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| Rexracerjr07-14-07, 02:36 PM | Hi. This thread is the start of my ongoing project to create the Potter D20 mechanics. I will start with basics, but later I will expand to the important stuff. Critiques are welcome, and help with design(especially from the Potter-Experts). I will be using all 6 books(and the 7th when it comes out) as my source material. It will be adapted from D&D with major changes. I will try to stat multiple versions of key characters once we get the basics down. Ok. the first thing I think I will start with is classes:eek: . From the way i see it only 3 are required. 1.Muggle(Commoner with different class skills due to the modern setting of the Potterverse). 2. Expert(same as DMG, but with different class skills.) 3.Wizard(very little in common with PHB wizard) WIZARD Hit Die: d4(potter wizards are just as fragile as D&D wizards.) Class skills:Concentration, Knowledge(all, including Knowledge(Muggle) for people like Arthur Weasley), Spellcraft(I will explain what it does in this game), Craft(potionmaking), Profession, Ride(broom). Level BAB Fort Reflex Will Class Features 1st +0 +0 +0 +2 Basic learning, Wand Proficiency 2nd +1 +0 +0 +3 3rd +1 +1 +1 +3 4th +2 +1 +1 +4 5th +2 +1 +1 +4 Intermediate Learning 6th +3 +2 +2 +5 7th +3 +2 +2 +5 Craft Wondrous Item 8th +4 +2 +2 +6 9th +4 +3 +3 +6 Advanced Learning 10th +5 +3 +3 +7 Non Verbal Spells 11th +5 +3 +3 +7 Swift Defense 12th +6/+1 +4 +4 +8 13th +6/+1 +4 +4 +8 Expert Learning 14th +7/+2 +4 +4 +9 15th +7/+2 +5 +5 +9 16th +8/+3 +5 +5 +10 Wand Aim 17th +8/+3 +5 +5 +10 18th +9/+4 +6 +6 +11 Master Learning 19th +9/+4 +6 +6 +11 20th +10/+5 +6 +6 +12 Basic Learning: This gives a Wizard the ability to learn and cast basic spells classified as levels 0-2(see learning spells) Wand Proficiency: this allows a wizard to make use of a wand (see wands) Intermediate Learning: This allows Wizards to learn and cast spells of level 3-4. Craft Wondrous Item: This is a bonus feat. it represents the crafting of minor magic items like potter stinks buttons or magic foods like chocolate frogs, or even horcruxes. note that brew potion has been replaced by the craft(potionmaking) skill. Advanced learning: allows wizards to learn and cast spells of levels 5-6. Non Verbal Spells: this allows wizards to remove the incantation from a spell when he casts it(this prevents foes from blocking it), requiring a DC 25 spellcraft check. Swift Defense: This allows wizards to cast a shield charm as an immediate action once per round, providing the spell being cast at you has not been silenced by non verbal spell , and that the incantation was heard. Expert Learning: this allows Wizards to learn and cast spells of Levels 7-8 Wand Aim: this gives the user a +4 bonus on ranged touch attacks made with a wand. Master Learning: this allows the user to learn and cast 9th level spells. CASTING A SPELL Casting a spell requires a wand(see wands), unless the User has taken the Wandless casting feat (see feats) casting a spell is a standard action, unless otherwise noted in the spell's description. To cast the spell, the wizard need only speak the incantation(if applicable), and point his wand. Some intracate spells require a concentration check, unless the caster has taken the master of concentration feat.Most spells require a ranged touch attack to hit the intended target. the DC for spells is 10+spells level+ Wis mod, Int mod, or Cha mod, whichever is highest. Learning Spells To learn a spell, a wizard must learn the incantation, wand movements, and other keys to casting the spell. this can be done by reading it from a book, or learning it from another wizard. after the components are learned, the wizard must master the spell, a process requiring a spellcraft check (DC 10+the spell's level). this process takes about 1 hour. After the spell is mastered it can be cast any time, at will. WANDS A wand is a tool bought by a wizard, being his most needed tool. It is made of wood, and its center contains an essential component(such as dragon heartstring, unicorn hair, or a phoenix feather(see special items)). If two wands with the same core ever simultaenously fire magic at each other's user, an effect known as Priori Incantem occurs(I will address this later, any suggestions?). Feats Wandless Casting Pre Req: Master of Concentration, Expert Learning. Special:With a DC 25 spellcraft check, you can cast a spell without a wand as a full round action. Master of Concentration Pre Req: Concentration 10 Ranks Special: you can cast spells that require a concentration check without a concentration check. Quick Learner Pre Req: Int 15 Special: Learning/Mastering a new spell only takes half an hour. Normal:Mastering a spell takes 1 hour. Animagus Pre Req: Wizard level 10 Special: Gain the ability to polymorph into one animal at will. this feat can only be taken once. This feat must be registered with The Ministry of Magic to be legal. Prestige Classes AUROR Hit Die: d6 Requirements: Expert Learning Craft(Potionmaking) 5 ranks Registered as an Auror with the Ministry BAB Fort Ref Will Class Features 1st +0 +0 +0 +2 Master of Shield 2nd +1 +0 +0 +3 3rd +1 +1 +1 +3 4th +2 +1 +1 +4 5th +2 +1 +1 +4 Devastating Spells Master of Shield: Once a day, When an Auror uses his swift defense ability, he can have it not count against his Immediate action uses this round. Devastating Spell: an Auror's Spells deal x3 damage on a critical hit. to be continued with a list of spells and more prestige classes(like Death Eater!) as well as Monsters and Stats for Characters in the Book.:D |
| ArgulFraster07-14-07, 03:28 PM | I think someone already did this, they made it a Prestige class with one level per year of schooling. They were a bit rushed though, so yeah... I have stats for Dementors already. |
| Rexracerjr07-14-07, 09:51 PM | Here we go! DEATH EATER Hit Die: d6 Requirements: Wizard Level 10 Branded With the Dark Mark BAB Fort Ref Will 1st +0 +0 +0 +1 Dark Mark (su): this tatoo can be branded on any follower of lord Voldemort, and when tapped by him personally, all death eaters are signaled to come to him immediately. This summoning deals 1 point of acid damage to all who bear the mark as well. I forgot to add this. APPARATING: upon reaching tenth level, a wizard can attempt to apparate by making a DC 15 spellcraft check as a standard action. Success indicates the effect of a PHB Teleport. Failure indicates that nothing happens. SPELLS(these are a few. it will be a while to get them all.) Lumos Incantation: Lumos Level 0 As Light, but only on the caster's wand. Levitation Charm Incantation:Wingardium Leviosa Level 1 As Mage Hand, but 5 pounds/level. |
| Rexracerjr07-16-07, 02:54 PM | Here are a few more things. Shield Charm Incantation: Protego Standard Action Level 4 This spell is exceedingly useful in a variety of circumstances, but being exceedingly difficult to learn, its spellcraft DC to master is increased by 4. When cast, it creates a shield of magical force around one character within 30ft(you can target yourself) that deflects the next spell fired at that character providing the spell is cast before the end of the round.(ie no casting shield before the battle). when a spell is cast at you or whomever you placed the shield around, you and your opponent make opposed caster level checks, with your opponent getting a +2 bonus for each level above 4 the spell is. If you win the check, the spell rebounds upon its caster. If you fail the check, the spell hits normally. Unforgivable Curses Killing Curse Incantation: Avada Kedavera Level 8 Make a ranged touch attack to hit. The target dies if you hit(no save). Imperius Curse Incantation: Imperio Level 7 make a ranged touch attack to hit. otherwise, as Dominate Monster. Cruciatus Curse Incantation: Crucio Level 7 Target is affected as though by power word pain(no hit point limit) repeated castings may cause insanity. |
| sword_war44407-17-07, 03:49 PM | Omg This is realy good. I like it a lot. |
| Rexracerjr07-17-07, 06:36 PM | Thank you. I will dedicate this addition to you. :D Harry Potter, Young Wizard(Year 1) Wizard 1 CG Male Meduim Humanoid (Human) HD1-5hp (4 Class, 1 con) Intiative +5(+4 Improved Init, +1 dex) AC 12( Touch 12, Flat Footed 11) BAB/Grapple: +0/+0 Attack: Wand +2(varies on spell/x2) Abilities Str 10, Dex 12, Con 12, Int 12, Wis 8, Cha 14 Skills(2+Intx4) : Knowledge(Muggle) 1 rank, Spellcraft 4 ranks, Knowledge (Arcana) 1 rank, Ride(broom) 4 ranks, Concentration 1 rank, Craft (Potionmaking) 1 rank. Feats: Improved Initative, Weapon Focus (Wand). Spells- (Basic) 0- Lumos, 1- Levitation Charm 2- Petrifus Totalus Possessions:Nimbus 2 Thousand Broomstick, Wand with Phoenix Feather Heart, School Robes(griffindor). Incantation: Petricius Totalus(sp?) Level 2 Rquires Ranged touch attack to hit. As Hold Person, Except the target only gets a will save 1/minute and duration is 2 minutes/level. School Robes- Thes comfortable robes are worn as armor and have no armor check penalty or max dex bonus. they are slightly enchanted and provide a +1 deflection bonus to AC. |
| Dex07-18-07, 07:45 AM | I had my own thoughts on this and I figured that gestalt characters starting at say 4th or 5th level would do the trick just fine (with whatever classes they wanted, provided they had at least marginal spellcasting and full Spellcraft or Use Magic Device). Just remove the material components from all spells, replace with focus (wand), and keep any expensive material components. I thought that there were plenty of spellcasting classes and prestige classes without my own ones. Other changes: Familiars do not cost anything to acquire. First wand doesn't cost your character anything (parents/special fund takes care of it) but you need to pay for a replacement if it gets lost/stolen/eaten. You always get an immediate counterspell action in combat (like an FR mageduel). Players are given a set of bonus spells known that all casters of the appropriate level know, and extra feats at certain levels (like Energy substitution, Mage Armour, etc.) After all, we all know JK Rowling stole all the ideas from DnD :P (no offense seriously, but how many did DnD already have? More than I have fingers and toes to count on!). |
