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    Bugbear in the Playground
     
    RedWizardGuy

    Join Date
    Jan 2008

    Default Harry Potter D20 Heavy 3.5 Varient Help Needed PEACH

    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
    Spoiler
    Show

    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
    Show

    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
    Spoiler
    Show


    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
    Show
    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.
    Last edited by Imbasel; 2010-08-22 at 09:53 PM.

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    Bugbear in the Playground
     
    RedWizardGuy

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    Default Re: Harry Potter D20 Heavy 3.5 Varient

    Feats:

    Animagi
    Prerequisites: Knowledge (Transfiguration) 8 ranks, Transfiguration 8 ranks
    You can change your form into one animal. The animal that you choose is any non-magical animal that has Hit Die equal to your level-3. Once chosen, this animal cannot be changed. You magically change into this animal and gain all of its traits. You assume the animals size, and retain your intelligence, wisdom, and charisma scores, while your strength, constitution, and dex scores are that of the animal. As you advance in levels so does your animal form. Each time you level up, your animal forms hit die, increases by one.

    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.

    Expert Duelist
    Prerequisites: BAB of +3, 6 ranks in Curses and Anti-Curses.
    You are an expert duelist, an as such gain benefits while fighting against other wizards/witch's. While in combat against another witch/wizard you gain a +4 bonus to Magical Counterspelling. You also gain the ability to use Magical Counterspelling once more per round, regardless of your BAB.

    Fast Researcher
    Prerequisites: Must have an Intelligence of at least 14
    Benefit: The character can learn a new spell by only having to study for half an hour for every 5 points of the spells base DC.

    Focused Spell
    Benefit: Choose one spell that, you currently know. You gain a +4 competence bonus when using the skill used to cast that spell.
    Special: You may take this feat multiple times. Its effects do not stack, and you choose a different spell each time you gain this feat.

    Increased Spellcasting
    Prerequisites: You must be 3rd level and be able to cast spells.
    Benefit: Upon gaining this feat you increase your spell limit by three.

    Natural Born Flyer
    Benefit: Flying is something that has always been something that came easily to you. You gain a +2 bonus to Balance checks and Broomstick checks.

    Parseltongue
    Prerequisites: Can only be selected at first level.
    Benefit: You gain the ability to speak with snakes. You also gain a +2 bonus on Handle Animal checks, but only with snakes.

    True Seer
    Prerequisites: Must be taken at first level.
    Benefit- You are one of the rare few who posses the Sight. You are able to make prophetic visions. You gain access to the prophetic visions ability, by making a DC 40 check, which is described under Divination. Also you gain a +2 bonus to Divination checks.


    Races-

    Human- As SRD

    Half-Giant
    • +2 Strength +2 Constitution -2 Intelliegence -2 Wisdom.
    • Medium: As a medium creatures, half-giants have no special bonuses or penalties due to their size.
    • A half-giant's base land speed is 30 feet.
    • Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
    • 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
    Last edited by Imbasel; 2010-08-16 at 12:55 PM.

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    RedWizardGuy

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    Default Re: Harry Potter D20 Heavy 3.5 Varient

    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 succeed on a DC check equal to the spells DC +5 representing the difficulty in first casting the spell. After that the character, must study for 1 hour for every 5 points of the spells base DC. Once they have done that they are considered to have "mastered" the spell and won't have the extra +5 added on to the spells difficulty.

    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 Anit Curses, Charms, and Transfiguration.

    At first level the character receives a magical wand. The wand is made of a wood, and core of the players choice. All checks made with the wand add a +1 bonus. Additionally, the player may choose one of the benefits below, reflecting the properties of the wands natural affinity.

    Gain a +2 to Charm checks

    Gain a +2 to Curses

    Gain a +2 to Anti-Curses (these comprise of Protego, and whenever a character decides to defend against a magical attack)

    Gain a +2 to Transfiguration checks

    Defense: The character advances using the Class as Defense Variant Column B.

    Rules for Quidditch-
    All players trained in Broomstick gain a +2 to AC while riding a broomstick. Those who are not trained take a -2 Penatly to AC, and to all attack roles, while riding a broomstick

    There are 7 different players for Quidditch and each of them has different roles.

