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Hogwarts RPG Species: Fire Crab
Oct 5th, 2009 by ambrose

A fire crab is a large crustacean native to Fiji in the South Pacific. They have a jeweled, shell and can shoot flames from it’s hindquarters if threatened. In spite of this, it’s hard and beautiful shell have rendered it so profitable to collecgt that it has been listed as a protected species, and although a wizard can keep a fire crab as a pet or for research, but one must obtain a special license.

Attributes

5 Health

  • STR: 4
  • WIL: 1
  • INT: 1
  • SOC: 1

Abilities

(+1)Pinch(Strength Based, Roll greater than 8 to succeed) The fire crab pinches you doing one damage in the yield system only.)

(+3)Explode(Strength Based, Roll greater than 9 to succeed) The fire crab’s hindquarters explode, dealing 2 damage and burning those behind it.

Hogwarts RPG Species: Basilisk
Oct 3rd, 2009 by ambrose

The king of the serpents, the basilisk, is a giant poisonous snake bred by dark sorcerers. A basilisk is created by hatching a chicken egg beneath a toad, and it is highly illegal to create one. In addition to it’s venom, it’s stare and enormous strength make it a highly formidable foe, essentially a killing machine. The most famous basilisk seen in recent memory protected the Chamber of Secrets in Hogwarts Castle.

Attributes

16 Health

  • STR: 9
  • WIL: 7
  • INT: 1
  • SOC: 1

Abilities

(+5)Gaze(Will based, roll greater than 15 to succeed)A basilisk’s stare is lethal to all who encounter it directly. If it looks you in the eye, you must roll a strength resistance check.

(+4)Bite(Strength based, roll greater than 17 to succeed) The bite of a basilisk deals 1d3 damage to it’s target and another 1 damage per round after that until it is cured.

(+3)Slam(Strength based, roll greater than 16 to succeed) A basilisk can attack with it’s tail to deal 2 damage.

Hogwarts RPG: Charms Part 1
Aug 16th, 2009 by ambrose

Charms

The day to day spells used by many wizards are taught in Profressor Flitwick’s charms class. Charms can have a variety of effects, ranging from hexes like Densuago, which makes your teeth grow out of control, to levitation and conjuring objects. This class is required at Hogwarts, and rightly so, since it’s uses are so widespread and dramatic.

  1. Lumos(Easy Spell, Will Based, 5 or greater to succeed) This spell creates a light of variable intensity, ranging from a 10′ radius to a 50′ radius.
  2. Wingardium Leviosa(Easy Spell, Will Based, 6 or greater to succeed) This spell allows the wizard to lift a heavy object from a long distance, and move it at will.
  3. Alohomora(Easy Spell, Will Based, 7 or greater to succeed) This spell unlocks doors that are not otherwise protected from the spell by a ward or magical lock.
  4. Scour(Easy Spell, Social based, 8 or greater to succeed) Scour is a universal spell for cleaning an object or area.
  5. Conjure(Medium Spell,  Intelligence Based, 9 or greater to succeed) This spell creates a temporary item or effect to aid the wizard. It can create flowers, small amounts of gold, shoot up colored flares, and small amounts of mundane craft materials, that exist for up to 3 minutes.
  6. Immobulus(Medium Spell, Will Based, 10 or greater to succeed) This spell causes the target to become entangled with conjured ropes.
  7. Accio(Medium Spell, Will Based, 11 or greater to succeed) This spell causes an object that the wizard is familiar with or knows the location of to spring immediately to his hand.
  8. Tarantella(Medium Spell, Will Based, 12 or greater to succeed) This spell causes the target to wiggle and dance wildly and uncontrollably.
  9. Priori Incantatem(Hard Spell, Social Based, 13 or greater to succeed) When aimed at a wand, this causes the wand to reveal the spell it last cast.
  10. Duplicate(Hard Spell, Intelligence Based, 14 or greater to succeed) This spell creates a new object identical to an object already posessed by the wizard, and it’s effects are permanent.
  11. Obliviate(Hard Spell, Will Based, 15 or greater to succeed) This spell erases the memory of it’s target. If the roll is failed critically(i.e. 2 or 3 on 2d6) the spell has a 50% chance to backfire on the caster, and a 50% chance to be too effective and cause permanent damage.
Hogwarts RPG: Defense Against the Dark Arts(Yes, I know people have been waiting)
Aug 1st, 2009 by ambrose

Revisions and Errata: I have updated the posts on Ancient Runes and on Part 5 to include some things that I forgot.

Defense Against the Dark Arts

The cursed post, held by no teacher for more than one year since Tom Riddles was denied the professorship, Defense against the Dark Arts is one of the most danger-fraught classes, which is why many of the adventurous students of Hogwarts consider it their favorite subject. Unfortunately, the first two years of Harry’s education, he was instructed by incompetent and ill-willed teachers, Professors Quirrell and Lockhart. The class teaches countercurses and imparts knowledge of dark spells and creatures for the benefit of students should they ever find themselves in need of such knowledge(wink).

  1. Curse of the Bogies(Easy Spell, Will based, Roll greater than 8 to cast) This curse causes the person afflicted to babble uncontrollably until the spell is dispelled.
  2. Finite Incantatem(Easy Spell, Will based, *Special roll to cast*) This spell causes a previously cast spell to discontinue its effect. *For the purposes of the game, a wizard casting this spell must make a second will based check to see if the spell works. This should be an opposed roll against the numerical difficulty of the curse.*
  3. Expelliarmus(Easy Spell, Will based, Roll greater than 6 to cast) The expelliarmus spell is a spell that causes a wizard to drop his wand. Although the exact method isn’t mentioned, it must cause some form of physical discomfort due to impact. Therefore, on a critical hit(12 on 2d6) this spell does 2 damage and knocks the target unconsious.
  4. Knowledge:Boggart(Intelligence Based, Roll greater than 6 to succeed) This skill gives basic knowledge about boggarts, creatures that thrive on fear and take the form of whatever unfortunate soul it encounters fears most.
  5. Protego(Easy Spell, Will based, Roll greater than 8 to cast) This spell negates the effect of an incoming spell, with the exception of the Unforgivable Curses. This spell must be cast before the incoming curse to be effective, with only a 33%(2 or less on 1d6) chance of succeeding if cast at the same time as an incoming spell. This effect increases to 100% if cast the turn prior.
  6. Riddiculus(Medium Spell, Will Based, Roll greater than 10 to succeed) This spell forces a boggart to become something silly and ridiculous, which will cause it to flee if cast enough times.
  7. Knowledge: Kappa(Intelligence based, roll greater than 7 to succeed) This skill gives basic knowledge about Kappas, water spirits of east Asia who strangle men to death in swamps.
  8. Knowledge: Hinkypunks and Hags(Intelligence Based, roll greater than 9 to succeed) This skill gives basic knowledge about hinkypunks and hags, monster in the form of old crones.
  9. Knowledge:Werewolves(Intelligence Based, Roll greater than 11 to succeed) This skill gives basic knowledge about werewolves and the best ways to identify and defend against them.
  10. Patronus Charm(Hard Spell, Will based, Roll greater than 14 to cast)
  11. Homorphus Charm(Hard Spell, Intelligence based, roll greater than 16 to cast) This spell causes a werewolf to revert to it’s human form for a short time, OR allows a wizard to stave off the transformation for a short time. This effect lasts for 30 minutes.
  12. Knowledge:Vampires(Intelligence based, roll greater than 13 to succeed) This skill gives basic knowledge about vampires, unlucky men afflicted with a thirst for blood.
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