| NorthWind07-18-07, 12:08 PM | Well, JK Rowling stole from mythology, which DnD stole from, too. ;) Anyways, looks pretty good. I'll probably have more to say (I toyed with the idea of running a campaign like this for a while, and the reason I looked in Theoretical Design was to see if anyone was trying to do this :D ) but first off, the Levitation charm is listed "As Mage Hand". I don't think Mage Hand quite covers it, seeing as 5 pound telekinesis probably couldn't lift the club of a mountain troll. Also, I'd give wizards just plain Craft as a skill, seeing as wizards and witches make all sorts of stuff in the books. Just a random thought, by the way, but the Weasley twins need to have Craft Wondrous Item as a feat to make their Wizarding Wheezes. |
| ArgulFraster07-18-07, 07:55 PM | Harry Potter's wizardry is a bit confusing at time. For example, Continual Flame, usually fairly low-level, is called Gubranthian Fire, and is extremely high-level magic (If it impresses Hermione, it's pretty damn good.) Yet Wingardium Leviosa, which can lift a Large greatclub, is first level. Anyone see anything wrong here? Avada Kedavra is Finger of Death. Alohomora is obvious-knock. And I don't think Protego is Mage Armor-Protego provides serious protection against all sorts of things and Mage Armor...doesn't. My sourcebooks and Harry Potter books alike are packed up, so I'm doing this from memory. Some items are going to be fairly rare. No one knows how to make Snitches anymore. The Sword of Godric Gryffindor is a minor artifact at least. Also, what about Parseltongue? Speak With Animals is fairly low-level magic, but you need an assload of things to be able to speak with snakes. Personally, I think an epic-level Archmage could wipe out the Harry Potter world with a minimum of effort. He might be slowed by the Aurors, entertained by Voldemort, and given a bit of a challenge by Dumbledore, but in the end, he'd win. |
| NorthWind07-18-07, 10:30 PM | Well, (in no particular order) Protego functions more like spell turning. I think Power Word: Kill would fit Avada Kedavra a bit better, though. Also, in Harry Potter, wizards and witches can do all sorts of stuff that we really don't know about, it's just hinted at. What protects Harry, for example. Or the charm that had protected the Potters until Wormtail blabbed their secret. There's lots of magic in the world of the books that's beyond the spells the characters use. And to speak Parseltounge, you just need to have the knack for it. Also, take the Imperius Curse - you can't get rid of it, save by force of will. Dominate Person (or Monster) is defeated by a humble Protection from Evil. Just a random thought, but, where's it say people can't make any more snitches? Not that I doubt you, just wondering. If it came to a fight between DnD wizards and their Harry Potter counterparts...I dunno. If you look at the way Rowling wrote the books, she sort of says that Avada Kedavra wouldn't allow a "saving throw". Conversely, just about any death spell allows a fortitude save. Another thought - magic in Harry Potter is a plot device, therefore, is written as such. Magic exists in ways that are unexpected or strange. DnD magic, however, is a game mechanic. What it can and can not do has to be strictly defined. Just a thought. |
| ArgulFraster07-19-07, 11:49 PM | The "spell" that protects Harry isn't really a spell at all-it is, as I see it, the wizarding equivalent of mothers who drag a car off their child. Dumbledore states at least once that it's Harry's mother's love that protects him, but it's also partially genetic, because he has to be at the Dursleys', his only living relatives, at least once a year for it to renew. The spell that was broken by Wormtail's blabbery is the Fidelus Charm. It basically hides whoever or whatever is affected by it utterly unless the Secret-Keeper, in this case Wormtail, blabs. Yes, I realize that in the books, magic is a plot device. However, merely by uttering the words "Harry Potter d20" we have lifted it from its status as plot device and started applying rules to it. Plot Device does not hold anymore. Some spells will have to be created, some will have to be removed, and others will have to be modified. That's the nature of any conversion, magical or not. Voldemort is essentially a living Lich. In fact, he may be a Lich altogether, just very well-preserved in his state of undeath following his rise from the cauldron. It's just that he had seven phylacteries (Horcruxes) instead of one, and that each was imbued with a piece of his soul, rather than the whole. Dumbledore, Rowling rest his soul, is an Archmage, now that I come to think of it. We really don't know, because he never showed the extent of his power when he was alive, save his duel with Voldemort and his maximised, wandless magic. |
| MarkerMage07-20-07, 03:53 AM | I think that it might be a good idea to have a few extra classes. Limiting players to the Wizard class just doesn't seem right to me unless it has a large number of abilities to choose from every level. What I think might be a good idea would be to split it up somehow. Try to get at least 6 wizard classes that would each go with one of the 6 core stats (Str, Dex, Con, Int, Wis, and Cha). Here's just one idea for a possible class... Quidich Player - This class would focus on being able to ride a broom well and abilities related either to throwing (chaser), deflecting thrown weapons (keeper), hitting stuff (beater), or sight (seeker). Eventually, it would grant abilities such as being able to cast spells while riding a broom without any penalty or something. Another idea would be to include races or something similar to races. Remember, not all of the students at Hogwarts were 100% human (our favorite half-giant used to be a student remember?). I also think that there would tend to be quite a few differences between the average wizard who had grown up around muggles and the average wizard who had grown up exposed to magic. My third, final, and most important suggestion would be to have the characters gain levels slowly throughout the game. That is to say that instead of character A going from level 1 to level 2 automatically over the summer, create a way to show the progress between levels. In most D20 games, all the characterss training happens off screen so to speak. In the game that you seem to want to create, the characters' adventures most likely happen while they're training. How you handle the way characters gain levels can make a lot of difference in this. Maybe you could do away with levels and have what the characters do determine what abilities they obtain (like what you are doing with the spells). Yeah, that might work... Just as the characters would gain spells by attending a class and succeeding on a skill check, they could gain skill ranks or feats and various other things in a similar manner. Of course, a little off-screen learning might be necessary sometimes. |
| NorthWind07-20-07, 09:24 AM | ArgulFraster: Well, the point was that there's a lot more magic than just the spells used with wands and such. But, you make a valid point - these aren't plot devices any longer, but mechanics. MarkerMage: well, wizard or witch in the Harry Potter world is the same as saying man or woman...so, you have something of a point there - "man" can't be a character class. Quidditch Player would be a cool class, but maybe that could be it's own skill, and the player would be a PrC? Just a thought. For races, yeah...Fleur was part Veela, Hagrid's a half-giant, and so on, but those are sort of rare instances. And you really couldn't make Pureblooded or Muggle Born into races, either, since the theme of the book is that they're all equal. |
| MarkerMage07-20-07, 08:31 PM | And you really couldn't make Pureblooded or Muggle Born into races, either, since the theme of the book is that they're all equal. I had suggested making the Pureblooded and Muggle Born into races because I think that comparing the two might be like comparing an elf to a half elf. They would have similar abilities from being physically the same, but they would still differ mentally because they are from different worlds. Pureblooded see magic as normal. They are used to it and would get a bonus to knowledge checks related to magic and they would tend to have more access to magic-related goods during he Summer break. Muggle Born would tend to see magic as something new and exciting, and would thus be more eager to learn it and they might even get a bonus to learning new spells. They would get bonuses to knowledge checks related to muggles and muggle technology, but their parents wouldn't be very likely to regularly visit places where magic items would be sold, so they would tend to get rather mundane Christmas presents. There could also be squibs. I'm sure that they would need to get powered up in some way to be able to be balanced with non-squibs though. |
| Rexracerjr07-21-07, 08:33 PM | I am at the climax of Deathly Hallows(w00t), so I wanted to stat The Elder Wand(maybe a legacy item), and the resurection stones. Also I want to wait until I stat more spells before I stat Voldemort, Dumbledore, and Grindelwald. btw, thanks for the response. Purebloods/halfbloods/muggleborn are all the same, except for roleplaying stuff. Half Giants and Veela aside, nonhumans at HW are rare. Maybe ill stat them along with Dementors and Inferi and other creatures. I still need to work on Priori Incantem effects, more spells, and other things. To one of the above posters, as you can see there is no save for Avada Kedavra. CASTING WITH A BORROWED WAND A wizards caster level is halved when casting using another wizards wand. Ride(broom) is a skill which I am still working on, so players can play quidditch. As for the weasley Wizard Wheezes, that is the Main reason CWI is a bonus Feat. NEW SPELLS Stunning Charm Level 4 Incantation: Stupefy Ranged Touch Attack required 100 foot range Target is Unconscious for 5 min/level or until counter curse is applied(Fort Negates) Incantation:Ennervate Level 4 Negates Stupefy Healing Level 6 Incantation: Episkey Range 10 ft Heals 4d8 Hit Points. Incantation:Reparo Level 1 As Make Whole Incantation:Alohomora Level 2 As Knock ITEMS Nimbus 2 thousand Provides +4 Bonus on Ride Broom Checks Firebolt Provides +6 Bonus on Ride Broom Checks Monsters Inferius:as Zombie |
