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Ditto
2007-08-12, 04:12 PM
This is an attempt to build a useful d20 framework in which to play Harry Potter. See also the similar projects on the Wizards boards (http://forums.gleemax.com/showthread.php?t=886189) and here on OOTS (http://www.giantitp.com/forums/showthread.php?t=52118), started by Terror_Drone. This draws on my own material from the latter thread, reorganized and tidied up for your viewing pleasure.

Thanks to PsychoticBarber, for his significant contributions and conversations.

INDEX:
Character Creation (http://www.giantitp.com/forums/showthread.php?t=53572#2)
Skills (http://www.giantitp.com/forums/showthread.php?t=53572#3)
Feats (http://www.giantitp.com/forums/showthread.php?t=53572#4)
Magic System (http://www.giantitp.com/forums/showthread.php?t=53572#5)
Cheering, Cursing, and Cat-ing (Wandwork) (http://www.giantitp.com/forums/showthread.php?t=53572#6)
Potions, Plants, and Pygmy Puffs (Handiwork) (http://www.giantitp.com/forums/showthread.php?t=53572#7)
Other (http://www.giantitp.com/forums/showthread.php?t=53572#8)

Ditto
2007-08-12, 05:13 PM
Character creation

Characters begin at Third Year. This allows access to all 12 subjects at Hogwarts from the start, and reflects the fact that no one has ever done magic while under the age of 13. (Or something like that.) To represent development in magical prowess, there are four levels per year, roughly working out to Halloween, Christmas, Easter, and exams. Over 5 years, that's 20 levels. (Remarkable!) Your level is equal to (Year*4)-3.

{table=head]Year|Level|Gimmick
3|1|Magic!, Feat
3 1/4|2|Magic Stat Raise
3 2/4|3|Feat
3 3/4|4|Magic Stat Raise
4|5|Feat
4 1/4|6|Magic Stat Raise
4 2/4|7|Feat
4 3/4|8|Magic Stat Raise
5|9|Feat
5 1/4|10|Magic Stat Raise
5 2/4|11|Feat
5 3/4|12|Magic Stat Raise
6|13|Feat
6 1/4|14|Magic Stat Raise
6 2/4|15|Feat
6 3/4|16|Magic Stat Raise
7|17|Feat
7 1/4|18|Magic Stat Raise
7 2/4|19|Feat
7 3/4|20|Magic Stat Raise [/table]

Upon graduating... EPIC! If we ever get to this point, you can begin earning experience-based levels. Profession: Ministry bureaucrat, here I come! (More class gimmicks to be added.)

Ability scores are generated as D&D, 4d6 drop 1.

Characters get 5+Int skill points per level, 4x at 1st level. Students may choose 10 skills to be class skills.

Characters get 35 magic points at 1st level, and 10 points per level thereafter. Costs for magic are as follows:

Wandwork - 9 (stat), 2 (skills)
Handiwork - 6 (stat), 1 (skills)
Thinkwork - 2 (stat), 1/2 (skills)
Bookwork - 2 (stat), 1/2 (skills)

At character creation, choose two or three electives. (The five elective subjects are Care of Magical Creatures, Divination, Arithmancy, Ancient Runes, and Muggle Studies.) You may not allocate magic skill points into two or three unchosen electives.

One point in every Stat and Skill at creation is free. (Ignore points in unused electives.) Beyond that, the limit at creation is 3 points in any Stat, and 3 points in any skill - paying for two points of increase. This cap will raise by one per level for magic skills, and one per even-numbered level for magic stats. Unused magic points may be held in reserve to be used at the next level-up.

There will be a system for buying specific spells/potions in each discipline. For now, select 4 spells per category at 1st level. Transfiguration 'branch' spells count as 2.

(Again, I'm working the balance still. I want the two options of how players might spend their points to be roughly equal (always leveling up the (expensive) Stats for a generalist, or focusing on skills for a specialist.) Feats will allow you to raise those caps, say by two points in a given skill or two.)

Equipment is insignificant at first level. All students are assumed to have come into spellbooks, scales, and potion ingredients one way or another, shiny-new or second-hand. Students may have a pet (Owl, Toad, or Rat - others acceptable. Use PHB familiar list as suggestions). There will be some opportunity to earn/scam money or receive an allowance as the game goes on, for Hogsmeade trips or mail-order widgets or black market sweets.

Ditto
2007-08-12, 05:15 PM
Skills

Balance
Bluff
Climb
Concentration - I'm mixed on whether this is necessary.
Diplomacy
Disable Device - It can be used for locks, and booby traps, I guess...
Disguise
Escape Artist - Necessary?
Forgery - Rare, as with D&D, but we know Dean Thomas was good at it.
Gather Information
Hide
Intimidate
Investigate
Jump
Knowledge - See below
Listen
Move Silently
Repair - Adapted for magic items?
Research - Integrated into magic skill points? Related to Spellcraft.
Ride - CoMC?
Search
Sense Motive
Sleight of Hand
Spot
Survival - It's rough in the halls of Hogwarts, G.
Swim
Treat Injury

Add: Dodge, Flying (Broom), Quidditch-related skills, by position?

Several of these are *conceivably* useful, but practically quite useless, often in the same way as they are in D&D. Skills will be de-emphasized due to the role of magic as the primary ability, obviously, but you still need to sneak around the hallways at night and listen for Filch coming. I'd be fine with dropping the physical skills (Balance, Climb, Jump, Swim, Tumble), same as I always have in D&D. (Balance and Tumble have their uses, but those uses will appear even less in HP.)
Other skills I eliminated: Computer Use, Craft, Decipher Script, Demolitions, Drive, Gamble, Handle Animal, Navigate, Perform, Profession, Read/Write/Speak Language. All fairly obvious. (Craft is subsumed into various Magics or aspects of Craft Magical Item. DS and HA are in Magic. Profession is for suckers.)

Knowledges... Astronomy, History of Magic, and Muggle Studies are magical studies and actual classes at Hogwarts, so they will be shifted there. The other (mundane) knowledges which might apply are few; that said, there are some things which fall outside of the classes' purview. They're largely flavorful, but you never know...
-Art
-Business
-Civics
-Current events - Daily Prophet readers get a +2!
-Popular culture - You have to know how badly the Cannons lost today!
-Streetwise
-Technology, Magical - Flying cars. Pretty esoteric.
Dropped: Any of the 'Sciences', History, Tactics, and Theology and Philosophy. (Muggle Studies will allow access to bits of Muggle history, but it's really not important to wizards.)

Ditto
2007-08-12, 05:17 PM
Potter d20 - Feats

Knack
You may raise the point cap on two of your classes by one point each. This feat may only be taken once, and must be taken at first level. You are considered to have a "Knack" in the classes you raise. Only one of these classes may be a wandwork class.

Magical Revelation
Gain three magic points.

Alertness
+3 on Listen and Spot checks.

Class Mastery (Prerequisite: Level 15)
Reduces the botch range for the chosen class to a natural 1 only, instead of 1-5. This feat may be taken multiple times. Its effects do not stack, instead chose another class to apply the mastery to. The natural one is considered to be a reduced botch.

Transfiguration/DADA/Charms/Potions/Herbology Prodigy (Prerequisite: Ability 15+)
Add a +1 circumstance bonus to all magic done in one of the above classes. This feat may be taken multiple times, its effects do not stack, but instead each feat applies to a different class.

Skilled Morpher (Prerequisite: Level 9)
Gain a +2 circumstance bonus when casting morphing spells.

Skilled Meddler (Prerequisite: Level 11)
Gain a +2 circumstance bonus when casting meddling spells.

Skilled Maker (Prerequisite: Level 13)
Gain a +2 circumstance bonus when casting making spells.

Craft Magical Item (Prerequisite: Level 9)
Dude. Make magical stuff.

Skilled Defender (Prerequisite Level 9)

Skilled Attacker (Prerequisite Level 9)

Skilled Darn Annoyer (Prerequisite Level 9)

Heighten Charm (Prerequisite Level 11)

Empower Charm (Prerequisite Level 9)

Quicken Charm (Prerequisite Level 13)

Quickdraw (Prerequisite Dex 13+)

Negotiator
+3 to Diplomacy and Sense Motive

Stealthy
+3 to Hide and Move Silently

Persuasive
+3 to Bluff and Intimidate

Skill Focus
+3 to any one skill

Athletic
+3 to Quidditch and Balance

Deceitful
+3 to Forgery and Diguise

Investigator
+3 to Search and Gather Information

Educated
+3 to 2 chosen knowledge skills

Research Feat
TBD.

Dodge
TBD.

Ditto
2007-08-12, 05:19 PM
Magic System

Magical ability is governed by three properties: Magic Stat, Magic Skill, and Ability Score. (I'll be using the phrase 'caster level' as a synonym for 'total magic power' in a given discipline. We all love that phrase, why get rid of it?) This applies equally to all 12 subjects taught at Hogwarts, though only three are overtly 'magical' and require the use of a wand. (Producing a Patronus, brewing Veritaserum, or taming a thestral might require CL 15.)

‘Caster level' is determined by a wizard’s strength in each of the four magic studies categories and its corresponding Magic Stat (Wandwork – Spelling, Handiwork – Handle Magical Thingie, Thinkwork – Discern, or Bookwork - Reading), and adding to it the Magic Skill ranks placed into the derivative fields of magic (which applies to Charms, Potions, Divination, and Astronomy, et al.), plus the relevant Ability Score, e.g.
Spelling + Charms + Cha = Charms caster level

Magic!
{table=head]-|
Wandwork|
Handiwork|
Thinkwork|
Bookwork

Stat|
Spellcraft|
Handle|
Decipher|
Knowledge

Int|
Transfiguration|
Potions|
Ancient Runes|
History 'o Magic

Wis|
DADA|
Herbology|
Divination|
Astronomy

Cha|
Charms|
CoMC|
Arithmancy|
Muggle Studies[/table]

The first two categories are the key ones, and contain 5 of the 7 core subjects plus CoMC. They're obviously the more interesting ones, and will be where most people focus their characters.

Some random ideas of specializations, based on existing characters. (These may end up being feats, and you'll probably be able to just choose any two disciplines.)
Knacks
{table=head]Harry|Hermione|Ron|Neville|Luna|Ginny|Cedric

DADA|Charms|Good at|Herbology|CoMC|DADA|Charms

Potions|Transfig’n|nothing.|DADA|Transfig’n|Charms |Herbology[/table]

A spell/potion/plant will have a Learn DC in order to master it. A caster level check then goes something like this:
Learn DC vs. Magic stat + Magic skill + Ability Score
The cap on Stats and Skills will (hopefully) force a wizard to spend points across all of his school subjects. This prevents having a completely unbalanced wizard with Charms 15 and Herbology 2. (We’d like to think that some of the schooling rubs off each year, so you learn something even if by accident) I’m still sorting out how to compute the start DCs to learn a given spell.

You may attempt to cast a spell you do not know, assuming you’ve been exposed to it in some way. There is a limit or one (or two) levels above the spell level you can currently cast. You will have to roll a Magic check vs. the Learn DC +5 (or +10). This allows you to pull of fun feats of magic in desperate circumstances as last ditch moves – or to experiment with things above your level. This will hopefully strike a balance between accessibility and reliability – if you really plan on having this spell/potion/effect in your arsenal, then you’d better invest the Stat and Skill points necessary to improve it permanently.

There will be expanded rules for botches; botches are the best part of magic! A natural 1 will be some sort of spectacular disaster – blowback from your wand, getting a chomp from the Venomous Tentacula, the shrinking solution turns you into a toad… on a roll of 2-5, the spell fails with some interesting display, but nothing disastrous. You’ll be laughed at by friends and enemies.

Ditto
2007-08-12, 05:21 PM
Cheering, Cursing, and Cat-ing (Wandwork)

Simple wand effects require no effort to learn or cast. These include producing sparks, writing glowing characters in air, making 'bang' or 'pop' noises, casting off light (Lumos), and blowing bubbles.

Entries with an asterisk* indicate cross-class spells, accessible by more than one discipline. Whether I remembered to re-index them all remains to be seen. :smallamused: When a spell only has a proper name, I have supplied a Latinate incantation for your casting pleasure. (e.g. Extinguishing Charm - Confutaduro - 'Stop burning'. I could have used the literal 'Extinguo', but that's boring. :smallcool: )


Transfiguration
{table=head]Level 3| Level 4| Level 5| Level 6| Level 7
Color change| Fur growing| Hair-thickening|Tergeo|Defodio
Fera verto|X-fors|Vermillius|-|-
Feather-light| Unbreakable| Duro (stone)| Episkey| Protean
-| Obliteration| Flame freezing| Glisseo|-
Bluebell flames| Hot air| Ferula| Aguamenti| Geminio
Incendio*| Bubble-head| Orchideous| Evanesco| Avis
-|-|-|-|-
Morphing 3| Morphing 4| Morphing 5| Morphing 6| Morphing 7
Meddling 3| Meddling 4| Meddling 5| Meddling 6| Meddling 7
Making 3| Making 4| Making 5| Making 6| Making 7[/table]

Students will start with a selection of Transfiguration effects from Level 3, and gain access to higher categories each year. The student will have the opportunity to learn new spells in an accessible category and/or refine their abilities in one of the three categories at each level. In addition to purchasing individual spells (useful for dabblers), focused students of Transfiguration will purchase 'spell branches', which are limited only by your imagination (and some common sense). A branch will have a higher price commensurate with its incredible versatility.

Transfiguration theory
There are three branches of Transfiguration: Morphing, Meddling, and Making. Each represents a more sophisticated step in Transfiguratory abilities. (Many examples of these will be given when I write out individual entries.)

Morphing is the first thing students always learn - Matches to Needles, for example. It is dependent on some (rough) correlation between the two items - as a general rule, firstly size (Beetles to Buttons), secondly similarity in name (Guinea Hens to Guinea Fowl), thirdly sharing some demonstrable characteristic (Owls to Opera Glasses - keen sight). This also includes switching spells, whereby an attribute of one thing is transfered to another (Rabbit ears on a cactus). Transfiguring humans is an advanced topic, not usually studied until OWL-level. In ascending order of difficulty,
1) Inanimate-Inanimate
2) Animate-Inanimate
3) Animate-Animate
4) Inanimate-Animate

Meddling is an effect that changes the constitution of or nature of an object - turning cloth to stone, making an object feather-light, or enabling a figuirine to walk around. As a general rule, this transformation is not immediately obvious by looking at the target, as the change is largely of an internal nature. Healing magic stems from this branch.

Making is the most difficult branch of transfiguration, and entails conjuring something from nothing. Drawing chairs, water, or birds from thin air falls under this branch, as does Vanishing (Evanesco). The bulk of this material is OWL and NEWT level, with early-level effects producing largely insubstantial results (flame, a bubble-head, or hot air). A rough outline for abilities in the Fifth, Sixth, and Seventh Year conjuration abilities are Silly Putty, Big as a Breadbox, and Bigger than a Breadbox. (Assume you have a lump of clay - or Silly Putty, as the case may be - of the indicated size, and fashion a shape from it.) Examples include a flask or ball, a stool or bucket, and a chair or bureau, respectively. Conjured objects have a defined duration set by the wizard before lapsing to nonexistence (explaining why anyone can pull up a chair - for the time being - and why poverty still exists in the wizarding world.)

Note: Vanishing does not 'delete' its target; rather, it banishes them into non-being (think of it as atomizing), able to be reconstituted elsewhere. (Consider Bill Vanishing blueprints from the table at 12 Grimmauld Place, or Snape Vanishing Harry's potions. They likely ended up in a nearby cupboard and drain, respectively.) Likewise, food can explicitly *not* be conjured out of nothing, though there have been instances in the series of wizards (seemingly) doing so. Transfiguration theory thus dictates that this bread or mead is reconstituted from a premade 'store' of food Vanished at some earlier point by a wizard. Apparently, wizards came up with the idea for just-add-water instant meals.

Transfiguration spells A-L

Aguamenti
Avis
Bluebell flames
Bubble-head

Color change - Inficio (Color) Trans 3
Red - Rosa; Blue - Putulus; Green - Viridis; Yellow - Crocus; Black - *****; White - Alba; Purple - Blatta; Stripes - Virga; Spots - Maculosus; To simulate bruising - Livor

Defodio
Duro
Episkey
Evanesco
Feather-light - Penna Revelo
Fera verto
Ferula
Flame freezing
Fur growing - Pilosus
Geminio
Glisseo
Hair-thickening - Exubero
Hot air - Furo
Incendio*

Transfiguration spells M-Z

Making 3
Making 4
Making 5
Making 6
Making 7
Meddling 3
Meddling 4
Meddling 5
Meddling 6
Meddling 7
Morphing 3
Morphing 4
Morphing 5
Morphing 6
Morphing 7
Obliteration - Annullo
Orchideous
Protean
Tergeo
Unbreakable - Inconvulsus
Vermillius
X-fors


Dit dit dit dit...


DADA
{table=head]Level 3| Level 4| Level 5| Level 6| Level 7
Expelliarmus|Impedimenta | Protego | Patronus| Salvio Hexia
Finite (3)| Counterjinx 4| Counterjinx 5| Counterjinx 6| Counterjinx 7
Stinging hex | Everte Statum| Incarcerous | Stupefy/Rennervate*|Expulso
Trip jinx|Glacius|Verdemillius|-|Claudosempra
Leg-locker| Petrificus Totalus | Jelly-legs jinx| Levicorpus| Babbling curse
Rictusempra| Densaugeo | Langlock |Confringo| Salvio hexia
Tarantallegra| Bat-bogey hex | Furnunculus | Conjunctivitis| Bedazzling hex* [/table]

Students will start with a selection of DADA spells from Level 3, and gain access to higher categories each year. The student will have the opportunity to learn new spells in an accessible category at each level.

DADA Theory
There are three kinds of DADA spells: Defense (utility), Attack (immediate ow! effect), and Darn Annoying (effect which lasts for some time and require a countercurse). There's no mechanical distinction at present - I just like cutting things neatly into thirds. :smallsmile:

DA spells require a countercurse (/counterjinx/Finite Incantatem, same thing). Counterjinxes can only dispel jinxes of the same level - you don't *have* to have this in your spelllist, but if you ever want to stop dancing, it's highly recommended. (Technically, you should have to learn a separate countercurse for each one, but I am merciful. :smallwink: )

DADA spells A-I

Babbling curse
Bat-bogey hex
Bedazzling hex*
Claudosempra
Confringo
Conjunctivitis
Counterjinx 3
Counterjinx 4
Counterjinx 5
Counterjinx 6
Counterjinx 7
Densaugeo
Everte Statum
Expelliarmus
Expulso

Finite Incantatem
See Counterjinx

Furnunculus
Glacius
Impedimenta
Incarcerous

DADA spells J-Z

Jelly-legs jinx
Langlock
Leg-locker
Levicorpus
Patronus DADA 6
Petrificus Totalus
Protego DADA 5
Protego totalum DADA 7

Rennervate
See Stupefy/Rennervate

Rictusempra
Salvio hexia* DADA 7/Charm 7
Stinging hex
Stupefy/Rennervate*
Tarantallegra
Trip jinx
Verdemillius


Doot doot doot...


