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Harry Potter

and the Game of Roleplaying


Version 1.0.2 Revised: 10/20/2007

Here you will find everything you need to make a character for Harry Potter and the Game of
Roleplaying, using rules set forth by Mage: The Ascension, Second Edition and other White Wolf
games. For further information, i.e. anything not specifically related to this particular Mage
sourcebook, please refer to the core books. There you will find anything else you need that is not
included here, such as rules for combat, feats et. al.
Also note that these are rules for creating Hogwarts students. See the attached appendix for the
modifications necessary for creating a beginning adult Witch or Wizard of the Harry Potter universe.


Character Creation Quick Reference:

Step One: Background: Concept, Personality & House
Step Two: Attributes: Physical, Social & Mental (6/4/3)
Step Three: Abilities: Talents, Skills & Knowledges (11/7/3)
Step Four: Advantages: Backgrounds (5) & Spheres (1)
Step Five: Quirks (Optional): Merits & Flaws (up to 5)
Step Six: Finishing Touches: Arte (1), Willpower (3), Freebie
Points (10), Appearance, Specialties, Equipment, Motivations,
Health & Experience

Appendix I: Quintessence & Paradox
Appendix II: Spells
Appendix III: Talismans
Appendix IV: Bestiary
Appendix V: Creating an older student or adult
Wizard


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Step One: Step One: Step One: Step One: Background Background Background Background

Concept
The Concept is the basic idea of what type of Witch or Wizard you want
your character to be; of what might motivate him, his goals, background, etc.
Your characters Concept is simply a word or short phrase that sums up your
character.
Listed here are some Concept archetypes; though the character Concept
can be anything that describes your character. Feel free to disregard this list
altogether in favor of your own Concept.
Artist: Dancer, Writer, Singer, Actress
Debutante: Purist, Connoisseur, Heiress
Explorer: Environmentalist, Naturalist, Scientist
Caretaker: Hero, Medic, Friend-in-need
Hermit: Vagabond, Orphan, Recluse
Mystic: Pagan, Visionary, Nutter
Outsider: Half-breed, Neurotic, Mudblood
Philosopher: Dreamer, Student, Pontificator
Rebel: Reformer, Criminal, Oddity
Reverent: Disciple, Truth-seeker, Toady
Scholar: Theorist, Student, Knowledge-seeker
Warrior: Vigilante, Bully, Protector

Personality
Each character has two personality Archetypes: Nature and Demeanor,
which sum up the characters inner reality and outward mask of his
personality, respectively. While often both are the same, or at least similar,
they can be radically different. The character may not even be consciously
aware of the difference.
The characters Nature describes his views and basic beliefs about the
world and shapes his behavior. However, his Demeanor is the personality he
projects to the outside world.
Listed here are some personality Archetypes. As with the Concept
archetypes above, your characters Nature and Demeanor can be anything that
describes your character. Again, feel free to disregard this list altogether in
favor of your own.
Analyst: Anything can be explained rationally, and you will explain it.
Architect: You desire to leave a legacy, tangible or intangible.
Autocrat: You must be in control in all times of all situations.
Bon Vivant: Live for today, tomorrow may never happen.
Bravo: You have little tolerance for weakness, especially in yourself.
You could be a proud warrior or a just plain bully.
Bureaucrat: You follow the rules no matter what.
Caregiver: You desire to take care of others, ease their pain, and heal
them.
Cavalier: You are the hero; the gallant defender of truth, justice, and all
that is good.
Child: Whether you are one or not age-wise, you haven't grown up
emotionally and prefer to let someone else take care of you.
Competitor: There is no greater thrill than the thrill of victory, and
you'll do anything to feel it.
Confidant: You like and understand people and like to give advice-
you're usually good at it too.
Conniver: You like to manipulate your way through the sticky bits of
life, preferring to let some sucker do the dirty work for you.
Critic: Everything has a fault and you will find it.
Curmudgeon: You're irascible and cynical and vocally so.
Deviant: Whether it's because of your ethics, beliefs, or general view of
people and society, you just plain don't fit in.
Director: You always know the best way to go about doing something,
and it only makes sense that persons follow your lead.
Explorer: The world is full of wonder, and you've got to see it all.
Fanatic: You have a cause, or maybe the cause has you... You live, eat,
breathe this cause.
Follower: You're happy to help the leaders accomplish their goals, and
stabilize the group with your support.
Gallant: You are flamboyant, and love to be the center of attention.
Guardian: You desire to protect the weaker folk around you.
Jester: You are the fool, the comic, always looking for the humor in a
situation.
Judge: You are an arbitrator and peacemaker, acting as a fair voice in
contrary situations.
Loner: You have your own path and no desire to share it with anyone
else.
Manipulator: People fascinate you, and you love to see the many ways
they react to the situation you've so carefully set up for them.
Martyr: You would rather suffer or even die than sacrifice your values
or your friends' needs.
Optimist: You can always see that silver lining despite that icky dark
cloud looming in front of it.
Penitent: What ever it was you did, it was bad, and you devote all your
energy to atoning for your sin.
Perfectionist: Everything you do, say, are... must be without flaw.
Poltroon: Running away may be cowardly, why deal with something
potentially unpleasant and possibly fatal when you can just avoid
it?
Praise-Seeker: You absolutely crave the approval of your comrades.
Rebel: You will do as you will, and ultimately desire freedom from
unpleasant societal bonds.
Reluctant Wizard: You are a Wizard and you don't want to be. You long
for your "normal" life.
Sage: Knowledge is your treasure and your joy, and you enjoy both
learning as well as teaching others your wisdom.
Survivor: No matter what happens, you'll pull through it somehow.
Sycophant: You're the perfect yes-man, doing whatever you can to
please the more powerful forces that be so they'll protect you.
Thrill-seeker: The stakes are just never high enough.
Traditionalist: Why change what's worked for ages?
Trickster: Your antics do more than amuse; your pranks and tricks have
a point of teaching someone a lesson.
Visionary: You have the drive and imagination to keep aiming for the
sky and beyond.

House
A pivotal aspect of any Hogwarts student is the Wizards House, which
is like his home away from home. Characters sleep in their House dormitories,
eat meals with their fellow House members and even have classes with each
other (paired with other Houses), and spend their free time in their House
common rooms. The different Houses generally contain students with certain
personality aspects, as determined by the Sorting Hat upon first arrival at
Hogwarts.
Your storyteller may wish to sort your characters as a story element, or
you may wish to build the rest of your character first and then determine her
House, rather than building your character around House expectations. Below
is a list of the four Hogwarts Houses and a brief description of what sets them
apart from other Houses.
Your characters House also determines his specialty Sphere, in which
he receives a free dot. Other schools Houses vary greatly from Hogwarts,
with different Sphere focuses.

Gryffindor
You might belong in Gryffindor,
Where dwell the brave at heart,
Their daring, nerve and chivalry
Set Gryffindors apart.
The Sorting Hat
Godric Gryffindor hailed from a moor which is now
known as Godric's Hollow a small West Country village. Gryffindor is said to
have praised courage, determination and strength of heart above all other
qualities. He selected students for his house based upon their daring and
bravery. Gryffindor also was the most in favor of allowing Muggle-borns into
the school. He was initially a close friend of Salazar Slytherin, but over time
their friendship deteriorated; though never stated, it is likely that the two's
differing views on Muggle-borns may have been part of the reason for the
split.
His known relics are a goblin-made sword, adorned with rubies, and the
Sorting Hat. The two items share a particular bond; whenever a true
Gryffindor needs it, the Sword will let itself be pulled out of the hat. Godric's
sword was capable of acquiring powers from those it had slain and thus was
imbued with venom from its defeat of the Basilisk.
Colors: Red & Gold
Mascot: Lion
Founder: Godric Gryffindor
Specialty Sphere: Matter
Ghost: Sir Nicholas de Mimsy-Porpington ("Nearly Headless Nick")
Customary Archetypes: Architect, Bon Vivant, Cavalier, Competitor,
Director, Explorer, Gallant, Guardian, Judge, Martyr, Survivor, Thrill-Seeker
Common Room Location: In Gryffindor Tower, on the seventh floor,
behind the portrait of the Fat Lady; password required (changes every term).
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Notable Gryffindors: Albus Dumbledore (1892 1899), Rubeus
Hagrid (1940 1943), Sirius Black (1971 1978), Remus Lupin (1971
1978), Lily Evans (1971 1978), James Potter (1971 1978), Harry James
Potter (1991 1997).

Hufflepuff
You might belong in Hufflepuff,
Where they are just and loyal,
Those patient Hufflepuffs are true,
And unafraid of toil.
The Sorting Hat
Helga Hufflepuff came from a broad valley. She favored
loyalty, honesty, fair play, and hard work. Members of her house usually
display at least one of these traits in varying degrees.
She did not have particularly strict standards of selection to her house.
Although, she considered hard workers most worthy of admission, she is
known for taking all the rest of the students after selection by her colleagues,
and is quoted as having said, Ill teach the lot, and treat them just the same.
This sets her apart from the other founders, by making her an egalitarian.
One relic of Hufflepuff, a small golden cup, had been passed down to
her distant descendant, Hepzibah Smith, who said the cup was supposed to
have some magical powers, many of which she had not tested.
Colors: Yellow & Black
Mascot: Badger
Founder: Helga Hufflepuff
Specialty Sphere: Life
Ghost: The Fat Friar
Customary Archetypes: (Any) Bureaucrat, Caregiver, Child,
Confidant, Follower, Judge, Loner, Optimist, Sycophant, Traditionalist
Common Room Location: In a basement corridor, near the kitchens;
password required (changes yearly).
Notable Hufflepuffs: Amelia Bones (1937 1944), Nymphadora Tonks
(1986 1992), Cedric Diggory (1990 1995).

Ravenclaw
Or yet in wise old Ravenclaw,
If you've a ready mind,
Where those of wit and learning,
Will always find their kind.
The Sorting Hat
Rowena Ravenclaw was a Witch noted for her cleverness
and creativity. She was known as Fair Ravenclaw, from Glen, suggesting
she was from Scotland or Ireland. She was a good friend of Helga Hufflepuff;
their friendship is used to emphasize the failed friendship between Godric
Gryffindor and Salazar Slytherin. Ravenclaw devised the ever-changing floor
plans and moving staircases in the Hogwarts castle, and coined the proverb
"Wit beyond measure is man's greatest treasure."
Ravenclaw selected students according to intelligence and wisdom.
Thus, her House values in its members a sharp mind, wisdom, creativity, and
cleverness for its own sake. Rather than asking for a password from her
members to get to the dormitories, a bronze eagle knocker asks them a riddle-
like question; which, if answered incorrectly, would force the student to wait
until another could answer the question correctly (allowing the failed student
to learn).
An artifact of Ravenclaw's, her lost diadem, grants enhanced wisdom to
its wearer. Her daughter, Helena Ravenclaw (The Grey Lady) had once run
away with it to surpass her mother in terms of intelligence and wisdom and
hid it in Albania, in which its whereabouts remained unknown ever since.
Colors: Blue & Bronze
Mascot: Eagle
Founder: Rowena Ravenclaw
Specialty Sphere: Mind
Ghost: Helena Ravenclaw The Grey Lady
Customary Archetypes: Analyst, Competitor, Critic, Explorer, Judge,
Perfectionist, Sage, Visionary
Common Room Location: Ravenclaw Tower, on the west side of the
castle; riddle entry (changes each day).
Notable Ravenclaws: Quirinus Quirrell (1970 -1977), Merlin (1066
1072), Luna Lovegood (1992 1999), Moaning Myrtle (1942 - 1949).

Slytherin
Or perhaps in Slytherin
You'll make your real friends
Those cunning folk use any means
To achieve their ends.
The Sorting Hat
Salazar Slytherin was infamous as being power hungry, and came from a
Fen (marshlands around Norfolk, Lincolnshire, Cambridgeshire and adjoining
counties). Slytherin was a parselmouth, a wizard with the rare ability to speak
with snakes. His House within Hogwarts is symbolized by a serpent, with
House colors of green and silver.
Like Ravenclaw and Gryffindor, Slytherin carefully selected members of
his House. The qualities which Slytherin prized in his handpicked students
included resourcefulness, determination, and a certain disregard for the rules
(along with the ability to speak Parseltongue). He also selected his students
according to cunning, ambition, and blood purity.
Colors: Green & Silver
Mascot: Serpent
Founder: Salazar Slytherin
Specialty Sphere: Forces
Ghost: The Bloody Baron
Customary Archetypes: Analyst, Autocrat, Bravo, Competitor,
Conniver, Critic, Curmudgeon, Deviant, Fanatic, Judge, Loner, Manipulator,
Perfectionist, Poltroon, Rebel, Sage
Common Room Location: In the dungeons, behind a bare, damp stone
wall; password required (changes weekly).
Notable Slytherins: Phineas Nigellus Black (1858 1865), Horace E.
F. Slughorn (1902 1909), Tom Riddle Lord Voldemort (1936 1943),
Lucius Malfoy (1965 1972), Severus Snape (1971 1978), Bellatrix Black
(1974 1980).

Step Two: Attributes
Attributes are numerical abstractions of a characters abilities in certain
areas. Split into three categories (Physical, Social and Mental), each character
has a primary, secondary and tertiary group. Each group contains three
separate attributes: Physical (Strength, Dexterity & Stamina), Social
(Charisma, Manipulation & Appearance) and Mental (Perception, Intelligence
& Wits). When assigning attributes, you may spend six points in your primary
attribute group, four in secondary and three in the tertiary group. Your
character Concept may determine which are more important to your character
than the others. The point assignments here denote a Hogwarts student
beginning their first year.
Below is the list of attributes and a brief description of each of their
ratings (as well as a list of Specialties, allowing characters to re-roll 10s
when applicable).

Physical
Strength: Ranks physical power, including the ability to move heavy
objects and cause damage. Generally characters with a high strength ranking
have a larger build than those with lower ratings.
Specialties: Hulking Brute, Upper-body Strength, Iron-grip, Wiry, Husky,
Brick Wall, Collateral Damage
Poor: You can lift 50 lbs.
Average: You can lift 100 lbs.
Good: You can lift 250 lbs.
Exceptional: You can lift 500 lbs.
Outstanding: You can lift 750 lbs.

Dexterity: Measures a characters speed, quickness, agility, grace and
coordination. A high rating means good balance and reflexes. Characters with
high Dexterity are usually slender, graceful and sure-footed.
Specialties: Cat-like Grace, Lightning Reflexes, Nimble Feet, Perfect
Balance, Light Touch
Poor: Two left feet and all thumbs.
Average: You can walk and chew gum at the same time.
Good: You have natural grace and coordination.
Exceptional: You could have been a circus performer.
Outstanding: You can walk the edge of a precipice, blindfolded.

Stamina: Indicates your general health, ability to sustain damage and
tolerance for pain. Stamina involves staying power, your characters will to
live and ability to cope with physical hardships.
Specialties: Tenacity, Tirelessness, Durability, Toughness, Unmovable,
Hearty Constitution
Poor: You are frail and get sick easily.
Average: You stay in moderately good health.
Good: You exercise regularly and rarely get sick, if ever.
Exceptional: You could run a marathon.
Outstanding: You can withstand any physical hardship.


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Social
Charisma: This trait measures how well others react to you. Charisma
outlines a characters charm and influence. It helps a character to convince
others to see her point of view, gain their trust or simply fascinate them with
his presence.
Specialties: Smooth-Talker, Manners, Sophistication, Sensuality,
Graciousness, Captivation, Magnetism
Poor: People generally avoid you.
Average: Youre likable.
Good: Others trust and confide in you.
Exceptional: People are drawn to you in large numbers.
Outstanding: You inspire people to great deeds and loyalty.

Manipulation: This attribute determines the characters aptitude for
getting others to do her bidding. When you want to trick, out-maneuver, or
influence someone, overtly or otherwise, this trait comes into play. It works
on friends and foes alike.
Specialties: Silver-tongued, Imposing, Persuasive, Glib, Charming,
Deviousness
Poor: You have a hard time convincing others to do your bidding.
Average: Usually people believe what you say.
Good: Word games and political jargon are no problem.
Exceptional: You are clever and sophisticated.
Outstanding: You can make people to almost anything you want.

Appearance: Obviously, this attribute indicates how physically
attractive you are, but also measures more than outer beauty. Any feature that
others find enticing (animation, cuteness, vulnerability, etc) can be included in
appearance. Like it or not, were all influenced by the way people look,
making judgments, often, on first impressions.
Specialties: Alluring, Bold, Sensual, Cute, Cuddly, Handsome, Innocent,
Wild, Sexy, Rugged
Poor: Others treat you with indifference or hostility.
Average: You fit in well with a crowd.
Good: People tend to notice you.
Exceptional: Others favor you for your looks, if nothing else
Outstanding: You awe and fascinate others with your beauty.

Mental
Perception: How much of what is going on around you do you notice?
How aware are you of your surroundings? How open-minded and imaginative
are you? Perception determines everything from attentiveness to
concentration. Those with a high rating in this trait, generally tend to be either
calm and insightful or nervous and paranoid. A low rating would indicate a
level of obliviousness to ones surroundings.
Specialties: Keen Senses, Uncanny Insight, Clear-sighted, Astute, Intuitive,
Insightful
Poor: You are unaware and inattentive.
Average: You notice obvious goings-on.
Good: You see beyond the obvious to pick-up moods and subtexts.
Exceptional: You are constantly alert and spot subtleties easily.
Outstanding: Few things get past you.

Intelligence: Intelligence is raw mental potential, memory-retention,
judgment, reasoning, understanding and critical thinking. Although it reflects
information processing and clarity of thought, it less indicates levels of street
savvy or common sense.
Specialties: Creativity, Bookworm, Analyst, Deep-thinker, Pragmatism
Poor: IQ 80
Average: IQ 100
Good: IQ 125
Exceptional: IQ 150
Outstanding: IQ 200+

Wits: Wits describes how quickly a character thinks, covering qualities
such as cleverness, guile, reaction time, intuitive (as opposed to rational)
thinking and so forth. Intelligence describes how well a character thinks, but
Wits describes how fast. A character with a high Wits rating is rarely caught
off guard or surprised for very long. Hes able to react immediately to a
changing situation while a character with low Wits plods along and works best
with planning and contingencies.
Specialties: Intuitive, Quick Thinker, Rapier Wit, Strategist
Poor: You hesitate and have difficulty making even simple
decisions.
Average: Pretty quick on the uptake, but surprises tend to
overwhelm you.
Good: You can keep your head while everyone around you is
losing theirs (perhaps literally).
Exceptional: Youre never lacking for a clever comeback or a plan
of action.
Outstanding: You react at the speed of thought, before most
people even realize whats happening

Step Three: Abilities
Whereas all characters have Attributes, Abilities are learned traits.
Attributes reflect characters potential, while Abilities are what they have
learned to do with that potential. If youre strong, you can probably hit pretty
hard, but youll be that much more effective in a fight if you also know how to
hit and where to hit to do the most damage. An Ability is usually paired with
an Attribute (combining potential with training) to determine what dice pool a
player rolls for a particular action.
Like with Attributes, abilities are split into three categories (Talents,
Skills and Knowledges) each of which needs to be prioritized, with the
primary category getting eleven points, secondary seven and tertiary getting
three. Also similar to Attributes, the point assignments here denote a
Hogwarts student beginning their first year.
Each of the Abilities covers a fairly broad range of activities or
knowledge. Players may wish to have their characters acquire a specialty in an
Ability, even if the characters rating in it is not yet 4 or higher. This reflects
the fact that characters often learn specific aspects of Abilities rather than just
the general knowledge.

TALENTS
Talents are Abilities that everyone has to one degree or another. Theyre
known intuitively, and the only real way to improve them is through
experience and practice. Its difficult at best to learn anything about a Talent
from a book or a lecture. The best way to learn them is by doing them, over
and over again. Characters with high ratings in Talents usually have a fair
amount of experience in using them. If you attempt a Talent your character
doesnt possess, roll the characters appropriate Attribute with no penalty in
difficulty. Everyone has at least a little potential in Talents because theyre so
intuitive.

Alertness: The knack for noticing whats going on around you. Its
typically paired with Perception and compliments it. Alertness allows you to
take everything in, and Perception lets you pick up on the important details.
Alertness is different from Awareness in that Alertness focuses on the
physical world, while Awareness is for picking up on the supernatural world.
Novice: You pay a little more attention than most.
Practiced: You dont miss much.
Competent: Youve always got some idea of whats going on.
Expert: Very little catches you by surprise.
Master: Youre aware of everything around you, even things most
people never notice.
Possessed by: Aurors, Bodyguards, Hunters, Investigators, Journalists,
Security Personnel
Specialties: Danger Sense, Hidden Objects, People, Specific Sense (Sight,
Hearing, etc.)

Athletics: Encompasses all basic Talent and training in athletic activities
such as running, jumping, swimming, throwing, tumbling and so forth, as well
as various sports. It doesnt cover weight-lifting (which is based solely on
Strength) or athletic activities specifically covered by another Skill (like
Dodge or Dueling).
Novice: Basic Talent or training.
Practiced: Student athlete.
Competent: You could be a professional Quidditch player.
Expert: Top-ranked in your sport.
Master: You could compete in the World Cup.
Possessed by: Athletes, Health Enthusiasts, Jocks, Kids, Soldiers
Specialties: Acrobatics, Climbing, Dance, Jumping, Running, Specific Sport,
Swimming, Throwing, Quidditch

Awareness: As Alertness measures awareness of the natural world,
Awareness measures a characters ability to sense the Wizarding world. Its a
kind of sixth sense, the ability to look beyond the mundane faade of everyday
life in the world to see whats lurking beneath the surface. Generally, only
supernatural beings such as Wizards, ghosts and Squibs have Awareness,
although there are a rare few mortals capable of it as well. Characters with
Awareness get hints, hunches and flashes of insight regarding the supernatural
(how much insight depends on their Awareness rating and how many
successes the player rolls).
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Novice: You pick up strange vibes from certain places and people.
Practiced: You know the supernatural when you see it.
Competent: You can sense hidden forces through the world.
Expert: You pick up on subtle supernatural forces all around you.
Master: You can sense a supernatural influence anywhere nearby,
and you can sometimes pick up on more distant forces.
Possessed by: Ghosts, Squibs, New Agers, Wizards, Vampires, Werewolves,
Seers, the Insane
Specialties: Magic, Places of Power, Vampires, Werewolves, Spirits,
Leglimency

Brawl: This ability covers a characters prowess in unarmed combat,
ranging from brutal street fighting to the sweet science of boxing and
everything in between. For Animagi, capable of changing their form, it also
includes fighting with tooth and claw (and any other sort of appendage). It
handles knowing how to hit and how to do the most damage, along with how
to defend yourself. The character may have picked up the ability through
training, hard experience, or a combination of the two.
Novice: You know how to fight without hurting yourself..
Practiced: You can hold your own in a fight against most people.
Competent: Youve fought regularly for some time.
Expert: You could be a professional fighter, even a title-winner.
Master: Welcome to fight club. Youre in charge.
Possessed by: Boxers, Gang Members, Martial Artists, Werewolves, Aurors
Specialties: Basic Self-Defense, Boxing, Dirty Fighting, Martial Arts Style,
Wrestling

Dodge: Self-preservation is one of the most primal instincts, and Dodge
represents that instinct taken and focused into the ability to get out of the way
of danger. When youre attacked, you can use Dodge to get out of harms
way. It may involve diving for cover, sidestepping blows or fancy footwork.
Novice: You operate mostly on reflex.
Practiced: You usually know when to duck.
Competent: You slip past many attacks with ease and grace.
Expert: When the attack arrives, youre usually not there.
Master: You dodge curses with simple ease.
Possessed by: Criminals, Martial Artists, Police, Soldiers, Survivors
Specialties: Cover, Fancy Footwork, Jumping, Sidestepping, Tumbling

Expression: Words have a power all their own, and Expression covers
the use of words to get a point across, evoke a particular feeling, or provide a
convincing argument. It includes all forms of expression through language,
from poetry to speech writing to creative writing.
Novice: Youve got a grasp of sentence structure and word usage.
Practiced: You have a broad vocabulary and use it well.
Competent: You always choose your words carefully
Expert: You could be a best-selling author or speechwriter.
Master: You can create works that touch millions
Possessed by: Actors, Business Leaders, Poets, Politicians, Writers
Specialties: Drama, Improv, Poetry, Prose, Speeches, Technical Writing

Instruction: With Instruction, you can teach Skills and Knowledges in
ways that let others learn easily well, though you can never raise a students
rating above that of your own.
Novice: You can present simple concepts in an understandable
manner.
Practiced: You can teach moderately complex subjects in
straightforward lessons.
Competent: You can teach anything you know to a level of
competency.
Expert: Learning from you is a pleasure; you make advanced
potion-making and ancient runes easily accessible.
Master: Youre a teacher who consistently inspires your pupils,
endowing them with a deep and true understanding of the subject.
Possessed by: Mentors, Professors, Quidditch Captains
Specialties: Knowledges, Skills, Specific Subjects, Younger Students

Intimidation: Fear is a powerful weapon, and an excellent way of
motivating people. Intimidation covers all the myriad ways to motivate
someone through fear and overpowering force of personality. It may be as
overt as a physical threat (backed up by a show of force) or as subtle as
wearing a power-tie and sitting someone so they have to look up at you and
acknowledge that youre in the superior position.
Novice: You know how to make people back off.
Practiced: You can stare most people down without much trouble.
Competent: You can end fights before they even start.
Expert: People defer to you without you even trying.
Master: You can cow someone with little more than a glance.
Possessed by: Bouncers, Bullies, Cult Leaders, Executives, Gangsters
Specialties: Bluffing, Frightening, Physical Threats, Stare-Downs, Veiled
Threats

Intuition: Some call it a gut feeling while others say its subconscious
logic, the ability to leap to the right conclusion without actually thinking it
through - a matter of pure intuition. Intuition is the ability to choose between
two (or more) options with a better chance of picking the right one. It
represents that gut instinct for making the right decision at the right time. Its
the ability to roll when a character makes a decision largely at random, like
whether to cut the red, green or blue wire as the timer counts down to zero, or
picking the right away out of a maze while running away from something.
Players can call for an Intuition roll when they get stuck or need to make a
decision quickly. Storytellers can roll Intuition for the characters in order to
give them clues or help move the story along.
Novice: Youve got a knack for making the right choice.
Practiced: Youve learned to listen to and trust your instincts.
Competent: When you have a bad feeling about something,
everyone listens.
Expert: You could make a killing in the stock market .
Master: Youve always managed to make the right choice at the
last minute... so far.
Possessed by: Daredevils, Entrepreneurs, Gamblers, Mothers
Specialties: Danger, Gambling, Insight, Inspiration, Luck

Streetwise: The streets have a culture all their own, a culture youre
versed in. This Talent allows a character to fit into the street scene, gather
information, make contacts, buy and sell on the black market and otherwise
make use of the streets unique resources. Its also important for navigating
the dangers of the streets, avoiding the law and staying on the right side of the
wrong people.
Novice: Youre known, and can often get what youre looking for.
Practiced: Youve got a reputation and some connections.
Competent: You command respect and know the right people.
Expert: Youre a fixture of the street scene, truly on the inside.
Master: You know everything happening on the streets,
sometimes before it happens.
Possessed by: Aurors, Criminals, Detectives, Gangsters, Homeless
Specialties: Dark Magic, Connections, Gangs, Rumor Mill, Vice

Subterfuge: Subterfuge is the art of deception. Characters with this
Talent know how to conceal their true feelings and act in a completely
different manner. Theyre also good at noticing when others do the same
thing. Subterfuge is used when telling a convincing lie, hiding ones emotions
or reactions, or trying to pick up on the same from others. Its most often used
to manipulate other people, but characters also learn it in order to avoid being
manipulated. Those with a talent for Subterfuge usually find themselves
involved in intrigue and manipulation, one way or another.
Novice: You can get away with the occasional lie.
Practiced: Youve got decent poker face and know how to bluff.
Competent: You keep track of your lies and hide your feelings.
Expert: You can pull off complex cons with style and panache.
Master: No one ever suspects you; everyone trusts you implicitly.
Possessed by: Actors, Con Artists, Grifters, Lawyers, Politicians, Teenagers
Specialties: Con Games, Hiding Emotions, Lying, Misdirection, Seduction,
Occlumency

Skills
Skills are learned Abilities acquired through study and practice. If you
try to use a Skill your character doesnt have, roll the appropriate Attribute but
increase your difficulty by one. Unskilled characters just arent as effective as
those who have studied and practiced. Like Talents, the best way to improve
Skills is by doing them, over and over again. Characters with high ratings in
Skills always have a great deal of experience and practice in them.

