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Some of you may know me from my other Quest (Rien ne va plus – A Marvel based quest you should...
Character Creation I
Location
Germany
Some of you may know me from my other Quest (Rien ne va plus – A Marvel based quest you should definitely look into), which is going to conclude Part II in the next week or so. I'll use the time skip in that story to accompany it with a real passage of time and will entertain myself (and you hopefully) with this quest. A disclaimer right from the start. My focus is on telling a good story and not an attention on a simple min-maxing, which is easy to fall into in a world full of magic and possibilities. So, lets go into this with an eye for fun and adventure, ok? Let us begin then. The first stage of the Quest: The Character Creation. Who do you want to be?


Vote 1:

This quest will start in your third year in Hogwarts. This is where you decide who you are and where you are from. Before those speculations even start, these do not choose the house you're sorted into in Hogwarts. See it as the starting base for your character instead. Think about it carefully, it will decide quite a significant part of your character and thus the Quest you'll be playing. So, which is your Country of Origin?


[ ] Spain – You've grown up on a small Mediterranean island, which is mostly hidden from Muggles. The passing by ships see only a piece of land void of any life, instead of the beautiful little town that you call home. Growing up here was peaceful, but lonely. The largest part of the population consisted of old wizards and witches in the last chapter of their life, trying to live the rest of their days in peace and under the hot sun of Spain. Your parents are as old as the rest of them, being able to procreate and raise you as their child only thanks to a multitude of potions. Growing up surrounded by people a hundred years older than you, had given you quite a different perspective on the world. You were calmer and more observational than your peers.

[ ] Morocco – Hot headed. Those would be the words you'd use to describe your family. At times you thought that your parents hated each other's guts, seeing their fights escalate to epical proportions. You'd lost the living room to flying spells and explosions more often than they'd care to admit to any outsider. But then, you saw how heartwarmingly they adored each other on other days, letting you almost forget how intense their fights could be. You grew up with an older brother, who is four years your older and is now in his last year in Hogwarts. Your relationship to him was a mirror of that of your parents, fighting to the blood when both of you had lived together all year round, only to become an inseparable mess every time he came home, after he had left for Hogwarts. Because that was when you realized: There is nothing more important to you than family.

[ ] Germany – Why your parents hadn't sent you to the Durmstrang Institute? Well, because they were rich and that was what rich people did at times, just go against the mainstream because they could. While you knew that they loved you, it had taken quite some time to understand that. You'd barely seen the two of them for more than an hour, when it wasn't some kind of political or business event. It was such a typical cliché that you'd always assumed your creation to have been merely a point on their to do list. You should be thankful nonetheless. Few people had the possibilities you'd had growing up with all resources in abundance. Maybe it hadn't been too good for your character, though. You'd grown complacent.





Vote 2:

You can distribute 11 points on your attributes. None can go higher than 3 and lower than 1 with this vote.


Attributes:
Constitution
- Your general physical condition, endurance, health, and strength.
Creativity - The ability to create innovative ideas or things using your imagination.
Intellect - The ability to think in an intelligent way and to understand difficult or complicated ideas and subjects.
Empathy - The ability to understand how someone feels because you can imagine what it is like to be them.
Luck - Success that you have by chance and not because of anything that you do.





Vote 3:

While you can't change your core subjects (Astronomy, Charms, Defense Against the Dark Arts, Herbology, History of Magic, Potions and Transfiguration); Now that you start your third year in Hogwarts, you may choose three electives or take one action less each month to take a fourth one. Classes may be changed in subsequent years:


[ ] Study of Ancient Runes - The Study of Ancient Runes is a general theoretical subject that studies ancient runic scripts. It is taught by Professor Bathsheda Babbling.
[ ] Arithmancy - Arithmancy is a branch of magic concerned with the magical properties of numbers. Arithmancy is reportedly difficult, as it requires memorizing or working with many charts. The subject is taught by Professor Septima Vector. It is separated into normal Arithmancy and Advanced Arithmancy Studies, the latter of which is taught as a NEWT-Course.
[ ] Magical Theory - A subject taught in Class 67 on the fourth floor of Hogwarts Castle. It covers magic from a purely theoretical view.
[ ] Care of Magical Creatures - Care of Magical Creatures is the class which instructs students on how to care for magical beasts. Classes are held outside the castle.
[ ] Ghoul Studies - A subject taught to learn about ghouls like poltergeists, vampires, Veela, etc. and how to defend themselves from these creatures.
[ ] Divination - Divination is the art of predicting the future. Various methods are described, including tea leaves, Fire-omens, Crystal balls, Palmistry, Cartomancy (including the reading of conventional playing cards and the tarot), astrology, and Dream interpretations. Divination is described by Professor McGonagall as "one of the most imprecise branches of magic". Supporters of the subject claim that it is an inexact science that requires innate gifts like the "Inner Eye". Those opposed claim that the subject is irrelevant and fraudulent.
[ ] Muggle Studies - A class taught by Charity Burbage which involves the study of the Muggle (non-magical) culture "from a wizarding point of view." It also includes Muggle Art and Muggle Music. The only need for witches and wizards to learn about Muggle ways and means is to ensure they can blend in with Muggles while needing to do so.
 
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Character Sheet I
Name: Jacob Marvan Basques
Age: 13, Birthday: 13th​ August
Funds: 18 Galleons 6 Sickles 5 Knuts
(1 Galleon is 17 Sickles, 1 Sickle is 29 Knuts)

A self-portrait by Jacob, late November 1993 ( Drawn by @Arthelys )

A self-portrait scribble by Jacob, early November 1993 ( Drawn by @Arthelys )

Level 6 – 196/500 XP (Total XP until level 5: 1175)
Time Echoes – 10
You can use 1 of those points to raise the probability of any roll by +5… and some other interesting things. You may or may not see.