Charms
{table=head]Level 2| Level 3| Level 4| Level 5| Level 6| Level 7
Wingardium|Waddiwasi|Accio/Depulso|Anapneo|Cushioning|Confundus
Alohomora| Aparecium| Colloportus| Rennervate| Muffliato| Obliviate
Flagrate|Sonorus/Quietus| Relashio 1| Silencio| Relashio 2| Caterwauling
Scalping| Ascendio| Diffindo| Repello 1| Imperturbable| Repello 3
Point me|Cheering|Erecto|Hominem revelio|Flagrante|Disillusionment
Descendo|Engorgio/Reducio| Extinguishing|Specialis revelio|Oppugno|Bedazzling hex*
Incendio|Reparo|Finite 4|Vigoro|Finite 6|Salvio hexia*
Mobili-X| Impervius| Reductor curse*|Scourgify|-|-
Epoximise| Immobulus|Locomotor X|Bombarda|-|-[/table]


Students will start with a selection of Charms from Levels 2 and 3, and gain access to higher categories each year. The student will have the opportunity to learn new spells in an accessible category at each level.

Charms spells A-H

Accio/Depulso Charm 4
Range: Varies; requires line-of-sight
Duration: Instantaneous
Target: One object of Small or smaller size
The target is summoned to the wizard, flying through the air more or less into his hand. It is the equivalent of extending the wizard’s reach, and can move any object that could reasonably be picked up and thrown. Though he need not know the precise name, identity, or location of the spell’s target; the wizard must aim the spell. As a rule of thumb, he ought to be able to point right at it, even if he cannot precisely see it. For intance, calling vaguely “Accio Book” in a library will not summon every book. Valid targets include “Hogwarts: A History”, “That book”, “Book underneath the blanket”, and “Unknown object under the blanket”. (“Book that may or may not exist and may or may not be about a subject and somewhere in a room over there”, i.e., “Dumbledore’s book on Horcruxes”, is not a valid target. Screw you, JKR.) Depulso, the banishing charm, works in exactly the same way, except that the target moves away instead of toward the caster. The name of the target is often added to the end of the incantation; as with Locomotor, it need not be Latinate.

Alohomora Charm 2
Range:Touch
Duration: Instantaneous
Target: A locked door
The targetted door, if locked through mundane means, is instantly unlocked; at the option of the caster, it may also pop slightly ajar. If the door is magically sealed, the wizard must make a caster level check against the wizard who sealed the door. (See Colloportus for resolving opposed door checks.)

Anapneo Charm 5
Range: Touch
Duration: Instantaneous
Target: The poor sap who's choking
This spells causes the target's windpipe to involuntarily relax, then produces a burst of air moving outward from the target's stomach to expel any foreign object or obstruction to proper breathing. The target is seized by a terrific coughing fit for 2 rounds, at which point he burps to properly release the confusing bits of air newly floating about within him.

Aparecium Charm 3
Range: 15 ft
Duration: Instantaneous
Target: Alleged location of invisible text
Aparecium dispels a Flagrate charm – rendering the invisible text visible again, and/or erasing a Flagrate mark.

Ascendio Charm 4
Range: Personal
Duration: Instantaneous
The caster is rocketed upward 30 ft in a steep arc. (A firm wand grip is highly recommended.)

Bedazzling hex*

Bombarda Charm 5
Range: 15 ft
Duration: Instantaneous
This is your boomstick. It is capable of blasting a 1 ft diameter hole in solid stone, and can be used for carving chunks and bits out of many surfaces. It would take out slightly more of a plant, but it is fairly focused explosion (though the edges of the area of effect would be singed and could conceivably be stoked for greater fiery effect). This spell would blast a hole roughly 6 inches in diameter from a solid metal object.

Caterwauling Charm 7
Range: 50 ft
Duration: 1 hour/level
Area A location measuring not more than 300 ft square
This spell wards an area with an alarm. A piercing shriek emanates from the ground where an unauthorized person has trod. The noise can be heard clearly over 1 mile of open land. The caster may attune others to the spell at the time of casting, so that they do not register as unauthorized persons. (The caster does not set off his own spell.) If activated, the alarm will continue until its caster ends the effect while standing within its perimeter or its duration expires, whichever comes first. If the area targetted by the spell is not contained within the given range, the caster must move along the perimeter within 50 ft of the edge.

Cheering Charm - Laudate Charm 3
Range: 15 ft
Duration: 10 minutes + 1 minute/level
Target: One creature
The target is filled with a pleasant, uplifting, happy sensation. This happiness dispels the effects of any items or spells currently putting the target in a bad mood, and grants a +2 to Diplomacy checks due to increased confidence and diminished fear of failure.

Colloportus Charm 4
Range: 25 ft
Duration: Permanent (Until dispelled)
A doorway is sealed, with an odd squelching sound. It cannot be reopened by anyone but the caster unless dispelled with Alohomora. The Alohomora caster makes a caster level check against the CL of the sealed door (Alohomora caster: 1d20+Charms CL. DC to dispel = 10 + Colloportus CL at the time the door was sealed.)

Confundus Charm - Confundo Charm 7
Range: 25 ft
Duration: 1 hour
Target: One sentient creature
The target of this spell is extremely forgetful, easily confused, and looses some degree of physical coordination, analogous to having had a few too many firewhiskeys.


Counterjinx

Cushioning - Demulceo

Depulso
See Accio

Descendo Charm 2
Range: 10 ft
Duration: Instantaneous
Target: One folded or telescoping object
An object or feature which can be unfolded or telescoped in some way is opened up, as a ladder lowering, a rope uncoiling, or a collapsed spiral staircase unwinding. The spell can be used again to reverse the motion.

Diffindo Charm 4
Range: 25 ft
Duration: Instantaneous
Area: 5 ft line
The wizard makes a slashing motion with his wand, effecting a smooth, straight cut as with a sharp blade.

Disillusionment

Engorgio/Reducio

Epoximise Charm 2
Range: Touch
Duration: 1 week/level
Target: Object of Small or smaller size
This is magical duct tape. It bonds an item to another item or a surface firmly for the duration of the effect. It can be dispelled by Waddiwasi or a Counterjinx. (You could probably get away with Epoximising Neville’s robes to the wall and pinning him, if you were wondering. :smallwink:)

Erecto Charm 4
Range: 15 ft
Duration: Instantaneous
With a wave of the wizard's wand, unassembled pieces of a structure of Large or smaller size fly together and arrange themselves in their intended positions. This only causes a physical arrangement; does not grant any special stability or connectivity, so additional means (Epoximise, nails, scotch tape) may be required to solidify the structure's integrity.

Extinguishing Charm - Confutaduro Charm 4
Range: 25 ft
Duration: Instantaneous
Target: A conflagration of Medium or smaller size
A fire measuring less than or equal to 5 ft square is instantly snuffed out, reduced to embers and ash. Larger fires require repeated or combined castings.

Finite Incantatem*
See Counterjinx

Flagrante Charm 6
Range: Touch
Duration: 1 day/level
Target: One object of Tiny or smaller size
The target of the spell grows hot when touched, reaching a painful temperature almost immediately upon contact.

Flagrate Charm 2
Range: 15 ft
Duration: Instantaenous[/i]
Target: Varies
Flagrate is used to modify writing magically. With this spell, the caster may make a glowing mark (some character – a number, letter, rune, smiley face) not larger than 1 ft. square on a surface. At his option, the mark may be invisible to all but himself. Alternately, he may invisinate the text of a book or other written document. The text is visible only to the caster, and can be rendered fully visible again with an Aparecium charm.

Hominem Revelio Charm 5
Range: Personal
Duration: Instantaneous
Area: 25 ft radius, centered on caster
The caster knows the number of humanoid creatures and their approximate location within the radius (The spell identifies which square they are in, but does not negate any miss penalties. It does not specify the nature or identity of those present.) Creatures detected by means of this spell are aware of its effect, feeling a light, ephemeral wave wash over them.

Charms spells I-Z

Immobulus

Imperturbable Charm
See Repello 2

Impervius Charm 3
Range: Touch
Duration: 1 hour/level
Target: 1 object, creature, or surface not larger than 5 ft square
The target is rendered waterproof.

Knitting
See Vigoro

Locomotor X Charm 4
Range: 25 ft
Duration: Concentration
Target: One object or helpless creature of Medium or smaller size, up to 30 lbs/level
The target is lifted several feet in the air, as by an invisible rigging, and can maneuvered in any direction. The target may not be raised higher than 10 ft above the caster. It may be ‘parked’ for 2 rounds/level, remaining stationary and allowing the caster to divert his attention and action to another use. The name of the target is added to the end of the incantation; as with Accio, it need not be Latinate.

Mobili-X Charm 2
Range: 25 ft
Duration: Concentraion
Target: One object of Medium or smaller size, up to 20 lbs/level
The target hovers several inches above the ground, and may be maneuvered laterally within the range of the spell. The Latinate word for the target is added to the end of the incantation. (Mobiliarbus - Move tree; Mobilisaxum - Move boulder)

Muffliato Charm 6
Range: 25 ft.
Duration: 10 minutes
Target: Designated creatures
Area: 10 ft. radius, centered on the caster
All creatures designated by the wizard at the time of casting have their ears filled with an unidentifiable buzzing when within the spell's radius. This prevents eavesdropping, though it does not in anyway disguise the fact that the caster is speaking.

Obliviate Charm 7
Oppugno Charm 6

Point me Charm 2
Range: Personal
Duration: Instananeous
The caster places the wand in his palm and recites the incantation. The wand tip rotates to point North. The effect is instantaneous must be recast to track North; it does not function as a perpetual compass.

Reducto Charm 4
Range: 25 ft
Duration: Instantaneous
This is the equivalent of swinging a +1 Baseball Bat to your target.

Relashio 1 Charms 4
Range: 25 ft.
Duration: Instantaneous
This spell shoots a jet of fiery sparks from the caster’s wand, causing the target to leap and jerk spasmodically. The target drops whatever he is holding and is knocked 5 ft in a random direction, but no closer to the caster.

Relashio 2 Charms 6
Range: 25 ft
Duration: Instantaneous
Target: Magical bonds
This spell releases a person or thing from the grip of magical bonds, such as chains or tied ropes. (The ropes conjured by Incarcerous act more as solid bands than a tied rope, and must be cut away or dispelled.)

Rennervate
See Counterjinx

Reparo Charm 3
Range: Touch
Duration: Instantaneous
Target: Smashed doohickey
This spell restores a broken object of Small or smaller size to its intact state. It does not replace any contents previously inside, nor does it restore magical properties lost in the object’s original destruction. The size limitation refers only to the area affected by the spell; it can be used to repair individual parts of a larger whole (such as a car's flat tire, broken window, or bent fender), but not a completely destroyed item (a car that has been wrecked).

Repello 1 Charm 5
Range: Personal
Area: Up to a 50 ft radius
Duration: 10 minutes/level
Target: Tiny or smaller Animate object/creature
The target of this spell cannot approach within a certain radius of the caster, as set at the time of casting. (The object is often, but not necessarily indicated in the incantation – as Repello Pigwidgeon or Repello Snidget .(This spell was used by spectators to keep the Snidget (precursor of the Golden Snitch) within the boundaries of playing field during Quidditch matches.)

Repello 2 Charm 6
Range: Touch
Duration: 1 day/level
Target: Objects only
The target object is protected by an invisible barrier, preventing objects of a tiny or smaller size from making contact. Any objects moving toward or thrown at the target are repulsed and thrown back several feet.

Repello 3 Charm 7
Range: 25 ft
Area: 25 ft radius sphere
Duration: 1 day/level
The chosen location is warded from a particular category of animated objects or creatures. The target category will unconsciously steer(The warded category is often, though not necessarily, indicated in the incantation – as Repello Muggletum (Muggles), Repello Rosacaput (Red-heads), or Repello Dancingchessmen (Oh god, they’ve found me!))

Salvio hexia* Charm 7/DADA7
Scalping Charm 2
Scourgify
Silencio

Sonorus/Quietus Charm 3
Range: Personal
Duration: Concentration
Target: Self
Sonorus magically enhances the caster’s voice, acting as a megaphone. Quietus ends the effect. Due to the same internal logic that guides Star Trek communicators, the word Quietus is not magically enhanced.

Specialis revelio

Vigoro Charm 5

Waddiwasi Charm 3
Range: Touch
Duration: Instantaneous
Target: A stuck object of Tiny or smaller size
An object that is firmly wedged into another aperture – gum in a keyhole, egg in a bottleneck, Pooh’s bottom in a rabbit hole – is freed and propelled outward from its former place of enwedgement. This spell also dispels Epoximise.

Wingardium Leviosa Charm 2
Range: 20 ft+5 ft/2 level radius
Duration: Concentration
Target: Object weighing 10 lbs + 5 lbs/level
An object hovers in place within the radius. The caster can maneuver the object at a speed of 30 ft. This cannot be used as a weapon as such, but dropping the object may be sufficient to cause damage.

Ditto
2007-08-12, 05:22 PM
Potions, Plants, and Pygmy Puffs (Handiwork)

Sample Potions
{table=head]Level 1|Level 2|Level 3|Level 4|Level 5|Level 6|Level 7
Forgetfulness |Sleeping|Shrinking|Strengthening |Polyjuice|Living Death |Amortentia
Anti-boils|Swelling|Confusing|Wit-sharpening|Aging|Euphoria|Beautifying
Anti-Hiccoughing|Deflating|Memory|Hate|Peace|Pepper-up|Fire protection
Hair-raising|Boils|Hiccuping|(Antidotes)|Invigorating|G regory’s Unctuous Unction|(Poisons)[/table]

Advanced potions: Felix Felicis, Veritaserum, Wolfsbane potion

Ditto
2007-08-12, 05:25 PM
Other! (Thinkwork, Bookwork, Combat, and miscellanea)

Combat

Dueling will be based on an attack bonus derived from levels and DADA rank, exact formula TBD. It will be opposed by a Dodge, a counterspell, Protego, or block. (This is the order in which students will likely progress in their defensive methods - not that any of the first methods will become outmoded as the student advances, just one among more options.)

If two wizards are facing each other directly in combat, they will alternate actions. (Initiative will be Dex based. Feats such as Quickdraw may come in handy for those caught wandless and unaware.) When a wizard makes an attack, his opponent will get an immediate defense action (one of the four mentioned above).

Dodge: Dodge will be a roll vs. the attack roll. 'Technique' for Third Years.
Counterspell: A creative application of an opposite spell effect (Fire vs. Water) can nullify the attack. A successful casting of the same spell can nullify the attack (also related: Hex deflection). An opposing jinx can deflect the attack, sometimes hitting unexpected targets. Attempting to 'hit' the opposing spell may require an opposed attack roll (consider: grappling in D&D). Technique(s) for Fourth Years.
Protego: A Shield Charm may be maintained for a duration of (Concentration), but may also be bashed through. (This is among the spells that scale with level.) Its benefits include an area of effect. allowing protection without the need for great precision, as well as a physical presence which may stagger opponents in near proximity. Technique for Fifth Years.
Blocking: An extension of rudimentary hex deflection, this entails batting opposing spells out of the air. This will require an opposed roll of some sort, but with a bonus vis-a-vis counterspelling due to the fact that a wizard is blocking the incoming spell right in front of him, instead of trying to shoot it down. Technique for Sixth Years and Seventh Years.

Multiple jinxes may be combine on a single target, often with hilarious results, Such an example would be turning Malfoy, Crabbe and Goyle into slug-creatures oozing pus from newfound orifices. (This in no way diminishes the grim and grit inherent in the world of Harry Potter. Harry Potter is serious business. :smallcool: )

Injuries will use a wounding system analogous to d6 SWRPG or M&M in lieu of Hit Points. Different levels of injury will cause the wizard to lose actions, require concentration checks, suffer penalties to attacks and skill checks, etc.

psychoticbarber
2007-08-12, 05:28 PM
Consider me in for the ride! What needs to be done?

Ditto
2007-08-12, 06:07 PM
For now, I'm just going to be copying over swatches of my ideas from the TD thread, hopefully in a more professional format. As this starts filling up, please critique along the way. I'll likely be posting any new material in TD's thread, too.

psychoticbarber
2007-08-14, 02:07 PM
I like the defense options, that's fairly well put together. It all needs a touch of work, but it's coming along nicely!

I'm trying to figure out how to create a character. You may with to be more clear about the "abilities" of the characters. Does it use all 6 (Str, Dex, Con, Int, Wis, Cha), and if so, how are they determined (point buy, roll'em, etc.)?

I'm sure you have this figured out, you just have to be a little more explicit about it on the page :smallsmile:.

ForzaFiori
2007-08-14, 03:07 PM
I see Charms and DADA, but what about Transfiguration?

were there not enough spells, or have you just not gotten around to it?

Goober4473
2007-08-14, 03:23 PM
My only question... Why d20? I can't see the setting working in the system. At high level, character have so many hit points and the advantage of being high level is overwhelming. Regardless of all the magic in the world, getting stabbed is still gonna hurt a lot. A 20th level character wont even feel it. If you get hit by that death spell, you die. A mid level character would probably just save and be fine.

Sirius was probably pretty freakin' high level, and he still died in one good shot, as I recall.

Look at the World of Darkness system. It's made for horror, but I think it would fit a lot better, especially for games in the style of the later books, which seem to get darker. If anyone would be interested in making Harry Potter d10, I'd be in. I haven't read past book 4, or seen past movie 5, but I know the system at least. Especially old World of Darkness, but new works fine for this.

Anyways, if you've got your hearts set on d20, good luck. Harry Potter is fantasy enough to work okay in it.

Zopz
2007-08-14, 03:45 PM
mf11: It was decided by ditto on the last thread that Transfiguration would be less of learning a spell and more learning how to transfigure things(I.e, Changing a match to a needle and changing a mouse into a bird are basically the same thing, but the ladder is just harder to do)

Goober4473: On TD's thread, someone suggested(might have been ditto, can't recall), hit points don't matter much in Harry Potter(Stupefy or Petrificus Totalus= Your Down). And its not a gritty dungeon crawler where people will get stabbed or hit by a greataxe, because chances are your group will only be getting into minor trouble and childish Hyjinx. There might be an occasional big Voldemort-like situation in seventh year to end the campaign(at least the non-epic one:smallbiggrin: )

psychoticbarber
2007-08-14, 04:34 PM
*snip*
Anyways, if you've got your hearts set on d20, good luck. Harry Potter is fantasy enough to work okay in it.

Yeah, I tried to convince them that a new system might be a good idea, but these d20 folks just don't listen :smallwink: :smallbiggrin:.

Note: Not intended to be anything but playful, I like d20 and while I disagree with its use for Harry Potter, I have nothing against the folks who do.

Ditto
2007-08-14, 07:30 PM
I added DADA and Charms last night, putting Transfiguration up as we speak. There are a number of spells that fit the definitions, as well as some charms that are rather clearly Transfig'ns. I'm setting up the three kinds of Transfig'ns, and since it's a broad category rather a spells based one (like Charms), you buy a 'category' instead of individual spells - for those who specialize. For a dabbler, you can buy one of the individual spells at the normal rate of a charm or DADA instead of making the larger investment.

Combat and character creation need filling out - I'm just throwing up what I have as I figure them out. I'll be adding descriptions for the abilities of each spell in the categories as we go. Stats will be rolled.

Twas indeed I who suggested dropping hit points. I've indicated such in the combat section. In Harry Potter, everyone's human. (Except the non-humans. Shut up.) Levelling up just means you're smarter and cleverer and more experienced.

I need some suggestions for wizard-y feats. There will be specializations in the various disciplines, but other things would be handy too. (Craft Magical Item, for example.) HP-ish adaptations of existing feats are perfectly good - splatbooks have all manner of esoteric feats that I know nothing of.

d20 is how we started, and it's the system I know best (and have an SRD for :smallsmile: ) Harry Potter is inherently skills-based, and I like d20 for skills. Magic is almost entirely divorced from dice rolling, though, so... I dunno. HP is very suited to freeform as it is. A lot of the mechanics there to *limit* what we uppity wizards can do to prevent our thirteen-year-old selves from conjuring Patronuses and brewing Veritaserum. :smallamused:

Please critique and add suggestions. If something's quite bare then I haven't gotten to it yet, but the Wandwork, Magic System, Character creation, and Skills are all fairly shaped and could use refinement. Combat needs work to - I'm not sure if I should give a flat BAB. For the other component, it'll probably be half of the DADA rank or something.

