Hell. Even one of the passive boosts from gaining Elf traits would be a massive boon.
Don't think we can get that. It is not a learned skill.
Hell. Even one of the passive boosts from gaining Elf traits would be a massive boon.
If you will all bear with me a moment, I have a few alternate ways of looking at the houses. Perhaps it will give us insight into which would be best.
One method of looking at the houses is such
Ravenclaw = Donatello, Shikamaru, Professor Xavier, Peter Parker
Gryffindor = Raphael, Natsu Dragneel, Erza Scarlet, Wolverine, Son Goku
Hufflepuff = Michelangelo, Shirahama Kenichi, Uzumaki Naruto, Rock Lee
Slytherin = Leonardo, Lelouch, Monkey D. Luffy, Ainz Ooal Gown,
While not perfect, it gives a alternate way of looking at the houses as we may want to interpret them.
We can can interpret these houses in many different ways, just as each character could be placed in other houses for various reasons.
Our interpretation of our own character and the houses will matter more than canon.
Slytherin could be aspirations of Leadership. It could be based in talent, or the long fight to the top.
Gryffindor could be either the shield that takes the hits, or the sword that breaks the enemy.
Hufflepuff could be hard work overcoming talent, careful preparation, or synergy between allies in differing roles
Ravenclaw can be invention, thirst for knowledge, or strategic planning.
We should create our ideal and make a house fit us instead of trying to fit into something too narrow or exactly as it does in the books.
So as soon as we get time are we going hunting for the room of requirement? We can have our own Deathstar or a moon castle.
Not if it doubles an existing skill, like say making fire which is the most overt magic her does.
Ravenclaw = Donatello, Shikamaru, Professor Xavier, Peter Parker
Gryffindor = Raphael, Natsu Dragneel, Erza Scarlet, Wolverine, Son Goku
Hufflepuff = Michelangelo, Shirahama Kenichi, Uzumaki Naruto, Rock Lee
Slytherin = Leonardo, Lelouch, Monkey D. Luffy, Ainz Ooal Gown,
It most certainly isn't. It can't even make food.I do not think it is all-powerful or someone would have blown up the castle by now.
If it doubles as an existing skill we can get additional spells for that skill.
Here's the magic used in LoTR and how it might translate to our skills...
The Fellowship of the Ring:
Conjure Fire -> Conjuration gets fire conjuring.
Create Light -> Light Creation Charm
Open the Doors of Moria -> Door Opening Charm, opens heavy doors
Bless Sam's pony -> Extends Divine Prayer: Blessing to be useable on animals, or just gives +Faith skill
Holding the doors in the Chamber of Mazarbul -> Door Holding Charm, holds doors shut
Reading Frodo's mind -> +Leglimency
Telling the severity of an injury magically -> Mage Sight skill that adds a bonus to detecting HP and status effects or a Healing charm that gives the user information on an injury.
Giant wave to sweep Nazgul away -> Probably some bonus to the levitation charm to make it easier to control water with it.
The Two Towers:
Disarming Aragorn and Gimli -> Improved Disarming Charm?
Destroying an arrow -> Projectile Destruction Charm
Using voice to compel/dismiss someone -> D&D Command spell, or a similar charm
Destroying Sarumon's staff - Charm that breaks wands and staffs and stuff, instead of just disarming
The Return of the King:
Shaft of light to drive of Nazguls -> Alternative to Patronus, or more powerful Patronus
The Silmarillion:
Shape Changing -> +Metamorphagus
Putting a large number of people in a deep slumber -> AOE Deep Sleep Hex
Hiding Identity -> Identity Obscuring Charm
Creating a large barrier that is impervious for a time -> High end barrier charm.
So, lots of stuff we could get just from the magic alone.
Also, @Halpo133 - I've got a question on the skill books we've devoured. If we were asked a question about them, for instance Snape asking us about something in the school textbooks or Potion Ingredients and Their Reactions, how much would we be able to answer? Just the factual things, or everything in the book?
Consuming a skill book will let you answer anything about what was in that book. Not quite word for word, but close. It's like reading through the book with a high level of comprehension to what you've read.
They do not conflictPretty sure some of those spells conflict with each other. It'd probably be easier to just make a mental integrity field of some sort.
This is redundant. The protections that this provides areI think you are right which is why we will need four magic items before all else:
That way we will be safe from all metal effects save those cast by a True Neutral.
- Amulet of Protection from Evil
- Amulet of Protection from Chaos
- Amulet of Protection from Law
- Amulet of Protection from Good
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
What about learning somekind of banishment/exorcism type magic? Once Harry learns about all the magical critters, ghosts and spirits and the like, its not beyond reason for us to justify Harry wanting to have the power to force out invading foreign entities from physical bodies.
Hmm. The talk about LOTR reminded me of the scene in the movie where Saruman is "banished" from the body of the king. Dunno if that scene is in the book, but it did lead me to a thought.
