This is my final draft with a point cost estimate.
NAME = Harry Potter
FACTION = Gryffindor Jandar
SPECIES = Human
UNIQUENESS = Unique Hero
CLASS = Wizard
PERSONALITY = Loyal
SIZE/HEIGHT = Medium 5
LIFE = 4
MOVE = 5
RANGE = 5
ATTACK = 4
DEFENSE = 5
POINTS = 170
MAGICAL EQUIPMENT
At the start of the game, before placing figures, choose up to 4 different Treasure Glyphs. Place any 2 of the chosen glyphs on this Army Card and 1 of the chosen Glyphs on each the Army Card of any other Unique Heroes you control.
EXPELLIARMUS!
Instead of attacking, Harry Potter may choose a Unique Hero within 5 clear sight spaces. Roll the 20-sided die. If you roll 6 or higher, the chosen hero Range is reduced to 1 and that hero rolls one fewer attack die for the remainder of the round.
STUPEFY
If Harry Potter would inflict one or more wounds on a Unique Hero with his normal attack, you may choose to remove the lowest numbered order marker from that figure's card instead of inflicting any wounds.
Ancient Artifact Treasure Glyphs:
Glyph of Firebolt
(Move +2 and Flying)
This figure may move two additional spaces when Flying. When counting spaces for this figure's movement, ignore elevations. This figure may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When this figure starts to fly, if it is engaged it will take any leaving engagement attacks.
Glyph of Maurader's Map
(Tactical Advantage)
When you roll for initiative you may add 2 to your roll. If you win initiative, you may choose one opponent. That opponent must remove an "X" Order Marker from an Army Card he or she controls.
Glyph of Gryffindor's Sword
(Melee Attack +2)
This figure rolls two additional attack dice against adjacent figures.
Harry's Invisibility Cloak
(Invisibility)
If this figure has not attacked this round, then this figure has no visible Hit Zones and will not take any leaving engagement attacks.