| MarkerMage07-22-07, 03:00 AM | So have you seriously considered that third suggestion of mine that involved how leveling up would be handled? If the players are going to be playing as students of Hogwarts, things like experience and money will have to be handled differently. It would also seem that the PCs would be more likely to get stuff in the form of Christmas presents from their parents than in the form of loot from killed monsters (at least while they are still attending school). |
| Lissa07-22-07, 04:47 PM | I like what I'm reading. Harry Potter gets magic items from his guardian and Ron Weasley's parents. The Weasleys also provide Harry with a second home and more knowledge of the magical community. |
| sword_war44407-22-07, 06:28 PM | so who here (besides me) have finshed book 7. Anyone |
| ArgulFraster07-22-07, 07:48 PM | so who here (besides me) have finshed book 7. Anyone Not me. Now shut up. My brother says I can't read his copy until he and his wife have read it. Seeing as he hasn't finished the previous one, I'm not going to get to read it until next year. Oh joy. NO ******* SPOILERS. |
| sword_war44407-22-07, 08:26 PM | Awww not a gooed eneding every one like dye by the 2nd page and the rest just says stupid stuff like kaaaaaaaaaaaaaa. Not |
| ArgulFraster07-22-07, 08:35 PM | Don't mess with me. NOW. B2B. There's a list of all the spells in the Harry Potter universe floating about out there. If someone were to link me, I would be glad to start working. |
| MarkerMage07-22-07, 09:19 PM | Don't mess with me. NOW. B2B. There's a list of all the spells in the Harry Potter universe floating about out there. If someone were to link me, I would be glad to start working. Wikipedia is your friend. (http://en.wikipedia.org/wiki/Harry_Potter_Spells) |
| Holy_Beholder07-22-07, 11:32 PM | so who here (besides me) have finshed book 7. Anyone I finished it the first day I got it. I always do that though. |
| NorthWind07-23-07, 12:22 AM | Yep...got it about 2 AM Saturday, finished this evening (Sunday) a few hours ago. Just...brilliant. I've sort of grown up with these characters...I've been reading these books for seven years. I feel like a small part of history. As for race: well, Marker...I dunno. I'd prefer to make it a background thing, since a core theme of the series is the equality of all human life. But, that's just me. I understand what you mean, however, what with culture shock and all (and they'd probably get a +10 racial bonus on Knowledge [Muggle Studies] checks ;) ) or the determination to prove themselves - but that ought to be up to the player, I think. So...'bout spellcasting mechanics. Will wizards and witches cast spells by skill checks? Or is that just for learning them? Edit: if/when this all gets worked out, we'll all need to celebrate by running a PbP game here with what we come up with! |
| Rexracerjr07-23-07, 09:04 AM | I Finished It last night. Which is why Im including some stuff from it in my next post. XP can basically be explained through classes(ie Perform a Wingardium Leviosa spell 300xp- 20 points for House). Money is easy GP- Galleon SP- Sickle CP- Knut As For Deathly Hallows: Voldemort Is Harry's Father! |
| Rexracerjr07-23-07, 09:12 AM | I agree on PBP ;) And as mentioned, ill have to make it more clear. you make a spellcraft check only to learn the spell(ie cast it for First time). BTW I am going to reword Protego a bit(the last book retconned it.) I need help with any spells that I have not already done, It would be appreciated! (Note: I saw the Wikipedia thing: that should be our source for spells) Once we have at least 50 spells or so Ill stat Dumbledore, Voldemort(He who must not be statted lol), Harry (Book 7), and Grindelwald(cool name) as well as the hallows. Then I will run A test duel to see if the mechanics work and ill post the results here. I also need to stat horcruxes and a TON of Characters. :D |
| Rexracerjr07-23-07, 09:19 AM | Parseltongue IS a learnable language, I wont say anymore for fear of Spoilers! |
| sword_war44407-23-07, 12:13 PM | We need Dementors stats |
| Holy_Beholder07-23-07, 04:51 PM | Wraiths might work for dementors, then Expecto Patronum is a special anti-wraith spell. |
| MarkerMage07-23-07, 05:30 PM | XP can basically be explained through classes(ie Perform a Wingardium Leviosa spell 300xp- 20 points for House). OK, so the characters are going to attend classes and show no improvement in their abilities (other than learning individual spells) until they suddenly have an epiphany and gain new skill that they hadn't possessed previously and this sudden realization of untapped potential will occur in a single night? I believe that there was a variant rule for D20 games that had where the characters would have to seek training after gaining enough xp before they could gain a level up. As you might guess, that kind of variant rule wouldn't work as well when the character's training is being role-played, so we seem to be left with the unrealistic alternative until someone comes up with a different way for it to work. |
| NorthWind07-25-07, 11:10 AM | For dementors, I think we'll need to custom-build them - wraiths don't quite cover it. I think most important would be the supernatural abilities. - Lifesense works, borrowed from the wraith. Dementors can't see as a person might. - Unnatural aura works, also, wizards and witches should be aware of dementors in a similar manner, what with the drop in temperature, sudden darkness, clawing despair, etc. - Despair works, but I'd make it function as an aura...you don't need to see a dementor to be aware of it's effects. But I'd drop the "if a character saves against a particular dementor's despair effect, it cannot be affected by the same one for 24 hours" thing. I think that the dementor's presence is more of an ongoing thing, constantly assailing your resolve. - the Dementor's Kiss is straightforward enough, in DnD terms. If a character is paralyzed, the dementor is allowed a touch attack (I'd give the target another will save at this point, since that's a rather shocking occurrence) to remove the soul of the target. If they succeed, the target's Wisdom and Charisma become non-abilities (in the same way a ghost has no strength score, or a golem no intelligence) -it's hinted at, I believe, in book three, that you become a creature like the dementors if you lose your soul, but I don't think it's like, "Blaaargh!" *looses soul, turns into dementor spawn* so I'd say no ability to spawn dementors. That's just me, though. What do you all think? |
| sword_war44407-25-07, 01:39 PM | Ok just some fast things New Skill Craft (Potions) int [Trained only] This skill is used to craft potions. (duh) When you sucede by 5 or more the dc increases or decreases by 2. Every 2 more you seced by after that increases the dc by 1. Example Potion WolfsBane Potion This rather New Potion is taken by werewolves to resist transforming. It last for 6 days and take 12 hours to activate. When they should transform instead the user can take a will save (Dc:15-potion making dc score) to resist. If succeeded they do not change. You need a whole veil to get the effects. They do not stack Craft: Potion Craft (Dc: 28) Materials (unknown) Time to craft: 30 minutes adn set for 4 days. Price: 50000 Market Price: 250000 |
| MarkerMage07-25-07, 06:30 PM | Ok just some fast things New Skill Craft (Potions) int [Trained only] This skill is used to craft potions. (duh) When you sucede by 5 or more the dc increases or decreases by 2. Every 2 more you seced by after that increases the dc by 1. Example Potion WolfsBane Potion This rather New Potion is taken by werewolves to resist transforming. It last for 6 days and take 12 hours to activate. When they should transform instead the user can take a will save (Dc:15-potion making dc score) to resist. If succeeded they do not change. You need a whole veil to get the effects. They do not stack Craft: Potion Craft (Dc: 28) Materials (unknown) Time to craft: 30 minutes adn set for 4 days. Price: 50000 Market Price: 250000 The DC would change when you do well on a craft potions check? Where's the logic in that? Oh, and I'm pretty sure that the Wolfs Bane Potion is supposed to only allow the user to retain control of their mind while transformed. The user of the potion still had to hide away during the full moon to keep the students from seeing him as a werewolf. |
| i_am_some_guy07-26-07, 11:44 AM | You know, I think this endeavor could be quite successful. I never read the books, only watched one of the movies, but from what I see aren't all the spells pretty well laid out fully? |
| sword_war44407-26-07, 12:12 PM | O it about the potion. Ok I will chnage that to the wolfsbane potion The idea with the dc chaning is that a some one with more skill can make a deadiler potion but yet it is the same type |
| MarkerMage07-28-07, 06:50 AM | O it about the potion. Ok I will chnage that to the wolfsbane potion The idea with the dc chaning is that a some one with more skill can make a deadiler potion but yet it is the same type Usually, something like that is handled with a bonus to the check instead of a lowering of the DC. The DC is how difficult the task is. Bonuses to the skill check represent things like skill and specialization. Also, I think I've thought of a way to handle representing a wizard's parenting fairly. You would give the players the choice of two of the following, a bonus to knowledge checks related to muggles, a bonus to knowledge checks related to wizards, and a bonus to learning spells. Maybe the bonuses to those knowledge checks might even be changed to automatically succeeding on them if the player decides to choose one of them twice. Then again, I guess that how the player selects their starting skill ranks might be enough. Oh, and I finished the last book, and there are a few inaccuracies that seem to have turned up in how things were statted out... First of all, it's possible to use almost anything as a wand. It'll be a bit more difficult, but it's entirely possible to cast a spell with an ordinary stick or umbrella (remember the first spell Hagrid casts in the very first book?) or just about anything else. Second, while a wand chooses its owner, its ownership can be transferred under certain conditions. The conditions under which this happens seems to be when the wand is taken from the wand is taken from the previous owner's hand or when the wand is touched after the previous owner dies. The patronus is more than a defense against dementors. From what I've read it is capable of sending messages in the caster's own voice. It also seems that it is possible to create multiple patroni, but I would guess that they would each be individually weaker than a single patronus. The patronus charm also is seems as though it is meant to be an anti-dark charm that works against a number of dark creatures, so it is likely to work rather well against most undead or at least anything that gives off an aura that would have any kind of negative effect on those exposed to it. |
