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Harry Potter d20


Welcome all, to the Harry Potter d20 project. The goal of this project is to make a Dungeons and Dragons 3.5 variant, set in the Harry Potter universe. This will allow many to play a Harry Potter RPG which is something the world is currently lacking. The Harry Potter d20 setting is intended to be used with the d20 fantasy roleplaying rules system, and is designed to incorporate content from the movies and books of the Harry Potter universe. There is one main class in Harry Potter d20 called the Wizard/Witch. Special thanks also to VestigeArcanist from the Order of the Stick forums. VestigeArcanist provided the wonderful Alchemist and Transfiguration Master Prestige classes as well as the Combat Transfiguration feat. If you would like to make comments, suggestions, or just say thanks email me at bradysturner@gmail.com. If you would like to contribute to the project check the Harry Potter d20 thread This is all made possible, because of J.K. Rowling. She is a brilliant writer, and has created a whole new world, that millions have enjoyed. This project would not be possible without her imagination, creativity, and hard work. Thank you Ms. Rowling, for bringing happiness and joy to millions. This is a derivative work. Harry Potter is (c) JK Rowling.

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How Magic Works


Spells are cast by meeting or exceeding their DC. To cast Accio for example, the caster must succeed on a Charms check equal to or greater than 20. Spellcasting- To cast a spell a wizard/witch must first learn it to do so. Wizards at first level begin play with 0 spells known.However, once in Hogwarts or with a teacher/book they can begin to learn new spells. To cast a spell the character must study for 1 hour for every 5 points of the spells base DC and succeed on a DC check equal to the spells DC +5 representing the difficulty in first casting the spell. If they do not meet the required DC they must study again although at only half the time that they originally studied. Upon a successful casting the extra +5 to the DC of the spell is removed as they are considered to have "mastered" the spell. Should the spellcasting check fail by 10 or more the caster has their spell backfire horribly. For example someone attempting to cast a Cheering Charm instead has the subjects attitude towards them worsen. Saves: For spells that require a save the save is equal to 10+1/2 the caster level+the appropriate attribute. The attributes that help determine spell saves are Charisma for Curses and Counter-Curses, Wisdom for Charms and Intelligence for Transfiguration. Spell Limit- Each character has a set number of spells they are able to learn. They are able to learn up to their spell limit from each school of magic which are Curses and Counter-Curses, Charms, and Transfiguration. Also, they can have a number of known potions for the Potionmaking skill equal to their Spell Limit. Templates- Templates are modifications to the spells that changes the way it works. Add the modification number to the spell DC. The caster must then equal or exceed the new DC in order to cast the spell. At first level the character receives a magical wand. The wand is made of a wood, and core of the player's choice. Wands are made of a wood, and core of the players choice. A wizard has a -2 for using a wand that's not yours for all spellcasting checks and -10 for using a broken wand. Additionally, upon choosing a wand the wand gains one of the effects listed below. Counter-Curses are either a magical counterspelling attempt or Protego.

Gain a +2 to Charm checks Gain a +2 to Curses checks Gain a +2 to Counter-Curses checks Gain a +2 to Transfiguration checks Gain a +2 on attack rolls made with the wand Gain a +2 on Damage rolls made with the wand Reroll any Charms check once per day Reroll any Transfiguration check once per day Reroll any Curses check once per day Reroll any Counter-Curse check once per day.

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How Magic Works >

Creating New Spells


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

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Divination
Crystal Ball Gazing DC 25- You gaze into the crystal ball, and attempt to peer through the fog. Make a DC 25 check. If you succeed you manage to gaze into the future by up to one day. The gazing allows the person to see one important event of DM choice that will occur the next day. This however, can be changed as time is an ever changing flowing river, and knowing about the event can cause it to not happen. By adding a +5 to the DC the player can choose one particular event they could happen the next day. For example Lavender Brown, wishes to know if she will pass her test she has just taken. She focuses on the crystal ball, and tries to peer into the future. The image of a paper floats to the top, past the smog of the ball with an Outstanding on it. Smiling she goes to tell her friends of her success. Forewarning DC 20- This ability can be used as a free action anytime you would normally be surprised or flat-footed. Make a divination check against DC 20 , if you succeed, you are not treated as flat-footed for that attack. Each consecutive use of this ability in an encounter raises the base DC by 2. In addition, this check can be made at the beginning of combat. Every 2 points that you roll higher than a DC of 15 gives you a +1 bonus to initiative. Peer into the Moment DC 20- You concentrate upon the time line of the immediate future, and shift through the many different possibilities. As your mind wanders the current of time, you realize the effects your actions will have in the future. Make a DC 20 check as a standard action. If you succeed you gain knowledge of whether or not a decision you make in the next minute will have positive, neutral or negative effects. For example, Lavender Brown is trying to escape some Death Eaters and runs into two doors running in different directions. Pausing for a minute she peers into the immediate future, and decides going down the left door will only bring trouble. She then decides to go down the right. This only allows for a person, to sense immediate ramifications within a minute. The left hand passageway for example could have had a magical trap, and then been safe. The right hand door could have contained a passageway, that was safe for a 5 minute run, only to go into a meeting chamber for Death Eaters. You may also learn additional information when you exceed the base DC is exceeded by 5 or more. You can choose to learn about why the decision is good or bad, or see another minute in the future. Reading Tea Leaves DC 15- You take a cup of tea, that has had its dregs, settle at the bottom. You flip the cup over, and an image appears. You may make a reading either for yourself or for one other person. Make a DC 15 Divination check. If you succeed you get a vague idea of the subjects future that is limited to one day. The DM ultimately decides what you learn, but here are some example readings. You learn that good fortune will befall the subject today; Beware those who wear red, for they shall bring ill tidings; you shall suffer , but come out the stronger; Happiness and sadness shall occur at once as if a double bladed sword; One drop in the pond, can cause ripples that affect those around them, be they good or ill. You can also learn additional information when you exceed the base DC by 5 or and you can learn clearer and additional information, such as what time of day, and things like the circumstances of what will happen. Palm Reading DC 10- You take a persons hand, and read the lines on it. Make a DC 10 Divination check. If you succeed you successfully read the person palm. Upon reading the persons palm you immediately discover the personals alignment. You also find out generic information about their abilities and skills, as well as personality. For example somebody reading Harry Potters hand might find out that he is an inspiring figure, who is a brave, and steadfast warrior. By exceeding the DC by 5 or more you can instead something specific that you wish to know. For example, you could learn what the subjects Curses and Anti-Curses modifier was.

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Quidditch
Rules for QuidditchAll players trained in Broomstick gain a +2 to AC while riding a broomstick. Those who are not trained take a -2 Penatly to AC, and to all attack rolls, while riding a broomstick There are 7 different players for Quidditch and each of them has different roles. Beaters- There are two beaters on the field at any given time. Their role is to hit the bludger away from their own team, to the other team. To hit the bludger the beater, must make a melee attack roll with their beaters club. The AC for the bludger is 15, and should it be hit, the beater can choose for it to attack the closest opposing team member. The bludger has an attack roll modifier of +8. Chasers- There are three chasers on the field at any time. Their role is to gain control of the Quaffle, and to score points by throwing it through the goal posts. The goal can be from either side, and is worth 10 points. Keeper- There is one keeper on each Quidditch team. Their role is to block the Quaffle, to prevent goals from being scored. A keeper may block any one of the 3 goals as long as they remain no more then 10 feet away from the goal. Deflecting a goal is like Magical Counterspelling only instead of a magic skill check they make a Broomstick check. Also, stopping a goal in this manner allows the Keeper to retain possession of the ball, or to deflect it to fly away 30 feet.

Keeper- There is one keeper on each Quidditch team. Their role is to block the Quaffle, to prevent goals from being scored. A keeper may block any one of the 3 goals as long as they remain no more then 10 feet away from the goal. When a keeper is within 10 feet of the goals an opponent must beat the keepers AC and not that of the goal. Otherwise the normal AC of the goal is 10. Deflecting a goal is like Magical Counterspelling only instead of a magic skill check they make a Broomstick check. Also, stopping a goal in this manner allows the Keeper to retain possession of the ball, or to deflect it to fly away 30 feet. Seeker- There is one seeker on each Quidditch team. Their goal is to catch the golden snitch, which is a small walnut sized golden ball. Only the capture, of a golden snitch can end a match and it is worth 150 points, to the team who captures the snitch. No other player may touch the golden snitch. The Different BallsBludger- The bludger is a small iron ball, that zooms around the Quidditch pitch attemping to knock players off their brooms. The AC for the bludger is 15, and should it be hit, a beater can choose for it to attack the closest opposing team member. The bludger has an attack roll modifier of +8. Should a bludger hit a player, one of two things can happen. If it hits the player and its attack roll does not exceed the AC by 5 or more, the player takes 1d6 points of non-lethal damage. The player must also succeed on a Broomstick check or be stopped in place, and drop the ball. If the Bludger exceeds the AC of the player by 5 or more, the player is knocked off their broom, and must succeed on a DC 15 Reflex save, or plummet down to the ground, in addition to suffering all the other previous effects. Should they make the save they hold on to the broomstick by the tips of their fingers and must succeed on a DC 10 Strength check to pull themselves back up, as a move action. If they succeed on a DC 20 Broomstick check, however they manage to direct their broomstick to the ground with them as they fall treating the distance fallen as 20 feet less. Should the bludger miss it will begin to move for the other closest player. At the beginning of the match the bludgers just fly around, and go to the first player closest to them. The bludger has a fly speed of 150 feet (perfect). Quaffle- The Quaffle is a small red ball, that chasers use to score goals. The quaffle begins the match being tossed up in the air, and the chaser with the highest initiative can make the first attack roll to attempt to grab the ball. The ball has an AC of 10, and is very easy to hold capable of being held only in one hand. The Quaffle is also magically enchanted, to fall more slowly and on any given round that it is falling to the ground it only falls 20 feet. For another player, to grab the Quaffle away from a player they must make a Disarm check. Due to the magical nature of the Quaffle it has a Range Increment of 25 feet.

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The Golden Snitch- The Snitch is a small golden walnut sized ball, that is used to end the game of a Quidditch match. The Snitch is worth 150 points, and is released at the beginning of the match. Capture of the Golden Snitch ends the game. It has a fly speed of 250 feet per round (perfect). It is also suggested that for simplicities sake that the DM has a predetermined path for the snitch, so as to save time during gameplay The golden snitch has an AC of 18. The Snitch has a +15 hide check.

The Pitch- The Quidditch pitch is an oval shaped field about 500 feet long, and 180 feet wide. In the center is a small circle that is two feet in diameter which the 14 players stand on before the game starts. There is no limit on to how high a player may fly during the game, but they must remain within the stadium limits. If they do not and are discovered the other team is awarded a foul. Rules on the Pitch1. Players must not stray over the boundary lines of the pitch, although they may fly as high as desired. The Quaffle must be surrendered to the opposition if any player leaves the boundary (it is unknown what the penalty is if a player on defense leaves the pitch). 2. 'Time out' may be called at any time by the Captain of a team. Time out may be extended to two hours if a game has already lasted for more than twelve hours. Failure to return to the pitch after this time will lead to the team being disqualified. 3. Penalties can be awarded to teams by the referee. A single Chaser may take the penalty by flying from the central circle towards the scoring area. The opposing team's Keeper may attempt to stop the shot being scored, but all other players must not interfere (it is unknown if the seeker may still attempt to catch the snitch while a penalty is being attempted). 4. Contact is allowed, but a player may not seize hold of another player's broomstick or any part of their anatomy. 5. No substitution of players is allowed throughout the game, even if a player is too injured or tired to continue to play, unless there are reserve players present. 6. Players may take their wands onto the pitch, but they must not be used on or against any players, any players' broomsticks, the referee, any of the four balls, or the spectators. 7. A game of Quidditch will only end once the Golden Snitch has been caught, or at the mutual consent of both team Captains. 1. 10 Common Fouls- Blagging: No player may seize any part of an opponent's broom to slow or hinder the player 2. Blatching: No player may fly with the intent to collide 3. Blurting: No player may lock broom handles with the intent to steer an opponent off course 4. Bumphing: Beaters must not hit Bludgers towards spectators 5. Cobbing: Players must not use their elbows against opponents 6. Flacking: Keepers must not defend the posts from behind by punching Quaffles out of the hoops - goals must be defended from the front 7. Haversacking: Chasers must not still be in contact with the Quaffle as it passes through a hoop 8. Quaffle-pocking: Chasers must not tamper with the Quaffle in any way

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9. Snitchnip: No player other than the Seeker may touch or catch the Golden Snitch (unknown what would happen if this occured by accident) 10. Stooging: No more than one Chaser is allowed in the scoring area at any one time (in game terms this means that no more then 1 player may approach within 20 feet of the scoring area, when a player has a Quaffle. within that area.

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Classes >

Wizard/Witch
Abilities Constitution is a very helpful to a witch or wizard due to their low hit die. Intelligence, also plays an important factor, as it determines the number of skill points received each level, and several of the key skills focus on Intelligence. Wisdom helps provide keen insight, and helps to improve other spellcasting skills. Charisma is useful, as it helps them in the social aspect, as well as other important skills. Alignment Hit Die d6 Class Skills The Wizard/Witch's class skills are Balance (Dex), Broomstick (Dex), Charms (Wis), Concentration (Con), Curses and Counter-Curses (Cha), Divination (Cha), Handle Animal (Cha), Herbology (Wis), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Magical Creatures), Knowledge (History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int) Skill Points at 1st Level (6 + Int modifier) 4. Skill Points at Each Additional Level 6+ Int Modifier

Wizard/Witch Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Bonus Feat, Magical Blast 4d6,Natural Affinity +5 Magical Blast 3d6 Bonus Feat Natural Affinity +4 Natural Affinity +3 Bonus Feat, Wandless Magic Magical Blast 2d6, Natural Affinity +2 Natural Affinity +1 Bonus Feat Non-Verbal Magic Special House Chosen, Magical Counterspelling Magical Blast 1d6 Spell Limit 5 8 11 14 17 20 23 26 29 32 35 38 41 44 47 50 53 56 59 62 Defense Bonus +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +7 +8 +8 +8 +9 +9 +9

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Class Features House ChosenChosen 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 GryffindorGryffindor Gryffindor's are supposed to be brave, and courageous people. They are true to their friends and can often go into situations that are beyond their abilities. As such Gryffindor's gain a +2 morale bonus to will save against fear effects. In addition they gain a +2 bonus to Sense Motive checks. They also gain Sense Motive as a class skill. HufflepuffHufflepuff Hufflepuff's are people who value loyalty, hard work, and honesty. In addition they also gain a +2 against mind affecting effects that would change their attitude to the caster. As such they gain a +2 bonus to Diplomacy checks. They also gain Diplomacy as a class skill. RavenclawRavenclaw Ravenclaw's value ingenuity, creativity, intelligence, and curiosity. They are often called bookworms and often spend time studying. As such, they gain an additional 4 skill points at character creation. They also, gain +2 bonus to all intelligence checks for solving questions that involve the use of any knowledge skill. SlytherinSlytherin Slytherin's value cunning, ambition, sneakiness, and cleverness. They are often loathed by the peers for the things they do. As such they gain a +2 bonus to Bluff checks. They also gain Bluff as a class skill. Finally, if a Slytherin acts first in the first round of combat they gain +1d6 to their damage roll for any attack they make that succeeds. Magical CounterspellingCounterspelling Early in their career of magic wizards and witches must learn how to undo spells they've cast or to block spells that would hurt them. Early in their training, wizards/witch's learn to block or deflect attacks directed at them and their companions. Once per round, a wizard/witch can attempt to negate a ranged magical attack targeted within 10 feet +5 ft per 3 class levels. This attack must be directed at them. Negating this attack requires the wizard/witch to succeed in an opposed attack roll, as well as an opposing skill check of the same type of the spell. If the wizard/witches attack roll is less than her opponents,and/or the skill check is less than the opponents the attack is unaffected by the counterspelling attempt and is resolved as normal. Using this initial Magical counterspelling attempt counts as an immediate action. The wizard or witch must also know the spell in question or take a -4 penalty to counterspell it. Additionally, a wizard/witch has the option of reserving iterative attacks in order to gain more Magical Counterspelling attempts. Whenever she makes a full-round attack, a wizard/witch may choose to forgo a number of iterative attacks, gaining a number of additional Magical Counterspelling attempts equal to the number of attacks the wizard/witch reserved. Regardless of how many attacks a wizard/witch forgoes, she cannot use more Magical Counter spelling attempts than they have iterative attacks due to high Base Attack Bonus. These subsequent Magical Counterspelling attempts do not count as actions, and can be used any time during the round, even when it is not the wizard/witch's turn. For example, a 15th level wizard/witch's Base Attack Bonus allows them to make 3 iterative attacks. If they decides to make a full-round attack, they can reserve as many as 2 of these attacks in order to gain 2 additional Magical Counterspelling attempts (bringing the total to 3 for that round). Magical Blast DC 15 Curses and Counter-Curses- At second level the wizard/witch, gains the ability to cast magical blasts from his or her wand. The wizard makes a ranged attack roll against an opponent as well as a DC 15 Curses and Counter-Curses check. Should they succeed, on both checks the spell does 1d6 points of damage. If targeted against objects the spell ignores the first 5 points of the objects hardness. You may cast as many magical blasts as you have iterative attacks per round. The spell increases in power to deal 2d6 at 8th level, 3d6 at 14th level, and 4d6 at 20th level. Bonus FeatFeat At 5th level the wizard/witch gains a bonus feat from the following list. Apparation, Focused Spell, Increased Spellcasting, Natural Born Flier, Skill Focus, Weapon Focus (Wand).

