Given that Transfiguration is going to be given a buff in this story I think we would be missing out a bit on the other good stuff we would be able to do with Transfiguration. Think the slower but broader growth for the whole Transfiguration field would be worth it.
Why not both? Something like Transfiguration, Conjuration and Animagus transformation would give us access to a rather broad field of magic so there wouldn't be that one easy trick to overcome us, additionally we are really, really good in a narrower and more advanced field in the same discipline and we have an exceptional trump card , while all our choices have obvious synergy. This would also make it easier and faster to reach the required proficiency in Transfiguration at which we can start to learn Conjuration and become an Animagus.
 
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I'm definitely going to want either Charms, DADA or both because of the hinted-at Infinite Patronus, which, as a hidden secret spell unlocked by our House Blessing, is probably pretty damn cool

Charms + DADA + History of Magic is probably the best Patronus route. But it depends just how powerful that spell is as to whether it's worth it.
 
Why not both? Something like Transfiguration, Conjuration and Animagus transformation would give us access to a rather broad field of magic so there wouldn't be that one easy trick to overcome us, additionally we are really, really good in a narrower and more advanced field in the same discipline and we have an exceptional trump card , while all our choices have obvious synergy. This would also make it easier and faster to reach the required proficiency in Transfiguration at which we can start to learn Conjuration and become an Animagus.

That completely ignores Charms which is an issue. Charms + Transfiguration + DADA/Duelling still makes the most sense to me.
 
I really feel like the utility of having a mastery in a single versatile spell is being overlooked.
 
That completely ignores Charms which is an issue. Charms + Transfiguration + DADA/Duelling still makes the most sense to me.
I would rather have a distinct style instead of trying to be good at everything. We would still be above average in charms with An Equal in Truth and infinite willpower if we are willing to invest some time. But maybe our preferences just differ.
 
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I would rather have a distinct style instead of trying to be good at everything. We would still be above average in charms with An Equal in Truth and infinite willpower if we are willing to invest some time. But maybe our preferences just differ.

Trying to be good at everything? You are severely underestimating just how good Trismegistus is.

After you enter Hogwarts, you'll be allowed to select up to three subjects, topics, or areas in which you shall excel to a point of surpassing every peer, and scraping against the ceiling of your own teacher's skill level. All of your attainments in this domain or field shall be incredibly swift and groundbreaking.

We would easily surpass every peer we would. In time we would reach the ceiling our teacher's skill and then surpass it. The bare minimum is Mastery. We would be doing groundbreaking stuff too. That level of skill in Transfiguration and Charms? It'll be amazing as hell. Also, An Equal in Truth is raw power and should not have much effect on skill beyond allow us to use more demanding spells. As for us being willing to invest some time...while I am not fully familiar with this player base besides a few that I've played with...I am very very sure that we will find other things to spend our time with rather than spend a good bit of time on something that we aren't even talented at. I'm not even going to bother hoping otherwise. Not when we currently are not going to be getting an option that makes us love books and thus be more likely to gain even more magical knowledge at Hogwarts.

Charms + DADA + Conjuration would be a very synergetic and potent combination.

It would be potent but think of all the other cool Transfigurations stuff we wouldn't be good at. Charms + DADA + Transfiguration is good. Good broad fields for us to gain mastery+ in and will work fabulously together.
 
Here are a few example setups:

Charms, Transfiguration, Potions: This is what I would call "Broad Scope." It lets us be good at all the major magical subjects. We will be a better wizard than (probably) all our peers. We will have a breadth of options that will hopefully let us MacGyver solutions to situations.

Charms, DADA, Dueling: Plan Auror. This is a fighting build. We are good at spellcasting, we are good at identifying Dark creatures and their weaknesses, and we can bust out the spells quickly and accurately to put them down.

Charms, DADA, History of Magic: Plan Infinite Patronus. This is designed to maximize whatever the hell Infinite Patronus is by finding it early and being the best we can at it. At worst, this makes us the premier dementor-buster of Team Good Guy, and dementors are a major antagonist group. At best, who knows? infinite Patronus is a mystery.

Divination, Apparition, DADA: Plan Horcrux Buster. We can figure out what Horcruxes are and that He made them, find them, penetrate their defenses and get to them easily, and then we just need a means to destroy them, of which there are several.

Potions, Herbology, Care of Magical Creatures: Plan Buffs. We can source the best ingredients for the rarest potions, brew them, and make all our many allies that much better. Plus we can probably befriend dragons, centaurs, and other groups. With Hagrid as a Professor, maybe we can even get the giants on Team Good Guy.

