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HOGWARTS

THE
TABLETOP RPG
Reskinned D&D 5e booklet


Races
Muggle Born: Born of two un-magical beings, a muggle born is raised in the outside world
of wizardry and upon their 11th birthday is introduced to it, usually from an Owl signed by the
headmaster of their respective school. Though it is mostly accepted to be a muggle born in
wizarding society some still look down upon them. Mudblood being a rather derogatory term
for them.
Ability Score Increases: Any one +2 Any one +1
Age: Most muggle borns live the average life span of a human 70-85 years
Size: Medium
Speed: 30
Technology: You are proficient in any technology based checks or driving mundane vehicles.
Feat: You may select one feat at 1st level.

Half-Blood: Born of a magical and un-magical being, this is currently the most common type
of magical person. As blood status is determined not by your
parents but your grandparents. As the most common the
only difference is which foot did you have more of in your
two worlds, magical or mundane?
Ability Score Increases: Any one +2 Any one +1
Age: Half-Bloods live a bit longer than the average human
120-150 years old.
Size: Medium
Speed: 30
Technology vs Magic: You may pick the technology or magic
trait of pureblood or muggle born.
Feat: You may select one feat at 1st level.

Pureblood: Not only are both your parents magical but
so are your grandparents. Rarer now than muggle born,
Purebloods are a tight knit group as most have died off or
marrying distant cousins as of the mid 1990s. Note: The sacred 28 are well known British
pureblood families that (for the most part) hold certain sway in the Wizarding Community.
Ability Score Increases: Any one +2 Any one +1
Age: Pureblood often live to just short of two centuries.
Size: Medium
Speed: 30
Magic: You may pick 3 1st level spells that you know before starting at school.
Feat: You may select one feat at 1st level.

Classes

Witch/Wizard: The first level each player must take in. The common witch or wizard will
leave Hogwarts being of about level 7, and often is mixed with one or more classes to get to
that amount, though PCs should find themselves if planning on continuing the game past
Hogwarts somewhat above this being between levels 8-10.

Hit Points: 1d6+Con Modifier
per Witch/Wizard Level: 6+
Con Modifier at 1st level.

Proficiencies:
Armor: Light armor
Weapons: Simple Weapons
and Wands
Tools: Broomsticks, Potions
tool kit, and Herbology tool
kit
Saving Throws: Dexterity and
Wisdom
Skills: Choose any three
+Arcana

Equipment:
Clothes: Three sets of plain
work robes, one pointed hat,
and one winter cloak.
Books: Standard book of
spells, Grade 1 by Miranda
Goshawk, A History of Magic
by Bathilda Bagshot, Magical
Theory by Adalbert Waffling,
A Beginners Guide to
Transfiguration by Emeric
Switch, One Thousand
Magical Herbs and Fungi by Phyllida Spore, Magical Drafts and Potions by Arsenius Jigger,
Fantastic Beasts and Where to find them by Newt Scammander, The Dark Forces a guide to self-
protection by Quinten Tribble.
Other: 1 Wand, 1 Cauldron (Pewter Standard size 2), 1 set of glass or crystal phials, 1 telescope,
1 set of brass scales, students may also bring an Owl, a Cat, or a Toad.
Reminder: 1st year students are not allowed their own broom.
Starting Gold: 4d4x10 GP
Level Proficiency Bonus Features Spells Known
1 2 Magic/House/Magic 5
Intuition
2 2 Bonus Feat 7
3 2 Major Feature 9
4 2 Ability Score 11
Improvement
5 3 Bonus Feat 13
6 3 Major Feature 15
7 3 Voiceless Magic 17
8 3 Ability Score 19
Improvement
9 4 Bonus Feat 21
10 4 Major Feature 23
11 4 Wandless-Magic 25
12 4 Ability Score 27
Improvement
13 5 29
14 5 Major Feature 31
15 5 Bonus Feat 33
16 5 Ability Score 35
Improvement
17 6 37
18 6 Bonus Feat 39
19 6 Ability Score 41
Improvement
20 6 Warlock 43

Magic: A wizard or witch has the ability to cast spells with their wand. Each spell has a related
ability score to it that the witch or wizard must roll to meet and be able to cast it, a witch or
wizard can only learn spells of the same level as them, and may add their proficiency bonus to
casting, magic is cast with a range of 80/320, example spell;
Alohomora: A spell that allows one to unlock previously locked fixtures.
Level: 1
Ability Score: Wisdom
Results: DC 10: Can unlock mundane locked fixtures that would need something such as a brass
key to unlock.
DC 15: Can unlock technology locked fixtures that would need something like a key card to
unlock.
DC 25: Can unlock magically locked fixtures.

House: Similar to the background feature in dungeons and dragons in 5e, this is however your
house you are sorted into. See the house section to learn more.

Magic Intuition: This is 8+Proficiency Bonus+ Charisma, Intelligence, or Wisdom modifier
whichever is highest. All spell save DCs are done so against the castors Magic Intuition.

Spells Known: This is the amount of spells the wizard knows on hand and is capable of casting.
Wizards and witches should keep an eye on their strengths and weaknesses, spells involving
Hexes, Curses, and Jinxes are primarily Charisma based spells. Charms and Healing Spells are
primarily Wisdom Based spells. Transfiguration and Counter-Spells are primarily Intelligence
based spells. Though these are primarily the case there are outliers of these.

Bonus Feat: You may select a feat you meet the prerequisites for.

Ability Score Improvement: The witch or wizard may increase two ability scores by 1, or a
single ability score by 2, if they like neither option they may select a feat instead.

Major Feature: The witch or wizard decides on a focus in the magical world that they would like
to focus on. Diviner, Potions Master, Transfiguration Expert, Curse Breaker, Herbologist, Hex
Castor, Animal Whisperer, or Charmer. See at the end of the class information for the major
focus features, which characters gain from at levels 3rd, 6th, 10th, and 14th.

Non-verbal Magic: By increasing the DC by +5 the castor may caste spells without using their
voice.

Wandless Magic: By Increasing the DC by another +10 this stacks with voiceless magic, they
may caste a spell without their wand.

Warlock: By focusing on magic strictly, a warlock can remove all the DC increases due to
Voiceless and Wandless magic to any of their spells.



Majors

Diviner: The rare wizard or witch may look to the future to discover what it holds for them.
Rarer few are those who focus their all on discovering the secrets to the rules of divining the
future and past.

Palmistry: At third level by studying a persons hand for 1 minute, the person may learn the
alignment of that person, their current HP, and their highest ability score (though not its actual
score). This can be used once per short rest.

Danger Sense: At sixth level, a Diviner often gets a funny feeling when danger is close by and as
such may make one standard action or move action at the beginning of the initiation round
known as the surprise round, they also cannot be surprised.

Precognition: at tenth level, A diviner may add their Wisdom modifier to their AC.

Oracle: At fourteenth level a diviner may cast two spells in one action foreseeing multiple
actions and acting accordingly once per long rest.

Potions Master: Those who are interested in brewing fame, ensnaring the senses, and
putting a stopper in death, are found here. Those who are in it for the long run, who are usually
several steps ahead of their enemies, these are potion masters.

Potion Enthusiast: At third level, when using potion tool kit double your proficiency modifier.

Potion Resistant: At sixth level, when a potion is being used against you, you get advantage for
the saving throw. This may be used once per short rest.

Improvised Potion Making: At tenth level, you know ways around ingredient lists for potions
and can make potions in half the time of other people.

Poison/Acid Immunity: At fourteenth level, by being around so many dangerous chemicals and
ingredients you are immune to being poisoned and Acid Damage.

Transfiguration Expert: Long hard hours are put into by most witches and wizards to
learn how to turn one thing into another, but you revel in the delight of the hard thinking work
it takes for you.
Colors: At third level, you may change the color of an object at will requiring no spell DC roll.

Less is More: At sixth level, you may transfigure something from one size category to one size
smaller or bigger. This may be used once per short rest.

Inventive Transfiguration: At tenth level, you may transfigure up to complex items, able to turn
things into complex forms of machinery, something most cannot do in their wildest dreams.

Out of Nothing: At fourteenth level, you may transfigure the air, allowing you to make up to
small sized objects out of the stuff of the wind. This may be used once per long rest.

Curse Breaker: Where there are always those who wish to do harm, there are those like
you who will wish to stop them. You know how to quickly use your thoughts to counter most
spells.

Counter-Jinx: At third level youre always ready for the worst, any counter spells for you to
remove an effect from another person is lowered by -5 DC for you.

Counter-Hex: At sixth level you have learned to caste wards, once per long rest you may make
an area around you by 30 feet, +5 to all DCs for Hexes, Curses, and Jinxes.

Counter-Curse: At tenth level, you have been learning to avoid more distaste for yourself, you
may add your Intelligence modifier to your AC.

Counter-Spell: At fourteenth level you have been quickening the time it takes for you to
remove spells, you may try to remove a spell from an ally as a bonus action once per short rest.

Herbiologist: Youve always felt more at home with plants than with people, you know how
to get them to grow for you just right. You also know which ones are the dangerous ones.

Green Thumb: At third level, double all proficiency bonuses with herbology tools.

Trimming the Hedges: At sixth level, you get a +2 to attacks against plants.

Call of the wild: At tenth level, While in natural environment you gain +10 to movement speed.

Natures Sanctuary: At 14th level, when a plant attacks you it must make a wisdom saving throw
against magic intuition to do so.


Hex Castor: Youre always a fan of the best defense is a good offense, you find joy in the
darker pages of the library, in the books no one wishes to open.

Offensive Initiative: At third level, the hex castor is a quick draw, and may make draw for his
wand as a bonus action. He cannot be surprised.

Selective Attack: At sixth level, the hex castor when making an area attack they may select who
to not effect with the spell.

Secret Attack: At tenth level if the hex castor gets to surprise the target, or attacks before the
target does, treat as a critical hit.

Shoot Out: At fourteenth level, Hex castor can fire off spells to intercept other spells. Replace
an attack roll for AC till the end of the Hex Castors next turn, this can be used as many times as
the Hex castors Charisma modifier per long rest.

Animal Whisperer: Youve always felt more at home with animals than with people, you
know how to get them to speak for you. You also know which ones are the dangerous ones.

Animal Friendship: At third level, Double Proficiency bonus with handle animal checks.

Feral Defense: At the sixth level, +2 to AC against beast type creatures.

Familiar: At tenth level, creature of CL of 3 or lower follows the animal whisperer around to
help as long as the creature is treated fairly by the animal whisperer. The familiar or the animal
whisperer can make an action while the other still has a movement action.

Familiar Defense: At fourteenth level, the familiar shares the same AC as the animal whisperer.
The animal whisperer can make an action as well as the familiar.

Charmer: You have always enjoyed the light heartedness of magic, the self-cleaning pans,
and the cushion charms, this is you always finding magic to be the solution to everyday
irritations.

Charmed Items: At third level a Charmer can double the time a charmed item lasts as charmed.

Charming Sensation: At sixth level, a charm to affect a persons mood saving throw is rolled
against with disadvantage. This can be used once per long rest.

Charmed Attack: At tenth level, a charmer can replace a hex, jinx, or curse with wisdom ability
instead of charm ability, this can be used as many times as wisdom modifier per long rest.

Charming Constitution: At fourteenth level, you may replace Constitution for health bonus with
Wisdom.

Houses
Gryffindor: founded by Godric Gryffindor, here dwell the brave of heart, daring, nerve, and
courage are the house traits they emphasize. Famous witches and wizards to come from this
house include, Albus Dumbledore, Celestina
Warbeck, and of course every Potter.
Skill Proficiencies: Athletics and Insight
Weapon Proficiency: You are proficient in 3
Martial Weapons of your choice
Equipment: red tie with yellow markings, and
2d10 gold.
Feature: Immune to fear affects, when struck by
an attack to 0 HP or lower may once per long rest
be at 1 HP instead.

Hufflepuff: Founded by Helga Hufflepuff,
here dwell those hard workers, dedication,
patience, and fair play are the traits
emphasized here. Some famous witches and
wizards of this house include, Bridget
Wenlock, Hengist of Woodcroft, and Newt
Scamander.
Skill Proficiencies: Investigation and
Persuasion (Hufflepuffs are particularly good finders)
Tool Proficiency: Cooking and healers kit.
Equipment: Yellow tie with black markings and 2d10 gold.
Special Affect: Advantage on Persuasion, and can help one ally per short rest as a bonus action
(Gives the ally advantage on one check.)

Ravenclaw: Founded by Rowena Ravenclaw, here
dwell those with a hunger for knowledge, intelligence,
wit, and creativity are the traits they emphasize.
Famous witches and wizards from this house include,
Uric the Oddball, Ignatia Wildsmith, and Garick
Ollivander.
Skill Proficiencies: History and Nature
Languages: two of your choice.
Equipment: Blue tie with silver markings, and 2d10
gold.
Special Affect: Advantage on Arcana checks, May add 2 spells of 1st level to their spells known.

Slytherin: Founded by Salazar Slytherin, here swell
those with ambition, cunning, determination, and
resourcefulness are the traits they emphasize.
Famouse witches and wizards from this house
include, Merlin, most of the Black family, and Lord
Voldemort.
Skill Proficiencies: Deception and Persuasion
Tool Proficiency: Forgery Tool kit
Languages: One of your choice
Equipment: Green tie with silver markings and 2d10
gold.
Special Affect: Advantage on Deception checks, may once per long rest cast a spell as a bonus
action.

Advanced Classes
Advanced classes allow for a little spice to your game, and at fourth level it opens up to take an
advanced class level instead of another level of Witch/Wizard. There are a few below.

Auror: The wizards and witches who make the world a safer place. Tracking down and
capturing dark witches and wizards is a dangerous job and takes a certain knack for it.

Hit Points: 1d8+Con Modifier.

Proficiencies:
Armor: -
Weapons: Melee
Skills: Insight
Saving Throw: Constitution

Level Proficiency Feature Spells known
1 - Favored Enemy +2
2 +1 Auror Training, Bonus +2
Feat
3 - Ability Score Increase +2
4 - Danger Sense +2
5 - Extra Attack +2

Favored Enemy: Youve committed your life to stopping danger and because of this pick a type
of enemy; Werewolf (And other lycanthropes),
Undead (Vampire, Zombies, etc. included), Spirit
(Poltergeists and animal ghosts), Giants, Goblins, or
Dark Wizard. You may choose a second favored
enemy at 5th level.
Against said enemy you have advantage on checks to
track them, and intelligence checks to recall things
about them.
You also learn a language spoken by your chosen
enemy, goblin for goblins, giant for giants, but you
may choose another human language for the others,
or ancient runes for Dark Wizards.

Auror Training: The training of Aurors is tough and
because of this you have a feature you may choose
from below;
Armor: You have proficiency in medium and heavy
armor.
Protective Dueling: You gain +1 to AC when you only have your wand for armor.
Offensive Dueling: You gain +2 to attack roles with spells.
Two Weapon Fighting: You may have an offhand melee weapon you may use when you attack,
adding your ability modifier to it.

Bonus Feat: You may select a feat you meet the prerequisites for.

Ability Score Increase: You increase 2 ability scores by 1 or one ability score by 2.

Danger Sense: As an action you may trust your senses and have blind sense for 60 feet.

Extra Attack: When you attack you gain an extra attack.

Dark Wizard: Dangerous witches and wizards with a dark goal, they spring up through
history. This is the only advance class with the added prerequisite that you must be of an evil
alignment to take it.

Hit Points: 1d8+Con Modifier.

Proficiencies:
Armor: -
Weapons: Melee
Skills: Intimidation
Saving Throw: Constitution

Level Proficiency Bonus Feature Bonus Spells
1 - Negative Energy +2
2 +1 Influence, Bonus Feat +2
3 - Ability Score Increase +2
4 - Extra Attack +2
5 - Dark Lord +2

Negative Energy: The dark wizard on a successful spell attack may add 1d8 Necrotic Damage.
You may use this feature as many times as your charisma modifier per short or long rest.

Influence: Once per long or short rest you may use a
persuasion or intimidation check to make someone do
something they usually wouldnt and you do so with
advantage.

Bonus Feat: You may select a feat you meet the
prerequisites for.

Ability Score Increase: You increase 2 ability scores by
1 or one ability score by 2.

Extra Attack: When you attack you gain an extra attack.

Dark Lord: You may roll any magic attack with advantage a number of times equal to your
charisma modifier per long rest.

Shop Keep: All through Diagon Alley are shop keepers who gain all kinds of knowledge and
insight on the job.
Hit Points: 1d6+Con Modifier.

Proficiencies:
Tools: Choose one
Skills: Insight
Languages: Choose one
Saving Throw: Charisma

Level Proficiency Bonus Features Spells Known
1 - Expertise +1
2 +1 Insight of People, +1
Bonus Feat
3 - Ability Score +1
Improvement
4 - Jack of all trades +1
5 - Expertise +1

Expertise: You have an area youre very familiar with choose two tools or skills and double your
proficiency bonus with these, you select two more tools or skills at level 5 of Shop keep class.

Insight of People: You know how most people behave, and can tell when someone is lying to
you as many times as your wisdom modifier per short or long rest.

Bonus Feat: You may select a
feat you meet the
prerequisites for.

Ability Score Increase: You
increase 2 ability scores by 1
or one ability score by 2.

Jack of All Trades: for all skills
you are not proficient in add
half your proficiency bonus
to.

Alchemist: A rare high thinker, one who specializes on a very advanced form of magic and
potion making. Because of the capabilities of this advanced class it may be restricted by your
GM.

Hit Points: 1d6+Con Modifier.

Proficiencies:
Tools: Alchemist Tools
Skills: Medicine
Saving Throw: Constitution

Level Proficiency Bonus Features Spells Known
1 - Philosophers Stone, +0
flawed
2 +1 Philosophers Stone, +1
developing, Bonus
Feat
3 - Philosophers Stone, +0
stable
4 - Philosophers Stone, +1
imperfect
5 - Philosophers Stone, +0
perfect

Philosophers Stone: The philosopher stone is a fist sized stone that the alchemist makes. The
stone has a certain set of charges it may expend per day, the set of charges are equal to the
alchemists Constitution modifier. The charges allow for one use of each ability the stone has.
The stone has an ability per different stage in its perfection.
Flawed: At this stage the stone may stabilize a
dying character.
Developing: The drinker when drinking from the
stone, gains the ability that if they would hit 0 HP
or lower, they instead drop to 1 HP. These effects
last for 24 hours.
Stable: The drinker is immune to poison, disease,
and ability damage. It lasts for 24 hours. Or if
splashed on a statue or armor it is animated for
24 hours.
Imperfect: The stone may be used as a spell
focus, similar to a wand. It gives a +10 to a spell
roll. This is used one charge per spell.
Perfect: The stone if drank once per day stops the person aging, if used on any metal it turns it
to gold.
Bonus Feat: You may select a feat you meet the prerequisites for.

Duelist: Those who live for the thrill of combat can be found here. They feel the rush of
adrenaline when their life is on the line.
Hit Points: 1d8+Con Modifier.

Proficiencies:
Armor: Medium
Weapons: Martial
Saving Throw: -

Level Bonus Proficiency Feature Sneak Attack Spells Known
1 - Sneak Attack +1d6 +2
2 +1 Cunning Action, +1d6 +2
Bonus Feat
3 - Ability Score +1d6 +2
Increase
4 - Uncanny Dodge +2d6 +2
5 - Evasion +2d6 +2

Sneak Attack: Once per turn you can deal an extra 1d6 damage if the enemy is incapacitated,
an ally is 5ft from them, or they are surprised. The extra damage turns to 2D6 at level 4.

Cunning Action: You take a bonus action during
combat, this bonus action may be, Dash,
Disengage, or Hide.

Bonus Feat: You may select a feat you meet the
prerequisites for.

Ability Score Increase: You increase 2 ability
scores by 1 or one ability score by 2.

Uncanny dodge: If you are hit by an attack you
may use your reaction to halve the damage
against you.

Evasion: If you get a Dexterity save against half-damage, instead of taking half damage you take
none, and If youd take full you take half.

Healer: The witches and wizards who heal others are possibly the most needed, and youll
find a few at St. Mungos.

Hit Points: 1d6+Con Modifier.