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Natural AffinityAffinity As a wizard/witch gains knowledge and experience they unlock hidden potentials within themselves. At fourth level they gain a +1 bonus to either, Charms, Curses and Counter-Curses, Divination, and Transfiguration. Once this skill is chosen all the bonuses from this class feature only apply, to this skill. Every 4 levels after this they gain an additional +1 bonus to a total of +5 at 20th level. Non-Verbal Magic Template DC +15- At 6th level a wizard or witch gains the ability to cast spells without speaking. Doing so provides an element of surprise, and anybody attempting to Counterspell a non-verbal spell suffers a -4 penalty to their Counterspelling check. Spell LimitLimit Each character has a set number of spells they are able to learn. They are able to learn up to their spell limit from each school of magic which are Curses and Counter-Curses, Charms, and Transfiguration. Also, they can have a number of known potions for the Potionmaking skill equal to their Spell Limit. Wandless Magic Template DC +25- At 10th level a wizard or witch gains the ability to casts spells without the use of a wand. They do not need to say the words to the spell. However, they must have their hands free to be able to do this, otherwise it is impossible to cast Wandless Magic.

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Prestige Classes >

The Alchemist
"The ancient study of alchemy is concerned with making the Philosopher's Stone, a legendary substance with astonishing powers. The Stone will transform any metal into pure gold. It also produces the Elixir of Life, which will make the drinker immortal."
An unknown book

The Alchemist
Abilities Constitution is the most important of all the attributes, as your character will become more are more frail with each level he takes. A high Intelliegence synergizes with the class focus on Transfiguration and Potionmaking. Wisdom and Charisma are casting stats for all wizards, and thus cannot be neglected. Requirements To become an Alchemist a character must fulfill the following criteria. Skills: Charms 12 Ranks, Knowledge (Charms) 12 ranks, Knowledge (Herbology) 12 ranks, Knowledge (Magical Creatures) 8 ranks, Knowledge (Transfiguration) 12 ranks, Potionmaking 12 ranks, Transfiguration 12 ranks, Feats: Fast Researcher, Skill Focus (Transfiguration), Skill Focus (Potionmaking) Hit Die d6 Class Skills The Alchemist's class skills are Charms (Wis), Concentration (Con), Curses and Anti-Curses (Cha), Divination (Cha), Herbology (Wis), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Magical Creatures), Knowledge (History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int) Skill Points at 1st Level (6 + Int Modifier) x4 Skill Points at Each Additional Level 6 + Int Modifier

Alchemist Level 1st 2nd 3rd 4th 5th 6th 7th Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 Fort Save +2 +3 +3 +4 +4 +5 +5 Ref Save +0 +0 +1 +1 +2 +2 +2 Will Save +2 +3 +3 +4 +4 +5 +5 The Philosopher's Stone, Stable, Craft Construct The Philosopher's Stone, Emergent The Philosopher's Stone, Developing +2 +2 +2 +2 Special The Philosopher's Stone, Flawed, Seduction of Immortality, The Price Spell Limit +2 +2

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Level 8th

Base Attack Bonus +4

Fort Save +6

Ref Save +2

Will Save +6

Special Philosopher Stone, Imperfect, Swift Transfiguration, Swift Potionmaking, Swift Charms Philosopher Stone, Perfect

Spell Limit +2

9th 10th

+4 +5

+6 +7

+3 +3

+6 +7

+2 +2

Class Features Stone SpoilerThe Philosopher's Stone: The goal of every Alchemist. A substance of great magic and power which will ultimately grant its user both nigh unlimited wealth and immortality. In the beginning of his quest, an alchemist constructs a prototype of the Philosopher's Stone, and improves upon it as he delves deeper into his studies. The Philosopher's Stone produces an Elixir, whose properties are determined according to the stone's power. Also the stone may have other properties which may add to the Alchemist's spellcasting power. The Elixir which provides a variety of effects. When someone drinks of the Elixir, they automatically take 1 point of constitution Damage and makes a Fortitude Save against DC 10. If the character fails, they take another point in constitution damage. One point of this Consitution damage is healed in 24 hours, with no other way of healing this particular. If the Stone produces a second Elixir is produce or a character who drank of it once takes it a second time, even from another source, within 24 hours, there is 2 points of constitution loss, with another Fortitude Save against DC 11, which will result in another 2 points damaged. If the Elixir is produce or taken a third time in 24 hours, 3 points of constitution loss, Fortitude Save of DC 13, and so on. It takes a DC 25 Potionmaking, Transfiguration and Charms Check in succession to Create the Elixir. Also needed is a functioning cauldron, a fire, extensive potions ingredients and one hour of preparation to create. If one of these checks fail, then a faulty Elixir is produced, which will only cause the constitution damage and Fortitude saves, and no benefits. This counts as production of one Elixir in twenty-four hours. Unlimited Elixirs may be produced in this fashion. All the Elixir's effects last for 24 hours. The Philosopher's Stone, Flawed: Flawed Produces an Elixir which automatically stabilizes a dying character. This may be used any number of times per day. The Philosopher's Stone, Developing: Developing The Elixir grants its drinker the Diehard Feat. At this time, the Philosopher Stone starts granting its wielder special powers. By investing skill points in the stone, the stone grants the wielder additional bonuses. For every 3 points invested, the wielder gets a +1 bonus to either Charms, Transfiguration and Potionmaking as long at the stone is used as a focus. The total number of skill points that may be invest 3 x Alchemists class level. The Philosopher's Stone, Stable: Stable The Philosopher's stone may now be used as a focus for the Alchemist's transfigurations. The Alchemist may now use the stone to grant permanent animation to objects. With the stone in his possession, an alchemist is treated as if he had the Craft Construct Feat. The Philosopher's Stone, Emergent: Emergent The Elixir grants its drinker immunities to poison, disease, Ability damage and drain (outside of the Elixir, and other voluntary acts done by the drinker, i.e. rituals, blood prices and getting drunk) Philosopher Stone, Imperfect: Imperfect Swift Transfiguration, Swift Charms. Using the stone as a focus, the alchemist may cast a Transfiguration or Charm as a swift action at +10 to the DC. Each use of this ability costs the Alchemist one hit point/5 DC of the spell, which is unable to heal and remains lost for 48 hours. Quick Potionmaking. Using the Philosopher's stone as a catalyst, an alchemist may add +15 DC to potion he is

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Brewing and cut the time to brew it to 1/4 of the original time. As a catalyst, the stone is not affected by the potion, but it may not be used for any other purpose during this time, including the production of the Elixir. Philosopher Stone, Perfect: Perfect Elixtir of Life. Halts all aging penalties, grants +4 to each Intelligence, Wisdom and Charisma, and +5 to Charms, Transfiguration and Potionmaking. The Philosopher's stone can now transfigure and transform another object into Gold, or another precious metal as desired, permanently. This is a base 65 Transfiguration. The Transfiguration is taxing on the body and which causes 20 points of damage which unable to be healed and remains lost for 48 hours. Seduction of Immortality: Immortality Anyone who sips from the Elixir of life, even an imperfect one, feels the rush of its power. Everyone who tastes it becomes the obsessed with it. Ironically, those most powerful are most vulnerable, since it is within there power to create or steal a Philosopher's stone. Anyone who drinks it, even once, must make a will save of 10 + 1/2 character level + Alchemist Class level + Int score, at every level or else they must to take a level in the Alchemist Class. Also, if a drinker of the Elixir of Life finds an opportunity to discover or find information about alchemy, a Philosopher's Stone, immortality or mastery of death arises, the same will save must be made or else the Alchemist must vigorously pursue it, even at hazard of others lives and safety. Another will save may be attempted once per hour, and an additional time after (not during or before) an encounter which jeopardizes them self (not others). The Price The Philosopher's Stone is produced in a week long ritual requiring a fully equipped and stocked potions lab, and a setting fitted for a weeks worth of isolated and quiet work. With all Rituals, a permanent and indelible sacrifice must be made, where the price may never be given back. The ritual, a sacrifice of blood must be made by the alchemist himself, no substitute can be had. This results in a permanent loss of 1 point of constitution. Also a large quantity of materials must be used to produce the Stone, including gold itself. The total cost of the ritual comes to 100 Galleons. The ritual must be performed each time a Philosopher's stone is created, and for each increase in the Stone's power at levels 3, 5, 6, 8 and 10.

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Prestige Classes >

Auror
Among the Wizarding World, there are those who practice forbidden magic. These people practice dark magic, and are Dark wizards and witches. Auror's are an elite unit of wizards and witch's who track down these Dark Arts users. They are a division of the Ministry of Magic, in the Department of Magical Law Enforcement. Becoming an Auror is very difficult requiring an additional three years of training after school. Exceptions have been made in the past most notably Harry Potter. Being an Auror requires a wizard or witch to be well trained in Charms, Transfiguration, and especially Curses and Anti-Curses. They must go against Dark wizards, and as such must be beyond temptation. Requirements To qualify to become an Auror, a character must fulfill all of the following criteria. BAB: +6 Skills: Skills Charms 12 Ranks, Curses and Counter-Curses 12 ranks, Knowledge (Charms) 12 ranks, Knowledge (Dark Arts) 12 ranks, Knowledge (Herbology) 12 ranks Knowledge (Transfiguration) 12 ranks, Potionmaking 12 ranks Transfiguration 12 ranks Spells Known: Known Expelliarmus (Disarming Charm), Expecto Patronum (Patronus Charm), Protego, Stupefy (Stunning Spell) Special: Special Must be accepted into the Ministry of Magic as an Auror Level 1st Base Attack +1 Fort Save +0 Ref Save +2 Will Save +2 Special Favored Enemy Dark Wizards +2, Auror Training Magical Quickdraw Quickened Casting Magical Assault Favored Enemy Dark Wizards +4 Spell Limit +2

2nd 3rd 4th 5th

+2 +3 +4 +5

+0 +1 +1 +1

+3 +3 +4 +4

+3 +3 +4 +4

+2 +2 +2 +2

Hit Die- d8 Class Skills The Auror's class skills are Broomstick (Dex), Charms (Wis), Concentration (Con), Curses and Counter-Curses (Cha), Divination (Cha), Hide (Dex). Intimidation (Cha), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Herbology), Knowledge (Transfiguration) (Int), Listen (Wis), Move Silently (Dex), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int) Skill Points at Each Additional Level 6+ Int Modifier Class Features Favored Enemy Dark WizardsWizards At 1st level, an Auror gains a +2 bonus on Bluff, Listen, Sense Motive, Spot and Survival checks when using these skills against Dark Wizards. Likewise, the Auror gets a +2 bonus on weapon damage rolls against Dark Wizards, which includes damaging spells. This Increases to a +4 Bonus at 5th level.

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Auror TrainingTraining An wizard or witch undergoes intense training to become an Auror. Part of that training is to learn how to defend against curses. As such they gain a +2 bonus to their Curses and Counter-Curses check for Magical Counterspelling checks against Curses and Anti-Curses. Also, as a result of your training you may cast, Expelliarmus (Disarming Charm), Expecto Patronum (Patronus Charm), Protego, Stupefy (Stunning Spell), all as if you possess the Wandless Magic ability, but only with a +10 modifier instead of a +25 representing your constant practice with these spells during training. Magical QuickdrawQuickdraw An Auror is lightning fast to the draw with a wand. As such they gain the ability to benefit from the Quickdraw feat with their wand. Quickened CastingCasting By adding a +10 to a spells DC you can cast it as a swift action. Magical AssaultAssault An Auror learns that sometimes against a Dark Wizard, that they must go on the offensive. As such they may cast an additional Magic Blast each round, at a -2 penalty to all attacks that round. Spell LimitLimit The Auror adds two to their spell limit each time they level.

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Prestige Classes >

Dark Wizard
Some types of magic should never be delved into. The Dark Wizard is power hungry looking to learn about esoteric types of magic. They often read tomes of forbidden learn and will do anything they can to expand their knowledge of the Dark Arts.

PREREQUISITES Before gaining levels in this prestige class, you must meet the following prerequisites: Base Attack Bonus: Bonus +6 Skills: Skills Bluff (4 ranks), Charms (6 ranks), Concentration (6 ranks), Curses and Counter-Curses (8 ranks), Intimidate (8 ranks), Knowledge (dark arts) (8 ranks), Listen (4 ranks), Move Silently (4 ranks), Spot (4 ranks), Transfiguration (6 ranks) Known Spells: Spells 23 Alignment: Alignment Any Evil Level 1st Base Attack +1 Fort Save +0 Reflex Save +2 Will Save Special +2 Negative Energy +2 Influence (1/day) Negative Energy +3 Influence (2/day) Negative Energy +4 Bonus Feat Negative Energy +5 Influence (3/day) Negative Energy +6 Bonus Feat, Dark Lord Spell Limit +2

2nd 3rd

+2 +2

+1 +1

+3 +3

+3 +3

+2 +2

4th 5th

+3 +4

+1 +2

+4 +4

+4 +4

+2 +2

6th 7th

+4 +5

+2 +2

+5 +5

+5 +5

+2 +2

8th 9th

+6/+1 +6/+1

+3 +3

+6 +7

+6 +7

+2 +2

10th

+7/+2

+3

+7

+7

+2

Hit Die: Die d6 Class Skills

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The Dark Wizards class skills are Bluff (Cha), Broomstick (Dex), Charms (Wis), Concentration (Con), Curses and Counter-Curses (Cha), Disguise (Cha), Intimidation (Cha), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Herbology), Knowledge (Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Sense Motive (Wis), Spot (Wis), Transfiguration (Int) Skill Ranks: Ranks 6 + Int modifier per level Class Features: Negative Energy (Ex): (Ex) At 1st level, a dark wizard/witch gains a +2 class bonus to any Curse and Counter-Curse checks made to cast dark magic and to any Knowledge (dark arts) check made to learn a new piece of dark magic. The bonus increases by +1 at 3rd, 5th, 7th, 9th, and 10th level. Influence (Ex): (Ex) Once per day, a dark witch or wizard can influence the actions of others through intimidation or sweet-talking someone into doing something they wouldn't normally do. The dark witch or wizard gains a +2 bonus to any Diplomacy or Intimidate checks made in this fashion. At 4th and 8th level, the dark witch or wizard can use this ability one additional time per day. Bonus Feat (Ex): (Ex) At 3rd, 6th, and 10th level, the dark witch or wizard gains a bonus feat. You must select the feat from those presented below, meeting any prerequisites the feat may have before selecting it. Dark lord (Ex): (Ex) At 10th level, the dark witch or wizard is considered a master of the dark arts and can reroll any dark magic check a number of times per day equal to his Charisma score (minimum of 1), keeping the better of the two rolls.

