Uploaded by Bruce Williams

David-Ren

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David Ren
55hp
Move 6
Half Giant
Physical Skills
Constitution 5
Athleticism 5
Dodge 2
Sleight of Hand
Stealth
Craft 1
Drive
Ride 2
Melee Weapons
Range Weapons
Martial Arts 2
Social skills
Leadership 1
Intimidation
Subterfuge
Seduction
Empathy
Etiquette
Perform
Intelligence skills
Street Smarts
Paranoia 1
Teaching
Medicine
Animal knowledge 1
Survival
Investigation
Law
Linguistics
Magical skills
Charms 2
Transfiguration
Potions
History of Magic
Astronomy
Herbology 1
Defense Against the Dark Arts 1
Arithmancy
Divination
Magical Creature Care 1
Muggle Studies 1
Magic Sense
Wand Lore
Ancient Runes 1
Costs odd points
Dark Arts
Flying 3
Quidditch 3
Permission needed
Advanced Arithmancy
Alchemy
Apparation
Legilimancy
Occlumency
Family Funds 5
Animal 5
Contact
Strength of the Mountain Troll
Born Leader
Self Healing
Wand
Core Curriculum
Charms
Transfiguration
Potions
Herbology
History of Magic
Electives
Magical creature care
Muggle studies
Antient Runes
Spells I know
Year1
Extinguishing Charm: Extinguishes simple fires // Charms // 1 success // 2MR // Magical fires
require you to roll more successes than the fires intensity rating(ask the GM)
Hot-Air Charm: Produces a jet of hot air // Charms // 1 success // 2MR // Hot enough to dry but
not burn
Fire-Making Spell(Incendio): Produces a jet of flames(Each success deals 1d3 fire damage) //
Charms // 1 success // 4MR // Causes burning condition.
Levitation Charm(Wingardium Leviosa): Makes an object float. It can also be slowly moved
while in the air. // Charms // 1 success // 3MR // Does not work on living creatures.
Locking Charm(Colloportus): Locks a lock and adds a magical protection preventing the lock
from being physically unlocked // Charms // 1 success // 3MR // Works on any normal physical
lock.
Leg-Loccker Curse(Locomortor Mortius): Binds the target’s leg together(Con check to reduce
time spent with legs lock)// DADA // 2 successes // 5MR // Each success causes the targets legs
to remain lock for 1min.
Pack: Packs luggage // Charms // auto // 2MR // N/A
Mending Charm(Reparo): Repairs objects // Charms // Size and damage determines successes
ask the GM // Size and damage determines the MR ask the GM // Must have all broken pieces.
Unlocking Charm(Alohomora): Unlocks a lock // Charms // normally 1 success is required but
strength of the magical lock might require more successes // MR6 // Works on any physical
lock.
Wand-Lighting Charm(Lumos or Nox(is the counterspell): Produces light at the tip of the caster’s
wand // Charms // 1 sucess // MR2 // Its just light about as bright as a touch.
*Lumos Solem: Conjures a powerful ray of light, similar to sunlight(If targeting the eyes of a
creature, if 2 successed are scored it blinds them. Light sensitivity creatures also take 1d4pts of
damage per success. // Charms // 2 successes // MR8// If targeting eyes, it burns the targets
retinas and can only be cured with specilized magical care.
*Unlocking Charm(Portaberto): Opens a door by breaking its lock // Charms // 2 success or
locks strength ask the GM // MR8 // Works on any physical lock.
Year 2
Hex-Deflecting Spell(Salvio Hexia): Deflects some spells // DADA // More successes than spell
casted at you(This is a Defesive action) // MR8* // If your MR was greater than your targets MR
and you successfully defended against the spell it is reflected back towards the caster using
their attak pool.
Arresto Momentum: Reduces the targets velocity. If forceful enough, it can stop the target.(Each
success removes 2 from the targets initiative and momevent. If movement becomes 0, each
success removes 1 rank of both their actions and defensive actions.) // Charms // 2 success //
MR6 // If used on a non human target each success removes ⅓ of the targets momentum.
Everte Statum: Forcefully knocks the target backwards // Charms // 2 successes // MR8 // Each
success sends the target 2 spaces away from you.
General Counter Spell(Finite incantatem): Cancels the effects of spells // DADA // 1 success //
MR8 // Success are cumulative till you achieve enough success equal to the MR of the spell to
which it becomes dispelled
Mobiliarbus: Levitates plants a few inches off the ground so they can be moved. // Charms // 2
Successes // MR6 // More efficient for plants than Locomotor and Wingardium Leviosa. Can
also uproot plants(Larget plants require more successes)
*Errecto: Erects tents or other structures // Charms // 1 success or more depending on size. //
MR6
Ticking Charm(Rictusempra): Tickles the target intensely(Con resists, each success causes
target to lose 1 dice during their actions. // Charms // 2 successes // MR8 // This spell only lasts
a round.
Disarming Charm(Expelliarmus): Disarms the target(resist by magical grip) // Charms // 2
success // MR8 // Object is flung 1 space from the target per success. If 4 or more success are
achieve you can instead draw the object towards yourself.
Colovaria: Changes an objects color // Charms // 1 success // MR4 // Cannot target living
creatures.
Flipendo: Knocks back the target(resisted with Athletics) // Charms // 1 success //MR6 // Each
success sends the target 1 space away from you.
Year 3
Draconifors: Morphs an object into a dragon about the same size // Transfiguration // 2
successes or more depending on size // MR12 //
Bombarda: Blasts the target, as if they were struck by a punch to a cannonball.(Each success
deals 2d4 damage and knocks the target back 1 space.) // Charms // 2 success // MR10
Full-Body Bind Curse(Petrifuicus Totalus): Locks the targets limbs to their body and immoblize
it. The target stays conscious. Works on targets adult size or smaller.(Con Resists) // Dark Arts
// 3 successes // MR10 // Each extra success causes to target to stay immobilized for 1 round
longer. Lasts for 3 rounds.
Scourgify: Cleans the target. // Charms // 1 success // MR6
Riddikulus: Banishes a boggart by giving it a ridiculous look. // Charms // 2 successes and must
laugh // MR10
Impervius: Renders the target waterproof // Charms // 1 success //MR8
Glacius: Conjures extreme cold from the casters wand(does not create ice)(Con resist) //
Charms // 2 successes // MR10 // Deals 1d4 damage per success and removes 1 dice from
targets actions if successful.
Impedimenta: Immoblizes the target(Con Resists) // Charms // 2 successes // MR10 // Lasts for
2 rounds.
Year 4
Shield Charm(Protego)
Stunning Spell(Stupefy)
Summing Charm(Accio)
Reviving Spell(Rennervate
Flying Charm
Alarte Ascendare
Year 5
Patronus Charm(Expecto Patronum)
Refilling Charm
Glisseo
Unbreakable Charm
Year 6
Basic Conjuration
Working on
Advanced Conjuration
Gryffyndor
Redwood
Dragon
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