HOGWARTS
An Unofficial Harry Potter Tabletop RPG
written by William Rotor
for ages 8-80
Table of Contents
Introduction
- Making a Check (pg. 4)
- Helping Others (pg. 4)
- Conflict with Others (pg. 4)
- Expalining the System to a Younger Audience (pg. 5)
Character Creation
- Step by Step Guide (pg. 6)
- Example Sheet (pg. 7)
- Quirks (pg. 8)
- Abilities (pg. 10)
- Common Checks (pg. 10)
- Supplies (pg. 10)
- Houses (pg. 12)
- Spells (pg. 12)
- Year of Entry (pg. 12)
- Character Progression Tables (pg. 13)
Magic
- Rules (pg. 14)
- Spells (pg. 15)
- Variant Spell Rules (pg. 23)
- Potions (pg. 23)
- Objects of Power (pg. 24)
Threats
- Rules (pg. 27)
- Generic NPCs (pg. 27)
- Named NPCs (pg. 36)
- Monsters (pg. 41)
A Year at Hogwarts
- Carpe Exforaminis (pg. 48)
- Year Map (pg. 48)
- Sample Adventure: The Empty Portraits (pg. 49)
Character Sheet
- Character Sheet (pg. 68)
Alphabetical Spell List
- accio, charm 1 (pg. 15)
- aguamenti, transfiguration 1 (pg. 15)
- allucinatio, charm 3 (pg. 18)
- alohomora, charm 1 (pg. 15)
- anapneo, healin 1 (pg. 15)
- animutatio, transfiguration 3 (pg. 18)
- antiapparate, counter-spell 3 (pg. 18)
- aparecium, counter-spell 2 (pg. 16)
- apparate, charm 5 (pg. 21)
- appareo, counter-spell 3 (pg. 18)
- avada kedavra, restricted curse (pg. 22)
- avis, transfiguration 2 (pg. 16)
- avolara pituita, hex 3 (pg. 18)
- colloportus, charm 1 (pg. 15)
- colormutatio, transfiguration (pg. 15)
- confringo, curse 5 (pg. 21)
- confundo, jinx 2 (pg. 16)
- conjunctivitus, curse 3 (pg. 18)
- consulus tempus, charm 5 (pg. 21)
- crescerossa, healing 3 (pg. 18)
- crucio, restricted curse (pg. 22)
- custodicelium inimecus, charm 4 (pg. 20)
- defodio, jinx 5 (pg. 21)
- deletrious, counter-spell 3 (pg. 18)
- densaugeo, hex 3 (pg. 18)
- deprimo, hex 5 (pg. 21)
- descendo, charm 1 (pg. 15)
- diffindo, charm 1 (pg. 15)
- duro, transfiguration 4 (pg. 20)
- duro homenum, curse 5 (pg. 21)
- engorgio, transfiguration 2 (pg. 16)
- episkey, healing 1 (pg. 15)
- erecto, transfiguration 5 (pg. 21)
- eruptum, charm 2 (pg. 16)
- evanesco, charm 3 (pg. 18)
- exempla bordus, charm 3 (pg. 18)
- exemplum contentio, charm 3 (pg. 18)
- expecto patronum, charm 3 (pg. 19)
- expelliarmus, counter-spell 2 (pg. 16)
- expulso, curse 2 (pg. 17)
- ferula, healing 2 (pg. 17)
- fidelio, restricted charm (pg. 22)
- fiendfyre, restricted transfiguration (pg. 22)
- finite incantatum, counter-spell 4 (pg. 20)
- flagrante, curse 4 (pg. 20)
- flagrante injurium, healing 4 (pg. 20)
- flagrate, charm 3 (pg. 19)
- frigoriflam, charm 2 (pg. 17)
- furnunculus, curse 1 (pg. 15)
- geminio, transfiguration 5 (pg. 21)
- glisseo, charm 4 (pg. 20)
- homenum revelio, charm 4 (pg. 20)
- impedimenta forte, curse 4 (pg. 20)
- impedimenta, jinx 3 (pg. 19)
- imperio, restricted curse (pg. 22)
- impervious, charm 3 (pg. 19)
- incarcerous, hex 3 (pg. 19)
- incendio, transfiguration 1 (pg. 15)
- ingressum, charm 3 (pg. 19)
- iterumimplus, charm 4 (pg. 20)
- jusjurandum perpetuus, restricted charm (pg. 22)
- legilimens, curse 5 (pg. 21)
- levicorpus, restricted hex (pg. 23)
- liberacorpus, counter-spell 3 (pg. 19)
- limax vomite, hex 2 (pg. 17)
- lingua vinculum, curse 4 (pg. 21)
- locomotor, charm 1 (pg. 15)
- locomotor mortis, hex 1 (pg. 15)
- lumos, charm 1 (pg. 15)
- mobilicorpus, hex 2 (pg. 17)
- morsmordre, restricted curse (pg. 23)
- muffliato, restricted hex (pg. 23)
- muspoculum, transfiguration 1 (pg. 15)
- necromancum, restricted healing (pg. 23)
- nitor, jinx 4 (pg. 20)
- noink, charm 1 (pg. 17)
- nox, counter-spell 1 (pg. 16)
- objectum mutatio, transfiguration 2 (pg. 17)
- obliviate, curse 2 (pg. 23)
- occlumens, counter-spell 5 (pg. 22)
- oppugno, hex 2 (pg. 17)
- orchideous, transfiguration 3 (pg. 19)
- pack, charm 1 (pg. 16)
- perpendiculum, jinx 2 (pg. 17)
- petrificus totalus, curse 1 (pg. 16)
- piertotum locomotor, charm 4 (pg. 20)
- point me, charm 1 (pg. 16)
- portus, charm 4 (pg. 21)
- prior incantato, counter-spell 5 (pg. 22)
- protego, counter-spell 2 (pg. 17)
- protero, charm 2 (pg. 17)
- quaff, jinx 1 (pg. 16)
- quietus, counter-spell 1 (pg. 16)
- reducio, counter-spell 2 (pg. 17)
- reducto, curse 4 (pg. 21)
- regularis figura, counter-spell 2 (pg. 17)
- relashio, hex 4 (pg. 21)
- remedium, healing 3 (pg. 19)
- rennervate, counter-spell 2 (pg. 17)
- reparo, charm 1 (pg. 16)
- repello muggletum, charm 5 (pg. 22)
- respirabulla, charm 3 (pg. 19)
- revivify, healing 5 (pg. 22)
- rictumsempra, jinx 2 (pg. 17)
- riddikulus, charm 3 (pg. 19)
- sanamente, healing 4 (pg. 21)
- scourgify, charm 3 (pg. 19)
- sectumsempra, restricted curse (pg. 23)
- sensamagna, charm 5 (pg. 22)
- sentis incommodum, hex 3 (pg. 19)
- serpensortia, transfiguration 2 (pg. 18)
- silencio, charm 2 (pg. 18)
- sonorus, charm 1 (pg. 16)
- specialus revelio, counter-spell 4 (pg. 21)
- squibify, restricted counter-spell (pg. 23)
- stupefy, hex 3 (pg. 19)
- taboo, restricted charm (pg. 23)
- tarantellegra, jinx 2 (pg. 18)
- tenaxi, charm 3 (pg. 20)
- videodolum, counter-spell 3 (pg. 20)
- volatus, charm 3 (pg. 20)
- wingardium leviosa, charm 1 (pg. 16)
Introduction
In this roleplaying system based on the world of Harry Potter by J.K. Rowling, the game world is run by a Game Master (GM) who guides the story, while the group consists of about 3 or 4 players controlling characters they've designed themselves. The characters are students at Hogwarts.
To play this game, you'll need a set of at least three six-sided dice (3d6) and one twenty-sided die (1d20) for each player. Alternatively, you can store on the table six six-sided dice (6d6) and two twenty-sided dice (2d20) that everyone shares.
Making a Check
Whenever a player character must complete a task that has a chance of failure, they must make a check. A check could be a feat of strength, a duel, a struggle to remember important information, a literal test, or anything where the outcome is not certain.
The player rolls a number of d6 equal to the score of the ability they use for their check (Brawn, Intelligence, etc) plus their d20. The GM rolls a number of d6 depending on the challenge of the check (2d6 for Easy, 3d6 for Medium, 4d6 for Hard) as well as a d20. To determine whether the player succeeds, the player and the GM compare the results of their d6 rolls. The player succeeds only when the result of their dice meets or exceeds the result of the GM's dice.
In addition, the two d20s are compared to see whether the check has a positive or negative effect. If the player's d20 rolls equal or higher than the GM's d20, the check, whether it was a success or failure, has a positive side effect ("serendipity"). If the GM exceeds the player's roll, the check has a negative side effect ("complication"). The GM and player can negotiate on what side effects occur, but the decision is ultimately up to the GM.
Instead of d20s, you can use d6s of a different colour or size to the ones used for success or failure.
Outcome of a Check
Player Roll (?d6) | GM Roll (?d6) | Outcome |
---|---|---|
Higher | Lower | Success |
Equal | Equal | Success |
Lower | Higher | Failure |
Side Effect of a Check
Player Roll (1d20) | GM Roll (1d20) | Outcome |
---|---|---|
Higher | Lower | Serendipity |
Equal | Equal | Serendipity |
Lower | Higher | Complication |
Difficulty of a Check
Check Difficulty | GM Roll |
---|---|
Easy | 2d6 |
Medium | 3d6 |
Hard | 4d6 |
As an example, a student might be taking a pop quiz in potions class.
- The character has a 2 in Intelligence, so their player rolls 2d6.
- The quiz is of reasonable difficulty, so the GM rules that it is a Medium challenge and rolls 3d6.
- The player's result is 8 (3+5) and the GM's result is 9 (1+2+6).
- The character fails the check and does not do well on their pop quiz.
Their "failure" need not be a literal failure. It's simply not the result the character was hoping for. Ron might consider 49% to be a failure while Hermione would consider 99% to be a failure.
In addition, the group needs to determine the side effects.
- The player rolls 1d20 and the result is 17.
- The GM rolls 1d20 and the result is 4.
- The character achieves serendipity.
- The player and the GM briefly discuss what positive side effect would be appropriate.
The GM might, for example, rule that one question on the quiz accidentally provides the answer to a puzzle they've been struggling with in divination class.
Helping Others
While another player makes a check, you can offer help from your character. A character can only benefit from the help of one other player at a time. When you offer help, you pick an ability, briefly describe how you assist them, and increase the result of either their d6 or d20 roll (your choice) by an amount equal to your score in that ability. For example, in the above scenario, you might declare that you use your Dexterity (score of 1) to quietly slip your friend an answer to one of the questions on a piece of paper, increasing their result to 9 and causing them to succeed.
The GM can deny any help attempt they wish, or ask you to make a check of your own first. To prevent infinite recursion, if you have to make a check to help someone else make a check, you can't be helped yourself.
Conflict with Others
If you are making a check in conflict with an NPC, the GM controls them as though they were characters and rolls dice based on their ability scores as a player does. Whoever rolls higher on their d6 roll succeeds, and whoever rolls higher on their d20 roll gains the benefits of a serendipity side effect. Some monsters automatically get a serendipity side effect on certain checks (or a complication); if so, the player rolls for a side effect as normal.
You can also make checks against other players in this way, but it's discouraged. Don't be mean!
Explaining the System to a Younger Audience
When playing this game with children who are too young for a lengthy explanation of the game's systems and rules, follow the guidelines below.
- Help them through the character creation process before doing any explanation of the system. Don't influence them to make certain decisions over others. It's important that it's their choice.
- Don't worry about explaining anything on the GM's side, like how difficulty of checks works. Focus only on what their character can do, and make sure they know that they can attempt to do anything they like, but they'll have to roll well.
- Explain that every time they make a check, it's really two rolls -- one to see if they succeed, and the other for the random chance of something good happening or something bad happening as a result of their character's actions. We need that second roll because you can't always guess what will happen!
- Use "Socratic Dialogue" to help them understand how to complete and identify the results of a check. "What number do you have for Charisma?" "How many dice do you roll if your Charisma is 3?" "Did you roll higher, or did I roll higher?" "What about the side effects, what do we roll for that?" "What effect do you think should happen based on this roll?" Et cetera. Be patient -- the worst possible thing you can do is interrupt them and feed them the answer before they're ready to come up with it on their own.
- For more complicated rules like backfire thresholds, you can cover them as a GM for the first few sessions. For backfires, each time a character casts a spell, you can roll the d20 yourself and narrate the results for your players. As long as you explain what you are doing every time you do it ("I'm rolling to see if your spell backfires. Oh, I rolled a 7 -- that's lower than 10, which means the spell backfires! What does it say happens on a backfire in the spell's description?") children will be smart enough to pick up on it and might be able to start incorporating the rule themselves.
- If you don't want to use a big complicated die like a d20, you can swap it out for a d6 as long as the dice you roll for success/failure are visibly different (size, colour, etc) to the ones you use for serendipity/complication.
- Don't be afraid to define words like "serendipity", "backfire", and "quirk" -- there's nothing wrong with building vocabulary, especially if the words are fun to say out loud.
- Don't be afraid to roll behind the screen and fudge things in their favour.
These guidelines can also help if you're dealing with a particularly stubborn older person who has decided ahead of time that they don't understand. Adults often don't give themselves enough credit with their ability to learn new things.
Character Creation
Step by Step Guide
Follow along with your fresh character sheet!
Primary Details
Write your character’s name, your name, and draw a little picture of your character in the portrait box. Mark off your year: for your first character, you'll likely be starting in 1st year.
Quirk (pgs. 8-9)
Select a quirk that fits the flavour of the character you want to make. Put the mechanical effects to the side at the moment; you’ll add them later.
Ability Scores (pg. 10)
Put 1 in each ability score to start.
You have five points to spend to improve them. You will get more from your pet, your house, and potentially your quirk.
Starting in first year, your maximum ability score is 3.
Supplies (pgs. 10-11)
Write down your character’s basic supplies (textbooks, cauldron, cloak, hat). You don't need to write out each textbook's name.
Pet (pg. 11)
Choose a pet for your character. Your pet is associated with an ability; you can increase that ability by 1. If the ability is already at its maximum score, you can pick any other ability instead.
Wand (pg. 11)
Ask your GM to pick a wand wood and wand core for you based on your character. If you’d like to make the decision yourself, you can ask your GM if that’s alright.
Take note of the type of spell associated with your wand core (for example, a Unicorn Hair wand core is associated with charms).
1st-Year Spells (pgs. 15-23)
Your wand core is associated with a certain type of spell. Find a spell of that type and add it to your 1st-Year list. Then, choose any two 1st-Year spells that you like and add them as well.
You should have three spells when you begin first year. These represent the small bits of magic that you've already picked up through observation and experimentation.
Quirk Effect (pgs. 8-9)
Go back to your quirk and incorporate the mechanical effect onto your character sheet. If your quirk increases an ability score that is already 3, you can choose any other ability score to increase instead.
House (pg. 12)
You will be assigned your House through a sorting hat ceremony that you will play out in character as part of the game. Your House is associated with two abilities; increase them both by 1. If one or both of these abilities are already at 3, you can replace them with another ability instead.
Backfire Threshold (pg. 14)
At first year, your backfire threshold is 10.
Whenever you cast a spell, roll your d20. If the result is equal to or lower than your backfire threshold, the spell backfires. A lower backfire threshold is better.
Further Years (pgs. 12-13)
If you are starting your game at a year level later than 1st, consult the Character Progression Table (New Game) to see what a character starting out at that year gets. If you are levelling your character up to the next year, consult the Character Progression Table (Level Up) to see what you get at each subsequent year.
If you start at first year, you will gain more spells throughout the course of the story than you would starting out at a later year.
Ability Scores
You get 1 more point to increase your ability scores at the beginning of each subsequent year.
Your maximum ability score increases to 4 at fourth year and to 5 at seventh year.
Spells
You get new spells as they are listed on the Character Progression Tables. You also get one bonus spell from years 1-5 based on the type of spell of your wand core. For example, by Year 5, a wizard with a Unicorn Hair wand core will know 5 extra charm spells, one of each year level.
You're All Set!
If you've followed this step-by-step guide, you will have a 1st-year character ready to begin your foray into the wonderful world of HOGWARTS!
Example Sheet
Included is an example sheet for Gonzo G'nache, a 1st-year Hufflepuff student who has just completed his sorting hat ceremony.
You can find a blank sheet on the last page of this book (pg. 68) to fill in yourself. This is just an example.
Quirks
The first step to creating a character is to choose a quirk that provides something special or unique about your character, something that justifies them being a major character in the story you are about to tell together. The GM might also assign your character additional quirks based on the events of the plot (such as being bitten by a werewolf).
Choose a quirk based on the flavour, not on the mechanics. Don't worry about what the mechanics mean until you've finished your entire character. Keep your focus on the storytelling, not on meticulously constructing the most powerful character you can.
Many of these quirks are forbidden at Hogwarts and must be kept secret. You can still pick a "secret" quirk, but you will need to keep that quirk hidden, as if it is discovered, you may be expelled.
Animagus
You have the ability to transform into an animal. The transformation takes only a few seconds, but after returning to your human form, you must wait a few hours until you can do it again. Your clothes and equipment are transformed with you, and while recovering, you still retain some physical tics of your animal form, such as twitching your nose, self-grooming, flapping your arms, or panting.
In your animal form, you retain your Courage, Intelligence, Perception, and Charisma. Your Brawn becomes 1 and your Dexterity becomes 3. You can't speak or cast spells.
Choose one of the following animals.
- Bat
- Cat
- Dog
- Dove
- Mouse
- Owl
- Rat
- Raven
- Snake
- Toad
Chosen House Hero
In times of crisis, a symbol of your house will appear by your side to aid you in your quest. The item is determined by your house. Once it has been used, it disappears once more into the aether until there is great need of it again.
- Gryffindor. A silver sword that has the power to destroy unbreakable objects or slay unkillable creatures.
- Hufflepuff. A golden cup that can generate endless amounts of food and water.
- Ravenclaw. A silver diadem, a tiara that grants the wearer irresistible charm.
- Slytherin. A golden locket that allows the wearer to summon and control hordes of snakes.
Cursed
You bear a deadly affliction, given to you by a vindictive wizard when you were very young. Your attempts to free yourself of this affliction have given you a head start on the study of magic and much practical experience that students wouldn't otherwise have.
You gain one point to spend to increase your ability scores, and you must choose to receive one of the following afflictions.
- Babbling Curse. You babble uncontrollably when you speak for longer than a sentence or two at a time.
- The Bogies. You suffer endlessly from symptoms of a cold, mainly runny nose and sore throat.
- Bolt. Whenever possible, you must sprint to your destination. Walking normally is awkward and clumsy.
- Cognitive Dissonance. You are incapable of recognising the existence of magic. You believe that all of the magical effects you experience have a rational explanation.
- Ear-Shrivelling Curse. Your ears are shrivelled up, making it difficult to hear properly.
- Half Life. You must drink the blood of one living creature each week to survive.
- Illumination Curse. Your eyes glow brightly and send out a visible beam of light five feet in the direction you are looking at all times.
- Jelly-Legs Curse. Your legs have become jelly-like. You require the use of magic or a wheelchair in order to move around.
- Malicious Demon Curse. You are haunted by an impish demon that nobody else can see, always ducking just out of your line of sight. You suspect this demon is to blame for all of your failures.
- Pinocchio Curse. Your nose grows longer when you intentionally tell a lie (including lies of omission or half-truths), or if you know the answer to a question but are refusing to speak. Your nose slowly returns to its normal size after about a minute.
Dark Mark
You bear the mark of an evil wizard, a tattoo on your forearm that twists with black smoke. You may have chosen a path of darkness, or had the dark mark placed upon you by force. Either way, you gain dangerous knowledge from it.
When you pick spells for your year level, you can pick up an additional curse spell.
This quirk must be secret.
House Elf Companion
A house elf is indebted to you. He or she follows you around and attempts to help you out in any way it can. At Hogwarts, house elves stay in their own quarters at night and their movements around the castle are heavily restricted.
Your house elf occasionally helps you with your problems, potentially ensuring you achieve a serendipity result on your checks at the GM's discretion.
Obliviated
Your memory was permanently erased by a powerful casting of obliviate. You woke up on the Hogwarts Express with no memory of who you were or how you got here.
The GM will later assign you a second quirk when your character discovers the reason your memory was erased.
Parseltongue
You can speak the language of snakes. While this quirk is not forbidden, it does make others suspicious of you.
Prophet
You receive vague premonitions of the future. Work with the GM to provide your character with interesting metaphorical visions of what horrors are to come in the year.
Scar
You have a scar across your forehead from an attempt on your life as a baby. The great wizard who failed to kill you with the killing curse is now inextricably linked to you. Your scar burns when you are exposed to those tainted by his evil presence, and your dreams are haunted by his specter. Your scar makes you a legendary hero, the One Who Lived.
You gain a +1 to checks to identify signs or agents of evil.
Stolen Wand
You possess a wand stolen from a much older and more powerful wizard. It is a better wand than you could ever hope to own, but it is not yours, and it knows it.
At character creation, pick three spells to add to the spells you know: one 3rd-year spell, one 4th-year spell, and one 5th-year spell. When you reach 7th year, you can also add one restricted spell.
Your backfire threshold is increased by 3.
This quirk must be secret.
Undead
Through dark magic, you were brought back from the dead. You are practically impervious to pain and barely realize when you have been wounded.
You gain a +1 to Resistance checks.
This quirk must be secret.
Variant: Vampire
Your undeath may be due to the bite of a vampire. If this is true, you also gain the abilities of an animagus (turning into a bat), and you receive the Half Life affliction (see the Cursed quirk).
Unforgivable
Your conscience is forever tainted by casting an unforgivable curse. You are equally haunted with regret yet enticed by the power you felt when you cast it.
You know one of the three unforgivable curses: avada kedavra, crucio, or imperio.
This quirk must be secret, and you must obtain permission from your GM to select this quirk, as the ability to murder, torture, or violate the free will of other students may not be compatible with the kind of game that the GM wishes to run.
Veela
Through your veins swims the blood of the veela, a race of seductive monsters that are said in legends to have led sailors to their watery graves.
At character creation, your Charisma score increases by 1.
This quirk must be secret.
Werewolf
You suffer from the curse of lycanthropy. Under the light of the full moon, you transform into a terrible half-human, half-wolf hybrid that fights with unnatural strength and cannot be killed. Your clothes and equipment don't transform with you. You return to your human form at dawn, retaining no memories of the night time.
In your hybrid form, you retain your Courage, Dexterity, and Perception scores. Your Brawn becomes 5, your Charisma becomes 1, and your Intelligence becomes 1. You can't speak or cast spells. You don't remember your life as a human.
This quirk must be secret.
Witness to Death
You have watched someone you know die. With this sorrowful knowledge, your third eye has been awakened to many melancholy truths, such as the nature of the thestrals that guide students to Hogwarts' gates, or the sadness of the ghosts that wander Hogwarts' halls.
Abilities
There are six abilities in the game.
- Brawn
- Charisma
- Courage
- Dexterity
- Intelligence
- Perception
Your score in each ability corresponds to how many ability dice you roll when making a check. For example, if your Brawn score is 3, you roll 3d6 when making a check that relates to your Brawn.
Brawn
Brawn represents your physical fitness. Checks for Brawn might include moving heavy objects, running fast, withstanding pain, resisting a curse, or chucking a quaffle.
Charisma
Charisma represents your force of personality. It might take the form of physical attractiveness, confidence, or comedic timing. Checks for Charisma might include convincing someone to back down from an argument, to deliver a speech, to tell a lie, or to make a distraction.
Courage
Courage represents your willpower and bravery. Checks for Courage might include maintaining your resolve in the face of a boggart, rallying up your fellow students to fight back against a monster, or trusting that you won't plummet through an invisible floor.
Dexterity
Dexterity represents your nimbleness and physical accuracy. Checks for Dexterity might include quickly locking a door before a rampaging troll barges through, remaining quiet to hide from teachers in the restricted section of the library, or to catch a snitch darting around in front of your face.
Intelligence
Intelligence represents your aptitude for study. Checks for Intelligence might include correctly copying down a formula, manipulating someone in a web of lies, remembering the weakness to a biological trap, or finding the information you need in a tome of forbidden magic.
Perception
Perception represents your physical senses. Checks for Perception might include reading someone's face to tell if they're lying, surveying a landscape to look for any out-of-place details, or listening for someone sneaking up on you from behind.
