Advice for adding some Harry Potter spells


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Okay, first some background. I'm GMing a Mystara campaign, and we're currently in the year 1021 AC. Bargle the Infamous (older gamers might remember him) is one of the top three villains going in the current campaign, and he's working for Prince Emmerich von Blut of Glantri as the new Grand Master of the Great School of Magic. There's a big scheme going on, but what I have going on here is he's invented some new spells. For those of you who have read Harry Potter, you probably know which ones.

Yes, Bargle has invented the "unforgivable curses", only they're new and unregulated and a danger to the known world at the moment. I was just wanting input as to whether I've balanced them properly.

Let's start with the Cruciatus Curse. This was the easiest to do. I started with the spell Wrack from the 3.0 Book of Vile Darkness and went from there. I pimped it out and came up with this.

Crucio:
Crucio
School necromancy [evil] Level Cleric/Oracle 5, Sorcerer/Wizard 5, Witch 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration concentration
Saving Throw Fortitude partial; see text
Spell Resistance yes

Crucio, the Cruciatus Curse, is one of the most vile spells ever created. Also known as the Torture Curse, the sole purpose of this spell is to cause excruciating pain. Normal immunities do not stop this spell; any creature can be affected. For the duration of the spell, the victim is considered helpless and cannot take actions. Even on a successful save, the victim is knocked prone and takes 1d6 points of damage. After the spell ends, if the victim had been under it for 5 rounds or less, he or she is shaken for 3d10 minutes. If the victim had been under the spell for between 6 rounds and 2 minutes, he or she is staggered for 3d10 minutes.

If the victim is under the spell for over 2 minutes straight, he or she must make a Will save (DC equal to that of the casting of the spell) or risk going permanently and almost incurably insane. A day after the failed Will save, he or she must make a second Will save; success means that the insanity may be cured as normal, but failure means the insanity is permanent. In such cases, only a miracle or wish spell of a caster level higher than the caster of this spell can cure the afflicted, and a successful caster level check must be made.

Multiple people can cast Crucio at the same time to raise the save DC by +2 for each extra caster. This also raises the caster level needed to cure potential insanity by +2 for each extra caster.

Only a caster of evil alignment can successfully cast this spell, as "you have to mean it" and want to torture for the sake of torture. Any nonevil caster can only stun a victim for 1d6 rounds.

Next up is the Imperius Curse, which was actually the most difficult to manage. Dominate Monster is already a Level 9 spell, and Imperio (by Harry Potter canon) is clearly superior in pretty much every way. So how do you make a spell the same spell level while making it better? I gave it the properties to affect anything (we saw it affect a spider, which is mindless in Pathfinder, in "Goblet of Fire"), but then lowered the duration drastically, with a caveat to allow for longer durations. Here's the result.

Imperio:
Imperio
School enchantment (compulsion) [mind-affecting] Level Sorcerer/Wizard 9, Witch 9, Cleric/Oracle 9
Casting Time 1 round
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 round/level
Saving Throw Will negates
Spell Resistance yes

Imperio, the Imperius Curse, is the most potent control spell in existence. You can control the actions of any creature through a telepathic link that you establish with the subject. This spell even works on creatures normally immune to such spells and effects, including but not limited to mindless creatures and undead. There is no limit as to what a controlled creature can be forced to do, and worst of all, the spells forces them to "willingly" do these things. A second successful casting of Imperio on the same creature increases the duration to 1 day/level.

Finally, we get to the Killing Curse. This was tricky as well for obvious reason. There's no way to make it do exactly as in Harry Potter canon (in which it's pretty much unstoppable) without breaking the game, but I think I came close. I started with Power Word Kill, but to give it some extra zing, I allowed it to affect more hit points with no save allowed, making it a ray in order to hopefully balance it. Not sure if I succeeded. I needed to make this a spell to be truly feared, so I put some caveats in it to hinder revival magic. Here's what I came up with.

Avada Kedavra:
Avada Kedavra
School necromancy [death] Level Sorcerer/Wizard 9, Witch 9, Cleric/Oracle 9
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets one living creature
Duration instantaneous
Saving Throw none
Spell Resistance yes

Avada Kedavra, the Killing Curse, is one of the most potent spells in existence, capable of killing anything it hits. A green beam springs forth, and you must make a successful ranged touch attack to hit. Anyone with under 151 hit points dies instantly, even if normally immune to death effects; any being with a Constitution score can fall to this spell. Those killed by this spell can only be returned to life by a true resurrection, miracle, or wish cast by someone with a higher caster level than the caster of this spell.