Aggressive Duelist, Defensive Duelist, Dualcast, Greater Magical Dueling, Improved Magical Dueling, Magical Duelling, Malevolence.
Spell LimitLimit The Dark Wizard adds two to their spell limit each time they level.

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Prestige Classes >

Death Eater
Among the Wizarding World, there are those who wish for greater power. These men and women wish to advance their own power through dark means. They follow a man called Lord Voldermort a man whose evil is beyond comprehension. These are Dark Wizards and Witches who kill and lie, and deceive to gain power. These people follow Lord Voldermort, often so in the hopes to gain more power for themselves. However, many discover the horrors they must do as his servants, and serve out of fear. Requirements To qualify to become a Death Eater, a character must fulfill all of the following criteria. Alignment: Alignment Any evil BAB: +7 Skills: Skills Charms 12 Ranks, Curses and Counter-Curses 13 ranks, Knowledge (Charms) 12 ranks, Knowledge (Dark Arts) 12 ranks, 12 ranks Knowledge (Transfiguration) 12 ranks, Potionmaking 12 ranks Transfiguration 12 ranks Spells Known: Known Avada Kedavra, Crucio, Imperio Special: Special Must be accepted into Voldermort's inner circle as a Death Eater. Must have performed a dark deed for no other reason, then to become a Death Eater. Death Eater Level 1st 2nd 3rd 4th 5th Base Attack Bonus +1 +2 +3 +4 +5 Fort Save +0 +0 +1 +1 +1 Ref Save +1 +2 +2 +3 +4 Will Save +1 +2 +2 +3 +4 Spell Limit +2 +2 +2 +2 +2 Special Dark Mark Morsmordre Gift of Deception +2 Dark Retribution Gift of Deception +4

Hit Die- d8 Class Skills The Death Eaters class skills are Bluff (Cha), Broomstick (Dex), Charms (Wis), Concentration (Con), Curses and Counter-Curses (Cha), Disguise (Cha), Intimidation (Cha), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Herbology), Knowledge (Transfiguration) (Int), Listen (Wis),, Potionmaking (Int), Profession (Wis), Sense Motive (Wis), Spot (Wis), Transfiguration (Int) Skill Points at Each Additional Level 6+ Int Modifier Class Features Dark MarkMark The Dark Lord has marked you as one of his own. Choose one of your arms to have the mark imprinted on. This arm will have the mark inside your elbow, and will be a skull with a snake coming from its mouth. If you touch this Dark Mark it allows Voldermort to instantly know your position, and he can apparate there if he wishes. The mark writhes if Voldermort touches anybodys Mark. They instantly know where he is. The Dark Mark also, provides a +2 Intimidate bonus if shown to those who would have reason to fear the Dark Lord. Morsmordre - You learn to cast a spell unique to death eaters. Your wand flashes in a green burst of a light and a huge skull erupts up to 200 feet in the sky with a snake coming from its mouth. It signifies that the Death Eaters have arrived. This spell lasts for 10 minutes per caster level, and is so ingrained

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within a Death Eaters training they have no need to make a check for it. Enemies of the Death Eater are filled with dread and take a -2 to any will saves for five minutes after they initially see it. Gift of DeceptionDeception Death Eaters learn quickly that they must mask their presence for their Dark Lord. As such they gain a +2 bonus to Bluff, Disguise, and Sense Motive checks against those who are trying to discover if they are a Death Eater. This increases to a +4 bonus at 5th level. Dark RetributionRetribution Death Eater's often learn that the best way to beat a foe is to unleash a fury of magical spells, to overwhelm their opponent. As such as a part of their standard action a Death Eater may declare they are using Dark Retribution. If they do so they may take a penalty to their attack roll up to their Death Eater level, to gain a bonus to damage equal to the penalty they choose. Dark PowerPower The Death Eater learns to casts spells, much more viciously. As such they gain a bonus to all spells that do damage equal to their Death Eater levels. Also, all of their spells that deal damage have a DC of their spell saves increased by +1 Spell LimitLimit The Death Eater adds two to their spell limit each time they level.

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Prestige Classes >

Duelist Duelist
There are those whose lives revolve around epic magical duels and some people take to dueling as if they were born doing it. A Duelist is a terrifying foe capable of casting spells to disarm and subdue their opponents as quickly as possible. Requirements To become a Duelist a character must fulfill the following criteria. BAB: BAB +6 Feats: Feats Magical Dueling, Improved Magical Dueling, Weapon Focus (wand) Duelist Level 1st Base Attack Bonus +1 Fort Save +1 Ref Save +2 Will Save +1 Spell Limit +2 Special Evasion, Improved Disarm Dualcast Improved Spellcasting Heightened Senses Skilled Duelist

2nd 3rd 4th 5th

+2 +3 +4 +5

+1 +2 +2 +3

+2 +3 +3 +4

+1 +2 +2 +3

+2 +2 +2 +2

Evasion At 1st level, the Duelist can retain his Dexterity bonus to his Reflex saving throw when caught flat-footed. Additionally, the Duelist receives half-damage on a successful hit with an area attack. These abilities can only be used a number of times per day equal to his Duelist level. Improved Disarm The Duelist gains a bonus to his casting rolls equal to his Duelist level whenever he casts Expelliarmus. Dualcast At 2nd level, the Duelist gains Dualcast as a bonus feat. Improved Spellcasting At 3rd level, the Duelist gains a +2 bonus on all attack rolls and damage rolls made with one school of magic of their choice (Charms, Curses and Counter-Curses, or Transfiguration). Highten Senses At 4th level, the Duelist gains a +2 bonus on all Spot and Listen checks made to notice threats and opponents. Skilled Duelist At 5th level, the Duelist can cast one spell against a target of his choice before the initiative order starts. The Duelist can do this a number of times per day equal to his Dexterity modifier.

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Prestige Classes >

Order of the Phoenix Initiate

Order of the Phoenix Initiate


The Order of the Phoenix was a organization that opposed the dark Lord Voldemort. Founded by Albus Dumbledore, this organization had members from all parts of wizardly society - from aurors to potionmasters, and many others. The Order of the Phoenix has many goals, such as destroying dark artifacts, diplomacy with monstrous races and opposing the Death Eaters at every turn. Being a member for the order does not have stringent requirements. Even squibs can possess valuable intelligence capabilities against the fight against those who use dark magic. Nowadays, the Order is still recovering from the climactic battle at Hogwarts - and with their founder and spymaster slain, it has little capability at the moment - but it is recovering rapidly, and so are their enemies. Members of the order tend to be weaker then their death eater counterparts, but the most experienced of them can duel with their opposites with equal force. Also, members of the order tend to be more versatile then their dark opponents and have many roles.. Students who are in their sixth year and above are qualified to take the Order of the Phoenix prestige class. Younger students interested in eventually taking this class should inquire into the DA, or the Defense Association. In the initiation process, the prospective member meets the familiar of Albus Dumbledore and receives a single phoenix tear, for identification and dire need. Alas, the phoenix has not been seen for four years. Requirements To qualify to become a member of the Order of the Phoenix, a character must fulfil the following criteria. Alignment: Any non-evil. BAB: +5 Skills: Diplomacy 5 ranks, Sense Motive 5 ranks, Bluff 5 ranks. Special: Must be inducted by a fellow member of the Order, and meet the titular Phoenix. Hit Die: D8 Class Skills: As Wizard/Witch Order of the Phoenix Initiate Level 1st 2nd 3rd 4th 5th Base Attack Bonus +0 +1 +2 +3 +3 Fort Save +1 +2 +2 +3 +4 Ref Save +1 +2 +2 +3 +4 Will Save +1 +2 +2 +3 +4 Spell Limit +0 +1 +2 +3 +4 Special Order of the Phoenix Sigil Bearing of Honest Intention +2 Order Specialty Bearing of Honest Intention +4 Advanced Specialty

Order of the Phoenix Sigil You have been recognized as one of the defenders of the Order of the Phoenix. It allows other order members to recognize you, and track you down if you are in distress. It provides a +4 diplomacy bonus to those friendly to the order, and a -4 penalty to those who hate it. In these times of peace, the bonus decreases to +2 and the penalty to -2. Bearing of Honest Intention

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

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Prestige Classes >

Transfiguration Master
"Transfiguration is some of the most complex and dangerous

magic you will learn at Hogwarts. Anyone messing around in my class will leave and not come back. You have been warned."
Minerva McGonagall

Transfiguration Master
Abilities Requirements To become a Transfiguration Master a character must fulfill the following criteria. Skills: Knowledge (Transfiguration) 12 ranks, Transfiguration 12 ranks Feats: Fast Researcher, Skill Focus (Transfiguration), Skill Focus (Knowledge: Transfiguration) Hit Die d6 Class Skills The Transfiguration Master class skills are Charms (Wis), Concentration (Con), Curses and Anti-Curses (Cha), Divination (Cha), Herbology (Wis), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Magical Creatures), Knowledge (History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int) Skill Points at 1st Level (6 + Int Modifier) x4 Skill Points at Each Additional Level 6 + Int Modifier

Transfiguration Master Level 1st 2nd 3rd 4th 5th Base Attack Bonus +0 +1 +2 +3 +3 Fort Save +2 +3 +3 +4 +4 Ref Save +0 +0 +1 +1 +2 Will Save +2 +3 +3 +4 +4 Special Bonus Transfiguration, Out of Nothing Extend Transfiguration Combat Transfiguration, Agimagus Ease of Use Transfigure Counterspell, Enduring Transfiguration Spell Limit +2 +2 +2 +2 +2

Class Features Spoiler Bonus Transfiguration: Transfiguration At the first level, the Transfiguration Master gains a bonus to all Transfiguration and Knowledge (Transfiguration) checks equal to their class level. Out of Nothing: Nothing At the first level, The Transfiguration Master may now transfigure the air where previously she could not. You add +5 to the normal check, and the spell last 1/4 of the length it would normally last. Extend Transfiguration: Transfiguration At the second level, the Transfiguration Master's transfiguration's now last 1 minutue/caster level x Transfiguration Master class level.

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Combat Transfiguration: Transfiguration At the third level, the Transfiguration Master is given the Combat Transfiguration feat. Animagus: Animagus At the third level, the Transfiguration Master is given the Agimagus feat. The Transfiguration Master may choose an animal that has an equal hit die to himself, instead of Character level -3. If the Transfiguration Master has this feat already, then she may take another feat of her choosing. Ease of Use: Use At the fourth level, all transfigurations spells are now -5 DC for the Transfiguration Master. Transfigure Counterspell: Counterspell Whenever a successful counterspell is performed (not Protego or Block with transfigured object), the Transfiguration Master, at level five, may immediately cast a transfiguration spell so long as the target is not animate, or is in the possession of someone or something animate. This may be done at every successful counterspell in a round. This spell in turn may be counterspelled by the target, though it is her own turn. For instance, Professor McGonagall is dueling Bellatrix Lestrange. Bellatrix Lestrange fires a stunning spell at Professor McGonagall. Professor McGonagall successfully counterspells it, whips her wand around and transfigures a flying dagger aiming at Bellatrix. Bellatrix counterspells the dagger and Apparates away to safety. Enduring Transfiguration: Transfiguration At this mastery, a Transfiguration Master may add +25 DC to a transfiguration check. If she succeeds, Her given transfiguration will have an infinite duration.

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Prestige Classes >

Wandmaker
Wandmaker. This prestige class represents a master in wandmaking, most wandmakers don't advance beyond the first or the second level. Though those taking it all the way will find that there's more to wandlore than just crafting magical sticks.

PREREQUISITES Before gaining levels in the Wandmaker prestige class, you must meet the following prerequisites:

Skills: Knowledge (Wandlore) 8, Charms 8, Transfiguration 8, Craft: (Carpentering) 8. Spells known: 20

Level 1st

Base Attack +0

Fort Save +0

Reflex Save +2

Will Save +2

Special Wand identification, Craft Wand Wandlore +2 Dual ability Unlocking the core Wandlore +4 Master Crafter Triple ability Wandlore +6 Block Wands Masters Wand

Spell Limit +2

2nd 3rd 4th 5th 6th 7th 8th 9th 10th

+1 +1 +2 +2 +3 +3 +4 +4 +5

+1 +1 +1 +2 +2 +2 +3 +3 +3

+3 +3 +4 +4 +5 +5 +6 +7 +7

+3 +3 +4 +4 +5 +5 +6 +7 +7

+2 +2 +2 +2 +2 +2 +2 +2 +2

Wand Identification: The Wandmaker is able to identify a wand by just holding it in his hand, bending it a little and sometimes even listening to it. The Wandmaker can determine the materials and the wands allegiance. Furthermore a wandmaker can always recognize his own work and remember to whom he sold it.

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Craft Wand: The Wandmaker can now of course create wands, how this is done is entirely up to the Wandmaker and Gamemaster. The cost to create a wand is approximately to half of what it's sold for. Wandlore: The Wandmaker gets a bonus, equal to the one shown on the table, to his Knowledge Wandlore and Craft: Carpentering. Dual Ability: The Wandmaker is now so proficient in his craft that he can bestow two abilities to one want, or double the ability already in it. i.e: Lily potters wand has a +2 bonus to charms related rolls. However had a wandmaker used the Dual ability it could be +2 to two different checks or +4 to charms. Unlocking the Core: The Wandmaker can now unlock a special ability within wands, this ability is dependent on the wands Core. Refer to the table below.

Core Dragon heartstring

Special ability. Wands with Dragonheart string deal an additional 1d6 points of damage when using the magical blast ability. And gain a +4 bonus on curse magic checks. Veela hair wands a favoured amongst those who seek to control others. The Phoenix tail feather core is the most varied of all cores, the wielder of a Phoenix tail feather wand gains a +2 bonus on all spell-casting skills or can chose one specific spell and gain a +9 bonus to cast it.

Veela hair

Phoenix tail feather

Unicorn hair Unicorn horn-dust It's a sin to kill a Unicorn, an even greater sin is it to claim it's horn. This core is mournful and depressed, however powerful still. The Core seeks to heal and mend. This core allows the user to cast Vulnera Sanentur and episky 3 additional times per day. The Dragon claw core is very prized by wizards who seek to do battle. The awakened core of Dragon claw will provide it's wielder with serious power. The Magical blast of a Dragon claw wand now wither counts as piercing or slashing damage, and each attack deals 1 point of bleed damage which stacks. It can be stopped with a DC 15 heal check or any healing spell. It is said to awaken this core the wandmaker must know Sectumsempra

Dragon claw

Augury Feather Hags hair

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Acromantula Fang Thestral tail-hair The rarest, and the most difficult to control, wand core. Thestral tail-hair requires its user to be able to see Thestrals and accept that hell face death at some point before it can be awakened. When these conditions are met the Thestral tail-hair is quite powerful, the user gains a +6 bonus when using non-verbal spells as well as all spell effects will be increased by 50%.

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Prestige Classes >

Windwinder
You think you frighten me with your curses and your followers? With my magic I bend the wind itself to my will. Against that, you are nothing!
- Unknown Windrider. Among Wizards and Witches, there are a rare few who take the mastery of the broomstick beyond that required by Quidditch, learning to meld almost effortlessly with the broom and the air around them. Known as Windriders, this small, self-taught group is held with no small amount of awe by the rest of the Wizarding World.

