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Harry Potter d20 -need some help
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<blockquote data-quote="Xythlord" data-source="post: 1854087" data-attributes="member: 14212"><p>WOW my thread exploded while I wasn't looking <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Ok, to each post:</p><p></p><p><strong>RainOfSteel</strong> I was going to make my life a lot easier by not actually having my school in Hogwarts, but to adapt a bunch of the stuff over from Redhurst (teacher names and personalities, some class ideas, definately the map, etc.) My plan was to keep the HP universe with all its quirks, but allow me the freedom to create a game where my players don't have to live in the shadow of harry and gang. </p><p></p><p><strong>DungeonmasterCal</strong> I have completely departed from the D&D spell casting system and gone to a skill based casting system. All characters start with the Wizard Born feat which allow access to the following skills as class skills (Charms, Conjuration, Counter-Jinxes, Dowsing, Divination, Dreaming, Glamour, Hexes & Curses, Healing, Legilemency, Occlumency, Potions, Scry, Spellcraft, Summoning, Transfiguration, Warding, Weather Witching). Spells are cast using a skill check and a standard action (usually -see spell discription). Each spell is automatically successful if the caster has a skill rank equal to the casting DC. The spell is successful if the DC is met or exceeded, may only be partially successful if it is within 3 pts of the DC [this requires a lot of DM judication but adds some fun to the spellcasting process]. A 20 is a critical effects and a 1 is a critical failure. If the spell check fails and the caster rolls within 3 pts of the critical failure number (more on this later) the caster is dazed (as per the condition) for 1d4 rounds, if again in that time he is staggered, and then stunned (this will be on a chart).</p><p></p><p> One addition to the above rules is that each spell may have a critical modifier. This is a +x number that changes the critical spell failure number than may be rolled. I have used this to simulate the danger of some of the more complicated spells. Oh and any spell can be cast without the characters wand, at a -10 to skill ranks <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p></p><p> Spells are learned through the Spellcraft skill and can be learned through just seeing it cast (I based these rules off the WoT d20 Weavesight rules). Spells can be simple <strong>Cantrips </strong>(such as below) or difficult <strong>Incantations</strong> that use multiple magical skills (and skill checks), difficult components and long casting times. The basic number I use is 10 + the base spell level (squared), any modifications are added to the skill check DC equal to the original spells level, with the spell level being what I steal from D&D spells. 0 level spells have a base DC of 5.</p><p></p><p>Here is a sample spell.</p><p></p><p><strong><span style="color: Yellow">Lumos</span></strong></p><p><em>Lumos</em> (lew-Mos)</p><p></p><p><strong>Skill Used:</strong> Conjuration </p><p><strong>Casting DC:</strong> 6</p><p><strong>Critical Modifier:</strong> +0</p><p><strong>Saving Throw:</strong> None</p><p><strong>Target:</strong> Personal</p><p><strong>Duration:</strong> Concentration</p><p><strong>Description:</strong> This is the basic illumination spell allowing the caster to cause their focus object (normally the caster’s wand) to glow with a wane light. This light is normally a pale blue/white but can be changed to whatever the caster wants with a minor increase to the difficulty of the spell (DC 7). The light produced sheds bright light in a 10-foot radius (and dim light for an additional 5 feet) from the point of focus. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.</p><p><strong>Components:</strong> None</p><p></p><p></p><p>Skills are learned in class (with the classes chosen by the characters). A character who does not take a class may not put points into that skill.</p><p></p><p><strong>Kajamba Lion</strong> Same as above.</p><p></p><p><strong>Frukathka</strong> That's one of the reason that I went to the d20 Modern ruleset. The six classes are very versitile and can be combined to accurately represent a great variety of characters. The various class talents are also nice additions to make each character unique (I did end up modifying the talents and adding some from the Players Compendium [Game Mechanics]. I have been thinking of picking up the 22 talent trees PDF as well. </p><p></p><p><strong>Shadow145</strong> Great minds and all that, eh <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p><strong> Wikidogre</strong> What was the spell check failure rules for Grim if you don't mind me asking. I have been trying to figure out how to make mine a little more streamline and user freindly.</p><p></p><p><strong>Arrgh! Mark!</strong> Ya, well thats half the fun aint it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> , you will notice in the sample spell that I have included the spell word and pronunciation as well. As for a stick of wood, take a look at this </p><p></p><p><a href="http://www.alivans.com/welcome.htm" target="_blank">http://www.alivans.com/welcome.htm</a></p><p></p><p>Hope this meets to your approval</p><p></p><p>Xyth</p></blockquote><p></p>