| sword_war44407-28-07, 10:56 AM | Ol ans what about the Houcxera or what ever there called. I think for the creation of each a feat may be nesary. or maybe instead it is one feat a craft feat and then it cost a bundle of money and exp for eac one. |
| sword_war44407-29-07, 11:03 AM | Got an Idea As a optional rule houses look like aligment. Also Huffle puff and slytherine are related and ravenclaw and Grifindo are related. HUffle puffs are chaotic, Sltherine evil, Raven claw lawful, Grindoor good. This is just an optional rule. Also I think there should be options limited to each house and that each class has a prc Hufflepuf: Tricksters Slythereine dark mages RavenClass fighters Gryfindor Palidines. |
| ArgulFraster07-29-07, 12:33 PM | Oh, and I finished the last book, and there are a few inaccuracies that seem to have turned up in how things were statted out... First of all, it's possible to use almost anything as a wand. It'll be a bit more difficult, but it's entirely possible to cast a spell with an ordinary stick or umbrella (remember the first spell Hagrid casts in the very first book?) or just about anything else. Hagrid's umbrella contains the remains of his wand. It's mentioned in Goblet of Fire. Second, while a wand chooses its owner, its ownership can be transferred under certain conditions. The conditions under which this happens seems to be when the wand is taken from the wand is taken from the previous owner's hand or when the wand is touched after the previous owner dies. I think it needs a bit more refining, but this is something to work from. The patronus is more than a defense against dementors. From what I've read it is capable of sending messages in the caster's own voice. It also seems that it is possible to create multiple patroni, but I would guess that they would each be individually weaker than a single patronus. The patronus charm also is seems as though it is meant to be an anti-dark charm that works against a number of dark creatures, so it is likely to work rather well against most undead or at least anything that gives off an aura that would have any kind of negative effect on those exposed to it. We could treat it as a modified Animal Messenger, perhaps. Back to work! Aparecium Pronunciation: ah-pah-REE-see-um (IPA: /æ.pə'ɹi.si.ʌm/) Description: This spell makes invisible ink, and perhaps invisible items in general, appear. Reveal Invisible. Specialis Revelio (Scarpin's Revelaspell) Pronunciation: speh-see-AH-liss reh-VEH-lee-oh or reh-VAY-lee-oh Description: Apparently causes an object to show its hidden secrets or magical properties. As Aparecium but also can identify the contents of a mixture or show usually invisible items resistant to Aparecium. |
| NorthWind07-29-07, 12:37 PM | First of all, it's possible to use almost anything as a wand. It'll be a bit more difficult, but it's entirely possible to cast a spell with an ordinary stick or umbrella (remember the first spell Hagrid casts in the very first book?) or just about anything else. Well, Hagrid also has the pieces of his old wand in his umbrella...I think it has to be a wand, but some work better for you than others - the one Ron stole for Harry didn't work well, but that's presumably because Harry didn't take it or defeat the owner. I guess that would translate to penalties for checks related to spellcasting when using a wand that isn't aligned with the owner. The patronus is more than a defense against dementors. From what I've read it is capable of sending messages in the caster's own voice. It also seems that it is possible to create multiple patroni, but I would guess that they would each be individually weaker than a single patronus. The patronus charm also is seems as though it is meant to be an anti-dark charm that works against a number of dark creatures, so it is likely to work rather well against most undead or at least anything that gives off an aura that would have any kind of negative effect on those exposed to it. Yeah, if you've ever seen Fantastic Beasts and Where to Find Them, there's a monster in there, a lethifold, that can only be repelled by a patronus, so it's more than just for use against dementors. Sword war, I think alignment is a bit more than just which house you're sorted into - plus, Ravenclaw focuses on wits - why would they be fighters? Hufflepuffs are supposedly reliable above all, so I dunno about tricksters. A house PrC could happen, I suppose, but I don't think any of 'em would be martial classes...they are all wizards, after all. EDIT: Ah, Argul, you beat me! |
| The_Gnasher07-29-07, 01:55 PM | Couldn't the Patronus spell summon an Animal-type creature with the Incorporeal subtype that can speak and have a permanent Magical Circle Against Evil aura around it? And about Horcruxes, aren't they exactly like a lich's phylactery? The only difference being that you can make more than one and you take longer to recompose your body? |
| MarkerMage07-29-07, 06:32 PM | OK, I realize that I had forgotten the part about the remains of Hagrid's wand being in his umbrella, but there is this excerpt from Deathly Hallows to keep in mind. ...if you are any wizard at all you will be able to channel your magic through almost any instrument... |
| sword_war44407-30-07, 02:21 PM | Ok so what do you think about the sorting hat and prc ideas. |
| segnett07-30-07, 03:10 PM | I just finished the last book last night. And I've been thinking for a while that there should be a Harry Potter rpg. Now that the last book is done I think would be an awesome time to push forward with this project. A mix between d20 Modern and D&D would be perfect, in my mind. You guys seem to have done a lot of work here, and I'm glad!! |
| sword_war44407-30-07, 03:29 PM | Thank you. Ok I have been re reading some parts and I think that a skill check should be reqired to cast a spell |
| MarkerMage07-30-07, 08:21 PM | Thank you. Ok I have been re reading some parts and I think that a skill check should be reqired to cast a spell OK, let me see if I got this right, you want there to be a skill check to cast the spell, a ranged attack roll to see if it hits, and saving throws to see if the spell is resisted? |
| sword_war44407-30-07, 08:34 PM | Yep works with me. I mean they all seem nesary. The skill chek to test your skill at casting magic attack roll to test range and saving throw to test saving throwy things |
| MarkerMage07-31-07, 04:42 AM | Yep works with me. I mean they all seem nesary. The skill chek to test your skill at casting magic attack roll to test range and saving throw to test saving throwy things OK, so a normal evocation spell would probably require a skill check to see if the character can cast it, maybe a concentration check if the conditions are terrible, an attack roll to see if it hits, a reflex saving throw to see if the opponent can dodge it, and a damage roll... See any unnecessary die rolls in that? |
| sword_war44407-31-07, 01:37 PM | I think that not all spells will need all of the rolls. We should add a colum to say wich spells need wich rolls. Or maybe only more powerful spells need a role. It just a extra way to keep a death eater pc from killing all of the npc and such. To show that some spells don't always work because they are to hard to cast at that moment. |
| MarkerMage07-31-07, 06:25 PM | I think that not all spells will need all of the rolls. We should add a colum to say wich spells need wich rolls. Or maybe only more powerful spells need a role. It just a extra way to keep a death eater pc from killing all of the npc and such. To show that some spells don't always work because they are to hard to cast at that moment. If you want to represent them being hard to cast, just give a penalty to the attack roll or something. |
| EpicEvokerElf08-02-07, 01:48 PM | If you remember the Truenamer, you will see why skill checks for spells is a bad idea. Now, where can I get an atonement for posting here? |
| Rexracerjr08-05-07, 08:53 AM | A skill Check to learn the spell. once you learn it, you can cast it fine. Ive been neglecting this for aswhile, so here we go Book 7 harry might be aroung lvl 13-14. Lord Voldemort Medium Undead(augmented humaniod) Wizard 20 HD 20d12(250 hp) Init +8(+4 dex, +4 Improved Initiative) BaB: +10/+5 Grp: +11 AC 24(+5 Deflection, +4 Dex, +5 Natural) Touch 19 Flat Footed 20 Attack: +11/+6 Melee(1d3+1 Nonlethal, unarmed strike) or Wand +18 ranged touch Special Options: Dodge, Wand Aim, Swift Defense 1/round Saves Fort +10, Ref +10, Will +11 Abilities: Str 12 Dex 18 Con - Int 18 Wis 8 Cha 18 Feats: Dodge, Leadership, Craft Wondrous Item, Toughnessx6, Skills: Spellcraft +27, Knowledge(Arcana) +27, Possessions: Master Wizard Robes(+5 Deflection Ac), Voldemort's Wand(Yew?, Phoenix feather core). Spells- 0- 1- 2- 3- 4-Protego 5- 6- 7-Cruciatus Curse, Imperius Curse 8-Avada Kedavra 9-Create Horcrux I will continually add spells to this... He is a lich without the touch attack and undeadish looks. Create Horcux Incantation: None known by mere mortal.. This is magic of the most vile kind. it allows the user to create a phylactery(horcrux). this must be done 1 round after a killing curse is used. expect much much more... |