Requirements
BAB: +7 Skills: Balance 12 Ranks, Broomstick 14 Ranks, Charms 14 Ranks, Knowledge (Charms) 12 Ranks, Knowledge (Transfiguration) 12 Ranks, Transfiguration 12 Ranks Spells Known: Accio, Arresto Momentum*, Depulso, Disillusionment Charm, Featherweight Charm, Impervius (Impervius Charm), Windgardium Leviosa (Levitation Charm) *New spell, see below. Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 Fort Save +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 Ref Save +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 Will Save +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 Spell Limit +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 Special Aerial Reflexes +2, Windrider Apprentice Bonus Feat, One with the Broom Aerial Reflexes +4 Bonus Feat, Windrider Journeyman Aerial Reflexes +6 Bonus Feat, One with the Air Aerial Reflexes +8 Bonus Feat, Windrider Master Aerial Reflexes +10 One with the Winds, Windrider Adept

Class Skills: Balance, Broomstick (Dex), Charms (Wis), Concentration (Con), Curses and Counter-Curses (Cha), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Transfiguration) (Int), Listen (Wis), Spot (Wis), Transfiguration (Int) Skill Points at Each Level: 6+Int Modifier Class Features Aerial Reflexes: As a Windrider advances, she gains an intimate understanding of spatial awareness and an almost supernatural ability to predict how her enemies will try to hit her. As such, a Windrider gains the listed bonus to Defence, and half that bonus to Reflex saves, when in flight.

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Windrider Apprentice: More a title than anything substantial, a Windrider Apprentice is the name given to a Witch or Wizard who has started down the difficult path to become a Windrider. A Windrider Apprentice is recognised by both the Wizarding World and the Windriders themselves and as such gains the Dark Wizard Influence special ability. Bonus Feats: At 2nd, 4th, 6th and 8th level, a Windrider may select a bonus feat from the following list: Aerial Caster*, Evasive Flyer*, Greater Evasive Flyer*, Improved Aerial Caster*, Improved Evasive Flyer*, Skill Focus (Balance) Skill Focus (Broomstick), Skill Focus (Charms), Skill Focus (Transfiguration) *New feat, see below. One with the Broom: At 2nd level, a Windrider begins to understand the mystical connections between magic and flight. On a successful DC 30 Charms check, a Windrider may push a broom far beyond its normal limits, doubling its speed and giving it Maneuverability(Perfect). Windrider Journeyman: A Windrider Journeyman has been formally accepted into the Windriders and taught by some of the Masters - and maybe even Adepts - of the group. A Journeyman gains +2 to Balance, Broomstick and Charm checks, as well as gaining another use of their Apprentice Influence ability. One with the Air: At 6th level, a Windrider becomes capable of - when necessary - forsaking the need for a broom. Following a simultaneous DC 30 Charms and Transfiguration check, she takes on a semi-gaseous form for 1 round/2 Windrider levels. In this state, she gains a natural fly speed of 30 foot/Windrider level (Perfect Maneuverability) and a +5 defence bonus, but takes a -4 penalty to hit. Windrider Master: A Windrider Master is a formidable and powerful opponent, capable of evading attacks with supernatural ease. A Windrider Master gains the Duelist Evasion special ability, as well as gaining another use of their Apprentice Influence ability. One with the Winds: At 10th level, a Windrider reaches an apotheosis of understanding, coming to realise that within the winds, there is magic and learning how to ride and manipulate these currents. Following a simultaneous DC 35 Charms and Transfiguration check, a Windrider may form a layer of magical winds around herself for 1 round/Windrider level. She gains a natural fly speed of 50 foot/Windrider level (Perfect Maneuverability), a +10 bonus to defence and a 25% miss chance. Due to her speed, she takes a -4 penalty to attack. Windrider Adept: At the same time as she learns to ride the magic of the winds, a Windrider is fully recognised as an Adept. Windrider Adepts are rare indeed, most dieing due to accidents before they learn to ride the winds. Windrider Adepts are both greatly respected and greatly feared, doubling the bonus to Diplomacy and Intimidate gained by their Influence ability. In addition a Windrider Adept gains the ability to re-roll any Broomstick check or the Charms and Transfiguration checks for One with the Air/Winds a number of times per day equal to his Wisdom score (minimum 1), keeping the better of the two rolls.

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3/3/2012 4:32 PM

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Skills
The Harry Potter d20 setting for the most part uses the skills found, in most d20 fantasy games. Spellcraft, has been removed as has Use Magical device as most spells are now recognized, by making appropriate Knowledge checks. Magic items are also far easier to use, and unless noted need no special training to be used. Craft (wand)- This allows the person to create different types of magical wands. Having 5 or more ranks in Knowledge (wand lore) adds a +2 synergy bonus to all Craft (wand) checks. Knowledge (Int; Trained Only) Knowledge is actually composed of many different skills much like Profession, and Craft. Knowledge represents some type of study in a given area. Below are several different types of Knowledge Dark Arts- forbidden knowledge, and protection against the dark arts, knowledge of Curses and Anti-Curses, dark wizards. Charms- knowledge of charm spells, knowledge of people who made developments of spells Magical Creatures- types of magical creatures, habitats of magical creatures, uses for magical creatures Magical History- Famous and Infamous witch's and wizards, wars, government, magical locations Transfiguration- Different types of Transfiguration magic, famous wizards and witch's, different uses Knowledge (wand lore): knowledge of wand construction, magical cores, and tree wood types. New Profession Profession: (wandmaker) Synergy If you have 5 or more ranks in Knowledge (Dark Arts), you gain a +2 bonus to casting Curses and Anti-Curses. The same applies to Charms and Transfiguration with the appropriate knowledge and skills. Check Answering a question within your field of study has a DC of 10 (for very easy questions), 15 (for average questions), or 20 to 30 (for really tough questions). Other New Skills Broomstick (Dex) This skill allows the person to ride upon a broomstick, and to do complex maneuvers as well. Higher, points in this skill allow for a greater control of the broomstick at high speeds. Command Up 10 - You can make your broomstick jump from the ground, into your hand. Guide with Knees DC 15 - Using your knees you can control the broomstick only using your knees. This allows you to use your other two hands, freely. Failure, on this check results in only one hand being free. If the person is rising in the air, or diving the DC increases by 5.

Curses and Anti-Curses (Cha) Divination (Cha) Herbology (Wis) Synergy- Having 5 ranks of Herbology or more grants a +2 to Potionmaking

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3/3/2012 4:53 PM

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Potionmaking (Int)

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3/3/2012 4:53 PM

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Feats
Advanced Occlumency Prerequisite: 20+ Charisma Benefit: This version of Occlumency gives perfect immunity against any mind-affecting effects except Imperio. Against Imperio, this feat adds the Charisma bonus to the Will Save. Apparation Prerequisite: 6th level witch/wizard, Knowledge (Charms) 8 ranks, Charms 8 ranks. Apparation allows the witch/wizard to instantly transport her/himself to a location s/he knows. To succeed with an apparation the player must roll against charms at a DC of 20. A wizard may travel further but this raises the DC. If a wizard fails by less then five they do not manage to apperate and nothing bad happens. If the wizard or witch fails by five or more minor splinching occurs with the partial loss of eyebrow eyelashes or moved freckles occur. If the charms check fails by 10 or more they fully splinch take 1d6 points of damage for every point that they failed by. Modifiers for Apperating 10 miles or less +0 50 miles +5 100 miles +10 500 miles +15 1000 miles +20 2500 miles +25 5000 miles +30 Aggressive Duelist Prerequisites: Magical Dueling, Weapon Focus (Wands) ,6 ranks in Curses and Counter-Curses Benefit: Targets of your spells take a -4 penalty on all counterspelling checks against your spells, and you gain a +2 bonus to your ranged attack rolls that require a wand. Special: You cannot use both this feat and the Defensive Duelist feat at the same time. Animagi Prerequisites: Knowledge (Charms), Charms 8 ranks, 8 ranks Knowledge (Transfiguration) 8 ranks, Transfiguration 8 ranks You can change your form into one animal. The animal that you choose is any non-magical animal that has Hit Die equal to your level-3. Once chosen, this animal cannot be changed. You magically change into this animal and gain all of its traits as a standard action. You assume the animals size and extraordinary characteristics, and retain your intelligence, wisdom, and charisma scores, while your strength, constitution, and dex scores are that of the animal. As you advance in levels so does your animal form. Each time you level up, your animal forms hit die, increases by one. Additionally, the caster may not cast any spells,counterspell, or use magical blast while in this form. Aerial Caster You are able to adjust quickly to the difficulties of aiming in flight. Prerequisite: Broomstick 10 ranks Benefit: Ignore half the penalty suffered to attack rolls caused by being in flight. Combat Divination Prerequisites: Must possess at least 2 ranks in Divination, 16 Cha, 14 Int Benefits: You are able to peer into the future slightly, to help protect yourself, or to make a blow strike true. Make a Divination check. The result-15 divided by 5 equals the bonus you gain to either your AC or any attacks you make this round. You may use this ability 2+ Cha modifier times per encounter. You get a penalty to your attack or AC by -2 (depending on what you specified) if you get 15 or below. Also, rolling a 1 means that you take a -10 to your D20 attack roll for that round, or a -5 penalty to AC depending on what you specified. If you possess the True Seer feat, your AC or your attack bonus increases by an additional +2.

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Combat Transfiguration Prerequsitites: Transfiguration 12 ranks Normal: Once per round, a wizard/witch can attempt to Counterspell and attack directed at them. Negating this attack requires the wizard/witch to succeed in an opposed attack roll, as well as an opposing skill check of the same type of the spell. If the wizard/witches attack roll is less than her opponents,and/or the skill check is less than the opponents the attack is unaffected by the counterspelling attempt and is resolved as normal. Using this initial Magical counterspelling attempt counts as an immediate action. The wizard or witch must also know the spell in question or take a -4 penalty to counterspell it. Special: A wizard with this feat may cast a transfiguration spell in order to block an incoming attack onto there person. This may be done by animating an inanimate object to block the attack or by transfiguring an inanimate object. Make a trnsfiguration check. This check must exceed the attacker's spell check and make the transfiguration DC. In addition, you no long add +10 DC to do block the Avada Kedavra with a transfiguration. This ability can be used a number of times per round equal to counterspelling atempts you have for said round. This ability cannnot be used while flat-footed. Defensive Duelist Prerequisites: Magical Dueling, 6 ranks in Curses and Counter-Curses Benefit: You gain a +4 bonus on all counterspelling checks, and a +2 bonus to your defense against magical blasts and targeted spells. Special: You cannot use both this feat and the Aggressive Duelist feat at the same time. Dualcast You can muster more magic quickly. Prerequisites: Base attack bonus +8, 30 known spells. Benefut: You can cast an additional spell in a single round as a full-round action. The additional spell suffers a -10 penalty on its attack roll. Evasive Flyer You are rather good at avoiding spells when in the air Prerequisite: Broomstick 10 ranks Benefit: Gain a +2 bonus to Defense whilst flying. With 16 ranks in Broomstick, gain a +4 bonus to Defense whilst flying. 22+ ranks in Broomstick grants a +6 bonus to Defense whilst in flight. Fast Researcher Prerequisites: Must have an Intelligence of at least 14 Benefit: The character can learn a new spell by only having to study for half an hour for every 5 points of the spells base DC.

Focused Spell Benefit: Choose one spell that, you currently know. You gain a +4 competence bonus when casting that specific spell. Special: You may take this feat multiple times. Its effects do not stack, and you choose a different spell each time you gain this feat. Greater Magical Dueling Prerequisites: Improved Magical Dueling, BAB +7, 12 ranks in Curses and Counter-Curses Benefit: You gain a +6 bonus on all counterspelling checks and Curses and Counter-Curses checks to fire a magical blast, and you can attempt to counter an additional spell per round. Special: The benefits of this feat replace the benefits of the Improved Magical Dueling feat. Improved Aerial Caster Your ability to aim whilst moving swiftly through the air has improved so that you might as well be on the ground. Prerequisite: Aerial Caster, Broomstick 16 ranks

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Benefit: Ignore the penalty to attack rolls caused by being in flight. Improved Magical Dueling Prerequisites: Magical Dueling, BAB +4, 8 ranks in Curses and Counter-Curses Benefit: You gain a +4 bonus on all counterspelling checks and Curses and Counter-Curses checks to fire a magical blast, and you can attempt to counter an additional spell per round at a -5 penalty to your counterspell check. Special: The benefits of this feat replace the benefits of the Magical Dueling feat. Increased Spellcasting Prerequisites: You must be 3rd level and be able to cast spells. Benefit: Upon gaining this feat you increase your spell limit by three. Magical Dueling Prerequisites: BAB +1, 4 ranks in Curses and Counter-Curses Benefit: You gain a +2 bonus on all counterspelling checks and Curses and Counter-Curses checks to fire a magical blast. Malevolence You are adept at using the darkest of all magic. Prerequisites: Must have any evil alighnment know at least one of the Unforgivable Curses, 12 ranks in Curses and Counter-Curses. Benefit: You gain a +2 competence bonus on all checks made when using any of the Unforgivable Curses (Imperius, Cruciatus, and Avada Kedavra). Metamorphmagus You can magically change your appearance at will. Prerequisites: You may only take this feat at first level. Benefit: You can make a Disguise check a number of times per day equal to your Charisma modifier (minimum of 1) to change your appearance in various ways, including eye colour, hair colour, facial features, and blending into an environment. Additionally, disguise is always a class skill for you. The DC for this check is as follows: Small changes (i.e. eye colour and hair colour) - DC 10 Medium changes (i.e. facial features) - DC 15 Large changes (i.e. blending into the environment) - DC 20 Natural Born Flyer Benefit: Flying is something that has always been something that came easily to you. You gain a +2 bonus to Balance checks and Broomstick checks. Occlumency Prerequisite: 15+ Charisma Benefit: This feat gives resistance against mental attacks which allows an opposed check against a legilimens. It also gives a bonus to Will saves against other mind-affecting effects, except Imperio. The modifiers for a roll are the character's Charisma Modifier+Will Save. Parseltongue Prerequisites: Can only be selected at first level. Benefit: You gain the ability to speak with snakes. You also gain a +2 bonus on Handle Animal checks, but only with snakes. Powerful Blast Prerequisite: BAB +1 Benefit: On your action, before attempting magical blasts for a round, you may choose to subtract a number from all magical blast attack rolls and add the same number to all magical blast damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next

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turn. True Seer Prerequisites: Must be taken at first level. Benefit- Characters with the True Seer feat may have prophetic dreams, which require no check, but only occur when the DM chooses. These dreams are often vauge and quick flashes with a possible future yet to come. In addition the player gains a +2 to all divination checks.