[QUOTE="Xythlord, post: 1854087, member: 14212"] WOW my thread exploded while I wasn't looking :D Ok, to each post: [B]RainOfSteel[/B] I was going to make my life a lot easier by not actually having my school in Hogwarts, but to adapt a bunch of the stuff over from Redhurst (teacher names and personalities, some class ideas, definately the map, etc.) My plan was to keep the HP universe with all its quirks, but allow me the freedom to create a game where my players don't have to live in the shadow of harry and gang. [B]DungeonmasterCal[/B] I have completely departed from the D&D spell casting system and gone to a skill based casting system. All characters start with the Wizard Born feat which allow access to the following skills as class skills (Charms, Conjuration, Counter-Jinxes, Dowsing, Divination, Dreaming, Glamour, Hexes & Curses, Healing, Legilemency, Occlumency, Potions, Scry, Spellcraft, Summoning, Transfiguration, Warding, Weather Witching). Spells are cast using a skill check and a standard action (usually -see spell discription). Each spell is automatically successful if the caster has a skill rank equal to the casting DC. The spell is successful if the DC is met or exceeded, may only be partially successful if it is within 3 pts of the DC [this requires a lot of DM judication but adds some fun to the spellcasting process]. A 20 is a critical effects and a 1 is a critical failure. If the spell check fails and the caster rolls within 3 pts of the critical failure number (more on this later) the caster is dazed (as per the condition) for 1d4 rounds, if again in that time he is staggered, and then stunned (this will be on a chart). One addition to the above rules is that each spell may have a critical modifier. This is a +x number that changes the critical spell failure number than may be rolled. I have used this to simulate the danger of some of the more complicated spells. Oh and any spell can be cast without the characters wand, at a -10 to skill ranks :] Spells are learned through the Spellcraft skill and can be learned through just seeing it cast (I based these rules off the WoT d20 Weavesight rules). Spells can be simple [B]Cantrips [/B](such as below) or difficult [B]Incantations[/B] that use multiple magical skills (and skill checks), difficult components and long casting times. The basic number I use is 10 + the base spell level (squared), any modifications are added to the skill check DC equal to the original spells level, with the spell level being what I steal from D&D spells. 0 level spells have a base DC of 5. Here is a sample spell. [B][COLOR=Yellow]Lumos[/COLOR][/B] [I]Lumos[/I] (lew-Mos) [B]Skill Used:[/B] Conjuration [B]Casting DC:[/B] 6 [B]Critical Modifier:[/B] +0 [B]Saving Throw:[/B] None [B]Target:[/B] Personal [B]Duration:[/B] Concentration [B]Description:[/B] This is the basic illumination spell allowing the caster to cause their focus object (normally the caster’s wand) to glow with a wane light. This light is normally a pale blue/white but can be changed to whatever the caster wants with a minor increase to the difficulty of the spell (DC 7). The light produced sheds bright light in a 10-foot radius (and dim light for an additional 5 feet) from the point of focus. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. [B]Components:[/B] None Skills are learned in class (with the classes chosen by the characters). A character who does not take a class may not put points into that skill. [B]Kajamba Lion[/B] Same as above. [B]Frukathka[/B] That's one of the reason that I went to the d20 Modern ruleset. The six classes are very versitile and can be combined to accurately represent a great variety of characters. The various class talents are also nice additions to make each character unique (I did end up modifying the talents and adding some from the Players Compendium [Game Mechanics]. I have been thinking of picking up the 22 talent trees PDF as well. [B]Shadow145[/B] Great minds and all that, eh :D [B] Wikidogre[/B] What was the spell check failure rules for Grim if you don't mind me asking. I have been trying to figure out how to make mine a little more streamline and user freindly. [B]Arrgh! Mark![/B] Ya, well thats half the fun aint it ;) , you will notice in the sample spell that I have included the spell word and pronunciation as well. As for a stick of wood, take a look at this [url]http://www.alivans.com/welcome.htm[/url] Hope this meets to your approval Xyth [/QUOTE]
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