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New Merits
Brewmaster ( - )
Prerequisites: Intelligence , Talent ,
Crafts 2 with a Speciality in Potions.
Quick-Cast (): If your character makes a Reflective Stance (): The character has
successful hit on an adversary with a spell, he become an expert in deflecting curses aimed
may then rotate his wrist and perform a quick at him. The character adds his Talent to his
secondary spell in the same turn. This Dodge value when taking a fully defensive
additional spell requires no additional roll; the action. Drawback: The character only benefits
spell does lethal damage to the opponent from this Merit when taking a full Dodge
equal to your characters Dexterity. action.
Drawback: To perform this manoeuvre, the
character must spend a Willpower point Wit Beyond Measure (): The character is
before he makes her initial attack roll. The so learned in the ways of Defense he acts
Willpower does not grant him the additional before he even thinks about it. Should a
+3 to attack. If the initial attack roll fails, the characters initiative roll result in a tie with
Willpower point is wasted and the Quick-Cast another character involved in combat, the
may not be added. character with this merit always goes first. If
two duellists with this Merit meet, they act at
the same time, their spells clashing in a
shower of sparks.
Fighting Style: Defensive Magical Duelling (
to ) Even the Odds (): The character is now
Prerequisites: Dexterity , Talent so adept at duelling she may engage multiple
opponents during the same duel. Her Defense
Effect: The character is a cautious dueller,
only begins to be penalised once she is
sacrificing aggressiveness and power to better
fighting a number of opponents greater than
defend himself and others.
her Dexterity.
Dots purchased with this Merit allow access to
Example: Bellatrix Lestrange is duelling
unique combat manoeuvres using wands.
Hermione Granger, Luna Lovegood and Ginny
Each manoeuvre is a prerequisite for the
Weasley. Her Dexterity is 3, so all three
subsequent manoeuvre. So, your character
witches have their attacks penalised by
cannot have Awareness until he has
Bellatrixs Defense of 3. Should Parvati Patil
Always Prepared. These manoeuvres and
also begin duelling Bellatrix, her attacks would
their effects are described below.
only be penalised by a Defense of 2.
Always Prepared (): The character has
Durmstrang Dueling Style ( to )
trained extensively to be ready to defend
himself at a moments notice. If he enters Prerequisites: Dexterity , Talent
combat with his wand sheathed, he gains a
bonus to his Initiative equal to his Talent. This Effect: Your character is skilled in the
bonus only applies to a turn in which the Durmstrang style of duelling, or another style
characters wand is not drawn. that is similar in effect.
Awareness (): The character relies on wits Dots purchased in this Merit provide access to
and instinctual movement to avoid attacks special combat manoeuvres. Each manoeuvre
is a prerequisite for the next.
during a duel. When duelling others, he may
Ward (): Your character knows how to use Wrathful Curse (): Your character steps
his wand to deflect and threaten away spells. in with a powerful spell, capable of
Add 1 to his Defence while using his wand to overwhelming his enemys defences. When he
defend against spells.
makes an All-Out Spell Attack (see the World
Fools Guard (): Your character knows how of Darkness Rulebook, p. 157), add his dots in
to hold his wand low to seemingly invite this merit instead of the normal +2 bonus.
attack, but when the opponent strikes, he can Drawback: Your character cannot employ his
quickly raise it to counter. Instead of offering Defense or the Fools Guard in the same turn
a normal Defense, roll Talent + Counter Spells as he uses this manoeuvre.
plus dots in this merit die against the
opponents attack. This is an instant action. Hatstall ()
The Sorting Hat had a hard time placing your
Each success reduces the attacks damage by character, as they seem to embody the
1, and if the characters successes exceed the qualities of more than one house either
attackers, the difference is inflicted upon the that, or you specifically asked to be Sorted
attacker as damage from the characters spell into a House other than the one the Sorting
backfiring. Hat preferred.
Drawback: The character cannot employ his In game terms, you may select one of your
Defence in any turn where he uses the Fools House Specialities to be replaced by one from
Guard. another House.
Heirloom Item ( - )
Forceful Flick (): Your character issues a Your character possesses a magical item that
more powerful thrust, his wand work being has been passed on to him by another party,
perfected with practice. If his attack and as such has not cost him money to
succeeds, add 2 to the spells successes purchase. These items have often been in
(Added after rolling). families for generations, and as such are
closely guarded and kept secret if at all
Drawback: The manoeuvres movement possible (See Chapter X for magical items).
nullifies the Ward manoeuvre, so the The cost in dots of this Merit is equal to the
character loses its Defence bonus. It also level of the item minus one. Therefore a two-
dot magical item would cost to buy as an
reduces the characters spell casting dice pool
Heirloom Item.
by one. Drawback: To own an heirloom item is a great
responsibility. Its likely that the characters
family have entrusted them with a very
Double Cast (): Your character strikes the precious item and will not be pleased if it is
enemy with two quick spells. He can make lost, broken or stolen.
two spell attacks against an opponent in the
same turn. Metamorphmagus ()
Your character was born with an intuitive
Drawback: Your character cannot employ his ability to change their appearance. This Merit
Defence or the Fools Guard in the same turn duplicates the effects of Polyjuice Potion (see
as he uses this manoeuvre. Potions). As an Instant action, the wizard can
change their appearance however they wish,
even taking on animal features or those of
another person. They cannot transform
themselves wholly into an animal (which the Merit granting them a +1 bonus provided
requires skill in Transfiguration magic) and the they ask in Parseltongue.
Ministry of Magic requires them to register
Signature Spell ()
their status if they want to remain legally
Your wizard has practiced one particular spell
compliant.
in depth and has made it their own. You may
If impersonating another person, people who buy this merit multiple times for each spell.
are familiar with the subject being duplicated When casting your signature spell, your
might be able to see through the disguise character receives 2 bonus dice.
should they succeed on a contested roll of
This merit can be bought and applied to
Wits + Composure vs. the Metamorphmagus
Transfiguration, but the player should define
Stamina + Subterfuge. Storytellers may wish
what relatively specific transformation it
to award dice pool bonuses depending on
applies to; transfiguring fish into water
who has studied the original person more
goblets is acceptable declaring that the
closely.
merit applies to transforming objects into
Parselmouth () animals is too broad.
