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View Full Version : Re: Harry Potter Witch/Wizard and other HP stuff [PEACH]



asdflove
2013-12-18, 01:48 PM
The Witch/Wizard



Level
BAB
Fort
Ref
Will
Special
Maximum Spell level


1st
+0
+0
+0
+2
Channeller, Bonus Feat
1


2nd
+1
+0
+0
+3

1


3rd
+1
+1
+1
+3

1


4th
+2
+1
+1
+4
Advanced study
2


5th
+2
+1
+1
+4
Bonus Feat
2


6th
+3
+2
+2
+5

3


7th
+3
+2
+2
+5

3


8th
+4
+2
+2
+6

4


9th
+4
+3
+3
+6

4


10th
+5
+3
+7
+3
Bonus Feat
5


11th
+5
+3
+3
+7

5


12th
+6/+1
+4
+4
+8

6


13th
+6/+1
+4
+4
+8

6


14th
+7/+2
+4
+4
+9

7


15th
+7/+2
+5
+5
+9
Bonus Feat
7


16th
+8/+3
+5
+5
+10

8


17th
+8/+3
+5
+5
+10

8


18th
+9/+4
+6
+6
+11

9


19th
+9/+4
+6
+6
+11

9


20th
+10/+5
+6
+6
+12
Bonus Feat
9




Alignment: Any.
Hit Die: d4

Class Skills
The witch/wizard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), and Spot (Wis)

Skill Points at 1st Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: 2 + Int modifier.


Class Features
All of the following are class features of the Wizard.

Weapon and Armor Proficiency
Witches/Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a witch/wizard’s movements, which can cause their spells with somatic components to fail.

Spells
The witch/wizard class grants arcane spellcasting based off of a mental ability score (that is intelligence, charisma, or wisdom) of their choosing. Once they make this choice it is set in stone, they cannot change this. The witch/wizard can cast any spell they know without preparing it ahead of time. To cast a spell, the witch/wizard must have their selected mental ability score's score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch/wizard’s spell is 10 + the spell level + the witch/wizard’s selected mental stat's modifier.
A witch/wizard’s selection of spells is extremely limited. A witch/wizard begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new witch/wizard level, they gain one or more new spells, as indicated on Table: Witch/Wizard Spells Known. (Unlike spells per day, the number of spells a witch/wizard knows is not affected by their chosen ability score; the numbers on Table: Witch/Wizard Spells Known are fixed.) These new spells can be common spells chosen from the witch/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.

Table: Spell Points per day


Level
Spellpoints


1st
2


2nd
4


3rd
7


4th
11


5th
16


6th
24


7th
33


8th
44


9th
56


10th
72


11th
88


12th
104


13th
120


14th
136


15th
152


16th
168


17th
184


18th
200


19th
216


20th
232



Every hour a witch/wizard regains a number of spellpoints equal to 1/8 their maximum number of spell points (Minimum 1) not to exceed their maximum..
Witch/Wizard Spells Known


level
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
4
2










2nd
5
2










3rd
5
3










4th
6
3
1









5th
6
4
2









6th
7
4
2
1








7th
7
5
3
2








8th
8
5
3
2
1







9th
8
5
4
3
2







10th
9
5
4
3
2
1






11th
9
5
5
4
3
2






12th
9
5
5
4
3
2
1





13th
9
5
5
4
4
3
2





14th
9
5
5
4
4
3
2
1




15th
9
5
5
4
4
4
3
2




16th
9
5
5
4
4
4
3
2
1



17th
9
5
5
4
4
4
3
3
2



18th
9
5
5
4
4
4
3
3
2
1


19th
9
5
5
4
4
4
3
3
3
2


20th
9
5
5
4
4
4
3
3
3
3



Table: Spell Point Costs


Spell Level
Spell Point Cost


0
01


1st
1


2nd
3


3rd
5


4th
7


5th
9


6th
11


7th
13


8th
15


9th
17



1. 0-level spells cost no spell points to cast. If a witch/wizard is capable of casting 0-level spells, they can cast them at will.

A witch/wizard gains bonus spell points based on their chosen casting stat.

Table: Bonus Spell Points
Spell Points (by Maximum Spell Level)


Score
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


12-13
1
1
1
1
1
1
1
1
1


14-15
1
4
4
4
4
4
4
4
4


16-17
1
4
9
9
9
9
9
9
9


18-19
1
4
9
16
16
16
16
16
16


20-21
2
5
10
17
26
26
26
26
26


22-23
2
8
13
20
29
40
40
40
40


24-25
2
8
18
25
34
45
58
58
58


26-27
2
8
18
32
41
52
65
80
80


28-29
3
9
19
33
51
62
75
90
107


30-31
3
12
22
36
54
76
89
104
121


32-33
3
12
24
38
56
78
104
119
136


34-35
3
12
27
48
66
88
114
144
161


36-37
4
13
28
49
76
98
124
154
188


38-39
4
16
31
52
77
110
136
166
200


40-41
4
16
36
57
84
117
156
186
220


42-43
4
16
36
64
91
124
163
208
242


44-45
5
17
37
65
101
134
173
218
269


46-47
5
20
40
68
104
148
187
232
283


48-49
5
20
45
73
109
153
205
250
301


50-51
5
20
45
80
116
160
212
272
323



Channeller
A witch/wizard must use a wand to help cast their spells.

Bonus Feats
At 1st, 5th, 10th, 15th, and 20th level, a witch/wizard gains a bonus feat. At each such opportunity, they can choose a metamagic feat, Obtain Familiar (CArc), or any feat marked as a Witch/Wizard bonus feat. The witch/wizard must still meet all prerequisites for a bonus feat, with the exception of obtain familiar, which can be taken at first level
These bonus feats are in addition to the feat that a character of any class gets from advancing in levels. The witch/wizard is not limited when choosing these feats.

Advance Study (Ex)
Starting at 4th level a Witch/Wizard can add additional spells from the Witch/Wizard spell list to their spells known list through study. To learn a new spell in this way the Witch/Wizard must buy a spellbook for that spell to study from it and pass a Knowledge (Arcana) check (DC 20+the level of the spell). A spellbook costs 1000*the level of the spell in gold pieces.
In addition they may not necessarily need the the spellbook should another Witch/Wizard who knows the spell be willing to teach them. Being taught by another witch or wizard takes longer but is completely free and does not require a skill check. It takes two weeks to be taught a spell in this method.

A Witch/Wizard can only learn spells that they are a high enough level to cast through Advance Study.

asdflove
2013-12-18, 01:49 PM
Some of these, especially towards the higher level spells, are just already existing spells with the name changed to sound more Harry Potter-esk (I used Google translate).

Cantrips
Aguamenti
Lumos/Nox
Reparo
Homenum Revelio

1st level
Expelliarmus
Locomotor Mortis
Flipendo
Incendio
Alohomora
Aresto Momentum
Muffliato
Wingardium Leviosa
Engorgio
Episkey
Prior Incantato

2nd level
Rennervate
Riddikulus
Serpensortia
Silencio
Sonorus
Avis
Bluebell Flames
Bombarda

3rd level
Create Inferi
Accio
Obscuro
Oppugno
Petrificus Totalus
Stupefy
Colloportus
Finite Incantatem

4th level
Obliviate
Confringo
Disillusionment Charm
Incarcerous
Legilimens

5th level
Apparate
Protego
Sectumsempra
Confundo
Imperio
Levicorpus/Liberacorpus

Level 6
Reducto
Sana
Mali
Contingentia

Level 7
Control Inferi
Crucio
Apparate, Greater
Expecto Patronum
Geminio

Level 8
Occlumens
Saltatio Resisti
Gelido Illuminas
Soleil Brulant

Level 9
Avada Kedavra
Miscentur Meteores
Teletrasporto Circulus
Tempore Prohibere

asdflove
2013-12-18, 01:51 PM
Aguamenti
Conjuration (Creation) [Water]
Level: 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 2 gallons of water/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell generates drinkable water that flows from the end of your wand.

Lumos/Nox
Illusion [Light]
Level: 0
Components: V, S
Casting Time: 1 standard action
Effect: Lights up tip of wand
Duration: 1/minute per level
Saving Throw: None
Spell Resistance: No
The tip of your wand glows brightly, providing bright illumination in a 20-radius 20-ft and shadowy in a 40-ft radius. You can cast it again as Nox to end the effect early.

Reparo
Transmutation
Level: 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: One object of up to 1 lb./level
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Reparo repairs breaks or tears in objects. It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.
Ceramic, wooden, or glass objects with multiple breaks can be invisibly rejoined to be as strong as new. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).

Homenum Revelio
Divination
Level: 0
Components: V, S
Casting Time: 1 standard action
Area: 60-ft radius
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can detect if humanoids are present in the area other than yourself.

Expelliarmus
Level: Sor/Wiz 1
Components: S,V
Casting Time: Swift
Range: Close (25ft. + 5ft./2 lvls)
Target: Held weapon/item (see text)
Saving Throw: None

With a flick of your wrist and a quick word, your opponent suddenly finds himself unarmed.
You may attempt to Disarm your opponent with this spell. If it hits their wand flies out of their hand and towards you. You must have line of sight to be able to use this spell and you must succeed on a ranged touch attack to hit your target.

