Disarming Charm
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.
page revision: 10, last edited: 12 Feb 2014 03:02