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Hogwarts d20 - Meetthenewbossinfo:霍格沃茨D20 - meetthenewbossinfoHogwarts d20 - Meetthenewbossinfo:霍格沃茨D20 - meetthenewbossinfo Hogwarts School of Witchcraft & Wizardry d20 Races Pure Blood Pure Blood witches/wizards are those born to a family with both parents being witches/wizards. Though a Death Eater may claim that ...

Hogwarts d20 - Meetthenewbossinfo:霍格沃茨D20 - meetthenewbossinfo
Hogwarts d20 - Meetthenewbossinfo:霍格沃茨D20 - meetthenewbossinfo Hogwarts School of Witchcraft & Wizardry d20 Races Pure Blood Pure Blood witches/wizards are those born to a family with both parents being witches/wizards. Though a Death Eater may claim that some Pure Blood would only include those whose family ancestors have been all witches/wizards, this race encompasses human witches/wizards who were merely born and raised in the wizarding community, which means that they could in fact be the child of two Muggle Adepts. Personality: Personalities vary greatly from one Pure Blood to another. The only common thing that any Pure Blood has is knowledge of magic from young. Physical Description: As standard human from PHB. Relations: Pure Blood relations do vary, but can usually be stereotyped by alignment. Good Pure Bloods generally see Muggle Adepts as people to befriend, and the other three races as a bit of a mystery if unacquainted. Evil Pure Bloods are usually xenophobic to all other races with a possible exception of Parselmouths and, maybe, Animagi. Alignment: All Alignments are possible for Pure Bloods. Traits: , +2 Int, -2 Wis; Pure Bloods tend to be smart, but logic is usually a terrible problem. , Medium , +2 to Magic Skill of choice, as they have lived with magic all their life. , -2 to Muggle Studies. Most Wizards have trouble understanding things like ?electricity‘ and other Muggle use items. Muggle Adept A Muggle Adept was once a Muggle child who got a letter from Hogwarts congratulating them on being found to have magical talent. They were then put into the magical world, and given a new way to live. Muggle Adepts can come from both pure Muggle families, or even a child of two Pure Bloods raised in an all Muggle household. Personality: Muggle Adepts tend to be very interested in all things magical, as they still hold novelty to them, where Pure Bloods, Animagi, and most Parselmouths are so used to magic it bores them. Physical Description: As standard human from PHB. Relations: Most Muggle Adepts are open to make friends with any magical race, given their interest in things magical. Alignment: All Alignments are possible for Muggle Adepts. Traits: , Medium , Muggle Adepts automatically succeed any Muggle Study check with a DC 15 or lower without any roll of the die , +1 feat at level one. Muggle Adepts tend to be more adaptable than Pure Bloods, having come from many different kinds of backgrounds. , +4 skill points at level one. Always adaptable, Muggle Adepts are very versatile. , +1 skill point per level. , -2 diplomacy from intolerant Pure Bloods. Half-Giant (GM Approval Required) Half-Giants are very large human-like people. Few exist, and they tend to try to pass as just very large humans. They are the only race of non-human that would have a chance of attending Hogwarts without the Ministry stepping in, but even that requires being careful not to reveal their nature. Personality: Usually persecuted by Pure Bloods just for one of their parents race, they tend to be reclusive, though that isn‘t a complete truth. A few are more out going, but those are ones who will outright deny their Giant blood at all costs. Physical Description: Very tall and very broad are the best two descriptors of Half-Giants. If you were to take a standard human, pull him till he‘s eight or nine feet tall, and then stretch them out about four feet, you would get something like a Half-Giant. Relations: Half-Giants usually have very few relations. There is not a large number, so you can‘t stereotype very well. Alignment: All Alignments are possible for Half-Giants. Traits: , +8 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma; Half-Giants are very strong compared to others of their race, though they usually aren‘t very bright or logical, and most frown on their Giant heritage. , Large: -1 to AC and attacks, and a -4 to Hide checks. , Half-Giants gain a +2 to Intimidate checks. Size DOES make a difference when trying to scare somebody. Animagus (GM Approval Required) Animagi are witches/wizards that have a trait to change their appearances at will. Animagi are a sub-race added to any Muggle Adept or Pure Blood Witch/Wizard. At first, the trait manifests as the ability to change color of the body. Later, it develops into the ability to change height as well, and finally into the ability to change actual body parts into something else. Traits: The following traits are acquired automatically upon achieving the indicated level: st, Color Morph (1 Level): The first ability your Animagus learns to master is how to change the color of his or her self. At will, an Animagi can change the color of their skin, hair, teeth, nails, or just about anything else on their body. This is no illusion, as the body changes really do happen, and grants a +10 to Disguise checks. th, Size Morph (5 Level): The second ability of the Animagus is the ability to change size proportions on his/her body. This is not limited to mere height, but also of the length and width of something like the nose, or the stomach, or just about any other part of the body. Height and weight limitations are from the lowest to the highest of the standard human. Like Color Morph, the change is actual alteration of the body, not illusion. This, coupled with Color Morph, can let you truly become a different person, hence the +15 to disguise checks. th, Body Morph (7 Level): Your body is now truly something you mold with ease. You are treated to have Alter Self at will. This can allow things such as gills, wings, and many other bodily abilities. Parselmouth (GM Approval Required) Parselmouths are wizards that can talk with snakes. Many different types of people make up this area. Parselmouths are a sub-race added to any Muggle Adept or Pure Blood Witch/Wizard. Traits: The following traits are acquired automatically upon achieving the indicated level: st, Snake Charm (1 Level): Snake Charm is the basic ability that allows you to talk to any and all serpentine creatures fluently. This covers the ability to charm them as well, as Charm Person, except