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Great Wizards of the Twentieth

Century: Character Creation


Merits
Physical Attributes
Student characters do not have access to the
The strength and hardiness of a wizard matter
Resources Merit, and it should be replaced by
little with magic even the most fragile young
the Deep Pockets Merit from Innocents
girl or elderly old man can be a formidable
(p108).
opponent as long as they can cast a spell.
The Stunt Driver merit would be appropriate
Physical attributes are most important to
to apply to students to cover vehicles such as
wizards who are involved in magic sports, or
broomsticks and rideable animals like
those who expect to see a lot of combat.
Hippogriffs and Thestrals.
Therefore Quidditch players, Aurors and those
wizards who like to explore the wilds most Other merits appropriate for Students from
often favour Physical Attributes. the Innocents book are: Trivia Hound
(applicable to knowledge of magic), Pet
(especially animals such as cats, Kneazles,
toads, Crups, rats and owls).

New Merits
Brewmaster ( - )
Prerequisites: Intelligence , Talent ,
Crafts 2 with a Speciality in Potions.

Effect: You have an innate gift for brewing


Potions; having a natural aptitude at finding
the perfect method or ingredients only
experience, or a particularly detailed recipe
can produce.

Social Attributes Each level of this merit is a pre-requisite for


Wizards can be as charming or ill-mannered as the subsequent level.
any other, and Social Attributes in the wizard Exacting (): For a number of potions equal to
community are neither favoured nor ignored. your dots in Brewmaster, you may add +2 to
your Crafts check while brewing them.
Mental Attributes
The idea that the most famous wizards have Intuitive (): You may ignore a penalty equal
formidable intellects is a strong one within to Wits for not having proper components,
the wizarding community. Intelligence is adjusting the potion 'on the fly' as it were.
important when determining a wizards depth
of knowledge of the world around him, while
Wits and Composure are important in duels.
More the Merrier (): Your character may These manoeuvres and their effects are
make an extra dose using the same amount of described below.
ingredients.

Master Brewer (): Characters with this


level of proficiency can spend a point of
Willpower to gain the Rote action while
crafting potions.

Danse Des Papillons


Prerequisites: Expression , Talent

Not a separate duelling style per se, a select


few students of Beauxbatons Academy
pioneered a method of distracting their Thrust (): The thrust is a simple yet powerful
opponents during a duel using flashy spells attack. A fencers stance (one leg anchoring
and a system of feinting movements almost your characters position and the other leg
like a dance. lunging him forward) gives this attack extra
force. When your character makes a thrust
Cost: One Willpower attack, plunging his wand toward an
System: As an instant action the character opponent, he does so with a +1 bonus.
may roll Wits + Expression at the beginning of
Feint (): Your character knows how to make
a duel.. The character may either reduce their
a fake attack intended to throw off an
opponents Defence by a number equal to the
opponent. Make a normal attack roll (Spell
successes on their roll, or increase their own
Category + Talent + Applicable Wand Bonus),
Defence by the same amount. The effect lasts
and this roll is penalized by the opponents
until the end of the scene and once the Defense, per usual. This attack is fake; it does
character has chosen they cannot change it
not strike the foe or do any damage. If your
unless they wish to spend an additional
character achieves even a single success,
Willpower dot and roll again. however, the opponent is momentarily
Fighting Style: Aggressive Magical Duelling ( confused and off-balance, and may not apply
to ) her Defense against the next attack she
Prerequisites: Dexterity , Talent suffers (which may be from your character the
following turn or may be from some other
Effect: The character is trained in the ways of source beforehand).
duelling with curses and offensive spells. He
may have studied formally at a duelling club, Riposte (): A Riposte requires an attack to
or simply have gotten into more than his fair be made against your character. He steps out
share of scrapes in the halls of his school. of the way of the attack using his Dodge (i.e.,
her Defense, doubled). While his opponent is
Dots purchased with this Merit allow access to open, he can then make a sudden and quick
unique combat manoeuvres using wands. attack, which is performed at a 1 penalty.
Each manoeuvre is a prerequisite for the However, the opponents Defense does not
subsequent manoeuvre. So, your character further penalize the attack roll. Drawback: If
cannot have Feint until he has Thrust. your opponent suffers any further attacks on
a turn where she has used Riposte, she cannot use the higher of his Wits or Dexterity to
apply her Defense against them. calculate Defense.

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

Slytherin: Subterfuge, Politics, Persuasion

Characters also pay reduced costs when


buying these Skills with Experience Points.
Dots for them cost New Level x2, and
Specialities cost 2 Experience Points rather
than 3.

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

Spells Transfiguration spells alter form and


Spells fall into four categories: Charms, appearance, as well as conjuring objects from
Transfiguration, Curses and Counter Spells. nothingness. Examples include Aguamenti
Characters receive five dots to distribute which conjures a jet of cool potable water
between these categories, which represent from the end of the users wand, or Duro,
their magical aptitude during their first year. which turns inanimate objects to stone.

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.

This spell contravenes the usual rules


Household Charms requiring Talent to cast spells with a
Duration: See Below Timed duration, though they are still required
Incantation(s): Tergeo, Scourgify to set appropriate conditions for it to trigger.
Effect: Really a family of spells, these are
used to perform simple household tasks such Disarming Charm
as cleaning dirt from objects. This spell covers Duration: Instant
other simple repetitive tasks associated with Incantation: Expelliarmus
chores such as animating a broom to sweep Effect: One of the most important spells in an
the floor or to stir the spoon in a cooking pot. Aurors arsenal, the Disarming Charm
The spell continues indefinitely whilst the liberates the wand from an opponent,
caster is concentrating on the task. Once rendering them virtually defenceless. When
concentration ends, the spells duration is the Spell successfully hits, compare the
determined by casting successes (see above). number of successes to the targets Dexterity.
If they meet or exceed the targets Dexterity,
Unlocking Charm the targets wand is thrown violently from
Duration: Instant their hand, landing a number of yards away
Incantation: Alohomora equal to successes gained, leaving them
Effect: The spell causes any mundane lock, subject to the rules regarding Wandless magic
bolt or fastening to open. Successes are (see above).
applied as if the caster were picking a lock
mundanely (see Lockpicking rules in World of Repairing Charm
Darkness page 75) though this spell has the Duration: Instant
obvious benefit of allowing an untrained Incantation: Reparo
novice to attempt it without tools. Effect: This minor charm is used to repair
damage to objects. Successes restore object
Light Charm Structure on a one-for-one basis. The
Duration: Prolonged incantation has variations depending on the
Incantation: Lumos object being repaired, Oculus Reparo for a
pair of spectacles, for example. Reparo only Duration: Prolonged and Resisted
works completely on mundane objects. Incantation: Obliviate
Broken wands (see Wands) do not benefit Effect: The Memory Charm erases memories.
fully from a Repairing Charm. The caster may elect to either erase all
memories up to a specific point (and must
Sliding Charm thus spend successes on the Duration he
Duration: Prolonged wishes to cover), or to erase one specific
Incantation: Glisseo memory the fact that they own a red car or
Effect: This charm is placed over an area, that their father was killed by Death Eaters.
causing it to be near-frictionless. A basic Wizards can also use this spell on themselves.
success gives a -1 penalty to anyone who
attempts an action on a surface that would For each success achieved dedicated to
require friction, such as walking. This penalty Potency, this spell gives a one-die penalty for
can be increased by allocating successes to others to detect specific lies the subject might
Potency. tell.

