Thestrals are great, but there are a variety of animals that can fly, not to mention brooms and the like. The Kelpie opens up a number of possibilities underwater. Besides the fact that it could possibly assist Jacob in a fight against the Soul-Snatcher whenever Jacob goes for his rematch. A Kelpie could help Jacob in exploring the Lake, which seems to be larger than we previously thought. With the confirmation that the Lake is a huge place, which Durmstrang used to reach Hogwarts from wherever their school was, it could actually potentially lead out into the ocean. A water mount would be a huge asset in exploring a place that large. And while Mermaid's Breath is great and all, I don't think Jacob has the constitution to swim for miles in whatever depths the Lake could lead to. Add in the fact that the Lake seems to be one of the more dangerous areas to explore, a second pair of eyes could be useful.
Also, the Kelpie might not be limited to the lake. They do lurk in rivers and streams as well. Jacob could probably use a Kelpie to explore upstream of any body of water. I imagine their may be some rivers near the Lake that lead into the Forrest and vice-versa that Jacob could possible traverse with a Kelpie
I should point out that this no matter what horse we choose now, it doesn't mean that we have to renounce to the other one... We have confirmation from the QM that once we finish this "Magic Creature" action we are choosing now the other one will be available (possibly with a DC increase) but since we can perfectly tame both horses, and this vote is about which horse we want to tame first...
The option will be locked for as long as the other one has not been completed yet. Afterwards you can do whatever you want to do. But I imagine things by then to have changed somewhat
Well, good luck going back into that murky, horror-ridden abyss. One will never understand those who like going near oceans or even large lakes, let alone diving and swimming in them. As far as one is concerned, the biggest body of water that one should ever approach is a swimming pool.
I should point out that this no matter what horse we choose now, it doesn't mean that we have to renounce to the other one... We have confirmation from the QM that once we finish this "Magic Creature" action we are choosing now the other one will be available (possibly with a DC increase) but since we can perfectly tame both horses, and this vote is about which horse we want to tame first...
Ahh, thanks for the info, I missed that post in all the excitement.
In that case I do still prefer the Kelpie first. Mainly because there is a clear role it could fill for Jacob in the immediate future in the Lake (both in exploration considering it's depths and as some additional defense) and it looks to be the most useful to have at this particular moment. Whereas right now Jacob doesn't really have a particular need for a flying mount.
Either way, it's nice to know that no matter what option is chosen that the other one is still on the table, it'll just take some more effort on Jacob's part.
Ahh, thanks for the info, I missed that post in all the excitement.
In that case I do still prefer the Kelpie first. Mainly because there is a clear role it could fill for Jacob in the immediate future in the Lake (both in exploration considering it's depths and as some additional defense) and it looks to be the most useful to have at this particular moment. Whereas right now Jacob doesn't really have a particular need for a flying mount.
Either way, it's nice to know that no matter what option is chosen that the other one is still on the table, it'll just take some more effort on Jacob's part.
TBH, since we won't be trying to get any more exploration done in the lake until we deal with that Soul Eater abomination, and we won't be able to do so until the middle or the end of the next year... I think that at this moment the flying horse is more useful. Not only because being able to fly at high speeds is always useful and it can be used to explore more than just the lake but also because is a great bonding activity with Luna and Hagrid (our friends don't breathe underwater just yet)
Unlocked new Perk: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.
I was hoping for something like that since Jacob's first dip into Hagrid's fan club. Hanging out with him and the animals is by far a better way of studying than canon's abysmal Care of Magical Creatures (one class too much with only Flobberworm will end with Jacob tearing his hair out of frustration).
Honestly, I was surprised it took so long for Luna to show up. Most people would find it hard not to integrate such a fun character (and one of the few notable canon characters from the protagonist's house), especially considering all the parallel lines between her and him.
[X] How to tame a wild Water-Horse
Both options are good, but curiosity and novelty won me over. I never watched The Crimes of Grindelwald, so I know nothing of Harry Potter's Kelpies, and I'm excited to meet them through this quest.