only on snake creatures. Because this power is governed by speech, your wand is not needed for the spell. nd, Snake Suggestion (2 Level): You now not only talk to and befriend snakes, but you can now actually tell it to do something, and it will feel compelled to do so. You can cast Suggestion 1/day toward any snake creature, even if you do not meet the requirements to do so. Because this power is governed by speech, your wand is not needed for the spell. th, Snake Command (7 Level): You can now make thralls out of snakes you talk to. You can cast Dominate Monster 1/day toward any snake creature, even if you do not meet the requirements to do so. Because this power is governed by speech, your wand is not needed for the spell. Classes The only class presented here is the Hogwarts Witch/Wizard class that represents your starting wizard at Hogwarts. After seventh level you may choose from any of the available Prestige Classes. HOGWARTS WITCH/WIZARD The Hogwarts Witch/Wizard is the standard class that all Hogwarts School of Witchcraft & Wizardry d20 players will start with for at least their first seven levels, representing seven years of learning at Hogwarts. This class is designed for a student and/or graduate from Hogwarts, and does not handle the other wizarding schools in the world. Alignment: Any. Hit Die: d6. stAction Points at 1 Level: 5. Action Points at Each Additional Level: +1. Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge: Any three from PHB (Int), Knowledge: Arithmancy (Int), Knowledge: Astronomy (Int), Knowledge: Care of Magical Creatures (Int), Knowledge: Charms (Int), Knowledge: Dark Arts (Int), Knowledge: Defense Against the Dark Arts (Int), Knowledge: Divination (Int), Knowledge: Herbology (Int), Knowledge: History of Magic (Int), Knowledge: Muggle Studies (Int), Knowledge: Occlumency (Int), Knowledge: Potions (Int), Knowledge: Transfiguration (Int), Profession (Wis), Ride: Broom (Dex), and Spellcraft (Int). stSkill Points at 1 Level: (8+Int modifier) x 4. Skill Points at Each Additional Level: 8+Int modifier. Table 1: Hogwarts Witch/Wizard Level Base Attack Fort Ref Will Special Spell Points Known Spell Points per Day (Value + [Int modifier x 2]) (Value + [Cha modifier x 2]) Bonus Save Save Save stWand, 1 +0 +0 +0 +2 6 8 School House, Familiar nd 2 +1 +0 +0 +3 7 10 rdSpecialize 3 +1 +1 +1 +3 8 11 th 4 +2 +1 +1 +4 11 18 thO.W.L.s 5 +2 +1 +1 +4 14 20 th 6 +3 +2 +2 +5 18 31 thN.E.W.T.s, 7 +3 +2 +2 +5 24 36 Graduation th 8 +4 +2 +2 +6 29 51 th 9 +4 +3 +3 +6 38 58 th 10 +5 +3 +3 +7 44 77 th 11 +5 +3 +3 +7 58 86 th 12 +6/+1 +4 +4 +8 64 109 th 13 +6/+1 +4 +4 +8 79 120 th 14 +7/+2 +4 +4 +9 86 147 th 15 +7/+2 +5 +5 +9 104 160 th 16 +8/+3 +5 +5 +10 112 191 th 17 +8/+3 +5 +5 +10 127 206 th 18 +9/+4 +6 +6 +11 136 241 th 19 +9/+4 +6 +6 +11 153 258 th20 +10/+5 +6 +6 +12 162 276 Class Features All of the following are class features of the Hogwarts Witch/Wizard. Weapon and Armor Proficiency: Witches/Wizards are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a Witch‘s/Wizard‘s gestures, which can cause his spells with somatic components to fail. Spells: A Hogwarts Witch/Wizard casts arcane spells that are drawn primarily from the Hogwarts Witch/Wizard spell list. He can cast any spell he knows without preparing it ahead of time. To learn a spell, a Hogwarts Witch/Wizard must have an Intelligence score equal to at least 10 + the spell level. To cast a spell, a Hogwarts Witch/Wizard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a Hogwarts Witch/Wizard‘s spell is 1d20 + spell level + Hogwarts Witch/Wizard‘s Charisma modifier + Hogwarts Witch/Wizard‘s skill modifier in the class of the spell. A Hogwarts Witch/Wizard begins play having six spell points in the spells of your choice. Each spell level equals one thspell point. (eg., a 9 level spell equals 9 spell points). At each new Hogwarts Witch/Wizard level, he gains more spell points, as indicated on Table 1: Hogwarts Witch/Wizard under the Spell Points Known column. In addition, he receives bonus spell points in known spells if he has a high Intelligence score. A Hogwarts Witch/Wizard can cast only a certain number of spell points of spells per day. His base daily spell allotment is given on Table 1: Hogwarts Witch/Wizard under the Spell Points per Day column. In addition, he receives bonus spell points per day if he has a high Charisma score. thththUpon reaching 4 level, and at every even-numbered Hogwarts Witch/Wizard level after that (6, 8, and so on), a Hogwarts Witch/Wizard can choose to learn a new spell in place of one he already knows. In effect, a Hogwarts Witch/Wizard ―loses‖ the old spell in exchange for the new one. The new spell‘s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Hogwarts Witch/Wizard spell the Hogwarts Witch/Wizard can cast. A Hogwarts Witch/Wizard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A Hogwarts Witch/Wizard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spell points for that day. A Hogwarts Witch/Wizard ideally requires the following components to cast each and every spell: Verbal (caster must say a command word), Somatic (caster must ―swish & flick‖ their wand), and a Focus (caster must use their own, functioning wand). Failure to possess one or more of these components requires a Difficulty Check (DC) to even cast it! The DC is 10 + spell level + missing component modifier (see below). Any failure requires the GM to determine a catastrophic result to occur! Therefore, be damned certain you want to attempt it! Missing Component DC Modifier (cumulative) No Wand +15 Broken Wand +10 Unattuned Wand +5 Cannot ―swish & flick‖ +5 Silenced +15 Wand: You start with a wand attuned to yourself. See the Wand section to choose. School House: You are/were a student at Hogwarts School of Witchcraft & Wizardry. One of the first things that happen when you arrive at Hogwarts is your placement in one of the four Great Houses. Your highest ability score is equivalent to what the Sorting Hat would do in suggestion of placement of you in a House. The following is a description of the houses, the ability score that correlates with the house (under Sorting Hat), and the bonus you get for being in the house. Remember, the house that you choose is permanent, and is for all means and purposes what you were meant to have. So even if you have, say, a high Charisma, which would suggest Slytherin, you could still choose Gryffindor, and it would truly be where you belong. Gryffindor: This is the house of the brave and good-hearted