Charms Summoning Charm


Duration: Instant
Bubble-Head Charm Incantation: Accio [object]
Duration: Prolonged Effect: With a wave of their wand, the wizard
Incantation: Ebublio can summon a specified object to him (though
Effect: The Bubble-Head Charm creates a specificity is relatively loose, see below). The
pocket of fresh breathable air around the object flies quickly through the air seemingly
casters head. The wizard need not worry of its own accord towards the summoner.
about the air running out for as long as the Successes achieved determine the distance
spell is maintained, making it useful when the which an object can be summoned.
air is foul or the wizard needs to spend a long
time under water. Distance Successes
Nearby (approximately Basic success
10 foot radius)
100 feet +1 Success
500 feet +2 Success
1 Mile +3 Success
10 Miles +4 Successes

Most wizards often enchant their prized


possessions with a Counter-Charm specifically
designed to resist the effects of Accio.

The caster need not know the summoned


object intimately, or even have seen it before,
as long as they have a clear image in their
mind of what they want to summon.

Example: Stephen Cornfoot has caught a


Slytherin sneaking out of the Great Hall
looking suspicious; his friend was earlier
talking about a present his mother had sent
him and is now distraught that its missing.
Though hes never seen the item in question
Memory Charm (or have an idea how big it is), he raises his
wand and shouts Accio Present! Since the With 3 successes or above, the wizard is
Slytherin is right in front of him, only a basic capable of producing a non-corporeal animal
success is required. Sure enough, a Chudley form this animal form is a reflection of the
Cannons scarf flies from the Slytherins back casters personality and only a severe trauma
pocket and into Stephens hand. or emotional shift can change its shape.

Charms The embodied Patronus Charm is able to


travel anywhere the caster knows well, and is
Reinforcing Charm under full control of the caster. It is even able
Duration: Prolonged to deliver short messages in the casters own
Incantation: Duro voice. Most important and valuable is the fact
Effect: This spell increases an objects that Dementors cannot approach within 20
Durability by 1 per success. This will also feet of the Patronus Charm under any
increase an objects Structure. The spell will circumstances while the spell is active.
also stiffen previously flexible objects it is cast
on, causing parchment to become as rigid as The embodied Patronus Charm requires
roofing tile, or a silk tapestry to be as Concentration; also since it requires focusing
unyielding as a stone wall. on happy thoughts and memories, the
embodied Patronus Charm cannot be
Confundus Charm maintained if the wizard has spent Willpower
Duration: Prolonged, Resisted during the scene.
Incantation: Confundo
Effect: The Confundus charm can affect
people and also objects granted a degree of Charms
intelligence through magic. The effects are
not as specific as Curses such as Imperio but Legilimency
make the target more easily tricked and Duration: Concentration, Resisted
fooled, leaving them in a state of confusion. Incantation: Legilimens
Effect: The art of Legilimency is a powerful
Successes can be allocated on a one-for-one one, allowing the caster to probe a targets
basis as dice penalties for any rolls the target thoughts and consciousness. It is imprecise by
makes in relation to clear thinking, logical nature, and users of Legilimency are often
decision-making and seeing through initially overwhelmed by the targets surface
deception. thoughts and daydreams. Some delving is
required if the wizard wishes to find a specific
Patronus Charm piece of information, as without effort they
Duration: See below are a largely passive observer to the targets
Incantation: Expecto Patronum memories.
Effect: By focusing on happy and pleasant
thoughts, the wizard is able to produce a While Legilimens is active, the caster may
manifestation of their will, valuable for make Wits + Investigation rolls to search
combating Dementors. There are two main through their targets mind. The Storyteller
versions of this spell. With a basic success, the should determine the target number of
wizard is able to produce a burst of white successes depending on how deep the
light, which causes only a single point of subject has the information buried. The
Bashing Damage to all targets but Dementors. answers to last nights homework question
Dementors flee from the bolt as fast as their may only require a single success; accessing a
Speed will allow (though are free to return on private and deeply embarrassing memory
subsequent turns that the Charm is not cast). might require five or more.
Curses Incantation: Stupefy
Effect: One of the most valuable spells in the
Unforgivable Curses arsenal of any wizard who wishes to subdue
The curses are so named because the Ministry and capture rather than kill, this spell is
of Magic declared them Unforgivable in 1717 designed to render the target unconscious
using any of these curses on another human
being (Muggle or Wizard) results in a life
sentence to Azkaban, unless there is sufficient
mitigating evidence (such as the user being
under the Imperius Curse themselves).

In game terms, use of these Curses on a


sentient being is likely to call for a
Degeneration check against Morality; they are
among the most sinister and cruel spells in a
Dark wizards arsenal. rather than do any permanent damage to
them (though targets hit by multiple stunning
spells are often left the worse for wear).

Curses If a target is hit by a total of successes from


Stupefy in a single turn which equal or exceed
Leg-Locker Curse their Stamina, they are knocked unconscious
Duration: Prolonged, Resisted
for a number of turns equal to the amount of
Incantation: Locomotor Mortis
Effect: The targets legs become locked successes. No damage is done by the spell
together, as if tightly bound at the ankles. (though if the victim is stunned while in flight
Victims are free to move above the waist, but or carrying out a dangerous task, which might
if they wish to travel anywhere they are well be detrimental to them).
reduced to bunny-hopping around. Speed is
reduced to a quarter of the victims normal Example: The Aurors Dawlish and Shacklebolt
value (rounding up). have cornered the dangerous Dark wizard,
Dragomir Despard. With cries of Stupefy!
Curses
they launch their spells at Despard, which
connect. Dragomirs Stamina is 3. After his
Body-Bind Curse
Duration: Prolonged, Resisted Defense has been subtracted, Dawlish has
Incantation: Petrificus Totalus scored one success. Normally this would not
Effect: This spell causes the target to be be enough to successfully stun. However,
completely incapable of movement, frozen in Shacklebolt achieves 3 successes. The total of
place like a statue. Targets under the effects 4 exceeds Despards Stamina, so the Dark
of Petrificus Totalus remain fully aware and wizard is now unconscious for the next 4 turns
conscious.
- plenty of time to make sure hes more
Stunning Curse effectively imprisoned.
Duration: Instant
Curses

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.