An incredibly rare ability possessed only by a
handful of wizards, the character possesses House Specialities
Salazar Slytherins fabled ability to speak in All students are sorted into Houses upon
the language of Parseltongue. The character induction into Hogwarts. Each character gains
hardly even knows that he is speaking in a free speciality in one of the following skills
another tongue, and snakes reply in whatever according to the House they belong to.
language the character most easily
Gryffindor: Investigation, Expression,
understands. Onlookers who do not possess
Athletics
this merit hear the wizard speak only in
sibilant whispers and seemingly nonsensical Hufflepuff: Empathy, Socialise, Crafts
babble.
Ravenclaw: Academics, Occult, Medicine
Student Characters
First Years: First Year characters start at Size
4, and their Species Factor for determining
Speed is also 4. Second Years grow to adult
The Merit confers no ability to control
size (Size 5 and Species Factor 5) at some
serpents, though they generally tend to be
favourably inclined to wizards who speak their point before school starts.
language. Parselmouths can command snakes
with a successful Presence + Animal Ken roll,
New Advantage: Talent When casting a Spell, the dice pool is always
the wizards Talent plus dots in the
appropriate Spell category.
Talent represents the spark that all wizards
and witches possess that enables them to When a spell is cast upon another wizard that
perform magic. Despite what certain witches they have a chance to resist (typically Curses
and wizards believe, the purity of a wizards and Transfiguration, though some Charms
blood makes no difference to an ability to cast create effects that a wizard is capable of
magic; so-called Pure Blood families can resisting such as Legilimens), their own Talent
produce Squibs, and a Muggle couple can is added to their pool to contest the effects.
produce a magical son or daughter (though
During Character Creation it is possible to
those Muggles had a distant wizard or witch
spend Merit points to Talent. The rate is three
in their bloodline).
Merit dots per one additional Talent.
Talent has influences on two major factors
both raw power when casting spells and
resisting the effects of Curses.
The Standard Book of Spells: Magic
Transfiguration
Charms Curses
Charms focus on altering the inherent Most Dark magic belongs to the school of
qualities of an object or creature. The Hover Curses, though often it is the intent of the
Charm Wingardium Leviosa causes objects to witch or wizard which makes a spell Dark.
levitate under the control of the wizard, while Nearly all curses involve causing debilitating
the Mending Charm Reparo repairs minor or harmful effects on a target, ranging from
damage to objects. A great deal of defensive the relatively innocuous Leg-Locker Curse
magic falls under the school of Charms; the Locomotor Mortis to the infamous and wicked
Disarming Charm Expelliarmus being a prime Cruciatus Curse Crucio.
example, changing an opponents state from
Counter Spells
armed to unarmed.
Unsurprisingly, all Counter Duration (for Prolonged Spells):
Spells share the common
attribute of ending or Successes Duration
Basic success One scene / hour
reversing the effects of a
Your Wand and +1 Success 24 Hours
You: How Wands long-lasting spell; while some
+2 Successes Two Days
affect Spell casting spells cease to affect a target +3 Successes One Week
after a certain length of time, +4 Successes One Month
Wands and Duelling others are permanent until +5 Successes Indefinite (i.e. until
Countered. It might also be dispelled)*
With a wand and prudent for a wizard to
some training, Counter a spell before it
wizards are able to *Transfiguration spells can never have the
would ordinarily wear off.
employ their Defense Indefinite duration applied to them; see
Examples include Finite
versus ranged spells Gamps Law of Elemental Transfiguration
Incantatem, a non-specific
aimed at them by below.
spell which most wizards will
parrying, essentially attempt to terminate spell Concentration duration spells can be
knocking curses and effects, to more specific maintained for as long as the wizard
jinxes aside as two spells such as Liberacorpus maintains attention to them they require
fencers might during which specifically counters the wizard to remain relatively still and focus,
a match. The wizard the Suspending Curse meaning they lose their Defence.
must be aware that Levicorpus.
the spell is being cast Some spells create an effect over an area for
at him (so he cannot Casting a Spell those that do, use the following table to
employ his Defense The dice pool for casting a allocate successes:
against a spell coming spell is the users Talent plus
from a caster hes the dots in the Spell Category 1-yard Radius Basic success
unable to see) and 4-yard Radius +1 Success
the students possess.
16-yard Radius +2 Successes
the spell must be Equipment bonuses
64-yard Radius +3 Successes
aimed at them (particularly from a Wand, 256-yard Radius +4 Successes
specifically and them see below) also apply.
alone.
Spell Successes Conditional and Timed Durations
Broken Wands
One success is usually all that Ordinarily a spells effect happens
Few things are more is required to cast a spell. Any immediately, and lasts until the end of its
disastrous to a wizard successes in addition to those duration. Advanced prowess in magic allows a
than a broken wand, required may be allocated to wizard to alter when and how a spell will
so any wizard with Potency (which increases the trigger, or when it will end.
any sense takes a difficulty for anyone but the With Talent , a character may set a
great deal of care original caster to dispel it), Conditional or Timed Duration on a spell.
with theirs. Working Damage (in the case of
magic is still possible offensive or damaging Spells), Conditional Durations
with a broken wand Size (reducing or upgrading The spell is ended early by a specified event.
as long as the wand the target up or down the For example, a wizard might specify that the
has been repaired, Size scale in the case of Pimple Jinx they have cast on their opponent
Transfiguration spells) or only ends when they say out loud that they
have been beaten by a true master of magic. (the rating of Reducto), so the
By adding an additional clause by which to incantation is merely flavour at this
cancel the spell, the caster requires one less point. With a flick of his wand,
success to upgrade its Duration. Marcus shouts Confringo! and Your Wand
foils the Dark wizards attack at and You
Timed Durations
least this round. (continued)
The spell is held until a specified trigger
has been
occurs. The wizard may cast a Sliding Charm Example 2: Enids character repaired, either
on an area and specify that it will be triggered Mildred is a second-year student in with Spellotape
by the first Hufflepuff that steps within its Mauds game. She has returned to
(see below) or a
area of effect. Alternatively the wizard may her dormitory with a strange Reparo spell,
specify that the spell triggers at a certain time artefact that a mysterious student but the wizard
at the next full moon, or on 19th April at gave her in the corridor outside the
is reduced to a
seven in the morning. girls lavatory and swore her to Chance Die.
