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Harry Potter d20

Welcome all, to the Harry Potter d20 project. The goal of this project is to make a
Dungeons and Dragons 3.5
variant, set in the Harry Potter universe. This will allow many to play a Harry
Potter RPG which is something the
world is currently lacking. The Harry Potter d20 setting is intended to be used
with the d20 fantasy
roleplaying rules system, and is designed to incorporate content from the movies
and books of the Harry
Potter universe. There is one main class in Harry Potter d20 called the
Wizard/Witch.
Special thanks also to VestigeArcanist from the Order of the Stick forums.
VestigeArcanist provided the
wonderful Alchemist and Transfiguration Master Prestige classes as well as the
Combat Transfiguration feat.
If you would like to make comments, suggestions, or just say thanks email me at
bradysturner@gmail.com. If
you would like to contribute to the project check the Harry Potter d20 thread
This is all made possible, because of J.K. Rowling. She is a brilliant writer, and
has created a whole new
world, that millions have enjoyed. This project would not be possible without her
imagination, creativity, and
hard work. Thank you Ms. Rowling, for bringing happiness and joy to millions.
This is a derivative work. Harry Potter is (c) JK Rowling.
https://sites.google.com/site/harrypotterd20/home?tmpl=/system/app/temp...
1 of 1 3/3/2012 4:50 PM
How Magic Works
Spells are cast by meeting or exceeding their DC. To cast Accio for example, the
caster must succeed on a
Charms check equal to or greater than 20.
Spellcasting- To cast a spell a wizard/witch must first learn it to do so. Wizards at
first level begin play with 0
spells known.However, once in Hogwarts or with a teacher/book they can begin
to learn new spells. To cast a
spell the character must study for 1 hour for every 5 points of the spells base DC
and succeed on a DC check
equal to the spells DC +5 representing the difficulty in first casting the spell. If
they do not meet the required
DC they must study again although at only half the time that they originally
studied. Upon a successful casting
the extra +5 to the DC of the spell is removed as they are considered to have
"mastered" the spell. Should the
spellcasting check fail by 10 or more the caster has their spell backfire horribly.
For example someone
attempting to cast a Cheering Charm instead has the subjects attitude towards
them worsen.

Saves:
For spells that require a save the save is equal to 10+1/2 the caster level+the
appropriate attribute.
The attributes that help determine spell saves are Charisma for Curses and
Counter-Curses, Wisdom for
Charms and Intelligence for Transfiguration.
Spell Limit- Each character has a set number of spells they are able to learn.
They are able to learn up to their
spell limit from each school of magic which are Curses and Counter-Curses,
Charms, and Transfiguration.
Also, they can have a number of known potions for the Potionmaking skill equal
to their Spell Limit.
Templates- Templates are modifications to the spells that changes the way it
works. Add the modification
number to the spell DC. The caster must then equal or exceed the new DC in
order to cast the spell.
At first level the character receives a magical wand. The wand is made of a
wood, and core of the player's
choice.
Wands are made of a wood, and core of the players choice. A wizard has a -2 for
using a wand that's not
yours for all spellcasting checks and -10 for using a broken wand. Additionally,
upon choosing a wand the
wand gains one of the effects listed below. Counter-Curses are either a magical
counterspelling attempt or
Protego.
Gain a +2 to Charm checks
Gain a +2 to Curses checks
Gain a +2 to Counter-Curses checks
Gain a +2 to Transfiguration checks
Gain a +2 on attack rolls made with the wand
Gain a +2 on Damage rolls made with the wand
Reroll any Charms check once per day
Reroll any Transfiguration check once per day
Reroll any Curses check once per day
Reroll any Counter-Curse check once per day.
https://sites.google.com/site/harrypotterd20/how-magic-works?tmpl=/sys...
1 of 1 3/3/2012 4:50 PM
How Magic Works >
Creating New Spells
To make a new spell you must make a knowledge check of the appropriate skill
equal to the DC of the spell
you wish to create The DM an the player must agree on a reasonable DC.
Making a new spell from scratch
however is difficult and takes 3 hours for every point of the DC, due to having to
understand the theory behind

it, and make sure no ill effects upon casting. Exceeding the check by 10 or more
represents a breakthrough in
your research counting the time that you have researched for that day as twice
as much. If you make the check
you progress normally, for the rest of the day you decided to work on it.
Let's say you want to make a new spell in Curses and Counter-Curses. You want
the spell cause them to suffer
a wave of nausea making them suffer from the sickened effect. You decide to
research it by making a Curse
and Counter-Curses check. Making a new spell from scratch however is difficult
and takes 3 hours for every
point of the DC, due to having to understand the theory behind it, and make sure
no ill effects upon casting.
Make a knowledge dark arts check equal to the DC of the spell that you wish to
create. The DM and the player
must agree on a reasonable DC. If you make the check you progress normally,
for the rest of the day you
decided to work on it. Exceeding the check by 10 or more represents a
breakthrough in your research
counting the time that you have researched for that day as twice as much. The
DC for this spell would most
likely be a 20 and would require a ranged attack roll, and a Fortitude save on the
person who is being
targeted.
https://sites.google.com/site/harrypotterd20/how-magic-works/creating-n...
1 of 1 3/3/2012 4:51 PM
Divination
Crystal Ball Gazing DC 25- You gaze into the crystal ball, and attempt to peer
through the fog. Make a DC 25
check. If you succeed you manage to gaze into the future by up to one day. The
gazing allows the person to
see one important event of DM choice that will occur the next day. This however,
can be changed as time is an
ever changing flowing river, and knowing about the event can cause it to not
happen. By adding a +5 to the
DC the player can choose one particular event they could happen the next day.
For example Lavender Brown, wishes to know if she will pass her test she has
just taken. She focuses on the
crystal ball, and tries to peer into the future. The image of a paper floats to the
top, past the smog of the ball
with an Outstanding on it. Smiling she goes to tell her friends of her success.
Forewarning DC 20- This ability can be used as a free action anytime you would
normally be surprised or
flat-footed. Make a divination check against DC 20 , if you succeed, you are not
treated as flat-footed for that
attack. Each consecutive use of this ability in an encounter raises the base DC

by 2. In addition, this check can


be made at the beginning of combat. Every 2 points that you roll higher than a
DC of 15 gives you a +1 bonus
to initiative.
Peer into the Moment DC 20- You concentrate upon the time line of the
immediate future, and shift through
the many different possibilities. As your mind wanders the current of time, you
realize the effects your actions
will have in the future. Make a DC 20 check as a standard action. If you succeed
you gain knowledge of
whether or not a decision you make in the next minute will have positive, neutral
or negative effects. For
example, Lavender Brown is trying to escape some Death Eaters and runs into
two doors running in different
directions. Pausing for a minute she peers into the immediate future, and decides
going down the left door
will only bring trouble. She then decides to go down the right.
This only allows for a person, to sense immediate ramifications within a minute.
The left hand passageway for
example could have had a magical trap, and then been safe. The right hand door
could have contained a
passageway, that was safe for a 5 minute run, only to go into a meeting chamber
for Death Eaters. You may
also learn additional information when you exceed the base DC is exceeded by 5
or more. You can choose to
learn about why the decision is good or bad, or see another minute in the future.
Reading Tea Leaves DC 15- You take a cup of tea, that has had its dregs, settle
at the bottom. You flip the
cup over, and an image appears. You may make a reading either for yourself or
for one other person. Make a
DC 15 Divination check. If you succeed you get a vague idea of the subjects
future that is limited to one day.
The DM ultimately decides what you learn, but here are some example readings.
You learn that good fortune
will befall the subject today; Beware those who wear red, for they shall bring ill
tidings; you shall suffer , but
come out the stronger; Happiness and sadness shall occur at once as if a double
bladed sword; One drop in
the pond, can cause ripples that affect those around them, be they good or ill.
You can also learn additional
information when you exceed the base DC by 5 or and you can learn clearer and
additional information, such
as what time of day, and things like the circumstances of what will happen.
Palm Reading DC 10- You take a persons hand, and read the lines on it. Make a
DC 10 Divination check. If
you succeed you successfully read the person palm. Upon reading the persons

palm you immediately


discover the personals alignment. You also find out generic information about
their abilities and skills, as well
as personality. For example somebody reading Harry Potters hand might find out
that he is an inspiring
figure, who is a brave, and steadfast warrior. By exceeding the DC by 5 or more
you can instead something
specific that you wish to know. For example, you could learn what the subjects
Curses and Anti-Curses
modifier was.
https://sites.google.com/site/harrypotterd20/divination?tmpl=/system/app...
1 of 1 3/3/2012 4:51 PM
Quidditch
Rules for QuidditchAll players trained in Broomstick gain a +2 to AC while riding a broomstick. Those
who are not trained take a
-2 Penatly to AC, and to all attack rolls, while riding a broomstick
There are 7 different players for Quidditch and each of them has different roles.
Beaters- There are two beaters on the field at any given time. Their role is to hit
the bludger away from their
own team, to the other team. To hit the bludger the beater, must make a melee
attack roll with their beaters
club. The AC for the bludger is 15, and should it be hit, the beater can choose for
it to attack the closest
opposing team member. The bludger has an attack roll modifier of +8.
Chasers- There are three chasers on the field at any time. Their role is to gain
control of the Quaffle, and to
score points by throwing it through the goal posts. The goal can be from either
side, and is worth 10 points.
Keeper- There is one keeper on each Quidditch team. Their role is to block the
Quaffle, to prevent goals from
being scored. A keeper may block any one of the 3 goals as long as they remain
no more then 10 feet away
from the goal. Deflecting a goal is like Magical Counterspelling only instead of a
magic skill check they make a
Broomstick check. Also, stopping a goal in this manner allows the Keeper to
retain possession of the ball, or
to deflect it to fly away 30 feet.
Keeper- There is one keeper on each Quidditch team. Their role is to block the
Quaffle, to prevent goals
from being scored. A keeper may block any one of the 3 goals as long as they
remain no more then 10 feet
away from the goal. When a keeper is within 10 feet of the goals an opponent
must beat the keepers AC and
not that of the goal. Otherwise the normal AC of the goal is 10. Deflecting a goal
is like Magical

Counterspelling only instead of a magic skill check they make a Broomstick


check. Also, stopping a goal in
this manner allows the Keeper to retain possession of the ball, or to deflect it to
fly away 30 feet.
Seeker- There is one seeker on each Quidditch team. Their goal is to catch the
golden snitch, which is a small
walnut sized golden ball. Only the capture, of a golden snitch can end a match
and it is worth 150 points, to
the team who captures the snitch. No other player may touch the golden snitch.
The Different BallsBludger- The bludger is a small iron ball, that zooms around the Quidditch pitch
attemping to knock players
off their brooms. The AC for the bludger is 15, and should it be hit, a beater can
choose for it to attack the
closest opposing team member. The bludger has an attack roll modifier of +8.
Should a bludger hit a player,
one of two things can happen. If it hits the player and its attack roll does not
exceed the AC by 5 or more, the
player takes 1d6 points of non-lethal damage. The player must also succeed on
a Broomstick check or be
stopped in place, and drop the ball. If the Bludger exceeds the AC of the player
by 5 or more, the player is
knocked off their broom, and must succeed on a DC 15 Reflex save, or plummet
down to the ground, in
addition to suffering all the other previous effects. Should they make the save
they hold on to the broomstick
by the tips of their fingers and must succeed on a DC 10 Strength check to pull
themselves back up, as a
move action. If they succeed on a DC 20 Broomstick check, however they
manage to direct their broomstick to
the ground with them as they fall treating the distance fallen as 20 feet less.
Should the bludger miss it will
begin to move for the other closest player. At the beginning of the match the
bludgers just fly around, and go
to the first player closest to them. The bludger has a fly speed of 150 feet
(perfect).
Quaffle- The Quaffle is a small red ball, that chasers use to score goals. The
quaffle begins the match being
tossed up in the air, and the chaser with the highest initiative can make the first
attack roll to attempt to grab
the ball. The ball has an AC of 10, and is very easy to hold capable of being held
only in one hand. The
Quaffle is also magically enchanted, to fall more slowly and on any given round
that it is falling to the ground
it only falls 20 feet. For another player, to grab the Quaffle away from a player
they must make a Disarm

check. Due to the magical nature of the Quaffle it has a Range Increment of 25
feet.
https://sites.google.com/site/harrypotterd20/quidditch?tmpl=/system/app/...
1 of 3 3/3/2012 4:51 PM
The Golden Snitch- The Snitch is a small golden walnut sized ball, that is used to
end the game of a Quidditch
match. The Snitch is worth 150 points, and is released at the beginning of the
match. Capture of the Golden
Snitch ends the game. It has a fly speed of 250 feet per round (perfect). It is also
suggested that for
simplicities sake that the DM has a predetermined path for the snitch, so as to
save time during gameplay The
golden snitch has an AC of 18. The Snitch has a +15 hide check.
The Pitch- The Quidditch pitch is an oval shaped field about 500 feet long, and
180 feet wide. In the center is
a small circle that is two feet in diameter which the 14 players stand on before
the game starts. There is no
limit on to how high a player may fly during the game, but they must remain
within the stadium limits. If they
do not and are discovered the other team is awarded a foul.
Rules on the Pitch1. Players must not stray over the boundary lines of the pitch, although they may
fly as high as desired. The
Quaffle must be surrendered to the opposition if any player leaves the boundary
(it is unknown what the
penalty is if a player on defense leaves the pitch).
2. 'Time out' may be called at any time by the Captain of a team. Time out may
be extended to two hours if a
game has already lasted for more than twelve hours. Failure to return to the pitch
after this time will lead to
the team being disqualified.
3. Penalties can be awarded to teams by the referee. A single Chaser may take
the penalty by flying from the
central circle towards the scoring area. The opposing team's Keeper may attempt
to stop the shot being
scored, but all other players must not interfere (it is unknown if the seeker may
still attempt to catch the snitch
while a penalty is being attempted).
4. Contact is allowed, but a player may not seize hold of another player's
broomstick or any part of their
anatomy.
5. No substitution of players is allowed throughout the game, even if a player is
too injured or tired to
continue to play, unless there are reserve players present.
6. Players may take their wands onto the pitch, but they must not be used on or
against any players, any

players' broomsticks, the referee, any of the four balls, or the spectators.
7. A game of Quidditch will only end once the Golden Snitch has been caught, or
at the mutual consent of both
team Captains.
1. 10 Common Fouls- Blagging: No player may seize any part of an opponent's
broom to slow or hinder the
player
2. Blatching: No player may fly with the intent to collide
3. Blurting: No player may lock broom handles with the intent to steer an
opponent off course
4. Bumphing: Beaters must not hit Bludgers towards spectators
5. Cobbing: Players must not use their elbows against opponents
6. Flacking: Keepers must not defend the posts from behind by punching
Quaffles out of the hoops - goals
must be defended from the front
7. Haversacking: Chasers must not still be in contact with the Quaffle as it
passes through a hoop
8. Quaffle-pocking: Chasers must not tamper with the Quaffle in any way
https://sites.google.com/site/harrypotterd20/quidditch?tmpl=/system/app/...
2 of 3 3/3/2012 4:51 PM
9. Snitchnip: No player other than the Seeker may touch or catch the Golden
Snitch (unknown what would
happen if this occured by accident)
10. Stooging: No more than one Chaser is allowed in the scoring area at any one
time (in game terms this
means that no more then 1 player may approach within 20 feet of the scoring
area, when a player has a
Quaffle. within that area.
https://sites.google.com/site/harrypotterd20/quidditch?tmpl=/system/app/...
3 of 3 3/3/2012 4:51 PM
Classes >
Wizard/Witch
Abilities Constitution is a very helpful to a witch or wizard due to their low hit
die. Intelligence, also plays an
important factor, as it determines the number of skill points received each level,
and several of the key skills
focus on Intelligence. Wisdom helps provide keen insight, and helps to improve
other spellcasting skills.
Charisma is useful, as it helps them in the social aspect, as well as other
important skills.
Alignment
Hit Die d6
Class Skills
The Wizard/Witch's class skills are Balance (Dex), Broomstick (Dex), Charms
(Wis), Concentration (Con),
Curses and Counter-Curses (Cha), Divination (Cha), Handle Animal (Cha),