Goober4473
2007-08-14, 07:32 PM
Harry Potter is inherently skills-based

I hate to argue, but D&D isn't. It's level based. BAB, saves, hit dice, etc., have nothing to do with skills. Something like d10, where it's always Attribute + Ability (skill) for actions is skill based.

But if you want it to work more like a D&D wizard school than a varient of the real world, d20 is the way to go.

Is this going to be a roll to cast a spell, a point system, or spells per day like D&D? I believe a roll to cast a spell would be the thing to do.

psychoticbarber
2007-08-14, 08:07 PM
I hate to sound like a stick in the mud, but you didn't answer my question about stats :smalltongue:. It got edited in, so you probably missed it. I figure the best way to critique your system is to build a character and tell you whenever I don't know how to do something :smallwink:.

Shades of Gray
2007-08-14, 08:14 PM
so you have care for magical creatures as a study, but no handle animal skill choice?

ForzaFiori
2007-08-14, 08:33 PM
so you have care for magical creatures as a study, but no handle animal skill choice?

read what he said when he took it out.
instead of making a Handle Animal check, you make a Care of Magical Creatures check.

the old skill is replaced by the study.

knightsaline
2007-08-14, 08:54 PM
Why have you said that the students earn/scam money, then remove gamble? I can imagine the scene where neville has his rememberall taken off him by draco, draco flies off and harry flies after him. the other students might make small wagers on whether harry could catch draco or if draco would get away. kind of like "bet you 5 sickles that harry catches draco"
"nah, harry hasn't ridden a broom before, bet you 10 sickles that draco gets away".
Or 2 people are playing wizards chess and a crowd gambles on the outcome

Like to see how you handle the room of requirement, chamber of secrets and magical languages that cannot be learnt.

Shades of Gray
2007-08-14, 08:56 PM
ah, sorry then. I tried homebrewing harry potter spells as well. feel free to take from my old thread and modify it. it's calle "Harry Potter Related Homebrew"

psychoticbarber
2007-08-14, 09:29 PM
Okay, I'm going to post my interpretation...

Wandwork, Handiwork, etc are stats, yes?
And: DADA, Charms, etc are skills?

I'll build with that assumption, unless you correct me.

Edit: Check out Jimmy Grue (http://docs.google.com/Doc?id=dg4kw225_33cr7xnt), 3rd year Ravenclaw. Still under construction. Please advise!

ForzaFiori
2007-08-14, 09:30 PM
Okay, I'm going to post my interpretation...

Wandwork, Handiwork, etc are stats, yes?
And: DADA, Charms, etc are skills?

I'll build with that assumption, unless you correct me.

I think its more like Wandwork, Handiwork, etc are like Craft, or Knowledge. big catogories with smaller ones underneath.
However, u can buy ranks in Wandwork, Handiwork, etc, and they boost all the stuff under them, it just costs alot more.

psychoticbarber
2007-08-14, 09:42 PM
I think its more like Wandwork, Handiwork, etc are like Craft, or Knowledge. big catogories with smaller ones underneath.
However, u can buy ranks in Wandwork, Handiwork, etc, and they boost all the stuff under them, it just costs alot more.

Yeah, I'm not sure, 35 points for stats AND skills if you have to do the 6 normal stats isn't very much...

Ditto
2007-08-14, 09:52 PM
I've added Transfiguration. It's a fun one! Definitely my favorite discipline. I'll start working on spell descriptions tomorrow... potions, plants, and pygmy-puffs will be tomorrow night or later.

PB: Sorry, yes, all 6. 4d6 drop one for ability scores. 35 points is JUST for Magic. (It's pretty generous, I think... enough to improve just about everything one rank, *minimum*, so your character will have definite favorite disciplines maxed from the start. I might need to adjust the amount of points... we'll see...) "-work" is a Magic Stat, and affects its three disciplines just as your Dex score affects Ref saves, Tumble, and AC. Charms, DADA, etc. are magic skill ranks in the discipline itself. You also add your relevant Mental score (Int, Wis, Cha). FOr instance, you could spend 15 points to buy one new rank in Wandwork (9), plus two ranks in Charms (4) and one in DADA (2). Your total scores are now:

Wandwork: 2
-Transfiguration: 2
-DADA: 3
-Charms: 4

Jimmy Grue is looking fine so far. I'll try to post my spreadsheet with the Google-thing...

I'm also going to come up with a way to choose spells, probably another point-pool. That way, you choose your spell list and get a *little* differentiation from your peers, and nobody has ALL of the spells. I imagine this individualism will show up as we homebrew jinxes. :smallamused: For building purposes, just choose three or four from each level to keep it easy. Transfiguration category spell counts as two.

Goober: I concur, D&D is level based. I didn't mean to say that D&D and HPd20 are linked to d20 mainly because of skills; I like the skills mechanic in d20 (as seen in D&D), which is why I'm inclined to keep the same system - if only for skills use. This will become more relevant when I sort out how you master spells more completely (practice/Research), and when I sort out Handiwork (Handle Animal checks are *definitely* subject to chance more than Charms).

SoG/mf: Right. CoMC is now Handle Animal, just as Potions is Craft: Alchemy or Brew: Potion or (Feat) Brew Potion. I'll look for your thread, SoG. We don't need Handle Animal anymore. There's no such thing as a mundane animal in the wizarding world. Anywhere. >.>

knightsaline: Similarly, no one learns other languages in the wizarding world. Anywhere. <.< If you want to play in this system, speak American! (Er... English! :smalltongue: ) Everyone else in the books did. The only person who spoke languages was Dumbledore, and he's got too much time on his hands. I'm sure he Researched the skill, invented it, and then put ranks into it all on his own. If we find dealings with recidivist goblins and merfolk become common, we can always add it in for Gobbledegook and Mermish. There's no such thing as a magical language that can't be learned, since we saw Parseltongue can be spoken by a non-'native' speaker. Parselmouths do it automatically, but it has not been stated they do it exclusively. I don't think they'd be keen on teaching anyone the language, and Harry's now lost that particular talent even if he *did* want to try.

The Room of Requirement is largely RP. Of course, we have a bunch of intense players out there who are going to pull some open-source Wish lawyer-speak. I'm going to say everyone has to find it on their own, though - you don't get to have an eternally-stocked hidey-hole at character creation. The Chamber of Secrets shouldn't come up.

Gamble might fit in... I had the mechanic for Deadlands' Gamblin' skill in mind, which was frankly very silly. You could basically play cards with yourself. I'm not intrinsically opposed to it, and you make a good point.

psychoticbarber
2007-08-14, 10:00 PM
There's not a skill for Gambling in the D&D books, and I figure that gambling can be rp-ed well enough. But that's just my take. Thanks for your reply, I've edited Jimmy Grue (http://docs.google.com/Doc?id=dg4kw225_33cr7xnt) to match. Awesome stat rolls, too.

Edit: Idea! Characters should be able to sell back the first free point in one Class and say that they're horrible at it.

Example: Jimmy is absolutely horrible at charms. He reduces his starting charm skill to 0 and gains 2 points (wandwork skill) to spend on other classes.

Ditto
2007-08-14, 10:14 PM
I'm trying to GoogleDoc this Excel, and it won't let me... :smallannoyed: If I make a spreadsheet in Word, it just uploads it as a picture. See? (http://docs.google.com/Doc?id=dhmchr5t_0t94wgp)

If this ever gets working, round fractions down. (I didn't write the formulas to take odd ability scores into account.)

I was looking at the d20 Modern skill set as the base for the one above, with one or two additions.

Making a dump discipline is an idea, but is obviously open to abuse... it could be a drawback to taking a Knack feat, though.

psychoticbarber
2007-08-14, 10:17 PM
I'm trying to GoogleDoc this Excel, and it won't let me... :smallannoyed: If I make a spreadsheet in Word, it just uploads it as a picture. See? (http://docs.google.com/Doc?id=dhmchr5t_0t94wgp)

Did you publish that document? I don't have access to it.



If this ever gets working, round fractions down. (I didn't write the formulas to take odd ability scores into account.)

I was looking at the d20 Modern skill set as the base for the one above, with one or two additions.

Making a dump discipline is an idea, but is obviously open to abuse... it could be a drawback to taking a Knack feat, though.

The only thing that I think makes this less open to abuse is that you only get the number of points that the single point is worth. If you dump a bookwork or thinkwork discipline you only get a half a point. Dumping Transfiguration or Charms is much more dangerous, and therefore worth the number of points that a wandwork skill is worth. If that at all makes sense.

Ditto
2007-08-14, 10:20 PM
Point-for-point does indeed offer a built-in safeguard.

I just published it now. (Long-time listener, first-time caller with GoogleDocs...)

EDIT: Got it!
http://spreadsheets.google.com/pub?key=pqID76qEOHOJ5hC9Gj_HbZA&output=xls

psychoticbarber
2007-08-14, 10:22 PM
Okay, the character sheet is a little intimidating. I'm not sure exactly how this works :smalleek:.

Ditto
2007-08-14, 10:27 PM
I don't think you can edit it, which is a problem...

All you have to do is type in the number you want for the "work" stat, and then the number you want for the Skill in each class. It computes the total points for you.

psychoticbarber
2007-08-14, 10:28 PM
Gotcha. Check that character I published up a few posts back. It's just an indexed version of those numbers added together, yes?

Ditto
2007-08-14, 10:36 PM
There, finally got it. You can download it from the convenience of your home. You'll need to resize some of the columns, but it looks to be working properly now.

Yes, it's just a tool - it looks like you were computing everything correctly manually. :smallsmile:

http://spreadsheets.google.com/pub?key=pqID76qEOHOJ5hC9Gj_HbZA&output=xls

EDIT: Added a bunch of potions. More than I thought I'd get!

psychoticbarber
2007-08-15, 11:28 AM
We still need more potions. Even if I only learn one potion every 3 months, I'm still going to know every potion :smallwink:.

It's also implied in Half-Blood Prince that a skilled potionmaker should be learning overarching theory as well as specific potions, because Harry tweaks a couple potions, and possibly a skilled potionmaker would be able to combine the right ingredients to get what he or she wants, even if it's not a specifically stated potion.

Ditto
2007-08-15, 12:15 PM
The six useful popular Wandwork and Handiwork classes will necessarily have some theory aspect to them, but everyone wants to have the gimmick 'items' before making Knowledge checks. Would you rather write an essay on Summoning and Banishing theory, or knock Flitwick across the room? :smalltongue: Transfiguration is likewise heavy on theory and the inventiveness of a particular wizard, in practice. Potions generally have more minor effects than their spell counterparts. Tweaking the potions is largely for flavor (literal and figurative), but significant variations would certainly lead to new potions. Homebrewing is certainly encouraged to fill in the blanks/things JKR 'didn't get around to talking about'. :smallsmile:

psychoticbarber
2007-08-15, 01:29 PM
The six useful popular Wandwork and Handiwork classes will necessarily have some theory aspect to them, but everyone wants to have the gimmick 'items' before making Knowledge checks. Would you rather write an essay on Summoning and Banishing theory, or knock Flitwick across the room? :smalltongue:

This isn't what I meant about theory :smalltongue:. Hopefully we won't make any players write essays on Summoning and Banishing theory, I game to get away from school :smallwink:.



Transfiguration is likewise heavy on theory and the inventiveness of a particular wizard, in practice. Potions generally have more minor effects than their spell counterparts. Tweaking the potions is largely for flavor (literal and figurative), but significant variations would certainly lead to new potions. Homebrewing is certainly encouraged to fill in the blanks/things JKR 'didn't get around to talking about'. :smallsmile:

This, on the other hand, is exactly what I was talking about. Just the implication that the knowledge of potions and potions ingredients could lead to something you haven't enumerated.

Edit: You should figure out how to decide how many spells of each type characters get, so I can do that for Jimmy Grue :smallwink:.

Editx2: Did you know that you put Lumos in your description of Wandwork, but it's not a spell under any of your categories? :smalltongue:

Ditto
2007-08-15, 02:08 PM
I game to get away from school.

How sad for you. Now, 10 inches on the uses of a moonstone in potionmaking, due Monday. :smalltongue:

Theory meaning anything that doesn't involve wandwaving, yes. That's essays *and* general knowledge. :smallsmile: More potions are definitely welcomed and encouraged, as we come up with them. I put the spells thing out in the OP now - choose 4 spells per level, and 2 potions. (That's four Charms each for Level 2 and 3.) Transfiguration categories count as 2 spells

'Lumos' is at the beginning of wandwork because it's free. Anyone can make light with their wand - I'm not going to make you waste a spell slot on it. It's a simple effect that you could do almost without thinking, just like shooting sparks. Lumos just happens to have an incantation.

psychoticbarber
2007-08-15, 02:23 PM
How sad for you. Now, 10 inches on the uses of a moonstone in potionmaking, due Monday. :smalltongue:

Aw, shucks...



Theory meaning anything that doesn't involve wandwaving, yes. That's essays *and* general knowledge. :smallsmile: More potions are definitely welcomed and encouraged, as we come up with them.

Sweet. I'll start on potions now :smallwink:.



I put the spells thing out in the OP now - choose 4 spells per level, and 2 potions. (That's four Charms each for Level 2 and 3.) Transfiguration categories count as 2 spells

The only issue I have with this is that it doesn't scale with skill. I sort of saw somebody who was better at charms getting more options than someone who was horrible at charms.



'Lumos' is at the beginning of wandwork because it's free. Anyone can make light with their wand - I'm not going to make you waste a spell slot on it. It's a simple effect that you could do almost without thinking, just like shooting sparks. Lumos just happens to have an incantation.

Ah, gotcha, very fair. You should probably list the free spells/potions, maybe in a column before the first column in the other tables.

ForzaFiori
2007-08-15, 02:32 PM
How sad for you. Now, 10 inches on the uses of a moonstone in potionmaking, due Monday. :smalltongue:

Theory meaning anything that doesn't involve wandwaving, yes. That's essays *and* general knowledge. :smallsmile: More potions are definitely welcomed and encouraged, as we come up with them. I put the spells thing out in the OP now - choose 4 spells per level, and 2 potions. (That's four Charms each for Level 2 and 3.) Transfiguration categories count as 2 spells

'Lumos' is at the beginning of wandwork because it's free. Anyone can make light with their wand - I'm not going to make you waste a spell slot on it. It's a simple effect that you could do almost without thinking, just like shooting sparks. Lumos just happens to have an incantation.

hey, for those knacks you were talking about, could u get like...1 extra spell or potion or something for being good at it?

psychoticbarber
2007-08-15, 02:33 PM
hey, for those knacks you were talking about, could u get like...1 extra spell or potion or something for being good at it?

Sounds like a start, to me.

Ditto
2007-08-15, 02:56 PM
As we sort out character creation a bit more, the number of spells you can learn will probably related to your Magic Skill ranks. I just chose four for now so you can get a character slapped together - it will definitely reflect talent in the final version.

I'll work on some feats tonight, and settle the knack thing. I think it'll definitely have to be a feat, since the magic system is big enough without giving free bonuses.

There aren't any free spells other than Lumos, and no free potions/creatures/plants. Again, you get sparks and bubbles and bangs and pops. (Again, laid out at the top of Wandwork). It's the sort of thing you'd expect to happen when you wave a wand around for the first time, and stuff sort of comes out.

psychoticbarber
2007-08-15, 03:24 PM
There aren't any free spells other than Lumos

*Sniff sniff* Not even sparks?:smallfrown:

:smallwink:

Edit: Ignore me I'm a moron.

Edit: Knack (Feat)
Choose two Magical Classes in which you have skill and gain +1 CL with them. Only one of these classes can be a Wandwork class, the other must come from one of the other three "work" disciplines.

More to follow

Edit: I'm on a roll today. I had an idea. With charms and DADA (charms especially), I think it would better reflect the wide knowledge of magic by having the "Charms Known" be more like "Charms that I can reliably cast." ("Charms that I can take 10 on"?), as everybody learns how to do all the Charms that Flitwick (or whoever) teaches, but like in the case of Harry and summoning it's not reliable until more work is put into it. This might will make things more complicated, but I think it would be a better representation of the Potterverse.

Ditto
2007-08-15, 04:42 PM
Okay, let it go team. There is no such thing as a mundane animal, other language, OR non-human. Stick to the basics before we go to the anomalies. Hogwarts has seen exactly *one* half-giant, quarter-Veela, werewolf, Metamorphmagus, and three Animagi in the last 50 years. Let them be special.

The Knack is simple enough to work out. It's the equivalent of 3 Magic Points - we'll have to compare to other feats as we come up with them. For instance, would it be worth it to have a feat: "Gain 3 magic points immediately."? Those 'Get 5 skill point' feats in D&D always struck me as the most useless feats out there, but this would be significantly powerful.

I was mulling over the function of 'taking 10' on certain spells. Some require actual concentration and effort (particularly Transfiguration effects) and Taking 10 would be relevant. Others scale by level - obvious ones include Accio, Episkey, Protego, Expecto Patronum. Repello and Relashio have several distinct effects that merit separate spells - same deal with Counterjinxes. I'll be working on spell descriptions tonight. Hopefully it will clear up some question on that count.

I'm trying to think of what items would be necessary in a spell entry. School/subschool (if appropriate), Level, Range, Duration, Target, Area (most are targetted, but the few AoE are nifty), Take 10 y/n, and Effect (obviously). ...I guess that's most everything from D&D, besides casting time and Saves. I'm not sure either of those will be making it in, but in any event both are really relevant only in combat, and that's a few steps ahead still.

psychoticbarber
2007-08-15, 05:00 PM
Okay, let it go team. There is no such thing as a mundane animal, other language, OR non-human. Stick to the basics before we go to the anomalies. Hogwarts has seen exactly *one* half-giant, quarter-Veela, werewolf, Metamorphmagus, and three Animagi in the last 50 years. Let them be special.

My apologies, didn't read that one clearly enough before.



The Knack is simple enough to work out. It's the equivalent of 3 Magic Points - we'll have to compare to other feats as we come up with them. For instance, would it be worth it to have a feat: "Gain 3 magic points immediately."? Those 'Get 5 skill point' feats in D&D always struck me as the most useless feats out there, but this would be significantly powerful.

This sounds good, you can't buy into two wandwork disciplines with that.



I was mulling over the function of 'taking 10' on certain spells. Some require actual concentration and effort (particularly Transfiguration effects) and Taking 10 would be relevant. Others scale by level - obvious ones include Accio, Episkey, Protego, Expecto Patronum. Repello and Relashio have several distinct effects that merit separate spells - same deal with Counterjinxes. I'll be working on spell descriptions tonight. Hopefully it will clear up some question on that count.

Okay, sounds good.



I'm trying to think of what items would be necessary in a spell entry. School/subschool (if appropriate), Level, Range, Duration, Target, Area (most are targetted, but the few AoE are nifty), Take 10 y/n, and Effect (obviously). ...I guess that's most everything from D&D, besides casting time and Saves. I'm not sure either of those will be making it in, but in any event both are really relevant only in combat, and that's a few steps ahead still.

Well, Saves are generally defensive, so that's covered in your "defensive actions" post. Casting time only matters with old, dangerous magic, like the spell Riddle uses to come back to full power, otherwise they're generally instantaneous.