Attributes:
Constitution
4 - Your general physical condition, endurance, health, and strength.
Creativity 5 - The ability to create innovative ideas or things using your imagination.
Intellect 7 (Locks at 8) - The ability to think in an intelligent way and to understand difficult or complicated ideas and subjects.
Empathy 3 - The ability to understand how someone feels because you can imagine what it is like to be them.
Luck 6 - Success that you have by chance and not because of anything that you do.

Core Skills
Charms
(CRT/INT)P+
Transfiguration (CRT/INT)P+
Defence Against the Dark Arts (CRT/INT) → A+

Flying
(CON/CRT)D-
Dark Arts (CRT/INT) → D-
Legilimency & Occlumency
(CRT/EMP) → P-

Other Skills
Potions
(CRT/INT) P+
Alchemy (CRT/INT) → P
Understanding of Magical Creatures
(CON/EMP)D-
Herbology (INT/EMP) → D+

Astronomy (INT) → D+
Ancient Runes (INT) → E-
Arithmancy & Magical Theory
(CRT/INT) → D+

Divination
(CRT/EMP) → T
History of Magic (INT/EMP) →
D+
Muggle Studies (INT/EMP) → T


No skill can go higher than 5 points over one of the two attributes needed for it. While your attributes may be categorized by numbers, your skills are not. Use the following overview to see the counterparts of each grade: Outstanding (O); Exceeds Expectations (E); Acceptable (A). Poor (P); Dreadful (D); Troll (T).

0 → T

1 → D--

2 → D-

3 → D

4 → D+

5 → P-

6 → P

7 → P+

8 → A-

9 → A

10 → A+

11 → E-

12 → E

13 → E+

14 → O-

15 → O

16 → O+

17 → O++

18 → S

19 → SS

20 → SSS

Outstanding (O); Exceeds Expectations (E); Acceptable (A). Fail Grades. Poor (P); Dreadful (D); Troll (T).



To get a feeling as to what the grades even mean, it is rare for a student to reach skill levels of Exceeds Expectations (E) during his school life in Hogwarts and very rare for someone to reach skill levels of Outstanding (O). It happens at times with the best students of a given subjects, but only few times in a generation for multiple subjects. Only the brightest minds reached so far beyond what is expected of them. A good absolvent moves in the range of Acceptable (A), while most never even reach that.



Constitution - CON

Creativity - CRT

Intellect - INT

Empathy - EMP

Luck – LCK
Abilities
Abilities are magical Skillsets that your character possesses. They might be mundane or rare, but cannot be trained the conventional way.

  • Pact Making I – Dark Arts. This is a dark art in its purest form; a magical binding between multiple parties. While a Pact does not force a party to comply by the word of the agreement, it does punish a breaking of the Pact. Something, that you do not understand yet, witnesses the Pact and then resides inside the involved party, only to awaken when the contract is broken or fulfilled. The consequences depend on how grave the actions against the Pact were but are always harsh in nature. One is always advised to follow the rules of a Pact. You are only able to form Pacts, when there is a bilateral agreement on its contents. You do not understand what exactly happens during the Pact, nor the circumstances surrounding it.
  • Warding Magic I – The magical art of protecting a specific place or object with a magical defense effect. This effect can be triggered by certain actions or events, such as someone attempting to enter without permission or tampering with the protected object. The strength and complexity of the ward can vary, from a simple alarm spell to a multi-layered protection that can only be breached with specific countermeasures. Warding magic can also be used to conceal objects or places, making them invisible or intangible to those who are not meant to see or touch them. It is a powerful tool for those who wish to keep their possessions and secrets safe. The skill is also used to break a ward, but it must be used with caution as breaking a ward can often have severe consequences. Lowest skill of [Transfiguration, Charm, Runes, Alchemy] is used for rolls. Dark Arts can be unlocked as an additional bonus.
  • Magic Sense II – You remember feeling the magic of your brothers. There was warmth and familiarity. Underneath your senses there had been something else, waiting to wake. Your ability is starting to take form and get more sensitive. You sense more magic than before around you; it is like a vibrant sensation that fills the surroundings.
Class Related Perks:
  • Duelling Club - +20 in training Charms, Transfiguration or DADA.
  • Hogwarts Ancient Runes Club (H. A. R. C.) - +10 in training Ancient Runes and History of Magic, +5 on Alchemy related research and training.
  • Hagrid's Friend You like to spend time with the good-natured Professor. You guys share a lot of common interests. Get a + 10 in training Constitution & Understanding of Magical Creatures related Rolls.
Personal Perks
Soft Rolls:

  • My name is Riddle II – You have developed the mind of a detective that shines brightest whenever confronted with a difficult riddle. +15 to all detective work
  • Child of the Stone – You have not been created in a natural way. Thus, you see the world differently, understand its components better than other people and know how to reorganize them and put them together. +30 to Alchemy Research projects and Building.
Combat Related:
  • I love surprises II – You are quick on your feet and have developed a vague sense for intense concentration of magic. If you walk into a trap or are surprised otherwise, you get a +10 on the next roll.
  • My brother Isaac – You have seen the wisest of men never to give up, no matter the peril. From this, you learned to be strong in times of need. In a life and death situation, get a +5 on all defence rolls.
  • Protego (Deep Understanding) – Gives a +15 to defending rolls.
  • Talaria - Allows you to step on air as if on ground; Gain a +Constitution on all combat rolls]
Traits give you no roll bonusses but are there to describe your character instead.