    Beaters- There are two beaters on the field at any given time. Their role is to hit the bludger away from their own team, to the other team. To hit the bludger the beater, must make a melee attack roll with their beaters club. The AC for the bludger is 15, and should it be hit, the beater can choose for it to attack the closest opposing team member. The bludger has an attack roll modifier of +10.

    Chasers- There are three chasers on the field at any time. Their role is to gain control of the Quaffle, and to score points by throwing it through the goal posts. The goal can be from either side, and is worth 10 points.
    Keeper- There is one keeper on each Quidditch team. Their role is to block the Quaffle, to prevent goals from being scored. A keeper may block any one of the 3 goals as long as they remain no more then 10 feet away from the goal. Deflecting a goal is like Magical Counterspelling only instead of a magic skill check they make a Broomstick check. Also, stopping a goal in this manner allows the Keeper to retain possession of the ball, or to deflect it to fly away 30 feet.

    Seeker- There is one seeker on each Quidditch team. Their goal is to catch the golden snitch, which is a small walnut sized golden ball. Only the capture, of a golden snitch can end a match and it is worth 150 points, to the team who captures the snitch. No other player may touch the golden snitch. The golden snitch has an AC of 18, but it is incredibly fast.

    The Different Balls-

    Bludger- The bludger is a small iron ball, that zooms around the Quidditch pitch attemping to knock players off their brooms. The AC for the bludger is 15, and should it be hit, a beater can choose for it to attack the closest opposing team member. The bludger has an attack roll modifier of +8. Should a bludger hit a player, one of two things can happen. If it hits the player and its attack roll does not exceed the AC by 5 or more, the player takes 1d6 points of non-lethal damage. The player must also succeed on a Broomstick check or be stopped in place, and drop the ball. If the Bludger exceeds the AC of the player by 5 or more, the player is knocked off their broom, and must succeed on a DC 15 Reflex save, or plummet down to the ground, in addition to suffering all the other previous effects. Should they make the save they hold on to the broomstick by the tips of their fingers and must succeed on a DC 10 Strength check to pull themselves back up, as a move action. If they succeed on a DC 20 Broomstick check, however they manage to direct their broomstick to the ground with them as they fall treating the distance fallen as 20 feet less. Should the bludger miss it will begin to move for the other closest player, to the one who the attack was just directed at. At the beginning of the match the bludgers just fly around, and go to the first player closest to them. The bludger has a fly speed of 150 feet (perfect).

    Quaffle- The Quaffle is a small red ball, that chasers use to score goals. The quaffle begins the match being tossed up in the air, and the chaser with the highest initiative can make the first attack roll to attempt to grab the ball. The ball has an AC of 10, and is very easy to hold capable of being held only in one hand. The Quaffle is also magically enchanted, to fall more slowly and on any given round that it is falling to the ground it only falls 20 feet. For another player, to grab the Quaffle away from a player they must make a Disarm check. Due to the magical nature of the Quaffle it has a Range Increment of 25 feet.

    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 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 Pitch-

    1. 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

    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.
    Last edited by Imbasel; 2010-08-15 at 07:18 PM.

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    Silverscale's Avatar

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    Default Re: Harry Potter D20 Heavy 3.5 Varient Help Wanted

    I'm always interested to see what people do with Harry Potter, so I'm interested to see what all you come up with. I've looked through some of what you've got already add like what I see. Can't think of anything to add right now but I'll be keeping an eye on this thread.
    Meddle not in the affairs of Dragons, unless you brought someone bigger and tastier along with you.


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    Go HERE for a look at the Ishka (CWBP) Wiki.

    Go HERE for a look at the Dragon-World (CWBP) Wiki.

    Quote Originally Posted by newD&Dfan View Post
    I hereby give you the title of Wiki Editor SilverScale. (in deep booming voice)

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    UndeadCleric's Avatar

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    Default Re: Harry Potter D20 Heavy 3.5 Varient Help Wanted

    Hommenum Revelio IS the human detector charm.
    And no Felix Felicitus?
    Last edited by UndeadCleric; 2010-07-22 at 06:28 PM.
    This statement is false.