Herbology (Wis), Knowledge (Dark


Arts) (Int), Knowledge (Charms), Knowledge (Magical Creatures), Knowledge
(History) (Int) Knowledge
(Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Spot
(Wis), Transfiguration (Int)
Skill Points at 1st Level (6 + Int modifier) 4.
Skill Points at Each Additional Level 6+ Int Modifier
Wizard/Witch
Level Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spell
Limit
Defense
Bonus
1st +0 +0 +2 +2 House Chosen, Magical
Counterspelling
5 +3
2nd +1 +0 +3 +3 Magical Blast 1d6 8 +3
3rd +2 +1 +3 +3 11 +4
4th +3 +1 +4 +4 Natural Affinity +1 14 +4
5th +3 +1 +4 +4 Bonus Feat 17 +4
6th +4 +2 +5 +5 Non-Verbal Magic 20 +5
7th +5 +2 +5 +5 23 +5
8th +6/+1 +2 +6 +6 Magical Blast 2d6, Natural
Affinity +2
26 +5
9th +6/+1 +3 +6 +6 29 +6
10th +7/+2 +3 +7 +7 Bonus Feat, Wandless Magic 32 +6
11th +8/+3 +3 +7 +7 35 +6
12th +9/+4 +4 +8 +8 Natural Affinity +3 38 +7
13th +9/+4 +4 +8 +8 41 +7
14th +10/+5 +4 +9 +9 Magical Blast 3d6 44 +7
15th +11/+6/+1 +5 +9 +9 Bonus Feat 47 +8
16th +12/+7/+2 +5 +10 +10 Natural Affinity +4 50 +8
17th +12/+7/+2 +5 +10 +10 53 +8
18th +13/+8/+3 +6 +11 +11 56 +9
19th +14/+9/+4 +6 +11 +11 59 +9
20th +15/+10/+5 +6 +12 +12 Bonus Feat, Magical Blast
4d6,Natural Affinity +5
62 +9

https://sites.google.com/site/harrypotterd20/classes/wizard?tmpl=/system...
1 of 3 3/3/2012 4:28 PM
Class Features
House Chosen- At first level the wizard/witch enters the Hogwarts School of
Witchcraft and Wizardry. When
they enter the school they must choose one of the four houses. The four house
are Gryffindor, Hufflepuff,
Ravenclaw, and Slytherin. Upon joining the house the receive certain benefits the
benefits are as follows
Gryffindor- Gryffindor's are supposed to be brave, and courageous people. They
are true to their friends and
can often go into situations that are beyond their abilities. As such Gryffindor's
gain a +2 morale bonus to will
save against fear effects. In addition they gain a +2 bonus to Sense Motive
checks. They also gain Sense
Motive as a class skill.
Hufflepuff- Hufflepuff's are people who value loyalty, hard work, and honesty. In
addition they also gain a +2
against mind affecting effects that would change their attitude to the caster. As
such they gain a +2 bonus to
Diplomacy checks. They also gain Diplomacy as a class skill.
Ravenclaw- Ravenclaw's value ingenuity, creativity, intelligence, and curiosity.
They are often called
bookworms and often spend time studying. As such, they gain an additional 4
skill points at character
creation. They also, gain +2 bonus to all intelligence checks for solving questions
that involve the use of any
knowledge skill.
Slytherin- Slytherin's value cunning, ambition, sneakiness, and cleverness. They
are often loathed by the
peers for the things they do. As such they gain a +2 bonus to Bluff checks. They
also gain Bluff as a class skill.
Finally, if a Slytherin acts first in the first round of combat they gain +1d6 to their
damage roll for any attack
they make that succeeds.
Magical Counterspelling- Early in their career of magic wizards and witches must
learn how to undo spells
they've cast or to block spells that would hurt them. Early in their training,
wizards/witch's learn to block or
deflect attacks directed at them and their companions. Once per round, a
wizard/witch can attempt to negate
a ranged magical attack targeted within 10 feet +5 ft per 3 class levels. This
attack must be directed at them.
Negating this attack requires the wizard/witch to succeed in an opposed attack
roll, as well as an opposing
skill check of the same type of the spell. If the wizard/witches attack roll is less

than her opponents,and/or


the skill check is less than the opponents the attack is unaffected by the
counterspelling attempt and is
resolved as normal. Using this initial Magical counterspelling attempt counts as
an immediate action. The
wizard or witch must also know the spell in question or take a -4 penalty to
counterspell it.
Additionally, a wizard/witch has the option of reserving iterative attacks in order to
gain more Magical
Counterspelling attempts. Whenever she makes a full-round attack, a
wizard/witch may choose to forgo a
number of iterative attacks, gaining a number of additional Magical
Counterspelling attempts equal to the
number of attacks the wizard/witch reserved. Regardless of how many attacks a
wizard/witch forgoes, she
cannot use more Magical Counter spelling attempts than they have iterative
attacks due to high Base Attack
Bonus. These subsequent Magical Counterspelling attempts do not count as
actions, and can be used any time
during the round, even when it is not the wizard/witch's turn.
For example, a 15th level wizard/witch's Base Attack Bonus allows them to make
3 iterative attacks. If they
decides to make a full-round attack, they can reserve as many as 2 of these
attacks in order to gain 2
additional Magical Counterspelling attempts (bringing the total to 3 for that
round).
Magical Blast DC 15 Curses and Counter-Curses- At second level the
wizard/witch, gains the ability to cast
magical blasts from his or her wand. The wizard makes a ranged attack roll
against an opponent as well as a
DC 15 Curses and Counter-Curses check. Should they succeed, on both checks
the spell does 1d6 points of
damage. If targeted against objects the spell ignores the first 5 points of the
objects hardness. You may cast
as many magical blasts as you have iterative attacks per round. The spell
increases in power to deal 2d6 at
8th level, 3d6 at 14th level, and 4d6 at 20th level.
Bonus Feat- At 5th level the wizard/witch gains a bonus feat from the following
list.
Apparation, Focused Spell, Increased Spellcasting, Natural Born Flier, Skill
Focus, Weapon Focus (Wand).
https://sites.google.com/site/harrypotterd20/classes/wizard?tmpl=/system...
2 of 3 3/3/2012 4:28 PM
Natural Affinity- As a wizard/witch gains knowledge and experience they unlock
hidden potentials within
themselves. At fourth level they gain a +1 bonus to either, Charms, Curses and

Counter-Curses, Divination,
and Transfiguration. Once this skill is chosen all the bonuses from this class
feature only apply, to this skill.
Every 4 levels after this they gain an additional +1 bonus to a total of +5 at 20th
level.
Non-Verbal Magic Template DC +15- At 6th level a wizard or witch gains the
ability to cast spells without
speaking. Doing so provides an element of surprise, and anybody attempting to
Counterspell a non-verbal
spell suffers a -4 penalty to their Counterspelling check.
Spell Limit- Each character has a set number of spells they are able to learn.
They are able to learn up to
their spell limit from each school of magic which are Curses and Counter-Curses,
Charms, and
Transfiguration. Also, they can have a number of known potions for the
Potionmaking skill equal to their Spell
Limit.
Wandless Magic Template DC +25- At 10th level a wizard or witch gains the
ability to casts spells without
the use of a wand. They do not need to say the words to the spell. However, they
must have their hands free to
be able to do this, otherwise it is impossible to cast Wandless Magic.
https://sites.google.com/site/harrypotterd20/classes/wizard?tmpl=/system...
3 of 3 3/3/2012 4:28 PM
Prestige Classes >
The Alchemist
"The ancient study of alchemy is concerned with
making the Philosopher's Stone, a legendary substance
with astonishing powers. The Stone will transform any
metal into pure gold. It also produces the Elixir of Life,
which will make the drinker immortal."
An unknown book
The Alchemist
Abilities Constitution is the most important of all the attributes, as your
character will become more are
more frail with each level he takes. A high Intelliegence synergizes with the class
focus on Transfiguration and
Potionmaking. Wisdom and Charisma are casting stats for all wizards, and thus
cannot be neglected.
Requirements
To become an Alchemist a character must fulfill the following criteria.
Skills: Charms 12 Ranks, Knowledge (Charms) 12 ranks, Knowledge (Herbology)
12 ranks, Knowledge
(Magical Creatures) 8 ranks, Knowledge (Transfiguration) 12 ranks,
Potionmaking 12 ranks, Transfiguration
12 ranks,

Feats: Fast Researcher, Skill Focus (Transfiguration), Skill Focus (Potionmaking)


Hit Die d6
Class Skills
The Alchemist's class skills are Charms (Wis), Concentration (Con), Curses and
Anti-Curses (Cha), Divination
(Cha), Herbology (Wis), Knowledge (Dark Arts) (Int), Knowledge (Charms),
Knowledge (Magical Creatures),
Knowledge (History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis),
Potionmaking (Int), Profession (Wis),
Spot (Wis), Transfiguration (Int)
Skill Points at 1st Level (6 + Int Modifier) x4
Skill Points at Each Additional Level 6 + Int Modifier
Alchemist
Level Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spell
Limit
1st +0 +2 +0 +2 The Philosopher's Stone, Flawed, Seduction
of Immortality, The Price
+2
2nd +1 +3 +0 +3 +2
3rd +1 +3 +1 +3 The Philosopher's Stone, Developing
4th +2 +4 +1 +4 +2
5th +2 +4 +2 +4 The Philosopher's Stone, Stable, Craft
Construct
+2
6th +3 +5 +2 +5 The Philosopher's Stone, Emergent +2
7th +3 +5 +2 +5 +2
https://sites.google.com/site/harrypotterd20/prestige-classes/the-alchemis...
1 of 3 3/3/2012 4:31 PM
Spoiler
Level Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spell

Limit
8th +4 +6 +2 +6 Philosopher Stone, Imperfect, Swift
Transfiguration, Swift Potionmaking, Swift
Charms
+2
9th +4 +6 +3 +6 +2
10th +5 +7 +3 +7 Philosopher Stone, Perfect +2
Class Features
The Philosopher's Stone:
The goal of every Alchemist. A substance of great magic and power which will
ultimately grant its user both
nigh unlimited wealth and immortality. In the beginning of his quest, an alchemist
constructs a prototype of
the Philosopher's Stone, and improves upon it as he delves deeper into his
studies. The Philosopher's Stone
produces an Elixir, whose properties are determined according to the stone's
power. Also the stone may have
other properties which may add to the Alchemist's spellcasting power.
The Elixir which provides a variety of effects. When someone drinks of the Elixir,
they automatically take 1
point of constitution Damage and makes a Fortitude Save against DC 10. If the
character fails, they take
another point in constitution damage. One point of this Consitution damage is
healed in 24 hours, with no
other way of healing this particular. If the Stone produces a second Elixir is
produce or a character who drank
of it once takes it a second time, even from another source, within 24 hours,
there is 2 points of constitution
loss, with another Fortitude Save against DC 11, which will result in another 2
points damaged. If the Elixir is
produce or taken a third time in 24 hours, 3 points of constitution loss, Fortitude
Save of DC 13, and so on.
It takes a DC 25 Potionmaking, Transfiguration and Charms Check in succession
to Create the Elixir. Also
needed is a functioning cauldron, a fire, extensive potions ingredients and one
hour of preparation to create. If
one of these checks fail, then a faulty Elixir is produced, which will only cause the
constitution damage and
Fortitude saves, and no benefits. This counts as production of one Elixir in
twenty-four hours. Unlimited
Elixirs may be produced in this fashion.
All the Elixir's effects last for 24 hours.
The Philosopher's Stone, Flawed: Produces an Elixir which automatically
stabilizes a dying character. This
may be used any number of times per day.
The Philosopher's Stone, Developing: The Elixir grants its drinker the Diehard

Feat. At this time, the


Philosopher Stone starts granting its wielder special powers. By investing skill
points in the stone, the stone
grants the wielder additional bonuses. For every 3 points invested, the wielder
gets a +1 bonus to either
Charms, Transfiguration and Potionmaking as long at the stone is used as a
focus. The total number of skill
points that may be invest 3 x Alchemists class level.
The Philosopher's Stone, Stable: The Philosopher's stone may now be used as a
focus for the Alchemist's
transfigurations. The Alchemist may now use the stone to grant permanent
animation to objects. With the
stone in his possession, an alchemist is treated as if he had the Craft Construct
Feat.
The Philosopher's Stone, Emergent: The Elixir grants its drinker immunities to
poison, disease, Ability
damage and drain (outside of the Elixir, and other voluntary acts done by the
drinker, i.e. rituals, blood prices
and getting drunk)
Philosopher Stone, Imperfect: Swift Transfiguration, Swift Charms. Using the
stone as a focus, the alchemist
may cast a Transfiguration or Charm as a swift action at +10 to the DC. Each use
of this ability costs the
Alchemist one hit point/5 DC of the spell, which is unable to heal and remains
lost for 48 hours. Quick
Potionmaking. Using the Philosopher's stone as a catalyst, an alchemist may add
+15 DC to potion he is
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2 of 3 3/3/2012 4:31 PM
Brewing and cut the time to brew it to 1/4 of the original time. As a catalyst, the
stone is not affected by the
potion, but it may not be used for any other purpose during this time, including
the production of the Elixir.
Philosopher Stone, Perfect: Elixtir of Life. Halts all aging penalties, grants +4 to
each Intelligence, Wisdom
and Charisma, and +5 to Charms, Transfiguration and Potionmaking. The
Philosopher's stone can now
transfigure and transform another object into Gold, or another precious metal as
desired, permanently. This is
a base 65 Transfiguration. The Transfiguration is taxing on the body and which
causes 20 points of damage
which unable to be healed and remains lost for 48 hours.
Seduction of Immortality: Anyone who sips from the Elixir of life, even an
imperfect one, feels the rush of its
power. Everyone who tastes it becomes the obsessed with it. Ironically, those
most powerful are most

vulnerable, since it is within there power to create or steal a Philosopher's stone.


Anyone who drinks it, even
once, must make a will save of 10 + 1/2 character level + Alchemist Class level +
Int score, at every level or
else they must to take a level in the Alchemist Class.
Also, if a drinker of the Elixir of Life finds an opportunity to discover or find
information about alchemy, a
Philosopher's Stone, immortality or mastery of death arises, the same will save
must be made or else the
Alchemist must vigorously pursue it, even at hazard of others lives and safety.
Another will save may be
attempted once per hour, and an additional time after (not during or before) an
encounter which jeopardizes
them self (not others).
The Price
The Philosopher's Stone is produced in a week long ritual requiring a fully
equipped and stocked potions lab,
and a setting fitted for a weeks worth of isolated and quiet work. With all Rituals,
a permanent and indelible
sacrifice must be made, where the price may never be given back. The ritual, a
sacrifice of blood must be
made by the alchemist himself, no substitute can be had. This results in a
permanent loss of 1 point of
constitution. Also a large quantity of materials must be used to produce the
Stone, including gold itself. The
total cost of the ritual comes to 100 Galleons. The ritual must be performed each
time a Philosopher's stone is
created, and for each increase in the Stone's power at levels 3, 5, 6, 8 and 10.
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3 of 3 3/3/2012 4:31 PM
Prestige Classes >
Auror
Among the Wizarding World, there are those who practice forbidden magic.
These people practice dark
magic, and are Dark wizards and witches. Auror's are an elite unit of wizards and
witch's who track down
these Dark Arts users. They are a division of the Ministry of Magic, in the
Department of Magical Law
Enforcement. Becoming an Auror is very difficult requiring an additional three
years of training after school.
Exceptions have been made in the past most notably Harry Potter.
Being an Auror requires a wizard or witch to be well trained in Charms,
Transfiguration, and especially Curses
and Anti-Curses. They must go against Dark wizards, and as such must be
beyond temptation.
Requirements

To qualify to become an Auror, a character must fulfill all of the following criteria.
BAB: +6
Skills: Charms 12 Ranks, Curses and Counter-Curses 12 ranks, Knowledge
(Charms) 12 ranks, Knowledge (Dark Arts) 12 ranks, Knowledge (Herbology) 12
ranks Knowledge (Transfiguration) 12 ranks, Potionmaking 12 ranks
Transfiguration
12 ranks
Spells Known: Expelliarmus (Disarming Charm), Expecto Patronum (Patronus
Charm), Protego, Stupefy (Stunning Spell)
Special: Must be accepted into the Ministry of Magic as an Auror
Level Base
Attack
Fort
Save
Ref
Save
Will
Save
Special Spell Limit
1st +1 +0 +2 +2 Favored Enemy
Dark Wizards +2,
Auror Training
+2
2nd +2 +0 +3 +3 Magical
Quickdraw
+2
3rd +3 +1 +3 +3 Quickened Casting +2
4th +4 +1 +4 +4 Magical Assault +2
5th +5 +1 +4 +4 Favored Enemy
Dark Wizards +4
+2
Hit Die- d8
Class Skills
The Auror's class skills are Broomstick (Dex), Charms (Wis), Concentration
(Con),
Curses and Counter-Curses (Cha), Divination (Cha), Hide (Dex). Intimidation
(Cha),
Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Herbology),
Knowledge (Transfiguration) (Int), Listen (Wis), Move Silently (Dex),
Potionmaking
(Int), Profession (Wis), Spot (Wis), Transfiguration (Int)
Skill Points at Each Additional Level 6+ Int Modifier
Class Features
Favored Enemy Dark Wizards- At 1st level, an Auror gains a +2 bonus on Bluff,
Listen, Sense Motive, Spot and Survival checks when using these skills against
Dark

Wizards. Likewise, the Auror gets a +2 bonus on weapon damage rolls against
Dark
Wizards, which includes damaging spells. This Increases to a +4 Bonus at 5th
level.
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Auror Training- An wizard or witch undergoes intense training to become an
Auror. Part of that training is to learn how to defend against curses. As such they
gain a +2 bonus to their Curses and Counter-Curses check for Magical
Counterspelling checks against Curses and Anti-Curses. Also, as a result of your
training you may cast, Expelliarmus (Disarming Charm), Expecto Patronum
(Patronus
Charm), Protego, Stupefy (Stunning Spell), all as if you possess the Wandless
Magic
ability, but only with a +10 modifier instead of a +25 representing your constant
practice with these spells during training.
Magical Quickdraw- An Auror is lightning fast to the draw with a wand. As such
they gain the ability to benefit from the Quickdraw feat with their wand.
Quickened Casting- By adding a +10 to a spells DC you can cast it as a swift
action.
Magical Assault- An Auror learns that sometimes against a Dark Wizard, that they
must go on the offensive. As such they may cast an additional Magic Blast each
round, at a -2 penalty to all attacks that round.
Spell Limit- The Auror adds two to their spell limit each time they level.
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2 of 2 3/3/2012 4:29 PM
Prestige Classes >
Dark Wizard
Some types of magic should never be delved into. The Dark Wizard is power
hungry looking to learn about
esoteric types of magic. They often read tomes of forbidden learn and will do
anything they can to expand
their knowledge of the Dark Arts.
PREREQUISITES
Before gaining levels in this prestige class, you must meet the following
prerequisites:
Base Attack Bonus: +6
Skills: Bluff (4 ranks), Charms (6 ranks), Concentration (6 ranks), Curses and
Counter-Curses (8 ranks),
Intimidate (8 ranks), Knowledge (dark arts) (8 ranks), Listen (4 ranks), Move
Silently (4 ranks), Spot (4 ranks),
Transfiguration (6 ranks)
Known Spells: 23
Alignment: Any Evil
Level Base
Attack

Fort
Save
Reflex
Save
Will Save Special Spell
Limit
1st +1 +0 +2 +2 Negative
Energy
+2
+2
2nd +2 +1 +3 +3 Influence
(1/day)
+2
3rd +2 +1 +3 +3 Negative
Energy
+3
+2
4th +3 +1 +4 +4 Influence
(2/day)
+2
5th +4 +2 +4 +4 Negative
Energy
+4
+2
6th +4 +2 +5 +5 Bonus
Feat
+2
7th +5 +2 +5 +5 Negative
Energy
+5
+2
8th +6/+1 +3 +6 +6 Influence
(3/day)
+2
9th +6/+1 +3 +7 +7 Negative
Energy
+6
+2
10th +7/+2 +3 +7 +7 Bonus
Feat,
Dark
Lord
+2
Hit Die: d6
Class Skills
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1 of 2 3/3/2012 4:29 PM
The Dark Wizards class skills are Bluff (Cha), Broomstick (Dex), Charms (Wis),
Concentration (Con), Curses
and Counter-Curses (Cha), Disguise (Cha), Intimidation (Cha), Knowledge (Dark
Arts) (Int), Knowledge
(Charms), Knowledge (Herbology), Knowledge (Transfiguration) (Int), Listen
(Wis), Potionmaking (Int),
Profession (Wis), Sense Motive (Wis), Spot (Wis), Transfiguration (Int)
Skill Ranks: 6 + Int modifier per level
Class Features:
Negative Energy (Ex): At 1st level, a dark wizard/witch gains a +2 class bonus to
any Curse and
Counter-Curse checks made to cast dark magic and to any Knowledge (dark
arts) check made to learn a new
piece of dark magic. The bonus increases by +1 at 3rd, 5th, 7th, 9th, and 10th
level.
Influence (Ex): Once per day, a dark witch or wizard can influence the actions of
others through intimidation
or sweet-talking someone into doing something they wouldn't normally do. The
dark witch or wizard gains a
+2 bonus to any Diplomacy or Intimidate checks made in this fashion. At 4th and
8th level, the dark witch or
wizard can use this ability one additional time per day.
Bonus Feat (Ex): At 3rd, 6th, and 10th level, the dark witch or wizard gains a
bonus feat. You must select the
feat from those presented below, meeting any prerequisites the feat may have
before selecting it.
Dark lord (Ex): At 10th level, the dark witch or wizard is considered a master of
the dark arts and can reroll
any dark magic check a number of times per day equal to his Charisma score
(minimum of 1), keeping the
better of the two rolls.
Aggressive Duelist, Defensive Duelist, Dualcast, Greater Magical Dueling,
Improved Magical Dueling, Magical
Duelling, Malevolence.
Spell Limit- The Dark Wizard adds two to their spell limit each time they level.
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2 of 2 3/3/2012 4:29 PM
Prestige Classes >
Death Eater
Among the Wizarding World, there are those who wish for greater power. These
men and women wish to
advance their own power through dark means. They follow a man called Lord
Voldermort a man whose evil is
beyond comprehension. These are Dark Wizards and Witches who kill and lie,
and deceive to gain power.