Locomotor Mortis
Transmutation
Level: 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One creature
Duration: 1 round/level (D)
Saving Throw: Fortitude Negates
Spell Resistance: No
This spell locks the legs of the target together, preventing the target from moving their legs in any fashion. An Leg-locked creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity.

Flipendo
Transmutation
Level: 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One person, creature, or object
Duration: Instantaneous
Saving Throw: Reflex Negates
Spell Resistance: Yes
Forces the target back 10 ft.

Incendio
Evocation [Fire]
Level: 1
Components: V, S
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes
A cone of searing flame shoots from your wand. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Aresto Momentum
Transmutation
Level: 1
Components:V
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Medium or smaller free falling object or creature/level, no two of which may be more than 20 ft. apart
Duration: Until landing or 1 round/level
Saving Throw: Will negates (harmless) or Will negates (object)
Spell Resistance: Yes (object)
The affected creatures or objects fall slowly. It instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.
The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.
This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.

Muffliato
Illusion (Glamer)
Level: 1
Components: V, S
Casting Time: 1 standard action
Area: 25-ft area
Target: 2 people/3 levels
Effect: Muffles out your conversation
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
This spell fills peoples' ears with an unidentifiable buzzing to keep them from hearing nearby conversations, inflicting a -20 on listen checks within the area, except the people targeted by the spell

Wingardium Leviosa
Transmutation
Level: 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One unattended object weighing up to 10 ft/level
Duration: Concentration
Saving Throw: None
Spell Resistance: No
You point your wand at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.

Episkey
Conjuration (Healing)
Level: 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).
This spell deals damage to undead instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Prior Incantato
Universal
Level: 1
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One wand
Duration: 5 rounds
Saving Throw: None
Spell Resistance: No
Causes the echo (a shadow or image) of the last several spells cast by the target wand to emanate from it, showing 1 spell back/4 levels
The nature of the "echo" depends on the original spell. The echo of a conjuring spell, for example, is the object conjured; the echo of the Cruciatus Curse is the screaming of the victim; the echo of an Avada Kedavra curse is the image of its victim.

Alohomora
Transmutation
Level: 2
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One door, box, or chest with an area of up to 10 sq. ft./level
Duration: Instantaneous; see text
Saving Throw: None
Spell Resistance: No
Alohomora opens stuck, barred, or locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens shackles, or chains (provided they serve to hold closures shut).

Engorgio
Transmutation
Level: 2
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 min./level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell causes instant growth of a creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.
Multiple magical effects that increase size do not stack.

Rennervate
Conjuration (Healing)
Level: 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to four creatures, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul’s touch or a stupefy spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus.
The spell does not restore ability scores reduced by penalties, damage, or drain.

Riddikulus
Transmutation
Level: 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: 1 boggart
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No
Riddikulus is a spell used when fighting a Boggart, it forces the Boggart to take the appearance of an object the caster is focusing on. Best results can be achieved if the caster is focusing on something humorous, since laughter will weaken the Boggart.

Serpensortia
Conjuration (Summoning) [see text]
Level: 2
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned snake
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons a large viper snake. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

Silencio
Illusion (Glamer)
Level: 2
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 1 creature/level
Duration: 1 min./level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Upon the casting of this spell, the targets can not make a sound. All sound is stopped: Conversation is impossible and spells with verbal components cannot be cast. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature’s possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks.

Sonorus
Illusion (Glamer)
Level: 2
Components: V
Casting Time: 1 standard action
Range: Personal
Area: 60-ft.-radius+5 per caster level; see text
Duration: 1 min./level (D)
Saving Throw: Fortitude negates; see text
Spell Resistance: No
Magnifies the spellcaster's voice so that anyone in the radius of the spell can hear the caster clearly. Those within a 15-ft radius of the caster must make a fortitude save or take 1d6/level (Max 5d6).

Avis
Conjuration (Creation)
Level: 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell conjures a flock of birds from the tip of the wand; when used in conjunction with Oppugno, it can be used offensively. They do 1d4 damage per round when used offensively. The birds can also be directed to do simple tasks; anything the spell unseen servant would be capable of.

Bluebell Flames
Evocation [Light]
Level: 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Effect: Magical flame
Duration: Permanent
Saving Throw: None
Spell Resistance: No
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it and doesn't use oxygen. It creates heat; enough to keep warm in a cold environment, but not enough to damage. A Bluebell Flames can be covered and hidden but not smothered or quenched.
Light spells counter and dispel darkness spells of an equal or lower level.

Bombarda
Evocation [Force]
Level: 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: 15-ft radius
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes
You cause a small explosion, dealing 6d6 points of force damage.

Create Inferi
Necromancy [Evil]
Level: 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.

The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)

Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

Skeletons
A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

Zombies
A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

Material Component
You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.

Accio
Transmutation
Level: 3
Components: V,S
Casting Time: 1 standard action
Range: 20-ft+5-ft/level
Duration: See text;
Saving Throw: None
Spell Resistance: No
You summon an object that you know the location of. It must have an uninterrupted path to you, though it doesn't have to go in a straight line.
The item travels to you at 2 miles/hour. The spell ends when the item gets to you.

Obscuro
Transmutation
Level: 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature or sentient being with eyes; see text
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
A magic blindfold appears over the victim's eyes, causing them to be blinded, as the condition, for the duration of the spell.
This spell can typically only affect living creatures with eyes, but it can also affect intelligent beings that aren't actually alive, such as a magic portrait, as long as they have eyes to be covered.

Oppugno
Enchantment (Complusion)
Level: 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/level
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This causes animals or magical beasts of lesser int 2 or less to attack a single person of your choosing.

Petrificus Totalus
Transmutation
Level: 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: None.
Spell Resistance: Yes
The target's arms snap to their sides and their legs snap together if this spell hits them. They drop anything they're holding and gain the petrified condition for the duration of the spell. You must succeed on a ranged touch attack to hit your target.

Stupefy
Evocation
Level: 3
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 round/level
Saving Throw: None.
Spell Resistance: Yes
A beam of red light shoots from your wand, stunning the target. The target is Paralyzed, as the condition, for the duration of the spell. You must succeed on a ranged touch attack to hit your target.

Colloportus
Abjuration
Level: 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: The door, chest, or portal touched, up to 30 sq. ft./level in size
Duration: Permanent
Saving Throw: None
Spell Resistance: No
An Colloportus spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful or alohamora spell. Add 10 to the normal DC to break open a door or portal affected by this spell. (A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.)

Finite Incantatem
Abjuration
Level: 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can use Finite Incantatem to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by Finite Incantatem. Finite Incantatem can dispel (but not counter) spell-like effects just as it does spells.
Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the Finite Incantatem can take effect.
You choose to use Finite Incantatem in one of three ways: a targeted dispel, an area dispel, or a counterspell:
Targeted Dispel
One object, creature, or spell is the target of the Finite Incantatem spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.

If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.
Area Dispel
When Finite Incantatem is used in this way, the spell affects everything within a 20-foot radius.
For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected.
For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.
For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.
For each ongoing spell whose area overlaps that of the Finite Incantatem spell, you can make a dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.
You may choose to automatically succeed on dispel checks against any spell that you have cast.
Counterspell
When Finite Incantatem is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, Finite Incantatem may not work; you must make a dispel check to counter the other spellcaster’s spell.

Obliviate
Enchantment (Complusion)
Level: 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
You reach into the subject’s mind and erase as many as 30 minutes of its memories.
Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas/quest, suggestion, or similar spells.
A erased memory does not necessarily affect the subject’s actions.

Confringo
Evocation [Fire]
Level: 4
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 12d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
You point your wand and determine the range (distance and height) at which the spell is to burst
Confringo sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the effect may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Disillusionment Charm
Illusion (Glamer)
Level: 4
Components: V, S
Target: You or creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). Disillusionment can be made permanent (on objects only) with a permanency spell.

Incarcerous
Conjuration (Creation)
Level: 4
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex Negates
Spell Resistance: No
Incarcerous binds the target in thick black ropes. The caster makes a special use rope check, rolling a d20 and adding the modifier from his primary casting ability and one-half his caster level, and the result is the quality at which the taget was bound.

Legilimens
Divination [Mind-Affecting]
Level: 4
Components: V, S, F/DF
Casting Time: 1 standard action
Range: 60 ft.
Target: One person
Duration: Concentration, up to 1 min./level (D)
Saving Throw: Will negates
Spell Resistance: No
The caster can delve into the mind of the caster, allowing the caster to see the memories, thoughts, and emotions of the victim.
1st Round
Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round
Number of thinking minds and the Intelligence score of each. You detect the surface emotions of any creature you can see that is in the power’s area. You can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived.
3rd Round
Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance.
4th Round
You can see some of the targets memories.