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    RedWizardGuy

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    Default Re: Harry Potter D20 Heavy 3.5 Varient Help Wanted

    The potion and spells list if far from complete. I encourage and ask members of these forums, to help write them out, and we can make a final edited version together.

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    Default Re: Harry Potter D20 Heavy 3.5 Varient Help Wanted

    Very impressed. I don't have any criticisms. I am anxious to see what you come up with for the transfiguration. Good job
    Thanks to Cryssandra for the Avatar

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    RedWizardGuy

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    Default Re: Harry Potter D20 Heavy 3.5 Varient Help Wanted

    Just wanted to say I will be adding more tomorrow.

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    RedWizardGuy

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    Default Re: Harry Potter D20 Heavy 3.5 Varient Help Wanted

    After, having some RL issues I finally manged to write up Transfiguration, or at least parts of that school. Also, I would really like more input, and volunteers for this project.

    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.


    The reason why the DC is so high is because Transfiguration is the most difficult subject to learn. In the books the students had a lot of difficulty casting these spells, and it took them a long time before they could do so on a regular basis. The modifiers help raise and lower the DC, and Transfiguring things as they get bigger is harder. For example Cedric Diggory attempted to make a Dragon into a dog. Besides the dragons natural magical resistance it is also, hard to affect due to its size,
    Last edited by Imbasel; 2010-08-13 at 08:58 AM.

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    Default Re: Harry Potter D20 Heavy 3.5 Varient Help Wanted

    Quote Originally Posted by Imbasel View Post
    After, having some RL issues I finally manged to write up Transfiguration, or at least parts of that school. Also, I would really like more input, and volunteers for this project.

    Transfiguration

    Spoiler
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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.


    The reason why the DC is so high is because Transfiguration is the most difficult subject to learn. In the books the students had a lot of difficulty casting these spells, and it took them a long time before they could do so on a regular basis. The modifiers help raise and lower the DC, and Transfiguring things as they get bigger is harder. For example Cedric Diggory attempted to make a Dragon into a dog. Besides the dragons natural magical resistance it is also, hard to affect due to its size,
    Wasn't being an Animagus the hardest thing to do? Or is that just a specific type of trans. spell?

    I like what I see. It's cool, and I wish I could've used this in my 6th Grade Game. The players would've been estatic. Keep up the good work.

    Also, Sectumsempra should be statted out

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    RedWizardGuy

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    Default Re: Harry Potter D20 Heavy 3.5 Varient Help Needed PEACH

    Being an Animagus was incredibly, hard, however once the wizard/witch learned to do it once it became very easy for them. I was going to make being an Animagus a feat. It would be available only from 6th level on, and I intend on writing a feat section soon I thought this was reasonable as students should be around 7-8th level when they graduate so it would symbolize them having taken N.E.W.T. classes.

    Also, are you interested in helping out in any way? There is still loads to be done I need some more spells (I have most of the major ones), but I still need to work on the class table since I'm not sure how to make it exactly. I also need magical creatures, stated out as well as magical objects.

    Also, ye asked and you shall so receive.

    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 points 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.

    What are your thoughts on this spell?
    Last edited by Imbasel; 2010-08-13 at 10:08 AM.

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    Default Re: Harry Potter D20 Heavy 3.5 Varient Help Needed PEACH

    Quote Originally Posted by Imbasel View Post
    Being an Animagus was incredibly, hard, however once the wizard/witch learned to do it once it became very easy for them. I was going to make being an Animagus a feat. It would be available only from 6th level on, and I intend on writing a feat section soon I thought this was reasonable as students should be around 7-8th level when they graduate so it would symbolize them having taken N.E.W.T. classes.
    The Animagus thing makes sense, but Im not sure about the rest of it. By the time you reach the 5th Year, their doesn't really seem to be that much progression in skill. N.E.W.T. level might be representative of gaining a level. My point here is, if you look at it, Dumbledore isn't a 20th level wizard. I think this whole setting/variant could work very well as an E6 or E8 variant.