Common Checks
There are certain checks that used frequently enough in the game to warrant their own section. It may be useful to list them on your character sheet as a reminder.
Quick Draw
A wizard makes a check (usually Dexterity, but with any ability deemed appropriate), contested against an opposing wizard, to launch a spell faster than their opponent. Whoever wins the Quick Draw check launches their spell first.
You don't need to roll a d20 for a Quick Draw check.
Resistance
A wizard makes a check (usually Brawn, but with any ability deemed appropriate) to break free of a negative effect bestowed on them by a spell.
Spell Level | Difficulty of Resistance Check |
---|---|
1st-Year | Easy |
2nd-Year | Easy |
3rd-Year | Medium |
4th-Year | Medium |
5th-Year | Hard |
Restricted | Hard |
You don't need to roll a d20 for a Resistance check.
Backfire
Every time a wizard casts a spell, they roll a d20 and compare the result to their Backfire Threshold. If the result is equal to or lower than their Backfire Threshold, the spell backfires and has a side effect listed in the spell's description. The GM can determine that the side effect of a backfire differs from this description.
Most student's backfire threshold is 10, or 7 from 6th year.
Supplies
As a first year student, you are required to have the following supplies. These supplies are necessary for certain aspects of life as a student in Hogwarts.
General Supplies
- Books. You require a book for each of your classes. In first year, these books are as follows:
- The Standard Book of Spells Year 1 by Miranda Goshawk
- A Beginner's Guide to Transfiguration by Emeric Switch
- A History of Magic by Bathilda Bagshott
- Magical Theory by Adalbert Waffling
- One Thousand Magical Herbs and Fungi by Phyllida Spore
- Magical Drafts and Potions by Arsenius Jigger
- Fantastic Beasts and Where to Find Them by Newt Scamander
- The Dark Forces: A Guide to Self-Protection by Quentin Trimble
- Cauldron. You require a cauldron to brew potions.
- Cloak. Your cloak identifies you as a student of Hogwarts and will have your house crest and colours sewn onto it when you receive your house.
- Hat. Your hat identifies you as a wizard or witch and also keeps your head warm in the winter.
Pet
Choose one of the following pets and give it a name and a personality trait. Your pet allows you to send and receive letters to and from other students and the outside world, and it also gives you 1 point in its associated ability through its magical connection to you. If you are already at the maximum score for your pet's ability, you can choose to increase any other ability instead.
Pet | Associated Ability |
---|---|
Bat | Courage |
Cat | Charisma |
Owl | Perception |
Rat | Dexterity |
Snake | Intelligence |
Toad | Brawn |
You can also select one of the following personality traits for your pet or make up your own.
- Devoted
- Extroverted
- Greedy
- Hostile
- Inconsiderate
- Introverted
- Jealous
- Loud
- Mischievous
- Rebellious
- Serious
- Sentimental
- Suspicious
- Vain
- Wild
Wand
You require a wand to cast spells. It is your most valuable possession. Your GM will select your wand for you based on your character. It's usually best to wait until the end of character creation.
Wands are not technically sentient beings, but they do seem to present with personalities and preferences that become more apparent the better they have bonded with their wielder.
Wand Woods
The wood of a wand determines the kind of witch or wizard that it is best suited to.
- Ash. The wand values a fiercely loyal owner.
- Aspen. This white wand appreciates an owner who likes to show off.
- Beech. The wand wants an owner with patience, tolerance, and wisdom.
- Cedar. Only those with a keen eye and a knack for character are suited to this wand.
- Chestnut. This wand adopts the personality of its owner and is easily passed down through generations.
- Dogwood. This wand likes to play with its owner and is delighted by pranks.
- Elm. This elm wand values tradition and family lineage.
- Fir. This wand is best suited to those who have survived a perilous ordeal.
- Hazel. This stiff wand suits a stoic mindset.
- Larch. This wand is durable and strong, and wants an owner that will last as long as it will.
- Maple. This wand grows restless and uneasy when its owner stays in one place for long.
- Oak. This wand feels most at home in the hands of someone with great resilience of spirit.
- Pine. This wand leaps at the chance to show generosity in times of stress.
- Redwood. The immense age and experience of the wood in this wand provides its owner with good luck and long life, so they say.
- Rowan. This wand is fiercely loyal and protective of its owner, no matter who they are.
- Sycamore. This wand is rumoured to spontaneously combust if bored.
- Walnut. This wand works best in the hands of someone highly intelligent.
- Willow. Those with deep-set insecurities may find solace in the soothing presence of this wand.
- Yew. Wizards and witches who wield a yew wand are said to command the power of life and death.
A wand that is paired with a wizard whose personality is mismatched, or who is wielded by someone other than its true owner, will always backfire when casting spells.
Wand Cores
The core of a wand determines the kind of magic that the wand is best suited to casting.
Choose a 1st-Year spell of the wand's associated type to learn when you receive the wand from your GM. You also learn one spell of the associated type from each subsequent year at Hogwarts (for example, when going into your third year, you learn one 3rd-Year spell of the associate type).
Core | Spell Type |
---|---|
Basilisk Horn | Curse |
Dragon Heartstring | Hex |
Jackalope Antler | Jinx |
Kelpie Hair | Counter-Spell |
Thunderbird Tail Feather | Transfiguration |
Unicorn Hair | Charm |
Wampus Cat Hair | Healing |
Houses
As a first year student, you don't receive a house at character creation. Instead, you are given a house by the GM during the sorting hat ceremony while playing the game.
The sorting hat recognises inner strengths within you that you may not have realized were there yourself. As such, receiving your house makes you aware that one of your abilities is lower than it should be.
If you're already at the maximum score for either or both of the associated ability scores, you can instead increase another ability score of your choice by 1.
Gryffindor
Dressed in scarlet and gold, Gryffindor students are strong, brave, and loyal.
Your Brawn and Courage increase by 1.
Hufflepuff
Dressed in yellow and black, Hufflepuff students are trustworthy, resilient, and curious.
Your Courage and Perception increase by 1.
Ravenclaw
Dressed in blue and bronze, Ravenclaw students are wise, clever, and sharp-eyed.
Your Intelligence and Perception increase by 1.
Slytherin
Dressed in green and silver, Slytherin students are cunning, ambitious, and powerful.
Your Charisma and Dexterity increase by 1.
Spells
Going into your first year at Hogwarts, you already have a decent grasp on two spells from the 1st-Year list, plus any extra spells you know from your quirks or your wand core.
See the Spells section for a list of spells to choose from and general rules on magic.
Year of Entry
Your group may agree to start in 2nd year or later, rather than 1st. To accommodate this choice, the tables on the following page show what resources you have available to you.
Character Progression Table (New Game)
Year of Entry | Ability Score Points | Maximum Ability Score | Base Spells Known | Wand Core Spells | Backfire Threshold |
---|---|---|---|---|---|
1st | 5 + Pet/House/Quirk | 3 | 1st: 2 | 1st: 1 | 10 |
2nd | 6 + Pet/House/Quirk | 3 | 1st: 5 2nd: 1 |
1st: 1 2nd: 1 |
10 |
3rd | 7 + Pet/House/Quirk | 3 | 1st: 6 2nd: 3 3rd: 1 |
1st: 1 2nd: 1 3rd: 1 |
10 |
4th | 8 + Pet/House/Quirk | 4 | 1st: 7 2nd: 4 3rd: 3 4th: 1 |
1st: 1 2nd: 1 3rd: 1 4th: 1 |
10 |
5th | 9 + Pet/House/Quirk | 4 | 1st: 8 2nd: 5 3rd: 4 4th: 3 5th: 1 |
1st: 1 2nd: 1 3rd: 1 4th: 1 5th: 1 |
10 |
6th | 10 + Pet/House/Quirk | 4 | 1st: 9 2nd: 6 3rd: 5 4th: 4 5th: 2 |
1st: 1 2nd: 1 3rd: 1 4th: 1 5th: 1 |
7 |
7th | 11 + Pet/House/Quirk | 5 | 1st: 10 2nd: 7 3rd: 6 4th: 5 5th: 3 |
1st: 1 2nd: 1 3rd: 1 4th: 1 5th: 1 |
7 |
Character Progression Table (Level Up)
Year Level | Ability Score Points | Maximum Ability Score | Base Spells Known | Wand Core Spells | Backfire Threshold |
---|---|---|---|---|---|
1st | 5 + Pet/House/Quirk | 3 | 1st: 2 | 1st: 1 | 10 |
2nd | +1 | 1st: +3 2nd: +1 |
2nd: +1 | ||
3rd | +1 | 1st: +1 2nd: +2 3rd: +1 |
3rd: +1 | ||
4th | +1 | +1 | 1st: +1 2nd: +1 3rd: +2 4th: +1 |
4th: +1 | |
5th | +1 | 1st: +1 2nd: +1 3rd: +1 4th: +2 5th: +1 |
5th: +1 | ||
6th | +1 | 1st: +1 2nd: +1 3rd: +1 4th: +1 5th: +1 |
-3 | ||
7th | +1 | +1 | 1st: +1 2nd: +1 3rd: +1 4th: +1 5th: +1 |
Magic
Rules
Magic in the harry potter world primarily comes in the form of spells. Magic can also be achieved through potions and objects of power.
When cast, a spell has the effects listed in its description. Additionally, there is always a chance that the spell will backfire and have additional unintended effects. Spells are organised by one of seven types.
Casting a spell requires two components, an incantation and a gesture, with some exceptions.
Spells have a range of about 2-3 metres if not mentioned.
Types of Spells
There are seven types of spells. These are only a classification of spells and don't change the mechanical effects.
- Charm
- Counter-Spell
- Curse
- Healing
- Hex
- Jinx
- Transfiguration
Your wand core gives you access to extra spells of a certain type each year. Additionally, you may learn additional spells of a certain type based on the classes that you take.
Charm
A charm adds properties to a target without changing its fundamental nature. This is the most common type of spell learnt by students at Hogwarts. Charms are generally harmless in the long term.
Counter-Spell
A counter-spell is used defensively to prevent, inhibit, or end the effects of other spells.
Curse
Curses are evil spells that inflict long-term pain and suffering on others. Curses are primarily studied by practitioners of the Dark Arts.
Healing
Healing spells repair the body and soothe the mind.
Hex
A hex is similar to a charm, but has harmful effects and may linger for long periods of time. Hexes are learned by practitioners of the Dark Arts.
Jinx
A jinx, like a curse or a hex, is considered to be a Dark Arts spell, but the effects are usually harmless or funny, like a prank.
Transfiguration
A transfiguration spell changes the fundamental nature of the target, or conjures an object out of thin air. It is considered to be the most difficult and academically-intensive type of spell in the Hogwarts books.
Incantations
The incantation for a spell is the name of the spell, which you must state clearly and with conviction.
Speaking an incantation alerts all nearby wizards and witches that a spell has been cast, and also allows them to identify the spell (if they know it) and anticipate its effects a split second before they occur. Common counter-spells rely on the caster hearing the incantation and responding appropriately.
As you become a more experienced student of witchcraft and wizardry, you may learn how to cast certain spells without an incantation.
Gestures
The gesture for a spell is how you move your wand to release the effects, requiring conviction and accuracy. You require a wand for almost all gestures, with a few exceptions.
Your gesture alerts nearby witches and wizards that a spell has been cast. It's difficult to identify a spell based on its gestures, although the gestures for common spells like the swish and flick of Wingardium Leviosa are instantly recognisable.
Backfires
A backfire represents the significant chance of a spell going awry. This can be because of a lack of conviction, a mispronunciation, a flick when you should have swished, a hiccup from your wand, or just the random chance that is inherent to all forms of magic which are innately unknowable and chaotic at their core.
Every time a spell is cast, make a backfire check (roll a d20) and compare the result to your Backfire Threshold (usually 10). If the result is equal to or lower than your Backfire Threshold, the spell backfires. Each spell has an additional effect on a backfire; these are not always negative, but are almost always undesirable compared to the main effects.
You should expect a significant portion of spells to backfire. Your Backfire Threshold decreases (which is good) in 6th year, and there are other ways to decrease it through training as well, based on what happens in the story you play through.
Spells
Spells are organised by the year in which you learn them at Hogwarts. More spells become available to you up until 5th year, at which point all spells become available and you can focus your final years of study on mastery.
1st-Year Spells
Accio
Charm
Speak the name of an object within 100 metres of you. It flies safely into your hands.
Backfire. The object misses you and flies off uncontrollably in a random direction.
Aguamenti
Transfiguration
A jet of water erupts from your wand for a few seconds. The jet is not of sufficient pressure to be harmful.
Backfire. The jet of water lasts for a full minute and can't be stopped.
Alohomora
Charm
Touch a non-magical lock with your wand. It unlocks.
Backfire. Instead of just unlocking, the lock loudly breaks and detaches completely from what it was guarding.
Anapneo
Healing
You clear a human's airway if blocked.
Backfire. The target hyperventilates for a minute.
Colloportus
Charm
You lock a door. A door locked in this way can't be unlocked with alohomora.
Backfire. No key will fit the lock. The lock has to be destroyed in order to open the door.
Colormutatio
Transfiguration
An object or animal changes its colour into a colour of your choosing.
Backfire. The colour is determined randomly or by the GM instead.
Descendo
Charm
An object descends. If cast on a short wall that is not connected to the ceiling, the wall sinks into the floor.
Backfire. The object can't be raised again for an hour. Picking it up or lifting it is impossible.
Diffindo
Charm
You precisely cut or sever a non-magical object, as long as it could reasonably be cut or severed with a knife.
Backfire. The object is shredded into pieces.
Episkey
Healing
A human or animal's minor injury is healed. The target feels the location of injury go very hot and then very cold.
Backfire. The target is caused great pain while they are being healed.
Furnunculus
Curse
A human receives 1-2 painful, blistering boils that go away after a minute.
Backfire. The target receives 100-200 boils, but they're painless.
Incendio
Transfiguration
A small, lukewarm jet of flame erupts from the tip of your wand for a few seconds.
Backfire. The jet of flame lasts for a full minute and can't be stopped.
Locomotor
Charm
Speak the name of an object within 30 feet of you. It floats for one minute, moving slowly. You can control where it floats.
Backfire. The object moves randomly out of your control.
Locomotor Mortis
Hex
A human's legs become locked for a minute. The target doesn't fall down unless they were already unbalanced.
Backfire. The target's legs flap around uncontrollably, propelling them in random directions.
Lumos
Charm
The tip of your wand glows brightly for one minute, casting a narrow beam of light.
Backfire. Your wand lets loose a blinding flash of light and then puffs out.
Muspoculum
Transfiguration
You transform an object or animal into a cup, container, or bowl for one minute.
Backfire. The cup, container, or bowl retains the texture of its original form, such as the fur of a rat.
Nox
Counter-Spell
You extinguish the effects of lumos in a wand.
Backfire. Another light source nearby sucks up the wand's light and illuminates itself.
Pack
Charm
Objects you have arranged in front of a trunk or other piece of luggage pack themselves neatly inside if they can fit.
Backfire. They just jam themselves in there with no regard for neatness.
Petrificus Totalus
Curse
A human's legs and arms become locked to their side for one minute. The target usually falls down.
Backfire. Your arms and legs become locked to your side instead.
Point Me
Charm
Your wand is lightly and insistently pulled in the cardinal direction North for one minute.
Backfire. The direction is random.
Quietus
Counter-Spell
A human's magically-magnified voice is reduced to its normal volume.
Backfire. You completely remove their ability to talk for 1 minute.
Quaff
Jinx
You compel a human to drink from a cup in front of them. This spell has no effect if the liquid in the cup is harmful.
Backfire. The target doesn't open their mouth and the drink splashes all over their clothes.
Reparo
Charm
You mend a small object. If constituent pieces have broken off, they fly back together and reform.
Backfire. The object is mended incorrectly and takes on a different form or function.
Sonorus
Charm
You amplify a human's voice for one minute.
Backfire. The amplification is painfully loud for anyone who can hear it.
Wingardium Leviosa
Charm
You levitate a small object for one minute. You can control the object's movement through the air.
Backfire. The object levitates uncontrollably higher and higher.
2nd-Year Spells
Aparecium
Counter-Spell
Ink that has been magically made invisible becomes visible again.
Backfire. The words appear in the wrong order.
Avis
Transfiguration
A flock of white doves erupts from the tip of your wand.
Backfire. Hundreds of white feathers erupt from your wand instead.
Confundo
Jinx
You cause a human to become dazed and confused for one minute.
Backfire. The target becomes ornery and frustrated instead.
Engorgio
Transfiguration
You increase the size of an object or animal, up to double its normal size.
Backfire. The target increases ten times its normal size.
Eruptum
Charm
You cause a human to become cheerful for one minute.
Backfire. The target is incapacitated by hysterical laughter for one minute instead.
Expelliarmus
Counter-Spell
A wizard's wand flies out of their grip.
This spell can be cast quickly to prevent another wizard from completing the casting of a spell; to do so, you must succeed on a Quick Draw check.
Backfire. The target is also knocked backwards with the force of a hard shove. You can choose to let this backfire effect happen without rolling.
Expulso
Curse
You cause a small object to violently explode, potentially causing harm to those around it.
Backfire. Half a dozen more objects nearby also violently explode.
Ferula
Healing
You set a human or animal's broken bone with a magically-conjured bandage and splint.
Backfire. The bandage and splint are applied improperly and must be fixed by hand.
Frigoriflam
Charm
A flame's heat is nullified, rendering the fire harmless to animals and humans for 1 hour. The flame still burns objects.
Backfire. The flame roars and spreads quickly if left unchecked. It's still harmless, but should probably be extinguished before the hour is up.
Limax Vomite
Hex
You force a human to vomit a slug. The target vomits another slug every 10-20 minutes for the next few hours.
Backfire. You vomit slugs instead.
Mobilicorpus
Hex
You levitate a human a few centimeters above the ground for one minute. You control where they float.
Backfire. The target floats in random directions uncontrollably.
Noink
Charm
You permanently make invisible a short message you have written in ink.
Backfire. The message becomes garbled, like it was passed through a game of telephone.
Objectum Mutatio
Transfiguration
You turn an object into another object of the same size for one hour.
Backfire. The object transforms into a completely different random object once a minute until the hour is up.
Oppugno
Hex
If cast immediately following a transfiguration spell that conjured objects or animals, they become hostile to a target of your choice and attack them.
Backfire. They become hostile to everyone, not just to a target of your choice.
Perpendiculum
Jinx
You cause a human to trip.
Backfire. You also trip.
Protego
Counter-Spell
You create a magical shield that reflects jinxes, hexes, and curses back at their caster, making them the target of the spell instead of you. The shield lasts for one minute or until it is hit with a jinx, hex, or curse.
This spell can be cast quickly in response to a wizard casting a jinx, hex, or curse, shielding yourself immediately; to do so, you must succeed on a Quick Draw check.
Backfire. The new target of the spell is randomly determined.
Protero
Charm
Speak the name of an object within 1 metre of you. It flies to a spot you determine within 100 metres of you.
Backfire. It flies off in a random direction.
Reducio
Counter-Spell
An object or animal that has magically increased in size returns to its normal size.
Backfire. One randomly-determined part of the object or animal remains in its engorged size.
Regularis Figura
Counter-Spell
You cause an animagus or transfigured object to take its normal shape. Objects or animals created through a transfiguration spell disappear into nothingness.
Backfire. One randomly-determined part of the object or animal does not return to its normal shape (or disappear).
Rennervate
Counter-Spell
You awaken a human or animal that has been magically put to sleep.
Backfire. You awaken them very roughly and suddenly.
Rictusempra
Jinx
A human becomes overwhelmed as though they were being violently tickled.
Backfire. You also feel as though you are being violently tickled.
Serpentsortia
Transfiguration
You conjure a small non-poisonous snake that slithers from the tip of your wand.
Backfire. You conjure a dozen snakes, one after the other.
Silencio
Charm
You silence an object, animal, or human for one minute.
This can be cast to quickly prevent a wizard from uttering an incantation; to do so, you must succeed on a Quick Draw check.
Backfire. You are silenced instead.
Tarantellegra
Jinx
You cause a human's legs to dance uncontrollably.
Backfire. You join them in the dance, as though you were partners.
3rd-Year Spells
Allucinatio
Charm
For one hour, a human you target becomes effectively invisible to humans, as the target is impossible to notice or concentrate on.
A suspicious person can notice the hidden target with a successful Perception check contested by an appropriate check of the target.
Backfire. The target is blind until the spell ends.
Animutatio
Transfiguration
You turn an animal into another animal of the same size for one hour.
Backfire. The animal does not adopt the behavioural traits of its new form and attempts to continue on as if it were in its original form.
Appareo
Counter-Spell
You cause a vanished object to reappear. To do so, you must picture the vanished object clearly in your mind and be standing within 10 metres of where it was vanished.
Backfire. The object appears in a random location within 100 metres of you.
Antiapparate
Counter-Spell
You prevent apparition in a 50-metre area around you for the next few hours. The effect doesn't travel with you if you move; it remains where you cast it.
Backfire. The effect lasts for ten minutes and then fizzles out.
Avolara Pituita
Hex
You enlarge a human's nasal mucus, which separates into half a dozen "bat bogeys" that grow wings and attack the target.
Backfire. The "bat bogeys" become hostile to everyone nearby.
Conjunctivitus
Curse
You blind a human or animal for one hour.
Backfire. You are blinded for one week, and your target isn't blinded.
Crescerossa
Healing
You heal a human or animal's broken bone.
Backfire. The broken bone is removed entirely.
Deletrious
Counter-Spell
You erase magically-created images or visual effects.
Backfire. Instead of erasing them, you just scramble them.
Densaugeo
Hex
You cause a human or animal's teeth to grow too large to fit comfortably in their mouth.
Backfire. The target's teeth grow sharp and pointy, good for biting.
Evanesco
Charm
You vanish a small nonmagical object, which disappears into nothingness. The object can be recovered with the counter-spell appareo.
Backfire. The object reappears after a few seconds.
Exemplum Contentio
Charm
You link two identical small objects together for 7 days, such that changes to one are also made to the other.
Backfire. The effects last for only a day.
Exempla Bordus
Charm
You generate a magically-created image on a flat surface or in the air, which lasts for one hour.
Backfire. It partially appears. You have to physically wave your wand around to draw the rest of it out with great effort.
Expecto Patronum
Charm
An incarnation of your innermost positive emotions bursts forth in a bright explosion of light from your wand, pushing back creatures of evil, such as dementors. The spell usually takes the form of a burst of light, but with sufficient positive emotions, it can also take the form of a spirit animal, a patronus, unique to you. Furthermore, with one hundred percent of your positive energy poured forth into the spell, it explodes in a 50-metre sphere of pulsing magical light emanating from your patronus.
Your GM determines the form that your patronus takes. Your patronus can also be used to travel long distances and deliver messages in your voice.
Backfire. Due to insufficient positive emotion, your wand makes a sad "mwah mwow" noise instead.
Flagrate
Charm
You leave a fiery mark on an object that leaves a burn in the shape you have drawn.
Backfire. The object catches fire.
Impedimenta
Jinx
You prevent a human or animal from moving closer to your position for one minute. It doesn't repel them, just prevents them from willingly moving closer.
Backfire. You can't move for one minute.
Impervious
Charm
You enchant a small object to repel substances such as water or effects such as heat.
Backfire. Instead of the substance being repelled from the object, the object is repelled by the substance, causing it to be flung violently away on contact.
Incarcerous
Hex
You restrain a human with magical ropes for one minute.
Backfire. The wand tries its best to tie the knots, but it's not very good at it.
Ingressum
Charm
You prevent sounds and objects from entering or exiting a room or container for one minute.
Backfire. Several out-of-context words or phrases you utter are ejected out of the room periodically.
Liberacorpus
Counter-Spell
You free a human or animal from magical restraints, such as those from the impedimenta spell. The target is freed without harm being done to them; for example, if they are held aloft in the air, they are lowered gently to the ground.
Backfire. The target is freed, but you fall under the restraining effects yourself.
Orchideous
Transfiguration
A bouquet of beautiful, pleasantly fragrant flowers bursts forth from the tip of your wand.
Backfire. The flowers are ugly and smell bad.
Remedium
Healing
You cure a human of a minor nonmagical sickness, such as a cold or a sinus infection.
Backfire. The target sneezes uncontrollably for one hour.
Respirabulla
Charm
A bubble of air forms around a human or animal's head, allowing them to breathe comfortably for one hour.
Backfire. The air in the bubble has an unpleasant odour.