Apparate
Conjuration (Teleportation)
Level: 5
Components: V
Casting Time: 1 standard action
Range: Personal and touch
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.

You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the apparition works. Areas of strong physical or magical energy may make apparition more hazardous or even impossible.

To see how well the apparition works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table.

Familiarity
“Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently see it, you’ve been there often, or you have used other means (such as scrying) to study the place for at least one hour. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic.

“False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.

On Target
You appear where you want to be.

Off Target
You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10×1d10% of the distance that was to be traveled. The direction off target is determined randomly

Similar Area
You wind up in an area that’s visually or thematically similar to the target area.

Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead.

Splinching
You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Splinching” comes up, the characters take more damage and must reroll.



Familiarity
On Target
Off Target
Similar Area
Splinching


Very familiar
01-97
98-99
100



Studied carefully
01-94
95-97
98-99
100


Seen casually
01-88
89-94
95-98
99-100


Viewed once
01-76
77-88
89-96
97-100


False destination (1d20+80)


81-92
93-100




Protego
Abjuration [Force]
Level: 5
Components: V, S
Casting Time: 1 standard action
Area: 10 ft radius +2 ft/3 level
Duration: Concentration up to 1 round/level
Saving Throw: None
Spell Resistance: No
An invisible but tangible field of force surrounds the caster of Protego, providing a +4 armor bonus to AC.
Unlike mundane armor, Protego entails no armor check penalty, arcane spell failure chance, or speed reduction. Since Protego is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
In addition it grants SR 5+ Caster Level (Max 20) and acts as a Wall of Force for the purposes of someone trying to pass through it. Objects can pass through as is the spell wasn't there.

Sectumsempra
Transmutation
Level: 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Sectumsempra deals 1d6 points of slashing damage per caster level (maximum 15d6). Small body parts cut off with this spell can't be regenerated. To cut off a body part, the caster must make a ranged touch attack, if they miss the attack deals damage normally and no body part is cut off.

asdflove
2013-12-20, 01:34 AM
Confundo
Enchantment (Compulsion) [Mind-Affecting]
Level: 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature of 15 HD or less
Duration: 2 rounds
Saving Throw: Will negates
Spell Resistance: Yes
This enchantment clouds the mind of a humanoid creature so that it takes no actions. A dazed subject is not stunned, so attackers get no special advantage against it.


Imperio
Enchantment (Compulsion) [Mind-Affecting] [Evil]
Level: 5
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
Duration: One day/level
Saving Throw: Will negates
Spell Resistance: No
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind.
If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.
Once you have given a imperiused creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description).
Changing your instructions or giving a imperiused creature a new command is the equivalent of redirecting a spell, so it is a move action.
By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.
If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.
Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of imperius nor dispels it.


Levicorpus/Liberacorpus
Transmutation
Level: 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One creature
Duration: 1 round/level (D)
Saving Throw: Reflex Negates
Spell Resistance: No
This spell hoists the target into the air, dangling them upside-down by their ankles. While in the air they have a -4 penalty on melee attack rolls and cannot use a ranged weapon. A defender who is prone gains a +4 bonus to Armor Class against melee attacks, but takes a -4 penalty to AC against ranged attacks.
If someone would be knocked prone while under the effects of this spell, the effects cancel out. If someone prone would be affected by this spell, the effects cancel.
Casting the spell again, as Liberacorpus, on the same person cancels the effect and the person falls to the ground.


Reducto
Evocation
Level: 6
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: Yes
A bright white flash shoots from your wand. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.
When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.
A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.


Sana
Conjuration (Healing)
Level: 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Sana enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.
Sana does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.
If used against an undead creature, Sana instead acts like Mali.


Mali
Necromancy
Level: 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half; see text
Spell Resistance: Yes
Mali charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount, but it cannot reduce the target’s hit points to less than 1.
If used on an undead creature, Mali acts like Sana.


Contingentia
Evocation
Level: 6
Components: V, S
Casting Time: At least 10 minutes; see text
Range: Personal
Target: You
Duration: One day/level (D) or until discharged
You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingentia. The contingentia spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.
The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).
The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingentia immediately brings into effect the companion spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.
You can use only one contingentia spell at a time; if a second is cast, the first one (if still active) is dispelled.


Control Inferi
Necromancy
Level: 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
This spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.
Intelligent undead creatures remember that you controlled them.


Crucio
Enchantment (Mind-affecting) [Evil]
Level: 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 round/level
Saving Throw: Fortitude half; see text
Spell Resistance: No
Inflicts intense pain on the recipient of the curse; the pain is described as having hot knives being driven into the victim. The target takes a -6 penalty on all attack rolls, damage rolls, and skill checks. The penalty is halved to -3 on a passed save.


Apparate, Greater
Conjuration (Teleportation)
Level: 7
This spell functions like Apparate, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.


Expecto Patronum
Abjuration
Level: 7
Components: V, S
Casting Time: 1 standard action
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No
This will conjure a spirit-like incarnation of their positive emotions which lasts up to 1/round level. The patronus takes on the form of a animal that represents you. It defends against dark creatures; it can also send messages to other witches or wizards.
It makes all allies within 30ft of it immune to fear, and provides bright illumination up to 30ft away, and shadowy illumination up to 60ft away.
It turns, as turn undead, as a cleric of your level, using your casting stat instead of charisma, any non-humanoid creature with an evil alignment or the evil subtype, whenever the patronus comes within 10 feet of the creature.
In addition, it can send a message to somebody, though they cannot respond.


Geminio
Conjuration (Creation)
Level: 7
Components: V, S, F
Casting Time: 1 standard action
Range: 0 ft.
Effect: Nonmagical object of nonliving matter, up to 1 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The caster creates a nonmagical copy of any item they already have. They must have the itme their duplicating out. This can duplicate a magic item, but the duplicate is completly non-magical, and is only identical in apperence. Items created are permanent and cannot be negated by dispelling magics or negating powers. For all intents and purposes, these items are completely real. The volume of the item created cannot exceed 1 cubic foot per caster level.
Spell Focus
The item being duplicated


Occlumens
Abjuration
Level: 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject’s mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn’t detected. Scrying attempts that are targeted specifically at the subject do not work at all.


Saltatio Resisti
Enchantment (Compulsion) [Mind-Affecting]
Level: 8
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: Yes
The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn.


Gelido Illuminas
Evocation [Cold]
Level: 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6).


Soleil Brulant
Evocation [Light]
Level: 8
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: Yes
Soleil Brulant causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.
An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.
Soleil Brulant dispels any darkness spells of lower than 9th level within its area.


Avada Kedavra
Necromancy [Death][Evil]
Level: 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Reflex Negates
Spell Resistance: Yes


A green ray shoots out of your wand towards the target. It it hits, the target dies.


Miscentur Meteores
Evocation [Fire]
Level: 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Four 40-ft.-radius spreads; see text
Duration: Instantaneous
Saving Throw: None or Reflex half; see text
Spell Resistance: Yes
Miscentur Meteores is a very powerful and spectacular spell. When you cast it, four 2-foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.
If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere’s fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one meteor at the same target.
Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire resistance applies to each sphere’s damage individually.)


Teletrasporto Circulus
Conjuration (Teleportation)
Level: 9
Components: V, M
Casting Time: 10 minutes
Range: 0 ft.
Effect: 5-ft.-radius circle that teleports those who activate it
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: Yes
You create a circle on the floor or other horizontal surface that telports the target, as the spell greater apparition, any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can’t change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane.
The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way.
Teletrasporto Circulus can be made permanent with a permanency spell. A permanent Teletrasporto Circulus that is disabled becomes inactive for 10 minutes, then can be triggered again as normal.
Note: Magic traps such as Teletrasporto Circulus are hard to detect and disable. A rogue (only) can use the Search skill to find the circle and Disable Device to thwart it. The DC in each case is 25 + spell level, or 34 in the case of Teletrasporto Circulus.
Material Component
Amber dust to cover the area of the circle (cost 1,000 gp).


Tempore Prohibere
Transmutation
Level: 9
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1d4+1 rounds (apparent time); see text
This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the Tempore Prohibere is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the Tempore Prohibere have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.
You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession.
You are undetectable while Tempore Prohibere lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.

asdflove
2013-12-20, 01:35 AM
The rules of Quidditch
Quidditch is a wizarding sport played on broomsticks. It is the most popular game among wizards and witches.

The game is played by two teams of seven people (three Chasers, two Beaters, one Keeper, and one Seeker) and involves four balls (a Quaffle, two Bludgers, and a Golden Snitch).

The Keeper guards the goal posts, while the three Chasers score goals with the Quaffle by tossing it into one of the opposing team's three goal posts. The two Beaters keep the Bludgers away from their team and hit the Bludgers towards the opposing team, and the Seeker catches the Golden Snitch to end the game. The team whose Seeker catches the Snitch is awarded 150 points, but this does not necessarily mean they will win if the other team still has more points after the Snitch is caught.