    Quote Originally Posted by Imbasel View Post
    Also, are you interested in helping out in any way? There is still loads to be done I need some more spells (I have most of the major ones), but I still need to work on the class table since I'm not sure how to make it exactly. I also need magical creatures, stated out as well as magical objects.
    Don't know how helpful I could be, but if theirs a way I can contribute, I will.

    Quote Originally Posted by Imbasel View Post
    Also, ye asked and you shall so receive.

    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 points of constitution damage. The subject also begins to bleed profusely, 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.

    What are your thoughts on this spell?
    It's described as slashing, so it should be slashing damage. Everything else looks fine to me.

    Also, is the ranged Touch Attack in combination with the DC 25 save? If so, thats a pretty big obstacle to cast a spell.

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    The first post describes how spells are cast. The DC of the spell is what is required to cast it, since all spells are now skill checks. Also, is your suggestion for the slashing damage about the ongoing damage or the immediate damage? I think the constitution damage makes sense, as when Draco was hit he immediately fell, and seemed utterly helpless as blood pooled around him.

    I would prefer not to use E6 or E8, an keep to the 20 levels since, that is what I had in mind when I made the system.

    Also, why do you think Dumbledore is not 20th level? I think he is at least 15 or 16th given what he can do in the books.

    Also, here's a handy dandy feat for animagus. I took your advice about the level and decided to change the requirements.

    Animagi
    Prerequisites: Knowledge (Transfiguration) 12 ranks, Transfiguration 12 ranks
    You can change your form into one animal. The animal that you choose is any non-magical animal that has Hit Die equal to your level-3. Once chosen, this animal cannot be changed. As you advance in levels so does your animal form. Each time you level up, your animal forms hit die, increases by one.

    Thoughts?
    Last edited by Imbasel; 2010-08-13 at 10:07 AM.

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    Quote Originally Posted by Imbasel View Post
    The first post describes how spells are cast. The DC of the spell is what is required to cast it, since all spells are now skill checks. Also, is your suggestion for the slashing damage about the ongoing damage or the immediate damage? I think the constitution damage makes sense, as when Draco was hit he immediately fell, and seemed utterly helpless as blood pooled around him.
    Ongoing. I think.

    Quote Originally Posted by Imbasel View Post
    I would prefer not to use E6 or E8, an keep to the 20 levels since, that is what I had in mind when I made the system.

    Also, why do you think Dumbledore is not 20th level? I think he is at least 15 or 16th given what he can do in the books.
    Becuase the most powerful spells in Harry Potter aren't anywhere near as powerful as the most powerful DnD spells. Well, Avada Kadavra may be an excption. My point is in DnD you can use have spells like Wish and Death Kenll and True Ressurection. That sort of stuff isn't really pulled off in Harry Potter. And Teleport is something that only really powerful wizard's can do.

    Quote Originally Posted by Imbasel View Post
    Also, here's a handy dandy feat for animagus. I took your advice about the level and decided to change the requirements.

    Animagi
    Prerequisites: Knowledge (Transfiguration) 12 ranks, Transfiguration 12 ranks
    You can change your form into one animal. The animal that you choose is any non-magical animal that has Hit Die equal to your level-3. Once chosen, this animal cannot be changed. While in this form, you gain all of the extraordinary abilities of the animal. As you advance in levels so does your animal form. Each time you level up, your animal forms hit die, increases by one.

    Thoughts?
    No one turns into a Magical Beast so the extrodinary abilities line isn't needed. Other than that, it looks pretty good. Though, you have to take ranks in Know. (Trans.) and Trans.? That seems like a pain, unless you have a lot of specialists in the game. Most wizard's in Harry Potter seem like universalists to me, but thats just my opinion.

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    Quote Originally Posted by AtlanteanTroll View Post
    Ongoing. I think.
    Thank you I will make the word change to Sectumsempra, and Animagi feat, thanks for the help.


