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Gryffindor

- Alohomora unlocks doors and windows within 60 feet with a noise audible up to 100 feet away. - Arresto Momentum slows the descent of up to 5 falling creatures within 60 feet so they fall only 60 feet per round and avoid damage if they land before the spell ends. - Carpe Retractum shoots a bond that pulls the caster and a target each 10 feet within 60 feet.

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0% found this document useful (0 votes)
45 views3 pages

Gryffindor

- Alohomora unlocks doors and windows within 60 feet with a noise audible up to 100 feet away. - Arresto Momentum slows the descent of up to 5 falling creatures within 60 feet so they fall only 60 feet per round and avoid damage if they land before the spell ends. - Carpe Retractum shoots a bond that pulls the caster and a target each 10 feet within 60 feet.

Uploaded by

mia car
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Charms

Bravehearted: You have advantage on saving throws against being frightened from any source other than a
Dementor.
True Gryffindor: In times of dire need, the Sword of Gryffindor may present itself to you.

Name Casting Range Duration


Alohamora 1A 60ft inst
The Unlocking Charm
Carpe Retractum 1A 60ft 1r
x 4 Acrobatics (Dex) The Seize and Pull Charm
x 2 Athletics (Str) Duro 1A 60ft 1 min
3 Deception (Cha) The Hardening Charm
x 4 Flying (Dex) Lumos/Nox 1A self -
1 Herbology (Int) The Wand-Lighting Charm
1 History of Magic (Int) Spongify 1 A/R 30ft 1 min
-1 Insight (Wis) The Softening Charm
3 Intimidation (Cha)
1 Investigation (Int)
HD d10 25
-1 Magical Creatures (Wis)
x 3 Magical Theory (Int)
-1 Medicine (Wis) LvL Name Range Cast Save
1 Muggle Studies (Int) 1 Glacius 60 ft 1 A CON
-1 Perception (Wis) 3d8 cold damage, or half on save.
3 Performance (Cha) Disadvantage on save if wet, +1d8/lvl Name Casting Range Duration
x 5 Persuasion (Cha) 0 Carpe Retractum 60 ft 1A STR Arresto Momentum 1R 60ft 1 min
-1 Potion-Making (Wis) The Slowing Charm
Moves for 20 feet. +5ft/lvl
x 4 Sleight of Hand (Dex) Glacius 1A 60 ft 1h
x 4 Stealth (Dex) The Water-Freezing Charm
-1 Survival (Wis) Protego 1 A/R self con
The Shield Charm

9
9
Cantrip 1st year 2nd year

OOOO OO
8

Name Casting Range Duration


Called Shot: When casting a Fierce Spell: Cast a spell as if it were cast using a Expelliarmus 1A 60ft inst
Charm, you can target specific spell slot one level higher (2), or two higher (4). The Disarming Charm
items or body parts, as well as Partis Temporus 1A 90 ft inst
restrict the effects of the charm to Resistant Spell: Increase level of spell vs. spell The Barrier-Opening Charm
only that specific item or body part. Stupefy 1A 60ft 10 min
deflection/dispell (1/lvl).
The Stunning Spell

Heightened Spell: When you cast a spell that forces a creature to make a saving throw to resist its
effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving
3
throw made against the spell.
Alohomora Duration: 1 minute
The Unlocking Charm - Charm cantrip
Casting Time: 1 action An object you can see within range becomes as hard and
tough as stone. It gains resistance to all damage.
Range: 60 feet
Duration: Instantaneous

Choose a door or window that you can see within range, that Expelliarmus
uses mundane or magical means to prevent access.
The Disarming Charm - 2nd-level Charm
A target that is held shut by a mundane lock or that is stuck
Casting Time: 1 action
or barred becomes unlocked, unstuck, or unbarred. If the
Range: 60 feet
object has multiple locks, only one of them is unlocked.
Duration: Instantaneous
If you choose a target that is held shut with Colloportus,
that spell is removed.
Famous for being the spell that finally defeated Voldemort in
When you cast the spell, the mechanism noisily turns and
the Second Wizarding War, this spell can harmlessly end
unlocks. This noise emanates from the target object and is
duels by disarming a wizard of his wand. Make a ranged spell
audible from as far away as 100 feet.
attack against a being within range. On a hit, you disarm the
target, forcing it to drop one item of your choice that it's
holding. The object lands 10 feet away from it in a random
Arresto Momentum direction.
The Slowing Charm - 1st-level Charm At Higher Levels. When you cast this spell using a spell
Casting Time: 1 reaction, which you take when you or a slot of 3rd level or higher, you can choose the direction the
creature within 60 feet of you falls object travels and the object's distance increases by 10 feet
for each slot level above 2nd.
Range: 60 feet
Duration: 1 minute