Crafts: From cooking to carpentry to sculpting, Crafts covers any sort
of work with your hands. Characters can build, create and even make
functional things or works of art using this Skill. The Storyteller sets the
difficulty and time required for individual creative tasks; anywhere from a few
minutes to days or more of work. Characters with Crafts must choose a
specialty, although they dont gain a bonus for it until they have 4 or more
ranks in the Skill. (Crafts is so broad that people usually focus on a particular
area.)
Novice: You can do simple projects on your own
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Practiced: You understand many of the subtleties of your craft.
Competent: You can earn a decent living at your craft.
Expert: People are consistently impressed with your work.
Master: Youre a true master, and probably recognized as such.
Possessed by: Artists, Carpenters, Chefs, Craftspeople, Inventors
Specialties: Any particular craft such as Broomstick Making, Carpentry,
Cooking, Drawing, Painting, Pottery, Sculpting, Wand Making

Dueling: The Skill of Wizard fighting, one-on-one, with magic. Dueling
has specific, agreed-upon rules, and is usually not to the death (particularly
among students). Dueling both is a form of fighting between Wizards and a
sport, with the same Skills and abilities required whatever the type of combat.
While rules apply in the sporting version (such as bowing to your opponent
before battle commences) the duel is often a matter of life and death when in
used in combat, and the pleasantries are usually ignored.
Novice: You know the basic rules of the sport.
Practiced: You manage to stand your own in a fight.
Competent: You have little difficulty winning most duels.
Expert: Few are as competent at wand work as you.
Master: World-class duelist; probably famous for a particular duel
against another Master..
Possessed by: Athletes, Bounty Hunters, Students, Vigilantes
Specialties: Combat, Curses, Defensive Spells, Multiple Disapparation, Spell
Deflection, Sport

Etiquette: Generally refers to the mores and manners of proper
society, often specializing in the etiquette of a particular culture or setting.
Novice: You can fit in and avoid any serious social gaffes.
Practiced: You know the language and rules well enough to look
like you belong.
Competent: You impress people with your grace and tact. Youre
an excellent host and guest.
Expert: The soul of tact, you could be a professional diplomat.
Master: You can handle nearly any social situation with aplomb
while making it look easy.
Possessed by: Clergy, Debutantes, Diplomats, Politicians, Socialites
Specialties: Any specific sub-culture:

Herbology: The study of herbs, or plants that have powers to improve
health or the quality of life. Herbs can be used alone or in potions to improve
fortune, protect someone, heal, cast spells, change someones life in some
positive or negative way, or any other function. Herbology does not give the
character the Skill to create potions (that is a separate Skill), but involves
identifying, planting, growing and cultivating said plants and herbs.
Novice: You can identify magical plants and identify most
common poisonous herbs
Practiced: Well educated in more advanced magical vegetation
Competent: Versed in all common and uncommon plants
Expert: Few know more about the finer points of herbology
Master: You can plant, cultivate or replant anything living in soil.
Possessed by: Homemakers, Naturalists, Potion Makers
Specialties: Cultivation, Healing, Identification, Potions

Leadership: It takes a special quality to get a group of people organized
and focused on a particular task, it takes Leadership. Leadership relates to
both the ability to organize and direct people and the quality that makes
people want to follow your lead, even look to you for guidance.
Novice: You can get a group of friends or associates organized to
handle a task.
Practiced: People tend to look to you for guidance and direction.
Competent: You can take charge in most situations and even get
strangers working together in a short period of time.
Expert: Your followers like and admire you, and you know just
how to motivate them.
Master: You could successfully lead a nation or multinational
corporation.
Possessed by: Aurors, Demagogues, Directors, Prefects, Politicians
Specialties: Delegating, Direction, Inspiration, Organization, Speeches

Muggle Tech: This Skill covers understanding, operating, repairing, and
even building or upgrading all Muggle devices. Characters without this Skill
may know how to operate various simple devices that are common between
the Muggle and Wizard worlds, but they dont necessarily know how they
work or how to fix them.
Novice: You can re-wire a lamp and do some common Household
repairs.
Practiced: You can do some basic electrical work or build a
crystal radio set.
Competent: Youre a skilled engineer able to design and build
various devices.
Expert: You can alter and upgrade existing Muggle electronics.
Master: Youre ahead of your time when it comes to designing
and building new Muggle technology.
Possessed by: Half-bloods, Muggle-born, Muggle Specialists
Specialties: Electronics, Customization, Invention, Mechanical Devices,
Repair, Vehicles

Potions: Few appreciate the subtle science and exact art of potion
making. Fewer still really understand the beauty of the softly simmering
cauldron with its shimmering fumes, the delicate power of liquids that creep
through human veins, bewitching the mind, ensnaring the senses.
Novice: You can follow relatively simple instructions, making
uncomplicated potions fairly accurately.
Practiced: You have developed some Skill in mixing more
complex potions and antidotes.
Competent: You have progressed to a more advanced potion-
making level, and can now mix existing potions into something
new.
Expert: Few potions are beyond your ability to concoct.
Master: You can easily bottle fame, brew glory and stopper death.
Possessed by: Aurors, Healers, Scholars, Alchemists
Specialties: Antidotes, Poisons, Transfiguration Potions

Research: All seekers of knowledge must learn how to find information.
This Skill allows a character to locate resources he needs for furthering his
studies. Such information exists in traditional libraries, in oral tribal traditions
or in sophisticated occult tomes.
Novice: Youre comfortable with most public sources of
information.
Practiced: Youre experienced at using in-depth resource systems.
Competent: You know the contents of many private libraries.
Expert: Given time, you can locate any piece of information.
Master: Whether written, coded or spoken, you know where to
find the lore you are seeking.
Possessed by: Scholars, Alchemists, Historians, Students
Specialties: History, Lore, Occult

Ride: People who dont know how to ride a beast of burden or flying
object must walk (or Apparate). You are not one of this sad majority; rather
you understand the handling of various modes of transportation. Some wilder
varieties (i.e. dragons and griffins) might be strange to you, but with time, you
can master any creature, rug or broom.
Novice: You know how to saddle a pony or mount a broom.
Practiced: You can handle a horse in full gallop.
Competent: You can ride in battle, carry messages long distances,
even handle more exotic creatures..
Expert: Even a cursed broom is no challenge.
Master: Thestrals, dragons and hippogriffs are no challenge.
Possessed by: Aurors. Dragon Tamers, Gameskeepers, Quidditch Players
Specialties: Brooms, Flying Creatures, Land Animals, Mundane Creatures

Stealth: Stealth allows characters to sneak and hide, whether moving or
standing still. While seemingly simple enough, its difficulty varies widely
depending on the perception attributes of those in the vicinity.
Novice: You can hide behind large enough objects or in dark
enough areas.
Practiced: You can disappear into a crowd and follow someone
without being spotted right off.
Competent: People tell you to stop sneaking up on them.
Expert: You can sneak across a snowy courtyard or along a gravel
path without being noticed.
Master: Youre like a ghost, practically invisible when you want
to be.
Possessed by: Assassins, Commandos, Reporters, Spies, Thieves
Specialties: Crowds, Darkness, Hiding, Shadowing, Sneaking

Survival: The world can be a harsh place. It takes Skill to survive
without the comforts of modem life. Survival covers making it in the
wilderness (even the wilderness of the urban jungle) with only simple tools
and resources. The more skilled characters are, the fewer resources they need
in order to survive. They can live off the land, avoid the dangers of the
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environment, find shelter and so forth. Characters must choose a specialty for
the environment they know best.
Novice: Youve been camping a few times.
Practiced: Youve been camping frequently or taken a survival
course or two.
Competent: You can care for a small group of people and keep
them alive.
Expert: You can live off the land indefinitely.
Master: You are one with your environment.
Possessed by: Dragon Scouts, Campers, Commandos, Hunters, Survivalists
Specialties: Any particular environment such as Arctic, Desert, Forest, Jungle
or Urban, or any particular aspect of survival like Hazards, Hunting, Shelter
and so forth

Knowledges
Knowledges are Abilities acquired through study, usually involving
application of the mind, so Knowledges are most often paired with the Mental
Attributes (particularly Intelligence). The rankings are described in scholastic
terms, but formal education is by no means the only way of improving
Knowledge.
You may want to differentiate between Knowledges your character
learned formally and those he learned informally (and without the prestige of
a degree). If your character doesnt have a ranking in a Knowledge, you cant
attempt rolls involving it unless you have the Storytellers permission. If you
dont know anything about medicine, youre not going to be able to perform
helpful first-aid, much less surgery. If you dont speak Japanese, youre
probably not going to be able to understand it, and so forth.

Astronomy: The study of the universe and the objects in it through
scientific investigation and its effects on magic and how the positions and
aspects of celestial bodies influence on the course of natural earthly
occurrences and human affairs. A mix of what Muggles might call
Astrophysics and Astrology.
Student: You know the names of the planets and constellations
OWL: You have a basic understanding on how the stars affect
everyday life.
NEWT: Youve got a firm grasp on the universes many secrets.
Qualified: You know everything in the visible sky intimately.
Master: You discover new stars and planets regularly.
Possessed by: Scholars, Seers, Students
Suggested Specialties: Constellations, Divination, Planets, Stars, Zodiac

Culture: This Ability combines the concepts of societal beliefs,
behaviors, rituals, institutions, history and general thought patterns in
reference to a certain group of people. It entails both how members of the
society behave and what motivates their actions.
Student: You know some taboos and cultural mores.
OWL: Youre familiar with most cultures with similarities to your
own.
NEWT: Youre conversant with the sociological imperatives of
several diverse cultures
Qualified: Youre an expert in working with other cultures; given
time you could fit in with any society.
Master: Youre at home with any culture you encounter.
Possessed by: Anthropologists, Politicians, Explorers
Suggested Specialties: Religion, Taboos, Politics, Specific Cultural Groups

Enigmas: Using Enigmas enables you to piece together puzzles of all
kinds, bringing together bits of information to solve mysteries and
conundrums. With this knowledge, you can remember pertinent facts and vital
details and combine them into a coherent explanation. Even the most trivial
detail has its own importance under your astute eye.
Student: You can solve a cryptogram or assemble a large jigsaw
puzzle
OWL: Logic problems are no problem for you.
NEWT: You are an astute deductive reasoner; difficult to trick.
Qualified: You can order reason out of chaos.
Master: With just a couple of clues, you might solve some of the
great mysteries of the universe.
Possessed by: Analysts, Aurors, Detectives, Scholars
Suggested Specialties: Riddles, Visions, Twisted Plots
Investigation: Youre trained to look for clues and piece together
evidence to solve mysteries, from investigating a crime to discovering secret
or hidden goings-on. Investigation is used for finding clues, putting them
together, doing research and tracking down leads.
Student: Amateur detective.
OWL: Wizard Law Enforcement Wizard
NEWT: Auror in training.
Qualified: Professional Auror.
Master: Theres no mystery you cant solve.
Possessed by: Aurors, Reporters, Students, Scholars
Suggested Specialties: Crime Scenes, Interviews, Leads

Law: Characters trained in the law know legal codes and procedures.
More Skilled characters can offer legal advice and figure out ways of dealing
with legal matters. They may even be licensed to practice law. This Ability
includes an understanding of Wizard laws, Muggle law is a matter for Muggle
Studies, unless Muggle Law is chosen as a specialty here.
Student: You have a basic understanding of Wizard law.
OWL: Youre a law student or have read a lot on the subject.
NEWT: You are a paralegal or a dedicated law scholar..
Qualified: A fully licensed Wizard lawyer with good reputation.
Master: You know the intricacies of law, probably a member of
the Wizengamot.
Possessed by: Aurors, Criminals, Judges, Lawyers, Politicians
Suggested Specialties: Business, Civil, Contracts, Criminal, Cultural

Linguistics: All characters are assumed to speak, read and write in their
native language. Dots in Linguistics allow a character to speak additional
languages. The player chooses which languages the character understands
with the approval of the Storyteller. A high level of this Knowledge also
includes some understanding of the science of languages - their construction,
design and internal logic. Characters may choose the study of linguistics as
one of their language choices to get a more scholarly understanding of the
topic.
Student: One or two extra modern or mundane languages.
OWL: You understand the basics of how language works and can
speak a few modern languages..
NEWT: You have a grasp on the subtleties of language, its
history and etymology. You can speak several living or dead
languages.
Qualified: You are fully versed on the science of language,
helping you to learn new ones with ease.
Master: There is no language you cannot master, from Giant to
Gobbledygook, nothing is beyond your grasp.
Possessed by: Diplomats, Linguists, Spies, Translators, World Travelers
Suggested Specialties: Codes and Ciphers, Slang, any modern, mundane,
magical or ancient language

Medicine: This trait represents an understanding of the workings of
mortal clay, specifically the human body and how to treat it. It represents
knowledge of anatomy, physiology and basic healing techniques and
treatment at low levels. At higher ranks it includes diagnosis, treatment of
disease, and all the knowledge of a Healer. However, without healing magic,
this knowledge is of little use to Witches.
Student: Basic knowledge of healing and anatomy
OWL: Pre-med student or trained nurse.
NEWT: You could be a licensed Healer.
Qualified: Practiced Healer or Skilled specialist.
Master: Renowned for your Skill and know1edge in healing.
Possessed by: Healers, Nurses, Medics
Suggested Specialties: Diagnostics, Emergency Care, Pediatrics, Poisons

Muggle Studies: Muggle Studies is the study of the history, culture, and
psychology of non-magical people. This knowledge helps Witches and
Wizards understand the difference between the way Muggles think and the
way Wizards think. Muggle-born begin play with an automatic level 3 in
Muggle Studies, and Half-bloods 2.
Student: You understand the basics between how Muggles work
and think.
OWL: You know how electricity works and why Muggles need it.
NEWT: You could pass as a Muggle, at least for short excursions.
Qualified: You have the ability to act, think and live as a Muggle.
Master: You can identify Wizards trying to pass as Muggles with
a glance and probably know more about Muggles than Muggles
do.
Possessed by: Half-bloods, Muggle-born, Politicians, Sociologists, Aurors
Suggested Specialties: Machines, Specific Muggle Cultures, Technology

Occult: There is a great deal of lore in the world about the occult, the
mysterious, the mythic and the legendary. In the Wizarding world, some of it
is true, but most of it is not. A character with knowledge of the occult not only
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knows the theories, myths and legends but also has the ability to discern fact
from falsehood. Knowledge of the occult is also useful in attracting followers
of the Dark Arts.
Student: Youve read some books and picked up the basics.
OWL: Youve read a lot of books and started to pick out the
obvious falsehoods.
NEWT: You know all the major occult lore and a number of
obscure facts, although not all of it is true.
Qualified: You can separate truth from falsehood, and you know
most of what there is to know.
Master: Youre privy to secrets that few others are aware of.
Possessed by: Cultists, Death Eaters, Occultists, Scholars
Suggested Specialties: Cultural Beliefs, Dark Arts, Ghosts, Vampires,
Werewolves

Science: This Ability represents an understanding of the physical
sciences: biology, chemistry, physics, and so forth. Many characters have a
specialty they focus on, but they retain a broad general knowledge of other
sciences. Science is largely theoretical knowledge, Crafts and Muggle Tech
cover its practical applications.
Student: You have a basic understanding of science.
OWL: You have a broad general view of the sciences and a little
practical experience.
NEWT: Youve done your own research and experiments,
probably even had a paper or two published.
Qualified: Youre a skilled researcher with deep understanding of
the sciences.
Master: Your research and theories are renowned and respected.
Possessed by: Academics, Engineers, Muggle-born, Researchers, Students,
Technicians
Suggested Specialties: Alchemy, Biology, Chemistry, Geology, Metallurgy,
Physics

Wand Lore: Most human magic is done using a wand. It is possible to
cast spells without using a wand, but for most Wizards results are unfocused.
Wands are created from wood with some magical substance at its heart. This
ability deals strictly with the theoretical knowledge of how wands work. The
creation of wands would be a specialization of the Craft Skill.
Student: You possess dubious and sketchy facts.
OWL: You are certain some of your knowledge is accurate; then
again, you may know just enough to get yourself into real trouble.
NEWT: You could hold an intelligent conversation with a
qualified wand maker.
Qualified: You have learned facts that only the most gifted wand
makers are privy to.
Master: You understand wands at least as well as any other wand
maker, if not more than most.
Possessed by: Scholars, Wand makers
Suggested Specialties: Core Qualities, Length, Wood Selection

Ste Ste Ste Step Four: Advantages p Four: Advantages p Four: Advantages p Four: Advantages
Advantages are unique resources or special abilities. Theyre not
prioritized the way attributes and abilities are; you have only a set number of
points to spend in each advantage category. There are two types of
Advantages: Backgrounds and Spheres.

Backgrounds
Some traits are inborn, some are learned and practiced, and others are
matters of experience, hard work and good fortune. Over time, people
accumulate things like friends, contacts and favors. They earn money and
acquire resources and may also gain fame or status. These traits are called
Backgrounds. The represent the resources your character has to draw on,
rather than personal abilities. Theyre rated just like Attributes and Abilities
are, but theyre not rolled as often. A given level of a Background represents
an advantage your character has.

Allies: In their travels
and at school, Wizards often
encounter a variety of
interesting people. While
many may be hostile, some
befriend and aid the Wizard.
These allies could be other
Witches, Muggles or even
other sentient creatures, such
as merfolk or centaurs.
Allies should be characters in their own right, not simple cannon fodder.
Though they may be loyal unto even death, such friends will not throw their
lives away for nothing, especially if the Witch does nothing to support that
loyalty. Friendship is a two-way street, and even allies have their own
agendas.
One ally of comparable power
Two allies, or one more powerful ally
Three allies, or fewer allies of correspondingly greater power
Four allies, or fewer allies of correspondingly greater power
Five allies, or fewer allies of correspondingly greater power

Chantry: Your cabals meeting place; it may be a place you own, or a
fellowship you belong to. Usually, chantries have protective enchantments
placed upon them to keep people from finding them or recognizing them for
what they truly are.
A chantry can be anything: a Wizards mansion, a secluded glen, a shack
on the side of a mountain, etc.
A small cottage or clearing with limited protection. (The Burrow)
A small manor House, possibly with a House elf and more
complex security. (Number 12 Grimmwald Place)
A large mansion or keep, with a modest-sized staff of servants and
complicated defenses. (Malfoy Manor)
A large castle or building with a full staff and extremely byzantine
protective spells placed upon it. (Ministry of Magic)
An enormous Academy or small village with impossibly complex
defensive spells in place. (Hogwarts)

Contacts: Unlike Allies, contacts may or may not like you. However,
they are useful sources of information and may be willing to share such
information, if only for a price. Contacts generally have specific influence in a
particular area of expertise.
One contact of moderate influence and information available
Two contacts, or one more influential with more useful
information.
Three contacts, or fewer more influential with more useful
information.
Four contacts, or fewer more influential with more useful
information.
Five contacts, or fewer more influential with more useful
information.

Destiny: Some people are destined to do great things- or die in great
ways. A Destiny means that the Wizard is part of some historic future; a
future that will rarely be a simple one and will usually end in the Wizards
death. A character with a high Destiny rating is a chosen one; perhaps a
vision, prophecy or a simple sense of greatness follows him. Wizards who
recognize such things will treat the mage with some respect. His actions,
however, will be watched closely and often criticized if he appears
unworthy of whatever Fate has planned for him.
Wizards with Destiny rarely die ignominious deaths. They may die
young, but they perish with style and importance. This certainty can carry the
Wizard through hard times. Once per story, if something threatens him with a
bad end, he may roll his Destiny rating, regaining one willpower point per
success rolled.
A Wizard of merit
A credible Witch
A Wizard of promise
A respected Witch
A revered Wizard

Dream: You are in touch with the cosmic unconscious. This allows you
to know things you have never learned and gain insights into things you could
not possibly otherwise know by simply entering a temporary dreamlike,
meditative state. However, the universal unconscious is not a library;
sometimes the information the Wizard seeks is not the kind he comes out
with.
In addition to information, the character can gain abilities he does not
naturally possess (limited by his Dream rating).
Hazy bits of information can be gleaned.
Respectable lessons can be learned.
Worthwhile lore is available.
Remarkable knowledge can be accessed.
Astounding insights are possible.

Fame: You have a measure of fame in either Muggle or Wizard society,
possibly as a performer, athlete, politician or other sort of public personality.
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Your fame gives you various perks, but it can also make it difficult for you to
hide your true nature from the Muggle world.
On one hand, fame gives you power and influence in society. You can
get away with a lot when youre famous, and people tend to defer to you.
Youre frequently recognized, and you can often get star treatment from
people. On the other hand, it is difficult for you to go places without being
recognized, and the media watches you carefully. Anything unusual about you
is more likely to be noticed (although not necessarily in a bad way the
famous are expected to be eccentric).
Youre well known to a small circle or subculture, like the elite or
the occult crowd of a particular city.
Youre a local celebrity like a TV or radio personality. Most
people in your area recognize you.
Youre known statewide or in a large subculture, such as science-
fiction fans or academics.
Youre nationally famous, most people have at least heard of you.
Many recognize you.
Youre internationally famous, a mega-media star, known (and
mobbed with fans) wherever you go.

Familiar: This is an intelligent creature who works with the character,
aiding her in her endeavors. Such relationships are two-way streets however,
as the familiar also requires things of the mage. The powers of the Familiar
vary with its level. Familiars also need to be fed one Trait of Quintessence per
session for every Trait of Familiar that the Familiar's mage has. If this feeding
requirement is missed once, the Familiar rebels in some way, ranging from a
simple cut-and-run to an all-out attack.
Your pet is pretty small (i.e. bullfrog or rat); has one common
special ability.
A slightly larger companion (i.e. cat or owl); has one noteworthy
ability.
A medium-sized animal (i.e. wolf or dog); may have a few
common abilities as well as one additional noteworthy trait.
A large creature (i.e. Hippogriff or Thestral); a highly intelligent
creature with a mix of several common and noteworthy traits.
An enormous companion (i.e. dragon or cerberus), possessing
powers of its own. This familiar requires a lot of loyalty!

Influence: You can pull strings in either Muggle or Wizard society to
get things done or to get people to look the other way. Your influence may
come from wealth, fame, political power, social connections, blackmail,
religious fervor or some combination thereof. The greater your Influence
rating is, the stronger and more far reaching your influence is.
Exercising your influence usually requires a Social Attribute + Influence
roll, although the Storyteller may waive the roll for minor exercises such as
getting a breach of underage magic fixed. The Storyteller sets the difficulty
for an Influence roll based on what youre trying to get done. Appropriate
Abilities (such as Subterfuge) and Backgrounds (such as Allies, Contacts or
Fame) may lower the difficulty. Wizards are generally cautious in exercising
their influence, since obvious uses may attract the attention of Muggles and
other Wizards.
You can influence city politics and agencies.
You can influence state politics and agencies.
You can influence regional politics and agencies.
You can influence national politics and agencies.
You can influence international politics

Library: A repository of magical knowledge and helpful lore. Wizards
often keep their tomes at the Chantry library and share them freely with the
others in the cabal. Thus, this Background can be pooled so long as the means
allow and the members of the cabal with the Library Background stay
together.
A collection of school textbooks.
A few notable works and lots of superficial stuff.
A handful of rare and ancient books and vast Muggle volumes.
An impressive collection of Wizard and Muggle lore.
A hoard of lost secrets and a sea of common wisdom.

Mentor: This Background gives your character a Mentor, a guide and
teacher who gives you advice and guidance. A low rating in this Background
indicates a Mentor with limited resources and influence, while a higher rating
gives you a Mentor who commands respect (and possibly fears).
Your Mentor acts on your behalf, although the Storyteller determines
exactly how. Usually, a Mentor offers advice, allowing the Storyteller to use
the Mentor to help guide you. Mentors may also use their influence or abilities
to help you out, although most Mentors like to see their charges do things for
themselves.
A Mentor of little influence or power.
A Mentor of modest influence or power.
A Mentor of considerable influence or power in an area.
A Mentor with influence or power over a large area.
A Mentor with tremendous power.