wizards. Bravery in the face of danger is most valued of the people here. If you want to be around people who are willing to take risks, then Gryffindor is the House for you. Sorting Hat: Wisdom. House Ability: If you spend an Action Point, you can automatically succeed a Will save vs. fear. stRequirements: You must be brave to be in Gryffindor, and need to take the Iron Will feat for your 1 level feat. Hufflepuff: This is the House that values ability and hard work beyond mere mental capacity. They are the most lax in their selection, and don‘t require any particular specialty in anything, besides the want of commitment. Hufflepuff is occasionally seen as a bunch of duffers, but that is a poor preconception, as they are merely not specialists in anything in particular. Sorting Hat: Strength, Dexterity, or Constitution. House Ability: Because your house only demands hard work, you have free reign to choose what you want stto specialize in. You get the Skill Focus feat at 1 level. Requirements: None. Ravenclaw: This House looks for those who are gifted thinkers. If you are looking to be around scholars of all sort around you, this is the House for you. You‘ll always feel easy asking around your house if you need help with a question, with assurance that you will be assisted. Sorting Hat: Intelligence. House Ability: Your house values those who are intelligent. This intelligence allows you to recover well if you make a small accident when casting a spell. You can reroll one failed spell check per day as long as the failure was only by 5. stRequirements: Your 1 level feat must be Skill Focus: Arithmancy, Muggle Studies, Potions, Magical History, or Herbology. Slytherin: This House values purity of blood and loyalty above all else. The friends you make here will be your family for all of your life from now on out. They are also known for producing the occasional practitioner of Dark Arts. Sorting Hat: Charisma. House Ability: Your house demands loyalty. You gain a +2 bonus to Bluff, Diplomacy, and Intimidate. Requirements: Either Animagus, Parselmouth, or Pure Wizard. Also, must have either the maximum allowed skill ranks in the Dark Arts skill or the Deceitful feat. Familiar: A Hogwarts Witch/Wizard can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The Hogwarts Witch/Wizard chooses the kind of familiar he gets (Note: Hogwarts Students may only have a cat, a toad, or an owl!). As a Hogwarts Witch/Wizard advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the Hogwarts Witch/Wizard, Hogwarts Witch/Wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per Hogwarts Witch/Wizard level; success reduces the loss to one-half that amount. However, a Hogwarts Witch/Wizard‘s experience point total can never go below 0 as the result of a familiar‘s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time. Specialize: By third level, you have probably figured out an idea of where you want to go in life. You can take a +2 Schooling bonus to a Magical Skill of your choice. O.W.L.s: You take your Ordinary Wizarding Levels during this time. You perform a series of DC 10 tests in each of your study areas (each Magical Skill), which help determine your strengths and what N.E.W.T. classes you should take. For every 2 points the check is surpassed, you gain another O.W.L. A requisite number of O.W.L.s may be required for Career Classes. If you start the game after third level, you should either figure out your skill bonuses at level three and roll them, or ask your GM if you should just make up some numbers that would make sense. For all checks successfully passed, you get a permanent +1 to skill checks of the skill used to pass the test. N.E.W.T.s: You take your Nastily Exhausting Wizarding Test on your seventh year of Hogwarts. You perform a series of DC 15 tests in each of your study areas (each Magical Skill), which help determine your true strengths. For every 2 points the check is surpassed, you gain another N.E.W.T. A requisite number of N.E.W.T.s may be required for Career Classes. If you start the game after seventh level, you should either figure out your skill bonuses at level seven and roll them, or have your GM give you numbers that make sense for your character. For all checks successfully passed, you get a permanent +1 to skill checks of the skill used to pass the test. Graduation: You graduate from Hogwarts School of Witchcraft and Wizardry! You get a +4 Diplomacy check with all Ministry officials and get a +1 Wealth bonus for having graduated such a prestigious school. HOGWARTS WITCH/WIZARD SPELLS 0-LEVEL HOGWARTS WITCH/WIZARD SPELLS repairs on an object. (CANTRIPS) st Arithmancy Read Magic: (―Aparecium‖) Read 1-LEVEL HOGWARTS WITCH/WIZARD SPELLS scrolls and spellbooks. Arithmancy Comprehend Languages: You Charms Arcane Mark: Inscribes a personal understand all spoken and written rune (visible or invisible). languages. Dancing Lights: Creates torches or Identify: Determines properties of other lights. magic item. Know Direction: You discern north. Charms Alarm: Wards an area for 2 Light: (―Lumos‖) Object shines like a hours/level. torch. Animate Rope: Makes a rope move at Mage Hand: (―Expelliarmus‖) 5-your command. pound telekinesis. Charm Person: Makes one person Message: (―Sonorus‖) Whispered your friend. conversation at distance. [Note: Color Spray: Knocks unconscious, ―Quietus‖ is the reverse.] blinds, and/or stuns 1d6 weak Open/Close: Opens or closes small creatures. or light things. Endure Elements: Exist comfortably Prestidigitation: Performs minor in hot or cold environments. tricks. Erase: Mundane or magical writing Defense Against Acid Splash: Orb deals 1d3 acid vanishes. the Dark Arts damage. Expeditious Retreat: Your speed Disrupt Undead: Deals 1d6 damage increases by 30 ft. to one undead. Feather Fall: Objects or creatures fall Flare: (―Relashio‖) Dazzles one slowly. creature (–1 on attack rolls). Grease: Makes 10-ft. square or one Ray of Frost: Ray deals 1d3 cold object slippery. damage. Hold Portal: (―Coloportus‖) Holds Resistance: Subject gains +1 on door shut. saving throws. Jump: Subject gets bonus on Jump Touch of Fatigue: Touch attack checks. fatigues target. Mount: Summons riding horse for 2 Divination Detect Poison: Detects poison in one hours/level. creature or small object. Obscuring Mist: Fog surrounds you. Detect Magic: Detects spells and Sleep: Puts 4 HD of creatures into magic items within 60 ft. magical slumber. Occlumency Daze: Humanoid creature of 4 HD or Tenser’s Floating Disk: Creates 3-ft.