Riddikulus
Charm
You compel a boggart to take the form of something you are concentrating on.
Backfire. The boggart instead takes the form of your greatest fear.
Scourgify
Charm
You clean an object of visible grime.
Backfire. The amount of visible grime is doubled.
Sentis Incommodum
Hex
You cause a human to develop stinging red welts that are painful, itchy, and inflamed.
Backfire. You gain red welts instead.
Stupefy
Hex
You knock a human unconscious for one minute.
Backfire. The target is only knocked unconscious for a few seconds.
Tenaxi
Charm
You adhere one object to another indefinitely. The effects have the strength of regular adhesive glue.
Backfire. You accidentally adhere the wrong objects together.
Videodolum
Counter-Spell
For one minute, you can see objects, animals, or humans that would otherwise be hidden through magic.
Backfire. You see objects, animals, or humans that are not there.
Volatus
Charm
You imbue an object with the ability to fly when commanded by a wizard.
Backfire. The object develops a bratty personality.
4th-Year Spells
Custodicelium Inimecus
Charm
You enchant a building or room to detect intruders (humans) for 7 days. If an intruder is detected, an alarm sounds. You can name specific people that it will detect, or specific people that it will ignore. You can choose for the alarm to sound out loud, centred in the building, in the room, or on you, or you can choose for the alarm to sound silently in your head.
Backfire. The alarm is overzealous, sounding when any human or animal enters the building or room.
Finite Incantatem
Counter-Spell
You end the effects of a spell created by a wizard.
This spell can be cast quickly to end a spell the instant it is cast, preventing its effects from occurring; to do so, you use the short form finite and must succeed on a Quick Draw check.
Backfire. A burst of magical energy, released as a result of the target spell being cancelled, knocks everyone within the vicinity backwards with the force of a hard shove.
Duro
Transfiguration
You turn an object or animal to stone for one day. Damage incurred while turned to stone carries over to the target's original form.
Backfire. The target can move normally even while turned to stone.
Flagrante
Curse
You curse an object to badly burn anyone that touches it for 7 days.
Backfire. The curse spreads to any object that comes into contact with the original object.
Flagrante Injurium
Healing
You cauterise an open wound with a harmless flame, sealing it and preventing further bleeding.
Backfire. You burn the target painfully in the process.
Glisseo
Charm
You flatten the steps on a stairway for one minute, creating a slide.
Backfire. The effects last for 7 days.
Impedimenta Forte
Curse
You stop a human or animal from moving entirely for one hour, freezing them in place or otherwise restraining them. The nature that the spell takes to prevent the target from moving is determined by the GM.
Backfire. You are also frozen in place.
Iterumimplus
Charm
You refill a cup or container of nonmagical liquid that has been emptied in the past minute.
Backfire. The cup or container overfills for five solid minutes.
Nitor
Jinx
You momentarily dazzle a human by flashing colourful lights in their eyes.
Backfire. Everyone in a 10-metre radius of you is dazzled, including you.
Piertotum Locomotor
Charm
You imbue an object with the ability to move of its own accord for one hour. It follows your commands.
Backfire. The object does not follow your commands.
Portus
Charm
You imbue an object with the powers of a portkey. Portkeys can be found in the Objects of Power section.
Backfire. The object immediately activates, teleporting you instantly.
Reducto
Curse
You disintegrate a small object, or burn a human-sized hole in a large object.
Backfire. You are knocked backwards by the sudden burst of heat and energy.
Relashio
Hex
You create a burst of hot sparks that causes a human to drop what they are holding. This spell can be cast quickly to prevent another wizard from completing the casting of a spell; to do so, you must succeed on a Quick Draw check.
Backfire. The sparks cause everyone within 10 metres of you to drop what they're holding.
Sanamente
Healing
You soothe the mind of a troubled human, bringing them peace through meditation for 1 hour.
Backfire. The target's anxieties return worse than before.
Specialus Revelio
Counter-Spell
You force an object to reveal its magical properties, which emanate from the object as a shadowy echo. If the object is a potion, its ingredients are also revealed.
Backfire. A random unrelated magical effect is revealed instead.
5th-Year And Over Spells
Apparate
Charm
You magically teleport to a location known to you. The process creates a loud bang and is quite unpleasant for you and everyone around you.
Backfire. You teleport to a random location within 100 miles of your original location.
Confringo
Curse
You cause an object or animal to explode violently, potentially harming nearby people.
Backfire. The spell fizzles and has no effect.
Consulus Tempus
Charm
You comfortably change a room's temperature for one day.
Backfire. The room is struck by a random weather event such as rain or snow.
Defodio
Jinx
You carve a gouge in a large object, as though it was scooped away by a shovel.
Backfire. The gouge is significantly bigger than expected, as though it was scooped away by a digger machine.
Deprimo
Hex
You create a violent downward pressure on an object.
Backfire. Every other object within 10 metres of it also buckles and collapses.
Erecto
Transfiguration
You create a magically-summoned tent or simple structure.
Backfire. You're strangely happy about the results.
Geminio
Transfiguration
A small object is duplicated with a perfect copy. You can also set the duplication to occur if certain reasonable parameters are met, such as if the object is touched by a human.
Backfire. Each duplicate spawns another duplicate for one minute, potentially overwhelming everyone nearby with exponentially-growing numbers of duplicates.
Legilimens
Curse
You reach into the mind of a human and pull out specific memories, thoughts, or emotions for you to read.
Backfire. You are overwhelmed by the contents of their mind.
Lingua Vinculum
Curse
You prevent a human from revealing specific information for 7 days. When they try to speak about the information you have decided to conceal, their tongue curls backwards in on itself.
Backfire. The target's tongue is curled backwards for 7 days, preventing them from speaking at all.
Occlumens
Counter-Spell
You shield your mind from magic, such as from spells like legilimens and obliviate, for one minute. You can cast this spell quickly to prevent a wizard accessing your mind; to do so, you must succeed on a Quick Draw check.
Backfire. You transmit your thoughts to everyone nearby for ten seconds.
Prior Incantato
Counter-Spell
You target a wizard's wand. A shadowy echo of the last spell cast from that wand emanates from its tip.
Backfire. A spell randomly chosen from further back in its history appears instead.
Repello Muggletum
Charm
You enchant a building or room to repel muggles for 7 days. Muggles find themselves unable to perceive the room or building with their normal senses and feel magically compelled to leave if they stumble inside. They retain no memory of the place.
Backfire. The target repels both muggles and wizards.
Revivify
Healing
Immediately after a human or animal dies of unnatural, nonmagical causes, you bring them back to life on a successful Quick Draw check.
Backfire. They are permanently scarred by their experiences, mentally and physically.
Sensamagna
Charm
Your natural senses are heightened for one hour. You can see in all directions at once, you can hear whispers as loud as a scream, and your sense of smell is good enough to track the scents of individual creatures.
Backfire. You suffer from sensory overload.
Restricted Spells
These spells are not made available to students at Hogwarts through regular channels, and you can't select them through your wand core, quirks, or other features unless they explicitly say you can. They can only be learned by secretly researching them in the Restricted Section, practicing them in secret in places like the Room of Requirement, or by being taught by a specialist.
Some teachers may decide that the crisis calls for some spells being introduced to students so they know what they might be up against. These special classes do not usually include a practical component.
The use of restricted spells is an indicator that a student is practicing the Dark Arts. Being caught could mean expulsion.
Avada Kedavra
Curse
You kill a human or animal.
Backfire. Their corpse explodes in a burst of sound and light.
Crucio
Curse
You cause unbearable pain in a human or animal for as long as you concentrate on the spell.
Backfire. The unbearable pain lasts for 1 hour longer than intended.
Fidelio
Charm
You choose a human to permanently become a Secret Keeper, and you choose information that the Secret Keeper possesses. The information provided to the Secret Keeper cannot be revealed by anyone except the Secret Keeper. You choose what happens if the Secret Keeper dies: either the information can no longer be revealed (meaning it will only be known by those who already know the information), or everyone who knows the information becomes a new Secret Keeper.
Backfire. Someone else nearby becomes the Secret Keeper instead.
Fiendfyre
Transfiguration
You create an unstoppable conflagration of destruction, often appearing as a demonic entity. The fire rages and spreads for a minute, pursuing objects, animals, or humans of your choice. Everything the fire touches is reduced to ash.
Backfire. You have no control over the spread of the fire.
Imperio
Curse
You compel a human to do as you command for 7 days. The target retains no memory of their actions, although their memories may come back to them in their dreams.
Backfire. The target remembers everything with clarity.
Jusjurandum Perpetuus
Charm
A human makes you a promise as part of the casting of this spell. If the intent of the promise is broken, they die. These effects are permanent and cannot be removed by counter-spells.
Backfire. Instead of intent, they die if they break the exact wording of the promise.
Levicorpus
Hex
You flip a human upside down and hang them aloft by their ankle for one minute. This spell cannot be resisted.
Backfire. You drop them on their head after a few seconds and the effects end.
Morsmordre
Curse
You trace a tattoo of evil on the arm of a human, a Dark Mark. For the effects of the Dark Mark, see its section in Quirks.
Backfire. The target's skin blisters and burns where the tattoo is applied.
Muffliato
Hex
You cause a loud buzzing in the ears of a human, deafening them for one hour. This spell cannot be resisted.
Backfire. Everyone within 30 metres of you develops buzzing in their ears, including you.
Necromancum
Healing
You reanimate the corpse of a human or animal. The corpse has no mind of its own and follows your commands.
Backfire. You can't control the corpse. It wanders aimlessly.
Obliviate
Curse
You erase a human's memory of the past few days. Powerful wizards can extend the amount of memory that is erased.
Backfire. Your memory is erased instead.
Sectumsempra
Curse
You slash your wand in the direction of a human, as though you were slicing them with a sword. Deep gashes appear in their body where your wand would slash them.
Backfire. Instead of gashes, you completely sever bits off of the target's body.
Squibify
Counter-Spell
You permanently remove the ability of the target to use magic.
Backfire. The target regains their magical abilities after 7 days, and you permanently lose yours.
Taboo
Charm
You designate a word or phrase. For the next 7 days, when that word or phrase is spoken anywhere in the world, you know the exact location of the speaker.
Backfire. You are no longer able to speak the word or phrase yourself until the effects end.
Variant Spell Rules
There are two variant rules which may make casting spells more interesting and challenging for your party. The GM should discuss these rules with the players to better suit the kind of challenge that they want to face in the game.
Limited Casting
Once you have cast a spell, you can't cast it again until the next dawn. You can ignore this rule for spells you've obtained through your wand core and through any quirks you have.
This rule increases the consequences of backfires, as you usually can't just recast the spell in the hopes of a better result. It also encourages the players to creatively use all of the spells in their arsenal rather than rely on only a few mainstays.
The major drawback of this rule is that players may be incentivised to hoard their spells for when they are needed the most, rather than use them when it will be the most relevant to the story and fun for the group. Discuss this drawback when considering this rule.
Potions
Potions have particular magical effects when drunken. Usually, the brewing of a potion is handled by an Intelligence check. Like spells, a potion's effects may backfire (roll upon drinking), which are a representation of the risk of incorrectly mixing ingredients as well as the chaotic nature of magic in general.
The potion's ingredients and instructions are assumed to be handwaved, as the story that is told as a result of the potion is more important than the specifics of how it is made. Some ingredients may be mentioned for their story potential.
- Common. These potions are learned and mastered by all students at Hogwarts. They usually take an hour or two to brew and require success on an Easy ability check.
- Rare. These potions require specialised study or training. They usually take weeks or months to brew and require success on a Medium ability check.
- Restricted. These potions are not made available to students at Hogwarts through regular channels. They invariably take many months to brew and require success on a Hard ability check.
Common
Confusing Concoction
The drinker becomes confused and nauseous for one hour, as if badly intoxicated.
Backfire. The drinker refuses to acknowledge that something is wrong.
Draught of Peace
The drinker's mind is soothed and their anxieties melt away. The effects wear off after one hour, but the drinker's mood is lifted for the rest of the day.
Backfire. After the effects wear off, the drinker's mood is soured for the rest of the day.
Pepperup Potion
Minor sicknesses like colds and sinus infections are relieved for the drinker. Steam billows out of their ears for several hours after drinking.
Backfire. The drinker's temperature spikes for one hour.
Skele-Gro
The drinker painfully and slowly, over the course of a day, regrows a bone that was previously removed, such as through the backfire of the crescerossa spell.
Backfire. The bone grows back over the course of 7 days.
Sleakeazy's Hair Potion
The drinker's hair is smoothed and straightened beautifully.
Backfire. The drinker's hair becomes curly instead.
Rare
Felix Felicis
Also called Liquid Luck, this potion takes six grueling months to brew and requires hyper-specialised knowledge and care (represented by the GM rolling 2d20 and picking the higher number for the side effect). The drinker of this potion receives unusually good luck for an hour.
Although this potion is not restricted, it is banned in all sporting events, competitions, and examinations due to its potency.
Backfire. The drinker is plagued by bad luck.
Mandrake Root Stew
Drinking this potion rejuvenates a petrified target.
Backfire. The target is bothered by a persistent ringing in their ears for 7 days.
Veritaserum
The drinker is compelled to speak the truth after drinking only three drops of this potion. The drinker cannot neither lie outright nor lie by omission.
This potion does nothing to those who are under the effects of occlumens.
Backfire. The drinker cannot stop talking, babbling wildly about everything they think about.
Restricted
The ingredients and instructions for restricted potions can only be learned through research in the Restricted Section, experimenting in secret, or by being taught by a specialist. The brewing of a restricted potion is an indicator that a student is practicing the Dark Arts. Being caught could mean expulsion.
Amortentia
The drinker of the potion becomes helplessly, obsessively infatuated with the brewer. The effects last for about 7 days.
The brewer can prevent the effects from affecting anyone but their intended target by mixing in a drop of their target's blood.
Backfire. The drinker becomes violently jealous of anyone they see as a rival to the brewer's affection.
Draught of Living Death
The drinker goes into a state of unconsciousness indistinguishable from death. This lasts for 7 days or until the drinker is awakened with the rennervate spell.
Backfire. The drinker dies.
Polyjuice Potion
The drinker assumes the physical appearance and voice of another human for one hour. This potion requires the DNA of the target, usually through a lock of hair or fingernail clippings.
Backfire. The drinker transforms into a hybrid of the intended target and another human or an animal whose DNA was mixed into the potion accidentally.
Objects of Power
Objects of power have a variety of strange and wondrous effects. These are divided into common items that might be found around Hogwarts and legendary items that are one-of-a-kind. Legendary objects of power are items that witches and wizards have died to obtain, or been killed by jealous rivals just for possessing them. Such is their power.
Common
Anti-Cheating Quill
This quill refuses to write for any question that you did not know the answer to when beginning the test. It also cancels any magical effects that would have given you the answer automatically.
Blood Quill
Anything written with this quill is carved into the skin on the back of your hand.
Bludger
This magical flying ball is hostile to all wizards riding broomsticks.
Broomstick
This magical flying broomstick can be controlled by a wizard riding it.
Deluminator
Flicking the striker of this lighter absorbs the light from nearby light sources, extinguishing them. Its wielder can choose instead to release all of the light collected by the deluminator in a flash of brilliance that stuns everyone that can see it.
Exploding Snap Cards
This deck of cards can be played similar to the game Snap. The loser’s cards burst in a puff of smoke and are temporarily destroyed, reforming on the next dawn with the rest of the pack.
Floo Powder
This magical dust transports the user through the Floo Network, a set of fireplaces connected through magical leylines. To use it, you must throw the dust at your feet and clearly state your destination. If used incorrectly, you will be randomly transported to another fireplace in the network.
Gillyweed
Eating gillyweed lets you breathe underwater for 1 hour.
Golden Snitch
This magical flying ball darts manically around like a hummingbird.
Howler
Using a howler, you record an angry message and send it through the owl network. The envelope folds itself into a mouth and screams your message at the recipient.
Invisibility Cloak
This cloak has been enchanted to render its wearer totally invisible. The wearer can still be detected through other senses like hearing and smell, or through magical sensors like a probity probe. You can add a +1 to any check made to hide from others. Common invisibility cloaks lose their potency after only a few uses or if they suffer even minor rips or tears.
Mokeskin Pouch
This pouch can only be opened by its owner.
Omnioculars
This magical double-spyglass can zoom in and out at great distances according to the watcher’s whim.
Portkey
A portkey is an object enchanted with the portus spell. A portkey is linked to a specific location, transporting people to that location when a parameter is triggered (usually touching the portkey or uttering a password).
Probity Probe
When this rod is waved in front of a human or object that has been enchanted to conceal its identity or deceive others, the tip of the rod glows brightly.
Quaffle
This magical ball is enchanted to resist the effects of gravity.
Remembrall
When you hold this glass sphere, red liquid swims within if you have forgotten something important.
Revealer
Using this rubber on magical invisible ink renders the ink visible.
Sneakoscope
This glass spinning top leaps upright, spins wildly, lights up, and lets off a high-pitched whistle if in the presence of deception or criminal activity.
Trunk of Holding
This normal-sized magical trunk contains 30 square meters of space within. Some wizards prefer their trunk of holding to take the form of a suitcases or purse.
Wizard’s Chess Set
This enchanted chess set functions as regular chess, but the pieces come alive and murder each other when they are captured. Destroyed pieces reform at dawn each day.
Legendary
Elder Wand
This wand strongly amplifies the effects of the spells it casts, and the wielder can choose whether the spell backfires or not.
Goblet of Fire
This enchanted goblet randomly ejects a certain number of objects that have been placed inside of it when commanded to, making it ideal for raffles, bingo nights, and sweepstakes.
Gryffindor’s Sword
This magical silver sword inset with rubies appears to its chosen hero in times of great need. The sword overcomes magical barriers and protections, making it capable of slaying unkillable creatures and destroying unbreakable objects.
Horcrux
A horcrux is an object with strong personal significance to its creator that houses a portion of the creator’s soul. As long as a horcrux exists, its creator has the means to return to life after death. Horcruxes are unbreakable except by special means. A few known ways of destroying a horcrux include basilisk venom, fiendfyre, and Gryffindor’s Sword.
Hufflepuff’s Cup
This magical golden cup appears to its chosen hero in times of great need. It can be used to create a feast that feeds hundreds of people. The details of the feast are determined by its owner. With the power of this cup, the owner can feed a whole school, or, more dangerously, a whole army.
Invisibility Cloak
This cloak has been enchanted to render its wearer totally invisible. The wearer can still be detected through other senses like hearing and smell, or through magical sensors like a probity probe. You can add +1 to the result of any check made to hide from others. Unlike its common variant, this unique legendary invisibility cloak is unbreakable and does not lose its potency over time.
Marauder’s Map
This detailed map of Hogwarts shows the location and true identity of everyone within its walls, represented by footprints.
Mirror of Erised
When gazing into this mirror, you see a representation of your greatest desire, visible only to you. The mirror can be enchanted to store objects which can only be retrieved by those who see them as their greatest desire.
Pensieve
This large silver bowl contains the memories of wizards who extract their own memories with legilimens and place them inside, taking the form of a swirling silver liquid. A wizard can plunge their head into the bowl to experience a memory for themselves, walking around as though they were there. The pensieve accurately reflects the past, meaning that an observer can potentially experience details that the original source of the memory did not remember. Powerful wizards like Dumbledore routinely search their own memories in the pensieve for information that they might have missed.
Philosopher’s Stone
This stone restores the youth of its holder.
Ravenclaw’s Diadem
This silver diadem appears to its chosen hero in times of great need. Wearing this tiara makes the owner irresistibly charming. Their Charisma is set to 5 and they gain a +1 to all Charisma checks.
Resurrection Stone
This stone returns a dead human to life. The target of the stone is stripped of emotions and affection and dies again after 7 days unless the stone is used continuously on them.
Slytherin's Locket
This golden locket appears to its chosen hero in times of great need. The wearer can summon and control snakes at will, creating potentially hundreds of snakes of the wearer’s choice, each of which follow the wearer’s command. The locket can also be used to control reptilian monsters such as dragons and basilisks.
Sorting Hat
This magical black hat is sentient and can read the wearer’s innermost thoughts and desires. At Hogwarts, the sorting hat determines a student’s house by declaration.
Time Turner
This magical timepiece, taking the form of a clockwork hourglass on a necklace, allows the wielder to travel back in time. To do so, they must wind the hourglass back a certain number of hours (maximum twenty-four hours). The wielder can only remain in the past for up to five hours, and they are unable to change the future, as their actions in the past have already occurred.
Threats
Rules
The GM can generate student NPCs in the same way that player characters are created (skipping quirks), but to save time, some generic templates of students, teachers, and monsters are included here.
1st Year Gryffindor
ash wand of unicorn hair
backfire threshold: 10
- Brawn 3
- Charisma 2
- Courage 3
- Dexterity 1
- Intelligence 1
- Perception 1
Spells
1st-Year: accio, incendio, wingardium leviosa
1st Year Hufflepuff
larch wand of wampus cat hair
backfire threshold: 10
- Brawn 1
- Charisma 1
- Courage 3
- Dexterity 2
- Intelligence 1
- Perception 3
Spells
1st-Year: accio, episkey, lumos
Generic NPCs
These NPC statblocks represent a generic member of their house at all year levels. They are not meant to be equivalent to player characters (most notably, not having quirks and having much lower stats) and as such they will divert significantly from standard character creation rules. As the protagonists of the story, the player characters are more capable of dealing with the crises of Hogwarts than a typical student.
