HOGWARTS
(player version)
An Unofficial Harry Potter Tabletop RPG
written by /u/gaylordqueen69
Table of Contents
Introduction
- System (pg. 4)
- Setting (pg. 4)
Character Creation
- Step by Step Guide (pg. 5)
- Quirks (pg. 7)
- Abilities (pg. 9)
- Talents (pg. 9)
- Supplies (pg. 10)
- Houses (pg. 11)
- Spells (pg. 11)
- Year of Entry (pg. 11)
- Character Progression Tables (pg. 12)
Magic
- Rules (pg. 13)
- Spells (pg. 14)
- Variant Spell Rules (pg. 22)
- Potions (pg. 22)
- Objects of Power (pg. 23)
Threats
- Rules (pg. 26)
- Generic NPCs (pg. 26)
- Named NPCs (pg. 35)
- Monsters (pg. 39)
A Year at Hogwarts
- Carpe Exforaminis (pg. 46)
- Year Map (pg. 46)
- Sample Adventure: The Empty Portraits (pg. 47)
Character Sheet
- Character Sheet (pg. 66)
Alphabetical Spell List
- accio, charm 1 (pg. 14)
- aguamenti, transfiguration 1 (pg. 14)
- allucinatio, charm 3 (pg. 17)
- alohomora, charm 1 (pg. 14)
- anapneo, healin 1 (pg. 14)
- animutatio, transfiguration 3 (pg. 17)
- antiapparate, counter-spell 3 (pg. 17)
- aparecium, counter-spell 2 (pg. 15)
- appareo, counter-spell 3 (pg. 17)
- avada kedavra, restricted curse (pg. 21)
- avis, transfiguration 2 (pg. 15)
- avolara pituita, hex 3 (pg. 17)
- colloportus, charm 1 (pg. 14)
- colormutatio, transfiguration (pg. 14)
- confringo, curse 5 (pg. 20)
- confundo, jinx 2 (pg. 15)
- conjunctivitus, curse 3 (pg. 17)
- consulus tempus, charm 5 (pg. 20)
- crescerossa, healing 3 (pg. 17)
- crucio, restricted curse (pg. 21)
- custodicelium inimecus, charm 4 (pg. 19)
- defodio, jinx 5 (pg. 20)
- deletrious, counter-spell 3 (pg. 17)
- densaugeo, hex 3 (pg. 17)
- deprimo, hex 5 (pg. 20)
- descendo, charm 1 (pg. 14)
- diffindo, charm 1 (pg. 14)
- duro homenum, curse 5 (pg. 20)
- duro, transfiguration 4 (pg. 19)
- engorgio, transfiguration 2 (pg. 15)
- episkey, healing 1 (pg. 14)
- erecto, transfiguration 5 (pg. 20)
- eruptum, charm 2 (pg. 15)
- evanesco, charm 3 (pg. 17)
- exemplum contentio, charm 3 (pg. 17)
- expecto patronum, charm 3 (pg. 18)
- expelliarmus, counter-spell 2 (pg. 15)
- expulso, curse 2 (pg. 16)
- ferula, healing 2 (pg. 16)
- fidelio, restricted charm (pg. 21)
- fiendfyre, restricted transfiguration (pg. 21)
- finite incantatum, counter-spell 4 (pg. 19)
- flagrante injurium, healing 4 (pg. 19)
- flagrante, curse 4 (pg. 19)
- flagrate, charm 3 (pg. 18)
- frigoriflam, charm 2 (pg. 16)
- furnunculus, curse 1 (pg. 14)
- geminio, transfiguration 5 (pg. 20)
- glisseo, charm 4 (pg. 19)
- homenum revelio, charm 4 (pg. 19)
- impedimenta forte, curse 4 (pg. 19)
- impedimenta, jinx 3 (pg. 18)
- imperio, restricted curse (pg. 19)
- impervious, charm 3 (pg. 18)
- incarcerous, hex 3 (pg. 18)
- incendio, transfiguration 1 (pg. 14)
- ingressum, charm 3 (pg. 18)
- iterumimplus, charm 4 (pg. 19)
- jusjurandum perpetuus, restricted charm (pg. 21)
- legilimens, curse 5 (pg. 21)
- levicorpus, restricted hex (pg. 22)
- liberacorpus, counter-spell 3 (pg. 18)
- limax vomite, hex 2 (pg. 16)
- lingua vinculum, curse 4 (pg. 19)
- locomotor mortis, hex 1 (pg. 14)
- locomotor, charm 1 (pg. 14)
- lumos, charm 1 (pg. 14)