Resources: This Background measures your characters material
resources, both possessions and wealth. Your dots in Resources represent a
standard of living your character has attained. It can usually be maintained
fairly easily (although the Storyteller may put obstacles in your path from time
to time). You get a basic monthly income from your resources, over and
above your basic needs, which you can spend as you see fit. You also have
various basic possessions, like a home, enchanted vehicle, clothing and so
forth. The Storyteller determines if you are likely to own something based on
your resources level. If you need to, you can liquidate your possessions for
additional cash, although it takes time to sell them (especially large
possessions like houses and magic cars).
Small savings: You have a small flat and maybe a second-hand
broom. If liquidated, you would have about 100 galleons. Income
of 50 galleons a month.
Middle class: You have a small cottage or condominium and the
latest Nimbus. If liquidated you would have at least 800 galleons.
Income of 120 galleons a month.
Upper class: You own a manor or other property and have a
Firebolt. If liquidated, you would have at least 5000 galleons.
Income of 300 galleons a month.
Wealthy: You own a large manse and probably more than one
broom (possibly even an enchanted Muggle vehicle). If liquidated
you would have at least 50000 galleons. Income of 900 galleons a
month.
Filthy rich: You may own a mansion (or small castle) and collect
talismans as a hobby. If liquidated, you would have at least
500,000 galleons. Income of 3,000 galleons a month.

Talisman: A Talisman is an object of power, an item imbued with
magic which the wielder can use. These objects have built-in effects. In most
cases, only a Witch or Wizard can use them, although there may be
exceptions. No matter how many powers such an item possesses, it cannot
have more effects than the traits in its rating. The effect is also limited to a
Sphere level equal to the traits in the Talisman. Conjunctional effects are
considered to take up one Trait per Sphere involved. Because of their power,
Talismans are purchased differently than other Backgrounds. Each
background costs two background or freebie points instead of one. A level
five Talisman, then, would cost 10 points.
Every Talisman has Arte Traits of its own, allowing the mage to bid
and use the Talisman's Traits in instead of her own. You should work with the
Storyteller to determine what your Talisman does and how you can use it. Any
Witch who chooses the Talisman Background must create (in conjunction
with the Storyteller) a story explaining reasonably where and how she
obtained the Talisman, and how she has managed to hang onto it.
[cost 2 points] A weak item with 1 Arte Traits, Quintessence 5
[cost 4 points] A useful Talisman 2 Arte Traits, Quintessence 10
[cost 6 points] A significant item 3 Arte Traits, Quintessence 15
[cost 8 points] A potent Talisman 4 Arte Traits, Quintessence 20
[cost 10 points] A powerful item 5 Arte Traits, Quintessence 25

Spheres of Magic
Spheres are aspects of reality which a Witch uses to create magic. Your
character's rating in a Sphere represents how well she understands and
manipulates that particular element. Your character will begin play with one
free dot she gains from her House.
Wizards all use spells to consciously use magic, and each spell has its
own sphere requirements. Until a sphere has been raised to the required level,
a spell will not work properly for a Wizard, and could have devastating
effects. Spells are detailed later.
Additionally, Wizards require a wand to use as a focus for their
intentional magic. A wand is composed of a type of wood, usually determined
by the Wizards month of birth (though there are some exceptions) and some
magical substance at its core, such as unicorn hair, dragon heartstring or
phoenix feather. For more on wands, see below.

Correspondence: Deals with spatial relations, giving the Wizard power
over space and distances. Correspondence magic allows powers such as
teleportation, seeing into distant areas, levitation and flying. At higher levels
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the Mage may also co-locate herself or even stack different spaces within
each-other. Correspondence can be combined with almost any other sphere to
create effects that span distances.
Immediate spatial perceptions
Sense space, Touch space
Pierce space, Seal gate, Co-locality perception
Rend space, Co-locate self
Mutate localities, Co-location
Specialties: Conjuration, Scrying, Warding, Apparation

Entropy: This spheres gives the Wizard power over randomness, chaos,
fate and fortune. At simple levels, machines can be made to go haywire or
over-heat quite easily; at higher levels biological systems can be infused with
chaos. The primary aspect of the Entropy sphere is that all chaotic
interventions must work within the general flow of natural entropy.
Sense fate & fortune
Control probability
Affect predictable patterns
Affect life
Affect thought
Specialties: Fate, Fortune, Order, Chaos

Forces: Deals with the physical forces such as light, electricity,
radiation and heat. In the Wizarding world, negative forces such as darkness,
cold and shadow are also treated as real, active forces that magic can rework.
Perceive forces
Control minor forces
Transmute minor forces
Control major forces
Transmute major forces
Specialties: Particular elements, Weather, Physics

Life: Deals with biological systems, allowing the mage to heal herself or
transform simple life-forms at lower levels, or to create complex life out of
nothing at higher levels. Usually, seeking to improve a complex life-form
(such as making yourself super-humanly strong) usually causing the affected
life form to wither and die over time.
Sense life
Alter simple patterns, Heal self
Alter self, Heal life, Transform simple patterns, Create simple
patterns
Alter complex patterns, Transform self
Transform complex patterns, Create complex patterns, Perfect
metamorphosis
Specialties: Shapeshifting, Healing, Disease, Improvement, Creation

Matter: Deals with all inanimate objects, allowing rocks to be
transformed, liquids to swell up and so on. One can transmute one material
into another, change the state and properties of inert matter, and synthesize
nearly indestructible compounds.
Matter perception
Basic transmutation
Alter form
Complex transmutation
Alter properties
Specialties: Transmutation, Shaping, Conjuration, Complex patterns

Mind: At basic levels, Mind allows mind-reading and mental
awareness; at higher levels mental states can be transformed and the Wizard
can also project her mind astrally.
Sense thoughts & emotions, Empower self
Read surface thoughts, Mental impulse
Mental link, Walk among dreams
Control conscious mind, Walk among dreams
Control subconscious, Untether, Forge psyche
Specialties: Communication, Illusion, Self-empowerment, Astral Travel

Prime: This sphere deals directly with Quintessence, the raw material of
the universe and reality. This sphere allows Quintessence to be channeled and
funneled in any way at higher levels, and it is necessary if the mage ever
wants to conjure something out of thin air (as opposed to transforming one
pattern into another).
Etheric senses
Weave odyllic force, Fuel pattern
Channel Quintessence
Expel base energy
Alter flow
Specialties: Channeling, Perceptions, Filling Patterns, Draining Patterns

Spirit: This sphere is a one-stop-shop for interacting with the spirit
world, thus allowing basic effects such as communicating with spirits or, if
you so desire, directly attack another human being's soul. Note: Most spirit
magic is considered to be part of the Dark Arts.
Spirit sight, Spirit sense
Touch spirit, Manipulate Gauntlet
Pierce Gauntlet, Rouse & lull spirit
Rend Gauntlet, Seal breach, Bind spirit
Forge Ephemera, Outward journeys
Specialties: Alternate Dimensions, Spirit Dealings, Umbra Travel,
Possession

Time: This sphere deals with dilating, slowing, stopping or traveling
through time. It is possible to travel back in time, though, this is only for the
very advanced Wizards. To travel forward, simply requires you to hide and
slow down your own time, a lot, for as long as you desire. (For example, if
you slow down you time for a year, then when you "come back" everything
else will be one year older, while only a few minutes will have passed for
you.) To travel back is harder because you can not simply reverse your own
time (this would only make yourself younger), you have to reverse the time of
the entire world except for you, which is, needless to say, quite an
achievement. Note: The use of time magic is restricted and regulated by the
Ministry of Magic.
Time sense
Past sight, Future sight
Time contraction, Time dilation
Time determinism
Future travel, Time immunity
Specialties: Perceptions, Conjunctional Uses, Travel, Temporal Control,
Divination

Step 5: Quirks: Merits & Flaws
(Optional)
Merits and Flaws are character Traits that add spice to your Wizard.
Merits provide a character with some benefits, while Flaws act to a characters
detriment. Some of these traits have little effect on a game beyond a dash of
style; others could unbalance a chronicle or completely change its direction.
Powerful Quirks shape a characters destiny and any relationships he has.
Flaws give you additional Freebie points, while Merits cost Freebie Points.
You may take as many Quirks as you like, though you can only gain a
maximum of 5 freebie points with Flaws.

Psychological Merits
Code of Honor (1): You follow a strict personal code, and you either gain 3
extra dice to resist magical persuasion that would make you break your code,
or the would-be persuader has to roll at a +2 difficulty.

Loyalty (1): You are devoted to a person, group, or cause, and easily resist
attempts to persuade you away from the object of your loyalty. You also gain
a Willpower bonus (in the form of bonus dice, or increased difficulty for your
opponent) to try and resist supernatural forms of persuasion that challenge
your loyalty. (Hagrid to Dumbledore)

Higher Purpose (1): You have a goal that drives and directs you in every
thing. You do not concern yourself with petty matters and casual concerns,
because your higher purpose is everything Though you may sometimes be
driven by this purpose and find yourself forced to behave in ways contrary to
the need of personal survival, it can also grant you great personal strength.
You gain two extra dice on all rolls that have anything to do with this higher
purpose. You need to decide what your higher purpose is. Make sure you talk
it over with the Storyteller first. (If you have the Flaw Driving Goal below
you cannot take this Merit)

Dual-Nature (2): You have two purposes in life; you can choose two Natures
and regain Willpower when satisfying the requirements for either one (or both
of them). These Natures should be complimentary to one another.

Gall (2): You got moxy, kid. Add an extra die to any Social roll requiring
backbone. (Harry Potter)

Psychological Flaws
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Black and White (1): You see all situations in black and white, good and
evil, etc. In situations where this limited, judgmental way of thinking may
hinder your reaction to something or cause you to act socially inappropriate,
add a +1 difficulty to social or whatever rolls.

Compulsion (1): You have a psychological compulsion of some sort which
can cause you a number of different problems. You compulsion may be for
cleanliness, perfection, bragging, stealing, gaming, exaggeration or just
talking. A compulsion can be temporarily avoided at the cost of a Willpower
point, but is in effect at all other times. (Draco MalfoyBragging)

Dark Secret (1): You have some sort of secret that, if uncovered, would be of
immense embarrassment to you and would make you a pariah in the Wizard
community. This can be anything from having used an unforgivable curse to
having once been a Death Eater. While this secret weighs on you mind at all
times, it will only surface in occasional stories Otherwise. it will begin to lose
its impact. (Snape)

Intolerance (1): You have an unreasoning dislike of a certain thing. This may
be an animal, a class of person, a color, a situation, or just about anything at
all. The difficulties of all dice roll involving the subject are increased by two.
Note that some dislikes may be too trivial to be reflected here-a dislike of The
Quibbler or tissue paper, for instance, will have little effect on play in most
chronicles. The Storyteller is the final arbiter on what you can pick to dislike.

Nightmares (1): You experience horrendous nightmares every time you
sleep, and memories of them haunt you during your waking hours. Sometimes
the nightmares are so bad they cause you to lose one die on all your actions
for the next day (Storyteller's discretion). Some of the nightmares may be so
intense that you mistake them for reality. A crafty Storyteller will be quick to
take advantage of this. (Harry Potter)

PhobiaMild (1): You have an overpowering fear of something. You
instinctively and illogically retreat from and avoid the object of your fear.
Common objects of phobias include certain animals, insects, crowds, open
spaces, confined spaces and heights. You must make a Willpower roll
whenever you encounter the object of your fear. The difficulty of this roll is
determined by the Storyteller. If you fail the roll, you must retreat from the
object. (Ron Weasley- Spiders)

Overconfident (1): You have an exaggerated and unshakable opinion of your
own worth and capabilities-you never hesitate to trust your abilities, even in
situations where you risk defeat. Because your abilities may not be enough,
such overconfidence can be very dangerous. When you do fail, you quickly
find someone or something else to blame. If you are convincing enough, you
can infect others with your overconfidence. (Draco Malfoy)

Shy (1): You are distinctly ill at ease when dealing with people and try to
avoid social situations whenever possible. The difficulties of all rolls
concerned with social dealings are increased by one; the difficulties of any
rolls made while you are the center of attention are increased by two. Don't
expect such a character to make a public speech. (Neville)

Soft-Hearted (1): You cannot stand to watch others suffer-not necessarily
because you care about what happens to them. If you are the direct cause of
suffering, and you witness it, you will experience nights of nausea and days of
sleepless grief. You avoid situations where you might have to witness
suffering and will do anything you can to protect others from it Whenever you
must witness suffering, difficulties of all rolls are increased by two for the
next hour. (Neville)

Speech Impediment (1): You have a stammer or some other speech
impediment which hampers verbal communication. The difficulties of all
relevant rolls are increased by two. Do not feel obliged to role play this
impediment all the time, but in times of duress or when dealing with outsiders,
you should attempt to simulate it. (Professor Quirrell)

Low Self-lmage (2): You lack self-confidence and don't believe in yourself
You have two fewer dice in situations where you don't expect to succeed (at
the Storyteller's discretion, though the penalty might be limited to one die if
you help the Storyteller by pointing out times when this Flaw might affect
you). At the Storyteller's option, you may be required to make Willpower rolls
to do things that require self confidence, or even to use a Willpower point
when others would not be obliged to do so. (Neville, RonQuidditch)

Short Fuse (2): You are easily angered. The difficulties of rolls to avoid
losing control are always two less, no matter how you were provoked. Failing
this roll places your character under Storyteller control. This is a dangerous
Flaw; don't choose it without careful thought.

Territorial (2): You are extremely territorial. You do not like to leave your
territory, nor do you like to have strangers enter it. In fact, you get so nervous
and disoriented while outside your territory that the difficulties of all your
rolls are increased by one. In addition, you must make a willpower roll when
other people enter your territory (failure causes your character to attack the
intruder), unless they obtain your permission to pass through.

Vengeance (2): You have a score to settle. You are obsessed with wreaking
vengeance on an individual (or perhaps an entire group), and make revenge
your first priority in all situations. The need for vengeance can only be
overcome by spending Willpower points, and even then it only temporarily
subsides. Someday you may have your revenge, but the Storyteller won't
make it easy. (VoldemortHarry)

Driving Goal (3): You have a personal goal, which sometimes compels and
directs you in startling ways. The goal is always limitless in depth, and you
can never truly achieve it. It could be to eradicate the Death Eaters or achieve
Immortality. Because you must work toward your goal throughout the
chronicle (though you can avoid it for short periods by spending Willpower),
it will get you into trouble and may jeopardize other actions. Choose your
driving goal carefully, as it will direct and focus everything your character
does. (VoldemortImmortality)

Hatred (3): You have an unreasoning hatred of a certain thing. This hate is
total and largely uncontrollable. You may hate species of animal, a class of
person, a color, a situation anything. You must make a willpower roll
whenever faced with the object of your hatred, or lose control. You constantly
pursue opportunities to harm the hated object or to gain power over it.

PhobiaSevere (3): You have an overpowering fear of something. Common
objects of fear include certain animals, insects, crowds, open spaces, confined
spaces, heights, and so on. You must make a Willpower roll when faced with
the object of your fear. The difficulty depends on the circumstances. If you
fail the roll, you must retreat in terror from the object of fear. If you score
fewer than three successes, you will not approach it. The Storyteller has final
say over which phobias are allowed in a chronicle.

Mental Merits
Common Sense (1): You have a significant amount of practical, everyday
wisdom. Whenever you are about to do something contrary to common sense,
the Storyteller should alert you to how your potential action might violate
practicality. This is an ideal Merit if you are a novice player because it allows
you to receive advice from the Storyteller concerning what you can and
cannot do, and (even more importantly) what you should and should not do.
(Hermione)

Concentration (1): You have the ability to focus your mind and shut out any
distractions or annoyances. Any penalty to a difficulty or Dice Pool arising
from a distraction or other inauspicious circumstance is limited to two, though
no extra benefits are gained if only one penalty die is imposed.

Lightning Calculator (1): You have a natural affinity with numbers and a
Talent for mental arithmetic, making you a natural when working with
Arithmomancy (or betting at the Hippogriff races). The difficulties of all
relevant rolls are decreased by two. Another possible use for this ability,
assuming you have numbers on which to base your conclusions, is the ability
to calculate the difficulty of certain tasks. In appropriate situations, you may
ask the Storyteller the difficulty rating of a task you are about to perform.

Time Sense (1): You have an innate sense of time and are able to estimate the
passage of time accurately without using a watch or Time magic. You can
accomplish this whether you are concentrating or not. You can estimate the
time of day to within a minute or two, and the passage of time with the same
accuracy.

Eidetic Memory (2): You can remember things seen and heard with perfect
detail. By gaining at least one success on an Intelligence + Alertness roll, you
can recall any desired sight or sound accurately, even if you heard it or
glanced at it only once (though the difficulty of such a feat would be high).
Five successes enable you to recall an event perfectly: the Storyteller relates to
you exactly what was seen or heard. (Hermione)
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Light Sleeper (2): You can awaken instantly at any sign of trouble or danger,
and do so without any sleepiness or hesitation.

Calm Heart (3): You are naturally calm and well-composed, and do not
easily fly off the handle. Raise the difficulties of all your Willpower rolls
relating to self-control by two, no matter how the incident is provoked.
(Dumbledore)

Iron Will (3): When you are determined and your mind is set, nothing can
thwart you from your goals. You cannot be Imperiused or Confunded, nor can
your mind be affected in any way by any other Mind magic without your
consent. However, the Storyteller may require you to spend Willpower points
when extremely potent powers are directed at you. (Harry Potter)

Self-Confident (5): When you spend a point of Willpower to gain an
automatic success, your self-confidence may allow you to gain the benefit of
that expenditure without actually losing the Willpower point. You do not lose
the point when you spend it, unless you end the roll with only one success, i.e.
you do not gain any additional successes from the dice you roll. This Merit
may only be used when you need confidence in your
abilities in order to succeed. This means you can use
it only when the difficulty of your roll is six or
higher. You may spend Willpower at other times;
however, if the difficulty is five or less, the
Willpower will be spent no matter what you roll.

Mental Flaws
Deep Sleeper (1): When you sleep, it is very
difficult for you to awaken. Raise the difficulty by
two on any such roll, and role play how you never
seem to be on time when you have an appointment
early in the morning.

Amnesia (2): You are unable to remember anything
about your past, yourself or your family. Your life is
a blank slate. However, your past may someday
come back to haunt you. You can, if you wish, take
up to five points of other Flaws without specifying
what they are, and leave it to the Storyteller to detail
them. Over the course of the chronicle, you and your character will slowly
discover them. (Professor Lockhart)

Confused (2): You are often confused, and the world seems to be a very
distorted and twisted place. Sometimes you are simply unable to make sense
of things. You need to role play this behavior all the time to a small degree,
but your confusion becomes especially strong whenever stimuli surround you
(such as when a number of different people talk all at once, or you enter a
nightclub with loud pounding music). You may spend Willpower to override
the effects of your confusion, but only temporarily.

Weak-Willed (2): You are highly susceptible to the Imperious curse and
intimidation by others; you are, in fact, unable to use your Willpower freely.
You can employ your Willpower only when survival is at stake or it is
appropriate to your Nature. (Wormtail)

Absent-Minded (3): Though you do not forget such things as Knowledges or
Skills, you do forget names, addresses, and when you last ate. In order to
remember anything more than your own name and the location of your House
Dormitory or Chantry, you need to make a Wits roll or, as a last resort, spend
a Willpower point. (Neville)

Awareness Merits
Acute Hearing (1): You have exceptionally sharp hearing. The difficulties of
all dice roll that relate to hearing (e.g. Perception + Alertness to hear a faint
noise, or Perception + Linguistics to overhear a conversation in a foreign
language) are decreased by two.

Acute Sense of Smell (1): You have an exceptionally keen sense of smell.
The difficulties of all dice rolls that relate to smell (e.g., Intelligence + Occult
to identify a ritual incense) are reduced by two.

Acute Sense of Taste (1): You have an exceptionally keen sense of taste. The
difficulties of all dice rolls that relate to taste (e.g., Perception + Medicine to
spot the taint of poison in your Butterbeer) are reduced by two. You are able
to make precise distinctions in taste. (Professor Snape)

Acute Vision (1): You have exceptionally keen eyesight. The difficulties of
all dice rolls that relate to vision (e.g., a Perception roll to spot a clue, or
Perception + Alertness to see the shadow of an approaching attacker) are
reduced by one. (Mad-eye Moody)

Awareness Flaws
Color Blindness (1): You can only see in black and white. Color means
nothing to you, though you are sensitive to color density, which you perceive
as shades of gray. Note: color blindness actually indicates an inability to
distinguish between two colors, but we fudged a bit for the sake of brevity.

Hard of Hearing (1): Your hearing is defective. The difficulties of all dice
rolls related to hearing are increased by two.

Bad Sight (2): Your sight is defective. The difficulties of all dice rolls related
to vision are increased by two. This Flaw is neither nearsightedness nor
farsightedness; it is a minor form of blindness, and is not correctable. (Prof.
Trelawney)

One Eye (2): You have one eye - choose which, or
determine randomly during character creation. You
have no peripheral vision on your blind side, and two
fewer dice are rolled for any feat requiring depth
perception. This includes missile combat. (Mad-Eye
Moody)

Deaf (4): You cannot hear sound, and automatically
fail any rolls that require hearing.

Blind (6): You automatically fail all dice rolls
involving vision. You cannot see-the world of color
and light is lost to you.

Aptitude Merits
Ambidextrous (1): You have a high degree of off-
hand dexterity and can perform tasks with the 'wrong'
hand at no penalty. The normal penalty for using
both hands at once to perform different tasks (e.g.
fighting with a weapon in each hand) is plus one difficulty for the 'right' hand
and plus three difficulty for the other hand.

Muggle Tech Aptitude (1): You have a natural affinity with Muggle
technology, so the difficulties of all rolls to repair, construct or operate them
are two less. (Arthur Weasley)

Crack Flyer (1): You have a natural affinity with flying objects such as
brooms, rugs, thestrals or even dragons. The difficulties of all rolls requiring
risky or especially difficult flying maneuvers are two less. (Harry Potter)

Mechanical Aptitude (1): You are naturally adept with all kinds of
mechanical devices (note that this aptitude does not extend to Muggle devices
such as electronics). The difficulties of all dice rolls to understand, repair or
operate any kind of mechanical device are two less. (Arthur Weasley)

Pitiable (1): There is something about you that others pity. This causes them
to care for you as if you were a child. Some Natures will not be affected by
this Merit (Autocrat, Deviant, Fanatic, Sycophant), and some Demeanors may
pretend they are not. You need to decide what it is about you that attracts such
pity, and how much (or how little) you like it.

Natural Linguist (2): You have a flair for languages. This Merit does not
allow you to learn more languages than are permitted by your Linguistics
score, but you may add three dice to any Dice Pool involving languages, both
written and spoken. (Barty Crouch)

Daredevil (3): You are good at taking risks, and are even better at surviving
them. All difficulties are one less whenever you try something particularly
dangerous, and you can ignore one botch result when you roll "ones" on such
actions. You can cancel a single "one" that is rolled, as if you had an extra
success. (Harry Potter)

Fast Learner (3): You learn very quickly, and pick up on new things faster
than most do. You gain one extra experience point at the conclusion of each
story. (Hermione)

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Jack-Of-AII-Trades (5): You have a large pool of miscellaneous Skills and
knowledge obtained through your extensive travels, the jobs you've held, or
just all-around know-how. You automatically have one dot in all Skill and
Knowledge Dice Pools. This is an illusory level, used only to simulate a wide
range of abilities. If the character trains or spends experience in the Skill or
Knowledge, he must first buy one dot, then two, etc. as if he had no dot in it.

Aptitude Flaws
Illiterate (3): Through lack of education or as the result of a condition like
dyslexia, you are unable to read or write properly. Increase difficulty of any
attempt to read or write by 2.

Inept: (5): You are not attuned to your natural aptitudes, and therefore have
three fewer points to spend on your Talents (so the greatest number of points
you can spend on your Talents at the beginning of play would be eight, and
the fewest would be zero). Of course, you can still spend freebie points to buy
Talents. However, at the beginning of the game, you cannot have more than
three dots in any Talent.

Uneducated: (5): As Inept, above, but dealing with Knowledge Abilities.

Unskilled: (5): As Inept, above, but dealing with Skill Abilities.

Supernatural Merits
Mixed Heritage (1-5): One of your parents was a Wizard, however either
your mother or father was something else; Giant, Veela, Centaur, Satyr, etc.
This allows certain special abilities to be applied to your character, however, it
does have its drawbacks. Most other intelligent creatures are stigmatized
among Wizards and have various prejudices applied to them. It is between the
player and the storyteller to determine exactly how your mixed heritage
affects your character. Half-giants might begin with 3 additional Physical
Traits, Partial Veela may receive an automatic Appearance rating of 4, etc.

Inoffensive to Animals (1): Animals do not fear or distrust you the way they
do most men and Wizards. They treat you as they would any other forest
creature and do not shy from your touch. (Hagrid)

True Love (1): You have discovered, but may have lost (at least temporarily)
a true love. Nonetheless, this love provides joy in a torrid existence usually
devoid of such enlightened emotions. Whenever you are suffering, in danger
or dejected, the thought of your true love is enough to give you the strength to
persevere. In game terms, this love allows you to succeed automatically on
any Willpower roll, but only when you are actively striving to protect or come
closer to your true love. Also, the power of your love may be powerful enough
to protect you from other supernatural forces (Storyteller's discretion).
However, your true love may also be a hindrance, and require aid (or even
rescue) from time to time. Be forewarned: this is a most exacting Merit to play
over the course of a chronicle. (Harry & Ginny)

Danger Sense (2): You have a sixth sense that warns you of danger. When
you are in danger, the Storyteller should make a secret roll against your
Perception + Alertness; the difficulty depends on the remoteness of the
danger. If the roll succeeds, the Storyteller tells you that you have a sense of
foreboding. Multiple successes may refine the feeling and give an indication
of direction, distance or nature.

Magic Resistance (2): Through some supernatural force or due to a mixed
heritage, you have an inherent resistance to magic. The difficulties of all such
spells and rituals are two greater when directed at you. Note: this includes all
spells, beneficial and malign alike! (Hagrid)

Spirit Mentor (3): You have a ghostly companion and guide. This spirit is
able to employ a number of minor powers when it really struggles to exert
itself (see Haunted, below), but for the most part its benefit to you is through
the advice it can give. This ghost is the incorporeal spirit of someone who was
once living, perhaps even someone particularly famous or wise. The
Storyteller will create the ghost character, but will not reveal to you its full
powers and potencies.