Proficiencies:
Tools: Medicine kit
Skills: Medicine
Saving Throw: -

Level Proficiency Bonus Feature Spells Known
1 - Disciple of Life +1
2 +1 Preserve Life, Bonus +1
Feat
3 - Ability Score Increase +1
4 - Blessed Healer +1
5 - Supreme Healing +1

Disciple of Life: When you heal a person with a spell you add 2+your healer level to the health
healed.

Preserve Life: You may stabilize a dying character as many times as your wisdom modifier per
long rest.

Bonus Feat: You may select a feat you meet the
prerequisites for.

Ability Score Increase: You increase 2 ability scores by 1
or one ability score by 2.

Blessed Healer: When you heal someone you recover
2+your healer level in HP for yourself. You may use this
as many times as your wisdom modifier per short or
long rest.

Supreme Healing: Once per short or long rest instead of rolling for the amount healed you
instead automatically take the highest amount possible.

Musician: The weird sisters are usually the first wizards to come to mind for this advanced
class.
Hit Points: 1d6+Con Modifier.

Proficiencies:
Tools: 3 musical instruments of your choice.
Skills: Performance
Saving Throw: Charisma

Level Bonus Proficiency Features Spells Known
1 - Musical Inspiration +0
2 +1 Song of Rest, Bonus +1
Feat
3 - Ability Score Increase +0
4 - Cutting Words +1
5 - Font of Inspiration +0

Musical Inspiration: All those who hear your music within 60 feet of you, gain one musical
inspiration die, 1d6, this turns to 1d8 at third level. In the next 10 minutes they may add the die
to an ability check, attack roll, or saving throw. You may use this feature a number of times
equal to your charisma modifier per long rest.

Song of Rest: Your musical inspiration die
may be added to heal your HP.

Bonus Feat: You may select a feat you meet
the prerequisites for.

Ability Score Increase: You increase 2 ability
scores by 1 or one ability score by 2.

Cutting Words: Your musical inspiration may be used against opponents that hear it now,
subtracting the roll from their attack roles.

Font of Inspiration: You recover your uses of Musical inspiration on a short rest now.

Ministry Worker: The backbone of the magical community. You keep things running, and
because of this you have a certain sway throughout your magic community.
Hit Points: 1d6+Con Modifier.

Proficiencies:
Armor: Medium
Skills: Persuasion
Saving Throw: Charisma

Level Proficiency Bonus Features Spells Known
1 - Sway +1
2 +1 Department, Bonus +1
Feat
3 - Ability Score Increase +1
4 - Bonus Feat +1
5 - Head of Office +1

Sway: You may use persuasion with advantage on witches and wizards from the same country
as you.

Department: depending on the department you work in you have a certain feature available to
you.
Department of Magical Accidents and Catastrophes: You are very proficient with the spell
obliviate, and it is treated as if you rolled for one DC stage higher than you actually did.
Department For the Regulation and Control of Magical Creatures: You gain advantage to
identify any magical beast, though this does not go to beings.
Department of International Magical Cooperation: Your ability to use persuasion with
advantage moves to all witches and wizards.
Department of Magical Transportation: You may connect a floo network to any fireplace and
not just magical ones.
Department of Magical Games and Sports: You gain tickets to any magical sporting event.
Department of Mysteries: You gain a magic enchanted item up to your DMs discretion (this
department may be restricted).

Bonus Feat: You may select a feat you meet the
prerequisites for.

Ability Score Increase: You increase 2 ability scores
by 1 or one ability score by 2.


Head of Office: You may use your office to gather information and you gain advantage on any
checks to do so. This is within only your office of expertise though and the DM should consider
this.

Feats

Aerial Castor:
You take no penalty (usually disadvantage) for attacking while flying on a broomstick.

Aggressive Duelist:
Subtract up to your proficiency bonus to your attack roll for a spell, and add it to the damage of
the spell.
Special: Cannot be used with the defensive feat
at the same time.

Animagi: Prerequisites 4th level character
The ability to change form into one animal of
your choice and back to your human form. The
creature chosen is one that is your level-3 HD
and cannot be changed once chosen. You
assume the creatures, size, characteristics, but
retain your intelligence, wisdom, and charisma
scores. You gain the creatures Dexterity, Strength, and Constitution and the creature improves
as you level as well, gaining another HD when you level and can increase ability scores when
you do as well.

Anxious: You are always on the lookout for danger, giving you +5 to initiative, you can not be
surprised while conscious. Other creatures cannot get advantage on attack roles on you from
being hidden.

Apparition: Prerequisites: 6th level character
Apparition allows the
witch/wizard to instantly
transport from one location to
another location the
witch/wizard is aware of. The
base DC of Apparition is
Intelligence/Wisdom/Charisma
(Preferred ability by castor)
magic check of 10, though this
is increased by distance;
10 miles or less +0
50 miles +1
100 miles +5
500 miles +10
1000 Miles +15
2,500 miles +20
5,000 Miles +25

Book Worm:
You are considered to have eidetic memory, and you can once per long rest make an
intelligence check to see if you recall anything helpful, DC15 the DM gives information on a
success.

Brawler:
Increase strength or constitution by 1 to a maximum of 20. You are proficient in improvised
weapons, and unarmed strikes. Your unarmed strikes deal 1d6+strength modifier bludgeoning
damage. If you hit a target with an unarmed strike you may attempt to grapple them. After
Initiative is rolled, you have advantage with unarmed strikes for 1 minute or until you have a
successful hit, whichever is first.

Brutal Killer: Prerequisites: Level 5 and a dark act of the GMs discretion.
You gain proficiency in Intimidation, if you already have proficiency double proficiency bonus. A
negative Charisma modifier acts as a positive modifier for Intimidation. When you reduce a
creature to less than or equal to twice your proficiency bonus it is instead reduced to 0 HP.

Bullet Proof: Prerequisites: Must have been in a shoot-out with Muggles.
You are familiar with the firearms Muggles use and are cautious due to it, giving you a +3 to AC
against firearms.

Combat Apparation: Prerequisites: Apparation feat.
You may teleport up to 30 feet in an empty space you can see as a bonus action.

Defensive Duelist:
Subtract up to your proficiency bonus to your attack roll for a spell, and add it to your AC until
the end of your next turn.
Special: Cannot be used with the Aggressive Duelist feat at the same time.

Dervish:
Increase speed by 5 feet, and you may move before and after making an attack action.

Diehard:
You gain a +1 to all death saving throws, and once per long rest if you would drop to 0 HP
instead you drop to 1 HP.

Dual cast:
You may cast a second spell as a bonus action though the second spell disadvantage to its DC
roll.

Escape Artist:
If you add your proficiency bonus to end a grapple or restrained condition, double your
proficiency bonus. When you escape a creatures grapple on your turn, you may immediately
attack it as a bonus action.

Evasive Flyer:
Increase your AC by +2 while on a broomstick.

Focused Spell:
Choose a spell, you gain +5 to all rolls with this spell, this feat can be taken
multiple times, but can only be taken for a new spell and does not stack on
the same spell.

Goblin Descendant: Prerequisites 1st level
Increase your Intelligence +1, you speak goblin, you start the game with an
extra +1,000 GP.

Half-Giant: Prerequisites 1st level.
Increase your Constitution +1, you speak Giant, and you gain Constitution
saving throw proficiency.

Half-Vampire: Prerequisites 1st level
Increase your Charisma +1, you speak Hungarian, you gain proficiency in Intimidation skill and
gain advantage on them.

Half-Veela: Prerequisites 1st level.
Increase your Charisma +1, You speak Veela, and you gain proficiency and advantage with
persuasion checks.

Inspiring Leader:
By spending 10 minutes inspiring your companions choose six friendly companions (including
yourself) they gain temporary HP equal to your level+Charisma modifier.

Legilimens:
You have training in how to delve into someones mind. By Casting a Leggilimens may delve into
a persons memory against their AC, using charisma ability score. How much you beat the AC
decides how deeply you can delve into their memories.
<5 Up to six month in memory
5 up to a year in memory
10 5 years in memory
15 10 years in memory
20 20 memories in memory
25+ all life time.

Malevolence:
Youve always had a way with dark magic, you may reroll all 1s or 2s on damage with spells.

Metamorphmagus: Prerequisites: 1st level characters only
You can magically change your appearance
at will, you can make several changes to
your appearance per long rest equal to
your charisma modifier (minimum of 1),
including eye color, hair color, facial
features, and blending into environment.
You automatically gain deception as a
proficient skill, though you must make
deception DC checks to change as an
action.
Small changes (eye color and hair color) DC
10
Medium Changes (Facial features) DC 15
Large Changes (Whole body change) DC 20

Monster Lover:
Gain advantage on animal handling checks with magical beasts.

Most Charming Smile Award:
You are a very charming person, though not without a dark side, you have advantage on
Persuasion AND Deception checks.

Muggle Lover:
You gain proficiency in technology.

Natural Flyer: Prerequisites 1st level characters
only
Youve always felt at home in the air gaining
advantage to all broom stick related checks.

Occlumency:
You have training to ignore mind effecting spells,
any mind affecting spell you have proficiency
against, except Imperio. You gain an Intelligence
modifier to AC against Legilimens.

One Step Ahead:
You may once per long rest move yourself up the
initiative order by one place, and you gain a +5 to
initiative rolls.

Parseltongue: Prerequisites 1st level characters
only
You can talk to snakes, also gaining advantage to
handle animal with serpents.

Part Hag: Prerequisites 1st level.
Increase your charisma +1, you speak Hungarian, and you are proficient in intimidation checks
and have advantage with them.

Part Troll: Prerequisites 1st level
Increase your Strength +1, you speak troll, and gain strength saving throw proficiency.

Sacred 28: Prerequisite: 1st level, Pureblood race
You are related to one of the sacred 28 pureblood families. You hold a certain sway about you,
You gain a +1 to Wisdom, are proficient in ancient runes, and have proficiency in History skill,
with advantage if its related to magic history.

Sharp Shooter: Attacking at long range does not impose disadvantage with weapon or spell
attacks. You may ignore half and three quarter cover.

Skilled:
Gain proficiency in three skills.

Spell Breaker:
You are resistant to magic effects, if you wouldnt add your proficiency bonus to a saving throw
against a magical effect instead add half.

Stalwart:
You may reduce your movement to 0 to cause all attack rolls on you to be with disadvantage, if
any spells or attacks would make you move you may reduce the forced movement by half up to
5ft. of movement.

True Seer: Prerequisite 1st Level characters only
You are one of the few prophets of the world, gaining prophetic dreams at DM discretion
proficiency in divination tools.

Wands
One can make a wand by combining a variation of four aspects, length, flexibility, wand wood,
and its core. You may mix and match to make your proper wand. Note: If you would get two
advantages to something, just double your proficiency bonus instead.

Step One Length: This is the easiest, as it has no mechanical effect on you, most wands are
between 9-14 inches, while shorter or longer are heard of it is very rare.

Step Two Flexibility: There are three levels of flexibility; Springy, Rigid, and Stern. This decides
how adaptable your wand is. Springy you may take +0 and -0 to any spell checks, Rigid you may
take +1 to either Charms, Transfiguration, Jinxes and hexes, curses, or healing magic but take -1
to another type, Stern is like rigid but it is now +2 and -2.

Step Three Wand Core: See list below with effects, noting that unicorn hair, dragon heart string,
and Pheonix feather are the only ones sold at Ollivanders and any other type must be approved
by DM first.
Unicorn Hair, a unicorn wand if used by another person other than original user suffers
disadvantage to all spell checks. They may give advantage on three spells of the castors
choice as unicorn hair cores are accustomed to routine, these three spells may not be
Jinxes, Hexes, or curses though.
Dragon Heartstring, a dragon heartstring core is known to create the most flamboyant
spells and is prone to dark arts, it gives +1 to all attack and damage rolls, it also though
on natural one, you must roll a second time if it is 10 or lower the spell is reflected on
its owner.
Phoenix Feather, a phoenix feather core is known to be the most creative and seizes
initiative, on a natural 19-20 when rolling for initiative the Phoenix feather wand may
cast a spell immediately.
Veela Hair, Found in mainland Europe particularly Spain and France, Veela hair gives a
temperamental wand, and it will reject other owners than its original. It deals +1 to
damage rolls.
Thestral Tail Hair, this core is usually regarded as unstable but in mythology was used in
the elder wand. It can only be used by someone who can see Thestrals, but it gives +3 to
attack and damage rolls
Troll Whisker, is often
considered inferior to other wand
cores, though it is fiercely loyal, it
gives advantage on one Jinx spell.
Kelpie Hair, believed by most
to be too difficult to harvest kelpie
hair wands are rare, they give
advantage to any spells dealing with
water though.
Thunderbird Tail Feather,
Common in America they are
powerful but difficult to master,
they give advantage on
transfiguration checks.
Wampus Cat Hair, a core for wands in America, the wampus cat hair is one that is loyal,
giving advantage to one spell cast once per short rest.
White River Monster Spine, famous for producing force and elegance as far as magic,
giving a +1 to Attack rolls and +1 to AC.
Rougarou Hair, famous for attraction to dark arts, jinxes, hexes, and curses are rolled
with advantage.
Kneazle Whiskers, A rarely used wand core and considered substandard, it gives no
mechanical advantages to the wand.
Horned Serpent Horn, used by witches and wizards in America, the wands were very
powerful, particular to parseltongue users, and gave out a low musical tone when near
danger, giving +2 to initiative.
Snallygaster Heartstring, a wand core commonly used in America, it gives advantage to
three spells of the witches or wizards choosing.
Jackalope Antler, The Jackalope is quick to action, and its wand core as well, if the
Jackalope wand is top of the initiative it may cast two spells as an action.
Basilisk Horn, only ever used by Salazar Slytherin for his wand, it gives +2 to all damage
rolls.

Step Four Wood: the most extensive list the only one for DM discretion we take note of is the
elder wood.
Acacia, an unusual wood that does not work for any but its owner, and does not give
its best work until sure of its owner, at third level the Acacia wand gives an advantage
to two spells per short rest for the witch or wizard.
Alder, a usually unyielding, stubborn, or obstinate wand, that enjoys owners who are
helpful and caring, enjoying the opposite personality, Alder wands remove the non-
verbal penalty for using non-verbal spells.
Apple, not made in great numbers they are powerful wands who like owners with high
aims, and it attracts overly charming people, it also gives the ability to communicate
with magical beasts in their native tongue, i.e. merpeople, centaurs, etc.
Ash, ash owners are stereotypically stubborn, they are fiercely loyal to their owners and
If anyone else uses them, the spells are rolled for with disadvantage, if the wand has
unicorn hair the target of spells are resistant to them.
Aspen, the white almost ivory look of the wood makes it very popular among wand
makers, and is common among questers, revolutionaries, and those with need for
martial magic, an aspen wand may be drawn as a bonus action.
Beech, attracted to those wise beyond his or her years, and for those of narrow minds
often find it weak, it has subtlety and artistry rarely seen in other woods, and as such
gives a +5 to any rolls for a spell done in surprise round.
Blackthorn, a very unusual wand wood and has the earned reputation, best suited for a
warrior. It gives +2 to any spells rolled after its owner takes any kind of damage, or is hit
by an aggressive spell.
Black Walnut, less common than standard walnut, black walnut seeks a master with
powerful insight. It is attracted to those who are honest with themselves, and gives a +2
to charm rolls.
Cedar, attracted to those with strength of character and unusual loyalty. Cedar wands
give a +2 to any spells to defend an ally or help one.
Cherry, extremely rare and prized by witches and wizards from Japan, it gives +1 to any
damage rolls.
Chestnut, attracted to those who are care takers of magical beasts, gifted in Herbology,
or natural flyers. It gives advantage with either animal handling or broomstick checks
(choose upon taking the wand wood).
Cypress, believed to be paired with nobility, cypress wands were believed all their
owners would die noble deaths, once per long rest while having the wand, if the owner
would drop to 0 HP or lower they have 1 HP instead.
Dogwood, often quirky and mischievous, they have playful natures and as such look for
similar partners. The dogwood gives two abilities one once per short rest the owner may
cast a spell with advantage that
may be one level higher than they
could usually cast (or one they
could), however, dogwood refuses
to do non-verbal spells.
Ebony, attracted to those who are
individualistic, they give a +4 to
any transfiguration checks.
English Oak, highly loyal wands,
and attracted to nature magic, any
magic that would help nature is
rolled with advantage.
Elder, the rarest wand wood and
considered unlucky. It is also said
that those with Elder wands will
have a powerful destiny, it gives
once per short rest advantage
against any spell save.
Elm, believed to only be able to be
used by purebloods this is untrue,
it also gives the owner one spell
from one higher level than they
should be able to cast (this may be
used as they level as well).
Fir, known as choosing survivors as it is said those with Fir wands have a knack for
avoiding danger. +1 to AC while being used.
Hawthorn, a contradicting wand wood as it both heals and screams of death, it gives
once per long rest either treat one curse or healing spell as if rolled as a critical.
Hazel, a sensitive wand and searches for similar owners, the hazel wand has two
abilities, when near water the hazel wand releases a slight silver smoke, and whenever
the hazel wands owner dies the wand will release all previous spells from its life time.
Holly, a rarer form of wand wood, it enhances the core of the wand and allows for either
doubled effect or the double the use of the cores ability, if doubling it is used once per
short rest.
Hornbeam, it is attracted to those with a single passion, giving expertise to a single tools
kit.
Larch, warm colored, strong, and durable. Larch wood gives advantage against fear
affects.
Laurel, known as a glory seeking wand wood, Laurel woods grant a -2 to all attacks made
in surprise round, however, if laurel owner announces the target is his opponent he
receives a +1 to all attack and damage rolls and +1 AC against them.
Maple, a favored wand by the rich it enjoys travel, and when anywhere new or against a
new opponent the maple wand gives a +1 to all magic rolls with it.
Pear, this golden toned wood is found among the popular usually, and gives once per
long rest advantage on one Persuasion, Deception, or Intimidation check.
Pine, enjoys the mysterious, loners, and intriguing owners. Because of this it is believed
that pine woods belong to those who have long lives, and it grants the removal of the
penalty for non-verbal magic.
Poplar, are attracted to honest people, and has led to the joke poplars never pick a
politician. It gives advantage to persuasion checks.
Red Oak, it is often said red oak users have a short temper, but it comes from their quick
reflexes, red oak users gain a +2 to initiative.
Redwood, considered by most to be extremely lucky, once per long rest you may reroll
one saving throw, damage, or attack roll.
Rowan, attracted to those with a clear head and a pure heart, Rowan wands make for
great defenders, as such once per short rest you may roll a shielding spell with
advantage.
Silver Lime, considered by many to be the vogue choice, in the case of a Legilimens,
once per long rest it allows for advantage on one Legilimency roll.
Spruce, enjoys those full of pride and are straight forward, the spruce wand allows for
specialization, choose one spell you may roll this spell with advantage, you may change
the spell with a long rest.
Sycamore, it looks for the curious, vital, and adventurous owners, its adept ability to
change for the situation, gives it the ability to once per short rest advantage on one spell
related save.
Vine, uncommon among most wand woods, the vine wand is said to respond to its
owner just by the owner walking into the room, the vine wand as a movement action
may spring into its owners hand unless it is restrained.
Walnut, attracted to highly intelligent witches and wizards, it gives a +1 to attack rolls.
Willow, an uncommon wand wood with healing powers. Willow wands are attracted to
those with insecurity, and it gives once per long rest advantage to a healing spell.
Yew, attracted to those with a great destiny, they give once per short rest gives
advantage to one healing spell or one jinx, curse, or hex.

Equipment
Armor:
Jinx Proof Robes: Light Armor, AC 13+Dex Modifier and, 1st and 2nd level spells have no effects
on you.

School Robes: Light Armor AC 13+Dex Modifier.

Quidditch Robes: Medium Armor: AC 13+Dex Modifier

Weapons:

Beater Bat: Simple weapon, 1d6+Strength modifier bludgeoning damage.

Broomsticks:
All brooms have a crew of 1, and may carry a second person. Their acceleration is how much
they add to your initiation check, maneuver is any subtraction or addition you take to
broomstick checks with the broom, speed is how many feet you can move on your turn.
Air Wave Gold: Acceleration +2 Maneuver -2 Speed 150 Cost: 225 GP

Australian Flyabout 50: Acceleration +1 Maneuver 0 Speed 185 Cost: 750 GP Note: You may
ignore all movement penalties for strong wind weather with this Broomstick.

