they have iterative attacks due to high Base Attack Bonus. These subsequent Magical Counterspelling attempts do not count as actions, and can be used any time during the round, even when it is not the wizard/witch's turn.

If a wizard/witch is caught flat-footed, they can make a Reflex save (DC 10 + ½ the attacker’s BAB + the attacker’s Dexterity modifier) to still make a Magical Counterspelling attempt. A flat-footed wizard/witch can never make more than a single Deflect Attack attempt.

For example, a 15th level wizard/witch's Base Attack Bonus allows them to make 3 iterative attacks. If they decides to make a full-round attack, they can reserve as many as 2 of these attacks in order to gain 2 additional Magical Counterspelling attempts (bringing the total to 3 for that round).

Magical Blast DC 15 Curses and Anit Curses- At second level the wizard/witch, gains the ability to cast magical blasts from his or her wand. The wizard makes a ranged attack roll against an opponent as well as a DC 15 Curses and Anti-Curses check. Should they succeed, on both checks the spell does 1d6 points of damage. If targeted against objects the spell ignores the first 5 points of the objects harndess. The spell increases in power to deal 2d6 at 8th level, 3d6 at 14th level, and 4d6 at 20th level.

Bonus Feat- At 5th level the wizard/witch gains a bonus feat from the following list.
Focused Spell, Increased Spellcasting, Magical Artifact Creation, Natural Born Flyer, Skill Focus, Wand Creation.

Non-Verbal Magic Template DC +15- At 6th level a wizard or witch gains the ability to cast spells without speaking. Doing so provides an element of surprise, and anybody attempting to Magically Counterspell a non-verbal spell suffers a -4 penalty to their Magically Counterspelling check.

Wandless Magic Template DC +25- At 12th level a wizard or witch gains the ability to casts spells without the use of a wand. They do not need to say the words to the spell. However, they must have their hands free to be able to do this, otherwise it is impossible to cast Wandless Magic.

HP Charms

Accio DC 20- You may summon any object within 1 mile per class level. The object flies 50 feet per class level per round Note: You cannot summon people, and a DC 15 concentration check must be made each round to maintain its speed.

Aguamenti DC 25- You can produce pure water which comes in the form of freshwater or salt-water. You can produce 5 gallons per round with an additional gallon for every 5 points by which you exceed the base DC.

Alohormora DC Varies- This spell allows the wizard or witch to open by magic, be they magical locks or otherwise. When the spell is cast the result of the roll is compared against the open lock DC. If the check exceeds the open lock DC the lock opens.

Anapeneo DC 15- When cast this spell clears the targets airway if it is blocked by a solid object. Note: The spell only works on solids; liquids are not affected by this spell.

Aparecium DC 10- This spell can be cast upon any writable surface. If there is any hidden ink through muggle or magical means, be it invisible ink, or the invisibility spell it is revealed. The spell makes the words glow a bright blue, but then die down to a black.

Banishing Charm DC 20- This spell allows the caster to move an object 10 feet away with an additional 5 feet for every 2 points by which the caster exceeds the DC.

Bubble Head Charm DC 20- This charm produces a large clear bubble 1 foot in diameter around the casters head. This bubble holds 10 minutes of fresh clean air, with 10 more minutes by every 2 points that the caster exceeds the DC.

Caterwauling Charm DC 30- This spell covers a 100 square foot area. Any creature that is equal to or larger the Small sets of this alarm. As any creature walks through the perimeter, a high pitched screech with the area and it around it for another 100 square feet is released. For every 5 points by which the DC is exceeded add another 50 square feet. This spell lasts for one day or until triggered, whichever comes first.

Cheering Charm DC 15- You may cast this charm upon a sentient being. If the subject fails the will save it moves 1 step up the diplomacy chart for the next hour. For every 5 points by which you exceed the DC the subject stays cheery for an additional hour if you wish. At the end of the spells duration the subject reverts back to its previous state of happiness.

Colloportus DC 25- The caster magically locks the door. The door is locked with an Open Lock DC equal to the result of the Charms check. The door cannot be unlocked through muggle means, only magical. This effect last for a number of days equal to the caster level of the caster, or until the door is unlocked.

Color Change Cham DC 20- You may turn the subject any particular color that you wish. This lasts for one hour with an additional hour for every 2 points by which you exceed the DC.

Confundo (Confundus Charm) DC 20- The casting of this spell causes the subject to begin to behave erratically. They must make a Will save or begin to do one of the following actions each. This is based by rolling 1d8.
1-2 Subject moves in opposite of intended direction at the same rate they would have normally.
3-4 the subject takes no action, and stares off dumbly into space.
5-6 the subject attacks the nearest enemy.
7-8 the subject flees becomes panicked and flees combat at full speed, to an exit.
Note: This spell last for 5 minutes or for the remainder of the encounter, whichever is less.

Defodio (Gouging Spell) DC 30- This spell gouges into a material like rock or steel at a rate of a 5 foot cube, with an additional 5 foot cube for every 5 points by which the DC is exceeded.

Diffendo (Severing Charm) DC 20- This spell cuts or rips into an object, or if used offensively a person. When cast against an object, the spell deals 3d6 points of damage and ignores hardness. If used against a person it deals 3d6 points of damage, and leaves a long deep cut. This cut continues to bleed for 3 rounds causing 1 point of damage each round unless stopped, as the blood pours out.

Disillusionment Charm DC Varies

Chameleon DC 20- The object or person blends into the environment granting partial concealment as well as a +5 bonus to Hide checks. This spell lasts for 5 minutes per cast level, or until dismissed.

Invisibility DC 30- The subject becomes invisible granting total concealment. This last for 5 minutes per caster level or until dismissed.

Episkey DC 15- When cast, this spell heals 1d4 points of lethal damage, or twice that amount of non-lethal damage. This spell can only be used on a person three times in one day, additional castings have no effect. For every 5 points by which the caster exceeds the DC, this spell heals an additional 1d4 points of damage.

Featherweight Charm DC 15- This spell allows the caster to make any object up to Medium size, weight 1/4 its normal weight. The effects of this spell last for 10minutes per caster level. Object's greater than Medium size, can be affected, however each size above Medium causes the DC of the spell to increase by +5.

Flagrate DC 20- This spell causes sparks to shoot of the casters wand. They become fiery marks in the air and can take any shape or form that the caster desires. They remain in air for 10 minutes per caster level.

Gemino DC 25- This spell creates a perfect non-magical replica of any object. The copy is worthless and it disappears after a number of hours, equal to the caster level.

Hommenum Revelio DC Varies

Human Detector DC 20- This reveals the presence and general direction of any human, or humanoid within a 100 square foot area, centered on the caster. For every 5 points by which the DC is exceeded. another 100 foot square area is affected

Peer Through Invisibility DC 30- This allows the caster to see any invisible humans, or humanoids in the spells area of 100 feet. For every 5 points by which the DC is exceeded another 100 foot square area is affected.

Hot- Air Charm DC 15- This spell allows the caster to emit hot air from their wand. If used on clothing it completely dries it within 2 rounds regardless of how wet it is. It can also be used to melt snow, as the caster walks as long as it is not higher then 1 foot. However, each round the caster must succeed on a DC 10 Concentration check.

Impervius (Impervius Charm) DC 15- This spell prevents rain,dust, or any other sort of small debris, from touching the character. If the debris or rain or the like were, to cause the characters vision to be impaired, it is now not.

Lumos DC 5- Even the weakest wizard or witch can cast this spell. The casters wand emits a bright white light, in a 5 foot radius around the tip of the wand. For every 10 points by which the DC is exceeded the radius increases by 5 feet. This spell requires no Concentration check to maintain, and other spells may be cast while this is in effect. The spells ends when the caster says the word "Nox"

Muffliato DC 20- This spell causes an area of silence in a 5 foot radius. Listen checks from outside this area trying to hear inside it take a -10 penalty to their listen checks. An additional -5 penalty is incurred for every, 10 points by which the DC is exceeded. The spell lasts for 1 minute per caster level or until dismissed.

Point Me (Four Point Spell) DC 10- This spell makes the casters wand tip, point to the north. This allows the wand to act as a compass.

Refilling Charm DC 25- This charm causes a container to be refilled almost to the brim. This spell can only be cast on the same container once per hour.

Reparo DC 10- This spell heals a damaged or shattered object for an amount equal to the check result. This however, cannot give an object more hit points than it normally would. Nor can it restore a damaged magical items, magical properties.

Scourgify (Scouring Charm) DC 15- This spell cleans a 5 foot square area, removing dust, dirt, dead bugs etc... It also leaves objects in a pristine condition. For every 5 points by which the DC is exceeded the spell affects another 5 foot square.

Silencio (Silencing Charm) DC 20- This spell causes an object or person to be unable to make a sound for 1 round per caster level within a 5 foot cube. For every 5 points by which the DC is exceeded another 5 foot square is affected.

Sonorus DC 20- This spell causes the caster voice to be much louder. This allows for people making listen checks to take only a -1 penalty for every 50 feet between them, and the caster.

Tergo DC 20- This spell takes liquids and removes them at a rate of 1 pound per caster level.

Vulnera Sanentur DC 25- When cast, this spell closes wounds, mends broken bones, and heals 2d8 points of lethal damage. This spell can only be used on a person three times in one day. For every 5 points by which the caster exceeds the DC, this spell heals an additional 1d8 points of damage.

Windgardium Leviosa (Levitation Charm) DC 10- With a swish and a flick objects fly up into the air. The base weight that can be lifted is 10 pounds with an additional pound for every point by which the DC is exceeded. You may affect one more object by adding +5 to the DC. The object (or objects) move up to 10 feet per round each as a standard action from the caster. This spell can be maintained each round with a DC 10 Concentration check.

HP Curses and Anti-Curses


Avada Kedavra (Killing Curse) DC 30- This spell emits from the casters wand, in a bright flash of green light. Make a ranged attack. If the attack succeeds the target dies instantly with no save. This spell can not be dispelled, or repelled directly. This spell can be blocked by making a transfiguration check to animate an object and move it to block the spell. However, this is very difficult and the DC to block it is equal to the casters check result who cast Avada Kedavra +10. The object is automatically destroyed after it is blocked. If this spell hits a wooden object, it is instantly destroyed. Also, any other object becomes wreathed in green flames, that burn for 1d6 points of damage until the object is destroyed.
Note: To cast this spell the caster must be angry, or hate the person, or be indifferent to life and hold on to emotions like hatred, jealousy and greed.

Conjunctivitus Curse DC 20- This curse causes great pain within the subjects eyes. Make a ranged attack against your opponent. If the attack hits the subject is dazzled for 1 round per caster level.

Expecto Patronum (Patronus Charm) DC Varies
DC 20- The caster creates a shield against dementors. This shield automatically deflects any dementors that approach the caster. The dementors cannot be closer then 1 square away and cannot attack the caster. This spell however, is very difficult to sustain. This spell requires a DC 15 concentration check to maintain each round, and the DC increases by +1 each round the spell is maintained.

DC 20- This creates a ball of pure happiness that can be used against dementors. If the attack roll succeeds against a dementor it is blown 20 feet back. It is blown an additional 5 feet by every 5 points by which the DC is exceeded.

DC 30- You create a true Patronus, which appears as an animal glowing pure white. This animal is chosen when first cast successfully. This cannot be changed unless a great emotional upheaval occurs. This creature provides an area of protection with a 2 foot radius per cast level. No dementor can be within this area. Any dementor within this area is automatically dispelled and sent 10 feet away from the edge of the affected area. It can also be used to attack one dementor within eyesight. The attack automatically succeeds against the dementor, and it is thrown 50 feet away. This animal stays around the caster for up to 3 rounds + your charisma modifier.

DC 35- Your Patronus can send messages. Upon casting you can send a message up to 30 words in length. The Patronus will deliver the message to the person (or persons), that you state. The spell automatically arrives at the intended location with a minute of casting regardless of the distance.

DC 40- Your Patronus is a bastion of happiness. The Patronus sends out pulses of white light. This automatically dispels all dementors within a 100 foot radius, 100 feet away from the edge of the radius, This spell can be maintained each round with a DC 30 Concentration check
Note: This happiness of memories can give up to a +5 bonus to the casting of this spell, at the DM’s discretion.

Expelliarmus (Disarming Charm) DC Varies

DC 15- A bright red jet of light erupts from your wand. Make an attack roll against the object held within a persons hand. If you succeed you can use the result of your check compared to the held objects AC. This disarms the object from the persons hand and it flies 10 feet forward or backward (casters choice).

DC 20- A red jet erupts from the casters wand and strikes out at the subject. Make a ranged attack against the subject. If it hits the subject is blasted back 10 feet. They move an additional 5 feet for every 5 points by which the DC is exceeded. The subject takes 1d6 points of subduel damage for every 10 points they are moved backwards, rounded down.

Furnunculus (Furnunculus Curse) DC 20- This spell causes the subject to become covered in boils. Make an attack roll, against the subject. If it succeeds the subject is covered head to toe in boils. The subject then takes 2d6 points of damage, The boils stay on the body for 1 day with an additional day for every 5 points by which the DC is exceeded.

Jelly- Legs Jinx DC 20- This spell makes the subjects legs flop around uselessly, beyond the subjects control. Make an attack roll against the subject. If the attack roll succeeds the subject falls to the ground prone, as their legs flop around. The subject can crawl at a rate ¼ of their normal speed rounded down to the nearest increment of 5. This spell lasts for 1 minute per caster level or until dispelled.

Locomotor Mortis (Leg-Locker Curse) DC 15- This spell locks the subjects legs together. Make an attack roll against the subject. If the attack roll succeeds the subjects legs are locked together causing them to move at 1/3 of their base speed rounded down to the nearest increment of 5. It also causes a -2 penalty to any balance checks that are made, as well as making jump checks impossible. This last for 1 minute per caster level, or until dispelled.

Petrificus Totalus (Full Body-Bind Curse) DC 20- This spell when casts makes the targets body become rigid, as the arms and legs slap together against the sides of the body. Make a ranged attack roll, against the target. If it succeeds the target is rendered helpless and falls to the ground. The target may not speak or move, although they still breathe. The spell lasts for 1 minute per caster level.

Protego DC Varies

DC 20- This spell creates a magical shield around the caster protecting them from magical attacks. When the spell is cast (as a reaction, instead of choosing to attempt to counter-spell) they gain a Spell Resistance equal to their check result against the attack roll. If they fail, they still only suffer half the damage, or half the amount of time with a negative condition if the spell creates one.

DC 25- As above, but if the spell is successfully resisted then it rebounds upon the attacker with an attack bonus equal to the attackers.

Rennervate DC 15- This spell brings a subject out of unconsciousness magical or otherwise.

Sectumsempra DC 25- You make a slashing motion with your wand, and the subject acts as though stabbed by a knife. Make a ranged touch attack. If you succeed the subject takes 2d6 of constitution damage. The subject also begins to bleed profusely from deep gashes, and takes 1d6 points of damage each round as they begin to bleed out. The bleeding can be stopped by making a DC 20 Heal check.

Stupefy (Stunning Spell) DC 20- This spell renders a subject unconscious, Make an attack roll. If it succeeds the subject is knocked unconscious for 1 minute per caster level. They stay unconscious unless Rennervate is cast upon them, or they or gently struck, or water is thrown upon them.

Potions
Aging Potion DC 25
When drunk, this potion causes the drinker to appear up to 10 years per level older than they really are. Unless a specific age is determined, however, roll d% to determine how many years are added. The DC to detect the change is equal to the Potionmaking check used to create this potion, and it can be automatically detected by certain wards (such as an Age Line.) Unless cured or created with a specified duration, the potion wears off in hours equal to the level of the potion brewer.


Love Potion DC 15
When drunk, this potion causes a strong infatuation on the part of the drinker toward another person determined by the potion brewer (usually the potion brewer herself,) and instantly switches the emotional state of that person to In Love. Unless cured or created with a specified duration, the potion wears off in days equal to the level of the potion brewer.
Variants:
*Can be used to spike certain foods or drinks
*Cupid crystals, a crystallized, candied form
*Amortentia
Amortentia DC 30
The most powerful love potion in the world, this potion causes the drinker to be absolutely obsessed with the target, never leaving Obsession on the emotional scale for the duration of the potion. Unless cured or created with a specified duration, the potion wears off in months equal to the level of the potion brewer. Amortentia's scent changes based on the one smelling it - it smells like things, places, and people that they love.

Antidote, Variable DC
When drunk, an antidote counteracts the effects of another potion or liquid (such as poison) and cancels it out. The DC to create an antidote is equal to the DC to create the potion or liquid it counteracts, plus 5. Antidotes are usually divided into two categories, Common and Uncommon. Common Antidotes will likely counteract multiple effects, while Uncommon Antidotes will only counteract the ones that they were created for.

Babbling Beverage DC 15
When drunk, the drinker babbles on nonsensically for minutes equal to the potion brewer's level or until cured. Within the babble, the drinker has a 5% chance of revealing some sort of secret they might not have otherwise told.

Beautifying Potion DC 20
When drunk, this potion improves the appearance of its drinker, increasing their Charisma by 1d6 points and removing blemishes and other ugly marks. Unless cured or created with a specified duration, the potion wears off in hours equal to the level of the potion brewer.
Variants:
*Can be made at DC 15 for small, permanent cosmetic changes, such as removing warts, acne or moles. These variants go by names like "Bruise Removal Paste" or "Blemish Blitzer."

Befuddlement Draught DC 20
When drunk, the drinker becomes very confused and finds it difficult to understand what is going on around them, causing them to become belligerent and reckless, switch to an Angry emotional state, and reduce their Wisdom by 2d6 points. Unless cured or created with a specified duration, the potion wears off in hours equal to the level of the potion brewer.
Variants:
*Confusing Concoction, DC 15, less emphasis on anger and more on confusion - Switches emotional state to Agitation, reduces Wisdom by 1d6 and also reduces Intelligence by 1d6.

Blood Replenishment DC 15
When drunk or placed into the body somehow, this potion restores the blood of the drinker, one pint per 24 minus X hours, where X is the level of the potion brewer. Once it restores 1d6 pints, a new potion must be taken to continue the effect.

Brain Elixir DC 25
When drunk, this potion increases the Intelligence of the drinker by 2d6 points for hours equal to the level of the potion brewer. It is easy to counterfeit this potion, however, and it is illegal in most places, especially school and competitive events.

Bundimun Secretion DC 15
This secretion comes from the Bundimun, a greenish, living fungus, and when prepared properly, its powerful acidic properties allow it to erode most materials very quickly, including wood, stone and metal, doing 2d6 damage every 24 minus X hours, where X is the level of the potion brewer. The potion takes constant effect until it is removed or washed away.
Variants:
*Can be diluted for use in cleaning products.

