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VestigeArcanist
2012-06-05, 03:47 PM
These are several spells that I myself have come up with and will be playtested in the Harry Potter campaign I am DMing.

Anti-Apparition Charm- DC 25

The Anti-Apparition Charm encompasses an area which prevents anyone from using Apparition into or out of the given area. For each casting, there is 10 foot square block that is warded from Apparition. This block is centered on the caster at the time of casting. Each casting lasts for 12 hours. For every 5 points that the DC is exceeded, the spell may last for an additional 6 hours.


Curses and Counter Curses

Impedimenta DC 15
Duration: 1 round/level

An impeded creature moves and attacks at a drastically slowed rate. An impeded creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. An impeded creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed.

Multiple impeded spells do not stack.

The subject of the spell may use their action in an attempt to break the spell. A saving throw is then made; Fortitude DC equals 10+1/2 caster level+ Charisma Modifier. Spell resistance maybe applied to this spell at the time of casting.

Anti-Apparition Jinx- DC 25

Like the Anti-Apparition Charm, the Anti-Apparition Jinx prevents Apparition. The jinx only targets a singular target, who must be hit by the spell in a ranged attack roll. When the curse is successful, the target may not Apparate for 5 minutes/caster level. The Curse may not be broken with Finite Incantatem.

Confundo (Confundus Charm) DC 20 [Mind-Effecting]

Causes the victim to become confused and befuddled. Every round there is a 50% percent chance that the victim sees does the opposite of what he intended to do, although he would intentionall. The victim has no idea that he has been confounded, and sees and remembers things as if his actions at the time were completely rational, and that it is everyone else who is confused. The confounded condition wears off after 1 minute per caster level, or when treated with the appropriate counter-charm or potion.

Expulso DC 15- Sends out a small series of balls of light, which causes a small explosion induced by intense pressure upon contact. One ball is sent out for each caster level. They may be sent at one target, or multiple targets. Each ball does 1d4 pressure damage. For every 5 points the DC is exceeded, an additional ball is sent out. A ranged touch attack is required for each target. You recieve -1 attack penalty for each additional target after the first.

Finite Incantatem- DC varies
This spell may act as a counter-spell for a spell effect already in place. The DC equals the DC of the original casting +5, +5 if it is not a spell known, +5 if he does not know what spell effects he is trying counter-spell. For every 10 DC of the spell, it takes an equal number of rounds to break it. At each round, there is a caster level check, against the opposing caster’s level + 10. If the character fails any of these checks, the spell fails to break. If the character fails by 5 or more, the finite spell is ended and must be recasted from the beginning, as the target spell has repaired itself. If the character fails by 10 or more, the spell backfires and a dangerous magical mishap may occur. If the character succeeds, the effect is dispelled.

Multiple Finites done by different casters may be used against a single spell effect. For each additional cast, there is a +2 on the check.



The following spells were created by al'Lan Mandrag and will also be open for use.

Bat-Bogey Hex DC 20 (Curses and Counter Curses)

Duration: 1 round/caster level.
Bogeys with wings stream from the subject's nose and harass them. The subject takes 1d6 points of damage and 1 additional point whilst the spell lasts. They also suffer a -2 on attack rolls.

Engorgement Charm (Engorgio) DC20 (Charms)

Duration: 1min/level
The subject's size category is raised by one. The creature grows to fit the space but will not injure itself growing further if there is no room. Natural weapons increase to fit the new size. Spell resistance may apply to this spell.

Homomorphus Charm DC 30 (Charms)

The subject is immediately transformed from its Animagus form back into its original form. The subject may not return to Animagus form for 1min/caster level of the caster. This has no effect on other creatures not Animagi, nor on Animagi in human form.

Flame Freezing Charm DC 25 (Charms)

Duration: 1min/level
You become immune to the effects of all non magical fire effects. For +5DC you can become immune to fire created by the Incendio spell. You cannot become immune to Fiendfyre using this spell.

Incarcerus DC 20 (Charms)

The target becomes ensnared in ropes that tangle and bind them. These ropes appear tied in such a way that movement is inhibited completely and standing requires a successful DC 15 balance check. Wand actions are uninhibited. These bindings can be broken with a successful DC 20 strength check, or DC 20 Escape artist check.

Incendio DC 15 (Charms)

This spells cause’s fire to erupt in one 5ft square, dealing 1d6 points of fire damage. The caster may choose to add as many squares to the effect by increasing the DC by +5 for each two squares added, though all must be adjacent to at least one other. For an additional +10 DC the caster may have the flames jump higher and deal 2d6 damage.