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Races
Human- As SRD Half-Giant +2 Strength +2 Constitution -2 Intelliegence -2 Wisdom. Medium: As a medium creatures, half-giants have no special bonuses or penalties due to their size. A half-giant's base land speed is 30 feet. Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creatures special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subjects size category. Spell Resistance: Half-Giant's posses great resitence of spell due to their giant heritage. If a half-giant is targeted by the spell Stupefy they will be allowed to make a Fortitude save of a DC 10+1/2 the casters level+the charisma modifier of the caster. Automatic Languages: Common. Bonus Languages: Giant Favored Class: Wizard/Witch. A multiclass hald-giant's wizard/witch class does not count when determining whether she takes an experience point penalty for multiclass. Half-Veela +2 Charisma -2 Wisdom. Medium: As a medium creatures, Half-Veela have no special bonuses or penalties due to their size. Half-Veela base land speed is 30 feet. +4 Bonus on Bluff, Diplomacy,and Sense Motive Checks, but only against the opposite gender. Unearthly Attraction: Half-Veela's are some of the most beautiful men and women on the planet. Whenever, a person of the opposite gender approaches a Half-Veela they must make a Will save equal to 10+the Half-Veela's charimsa modifier+ 1/2 of the Half-Veela's HD. If they fail the save they attitude to the Half-Veela increases by one step. Those that successfully resist Unearthly attraction, are immune to that Half-Veela's Unearthly Attraction for 24 hours. Those already in a relationship gain a +4 bonus to their Will save. The effects of Unearthly Attraction only last for 24 hours, after which a new Will Save is allowed. This also causes the Half-Veela to take a -4 penalty to Disguise checks, for people who are looking for the Half-Veela. Automatic Languages: Common Bonus Languages: Any Favored Class: Wizard/Witch. A multiclass Half-Veela's wizard/witch class does not count when determining whether she takes an experience point penalty for multiclass

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3/3/2012 4:36 PM

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Creatures >

Dementor Dementor
Medium Aberration (Cold) Hit Dice: 7d8+7 (38 hp) Initiative: +9 Speed: Fly 30 ft. (perfect) (6 squares) Armor Class: 18 (+5 Dex, +3 natural), touch 15, flatfooted 13 Base Attack/Grapple: +5/+7 Attack: Slam +7 melee (1d6+2 plus 1d8 cold) Full Attack: Slam +7 melee (1d6+2 plus 1d8 cold) Space/Reach: 5 ft./5 ft. Special Attacks: Dementors Kiss, Aura of Depression, Aura of Cold Special Qualities: Blindsight 60 ft., Invisibility to Muggles, Immunity to Cold, Vulnerability to Fire, Damage Reduction 10/Magic Saves: Fort +2, Ref +7, Will +8 Abilities: Str 15, Dex 20, Con 11, Int 8, Wis 17, Cha 10 Skills: Listen +13 Feats: Ability Focus (Dementors Kiss)*, Hover(B), Improved Initiative, Improved Toughness Environment: Any Organization: Solitary, Pair, or Prison Escort (4-10) Challenge Rating: 6 Treasure: Standard Alignment: Usually Neutral Evil Advancement: 8-14 HD (Medium) Level Adjustment: -----

A shadowy, cloaked figure flies towards you out of nowhere. The air surrounding you becomes bitterly cold, and you feel any happiness you felt before this very moment drain away.
Dementors are among the most reviled Dark creatures known to wizarding kind. They are a disturbingly evil group of homicidal monsters, whose sole purpose is to leech off of the emotions of others. The telltale sign of the presence of Dementors is a sudden drop of temperature, and a sudden bout of depression. Dementors are blind. To view the world around them, they have the magical ability to sense the emotions of others, which gives them a form of blindsight. They feed off of these emotions as well, leaving a hollow void in the mind of their prey. Creatures that are drained completely of emotion are usually drained of their very souls. People killed in such a matter are indistinguishable from comatose patients in the deepest vegetative state possible. Like Threstrals, Dementors naturally have a selective invisibility power; Those who cannot perform magic cannot view a Dementor, even if they can be affected by them. It is also worth noting that Dementors do not mate like most creatures. Instead, they grow like fungus in areas saturated with dark magic.

Combat
Dementors are deadly opponents, as their very presence causes harm to those around them. Few wizards can successfully harm them, let alone kill them. The best way to defend oneself from Dementors is to use the patronus charm. Aura of Cold (Su): All creatures within 30 ft. of a Dementor is subject to an unnatural cold. Each round, all creatures within this aura take 2 points of nonlethal cold damage, no save. If a target is knocked unconscious from the environmental hazard, they start to take lethal damage. Unlike other creatures, creatures with either the Plant type or the fire subtype take lethal damage from this aura as soon as they enter this aura.

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3/3/2012 4:37 PM

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Aura of Depression (Su): All creatures within 30 ft. of a Dementor are deeply affected by a seemingly endless depression. After spending a full round in this aura, all creatures must make a Will save (DC 16), or be shaken for 1d4 rounds. Starting immediately after this time, he must make a Fortitude save (DC 16), or gain one negative level. The next round after this negative level bestowal, the creature must make another fortitude save (DC 16), or fall unconscious. All these saves are Wisdom-based. If a character succeeds on at least two of these saves, they cannot be affected by the Dementors aura of depression for another 24 hours. Blindsight (Su): This ability works like the common ability, except it is supernatural in origin. If a creature finds a way to mask his emotions, the Dementor cannot see him/her. A Dementor hit by the patronus charm loses this ability for 1d6 rounds, effectively blinding it. Dementors Kiss (Su): this ability is only usable against a helpless target. As a full round action, the Dementor may suck the soul of a living creature out of its body. This action is called a kiss. Once a kiss attempt has started, the target must make a Fort save (DC 16), or die. Such a target cannot be resurrected by any means until the Dementor who performed the kiss has been destroyed. The save DC is Wisdom-based. Invisibility to Muggles (Su): This ability is constant, allowing a Dementor to remain invisible even when attacking. This ability only functions against Muggles.

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3/3/2012 4:37 PM

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Creatures >

Doxy Doxy
Tiny Fey Hit Dice: 1d6+1 (4 hp) Initiative: +5 Speed: 10 ft. (2 squares), Fly 40 ft. (Perfect) Armor Class: 17 (+2 size, +5 Dex), touch 17, flatfooted 12 Attack/Grapple: +0/-11 Attack: Bite +7 melee (1d4-3 plus poison) Full Attack: Bite +7 melee (1d4-3 plus poison), and 4 Claws +2 melee (1d3-3) Space/Reach: 2 ft./0 ft. Special Attacks: Poison Special Qualities: Darkvision 60 ft. Saves: Fort +1, Ref +5, Will +3 Abilities: Str 4, Dex 21, Con 12, Int 3, Wis 15, Cha 8 Skills: Hide +9, Move Silently +9 Feats: Virulent Poison, Weapon Finesse(B), Hover(B) Environment: Cold Forests (Europe and North America) Organization: Swarm (8-35) Challenge Rating: 2 Treasure: Half Standard Alignment: Usually Neutral Advancement: 2-3 HD (Tiny) Level Adjustment: -----

A small, fairy-like creature with matted black fur and four arms can be seen in the room. It bares its teeth, both rows of them.
Doxies are a nasty species of Fairy that inhabit many houses. They generally infest the draperies, where they build large nests. In the wild, Doxies live in grand nests in the trees, where they prey upon other fairies. Doxies are considered a rather nasty pest not only because the females can lay up to five hundred eggs at a time, but also because of their poisonous bite; while a single bite most likely will not kill, many bites can lead to an extremely painful death. As a result, the magical alchemical substance Doxycide is commonly available in many shops, which can be used to paralyze Doxies by spraying them with it.

Combat
A Doxys first instinct is always to bite, in order to quickly subdue an opponent. If facing an extremely tough foe, however, Doxies can also use its four claws to great effect. Poison (Ex): A Doxys bite is poisonous, so creatures must succeed on a Fort save (DC 13), or contract it. It deals 1d6 Con damage as its initial damage, and its secondary damage just drops a foe into unconsciousness. The save DC is Constitution based. Poison Initial Effect Secondary Effect Unconsciousness for 1d4 hours

Doxy Poison 1d6 Con

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3/3/2012 4:37 PM

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Creatures >

Dugbog Dugbog
Small Magical Beast Hit Dice: 2d10+2 (13 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+3 natural, +1 size, +1 Dex), touch 12, flatfooted 14 Base Attack/Grapple: +2/+0 Attack: Bite +6 melee (1d6+3) Full Attack: Bite +6 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Improved Grab, Crushing Jaw Special Qualities: Darkvision 60 ft., Freeze Saves: Fort +4, Ref +4, Will -1 Abilities: Str 14, Dex 13, Con 12, Int 1, Wis 8, Cha 9 Skills: Hide +10, Listen +1, Spot +1 Feats: Alertness, Weapon Focus (Bite)(B) Environment: Temperate Marshes (Europe & Americas) Organization: Solitary, or Pack (3-6) Challenge Rating: 2 Treasure: None Alignment: Always Neutral Advancement: 3-4 HD (Small); 5-8 HD (Medium) Level Adjustment: -----

All of a sudden, a nearby log comes alive. It races towards the ankles of a nearby person. The person screams out in pain as the creature bites down.
Dugbogs are nasty pests native to Europe and the Americas. When stationary, it has the uncanny ability to appear as a piece of deadwood. It has developed this ability to better camouflage itself when hunting prey; usually small birds. It is an omnivore, and its favorite food is the Mandrake. As a result, many Mandrake owners despise Dugbogs, who more often than not raid gardens of them. The resulting carnage leaves only the bloody, mangled remnants of the roots. Dugbogs have finned paws, better to swim with in their marshy homes. While they do not hunt humans for food, there have been many incidents where muggles (and even careless wizards) unknowingly step on sleeping dugbogs. The results are occasionally fatal.

Combat
The initial reaction of any Dugbog facing a large threat is to bite it, and clamp down. It attempts to crush bone and shred flesh. Improved Grab (Ex): Whenever a Dugbog bites a foe, it may start a grapple attack as a free action without provoking an attack of opportunity. Unlike other creatures with this special ability, this can be done against foes of its size or one size category larger. Crushing Jaw (Ex): Each round a Dugbog maintains a grapple, the Dugbog automatically deals 2d6+6 damage against the grappled creature. Freeze (Ex): A Dugbog can hold itself so still it appears to be a piece of deadwood. An observer must succeed on a DC 20 Spot check to notice the dugbog is really alive.

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3/3/2012 4:38 PM

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Creatures >

Erkling Erkling
Small Fey Hit Dice: 2d6 (7 hp) Initiative: +2 Speed: 30 ft. (6 squares), Climb 20 ft. Armor Class: 14 (+1 size, +1 natural, +2 Dex), touch 13, flatfooted 12 Base Attack/Grapple: +1/-3 Attack: Dart +4 ranged (1d3) Full Attack: Dart +4 ranged (1d3), or 2 Claws +4 melee (1d4/19-20) and Bite -1 melee (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: Rend, Captivating Cackle Special Qualities: Darkvision 60 ft., Spell Resistance 8 Saves: Fort +0, Ref +2, Will +3 Abilities: Str 11, Dex 14, Con 11, Int 6, Wis 13, Cha 10 Skills: Climb +13, Hide +7, Move Silently +7, Survival +6 Feats: Weapon Finesse(B), Improved Critical (Claw) Environment: Temperate Marshes (Germany) Organization: Solitary, or Hunting Group (3-7) Challenge Rating: 2 Treasure: Standard Alignment: Usually Chaotic Evil Advancement: 3-4 HD (Small) Level Adjustment: +1

A small, deformed creature with exceedingly long limbs climbs down from the trees in front of you. Under its elongated nose is a mouth filled with rows of sharp, needle-like teeth.
Erklings are small, elvish creatures that inhabit the bogs of the Black Forest. They particularly like to eat the flesh of small children, who they lure into the forests bogs using their supernaturally entrancing voices. Erklings have deadly claws and a nasty bite, though they often prefer to fire darts at enemies. Unlike most magical creatures, Erklings are capable of language, and often speak German (though they may also learn English or French). Despite their intelligence, they are classified as beasts for their cannibalistic and murderous behavior.

Combat
Erklings prefer ambushes against weaker foes, like children. When faced in a fair fight, most Erklings tend to flee. Captivating Cackle (Su): When an Erkling cackles, all creatures (other than Erklings) within a 200-foot spread must succeed on a DC 11 Will save or become captivated. This is a sonic mind affecting charm effect. A creature that successfully saves cannot be affected again by the same Erklings cackle for 24 hours. The save DC is Charisma-based. A captivated victim walks toward the Erkling, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the Erkling stands there and offers no resistance to the monsters attacks. The effect continues for as long as the Erkling cackles and for 1 round thereafter. Rend (Ex): When an Erkling hits a foe with both claw attacks, it tears the enemys flesh, dealing an extra 2d4 damage.

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Skills: Erklings get a +4 bonus on all Move Silently and Hide checks.

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Creatures >

Gnome Gnome
Tiny Magical Beast Hit Dice: 1d10+1 (6 hp) Initiative: +1 Speed: 20 ft. (4 squares), Burrow 5 ft. Armor Class: 15 (+2 size, +1 Dex, +2 natural), touch 13, flatfooted 14 Base Attack/Grapple: +1/-8 Attack: Heabutt +4 melee (1d3-1) Full Attack: Headbutt +4 melee (1d3-1), or bite -1 melee (1d4-1) Space/Reach: 5 ft./5 ft. Special Attacks: ----Special Qualities: Darkvision 120 ft. Saves: Fort +3, Ref +3, Will +0 Abilities: Str 8, Dex 13, Con 12, Int 3, Wis 10, Cha 11 Skills: Hide +5, Move Silently +2 Feats: Weapon Finesse Environment: Temperate Plains (North America and Europe) Organization: Burrow (8-40) Challenge Rating: 1/3 Treasure: Half Standard Alignment: Usually Neutral Advancement: 2-3 HD (Tiny); 4 HD (Small) Level Adjustment: -----

A tiny humanoid that vaguely resembles a potato climbs out of one of the many burrows in the surrounding area. It seems to be dopily happy as it wanders aimlessly.
Gnomes, sometimes called Gernumblies, are small, 30 centimeter creatures that often inhabit gardens. While they can make their own burrows, they tend to live in rabbit holes, as they are very lazy. Gnomes are fun loving, and rarely leave a garden once they enter it. This designates them as pests by the Ministry of Magic, despite their limited sapience. Gnomes live in large families, which constantly consume vast quantities of roots, and as a result they often devastate gardens. To prevent this from occurring, the process of de-gnoming must occur, which involves grabbing the creature by the legs and flinging them out of the garden. Another, more brutally efficient way of eliminating gnomes is to feed them to jarveys, ferret-like magical beasts that rip their prey apart.

Combat
Gnomes usually headbutt their enemies when forced to, and if they are cornered, they can use their teeth to give a nasty bite.

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Creatures >

Inferi
Inferius Medium undead Hit Dice: Dice 8d12 HD (52 hp) Initiative: Initiative +1 Speed: Speed 30 ft. (6 squares) Armour Class: Class 13 (+1 Dex, +2 Natural), touch 10, flat-footed 11 Base Attack/Grapple: Attack/Grapple +5/+9 Attack: Attack Slam +9 melee (1d4+4) Full Attack: Attack Slam +9 melee (1d4+4) and bite +4 melee (1d6+4) Space/Reach: Space/Reach 5 ft./5ft. Special Qualities: Qualities Charnel scent, cold immunity, darkvision 60ft, spell immunity (pain and death). Saves: Saves Fort +1, Ref +1, Will +7 Abilities: Abilities Str 19, Dex 13, Con -, Int -, Wis 12, Cha 4 Skills: Skills Feats: Feats Environment: Environment Underground Organisation: Organisation Any Challenge Rating: Rating 5 Treasures: Treasures None Allignment: Allignment Chaotic evil Advancement: Advancement By HD increase Level Adjustment: Adjustment -

"In this class, you will learn to defend yourself against, say, the inferius" (a picture of a bloody mass draped the nearby walls).
Combat An Inferi is a reanimated corpse whose only desire is to fullfil the wishes of the dark wizard who re-awoken them. Inferius are one-track minded and attack one target at a time. If the target they are sent to kill is dead, the Inferi will instantly fall into a deep slumber until a new target is selected. Charnel Scent (Ex): (Ex) An Inferi can detect fresh blood or a corpse at twice the range of its normal scent. Immunity: Immunity The Inferius are immune to all mind-affecting abilities, as well as critical hits, nonlethal damage, ability drain, and energy drain. Spell Immunity (Su): (Su) Inferius are immune to spells that inflict pain, such as the Cruciatus Curse and Sectumsempra, as well as the Killing Curse.