The object of the game is to score more points than your opponents. Each goal is worth ten points and catching the Snitch is worth one-hundred fifty points.

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 defence 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 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.
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.
Only the Keeper can block quaffle shots thrown by the opposing team.

Quidditch pitches are typically in the shape of an oval, five-hundred feet long and one-hundred eighty feet wide, with a small central circle of approximately two feet in diameter, from which all the balls were released at the start of the game. At each end there are three hooped goal posts of different heights, surrounded by a scoring area. As Quidditch is an aerial sport, Quidditch pitches usually feature spectator seating at high vantage points, whether in towers or in a fully-encircling platform style.

The balls
The Quaffle: The quaffle is a perfectly spherical red ball that is 12 inches in diameter. The chasers pass it back and forth and attempt to score.

The Bludgers: A Bludger is a round, jet black ball, made of iron. It is ten inches in diameter. There are two Bludgers used in every match, which are bewitched to fly around and try to knock the players off of their brooms. When hit by a bludger you take 1d6 bludgeoning damage.
It has an AC of 20.

The Golden Snitch: The Golden Snitch, sometimes called simply the Snitch, is the third ball used in Quidditch. It is a small gold-coloured sphere with silver wings and is about the size of a walnut. It flies around the Quidditch field at high speeds, sometimes pausing and hovering in place.


The Players
The Chaser: There are three Chasers per team. The Chasers control the Quaffle and attempt to get it through the goal hoops past the Keeper. Each goal is worth ten points.
Passing successfully is easy, unless the other teams chaser is trying to intercept. If a chaser want to pass to a team mate, they have to be within 40-ft and if automatically succeeds if no one attempts to intercept. A opposing chaser may choose to try and intercept, as a move action, if they are within a move actions distance of the chaser who is attempting to pass. The passing chaser must now make a ranged attack roll against their team mate's AC, to reach their team mate. They can get a +5 bonus on this check with a DC 30 Ride (Broomstick) check, a +4 with a DC 25, a +3 with a DC 20, and a +2 with a DC 15. They can only have one of these bonuses from themselves. The team mate may also give a +4 bonus on this check with a DC 25, a +3 with a DC 20, and a +2 with a DC 15. The interceptor can give a -5 penalty on this check with a DC 20 Ride Broomstick) check a -4 with a DC 25, a -3 with a DC 20, and a -2 with a DC 15. They can only inflict one of these penalties. If they miss the pass was successfully intercepted and the opposing chaser now has the quaffle.

To score a goal a chaser makes a ranged attack roll. They can get a +5 bonus on this check with a DC 30 Ride (Broomstick) check, a +4 with a DC 25, a +3 with a DC 20, and a +2 with a DC 15. They can only have one of these bonuses. If they get past the Keeper, they score a goal for their team. Information on how it could be blocked will be given under the keeper.

The Keeper: Keeper is a position in the Wizarding sport of Quidditch. There is one Keeper per team, and it is their job to guard the three goal posts attempting to stop the other team's Chasers from scoring.

When a Chaser throws the quaffle to score they make a ranged attack roll against the Keepers AC. A Keepers AC is 5 points higher than it actually is in the case of blocking a quaffle. In addition they can get a +5 bonus on this check with a DC 30 Ride (Broomstick) check, a +4 with a DC 25, a +3 with a DC 20, and a +2 with a DC 15. They can only have one of these bonuses.

Beater: There are two Beaters on every Quidditch team, and they are the only players on the pitch who have bats. Their job is to keep the Bludgers away from their team and at the same time try and aim the Bludgers towards the opposite team. The bat is effectively a +3 club.
They can change the direction the bludger is going by making an attack roll against it with their bats. they can get a +5 bonus on this check with a DC 30 Ride (Broomstick) check, a +4 with a DC 25, a +3 with a DC 20, and a +2 with a DC 15. They can only have one of these bonuses. If they successfully change it's direction, it continues moving in the new direction for a number of feet equal to the amount they exceeded the bludger's AC multiplied by 5, before swerving off in a random direction again.

The Seeker: There is one Seeker per team. The goal of the Seeker is to catch the Golden Snitch. They play a crucial role in Quidditch, as a game does not end until the Seeker catches the Snitch. A team whose Seeker catches the Snitch receives 150 points, which almost always wins the match for that team.
To spot the snitch, a seeker must make a DC 20+5 per foot away the snitch is from the seeker. The can make this check once per minute. If within a move action they can attempt to catch it right away, as a move action. To catch the snitch a seeker must make a DC 30 Ride (Broomstick) check.
If they are not within range to catch the snitch right away, a seeker can keep track of the snitch by making a DC 10+5 per foot away the snitch is from them spot check each turn as a swift action until they are close enough to try and catch it.

asdflove
2013-12-26, 10:48 PM
Skills
Ride (Dex)
New use: Ride broomstick. If you are a spellcaster, you can use the normal ride rules applying to magic flying broomsticks, ignoring the ability to Spur mount or Control mount in battle, as a broomstick is not a living creature. In addition using softfall reduces any falling damage you may take by 1d6 instead, since you very well might be high in the air.

Craft (Potions) (Int)
Though requiring no magic to make, a potion is inherently magical and does not function within an antimagic field. You can make potions even if you lack spellcasting, as long as you have the necessary ingredients.


Items
Wand
A wand is an item each and every witch or wizard must have. A wand can be made out of a variety of things and no two wands are identical in design. The most common cores for a wand are Dragon Heartstring, Unicorn Tail Hair, and Phoenix Feathers, but they can be such exotic things such as hair from a Veela as well. They can be made from any wood, but some examples are, Hollywood, Hawthorn, Oak, Yew, ect.
It cost 15 gold pieces to buy a wand.

Books
Fantastic Beasts and Where to Find Them
Fantastic Beasts and Where to Find Them is a book written by Newt Scamander detailing magizoology and describing magical creatures. It grants a +4 bonus on Knowledge (Arcana) checks to identify Magical Beasts. In addition it acts like a spellbook (see the Witch/Wizard class feature Advanced Study) for the spells and Animaux calme and Tincidunt animalem.
Moderate Enchantment; CL 4th; Craft Wondrous Item, animaux calme, tincidunt animalem; Price; 2,500 Weight 1 lb.

One Thousand Magical Herbs and Fungi
One Thousand Magical Herbs and Fungi was written by the Herbologist and Hogwarts Headmistress Phyllida Spore, and, as its name implies, covers a thousand different varieties of herbs and fungi found in the magical world. It grants a +4 bonus on Knowledge (Nature) checks to relating to creatures of the plant type. In addition it acts like a spellbook (see the Witch/Wizard class feature Advanced Study) for the spells and Inplicans vites and Imperii plantae.
Moderate transmutation; CL 8th; Craft Wondrous Item, Inplicans vites, Imperii plantae; Price; 4,500 Weight 1 lb.

The Standard Book of Spells
The Standard Book of Spells is a collection of books written by Miranda Goshawk for a variety of subjects at Hogwarts School of Witchcraft and Wizardry. The series includes seven books, for each year at Hogwarts, covering the spells students are taught.
The book grants a bonus to all Knowledge (arcana) and Spellcraft checks equal to 1+ the grade level you buy it for.
In addition each one acts as a spellbook (see the Witch/Wizard class feature Advanced Study) for different spells based on the grade level it is intended for.
Grade one acts as a spellbook for Lumos, Nox, Reparo, Flipendo, and Wingardium Leviosa.
Grade two acts as a spellbook for Expelliarmus, Rennervate, and Silencio
Grade three acts as a spellbook for Accio, Petrificus Totalus, and Confringo
Grade four acts as a spellbook for Stupefy, Incarcerous, and Disillusionment Charm
Grade five acts as a spellbook for Protego, Confundo, and Reducto
Grade six acts as a spellbook for Geminio and Apparate
Grade seven acts as a spellbook for Tempestas and
Moderate transmutation; CL 3rd; Craft Wondrous Item, ; Price; 3,500 (Grade 1), 5,500 (Grade 2),6,500 (Grade 3), 8,500 (Grade 4), 9,500 (Grade 5), 10,500 (Grade 6), 11,500 (Grade 7) Weight 1 lb.

Advanced Potion-Making
Advanced Potion-Making is a book written by Libatius Borage. This book contains advanced recipes and various other topics related to potion-making. It grants a +10 bonus on all Craft (Potions) checks. In addition it acts like a spellbook (see the Witch/Wizard class feature Advanced Study) for the spells and Venenum depreh and Moram Venenum.
Moderate transmutation; CL 3rd; Craft Wondrous Item, Venenum depreh, Moram Venenum; Price; 3,000 Weight 1 lb.

Unfogging the Future
Unfogging the Future is a book on the subject of divination, written by the celebrated Seer Cassandra Vablatsky and published by Rumiharts Books. It grants a +2 bonus on all Knowledge checks. In addition it acts like a spellbook (see the Witch/Wizard class feature Advanced Study) for the spells and Auspicia and Prévoyance.
Moderate Divination; CL 18th; Craft Wondrous Item, Auspicia, Prévoyance; Price; 4,500 Weight 1 lb.