Vampire Companion (3): You have a friend and ally who just happens to be
a vampire. Though you may call upon this being in time of need, it also has
the right to call upon you (after all, you are friends). However, neither your
kind nor its appreciate such a relationship, and your respective societies will
punish both of you if your friendship is discovered. Arranging for meeting
places and methods of communication will be difficult. The Storyteller will
create the vampire character, but may not reveal to you its full powers and
potencies. (Professor Slughorn)

Werewolf Companion (3): You have a friend and ally who just happens to be
a werewolf. Though you may call upon this being in time of need, it also has
the right to call upon you (after all, you are friends). However, neither your
kind nor its appreciate such a relationship, and your respective societies will
punish both of you if your friendship is discovered. Arranging for meeting
places and methods of communication will be difficult. The Storyteller will
create the werewolf character, but will not reveal to you its full powers and
potencies. (Order of the Phoenix)

Luck (3): You were born lucky. You can repeat three failed rolls per story.
Only one repeat attempt may be made on any single roll.

Charmed Existence (5): Your life is somehow protected, and you do not face
the perils that others must. It could be that you are simply lucky. Whatever the
reason, you may ignore a single "one" on every roll you make. This makes it
far less likely that you will ever botch, and grants you more successes than
others obtain.

Shattered Avatar (5): Your Avatar is fractured into pieces. The bad part is,
you only have a fraction of your "soul," and there may be unfortunate reasons
why this is the case. The good part is, if you find the other pieces of your
Avatarperhaps they're trapped in a horcrux or in the spirit worldyour rating
will grow. Unfortunately, the other piece of your Avatar may also be in a
person or animal, and you can't add to your own rating until they are dead.
(Voldemort)

Guardian Angel (6): Someone or something watches over you and protects
you from harm. You have no idea who or what it is, but you have an idea that
someone is looking out for you. In times of great need you may be
supernaturally protected. However, one can never count upon a guardian
angel. The Storyteller must decide why you are being watched over, and by
what (not necessarily an angel, despite the name). (Harry Potter)

True Faith (7): You have a deep-seated faith in and love for God, or
whatever name you choose to call the Almighty. You begin the game with one
point of Faith (a Trait with a range of 1-10). Your Faith provides you with an
inner strength and comfort that continues to support you when all else betrays
you. Your Faith adds to all Willpower rolls. The exact supernatural effects of
Faith, if any, are completely up to the Storyteller (though it will typically have
the effect of repelling some creatures such as vampires). It will certainly vary
from person to person, and will almost never be obvious - some of the most
saintly people have never performed a miracle greater than managing to touch
an injured soul. The nature of any miracles you do perform will usually be
tied to your own Nature, and you may never realize that you have been aided
by a force beyond yourself. No one may start the game with more than one
Faith point. Additional points are only awarded at the Storyteller's discretion.

Supernatural Flaws
Bard's Tongue (1): What you say tends to come true; you can't control this
prophetic ability, and the compulsion to speak an uncomfortable truth is often
very hard to resist, though you may attempt to do so by spending Willpower.

Cursed (1-5): You have been cursed by someone or something with
supernatural or magical powers. This curse is specific and detailed, it cannot
be dispelled without extreme effort, and it can be life-threatening. Some
examples follow:
If you pass on a secret that was told to you, your betrayal will later harm
you in some way. (1 pt)
You stutter uncontrollably when you try to describe what you have seen
or heard. (2 pt)
Tools often break or malfunction when you attempt to use them. (3 pt)
You are doomed to make enemies of those to whom you become most
attached (so whatever you do, don't get too close to the other
characters!). (4 pt)
Every one of your accomplishments or achievements will eventually,
inevitably, become soiled and fail in some way. (5 pt)

Taint of Corruption (1): Plants wither when you approach, and will die if
you touch them. Most people feel uncomfortable in your presence and will
generally shy away from you.

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Magic Susceptibility (2): You are susceptible to magic. The difficulty to cast
a spell upon you is two less, and all spells cast have twice normal effect on
you.

Haunted (3): You are haunted by a ghost or poltergeist that possibly only you
(and Mediums) can see and hear. It actively dislikes you and enjoys making
your life miserable by insulting, berating and distracting you - especially when
you need to keep your cool. It also has a number of minor powers it can use
against you (once per story for each power): hide small objects; bring a "chill"
over others, making them very ill at ease with you; cause a loud buzzing in
your ear or the ears of others; move a small object such as a knife or pen;
break a fragile item such as a bottle or mirror; trip you; or make eerie noises
such as chains rattling. Yelling at the ghost can sometimes drive it away, but it
will confuse those who are around you. The Storyteller will likely personify
the ghost in order to make things all the more frustrating for you. (Hogwarts
Peeves)

Dark Fate (5): You are doomed to experience a most horrible demise or,
worse, suffer eternal agony. No matter what you do, someday you will be out
of the picture. In the end, all your efforts, your struggles, and your dreams will
come to naught. Your fate is certain and there is nothing you can do about it.
Even more ghastly, you have partial knowledge of this, for you occasionally
have visions of your fate - and they are most disturbing. The malaise these
visions inspire in you can only be overcome through the use of Willpower,
and will return after each vision. At some point in the chronicle, you will
indeed face your fate, but when and how is completely up to the Storyteller.
Though you can't do anything about your fate, you can still attempt to reach
some goal before it occurs, or at least try to make sure that your friends are
not destroyed as well. This is a difficult Flaw to role play; though it may seem
as if it takes away all free will, we have found that, ironically, it grants
freedom.

Sphere Inept (5): You have terrible difficulty comprehending a particular
sphere; it costs 25% more than normal (rounded up) to purchase new levels in
that sphere. You may only buy this flaw once.

Wizard Ties Merits
Boon (1-3): A master Wizard owes you a favor because of something either
you or your Mentor once did for him. The extent of the boon owed to you
depends on how many points you spend. One point would indicate a relatively
minor boon, while three points would indicate that the Wizard probably owes
you his life. (Harry PotterWormtail)

Prestigious Mentor (1): Your Mentor had or has great status in the
Wizarding world or possibly the Ministry of Magic, and this has accorded you
a peculiar honor. Most treat you respectfully as a result, while some have only
contempt for you, believing you to be nothing compared to them. This
prestige could greatly aid you when dealing with Wizards acquainted with
your Mentor. Indeed, your Mentor's contacts may actually approach you at
some point offering aid. Though your Mentor may no longer have contact
with you, the simple fact of your relationship has marked you forever. (Harry
Potter)

Special Gift (1-3): Your Mentor gave you a valuable gift. The Storyteller
should create something suitable (though you can 'suggest' something). The
Storyteller will decide how much a particular item is worth.

Reputation (2): You have a good reputation among the Wizarding world.
This may be your own reputation, or it may be derived from your Mentor.
Add three dice to all Dice Pools for social dealings with Wizards. A character
with this Merit may not take the Flaw Notoriety.

House Friendship (3): For any number of different reasons something about
you appeals to members of a House other than your own (your choice). The
difficulties of all rolls related to social dealings with members of this House
are two less. This can be a two-edged sword; you are also marked by others as
a sympathizer with that House, whether you like it (or deny it!) or not.

Pawn (3): You can manipulate and have some control over another Wizard.
Your hold was likely formed through magic, but can also come from a variety
of other sources, such as blackmail, bribes or threats and intimidation. The
pawn does not necessarily know that it is being controlled.

Wizard Ties Flaws
Half-Blood (1): To most Wizards, blood status does no matter. However,
some Wizards hold to old preconceptions about blood and who should be
allowed to study magic. Being half-blood means that one of your parents was
a Muggle; giving you slightly less status among some Wizarding circles. Half-
blood characters may take up to 2 in Muggle Studies and 1 Muggle Tech free
during character creation. (Professor Snape)

Enemy (1-5): You have an enemy, or perhaps a group of enemies, who seek
to harm you. The value of the Flaw determines how powerful these enemies
are. The most powerful enemies (i.e. Giants, Werewolves or the Minister of
Magic) would be five-point Flaws, while someone nearer to your own power
would be worth only one point. You must decide who your enemy is and how
you became enemies in the first place. (Harry & Draco, Harry & Voldemort)

Infamous Mentor (1): Your sire was, and perhaps still is, distrusted and
disliked by much of the Wizarding world. As a result, you are distrusted and
disliked as well. This is a heavy load, and one not easily shed.

Insane Mentor (1): Your Mentor has completely lost his grip on reality, and
has become dangerously insane. Any wrong committed by your Mentor may
affect your standing, and some of your sire's dangerous schemes may
somehow involve you. (LunaXenophilius Lovegood)

Mistaken Identity (1): You look similar to another Wizard, and are mistaken
for her, much to your chagrin. This individual's allies will approach you and
tell you things you do not want to hear, her enemies will attempt to do away
with you, and others will treat you in odd ways. Ultimately you might be able
to sort out things, but it will take tremendous effort.

Mentor's Resentment (1): Your Mentor dislikes you and wishes you ill.
Given the smallest opportunity, your Mentor will seek to do you harm, and
may even attack you if provoked. Your Mentor's friends will also work
against you, and many elders will thus resent you.

Twisted Upbringing (1): Your Mentor was quite malevolent and taught you
all the wrong things about Wizarding society. All your beliefs about how
Witches interact are wrong, and your faulty beliefs are likely to get you into a
great deal of trouble. Over time, after many hard lessons, you can overcome
this bad start (the Storyteller will tell you when). But until then, you will
continue to believe what you were first told, no matter how others try to
"trick" you into thinking otherwise.

House Enmity (2): For some reason, something about you inspires contempt
or hatred in members of a House other than your own. There is a two-dice
penalty to all rolls for social dealings with members of this other House.
Select the 'enemy' House randomly or choose. (Harry & Slytherin)

Diabolic Mentor (2): Your Mentor is engaged in acts that could cause a
tremendous uproar in the Wizarding world. She could be wantonly breaking
the Secrecy of Magic Act, or breaking some other Wizard law. Ministry
officials are likely to come to you in order to discover your Master's
whereabouts, and they may not believe you if you tell them you do not know.

Muggle-born (3): Both of your parents were Muggles, and likely quite as
surprised as you were to learn about the Wizarding world. While your blood
status has no affect on how well you are able to perform magic, many Wizards
see Muggles (and thusly Muggle-borns) as much lower in status and possibly
believe that the Mudblood, as they are called by some less couth Wizards,
must have stolen a true Wizards wand in order to gain power. Muggle-born
characters receive up to 3 dots in Muggle Studies and 1 Muggle Tech, free
during character creation. (Hermione)

Notoriety (3): You have a bad reputation among the Wizards of your chosen
community. This may be your own reputation, or it may be derived from your
Mentor. There is a two-dice penalty to all dice rolls for social dealings with
the communitys Wizards. A character with this Flaw may not take the Merit
of Reputation.

Muggle Society Merits
Judicial Ties (2): You have both influence over and contacts in the justice
system. You know most of the judges as well as the attorneys in the
prosecutor's department, and can affect the progress of various cases and trials
with limited difficulty. Though it is difficult to intervene in a case, you can
influence it in one direction or another. These ties can also make it easy to
acquire search warrants.

Media Ties (2): You have both influence over and contacts in the local media.
You can suppress and create news stories (though not always with 100 percent
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efficiency; journalists are an unruly bunch) and you have access to the files
and gossip of the staffs of Muggle newspapers and TV stations.

Church Ties (3): You have influence and contacts in some local churches,
and have the means to create protest rallies and raise money. The more you
use your ties, of course, the greater your risk of being found out.

Corporate Ties (3): You have both influence over and contacts in the Muggle
corporate community. You understand the dynamics of money in the city and
have links with all the major players. In times of need, you can cause all sorts
of financial mayhem, and can raise considerable amounts of money (in the
form of loans) in a very short period of time.

Police Ties (3): You have both influence over and contacts in the local
Muggle police. You can, with a single phone call, cause an APB to be issued.
However, the more often you use your ties with the police department, the
weaker they become, and the more attention you attract toward yourself. Your
influence is not solid (that can be achieved only through game play), and can
let you down at times.

Political Ties (3): You have both influence over and contacts among Muggle
politicians and bureaucrats. In times of need, you can shut off the power and
water to a building or neighborhood, and can unleash many different means of
harassment against your enemies. The more you use your political ties, the
weaker they become. Total control can only be achieved through game play.

Underworld Ties (3): You have both influence over and contacts in the
Muggle Mafia and organized street gangs. This provides you with limited
access to large numbers of "soldiers," as well as extensive links to the
underworld of crime. The more often you use your ties with the criminal
element, the weaker they grow.

Corporation CEO (5): You have a particular influence and sway over a
Muggle corporation and associated companies, just as if you were its chief
executive officer. Indeed, you may have inherited this company from a
Muggle relative, and retained your control. Through this corporation, you
know much that takes place in the corporate community, and have the means
to wage economic warfare. This Merit provides you with some informal
Contacts and Resources, the exact extent of which are determined by the
Storyteller.

Muggle Society Flaws
Anachronism (2): You are unable (or unwilling) to keep up with the
changing times. An Intelligence roll is needed whenever you have to deal with
something from a later period than your own youth. If the roll is failed, total
the net failures and use this total as a negative modifier to your attempts. Note
that characters with this Flaw will generally have been alive for longer than 50
years, so Storytellers should decide whether or not to allow this Flaw in their
chronicles.

Ward (3): You are devoted to the protection of a Muggle. You may describe
your ward, though the Storyteller will actually create her. This character may
be a friend or relative from your pre-awakening days, or simply a Muggle you
admire and consider important. Wards have a way of getting caught up in the
action of stories, and are frequent targets of a character's enemies.

Physical Merits
Double-Jointed (1): You are unusually supple. Reduce the difficulty of any
Dexterity roll involving body flexibility by two. Squeezing through a tiny
space is one example of a use for this Merit.

Baby Face (2): You look much younger than you actually are, enabling you
to affect the sympathies of others much more easily.

Huge Size (4): Your mother may have been a giantess or youre simply a
freak of nature. Either way, you are abnormally large in size, over seven feet
tall and 400 pounds in weight. You therefore have one additional Health
Level, and are able to suffer more harm before you are incapacitated. Treat
this extra Level as an extra Bruised Level, with no penalties to rolls.

Physical Flaws
Allergic (1-3): You are severely allergic to some substance. You may get
hives or sneeze, and possibly become incapacitated by your reaction
(depending on the severity of the allergy). Choose from the list below or make
up the substance to which you are allergic.
Particular animals
Plastic or latex
Food or alcohol
Plants, flowers and/or tree pollen
Certain herbs or other potion ingredients
Particular Metals

Short (1): Either due to mixed-species heritage, or an unfortunate twist of
fate, you are well below average height (making it difficult to see over high
objects or move quickly). You suffer a two-dice penalty to all pursuit rolls,
and you and the Storyteller should make sure your height is taken into account
in all situations. In some circumstances, this will give you a concealment
bonus.

Disfigured (2): A hideous disfigurement makes you ugly and easy to notice as
well as remember. You therefore have a zero Appearance. (Mad-eye Moody)

Child: (3): You are currently an under-age Wizard (under the age of 17).
Although time and experience will certainly change your situation, you are
currently stuck with a child's body. You may have the Short Flaw (see above),
and you find it difficult to be taken seriously by adults (two-dice penalty to all
relevant rolls). Often excluded from the goings on of the Wizard world,
additionally, certain places may not admit you, because you are underage.
(most Hogwarts students)

Deformity (3): You have some kind of deformity - a misshapen limb, a
hunchback or whatever - which affects your interactions with others and may
inconvenience you physically. The difficulties of all dice rolls related to
physical appearance are raised by two. Your deformity will also raise the
difficulty of some Dexterity rolls by two, depending on the type of deformity
you possess. (Wormtail)

Lame (3): Your legs are injured or otherwise prevented from working
effectively. You suffer a two-dice penalty to all dice rolls related to
movement.

Monstrous (3): There is something wholly monstrous about you. You
scarcely look human, but the manner in which you differ is up to you. Perhaps
you have grown scales or warts all over your body or perhaps youve
developed disproportionately sized limbs or other features. Your Appearance
is zero.

One Arm (3): You have only one usable arm or hand - choose which, or
determine randomly at character creation. You suffer a two-dice penalty to
any Dice Pool where two hands would normally be needed to perform a task.
A character may not take this Flaw along with the Merit Ambidextrous.

Permanent Wound (3): You suffered some magical injury that cannot be
completely healed. You start each day at the Wounded Health Level. This can
be healed magically, but each day, after sleep, your wound always reopens.

Mute (4): Your vocal apparatus does not function, and you cannot speak at
all. You can communicate through other means - typically writing or signing.

Paraplegic (6): You can hardly move without assistance, such as a pair of
crutches or a wheelchair. Even then it can be painful and cumbersome to do
so. The Storyteller and you should take care to role play this Flaw correctly,
no matter how difficult it makes things.

Step Six: Finishing Touches
These final features cover the most personal aspects of your character;
some which will grow through time to transform a Talented novice into a
master.

Arete
Arte measures a Wizards enlightened strength of will. A combination
of confidence, understanding, wisdom and raw power, Arte is what makes a
Wizard a Wizard.
Each Witch or Wizard begins with one point of Arte; this score may be
raised with freebie points. Each sphere the Wizard possesses must be lower
than or equal to that characters Arte.
Unschooled
Talented
Novice
Disciplined
Commanding
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Aware
Understanding
Wise
Enlightened
Transcending
Game Effects of Arte
The Wizards Arte rating indicates the maximum amount of dice she
can roll to perform a magical feat.
A Wizards Arte rating may not be greater than his permanent
willpower rating.
A character cannot have sphere ratings above their Arte score, unless
the latter has been lowered through the loss of willpower.
If the Wizards permanent willpower rating drops below his Arte, he
cannot use the difference until the willpower has been restored.
It is recommended that no player character begin play with an Arte
higher than 2.
For each Arte level above 2, a Wizard may choose one sphere in which
verbal incantations are no longer required, allowing for non-verbal
spellcasting.

Willpower
Wizards must be masters of self-control. Willpower does not measure
mystic command, though the two are related. It represents the characters
drive and emotional stability.
Unlike other traits, willpower is not usually rolled, it is spent. When a
character has to push beyond his usual boundaries, resist temptation or force
things to happen (or not to happen), he spends his willpower points until he
either triumphs or collapses from exhaustion. Characters begin with three
willpower points.
Unschooled
Talented
Novice
Disciplined
Commanding
Aware
Understanding
Wise
Enlightened
Transcending
Game Effects of Willpower
Spending a willpower point, a Wizard can get one automatic success in
an action. Only one point can be used per turn in this way.
By rolling willpower, a Wizard can resist the effects of mind magic
(difficulty 6).
When a Witch rolls a botch during spellcasting, she can avert the worst
effects of a Paradox backlash.
A Wizard must spend a willpower point in order to do any action
contrary to his Nature.
Some urges are too strong to ignore (running away from lethal danger,
failing to follow ones Nature). When a Wizard is faced with an
uncontrollable action, he may spend a Willpower point to avoid giving into
the urge.
Losing Willpower
A Witch who receives a strong shock (a severe Mind attack, an
emotional kick, a personal disaster, Paradox backlash) with her temporary
willpower pool at one or less, she will lose a permanent willpower point.
Prolonged emotional trauma (brainwashing, torture, severe personal
tragedy) may cause a Wizard to lose one permanent willpower point, but only
during especially bad incidents.
Regaining Willpower
At the end of a story, the characters regain all the willpower they spent
during the tale. Also, some willpower may be regained (at storytellers
discretion) at the end of a gaming session.
If the Wizard achieves some kind of special success, such as rescuing his
Mentor, recovering a lost Talisman, completing some major plot point, he
may get a point or more back from the rush of victory.
When she fulfills some criteria of her chosen Nature during play, she
may regain one or two spent willpower points.
If the Wizard has the destiny background, he may renew his confidence
through his higher purpose.
At the beginning of a new day, upon awakening, a character regains a
willpower point.



Freebie Points
The final step in rounding out a characters Traits is spending Freebie
Points. Here, the player has 10 points to spend wherever you like, using the
following chart for point costs.
Attributes 5 per dot
Abilities 2 per dot
Backgrounds 1 per dot
Arte 4 per dot
Willpower 1 per dot
Spheres 7 per dot
Quintessence 1 per 4 dots

Appearance
A characters appearance is an important factor in how he relates to
others. Its a sad but true fact that unattractive people have a harder time in
social settings than plain people do and that attractive people have it easier all
around. While your characters Appearance Trait will determine whether or
not he is attractive, it doesnt say what it is that makes him attractive. The
more specific you are in describing your characters appearance, the easier it
will be to visualize.

Specialties
Your character may specialize in any Trait in which he has four or more
dots. Specialties reflect something he is specifically good at within the general
category. Someone with four points Ride may choose to specialize in Brooms.
In addition to adding depth to your character, choosing a specialty
allows a character to re-roll any 10s when the specialty applies.
A player may choose to specialize with fewer than four dots, giving the
same bonus rolls, however, the specialty would then be the only aspect of the
Ability the character would be able to utilize until reaching four dots.

Equipment
Unless the storyteller say otherwise, assume your character has whatever
ordinary equipment he might reasonably have. Magical items, such as
talismans, however, must be purchased as a Background.

Motivations
If you havent yet done so, give some thought as to what motivates your
character; what does he want out of life, and why? Why does he hate
authority? Why might he have been chosen for his House? Motivation can be
something vague, like innate curiosity, or it can be very specific; your
character wants to bring about the downfall of Lord Voldemort because he
killed your parents.

Health
Wounds, sickness and other conditions affect the Health Trait.
Whenever something injures a Wizard, his player subtracts Health Levels to
reflect the damage. Healthy characters have essentially eight levels to lose;
each one lost penalizes that character by subtracting from his Dice Pools. The
more injury a Wizard sustains, the worse his condition. If the penalty exceeds
the persons Dice Pool, he can do nothing.
Arte rolls are the exception to this. A crippled Wizard can still call
upon his powers. Only when incapacitated or worse does he take magic roll
penalties.
There are two types of damage; ordinary & aggravated. Most wounds
are quite normal and can be healed either with time or magic. Dark Magic,
however, can sometimes cause aggravated damage, which is much more
difficult to heal. Some Dark Arts will never heal completely. Normal wounds
heal, without magical assistance, will heal at a rate of one week per level,
however broken bones must be set and other complications may hinder the
healing process (at storytellers discretion).
Once Unconsciousness is achieved, the character will not awaken for a
number of rounds equal to ten minus the characters current Willpower rating.
Health Levels Dice Effects
Bruised -0 No action penalties
Hurt -1 Mildly hurt, no movement hindrance
Injured -1 Minor injuries, little movement hindrance
Wounded -2 Cannot run, but can limply walk
Mauled -3 Badly injured, can only hobble about
Crippled -5 Severely injured, can only crawl
Incapacitated -10 Completely incapable of movement
Unconscious 0 Knocked out and unaware of surroundings
Coma 0 Deep unconscious state, near death
Dead 0 See your storyteller for a new character

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Experience
Obviously, during character creation, you will not be given experience
points. As your character progresses, however, she will gain new points to
spend on raising her Traits (using the following chart):
Trait Cost
New Ability 3
New Sphere 10
Willpower current rating
Knowledges current rating
Talents & Skills current rating x 2
Attributes current rating x 4
House Specialty Sphere current rating x 5
Spheres current rating x 7
Arte current rating x 8

Classes Available to First-Years
Astronomy
Charms
Defense Against the Dark Arts
Herbology
History of Magic
Potions
Transfiguration
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Appendix I: Quintessence & Paradox
These traits are a study in contrasts. Quintessence represents the primal
force within a Wizard, while paradox represents how much of an aberration to
Muggle reality the Wizard has become. The elements, though not quite
opposites, contradict each other.
In game terms, each is measured on a wheel of 20 spaces. Quintessence
points are filled in from the left-hand marker going clockwise, while paradox
is marked counterclockwise from the same point. If the two ratings overlap,
quintessence loses.

Quintessence
A Wizard gains quintessence through his Avatar Background or by
absorbing it from a Talisman, Node or Tass through Prime magic. The
characters Avatar rating represents the maximum amount of Quintessence he
can absorb in a single round.
Quintessence can be spent to reduce the difficulty of a magic roll by 1 to
a maximum deduction of 3.
Channeling Quintessence from a node requires a rating in Prime of at
least 1; getting it from a Tass requires 3. Quintessence can be drawn from
anything at a rating of 5, however this does cause fluctuations in technology,
rooms to chill or people to suddenly weaken. Dementors use Quintessence in
exactly this way.
Under most circumstances, Quintessence is invisible, however, like with
most spells, when in motion, Quintessence can manifest as different colors of
light, causing it to become quite visible and vulgar.
Under certain extreme circumstances (mental or emotional distress), a
Wizard may accidentally do magic without the use of a wand (at the
storytellers discretion). This magic automatically costs the Wizard a
Quintessence point, though causes no direct Paradox to accumulate upon the
spellcaster.