Blue Bottle: Acceleration -1 Maneuver 0 Speed 60 Cost: 150 GP Note: The blue bottle is not a
racing broom but instead a family broom meant to be safe and reliable and comes with an Anti-
burglar buzzer.

Cleansweep 1-3: Acceleration 0 Maneuver 0 Speed: 70 Cost: Varies (See note) Note: These are
some of the first racing brooms ever, and are used more as collector items now, and should be
hard to find.

Cleansweep Five: Acceleration +2
Maneuver 0 Speed 150 Cost: 250 GP

Cleansweep Six: Acceleration 0 Maneuver
+2 Speed 150 Cost: 260 GP Note: A witch
swears she flew to the moon on it.

Cleansweep Seven: Acceleration +1
Maneuver +2 Speed 160 Cost: 280GP

Cleansweep Eleven: Acceleration +2
Maneuver +2 Speed 170 Cost 300 GP

Comet 140 & Comet 180: Acceleration 0 Maneuver +2 Speed 90 Cost: Varies (See notea) Note:
These are some of the first racing brooms ever, and are used more as collector items now, and
should be hard to find.

Comet 260: Acceleration +2 Maneuver 0 Speed 140 Cost 240 GP

Comet 290: Acceleration +2 Maneuver +1 Speed 160 Cost: 260 GP

Firebolt: Acceleration +3 Maneuver +4 Speed 220 Cost: 1,000 GP Note: A very expensive and
rare broom.

Nimbus 1000,1001,1500,1700: Acceleration 0 Maneuver +2 Speed 100 Cost: Varies (See note)
Note: These are some of the first racing brooms ever, and are used more as collector items
now, and should be hard to find.

Nimbus 2000: Acceleration +2 Maneuver +2 Speed 170 Cost: 700 GP

Nimbus 2001: Acceleration +4 Maneuver +0 Speed 200 Cost: 800 GP

Oakshaft 79: Acceleration 0 Maneuver 0 Speed 110 Cost: 250 Note: Said that a witch flew
across the Atlantic Ocean on it.

Shooting Star: Acceleration +1 Maneuver 0 Speed 140 Cost: 200 GP

Siberian Arrow: Acceleration +2 Maneuver 0 Speed 190 Cost: 750 GP Note: It ignores all
ice/cold weather related penalties.

Silver Arrow: Acceleration +1 Maneuver 0 Speed: 70 Cost: 150 GP

Starsweeper XIX: Acceleration 0 Maneuver +5 Speed 180 Cost: 750 GP

Thunderbolt VII: Acceleration +4 Maneuver -4 Speed: 220 Cost: 1,000 GP

Transylvania Barb: Acceleration +3 Maneuver -2 Speed 200 Cost: 750 GP

Turbo: Acceleration 0 Maneuver +2 Speed 150 Cost: 225 GP



Candy:
Acid Pops: An extremely sour candy, that if you fail a Con save DC10 it burns a hole in your
tongue. Cost: 5CP

Blood Lollipops: For those of unusual tastes, it can temporarily satisfy a vampire in need to
feed. Cost: 2CP

Butterbeer: A drink that is non-alcoholic, Cost: 4CP

Cauldron Cakes: A delicious cake. Cost: 4CP

Chocolate Cauldrons: A chocolate cauldron that is usually filled with firewhisky though some
people have filled them with potions before. Cost: 8CP

Chocolate Frogs: Frogs that are
made of chocolate and move on
their own, but come with a
collectible card with information
of a famous wizard or witch.
Cost: 4CP

Cockroach Clusters: Sweets
with real cockroaches in them.
Cost: 1CP

Gilly water: Water but has
carbonation to it, possibly
magical. Cost: 2 CP

Ice Mice: A frozen cube that has
jam in it. Cost: 2CP

Jelly Slugs: Although made of gelatin they have the consistency of a real slug. Cost: 1CP

Pumpkin Juice: A sweetened version of pumpkin juice. Cost: 3CP

Pumpkin Pasties: Pumpkin flavored pastries. Cost: 3CP

Joke Items:
Weasleys Wild Fire Whiz Bangs: Enchanted Fireworks They come in various size packages, a
basic blaze box is 5 fireworks (Cost: 1 GP) Deflagration Deluxe is 20 (Cost: 3GP) you dont know
which fireworks are in each box, and you roll a 1d8 to find out.
1-Fizzle: Its a dud, maybe ask for a refund?
2-Pop: A massive explosion, a small spark creates a huge bang. A cleaver trickster could use this
as a distraction.
3-Bang: A firework that transforms into an arrow and flies in circles of 20 foot radius (or as wide
as room allows) spreading sparks.
4-Animate: It appears in the basic shape of the person that lit it, dances, makes some jeers at
passersbys, then disappears into a massive light show.
5Boom-A cannonball shaped firework, rises as high as possible and explodes in a rain of light.
The light and sound can be heard for miles.
6 Design: This firework writes a prerecorded message in the sky, they usually come with
prerecorded messages.
7 Crack- Midrange firework it lets of secondary and tertiary explosions.
8 Dragon: A dragon shapes construct erupts from the firework.

Skiving Snack box: An edible to allows a person to emulate being sick. The person who eats one
decides upon a sickness to emulate, they gain +10 to deception to look sick with that disease. If
they do not eat the other half of the treat (the cure) they are cured in 1d6 hours. Cost: 8 SP
Note: They are confiscated by prefects and teachers at Hogwarts.

Patented Daydream Charm: Allows the user to have a 30 minute day dream of their choice. 9SP

A Headless Hat: when worn your head appears invisible. Cost: 6SP

Shield Hat: All 1st level jinxes, curses, or hexes bounce off you. Cost: 11SP

Trick Wand: An object that appears as a magical wand. There are two verities. One that turns
into a rubber chicken when waved Cost: 2SP or it begins to hit you over the head (1d4 non-
lethal damage) Cost: 5SP

Ton-Tongue Toffees: The eaters tongue temporarily swells to a huge size. The eaters tongue
swells making speech impossible. Cost: 12SP

Canary Creams: The eater turns into a large canary, then they molt and return to normal. Cost:
4SP

U-No-Poo: Causes the consumer to have
constipation, The constipation sensation
thats gripping the nation, used to make fun of
you know who. Cost: 8SP

Extendable Ears: Long flesh colored string, one
end has an ear, this gives advantage to
perception checks with listening in specific
directions. Cost: 15SP

Portable Swamp: it creates a pop up swamp,
making a 30x30ft swamp terrain, which is
considered difficult terrain to cross. Cost: 12SP

Decoy Detonators: a black horn object, that runs out of sight and makes loud noises. Cost: 2GP

Guaranteed Ten-Second Pimple Vanished: removes pimples quick. Cost: 3SP

Peruvian Instant Darkness Powder: A darkness not even wand light can penetrate. For 1
minute 60x60 feet of space is covered in total darkness. Cost: 24 SP

Belch Powder: If consumed the person has consistent episodes of burps. Cost: 1SP

Dungbombs: A small bomb that gives off a very unpleasant odor. Cost: 3SP



Enchanted Items:
Usually only uncommon and common items can be found in Diagon Alley.
Enchanted Coins: Enchanted Communication (uncommon), The coin appears as a normal
galleon, and on the serial number may display messages, that send back Cost: 120GP

Howler: Enchanted Communication (Common), a blood-red letter sent to signify extreme
Anger. When opened the senders voice is magically magnified. If ignored the Howler explodes
into flame and the voice is louder. Cost: 1 GP

Deluminator: Enchanted Concealer
(Legendary) appearing as a
cigarette lighter, it is used to
remove light from any light source.
And return them when wanted, in
rare cases for DMs discretion the
Deluminator may guide a person to
a needed location. Cost: Priceless

Invisibility Cloak: Enchanted
Concealer (Very Rare): The person
turns invisible by wearing the
invisibility cloak. Cost: 5,000 GP

Hand of Glory: Dark Magic Item
(Very Rare): The holder of the hand
gains darkvision 120 feet. Cost:
10,000GP

Poisonous Candle: Dark Magic Item (Uncommon): A scented candle that poisons any within 30
feet of it that fail a CON save of DC13 1d6 poison damage. Cost:110GP

Music Box Dark Magic Item (Rare): Any who hear the music box within 60 feet must make a
Wisdom saving throw DC16 or fall asleep for 1 hour. Cost: 600GP

Purple Robes Dark Magic Item (Rare): Any who wear the purple robes must make a Dexterity
saving throw DC15 or the robes begin strangling the wearer for 2d8 damage per turn. Cost:
1,000GP

Elder Wand Deathly Hallow (Legendary): The wand gives +6 to Attack and damage rolls. Cost:
Priceless

Resurrection Stone: Deathly Hallow (Legendary): The stone allows you to once per long rest to
contact anyone dead. Cost: Priceless

Cloak of Invisibility: Deathly Hallow (Legendary): You gain invisibility even while attacking. Cost:
Priceless.

Foe Glass Enchanted Detector (Uncommon): The foe glass shows where your enemy is. Cost:
300GP

Marauders Map Enchanted Detector (Legendary): The map shows everyone that is the castle
of Hogwarts. Cost: Priceless

Probity Probe Enchanted Detector (Uncommon): detects spells of detection and hidden magical
objects. Cost: 200GP

Remembrall Enchanted Detector (Common): It gives advantage on intelligence checks to
remember things. Cost: 25 GP

Revealer Enchanted Detector
(Common): It makes invisible ink
reveal itself, it looks like a red eraser.
Cost: 2 GP

Secrecy Sensor Enchanted Detector
(Rare): Used to tell when others are
lying. Cost: 2,000GP

Sneakoscope Enchanted Detector
(Uncommon): A crystal top that lets
out a shrill noise in the presence of
dark objects. Cost: 540GP

Family Clock Enchanted Detector
(Very Rare): With a hand on the clock for instead of telling time the clock reveals the location or
status of each family member. Such as, home, school, work, travelling, lost, hospital, prison,
mortal peril. Cost: 16,000GP

Self-Shuffling Playing Cards Game (Common): Playing cards that automatically shuffle
themselves. Cost: 1GP

Wizards Chess Game (Common): Chess that the pieces move on orders. Cost: 1GP

Goblet of Fire Artifact (Legendary): Used to select champions in the Triwizard tournament.
Cost:Pricless

Godric Gryffindors Sword Weapon (Legendary): The sword is a regular longsword but deals an
extra 2d8 slashing damage against magical beasts. Cost: Priceless

Philosophers Stone Artifact (Legendary): Turns metal to gold, and makes elixir of life which
allows the drinker to live forever. Cost: Priceless

Sorting Hat Artifact (Legendary) Sorts students into the houses of their choice. Cost: Priceless

Mirror of Erised Enchanted Mirror (Legendary): the mirror shows the viewers deepest desires,
a DC14 Dexterity Save is needed to avoid seeing the mirror but it takes a DC16 Wisdom saving
throw to break away from the mirror, on a failed save the person is trapped, a distraction such
as a spell near by or someone speaking allows the person to reattempt the saving throw. Cost:
Priceless

Two Way Mirror Enchanted Mirror (Uncommon): allows the two owners of the mirrors to talk
to each other. Cost: 100 GP
Photographs/Portraits Enchanted Painting (Common): Talking and moving pictures. Cost: 60GP

Floo Powder: Enchanted Transportation (Common): By
speaking clearly and throwing the powder into a fireplace the
person may be transported to another fireplace. Cost: 50GP a
pound

Flying Carpets: Enchanted Transportation (Rare): Acceleration
+1 Maneuvering +2 Speed: 80 Cost: 1,000GP (Due to it being
illegal in Britain).

Vanishing Cabinet: Enchanted Transportation (Uncommon):
two cabinets that are connected and those in one can transport to the other. Cost: 500GP

Mokeskin Pouch: Enchanted Storage (Uncommon): a pouch only the owner can open. Cost:
200GP

Anti-Cheating Quill: Enchanted Writing Equipment (Common): Anti-charm is on this quill. Cost:
1 GP

Blood Quill: Enchanted Writing Equipment (Very Rare): A torture device that whatever is
written with it will come from the blood of the writer. Cost: 6,000GP

Cauldron: Magic Item (Common): Used for portions. Cost: 50GP

Omnioculars: Magic Item (Uncommon): Used to gain advantage on perception checks. Cost:
100GP

Spell-o-Tape: Magic Item (Common): A magically strong tape. Cost: 2 GP

Spells

DMs may alter which spells you may learn pass level 5 spells based on which classes you
continue to take, or your job once leaving Hogwarts.

Level 1:
Aberto: Can open an unlocked door or window.
Level: 1
Ability Score: Wisdom
Results: DC10: The door or window springs open.

Alohomora: A spell that allows one to unlock previously locked fixtures.
Level: 1
Ability Score: Wisdom
Results: DC 10: Can unlock mundane locked fixtures that would need something such as a brass
key to unlock.
DC 15: Can unlock technology locked fixtures that would need something like a key card to
unlock.
DC 25: Can unlock magically locked fixtures.

Ascendio: Causes the castor to fly straight up.
Level: 1
Ability Score: Wisdom
Results: DC 10: they fly up 10 feet per turn.
DC 15: they fly up 20 feet per turn.
DC25: they fly up 40 feet per turn.

Avifors: Transfiguration to change inanimate objects into bird.
Level 1:
Ability Score: Intelligence
Results: DC10: The castor changes one small object into a small blue bird.
DC15: The castor can change an object into a flock of blue birds, or one bird a different color.
DC25: The castor can change an object into a flock of any color birds.

Candle Magic: Magic used to help magically illuminate an area. Though candles are needed.
Level: 1
Ability Score: Wisdom
Results: DC10: You can allow for six candles to magically float in the air, and you may decide
what color the flames are.
DC15: You can allow for a dozen candles to magically float in the air, and you may decide what
color the flames are.
DC25: You can allow for 2 dozen candles to magically float in the air, and you may decide what
color the flames are.

Cheering Charm: The target must be a sentient being, and feels happier or friendlier under it.
Level: 1
Ability Score: Wisdom
Results: DC10: If beats AC the target makes a Charisma Saving throw if fails and moves up the
diplomacy chart by 1.
DC15: If beats AC the target makes a Charisma Saving throw if fails and moves up the diplomacy
chart by 2.
DC25: If beats AC the target makes a Charisma Saving throw if fails and moves up the diplomacy
chart by 3.

Defensive Charge: A defensive mechanism in many young witches and wizards that strikes
electricity when the person is in danger.
Level: 1
Ability Score: Charisma
Results DC10: As a reaction to a physical attack the witch or wizard may make an attack that if
beats the AC deals 1d4+Charisma modifier in lightning damage.
DC15: As a reaction to a physical attack the witch or wizard may make an attack that if beats
the AC deals 1d6+Charisma modifier in lightning damage.
DC25: As a reaction to a physical attack the witch or wizard may make an attack that if beats
the AC deals 1d8+Charisma modifier in lightning damage.

Expelliarmus: Disarming Charm
Level: 1
Ability Score: Intelligence
Results: DC Varies: When defeating the opponents AC the opponent losses anything in their
hands as it flies 10 feet away from the opponent randomly.

Finite Incantatum: Stops Incantations
Level: 1
Ability Score: Intelligence
Results: DC Varies: The castor must caste higher than the effective DC used by the opposing
spell, if successful the spell is removed.

Horn Tongue: Turns the persons tongue into a horn.
Level: 1
Ability Score: Charisma
Results: DC10: If beats AC, It makes it difficult to talk, and gives a disadvantage on the next
spell the target casts.
DC15: If beats AC, It makes it difficult to talk, and gives a disadvantage on the next spell the
target casts. It is mildly painful and deals 1d4 piercing damage.
DC25: If beats AC, It makes it difficult to talk, and gives a disadvantage on the next spell the
target casts. It is mildly painful and deals 1d6 piercing damage.

Incendio: Flame producing charm, creating a small spark.
Level: 1
Ability Score: Wisdom
Results: DC 5: creates a small spark that easily flammable things will catch light with (paper for
example).
DC 10 (and beats AC): able to catch clothes on fire at this point, the target will take 1d4 damage
on the end of their next turn if they do not spend a movement action to stamp it out.
DC15: Able to catch most flammable things on fire, quick way to start a house fire.
DC20: Can project heat under water, making a spell ranged attack it deals 1d4+wisdom modifier
if cast underwater.

Lapifors: Turns a small object into a rabbit.
Level: 1
Ability Score: Intelligence
Results: DC10 turns a small object into a rabbit.

Litari Illuminey: Allows for text in books to glow in the dark.
Level: 1
Ability Score: Wisdom
Results: DC5: The text glows in the book for 24 hours.

Locomotor: Levitates and moves objects, charm.
Level: 1
Ability Score: Wisdom
Results: DC 10: Moves up to diminutive sized objects 30 feet per round.
DC 15: Moves up to small sized objects 30 feet per round.
DC20: Moves up to medium sized objects 30 feet per round.
DC25: Moves up to large sized objects 30 feet per round.
DC30: Moves up to huge sized objects 30 feet per round.

Locomotor Mortis: Leg locker Curse.
Level: 1
Ability Score: Charisma
Results: DC 10: If successfully defeats the opponents AC the targets speed is halved.
DC 15: Like DC 10 but the speed is 10 feet.
DC20: Like DC 10 but the speed is 5 feet.
DC25: The opponent cannot move.


Lumos: Generates light at the end of the wand, charm. Nox is the command to turn off the
light.
Level: 1
Ability Score: Wisdom
Results: DC 5: provides light for up to 5 feet in front of, takes disadvantage on stealth checks
while active.
DC 10: provides light for up to 15 feet in front of, takes disadvantage on stealth checks while
active.
DC15: provides light for up to 30 feet in front of, takes disadvantage on stealth checks while
active.
DC20: provides light for up to 60 feet in front of, takes disadvantage on stealth checks while
active.
DC25+: provides light for up to 120 feet in front of, takes disadvantage on stealth checks while
active.

Lumos Solem: Produces Sunlight. This is a much brighter version of lumos and more affective
against selective monsters.
Level: 1
Ability Score: Wisdom
Results: DC 10: Creates a blast of sunlight for a 15 foot cone, any caught in the cone must make
a Dexterity save, if failed they are blinded for 1d4 rounds, if successful they are immune to this
spell for 24 hours, those who have a negative effect to sunlight are treated as if exposed to it.
DC 15: Like DC 10 but 30 foot cone.
DC20: Like DC 10 but 60 foot cone.
DC25: Like DC 10 but 90 foot cone.
DC30+: Like DC 10 but 120 foot cone.

Molliare: Creates a softening effect for a surface as if sitting on a cushion.
Level: 1
Ability Score: Wisdom
Results: DC10: Any object is softened to the touch.

Multicorfors: Can change the color of an object or person.
Level: 1
Ability Score: Intelligence
Results: DC 10: the effects last for 1 hour.
DC15: the effects last for 4 hours.
DC25+: the effects last for 8 hours.

Mutobuprestis: Can turn a beetle into a button or vice versa.
Level: 1
Ability Score: Intelligence
Results: DC 10: Effects one button.
DC15: Effects up to three buttons
DC25+: Effects up to six buttons.

Refreshum Chambero: Air freshener spell
Level: 1
Ability Score: Wisdom
Results: DC10: All those within 60 feet smell the smell you wish, though it must me pleasant for
everyone, strawberries, cinnamon, etc.

Reparo: Mends broken objects, charm.
Level: 1
Ability Score: Wisdom
Results: DC 5: Can mend up to 6 inches area of damage to an object.
DC 10: Can mend up to 1 foot area of damage to an object.
DC15: Can mend up to 3 feet area of damage to an object.
DC20: Can mend up to 5 feet area of damage to an object.
DC 25+: Can mend up to 10 feet area of damage to an object.

Restituo: Switching spell, switches two objects locations.
Level: 1
Ability Score: Intelligence
Results: DC 10: Switches two objects locations within up to a foot of each other.
DC 20: Switches two objects locations if they are in the same room.