  • A genius awakening - You can be surrounded, ambushed or stand against insurmountable odds. Your mind stays calm no matter the situation, because deep inside you there is the lingering feeling of superiority against any opponent. You know that your potential is limitless. If you lose today, you will be stronger tomorrow.
  • I am not afraid of dying – It is not that you don't fear; you are not a Gryffindor. You feel terror and experience fear just as anyone else. But you are not afraid of dying. There is no reason to be afraid of the unavoidable. You will live your life to the fullest and answer as many of the questions that linger on your mind as you can. But when it is time… you will smile and go.
  • I decide what is possible – You do not take kindly to other people telling you what you can or can't achieve. You have proven time and time again, that the only limit you have is deciding how much you truly want something. While you will not go out and brag that you have achieved it, it does feel satisfying to prove someone wrong.
  • Wide-Eyed Seeker - Gone are the days when your curiosity was fickle, easily swayed by the next interesting object that caught your attention. Now, your dedication to learning and understanding the world around you has evolved. You are focused and driven in your pursuit of knowledge. You are as true a Ravenclaw as there is, dedicated to the pursuit of wisdom and understanding.

Fagus wood, Phoenix feather core, 12" long - The true match for a beech wand will be, if young, wise beyond his or her years, and if full-grown, rich in understanding and experience. Beech wands perform very weakly for the narrow-minded and intolerant. Phoenix feather wands are always the pickiest when it comes to potential owners, for the creature from which they are taken is one of the most independent and detached in the world. These wands are the hardest to tame and to personalize, and their allegiance is usually hard won. (Wand only available due to chosen origin. +5 to all spellcasting. If too many actions are taken that speak against the ideals of the wand, the wand will mark you unworthy and lose the bonus)



Equipment
Atlas Gift
Magical Item. You have worked an entire year on this specific item. A detailed map of incredible detail with the Hogwarts castle and its surrounding grounds, every secret passage and hidden room carefully marked and labeled. You are able to track everyone that walks the castle grounds with this map.

Ghostly GogglesMagical Item. You now have a much higher understanding about what it is to be a ghost. For a second, you walked in their shoes and looked through their eyes. They live in a spectrum of the world far different to yours, bridging between the here and the there as most of their magic has passed on and some of their soul stayed behind. You may be able to build something that did the same; give an item magic and then simulate the process the Grey Lady let you feel. Simulate the process of dying and give yourself the ability to see between the living- and the afterlife. [While wearing Ghostly Goggles; Allows you to see the spirits of the living; Gain a +5 in combat against creatures; Gain the ability to see a form of afterimages as footprints that living creatures leave behind; Gain the ability to see living things through walls; ?? when interacting with Dementors ??]

TalariaMagical Item. This specific exemplar is a set of merlot-coloured full grain leather boots. An idea that you came up with as part of your lessons with Nicolas Flamel. While you do not own a broom, it is a practical thing to conquer the sky. With these shoes you will not be able to soar and fly through the sky, but to step on it as if on ground. This will open up many new possibilities for you. [While wearing Talaria; Allows you to step on air as if on ground; Gain a +Constitution on all combat rolls]

Mermaid's BreathMagical Item. The Mermaid's Breath is a magical tool designed to allow the wearer to breathe underwater. It is comprised of six golden rings that are connected by a thin silver frame, meant to be worn on the lower lip. When worn, the rings remove all pressure from the body in the depths of the water, allowing the wearer to explore the underwater world without any discomfort or difficulty. The golden rings gleam in the sunlight, their intricate designs and patterns catching the eye and drawing the attention of those around them. The silver frame is delicate and delicate, adding a touch of elegance to the tool. Overall, the Mermaid's Breath is a beautiful and unique tool that allows its wearer to explore the underwater world with ease and grace.
Potions
  • 7 Vials of Acromantula Venom – Highly valuable and with interesting properties.
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AlohomoraCharm. The Unlocking Charm, also known as the Thief's Friend, is a charm that unlocks and opens doors and windows that are not protected by magic. It is also able to open doors locked by the Locking Spell (Colloportus).
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Colloportus – Charm. The Locking Charm.

Avifors (Deep Understanding) – Transfiguration. A transforming spell that could be used to change the target into a bird, or summon a flock of birds or occasionally a flock of bats with a vivid flash of blue light. Transforms the targeted object into a bird, which can then be used to carry a small object or message to someone. With the deep understand you have gained, it is possible for you to guide the birds with new orders, even after having cast the spell.

Draconifors (Needed for exams at the end of the year) - Transfiguration. The Draconifors Spell is a Transfiguration spell used to transform small objects into Dragons, which can then be controlled by the caster. The dragons produced from this spell are much smaller and less powerful than true dragons, and their size depends on your skills and the object from which they are transfigured - i.e. a smaller object will produce a smaller dragon, and a larger object will produce a larger dragon.

Expecto Patronum - What stops an unstoppable force? - DADA. Wand movement: a circle. The Patronus Charm, is a ancient and mysterious charm conjures a magical guardian, a projection of all your most positive feelings. The Patronus Charm is difficult, and many witches and wizards are unable to produce a full, corporeal Patronus, a guardian which generally takes the shape of the animal with whom they share the deepest affinity. You may suspect, but you will never truly know what form your Patronus will take until you succeed in conjuring. For you it takes the shape of a very familiar wolf, much larger than any wolf you would find in nature.

Expelliarmus (Needed for exams at the end of the year) - DADA. The Disarming Charm, is a defensive charm which forces the victim to release whatever they were holding at the time. It is common to see this spell used in duels, to make an opponent release their wand.

DiffindoDADA. The Severing Charm is a charm used to precisely and accurately cut something. It is taught in second year charms classes, and if used inappropriately can cause death or injury.