I like your simple names for subschools, it's much easier to remember "Meddling" than "Phantasm" if you ask me.

Ditto
2007-08-15, 11:10 PM
Added some Charms. I'll be working on those through the day, and I've been working with PB on some Feats that we'll hopefully post soon.

Ditto
2007-08-17, 05:41 PM
More charms again... I'm mostly done levels 2, 3, and 4. I've come to Accio, and it's always been a pet peeve of mine. There seems to be some confusion about the precise mechanics of this spell, and Book 7 has repeatedly tossed those rules out the window. It actually conflicts with its own, new conflicting rules... I hope to have covered them to Your satisfaction in my definition. The most important part of defining this spell is that it must be aimed. This spell is basically saying, "Give me that."

Accio/Depulso Charm 4
Range: Varies; requires line-of-sight
Duration: Instantaneous
Target: One object of Small or smaller size
The target is summoned to the wizard, flying through the air more or less into his hand. It is the equivalent of extending the wizard’s reach, and can move any object that could reasonably be picked up and thrown. Though he need not know the precise name, identity, or location of the spell’s target; the wizard must aim the spell. As a rule of thumb, he ought to be able to point right at it, even if he cannot precisely see it. For intance, calling vaguely “Accio Book” in a library will not summon every book. Valid targets include “Hogwarts: A History”, “Book”, “Book underneath the blanket”, and “Unknown object under the blanket”. (“Book that may or may not exist and may or may not be about a subject and somewhere in a room over there”, i.e., “Dumbledore’s book on Horcruxes”, is not a valid target. Screw you, JKR.) Depulso, the banishing charm, works in exactly the same way, except that the target moves away instead of toward the caster. The name of the target is often added to the end of the incantation; as with Locomotor, it need not be Latinate.

psychoticbarber
2007-08-20, 01:44 PM
Accio/Depulso Charm 4
Range: Varies; requires line-of-sight
Duration: Instantaneous
Target: One object of Small or smaller size
The target is summoned to the wizard, flying through the air more or less into his hand. It is the equivalent of extending the wizard’s reach, and can move any object that could reasonably be picked up and thrown. Though he need not know the precise name, identity, or location of the spell’s target; the wizard must aim the spell. As a rule of thumb, he ought to be able to point right at it, even if he cannot precisely see it. For intance, calling vaguely “Accio Book” in a library will not summon every book. Valid targets include “Hogwarts: A History”, “Book”, “Book underneath the blanket”, and “Unknown object under the blanket”. (“Book that may or may not exist and may or may not be about a subject and somewhere in a room over there”, i.e., “Dumbledore’s book on Horcruxes”, is not a valid target. Screw you, JKR.) Depulso, the banishing charm, works in exactly the same way, except that the target moves away instead of toward the caster. The name of the target is often added to the end of the incantation; as with Locomotor, it need not be Latinate.

I think this is an excellent description, well in keeping with what the books tell you and playable. Keep up the good work! (I'm away from home in a place where I can't get on AIM, so I'll talk to you probably tomorrow night)

androgial
2007-08-20, 02:24 PM
ditto, just to refresh your memory on accio in goblet of fire hermonie tells harry that visualizing what you want to summon is key to accio. and thats pretty much the way it has worked all throughout the books. it helps to visualize it if it is right there in front of you.

Ditto
2007-08-20, 04:26 PM
Visualizing is good for explaining things like "Firebolt from the castle over there, presumably on the windowsill", but not so much for "Things in Fred's pockets". There's a limitation inherent in visualization, and it's that you're still mostly reliant on the visual- part rather than the -ization. Definitely key for those long-range exceptions, though. The Firebolt and the Weasley twins' brooms are why I had a hard time trying to sort out a range. It's basically "Sight", though, because you don't normally summon objects you're intimately familiar with from far away - you summon your shoes from the couch.

androgial
2007-08-20, 06:24 PM
as to the canary creams etc from fred and george, molly knew aproximately where they were, ie some where in the twins clothing, and what she wanted to summon thus accio worked for molly in that instance. blame that on a parent knowing her sons tactics that sets up more familiarity. maybe add to accio/repulsio a special that the more familiar with the object to summon the easier and less visual it has to be to be summoned. still trying to explain hermonie being able to summon the book from dumbldores office but that may have been set up by dumbledore for her to summon it.

psychoticbarber
2007-08-20, 07:47 PM
Isn't Accio sort of a combination of one of the two effects described by Ditto and Androgial?

Visualization is part of the deal, but like in the Mrs. Weasley example, if you know something is there, you can summon it. I bet Mrs. Weasley's thought process was something like "Accio-WhateverisinFredandGeorge'sPockets.", and she only thought to do that because she knows her children well enough to know that she should check.

Ditto
2007-08-20, 07:59 PM
It has nothing to do with knowing her sons specifically; it's that she knows there are things in their pockets. I'm not directly refuting Androgial here, but I'd just like to emphasize that the 'clear visualization' definition is somewhat lacking, because you don't usually have a strong impression about random objects.

Accio is Super Mage Hand. It can grab any object you want, so long as you tell it exactly where to grab.

And there's really no justifying Hermione summoning Dumbledore's books. "Accio Deus Ex Machina!", perhaps? You're mixing your Latin, at that. :smalltongue:

psychoticbarber
2007-08-20, 08:03 PM
And there's really no justifying Hermione summoning Dumbledore's books. "Accio Deus Ex Machina!", perhaps? You're mixing your Latin, at that. :smalltongue:

Oh of course. JKR was writing books, not RPG manuals :smallwink:.

androgial
2007-08-20, 08:28 PM
i just looked back and there where two components to accio stated in the book

1 clear visualization of the object to be summoned.

2 knowledge of its location.

this allows for the line of sight for the range plus covers those instances where you cant actually see the object like the brooms. in molly's case she knew the twins were hiding the canary creams because one had fallen out. looking back she had worked her way done both fred and george covering all possible hiding locations, thus fulfilling the knowledge of location aspect.

as to hermonie and dumbledores book i just thought of something, she herself didnt think accio would have worked but the book soared the the window just the same, they didnt discuss it further but i can think of other magic that could have been used. wingardium leviosa by a teacher, peeves or another ghost, house elf magic. either of those could have mimiced the effects if needed thus convincing her at the time accio worked when it in fact didnt.


not arguing just trying to clarify so this spell gets the proper working as close as possible to whats in the book.

also would love to play this with you guys.

knightsaline
2007-08-20, 08:30 PM
If the Room of requirement is going to be heavily RP, make sure that none of the 6th or 7th years use the requirement "I want to have a good time" or "I want 3 succubi that will not level drain me."

What about the Unforgivables? The Imperieoius curse required a wanting to be dominant over the target, Crucio Great anger and The Killing Curse required immense anger and hatred of the target. I know that no one is going to play a Proto-Death Eater, but it may happen that some slytherin has been pushed too far and causes pain to those who caused him pain.

N-Canon traditions of the houses. In some stories I read, (fanfics) The 4 houses have "traditions" that are exclusive to that house. Hufflepuff has its "bundling" where if 2 members of hufflepuff families are betrothed, they may share a bed. Ravenclaw has shelves of the lesser read books from the library, in tribute to Rowena Ravenclaws Lost Library (latent Accio charm if anyone wanted to read a book in the Ravenclaw Cells), Gryffindor seems to be the house that springs into action when the school is threatened. Slytherin has its "playroom". the less said about that, the better.

On the subject of languages, I can name one other character who spoke another language. Barty Crouch Sr. He spoke mermish, Gobbldygook and Troll (which seems to be just grunting and pointing). Hagrid may be able to speak Giant, but it was never confirmed. If you want to add some "divine/abyssal" spice, allow the students to learn abyssal/celestial. for an LA, you could have students that have some influence from above/below wanting them to learn magic.

Not that it was ever stated, but can there be "special" classes, for those who exceed the expectations of the staff (Able to answer N.E.W.T questions in 5th year) and need something to stop them being disruptive. Something like Magic of the Mind (psionics), Magic of the Blade (ToB or blending martial weapons with magic), Magic of the soul (Incarnum), Magic of Below (Warlocks), Magic of Above (Divine), Magic of the 4 (Elemental magic),Magic of the Shadows (shadow magic, mostly walking in shadows). These would only be offered to 5th years if they do exceedingly well on their O.W.Ls

Would there be a way of learning how to cast wandlessly? Dumbles can do it (PoA, where harry falls off his broom), Hermionie possibly could do it.

Ditto
2007-08-20, 10:44 PM
I think I would actually allow any 16-year-old who had heard of succubi... if he plays the part of a randy teenager honestly, then by all means. :smallamused: It'll play out like in The Truman Show, though. "Aw, man, they're doin' it. You never see anything... they cut to the window, you see an artsy curtain blowin' in the wind, nuthin'."

Those house traditions will *not* be seen in this universe. Gryffindor is a normal stereotype and Ravenclaw is okay, but Slytherin and Hufflepuff are the stuff of slash. "Bundling"?! I think not. Boys aren't allowed in the girls' dorm in Gryffindor, but Hufflepuffs can cohabitate? How does their reputation figure into that? (Unless what they've been saying about Hannah Abbott is true... >.>)

Unforgivable Curses I'm not going to touch for now. No one at Hogwarts will be teaching you them (Moody/Crouch Jr. was a nutter, though Moody probly would have shown them too...), and if anyone at Hogwarts *does* use them, they're going away for a long time. None of this "But Professor McGonagall, he called you a bad word! Can I Crucio him just once more? For good luck?" :smalltongue:

Languages: Yes, I know. They're there, but they're not important enough to figure into our system, especially since they're not taught at Hogwarts. You can certainly study that once your out of school, or pour some Research points into it if you're really determined.

The NEWTs *are* the classes for bright kids. And you don't create whole sections for Hermione - you just give the 13-year-old an artifact of awesome power so she can learn about Muggles. That's all. If you want to represent advanced learning, then you just look a few levels ahead for what's on your character's curriculum. There's plenty to do within Transfiguration before we'll need to expand into convoluted D&D tie-ins. I think the specilization feats we're working on will give a better feel for how you can tailor your character as you rise in levels.

Wandless casting might be possible sometime Seventh Year, but most people will just be getting a handle on Non-verbal casting. It's really not necessary until epic levels - and it is indeed quite epic. Consider: Most adults can't do a proper Shield Charm or produce a corporeal Patronus. The Trio spent time training specifically to be badass - they're rather shoddy students, outside of combat. Ron isn't even good at combat. Hermione is obviously way off the radar for what we can use as a guide, but even Harry and Ron are the exception and not the rule. They're PCs! :smallsmile: We'll be PCs too, but we're not going to be challenging Death Eaters anytime soon. We *are* teenagers, after all.

Proto-feats will hopefully be up tomorrow, as well as some rough herbology and CoMC lists. I'm organizing them largely according to how relevant they are to potions ingredients, so skill in those two will likely boost your Potions score with a synergy of some sort.

For anyone who'd like to play, I am also eager to give this a test run. If you'd like, try to build a character based on the information in the second post. I want to make sure we can put players together before we try duelling, so mock-up sheets would be awesome.

knightsaline
2007-08-20, 11:48 PM
The way the "bundling" thing was handled is that nothing really happens beyond sleeping together. by sleeping together, I mean sleeping in the same bed and not anything else. Hufflepuff values loyalty, thats why they are sorted into Hufflepuff. Assume that a dark lord is going to attack the school (in case you wanted to use Durmstrang or Beaxbatons) and the PCs arfe going from house to house to try and drum up some supporters. Guess where most of them would come from? Hufflepuff. Hufflepuffs will help someone out in need, without explanation, provided it does good.

Unforgivables: Every wizard knows of their existance and the incants to cast them, but heres the thing, they don't use them. Those 3 spells require great anger, dominance or hatred to cast. Make it something for Professor level games. the most "harmless" would be the imperius. I can imagine it being used to help people get over their fears by going over the theory that "if you can face your fear once and succeed, you don't have to fear it". there is NO place for causing pain or death. Any PC who does that has Dumbles expelling them faster than you can say "lumos" (the HP equal to "rocks fall, you die")

Ditto
2007-08-21, 09:45 AM
There's really no need for bundling. How many kids are betrothed at 17 and in Hufflepuff and like each other enough to bundle? Perhaps a good splatbook would be the Book of Slash Fantasy...

Hufflepuffs being loyal doesn't mean they're all good, nor all loyal to the school. They're loyal to whomever they've decided to be loyal to.

Precisely. Unforgivables just aren't relevant at this level - but then again, now that Dumbledore is dead, McGonagall *might* let you get away with a Crucio in defense of her honor. Stupid McGonagall. :smalltongue:

androgial
2007-08-21, 09:50 AM
alrighty ditto you called for it here we go


phillious percival pomegranite peese

str 13 +1 ..............................house: ravenclaw
dex 17 +3 ....................wand:7 3/4 inches, elder,sturdy, core of unicorn hair
con 13 +1
int 12 +1
wis 14 +2
chr 14 +2

wandwork 1
handiwork 3
thinkwork 3
bookwork 3

classes
core(required)
transfiguration 3
DADA 3
charms 3
potions 1
herbology 1
history of magic 3
astronomy 3

electives
care of magical creatures 1
ancient runes 3


feats
quickdraw




skills
class
dodge 2
flying(broom) 3
quidditch(chaser) 3
spot 3
search 2
research 2
survival 3
treat injury 2
hide 2 (used to hide from girls mostly)
knowledge streetwise 2

cross class



spells known
transfiguration
morphing3
making3

DADA
expelliarmus
finite
leglocker
rictusempra


charms
wingardium leviosa
alohomora
flagrate
mobili-x
aparecium
reparo
impervious
waddiwasi


potions
shrinking
sleeping
deflating
memory

edited to reflect what we know we need right now

Ditto
2007-08-21, 11:21 AM
You get to choose 4 potions (from Level 1, 2, and 3), and 4 Lvl 3 charms (in addition to the Lvl 2 ones). There were a lot of low level charms, so I split them into two levels. With Potions, we actually have a very clear chart of potions they worked on each year. Other than that, I think you have it. Is there anything else that seems to be missing from a playable character?

androgial
2007-08-21, 11:41 AM
wand stats

wood type
wood strength
length
core

examples
holly, supple,11 1/2 inches, pheonix feather core

if you dont recognize that wand what have you been reading.

its more an rp element but one that should be done by random generator of some sort to reflect the wand chooses its owner.

Ditto
2007-08-21, 12:59 PM
Wand stats are good, yeah. It's totally fluff, but I'd avoid the random generator. Most generators use a whole bunch of non-canon cores for variety beyond unicorn hair, dragon heartstring, and phoenix feather. That's all Ollivander uses, and we're all British here, so we'll have to content ourselves with those. Still, length, wood, and 'feel' are plenty for a great spread. Also, if you want to be good at Charms, there's certainly no harm in saying "...and good for Charms work."

EDIT: Clarification on Potions. You can choose from Levels 1, 2, and 3. Let's make that 4 potions altogether... I forgot the relative numbers per level. So it's 4 for spells and potions alike... how tidy!

androgial
2007-08-21, 01:40 PM
updated working character sheet.

i still think we are missing something though something crucial but i cant put my finger on it just yet.

Ditto
2007-08-21, 02:47 PM
You're probably itching for BAB and saves. :smallamused: Saves are largely unneeded or rolled into other things (such as Dodge), and we're still working on a BAB equivalent for duelling.

psychoticbarber
2007-08-21, 03:29 PM
...and we're still working on a BAB equivalent for duelling.

We need to get on that, haha. Also, max 3 ranks in any non-magic skill? Jimmy gets 45 skill points at first level, them's a lot of skills at 3 max ranks.

Ditto
2007-08-21, 03:46 PM
Max 4 ranks, as D&D.

dragon_masterd
2007-08-21, 04:21 PM
When You finish, are you going to test it out? I would be willing to help with that.:smallwink:

androgial
2007-08-21, 04:39 PM
got it

house bonus thingamabob
something reflective of the house that makes each house desirable in its own way.

something along the lines of

slytherin: early access to dark arts magic and 2 extra potions

gryffindor: two extra DADA spells and a bonus weapon feat

hufflepuff: 2 extra skill points each level and 2 from either CoMC or herbology or 1 from each

ravenclaw: access to spells int bonus or wis bonus, whichever is lower(negatives count as 0), higher than actual clas level and 2 extra spells from class of choice

psychoticbarber
2007-08-21, 06:09 PM
Ravenclaw: Access to spells int bonus or wis bonus, whichever is lower(negatives count as 0), higher than actual class level and 2 extra spells from class of choice

Higher level spells AND extra spells? Who wouldn't be Ravenclaw?

Unless I'm misreading. I'm not quite positive on what you mean.

Ditto
2007-08-21, 06:58 PM
There will be no such benefit to the different houses. Your house should be a function of your character, not vice versa. Obviously, Hermione should be Ravenclaw, Neville a Hufflepuff, and Harry a Slytherin. Under other circumstances, they may well have been. It doesn't mean Hermione wasn't as smart as she could have been if her dorm was in the other tower.

::phew:: Always been a pet peeve. :smallsmile:

DM, I do indeed plan on starting a game. Please feel free to build a character, just so I can see if everyone's getting the process okay.

ForzaFiori
2007-08-21, 09:11 PM
4d6b3
4d6b3
4d6b3
4d6b3
4d6b3
4d6b3

what went wrong?

Ditto
2007-08-21, 09:26 PM
::shrug:: I'm an InvisibleCastle die-hard. Quite while you're ahead, I do!

androgial
2007-08-21, 09:39 PM
ditto set up a die roller thread in the pbp section of the boards they may have disabled die roller in other threads

Ditto
2007-08-21, 09:47 PM
I sincerely doubt that. Just use IC or Irony or d20srd if you're stuck, there're enough out there.

Also, dice-rolling threads smell bad.

ForzaFiori
2007-08-21, 09:53 PM
HP D20 abilities (4d6.takeHighest(3)=18, 4d6.takeHighest(3)=10, 4d6.takeHighest(3)=14, 4d6.takeHighest(3)=15, 4d6.takeHighest(3)=17, 4d6.takeHighest(3)=10) (http://invisiblecastle.com/find.py?id=1218600)

alright, IC instead.

18,10,14,15,17,10

not bad.

Character (spoiled due to length):

Name: Thadius P. Monteblanc.

House: Slytherin

Wand: 10 in. Birch with a Dragon Heartstring core. rather springy.

Abilities/Bonus
Str: 10/0
Dex: 15/2
Con: 10/0
Int: 17/3
Wis: 18/4
Cha: 14/2

Magic Stats
Wandwork: 2
Handiwork: 3
Thinkwork: 1
Bookwork: 1

classes
core(required)
Transfiguration: 3 (8)
DADA: 3 (9)
Charms: 3 (7)
Potions: 2 (7)
Herbology: 1 (7)
History of Magic: 1 (5)
Astronomy: 1 (6)

Electives
Care of Magical Creatures: 1 (6)
Divinations: 1 (6)


feats
Quickdraw

skills
class
Flying: 4 (6)
Hide: 4 (6)
Knowledge (Pop. Culture): 2 (5)
Listen: 4 (8)
Move Silently: 4 (6)
Quidditch (Seaker): 4 (6)
Search: 4 (7)
Sense Motive: 4 (8)
Sleight of Hand: 2 (4)
Spot: 4 (8)

cross class
none

Spells/Potions known
Transfiguration
Meddling 3
Morphing 3

DADA
Expelliarmus
Finite (3)
Leg Locker
Stinging Hex

Charms
2
Alohomora
Incendio
Mobili X
Wingardium

3
Ascendio
Engorgio/Reducio
Reparo
Waddiwasi

Potions
Boils
Forgetfulness
Memory
Sleeping


anything I've forgotten?

edit: fixed the magic skills and transfiguration stuff.