| sword_war44408-05-07, 02:03 PM | No I sorta feel he might be I dun know epic. Or at his strongest |
| Rexracerjr08-05-07, 03:58 PM | technically with the added ECL of Lich he IS epic |
| The_Gnasher08-05-07, 04:13 PM | He does have the undeadish looks... just not the standard skelectical one =P Even more so because Dumbledore says he started going deformed as he started creating Horcruxes. |
| Rexracerjr08-05-07, 07:11 PM | :D Yeah.. I just meant he is not a krusty kritter type lich |
| louiedx208-06-07, 04:01 PM | uys... I've been thinking about using the normal class of d20 Modern with changes in the talent tree... any class can be a wizard just getting a First Level Feat Magical Ascendant [general] Pre requisites: only can be take at 1º levelof any Hero class. Benefits: allow a character to use magic, with this feat the character can reach 3º magic level. A character with this feat have potential to learn and create magic. Before his time to start controling and using it consciously, it's just like if he was using Prestidigitation magic in ocasions that the GM chooses. There's a way to explain how creatures like House Elves or goblins can use lesser magics. I think the use of d20 modern classes open possibilities, Crabbe and Goyle arent so smart or fragile as Ron or Neville, but still using magic. I suggest the use of these feats to explain how powerfull can be a wizard (just because Hagrid can use magic, your mind isnt open to absorb or comprehend it as Hermione, her potential is much greater) Magical Proficience [general] Pre requisites: 5º any-Hero class level Benefits: the character now have a large potential to use magic, can reach the 6º magic level. Magical Mastery [general] Pre requisites: 10º any-Hero class level Benefits: The character is a real prodigy in magic, can reach 9º magic level. Inate Magic [general] Pre req: Totally non-human race, only at 1st level. Benefits: The character has magic on his blood(or similar internal thing), so can perform magic without an orthodox learning proccess. Can perform magic effects until 6º magic level. What do you think? (comment) [a little change] Animagus [metamagic] Pre Req: Magical Ascendant, Magical Proficience. Special: Gain the ability to polymorph into one animal at will. this feat can only be taken once. This feat must be registered with The Ministry of Magic to be legal. Aparating [metamagic] Pre Req: Magical Ascendant, Magical Proficience or Inate Magic. Benefits: a character can attempt to apparate by making a DC 15 spellcraft check as a standard action. Success indicates the effect of a Teleport to any place that he knew. Failure indicates that nothing happens. A critical failure may causes a Splich. A Splich can be very dangerous, but not letal. For each splinch you suffer you will lose permanentely 1 point in a physical hability at GM choice, a qualified magic-user can make a special treatment with time and caution (must be in soon after), that lose is just temporary. |
| Rexracerjr08-06-07, 04:45 PM | Very good! as for goblin if you wanna stat up goblin as a race that would be great! |
| louiedx208-06-07, 06:25 PM | Making a Non-Verbal Magic: A character can perform a a nonverbal spell by making a DC 25 + magic level as a standart action, using his Hero class level bonuses. Success indicates that the spell working appropriately. Failure indicates that nothing happens. In a combat or stress situation give +5 DC to the check, so as relax and training situation reduces -5 DC. Expert of Non-Verbal Magic [general] Pre Req: Magical Ascendant, Magical Proficience and proper training or Inate Magic and 5º Hero-class level. Benefits: A attempt to make a nonverbal spell is reduced by -10, so the check for it is DC 15 + magic level. The circumstance bonus/penality to perform nonverbal spell continues. Master of Non-Verbal Magic [general] Pre Req: Magical Ascendant, Magical Proficience, Magical Mastery and proper training or Inate Magic and 10º Hero-class level. Benefits: Can take 10 at nonverbal spells check. The circumstance bonus/penality to perform nonverbal spell gone. |
| The_Gnasher08-06-07, 07:38 PM | Maybe the Animagus feat should be harder to get? I mean, they erally mention how hard it is for one to become an Animagus spontaneously. And I don't really like the idea of having more than one feat needed for spellcasting at all. But maybe that's just me. On the other hand, yeah, I think that working with the Modern core classes would make more sense than with the D&D ones. |
| louiedx208-06-07, 07:42 PM | Some races I create hurry, plz coment: Goblins - +2 CON, +2 INT, -4 CHA, tough and have a strong mind, but so are rude and have horrible habits - Size: Medium/Small depends, that race varies a lot - Speed: 6m/20 feet. - Dark Vision: 18m - +2 in Apraise, Bluff and Sense Motive checks - Racial bonus +1 in atk rolls against humans, humans and goblins has a long story of unfriendship. - Racial Bonus +2 against magic effects any resistance roll. House Elves - +2 Des, -2 Int, -2 Cha - Size: Small - Speed: 6m/20 feet. - Low-Light Vision - +2 Spot, Listen and Search - +4 in Sneak checks, they're sneaky... - (opitional)Slavery: A house Elf is soulbounded to a wizard family (to rule effects, one NPC in this family must have Magical Ascendant feat) that it must take care and serve with his life. A house elf must do all the house service and more, every order imposed to it counts as a Geas/Quest. A house elf in slavery receives +8 in his Craft or Profession checks, and +2 in skill rolls while still having a master. If a house elf do not fulfill or ignore an direct order of his master, he must punish himself. - Racial Bonus +2 against magic effects any resistance roll. Half-Giant - +4 Str, -2 Dex, +2 Con, -4 Int, -2 Cha - Size: Large/Medium depends, that race varies a lot. - Speed: 9m/30 feet. - Low-Light Vision - Lesser Dermal Protection: +4 against magic effects any resistance roll. - Giant Blood: For all effects related to race, a half-giant is considered an giant. - +1 in Climb, Jump, Listen, and Spot. - Growth and learning: If the half-giant live between humans(wizards) he can take the feat Magical Ascendant and Magical Proficience, but never Magical Mastery. If grew in the middle of brutal race of Giants he has Climb, Jump, Listen, and Spot as skill class. - Level adjustment +2. Giants (same the Hill Giant, except for) - [...]-6 Cha - Forbidden Feats: Giants musnt take Magical Ascendant and any metamagical feat. - Dermal Protection: Magic Resistance 20. - Level adjustment +8. |
| MarkerMage08-06-07, 09:22 PM | Some races I create hurry, plz coment: Goblins - +2 CON, +2 INT, -4 CHA, tough and have a strong mind, but so are rude and have horrible habits - Size: Medium/Small depends, that race varies a lot - Speed: 6m/20 feet. - Dark Vision: 18m - +2 in Apraise, Bluff and Sense Motive checks - Racial bonus +1 in atk rolls against humans, humans and goblins has a long story of unfriendship. - Racial Bonus +2 against magic effects any resistance roll. House Elves - +2 Des, -2 Int, -2 Cha - Size: Small - Speed: 6m/20 feet. - Low-Light Vision - +2 Spot, Listen and Search - +4 in Sneak checks, they're sneaky... - (opitional)Slavery: A house Elf is soulbounded to a wizard family (to rule effects, one NPC in this family must have Magical Ascendant feat) that it must take care and serve with his life. A house elf must do all the house service and more, every order imposed to it counts as a Geas/Quest. A house elf in slavery receives +8 in his Craft or Profession checks, and +2 in skill rolls while still having a master. If a house elf do not fulfill or ignore an direct order of his master, he must punish himself. - Racial Bonus +2 against magic effects any resistance roll. Half-Giant - +4 Str, -2 Dex, +2 Con, -4 Int, -2 Cha - Size: Large/Medium depends, that race varies a lot. - Speed: 9m/30 feet. - Low-Light Vision - Lesser Dermal Protection: +4 against magic effects any resistance roll. - Giant Blood: For all effects related to race, a half-giant is considered an giant. - +1 in Climb, Jump, Listen, and Spot. - Growth and learning: If the half-giant live between humans(wizards) he can take the feat Magical Ascendant and Magical Proficience, but never Magical Mastery. If grew in the middle of brutal race of Giants he has Climb, Jump, Listen, and Spot as skill class. - Level adjustment +2. Giants (same the Hill Giant, except for) - [...]-6 Cha - Forbidden Feats: Giants musnt take Magical Ascendant and any metamagical feat. - Dermal Protection: Magic Resistance 20. - Level adjustment +8. OK, I'm pretty sure that Goblins would get some kind of bonus to crafting. I won't say anymore on that out of fear of spoiling the last book for someone. Also, it is revealed that the magic house elves use is different from that used by wizards. Apparently, spells created to prevent a wizard's magic from working have no effect on a house elf's magic. It would also seem that they get a bonus to carrying out a direct order. A house elf doesn't even have to be within hearing distance of his master to be given a direct order. For a house elf, carrying out their master's orders is their highest priority. Just ordering them to do something helps give them some extra power to do it. |
| arador35908-06-07, 10:30 PM | I think that it might be a good idea to have a few extra classes. Limiting players to the Wizard class just doesn't seem right to me unless it has a large number of abilities to choose from every level. What I think might be a good idea would be to split it up somehow. Try to get at least 6 wizard classes that would each go with one of the 6 core stats (Str, Dex, Con, Int, Wis, and Cha). First, great work and thinking on a Harry Potter d20 game. Second, I completely agree with the concept of having different types of wizard character classes in order to reflect at least the inferred diversity of characters in the HP world. For instance, Ron's brother Charlie - who spends his time working with dragons - clearly has a different approach to his magic, a different physical type, and a different temperment than, say, Mr. Ollivander who makes wands. Also, there was definitely a fighter sub-class in the wizarding world at one point. look at Godric Griffyndor and Sir Nicholas. Maybe this can handled with Prestige classes or by using the D20 Modern rules mentioned recently (I don't know D20 modern so I can't say for sure), but it is something that should be considered when thinking about character classes. |