Both of them seem fun and useful but it's hard for me to think what I want I will go to the dice gods for this one to choose the faith of Jacob's first mount.
I was hoping for something like that since Jacob's first dip into Hagrid's fan club. Hanging out with him and the animals is by far a better way of studying than canon's abysmal Care of Magical Creatures (one class too much with only Flobberworm will end with Jacob tearing his hair out of frustration).
IIRC the overabundance of flobberworms was due to the whole Buckbeak thing so Hagrid went with the safest creature he knew to heavily overcompensate.
Mechanics wise though, the reason to have CoMC as a class is because doing so gives us two free rank ups through the school year. And well, Hagrid might have the knowledge but he has a long way to go as a teacher.
Might actually be good to have Jacob study on his own. Not being Hagrid's direct student might enable him to critique his lesson plans.
I mean canonically, he was loved by the students & was the legitimate candidate chosen for the Triwizard Tournament. He is quite the interesting fellow & I would love to write a POV Chapter from Cedric's perspective, but I will probably have to wait until he is a bigger part of the story.
Let's wait for the duelling tournament and see how well you roll there.
Hagrid is the best. It makes sense that Jacob would get along with him considering their shared love for magical creatures. The bonus to training Understanding Magical Creatures will come in handy too.
I was hoping for something like that since Jacob's first dip into Hagrid's fan club. Hanging out with him and the animals is by far a better way of studying than canon's abysmal Care of Magical Creatures (one class too much with only Flobberworm will end with Jacob tearing his hair out of frustration).
Honestly, I was surprised it took so long for Luna to show up. Most people would find it hard not to integrate such a fun character (and one of the few notable canon characters from the protagonist's house), especially considering all the parallel lines between her and him.
Honestly, I was looking forward to Hagrid, because I think he has too often been portrayed as a lovable idiot without own agency. And while some parts hold true, that would be too boring for such an important character. We will see how it develops if Jacob and Hagrid interact further in the future.
On the Luna side: While I like the character, she is obviously completely overdone in fanfiction. I was also somewhat worried of pulling a character into the cast that was so obviously similar to Jacob, before he himself as a personality was set. By now, we have all had a lot of growth together in this Quest, so I put her back into the pool of possible random encounters. And well, you guys rolled for her.
Now their relationship is much clearer. He sees a non-developed version of himself in her, so he took her under his wing. We will see if she gets more important to the story. That is totally dependent on you guys.
Also Tally: I will close it in the next hour probably. I've had quite the productive night. I just need to proofread everything first.
Adhoc vote count started by Tabula Rasa on Jan 4, 2023 at 6:12 AM, finished with 72 posts and 30 votes.
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.
Present Date: 18th April 1994
Current Wand: Fagus wood, Phoenix feather core
As you sat down at the long wooden Ravenclaw table in the Great Hall, you noticed how much louder everything had become now that the students were back from the Easter break. You had enjoyed the quiet and empty castle, but now that fun was over.
You looked up from the letters in your hand to let your eyes roam over the tables. The room was filled with lively chatter and laughter as students of all ages sat down to enjoy their breakfast. The tables were adorned with floating platters of food, ranging from stacks of pancakes to crisp bacon and eggs. Illuminated by the early morning sunlight that streamed in through the tall windows, the place was casting a warm glow on the bustling students.
You looked back down at the letter and couldn't help yourself smiling from ear to ear while reading it again. From the deepest depths of your heart, you could say that you loved your parents.
Querido hijo,
¡Hola Jacob! ¡Espero que estés bien! I hope this letter finds you well. Your father and I have been eagerly awaiting your updates on your adventures at Hogwarts. And it warms my heart to hear that you have made such wonderful friends. Especially Luna. It sounds like she is a very special girl, and I am glad to hear that you have been looking out for someone that needs support.
If there is something that I can do from here to help, please let me know. I am not afraid of speaking up against that group of incompetent individuals running the board.