Potions
Felix Felicitis
Felix Felicitis, or liquid luck, is a potent elixir that bestows the imbiber with great luck for a period of time. For one hour after imbibing Felix Felicitis, the drinker gains a +5 luck bonus on AC, all attack rolls, saving throws, skill checks and ability checks.
50,000 gp, DC 40 Craft (Potions) check

Wolfsbane Potion
The Wolfsbane Potion is an innovative and complex potion that relieves, but does not cure, the symptoms of lycanthropy. If a lycanthrope uses this potion, they have full contol of their wolf form for the moon directly following that. The way one must drink it is very unique among potions, in that a gobletful of wolfsbane potion must be taken for each day of a week preceding the full moon.
30,000 gp for the whole weeks dose, DC 35 Craft (Potions) check.

Veritaserum
Creatures affected by this potion can’t speak any deliberate and intentional lies unless they succeed on a successful DC 25 fortitude save. If someone is aware they are under the effect of veritaserum, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Veritaserum lasts for 20 minutes with one dose.
30,000 gp, DC 40 Craft (Potions) check

Amortentia
Amortentia is the most powerful Love Potion in existence. It causes a powerful infatuation or obsession from the drinker. It has a distinctive mother-of-pearl sheen, and steam rises from it in characteristic spirals.

It has a different aroma for everyone who smells it, reminding each person of the things that they find most attractive, even if the person doesn't acknowledge or is unaware of their fondness for the object of their affection themselves.
The drinker must make a DC 25 fortitude save or instantly become obsessed with the person specified in the potion making. They're disposition to the specified person instantly changes to fanatic as stays at such for 2d6 days and then it ends, the person returning to normal.
When making it, the potion maker decides who the potion will make the drinker 'fall in love' with.
30,000 gp, DC 35 Craft (Potions) check

Befuddlement Draught
A Bufuddlement Draught is a type of potion which causes the drinker to become confused and reckless for a short time.
For 1d6 rounds they can do nothing but one of the following things on the table at random.


d%
Behavior


01-10
Attack nearest creature.


11-20
Act normally.


21-50
Do nothing but babble incoherently.


51-70
Flee away from caster at top possible speed.


71-100
Attack nearest creature.


A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
5,000 gp, DC 15 Craft (Potions) check

Polyjuice Potion
Polyjuice Potion can make any humanoid drinker take the form of any existing humanoid. They turn into the person specified, gaining their physical stats but keeping mental stats the same, as only the body is changing, in the potion making when they drink it and remain as such for 1 hour.
When making it the potion maker must include a piece of the person intended to be turned to too, such as a strand of hair.
15,000 gp, DC 25 Craft (Potions) check

Brooms
Brooms are actually several different items, since they have different makes and models that have different capabilities. They all require a ride checks to use except with the most basic steering with hands to guide it in a specific direction.

Cleansweep
A Cleansweep broom comes in models 1-12.
A Cleansweep 1 is able to fly through the air with average maneuverability. The broom can carry 200 pounds and fly at a speed of 20 feet, or up to 400 pounds at a speed at 10 feet.
For every model number increase the speed increases by and additional 5-ft (Cleansweep 2 flies at a speed of 35-ft per round, Cleansweep 3 40-ft, Cleansweep 4 45-ft, and so on).
In addition with every model increase the price increases by an additional 2000 gold pieces (12,000 for Cleansweep 2, 14,000 for a Cleansweep 3, 12,000 for a Cleansweep 4, and so on).
Faint transmutation; CL 5th; Craft Wondrous Item, fly; Price; 10,000 Weight 3 lb.

Comet
Comet brooms come in 3 models, the Comet 260, the Comet 290 and the Comet 360.
A Comet 260 is able to fly through the air with average maneuverability. The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet.
A Comet 290 is able to fly through the air with good maneuverability. The broom can carry 200 pounds and fly at a speed of 50 feet, or up to 400 pounds at a speed at 40 feet.
A Comet 360 is able to fly through the air with good maneuverability. The broom can carry 200 pounds and fly at a speed of 80 feet, or up to 400 pounds at a speed at 70 feet.
Moderate transmutation; CL 9th; Craft Wondrous Item, Overland Flight; Price;20,000 (260), 26,000 (290), 29,000 (360) Weight 3 lb.

Nimbus
Nimbus brooms are considered some of the best. There are currently 2 models out, 2000 and 2001.
A Nimbus 2000 is able to fly through the air with good maneuverability. The broom can carry 200 pounds and fly at a speed of 80 feet, or up to 400 pounds at a speed at 70 feet. In addition anyone riding a Nimbus 2000 gets a +10 competence bonus on ride checks to use the broom.
A Nimbus 2001 is able to fly through the air with perfect maneuverability. The broom can carry 200 pounds and fly at a speed of 110 feet, or up to 400 pounds at a speed at 100 feet. In addition anyone riding a Nimbus 2001 gets a +10 insight bonus on ride checks to use the broom.
Moderate transmutation; CL 9th; Craft Wondrous Item, Overland Flight; Price;50,000 (2000), 57,000(2001); Weight 3 lb.

Firebolt
The firebolt is known as the fastest broom out there.
A firebolt is able to fly through the air with perfect maneuverability. The broom can carry 200 pounds and fly at a speed of 130 feet, or up to 400 pounds at a speed at 120 feet. In addition anyone riding a firebolt gets a +10 insight bonus on ride checks to use the broom.
Moderate transmutation; CL 9th; Craft Wondrous Item, Overland Flight; Price;80,000; Weight 3 lb.



Templates:
Metamorphmagus
Creating A Metamorphmagus
"Metamorphmagus" is an inherited template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).

Special Qualities
A Thousand Faces (Su)
A Metamorphmagus has the ability to change their appearance at will, as if using the disguise self spell. This affects the Metamorphmagus’ body but not their possessions. It is not an illusory effect, but a minor physical alteration of the Metamorphmagus’ appearance, within the limits described for the spell.

Skills
Metamorphmagi have a +5 racial bonus on Disguise.

Feats
Metamorphmagi gain Skill Focus (Disguise) as a bonus feat.

Environment
Any, usually same as base creature.

Organization
Solitary.

Challenge Rating
Same as the base creature.

Alignment
Any.

Advancement
By character class.

Level Adjustment
Same as the base creature +1.

Lycanthrope
Creating A Lycanthrope
"Lycanthrope", better known as werewolf, is a template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature). The lycanthrope template can be inherited (for natural lycanthropes) or acquired (for afflicted lycanthropes).
A lycanthrope uses all the base creature’s statistics and special abilities except as noted here.

Size and Type
The base creature’s type does not change, but the creature gains the shapechanger subtype.

Armor Class
The base creature’s natural armor bonus improves by +2.

Special Attacks
Curse of Lycanthropy (Ex)
Any humanoid or monstrous humanoid hit by a lycanthrope’s bite attack in wolf form must succeed on a DC 25 Fortitude save or contract lycanthropy.

Special Qualities
Alternate Form (Ex)
On the night of the full moon, and only on the night of the full moon, a lycanthrope changes into a fierce wolf-like creature from the rise of the moon to sunrise. As a wolf they lose all supernatural, extraordinary, and spell-like abilities they had as a humanoid.
While in wolf form the lycanthrope is effectively a dire wolf, and therefore gains any special qualities, special attacks, racial bonuses on skills, and bonus feats that a dire wolf has. In addition, while in wolf form a lycanthrope gets a +14 racial bonus on strength, a +3 racial bonus on dexterity, a +5 racial bonus on constitution, and a -4 racial penalty on Intelligence, to a minimum of 3. They are also large sized, just as a dire wolf is.

While transformed, the lycanthrope has no control over any of their actions and will intentionally hunt down humanoids or monstrous humanoids and attempt to attack them.

A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however.
When they revert to their human form, they retain all injuries revived while in wolf form.
Should they have lost more hit-points in wolf form than the max hit points of the humanoid form, they instead have -9 hit points and are stable when they revert back.

Damage Reduction (Ex)
An lycanthrope has damage reduction 5/silver.

Silver Vulnerability (Ex)
Merely touching silver deals 1 point of damage per round that a lycanthrope is touching it. A hit with a silver weapon deals an additional +1d6 points of damage to a lycanthrope.

Low-Light Vision (Ex)
A lycanthrope has low-light vision.

Scent (Ex)
A lycanthrope has the scent ability.

Abilities
Increase from the base creature as follows: Str +2, Dex +2.

Skills
A lycanthrope gets a +2 on all survival checks. They all take a -2 penalty on any charisma based skill checks involving anyone who knows that they are a lycanthrope.

Environment
Any, usually same as base creature.

Organization
Solitary

Challenge Rating
Same as the base creature in humanoid form, +2 in wolf form

Alignment
Any.

Advancement
By character class.

Level Adjustment
Same as the base creature +1.