In case you can't tell, my character spends all his time with wand working spells and potions, and very little on other stuff. the things that arn't actively screwing with someone are just boring to him, so he is insanely skilled at Charms, DADA, Transfiguration, and Potions, and sucks at basically everything else.

androgial
2007-08-21, 09:57 PM
i sense an archnemesis in thadius

Ditto
2007-08-22, 06:58 AM
You need to redo your magic skills; the cap is 3 in any category. You didn't spend all 35 points, either, so go wild. You get 4 transfiguration spells (category spells count as 2, but you didn't choose those).

dragon_masterd
2007-08-22, 02:45 PM
Are you going to roll for your house, or will it be chosen by you?, Uh..Is everyone totally ignoring me? :smallfurious:

Ditto
2007-08-22, 04:54 PM
No, you choose your own house. It'd make little sense to dream up with a wizard who revels in his Pure-blood status and have him popping up in Hufflepuff. And have we been ignoring you? I only see one other post from you...

dragon_masterd
2007-08-22, 05:14 PM
...dat was ignored. but, do you want me to make a character sheet with less of a spreadsheet template?

androgial
2007-08-22, 05:31 PM
There will be no such benefit to the different houses. Your house should be a function of your character, not vice versa. Obviously, Hermione should be Ravenclaw, Neville a Hufflepuff, and Harry a Slytherin. Under other circumstances, they may well have been. It doesn't mean Hermione wasn't as smart as she could have been if her dorm was in the other tower.

::phew:: Always been a pet peeve. :smallsmile:

DM, I do indeed plan on starting a game. Please feel free to build a character, just so I can see if everyone's getting the process okay.


note the last line dm, you were replied to directly.

Ditto
2007-08-22, 05:57 PM
I apologize if my shorthand caused confusion. I'm tricky like that. You can make the sheet however you'd like, really - it's just whatever fits all the information. I'd request spoilering it, though, cuz it's a long list usually.

dragon_masterd
2007-08-22, 06:35 PM
er..oops. Like I said before, I can make a less excel-looking char sheet

psychoticbarber
2007-08-22, 08:51 PM
This'll be interesting. Thadius and Jimmy will either be great friends or great enemies, haha.

ForzaFiori
2007-08-22, 09:11 PM
This'll be interesting. Thadius and Jimmy will either be great friends or great enemies, haha.

kinda like how draco and harry at the beginning.

This will be very fun.

If we dont wind up friends, we can be the first to test the dueling rules XD

androgial
2007-08-22, 10:41 PM
mf11 just a reminder

morphing making and meddling are transfig branches and as such count as 2 spells each looking over your edit you have a totals worth of 7 transfiguration spells

ForzaFiori
2007-08-23, 05:21 AM
mf11 just a reminder

morphing making and meddling are transfig branches and as such count as 2 spells each looking over your edit you have a totals worth of 7 transfiguration spells

fixed it.
my bad about that, i was getting confused about the whole transfig spells counting as 2.

psychoticbarber
2007-08-23, 09:11 AM
If we dont wind up friends, we can be the first to test the dueling rules XD

What makes you think we aren't playtesting? :smallbiggrin:

Edit: Heeeeeeere's Jimmy! (http://docs.google.com/Doc?id=dg4kw225_33cr7xnt)

Double Edit: We test the duelling rules, and I'll lose. I'm geared to Potions, not DADA and Charms. :smallwink:

androgial
2007-08-23, 12:33 PM
hehe jimmy and phil are both in ravenclaw and both have reasons to compete with thadius

dragon_masterd
2007-08-23, 01:55 PM
rolling stats:

dragon_masterd
2007-08-23, 01:56 PM
gah! never works

1d6b3
1d6b3
1d6b3
1d6b3
1d6b3
1d6b3

dragon_masterd
2007-08-23, 01:58 PM
1d6b3
1d6b3

1d6b3

1d6b3

1d6b3

1d6b3

androgial
2007-08-23, 02:39 PM
hmmm let me test that

4d6b3

4d6


nope dice rolling not allowed in this thread try the test thread or invisible castle

ForzaFiori
2007-08-23, 03:45 PM
Thadius will curse you both into next week.
He's all about wandwork and potions. He can kill you in alot of ways, but doesn't know a hippogriff from a threstel.

dragon_masterd
2007-08-23, 03:50 PM
agh! confusing! I think i'm dropping out for now.

psychoticbarber
2007-08-23, 05:59 PM
Thadius will curse you both into next week.
He's all about wandwork and potions. He can kill you in alot of ways, but doesn't know a hippogriff from a threstel.

Tsk tsk, so focussed :smalltongue:. You don't want to do too much cursing, I'd hate to see you expelled.

Not in my power, of course, but it could happen :smallwink:.

ForzaFiori
2007-08-23, 06:08 PM
i wont attack (much). mainly cursing will be a defensive thing.

androgial
2007-08-23, 06:55 PM
expelled or worse...transfigured into a newt, though you might get better.

psychoticbarber
2007-08-23, 07:03 PM
expelled or worse...transfigured into a newt, though you might get better.

What, like a ferret? (Just teasing, haha)

Ditto
2007-08-23, 08:02 PM
Cursing =/= Defense :smallamused:

DM, just use InvisibleCastle already. :smalltongue:

PB, please modify your Charms score - no taking a 0. We don't need to have a 'drop subject' - it's easy enough to minmax as it is. MF11's fellow is basically the perfect example.

To everyone: Please don't be afraid to pick up points in the bookish skills; I'm working on the gimmicks still, but they're going to have terrifically powerful (if highly situational) perks. Divination, for instance... +Rank to Kn:Current Events Check, and +4 to Bluff to try and convince your audience that you were able to predict something that (technically) only happened. (But only just!) Daily Prophet readers get a +2. :smallsmile:

androgial
2007-08-23, 08:43 PM
doh where does legilimens/occulmens fall under

psychoticbarber
2007-08-23, 08:51 PM
doh where does legilimens/occulmens fall under

Epic, I believe.

Ditto
2007-08-23, 08:55 PM
It'll be that or a high-level feat. It's not part of the curriculum at Hogwarts, and it's a pretty esoteric branch of magic as it is. Same as Animagi... 7th year, if at all.

androgial
2007-08-23, 09:04 PM
is it too early to think about futures after hogwartz? cuz phil wants to be a teacher.....transfiguration at that. hehe and animagus well lets just say i was thinking you need every years worth of morphing to even think about atempting to think about trying to ask about the procedure of becoming an animagus.

psychoticbarber
2007-08-24, 03:46 PM
androgial, I'm quite certain that you can do all the thinking you want, lol.

Moofaa
2007-08-24, 10:16 PM
Room for one more to help playtest? I was thinking of doing a HP d20 myself over the past couple years, but got diverted by some side projects.

Ok, several side projects, but anyways it would be cool to try out this system.

Play-By-Forum I assume? I might have missed a post somewhere in the past few pages telling me this.

androgial
2007-08-24, 11:15 PM
just make a charactor i think it will be play by post

Ditto
2007-08-25, 09:45 PM
PBP here is the idea, yeah. See if you can build a character from the OP.

psychoticbarber
2007-08-25, 10:29 PM
Speaking of this, when are we starting? :smalltongue:

Moofaa
2007-08-27, 01:01 AM
Ok, heres mine, I know some of my numbers cant be right but character creation for this is very confusing


Regina Glacies

ST 9
DX 14
CON 11
INT 18
WIS 17
CHA 15
http://invisiblecastle.com/find.py?a=show&id=1227458

Wandwork 3
Handiwork 2
Thinkwork 3
Bookwork 3

Electives:
Care of Magical Creatures
Divination

Transfiguration 8
DADA 7.5
Charms 6.5

Potions 7
Herbology 6.5
CoMC 5.5

Ancient Runes 8
Divination 7.5
Arithmancy 6.5

History o' Magic 8
Astronomy 7.5
Muggle Studies 6.5

Feats
Quickdraw

Spells

Transfig Known:
Making 3, Meddlng 3
DADA Known:
Expelliarmus, Leg Locker, Stinging Hex, Rictusempra
Charms Known:
Accio, Sonorus, Reparo, Wingardum
Potions Known:
Forgetfulness , Sleeping

Wand: Rosewood, 9.25 inches, Dragon Heartstring core.


Mundane Skills
Hide 4
Knowledge (Current Events) 4
Concentration 4
Gaming (Wizards Chess) 4
Bluff 4
Intimidate 4
Flight (Broomstick) 4
Sense Motive 4
Investigate 4

* I assume playing Wizards Chess can be used as a skill.

Ditto
2007-08-27, 06:49 AM
You're right, you need to redo some of that math, Moofaa. :smallsmile: You forgot a CON score, and you get 2 more potions (4 total). You did spell selection correctly; you still have mundane skills to do (Spot, Hide, etc.). The max you can put in your classes (Charms, Potions, etc.) is 3 points. You get your first point for free.

And hopefully, we can start something soon... my boss is leaving at the end of the week, and I sort of need to learn how to do my job properly on my own now. It'll be busy for awhile... but I'm definitely still here and keeping up with my OOTSing, no worries there. I'll be adding material to the magic section, and those promised feats soon. For playtesting, I'll need a bit o' plot for y'all. We'll see what I can come up with. :smallamused:

Moofaa
2007-08-27, 03:42 PM
Woops, forgot to add in CON score, I fixed that and added in skills.

Still not sure how to fix the math though, Used that excel sheet and thats the numbers it gave me. I'll play around with it some more, maybe I typed in a wrong number somewhere.

psychoticbarber
2007-08-27, 03:47 PM
Still not sure how to fix the math though, Used that excel sheet and thats the numbers it gave me. I'll play around with it some more, maybe I typed in a wrong number somewhere.

Ohhhh, I know what you're doing. You're giving the totals rather than just the rank in each individual class.

Wandwork + Transfig Rank + Casting Stat = [Total Caster Level in Transfiguration].

You're giving [Total Caster Level in Transfiguration] in place of [Transfig Rank]

ForzaFiori
2007-08-27, 03:51 PM
edited my character, the numbers in parenthesis after a magic skill or a mundane skill is the total bonus.

(in the mundane skills, i assumed that flying and quidditch (seeker) would be dex based. if i'm wrong, let me know and i'll change it.)

geez3r
2007-08-27, 07:40 PM
I've been lurking for a bit, and I've finally decided to submit a character; let me know how many mistakes I made.


Name: Vanir Laydan
House: Slytherin

STR 12
DEX 14
CON 13
INT 14
WIS 18
CHA 16
http://invisiblecastle.com/find.py?a=show&id=1228309

Wandwork 3
Handiwork 2
Thinkwork 1
Bookwork 1

Electives:
Care of Magical Creatures
Divination

Transfiguration 7 (1 skill, 2MP)
DADA 9 (1 skill, 2MP)
Charms 8 (1 skill, 2MP)

Potions 6 (1 skill, 1MP)
Herbology 8 (1 skill, 1MP)
CoMC 7 (1 skill, 1MP)

Divination 8 (2 skill, 1MP)

History o' Magic 5 (2 skill, 1MP)
Astronomy 7 (2 skill, 1MP)

Feats
No idea

Spells

Transfig Known:
Making 3, Meddlng 3
DADA Known:
Expelliarmus, Leg Locker, Stinging Hex, Finite
Charms Known:
Reparo, Immobulus, Waddiwasi, Impervius, Mobili-X, Epoximise, Alohomora, Incendio,
Potions Known:
Forgetfulness , Sleeping, Shrinking, Memory

Wand: Mahogany, rigid, 11.25 inches, Dragon Heartstring core.


Mundane Skills (ranks only)
Dodge 4
Bluff 4
Sense Motive 4
Spot 3
Listen 3
Hide 2
Move Silently 2
Concentration 2
Search 2
Sleight of Hand 2


Backstory

Vanir is a bit of an oddity in the Slytherin house, but for the most part fits right in. He whole-heartedly believes the "Magic Is Might" slogan that was thrown about frequently not too long ago. But unlike others he believes that anyone or anything with magical talent is sort of his brethern, even if they are Muggleborn. He even belives that creatures such as house-elves are worthy of respect because they can perform magic. At the same time however, he is not out to get Muggles, but neither is he out to help them. If the front page of the Prophet said something something along the lines of "4000 Muggles found murdered" Vanir would think something like "Well, sucks to be them" and turn the page as easily as if he has just read the weather report. He is kind and poliet to basically anyone who has magic, which includes all the residents of Hogwarts unless they are rude to him first, in which case he repays them in kind. He takes his school work quite seriously and would never consider cheating on an exam. He does his best to learn as much as he can though he is not exceptionally brilliant, he stands out from the crowd a bit.

Vanir comes from a wealthy family. His parents own a small section of Knockturn Alley and rent it out to businesses located there. Both of his parents are pure-bloods and have been for at least the past 7 generations. His family has a house elf named Krissly who is roughly middle aged. His parents (Emily and Grant) treat the elf somewhat poorly, but nothing that would be overly cruel. Vanir treats the elf much better than his parents, but gives Krissly a few more orders than his parents do.

The letter from Hogwarts was not in the least bit unexpected from his family, as Vanir had clearly exhibited magic on several occasions, even once creating a lime-green singing rock (although it couldn't carry a tune). The trip down Diagon Alley and subsequently to Knockturn Alley had it's fair share of both friendly greetings and scowls; Vanir's family was fairly well known. When he went to his parents' vault was astonished by the mass amount of gold they had, he knew his parents were wealthy, but damn. Other than that portion of the trip, the only other noteworthy part of the trip was the trip to Ollivanders. There was seemingly no wand in the store that would work for Vanir. Vanir was in that store for over 4.5 hours trying to get the right wand, and a full dozen other customers came and went while he was trying.

psychoticbarber
2007-08-27, 08:17 PM
I've been lurking for a bit, and I've finally decided to submit a character; let me know how many mistakes I made.


Name: Vanir Laydan
House: Slytherin

STR 12
DEX 14
CON 13
INT 14
WIS 18
CHA 16
http://invisiblecastle.com/find.py?a=show&id=1228309

Wandwork 3
Handiwork 3
Thinkwork 2
Bookwork 2

Electives:
Care of Magical Creatures
Divination

Transfiguration 8
DADA 10
Charms 9

Potions 7
Herbology 9
CoMC 8

Ancient Runes 5
Divination 10
Arithmancy 6

History o' Magic 6
Astronomy 9
Muggle Studies 6

Feats
No idea

Spells

Transfig Known:
Making 3, Meddlng 3
DADA Known:
Expelliarmus, Leg Locker, Stinging Hex, Finite
Charms Known:
Reparo, Mobili-X, Epoximise, Alohomora
Potions Known:
Forgetfulness , Anti-Hiccoughing

Wand: Mahogany, rigid, 11.25 inches, Dragon Heartstring core.


Mundane Skills (ranks only)
Dodge 4
Bluff 2
Sense Motive 2
Spot 1
Listen 1
Hide 0
Move Silently 0
Concentration 0
Search 0
Sleight of Hand 1



Backstory will be up as soon as I find my flashdrive.

Damn, and I though my rolls were lucky :smallwink:. You're good, except that you've added the levels in your classes together (which includes casting stat etc, see above).

Edit: In mundane skills, you get 5+Int*4 at first level, you're way underspent.

androgial
2007-08-27, 10:23 PM
also you get 2 more potions from levels 1-3 and 4 charms from each levels 2 and 3 for 8 charm spells total

Ditto
2007-08-27, 11:07 PM
also also wik, you seem to have placed ranks in every subject (including all of the elective classes) - please choose two or three, and ignore the two or three you're not taking.

For simplicity's sake, I'd like it if we could list the Magic Skill separately from the total - doing something like "Transfiguration 8 (2)" would be fine, indicating something like Wandwork 3/Int16 - and the (2) being how many ranks you've put directly into Transfiguration.

androgial
2007-08-27, 11:59 PM
deleted by author due to lack of understanding no background will thus be written for peese

geez3r
2007-08-28, 10:16 AM
I thought you could spent your "mundane skill points" in your magic stats such as DADA from this here:


Wandwork - 9 (stat), 2 (skills)
Handiwork - 6 (stat), 1 (skills)
Thinkwork - 2 (stat), 1/2 (skills)
Bookwork - 2 (stat), 1/2 (skills)
I spent mundane skills per category like X in Charms and Y in DADA, which is why I have so little left over skills for other stats. Or did I misinterpret what you were saying? Like you meant that your 35 starting Magic Points could be used in those forms? Like it would take 9 MP to raise your Wandwork stat by 1 and/or 2 MP to increase each sub-category?

So to break down what I did:

Wandwork 3
Handiwork 3
Thinkwork 2
Bookwork 2

Transfiguration 8 = 3 (skills points) + 3 (wandwork) + 2 (ability)
DADA 10 = 3 (skills points) + 3 (wandwork) + 4 (ability)
Charms 9 = 3 (skills points) + 3 (wandwork) + 3 (ability)

Potions 7 = 2 (skills points) + 3 (handiwork) + 2 (ability)
Herbology 9 = 2 (skills points) + 3 (handiwork) + 4 (ability)
CoMC 8 = 2 (skills points) + 3 (handiwork) + 3 (ability)

Ancient Runes 5 = 1 (skills points) + 2 (thinkwork) + 2 (ability)
Divination 10 = 4 (skills points) + 2 (thinkwork) + 4 (ability)
Arithmancy 6 = 1 (skills points) + 2 (thinkwork) + 3 (ability)

History o' Magic 6 = 2 (skills points) + 2 (wandwork) + 2 (ability)
Astronomy 9 = 3 (skills points) + 2 (bookwork) + 4 (ability)
Muggle Studies 6 = 1 (skills points) + 2 (bookwork) + 3 (ability)


So, I guess I did that part really wrong.

Let me rework it then. Thanks for the input, and I found my flashdrive, backstory will be edited in.

Ditto
2007-08-28, 11:23 AM
Right, looks like you've gotten a handle on it now. You can just delete the electives you aren't taking from your stat block. Mundane skills are done the same as in D&D, and are not transferable to Magic Points. You've spent way too many points in Magic as it stands, so be sure to prune those back to 35 when you redo the character. :smallsmile:

geez3r
2007-08-28, 11:28 AM
There, it should be correct now. I was kind of wondering how I was so good at everything :smallsmile: Live and learn. The original post has the backstory and all them mess.

psychoticbarber
2007-08-28, 11:50 AM
philious percival pomegranite peese ... *snip*

I don't want to be a jerk, but would you mind formatting this a little better? It's a huge wall of text.

Edit: Capital letters and lines between paragraphs are your friends. Really :smallbiggrin:.

Moofaa
2007-08-28, 11:55 AM
Thanks Geez, your post helped me figure out where I went wrong doing my own magic skills, I'll redo them later tonight and put up my backstory.

androgial
2007-08-28, 12:23 PM
edited phils back story but the first paragraph is pretty long.


geez looking over your magic skills you have 45 points spent out of 35 and need to prune back 10 points on magic

Ditto
2007-08-28, 12:34 PM
Androgial, you're going to have to work on that. It's not a backstory, it's a Series of Unfortunate Events. I don't know anything about this guy, except that his life sucks. Hard. That's not really a character. Also, he seems to have met every single major minor character in the series. Stick to the events that shaped him as a person (honestly, "Everyone ever died" would suffice) and tell us a bit about his character, that sort of thing.

geez3r
2007-08-28, 01:30 PM
edited phils back story but the first paragraph is pretty long.


geez looking over your magic skills you have 45 points spent out of 35 and need to prune back 10 points on magic

Really? The spread sheet deal says I spent 35... *pulls out calculator* ... Huh you're right. Damn.