Rictusempra: Tickling charm
Level: 1
Ability Score: Charisma
Results: DC 10: if defeats the opponents AC the opponent must make a wisdom saving throw
your magic intuition. If they fail they become over filled with the giggles unable to cast spells
verbally.
DC 15: like DC 10 but the target also takes -10 to speed.
DC20: like DC 10 but the target also takes -20 to speed.
DC20: like DC 10 but the target also takes -30 to speed.
DC 25+: The target removes dexterity bonus from AC

Scourgify: Charm to clean up or tidy up.
Level: 1
Ability Score: Wisdom
Results: DC 5: Can clean one object up.
DC 10: Can clean a small room up.
DC15: Can clean a medium sized room.
DC20: Can clean a large room.
DC 25+: Can clean average sized house.

Snitch Jinx: Causes the word sneak to pop up on the persons forehead in pimples.
Level: 1
Ability Score: Charisma
Results: DC10: If beats AC the word sneak appears in pimples.

Sparks Message: Shoots a message in sparks with the wand of a single sentence of up to 5
words.
Level: 1
Ability Score: Charisma
Results: DC 10: The sparks fly and form their sentence.
DC15: You may add 2 words to the sentence.
DC 25+: You may add 4 words to the sentence.

Tarantellegra: Forces opponent to dance.
Level: 1
Ability Score: Charisma
Results: DC 10: If defeats the opponents AC the target takes -10 to speed.
DC 15: If defeats the opponents AC the target takes -15 to speed.
DC25: If defeats the opponents AC the target takes -30 to speed.

Vera Verto: Changes a bird into a water goblet.
Level: 1
Ability Score: Intelligence
Results: DC 10: Changes one bird into a silver goblet.
DC15: Changes 1d4 birds into silver goblets.
DC 25+: Changes 1d6 birds into silver goblets.

Wingardium Leviosa: Levitation Charm.
Level: 1
Ability Score: Wisdom
Results: DC 5: Can levitate a small object or person 1 foot in the air.
DC 10: Can levitate a medium object or person 5 feet in the air.
DC15: Can levitate a large object or person or increase it by another 5 feet in the air.
DC20: Can levitate a huge object or person or increase it by another 10 feet in the air.
DC 25+: Can levitate a gargantuan object or person or increase it by another 20 feet in the air.


Level 2:
Acusignis: Match to needle, Transfiguration.
Level: 2
Ability Score: Intelligence
Results: DC10: Can turn a match into a needle.
DC 20: Can turn multiple matches into a needle (up to a match box (20)).

Alter Words: Transfiguration used to alter words were they preexisted.
Level: 2
Ability Score: Intelligence
Results: DC10: Can change words on a badge, letter, or small piece of parchment.
DC20: Can change letters of a poster or such sized objects.
DC30: Can change letters of a billboard.

Bat Bogey Hex: Causes the target to shoot bats out of their nose.
Level: 2
Ability Score: Charisma
Results: DC10: Causes discomfort if beats AC and the targets movement is 0 for 1 round.
DC20: Causes discomfort if beats AC and the targets movement is 0 for 1d4 rounds.
DC30: Causes discomfort if beats AC and the targets movement is 0 for 1d8 rounds.

Biting Jinx: Enchants an object to bite once picked up.
Level: 2
Ability Score: Charisma
Results: DC10: Once picked up the target must make a Dex save DC your magic intuition, if
failed they take 1d4 piercing damage from the enchanted small (or smaller) object, the object
will continue attack +2 to hit until they take any damage, AC13.

Blue Flames: Also known as cold fire, it can be handled with bare hands and is a good source of
light.
Level: 2
Ability Score: Wisdom
Results: DC10: The fire lasts for 8 hours, and expels a light source of 120 feet, and can be
handled with bare hands.
DC20: As DC10 but lasts for 24 hours.
DC30: As DC 10 but lasts for 3 days.

Bubble Head Charm: This charm produces a large clear bubble around the castors head
providing them with fresh clean air.
Level: 2
Ability Score: Wisdom
Results: DC10: Gives 1 hour fresh air.
DC15: Gives 4 hours fresh air.
DC25: Gives 8 hours fresh air.

Calvario: Causes hair loss.
Level: 2
Ability Score: Charisma
Results: DC10: if beats AC it deals 1d4 damage to charisma score for 1 hour.
DC 20: Same as DC 10 but for 3 hours.
DC30: Same as DC10 but for 6 hours.

Caterwauling Charm: Covers an area of square feet, any creature of small or larger size
category enters it sets off an alarm, which is a high pitch screech.
Level: 2
Ability Score: Wisdom
Results: DC10: Covers a 100 square foot area.
DC15: Covers a 150 square foot area.
DC25: Covers 300 Square foot area.

Cauldron to Sieve: Makes a cauldron become a sieve.
Level: 2
Ability Score: Intelligence
Results: DC15: Turns cauldron to sieve.

Chameleon Charm: The chameleon charm allows the target to blend in with their background.
Level: 2
Ability Score: Wisdom
Results: DC15: You have advantage on stealth checks.

Cochleafors: Snail to teapot, Transfiguration.
Level: 2
Ability Score: Intelligence
Results: DC10: Turns a snail into a tea pot.
DC 15: Turns a snail into a tea set.
DC 25: Turns a snail into a tea set with heated water if water is near by.

Curse of the Bogeys: Causes congestion and runny nose.
Level: 2
Ability Score: Charisma
Results: DC10: Causes congestion and general discomfort. If beats AC.
DC15: Causes congestion and general discomfort. If beats AC. The congestion weakens and
drains the opponent dealing 1d4 non-lethal damage.
DC25: Causes congestion and general discomfort. If beats AC. The congestion weakens and
drains the opponent dealing 1d4 non-lethal damage.

Deprehensio Mutatio: Transfiguration sensing spell.
Level: 2
Ability Score: Wisdom
Results: DC varies: If it defeats the Spells DC it senses the presence of a transfigured object.

Eat Slugs: Opponent pukes slugs.
Level: 2
Ability Score: Charisma
Results: DC varies: If the ranged spell attack is successful against the AC the opponent must
make a Con save, if they fail they begin to puke up slugs, taking half speed, and disadvantage on
all spell checks.

Enchanted Snowballs: The snowballs are enchanted to launch themselves at a target.
Level: 2
Ability Score: Wisdom
Results: DC10: If beats AC, the snowballs launch themselves at the persons face, making it hard
to ignore, and give -2 to AC and it takes movement Action to remove the snow from face.
DC15: The snowballs violently hit themselves on the target dealing 1D4+Wisdom Modifier ice
damage. If beats AC.
DC25: The snowballs violently hit themselves on the target dealing 2D4+Wisdom Modifier ice
damage. If beats AC.

Erecto: Erects things for you, tents, set ups, some assembly required? Not anymore.
Level: 2
Ability Score: Wisdom
Results: DC10: Sets up the object for you.

Fallomeles: Can turn an object into a badger.
Level: 2
Ability Score: Intelligence
Results: DC10: The object selected turns into a badger for 1d6 rounds, and will follow any
commands you give.
DC15: The object selected turns into a badger for 1d8 rounds, and will follow any commands
you give.
DC25: The object selected turns into a badger for 2d6 rounds, and will follow any commands
you give.

Feather Weight Charm: Lightens the target greatly.
Level: 2
Ability Score: Wisdom
Results: DC10: The target is lightened to their normal weight.
DC15: The target is lightened to 1/8 their normal weight.
DC25: The target is lightened to 1/16 their normal weight.

Flamma Frigus: Flame Freezing Charm, by freezing flames it allows the flame to be carried, and
gives immunity to cold environment.
Level: 2
Ability Score: Wisdom
Results: DC10: The flame lasts for 1 hour.
DC15: The flame lasts for 2 hours.
DC20: The flame lasts indefinitely.

Flipendo: Knockback-Jinx
Level: 2
Ability Score: Charisma
Results: DC10: Pushes back a medium person if defeats AC or object 10 feet back.
DC15: Same as DC20 but can be a large person or object or 20 feet back.
DC25: Same as DC30 but can be a Huge person or object or 30 feet back.

Flora Revivere: Revives dead plants.
Level: 2
Ability Score: Intelligence
Results DC10: Recovers resilient plants like dandelions or cacti.
DC15: Recovers most mundane plants.
DC25: Recovers most magical plants.

Herbivicus: Causes plants to grow quickly.
Level: 2
Ability Score: Intelligence
Results: DC10: Makes mundane sprouts grow to maturity.
DC20: Makes seedlings sprouts grow to maturity.
DC30: Makes seeds grow to maturity.

Imperturbable Charm: Makes listening through a door impossible.
Level: 2
Ability Score: Wisdom
Results DC10: Any perception checks to eavesdrop through a door is automatic failure.

Jelly Legs Jinx: The spell makes the legs of the target flop around useless.
Level: 2
Ability Score: Charisma
Results: DC10: The persons speed is reduced by 15 feet.
DC15: The persons speed is reduced by 25 feet.
DC25: The person cannot move.

Muresarca: Turns mice into snuffboxes.
Level: 2
Ability Score: Intelligence
Results: DC10: Transform a mouse or rat into a snuffbox.
DC15: Transform 1d6 mice or rats into snuffboxes.
DC25: Transform 1d10 mice or rats into snuffboxes.

Obliviate: Memory charm.
Level: 2
Ability Score: Wisdom
Results: DC 10: If defeats AC, erases the last day of memories.
DC 15: If defeats AC, erases the last week of memories.
DC20: If defeats AC, erases the last month of memories.
DC25: If defeats AC, erases the last year of memories.
DC30+: If defeats AC, erases the last 5 years of memories.

Obtineo-lacuna: Note taking spell.
Level: 2
Ability Score: Wisdom
Results: DC10: for one hour your pen writes notes for you.

Pepper Breath: Causes the target to get fiery hot breath that is painful.
Level: 2
Ability Score: Charisma
Results: DC10: if beats AC causes 1d4 fire damage.
DC20: if beats AC causes 1d6 fire damage.
DC30: if beats AC causes 1d8 fire damage.

Petrificus Totalus: Full body binding curse.
Level: 2
Ability Score: Charisma
Results: DC 10: If defeats AC, the target makes a strength saving throw, if they fail it they are
paralyzed for 1d4 rounds.
DC 15: like DC 10 but 1d6 rounds.
DC20: like DC 10 but 1d8 rounds.
DC25: like DC 10 but 1d10 rounds.
DC30+: like DC 10 but 2d6 rounds.

Scelestus Timor Deprehensio: Curse Detecting Charm.
Level: 2
Ability Score: Wisdom
Results: DC Varies: If it defeats the Spells DC it senses the presence of a transfigured object.

Serpensortia: Summons a snake, curse.
Level: 2
Ability Score: Charisma
Results: DC 10: Constrictor snake is summoned.
DC15: Giant Poisonous Snake is summoned.
DC25+: Giant Constrictor Snake is summoned.

Spongify: gives an object a spongy feel to it making it more comfortable or safer to fall on from
higher heights.
Level: 2
Ability Score: Wisdom
Results: DC 10: Effects an object of medium size.
DC15: Effects an object of large size.
DC25+: Effects an object of huge size.

Sua sute: Self stitching spell.
Level: 2
Ability Score: Wisdom
Results: DC10: Stitches up a torn section that is 6 inches long.
DC15: Stitches up a torn section that is 12 inches long.
DC25: Stitches up a torn section that is 24 inches long.

Level 3:
Aparecium: Reveals invisible ink.
Level: 3
Ability Score: Intelligence
Results: DC 15: Reveals invisible ink.

Artisco: Makes a drawing appear.
Level: 3
Ability Score: Wisdom
Results: DC10: You can create a mediocre black and white drawing.
DC15: You can make a masterful black and white drawing.
DC25: You can make a masterful colorful drawing.

Aveho Defixio: Curse Breaking Charm.
Level: 3
Ability Score: Intelligence
Results: DC Varies: If you defeat the spells DC check you remove the Curse from the area.

Baubillious: Sends out electricity from the end of the wand.
Level: 3
Ability Score: Charisma
Results: DC10: If beats AC it deals 1d8+Charisma modifier electricity damage.
DC20: If beats AC it deals 1d12+Charisma modifier electricity damage.
DC30: If beats AC it deals 3d8+Charisma modifier electricity damage.

Colloportus: Seals door.
Level: 3
Ability Score: Wisdom
Results: DC 10: Locks a door of normal means.
DC15: Locks the door so that the normal key will not work (though it can be hacked or picked
for the lock).
DC25: This door can only be opened with magic.

Confringo: Causes explosions.
Level: 3
Ability Score: Charisma
Results: DC 10: If beats AC causes 1d6+Charisma modifier thunder damage.
DC15: If beats AC causes 1d8+Charisma modifier thunder damage.
DC25: If beats AC causes 2d6+Charisma modifier thunder damage.

Conjuctivitus Curse: Causes irritation and swelling of the eyes.
Level: 3
Ability Score: Charisma
Results: DC 10: If beats AC blindness for 1d4 rounds.
DC15: If beats AC blindness for 1d8 rounds.
DC25: If beats AC blindness for 1d12 rounds.

Densaugeo: Enlarges a body part.
Level: 3
Ability Score: Charm
Results: DC 10 if beats AC: Enlarges a foot or leg halving the targets speed.
DC15: Enlarges an arm, making any attack spells cast with disadvantage.
DC25: Enlarges teeth making all but non-vocal spells impossible.

Deprehensio: Spell Detection Charm
Level: 3
Ability Score: Intelligence
Results: DC Varies: If you defeat the spells DC check you can sense other magic in the area.

Diffindo: Breaks or splits an object.
Level: 3
Ability Score: Wisdom
Results: DC 10: Breaks a wood object.
DC015: Breaks a metal object.
DC25: Breaks a magically reinforced object.

Expecto Patronum: Conjures a patronus.
Level: 3
Ability Score: Charisma
Results: DC 10: This creates a shield against dementors. It gives a +5 to your AC against
dementors and Dementors cannot ignore your AC. Or the spell can be sent as a ball of light that
pushes the Dementor back 20 feet and an additional 5 feet for every 4 points the DC is beaten
by. The spell deals 1d10+Charisma Modifier in damage to the Dementor.
DC20: You create a true Patronus, which appears as an animal glowing pure white. The animal
is chosen upon the first casting, though it can be changed on a great emotional event. All
dementors are rejected up to 10 feet from the Patronus, the Patronus can also attack,
automatically succeeding against one dementor it pushes it back 50 feet, and deals
2d10+Charisma modifier in damage. The animal remains for 3 rounds + Charisma Modifier.
DC25: The Patronus can now send messages, able to say up to 30 words, and arrives at the
intended location one minute after the casting of the spell.
DC30: The bastion of happiness. Sending out pulses of white light, this dispels all dementors
within a 100 foot radius, dealing 1d10 damage to all caught in the pulse.

Ferula: Bandage and split a broken limb.
Level: 3
Ability Score: Intelligence
Results: DC 15:mends the limb, quickening the healing process, and restores +5 to speed if lost
from the broken limb.

Fiberus Unravelus: Unraveling spell, unties knots, etc.
Level: 3
Ability Score: Wisdom
Results: DC10: Unties knot, or unravels section, etc.

Fornuculus: Causes Ugly boils on the skin.
Level: 3
Ability Score: Charisma
Results: DC 5 if beats AC: The target grows boils and becomes hideous taking disadvantage on
all charisma checks until removed.
DC10: The boils are painful now, dealing 1d6+Charisma modifier in damage.
DC15: The boils are painful now, dealing 1d8+Charisma modifier in damage.
DC25: The boils are painful now, dealing 2d6+Charisma modifier in damage.

Hot Air Charm: It projects warm air that can be used to heat someone up or dry them off.
Level: 3
Ability Score: Wisdom
Results: DC10: This spells can effect one person.
DC20: This spells can effect three people.
DC30: This spells can effect six people.

Hurling Hex: Causes the targets broom to attempt to buck them off.
Level: 3
Ability Score: Charisma
Results: DC10: The target must make a DC12 Athletics check to not get bucked off their broom.
DC20: The target must make a DC15 Athletics check to not get bucked off their broom.
DC30: The target must make a DC18 Athletics check to not get bucked off their broom.

Langlock: Sticks targets tongue to the roof of their mouth.
Level: 3
Ability Score: Charisma
Results: DC10: If beats DC target has disadvantage on verbal spells for 1d4 turns.
DC20: If beats DC target has disadvantage on verbal spells for 1d6 turns.
DC30: If beats DC target has disadvantage on verbal spells for 1d8 turns.

Lascivio unus instrument: Allows for a self-playing instrument.
Level: 3
Ability Score: Wisdom
Results: DC10: You roll as if doing a performing a performance check, +5 to the roll.
DC15: You roll as if doing a performing a performance check, +10 to the roll. You may affect two
instruments.
DC25: You roll as if doing a performing a performance check, +15 to the roll. You may affect
three instruments.

Lepusfors: Changes rabbits into slippers.
Level: 3
Ability Score: Intelligence
Results: DC 10: Changes a rabbit into one slipper.
DC15: Changes a rabbit into a pair of slippers.
DC25+: Changes a rabbit into two pairs of slippers.

Mobilicorpus: Moves an unconscious person like a puppet.
Level: 3
Ability Score: Wisdom
Results: DC 10: Moves a medium sized body like a puppet as long as the persons focus is on
them. Meaning the castor cannot move or cast another spell during the duration.
DC15: Can move two medium sized bodies like puppets.
DC25: Can move three medium sized bodies like puppets.
DC30: Can move four medium sized bodies like puppets.

Obliteration Charm: Hides tracks.
Level: 3
Ability Score: Wisdom
Results: DC15: removes your tracks from snow, mud, or other material.

Orchideous: Produce flowers from the tip of wand.
Level: 3
Ability Score: Wisdom
Results: DC 5: Produces a single flower.
DC 10: Produces a dozen of non-magical flowers.
DC15: Produces a large bushel of non-magical flowers.
DC25: Produces a single magical flower.

Prior Incantatem: Shows last spell cast from a wand.
Level: 3
Ability Score: wisdom
Results: DC 10: Shows last spell from wand.

Relashio: Produces sparks from wands that can be used for attacks.
Level: 3
Ability Score: Charisma
Results: DC 10 if beats AC: The spell shoots sparks that deal 1d6+Charisma modifier fire
damage.
DC 15: The spell shoots sparks that deal 1d6+Charisma modifier fire damage, and can be used
under water.
DC20: The spell shoots sparks that deal 1d12+Charisma modifier fire damage.
DC25: The spell shoots sparks that deal 2d10+Charisma modifier fire damage.
DC30: The spell shoots sparks that deal 3d6+Charisma modifier fire damage.

Reparifarge: Returns transfigured objects into their original state.
Level: 3
Ability Score: Intelligence
Results: DC Varies: You must beat the transfigured items roll.

Riddikulus: Anti-boggart Charm.
Level: 3
Ability Score: Intelligence
Results: DC 15: Makes the Boggart look odd/funny.

Sonorus: Increases voice volume.
Level: 3
Ability Score: Wisdom
Results: DC 10: The voice is 2x as loud
DC15: The voice is 4x louder
DC20: The voice sounds like a megaphone.
DC25: The voice could be used for a sport arena announcer.
DC30+: The voice could be dangerous to be close to. Dealing 1d4 sonic damage to all within 30
feet who fail a Con save.

Quietus: Decreases voice volume. Or return voice to normal from Sonorus.
Level: 3
Ability Score: Wisdom
Results: DC 10: Reduces effect of Sonorus. The person can only speak to a whisper.
DC15: The person can only speak at a barely audible volume.
DC25+: The person is speechless.

Waddiwasi: Expels an object and directs it, good for unclogging something.
Level: 3
Ability Score: Wisdom
Results: DC 10:A diminutive sized plug is ejected.
DC15: A small sized plug is ejected.
DC25: A medium sized plug is ejected.

Level 4:
Accio: Summoning Charm
Level: 4
Ability Score: Wisdom
Results: DC5: By calling accio (name of the object) the up to medium sized object will fly up to
50 feet. If the spell needs to be used over multiple increments of the distance rolled the witch
or wizard must roll a Con save of 10 or the object falls to the ground on their turn.
DC10: By calling accio (name of the object) the up to medium sized object will fly up to 100 feet.
DC15: By calling accio (name of the object) the up to medium sized object will fly up to 200 feet.
DC20: By calling accio (name of the object) the up to medium sized object will fly up to 500 feet.
DC25: By calling accio (name of the object) the up to medium sized object will fly up to 1,000
feet.
DC30+: By calling accio (name of the object) the up to medium sized object will fly up to 2,000
feet.