History of Magic, Apparition, Charms: Plan Indiana Jones. We can exploit the hell out of whatever cool magical secrets there are to be uncovered in the world by easily finding them, going there, and getting them.
You Know Who is extremely powerful, but is he more powerful than the Spear of Destiny or Holy Grail? 🤔
 
So there is the level of skill gain we can expect:

By Year 4-5
you'll be able to contend with your Professors on the topic
and even if you're a bit of a prick about it they'll be forced to admit you have skill
and that's for three separate subjects

By Year 2-3, you'll be Hogwarts graduate level in the topics

to get even remotely close to Dumble's level you'd need a minimum of
10-15 years of training in a topic
at minimum

So, yeah. I think broad focus is very very viable in terms of speed. Transfiguration and Charms with that level of speed is nuts. Year 4 or 5 we could be matching people who are essentially masters in their field.

Charms + Transfiguration + one focused topic/area seems like a fantastic option.
 
So, yeah. I think broad focus is very very viable in terms of speed. Transfiguration and Charms with that level of speed is nuts. Year 4 or 5 we could be matching people who are essentially masters in their field.
I mean, just for the context of the conversation, after that was posted:

nah
to get even remotely close to Dumble's level you'd need a minimum of
10-15 years of training in a topic
at minimum
Note that You Know Who is (allegedly) much stronger than Dumbledore.
 
I've yet to see a bigger waste…Patronus Charm mainly is good against Dementors…it has no other benefits beyond carrying messages.

The fact that upgraded patronus was explicitly a large benefit for the hufflepuff upgrade, I assume that the upgraded version would have wider coverage than just dementors. It's possible that's not true, but it's interesting enough to mention. One of the ways you punch above your weight class is specialization, and if we could make patronus versatile it could be a nice signature spell.
 
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What if we thrice great the patronus charm? Double up on the hufflepuff benefit?
risky, not all that likely to be worth it. What do you expect an utterly mastered patronus to do, such that it's worth it to supercharge it with-
The fact that upgraded patronus was explicitly a large benefit for the hufflepuff upgrade, I assume that the upgraded version would have wider coverage than just dementors.
....I guess that might do it, depending on how effective it is at its theorized job, but we don't know it works on non-dementors in the first place. and it wasn't specifically a 'large' benefit, just... a benefit. It might be a powerful choice if it works as you expect it to in the first place but that doesn't make it worth the risk it does something less useful or less improvable, like 'apply normal patronus effect to the entire planet' or something.
 
risky, not all that likely to be worth it. What do you expect an utterly mastered patronus to do, such that it's worth it to supercharge it with-
....I guess that might do it, depending on how effective it is at its theorized job, but we don't know it works on non-dementors in the first place. and it wasn't specifically a 'large' benefit, just... a benefit. It might be a powerful choice if it works as you expect it to in the first place but that doesn't make it worth the risk it does something less useful or less improvable, like 'apply normal patronus effect to the entire planet' or something.

The reason I called it a major benefit, was that the hufflepuff upgrade listed 3 benefits in total. All the house upgrades seemed to be more powerful than average at the cost of being mutually exclusive. Not counting the voices in your sleep, taking up 1 of 3 benefits was enough for me to consider it a major boon.
 
The fact that upgraded patronus was explicitly a large benefit for the hufflepuff upgrade, I assume that the upgraded version would have wider coverage than just dementors. It's possible that's not true, but it's interesting enough to mention. One of the ways you punch above your weight class is specialization, and if we could make patronus versatile it could be a nice signature spell.

The fact that we already have an affinity with the Patronus charm and can do a greater version (likely one that just lasts forever?) is good enough. We might be able to push its versatility more especially if we pick it as one of our Trismegistus choices but it is still likely going to have very specific use cases. We are much better off with other options.
 
On the topic of the Patronus, consider:

The power The Dark Lord knew not was, canonically, love/compassion/goodness/all that kinda stuff. The Patronus is a charm specialized for warding off and defending against Dark beings, with it also being pretty much hope/happiness/goodness made manifest. Additional data point: canon Harry was able to learn it in his third year of school despite it being a very advanced spell that many adult wizards can't do properly.

I think we could definitely get some mileage out of a Trismegistus-boosted Patronus.
 
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While I've read completed quests/lurked in threads occasionally in the past, this will be my first time voting on quest options. If I'm doing it wrong, please let me know lol.

[x] Plan Power of Heart
-[x] Maybe
-[x] The Past
-[x] Making Lots of Friends
-[x] Books, Books, Books - Most kids hate reading, but you love reading! Especially the books that have pictures in them.
-[x] Your Awesome Cousin, Mistah "DD" Dudley Dursley - He's great like that. +++Dudley.
 
[ ] Wrestling Anyone You Can - Most often, it's Dudley, because he shares this hobby with you, but sometimes it's other people, and one time it was a stray dog...
You know what? That's actually a pretty good build!