Animagus
Becoming an Animagus
Becoming an Animagus requires hard study and complicated magic. Over a span of at least of 2 months you must make at least 4 spellcraft checks that add up to a total result of 200. You are permitted to take longer and make more checks than that if need be to reach the minimum total of 200. You may only make one check per week. Upon reaching the total result of 200 the base creature loses a level (If the subject has no levels to lose, they cannot become an animagus) They then also lose an additional 1,000 XP. If the loss of this much XP forces the animagus to lose another level, then they lose another level. No spell, not even restoration, can restore this lost XP. If they do not have this additional XP to lose after losing a level, they cannot become an animagus.

Animagus is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).

Size and Type
The base creature’s type does not change, but the creature gains the shapechanger subtype.

Special Qualities
Alternate Form (Su)
When this template is taken the base creature gains the ability to at will as a move action turn into any one animal with 4 Hit die or less. The animal is chosen at taking of this template, and this choice can never be changed. When transformed the base creature loses all extraordinary, supernatural, or spell-like abilities they may have had, but gain any that their animal has. In addition, while in their animal form they retain their Int, Cha, and Wis scores, but gain the Dex, Con, and Str scores of the animal they turn into.

Organization
Solitary

Challenge Rating
Same as the base creature.

Alignment
Any.

Advancement
By character class.


Monsters
Thestral
Large Magical Beast
Hit Dice: 4d10+16 HD
Initiative: +2
Speed: 50 ft. (10 squares), fly 120 ft. (average)
Armor Class: 17 (+2 Dex, +6 natural, -1 size), touch 11, flat-footed 15
Base Attack/Grapple: +4/+11
Attack: Hoof +6 melee (1d6+3)
Full Attack: 2 hooves +6 melee (1d6+3) and bite +4 melee (1d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Death's Invisibility, darkvision 60 ft., low-light vision, resistance to negative energy 15, scent
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 17, Dex 15, Con 18, Int 6, Wis 13, Cha 6
Skills: Listen +8
Feats: Endurance, Flyby Attack
Environment: Temperate Forest
Organization: Domesticated or herd (6–30)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral
Advancement: 5-8 HD (Large)
Level Adjustment: --

Thestral is a breed of winged horses with a skeletal body, face with reptilian features, and wide, leathery wings that resemble a bat's.

They are very rare, and are considered dangerous by the Ministry of Magic. Thestrals are, undeservedly, known as omens of misfortune and aggression by many wizards because they are visible only to those who have witnessed death at least once (and fully accepted the concept) or due to their somewhat grim, gaunt and ghostly appearance.

Combat
A thestral provoked or threatened into an attack tends to attempt to scare off it's attacker. If this doesn't work, it attacks with it's hooves and bites if it has too. It will often try to escape battle by fleeing into the air.

Death's Invisibility (Su)
A thestral may only be seen by one who has witnessed death. To all others they are invisible as the spell. This ability is constant, allowing a thestral to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.

Doxy
Tiny Fey
Hit Dice: 1d6+1 (4 hp)
Initiative: +5
Speed: 10 ft. (2 squares), Fly 40 ft. (Perfect)
Armor Class: 17 (+2 size, +5 Dex), touch 17, flatfooted 12
Attack/Grapple: +0/-11
Attack: Bite +7 melee (1d4-3 plus poison)
Full Attack: Bite +7 melee (1d4-3 plus poison), and 4 Claws +2 melee (1d3-3)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft.
Saves: Fort +1, Ref +5, Will +3
Abilities: Str 4, Dex 21, Con 12, Int 3, Wis 15, Cha 8
Skills: Hide +9, Move Silently +9
Feats: Flyby attack, Weapon Finesse(B), Hover(B)
Environment: Forests
Organization: Swarm (8-35)
Challenge Rating: 2
Treasure: Half Standard
Alignment: Usually Neutral
Advancement: 2-3 HD (Tiny)
Level Adjustment: --

Doxys are covered in coarse black hair, and have an additional set of arms and legs. Doxys have shiny beetle-like wings, and a double row of sharp venomous teeth. They are a nasty species of fairy that inhabit many houses. They generally infest the draperies, where they build large nests. In the wild, Doxies live in grand nests in the trees, where they prey upon other fairies.
They considered a rather nasty pest not only because the females can lay up to five hundred eggs at a time, but also because they have a poisonous bite.

Combat
A Doxy’s first instinct is always to bite, in order to quickly subdue an opponent with it's poison. If facing a difficult foe they will also use their four claws.

Poison (Ex): A Doxy’s bite is poisonous, so creatures must succeed on a Fort save (DC 11), or be poisoned. It deals 1d4 Con damage as its initial damage, and its secondary damage drops a foe into unconsciousness for 1d3 hours. The save DC is Constitution based.

Dementor
Medium Aberration (Cold)
Hit Dice: 15d8+8
Initiative: +9
Speed: Fly 40 ft. (perfect)
Armor Class: 18 (+5 Dex, +4 natural), touch 15, flatfooted 14
Base Attack/Grapple: +7/+2
Attack: Slam +7 melee (1d6+2 plus 1d8 cold)
Full Attack: Slam +7 melee (1d6+2 plus 2d8 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of Cold, Dementor’s Kiss, Happiness Drain
Special Qualities: Aura of Darkness, Aura of Misery, Blindsight 60 ft., Invisibility to Muggles, Immunity to Cold, Vulnerability to Fire, Damage Reduction 15/Magic, Spell Resistance 15
Saves: Fort +3, Ref +8, Will +7
Abilities: Str 15, Dex 20, Con 11, Int 8, Wis 10, Cha 10
Skills: Listen +16
Feats: Ability Focus (Dementor’s Kiss), Improved Initiative, Improved Toughness, Flyby Attack, Ability Focus (Happiness Drain), [Insert feat here]
Environment: Any
Organization: Solitary, Pair, or Prison Escort (4-10)
Challenge Rating: 15
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: 16-22 HD (Medium)
Level Adjustment: --

Dementors are among the most reviled Dark creatures known to wizarding kind. They are a disturbingly evil group of homicidal monsters, whose sole purpose is to leech off of the emotions of others. The telltale sign of the presence of Dementors is a sudden drop of temperature, the area darkening, and a sudden bout of depression.

Dementors are blind. To “view” the world around them, they have the magical ability to sense the emotions of others, which gives them a form of blindsight. They feed off of these emotions as well, leaving a hollow void in the mind of their prey. Creatures that are drained completely of emotion are usually drained of their very souls.
Like Threstrals, Dementors naturally have a selective invisibility power; Those who cannot perform magic cannot view a Dementor, even if they can be affected by them.

Combat
Dementors are deadly opponents, as their very presence causes harm to those around them. Few wizards can successfully harm them, let alone kill them. The best way to defend oneself from Dementors is to use the patronus charm to chase them away.

Aura of Darkness (Su)
Within 40-ft of the Dementor everything seems darker. The light level drops to shadowy illumination, at best. If it was already darker than this, nothing happens.

Aura of Misery (Su)
All creatures within 30 ft. of a Dementor are deeply affected by a seemingly endless depression. While in this aura, all creatures take a -10 morale penalty on all saves, skill checks, ability checks, and attack rolls. They can make a Will save (DC 15) to halve the penalty.
In addition, after spending a full round in the aura all creatures must make a will save (DC 15) or be shaken until they leave the aura.

Aura of Cold (Su)
All creatures within 40 ft. of a Dementor is subject to an unnatural cold. Each round, all creatures within this aura take 2 points of nonlethal cold damage, no save. If a target is knocked unconscious from the environmental hazard, they start to take lethal damage. Unlike other creatures, creatures with either the Plant type or the fire subtype take lethal damage from this aura as soon as they enter this aura.

Blindsight (Su)
This ability works like the common ability, except it is supernatural in origin. If a creature finds a way to mask their emotions, the Dementor cannot see them. A Dementor turned by the patronus charm loses this ability for 1d12 rounds, effectively blinding it.

Dementor’s Kiss (Su)
This ability is only usable against a helpless target. As a full round action, the Dementor may suck the soul of a living creature out of its body. This action is called a “kiss.” Once a kiss attempt has started, the target must make a Fort save (DC 25), or lose their soul. A soulless creature is not technically dead, but a body will not live long without a soul. 1d4 days after the loss of its soul, a body will perish. After they die they cannot be resurrected by any means until the dementor who performed the kiss has been destroyed. If the dementor is destroyed before the body dies, their soul is returned to them, but they have 1 negative level and the exhausted condition when they return to their body.

Happiness Drain (Su)
As a standard action a Dementor can drain happy emotions from someone. They choose one creature within 30 ft to target with this ability. That creature must make a Will save (DC 15) or be Cowering, as the condition, for that round. In addition they gain 1d4 negative levels (DC 15 fortitude halves) and they take a -10 morale penalty on all all saves, skill checks, ability checks, and attack rolls for the next 1d4 hours, or until they consume chocolate. A dementor can use this ability once every 1d6 rounds.

Invisibility to Muggles (Su)
This ability is constant, allowing a Dementor to remain invisible even when attacking. This ability only functions against Muggles.