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Creatures >

Merfolk
Merfok, Lake Medium Monstrous Humanoid (Aquatic) Hit Dice: 3d8+3 (16 hp) Initiative: +1 Speed: 5 ft. (1 square), Swim 60 ft. Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 BAB/Grapple: +3/+5 Attack: Trident + 5 melee (1d8+2) Full Attack: Trident +5 melee (1d8+2) Space/Reach: 5 ft./5 ft. Special Attacks: Captivating song Special Abilities: Blindsense 30 ft., darkvision 60 ft., water dependent, xenophobia Saves: Fort +2, Ref +4, Will +2 Abilities: Str 14, Dex 13, Con 12, Int 13, Wis 9, Cha 12 Skills: Knowledge (Nature) +7, Perform (Sing) +7, Swim +9 Feats: Ability Focus (captivating song), Power Attack Environment: Cold and Temperate Freshwater Lakes Organization: Company (2-4), patrol (11-20 plus 2 3rd-level lieutenants and 1 leader of 3rd-6th level), or band (30-60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10 grindylows) Challenge Rating: 2 Treasure: Standard Alignment: Usually Neutral Advancement: By character class Level Adjustment: +1 Unlike their more human-looking brethren, lake merfolk have adapted to living in cold, murky lakes. Lake merfolk have grayish skin and long, wild, dark green hair. Their eyes are yellow, as are their broken teeth, and they wear thick ropes of pebbles around their necks. The voices of merpeople sound like screeching above water but are understandable beneath the waves, where they sound dulcet. They speak Mermish Lake merfolk rarely tolerate visitors to their underwater cities. Their xenophobia makes relations with them difficult, as they are generally hostile and unfriendly. However, lake merfolk are wonderful underwater gardeners and take great pride in their gardens. Despite their mistrust of strangers, they can be persuaded, through flattery if not bribery, to allow visitation to their gardens. A successful Diplomacy check (DC 35) is needed to convince a merfolk to allow visitors to his or her underwater garden. Lake merfolk have been known to domesticate grindylows and keep them as pets. COMBAT Anyone not invited to the merfolk city is considered a threat. They patrol their cities in groups and are quick to respond to any disturbances with excessive force. Blindsense (Ex): Lake merfolk can locate creatures underwater within a 30-foot radius. This ability works only when the lake merfolk is underwater. Captivating Song (Su): The most insidious ability of the lake merfolk is its song. When a lake merfolk sings, all creatures (other than lake merfolk) within a 100-foot spread must succeed on a DC 14 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected

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again by the same merfolks song for 24 hours. The save DC is Charisma-based and includes a +2 racial bonus. A lake mermaids captivating song can be heard above the waters surface if the lake mermaid is underwater, but the range is only 50 ft. A lake mermaid cannot use ability this above the water. A captivated victim walks toward the merfolk, taking the most direct route available. If the path leads into a dangerous area, that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the lake merfolk stands there and offers no resistance to the monsters attacks. The effect continues for as long as the lake merfolk sings and for 1 round thereafter. Creatures that cannot hear the merfolks song (such as deaf creatures or those who have stopped up their ears with soundproof wax) are unaffected by the merfolks captivating song. Water Dependent (Ex): Lake merfolk can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules). Xenophobia (Ex): All merfolk are generally reclusive and avoid contact with others, except when they are in combat. When faced with strangers (outside of combat), a lake merfolk must succeed on DC 15 Will check in order to make contact with anyone he or she does not already know. Furthermore, the lake merfolk takes a -4 morale penalty to Diplomacy checks and gains a +2 morale to Intimidate checks when in the company of strangers. This effect lasts 24 hours or until the merfolk is in the company of someone he or she knows. Skills: Lake merfolk gain a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. They always can choose to take 10 on a Swim check, even if distracted or endangered when swimming. A lake merfolk can use the run action while swimming, provided that it swims in a straight line. Trident: This weapon can be thrown. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character. A thrown trident has a 10-foot range.

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Creatures >

Phoenix Phoenix
Tiny Magical Beast Hit Die: d10 (2 hp) Initiative: +4 Speed: 5 ft. (1 square), Fly 60 ft. (average) Armor Class: 17 (+2 size, +4 Dex, +1 natural), touch 16, flat footed 13 Base Attack/Grapple: +1/-9 Attack: Claw +2 melee (1d3-1 damage) Full Attack: 2 Claws +2 melee (1d3-1 damage), or Bite +2 melee (1d4-1 damage) Space/Reach: 2 ft./0 ft. Special Attacks: ----Special Qualities: Immolation, Fire Resistance 10 Saves: Fort +2, Ref +6, Will +0 Abilities: Str 8, Dex 18, Con 10, Int 2, Wis 11, Cha 16 Skills: Spot +2, Listen +2 Feats: Flyby Attack Environment: Warm Deserts Organization: Solitary Challenge Rating: 1/2 Treasure: None Alignment: Always Neutral Advancement: 1-2 HD (Tiny) Level Adjustment: -----

A small bird with red and orange plumage sits in a cage. Despite its obviously non-intelligent nature, it has an aura of majesty around it, as though it is something to be respected.
Lesser Phoenixes are cousins of the great birds that protect the good creatures of deserts. These creatures are rare like their greater versions, but are more commonly seen in the company of humanoids. Many keep Lesser Phoenixes as pets, as they can never truly die, which avoids the heartbreak associated with the deaths of most pets.

Combat
Lesser Phoenixes are not often seen in combat, but when forced to, they tend to head straight into the thick of it. They do not fear death. In fact, they fly as close to enemies as possible, so that when they die their slayer also takes damage. Immolation (Su): When a Lesser Phoenix approaches death, a Lesser Phoenix may immolate itself as a full round action. This causes a cloud of fire that is 10 ft. high and has a 5 ft. radius spread. Anyone caught in the burst receives 2d6 fire damage. Reflex save DC 11 for half damage. This kills the original bird, but a new one rises out of the ashes in 1d4 rounds.

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Creatures >

Pixie, Cornish Pixie, Cornish


Tiny Fey Hit Dice: d6 (1 hp) Initiative: +9 Speed: 10 ft. (2 squares), Fly 40 ft. (Perfect) Armor Class: 17 (+2 size, +5 Dex), touch 17, flatfooted 12 Attack/Grapple: +0/-7 Attack: Electric Orb +7 ranged (1d2 electric plus daze) Full Attack: Electric Orb +7 ranged (1d2 electric plus daze) Space/Reach: 2 ft./0 ft. Special Attacks: Electric Orb Special Qualities: Darkvision 60 ft., Distracting Jitter Saves: Fort +0, Ref +5, Will +1 Abilities: Str 12, Dex 21, Con 10, Int 3, Wis 8, Cha 15 Skills: Listen +3, Spot +3 Feats: Improved Initiative, Hover(B) Environment: Temperate Plains (England) Organization: Swarm (8-35) Challenge Rating: 1 Treasure: Half Standard Alignment: Usually Chaotic Neutral Advancement: ----Level Adjustment: -----

A group of small, blue-skinned wingless creatures can be seen flying amidst the tree branches above. Upon seeing you, they release an ungodly sound, the sound of twisted laughter.
Cornish Pixies are a species of Pixie native to England, but primarily found in Cornwall. They are extremely chaotic and unpredictable, constantly exploring and breaking all sorts of items. For creatures of their size, they have spectacular strength, and they have been known to gang up on a single human-sized target and drag them away. Cornish Pixies are not truly malevolent, but they have a cruel sense of humor. They often hang people from chandeliers, break important items, and steal money from humans that live in their environment. Despite not having wings, these blue creatures can fly with supernatural agility. Cornish pixies are roughly eight inches tall.

Combat
Pixies, like many species of non-humans, can naturally generate magic without the need for wands and training. They manifest this power in the ability to discharge balls of electric energy that can temporarily stun targets. Their constant jittering also makes it hard for wizards to concentrate on their spell-work. Electric Orb (Su): Every round, as a standard action, a Cornish Pixie may create a small ball of electricity and fling it at an enemy. It deals 1d2 electricity damage, and any creature hit with it must make a Will save (DC 11), or be dazed for 1 round. Save DC is Constitution-based, and includes a +1 racial bonus. Distracting Jittering (Ex): Cornish Pixies constantly make a jittering noise that is very annoying. When a creature other than a Cornish Pixie attempts to perform an action that requires intense concentration (like spellcasting), the creature must make a Concentration check (DC 10), or fail. The save DC against a single pixies jittering is always 10, but the DC increases by 1 for every pixie that remains within 30 ft. of each other. For example, three pixies emit a jittering that requires a concentration check with a DC of 12 to overcome.

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Creatures >

Thestral
Thestral Large Magical Beast Hit Dice: 4d10+16 HD (38 hp) Initiative: +2 Speed: 50 ft. (10 squares), fly 100 ft. (average) Armor Class: 16 (+2 Dex, +5 natural, -1 size), touch 11, flat-footed 14 Base Attack/Grapple: +4/+11 Attack: Hoof +6 melee (1d6+3) Full Attack: 2 hooves +6 melee (1d6+3) and bite +4 melee (1d6+1) Space/Reach: 10 ft./5 ft. Special Attacks: Disease Special Qualities: Charnel scent, cloak of death, darkvision 60 ft., grim vitality, low-light vision, resistance to negative energy 10, scent Saves: Fort +8, Ref +6, Will +2 Abilities: Str 17, Dex 15, Con 18, Int 4, Wis 13, Cha 11 Skills: Listen +5, Spot +4 Feats: Endurance, Flyby Attack, Multiattack(B), Spirit Sense(B) Heroes of Horror Environment: Temperate Forest Organization: Domesticated or herd (630) Challenge Rating: 4 Treasure: None Alignment: Usually neutral Advancement: 5-8 HD (Large) Level Adjustment: This appears as a horse in the final stages of starvation, each bone plainly seen through dark leathery skin stretched so tightly that it appears as if it were dipped in tar. Its head in particular is as a skull and bears a resemblance to a saurian or dragon, complete with a snout of sharp predator's teeth. It has shining white eyes and a thick black mane that hangs long from its neck. From its back sprouts an enormous pair of membranous bat wings though they fold so tightly to the body they are not easily noticed. Despite their ominous appearance, thestrals are not commonly seen. They are creatures with strong ties to death, though are not of themselves often killers. Thus, they may only be seen by those who know death intimately. They tend to be scavengers, feeding off the remains of the dead, though are also known to have a taste for birds, especially those in their airspace. They do not attack larger creatures however unless provoked or threatened. Thestrals weigh only around 800 lbs., though possess a grim strength that belies their appearance. They speak only their own language though can be taught to understand others. Combat A thestral provoked or threatened into an attack tends to gallop at its attacker, trying to scare if off with blows of its hooves. If this is ineffective, it lashes forward with its teeth, tearing chunks of flesh, which it swallows as it battles. Often it will take to the air to swing past like a furious wraith. Charnal Scent (Ex): A thestral can detect fresh blood or a corpse at twice the range of its normal scent. Cloak of Death (Su): A thestral may only be seen by one who has witnessed the death of a loved one. To all others they are invisible as the spell. This ability is constant, allowing a thestral to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.

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Disease (Ex): Red achebite, Fortitude DC 16, incubation period 1d3 days, damage 1d6 Strength. The save DC is Constitution-based. Grim Vitality (Ex): A thestral has a +4 resistance to disease, poison, and death affects. Training a thestral A thestral requires training before it can bear a rider in combat. Training a thestral requires you to be able to see it, six weeks of work, and a DC 25 Handle Animal check. Riding a thestral requires an exotic saddle. A thestral can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Thestral young are worth 3,500 GP each. Professional trainers charge 1,500 GP to rear or train a thestral. Carrying Capacity: A light load for a thestral is up to 258 pounds; a medium load, 259519 pounds; and a heavy load, 520780 pounds. A thestral can drag 3,900 pounds.

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Magical Equipment and Items


Books- Books are used in Harry Potter to study new spells. In the Harry Potter universe the second volume of The Standard Book of Spells cost 1 sickle. Therefore I am going to say that all books cost 1 sickle to buy. I will update this later as I pour through the books to find specific spellbook costs. Not all the books in the series are in here, just ones that will most likely be used. For the rest its just a best guess for how much it costs Care of Magical Creatures Fantastic Beasts and Where to Find Them by Newt Scamander General Spellbooks- This contains a variety of spells generally taught in Hogwarts and contains Charms, Curses and Anti-Curses, and Transfiguration. These books are written by Miranda Goshawk. The Standard The Standard The Standard The Standard The Standard The Standard The Standard Book Book Book Book Book Book Book of Spells, Grade 1 of Spells, Grade 2 of Spells, Grade 3 of Spells, Grade 4 of Spells, Grade 5 of Spells, Grade 6 of Spells, Grade 7

Defense Against the Dark Arts The Dark Forces: A Guide to Self-Protection by Quentin Trimble Divination The Dream oracle by Inigo Imago Unfogging the Future by Cassandra Vablatsky Herbology One Thousand Magical Herbs and Fungi Phyllida Spore History of Magic A History of Magic by Bathilda Bagshot Potions Advanced Potion Making by Libatius Borage Medical Draughts and Potions by Aresenius Jigger Transfiguration A Beginner's Guide to Transfiguration by Emeric Switch Intermediate Transfiguration Guide to Advanced Transfiguration Brooms Firebolt- The Firebolt is the fastest broomstick in existence. It is capable of going of reaching speeds as high as 150mph in ten seconds. In game terms the broomstick is capable of moving 350 feet per round. Due to its

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high level of craftsmanship it also grants the rider a +2 to Broomstick checks. Cost- 200 Galleons Cauldron and Potion kits- Cauldrons are used for Potionmaking Pewter Cauldron - 10 sickles Basic Potion Kit- 5 sickles Wands are made of a wood, and core of the players choice. A wizard has a -2 -2 for using a wand that's not yours for all spellcasting checks and -10 for using a broken wand. Additionally, upon choosing a wand the wand gains one of the effects listed below.

Gain a +2 to Charm checks Gain a +2 to Curses checks Gain a +2 to Counter-Curses checks Gain a +2 to Transfiguration checks Gain a +2 on attack rolls made with the wand Gain a +2 on Damage rolls made with the wand Reroll any Charms check once per day Reroll any Transfiguration check once per day Reroll any Curses/Counter-Curses check once per day Cost: 7 Galleons Here is an alternative way to determine the type of wood used and the effects of the wand.

At 1st level, when you purchase a wand from Ollivanders, Gregorovitch, or any other wandmaker, make a 1d10 roll three times (one for the type of wand tree, one for the wand core, and one for the wand property). Compare the results with the table below. Result 1 Wand Type Elm Magical Property Dragon +2 on heartstring Transfiguration checks Holly Veela hair +2 on Charms checks Yew Phoenix +2 on Curses tail feather or CounterCurses checks Mahogany Unicorn +2 on attack hair rolls Blackthorn Unicorn +2 on damage horn-dust rolls Core

2 3

4 5

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10

Reroll any charm check once per day Hawthorn Grindylow Reroll an scale Transfiguration check once per day Oak Erkling Reroll any hair Curses or Counter-Curses check once per day Rosewood Hippogriff Reroll any tail feather Attack roll with the wand once per day Hornbeam Owl Reroll any feather Damage roll from a spell from the wand once per day

Willow

Dragon claw

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Magical Equipment and Items >

Food
Chocolate Frog: 2 knuts. Bertie Bott's Every Flavour Beans: 3 knuts/box Fizzing Whizzbees: 4 knuts/package Acid pop: 2 knuts Cauldron Cake: 5 knuts Butterscotch: 2 Knuts Pumpkin Juice: 4 knuts/bottle Pumpkin Pasties: 3 knuts Pink Coconut Ice: 4 knuts/box

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Potions
Potions are made by using the Potionmaking skill. The number of potions that a player can know is equal to their Spell Limit. Aging Potion DC 25 When drunk, this potion causes the drinker to appear up to 10 years per level older than they really are. Unless a specific age is determined, however, roll d% to determine how many years are added. The DC to detect the change is equal to the Potionmaking check used to create this potion, and it can be automatically detected by certain wards (such as an Age Line.) Unless cured or created with a specified duration, the potion wears off in hours equal to the level of the potion brewer. Love Potion DC 15 When drunk, this potion causes a strong infatuation on the part of the drinker toward another person determined by the potion brewer (usually the potion brewer herself,) and instantly switches the emotional state of that person to In Love. Unless cured or created with a specified duration, the potion wears off in days equal to the level of the potion brewer. Variants: *Can be used to spike certain foods or drinks *Cupid crystals, a crystallized, candied form *Amortentia Amortentia DC 30 The most powerful love potion in the world, this potion causes the drinker to be absolutely obsessed with the target, never leaving Helpful on the diplomacy scale for the duration of the potion. Unless cured or created with a specified duration, the potion wears off in months equal to the level of the potion brewer. Amortentia's scent changes based on the one smelling it - it smells like things, places, and people that they love. Antidote, Variable DC When drunk, an antidote counteracts the effects of another potion or liquid (such as poison) and cancels it out. The DC to create an antidote is equal to the DC to create the potion or liquid it counteracts, plus 5. Antidotes are usually divided into two categories, Common and Uncommon. Common Antidotes will likely counteract multiple effects, while Uncommon Antidotes will only counteract the ones that they were created for. Babbling Beverage DC 15 When drunk, the drinker babbles on nonsensically for minutes equal to the potion brewer's level or until cured. Within the babble, the drinker has a 5% chance of revealing some sort of secret they might not have otherwise told. Beautifying Potion DC 20 When drunk, this potion improves the appearance of its drinker, increasing their Charisma by 1d6 points and removing blemishes and other ugly marks. Unless cured or created with a specified duration, the potion wears off in hours equal to the level of the potion brewer. Variants: *Can be made at DC 15 for small, permanent cosmetic changes, such as removing warts, acne or moles. These variants go by names like "Bruise Removal Paste" or "Blemish Blitzer." Befuddlement Draught DC 20 When drunk, the drinker becomes very confused and finds it difficult to understand what is going on around them, causing them to become belligerent and reckless, and reduce their Wisdom by 2d6 points. Unless cured or created with a specified duration, the potion wears off in hours equal to the level of the potion brewer. Variants: *Confusing Concoction, DC 15, less emphasis on anger and more on confusion - Reduces Wisdom by 1d6 and also reduces Intelligence by 1d6.