Felimpetu (Needed for exams at the end of the year) - Charm. The Cheering Charm is a spell which makes a person happy. When the spell is overdone, it can cause the victim to be overcome with fits of hysterical laughter.

Flipendo - Charm. Knocks over an opponent or object. This jinx is the most utilitarian of Grade 2 spell, in that it will allow the caster to 'knock back' an opponent or object and can also be used to push and activate certain magically charmed switches.

Focillo - Charm. The Warming Charm makes a small warmth from the tip of the caster's wand in a small cone. With more willpower, the heat can intensify, though never hot enough to become dangerous. Slow clockwise circles that continue while you concentrate. (Comment: That's new. Why is it a continuous movement until it builds up? What do the wand movements do?).

Glacius (Needed for exams at the end of the year) - Charm. The Freezing Spell is a freezing charm that causes air in front of the tip of the wand, to reach cold temperatures in the extreme, which in turn can extinguish fires and create ice blocks from water. The spell is capable of freezing several inches of water solid within seconds, making it durable enough to walk across without falling through or injuring themselves.

Immobulus - Charm. The binding Charm is a spell which immobilizes living targets. It can also be used to disable Muggle technology it seems.

IncendioTransfiguration. The Fire-Making Spell is a charm and a form of Conjuration, that can be used to conjure a jet of orange and red flame. Thereby this spell can be used to set things alight.

Lapifors (Deep Understanding) (Needed for exams at the end of the year) - Transfiguration. The Lapifors Spell is a transfiguration spell that can be used to transform the target into a rabbit; it works best on smaller artefacts such as statues, salamanders and cats. It may also work on humans, but it has never been tested. I tested it, Nott is very thankful that I did. Worked like a charm.

Lumos (Deep Understanding) - Charm. The Wand-Lighting Charm is a charm and a light-creation spell. It's used to illuminate the tip of the caster's wand; this light is fairly warm. You are now able to keep the spell up, while casting other spells simultaneously.
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Nox – Charm. Counterspell to Lumos

Point Me - Charm. The Four-Point Spell (Point Me) is a spell that causes the caster's wand to behave as if it were a compass and point North. Hold the wand flat in the palm of your hand and say the incantation. The wand will spin and point north. It is one of the few known incantations to be in modern English, rather than Latin or another ancient language. Note for later: How are spells created?

Protego (Deep Understanding) – DADA. Stronger version of the Shield Charm. Protego is a term applied to several varieties of charms. They create a magical barrier to deflect physical entities and spells, in order to protect a certain person or area. Conjurations may sometimes rebound directly off it back towards the caster or in other cases, may ricochet off in other directions or dissipate as soon as they hit the shield. Gives a +15 to defending rolls.

Reparo (Needed for exams at the end of the year) Charm. The Mending Charm, also known as the Repairing Charm, is a charm that can be used to seamlessly repair a broken object and works on most materials. This useful charm was invented by Orabella Nuttley, in or before 1754.

Rictusempra - Charm. The Tickling Charm, also known as the Rictusempra Charm, is a spell that causes a victim to buckle with laughter. It also has at least two other side effects on the victim…

Tarantallegra - Charm. The Dancing Feet Spell is a charm used to force another person's legs to begin dancing uncontrollably. The spell requires a clear, unobstructed view of the target to be successfully cast.

Spongify - Transfiguration. The Softening Charm is a spell that softens a target area or object, making it rubbery and bouncy.

Wingardium Leviosa - Charm. The Levitation Charm is a charm used to make objects fly or levitate. It is taught to first years at Hogwarts. There are a number of lesser variations of the Levitation Charm, such as: The Hover Charm, the Rocket Charm, and the Floating Charm, but the Levitation Charm remains the original and best.
Antidote to Uncommon Poisons (Needed for exams at the end of the year) - A potion that cures minor magical or uncommon poisons such as doxy bites. The ingredients required are fire seed, graphorn horn, billywig stings and chizpurfle carapaces. Cost for ingredients: 2 Galleons per vial.

Blue Wideye Potion – Learning the Awakening Potion gave you an idea; it is clear that some of the ingredients act as a suppressant for tiredness and sleepiness. If you tweak the recipe and try to understand how the ingredients interact with each other… you may be able to make the potion more useful. If taken, it gives you one Personal Action more per potion. Can only safely consume one dose per month. Cost for ingredients: 5 Galleons per vial +1 Vial of Acromantula Venom.

Boil Cure - The Cure for Boils is a potion which cures boils, even those produced by the Pimple Jinx. It is an elementary potion. If the potion is made successfully, there will be pink smoke rising from the cauldron. Cost for ingredients: 1 Galleon per vial.

Forgetfulness Potion - A potion which causes an unknown degree of memory loss in the drinker. The recipe for this potion can be found in Magical Drafts and Potions; its key ingredients include Lethe River Water, mistletoe berries, and Valerian sprigs. Cost for ingredients: 1 Galleon per vial.

Herbicide
- Herbicide Potion is a potion that kills or damages plants. It has a disgusting taste and is not for human consumption since it may affect the drinker's health. The recipe for this potion can be found in Magical Drafts and Potions. Cost for ingredients: 1 Galleon per vial.

Shrinking Solution
(Needed for exams at the end of the year) - Also known as a Shrinking Potion, is a potion that causes the drinker to shrink to a smaller form. It is bright green when brewed correctly and, if prepared incorrectly, it can apparently be poisonous. One practical use of this potion is in the transportation of livestock — it allows for a wizard to carry an entire herd of pigs in the pocket. Could be used to lay a trap. Cost for ingredients: 2 Galleons per vial.