keep it safe. Unfortunately for
The wizard may hang as many spells as they
Mildred she has a very inquisitive Wandless
wish, though each spell held in such a fashion
room-mate that is constantly going Magic
reduces their effective Talent by 1 for the
through her things. Enid decides
purposes of casting a spell. A wizard can
that Mildred is going to try and
cast an Intruder Charm on her still attempt
A Note on Spell Variation magic without a
bedside table. She wants the spell
Within the Harry Potter universe there are a Wand, though
to secretly alert her if someone
multitude of different canonical spells, and to this is an
tries to look inside it. She and the
list them all would likely require a supplement exceedingly
Storyteller look through the list of
all by itself. That being said, the variety is part difficult task
spells and see that the
of what gives the setting its flavour. requiring great
Caterwauling Charm is similar to
what shes after, but that the Focus.
Players are encouraged to find a spell that
Wandless
closely resembles the effect they wish to discreet nature of the spell
probably requires an uprating to magic requires
duplicate and discuss whether it needs
Charms Three. Unfortunately a Talent of
uprating or downrating its Spell Category
Mildred hasnt been as diligent in , and
requirement, or whether just a rename is
her homework as perhaps she spellcasting
enough.
should have been, and only pools suffer a -5
Example 1: Bill is playing in Charlies Harry penalty.
possesses Charms Two. Shell have
Potter game. Currently an NPC Dark wizard to think up another way to deter
has used a Hover Charm to throw a table at her nosy friend
Bills character Marcus. An avid fan of the
books, Bill decides Marcus is going to use the
Blasting Curse Confringo to make short work Creating New Spells
of the improvised missile. Checking the book, If the player wishes to cast a spell
he sees there is no entry for the Blasting that is not similar to the ones
Curse. However, he sees that the Reductor already listed, some research
Curse is pretty much what he intends to do should probably be done ahead of
anyway. Charlie agrees and decides that a time.
Curses Requirement of three is just about right
In designing the spells in this
supplement, the mechanical effect has often would have acted first in the turn (their
been analysed to see if it shares a similar Initiatives would have been equal, but Snape
effect to an already published Discipline, Gift, had the higher bonus).
Arcanum or Contract. Players and Storytellers
should do likewise when designing their own Sometimes a wizard might cast non-verbally
spells. In the case of Potions, a rough rule of because they have no choice they may be
thumb has been to allocate five successes per hiding from something and speaking could
dot of power required. For example, the give away their position, or they have been
Amortentia potion has a very similar effect to silenced somehow by mundane or magical
means.
the Level 3 Majesty Discipline, Entrancement
in Vampire: The Requiem, so 15 successes are Example: Antonin Dolohov is battling with
required to successfully brew it. Hermione Granger. He is a potent wizard, and
the Gryffindor student faces a dangerous foe.
Luckily for her, she had cast a Silencing Charm
Non-Verbal Magic
on him earlier in the battle. He has no choice
During their Sixth year of tutelage at
but to cast non-verbally. He fires a spell of his
Hogwarts, students learn about the
own devising at her. He still enjoys the benefit
importance of Non-verbal spells. If a spell is
of decreasing her Initiative, but now requires
not incanted, then an opponent will be off-
at least two successes. He scores five
guard and less able to defend themselves.
successes, which would have been enough for
Non-verbal spells require skill and his curse to kill her however, one of those
concentration, and as such require a Talent of successes has been lost due to non-verbal
. The bonus of casting a non-verbal spell casting. The four successes he applies to
is that your opponent in a duel does not know damage is not enough to kill her, but she is
what to expect, and as such their Initiative is gravely wounded.
reduced by one. However, the number of
successes required to cast a spell are
increased by one. This extra success cannot be
Spell List
applied to spell factors and is essentially lost.
Charms
Example: Minerva McGonagall and Severus Boggart-Banishing Charm
Snape are locked in a high-stakes duel; as Duration: Concentration
Incantation: Riddikulus
such, both of them favour the element of
Effect: A fairly specialised Charm useful only
surprise over raw power. McGonagalls for counteracting a Boggart (see below). It
Initiative ends up being 10 (basic Initiative forces the creature to assume a form that is
bonus 5) while Snape comes out at 9 (basic humourous to the caster, as laughter is by far
Initiative bonus 6). Both wizards elect to cast the easiest way to defeat a Boggart.
their spells non-verbally, and thus both reduce
Hover Charm
their opponents Initiative by one and they
Duration: Concentration
both now require two successes to successfully Incantation: Wingardium Leviosa
cast their spells (a basic success plus an Effect: The Hover Charm causes an object to
additional required for non-verbal magic). levitate. The effective Strength of this spell is
McGonagall might have chosen to instead equal to the wizards Charms + Talent.
incant her spells this would mean it would Movement is accomplished by merely
have been easier to cast her spells, but Snape pointing with a wand. Simple fairly crude
movements are possible without a dice roll. Effect: The wizard evokes a very bright light at
Finer control requires a roll as if the wizard the tip of their wand. This provides light
were attempting the task by hand; Dexterity + equivalent to a regular household flashlight,
Larceny for attempting to open a lock with a which moves with the wizard. The wizard can
pick that is being levitated by Wingardium also elect to throw the ball of light where it
Leviosa, for example. Objects thrown by this will remain hovering in the air, stationary until
spell follow the rules for Thrown Objects in dispelled.
World of Darkness with Strength being
determined by the casting roll as above.
Charms
Caterwauling Charm
Duration: Prolonged
Incantation: Felistrido
Effect: A charm typically placed over an area
(successes should be allocated to Area as per
the table at the beginning of the chapter), the
spell alerts the caster should intruders enter
its defined perimeters. Any living creature
entering it will cause a loud screeching to fill
the immediate area, similar to a cats alarm
cry, hence the name of the Charm.
Reductor Curse
Duration: Instant
Incantation: Reducto
Effect: The Reductor Curse violently destroys
objects, sometimes explosively. Successes on
the spellcasting roll that exceed the objects
Durability inflict Aggravated Damage on its
Structure.