- less loses next action. diameter horizontal disk that holds 100 Ghost Sound: Figment sounds. lb./level. Transfiguration Mending: (―Reparo‖) Makes minor Unseen Servant: Invisible force obeys your commands. Str for 1 min./level. Dark Arts Burning Hands: 1d4/level fire Cat’s Grace: Subject gains +4 to Dex damage (max 5d4). for 1 min./level. Cause Fear: One creature of 5 HD or Continual Flame: (―Lumos Solarum‖) less flees for 1d4 rounds. Makes a permanent, heatless torch. Chill Touch: One touch/level deals Darkness: (―Nox‖) 20-ft. radius of 1d6 damage and possibly 1 Str damage. supernatural shadow. Ray of Enfeeblement: Ray deals 1d6 Darkvision: See 60 ft. in total +1 per two levels Str damage. darkness. Defense Against Protection from Eagle’s Splendor: Subject gains +4 to the Dark Arts Chaos/Evil/Good/Law: +2 to AC Cha for 1 min./level. and saves, counter mind control, hedge Fog Cloud: Fog obscures vision. out elementals and outsiders. Fox’s Cunning: Subject gains +4 Int Mage Armor: Gives subject +4 armor for 1 min./level. bonus. Invisibility: Subject is invisible for 1 Magic Missile: (―Stupefy‖) 1d4+1 min./level or until it attacks. damage; +1 missile per two levels Knock: (―Alohomora‖) Opens locked above 1st (max 5). or magically sealed door. Magic Weapon: Weapon gains +1 Levitate: (―Leviosa‖) Subject moves bonus. up and down at your direction. Shield: Invisible disc gives +4 to AC, Leomund’s Trap: Makes item seem blocks magic missiles. trapped. Shocking Grasp: Touch delivers Obscure Object: Masks object against 1d6/level electricity damage (max scrying. 5d6). Owl’s Wisdom: Subject gains +4 to Summon Monster I: (―Expecto‖) Wis for 1 min./level. Calls extraplanar creature to fight for Pyrotechnics: Turns fire into blinding you. light or choking smoke. Summon Nature’s Ally I: (―Sortia‖) Magic Mouth: Speaks once when Calls creatures to fight. triggered. True Strike: +20 on your next attack Rope Trick: As many as eight roll. creatures hide in extradimensional Divination Detect Secret Doors: Reveals hidden space. doors within 60 ft. Silence: (―Silencio‖) Negates sound in Detect Undead: Reveals undead 15-ft. radius. within 60 ft. Spider Climb: Grants ability to walk Occlumency Disguise Self: Changes your on walls and ceilings. appearance. Whispering Wind: Sends a short Magic Aura: Alters object‘s magic message 1 mile/level. aura. Dark Arts False Life: Gain 1d10 temporary hp Silent Image: Creates minor illusion +1/level (max +10). of your design. Ghoul Touch: Paralyzes one subject, Ventriloquism: Throws voice for 1 which exudes stench that makes those min./level. nearby sickened. Hypnotism: Fascinates 2d4 HD of Spectral Hand: Creates disembodied creatures. glowing hand to deliver touch attacks. Transfiguration Enlarge Person: (―Engorgio‖) Defense Against Acid Arrow: Ranged touch attack; 2d4 Humanoid creature doubles in size. the Dark Arts damage for 1 round +1 round/three Reduce Person: (―Reducio‖) levels. Humanoid creature halves in size. Blindness/Deafness: (―Conjunctivitis‖) Makes subject nd2-LEVEL HOGWARTS WITCH/WIZARD blinded or deafened. SPELLS Command Undead: Undead creature Arithmancy Locate Object: Senses direction obeys your commands. toward object (specific or type). Daze Monster: Living creature of 6 Charms Arcane Lock: Magically locks a portal HD or less loses next action. or chest. Flaming Sphere: Creates rolling ball Bear’s Endurance: Subject gains +4 of fire, 2d6 damage, lasts 1 to Con for 1 min./level. round/level. Bull’s Strength: Subject gains +4 to Glitterdust: Blinds creatures, outlines invisible creatures. magical spells and effects. Gust of Wind: Blows away or knocks Fly: Subject flies at speed of 60 ft. down smaller creatures. Gaseous Form: Subject becomes Protection from Arrows: Subject insubstantial and can fly slowly. immune to most ranged attacks. Heroism: Gives +2 bonus on attack Resist Energy: Ignores first 10 (or rolls, saves, skill checks. more) points of damage/attack from Invisibility Sphere: Makes everyone specified energy type. within 10 ft. invisible. Scare: Panics creatures of less than 6 Leomund’s Tiny Hut: Creates shelter HD. for ten creatures. Scorching Ray: Ranged touch attack Rage: Subjects gains +2 to Str and deals 4d6 fire damage, +1 ray/four Con, +1 on Will saves, –2 to AC. levels (max 3). Sleet Storm: Hampers vision and Shatter: Sonic vibration damages movement. objects or crystalline creatures. Slow: (―Impedimenta‖) One Summon Monster II: (―Expecto‖) subject/level takes only one Calls extraplanar creature to fight for action/round, –2 to AC, –2 on attack you. rolls. Summon Nature’s Ally II: (―Sortia‖) Stinking Cloud: Nauseating vapors, 1 Calls creatures to fight. round/level. Summon Swarm: Summons swarm of Water Breathing: Subjects can bats, rats, or spiders. breathe underwater. Tasha’s Hideous Laughter: Dark Arts Explosive Runes: Deals 6d6 damage (―Rictusempra‖) Subject loses actions when read. for 1 round/level. Ray of Exhaustion: Ray makes Touch of Idiocy: (―Riddikulus‖) subject exhausted. Subject takes 1d6 points of Int, Wis, Sepia Snake Sigil: Creates text and Cha damage. symbol that immobilizes reader. Web: Fills 20-ft.-radius spread with Vampiric Touch: Touch deals sticky spiderwebs. 1d6/two levels damage; caster gains Divination Detect Thoughts: Allows ―listening‖ damage as hp. to surface thoughts. Defense Against Displacement: Attacks miss subject See Invisibility: Reveals invisible the Dark Arts 50%. creatures or objects. Fireball: 1d6 damage per level, 20-ft. Occlumency Blur: Attacks miss subject 20% of the radius. time. Flame Arrow: (―Incendio‖) Arrows Hypnotic Pattern: Fascinates (2d4 + deal +1d6 fire damage. level) HD of creatures. Gentle Repose: Preserves one corpse. Minor Image: As silent image, plus Halt Undead: Immobilizes undead some sound. for 1 round/level. Mirror Image: Creates decoy Haste: One creature/level moves duplicates of you (1d4 +1 per three faster, +1 on attack rolls, AC, and levels, max 8). Reflex saves. Misdirection: Misleads divinations for Hold Person: (―Petrificus Totalus‖) one creature or object. Paralyzes one humanoid for 1 Transfiguration Alter Self: Assume form of a similar round/level. creature. Keen Edge: Doubles normal weapon‘s threat range. rd3-LEVEL HOGWARTS WITCH/WIZARD Lightning Bolt: Electricity deals SPELLS 1d6/level damage. Arithmancy Illusory Script: Only intended reader Magic Circle against can decipher. Chaos/Evil/Good/Law: As protection Tongues: Speak any language. spells, but 10-ft. radius and 10 Charms Blink: You randomly vanish and min./level. reappear for 1 round/level. Magic Weapon, Greater: +1/four Daylight: (―Lumos Solarum‖) 60-ft. levels (max +5). radius of bright light. Phantom Steed: Magic horse appears Deep Slumber: Puts 10 HD of for 1 hour/level. creatures to sleep. Protection from Energy: Absorb 12 Dispel Magic: (―Deletrius‖) Cancels points/level of damage from one kind of energy. Enervation: Subject gains 1d4 Summon Monster III: (―Expecto‖) negative levels. Calls extraplanar creature to fight for Fear: Subjects within cone flee for 1 you. round/level. Summon Nature’s Ally III: (―Sortia‖) Defense Against Evard’s Black Tentacles: Tentacles Calls creatures to fight. the Dark Arts grapple all within 15 ft. spread. Wind Wall: Deflects arrows, smaller Fire Shield: Creatures attacking you creatures, and gases. take fire damage; you‘re protected Divination Arcane Sight: Magical auras become from heat or cold. visible to you. Ice Storm: Hail deals 5d6 damage in Clairaudience/Clairvoyance: Hear cylinder 40 ft. across. or see at a distance for 1 min./level. Otiluke’s Resilient Sphere: Force Occlumency Major Image: As silent image, plus globe protects but traps one subject. sound, smell and thermal effects. Shout: Deafens all within cone and Nondetection: Hides subject from deals 5d6 sonic damage. divination, scrying. Stoneskin: Ignore 10 points of Suggestion: Compels subject to damage per attack. follow stated course of action. Summon Monster IV: (―Expecto‖) Transfiguration Secret Page: Changes one page to Calls extraplanar creature to fight for hide its real content. you. Shrink Item: Object shrinks to one-Summon Nature’s Ally IV: (―Sortia‖) sixteenth size. Calls creatures to fight. Wall of Fire: Deals 2d4 fire damage th4-LEVEL HOGWARTS WITCH/WIZARD out to 10 ft. and 1d4 out to 20 ft. SPELLS Passing through wall deals 2d6 damage Arithmancy Locate Creature: Indicates direction +1/level. to familiar creature. Wall of Ice: Ice plane creates wall with Charms Charm Monster: Makes monster 15 hp +1/level, or hemisphere can trap believe it is your ally. creatures inside. Dimensional Anchor: Bars Divination Arcane Eye: Invisible floating eye extradimensional movement. moves 30 ft./round. Dimension Door: Teleports you short Detect Scrying: Alerts you of magical distance. eavesdropping. Fire Trap: Opened object deals 1d4 Scrying: Spies on subject from a damage +1/level. distance. Globe of Invulnerability, Lesser: Occlumency Confusion: Subjects behave oddly for Stops 1st- through 3rd-level spell 1 round/level. effects. Crushing Despair: Subjects take –2 Invisibility, Greater: As invisibility, but on attack rolls, damage rolls, saves, and subject can attack and stay invisible. checks. Leomund’s Secure Shelter: Creates Geas, Lesser: Commands subject of 7 sturdy cottage. HD or less. Minor Creation: (―Ferula‖) Creates Hallucinatory Terrain: Makes one one cloth or wood object. type of terrain appear like another Rainbow Pattern: Lights fascinate 24 (field into forest, or the like). HD of creatures. Illusory Wall: Wall, floor, or ceiling Rary’s Mnemonic Enhancer: looks real, but anything can pass Prepares extra spells or retains one just through. cast. Modify Memory: (―Obliviate‖) Remove Curse: Frees object or Changes subject‘s memory. person from curse. Phantasmal Killer: Fearsome illusion Solid Fog: Blocks vision and slows kills subject or deals 3d6 damage. movement. Shadow Conjuration: Mimics Dark Arts Animate Dead: Creates undead conjuration below 4th level, but only skeletons and zombies. 20% real. Bestow Curse: –6 to an ability score; Transfiguration Enlarge Person, Mass: Enlarges –4 on attack rolls, saves, and checks; or several creatures. 50% chance of losing each action. Polymorph: Gives one willing subject Contagion: Infects subject with a new form. chosen disease. Reduce Person, Mass: Reduces several creatures. Phantom dog can guard, attack. Stone Shape: Sculpts stone into any Planar Binding, Lesser: Traps shape. extraplanar creature of 6 HD or less until it performs a task. th5-LEVEL HOGWARTS WITCH/WIZARD Shadow Evocation: Mimics evocation SPELLS below 5th level, but only 20% real. Charms Break Enchantment: Frees subjects Summon Monster V: (―Expecto‖) from enchantments, alterations, curses, Calls extraplanar creature to fight for and petrification. you. Dismissal: Forces a creature to return Summon Nature’s Ally V: (―Sortia‖) to native plane. Calls creatures to fight. Dream: Sends message to anyone Wall of Force: Wall is immune to sleeping. damage. Leomund’s Secret Chest: Hides Wall of Stone: Creates a stone wall expensive chest on Ethereal Plane; you that can be shaped. retrieve it at will. Waves of Fatigue: Several targets Mordenkainen’s Private Sanctum: become fatigued. Prevents anyone from viewing or Divination Contact Other Plane: Lets you ask scrying an area for 24 hours. question of extraplanar entity. Major Creation: As minor creation, plus Prying Eyes: 1d4 +1/level floating stone and metal. eyes scout for you. Nightmare: Sends vision dealing 1d10 Occlumency False Vision: Fools scrying with an damage, fatigue. illusion. Overland Flight: You fly at a speed of Feeblemind: Subject‘s Int and Cha 40 ft. and can hustle over long drop to 1. distances. Mind Fog: Subjects in fog get –10 to Permanency:Makes certain spells Wis and Will checks. permanent. Mirage Arcana: As hallucinatory terrain, Sending: Delivers short message plus structures. anywhere, instantly. Persistent Image: As major image, but Symbol of Sleep: Triggered rune puts no concentration required. nearby creatures into catatonic Rary’s Telepathic Bond: Link lets slumber. allies communicate. Telekinesis: (―Mobili―) Moves object, Seeming: Changes appearance of one attacks creature, or hurls object or person per two levels. creature. Transfiguration Animal Growth: One animal/two Teleport: (―Apparate‖) Instantly levels doubles in size. transports you as far as 100 Baleful Polymorph: Transforms miles/level. subject into harmless animal. Dark Arts Blight: Withers one plant or deals Fabricate: (―Augeo‖) Transforms raw 1d6/level damage to plant creature. materials into finished items. Cloudkill: Kills 3 HD or less; 4–6 HD Passwall: Creates passage through save or die, 6+ HD take Con damage. wood or stone wall. Dominate Person: (―Imperio‖) Transmute Mud to Rock: Controls humanoid telepathically. One Transforms two 10-ft. cubes per level. of the Unforgivable Curses. Transmute Rock to Mud: Magic Jar: Enables possession of Transforms two 10-ft. cubes per level. another creature. thPain: (―Crucio‖) New Spell – Wracks 6-LEVEL HOGWARTS WITCH/WIZARD SPELLS target with pain; prolonged exposure Arithmancy Analyze Dweomer: Reveals magical causes insanity. One of the aspects of subject. Unforgivable Curses. Legend Lore: Lets you learn tales Symbol of Pain: Triggered rune about a person, place, or thing. wracks nearby creatures with pain. Charms Bear’s Endurance, Mass: As bear’s Defense Against Bigby’s Interposing Hand: Hand endurance, affects one subject/level. the Dark Arts provides cover against one opponent. Bull’s Strength, Mass: As bull’s Cone of Cold: 1d6/level cold damage. strength, affects one subject/ level. Hold Monster: As hold person, but any Cat’s Grace, Mass: As cat’s grace, creature. affects one subject/level. Mordenkainen’s Faithful Hound: Contingency: Sets trigger condition for another spell. Calls creatures to fight. Control Water: Raises or lowers Undeath to Death: Destroys bodies of water. 