..........................

Oh I see what I did, I transferred the data incorrectly. Thanks for pointing that out. When I transferred I forgot to factor in the fact that I start with 1 free in each skill.

Darkbane
2007-08-28, 03:08 PM
Is this based off D20 Modern or D&D 3.5? If the former, is there a D20 Modern SRD?

Looks interesting; I'll try and figure out a character.

Ditto
2007-08-28, 04:09 PM
There is a d20 Modern SRD here (http://www.12tomidnight.com/d20modernsrd/Home.php). This is only loosely d20, almost entirely homebrew. The magic system is rather different from systems I know, so there's that. Let me know if there's any more info you need that's not clear from the OP.

androgial
2007-08-28, 04:25 PM
i tried ditto but i had to delete the background i had written. those were the events that shaped his life. that was the best ive ever done on a background.

Darkbane
2007-08-28, 05:18 PM
Okay, here are my stat rolls: http://invisiblecastle.com/find.py?a=show&id=1230026

Hmm...how does the magic stat point buy work? What are the (stat) and (skill) point numbers for?

psychoticbarber
2007-08-28, 05:33 PM
i tried ditto but i had to delete the background i had written. those were the events that shaped his life. that was the best ive ever done on a background.

If you've got msn/aim/yahoo I'd be happy to help out. I do a fair amount of writing, and a fair bit more editing. We'll whip your backstory into shape in no time :smallsmile:. Just send me a PM.

androgial
2007-08-28, 05:36 PM
stat points is how much of your starting 35 magic points it costs to raise your -work magic stat by 1 rank. each of the twelve magic classes fall under one of the -work stats and are a magic skill. raising them one rank is the skill points cost listed.

mundane skills are your 5+int bonus x 4 and you get ten to choose as class skills.

caps are 3 ranks in magic stat or magic skill, and 4 ranks in mundane skill.

magic stats and magic skills each start at 1 rank for free.

Darkbane
2007-08-28, 05:41 PM
Thanks for the clarification, androgial!

psychoticbarber
2007-08-30, 08:35 PM
Anything new and exciting happened with this recently, Ditto? It's been a couple days.

psychoticbarber
2007-09-03, 05:57 PM
Dittooooo? Still alive?

androgial
2007-09-03, 07:37 PM
*joins in the chorus of players* ditto are you there

Ditto
2007-09-03, 08:35 PM
Apologies, team... my boss resigned not long ago, and her last day was Friday. It's been an adventure getting everything sorted out, since she was sort of the person who did everything for everyone. I'm around, and I've been working on the combat system in bits and pieces. I'll try to get that as well as the feats PB and I worked on posted shortly. I'm definitely still here, just lagging... please feel free to throw out other things you'd like to see that might be missing, or suggestions for mechanics or feats.

psychoticbarber
2007-09-03, 08:44 PM
Aww, dude that sucks, I'm sorry to hear it. Send me an email with a project you'd like me to handle and I'll go nuts on it for you, or even just tell me here. Somethin' small-ish, though, classes start soon :smallbiggrin:

androgial
2007-09-03, 08:57 PM
class schedules by house. remember most of the time classes were by graduation class and house with doubles in some classes pairing houses.

12 classes not every class every day and some of them double periods. lets see:

7 grad classes x 5 days x 6 periods= 210 class periods each week to schedule

each subject needs to be scheduled 17 times each week with 6 periods to schedule. this assumes one double period each day. with 2 double periods each day we only have 1 extra period and that can be a study period.

psychoticbarber
2007-09-03, 09:09 PM
Androgial, I meant my University classes.

androgial
2007-09-03, 09:17 PM
hehe i had been working on that and didnt know you posted between when i started working and when i posted it

psychoticbarber
2007-09-03, 10:19 PM
hehe i had been working on that and didnt know you posted between when i started working and when i posted it

haha, ohhh, crazy timing.

Ditto
2007-09-03, 10:27 PM
I'm still watching and posting and such, I just haven't had much time to devote to full R&D work. Working things out in this thread is still the best way to go. Perhaps Transfigurations and CoMC could have some attention? Herbology and CoMC are tough, because of their somewhat limited use. I'm almost done compiling a list of stuff-by-year for those, but some outside-of-the-box perks for those subjects might be a good idea.

As far as Hogwarts class scheduling goes... you have to wonder. 7 grades x 4 houses = 28 sessions, plus (say) 2 free periods for the teachers. Double classes will give them three more (not every year has double sessions in the same subject, it always changes). /5 days - 6 sessions in a day, one of which is free for the teachers. Average lesson length, IIRC, is 90 minutes. Say you start at 8 a.m. - 5 minute breaks between classes (probably not long enough, given the school's size) and a half hour for lunch brings us to 6:00. Those teachers have busy days!

It really makes you feel sorry for Professor Sinistra, though... Astronomy class has only ever been Wednesday evening. I didn't know you could fit 300 students on top of the astronomy tower...

androgial
2007-09-03, 11:13 PM
i didnt think there was newt level astronomy so that leaves 5 grad classes one each night and just harry's grad class was wendsday only.

psychoticbarber
2007-09-04, 08:59 AM
Well, fortunately enough, we only have to schedule whatever year the PCs are in, lol. Though it gets tricky if we start letting new characters in every "year".

Ditto
2007-09-04, 09:58 AM
I think for sanity's sake, classes will always be on the same day for everyone (Potions Monday, Transfiguration Tuesdays, and so on) for all years. You won't have to sit through all of the classes unless it's plot-relevant (pretty much like in the books... how do you know they went to class every day, hm?). I'm sure they gave all of the teachers Time-Turners, and they flip it a few times before bed every night. :smallsmile:

Darkbane
2007-09-04, 03:12 PM
For background purposes: when does our year start? 19 years after...stuff... happens, like the epilogue, or later than that?

Also, just out of curiosity, will we have the opportunity to learn certain spells that aren't taught in class? *cough*Sectumsempra*cough* Not that my character would do so, of course.

ForzaFiori
2007-09-04, 05:49 PM
I'm still watching and posting and such, I just haven't had much time to devote to full R&D work. Working things out in this thread is still the best way to go. Perhaps Transfigurations and CoMC could have some attention? Herbology and CoMC are tough, because of their somewhat limited use. I'm almost done compiling a list of stuff-by-year for those, but some outside-of-the-box perks for those subjects might be a good idea.

As far as Hogwarts class scheduling goes... you have to wonder. 7 grades x 4 houses = 28 sessions, plus (say) 2 free periods for the teachers. Double classes will give them three more (not every year has double sessions in the same subject, it always changes). /5 days - 6 sessions in a day, one of which is free for the teachers. Average lesson length, IIRC, is 90 minutes. Say you start at 8 a.m. - 5 minute breaks between classes (probably not long enough, given the school's size) and a half hour for lunch brings us to 6:00. Those teachers have busy days!

It really makes you feel sorry for Professor Sinistra, though... Astronomy class has only ever been Wednesday evening. I didn't know you could fit 300 students on top of the astronomy tower...


considering that they were in class until basically dinner though, this does seem pretty accurate.
I'd hate to have that schedule though. (I can barely deal with my 8-3:15 schedule)

Ditto
2007-09-04, 06:04 PM
If you want to be the third most powerful wizard in continuity, then you go right ahead and invent revolutionary spells before you've taken your O.W.L.s - but if you're not Snape, just stick to what's in the books. There are plenty available! :smallwink: If there are new spells you'd like to introduce, by all means suggest them. I'd rather prefer a cool idea for a spell become public property rather than have people developing ever-more-extreme specialty spells, because 1) most everyone *doesn't* do that, and 2) frankly, it's more fun to share.

Setting-wise, I'm open to 19 years later or right after book 7. I like the latter better (fully established world and NPCs to build off of), but the crowd seems to prefer the first choice (children with atrocious names and no news but Neville). If it makes a difference to your story, just indicate which you're writing for and we can change it later if need be.

ForzaFiori
2007-09-04, 06:56 PM
stuff that has already been done though, like sectumsempra, or snapes better potions making, should be learnable though.

psychoticbarber
2007-09-04, 07:03 PM
I'm not too worried about other people's spells. I want to be known for greater things :smallwink:.

Darkbane
2007-09-08, 11:49 AM
Most of my character is up; the rest will be up ASAP. Clarification: do we get 8 charms spells (four each of level 2 and level 3 Charms), or just four Charms spells total?

Name
Seth Byers

House
Ravenclaw

Wand
12 3/4 in. elm, dragon heartstring core, fairly stiff.

Abilities
Str: 10 (+0)
Dex: 12 (+1)
Con: 10 (+0)
Int: 17 (+3)
Wis: 12 (+1)
Cha: 14 (+2)

Magic Stats

Wandwork: 2
Handiwork: 1
Thinkwork: 3
Bookwork: 3
1 point left over

Classes

Core
Transfiguration: 3 (+8)
DADA: 1 (+4)
Charms: 3 (+7)
Potions: 3 (+7)
Herbology: 3 (+5)
History of Magic: 3 (+9)
Astronomy: 3 (+7)

Electives
Ancient Runes: 3 (+9)
Divination: 3 (+7)
Arithmancy: 3 (+8)

Ditto
2007-09-08, 05:26 PM
4 per level 8 total.

Ditto
2007-09-08, 05:28 PM
4 per level, 8 total.

vivi
2007-09-11, 07:59 PM
I'm sooooooo in!

androgial
2007-09-13, 04:27 AM
welcome vivi come join the madness and make a character.


setting wise i prefer around 5-6 years after the book, still the set world but not with the main characters children involved. allows for professor longbottom and hogwarts to return to normal and settle in.

Ditto
2007-09-13, 06:45 AM
The difference is just "People we know" versus "People we don't know" as far as the setting is concerned - if Longbottom is there, then we might as well repalce the entire faculty. Sprout seems the least likely to retire, IMO; certainly Flitwick, Slughorn, and McGonagall will retire before her, since they have been at the school for more than 30 years already. I like the 'Year 8' setting better because it allows us to use established characters and gimmicks, even if only in the background. We don't know *anything* about 19 years later outside of Longbottom. It's creating a whole new cast of characters, on every level. I figure it makes sense to keep the bulk of character creating with the PCs.

Voodzik
2007-09-13, 09:21 AM
LOVE your system man...wow, I remember you telling me you started this over the summer....sweet

Don't forget you said I could be a playtester:smallbiggrin: I'll hold you to it

Ditto
2007-09-13, 10:26 AM
Ugh, you *would* show up. :smalltongue:

psychoticbarber
2007-09-13, 12:43 PM
I'm still around, for the record. ...just hadn't posted in awhile, thought I needed to reassert that fact :smallwink:.

vivi
2007-09-13, 07:12 PM
hey can you clear-up the rules of character creation for me?

androgial
2007-09-13, 07:59 PM
start by rolling 4d6 and drop the lowest for your 6 attributes

wandwork, handiwork, thinkwork, and bookwork are your magic attributes.

required classes(ie magic skills which are governed by the magic attributes) are:

transfiguration
defense against the dark arts
charms
potions
herbology
history of magic
astronomy

the other classes are electives and you must choose 2 electives but can choose 3 if you want.

all magic attributes and skills have 1 rank for free(do not list classes you arent taking)
you then have 35 magic points to spend on your magic attributes and magic skills with a cap of 3 ranks.

raising wandwork costs 9 points while raising a wand work skill only costs 2 points as an example.

choose your spells wisely
you get 4 spells/potions per class, though not all classes currently have listings. spells must be from level 3 or lower. do note that charms have enough that you get 4 spells from both level 2 and level 3 charms.
also note that meddling, morphing, and making are transfiguration categories and thus count as two spells to choose.

next choose 10 "mundane skills"
these are your class skills and you have (5+int bonus)*4 to distribute with a cap of 4 on those skills. flying(broomstick) and quiddich(position) are types of mundane skills.

choose a feat

write your background.

fluff: choose your house and your wand type

hope that clarifies your creation process

Ditto
2007-09-13, 08:57 PM
Heh, yeah, that's about all of the first post... :smallsmile: There's a lot in those first few, obviously, so please ask or PM if you have further questions.

androgial
2007-09-13, 09:08 PM
spell

libero
DADA7

specific counter to imperio. this spell releases a victum from the imperious curse. however you must know the victum is under the imperious curse by some means. this is a nonverbal spell

vivi
2007-09-13, 11:32 PM
I haven't finished my character, but I have a background here it gos(goes?) Vivi etsara (my character's name) is the only son of his parents. his parents are moderately wealthy shop owners, but they just moved here from albania. Vivi use to get beat up all they time in his old magic school, so hes prepared to avoid beatings with charms, potions, and defence against the dark art and bullies. He dreams of being the teacher of dada, but he needs passing grades and experience. his wand is elder 12 and a half inches with phinox core. Vivi is in the house of ravenclaw. Vivi is shy, but friendly. he hopes to make a few good friends! oh and can anybody explain this whole thing bout knacks?

Ditto
2007-09-14, 11:49 AM
Libero? There's no such spell. Additionally, making it non-verbal places it out of the reach of most wizards, and there's really no need to make it silent. Further, why wouldn't the Ministry just have everyone swept with this spell when you enter the building as a matter of course? It's highly unlikely it would be used *on* someone silently - if anything, you might say it's a non-verbal spell so the person who is being Imperius'd can fight the curse without full control of his body. The spell does grant the target vague self-awareness, so if you focused enough you can shake off the control. The way Harry did it in Book 4 might be interpreted as casting a non-verbal mental protection spell, I guess... but, no.

Thanks for playing, though! :smallsmile: Submitting suggestions for spells and things is highly encouraged, especially Potions and feats.

The 'knack' thing is as-yet undefined, but it will probably end up being some sort of specilization feat. I just listed the examples and correlation to HP canon characters so you could get an idea of what the mechanical effect would be. I swear I'm going to post those rudimentary feats tonight...

vivi
2007-09-16, 12:42 PM
hi!:smallsmile:I've updated my character! This is wat i have so far!Vivi etsara, ravenclaw, pure blood,

18wis
17int
14con
18cha
12str
17dex

Electives: Ancient runes, divination,

Magic skills:
Wand work: 2 (9 pts)
Handiwork: 1
Thinkwork: 2 (2 pts)
Bookwork: 1

Dada: 5(8 pts)
Charms: 5(8 pts)
Trans: 1
Potions: 3(2 pts)
Herbs: 1
Ancient ruins: 3(1 pts)
Comc: 1
Divination: 2(1/2 pt)
Arithmancy: 1
Astronomy: 2 (1/2 pt)
History of magic: 3 (1pt)
(3 points left!)


Spells:
Dada: expeliarmus, stinger hex, leg locker, finite (3)
Charms: alohomora, decendio, incedio, point me, acedio, repairo impervius, immobulus,
Trans: bluebell flames, color change, feather light, fera verto,
Potions: sleeping, memory, confusion, shrinking,
Herb:?

Feats: Knack: dada, potions,

Mundane skills: quiddich (keeper) 4, flying (broomstick) 4, listen 4, spot 4, hide 4, move silently 4, search 4, sleight of hand 4, dodge 4, sense motive 0,

Possessions: basic supplies (caldron, books, ect.) wand (elder, 12 1/2in., phoenix core, sturdy), lightning streak (broom),

wat do i do from here?

Darkbane
2007-09-16, 02:12 PM
Okay, my completed character:
Name
Seth Byers

House
Ravenclaw

Wand
12 3/4 in. elm, dragon heartstring core, fairly stiff.

Abilities
Str: 10 (+0)
Dex: 12 (+1)
Con: 10 (+0)
Int: 17 (+3)
Wis: 12 (+1)
Cha: 14 (+2)

Magic Stats

Wandwork: 2
Handiwork: 1
Thinkwork: 3
Bookwork: 3
1 point left over

Classes

Core
Transfiguration: 3 (+9)
DADA: 1 (+4)
Charms: 3 (+7)
Potions: 3 (+7)
Herbology: 3 (+5)
History of Magic: 3 (+9)
Astronomy: 3 (+7)

Electives
Ancient Runes: 3 (+9)
Divination: 3 (+7)
Arithmancy: 3 (+8)

Feats
Transfiguration Prodigy

Skills
Move Silently 4 (+5)
Sense Motive 4 (+5)
Spot 4 (+5)
Listen 4 (+5)
Hide 4 (+5)
Knowledge (Current Events) 4 (+7)
Diplomacy 4 (+6)
Intimidate 4 (+6)

Spells

Transfiguration
Morphing 3
Making 3

DADA
Expelliarmus
Leg-Locker
Finite 3
Trip Jinx

Charms 2
Alohomora
Flagrate
Wingardium Leviosa

Charms 3
Cheering Charm
Reparo
Aparecium
Waddiwasi

Potions
Forgetfulness
Anti-Boils
Anti-Hiccoughing
Hair-Raising

Equipment
Wand
Basic School Equipment
Daily Prophet Subscription
Ibael, large black owl

Background
Seth is an unassuming boy, with dark brown hair and eyes. His father was half-blood and his mother Muggleborn, and he has inherited a distrust of authority from them, as his mother was a victim of the Muggleborn containment program several years ago. Seth is of average height and build, and has a natural ability to fade into a crowd, tempered by years at a Muggle school, St. Isidore's. At St. Isidores, Seth was a frequent target of bullies; he has a great deal of self control because of this. On one occasion, he hexed one of the bullies with an accidental bat-bogey hex; the resulting near-expulsion left him reluctant to learn DADA. His years at Hogwarts have coaxed him out of his shell a bit, especially when he sees a younger student being bullied.


What was the official name of the Muggleborn containment program? Also, I know the background is a bit stilted; I've got a good feel for this character but I couldn't really get it out on paper effectively.

Ditto
2007-09-16, 02:17 PM
Mighty fine rolls, vivi. I'd ask that you (and everyone) link rolls used for stats and anything else, or else use the board roller.

You choose how to allocate your skill points (in your case, you get 28).
You choose how to allocate your magic points among the various classes you're taking. You put points first into the general category (Wandwork, Bookwork, etc.), then into the individual class (Charms, Herbology, etc.). You get one point for free in every subject. This (http://spreadsheets.google.com/pub?key=pqID76qEOHOJ5hC9Gj_HbZA) might be useful, if you don't want to math it all out longhand.

I've finally added the provisional feats to the Feats post up front. Thanks to PB for his work on these. Here they are also:

Potter d20 - Feats

Knack
You may raise the point cap on two of your classes by one point each. This feat may only be taken once, and must be taken at first level. You are considered to have a "Knack" in the classes you raise. Only one of these classes may be a wandwork class.

Magical Revelation
Gain three magic points.

Alertness
+3 on Listen and Spot checks.

Class Mastery (Prerequisite: Level 15)
Reduces the botch range for the chosen class to a natural 1 only, instead of 1-5. This feat may be taken multiple times. Its effects do not stack, instead chose another class to apply the mastery to. The natural one is considered to be a reduced botch.

Transfiguration/DADA/Charms/Potions/Herbology Prodigy (Prerequisite: Ability 15+)
Add a +1 circumstance bonus to all magic done in one of the above classes. This feat may be taken multiple times, its effects do not stack, but instead each feat applies to a different class.

Skilled Morpher (Prerequisite: Level 9)
Gain a +2 circumstance bonus when casting morphing spells.

Skilled Meddler (Prerequisite: Level 11)
Gain a +2 circumstance bonus when casting meddling spells.