Imprisonment Curse
Duration: Prolonged (but see below)
Incantation: Incarcerous Imperius Curse say that it has a narcotising
Effect: The caster summons strong chains or effect, making them feel blissfully free from
ropes which bind themselves around the their responsibilities and trivial concerns.
target. This counts as a grapple attack (see
World of Darkness p157). Targets may resist Should the victim be ordered to do something
with their normal Strength + Brawl pool, grossly against their nature (such as killing
versus a pool which is equal to the casters themselves or brutally harming a loved one)
dots in Curses plus their Talent. they may roll Resolve + Composure to resist,
their results being compared to the successes
Notably, this spell arrests the victim in more achieved by the caster. Success means that
ways than one, fixing them to a location, they may act freely for a turn, which most
which prevents them from Apparating. This sensible wizards use to either escape to safety
can have disastrous consquences should the or exact retribution on their former controller.
target be in flight, as once the spell is broken Failure means that they must carry out their
they most likely have a nasty drop to look instruction as directed, and may not re-
forward to attempt to resist for the rest of the scene.
The second relevant element of the Law is Food can be transfigured at this level. The
that food can never be conjured. It can be wizard can turn bread into grapes and water
summoned if the caster knows where some is, into wine.
and one form of food can be transfigured into
another, but food cannot be summoned from
nothingness. Water is not covered by the Law. Transfiguration
Transfigure Self
Animagus Transfiguration
People into animals
The wizard is able to now imbue objects Conjuration
turned into animals with a degree of life a Duplication (Geminio)
water goblet could be transfigured into a bird The wizard is now sufficiently powerful
that will fly around the room and eat food enough to change people into animals.
offered to it, for example. Muggles have a chance to reflexively resist by
rolling Stamina + Composure. Wizards get to
It is also possible to transfigure themselves, add their Talent to the roll.
either into animals or inanimate objects.
Either option requires the wizard to reflexively Mastery of Transfiguration at this level allows
resist their own spells, though Talent does not wizards to create objects ex nihilo, from
contribute to the Resistance pool. Wizards nothing. Casters have the option of creating a
should also be mindful that by transfiguring jet of water or flame with a Concentration
themselves into an object means they have no duration (Aguamenti or Incendio for example),
way to turn back until the spell expires. They or conjure objects with a standard Duration
also possess no senses and are unaware of up to Size 5, allocating successes to Duration
their surroundings. and increased Size as they wish. Animals
conjured with this level of Transfiguration are
Wizards capable of this level of not under the direct control of the caster
Transfiguration are able to become an once created, they react as any animal of their
Animagus. Upon deciding to become an type would, and wizards need to roll Presence
Animagus, the player must select one specific + Animal Ken for them to follow his
creature that they can turn into they take commands.
this form every time they decide to invoke
this power. The advantage of this fixed form is Finally the wizard can use their knowledge of
that once the spell has been successfully cast, Transfiguration to cast a Doubling spell on an
the wizard no longer needs to roll to assume object. The appearance and structure does
their new form. Also it is a partial exception to not change but the object duplicates itself.
Gamps Law the Animagus needs to only roll
Stamina + Composure once a month to Successes can be allocated to Duration and to
maintain this form. the multiplication factor a basic success
creates an additional copy (so times two).
It should be noted that the wizard possesses Another success towards multiplication would
no abilities that are not natural to the create a three-times multiplication factor,
creature in question except the ability to resulting in three copies in total. Every time
resume their human form. A wizard also the spell is triggered in a scene, both the
cannot take the form of a fantastic animal original and the copies themselves multiply; in
no Hippogriffs, Dragons or Unicorns. the right circumstances an unlucky wizard can
be buried under a pile of innocuous objects
The Ministry of Magic requires Animagi to be enchanted thus.
licenced their animal form has to be
extensively detailed so that they can be Wizards who think they could use this spell to
identified. Anyone who does not register with make themselves rich usually find that banks
the Ministry faces serious punishments should like Gringotts are already wise to this trick
they be caught in their Animagus form. anything valuable duplicated by means of this
Characters require Status 1 (Licenced spell has had a Counter Spell cast on it that
Animagus) to be a legitimate and legal results in its twins being outwardly identical
Animagus. but ultimately worthless.
Transfiguration Counter Spells
Conjuration Mastery
Untransfiguration
This level of skill in Transfiguration allows the Duration: Instant
wizard to transcend the normal limitations on Incantation: Reparifarge
what he creates with his magic, creating up to Effect: Sometimes it may be necessary to
100 cubic feet of matter with a basic success. expediently reverse a Transfiguration spell.
Further successes may be allocated to Leaving a badgers head on a breadbox youre
Duration or to Size as follows: transfigured it to is both irresponsible and
dangerous, for example.
Size Successes
100 cubic feet Basic success The caster must possess dots in Counter Spells
200 cubic feet +1 Success equal to the dots in Transfiguration that the
400 cubic feet +2 Success original caster possessed, and exceed the
800 cubic feet +3 Successes original amount of successes achieved in
1500 cubic feet +4 Successes Potency.
3000 cubic feet +5 Successes
Example: Kevin Entwhistle has been practicing
Fiendfyre (Dark) his Second Year Transfiguration spells in
Professor McGonagalls classroom.
A most destructive and dangerous application Unfortunately his milk jug still has a starlings
of Transfiguration, the wizard conjures a wing where the handle should be. She now
mighty conflagration, imbuing it at the same has to reverse his botched attempt.
time with a malevolent sentience; the fires Fortunately Kevin only possesses
gleefully pursue any available target they can, Transfiguration 2, and since his original spell
with a natural Speed of 10. Like any fire, it was a failure, no successes were allocated to
ignites flammable objects it comes into Potency. Its a simple matter for the skilled
contact with. The fire appears to take the Professor to return the bird to its former glory.
shape of predatory beasts both mundane and
fantastical those who have witnessed All-Purpose Counterspell
Fiendfyre first hand describe seeing lions, Duration: Instant
snakes, dragons and hydras manifest in the Incantation: Finite Incantatem
smoke and flames. Effect: Often employed when a wizard is
unsure exactly what spell or incantation they
are dealing with, Finite Incantatem is a Jack of
all Trades because it is a master of none. The
spell can be used to counter any Spell (though
not effects created by Potions, see below),
though the wizard must possess a number of
dots in Counter Spells equal to the dots in the
appropriate category that the original caster
possessed, and achieve five more successes
than the caster achieved rather than just one.