[X] Harry "Nacho Libre" Potter
-[x] No (Lie)
-[x] There Are No Voices
-[x] Wrestling Anyone You Can
-[x] Making Lots of Friends
-[x] Your Awesome Cousin, Mistah "DD" Dudley Dursley - He's great like that. +++Dudley.

TO DOMINATION SUPLEX!
 
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Speaking personally, I think we should specialize at least one or two of our Trismegistus slots, if not all three, into a single spell/potion apiece. I just get the sense that specialization will serve us better than generalization in our journey to scale up fast enough to stop You-Know-Who. Some that I think could be cool are:

Apparation: Just based on the blurb itself, I'm already pretty sold. Like seriously, all the different benefits sound so cool. Being able to cut through anti-teleportation wards is a very major benefit. If we can get to that level, a lot of options open up. Like, just as an example, we could cut through Malfoy's (or other Death Eater's) wards and torch their place with Fiendfyre. The increased teleport distance is also very nice for coordinating with our Hufle-network throughout the country. Plus, if we get good enough at it we can set up a Moonbase that we can teleport to/from that we can be fairly certain
The Dark Lord won't be able touch. It's just cool, okay?

Fiendfyre: The ultimate attack magic, pretty much. Or at least, the best not counting Avada Kedavra. But Fiendfyre can do AoE and probably non-lethal (just tell the fire to partly burn people instead of totally immolate them), so I count it as better. We very much benefit from an increase to our ability to kill stuff dead, and the fact that this is one of the few things that can affect Horcruxes makes it quite valuable. Additionally, there may be some noncombat applications with doing like potions or alchemy or smithing with a Fiendfyre flame, but that's just some guesswork on my part. Also, the fire has its own will, so there might be some benefit there if we're really good at casting it? I don't know what such a thing would look like, though. Might be some issues finding a way to learn it and/or cast it without getting thrown in detention/jail, given that it's pretty Dark. Unsure how much of an issue that'd be.

Patronus: Honestly a pretty good pick, I think. It's already a fairly versatile spell in canon, being able to defend against some Dark beings, serve as proof of identity, and pass along messages for its caster, so I think it'd be interesting to see what a boosted one is like. Has synergy with our House Boon, as has been discussed, and a boosted Patronus may have some effectiveness against He-Who-Must-Not-Be-Named like I pointed out above. Also, I imagine a boosted Patronus would be like a Stand, and that's all kinds of fun.

Protego: We're immune to the stuff that just goes through a Shield (the Unforgiveables), so having a super-strong shield that can block everything else seems conducive to our goal of not dying. Not much to say, other than the dramatically increased survivability.

Finite Incantatem: Lmao, get Finite'd. A super-boosted general-use counterspell seems like it'd be the kind of thing to come in very handy when our life is going to be under threat from all sorts of magical things/beings. Again, not much to say other than that being able to just go "NO" to any magical effects we dislike would presumably be incredibly useful.

Felix Felicis: Man, it sure would be lucky if this next training/study session had some incredible and relevant breakthroughs to the subjects at hand, wouldn't it? We'd have to use it sparingly to avoid side effects, at least at first, but we should be able to get the ingredients through our Huffle-network and it'd likely have an extremely potent effect. Hard to speculate on what becoming amazingly good at temporarily giving yourself unbelievably good luck looks like.


Not an exhaustive list by any means, but I think any of these could turn out fairly nice if chosen.
 
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Fiendfyre: The ultimate attack magic, pretty much. Or at least, the best not counting Avada Kedavra. But Fiendfyre can do AoE and probably non-lethal (just tell the fire to partly burn people instead of totally immolate them), so I count it as better. We very much benefit from an increase to our ability to kill stuff dead, and the fact that this is one of the few things that can affect Horcruxes makes it very valuable. Additionally, there may be some noncombat applications with doing like potions or alchemy or smithing with a Fiendfyre flame, but that's just some guesswork on my part. Additionally the fire has its own will, so there might be some benefit there if we're really good at casting it? I don't know what such a thing would look like, though. Might be some issues finding a way to learn it and/or cast it without getting thrown in detention/jail, given its pretty Dark.
I'm actually partial to this, because as mentioned Fiendfyre hits a broad area and can destroy horcruxes (and thus possibly has a general ability to damage enhancted items). It is also, to a limited extent, a fire-and-forget weapon since it seeks out victims. Assuming allies aren't too near, we could open fights by spreading Fiendfyre around the combat area to harry opponents, before targeting those who resist or avoid it. Also, AFAIK there's a second spell that allows one to cease/extenguish Fiendfyre when the caster no longer wishes it to continue, so if we learn properly (unlike Crabbe) there shouldn't be too much risk.

The main downside I could see is that specializing in one very destructive and very visible signature spell means that anyone opposing or even cautious/neutral about Harry will plan countermeasures if they have two brain cells.
 
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