- mobilicorpus, hex 2 (pg. 16)
- morsmordre, restricted curse (pg. 22)
- muffliato, restricted hex (pg. 22)
- muspoculum, transfiguration 1 (pg. 14)
- necromancum, restricted healing (pg. 22)
- nitor, jinx 4 (pg. 20)
- noink, charm 1 (pg. 15)
- nox, counter-spell 1 (pg. 15)
- objectum mutatio, transfiguration 2 (pg. 16)
- obliviate, curse 2 (pg. 16)
- occlumens, counter-spell 5 (pg. 21)
- oppugno, hex 2 (pg. 16)
- orchideous, transfiguration 3 (pg. 18)
- pack, charm 1 (pg. 15)
- perpendiculum, jinx 2 (pg. 16)
- petrificus totalus, curse 1 (pg. 15)
- piertotum locomotor, charm 4 (pg. 20)
- point me, charm 1 (pg. 15)
- portus, charm 4 (pg. 20)
- prior incantato, counter-spell 5 (pg. 21)
- protego, counter-spell 2 (pg. 16)
- protero, charm 2 (pg. 16)
- quaff, jinx 1 (pg. 15)
- quietus, counter-spell 1 (pg. 15)
- reducio, counter-spell 2 (pg. 16)
- reducto, curse 4 (pg. 20)
- regularis figura, counter-spell 2 (pg. 16)
- relashio, hex 4 (pg. 20)
- remedium, healing 3 (pg. 18)
- rennervate, counter-spell 2 (pg. 16)
- reparo, charm 1 (pg. 15)
- repello muggletum, charm 5 (pg. 21)
- respirabulla, charm 3 (pg. 18)
- revivify, healing 5 (pg. 21)
- rictumsempra, jinx 2 (pg. 16)
- riddikulus, charm 3 (pg. 18)
- sanamente, healing 4 (pg. 20)
- scourgify, charm 3 (pg. 18)
- sectumsempra, restricted curse (pg. 22)
- sensamagna, charm 5 (pg. 21)
- sentis incommodum, hex 3 (pg. 18)
- serpensortia, transfiguration 2 (pg. 17)
- silencio, charm 2 (pg. 17)
- sonorus, charm 1 (pg. 15)
- specialus revelio, counter-spell 4 (pg. 20)
- squibify, restricted counter-spell (pg. 22)
- stupefy, hex 3 (pg. 18)
- taboo, restricted charm (pg. 22)
- tarantellegra, jinx 2 (pg. 17)
- tenaxi, charm 3 (pg. 19)
- videodolum, counter-spell 3 (pg. 19)
- volatus, charm 3 (pg. 19)
- wingardium leviosa, charm 1 (pg. 15)
Introduction
System
This unofficial Harry Potter tabletop roleplaying game is adapted from the Genesys system. The game world is run by a GM who controls all of the non-player characters and guides the story. The group might consist of 3 or 4 players controlling characters. The characters are students at Hogwarts.
To play this game, you'll need a set of Genesys dice. You can acquire these dice from your local game store.
Die | Sides | Colour | Potency | Description |
---|---|---|---|---|
Proficiency | 12 | Yellow | Extremely Good | A player character takes advantage of their talents and training to gain a significant advantage. |
Ability | 8 | Green | Good | A player attempts to overcome a threat. |
Boost | 6 | Blue | Somewhat Good | A contextual bonus arises. |
Setback | 6 | Black | Somewhat Bad | A contextual limitation arises. |
Difficulty | 8 | Purple | Bad | A threat poses an obstacle to success. |
Challenge | 12 | Red | Extremely Bad | A threat takes advantage of special circumstances to pose a major obstacle to success. |
When something allows you to upgrade a die, you move up to the next highest die on the list (for example, moving from Boost to Ability). Likewise, downgrading a die means moving down the list. You can't upgrade a proficiency die nor downgrade a challenge die.