Bewitched Sleep: The castor can send the desired into a deep sleep.
Level: 4
Ability Score: Wisdom
Results: DC10: If beats the AC the target must make a Wisdom save against your magic
intuition. If fails they are asleep for 1 hour.
DC 20: If beats the AC the target must make a Wisdom save against your magic intuition. If fails
they are asleep for 1d4 hours.
DC30: If beats the AC the target must make a Wisdom save against your magic intuition. If fails
they are asleep for 1d6 hours.

Deprimo: Forces the target to the ground.
Level: 4
Ability Score: Charisma
Results: DC10: If beats the AC the target must make a Con save against your magic intuition. If
fails they are forced to the ground for 1d4 rounds.
DC15: If beats the AC the target must make a Con save against your magic intuition. If fails they
are forced to the ground for 1d6 rounds.
DC25: If beats the AC the target must make a Con save against your magic intuition. If fails they
are forced to the ground for 1d8 rounds.

Impervius: Repels water, and protects from rain.
Level: 4
Ability Score: Intelligence
Results: DC 5: The castor cannot get wet from light rain.
DC10: The castor cannot get wet while in heavy downpour, and suffer no penalty to visibility
from it.
DC15: The castor can completely submerge in water and come out dry.
DC25: The castor is resistant to magical attacks related to water for rounds equal to Intelligence
modifier (minimum 1)

Knitting Charm: Used on knitting needles to make clothing. The clothing will be done in 1 hour.
Complex meaning it has more than 1 color.
Level: 4
Ability Score: Wisdom
Results: DC5: Can make a simple scarf.
DC10: Can make a simple sweater.
DC15: Can make a complex scarf.
DC20: Can make a complex sweater.
DC30: Can make a blanket.

Morsmordre: Conjures dark mark.
Level: 4
Ability Score: Charisma
Results: DC10: Casts the dark mark into the area pointed.

Noisullio: You can summon an illusion, the illusion is either a sound or a silent image.
Level: 4
Ability Score: Intelligence
Results: DC10: You can make a medium sized illusion or a sound heard for 60 feet.
DC15: You can make a large sized illusion or a sound heard for 90 feet.
DC25: You can make a huge sized illusion or a sound heard for 120 feet.

Point me: Points wand north.
Level: 4
Ability Score: Wisdom
Results: DC 10: Points wand north.

Portus: Makes object a port key.
Level: 4
Ability Score: Wisdom
Results: DC 10: makes a port key with a range of 100 miles.
DC15: makes a port key with a range of 500 miles.
DC25+: makes a port key with a range of 1,000 miles.

Protego Defixium: Curse Shield Charm
Level: 4
Ability Score: Intelligence
Results: DC Varies: You roll a spell check, this is your temporary AC until you encounter your
first curse, or 1 hour.

Webthesis: Creates spiderlike webbing out of your wand.
Level: 4
Ability Score: Charisma
Results: DC10: You can wrap a person is webbing that takes a strength check of magical
intuition to break out of.
DC15: You can use the webbing to spring up a wall of your close range spell range.
DC25: You can use the webbing to spring up a wall of your long range spell range.

Level 5:
Anapneo: Clears airway for target.
Level: 5
Ability Score: Wisdom
Results: DC10: Clears airway of blockage and stop choking.

Armchair: Able to change yourself into an armchair.
Level: 5
Ability Score: Intelligence
Results: DC10: It takes an investigation check of your magic intuition to see youre not an
armchair.
DC20: Like DC10 but add +5 to the DC.
DC30: Like DC10 but add +10 to the DC.

Avada Kadavra: Killing curse, an unforgiveable curse.
Level: 5
Ability Score: Charisma
Results: DC10: If beats AC the target must make a Con save against the targets magic intuition
score. If failed the target must make a death saving throw, three failed ones and the target is
dead.
DC20: Same as DC10 but if the Con save fails its an automatic failed death saving throw.
DC30: Same as DC20 but if Con save fails its an automatic 2 failed death saving throws.

Avis: Conjures a flock of birds.
Level: 5
Ability Score: Wisdom
Results: DC10: Summons a flock of birds that a person can use to try to hide behind a nearby
object.
DC15: The birds can be shot at the target dealing 2d6+Intelligence piercing damage.
DC25: The birds can be shot at the target dealing 2d8+Intelligence piercing damage.

Babbling Curse: causes the opponent to babble non-stop making casting spells difficult.
Level: 5
Ability Score: Charisma
Results: DC10: If beats the opponents AC the target begins babbling non-stop for 1d4 turns.
Making a wisdom save may stop the babbling if successful against the castors magic intuition.
Casting verbal spells are impossible.
DC15: If beats the opponents AC the target begins babbling non-stop for 1d6 turns. Making a
wisdom save may stop the babbling if successful against the castors magic intuition. Casting
verbal spells are impossible.
DC25: If beats the opponents AC the target begins babbling non-stop for 1d8 turns. Making a
wisdom save may stop the babbling if successful against the castors magic intuition. Casting
verbal spells are impossible.

Colovaria: Changes the colors of intended object.
Level: 5
Ability Score: Intelligence
Results: DC10: Can change a medium sized objects colors.
DC20: Can change a large sized objects colors.
DC30: Can change a huge sized objects colors.

Confundo: Causes Confusion.
Level: 5
Ability Score: Charisma
Results: DC10 if beats AC: The target loses 1 round of action as they are paralyzed due to
confusion.
DC15: if beats AC: The target loses 1d4 rounds of action as they are paralyzed due to confusion.
DC25: if beats AC: The target loses 1d6 rounds of action as they are paralyzed due to confusion.

Crucio: Causes torturous pain, unforgivable curse.
Level: 5
Ability Score: Charisma
Results: DC10: If beats AC causes 2d12+Charisma Modifier in psychic damage.
DC20: If beats AC causes 3d12+Charisma Modifier in psychic damage.
DC30: If beats AC causes 4d12+Charisma Modifier in psychic damage.

Engorgio: Enlarges Object.
Level: 5
Ability Score: Charisma
Results: DC10 if beats AC: The target grows 1 size category, due to not being used to their new
size they lose -2 to Dexterity.
DC15: The target grows 2 size category, due to not being used to their new size they lose -4 to
Dexterity.
DC25: The target grows 3 size category, due to not being used to their new size they lose -6 to
Dexterity.

Ennervate: removes a stunning effect and gives quick boost of speed.
Level: 5
Ability Score: Wisdom
Results: DC10: Removes paralyzing effect.
DC15: Gives target +10 to speed on their next turn.
DC25: Gives target +30 to speed on their next turn.

Episkey: Heals damage to target.
Level: 5
Ability Score: Wisdom
Results: DC10: Heals 1d6+Wisdom Modifier HP
DC15: Heals 1d8+Wisdom Modifier HP
DC25: Heals 2d6+Wisdom Modifier HP

Evenesco: Vanishing charm.
Level: 5
Ability Score: Intelligence
Results: DC10: Causes a small non-magical object to vanish.
DC15: Causes a medium non-magical object to vanish.
DC25: Causes a large non-magical object to vanish.

Glass to Sand: Causes glass to turn to sand.
Level: 5
Ability Score: Intelligence
Results: DC10: Causes one glass object selected to turn to sand.
DC20: all glass objects within 30 foot radius of the castor turns to sand.
DC30: all glass objects within 60 foot radius of the castor turns to sand.

Imperio: Total control over a person, unforgiveable curse.
Level: 5
Ability Score: Intelligence
Results: DC10: Causes a small non-magical object to vanish.
DC20: Causes a medium non-magical object to vanish.
DC30: Causes a large non-magical object to vanish.

Incarcerous: Traps target in enchanted rope.
Level: 5
Ability Score: Intelligence
Results: DC10: Causes a small non-magical object to vanish.
DC15: Causes a medium non-magical object to vanish.
DC25: Causes a large non-magical object to vanish.

Morbiliarbus: Levitate and move object.
Level: 5
Ability Score: Wisdom
Results: DC 5: Can levitate a small object or person 5 foot in the air.
DC 10: Can levitate a medium object or person 10 feet in the air.
DC15: Can levitate a large object or person or increase it by another 10 feet in the air.
DC20: Can levitate a huge object or person or increase it by another 20 feet in the air.
DC 25+: Can levitate a gargantuan object or person or increase it by another 40 feet in the air.

Noctuam Opera Omnia: Changes an Owl to Opera Glasses
Level: 5
Ability Score: Intelligence
Results: DC15: Successfully change an owl into opera glasses.

Pack: Packs up a trunk or items into a box.
Level: 5
Ability Score: Wisdom
Results: DC10: Packs up all the items neatly.

Protego: Gives a shield that deflects most spells.
Level: 5
Ability Score: Intelligence
Results: DC10: Gives a +5 to AC until end of your next turn.
DC20: Gives a +7 to AC until end of your next turn.
DC30: Gives a +9 to AC until end of your next turn.

Reducio: Reduces magically increased objects or beasts back to normal size.
Level: 5
Ability Score: Intelligence
Results: DC15: Successfully reduces the size of the target.

Reducto: Blasts objects out of your path
Level: 5
Ability Score: Intelligence
Results: DC10: Blasts object or person if beats AC 30 feet away from you.
DC15: Blasts object or person if beats AC 60 feet away from you.
DC25: Blasts object or person if beats AC 90 feet away from you.

Stupefy: Stunning Spell.
Level: 5
Ability Score: Charisma
Results: DC10: If beats AC the target is paralyzed for 1d4 rounds.
DC15: If beats AC the target is paralyzed for 1d6 rounds.
DC25: If beats AC the target is paralyzed for 1d8 rounds.

Unbreakable Charm: Used to make usually very breakable objects more difficult to do so.
Level: 5
Ability Score: Wisdom
Results: DC10: Gives +15 hard points to item.
DC15: Gives +25 hard points to item.
DC25: Gives +35 hard points to item.

Vigoratus Somes: Removes disease.
Level: 5
Ability Score: Intelligence
Results: DC10: Removes common cold and small diseases.
DC15: Removes all mundane diseases.
DC25: Removes magical diseases.

Level 6:
Adflicto Affligo: Protego breaking hex.
Level: 6
Ability Score: Charisma
Results: DC Varies: You roll to defeat protego spell, shattering its shielding affect.

Aguamenti: Conjures up water.
Level: 6
Ability Score: Wisdom
Results: DC10: Fills a container with water as a smooth stream.
DC15: Shoots a jet of water able to put out most fires, and removes fires.
DC25: The jet of water can be used as a weapon dealing 1d6+Wisdom modifier as bludgeoning
damage.

Arrow Spell: Conjures arrows.
Level: 6
Ability Score: Intelligence
DC10: If beats AC shoots off 1 single arrow. 1d8+Intelligence modifier piercing damage.
DC20: If beats AC shoots off 3 single arrows. 1d12+Intelligence modifier piercing damage.
DC30: If beats AC shoots off 6 single arrows. 2d8+Intelligence modifier piercing damage.

Atmospheric Charm: Allows for you to make weather conditions in a controlled space.
Level: 6
Ability Score: Wisdom
DC10: You can control the weather for 15ft.x15ft.
DC15: You can control the weather for 30ft.x30ft.
DC25: You can control the weather for 60ft.x60ft.

Conjunctiva: Affects vision.
Level: 6
Ability Score: Charisma
Results: DC10: If beats AC the target is blind for 1d4 rounds.
DC20: If beats AC the target is blind for 1d6 rounds.
DC30: If beats AC the target is blind for 1d8 rounds.

Delbou: Cleans water of all filth and makes it prime for alchemy or potions.
Level: 6
Ability Score: Intelligence
Results: DC10: Can clean a medium sized cube area of water.
DC20: Can clean a large sized cube area of water.
DC30: Can clean a huge sized cube area of water.

Duro: Turns an object to stone.
Level: 6
Ability Score: Wisdom
Results: DC10: turns a small object to stone.
DC15: turns a medium object to stone.
DC25: turns a large object to stone.

Flagrate: Burns a design into an item.
Level: 6
Ability Score: Wisdom
Results: DC10: Can burn it into wood or flammable objects.
DC15: Can burn it into metal or steel.
DC25: Can burn it into usually fire retardant material.

Fidelius Charm: This is the spell to create a secret keeper. That if the bonds of the contract
made between the two witches or wizards is broken they will die.
Level: 6
Ability Score: Intelligence
Results: DC15: Makes a secret keeper.

Hommenum Revelio: Reveals humans within a certain range.
Level: 6
Ability Score: Wisdom
Results: DC10: Reveals all humans within 30 feet.
DC15: Reveals all humans within 60 feet.
DC25: Reveals all humans within 120 feet.

Impedimentia: Stops or slows an object.
Level: 6
Ability Score: Wisdom
Results: DC10: Reduces speed if beats AC by 30.
DC15: Reduces speed if beats AC by 60.
DC25: Reduces speed if beats AC by 90.

Imperturbus: Creates a barrier around an object.
Level: 6
Ability Score: Intelligence
Results DC10: The barrier around the object gives a barrier of 5 feet, and has 15 hit points.
DC15: The barrier around the object gives a barrier of 10 feet, and has 30 hit points.
DC25: The barrier around the object gives a barrier of 15 feet, and has 60 hit points.

Inanimatus Conjurus: Conjures an inanimate object.
Level: 6
Ability Score: Wisdom
Results: DC10: Can summon a medium sized object.
DC15: Can summon a large sized object.
DC25: Can summon a huge sized object.

Nebula: Summons Fog
Level: 6
Ability Score: Wisdom
Results: DC10: You summon 10 feet of fog around you that spreads 5 feet per round. This lasts
for 1 minute or until a strong wind blows it away.
DC15: You summon 20 feet of fog around you that spreads feet per round. This lasts for 30
minutes or until a strong wind blows it away.
DC25: You summon 30 feet of fog around you that spreads 5 feet per round. This lasts for 1
hour or until a strong wind blows it away.

Obscuro: Causes a blindfold to appear over a person.
Level: 6
Ability Score: Intelligence
Results: DC10: If beats the AC the person is blindfolded, it takes a movement action to remove
blindfold.
DC15: Like DC10 but can be aimed at 3 opponents as long as they are within 15 feet of each
other.
DC25: Like DC10 but can be aimed at 6 opponents as long as they are within 15 feet of each
other.

Sectumsempra: Causes a slash or gash.
Level: 6
Ability Score: Charisma
Results: DC10: If beats AC deals 1d8+Charisma modifier in slashing damage.
DC15: If beats AC deals 2d6+Charisma modifier in slashing damage
DC25: If beats AC deals 2d8+Charisma modifier in slashing damage

Vulnera Sanetur: Can heal wounds, mend broken bones, and close gashes.
Level: 6
Ability Score: Wisdom
Results: DC10: Heals 1d8+Wisdom Modifier of HP.
DC15: Heals 1d12+Wisdom Modifier of HP.
DC25: Heals 2d8+Wisdom Modifier of HP.

Level 7:
Anti-Alohomora Charm: A locking spell that makes alohomora ineffective against it.
Level: 7
Ability Score: Wisdom
Results: DC 15: The spell is effective.

Bedazzling Hex: A cloak hexed with this temporarily acts as an invisibility cloak.
Level: 7
Ability Score: Charisma
Results: DC 10: The cloak acts as an invisibility cloak for 1 minute.
DC 15: The cloak acts as an invisibility cloak for 30 minutes.
DC25: The cloak acts as an invisibility cloak for 1 hour.

Corrumpo: Tarnishes metal turning it to rust. An alchemical spell.
Level: 7
Ability Score: Wisdom
Results: DC 10: A metal object of up to a large object rusts.
DC 15: A metal object of up to a huge object rusts.
DC25: A metal object of up to a gargantuan object rusts.

Crop Spell: Makes a crop grow larger and healthier.
Level: 7
Ability Score: Wisdom
Results: DC15: Can fix a small garden to be at its peak performance.
DC25: Can fix a small crop to be at its peak performance.
DC30: Can fix a large crop to be at its peak performance.

Drought Charm: Dries up sources of water.
Level: 7
Ability Score: Intelligence
Results: DC10: Can dry up a spilled cup.
DC15: Can dry up a large puddle.
DC20: Can dry a pond.
DC30: Can dry a lake.

Enchanted Motor vehicle: You can make a vehicle flying with the same speed as its land speed.
Though you need proficiency in muggle technology to do this.
Level: 7
Ability Score: Wisdom
Results: DC 10: The vehicle is flying for six months.
DC 15: The vehicle is flying for a year.
DC25: The vehicle is flying for three years.

Endless Sandwiches: Enchants a plate to give off endless sandwiches.
Level: 7
Ability Score: Intelligence
Results: DC10: The plate has only 1 kind of sandwich and lasts for 1 hour.
DC20: The plate has half a dozen kinds of sandwiches and lasts for 6 hours.
DC30: The plate has a dozen kind of sandwiches and lasts for 12 hours.

Epoximise: Bonds two objects.
Level: 7
Ability Score: Intelligence
Results: DC15: Two inorganic items are merged together.
DC30: Two organic beasts are merged together.

Geminio: Duplicates object.
Level: 7
Ability Score: Intelligence
Results: DC10: makes a single copy.
DC20: makes 3 copies.
DC30: makes 6 copies.

Glisseo: Turns a staircase into a slide.
Level: 7
Ability Score: Intelligence
Results: DC 15: turns a staircase into a slide, all those caught on this spell must make a dexterity
saving throw against your magic intuition or slide down the staircase.

Human to Ferret: Changes a human to a ferret.
Level: 7
Ability Score: Intelligence
Results: DC 10: if beats the AC the target becomes the animal for 1 hour.
DC 20: if beats the AC the target becomes the animal for 1d4 hours.
DC30: if beats the AC the target becomes the animal for 1d8 hours.

Human to Pig: Changes a human to a pig.
Level: 7
Ability Score: Intelligence
Results: DC 10: if beats the AC the target becomes the animal for 1 hour.
DC20: if beats the AC the target becomes the animal for 1d4 hours.
DC30: if beats the AC the target becomes the animal for 1d8 hours.

Human to Shark: Changes a human to a shark.
Level: 7
Ability Score: Intelligence
Results: DC 10: if beats the AC the target becomes the animal for 1 hour.
DC20: if beats the AC the target becomes the animal for 1d4 hours.
DC30: if beats the AC the target becomes the animal for 1d8 hours.

Inveratus: removes rust and tarnishing from years or magic, an alchemical spell.
Level: 7
Ability Score: Wisdom
Results: DC 10: A metal object of up to a large object removes rusts.
DC 15: A metal object of up to a huge object removes rusts.
DC25: A metal object of up to a gargantuan object removes rusts.

Levicorpus: Dangles target by ankle in mid-air. Liberacorpus takes them down.
Level: 7
Ability Score: Charisma
Results: DC10: If beats AC the target has 0 movement and takes -2 to AC.
DC15: If beats AC the target has 0 movement and takes -4 to AC, and the target takes
disadvantage to spell work now.
DC25: If beats AC the target has 0 movement and takes -6 to AC, and the target takes
disadvantage to spell work now.

Masking Fog: Those who get near a location who shouldnt be there experience a fog.
Level: 7
Ability Score: Wisdom
Results: DC10: Fog begins 150 feet from location.
DC15: Fog begins 300 feet from location.
DC25: Fog begins 1 mile from location.

Muffliato: Causes a buzzing to happen in a persons ear making it hard to hear.
Level: 7
Ability Score: Charisma
Results: DC10: If beats AC the target gains a light buzzing in their ears giving them disadvantage
on perception to hear other conversations.
DC15: If beats AC the target gains a light buzzing in their ears giving them disadvantage on
perception to hear other conversations, and gives advantage on stealth checks against them.
DC25: If beats AC the target gains a light buzzing in their ears giving them automatic failure on
perception to hear other conversations.

Water to Rum: Makes water turn to rum or wine.
Level: 7
Ability Score: Intelligence
Results: DC10: Makes 1 small container of water turn to rum.
DC20: Can make 3 small containers or 1 medium container of water turn to rum.
DC30: Can make 6 small containers or 3 medium container or 1 large container of water turn to
rum.

Level 8:
Animagus Reversal Spell: A transfiguration spell that makes an animagus turn to their human
form.
Level: 8
Ability Score: Intelligence
Results: DC15: If beats AC the Animagus takes its human form.