Gnome
Tiny Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +1
Speed: 20 ft. (4 squares), Burrow 5 ft.
Armor Class: 15 (+2 size, +1 Dex, +2 natural), touch 13, flatfooted 14
Base Attack/Grapple: +1/-8
Attack: Heabutt +4 melee (1d3-1)
Full Attack: Headbutt +4 melee (1d3-1), or bite -1 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 120 ft.
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 8, Dex 13, Con 12, Int 3, Wis 10, Cha 11
Skills: Hide +5, Move Silently +2
Feats: Weapon Finesse
Environment: Temperate Plains
Organization: Burrow (8-40)
Challenge Rating: 1/3
Treasure: Half Standard
Alignment: Usually Neutral
Advancement: 2-3 HD (Tiny); 4 HD (Small)
Level Adjustment: --
A tiny humanoid that vaguely resembles a potato climbs out of one of the many burrows in the surrounding area. It seems to be dopily happy as it wanders aimlessly.

Gnomes, sometimes called Gernumblies, are small creatures that often inhabit gardens. While they can make their own burrows, they tend to live in rabbit holes, as they are very lazy. Gnomes are fun loving, and rarely leave a garden once they enter it. This designates them as pests by the Ministry of Magic, despite their limited sapience.

Gnomes live in large families, which constantly consume vast quantities of roots, and as a result they often devastate gardens. To prevent this from occurring, the process of “de-gnoming” must occur, which involves grabbing the creature by the legs and flinging them out of the garden.

Combat
Gnomes usually headbutt their enemies when forced to, and if they are cornered, they can use their teeth to give a nasty bite.

Merfolk
Medium Monstrous Humanoid (Aquatic)
Hit Dice: 3d8+3 (16 hp)
Initiative: +1
Speed: 5 ft. (1 square), Swim 60 ft.
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
BAB/Grapple: +3/+5
Attack: Trident + 5 melee (1d8+2)
Full Attack: Trident +5 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Captivating song
Special Abilities: Blindsense 30 ft., darkvision 60 ft., water dependent
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 14, Dex 13, Con 12, Int 13, Wis 9, Cha 12
Skills: Knowledge (Nature) +7, Perform (Sing) +7, Swim +9
Feats: , Power Attack
Environment: Lakes and oceans
Organization: Company (2-4), patrol (11-20 plus 2 3rd-level lieutenants and 1 leader of 3rd-6th level), or band (30-60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Neutral
Advancement: By character class
Level Adjustment: +1


Merpeople are creatures resembling half-human, half-fish hybrids (though they are not, in actuality, half-breeds). Like humans, merpeople come in a variety of appearances, though colours uncommon in humans appear to be widespread in merpeople. For instance, the majority of the Black Lake Merpeople colony had green hair, yellow eyes, and grey skin, all traits that would be very uncommon, if not impossible, for a human to naturally possess. Merpeople also seem to be taller than humans, with seven feet appearing to not be an unusual height.
Merpeople are divided up into various sub-species or races, depending on where they live. The earliest merpeople lived in Greece, and were known as sirens. In modern times, those merpeople living in warmer waters take on a more beautiful appearance, while those in colder waters, such as the selkies of Scotland and the Merrows of Ireland, are less attractive.


Merfolk speak Mermish, which sounds like screeching above water but is perfectly understandable beneath the surface.


Lake merfolk rarely tolerate visitors to their underwater cities. Their xenophobia makes relations with them difficult, as they are generally hostile and unfriendly. However, lake merfolk are wonderful underwater gardeners and take great pride in their gardens. Despite their mistrust of strangers, they can be persuaded, through flattery if not bribery, to allow visitation to their gardens. A successful Diplomacy check (DC 35) is needed to convince a merfolk to allow visitors to his or her underwater garden.


Combat
Anyone not invited to the merfolk city is considered a threat. They patrol their cities in groups and are quick to respond to any disturbances with excessive force.

Blindsense (Ex)
Merfolk can locate creatures underwater within a 30-foot radius. This ability works only when the merfolk is underwater.


Captivating Song (Su)
The most famous ability of the merfolk is their song. When a lake merfolk sings, all creatures (other than lake merfolk) within a 100-foot spread must succeed on a DC 14 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same merfolk’s song for 24 hours. A merfolk’s captivating song can be heard above the water’s surface if the lake mermaid is underwater, but the range is only 50 ft. A lake mermaid cannot use ability this above the water.


A captivated victim walks toward the merfolk, taking the most direct route available. If the path leads into a dangerous area, that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the lake merfolk stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the merfolk sings and for 1 round thereafter.


Creatures that cannot hear the merfolk’s song (such as deaf creatures) are unaffected by the merfolk’s captivating song.


Water Dependent (Ex)
Merfolk can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules).


Skills
Merfolk have +8 racial bonus on any Swim check to perform a special action or avoid a hazard. They always can choose to take 10 on Swim checks, even if distracted or endangered when swimming. A merfolk can use the run action while swimming, provided that it swims in a straight line.

Phoenix
Size/Type: Small Magical Beast (Fire)
Hit Dice: 5d10+3
Initiative: +1
Speed: 10 ft. (2 squares), fly 80 ft. (Average)
Armor Class: (+1 size, + Dex, + natural), touch , flat-footed
Base Attack/Grapple: +5
Attack: Talons + melee (1d4)
Full Attack: 2 talons + melee (1d4) and bite - melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flaming Burst
Special Qualities: Fire Jump, Healing Tears, Rebirth, Darkvision (60-ft), Low-light vision
Saves: Fort +7, Ref +8, Will +4
Abilities: Str 24, Dex 12, Con 10, Int 14, Wis 12, Cha 6
Skills: Spot +9, Listen +9, Heal +9, Knowledge (arcana) +10
Feats: Wingover, Hover
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Neutral
Advancement: 6-12 (Small)
Level Adjustment: —

Fire Jump (Sp)
At will as a spell-like ability a phoenix can use greater teleport, as the spell. Their caster level is equal to their hit die. Anyone within 15-ft of the spot the phoenix left from takes 1d6 fire damage (Reflex half, DC 15).

Flaming Burst (Sp)
A phoenix can use burning hands at will as a spell-like ability. Their caster level is equal to their hit die and the Save DC is Int based.

Healing Tears (Ex)
The tears of a Phoenix have remarkable healing powers. They act as both the spell Heal and the spell Greater Restoration with a caster level equal to the phoenix' hit die, except it does no damage to undead, if applied to a wound or consumed, even if it is just a few drops.

Rebirth (Su)
When a Phoenix dies, it bursts into flames dealing 1d6 fire damage to everyone within 20-ft. In addition it rises from the ashes as a baby bird 1d3 rounds later. As a baby they only have 1 HD, they are tiny and their fly speed is cut in half. It takes 1d8 days to mature into an adult again.

Kneazle
Size/Type: Small Magical Beast
Hit Dice: 4d10+4
Initiative: +3
Speed: 30 ft.
Armor Class: +4 (+1 size, +3 Dex), touch +4, flat-footed +2
Base Attack/Grapple: +4
Attack: Claw +4 melee (1d3+0)
Full Attack: 2 claws +4 melee (1d3+0) and bite -1 melee (1d4+0)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —
Special Qualities: Invisibility sight, Low-light vision, scent, Darkvision (60-ft)
Saves: Fort +4, Ref +7, Will +2
Abilities: Str 10, Dex 17, Con 10, Int 12, Wis 14, Cha 7
Skills: Balance +13, Climb +7, Hide +7*, Jump +20, Move Silently +20, Spot +10, Listen +10, Sense Motive +13, Escape Artist +5, Tumble +5
Feats: Acrobatic, Agile, Weapon FinesseB
Environment: Temperate plains
Organization: Domesticated or solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: 5-10 HD (Small)
Level Adjustment: —

A Kneazle is a magical feline creature related to, and similar in appearance to, a cat. They have spotted, speckled or flecked fur, large ears and a lightly plumed tail, like a lion. They are thought to have separate breeds, like cats, and therefore vary in appearance. They make excellent pets if they like a witch or wizard. They have a very high level of intelligence, are independent and occasionally aggressive, and have an uncanny ability to detect suspicious and distrustful people. They can also safely guide their owners home.
Kneazles can interbreed with normal cats, and generally have up to eight kittens in every litter. Some wizards and witches make a living by breeding Kneazles or part-Kneazles.

Combat
Kneazles prefer to sneak up their prey.

Invisibility Sight (Su)
Kneazles have the uncanny ability to see through invisibility. They can see any objects or beings that are invisible within their range of vision as if they were normally visible.

Skills
Kneazles have a +4 racial bonus on Climb, Hide, Sense Motive, and Move Silently checks and a +8 racial bonus on Jump, Balance, Spot, and Listen checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.