These people follow Lord Voldermort, often so in the hopes to gain more power
for themselves. However,
many discover the horrors they must do as his servants, and serve out of fear.
Requirements
To qualify to become a Death Eater, a character must fulfill all of the following
criteria.
Alignment: Any evil
BAB: +7
Skills: Charms 12 Ranks, Curses and Counter-Curses 13 ranks, Knowledge
(Charms) 12 ranks, Knowledge
(Dark Arts) 12 ranks, 12 ranks Knowledge (Transfiguration) 12 ranks,
Potionmaking 12 ranks
Transfiguration 12 ranks
Spells Known: Avada Kedavra, Crucio, Imperio
Special: Must be accepted into Voldermort's inner circle as a Death Eater. Must
have performed a dark deed
for no other reason, then to become a Death Eater.
Death Eater
Level Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Spell
Limit
Special
1st +1 +0 +1 +1 +2 Dark Mark
2nd +2 +0 +2 +2 +2 Morsmordre
3rd +3 +1 +2 +2 +2 Gift of Deception
+2
4th +4 +1 +3 +3 +2 Dark Retribution
5th +5 +1 +4 +4 +2 Gift of Deception
+4
Hit Die- d8
Class Skills
The Death Eaters class skills are Bluff (Cha), Broomstick (Dex), Charms (Wis),
Concentration (Con),
Curses and Counter-Curses (Cha), Disguise (Cha), Intimidation (Cha),
Knowledge (Dark Arts) (Int),
Knowledge (Charms), Knowledge (Herbology), Knowledge (Transfiguration) (Int),
Listen (Wis),,
Potionmaking (Int), Profession (Wis), Sense Motive (Wis), Spot (Wis),
Transfiguration (Int)

Skill Points at Each Additional Level 6+ Int Modifier


Class Features
Dark Mark- The Dark Lord has marked you as one of his own. Choose one of
your arms to have the
mark imprinted on. This arm will have the mark inside your elbow, and will be a
skull with a snake
coming from its mouth. If you touch this Dark Mark it allows Voldermort to
instantly know your
position, and he can apparate there if he wishes. The mark writhes if Voldermort
touches anybodys
Mark. They instantly know where he is. The Dark Mark also, provides a +2
Intimidate bonus if shown
to those who would have reason to fear the Dark Lord.
Morsmordre - You learn to cast a spell unique to death eaters. Your wand flashes
in a green burst of a
light and a huge skull erupts up to 200 feet in the sky with a snake coming from
its mouth. It signifies
that the Death Eaters have arrived. This spell lasts for 10 minutes per caster
level, and is so ingrained
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within a Death Eaters training they have no need to make a check for it. Enemies
of the Death Eater are
filled with dread and take a -2 to any will saves for five minutes after they initially
see it.
Gift of Deception- Death Eaters learn quickly that they must mask their presence
for their Dark Lord.
As such they gain a +2 bonus to Bluff, Disguise, and Sense Motive checks
against those who are trying
to discover if they are a Death Eater. This increases to a +4 bonus at 5th level.
Dark Retribution- Death Eater's often learn that the best way to beat a foe is to
unleash a fury of
magical spells, to overwhelm their opponent. As such as a part of their standard
action a Death Eater
may declare they are using Dark Retribution. If they do so they may take a
penalty to their attack roll up
to their Death Eater level, to gain a bonus to damage equal to the penalty they
choose.
Dark Power- The Death Eater learns to casts spells, much more viciously. As
such they gain a bonus to
all spells that do damage equal to their Death Eater levels. Also, all of their spells
that deal damage
have a DC of their spell saves increased by +1
Spell Limit- The Death Eater adds two to their spell limit each time they level.
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2 of 2 3/3/2012 4:30 PM

Prestige Classes >


Duelist
Duelist
There are those whose lives revolve around epic magical duels and some people
take to dueling as if they
were born doing it. A Duelist is a terrifying foe capable of casting spells to disarm
and subdue their
opponents as quickly as possible.
Requirements
To become a Duelist a character must fulfill the following criteria.
BAB: +6
Feats: Magical Dueling, Improved Magical Dueling, Weapon Focus (wand)
Duelist
Level Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Spell
Limit
Special
1st +1 +1 +2 +1 +2 Evasion,
Improved
Disarm
2nd +2 +1 +2 +1 +2 Dualcast
3rd +3 +2 +3 +2 +2 Improved
Spellcasting
4th +4 +2 +3 +2 +2 Heightened
Senses
5th +5 +3 +4 +3 +2 Skilled
Duelist
Evasion
At 1st level, the Duelist can retain his Dexterity bonus to his Reflex saving throw
when caught flat-footed.
Additionally, the Duelist receives half-damage on a successful hit with an area
attack. These abilities can only
be used a number of times per day equal to his Duelist level.
Improved Disarm
The Duelist gains a bonus to his casting rolls equal to his Duelist level whenever
he casts Expelliarmus.
Dualcast
At 2nd level, the Duelist gains Dualcast as a bonus feat.
Improved Spellcasting

At 3rd level, the Duelist gains a +2 bonus on all attack rolls and damage rolls
made with one school of magic
of their choice (Charms, Curses and Counter-Curses, or Transfiguration).
Highten Senses
At 4th level, the Duelist gains a +2 bonus on all Spot and Listen checks made to
notice threats and opponents.
Skilled Duelist
At 5th level, the Duelist can cast one spell against a target of his choice before
the initiative order starts. The
Duelist can do this a number of times per day equal to his Dexterity modifier.
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1 of 1 3/3/2012 4:30 PM
Prestige Classes >
Order of the Phoenix Initiate
Order of the Phoenix Initiate
The Order of the Phoenix was a organization that opposed the dark Lord
Voldemort. Founded by Albus
Dumbledore, this organization had members from all parts of wizardly society from aurors to
potionmasters, and many others. The Order of the Phoenix has many goals,
such as destroying dark artifacts,
diplomacy with monstrous races and opposing the Death Eaters at every turn.
Being a member for the order does not have stringent requirements. Even squibs
can possess valuable
intelligence capabilities against the fight against those who use dark magic.
Nowadays, the Order is still
recovering from the climactic battle at Hogwarts - and with their founder and
spymaster slain, it has little
capability at the moment - but it is recovering rapidly, and so are their enemies.
Members of the order tend to
be weaker then their death eater counterparts, but the most experienced of them
can duel with their opposites
with equal force. Also, members of the order tend to be more versatile then their
dark opponents and have
many roles..
Students who are in their sixth year and above are qualified to take the Order of
the Phoenix prestige class.
Younger students interested in eventually taking this class should inquire into the
DA, or the Defense
Association. In the initiation process, the prospective member meets the familiar
of Albus Dumbledore and
receives a single phoenix tear, for identification and dire need. Alas, the phoenix
has not been seen for four
years.
Requirements
To qualify to become a member of the Order of the Phoenix, a character must

fulfil the following criteria.


Alignment: Any non-evil.
BAB: +5
Skills: Diplomacy 5 ranks, Sense Motive 5 ranks, Bluff 5 ranks.
Special: Must be inducted by a fellow member of the Order, and meet the titular
Phoenix.
Hit Die: D8
Class Skills: As Wizard/Witch
Order of the Phoenix Initiate
Level Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Spell
Limit
Special
1st +0 +1 +1 +1 +0 Order of the Phoenix Sigil
2nd +1 +2 +2 +2 +1 Bearing of Honest Intention
+2
3rd +2 +2 +2 +2 +2 Order Specialty
4th +3 +3 +3 +3 +3 Bearing of Honest Intention
+4
5th +3 +4 +4 +4 +4 Advanced Specialty
Order of the Phoenix Sigil
You have been recognized as one of the defenders of the Order of the Phoenix. It
allows other order members
to recognize you, and track you down if you are in distress. It provides a +4
diplomacy bonus to those friendly
to the order, and a -4 penalty to those who hate it. In these times of peace, the
bonus decreases to +2 and the
penalty to -2.
Bearing of Honest Intention
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In the past, Albus Dumbledore has advocated better relations with all branches of
magical life. His followers
have adapted his attitude of kind benevolence and understanding for their own.
As such, they gain a +2
intrinsic bonus to diplomacy, handle animal and sense motive checks. This bonus
increases to +4 at fourth
level.
Specialities

At third level, Order Members begin to diversify into niches to better thwart evil
and to better serve their
cause. Once a player has picked a speciality type, it cannot be changed.
Order Spy Speciality
You become a undercover agent for the order. You may receive a Dark Mark,
benefit from Dark Power and cast
Morsmorde. The bonus from Dark Power is halved and rounded down, and is
determined by your Order of the
Phoenix level. More mundane members of the order are simply overlooked by
the Death Eaters, giving them a
+20 bonus to bluff checks concerning them.
Advanced Order Spy - Perfect Cover
At 5th level, your identity as a spy cannot be ascertained by most magical or
mundane methods. You also
benefit from the Dark Retribution class feature at your Order of the Phoenix class
level, halved and rounded
down.
Order Auror Speciality
Lacking the means or the ethical looseness to cast truly horrific spells, Aurors
and other wizards inclined to
offensive magic learn to cast their spells more efficiently. You receive the benefits
of the Dualcast feat, even if
you don't have the perquisites for it.
Advanced Auror Speciality - Advanced Duelcasting
At 5th level, you may cast a third spell as a fullround action, at -10 to the check.
The second spell's penalty
decreases to -5. In addition, penalties for casting with stolen or broken wands
reduce to -1 and -5,
respectively.
Order Defender Speciality
The order is more inclined to defence than offense, due to the philosophies of
their founder, Albus
Dumbledore. Regular witches and wizards without the talent for offensive magic
or the taste choose this route.
You gain a additional +2 bonus on all counterspelling checks, and a +2 bonus to
your defences against
magical blasts and targeting spells. In addition, you are able to cast the Fidelus
charm.
Advanced Order Defender - Fidelus Guardian
At 5th level, you gain a additional +4 bonus on all counterspelling checks, and a
+4 bonus against magical
blasts and targeting spells. In addition, you gain a +10 bonus to your will save to
resist torture and other fear
effects. Of course, this doesn't mean you won't go insane...
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2 of 2 3/3/2012 4:30 PM

Spoiler
Prestige Classes >
Transfiguration Master
"Transfiguration is some of the most complex and dangerous
magic you will learn at Hogwarts. Anyone messing around in my
class will leave and not come back. You have been warned."
Minerva McGonagall
Transfiguration Master
Abilities
Requirements
To become a Transfiguration Master a character must fulfill the following criteria.
Skills: Knowledge (Transfiguration) 12 ranks, Transfiguration 12 ranks
Feats: Fast Researcher, Skill Focus (Transfiguration), Skill Focus (Knowledge:
Transfiguration)
Hit Die d6
Class Skills
The Transfiguration Master class skills are Charms (Wis), Concentration (Con),
Curses and Anti-Curses (Cha),
Divination (Cha), Herbology (Wis), Knowledge (Dark Arts) (Int), Knowledge
(Charms), Knowledge (Magical
Creatures), Knowledge (History) (Int) Knowledge (Transfiguration) (Int), Listen
(Wis), Potionmaking (Int),
Profession (Wis), Spot (Wis), Transfiguration (Int)
Skill Points at 1st Level (6 + Int Modifier) x4
Skill Points at Each Additional Level 6 + Int Modifier
Transfiguration Master
Level Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spell
Limit
1st +0 +2 +0 +2 Bonus Transfiguration, Out of Nothing +2
2nd +1 +3 +0 +3 Extend Transfiguration +2
3rd +2 +3 +1 +3 Combat Transfiguration, Agimagus +2
4th +3 +4 +1 +4 Ease of Use +2
5th +3 +4 +2 +4 Transfigure Counterspell, Enduring
Transfiguration
+2
Class Features
Bonus Transfiguration: At the first level, the Transfiguration Master gains a bonus
to all

Transfiguration and Knowledge (Transfiguration) checks equal to their class


level.
Out of Nothing: At the first level, The Transfiguration Master may now transfigure
the air where previously
she could not. You add +5 to the normal check, and the spell last 1/4 of the
length it would normally last.
Extend Transfiguration: At the second level, the Transfiguration Master's
transfiguration's now last 1
minutue/caster level x Transfiguration Master class level.
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Combat Transfiguration: At the third level, the Transfiguration Master is given the
Combat Transfiguration
feat.
Animagus: At the third level, the Transfiguration Master is given the Agimagus
feat. The Transfiguration
Master may choose an animal that has an equal hit die to himself, instead of
Character level -3. If the
Transfiguration Master has this feat already, then she may take another feat of
her choosing.
Ease of Use: At the fourth level, all transfigurations spells are now -5 DC for the
Transfiguration Master.
Transfigure Counterspell: Whenever a successful counterspell is performed (not
Protego or Block with
transfigured object), the Transfiguration Master, at level five, may immediately
cast a transfiguration spell so
long as the target is not animate, or is in the possession of someone or
something animate. This may be done
at every successful counterspell in a round. This spell in turn may be
counterspelled by the target, though it is
her own turn.
For instance, Professor McGonagall is dueling Bellatrix Lestrange. Bellatrix
Lestrange fires a stunning spell at
Professor McGonagall. Professor McGonagall successfully counterspells it,
whips her wand around and
transfigures a flying dagger aiming at Bellatrix. Bellatrix counterspells the dagger
and Apparates away to
safety.
Enduring Transfiguration: At this mastery, a Transfiguration Master may add +25
DC to a transfiguration
check. If she succeeds, Her given transfiguration will have an infinite duration.
https://sites.google.com/site/harrypotterd20/prestige-classes/transfigurati...
2 of 2 3/3/2012 4:31 PM
Prestige Classes >
Wandmaker
Wandmaker.

This prestige class represents a master in wandmaking, most wandmakers don't


advance beyond the first or
the second level. Though those taking it all the way will find that there's more to
wandlore than just crafting
magical sticks.
PREREQUISITES
Before gaining levels in the Wandmaker prestige class, you must meet the
following prerequisites:
Skills: Knowledge (Wandlore) 8, Charms 8, Transfiguration 8, Craft:
(Carpentering) 8.
Spells known: 20
Level Base Attack Fort Save Reflex Save Will Save Special Spell Limit
1st +0 +0 +2 +2 Wand identification, Craft
Wand
+2
2nd +1 +1 +3 +3 Wandlore +2 +2
3rd +1 +1 +3 +3 Dual ability +2
4th +2 +1 +4 +4 Unlocking the core +2
5th +2 +2 +4 +4 Wandlore +4 +2
6th +3 +2 +5 +5 Master Crafter +2
7th +3 +2 +5 +5 Triple ability +2
8th +4 +3 +6 +6 Wandlore +6 +2
9th +4 +3 +7 +7 Block Wands +2
10th +5 +3 +7 +7 Masters Wand +2
Wand Identification: The Wandmaker is able to identify a wand by just holding it
in his hand, bending it a little
and sometimes even listening to it. The Wandmaker can determine the materials
and the wands allegiance.
Furthermore a wandmaker can always recognize his own work and remember to
whom he sold it.
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Craft Wand: The Wandmaker can now of course create wands, how this is done
is entirely up to the
Wandmaker and Gamemaster. The cost to create a wand is approximately to half
of what it's sold for.
Wandlore: The Wandmaker gets a bonus, equal to the one shown on the table, to
his Knowledge Wandlore
and Craft: Carpentering.
Dual Ability: The Wandmaker is now so proficient in his craft that he can bestow
two abilities to one want, or
double the ability already in it. i.e: Lily potters wand has a +2 bonus to charms
related rolls. However had a
wandmaker used the Dual ability it could be +2 to two different checks or +4 to
charms.
Unlocking the Core: The Wandmaker can now unlock a special ability within

wands, this ability is dependent


on the wands Core. Refer to the table below.
Core Special ability.
Dragon heartstring Wands with Dragonheart string deal an additional 1d6 points
of
damage when using the magical blast ability. And gain a +4 bonus
on curse magic checks.
Veela hair Veela hair wands a favoured amongst those who seek to control
others.
Phoenix tail feather The Phoenix tail feather core is the most varied of all cores,
the
wielder of a Phoenix tail feather wand gains a +2 bonus on all
spell-casting skills or can chose one specific spell and gain a +9
bonus to cast it.
Unicorn hair
Unicorn horn-dust It's a sin to kill a Unicorn, an even greater sin is it to claim it's
horn.
This core is mournful and depressed, however powerful still. The
Core seeks to heal and mend. This core allows the user to cast
Vulnera Sanentur and episky 3 additional times per day.
Dragon claw The Dragon claw core is very prized by wizards who seek to do
battle. The awakened core of Dragon claw will provide it's wielder
with serious power. The Magical blast of a Dragon claw wand now
wither counts as piercing or slashing damage, and each attack deals
1 point of bleed damage which stacks. It can be stopped with a DC
15 heal check or any healing spell. It is said to awaken this core the
wandmaker must know Sectumsempra
Augury Feather
Hags hair
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Acromantula Fang
Thestral tail-hair The rarest, and the most difficult to control, wand core. Thestral
tail-hair requires its user to be able to see Thestrals and accept that
hell face death at some point before it can be awakened. When
these conditions are met the Thestral tail-hair is quite powerful, the
user gains a +6 bonus when using non-verbal spells as well as all
spell effects will be increased by 50%.
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Prestige Classes >
Windwinder
You think you frighten me with your curses and your followers? With my magic I
bend the wind itself to my
will. Against that, you are nothing!
- Unknown Windrider.