Sleeping Draught
- A potion that caused the drinker to fall almost instantaneously into a deep but temporary sleep. A standard Sleeping Draught differed from the Draught of Living Death, which was much more powerful, lasting, and difficult to make. A class mate of yours described this as "simple, but powerful". Ingredients include Flobberworm Mucus, lavender, Valerian sprigs and Standard Ingredient. When brewed correctly, the potions should turn a dark purple colour. Cost for ingredients: 2 Galleons per vial.

Swelling Solution
- A potion which causes whatever it touches to swell in size; its three key ingredients (the only ingredients in it) are bat spleens, dried nettles, and puffer-fish eyes. Could be used to lay a trap. Cost for ingredients: 2 Galleons per vial.

Wideye Potion (Needed for exams at the end of the year) - Also known as the Awakening Potion, is a potion which prevents the drinker from falling asleep and could also be used to awaken someone from drugging or concussion. Gives you one extra action if taken. May come with side effects. It acts as an antidote for the Draught of Living Death. Cost for ingredients: 3 Galleons.
TalariaMagical Item. An idea that you came up with as part of your lessons with Nicolas Flamel. While you do not own a broom, it is a practical thing to conquer the sky. With these shoes you will not be able to soar and fly through the sky, but to step on it as if on ground. This will open up many new possibilities for you. [While wearing Talaria; Allows you to step on air as if on ground; Gain a +Constitution on all combat rolls] (Requires Alchemy and Ancient Runes skill of at least P), DC: 200.

Mermaid's BreathMagical Item. The Mermaid's Breath is a magical tool designed to allow the wearer to breathe underwater. It is comprised of six golden rings that are connected by a thin silver frame, meant to be worn on the lower lip. When worn, the rings remove all pressure from the body in the depths of the water, allowing the wearer to explore the underwater world without any discomfort or difficulty. The golden rings gleam in the sunlight, their intricate designs and patterns catching the eye and drawing the attention of those around them. The silver frame is delicate and delicate, adding a touch of elegance to the tool. Overall, the Mermaid's Breath is a beautiful and unique tool that allows its wearer to explore the underwater world with ease and grace, DC: 200.

Ghostly Goggles – Magical Item. Y
ou now have a much higher understanding about what it is to be a ghost. For a second, you walked in their shoes and looked through their eyes. They live in a spectrum of the world far different to yours, bridging between the here and the there as most of their magic has passed on and some of their soul stayed behind. You may be able to build something that did the same; give an item magic and then simulate the process the Grey Lady let you feel. Simulate the process of dying and give yourself the ability to see between the living- and the afterlife. [While wearing Ghostly Goggles; Allows you to see the spirits of the living; Gain a +5 in combat against creatures; Gain the ability to see a form of afterimages as footprints that living creatures leave behind; Gain the ability to see living things through walls; ?? when interacting with Dementors ??]; DC 200.

Potions (Potions needed for class are free of ingredients costs for training)

Poción Vital - Also known as a variety of the potion of vitality in the western parts of Europe, is a potion that strengthens the drinker's constitutional development. When brewed correctly it turns into a dark blue liquid. It is often prescribed to wizards after heavy injuries or prisoners after long sentences to facilitate their recovery. Raises Rolls to training Constitution by 20% when taken. Cost for ingredients: 5 Galleons per vial, DC: 75.
Alchemy

-Empty
Accio Charm. The Summoning Charm is a charm that causes a target at a distance from the caster to levitate or fly over to them. This spell needs thought behind it, the object must be clear in the casters mind, before trying to summon. This spell is one of the oldest spells known to wizarding society. DC: 75

Apparition (Basic Understanding) Charm. A spell that allows for teleportation of oneself from one location to another. This spell requires an immense amount of skill and concentration, as a misstep could result in serious injury or even death. It is also heavily regulated, as it requires a license to be able to perform Apparition. But let's be honest, you don't have a British registered wand. You know that you can do whatever you want on your vacations … no one will find out, probably. At this stage you are very loud, and your apparition needs a lot of time for concentration. You can't use this in combat or with another person yet, but you can clearly see the potential. Requires Charms Skill of A- & Constitution 4, DC: 150.

Arresto Momentum Charm. Used to decrease the velocity of a moving target; it should be noted that it can be used on multiple targets, as well as on the caster himself. Needs your concentration to keep up, which could be a hindrance to using it in a fight against multiple people if you are on your own. But this will make you also much more mobile. Requires Charms skill of A. DC: 150

Draconifors (Deep Understanding) - Transfiguration. The Draconifors Spell is a Transfiguration spell used to transform small objects into Dragons, which can then be controlled by the caster. While it will still not be independent from you and will need a lot of concentration to keep up, it is now possible to transform medium large objects into dragons. The dragons produced from this spell are much smaller and less powerful than true dragons, and their size depends on your skills and the object from which they are transfigured - i.e. a smaller object will produce a smaller dragon, and a larger object will produce a larger dragon. DC: 100.

Engorgio - Transfiguration. The Engorgement Charm, also known as Growing Charm is a charm that causes the target to swell immensely. If the caster attempts to engorge the target beyond a certain point it will violently explode. Although this spell is safe to use on animals, it is not recommended until the counter-charm (Reducio) has been perfected.

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Reducio - Transfiguration. The Shrinking Charm is a charm that enables a witch or wizard to decrease the apparent physical size of the target, both internally and externally. It also can act as the counter-spell for the Engorgement Charm, causing the Engorged object to return to its original size. There are several variations of this charm. DC: 100.

Expelliarmus (Deep Understanding) - DADA. The Disarming Charm, is a defensive spell which forces the victim to release whatever they were holding at the time. It is common to see this spell used in duels, to make an opponent release their wand. Only for those with a deep understanding is it possible to throw the enemy back at the same time. DC: 100.