Example: After accidentally splinching himself, The wizard must meet or exceed the required
Lucius Perry has suffered 3 Lethal damage. number of successes to successfully Apparate.
Fortunately he had the peace of mind to keep Successes in excess of the target are largely
Number of Successes Effect
Short
1 Success The wizard arrives in a destination not very far from where he intended to
be. Alternatively he arrived at his destination but with some minor
Splinching (leaving behind an eyebrow or toenail).
2 Successes The wizard ended up wildly off target by at least a few miles in a random
direction.
3 Successes As per 2 Successes plus one lethal damage due to Splinching the wizard is
short a few fingers or an ear.
4 Successes As per 2 Successes but three lethal damage the unsuccessful Apparator
has left behind a limb or a great deal of skin.
5 Successes As per 2 successes but the wizard has suffered 5 lethal damage. The
disastrous Splinch has left him looking like hes been peeled or cut in half.
a bottle of Essence of Dittany in his pocket, wasted, though the ride may become slightly
which he manages to apply to his injuries. The smoother; Apparition is not a particularly
potion was originally brewed with a total of pleasant thing to experience.
14 successes this means that once hes fully
recovered, Lucius has enough left to heal one For every success that the wizard falls short,
more point of Lethal damage before the bottle consult the following table:
is empty. Storytellers are encouraged to be as
gruesomely creative as possible when
determining the fate of those who miss their
Apparition target success by more than five successes
Required Talent: part of the reason that Apparition is licenced
Apparition is a method of magical by the Ministry of Magic is due to its
transportation where a wizard crosses the dangerous and unforgiving nature towards
the unprepared
Fantastic Beasts and Where to Find
Them: Creatures
Thestrals / Hippogriffs
Classification: XXXX (for Thestrals), XXX (for
Hippogriffs)
Werewolves
Classification: XXXXX (In Wolfman form)
Unicorn
Classification: XXXX
The Unicorn is a pure creature, a white equine Both creatures can be considered to possess
with a single horn growing from the centre of
the Unseen Sense Merit in regards to Dark passive creature (the Ministry classifies it as
wizards and creatures. XXXX simply because it is so difficult to
domesticate), though they are very loyal to
Cross breeding Kneazles with cats and Crups those they choose as a master, attacking with
with dogs usually results in a much more beak and claws those who threaten them.
docile creature (they become Classification
XX) while still retaining their intelligence. It Dragons
does, however, rob them of their natural Classification: XXXXX
Unseen Sense.
A creature famous even in Muggle mythology,
Phoenixes even an infant Dragon is a dangerous creature
Classification: XXXX to deal with; experts and keepers of Dragons
are among the bravest (some might say
The Phoenix is a swan-sized scarlet bird, insane) wizards alive, and the most scarred.
famed for its near immortality due to its
periodic self-immolation and rebirth. They can
even survive the Killing Curse due to their
fantastic regeneration cycle.
Grindylows
Classification: XX
Basilisk
The Phoenix is an incredibly gentle and Classification: XXXXX
A Dark and evil creature, Basilisks are near- completely unaware of their surroundings and
legendary creatures thought vanished from most likely helpless prey for the colossal
the world. Records state that the direct gaze snake-like creature.
of a Basilisk is instantly fatal; should one
happen to meet a Basilisks eye indirectly Basilisk venom is one of the deadliest poisons
(e.g., in a reflection or through a lens) then known (Toxicity 5) only one cure is
the victim is only petrified. available, that of Phoenix tears (see above).
The poison is so potent that it can retain its
lethality years after the Basilisk itself has died.
Known as the King of Serpents, Basilisks can
be conversed with in Parseltongue.
Portrait Personalities
Portraits take on an echo or replica of the
subjects real personality when they are
painted, and possess similar levels of
knowledge to the original person, so very old
Type Durability Size Structure Acceleration Safe Speed Max Cost
Handling
Childrens broom 2 4 6 13 30 (20 mph) 1
Basic adult Broom 3 5 8 19 88 (66 mph) 3
Family Broom 4 6 10 15 74 (50 mph) 3
Luxury Broom** 3 5 8 14 66 (45 mph) 2 -
Sport Broom 2 5 7 37 103 (70 mph) 5 -
Wand Bonuses
Due to their magical nature, wands give
selected bonuses to certain Spell casting rolls.
Players should pick their benefit or have it
determined randomly, as per the Storytellers
Wands preference.
With a few exceptions, wizards find it almost
impossible to perform magic without their - +2 to Charms spells
wand. Essentially a stick of wood between ten - +2 to Transfiguration spells
and fifteen inches in length (though longer - +2 to Curses
and shorter wands are not uncommon) all - +2 to Counter Spells
wands contain a core, typically a long and - Gain the 8-again quality on any one
flexible material with magical properties. Spell casting roll, once per session.
Phoenix feather, dragon heartstring and
unicorn hair are most often seen as the core Wand Materials
of wands. Most professional wandmakers Common Woods: Cherry, Ash, Vinewood,
believe that wands are semi-sentient and that Walnut, Willow, Elm, Rosewood, Hornbeam,
the wand chooses the wizard. Indeed, most Holly, Blackthorn, Hawthorn, Mahogany, Fir,
wizards are deeply uncomfortable using a Alder, Chestnut, Oak, Yew.
wand that is not theirs. Common Cores: Dragon Heartstring, Phoenix
Feather, Unicorn Hair, Thestral Hair, Veela
Choosing a wand Hair, Kneazle Whisker (considered inferior).