Among Wizards and Witches, there are a rare few who take the mastery of the
broomstick beyond that
required by Quidditch, learning to meld almost effortlessly with the broom and the
air around them. Known as
Windriders, this small, self-taught group is held with no small amount of awe by
the rest of the Wizarding
World.
Requirements
BAB: +7
Skills: Balance 12 Ranks, Broomstick 14 Ranks, Charms 14 Ranks, Knowledge
(Charms) 12 Ranks,
Knowledge (Transfiguration) 12 Ranks, Transfiguration 12 Ranks
Spells Known: Accio, Arresto Momentum*, Depulso, Disillusionment Charm,
Featherweight Charm, Impervius
(Impervius Charm), Windgardium Leviosa (Levitation Charm)
*New spell, see below.
Level Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Spell
Limit
Special
1st +0 +1 +2 +1 +1 Aerial Reflexes +2, Windrider
Apprentice
2nd +1 +1 +2 +1 +1 Bonus Feat, One with the Broom
3rd +2 +2 +3 +2 +1 Aerial Reflexes +4
4th +3 +2 +3 +2 +1 Bonus Feat, Windrider
Journeyman
5th +3 +3 +4 +3 +1 Aerial Reflexes +6
6th +4 +3 +4 +3 +1 Bonus Feat, One with the Air
7th +5 +4 +5 +4 +1 Aerial Reflexes +8
8th +6/+1 +4 +5 +4 +1 Bonus Feat, Windrider Master
9th +6/+1 +5 +6 +5 +1 Aerial Reflexes +10
10th +7/+2 +5 +6 +5 +1 One with the Winds, Windrider
Adept
Class Skills: Balance, Broomstick (Dex), Charms (Wis), Concentration (Con),
Curses and Counter-Curses
(Cha), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge
(Transfiguration) (Int), Listen (Wis), Spot
(Wis), Transfiguration (Int)
Skill Points at Each Level: 6+Int Modifier

Class Features
Aerial Reflexes: As a Windrider advances, she gains an intimate understanding
of spatial awareness and an
almost supernatural ability to predict how her enemies will try to hit her. As such,
a Windrider gains the listed
bonus to Defence, and half that bonus to Reflex saves, when in flight.
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Windrider Apprentice: More a title than anything substantial, a Windrider
Apprentice is the name given to a
Witch or Wizard who has started down the difficult path to become a Windrider. A
Windrider Apprentice is
recognised by both the Wizarding World and the Windriders themselves and as
such gains the Dark Wizard
Influence special ability.
Bonus Feats: At 2nd, 4th, 6th and 8th level, a Windrider may select a bonus feat
from the following list:
Aerial Caster*, Evasive Flyer*, Greater Evasive Flyer*, Improved Aerial Caster*,
Improved Evasive Flyer*, Skill
Focus (Balance) Skill Focus (Broomstick), Skill Focus (Charms), Skill Focus
(Transfiguration)
*New feat, see below.
One with the Broom: At 2nd level, a Windrider begins to understand the mystical
connections between
magic and flight. On a successful DC 30 Charms check, a Windrider may push a
broom far beyond its normal
limits, doubling its speed and giving it Maneuverability(Perfect).
Windrider Journeyman: A Windrider Journeyman has been formally accepted into
the Windriders and taught
by some of the Masters - and maybe even Adepts - of the group. A Journeyman
gains +2 to Balance,
Broomstick and Charm checks, as well as gaining another use of their Apprentice
Influence ability.
One with the Air: At 6th level, a Windrider becomes capable of - when necessary
- forsaking the need for a
broom. Following a simultaneous DC 30 Charms and Transfiguration check, she
takes on a semi-gaseous
form for 1 round/2 Windrider levels. In this state, she gains a natural fly speed of
30 foot/Windrider level
(Perfect Maneuverability) and a +5 defence bonus, but takes a -4 penalty to hit.
Windrider Master: A Windrider Master is a formidable and powerful opponent,
capable of evading attacks
with supernatural ease. A Windrider Master gains the Duelist Evasion special
ability, as well as gaining another
use of their Apprentice Influence ability.
One with the Winds: At 10th level, a Windrider reaches an apotheosis of

understanding, coming to realise


that within the winds, there is magic and learning how to ride and manipulate
these currents.
Following a simultaneous DC 35 Charms and Transfiguration check, a Windrider
may form a layer of magical
winds around herself for 1 round/Windrider level. She gains a natural fly speed of
50 foot/Windrider level
(Perfect Maneuverability), a +10 bonus to defence and a 25% miss chance. Due
to her speed, she takes a -4
penalty to attack.
Windrider Adept: At the same time as she learns to ride the magic of the winds, a
Windrider is fully
recognised as an Adept. Windrider Adepts are rare indeed, most dieing due to
accidents before they learn to
ride the winds. Windrider Adepts are both greatly respected and greatly feared,
doubling the bonus to
Diplomacy and Intimidate gained by their Influence ability.
In addition a Windrider Adept gains the ability to re-roll any Broomstick check or
the Charms and
Transfiguration checks for One with the Air/Winds a number of times per day
equal to his Wisdom score
(minimum 1), keeping the better of the two rolls.
https://sites.google.com/site/harrypotterd20/prestige-classes/windwinder...
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Skills
The Harry Potter d20 setting for the most part uses the skills found, in most d20
fantasy games. Spellcraft,
has been removed as has Use Magical device as most spells are now
recognized, by making appropriate
Knowledge checks. Magic items are also far easier to use, and unless noted
need no special training to be
used.
Craft (wand)- This allows the person to create different types of magical wands.
Having 5 or more ranks in
Knowledge (wand lore) adds a +2 synergy bonus to all Craft (wand) checks.
Knowledge (Int; Trained Only)
Knowledge is actually composed of many different skills much like Profession,
and Craft. Knowledge
represents some type of study in a given area.
Below are several different types of Knowledge
Dark Arts- forbidden knowledge, and protection against the dark arts, knowledge
of Curses and
Anti-Curses, dark wizards.
Charms- knowledge of charm spells, knowledge of people who made
developments of spells
Magical Creatures- types of magical creatures, habitats of magical creatures,

uses for magical creatures


Magical History- Famous and Infamous witch's and wizards, wars, government,
magical locations
Transfiguration- Different types of Transfiguration magic, famous wizards and
witch's, different uses
Knowledge (wand lore): knowledge of wand construction, magical cores, and tree
wood types.
New Profession
Profession: (wandmaker)
Synergy
If you have 5 or more ranks in Knowledge (Dark Arts), you gain a +2 bonus to
casting Curses and
Anti-Curses. The same applies to Charms and Transfiguration with the
appropriate knowledge and skills.
Check
Answering a question within your field of study has a DC of 10 (for very easy
questions), 15 (for average
questions), or 20 to 30 (for really tough questions).
Other New Skills
Broomstick (Dex)
This skill allows the person to ride upon a broomstick, and to do complex
maneuvers as well. Higher, points
in this skill allow for a greater control of the broomstick at high speeds.
Command Up 10 - You can make your broomstick jump from the ground, into
your hand.
Guide with Knees DC 15 - Using your knees you can control the broomstick only
using your knees. This
allows you to use your other two hands, freely. Failure, on this check results in
only one hand being free. If
the person is rising in the air, or diving the DC increases by 5.
Curses and Anti-Curses (Cha)
Divination (Cha)
Herbology (Wis) Synergy- Having 5 ranks of Herbology or more grants a +2 to
Potionmaking
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Potionmaking (Int)
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Feats
Advanced Occlumency
Prerequisite: 20+ Charisma
Benefit: This version of Occlumency gives perfect immunity against any mindaffecting effects except Imperio.
Against Imperio, this feat adds the Charisma bonus to the Will Save.
Apparation

Prerequisite: 6th level witch/wizard, Knowledge (Charms) 8 ranks, Charms 8


ranks.
Apparation allows the witch/wizard to instantly transport her/himself to a location
s/he knows. To succeed
with an apparation the player must roll against charms at a DC of 20. A wizard
may travel further but this
raises the DC. If a wizard fails by less then five they do not manage to apperate
and nothing bad happens. If
the wizard or witch fails by five or more minor splinching occurs with the partial
loss of eyebrow eyelashes or
moved freckles occur. If the charms check fails by 10 or more they fully splinch
take 1d6 points of damage for
every point that they failed by.
Modifiers for Apperating
10 miles or less +0
50 miles +5
100 miles +10
500 miles +15
1000 miles +20
2500 miles +25
5000 miles +30
Aggressive Duelist
Prerequisites: Magical Dueling, Weapon Focus (Wands) ,6 ranks in Curses and
Counter-Curses
Benefit: Targets of your spells take a -4 penalty on all counterspelling checks
against your spells, and you
gain a +2 bonus to your ranged attack rolls that require a wand.
Special: You cannot use both this feat and the Defensive Duelist feat at the same
time.
Animagi
Prerequisites: Knowledge (Charms), Charms 8 ranks, 8 ranks Knowledge
(Transfiguration) 8 ranks,
Transfiguration 8 ranks
You can change your form into one animal. The animal that you choose is any
non-magical animal that has Hit
Die equal to your level-3. Once chosen, this animal cannot be changed. You
magically change into this animal
and gain all of its traits as a standard action. You assume the animals size and
extraordinary characteristics,
and retain your intelligence, wisdom, and charisma scores, while your strength,
constitution, and dex scores
are that of the animal. As you advance in levels so does your animal form. Each
time you level up, your animal
forms hit die, increases by one. Additionally, the caster may not cast any
spells,counterspell, or use magical
blast while in this form.

Aerial Caster
You are able to adjust quickly to the difficulties of aiming in flight.
Prerequisite: Broomstick 10 ranks
Benefit: Ignore half the penalty suffered to attack rolls caused by being in flight.
Combat Divination
Prerequisites: Must possess at least 2 ranks in Divination, 16 Cha, 14 Int
Benefits: You are able to peer into the future slightly, to help protect yourself, or
to make a blow strike true.
Make a Divination check. The result-15 divided by 5 equals the bonus you gain to
either your AC or any
attacks you make this round. You may use this ability 2+ Cha modifier times per
encounter. You get a penalty
to your attack or AC by -2 (depending on what you specified) if you get 15 or
below. Also, rolling a 1 means
that you take a -10 to your D20 attack roll for that round, or a -5 penalty to AC
depending on what you
specified. If you possess the True Seer feat, your AC or your attack bonus
increases by an additional +2.
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Combat Transfiguration
Prerequsitites: Transfiguration 12 ranks
Normal: Once per round, a wizard/witch can attempt to Counterspell and attack
directed at them. Negating
this attack requires the wizard/witch to succeed in an opposed attack roll, as well
as an opposing skill check
of the same type of the spell. If the wizard/witches attack roll is less than her
opponents,and/or the skill
check is less than the opponents the attack is unaffected by the counterspelling
attempt and is resolved as
normal. Using this initial Magical counterspelling attempt counts as an immediate
action. The wizard or witch
must also know the spell in question or take a -4 penalty to counterspell it.
Special: A wizard with this feat may cast a transfiguration spell in order to block
an incoming attack onto there
person. This may be done by animating an inanimate object to block the attack or
by transfiguring an
inanimate object. Make a trnsfiguration check. This check must exceed the
attacker's spell check and make
the transfiguration DC. In addition, you no long add +10 DC to do block the
Avada Kedavra with a
transfiguration. This ability can be used a number of times per round equal to
counterspelling atempts you
have for said round. This ability cannnot be used while flat-footed.
Defensive Duelist
Prerequisites: Magical Dueling, 6 ranks in Curses and Counter-Curses

Benefit: You gain a +4 bonus on all counterspelling checks, and a +2 bonus to


your defense against magical
blasts and targeted spells.
Special: You cannot use both this feat and the Aggressive Duelist feat at the
same time.
Dualcast
You can muster more magic quickly.
Prerequisites: Base attack bonus +8, 30 known spells.
Benefut: You can cast an additional spell in a single round as a full-round action.
The additional spell suffers a
-10 penalty on its attack roll.
Evasive Flyer
You are rather good at avoiding spells when in the air
Prerequisite: Broomstick 10 ranks
Benefit: Gain a +2 bonus to Defense whilst flying. With 16 ranks in Broomstick,
gain a +4 bonus to Defense
whilst flying. 22+ ranks in Broomstick grants a +6 bonus to Defense whilst in
flight.
Fast Researcher
Prerequisites: Must have an Intelligence of at least 14
Benefit: The character can learn a new spell by only having to study for half an
hour for every 5 points of the
spells base DC.
Focused Spell
Benefit: Choose one spell that, you currently know. You gain a +4 competence
bonus when casting that
specific spell.
Special: You may take this feat multiple times. Its effects do not stack, and you
choose a different spell each
time you gain this feat.
Greater Magical Dueling
Prerequisites: Improved Magical Dueling, BAB +7, 12 ranks in Curses and
Counter-Curses
Benefit: You gain a +6 bonus on all counterspelling checks and Curses and
Counter-Curses checks to fire a
magical blast, and you can attempt to counter an additional spell per round.
Special: The benefits of this feat replace the benefits of the Improved Magical
Dueling feat.
Improved Aerial Caster
Your ability to aim whilst moving swiftly through the air has improved so that you
might as well be on the
ground.
Prerequisite: Aerial Caster, Broomstick 16 ranks
https://sites.google.com/site/harrypotterd20/feats?tmpl=/system/app/templ...
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Benefit: Ignore the penalty to attack rolls caused by being in flight.

Improved Magical Dueling


Prerequisites: Magical Dueling, BAB +4, 8 ranks in Curses and Counter-Curses
Benefit: You gain a +4 bonus on all counterspelling checks and Curses and
Counter-Curses checks to fire a
magical blast, and you can attempt to counter an additional spell per round at a
-5 penalty to your
counterspell check.
Special: The benefits of this feat replace the benefits of the Magical Dueling feat.
Increased Spellcasting
Prerequisites: You must be 3rd level and be able to cast spells.
Benefit: Upon gaining this feat you increase your spell limit by three.
Magical Dueling
Prerequisites: BAB +1, 4 ranks in Curses and Counter-Curses
Benefit: You gain a +2 bonus on all counterspelling checks and Curses and
Counter-Curses checks to fire a
magical blast.
Malevolence
You are adept at using the darkest of all magic.
Prerequisites: Must have any evil alighnment know at least one of the
Unforgivable Curses, 12 ranks in Curses
and Counter-Curses.
Benefit: You gain a +2 competence bonus on all checks made when using any of
the Unforgivable Curses
(Imperius, Cruciatus, and Avada Kedavra).
Metamorphmagus
You can magically change your appearance at will.
Prerequisites: You may only take this feat at first level.
Benefit: You can make a Disguise check a number of times per day equal to your
Charisma modifier
(minimum of 1) to change your appearance in various ways, including eye colour,
hair colour, facial features,
and blending into an environment. Additionally, disguise is always a class skill for
you. The DC for this check
is as follows:
Small changes (i.e. eye colour and hair colour) - DC 10
Medium changes (i.e. facial features) - DC 15
Large changes (i.e. blending into the environment) - DC 20
Natural Born Flyer
Benefit: Flying is something that has always been something that came easily to
you. You gain a +2 bonus to
Balance checks and Broomstick checks.
Occlumency
Prerequisite: 15+ Charisma
Benefit: This feat gives resistance against mental attacks which allows an
opposed check against a legilimens.
It also gives a bonus to Will saves against other mind-affecting effects, except

Imperio. The modifiers for a


roll are the character's Charisma Modifier+Will Save.
Parseltongue
Prerequisites: Can only be selected at first level.
Benefit: You gain the ability to speak with snakes. You also gain a +2 bonus on
Handle Animal checks, but
only with snakes.
Powerful Blast
Prerequisite: BAB +1
Benefit: On your action, before attempting magical blasts for a round, you may
choose to subtract a number
from all magical blast attack rolls and add the same number to all magical blast
damage rolls. This number
may not exceed your base attack bonus. The penalty on attacks and bonus on
damage apply until your next
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turn.
True Seer
Prerequisites: Must be taken at first level.
Benefit- Characters with the True Seer feat may have prophetic dreams, which
require no check, but only
occur when the DM chooses. These dreams are often vauge and quick flashes
with a possible future yet to
come. In addition the player gains a +2 to all divination checks.
https://sites.google.com/site/harrypotterd20/feats?tmpl=/system/app/templ...
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Races
Human- As SRD
Half-Giant
+2 Strength +2 Constitution -2 Intelliegence -2 Wisdom.
Medium: As a medium creatures, half-giants have no special bonuses or
penalties due to their size.
A half-giant's base land speed is 30 feet.
Powerful Build: The physical stature of half-giants lets them function in many
ways as if they were one size
category larger. Whenever a half-giant is subject to a size modifier or special size
modifier for an opposed
check (such as during grapple checks, bull rush attempts, and trip attempts), the
half-giant is treated as one
size larger if doing so is advantageous to him. A half-giant is also considered to
be one size larger when
determining whether a creatures special attacks based on size (such as
improved grab or swallow whole) can
affect him. A half-giant can use weapons designed for a creature one size larger
without penalty. However, his

space and reach remain those of a creature of his actual size. The benefits of
this racial trait stack with the
effects of powers, abilities, and spells that change the subjects size category.
Spell Resistance: Half-Giant's posses great resitence of spell due to their giant
heritage. If a half-giant is
targeted by the spell Stupefy they will be allowed to make a Fortitude save of a
DC 10+1/2 the casters
level+the charisma modifier of the caster.
Automatic Languages: Common. Bonus Languages: Giant
Favored Class: Wizard/Witch. A multiclass hald-giant's wizard/witch class does
not count when determining
whether she takes an experience point penalty for multiclass.
Half-Veela
+2 Charisma -2 Wisdom.
Medium: As a medium creatures, Half-Veela have no special bonuses or
penalties due to their size.
Half-Veela base land speed is 30 feet.
+4 Bonus on Bluff, Diplomacy,and Sense Motive Checks, but only against the
opposite gender.
Unearthly Attraction: Half-Veela's are some of the most beautiful men and
women on the planet. Whenever,
a person of the opposite gender approaches a Half-Veela they must make a Will
save equal to 10+the
Half-Veela's charimsa modifier+ 1/2 of the Half-Veela's HD. If they fail the save
they attitude to the
Half-Veela increases by one step. Those that successfully resist Unearthly
attraction, are immune to that
Half-Veela's Unearthly Attraction for 24 hours. Those already in a relationship
gain a +4 bonus to their Will
save. The effects of Unearthly Attraction only last for 24 hours, after which a new
Will Save is allowed. This
also causes the Half-Veela to take a -4 penalty to Disguise checks, for people
who are looking for the
Half-Veela.
Automatic Languages: Common Bonus Languages: Any
Favored Class: Wizard/Witch. A multiclass Half-Veela's wizard/witch class does
not count when determining
whether she takes an experience point penalty for multiclass
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Creatures >
Dementor
Dementor
Medium Aberration (Cold)
Hit Dice: 7d8+7 (38 hp)
Initiative: +9

Speed: Fly 30 ft. (perfect) (6 squares)


Armor Class: 18 (+5 Dex, +3 natural), touch 15, flatfooted 13
Base Attack/Grapple: +5/+7
Attack: Slam +7 melee (1d6+2 plus 1d8 cold)
Full Attack: Slam +7 melee (1d6+2 plus 1d8 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dementors Kiss, Aura of Depression, Aura of Cold
Special Qualities: Blindsight 60 ft., Invisibility to Muggles, Immunity to Cold,
Vulnerability to Fire, Damage
Reduction 10/Magic
Saves: Fort +2, Ref +7, Will +8
Abilities: Str 15, Dex 20, Con 11, Int 8, Wis 17, Cha 10
Skills: Listen +13
Feats: Ability Focus (Dementors Kiss)*, Hover(B), Improved Initiative, Improved
Toughness
Environment: Any
Organization: Solitary, Pair, or Prison Escort (4-10)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 8-14 HD (Medium)
Level Adjustment: ----A shadowy, cloaked figure flies towards you out of nowhere. The air surrounding
you becomes bitterly cold,
and you feel any happiness you felt before this very moment drain away.
Dementors are among the most reviled Dark creatures known to wizarding kind.
They are a disturbingly evil
group of homicidal monsters, whose sole purpose is to leech off of the emotions
of others. The telltale sign of
the presence of Dementors is a sudden drop of temperature, and a sudden bout
of depression.
Dementors are blind. To view the world around them, they have the magical
ability to sense the emotions of
others, which gives them a form of blindsight. They feed off of these emotions as
well, leaving a hollow void in
the mind of their prey. Creatures that are drained completely of emotion are
usually drained of their very
souls. People killed in such a matter are indistinguishable from comatose
patients in the deepest vegetative
state possible.
Like Threstrals, Dementors naturally have a selective invisibility power; Those
who cannot perform magic
cannot view a Dementor, even if they can be affected by them. It is also worth
noting that Dementors do not
mate like most creatures. Instead, they grow like fungus in areas saturated with
dark magic.