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Blood Replenishment DC 15 When drunk or placed into the body somehow, this potion restores the blood with magical energy helping life. This potion restores 2 hit points per hour. Each pint of the potion can heal up to 10 hit points. Once it restores 1 pints, a new potion must be taken to continue the effect. Brain Elixir DC 25 When drunk, this potion increases the Intelligence of the drinker by 2d6 points for hours equal to the level of the potion brewer. It is easy to counterfeit this potion, however, and it is illegal in most places, especially school and competitive events. Bundimun Secretion DC 15 This secretion comes from the Bundimun, a greenish, living fungus, and when prepared properly, its powerful acidic properties allow it to erode most materials very quickly, including wood, stone and metal, doing 2d6 damage every 24 minus X hours, where X is the level of the potion brewer. The potion takes constant effect until it is removed or washed away. Variants: *Can be diluted for use in cleaning products. Calming Draught DC 15 When drunk, this potion calms the drinker, changing their state to Indifferent towards other characters. If it has been damaged by some sort of traumatic or stressful event characters often drink this. Variants: *Can be made as an antidote for a Befuddlement Draught. Draught of Peace DC 25 When drunk, this potion relieves anxiety and agitation and switches the drinker's emotional state to Indifferent. It also prevents the drinker from becoming anything other then emotionally and mentally serene for hours equal to the potion brewer's level. However, if prepared improperly (the DC is failed by 3 or less) the potion becomes an unintentional Draught of Living Death. *Can be made as an antidote for a Befuddlement Draught. Fantastical Fertilizer DC 15 This potion can be used to either fertilize or synthesize fertilizer for most plants and help them grow supernaturally fast. Special plants or ingredients, such as dragon dung, will require their own variety and generally do not work on everything. A plant treated with Fantastical Fertilizer grows to full height 1d12 weeks earlier than normal. Fantastical Fertilizer also adds a +2 equipment bonus to Herbology checks. Felix Felicis DC 40 When drunk, this potion causes the drinker to be extremely lucky for a period of time. This takes the form of treating the drinker's AC and all dice rolls to be (10+1/5th the brewer's class level) more than it shows on the dice. For example, drinking a Felix Felicis brewed by a level 10 wizard would cause all of the drinker's d20 rolls to be treated as 12 higher than what is shown on the dice. Therefore, an 8 or higher would be treated like a natural 20 (roll again with the bonus for a critical success), and a 13 or higher as an automatic critical success. Brewing: Felix Felicis must be brewed 1/8th of a cup at a time, and must ferment for six months (182 days) before being usable. 1/8th of a cup of Felix Felicis provides 12 hours of luck. Drinking more than 6/8ths of a cup at a time is instantly fatal. Special: Each consecutive use within a month's time gives a cumulative 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.

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Variants: *Can be combined with the Special Endurance potion to make specific fires that a given target will be vulnerable or invulnerable to. Pest Removal DC 15 This potion takes the form of either a liquid or gas, and is designed to exterminate or drive away a specific type of household pests, usually vermin, insects, or doxies. Doxycide is a black, foul-smelling gas, and provides concealment to those within it.

(Dark Potion) Dark Revival (ritual) DC Varies This spell works only on a target who was ripped from their body after successfully creating a Horcrux. The ritual takes several hours to prepare and MUST be completed in the following steps (if you miss a step, or fail a check at any stage before the final check, you must restart from the beginning): Potion: Make a Knowledge (potion making) check against DC 30. Upon a successful check, you complete the first part of the potion-making process. You must make a Potionmaking check (DC 25) once every hour for 6 hours straight (the DC increases by 3 each hour after the first). Ritual Preparation: You must gather three significant pieces to be added to the potion. First, you need a bone from the target's father (if the father is dead, go to the place where he is buried and dig up the body). Second, you need to sacrifice a piece of flesh from yourself. The amount you sacrifice reduces the final DC check (see below). Lastly, you must gather some blood from the target's mortal enemy (the enemy must have an alignment opposite to the target) The enemy must be tied down against their wishes before extracting their blood, casting the Full Body-Bind curse against them (the enemy takes a -2 penalty on their Reflex save). Small flesh (e.g. layer of skin) - -2 Medium flesh (e.g. finger or toe) - -4 Large flesh (e.g. hand or foot) - -6

Resurrection: Once the above has been successfully completed, you place the target in the cauldron. Drop the
bone into the cauldron after chanting at the top of your voice the following:

Bone of the father unknowingly given, you will renew your son
Next, drop your flesh into the cauldron after chanting the following:

Flesh of the servant willingly given, you will revive your master
Lastly, you add the blood into the cauldron after chanting the following:

Blood of the enemy forcibly taken, you will resurrect your foe
Once the above is complete, make a final Curse and Counter-Curse check against DC 40. Upon a successful check the target is restored to a full body and any lost Strength points and Constitution points are restored. If the check fails, the target loses his remaining points of Constitution and is considered dead. Simple Remedy DC 10 This potion cures a minor condition, such as a cough or a cold. It can be used to treat the symptoms of most ailments, though it will not cure anything major. A Simple Remedy potion also adds a +2 equipment bonus to Healing checks. Sleeping Draught DC 15 When drunk, the drinker falls into a deep sleep almost immediately, which lasts for hours equal to the level of the potion brewer. Variants: *Can be used to spike certain foods or drinks *Draught of Living Death Draught of Living Death DC 25

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The most powerful sleeping potion in the world, this potion causes a nearly irreversible unconsciousness that is very close to death. Unless a duration is specified or the potion is cured, the effect is permanent. The antidote to a Draught of Living Death is called a Wiggenweld Potion. Special Endurance DC Varies When drunk, the drinker becomes invulnerable to a particular effect, such as fire, or unbearable air pressure. Generally attached to very specific effects or spells, this potion has a Potionmaking DC equal to the DC required to create the thing it protects against. If there is no specific effect, the DC is 25. The potion lasts hours equal to the level of the potion brewer. Swelling Solution DC 15 Any being this potion touches will swell up in size, as if with a severe allergic reaction. If the potion brewer beats the DC by 5 or more, the potion causes the victim to inflate and eventually float upwards, as well. The potion lasts hours equal to the level of the potion brewer. The antidote to this potion is known as a Deflating Draught. Veterinary Tonic DC Varies Created for a specific animal or type of animal, this potion will assist in curing or treating most ailments that the creature suffers with. It provides a +5 equipment bonus to any Healing or Nature checks made to heal the animal it was developed for. The DC of the Veterinary Tonic is equal to 5 plus the level of the creature affected.

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Magical Equipment and Items >

Minor Magical Items


Minor Magical Items The Hand of Glory A lamp that gives light only to the holder, made out of the disembodied hand of a hanged man, this item is sold in disreputable shops and other places. It burns the fat of murders for fuel, at a rate of 4 hours per pint. It gives off a constant Lumos effect, as the spell, but with a couple of exceptions: - The Hand of Glory always takes 20 on the Lumos spell. - Only the bearer can see the light. To others, the light gives off no illumination whatsoever. In effect, in the dark it grants the bearer total concealment without suffering from the same penalty. - The Hand of Glory overcomes any mundane darkness effect. Creation: The creator must beat the DC of the Lumos spell by 20, and have the hand and the body fat of a murderer equal to 1 pint. Peruvian Instant Darkness Powder This powder, a import from the exotic Americas, is a essential aid for tricksters, thieves, and other ne'er do wells. Since it is a non-magical effect in action, it is hard to counter by unprepared wizards. Each packet gives off a 20 by 20 feet cloud of darkness, which grants total concealment for people within looking out and people without looking in. The powder dissipates within 1d6+1 rounds. A gust of wind or a similar effect will end the effect in 1 round. Creation: This item is a import, not created within Britain and the secrets to its creation are not known. However, a DC 35 potionmaking check could gain some insight into its materials. Weasleys' Wildfire Whiz-bangs Wizards are entertained by explosions as much as Muggles are. There are many varieties of fireworks, but around Hogwarts Weasley's Wizard Wheezes's brand is the most prevalent. You don't know what you'll get, but whatever comes out is always astonishing. These fireworks comes in various sizes and bundles - the Basic Blaze Box and the Deflagration Deluxe, which have 5 fireworks and 20 fireworks respectively. Roll on this table to determine the content of your box. There are many more firework types then are listed here. Several spells have interesting interactions with these items. 1 - Fizzle! Whatever spectacular effect was to have happened, it doesn't. I foresee a refund in your future. If a 1 is rolled, another die must be rolled to determine the kind of dud. The players certainly don't know that this one is a dud! 2 - Pop! A massive concussive explosion from a relatively small spark creates a huge noise of incredible loudness. A clever trickster could use this as a distraction. 3 - Bang! This firework travels for a long distance, and transforms into a flying arrow. It travels in a circle, scattering sparks in its wake. 4 - Animate! A magical construct, emulating the spirit of the creator, resembles a humanoid that can be altered in

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appearance. It is less flashy then the others, but it last considerably longer. It will dance and tease passerby before jumping up in the air in a massive light show. 5 - Boom! A large, cannonball shaped firework rises as high as possible and explodes in a veritable rain of light. This effect is impressive and can be both seen and heard for miles around. 6 - Design! This firework will write in the sky a prerecorded message, written by a wizard or witch who succeeds on a DC 28 Transfiguration check. Usually, the store sells prerecorded messages but enterprising students can try their hand. Failure usually results in a explosion. 7 - Crack A midrange firework, a compromise between length and explosive power, lasts for some time and has a moderate visual effect. Secondary and tertiary explosions are common. 8 - Dragon! A massive, dragon shaped construct rampages in the sky. A DC 10 Knowledge (Magical Creatures) is required to recognize this creature as a fake dragon. It lasts for about 5 minutes before roaring and disappearing. Dragons are considerably more sparse in these packages. If a 8 is rolled, another 6, 7, or 8 must be rolled in order for a Dragon to be in the box. Creation: a DC 25 Transfiguration check, with the relevant materials. Bigger fireworks such as the Boom! and the Dragon! have DC 28 and DC 30 transfiguration checks to create. Skiving Snackbox This class-skipping edible allows a student to emulate being sick within class, and promptly cure herself or himself once leaving. A favorite of many bored students, this item is confiscated on sight by prefects. After consuming the disguised treat, the subject immediately suffers from the chosen ailment. This gives a +20 bonus to bluff for the sole purpose of feigning illness. If the cure is not consumed, the disease goes away within 1d6 hours.

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Magical Equipment and Items >

Major Artifacts
Major Artifacts

Elder Wand The Elder Wand was created by Death for one of the three Peverell brothers Antioch. Death offered him a gift of his choosing for managing to momentarily denying him. In his arrogance he asked for an unbeatable wand and he gave him one. Soon after the brother went and challenged a rival and solidly beat him in a duel. Then boasting of his unbeatable wand his throat was cut in the middle of the night. Then the wands history became a rather bloody one with many of its owners meeting an early and often grisly end. The Elder Wand provides several advantages mechanically. The wand gives the owner a +20 bonus to any Curses and Counter-Curses check. In addition Charms and Transfiguration checks are made with a +15 bonus. The wand is also capable of using Reparo to fix an object that magical. The wand also possesses some other less nice qualities. The owner of the wand seems to constantly attract danger and will always have to fear from those who will do whatever it takes to take the wand from them. Also, the wand will not kill it's true owner and any spell that would result in that happening coming from the Elder Wand is cast, but is rebounded on the caster Time-Turner The entire stock of time-turners was destroyed in the battle of the Department of Mysteries, but the one used by Hermione Granger was returned at the end of the third year. Hogwarts maintains a extremely small supply of these devices for gifted students short on time. Unfortunately, whoever made these enigmatic devices have either disappeared from the face of the earth or are no longer making them, so Hogwarts may have the only devices left in existence. The Ministry in the wake of Second Wizardly War no longer has the records of these devices, so they go unnoticed for now. Time travel has its own risks and consequences. Normal students who go through the proper procedure are taught of its use and are warned explicitly about its dangers. Untrained students are even more at risk: they essentially throw their lives into the hands of fate. Each twist of the time turner takes you back one hour. The device can take the bearer up to 24 hours back in the past, but concurrently cannot be used for twice the amount of time after. Trips must be planned ahead of time as to not induce paradoxical situations. If you do well, bad would be a mild way to put it. A person with official permission to handle these devices automatically succeed at all skill checks related to this item. They do, otherwise they wouldn't be trusted with these devices. Untrained students have to succeed on a DC 24 intelligence check to properly align the time turner for unauthorized use. Unfortunately, for wizards and witches alike, the time turner cannot be used off-grounds. The Mirror of Erised This mirror was used to conceal the philosopher's stone from You-Know-Who. After the stone was destroyed, the mirror was kept in its chamber and was slowly forgotten. However, the mirror has lost none of its magic. A character that looks within sees their heart's desire, a exercise between the DM and the player. To avert your gaze from the mirror requires a DC 13 Reflex save. A To turn away from the wiles of the mirror once you look at it requires a DC 14 Will save. Students who fail their Will saves will stare aimlessly at the mirror until they fall over from exhaustion. A distraction, such as a spell or someone speaking, will allow the player a new Will save.

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There is one more function of this mirror, left over from when Albus Dumbledore first enchanted the mirror to serve as a last defense. A student who succeeds on a DC 24 charm skill check can hide a object within the mirror. Only the original caster or a student with no desire for the object can take it. The object can be no bigger then the size of a human fist.

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Spells
Spells in Harry Potter are always important. As such this is the main database for the spells. Click on the link to the left on the type of spells you wish to see. It will redirect to the list . Spell Range:: : The distance from which a wizard or witch can cast a spell is is 30 ft + 5 feet per two class levels. Going further is possible, but every 5 feet beyond this range adds a +2 to the casting DC of the spell.