Now for a bonus. I also conceived the Patronus Charm to help combat evil. It was a weird one, especially since it's not fleshed out very well in Harry Potter canon and the two worlds are highly incompatible when it comes to this one. Not sure if I got the school right here, or if it's balanced properly. It's basically a combination of many of the lower-level holy spells. This is what I decided upon.

Expecto Patronum:
Expecto Patronum
School abjuration [good, force] Level Cleric/Oracle 9, Sorcerer/Wizard 9, Paladin 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Area 40-ft.-radius emanation
Duration concentration (D)
Saving Throw Will partial
Spell Resistance yes

The Patronus Charm is a charm that evokes a partially-tangible, positive energy force known as a Patronus. Patronuses are also called spirit guardians though this may only refer to corporeal Patronuses. It is primarily designed for defense against dangerous undead, outsiders, aberrations and dragons, though there are other uses such as messaging. To successfully cast the spell one must muster a happy memory (the happier the memory, the more powerful and tangible the Patronus will be) and incant "Expecto Patronum". The happy memory one requires when casting does not necessarily have to be a specific moment in your past. Arguably more important than content, is how the memory or thought makes you feel now.

Upon casting, all allies within the emanation gain a +4 deflection bonus to AC and a +4 resistance bonus on saves as well as spell resistance of 25 against evil spells and spells cast by evil creatures. The abjuration also protects against possession and mental influence as protection from evil does, except it can not block Crucio, Imperio, or Avada Kedavra. Everything within the emanation is affected as if by a consecrate spell. The caster knows of any and all creatures entering the zone of a Patronus.

As a full-round action, the caster can materialize a corporeal patronus and attack evil creatures inside the emanation. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil undead, outsider, aberration, or dragon) and causes it to become blinded for 1d4 rounds. A successful Will saving throw reduces damage to half and negates the blinded effect. Furthermore, any evil undead, outsiders, aberrations, and dragons within the emanation take 2d6 points of damage per round with no save. Lastly, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. The banishment effect allows a Will save (at a –4 penalty) to negate.

Aside from this, a Patronus can be used to send messages across great distances (anywhere on the same planet).

The spell requires a pure heart to cast. If a nongood caster attempts to use this spell, it only grants a +2 deflection bonus to AC and +2 resistance bonus on saves with no further effects. If an evil caster attempts to use the spell, it backfires and tries to devour the caster, doing 1d12 points of backlash damage per caster level.

There you have it. Just looking for opinions as to whether I've balanced them properly enough for use in Pathfinder. If you don't think I have, suggestions are welcome.

Grand Lodge

This belongs here.


Crucio is vastly more powerful than Hold Monster, which is the same level. Either it needs to be a higher-level spell or you need to tone it down.

Hold Monster gives a save per turn. This doesn't. Nerfing should start there.

Unfortunately I've not read any Harry Potter books. Looking at the Killing Curse spell, with that kind of name, I would think there's some "off-screen" ways of boosting the save DCs, thus allowing it to always work in the books. (Eg if you have a lock of their hair, boost the save DC by 2. Do multiple things like that.) I wouldn't think Killing Curse is a spell you could casually cast the way you would cast Power Word Kill.


I came here to discourage this, but I think you've put some solid, good thought into it. Nice job!

One thought...why does Expecto Patronum affect dragons?

Shadow Lodge

Couple questions about part of the patronus.

Quote:
As a full-round action, the caster can materialize a corporeal patronus and attack evil creatures inside the emanation. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil undead, outsider, aberration, or dragon) and causes it to become blinded for 1d4 rounds. A successful Will saving throw reduces damage to half and negates the blinded effect.

Does this require any sort of attack roll? Does it affect one evil creature within the emanation or all evil creatures? Does the caster have to spend a full-round action every turn that the corporeal patronus manifests, or only once?

Also, you should note that while doing this the caster can still concentrate on the spell, since otherwise using a full-round action to direct the patronus prevents the caster from using a standard action to concentrate on maintaining it.

Quote:
Furthermore, any evil undead, outsiders, aberrations, and dragons within the emanation take 2d6 points of damage per round with no save.