Combat
Dementors are deadly opponents, as their very presence causes harm to those
around them. Few wizards can
successfully harm them, let alone kill them. The best way to defend oneself from
Dementors is to use the
patronus charm.
Aura of Cold (Su): All creatures within 30 ft. of a Dementor is subject to an
unnatural cold. Each round, all
creatures within this aura take 2 points of nonlethal cold damage, no save. If a
target is knocked unconscious
from the environmental hazard, they start to take lethal damage. Unlike other
creatures, creatures with either
the Plant type or the fire subtype take lethal damage from this aura as soon as
they enter this aura.
https://sites.google.com/site/harrypotterd20/creatures/dementor?tmpl=/sy...
1 of 2 3/3/2012 4:37 PM
Aura of Depression (Su): All creatures within 30 ft. of a Dementor are deeply
affected by a seemingly
endless depression. After spending a full round in this aura, all creatures must
make a Will save (DC 16), or
be shaken for 1d4 rounds. Starting immediately after this time, he must make a
Fortitude save (DC 16), or
gain one negative level. The next round after this negative level bestowal, the
creature must make another
fortitude save (DC 16), or fall unconscious. All these saves are Wisdom-based. If
a character succeeds on at
least two of these saves, they cannot be affected by the Dementors aura of
depression for another 24 hours.
Blindsight (Su): This ability works like the common ability, except it is
supernatural in origin. If a creature
finds a way to mask his emotions, the Dementor cannot see him/her. A Dementor
hit by the patronus charm
loses this ability for 1d6 rounds, effectively blinding it.
Dementors Kiss (Su): this ability is only usable against a helpless target. As a full
round action, the
Dementor may suck the soul of a living creature out of its body. This action is
called a kiss. Once a kiss
attempt has started, the target must make a Fort save (DC 16), or die. Such a
target cannot be resurrected by
any means until the Dementor who performed the kiss has been destroyed. The
save DC is Wisdom-based.
Invisibility to Muggles (Su): This ability is constant, allowing a Dementor to
remain invisible even when
attacking. This ability only functions against Muggles.
https://sites.google.com/site/harrypotterd20/creatures/dementor?tmpl=/sy...
2 of 2 3/3/2012 4:37 PM

Creatures >
Doxy
Doxy
Tiny Fey
Hit Dice: 1d6+1 (4 hp)
Initiative: +5
Speed: 10 ft. (2 squares), Fly 40 ft. (Perfect)
Armor Class: 17 (+2 size, +5 Dex), touch 17, flatfooted 12
Attack/Grapple: +0/-11
Attack: Bite +7 melee (1d4-3 plus poison)
Full Attack: Bite +7 melee (1d4-3 plus poison), and 4 Claws +2 melee (1d3-3)
Space/Reach: 2 ft./0 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft.
Saves: Fort +1, Ref +5, Will +3
Abilities: Str 4, Dex 21, Con 12, Int 3, Wis 15, Cha 8
Skills: Hide +9, Move Silently +9
Feats: Virulent Poison, Weapon Finesse(B), Hover(B)
Environment: Cold Forests (Europe and North America)
Organization: Swarm (8-35)
Challenge Rating: 2
Treasure: Half Standard
Alignment: Usually Neutral
Advancement: 2-3 HD (Tiny)
Level Adjustment: ----A small, fairy-like creature with matted black fur and four arms can be seen in the
room. It bares its teeth,
both rows of them.
Doxies are a nasty species of Fairy that inhabit many houses. They generally
infest the draperies, where they
build large nests. In the wild, Doxies live in grand nests in the trees, where they
prey upon other fairies.
Doxies are considered a rather nasty pest not only because the females can lay
up to five hundred eggs at a
time, but also because of their poisonous bite; while a single bite most likely will
not kill, many bites can lead
to an extremely painful death. As a result, the magical alchemical substance
Doxycide is commonly available
in many shops, which can be used to paralyze Doxies by spraying them with it.
Combat
A Doxys first instinct is always to bite, in order to quickly subdue an opponent. If
facing an extremely tough
foe, however, Doxies can also use its four claws to great effect.
Poison (Ex): A Doxys bite is poisonous, so creatures must succeed on a Fort
save (DC 13), or contract it. It
deals 1d6 Con damage as its initial damage, and its secondary damage just

drops a foe into unconsciousness.


The save DC is Constitution based.
Poison Initial Effect Secondary Effect
Doxy Poison 1d6 Con Unconsciousness for 1d4 hours
https://sites.google.com/site/harrypotterd20/creatures/doxy?tmpl=/system...
1 of 1 3/3/2012 4:37 PM
Creatures >
Dugbog
Dugbog
Small Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 natural, +1 size, +1 Dex), touch 12, flatfooted 14
Base Attack/Grapple: +2/+0
Attack: Bite +6 melee (1d6+3)
Full Attack: Bite +6 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Crushing Jaw
Special Qualities: Darkvision 60 ft., Freeze
Saves: Fort +4, Ref +4, Will -1
Abilities: Str 14, Dex 13, Con 12, Int 1, Wis 8, Cha 9
Skills: Hide +10, Listen +1, Spot +1
Feats: Alertness, Weapon Focus (Bite)(B)
Environment: Temperate Marshes (Europe & Americas)
Organization: Solitary, or Pack (3-6)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 3-4 HD (Small); 5-8 HD (Medium)
Level Adjustment: ----All of a sudden, a nearby log comes alive. It races towards the ankles of a nearby
person. The person screams
out in pain as the creature bites down.
Dugbogs are nasty pests native to Europe and the Americas. When stationary, it
has the uncanny ability to
appear as a piece of deadwood. It has developed this ability to better camouflage
itself when hunting prey;
usually small birds. It is an omnivore, and its favorite food is the Mandrake. As a
result, many Mandrake
owners despise Dugbogs, who more often than not raid gardens of them. The
resulting carnage leaves only
the bloody, mangled remnants of the roots.
Dugbogs have finned paws, better to swim with in their marshy homes. While
they do not hunt humans for
food, there have been many incidents where muggles (and even careless

wizards) unknowingly step on


sleeping dugbogs. The results are occasionally fatal.
Combat
The initial reaction of any Dugbog facing a large threat is to bite it, and clamp
down. It attempts to crush bone
and shred flesh.
Improved Grab (Ex): Whenever a Dugbog bites a foe, it may start a grapple
attack as a free action without
provoking an attack of opportunity. Unlike other creatures with this special ability,
this can be done against
foes of its size or one size category larger.
Crushing Jaw (Ex): Each round a Dugbog maintains a grapple, the Dugbog
automatically deals 2d6+6
damage against the grappled creature.
Freeze (Ex): A Dugbog can hold itself so still it appears to be a piece of
deadwood. An observer must
succeed on a DC 20 Spot check to notice the dugbog is really alive.
https://sites.google.com/site/harrypotterd20/creatures/dugbog?tmpl=/syst...
1 of 1 3/3/2012 4:38 PM
Creatures >
Erkling
Erkling
Small Fey
Hit Dice: 2d6 (7 hp)
Initiative: +2
Speed: 30 ft. (6 squares), Climb 20 ft.
Armor Class: 14 (+1 size, +1 natural, +2 Dex), touch 13, flatfooted 12
Base Attack/Grapple: +1/-3
Attack: Dart +4 ranged (1d3)
Full Attack: Dart +4 ranged (1d3), or 2 Claws +4 melee (1d4/19-20) and Bite -1
melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend, Captivating Cackle
Special Qualities: Darkvision 60 ft., Spell Resistance 8
Saves: Fort +0, Ref +2, Will +3
Abilities: Str 11, Dex 14, Con 11, Int 6, Wis 13, Cha 10
Skills: Climb +13, Hide +7, Move Silently +7, Survival +6
Feats: Weapon Finesse(B), Improved Critical (Claw)
Environment: Temperate Marshes (Germany)
Organization: Solitary, or Hunting Group (3-7)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 3-4 HD (Small)
Level Adjustment: +1
A small, deformed creature with exceedingly long limbs climbs down from the

trees in front of you. Under its


elongated nose is a mouth filled with rows of sharp, needle-like teeth.
Erklings are small, elvish creatures that inhabit the bogs of the Black Forest.
They particularly like to eat the
flesh of small children, who they lure into the forests bogs using their
supernaturally entrancing voices.
Erklings have deadly claws and a nasty bite, though they often prefer to fire darts
at enemies. Unlike most
magical creatures, Erklings are capable of language, and often speak German
(though they may also learn
English or French). Despite their intelligence, they are classified as beasts for
their cannibalistic and
murderous behavior.
Combat
Erklings prefer ambushes against weaker foes, like children. When faced in a fair
fight, most Erklings tend to
flee.
Captivating Cackle (Su): When an Erkling cackles, all creatures (other than
Erklings) within a 200-foot
spread must succeed on a DC 11 Will save or become captivated. This is a sonic
mind affecting charm effect.
A creature that successfully saves cannot be affected again by the same
Erklings cackle for 24 hours. The save
DC is Charisma-based. A captivated victim walks toward the Erkling, taking the
most direct route available. If
the path leads into a dangerous area (through flame, off a cliff, or the like), that
creature gets a second saving
throw. Captivated creatures can take no actions other than to defend themselves.
(Thus, a fighter cannot run
away or attack but takes no defensive penalties.) A victim within 5 feet of the
Erkling stands there and offers
no resistance to the monsters attacks. The effect continues for as long as the
Erkling cackles and for 1 round
thereafter.
Rend (Ex): When an Erkling hits a foe with both claw attacks, it tears the enemys
flesh, dealing an extra 2d4
damage.
https://sites.google.com/site/harrypotterd20/creatures/erkling?tmpl=/syste...
1 of 2 3/3/2012 4:38 PM
Skills: Erklings get a +4 bonus on all Move Silently and Hide checks.
https://sites.google.com/site/harrypotterd20/creatures/erkling?tmpl=/syste...
2 of 2 3/3/2012 4:38 PM
Creatures >
Gnome
Gnome
Tiny Magical Beast

Hit Dice: 1d10+1 (6 hp)


Initiative: +1
Speed: 20 ft. (4 squares), Burrow 5 ft.
Armor Class: 15 (+2 size, +1 Dex, +2 natural), touch 13, flatfooted 14
Base Attack/Grapple: +1/-8
Attack: Heabutt +4 melee (1d3-1)
Full Attack: Headbutt +4 melee (1d3-1), or bite -1 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: ----Special Qualities: Darkvision 120 ft.
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 8, Dex 13, Con 12, Int 3, Wis 10, Cha 11
Skills: Hide +5, Move Silently +2
Feats: Weapon Finesse
Environment: Temperate Plains (North America and Europe)
Organization: Burrow (8-40)
Challenge Rating: 1/3
Treasure: Half Standard
Alignment: Usually Neutral
Advancement: 2-3 HD (Tiny); 4 HD (Small)
Level Adjustment: ----A tiny humanoid that vaguely resembles a potato climbs out of one of the many
burrows in the surrounding
area. It seems to be dopily happy as it wanders aimlessly.
Gnomes, sometimes called Gernumblies, are small, 30 centimeter creatures that
often inhabit gardens. While
they can make their own burrows, they tend to live in rabbit holes, as they are
very lazy. Gnomes are fun
loving, and rarely leave a garden once they enter it. This designates them as
pests by the Ministry of Magic,
despite their limited sapience.
Gnomes live in large families, which constantly consume vast quantities of roots,
and as a result they often
devastate gardens. To prevent this from occurring, the process of de-gnoming
must occur, which involves
grabbing the creature by the legs and flinging them out of the garden. Another,
more brutally efficient way of
eliminating gnomes is to feed them to jarveys, ferret-like magical beasts that rip
their prey apart.
Combat
Gnomes usually headbutt their enemies when forced to, and if they are cornered,
they can use their teeth to
give a nasty bite.
https://sites.google.com/site/harrypotterd20/creatures/gnome?tmpl=/syste...
1 of 1 3/3/2012 4:38 PM
Creatures >

Inferi
Inferius
Medium undead
Hit Dice: 8d12 HD (52 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armour Class: 13 (+1 Dex, +2 Natural), touch 10, flat-footed 11
Base Attack/Grapple: +5/+9
Attack: Slam +9 melee (1d4+4)
Full Attack: Slam +9 melee (1d4+4) and bite +4 melee (1d6+4)
Space/Reach: 5 ft./5ft.
Special Qualities: Charnel scent, cold immunity, darkvision 60ft, spell immunity
(pain and death).
Saves: Fort +1, Ref +1, Will +7
Abilities: Str 19, Dex 13, Con -, Int -, Wis 12, Cha 4
Skills: Feats: Environment: Underground
Organisation: Any
Challenge Rating: 5
Treasures: None
Allignment: Chaotic evil
Advancement: By HD increase
Level Adjustment: "In this class, you will learn to defend yourself against, say, the inferius" (a picture
of a bloody mass draped
the nearby walls) .
Combat
An Inferi is a reanimated corpse whose only desire is to fullfil the wishes of the
dark wizard who re-awoken
them. Inferius are one-track minded and attack one target at a time. If the target
they are sent to kill is dead,
the Inferi will instantly fall into a deep slumber until a new target is selected.
Charnel Scent (Ex): An Inferi can detect fresh blood or a corpse at twice the
range of its normal scent.
Immunity: The Inferius are immune to all mind-affecting abilities, as well as
critical hits, nonlethal damage,
ability drain, and energy drain.
Spell Immunity (Su): Inferius are immune to spells that inflict pain, such as the
Cruciatus Curse and
Sectumsempra, as well as the Killing Curse.
https://sites.google.com/site/harrypotterd20/creatures/inferi?tmpl=/system...
1 of 1 3/3/2012 4:38 PM
Creatures >
Merfolk
Merfok, Lake

Medium Monstrous Humanoid (Aquatic)


Hit Dice: 3d8+3 (16 hp)
Initiative: +1
Speed: 5 ft. (1 square), Swim 60 ft.
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
BAB/Grapple: +3/+5
Attack: Trident + 5 melee (1d8+2)
Full Attack: Trident +5 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Captivating song
Special Abilities: Blindsense 30 ft., darkvision 60 ft., water dependent,
xenophobia
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 14, Dex 13, Con 12, Int 13, Wis 9, Cha 12
Skills: Knowledge (Nature) +7, Perform (Sing) +7, Swim +9
Feats: Ability Focus (captivating song), Power Attack
Environment: Cold and Temperate Freshwater Lakes
Organization: Company (2-4), patrol (11-20 plus 2 3rd-level lieutenants and 1
leader
of 3rd-6th level), or band (30-60 plus 1 3rd-level sergeant per 20 adults,
5 5th-level lieutenants, 3 7th-level captains, and 10 grindylows)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Neutral
Advancement: By character class
Level Adjustment: +1
Unlike their more human-looking brethren, lake merfolk have adapted to living in
cold, murky lakes. Lake
merfolk have grayish skin and long, wild, dark green hair. Their eyes are yellow,
as are their broken teeth, and
they wear thick ropes of pebbles around their necks.
The voices of merpeople sound like screeching above water but are
understandable beneath the waves, where
they sound dulcet. They speak Mermish
Lake merfolk rarely tolerate visitors to their underwater cities. Their xenophobia
makes relations with them
difficult, as they are generally hostile and unfriendly. However, lake merfolk are
wonderful underwater
gardeners and take great pride in their gardens. Despite their mistrust of
strangers, they can be persuaded,
through flattery if not bribery, to allow visitation to their gardens. A successful
Diplomacy check (DC 35) is
needed to convince a merfolk to allow visitors to his or her underwater garden.
Lake merfolk have been known to domesticate grindylows and keep them as
pets.
COMBAT

Anyone not invited to the merfolk city is considered a threat. They patrol their
cities in groups and are quick to
respond to any disturbances with excessive force.
Blindsense (Ex): Lake merfolk can locate creatures underwater within a 30-foot
radius. This ability works
only when the lake merfolk is underwater.
Captivating Song (Su): The most insidious ability of the lake merfolk is its song.
When a lake merfolk sings,
all creatures (other than lake merfolk) within a 100-foot spread must succeed on
a DC 14 Will save or become
captivated. This is a sonic mind-affecting charm effect. A creature that
successfully saves cannot be affected
https://sites.google.com/site/harrypotterd20/creatures/merfolk?tmpl=/syst...
1 of 2 3/3/2012 4:39 PM
again by the same merfolks song for 24 hours. The save DC is Charisma-based
and includes a +2 racial
bonus. A lake mermaids captivating song can be heard above the waters
surface if the lake mermaid is
underwater, but the range is only 50 ft. A lake mermaid cannot use ability this
above the water.
A captivated victim walks toward the merfolk, taking the most direct route
available. If the path leads into a
dangerous area, that creature gets a second saving throw. Captivated creatures
can take no actions other than
to defend themselves. A victim within 5 feet of the lake merfolk stands there and
offers no resistance to the
monsters attacks. The effect continues for as long as the lake merfolk sings and
for 1 round thereafter.
Creatures that cannot hear the merfolks song (such as deaf creatures or those
who have stopped up their ears
with soundproof wax) are unaffected by the merfolks captivating song.
Water Dependent (Ex): Lake merfolk can survive out of the water for 1 hour per 2
points of Constitution
(after that, refer to the drowning rules).
Xenophobia (Ex): All merfolk are generally reclusive and avoid contact with
others, except when they are in
combat. When faced with strangers (outside of combat), a lake merfolk must
succeed on DC 15 Will check in
order to make contact with anyone he or she does not already know.
Furthermore, the lake merfolk takes a -4
morale penalty to Diplomacy checks and gains a +2 morale to Intimidate checks
when in the company of
strangers. This effect lasts 24 hours or until the merfolk is in the company of
someone he or she knows.
Skills: Lake merfolk gain a +8 racial bonus on any Swim check to perform a
special action or avoid a hazard.

