Tier III: These spells are considered extraordinary, are often restricted in the wizard world, as well as being uncommon in availability. They are very difficult to learn and control, and often require extreme effort to master.
Tier Level TN Difficulty
Tier Level TN Difficulty
Tier I 7
Tier II 11
Tier III 15
Learning, Identifying, and Acquiring spells
Learning magic is dependent on several factors the most important is Tier level which determines the base investment of experience to buy. Other factors include Assets, Complications, and of course Hogwarts learning curriculum which can reduce the overall investment costs. Spells being taught on the curriculum are at a –1 to the overall cost to buy the spell.
Tier Level Growth Point Cost
Tier I 4
Tier II 8
Tier III 12
Identifying spells is can be achieved at anytime and requires the usage of a One Simple Action to Roll an Awareness + spell craft (relevant Spell specialty) TN 11 to identify the spell’s properties. If successful the character may use a FREE ACTION to identify the spell with Intellect + Lore (relevant Spell Specialty) The Difficulty is based on the Tier of the spell with Tier I being TN7, Tier II being TN 11, and Tier III being TN 15. The spells availability also provides a penalty to the roll result, Uncommon being –2, Restricted and illegal being –3, and Rare being –4. If the character succeeds in both rolls, they may now counter and disrupt any spell they have not learned as if they did, ignoring penalties for countering and disrupting spells without having learned them first.
Acquiring spells is dependent on its availability, some spells due to either obscurity or regulation from the ministry are impossible to learn without having the proper Asset and paying the plot points. If the spell is available, a player may freely spend his experience to obtain the spell he wants.
Availability is not Tier-dependent as spells from all Tiers can at times be restricted. Common spells can be taken freely; uncommon requires either the Higher Learning Asset, or an expenditure of 3 Plot Points; Restricted and Illegal requires the Asset of Friends in High/Low places or an expenditure of 3 Plot Points for restricted; and Illegal spells require 6 Plot Points and are almost never accepted in usage, players using illegal spells risk notice of the Ministry of Magic who will enforce the law upon the wizard. Rare Spells may only be buyable with 6 plot points.
Spell Specialties
Some wizards inherently gravitate towards or devotedly study certain types of spells. By doing so, it makes it easier for them to cast spells of that type. In the game there are seven different spell specialties that correspond to the different affinities of magic in this world: Charm, Conjuration, Curse, Hex, Jinx, Mind, and Transfiguration. These specialties are applied as specialties for the Spellcraft skill.
Charm: Spells of this type are meant to imbue the target of the spell with magical properties.
Conjuration: Spells of this type cause objects to appear or disappear.
Curse: Spells of this type are meant to moderately harm or adversely affect the target of the spell in a negative manner. They can never be countered unless the spell says so, and their duration indefinite. Much like hexes they can be placed as sleeper spells designed to activate at later, however unlike hexes the curse will reset itself on the sleeper and capable of re-activating again if conditions are met.
Hex: Spells of this type disrupt magic effects; alter normal operation of the target in a negative and harmful manner. Also they can last much longer than hexes as well as be used to create a sleeper
spell which is a spell that is placed upon an object or being with no instant effect, the spell itself only activating when a condition is met such as the first person to touch a mirror. Once the hex has activated the sleeper is freed from the spell and thus the spell will not be re-triggered.
Jinx: Spells of this type disrupt magic effects for a short period of time or alter normal operation of the target. Usually the harm is minor discomfort and mostly for mischief. Once Activated all jinxes are instantly brought into effect immediately and their duration are very short in comparison to hexes and curses.
Mind: Spells of this type, being very powerful, can affect a person’s perception of reality or attempt to invade or control her mind. The target a spell of this type can attempt to resist it by making a Willpower check against the caster’s Spellcraft result; she may add any bonuses for magical resistance, if applicable.
Transfiguration: Spells of this type alter a target’s normal physical properties.
Spell Modifiers
Some spells can have their effects increased; however altering the spell beyond its basic form will increase the difficulty on spellcraft skills to activate the spell. Below are the listed tables for each type of spell modifier. To determine which table is applicable each spell will have a Spell Modifier listing.