Slashing Curse (Dark) A strange quirk of the Imperius Curse is that it


Duration: Instant can seemingly grant abilities to a victim that
Incantation: Sectumsempra they never possessed before, at least while
Effect: With a slashing motion, the caster under its effects. If the caster commands their
inflicts grevious injuries upon their opponent slave to play the piano, they do so. If they are
as sure as if they had been attacked with a commanded to scale the Astronomy Tower of
blade. The spell inflicts Lethal damage on a Hogwarts, they do so. Storytellers should
one-for-one basis. consider foregoing dice rolls for actions of this
nature, unless the consequences of doing so
Curses should be detrimental to the players
Imperius Curse (Dark) (Unforgivable) characters. Imperio is a very powerful spell
Duration: Prolonged, Resisted but its effects should drive the story, rather
Incantation: Imperio than be a vehicle for sneaky Storytellers (or
Effect: The victim of the Imperius Curse is the players) to create unstoppable super-puppets.
total slave of the caster; while they retain
their knowledge and ability to think, they are Cruciatus Curse (Dark) (Unforgivable)
at the mercy of their new master. With Duration: Concentration, Resisted
merely a mental command (though they may Incancation: Crucio
speak it if they wish), a wizard using the Effect: The Cruciatus Curse is possibly the
Imperius curse can demand anything of their most difficult to defend in its usage. Quite
victim. Those who have suffered under the simply its one and only use is to inflict blinding
pain upon a target, usually for the purposes of Transfiguration
sadism or torture. Those who have survived it
with their sanity intact describe it like being Minor Transfiguration
white-hot knives piercing every inch of their Switching
skin. At this level, characters are restricted to
changing inanimate objects from one form to
People afflicted with the Cruciatus Curse may another without making gross changes to that
attempt to act against their tormentor with a objects size the wizard could turn a match
successful Composure + Stamina roll (again, into a pin, for example, but not turn a match
compared versus the casters successes). If this into a chair.
fails, they have no choice but to writhe in
agony and suffer for another turn. Basic skill in Transfiguration allows wizards to
Subsequent rolls are made at a -1 cumulative switch two visible objects, able to deal with
penalty. objects one level higher than they would
normally be able to transfigure.
Curses Example: Toms character Wayne has two
Killing Curse (Dark) (Unforgivable) dots in Transfiguration. Ordinarily he would
Duration: Instant only be able to transfigure animals into
Incantation: Avada Kedavra objects and vice versa but he is also able to
Effect: Possibly the Darkest of all the switch parts of himself with any visible object
Unforgivable Curses, the Killing Curses name (since this is the ability to Transfigure ones
hides nothing about its intent. Targets self).
successfully hit by Avada Kedavra die. There is
almost no known defence against it other Transfiguration
than dodging out of the way of the distinctive Animals into objects
bright green bolt that results. Objects into animals
Transfigure Food

Transfiguration At this level, a wizard can transfigure non-


sentient animals into inanimate objects and
There are many different Spells that either vice versa.
change an objects form, or conjure objects
from nothingness. Dots in Transfiguration
allow characters access to a broad range of
effects.

Gamps Law of Elemental Transfiguration


There are two aspects to Gamps Law that
govern Transfiguration in the game. It dictates
that Transfiguration spells can never last
forever, hence Transfiguration spells can
never be of Indefinite duration.

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: Tracey Davis returns back from her


N.E.W.T. Potions class to find that her friend is
The fire burns incredibly hot (Damage floating against the ceiling and cant come
modifier +3), and with a basic success is down! Neither her nor her friend have any
Inferno Size (3 Damage), though wizards may idea what spell got her up there, so Tracey
elect to reduce the Size by allocating casting tries Finite Incantatem. The Storyteller knows
successes on a one-for-one basis. that the prank-playing Gryffindor who cast the
spell had Charms 4, the category to which this
unknown spell belongs. Tracey is a keen In game terms, a trained Occlumens is able to
student who has Counter Spells 5, but the add their dots in Willpower as dice to the pool
Gryffindor was no slouch himself, and to resist Legilimency. At the Storytellers
managed to achieve 5 successes on the discretion, Occlumency may also be applied in
original casting. Tracey only manages to attempts to resist forms of mind control and
achieve 7 successes on her casting, which fails mind-altering such as possession, Confundus
to beat the required target (10 successes). Charms or the Imperius Curse.
Looks like she and her friend will have to find
another way to get down
Potions
Counter Spells Liquids imbued with the power of magic,
potions have a number of advantages and
Shield Charm
disadvantages when compared to spells.
Duration: Concentration
Incantation: Protego Potions are a form of prepared magic, and as
Effect: A Shield Charm creates a magical
such can be used in places where protective
barrier to protect the wizard from harm. The
glowing lenticular shield provides dots in magic would normally prevent spells being
Armor equal to the casters rating in Counter cast. The vials they come in are also relatively
Spells. small which makes them easily portable and
concealable.

Potions however can take a considerable time


to brew and prepare, and to mix one
incorrectly is to invite a ruined concoction at
best, and a deadly brew at worst.
Furthermore, some of the ingredients can be
incredibly rare and the subject of an entire
adventure in themselves.
This spell may be cast for the benefit of
When brewing Potions the wizard makes an
others, which requires the wizard to possess
Counter Spells . Extended roll using their Intelligence + Crafts
roll. A basic success results in a potion that
Counter Spells lasts for an hour in its effect. Successes
achieved above the target number can be
Occlumency
designated towards Potency and Duration as
Duration: Concentration
Incantation: None per a Spell.
Effect: Occlumency shares more in common
The effect of a potion can be resisted by an
with a skill than a spell, as once a Wizard is
trained in its use, they can attempt to use it unwilling imbiber with a successful
reflexively without using a wand or needing to Composure + Stamina roll. The target number
speak. Primarily used as a defence against is 1 success for every 5 successes achieved on
Legilimency (see Charms), the spell is also the roll to brew the potion.
rumoured to defend against other forms of
mind control.
Veritaserum
Target Number: 15 Successes
Effect: Veritaserum is a truth-telling potion;
once asked a clear question they must tell the
truth as they understand it without omission.
Example: Sue Li is tricked by her classmate
into drinking Veritaserum as she is
unsuccessful in resisting its effects, she is
forced to tell the truth. Her classmate asks her
who took her copy of Fantastic Beasts and
Where To Find Them. Sue is forced to testify
that she saw Marietta Edgecombe take the
book. However, little does Sue realise that it
was really another student under the effect of
Polyjuice Potion
correctly brewed Draught of Living Death
Wolfsbane Potion causes unconsciousness with Indefinite
duration only a correctly brewed antidote
Target Number: 30 Successes
potion or incredibly powerful magic can
Effect: The Wolfsbane Potions primary
reverse it.
application is to allow those suffering from
Lycanthropy to retain their senses while in
their Wolfman form. It does not prevent the Felix Felicis
transformation, merely allows them to Target Number: 25 Successes
distinguish their allies from the enemies and Effect: While the drinker is under the effect of
usually get themselves to a place far from Felix Felicis, also known as Liquid Luck,
others. coincidence and fate align so that everything
Unique amongst potions, a gobletful of goes their way. While the effects last, Felix
Wolfsbane Potion must be consumed every Felicis grants the 8-again quality to any non-
night for a full week prior to the spellcasting roll.
transformation. The successes required are
assumed to produce sufficient quantities for Amortentia
this purpose. Target Number: 15 Successes
Effect: Amortentia is love potion. Whoever
Polyjuice Potion
drinks it will immediately fall into infatuated,
Target Number: 20 Successes obsessive love with the person who brewed it.
Effect: Polyjuice Potion allows the imbiber to
assume the appearance of another person. An Antidote Potion
incredibly powerful potion, it requires Target Number: See below
brewing for an entire month before it is ready. Effect: This covers a group of antidotes to
One of its advantages is that the last, most potions and assorted magical poisons
vital ingredient can be added only when the though the ingredients may differ, their
potion is to be consumed; a strand of hair effects are singular. For the antidote to be
from the person who is to be duplicated. successful, more successes must be
accumulated in its creation than were
achieved when the original potion was
Draught of Living Death
brewed. Without a sample of the original
Target Number: 30 Successes potion, it is often very difficult to determine
Effect: The most powerful Sleeping Draught how many successes were achieved.
known, only a few drops are required to send
the drinker into a torpor so deep that they
appear to be dead. It is so powerful that a
Example: Oliver Rivers is attempting to brew Distance Successes Required
an antidote potion against Amortentia that
100 feet Basic Success
was covertly slipped into a friends pumpkin
1 Mile +1 Success
juice. The brewer achieved 17 successes for
10 Miles +2 Successes
the antidote to be successful, the Storyteller
100 Miles +3 Successes
knows that Olivers player needs to achieve 18
To a Neighbouring +4 Successes
or more successes. All Olivers player can do is
Country
keep rolling those dice
To a Distant Country +5 Successes
(but within the same
Healing Potions continent)
Target Number: 10+ Successes, see below Intercontinental +6 Successes
Effect: Various potions can be brewed to heal Travel
wounds. Examples include Essence of Dittany intervening distance between two points
and Skele-Gro. The former is used topically (it almost instantaneously.
is applied to open wounds) while the latter is
drank. Brewing a Healing Potion requires at The distance one wishes to Apparate
least 10 successes further successes will determine the number of successes required
grant the potion the ability to heal Lethal and on a Resolve + Talent roll:
Bashing wounds on a one-for-one basis.