Flipendo (Deep Understanding) - Charm. With an advanced understanding of this spell, you are not only limited to knock over an opponent or object anymore, but to create a mighty force push instead. This is beyond what is usually expected out of the simple jinx. DC: 100.

Incendio (Deep Understanding) – DADA. The Fire-Making Spell can be used to conjure a jet of orange and red flame. Thereby this spell can be used to set things alight. Where you would usually expect a small flame, you are able to cast out a fireball as big as a head, roaring through the air and able to cause significant damage. DC: 100.

Phinidae (Basic Understanding) – Transfiguration. Spell Creation. Turn objects into mostly living creatures. You remember a day in your childhood, when you were able to turn a lifeless clay doll into something that moved and acted like a real animal. While it had been a cause of accidental magic back then, you believe that you may be able to do it willingly as well. (Affects either medium large statues or small objects of any other kind.) (Requires Arithmancy & Magical Theory of at least P-), DC: 150.

Protego (Mastery) – DADA & Magical Theory. Behind the spell of shielding, there is an idea of defence. You are starting to see the shape of it, but it is still vague and eluding your understanding. Protego is a term applied to several varieties of charms. None of them have earned the name. This is the definitive the Shield Charm. Your shield will not be penetrated by normal means. Requires DADA of O- and Arithmancy & Magical Theory Skill of A. Gives a +50 to defending rolls and counts both DADA & Magical Theory skill to the defending roll, DC: 150.

Reparo (Deep Understanding) Charm. The Mending Charm, also known as the Repairing Charm, is a charm that can be used to seamlessly repair a broken object and works on most materials. This useful charm was invented by Orabella Nuttley, in or before 1754. There aren't many things with too heavy a damage or that are simply too large for you to not be able to repair them as swift as a blink of the eye by now. DC: 100.

Tempus - Charm. The Time-Telling Charm is a spell which tells the current time when cast. The wand needs to be pointed upwards and will then spin into the hour of the day. It will spin once for am and twice for pm. DC: 50.

Waddiwasi (Basic Understanding) Charm. It was used by Professor Lupin to shoot the wad of chewing gum out of the keyhole and straight down Peeves's left nostril, but if you think about it, it could be used for any kind of other things. Waddiwasi is the incantation of a charm that can be used to shoot a small mass of whatever the caster so desires at the target.
Magical Creatures
[ ] How to tame a wild Water-Horse Taming Creature. A Kelpie lurks in rivers and streams and will kneel in invitation for anyone to ride it across. If this is attempted, the Kelpie will drag the rider underwater and attempt to eat them. The creatures are shapeshifting water demons native to Great Britain and Ireland. They are able to take any form. But what if you have the possibility to meet it under water? Go into its lair and have it get used to you. A Kelpie could be rendered docile and harmless by making it familiar over time. [Requires Understanding of Magical Creatures skill of at least P D+ due to available Mermaid's Breath), DC: 150.

A dream of choice, by @Arthelys
 
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Character Sheet II
Progress (End of June)
Class Progress: 0/5 progress to next skill level

Core Subjects
Astronomy
Charms
Defense Against the Dark Arts
Herbology
History of Magic
Potions
Transfiguration



Elective Subjects
Study of Ancient Runes - The Study of Ancient Runes is a general theoretical subject that studies ancient runic scripts. It is taught by Professor Bathsheda Babbling.
Arithmancy - Arithmancy is a branch of magic concerned with the magical properties of numbers. Arithmancy is reportedly difficult, as it requires memorizing or working with many charts. The subject is taught by Professor Septima Vector. It is separated into normal Arithmancy and Advanced Arithmancy Studies, the latter of which is taught as a NEWT-Course.
Magical Theory - A subject taught in Class 67 on the fourth floor of Hogwarts Castle. It covers magic from a purely theoretical view.


Elective Clubs
Duelling Club - A club at Hogwarts School of Witchcraft and Wizardry, founded in 1992 by then Defence Against the Dark Arts Professor Gilderoy Lockhart with the intention of teaching the students of Hogwarts how to defend themselves in response to the revelation that the Chamber of Secrets had been opened for the second time. Though the initial club was not much of a success, it was recreated by Professor Flitwick.
Perks:
  • As long as you go to the club, get +10 in training Charms, Transfiguration or DADA
  • At least one duel per month, at max 4 duels per month (Experience and possible Perks gain)
  • Tournament at the end of the year

Hogwarts Ancient Runes Club (H. A. R. C.) - A student organization at Hogwarts School of Witchcraft and Wizardry for students interested in runes.
Perks:
  • As long as you go to the club, get +10 in training Ancient Runes and History of Magic, +5 on Alchemy related research
  • ???
 
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Game Mechanics
Game Mechanics

Please keep in mind that I want to keep this as simple as possible, story is king and this is only to guide your growth and keep things grounded in some level. Mechanics can and will change to fit the changing needs of the story.

No skill can go higher than 5 points over one of the two attributes needed for it. While your attributes may be categorized by numbers, your skills are not. Use the following overview to see the counterparts of each grade: Outstanding (O); Exceeds Expectations (E); Acceptable (A). Fail Grades. Poor (P); Dreadful (D); Troll (T).


0 → T
1 → D--
2 → D-
3 → D
4 → D+
5 → P-
6 → P
7 → P+
8 → A-
9 → A
10 → A+
11 → E-
12 → E
13 → E+
14 → O-
15 → O
16 → O+
17 → O++
18 → S
19 → SS
20 → SSS

Outstanding (O); Exceeds Expectations (E); Acceptable (A). Fail Grades. Poor (P); Dreadful (D); Troll (T).