Paradox
Wizards run the risk of Paradox whenever they use their art; the more
extreme the magic, the greater the risk (particularly in the presence of
Muggles). Using a broken wand is a surefire way of instantly accumulating
paradox.
Each Paradox point a Witch has accumulated goes into the storytellers
Backlash pool. This pool is rolled each time a spell fails to determine whether
or not Backlash occurs and its severity.
Paradox bleeds off at a rate of 1 point per week in which the Wizard
incurs no additional Paradox.
One of the Ministry of Magics primary duties is the regulation of
Paradox. Any blatant use of magic in the presence of Muggles or spellcasting
of under-age Wizards who are away from school which incur Paradox are
attemptedly countered by the Ministry.
Dementors are attracted to Paradox as much as positive emotions

Paradox Backlash
When Paradox Backlash occurs, it burns off accumulated Paradox,
though at great cost to the Wizard. When a botch occurs when a spell attempt
is made, the storyteller will roll the characters Paradox pool (difficulty 6).
Each success burns off 1 Paradox point, but has nasty consequences, in the
form of Paradox Flaws.
One Point Flaws: These short-lived minor Flaws range from watches
spinning backward to minor power outages. Milk curdling and flowers
wilting are common manifestations. (+1 difficulty to all rolls)
Two Point Flaws: Flaws of this nature are a little more potent and begin
to warp the characters world around her. Scars might re-open into
wounds, glass may turn into sand or energies may begin to flow
backward in the Wizards presence. (+2 difficulty to all rolls)
Three Point Flaw: These Flaws often last for days and begin to
severely impede the character and warp reality around her. Memories
might become altered, the Wizards sense of timing may be distorted,
and senses might fade in and out. More than an inconvenience, this level
Flaws may cause the Wizard significant damage (one health level) from
boils or sudden wounds.
Four Point Flaw: The Wizard with this level of Paradox may find life
quite hazardous for days on end, possibly altering his body and
surroundings in drastic ways. Bones may become wood, senses might
invert, and basic body functions may cease, operate in reverse or
function faster than is healthy. Significant damage is possible (two
health levels) and the Wizard may find it difficult to function.
Five Point Flaw: These major Paradox Flaws can drastically alter the
character. They can change the characters Attributes dramatically for
short periods (adding or subtracting up to three points of any one Trait
for a day) or alter them slightly, though permanently (one Trait point
gone forever). He may find himself blinded or unable to control his
nervous system. Severe distortions of human anatomy and the Wizards
environment can take place, making it difficult even getting out of bed.
Six to Ten point Backlash: These levels of backlash are a vulgar attack
on the Wizards reality as a whole. The energy released by the tear in
reality burn the characters soul (for every success on the backlash role,
the character takes one aggravated damage). The Storyteller determines
the nature of the backlash, but it should relate to the type of magic used.
The likelihood of death is almost certain at this level, but it is not a
serene death. If the Wizard does indeed die, his soul is separated from
his body, doomed to wander the Earth as neither man nor ghost; he is a
Paradox Spirit.




eidolon_sx@gmail.com 19
Appendix II: Spells
There are four major classifications of spells: Hexes, Jinxes, Curses and
Charms. These categories are wholly arbitrary and assigned to a spell based
primarily on the intended effect. Charms are basically harmless, aiding the
Wizard in day to day life or producing some generally non-harmful result.
Hexes & Jinxes are usually a little more malicious, though mostly
inconvenient. Curses are generally used to cause some sort of harm or
detriment to the target. However, the lines between what is a Hex, Jinx or
Curse are often quite hazy.
The following is a catalog of common spells. By no means should a
player feel limited to what is listed here. Many wizards invent new spells
every day. They are like fads, coming in and out of common use as time goes
on. The spells listed below categorized by spell type and alphabetized by
Incantation. A character can learn any spell which he meets the requirements
for.

Charms
Accio (ak i o): The Summoning Charm
[Lat. Accio, I call for, I summon]
Accio is used to make objects fly straight to the spell caster, even over
great distances.
In order to successfully cast Accio, it is necessary to concentrate hard on
the item you want to summon until it reaches you. Failure to do so correctly
will result in the object either not moving at all, or dropping out of the air
partway through its journey.
Certain enchantments can prevent Accio working and powerful magic
items may also be impervious to it.
Required Spheres: Correspondence 2, Matter 1

Aerio (er i, o,): The Bubble-Head Charm
[<Ger. ar, air]
The Bubble-Head Charm is used to create a bubble of air around the
caster's head. It can be used to allow the caster to breathe underwater.
Required Spheres: Forces 2

Aevum Obex (ev m ob, ks): The Age Line Charm
[Lat. vum, age + obex, barrier]
The incantation for this spell is spoken as described here, with the determined
age attached afterward, in its Latin form.
This spell produces an Age Line - a barrier that detects the age of
anybody trying to cross it and ejects those who are too young (with the
definition of "too young" specified by the caster of the spell).
The line produced is thin and golden in color.
Required Spheres: Time 1, Life 1, Forces 4

Aguamenti (ag w mn, ti): The Water Charm
[<Lat. aqua, water + mens, mind]
This spell causes a jet of water to come from the end of the caster's
wand. The speed of the jet is controllable, and the magic can produce anything
from a small trickle of water to a powerful jet of it.
Required Spheres: Matter 2, Prime 2

Alohomora ( lo h mo, r): The Unlocking Charm
[<Hwi. aloha, hello/farewell + Lat. mora, obstacle]
This is a fairly basic spell used to open a locked door or window. It can
unseal doors locked using Colloportus. Doors can be locked with more
advanced magic that Alohomora is useless against.
Required Spheres: Matter 2, or Forces 2, or Correspondence 2

Anapneo ( na p ne, o): The Breathing Charm
[Gr. anapneo, breathe]
A simple charm that clears the airways of the person who the spell is
cast upon, allowing them to breathe properly.
Required Spheres: Matter 2 or Correspondence 2

Animagia (a ni ma, gi, ): Animal Transformation Charm
[<Lat. anima, animal + OPer. magus, mage/magician]
This is an exceptionally complex piece of magic that allows a Witch or
Wizard to transform themselves into an animal at will. Animagi are very rare,
and are required to register themselves with the Ministry of Magic. Only
seven registered Animagi have existed in the last century, perhaps due to the
extreme difficulty of the magic, and perhaps also due to the unpleasant nature
of the side-effects should an attempt to transform go wrong. There have been
a number of illegal, unregistered Animagi, however.
As with the Patronus, the Animagus cannot choose what animal to
transform into: the animal they become is a direct result of their inherent
nature and cannot be changed.
When in animal form, a Wizard retains all of his intelligence and
memories, however his personality differs, if ever so slightly, as it is
influenced by his animal instincts. Also, certain Abilities will not be available;
while a Wizard in mouse form may know how to fly a broomstick, he cannot
feasibly do so, however. These restrictions vary by the animal form you
assume, at Storytellers discretion. The difficulty also varies depending on the
size difference between forms (standard 6). Additionally, this spell only gives
the Wizard the form of an animal. It is up to the character to learn how to act
like the animal of whose form he takes.
While the transformation to from man to beast usually requires a wand,
Animagia does not require the use of a wand to return to human form. Certain
magic can force an Animagus to revert to normal (see below).
The following is a list of a few common animals and the attribute
changes that will affect your Animagus character:
Bat: Str 1, Dex +2, Sta 1. Claws +1, Teeth +1
Bear: Str +4, Dex -1, Sta +3. Claws +3
Bird (small): Str 1, Dex +2. Sta 1
Bird (large): Str 2, Dex +2, Sta 1. Claws +2
Cat (domestic): Str 2, Dex +3, Sta -1. Claws +1
Deer (doe): Str +1, Sta +1
Deer (stag): Str +2, Sta +2. Antlers +1
Dog (domestic): Dex +1. Teeth +1
Elk/Moose: Str +3, Sta +2. Antlers +2
Fish (bass/trout): Str 1, Dex +1, Sta -1. Water breathing
Lion/Tiger: Str +3, Dex +2, Sta +1. Claws +2, Teeth +2
Lynx/Mountain Lion: Str +2, Dex +2, Sta +1. Claws +2, Teeth +2
Otter/Beaver: Dex +2, Sta -1. Teeth +2
Rat/Mouse: Str 1, Dex +2, Sta -2. Teeth +1
Shark: Str +2, Dex +1, Sta +2. Teeth +3, Water breathing
Weasel/Ferret: Str -1, Dex +2, Sta -1. Claws +1, Teeth +1
Wolf/Coyote: Str +1, Dex +1. Teeth +2
Required Spheres: Life 4, Matter 4, Prime 2, Spirit 2

Aoratos Inortus (e o, ra tos, wn, or ts): The Invisibility Charm
[Grk. aoratos, invisible + Lat. in, against + Lat. ortus, to become visible]
This is a spell that renders something truly invisible to observers. This
spell is different to Evanesco in that that spell actually causes the item to cease
to exist rather than simply making it invisible. It is also different from the
Concealing Charm, because it causes observers to be unable to see the object,
rather than affecting the target itself.
Required Spheres: Mind 4, Forces 1

Aparecium (ap ri si m): The Invisibility Detection Charm
[<Lat. appareo, I appear]
Used to reveal simply charmed unseen objects, such as invisible ink.
Required Spheres: Matter 2, Correspondence 2

Appareo ( par i, o): Apparation
[Lat. appareo, I appear]
This spell allows the caster to appear instantly in a given place. It is used
in conjunction with Disapparate. The caster must Disapparate from one
location in order to Apparate in another. It is the favored mode of transport of
adult wizards when they wish to travel quickly, but cannot be used by children
as an Apparition Test has to be passed before it is legal to use it. The
Apparition Test cannot be taken before the age of 17, and as such, Apparition
lessons are available in Hogwarts during the 6th Year.
eidolon_sx@gmail.com 20
The Ministry levies heavy fines on anyone caught Apparating without a
license, as it is very dangerous to attempt it if you are not properly trained.
The most common problem it can cause is Splinching, which means leaving
part of your body behind. This is not fatal, but requires Ministry wizards to
correct it, and leads to a lot of paperwork.
Side-Along-Apparition:When Apparating, it is possible for a qualified
wizard to Apparate someone else as part of the process in addition to
themselves. The passenger being carried must grip tightly on to the Apparator
in order to ensure that they are transported correctly, and they experience the
same feeling of Apparition as they would if they were doing it themselves.
Required Spheres: Correspondence 4, Life 2

Arpazio (ar, pa zi o,): The Gripping Charm
[<Grk. arpazo, to grip]
The Gripping Charm allows a person to grasp an object more
effectively. It was invented in 1875 and is primarily used in Quidditch to
allow the Chasers to handle the Quaffle one-handed whilst still keeping a grip
on their brooms.
Required Spheres: Forces 2 or Matter 2 or Correspondence 2

Azur ( zu re,): The Color-Change Charm
[<Per. lazuward, lapis lazuli]
This spell causes the target to change color, usually in relative shade to
its original color.
Required Spells: Matter 2 or Forces 2
Azur Rosa ( zu re, ro s): The Color Flashing Charm
[<Per. lazuward, lapis lazuli + Lat. rosa, red]
A variant of the Color-Change Charm, this is used to make the item it is
cast on flash different colors.
Required Spells: Matter 2 or Forces 2

Banir (b nir): The Banishing Charm
[<OE. bannan, to summon]
This spell is the opposite of Accio, which is the Summoning Charm. It
causes an object to fly away from the caster.
Required Spheres: Correspondence 2, Matter 1

Banshee Vae (bn i, ve): The Caterwauling Charm
[<Ir. bean, woman + sith, fairy + <ON. vae, woe/wail]
This spell produces a screaming sound so loud that it echoes around all
of the surrounding area with the intention of alerting the spell caster (and
everyone in range) of intruders.
Required Spheres: Correspondence 2, Forces 3

Blikhaelas (blwk h las,): The Curse Alleviation Charm
[<ME. bliknen, to lose color, <OE. hlan, to heal]
This healing Charm was designed to prevent rapid spread of any
incurable curse.
Required Spheres: Prime 5

Cave Inimucum (ka ve, w, nwm km): The Protection Charm
[<Lat. caveo, guard against + inimucus, hostile]
This protective enchantment prevents external magic from entering a
protected area.
Required Spheres: Prime 4, Entropy 3

Colloportus (ko, lo, por ts): The Locking Charm
[<Latin colligere, bind together + portus, gate/door]
This spell is used to magically seal doors, making a squelching sound as
it does so, but it is not particularly effective. It can easily be countered with
Alohomora.
Required Spheres: Matter 2, or Forces 2, or Correspondence 2

Com Celarus (ko me, k lar s): The Concealment Charm
[Lat. com, together + celar, to hide]
By bending light around an object, the wizard can effectively use this
spell to conceal something so that it cannot be seen. This will not effectively
work to make a person invisible, because the target would no be able to see.
Required Spheres: Forces 2

Concutio (kn ku i, o,): The Intruder Charm
Similar to the Caterwauling Charm, this is the wizarding equivalent of a
burglar alarm. It makes a signal audible only to the caster when the area
covered by the charm is entered by somebody or something.
Required Spheres: Forces 3, Correspondence 3

Coxinius (kaks, wn i s): The Cushioning Charm
[<Lat. coxinum, to cushion]
This spell creates an invisible cushioned area, which is usually intended
for sitting on. It is primarily used in broomstick manufacture to make the
brooms more comfortable. Elliot Smethwyck invented this Charm in 1820, a
development that led broomstick riding to become more comfortable than ever
before.
Required Spheres: Forces 4

Defodio (d fo di, o,): The Gauging Charm
[Lat. defodio, excavate]
This is a gouging spell. The effect can carve chunks out of solid rock or
simply dig holes in soft peat.
Required Spheres: Matter 3

Deletrius (d li tri, s): The Erasing Charm
[<Eng. delete, to erase]
This charm is used to erase spell images conjured by Priori Incantem.
Required Spheres: Prime 2


Deprimo (d pri mo,): The Digging Charm
[Lat. deprimo, I press/dig down]
This spell specifically digs downwards, making holes in the floor or the
ground where the spellcaster directs it.
Required Spheres: Matter 2 or Forces 2

Diffindo (d fwn do,): The Severing Charm
[Lat. diffindo, I split]
Diffindo is a spell that rips an object in half or causes things to separate
from each other. This is usually intended for use on items, but does work on
living matter as well.
Required Spheres: Matter 3 or Life 2, Entropy 3

Dilato (di, la to,): The Undetectable Extension Charm
[Lat. dilato, to extend]
This magic is used to enchant a container or bag, so that its interior
capacity expands to enormous size. Externally, the enchanted item looks just
as it did before the spell was cast. The weight of items placed within the
container is drastically reduced whilst they are inside, but not entirely
eliminated.
Required Spheres: Correspondence 3, Matter 3

Diligo Dilectio (d li go, d lek ti, o,): The Entrancing Charm
[Lat. diligo, esteem/value/love + dilectio, esteem/love]
This spell entrances the target person in order to make them fall
obsessed with the caster. Most effective in the art of Potions.
Required Spheres: Mind 4

Disappareo (dws, par i, o): Disapparation
[<Lat. dispareo, I vanish]
This spell allows the caster to disappear instantly from any given place
with a soft popping sound, or alternatively a loud cracking noise, which
appears to occur at both ends of the journey taken.
The spell is used in conjunction with Appareo, in that the caster must
Disapparate from one location before he or she can Apparate in another. The
sound made differs from one spell caster to the next.
Required Spheres: Correspondence 4, Life 2

Disillusio (dws, l si, o): The Disillusionment Charm
[<Lat. dis, apart + illusio, to mock]
This spell is used to hide something, and is typically used to conceal
magical objects and occurrences from Muggles, making them blend into the
background like a chameleon. The target feels as if cold trickles were running
down his body from the point of impact. Once the spell has been cast, his
body immediately blends in with the background. When the spell is lifted, the
trickles feel hot.
Required Spheres: Matter 2, Forces 2

Duro (dr o,): Stone Transfiguration Charm
[Lat. duro, to harden]
Duro turns the target object into stone. Its appearance does not primarily
change, but the object changes its composition into that of rock.
Required Spheres: Matter 2

eidolon_sx@gmail.com 21
Enervate (en d vet,): The Awakening Charm
[<Lat. enervare, to weaken]
This Charm revives an unconscious person. It is also used to help
someone who has had Stupefy or Comatose cast on them.
Required Spheres: Life 2

Engorgio (n gor di, o,): The Engorgement/Enlargement Charm
[<Eng. engorge, to fill to excess]
This causes the target of the spell to enlarge until it is several times its
original size. The target must be living matter. For non-organic matter, an
Enlargement charm must be used.
Required Spheres: Life 4 or Matter 3, Prime 2

Episkey ( pws ki,): The Healing Charm
[<Grk. episkeyi, repair]
A healing spell used to it repair broken bones and minor flesh wounds..
Required Spheres: Life 3
Evanesco (ev, nes ko,): The Vanishing Charm
[<Lat. evanesce, I vanish]
This spell is used to make an object vanish. The spell works only on
objects, however, and not on people or animals. Evanesco actually makes the
target object disappear entirely rather than just turn invisible, so it can be
conjured back at a later time. Simple invisibility can be achieved using an
Invisibility Spell.
Required Spells: Matter 4, Prime 4

Expecto Patronum ( k spek to, p tro nm,): The Patronus (Charm)
[Lat. expecto, I shall unfold + < patronus, a protector]
The Patronus Charm. This
is highly advanced magic,
beyond Ordinary Wizarding
Level. The spell produces a
Patronus, which takes the form
of a silver animal made of vapor,
but is actually a projection of the
caster's positive emotions. It acts
as a guardian, protecting the spell
caster, and can be used to ward
off both Dementors and
Lethifolds.
To conjure a Patronus, the
spell caster must speak the
incantation - Expecto Patronum -
while concentrating hard on an
extremely happy thought or
memory. When the charm is cast
successfully, the spell caster's
wand emits a Patronus. The
inexperienced caster may not
manage to produce anything but a vague film of mist, but when the spell has
been mastered, a fully-fledged and well-defined creature - referred to as a
corporeal Patronus - will be created. The type of animal the Patronus assumes
depends entirely upon the witch or wizard who conjures it, reflecting certain
traits of the caster's personality. Like Animagus form, the Patronus of any
given witch or wizard is fixed, but it can change due to extreme stress or
emotional upheaval.
Patronuses can also be utilized in another manner: for communication.
Here are some examples of Patronuses:
Cho Chang - Swan
Aberforth Dumbledore - Goat
Albus Dumbledore - Phoenix
Seamus Finnegan - Fox
Hermione Granger - Otter
Luna Lovegood - Hare
Ernie MacMillan - Boar
Minerva McGonagall Tabby Cat
Harry Potter - Stag
Kingsley Shacklebolt - Lynx
Severus Snape - Doe
Nymphadora Tonks - Werewolf
Dolores Umbridge - Housecat
Arthur Weasley - Weasel
Ron Weasley - Terrier
Required Spheres: Spirit 4, Mind 1, Prime 2

Exaudious Visium (ks ] di, s vws i, m): The Supersensory Charm
[<Lat exaudio, hear clearly + Lat. visum, to see]
This charm heightens the awareness of the caster to things going on
around them.
Required Spheres: Life 1 or Correspondence 1

Fidelius Amicitias (f del i, s am, si tjs): The Fidelius Charm
[<Lat. fidelis, faithful + amicitia, friends]
This is an immensely complex spell that allows a secret to be concealed,
even if under normal circumstances it would be in plain sight, for an indefinite
period of time. When the spell is cast, the magically protected secret is known
only to one person, who is referred to as the Secret-Keeper. The information
in question is stored and concealed within their very soul. The only way that
any third party can become privy to the protected information is if the Secret-
Keeper chooses to divulge it directly to them. It cannot be revealed in any
other way, and so even those who the Secret-Keeper has informed cannot pass
the information on.
The magic is not broken if the Secret-Keeper dies: rather, the secret
cannot then be told to anybody else, unless a supplemental charm is added
onto the spell when cast, which allows each person that the late Secret-Keeper
has told becomes Secret Keepers in their place. This makes the charm far less
effective, of course, as there are now multiple Secret Keepers who can be
caught and coerced into giving out their information. If the Fidelius Charm is
cast on a human target, and the target person dies, the magic ceases.
Required Spheres: Entropy 5, Mind 5

Finite/Finite Incantatem (fai nait wn kn, ta tm): The Disenchantment
Charm
[<Lat. finis, end + incantare, enchantment]
These are two spells that have very similar effects, and so they are
covered together here. Both remove the effects of other spells that are
currently in operation: Finite addresses and negates a single spell, whilst
Finite Incantatem applies to all spells in the vicinity.
Required Spheres: Prime 4, ( Correspondence 2)

Flamma Portarus (fla m po, tar s): Portable Flame
[Lat. flamma, fire + <Lat. portare, to carry]
This spell creates portable, waterproof fire.
Required Spheres: Forces 3, Prime 2

Fortweg (fort wg): The Blasting Charm
[<Lat. fortis, strong + <OE. on weg, away]
This charm blasts obstacles out of the Wizards path, without causing
undo harm.
Required Spheres: Forces 4

Frigus Flamius (fri gs fla mi, s): The Flame Freezing Charm
[<Lat. frigus, cold + flamma, fire]
This charm was used by Medieval witches to remove the effects of the
fire when they were burned at the stake, replacing the heat with a gentle
tickling sensation. The witch in question would scream a bit and pretend to be
burning in order to keep up the pretence, whilst in reality suffering no harm at
all. In modern times, this spell is quite rare, having dropped from popularity
(mainly due to the lack of witch burnings in the 21
st
century).
Required Spheres: Forces 3

-Fugit (fju dwt,): The Flying Charm
[<Lat. fugit, flies]
This incantation is attached after the name of the object one desires to
take flight. Different to Wingardium Leviosa, which merely makes objects
float in the air, the Flying Charm allows them to be maneuvered by the user
and turns them into genuinely controllable airborne items. The Flying Charm
is applied to broomsticks and flying carpets. Flying Charms can be cast only
on inanimate objects.
Required Spheres: Matter 2, Forces 4

Geminio (gem, ni o): The Duplication Charm
[<Lat. gemini, twins]
This spell replicates an object, creating an exact copy. Either one copy
or a number of copies can be created, as the caster desires. There is strict
international legislation explicitly banning the use of this spell on money
(both Wizard and Muggle alike) to ensure economic stability.
Required Spheres: Matter 4, Prime 2

Glisseo (gli si, o,): The Flattening Charm
[<Fr. glisse, to slip]
eidolon_sx@gmail.com 22
While this Charm can be used to flatten any rough surface, it is most
frequently used as a Jinx to flatten flights of stairs so that they become a slide.
Required Spheres: Matter 2

Homenum Revelio (ho, m nem r vi li, o,): The Revealing Charm
[<Lat. hominis, human + revelo, I unveil]
A spell that reveals whether there are any humans present in the near
vicinity. When the spell is cast, it causes a magical presence to sweep around
the area being searched, and any humans within that area can feel it passing
them. In turn, the caster can feel when a human is detected.
Required Spheres: Life 1, Correspondence 1

Homo Homorphus (ho mo, ho, mor fs): The Homorphus Charm
[Grk. homos, same + Lat. homo, man + <Grk. morphe, shape]
This highly specialized spell is used to force a Werewolf or Animagus
to revert to human form.
Required Spheres: Life 4, Prime 2

Human Flying (incantation unknown)
Until recently, it was an accepted magical law that no spell could make a
person able to fly, but Voldemort changed all that. It is known that he taught
the art to Severus Snape, but as both men are dead, it is unclear whether the
secret has now been lost.
Required Spheres: ? Life 4, Forces 5, Correspondence 2

Impervius (wm, per vi, s): The Imperturbable Charm
[Eng. impervious, unable to be disturbed]
This common spell creates a barrier that sounds, objects and people
cannot cross. It is also regularly used to make objects resistant to water.
Required Spheres: Forces 2 or Entropy 2 or Matter 2

Inanimatus Conjurus [n an i, ms kan dur, ws]: The Conjuring Charm
[<Eng inanimate + conjure <Lat. com, together + juare, swear]
This spell is used to conjure non-living items into existence from
nowhere. Conjured items are not permanent but disappear after a length of
time, and legislation also exists concerning what may and may not be created.
The length of time the items exist is controllable by the wizard.
Required Spheres: Matter 4, Prime 2

Incarcerous (n kar sr ws,): The Binding Charm
[<Eng. incarcerate, to shut in]
This spell is used to summon or conjure ropes, which then bind a chosen
target.
Required Spheres: Matter 2, Prime 2

Incendio (n sen, di, o,): The Fire Charm
[<Eng. incinerate <Lat. in cinis, in ashes]
Creates a fire. This spell magically creates what would otherwise be an
ordinary Muggle fire. As such it is different to other wizarding fires that are
closely controllable, such as Portable Flame, or those that burn in unusual
colors.
Required Spheres: Forces 3, Prime 2

Inevidens Viniculum (wn, ev denz, vwn, wk ju, lm): Invisible Bonds
[Lat. in, against + evidens, visible + <Lat. vinculum, bonds]
These bonds are different from those conjured by Incarcerous, which are
visible, and the spell is also different to Petrificus Totalus, which the victim
cannot struggle against.
Required Spheres: Forces 3, Prime 2

Jovialis (do vi, al s): The Cheering Charm
[Lat. jovialis, of Juipter]
This Charm produces a feeling of great contentment and joy in the target
person.
Required Spheres: Mind 3, Entropy 3

Locomotor- (lo, k mo td): The Traveling Charm
[<Lat. locus, place + motum, to move]
This is a charm that causes an object to travel floating in the air. The
incantation used is Locomotor plus the name of the object that the caster
wishes to enchant.
Required Spheres: Matter 2, Forces 2

-Locomotor (lo, k mo td): The Animation Charm
[<Lat. locus, place + motum, to move]
Nearly identical to the previous spell, this charm is used to animate
inanimate objects as though alive, which then follow the orders of the
spellcaster. The incantation used for this Locomotor is the name of the object
that the caster wishes to enchant, and then the incantation.
Required Spheres: Life 3, Matter 2

Lumos (lu mos,): The Light Charm
[<Lat. lumen, light or luminosus, bright]
By drawing on existing light, Lumos causes the spell caster's wand to
emit a thin beam of light like a torch. The brightness can be controlled by
adding maxima or minima afterward. Casting Lumos is often referred to as
"lighting your wand".
Lumos has limitations and cannot penetrate magical darkness. The
counter-spell for Lumos is Nox.
Required Spheres: Forces 2

Memini Meminisse (mem ni, mem nis,): The Memory Creation
Charm
[Lat. memini meminisse, to remember]
This piece of magic is quite different from the classic Memory Charm
"Obliviate", and rather than deleting memories actually creates convincing
false ones in the victim.
Required Spheres: Mind 4, Prime 2

Mobili- (mo b lw,-): The Placement Charm
[<Lat. mobilis < movere, to move]
When attached to the name of an object, the object is forced to move.
For example: Mobiliarbus to move a tree or Mobilicorpus to move a body.
Required Spheres: Forces 2, Matter 2

Muffliato (mf li, a, to,): The Muffling Charm
[<Eng. muffle, to quiet]
Muffliato fills the ears of anyone nearby the spell caster with an
unidentifiable buzzing. This spell isn't Ministry approved.
Required Spheres: Forces 2

Non Chartis (nan, kar ts): The Unplottable Charm
[Lat. non, not + chartis, map]
Used to make a location unplottable. This is a security measure effective
against both Muggles and Wizards alike, which is used to make it impossible
to plot the charmed building or location on a map.
Required Spheres: Mind 4

Non Pessum Darus (nan, pes m dar s): The Unbreakable Charm
[Lat. non, not + <Lat. pessum dare, to destroy]
Makes an item unbreakable.
Required Spheres: Matter 5

Nox (naks): Nox
[Lat. nox, darkness]
This is the counter spell to Lumos.
Required Spheres: Forces 2

Obliterate (o, blwt d et,): The Obliteration Charm
[Eng. obliterate, to wipe out]
It may be able to remove marks from objects, such as ink from paper, or
footprints in snow.
Required Spheres: Matter 2