| louiedx208-07-07, 03:38 PM | Maybe the Animagus feat should be harder to get? I mean, they erally mention how hard it is for one to become an Animagus spontaneously. And I don't really like the idea of having more than one feat needed for spellcasting at all. But maybe that's just me. On the other hand, yeah, I think that working with the Modern core classes would make more sense than with the D&D ones. yeah, maybe we can make this feat more hard to take... like what? a Int score? a year just studying for that? XP? i need ideas... |
| louiedx208-07-07, 07:34 PM | I've been thinking, the classes of d20 modern works well, we just need to make a new talent tree for each class, my ideas: Strong: bonus to dmg against critters with SR (ex. Grawp) Fast: something to avoid spell ,like harry do all the time (ex. Harry) Tough: heavy SR(?) (ex. Hagrid) Smart: fast learning of spells, potion recipes/craft magic objects (the talent Linguist is very useful) (ex. Hermione) Dedicated: to perfect healing and protection spells (like Enervate, Protego or even Oclumence) (ex. Snape) Charismatic: master in mind spells, like Obliviate, Imperius (ex. Lockhart) ------------------------- Isnt better create new skills? Like Sports (-) is like Craft, you can make Sports (soccer), Sports (baseball), Sports (Quidditch)... and Games (Int) , like Games (chess), Games (RPG)... Maybe we can change Ride (broom) for Pilot (broom). Computer Use, Demolition, Drive, Navigate, Pilot and Repair for "muggle" use need some check... suggestions? Only one [Lineage] feat can be take and only on the 1st level. Pureblood [lineage] Benefits: +2 on Reputation, +1 on Wealth \o |
| The_Gnasher08-08-07, 03:47 PM | I say we make all 'muggle skills' (like Computer Use, Drive, etc) cross-class skills for every class. I also like your ideas for the talent trees ^^ For the Animagus, I think XP is the ideal. Pettigrew was one and I think his Int score wasn't very high =P And 'one year of study' is a very relative thing in RPG... kinda unbalancing, I think. |
| louiedx208-09-07, 05:22 PM | Well, i'll work on that. I dont know about there, but here (In Brasil) a magazine kind of made some spells (there all until GoF) and some rules about wands, like it working like a "focus" in every spell, and need a touch-ranged atk to aim a magic... there something about casting Under your capacity (like harry do in PoA). \o |
| The_Gnasher08-09-07, 07:07 PM | Você disse Brasil? Revista Dragão Brasil número... 79, eu acho, ou qualquer coisa assim. Toca aqui! ^^ Second biggest roleplayer community in the world ftw! Yeah, all spells would have an Arcane Focus (wand) and those beam-like spells are ranged touch attacks. Most of the d20 HP adaptations have that part in common. I believe we can only work on a spell list after we've decided on the basics... right now, I guess what we need is to better define what class system we're gonna use. We can't do nothing without deciding that. |
| Rexracerjr08-10-07, 08:45 AM | Ok for a battle based class I was thinking this Duelist(not DMG) Req: Expert Spells, Tumble 5 ranks Level BAB Fort Ref Will 1 +1 +0 +0 +1 2 +2 +0 +0 +2 3 +3 +1 +1 +3 4 +4 +1 +1 +4 5 +5 +2 +2 +5 Dueling Prowess(ex) at first level, a duelist can fire a spell as a full round action to increase the DC by 2. Improved Stunnning(ex) at 3rd level, any stunning spells cast by the duelist require the target to make 2 fort saves to resist. Master Duelist(ex) at 5th level, the DC of all the duelists spells increases by 4. |
| Rexracerjr08-10-07, 08:48 AM | My wizard class(see first post) works fine for this. We have everything except for- Key NPC stats, and More spells. |
| Rexracerjr08-10-07, 08:50 AM | take a look at my animagus feat on page 1. |
| louiedx208-10-07, 03:17 PM | My wizard class(see first post) works fine for this. We have everything except for- Key NPC stats, and More spells. I dont think so... this class is just so simple for the complexy of the Magic World, imagine, is the same if i resume D&D for one class "Adventurer"... Probably, now if i role any Potter RPG i prefer to play with a goblin or a squib... (is just like when SW d20 came, EVERYBODY wants to be a jedi...) considere about the d20 modern class, plz \o The Gnasher, (cacete! que mundo pequeno! na vdd eu tava falando da 91 q tem as regras pra d20... ^^) |
| The_Gnasher08-10-07, 09:27 PM | I kinda agree with louie, even if you don't want to use the Modern classes, the Wizard one you developed is still... too generic. I figured that at least two divisions should be made for best results; the generic Wizard can be split into a 'Fighter Wizard' (more BAB, more HD, examples: Harry, Moody), 'Smart Wizard' (more spells per day and spells know, examples: Hermione, McGonagall), and 'Rogue Wizard' (better skills, examples: Fred & George, Lockhart). I think that simplifying things more would take away from the richness of the setting. Further specializations beside those base classes can be achieved through prestige classes, but the base still has to contain some level of specialization. No way Hermione has the same HD or BAB as Harry, even in their first school years. (heh, é mesmo ^^ e droga... esse número eu não tenho =/) |
| MarkerMage08-13-07, 06:32 AM | Maybe there could be a base class for each house? Gryffindor would get abilities related to courage, nerve, and chivalry which are the things that house is supposed to value. It would be like the paladin class. Hufflepuff would get abilities related to hard work, loyalty, tolerance, and fair play. Ravenclaw would get abilities related to intelligence, creativity, wit, and wisdom. Slytherin would get abilities related to ambition, cunning, and resourcefulness. The starting class wouldn't necessarily determine which house the character would be sorted into. That would be something that would ultimately be up to the character. The starting class would mostly influence the sorting hat's suggestion of which house the character should be put into. When a character's starting class is different from the house that they are going to be sorted into, what happens will be similar to what happened when the sorting hat was placed on Harry Potter's head. Which house the character gets sorted into would probably get to have it's associated class be treated as a favored class. From what I can tell, there seems to be at least three Gryffindor students in the books that the hat had considered placing in different houses. Those three are Harry (Slytherin), Hermione (Ravenclaw), and Neville (Hufflepuff). It is only something that you may want to consider. Oh, and each of the houses has an element associated with it. Griffindor = fire, Hufflepuff = earth, Ravenclaw = Air, and Slytherin = water. There's a chance that it may help in some small way. |
| louiedx208-13-07, 12:53 PM | how about Durmstrang? and Baeuxbatons? a classe for each "house" and each student of this schools? and how we play with goblins (yeah, I dream when i'll play with a goblin... xD) and other races? well, i still thinking in the d20 modern class... \o |
| MarkerMage08-13-07, 01:52 PM | how about Durmstrang? and Baeuxbatons? a classe for each "house" and each student of this schools? and how we play with goblins (yeah, I dream when i'll play with a goblin... xD) and other races? well, i still thinking in the d20 modern class... \o Perhaps it would be possible to combine the D20 modern classes with my idea. In the film, I remember Durmstrang seeming rather militaristic. They would probably focus on strength. Baeuxbatons seemed to focus on beauty, so I think the charisma stat would go with them. That would leave Dex, Con, Int, and Wis left. Out of those, I think the dexterity comes closest to fitting in with the Griffindor's courage (dexterity bonuses to AC would certainly help me feel safer when having to dodge ranged touch attack spells). I guess that Constitution could be associated with hard work and tolerance. That would just leave Int and Wis left for Slytherin and Ravenclaw, and Ravenclaw would actually value both... However, I think that out of the two, Slytherins would value the one that would help their spells be more powerful, which I believe would be Int. |
| louiedx208-13-07, 03:33 PM | Strong: bonus to dmg against critters with SR (ex. Grawp) Fast: something to avoid spell ,like harry do all the time (ex. Harry) Tough: heavy SR(?) (ex. Hagrid) Smart: fast learning of spells, potion recipes/craft magic objects (the talent Linguist is very useful) (ex. Hermione) Dedicated: to perfect healing and protection spells (like Enervate, Protego or even Oclumence) (ex. Snape) Charismatic: master in mind spells, like Obliviate, Imperius (ex. Lockhart) take a look a that division of character and classes... I think Durmstrang had some "military" style, but talk in "militarysm" in the Magic World is strange, JK didnt mentioned any large army or something like that... well, dont think "militarysm" as "a lot of Strenght"... sounds weird... Here some examples: (*=possible multiclass char) -Strong : Grawp, most giants, some centaurs...[ -Fast: Harry*, Rony, a lot of quidditch players -Tough: Hagrid*(Strong/Tough), -Smart: Hermione, most goblins, Olliwanders, Dumbledore*(smart/dedicated), You-know-who*(smart/charismatic or dedicated)... -Dedicated: Snape, most Merpeople, Firenze -Charismatic: Sirius, Lockhart, James, Lucius, Belatrix... a lot these material below i found in other forum, some possible Prestige Class. If you dont decide about the classes thing i'll start to make material based on d20 modern, here ( my comments are in "[]"): "Curse Breaker(Bill Weasley) Hogwarts Teacher(Minerva McGonagall) Ministry Worker(Arthur Weasley) Seer(Sibyll Trlawney's Grandmother, or great Grangmother, or whatever) Accidental Magic Reversal Squad Member(no examples, unless it's the same as an Obliviator, in which we have Arnold Peasegood[Splinch]) Hit Wizard(no examples, but they are apparently Wizard Police-like men, because that's the name of the people that Fudge dispatched after Sirius Black before he was sent to Azkaban) Hogwarts Dropout(Rubeus Hagrid) Broomstick-Flying-Expert-type-person(I don't have a good name for this, yet, obviosly)(Madam Hooch[does it ever say her first name?]) Healer(Poppy Pomfrey) Dark Wizard(Tom Riddle/Lord Voldemort, Gryndewald) Dragon Tamer(at least until I come up with a better name)(Charlie Weasley) Unspeakable(Agustus Rookwood) Death Eater(Lucius Malfoy) Auror(Alastor "Mad-Eye" Moody)" Magic Master (Albus Dumbledore) Duelist ("Lockhart") Wizardslayer (for nonhumans races or squibs) \o |