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Spells >

Charms
Accio DC 20- You may summon any object within 1 mile per class level. The object flies 50 feet per class level per round Note: You cannot summon people, and a DC 15 concentration check must be made each round to maintain its speed. Aguamenti DC 25- You can produce pure water which comes in the form of freshwater or salt-water. You can produce 5 gallons per round with an additional gallon for every 5 points by which you exceed the base DC. Alohormora DC 10- This spell allows the wizard or witch to open by magic, be they magical locks or otherwise. When the spell is cast the result of the roll is compared against the open lock DC. If the check exceeds the open lock DC the lock opens. Anapeneo DC 15- When cast this spell clears the targets airway if it is blocked by a solid object. Note: The spell only works on solids; liquids are not affected by this spell. Aparecium DC Varies DC 10- This spell can be cast upon any writable surface. If there is any hidden ink by muggle means, such as invisible ink it is revealed. The spell makes the words glow a bright blue, but then die down to a black. DC 20- This spell can be cast upon any writable surface. If there is any hidden ink by magical means, then it is revealed. The spell turns the words a bright blue, but then dies down into black. Arresto Momentum DC 25 This spell allows a witch or wizard to finish a fall from any height without injury, stopping just before they hit the ground without harm. For every 3 points by which the DC is exceeded, you may extend the spell over an additional Medium target (two Small targets equal one Medium, two Medium equal two Large, etc). Bubble Head Charm DC 20- This charm produces a large clear bubble 1 foot in diameter around the casters head. This bubble holds 10 minutes of fresh clean air, with 10 more minutes by every 2 points that the caster exceeds the DC. Caterwauling Charm DC 30- This spell covers a 100 square foot area. Any creature that is equal to or larger the Small sets of this alarm. As any creature walks through the perimeter, a high pitched screech with the area and it around it for another 100 square feet is released. For every 5 points by which the DC is exceeded add another 50 square feet. This spell lasts for one day or until triggered, whichever comes first. Cheering Charm DC 15- You may cast this charm upon a sentient being. If the subject fails the will save it moves 1 step up the diplomacy chart for the next hour. For every 5 points by which you exceed the DC the subject stays cheery for an additional hour if you wish. At the end of the spells duration the subject reverts back to its previous state of happiness. This spell is a mind effecting effect and requires the use of a Will save to avoid the effects. Colloportus DC 25- The caster magically locks the door. The door is locked with an Open Lock DC equal to the result of the Charms check. The door cannot be unlocked through muggle means, only magical. This effect last for a number of days equal to the caster level of the caster, or until the door is unlocked. Confundo (Confundus Charm) DC 20- The casting of this spell causes the subject to begin to behave erratically. They must make a Will save or begin to do one of the following actions each. This is based by rolling 1d8. 1-2 Subject moves in opposite of intended direction at the same rate they would have normally.

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3-4 the subject takes no action, and stares off dumbly into space. 5-6 the subject attacks the nearest enemy. 7-8 the subject flees becomes panicked and flees combat at full speed, to an exit. Note: This spell last for 5 minutes or for the remainder of the encounter, whichever is less. Defodio (Gouging Spell) DC 30- This spell gouges into a material like rock or steel at a rate of a 5 foot cube, with an additional 5 foot cube for every 5 points by which the DC is exceeded. Diffendo (Severing Charm) DC 20- This spell cuts or rips into an object, or if used offensively a person. Make a ranged attack roll against the object or creature. If it exceeds the AC it will affect the object or creature When cast against an object, the spell deals 3d6 points of damage and ignores hardness. If used against a person it deals half as much damage and leaves a long deep cut. This cut continues to bleed for 1 rounds causing 1 point of damage during the round unless stopped, as the blood drips out. Depulso DC 20- Also known as the Banishing Charm this spell allows the caster to move an object 10 feet away with an additional 5 feet for every 2 points by which the caster exceeds the DC. Disillusionment Charm DC Varies Chameleon DC 20- The object or person blends into the environment granting partial concealment as well as a +5 bonus to Hide checks. This spell lasts for 5 minutes per cast level, or until dismissed. Invisibility DC 30- The subject becomes invisible granting total concealment. This last for 5 minutes per caster level or until dismissed. This spell immediately ends if the caster attacks. Episkey DC 15- When cast, this spell heals 1d4 points of lethal damage, or twice that amount of non-lethal damage. This spell can only be used on a person three times in one day, additional castings have no effect. For every 5 points by which the caster exceeds the DC, this spell heals an additional 1d4 points of damage. Featherweight Charm DC 15- This spell allows the caster to make any object up to Medium size, weight 1/4 its normal weight. The effects of this spell last for 10minutes per caster level. Object's greater than Medium size, can be affected, however each size above Medium causes the DC of the spell to increase by +5. Fidelius Charm - DC varies Also known as the Secret Keeper Charm, this spell is both rare and hard to use. In the olden days, where secrecy was paramount and the concern for souls less so, noble families used to trust servants with the locations of artifacts so that in the event of their downfall they would be hidden from their enemies. The charm needs at least a single secret keeper, and a item to protect. The item can be as large as a house, or smaller then a grain of dust - but the idea and concept is imprinted on the bearer forever on their souls. The keeper can show where the item is - even when blinded, deafened or dumb. Once the keeper dies he or she may transfer their keepership to another person, usually a relative. The base DC is for a single secret keeper and a medium object - 30. Every additional secret keeper - +2 DC Every additional size category - +4 DC. Houses are usually gargantuan. Mansions might even be bigger then Colossal - and sizes above that are beyond the Fidelus's ability to conceal. Every participant who is not a secret keeper and is a wizard or witch - 1 DC of 10th level or higher - -2 DC of 17th or higher level - -4 DC The secret keeper is a friend, or other close relationship to the owner of the object - -2Dc Keepers can write down their knowledge of the item on a piece of paper, or equivalent. This knowledge lasts until 24 hours have passed. The keeper has no knowledge as to where the paper is or who is in possession of it, so this is incredibly risky.

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Flagrate Varies Sparks DC 5- This causes the casters wand to emit sparks of red or green color up to their range to cast spells. They are either green or red flip a coin to determine what color they are. Colored Sparks DC 10- Same as DC 5 except the caster may choose the color of their sparks. Controllable Sparks DC 15-This spell causes sparks to shoot of the casters wand. They become fiery marks in the air and can take any shape or form that the caster desires. They remain in air for 10 minutes per caster level. Sparks Message DC 20- This spell causes sparks to shoot out of the wand creating a sentence. The caster may make 5 words per caster level and they remain in the air for 10 minutes per caster level or until the caster chooses to dismiss the message. Gemino DC 25- This spell creates a perfect non-magical replica of any object. The copy is worthless and it disappears after a number of hours, equal to the caster level. Hommenum Revelio DC Varies Human Detector DC 20- This reveals the presence and general direction of any human, or humanoid within a 100 square foot area, centered on the caster. For every 5 points by which the DC is exceeded. another 100 foot square area is affected Peer Through Invisibility DC 30- This allows the caster to see any invisible humans, or humanoids in the spells area of 100 feet. For every 5 points by which the DC is exceeded another 100 foot square area is affected. Hot Air Charm DC 15- This spell allows the caster to emit hot air from their wand. If used on clothing it completely dries it within 2 rounds regardless of how wet it is. It can also be used to melt snow, as the caster walks as long as it is not higher then 1 foot. However, each round the caster must succeed on a DC 10 Concentration check. Impervius (Impervius Charm) DC 15- This spell prevents rain,dust, or any other sort of small debris, from touching the character. If the debris or rain or the like were, to cause the characters vision to be impaired, it is now not. Lumos DC 5- Even the weakest wizard or witch can cast this spell. The casters wand emits a bright white light, in a 5 foot radius around the tip of the wand. For every 10 points by which the DC is exceeded the radius increases by 5 feet. This spell requires no Concentration check to maintain, and other spells may be cast while this is in effect. The spells ends when the caster says the word "Nox" Muffliato DC 20- This spell causes an area of silence in a 5 foot radius. Listen checks from outside this area trying to hear inside it take a -10 penalty to their listen checks. An additional -5 penalty is incurred for every, 10 points by which the DC is exceeded. The spell lasts for 1 minute per caster level or until dismissed. Multicorfors DC 20- Also known as the Color Change Charm. This spell allows you may turn the subject any particular color that you wish. This lasts for one hour with an additional hour for every 2 points by which you exceed the DC. Point Me (Four Point Spell) DC 10- This spell makes the casters wand tip, point to the north. This allows the wand to act as a compass. Refilling Charm DC 25- This charm causes a container to be refilled almost to the brim. This spell can only be cast on the same container once per hour. Reparo DC 10- This spell heals a damaged or shattered object for an amount equal to the check result. This

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however, cannot give an object more hit points than it normally would. Nor can it restore a damaged magical items, magical properties. Scourgify (Scouring Charm) DC 15- This spell cleans a 5 foot square area, removing dust, dirt, dead bugs etc... It also leaves objects in a pristine condition. For every 5 points by which the DC is exceeded the spell affects another 5 foot square. Silencio (Silencing Charm) DC 20- This spell causes an object or person to be unable to make a sound for 1 round per caster level within a 5 foot cube. For every 5 points by which the DC is exceeded another 5 foot square is affected. Sonorus DC 20- This spell causes the caster voice to be much louder. This allows for people making listen checks to take only a -1 penalty for every 50 feet between them, and the caster. Tergo DC 20- This spell takes liquids and removes them at a rate of 1 pound per caster level. Vulnera Sanentur DC 25- When cast, this spell closes wounds, mends broken bones, and heals 2d8 points of lethal damage. This spell can only be used on a person three times in one day. For every 5 points by which the caster exceeds the DC, this spell heals an additional 1d8 points of damage. Windgardium Leviosa (Levitation Charm) DC 10- With a swish and a flick objects fly up into the air. The base weight that can be lifted is 10 pounds with an additional pound for every point by which the DC is exceeded. You may affect one more object by adding +5 to the DC. The object (or objects) move up to 10 feet per round each as a standard action from the caster. This spell can be maintained each round with a DC 10 Concentration check.

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Spells >

Curses and Counter-Curses


Curses and Counter-Curses If a spell has the words restricted next to it it means the learning of it is restricted and a wizard or witch could get into trouble with improper use of the spell. Dark spells are ones that are inherently evil and are not considered acceptable. Restricted Spell: Avada Kedavra (Killing Curse) DC 35- This spell emits from the casters wand, in a bright flash of green light. Make a ranged attack. If the attack succeeds the target dies instantly with no save. This spell can not be dispelled, or repelled directly. This spell can be blocked by making a transfiguration check to animate an object and move it to block the spell. However, this is very difficult and the DC to block it is equal to the casters check result who cast Avada Kedavra +10. The object is automatically destroyed after it is blocked. If this spell hits a wooden object, it is instantly destroyed. Also, any other object becomes wreathed in green flames, that burn for 1d6 points of damage until the object is destroyed. Note: To cast this spell the caster must be angry, or hate the person, or be indifferent to life and hold on to emotions like hatred, jealousy and greed. Conjunctivitus Curse DC 20- This curse causes great pain within the subjects eyes. Make a ranged attack against your opponent. If the attack hits the subject is dazzled for 1 round per caster level. Restricted Spell: Crucio DC 30- This curse causes great pain in the subject, as if screws are being driven in to the persons body. Make an attack roll. If you succeed the subject takes up to 5d6 points of nonlethal damage. You may decide to roll less dice if you wish to inflict less damage. Should you continue the use of this spell after their nonlethal damage exceeds their hit points, they will begin taking lethal damage. Expecto Patronum (Patronus Charm) DC Varies DC 20- The caster creates a shield against dementors. This shield automatically deflects any dementors that approach the caster. The dementors cannot be closer then 1 square away and cannot attack the caster. This spell however, is very difficult to sustain. This spell requires a DC 15 concentration check to maintain each round, and the DC increases by +1 each round the spell is maintained. DC 20- This creates a ball of pure happiness that can be used against dementors. If the attack roll succeeds against a dementor it is blown 20 feet back. It is blown an additional 5 feet by every 5 points by which the DC is exceeded. DC 30- You create a true Patronus, which appears as an animal glowing pure white. This animal is chosen when first cast successfully. This cannot be changed unless a great emotional upheaval occurs. This creature provides an area of protection with a 2 foot radius per cast level. No dementor can be within this area. Any dementor within this area is automatically dispelled and sent 10 feet away from the edge of the affected area. It can also be used to attack one dementor within eyesight. The attack automatically succeeds against the dementor, and it is thrown 50 feet away. This animal stays around the caster for up to 3 rounds + your charisma modifier. DC 35- Your Patronus can send messages. Upon casting you can send a message up to 30 words in length. The Patronus will deliver the message to the person (or persons), that you state. The spell automatically arrives at the intended location with a minute of casting regardless of the distance. DC 40- Your Patronus is a bastion of happiness. The Patronus sends out pulses of white light. This automatically dispels all dementors within a 100 foot radius, 100 feet away from the edge of the radius, This spell can be maintained each round with a DC 30 Concentration check Note: This happiness of memories can give up to a +5 bonus to the casting of this spell, at the DMs

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discretion. Also, if the caster exceeds the DC and reaches a higher effect of the spell they may choose to cast it at a lower level such as creating a ball instead of a true Patronus. Expelliarmus (Disarming Charm) DC 15- A bright red jet of light erupts from your wand. Make an attack roll against the creature . If you succeed you can use the result of your check compared to the creatures AC. This disarms any object from the persons hand and it flies 10 feet forward or backward (casters choice). If the caster exceeds the spell DC by 5, the target is blasted back 10 feet, plus five for every 5 points above that (the caster can choose for this not to happen however). The subject takes 1d6 points of subduel damage for every 10 points they are moved backwards, rounded down. Furnunculus (Furnunculus Curse) DC 20- This spell causes the subject to become covered in boils. Make an attack roll, against the subject. If it succeeds the subject is covered head to toe in boils. The subject then takes 2d6 points of damage, The boils stay on the body for 1 day with an additional day for every 5 points by which the DC is exceeded. Dark Spell: Horcrux DC 40- When you use the Avada Kedavra, or a similar spell, to intentionally kill a target, make a Curse and Counter-Curse check against DC 40 (a character with at least 8 ranks in Knowledge (Dark Arts) reduces the DC to 35). If the check equal or exceeds the check, a piece of your newly fragmented soul is removed from your body and latches itself to an object or creature you designate within a 10' from you. You permanently lose 1 point to Constitution due to the dark magic's negative effects. Imperius Curse DC 30 This curse puts the victim under the control of the caster for 1+1/caster level number of days. A will-save of DC 10+1/2 the casters level+ the charisma save of the caster that if successful will negate the spell. After the spell has run it's course the Will-save may be attempted again to break free, otherwise the spell will be automatically recast on the victim. If the vicim is ordered to do something out of nature for themselves they may make another save with a +5 bonus, but if they fail they shall have to wait until the spell expires before they may try again. Jelly Legs Jinx DC 20- This spell makes the subjects legs flop around uselessly, beyond the subjects control. Make an attack roll against the subject. If the attack roll succeeds the subject falls to the ground prone, as their legs flop around. The subject can crawl at a rate of their normal speed rounded down to the nearest increment of 5. This spell lasts for 1 minute per caster level or until dispelled. Locomotor Mortis (Leg-Locker Curse) DC 15- This spell locks the subjects legs together. Make an attack roll against the subject. If the attack roll succeeds the subjects legs are locked together causing them to move at 1/3 of their base speed rounded down to the nearest increment of 5. It also causes a -2 penalty to any balance checks that are made, as well as making jump checks impossible. This last for 1 minute per caster level, or until dispelled. Petrificus Totalus (Full Body-Bind Curse) DC 20- This spell when casts makes the targets body become rigid, as the arms and legs slap together against the sides of the body. Make a ranged attack roll, against the target. If it succeeds the target is rendered helpless and falls to the ground, if it fails its Fort save. Even if the Fort Save is successful the subject is staggered for one round per caster level. The target may not speak or move, although they still breathe. The spell lasts for 1 minute per caster level. Protego DC 20- When cast compare the result to the spell that is being cast against you if the result is higher then the caster at you the incoming offensive spell fails. In addition if the offensive spell fails by more than 5, then the spell rebounds against the caster, dealing half of the affect. This spell may be used as a reaction against an offensive spell. This counts as using one of the Wizard/Witch's magical counterspelling attempts for the round. Rennervate DC 15- This spell brings a subject out of unconsciousness magical or otherwise. Dark Spell: Sectumsempra DC 25- You make a slashing motion with your wand, and the subject acts as though stabbed by a knife. Make a ranged touch attack. If you succeed the subject takes 2d6 of constitution

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damage. The subject also begins to bleed profusely from deep gashes, and takes 1d6 points of damage each round as they begin to bleed out. The bleeding can be stopped by making a DC 20 Heal check. Stupefy (Stunning Spell) DC 25- This spell renders a subject unconscious, Make an attack roll. If it succeeds the subject is knocked unconscious for 1 minute per caster level. They stay unconscious unless Rennervate is cast upon them.

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Spells >

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

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