Making a Check
Whenever a player character must complete a task that has a chance of failure or negative consequence, they must make a check. Usually, this means rolling ability dice contested by difficulty dice.
A check could be a feat of strength, a duel, a struggle to remember important information, a literal test, et cetera. Anything that has a chance of failure.
The dice compete on the number of successes and failures shown on the face of the dice. If the number of failures matches or exceeds the number of successes, you fail. Otherwise, you succeed.
In addition, the dice also compete on advantages and disadvantages. An excess of advantages means a positive effect (even if you fail) whereas an excess of disadvantages means a negative effect (even if you succeed). The GM and player can negotiate on what side effects occur, but the decision is ultimately up to the GM.
Proficiency and challenge dice have "super success" and "super failure", respectively, which overrule all other successes and failures and constitute a major victory or crushing defeat. These cancel each other out.
As an example of a check, a student might be taking a pop quiz in potions class. They roll 2 successes, 2 failures, 1 advantage, and 0 disadvantages. This means they fail the quiz, but in doing so they might realize that one question accidentally provides the answer to a puzzle they've been struggling with in divination class.
Embrace serendipity, and embrace complication.
How Many Dice Do I Roll?
When you create a character, the dice you roll in a check are initially determined by your ability scores. You roll a number of ability dice based on your ability score.
For example, if you have a score of 3 in Brawn, and you must make a check that relies on your brawn, you roll 3 ability dice.
You can upgrade these dice into proficiency dice if you have ranks in a talent. For each talent rank, you upgrade one ability die into one proficiency die.
For example, if you have a score of 3 in Brawn, and you have 2 ranks in the Sport talent, when making a check to chuck a quaffle really far, you roll 1 ability die and 2 proficiency dice.
How Many Dice Roll Against Me?
An easy check might have one difficulty die. A regular check might have two difficulty dice. A hard check might have three difficulty dice. The GM decides how hard the check is.
Contextual bonuses (boosts) or limitations (might arise due to the nature of the check. The GM decides when these are applied. For example, the GM might add a setback die to the pop quiz due to the fact that the student did not have time to prepare. Additionally, the GM might upgrade a difficulty die to a challenge die if the threat is significant enough -- for example, if the teacher hates the student and specifically designed the test for them to fail. An already difficult test (3 difficulty dice) could turn into a serious challenge (2 difficulty dice and 1 challenge die) or worse.
In addition, non-player characters using the same types of skills and talents as player characters use difficulty dice and challenge dice instead of ability dice and proficiency dice, respectively.
Setting
It's Harry Potter! You grew up with this stuff! You know the setting! Go wild! Ha ha!
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. 6-7)
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. 8)
Put 1 in each ability score to start.
To increase them, you have a pool of 9 points. Increasing a score from 1 to 2 uses up 2 points, and increasing a score from 2 to 3 uses up 3 points, and so on. Your maximum ability score is 3, and increases at later years.
For example, with all scores starting at 1, increasing your Intelligence to 3 takes 5 points, increasing your Brawn to 2 takes 2 points, and increasing your Perception to 2 takes 2 points, for a total of 9 points spent.
You can save unspent points for later. Mark them on your sheet.
Talent Ranks (pgs. 8-9)
Choose a number of talents to increase to rank 1 based on your ability score.
For example, if your Intelligence is 3, you choose three Intelligence talents. If your Perception is 2, you choose two Perception talents. If your Dexterity is 1, you choose one Dexterity talent. Each talent is increased to rank 1.
Supplies (pg. 9)
Write down your character’s basic supplies (textbooks, cauldron, cloak, hat).
Pet (pg. 9)
Choose a pet for your character, then choose a talent associated with that pet that you don’t already have and add it to your sheet at Rank 1. If you already have both of the talents, you can pick any talent you want.
Wand (pgs. 9-10)
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).
Wandless Magic (pg. 10, 13-21)
Choose a 1st-Year spell and add it to your Wandless Magic box. You don’t need a wand to cast this spell, and you don’t need to say its name to cast it (though you still have to shout something).