    Quote Originally Posted by AtlanteanTroll View Post
    Becuase the most powerful spells in Harry Potter aren't anywhere near as powerful as the most powerful DnD spells. Well, Avada Kadavra may be an excption. My point is in DnD you can use have spells like Wish and Death Kenll and True Ressurection. That sort of stuff isn't really pulled off in Harry Potter. And Teleport is something that only really powerful wizard's can do.
    I think this is just design differences, as I would prefer to have levels 1-20. Would you still be willing to help however, as it stays classic 1-20? Also, I think teleport is fairly reasonable level to do. In dnd teleport is available at the earliest at 10th level. In Harry Potter most students will gain access to it at 6-7th level. However, it is more balanced as students can not travel nearly as far safely. I plan on writing Apparate soonish. Also, what would you be interested in working on?


    Quote Originally Posted by AtlanteanTroll View Post
    No one turns into a Magical Beast so the extrodinary abilities line isn't needed. Other than that, it looks pretty good. Though, you have to take ranks in Know. (Trans.) and Trans.? That seems like a pain, unless you have a lot of specialists in the game. Most wizard's in Harry Potter seem like universalists to me, but thats just my opinion.
    I agree that most of the wizards in harry potter don't seem to specialize, at least not until after high school. In this case I think it can be justified. In the harry potter universe there have been less then 10 Animagi in the past 100 years. Therefore, I think it should be fairly difficult to do.
    Last edited by Imbasel; 2010-08-13 at 10:07 AM.

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    Quote Originally Posted by Imbasel View Post
    Also, here's a handy dandy feat for animagus. I took your advice about the level and decided to change the requirements.

    Animagi
    Prerequisites: Knowledge (Transfiguration) 12 ranks, Transfiguration 12 ranks
    You can change your form into one animal. The animal that you choose is any non-magical animal that has Hit Die equal to your level-3. Once chosen, this animal cannot be changed. While in this form, you gain all of the extraordinary abilities of the animal. As you advance in levels so does your animal form. Each time you level up, your animal forms hit die, increases by one.

    Thoughts?
    I see no reason why your animal form's hit die (and hit points) should change from your own. And you should specifiy: are you actually becoming an animal, or are you merely changing your shape? Take a look at the Giant's Polymorph fix, it might help you with some ideas.
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    Quote Originally Posted by Imbasel View Post
    Thank you I will make the word change to Sectumsempra, and Animagi feat, thanks for the help.
    No problem. Glad I can help


    Quote Originally Posted by Imbasel View Post
    I agree that most of the wizards in harry potter don't seem to specialize, at least not until after high school. In this case I think it can be justified. In the harry potter universe there have been less then 10 Animagi in the past 100 years. Therefore, I think it should be fairly difficult to do.


    Is that stated, or is that assumed becuase we've only seen 10? Though I can only think of 6.

    I was thinking about Hippogriffs. Is their any difference between DnD and HP ones? Besides some fluff I mean. Maybe a Diplomacy check to not get attacked when in their territory, and a higher Int, but I don't see a big one.

    Dragon's would be fun, but besides fluff, I dont see a big difference btween the different types mentioned in HP. Maybe a difference in age progression, but that's all I can think of.

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    Quote Originally Posted by AtlanteanTroll View Post
    No problem. Glad I can help






    Is that stated, or is that assumed becuase we've only seen 10? Though I can only think of 6.
    Its stated. I looked it up on Harry Potter wiki, and there were only 7 registered Animagi in the century. So I was wrong because Skeeter, Potter, Black, and Pettigrew are all Animagi. I remember reading it in either Goblet of Fire, or Prisoner of Azkaban as well.

    Quote Originally Posted by AtlanteanTroll View Post
    I was thinking about Hippogriffs. Is their any difference between DnD and HP ones? Besides some fluff I mean. Maybe a Diplomacy check to not get attacked when in their territory, and a higher Int, but I don't see a big one.
    I was going for that basically. I was going to say a Handle Animal check rather then Diplomacy however. Also, I would increase the Int.

    Quote Originally Posted by AtlanteanTroll View Post
    Dragon's would be fun, but besides fluff, I dont see a big difference btween the different types mentioned in HP. Maybe a difference in age progression, but that's all I can think of.
    Dragons I would change slightly. They wouldn't be able to cast spells or use spell like abilities. Also, I think we need to make all the new races since they are quite different from the ones in DnD. Also, they will retain SR.

