Saturday, June 16, 2012

Harry Potter spells (A-F)

Accio (Magic-User 2)
Casting time: 1 segment
Range: 50'/level
The spellcaster states the name of an object and the object is dragged toward them through the air at a rate of 120'/round. The object must be small enough that the caster could hold it in one hand. The object can fly around corners, through gaps and generally act with a rudimentary intelligence to reach the caster. This spell can be used to disarm opponents but will require an opposed check of INT vs. STR.

Arresto Momentum (Cleric 1)
Casting time: 1 segment
Range: 40'
Cancels the momentum of one object per level of the caster, to a maximum of 5. (Something something exception something rotation of the earth.)

Avada Kedavra (Magic-User 7)
Casting time: 3 segments
Range: 150'
The spellcaster fires a green beam of light that instantly slays any living creature that it strikes. The creature is entitled to a saving throw vs. wands to dodge the beam. (This spell is one of the three Unforgivable Curses and thus is likely to produce a negative reaction from NPCs.)

Avifors (Magic-User 1) (Reversible)
Casting time: 2 segments
Turns one inanimate object into a bird of similar size (up to the size of an eagle - no ostriches or diatrymas please). The reverse spell, Srofiva, will restore the bird to its original form or turn a real bird into a random object.

The Bat-Bogey Hex (Magic-User 3)
Casting time: 3 segments
Range: 60'
This spell causes the target's bogies to grow enormous, sprout wings and attack their owner. From 2d6 bogies will be summoned, modified at the DM's discretion for victims with particularly poor or exceptionally good nasal hygiene. Each bogie has 1d6 hit points, attacks as a monster with one hit die, and deals 1d6 damage on a successful attack. The bogies will only attack the creature from which they originated, and will disappear after 2d4 rounds or when the origin creature is slain. The spell has no effect on creatures which lack noses.

Crucio (Magic-User 5)
Casting time: 1 round
Range: 40'
Duration: 2 rounds/level
This spell inflicts incredible pain upon the target, making them incapable of any action for the duration of the spell, though the spellcaster must also concentrate on maintaining the spell. After the spell is over, the victim must make a CON check each round until they pass, after which they can act normally. (This spell is one of the three Unforgivable Curses and thus is likely to produce a negative reaction from NPCs.)

Duro (Cleric 1)
Casting time: 1 segment
Range: 20'
Turns a single inanimate object to stone.

Entrail-Expelling Curse (Magic-User 3)
Casting time: 1 round
Range: 60'
Expels the target's entrails from their body, dealing 3d6 damage with a saving throw for half. Larger creatures with more entrails may take 4 or 5 dice of damage, while creatures without entrails will be unaffected.

Erecto (Cleric 1)
Casting time: 1 round
Range: 20'
Erects a structure such as a tent or lean-to. Any collection of inanimate objects can be affected so long as the caster visualises the shape they wish to form - for example a set of tables and chairs might be erected into a barricade, or a pile of books into a pyramid.

Expelliarmus (Cleric 1)
Casting time: 1 segment
Range: 60'
Releases a blast that disarms the target or otherwise causes them to drop what they are carrying. If two or more spellcasters use Expelliarmus simultaneously, it will also knock the target prone and push them back 5' for each additional caster beyond the first.

Fera Verto (Magic-User 3) (Reversible)
Casting time: 4 segments
Range: 30'
Transforms mundane animals into water goblets. The goblet retains some features of the creature transformed. The number of hit dice that may be transformed is equal to 2xlevel. Drinking from such a goblet will bestow some of the memories of the creature, but also some of its personality traits (which will wear off after 2d6 days).
The reverse, Otrev Aref, will turn goblets into animals which still retain some goblet-like features.

Fiendfyre (Magic-User 7)
Casting time: 1 round
Range: 120'
This spell summons a gout of flame 20' long, setting fire to everything in its path and dealing 1d8 damage for each level of the caster (saving throw vs. breath weapon for half). Fiendfyre burns much more voraciously than normal fire, spreading at a rate of 30' per round or more across highly flammable substances. Anything that catches alight takes 1d8 damage per round. Fiendfyre will burn just about anything except solid rock, and even if submerged in water it will persist for 1d4 rounds. Each round, the spellcaster may make a WIS check at double difficulty; if they succeed, they may control the progress of the fire for this round.

Flame-Freezing Charm (Cleric 1)
Casting time: 2 segments
Range: 40'
Duration: 2 rounds/level
This spell affects one creature per level of the caster, up to a maximum of 10. The targets become wholly immune to the effects of fire, feeling the flames as no more than a mild tickling sensation.


Other well-known spells:
Alohomora 'Knock'
Apparate 'Teleport'
Bubble-Head Charm 'Water Breathing'
Colloportus 'Wizard Lock'
Confringo 'Fireball'
Confundus 'Confusion'
Conjunctivitus Curse 'Power Word, Blind'
Defodio 'Dig'
Deletrius 'Erase'
Diminuendo 'Shrink'
Disillusionment Charm 'Invisibility'
Engorgio 'Enlarge'
Episkey 'Cure Light Wounds'
Expecto Patronum 'Turn Undead'
Featherweight Charm 'Feather Fall'
Finite Incantatem 'Dispel Magic'
Fianto Duri 'Prismatic Wall'
Flagrante Curse 'Heat Metal'

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