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

Speech Numen by default. Further Numina


Ghosts are often Terrify, Ghost Sign and Phantasm.
Classification: XXX Magnetic Disruption is not a common Numen
in the setting as wizards rarely have to worry
The shades of the departed are often
about the corruption of electronic data.
encountered by wizards on their adventures;
it is unclear whether this is because a wizard House Elves
is more likely to leave behind a ghost upon Classification: XX
their death due to their magical nature, or
whether the locations they frequent draw House Elves are subservient creatures who
ghosts to them. Indeed, the oldest magical have the sole purpose of carrying out the
buildings seem positively infested with them. domestic chores of their betters, or at least
some wizards would have it believed. It is
unknown if House Elves were created by
wizards through magical experimentation or
whether they began independently and have
since been co-opted into service either way,
a House Elf is loyal to the wizard or wizard
family designated as its master. They breed
infrequently, and only then with their
masters permission usually the wizard will
select an appropriate mate much like the
Ghosts follow the rules in World of Darkness breeding of livestock, rather than House Elves
(page 209), and almost all have the Ghost forming relationships with one another.
House Elf Magic then the House Elf
House Elves are one of the few non-human could conceivably
races capable of performing magic grant that help, for
furthermore, their magic is in some ways example. Even so,
more powerful than a wizards. They do not most will feel
Creature
require a wand to perform magic (and they terribly guilty Classification
are quite happy to not possess one) and can betraying their
Apparate to and from locations that wizards masters, going so The Department for the
cannot. Consider any House Elf to have a far as to torture Regulation and Control of
Talent of at least , and usually a high and beat
Magical Creatures
classifies magical
level knowledge of Charms and themselves in an
creatures on a scale from
Transfiguration. As stated, they do not suffer effort to atone for
1 (X) to 5 (XXXXX) as
the penalties associated with Wandless magic. their crimes.
follows:
Freedom The only command
House Elves are typically nude except for XXXXX: Known wizard
that a House Elf
makeshift clothes created from old killer / impossible to train
cannot be forced
or domesticate
pillowcases and sacks. They are bound to their to obey is to
masters until their master wishes to free them deliberately end XXXX: Dangerous / requires
this is done by gifting them with a piece of their own lives. specialist knowledge / skilled
clothing such as a sock or a hat. Once this gift wizard may handle
has been given, the House Elf is considered It is possible for
free to serve whomever he wishes, or no-one House Elves to be XXX: Competent wizards
at all should he choose. The lives of House left to other should cope
Elves that have been freed are something of a wizards as part of
the original XX: Harmless / may be
mystery, and most resort to serving those
masters estate if domesticated
who have shown them kindness, having
known no other existence. they have not
X: Boring.
already been freed
should a
designated heir of the House Elf not be
specified, then the House Elf follows the old
masters bloodline, typically coming under the
control of the wizards next of kin or oldest
surviving descendant of the male line. House
Elves are long-lived even by wizard standards
(they have an average life expectancy of
around two hundred years) so having an
Loyalty
heirloom House Elf is very common for a lot
House Elves cannot disobey an order or
of wizarding families.
request given to them by their master under
any circumstances (with one exception), House Elves and the Law
though their feelings towards that master House Elves have no human rights according
may seek them to exploit loopholes in their to the Ministry of Magic. Their testimony
instructions; unless the master has explicitly before a Wizengamot carries little to no
stated not to give aid to his mortal enemy, weight as they are considered likely to tell any
lies necessary to protect their masters. It is to Azkaban up until 1996. When the Second
unlikely that a wizard would be prosecuted Wizarding War began, Voldemort and his
even if they killed their own House Elf in cold Death Eaters provided more than ample
blood; to attack anothers House Elf would sustenance along with immense freedom
likely come under the purview of wilful compared to the restrictions the Ministry
destruction of another wizards property placed on them.
rather than murder.

Thestrals / Hippogriffs
Classification: XXXX (for Thestrals), XXX (for
Hippogriffs)

Thestrals are a breed of winged horse similar


to a Pegasus, though its appearance is much
more skeletal and grim; they are emaciated to
apparent near-starvation, their eyes are milky Dementors have a vaguely humanoid shape,
and their wings are leathery like a bat. and appear to be skeletal figures around 10
Hippogriffs have the head, legs and wings of feet high, shrouded in rotten black rags and
an eagle and the hind-quarters of a horse. cloth. They may fly freely at a Speed of 15.
Both animals are considered dangerous Their faces are mercifully shrouded except
creatures by the Ministry of Magic. Thestrals when they are employing their infamous Kiss,
are perhaps undeservedly considered ill revealing nothing but a sucking hole where
omens due to the fact that they are only the mouth should be.
visible to those who have witnessed death. The Dementors Kiss
Once properly trained, the creatures are Their primary and most terrifying weapon, the
highly effective mounts who will convey their Dementors Kiss is the means by which they
consume a persons soul. Should a Dementor
rider to their destination quickly by verbal
command. Thestrals and Hippogriffs fly at a successfully Grapple an opponent, it may elect
Speed of 15 and require the Ride speciality of to employ the Kiss in the following turn.
Drive to effectively travel. Every turn in which the Kiss is used, the
Dementor sucks away a Willpower point.
Dementors
Once all Willpower points are gone, the
Classification: XXXXX
unfortunate victim is no longer able to resist
The Dark creatures known as Dementors are the Kiss, though they may still be able to be
among the foulest to inhabit the world. Their saved by a friend or ally. After Willpower
ability to feed on human happiness mean they points have been consumed, the Dementor
cause misery and depression wherever they begins to eat Willpower dots. Once the last
go, and are partly responsible for making the Willpower dot is gone, the Dementors prey is
Wizard Prison, Azkaban as nightmarish as it is. now a soulless shell. While technically alive,
there is no personality or emotion left and
They hold no true loyalty to anyone except they respond only to the most basic of stimuli.
those who can provide them with the greatest Muggle doctors often misinterpret victims of
number of their ghoulish meals, hence their the Dementors Kiss as suffering from
employ by the Ministry of Magic as the guards Persistent Vegetative State.
Vulnerability to Expecto Patronum its forehead. Unicorns inhabit the forests of
The most surefire way to combat a Dementor Europe, and are notoriously difficult to catch
is with the Patronus Charm (see Page XX). when fully grown.
While Dementors are impossible to kill, they
can and will be driven off by a Patronus.