To get a feeling as to what the grades even mean, it is rare for a student to reach skill levels of Exceeds Expectations (E) during his school life in Hogwarts and very rare for someone to reach skill levels of Outstanding (O). It happens at times with the best students of a given subjects, but only few times in a generation for multiple subjects. Only the brightest minds reached so far beyond what is expected of them. A good absolvent moves in the range of Acceptable (A), while most never even reach that.

Constitution - CON
Creativity - CRT
Intellect - INT
Empathy - EMP
Luck – LCK

Level Mechanics

Attributes
Every new level gives you 2 attributes for distribution. You can also train attributes.
The highest attributes cannot be higher than 5 over the lowest attribute (Except Luck).

Training success decreases with each level of that particular attribute.
100% for Constitution 1, 90% for Constitution 2, 80% for Constitution 3 etc.
Luck can't be trained but can be raised through level ups and other methods.

Skills
Skills only increase with training, which is considerably easier. A skill level cannot be higher than 5 points over the lowest attribute used by the skill.

Gaining a point in the Troll to Poor- (0-5) Range is 100%, Poor to Acceptable+ (6-10) is 75%, Acceptable+ to Outstanding (11-15) is 50% and Outstanding+ to SSS (16-20) is 25%.



Dueling Mechanics

Dueling Mechanics Example:
Average Wizard
(Average Skill 10) vs Mythical Wizard (Average Skill 20)
Example using 1 skill and the pertaining 2 attributes (No Perks)
1d100 +30 (10 Skill +10 Attribute +10 Attribute) vs 1d100 +255 (85 Skill +85 Attribute +85 Attribute)
Skill 10 → Gives a bonus of +10
Skill 20 -> Gives a bonus of +10 + every following number divided by two (rounded down). So 11 is a plus 5, 12 a plus 6 on top of that, 13 an additional 6 again, 14 an additional 7 etc.
→ Skill 20 = 10 + 5 + 6x2 + 7x2 + 8x2 + 9x2 + 10 = 85
→ Skill 20 gives a Bonus of +85

Why not only pump one skill then?
- A wizard can only reach a skill higher than 12 if they focus on multiple aspects of magic. Can't get higher than 12 if not at least 5 skills are at least 12
- New threshold at 15. No skill can go higher than 15, if not at least 7 skills are 12 or higher and three are 15 or higher
- New threshold at 17. No skill can go higher than 17, if not at least 10 skills are 12 or higher and five are 15 or higher
- New threshold at 20. No skill can reach 20, if not at least 12 skills are 15 or higher



Experience by Classes:

You are a Ravenclaw and will it might have advantages outside of class to be of a different house, your true advantage lies inside the classroom. Out of all houses you have to highest gains for simply going to classes. Classes go from September to June, leaving you with ten months' worth of classes in one school year. With your Ravenclaw trait you get your skill raised by 2 per year in each subject that you have classes in, which means that every month worth of class gives a 1/5 to the next raise in skill.

These progresses are not hindered by your own studies. If you chose to train your skills by yourself, you instead roll for it. If your skill is raised by a point through training outside of class, your progress to the next overall skill raise through classes will still stay the same.

Example:

You go to classes for two months 2/5 progress to raise a skill point.
Now you choose to train that skill separately on your own and succeed to raise a point.
The progress to the next level stays the same 2/5 progress to raise to next point.


These mechanics may change in the future.
 
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[x] Plan Theoretical
-[x]Spain
– You've grown up on a small Mediterranean island, which is mostly hidden from Muggles. The passing by ships see only a piece of land void of any life, instead of the beautiful little town that you call home. Growing up here was peaceful, but lonely. The largest part of the population consisted of old wizards and witches in the last chapter of their life, trying to live the rest of their days in peace and under the hot sun of Spain. Your parents are as old as the rest of them, being able to procreate and raise you as their child only thanks to a multitude of potions. Growing up surrounded by people a hundred years older than you, had given you quite a different perspective on the world. You were calmer and more observational than your peers.
-[x] 1Constitution - Your general physical condition, endurance, health, and strength.
-[x] 3Creativity - The ability to create innovative ideas or things using your imagination.
-[x] 3Intellect - The ability to think in an intelligent way and to understand difficult or complicated ideas and subjects.
-[x] 2Empathy - The ability to understand how someone feels because you can imagine what it is like to be them.
-[x] 2Luck - Success that you have by chance and not because of anything that you do.
-[x] Study of Ancient Runes - The Study of Ancient Runes is a general theoretical subject that studies ancient runic scripts. It is taught by Professor Bathsheda Babbling.
-[x] Arithmancy - Arithmancy is a branch of magic concerned with the magical properties of numbers. Arithmancy is reportedly difficult, as it requires memorizing or working with many charts. The subject is taught by Professor Septima Vector. It is separated into normal Arithmancy and Advanced Arithmancy Studies, the latter of which is taught as a NEWT-Course.
-[x] Magical Theory - A subject taught in Class 67 on the fourth floor of Hogwarts Castle. It covers magic from a purely theoretical view.

Characterized by a very distinct interest in just how magic works, something born of seeing so many Elder witches and wizards making reality bend with seemingly no effort and none of the classic structures.
 