Does this require the caster to actively direct the patronus to attack, or is it automatic? If it is part of directing the patronus to attack, how does it interact with the above? Do you do both at once? Do you do the larger amount of damage as a targeted effect with this being a secondary effect?


Thanks for the replies! I'm looking forward to hashing this out. This should be fun!

Kimera757 wrote:

Crucio is vastly more powerful than Hold Monster, which is the same level. Either it needs to be a higher-level spell or you need to tone it down.

Hold Monster gives a save per turn. This doesn't. Nerfing should start there.

Well my reasoning for having it at that level, the balance if you will, are the conditions. You have to be evil to get the full effect, you have to concentrate to keep it going. There are several potential save-or-lose spells at Level 5 (Dominate Person, Feeblemind, Baleful Polymorph, Hungry Pit) and Hold Monster is essentially save-or-lose anyway since you won't cast it unless someone can take the killshot most of the time. In a duel, this spell would only be cast to add insult to injury because you would have to let go of concentration to attack.

Fortitude is also an easier save than Will.

I'd like to hear some other thoughts on this as well. I've wrestled with Crucio for a while now. Did those above things show it balanced or do you still think it needs nerfing (or the level increased)?

The rest of it's flavor for the most part. The odds of the extra effects taking hold in a combat situation are slim to none.

Kimera757 wrote:
Unfortunately I've not read any Harry Potter books. Looking at the Killing Curse spell, with that kind of name, I would think there's some "off-screen" ways of boosting the save DCs, thus allowing it to always work in the books. (Eg if you have a lock of their hair, boost the save DC by 2. Do multiple things like that.) I wouldn't think Killing Curse is a spell you could casually cast the way you would cast Power Word Kill.

Hmmm, not sure what to think of that.

Ursineoddity wrote:

I came here to discourage this, but I think you've put some solid, good thought into it. Nice job!

One thought...why does Expecto Patronum affect dragons?

Thanks for the kind words!

This spell was a real pain in the arse to figure out to be honest. It's not very well defined even in Potterverse. It's only used on a couple of monsters in Potterverse, but they claim it's one of the most powerful defensive spells a wizard can learn. I had to improvise.

To answer your question, it's merely a combination of Holy Aura, Holy Word, Banishment, Holy Smite, and Message. It's just all in one very potent spell.

Weirdo wrote:

Couple questions about part of the patronus.

Does this require any sort of attack roll? Does it affect one evil creature within the emanation or all evil creatures? Does the caster have to spend a full-round action every turn that the corporeal patronus manifests, or only once?

Sure thing. I didn't realize I still need so much explanation text for this, hehehe.

It affects all evil creatures in the emanation (I thought emanations implied this from the start actually), and you do have to spell a full-round action every round to manifest the corporeal patronus.

Weirdo wrote:
Also, you should note that while doing this the caster can still concentrate on the spell, since otherwise using a full-round action to direct the patronus prevents the caster from using a standard action to concentrate on maintaining it.

Noted. That or I may make it so conjuring the corporeal patronus ends the spell. That might take away the power of it, though. So yeah, probably just going to add automatic maintenance if using the corporeal patronus.

Weirdo wrote:
Does this require the caster to actively direct the patronus to attack, or is it automatic? If it is part of directing the patronus to attack, how does it interact with the above? Do you do both at once? Do you do the larger amount of damage as a targeted effect with this being a secondary effect?

The 2d6 is automatic regardless of directing the patronus. When you conjure the corporeal patronus to attack, the 2d6 still happens, ramping up the damage.

This is a lovely conversation. More thoughts are also appreciated! I want to gather as many opinions as I can. I want to make sure it's all balanced well enough.

Shadow Lodge

DreamGoddessLindsey wrote:
It affects all evil creatures in the emanation (I thought emanations implied this from the start actually)

Usually yes, but the attack mode was a special aspect of the spell and the phrasing about manifesting a corporeal patronus to attack your foes did make me wonder whether this was still part of the emanation effect or whether the manifested corporeal patronus attacked individual enemies in some way.

I'd put the bit about the corporeal patronus after the general damage, in its own paragraph, right before the note about being pure of heart. This should isolate the special effect and make it clear that the 2d6 points of damage and banishment effects do not require the corporeal patronus.

The Exchange

what about expelliarmus?

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