Skilled Maker (Prerequisite: Level 13)
Gain a +2 circumstance bonus when casting making spells.

Craft Magical Item (Prerequisite: Level 9)
Dude. Make magical stuff.

Skilled Defender (Prerequisite Level 9)

Skilled Attacker (Prerequisite Level 9)

Skilled Darn Annoyer (Prerequisite Level 9)

Heighten Charm (Prerequisite Level 11)

Empower Charm (Prerequisite Level 9)

Quicken Charm (Prerequisite Level 13)

Quickdraw (Prerequisite Dex 13+)

Negotiator
+3 to Diplomacy and Sense Motive

Stealthy
+3 to Hide and Move Silently

Persuasive
+3 to Bluff and Intimidate

Skill Focus
+4 to any one skill

Athletic
+3 to Quidditch and Balance

Deceitful
+3 to Forgery and Diguise

Investigator
+3 to Search and Gather Information

Educated
+3 to 2 chosen knowledge skills

Research Feat
TBD.

Dodge
TBD.

Darkbane
2007-09-16, 03:43 PM
Added Trans. Prodigy to my character.

vivi
2007-09-16, 07:45 PM
what about quiditch? I want my character to be the keeper of ravenclaw's team!

androgial
2007-09-16, 07:48 PM
quiddich(keeper) would be one of your mundane skills

vivi
2007-09-16, 08:00 PM
what is the max on mundane skills? never mind I see ok now can someone explain magic skills? thanx!

vivi
2007-09-16, 08:35 PM
Mighty fine rolls, vivi. I'd ask that you (and everyone) link rolls used for stats and anything else, or else use the board roller.
huh? what does that mean?

geez3r
2007-09-16, 08:38 PM
Just popping in to say that I'm not dead, just lurking.

Ditto
2007-09-16, 09:07 PM
For stat generation, the system uses 4d6-drop-lowest, just like D&D. ...you rolled those stats, right? If you check out the 'Roll Stats' tab on Invisiblecastle (www.invisiblecastle.com), it'll help. You can then put the direct ink to your rolls/stat block here, to show that you're on the up and up with those numbers.

For magic points: You get 35. You place them in the categorys (Wandwork, Handiwork, Thinkwork, and Bookwork) first, then apply them to the individual classes (Charms, Transfiguration, DADA). You get one point for free, and the cap for starting characters is 3. You then add the relevant Mental Ability modifier. For instance, your starting block for Handiwork would look like this:

HANDIWORK - 1
Potions - 1(ranks) + 1(category, as above) + Int
Herbology - 1 + 1 + Wis
CoMC - 1 + 1 + Cha

Now, you apply some points.

HANDIWORK - 3 (you added 2 ranks, worth 12 points)
Potions - 2 (added one rank, worth 1 point) + 3 + Int

and so on. All the details (er, most of them) are in post #2.

Wandwork - 9 (stat), 2 (skills)
Handiwork - 6 (stat), 1 (skills)
Thinkwork - 2 (stat), 1/2 (skills)
Bookwork - 2 (stat), 1/2 (skills)

vivi
2007-09-16, 09:08 PM
heres a list of what house characters are in:
4-ravenclaw
2-slytherin
1-?(maybe gryffindor)
interesting, so many in ravenclaw, this might be focused on ravenclaw like the books focused on gryffindor! what do you think?

Ditto
2007-09-16, 09:43 PM
Perhaps... there are also several interested in Quidditch, so that might be another way to get characters together. The hardest part is coming up with the first meeting - a few ideas have been mentioned, and I have more - but beyond that, it's a matter of characters deciding they'll hang out in the Great Hall occasionally, or else develop into two camps of rivals.

psychoticbarber
2007-09-16, 09:44 PM
Jimmy probably knows (at least a little bit) all the people in his year and house...and maybe has a tutor in Charms?

Zerkai
2007-09-16, 11:27 PM
OOOOO
MMMMM
GGGGG!

XD. Wow, HP d20, sign me up!

Also, are there any prerequisits for Hogwarts houses?

Ditto
2007-09-17, 12:06 AM
Nope, pick your poison.

androgial
2007-09-17, 12:21 AM
feat suggestions

metamorphmagi
can only be taken at first level
must have naturally rolled 18 in all six attributes
must take a drawback approved by gm

allows one to alter appearance at will(Nymphadora tonks)
this ability is extremely rare and while those who aquire it(at birth) have exceptional abilities, they suffer some form of instability(tonk's clumsiness despite her reflexes being above par)


animagus
can only be taken once
requires skilled morpher
requires morphing 6 transfiguration category

this feat allows one 10 attempts to beat a dc 35 morphing check.
failure indicates nothing happens
botching this can be countered by loosing 2 additional attempts
if you dont have 2 additional attempt to loose or choose not to counter a botch with attempts to loose, all remaining attempts are lost and some disasterous form is achieved. rumor has it this is how werewolves first came about.
sucess lowers the dc for the next change by 5 and keeps the attempt available. when the dc reaches 0 the change becomes at will. the ministry of magic requires all animagi to register imediately upon their first sucess.



spell adept
can only be taken once
not retro active

this feat allows one to choose one of her classes to be adept at learning spells from, but not in performing them(thats what the skill is for), granting an extra 2 spells per level after taken to be learned in that class only.

Zerkai
2007-09-17, 01:10 AM
Cool, can I suggest Nonverbal spells as a feat?, and for Quidditch in skills, it could be;

Quidditch (Chaser)
Quidditch (Beater)
Quidditch (Keeper)
Quidditch (Seeler)

Ditto
2007-09-17, 01:23 AM
Yeah, that's the basic idea for Quidditch. *That* mechanic is so far down the list, though, it's going to cry itself to sleep with Speak Language and Appraise.

Hunh... I could have sworn non-verbal was on there. Oops! It'd be a prereq of level 14 or so (6th year, obviously). Some feats that are different from "+1 to DC" would be good, along the lines of non-verbal. Mundane ones are pretty much skill boosters. They're a little stronger than the D&D equivalents, to make them more attractive vs. the magic oriented feats. (...is it working? No? How about a feat that grants +16 to Quidditch? Better?)

Zerkai
2007-09-17, 02:01 AM
Also, I'm not exactly sure where your sources are from, but the three(Though a fourth was mentioned) core you hear about in the books, even then rarely, there are more. Dragon Heartstring, Unicorn hair, and Phoenix feathers aren't the only cores used in wands, the core can be any magical object or substance.

Ditto
2007-09-17, 07:36 AM
I don't know that we can go so far as to say that - Fleur's veela hair wand was clearly exceptional and due to a personal connection, though it does indicate cores other than the main three could work. I would say it has to be from a magical, non-Dark creature, but that's the leading theory insofar as people have debated it. In any event, the *only* cores Ollivander works with are the main three, so it is logical to assume that everyone who goes to Hogwarts - and by extension, is from Great Britain - has a wand using those cores. In TD's thread, someone referenced a site (harrypotterwands.com or somesuch) that listed all manner of wild cores, clearly apocryphal... but then again, he was selling them, and you know how salemen can be. :smallannoyed: If you're *really* set on having a leprechaun for a father, then I suppose I might allow a leprechaun's pinkie finger as a core.

psychoticbarber
2007-09-17, 07:37 AM
(...is it working? No? How about a feat that grants +16 to Quidditch? Better?)

I'll give you +35 to Quidditch and that's my FINAL OFFER :smallwink:.

Darkbane
2007-09-17, 01:21 PM
Ack! I forgot equipment for my character! Fixing that.

vivi
2007-09-17, 06:06 PM
I'm ravenclaw's keeper!!!!

vivi
2007-09-17, 06:19 PM
For stat generation, the system uses 4d6-drop-lowest, just like D&D. ...you rolled those stats, right?

YES I did roll for my stats!:smallannoyed: (and a question about the animagus thing, do you have to take the feat again if you fail your ten tries?).

ForzaFiori
2007-09-17, 06:26 PM
I'm ravenclaw's keeper!!!!

yea, well I'm Slytherin's seeker.

so there.

vivi
2007-09-17, 06:29 PM
yea, well I'm Slytherin's seeker.

so there.

ok fine by me. wait this means we're rivals right? muttering under breath *crud*

ForzaFiori
2007-09-17, 06:39 PM
ok fine by me. wait this means we're rivals right? muttering under breath *crud*

not entirely rivals.

I hate griffindor more than ravenclaw.

Zerkai
2007-09-17, 06:45 PM
I don't know that we can go so far as to say that - Fleur's veela hair wand was clearly exceptional and due to a personal connection, though it does indicate cores other than the main three could work. I would say it has to be from a magical, non-Dark creature, but that's the leading theory insofar as people have debated it. In any event, the *only* cores Ollivander works with are the main three, so it is logical to assume that everyone who goes to Hogwarts - and by extension, is from Great Britain - has a wand using those cores. In TD's thread, someone referenced a site (harrypotterwands.com or somesuch) that listed all manner of wild cores, clearly apocryphal... but then again, he was selling them, and you know how salemen can be. :smallannoyed: If you're *really* set on having a leprechaun for a father, then I suppose I might allow a leprechaun's pinkie finger as a core.

Don't talk like you know. Seriously. Olivander said it made tempormental wands. It's like saying any normal tree could be the wood of a wand. Only about nine wands in the series have been revealed as to the contents of their core. And I think magical substances, from any type of creature could work, evil being or not, depending on it's owner. 'The Wand Chooses the Wizard'.

Also. Doesn't Sorting matter in Hogwarts? Considering that each house is different, and meant for different people, shouldn't your stats have an effect ion your house?

Ditto
2007-09-17, 06:50 PM
I guess my DMPC will have to be a Hufflepuff Beater who hates everyone equally.

There will be no half-giants, veela, werewolves, metamorphmagi, or animagi. Unless, of course, there are animagi. >.> But that's 7th year stuff, and most people don't bother with it. Human-altering transfiguration starts the *basics* at 6th level. I mean, it's flashy, but why would people really want to be able to turn into a Cat in everyday life? We don't really have much intel on the concept, since Padfoot, Prongs, and Wormtail were *spectacularly* gifted wizards (...+Wormtail) who were motivated to help their friend through becoming a werewolf, and McGonagall is freaking MCGONAGALL. If she wants to be a cat, then dammit she's a cat.

EDIT: Ollivander has expressly stated he uses only the three stated cores. Only. Ever. Woods are pretty much wide-open, but usually have some vague reference to mythological significance.

Stats have nothing to do with houses. If that were the case, based just on the crunch and fluff of the characters without the plot context, Ron would be Gryffindor, Hermione would be Ravenclaw, Neville would be Hufflepuff, and Harry would be Slytherin. On the whole, you'll have more high-Ints in Ravenclaw, but that's the only hard-and-fast stat rule you can peg on a house.

Zerkai
2007-09-17, 07:02 PM
Hm... then the houses have no purpose at all?

Ditto
2007-09-17, 07:08 PM
Sly and cunning? Intelligence, to craft complex plots based on empirical data. Er, Wisdom, to accomplish clever machinations effected via keen observation of your targets. Er, Charisma, to sway people to your position through sheer force of will and personal magnetism.

Seamus and Lavender were exceptionally pretty and inspiring. Roger Davies was the brightest bulb in the marquee. Luna had Int coming out the ears, and probably not much in the way of Wisdom, which would represent her peculiar attention to the world around and her connection to its creatures. Pansy Parkinson was terrifically clever; probably intelligent, wise, or charismatic - surely she was *something* more than a worthless mooch of a fangirl.[/sarcasm]

I don't want to put too fine a point on it (please excuse my snippiness, if you will, I already had this debate at length on the TD thread), but houses represent general trends and do not define your personalities. That's the same as expecting every party to have a halfling rogue, dwarven cleric, elven wizard, and human sword'n'board fighter. Houses are what you make of them. They're somewhere in between wand wood and favorite subject in deciding what your character will eventually look like - necessary, but not all-important.

psychoticbarber
2007-09-17, 07:09 PM
Hm... then the houses have no purpose at all?

I would say that they serve to bring students of similar temperaments together.

vivi
2007-09-17, 07:26 PM
not entirely rivals.

I hate griffindor more than ravenclaw.

same here!

vivi
2007-09-19, 06:31 PM
Wandwork - 9 (stat), 2 (skills)
Handiwork - 6 (stat), 1 (skills)
Thinkwork - 2 (stat), 1/2 (skills)
Bookwork - 2 (stat), 1/2 (skills)

does it cost 9 or 2 for a point in one wand work stat?

psychoticbarber
2007-09-19, 06:55 PM
does it cost 9 or 2 for a point in one wand work stat?

9 for 1 point in all wandwork.
2 for a point in, say, Transfiguration (which is a subset of wandwork).

vivi
2007-09-19, 07:02 PM
thx!:smallsmile:

vivi
2007-09-19, 07:23 PM
wait, if it cost 2 points for 1 wandwork, and there are 3 wandworks, then why would you pay 9 for 3, instead of 6 for 3?

ForzaFiori
2007-09-19, 07:32 PM
wait, if it cost 2 points for 1 wandwork, and there are 3 wandworks, then why would you pay 9 for 3, instead of 6 for 3?

b/c there is a max of 3 ranks in 1 stat.
so if you wanted a +4 to something, you'd have to spend 9 to bump up all wandwork one point, and 6 to bump up your [skill] 3 points.

vivi
2007-09-19, 08:07 PM
k thx!:smallsmile:(updating character as we speak!)

Ditto
2007-09-19, 08:29 PM
If you could, please tidy it up a bit and organize it to look like others'. Breaks between sections, having the stats and the usual order... little things like that make it easier to read when they're in the same place for everyone. :smallsmile:

vivi
2007-09-19, 09:58 PM
I've updated my character again!:smallsmile: tell me if there are any issues with my character!

Ditto
2007-09-19, 10:06 PM
Good job all around. One thing - the cap is 3 points in a class, so 2 added points. The most you can spend on Transfiguration, for example, is 4 magic points.

vivi
2007-09-21, 06:53 PM
right but I have knack in potions and dada, so that increases the cap by 1 (doesn't it?)

Ditto
2007-09-21, 09:14 PM
No - nothing increases the cap except leveling. Knacks give you a +1 bonus to the stat, on top of it all, so you can have that reflected in your total 'caster level' for those two skills.

vivi
2007-09-21, 09:29 PM
oh okay, thx!:smallsmile:

vivi
2007-09-21, 09:32 PM
I've updated my character again! anything wrong?

Darkbane
2007-09-21, 09:56 PM
Vivi, something I noticed--your character isn't taking CoMC or Arithmancy, so you don't have any points in those.

Ditto--what exactly does Arithmancy do?

vivi
2007-09-21, 10:05 PM
Vivi, something I noticed--your character isn't taking CoMC or Arithmancy, so you don't have any points in those.

Ditto--what exactly does Arithmancy do?

Ive been wondering myself. Vivi is way to shy and afraid of magical creatures to learn a thing!

Ditto
2007-09-21, 11:28 PM
Arithmancy is basically Numerology... Divination with logic. I've been trying to think up some possible in-game use for it, but inspiration eludes me. For the Thinkwork and Bookwork classes, I wanted to have mechanically strong but situationally-rare abilities, since they're so underused.

Divination, for example: You get +Rank to Kn: Pop culture and/or Current events checks for the purpose of prophesying; subsequent +4 to Bluff checks attemping to con listeners into believing you actually predicted it. "Seriously, go check the TV! I bet they're talking about it now! You'll see, I swear I predicted that just now..."

Muggle studies: Bonuses to Kn: Muggles/Muggle history, Diplomacy vs. Muggles, Disguise when trying to pass as a Muggle, etc.

History o' Magic: Bardic knowledge/Knowledge-related mechanic

Ancient Runes: Skill with codes & languages? Obscure magical texts? Decipher Script?

Astronomy: Possibly synergy with Divination, depending on whether you're a Firenze-style or Trelawny-style.

Actually, now that I think about it, we might just fudge Arithmancy and Divination together, since they're branches of the same science. It is curious that Hermione loves Arithmancy but loathes Divination; the method is what makes it work for her, apparently. Firenze's method had interpretation to it, but it seemed like there was more of a system - learning how to read the heavens, sense cycles - which could very easily be translated into another understanding of Arithmancy. I'm sure Hermione would have gotten on much better with Firenze.

vivi
2007-09-22, 08:08 PM
anything else?

vivi
2007-09-26, 12:38 PM
ok I think my character is done!:smallsmile: ( it is right?:smallconfused: )

[Insert Neat Username Here]
2007-10-01, 08:26 PM
This looks interesting. Can I play?

If so:

John Varden

Ravenclaw

Abilities

Str 11 +0
Dex 15 +2
Con 11 +0
Int 17 +3
Wis 14 +2
Cha 14 +2

Magic

Wandwork 3
-Int Transfiguration* 2
-Wis DADA 2
-Cha Charms 2
Handiwork 1
-Int Potions* 2
-Wis Herbology 2
-Cha COMC 2
Thinkwork 3
-Int Ancient Runes 2
-Wis Divination
-Cha Arithmancy 2
Bookwork 2
-Int History of Magic 2
-Wis Astronomy 2
-Cha Muggle Studies
Spent Points: 35/35

Spells

Charms
-Level two:
Wingardium
Point Me
Alohomora
Mobili-X
-Level three:
Reparo
Impervius
Ascendio
Immobilus
DADA
-Level three
Finite
Leglocker
Expelliarmus
Stinging hex
Transfiguration
-Level three
Making 3
Morphing 3

Potions

Level one:
-Forgetfulness
Level two:
-Sleeping
Level three:
-Confusing
-Shrinking

Skills

Class:
Beater 3
Bluff 2
Climb 2
Current Events 3
Flying 3
Hide 3
Listen 2
Search 2
Sense Motive 2
Spot 2

Feats

Knack
-in Transfiguration and Potions.

Wand:

7 inches, cherry, unicorn hair.

Pet:

Great horned owl

Ditto
2007-10-01, 08:53 PM
A finely built character indeed. This isn't really recruiting as such... character building is more to make sure people understand the mechanics (that is to say, they make sense in the first place). Any actual playtesting is on the later- end of sooner-or-later, as I've not had much time to devote solely to HPing, like I did back in the days of beginning a new job. No one assumed I was competent yet, and thus didn't share the work. It was glorious... :smallsmile:

For now, contributions are more what I'm looking for. Feats, for instance... Knack giving a bonus to two different skills is entirely too much. It's worth 5 magic points, and Caster Levels for these things are going to skyrocket out of control with leveling as it is. It's like a Wiz1 and a Wiz20: You get Sleep vs. Time Stop. With HarryPotter1 and HarryPotter20, you have Expelliarmus vs. SUPER-SPECIAL-AWESOME-UBER-Expelliarmus. :smallannoyed: There has to be some way to calibrate the levels, but it's tough because the wizards in the Potterverse are, on the whole, unremarkable. Everyone can meddle with reality at the flick of a wand, but only so much, and approximately the same so-much as time goes on. It's nowhere near the amount of different D&D gives you. There aren't enough spells in HP to support that, just creative uses of old ones...

So, Magic Feats need to be pared back. (Mundane feats have to look at least a *little* bit attractive... :smallfrown: ) The combat/DADA system needs crunch, as well. Same problem here, you have Seventh Years casting a Stupefy that could explode a Third Years' head, based on the difference in DADA skill. Transfiguration needs defining, for the category spells - 2 points is definitely cheap, considering how widely powerful it is, and that you get that degree of skill even if you're not focusing on it. (Practically everyone has chosen two categories instead of individual spells - which makes sense, but is still overpowering.) I think I finished definitions for all of the 2-3-4 Charms, but thoughts on the upper level ones in the same vein are certainly welcome.