Obliviate ( blwv i, et,): The Memory Charm
[<Lat. oblivio, forgetfulness]
Obliviate erases sections of the memory of the victim as chosen by the
spell caster. It can even wipe out the entire memory if the caster so chooses.
The impact of a Memory Charm can be very powerful, and the effects may be
incurable. Obliviate can be cast en masse.
Obliviate was invented by Mnemone Radford, who went on to become
the first Ministry of Magic Obliviator. Nowadays there is an entire section of
Obliviators in the Accidental Magic Reversal Squad, who are often called
upon to modify the memories of Muggles who have been exposed to magical
phenomena.
Required Spheres: Mind 4, Entropy 5

Occlumency (ak l men si)- no incantation
[< Lat. occlude, to close]
eidolon_sx@gmail.com 23
This is the defense of the mind against external magical attack.
Occulmency is the only way to protect one's mind from someone using
Legilimency. It is not a spell as such, but more a magical protection technique.
Required Spheres: Mind 1

Oppugno ( pg no): The Attacking Charm
[Lat. oppugno, to attack]
This spell causes a previously inanimate, animated (Locomoted) object to
attack a target chosen by the spell caster.
Required Spheres: Matter 2

Orchideous (or, kwd i s): The Flowering Charm
[<Eng. orchid, the flower <Grk. orkhis, testicle]
This spell creates flowers from the caster's wand.
Required Spheres: Life 3 or Matter 2, Prime 2

Pavo (pa vo,): The Freezing Charm
This Charm causes mechanical devices to temporarily cease functioning.
Those requiring electricity may require the Forces Sphere. Freezing Charms
are quite effective in disabling Muggle devices, such as burglar alarms.
Required Spheres: Matter 1 or Forces 1, Time 3 or Entropy 3

Penna Lux (pen, lx): The Featherweight Charm
[<Lat. penna, feather + lux, lightweight]
This charm is used to make something lightweight so that it can be
carried more easily.
Required Spheres: Forces 2 or Matter 2

Point Me (point mi,): The Four-Point Spell
[Eng. point me, direct me]
This simple, yet little-known Charm causes the spell caster's wand to act
as a compass. By holding the wand in open palm and saying the incantation
"Point Me", the wand automatically points North.
Required Spheres: Correspondence 1

Portus (por ts): The Port Key Charm
[<Lat. porta, door]
This spell is used to turn an object into a Portkey. Portkeys are
enchanted objects used to transport people from one location to another
almost instantly. Just like the Floo Network, using a Portkey for the first time
can be a hair-raising experience: it
feels like you are being dragged
through the air at very high speed
by a hook attached just behind
your navel.
Any physical item can be turned
into a Porkey, although wizards
often use unobtrusive items that
look like litter to make sure that
Muggles don't mess around with
them.
Portkeys can be primed to
activate at a particular time, when
the spell-caster wants it to, or as
soon as the item is touched. In theory, the creation and use of Portkeys is
closely monitored by the Office of Magical Transportation. In practice, most
Wizards create them as they saw fit.
In order to create a Portkey, the spell caster must point their wand at the
object in question and use the incantation "Portus". The object will then glow
with a blue light and tremble briefly as the magic takes hold.
Required Spheres: Correspondence 4, Matter 1, Time 1

Prior Incantato (pri d wn, kn ta to,)
[<Lat. priori, former + incantare, enchantment]
This spell causes a wand to create an echo or ghostly image of the last
spell it performed. In order to cast it, a second wand must be placed against
the tip of the wand from which the echo is to be produced, and then the spell
can be cast.
A similar effect is known to occur when two wands sharing a magical
core taken from the same animal (but not just another animal from the same
species) engage in battle. Brother wands cannot fight each other. Instead, the
wands lock together, connected by magical energy. One of the wands will
eventually force the other into the Reverse Spell Effect, which when it
happens in this manner is referred to as Priori Incantatem.
Required Spheres: Prime 4, Time 1

Protego (pro, te go,): The Shield Charm
[Lat. protego, I protect]
This charm creates a magical shield to deflect minor to moderate spells
and jinxes cast by others. It is not hugely advanced magic, however, despite
its relative simplicity, a large number of adult witches and wizards are not
proficient at this spell. The level of protection provides, depends greatly on
the ability of the spell caster.
A variant of the basic Protego. Is Protego Totalum (pro, te go to, tl
m), which deflects curses over a wide area. It is also more powerful than the
standard Protego.
Required Spheres: Prime 4 (Prime 5, Correspondence 2)

Proteus (pro ti, s): The Protean Charm
[<Eng. protean, able to change <Grk. the sea-god Proteus <Grk. protogonos,
first born]
The Protean Charm is a spell which magically binds objects to one
"control" object. Any change of form in the control object is subsequently
reflected in those on which the Protean Charm has been cast.
Required Spheres: Correspondence 3, Matter 2

Pyrius Aeternus Eternius (pai ri, s e, ter ns i, ter ni, s): Gubraithian
Fire
[<Grk. pyro, fire +<Lat. ternus eternus, eternity]
This surprisingly complex Charm creates everlasting fire. Gubraithian
Fire will never burn out and will never consume its fuel, but cannot transfer
itself. If the fire is transferred to another fuel source, it will burn as normal
fire. Its color will vary on the desire of the spell caster.
Required Spheres: Forces 3, Time 3, Matter 5

Quietus (kwai tws,): counter-spell
[<Lat. quietis, rest/quiet]
This spell negates the effects of the Sonorus Spell, making a magically
magnified voice return to its normal state.
Required Spheres: Forces 2

Reducio (r d i, o,): The Reduction Charm
[<Eng. reduce, to lessen, <Lat. reducere, bring back]
This is the counter-spell to Engorgio, causes an Engorged object to
shrink back to its original size.
Required Spheres: Life 4 or Matter 3, Prime 2

Refellus: The Refilling Charm
[Lat. re-, again + <OFris. fella, to fill]
Causes a container to refill with whatever liquid it was originally
holding. This spell does not work with magical liquids, such as potions.
Required Spheres: Matter 2, Prime 2

Reparo (r par o,): The Repairing Charm
[Lat. reparo, I restore]
This spell repairs the target object and cannot be used as a healing spell.
Required Spheres: Matter 2

Repello Muggletum (ri, pel o, mg l; tm): The Muggle-Repelling
Charm
[Lat. repello, I banish + <Eng. muggle, non-wizard]
This is a charm that is used to keep Muggles away from things that
wizards would prefer them not to see. No harm is done to the Muggles in
question, but they are nevertheless overcome by an urge to leave when they
encounter such a charm.
Required Spheres: Entropy 4 or Mind 4, Life 1

Repulsio (r pls i, o,): The Repelling Spell
[<Lat. repulsionem, to drive back]
Repels an object, keeping it away from the spell caster.
Required Spheres: Forces 2 or Matter 2

Riddikulus (ri, dwk u lus)
[<Lat. ridiculus, that which excites laughter]
This spell causes an item, creature or person to take on an amusing
appearance of the spell-caster's choosing. The caster of the spell has to
envisage, as clearly as possible, what humorous form they want the target to
take. Then, if the spell is cast correctly, the imagined result will be obtained.
Riddikulus is particularly useful against Boggarts, who are destroyed by
laughter, although it follows from this that the form the Boggart is forced to
take is amusing enough to create this reaction to it.
Required Spheres: Life 4, Mind 2
eidolon_sx@gmail.com 24

Salvio Hexia (sal vi, o, heks i, )
[<Lat. salveo, farewell + <Ger. hexe, to practice witchcraft]
This is a protective spell, used to prevent Hexes & Jinxes from entering
the enchanted area.
Required Spheres: Prime 4, Correspondence 2

Sano (sa no,): The Wound Healing Spell
Heals minor wounds and causes the skin to knit back together.
Required Spheres: Life 3

Scourgify (skor d fai,): The Cleaning Charm
[<Eng. scour, to clean]
Used to clean the target.
Required Spheres: Matter 2, Prime 2

Silencio (s len si, o,): The Silencing Charm
[Sp. silencio, com. quiet]
This Charm forces the target person or creature to fall silent, unable to
make any audible noise.
Required Spheres: Forces 2 or Life 2

Sonorus (s nor s)
[<Eng. sonorous, resonant <Lat. sonorous, sound]
Projects the voice of the spell caster, making it very loud. It can be
countered with the spell Quietus, which returns the amplified voice back to
normal.
Required Spheres: Forces 2

Specialis Revelio (spes, i, l ws, ri vl i, o): Revelaspell
[Lat. specialis, special + revelo, to unveil]
This spell is used to identify the ingredients of a potion, or to reveal
whether any enchantments have been placed on an object. It also causes an
item to reveal anything that has been hidden by magical means.
Required Spheres: Prime 1 (Matter 1 Potions)

Stagnus Eternius (stg ns i, ter ni, s): The Permanent Sticking Charm
[<Lat. stagnare, stagnate + eternus, eternal]
Used to stick one thing to another permanently.
Required Spheres: Matter 2

Sublesco (sb ls ko): The Growth Charm
[<Lat. subolesco, to grow up]
Similar to the Enlargement/Engorgement Charm, this spell causes the
target to grow as it naturally would, at an increased rate than normal.
Obviously, since inanimate objects do not grow normally, this Charm can
only be used on living matter.
Required Spheres: Life 4, Prime 2

Switching Spells (various incantations)
This is a class of spells, all of which change items from one thing into
another. This is the major branch of Transfiguration. There are a number of
related spells for different types of switching.
Required Spheres: Matter 5

Tergeo (ter gi, o,): The Sopping Spell
[Lat. tergeo, I clean]
Spell used to clean liquids.
Required Spheres: Matter 2, Prime 2

The Trace
This is the charm that detects illegal use of magic by underage wizards.
It is placed on all Wizarding children and detects magical activity around
them. The magic breaks when the child turns 17, however, and it is impossible
to place the charm on an adult.
Required Spheres: Correspondence 5, Mind 1, Time 1

Transforming Spells (various incantations)
A close relative of Switching Spells, this class of charm is used to
change living creatures (as opposed to items) from one thing into another.
This is the other major branch of Transfiguration. There are a number of
related spells for different types of transformation.
Required Spheres: Life 5

Unda Sitis (n d swt s): The Drought Charm
[<Lat. unda, water + sitis, thirst/dryness]
This spell dries up a limited amount of water, but it is designed only to
dry up puddles and ponds, not large bodies of water such as lakes or oceans.
Required Spheres: Matter 3

Wasi (wa si,)
Causes an item to fly at high speed where the spell caster wants it to.
Required Spheres: Forces 3
Wingardium Leviosa (wi, gar di, m lev, i, o s)
[<Eng. wing + <Lat. levo, I raise]
This spell causes an object to levitate. Once levitating, the object can be
manipulated in midair by the spell caster.
Required Spheres: Forces 2

Hexes & Jinxes
Aduro Spiritus ( du ro, spir tws,): The Pepper Breath Hex
[Lat. aduro, set fire to + spiritus, breath]
This spell gives the target person or creature hot or fiery breath.
Required Spheres: Forces 2, Life 2

Bati Gobelinus (ba ti, go b lwn, s): The
Bat-Bogey Hex
[<Scan. bat, bat + Lat. gobilinus,
goblin/bogy]
This spell, invented by Ginny Weasley,
enlarges the bogies (U.S. boogers) of the
victim, makes them fly like bats and attack
the target about the face.
This Hex is used partially as comic
relief, but can be particularly annoying.
Required Spheres: Life 4, Matter 3

Buccia (b ki, ): The Hurling Hex
[<OE. bucca, male goat]
The effect of this spell causes an item to jerk and twitch. It is particularly
used for an item somebody may be riding, such as a broomstick. In this case
the hexed item will attempt to hurl the rider off.
Required Spheres: Entropy 2, Matter 2

Dasithius (d sw i, s): The Bedazzling Hex
[<ON dasi, dazzle + <OE u, you]
This is a spell used to make a certain type of Invisibility Cloak. It works
by dazzling the onlooker so that they cannot see the item that has been
enchanted.
Required Spheres: Forces 4

Comatose (ko m tos,): Enchanted Sleep
[<Gr. coma, deep sleep]
Not only does this charm place the target into unconsciousness, but it
slows their metabolism so they also no longer require the essentials of life (i.e.
air, food, water) while unconscious. This spell can be countered with
Ennervate.
Required Spheres: Life 3, Time 3

Eat Slugs (it slgs): Slug-Vomiting Hex
[Eng. eat, consume + slugs, slugs]
Causes the victim to burp slugs.
Required Spheres: Life 3, Prime 2

Expelliarmus (ks pel, i, arm s,): The Disarming Jinx
[<Lat. expel, to banish + <OE.armes, weapons]
This spell is used to disarm an opponent. It is a relatively simple spell to
use for disarming, but a master spellcaster can actually disarm his opponent so
that the disarmed wand lands directly into the hand of the disarmer.
Required Spheres: Entropy 2 or Entropy 3, Forces 2

Expulso (ks pl so,): The Expulsion Jinx
[Lat. expulso, I banish]
This Jinx causes a target object to move away from the caster with a
forceful blast.
Required Spheres: Forces 3

Flectere Magikos (flek, ter ma gi, kos,): The Backfiring Jinx
This Jinx causes all spells cast within a defined radius to backfire upon
the user.
eidolon_sx@gmail.com 25
Required Spheres: Prime 5
Furnunculus (fd nk ju, ls): The Boil Hex
[< Eng. furnunculus, a boil <Lat. furuncle, a boil]
This hex causes the victim's body to break out in boils where the spell
hits them.
Required Spheres: Life 2, Prime 2


Langlock (le lak,): The Tongue Tying Jinx
[<Lat. lingua, tongue + Eng. lock]
This Jinx glues the victim's tongue to the top of their mouth, making
normal speech impossible.
Required Spheres: Entropy 2, Life 2

Levicorpus (lev i, kor ps)
[<Lat. levo, I raise + corpus, body]
This spell dangles the victim by their ankle in mid-air. It looks as though
an invisible hook is holding the person up. The counter-spell is Liberacorpus.
Required Spheres: Forces 4, Life 2

Non Trudere (nan tr, der ): Anti-Intruder Jinx
[Lat. non, not + trudere, push]
Detects and repels intruders.
Required Spheres: Mind 4, Entropy 3, Correspondence 2

Nullis Deceptus (n lws, d sep ts): The Anti-Cheating Jinx
[Lat. nullis, no + deceptus, deception/cheating]
A spell that teachers at Hogwarts use on quills for exams to prevent
students from cheating. If a student attempts to cheat while using a jinxed
quill, what will form on the page is a string of nonsensical words and phrases
(some may even be quite rude).
Required Spheres: Mind 2, Entropy 3

Obscuro (b skjur o,): The Blindfold Jinx
[<Lat. obscurus, obscure]
The spell magically conjures a blindfold on a target.
Required Spheres: Matter 2, Prime 2

Operor Nonevanui ( per or na n van, u i): The Anti-Disapparation Jinx
[Lat. operor, disappear + nonevanui, do not]
When cast on a person it prevents them from Disapparating.
Required Spheres: Correspondence 4, Entropy 4

Piso Supplex (pi so, su pleks,): The Knee-Reversal Jinx
[Grk. piso, backward + Lat. supplex, knee]
As the name indicates, this jinx reverses the use of the targets knees,
making standing difficult and walking impossible.
Required Spheres: Entropy 2, Life 3

Rictusempra (rik tu, sem pr): The Tickling Jinx
[<Lat. rictus, open mouth + simper, always]
This spell produces a jet of silver light, which when it hits the victim
causes them to laugh uncontrollably.
Required Spheres: Life 2 or Mind 2

Stammerus (stm d s): Trip Jinx
[<Eng. stammer, to trip/stumble]
Causes the victim to trip over.
Required Spheres: Entropy 2

Taboo (t, bu) or (t bu): The Taboo
[<Poly. ta-bu, sacred/forbidden]
This magic attaches itself to a word, and makes anyone who says the
word traceable. As such, it works in a similar manner to The Trace, but rather
than firing when any magic at all is used, it only fires when the relevant word
is said. Use of a Taboo word breaks protective enchantments and creates a
magic disturbance, the source of which can be instantly identified.
Required Spheres: Correspondence 5, Mind 1

Tarantallegra (ter n t le gr): The Tarantula Legs Jinx
[The Tarantella is a fast Italian dance]
Causes the victim's legs to dance uncontrollably.
Required Spheres: Entropy 2, Life 2

Urticaria: The Hives Hex
[Eng. urticaria, hives <Lat. urtica, a nettle]
This hex causes the victims face to erupt in hives. Hives are raised
lumps on the skin, usually caused by an allergic reaction.
Required Spheres: Life 2

Weal (wil): The Stinging Hex
The Stinging Hex produces painful red welts & swelling at the point of
impact on victim's body.
Required Spheres: Forces 2 or Life 2

Zele Podis (ze l po ds): The Jelly-Legs Jinx
[Grk. zele, jelly + <Grk. podi, leg]
The Jelly-Legs Jinx causes the victim's legs shake uncontrollably,
making it impossible to stand.
Required Spheres: Entropy 2, Life 2

Curses
Avada Kedavra ( vad k dav r): The Killing Curse
[<Ar. abra kadabra, may this be destroyed; Abracadabra was used as a
healing spell to drive disease from a patient's body in the middle ages.]
This is an advanced spell needing a powerful bit of magic behind it; the
incantation alone is not enough for the spell to work. When cast effectively,
Avada Kedavra kills instantaneously, producing a blinding flash of green light
and a characteristic rushing noise that sounds like something huge and
invisible rushing through the air, but leaving no mark on the victim's body.
This is one of three Unforgivable Curses, a group of spells considered so
evil that casting one against another human is punishable by a life sentence in
Azkaban. When cast successfully on a person, it leaves no mark on its victim
and does no damage to the surrounding area, and cannot be blocked by any
known magical means: there is no counter curse. It is possible, however, to
place objects in the path of the spell to block it. Anything non-living that the
spell directly hits will be destroyed.
Required Spheres: Entropy 4, Life 3, Prime 4

Blatherskite (bl d skait): The Babbling Curse
[<Scot. blather, contemptible + skate/scot, person]
This minor Curse causes the victim to be temporarily incapable of
normal speech, able to only babble nonsense.
Required Spheres: Entropy 3, Mind 2

Blitz (blwts): The Shock Spell
[Ger. blitz, lightning]
This curse sends a bolt of lightning from the tip of the spell casters
wand. While highly destructive, it is rarely used because of the
unpredictability of electricity in open space. Alternatively it may be used to
induce a state of shock in the patient in order to cure them of mental maladies,
in a manner similar to shock therapy.
Required Spheres: Forces 5, Prime 2

Confringo (kn frwn go,): The Destruction Curse
[Lat. confringo, to destroy]
This spell causes the target object to explode.
Required Spheres: Forces 4 or Matter 4, Prime 4

Confundus (kn, fun ds): The Confundus Charm
[<Lat. confundo, I confuse]
While commonly called a Charm, the effect of this spell obviously
places it in the Curse category; not dissimilar to the Imperius Curse (though
Confunding someone is not Unforgivable). This spell is used to confuse an
object or person, to disorient them or make them believe what the spell caster
wants them to.
Required Spheres: Mind 4, Entropy 5

Conjunctivis [kn dk twv, s]: The Conjunctivitis Curse
[<Lat. conjunctus, joined together]
Conjunctivitis is an inflammation of the conjunctiva (mucous membrane
that lines the surface of the eyelid and the exposed surface of the eyeball).
This curse is aimed at the eyes of the victim and causes the eyelids to
crust together so that the victim cannot see. In addition to loss of sight, causes
pain to the victim as well.
Required Spheres: Life 3, Matter 3

Crucio (kru i, o,): The Cruciatus Curse
[Lat. crucio, I torture]
eidolon_sx@gmail.com 26
This curse inflicts severe physical pain on whomever it is cast upon,
usually causing them to scream in agony. A severe degree of torture inflicted
on a target can drive a target to permanent insanity. One really has to mean it,
and to enjoy inflicting pain, for the magic to function correctly.
The Cruciatus Curse is one of the three Unforgivable Curses, and use of
it against another human being is punishable by a life sentence in Azkaban.
Required Spheres: Life 3, Entropy 4

Flagrate: The Fire Line Curse
[<Lat. flagrantia, to blaze]
This spell enables the caster able to draw lines of fire with their wand.
Required Spheres: Entropy 3, Forces 3, Prime 2

Horcrux Creation (hor krks,)- incantation unknown
Any wizard who wishes to render himself immortal - after a fashion -
must first split his own soul by committing murder: the supreme act of evil.
All murder splits the soul, but if the wizard wishes to then utilize the damage
in order to make a Horcrux, this additional spell is required. Its effect is to
encase the torn portion of the soul into an external object. Then if the wizard's
physical body (and the part of his soul that is still inside him) is killed, he
cannot truly die, because a part of his soul is still undamaged.
Required Spheres: Mind 5, Spirit 5, Spirit 4, Spirit 3, Prime 3,
Correspondence 1

Impedimenta (wm, ped men ti, ): The Impediment Curse
[<Lat. impedimentum, hindrance]
In its simplest form, this spell is used to stop or slow down a person or
creature, effectively immobilizing them for a short period
of time. When cast with power, however, it can easily
knock the target off their feet.
Required Spheres: Time 3 or Forces 4

Imperio (wm, pir i o): The Imperius Curse
[<Lat. impero, I order]
The Imperius Curse. This is used to command the
actions of another person or animal, leaving them at the
mercy of the spell caster and totally under their control.
The experience of being under the curse is
described as a floating sensation where every thought and
worry in one's head are erased and replaced with a numb
happiness. A sense of obedience, where commands were
to be obeyed without question, comes with it
The Imperius Curse is one of the three Unforgivable
Curses and the use of it against another human being is
normally punishable by a life sentence in Azkaban.
Required Spheres: Life 3, Mind 4 or Entropy 4 or Prime
3 or Matter 3

Leglimens (leg l mens): Legilimency
[<Lat. lego, I read + mens, mind]
This is a practice very similar to Muggle mind reading, although there
are subtle differences between the two. Thoughts are not etched on the inside
of skulls, able to be seen by anyone - the mind is a many-layered thing, and
cannot be read like a book. Those skilled in Legilimency can, however, look
into the minds of their victims, see the memories they are looking for, and
interpret them.
Eye contact is often essential to Legilimency, although not always. The
ability to perform the magic without eye contact is down to the level of
expertise of the caster. Lack of eye contact will lead to a reduction in the level
to which the mind can be read, however.
Legilimency is a relatively rare and complex skill. Occlumency, on the
other hand, is more widespread and can be more easily taught.
Required Spheres: Mind 3

Locomotor Mortis (lo, k mo tor, mor ts): The Leg-Locker Curse
[<Lat. locus, place + movere, to move + mortuus, dead]
This spell causes the victim's legs to lock together, making it impossible
for them to walk. The incantation for this spell is of a similar form to the
Locomotor spell but it has a very different result: the addition of mortis
represents the fact that this spell kills (albeit temporarily) a person's method of
locomotion.
Required Spheres: Life 3, Forces 3 or Time 3

Malius Incendium: FiendFyre
[<Lat. malum, evil + incendia, fire]
Fiendfyre is colossally powerful enchanted fire that burns everything in
its path. Its flames are unusually large, and it appears to have enough
consciousness to actually follow its intended victims. The flames form
themselves into the shapes of vicious magical animals as they raze everything
in their path in a fiery inferno. The blaze is so potent that Fiendfyre is one of
the very few substances that are capable of destroying a Horcrux.
Required Spheres: Forces 5, Spirit 4, Prime 3

Morsmordre (mors, mor dr): The Death Eater Curse
[Lat. mors, death + Fr. mordre, to bite]
This spell produces the Dark Mark, the skull-and-serpent sign used by
Voldemort and his Death Eaters. It is very likely that Voldemort invented this
piece of magic and teaches it to his followers. Death Eaters are in the habit of
casting the Dark Mark wherever they have killed someone.
Required Spheres: Forces 3, Mind 2

Petrificus Totalus (p trwf kws, to, tl s): The Full Body-Bind Curse
[<Eng. petrify, make solid <Lat. petra, rock + facere, make + <Eng. total, all
<Lat. totus, all]
This spell causes the victim's body to go totally rigid, with their arms
stuck by their side and their legs snapped together. The only thing that they
can still move whilst under the influence of the magic is their eyes.
Required Spheres: Life 3, Forces 3, Time 3

Possidere (pos, der e,): Possession
[Lat. possidere, to possess]
This is a more of a magic process rather than a specific spell, but
involves magically entering and taking control over the
body of another person or creature. The Wizard must be
in Astral form to attempt Possession.
Required Spheres: Spirit 4

Reducto (ri, dk to,): The Reductor Curse
[<Eng. reduction, lessening <Lat. re-, back + reducere, to
lead]
This spell is used to blast solid object into pieces. It
does not work on anything that's not solid (i.e. liquid, gas
or plasma).
Required Spheres: Matter 4

Relashio (r la i, o,): The Releasing Curse
[<Eng. relax, to loosen/rest <Lat. re-, back + laxare, to
loosen]
This spell causes the target person or object to
release what they are holding. The spell works by
sending a magical shockwave at the target, which in turn
causes it to release what they are holding. If the target is
human or animal, they can be thrown backwards by the
force of the wave. If the target is an object (such as
chains), it breaks.
Required Spheres: Entropy 3, Forces 3, Prime 2

Sectumsempra (sek tm sem pr)
[<Lat. secare, to cut + semper, ever]
This spell was invented by Severus Snape while he was a student at
Hogwarts. It causes deep wounds to be immediately cut into the victim as
though they were being slashed with an invisible sword.
Required Spheres: Entropy 4, Life 3

Serpensortia (ser, pn sor ): The Serpent Curse
[<Eng. serpent, a snake <Lat. serpere, to creep + <Lat. sors, chance]
This creates a snake from the caster's wand which will then advance
upon a victim of the caster's choice with the intention of attacking them.
Required Spheres: Life 3, Mind 2, Prime 2

Stupefy (stu p fai,): The Stunning Spell
[Eng. stupefy, to stun <Lat. stupere, be stunned + facere, to make]
This spell produces a bolt of red light and stuns whoever it is cast upon,
knocking the victim unconscious. A single Stunning Spell is not strong
enough to do any lasting damage to a victim, but multiple stunners cast on one
target can cause serious harm. The spell Ennervate can undo the effects of the
Stunning Spell and bring victims back to consciousness.
Required Spheres: Forces 2, Mind 2

Unbreakable Vow
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This spell creates a magical treaty between two people. The two
participating parties must link their right hands in order for the spell to be cast.
A third person, known as the Bonder, is also required to witness the pact and
magically seal it.
The tip of the Bonder's wand must be placed on the linked hands, and
the terms of the treaty are made. As this is done, flame issues from the wand
and winds itself around the hands of the participants. At this point the
Unbreakable Vow is made, and if the terms of it are broken by one of the
participants, they will die.
No other spell can counteract the effects of the Vow once it is made.
Required Spheres: Entropy 5
Appendix III: Talismans

Clothing
This category of magical item encompasses any bewitched article of
everyday clothes, from caps to stockings. Most of these items provide no
additional bonus other than the enchantment they are imbued with.
Most of the articles found here can be purchased in many Wizard
clothier shops. An expected price is included in Galleons ().