They always can choose to take 10 on a Swim check, even if distracted or


endangered when swimming. A lake
merfolk can use the run action while swimming, provided that it swims in a
straight line.
Trident: This weapon can be thrown. If you use a ready action to set a trident
against a charge, you deal
double damage on a successful hit against a charging character. A thrown trident
has a 10-foot range.
https://sites.google.com/site/harrypotterd20/creatures/merfolk?tmpl=/syst...
2 of 2 3/3/2012 4:39 PM
Creatures >
Phoenix
Phoenix
Tiny Magical Beast
Hit Die: d10 (2 hp)
Initiative: +4
Speed: 5 ft. (1 square), Fly 60 ft. (average)
Armor Class: 17 (+2 size, +4 Dex, +1 natural), touch 16, flat footed 13
Base Attack/Grapple: +1/-9
Attack: Claw +2 melee (1d3-1 damage)
Full Attack: 2 Claws +2 melee (1d3-1 damage), or Bite +2 melee (1d4-1 damage)
Space/Reach: 2 ft./0 ft.
Special Attacks: ----Special Qualities: Immolation, Fire Resistance 10
Saves: Fort +2, Ref +6, Will +0
Abilities: Str 8, Dex 18, Con 10, Int 2, Wis 11, Cha 16
Skills: Spot +2, Listen +2
Feats: Flyby Attack
Environment: Warm Deserts
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: 1-2 HD (Tiny)
Level Adjustment: ----A small bird with red and orange plumage sits in a cage. Despite its obviously
non-intelligent nature, it has an
aura of majesty around it, as though it is something to be respected.
Lesser Phoenixes are cousins of the great birds that protect the good creatures
of deserts. These creatures are
rare like their greater versions, but are more commonly seen in the company of
humanoids. Many keep Lesser
Phoenixes as pets, as they can never truly die, which avoids the heartbreak
associated with the deaths of most
pets.
Combat

Lesser Phoenixes are not often seen in combat, but when forced to, they tend to
head straight into the thick of
it. They do not fear death. In fact, they fly as close to enemies as possible, so
that when they die their slayer
also takes damage.
Immolation (Su): When a Lesser Phoenix approaches death, a Lesser Phoenix
may immolate itself as a full
round action. This causes a cloud of fire that is 10 ft. high and has a 5 ft. radius
spread. Anyone caught in the
burst receives 2d6 fire damage. Reflex save DC 11 for half damage. This kills the
original bird, but a new one
rises out of the ashes in 1d4 rounds.
https://sites.google.com/site/harrypotterd20/creatures/phoenix?tmpl=/syst...
1 of 1 3/3/2012 4:39 PM
Creatures >
Pixie, Cornish
Pixie, Cornish
Tiny Fey
Hit Dice: d6 (1 hp)
Initiative: +9
Speed: 10 ft. (2 squares), Fly 40 ft. (Perfect)
Armor Class: 17 (+2 size, +5 Dex), touch 17, flatfooted 12
Attack/Grapple: +0/-7
Attack: Electric Orb +7 ranged (1d2 electric plus daze)
Full Attack: Electric Orb +7 ranged (1d2 electric plus daze)
Space/Reach: 2 ft./0 ft.
Special Attacks: Electric Orb
Special Qualities: Darkvision 60 ft., Distracting Jitter
Saves: Fort +0, Ref +5, Will +1
Abilities: Str 12, Dex 21, Con 10, Int 3, Wis 8, Cha 15
Skills: Listen +3, Spot +3
Feats: Improved Initiative, Hover(B)
Environment: Temperate Plains (England)
Organization: Swarm (8-35)
Challenge Rating: 1
Treasure: Half Standard
Alignment: Usually Chaotic Neutral
Advancement: ----Level Adjustment: ----A group of small, blue-skinned wingless creatures can be seen flying amidst the
tree branches above. Upon
seeing you, they release an ungodly sound, the sound of twisted laughter.
Cornish Pixies are a species of Pixie native to England, but primarily found in
Cornwall. They are extremely
chaotic and unpredictable, constantly exploring and breaking all sorts of items.
For creatures of their size,

they have spectacular strength, and they have been known to gang up on a
single human-sized target and
drag them away.
Cornish Pixies are not truly malevolent, but they have a cruel sense of humor.
They often hang people from
chandeliers, break important items, and steal money from humans that live in
their environment. Despite not
having wings, these blue creatures can fly with supernatural agility. Cornish
pixies are roughly eight inches
tall.
Combat
Pixies, like many species of non-humans, can naturally generate magic without
the need for wands and
training. They manifest this power in the ability to discharge balls of electric
energy that can temporarily stun
targets. Their constant jittering also makes it hard for wizards to concentrate on
their spell-work.
Electric Orb (Su): Every round, as a standard action, a Cornish Pixie may create
a small ball of electricity and
fling it at an enemy. It deals 1d2 electricity damage, and any creature hit with it
must make a Will save (DC
11), or be dazed for 1 round. Save DC is Constitution-based, and includes a +1
racial bonus.
Distracting Jittering (Ex): Cornish Pixies constantly make a jittering noise that is
very annoying. When a
creature other than a Cornish Pixie attempts to perform an action that requires
intense concentration (like
spellcasting), the creature must make a Concentration check (DC 10), or fail. The
save DC against a single
pixies jittering is always 10, but the DC increases by 1 for every pixie that
remains within 30 ft. of each other.
For example, three pixies emit a jittering that requires a concentration check with
a DC of 12 to overcome.
https://sites.google.com/site/harrypotterd20/creatures/pixie-cornish?tmpl=...
1 of 1 3/3/2012 4:39 PM
Creatures >
Thestral
Thestral
Large Magical Beast
Hit Dice: 4d10+16 HD (38 hp)
Initiative: +2
Speed: 50 ft. (10 squares), fly 100 ft. (average)
Armor Class: 16 (+2 Dex, +5 natural, -1 size), touch 11, flat-footed 14
Base Attack/Grapple: +4/+11
Attack: Hoof +6 melee (1d6+3)
Full Attack: 2 hooves +6 melee (1d6+3) and bite +4 melee (1d6+1)

Space/Reach: 10 ft./5 ft.


Special Attacks: Disease
Special Qualities: Charnel scent, cloak of death, darkvision 60 ft., grim vitality,
low-light vision, resistance to
negative energy 10, scent
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 17, Dex 15, Con 18, Int 4, Wis 13, Cha 11
Skills: Listen +5, Spot +4
Feats: Endurance, Flyby Attack, Multiattack(B), Spirit Sense(B) Heroes of Horror
Environment: Temperate Forest
Organization: Domesticated or herd (630)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral
Advancement: 5-8 HD (Large)
Level Adjustment: This appears as a horse in the final stages of starvation, each bone plainly seen
through dark leathery skin
stretched so tightly that it appears as if it were dipped in tar. Its head in particular
is as a skull and bears a
resemblance to a saurian or dragon, complete with a snout of sharp predator's
teeth. It has shining white eyes
and a thick black mane that hangs long from its neck. From its back sprouts an
enormous pair of
membranous bat wings though they fold so tightly to the body they are not easily
noticed.
Despite their ominous appearance, thestrals are not commonly seen. They are
creatures with strong ties to
death, though are not of themselves often killers. Thus, they may only be seen by
those who know death
intimately. They tend to be scavengers, feeding off the remains of the dead,
though are also known to have a
taste for birds, especially those in their airspace. They do not attack larger
creatures however unless provoked
or threatened.
Thestrals weigh only around 800 lbs., though possess a grim strength that belies
their appearance. They
speak only their own language though can be taught to understand others.
Combat
A thestral provoked or threatened into an attack tends to gallop at its attacker,
trying to scare if off with blows
of its hooves. If this is ineffective, it lashes forward with its teeth, tearing chunks
of flesh, which it swallows as
it battles. Often it will take to the air to swing past like a furious wraith.
Charnal Scent (Ex): A thestral can detect fresh blood or a corpse at twice the
range of its normal scent.

Cloak of Death (Su): A thestral may only be seen by one who has witnessed the
death of a loved one. To all
others they are invisible as the spell. This ability is constant, allowing a thestral to
remain invisible even when
attacking. This ability is inherent and not subject to the invisibility purge spell.
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Disease (Ex): Red achebite, Fortitude DC 16, incubation period 1d3 days,
damage 1d6 Strength. The save
DC is Constitution-based.
Grim Vitality (Ex): A thestral has a +4 resistance to disease, poison, and death
affects.
Training a thestral
A thestral requires training before it can bear a rider in combat. Training a thestral
requires you to be able to
see it, six weeks of work, and a DC 25 Handle Animal check. Riding a thestral
requires an exotic saddle. A
thestral can fight while carrying a rider, but the rider cannot also attack unless he
or she succeeds on a Ride
check.
Thestral young are worth 3,500 GP each. Professional trainers charge 1,500 GP
to rear or train a thestral.
Carrying Capacity: A light load for a thestral is up to 258 pounds; a medium load,
259519 pounds; and a
heavy load, 520780 pounds. A thestral can drag 3,900 pounds.
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Magical Equipment and Items
Books- Books are used in Harry Potter to study new spells. In the Harry Potter
universe the second volume of
The Standard Book of Spells cost 1 sickle. Therefore I am going to say that all
books cost 1 sickle to buy. I
will update this later as I pour through the books to find specific spellbook costs.
Not all the books in the
series are in here, just ones that will most likely be used. For the rest its just a
best guess for how much it
costs
Care of Magical Creatures
Fantastic Beasts and Where to Find Them by Newt Scamander
General Spellbooks- This contains a variety of spells generally taught in
Hogwarts and contains Charms,
Curses and Anti-Curses, and Transfiguration. These books are written by
Miranda Goshawk.
The Standard Book of Spells, Grade 1
The Standard Book of Spells, Grade 2
The Standard Book of Spells, Grade 3

The Standard Book of Spells, Grade 4


The Standard Book of Spells, Grade 5
The Standard Book of Spells, Grade 6
The Standard Book of Spells, Grade 7
Defense Against the Dark Arts
The Dark Forces: A Guide to Self-Protection by Quentin Trimble
Divination
The Dream oracle by Inigo Imago
Unfogging the Future by Cassandra Vablatsky
Herbology
One Thousand Magical Herbs and Fungi Phyllida Spore
History of Magic
A History of Magic by Bathilda Bagshot
Potions
Advanced Potion Making by Libatius Borage
Medical Draughts and Potions by Aresenius Jigger
Transfiguration
A Beginner's Guide to Transfiguration by Emeric Switch
Intermediate Transfiguration
Guide to Advanced Transfiguration
Brooms
Firebolt- The Firebolt is the fastest broomstick in existence. It is capable of going
of reaching speeds as high
as 150mph in ten seconds. In game terms the broomstick is capable of moving
350 feet per round. Due to its
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high level of craftsmanship it also grants the rider a +2 to Broomstick checks.
Cost- 200 Galleons
Cauldron and Potion kits- Cauldrons are used for Potionmaking
Pewter Cauldron - 10 sickles
Basic Potion Kit- 5 sickles
Wands are made of a wood, and core of the players choice. A wizard has a -2 -2
for using a wand that's not
yours for all spellcasting checks and -10 for using a broken wand. Additionally,
upon choosing a wand the
wand gains one of the effects listed below.
Gain a +2 to Charm checks
Gain a +2 to Curses checks
Gain a +2 to Counter-Curses checks
Gain a +2 to Transfiguration checks
Gain a +2 on attack rolls made with the wand
Gain a +2 on Damage rolls made with the wand
Reroll any Charms check once per day
Reroll any Transfiguration check once per day
Reroll any Curses/Counter-Curses check once per day

Cost: 7 Galleons
Here is an alternative way to determine the type of wood used and the effects of
the wand.
At 1st level, when you purchase a wand from Ollivanders, Gregorovitch, or any
other wandmaker, make a
1d10 roll three times (one for the type of wand tree, one for the wand core, and
one for the wand property).
Compare the results with the table below.
Result Wand
Type
Core Magical
Property
1 Elm Dragon
heartstring
+2 on
Transfiguration
checks
2 Holly Veela hair +2 on Charms
checks
3 Yew Phoenix
tail feather
+2 on Curses
or CounterCurses checks
4 Mahogany Unicorn
hair
+2 on attack
rolls
5 Blackthorn Unicorn
horn-dust
+2 on damage
rolls
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6 Willow Dragon
claw
Reroll any
charm check
once per day
7 Hawthorn Grindylow
scale
Reroll an
Transfiguration
check once per
day
8 Oak Erkling

hair
Reroll any
Curses or
Counter-Curses
check once per
day
9 Rosewood Hippogriff
tail feather
Reroll any
Attack roll with
the wand once
per day
10 Hornbeam Owl
feather
Reroll any
Damage roll
from a spell
from the wand
once per day
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Magical Equipment and Items >
Food
Chocolate Frog: 2 knuts.
Bertie Bott's Every Flavour Beans: 3 knuts/box
Fizzing Whizzbees: 4 knuts/package
Acid pop: 2 knuts
Cauldron Cake: 5 knuts
Butterscotch: 2 Knuts
Pumpkin Juice: 4 knuts/bottle
Pumpkin Pasties: 3 knuts
Pink Coconut Ice: 4 knuts/box
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Potions
Potions are made by using the Potionmaking skill. The number of potions that a
player can know is equal to
their Spell Limit.
Aging Potion DC 25
When drunk, this potion causes the drinker to appear up to 10 years per level
older than they really are.
Unless a specific age is determined, however, roll d% to determine how many
years are added. The DC to
detect the change is equal to the Potionmaking check used to create this potion,
and it can be automatically
detected by certain wards (such as an Age Line.) Unless cured or created with a

specified duration, the potion


wears off in hours equal to the level of the potion brewer.
Love Potion DC 15
When drunk, this potion causes a strong infatuation on the part of the drinker
toward another person
determined by the potion brewer (usually the potion brewer herself,) and instantly
switches the emotional
state of that person to In Love. Unless cured or created with a specified duration,
the potion wears off in days
equal to the level of the potion brewer.
Variants:
*Can be used to spike certain foods or drinks
*Cupid crystals, a crystallized, candied form
*Amortentia
Amortentia DC 30
The most powerful love potion in the world, this potion causes the drinker to be
absolutely obsessed with the
target, never leaving Helpful on the diplomacy scale for the duration of the potion.
Unless cured or created
with a specified duration, the potion wears off in months equal to the level of the
potion brewer. Amortentia's
scent changes based on the one smelling it - it smells like things, places, and
people that they love.
Antidote, Variable DC
When drunk, an antidote counteracts the effects of another potion or liquid (such
as poison) and cancels it out.
The DC to create an antidote is equal to the DC to create the potion or liquid it
counteracts, plus 5. Antidotes
are usually divided into two categories, Common and Uncommon. Common
Antidotes will likely counteract
multiple effects, while Uncommon Antidotes will only counteract the ones that
they were created for.
Babbling Beverage DC 15
When drunk, the drinker babbles on nonsensically for minutes equal to the potion
brewer's level or until
cured. Within the babble, the drinker has a 5% chance of revealing some sort of
secret they might not have
otherwise told.
Beautifying Potion DC 20
When drunk, this potion improves the appearance of its drinker, increasing their
Charisma by 1d6 points and
removing blemishes and other ugly marks. Unless cured or created with a
specified duration, the potion wears
off in hours equal to the level of the potion brewer.
Variants:
*Can be made at DC 15 for small, permanent cosmetic changes, such as

removing warts, acne or moles.


These variants go by names like "Bruise Removal Paste" or "Blemish Blitzer."
Befuddlement Draught DC 20
When drunk, the drinker becomes very confused and finds it difficult to
understand what is going on around
them, causing them to become belligerent and reckless, and reduce their
Wisdom by 2d6 points. Unless cured
or created with a specified duration, the potion wears off in hours equal to the
level of the potion brewer.
Variants:
*Confusing Concoction, DC 15, less emphasis on anger and more on confusion Reduces Wisdom by 1d6
and also reduces Intelligence by 1d6.
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Blood Replenishment DC 15
When drunk or placed into the body somehow, this potion restores the blood with
magical energy helping life.
This potion restores 2 hit points per hour. Each pint of the potion can heal up to
10 hit points. Once it restores
1 pints, a new potion must be taken to continue the effect.
Brain Elixir DC 25
When drunk, this potion increases the Intelligence of the drinker by 2d6 points for
hours equal to the level of
the potion brewer. It is easy to counterfeit this potion, however, and it is illegal in
most places, especially
school and competitive events.
Bundimun Secretion DC 15
This secretion comes from the Bundimun, a greenish, living fungus, and when
prepared properly, its powerful
acidic properties allow it to erode most materials very quickly, including wood,
stone and metal, doing 2d6
damage every 24 minus X hours, where X is the level of the potion brewer. The
potion takes constant effect
until it is removed or washed away.
Variants:
*Can be diluted for use in cleaning products.
Calming Draught DC 15
When drunk, this potion calms the drinker, changing their state to Indifferent
towards other characters. If it
has been damaged by some sort of traumatic or stressful event characters often
drink this.
Variants:
*Can be made as an antidote for a Befuddlement Draught.
Draught of Peace DC 25
When drunk, this potion relieves anxiety and agitation and switches the drinker's

emotional state to
Indifferent. It also prevents the drinker from becoming anything other then
emotionally and mentally serene
for hours equal to the potion brewer's level. However, if prepared improperly (the
DC is failed by 3 or less) the
potion becomes an unintentional Draught of Living Death.
*Can be made as an antidote for a Befuddlement Draught.
Fantastical Fertilizer DC 15
This potion can be used to either fertilize or synthesize fertilizer for most plants
and help them grow
supernaturally fast. Special plants or ingredients, such as dragon dung, will
require their own variety and
generally do not work on everything. A plant treated with Fantastical Fertilizer
grows to full height 1d12 weeks
earlier than normal. Fantastical Fertilizer also adds a +2 equipment bonus to
Herbology checks.
Felix Felicis DC 40
When drunk, this potion causes the drinker to be extremely lucky for a period of
time. This takes the form of
treating the drinker's AC and all dice rolls to be (10+1/5th the brewer's class
level) more than it shows on the
dice.
For example, drinking a Felix Felicis brewed by a level 10 wizard would cause all
of the drinker's d20 rolls to
be treated as 12 higher than what is shown on the dice. Therefore, an 8 or higher
would be treated like a
natural 20 (roll again with the bonus for a critical success), and a 13 or higher as
an automatic critical success.
Brewing: Felix Felicis must be brewed 1/8th of a cup at a time, and must ferment
for six months (182 days)
before being usable.
1/8th of a cup of Felix Felicis provides 12 hours of luck. Drinking more than
6/8ths of a cup at a time is
instantly fatal.
Special: Each consecutive use within a month's time gives a cumulative 4penalty to Diplomacy, Sense Motive,
and Will Saves, and a 2- penalty to any skill check based on Intelligence or
Dexterity.
Greek Fire DC 20
This potion creates an unquenchable fire when its container is broken. If water is
poured on the fire it simply
grows larger. The fire can be of any color. Fires started by Greek Fire can be put
out, but the source itself does
not wear off for hours equal to the level of the potion brewer. Greek Fire does
2d6 damage each round to any
non-stone, non-metal object it touches, and sets it ablaze with a fire that does

1d6 damage each round.