Anti-Apparition Charm: The charm removes the ability to apparate on an area.
Level: 8
Ability Score: Wisdom
Results: DC 10: The cloak acts as an invisibility cloak for 1 minute.
DC 15: The cloak acts as an invisibility cloak for 30 minutes.
DC25: The cloak acts as an invisibility cloak for 1 hour.

Age Line: A line that stops those underage of crossing it.
Level: 8
Ability Score:
Results: DC15: Makes the line that is uncrossable for those under the desire age.

Golden Flames: A powerful spell of fire.
Level: 8
Ability Score:
Results: DC10: if beats AC the fire deals 2d6+Charisma modifier in fire damage.
DC15: if beats AC the fire deals 2d8+Charisma modifier in fire damage.
DC25: if beats AC the fire deals 2d10+Charisma modifier in fire damage.

Horcrux: After killing someone with Avada Kedavra, you then may put part of your soul into an
object or creature that must hold sentimental value to you, within 10 feet of you.
Level: 8
Ability Score: Charisma
Results: DC10: You successfully make a Horcrux.

Mobliarbus: Moves a tree.
Level: 8
Ability Score: Wisdom
Results: DC10: Moves a tree 30 feet.
DC15: Moves a tree 60 feet.
DC25: Moves a tree 90 feet.

Self-Transfiguration: You can alter yourself to appear as any other person.
Level: 8
Ability Score: Intelligence
Results: DC20: You can alter all your body to another persons body.

Scutum: You alter your wand to a shield.
Level: 8
Ability Score: Intelligence
Results: DC10: Gives a +1 to AC and ignores all saving throws from curses, jinxes, hexes, except
for the unforgiveable curses.
DC20: Gives a +2 to AC and ignores all saving throws from curses, jinxes, hexes, except for the
unforgiveable curses.
DC30: Gives a +4 to AC and ignores all saving throws from curses, jinxes, hexes, except for the
unforgiveable curses.


Level 9:
Animalis Verto: You can change human characteristics to animal ones.
Level: 9
Ability Score: Intelligence
Results: DC20: You can change one aspect of your body to an animals i.e. wings, wolf legs, bear
claws, etc.

Bond of Blood Charm: An extremely powerful and ancient charm.
Level: 9
Ability Score: -
Results: Event Induced: By sacrificing ones self out of love, the person makes the saved person
protected from the attacker unable to be killed or touched by them.

Dormir: The ability to cause a person to fall asleep and leave suggestions in their head.
Level: 9
Ability Score: Charisma
Results: DC10: If beats the AC the castor can leave 1 suggestion.
DC20: If beats the AC the castor can leave 2 suggestion.
DC30: If beats the AC the castor can leave 3 suggestion.

Fretom petro blatrater sefortes: Summons a thunderstorm around the property youre on.
Level: 9
Ability Score: Wisdom
Results: DC20: Can cover the entire property in a thunderstorm.

Gubraithian Fire: A fire that is ever burning.
Level: 9
Ability Score: Charisma
Results: DC10: If beats the AC the target takes 1d6 fire damage until they find water. This
cannot be put out by magic.
DC15: If beats the AC the target takes 2d6 fire damage until they find water. This cannot be put
out by magic.
DC25: If beats the AC the target takes 3d6 fire damage until they find water. This cannot be put
out by magic.

Hour-Reversal Charm: A very dangerous spell and unstable able to temporarily reverse time.
Level: 9
Ability Score: Wisdom
Results: DC10: You go back 1 hour.
DC20: You go back 3 hours.
DC30: You go back 5 hours.

Lycacomia Curse: The curse believed to have made the first werewolf, lost to time.
Level: 9
Ability Score: Charisma
Results: DC15: If beats AC the target will change into a werewolf at the full moon if not taking
wolfs bane potion.

Manowai mahele kaholo: Parts the water making it safe to cross.
Level: 9
Ability Score: Intelligence
Results: DC10: You part a river.
DC15: You part a small lake.
DC25: You part a large pond or small sea.

Piertotum Locomotor: Animates a statue or suit of armor.
Level: 9
Ability Score: Wisdom
Results: DC10: Animates 3 suits of armor for 24 hours.
DC15: Animates 6 suits of armor for 24 hours.
DC25: Animates 12 suits of armor for 24 hours.

Protego Horriblis: A large shield charm.
Level: 9
Ability Score: Intelligence
Results: DC15: The shield can cover a small castle in size and has 2d20 HP and does not
disappear until HP is 0.
DC25: Like DC15 but the it has 1d100 HP

Potions
Rules of Potions: potions are difficult to make, and any potion with a DC of 20 or more
should require difficulty to get the needed ingredients, making the time to do so 1
month. To brew any potion takes at least 1 hour unless otherwise stated. You cannot
benefit from multiple potions, so you only gains the buffs from the potion with the
highest DC at the time of drinking it. Brewing potions can be dangerous and as such
missing the DC can have horrifying results, if you fail your check your DM should roll 1D8
and check the results below.
1-The potion seems fine but will have no effect.
2- The potion lets off a green cloud that if inhaled (all within 5 feet) you must make a
Con save of 17 on a failed save you take 1d8 poison damage.
3-The potion explodes, all within 10 feet of the potion must make a dexterity saving
throw DC15 on a failed save they take 2d6 fire damage, on a successful saving throw
they take half.
4-The potion is highly acid and burns through the cauldron, and will deal 1d4 acid
damage to any who go near, the acid spreads 5 feet a turn.
5-The potion is poisonous and if consumed will cause 2d8 poison damage.
6-The potion is a dud and releases a wretched smell though this is the worst it does.
7- The potion is a different potion than you had intended to make (the DM decides what
potion it is) if you do not want to keep track of this reroll.
8- The potion has the opposite effect you want.


Aging Potion: You can age up to ten years older than you actually are. Potion check to
make DC17.

Amortentia: The most powerful love potion, the drinker becomes obsessed with the
brewer. The duration of which is 1d4 months. The potion smells like things the person
likes. Potion check to make DC20. It takes 1 day to brew.

Antidote for Common Poisons: The antidote to common poisons is a potion which
counteracts ordinary poisons, such as creature bites and stings, when brewed properly
it is a blueish-green color. Potion check to make DC13.

Antidote for Uncommon Poisons: This antidote is for rarer poisons, and when brewed
properly is slate grey. Potion check to make DC14.

Babbling Beverage: Causes the person to babble for 1 minute consistently full of
nonsense. Potion check to make DC13.

Beautifying Potion: Increases the drinkers looks and charisma by 1d6. It wears off in
one hour. Potion check to make DC16.

Black Fire Potion: Makes the drinker temporarily immune to all fire. Lasts for 1 minute.
Potion check to make DC19. It takes 1 week to brew.

Blood Replenishment: When drunk the person restores 2 HP per hour for 10 hours and
replenishes 1 pint of blood. Potion check to make DC13.

Bruise Removal Paste: Removes bruises and non-lethal damage, removes 1d4+1 from
non-lethal damage. Potion check to make DC11.

Burn Healing Paste: Heals 2d4+2 fire damage, Potion check to make DC13.

Calming Draught: Removes the fear effect from a person. Potion check to make DC15.

Confusing Concoction: Causes the drinker to become confused or lost for 2d4 hours.
Potion check to make DC14.

Cure for Boils: Removes boils or acne, can heal damage caused by boils. Potion check to
make DC12.

Deflating Draught: Deflates magically swollen things. Potion check to make DC14.

Developing Solution: Makes portraits and pictures move. Potion check to make DC16.

Dogbreath Potion: Gives the drinker bad breath, giving disadvantage on persuasion
checks. Potion check to make DC14.

Doxycide: A solution to kills doxies. It deals 2d8+1 poison damage to doxys, each mix
has 5 attacks in it. Potion check to make DC12.

Draught of Living Death: The drinker falls in such a deep sleep they appear dead. Potion
check to make DC20.

Draught of Peace: The potion makes for an ease on anxiety. Potion check to make DC16.

Drink of Despair: Causes excruciating pain, dealing 3d8 non-lethal damage. Potion check
to make DC19. Takes 2 days to brew.

Elixir to Induce Euphoria: Makes a person incredibly happy and good natured, giving
advantage on deception and persuasion checks against them. Potion check to make
DC20.

Erumpet Potion: A highly explosive potion, when the glass around it is broke, it affects
15 foot radius, and deals 3d6 thunder damage. Potion check to make DC22. Takes 3 days
to brew.

Fatiguing Infusion: Causes on level of exhaustion when drank. Potion check to make
DC17.

Felix Felicis: Liquid luck it gives advantage on all roles for an hour to the drinker. Potion
check to make DC28. Takes one month to brew.

Flesh Eating Slug Repellent: Deals 3d8 poison damage to flesh eating slugs, each mix has
5 attacks to it. Potion check to make DC14.

Forgetfulness Potion: The drinker loses memory of the recent events of their past (till
the last time they slept). It is a yellow color when brewed properly. Potion Check to
make DC 12.

Fungiface Potion: Causes the drinkers face to break out in fungi, causes a -1d4 to
charisma. Potion check to make DC17.

Girding Potion: Gives 2d8 temporary HP. Potion check to make DC16.

Gregorys Unctuous Unction: The drinker believes the brewer is their best friend. Potion
check to make DC22.

Hate Potion: Causes the drinker to see everyones bad aspects of them. All persuasion is
done with disadvantage against them. Potion check to make DC15.

Health Potion: The potion heals 1d4+2 HP. Potion check to make DC13.

Herbicide Potion: Causes extreme damage to plants when sprayed at it 3d8 acid
damage. Each potion has 3 attacks in it. Potion check to make DC15.

Hiccupping Potion: Stops the hiccups. Potion check to make DC11.

Invigoration Draught: Gives the drinker +10 to movement for 1 hour. Potion check to
make DC14.

Invisibility Potion: A potion that makes the taker invisible for 1 hour. Potion check to
make DC18.

Jawbind Potion: Causes the person to have lockjaw. Potion check to make DC15.

Kissing Concoction: Gives the drinker the urge to kiss everyone they see for 1 minute.
Potion check to make DC12.

Laugh-inducing Potion: The person laughs uncontrollably for 30 minutes. Potion check
to make DC13.

Laxative Potion: Self-explanatory, the person immediately needs the bathroom. Potion
check to make DC11.

Love Potion: When drunk the drinker must make a Wisdom saving throw DC16 on a
failed save they fall in love with the brewer for 2d8 hours. Potion check to make DC15.

Love Potion Antidote: Removes effects of love potions (except Amortentia). Potion
check to make DC15.

Manegro Potion: Causes the persons hair to rapidly grow. Potion check to make DC11.

Memory Potion: Restores the persons memory after memory erasing effects by magic.
Potion check to make DC16.

Mopsus Potion: Makes on more open to the sight, giving advantage on divination
related checks. Potion check to make DC20.

Murtlap Essence: Heals cuts and slashes, heals 2d4 slashing damage. Potion check to
make DC13.

Oculus Potion: Heals blinding effects. Potion check to make DC14.

Pepperup Potion: Relives coughs and colts, it also heats up the body if cold, and causes
steam to come out of the drinkers ears. Potion check to make DC13.

Polyjuice Potion: Allows the drinker to appear as someone else for an hour. Highly
dangerous to make and the ingredients are difficult to find. Potion check to make DC22.
Takes a month to brew.

Pompion Potion: Turns persons head into a pumpkin for 1 hour. Potion check to make
DC12.

Replenishing Potion: Heals the person by 2d4+2 HP. Potion check to make DC16.

Revive Potion: Awakens unconscious person, Potion check to make DC15.

Skele-gro: Helps grow back lost bones or broken ones to heal easily. Potion check to
make DC15.

Sleekeazys Hair Potion: Makes hair easier to fix and work with. Potion check to make
DC10.

Sleeping Draught: The drinker passes out for a long rest. Potion check to make DC16.

Strength Potion: Gives +1d6 strength to the drinker for 1 hour. Potion check to make
DC17.

Ten-Second Pimple Vanisher: Removes acne, Potion check to make DC10.

Truth Serum: for 1 minute every question the person must make a wisdom saving throw
DC20 or tell the truth. Potion check to make DC19.

Veritaserum: Causes the person to speak the truth for 1 minute. Potion check to make
DC27. Takes 3 months to brew.

Wideye Potion: Causes the person to become very alert, the person cannot be surprised
on any round, and in the surprise round they can make a movement action. Potion
check to make DC14.

Wiggenweld Potion: Used to awaken those from a magical induced coma. Potion check
to make DC18.

Wit Sharpening Potion: Temporarily gives the person 1d6 wisdom bonus. Potion check
to make DC16.

Wolfsbane: Allows for the drinker to control their lycanthropy. Potion check to make
DC18.

Herbology

Alihotsy: A magical tree capable of inducing hysteria, the Alihotsy tree is native to Africa,
its name a Sidiki word meaning lightness of spirit. Its leaves, if consumed, can induce hysteria
- usually treated by the use of Glumbumble Treacle - while Alihotsy leaves brewed into a draught
can cause uncontrollable
laughter. If carefully
distilled a flavored oil can
be extracted from the
leaves with none of the
hysteria-causing magic of
the plant itself, which is
the substance used to
make Alihotsy flavored
fudge. At present the
plant is mainly grown for
the leaves which are a
key ingredient in
Laughing Potions, but it is
also grown for its own appearance, being quite lovely.
Alihotsy trees grow tall, and almost directly up, and have golden-green leaves with a lace-like
pattern of circles and holes. These leaves grow on long whipping branches which often dangle
down, not dissimilarly to the way bunches of grapes dangle, and it is in this manner the leaves
are most usually harvested - by simply severing one such long branch and getting a long collection
of the lace-like leaves. Alihotsy leaves are, in fact, known so well for their lace-like patterns, that
circular lace patterns in robe decoration is sometimes termed Alihotsy Lace, though this term
has been falling out of fashion in recent years, with many instead using the term eyelet lace.
Alihosty leves cause hysteria for 1d4 hours if consumed.

Bulbadox: An oddly squishy magical fungus, Bulbadox fungi are found throughout
Southern Africa, though they can also be found elsewhere in the world. When pulped the fungus
releases a dark green juice, which can be used in some potions to affect memory, while the solid
remains can be dried to form Bulbadox powder, a substance a step up from itching powder, it
causes the skin it touches to break out into boils. Because of this Bulbadox fungi, juice and
powder are all quite closely regulated in the international markets, although some countries are
much more lax about the substances uses within their bounds.
In South Africa most magical school children are taught to recognise the fungus, and to avoid it,
as the spores it releases after rain, or in significant shade, can cause significant discomfort, and
even the same boils as the fungus powder, if enough touches the skin. On one occasion, during
Apartheid in South Africa, a large number of the mushrooms were thrown into the yard of a black
family, causing them all to break out into boils. Though the South African Ministry of Magic did
eventually convict those who committed the act (three white half-bloods) of muggle-baiting and
hate crimes, the act had been repeated many times, sometimes with magical families, causing
the infamous Bulbadox Riots.
Small plant, Unaligned
Armor Class: 11
HP: 38
Speed: -
STR 8-1 DEX 8-1 CON 13 +1 INT 2-4 WIS 12+1 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 1 (200XP)
Spores: +2 to hit 2d6 poison damage from boils.

Chinese Chomping Cabbage: A playful magical plant, the Chinese Chomping Cabbage is
now cultivated in many places around the world. Known for its tendency - once at full growth -
to attempt to bite things that come in range (often, thankfully, pests), even when picked and to,
when picked, be something of an escape artist and find ways to move itself in order to find other
things to chomp on, most particularly carrots, which it seems to have a preference for.
Chinese Chomping Cabbages are grown both for food as well as for potions, as they are the key
ingredient in a number of magical variants of Chinese noodle and vegetable soups. In potions
they are a key ingredient in Skele-Gro, amongst others which is a good part of why they have
spread to other areas of the world - to be grown as a potions ingredient.
Small plant, Unaligned
Armor Class: 11
HP: 36
Speed: 30
STR 12 +1 DEX 12 +1 CON 13 +1 INT 2-4 WIS 12+1 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 1/2 (100XP)
Bite: +2 to hit 1d4+1 piercing damage.
Vulnerable to Fire

Cobra Lily: Similar to the mundane counterpart, the Cobra Lily is a small plant. However
it is animated, unlike its mundane counterpart, and can deliver a rather painful bite, by means of
its small fangs. In this manner it both defends itself and hunts, using not only its pitcher plant
appearance to trap and digest insects, but also its bite to kill and then consume smaller prey.
There is fair variation between specimens, some appearing more plantlike, and others much
more serpentine, usually depending on how well fed they are, becoming more serpentine when
they are.
Interestingly, despite their biting and carnivorous tendencies, Cobra Lilies have Healing
properties in potions, and naturally recover rapidly from any damage or injuries they gain in their
hunting. Due to this they are used in certain Antidotes and Antivenoms, usually for those poisons
and venoms which cause damage no matter how rapidly they are treated, as the Essence of Cobra
Lily affects a Healing response in the tissues, aiding recovery not just by purging the toxin, but by
mending the harm it does to the body.
Small plant, Unaligned
Armor Class: 11
HP: 31
Speed: 0
STR 11 +0 DEX 12 +1 CON 13 +1 INT 2-4 WIS 12+1 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 1/2 (100XP)
Bite: +2 to hit 1d4 piercing damage a con save of DC12 must be made on a failed save
the person takes 1d4 poison damage as well.

Coconut Dynamite: A magical variety of Coconut, used in some magical confectionery,
Coconut Dynamite is capable of exploding when mixed with the correct proportion of sugar. This
explosion can be contained by certain other ingredients and is how Exploding Bonbons are made
- the explosion contained to only go off in a small pulse once consumed, rather than the rather
large explosion that can be caused otherwise.
Coconut Dynamite grows like most hairy coconuts, however it produces no milk, instead being
filled with white coconut meat dotted with dark specks. While once it was speculated that the
specks are source of the explosiveness it has since been ascertained that they are simply natural
discoloration and are no more or less potent when it comes to explosiveness.
Generally Coconut Dynamite is grown and harvested in the same way as any other Coconut - it is
not dangerous until it is mixed with the correct proportion of sugar. However great care is taken
to ensure it does not hybridize with mundane strains, and especially that none are accidentally
sold to muggles. As yet, despite one such incident, it was thankfully resolved with a small
Enchantment to make the muggle believe the Coconut had gone off and its replacement with a
mundane coconut. When mixed with sugar it can be thrown and explodes in the next round, it
effects an area with radius of 15 feet and the person must make a dexterity saving throw DC12
on a failed save it deals 2d6 thunder damage on a successful this is halved.

Crazy Berry: An edible magical plant, Crazyberry is known for the wide number of colors
the berries come in, even from one plant. Technically a kind of currant, Crazyberry flavoring is
often quite popular, especially in gum, and it is also possible to use it to flavor a few potions,
though unfortunately none with truly foul flavors.
Crazyberry bushes tend to fruit in late summer, and flower very early in spring, with simple plain
white and dark blue flowers, the petals alternating. Relatively easy to take care of they are not
uncommon in magical gardens and are sometimes turned into a rather tart preserve which is
rather popular in trifles and cakes.

Croakoa Cacao: A magical variety of the cacao plant, which is most commonly noted for
producing the cocoa which goes on to make chocolate, the Croakoa Cacao produces a pleasant
magical chocolate, most notably used in Chocolate Frogs, providing the magic which animates
the confections. The plant itself is not entirely dissimilar, apart from the odd noises it makes as
the pod ripens, but it is this noisiness that makes it so ideal for making Chocolate Frogs.
Generally Croakoa is used almost exclusively for Chocolate Frogs and the associated products,
but it is also used for Barking BonBons, a variety of chocolate confectionery which induces
temporary barking in those who eat them, and in Eeking Eclairs, a caramel and chocolate sweet
which makes those who eat them squeak like mice. Croakoa has also been used in some
humorous hot chocolate mixtures, but these tend to be seasonal or limited edition creations, and
thus rarely seen

Deadlyius: A powerfully poisonous magical mushroom (if stewed correctly), Deadlyius
(pronounced Deadly-eye-ous), is found across Asia. When dried the already pale gills become a
soft beige, sometimes even lightening to a bone-like color, as does the stalk. The fungus likes
areas isolated from most people, but it does like the presence of magic.
Deadlyius tends to grow on rotting trees, and very mossy rocks, liking heavily shaded areas, and
those which receive a fair amount of water. Though their taste is generally agreed to be an
acquired one, akin to extremely strong, but cold, coffee.
Deadlyius is a powerful potion ingredient, acting as a powerful sedative, if added stewed to a
potion (often used in the Untroubled Sleep Draught, and the Sedation Potions used by magical
hospitals). It can also be used as an energizer, healer and a way of increasing ones ability to sense
and feel, if added raw to a potion once it is removed from heat, making it an often seen ingredient
in magical hospitals and clinics. It can be used to stabilize a character poisoned by potions.