Calming Draught DC 15
When drunk, this potion calms the drinker, changing their emotional state to Contentment if it has been damaged by some sort of traumatic or stressful event.
Variants:
*Can be made as an antidote for a Befuddlement Draught.

Draught of Peace DC 25
When drunk, this potion relieves anxiety and agitation and switches the drinker's emotional state to Contentment. It also prevents the drinker from becoming Agitated, Sad, Angry, or Hostile for hours equal to the potion brewer's level. However, if prepared improperly (the DC is failed by 3 or less) the potion becomes an unintentional Draught of Living Death.
*Can be made as an antidote for a Befuddlement Draught.

Fantastical Fertilizer DC 15
This potion can be used to either fertilize or synthesize fertilizer for most plants and help them grow supernaturally fast. Special plants or ingredients, such as dragon dung, will require their own variety and generally do not work on everything. A plant treated with Fantastical Fertilizer grows to full height 1d12 weeks earlier than normal. Fantastical Fertilizer also adds a +2 equipment bonus to Herbology checks.

Felix Felicis: DC 40
When drunk, this potion causes the drinker to be extremely lucky for a period of time. This takes the form of treating the drinker's AC and all dice rolls to be (10+1/5th the brewer's class level) more than it shows on the dice.
For example, drinking a Felix Felicis brewed by a level 10 wizard would cause all of the drinker's d20 rolls to be treated as 12 higher than what is shown on the dice. Therefore, an 8 or higher would be treated like a natural 20 (roll again with the bonus for a critical success), and a 13 or higher as an automatic critical success.
Brewing: Felix Felicis must be brewed 1/8th of a cup at a time, and must ferment for six months (182 days) before being usable.
1/8th of a cup of Felix Felicis provides 12 hours of luck. Drinking more than 6/8ths of a cup at a time is instantly fatal.
Special: Each consecutive use within a month's time gives a cumulative 4- penalty to Diplomacy, Sense Motive, and Will Saves, and a 2- penalty to any skill check based on Intelligence or Dexterity.


Greek Fire DC 20
This potion creates an unquenchable fire when its container is broken. If water is poured on the fire it simply grows larger. The fire can be of any color. Fires started by Greek Fire can be put out, but the source itself does not wear off for hours equal to the level of the potion brewer. Greek Fire does 2d6 damage each round to any non-stone, non-metal object it touches, and sets it ablaze with a fire that does 1d6 damage each round.
Variants:
*Can be combined with the Special Endurance potion to make specific fires that a given target will be vulnerable or invulnerable to.

Pest Removal DC 15
This potion takes the form of either a liquid or gas, and is designed to exterminate or drive away a specific type of household pests, usually vermin, insects, or doxies. Doxycide is a black, foul-smelling gas, and provides concealment to those within it.

Simple Remedy DC 10
This potion cures a minor condition, such as a cough or a cold. It can be used to treat the symptoms of most ailments, though it will not cure anything major. A Simple Remedy potion also adds a +2 equipment bonus to Healing checks.

Sleeping Draught DC 15
When drunk, the drinker falls into a deep sleep almost immediately, which lasts for hours equal to the level of the potion brewer.
Variants:
*Can be used to spike certain foods or drinks
*Draught of Living Death
Draught of Living Death DC 25
The most powerful sleeping potion in the world, this potion causes a nearly irreversible unconsciousness that is very close to death. Unless a duration is specified or the potion is cured, the effect is permanent. The antidote to a Draught of Living Death is called a Wiggenweld Potion.

Special Endurance, Variable DC
When drunk, the drinker becomes invulnerable to a particular effect, such as fire, or unbearable air pressure. Generally attached to very specific effects or spells, this potion has a Potionmaking DC equal to the DC required to create the thing it protects against. If there is no specific effect, the DC is 25. The potion lasts hours equal to the level of the potion brewer.

Swelling Solution DC 15
Any being this potion touches will swell up in size, as if with a severe allergic reaction. If the potion brewer beats the DC by 5 or more, the potion causes the victim to inflate and eventually float upwards, as well. The potion lasts hours equal to the level of the potion brewer. The antidote to this potion is known as a Deflating Draught.

Veterinary Tonic, Variable DC
Created for a specific animal or type of animal, this potion will assist in curing or treating most ailments that the creature suffers with. It provides a +5 equipment bonus to any Healing or Nature checks made to heal the animal it was developed for. The DC of the Veterinary Tonic is equal to 5 plus the level of the creature affected.

Transfiguration


Animate to Inanimate Transfiguration Base DC 20- This spell allows for the caster to make an Animate Object become Inanimate. This spell lasts for the rest of the encounter, or for one minute per caster level, whichever is less. If this spell is casted on a living subject they are allowed for a will save, with a DC equal to 10+the wizard/witch's intelligence modifier+ 1/2 of the wizard/witch's class level. The DC for this spell is modified by the following.

Size:
Diminutive: +0
Tiny: +5
Small: +10
Medium: +15
Large: +20
Huge:+25
Gargantuan: +30
Colossal:+35

Helpful Modifiers- These modifers lower the DC of the Transfiguration check, by the amount represented here.
Same kingdom (animal, vegetable, mineral) -5
Same class (mammals, fungi, metals, etc.) -2
Same size -2
Related (twig is to tree, wolf fur is to wolf, etc.)-2
Same or lower Intelligence -2

Inanimate to Animate Transfiguration Base DC 25- This spell allows for the caster to make an Inanimate Object become Animate. This spell lasts for the rest of the encounter, or for one minute per caster level, whichever is less. If this spell is casted on a living subject they are allowed for a will save, with a DC equal to 10+the wizard/witch's intelligence modifier+ 1/2 of the wizard/witch's class level. The DC for this spell is modified the same as Animate to Inanimate.


Also, credit is also due to Vladius who did all the potions. Right, now I need help finishing up the base class, as well as finishing transfiguration, and divination. I did my work orignally on the d20 radio general banter thread so go there to see what was done there if you wish. Also, help would be great.

Imbasel
2010-07-22, 12:57 AM
Feats:

Animagi
Prerequisites: Knowledge (Transfiguration) 8 ranks, Transfiguration 8 ranks
You can change your form into one animal. The animal that you choose is any non-magical animal that has Hit Die equal to your level-3. Once chosen, this animal cannot be changed. You magically change into this animal and gain all of its traits. You assume the animals size, and retain your intelligence, wisdom, and charisma scores, while your strength, constitution, and dex scores are that of the animal. As you advance in levels so does your animal form. Each time you level up, your animal forms hit die, increases by one.

Combat Divination
Prerequisites: Must possess at least 2 ranks in Divination, 16 Cha, 14 Int
Benefits: You are able to peer into the future slightly, to help protect yourself, or to make a blow strike true. Make a Divination check. The result-15 divided by 5 equals the bonus you gain to either your AC or any attacks you make this round. You may use this ability 2+ Cha modifier times per encounter. You get a penalty to your attack or AC by -2 (depending on what you specified) if you get 15 or below. Also, rolling a 1 means that you take a -10 to your D20 attack roll for that round, or a -5 penalty to AC depending on what you specified. If you possess the True Seer feat, your AC or your attack bonus increases by an additional +2.

Expert Duelist
Prerequisites: BAB of +3, 6 ranks in Curses and Anti-Curses.
You are an expert duelist, an as such gain benefits while fighting against other wizards/witch's. While in combat against another witch/wizard you gain a +4 bonus to Magical Counterspelling. You also gain the ability to use Magical Counterspelling once more per round, regardless of your BAB.

Fast Researcher
Prerequisites: Must have an Intelligence of at least 14
Benefit: The character can learn a new spell by only having to study for half an hour for every 5 points of the spells base DC.

Focused Spell
Benefit: Choose one spell that, you currently know. You gain a +4 competence bonus when using the skill used to cast that spell.
Special: You may take this feat multiple times. Its effects do not stack, and you choose a different spell each time you gain this feat.

Increased Spellcasting
Prerequisites: You must be 3rd level and be able to cast spells.
Benefit: Upon gaining this feat you increase your spell limit by three.

Natural Born Flyer
Benefit: Flying is something that has always been something that came easily to you. You gain a +2 bonus to Balance checks and Broomstick checks.

Parseltongue
Prerequisites: Can only be selected at first level.
Benefit: You gain the ability to speak with snakes. You also gain a +2 bonus on Handle Animal checks, but only with snakes.

True Seer
Prerequisites: Must be taken at first level.
Benefit- You are one of the rare few who posses the Sight. You are able to make prophetic visions. You gain access to the prophetic visions ability, by making a DC 40 check, which is described under Divination. Also you gain a +2 bonus to Divination checks.


Races-

Human- As SRD

Half-Giant
• +2 Strength +2 Constitution -2 Intelliegence -2 Wisdom.
• Medium: As a medium creatures, half-giants have no special bonuses or penalties due to their size.
• A half-giant's base land speed is 30 feet.
• Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
• Automatic Languages: Common. Bonus Languages: Giant
• Favored Class: Wizard/Witch. A multiclass hald-giant's wizard/witch class does not count when determining whether she takes an experience point penalty for multiclass.

Half-Veela
• +2 Charisma -2 Wisdom.
• Medium: As a medium creatures, Half-Veela have no special bonuses or penalties due to their size.
• Half-Veela base land speed is 30 feet.
• +4 Bonus on Bluff, Diplomacy,and Sense Motive Checks, but only against the opposite gender.
• Unearthly Attraction: Half-Veela's are some of the most beautiful men and women on the planet. Whenever, a person of the opposite gender approaches a Half-Veela they must make a Will save equal to 10+the Half-Veela's charimsa modifier+ 1/2 of the Half-Veela's HD. If they fail the save they attitude to the Half-Veela increases by one step. Those that successfully resist Unearthly attraction, are immune to that Half-Veela's Unearthly Attraction for 24 hours. Those already in a relationship gain a +4 bonus to their Will save. The effects of Unearthly Attraction only last for 24 hours, after which a new Will Save is allowed. This also causes the Half-Veela to take a -4 penalty to Disguise checks, for people who are looking for the Half-Veela.
• Automatic Languages: Common Bonus Languages: Any
• Favored Class: Wizard/Witch. A multiclass Half-Veela's wizard/witch class does not count when determining whether she takes an experience point penalty for multiclass

Imbasel
2010-07-22, 12:59 AM
Spellcasting- To cast a spell a wizard/witch must first learn it to do so. Wizards at first level begin play with 0 spells known.However, once in Hogwarts or with a teacher/book they can begin to learn new spells. To cast a spell the character must succeed on a DC check equal to the spells DC +5 representing the difficulty in first casting the spell. After that the character, must study for 1 hour for every 5 points of the spells base DC. Once they have done that they are considered to have "mastered" the spell and won't have the extra +5 added on to the spells difficulty.

Spell Limit- Each character has a set number of spells they are able to learn. They are able to learn up to their spell limit from each school of magic which are Curses-and Anit Curses, Charms, and Transfiguration.

At first level the character receives a magical wand. The wand is made of a wood, and core of the players choice. All checks made with the wand add a +1 bonus. Additionally, the player may choose one of the benefits below, reflecting the properties of the wands natural affinity.

Gain a +2 to Charm checks

Gain a +2 to Curses

Gain a +2 to Anti-Curses (these comprise of Protego, and whenever a character decides to defend against a magical attack)

Gain a +2 to Transfiguration checks

Defense: The character advances using the Class as Defense Variant Column B.

Rules for Quidditch-
All players trained in Broomstick gain a +2 to AC while riding a broomstick. Those who are not trained take a -2 Penatly to AC, and to all attack roles, while riding a broomstick

There are 7 different players for Quidditch and each of them has different roles.

Beaters- There are two beaters on the field at any given time. Their role is to hit the bludger away from their own team, to the other team. To hit the bludger the beater, must make a melee attack roll with their beaters club. The AC for the bludger is 15, and should it be hit, the beater can choose for it to attack the closest opposing team member. The bludger has an attack roll modifier of +10.

Chasers- There are three chasers on the field at any time. Their role is to gain control of the Quaffle, and to score points by throwing it through the goal posts. The goal can be from either side, and is worth 10 points.
Keeper- There is one keeper on each Quidditch team. Their role is to block the Quaffle, to prevent goals from being scored. A keeper may block any one of the 3 goals as long as they remain no more then 10 feet away from the goal. Deflecting a goal is like Magical Counterspelling only instead of a magic skill check they make a Broomstick check. Also, stopping a goal in this manner allows the Keeper to retain possession of the ball, or to deflect it to fly away 30 feet.

Seeker- There is one seeker on each Quidditch team. Their goal is to catch the golden snitch, which is a small walnut sized golden ball. Only the capture, of a golden snitch can end a match and it is worth 150 points, to the team who captures the snitch. No other player may touch the golden snitch. The golden snitch has an AC of 18, but it is incredibly fast.

The Different Balls-

Bludger- The bludger is a small iron ball, that zooms around the Quidditch pitch attemping to knock players off their brooms. The AC for the bludger is 15, and should it be hit, a beater can choose for it to attack the closest opposing team member. The bludger has an attack roll modifier of +8. Should a bludger hit a player, one of two things can happen. If it hits the player and its attack roll does not exceed the AC by 5 or more, the player takes 1d6 points of non-lethal damage. The player must also succeed on a Broomstick check or be stopped in place, and drop the ball. If the Bludger exceeds the AC of the player by 5 or more, the player is knocked off their broom, and must succeed on a DC 15 Reflex save, or plummet down to the ground, in addition to suffering all the other previous effects. Should they make the save they hold on to the broomstick by the tips of their fingers and must succeed on a DC 10 Strength check to pull themselves back up, as a move action. If they succeed on a DC 20 Broomstick check, however they manage to direct their broomstick to the ground with them as they fall treating the distance fallen as 20 feet less. Should the bludger miss it will begin to move for the other closest player, to the one who the attack was just directed at. At the beginning of the match the bludgers just fly around, and go to the first player closest to them. The bludger has a fly speed of 150 feet (perfect).

Quaffle- The Quaffle is a small red ball, that chasers use to score goals. The quaffle begins the match being tossed up in the air, and the chaser with the highest initiative can make the first attack roll to attempt to grab the ball. The ball has an AC of 10, and is very easy to hold capable of being held only in one hand. The Quaffle is also magically enchanted, to fall more slowly and on any given round that it is falling to the ground it only falls 20 feet. For another player, to grab the Quaffle away from a player they must make a Disarm check. Due to the magical nature of the Quaffle it has a Range Increment of 25 feet.

The Golden Snitch- The Snitch is a small golden walnut sized ball, that is used to end the game of a Quidditch match. The Snitch is worth 150 points, and is released at the beginning of the match. Capture of the Golden Snitch ends the game. It has a fly speed of 250 feet per round (perfect). It is also suggested that for simplicities sake that the DM has a predetermined path for the snitch, so as to save time during gameplay.


The Pitch- The Quidditch pitch is an oval shaped field about 500 feet long, and 180 feet wide. In the center is a small circle that is two feet in diameter which the 14 players stand on before the game starts. There is no limit on to how high a player may fly during the game, but they must remain within the stadium limits. If they do not and are discovered the other team is awarded a foul.
Rules on the Pitch-

1. Players must not stray over the boundary lines of the pitch, although they may fly as high as desired. The Quaffle must be surrendered to the opposition if any player leaves the boundary (it is unknown what the penalty is if a player on defense leaves the pitch).

2. 'Time out' may be called at any time by the Captain of a team. Time out may be extended to two hours if a game has already lasted for more than twelve hours. Failure to return to the pitch after this time will lead to the team being disqualified.

3. Penalties can be awarded to teams by the referee. A single Chaser may take the penalty by flying from the central circle towards the scoring area. The opposing team's Keeper may attempt to stop the shot being scored, but all other players must not interfere (it is unknown if the seeker may still attempt to catch the snitch while a penalty is being attempted).

4. Contact is allowed, but a player may not seize hold of another player's broomstick or any part of their anatomy.

5. No substitution of players is allowed throughout the game, even if a player is too injured or tired to continue to play, unless there are reserve players present.

6. Players may take their wands onto the pitch, but they must not be used on or against any players, any players' broomsticks, the referee, any of the four balls, or the spectators.

7. A game of Quidditch will only end once the Golden Snitch has been caught, or at the mutual consent of both team Captains.

1. 10 Common Fouls- Blagging: No player may seize any part of an opponent's broom to slow or hinder the player

2. Blatching: No player may fly with the intent to collide

3. Blurting: No player may lock broom handles with the intent to steer an opponent off course

4. Bumphing: Beaters must not hit Bludgers towards spectators

5. Cobbing: Players must not use their elbows against opponents

6. Flacking: Keepers must not defend the posts from behind by punching Quaffles out of the hoops - goals must be defended from the front

7. Haversacking: Chasers must not still be in contact with the Quaffle as it passes through a hoop

8. Quaffle-pocking: Chasers must not tamper with the Quaffle in any way

9. Snitchnip: No player other than the Seeker may touch or catch the Golden Snitch (unknown what would happen if this occured by accident)

10. Stooging: No more than one Chaser is allowed in the scoring area at any one time (in game terms this means that no more then 1 player may approach within 20 feet of the scoring area, when a player has a Quaffle. within that area.

Silverscale
2010-07-22, 05:15 PM
I'm always interested to see what people do with Harry Potter, so I'm interested to see what all you come up with. I've looked through some of what you've got already add like what I see. Can't think of anything to add right now but I'll be keeping an eye on this thread.

UndeadCleric
2010-07-22, 05:29 PM
Hommenum Revelio IS the human detector charm.
And no Felix Felicitus?

Imbasel
2010-07-22, 09:58 PM
The potion and spells list if far from complete. I encourage and ask members of these forums, to help write them out, and we can make a final edited version together.

pflare
2010-07-23, 10:26 AM
Very impressed. I don't have any criticisms. I am anxious to see what you come up with for the transfiguration. Good job :smallsmile:

Imbasel
2010-07-24, 02:25 PM
Just wanted to say I will be adding more tomorrow.

Imbasel
2010-08-13, 08:47 AM
After, having some RL issues I finally manged to write up Transfiguration, or at least parts of that school. Also, I would really like more input, and volunteers for this project.

Transfiguration

Animate to Inanimate Transfiguration Base DC 20- This spell allows for the caster to make an Animate Object become Inanimate. This spell lasts for the rest of the encounter, or for one minute per caster level, whichever is less. If this spell is casted on a living subject they are allowed for a will save, with a DC equal to 10+the wizard/witch's intelligence modifier+ 1/2 of the wizard/witch's class level. The DC for this spell is modified by the following.