Nearly every wizard has their wand purchased
for them when they start to learn magic
(typically at age 11 if they are sent to a Assorted Items
magical academy such as Hogwarts,
Beauxbatons or Durmstrang). Typically they Skiving Snackbox (Cost )
will try out a number of wands to see which Description: Created by Fred and George
suits them best. That wand then becomes Weasley, innovators in the field of magical
theirs, and typically the only wand they will
practical jokes, the Skiving Snackbox
ever need or use during their entire life.
resembles a selection box of candies, with
Should a wizard need (or want) to bond to flavours such as Fever Fudge, Ton-Tongue
another wand, the process is a fairly simple Toffee and Fainting Fancies. Its primary
one, requiring only a moment of purpose is to allow someone to convincingly
concentration. However, the wand cannot be fake illness to get out of lessons (in British
already bonded to another wizard. Either that
slang, to skive, hence the name). Each
wand has to be voluntarily and permanently
surrendered (as might be the case of a parent different treat comes in two colours one
or friend donating their wand to someone colour causes the required malady and the
who has lost theirs), or the wand must be won other instantly cures it.
from another wizard through duelling. This
either means killing said opponent, or Anyone who consumes the contents of a
disarming them through the use of Skiving Snackbox has a +5 equipment bonus
Expelliarmus. for the purposes of faking illness, though the
price is that they suffer a -2 penalty to
Stamina rolls until they eat the antidote (they whenever it is in the presence of someone is
really are that convincing). lying or concealing things from the owner, as
well as in the presence of Dark wizards or the
Peruvian Instant Darkness Powder (Cost
owners enemies.
)
Another product sold by Weasleys Wizard The Sneakoscope is a useful device and
Wheezes (though it is imported rather than wizards often use them as burglar alarms,
created by them), the powder creates a cloud though they will only warn of the presence or
of impenetrable darkness. Typically used for absence of deceit it will not be clear
making an escape or as a distraction, those whether another student has put bugs in his
caught in the cloud have no option but to pumpkin juice for a prank or if a Death Eater is
stumble in random directions until they clear currently aiming a Killing Curse at him.
the field.
Minor Potions (Cost )
Hand of Glory (Cost ) (Dark) Minor potions are available in a great deal of
A rare and powerful artefact, this macabre outlets in Diagon Alley and other locations
item is created from a preserved human hand, worldwide. Typically they are lesser versions
coated in fat rendered from innocents. Its of potions most educated wizards are capable
main use is to provide illumination it sheds of brewing themselves, but the commercially
light as a flashlight, though this light is only available potions are there for convenience.
visible to the holder, thus allowing him to
move undetected through darkness.
Furthermore, its light is one of the few known
things that can penetrate magical darkness
such as that created by Peruvian Instant
Darkness Powder.
Portkeys
Charmed objects that appear innocuous to
the casual observer, Portkeys are enchanted
to bring anyone who touches them to a
predetermined specific location. Travelling via
Portkey is said to be like being pulled to the
destination by means of a large hook through
the navel.
Enrolment
Children are most often enrolled at birth, and nearly every wizard parent applies for a place for their
child (though some instead elect to educate their children privately at home). Acceptance is
confirmed by Owl Post near the childs eleventh birthday, giving a brief prcis of Hogwarts itself,
what will be expected of the child while they are there and supplies they will need to bring with
them. For most children the contents of the letter is largely a formality, since the general
information imparted is the same as it was for their parents, grandparents and beyond.
Each new induction of children every year goes through this process without exception.
Alphabetically they are called up to the front of the Great Hall and the Sorting Hat is placed on their
head. The Sorting Hat is a sentient artefact that employs a form of Legilimency to assess the
students personality, habits and quirks and assign them a House where they will find the most like-
minded classmates.
The Sorting Hat is a sentient artefact and will usually sing a song of its own composition as an
informal commencement address; it is said that the Hat has never repeated a song since the schools
founding.
Students are called alphabetically by surname, and each student sits on a wooden stool as the
Sorting Hat is placed on their head. The Hat converses with the student psychically, while at the
same time using its magical abilities to get a sense of the students personality. The student has
some say in their House and can express a preference that the Hat may take into account, but the
decision ultimately rests with the Hat; if the Hat has ever been wrong, no wizard has ever spoken out
strongly enough for the process to be repealed.
Hatstalls
An archaic term for a rare event, a student who causes the Hat to consider their House for more
than five minutes is sometimes known as a Hatstall. While some students are so clear-cut in their
traits that the Hat barely has time to rest on their head before deciding, others possess enough
qualities of more than one House that the Hat has to carefully consider where the student might
best be placed. While true Hatstalls are very rare, it is not uncommon for a few students every year
to cause the Hat to decide for at least a minute or two.
Once the student is placed within their House, they join their peers at their respective tables. For the
next seven years, the students will take classes segregated by both age and House; as the intake
each year is normally around thirty students, classes are usually shared with another House; a
Gryffindor student may find themselves taking Potions class with their Slytherin counterparts in the
morning, and Ancient Runes with same-year Hufflepuffs in the afternoon.
Students share dormitories which branch off their Common Rooms, and again children in the same
year will share dormitories, and these are strictly segregated by sex; multiple enchantments exist to
prevent boys entering girls dormitories and vice versa with harsh punishments for those who even
try and circumvent them, and this rule even extends to Seventh Year students (who are technically
adult wizards in addition to being students).
Houses
Gryffindor House
Symbol: Lion
Verse: You might belong in Gryffindor / Where dwell the brave at heart,/ Their daring, nerve and
chivalry / Set Gryffindors apart!"
Founded by Godric Gryffindor, students in this House often display tremendous courage and
chivalry. This quality can sometimes be expressed to the point of recklessness, and outsiders may
see Gryffindors as self-righteous and arrogant, believing themselves to be above the rules.
Gryffindors often have a fierce rivalry with Slytherin House due to their founders beliefs over Blood
Purity (see their entry below).
Common Room: High in Gryffindor Tower, their Common Room is a cosy and welcoming place,
dominated by a large roaring fire which warms the entire room. The doorway to the Common Room
is guarded by the Fat Lady, a portrait which controls entry and exit through a password taught to
Gryffindors at the start of each school year. Typically this password is only changed annually, but in
times of heightened security may be changed bi-annually or even monthy should circumstances
permit.
Notable Gryffindors: Harry Potter, Hermione Granger, Ron Weasley, Minerva McGonagall, Sirius
Black, Peter Pettigrew (later became a Death Eater).
Ravenclaw House
Symbol: Raven
Verse: Or yet in wise old Ravenclaw / If you've a ready mind,/ Where those of wit and learning,/ Will
always find their kind."