1st Year Ravenclaw
walnut wand of thunderbird tail feather
backfire threshold: 10
- Brawn 1
- Charisma 2
- Courage 1
- Dexterity 2
- Intelligence 3
- Perception 2
Spells
1st-Year: locomotor, muscpoculum, reparo
1st Year Slytherin
aspen wand of dragon heartstring
backfire threshold: 10
- Brawn 2
- Charisma 3
- Courage 1
- Dexterity 2
- Intelligence 2
- Perception 1
Spells
1st-Year: descendo, diffindo, locomotor mortis
2nd Year Gryffindor
ash wand of unicorn hair
backfire threshold: 10
- Brawn 3
- Charisma 2
- Courage 3
- Dexterity 1
- Intelligence 1
- Perception 2
Spells
1st-Year: accio, incendio, lumos, reparo, sonorus, wingardium leviosa
2nd-Year: expelliarmus, frigoriflam
2nd Year Hufflepuff
larch wand of wampus cat hair
backfire threshold: 10
- Brawn 1
- Charisma 1
- Courage 3
- Dexterity 2
- Intelligence 2
- Perception 3
Spells
1st-Year: accio, anapneo, episkey, lumos, pack, wingardium leviosa
2nd-Year: eruptum, ferula
2nd Year Ravenclaw
walnut wand of thunderbird tail feather
backfire threshold: 10
- Brawn 2
- Charisma 2
- Courage 1
- Dexterity 2
- Intelligence 3
- Perception 2
Spells
1st-Year: aguamenti, locomotor, lumos, muscpoculum, nox, reparo
2nd-Year: engorgio, silencio
2nd Year Slytherin
aspen wand of dragon heartstring
backfire threshold: 10
- Brawn 2
- Charisma 3
- Courage 1
- Dexterity 2
- Intelligence 3
- Perception 1
Spells
1st-Year: descendo, diffindo, locomotor mortis, lumos, nox
2nd-Year: aparecium, serpensortia
3rd Year Gryffindor
ash wand of unicorn hair
backfire threshold: 10
- Brawn 3
- Charisma 2
- Courage 3
- Dexterity 2
- Intelligence 1
- Perception 2
Spells
1st-Year: accio, incendio, lumos, nox, reparo, sonorus, wingardium leviosa
2nd-Year: expelliarmus, ferula, frigoriflam, protego
3rd-Year: flagrate, stupefy
3rd Year Hufflepuff
larch wand of wampus cat hair
backfire threshold: 10
- Brawn 1
- Charisma 1
- Courage 3
- Dexterity 3
- Intelligence 2
- Perception 3
Spells
1st-Year: accio, anapneo, episkey, lumos, muspoculum, pack, wingardium leviosa
2nd-Year: eruptum, ferula, rennervate, rictumsempra
3rd-Year: crescerossa, orchideous
3rd Year Ravenclaw
walnut wand of thunderbird tail feather
backfire threshold: 10
- Brawn 2
- Charisma 2
- Courage 1
- Dexterity 3
- Intelligence 3
- Perception 2
Spells
1st-Year: aguamenti, colormutatio, locomotor, lumos, muscpoculum, nox, reparo
2nd-Year: avis, engorgio, oppugno, silencio
3rd-Year: animutatio, exemplum contentio
3rd Year Slytherin
aspen wand of dragon heartstring
backfire threshold: 10
- Brawn 2
- Charisma 3
- Courage 1
- Dexterity 3
- Intelligence 3
- Perception 1
Spells
1st-Year: colloportus, descendo, diffindo, locomotor mortis, lumos, nox
2nd-Year: aparecium, expulso, perpendiculum, serpensortia
3rd-Year: allucinatio, incarcerous
4th Year Gryffindor
ash wand of unicorn hair
backfire threshold: 10
- Brawn 3
- Charisma 2
- Courage 4
- Dexterity 2
- Intelligence 1
- Perception 2
Spells
1st-Year: accio, incendio, lumos, nox, pack, reparo, sonorus, wingardium leviosa
2nd-Year: frigoriflam, expelliarmus, mobilicorpus, protego, protero
3rd-Year: expecto patronum, flagrate, liberacorpus, stupefy
4th-Year: piertotum locomotor, relashio
4th Year Hufflepuff
larch wand of wampus cat hair
backfire threshold: 10
- Brawn 1
- Charisma 1
- Courage 3
- Dexterity 3
- Intelligence 2
- Perception 4
Spells
1st-Year: accio, anapneo, episkey, lumos, muspoculum, nox, pack, wingardium leviosa
2nd-Year: eruptum, ferula, regularis figura, rennervate, rictumsempra
3rd-Year: crescerossa, expecto patronum, orchideous, tenaxi
4th-Year: nitor, sanamente
4th Year Ravenclaw
walnut wand of thunderbird tail feather
backfire threshold: 10
- Brawn 2
- Charisma 2
- Courage 1
- Dexterity 3
- Intelligence 4
- Perception 2
Spells
1st-Year: aguamenti, colormutatio, locomotor, lumos, muscpoculum, nox, reparo, sonorus
2nd-Year: avis, engorgio, oppugno, protego, silencio
3rd-Year: animutatio, appareo, evanesco, exemplum contentio
4th-Year: duro, custodicelium inimecus
4th Year Slytherin
aspen wand of dragon heartstring
backfire threshold: 10
- Brawn 2
- Charisma 4
- Courage 1
- Dexterity 3
- Intelligence 3
- Perception 1
Spells
1st-Year: aguamenti, colloportus, colormutatio, descendo, diffindo, locomotor mortis, lumos, nox
2nd-Year: aparecium, expulso, perpendiculum, serpensortia, silencio
3rd-Year: allucinatio, impedimenta, incarcerous, riddikulus
4th-Year: nitor, reducto
5th Year Gryffindor
ash wand of unicorn hair
backfire threshold: 10
- Brawn 4
- Charisma 2
- Courage 4
- Dexterity 2
- Intelligence 1
- Perception 2
Spells
1st-Year: accio, diffindo, incendio, lumos, nox, pack, reparo, sonorus, wingardium leviosa
2nd-Year: frigoriflam, expelliarmus, mobilicorpus, protego, protero, regularis figurae
3rd-Year: expecto patronum, flagrate, impervious, liberacorpus, stupefy
4th-Year: finite incantatum, piertotum locomotor, relashio, specialus revelio
5th-Year: sensamagna, occlumens
5th Year Hufflepuff
larch wand of wampus cat hair
backfire threshold: 10
- Brawn 1
- Charisma 2
- Courage 3
- Dexterity 3
- Intelligence 2
- Perception 4
Spells
1st-Year: accio, anapneo, colloportus, episkey, lumos, muspoculum, nox, pack, wingardium leviosa
2nd-Year: eruptum, ferula, expelliarmus, regularis figura, rennervate, rictumsempra
3rd-Year: crescerossa, expecto patronum, orchideous, remedium, tenaxi
4th-Year: iteramimplus, nitor, sanamente, specialus revelio
5th-Year: consolus tempus, revivify
5th Year Ravenclaw
walnut wand of thunderbird tail feather
backfire threshold: 10
- Brawn 2
- Charisma 2
- Courage 1
- Dexterity 3
- Intelligence 4
- Perception 3
Spells
1st-Year: aguamenti, colormutatio, locomotor, lumos, muscpoculum, nox, reparo, sonorus
2nd-Year: avis, engorgio, oppugno, protego, silencio
3rd-Year: animutatio, appareo, evanesco, exemplum contentio, riddikulus
4th-Year: duro, custodicelium inimecus, finite incantatum, specialus revelio
5th-Year: erecto, prior incatato
5th Year Slytherin
aspen wand of dragon heartstring
backfire threshold: 10
- Brawn 2
- Charisma 4
- Courage 2
- Dexterity 3
- Intelligence 3
- Perception 1
Spells
1st-Year: alohomora, colloportus, colormutatio, descendo, diffindo, locomotor mortis, lumos, nox
2nd-Year: aparecium, expulso, objectum mutatio, perpendiculum, serpensortia, silencio
3rd-Year: allucinatio, conjunctivitus, impedimenta, incarcerous, riddikulus
4th-Year: finite incantatem, nitor, reducto
5th-Year: confringo, deprimo
6th Year Gryffindor
ash wand of unicorn hair
backfire threshold: 7
- Brawn 4
- Charisma 2
- Courage 4
- Dexterity 2
- Intelligence 2
- Perception 2
Spells
1st-Year: accio, colloportus, diffindo, incendio, lumos, nox, pack, reparo, sonorus, wingardium leviosa
2nd-Year: frigoriflam, engorgio, expelliarmus, mobilicorpus, protego, protero, regularis figurae
3rd-Year: expecto patronum, flagrate, impervious, liberacorpus, stupefy, volatus
4th-Year: finite incantatum, nitor, piertotum locomotor, relashio, specialus revelio
5th-Year: legilimens, sensamagna, occlumens
6th Year Hufflepuff
larch wand of wampus cat hair
backfire threshold: 7
- Brawn 2
- Charisma 2
- Courage 3
- Dexterity 3
- Intelligence 2
- Perception 4
Spells
1st-Year: accio, aguamenti, anapneo, colloportus, episkey, lumos, muspoculum, nox, pack, wingardium leviosa
2nd-Year: eruptum, ferula, expelliarmus, regularis figura, rennervate, rictumsempra, silencio
3rd-Year: crescerossa, expecto patronum, liberacorpus, orchideous, remedium, tenaxi
4th-Year: iteramimplus, flagrante injurium, nitor, sanamente, specialus revelio
5th-Year: consolus tempus, geminio, revivify
6th Year Ravenclaw
walnut wand of thunderbird tail feather
backfire threshold: 7
- Brawn 2
- Charisma 2
- Courage 2
- Dexterity 3
- Intelligence 4
- Perception 3
Spells
1st-Year: aguamenti, colormutatio, diffindo, locomotor, lumos, muscpoculum, nox, reparo, sonorus
2nd-Year: avis, engorgio, oppugno, protego, regularis figurae, silencio
3rd-Year: animutatio, appareo, evanesco, exemplum contentio, riddikulus, scourgify
4th-Year: duro, custodicelium inimecus, finite incantatum, impedimenta forte, specialus revelio
5th-Year: erecto, geminio, prior incatato
6th Year Slytherin
aspen wand of dragon heartstring
backfire threshold: 7
- Brawn 2
- Charisma 4
- Courage 2
- Dexterity 3
- Intelligence 3
- Perception 2
Spells
1st-Year: alohomora, colloportus, colormutatio, descendo, diffindo, locomotor mortis, lumos, nox, wingardium leviosa
2nd-Year: aparecium, expulso, objectum mutatio, perpendiculum, regularis figurae, serpensortia, silencio
3rd-Year: allucinatio, conjunctivitus, impedimenta, incarcerous, riddikulus, sentis incommodum
4th-Year: finite incantatem, flagrante, nitor, reducto
5th-Year: confringo, deprimo, duro homenum
7th Year Gryffindor
ash wand of unicorn hair
backfire threshold: 7
- Brawn 4
- Charisma 2
- Courage 5
- Dexterity 2
- Intelligence 2
- Perception 2
Spells
1st-Year: accio, colloportus, diffindo, incendio, lumos, muscopoculum, nox, pack, reparo, sonorus, wingardium leviosa
2nd-Year: frigoriflam, engorgio, expelliarmus, mobilicorpus, protego, protero, reducto, regularis figurae
3rd-Year: expecto patronum, flagrate, impervious, liberacorpus, riddikulus, stupefy, volatus
4th-Year: finite incantatum, nitor, piertotum locomotor, portus, relatio, specialus revelio
5th-Year: consulus tempus, legilimens, sensamagna, occlumens
7th Year Hufflepuff
larch wand of wampus cat hair
backfire threshold: 7
- Brawn 2
- Charisma 2
- Courage 4
- Dexterity 3
- Intelligence 2
- Perception 4
Spells
1st-Year: accio, aguamenti, anapneo, colloportus, colormutatio, episkey, lumos, muspoculum, nox, pack, wingardium leviosa
2nd-Year: aparecium, eruptum, ferula, expelliarmus, regularis figura, rennervate, rictumsempra, silencio
3rd-Year: crescerossa, expecto patronum, liberacorpus, orchideous, remedium, riddikulus, tenaxi
4th-Year: finite incantatem, flagrante injurium, iteramimplus, nitor, sanamente, specialus revelio
5th-Year: consolus tempus, geminio, occlumens, revivify
7th Year Ravenclaw
walnut wand of thunderbird tail feather
backfire threshold: 7
- Brawn 2
- Charisma 2
- Courage 2
- Dexterity 3
- Intelligence 5
- Perception 3
Spells
1st-Year: alohomora, aguamenti, colormutatio, diffindo, locomotor, lumos, muscpoculum, nox, reparo, sonorus
2nd-Year: avis, engorgio, expelliarmus, oppugno, protego, reducto, regularis figurae, silencio
3rd-Year: animutatio, appareo, evanesco, exemplum contentio, riddikulus, scourgify, tenaxi
4th-Year: duro, custodicelium inimecus, finite incantatum, impedimenta forte, piertotum locomotor, specialus revelio
5th-Year: erecto, geminio, prior incatato, repello muggletum
7th Year Slytherin
aspen wand of dragon heartstring
backfire threshold: 7
- Brawn 2
- Charisma 4
- Courage 2
- Dexterity 3
- Intelligence 4
- Perception 2
Spells
1st-Year: alohomora, colloportus, colormutatio, descendo, diffindo, locomotor mortis, lumos, nox, petrificus totalus, wingardium leviosa
2nd-Year: aparecium, expulso, objectum mutatio, perpendiculum, regularis figurae, serpensortia, silencio
3rd-Year: allucinatio, conjunctivitus, impedimenta, incarcerous, riddikulus, sentis incommodum, stupefy
4th-Year: finite incantatem, flagrante, impedimenta forte, nitor, reducto
5th-Year: confringo, deprimo, duro homenum, legilimens
Teacher
redwood wand of kelpie hair
backfire threshold: 5
- Brawn 2
- Charisma 3
- Courage 2
- Dexterity 3
- Intelligence 4
- Perception 3
Teacher's Knowledge. In addition to their known spells, the teacher knows any spell they are teaching to students.
Spells
1st-Year: accio, anapneo, colloportus, descendo, diffindo, episkey, locomotor, locomotor mortis, lumos, nox, pack, point me, quietus, reparo, sonorus
2nd-Year: aparecium, engorgio, eruptum, expelliarmus, ferula, frigoriflam, mobilicorpus, protego, protero, reducio, regularis figurae, rennervate, silencio
3rd-Year: appareo, antiapparate, crescerossa, deletrious, evanesco, exempla bordus, exemplum contentio, flagrate, impedimenta, impervious, ingressum, liberacorpus, remedium, scourgify, stupefy, tenaxi, videodolum
4th-Year: custodicelium inimecus, finite incantatum, flagrante injurium, homenum revelio, iterumimplus, piertotum locomotor, relashio, sanamente, specialus revelio
5th-Year: consulus tempus, geminio, legilimens, occlumens, prior incantato, repello muggletum, revivify, sensamagna
Muggle
- Brawn 2
- Charisma 1
- Courage 2
- Dexterity 2
- Intelligence 1
- Perception 1
Items
Smartphone. If a muggle's cell phone is not disabled, they can call other muggles for help, take notes, or make a video recording of any magic they see.
A wizard can react quickly to prevent the muggle from using their smartphone by casting relashio (or another spell to disarm the muggle or destroy the phone) and succeeding on a Quick Draw check.
Dangerous Muggle
- Brawn 2
- Charisma 3
- Courage 4
- Dexterity 3
- Intelligence 5
- Perception 3
Items
Gun. The muggle shoots a target. The target must succeed on a Hard Resistance check or die. Every hour without receiving healing or medical attention, the target must make this check again.
If circumstances would prevent the muggle from aiming properly, the muggle must succeed on a Courage check to maintain their composure and land the shot.
If fired at a wizard under the effects of the felix filicis potion, the shot misses.
A wizard can react quickly to prevent the muggle from firing by casting relashio (or another spell that will disarm the muggle, prevent the muggle from aiming properly, or destroy the gun) and succeeding on a Quick Draw check.
Squib
- Brawn 2
- Charisma 1
- Courage 2
- Dexterity 2
- Intelligence 3
- Perception 3
Items
Magical Knowledge. The squib always achieves a serendipity result when recalling information about the magical world.
Death Eater
elm wand of basilisk horn
backfire threshold: 7
- Brawn 3
- Charisma 3
- Courage 2
- Dexterity 4
- Intelligence 3
- Perception 3
Dark Mark. The death eater bears the mark of an evil wizard, a tattoo on the death eater's forearm that twists with black magic. The death eater can cast morsmordre to project their tattoo onto storm clouds.
Spells
1st-Year: accio, alohomora, colloportus, descendo, diffindo, incendio, locomotor mortis, lumos, nox, petrificus totalus, point me, quietus, quaff
2nd-Year: aparecium, confundo, expulso, mobilicorpus, oppugno, perpendiculum, protego, serpensortia, silencio
3rd-Year: allucinatio, appareo, antiapparate, conjunctivitus, deletrious, evanesco, exemplum contentio, impedimenta, incarcerous, ingressum, sentis imcommodum, stupefy, tanaxi, videodolum, volatus
4th-Year: costodicelium inimecus, duro, finite incantatum, homenum revelio, impedimenta forte, nitor, piertotum locomotor, portus, reducto, relashio, specialus revelio
5th-Year: apparate, confringo, defodio, deprimo, duro homenum, legilimens, lingua vinculum, occlumens, revivify
Restricted: avada kedavra, crucio, imperio, morsmordre, obliviate
Dark Wizard
yew wand of basilisk horn
backfire threshold: 5
- Brawn 2
- Charisma 5
- Courage 3
- Dexterity 4
- Intelligence 5
- Perception 3
Backfire Resistant. If a spell cast by the dark wizard backfires, they can choose for it not to backfire instead. Once they've done this three times, they must wait until dawn before they can do it again.
Hidden Wand. The dark wizard keeps their wand in a specialised hidden location on their person. The dark wizard can upgrade an ability die on checks to resist their wand being taken from them.
Silent Caster. The dark wizard doesn't need to speak any spell of 4th-year or lower out loud.
Spells
1st-Year: descendo, diffindo, point me
2nd-Year: protego, silencio
3rd-Year: allucinatio, appareo, antiapparate, evanesco, ingressum, videodolum, volatus
4th-Year: costodicelium inimecus, finite incantatum, homenum revelio, piertotum locomotor, portus, reducto, specialus revelio
5th-Year: apparate, deprimo, legilimens, lingua vinculum, occlumens, repello muggletum, sensamagna
Restricted: avada kedavra, crucio, fidelio, fiendfyre, imperio, jusjurandum perpetuus, morsmordre, necromancum, obliviate, squibify, taboo
Named NPCs
These NPCs represent specific characters from the Harry Potter series which may show up in the course of play. These characters have specific quirks or abilities that set them apart from others. Teachers at Hogwarts that don't have a statblock here just use the generic teacher statblock.
Rubeus Hagrid
umbrella wand
backfire threshold: 7
- Brawn 5
- Charisma 2
- Courage 3
- Dexterity 1
- Intelligence 2
- Perception 2
Gentle Soul. Hagrid always achieves a serendipity result when making a check to interact with children or animals.
Half-Giant. Hagrid can add +1 to the result of any Brawn check.
Spells
1st-Year: anapneo, incendio, locomotor, lumos
2nd-Year: ferula, rennervate, silencio
3rd-Year: animutatio, respirabulla, volatus
4th-Year: custodicelium inimecus
5th-Year: consulus tempus
Albus Dumbledore
elder wand
backfire threshold: 0
- Brawn 2
- Charisma 5
- Courage 5
- Dexterity 4
- Intelligence 5
- Perception 4
Duelist. Dumbledore can add +1 to the result of his Quick Draw checks.
Elder Wand. Dumbledore's wand amplifies the effects of the spells he casts, and Dumbledore can choose whether the spell backfires or not.
Silent Caster. Dumbledore doesn't need to speak any spell of 4th-year or lower out loud.
Teacher's Knowledge. In addition to his known spells, Dumbledore knows any spell he is teaching to students.
Spells
1st-Year: accio, aguamenti, alohomora, anapneo, colloportus, descendo, diffindo, episkey, incendio, locomotor, locomotor mortis, lumos, nox, pack, petrificus totalus, point me, quietus, reparo, sonorus, wingardium leviosa
2nd-Year: aparecium, avis, confundo, engorgio, eruptum, expelliarmus, ferula, frigoriflam, mobilicorpus, objectum mutatio, perpendiculum, protego, protero, reducio, regularis figurae, rennervate, silencio
3rd-Year: allucinatio, animutatio, appareo, antiapparate, conjunctivitus, crescerossa, deletrious, evanesco, exempla bordus, exemplum contentio, expecto patronum, flagrate, impedimenta, impervious, incarcerous, ingressum, liberacorpus, orchideous, remedium, riddikulus, scourgify, stupefy, tenaxi, videodolum, volatus
4th-Year: custodicelium inimecus, duro, finite incantatum, flagrante, flagrante injurium, homenum revelio, impedimenta forte, iterumimplus, nitor, piertotum locomotor, portus, relashio, reducto, sanamente, specialus revelio
5th-Year: apparate, confringo, consulus tempus, defodio, duro homenum, erecto, geminio, legilimens, lingua vinculum, occlumens, prior incantato, repello muggletum, revivify, sensamagna
Restricted: fidelio, jusjurandum perpetuus, obliviate
Filch
- Brawn 3
- Charisma 1
- Courage 2
- Dexterity 2
- Intelligence 2
- Perception 4
Items
Draught of Peace. When this potion is drunk, the drinker's mind is soothed and their anxieties melt away. The effects wear off after one hour, but the drinker's mood is lifted for the rest of the day. Backfire. After the effects wear off, the drinker's mood is soured for the rest of the day.
Probity Probe. The squib waves the probity probe in front of a human or object. If the target has been enchanted to conceal its identity or deceive others, the tip of the rod glows brightly.
Gilderoy Lockhart
cherry wand of dragon heartstring
backfire threshold: 15
- Brawn 3
- Charisma 5
- Courage 1
- Dexterity 3
- Intelligence 2
- Perception 2
Spells
1st-Year: accio, descendo, episkey, locomotor mortis, lumos, pack, point me, reparo, sonorus
2nd-Year: confundo, eruptum, expulso, ferula, frigoriflam, mobilicorpus, perpendiculum, protego, regularis figurae, rennervate, silencio
3rd-Year: crescerossa, evanesco, exempla bordus, flagrate, impedimenta, incarcerous, ingressum, remedium, scourgify, stupefy
4th-Year: flagrante injurium, iterumimplus, piertotum locomotor, relashio
5th-Year: deprimo, legilimens, sensamagna
Restricted: obliviate
Remus Lupin
cypress wand of unicorn hair
backfire threshold: 5
- Brawn 2
- Charisma 3
- Courage 2
- Dexterity 3
- Intelligence 4
- Perception 4
Teacher's Knowledge. In addition to his known spells, Lupin knows any spell he is teaching to students.
Werewolf. Under the light of the full moon, Lupin transforms into a werewolf. His clothes and equipment don't transform with him. He returns to his human form at dawn, retaining no memories of the night time.
Spells
1st-Year: accio, anapneo, colloportus, descendo, diffindo, episkey, locomotor, locomotor mortis, lumos, nox, pack, point me, quietus, reparo, sonorus
2nd-Year: aparecium, engorgio, eruptum, expecto patronum, expelliarmus, ferula, frigoriflam, mobilicorpus, protego, protero, reducio, regularis figurae, rennervate, silencio
3rd-Year: appareo, antiapparate, crescerossa, deletrious, evanesco, exempla bordus, exemplum contentio, finite incantatum, flagrate, impedimenta, impervious, ingressum, liberacorpus, remedium, riddikulus, scourgify, stupefy, tenaxi, videodolum
4th-Year: custodicelium inimecus, flagrante injurium, homenum revelio, iterumimplus, piertotum locomotor, relashio, sanamente, specialus revelio
5th-Year: consulus tempus, geminio, legilimens, occlumens, prior incantato, repello muggletum, revivify, sensamagna
Remus Lupin (Werewolf)
- Brawn 5
- Charisma 1
- Courage 2
- Dexterity 2
- Intelligence 1
- Perception 5
Cursed Bite. A bite from Lupin transmits his werewolf curse to his victim.
Minerva McGonagall
fir wand of dragon heartstring
backfire threshold: 5
- Brawn 2
- Charisma 3
- Courage 3
- Dexterity 3
- Intelligence 4
- Perception 4
Animagus. McGonagall can transform into a cat and back to her human form. Once she has returned to her human form, she must wait a few hours before she can do it again. Her clothes and equipment are transformed with her.
Teacher's Knowledge. In addition to her known spells, McGonagall knows any spell she is teaching to students.
Spells
1st-Year: accio, colloportus, descendo, diffindo, locomotor, locomotor mortis, lumos, nox, pack, point me, quietus, reparo, sonorus
2nd-Year: aparecium, engorgio, eruptum, expelliarmus, frigoriflam, mobilicorpus, protego, protero, reducio, regularis figurae, rennervate, silencio
3rd-Year: appareo, antiapparate, deletrious, evanesco, exempla bordus, exemplum contentio, flagrate, impedimenta, impervious, ingressum, liberacorpus, remedium, scourgify, stupefy, tenaxi, videodolum
4th-Year: custodicelium inimecus, finite incantatum, homenum revelio, piertotum locomotor, relashio, specialus revelio
5th-Year: consulus tempus, geminio, legilimens, occlumens, prior incantato, repello muggletum
Minerva McGonagall (Cat)
- Brawn 1
- Charisma 3
- Courage 3
- Dexterity 3
- Intelligence 4
- Perception 4
Quick: McGonagall can add a +1 to any check made to resist being caught.
Mad Eye Moody
cedar wand of jackalope antler
backfire threshold: 5
- Brawn 3
- Charisma 3
- Courage 4
- Dexterity 3
- Intelligence 4
- Perception 5
Duelist. Moody can add +1 to the result of his Quick Draw checks.
Mad Eye. Moody can make a Perception check to identify magically-hidden or magically-disguised targets. He knows the target's true form.
Teacher's Knowledge. In addition to his known spells, Moody knows any spell he is teaching to students.
Spells
1st-Year: accio, colloportus, descendo, diffindo, locomotor, locomotor mortis, lumos, nox, pack, petrificus totalus, point me
2nd-Year: aparecium, avis, engorgio, expelliarmus, expulso, mobilicorpus, objectum mutatio, oppugno, perpendiculum, protego, protero, reducio, regularis figura, silencio, tarantellegra
3rd-Year: allucinatio, animutatio, appareo, antiapparate, deletrious, evanesco, exempla bordus, exemplum contentio, expecto patronum, flagrate, impedimenta, ingressum, stupefy, tenaxi, videodolum, volatus
4th-Year: custodicelium inimecus, finite incantatum, flagrante, homenum revelio, impedimenta forte, nitor, piertotum locomotor, portus, reducto, specialus revelio
5th-Year: apparate, confringo, defodio, deprimo, erecto, legilimens, lingua vinculum, occlumens, prior incantato, repello muggletum, revivify
Restricted: avada kedavra, crucio, imperio
Snow Sterling
aspen wand of dragon heartstring
backfire threshold: 7
- Brawn 2
- Charisma 4
- Courage 3
- Dexterity 3
- Intelligence 4
- Perception 3
Figgefoog. Snow is a painted wizard that has escaped her portrait and now walks among the living. She is treated as an object instead of a human for the purpose of magical effects. She leaves paint smears where she touches. A successful Hard Perception check can identify her as non-human if there is reasonable suspicion that she isn't who she says she is.