Size:
Diminutive: +0
Tiny: +5
Small: +10
Medium: +15
Large: +20
Huge:+25
Gargantuan: +30
Colossal:+35

Helpful Modifiers- These modifers lower the DC of the Transfiguration check, by the amount represented here.
Same kingdom (animal, vegetable, mineral) -5
Same class (mammals, fungi, metals, etc.) -2
Same size -2
Related (twig is to tree, wolf fur is to wolf, etc.)-2
Same or lower Intelligence -2

Inanimate to Animate Transfiguration Base DC 25- This spell allows for the caster to make an Inanimate Object become Animate. This spell lasts for the rest of the encounter, or for one minute per caster level, whichever is less. If this spell is casted on a living subject they are allowed for a will save, with a DC equal to 10+the wizard/witch's intelligence modifier+ 1/2 of the wizard/witch's class level. The DC for this spell is modified the same as Animate to Inanimate.


The reason why the DC is so high is because Transfiguration is the most difficult subject to learn. In the books the students had a lot of difficulty casting these spells, and it took them a long time before they could do so on a regular basis. The modifiers help raise and lower the DC, and Transfiguring things as they get bigger is harder. For example Cedric Diggory attempted to make a Dragon into a dog. Besides the dragons natural magical resistance it is also, hard to affect due to its size,

AtlanteanTroll
2010-08-13, 09:15 AM
After, having some RL issues I finally manged to write up Transfiguration, or at least parts of that school. Also, I would really like more input, and volunteers for this project.

Transfiguration

Animate to Inanimate Transfiguration Base DC 20- This spell allows for the caster to make an Animate Object become Inanimate. This spell lasts for the rest of the encounter, or for one minute per caster level, whichever is less. If this spell is casted on a living subject they are allowed for a will save, with a DC equal to 10+the wizard/witch's intelligence modifier+ 1/2 of the wizard/witch's class level. The DC for this spell is modified by the following.

Size:
Diminutive: +0
Tiny: +5
Small: +10
Medium: +15
Large: +20
Huge:+25
Gargantuan: +30
Colossal:+35

Helpful Modifiers- These modifers lower the DC of the Transfiguration check, by the amount represented here.
Same kingdom (animal, vegetable, mineral) -5
Same class (mammals, fungi, metals, etc.) -2
Same size -2
Related (twig is to tree, wolf fur is to wolf, etc.)-2
Same or lower Intelligence -2

Inanimate to Animate Transfiguration Base DC 25- This spell allows for the caster to make an Inanimate Object become Animate. This spell lasts for the rest of the encounter, or for one minute per caster level, whichever is less. If this spell is casted on a living subject they are allowed for a will save, with a DC equal to 10+the wizard/witch's intelligence modifier+ 1/2 of the wizard/witch's class level. The DC for this spell is modified the same as Animate to Inanimate.


The reason why the DC is so high is because Transfiguration is the most difficult subject to learn. In the books the students had a lot of difficulty casting these spells, and it took them a long time before they could do so on a regular basis. The modifiers help raise and lower the DC, and Transfiguring things as they get bigger is harder. For example Cedric Diggory attempted to make a Dragon into a dog. Besides the dragons natural magical resistance it is also, hard to affect due to its size,

Wasn't being an Animagus the hardest thing to do? Or is that just a specific type of trans. spell?

I like what I see. It's cool, and I wish I could've used this in my 6th Grade Game. The players would've been estatic. Keep up the good work.

Also, Sectumsempra should be statted out :smallbiggrin:

Imbasel
2010-08-13, 09:25 AM
Being an Animagus was incredibly, hard, however once the wizard/witch learned to do it once it became very easy for them. I was going to make being an Animagus a feat. It would be available only from 6th level on, and I intend on writing a feat section soon I thought this was reasonable as students should be around 7-8th level when they graduate so it would symbolize them having taken N.E.W.T. classes.

Also, are you interested in helping out in any way? There is still loads to be done I need some more spells (I have most of the major ones), but I still need to work on the class table since I'm not sure how to make it exactly. I also need magical creatures, stated out as well as magical objects.

Also, ye asked and you shall so receive.

Sectumsempra DC 25- You make a slashing motion with your wand, and the subject acts as though stabbed by a knife. Make a ranged touch attack. If you succeed the subject takes 2d6 points of constitution damage. The subject also begins to bleed profusely from deep gashes, and takes 1d6 points of damage each round as they begin to bleed out. The bleeding can be stopped by making a DC 20 Heal check.

What are your thoughts on this spell?

AtlanteanTroll
2010-08-13, 09:37 AM
Being an Animagus was incredibly, hard, however once the wizard/witch learned to do it once it became very easy for them. I was going to make being an Animagus a feat. It would be available only from 6th level on, and I intend on writing a feat section soon I thought this was reasonable as students should be around 7-8th level when they graduate so it would symbolize them having taken N.E.W.T. classes.

The Animagus thing makes sense, but Im not sure about the rest of it. By the time you reach the 5th Year, their doesn't really seem to be that much progression in skill. N.E.W.T. level might be representative of gaining a level. My point here is, if you look at it, Dumbledore isn't a 20th level wizard. I think this whole setting/variant could work very well as an E6 or E8 variant.


Also, are you interested in helping out in any way? There is still loads to be done I need some more spells (I have most of the major ones), but I still need to work on the class table since I'm not sure how to make it exactly. I also need magical creatures, stated out as well as magical objects.

Don't know how helpful I could be, but if theirs a way I can contribute, I will.


Also, ye asked and you shall so receive.

Sectumsempra DC 25- You make a slashing motion with your wand, and the subject acts as though stabbed by a knife. Make a ranged touch attack. If you succeed the subject takes 2d6 points of constitution damage. The subject also begins to bleed profusely, and takes 1d6 points of damage each round as they begin to bleed out. The bleeding can be stopped by making a DC 20 Heal check.

What are your thoughts on this spell?

It's described as slashing, so it should be slashing damage. Everything else looks fine to me.

Also, is the ranged Touch Attack in combination with the DC 25 save? If so, thats a pretty big obstacle to cast a spell.

Imbasel
2010-08-13, 09:50 AM
The first post describes how spells are cast. The DC of the spell is what is required to cast it, since all spells are now skill checks. Also, is your suggestion for the slashing damage about the ongoing damage or the immediate damage? I think the constitution damage makes sense, as when Draco was hit he immediately fell, and seemed utterly helpless as blood pooled around him.

I would prefer not to use E6 or E8, an keep to the 20 levels since, that is what I had in mind when I made the system.

Also, why do you think Dumbledore is not 20th level? I think he is at least 15 or 16th given what he can do in the books.

Also, here's a handy dandy feat for animagus. I took your advice about the level and decided to change the requirements.

Animagi
Prerequisites: Knowledge (Transfiguration) 12 ranks, Transfiguration 12 ranks
You can change your form into one animal. The animal that you choose is any non-magical animal that has Hit Die equal to your level-3. Once chosen, this animal cannot be changed. As you advance in levels so does your animal form. Each time you level up, your animal forms hit die, increases by one.

Thoughts?

AtlanteanTroll
2010-08-13, 09:59 AM
The first post describes how spells are cast. The DC of the spell is what is required to cast it, since all spells are now skill checks. Also, is your suggestion for the slashing damage about the ongoing damage or the immediate damage? I think the constitution damage makes sense, as when Draco was hit he immediately fell, and seemed utterly helpless as blood pooled around him.

Ongoing. I think.


I would prefer not to use E6 or E8, an keep to the 20 levels since, that is what I had in mind when I made the system.

Also, why do you think Dumbledore is not 20th level? I think he is at least 15 or 16th given what he can do in the books.

Becuase the most powerful spells in Harry Potter aren't anywhere near as powerful as the most powerful DnD spells. Well, Avada Kadavra may be an excption. My point is in DnD you can use have spells like Wish and Death Kenll and True Ressurection. That sort of stuff isn't really pulled off in Harry Potter. And Teleport is something that only really powerful wizard's can do.


Also, here's a handy dandy feat for animagus. I took your advice about the level and decided to change the requirements.

Animagi
Prerequisites: Knowledge (Transfiguration) 12 ranks, Transfiguration 12 ranks
You can change your form into one animal. The animal that you choose is any non-magical animal that has Hit Die equal to your level-3. Once chosen, this animal cannot be changed. While in this form, you gain all of the extraordinary abilities of the animal. As you advance in levels so does your animal form. Each time you level up, your animal forms hit die, increases by one.

Thoughts?

No one turns into a Magical Beast so the extrodinary abilities line isn't needed. Other than that, it looks pretty good. Though, you have to take ranks in Know. (Trans.) and Trans.? That seems like a pain, unless you have a lot of specialists in the game. Most wizard's in Harry Potter seem like universalists to me, but thats just my opinion.

Imbasel
2010-08-13, 10:05 AM
Ongoing. I think.

Thank you I will make the word change to Sectumsempra, and Animagi feat, thanks for the help.



Becuase the most powerful spells in Harry Potter aren't anywhere near as powerful as the most powerful DnD spells. Well, Avada Kadavra may be an excption. My point is in DnD you can use have spells like Wish and Death Kenll and True Ressurection. That sort of stuff isn't really pulled off in Harry Potter. And Teleport is something that only really powerful wizard's can do.

I think this is just design differences, as I would prefer to have levels 1-20. Would you still be willing to help however, as it stays classic 1-20? Also, I think teleport is fairly reasonable level to do. In dnd teleport is available at the earliest at 10th level. In Harry Potter most students will gain access to it at 6-7th level. However, it is more balanced as students can not travel nearly as far safely. I plan on writing Apparate soonish. Also, what would you be interested in working on?



No one turns into a Magical Beast so the extrodinary abilities line isn't needed. Other than that, it looks pretty good. Though, you have to take ranks in Know. (Trans.) and Trans.? That seems like a pain, unless you have a lot of specialists in the game. Most wizard's in Harry Potter seem like universalists to me, but thats just my opinion.

I agree that most of the wizards in harry potter don't seem to specialize, at least not until after high school. In this case I think it can be justified. In the harry potter universe there have been less then 10 Animagi in the past 100 years. Therefore, I think it should be fairly difficult to do.

The Anarresti
2010-08-13, 10:09 AM
Also, here's a handy dandy feat for animagus. I took your advice about the level and decided to change the requirements.

Animagi
Prerequisites: Knowledge (Transfiguration) 12 ranks, Transfiguration 12 ranks
You can change your form into one animal. The animal that you choose is any non-magical animal that has Hit Die equal to your level-3. Once chosen, this animal cannot be changed. While in this form, you gain all of the extraordinary abilities of the animal. As you advance in levels so does your animal form. Each time you level up, your animal forms hit die, increases by one.

Thoughts?

I see no reason why your animal form's hit die (and hit points) should change from your own. And you should specifiy: are you actually becoming an animal, or are you merely changing your shape? Take a look at the Giant's Polymorph fix, it might help you with some ideas.

AtlanteanTroll
2010-08-13, 10:10 AM
Thank you I will make the word change to Sectumsempra, and Animagi feat, thanks for the help.

No problem. Glad I can help :smallbiggrin:



I agree that most of the wizards in harry potter don't seem to specialize, at least not until after high school. In this case I think it can be justified. In the harry potter universe there have been less then 10 Animagi in the past 100 years. Therefore, I think it should be fairly difficult to do.

:smallconfused:

Is that stated, or is that assumed becuase we've only seen 10? Though I can only think of 6.

I was thinking about Hippogriffs. Is their any difference between DnD and HP ones? Besides some fluff I mean. Maybe a Diplomacy check to not get attacked when in their territory, and a higher Int, but I don't see a big one.

Dragon's would be fun, but besides fluff, I dont see a big difference btween the different types mentioned in HP. Maybe a difference in age progression, but that's all I can think of.

Imbasel
2010-08-13, 10:17 AM
No problem. Glad I can help :smallbiggrin:




:smallconfused:

Is that stated, or is that assumed becuase we've only seen 10? Though I can only think of 6.

Its stated. I looked it up on Harry Potter wiki, and there were only 7 registered Animagi in the century. So I was wrong because Skeeter, Potter, Black, and Pettigrew are all Animagi. I remember reading it in either Goblet of Fire, or Prisoner of Azkaban as well.


I was thinking about Hippogriffs. Is their any difference between DnD and HP ones? Besides some fluff I mean. Maybe a Diplomacy check to not get attacked when in their territory, and a higher Int, but I don't see a big one.

I was going for that basically. I was going to say a Handle Animal check rather then Diplomacy however. Also, I would increase the Int.


Dragon's would be fun, but besides fluff, I dont see a big difference btween the different types mentioned in HP. Maybe a difference in age progression, but that's all I can think of.

Dragons I would change slightly. They wouldn't be able to cast spells or use spell like abilities. Also, I think we need to make all the new races since they are quite different from the ones in DnD. Also, they will retain SR.

AtlanteanTroll
2010-08-13, 10:19 AM
I was going for that basically. I was going to say a Handle Animal check rather then Diplomacy however. Also, I would increase the Int.

Yeah. Well, they're pretty intelligent. I think they might be offeneded if you treat them like a regular animal. Isn't that why Draco was assulted by Buckbeak?



Dragons I would change slightly. They wouldn't be able to cast spells or use spell like abilities. Also, I think we need to make all the new races since they are quite different from the ones in DnD. Also, they will retain SR.

*Blinks* What? Race? You mean creature right?

Imbasel
2010-08-13, 10:23 AM
Oops, I do mean creatures. That was my bad. Also, I think their Mental scores should be lower then dragons normally are. In Harry Potter they seem much more animalistic.

Also, you are changing into the actual animal while retaining your mental facilities. I suppose I could make the hit die the same as your character for the change.

AtlanteanTroll
2010-08-13, 10:28 AM
Oops, I do mean creatures. That was my bad. Also, I think their Mental scores should be lower then dragons normally are. In Harry Potter they seem much more animalistic.

Yes indeed.


Also, you are changing into the actual animal while retaining your mental facilities. I suppose I could make the hit die the same as your character for the change.

Im not sure. Sirius seemed ike he had more health as a dog. That was the whole point of being an animagus, to hold off Lupin when he turned into a werewolf.

Imbasel
2010-08-13, 10:32 AM
I think the more health can be explained by having the higher constitution score. Also, would you be willing to review some feats I made?

AtlanteanTroll
2010-08-13, 10:35 AM
I think the more health can be explained by having the higher constitution score. Also, would you be willing to review some feats I made?

And a higher constitution score means more health. It also mean his scores changed. Right?

Im no expert by any means, but sure.

Imbasel
2010-08-13, 10:37 AM
That would be correct. Most of the wizards while not necessarily frail, don't seem super fit. The wolf for example has a higher constitution score ergo more HP.

Also, I'm busy rewriting the feats from handwritten notes, so they should be up in about 10-15 mintues.

AtlanteanTroll
2010-08-13, 10:44 AM
That would be correct. Most of the wizards while not necessarily frail, don't seem super fit. The wolf for example has a higher constitution score ergo more HP.

Also, I'm busy rewriting the feats from handwritten notes, so they should be up in about 10-15 mintues.

Lupin, Sirius, or both?

Cool

Imbasel
2010-08-13, 10:52 AM
Lupin is special, since he isn't a Animagus he's a werewolf. Although, he would still gain HP. I plan on writing the werewolf template later.

Imbasel
2010-08-13, 11:01 AM
Natural Born Flyer
Benefit: Flying is something that has always been something that came easily to you. You gain a +2 bonus to Balance checks and Broomstick checks.

Focused Spell
Benefit: Choose one spell that, you currently know. You gain a +4 competence bonus when using the skill used to cast that spell.
Special: You may take this feat multiple times. Its effects do not stack, and you choose a different spell each time you gain this feat.


Increased Spellcasting
Prerequisites: You must be 3rd level and be able to cast spells.
Benefit: Upon gaining this feat you gain two additional spells of your choice.

Parseltongue
Prerequisites: Can only be selected at first level.
Benefit: You gain the ability to speak with snakes. You also gain a +2 bonus on Handle Animal checks, but only with snakes.

Ilriyn
2010-08-13, 11:02 AM
I like your work so far, basing all the spells off of skill checks seems to work very well.

However, in order to capture the feel of combat in HP, it seems that you would either need to heavily rely on readied actions (To counter spells), or insert some other mechanic like free immediate action counterspells.

Imbasel
2010-08-13, 11:05 AM
If you check the avatar d20 site I referenced in my first post you will see that the class feature of Deflect Bending. I was thinking of using the same mechanic, but calling it counterspelling. Basically, you have to know the spell in question to counter it. If you don't you can make a generic counterspelling action, but you take a -4 penalty to your roll of the appropriate skill.

AtlanteanTroll
2010-08-13, 11:06 AM
The feats look fine to me. However, you haven't posted broomstick rules or rules on how many spells you get to choose, so Im not sure about the 1t and 3rd Feats.

Imbasel
2010-08-13, 11:10 AM
Sorry, about that I'm trying to figure out on how to make the table on these forums. Wizards get 5 spells at first level and then 2 for every level after that. Broomstick rules will be posted when I have a long day where I'm not doing anything else.

The Anarresti
2010-08-13, 11:17 AM
But there are different races in Harry Potter:

Humans(wizards)
House-Elves
Goblins
Centaurs
Merfolk
Half-Giants

to say that least. These were ones that appeared to be full-fledged thinking beings, ones interacted with by Harry. Arguably some other creatures like Vampires and Giants are mentioned offscreen
I'd also like to see a Veela bloodline and a template for AIDS Lycanthropy. I could do a preliminary crunch for some of these if you want.

Imbasel
2010-08-13, 11:29 AM
Sure, go ahead and make the preliminary crunch, if you'd like. I would love to see what you have for ideas, and what you turn out.

Also, here is what I think a half-veela should be.
Half-Veela
• +2 Charisma -2 Wisdom.
• Medium: As a medium creatures, Half-Veela have no special bonuses or penalties due to their size.
• Half-Veela base land speed is 30 feet.
• +4 Bonus on Bluff, Diplomacy,and Sense Motive Checks, but only against men.
• Unearthly Attraction: Half-Veela's are some of the most beautiful women on the planet. Whenever, a man approaches a Half-Veela he must make a Will save equal to 10+the Half-Veela's charimsa+ 1/2 of the Half-Veela's HD. If they fail the save they attitude to the Half-Veela increases by one step. Those that successfully resist Unearthly attraction, are immune to that Half-Veela's Unearthly Attraction for 24 hours. Those already in a relationship gain a +4 bonus to their Will save. The effects of Unearthly Attraction only last for 24 hours, after which a new Will Save is allowed. This also causes the Half-Veela to take a -4 penalty to Disguise checks, for people who are looking for her.
• Automatic Languages: Common Bonus Languages: Any
• Favored Class: Wizard/Witch. A multiclass Half-Veela's wizard/witch class does not count when determining whether she takes an experience point penalty for multiclass

Thoughts?

Ilriyn
2010-08-13, 11:52 AM
The counterspelling mechanic in the avatar D20 system makes sense, and I think it will do well in an HP d20 system.

