Curses and Counter-Curses

Curses and Counter-Curses

If a spell has the words restricted next to it it means the learning of it is restricted and a wizard or witch could get into trouble with improper use of the spell. Dark spells are ones that are inherently evil and are not considered acceptable.

Restricted Spell: Avada Kedavra (Killing Curse) DC 35- This spell emits from the casters wand, in a bright flash of green light. Make a ranged attack. If the attack succeeds the target dies instantly with no save. This spell can not be dispelled, or repelled directly. This spell can be blocked by making a transfiguration check to animate an object and move it to block the spell. However, this is very difficult and the DC to block it is equal to the casters check result who cast Avada Kedavra +10. The object is automatically destroyed after it is blocked. If this spell hits a wooden object, it is instantly destroyed. Also, any other object becomes wreathed in green flames, that burn for 1d6 points of damage until the object is destroyed.

Note: To cast this spell the caster must be angry, or hate the person, or be indifferent to life and hold on to emotions like hatred, jealousy and greed.

Conjunctivitus Curse DC 20- This curse causes great pain within the subjects eyes. Make a ranged attack against your opponent. If the attack hits the subject is dazzled for 1 round per caster level.

Restricted Spell: Crucio DC 30- This curse causes great pain in the subject, as if screws are being driven in to the persons body. Make an attack roll. If you succeed the subject takes up to 5d6 points of nonlethal damage. You may decide to roll less dice if you wish to inflict less damage. Should you continue the use of this spell after their nonlethal damage exceeds their hit points, they will begin taking lethal damage.

Expecto Patronum (Patronus Charm) DC Varies

DC 20- The caster creates a shield against dementors. This shield automatically deflects any dementors that approach the caster. The dementors cannot be closer then 1 square away and cannot attack the caster. This spell however, is very difficult to sustain. This spell requires a DC 15 concentration check to maintain each round, and the DC increases by +1 each round the spell is maintained.

DC 20- This creates a ball of pure happiness that can be used against dementors. If the attack roll succeeds against a dementor it is blown 20 feet back. It is blown an additional 5 feet by every 5 points by which the DC is exceeded.

DC 30- You create a true Patronus, which appears as an animal glowing pure white. This animal is chosen when first cast successfully. This cannot be changed unless a great emotional upheaval occurs. This creature provides an area of protection with a 2 foot radius per cast level. No dementor can be within this area. Any dementor within this area is automatically dispelled and sent 10 feet away from the edge of the affected area. It can also be used to attack one dementor within eyesight. The attack automatically succeeds against the dementor, and it is thrown 50 feet away. This animal stays around the caster for up to 3 rounds + your charisma modifier.

DC 35- Your Patronus can send messages. Upon casting you can send a message up to 30 words in length. The Patronus will deliver the message to the person (or persons), that you state. The spell automatically arrives at the intended location with a minute of casting regardless of the distance.

DC 40- Your Patronus is a bastion of happiness. The Patronus sends out pulses of white light. This automatically dispels all dementors within a 100 foot radius, 100 feet away from the edge of the radius, This spell can be maintained each round with a DC 30 Concentration check

Note: This happiness of memories can give up to a +5 bonus to the casting of this spell, at the DM’s discretion. Also, if the caster exceeds the DC and reaches a higher effect of the spell they may choose to cast it at a lower level such as creating a ball instead of a true Patronus.

Expelliarmus (Disarming Charm) DC 15- A bright red jet of light erupts from your wand. Make an attack roll against the creature . If you succeed you can use the result of your check compared to the creatures AC. This disarms any object from the persons hand and it flies 10 feet forward or backward (casters choice). If the caster exceeds the spell DC by 5, the target is blasted back 10 feet, plus five for every 5 points above that (the caster can choose for this not to happen however). The subject takes 1d6 points of subduel damage for every 10 points they are moved backwards, rounded down.

Furnunculus (Furnunculus Curse) DC 20- This spell causes the subject to become covered in boils. Make an attack roll, against the subject. If it succeeds the subject is covered head to toe in boils. The subject then takes 2d6 points of damage, The boils stay on the body for 1 day with an additional day for every 5 points by which the DC is exceeded.

Dark Spell: Horcrux DC 40- When you use the Avada Kedavra, or a similar spell, to intentionally kill a target, make a Curse and Counter-Curse check against DC 40 (a character with at least 8 ranks in Knowledge (Dark Arts) reduces the DC to 35). If the check equal or exceeds the check, a piece of your newly fragmented soul is removed from your body and latches itself to an object or creature you designate within a 10' from you. You permanently lose 1 point to Constitution due to the dark magic's negative effects.

Imperius Curse DC 30

This curse puts the victim under the control of the caster for 1+1/caster level number of days. A will-save of DC 10+1/2 the casters level+ the charisma save of the caster that if successful will negate the spell. After the spell has run it's course the Will-save may be attempted again to break free, otherwise the spell will be automatically recast on the victim. If the vicim is ordered to do something out of nature for themselves they may make another save with a +5 bonus, but if they fail they shall have to wait until the spell expires before they may try again.

Jelly Legs Jinx DC 20- This spell makes the subjects legs flop around uselessly, beyond the subjects control. Make an attack roll against the subject. If the attack roll succeeds the subject falls to the ground prone, as their legs flop around. The subject can crawl at a rate ¼ of their normal speed rounded down to the nearest increment of 5. This spell lasts for 1 minute per caster level or until dispelled.

Locomotor Mortis (Leg-Locker Curse) DC 15- This spell locks the subjects legs together. Make an attack roll against the subject. If the attack roll succeeds the subjects legs are locked together causing them to move at 1/3 of their base speed rounded down to the nearest increment of 5. It also causes a -2 penalty to any balance checks that are made, as well as making jump checks impossible. This last for 1 minute per caster level, or until dispelled.

Petrificus Totalus (Full Body-Bind Curse) DC 20- This spell when casts makes the targets body become rigid, as the arms and legs slap together against the sides of the body. Make a ranged attack roll, against the target. If it succeeds the target is rendered helpless and falls to the ground, if it fails its Fort save. Even if the Fort Save is successful the subject is staggered for one round per caster level. The target may not speak or move, although they still breathe. The spell lasts for 1 minute per caster level.

Protego DC 20- When cast compare the result to the spell that is being cast against you if the result is higher then the caster at you the incoming offensive spell fails. In addition if the offensive spell fails by more than 5, then the spell rebounds against the caster, dealing half of the affect. This spell may be used as a reaction against an offensive spell. This counts as using one of the Wizard/Witch's magical counterspelling attempts for the round.

Rennervate DC 15- This spell brings a subject out of unconsciousness magical or otherwise.

Dark Spell: Sectumsempra DC 25- You make a slashing motion with your wand, and the subject acts as though stabbed by a knife. Make a ranged touch attack. If you succeed the subject takes 2d6 of constitution damage. The subject also begins to bleed profusely from deep gashes, and takes 1d6 points of damage each round as they begin to bleed out. The bleeding can be stopped by making a DC 20 Heal check.

Stupefy (Stunning Spell) DC 25- This spell renders a subject unconscious, Make an attack roll. If it succeeds the subject is knocked unconscious for 1 minute per caster level. They stay unconscious unless Rennervate is cast upon them.