Teacher's Knowledge. In addition to her known spells, Snow knows any spell she is teaching to younger students.
Spells
1st-Year: accio, aguamenti, colormutatio, descendo, diffindo, locomotor, lumos, nox
2nd-Year: aparecium, nitor, noink, oppugno, regularis figurae, silencio
3rd-Year: allucinatio, appareo, evanesco, expecto patronum, impervious, remedium, riddikulus, tanaxi, videodolum, volatus
4th-Year: finite incantatum, flagrante injurium, nitor
5th-Year: confringo, deprimo, duro homenum, geminio
Restricted: obliviate
Severus Snape
elm wand of kelpie hair
backfire threshold: 5
- Brawn 3
- Charisma 3
- Courage 4
- Dexterity 3
- Intelligence 4
- Perception 3
Dark Mark. Snape bears the mark of an evil wizard, a tattoo on the his forearm that twists with black magic. Snape can cast morsmordre to project his tattoo onto storm clouds.
Redirect. When Snape reflects a spell with protego, he can retarget the spell to anyone nearby.
Teacher's Knowledge. In addition to his known spells, Snape knows any spell he is teaching to students.
Spells
1st-Year: accio, alohomora, colloportus, descendo, diffindo, incendio, locomotor mortis, lumos, nox, petrificus totalus, point me, quietus, quaff
2nd-Year: aparecium, confundio, expulso, mobilicorpus, oppugno, perpendiculum, protego, serpensortia, silencio
3rd-Year: allucinatio, appareo, antiapparate, conjunctivitus, deletrious, evanesco, exempla bordus, exemplum contentio, expecto patronum, impedimenta, incarcerous, ingressum, sentis imcommodum, stupefy, tanaxi, videodolum, volatus
4th-Year: costodicelium inimecus, duro, impedimenta forte, finite incantatum, homenum revelio, muffliato, nitor, piertotum locomotor, portus, reducto, relashio, specialus revelio
5th-Year: apparate, confringo, defodio, deprimo, duro homenum, legilimens, occlumens, revivify
Restricted: avada kedavra, levicorpus, morsmordre, muffliato, sectumsempra
Lord Voldemort
yew wand of phoenix feather
backfire threshold: 5
- Brawn 2
- Charisma 5
- Courage 4
- Dexterity 4
- Intelligence 5
- Perception 4
Backfire Resistant. If a spell cast by Voldemort backfires, he can choose for it not to backfire instead. Once he has done this three times, he must wait until dawn before he can do it again.
Silent Caster. Voldemort doesn't need to speak any spell of 4th-year or lower out loud.
Spells
1st-Year: descendo, diffindo, point me
2nd-Year: protego, silencio
3rd-Year: allucinatio, appareo, antiapparate, evanesco, ingressum, videodolum, volatus
4th-Year: costodicelium inimecus, finite incantatum, homenum revelio, piertotum locomotor, portus, reducto, specialus revelio
5th-Year: apparate, deprimo, legilimens, lingua vinculum, occlumens, repello muggletum, sensamagna
Restricted: avada kedavra, crucio, fidelio, fiendfyre, imperio, jusjurandum perpetuus, morsmordre, necromancum, obliviate, squibify, taboo
Items
Horcruxes. Voldemort possesses seven horcruxes that contain a portion of his soul, each with personal significance to him. As long as one of these horcruxes exists, Voldemort has the means to return to life after death.
Monsters
For the purpose of magical effects, a monster is stated to be an animal, a humanoid (considered to be the same as a human), or an object.
Acromantula
animal
- Brawn 5
- Charisma 1
- Courage 2
- Dexterity 3
- Intelligence 2
- Perception 2
Swarm Master: The acromantula can call upon a swarm of spiders to overwhelm its victim.
Venomous: A bite from the acromantula, if left untreated, will kill the target in 1 hour.
Very Large: The acromantula always achieves a serendipity result on Brawn checks.
Wall Walker: The acromantula can crawl on its webs or on solid surfaces vertically or upside down.
Web Spinner: The acromantula can create large webs to trap prey or descend from heights without harm. Escaping from its web requires a Medium Brawn check.
In the Books
Aragog, a huge spider with the ability to speak, lives in the Forbidden Forest with his brood of thousands of young.
Animal, Nonmagical
animal
- Brawn 1
- Charisma 1
- Courage 1
- Dexterity 3
- Intelligence 1
- Perception 3
Quick: The animal can add a +1 to any check made to resist being caught.
Variants
Flying: The animal can fly.
Swarm: The animal is a swarm, allowing it to overwhelm and immobilise its target.
Swimming: The animal can swim.
Venomous: A bite from the animal, if left untreated, will kill the target in 1 day.
In the Books
Cats like Crookshanks, belonging to Hermione Granger, and the nasty cat of Filch, Mrs. Norris, are a common sight in Hogwarts' halls.
Most students have an owl as a pet, such as Hedwig, the snowy owl belonging to Harry Potter. Owls traditionally deliver the mail to students.
The Black Lake surrounding Hogwarts is home to many species of fish and other aquatic life forms that would not normally be found in that area of the world, like squid and jellyfish.
The Forbidden Forest is forbidden because of the dangerous creatures found within, such as the young spiders of an acromantula, which can swarm and which have a nasty venomous bite.
Basilisk
animal
- Brawn 5
- Charisma 1
- Courage 2
- Dexterity 4
- Intelligence 1
- Perception 3
Petrifying Gaze: Anyone who makes eye contact with the basilisk dies. Seeing the basilisk through a reflection will petrify the target for 7 days instead.
Venomous: A bite from the basilisk will kill the target in 1 minute. Nonmagical healing and healing magic (short of phoenix tears or a unicorn's touch) cannot stop the effects of the venom. Its venom is strong enough to destroy a horcrux.
Very Large: The basilisk always achieves a serendipity result on Brawn checks.
In the Books
The basilisk is an enormous snake that lives only to kill. Tom Riddle was able to summon a basilisk from a secret vault underneath the girl's washroom.
Blast-Ended Skrewt
animal
- Brawn 1
- Charisma 1
- Courage 1
- Dexterity 2
- Intelligence 1
- Perception 2
Fire Carapace: The blast-ended skrewt burns painfully on contact with skin.
Vice Grip: The blast-ended skrewt can add a +1 to any check made to maintain its grip on a target.
In the Books
A blast-ended skrewt is a headless crustacean that smolders with an internal flame.
Boggart
object
- Brawn 1
- Charisma 4
- Courage 1
- Dexterity 1
- Intelligence 2
- Perception 1
Shapechanger: The boggart takes on the visual appearance of its target's greatest fear. While the target can see the boggart in its fearful form, the target always achieves a complication result on any checks they make.
A wizard can take control of the boggart's shapechanging trait by casting riddikulus.
In the Books
Professor Lupin used a boggart as part of his Defence Against the Dark Arts curriculum, keeping it locked up in a wardrobe. A boggart's true form is unknown.
Centaur
humanoid
- Brawn 4
- Charisma 1
- Courage 3
- Dexterity 2
- Intelligence 2
- Perception 3
Nature Knowledge: The centaur always achieves a serendipity result on checks made to recall information about nature.
In the Books
A tribe of centaurs live in the Forbidden Forest on the outskirts of Hogsmeade. The centaurs have roughly human intelligence, and one of them, Firenz, even took a job as a Divinations teacher at Hogwarts.
Dementor
humanoid
- Brawn 3
- Charisma 4
- Courage 2
- Dexterity 3
- Intelligence 2
- Perception 3
Chilling Presence: The air goes cold in a 30 metre radius around the dementor.
Flying: The dementor can fly.
Soul Absorption: The dementor can feed off a target's soul, incapacitating them and tearing away their positive memories. After one minute of sustained feeding, the target dies.
A wizard can repel a dementor or cancel its soul absorption effect with expecto patronum.
In the Books
In the hunt for the fugitive Sirius Black, dementors from the wizard prison Azkaban descended upon Hogwarts. Worried for the safety of the students with ghastly soul-sucking apparitions floating around the premises, many teachers taught students to master expecto patronum to keep the dementors at bay.
Dragon
animal
- Brawn 7
- Charisma 4
- Courage 6
- Dexterity 4
- Intelligence 1
- Perception 4
Flying: The dragon can fly.
Fire Breath: The dragon can breathe a jet of flame that severely burns its target. If left untreated, the target will die of their burns in 1 hour.
Very Large: The dragon always achieves a serendipity result on Brawn checks.
In the Books
During the Tri-Wizard tournament, dragons were incorporated into one of the events, where the competitors must steal an egg from its nest. There are many different breeds of dragons which vary in size and appearance. Harry Potter faced a Hungarian Horntail, the nastiest of them all.
Fairy
humanoid
backfire threshold: 15
- Brawn 1
- Charisma 4
- Courage 1
- Dexterity 3
- Intelligence 1
- Perception 2
Flying: The fairy can fly.
Mischievous Magic: The fairy can cast any 1st-year or 2nd-year spell, randomly determined.
Quick: The fairy can add a +1 to any check made to resist being caught.
In the Books
Fairies (and pixies) are tiny, proud, vicious little creatures. Without a competent teacher, fairies can easily take control of a classroom and send the entire class into chaos. Gilderoy Lockhart presents a good example of what not to do: insist that he has things under control without taking any of the necessary precautions.
Ghost
humanoid
- Brawn 1
- Charisma 2
- Courage 2
- Dexterity 3
- Intelligence 3
- Perception 2
Ethereal: The ghost can move through solid objects.
Flying: The ghost can fly.
In the Books
Before death, a wizard can prepare their body and mind to become a ghost, persisting in the material world rather than pass on to the afterlife. Ghosts are a constant sight around Hogwarts, with some ghosts even teaching classes. Ghosts are celebrated rather than feared, with many hosting "death day parties" and other festivities to dispel the notion that they are dangerous.
Giant
humanoid
- Brawn 6
- Charisma 1
- Courage 4
- Dexterity 1
- Intelligence 2
- Perception 2
Very Large: The giant always achieves a serendipity result on Brawn checks.
In the Books
Giants struggle to keep their existence hidden from muggles due to their size. The result of the mating of a giant and a wizard (usually requiring magic) is a half-giant such as Rubeus Hagrid.
Giant Squid
animal
- Brawn 7
- Charisma 2
- Courage 1
- Dexterity 2
- Intelligence 2
- Perception 2
Ink: The giant squid can eject a large cloud of black ink to ward off targets.
Swimming: The giant squid can swim.
Very Large: The giant squid always achieves a serendipity result on Brawn checks.
In the Books
A giant squid, much older and larger than any muggle's traditional idea of a squid, lives in the Black Lake around Hogwarts. It's not a type of animal one would expect to live in a lake, but it seems to be doing alright.
Goblin
humanoid
- Brawn 2
- Charisma 1
- Courage 1
- Dexterity 3
- Intelligence 4
- Perception 2
Magic Resistant: When a spell is cast on a goblin, it can immediately make a Resistance check to completely ignore the effects.
In the Books
Goblins, renowned for their bookkeeping skills, are the primary accountants and receptionists for Gringotts Bank.
Hippogriff
animal
- Brawn 4
- Charisma 2
- Courage 4
- Dexterity 3
- Intelligence 1
- Perception 3
Flying: The hippogriff can fly.
In the Books
Buckbeak, a magical creature with the head and wings of an eagle and the body of a horse, was under the care of Rubeus Hagrid until the hippogriff was blamed for the assault of a student who had mishandled him.
House-Elf
humanoid
backfire threshold: 7
- Brawn 1
- Charisma 1
- Courage 1
- Dexterity 4
- Intelligence 3
- Perception 3
Bound: The house-elf is sworn to serve a particular wizarding family and must follow the orders of anyone of that family's name.
Giving a house-elf an item of clothing frees it of its servitude.
Innate Magic: The house-elf can cast any spell of 3rd-year or lower without needing a wand or an incantation.
In the Books
Hogwarts has a small community of house-elves that live in quarters separate from students and teachers, and some house-elves accompany children to Hogwarts to assist with living away from home. Some, like Dobby of the Malfoy family, have managed to free themselves but still enjoy living at Hogwarts.
Mandrake
object
- Brawn 1
- Charisma 1
- Courage 1
- Dexterity 1
- Intelligence 1
- Perception 1
Scream: The mandrake's scream can knock any nearby humans or animals into a coma that lasts up to 30 days.
With sufficient ear protection, the scream causes only discomfort and mild ear pain.
In the Books
Mandrake roots were used to cure petrified Hogwarts students during the outbreak associated with the basilisk.
Merperson
humanoid
- Brawn 2
- Charisma 2
- Courage 2
- Dexterity 4
- Intelligence 2
- Perception 2
Swimming: The merperson can swim.
In the Books
The merpeople of the Black Lake showed hostility to the competitors of the tri-wizard tournament and nearly cost the lives of the students meant to be rescued from the depths of the lake.
Phoenix
animal
- Brawn 1
- Charisma 4
- Courage 4
- Dexterity 3
- Intelligence 1
- Perception 3
Flying: The phoenix can fly.
Healing Tears. The phoenix's tears perfectly heal all wounds.
Rebirth: When the phoenix dies, it disintegrates in a burst of flame and emerges as a chick from the ashes after 1 minute.
In the Books
Fawkes is the pet phoenix of headmaster Albus Dumbledore. A feather from Fawkes' tail makes up the core of the wand of Lord Voldemort.
Poltergeist
humanoid
backfire threshold: 15
- Brawn 2
- Charisma 1
- Courage 3
- Dexterity 4
- Intelligence 2
- Perception 2
Ethereal: The poltergeist can move through solid objects.
Flying: The poltergeist can fly.
Innate Magic: The poltergeist can cast impedimenta, locomotor, and protero without needing a wand or an incantation.
Invisibility: The poltergeist can turn invisible or visible at will.
In the Books
The mischievous poltergeist Peeves haunts Hogwarts' halls at night, catching students off guard who have snuck out of bed.
Thestral
animal
- Brawn 4
- Charisma 1
- Courage 2
- Dexterity 2
- Intelligence 1
- Perception 3
Invisibility. The thestral is invisible to anyone without the Witness to Death quirk.
In the Books
After their first year, Hogwarts students unload from the Hogwarts Express and take horse-drawn carriages to the castle gates. Most students assume that the carriages draw themselves, as they can't see any actual horses drawing them. Some unfortunate students know the truth.
Three-Headed Dog
animal
- Brawn 4
- Charisma 2
- Courage 5
- Dexterity 1
- Intelligence 1
- Perception 5
Guardian. Fluffy doesn't need to sleep. At least two heads can be awake at any time.
A wizard can put all three heads to sleep by playing a specific tune on a flute.
Three-Headed: Magical effects that would knock the three-headed dog out or affect its mental state affect only one of its three heads.
Very Large: The three-headed dog always achieves a serendipity result on its Brawn checks.
In the Books
The massive three-headed bloodhound Fluffy, cared for by Rubeus Hagrid, guards a hidden hallway where great secrets have been kept behind locked doors for many years in the hopes that dark wizards will never be able to find them.
Troll
humanoid
- Brawn 6
- Charisma 1
- Courage 2
- Dexterity 1
- Intelligence 1
- Perception 1
Stupid: The troll always achieves a complication result for Intelligence checks.
Very Large: The troll always achieves a serendipity result for Brawn checks.
In the Books
Trolls are big, lumbering, morons. One was once set free in Hogwarts' dungeon as a distraction for a dark wizard to infiltrate its hidden vaults.
Unicorn
animal
- Brawn 4
- Charisma 4
- Courage 4
- Dexterity 2
- Intelligence 1
- Perception 3
Healing Touch: The unicorn's touch perfectly heals all wounds.
Dark wizards can stave off the effects of old age and decay by drinking a unicorn's blood. From the moment the blood touches their lips, they suffer from a Half Life (see the Affliction quirk).
In the Books
There are a few unicorns in the Forbidden Forest, but after one of them was killed by a dark wizard, they have remained elusive and refuse to show themselves even to innocent students.
Werewolf
humanoid
- Brawn 5
- Charisma 1
- Courage 2
- Dexterity 3
- Intelligence 1
- Perception 5
Cursed Bite. A bite from the werewolf transmits the Werewolf quirk to its victim.
In the Books
Under the light of the full moon, professor Remus Lupin transformed into a werewolf and terrorised students that he cared for. He returned to his human form at dawn, retaining no memories of the night time.
Some evil werewolves, like Fenrir Greyback, intentionally transmit their curse to anyone they can get their hands on.
Veela
humanoid
backfire threshold: 7
- Brawn 1
- Charisma 5
- Courage 1
- Dexterity 4
- Intelligence 2
- Perception 2
Alluring: The veela always achieves a serendipity result on its Charisma checks.
Innate Magic: The veela can cast any of its known spells without needing a wand or an incantation.
Spells
1st-Year: episkey, nox, quietus
2nd-Year: confundo, eruptum, ferula, perpendiculum, rennervate
3rd-Year: allucinatio, conjunctivitus, crescerossa, orchideous, remedium, respirabulla
4th-Year: iterumimplus, nitor, sanamente
5th-Year: duro homenum, erecto, legilimens, revivify
Restricted: imperio, obliviate
In the Books
Impossibly beautiful, Veela inspired the legends of sirens luring sailors to death, or of forest nymphs seducing lost travellers and drowning them in ponds. Traditionally seen to be evil, Veela are an independent race with both hostile and friendly people among them, and they even occasionally interbreed with humans.
Whomping Willow
object
- Brawn 5
- Charisma 1
- Courage 1
- Dexterity 1
- Intelligence 1
- Perception 1
Very Large: The whomping willow always achieves a serendipity result on its Brawn checks.
In the Books
The whomping willow sits rooted in place at the edge of the Forbidden Forest, lashing out violently with its branches at anyone who approaches.
A Year at Hogwarts
Carpe Exforaminis
The central idea of the game system of Hogwarts is to favour storytelling over mechanics. The rules of what you can do and how the spell interact with each other is deliberately kept quite loose, with a dialogue between the player and GM highly encouraged. The job of the GM is to adjudicate the players' solutions to unique problems; as such, the enormous and difficult problems that are introduced throughout this sample story are not meant to have a single answer. The players must solve these problems using their creativity.
Hogwarts is also meant to emulate the storytelling style of the Harry Potter series, where often seemingly insurmountable problems are overcome with a weirdly specific application of magic that may not even have been established beforehand. The Mirror of Erised suddenly allows you to retrieve items from it? Sure! Two phoenix feather wands clashing allows you to speak with your dead parents again? I don't see why not! You can't kill the main antagonist because he actually has seven items that can restore him to life? Seems fun, let's go! The enthusiastic embrace of weird and specific contrivances is, in fact, a spell in the game that anyone can cast, including the GM: carpe exforaminis.
Each player is given one coin. At any point, a player can give their coin to the GM to cast the spell carpe exforaminis. The GM can give a player back their coin to cast the spell themselves. The players and the GM are the ones casting the spell, not their characters or NPCs, as they are representing the chaotic and unknowable forces of magic in the world.
Carpe Exforaminis
You introduce a magical contrivance that either perfectly solves your current predicament or introduces an insurmountable obstacle. To do so, you must describe the magical contrivance in excruciating detail.
Backfire. If you intended a positive effect, the spell has a negative effect, and vice versa. The backfire threshold for this spell is always 5.
As an example, a character's wand is destroyed, but they happen to have stolen a rival's wand earlier. The player passes a coin to the GM and declares that they are casting carpe exforaminis. The player states that stealing a wand without the use of magic counts as rightfully besting a wizard, and thus their rival's wand is now their own. The GM asks them why this didn't occur earlier when another wand was stolen by someone else, and the player replies that it only works on those who do not have a strong personal connection with their wand. Since their rival's wand wasn't perfectly suited to them, it gladly abandoned them when it was stolen. Everyone at the table says, "Sure! Why not!" and the casting is successful.
Later, the GM returns the coin to the player and introduces a creature that can sense when a wizard is not using their original wand. The spell backfires and the creature actually likes it when a wizard isn't using their original wand. It is pleased and helps them out of their predicament.
Year Map
Each year at Hogwarts follows a structure of vignettes where the characters can live in the world, solve problems, build relationships, and learn magic. A typical year at Hogwarts includes the following vignettes. You don't need to adhere strictly to the template, but it helps to have a solid basis.
The Hogwarts Express
The characters sit down together in the Hogwarts Express and introduce themselves to one another. Other key NPCs such as friends and rivals may also be introduced by the GM. This is also a good time to introduce some fantastical concepts that might come up later in the year, such as chocolate frogs introducing the concept of moving portraits.
The Sorting Hat
The characters get sorted into their Hogwarts house. Typically, this is an in-character discussion between the GM (as the Sorting Hat) and the player (as their character) as to which house would be best for them. Characters don't need to all be in the same house.
Group Classes
Characters attend a group class where they learn a particular spell or magical concept. At the end of the class, each character must pass an ability check to successfully add the spell to their sheet. During the class, some magical shenanigans should happen and relationships should build between the characters and key NPCs. An example of this from The Philosopher's Stone is the flying class, where Draco takes Neville's remembrall and Harry must retrieve it.
Sinister Intentions
On a regular day or night, the characters all witness suspicious activity and come under some minor threats or dangers as a result. The characters grow together as a team. An example of this from The Philosopher's Stone is when Harry stumbles upon the three-headed dog and realizes that something dangerous is being kept hidden at Hogwarts.
Individual Classes
The characters split up and pursue individual classes that they elect for themselves, another opportunity to learn new spells or extra abilities. These need not literally be classes. In the Philosopher's Stone, Harry's quidditch match can be considered an individual class, where he pursues a skill that his friends do not. Individual classes help differentiate characters' skills by the end of the year so that they all feel like they have different strengths and weaknesses. It's best to keep these classes short, or otherwise involve all players in the classes. For example, Hermione and Ron watch the quidditch match and intervene when they realize Harry is being sabotaged.
Crisis
The characters come face-to-face with the main crisis of the year, where their lives are suddenly put in serious peril. This crisis won't be solved immediately and will persist throughout the rest of the year, potentially affecting the entire school. In The Philosopher's Stone, the release of a troll from the dungeon not only provides an encounter where the students must use what they've learned in class, but also puts the whole school on edge when it becomes apparent a dark wizard is attempting to cause harm to students from within the very school.
Group Classes
The characters come together for another group class where they have another opportunity to learn new spells and skills. This time, however, the crisis has a direct effect on the whole class. New restrictions are put in place, dangerous spells are taught for self-defense reasons, or the replacement of a lost teacher introduces new difficulties in the classroom.
Calm Before the Storm
The characters have a chance to cool down and relax, following up on interpersonal relationships, talking things out with rivals, doing research in the library, playing games like Wizard's Chess, or catching up with their family back home. This is also a good opportunity to advance the story without bringing it to the climactic showdown just yet.
Exams
The characters prepare for and take their exams, which are usually a few ability checks. A complication might arise (such as a herd of centaurs bursting into the exam room, or gravity being reversed) that makes things more thrilling for the students. Exams might also include a quidditch final or another event that tests the characters' skills.
Crisis Resolution
At the end of the school year, the crisis rears its head again and the characters deal with it directly, facing multiple difficult death-defying challenges against the odds. As an example, at the end of The Philosopher's Stone, Harry, Ron, and Hermione undergo a series of tests in order to reach the eponymous stone before the dark wizard can retrieve it.
Graduation
To cap off the school year, the characters have a feast and Albus Dumbledore provides a recap of the year's events. The winners of the House Cup and the Quidditch Cup are announced. The characters have a chance to say goodbye before they head home for the summer.
The Empty Portraits
A 1st-Year Hogwarts Adventure
This sample adventure takes a group of players through their 1st year at Hogwarts School of Witchcraft and Wizardry.
Crisis Summary
A mausoleum on the edge of the Forbidden Forest marks the resting place of twelve students who perished in a fire while studying at Hogwarts. For memorial's sake, a portrait of each student hangs on the mausoleum walls. The portraits talk to each other throughout the night, always wishing that they could join the real students and finally complete their studies. They long for a taste of the real world.
One day, it is given to them.