Well I'd be glad to help out some, especially with play-testing when the time comes. Until then, what can I do?

Imbasel
2010-08-13, 11:54 AM
Well, its fairly early in the project so there is still loads to do. I guess what are you interested in? Also, what do you think of the spells, and the half-veela for balance?

AtlanteanTroll
2010-08-13, 12:06 PM
Sure, go ahead and make the preliminary crunch, if you'd like. I would love to see what you have for ideas, and what you turn out.

Also, here is what I think a half-veela should be.
Half-Veela
• +2 Charisma -2 Wisdom.
• Medium: As a medium creatures, alfar have no special bonuses or penalties due to their size.
• Half-Veela base land speed is 30 feet.
• +2 Bonus on Bluff, Diplomacy,and Sense Motive Checks, but only against men.
• Unearthly Attraction: Half-Veela's are some of the most beautiful women on the planet. Whenever, a man approaches a Half-Veela he must make a Will save equal to 10+the Half-Veela's charimsa+ 1/2 of the Half-Veela's HD. If they fail the save they attitude to the Half-Veela increases by one step. Those that successfully resist Unearthly attraction, are immune to that Half-Veela's Unearthly Attraction for 24 hours. Those already in a relationship gain a +4 bonus to their Will save. The effects of Unearthly Attraction only last for 24 hours, after which a new Will Save is allowed.
• Automatic Languages: Common Bonus Languages: Any
• Favored Class: Wizard/Witch. A multiclass Half-Veela's wizard/witch class does not count when determining whether she takes an experience point penalty for multiclass

Thoughts?

Alfar? ^_^

You mean Veela :smallbiggrin:

Make it opposite sex, not against men.

EDIT: Their are ACTUAL VEELA in a Dragon Issue.

Imbasel
2010-08-13, 12:17 PM
I said men, because nowhere I could find it including on HP wiki, did it say there were any men there.

Also, yeah I used the Alfar as the template since I wasn't sure, on how to make a template for a race. I hope you don't mind.

Ilriyn
2010-08-13, 12:21 PM
I could help work on anything, but if you don't have a preference, I would work on adapting the current magic classes to this system, write up some more spells, and work on wands.

The half-veela actually looks underpowered. If has nothing special aside from it's unearthly attraction, which is only useful against men, and can sometimes work as a penalty rather than a bonus.

Imbasel
2010-08-13, 12:23 PM
I could help work on anything, but if you don't have a preference, I would work on adapting the current magic classes to this system, write up some more spells, and work on wands.

The half-veela actually looks underpowered. If has nothing special aside from it's unearthly attraction, which is only useful against men, and can sometimes work as a penalty rather than a bonus.

Would you mind working on some more spells. You can look at the main list for ideas for wording and spell DC I suppose. Also for the half-veela how about we make it a +4 bonus while limited against men. Also, how could it be a penalty?

Imbasel
2010-08-13, 12:39 PM
Wands: The wand chooses the wizard or witch. Young wizards or witch's go into shops, and take their first step into the magical world. Wands, provide certain benefits. They allow a wizard or witch to cast spells. With the wands that they first receive they become magically attuned to. All such wands provide a +1 bonus to any spell they cast. Each wand is also, has a natural affinity for a certain type of magic. The type of wand, selected determines the type of bonus.

Types of Wood for the Wands:

Mahogany: Provides a +2 to all Transfiguration spells.

Willow: Provides a +2 bonus to all Charm spells.

Holly: Provides a +2 bonus to Defense Against the Dark Arts Spells.

These ones are quite clearly defined in the books as to what types of spells they are good at. I'm not sure, about the other types of wood and how to handle the core of each wand. Any idea's?

I also posted the main class. I know there are a lot of dead levels, and I plan on rectifying that. Also, I will work on typing up the class feautres. Also, I am using the Class as Defense Variant using Column B.

Ilriyn
2010-08-13, 01:34 PM
In HP, the selection of a wand is a very important event. Not only is each wand unique because of its wood/core combination, but also because of its intangible characteristics, such as some wands being flexible, unyielding, or brittle. I think that certain characteristics should also give bonuses to some spells/abilities, this will help characters develop unique roles and specialties.

I think the change to the half-veela will work well. The unearthly attraction bonus can become a penalty anytime the witch doesn't want the attention.

The main class looks good, and the dead levels will be filled with spell knowledge gained. However, I think that adding alternate base classes could also be useful, such as seers and warlocks. Having only one base class would make characters much more generic.

Imbasel
2010-08-13, 01:37 PM
I will make the change to the veela. I will also make it so that Unearthly Attraction, poses a -4 penalty to disguise checks against people who may know her. How does that sound?

Also, do you wish to make any wands? If so go right ahead.

Also, I was going to make several prestige classes such as seers or warlock, death eater etc.. I also forgot to add divination to the skills known I forgot about it. Also since, there are so many skills available that each character will have their own niche. So while it may seem generic, the sheer number of spells available will most likely make each person choose one area of focus.

AtlanteanTroll
2010-08-13, 02:21 PM
I will make the change to the veela. I will also make it so that Unearthly Attraction, poses a -4 penalty to disguise checks against people who may know her. How does that sound?

Also, do you wish to make any wands? If so go right ahead.

Also, I was going to make several prestige classes such as seers or warlock, death eater etc.. I also forgot to add divination to the skills known I forgot about it. Also since, there are so many skills available that each character will have their own niche. So while it may seem generic, the sheer number of spells available will most likely make each person choose one area of focus.

IDK, why?

She never really clarifies what a Warlock is. Also, Auror should be one too. And I'd say so should Animagus, but the feat does a nice job taking care of that.

And no, I don't care you used Alfar as a template :smallsmile:

Imbasel
2010-08-13, 02:53 PM
Personally, I've always thought that a warlock was a male wizard. That or somebody who used "dark" magic. That's just my view. Also, Auror will be one of many prestige classes.

AtlanteanTroll
2010-08-13, 03:08 PM
Personally, I've always thought that a warlock was a male wizard. That or somebody who used "dark" magic. That's just my view. Also, Auror will be one of many prestige classes.

...? Aren't all male wizards wizards? I don't undrstand

Imbasel
2010-08-13, 03:12 PM
Sorry that was a fail on my part. Yes, all male wizards are wizards. Witches are female, my bad. Also, I added some more stuff for the class. I will add the detail about it later.

Human Paragon 3
2010-08-13, 03:13 PM
I was considering a Harry Potter d20 once. Instead of STR, DEX etc. I had the base stats as the magic subjects (Transfiguration, Charms, Potions etc). It was a pretty huge departure from D&D d20. Might be too radical for your system.

Imbasel
2010-08-13, 03:29 PM
Personally, I like the system that I've been working on and think it is a bit too radical for me. However, do you like what I've done and if so would you ever like to contribute anything here?

AtlanteanTroll
2010-08-13, 04:30 PM
Thinking about Half-Giants...

Half-Giant
• +2 Strength +2 Constitution -2 Intelliegence -2 Wisdom.
• Medium: As a medium creatures, half-giants have no special bonuses or penalties due to their size.
• A half-giant's base land speed is 30 feet.
• Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
• Automatic Languages: Common. Bonus Languages: Giant
• Favored Class: [Insert]. A multiclass hald-giant's [Insert] class does not count when determining whether she takes an experience point penalty for multiclass.

Should their be something else?

And who says their can't be a Half-Veela of the masculine persuasion?

Imbasel
2010-08-13, 04:39 PM
Thinking about Half-Giants...

Half-Giant
• +2 Strength +2 Constitution -2 Intelliegence -2 Wisdom.
• Medium: As a medium creatures, half-giants have no special bonuses or penalties due to their size.
• A half-giant's base land speed is 30 feet.
• Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
• Automatic Languages: Common. Bonus Languages: Giant
• Favored Class: [Insert]. A multiclass hald-giant's [Insert] class does not count when determining whether she takes an experience point penalty for multiclass.

Should their be something else?

And who says their can't be a Half-Veela of the masculine persuasion?

The race looks good, I approve. Also, thinking about it, it makes sense that there would be male Half-Veela's even if Veela's are only women. Not all of their offspring, would be women. I will change that in the descriptions.

Also, I realized we've done a lot of work today. Yay us. :smallcool:

AtlanteanTroll
2010-08-13, 04:44 PM
The race looks good, I approve. Also, thinking about it, it makes sense that there would be male Half-Veela's even if Veela's are only women. Not all of their offspring, would be women. I will change that in the descriptions.

Also, I realized we've done a lot of work today. Yay us. :smallcool:

Cool.

What should the half-giants favourite class be? And didn't Fleur mention a brother or am I insane?

Good Work Five!!

Imbasel
2010-08-13, 04:48 PM
I'm not sure if Fleur ever did mention a brother, but its been a while since I've read the books. I know she had a sister. Also, for half-giants I would just say their favored class is any. Since they are half-human that seems to make sense enough for me. Also, I added descriptions for some of the class, features tell me what you think.

AtlanteanTroll
2010-08-13, 05:00 PM
I'm not sure if Fleur ever did mention a brother, but its been a while since I've read the books. I know she had a sister. Also, for half-giants I would just say their favored class is any. Since they are half-human that seems to make sense enough for me. Also, I added descriptions for some of the class, features tell me what you think.

Erm. Where exactly?

Also, well, for half-giants, a parent is going to be a wizard or a witch, so maybe tha should be their favoured class. It is for the Half-Veela too.

We're going to have a problem with Centaurs. Their's not a snowballs sense in hell we can do that w/o LA.

Imbasel
2010-08-13, 05:04 PM
Centaurs, will have to be done with LA, although honestly I doubt anybody will play one in a Hogwarts setting, due to there being so many different issues. The class features are in a spoiler underneath the table. I will also edit the changes for Half-Veela and Half-Giant.

AtlanteanTroll
2010-08-13, 05:20 PM
Found it.

Everything but the Magical Blast looks good. And the only reason I dont like it, is becuase their isnt any book support of rhtat being true.

And your right about the Centaurs I suppose. Any idea how you'll get the other classes to make sense in the setting?

Imbasel
2010-08-13, 05:33 PM
I put the magical blast because it was in the movies and I was tossing the people who loved the movies a bone. Thinking about it though, I'll just take it out as it doesn't fit in any of the books.

Other classes. well honestly I can't think of any other class at the start that you would want to take if you started at Hogwarts. Aristocrat's, and Experts will still see some use as once they leave school they could become traders or politicians. Rouges will still be in there for those who wish for rougish abilities such as Fred and George. I can't really imagine anybody wishing to take any other base classes, and will most likely want to go into prestige classes.

AtlanteanTroll
2010-08-13, 05:37 PM
I put the magical blast because it was in the movies and I was tossing the people who loved the movies a bone. Thinking about it though, I'll just take it out as it doesn't fit in any of the books.

Other classes. well honestly I can't think of any other class at the start that you would want to take if you started at Hogwarts. Aristocrat's, and Experts will still see some use as once they leave school they could become traders or politicians. Rouges will still be in there for those who wish for rougish abilities such as Fred and George. I can't really imagine anybody wishing to take any other base classes, and will most likely want to go into prestige classes.

OK.

Granted. Though, when are you thinking people would get Prestige Class acsess? For a while, it'd be pretty darn bpring everyone being the same class. Maybe people want to start their adventure outside of Hogwarts? What then? Most people dont want to RP an 11 year old, even if they are HP fans?

Also, are spells learned forever, or are they chosen each day? Spontaneous casting seems like the best fit (IMO).

Imbasel
2010-08-13, 05:41 PM
Spells are learned forever, and can be cast as many times per day as wished. Also, while everyone is the same base class, nobody will have enough points to be good at everything. So I think it will still be fun at the Hogwarts level. Prestige classes would probably start to open up around 6th level or near the end of the Hogwarts career.

AtlanteanTroll
2010-08-13, 05:44 PM
Spells are learned forever, and can be cast as many times per day as wished. Also, while everyone is the same base class, nobody will have enough points to be good at everything. So I think it will still be fun at the Hogwarts level. Prestige classes would probably start to open up around 6th level or near the end of the Hogwarts career.

OK. But, if your in Hogwarts, you learn knew spells. It is a school afterall. Shouldn't their be something besides a feat for learning knew spells?

Imbasel
2010-08-13, 05:47 PM
What exactly are you proposing? Are you saying, that there should be some type of research/study before you can cast a spell? I was thinking of making some type of mechanic for that.

jedipilot24
2010-08-13, 05:47 PM
you left out the description of the non-verbal and wandless magic abilities.
Also, given that the Marauders became Animagi while still at school, I take it that the levels do not correspond to years.

AtlanteanTroll
2010-08-13, 05:49 PM
What exactly are you proposing? Are you saying, that there should be some type of research/study before you can cast a spell? I was thinking of making some type of mechanic for that.

I think I am. Give accses to a certain amount of starting spells, and then in exchange for a feat, or something else, give them the oppurtunity to research a knew spell.

Imbasel
2010-08-13, 05:50 PM
I am still working on the class features, but they will be up by the end of today don't worry. :smallsmile:

Also, you are right levels do not necessarily equal years. I sat down and thought for a long while about this. The 3 main heroes of HP Harry, Hermione, and Ron are above the rest of the students. They go and fight much, much more, and are always doing something that is seems to be dangerous or adventurous. I would say most average students gain about a level each year. The main 3 however, I would say would be between levels 10-12 at the end of book 7.

Imbasel
2010-08-13, 05:53 PM
Ok how about this. Instead of a spell known, we can have a limit to spells able to learn. Characters start off knowing 0 spells at first level. However, once in Hogwarts or with a teacher/book they can begin to learn new spells. To cast a spell the character must succeed on a DC check equal to the spells DC +5 representing the difficulty in first casting the spell. After that the character, must study for 1 hour for every 5 points of the spells base DC. Once they have done that they are considered to have "mastered" the spell and won't have the extra +5 added on to the spells difficulty.

The Feat Increased Spellcasting, would be changed to increase the Spell Limit by 2.

What do you think?

AtlanteanTroll
2010-08-13, 05:54 PM
Also, given that the Marauders became Animagi while still at school, I take it that the levels do not correspond to years.

I was thinking this myself. People get different stuff out of bing at Hogwarts.

1st Year = 1st level
2nd Year = 2nd level
3rd year = 3rd level
4th and 5th = 4th level
6th and 7th = 5th level

This is part of the reason I said it would ift into an E6 or E8 campaign pretty well. Im not saying thats the afformentioned a standard progression or anything. Harry and (some of) the DA seem a cut above normal. Then again, they are the protagonists of the series.


Ok how about this. Instead of a spell known, we can have a limit to spells able to learn. Characters start off knowing 0 spells at first level. However, once in Hogwarts or with a teacher/book they can begin to learn new spells. To cast a spell the character must succeed on a DC check equal to the spells DC +5 representing the difficulty in first casting the spell. After that the character, must study for 1 hour for every 5 points of the spells base DC. Once they have done that they are considered to have "mastered" the spell and won't have the extra +5 added on to the spells difficulty.

What do you think?

Im not sure honestly. Isn't their a way to research a knew spell in 3.5? Granted, it means create a knew one, not learn a knew one, but similar. No?

Imbasel
2010-08-13, 05:57 PM
The Feat Increased Spellcasting, would be changed to increase the Spell Limit by 2.

Feat using new mechanic

Fast Researcher
Prerequisites: Must have an Intelligence of at least 12
Benefit: The character can learn a new spell by only having to study for half an hour for every 5 points of the spells base DC.

AtlanteanTroll
2010-08-13, 06:04 PM
The Feat Increased Spellcasting, would be changed to increase the Spell Limit by 2.

Feat using new mechanic

Fast Researcher
Prerequisites: Must have an Intelligence of at least 12
Benefit: The character can learn a new spell by only having to study for half an hour for every 5 points of the spells base DC.

I'd up the Int. Ron is probably Int 12, and he certainly couldn't do that. Granger's probably at Int 18 by the end of the books, and she's the only one explicitly shown with that kind of ability.

Imbasel
2010-08-13, 06:06 PM
Ok, lets up the Int to 14 for the feat then. Do you like the new mechanic and think we should use it?

I also, looked up how new spells are created. Basically you make a spellcraft check after a week equal to 10+ the spells level. I think that could work, but I prefer my method more. It also says it costs gold to create, but I don't think it should be used in this case.

Also, I realized that with a few days more work we could actually play a game using these rules.

AtlanteanTroll
2010-08-13, 06:12 PM
Ok, lets up the Int to 14 for the feat then. Do you like the new mechanic and think we should use it?

I also, looked up how new spells are created. Basically you make a spellcraft check after a week equal to 10+ the spells level. I think that could work, but I prefer my method more. It also says it costs gold to create, but I don't think it should be used in this case.

Also, I realized that with a few days more work we could actually play a game using these rules.

Sounds good.

Im not entirely fond of either. Some sort of compromise seems like the best, but Im really not sure.

I'd play it if you'd DM. Though, Im probably going to drop off in contributions with school starting up next week :smallannoyed:

Imbasel
2010-08-13, 06:17 PM
Well, right now I guess I'll use the mechanic I made up. So now I'm going to make a list of things that would be good to have done before we started a game. I think its feasible with hard work, to get it done by Sunday, so that you can play in the game. You already have a spot :smallsmile:.

We need:

Wands- I put the basic foundation down, but we need more in the way of mechanics on how they are used.

Brooms/Quidditch- I'm posting stuff about Quidditch tomorrow, as well as brooms so don't worry about that.

Everything, else I think we can get by on and work on stuff while the game is in play. Also, if you have Fantastic Beasts & Where to Find them that will help immensely in helping creating magical creatures. Anybody that has that book, or access to a list of creatures feel free to make them up so we can see/review them. Creating creatures, has never been my strong suit and while I can do it somebody else can probably do it better.

scout penguin
2010-08-13, 06:17 PM
I was always under the impression that the Dark Arts are a separate branch of magic, not just a branch of Defense as it is now. They weren’t taught at school because, well, they are the Dark Arts. They only learned enough about them to identify them, and defend against them. Shouldn’t they be their own school/skill?

Imbasel
2010-08-13, 06:24 PM
I was always under the impression that the Dark Arts are a separate branch of magic, not just a branch of Defense as it is now. They weren’t taught at school because, well, they are the Dark Arts. They only learned enough about them to identify them, and defend against them. Shouldn’t they be their own school/skill?

I thought about this a lot when I started working on this system. I originally had the Dark Arts as their own skill, but then it got me thinking. Technically Harry cast two of the Unforgivable Curse's. When he cast them he did well at them and we also know he was very good at Defense against the Dark Arts. Since part of learning the Defense Against the Dark Arts, can bee seeing them cast/ learning on how to defend against them, they could also learn how to cast them. People who don't know the dark arts are simply people who have chosen not to learn that spell. I could reword it to Curses, and Anti-Curses if you like, but I just like Defense Against the Dark Arts better.