You felt like she had wanted to write some different words in describing them and it might have been the case, because the letters in that part looked particularly of a different swing than what came before and after. Your mother had probably rewritten some things.
But I know that you will again not want my help. We have been too successful in raising you as an independent.
I must admit, I am a little concerned about the stories you have told us about the Lake and the creature that inhabit it. I am not familiar with anything like it, but because I know that you are more like your father than I would prefer in such cases, please remember to be careful when taking any unnecessary risks. Your safety is of the utmost importance to me.
Despite my concerns, I am happy to hear that you are feeling healthy and enjoying your time at Hogwarts. It brings me joy to know that you are thriving in such a magical place.
I am also pleased to see that your art has improved. Your use of colors and sophisticated perspectives is a testament to your development and creativity. Keep up the good work.
I hope to see you soon, my dear. Until then, please continue to take care of yourself and your friends.
With love,
Isabella
PS: Do your clothes still fit you right, baby? I will send you a few things soon just to be sure.
And then there was something that your father had added below. It was as much instruction as you would need, even though there was nothing that you hadn't thought of yourself already.
Son,
I was particularly interested to hear about your experience with the Soul-Snatcher. If I were hunting such a creature, I would guard my mind first and lure it into a place where it feels secure second.
I would prepare traps to kill it. If you do not know what definitely do the work, prepare for multiple scenarios and don't forget about enough routes of escape. It is always important to have a plan out and to be prepared for the unexpected.
You put the two letters that Peque had brought you away carefully. They landed inside your notebook so that the hardcover would keep it safe in the chaotic insides of your backpack. You nuzzled the little owl that was proudly sitting next to your food, pulling out the third letter before continuing with your breakfast.
One for one, the seats around you were filling up. You shared a few smiles with familiar faces. Peque pulled away from you and started snacking on a small piece of bread.
Dear Jacob,
I was delighted to hear about your invention of the Mermaid's Breath. It is exciting to see you coming up with new and innovative ideas. I have no doubt that your invention will prove to be a valuable addition to the magical community one day.
I hope all is well with you and that you are continuing to explore and develop your abilities. Keep up the good work!
Given how conflicted you still felt about the man, the letter itself made you chuckle. You didn't expect much from him, but this was even below your expectations. The man was as much a workaholic as he had been for the last few hundred years. You would be surprised if he had even written the letter himself or just had one of his tools write it out as he spoke, not committing any time to something that was not immediately of interest to him.
And it seemed, your invention was not interesting at all.
At least you knew now that he was still physically fit and productive. Anything more than what you had received in response, and you would have thought him bedbound already.
"Well, Peque," you said. "¡Muy buen trabajo!" Good work.
Morag, sitting down next to you, reached out to stroke the owl's feathers. "Aww, I've missed Peque," she cooed. "How was your break, Jacob?"
You shrugged as you looked up at her as her curly hair fell into her face. "It was alright. Just spent most of my time in and around the castle, exploring and stuff." She had shorter hair than before the break. You did not mention it.
Padma Patil and Terry Boot, sitting across the table, exchanged a look. "Exploring?" Padma asked with a raised eyebrow. "That sounds a bit suspicious. Sounds more like a code for you getting in trouble again!"
You grinned. "Hey, I'm just trying to make the most of my time at Hogwarts. You guys do the same on your breaks, don't you?"
Terry chuckled. "Yeah, I guess we do. I spent most of mine at home, practicing Quidditch. I'm trying to make the team next year."
"You are definitely going to succeed!" Padma said, grabbing his arm in support. By Terry's wide smile she had hit a nerve. " I spent mine at my cousin's wedding," Padma added, when she turned back to you and Morag. "But it was a bit of a snoozefest, to be honest."
Morag rolled her eyes. "I spent mine with my family, trying to avoid my little brother's constant attempts to set me up with his friends. It was torture."
"But your hair looks awesome!" Padma said encouraging. Now it was for Morag to beam a smile at her.
"So, now we are back at this again, huh?" Terry asked, looking a bit deflated.