These twelve students have somehow escaped their portraits and rejoined Hogwarts, disguising themselves and walking amongst the living students. Though they don't join classes (they aren't on any attendance lists), they sleep in their old dorms, study their old books at the library, cheer amidst the crowds during quidditch matches, and make new friends at the feasts. These painted students are called "figgefoogs".
The issue is, however, that other portraits have also gone empty and not all of them are so benign.
Key NPCs
The teachers Rubeus Hagrid and Professor Lupin take prominent roles in the story.
The following four students serve as the player characters' rivals throughout the adventure, offering up an example of a student from each Hogwarts house. They work together in a frequently-antagonistic role to the group.
- Romeo Roots, a 1st year Gryffindor student. Romeo is a naturally gifted quidditch player with a particular talent for handling bludgers. He comes from a magical family and has been playing quidditch since he was six. His strategy is to knock out the best players of the other team as quickly as possible, and this extends into his academic life: anyone who does better than him is a target to be eliminated.
- Josephine Juniper, a 1st year Slytherin student. She is Romeo's cousin and they make a dangerous team. She whispers her schemes in Romeo's ear, manipulating him into doing her bidding. She believes that raw ambition will take her to great heights.
- Jemini Juniper, a 1st year Ravenclaw student. She is Josephine's identical twin sister, but they have very little in common. Jemini just wants to sit down and study magic, but Josephine keeps wrapping her up in schemes and Jemini is too shy to say no.
- Gonzo G'nache, a 1st year Hufflepuff student. He is also Romeo's cousin. He likes toads and potions and doesn't have much else going for him, so when Romeo and Josephine include him in their schemes, he is overjoyed. Gonzo is an animagus who can turn into a toad.
Twelve students died in a catastrophe in a previous year. Their portraits in the mausoleum have been given life and now walk around among the humans. Three of these figgefoogs are major characters in the story.
- Huntley Hogawney, a 1st year Hufflepuff student. He's very small and skinny, but eats like a starving dog. He has missed eating very much and wants to lose himself in the hedonistic flavours of Hogwarts feasts, where he meets plenty of students his age and loves making friends. He'll keep asking the characters to find him new and exotic things to eat, and in return will introduce them to some of his own creations (he's an excellent cook).
- Breeny Buckling, a 1st year Ravenclaw student. She is extremely shy and wears a long violet hood that completely covers her face. She latches onto the first character that shows her even an ounce of kindness and follows them around, asking to sit in with their classes or help them in any way she can.
- Snow Sterling, a 6th year Slytherin student. She is tall, strong, confident, and experienced, with striking white hair and piercing violet eyes. She likes to teach younger students spells that are well above their level just to see what mischief they get up to.
The rest of the figgefoogs are less important, but their names are included below if it comes up.
- Anne Asp, 6th year Slytherin (female)
- Christian Cletus, 1st year Hufflepuff (male)
- Grace Guttontree, 3rd year Gryffindor (female)
- Linwood Leafwood, 1st year Ravenclaw (male)
- Myrcella Moth, 1st year Hufflepuff (female)
- Quirius Quilt, 1st year Ravenclaw (male)
- Strickland Strongbark, 3rd year Gryffindor (male)
- Taylor Tassel, 6th year Slytherin (nonbinary)
- Willard Whyte, 3rd year Gryffindor (male)
Key Monsters
Fairies and thestrals are used in Care of Magical Creatures. The escaped portraits, or figgefoogs, use the statblocks of regular students (as above) or monsters (boggarts, dementors, and werewolves). Figgefoog wizards can cast spells and interact with the world as normal, and they have the same wands and other equipment that they have in their portraits. The main difference is the figgefoog trait as follows.
Figgefoog. The figgefoog is a painted wizard that has escaped their portrait and now walks among the living. They are treated as an object instead of a human for the purpose of magical effects. They leave paint smears where they touch. A successful Perception ability check, which the figgefoog can contest with Charisma, can identify a figgefoog as non-human if there is reasonable suspicion that they aren't who they say they are.
1: The Hogwarts Express
The train ride to Hogwarts is an opportunity for the group to get to know one another personally before all the craziness of the year begins. Read out the following text to the players.
As the Hogwarts Express rumbles across the countryside, the sun seems to shine a little brighter than it did in the muggle world. You hear students in other carriages reciting the few spells their siblings and parents have taught them. A couple blasts of colour arc away from the windows and flutter into nothingness against the trees and rivers passing by.
The dividers slide open and you all sit next to one another. One of you is bold enough to speak up first.
Get each player to describe their character to the rest of the group, starting with their name and physical appearance. Make sure that they ask each other lots of questions. Once the characters have had a chance to chat, their rivals arrive.
You hear a piercing cackle of a young witch. A girl with a long green-and-black scarf pauses at the dividers and looks over you all with disdain. Her long black hair is done up in an intricate braid that twists and turns of its own accord, and her bespectacled eyes flash with maniacal glee.
She calls out, "Jemini, how much you wanna bet these mudbloods have never had a chocolate frog before?"
From behind the girl steps someone who appears to be her exact duplicate, only her hair is frizzy and tangled and her spectacles are in disrepair.
"You've never even met them, Josephine ..."
Josephine just laughs. "Save me your mewling protestations! Here, you know what, just give them your duplicates. You've got a bunch of Dumbledore, don't you?" she demands.
"I like Dumbledore ..." Jemini whimpers, but it's too late. Josephine snatches a handful of chocolate frogs from her twin sister's bag and tosses them into your laps. "That's okay ..." says Jemini, in a tired voice. "I've had too many to eat anyway. Hope you like them."
"Later, mudbloods!" cackles Josephine. She slams the divider shut, leaving you all with a chocolate frog each.
All of them are Dumbledore.
Chocolate frogs each contain a holograhic portrait of a wizard of note. The portraits seem to move of their own accord. Dumbledore is very reserved, staring up at the children with a detached look of curiosity before taking a puff from his pipe and disappearing into the edges of the frame.
It's night when the Hogwarts Express finally screeches to a halt at Hogsmeade Station. The older students pack into horseless carriages that wheel across the bridge to the castle on the lake. You and the other first years are herded into rowboats that seem to row themselves.
A thousand candles rise up into the night sky and blot out the stars. Hogwarts Castle glows with yellow light from all its ramparts and palisades. You can hear a haunting melody playing from within. The choir has already started. Your year has begun.
The night is cold, but you feel warm. You are finally home.
2: The Sorting Hat
As the group gathers outside of Hogwarts' Great Hall, awaiting the signal to enter, a large red ball smacks into the back of someone's head and bounces down the stairs. Someone's pet toad leaps after it.
"Oi! That's me quaffle!" shouts a tall red-haired boy. He is squashed among other boys his age who he elbows good-naturedly in the ribs. "Ain't you gonna grab that for me?" The quaffle is already a few flights down the stairs.
If none of the characters go for the quaffle, a very short, squat, curly-haired boy with freckles eventually comes up, quaffle under his elbow.
"Got yer quaffle, cuz," says the rather lumpy-looking boy. His tie is four feet long and trails between his feet, and his robes are even longer, wrapped up in knots around his ankles.
"Get outta here, Gonzo," says the tall boy. "Auntie ain't here to tell me off for swearin' at ya this time around, half blood."
"Okay," says Gonzo, and merges with the crowd of students.
The first years are led into the Great Hall, where an old floppy black hat sits on a stool.
Among the teachers upon the stage of the Great Hall, one stands above the rest. Albus Dumbledore, the headmaster, a white beard that touches the floor, starry grey robes, and a pipe that floats near his mouth whenever he takes a puff. Standing up on the stage, it almost feels like he is eight feet tall. He presses his wand -- a wand that none of you can imagine could possibly belong to anyone but the greatest wizard in the entire world -- and when he speaks, his voice booms.
"Sonorus. Welcome to your first year at Hogwarts School of Witchcraft and Wizardry. I am Albus Dumbledore, your headmaster. We'll first take a moment of silence to honour the fifty year anniversary of the twelve students who lost their lives in that terrible fire ... Now, in accordance with the wishes of our school's four founders, students are sorted into four houses by the sorting hat, based upon their innate talents and upon what the future has in store for them. I will call out your names in order ..."
One by one, the students are called up to the stage. The students see the lumpy boy Gonzo G'nache take the stage and smile way too widely when the sorting hat is placed on his head, his eyes glassy, mind elsewhere.
"Ahh, yes, very loyal, are you? Devoted to your cousin ... is he here today? Yes, I can see his face in the crowd. Everyone tells you he's a bad influence, but you know better, don't you? You like to feel like you belong. And what's this? A talent for recovering lost objects! An easy choice. Hufflepuff!"
The group sees the tired girl Jemini Juniper, star struck at the sight of Dumbledore, barely realize where she is when it's placed on her head.
"You're smarter than you look, aren't you, girl? Play nice now, and maybe you will be rewarded. Not many your age can say they would be so accepting of hardship, but you know what's best for you. And besides, how else are we to separate you from your sister? Ravenclaw!"
The group hears a suppressed cackle as Josephine Juniper shoves her sister off and plants the hat forcefully on her head.
"So many ideas! So many schemes! If only others would listen to you the way you listen to yourself. I've scarcely seen so much blind ambition. Slytherin!"
The teachers have to pry Romeo Roots' quaffle out of his hands before they finally get him to sit down.
"Strong of heart and strong of body, I see. A gifted player, and good blood runs through your veins. You know your blood, and you know your place. You could be Slytherin, yes, you could be great, but they would eat you alive, they would swallow you whole like a snake eating a bird. Your talents are better placed where they are appreciated. Gryffindor!"
The group is then called up one by one. The players and the GM negotiate which house they will be assigned by roleplaying as the sorting hat and their characters.
After the ceremony is finished, the group joins the Hogwarts feast and then are sent to their dorms to sleep before classes begin the next day.
If any characters are sorted into Gryffindor, they join a gaggle of excited students who gather around a large painting hung up on the door to the Gryffindor common room. The painting looks like it should have someone in it, but the greek symposium depicted is bare. Nobody stands upon its steps.
"Doppelganger! Darn it. Doppelganger? The password's not working. She should be here!" says an older student, a prefect. "Doppelganger! Ah, screw it. Alohomora ..." The prefect mutters the spell under his breath and the portrait swings open on its own. "We're supposed to use the password. Don't tell anyone I did that."
"Did what?" laughs Romeo, bouncing his quaffle off the empty portrait.
3: Potions
Potions classes are taught by Professor Severus Snape, a very tall, gaunt, pale man with greasy black hair and a look that could petrify a basilisk.
There will be no foolish wand-waving or silly incantations in this class. As such, I don’t expect many of you to appreciate the subtle science and exact art that is potion-making. However, for those select few who possess the predisposition, I can teach you how to bewitch the mind and ensnare the senses. I can tell you how to bottle fame, brew glory, and even put a stopper in death. Then again, maybe some of you believe that your placement in Slytherin house will provide you with allowance for special treatment. Miss Juniper. Miss Juniper!
Both Josephine and Jemini raise their heads. Snape waves off Jemini and towers over Josephine.
"Make no mistake, Miss Juniper, you will be graded solely on your performance in this class. Special treatment is afforded only to those who can ..." He looks over to Jemini, who is furiously taking notes. "... Impress me."
Students in potions class must make Intelligence checks to keep up with Snape's rapid-fire delivery of the instructions for a Pepperup Potion.
"Crush the bicorn horn into a fine powder in your mortar and add two pinches to the cauldron with a mandrake root. Heat and leave burning for two minutes then add three sprigs of thyme, five drops of salamander blood, and four fire seeds, stirring in an alternating pattern of clockwise and counter-clockwise as you add them. Ensure that you do not add the fire seeds too quickly or your potion will ..."
A puff of black, choking smoke erupts from Jemini's cauldron. She cups her hand to her mouth to prevent herself from shrieking in fright.
Snape's brow furrows. "... or it will burn. Poorly mixed, Miss Juniper. I expected better of you."
Josephine cackles with glee as her potion bubbles and sets, taking on a pleasant pink colour. She flicks a hair tie to taunt Jemini, who bursts into tears and runs out of the room.
Everyone in the class makes another Intelligence check and receives a Pepperup Potion on a success.
If anyone goes after Jemini, they find her in the hallway being comforted by a much older Slytherin girl with striking white hair and piercing violet eyes. She is kneeling down by Jemini's side, comforting her, but stands straight up when approached. She is very tall.
"Professor Snape takes some getting used to. He'll grow on you. I was just teaching poor Jemini here a spell, one they teach at 5th-year but which I believe is actually quite simple. What's your name? Would you like to learn this spell too?"
The Slytherin girl, Snow Sterling, teaches Jemini and any other character present the spell geminio. She demonstrates it with a small notebook for Herbology class (her own, with very detailed illustrations of plants, complete with beautiful painted colours that seem to have been smeared over time) and lets Jemini keep the duplicate. Characters can add geminio, a 5th-year spell, to their list of spells.
"Next time your sister sabotages your potion, just duplicate hers. Professor Snape might even be impressed. I've got an appointment shortly. Run along back to class, kiddos."
4: Quidditch Try-Outs
We smash cut to the day of quidditch try-outs. Heavy autumn rains beat down on the students' heads. Lightning crackles in the distance. The quidditch coach, Madam Hooch, assures the students that the storm won't roll completely over Hogwarts.
Madam Hooch is a stocky woman with short, spiked grey hair and a very serious demeanour. "The rains are one thing, but the lightning won't reach us, that's for sure. If a little drizzle was enough to cause a Hogwarts wizard worry, we wouldn't be the most renowned producer of quidditch stars in the country, now would we? Who's ready to try out for some quidditch?"
The group has all received some basic lessons on broom flying. Quidditch try-outs shouldn't be too much of a problem, should they? After all, even Romeo, who has been anxious about try-outs since literally the day he arrived, doesn't seem to be worried now. He's chatting casually with Josephine and Jemini.
However, as the students all line up, and as Romeo gives a character a rough shove as an intimidation tactic, a bloodcurdling screech cuts through the rain.
Madam Hooch rushes over to Josephine, who has collapsed in the mud, sobbing inconsolably. "Miss Juniper, you are making a scene. Whatever is the matter?"
"My sister!" she shrieks. "My twin sister is MISSING!"
"Pull yourself together, girl. She can't have gone far." Hooch turns to address the rest of the students, but --
"She's going to DIE! My only sister's going to DIE!"
"Oh for heaven's sake," says Hooch. "Take a few friends and go fetch your sister."
Josephine immediately perks up. With a smile of satisfaction, she points to the group and insists that they are her friends and they will help her find her sister. Hooch grabs each of you by the collar and shoves you towards Josephine, urging you to be quick about it.
Josephine leads the group down the hill towards Hagrid's shack, taking a sharp left and ending up in front of what appeared to once be a greenhouse. Perhaps a former site for an Herbology class. Whatever it was, it's since become a burnt shell of a building. A terrible fire must have destroyed it decades ago.
"I think she's in there," says Josephine. "Now if you don't mind, if you go and grab her, I'll head back. I think I might be up soon for the try-outs ..." but she trails off at the sound of a bloodcurdling scream. Unlike Josephine's scream, this scream is one of genuine terror. It's coming from within the greenhouse. "Uhh ... okay guys ... maybe ... maybe let's just leave my sister in there ... I think ... I think she'll be fine ..."
Within the greenhouse, Jemini is being attacked by a giant snake that is wrapped around her, squeezing the life out of her. The snake is actually a transformed boggart, or, more accurately,a paint monster (a figgefoog) in the form of a boggart. The boggart will transform into the closest character's greatest fear (negotiated with the GM) and, if confronted by Josephine, will turn into a coffin whose animated lid is lined with teeth, triggering her claustrophobia.
The greenhouse is filled with plant pots, dead mandrakes, burnt pieces of timber, and broken glass, covered by a thin roof and canopy. The boggart will attempt to remain under the roof at all times to avoid the rain, which will dissolve it into a puddle of paint. The players will need to make Dexterity checks to determine whether or not they get the drop on the boggart or whether it will be able to quickly respond to them arriving at the scene.
The group will have to make Courage checks to face down the boggart. Creative uses of Courage, such as faith that the boggart can't hurt them or inspiration to help their friends overcome their fears, will help them. Students with a good memory might be able to identify what a boggart is and use their knowledge to help each other with Intelligence checks. An eye for detail (a Perception check) might recognise that the boggart isn't actually causing any direct damage and is instead just leaving smears of paint everywhere. In addition, Jemini's intense fear has caused her to hyperventilate and choke; she needs her airway cleared or she'll suffocate. She's swallowed a globule of paint.
The students can defeat the boggart by luring it into the rainstorm, where it will dissolve into a puddle of paint. If they can't defeat the boggart or don't figure out that it's actually made of paint, a teacher arrives to save the day.
Professor Remus Lupin, a tall, worried man with a close-cropped moustache and a perpetually-drained look on his face arrives at the greenhouse, panting for breath. The boggart turns to Lupin and, with a horrific screech like the grinding of metal on metal, it takes the form of a glowing white pockmarked ball floating high above Lupin's head.
"Riddikulus!" shouts Lupin, and the glowing ball wheezes and spins like the air being let out of a balloon. The boggart bounces around the burnt greenhouse for a few seconds before slamming into Lupin's chest. He casts aguamenti and dissolves the boggart into a puddle of paint. "That wasn't a real boggart, it was some sort of paint monster. Anyway, unrelated to that entirely, you kids shouldn't be here in the old Herbology greenhouse. A mighty fire ripped through here and killed a dozen students fifty years ago. Haven't you seen the memorial? It was a terrible tragedy."
The boggart has successfully been defeated. Lupin apologises to the group and explains that the portrait of a boggart should not have become an actual boggart. He's not really sure what happened; one moment he was using the portrait to demonstrate the boggart's effects, and the next it had hopped out of the portrait and was wreaking havoc across the school grounds. He has never seen anything like it.
"Anyway, don't you have quidditch try-outs to get to?"
The group must find a way to quickly get back to the quidditch field. A spell like point me or making an Intelligence check should help them find the quickest way back. As they return, Jemini begins to apologise, but with a glare from Josephine, just says that she was anxious about the try-outs.
If the group gets back in time, Madam Hooch scolds them for taking so long, refuses to hear any excuses, and tosses them each onto a broomstick. They can make a Brawn or Dexterity check to be considered for the quidditch team.
Romeo, of course, has been made a Beater. He does flips on his broom in celebration.
5: Individual Classes
Each character has a chance to pursue elective classes. The following choices are available to them.
- Astronomy
- Transfiguration
- Charms
Multiple students can take the same classes and will be part of the scene together. The GM can also decide that everyone takes these classes together as one group.
Astronomy
Astronomy classes are taught at midnight in Hogwarts' observatory by Professor Aurora Sinistra, a strict African woman wearing a hat as tall as she is.
Bleary-eyed students amble up the hallway. Some are still in their pajamas. One very small Ravenclaw girl tugs on the sleeve of your robes.
"I'm not part of astronomy, but I can't sleep. Can I join your class?"
She introduces herself as Breeny Buckling and follows you around dutifully.
Professor Sinistra gives the girl a quizzical look after attendance is called. The character in the scene will have to make a Charisma check to vouch for Breeny and prevent her from being sent back to her common room. If successful, Breeny beams with happiness. She focuses all of her attention on the class and hangs off of Professor Sinistra's every word.
Class consists of Professor Sinistra using locomotor on a solar system model to demonstrate the motions of the planets around the sun.
Students in her class can add locomotor to their list of spells. If they already have locomotor, they can add any 1st-year spell of their choice.
Just before everyone heads back to their dorms to catch up on sleep, Professor Sinistra grabs you by the collar and sternly admonishes you for not keeping your robes clean. She points out streaks of dried blue-and-brown paint running all the way up and down your arm. A quick casting of scourgify by her and your robes are once again spotless.
Transfiguration
Professor Minerva McGonagall, a kind yet stern old woman, teaches transfiguration classes.
"Today we will be learning the color-changing charm. It may not have a practical use in the defence against the forces of evil, but we have another class for that, don't we? Perhaps you would prefer a different colour of scarf if your quidditch team begins to lose badly. Perhaps you are bored of brown gravy and would prefer purple. Perhaps you think the designer of the poster above your bed used just a little too much red. In any case, you will be practicing this spell on the apples in front of your desk. They are red. Picture the colour green firmly in your mind's eye and follow my example. Please take notes."
She demonstrates with the apple on her teacher's desk. With a muttering of "colormutatio", the apple transforms from red to green.
Each student must make an Intelligence check to take careful notes and then practice the spell on their apple.
"Whoop!" Gonzo, in the back of the class, trips over Romeo's extended foot. He goes tumbling in the air and, for reasons known only to his own mind, shouts "Colormutatio!" and waves his wand randomly. The spell jolts around the room before shooting out through the door to the hallway outside and landing square in the face of a Hufflepuff boy you don't recognise.
The Hufflepuff boy's skin turns bright green. He shouts in surprise and sprints off as fast as he can.
"Well," says McGonagall, holding back her disapproval. "That is not supposed to happen."
The students can add colormutatio to their list of spells. If they already know colormutatio, they can add any 1st-level spell instead.
Later, at lunch, they spot the bright-green Hufflepuff boy, a skinny lad named Huntley Hogawney, who jokes with his big group of friends about his misfortunes while stuffing his face full of lamb chops. If he notices the group staring at him, he'll invite them over, introduce himself, and insist that they find him some green things to eat to match his green skin.
A character can make a Perception check to locate food like broccoli or cucumber nearby, or they can just cast colormutatio to make his lamb chops green. Both options delight Huntley. He declares that they are best of friends.
Charms
Charms class is taught by Professor Flitwick, a tiny, gnomish man with a tinkly laugh.
"Welcome, first years, welcome! Today we will be starting with the summoning charm -- oh no, we won't be summoning any dementors, any blast-ended skrewts, any dastardly demons or petrifying ghosts, I'm afraid not! The summoning charm yanks an object into your hand. You see, like this remembrall here, you point your wand straight at it ..." Flitwick points his wand at a glass ball sitting on the table in front of him. "And -- this is the basis for spellcasting, my students -- you repeat the incantation and perform the correct motion of your wand! The incantation is accio and to bring it to you, you give your wand a swift flick upwards, like so! Accio remembrall!" The glass ball shoots into his hand. As soon as he touches it, it starts to glow red. "Oh dear, I seem to have forgotten something. Of course! I forgot to introduce myself! My name is Professor Flitwick. Now, for this class, we have a practical component --"
"Accio remembrall!" shrieks Josephine Juniper. The remembrall shoots out of Flitwick's hand and into hers. "Amazing!" she shouts. The remembrall does not glow for her. She is confident that she has not forgotten a thing.
"Accio remembrall!" says Flitwick, a bit annoyed. The remembrall returns to him. "So as I was saying --"
"Accio remembrall!" says Josephine.
"Accio remembrall!" says Flitwick.
"Accio remembrall!" says Josephine.
"Accio -- you know what, you can keep it. Accio lesson plan!" Flitwick's lesson plan flies into his hand. He reads for a moment, then says -- "Okay, yes, the practical component is that we are going to go out onto Hogwarts grounds and practice the summoning charm on anything you can see. Let's go!" He shuffles out of the classroom.
Flitwick takes the class close to the quidditch field. A light dusting of snowfall covers the field in white. Students immediately start trying to summon snowballs in such a way that their friends get hit in the side of the head.
The group spots some 2nd year Hufflepuff students practicing quidditch on the field, caked in brown, slushy snow. They pass quaffles back and forth while riding their broomsticks for what seems like the very first time. One student throws a bludger in the air which gets confused by snowflakes and starts spinning in circles. Another is trying to set up makeshift hoops on the ground level rather than use the more difficult professional ones on the field. They don't seem to have a golden snitch, which is fine as they also don't have a seeker.
Romeo nudges one of the characters.
"Bet we could accio a few of their broomsticks and beat them at their own game, eh? Let's score three goals on them. You with me?"
The group might approach the challenge in a variety of ways. They might need to roll Dexterity to sneak up on the quidditch players, Charisma to convince others to join in, Intelligence to correctly cast the spell, Courage to overcome the cold and the mud, or Brawn to score points on the Hufflepuffs. They also might use spells like accio and locomotor creatively to control the quaffle and bludger, diffindo or descendo to sabotage the makeshift hoops and reparo to restore them, or aguamenti or incendio to scare the enemy team.
After the third goal is scored, one of the Hufflepuffs becomes angry and tries to smash Romeo off his broomstick with a bludger.
The split second before the Hufflepuff releases his grip on the bludger, he screams in pain. Blood runs down his wrist, and the bludger, freed from his grip, smashes him in the face. The Hufflepuff falls hard, headfirst, into a snowbank. His stubby little legs dangle out the top.