AtlanteanTroll
2010-08-13, 06:42 PM
Well, right now I guess I'll use the mechanic I made up. So now I'm going to make a list of things that would be good to have done before we started a game. I think its feasible with hard work, to get it done by Sunday, so that you can play in the game. You already have a spot :smallsmile:.

We need:

Wands- I put the basic foundation down, but we need more in the way of mechanics on how they are used.

Brooms/Quidditch- I'm posting stuff about Quidditch tomorrow, as well as brooms so don't worry about that.

Everything, else I think we can get by on and work on stuff while the game is in play. Also, if you have Fantastic Beasts & Where to Find them that will help immensely in helping creating magical creatures. Anybody that has that book, or access to a list of creatures feel free to make them up so we can see/review them. Creating creatures, has never been my strong suit and while I can do it somebody else can probably do it better.

I thank you.

I wish their was more on wands in the books myself. They seem interesting, but neglected in all but a few chapters.

I have Fantastic Beasts & Where to Find, but I have no idea where it is. Most creatures in their already exist, but are tooled up a little different as it is.


I thought about this a lot when I started working on this system. I originally had the Dark Arts as their own skill, but then it got me thinking. Technically Harry cast two of the Unforgivable Curse's. When he cast them he did well at them and we also know he was very good at Defense against the Dark Arts. Since part of learning the Defense Against the Dark Arts, can bee seeing them cast/ learning on how to defend against them, they could also learn how to cast them. People who don't know the dark arts are simply people who have chosen not to learn that spell. I could reword it to Curses, and Anti-Curses if you like, but I just like Defense Against the Dark Arts better.

I think curses and anti-curses might work better. Defense Against the Dark Arts is the name of a class, not the name of a discipline or style (IMO).

Imbasel
2010-08-13, 06:48 PM
Ok, I will change it to Curses and Ant-Curses.

Also, your right a lot of the creatures already exists, but just need some minor re-tooling.

Also, since wands are so vague in the HP, as to what certain types of wood does and core does lets do this. At character creation the character chooses their wand. They say what the wood is and the core inside the wand. They then choose one of the 3 options here

Gain a +2 to Charm checks

Gain a +2 to Curses

Gain a +2 to Anti-Curses (these comprise of Protego, and whenever a character decides to defend against a magical attack)

Gain a +2 to Transfiguration checks

What do you think, each wand seemed to be attuned to a particular type of magic. Also, players can explain that different woods with different cores, make things happen differently, as they react differently to each other.

Ilriyn
2010-08-13, 06:48 PM
I think that the spells could be better organized. HP is pretty specific about the existence of different categories of spells, some being charms, jinxs, hexes, curses, etc. There also seems to be a difference between some curses such as the killing curse, and other dark magic such as the art of making horcruxes.

I don't think that there should be a limit on spells known. For example, in the books, the least intelligent of the main characters, Ron, has shown proficiency in dozens of spells, while Hermione is shown to know hundreds. I don't think there should be a lifetime limit on the number of spells known, but learning them could become more difficult the more you know.

I know that there is no book support for the magical blasts seen in the movies, but I still think we should include them. Like in the avatar system, you should be able to perform these blasts as iterative attacks, in addition to being able to cast a more powerful spell. This would also make combat more exciting than, "I cast a spell, here is my attack roll and DC to overcome." "I roll higher than you, and block your spell." Rinse and repeat.

Also, if you end up doing a playtest of this, count me in if possible.

AtlanteanTroll
2010-08-13, 06:52 PM
I know that there is no book support for the magical blasts seen in the movies, but I still think we should include them. Like in the avatar system, you should be able to perform these blasts as iterative attacks, in addition to being able to cast a more powerful spell. This would also make combat more exciting than, "I cast a spell, here is my attack roll and DC to overcome." "I roll higher than you, and block your spell." Rinse and repeat.

Also, if you end up doing a playtest of this, count me in if possible.


There are movie exclusive creatures? GAME exclusive sure, but movie?

I still don't like the blasts, but they do show up in the movie. There's also psiconics in HP with Occlumency is you think about it. That should be prestige though.

Maybe thats why Harry failed...

Also, their should be an Anti and a Curse wand, not a bundle. That seems overpowered.

Imbasel
2010-08-13, 06:56 PM
For making Horcrux's I would just make a feat that the character would have to take in order to make them and yes I will eventually make up such a feat. For magical blasts, I'm on the fence. It isn't in the books, but it is in the movie. Its helpful because it allows wizards to fall back on a basic attack spell. So should I put it back in you guys what do you think. I guess I'll call for a vote.

There shall be 4 people who vote and will place their arguements for the basic magical blasts. People will also vote for or against, and after the debate I shall make the final vote in the event of a tie. Does that sound fair?

For spell organization I think it works ok as of right now. People can basically choose to learn certain types of spells, and their sub-divisions. Also, I don't think hermione has cast over a hundred different types of spells. I could increase the limit to spells able to learn to 4 each level, and make it so the Increased Spellcasting increased the limit by 4. However, I'm on the fence about that and will need some convincing. Also, I think that it works alright right now because I don't want characters all knowing all the same spells, and some diversity in that would be cool.

Also, Aranii consider it done, for being in the playtesting group.

Also, I will change it to anti-curses and curse spells for wand instead of one group.

Occlumency I'm thinking could be a feat as well combined with Legilimency. Basically, it would allow you to gain these two things as skills, and put points into them.

AtlanteanTroll
2010-08-13, 07:47 PM
For making Horcrux's I would just make a feat that the character would have to take in order to make them and yes I will eventually make up such a feat. For magical blasts, I'm on the fence. It isn't in the books, but it is in the movie. Its helpful because it allows wizards to fall back on a basic attack spell. So should I put it back in you guys what do you think. I guess I'll call for a vote.

There shall be 4 people who vote and will place their arguements for the basic magical blasts. People will also vote for or against, and after the debate I shall make the final vote in the event of a tie. Does that sound fair?

For spell organization I think it works ok as of right now. People can basically choose to learn certain types of spells, and their sub-divisions. Also, I don't think hermione has cast over a hundred different types of spells. I could increase the limit to spells able to learn to 4 each level, and make it so the Increased Spellcasting increased the limit by 4. However, I'm on the fence about that and will need some convincing. Also, I think that it works alright right now because I don't want characters all knowing all the same spells, and some diversity in that would be cool.

Also, Aranii consider it done, for being in the playtesting group.

Also, I will change it to anti-curses and curse spells for wand instead of one group.

I wouldn't bother with horcruxes. Your goung to be reaching epic soon if you're going to be doing that.

I don't have much of an argument except they aren't in the books. It is a useful mechanoc though. So Im stuck as well.

Feat fix sounds fine

I think the two work best as a PrC, but your the guy in charge

Imbasel
2010-08-13, 07:48 PM
What two for PrC sorry, I'm a bit confused?

AtlanteanTroll
2010-08-13, 07:50 PM
What two for PrC sorry, I'm a bit confused?

Occlumency and Leggimancy

Imbasel
2010-08-13, 07:52 PM
My view for that is Harry was never really good at it. If he was in a PrC, I would expect him to be at least average, in it and not poor in it. Its easier to say he had few skill points invested in it showing that he did not have a good understanding/control of it.

Anyway, what do you think we should work on next?

AtlanteanTroll
2010-08-13, 07:57 PM
My view for that is Harry was never really good at it. If he was in a PrC, I would expect him to be at least average, in it and not poor in it. Its easier to say he had few skill points invested in it showing that he did not have a good understanding/control of it.

Anyway, what do you think we should work on next?

It doesnt list him as eith on the HP Wiki. This mean he couldn't get into it. Thats why it should be a PrC (IMO).

Creatures perhaps. Spells. I don't know honestly. Creatures are simple(r) due to most are only re-tools.

Imbasel
2010-08-13, 08:00 PM
I think its just a differing in opinion, at this point. In the books he did successfully resist Voldermort a few times as well as Snape, so he did have some ability in this area.

Would you like to get started on creatures while I work on Quidditch? If I work, really hard I can get the rules/broomsticks up tonight.

AtlanteanTroll
2010-08-13, 08:01 PM
I think its just a differing in opinion, at this point. In the books he did successfully resist Voldermort a few times as well as Snape, so he did have some ability in this area.

Would you like to get started on creatures while I work on Quidditch? If I work, really hard I can get the rules/broomsticks up tonight.

*Grumbles* Stil think it works better as a PrC then a feat. Though it may work as feat-skill combo if that makes sense

Sure. I could mess with some stuff I suppose. Also, this (http://harrypotter.wikia.com/wiki/Spells) may be exremey useful.

Imbasel
2010-08-13, 08:03 PM
Ok, cool thanks for the help. Also, I've already printed out that entire page to do work with me on the go. :smallsmile: I like harry potter.

Also, I am currently thinking about creating a website to put all this information on so its in an organized manner. It won't be for some time yet, I just wanted to let you know, of the possibility.

AtlanteanTroll
2010-08-13, 08:07 PM
^ Cool.

Should Centaurs, Goblins, House Elves, and Merfolk really be statted out as races? I don't think they should be. Creatures and NPC's yes. Note: No way am I ever going to stat out a NPC.

Imbasel
2010-08-13, 08:11 PM
No i think they should be stated out as creatures. In the Harry Potter universe, I can't see any situation where you could reasonably play as one of those races with the rest of the party. Also, I don't mind statting out NPCS.

Also, our first broomstick what do you think?

The Firebolt is the fastest broomstick in existence. It is capable of going of reaching speeds as high as 150mph in ten seconds. In game terms the broomstick is capable of moving 350 feet per round. Due to its high level of craftsmanship it also grants the rider a +2 to Broomstick checks

AtlanteanTroll
2010-08-14, 08:47 AM
Been goofing around with the Acromantula (the species that Aragog is). And I forget, can Magical Beats speak?

Alos, what should his the species Intelligence be?

Imbasel
2010-08-14, 08:55 AM
Very cool, the Acromantula is one of my favorite creatures. I checked in Fantastic Beasts & where to find them, and it says they have near human intelligence. I would put their intelligence at an 8 or 9 then.

Some magical creatures can speak and other's can't, its on a case by case basis. However the Acromantula is one of them that can talk.

Also, what do you think of the Firebolt? I'm going to have breakfest and come back so response time will be about 10 minutes.

AtlanteanTroll
2010-08-14, 09:02 AM
Gotcha.

Are we ging to have Common as a Language still?

It looks good to me, but Flying is probabby more important then the brooms at this point (IMO).

Imbasel
2010-08-14, 09:09 AM
Ok, I'll start working on posting the broomstick up. I meant to post and work on things last night, but I ended up passing out, while working.

Common can just be English I think. Having a higher intelligence, can allow you to learn other languages like French, Spanish, German, etc..

AtlanteanTroll
2010-08-14, 09:15 AM
Well, theirs a language for Giants, English, Merfolk (and probably other aquatics), and Goblins. Im not sure if Centaurs and House-Elves have their own languages or not. She never really said.

Imbasel
2010-08-14, 09:17 AM
Ok, I'll make a list of languages after I finish Quidditch.

Imbasel
2010-08-14, 12:20 PM
Here is a good start to quidditch rules

Rules for Quidditch-
All players trained in Broomstick gain a +2 to AC while riding a broomstick, and a +2 to melee attack rolls, and ranged attack rolls.

There are 7 different players for Quidditch and each of them has different roles.

Beaters- There are two beaters on the field at any given time. Their role is to hit the bludger away from their own team, to the other team. To hit the bludger the beater, must make a melee attack roll with their beaters club. The AC for the bludger is 15, and should it be hit, the beater can choose for it to attack the closest opposing team member. The bludger has an attack roll modifier of +10.

Chasers- There are three chasers on the field at any time. Their role is to gain control of the Quaffle, and to score points by throwing it through the goal posts. The goal can be from either side, and is worth 10 points.
Keeper- There is one keeper on each Quidditch team. Their role is to block the Quaffle, to prevent goals from being scored. A keeper may block any one of the 3 goals as long as they remain no more then 10 feet away from the goal. Deflecting a goal is like Magical Counterspelling only instead of a magic skill check they make a Broomstick check. Also, stopping a goal in this manner allows the Keeper to retain possession of the ball, or to deflect it to fly away 30 feet.

Seeker- There is one seeker on each Quidditch team. Their goal is to catch the golden snitch, which is a small walnut sized golden ball. Only the capture, of a golden snitch can end a match and it is worth 150 points, to the team who captures the snitch. No other player may touch the golden snitch. The golden snitch has an AC of 15, but it is incredibly fast.

The Different Balls-

Bludger- The bludger is a small iron ball, that zooms around the Quidditch pitch attemping to knock players off their brooms. The AC for the bludger is 15, and should it be hit, a beater can choose for it to attack the closest opposing team member. The bludger has an attack roll modifier of +8. Should a bludger hit a player, one of two things can happen. If it hits the player and its attack roll does not exceed the AC by 5 or more, the player takes 2d6 points of non-lethal damage. The player must also succeed on a Broomstick check or be stopped in place, and drop the ball. If the Bludger exceeds the AC of the player by 5 or more, the player is knocked off their broom, and must succeed on a DC 15 Reflex save, or plummet down to the ground, in addition to suffering all the other previous effects. Should they make the save they hold on to the broomstick by the tips of their fingers and must succeed on a DC 10 Strength check to pull themselves back up, as a move action. If they succeed on a DC 20 Broomstick check, however they manage to direct their broomstick to the ground with them as they fall treating the distance fallen as 20 feet less. Should the bludger miss it will begin to move for the other closest player, to the one who the attack was just directed at. At the beginning of the match the bludgers just fly around, and go to the first player closest to them. The bludger has a fly speed of 150 feet (perfect).

Quaffle- The Quaffle is a small red ball, that chasers use to score goals. The quaffle begins the match being tossed up in the air, and the chaser with the highest initiative can make the first attack roll to attempt to grab the ball. The ball has an AC of 10, and is very easy to hold capable of being held only in one hand. The Quaffle is also magically enchanted, to fall more slowly and on any given round that it is falling to the ground it only falls 20 feet. For another player, to grab the Quaffle away from a player they must make a Disarm check.

I will add more later.

AtlanteanTroll
2010-08-14, 05:26 PM
OK, the rules look good.


All players trained in Broomstick gain a +2 to AC while riding a broomstick, and a +2 to melee attack rolls, and ranged attack rolls.


This is odd though. The AC bonus is fine, but it would be better if people untrained took a penelty rather than those who are trained gaining a bonus.

Imbasel
2010-08-14, 05:56 PM
Okay, I will change it to provide a penalty rather than a bonus, for the attack rolls and AC. Then I will still keep the AC bonus for those trained, and those trained won't get an attack bonus. How does that sound, and is that what you meant?

AtlanteanTroll
2010-08-14, 06:23 PM
Penalty to hit while flying un-trained. Bonus to AC and no penalty to hit when trained.

Imbasel
2010-08-14, 06:29 PM
Ok, I will change that then. What about everything, else do you like it?

AtlanteanTroll
2010-08-14, 07:27 PM
Everything else seems fine

Imbasel
2010-08-14, 07:37 PM
Do you think we are ready to playtest?

AtlanteanTroll
2010-08-14, 07:43 PM
Im probably not the best judge of that. We need more low leveled spells for one.

Imbasel
2010-08-14, 07:51 PM
Ok, I'll do up 5 or 6 more spells tonight. Also, I will work on adding the class features descriptions in addition to adding more about Quidditch. I also realized that we don't have 4 people who have been active in this thread only three so my vote for 4 people idea is kind of moot. I'll put magical blasts back in and in playtesting we can see how it works.

AtlanteanTroll
2010-08-15, 12:41 PM
Coolio. Though, as 1st level characters we wont have acsess to blasts, correct?

Imbasel
2010-08-15, 12:49 PM
Correct at first level all you can really do is shoot some sparks.:smallsmile: I also started up the recruitment thread for playtesting.

AtlanteanTroll
2010-08-15, 01:10 PM
OK. Just noticed something. What the heck in the defense bonus?

Imbasel
2010-08-15, 01:21 PM
Its a variant on AC. It's found in the srd as class as defense. It really doesn't make sense to use armor for AC and this variant suits nicely I think.

AtlanteanTroll
2010-08-15, 01:26 PM
So add it to your AC? Also, it should probably be Knowledge (Dark Arts) I figure that'd include defense.

Imbasel
2010-08-15, 01:33 PM
Yes, you add that number to your defense. Also, will make the change to the knowledge DADA to dark arts.

AtlanteanTroll
2010-08-15, 01:41 PM
You should say what level the spells are. Im pretty sure I can't take Sectumsempra

Imbasel
2010-08-15, 01:57 PM
I actually don't have a level system in place for being able to learn the spells. What should keep people away is the high DC's. Snape was able to cast more curses by the end of his first year then most people. It would be easy to explain that by just having him choose a lot of curses and having skill focus in the appropriate skill in this case curses- and anti curses. I think its just common sense on part of the player and the DM of course has the final say on whether you can learn the spell. If you don't have access to a book/teacher then you can't learn the spell.

AtlanteanTroll
2010-08-15, 02:00 PM
That makes some sense I suppose. Nothing stopping me from learning Sectum Sempra except that I couldn't pul it off and learning it wouldn't make sense. Cool

Imbasel
2010-08-15, 02:12 PM
Basically its GM's call and if it makes sense write it in. If your daddy is a death eater, then yeah you might know it. If not then not so much. Also, I'm working on the website its going to be on google sites.

AtlanteanTroll
2010-08-15, 02:20 PM
I just thought of something. Shouldn't we get a familiar???

Zexion
2010-08-15, 02:26 PM
Isn't Divination a very rare gift, and not possible to the majority of the population? :smallconfused:

Imbasel
2010-08-15, 03:01 PM
Divination is a rare gift true divination that is. Basically, I figure that its so obscure, that most people don't put ranks in it. For example Harry might only have 2 or 3 ranks as he never really took to it. On the other hand Lavender Brown who was in the class seemed to be much better at it and might have 5 or 6 ranks.

Zexion
2010-08-15, 03:05 PM
Divination is a rare gift true divination that is. Basically, I figure that its so obscure, that most people don't put ranks in it. For example Harry might only have 2 or 3 ranks as he never really took to it. On the other hand Lavender Brown who was in the class seemed to be much better at it and might have 5 or 6 ranks.
Well, I think that aptitude for Divination (i.e., the ability to have more than 2 ranks) should be a first level feat. Because it is extremely rare, and no matter how hard someone studies, if they do not have the Sight, they are essentially useless.

Imbasel
2010-08-15, 03:17 PM
I can understand having or not having the sight and being able to have visions. I do think that people should still be able to be good at divinations without a feat. So how about a feat, that will only allow people to reach the full potential of divination, by having this feat.

