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<blockquote data-quote="erf_beto" data-source="post: 3290072" data-attributes="member: 47533"><p>As a potter fanatic, I've been tempted to say something in this thread... I'm from Brazil and we had a magazine couple of years ago that presented a "Potter D&D". It was mostly spells expanding the Wizard/Sorcerer spell list, but it had preety much every spell from the books. I can't recall exactly what they said about wands and wandless casting (book six wasnt out yet), and the Animagi were handled with 4th level spell (I think), but you must have a license to practice it... the flavor was good (i have to locate the magazine... might take a while), but I never saw potter world wizards as dnd wizards. They really are more like sorcerers who can learn more spells... anyway, it all depends on what exactly you want to run: a game in Hogwarts (Hogwarts d20?), or bring potter elements into dungeon crawling D&D. </p><p></p><p>The first should probably have a spellcasting system based on skills, with individual spells being something like those spell tricks (i like the idea of having to cast them a number of times with a higher DC just to learn a new trick/spell). Goes much better with the theme.</p><p></p><p>The later option should scale like the sorcerer/wizard - and because of that, a lot of compromising should be done... you just can't cast spells all day long! Though one way to force its way in would be the Vitalizing Spell Point Variant ( <a href="http://www.d20srd.org/srd/variant/magic/spellPoints.htm#spellPointVariantVitalizing" target="_blank">http://www.d20srd.org/srd/variant/magic/spellPoints.htm#spellPointVariantVitalizing</a> ). Also, getting bonus sp from a high CON stat might flesh out different characters on the table if everyone is a wizard (though on regular D&D we should probably avoid MAD).</p><p></p><p>On the subject of undead (ghosts aside), without spoiler'ing much, book six presents another form of undead, the inferi (not sure how the english version calls them). But these are very rare abominations, most people dont really seem to know what they are... </p><p></p><p>As for potions and magic itens, let's just assume some spells are described as only working if cast on items (like teleport on kettle pot, turning it into a Portus Key) or brewed in the form of a potion (healing, buffs, some polimorphs...). Wizards could be able to cast spells without those items with Spellcraft checks and at increased spell levels - but not everything: potions and artifacts are a great deal in the potter universe.</p><p></p><p>anyway, just some of my copper pieces...</p></blockquote><p></p>
[QUOTE="erf_beto, post: 3290072, member: 47533"] As a potter fanatic, I've been tempted to say something in this thread... I'm from Brazil and we had a magazine couple of years ago that presented a "Potter D&D". It was mostly spells expanding the Wizard/Sorcerer spell list, but it had preety much every spell from the books. I can't recall exactly what they said about wands and wandless casting (book six wasnt out yet), and the Animagi were handled with 4th level spell (I think), but you must have a license to practice it... the flavor was good (i have to locate the magazine... might take a while), but I never saw potter world wizards as dnd wizards. They really are more like sorcerers who can learn more spells... anyway, it all depends on what exactly you want to run: a game in Hogwarts (Hogwarts d20?), or bring potter elements into dungeon crawling D&D. The first should probably have a spellcasting system based on skills, with individual spells being something like those spell tricks (i like the idea of having to cast them a number of times with a higher DC just to learn a new trick/spell). Goes much better with the theme. The later option should scale like the sorcerer/wizard - and because of that, a lot of compromising should be done... you just can't cast spells all day long! Though one way to force its way in would be the Vitalizing Spell Point Variant ( [url]http://www.d20srd.org/srd/variant/magic/spellPoints.htm#spellPointVariantVitalizing[/url] ). Also, getting bonus sp from a high CON stat might flesh out different characters on the table if everyone is a wizard (though on regular D&D we should probably avoid MAD). On the subject of undead (ghosts aside), without spoiler'ing much, book six presents another form of undead, the inferi (not sure how the english version calls them). But these are very rare abominations, most people dont really seem to know what they are... As for potions and magic itens, let's just assume some spells are described as only working if cast on items (like teleport on kettle pot, turning it into a Portus Key) or brewed in the form of a potion (healing, buffs, some polimorphs...). Wizards could be able to cast spells without those items with Spellcraft checks and at increased spell levels - but not everything: potions and artifacts are a great deal in the potter universe. anyway, just some of my copper pieces... [/QUOTE]
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