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[X] Plan Little Professor
-[X] Spain – You've grown up on a small Mediterranean island, which is mostly hidden from Muggles. The passing by ships see only a piece of land void of any life, instead of the beautiful little town that you call home. Growing up here was peaceful, but lonely. The largest part of the population consisted of old wizards and witches in the last chapter of their life, trying to live the rest of their days in peace and under the hot sun of Spain. Your parents are as old as the rest of them, being able to procreate and raise you as their child only thanks to a multitude of potions. Growing up surrounded by people a hundred years older than you, had given you quite a different perspective on the world. You were calmer and more observational than your peers.
-[X] 1 Constitution
-[X] 3 Creativity
-[X] 3 Intellect
-[X] 3 Empathy
-[X] 1 Luck
-[X] Study of Ancient Runes - The Study of Ancient Runes is a general theoretical subject that studies ancient runic scripts. It is taught by Professor Bathsheda Babbling.
-[X] Arithmancy - Arithmancy is a branch of magic concerned with the magical properties of numbers. Arithmancy is reportedly difficult, as it requires memorizing or working with many charts. The subject is taught by Professor Septima Vector. It is separated into normal Arithmancy and Advanced Arithmancy Studies, the latter of which is taught as a NEWT-Course.
-[X] Magical Theory - A subject taught in Class 67 on the fourth floor of Hogwarts Castle. It covers magic from a purely theoretical view.
 
So... I know this is jumping the gun a bit, but we're choosing Slytherin.... Right?


Also [x] Plan Theoretical
 
[X] Plan Balanced
-[X] Morocco
-[X] 2Constitution - Your general physical condition, endurance, health, and strength.
-[X] 3Creativity - The ability to create innovative ideas or things using your imagination.
-[X] 2Intellect - The ability to think in an intelligent way and to understand difficult or complicated ideas and subjects.
-[X] 2Empathy - The ability to understand how someone feels because you can imagine what it is like to be them.
-[X] 2Luck - Success that you have by chance and not because of anything that you do.
-[X] Study of Ancient Runes - The Study of Ancient Runes is a general theoretical subject that studies ancient runic scripts. It is taught by Professor Bathsheda Babbling.
-[X] Arithmancy - Arithmancy is a branch of magic concerned with the magical properties of numbers. Arithmancy is reportedly difficult, as it requires memorizing or working with many charts. The subject is taught by Professor Septima Vector. It is separated into normal Arithmancy and Advanced Arithmancy Studies, the latter of which is taught as a NEWT-Course.
-[X] Magical Theory - A subject taught in Class 67 on the fourth floor of Hogwarts Castle. It covers magic from a purely theoretical view.

First time I saw Morocco as an option. That's like getting an option with Congo. Nothing against both of them but they aren't really popular in fiction.
I will take Morocco, its a nice country I visited, I even learned some of the weird arabic there Darija is its name I think. What I like about them however is that they are overly familiar with anyone like a family. If its a stranger of the same age group in their langage they call out to them by saying 'Brother' or 'Sister' or if the stranger is older 'Uncle' or 'Auntie'.
 
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So... I know this is jumping the gun a bit, but we're choosing Slytherin.... Right?

I have always maintained the most Slytherin thing any Hogwarts student could do is get sorted into Hufflepuff. The Slytherins will fight you for position and resent you for beating them if you do manage to rise to the top of the heap. The Hufflepuffs will be grateful to have someone smart around to tell them what to do, think, say and feel. Be the fox in the hen house.
 
[X] Plan Absent-minded Professor
-[X] Spain – You've grown up on a small Mediterranean island, which is mostly hidden from Muggles. The passing by ships see only a piece of land void of any life, instead of the beautiful little town that you call home. Growing up here was peaceful, but lonely. The largest part of the population consisted of old wizards and witches in the last chapter of their life, trying to live the rest of their days in peace and under the hot sun of Spain. Your parents are as old as the rest of them, being able to procreate and raise you as their child only thanks to a multitude of potions. Growing up surrounded by people a hundred years older than you, had given you quite a different perspective on the world. You were calmer and more observational than your peers.
-[X] 1 Constitution
-[X] 3 Creativity
-[X] 3 Intellect
-[X] 1 Empathy
-[X] 3 Luck
-[X] Study of Ancient Runes - The Study of Ancient Runes is a general theoretical subject that studies ancient runic scripts. It is taught by Professor Bathsheda Babbling.
-[X] Arithmancy - Arithmancy is a branch of magic concerned with the magical properties of numbers. Arithmancy is reportedly difficult, as it requires memorizing or working with many charts. The subject is taught by Professor Septima Vector. It is separated into normal Arithmancy and Advanced Arithmancy Studies, the latter of which is taught as a NEWT-Course.
-[X] Magical Theory - A subject taught in Class 67 on the fourth floor of Hogwarts Castle. It covers magic from a purely theoretical view.

With all the focus on theoreticals, I would have thought Ravenclaw.
 
I have always maintained the most Slytherin thing any Hogwarts student could do is get sorted into Hufflepuff. The Slytherins will fight you for position and resent you for beating them if you do manage to rise to the top of the heap. The Hufflepuffs will be grateful to have someone smart around to tell them what to do, think, say and feel. Be the fox in the hen house.
True. Really, I just want to see a Slytherin that isn't a jerkass. Or at least one on the side of the angels. Also, Slytherin's are perfectly willing to cozy up to people to get what they want. They're kinda simple that way. To outmaneuver them, all you have to do is know what they want and dangle it just out of reach. It also means you can be a bit more transparent about your goals and means of achieving said goals. You can always trust untrustworthy people to be untrustworthy. It's the trustworthy ones that you have to look out for; you never know what they'll do next.

That being said, Slytherin's don't make the best minions, so I don't mind Hufflepuff either. :p
 
Theoretical seems OK. 3 CRT and 3 INT, but it would be better to have higher luck than empathy unless the plan is to have animals or herbology.

Edit: 1 EMPATHY, 3 LUCK
That's plan absent minded professor

Looks like a studious fellow, so add another class to the schedule - "take one action less each month to take a fourth one."
Add
[X] Ghoul Studies - A subject taught to learn about ghouls like poltergeists, vampires, Veela, etc. and how to defend themselves from these creatures.
 
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[x] Plan Theoretical
Can we study Divination as a personal project ?
 
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