True Seer
Prerequisites: Must be taken at first level.
Benefit- You are one of the rare few who posses the Sight. You are able to make prophetic visions. You gain access to the prophetic visions ability, by making a DC 40 check, which is described under Divination. Also you gain a +2 bonus to Divination checks.

Thoughts?

AtlanteanTroll
2010-08-15, 03:24 PM
Im not interested in it, but it semes well done. So, familiars? Toads, Cats, Owls?

Zexion
2010-08-15, 03:32 PM
I can understand having or not having the sight and being able to have visions. I do think that people should still be able to be good at divinations without a feat. So how about a feat, that will only allow people to reach the full potential of divination, by having this feat.

True Seer
Prerequisites: Must be taken at first level.
Benefit- You are one of the rare few who posses the Sight. You are able to make prophetic visions. You gain access to the prophetic visions ability, by making a DC 40 check, which is described under Divination. Also you gain a +2 bonus to Divination checks.

Thoughts?
Well... they don't exactly consciously know when- oh wait, that's just Trelawney. So yes, it seems good, except for the bonus. The bonus is EEVVVIILL. And overpowered.

Also, maybe a special clause that states that whenever you go up a level, one of your skill points always goes to Divination?

Imbasel
2010-08-15, 03:37 PM
I don't think the bonus is overpowered, a lot of SRD feats give you a +2 bonus to two selected skills. This one gives you access to one +2 bonus, and grants access to a new application for Divination. However, since you can only take it at first level I think its balanced. I think making you put one in every level penalizes the player too much. Also, drat I forgot about familiars. I think they are just pets and don't receive and special bonuses.

Zexion
2010-08-15, 03:56 PM
I don't think the bonus is overpowered, a lot of SRD feats give you a +2 bonus to two selected skills. This one gives you access to one +2 bonus, and grants access to a new application for Divination. However, since you can only take it at first level I think its balanced. I think making you put one in every level penalizes the player too much. Also, drat I forgot about familiars. I think they are just pets and don't receive and special bonuses.
But the new application is extremely powerful.

Imbasel
2010-08-15, 04:13 PM
I agree with you it is an extremely powerful application of Divination. I still have yet to write Divination so I will just write the DC 40 version.

Prophetic Visions DC 40- You possess the sight, and by using it you can peer into a person's future. Make a DC 40 Divination check. If you succeed you can see into the person's future, and determine their destiny. The amount of information you receive as well as the type, is up to the DM. However, to peer into the future is extremely taxing and difficult on the seer. As such they may only attempt to peer into the future once a month, and they are fatigued for 3 days after using Prophetic Visions.

Thoughts?

Zexion
2010-08-15, 04:19 PM
I agree with you it is an extremely powerful application of Divination. I still have yet to write Divination so I will just write the DC 40 version.

Prophetic Visions DC 40- You possess the sight, and by using it you can peer into a person's future. Make a DC 40 Divination check. If you succeed you can see into the person's future, and determine their destiny. The amount of information you receive as well as the type, is up to the DM. However, to peer into the future is extremely taxing and difficult on the seer. As such they may only attempt to peer into the future once a month, and they are fatigued for 3 days after using Prophetic Visions.

Thoughts?
Well, Trelawney wasn't tired after she made that prediction in 3rd year, but that might be a different effect...

And maybe there should be a feat called Combat Divination (requisites: True Seeing feat, 16 Cha, 14 Int) that gives you bonuses in combat, because that would be awesome.

Imbasel
2010-08-15, 04:23 PM
I think Trelawney is a bit special, in terms of divination. Throughout the series she doesn't seem to be very good at Divination as a teacher. Just my take on it.

Also, I can see how somebody good at Divination could have good combat awareness and so. Yet another feat.

Combat Divination
Prerequisites: True Seeing feat, 16 Cha, 14 Int:
Benefits: You are able to peer into the future slightly, to help protect yourself, or to make a blow strike true. As such once per encounter you can gain a +2 bonus to an attack roll. You may also choose to gain a +2 bonus to AC in reaction to an attack.

Thoughts?

Zexion
2010-08-15, 04:26 PM
I think Trelawney is a bit special, in terms of divination. Throughout the series she doesn't seem to be very good at Divination as a teacher. Just my take on it.

Also, I can see how somebody good at Divination could have good combat awareness and so. Yet another feat.

Combat Divination
Prerequisites: True Seeing feat, 16 Cha, 14 Int:
Benefits: You are able to peer into the future slightly, to help protect yourself, or to make a blow strike true. As such once per encounter you can gain a +2 bonus to an attack roll. You may also choose to gain a +2 bonus to AC in reaction to an attack.

Thoughts?
Seems a bit underpowered. Maybe instead of a once per encounter limit, some sort of Divination DC? How about:


Make a Divination check. The result-20 divided by 5 = the bonus you gain to either your AC or any attacks you make this round.

Imbasel
2010-08-15, 04:27 PM
Ok, I like the way you made that. I still think there should be a limit as to how many times you can use. How about a number of times equal to 1+ Charisma modifier?

Zexion
2010-08-15, 04:37 PM
Ok, I like the way you made that. I still think there should be a limit as to how many times you can use. How about a number of times equal to 1+ Charisma modifier?
How about 2+ Cha modifier, but you can get a penalty if you get 15 or below?

Also, a critical fail means that you take a -10 to your D20 attack roll for that round.

Ilriyn
2010-08-15, 04:47 PM
Perhaps it is too late to suggest a big change like this, but I feel that the current spells known system is lacking, and this would fix it.

At first level, presumably your first year at Hogwarts, wizards are currently restricted to only 5 spells known. This seems to be an implausibly low amount, as students need to know much more than 5 spells, just to get on in the wizarding world. However, at second level, presumably their second year at Hogwarts, they can only learn 2 new spells, bringing the total to 7. This is an impossibly low amount of spells known, and would drastically slow down the game.

I propose instead adding a variant of the recharge magic system presented in Unearthed Arcana, and changing the absolute cap on spells known to a cap on spells known per school of magic. So instead of a 1st level character only being able to know 5 spells total, she could learn 5 charms, 5 curses, 5 anti-curses, and 5 transfiguration spells. The rules on learning new spells would still apply.

I like the recharge system because it holds true to the HP books, where you don't see the characters spamming the same spell over and over again. With this variant, a certain amount of rounds would need to pass, before you could cast a certain spell again.

I also like this system, because it still allows for specialization in a certain type of magic. If the recharge time was set at a high number, such a 2d4+1 rounds, only wizards who take feats in their specialty field would be able to use their specialized spells often. Here are a few feats that would be available.

Magical Focus:
Prerequisites: 4 ranks in either Charms, Curses, Anti-Curses, or Transfiguration
Effect: Reduces the recharge time on casting the same spell again in an encounter to 1d6+1 rounds. This only applies to spells cast from one school of magic. (The school of magic is determined by the taker of the feat, but the taker of the feat must have at least 4 ranks in the desired school.)
Normal: After casting a spell, a wizard must wait 2d4+1 rounds before casting it again.

Improved Magical Focus:
Prerequisites: 9 ranks in either Charms, Curses, Anti-Curses, or Transfiguration, Magical Focus in desired school of magic
Effect: Reduces the recharge time on casting the same spell again in an encounter to 1d4+1 rounds. This only applies to spells cast from one school of magic. (The school of magic is determined by the taker of the feat, but the taker of the feat must have at least 9 ranks in the desired school, and the magical focus feat in that school.)
Normal: After casting a spell, a wizard must wait 2d4+1 rounds before casting it again.

Greater Magical Focus:
Prerequisites: 13 ranks in either Charms, Curses, Anti-Curses, or Transfiguration, Improved Magical Focus in desired school of magic
Effect: Reduces the recharge time on casting the same spell again in an encounter to 1d3+1 rounds. This only applies to spells cast from one school of magic. (The school of magic is determined by the taker of the feat, but the taker of the feat must have at least 13 ranks in the desired school, and the improved magical focus feat in that school.)
Normal: After casting a spell, a wizard must wait 2d4+1 rounds before casting it again.

Increased Spellcasting:
Prerequisites: 7 ranks in either Charms, Curses, Anti-Curses, or Transfiguration
Benefit: You gain an extra 3 spells known in one school of magic. You must have at least 7 ranks in this school of magic.

Example: Harry, a 1st level wizard, knows 5 charms, 4 curses, 2 anti-curses, and 3 transfiguration spells. Normally, after casting a spell from any of these schools, he must wait 2d4+1 rounds before he can cast that spell again. He decides that he likes charms, and decides to specialize in them. So he takes the magical focus feat, specializing in charms. Now, when he casts a charm, he must only wait for 1d6+1 rounds before casting it again.

Harry levels up to 3rd level, but still doesn't think he is good enough at charms. So he takes the increased spellcasting feat, again specializing in charms. Now, he can learn up to 12 charms (base 9 + 3 from feat). But he can still only learn up to 9 spells from the other schools.

I think that this system would work best, though it would currently lead to too many spells being known. So I would change the spells known list to where you start with 4 spells known from each school, gain an additional 2 at second level, and every additional even level, and gain an additional 1 spell known at third level, and every additional odd level. So the spells known chart would go like this.

{table=head]Level|Spells Known per School
1st|4
2nd|6
3rd|7
4th|9
5th|10
6th|12
And so on...[/table]

Sorry for this wall of text, but I hope I made everything clear. I'm working on some additional spells, but I'll probably put those on a separate post.

Imbasel
2010-08-15, 05:03 PM
First, of all don't apologize for the wall of text it helped make your ideas very clear and precise.

In regards to changing the magic system to the way you proposed I'm going to have to say I'm against it. I like the way the system is now, and I think its a little bit too late to implement it.

Your point however, about the spell limit is one I've thought of as well. So how about this. Instead of knowing only 5 spells at first level you can know 5 from each school, (although this will provide little benefit to Transfiguration as even when I make the list more complete it probably won't exceed 8), and you also gain 3 for the spell limit each time you level. This will increase the number of spells you can know in each school by 3. How does that sound?

Ilriyn
2010-08-15, 05:16 PM
I like your proposal, and I think it will work. I still like the idea of a recharge system, but the current system will probably work. Maybe we'll leave my idea on the back burner for now, and possibly implement it if we see a big problem with the current system when playtesting.

Also, about the low amount of transfiguration spells, I think that could be remedied by making the spells more specific. Currently, you only have two transfiguration spells, but those two spells cover Avifors, Draconifors, Ducklifors, Duro, Incarcifors, Lapifors, Melofors, Snufflefors, Fera Verto, Scribblifors, and many others not mentioned in this (http://harrypotter.wikia.com/wiki/Transfiguration) source. I might suggest breaking the current two transfiguring spells into many. You don't even need to write them all out, just have it so when players want to transfigure something, you have them specify what they want an object to turn into, set a DC, and have it take up one of their spells known for transfiguration.

Imbasel
2010-08-15, 05:19 PM
I'm a bit confused as to exactly how that should be done. Could you please do one Transfiguration spell as a basis for me?

Ilriyn
2010-08-15, 05:31 PM
Alright, I'll do two sample ones.

Avifors DC 20- Upon casting, 1 inanimate object determined by the caster turns into a type of bird, also the casters choice. For every point by which the caster's skill check beats the DC, an additional object of the same type can be transfigured into a bird.

Syrinxia DC 10- Upon casting, 1 inanimate object determined by the caster turns into a needle. For every point by which the caster's skill check beats the DC, an additional object of the same type can be transfigured into a needle.

Avifors has a higher DC, because it is making something animate. However, it still has a pretty low DC, because the animated object (a bird) is tiny.

Syrinxia is based off of this (http://harrypotter.wikia.com/wiki/Match_to_needle) spell. It has a very low DC because it is changing an inanimate object into another one, and the object created is also very small.

Imbasel
2010-08-15, 05:33 PM
I like this way of doing things. I would however like to keep the size modifier to Transfiguration the same. Do you agree? Also, that means I need to remove duro from the charms list, but I can keep the DC and description the same. Also, I think it should be by every two points not five, but thats just me.

Ilriyn
2010-08-15, 05:38 PM
Yes, the size modifer list looks good. Duro is a transfiguration spell, so it shouldn't be in charms anyway. I originally suggested that it should be for every point, but increasing the number of objects transfigured to 1 per 2 points by which the skill check beats the DC looks fine.

Imbasel
2010-08-15, 05:39 PM
Ok, cool thanks I will make the necessary changes. Also, I will be working on writing up more stuff tonight.

Ilriyn
2010-08-15, 05:54 PM
Question, why do you have to have the True Seer feat to take Combat Divination? Do all practitioners of divination have to be prophets, or could some learn uses of it, without having "the sight"?

Perhaps my objection is due only to me wanting the character I'm creating for the playtest use some divination, but not have the sight, but I believe my point still remains. Thoughts?

Imbasel
2010-08-15, 06:01 PM
Sorry, I didn't catch you needed to be a true seer to use that feat, I just read the benefits and copied pasted. I don't think you should need to be a true seer for that. Also, I will be posting rules on Divination as soon as I can, but I've been busy with all the other Harry Potter stuff that needs to be done. I will work as fast and as hard as I can.

Zexion
2010-08-15, 06:04 PM
Sorry, I didn't catch you needed to be a true seer to use that feat, I just read the benefits and copied pasted. I don't think you should need to be a true seer for that. Also, I will be posting rules on Divination as soon as I can, but I've been busy with all the other Harry Potter stuff that needs to be done. I will work as fast and as hard as I can.
I think that you should be, because it's a rather powerful feat. Also, Combat Divination represents being able to predict your opponent's moves and blocks. If you don't have the Sight, you wouldn't be able to predict them quickly enough...

Imbasel
2010-08-15, 06:08 PM
I think having ranks in Divination is alright as are the abilities requirements. I think that those who study Divination will be able to glean small bits of the immediate future. However, they still cannot get a glimpse of the larger universe.

Ilriyn
2010-08-15, 06:10 PM
This feat is at best, balanced, and more probably, underpowered. At first level, even with a Cha score of 20, Skill Focus (Divination), and True Seer or something, you'll have a divination skill modifier of 14. Which means on average, you'll roll a 24, which gives you +1 to attack or AC, 7 rounds out of every encounter. At level 10, you're average roll will be a 34, which gives you +3 to attack or AC, 8 rounds out of every encounter. Plus, there's a big penalty for failing a roll. Doesn't seem too powerful to me.

Zexion
2010-08-15, 06:12 PM
I think having ranks in Divination is alright as are the abilities requirements. I think that those who study Divination will be able to glean small bits of the immediate future. However, they still cannot get a glimpse of the larger universe.
Fair enough. So how about the Combat Divination bonus cannot exceed 1/6th your class level unless you are a True Seer, in which case the bonus cannot exceed 1/3rd.

Imbasel
2010-08-15, 06:19 PM
I think that would make the feat less powerful and underpowered.. I think it works all right as of now.

Zexion
2010-08-15, 06:20 PM
I think that would make the feat less powerful and underpowered.. I think it works all right as of now.
But it is logical that a True Seer would be much better at Combat Divination. So we need a mechanic to create a specific bonus without also creating a general penalty...

Ilriyn
2010-08-15, 06:22 PM
I would agree with you Zexion if this was the normal DnD universe with its ever-present magic mart. However, in a HP universe, there are few wondrous items that increase skills, and few spells that increase them either. So there are no cheesy ways to pump your divination score.

If anything, I would suggest changing the formula to (Divination roll - 15 / 5) Instead of the current (Divination roll -20 / 5). This would make it more viable at lower levels.

Edit: I agree with allowing the True Seer feat to give a special bonus to Combat Divination.

Imbasel
2010-08-15, 06:22 PM
You could argue they are better at it because they naturally have a +2 bonus. I'm with Aranii on this one as well.

Ilriyn
2010-08-15, 06:24 PM
All the ninjas...

How about a compromise. Maintain the current formula, but if you have the True Seer feat, all bonuses to AC and Attack granted by Combat Divination are increase by 1 or 2.

Zexion
2010-08-15, 06:29 PM
I would agree with you Zexion if this was the normal DnD universe with its ever-present magic mart. However, in a HP universe, there are few wondrous items that increase skills, and few spells that increase them either. So there are no cheesy ways to pump your divination score.

If anything, I would suggest changing the formula to (Divination roll - 15 / 5) Instead of the current (Divination roll -20 / 5). This would make it more viable at lower levels.

Edit: I agree with allowing the True Seer feat to give a special bonus to Combat Divination.
But Combat Divination would likely be very rare, and very difficult (because otherwise Divination would be much more respected), and it needs the possibility to go wrong. So maybe give True Seers the roll-15/5, and give non-True Seers the roll-20/5. Problem solved.

EDIT: That is perfect.

Imbasel
2010-08-15, 06:33 PM
Ok, lets go with that then. I will edit in the changes in the feat sections.

Zexion
2010-08-15, 06:45 PM
Ok, lets go with that then. I will edit in the changes in the feat sections.
Great. Now that that's settled, we should make an experimental Harry Potter stat block.

EDIT: And I'm going to draw up a Potions entry for Felix Felicis. Does DC 40 seem alright?

Imbasel
2010-08-15, 06:53 PM
Felix Felicis I always thought could have a DC between 30-40 depending on the benefits. Let me see the effects and I'll tell you what I think. Also, I want to stay away from Harry Potter statblock for a while. He's so incredibly unique that he would require a lot of special rules. Ron and Hermione are a go though.

Zexion
2010-08-15, 07:00 PM
Felix Felicis: DC 40
When drunk, this potion causes the drinker to be extremely lucky for a period of time. This takes the form of treating the drinker's AC and all dice rolls to be (10+1/5th the brewer's class level) more than it shows on the dice.
For example, drinking a Felix Felicis brewed by a level 10 wizard would cause all of the drinker's d20 rolls to be treated as 12 higher than what is shown on the dice. Therefore, an 8 or higher would be treated like a natural 20 (roll again with the bonus for a critical success), and a 13 or higher as an automatic critical success.
Brewing: Felix Felicis must be brewed 1/8th of a cup at a time, and must ferment for six months (182 days) before being usable.
1/8th of a cup of Felix Felicis provides 12 hours of luck. Drinking more than 6/8ths of a cup at a time is instantly fatal.
Special: Each consecutive use within a month's time gives a cumulative 4- penalty to Diplomacy, Sense Motive, and Will Saves, and a 2- penalty to any skill check based on Intelligence or Dexterity.

Thoughts?

Ilriyn
2010-08-15, 07:02 PM
Looks good, though I would also have the bonus apply to AC.

Imbasel
2010-08-15, 07:06 PM
I would as well, it is an extremely powerful potion. Also, maybe something about not taking it more then once a more or suffering ill effects? Slughorn mentioned that using it too much can have negative effects.