Werewolves
Classification: XXXXX (In Wolfman form)

Cursed with a condition known as


Lycanthropy, a magical condition known to be
spread by blood-saliva contact (i.e. it is Both their horn and tail hair are prized by
transmitted by the bite of a Werewolf). If wizards for their magical properties, used in
bitten by a Werewolf in wolfman form, the potions and wand cores respectively. The
victim will become a full Werewolf himself. If blood of the Unicorn can also be used for
bitten while the Werewolf is in its human more sinister purposes; drinking it prolongs
form, the victim instead acquires wolf-like the consumers life, but the slaying of such a
tendency (such as a craving for rare meat). creature causes that life to be forever cursed.

Non-Dark wizards enjoy a +2 bonus to


spellcasting rolls versus someone who has
drank Unicorn blood (so long as they are not
using Dark magic themselves).

Kneazles and Crups


Classification: XXX

Kneazles and Crups are wizard-bred cats and


dogs respectively. Both creatures are highly
For those with access to Werewolf: The
intelligent and fanatically loyal compared to
Forsaken, treat Werewolves as Uratha with a
their Muggle counterparts, and often highly
number of notable exceptions. Every full
aggressive towards non-wizards.
moon the Werewolf will assume Gauru form
for a full evening. The Werewolf has no
Auspice or Tribe or access to Gifts. While in
Wolfman form, the Werewolf cannot
distinguish friend from foe, and is effectively
in Death Rage while in this form unless
Wolfsbane Potion has been consumed
previously (see Potions, Page XX). Werewolves
in the Harry Potter universe do not take
Aggravated Damage from silver weapons.

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.

Their tears are highly prized for their healing


effects (Phoenix tears are one of the few
known cures for Aggravated Damage). Their
tail feathers are also used in the creation of
wand cores. They can lift astonishingly heavy
Dragons are another valuable creature to the
loads for their size and still be able to fly (four
wizard community almost every part of
adult humans can safely hitch a ride on a
them is used in the crafting of artefacts such
willing Phoenix) and the song of such a bird
as potions and wands, as well as luxury items
has such a cheering effect it restores a
such as dragon-skin goods. A piece of clothing
Willpower point to all who hear it.
made from Dragon-skin offers 2 points of
armor against all attacks, as well as 2 points of
protection from fire.

Grindylows
Classification: XX

Creatures that inhabit deep bodies of water,


Grindylows are small horned demons that live
in weed beds, preying on fish, algae and small
sea creatures. Though aggressive towards
humans, a single Grindylow is no threat to
most wizards; their long fingers which they
employ for strangling interlopers are strong
but very brittle. Merpeople are known to
domesticate them.

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.

Even more serious than a Body-Bind Curse,


those afflicted by a Basilisks indirect stare are
Which Broomstick?: Magical Artefacts

paintings are fully capable of recounting


Portraits events and information from hundreds of
Much like portraits in the Muggle world, these years hence. However, there is no telepathic
paintings display the likeness of a person, link between painting and subject (should
either real or fictional. Unlike Muggle portraits they still be alive) the portrait is considered
however (which are of course a still and to have a separate life from that point, so
lifeless image, no matter how realistic), anything the subject experiences while away
portraits in the wizarding world are sentient from the picture is not known to the character
artefacts, capable of conversation with people within, and vice versa.
and movement. Characters can visit paintings
within the same building and interact with Portraits vs. Magical Photographs
other characters there, and are also capable Portraits are similar to photographs in the
of visiting their own portraits in another wizarding world in that they are moving
building. images, but photographs bear no personality
and are incapable of interaction. The
The paintings themselves are capable of very subject(s) of a magical picture may shuffle
limited movements sometimes they their feet, blink, or even dance or fly around
function as a gatekeeper to hidden passages, on a broomstick, but it is essentially an
allowing ingress by swinging like a door once endless loop of movement. Nothing truly new
the proper password or phrase has been will ever happen in a magical photograph.
given.

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 -

Example models: Oakshaft 79, Moontrimmer,


Broomsticks Silver Arrow
Perhaps the most common mode of transport
for wizards and witches, the common Family Broom: A larger broom built for
broomstick is a semi-sentient magical artefact carrying more than one rider. Speed and
used for riding. Common manufacturers handling have been sacrificed for extra lift due
include the Cleansweep Broom Company, to the weight of passengers. At most the
Universal Brooms Ltd and Nimbus Racing broom will carry two adult wizards and a small
Broom Company. Like Muggle vehicles, many infant or toddler.
types of brooms exist from cheap beginners
Example models: Bluebottle, Comet Duo
models for children through to speedy sport
brooms for games like Quidditch and luxury Luxury Broom: More elegant and prestigious
models with superior Cushioning Charms to than the standard broom, luxury brooms are
avoid the discomfort of riding long distances. often made of rare woods and have inlaid and
filigreed fittings on the bristles and footrests.
Childrens Broom: Bought for children around
The more expensive models are as
the ages of four or five, these are smaller
comfortable to ride as sitting in a comfortable
broomsticks usually Charmed so that they
armchair in a cosy sitting room, due to the
cannot fly more than a few feet off the
extensive Charms placed on the broom.
ground for safety reasons. Like Muggle
bicycles, they often have stabilising magic Example models: Smethwyck Silver Cloud,
built in until the child is comfortable with Cleansweep Mistral
riding. Most are painted bright colours that
appeal to youngsters. Sport Broom: The cutting edge of broom
technology, sport brooms are required to be
Example models: Cleansweep Midge, Nimbus light, easily manoeuvrable and, most
Princess, Comet Cub importantly, fast. Quidditch teams across the
world rely on Sport brooms to stay
Adult Broom: By far the most common type
competitive, and are also popular among rich
of broom found, most adult wizards and
wizards both young and old alike, seeing them
witches own these brooms for personal travel.
as the pinnacle of sexy glamour.
They have a basic Cushioning Charm and
sometimes an Anti-Burglar Buzzer, but little Example models: Nimbus 2001, Firebolt,
else in the way of luxury. At this level of Cleansweep Eleven
broomstick, a Disillusionment Charm comes as
standard so as to prevent Muggles seeing
them in flight.
Naturally, wands manufactured by a
wandmaker and sold at an outlet such as
Ollivanders are clean and able to be bound
by anyone.

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.

