PDA

View Full Version : Harry Potter D20



Rayzin
2008-02-15, 10:24 PM
This is the Harry Potter D20 from Ditto.
The thread died so i started a new one.
I need help finishing the spells and other's

Character Creation
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.
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

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.


Skills & Feats

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.)
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.




Magic System

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!
-

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

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
Harry
Hermione
Ron
Neville
Luna
Ginny
Cedric

DADA Charms Good at Herbology CoMC DADA Charms
Potions Transfig’n nothing. DADA Transfig’n Charms Herbology

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.



Spells

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. 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. )


Transfiguration
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

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
Spoiler
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
Spoiler

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
Spoiler

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
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*

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
Spoiler
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.

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. )


DADA spells A-I
Spoiler

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
Spoiler

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
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 - -


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
Spoiler

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. )

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
Spoiler

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.



Potions

Potions, Plants, and Pygmy Puffs (Handiwork)

Sample Potions
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 Gregory’s Unctuous Unction (Poisons)

Advanced potions: Felix Felicis, Veritaserum, Wolfsbane potion

Potion ingredients
Hyphens are derived from magical creatures
Asterisks are plants
Spoiler
*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
Spoiler
Armadillo
Caterpillar
Crocodile
Frog
Leech
pufferfish
Rat


All animal parts useful in potions
Spoiler
-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

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



Combat

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. )

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.


Subject's material

Plants studied in Herbology, by year
Spoiler
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

CoMC creatures by year
Spoiler
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


Quidditch

Quidditch

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:
Spoiler


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
Spoiler

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.

Okay, so brooms are mostly for flavor.

How's this fly check-->movement speed chart?
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
(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.

magic_unlocked
2008-02-16, 06:53 AM
Thank you for bringing the thread back. I don't think I had any input on the original thread, so... yeah.