Now, I'm ready to work hard on completing this project. My base idea for the system is found here http://sites.google.com/site/avatard20/. Spells will be cast using skill checks, which will allow for an unlimited number of spells per day, which I thought was appropriate for harry potter. I would really like feedback on the work I've done, and some help. I ask my fellow gamers to help me create a system, that will allow us to play. I have some sample charms spells to show how I plan to execute this. 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 then 20. Input would be greatly appreciated and if anybody wants to help me more in depth with the system send me a PM. Here are the spells and I will greatly update the list by tomorrow night, since I need to copy the rest of my handwritten notes.
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 – d4
Class Skills
The Wizard/Witch's class skills are Balance (Dex), Broomstick (Dex), Charms (Wis), Concentration (Con), Curses and Anti-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) x4
Skill Points at Each Additional Level – 6 + Int Modifier
Wizard/Witch
{table=head]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
||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|26
| +5
9th|+6/+1
|+3
|+6
|+6
||29
|+6
10th|+7/+2
|+3
|+7
|+7
|Bonus Feat|32
|+6
11th|+8/+3
|+3
|+7
|+7
||35
|+6
12th|+9/+4
|+4
|+8
|+8
|Wandless Magic|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
||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|62
|+9
[/table]
Class Features
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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. They also gain Diplomacy as a class skill.
Hufflepuff- Hufflepuff's are people who value loyalty, hard work, and honesty. As such they gain a +2 bonus to Sense Motive checks. They also gain Sense Motive 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 and the like.
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.
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, waterbenders 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. Negating this attack requires the wizard/witch to succeed in an opposed attack roll, as well as an opossing skill check of the same type of the spell. If the wizard/witches attack roll is less than her opponent’s,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.
If a wizard/witch is caught flat-footed, they can make a Reflex save (DC 10 + ½ the attacker’s BAB + the attacker’s Dexterity modifier) to still make a Magical Counterspelling attempt. A flat-footed wizard/witch can never make more than a single Deflect Attack attempt.
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 Anit 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 Anti-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 harndess. 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.
Focused Spell, Increased Spellcasting, Magical Artifact Creation, Natural Born Flyer, Skill Focus, Wand Creation.
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 Magically Counterspell a non-verbal spell suffers a -4 penalty to their Magically Counterspelling check.
Wandless Magic Template DC +25- At 12th 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.
HP Charms
Spoiler
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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 Varies- 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 10- This spell can be cast upon any writable surface. If there is any hidden ink through muggle or magical means, be it invisible ink, or the invisibility spell it is revealed. The spell makes the words glow a bright blue, but then die down to a black.
Banishing Charm DC 20- 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.
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.
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.
Color Change Cham DC 20- 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.
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.
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. When cast against an object, the spell deals 3d6 points of damage and ignores hardness. If used against a person it deals 3d6 points of damage, and leaves a long deep cut. This cut continues to bleed for 3 rounds causing 1 point of damage each round unless stopped, as the blood pours out.
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.
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.
Flagrate DC 20- 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.
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.
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 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.
HP Curses and Anti-Curses
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Avada Kedavra (Killing Curse) DC 30- 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.
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 DM’s discretion.
Expelliarmus (Disarming Charm) DC Varies
DC 15- A bright red jet of light erupts from your wand. Make an attack roll against the object held within a persons hand. If you succeed you can use the result of your check compared to the held objects AC. This disarms the object from the persons hand and it flies 10 feet forward or backward (casters choice).
DC 20- A red jet erupts from the casters wand and strikes out at the subject. Make a ranged attack against the subject. If it hits the subject is blasted back 10 feet. They move an additional 5 feet for every 5 points by which the DC is exceeded. 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.
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 ¼ 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. The target may not speak or move, although they still breathe. The spell lasts for 1 minute per caster level.
Protego DC Varies
DC 20- This spell creates a magical shield around the caster protecting them from magical attacks. When the spell is cast (as a reaction, instead of choosing to attempt to counter-spell) they gain a Spell Resistance equal to their check result against the attack roll. If they fail, they still only suffer half the damage, or half the amount of time with a negative condition if the spell creates one.
DC 25- As above, but if the spell is successfully resisted then it rebounds upon the attacker with an attack bonus equal to the attackers.
Rennervate DC 15- This spell brings a subject out of unconsciousness magical or otherwise.
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 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 20- 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, or they or gently struck, or water is thrown upon them.
Potions
Spoiler
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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 Obsession on the emotional 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, switch to an Angry emotional state, 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 - Switches emotional state to Agitation, reduces Wisdom by 1d6 and also reduces Intelligence by 1d6.
Blood Replenishment DC 15
When drunk or placed into the body somehow, this potion restores the blood of the drinker, one pint per 24 minus X hours, where X is the level of the potion brewer. Once it restores 1d6 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 emotional state to Contentment if it has been damaged by some sort of traumatic or stressful event.
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 Contentment. It also prevents the drinker from becoming Agitated, Sad, Angry, or Hostile 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 4- penalty 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.
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.
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
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, Variable DC
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, Variable DC
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.
Transfiguration
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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. The DC for this spell is modified the same as Animate to Inanimate.
Also, credit is also due to Vladius who did all the potions. Right, now I need help finishing up the base class, as well as finishing transfiguration, and divination. I did my work orignally on the d20 radio general banter thread so go there to see what was done there if you wish. Also, help would be great.