Converting Harry Potter Elements into DnD Without Whining About the Contradictions [Archive] - Wizards Community

Post/Author/DateTimePost
Return of the Flumph

07-28-07, 08:04 PM
I knew there were going to be a flood of Harry Potter related flame wars as soon as Deathly Hallows hit the shelves, and lo, I was correct. Most of the fights are about trying to make a campaign setting/rules set out of the Harry Potter universe (which is next to impossible, as Harry Potter magic is not balanced for gameplay), with various people butting in about whether or not they like Harry Potter.

This thread is a place where spells, monsters, and items from the Harry Potter books can be statted up for use in a standard DnD game. No statting out characters (like Harry or Dumbledore), because they just cannot be accurately converted. However, turning stupify into a balanced arcane spell is perfectly acceptible, any group of PC's could have fun going up against a dementor or a blast ended skrewt without bringing any of the "Potterness" into the game.

That said, let's have some fun.
CryoSilver

07-28-07, 08:10 PM
Dementor = Wraith
Delfedd

07-28-07, 11:41 PM
If you're looking at creating classes and spells for D&D to convert Harry Potter, you might want to take a look at the new Star Wars RPG system. Infinite "spells" per day, but limited spells per encounter.
Mr. the Hun

07-28-07, 11:51 PM
Dementor = Wraith

Dementor = Ringwraith :shifty:

Seriously, though, there would obviously be a lot of changes that would need to be made. Maybe huge class restrictions? Allow only wizards, perhaps a sorcerer or two, but have the major differences between characters focus on specialization.

Enchance the differences between the different schools. Not sure, not a huge fan of the books...
Return of the Flumph

07-29-07, 07:34 AM
Dementor = Ringwraith :shifty:

Seriously, though, there would obviously be a lot of changes that would need to be made. Maybe huge class restrictions? Allow only wizards, perhaps a sorcerer or two, but have the major differences between characters focus on specialization.

Enchance the differences between the different schools. Not sure, not a huge fan of the books...

Reread the first post.

This is NOT an attempt at turning Harry Potter into a DnD campaign setting.
Mr. the Hun

07-29-07, 11:05 AM
This thread is a place where spells, monsters, and items from the Harry Potter books can be statted up for use in a standard DnD game.

Considering the title of the forum, excuse my confusion.
Holy_Beholder

07-29-07, 03:58 PM
A blast ended skrewt is either a medium, large, or huge scorpion. Then you add these abilities:
Spark Spray-15ft cone, 1/2HD fire damage.
SR 10+HD
Blast Propulsion-3/day, double speed, +2d8(med), 3d8(large), 4d8(huge) fire damage on a charge.
Improved Grapple-On any successful claw attack, a blast ended skrewt can attempt a grapple.
d24478667

07-29-07, 04:29 PM
Thestral-Pegasus with Greater Invis, and let people who have seen someone die see them. Not worth a bump in CR because the vast majority of adventurers have probably seen someone die, such as a kobold, or an orc, or whatever.
TheDarkPrince

07-29-07, 05:54 PM
Would you all just consider a wand a spell focs item required for spells? Or something that actually provides something useful, like boosting CL?

Just wondering, Cheers! :D
Delfedd

07-29-07, 06:32 PM
Patronus Charm
Conjuration [Good]
Level Sorc/Wiz 5 Druid 4
V, S
Range 20 foot burst or 20 ft burst and close (25 ft + 5/2 levels) or infinite (see below)
Effect Whispy light or a Corporeal patronus
Duration instantaneous or 1/round per level
Saving throw None
spell resistance None

Casting this spell allows you to roll a turning check, using your class level and your spellcasting modifier. In addition, if your total roll is more than thirty, you summon a patronus. A patronus is a celestial animal or magical beast with 4 or fewer hit dice. Once chosen, only a emotional upheal can change your patronus. This patronus has the ability to turn undead once per round using your modifier with a +4 bonus.