Students who find themselves in the House of Rowena Ravenclaw are characterised by their
wisdom, learning and wit. Very cerebral and contemplative, Ravenclaws are often some of the most
academically competitive, some going to far as to (metaphorically) stab their Housemates in the
back to be at the top of the class. Other houses claim that Ravenclaws claim any intelligent and
famous wizard as one of their own almost by default. Ravenclaw students have little rivalry with the
other Houses except when it comes to Quidditch and their traditional nemeses, Hufflepuff.
Common Room: The Ravenclaws occupy another significant tower within Hogwarts Castle, and their
Common Room is light and airy. It contains a large statue of Rowena Ravenclaw wearing her fabled
diadem. Access is controlled by a charmed doorknocker rather than requiring a password, the
raven-shaped knocker will test the students intellect with a riddle or question, such as Where do
vanished objects go? and Which came first, the Phoenix or the Flame?
Notable Ravenclaws: Cho Chang, Luna Lovegood, Gilderoy Lockhart, Quirinus Quirrel, Master
Ollivander, Filius Flitwick.
Hufflepuff House
Symbol: Badger
Verse: You might belong in Hufflepuff / Where they are just and loyal,/ Those patient Hufflepuffs
are true,/ And unafraid of toil"
Hufflepuff is the most inclusive House within Hogwarts. They value hard work, patience, loyalty and
fair play rather than any one defining attribute amongst its members. Hufflepuffs tend to be non-
competitive and modest about their accomplishments. Some other Houses take that to mean that
Hufflepuff wizards are less skilled, often to the detriment of the naysayer.
More validly their detractors point to the fact that Hufflepuff is the catch-all House for those
students that the Sorting Hat couldnt place anywhere else, so Hufflepuff has more than its share of
goldbrickers, cowards and the flat-out incompetent.
Common Room: The Hufflepuff Common Room is partially submerged, putting one in mind of a
badgers sett or foxs den. Light pours in through ceiling-level windows which display the waving
grass and sky of the grounds and illuminates the overstuffed and comfy chairs which students can
relax in. Students can enter by tapping out a pattern on barrels at the entrance; the Hufflepuff
Common Room door is the only such door to contain a booby-trap; if someone tries to gain access
without the correct sequence of taps, they are doused by the vinegar contained within the barrels.
Notable Hufflepuffs: Pomona Sprout, Nymphadora Tonks, Cedric Diggory, Newt Scamander
Slytherin House
Symbol: Serpent
Verse: Or perhaps in Slytherin / You'll make your real friends, / Those cunning folk use any means, /
To achieve their ends."
The children of Salazar Slytherin embody the virtues of cunning, resourcefulness and ambition.
Slytherin claim the largest proportion of Pure Blood wizards, most likely due to its founders
emphasis on blood purity. Slytherins tend to be shrewd, strong leaders, their value systems highly
structured around achievements. In contrast to the hot-headed Gryffindors, members of the cold-
blooded Slytherin House tend to weigh their options and possible outcomes before acting.
Slytherin has a shady reputation; most wizards believe that every Dark wizard there has ever been
got their start in Slytherins dank dungeon Common Room. While thats not true, the House has
certainly produced more than enough to keep their reputation alive.
Common Room: The Slytherin Common Room is in the cellars behind a stone wall that, like the
Gryffindor Common Room, requires a password for entry. The dungeon-like room is lit with green
lamps and furnished with emerald-upholstered chairs. The dungeon extends partway beneath the
lake, furthering the dank atmosphere within.
Notable Slytherins: Lord Voldemort, Bellatrix Lestrange, Draco Malfoy, Horace Slughorn, Merlin.
Classes
From the beginning of their time at Hogwarts, students take mandatory courses in Herbology,
Defence against the Dark Arts, Charms, Transfiguration, Care of Magical Creatures, Astronomy,
Potions, History of Magic and Flying. Divination classes begin in Third Year and are compulsory until
students sit their OWLs (see below). Elective courses also begin in the Third Year and students may
take as many or as few as time and preference allow.
Herbology
Suggested Skills and Specialities: Academics (Herbology), Crafts (Gardening), Survival.
Herbology teaches students how to care for magical plants they may encounter during their careers;
most form the ingredients for potions and medicines, while others are dangerous creatures in their
own right and require specialist knowledge in order to avoid harm.
A necessary evil within the wizarding community, all students are taught counter-curses and
protective spells in a safe environment. Emphasis is placed upon personal defence and spells which
hamper and subdue opponents rather than harm, though more cynical wizards believe that these
classes are only fully effective if a wizard believes he will only be facing pretend adversaries.
This class also educates the students about the nature of malevolent entities such as Werewolves,
Vampires, Boggarts and Dementors, which as sentient beings do not fall into the purview of Care of
Magical Creatures.
Astronomy
Suggested Skills and Specialities: Science
Perhaps the Hogwarts class that bears the closest resemblance to Muggle education, students
Astronomy lessons consist of observing the night sky and learning about the planets, stars and
moons that are visible.
Charms
Suggested Skills and Specialities: Occult (Charms)
Unsurprisingly this class teaches the Spell Category of Charms, as well as a substantial amount of
magical theory in general; a great deal of the magic that wizards find themselves casting day-to-day
are Charms, so a student without a solid grounding in this field will find themselves sorely lacking.
Transfiguration
Suggested Skills and Specialities: Occult (Transfiguration), Academics (Transfiguration)
Another straight-forwardly named class, students learn Transfiguration magic here. A decidedly
more controlled environment than Charms class, the ever-present danger to students and their
subjects (sometimes the same thing) is not to be underestimated, and professors are usually a stern
and humourless bunch when teaching it.
In contrast to most classes the lessons in this class take place within the grounds rather than the
castle proper; the professor works in close conjunction with the groundskeeper to study magical
creatures in as natural an environment as the school can manage without endangering them.
Potions
Suggested Skills and Specialities: Crafts (Potions)
The brewing of Potions is a complicated art and one of the cornerstones of magical practice. Topics
covered include in earlier years are common antidotes to poisons and simple sleeping draughts and
minor ailment remedies. Advanced students progress to more complicated brews with potentially
devastating effects.