Choose up to five falling creatures within range. A falling Glacius


creature's rate of descent slows to 60 feet per round until the
The Water-Freezing Charm - 1st-level Charm (ritual)
spell ends. If the creature lands before the spell ends, it takes
Casting Time: 1 action
no falling damage and can land on its feet, and the spell ends
Range: 60 feet
for that creature.
Duration: 1 hour

You freeze an area of water that you can see within range
Carpe Retractum and
The Seize and Pull Charm - Charm cantrip that fits within a 5-foot cube. The area becomes difficult
Casting Time: 1 action terrain for the duration. Each Medium or smaller creature
Range: 60 feet that is covered, submerged or partially submerged in the
Duration: 1 round affected water has its speed halved and must make a
Constitution saving throw. On a failed save, a creature takes
A bond of light shoots out from the caster and attaches to 3d8 cold damage, or half as much damage on a successful
anything you can see within range, and then retracts, pulling one.
caster and target each 10 feet closer. If the caster or target At Higher Levels. When you cast this spell using a spell
doesn't move or would easily resist the force of the other slot of 2nd level or higher, the damage increases by 1d8 and
being pulled, the other moves 20 feet. If the target is an the cube's size increases by 5 feet for each slot level above
unwilling creature that is able to be moved, it must make a 1st. If a creature of any size fits within the larger cube, it can
Strength saving throw to resist being moved. The bond of be affected by this spell.
light keeps the caster and target attached for the duration.
At Higher Levels. When you cast this spell using a spell
slot of 1st level or higher, the range and pulling effect both Partis Temporus
increase by 5 feet for each slot level above 0.
The Barrier-Opening Charm - 2nd-level Charm
Casting Time: 1 action
Range: 90 feet
Duro Duration: Instantaneous
The Hardening Charm - Charm cantrip Tags: Defensive
Casting Time: 1 action
Range: 60 feet This unique charm redirects magical effects to create an
opening. On any area spell of 3rd level or lower that forms a
line, wall, or perimeter, an opening appears in the spell's wizarding world, harmlessly ending a duel between two
effect at a point of your choice that you can see within range wizards. Make a ranged spell attack against a being within
and lasts for the duration. You choose the opening’s range. On a hit, the target falls unconscious for the duration,
dimensions: up to 5 feet wide and 8 feet tall. For a spell of 4th or until they are revived with rennervate.
level or higher on the target, make an ability check using your At Higher Levels. If you cast this spell using a spell slot of
spellcasting ability. The DC equals 10 + the spell’s level. On a 3rd level or higher, the duration increases to 1 hour (3rd
successful check, the opening is created. The opening can be level) or 8 hours (4th level). Alternatively, when you cast this
dispelled at will. spell using a spell slot of 4th level or higher, you can target a
At Higher Levels. When you cast this spell using a spell beast instead of a being, for a duration of 10 minutes (4th
slot of 3rd level or higher, you automatically create an level), 1 hour (5th level) or 8 hours (6th level).
opening in the spell if the spell's level is one level higher than,
equal to or less than the level of the spell slot you used.

Protego
The Shield Charm - 1st-level Charm
Casting Time: 1 action or reaction, which you take when you
are hit by an attack
Range: Self
Duration: Dedication, up to 10 minutes
Tags: Defensive

An invisible barrier of magical force appears in front of you


and protects you. For the duration, you have a +5 bonus to
AC, including against the triggering attack. If you are targeted
by a spell that requires an attack roll and the spell's level is
equal to or lower than half your proficiency bonus, the spell
has no effect on you.
You can use a bonus action to change which direction the
shield is facing. If you are attacked from either of your sides
or from behind while casting this spell, you must use your
reaction to redirect the shield to point towards the threat.
Otherwise, this spell doesn't protect you.

Spongify
The Softening Charm - Charm cantrip
Casting Time: 1 action or reaction, which you take when a
collision occurs within 30 feet
Range: 30 feet
Duration: 1 minute

This spell makes an object you can see within range become
soft and bouncy, like a sponge or mattress. Any damage from
falling on or colliding with this object is nullified. This spell
can be cast as a reaction to a collision affecting a creature or
two objects you can see within range.

Stupefy
The Stunning Spell - 2nd-level Charm
Casting Time: 1 action
Range: 60 feet
Duration: 10 minutes

This charm is the most common dueling spell in the

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