Minimal Area of Effect Area of Effect Difficulty Modifier
0 – 25 yards +0 step 26 – 50 yards –1 step 51 – 100 yards –2 step 101 – 200 yards –3 step 201 – 400 yards –4 step Medium Area Of Effect Area of Effect Difficulty Modifier
0 – 100 yards +0 step 101 – 200 yards –1 step 201 – 400 yards –2 step 401 – 800 yards –3 step 801 – 1600 yards –4 step Minimal Time Duration Duration Difficulty Modifier
1 minute ±0 step
1 hour –1 step
1 day –2 step
1 week –3 step
1 month –4 step Medium Time Duration Duration Difficulty Modifier
1 hour +0 step
1 day –1 step
1 week –2 step
1 month –3 step
Medium Time Duration Duration Difficulty Modifier
1 year –4 step
Serious Time Duration Duration Difficulty Modifier
1 day +0 step
1 week –1 step
1 month –2 step
1 year –3 step
Permanent –4 step Temporal Effect
Duration Difficulty Modifier Seconds +0 step
Hours –1 step
Days –2 step
Months –3 step
Years –4 step
Multi-Attack
Attack-Type Dueling Skill Modifier Targets Damage
Single ±0 step 1 Standard
Burst fire –1 step All within a 10-yard area Standard
Auto-fire –1 step 1 +2 step bonus
Land Area of Effect
Area of Effect Difficulty Modifier
House +0 step
Town –1 step
City –2 step
State –3 step
Country –4 step
Environmental Severity
Severity Example Difficulty Modifier
Minimal Light rain, ±15 degrees +0 step
Medium Moderate rain, light winds, ±25 degrees –1 step Serious Light storm, lightning, moderate wind, ±40 degrees –2 step
Critical Flood, major storm, ±50 degrees –3 step
Urgent Major disaster, hurricane, heat wave, tornado, etc. –4 step Weight Of Object
Weight Difficulty modifier 0 – 200 lbs +0 step 201 – 400 lbs –1 step 401 – 800 lbs –2 step
Weight Of Object
Weight Difficulty modifier 801 – 1600 lbs –3 step 1601 – 3200 lbs –4 step
Distance of Travel
Distance Difficulty Modifier Time To Arrive
0 – 100 yards +0 step Next Turn
101 – 200 yards –1 step 2 turns
201 – 400 yards –2 step 4 turns
401 – 800 yards –3 step 6 turns
801– 1600 yards –4 step 8 turns
Breaking Hardness
Break Hardness Difficulty Modifier Life Points
1–2 ±0 step 1–2
3–4 –1 step 3–4
5–6 –2 step 5–6
7–8 –3 step 7–8
9–10 –4 step 9–10
Explosion Weight
Size of Object Area of Effect Damage Die 0 – 200 lbs 15 ft radius 2D6 201 – 400 lbs 30 ft radius 2D8 401 – 800 lbs 60 ft radius 2D10 801 – 1600 lbs 120 ft radius 2D12 1601 – 3200 lbs 240 ft radius 3D12
Flying Agility
Agility Die Difficulty Modifier
D4 +0step
D6 +1 step bonus
D8 +2 step bonus
D10 +3 step bonus
D12 +4 step bonus
Mental Spell Complexity
Complexity Description Difficulty
Modifier Activation TN Simple Simple misdirection, one word command, read
surface emotion
+0 step 5
Moderate Redirection, mental command non threat, read
surface thought –1 step 7
Complex Alter Mental Perception, Mental command minimal threat, read subconscious thoughts
–2 step 11
Severe Alter Memories, Command moderate threat, read –3 step 15
Mental Spell Complexity
Complexity Description Difficulty
Modifier Activation TN memories
Devastating Re-create identities, Command with life threat, total
domination of mind –4 step 19 Easy Simple shapes such as shafts, spheres,
or raw foods with no prep, common forms of life +0 step Average Designed shapes such as swords, clothing, Basic moving parts
or basic cooked food, uncommon forms of life
–1 step Hard Complex shapes such as a desk, suit, intricate moving parts or
course meal, Exotic forms of life –2 step Very Hard Powered Moving parts and chemical reactions such as cameras,
clocks, rare designer clothing, and master chef foods, Rare forms of life
–3 step
Heroic Impossible designs such as rockets, replicated
Artwork, planes, and culinary perfection, unobtainable forms of life.