Ultimately, this is a homebrew thread, not recruiting. Help me brew! :smallsmile:

[Insert Neat Username Here]
2007-10-01, 09:10 PM
^Okay, I can help with that too.
Here's a disillusionment charm:

Disillusionment charm 7
Range: Touch
Duration: 10 min/caster level (too long? too short?)
Target: One medium or smaller creature within reach
The caster taps the target on the head with his wand, and the target immediately becomes transparent. The DC to spot the target equals the caster level.


I'm fairly new to homebrewing, so any thoughts on that are welcome.
EDIT: could the maximum CL on a spell be the spell's level times some constant? that might help balance.

EDIT 2: I tried to write Obliviate, but can't balance it reasonably . . .

Ditto
2007-10-01, 11:38 PM
I like that Disillusionment Charm! I think 10 minutes/level sounds pretty good. Obliviate is one of those spells that Hogwarts students never need to worry about seeing. Would *you* trust a 17-year-old kid with an amnesia gun? (Remember, anything Hermione has ever cast does not count as a gauge for level-balance. :smallwink: ) Feel free to pick up any of the other undefined upper-level charms lying about.

[Insert Neat Username Here]
2007-10-02, 04:38 PM
Six charms:
Engorgio/Reducio Charm 3
Range: 10 ft
Duration: 5 minutes/level
Target: object of medium or smaller size
The target's size category is increased or decreased by one. Its height, length and width are doubled or halved; its weight is multiplied or divided by eight; it gains +2 or -2 to Strength, -2 or +1 on dexterity and +1 or -1 on attack rolls.
If it becomes large, it is now 10 ft by 10 ft and gains 10 ft reach. If it is in a space too small to expand fully, it stops expanding when it runs out of space; it cannot be crushed with this spell. Any equipment grows or shrinks similarly.

Salvio Hexia Charm 7/DADA 7
Range: 30 feet
Duration: 2 hours/level
Target: A place, five square feet per caster level.
No offensive spells can be cast in the targeted area unless the hex caster's level exceeds the Salvio Hexia caster's level

Scourgify Charm 5 (that's a bit high, though. Maybe we should lower it.)
Range: 10 feet
Duration: Instant
Target: a dirty object, size large or smaller.
The target is cleaned.

Bedazzling Hex: Charm 7
Range: Touch
Duration: 1 year/level
Target: a cloak
The cloak becomes an invisibility cloak. Anyone who wears it is invisible. A hole is torn in the cloak by any spell cast on the wearer.

Silencio: Charm 5
Range: 10 feet
Duration: 1 minute per level
Target: one object, size medium or smaller
The target becomes silent.

Specialis Revelio: Charm
Range: touch
Duration: instant
Target: one object
The target reveals any magical properties. If it is immune to this spell or is nonmagical, nothing happens.

Also, this (http://en.wikipedia.org/wiki/Spells_in_Harry_Potter) might be useful.

vivi
2007-10-02, 10:02 PM
that looks good, I will try to make some spells in my free time.:smallsmile:

androgial
2007-10-02, 10:12 PM
lets see plants plants plants

snargaluff pods,venemous tentacular, mimbulus mimbiltonia, mandrake roots, devils snare, blubotuber, gillyweed, wolfbane, asphodel, wormwood.......

i cant think of any more plants that were mentioned in the series of books can anyone else? ill put them into a chart for herbology if we can get at least 10 more plants.

Ditto
2007-10-02, 10:28 PM
Oh yes, I've gone through that list (or rather, the one on hp-lexicon) with a fine-toothed comb to pull together any possible spell that would be stat-able and organized that list in the OPs. :smallbiggrin:

Engorgio/Reducio is fine. Scourgify should remain higher only because that's pretty concretely when they learned to use it in the books, and it is a fairly complicated mechanic, if you think about it. It summons scrubbing bubbles and requires a bit of concentration to really work it well - might even belong under Transfiguration, if you cross your eyes and think about it hard enough. :smallcool: Silencio is also straightforward. Dunno why I didn't hit that one early.

Salvio Hexia will need refining based on how DADA eventually works out, but that's basically what I had in mind. I figured it would interfere with the hexes, but not competely block them - basically, it gives Evasion and AoE. Auto-half damage, and if they don't make the CL check, only the minorest penalty from the spell. The duration should definitely be only 1 hour/level, perhaps shorter. It seems to be a stopgap/warning system if you're under attack, due to the stationary nature of the spell, and that it doesn't make sense to set up a standing Protego field with such ease.

Specialis Revelio is another one I had trouble sorting out. I thought about it a lot when I was dealing with Apparecium and Flagrate, but 'Show all!' is the gist of it, yeah.

Bedazzling hex is *definitely* not 1 year/level. That's not even a spell at that point... for long-term usage, that'll have to be coupled with Craft Magical Doohickey. It doesn't sound as much like Invisibility as it does an SEP (http://en.wikipedia.org/wiki/Somebody_Else%27s_Problem). A nifty piece of work, but with some definite limits.

This is great work, (Whatever you can abbreviate your name to). Thanks, and keep it up!

psychoticbarber
2007-10-02, 11:41 PM
For Herbology I suggest looking at mythology and history for plants considered to have magical properties.

Xeran
2007-10-03, 12:36 AM
I have some ideas for feats.

Heroic Destiny
Prerequisites: 1st level
Once a day you may add +1d6 to any d20 roll.

Lucky
Once per day, before you know if a roll is succesful or not, you may reroll one roll. This may only ever apply to one roll.
Special: You may take this feat multiple times. Each time allows you to use it once per day. You may only ever have half as many lucky feats as you have accumulated levels.

Better Lucky then Dead
Prerequisites: 4th year, two Lucky feats.
Once per day when you are damaged to the point of death you may roll a d20. You then gain that amount of HPO. This is an immediate action that takes place right after the damage is dealt. It is not healed, but rather never happened in the first place. Perhaps the knife wound which looked fatal failed to knick the artery, or the spell which looked deadly managed to only graze you. Effects which instantly kill, like the Killing Curse, will still instantly kill the subject regardless of this feat.

Luckcaster
Prerequisite: 3rd level, Lucky.
Once per day you may reroll one failed magic use check. This may be done after you learn the spell failed to be cast, but before you learn how well it affected them.

Better Lucky then Good
Prerequisite: Luckcaster, Better Lucky then Dead, Heroic Destiny, 6th year.
You may know an unlimited amount of Lucky feats.
Normal: You may only know half as many Lucky feats as your level.

Greater Destiny
Prerequisite: Heroic Destiny, 5th year.
You receive a +2 on saves vs. Dark Magic spells.

Protected by Fate
Prerequisite: Heroic Destiny, Greater Destiny, 6th year
You receive a +2 on saves vs. Dark Magic items.

Heroes Fate
Prerequisite: Heroic Destiny, Greater Destiny, Protected by Fate, 7th year
You receive a +2 on saves vs. the three Unforgiveable curses.

The Chosen One
Prerequisite: Heroic Destiny, Greater Destiny, Protected by Fate, Heroes Fate, 7th year
Once a day when an Unforgiveable Curse is cast against you you negate it. This may be that you dodge to the side, manage to throw it off by chance of will, or even something far-fetched, like the Killing Curse flying towards you hit a fly on the way there.

Strong-Minded
You receive a +2 on saves vs. your mind being controlled, modified, altered, or enchanted.

Strength of Will
Prerequisite: Strong Minded, 4th year
If your mind is controlled, modified, altered, or enchanted you may make another save one round later to escape it's effects.

Ditto
2007-10-03, 07:54 AM
These are great! I'll work them into the OPs shortly.

Heroic Destiny - A fine trick.

Lucky - This is a pretty serious trick. It'll have to be 1/4 levels, at least. I'm trying to think of analogous luck feats in D&D... what's the highest number of rerolls you can swindle from that? I'd be much more inclined to allow several uses of Heroic Destiny.

Better Lucky then Dead - Harry Potter is like Pokemon. Nobody dies, you just black out. Or 'white out', whatever that means. :smallamused:

Luckcaster - No rerolling failed magic! Magic failures are hilarious and encouraged. :smallbiggrin: There is a feat to reduce the severity of the botch, but you're not allowed to avoid it for flavor reasons.

Better Lucky then Good - Too many rerolls as it is. Thanks for playing.

Greater Destiny, Protected by Fate, Hero's Fate - Adding to saves are all good.

The Chosen One - No being the Chosen One, on principle. :smalltongue: Unforgivable curses are crazy powerful and unforgivable for a reason.

Strong-Minded, Strength of Will - This is a fine way to be 'Chosen'. Resistant to mind-control is a good way to give players a chance to rethrow in the extremely unlikely even they get Imperius'd. Harry was the only one who managed to throw it off, and Moody wasn't really trying, so it's not exactly easy to do.


PB: I've compiled a list of all potentially useful herbs and (I think) the majority of magical creatures one might reasonably encounter in a class environment. It remains to be seen how wormwood will be useful... I'll get that together tonight.

androgial
2007-10-03, 11:39 AM
book 1 day 1? potions

" Snape: mr potter what would i get if i added powdered root of asphodel into an infusion of wormwood?" the answer was a sleep potion called draught of the living death i believe.

Ditto
2007-10-03, 11:54 AM
Excellent memory, Androgial, you are correct. I already had that much... the question is what *good* is it for a Herbologist to culture some wormwood on his own? It's not useful or that interesting outside of potion making. I figure X ranks could give a +Y bonus to potion making... but I'm still having trouble finding magical plants to deal with in that class. There was really only, like, one per year to speak of.

[Insert Neat Username Here]
2007-10-03, 05:22 PM
You're right about the bedazzling hex. That's way overpowered.

I think herbology would, for the most part, be more like locating, recognizing and preparing ingredients rather than raising the plants.

Additionaly, the Harry Potter Lexicon has a list of all magical and mundane plants mentioned in the series. (http://hp-lexicon.org/magic/herbology.html)

Ditto
2007-10-03, 07:34 PM
Ayup, sorted through them already. It's roughly sorted...

Potion ingredients
Hyphens are derived from magical creatures
Asterisks are plants
*Aconite – poisonous
*Alihotsy – causes hysteria (a.Glumbumble)
-Armadillo bile – WSP
*Asphodel – Drought of Living Death
*Belladonna – basic
-Bicorn horn – polyjuice
-Billywig stingers - euphoria
-Boomslang skin – dangerous snake, polyjuice
*4 Bobotuber – helps with acne
*5 Chinese chomping cabbage – potions
-Caterpillar – shrinking solution
*Dittany – healing
-Doxy eggs – Skiving snackboxes
-Dragon parts
-Flobberworm mucus – thickens potions
*Fluxweed – polyjuice
*Ginger – Wit-Sharpening Potion
-Glumbumble parts – melancholy (a. Alihotsy)
*Hellebore – Draught of Peace, poisons, invis?
-Horned slugs – anti-boil
-Jobberknoll feathers – memory & truth
*Knotgrass – polyjuice
-Lacewing flies’ wings – polyjuice
*Lovage – confusing
*Moonstone – very useful, also powdered
*Murtlap tentacles - medical
Peppermint
Pomegranate juice – Euphoria?
-Salamander blood – strengthening
-Scarab beetles – WSP
*Scurvy-grass – confusing
*Sneezewort – confusing
*Sopohorous - DLD
*Valerian – DLD
*Wartcap powder
*Wormwood – bitter, DLD


Mundane animals with parts useful in potions
Armadillo
Caterpillar
Crocodile
Frog
Leech
pufferfish
Rat


All animal parts useful in potions
-Armadillo bile – WSP
-ashwinder snakes
-Bicorn horn – polyjuice
-Billywig stingers - euphoria
-Boomslang skin – dangerous snake, polyjuice
-Caterpillar – shrinking solution
-Doxy eggs – Skiving snackboxes
-Dragon parts
-Flobberworm mucus – thickens potions
-Glumbumble parts – melancholy (a. Alihotsy)
-Horned slugs – anti-boil
-Jobberknoll feathers – memory & truth
-Lacewing flies’ wings – polyjuice
-Salamander blood – strengthening
-Scarab beetles – WSP


Plants studied in Herbology, by year
3 puffapod
honking daffodil
mandrake
leaping toadstool

4 bubotuber
bouncing bulb
flitterbloom (safe devil’s snare)
flutterby bush

5 Fanged geranium
gurdyroot – wards off plimpies
mallowsweet – divination
screechsnap – semi-sentient

6 devil’s snare
mimbulus mimbletonia

7 Gillyweed
venomous tentacula


Healing potions/pastes
bruise healing paste
burn-healing paste
blood-replenishing potion
dittany
wound-cleaning


CoMC creatures by year
3 Hippogriff
flobberworms
porlocks
chizpurfle - parasite
clabbert – monkey frog

4 Unicorn
salamanders
nifflers
crups - dog
knarls
doxy

5 Thestrals
bowtruckles
kneazles
billywig

6 blast-ended skrewts
ashwinder snakes – eggs are valuable and volatile potion ingredients
nogtail – curse farms
albino bloodhounds – hunt nogtails

7 bicorn
diricawl - dodo


I know my Lexicon. :smallwink:

psychoticbarber
2007-10-03, 08:05 PM
Ayup, sorted through them already. It's roughly sorted...

Potion ingredients
Hyphens are derived from magical creatures
Asterisks are plants


Wow, and I thought I was being strange for developing an outline for my paper outline (that's right, my outline had an outline).

ForzaFiori
2007-10-03, 08:35 PM
Wow, and I thought I was being strange for developing an outline for my paper outline (that's right, my outline had an outline).

wow.
your teachers must love you.

my papers are lucky if they have the FIRST outline.

[Insert Neat Username Here]
2007-10-03, 09:17 PM
Wow, and I thought I was being strange for developing an outline for my paper outline (that's right, my outline had an outline).

I just start writing. I make an outline in my head, then type the paper from there.

More on-topic, yes, that list is quite impressive.

Ditto
2007-10-04, 06:53 AM
Outline in your head? Pssh! Even *that* is more prep than I do. I start writing paragraphs that I know the material for, and rearrange them at the end.

So, yes, fancy list. The question is, what do we *do* with it? :smallconfused:

psychoticbarber
2007-10-04, 08:54 AM
I should draw attention the fact that I was handing my outline in (not for marks, but to be looked over by the prof) and I wanted to make sure my ideas were arranged before I put them in the outline :smalltongue:.

We do what people have always done with plants. Eat them, grind them into fibres, or try to get high off them.

[Insert Neat Username Here]
2007-10-06, 04:29 PM
I know a system for quidditch is fairly far down the list of priorities, but I have a few thoughts on it anyway.


Quidditch is run similarly to combat, i.e. it's separated into rounds during which everybody takes a move and standard action, with initiative checks for turn orders.

During a round, a player can move and do one of the following:

pass the quaffle (Quidditch(chaser) DC 25 minus the intended receiver's check result. the DC is increased by one for every 10 feet beyond 20.)

throw the quaffle through a goal hoop (Quidditch(chaser) DC 10, keeper gets an opposed (Quidditch(keeper) check to save)

Attempt to hit a bludger (Quidditch(beater) DC 18)

Look for the snitch (Spot DC 20 +2 for every 30 feet between the Seeker and snitch)

Try to catch the snitch, if it's in reach (Quidditch(seeker) DC 20)

guard a goal hoop (+2 to Quidditch(keeper) checks to save through that hoop)

NOTE: players may attempt each other's roles, though only seekers may catch snitches.

The balls
the snitch moves randomly at a rate of 50 feet per round. The seeker scores 150 points and ends the game by catching it.

The two bludgers attack players (attack roll bonus TBD). A player hit by a bludger must make a ride(broom) check. 10 or more allows the player to stay on his broom, but stuns him for a round. 15 or more means the hit has no effect.

the quaffle is carried by the chasers. If a chaser throws it through a goal hoop, he or she scores 10 points.

I have yet to determine a fair move speed and how different brooms should offer advantages, if at all.

vivi
2007-10-06, 06:45 PM
That looks good (the seeker catches the snitch, you said keeper once).
does anybody have any ideas for new brooms? I mean it has been like 15 years, so they should have made some new brooms. I came up with the lightning streak, but that's it.

[Insert Neat Username Here]
2007-10-06, 09:56 PM
That looks good (the seeker catches the snitch, you said keeper once).
does anybody have any ideas for new brooms? I mean it has been like 15 years, so they should have made some new brooms. I came up with the lightning streak, but that's it.

Oops. I'll fix that:smallredface:

New versions of old brooms: Nimbus 2002, maybe? Firebolt v2? Comet 261?

I don't know if having different brooms is really fair, though. The richer team has an advantage. Perhaps they're standardized at Hogwarts now? I know they weren't in the books, but this is a few years later; maybe the decision was made more recently.

androgial
2007-10-07, 12:35 AM
brooms fly at the flying skill check of the rider. the model determines the equipment bonus to the fly check, although speed is more along the lines of acceleration and handling than anything else.

vivi
2007-10-07, 08:33 PM
Maybe the brooms can give a +2 to one position, or something.

Ditto
2007-10-07, 08:34 PM
It's definitely a good start. Skill of the players is rather more important than the make of the broom, and most people couldn't afford the really high-end ones anyway. Best to keep as few variables as possible when computing Quidditch skill.

[Insert Neat Username Here]
2007-10-08, 10:16 AM
Okay, so brooms are mostly for flavor.

How's this fly check-->movement speed chart?
{table="head"]Check Result|Speed for that round.
1|5 feet
2-3|10 feet
4-5|15 feet
6-7|20 feet
8-9|25 feet
10-11|30 feet
12-13|35 feet
14-15|40 feet
16-17|45 feet
18-19|50 feet
20-21|55 feet
22-23|60 feet
24-25|65 feet
26-27|70 feet
28+|75 feet[/table]
(okay, so I just wanted an excuse to use{table])
Note: Minimum speed is your previous speed-20. Maximum is your previous speed+20. You can, of course, choose to move less than your rolled speed, down to the minimum.

Ditto
2007-10-08, 11:24 AM
It's tough to judge what the speed it measured against, especially since each player is performing wildly different functions, moving in three dimensions, doing things that may or may not depend on top speed. I think Quidditch should be like the trivia game on HOL... check out http://hol.org.uk, it's a wonderful place, and they have a nifty game. The people on those teams are INSANE with their trivia knowledge and response speed. It's sick. Maybe it wouldn't be *too* fourth-wall-breaking for characters to answer questions about their own world... right? :smalltongue: Honestly, I think it's better we stick to the stuff we understand better, like how to turn Toadstools into Toads. :smallamused: Speaking of, a Transfiguration mechanic is another doozy up there with DADA...

vivi
2007-10-10, 09:59 PM
how much space is in between the two sets of goal posts? 500 ft.? 1000 ft.? 2000? 20000?

ForzaFiori
2007-10-11, 04:48 AM
how much space is in between the two sets of goal posts? 500 ft.? 1000 ft.? 2000? 20000?

from the movies, it looks to be about the size of a soccer field.

so roughly 90 yards, or 210 feet.

and most of those brooms had the capability to go from one end to the other pretty fast, though i wouldn't say in 6 seconds.

i could be wrong on any account though, this is just my best guess.

Ditto
2007-10-11, 06:57 AM
Wikipedia says 180' x 500'. Brooms are pretty fast, vis-a-vis running, so if you can run 120' in one round, I'm thinking you might be able to do 500' flying in one round (at breakneck pace). That's about 20 feet per second, if I math that roughly in my head. Not unreasonable.