1st-Year Spells (pgs. 10, 13-21)
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.
Quirk Effect (pgs. 6-7)
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. You don’t have to worry about maximum talent rank for talents gained through your quirk, unless it could increase the talent rank above 3 (at which point you can choose to apply the ranks to other talents instead).
House (pg. 10)
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; pick one and increase that ability score by 1 for free (to a maximum of 3). If both of these abilities are already at 3, you can choose any other ability score. You also gain another rank 1 talent from the ability you increased. For example, a Gryffindor student might choose to increase their Brawn from 2 to 3, and also adds Sports to their talents at rank 1.
Further Years (pg. 11)
If you are starting your game at a year level later than 1st, consult the Character Progression Table (Cumulative) 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 (Marginal) to see what you get at each subsequent year.
Ability Scores
You get 3 more ability score points at each year after 1st. You don’t have to spend them immediately and can keep them for later.
Talent Ranks
At each year after 1st, you get three additional talent ranks. Unlike ability scores, these do not become more expensive with higher ranks. Increasing a talent from 2-3 is the same as increasing a talent from 1-2. Remember that your maximum talent rank at Year 2 is Rank 2, and your maximum at Year 3 onward is Rank 3.
If your quirks increase your ranks in a talent, you don't have to wait for later years to increase the talent rank to 3.
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. Wandless Magic
When you gain a 2nd-year, 3rd-year, and 4th-year spell for your wandless magic, you can choose from the list of spells you already know. If you do so, replace the spell with a new spell from its 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.
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. You can still pick a "forbidden" 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 benefit from talents, 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 a rank in three of the following talents of your choice: Deception, Detail, Memory, Observation, Research, Resistance, Resolve, Scripture.
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. 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 is forbidden.
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 adding a boost die to 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 can upgrade an ability die when making a check 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 4th-year spell, one 5th-year spell, and one restricted spell.
Whenever you roll a backfire die for a spell cast from this wand, the spell backfires on a blank or on an advantage.
This quirk is forbidden.
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 three ranks in the Resistance talent.
This quirk is forbidden.
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 and enticed by the power you felt when you cast it.
You know one of the three unforgivable curses (avada kedavra, crucio, or imperio) and either your Charisma or Courage scores increase by 1 at character creation.
This quirk is forbidden.
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 and you gain a rank in the Charm talent.
This quirk is forbidden.
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 benefit from talents. You can't speak. You don't remember your life as a human.
This quirk is forbidden.
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 3 ability dice when making a check that relates to your Brawn.
Your Ability Scores
As a first year student, all of your ability scores start at 1. You have a pool of 9 points you can spend to increase them.
It costs 2 points to increase a score to 2, 3 points to increase a score to 3, et cetera (this means that increasing a score from 1 to 3 costs 5 points total). You can't increase your ability scores above 3 in this way. Your quirk can increase your ability score to 3, but it can't increase it above 3, so keep this in mind when choosing where to spend your points.
Any left over points are kept for later when you complete subsequent years of schooling.
Starting at 4th year, you can increase your ability scores to a maximum of 4. Starting at 7th year, you can increase your ability scores to a maximum of 5.
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.
Talents
Each ability has four talents associated with it. Each rank in a talent allows you to upgrade one ability die into a proficiency die. For example, if you have a Brawn score of 3 and 2 ranks in Sports, you roll 1 ability die and 2 proficiency dice.
If you have more ranks in a talent than your score in the associated ability, you instead add one ability die to the check. For example, if you have a Brawn score of 1 and 3 ranks in Sports, you roll 1 proficiency die and 2 ability dice.
Your Talent Ranks
As a first year student, for each of your abilities, choose a number of talents equal to the ability score to increase by one rank.
For example, if you have a Brawn score of 2, choose two talents from Intimidation, Resistance, Strength, and Sports. You gain one rank in each of the talents you choose.
You can potentially increase your talent ranks higher in subsequent years, up to a maximum of 2 (year 2) and 3 (year 3 onward).
Brawn
- Intimidation. You use your imposing presence to intimidate others into doing what you want.