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Variants:
*Can be combined with the Special Endurance potion to make specific fires that
a given target will be
vulnerable or invulnerable to.
Pest Removal DC 15
This potion takes the form of either a liquid or gas, and is designed to
exterminate or drive away a specific
type of household pests, usually vermin, insects, or doxies. Doxycide is a black,
foul-smelling gas, and
provides concealment to those within it.
(Dark Potion) Dark Revival (ritual) DC Varies
This spell works only on a target who was ripped from their body after
successfully creating a Horcrux. The
ritual takes several hours to prepare and MUST be completed in the following
steps (if you miss a step, or fail
a check at any stage before the final check, you must restart from the beginning):
Potion: Make a Knowledge (potion making) check against DC 30. Upon a
successful check, you complete the
first part of the potion-making process. You must make a Potionmaking check
(DC 25) once every hour for 6
hours straight (the DC increases by 3 each hour after the first).
Ritual Preparation: You must gather three significant pieces to be added to the
potion. First, you need a bone
from the target's father (if the father is dead, go to the place where he is buried
and dig up the body). Second,
you need to sacrifice a piece of flesh from yourself. The amount you sacrifice
reduces the final DC check (see
below). Lastly, you must gather some blood from the target's mortal enemy (the
enemy must have an
alignment opposite to the target) The enemy must be tied down against their
wishes before extracting their
blood, casting the Full Body-Bind curse against them (the enemy takes a -2
penalty on their Reflex save).
Small flesh (e.g. layer of skin) - -2
Medium flesh (e.g. finger or toe) - -4
Large flesh (e.g. hand or foot) - -6
Resurrection: Once the above has been successfully completed, you place the
target in the cauldron. Drop the
bone into the cauldron after chanting at the top of your voice the following:
Bone of the father unknowingly given, you will renew your son
Next, drop your flesh into the cauldron after chanting the following:
Flesh of the servant willingly given, you will revive your master
Lastly, you add the blood into the cauldron after chanting the following:

Blood of the enemy forcibly taken, you will resurrect your foe
Once the above is complete, make a final Curse and Counter-Curse check
against DC 40. Upon a successful
check the target is restored to a full body and any lost Strength points and
Constitution points are restored. If
the check fails, the target loses his remaining points of Constitution and is
considered dead.
Simple Remedy DC 10
This potion cures a minor condition, such as a cough or a cold. It can be used to
treat the symptoms of most
ailments, though it will not cure anything major. A Simple Remedy potion also
adds a +2 equipment bonus to
Healing checks.
Sleeping Draught DC 15
When drunk, the drinker falls into a deep sleep almost immediately, which lasts
for hours equal to the level of
the potion brewer.
Variants:
*Can be used to spike certain foods or drinks
*Draught of Living Death
Draught of Living Death DC 25
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The most powerful sleeping potion in the world, this potion causes a nearly
irreversible unconsciousness that
is very close to death. Unless a duration is specified or the potion is cured, the
effect is permanent. The
antidote to a Draught of Living Death is called a Wiggenweld Potion.
Special Endurance DC Varies
When drunk, the drinker becomes invulnerable to a particular effect, such as fire,
or unbearable air pressure.
Generally attached to very specific effects or spells, this potion has a
Potionmaking DC equal to the DC
required to create the thing it protects against. If there is no specific effect, the
DC is 25. The potion lasts
hours equal to the level of the potion brewer.
Swelling Solution DC 15
Any being this potion touches will swell up in size, as if with a severe allergic
reaction. If the potion brewer
beats the DC by 5 or more, the potion causes the victim to inflate and eventually
float upwards, as well. The
potion lasts hours equal to the level of the potion brewer. The antidote to this
potion is known as a Deflating
Draught.
Veterinary Tonic DC Varies
Created for a specific animal or type of animal, this potion will assist in curing or

treating most ailments that


the creature suffers with. It provides a +5 equipment bonus to any Healing or
Nature checks made to heal the
animal it was developed for. The DC of the Veterinary Tonic is equal to 5 plus the
level of the creature
affected.
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Magical Equipment and Items >
Minor Magical Items
Minor Magical Items
The Hand of Glory
A lamp that gives light only to the holder, made out of the disembodied hand of a
hanged man, this item is
sold in disreputable shops and other places. It burns the fat of murders for fuel, at
a rate of 4 hours per pint.
It gives off a constant Lumos effect, as the spell, but with a couple of exceptions:
- The Hand of Glory always takes 20 on the Lumos spell.
- Only the bearer can see the light. To others, the light gives off no illumination
whatsoever. In effect, in the
dark it grants the bearer total concealment without suffering from the same
penalty.
- The Hand of Glory overcomes any mundane darkness effect.
Creation: The creator must beat the DC of the Lumos spell by 20, and have the
hand and the body fat of a
murderer equal to 1 pint.
Peruvian Instant Darkness Powder
This powder, a import from the exotic Americas, is a essential aid for tricksters,
thieves, and other ne'er do
wells. Since it is a non-magical effect in action, it is hard to counter by
unprepared wizards.
Each packet gives off a 20 by 20 feet cloud of darkness, which grants total
concealment for people within
looking out and people without looking in. The powder dissipates within 1d6+1
rounds. A gust of wind or a
similar effect will end the effect in 1 round.
Creation: This item is a import, not created within Britain and the secrets to its
creation are not known.
However, a DC 35 potionmaking check could gain some insight into its materials.
Weasleys' Wildfire Whiz-bangs
Wizards are entertained by explosions as much as Muggles are. There are many
varieties of fireworks, but
around Hogwarts Weasley's Wizard Wheezes's brand is the most prevalent. You
don't know what you'll get, but
whatever comes out is always astonishing. These fireworks comes in various
sizes and bundles - the Basic

Blaze Box and the Deflagration Deluxe, which have 5 fireworks and 20 fireworks
respectively. Roll on this
table to determine the content of your box. There are many more firework types
then are listed here. Several
spells have interesting interactions with these items.
1 - Fizzle!
Whatever spectacular effect was to have happened, it doesn't. I foresee a refund
in your future. If a 1 is rolled,
another die must be rolled to determine the kind of dud. The players certainly
don't know that this one is a
dud!
2 - Pop!
A massive concussive explosion from a relatively small spark creates a huge
noise of incredible loudness. A
clever trickster could use this as a distraction.
3 - Bang!
This firework travels for a long distance, and transforms into a flying arrow. It
travels in a circle, scattering
sparks in its wake.
4 - Animate!
A magical construct, emulating the spirit of the creator, resembles a humanoid
that can be altered in
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appearance. It is less flashy then the others, but it last considerably longer. It will
dance and tease passerby
before jumping up in the air in a massive light show.
5 - Boom!
A large, cannonball shaped firework rises as high as possible and explodes in a
veritable rain of light. This
effect is impressive and can be both seen and heard for miles around.
6 - Design!
This firework will write in the sky a prerecorded message, written by a wizard or
witch who succeeds on a DC
28 Transfiguration check. Usually, the store sells prerecorded messages but
enterprising students can try their
hand. Failure usually results in a explosion.
7 - Crack
A midrange firework, a compromise between length and explosive power, lasts
for some time and has a
moderate visual effect. Secondary and tertiary explosions are common.
8 - Dragon!
A massive, dragon shaped construct rampages in the sky. A DC 10 Knowledge
(Magical Creatures) is required
to recognize this creature as a fake dragon. It lasts for about 5 minutes before
roaring and disappearing.

Dragons are considerably more sparse in these packages. If a 8 is rolled,


another 6, 7, or 8 must be rolled in
order for a Dragon to be in the box.
Creation: a DC 25 Transfiguration check, with the relevant materials. Bigger
fireworks such as the Boom! and
the Dragon! have DC 28 and DC 30 transfiguration checks to create.
Skiving Snackbox
This class-skipping edible allows a student to emulate being sick within class,
and promptly cure herself or
himself once leaving. A favorite of many bored students, this item is confiscated
on sight by prefects. After
consuming the disguised treat, the subject immediately suffers from the chosen
ailment. This gives a +20
bonus to bluff for the sole purpose of feigning illness. If the cure is not consumed,
the disease goes away
within 1d6 hours.
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Magical Equipment and Items >
Major Artifacts
Major Artifacts
Elder Wand
The Elder Wand was created by Death for one of the three Peverell brothers
Antioch. Death offered him a gift
of his choosing for managing to momentarily denying him. In his arrogance he
asked for an unbeatable wand
and he gave him one. Soon after the brother went and challenged a rival and
solidly beat him in a duel. Then
boasting of his unbeatable wand his throat was cut in the middle of the night.
Then the wands history became
a rather bloody one with many of its owners meeting an early and often grisly
end.
The Elder Wand provides several advantages mechanically. The wand gives the
owner a +20 bonus to any
Curses and Counter-Curses check. In addition Charms and Transfiguration
checks are made with a +15
bonus. The wand is also capable of using Reparo to fix an object that magical.
The wand also possesses some
other less nice qualities.
The owner of the wand seems to constantly attract danger and will always have
to fear from those who will do
whatever it takes to take the wand from them. Also, the wand will not kill it's true
owner and any spell that
would result in that happening coming from the Elder Wand is cast, but is
rebounded on the caster
Time-Turner

The entire stock of time-turners was destroyed in the battle of the Department of
Mysteries, but the one used
by Hermione Granger was returned at the end of the third year. Hogwarts
maintains a extremely small supply
of these devices for gifted students short on time. Unfortunately, whoever made
these enigmatic devices have
either disappeared from the face of the earth or are no longer making them, so
Hogwarts may have the only
devices left in existence. The Ministry in the wake of Second Wizardly War no
longer has the records of these
devices, so they go unnoticed for now.
Time travel has its own risks and consequences. Normal students who go
through the proper procedure are
taught of its use and are warned explicitly about its dangers. Untrained students
are even more at risk: they
essentially throw their lives into the hands of fate.
Each twist of the time turner takes you back one hour. The device can take the
bearer up to 24 hours back in
the past, but concurrently cannot be used for twice the amount of time after. Trips
must be planned ahead of
time as to not induce paradoxical situations. If you do well, bad would be a mild
way to put it.
A person with official permission to handle these devices automatically succeed
at all skill checks related to
this item. They do, otherwise they wouldn't be trusted with these devices.
Untrained students have to succeed
on a DC 24 intelligence check to properly align the time turner for unauthorized
use. Unfortunately, for
wizards and witches alike, the time turner cannot be used off-grounds.
The Mirror of Erised
This mirror was used to conceal the philosopher's stone from You-Know-Who.
After the stone was destroyed,
the mirror was kept in its chamber and was slowly forgotten. However, the mirror
has lost none of its magic. A
character that looks within sees their heart's desire, a exercise between the DM
and the player. To avert your
gaze from the mirror requires a DC 13 Reflex save. A To turn away from the wiles
of the mirror once you look
at it requires a DC 14 Will save. Students who fail their Will saves will stare
aimlessly at the mirror until they
fall over from exhaustion. A distraction, such as a spell or someone speaking, will
allow the player a new Will
save.
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There is one more function of this mirror, left over from when Albus Dumbledore

first enchanted the mirror to


serve as a last defense. A student who succeeds on a DC 24 charm skill check
can hide a object within the
mirror. Only the original caster or a student with no desire for the object can take
it. The object can be no
bigger then the size of a human fist.
https://sites.google.com/site/harrypotterd20/magical-equ/major-artifacts?...
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Spells
Spells in Harry Potter are always important. As such this is the main database for
the spells. Click on the link
to the left on the type of spells you wish to see. It will redirect to the list .
Spell Range:: The distance from which a wizard or witch can cast a spell is is 30
ft + 5 feet per two class
levels. Going further is possible, but every 5 feet beyond this range adds a +2 to
the casting DC of the spell.
https://sites.google.com/site/harrypotterd20/spells?tmpl=/system/app/temp...
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Spells >
How Magic Works
Spells are cast by meeting or exceeding their DC. To cast Accio for example, the caster
must succeed on a Charms check equal to or greater than 20.
Spellcasting- To cast a spell a wizard/witch must first learn it to do so. Wizards at first
level begin play with 0 spells known.However, once in Hogwarts or with a teacher/book
they can begin to learn new spells. To cast a spell the character must study for 1 hour
for every 5 points of the spells base DC and succeed on a DC check equal to the spells
DC +5 representing the difficulty in first casting the spell. If they do not meet the
required DC they must study again although at only half the time that they originally
studied. Upon a successful casting the extra +5 to the DC of the spell is removed as
they are considered to have "mastered" the spell. Should the spellcasting check fail by
10 or more the caster has their spell backfire horribly. For example someone attempting
to cast a Cheering Charm instead has the subjects attitude towards them worsen.
Saves:
For spells that require a save the save is equal to 10+1/2 the caster level+the
appropriate attribute.
The attributes that help determine spell saves are Charisma for Curses and CounterCurses, Wisdom for Charms and Intelligence for Transfiguration.
Spell Limit- Each character has a set number of spells they are able to learn. They are
able to learn up to their spell limit overall from the following schools of magic which are
Curses and Counter-Curses, Charms, and Transfiguration. Also, they can have a

number of known potions for the Potionmaking skill equal to their Spell Limit.
Templates- Templates are modifications to the spells that changes the way it works. Add
the modification number to the spell DC. The caster must then equal or exceed the new
DC in order to cast the spell.
At first level the character receives a magical wand. The wand is made of a wood, and
core of the player's choice.
Wands are made of a wood, and core of the players choice. A wizard has a -2 for using
a wand that's not yours for all spellcasting checks and -10 for using a broken wand.
Additionally, upon choosing a wand the wand gains one of the effects listed below.
Counter-Curses are either a magical counterspelling attempt or Protego.
Gain a +2 to Charm checks
Gain a +2 to Curses checks
Gain a +2 to Counter-Curses checks
Gain a +2 to Transfiguration checks
Gain a +2 on attack rolls made with the wand
Gain a +2 on Damage rolls made with the wand
Reroll any Charms check once per day
Reroll any Transfiguration check once per day
Reroll any Curses check once per day
Reroll any Counter-Curse check once per day.
Charms
Accio DC 20- You may summon any object within 1 mile per class level. The
object flies 50 feet per class
level per round Note: You cannot summon people, and a DC 15 concentration
check must be made each
round to maintain its speed.
Aguamenti DC 25- You can produce pure water which comes in the form of
freshwater or salt-water. You can
produce 5 gallons per round with an additional gallon for every 5 points by which
you exceed the base DC.
Alohormora DC 10- This spell allows the wizard or witch to open by magic, be
they magical locks or

otherwise. When the spell is cast the result of the roll is compared against the
open lock DC. If the check
exceeds the open lock DC the lock opens.
Anapeneo DC 15- When cast this spell clears the targets airway if it is blocked by
a solid object. Note: The
spell only works on solids; liquids are not affected by this spell.
Aparecium DC Varies
DC 10- This spell can be cast upon any writable surface. If there is any hidden
ink by muggle means, such as
invisible ink it is revealed. The spell makes the words glow a bright blue, but then
die down to a black.
DC 20- This spell can be cast upon any writable surface. If there is any hidden
ink by magical means, then it
is revealed. The spell turns the words a bright blue, but then dies down into
black.
Arresto Momentum DC 25
This spell allows a witch or wizard to finish a fall from any height without injury,
stopping just before they hit
the ground without harm. For every 3 points by which the DC is exceeded, you
may extend the spell over an
additional Medium target (two Small targets equal one Medium, two Medium
equal two Large, etc).
Bubble Head Charm DC 20- This charm produces a large clear bubble 1 foot in
diameter around the casters
head. This bubble holds 10 minutes of fresh clean air, with 10 more minutes by
every 2 points that the caster
exceeds the DC.
Caterwauling Charm DC 30- This spell covers a 100 square foot area. Any
creature that is equal to or larger
the Small sets of this alarm. As any creature walks through the perimeter, a high
pitched screech with the area
and it around it for another 100 square feet is released. For every 5 points by
which the DC is exceeded add
another 50 square feet. This spell lasts for one day or until triggered, whichever
comes first.
Cheering Charm DC 15- You may cast this charm upon a sentient being. If the
subject fails the will save it
moves 1 step up the diplomacy chart for the next hour. For every 5 points by
which you exceed the DC the
subject stays cheery for an additional hour if you wish. At the end of the spells
duration the subject reverts
back to its previous state of happiness. This spell is a mind effecting effect and
requires the use of a Will save
to avoid the effects.
Colloportus DC 25- The caster magically locks the door. The door is locked with
an Open Lock DC equal to

