Disarming Charm
hp.png Disarming Charm "Expelliarmus" (ex-PEL-ee-AR-mus) Movement
Disarms the victim of whatever is being held at the time. This spell can affect an opponent's wand. More powerful castings can have additional effects. This spell appears as a jet of red light.
Skill/Roll: Charms 5 / +roll Charms-1 Casting Time: One round
Training: 2nd Year Duelling Club (6 Cookies) / 6th Year Defense Against the Dark Arts Duration: Instantaneous

On an Opposed Roll:

  • DRAW: Target feels a mild tug, but is not disarmed. No additional effects.
  • Marginal Victory: Held item lands a few feet away, and can be retrieved in one round. See Additional Effects, below.
  • Solid Victory: Held item lands over a dozen feet away, and can be retrieved in two rounds. See Additional Effects, below.
  • Crushing Victory: Held item lands far away, and can be retrieved in three rounds. See Additional Effects, below.

Additional Effects:

  • Success: No additional effect.
  • Good Success: Victim is knocked back a step.
  • Great Success: Victim is knocked back a few paces, and must roll Body + Reaction to keep footing.
  • Amazing Success: Victim is knocked to the ground, and must roll Body + Presence to remain conscious. Unconsciousness lasts for a few minutes, but may be countered with an Energizing Charm.
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