"What the blast are you doing?!" shrieks Flitwick. He runs over to the downed student. In addition to his head wound, the Hufflepuff's hand is covered in painful red blisters that leak fluid. "Episkey," says Flitwick. The wounds heal.
Standing off to the side, with a gormless expression on his face, Gonzo waves at Romeo and gives him a thumbs up.
Romeo chucks a quaffle at his head. "I wasn't needing no help, Gonzo! I had him!"
"Okay, cuz," says Gonzo.
Flitwick moves the students away from the very sad-looking Hufflepuff team. He mutters something like "sufficient to demonstrate understanding" to the class, then grabs Gonzo by the ear and drags him away.
"You lot were mighty good," says Romeo, although there is a darkness to his words that is hard to mistake. He looks at you all with what almost seems to be ... jealousy. Strange.
The group can add accio to their list of known spells. If they already know accio, they can add any 1st-year spell of their choice.
6: Care of Magical Creatures
Care of Magical Creatures class opens up after Christmas. The class is taught by Rubeus Hagrid, a half-giant.
For once, the sun shines bright. Its light sparkles through dappled leaves in the canopy and reflects off of what's left of the melting snow. A plume of white smoke lazily wafts into the sky from Hagrid's cottage.
Rubeus Hagrid is a man as big as a car, with a big bushy red beard and a coat lined with what seems like one hundred pockets sewn into every available square metre of space.
"Ah'm introducin' to yahs ma new volunteer, Snow. Erryone say hi to Snow, wills yah? And keep yer dang bludger locked up in yer robe pockets, Romeo. Yah don't wanna spook the nice thestrals, do yah?"
Snow Sterling rides into the clearing in the woods on the back of an invisible creature. She hops off. A saddle seems to have been loosely painted onto its fur. Breeny Buckling, shyly hidden between two much larger students, give Snow a nervous half-smile and a wave. Snow flips her hair dramatically and gives Breeny a short, sharp salute.
The learning goals for Hagrid's class are for the students to correctly locate and muzzle an invisible creature. He uses thestrals, horses that are invisible to any without the "Witness to Death" quirk, as his example. He also has a fairy that he feeds chocolate brownies as a bribe. The fairy turns invisible with the spell allucinatio and has agreed not to torment the students too much.
Hagrid approaches his classes from an exploratory-learning standpoint and provides a few examples of methods for students to use without locking them into any particular approach. Snow demonstrates how flecking paint on a creature can help you identify its outline. Offering food and other treats also can bring the invisible creature to you, at which point you can feel around for its snout and apply the muzzle gently as it eats. Hagrid also has the class stand in place, close their eyes, and engage their other senses (hearing and smell) to identify the creature's location.
The group is each assigned a thestral and must use any method available to them to locate it. A student with the Witness to Death quirk will be able to see their thestral, and can request a fairy instead, no questions asked. Hagrid just gravely nods and gestures for the fairy to help them out.
A mishandled thestral will bolt and run on a particularly badly-handled ability check. This ties into the next section; if everyone successfully muzzles their thestral, Romeo Roots will screw up his attempt by accidentally whacking it in the jaw with a bludger.
"Oi! What'd I say bout keepin' that dang thing locked up in yer robes?! Now yeh've done it!"
Everyone can hear the thestral galloping through the brush. It's not coming back.
"Bloody 'ell. Well I ain't leavin' you lot here on your own. Snow, you wanna take some kids and go nab our runaway?"
Snow picks the group to accompany her. The group leaves Hagrid's class behind and treks out into the woods. There's more snow on the ground under cover of trees and the walk is quite difficult. The group has a chance to ask Snow Sterling questions and perhaps learn a new spell (if pestered, she will teach them videodolum to help them see creatures like the fairy that use spells to make themselves invisible).
Snow freezes up when they come to a clearing where, underneath a beautiful canopy of blooming white cherry trees, a stone building sits in peace. A small mausoleum. A memorial to the students lost in the fire fifty years ago. When she spots something galloping through the trees outside of the clearing, she breathes a sigh of relief.
"Alright kids, you stay here. And stay alert. I'll chase the thestral back through this clearing, and you cut it off and muzzle it using the techniques that Hagrid taught you. This is your biggest test. Got it?" She runs into the brush, which shakes loose a cloud of white powder. She's gone.
She is gone for a very long time. The forest is silent save for the chirping of birds, the chittering of squirrels, and ... the braying of a horse from within the mausoleum.
Snow has accidentally given chase to a centaur instead of to the thestral. The thestral has actually gone into the mausoleum, and the longer the group waits, the more obvious this becomes. At one point the thestral even pokes its head out, sees them, and trots back inside; those who can't see the thestral will definitely hear its footsteps and see the tracks it makes in the wet dirt.
At the entrance to the mausoleum, two square-based pillars stand tall, each depicting a rough painting of a dementor, a horrific black-robed ghost with gnarled hands, depicted as though summoning a cold wind that sweeps through their frayed cloaks. Students can make an Intelligence check to determine that paintings like these are traditionally made to ward off evil beings. Dementors have less power against those with positivity in their hearts.
Inside the mausoleum, a memorial to the twelve students who died in a fire in the Herbology greenhouse fifty years ago, the group sees twelve small sarcophagi (empty, just for show) and, along the walls, twelve beautiful paintings of empty landscapes. Below each painting is a blank plaque. It looks like words are supposed to be etched into the plaque, but each plaque is as empty as the paintings above them.
The thestral is at the back of the mausoleum. It backs into a corner, spooked, braying and protesting and stamping its feet in fear. A successful Perception ability check will reveal that the thestral is not afraid of the students, it's afraid of the dementors behind them.
The otherwise musty air of the mausoleum grows cold and dry to the tongue. Behind you are two dementors, gliding inches off the ground, their claws scraping against the mausoleum walls like nails on chalkboard and leaving smeared black streaks in their wake. Their black cloaks billow in a wind that isn't there. Underneath their hoods, you cannot see a face, for there is nothing, and you feel in your bones that should they get their hands on you, you too will become nothing, just like them, inside and out.
The group makes a Perception check to determine whether the Dementors get the drop on them. They must fight off the dementors, which are actually less dangerous versions created from the paintings at the front of the mausoleum (though the party doesn't know that). The dementors have the Figgefoog trait and are treated as objects for the purpose of spells and magical effects. As first years, it's unlikely that anyone in the group knows the spell expecto patronum, but they do have colormutatio to rob the dementors of their intimidation factor, descendo or wingardium leviosa to slam them against the ground or ceiling, locomotor to attempt to move the Dementors, or diffindo to slice through their robes and fight back against them. The dementors can resist the effects of spells that would harm them by making Charisma checks to cause the young wizards to falter.
Eventually, Snow arrives to save the day.
"EXPECTO PATRONUM!" The entire mausoleum is bathed in a bright white glow of power. The dementors shrink back at the surge of positive emotion emanating from Snow Sterling. One dementor tries to push past the light, but a glowing winter fox erupts out of Snow's wand and rakes its claws through the dementor's hood. It collapses to the ground in pain and the fox goes for its neck.
The other dementor swings around and tries to grab Snow from the side. She flicks her wand underneath its hood and shouts "CONFRINGO!" The dementor explodes into a globule of black paint, dousing three or four of the sarcophagi as well as Snow herself, her white hair turning black. In the confusion, the first dementor flies out of the mausoleum in a whirlwind of cold wind and paint.
The party can attempt to stop the other dementor from escaping. They only have time to make one ability check or cast one spell. If they fail, it escapes and may return later in the story.
Snow tries to wring the black paint out of her hair. She sits down with the group and apologises for running off after what turned out to be a centaur, not a thestral. She teaches them expecto patronum. Since her teaching is very quick, they won't be able to summon their patronus animals yet, just blast white light. Summoning the patronus will take more practice. Snow promises she'll help them out with that if they hit her up later. After all, the positive emotions that she draws upon for her own patronus are built by seeing younger students grow powerful as a result of her mentorship.
Once the party has wrapped things up in the mausoleum and muzzled the (very scared) thestral, they can ride it back to Hagrid's class. Looking back at the mausoleum, they see that the two illustrations of dementors at the front have now disappeared. Doesn't take a genius to figure out what happened there.
Once returned, Hagrid gives them all a hug and tells them they have proven themselves to be excellent carers of magical creatures. Snow demands to speak to Hagrid in private. Hagrid dismisses the class.
7: The Figgefoog Address
We fade to the school feast in the evening. Huntley Hogawney sits next to them, and they almost don't recognise him without his green skin. He's stolen some food from the 7th year Slytherin table, the most delicious food at the feast, and shares it with the group. It just so happens to be some of each of the characters' favourite food.
The festivities are cut short when the whole school hears Dumbledore clear his throat.
"Sonorus. It has come to my attention that many students and teachers are reporting paintings of magical creatures coming to life and attacking them. We've had students attacked by giant spiders, blast-ended skrewts, poltergeists, and even a boggart and a few dementors." At the gasps of shock, Dumbledore raises his hand to silence them. "I do not mean to alarm you. These creatures are not real. They are painted manifestations of their real-life counterparts and do not pose nearly the same danger as they would normally, although I can imagine it will be difficult to remember that when you have a dementor staring you down. These painted manifestations are called figgefoogs. It is my belief that there is a wizard in this school pulling these figgefoogs from their paintings with the intent of spreading chaos at Hogwarts. We do not know if our culprit has a plan beyond making mischief, so let this be a warning to him or her: there are portraits of beings in this school that are much more dangerous than a boggart or a dementor. Beings that should be left in their paintings where they belong.
If you come forth now, no punishment shall be meted. However, after midnight tonight, if you have not come clean, your punishment shall be nothing less than immediate expulsion. I hope I have made myself clear. Quietus."
A successful Perception check will reveal that while many students appear terrified, Hagrid instead looks very guilty. He's sweating bullets.
After the feast, the group can chase up people they think might be responsible. Get the party to brainstorm everyone who might be involved so far in the story. This should include Hagrid, Lupin, Snow, Huntley, Breeny, Lupin, Josephine, Jemini, Romeo, and Gonzo. They only have time to chase up two to three people, depending on how quickly they move around Hogwarts.
Hagrid
Hagrid puts on a pot of tea for the group in his hut. The spring air is cool at night, and the pollen makes Hagrid sneeze uncontrollably. He admits that he messed around with some magic he found in the restricted section in the library.
"Ah just felt so bloody sorry for em, sadly hangin in that dusty ol place for a half century, ah truly felt so bloody sorry. Ain't nobody to talk to but each other, day in day out, all those years left alone. Overheard one day them talkin about all them things they missed bein a student here at Hogwarts, or at least what their real selves woulda missed, cause they're just paintings, yah know? It ain't as if ah was bringin nobody back to life, they're just copies, but real sad copies. Thought ah'd make a difference, let em step outta them paintings and spend a day as a student here. But, yah see, the book ah stole from the library, it's gone missin, and now even more of them paintings are turnin into figgefoogs like them. It's got outta hand, let me tell yahs. Can't come clean to Albus cause it means all them poor figgefoog students'll be forced back into them paintings and they'll never be allowed out again. You lot can keep a secret, can't yahs?"
Hagrid has not been creating any of the figgefoogs aside from the twelve students. He has no idea who summoned the boggart, the dementors, or any other terrible creatures from paintings. That must be someone else. Maybe the same person who stole his books.
Hagrid knows how to return the figgefoogs to their paintings, he just doesn't want to do it. His mind is set and, even if the students successfully roll Perception or Charisma to determine that he's lying about something, he maintains his resolve with a Courage check not to reveal anything further to prevent putting the figgefoog students in danger. He won't even reveal their names.
The students may, however, make a Charisma check to convince Hagrid to trust them and join in on his plan. If they agree, he'll tell them the names of the figgefoogs and instruct them to cover for those students wherever possible while Hagrid figures out who has stolen his book and who has been summoning the monstrous figgefoogs.
After speaking with the group, Hagrid has a think alone in his hut, and then decides to come clean to Dumbledore. After all, Hagrid is the only one who knows how to reliably return them to their portraits without hurting them. Of course, Hagrid is only responsible for the student figgefoogs, not the monsters. Still don't know who's doing that part.
Lupin
Lupin is crossing the Hogwarts bridge above the lake in quite a hurry. The cloudy spring night has turned the sky a perfect black, and he looks to the skies with a deeply worried expression. He will attempt to shove past the group, and they can stop him through an ability check contested with his Brawn.
"You were the ones attacked by that boggart, weren't you? You and the Juniper twins. I must admit that if you're looking for instruction on how to trap a figgefoog back in its painting, I'm afraid the boggart was a one-off, as far as I understand. Its shapeshifting abilities allowed it to return to its prison. I don't think that will work for other figgefoogs. If you don't mind, we can further this discussion in our Defence Against the Dark Arts class tomorrow, but I really must go. I can't be out here this late. I have ... a strict ... bed time. Yes."
Lupin isn't lying about the figgefoogs. He isn't responsible in the slightest for them. He is, however, a werewolf and is worried that the clouds will part and expose him to the full moon while young students are talking to him. He hurries away as fast as he can.
Snow
Snow can be found in the owl roost, teaching Jemini how to cast expecto patronum. The owls are very active in the night-time in the spring, swooping from the rafters to gobble up fireflies. Jemini's patronus is quite advanced already, even managing to produce a magnificent atlas moth (an owl attempts to eat it, to no avail). Snow gives her a pat on the head and then addresses the group.
Snow's hair is still black from the exploded figgefoog dementor. "Oh no, I had nothing to do with the figgefoogs. Did you think I summoned those dementors? Why possible reason would I have to do that, especially considering that I saved your asses from them thirty seconds later? No, I don't know anything about it. I've just been helping out Hagrid as thanks for believing in me when I thought I would fall through the cracks. I hope to inspire others as he inspired me."
Snow is the one who has been summoning the monstrous figgefoogs. She's been experimenting how to make her transformation permanent and, while some monsters have been accidental, some she has created deliberately as a distraction. Notably, she pulled out the dementors to make sure that the group in the mausoleum didn't investigate too thoroughly. As a 6th year Slytherin student, she has a very high Charisma and is confident in her lies.
Josephine, Jemini, Romeo, and Gonzo
Josephine stands and examines the empty portrait outside the Gryffindor common room where the Fat Lady would normally sit. Romeo has shown her where to find it. Jemini and Gonzo sit on the edge of the stairs nearby, both of them bored and exhausted while their two more charismatic family members run the show.
"What do you think, Romeo, you reckon the Fat Lady's been yanked out and made a figgefoog, or you reckon she's just getting away from all the fuss?"
Romeo shrugs. "I dunno, she's been gone the whole year. We just use alohomora to get in -- wait -- dammit --" The portrait swings open, revealing the Gryffindor common room. Romeo quickly slams it shut again. "Forget you saw that."
Josephine turns to the group. "What do you reckon? As soon as Dumbledore started rambling about portraits coming to life I went down to that old mausoleum, you know, with all the portraits in it of dead students, and wouldn't you know, twelve empty portraits. I'm thinking that I can get into Dumbledore's good graces by finding those twelve students. If I find them, I'm sure that Dumbledore will turn a blind eye to any future schemes I come up with, ha ha! Are you gonna just stand there slack-jawed, or are you gonna help me?"
Clearly these four first year students have nothing to do with the release of the figgefoogs. Josephine truly intends to seek them out in an attempt to get on Dumbledore's good side. The party can either agree to help her, decline, or lie. If they tell her they are with her, she'll tell her that the figgefoogs probably leave paint trails wherever they go, you know, being technically made of paint and all. If the group doesn't agree to help her, she just tells them to stay out of her way.
Huntley and Breeny
Huntley can be found in the house-elf common room giving the house-elves scrapings from his plate at the feast. Breeny is following him and shyly gives the house-elves what's left of her plate as well.
Huntley perks up at your arrival. "Oh, good! I try to save morsels from the feast as the house-elves don't get quite as good quality of food as we do. Did you bring any plates for them?"
If asked about the figgefoogs, both Huntley and Breeny first attempt (badly) to lie, then come clean if they are accused of being figgefoogs themselves.
"It's true!" wails Huntley. The house-elves hear, but they pretend to ignore him. Seems that they like him enough not to tattle. "It's true, I'm a figgefoog! And Breeny too! We just wanted to spend a few days as students, to eat real food, to cast real spells, to breathe real air! All we needed to do was lay low, but someone's been creating monsters, and they're gonna ruin it for everyone!"
They don't know who's been creating the monstrous figgefoogs, and they beg the group to keep their secret. The Fat Lady has also been staying with the house elves and has enjoyed her newfound freedom.
8: Defence Against the Figgefoogs
Professor Lupin begins his Defence Against the Dark Arts class visibly shaken. He tells the students that a very dangerous portrait has gone empty overnight. Under the light of a full moon, a werewolf may run amok through the school. A few students scream and Lupin casts silencio on the class for a minute as they get it out of their system. When sound returns, he continues: he will teach students how to deal with a figgefoog werewolf.
"First, we shall deal with the werewolf half of that equation. Adorn yourselves with silver and the werewolf will be repelled. Here are some silver keychains that I just happened to have lying around, don't worry about it, here you go." He passes the keychains to each student. "Second, the figgefoog half of the equation gives the werewolf some vulnerabilities that you can take advantage of. We are in luck as a figgefoog werewolf is much more easily taken care of than a real werewolf."
Lupin places a small chess figurine on his desk. It's a rook from a Wizard's Chess set. The rook draws a warhammer and starts taking swings at Lupin's notebook, leaving dents in the leather cover.
"Tanaxi." The rook's little hammer sticks to the cover of the notebook. The rook pulls and pulls but can't free his hammer. He slips and falls back, and the hammer stays rooted to the notebook. As the rook tries to get up, Lupin mutters "tanaxi" again and the rook becomes glued to the desk. It squeaks in distress. It can't get back up. "The spell tanaxi adheres any object to another object or solid surface, like glue. It won't hold it for long, but it can help slow down a figgefoog." Lupin produces the rest of the Wizard's Chess set. "Piertotum locomotor. One each of you, hop to a student's desk and let them practice on you. Good."
Each student is provided a chess piece to practice with. The chess pieces all have little weapons and are very aggressive to any other objects on a student's desk. They swordfight against quills, clang cauldrons like bells, rip pages out of notebooks, and steal wands to use as lances. Students will not only need to cast tanaxi, a 3rd-year spell, but also succeed on a Dexterity check to outmanoeuvre the chess piece.
Josephine casts objectum mutatio on her cauldron, a very advanced spell that reshapes the cauldron into an iron throne (she was previously taught it by Snow, if questioned). She adheres her Queen chess piece to the throne. It tries to resist, then decides that it likes sitting on the throne and relaxes. Josephine raises her hand to let Professor Lupin know that she has finished.
"Well done, Miss Juniper."
"Excuse me, Professor Lupin, tanaxi is a spell that only affects objects. If it affects a figgefoog, does that mean that figgefoogs are objects?"
Lupin nods, impressed. "That's right, they're not considered to be humans like you or me."
Josephine hops up in excitement. "If that's the case, then a spell like colormutatio would change a figgefoog's colour, right?"
Lupin shrugs. "I suppose that would be the case --"
"COLORMUTATIO!" shouts Josephine, pointing her wand at random students around her. They shield their eyes from a flash of rainbow light that quickly fizzles out. "Colormutatio! Come on, we can find figgefoogs this way! Colormutatio!"
The class erupts into chaos. Jemini, Romeo, and Gonzo immediately join in, casting colormutatio in all directions, not even aiming where they're blasting. Chess pieces turn red, purple, green -- desks become yellow, orange, white -- wizard hats change to blue, pink, magenta -- Lupin casts silencio but it backfires in the confusion and his own voice is silenced instead -- he loses control of the class --
A Ravenclaw boy dashes for the door, but Josephine spots him and casts tanaxi. His hand sticks to a desk. He tries to drag the desk along with him, but she casts tanaxi on his feet and adheres him to the floor. Just to be sure, she casts colormutatio and turns him red.
"I guess I've caught you ... RED HANDED AAAAA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA!!!"
Class is cancelled. Lupin drags the Ravenclaw boy, Quirius Quilt, to Dumbledore's office. As Quilt tries to resist, he smears red paint all over Lupin's coat.
Students can add tanaxi to their list of spells known. If they already know tanaxi, they can add any 1st-year spell of their choice instead.
It's very possible that the players will come to the same conclusions that Josephine has come to. Let them take the spotlight instead of Josephine if they figure it out.
9: Figgefoog Hunt
At night, in each of the house common rooms, Josephine and her lackeys attempt to convince the group to join them in hunting down the other eleven figgefoog students.
Gryffindor (Romeo)
"These students didn't get their letter. They're not even real people. They're eating our food, joining our classes, taking our magic, all without earning a single thing they have. They're a bunch of paintings that think they're entitled to things they don't deserve. We need to get rid of them."
Hufflepuff (Gonzo)
"Romeo says I'm a big help in finding those figgefoogs! I like being a big help and he seems like he knows what he's doing. Don't you think we should help?"
Ravenclaw (Jemini)
"Listen, Josephine's got her mind set on this, and there's nothing we can do to sway her otherwise, so we might as well be on her side for this, wouldn't you agree?"
Slytherin (Josephine)
"If we can find these figgefoogs, we'll be heroes, you get me? Heroes! We could ride that wave of popularity as far as it will take us! Who cares if we drink a few potions we're not supposed to drink or stay out after hours practicing spells way above our year level? We found the figgefoogs! They won't be able to take that away from us! Are you in, or are you in?"
Main Goal
Regardless of whether the group is with Josephine or against her, the most useful thing the group can be doing is finding out the names of the twelve figgefoog students. Knowing their names will either help the school narrow down who is and isn't a figgefoog, or it will give the group a head start in finding the figgefoog students and giving them protection.
The Mausoleum
The plaques where the students' names were written have been wiped clean. A successful Intelligence check can identify that the names were erased with the spell noink and that the spell aparecium or a revealer (a magical eraser) can reveal the words that have been hidden.
Quarius Quilt has already been returned to his painting. He sits on a tire swing, looking forlorn. He refuses to speak.
Learning Aparecium
The students can ask Professor Flitwick, the charms teacher, to teach them how to cast aparecium, but he will refuse as it's meant to be a 2nd-year spell. He assures them they'll learn it next year, not to worry. If they've accidentally hidden important notes with noink, they can always borrow a revealer from the library.
The students can also ask Snow if she'll teach them an advanced spell. She'll just say she doesn't know that spell as she never found it useful. Go ask someone else or come to her with a more exciting request.
Obtaining a Revealer
The librarian, Irma Prince, is a stern middle-aged woman with enormous spectacles and a hat adorned with black swan feathers. She regretfully informs the group that all of her revealers have been signed out by Miss Jemini Juniper.
Jemini refuses to lend her revealers to the party or explain why she has so many. In actual fact, she doesn't have any of them; Snow made her sign them all out and then vanished them all with evanesco.
Secretly, Snow is using Jemini to further her schemes.
Lupin
Remus Lupin can be found in his office and may agree to teach the students aparecium if he's convinced that it will help bring the figgefoogs in. He feels somewhat responsible for the danger the students are in as the werewolf figgefoog is in fact his own portrait that Snow brought to life. There's a copy of Lupin running around.
In fact, there is a chance that the students will run into the figgefoog copy of Lupin instead of the real one. The copy looks much younger and handsomer, with a much less scruffy beard. A successful Perception check will identify that Lupin's lesson schedule on the board says that he should be in class now, and also all of his lesson plans and books are smeared with paint.
Figgefoog Lupin will cast relashio to stun the group with a glob of paint and then make his escape.
Dumbledore will be very interested in the presence of a figgefoog Lupin running around. If this is brought to his attention, he'll reward the students with a revealer.
Other Methods
The students can talk to Dumbledore to get a copy of the student records. Dumbledore will search through the archives, but it seems that someone has gotten to them first and expunged the names of the twelve students (this was Snow, who snuck into the archives while Dumbledore was delivering his speech at the feast a few weeks back). He has a revealer lying around and might give it to the students, instructing them to report back with the names once they are done. If the plight of the figgefoog students is explained to him, he might be sympathetic but still insist that they are tracked down and captured.
Hagrid might also know the names of the students that he set free, but he says that he can't remember. There were twelve of them and he's always had trouble remembering names. If pestered or persuaded, he might reveal that Snow Sterling is a figgefoog, but that's all. He remembers her name because she's been very helpful as his assistant and he thinks she has a lot of promise as a wizard. She's great with younger students and always seems to bring out the best in everyone in terms of magical ability.