History of Magic
Suggested Skills and Specialities: Academics (Wizard History)
History of Magic is taught by Professor Binns, the only ghost on staff at the school; unsurprisingly, his
living knowledge stretches back further than any wizard could dare hope. Students learn key dates
in history, facts about notable historical wizards and also a foundation of magical law and legislation
from a historical standpoint.
Most students find this a dry course due to the lethargic and uninspired delivery from their teacher
its not uncommon for Professor Binns himself to nod off during a lecture which gives unruly
students a chance to perfect their aim by throwing objects through his ethereal form.
Flying
Suggested Skills and Specialities: Drive (Broomstick), Athletics (Quidditch)
Only taught in the first year of school, this is another class taught in the grounds (for obvious
reasons) and ensures all students have a basic level of proficiency on a broomstick. Much like a
Muggle childs cycling proficiency course, Flying lessons teach air safety, ensure competent take-off,
manoeuvring and landing and a beginners knowledge of broomstick care. After the course is
completed, students are expected to further their flying knowledge in their own time should they
wish to. Flying is also not examined with an OWL.
Normal school rules do not permit students to keep a personal broomstick at school, and thus most
are forced to use the schools supply (treat as a basic Adult Broom, though students on the
Quidditch team also have access to Sport Brooms).
Divination
Suggested Skills and Specialities: Occult (Divination), Academics (Astrology)
One of the comfier and relaxing classrooms, Divination is taught to a class roughly split down the
middle between credulous believers and disdainful sceptics; so few wizards possess real oracular
abilities its tough to sort the genuine articles from the competent fraudsters. In this class, students
are taught various methods of divination such as tasseomancy (reading of tea leaves), palmistry and
clairvoyance (using crystal balls to predict the future).
Arithmancy
Suggested Skills and Specialities: See Divination
Apparition
Sometime during their Sixth Year, students are taught to Apparate.
To Apparate successfully, wizards must remember the Three Ds Determination, Destination and
Deliberation. Quite simply, a wizards mind must be focused to avoid reappearing anywhere other
than his or her intended destination, or to avoid the woeful fate of Splinching.
Students tend to grasp Apparition at different rates some are naturals almost from their first
attempt while others still struggle to Apparate with pinpoint accuracy even into their adult lives.
Apparition is an optional course that Hogwarts offers, though few wizards decline to learn it.
Practice sessions are held throughout the year for students under the watchful guidance of several
teachers, and exams are held towards the end of the school year. There is no written exam; two
wooden hoops are placed at opposite ends of the room, roughly ten feet apart. The student stands
in one and the goal is to Apparate into the other.
Should a student manage this task without Splinching themselves, they are granted a licence from
the Ministry to perform Apparition.
Splinching
The primary danger of Appartion is Splinching in effect, the wizard leaves a part of himself behind.
Minor mishaps might result in a eyebrow or fingernail going astray, but serious blunders can result in
traumatic injury and require hospitalisation. See Spells for the mechanical effects of Splinching.
Muggle Studies
Suggested Skills and Specialities: Computer, Science, Socialize (Muggles)
One of the few lessons that Muggle-Borns find much easier to grasp than their wizarding brethren,
Muggle Studies teaches students about the world most of them grew up largely foreign to. To
Muggle-Borns the class seems to have the tone of a nature documentary, with Muggle behaviour
and inventions treated with a mixture of amusement and perplexed wonder.
Notably this course also covers the basics wizards require to deal with regular activities that their
parents may have neglected; basic numeracy and literacy is taught to make sure new intakes are all
on the same level of understanding, as well as general social skills.
Exams: OWLs and NEWTs
At the end of the students fifth academic year, he or she will sit their Ordinary Wizarding Levels
(known as OWLs). They are set by the Ministry of Magic, these test both knowledge of theory and
practical application where applicable. Spell courses like Transfiguration and Charms usually require
the student to competently cast a spell chosen by the examiner, while courses like Potions and
Herbology would require submission of coursework due to their lengthy processes. Vice versa,
subjects like Ancient Runes and History of Magic are tested solely by written exam.
On satisfactory completion of OWLs, students may elect to progress some of their courses further,
where they will be examined under the Nastily Exhausting Wizarding Test (NEWT). It is up to the
course tutor to decide the grade they require to accept NEWT students, though it would be a rare
teacher indeed who accepted anything less than an Acceptable grade.
NEWTs explore the particular field to an advanced level and most respected wizard professions
require a student to possess at least one NEWT at a passing grade some careers like Aurors require
several, especially in subjects like Defence against the Dark Arts and Potions.
The grades a student can receive during their OWLs and NEWTs are as follows (from worst to best):
T: Troll
D: Dreadful
P: Poor
A: Acceptable
E: Exceeds Expectations
O: Outstanding
Students are forbidden to enter the forest (hence the name) except without express permission
from a teacher, and even then must be escorted.
Some of the older staff pay no attention to the rumour they know it to be true. Even they are
unaware of the entrance to the Chamber, and only know that it exists somewhere deep in the
mountains beneath the school.
Hogwarts Ghosts
House Ghosts
Each House in Hogwarts claims one of the ghosts as their own the relationship seems to be two-
way, as each House ghost seems to have a deep bond with their students.
Moaning Myrtle
The ghost of a Ravenclaw student, Myrtle haunts the Girls Lavatory on the Second Floor.
Consequently the facilities there are almost never occupied, and students can go there for some
privacy provided they can endure Myrtles irritating presence. Relatively young, she died in the
1940s. She favours students who show an interest in her, as she was a very lonely girl during her life,
the butt of many pranks and teasings.
Holidays With Hags: Storytelling
Campaign Settings
The First Wizarding War (1970 1981)
Having its roots in the 1940s, the rebellion of Voldemort and his Death Eaters truly began in the
1970s, bringing terror to the wizard world the likes of which it had never known. Their campaign to
destabilise the Ministry and seize power resulted in a bitter war which only truly ended with Lord
Voldemorts destruction in 1981.
Campaign Types
Do The Hippogriff!
Wizards count entertainers amongst their number just as Muggles do the characters could be an
acting troupe or a wizard band.
House Pride
All the characters could be the members of the same house, probably within the same school year.
Hogwarts United
Converseley, the characters could play characters of different Houses, which adds the element of
overcoming traditional House rivalries for them to co-operate together.