Invisibility Cloak: Often,
indistinguishable from any
ordinary cloak, until worn, This
Talisman renders the wearer
invisible. Invisibility Cloaks are
made in one of two ways:
ordinary cloaks can be either
enchanted, usually with
Disillusionment and/or
Invisibility Charms or a
Bedazzling Hex, or a cloak can
be specially made using
Demiguise hair. Both methods
work for a certain period of
time, but their invisibility
properties start to fade as they
age.
Invisibility cloaks are not
always completely
undetectable. Some magical
objects can be used to detect the
wearer, though these are rare.
Arte: 2
Quintessence: 10
Cost: 4
Value: 100- 500

Vanishing Hat: This Talisman can be made from any style hat, from
bowler to stocking cap. Anything the hats owner wishes to vanish is placed
into the hat and ceases to exist until the hats owner wishes to pull the object
back into existence. Vanishing Hats are made by infusing a hat (or any
container-shaped article of clothing) with Evanesco.
These hats do have limits, in that they can only hold a number of objects
equal to their Quintessence rating.
Arte: 1
Quintessence: 5
Cost: 2
Value: 10

Robes of Protection: Saturated with Protego, these robes provide
protection (+2 dice to defense) from magical attack. Almost identical in
appearance to normal robes, when enchanted, Robes of Protection give off a
faint glow under moonlight.
Arte: 1
Quintessence: 5
Cost: 2
Value: 25

Dragon Handler Gloves: Made of dragon hide, these magical gloves
are impervious to rips, tears and cuts, are fire, water and acid proof, as well as
having an unbreakable grip (quite useful for grasping the chains used to leash
dragons).
Arte: 3
Quintessence: 15
Cost: 6
Value: 75

Sneakospecs: Seemingly ordinary glasses that give off a whistling
sound, audible only to the wearer, when someone untrustworthy is within
sight.
Arte: 1
Quintessence: 5
Cost: 2
Value: 5

Gladrags Magical Socks: A variety of socks; some enchanted with
patterned gold and silver flashing stars, some screamed loudly when they
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become too smelly, others may simply guide the wearer in the right direction
when lost.
Arte: 1
Quintessence: 0
Cost: 1
Value: 1

Detachable Cribbing Cuff: This is a detachable cuff for a sleeve that
has been enchanted to assist the wearer in cheating on exams.
Arte: 1
Quintessence: 5
Cost: 2
Value: 2

Omnioculars: Look like brass binoculars, except that they are covered
in all sorts of weird knobs and dials; they are occasionally sold at Quidditch
matches, such as the Quidditch World Cup. They can be set to replay action,
zoom, slow down play, and overlay magical words that provide commentary
in purple letters.
Arte: 2
Quintessence: 10
Cost: 2
Value: 10

Goblin Armor/Weaponry: This category of arms and armor is made by
goblins and as such has unique properties which only goblin hands are capable
of producing. Goblins use a magical smelting process that makes a metal
resembling silver or platinum in appearance, but with the durability of
titanium and flexibility and weight of aluminum.
Below is a list of raw goblin armaments, without any additional
enchantments. An example of a goblin weapon especially enchanted with
Wizard magic (the sword of Gryffindor) is attached for reference.
Like with the articles of clothing above, an expected price is listed for
each goblin-made piece, however, goblins do not have the same sense of
ownership as humans do. They believe that the price paid is more like life-
long rent, and the goblin items are expected to be returned to their craftsman
upon the purchasers death.
Weapons
Dagger/Knife: Difficulty 3, Strength +1, Value 5
Foil/Rapier: Difficulty 4, Strength +2, Value 25
Broadsword/Saber: Difficulty 5, Strength +4, Value 75
Battle Axe: Difficulty 6, Strength +5, Value 125
Great Sword: Difficulty 7, Strength +6, Value 250
Armor
Studded Leather Armor: Armor Rating +1, Penalty 0, Value 10
Chain Mail: Armor Rating +2, Penalty 0, Value 50
Half Plate Mail: Armor Rating +4, Penalty -1, 100
Full Plate Armor: Armor Rating +6, Penalty -2, Value 500

Sword of Gryffindor: The sword of Godric Gryffindor was produced
by the goblin craft master Ragnuk the First. Since its creation, it has been
enchanted to be more valuable than a normal goblin sword.
Arte: 5
Quintessence: 25
Cost: 10
Traits: Strength +2 damage, Difficulty 4, Material Strength 8; Goblin-
made, magically linked to the Sorting Hat, enchanted to absorb any
special abilities of anything it is used against.
Value: N/A

Dark Detectors & Other Auror Tools
These devices are used by Aurors and the safety or defense conscious
Wizard. Each serves its own purpose in the detection of Dark Magic; no Auror
would be caught dead without at least one of each of the following items.

Foe-glass: This device looks like a mirror, but it does not reflect the
scene in front of it. Instead, it shows the enemies of its owner. The foes are
shadowy, indistinct, out-of-focus figures when distant. The images become
more distinct as the foes get closer.
Arte: 2
Quintessence: 10
Cost: 4

Magical Eye: This artificial eye can be an enchanted eye, round as a
coin and electric blue in color or any other optical device (i.e. spectacles,
telescopes, etc.). It can see through solid objects, including the back of its
user's head (in the case of an actual eyeball). The Magical Eye can also see
through invisibility cloaks.
Arte: 3
Quintessence: 15
Cost: 6

Secrecy Sensor: This sensor resembles a collection of old-fashioned
television aerials. When activated it will whir and spin if a lie is told in its
presence.
Arte: 1
Quintessence: 5
Cost: 2

Seven-Lock Trunk: This magical trunk has seven locks with seven
keys. Depending on which bolt you unlock, you access a different
compartment, each the same apparent
dimensions of the trunk, though some
deeper than the trunks depth. These
trunks are extremely useful for people
who travel a lot and wish to only carry
one piece of luggage, while Aurors
usually use them to carry their various
dark detectors as well as utilize them
to contain bounties they have captured.
Arte: 4
Quintessence: 20
Cost: 8

Sneakascope: A device which looks something like a gyroscope which
spins and gives off a whistling sound when someone untrustworthy is near.
There is also a pocket variety available for portable use (though not usually as
accurate as the full-size version).
Arte: 2 (1)
Quintessence: 10 (5)
Cost: 4 (2)

Jokes
These (mostly) harmless objects serve as comedy relief for many
students at Hogwarts. They can be purchased at nearly any joke shop.
Included here is the price a character is likely to expect. Note: Many of these
items are non-reusable.
There are literally thousands of joke products available to any prankster.
Only a few are listed here.

Non-explodable Luminous Balloon: These balloons give off a soft
glow and must be deflated, since they cannot be popped.
Arte: 1
Quintessence: 5
Cost: 2
Value: 1 (bag of 20)

Belch Powder: Seemingly harmless white powder, resembling
confectioners sugar, when ingested, this powder causes anyone who ingests it
to belch uncontrollably.
Arte: 1
Quintessence: 1
Cost: 1
Value: 2

Boomerang, Ever-Bashing: Once thrown, this boomerang will crash
into anything and everything within range until the thrower extends his arm to
catch it.
Arte: 1
Quintessence: 5
Cost: 2
Value: 5

Dungbomb: When thrown, these magical stink-bombs give off a fecal
odor, which can be quite useful for creating a diversion as well as a general
annoyance.
Arte: 1
Quintessence: 1
Cost: 1
Value: 1 (box of 10)

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Fake Wand: These normal-looking wands come in as many varieties as
normal wands and are intended for the prankster to replace a Wizards wand
with a similar-looking fake one. Some turn into rubber chickens, others spew
black smoke and some turn anything you try to charm into jelly. Any effects
are intended to be harmless and wear off after a few minutes or seconds.
Arte: 1
Quintessence: 5
Cost: 2
Value: 5

Frog Spawn Soap: Ostensibly a normal bar of soap (sometimes
available in liquid pump bottle), once exposed to water, this gag melts into a
writhing mound of tadpoles.
Arte: 1
Quintessence: 1
Cost: 1
Value: 2

Nose-Biting Tea Set: Bought either as separate pieces or as a set, this is
a normal looking teacup (or kettle), until the unsuspecting drinker attempts to
use it, which results in a nasty nose-bite.
Arte: 1
Quintessence: 5
Cost: 2
Value: 10

Muggle Devices
This miscellaneous category of magical devices includes a variety of
Muggle devices & technologies which have been enchanted to serve an
alternate or additional purpose than their original manufacturers.

Broomsticks: The most widely used form of magical transportation in
Great Britain & North America. Although in other parts of the world, the
flying carpet appears to be the preferred instead.
There are many manufacturers of broomsticks, each with its own special
properties and level of quality, from the Twigger to the Nimbus. Listed here
are some of the most commonly owned broomstick brands:
Comet: Series of broomsticks produced by the Comet Trading
Company (formed 1929). A quality broom, though without many bells or
whistles.
Cleansweep: A series of sport broomsticks produced by the
Cleansweep Broom Company beginning in 1926. A step up from the Comet,
though not a particularly special broom.
Shooting Star: The cheapest racing broom ever released as of its
release in 1955, but the buyer got what was paid for; the Shooting Star's
ability to accelerate and to achieve respectable altitudes didn't hold up well
over the long haul.
Nimbus: Series of high-end broomsticks produced by the Nimbus
Racing Broom Company (formed 1967).
Firebolt: Released in the summer of 1993, the Firebolt is currently
the fastest racing broom in the world. It boasts streamlined, super-fine handle
of ash, treated with a diamond-hard polish, hand-numbered with its own
registration number, tail twigs of birch, individually selected and honed to
aerodynamic perfection, unsurpassable balance, pinpoint precision,
acceleration of 150 mph in 10 seconds, unbreakable Braking Charm,
extremely sensitive turning (obeying thought rather than grip).
Arte: 1 5
Quintessence: 5 25
Cost: 2 10
Value: 25 2500

Wizards Chess: A chess set enchanted so that the playing pieces are
animated, so that playing chess is much like directing troops in battle. The
player does not physically touch the pieces to make a move, but directs them
verbally. Novices find playing the game more difficult, since the pieces may
refuse to move if they do not trust the player.
Arte: 1
Quintessence: 5
Cost: 2
Value: 5 25 (depending on the quality)
Flying Car: This can be any Muggle vehicle enchanted to fly, though
the least conspicuous the better. Most have an invisibility booster to keep
them from being detected in flight and usually have charms in place to
magically expand their capacity.
Arte: 4
Quintessence: 20
Cost: 8
Value: 500 - 5000 (depending on model and features)

Flying Carpet: Flying carpets rather than brooms are the standard
magical means of transportation in Asia and the Middle East. Flying carpets
were once legal in Britain, but have been illegal for years since they are now
on the Registry of Proscribed Charmable Objects.
Arte: 1
Quintessence: 5
Cost: 2
Value: N/A (illegal in the UK and North America)

Magical Camera: This specially enchanted camera takes pictures,
which, once developed, are animated. The same effect can be achieved with
an ordinary, non-enchanted Muggle camera, if the photos are developed in a
special potion.
Arte: 2
Quintessence: 10
Cost: 4
Value: 25

Wizards Wireless: An enchanted Muggle radio; the Wizarding
Wireless Network (WWN) is listened to by many wizards of all ages.
Arte: 3
Quintessence: 15
Cost: 6
Value: 15 50

School Supplies
Quills & parchment are essential elements in any Hogwarts students
inventory. However, these special items carry with them unique abilities,
some specially designed for use by students.
Found in most school supply and book shops, these listings include the
price a character would expect to pay, in Galleons (), if available.

Anti-cheating Quill: Students at Hogwarts are given these quills
charmed with Anti-Cheating spells for doing written exams.
Arte: 2
Quintessence: 10
Cost: 4
Value: N/A

Auto-Answer Quill: This quill correctly answers a question asked in its
presence. These quills are not allowed while taking school exams.
Arte: 1
Quintessence: 5
Cost: 2
Value: 5

Magical Quill of Hogwarts: This enchanted quill at Hogwarts detects
the birth of each magical child and writes his or her name down in a large
parchment book. Every year Professor McGonagall checks the book, then uses
this information to send out owls to these children as they approach their
eleventh birthdays.
Arte: 4
Quintessence: 20
Cost: 8
Value: N/A

Quick-Quotes Quill: This quill is enchanted to be set up on a sheet of
parchment without human support, which when activated will write an
exaggerated, if not wholly inaccurate) account of whatever is said in its
presence.
Arte: 3
Quintessence: 15
Cost: 6
Value: 25

Spell-Check Quill: This pen automatically corrects the writer's spelling
of words.
Arte: 2
Quintessence: 10
Cost: 4
Value: 5

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Umbridge's Detention Quill: A long, thin black quill with an unusually
sharp point, this quill does not use ink. Instead, when used to write, it
magically slices into the back of the hand holding it and draws blood in place
of ink. The cuts at first heal immediately, but over a long session the damage
will be repaired more and more slowly, until the hand is finally left raw and
bleeding.
This Quill was invented by the Senior Undersecretary to the Minister of
Magic, Delores Umbridge and was used quite frequently during her short stint
as Headmaster of Hogwarts.
Arte: 5
Quintessence: 25
Cost: 10
Value: N/A

Spellotape: This magical tape is used to repair magic items; though it is
not particularly effective on wands.
Arte: 1
Quintessence: 5
Cost: 2
Value: 1 (per 50 ft. roll)

Howler: This red-colored envelope urgently desires to be opened. Upon
arrival at its destination, if not immediately read it begins to smoke and after a
minute will rip itself open in a fiery explosion and scream the message it
contains in a magically magnified voice for all to hear.
Arte: 1
Quintessence: 1
Cost: 1
Value: 1 (box of 5)

Secret Parchment: This enchanted roll of parchment immediately turns
invisible anything written on it, which can only be made visible again by
speaking a secret word or phrase. Another password causes its contents to
vanish once more. If the wrong incantation is used, the parchment will reveal
a message insulting the perpetrator. This Talisman is particularly useful for
passing notes in class (or making a Marauders Map see below).
Arte: 3
Quintessence: 15
Cost: 6
Value: 12 per roll

Marauders Map: This
magical map of Hogwarts Castle
shows the entire castle and grounds
of Hogwarts, including seven secret
passages out of Hogwarts and into
Hogsmeade. The map also shows
the location of people.
Being made from Secret
Parchment, the map looks like a
large but empty piece of old
parchment until it is activated with the words "I solemnly swear that I am up
to no good." To clear the map, the phrase "Mischief managed" must be
spoken.
The map was created during their years at Hogwarts by Remus Lupin,
Peter Pettigrew, Sirius Black, and James Potter, and at some point confiscated
by Filch, who didn't know how to activate it but guessed that it was a magical
item of some power.
Arte: 5
Quintessence: 25
Cost: 10
Value: N/A

Timepieces
Clocks and watches sometimes seem as though they have a magic of
their own, while others actually do. This category includes anything that
would normally be used to tell time, but has been enchanted to do either
something additionally or some function altogether different than its original
function. Note: All Time magic (Sphere level 2 or above) is legislated as
strictly regulated by the Ministry of Magic.

Home Keeper Clock: Usually a mantle clock, it has only one hand and
no numbers; enchanted to point to time to make tea, time to feed the
chickens, you're late", etc. depending on the onlooker.
Arte: 2
Quintessence: 10
Cost: 2
Value: 25
Standing Clock: Usually a grandfather clock, this timepiece has
multiple golden hands, but is completely useless if you need to know the time.
Instead, each hand represents a family member. These hands point to
inscriptions around the face which indicate where that person is at the
moment. Some of the words on this clock are home, school, work, traveling,
lost, hospital, prison, and mortal peril.
Arte: 3
Quintessence: 15
Cost: 6
Value: 125

Time-Turner: This small metallic gyroscope or hourglass is worn on a
chain around the neck. It's a very powerful and dangerous magical item which
literally turns back time for the user, one hour per spin of the gyro or inversion
of the glass. These Talismans are strictly regulated by the Ministry of Magic
and there are none known to exist outside of their control.
Arte: 5
Quintessence: 25
Cost: 10
Value: N/A

Appointment Watch: This pocket watch keeps track of any
appointments its owner has, and alerts him with a shrill Youre Late!
whenever an appointment approaches (whether the owner actually is late or
not).
Arte: 1
Quintessence: 5
Cost: 2
Value: 10

Wands
Most Wizard magic cannot be performed without the aid of a wand.
Every wand has two primary elements: its wood and its core. Wand cores can
be any magical substance, though throughout Britain, the three most common
cores are Dragon heartstring, Unicorn Hair and Phoenix Feather. Wands made
from the wood of certain trees are often thought to be better suited to certain
people, depending on when they were born, in accordance with the ancient
Druid Zodiac.
Wands are powerful Talismans, but cannot be created by magic alone. A
wand maker must possess the Wandlore Knowledge to create a usable wand.
Wands do not need to be bought with the Talisman Background, as all
Wizards begin their Wizarding life with the purchase of a wand.
Storytellers may want to play an active role in the choosing of a
characters wand, to ensure it fits the character well.

Some wand cores and their properties:
Acromantula Silk: Good for Curses and Dark Magic. [-1 diff w/
Curses, +1 damage]
Chimera Muscle-fiber: Extremely effective when used in
Transfiguration [-2 diff w/ Transfiguration Charms].
Demiguise Hair: Works best with concealment and invisibility Charms
[-2 diff w/ concealment or invisibility Charms].
Dragon Heartstring: Prefers offensive magic, especially damaging [+2
damage].
Dryad Hair: Useful for dealing with the elements of nature [-2 diff w/
nature related magic].
Kneazle Whisker: Does not work effectively with Dark magic; good
for detection spells [+2 diff w/ Dark Magic, -2 diff w/ detection].
Phoenix Feather: Favors defensive magic [-2 diff w/ defensive magic].
Satyr Horn-fiber: Particularly fond of Hexes and Jinxes [-2 diff w/
Hexes & Jinxes].
Unicorn Hair: Especially fancies females, excellent when used in
healing [+2 successes w/ healing, -1 diff w/ female users].
Veela Hair: Works well with positive emotions; best utilized with
manipulation related Charms [-2 diff w/ manipulation magic, +1
when spirits are high, -2 when morale is low].

Wand woods and their correlations:
Birch [December 24 to January 20]: Represents renewal, rebirth,
inception, cleanliness and purity.
Rowan [January 21 to February 17]: Associated with insight and
protection against wickedness.
Ash [February 18 to March 17]: Indicative of the linking between the
inner and outer worlds.
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Alder [March 18 to April 14]: Associated with courage and represents
the evolving spirit, death and resurrection.
Willow [April 15 to May 12]: Symbolizes the female and rhythms of the
circle.
Hawthorn [May 13 to June 9]: A symbol of psychic protection and
thought to bring good luck to its owner.
Oak [June 10 to July 7]: Associated with truth and steadfast knowledge
as well as representing the soul.
Holly [July 8 to August 4]: Balances both the positive and negative
aspects of the self, restores lost energy, bestowing the strength
needed to continue toward a resolution.
Hazel [August 5 to September 1]: Considered to be the Tree of Wisdom,
and is a sign of authority.
Vine [September 2 to September 29]: A symbol of sensuality and
emotions, as well as respect toward others.
Ivy [September 30 to October 27]: A potent symbol of determination
and strength. The Vine and the Ivy are often regarded as enemies.
Reed [October 28 to November 24]: Representative of the mysteries of
death; it is associated with being both a savior and a custodian.
Elder [November 25 to December 22]: The symbol of death and rebirth,
delirium and negative forces.
Arte: 5
Quintessence: 25
Cost: N/A
Value: 10 100 (typically)
Appendix IV: Bestiary
The animals listed in this bestiary range from the mundane to the
fantastic, though none would be found in the Muggle world.
A rating of 0-5 is given to each creature by the Ministry of Magic's
Department for the Regulation and Control of Magical Creatures. Generally it
indicates how dangerous the creature is to Wizardkind (with 5 being most
dangerous), although some creatures earn their rating for other reasons, such
as difficulty in capturing or training them.

Abraxan: 3
[Fr.] A breed of winged horse, the Abraxan is a gigantic, extremely
powerful Palomino. Madame Maxime, headmistress of Beauxbatons, breeds
them, and the winged horses that pull her carriage are Abraxans. They drink
only single malt whisky and require "forceful handling.

Acromantula: 5
[Borneo] A gigantic black spider (leg-span may reach up to 15 feet) with
a poisonous bite, the Acromantula is an anomaly in the beast / being
classification system. While capable of human speech, the Acromantula is
classified as a beast rather than a being due to its violent tendencies. It is
native to Borneo, where it is believed to have been a wizard-bred species;
serving as an example of why the Ban on Experimental Breeding was put into
effect. Note that all spiders, including Acromantulas, fear the basilisk above
all other living things.

Aethonon: 1
[U.K.] A breed of winged horse, chestnut in color, which lives mainly in
Britain

Ashwinder: 3
[Worldwide] A thin grey serpent with glowing red eyes which comes out
of magical fires and lives long enough to lay fiery hot eggs in some dark and
secluded spot. These eggs, while valued as potion ingredients, are very
dangerous. If they are not found and frozen in time, they will set buildings on
fire.

Augurey (Irish Phoenix): 2
[Ireland] Thin and mournful-looking bird somewhat resembling a
vulture, greenish-black in color, native to Britain and Ireland. Normally
remaining hidden in its nest in brambles and thorns, flying only in heavy rain,
the feathers of the Augurey repel ink. Its distinctive cry was once thought to
be a death omen, but it is now known that the Augurey's cry foretells rain. The
Augurey eats insects and fairies.

Banshee: 5
[Ireland] A Dark creature with the appearance of a woman with floor-
length black hair and a skeletal, green-tinged face. Its screams will kill.

Basilisk: 5+
[Europe] Of the many fearsome beasts and monsters that roam our land,
there is none more curious or more deadly than the Basilisk, known also as the
King of Serpents. This snake, which may reach gigantic size and live many
hundreds of years, is born from a chicken's egg, hatched beneath a toad. Its
methods of killing are most wondrous, for aside from its deadly and
venomous fangs, the Basilisk has a murderous stare, and all who are fixed
with the beam of its eye shall suffer instant death. Spiders flee before the
Basilisk, for it is their mortal enemy, and the Basilisk flees only from the
crowing of the rooster, which is fatal to it.
Basilisk-breeding has been outlawed since medieval times and in the
present day falls under the Ban on Experimental Breeding, but this law has
rarely been broken even by Dark wizards, since only a Parselmouth can
control a basilisk.

Billywig: 3
[Australia] A magical insect, about a half-inch long and vivid blue in
color. A Billywig's sting causes giddiness and levitation. For this reason, the
Billywig's sting is highly sought after by Australian wizards. Dried Billywig
stingers are useful as a potion ingredient.

Blast-Ended Skrewt: 5
[Hybrid] A stange creature bred by Hagrid at Hogwarts in the fall of
1994 by crossing Manticores and fire-crabs. Newly-hatched Skrewts look like
pale, slimy, deformed, shell-less lobsters. They have no heads but had legs
sticking out at odd angles. Sparks fly out from their ends every so often which
propel them forward.

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Boggart: 2
[Europe and N.Amer.]A shape shifter that prefers to live in dark,
confined spaces, taking the form of the thing most feared by the person it
encounters; nobody knows what a boggart looks like in its natural state. A
Boggart feeds on the emotion of fear rather than simply deploying this ability
as a defense mechanism. Many Muggle children may have encountered
Boggarts as "the monster under the bed.

Bowtruckle: 2
[U.K. and N. Europe] A small (maximum height 8 inches) insect-eating
tree-dweller with long sharp fingers (two on each hand), brown eyes, and a
general appearance of a flat-faced little stickman made of bark and twigs,
which serves well as camouflage in its native habitat.
Found in western England, southern Germany, and Scandinavia, a
bowtruckle serves as tree-guardian for its home tree, which is usually a tree
whose wood is of wand quality. The twiglike fingers of the bowtruckle appear
to be primarily an adaptation like that of a woodpecker's beak, allowing it to
more effectively dig out its preferred food of wood lice from its home tree, but
they also serve as an effective weapon against the eyes of an opponent.
Although ordinarily peaceful, a bowtruckle will attack a human if
provoked (which includes perceived assaults upon the bowtruckle's tree as
well as the bowtruckle itself). A witch or wizard seeking to take leaves or
wood from a bowtruckle-inhabited tree should offer woodlice or fairy eggs to
the bowtruckle to placate and distract it.

Bundimun: 3
[Worldwide] Greenish fungus with eyes. An infestation of Bundimuns
can destroy a house, as their secretions rot away the foundations. This same
secretion, in diluted form, is used in some magical cleaning solutions.

Centaur: 4
[Greece] Centaurs are very mysterious creatures. They avoid Muggles
and wizards alike (FB). Centaurs watch and read the signs in the stars and
planets and they do not take sides in the events unfolding around them, which
they have foreseen. They prefer simply to observe (PS15). The centaurs have
chosen to be considered Beasts by the Ministry (FB) and do not take part in
governing at all.

Chimaera: 5
[Greece] A vicious, bloodthirsty creature with a lion's head, a goat's
body, and a dragon's tail. Chimaera eggs are classified as Class A Non-
Tradable Goods.

Clabbert: 2
[Scotland] This arboreal creature resembles a cross between a monkey
and a frog. Its smooth skin is mottled green. The Clabbert has short horns and
a wide grinning mouth. Its long arms and webbed hands and feet allow it to
move gracefully through the trees. On the Clabbert's forehead is a large
pustule which flashes red when the Clabbert senses the approach of danger,
including Muggles.