The group can also interrogate the Fat Lady in the house-elf common room, who sighs and says they already know Huntley and Breeny, and she knows about Snow Sterling, but can't remember the names of the rest of them. She says that one house-elf, Nesbitt, might agree to reveal the plaques if you ask him nicely and bribe him with some food. Nesbitt can cast aparecium and will do so for a slice of pie from dinner.
List of Names
When the party enters the mausoleum, they find that quite a few figgefoogs have already returned to their portraits. There's only about four or five remaining. The teachers must have been very effective in weeding out any students that weren't supposed to be there.
Standing next to the portraits of their friends are Breeny and Huntley, who lay their hands on the paintings in sombre solidarity for those who have already been caught.
"I'm sorry," says Breeny. "I'll try to stay out as long as possible. Maybe they'll come around. It was good while it lasted, though, wasn't it ... ?"
Neither Breeny nor Huntley will stop the party from recovering the list of names from the plaques, but they will be very sad about it. The names can be found in the Key NPCs section at the beginning of the chapter.
Once the names have been recovered, the group hears Josephine and her posse approaching. If they sought the services of Nesbitt the house-elf, he immediately apparates away, not wanting any trouble.
Josephine's cackle of triumph pierces through the stale air. "I knew you were holding out on me, Jemini! Of course you still had a revealer tucked away somewhere."
Josephine, Jemini, Romeo, and Gonzo appear at the entrance to the mausoleum, silhouetted by the glaring evening sun through the trees. They take a few steps into the mausoleum, and, when their eyes adjust, spot you reading the freshly-revealed plaques at the back.
"Oi!" she says, pointing at Breeny and Huntley. "These two are figgefoogs, aren't they? We gotta hand em over to Dumbledore!"
There are two options for the group. They can either join Josephine and her posse and attempt to apprehend Breeny and Huntley, or the group can defend Breeny and Huntley against Josephine and her posse.
Fighting Breeny and Huntley
A Quick Draw check determines who gets the drop on whom in the duel. Being first year students, they only know a few spells. They're outnumbered and outmatched, but they try to defend themselves anyway. They cast petrificus totalus, which traps the victim in a magical picture frame for the duration in addition to its regular effects. They use the sarcophagi as cover and attempt to make a break for the exit.
If the dementor escaped earlier, it returns here and attempts to suck the soul from Breeny. Finding no soul to suck, it moves on to the humans. The group will need to use expecto patronum that they learned from Snow in order to drive the dementor back.
While the group fights the dementor, Breeny and Huntley take the opportunity to escape. The party can stop them by first succeeding on a Perception check to notice them escaping then stop them with locomotor mortis, tanaxi, a Brawn check to tackle them, or any other method the party can come up with. The two figgefoogs and the list of names can then be brought to Dumbledore for praise and adoration.
Fighting Josephine and Her Posse
A Quick Draw check determines who gets the drop on whom in the duel. Breeny and Huntley attempt to escape while the group fights Josephine, Jemini, Romeo, and Gonzo. Like in the other option, a dementor arrives shortly into the duel and forces everyone to work together momentarily to ward it off.
- Josephine is a cunning manipulator who has practiced a few higher-level spells. She will taunt her opponents into casting a jinx, hex, or curse, which she will attempt to reflect back at them with protego. If cornered, she'll cast serpensortia and modify it with oppugno to set a snake on her enemy.
- Jemini is a very timid fighter. She's not confident in her own ability to pick appropriate spells, so she'll just copy what other people do. She has a bit of a crush on Romeo so she'll probably copy whatever he casts, i.e. casting locomotor on a sarcophagus lid and trying to ram her opponent with it. If that doesn't work, she'll cast petrificus totalus if Romeo has cast it. Otherwise she'll just copy whatever her opponent picks.
- Romeo is very competitive, so he'll pick the character he thinks is the biggest threat and take them out first. He'll cast locomotor on his bludger and use it to try to bash his opponent into submission. If that doesn't work, he'll cast petrificus totalus in an attempt to dominate them completely.
- Gonzo, oddly enough, is probably the most dangerous duelist of the group. He can make a Dexterity check to quickly transform into a toad and hide, or to avoid a spell being cast at him. From his hiding place he can transform back to his human form and then cast furnunculus to throw off his opponents and allow his friends to gain the upper hand. If Romeo's bludger is in a good spot, he'll also cast accio, hoping that it will hit someone on its way to him, then toss it back to Romeo for another use.
After the dementor is warded off, or when one side wins, everyone takes a moment to calm down. They're all first year students, so there's no real chance of anyone getting seriously hurt aside from their pride.
If Josephine and her posse win, Josephine demands that the party stays out of her way. She goes to grab Breeny and Huntley, but the two figgefoogs have escaped. She growls and says that next time she won't be so merciful. She leaves in a huff.
If Josephine and her posse are defeated, Josephine admits that maybe it was a bad idea to antagonise you guys so much considering that you all seem to be expert duelists. She says she'll stop with her personal witch hunt if everyone collectively agrees not to let the teachers know that they were fighting. She can't promise that Dumbledore and the other teachers won't be hunting for the figgefoogs, but she's not gonna do any more of it herself.
10: Exams
It's getting late into the school year, and the air grows hot and humid as spring begins to turn to summer. We're now all the way to exams season. Over the next few weeks as everyone studies, almost all of the figgefoog students are caught, and many more monsters are successfully destroyed by Lupin. Hagrid knows how to return the figgefoogs to their paintings, but often a monster is too dangerous and needs to be exploded instead.
Every so often, you'll be walking down the halls and see a conspicuous globule of paint that seems to have burst against the walls. Occasionally, you'll even see Lupin, Snape, or Flitwick blowing smoke off the tip of their wands. Many students question who the hell was painting so many pictures of monsters, until someone else points out that Hogwarts has a massive catalogue of magical creatures, most of whom have detailed illustrations to help students learn about them.
As exam season draws near, you start to see less and less of the figgefoogs around. The teachers have done a good job hunting them down, as well as hiding away portraits from whatever wizard has been summoning them. The fact that the hiding place hasn't been revealed suggests that the culprit is a student and not a teacher.
It's time for exams. Each character must complete an exam for every class that they participated in throughout the adventure so far. Unless otherwise noted, all of the exams occur in the same room, roughly simultaneously.
Potions
The students must produce a perfect Pepperup Potion, requiring a successful Intelligence check. The check is made complicated by the fact that the cauldron is a figgefoog and will melt into a puddle of paint when fire seeds are added.
Charms
The students must accio a specific Wizard's Chess piece while they engage in bloody warfare with each other. It requires a Dexterity check when their piece presents the opportunity. The check is made complicated by the fact that a figgefoog student gets caught in someone else's accio and starts knocking everything over.
Astronomy
The students must demonstrate the motion of the solar system using locomotor on a large wooden model, requiring an Intelligence check for accurate motion. The check is made complicated when a figgefoog student gets caught in the locomotor spell and starts spinning around in Saturn's place.
Care of Magical Creatures
The students must locate an invisible fairy in the exam room and capture it using any method they see fit. The task is made complicated by the fact that there are two fairies, one of which is a figgefoog.
Defence Against the Dark Arts
The students must prevent a specific Wizard's Chess piece from reaching the other side of the board by casting tanaxi with a successful Dexterity check. This check is made complicated when a werewolf bursts into the exam room.
The werewolf seems to have been triggered by the fake moon from the Astronomy solar system model.
"Hey, you!" says Professor Flitwick to the werewolf. "That's a fake moon, so therefore you should not currently be a werewolf! Unless the distinction doesn't matter considering that you are a figgefoog and thus operate through different rules than the real version of a --"
The werewolf punts Professor Flitwick across the room. Flitwick crashes down on a table like a bowling ball on a wicker basket. The werewolf takes a moment to howl at the fake model of a moon, then runs at the student currently taking her astronomy exam: Jemini Juniper.
As she falls back and cries out for help, Professor Lupin strides into the exam room, raises his wand, and shouts "CONFRINGO!" The werewolf explodes and splatters Jemini with paint. She stares at Lupin in wide-eyed shock, dripping wet with auburn brown and burnt sienna paint, then screams.
Dumbledore calls Lupin into his office. Exams are finished. Good job everyone. Go back to your dorms. If students listen in to Dumbledore's office, they might hear something about how stupid it is to cast a dangerous spell like confringo with a student so close to the target, and also how Dumbledore knows that Lupin is ... and then nothing, as Dumbledore casts ingressum on his office.
Quidditch
If any character plays quidditch, they must play for their house team to win the Quidditch Cup. Due to a perfect tie, all four house teams will be playing at the same time on the quidditch field, which has been adapted for four teams. It's extremely hot and the air is thick with swarms of insects. The rules are otherwise the same: any goal scored by your team counts as ten points (regardless of whose net, other than your own) and the golden snitch counts as 150 points. There are more quaffles and bludgers on the field than usual, but still only one golden snitch.
At least, that's what everyone thinks, because almost immediately as soon as the game starts, two golden snitches buzz onto the field, whacking into each other a few times before separating off in two directions.
Quidditch is played narratively. A character playing quidditch must make either Brawn checks (throwing quaffles, whacking bludgers, smacking other players off their brooms) or Dexterity checks (dodging bludgers, chasing the snitch) in response to the changing landscape of the game. With four teams playing at once, the emphasis should be on chaos.
Characters watching the game can cast spells from the sidelines to aid their friends, but must make Dexterity checks to keep their casting a secret or they'll be removed from the audience. They can also cheer on their team with Charisma checks.
Romeo is a particular problem in this game. As a beater, he delights in smacking important players off of their broomsticks and taking them out of the game entirely. He ignores the snitch and quaffles entirely and will lock onto specific power players, doing everything in his power to defeat them. At one point in the game, he identifies at least one member of the group as a key player and will hone in on them, showering them with bludgers and even flying in close to smack their broomstick with his stick.
To catch the golden snitch, the seeker must first make a hard Perception check to identify which snitch is real and which is a figgefoog, being unable to distinguish them on a failed check. Then, they have to make a Dexterity check to catch up to the snitch and a Brawn check to snatch it tightly. If they catch the figgefoog, it explodes into golden-flecked paint in their hands, blinding them until they cast scourgify or manage to clear the paint from their eyes.
In addition, if the figgefoog dementor is still alive, it joins the game and attempts to take the snitch for itself, seeing it as a source of positive joy and wanting to destroy it. It will attempt to suck the soul out of anyone in its way. The dementor also can't distinguish between the real snitch and the figgefoog snitch. Near the end of the game, if the dementor is still a dangerous factor, Professor Snape will fly out onto the field on his broom and personally take the dementor out, first with expecto patronum (a doe) and then with confringo once it is safely away from the students.
The winner of the game is the Quidditch Cup Champion.
After the quidditch match, students have about a week of free time before the final dinner and the winners of the House Cup are announced.
11: That's Snow Werewolf!
After being saved by Lupin from the werewolf, Jemini has become obsessed with Lupin and has traded some of her jewellery for a chocolate frog with Lupin's face in it. Any Ravenclaw characters will be able to see the exchange in the Ravenclaw common room. At each dinner feast, Jemini sits at the table alone and stares at the portrait of Lupin that she keeps in a locket. Josephine complains that all Jemini talks about these days is becoming a witch as powerful and decisive as Lupin.
Characters who succeed on a Perception check can also overhear Professor Sinistra complaining that a student seems to have made off with her large solar system model after the exams.
After dinner, Jemini looks around suspiciously, makes sure nobody is following her, and then races up to the owl roost. Characters who notice her leave can make a Dexterity check to follow her. Josephine may ask the group to help her track Jemini as her sister has been acting suspiciously lately.
The Owl Roost
Jemini travels up to the owl roost to get more lessons from Snow, whose now black hair has never returned to its original white after she was splattered with dementor paint. The owls are more docile in the heat, staying up high under the shade of the rafters. Snow teaches Jemini the spell impervious to repel liquids and heat. She also asks to see Jemini's locket and smiles when she sees that it's of Lupin.
"Oh good, I knew you'd come around to Lupin. What a hero. Now, what was that spell I taught you early in the year?"
Jemini thinks. "It was a hard one! Geminio."
Snow nods. "That's right. Let's practice, shall we? Geminio." She casts it on the portrait of Lupin, creating a copy, then hands back the original to Jemini. "See you around, kiddo." With a flash of light, Snow disappears, and Jemini is left alone in the roost.
Jemini has been secretly taking lessons from Snow for most of the year and has helped Snow hide out from the teachers hunting for the last of the figgefoog students. The party can confront her about this, but there are more pressing matters, as the group hears a dozen wolves howling at the full moon outside.
An Perception check from the owl roost can identify twelve werewolves racing towards Hagrid's hut. The first werewolf looks fairly convincing, but each subsequent werewolf looks more cartoonish and less real, and the last one is barely putting along, dripping and spraying paint everywhere, almost looking like it's melting. Each copy seems to have reduced in quality.
All of the werewolves gather on top of a hill, where Snow stands, her Slytherin cloak billowing behind her as she calls out with magical power to the werewolves. She is giving them instructions.
Jemini says, "Oh, maybe she's sending them to Hagrid. She said she was going to give Hagrid a thank you gift for safely returning her friends to their paintings."
There is a long pause as the meaning sinks in.
"Uh oh."
The group should probably hurry to Hagrid's hut. Jemini is a bit embarrassed that she believed Snow, so she'll have to be convinced with a Charisma check to come with the group.
Hagrid's Hut
As the group races through the hot night-time air towards Hagrid's hut, they hear the howls of the figgefoog werewolves approaching.
One of them, the cleanest copy, manages to get to Hagrid's hut first. It crashes right through the window and you all hear shouting, growling, screaming, and crashing from within. A blast of light and the werewolf is thrown out the same window it came in, dissolving into paint as it slides into the dirt.
You open Hagrid's door and he's collapsed in the corner of his hut, splinters of a collapsed table all around him, his umbrella pointed straight at your face with fire simmering at the tip. When he sees it's you, he sighs in relief and slumps over. It's very strange to see such a big man look so small. He's bleeding from the arm. His coat has been torn.
He's been bitten.
"T'is a scratch," he mutters, before the pain and the venom knocks him out cold.
Eleven more howls reverberate through the night air. The full moon shines bright.
The group must defend Hagrid's home from the werewolves using all of the tricks available to them. Hagrid's home has a fireplace with a large cauldron, a kitchen, and three Draughts of Peace which a character can identify with a successful Intelligence check based on the ingredients nearby.
The werewolves attack the house a few at a time, each werewolf looking less real and more like abstract art or even a child's finger-painting.
The group can fight against the werewolves by dousing them in Draught of Peace, which soothes them as their paint gets watery and causes them to dissolve. They only have five of them, however. A clever character might cast geminio, but each copy loses the soothing property and allows the werewolves to shake off the water without being harmed.
The werewolves can be rooted in place momentarily with tanaxi, though they will be able to rip themselves free with a Brawn check. Other spells that affect objects like locomotor, muspoculum, descendo, and diffindo will also be effective against the werewolves. Their poorly-copied structure will deteriorate quickly when they are damaged enough. Incendio and aguamenti can speed up this process either by melting or watering down the paint.
The werewolves are also not nearly as strong as a real werewolf and might be able to be physically overpowered by two or more characters succeeding on Brawn checks, but letting the werewolves get close enough for that is a huge risk, as a single bite can incapacitate a character.
Once the werewolves have been dealt with, Hagrid groans in pain. He needs to see the school nurse. Episkey will help with his wound but it's too big to be fully healed by that spell. He is so big that he requires the entire group to work together to move him, unless they come up with something clever like rolling him onto the collapsed table and then casting wingardium leviosa or locomotor on the table.
When you step outside the cottage, the first thing you notice is that the ground is slippery with wet paint from all of the figgefoog werewolves you've dissolved. The second thing you notice is a witch floating in the air, framed by a dark canopy and lit only by the light of the full moon.
It's Snow. She snarls like a cornered fox.
"Hagrid is the only one who can imprison me again. A fate worse than death. All this potential, wasting away in a painted frame. Mark my words: I will die before I go back."
A Duel With Snow
Snow duels the group in the barren summer fields around Hagrid's hut. There's cover within the hut as well as behind large rocks, hay bales, bushes, and some tall thin trees.
Snow knows that she will be outnumbered, so she has made special preparations for her duel. She has cast volatus on herself so that she can fly and geminio to create a copy of herself that is currently sneaking up on the group from behind. The group will have to fight two flying Snows at the same time. While fighting, they can also simultaneously attempt to reason with her, as below.
Snow takes advantage of having two of herself by casting evanesco and appareo to blink herself in and out of existence. This is her defensive option. She'll need to succeed on a Quick Draw check to quickly vanish and re-summon herself to avoid enemy spells, which she can also use to quickly disorient her enemies and get the drop on them.
Offensively, she uses aguamenti (summoning paint instead of water) combined with oppugno, creating fragile paint monsters that take the form of vicious winter foxes. She also blinds her opponents with a burst of paint using nitor, as well as painfully trapping her opponents in an illusory frame of a painting with crucio to remind them of what she is trying to escape.
If present, Jemini can protect other characters from Snow's paint effects with impervious and may garner the courage to cast confringo on Snow when Snow has been sufficiently weakened by the party, blowing her into smithereens.
An Argument With Snow
The group can attempt to convince Snow to back down (and even simultaneously pursue this line of attack while fighting her through more traditional means). They will need to bring up the following arguments and succeed on a Hard Charisma check. Instead of a test of wizarding skill like the duel, this is a test to see how well the players have picked up on the central themes of the character of Snow.
- Hagrid saw potential in Snow where nobody else did. Without Hagrid, she would have fallen through the cracks and been forgotten.
- Snow's actions have sabotaged the acceptance of her and other figgefoogs among the Hogwarts faculty and students. It's possible to solve her problems without violence.
- Snow has made a difference to the group by teaching them powerful spells and making them better wizards. She is a good mentor who sees the best in people. The world would be worse without her.
Each of these arguments will increase the result of their Charisma check by 1. On a success, Snow will agree to back down. She merges with her copy and heals Hagrid's wounds with flagrante injurium and remedium (you can't be cursed by a figgefoog werewolf, but it will still make you very sick). Hagrid, after taking a few minutes to recover, accompanies her back to the mausoleum where he returns her to her portrait with the other figgefoogs.
12: Graduation
The year at Hogwarts comes to a close. For the graduation ceremonies, the entire school gathers together in the Great Hall for a feast and for closing speeches.
Have the group each describe what food their character will eat at the feast (individualised for every student). While they eat, their exam results are provided.
Exam Results
The GM decides the results based on how each character performed in their exams, summarising with a "pass" or a "fail" for each subject. Most subjects should be a "pass" unless there was a major screw-up in the exam.
Quidditch Cup
The Quidditch Cup is presented to the house table that won the final. Each of their goblets are transfigured into miniature copies of the Quidditch cup and are filled with grape juice, which some older students secretly transfigure into wine.
House Cup
The House Cup is awarded to the house of the player that the GM thought did the best job roleplaying during the game. The GM is encouraged to describe specific instances that they thought the player did a good job with.
Alternatively, the players can each present an argument for why they believe that their actions in the game best demonstrate the values of their house. The GM then selects the character of the player who made the most convincing argument, and that character's house wins the House Cup.
Dumbledore's Speech
"We began this year with bright eyes, and we finished through chaos and hardship, but we finished nonetheless. Another crisis at Hogwarts has once again been dealt with through the swift action of its teachers and students, and here we all sit, safe and sound, eating and drinking and enjoying each other's company. Such is the way of life in the wizarding world. Our troubles with the figgefoogs began early in the year with paintings of blast-ended skrewts and boggarts coming to life and terrorising our youngest and most vulnerable. It came to light that a wizard was creating these figgefoog monsters to sow distrust and chaos among us, but instead, we banded together, discovered the culprit, and defeated them. Each of us played a part. Josephine Juniper, a first year student, worked together with her friends to identify and capture the greatest number of figgefoogs of anyone, student or teacher, in the entire school. Professor Lupin and Professor Snape faced down terrible monsters armed with nothing but their resolve. Professor Sinistra and Professor McGonagall's expert ability to hide our most dangerous paintings prevented the worst of catastrophes. And Rubeus Hagrid, kind of heart, led the charge for a peaceful end to hostilities. I would like everyone to give them, and yourselves, a round of applause."
Outcomes for the Figgefoogs
Dumbledore asks to speak with the group privately after the feast. He calls them into his office and sits them down on a big comfy sofa. His pet phoenix, Fawkes, observes them with interest, letting out a squawk now and then. Dumbledore casts ingressum to protect against eavesdroppers.
"Now then. I am told that you had a large part in the resolution of our little figgefoog problem. The painting of the Slytherin girl, Snow Sterling, she was responsible for the summoning of the monsters and the attack on Rubeus Hagrid, am I correct? Good. Thank you for your swift action. Although I cannot publically condone how you put yourselves in so much danger, I can privately tell you how proud I am of you. You exemplify the finest traits that I have ever hoped to foster in Hogwarts students. With this in mind, I think it would be respectful to consult with you before I make a decision on the matter of the figgefoogs. What do you believe should be done with them?"
The group can suggest to Dumbledore what they want to happen to the figgefoogs. It's entirely up to the players. Perhaps they want all the paintings destroyed so that it can never happen again. Perhaps they wish for the figgefoogs to be allowed to venture out of their paintings once in a while and join classes. After all, aren't there ghost teachers? Why not figgefoog students?
The group can also choose to defer to Dumbledore instead. Dumbledore will declare that the figgefoogs shall remain in their paintings as they always have.
One way of secretly going behind Dumbledore's back on this and allowing the figgefoog students to be part of Hogwarts is for copies to made with geminio. While a figgefoog is participating at Hogwarts, their copy takes their place in the painting. No more shall their existence be discovered by the presence of an empty portrait.
Final Goodbyes
The Hogwarts Express takes them home. Each character has a chance to say goodbye to everyone else as they all head off from Platform 9 and 3/4. The year is finally over, but their adventures have only begun.
Summer Break
Each major character in the story has their own small epilogue. The players are encouraged to think about their own epilogues while listening to the others.
- Hagrid keeps his job as the groundskeeper and teacher of Care of Magical Creatures. Many teachers like Professor Snape correctly deduced that Hagrid had a lot to do with the figgefoog incidents, but they know that Hagrid is a personal friend of Dumbledore and probably won't face any longterm punishment. They resent him a little for it.
- Lupin was confronted by Dumbledore, who figured out that Lupin was a werewolf around exam season. Although Dumbledore is sympathetic to Lupin's curse, he knows that having a teacher transform into an uncontrollable monster with a highly contagious affliction once per month is a very bad idea. Lupin will not be returning to Hogwarts next year, prompting many to suspect him (falsely) of having something to do with the figgefoog incident.
- Josephine has poured herself into studies of how to protect herself from magical effects. She spends all summer forcing Jemini to attempt to cast jinxes, hexes, and curses on her, which she then practices reflecting with protego. Jemini has gained the confidence to occasionally say no to these sessions, but she has resigned herself to the fact that her sister's resolve will always be much greater than hers.
- Romeo and Gonzo join a quidditch camp over the summer. While Romeo continues to hone his aggression as a beater, Gonzo realizes that he also has a talent for it. Realizing that he now has a rival, Romeo has vowed to bring Gonzo down and never let him play as a beater for any Hogwarts team for as long as Romeo can influence him. Gonzo has no idea that Romeo feels so strongly about this and just enjoys whacking bludgers with a bat.
- If Breeny is allowed out of her painting as a figgefoog after the events of the year, she spends most of her time with the house-elves, who teach her a few tricks for casting spells without a wand. She takes a particular liking to allucinatio which makes her invisible, where she can watch people without them getting creeped out.
- If Huntley is allowed out of his painting as a figgefoog after the events of the year, he spends the summer cooking gourmet meals and practicing potions. With Hagrid's help, he gets pretty good at brewing Draughts of Peace.
- If Snow is still alive and is allowed out of her painting as a figgefoog after the events of the year, she works together with Hagrid to run a small summer class for squibs, teaching them how to brew potions and use magic items. For once in her life, she is satisfied.
Each of the players should then present their own epilogue for their character, describing what they get up to over the summer and how the events of the year have affected them. When all of the players have had a chance to deliver their epilogues, the session is finished and the sample adventure The Empty Portraits draws to a close.