When buying these products for their


characters, players are encouraged to come
up with minor effects based on brews detailed
in the Potions section (see Potions on Page
XX), or to invent their own. An example could
be based on Polyjuice Potion, but instead of
the full effect, it may be a joke potion that
turns the imbibers hair blue. Concoctions like
cosmetic products and minor medicines also
fall into this category.
Sneakoscope (Cost )
Otherwise known as a Dark Detector, the
Sneakoscope emits a high-pitched whistle
The Wizarding World
been burned from the tapestry which covers
an entire room; Isla Black and Andromeda
Wizard Lineages Black for marrying Muggle-Borns, Phineas
A great deal of people put much stock in the Black for being born a Squib (see below) and
lineage of wizards a large proportion believe Cedrella Black for marrying blood-traitor
that the purer the blood, the more powerful Septimus Weasley. It was perhaps this elitist
the wizard. Some self-professed Pure-Blood policy that was their downfall the Black
families even have highly bigoted attitudes to family is now completely extinct except
wizards who cannot claim a similar pedigree. through their distaff-line, the Black surname
However, more enlightened wizards believe perhaps vanished forever from the world.
that a persons ancestry has no bearing on Whether that is a good or bad thing depends
their ability to perform magic, and these rules on the wizard being asked.
have taken that belief as truth. It must be said
though that a wizards upbringing and his Blood Traitors
environment is very important in shaping his A derisive epithet used by those wizards who
attitude towards his fellows. cleave whole-heartedly to the notions of true
purity, Blood Traitor is used to describe those
Pure Blood Families Pure families who do not subscribe to the
A few wizards can claim descent from so- notion that they are superior to Half-Bloods
called Pure Blood families. Often these and Muggles or even is sympathetic towards
families can trace their ancestry all the way the non-magical community, or is seen to
back to illustrious witches and wizards of old associate with them. The Weasleys are the
like Salazar Slytherin, Merlin or the Peverell most famous family of Blood Traitors, though
family. In reality, it is more than likely that the insult has been flung at such luminaries as
their family trees include more than a few Albus Dumbledore and Godric Gryffindor for
Half-bloods or Muggle Borns. their support of Muggle rights.

The Noble and Most Ancient House of Playing a Pure Blood


Black Bigotry and racism is a most distasteful
The Black family of wizards was one of the subject, but players should be mindful that
oldest and largest Pure-Blood families in the attitude that purity is might is still a
existence. Many other wizarding families in prevalent one in the modern wizarding world.
Britain are distantly related to them. This is Their characters would likely have grown up
likely due to their strict policy of marriage receiving a lot of deference from other
only with other Pure Bloods. In the wizarding wizards, and magic society at large would be
world, their name was synonymous with expecting them to set the tone.
elevated status and wealth.
Notable Pure Blood families: Malfoy, Potter,
Their ancestral home at 12 Grimmauld Place Longbottom, Weasley, Rosier, Lestrange,
in London contains an extensive genealogical Prewett, Macmillan, Prince.
map of their bloodline. Their motto of
Toujours Pur (Always/Forever Pure) explains
the reason why certain members names have
Half-Bloods as they feel a kinship towards them, or are at
Perhaps representing the largest contingent least put in close proximity one another due
of wizards (though some are loath to admit to the various prejudices alive in wizarding
it), Half-Bloods descend from a Pure Blood society.
and Muggle-Born marriage. The dominance of
Playing a Muggle-Born
the magic gene means that wizards can also
While Muggle-Borns often have the easiest
marry non-magic Muggles and still are likely
facility with the mundane world due to their
to produce magical children.
upbringing, they are conversely the most
Playing a Half-Blood inexperienced when it comes to the world of
Half-Bloods are caught between two camps, magic. Most often they have to work twice as
again dependent on their upbringing. Some hard to be thought of as half as good as other
believe that their Muggle ancestry is a stain wizards.
on their reputation, and thus fervently refuse
Notable Muggle-Borns: Hermione Granger,
to acknowledge the filthy part of themselves.
Kendra Dumbledore, Ted Tonks, Lily Evans.
Others believe that such unions are the right
and correct way if magic is to survive the Squibs
oncoming centuries. Most often when one or more magical
Notable Half-Bloods: Harry Potter, Voldemort parents produce a child, that child becomes a
(aka Tom Marvolo Riddle), Minerva wizard themselves. Wizard parents watch
their small children for the faintest glimmer of
McGonagall, Severus Snape, Nymphadora
Tonks, Master Ollivander. magical talent, most breathing a sigh of relief
when it actually happens. More rarely, the
Muggle-Borns child is a Squib. Despite their magical heritage,
Muggle-Born wizards usually have a tough the child can and will never be able to
time of things. They inherit their magic from a perform magic. It is perhaps a cruel twist of
distant ancestor, usually a Squib who married fate for those unfortunate to be a Squib
a Muggle many generations previously. Born their parents have likely raised them with a
to two parents who have no knowledge magical education, preparing them for the day
whatsoever of the magical world, their first they will attend a school such as Hogwarts.
introduction is often their invitation letter to When that day never comes, they see a world
Hogwarts being personally delivered just which is now forever out of reach. The best
before the childs eleventh birthday. The they can hope for is to be involved on its
deliverer of the letter usually has to patiently fringes, some (especially Pure-Bloods)
assuage the parents fears about this strange considering them even more shameful than
development, and reveal to them the Muggle-Borns.
existence of the magical world.
Playing a Squib is not recommended in most
The novelty of finding out that they are a games set in the Harry Potter universe; there
wizard soon wears off for the young child, as are just too few opportunities to them to
they are thrust into a strange world they have contribute. However, the Storyteller may
no foreknowledge of, and no-one to talk design a chronicle where one or two Squib
about it with other than the friends they are characters may be able to shine.
forced to make. They tend to gravitate
towards other Muggle-Borns and Half-Bloods
Notable Squibs: Arabella Figg, Argus Filch, Muggles is overlooked except in extreme
Anne Boleyn (rumoured). circumstances.