"Well, at least we only have a few months left before the end of the year," Morag said, fishing the toast you had been preparing out of your plate. "Hey!" You said, but by then she was already biting into it. "Thanks, Jacob," she said, raising her thumb up.
Not only did they take away the peace and solitude, now you had to also put up with thievery!
"Are we all feeling prepared for the exams?" Padma asked.
Terry nodded, but Morag looked a little uncertain. "I feel like I should be studying more," she said with a sigh.
"Hey, don't worry about it," Padma reassured her. "We've got time to get everything together. Just focus on studying a little bit each day and you'll be fine."
There was a sense of belonging.
By the time the Ravenclaw third year group split up in preparation for the first class, you hadn't noticed that you were participating much more in the discussion than you ever had before.
Protego (Deep Understanding), DC 150 (DADA + INT + CRT) → 1D100+21 → 114 (93 + 21)→ Failure! New DC 36
Hidden mechanic activated, High Roll → Free Roll, Chance of something special, DC 90. Hidden Mechanic Roll, DC 90 (DADA + INT + CRT) → 1D100+21 → 41 (20 + 21)→ Failure!
A New Entry in your Notebook: 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.
Present Date: 28th April 1994
Current Wand: Fagus wood, Phoenix feather core
Runes Club Gang, DC 50 (+LCK) → 1D100+6 → 42 (36+ 6) → Failure! → No Progress.
Rune-Search Training Roll, DC 25 (+Class Perk) → 1D100+10 → 67 ( 57 + 10) → Success! → New grade, A-
Rune-Search Training Roll, DC 25 (+Class Perk) → 1D100+10 → 55 ( 45 + 10) → Success! → New grade, A
→ Runes Club Findings +2: Now 9/10 progress to find Castle Runes.
Your great case number four; the mystery of a Gryffindor girl that had been bothering you for the strange irregularities, but that had only recently climbed the ladder on your mental to do list. You had been looking forward to the riddles that would cover the case, the confusion of false hints and the elation of finding the one correct solution in the end. You were prepared for it to take as much time as it needed. In the end, curiosity and stubbornness alone would make you come out ahead as the victor against the dark secrets that she was covering up for!
The case of a lifetime. Maybe you would need weeks to solve it, maybe months. Maybe it would be the last thing that you would resolve before you died of old age!
However long it took. You would solve this mystery.
In the end, it took you around two hours to crack the case.
Hermione Granger had a Time Turner.
Of those two hours, you had spent one hour eating Dinner with Megan in the kitchen with house-elves buzzing around you and half an hour to forty-five minutes deciphering a set of runes with her that you had found below the roof tiles on top of the east tower (Your boots had made the thorough search very easy. You felt like you were getting closer to a whole picture of the runes around the castle now).
Actually … it had taken you one single question: "So, Hermione was in your Divination class today?"
"Yeah," she answered. "And you wouldn't believe Professor Trelawney's face when Hermione stormed out!"
"Huh." You said.
Quite the disappointment. Not the solution itself, mind you. A time turner? Who were you kidding, that sounded like the most fantastic end to a case that you could have imagined.
No, what was disappointing was that while you had set out to see how the Gryffindor girl managed so many things at once, you had come up with more than one Hypothesis that you had wanted to test out over the next few days.
Most of them had been still a possibility until just before Megan answered that one question. There were a few honourable mentions that you had discarded early, though:
Did she have access to secret passages that you didn't know about to move quickly through the castle? That one fell out instantly. There were still some secrets left to the castle, but nothing like that would stay hidden away from you for too long.
Was it that she did not sleep and had much more time to keep studying? Had you been trapped in an illusion again and she was actually a ghost in secret of years long past?
Could she clone herself?Did she have a secret twin sister that doubled her in some classes? Well, this one was honestly still on the table.
"What is it?" Megan asked finally, when she was fed up with the silence you had fallen into.
"It's about Granger," you replied, closing the notebook in front of you shut. This was not even worth noting down. "Have you noticed how she always seems to be able to juggle so many classes and still get top grades in all her classes? Or like how many classes she has at all. It's like she has some kind of secret ability or something."