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    Quote Originally Posted by Imbasel View Post
    I was going for that basically. I was going to say a Handle Animal check rather then Diplomacy however. Also, I would increase the Int.
    Yeah. Well, they're pretty intelligent. I think they might be offeneded if you treat them like a regular animal. Isn't that why Draco was assulted by Buckbeak?


    Quote Originally Posted by Imbasel View Post
    Dragons I would change slightly. They wouldn't be able to cast spells or use spell like abilities. Also, I think we need to make all the new races since they are quite different from the ones in DnD. Also, they will retain SR.
    *Blinks* What? Race? You mean creature right?
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    Oops, I do mean creatures. That was my bad. Also, I think their Mental scores should be lower then dragons normally are. In Harry Potter they seem much more animalistic.

    Also, you are changing into the actual animal while retaining your mental facilities. I suppose I could make the hit die the same as your character for the change.

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    Quote Originally Posted by Imbasel View Post
    Oops, I do mean creatures. That was my bad. Also, I think their Mental scores should be lower then dragons normally are. In Harry Potter they seem much more animalistic.
    Yes indeed.

    Quote Originally Posted by Imbasel View Post
    Also, you are changing into the actual animal while retaining your mental facilities. I suppose I could make the hit die the same as your character for the change.
    Im not sure. Sirius seemed ike he had more health as a dog. That was the whole point of being an animagus, to hold off Lupin when he turned into a werewolf.
    Last edited by AtlanteanTroll; 2010-08-13 at 10:28 AM.
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    I think the more health can be explained by having the higher constitution score. Also, would you be willing to review some feats I made?

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    Quote Originally Posted by Imbasel View Post
    I think the more health can be explained by having the higher constitution score. Also, would you be willing to review some feats I made?
    And a higher constitution score means more health. It also mean his scores changed. Right?

    Im no expert by any means, but sure.
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    That would be correct. Most of the wizards while not necessarily frail, don't seem super fit. The wolf for example has a higher constitution score ergo more HP.

    Also, I'm busy rewriting the feats from handwritten notes, so they should be up in about 10-15 mintues.

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    Quote Originally Posted by Imbasel View Post
    That would be correct. Most of the wizards while not necessarily frail, don't seem super fit. The wolf for example has a higher constitution score ergo more HP.

    Also, I'm busy rewriting the feats from handwritten notes, so they should be up in about 10-15 mintues.
    Lupin, Sirius, or both?

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    Lupin is special, since he isn't a Animagus he's a werewolf. Although, he would still gain HP. I plan on writing the werewolf template later.

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    Natural Born Flyer
    Benefit: Flying is something that has always been something that came easily to you. You gain a +2 bonus to Balance checks and Broomstick checks.

    Focused Spell
    Benefit: Choose one spell that, you currently know. You gain a +4 competence bonus when using the skill used to cast that spell.
    Special: You may take this feat multiple times. Its effects do not stack, and you choose a different spell each time you gain this feat.


    Increased Spellcasting
    Prerequisites: You must be 3rd level and be able to cast spells.
    Benefit: Upon gaining this feat you gain two additional spells of your choice.

    Parseltongue
    Prerequisites: Can only be selected at first level.
    Benefit: You gain the ability to speak with snakes. You also gain a +2 bonus on Handle Animal checks, but only with snakes.

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    I like your work so far, basing all the spells off of skill checks seems to work very well.

    However, in order to capture the feel of combat in HP, it seems that you would either need to heavily rely on readied actions (To counter spells), or insert some other mechanic like free immediate action counterspells.

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    If you check the avatar d20 site I referenced in my first post you will see that the class feature of Deflect Bending. I was thinking of using the same mechanic, but calling it counterspelling. Basically, you have to know the spell in question to counter it. If you don't you can make a generic counterspelling action, but you take a -4 penalty to your roll of the appropriate skill.

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    The feats look fine to me. However, you haven't posted broomstick rules or rules on how many spells you get to choose, so Im not sure about the 1t and 3rd Feats.
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