- Resistance. You ignore severe pain and press on anyway.
- Strength. You physically push, pull, or lift heavy things.
- Sports. You display natural athletic ability.
Charisma
- Charm. You sweet-talk your way into getting what you want.
- Deception. You convincingly tell a lie.
- Persuasion. You present a decent argument for your point of view.
- Public Speaking. You deliver an admirable speech or performance.
Courage
- Resolve. You maintain your composure under great stress or fear.
- Faith. You demonstrate trust, belief, and confidence in that which is otherwise uncertain.
- Inspiration. You rouse others into action through example.
- Leadership. You compel others to follow your orders.
Dexterity
- Flying. You expertly use a broomstick.
- Quick Draw. You draw your wand. In duels, this check determines who goes first.
- Skulduggery. You engage in unethical practices like picking locks or setting traps.
- Stealth. You remain quiet and unseen.
Intelligence
- Cunning. You concoct an elaborate web of lies, half-truths, and misinformation.
- Memory. You recall obscure information relevant to your situation.
- Research. You research old and eldritch knowledge.
- Scripture. You take detailed notes, sketches, diagrams, and charts.
Perception
- Alertness. You listen for hidden people and react to sudden danger. In monster encounters, this check determines who goes first.
- Detail. You carefully scan a small area for important details.
- Insight. You read a person's face to determine if they have ulterior motives.
- Observation. You watch a large area for broad impressions and key features.
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.
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 a rank in one talent through its magical connection to you.
- Bat. Flying or Intimidation
- Cat. Charm or Cunning
- Owl. Observation or Flying
- Rat. Detail or Stealth
- Toad. Observation or Resistance
You can 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.
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.
You can't increase an ability score above 3 in this way.
Gryffindor
Dressed in scarlet and gold, Gryffindor students are strong, brave, and loyal.
Your Brawn or Courage increases by 1.
Hufflepuff
Dressed in yellow and black, Hufflepuff students are trustworthy, resilient, and curious.
Your Courage or Perception increases by 1.
Ravenclaw
Dressed in blue and bronze, Ravenclaw students are wise, clever, and sharp-eyed.
Your Intelligence or Perception increases by 1.
Slytherin
Dressed in green and silver, Slytherin students are cunning, ambitious, and powerful.
Your Charisma or Dexterity increases by 1.
Spells
Known 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.
Wandless Magic
You have also been experimenting with your natural magical abilities since you were very young, and you've learned to cast one spell without the use of a wand and without any formal training.
Choose one spell from the 1st-Year list that you can cast in this way. The spell can't backfire for you, you don't require your wand to cast it, and you don't need to say the name of the spell out loud, although you still must make an obvious vocalisation.
You learn an additional wandless magic spell going into your 4th year (the spell can be up to 2nd-year level), your 6th year (up to 3rd-year level), and your 7th year (up to 4th-year level).
Year of Entry
Your group may agree to start in 2nd year or later, rather than 1st. To accommodate this choice, the following table shows what resources you have available to you at character creation. The chart tracks cumulative totals.
To clarify talent ranks, at first year, your talent ranks are determined by your ability scores. For each subsequent year, you add one rank to three different talents of your choice. You can increase your talent ranks to a maximum level equal to your year level in this way, but quirks, pets, and other effects can increase them higher.