the result of the Charms check. The door cannot be unlocked through muggle
means, only magical. This effect
last for a number of days equal to the caster level of the caster, or until the door
is unlocked.
Confundo (Confundus Charm) DC 20- The casting of this spell causes the
subject to begin to behave
erratically. They must make a Will save or begin to do one of the following actions
each. This is based by
rolling 1d8.
1-2 Subject moves in opposite of intended direction at the same rate they would
have normally.
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3-4 the subject takes no action, and stares off dumbly into space.
5-6 the subject attacks the nearest enemy.
7-8 the subject flees becomes panicked and flees combat at full speed, to an
exit.
Note: This spell last for 5 minutes or for the remainder of the encounter,
whichever is less.
Defodio (Gouging Spell) DC 30- This spell gouges into a material like rock or
steel at a rate of a 5 foot cube,
with an additional 5 foot cube for every 5 points by which the DC is exceeded.
Diffendo (Severing Charm) DC 20- This spell cuts or rips into an object, or if used
offensively a person.
Make a ranged attack roll against the object or creature. If it exceeds the AC it
will affect the object or creature
When cast against an object, the spell deals 3d6 points of damage and ignores
hardness. If used against a
person it deals half as much damage and leaves a long deep cut. This cut
continues to bleed for 1 rounds
causing 1 point of damage during the round unless stopped, as the blood drips
out.
Depulso DC 20- Also known as the Banishing Charm this spell allows the caster
to move an object 10 feet
away with an additional 5 feet for every 2 points by which the caster exceeds the
DC.
Disillusionment Charm DC Varies
Chameleon DC 20- The object or person blends into the environment granting
partial concealment as well as
a +5 bonus to Hide checks. This spell lasts for 5 minutes per cast level, or until
dismissed.
Invisibility DC 30- The subject becomes invisible granting total concealment. This
last for 5 minutes per
caster level or until dismissed. This spell immediately ends if the caster attacks.
Episkey DC 15- When cast, this spell heals 1d4 points of lethal damage, or twice
that amount of non-lethal

damage. This spell can only be used on a person three times in one day,
additional castings have no effect.
For every 5 points by which the caster exceeds the DC, this spell heals an
additional 1d4 points of damage.
Featherweight Charm DC 15- This spell allows the caster to make any object up
to Medium size, weight 1/4
its normal weight. The effects of this spell last for 10minutes per caster level.
Object's greater than Medium
size, can be affected, however each size above Medium causes the DC of the
spell to increase by +5.
Fidelius Charm - DC varies
Also known as the Secret Keeper Charm, this spell is both rare and hard to use.
In the olden days, where
secrecy was paramount and the concern for souls less so, noble families used to
trust servants with the
locations of artifacts so that in the event of their downfall they would be hidden
from their enemies.
The charm needs at least a single secret keeper, and a item to protect. The item
can be as large as a house, or
smaller then a grain of dust - but the idea and concept is imprinted on the bearer
forever on their souls. The
keeper can show where the item is - even when blinded, deafened or dumb.
Once the keeper dies he or she
may transfer their keepership to another person, usually a relative.
The base DC is for a single secret keeper and a medium object - 30.
Every additional secret keeper - +2 DC
Every additional size category - +4 DC. Houses are usually gargantuan.
Mansions might even be bigger then
Colossal - and sizes above that are beyond the Fidelus's ability to conceal.
Every participant who is not a secret keeper and is a wizard or witch - 1 DC
of 10th level or higher - -2 DC
of 17th or higher level - -4 DC
The secret keeper is a friend, or other close relationship to the owner of the
object - -2Dc
Keepers can write down their knowledge of the item on a piece of paper, or
equivalent. This knowledge lasts
until 24 hours have passed. The keeper has no knowledge as to where the paper
is or who is in possession of
it, so this is incredibly risky.
https://sites.google.com/site/harrypotterd20/spells/charms?tmpl=/system/...
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Flagrate Varies
Sparks DC 5- This causes the casters wand to emit sparks of red or green color
up to their range to cast
spells. They are either green or red flip a coin to determine what color they are.
Colored Sparks DC 10- Same as DC 5 except the caster may choose the color of

their sparks.
Controllable Sparks DC 15-This spell causes sparks to shoot of the casters
wand. They become fiery marks
in the air and can take any shape or form that the caster desires. They remain in
air for 10 minutes per caster
level.
Sparks Message DC 20- This spell causes sparks to shoot out of the wand
creating a sentence. The caster
may make 5 words per caster level and they remain in the air for 10 minutes per
caster level or until the caster
chooses to dismiss the message.
Gemino DC 25- This spell creates a perfect non-magical replica of any object.
The copy is worthless and it
disappears after a number of hours, equal to the caster level.
Hommenum Revelio DC Varies
Human Detector DC 20- This reveals the presence and general direction of any
human, or humanoid within
a 100 square foot area, centered on the caster. For every 5 points by which the
DC is exceeded. another 100
foot square area is affected
Peer Through Invisibility DC 30- This allows the caster to see any invisible
humans, or humanoids in the
spells area of 100 feet. For every 5 points by which the DC is exceeded another
100 foot square area is
affected.
Hot Air Charm DC 15- This spell allows the caster to emit hot air from their wand.
If used on clothing it
completely dries it within 2 rounds regardless of how wet it is. It can also be used
to melt snow, as the caster
walks as long as it is not higher then 1 foot. However, each round the caster must
succeed on a DC 10
Concentration check.
Impervius (Impervius Charm) DC 15- This spell prevents rain,dust, or any other
sort of small debris, from
touching the character. If the debris or rain or the like were, to cause the
characters vision to be impaired, it is
now not.
Lumos DC 5- Even the weakest wizard or witch can cast this spell. The casters
wand emits a bright white
light, in a 5 foot radius around the tip of the wand. For every 10 points by which
the DC is exceeded the radius
increases by 5 feet. This spell requires no Concentration check to maintain, and
other spells may be cast while
this is in effect. The spells ends when the caster says the word "Nox"
Muffliato DC 20- This spell causes an area of silence in a 5 foot radius. Listen
checks from outside this area

trying to hear inside it take a -10 penalty to their listen checks. An additional -5
penalty is incurred for every,
10 points by which the DC is exceeded. The spell lasts for 1 minute per caster
level or until dismissed.
Multicorfors DC 20- Also known as the Color Change Charm. This spell allows
you may turn the subject any
particular color that you wish. This lasts for one hour with an additional hour for
every 2 points by which you
exceed the DC.
Point Me (Four Point Spell) DC 10- This spell makes the casters wand tip, point
to the north. This allows the
wand to act as a compass.
Refilling Charm DC 25- This charm causes a container to be refilled almost to the
brim. This spell can only
be cast on the same container once per hour.
Reparo DC 10- This spell heals a damaged or shattered object for an amount
equal to the check result. This
https://sites.google.com/site/harrypotterd20/spells/charms?tmpl=/system/...
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however, cannot give an object more hit points than it normally would. Nor can it
restore a damaged magical
items, magical properties.
Scourgify (Scouring Charm) DC 15- This spell cleans a 5 foot square area,
removing dust, dirt, dead bugs
etc... It also leaves objects in a pristine condition. For every 5 points by which the
DC is exceeded the spell
affects another 5 foot square.
Silencio (Silencing Charm) DC 20- This spell causes an object or person to be
unable to make a sound for
1 round per caster level within a 5 foot cube. For every 5 points by which the DC
is exceeded another 5 foot
square is affected.
Sonorus DC 20- This spell causes the caster voice to be much louder. This
allows for people making listen
checks to take only a -1 penalty for every 50 feet between them, and the caster.
Tergo DC 20- This spell takes liquids and removes them at a rate of 1 pound per
caster level.
Vulnera Sanentur DC 25- When cast, this spell closes wounds, mends broken
bones, and heals 2d8 points of
lethal damage. This spell can only be used on a person three times in one day.
For every 5 points by which the
caster exceeds the DC, this spell heals an additional 1d8 points of damage.
Windgardium Leviosa (Levitation Charm) DC 10- With a swish and a flick objects
fly up into the air. The
base weight that can be lifted is 10 pounds with an additional pound for every
point by which the DC is

exceeded. You may affect one more object by adding +5 to the DC. The object
(or objects) move up to 10 feet
per round each as a standard action from the caster. This spell can be
maintained each round with a DC 10
Concentration check.
https://sites.google.com/site/harrypotterd20/spells/charms?tmpl=/system/...
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Spells >
Curses and Counter-Curses
Curses and Counter-Curses
If a spell has the words restricted next to it it means the learning of it is restricted
and a wizard or witch could
get into trouble with improper use of the spell. Dark spells are ones that are
inherently evil and are not
considered acceptable.
Restricted Spell: Avada Kedavra (Killing Curse) DC 35- This spell emits from the
casters wand, in a bright
flash of green light. Make a ranged attack. If the attack succeeds the target dies
instantly with no save. This
spell can not be dispelled, or repelled directly. This spell can be blocked by
making a transfiguration check to
animate an object and move it to block the spell. However, this is very difficult
and the DC to block it is equal
to the casters check result who cast Avada Kedavra +10. The object is
automatically destroyed after it is
blocked. If this spell hits a wooden object, it is instantly destroyed. Also, any other
object becomes wreathed
in green flames, that burn for 1d6 points of damage until the object is destroyed.
Note: To cast this spell the caster must be angry, or hate the person, or be
indifferent to life and hold on to
emotions like hatred, jealousy and greed.
Conjunctivitus Curse DC 20- This curse causes great pain within the subjects
eyes. Make a ranged attack
against your opponent. If the attack hits the subject is dazzled for 1 round per
caster level.
Restricted Spell: Crucio DC 30- This curse causes great pain in the subject, as if
screws are being driven
in to the persons body. Make an attack roll. If you succeed the subject takes up
to 5d6 points of nonlethal
damage. You may decide to roll less dice if you wish to inflict less damage.
Should you continue the use of
this spell after their nonlethal damage exceeds their hit points, they will begin
taking lethal damage.
Expecto Patronum (Patronus Charm) DC Varies
DC 20- The caster creates a shield against dementors. This shield automatically
deflects any dementors that

approach the caster. The dementors cannot be closer then 1 square away and
cannot attack the caster. This
spell however, is very difficult to sustain. This spell requires a DC 15
concentration check to maintain each
round, and the DC increases by +1 each round the spell is maintained.
DC 20- This creates a ball of pure happiness that can be used against
dementors. If the attack roll succeeds
against a dementor it is blown 20 feet back. It is blown an additional 5 feet by
every 5 points by which the DC
is exceeded.
DC 30- You create a true Patronus, which appears as an animal glowing pure
white. This animal is chosen
when first cast successfully. This cannot be changed unless a great emotional
upheaval occurs. This creature
provides an area of protection with a 2 foot radius per cast level. No dementor
can be within this area. Any
dementor within this area is automatically dispelled and sent 10 feet away from
the edge of the affected area.
It can also be used to attack one dementor within eyesight. The attack
automatically succeeds against the
dementor, and it is thrown 50 feet away. This animal stays around the caster for
up to 3 rounds + your
charisma modifier.
DC 35- Your Patronus can send messages. Upon casting you can send a
message up to 30 words in length.
The Patronus will deliver the message to the person (or persons), that you state.
The spell automatically
arrives at the intended location with a minute of casting regardless of the
distance.
DC 40- Your Patronus is a bastion of happiness. The Patronus sends out pulses
of white light. This
automatically dispels all dementors within a 100 foot radius, 100 feet away from
the edge of the radius, This
spell can be maintained each round with a DC 30 Concentration check
Note: This happiness of memories can give up to a +5 bonus to the casting of
this spell, at the DMs
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discretion. Also, if the caster exceeds the DC and reaches a higher effect of the
spell they may choose to cast it
at a lower level such as creating a ball instead of a true Patronus.
Expelliarmus (Disarming Charm) DC 15- A bright red jet of light erupts from your
wand. Make an attack
roll against the creature . If you succeed you can use the result of your check
compared to the creatures AC.
This disarms any object from the persons hand and it flies 10 feet forward or

backward (casters choice). If the


caster exceeds the spell DC by 5, the target is blasted back 10 feet, plus five for
every 5 points above that (the
caster can choose for this not to happen however). The subject takes 1d6 points
of subduel damage for every
10 points they are moved backwards, rounded down.
Furnunculus (Furnunculus Curse) DC 20- This spell causes the subject to
become covered in boils. Make
an attack roll, against the subject. If it succeeds the subject is covered head to
toe in boils. The subject then
takes 2d6 points of damage, The boils stay on the body for 1 day with an
additional day for every 5 points by
which the DC is exceeded.
Dark Spell: Horcrux DC 40- When you use the Avada Kedavra, or a similar spell,
to intentionally kill a target,
make a Curse and Counter-Curse check against DC 40 (a character with at least
8 ranks in Knowledge (Dark
Arts) reduces the DC to 35). If the check equal or exceeds the check, a piece of
your newly fragmented soul is
removed from your body and latches itself to an object or creature you designate
within a 10' from you. You
permanently lose 1 point to Constitution due to the dark magic's negative effects.
Imperius Curse DC 30
This curse puts the victim under the control of the caster for 1+1/caster level
number of days. A will-save of
DC 10+1/2 the casters level+ the charisma save of the caster that if successful
will negate the spell. After the
spell has run it's course the Will-save may be attempted again to break free,
otherwise the spell will be
automatically recast on the victim. If the vicim is ordered to do something out of
nature for themselves they
may make another save with a +5 bonus, but if they fail they shall have to wait
until the spell expires before
they may try again.
Jelly Legs Jinx DC 20- This spell makes the subjects legs flop around uselessly,
beyond the subjects control.
Make an attack roll against the subject. If the attack roll succeeds the subject
falls to the ground prone, as
their legs flop around. The subject can crawl at a rate of their normal speed
rounded down to the nearest
increment of 5. This spell lasts for 1 minute per caster level or until dispelled.
Locomotor Mortis (Leg-Locker Curse) DC 15- This spell locks the subjects legs
together. Make an attack
roll against the subject. If the attack roll succeeds the subjects legs are locked
together causing them to move
at 1/3 of their base speed rounded down to the nearest increment of 5. It also

causes a -2 penalty to any


balance checks that are made, as well as making jump checks impossible. This
last for 1 minute per caster
level, or until dispelled.
Petrificus Totalus (Full Body-Bind Curse) DC 20- This spell when casts makes
the targets body become
rigid, as the arms and legs slap together against the sides of the body. Make a
ranged attack roll, against the
target. If it succeeds the target is rendered helpless and falls to the ground, if it
fails its Fort save. Even if the
Fort Save is successful the subject is staggered for one round per caster level.
The target may not speak or
move, although they still breathe. The spell lasts for 1 minute per caster level.
Protego DC 20- When cast compare the result to the spell that is being cast
against you if the result is higher
then the caster at you the incoming offensive spell fails. In addition if the
offensive spell fails by more than 5,
then the spell rebounds against the caster, dealing half of the affect. This spell
may be used as a reaction
against an offensive spell. This counts as using one of the Wizard/Witch's
magical counterspelling attempts for
the round.
Rennervate DC 15- This spell brings a subject out of unconsciousness magical
or otherwise.
Dark Spell: Sectumsempra DC 25- You make a slashing motion with your wand,
and the subject acts as
though stabbed by a knife. Make a ranged touch attack. If you succeed the
subject takes 2d6 of constitution
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damage. The subject also begins to bleed profusely from deep gashes, and
takes 1d6 points of damage each
round as they begin to bleed out. The bleeding can be stopped by making a DC
20 Heal check.
Stupefy (Stunning Spell) DC 25- This spell renders a subject unconscious, Make
an attack roll. If it succeeds
the subject is knocked unconscious for 1 minute per caster level. They stay
unconscious unless Rennervate is
cast upon them.
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Spells >
Transfiguration
Animate to Inanimate Transfiguration Base DC 20- This spell allows for the
caster to make an Animate
Object become Inanimate. This spell lasts for the rest of the encounter, or for one

minute per caster level,


whichever is less. If this spell is casted on a living subject they are allowed for a
will save, with a DC equal to
10+the wizard/witch's intelligence modifier+ 1/2 of the wizard/witch's class level.
The DC for this spell is
modified by the following.
Size:
Diminutive: +0
Tiny: +5
Small: +10
Medium: +15
Large: +20
Huge:+25
Gargantuan: +30
Colossal:+35
Helpful Modifiers- These modifers lower the DC of the Transfiguration check, by
the amount represented
here.
Same kingdom (animal, vegetable, mineral) -5
Same class (mammals, fungi, metals, etc.) -2
Same size -2
Related (twig is to tree, wolf fur is to wolf, etc.)-2
Same or lower Intelligence -2
Inanimate to Animate Transfiguration Base DC 25- This spell allows for the caster
to make an Inanimate
Object become Animate. This spell lasts for the rest of the encounter, or for one
minute per caster level,
whichever is less. If this spell is casted on a living subject they are allowed for a
will save, with a DC equal to
10+the wizard/witch's intelligence modifier+ 1/2 of the wizard/witch's class level.
Animate to Animate Transfiguration Base DC 30-This spell allows for the caster
to make an Animated
Object turn into another Animated Object. This spell lasts for the rest of the
encounter, or for one minute per
caster level, whichever is less. If this spell is casted on a living subject they are
allowed for a will save, with a
DC equal to 10+the wizard/witch's intelligence modifier+ 1/2 of the wizard/witch's
class level.
Inanimate to Inanimate Transfiguration Base DC 30- This spell allows for the
caster to make an Inanamite
Object turn into another Inanimate Object. This spell lasts for the rest of the
encounter, or for one minute per
caster level, whichever is less. If this spell is cast on a magicl subject they are
allowed for a will save, with a DC
equal to 10+the wizard/witch's intelligence modifier+ 1/2 of the wizard/witch's
class level. The DC for this

spell is modified by the following.


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Creating New Spells


To make a new spell you must make a knowledge check of the appropriate skill equal to the DC
of the spell you wish to create The DM an the player must agree on a reasonable DC. Making a
new spell from scratch however is difficult and takes 3 hours for every point of the DC, due to
having to understand the theory behind it, and make sure no ill effects upon casting. Exceeding
the check by 10 or more represents a breakthrough in your research counting the time that you
have researched for that day as twice as much. If you make the check you progress normally, for
the rest of the day you decided to work on it.
Let's say you want to make a new spell in Curses and Counter-Curses. You want the spell cause
them to suffer a wave of nausea making them suffer from the sickened effect. You decide to
research it by making a Curse and Counter-Curses check. Making a new spell from scratch
however is difficult and takes 3 hours for every point of the DC, due to having to understand the
theory behind it, and make sure no ill effects upon casting. Make a knowledge dark arts check
equal to the DC of the spell that you wish to create. The DM and the player must agree on a
reasonable DC. If you make the check you progress normally, for the rest of the day you decided
to work on it. Exceeding the check by 10 or more represents a breakthrough in your research
counting the time that you have researched for that day as twice as much. The DC for this spell
would most likely be a 20 and would require a ranged attack roll, and a Fortitude save on the
person who is being targeted.

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