Punishments range from a simple written


Growing Up Magical caution all the way up to a formal hearing
If a child has magical ability, this is almost before the Wizengamot, at which point the
always expressed in some way before their Ministry will hear testimony of mitigating
formal training begins. Children work magic circumstances (if any). Again, leniency can be
subconsciously, without the use of wands. shown even in the case of performing magic
Whilst underage use of magic is regulated by in the presence of (or against) Muggles,
the Ministry (specifically the Department for should the wizard be able to prove that their
the Misuse of Underage Magic), unconscious lives or those around them were seriously in
and accidental use of magic by pre-teens is danger.
generally overlooked (or goes unnoticed, if
the house already contains one witch or
Coming of Age
wizard already of age). Once a wizard turns 17, they are an adult in
the eyes of the magical community this
Toy wands are a popular toy amongst wizard means that students attending their final year
children, much as play tools and appliances of Hogwarts have the full rights and
are for Muggles; children often want to responsibilities of adults whilst still attending
emulate what they see Mommy and Daddy school and are free to perform magic outside
doing. Toy wands are little more than wooden of it (though are still forbidden to cast obvious
sticks without the core common to real spells in front of Muggles).
wands, though some are Charmed to produce
harmless sparkles or puffs of smoke when All other rights conferred on Muggles when
waved. they come of age also become that of wizards
they may marry, own property and most
Regulated Underage Magic importantly suffer the same degree of
Once students have started magical education sentencing for their crimes as any other adult.
(typically at Hogwarts in Britain, though
parents are usually free to send them abroad
or even school them at home should they so
Magical Justice
desire), then the Department for the Misuse
The Wizengamot
of Underage Magic monitors them. An
In the case of serious crimes or the need for a
enchantment commonly known as The Trace
parliament, cases are presented before the
exists on childrens homes from the ages of 11
Wizengamot, a panel typically comprised of
until they come of age, which is 17 in the
fifty wizards which includes the Minister for
wizarding world.
Magic, senior Ministry officials and other
The Department possesses punitive powers interested parties (e.g. those wizards who
and has the power to expel a student from oversee departments and bureaus pertinent
their school (or issue penalties and fines to to the crime or law to be discussed).
their parents should they deem it necessary).
Justice
Some latitude may be granted depending on
Much like a Muggle courtroom, the accused is
the official dealing with each individual case
tried before the Wizengamot, and witnesses
harmless magic outside of the presence of
can be called both for the prosecution and the
defence. However, a magical analogue of a Notable prisoners include Lucius Malfoy,
lawyer does not exist, and it is often up to the Hagrid, Sirius Black, Bellatrix Lestrange and
accused to marshall their own defence the Bartemius Crouch Jr.
case of underage wizards, usually that
responsibility falls to a parent or guardian.
Wizarding Britain
Lawmaking
Legislation is typically put before the Magical Communities
Wizengamot, and officially all decrees that Though the proportion of wizards within the
pass into law go before them, though in United Kingdom is small when compared to
practice they only assemble to discuss truly the total population, they exist in similar
important matters. numbers that often small hamlets and villages
form where a significant portion of the
The Wizard Prison Azkaban population possesses magical talent.
Rightly feared as a sentence by any sane
wizard, Azkaban prison is set on a remote spit While secrecy is a little harder to maintain,
of land in the middle of the North Sea; transit the cost is more than weighed out by the facts
to and from the prison is heavily regulated that wizards have a ready community of their
and monitored by the Ministry of Magic, and own kind to socialise with outside of work.
only in extreme circumstances is it possible to Their houses and meeting places are charmed
Apparate or use the Floo Network within its to deter the curious Muggle while at the same
boundaries. time just noticeable enough to avoid
suspicion.
The place itself is a forbidding prism of
windowless basalt, constantly buffeted by In contrast to wizards who live within a largely
crashing winds and strong waves. Warded by mundane community, the safety net of having
potent magics to escape the notice of other wizards nearby means that the strain of
Muggles, the walls are impervious to most maintaining the veil of secrecy is shared out,
magic not that the inhabitants are capable and they can live fairly open lives (within
of even the meanest spells, since they have no reason).
wand and are constantly subjected to the
Magical Communities within England include
depressing effect of the Dementors (see
Godrics Hollow, Ottery St. Catchpole and
Magical Creatures).
Mould-on-the-Wold.
With the Dementors making up the main body
Diagon Alley
of the staff, Azkaban only has a skeleton
The premier destination for wizards in
crew of wizards on site, mainly there to deal
London, Diagon Alley contains almost
with inmate transfer and to issue reports to
anything a wizard might need for their day to
the Ministry. The Dementors are given very
day lives. Ollivanders is based here, as is the
much a free hand, and the danger is that a
Head Office and Main Vaults of the goblin
prisoner might be subjected to their horrific
bank Gringotts.
Kiss for even the slightest infraction. This
ghastly fate, combined with the fact that the The street is bustling any day of the week, and
place itself makes most Muggle prisons look almost its entire length is lined with shops:
positively cheerful means escape from
Azkaban is a near-impossibility. Eeylops Owl Emporium
Madam Malkins Robes the shops there conduct most of their trade
Ollivanders with the students and staff of the school;
Flourish and Blotts Books establishments include:
Weasleys Wizard Wheezes (founded
Madam Puddifoots Tea Rooms
just before the opening hostilities in
Zonkos Joke Shop
the Second Wizarding War).
The Three Broomsticks tavern
Knockturn Alley The Hogs Head pub
What could be called Diagon Alleys dark Honeydukes Confectionery
reflection, the shady sidestreet that adjoins it
is where wizards can find items of a darker
nature. Trade is dominated by Borgin and
The Ministry of Magic
Burkes, purveyors of notorious Dark antiques. Technically a Ministry of Her Majestys
Enterprising (though some might say Government just like the Ministry of Defence
unscrupulous) wizards also ply their trade in or the Home Office, existence of the Ministry
the street, selling everything from purloined is known only to the incumbent Prime
heirlooms to dangerous and potentially lethal Minister of Great Britain.
potion ingredients. Based underground in Whitehall, the main
duty of the Ministry of Magic is to regulate
The Leaky Cauldron
the use, control and consequences of magic
The pub forms the main border between
and the beings that practice it. It also serves
mundane London and its magical counterpart;
as an advisory capacity to the Muggle Prime
access is controlled by tapping a specific
Minister, though rarely do they hear from the
pattern of bricks in the back yard, which
Minister for Magic (see below) except in times
opens up an archway through which someone
of great crisis.
can step to and from Diagon Alley.
The Ministry is split into a number of
The pub itself is a fairly gloomy place; whether
permanent Departments and temporary
this is intentional to deter Muggles who might
Committees, and Ministry officials can (and
wander in for a drink or whether the
commonly do) serve on both at the same
proprietor has simply let it fall into disrepair
time. The Ministry oversees every aspect of
has been the subject of much debate.
magical life if something falls outside the
Mundane as well as magical food and drink is
domain of a Department, a Committee is
available for consumption on the premises,
formed to address the issue (if a temporary
though gourmands who expect to receive
one) or a new Department is formed.
tasty fare are in for a disappointment.
Department of Mysteries
The Leaky Cauldron also offers cheap
This Department deals with classified
boardings for travelling wizards; again, the
matters; objects and indicents that if made
rooms are serviceable, but those looking for
public could be a threat to the magical
comfort during an extended stay are better
community or to the United Kingdom at large.
off finding other establishments.
Department of Magical Games and Sports
Hogsmeade Magical sports like Quidditch are legislated by
A small village outside of Hogwarts itself and the Ministry and this Department in
only completely magical community in Britain, particular, that often issues memorandums on
pitch sizes, regulation broom lengths and for the magical community. He is also a
loopholes within the rules. figurehead and physical representation of the
Ministrys power; he serves at official
Department of Magical Law Enforcement
functions like the Quidditch World Cup, and
With the exception of the Department of
may on occasion be called to perform public
Mysteries, all other Departments are
appearances such as opening a new wing of
answerable to the Department of Magical Law
St. Mungos.
Enforcement. Sub-departments include the
Improper Use of Magic Office, the Misuse of
Muggle Artefacts Office, Wizengamot Transport and Travel
Administration Services, the Animagus Unaccustomed to mundane vehicles, its
Registry, the Improper Use of Magic Office unsurprising that wizards have developed
and the Auror Office (see below). their own methods of public transport.