Half-Kneazle
Size/Type: Tiny Magical Beast
Hit Dice: 2d10+4
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: +4 (+2 size, +2 Dex), touch +4, flat-footed +2
Base Attack/Grapple: +2
Attack: Claw +4 melee (1d2-4)
Full Attack: 2 claws +4 melee (1d2-1) and bite -1 melee (1d3-1)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —
Special Qualities: Invisibility sight, Low-light vision, scent, Darkvision (60-ft)
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 8, Dex 15, Con 10, Int 8, Wis 14, Cha 7
Skills: Balance +11, Climb +7, Hide +7*, Jump +11, Move Silently +6, Spot +10, Listen +10, Sense Motive +11
Feats: ,Weapon FinesseB
Environment: Temperate plains
Organization: Domesticated or solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: 3-8 HD (Tiny)
Level Adjustment: —

A Half-Kneazle is the child of a Kneazle and an ordinary house cat. Like their Kneazle parent, they are far more intelligent and perceptive than a ordinary cat, though they are weaker than a full Kneazle. They make excellent pets if they like a witch or wizard.

Combat
Half-Kneazles prefer to sneak up their prey.

Invisibility Sight (Su)
Half-Kneazles have the uncanny ability to see through invisibility. They can see any objects or beings that are invisible within their range of vision as if they were normally visible.

Skills
Half-Kneazles have a +4 racial bonus on Climb, Hide, Sense Motive, Spot, Listen, and Move Silently checks and a +8 racial bonus on Jump and Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.



Feats:
Wandless Spell [Metamagic]
Benefit
A wandless spell can be cast without a wand.

A wandless spell uses up a spell slot one level higher than the spell’s actual level.

Improved Familiar [General]
This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.

Prerequisites
Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).

Benefit
When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil).

Improved familiars otherwise use the rules for regular familiars, with two exceptions: If the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

Table: Improved Familiar


Familiar
Alignment
Arcane Spellcaster Level


Half-Kneazle
Chaotic Neutral
5th


Kneazle
Chaotic Neutral
7th


Phoenix
Neutral
9th



Special
A Witch/Wizard may select this version of Improved Familiar as one of their Witch/Wizard bonus feats.



Herboligist [General]
Benefit
You get a +5 competence bonus on all Knowledge Nature and Survival checks involving plants.

Special
A Witch/Wizard may select Heboligist as one of their Witch/Wizard bonus feats.


Potioneer [General]
Benefit
You get a +10 competence bonus on all craft (potions) checks.

Special
A Witch/Wizard may select Potioneer as one of their Witch/Wizard bonus feats.

Flying Natural [General]
Benefit
You get a +10 competence bonus on all ride checks to control a broom.


Natural Chaser[General]
Prerequisites
Flying Natural.
Benefit
You get a +5 competence bonus on all ranged attack rolls made to throw a quaffle, whether it's to pass or to score.

Special
A Witch/Wizard may select Flying Natural as one of their Witch/Wizard bonus feats.


Natural Keeper[General]
Prerequisites
Flying Natural.
Benefit
You get a +5 competence bonus on your AC in the case of stopping a quaffle.

Special
A Witch/Wizard may select Natural Keeper as one of their Witch/Wizard bonus feats.

Natural Beater[General]
Prerequisites
Flying Natural.
Benefit
You get a +5 competence bonus on all attack rolls made to change the direction of the bludger.

Special
A Witch/Wizard may select Natural Beater as one of their Witch/Wizard bonus feats.

Natural Seeker[General]
Prerequisites
Flying Natural.
Benefit
You get a +5 competence bonus on spot checks to see the Snitch and a +2 untyped on ride (broomstick) checks to catch it.

Special
A Witch/Wizard may select Natural Seeker as one of their Witch/Wizard bonus feats.

asdflove
2013-12-27, 08:50 PM
Phoenix, Kneazle, and Half-Kneazle added, as well as the ability to get them as familiars.

LOTRfan
2013-12-27, 11:04 PM
I like the improvements you made on my Dementor stats.

The splitting of the Aura of Depression into an Aura of Misery and a Happiness Drain ability was a good idea, in retrospect. Both have better wording and are more consistent mechanically with the dementors of the series. I like the Aura of Darkness, too.

I don't think that it should have the Evil subtype, if only because I was under the impression that the Evil subtype was reserved for fiends and other outsiders composed of evil itself. If I am wrong, ignore this advice.

Doing the math using The Vorpal Tribble's CR calculator, this improved version is closer to CR 9 than it is to CR 15.

asdflove
2013-12-27, 11:17 PM
I like the improvements you made on my Dementor stats.

The splitting of the Aura of Depression into an Aura of Misery and a Happiness Drain ability was a good idea, in retrospect. Both have better wording and are more consistent mechanically with the dementors of the series. I like the Aura of Darkness, too.

I don't think that it should have the Evil subtype, if only because I was under the impression that the Evil subtype was reserved for fiends and other outsiders composed of evil itself. If I am wrong, ignore this advice.

Doing the math using The Vorpal Tribble's CR calculator, this improved version is closer to CR 9 than it is to CR 15.
I did that because of the way I wrote the patronus charm (which I did months ago).
I was shooting for CR 15, since dementors are supposed one of the most dangerous monsters in all of Harry Potter. I'm still kinda working on buffing it.
I hope you don't mind me using your stuff a bit. ^^; I just googled to see how many other people had done this, and yours seemed good to base off of.

LOTRfan
2013-12-27, 11:26 PM
Oh, I don't mind. Like I said, it was an improvement. Some people might care, though (like the Vorpal Tribble, for example; I didn't check to see if you were using his Threstral or an improved version of it, but I know he'd prefer it if you were to contact him before you post it if that is the case).

If you want to bump it up a bit CR-wise, you could always give it a couple more Hit Dice. I don't know how SR works under this new system (the variant system I made the initial monster for didn't use it), but if it's the same as standard 3.5 you could try adding that as well.

asdflove
2013-12-27, 11:42 PM
Oh, I don't mind. Like I said, it was an improvement. Some people might care, though (like the Vorpal Tribble, for example; I didn't check to see if you were using his Threstral or an improved version of it, but I know he'd prefer it if you were to contact him before you post it if that is the case).

If you want to bump it up a bit CR-wise, you could always give it a couple more Hit Dice. I don't know how SR works under this new system (the variant system I made the initial monster for didn't use it), but if it's the same as standard 3.5 you could try adding that as well.

Yeah, this is meant to be dropped directly into the 3.5 rules. I'm actually running a game that has my proto-verson of the class. They all just have a template that grants the spellcasting.

I was considering just giving them more hit die.
I actually would of contacted you, but I had no idea how, since I found this off Gitp (is it up here?).
SR and more HD. Okay. I'll get on that.

LOTRfan
2013-12-27, 11:50 PM
I take it you found this on the SRD for the (what I believe may now be defunct) Harry Potter d20 project?

It's on here, somewhere. There was a rather massive thread with a collection of Harry Potter material made for that system. I'll see if I can find a link handy for you, because it had some more monsters and stuff too.

EDIT: Here (http://www.giantitp.com/forums/showthread.php?p=10971996) you go. I don't know if there is anything there that you might want to scavenge, but if you do find something feel free to take it (if it's mine) or contact the person who created something else.

asdflove
2013-12-28, 12:00 AM
I take it you found this on the SRD for the (what I believe may now be defunct) Harry Potter d20 project?

It's on here, somewhere. There was a rather massive thread with a collection of Harry Potter material made for that system. I'll see if I can find a link handy for you, because it had some more monsters and stuff too.
Indeed. I'd love to see it if you can find it, if just to see if there's any obvious iconic things I'm missing.
I'm a huge fan of the series (would you believe me if I told you that Philosopher's Stone was the first book I ever read on my own?), so converting into 3.5 seemed like a worthwhile, if long project. I've actually been slowly, but surely working on it since July. It started with spells. Lots and Lots of spells.
I'm actually having a lot of fun with this, though I got smacked upside the head by my older brother for making Quidditch skill based. :smalltongue:

EDIT: Of course you find it while I'm typing a response. Edit ninjas always get me...

LOTRfan
2013-12-28, 12:10 AM
Oh, I'd definitely believe it. In fact, I think that the Prisoner of Azkaban may have been the first novel I read by myself; my mother had read the first two to me the summer before I started first grade, and I grew tired of waiting for her to read them to me.

I haven't looked at any of the spells, yet. I'll give them a look over, though to be honest I'm not really that good at PEACHing spells. Hopefully someone a little more comfortable with making/reviewing spells will come along.

asdflove
2013-12-28, 12:15 AM
Oh, I'd definitely believe it. In fact, I think that the Prisoner of Azkaban may have been the first novel I read by myself; my mother had read the first two to me the summer before I started first grade, and I grew tired of waiting for her to read them to me.

I haven't looked at any of the spells, yet. I'll give them a look over, though to be honest I'm not really that good at PEACHing spells. Hopefully someone a little more comfortable with making/reviewing spells will come along.
I was 4. of course, I'm the girl who has gotten straight A's in Language Arts/English for my entire life, so my first book being a novel isn't the surprising.

Some of them are just regular D&D spells with the name changed, while others are completely new, like the Patronus Charm.