Megan raised an eyebrow. "I see what you mean. But have you considered the possibility that she just works really hard and is incredibly smart?"
You chuckled. "I've thought about that, but it doesn't fully explain it. I mean, have you ever seen her standing still? Or taking a break? It's like she's constantly on the go. Out of one class, into the next. I swear I saw her in the castle twice as much as I've seen any other Gryffindor."
Megan thought for a moment. "Well, now that you say it... I think I might have noticed, too." She looked at you. "What do you think she is doing?"
"Well, you tell me. She was in your Divination class today from 3 to 4 pm, right?" You asked Megan.
She nodded. "Yeah, that's right. So?"
"Well, that was when my Arithmancy class was as well and if Hermione Granger was not there, then I might have had a one too many head injuries in my life." You took your notebook and threw it into your bag.
"Whoa, that is weird?" Megan asked confused. "How is that possible?" Her eyes widened. "She was in two places at the same time?"
"It looks that way," you replied. "So, either our dear Gryffindor can split her body in two or she has a tool that makes her travel through time. A Time Turner."
"That's crazy." Megan said, leaning forward in excitement. "Now help me, Jacob. For the normal people around here: what is a Time Turner?"
Here you smiled and took her hand into yours. You felt her muscles tighten in response to your quick movement. Instead of telling her what to do, you turned her palm up in your hand and opened it softly.
"Imagine a clock," you said, remembering when you had seen the device first. Your father had shown you how to use such a tool to follow up on a bet that he had won against you. Can we travel and reach our destiny before we have ever set out?
To this day, you had to smile when you thought back to that bet. Your father had completely and utterly duped you with that one. It had just taken a quick trip to the Flamels for him to borrow the magical device. And afterwards, you had been on cleaning duty for an entire week.
You had been a smiling eight-year-old doofus for most of that week.
"Now, if that clock goes forward," you said, your finger moving in a forward motion over Megan's hand, slowly circling it clockwise. Her skin felt cold to your touch. "Everything is normal. Now, if I take my finger and pull the arms backwards," you said and turned to a counter-clockwise motion.
"Then you travel back in time?" Megan said, her voice nothing but a whisper as she looked at her own hand.
You nodded and smiled brightly, letting her hand drop to the table. "Exactly."
Megan took a few moments, before she spoke up again. Her voice still a little weak, compared to her energetic self a few moments earlier. "Who would give a student such a powerful tool? I mean …" She said and paused. "She is a Muggleborn, it couldn't be her family."
You shrugged. "Who knows. Who cares." You couldn't help yourself but sigh. "I had hoped for something a little more difficult to crack."
Now, Megan was again smiling at you. "You love these cases, right?" Her eyes rested on you as if you she was looking at something adorable.
"Yeah, they are usually fun. I mean some more than others. The Riddle one was cool," you said.
"Yeah, very fun for us to learn that You-Know-Who went to our school, Jacob. I don' think anyone wanted to know that." Megan shook her head.
"But if you want an actual cool case: there is something else that you haven't tackled yet. You don't see it, because you are in your little own world," she said. A moment later her finger tapped against your forehead. "You never listen to anyone if you don't think it's worth your attention, but there is maybe the most interesting case still ahead of you, Jacob."
You frowned, not sure as to where this was going. "What are you talking about?"
Megan shouted: "Idiot!" Her smile softened the word. "We have Dementors here! Then there was an attack on the Gryffindor house and we have a killer walking around that has not been found yet."
Your eyes widened. You had known these things, yes. But she was right. You had never seen the obvious.
"You got how many? Four cases solved. Honestly, only two of those were kinda good in my opinion." Her smile was now matched by yours. Your heart was suddenly beating quick and loud to her words. "How about you finish up the year with your fifth and best one?"
You were hugging her out of happiness and excitement by the end of her next sentence.
"How about you crack the case of Sirius Black!"
Well, well, well. Your brain is most certainly active now.