1d4/level HD of undead (max 20d4). Eagle’s Splendor, Mass: As eagle’s Wall of Iron: 30 hp/four levels; can splendor, affects one subject/level. topple onto foes. Fox’s Cunning, Mass: As fox’s Divination True Seeing: Lets you see all things as cunning, affects one subject/ level. they really are. Heal: (―Ennervate‖) Cures 10 Occlumency Geas/Quest: As lesser geas, plus it points/level of damage, all diseases and affects any creature. mental conditions. Mislead: Turns you invisible and Heroism, Greater: Gives +4 bonus creates illusory double. on attack rolls, saves, skill checks; Permanent Image: Includes sight, immunity to fear; temporary hp. sound, and smell. Mordenkainen’s Lucubration: Programmed Image: As major image, (―Prior Incantato‖) Recalls spell of 5th plus triggered by event. level or lower. Shadow Walk: Step into shadow to Move Earth: Digs trenches and build travel rapidly. hills. Suggestion, Mass: As suggestion, plus Owl’s Wisdom, Mass: As owl’s wisdom, one subject/level. affects one subject/ level. Veil: Changes appearance of group of Symbol of Persuasion: Triggered creatures. rune charms nearby creatures. Transfiguration Flesh to Stone: Turns subject creature Tenser’s Transformation: You gain into statue. combat bonuses. Stone to Flesh: Restores petrified Dark Arts Circle of Death: Kills 1d4/level HD creature. of creatures. thCreate Undead: Creates ghouls, 7-LEVEL HOGWARTS WITCH/WIZARD SPELLS Charms Control Weather: Changes weather in ghasts, mummies, or mohrgs. local area. Disintegrate: Makes one creature or object vanish. Drawmij’s Instant Summons: Eyebite: Target becomes panicked, (―Accio‖) Prepared object appears in sickened, and comatose. your hand. Symbol of Fear: Triggered rune Ethereal Jaunt: You become ethereal panics nearby creatures. for 1 round/level. Defense Against Acid Fog: Fog deals acid damage. Invisibility, Mass: As invisibility, but the Dark Arts Antimagic Field: Negates magic affects all in range. within 10 ft. Limited Wish: Alters reality—within Bigby’s Forceful Hand: Hand pushes spell limits. creatures away. Mordenkainen’s Magnificent Chain Lightning: 1d6/level damage; Mansion: Door leads to 1 secondary bolt/level each deals half extradimensional mansion. damage. Phase Door: Creates an invisible Dispel Magic, Greater: (―Finite passage through wood or stone. Incantatum‖) As dispel magic, but +20 Plane Shift: As many as eight subjects on check. travel to another plane. Globe of Invulnerability: As lesser Reverse Gravity: Objects and globe of invulnerability, plus 4th-level spell creatures fall upward. effects. Sequester: Subject is invisible to sight Guards and Wards: Array of magic and scrying; renders creature comatose. effects protect area. Simulacrum: Creates partially real Otiluke’s Freezing Sphere: Freezes double of a creature. water or deals cold damage. Teleport, Greater: As teleport, but no Planar Binding: As lesser planar binding, range limit and no off-target arrival. but up to 12 HD. Teleport Object: (―Evanesco‖) As teleport, but affects a touched object. Repulsion: Creatures can‘t approach you. Dark Arts Finger of Death: Kills one subject. Summon Monster VI: (―Expecto‖) Cruciatus Curse: (―Crucio‖) Causes Calls extraplanar creature to fight for the victim to suffer almost intolerable you. pain. Some victims of prolonged use of Summon Nature’s Ally VI: (―Sortia‖) this curse have been driven insane. One of the Unforgivable Curses. Dimensional Lock: Teleportation and Symbol of Weakness: Triggered rune interplanar travel blocked for one weakens nearby creatures. day/level. Waves of Exhaustion: Several targets Iron Body: Your body becomes living become exhausted. iron. Defense Against Banishment: Banishes 2 HD/level of Sympathy: Object or location attracts the Dark Arts extraplanar creatures. certain creatures. Bigby’s Grasping Hand: Hand Dark Arts Clone: Duplicate awakens when provides cover, pushes, or grapples. original dies. Control Undead: Undead don‘t attack Create Greater Undead: Create you while under your command. shadows, wraiths, spectres, or Delayed Blast Fireball: 1d6/level fire devourers. damage; you can postpone blast for 5 Horrid Wilting: Deals 1d6/level rounds. damage within 30 ft. Forcecage: Cube or cage of force Otto’s Irresistible Dance: imprisons all inside. (―Tarantallegra‖) Forces subject to Hold Person, Mass: As hold person, dance. but all within 30 ft. Symbol of Death: Triggered rune Mordenkainen’s Sword: Floating slays nearby creatures. magic blade strikes opponents. Trap the Soul: Imprisons subject Power Word Blind: Blinds creature within gem. with 200 hp or less. Defense Against Bigby’s Clenched Fist: Large hand Prismatic Spray: Rays hit subjects the Dark Arts provides cover, pushes, or attacks your with variety of effects. foes. Shadow Conjuration, Greater: As Binding: (―Locomotor Mortis‖) shadow conjuration, but up to 6th level Utilizes an array of techniques to and 60% real. imprison a creature. Spell Turning: Reflect 1d4+6 spell Incendiary Cloud: Cloud deals 4d6 levels back at caster. fire damage/round. Summon Monster VII: (―Expecto‖) Maze: Traps subject in Calls extraplanar creature to fight for extradimensional maze. you. Otiluke’s Telekinetic Sphere: As Summon Nature’s Ally VII: resilient sphere, but you move sphere (―Sortia‖) Calls creatures to fight. telekinetically. Symbol of Stunning: Triggered rune Planar Binding, Greater: As lesser stuns nearby creatures. planar binding, but up to 18 HD. Divination Arcane Sight, Greater: As arcane sight, Polar Ray: Ranged touch attack deals but also reveals magic effects on 1d6/level cold damage. creatures and objects. Power Word Stun: Stuns creature Scrying, Greater: As scrying, but faster with 150 hp or less. and longer. Prismatic Wall: Wall‘s colors have Vision: As legend lore, but quicker and array of effects. strenuous. Protection from Spells: Confers +8 Occlumency Insanity: Subject suffers continuous resistance bonus. confusion. Shadow Evocation, Greater: As Project Image: Illusory double can shadow evocation, but up to 7th level and talk and cast spells. 