Auror Office The Floo Network


As close to a military wing as the Ministry of Most homes and places of work are
Magic has, Aurors are responsible for the connected to the Floo Network, a magical
pursuit and capture of known Dark wizards. transit hub that any wizard can use with the
Improper Use of Magic Office application of Floo Powder. A pinch is thrown
Regulation of magic cast by wizards between into a fireplace (and so most fireplaces built
the ages of 11 and 17 is covered by this by wizards are large enough to accommodate
Department, which has wide-ranging powers a standing adult) which causes the flames to
when it comes to disciplining children who burn bright green. All the wizard need to is to
break the restrictions of practicing magic stand within the flames and clearly state their
outside of school. The law also is responsible intended destination. With a sudden burst of
for enforcing the International Confederation fire, they appear within their desired
of Wizards Statute of Secrecy. fireplace. Needless to say, this pyrotechnic
display can be most unsettling for the novice,
Minister for Magic but once Floo Powder has been used, the
A figure who some consider to be the senior flames in the hearth are completely harmless.
wizard in the country, the Minister for Magic
is an elected position that his held for a term The Knight Bus
of four years. Ministers may be re-elected to A boon for any lost wizard, the Knight Bus is a
the position for subsequent terms, but no magical triple-decker bus that will take the
Minister may serve more than three terms in traveller wishes to go within Britain. Being
total. built by wizards it is significantly faster than its
age and size might initially suggest; though for
While technically part of the Muggle Prime wizards wishing to travel near-
Ministers Cabinet, the secretive nature of the instantaneously, the Floo Network or
wizard world means that the Minister has Apparition is definitely the way to go. The bus
great latitude and receives little to no has numerous charms placed on it so that
interference from his superior. wizards can comfortably sleep inside no
matter how bumpy the journey, and the
The Minister is responsible for chairing
driver can reshape the bus with the pull of a
meetings of Department heads, receiving
lever without causing any harm to the
reports from various offices and setting policy
passengers, thus making narrow gaps and low Owl Post
bridges an irrelevance. Wizard correspondence is delivered by a
variety of Owl breeds they require training
The Hogwarts Express
to reliably carry wizard mail, and are possibly
Any wizard who matriculated at Hogwarts is
charmed or magically attuned as they possess
intimately familiar with this bright red steam
the ability to locate their addressees no
locomotive; every year it conveys the
matter where they might be.
students to and from Platform 9 at Kings
Cross Station in London. The train travels at a Internal mail such as memorandums tend to
speed typical for most trains, and so the be enchanted paper aeroplanes even the
journey from London to Hogwarts takes the smaller breeds of owls leave too much mess
best part of the day. behind to be practical indoors.

Carriages are comfortable and compartments


can easily seat four students, with six straining
sitting room to its limit. It is here that the
children change from their normal clothes
which they would have worn while at Kings
Cross to their formal robes for the
commencement ceremony at the start of the
school year.

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.

St. Mungos Hospital for Magical


Maladies
Based in London, the historical hospital of St.
Mungos is the main healthcare provider for
the wizards and witches of Great Britain. Most
minor injuries and ailments are dealt with in
the home or in small infirmaries dotted
around the country, but St. Mungos cares for
wizards that have been seriously physically or
mentally incapacitated. They also serve as a
long-term care facility for the unfortunate
wizards who will never recover from their
conditions.
Sites of Historical Sorcery: Hogwarts
Founded around the 9th or 10th Century, Hogwarts School of Witchcraft and Wizardry is the premier
seat of magical education in the British Isles. A co-educational boarding school located somewhere
in the Highlands of Scotland, the castle and grounds have been home to almost every notable British
witch and wizard in recorded history.

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.

Houses and Sorting


Hogwarts uses the House system, common in many British schools as a way to give the students a
band to belong to, something that fosters team spirit and co-operation. Most Muggle children are
put into school Houses largely at random, but Hogwarts employs the Sorting Ceremony.

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 Ceremony


At the start of each school year before lessons begin, the Sorting Ceremony is held. All years but new
First Years are admitted to the Great Hall and seated at their respective House tables to await their
new members. Once they are seated, the new students are filed in and stand before the Sorting Hat.

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!"

Colours: Red and Gold

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."

Colours: Blue and Bronze

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"

Colours: Black and Yellow

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."

Colours: Emerald and Silver

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.

Defence against the Dark Arts


Suggested Skills and Specialities: Academics (Dark Arts), Occult (Dark Magic)

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.

Care of Magical Creatures


Suggested Skills and Specialities: Academics (Fantastic Beasts), Animal Ken

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.

For more details see the Potions section in Spells.

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).

Really a sub-discipline of Divination, Arithmancy teaches advanced numerology as a method of


determining a persons fate and insight into their nature.
The vast majority of students gain little from this course other than a working knowledge of the
methods of divination, though its supporters often point to prophecies made being borne out
detractors fire back that the prophecies are usually so vague that they could be applied to any
circumstances the soothsayer cared to fit them.

Study of Ancient Runes


Suggested Skills and Specialities: Academics (Ancient Languages)

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

The Hospital Wing


Injuries and diseases are part of everyday life, and this is just as true for the students and staff at
Hogwarts. The infirmary has beds for roughly twenty people at a time and enough healers on hand
to competently care for them, though fortunately occupants at any one time are nowhere near that
number. The staff are renowned as being the most competent outside of St. Mungos and possess a
firm yet caring disposition ideally suited for dealing with their young charges.

The Forbidden Forest


Resting on the edge of the schools manicured lawns, the Forbidden Forest plays host to a startling
array of magical creatures both wondrous and deadly. A community of Centaurs reside within, as
well as a sizeable Acromantula population and even the occasional Unicorn.

Students are forbidden to enter the forest (hence the name) except without express permission
from a teacher, and even then must be escorted.

The Whomping Willow


An ancient tree that sits within the grounds, the Whomping Willow is an infamous fixture amongst
students and staff. The gigantic tree has the dangerous combination of strong animate branches and
a violently unfriendly disposition, wildly flailing and thrashing anything that comes within range.
The Shrieking Shack
A house-sized wooden building falling into disrepair, the Shrieking Shack is so named as it is
reportedly one of the most haunted wizarding locales.

The Quidditch Pitch


A full-sized regulation pitch, Houses regularly compete in a Quidditch tournament held every year.
Quidditch is a sport that Hogwarts takes very seriously, and players from their teams can and do go
on to pursue professional sporting careers once they graduate.

The Chamber of Secrets


To most faculty and students, the Chamber of Secrets is nothing more than ancient legend,
purported to have built by Salazar Slytherin himself to house a terrible monster to be released when
his heir comes to Hogwarts to cleanse the world of the taint of non-Pure Blood wizards.

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.

The Black Lake


A large body of water to the south of the castle, it is about half a mile in diameter. Parts of the
Hogwarts plumbing drains into it. First Years sail across the lake in boats led by the groundskeeper.
Residents of the lake include merfolk, Grindylows and a mysterious giant squid that has been known
to rescue stricken new pupils that have fallen into the lake.

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.

Nicholas de Mimsy-Porpington (Nearly-Headless Nick)


A former wizard of King Henry VIIs royal court in life, he was executed by a poorly-aimed stroke of
the headsmans axe. He earned his nickname due to the fact that the executioner had not managed
to remove his body from his head even after forty-five blows.

The Grey Lady


A beautiful young lady, she usually comes across as quite timid, though she is quite friendly to
Ravenclaw students, especially ones who are lost or looking for misplaced items.

The Bloody Baron


A man wearing very fancy robes and a powdered wig, he is drenched with blood and wears chains
upon his arms. Needless to say he presents quite a fearsome sight, especially to new students. Even
his Slytherin cohorts find his presence somewhat uncomfortable.

The Fat Friar


A jolly, forgiving man who remained devoted to his faith during his life as a wizard, upon his death
he returned to Hogwarts to become the resident Hufflepuff ghost.
Other Ghosts
Peeves
Peeves is a mischievous ghost who spends his existence causing mischief around the school.
Appearing as a small man dressed in outlandish clothes and a jesters hat, he appears fairly solid in
contrast to the other ghosts who seem pearlescent and transparent. He delights in pranks and
taunts, both of which cause chaos and embarrassment but are harmless at least physically.

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.

Second Wizarding War (1995 1998)


While rumblings of his return to power had begun at the start of the 1990s, it was not until
Voldemorts return in the summer of 1995 that the Second Wizarding War began in earnest.

Campaign Types

Those Who Can


A campaign could easily be played where all the characters are teachers at a magical school such as
Hogwarts.

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.

Magic In The Blood


The characters could be all members of the same wizarding family.

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