Devils Snare: A rather curious, and dangerous plant, Devils Snare exists under different names
in different languages, but generally carries a similar meaning. Devils Snare is known for its
ability to move to constrict and strangle any living thing in the area that happens to touch it.
When the creature inevitably struggles the plant only winds closer, eventually suffocating and
killing the creature, much as constrictor snakes do.
Devils Snare enjoys constricting its prey, and if it relaxes sooner than it expects then it most
usually drops it swiftly, believing it weak or substandard prey. While the plant itself is unusual
and uncommon, some herbologists still grow specimens, as it makes a useful (if questionably
legal) guard-plant, though often it resembles an overgrown flitterbloom plant enough that the
plant is not considered so dangerous as it is.
Generally Devils Snare prefers a dim-to-dark environment, using magic to allow it to
photosynthesize in low-light conditions. It also prefers damp environments and heat and dryness
- as from too much sunlight, or fire - inevitably drive the plant away, and forces it to release its
victims.
Large plant, Unaligned
Armor Class: 14
HP: 50
Speed: 30
STR 18 +4 DEX 12 +1 CON 13 +1 INT 2-4 WIS 12+1 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 1 (200XP)
Choke: +4 to hit begins choking its opponent for 1D8+2 bludgeoning damage, the person
must make a dexterity check of DC15 to break out before being able to attack back.
Vulnerable to Fire

Dirigible Plums: An intriguing plant, and the origins of studies into gravity resistant trees,
Dirigible plums bushes remain rooted in the ground, whilst their fruits float upward from their
stems. The plums are usually of an orangeish color, and described as some as being similar to
radishes in appearance. Usually on being plucked the fruits will first attempt to float away,
however after a few hours they usually settle down, and can be dried, stewed, or otherwise used.
While few studies have been done on the plant, to discern other magical properties the wood of
dirigible plum plants has been used by American wandmaker Pastor Edmund Bream, creating
wands which have a tendency to float out of the grasp of the one holding them, if the individual
is not their master, or has not been given permission by their master. The pits of the plums can
be used in some Euphoria Elixirs, as well as in some hallucinatory potions, though it is said the
high from these is mild, and not worth the effort of plucking, catching and preparing the fruit.

Dittany: A highly magical plant with vast healing properties, Dittany is farmed vastly in the region
of Lourdes, as well as in a few other locations around the world, and grows wild through many
areas of Greece. The plant itself is a low growing shrubby thing, with dusty-looking, fuzzy green
leaves. It is these leaves which are most magically powerful, although the stalk holds enough
magic it has been used as a wandcore in the past. Generally however it is the leaves and stalks -
and not the roots or flowerheads - which are carefully brewed to make Dittany Essences and
Extracts, and the leaves alone used in potioneering and the making of magical tisanes.
The plant itself is known for its healing properties, able to ease the cursed wounds of werewolf
bites, when stewed and mixed with powdered silver, and shredded it is a key ingredient in the
powerful, and multi-purpose healing potion known as the Wiggenweld Potion. The plant itself
can be rather finicky in growing, preferring habitats like the ones where it grew on Mount Dicte.
However it has been known to rapidly develop variants when it wishes to spread to a new
location, leading to its scattered presence throughout Crete and the rest of Greece in addition
to its farmed presence in numerous Apothecarists fields. It can be used immediately after a
werewolf bite to give a second attempt at the save to stop turning into a werewolf.

Fanged Geranium: A rather grumpy plant, this is one which no gardener will ever forget to
water. With its teeth, the Fanged Geranium can and will bite those who neglect to care for it, and
while those teeth can be removed, and often are for use in potions and wizard foodstuffs, this is
generally done once the flower has been plucked, rather than on the plant itself, as this is
considered akin to declawing a cat, exceedingly cruel and unnecessary.
Fanged Geraniums are quite easy to obtain, with many apothecaries and herbology shops selling
packets of seeds. They are also usually considered to be easy to care for, almost training
gardeners to correctly care for them, with carefully placed, but mild, bites.
Large Plant, Unaligned
Armor Class: 12
HP: 29
Speed: -
STR 10+0 DEX 12 +1 CON 12+1 INT 2-4 WIS 12+1 CHA 7-2
Saves: -
Skills:
Senses: Passive Perception 11
Languages: -
Challenge: 1/2 (100XP)
Bite: +3 to hit 2d4 piercing damage

Fireseed Bush: A magical bush, known for its preference of growing in caves, and the
burning heat of its seeds, Wintour Weed is notable for its two common names, the first a basic
descriptor, and the second for the Wintours involved in the gunpowder plot, inextricably linked
with the bush, due to their squib status and the present use of Fireseeds in many magical
Fireworks. While usually the bushes grow in large cleared caves around the world, and strongly
resemble spiny bushes, they can also grow as climbing bushes, up the sides of small caves, though
this is much less usual.
The seeds from this bush usually emerge burningly hot, and can, when added to fires, aid the
hatching of Dragon Eggs, or, when added to fireworks mixtures, increase explosiveness and make
semi-aware the flames and sparks. It is for this reason the plants are still so thoroughly grown
and tended, despite the danger they can pose. Despite this they are almost never sold in
Apothecaries, as their position as a potions ingredient is tentative, due to their tendencies to
create explosive brews.


Flitterbloom: Bearing some slight, superficial resemblance to small growths of Devils
Snare, Flitterbloom plants grow out several tentacle-like branches from their main growth, which
sway pleasingly in the air, whether there is a wind present or not. Completely harmless, many
witches grow it in their gardens or indoors as a decorative potted plant.
Flitterblooms are known to attract butterflies, on occasion, and this is usually a sign that the
Flitterbloom is due to flower. These plants are also relatively easy to care for, able to survive on
little water for several months, and are hardy, returning to a blossoming growth, even after
maltreatment at the hands of an inept gardener.

Floo: A magical flower and one widely believed to be a key ingredient in the ever useful
Floo Powder, Floo has existed for thousands of years throughout Eurasia. The properties of Floo
Flowers were first discovered by Ignatia Wildsmith, the inventor of Floo Powder and founder of
the Floo-Pow company, while the plants have always been admired for their beauty. Quite what
made Ignatia Wildsmith consider Floo Flowers rather than the similar Fire Roses for her
experiments is unknown, but certainly prompted the line of experimentation that led to Floo
Powder.
In appearance Floo Flowers appear to smolder slightly, and do so all summer, only crumbling
slowly into pollinating dust around autumn, with each pollinated specimen then producing a
spray of seeds come spring and new flowers come summer. As a result, Floo Flowers are generally
kept in specialized Greenhouses, where the flowers wont pollinate other magical flowers, least
of all the roses, which take to the dust reconstituting abilities of Floo Flowers interestingly.

Gillyweed: A magical plant originally native to the Mediterranean Sea, it has become common
in many waterways near magical locales, especially when Merpeople live nearby. A slimy green
plant, looking rather akin to rat tails, varying from green to grey-green in colour, sometimes even
with yellowish parts. It can, when eaten provide the one consuming it with gills and flippers, and
thus a way to breathe underwater.
Gillyweed and its capabilities were originally discovered by witch Elladora Ketteridge who, after
consuming some of the plant, found herself suffocating on air and proceeded to dunk her head
into a bucket, finding it soothed the symptoms. About a hundred years later, however, Beaumont
Marjoribanks brought the plant into the public eye, with his Herbological discoveries, due to this
he is often credited with the discovery of Gillyweed, and its powers, as well as being the creator
of Gillywater, which makes use of the plant for its flavor.
Some Herbologists in the modern age have debated the effects on Gillyweeds transformative
effect, depending on the water being fresh or salt. While a mouthful of Gillyweed seems to
provide a consistent one hour transformation to gills in freshwater it can vary from an hour and
a half to two, or even three hours, depending, it is believed, on the salinity of the water.
Chlorinated water seems to reduce the time a mouthful lasts, sometimes down to just forty-five
minutes.
Certain varieties of Gillyweed can also be dried and smoked to produce a soothing, non-addictive
high, providing people with an almost floating sensation. While this is generally not advised due
to the effects it can have on individuals lungs, many witches still do, which has lead to such
magazine voting options as Best album to smoke gillyweed to. When eaten the person has gills
to breathe underwater, and gives them webbed hands and feet, this lasts for one hour, you have a
swim speed same as your land speed.

Herbaria: A magical plant of great use, Herbaria, as the name suggests, grows multiple branches
with a mingling of many different potions-useful and potions-stabilizing plants. Due to this it is a
key ingredient in the mixture known as Standard Ingredient, which is used as a stabilizer in
more volatile potions as well as to extend the potions brewing length. Herbaria itself is a slow
growing plant in its youth, but, once mature, produces large and steady harvests each spring,
summer and autumn, as its mingled foliage come into season. Different bushes are usually
harvested at different times, creating a spring, summer and autumn harvest, all of which are then
dried and mingled to create the common Standard Ingredient. When Herbaria is labelled as
Herbaria, however, it is usually just one of these harvests or, instead, the seeds of the plant.
Despite its magical nature it is grown by many magical families, even those in close proximity to
muggles, as it can be claimed that the plant is a hybrid bush, and its various herbs can be used
in culinary endeavors as well as potioneering ones. The plant itself is rather unassuming,
especially in its first decade or so of life, but a full grown bush can rival an Oleander in size,
meaning domestic specimens require careful pruning that agricultural and apothecary specimens
do not. Interestingly, despite the apparent variation in the pseudo-plants which the bush grows
- and they do act as the true plants would - none seem to get blight, with only the root systems
being vulnerable to that.

Honking Daffodil: A close cousin to the common Narcissus, Honking Daffodil bulbs are
often gnawed on by Crups, who use them to self-medicate when they lose their bark. Surprisingly
hardy, the Honking Daffodil fares well through frosts and grows well even in excessively boggy or
excessively dry soil. The plant only honks when it has bloomed, and usually due to some
displeasure at its conditions: if it finds itself too dry, or too damp, or with too little or too much
sunlight. Due to this they are often kept under silencing charm, or in sound-proofed
Greenhouses.
The Honking Daffodil is often used in Herbology classes in magical schools, as it teaches students
to be ready to move the plant or water the plant pre-emptively, to prevent its honking. Such
practice helps students with more complex plants, such as Venomous Tentacula, which would
instead lash out with their biting leaf-vines, with no warning. Given the danger of many of these
much more useful and mobile plants, practice in tending Honking Daffodils is often very effective
in teaching students to be aware of their plants, and even skilled Herbologists and Apothecarists
have been known to keep the loud-honking plant long after school.

Horklump: A not-particularly-interesting magical creature, the Horklump resembles a black-
bristled pink fungus, excepting its rather fascinating ability to move around. One of a very few
magical creatures labelled only as X by various Ministries of Magic (those in Scandinavia where it
originated, and those throughout Europe, where it has spread), the Horklump is, by and large,
boring, just as its classification suggests. While its mobility marks it as distinctly unusual to
muggles, and it can be used in potions it generally does very little actually worth taking note of.
Rather than growing by way of mycelium, as true fungi do, and as even the Leaping Toadstool
does, Horklumps grow by way of sinewy tentacles, which they spread into the ground and use to
search out earthworms to eat. While they are incredibly fast breeders, and well able to take over
an average garden in only a few days, they can nonetheless be turned out by an infestation
of Gnomes - who devour the Horklumps with surprising voracity, or by liberal application of the
dangerous venom of Streelers.
Ultimately Horklumps are pests, and, apart from the use of their juice in certain potions and
magical herbicides, they are quite useless, as very few wizards really want to have an infestation
of Gnomes in their garden, destroying their flowers, uprooting their vegetables, and clamoring
for Horklumps. Although there have been a few scattered cases of witches being caught fondling
these creatures (quite why is utterly unknown).
There are a few variations of Horklumps, where instead of their pink color they are yellowish,
brown or green, but these are believed to simply be mutated strains of the creature, as they
generally do not survive long, and are usually either quickly eradicated, or absorbed back into the
main breed of Horklump, with a nary an indication of their prior presence. The Horklump has a
base speed of 20.


Koralle Maerl: One of a very few known examples of magical coral, Koralle Maerl or Maerl
Koralle is named for its remarkable hardness despite being a Maerl, and is found in areas around
Scotland inhabited with Merpeople. According to their myth-songs they sung the red color of the
Koralle Maerl into the winkles of their waters, the Koralle Maerl is highly magical, and can even
change its own color on occasion, making itself a dull brown when humans and merpeople move
past it, and being a bright red, pink or purple as long as they keep their distance. It is believed it
does this in order to prevent its harvesting for, though it does grow faster than mundane Maerls
and Corals, it still grows quite slowly.
At present Koralle Maerl is considered a largely protected species, with only a certain amount
permitted to be harvested each year. Much of this is used by the merpeople which harvest it to
make jewelry, but some is traded to magical jewelers, including Goblins. It is, on very rare
occasions, traded to wandmakers, as carving suitably long and slender pieces of the Koralle Maerl
to make a wand core is incredibly difficult, and it tends to require a watery wood to bond to (it
does not do well bound to Lignum Vitae, for example, but does extremely well with Willows and
Mangroves).

Leaping Toadstool: Appearing very much like the mundane Fly Agaric fungus, Leaping
Toadstools are, as their name suggests, capable of some limited movement, able to detach
themselves from their mycelium roots, and reattach themselves elsewhere on the, usually large,
network.
Found in many forests, especially those inhabited by magical creatures, the mushrooms are often
harvested by Centaurs, Fae, Goblins and witches alike, for their numerous properties. Used in
certain potions to treat arthritis, rheumatism, and even fatigue, many magical schools use the
fungus in their teaching of herbology, both for the skills it affords students, and from the profit
they can gain by selling the fungus to apothecaries.


Magical Raspberry: A magical variety of the common raspberry, Magical Raspberries are known
for their tendency to make rude noises when their berries are plucked, much to the amusement
of children. Such plants are often grown at magical schools, where they are periodically harvested
to be made into breakfast jams, or syrups to be used in desserts, as well as parts of Herbological
courses. Magical Raspberries taste much the same as mundane raspberries, and come in a few
sub-varieties, with some sweeter, some more tart, some larger, smaller and so on.
Generally Magical Raspberries grow quite comfortably in the same conditions as their mundane
cousins, though they have been noted to flourish more when in magical locations. Interestingly
Magical Raspberries are more prone than mundane raspberries to mutations in color and flavor,
meaning they must be both carefully bred and carefully cultivated, in order to manage and
observe such mutations. Several times, sweet Magical Raspberries have spontaneously mutated
to taste like Blue Raspberry.

Mandrake: Known to come in two distinct, but closely related varieties, the Mandrake is one of
the more unexpectedly dangerous yet useful plants in the magical world.
While the mundane version does not scream and can be used both as poison and medicine in the
right hands the magical Mandrake has a scream capable of at least stunning a wizard, and at most
killing them. Fortunately a grown mandrake, if carefully prepared, may be used to reverse
magical afflictions such as Petrification, and magically induced Comas. It is believed that a
stronger version of the Wiggenweld potion, made with Mandrakes as well as Wiggentree bark,
may counter the more distinctly dangerous variants of the Draught of Living Death.
Mandrakes generally take around a year and a half from birth to full growth, and are produced
by the commingling of the roots of two mandrakes in the same pot or growing nearby. Mandrake
roots - the most distinctly living portion - do develop along a similar line to humans, even
developing acne during adolescence.
Mandrakes are a favored food of Dugbogs and it is the fate of many an unwary mandrake grower
to pull up their prize mandrake only to find a bloodied mess. It is considered good practice to
ward mandrake gardens from Dugbogs.
Large plant, Unaligned
Armor Class: 11
HP: 21
Speed: -
STR 8 -1 DEX 10 +0 CON 13 +1 INT 2-4 WIS 12+1 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 1/2 (100XP)
Scream: Those that can hear the mandrake must make a Con Saving throw DC16 or be
knocked unconscious for 1d4 hours.

Mimbulus Mimbletonia: A magical, spineless variety of cactus, the Mimbulus Mimbletonia is
believed by some to be semi-aware, able to squirm and produce a substance called Stinksap
when poked or prodded. While most varieties have protruding boils, some do not, and are
smooth bulbous plants with dark brown boils on green-grey skin. Others are more lumpy.
Originally found throughout Assyria, it is now more common around the world as a house plant,
with some witches keeping it for its odd appearance, and still others keeping it for the healing
applications of the plants Stinksap.
Usually fairly quiet a plant in its youth, as the plant grows and ages it becomes capable of making
odd, quiet crooning noises. In recent years Healers have started to encourage able enough
patients to tend Mimbulus Mimbletonia plants, to give them something to do, to provide the
hospital with Stinksap, and also to allow the patients to be soothed by the plants noises. Given
they take less care than a cat, and set off no allergies, this is generally approved of worldwide,
and is increasingly becoming practice. The stinksap is not dangerous though causes someone hit
by it to take 1d4 damage to their charisma score until the sap is washed off.

Moly: A magical plant known to shield one from enchantments, Moly is found in Greece,
primarily, but may occasionally be found elsewhere, usually if it is being cultivated. The plant
itself has a number of useful properties, most important of all being its ability to negate the
effects of spells cast on those who consume it, for a short period of time. While constant
consumption of Moly can have a dampening effect on ones own magical powers, occasional
consumption can help with defense against enchantments, though it is generally wiser to use
spell-proofed clothes (such as dragonhide or shield-cloaks) to defend oneself.
Moly generally looks much like a snowdrop, until it is ready to be harvested, at which point the
stem turns black, and the flower blooms almost flat. The bulbs of the plant are often collected
when the plants growing season is done, as they are very useful in potions to make cloth and
other materials spell-resistant, though it should not be eaten, containing a higher concentration
of the magic of the plant than the flowers do, and thus carrying the risk of temporarily - or even
sometimes permanently - rendering someone as squib. By consuming the plant the person for 1
hour is immune to all effects of 1st level spells.

Moondew: A cousin plant to the much more deadly Moonseed, Moondew plants are night
flowering blue flowers, the collected nectar of which, as well as the sap, is a powerful ingredient
in several healing potions, including the Wiggenweld potion. Found throughout Scotland and
Ireland, it can also be grown in suitable greenhouses elsewhere.
The magical properties of the Moondew plant were originally discovered by the Healing druidess
Cliodna, in the middle ages, and have been used ever since. This did lead to a brief scarcity of the
plant, however, before witches thought to start growing and tending the plant themselves.
The seeds of Moondew, when crushed, have been used in more than a few witch hallucinogens,
though these are largely harmless. However recent attempts to combine it into the dangerous
wizard drug Fairy Dust have had some rather dire results, as Moondew and Doxy ingredients
create a highly toxic substance.

Moonseed: A highly deadly plant, and cousin of the healing Moondew plant, Moonseed produces
curious, crescent shaped seeds which contain the worst of its poison. In small doses the poison
of Moonseeds can strip a person of their ability to use magic, though usually it is used for its
primary purpose - to kill.
Like the Moondew, Moonseeds prefer to flower at night, however they can be induced to flower
during the day. Nonetheless for the most potent seeds one must gather them at night, and in
recent years the ICW has been forced to put restrictions on who may grow the deadly plant, and
issue licenses to those who they permit.
Found throughout Europe, the Moonseed plant has a much wider spread than Moondew, and
has been used to kill both werewolves and vampires alike in recent years, as well as to kill political
rivals in the past. There are also tales of the plants poison being used in sparing doses to create
squibs, in order, usually, to further the idea that squibs were a natural consequence of marrying
muggles and muggleborns. However, plants such as Moly and Chronos Orchids have been proven
to hold a cure, and many of the children of these supposed, squibs would possess magic, which,
with time, thoroughly disproved the claim, and proved the use of the poison. The plants seeds
are highly poisonous, if consumed the person must make a con save DC20 on a failed save they
take 2d12 poison damage and are poisoned for 48 hours.