60% real. Transfiguration Statue: Subject can become a statue at Shout, Greater: Devastating yell deals will. 10d6 sonic damage; stuns creatures, damages objects. th8-LEVEL HOGWARTS WITCH/WIZARD Summon Monster VIII: (―Expecto‖) SPELLS Calls extraplanar creature to fight for Arithmancy Discern Location: Reveals exact you. location of creature or object. Summon Nature’s Ally VIII: Charms Antipathy: Object or location affected (―Sortia‖) Calls creatures to fight. by spell repels certain creatures. Sunburst: Blinds all within 10 ft., deals Charm Monster, Mass: As charm 6d6 damage. monster, but all within 30 ft. Divination Moment of Prescience: You gain Demand: As sending, plus you can send insight bonus on single attack roll, suggestion. check, or save. Prying Eyes, Greater: As prying eyes, Wail of the Banshee: Kills one but eyes have true seeing. creature/level. Occlumency Mind Blank: (―Fidelius‖) Subject is Defense Against Bigby’s Crushing Hand: Large hand immune to mental/emotional magic the Dark Arts provides cover, pushes, or crushes and scrying. your foes. Scintillating Pattern: Twisting colors Freedom: Releases creature from confuse, stun, or render unconscious. imprisonment. Screen: Illusion hides area from vision, Hold Monster, Mass: As hold monster, scrying. but all within 30 ft. Symbol of Insanity: Triggered rune Imprisonment: (―Incarcifors‖) renders nearby creatures insane. Entombs subject beneath the earth. Transfiguration Polymorph Any Object: Changes any Meteor Swarm: Four exploding subject into anything else. spheres each deal 6d6 fire damage. Temporal Stasis: Puts subject into Mordenkainen’s Disjunction: suspended animation. Dispels magic, disenchants magic items. th9-LEVEL HOGWARTS WITCH/WIZARD Prismatic Sphere: As prismatic wall, SPELLS but surrounds on all sides. Charms Astral Projection: Projects you and Shades: As shadow conjuration, but up to companions onto Astral Plane. 8th level and 80% real. Etherealness: Travel to Ethereal Summon Monster IX: (―Expecto‖) Plane with companions. Calls extraplanar creature to fight for Gate: Connects two planes for travel you. or summoning. Summon Nature’s Ally IX: (―Sortia‖) Refuge: Alters item to transport its Calls creatures to fight. possessor to you. Divination Foresight: ―Sixth sense‖ warns of Teleportation Circle: Circle teleports impending danger. any creature inside to designated spot. Occlumency Weird: As phantasmal killer, but affects Time Stop: You act freely for 1d4+1 all within 30 ft. rounds. Transfiguration Shapechange: Transforms you into Wish: As limited wish, but with fewer any creature, and change forms once limits. per round. Dark Arts Dominate Monster: As dominate person, but any creature. Energy Drain: Subject gains 2d4 negative levels. Power Word Kill: (―Avada Kedavra‖) Kills one creature with 100 hp or less. One of the Unforgivable Curses. Soul Bind: Traps newly dead soul to prevent resurrection. New Skills Hogwarts School of Witchcraft & Wizardry offers the following skills as curriculum courses. The only exception is the Dark Arts skill! A character can learn the Dark Arts skill, just not at Hogwarts. For example, Durmstrang students learn Dark Arts as part of their regular curriculum. Knowledge: Arithmancy (Int) Arithmancy is the study of the magic inherent in numbers. Using mathematical computations, you can determine things as a sort of divination, except they‘re always precise in what they mean. Knowledge: Astronomy (Int) Astronomy is the study of stars and planets, both scientific and astrological. Special: 5 ranks in Astronomy give a +2 synergy bonus in Knowledge: Divination, as you are aware of the stars and planets correlation to events in the future. Knowledge: Care of Magical Creatures (Int) Care of Magical Creatures gives you insight into a creature‘s emotions and the best way to handle a situation with a given creature. Too, it provides scientific information about the creatures you see. Knowledge: Charms (Int) Charms are the magic of affecting items and people with various useful effects. Charms can be used to both make things float, come to you, create light, Apparate and countless other helpful things to make your life as a wizard easier. Knowledge: Dark Arts (Int) The Dark Arts are an offshoot of Charms, with a focus on the magic inherent in cruelty and hatred. The Dark Arts are known world round (in the wizard community at least) for the vileness that surrounds it, and those who openly admit to studying are watched closely. The most powerful curses are contained in this form of magic. The skill is the study of the actual curses and the vileness pertaining to it, as well as the history of the dark arts through the point of view of a practitioner of the Dark Arts. Knowledge: Defense Against the Dark Arts (Int) DADA is the section of spells that stop evil magic dead in its tracks. This skill isn‘t only just used for spell casting, but knowledge of evil creatures and spells as well. The skill tells you about dark creatures and how to handle them, as well as the history of curses and how and when you should make use of them. Knowledge: Divination (Int) Divination is the area of spell casting that deals with the interpretation of tea leaves, palm reading, crystal ball observances, etc. The skill tells you which signs to look for in the various scrying devices. Knowledge: Herbology (Int) Herbology is the study of magical plants. The skill will tell you how to recognize the many magical plants, as well as the best way to be rid of them or care for them. Special: 5 ranks in Herbology gives a +2 synergy bonus in Knowledge: Potions, as you know how to handle the various saps and juices given by magical plants that are common in Potion study. Knowledge: History of Magic (Int) History of Magic is self-explanatory. Skill in this area shows knowledge of the history of wizards and wizard relations with the world, as well as knowledge of wars and such. Most except for specialists in the field find it to be boring, though it does have useful aspects. Knowledge: Muggle Studies (Int) Muggle Studies is the skill area needed for wizards born to a wizard family to understand the doodads and intricacy of Muggle objects, such as this ?elektrisity,‘ whatever that is. This skill can be used to recognize and have the ability to use Muggle devices. Knowledge: Occlumency (Int) Occlumency is the area of magic to fortify your mind against intrusion by foreign magic as well as the ability to intrude in others minds yourself. Knowledge: Potions (Int) Potions are the careful study of how to mix magical ingredients to create magical brews. Potions require exactness, or it can be easily messed up. Use this skill to brew potions. Any potion effect counts as a ―spell‖. There is a bonus of +5 to the skill for opposed effects, because of the fact the potion is ingered. Duration: 1 hour. Critical: 1d days (ex: Hermione changed to a cat). Knowledge: Transfiguration (Int) Transfiguration is the area of magic that deals with changing objects into other objects. The skill gives you knowledge of the spells in this magical study. Ride: Broom (Dex) Ride: Broom gets it‘s own section because of its special rules. Riding a broom takes particular skill if you want to get more complicated than moving up, down, and forward. Use the table below to find the DC for the appropriate maneuver. New Spells Cruciatus Curse (“Crucio”) Dark Arts Level: Hogwarts Witch/Wizard 5 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 hour Saving Throw: Fortitude negates Spell Resistance: Yes A ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject suffers wracking pain that imposes a –4 penalty on attack rolls, skill checks, and ability checks. Continued exposure will have the effect of the insanity spell (at caster‘s level) upon the subject. This is one of the Unforgivable Curses. Wands Wands play an intricate part in spell casting in the wizarding world. Without a wand, a wizard is nothing better than a guy with a lot of arcane knowledge. The wand, as Mr. Olivander puts it well, chooses you, and tends to match your personality as well as determine what you will be good at when you cast spells. Therefore, roll a d12 and consult the chart below to determine the ability that your wand grants you. If you pick up someone else‘s wand, don‘t expect it to work like your wand does for you. Not only do you not get the ability bonus the wand grants the owner; you get a +5 DC modifier to all spell checks made with the wand. D12 Wand Ability Result 1 Skill Boost: You get a +2 wand bonus to one of the following skills (roll a d10): 1 – Arithmancy 2 – Astronomy 3 – Care of Magical Creatures 4 – Charms 5 – DADA or Dark Arts 6 – Divination 7 – Herbology 8 – Occlumency 9 – Potions 10 – Transfiguration 2 Arithmancy Specialist: You get a +4 wand bonus to your Arithmancy skill at the expense of -2 to any one of the following skills (roll a d4): 1 – Astronomy 2 – Divination 3 – Herbology 4 – Occlumency 3 Astronomy Specialist: You get a +4 wand bonus to your Astronomy skill at the expense of -2 to any one of the following skills (roll a d3): 1 – Arithmancy 2 – Herbology 3 – Occlumency 4 Charms Specialist: You get a +4 wand bonus to your Charms skill at the expense of -2 to any one of the following skills (roll a d3): 1 – DADA or Dark Arts 2 – Potions 3 – Transfiguration 5-6 Defense Against the Dark Arts or Dark Arts Specialist: You get a +4 wand bonus to your DADA or Dark Arts skill at the expense of -2 to any one of the following skills (roll a d3): 1 – Charms 2 – Potions 3 – Transfiguration D12 Wand Ability Result 7 Divination Specialist: You get a +4 wand bonus to your Divination skill at the expense of -2 to any one of the following skills (roll a d4): 1 – Arithmancy 2 – Astronomy 3 – Herbology 4 – Occlumency 8 Herbology Specialist: You get a +4 wand bonus to your Herbology skill at the expense of -2 to any one of the following skills (roll a d4): 1 – Arithmancy 2 – Astronomy 3 – Divination 4 – Occlumency 9 Occlumency Specialist: You get a +4 wand bonus to your Occlumency skill at the expense of -2 to any one of the following skills (roll a d4): 1 – Arithmancy 2 – Astronomy 3 – Divination 4 – Herbology 10 Potions Specialist: You get a +4 wand bonus to your Potions skill at the expense of -2 to any one of the following skills (roll a d3): 1 – Charms 2 – DADA or Dark Arts 3 – Transfiguration 11 Transfiguration Specialist: You get a +4 wand bonus to your Transfiguration skill at the expense of -2 to any one of the following skills (roll a d3): 1 – Charms 2 – DADA or Dark Arts 3 – Transfiguration 12 Ability Boost: You get a +2 wand bonus to one ability score (roll a d6): 1 – Strength 2 – Dexterity 3 – Intelligence 4 – Wisdom 5 – Constitution 6 – Charisma Action Points Action points provide characters with the means to affect game play in significant ways. A character always has a limited amount of action points, and while the character replenishes this supply with every new level he or she attains, the character must use them wisely. A character can spend 1 action point to do one of these things: , Alter a single d20 roll used to make an attack, a skill check, an ability check, a level check, or a saving throw. , Use a class talent or class feature during your turn for which the expenditure of 1 action point is required. When a character spends 1 action point to improve a d20 roll, add 1d6 to the d20 roll to help meet or exceed the target number. A character can declare the use of 1 action point to alter a d20 roll after the roll is made—but only before the GM reveals the result of that roll (whether the attack or check or saving throw succeeded or failed). A character can‘t use an action point on a skill check or ability check when he or she is taking 10 or taking 20. When a character spends 1 action point to use a class feature, he or she gains the benefit of the feature but doesn‘t roll a d6. In this case, the action point is not a bonus to a d20 roll. A character can only spend 1 action point in a round. If a character spends a point to use a class feature, he or she can‘t spend another one in the same round to improve a die roll, and vice versa. Depending on the hero‘s character level (see the table below), he or she may be able to roll more than one d6 when spending 1 action point. If the character does so, apply the highest result and disregard the other rolls. Character Level Action Point Dice Rolled stth 1 – 71d6 th th 8– 142d6 Character Level Action Point Dice Rolled thth 15 – 203d6
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