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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...
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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...
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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...
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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
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/...
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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/...
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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),
https://sites.google.com/site/harrypotterd20/classes/wizard?tmpl=/system...
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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
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,
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
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.
https://sites.google.com/site/harrypotterd20/prestige-classes/auror?tmpl=/...
1 of 2 3/3/2012 4:29 PM
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.
https://sites.google.com/site/harrypotterd20/prestige-classes/auror?tmpl=/...
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
https://sites.google.com/site/harrypotterd20/prestige-classes/dark-wizard...
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.
https://sites.google.com/site/harrypotterd20/prestige-classes/dark-wizard...
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)
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.
https://sites.google.com/site/harrypotterd20/prestige-classes/duelist?tmpl...
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
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...
https://sites.google.com/site/harrypotterd20/prestige-classes/order-of-the...
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
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.
https://sites.google.com/site/harrypotterd20/prestige-classes/windwinder...
1 of 2 3/3/2012 4:32 PM
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
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.
https://sites.google.com/site/harrypotterd20/feats?tmpl=/system/app/templ...
1 of 4 3/3/2012 4:53 PM
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
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
https://sites.google.com/site/harrypotterd20/races-1?tmpl=/system/app/te...
1 of 1 3/3/2012 4:36 PM
Creatures >
Dementor
Dementor
Medium Aberration (Cold)
Hit Dice: 7d8+7 (38 hp)
Initiative: +9
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
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
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.
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)
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.
https://sites.google.com/site/harrypotterd20/creatures/thestral?tmpl=/syst...
1 of 2 3/3/2012 4:40 PM
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.
https://sites.google.com/site/harrypotterd20/creatures/thestral?tmpl=/syst...
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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
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
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
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
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.
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
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.
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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
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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.
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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
https://sites.google.com/site/harrypotterd20/spells/curses-and-anti-curses...
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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