Character Progression Table (Cumulative)
Year of Entry | Ability Score Points | Maximum Ability Score | Talent Ranks | Maximum Talent Rank | Spells Known | Wandless Magic Spells Known | Wandless Magic Max Spell Level |
---|---|---|---|---|---|---|---|
1st | 9 | 3 | Ability Score Total | 1 | 1st: 2 | 1 | 1st |
2nd | 12 | 3 | AST +3 | 2 | 1st: 5 2nd: 1 |
1 | 1st |
3rd | 15 | 3 | AST +6 | 3 | 1st: 6 2nd: 3 3rd: 1 |
1 | 1st |
4th | 18 | 4 | AST +9 | 3 | 1st: 7 2nd: 4 3rd: 3 4th: 1 |
2 | 2nd |
5th | 21 | 4 | AST +12 | 3 | 1st: 8 2nd: 5 3rd: 4 4th: 3 5th: 1 |
2 | 2nd |
6th | 24 | 4 | AST +15 | 3 | 1st: 9 2nd: 6 3rd: 5 4th: 4 5th: 2 |
3 | 3rd |
7th | 27 | 5 | AST +18 | 3 | 1st: 10 2nd: 7 3rd: 6 4th: 5 5th: 3 |
4 | 4th |
Character Progression Table (Marginal)
Year of Entry | Ability Score Points | Maximum Ability Score | Talent Ranks | Maximum Talent Rank | Spells Known | Wandless Magic Spells Known | Wandless Magic Max Spell Level |
---|---|---|---|---|---|---|---|
1st | +9 | +3 | Ability Score Total | +1 | 1st: +2 | +1 | 1st |
2nd | +3 | +3 | +1 | 1st: +3 2nd: +1 |
|||
3rd | +3 | +3 | +1 | 1st: +1 2nd: +2 3rd: +1 |
|||
4th | +3 | +1 | +3 | 1st: +1 2nd: +1 3rd: +2 4th: +1 |
+1 | 2nd | |
5th | +3 | +3 | 1st: +1 2nd: +1 3rd: +1 4th: +2 5th: +1 |
||||
6th | +3 | +3 | 1st: +1 2nd: +1 3rd: +1 4th: +1 5th: +1 |
+1 | 3rd | ||
7th | +3 | +1 | +3 | 1st: +1 2nd: +1 3rd: +1 4th: +1 5th: +1 |
+1 | 4th |
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.
The spells you know through Wandless Magic do not require an incantation, but you still must vocalise the spell with enough conviction and volume that others will know that you have cast a spell. It is more difficult to counter a spell cast in this way, but not impossible.
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.
The spells you know through Wandless Magic do not require a gesture.
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, roll a boost die. If the die comes up blank, 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, especially in the first few years of study. As you become a more experienced student of witchcraft and wizardry, you will eventually learn techniques on how to limit the number of backfires that happen when you cast lower-level spells.
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 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.
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 minute.
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 glows only for a few seconds.
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.
Noink
Charm
You permanently make invisible a short message you have written in ink.
Backfire. The words reappear after 7 days.
Nox
Counter-Spell
You extinguish the effects of lumos in a wand.
Backfire. The effects are extinguished only for a few seconds.
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. The effects last only for a few seconds.
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. The effects return after only a few seconds.
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. The flame still burns objects.
Backfire. The flame roars and spreads quickly if left unchecked.
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.
Objectum Mutatio
Transfiguration
You turn an object into another object of the same size for one hour.
Backfire. The effects last only for a few minutes.
Obliviate
Curse
You erase a human's memory of the past few minutes. Powerful wizards can extend the amount of memory that is erased.
Backfire. Your memory is erased instead.
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. The conjured objects or animals become hostile to you instead.
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. The effects return after only a few seconds.
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. The effects return after only a few seconds.
Rennervate
Counter-Spell
You awaken a human or animal that has been magically put to sleep.
Backfire. The effects return after only a few seconds.
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 Detail check.
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.
Backfire. The effects last only a few minutes.
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. The effects return after only a few seconds.
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.
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. The energy returns quickly to your wand due to insufficient positive emotion.
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. If you move, the effects end.
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 ropes are not tied very well and can be easily escaped from.
Ingressum
Charm
You prevent sounds and objects from entering or exiting a room or container for one minute.
Backfire. The effects last for only a few seconds.
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 effects last only 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 a 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.
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. The effects last for only one minute.
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.
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.
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
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 adjust the temperature of a room to your comfort 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, potentially causing it to buckle or collapse.
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.
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, wandless magic, 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 target resists the pain.
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.
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.
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.
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 wandless magic, 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 a Research or Scripture check and the identification of a potion is handled by a Memory or Scripture 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 a medium ability check.
- Rare. These potions require specialised study or training. They usually take weeks or months to brew and require success on a hard 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 two setback dice added to any check to brew it). 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 add a boost die 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 add a boost die to 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 add two boost dice to any Charisma check.
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.