Cockatrice: 3
[Greece] A combination of a rooster and a dragon or snake.

Crup: 3
[U.K. ] Magical creature that strongly resembles a Jack Russell terrier,
except that a Crup has a forked tail. Crups are extremely loyal to wizards and
ferocious toward Muggles. They eat almost anything.

Dementors: 5+
[Worldwide ] The foulest creatures that walk this earth. They infest the
darkest, filthiest places, they glory in decay and despair, they drain peace,
hope, and happiness out of the air around them. Even Muggles feel their
presence, though they can't see them. Get too near a Dementor and every good
feeling, every happy memory will be sucked out of you. If it can, the
Dementor will feed on you long enough to reduce you to something like
itself...soul-less and evil. You will be left with nothing but the worst
experiences of your life.
They feed on positive human emotions, Paradox and Quintessence. They
drain a wizard of his powers if left with them too long. They are the guards at
Azkaban and make that place horrible indeed. There are certain defenses one
can use against Dementors, specifically the Patronus Charm.
A Dementor's breath sounds rattling and like it's trying to suck more
than air out of a room. Its hands are glistening, grayish, slimy-looking, and
scabbed. They exude cold
A Dementor's last and worst weapon is called the Dementor's Kiss. The
Dementor puts back its hood and clamps its jaws on the mouth of the victim
and sucks out his soul, leaving him an empty shell, alive but completely,
irretrievably gone.

Demiguise: 2
[Far East] A peaceful, herbivorous creature that can make itself
invisible. It resembles an ape with large, black eyes and long, silky hair. This
hair can be woven into Invisibility Cloaks.

Diricawl: 2
[Madagascar] This plump, flightless bird escapes danger by vanishing in
a burst of feathers. Muggles knew this bird as the "dodo" and believe that it is
extinct, being unaware of its ability to vanish at will. Because this belief (and
associated guilt) has spurred more enlightened attitudes toward the animal
world among many Muggles, wizards have encouraged it.

Doxy (Biting Fairy): 3
[Northern Europe and America] The Doxy is a small fairy-like creature
that is covered with black hair. They have sharp venomous teeth. Doxies are
pests. They can infest houses, taking up residence in the draperies. Removing
them requires a good supply of Doxycide. It's a good idea to have an antidote
for Doxy venom on hand as well.

Dragon: 5+
[Varies] Dragons,
large flying reptiles that
breathe fire, are some of
the most awe-inspiring and
dangerous of all magical
beasts. There are ten
varieties of dragons in the
world today:
Antipodean Opaleye
[N.Z.]: Iridescent,
pearly scales
Chinese Fireball
[Asia]: Scarlet with a
fringe of golden
spikes around its face
Common Welsh Green [Wales]: Smooth green scales
Hebridean Black [U.K.]: Dark, rough scales, ridges along back, spiked
tail.
Hungarian Horntail [East Europe]: Black scales, bronze horns, spiked
tail
Norwegian Ridgeback [Norway]: Black scales, bronze horns, black
ridges on its back
Peruvian Vipertooth [S. America]: Smooth, copper-colored, short horns
Romanian Longhorn [East Europe]: Dark green scales, long glittering
golden horns
Swedish Short-Snout [Sweden]: Silvery-blue scales, with a short snout
Ukrainian Ironbelly {Russia and Ukraine]: Metallic grey, long talons;
the largest of any dragon

Dugbog: 3
[Europe and America] This strange creature looks like just another hunk
of dead wood floating in the marshes in which is lives. The Dugbog has
finned paws and sharp teeth with which is attacks small mammals. The
Dugbog is particularly fond of Mandrakes.

Erkling: 4
[Germany] A small elf-like creature. Its high-pitched laugh is
particularly entrancing to children, which Erklings like to eat. Erkling killings
have decreased dramatically over the last few centuries as the German
Ministry of Magic has put in place strict controls over the creatures.

Erumpent: 4
[Africa] This huge African magical beast resembles a rhinoceros. Its
horn, which can pierce almost anything, contains a fluid that explodes,
destroying what it has hit. Because male Erumpents frequently blow each
other up during mating season, the species is somewhat endangered.

Fairy: 2
[Worldwide] Tiny creatures that look like perfectly formed humans with
insect wings. They are extremely vain and quarrelsome, liking nothing better
than to serve as decoration. Fairies have their own weak form of magic, which
eidolon_sx@gmail.com 33
they use primarily to avoid being eaten by predators. Fairies are held to have
very limited intelligence, and they do not use any form of language that
humans understand.

Fire Crab: 3
[Fiji] The fire crab looks like a tortoise with a jewelled shell which can
shoot fire out of its rear end. It is constantly in danger of being killed for its
shell, which unscrupulous wizards will use as cauldrons.

Flobberworm: 1
[Worldwide] A ten-inch, toothless brown worm which eats vegetation,
especially lettuce. They prefer to be left alone and to do nothing.

Fwooper: 3
[Africa] An exotic bird with brightly-colored feathers. A Fwooper's song
will drive the listener insane, so each bird must be sold with a Silencing
Charm on it.

Ghoul: 2
[Worldwide] Ghouls are slimy, buck-toothed, ugly creatures which live
in attics or barns of wizards. They are dim-witted and are content to throw
things around now and then. Ghouls are relatively harmless creatures who live
on spiders and moths.

Giant: 5
[Europe] Giants are about twenty feet tall. They are not as intelligent as
wizards but are capable of communication, both in their native language and,
at times, in English. They now live mostly in remote mountain areas in tribes.
They are violent by nature: fights between giants are common, and when a
Muggle unsuspectingly wanders into their midst it means certain death. They
are also very mistrusting of wizards and magic.

Glumbumble: 3
[Worldwide] The Glumbumble is a magical furry insect. It produces a
fluid that causes melancholy. This fluid is used as an antidote for the hysteria
that results from eating Alihotsy leaves. Glumbumbles eat nettles.

Gnome: 2
[Europe and N. Amer.] The gnome is a common garden pest resembling
a potato with legs. Gnomes live in gnome-holes underground, where they dig
up plant roots and generally cause a mess; their presence is also a dead give-
away that a home belongs to a witch or wizard. Every so often, a garden must
be "de-gnomed," which involves grasping the gnomes by the ankles, swinging
them around a few times to disorient them, then tossing them out of the
garden. Gnomes are rather dim, so when they realize a de-gnoming is going
on, they all come rushing up out of their holes to see what's going on, making
them a lot easier to catch.

Goblin: 5
[Europe] Goblins are a race of highly intelligent creatures who live side
by side with wizards. Goblins are considered to be inferior by many wizards,
who foolishly believe that the goblins are comfortable with that arrangement.
In fact, goblins are extremely clever and more than able to stand up to
wizards. The fact that the Wizarding population treats them poorly is evidence
of the severe injustice built into wizard culture.
Goblins are short and dark-skinned. They have very long fingers and
feet, and some have pointed beards.

Graphorn: 4
[Europe] A large, grayish-purple creature which lives in the mountains
of Europe. Graphorns have two sharp horns and are extremely dangerous
animals. Graphorn horns are useful for potions and Graphorn hide is even
tougher than dragons' and also repels spells.

Griffin: 4
[Greece] Strange creature with the front body of an eagle and
hindquarters of a lion. Griffins are used to guard treasure.

Grindylow: 2
[U.K.] A grindylow is a pale green creature that lives in the weed beds
on the bottom of lakes in Britain. It is also known as a water demon.
Grindylows have long, brittle fingers which they use to grip their prey, sharp
little horns, and green teeth.

Hinkypunk: 1
[Scotland] A little one-legged creature, with the appearance of being
made of smoke, the hinkypunk carries a light with which it lures travelers into
bogs.

Hippocampus: 3
[Mediterranean] A Mer-horse, with the head and forequarters of a horse
and the hindquarters and tail of a giant fish.

Hippogriff: 3
[Greece] A flying creature with the head, wings, and forelegs of a giant
eagle and the body (including hind legs and tail) of a horse. The eyes are
orange, while individual hippogriff colors vary as those of mundane horses
do, including black, bronze, chestnut, grey, and roan. An adult hippogriff's
wingspan is approximately 24 feet.
Hippogriffs are carnivorous and are extremely dangerous until tamed,
which should only be attempted by a trained witch or wizard. That said,
hippogriffs can and do live on insects, birds, and small animals such as rats
and ferrets.
A person wishing to approach a Hippogriff should maintain eye contact
and should bow first; if the animal bows in return, it can be touched and even
ridden. Hippogriff owners are required to keep them under Disillusionment
Charms to prevent Muggles from seeing them.

Horklump: 1
[Worldwide] This garden pest resembles a pinkish mushroom covered
with bristles, but is actually a carnivorous animal rather than a plant.
Horklumps are the favorite food of gnomes.

House Elves: 2
[Europe] House-elves are small humanoid creatures who inhabit large
houses belonging to wealthy Wizarding families. They are bound to the family
of the house, which means they do all manner of menial tasks for them until
they die. House-elves are apparently very happy with this arrangement and
consider it a matter of pride that they serve faithfully and do not betray their
families.

Imp: 2
[Worldwide] The imp is similar to the pixie and the fairy. It is about
seven inches tall and is colored dull brown or black. Imps live in damp or
marshy areas. They have a somewhat slapstick sense of humor and they love
to trip people so they fall into a stream. They eat small insects.

Inferius (Zombie): 5
[Worldwide] The Inferi are animated corpses who do the bidding of the
Dark wizard who created them.

Jarvey: 3
[U.K.] Resembling an overgrown ferret, the Jarvey is one of the few
beasts that can actually talk. Its speech, however, consists entirely of rude
phrases and insults. Jarveys chase gnomes.

Jobberknoll: 2
[S. America] A tiny blue speckled bird that makes no sound until the
moment of its death, when it lets out a long scream consisting of all the
sounds it has ever heard; their feathers are important ingredients in making
potions that affect memory.

Kappa: 4
[Japan] A water-dweller resembling a scaly monkey with webbed hands,
a Kappa will grab and strangle waders in its pond.

Kelpie: 5
[Scotland] A treacherous Scottish water-devil who lurks in lakes and
rivers.

Knarl: 3
[Europe, Asia and Africa] Very similar to a hedgehog, except that the
Knarl takes offense easily and will wreak havoc on garden plants.

Kneazle: 3
[Europe] This very intelligent cat-like creature can detect unsavory or
suspicious persons very well and will react badly to them. However, if a
Kneazle takes a liking to a witch or wizard, it makes an excellent pet. The
Kneazle has spotted fur, large ears, and a lion-like tail.

Leprechaun: 3
eidolon_sx@gmail.com 34
[Ireland] A tiny vegetarian creature resembling a little (maximum height
6 inches) green human, the leprechaun is one of the occasional anomalies of
the beast/being classification system. Although they alone of the "little
people" have the ability to speak human language, they are classified as
beasts, and have remained in that category as they have never requested re-
classification (although they appear to have made no political statement by
this, unlike centaurs and merpeople.) They are able to produce gold coins that
vanish after an hour or two.

Lethifold (living shroud): 5
[Tropics] This dangerous beast resembles a half-inch thick black cloak
which moves along the ground at night, hunting its prey. It attacks sleeping
humans, smothers them, then digests them, all in their bed, leaving no trace at
all. The only known defense against a Lethifold is a Patronus Charm.

Lobalug: 3
[Worldwide, Aquatic] A sea creature consisting of a poison sac and a
spout, the Lobalug is used as a weapon by Merpeople.

Lycanthrope: 5
[Worldwide] Any person thought to suffer from Lycanthropy.
Lycanthropy is primarily hereditary, though not thoroughly studied by
Wizards. Forced-transformation lycanthropes (as is believed all lycanthropes
are) are infected through Black Spiral Dancers. See Werewolf: The
Apocalypse.

Mackled Malaclaw: 3
[Worldwide] A creature of shores and coastlines, resembling a lobster.
The Malaclaw's bite gives the victim bad luck for up to a week.

Manticore : 5
[Greece] A sentient creature, capable of intelligent speech but not
classified as a being due to its violent tendencies, a Manticore has a human-
like head, a lion's body, and the tail of a scorpion. The tail secretes a venom
that is instantly fatal to a victim of its sting. A manticore's skin repels virtually
all known charms, so it is extremely difficult to subdue by magic.

Merpeople: 5
[Worldwide] Merpeople are sentient beings who live underwater in lakes
and seas, although they can breathe air for short periods of time. Merpeople
are intelligent folk who have developed their own culture and social structures
and have a great love of music. Specific races of merpeople are also known as
Sirens (Greece), Selkies (Scotland), and Merrows (Ireland).

Mooncalf: 2
[Worldwide] A strange creature that lives in a burrow. It only comes out
at the full moon, when it dances on its enormous flat feet, sometimes leaving
intricate patterns in wheat fields (much to the confusion of Muggles). The
silvery dung of the mooncalf, if collected before the sun comes up, makes an
excellent fertilizer.

Murtlap: 3
[Britain] A seashore-dwelling rodent native to Britain, this ratlike
creature has on its back a growth resembling a sea anemone, which when
pickled can be used to promote resistance to curses. The murtlap will attack
anyone who steps on it, although it usually eats crustaceans, not people's feet.

Niffler: 3
[U.K.] A black fluffy long-snouted creature which burrows in dirt as if it
were water. Although nifflers are gentle and even affectionate, they are
strongly attracted to anything shiny, which can make them difficult to control.
They can be very useful for finding treasure, and are often kept by goblins for
this purpose.

Nogtail: 2
[Europe, Russia, N. America] A Dark Creature (classified as a demon)
resembling a piglet, but stunted with narrow black eyes, a thick stubby tail,
and long legs. Nogtails curse farms. A nogtail slips into a pigsty and suckles
an ordinary pig; the longer it goes undetected, the longer the curse that falls
upon the farm. The nogtail is very fast and difficult to catch, but if chased off
the farm by a pure white dog it will never return. See the Pest Sub-Division of
the Department for the Regulation and Control of Magical Creatures for
assistance with nogtail problems.

Nundu: 5
[Africa] Considered by many to be the most dangerous beast in
existence, the nundu is a gigantic leopard, whose breath carries disease and
death. Whole villages have been wiped out by the nundu, and no nundu has
ever yet been subdued by fewer than a hundred wizards working together.

Occamy: 4
[East Asia] A beautiful, carnivorous creature resembling a winged
snake, but plumed, having two legs, and reaching up to fifteen feet in length.
As occamy eggshells are formed from pure soft silver, the occamy's reputation
for aggression may be overstated, as most of its interaction with humans
probably has consisted of defense of its eggs.

Owl: 2
[Worldwide] Owls in the wizarding world are regarded both as pets and
as the primary method of communication. They are of course used to deliver
letters and packages as part of owl post service, but to wizards they mean
more than just that. Owning an owl is also something of a status symbol and
owls reflect their owners' wealth.

Phoenix: 4
[Worldwide] Swan-sized bird with red and gold plumage, golden beak,
and golden talons. The rating given to this gentle creature does not indicate
ferocity, but rather the rarity of successful attempts to domesticate it.

Pixie: 3
[U.K.] These mischievous creatures are a bright electric blue in color.
They are very rude.

Plimpy: 3
[Mediterranean and Atlantic] A kind of fish, shaped like a ball with two
long, rubbery legs and webbed feet. If you happen to spot a plimpy with its
legs tied in a knot, you will know that merpeople are around.

Pogrebin: 3
[Russia] These annoying little creatures love to follow people around,
infusing them with a sense of hopelessness until the human collapses, at
which point the pogrebin attempts to devour them. The Pogrebin resembles a
grey rock with a small hairy body and it hides by crouching down and
pretending to be nothing but a harmless stone.

Porlock: 2
[England and Ireland] This short (about two feet high when fully
grown), shaggy creature walks on two cloven-hoofed feet and feeds on grass.
Its small arms end in four fingers.
The porlock lives to guard horses and will be found with a herd or curled
in the straw of stables, although it is so distrustful of humans that it is seldom
seen.

Puffskein: 2
[Worldwide] A long-tongued custard-coloured little furball that makes a
calming purring noise. These pleasant creatures are often kept as pets,
particularly by wizarding children. [U.K.] Pygmy Puffs are miniature versions
of the Puffskein, available in a variety of colors.

Quintaped: 5
[Scotland] One of the most dangerous of magical beasts, the quintaped is
found only on the Isle of Drear off the north tip of Scotland. There is a
fascinating legend about the origin of quintapeds, which involves a feud
between two wizarding clans and a poorly thought-out magical attack.

Ramora: 2
[India, Aquatic] Powerfully magical silver-coloured fish from the Indian
Ocean, a protected species that in turn is a guardian of seafarers, as the ramora
is capable of anchoring ships. It is protected from poaching by international
wizarding law.

Red Cap: 3
[Ireland, N. America] Small, goblin-like/dwarflike creatures, Red Caps
love bloodshed, and will attempt to beat to death Muggles lost in dungeons or
on battlefields on dark nights. (As red caps can be repelled easily by charms
and hexes, Muggles rather than adult wizarding folk face the most danger
from them).

Re'em: 4
eidolon_sx@gmail.com 35
[N. America and Far East] This extremely rare golden-furred giant ox's
blood gives the drinker immense strength. However, since demand far exceeds
supply, Re'em blood is found on the open market only rarely.

Runespoor: 4
[Africa] A magical three-headed, snake commonly reaching a length of 6 - 7
feet, colored livid orange with black banding; native to Burkina Faso, where
several forests are designated as preserves for its sole use. The runespoor is
unique among known magical beasts for producing its eggs through its
mouths.
Runespoors rarely live to a great age, as each head contains an
independent brain serving a different purpose, and they tend to attack each
other. The right head is the planner, the middle head is the dreamer, and the
left head is the critic. The planner decides where the runespoor goes and what
it will do next, although the dreamer's visions often lead to a runespoor
remaining stationary for days, lost in its imaginings. The critic, the fangs of
which are extremely venomous, hisses continually (and irritably), evaluating
the efforts of the planner and the dreamer. Often, the other two heads will
gang up on the critic and bite it off; two-headed runespoors are not
uncommon.
The runespoor was once a favorite pet of Dark wizards, mostly because
of its intimidating appearance. A flourishing black market in runespoor eggs
and in the serpents themselves has existed for centuries.

Salamander: 3
[Worldwide] A small, brilliant white, fire-dwelling lizard that feeds on
flame, although it can survive up to six hours outside a fire if regularly fed
pepper. A salamander lives only as long as the fire from which it sprang,
scampering along burning logs and among the coals, and its color appears
blue or scarlet depending on the heat of the fire in which it appeared.
Salamander blood has powerful curative and restorative properties.

Sasquatch (Bigfoot): 2
[N. America] A docile cousin of the Yeti, the Sasquatch has brown fur
and lives a solitary nature, and are quite elusive. No Wizard has managed to
get close enough to one for study.

Satyr: 4
[Europe] Intelligent creatures with the
head and torso of a human and the legs and
horns of a goat, Satyrs are described as roguish
but faint-hearted folk subversive and
dangerous, yet shy and cowardly. They are
lovers of wine, music, women and children,
and are ready for every physical pleasure.

Sea serpent: 3
[Oceanic] A gigantic, snake-like beast
with a horselike head and a long snakelike
body rising in humps out of the sea as it moves
through the water; found in the Atlantic,
Mediterrean, and Pacific Oceans. The sea
serpent has received very bad Muggle press, in
this case unjustified. Although many Muggle
legends have grown up around sightings of the
creatures, usually tales of horror and death, in
reality sea serpents are harmless; there is no
record of a sea serpent ever harming a human.

Shrake: 2
[Atlantic] A magically-created species of
saltwater fish, found in the Atlantic Ocean,
which is covered in spines and which
deliberately seeks out and destroys Muggle
fishing nets. The first shrake were supposedly created in the 1800s by a group
of wizard fishermen who had been insulted by Muggles. The shrake, by
damaging the nets used by Muggles to fish in that area of the sea, cause no
end of trouble.

Snidget: 2
[Worldwide] A small, spherical bird which can fly with amazing agility,
changing speed and direction almost instantaneously. Its golden feathers and
red, jewel-like eyes are so prized that at one time the snidget was hunted
almost to extinction. The fact that a snidget became such an integral part of
the game of Quidditch (and usually died when it was caught) didn't help
matters either. The snidget became a protected species; there are now severe
penalties for harming or even capturing one. Snidget reserves have been set up
worldwide, and a magical device, the Golden Snitch, has replaced the live bird
in Quidditch.

Sphinx: 4
[Egypt] This human-headed creature has a lion-like body, the capacity
for human speech, and an innate love of puzzles and riddles, but has violent
tendencies.
The sphinx has been used by wizarding folk for centuries to guard
treasure, and is noted for violence when that which it guards is threatened.

Streeler: 3
[Africa] AGiant snail that changes color every hour, and deposits a trail
of venom as it moves that kills and shrivels all vegetation over which it
passes, and which can kill horklumps. It is often kept as a pet.

Thestrals: 3
Huge winged horses with white shining eyes, dragonish faces and necks,
and skeletal black bodies. They are carnivorous and attracted to the smell of
blood. Thestrals are invisible to anyone who has not seen death.
People used to think Thestrals were bad omens, that seeing them meant
bad luck, but this is just superstition. Thestrals have an amazing sense of
direction and move magically fast through the air.

Tebo: 4
[Africa] Like the Diricawl, the Tebo can become invisible at will. It is a
warthog-like creature.

Troll: 4
[Worldwide] There are three types of trolls: mountain, forest,
and river; though these classifications exist simply determined by
where the particular Troll prefers to live. Trolls are very stupid,
standing twelve feet tall, with grey skin, a lumpy body, and flat
horny feet. They exude a powerfully awful smell.

Unicorn: 4
[Europe] A white (when fully mature) horse-like creature with
a single horn on its head. Various parts of the unicorn - the horn and
tail hair in particular - are used as potion ingredients and as wand
cores.

Vampire: 5
[Worldwide] see Vampire: The Masquerade

Veela: 4
[Europe] Nearly human, these beautiful creatures have the
ability to entrance anyone of the opposite gender, similarly to a
siren. They have silvery-white hair and human-equal intelligence.
Their beauty fades whenever angered or depressed.

Werewolf: 5
[Worldwide] see Werewolf: The Apocalypse.

Wood-nymph (Dryad): 3
[Europe] Protectors of the forests, Nymphs live inside trees
and are rather docile, unless provoked. They appear as small human
females with either brown or red hair and do not wear clothing.

Yeti (Abominable Snowman): 4
[Tibet] This tall white-furred humanoid creature may be related to the
troll (unlike giants, the yeti fears fire), but as it will attempt to attack and eat
any human (or just about anything else, for that matter) that it meets. No witch
or wizard has had an opportunity to study a living yeti at close range.
eidolon_sx@gmail.com 36
Appendix V: Creating an Older
Student or Adult Wizard
As mentioned above, the preceding rules were for the creation of a
freshman student at Hogwarts, age 11. However, some may wish to accelerate
the complexity of their campaign by creating older, more experienced
characters. Here are some character creation modifier guidelines to follow for
creating such characters.
Bear in mind that these are guidelines for typical students, with no real
experience other than what is taught in the classroom. A player who begins his
character as a First-year and role-plays each following year should expect his
character to be far more advanced than what is shown here. Therefore, when
advancing a player-character from one year to the next, the Storyteller should
allow these additions to supplement the experience points the character
received throughout the story.

Year 2, Age 12 13
Not significantly different than a first year student, though beginning to
learn the basics of magic and on the verge of entering puberty.
Year 2 Students gain one additional willpower point, which
reflects moving past their insecurities of being new to Hogwarts
(and possibly the Wizarding world).
Students at this level gain 3 more Abilities (1 per Category)
Second-years receive two more Spheres (any) than first-years,
representing their mastery of the magic fundamentals.

Year 3, Age 13 14
Year 3 Students focus more on building on the
foundations learned in previous years. During the Easter
holidays of 2
nd
year, students choose two or more
additional classes for year 3:Ancient Runes, Arithmancy,
Care of Magical Creatures, Divination, Muggle Studies.
At age 13, students gain 2 pre-existing
Spheres. This is representative of the focus of
magical study.
Students gain an additional point in their
secondary Attribute, illustrating the onset of
puberty and how it has affected them
personally.
One additional Arte is also gained at this
level of study.

Year 4, Age 14 15
Year 4 is nearly identical to year 3 in its focus,
though age has certainly began to affect the students day-
to-day life.
At this level, the character gains another level
in any chosen Sphere, representing further
focus on magical study.
Students in their 4
th
year gain an additional point in their primary
Attribute.
Another one Arte is gained in the 4
th
year.

Year 5, Age 15 16
Fifth year students primary focus is their O.W.L.s; Ordinary Wizarding
Level exams. This year is the most intense, since O.W.L.s will chiefly
determine what classes they are allowed to take and what professions theyre
likely to pursue.
Through their O.W.L. studies, students gain 2 additional spheres
(at least 1 in an existing Sphere).
Students in this year gain 3 more Abilities (one in each category)
through rigorous study and practice.
Two additional Background points are gained during the 5
th
year.
Willpower gets a 1 point boost in the 5
th
year, echoing the
confidence boost gained through solid learning during this year of
education.

Year 6, Age 16 17
Year 6 is mostly a review of everything learned in the 5
th
year, and a
time to relax a bit. This year is also the first opportunity students have to learn
Apparation.
The primarily relaxed air about the 6
th
year, gains the character an
additional 5 freebie points to spend and another 5 points in Merits
(pending Storyteller approval).
Year 6 students gain an additional Sphere.

Year 7, Age 17 18
A students seventh year is mainly in preparation for N.E.W.T.s
(Nastily Exhausting Wizarding Tests). Upon completion of these tests, a
character becomes a Fully Qualified Wizard or Witch.
Students at this level gain 3 additional Background points.
Through N.E.W.T. studies students gain an additional confidence
boost represented by another Willpower point.

Adult Wizards, Age 17+
Of-age Wizards who have completed their schooling are fully qualified
and likely go one to careers related to their O.W.L. and/or N.E.W.T. exam
scores. Beginning adult characters are created using the following guidelines.

Attributes: Physical, Social & Mental (7/5/3)
Abilities: Talents, Skills & Knowledges (13/9/5)
Advantages: Backgrounds (10) & Spheres (7 + 1 house Sphere)
Quirks (Optional): Merits & Flaws (up to 10 Freebie points gained)
Finishing Touches: Arte (3), Willpower (5), Freebie Points (15)

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