| louiedx208-13-07, 03:41 PM | Another very important thing... The Magic System... is hard to bring this for HP d20, on the books they have unlimited magic pool, use the normal magic system (spells per day) look strange, so i've thinking about a system based in fatigue and exhaustion, something like DC 15+magic level+something, i dont know, but fails made you more tired... how about learn spell using skill points? skills itself are not so important to the Magic World and spells are simple to learn, well, thats my ideas.... \o |
| Prime3208-13-07, 05:09 PM | Ummm... wouldn't it be much better to make the Animagus a PrC? I mean, Death Eater makes a better feat than Animagus (not all dark wizards are death eaters, just many of the british ones). I believe there was a Far Realm-themed teleportation spell in Dragon which duplicates pretty well the negative effects ("splinching") of Apparating. Races... Just use one of the standard "Powerful Build" races for Hagrid (maybe with Spell Resistance). Fleur could be a fey-touched (http://www.wizards.com/default.asp?x=dnd/ex/20030405a). Houses... Chaotic alignments are usually associated with creativity, and lawfulness with loyalty, so Gryffindor: Good Hufflepuff: Lawful Ravenclaw: Chaotic Slytherin: Evil |
| louiedx208-13-07, 06:17 PM | i dont understand why you insist in believe that every slytherin is bad and every gryffindor is good... ravenclaw and hufflepuff stay in the corner... for me all the houses have some "lawful" in their alignments... for this system I prefer to think more like the Deathly Hallows, then Philosopher Stone about how complex the adventures can be... imagine an Auror, a Hit Wizard, a Unspeakable and a healer going to Albania behind a Dark Wizard... much more feeling then 3 students full of hormones and acne trying to learn Stupefy... I sugest to make Hogwarts a sub-scenario of the "Magic World"... \o PS: I agree to make Animagus a Prestige class, 3 or 5 levels... |
| MarkerMage08-14-07, 06:46 AM | Slytherins are not necessarily evil. They just have traits that are more easily turned towards evil. And not all Gryffindors are good. Peter Pettigrew was a Gryffindor and look how he turned out. Now let's take a look at how good Slytherins can be, shall we? There will be some spoilers though. Though most former or current Slytherins are portrayed by Harry as either bullying, haughty or downright evil, the House also contains some of the series' most striking and dramatic stories of redemption. Severus Snape, a devoted Slytherin, spends much of his adult life as a spy for the Order of the Phoenix and in Harry Potter and the Deathly Hallows, is acknowledged by Harry as the bravest man he has ever known. Similarly, Regulus Black, a former Death Eater and the younger brother of Sirius Black, turns against Voldemort at the age of seventeen, ultimately giving his life and putting himself in great pain to return his old master to mortality. Even Draco Malfoy, Harry's spoiled schoolboy rival feels moral uncertainty in Books 6 and 7 and ultimately, does not commit to true evil. His mother, Narcissa Malfoy, another Slytherin, turns against Voldemort near the end of Harry Potter and the Deathly Hallows (out of concern for her son), saving Harry's life. It is therefore important to note that the primary Slytherin qualities (resourcefulness, cunning, and a degree of self-import) are not, in and of themselves, evil attributes, they are simply amoral attributes that are easily turned toward evil. An excellent example of a "good" Slytherin would be Horace Slughorn, who, although very jovial and friendly to all his students, nevertheless wishes to be connected to powerful people to provide connections for his promising students (and for some of his own reasons). He is also the lone Slytherin to fight in the final battle against Voldemort. |
| Prime3208-14-07, 08:38 AM | Maybe Transfiguration should require a skill check, but not the other types of spells. It seems different from the other kinds of magic. Rough PrC: Animagus Prerequisites Skills: Knowledge (arcana) 8 ranks, Spellcraft 8 ranks Feats: Arcane Thesis (any spell that allows the user to take animal form) 1 Favoured form, Extended change, +1 caster level 2 Enhanced form, +1 caster level 3 Spell-like ability, +1 caster level Favoured form: An Animagus selects one animal which he can take the form of with the spell for which he has selected the Arcane Thesis feat. His class abilities apply only to this form. Extended change: When casting a spell to change to his favoured form, the spell's duration is extended, as with the Extend Spell feat Enhanced form (Ex): At 2nd level, an Animagus gains a +2 bonus on attack and damage rolls while in his favoured form Spell-like ability (Sp): At 3rd level, an Animagus may use the spell for which he has selected the Arcane Thesis feat as a spell-like ability once per day. He may only use this spell-like ability to change into his favoured form. |
| Frostbite_Ravenheart08-15-07, 11:32 PM | Very Slight Spoiler Warning.... I don't personally think that being either a Death Eater or a Dark Wizard in general warrants a prestige class. Being a Dark Wizard more implies you're alignment and the spells you are willing to use. Fiendfyre would be a good representation of a spell only a Dark Wizard would learn. Being a Death Eater just mean's belonging to a specific organization, the only difference in character creation that would change is the apperance of the Dark Mark on the a person's skin which would let one summon the dark lord or become aware of his return. You only need to create a "Magic item" not a prestige class to successfully implement death eaters. I think Prestige classes should be held only for magical specialities, such as Professor Flitwick was known to be a champion duelist, so he would likely have a prestige class that grants him tools to become a better magic duelist. Being a "Charms expect" alone requires no prestige class the same way a wizard in DnD can become an Enchantment Specialist with no prestige class. Even though Harry Potter is a world where you have to KNOW how to cast a spell and can't just invoke random, spontanous magic like you can in Ars Magica or M:TA, It may be better to run a HP game with those system's and sort of a assume that even if a player came up with a spell on-the-spot that the character himself actual know the spell; HP characters know WAY more spells than would be easily written out. WOW - I just used some horrible grammer... -Frost |
| Prime3208-16-07, 05:00 PM | After all, Harry knows a Dark spell... (Sectumsempra) |
| ArgulFraster08-17-07, 08:17 PM | After all, Harry knows a Dark spell... (Sectumsempra) Truth. Perhaps we should make it so that Death Eaters are a prestige class-like Evokers specialize in Evocation, Death Eaters specialize in dark magic. What we may need here is a modified Hero System, much as it pains me to admit it. Example: Strong Wizard (Crabbe/Goyle), Smart Wizard/Witch (Florean Fortescue/Hermione Granger), Fast Witch/Wizard (Madam Hooch/Captain Wood [I don't remember his first name]), Charismatic Hero (Lockheart) etc, then Prestige classes- Death Eater (Augustus Rookwood, Lucius Malfoy) Death Leader (Voldemort) Dumbledore's Spellcaster (all the DA members) Archwizard/Archwitch (Dumbledore/possibly Bathilda Bagshot) Kedavra Survivor (Harry Potter) Quidditch Player (Harry, Wood, Ron, Ginny, Fred, George) Teacher [by school and subject] Auror (Kingsley Shacklebolt, Mad-Eye Moody) Some may be interchangeable, and others may need to be modded, but this is just my two copper. |
| louiedx208-17-07, 10:10 PM | [/QUOTE] Dumbledore's Spellcaster (all the DA members) Archwizard/Archwitch (Dumbledore/possibly Bathilda Bagshot) Kedavra Survivor (Harry Potter) Quidditch Player (Harry, Wood, Ron, Ginny, Fred, George) Teacher [by school and subject] Auror (Kingsley Shacklebolt, Mad-Eye Moody) [/QUOTE] Kedavra Survivor (Harry Potter). WHAT?!? A PC for ONE person in the whole world??? Dumbly Spellcaster and Death Lord sounds stranger too... is for a very select group, and the most part of them are kids, dont have too many levels to reach the requisits of a PC... Its my opinion... |
| Prime3208-18-07, 04:19 PM | "Dumbledore's Spellcaster"? Haven't you heard of affiliations? Kedavra Survivor? Let me guess, the prerequisite is surviving Evada Kedavra. Well, that's impossible, so great class. :rolleyes: Harry is a unique case - that's like giving Elminster levels in "Elminster". What the heck would you get from that class anyway? |
| ArgulFraster08-18-07, 09:48 PM | "Dumbledore's Spellcaster"? Haven't you heard of affiliations? Kedavra Survivor? Let me guess, the prerequisite is surviving Evada Kedavra. Well, that's impossible, so great class. :rolleyes: Harry is a unique case - that's like giving Elminster levels in "Elminster". What the heck would you get from that class anyway? No, it's possible. The only way is to have a close relative, usually a parent (we may have to limit it to just mothers) give their life defending you against the same person who casts the curse. If you survive, you're eligible for the class. I don't know what effects it might have. Dumbledore's Spellcasters are just the guys who were in Dumbledore's Army. They specialize in defensive and nonlethal hexes, jinxes, and charms. They know few curses. The only problem I can see is that people are going to rush to make characters with these affiliations. So we're going to have armies of Marty Stu power-players. I am so happy. |
| louiedx208-19-07, 07:21 PM | hey ArgulFraster , Harry lived because he is the Master of Death. |