New Mechanic Enabled. End-Of-The-Year Obsession-Overdrive enabled: Due to Jacob's hidden obsession trait for the months May and June you will be able to take on two extra overdrive actions with no additional costs, if they help you solve the last case available. They can not be used to select the Case itself, but can be used for preparation (Potions, Items and spells) that you think will be directly useful for the hunt or actions that could be directly related to it. If you want to take an overdrive action, you must select the case.
Special Action, due to finalizing Case IV in time: Case V unlocked.
Case V:The Search for Sirius Black (2 Actions [1 Action in May, 1 Action in June]) - There is a dangerous criminal on the loose, and it is your job to track him down. Sirius Black is a wanted man, and it is believed that he may be hiding out close to the castle. No one should get near, there is danger at all steps. You are determined to find him. You know that Black is cunning and resourceful, and you will have to use all of your acquired abilities and detective skills to track him down. With your determination and intelligence, you are confident that you will be able to solve this case and bring Black to justice.
What do you want to focus on next month? You have 10 Normal Actions and 5 Personal Actions.
2 Normal Actions can be exchanged for 1 Personal Action.
Social
[ ] Case V:The Search for Sirius Black (2 Actions [1 Action in May, 1 Action in June]) - There is a dangerous criminal on the loose, and it is your job to track him down. Sirius Black is a wanted man, and it is believed that he may be hiding out close to the castle. No one should get near, there is danger at all steps. You are determined to find him. You know that Black is cunning and resourceful, and you will have to use all of your acquired abilities and detective skills to track him down. With your determination and intelligence, you are confident that you will be able to solve this case and bring Black to justice.
[ ] Runes Club Research (Progress 9/10. Multiple Actions on this count as multiple rolls stacking) – Spend time with the Members of the Runes Club looking for hidden runes and glyphs in the castle walls (Will also count as a training roll towards Ancient Runes).
[ ] Random Encounter – Just… Go and live your life. You don't need to plan everything in your life out.
[ ] Write a Letter (Free Action) – Specify to whom it is that you want to write and what you want to talk about School & Work
[ ] Business School of Hogsmeade (Multiple Actions on this count as multiple rolls stacking) – This is the first year, in which you can go to Hogsmeade. Good that you've been planning for this since first year: Buy Books, Ingredients, Joke Shop Articles, Instruments and other things. Go and look, if you can make some money by buying things for first and second years. Roll for how many are interested and then for how much they want to spend. Take 15% as a fee.
[ ] Overdrive applicable: Stage III, A Hogwarts Map (Multiple Actions on this count as multiple rolls stacking) – You are already ahead of what most people know of Hogwarts. The deeper you dig, the more you know that you're still scratching at the surfaces. What is down there? Start making a map of what you already know and see if you can somehow track the people inside the Castle. It should be possible, right? DC 400 [300] Hidden Obsession trait lowers it until end of June, because of increased need.
[ ] Break through your Horizon II – Hogwarts is built in a valley area, surrounding mountains are part of the landscape. Use the unknown passageway in the north end of the castle to travel to Nei'it-ruˆm. This time you will go deeper and explore the caverns under the Guardian's Hall. (Takes 3 Actions, can't be taken in the same month as Twenty Thousand Leagues Under the Sea and What hides behind trees) [Required: Dark Arts of D+; Advised: Understanding of Magical Creatures of P-, Lumos (Deep Understanding) learned, Four-Point Spell learned, Tempus Spell learned; 1 x vial of Wideye Potion available.]
[ ] Twenty Thousand Leagues Under the Sea II – The fairly large Great Lake to the south of the main building has always been your most favorite part of Hogwarts' surrounding lands. It was breathtaking how beautiful it was on a sunny day and frightening how dark it could get at night, almost looking like a hole in the fabric of the world. And while it had been as beautiful and wonderful below as you had hoped, one problem hat stopped you in your discovery. The monster has overstayed its stay in the surroundings of Hogwarts. You will hunt it and you will end it. (Takes 3 Actions, can't be taken in the same month as Break through your Horizon and What hides behind trees.) [Required: 'Legilimency & Occlumency of A-] (Advised: Understanding of Magical Creatures of P-, Progress in combat spell variety; 1 x vial of Wideye Potion available.]