Ilriyn
2010-08-15, 07:10 PM
Have each consecutive use within say, a month's time give a cumulative -4 penalty to diplomacy, sense motive, and will saves or something. This would reflect your overconfidence and relaxed mental agility.

Zexion
2010-08-15, 07:10 PM
Looks good, though I would also have the bonus apply to AC.
Fixed.

I would as well, it is an extremely powerful potion. Also, maybe something about not taking it more then once a more or suffering ill effects? Slughorn mentioned that using it too much can have negative effects.
I added in a amount-to-time ratio and a lethal dose. I'm not sure about how to make a negative effect mechanism.

EDIT: @Aranii: Perfect.

Imbasel
2010-08-15, 07:14 PM
I think it looks great, and your welcome to keep on with suggestions and putting in new stuff. I really appreciate it. I also have a surprise for everybody within an hour.

Ilriyn
2010-08-15, 07:16 PM
One quick thing, I would suggest lowering the damage of being hit by a bludger to 1d6 nonlethal damage. Otherwise, at 1st level, 1 hit from the bludger and you'll probably be knocked unconscious.

Imbasel
2010-08-15, 07:17 PM
Okay, will change any other comments on Quidditch. Also, I will be adding more brooms later.

bhh39
2010-08-15, 07:26 PM
I was just thinking about transfiguration and how at least in the books it seemed like a very free form branch of magic. It might be better to avoid writing a billion changing X into Y spells and have each transfiguration spell apply a specific change. Like changing the type of material is one. Changing the shape is another. Making living to nonliving or the other way. Each change you make adds to the DC and there might be penalties for adding too many transformations.

It avoids having to have a billion transformation spells and is true to the books where they start just changing materials, match to needle, and then progress to doing more complex things. Just a thought.

Ilriyn
2010-08-15, 07:29 PM
Well in HP, each transmutation spell has a unique incantation. I think the current system is good, as it still allows for unique spells, but doesn't require us to write up every possibility. All that's needed are a few sample spells Then, when the players ask their DM for a specific transmutation, the DM looks at the sample spell closest to the desired effect, assigns a new DC, and voila, there you have your spell.

AtlanteanTroll
2010-08-15, 07:38 PM
Call me nuts, but maybe the Luck potion should work as a Wish spell?

Imbasel
2010-08-15, 07:41 PM
I'm calling you nuts :smalltongue:. I do think however, that a wish spell is a bit much. The DM can add a circumstance bonus to all things the player does while under the potions affects, if they wish and allow them to ignore enemies and bad things they may have otherwise encountered.

Imbasel
2010-08-15, 07:53 PM
Boom. Check this site out. Tell me what you think. https://sites.google.com/site/harrypotterd20/

Zexion
2010-08-15, 07:59 PM
Boom. Check this site out. Tell me what you think. https://sites.google.com/site/harrypotterd20/
There are two "Races" sections... :smallconfused:

Imbasel
2010-08-15, 08:01 PM
Fixed it, anything else?

Zexion
2010-08-15, 08:03 PM
Fixed it, anything else?
Seems pretty good. I encourage you to link to it as well as this thread in your sig.

Ilriyn
2010-08-15, 08:09 PM
Looks excellent Imbasel. Now I'm just waiting for your divination stuff. :smallsmile:

Imbasel
2010-08-15, 08:09 PM
I've spent most of the past two hours working on the site so Divination has my full attention now.

AtlanteanTroll
2010-08-15, 08:12 PM
Looks sleek and sexy.

Divination can sit. I mean, we wont be taking till we're 3rd years. It coud probably be it's own Prestige Class. Their are 3 level Prestige Classes aren't their?

Imbasel
2010-08-15, 08:14 PM
Darnnit, I forgot about the years that you can take extra classes. Also, I was going to make it so after 5th level you could take the "seer prestige" class. Basically heres how it goes I think for the skills so as to save me a headache. If you can write it in your backstory you can have the skills when you start off. If not you have to wait until you hit second year/third year in school or find somebody to tutor you/independent study.

bhh39
2010-08-15, 09:28 PM
Is this just for divination or for all the magic skills?

Imbasel
2010-08-15, 09:31 PM
Just Divination, and knowledge (Magical creatures).Since you won't be exposed to that until second or third year it doesn't make sense to have ranks in it. Unless of course its in your backstory and has DM approval.

Imbasel
2010-08-16, 12:23 AM
Crystal Ball Gazing DC 25- You gaze into the crystal ball, and attempt to peer through the fog. Make a DC 25 check. If you succeed you manage to gaze into the future by up to one day. The gazing allows the person to see one important event of DM choice that will occur the next day. This however, can be changed as time is an ever changing flowing river, and knowing about the event can cause it to not happen. By adding a +5 to the DC the player can choose one particular event they could happen the next day.
For example Lavender Brown, wishes to know if she will pass her test she has just taken. She focuses on the crystal ball, and tries to peer into the future. The image of a paper floats to the top, past the smog of the ball with an Outstanding on it. Smiling she goes to tell her friends of her success.

Forewarning DC 20- This ability can be used as a free action anytime you would normally be surprised or flat-footed. Make a divination check against DC (15 or 20), if you succeed, you are not treated as flat-footed for that attack. Each consecutive use of this ability in an encounter raises the base DC by 2. In addition, this check can be made at the beginning of combat. Every 2 points that you roll higher than a DC of 15 gives you a +1 bonus to initiative.

Peer into the Moment DC 20- You concentrate upon the timeline of the immediate future, and shift through the many different possibilities. As your mind wanders the current of time, you realize the effects your actions will have in the future. Make a DC 20 check as a standard action. If you succeed you gain knowledge of whether or not a decision you make in the next minute will have positive, neutral or negative effects. For example, Lavender Brown is trying to escape some Death Eaters and runs into two doors running in different directions. Pausing for a minute she peers into the immediate future, and decides going down the left door will only bring trouble. She then decides to go down the right.
This only allows for a person, to sense immediate ramifications within a minute. The left hand passageway for example could have had a magical trap, and then been safe. The right hand door could have contained a passageway, that was safe for a 5 minute run, only to go into a meeting chamber for Death Eaters. You may also add +5 DC to see why one choice is better, or +5 DC to see an additional minute into the future.

Reading Tea Leaves DC 15- You take a cup of tea, that has had its dregs, settle at the bottom. You flip the cup over, and an image appears. You may make a reading either for yourself or for one other person. Make a DC 15 Divination check. If you succeed you get a vague idea of the subjects future that is limited to one day. The DM ultimately decides what you learn, but here are some example readings. You learn that good fortune will befall the subject today; Beware those who wear red, for they shall bring ill tidings; you shall suffer , but come out the stronger; Happiness and sadness shall occur at once as if a double bladed sword; One drop in the pond, can cause ripples that affect those around them, be they good or ill. You can also add +5 DC to get clearer and additional information, such as what time of day, and things like the circumstances of what will happen.

Palm Reading DC 10- You take a persons hand, and read the lines on it. Make a DC 10 Divination check. If you succeed you successfully read the person palm. Upon reading the persons palm you immediately discover the personals alignment. You also find out generic information about their abilities and skills, as well as personality. For example somebody reading Harry Potter’s hand might find out that he is an inspiring figure, who is a brave, and steadfast warrior. By adding a +5 to the DC, you can instead something specific that you wish to know. For example, you could learn what the subjects Curses and Anti-Curses modifier was.

AtlanteanTroll
2010-08-16, 10:36 AM
No. Bludgers should do real damage.

1. First years don't really play, and 2. People fall unconcious in Quiditch games, so it makes sense.

Ilriyn
2010-08-16, 10:38 AM
If your nonlethal damage exceeds your HP total, you fall unconscious. Also, bludgers just cause bruises, and not broken bones (often) or open wounds. This is why they cause nonlethal damage.

Also, you don't want players to be flying around when a bludger crits them and they die. That would be no fun.

AtlanteanTroll
2010-08-16, 10:44 AM
If your nonlethal damage exceeds your HP total, you fall unconscious. Also, bludgers just cause bruises, and not broken bones (often) or open wounds. This is why they cause nonlethal damage.

Also, you don't want players to be flying around when a bludger crits them and they die. That would be no fun.

Well, no, but it does happen.

Imbasel
2010-08-16, 10:59 AM
How about you start taking lethal damage once you pass out? So if you get knocked out and fall you get hurt badly, and if you get hit by one bludger and then knocked out, and another hits you it deals lethal damage.

Ilriyn
2010-08-16, 11:04 AM
Falling damage is already lethal, and I think that if you get knocked out, you would fall off your broom. So it sounds like that system is already in place.

Imbasel
2010-08-16, 11:05 AM
Thanks, I designed it so that getting hit by a bludger couldn't kill. I figured that when people do die its from falling.

Ilriyn
2010-08-16, 11:28 AM
I wrote up a couple of charms, what do you think?

Episkey DC 10 or 15- When cast, this spell heals 1d4 points of lethal damage, or twice that amount of non-lethal damage. This spell can only be used on a person twice in one day, additional castings have no effect. For every 5 points by which the caster exceeds the DC, this spell heals an additional 1d4 points of damage.

Vulnera Sanentur DC 25- When cast, this spell closes wounds, mends broken bones, and heals 2d8 points of lethal damage. This spell can only be used on a person three times in one day. For every 5 points by which the caster exceeds the DC, this spell heals an additional 1d8 points of damage.

Imbasel
2010-08-16, 11:32 AM
I like the spells, and will add them to the charms list. I think DC 15 is appropriate for Episkey.

AtlanteanTroll
2010-08-16, 11:38 AM
Whats with the 3 times limit? Was that in the books?

Also, we can only know a certain number of spells, but the use is infinite yes?

Imbasel
2010-08-16, 12:05 PM
What 3 times limit sorry? Also, yes the number that can be known is a limited amount, but it can be cast an infinite amount.

Ilriyn
2010-08-16, 12:13 PM
For Vulnera Sanentura, Snape performed the spell three times, but then said that after that, dittany would be the only thing that could heal it completely. So I'm trying to use that mechanic in game, to insure that healing spells aren't spammed.

Imbasel
2010-08-16, 12:16 PM
That makes sense, to me.

AtlanteanTroll
2010-08-16, 12:37 PM
I see, but I dont think you understand. Vulnera Sanentur (http://harrypotter.wikia.com/wiki/Vulnera_Sanentur) is the anti-curse to Sectumsempra, or is at least for only useful for healing gashes. It's used 3 times, becuase each time it does more. The first time it cause blood to clot, the second it closes the wound, and the third time it removes scars.

Its really a very specific spell.

Ilriyn
2010-08-16, 12:39 PM
Quote from Wikia: Vulnera Sanentur is a spell used to heal injuries ranging from minor cuts to deep gashes.

We don't have much info on what types of spells they use at St. Mungo's and the like, but this seems to be the most used healing item/spell apart from dittany. That's why I chose this one to be an all-purpose healing spell.

AtlanteanTroll
2010-08-16, 12:43 PM
I present to you, healing spells (http://harrypotter.wikia.com/wiki/Healing_spell).

Ilriyn
2010-08-16, 12:46 PM
I've written up Episkey and Vulnera Sanentur. Anapneo is used only for choking, Tergo is hardly a healing spell, and I didn't include Brackium Emendo because I thought it was just a fake Lockhart spell. So that might be useful to be written up.

Imbasel
2010-08-16, 12:49 PM
Tergo, and Anapneo have already been written and are in the Charms section. Also, how about we limit Vulnera Sanentur to two uses per person per day, as magical healing in Harry Potter still isn't instant, and two uses would probably save somebody's life.

Ilriyn
2010-08-16, 01:39 PM
That might be more balanced, but HP clearly has it being used three times for full effect. I'm not sure...

AtlanteanTroll
2010-08-16, 01:52 PM
If were doing it that way, I like 3 times/day.

Imbasel
2010-08-16, 04:55 PM
Ok let's make it useable 3 times a day.

Imbasel
2010-08-17, 02:08 PM
The site has been updated and the Auror will be on there by the end of today.

Zexion
2010-08-17, 07:31 PM
The site has been updated and the Auror will be on there by the end of today.
The requirements should include:
- Having performed a spell with a DC of 35 or higher.
- Having created a potion with a DC of 35 or higher.
- Having performed the following spells successfully:

- Expelliarmus
- Expecto Patronum (corporeal)
- Stupefy

EDIT: Also, the new spell creation needs to have a better mechanic...

AtlanteanTroll
2010-08-17, 07:34 PM
The requirements should include:
- Having performed a spell with a DC of 35 or higher.
- Having created a potion with a DC of 35 or higher.
- Having performed the following spells successfully:

- Expelliarmus
- Expecto Patronum (corporeal)
- Stupefy

EDIT: Also, the new spell creation needs to have a better mechanic...

And a good bit of ranks in Curses and Anti Curses

Zexion
2010-08-17, 07:36 PM
And a good bit of ranks in Curses and Anti Curses
Mmm... at least 14 ranks in Anti-Curses, plus 10 ranks in Charms, Curses, Potions, and Knowledge (Herbology).

Imbasel
2010-08-17, 09:21 PM
The Auror is up.

Zexion
2010-08-17, 09:30 PM
The Auror is up.
How about you add in the ability to cast the requirement spells without a wand with a +5 to the DC instead of a +25, to show the training, because it seems a bit underpowered at the moment. Maybe put a Quickened Casting-type ability in there, too.

Imbasel
2010-08-17, 09:32 PM
Like by adding a +10 to the DC you can cast the spell as a free action?

Zexion
2010-08-17, 09:34 PM
Like by adding a +10 to the DC you can cast the spell as a free action?
Yeah. Put that instead of Defensive Spell Mastery.

Imbasel
2010-08-17, 09:37 PM
Ok, that sounds cool with me. Also, I don't think a +5 to cast those spells is reasonable, but adding a +10 or +15 does. Otherwise they would basically never, need a wand to do their key spells.

Zexion
2010-08-17, 09:39 PM
Ok, that sounds cool with me. Also, I don't think a +5 to cast those spells is reasonable, but adding a +10 or +15 does. Otherwise they would basically never, need a wand to do their key spells.
No, the 5+ to the DC is for wandless casting.
The 10+ to the DC is for quickening spells.

Imbasel
2010-08-17, 09:41 PM
Sorry, I wasn't clear. I agree with you on the +10 for quickened casting. I think the DC should be at least a +10 for casting without a wand for those spells.

Zexion
2010-08-17, 09:44 PM
Sorry, I wasn't clear. I agree with you on the +10 for quickened casting. I think the DC should be at least a +10 for casting without a wand for those spells.
10+ would work for all spells except for Expelliarmus, Expecto Patronum, Protego, Stupefy, and all Anti-Curses. Those would only have a +5 (or possibly no) modifier for wandless casting, because of all of the training.

Imbasel
2010-08-17, 09:48 PM
I think that regardless of the training casting spells without a wand is one of the most difficultthings in Harry Potter. I think we should keep the +25 DC modifier for all wandless spells if if your just a wizard/witch. If your an Auror it is only a +10 DC which is a 15 point difference which I think is huge, but its only for the spells that are needed to go into the class.

Zexion
2010-08-17, 09:55 PM
I think that regardless of the training casting spells without a wand is one of the most difficultthings in Harry Potter. I think we should keep the +25 DC modifier for all wandless spells if if your just a wizard/witch. If your an Auror it is only a +10 DC which is a 15 point difference which I think is huge, but its only for the spells that are needed to go into the class.
Sure. Yes. That works.

Imbasel
2010-08-18, 12:32 PM
So what does everyone think that I should work on next?

InfiniteNothing
2010-08-18, 12:37 PM
Well, you've done one for the side of good, so how about one for the bad guys? Death Eater or Dark Lord would be nice.

Imbasel
2010-08-18, 12:51 PM
Ok, I can do the Death Eater. Also, just so that everybody knows not all of the Dark Wizards and Witch's who followed Voldermort were Death Eaters. Only his most trusted and powerful followers were.

AtlanteanTroll
2010-08-18, 02:26 PM
Ok, I can do the Death Eater. Also, just so that everybody knows not all of the Dark Wizards and Witch's who followed Voldermort were Death Eaters. Only his most trusted and powerful followers were.

So any of the named ones?

Imbasel
2010-08-18, 03:29 PM
The Death Eater will be a Prestige Class. I will also, get around to drawing up some sample characters when I have more free time.

AtlanteanTroll
2010-08-18, 03:32 PM
Cool. Cool. Like the Avatar d20 then? Very similar these two projects. :smallsmile:

Imbasel
2010-08-19, 10:55 AM
I just wanted to say I'm sorry I haven't been posting much in this thread or the site. I will be doing the Death Eater today, and one of the Iconic characters. However, I realized that the Transfiguration section is severely lacking so if anybody could help with that I would appreciate it.

AtlanteanTroll
2010-08-19, 10:58 AM
Well, how?

Imbasel
2010-08-19, 11:08 AM
Making up new Transfiguration spells using the new baseline we made. The book has loads of examples as does the movies.

Zexion
2010-08-19, 07:11 PM
Making up new Transfiguration spells using the new baseline we made. The book has loads of examples as does the movies.
I have a different idea. Instead of lots of pointlessly specific spells, have modifiers for how much the Hardness is modified, how much the Size changes, how much Intelligence the new creature demonstrates (if living) etc.

Imbasel
2010-08-19, 09:23 PM
The original way I had it was to make inanimate to animate and vica versa. I then gave each a base DC, and modified it based on size and similarties between the two different things. We changed it because a wizard would only ever really know a few base spells that could each do so many different things. However, making a spell for everything you would want to do would become tedious. I need to think about what shall be done. Personally I liked the original way better in terms of how it worked, but I wasn't sure on the balance of it. The other way I like the balance of it, but it could become problamatic in game.

Ilriyn
2010-08-20, 12:12 AM
As Imbasel said, the reason we abandoned the old system was for balance reasons. By learning two spells a wizard would have at his disposal Polymorph any Object, limited only by how high he can augment his transfiguration score. Instead, we opted to write a few sample transfiguration spells, so that when players want to transfigure something, they and their DM can work out a new spell using the basic template.

Imbasel
2010-08-20, 08:58 AM
We could always go back to the previous system, if we find the new way is too difficult to use. I'm running a game using these rules so we should be able to find out how it works. Also, sorry for not putting the Death Eater up, I was exhausted last night. However, tonight I will more then make up for it I hope.

hamishspence
2010-08-20, 09:03 AM
I'm guessing the Dark Mark brand will be something gotten at 1st level in the PRC?

Fenrir Greyback (wizard and werewolf) is a notable case of a Voldemort follower who's allowed to wear the robes, but doesn't have the mark. Sort of a "pseudo-Death Eater".