Nifflers Fancy: Nifflers Fancy is a rare magical plant, sometimes found throughout Europe.
Though it was once fairly common, the copper-like leaves of the plant were prized, and
sometimes used in place of coins, leading to the plants endangerment. though it is not extinct,
and is no longer nearly so endangered, it never quite recovered from the period, nor the regular
poaching it receives from Nifflers who adore the shininess of the plants leaves.
In the present day the plant is highly sought after, though it has never been closely examined for
its potionmaking potential, as it is more commonly used to occupy Nifflers. In recent years, the
plant has been used in the brewing of the rare Potion of All Potential, though it is not known
what else the plant may be used for. Naturally found in colder, wooded climates, the only known
significant populations of the plants are in various Enchanted Gardens around the world, which
have suitable habitats, and the gardens of mining goblins, who use the plant to occupy their
Nifflers. The plant may be used to attract Nifflers.


Plagentine: Large, broad-leaved plants not dissimilar to Burdock, the Plagentine plant
blooms twice a year, once in early spring and once in late autumn, having pale five-petalled
flowers, edged in an almost purple red. Known to make a loud noise when the leaves are plucked,
or even when the plant is clipped, it is especially popular with children, who love to hear the
various noises the plants can make. The only time the plants do not make such noises are at night,
when they can be collected in silence, as at all other times they will make noises, even a squeak
if they are so much as stepped on.
Due to their noise-making abilities they are commonly used in potions to treat sore throats and
voice loss, as well as to help with stutters, though they cannot treat muteness. Plagentine leaves
are also sometimes used in Draughts for Untroubled Sleep, and have a muffling effect on all
sounds heard by the one to consume the potion, thus helping them drift off to sleep. Many
magical gardens have Plagentines, as they are highly useful plants, and are sometimes eaten in
salads.

Preachers Porridge: A rare magical plant, Preachers Porridge is believed to be related to
mundane Milk Thistles in some manner. The lumpy blue substance, which seeps from its pods,
is believed to be a highly useful ingredient in potions, though the rarity of the plant means it has
not been studied in great detail. However it is rumored to be dangerous, though this may simply
be because of the explosive nature of many of the potions made by those who have
experimented with it.
In recent years it has gained some fame, as being a key ingredient in the rare and hard to make
Potion of All Potential, which allows the drinker to, briefly, realize all the potential things they
could do or become. Further studies into the plant have been few, due to the limited number of
known specimens of the plants on hand, however efforts have been made to grow more of the
plant in magical greenhouses around the world.
At present the plant seems to like shaded, well watered areas, though it can and will grow in
sunlight. Its thorns are surprisingly sharp, and dissuade many creatures from eating it, however
it rarely flowers, meaning many specimens go pollinated and thus produce no seeds.

Puffapod: Curiously bulbous magical plants, Puffapods produce large pink seedpods,
which produce instantly blooming seeds as soon as the pod bursts, so long as they hit a solid
surface. They can grow in many circumstances, and are often grown by magical schools, which
consider them useful for teaching students reflexes and general sense. They also have the side
benefit of driving off Trolls, which have a hayfever-esque reaction to them sneezing constantly.
Generally the plants are found in Europe, though they adapt well to other environments, with
various cultivars found the world over. At present however they remain most populous in Europe,
where they are sometimes planted to keep Trolls away, as well as for educational purposes, and
in Potioneers greenhouses, as a key ingredient for Inflating Draughts, the counterpoint to
Deflating Draughts.


Salazar Snakewood: The name given to the highly unusual specimen of Snakewood
which grows on the grounds of Ilvermorny School, the leaves of this tree have some powerful
medicinal properties and are key ingredients in many of the healing potions used at Ilvermorny,
increasing the potency of the original potions. While it is incredibly hard to kill, it has taken well
to cuttings and several magical hospitals in the New World do now have their own specimens of
the trees, which they use when they need to create more potent brews.
In addition to this the tree provides excellent wandwood, though wands made from it can be
highly selective. Usually paired best with a serpentine core (Basilisk Fang - sometimes termed
horn - or optic nerve, the scales or skin of any of a number of magical serpents and similar) such
wands are superb at channeling both the positive and negative tendencies of the wandcore
equally into the magic of the wands master. All the same such wands are not terribly common,
but remain generally well-regarded all the same.

Shrivelfig Plant: Shrivelfigs are highly useful magical plants, playing a fair part in several potions
(most notably the Shrinking Potion and the Elixir to Induce Euphoria, though also in Impotency
and the more powerful Sterilising Potions). The most well-known variety are the Abyssinian
Shrivelfigs, which are the largest and hardiest, though all Shrivelfigs are of the same plant. The
flowers of Shrivelfigs form within the fruit, which means the plants are more often fertilized by
magical bugs, able to get through the slight protective magic inherent in the fruits skin. Despite
the presence of the flowers the Shrivelfig has enough of a fleshy pulp to produce juice, which is
a rich purple, and often used in potions.
Like with other fig, and some vine leaves, the leaves of Shrivelfigs are sometimes used to wrap
other foods (lamb and rice being a particularly popular mixture). Unlike most figleaves however,
the use of Shrivelfig leaves can induce a slightly buzzed state of mind, as well as having certain
healing effects thanks to the leaves medicinal properties. However these leaves do shed come
autumn, which is most noted in those specimens grown throughout Europe, however the plant
will near-always pull through the winter, having aggressive root systems, which not only store
energy for the winter, but also reach deep and are more than able to accumulate enough energy
- chemical and magical - to keep it going. Upon consuming the leaf make a Con save DC10 failed
they become drunk, they heal 1d6 HP.


Snarfalump: Dangerous flesh eating plant and one which, like its larger cousins of Self-Fertilizing
Shrubs, uses human and animal bodies as fertilizer for their seeds, the Snarfalump is found in the
forests of South America, and develops tentacles on reaching its full growth which it uses to
bring in more prey to use as fertilizer. Interestingly the plant can have certain benefits if allowed
to implant in a human for anywhere between three minutes and two hours - after that point the
person will die and be used as fertilizer for the plant. However, if it is extracted before it fully
roots into their body it starts to add chloroplasts to the skin cells, allowing the individual some
minor ability to photosynthesize. While this can be considered a useful ability, it is generally not
considered worth the risk of death and the bodily damage caused by Snarfalump implantation.
While many plants are known to use animals as food and as fertilizer, none are known to change
their biology to quite the same degree as Snarfalumps. In addition to this Snarfalumps are one of
a very few magical plants known to produce curious egg-like spherules. These will often colonize
the prey-bodies brought nearby, increasing the size of the Snarfalump colony and, when there
are around twenty of them, create large pollen-carrying tendrils, to push pollen onto animals to
fertilize other Snarfalumps and to drag the animals close enough in the first place. This tendency
of theirs makes them very hard to cultivate, so most Snarfalump specimens are wild, barring
educational institutions which are known to keep specimens to provide to students as examples.
Snarfalumps can be used in certain potions - one of the primary reasons they are cultivated at all
in the first place - as their egg-like spherules can be peeled apart to make innumerable small
chips which increase the transformative powers of a potion: for example Polyjuice Potion made
with a few chips of a Snarfalump spherule will last twice as long as normal Polyjuice. Despite this
the danger inherent in trying to cultivate them has warned many off, to the point that most
Ministries feel little need to regulate the plants usage - their belief going that fear does a good
enough job on its own - something criticized by several more stringent magical Ministries.
Large plant, Unaligned
Armor Class: 14
HP: 50
Speed: 30
STR 15 +2 DEX 14 +2 CON 13 +1 INT 2-4 WIS 12+1 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 2 (400XP)
strike: +4 to hit reach 15 ft. 2d4+2 bludgeoning damage.
Bite: +2 to hite 2d6+2 piercing damage.
Vulnerable to Fire

Sopophorous Plant: The Sophophorous Plant is the plant from which the incredibly useful
Sopophorous Bean is harvested. Generally the plant is found in gloomy marshlands, where it
grows to around two feet in height, though such a habitat can be managed and maintained by a
wizard if need be, and the plant further encouraged to grow by liberal fertilization with Mooncalf
dung. The plant can take around two months to grow to full growth, and rapidly produces beans
once at this point.
The plant itself has a spindly stem and large, veiny leaves, which can, at full growth, look similar
to those of a grape vine. However they should not be used in making leaf-wrapped foods, as they,
like the beans, have a powerful effect on ones mind and state of wakefulness. While not nearly
so powerful as the beans (the juice of which can wipe a persons memory entirely, if drunk neat)
they can nonetheless prevent the formation of short-term memories for several hours, and
induce a dozy and suggestible state.
The veins of the leaves are quite distinct, and help one identify it, having a clear reddish tint, and
the plants beanpods usually grow near the leaves, each one containing a single, pearly white
bean, which has an appearance somewhere between a broad bean and an over-large mistletoe
berry. These beans are especially useful in sleeping potions, and though usually remain pearly
even when dried, they can turn raisin-like and a deep-brown, if stored in too much light.
When used in potionmaking one may attempt to cut the bean to release its juice (which, once
brewed, does not retain its memory removing ability), however it is generally simpler to squeeze
or crush the bean to juice it, though then collecting the juice is often harder than if one makes
an incision in the berry. On some occasions the leaves may be used instead of the berries, as they
are much simpler to prepare, however more is often required. Interestingly many witches in the
magical world have allergies to this plant, which can prevent them from taking many Sleeping
Potions, as many make use of the bean and leaves of this plant. If the beans are consumed one
is treated as if having lost all their memories.

Toad Eating Plant: Anuraphagous plants are not particularly common and are believed to be a
subspecies of Anthropophagous plants, usually one which simply has not grown to a size of which
to attack a human. This plant is one of the only such plants to truly be an Anuraphage, as Toad-
Eating Plants actively seek to eat the amphibians which come near to their growing places near
water. Toad-Eating Plants generally are small flowering things, though they grow larger blooms
with age, and appear more snake-like.
Toad-Eating Plants are often kept in the greenhouses of magical schools in lieu of
Anthropophagous Plants, to show younger students the danger of such plants without exposing
them to plants which would actually kill them. All the same they have proven a fair risk to pet
toads which - though increasingly are - still have occasionally been devoured by the plants, which
can be rather upsetting to children.
Small plant, Unaligned
Armor Class: 14
HP: 50
Speed: -
STR 10 +0 DEX 14 +2 CON 13 +1 INT 2-4 WIS 12+1 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 2 (400XP)
strike: +2 to hit reach 5ft 1d4+2 piercing damage.
Vulnerable to Fire

Tree, Gravity Resistant: A curious plant, bred by Herbologist Abhyudit Shrestha, and presently
living in Nepal, the Gravity-Resistant Tree was bred to be able to grow anyway, anywhere,
regardless of the size the tree reaches, and the strength of gravity on it. Thus the tree can grow,
with little effort, downwards, and then back up again, or even hold itself in place when the soil
beneath it is removed, simply by the strength of their roots. Thus far the trees are slow growths,
and have taken Shrestha some twenty years thus far to perfect, and he has stated that he still
intends to make varieties crossed with multiple other magical plants.
Thus far only Abhyudit Shrestha grows the plants, though many Herbologists have asked for
cuttings and seedlings. As yet Shrestha does not believe the trees to have reached their perfect
form yet, and thus is unwilling to share his research with others, though a number of his Nepalese
students say that he is getting there, and may release his research papers, and cuttings of the
trees, within the decade.


Umbrella Flowers: Able to grow to an exceedingly large size, Umbrella Flowers look
almost flat in their immature state, and look like brightly colorful plant umbrellas when at full
bloom. Generally kept for decoration, they are also popular as food for certain magical creatures,
especially Flobberworms. On rare occasions they may be used in potions, where they add color
to the brew.
Umbrella Flowers themselves do not take much tending, but prefer to live in highly magical
environments, as well as warm and humid ones. Usually Umbrella Flowers bloom throughout the
summer and then the large petals fall off, and the plant prepares for winter. The petals actually
decompose into an excellent compost, which is very useful for those who cannot
afford dragon or Mooncalf dung fertilizer.


Venomous Tentacula: With the oddly rattling seeds of this plant a Class C Non-Tradeable
Substance within the ICW, Venomous Tentaculas are usually grown from seedlings with a
Ministry given license. Due to the usefulness of its leaves and seeds in certain potions the plants
are kept and grown, usually in greenhouses so they do not cross with other plants, though this
has not been wholly successful, as the existence of the Rose Tentacula shows.
The plants are often of a light green when adult, and of a somewhat darker shade when young,
and usually has some rather spiky parts to their leaves which makes harvesting them hard. While
older, and larger, specimens tend to only have a few biting heads, younger ones tend to have
many, and are especially mobile. It is fortunate that, for all the younger plants mobility, its bite
cannot kill as that of older and larger specimens can.
Venomous Tentaculas use their mobile vines to draw people close, who they then bite, and let
to die, in order to continue to fertilize themselves. While many specimens grow on their own in
pots or in flowerbeds, and are tended by a keen gardener, the plant too can grow more like a
vine, up walls and beams, which gives it a greater reach. In fully adult specimens the spikes on
its leaves are deadly, and its bite has been known to cause death, which is why most
herbologists managing the plant encourage liberal use of the diffindo spell or similar to manage
it.
When seeding Venomous Tentaculas spite balls of spore-like pollen, which are protected by hard
spikes. These balls can cause some harm to those they hit, though sometimes they latch on until
they find a suitable plant to breed with, exploding the pollen-spores in order to fertilise the plant.
It is due to this crosses such as Rose Tentacula exist.
Large plant, Unaligned
Armor Class: 14
HP: 50
Speed: 30
STR 10 +0 DEX 14 +2 CON 13 +1 INT 2-4 WIS 12+1 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 2 (400XP)
strike: +4 to hit 2d4 poison damage.
Spore: +2 to hit ranged attack 1d8 poison damage 20/40
Vulnerable to Fire

Wartcap: The Wartcap Mushroom is an unusual pale brown growth, found in some
woods. Completely harmless if eaten, it can also be dried and powdered to make a prank
material, which causes the skin of those it touches to form a thick, hard crust, often with odd
small protrusions as the fungus cap does. Wartcaps are small fungi, rarely growing more than a
few inches in height, with the largest specimen recorded having a flattened cap four inches in
diameter, and of around four inches in height.
Wartcaps like woodlands, especially conifer and evergreen woodlands in Europe, though they
have been known to grow in some deciduous forests. Some Apothecarists grow the fungus for
sale to magical joke shops, though this is unusual, as the fungus is more popular as a food than
as a prank item. Generally the fungus grows wild, and is collected by witches during general
fungus gathering trips. Those affected by the mushroom take -2 to charisma.

Wartizome: A curious, noise sensitive plant, the Wartizome is a kind of legume, known
for its odd rattling peas, and use in potions, where the dried leaves can act as an adjusting and
binding agent, and the dried peas as a voice-changing element. When the plant is growing one
should remain quiet around it, or sing ones sentences, as simple voices, and non-melodious
sounds have been known to upset the plants and cause the peas to turn. Wartizome peas can be
eaten on their own, though they have been known to effect the voice to some degree, often
causing unintended effects, making it popular as a prank item.
Wartizomes generally grow through the same growing seasons as most varieties of peas,
however they are quite picky about how the pods are plucked. The peas within are very hard,
almost nutlike, until they are correctly cooked, at which point, though they retain a nutty flavor,
they become about as soft as avocado. The pods themselves must be plucked quite carefully, as,
without sufficient care and quiet, they peas will rapidly rot and soften, and become useless as
food or potion ingredient. Eating the peas make your voice unrecognizable.


Whomping Willow: A most brutal tree, Whomping Willows protect themselves with
powerful, prehensile branches, and have been used by some to protect areas and entrances.
While fully capable of killing people, Whomping Willows generally instead bat them away, and
can be stunned by pressing particular knots on their trunks. Many a Herbologist has suffered
broken legs on trying to find the right knot so they can take a cutting.
The wood of these trees can be used in wandmaking, though this is rare, and generally considered
inadvisable, due to the trees own volatility. Quite odd trees, they are known to forcibly shed their
own leaves come autumn, and restrict their own fertilization, batting away even small bees, with
their smaller, whippier branches.
Large plant, Unaligned
Armor Class: 14
HP: 120
Speed: -
STR 22 +6 DEX 12 +1 CON 13 +1 INT 8-1 WIS 12+1 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 3 (750XP)
Slam: +6 to hit reach 10 feet 3d6+6 bludgeoning damage.

Wiggentree: A magical variety of Rowan, Wiggentrees are usually either straight and tall
growing, or gnarled twisted things, dependent on where they are growing. Generally they
eventually produce red berries, which any nearby bowtruckles will happily eat, as well as a dull
bark, with a richly colored inner, which has many uses in potions. In either case, when young,
they grow small and close to the ground, and if maintained in this state (as many are, being easier
to manage) they are generally termed Wiggenbushes.
By and large Wiggentrees are more prone to attracting Bowtruckles, who will wish to defend
them, than Wiggenbushes, but both have fairly magical bark, which is useful in healing potions
such as the Wiggenweld. Studies have shown that it is not the size of the plant which affects its
potency as a potions ingredient, but rather the plants age, with a two century old Wiggenbush,
being much more powerful than a half-century Wiggentree.
On some occasions the wood of Wiggentree Rowan may be used in wandmaking, and has a few
qualities distinct from those of common Rowan, especially if it is wood collected from a Flying-
Wiggentree, that is, a Wiggentree Rowan which went to seed in a pile of leaf-compost and bird-
dung caught in a hole in a larger tree. Generally Wiggentree Rowan makes a wand much like usual
Rowan in its powerfully protective nature, but with the additional traits of some healing skill, a
preference for those who can think clearly in a crisis, and a tendency not to reject their wizard,
should they turn toward Dark magic.

Witchs Ganglion: A curious and volatile magical plant, Witchs Ganglion, is found in East Asia,
and is most common in China, where it will grow in rice paddies when its preferred habitat of
ponds are not available. Known for its bright, almost throbbing blood-red bulb, and strawberry
colored surface nodule, it can be quite volatile if improperly stored, but remains a powerful
ingredient in potions, often maximizing the overall effects of other ingredients, and adding to the
potions potency.
Generally, Witchs Ganglions are allowed to grow freely. They have little negative effect on the
ponds and paddies they like to inhabit, merely helping in water oxygenation and purification, and
grow irregularly enough that their harvesting is often delayed until the plant colonys maximum
growth, as the plant itself refuses cultivation, and has not yet been successfully domesticated or
hybridized. As such the plant maintains a high price, and is rarely seen in Apothecaries or Potions
stores.

Divination
Crystal Ball Gazing: You can see up to one day in the future, an important event the DM
decides will happen the next day. The DC is a wisdom check DC20.

Tea Leaves: Drink a cup of tea down to the dregs. You gain a vague sense of the persons
future in the next week. Examples being, good fortune will befall you, beware strangers
wearing red, happiness and sadness shall occur at once as if a double bladed sword,
wisdom DC13 Check.

Palm Reading: You take the persons hand and read the lines. If successful you learn the
persons highest skill and ability score. Wisdom DC10 Check.

Astrology: You read the stars to get a general sense of the feel over the next month,
though it usually only gives the sense to a persons emotions, as if someone may fall in
love, be aggressive, etc. Wisdom DC13 Check. This is a mastered art for Centaurs who
only have a DC of 10.

Smoke Reading: By
burning certain incense or
herbs the person may gain
insight into a particular
subject, you may ask a
question and get one
answer based on the DMs
discretion. Wisdom DC15
Check. This is a mastered
art for Centaurs who only
have a DC of 10.

Dream Reading: By
reading the dreams of a
person one can sense
where their mind truly lies,
and possible future events
in the next week. Wisdom
DC16 Check.

Tarot: One may read tarot
cards to get a sense of
peoples long term future,
possible going up to a year
in advance. Wisdom DC18
Check.

Credit
Many plants came from
The Monster Blog of Monsters

Some spells came from fan fiction that I found but cannot seem to find again on the
internet, if you find it and are the author please tell me to add credit to you.

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