[ ] Overdrive applicable:What hides behind trees I (Danger identified: Dementors. You know have a counter spell and some experience with soul-sucking foes.) – The deep Forbidden Forest extends around to the west of the castle. Everyone knows everything there is to know about the Forbidden Forest; it is a forest and it is forbidden. The rest is just rumors… werewolf's, vampires, monsters and spiders. All dangers a child could imagine await you in the forest. Why were you trembling in anticipation about breaking out of the castle through the passageway behind the mirror and exploring what had been forbidden to you for way too long? (Takes 3 Actions, can't be taken in the same month as Twenty Thousand Leagues Under the Sea and Break through your Horizon)
[ ] Stage IV, Dreams of old (Takes 2 Actions) – Basques has fled the destroyed lands and left everything behind to arrive in a new land. Follow her through the next few years of her life and learn of ancient histories hidden secrets. [Required: 'Legilimency & Occlumency of A]
[ ] The Splitting of a soul (2 Normal Actions) – Through experience and deduction have you come to realize that the manipulation of a soul is possible through intense emotions, good or bad. This has created new questions to which you have no answers yet. You will not attempt it … but your curiosity is demanding to know what is theoretically possible if one sets out to go the lengths. (Required: Alchemy P-, Dark Arts P. Gives Ability: 'Horcrux'; ?)
[ ] Overdrive applicable: In Search of New Spells – Go into the library and look for new spells that you could try to learn. If you have some specific effect in mind, write it down.
[ ] Overdrive applicable: In Search of New Potions – Go into the library and look for new potions that you could try to learn. If you have some specific effect in mind, write it down.
[ ] Overdrive applicable: Do Something! – Be creative. Or go and do nothing. Your decision really. Specify what you want to do.
[ ] Overdrive applicable: Brew – Brew a set of Potions. Brewing a single kind of potion (up to 5 portions per brewing action) costs one action.
Personal Actions
[ ] Overdrive applicable: Train, Learn, Achieve – Specify what you want to train or study.
[ ] Overdrive applicable: Do your research – Learn a Spell, a Potion or something different that is available to you at the moment.
[ ] Overdrive applicable: BuildOr Tame – Build one of your known Alchemy Discoveries or Tame a Magical Creature.
Three-hour Moratorium! As always, please take time to discuss the chapter and the vote first.
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.
Talaria – Magical 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 wearingTalaria; 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 Breath – Magical 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.
Potions (Potions needed for class are free of ingredients costs for training)
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. (Requires Transformation skill of at least D), DC: 100.
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
Ghostly Goggles – Magical 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 wearingGhostly 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 ??] (Requires Alchemy and Ancient Runes skill of at least P), DC: 400.
Diffindo – DADA. 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. DC 50.
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.
| | 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.
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. The counter-charm for the spell is the Wand-Extinguishing Charm (Nox), which is used to extinguish the light from the caster's wand. You are now able to keep the spell up, while casting other spells simultaneously. DC: 50.
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.
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? DC: 50.
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. DC 50.
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.
Oh Jacob you doofus, holding a girls hand - tracing patterns in it to explain stuff. We need more Empathy training for him lol. Nice seeing Megan being supportive too and trying to engage him someway.
Empathy training could be good for figuring out why Sirius acts so murderously too maybe, or how to navigate a better/Canon out come.
New Mechanic Enabled. End-Of-The-Year Obsession-Overdrive enabled: Due to Jacob's hidden obsession trait for the months May and June you will be able to take on two extra overdrive actions with no additional costs, if they help you solve the last case available. They can not be used to select the Case itself, but can be used for preparation (Potions, Items and spells) that you think will be directly useful for the hunt or actions that could be directly related to it. If you want to take an overdrive action, you must select the case.