Imbasel
2010-08-20, 09:15 AM
Yes, the Dark Mark will be something the Dark Wizard shall receive at first level. Also, Fenrir Greyback, may not have had the mark due to him not being within the inner circle of Voldermort. Not all who followed him had the Dark Mark. Draco's mother supported Voldermort, but was never had the Dark Mark.

It's great to see new interest in this. Do you like what's been done? Also, if you have any suggestions feel free to say them, and if you want to contribute that would be great as well.

hamishspence
2010-08-20, 09:52 AM
I've looked- I'm impressed. Maybe there could be a generic "dark wizard" PRC for all those like Grindelwald, Slytherin, Urquehart the inventor of the Entrail-Expelling Curse, etc.

Wizards who don't take the PRC might be capable of using The Dark Arts (Umbridge could be a good candidate) but are never as good at it as either Dark Wizards or Death Eaters.

Fenrir Greyback could maybe be a Dark Wizard, but perhaps not Narcissa Malfoy.

Imbasel
2010-08-20, 10:01 AM
Honestly, for the generic dark wizard I just thought using and creating dark spells would be enough, and they wouldn't need a prestige class. Also, would you ever run this with your friends or would they like it? If so please pass it on to them. If you ever get a game going let me know how it goes.

hamishspence
2010-08-20, 10:11 AM
True- it's just that when it comes to Hogwarts (which doesn't teach The Dark Arts at all) learning the dark arts might be something difficult that needs special effort (maybe seeking out dark wizards or dark creatures and learning from them).

Hmm- I wonder how well these rules would work if imported into a standard D&D game, with Potterwizards replacing standard arcane spellcasters?

Some of the other casting (divine, psionic) might have to be removed or modified as well for such a campaign- but less overpowered wizards could be fun to play.

Imbasel
2010-08-20, 10:14 AM
Well here is one part that I like about the system. You can only learn spells with access to a book or a teacher/instructor. So if you want to be a dark wizard you need to go to the forbidden section of hogwarts, or try and find a student who has also learned that spell.

AtlanteanTroll
2010-08-20, 10:15 AM
Well here is one part that I like about the system. You can only learn spells with access to a book or a teacher/instructor. So if you want to be a dark wizard you need to go to the forbidden section of hogwarts, or try and find a student who has also learned that spell.


Assuming you went to Hogwarts. You could;ve gone to Durmstrang.

Imbasel
2010-08-20, 10:22 AM
That's very true. Durmstrang students actually learn the dark arts as part of their education. Also, I plan on running a harry potter game setting in america once the current playtesting group is done (which could take many months or hopefully years). I think the biggest thing with the system is transfiguration. I plan on running the way we are doing it, but will ask the players if they can try out the previous method. Then we can see which works better.

hamishspence
2010-08-20, 11:36 AM
I've had a look at the site- it's interesting- very interesting- but could do with a bit of formatting. Spell names in bold, the feat Animagi should probably be Animagus, and pluralized words shouldn't have apostrophes.

So, for example, indead of "Gryffindor's are brave, daring, and chivalrous" it should be "Gryffindors are brave, daring, and chivalrous"

Otherwise though- it is looking good.

(While it might be a bit powerful- weren't half-giants famous for their ability to shrug off attack spells other than Conjunctivitus Curses? Maybe give them a magic resistance bonus, in return for LA +1?)

Imbasel
2010-08-20, 02:05 PM
Yeah, I have a lot of formatting I need to do on the site.

hamishspence
2010-08-20, 02:08 PM
I'd say a good idea might be to try and make it look as much like a standard D&D splatbook as possible, in layout, text style, art, etc.

With the caveat of being more clear and harder to misunderstand that D&D rules sometimes are.

InfiniteNothing
2010-08-20, 02:35 PM
Where's the Death Eater listed? I'm not seeing it on the site.

AtlanteanTroll
2010-08-20, 02:36 PM
Where's the Death Eater listed? I'm not seeing it on the site.

It isn't yet :smallwink:

Imbasel
2010-08-20, 02:57 PM
It will be don't worry. I'm at my grandparents and their net connection is bad to be generous. I will be here for a week so my plan is to work on things in microsoft word, and then move it over to the site. The Death Eater should be up by midnight tonight.

Kiren
2010-08-20, 04:18 PM
I didn't see this spell. Flipendo.


The Knockback Jinx is a spell which can be used to 'knock back' an opponent, blast jars and creatures or activate magically charmed switches. The incantation of this spell is Flipendo. It is considered to be a most basic spell and is described as 'utilitarian'. Chapter One in The Standard Book of Spells Grade 1 and 2 are both descriptions of how to cast and use this jinx. It can easily be deflected by a simple Shield or Disarming Charm. -Harrypotter.wikia.com

http://harrypotter.wikia.com/wiki/Knockback_Jinx

I will have to read through all the pages, what I seen so far is great work btw.

AtlanteanTroll
2010-08-20, 04:22 PM
He hasn't done them all yet. If they're done they're on the front page. Maybe you would like to stat it up?

Kiren
2010-08-20, 04:26 PM
Sorry, didn't know if it was just forgotten.

I am not so familiar with this variant, and just remembered the spell from playing the game series a while back.

Imbasel
2010-08-20, 04:40 PM
Thanks for the comments I really appreciate it. Anyway, I plan on doing all the spells from the book first and then the movies.

AtlanteanTroll
2010-08-20, 04:51 PM
Thanks for the comments I really appreciate it. Anyway, I plan on doing all the spells from the book first and then the movies.

Start with the first book. *Good for your playtesters COUGH*

imp_fireball
2010-08-20, 05:42 PM
You could probably just go with my perks system instead.

Say, being a wizard requires a wand. With a wand, they can cast spells that they know - which cost Xp (the higher level the spell, the more the Xp).

Leveling up is only available when allowed by the GM, not at an Xp point - however the Xp point determines how much Xp you will have to spend to level up - so characters never actually need to keep Xp (unless hoarding it).

At most, Harry Potter (7th year) is probably 2nd level (but he knows a lot of spells and is smart about fighting). He couldn't survive more than a few dagger stabs.

Voldemort may be a bit stronger, in addition to being unable to die (like a lich).

All spells work automatically and don't normally have any saving throws.

The most powerful spells are the illegal ones - crucio causes something like paralysis and victim must make a concentration check to perform any actions.

Some spells do nothing at all mechanical wise - they are merely their to annoy. For example, a spell that makes some one vomit slugs isn't going to stop them from paralyzing you with a spell of their own.

Avada Kadavra kills automatically, but this is via a ranged attack - not a touch attack since even regular armor and cover can negate it; sometimes a hit can even be negated with a reflex save.

A wizard can learn to chain spells to do multiple effects - for example they could make an Avada Kadavra that could blow away cover.

Their is more to defending yourself from a spell than counter spelling - some spells are inherently defense based. For example, readying an action to cast expeliarmus might be met by opposing dexterity checks if the enemy is aware that you are prepared to attack them. Expeliarmus can divert spells back at the attacker when they are disarmed of their wand, if the attacker is careless (say, they decide to cast a spell straight out against a defender rather then cast in a way that would be challenging to match by the defender - casting defensively probably works for the latter).


In the final encounter between HP and V in Book 7, V probably didn't choose to cast defensively. HP beat V with an expeliarmus, which diverted V's avada kadavra back at him, killing him.
---

Casting a spell that you haven't quite learned (but are 'close' to doing so) could be met by a use magic device check. As said above, all spells use the wizard's attuned wand as a reagent.
------

All of this said, HP isn't really covered by the level by level system. Level by level seems to suggest that the heros are becoming innately more bad ass - able to shrug off more and more wounds as they grow in power and learn new spells. D&D seems to suggest that a sorceror/wizard can handle more spells rather then simply know how to cast them. I imagine a low level wizard from D&D saying 'I could cast time stop; in fact, I can envision myself doing so, but the semantics are just to wracking on the mind'.

Instead of going this way HP seems to suggest that the heros just get smarter at solving mysteries and more mature. It's like playing Encyclopedia Brown rather then slaying dragons head on.

hamishspence
2010-08-20, 05:51 PM
Their is more to defending yourself from a spell than counter spelling - some spells are inherently defense based. For example, readying an action to cast expeliarmus might be met by opposing dexterity checks if the enemy is aware that you are prepared to attack them. Expeliarmus can divert spells back at the attacker when they are disarmed of their wand, if the attacker is careless (say, they decide to cast a spell straight out against a defender rather then cast in a way that would be challenging to match by the defender - casting defensively probably works for the latter).


On Expelliarmus, I figured what happened in book 7 was:

solely Voldemort's wand choosing not to strike at it's "true master" and thus spells cast from it against the "true master" automatically rebound directly.

Imbasel
2010-08-21, 12:35 AM
Death Eater is up.

AtlanteanTroll
2010-08-21, 07:06 AM
Remeber to file Aurors with the other classes and PrCs. Looks good, but I think the mark is on the inside of your elbow; what's the point of casting Morsmordre; you have copypasta for the spell limit.

Fable Wright
2010-08-21, 08:07 AM
I'm kind of new to PEACHing, but here's my opinion on it:
(I'm not too good with the balance stuff, most of it will be fluff and typo-critique)

Wizard/Witch

Class Skills
The Wizard/Witch's class skills are Balance (Dex), Broomstick (Dex), Charms (Wis), Concentration (Con), Curses and Anti-Curses (Cha), Divination (Cha), Handle Animal (Cha), Herbology (Wis), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Magical Creatures), Knowledge (Magical History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int)

Skill Points at 1st Level – (6 + Int Modifier) x4
Skill Points at Each Additional Level – 6 + Int Modifier

I think that 'Broomstick' should just be the ride skill; according to the books, your skill with brooms was the same as with thestrals and hippogriffs. Divination seems to be more of a Wis-based skill, not a Cha-based skill. If it was Cha based, then Professor Trelauney would be able to keep the whole class interested, and Harry would have an easier time with it. It just doesn't make sense. Charms seems to me like an Int-based skill. Other than that, it looks fine. You might want to consider making knowledge(all, taken individually) their class skill, and then mentioning later on the new categories. This would explain Hermione's knowledge(local) and knowledge(history) skills.



Wizard/Witch
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spell Limit|Defense Bonus

1st|
+0|
+0|
+2|
+2|House Chosen, Magical Counterspelling|
5|
+3

2nd|
+1|
+0|
+3|
+3|Magical Blast 1d6|
8|
+3

3rd|
+2|
+1|
+3|
+3||
11|
+4

4th|
+3|
+1|
+4|
+4||
14|
+4

5th|
+3|
+1|
+4|
+4|Bonus Feat|
17|
+4

6th|
+4|
+2|
+5|
+5|Non-Verbal Magic|
20|
+5

7th|
+5|
+2|
+5|
+5||
23|
+5

8th|
+6/+1|
+2|
+6|
+6|Magical Blast 2d6|
26|
+5

9th|
+6/+1|
+3|
+6|
+6||
29|
+6

10th|
+7/+2|
+3|
+7|
+7|Bonus Feat|
32|
+6

11th|
+8/+3|
+3|
+7|
+7||
35|
+6

12th|
+9/+4|
+4|
+8|
+8|Wandless Magic|
38|
+7

13th|
+9/+4|
+4|
+8|
+8||
41|
+7

14th|
+10/+5|
+4|
+9|
+9|Magical Blast 4d6|
44|
+7

15th|
+11/+6/+1|
+5|
+9|
+9|Bonus Feat|
47|
+8

16th|
+12/+7/+2|
+5|
+10|
+10||
50|
+8

17th|
+12/+7/+2|
+5|
+10|
+10||
53|
+8

18th|
+13/+8/+3|
+6|
+11|
+11||
56|
+9

19th|
+14/+9/+4|
+6|
+11|
+11||
59|
+9

20th|
+15/+10/+5|
+6|
+12|
+12| Bonus Feat, Magical Blast 4d6|
62|
+9[/table]

14th level, magical blast should be 3d6 damage. I think that they should get more class benefits and such; It might be cool to give them a +2 bonus on any one casting skill, if you ask be, but it's your call.


Class Features

House Chosen- At first level the wizard/witch enters the Hogwarts School of Witchcraft and Wizardry. When they enter the school they must choose one of the four houses. The four house are Gryffindor, Hufflepuff, Ravenclaw, and Slytherin. Upon joining the house the receive certain benefits the benefits are as follows

Gryffindor- Gryffindor's are supposed to be brave, and courageous people. They are true to their friends and can often go into situations that are beyond their abilities. As such Gryffindor's gain a +2 morale bonus to will save against fear effects. They also gain Diplomacy as a class skill.

Hufflepuff- Hufflepuff's are people who value loyalty, hard work, and honesty. As such they gain a +2 bonus to Sense Motive checks. They also gain Sense Motive as a class skill.

Ravenclaw- Ravenclaw's value ingenuity, creativity, intelligence, and curiosity. They are often called bookworms and often spend time studying. As such, they gain an additional 4 skill points at character creation. They also, gain +2 bonus to all intelligence checks for solving questions and the like.

Slytherin- Slytherin's value cunning, ambition, sneakiness, and cleverness. They are often loathed by the peers for the things they do. As such they gain a +2 bonus to Bluff checks. They also gain Bluff as a class skill.

[quote]
I like it; it adds variety within the class. Might want to add some houses for Durmstrang and Beauxbaton as well, but I like it.
[QUOTE=Imbasel;8977543]
Magical Counterspelling- Early in their career of magic wizards and witches must learn how to undo spells they've cast or to block spells that would hurt them. Early in their training, waterbenders learn to block or deflect attacks directed at them and their companions. Once per round, a wizard/witch can attempt to negate a ranged magical attack targeted within 10 feet +5 ft per 3 class levels. Negating this attack requires the wizard/witch to succeed in an opposed attack roll, as well as an opossing skill check of the same type of the spell. If the wizard/witches attack roll is less than her opponent’s,and/or the skill check is less than the opponents the attack is unaffected by the counterspelling attempt and is resolved as normal. Using this initial Magical counterspelling attempt counts as an immediate action. The wizard or witch must also know the spell in question or take a -4 penalty to counterspell it.
[quote]
I like it; it shows how duels can go on, and how the wizards have to be at approximately the same level for the duel to continue. However, I would check it for copypasta if I were you. :smallwink:

[QUOTE=Imbasel;8977543]
Additionally, a wizard/witch has the option of reserving iterative attacks in order to gain more Magical Counterspelling attempts. Whenever she makes a full-round attack, a wizard/witch may choose to forgo a number of iterative attacks, gaining a number of additional Magical Counterspelling attempts equal to the number of attacks the wizard/witch reserved. Regardless of how many attacks a wizard/witch forgoes, she cannot use more Magical Counter spelling attempts than they have iterative attacks due to high Base Attack Bonus. These subsequent Magical Counterspelling attempts do not count as actions, and can be used any time during the round, even when it is not the wizard/witch's turn.

It definitely shows the defensive capabilities of magic here, and how the kids could repeatedly dodge the attacks of the deatheaters.



If a wizard/witch is caught flat-footed, they can make a Reflex save (DC 10 + ½ the attacker’s BAB + the attacker’s Dexterity modifier) to still make a Magical Counterspelling attempt. A flat-footed wizard/witch can never make more than a single Deflect Attack attempt.

I don't know about this. It works from a mechanical standpoint (kinda), but I don't really like it. The attack still has to hit against the dodge bonus to AC. You also might want to mention that, too... and while we're at it, you may want to explain the new casting system put in play here, too. What is this 'spell limit'? You never say. You might want to describe the system of casting, so that people don't have to go look elsewhere in the thread to look for answers.


Magical Blast DC 15 Curses and Anit Curses- At second level the wizard/witch, gains the ability to cast magical blasts from his or her wand. The wizard makes a ranged attack roll against an opponent as well as a DC 15 Curses and Anti-Curses check. Should they succeed, on both checks the spell does 1d6 points of damage. If targeted against objects the spell ignores the first 5 points of the objects harndess. The spell increases in power to deal 2d6 at 8th level, 3d6 at 14th level, and 4d6 at 20th level.

Might want to correct the typo in here. I'd recommend that you just change the name of the ability to 'Magical blast 1d6'; it makes more sense to a person just skimming over your class. You also might want to add a damage type (including untyped) to it.



Bonus Feat- At 5th level the wizard/witch gains a bonus feat from the following list.
Focused Spell, Increased Spellcasting, Magical Artifact Creation, Natural Born Flyer, Skill Focus, Wand Creation.
[quote]
No hogwarts student can make a wand; this feat should not be handed out so lightly. Olivander said that it took years to understand a wand, and that few wizards could do it. Thus, it should not be a bonus feat available to any wizard. It should be a highly reserved feat, or a power from a prestige class. It should not be so freely given out.

[QUOTE=Imbasel;8977543]
Non-Verbal Magic Template DC +15- At 6th level a wizard or witch gains the ability to cast spells without speaking. Doing so provides an element of surprise, and anybody attempting to Magically Counterspell a non-verbal spell suffers a -4 penalty to their Magically Counterspelling check.

Please, do not say 'magically counterspelling'. It makes me shudder. Just call it a magical counterspell, or a counterspell. Just not 'magically counterspelling'. It makes no sense.



Wandless Magic Template DC +25- At 12th level a wizard or witch gains the ability to casts spells without the use of a wand. They do not need to say the words to the spell. However, they must have their hands free to be able to do this, otherwise it is impossible to cast Wandless Magic.

Again, you might want to make quite clear how to use magic and templates for the people who did not read the airbending thing.

I won't comment on the spells right now; people seem to be working on those right now.

Imbasel
2010-08-21, 08:34 AM
Thanks for the PEACH, I appreciate it. I've gotten behind updating on this site. and the most recent information is on the HP d20 site. I'll make all the spelling and grammer changes. Overall do you like it?

Fable Wright
2010-08-21, 08:39 AM
Yeah. It could definitely use more class abilities, especially ones to increase your proficiency with a magic type (It would explain Harry's awesome skills with defense against the dark arts and him lacking some skill with the other casting stats). But overall I like it.

Imbasel
2010-08-21, 10:47 AM
I'm thinking of making some class feature called natural affinity. It starts off at a +1 bonus at level 4 and increases by +1 every 4 levels after to a spells you cast in a certain school of magic, or it will apply to Divination or potions. Thoughts?

AtlanteanTroll
2010-08-21, 11:56 AM
I'm thinking of making some class feature called natural affinity. It starts off at a +1 bonus at level 4 and increases by +1 every 4 levels after to a spells you cast in a certain school of magic, or it will apply to Divination or potions. Thoughts?

Feat chain then?

Imbasel
2010-08-21, 11:57 AM
I wasn't think feat chain so much as class focus type ability. Basically during your studies your natural affinity for a type of magic arises. This affinity grows stronger as you level.

AtlanteanTroll
2010-08-21, 12:00 PM
That might work better I suppose.