| louiedx208-19-07, 07:43 PM | here's a doubt... Flitwick is a goblin or a midget? |
| louiedx208-19-07, 09:20 PM | Some revised races for the Magic World: Feytouched: - +2dex, -2con, +2cha - size: med - speed: 30 feet - Fey Blood: For all effects related to race, a feytouch is considered an fey. - Beauty of Dreams: a lower level non-feytouch oposite sex char(^^') roll a Will check(DC: 10+cha mod.+1/2 Hero level) every time see you, if fails be Fascinated, you choose when. - Growth and learning: On the 1st level you choose: If the feytouched live between humans(wizards) he can take the feats Magical Ascendant, Magical Proficience and Magical Mastery. If grew with the beautiful and gracious Fey races has +2 in Charisma and access to Inate Magic feat. - Level adjustment +1 EX: Fleur Giantkind: - +4 Str, -2 Dex, +2 Con, -2 Int, -4 Cha - Size: Large - Speed: 9m/30 feet. - Low-Light Vision. - SR: 5 + 1/2 level - Giant Blood: For all effects related to race, a half-giant is considered an giant. - +1 in Climb, Jump, Listen, and Spot. - Growth and learning: On the 1st level you choose: If the half-giant live between humans(wizards) he can take the feat Magical Ascendant and Magical Proficience, but never Magical Mastery. If grew in the middle of brutal race of Giants he has Climb, Jump, Listen, and Spot as skill class. - Level adjustment +3. Ex: Hagrid Goblins: - +2 CON, +2 INT, -4 CHA, tough and have a strong mind, but so are rude and have horrible habits - Size: Medium/Small - Speed: 6m/20 feet. - Dark Vision: 60 feet - +2 in Apraise, Bluff and Sense Motive checks - +4 in Craft, goblins are the best artificiers in the Magic World - Racial bonus +1 in atk rolls against humans, humans and goblins has a long story of unfriendship. EX: Griphook Centaurs: - Equine body: centaurs has +2 in Strenght checks involving you inferior body part, as push stuff or carry things. - size: Large - speed: 40 feet - Natural Armor: +2 natural armor on Defense - Centaurs can make two extra atks per turn(-5 each, if after any other atk) with their hooves on melee combat, dmg 1d6 + Str mod. - +2 on Listen, Spot, Search, Survival - Prohibited to have ranks in Climb - Centaurs "has" Mounted Archery and Mounted Combat. Any Ride check will be changed to a Balance check. - Racial bonus +1 in atk rolls against humans, humans and centaurs has a long story of unfriendship. - Considere Spear and Bow simple weapons. - Level Adjustment: +2 Ex. Firenze Merpeople: - -2 con, +2 cha - size: medium - speed: 10 feet in land/30 feet in water - sonar: has Low Light Vision 600 feet underwater. - a merpeople can live out of water for a period in hours equal his CON value, after that time starts Drown. Must be immersed by at least 8 hours to another travel in dry land. - Water home: +8 in Swim (just need checks in very dangerous or strees situations) also receive +2 circumstance bonus in Listen, Spot, Sneak, Hide, Search and Survive, while underwater. - +2 in Perform(music related), merpeople loves music. - -4 in Incantation effects related to music, is hard for merpeople resist music. Werewolves: - Same as Werewolf template (d20 Modern core rulebook), except for: - No cure. - On fullmoon transforms in hybrid/wolf form. Always (except using potions or spells...). Ex. Lupin, Greyback Troll: - same as Hill Giant (Monstrous Manual) Giants: - any giant-type creature stronger than Hill Giant. EX. Grawp Veelas: - Same as Nymph (Monstruous Manual), except for: - that crazy fire hability that i dont remember '^^ EX. Fleur's grandma or something like that... --------------------- What we need, or not (for PC): Ghosts - much weak template Ghoul - no idea. Leprachauns - no idea 2. |
| MarkerMage08-20-07, 11:24 AM | OK, I'm pretty sure that there was something about humans keeping the secrets of wand magic away from goblins, so I would suppose that Flitwick would actually be a midget. How does humans and goblins having a long story of unfriendship give centaurs an attack bonus against humans? Just thought I'd point out that mistake for you. Merpeople can't have ranks in holding onto something as it moves? That's basically all there is to riding. |
| ArgulFraster08-20-07, 12:25 PM | hey ArgulFraster , Harry lived because he is the Master of Death. HAH! And I'm the queen of France. He lived because his mother gave his life to defend him. He didn't become the Master of Death until he got all the Hallows. If you suggest he lived because he would one day have gotten the Hallows, we're going to end up having a long argument over the nature of time, reality, and destiny. |
| louiedx208-20-07, 04:10 PM | i dont think so... in 2000 years of wizardry NEVER existed only o tiny case of "love sons"? you think Lily is the only mother that gave her life to her child? |
| Prime3208-21-07, 05:28 PM | Besides, do you really want to encourage PCs to kill their own mothers? |
| The_Gnasher08-21-07, 07:56 PM | i dont think so... in 2000 years of wizardry NEVER existed only o tiny case of "love sons"? you think Lily is the only mother that gave her life to her child? If she was the only one, would Dumbledore know about the way the 'love-spell' works? Since Dumbledore started guessing a lot in the later books, perhaps this one was also guessed by him... I'm kinda lazy to go out and look right now =P But I'm pretty sure Dumbledore had knowledge of the way the 'love-spell' works. But I don't agree with a prestige class for that. >.< It's like making a Matrix RPG and creating a 'The One' class for Neo. I dunno, I just think it's over-complicating things a bit. Why make a prestige class, when you can simply create special rules for one being? We all know Harry would have to follow some unique rules and would have a lot of 'unexplainable' Extraordinary and Supernatural abilities... we can't use him as a rule of thumb. My prestige class suggestions? Auror Duelist (depending on the base class system, may not be necessary) Fighter Wizard (like those caster/fighter combinations of D&D supplements. Would be cool to play. And even if it doesn't say explicitly in the books, I'm sure Griffindor or Morphin would just become much more badass if they could fight with melee weapons.) Master of Memory (not only erasing, but modifying and messing with memories. How fun is that? =P) Quidditch Player Transfigurator But we have to think about the basic classes first. I like the modified d20 Modern classes to fit the HP world... what do you guys think? |
| louiedx208-21-07, 08:51 PM | i totally agree with you... but... before starting the classes creation we have to decide about the magic system which by the way have a little influence on that scenario... any idea? |
| Drizztrocks08-26-07, 12:14 AM | :D :) :D :) Man, this is really good. Here, let me try some spells Expelliarmus Level 1 Disarms targets weopon Diffindo Level 2 shoots a stream of red light out of wand, causing an explosion on anything it hits. Did anyone do accio yet? Well, might as well anyway. Accio Level 4 Speak accio, and then speak what you are seeking clearly. It will fly towards you and land in front of you. Battius {i just made this up, the incantation for the bat-boggy jinx. Level 2 Speak the word and aim properly, and a steady stream of bats will erupt out of the wand, as if obscuring mist, eccept doing 1d4 damage per round. Augua Erupto! level 3 Yell loudly and make small circles with wand steadily, and an ongoing stream of water fires out of wand. Once concentration is broken, spell is broken. {But effects last} Faerie Fire level 5 "A herd of standpeading flames in the shape of every kind of creature roars in front of you. You appear to have no control over this fiery storm. " This spell is extremely dangerous, and not recommended to use, only when in completely unascapable situations. Hope these helped. :D |
| Donovan Morningfire08-26-07, 08:24 AM | Just browsing through the non-SW forums, so I don't know how much of a magic system has been hashed out already... But I recently picked up Monte Cook's World of Darkness, and upon reading the component system for WoD mages, I kept thinking of Potterverse's much less restricted magic system (compared to D&D/d20 Modern's spell slot/Vancian magic system). There are set spells (called rotes) that are easier to cast, but otherwise you're free to make stuff up on the fly under the MCWoD magic system. Just stat up the known Potterverse spells as 'rotes' (which makes them easier to cast), and leave all the unknown spell usage as 'on-the-fly' casting. Granted, $50 is a bit steep just to pillage a magic system, but it's a thought. |
| Prime3208-26-07, 02:30 PM | And all Transfiguration is "on the fly"? |
| The_Gnasher08-26-07, 05:13 PM | That could work, but there are setting differences. HP wizards cast 'formula' spells in much the same way as D&D ones do: each spell has something like a recipe, and when you put the things together properly, a spell pops out. I dunno about Monte Cook's WoD, but in the original World of Darkness, Mages were humans who could bend reality to their will. They are literally only limited by their imagination, and by that annoying paradox. There's basically a 'world system' difference... while the on-the-fly magic would be mechanically easier and simpler to do (I think), it's not terribly accurate in the HP world. =) |
| Donovan Morningfire09-03-07, 01:42 PM | Well, most of the Potterverse spells would be what McWoD calls "rotes," or pre-packaged effects. Upside is you get a +5 bonus to your Spellcraft roll to cast a rote. There's also a Mage class ability that grants a further +5 to cast a Rote, but you suffer a -5 penalty for "on-the-fly" magic. This could be translated to Potterverse magic by adding the rule that using a formalized spell grants a +5 to the casting roll, but improvised/non-formalized spells give you a -5 penalty to the check. Just tossing out ideas... |
| Drizztrocks03-12-08, 05:10 PM | so who here (besides me) have finshed book 7. Anyone I did:P |
| Holy_Beholder03-12-08, 10:51 PM | I finished it the day it came out, my dad walked into a book store, bought it, and left, without even a line. Then I read it when he came home. Probably one of the better books at the end, although I prefer 1-3 to 7. 4-6 just suck. |