Wrong edition. Third edition has not come out yet in the quest, and Harry is using AD&D rules. The spell Protection from Evil is described as:This is redundant. The protections that this provides are
1. +2 AC +2 saving throws against attacks by [alignment]
2. immunity to mind effecting regardless of alignment
3. can't be approached by summoned beings of [alignment]
Protection From Evil (Abjuration) Reversible
Level: 1 Components: V, S, M Range: Touch Casting Time: 4 segments Duration: 5 rounds/level Saving Throw: None Area of Effect: Creature touched
Explanation/Description: When this spell is cast, it acts as if it were a magical armour upon the recipient. The protection encircles the recipient at a one foot distance, thus preventing bodily contact by creatures of an enchanted or conjured nature such as aerial servants, demons, devils, djinn, efreet, elementals, imps, invisible stalkers, night hags, quasits, salamanders, water weirds, wind walkers, and xorn. Summoned animals or monsters are similarly hedged from the protected creature. Furthermore, any and all attacks launched by evil creatures incur a penalty of -2 from dice rolls "to hit" the protected creature, and any saving throws caused by such attacks are made at +2 on the protected creature's dice. This spell can be reversed to become Protection From Good, although it still keeps out enchanted evil creatures as well. To complete this spell, the cleric must truce a 3' diameter circle upon the floor (or ground) with holy water for Protection From Evil, with blood for Protection From Good - or in the air using burning incense or smouldering dung with respect to evil/good.
You are thinking of the wrong spell. Magic Jar allows the caster to possess someone else. What you seem to want is Trap the Soul which is the spell used to, as the name implies, trap the target's soul.Also, Magic Jar might help catch Voldie and prevent him from doing anything.
It's on the to do list for the Cleric class.
http://pandaria.rpgworlds.info/cant/rules/adnd_spells.htm#Exorcise
I specifically want it so we can preserve the various magical artifacts that Voldemort shoved his soul into without destroying them.
Exorcise (Abjuration)
Level: 4 Components: V, S, M Range: 1 Casting Time: 1-100+ turns Duration: Permanent Saving Throw: None Area of Effect: One creature or object
Explanation/Description.. The spell of Exorcism will negate possession of a creature or an object by any outside or supernatural force. This includes control of a creature by some force in an object, possession by Magic Jar (q.v.) spell, demonic possession, curse and even charm, for the Exorcise spell is similar to a Dispel Magic spell. Furthermore, it will affect a magical item if such is the object of the exorcism. Thus a soul object of any sort which comes under successful Exorcism will make the life force of the creature concerned wholly inhabit its nearest material body, wholly and completely. (Cf. ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL, Demon.) The Exorcise spell, once begun. cannot be interrupted, or else it is spoiled and useless. The base chance for success is a random 1% to 100%. Each turn of Exorcism the dice are rolled, and if the base chance number, or less, is rolled, the spell is successful. Base chance of success is modified by -1% for each level of difference between the cleric's level of experience and the level of the possessor or possessing magic, where the smaller number is the cleric's level. In the obverse, a +1% cumulative is added. The referee can determine base chance according to the existing circumstances if he or she so desires. Material components for this spell are the holy object of the cleric and holy water (or unholy, in the case of evil clerics, with respect to object and water). A religious artifact or relic can increase the chance of success by from 1% to 50%, according to the power of the artifact or relic.
Not useless, just not as good. It still grants a +2 to the save provided the caster is evil. Also if we ever encounter a summoned creature, it would be unable to approach within 1 foot of us (for instance the snake Draco summons in the second book during duelling club). Oddly it seems all summoned creatures are blocked by said effect, regardless of alignment.
Not useless, just not as good. It still grants a +2 to the save provided the caster is evil. Also if we ever encounter a summoned creature, it would be unable to approach within 1 foot of us (for instance the snake Draco summons in the second book during duelling club). Oddly it seems all summoned creatures are blocked by said effect, regardless of alignment.
owrtho
The problem is that is too abstract. Houses are inhabited by people and those people are not ideal forms. What they are is influenced by recent history and current events. Slytherin right now for instance is full of the children of Death Eaters and imprinted with their poisonous ideology.
Quite a bit of this is really off.
Shikamaru most certainly doesn't fit in Ravenclaw - Ravenclaw prizes learning, knowledge for knowledge's sake. Shikamaru hates studying. Or hard work, for that matter. He admires mediocrity, so Slytherin's out. The closest is probably Hufflefpuff (he's loyal, given Asuma's arc or post-canon where he's willing to work hard for the sake of his village, or the backstory with Chouji) or Gryffindor (Hidan arc, attempting to sacrifice his life to stall the sound ninjas during the CE arc without a moment's hesitation), with Shikamaru's personal inclination being Gryffindor even if his highly loyal personality would suggest Hufflepuff, despite the aversion to hard work, because he can gain friends even there while in Hufflepuff he'd be expected to work hard in addition to it.
Ainz is most certainly not one for Slytherin. He has little to no ambition personally - it's his subordinates that want to conquer the world out of a misunderstanding. The house that fits him best is, ironically, Hufflepuff - his driving motivation has always been to meet his friends again, and to recapture his days with them. Over time, this has extended to loyalty to his subordinates, something shown with Shalltear's arc.
Just noting a few things. There are others off, but these seemed the most glaring ones.
It's actually pretty interesting when you go deep into character personalities and realize how different surface impressions can be from the real thing.
This is my point. The characters we see in canon fit just as well as these. Choice matters, but so does natural inclination.
The Imperius curse is no selled by the Gamer Mind trait to start with. Any mental status effect that isn't beneficial is a no sell as long as that's active. Since it can't be deactivated we're basically more or less looking for buffs for our party members if anything.