If you summon a corporeal Patronus, you may decide not to have it turn undead but instead deliver a message. This message must be shorter than 15 words, and unlike sending, no response can be sent.
Yue Ryong

07-29-07, 07:22 PM
I know what I'm about to say isn't actually what's being asked for, but it seems relavent enough to bring up. I was asked about this by a friend about a year back, and I recommended that to convert the system as a whole, you'd probably do best by taking the True-Naming system (shocking, I know), scrapping the law of resistance, reflavouring the skill check to 'Magic Aptitude' or something similar and calling wands required tools, with a large (LARGE) penalty for magic without a wand, and your own wand functioning as Mwk Skill Booster (In the light of Deathly Hallows, I'd say that the Elder Wand would function as a powerful skill booster and you could use a wand you'd taken forcefully as if it were your own). From there, it's simply a matter of making appropriate sets of spells.
Return of the Flumph

07-31-07, 01:58 AM
Patronus Charm
Conjuration [Good]
Level Sorc/Wiz 5 Druid 4
V, S
Range 20 foot burst or 20 ft burst and close (25 ft + 5/2 levels) or infinite (see below)
Effect Whispy light or a Corporeal patronus
Duration instantaneous or 1/round per level
Saving throw None
spell resistance None

Casting this spell allows you to roll a turning check, using your class level and your spellcasting modifier. In addition, if your total roll is more than thirty, you summon a patronus. A patronus is a celestial animal or magical beast with 4 or fewer hit dice. Once chosen, only a emotional upheal can change your patronus. This patronus has the ability to turn undead once per round using your modifier with a +4 bonus.

If you summon a corporeal Patronus, you may decide not to have it turn undead but instead deliver a message. This message must be shorter than 15 words, and unlike sending, no response can be sent.

Nice. A bit on the complicated side (the "emotional upheaval" and DC 30 for a corporeal patronus could probably be streamlined), but a good interpretation nonetheless. Now, to give this spell a target...


Dementor
Medium Undead
Hit Dice: 4d12 (26 hp)
Initiative: +2
Speed: fly 30 ft
Armor Class: 15 (+2 dex, +3 nat), touch 12, flat-footed 13
Base Attack/Grapple: +2/+8
Attack: slam +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dementation, Improved Grab, Kiss, Create Spawn, Spell Like Abilities
Special Qualities: Sunlight Sensitivity, Blind, Lifesense (30)
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 14, Dex 14, Con -, Int 10, Wis 12, Cha 14
Skills: Diplomacy (+4), Bluff (+4), Sense Motive (+5), Listen (+7)
Feats: Expert Grappler, Ability Focus (dementation)
Challenge Rating: 4
Treasure: standard
Alignment: Always neutral evil
Advancement: 5-8 HD (Medium)

Combat

Dementation (Su): A dementor may attempt to suck all positive emotion out of any or all living creatures within thirty feet. The victims must succeed at a will save (DC 16) every round, or else be nauseated. The save DC increases by 1 for every dementor contributing to the effect. If one is beset by more dementors than he/she has hit dice, a failed save deals 2d6 points of wisdom damage in addition to the above. The save DC is charisma based.

Improved Grab (Ex): If it hit’s a Medium or smaller creature with a slam attack, a dementor can attempt to start a grapple as a free action without provoking attacks of opportunity. If it gets a hold, it can Kiss.

Kiss (Su): Once per day, by clamping its rotten jaws around the mouth of a living creature, a dementor can attempt to suck out the victim’s soul. If it fails at a fortitude save (DC 14), the victim’s consciousness is utterly destroyed, and cannot be brought back by any means short of a miracle. The dementor gains 15 temporary hit points whenever it succeeds at a kiss.

Create Spawn (Ex): A humanoid killed by a dementor’s Kiss remains an inert-yet still biologically alive-vegetable until it starves to death. If, however, the victim is brought onto desecrated ground, it begins to transform into another dementor. Over the course of 3 days, its flesh turns brown and scab-like, its feet and lower legs decay and fall off, and its face melts until all that is left is a gasping, shapeless mouth and two empty eye sockets. Interestingly, any body of water within one hundred feet of the desecrated area emit an eerie cold mist until the transformation is over. Spawn are not under the control of the dementor that transformed them.

Spell Like Abilities (Sp): At will- darkness, ghost form (self only) 1/day- desecrate (lasts one day).

Sunlight Sensitivity (Ex): Dementors dislike sunlight, and receive a -2 penalty to attack rolls, skill checks, and saving throws while exposed to it.

Lifesense (Ex): A dementor can detect living creatures within thirty feet of itself, and can attack them without penalty despite its blindness.
Skara

07-31-07, 06:14 PM
I think Avada Kervada is described quite nicely on page 222 of the Player's Handbook. If it 'misses' you're fine but shaken. Otherwise you're screwed.
Mr. the Hun

08-01-07, 01:21 AM
I think Avada Kervada is described quite nicely on page 222 of the Player's Handbook. If it 'misses' you're fine but shaken. Otherwise you're screwed.

It could also be a death effect where, as opposed to offering a Will Save, it offers a Reflex. If you make the Reflex, you're shaken. If you fail it, you're dead. If you have Evasion and you make it, you're not shaken at all.