–4 step
Lock Difficulty
Lock Description Covert TN Difficulty Modifier
Standard Latches and turn locks 7 +0 step
Hard Key locks and multiple latches 11 –1 step
Very Hard Combination locks and multiple key locks 15 –2 step Heroic Complex locks with several mechanical seals 19 –3 step
Impossible Magical locks 24 –4 step
Water Volume
Size Difficulty Modifier Small cup +0 step
Bath tub –1 step
Room –2 step
Pool –3 step
Lake –4 step
Spells
ALTER MEMORY CHARM
Obliviate (oh-BLI-vee-ate) Tier: III
Type: Charm, Mind Availability: Restricted Duration: Varies
Spell Modifiers: Mental Spell Complexity
Description: When cast the spell will erase or alter the memories of the target. Unlike most spells the alter memory spell has no targeting phase and therefore will always hit as long as it is successfully casted. This spell is very powerful and can never be dispelled unless by the caster themselves.
Extraordinary Success:
AMPLIFY
Sonorus (soh-nohr-uhs) Tier: I
Type: Charm
Availability: Common
Duration: Until dispelled by caster or countered.
Description: By placing the wand tip at the throat, a person may increase the level of his voice’s range and loudness. When cast, the voice will overcome almost all environmental penalties and be heard with clarity within the range of the 50 yards. Anyone within the spells range will be able to hear the caster’s voice.
Extraordinary Success: Results in the range of spell increasing to 200 yards, as well as allowing the caster’s voice to be heard mentally, and preventing anyone from ignoring the caster’s voice without a Vitality + Discipline roll vs. hard difficulty (11).
ANIMATE CHARM
Piertotum Locomotor (Pee-air-TOH-tum Lo-co-MO-tor) Tier: I
Type: Charm
Availability: Common Duration: Scene
Description: When cast, upon any inanimate object, the spell will cause an object to move as if it were alive. When cast, the object will gain stats and attributes = to his Magic resource die. The construct may not possess skills the wizard doesn’t have.
Extraordinary Success: Results in granting greater range of stats to the object, allowing the caster a total of +5 step bonuses that can be used to increase one of its already existing stats. These can be divided up in any way the caster so chooses.
ANTI-DISAPPARATION JINX
Tier: I Type: Jinx
Availability: Uncommon Duration: Varies
Spell Modifiers: Medium area of effect, serious duration
Description: When cast, the spell prevents all forms of teleportation within an area of the caster’s choosing. Any wizard attempting to teleport will find themselves at a difficulty of TN25; botching will result in splinching, causing D10W to the caster. The size and length of the spell is dependent on the caster’s choosing, however larger areas and longer times will make casting the spell difficult.
ANTI-GRAVITY MIST JINX
Tier: I Type: Jinx
Availability: Uncommon Duration: Scene
Spell Modifiers: minimal area of effect
Description: When cast, the spell creates a sphere of mist that reverses gravity for anyone entering the area of effect. The size of the Sphere can make it more difficult to cast.
ANTI-PESETERING CHARM
Pesternomi (pest-er-NO-mi) Tier: II
Type: Charm, Conjuration Availability: common Duration: scene Spell Modifiers: none
Description: When cast the spell will immediately cease any activity that pesters the caster. The method and effect is determined by the GM, but the result will always have the caster being pestered no more.
Extraordinary Success:
ANTLER JINX
Tier: I Type: Jinx
Availability: Common Duration: 1 hour
Description: When cast, the spell will cause targets to grow antlers on their head, these antlers make moving difficult and decrease the target’s agility by –1 step.
Extraordinary Success: Results in a much more powerful spell which reduces the target’s Agility – 3 steps.
ANIMATING SONG-BEWITCHING CHARM OR JINX
Tier: I
Type: Charm or Jinx Availability: Common Duration: Scene
Description: When cast, the spell will cause an inanimate object to be able to sing a song. The song can be entertaining as a charm that inspires awe or as a jinx cause distress. When used as a Charm the spell will grant all listeners a +1 step bonus to willpower. When used as a Jinx, the spell will grant all listeners a –1 step to willpower.
Extraordinary Success: Increases the spell bonus by ±1 step.
ARROW SHOOTING CHARM/CURSE
Tier: I
Type: Conjuration Availability: Uncommon Duration: Instant
Spell Modifiers: Multi-Attack
Description: When cast, the spell will cause arrows to launch from the wand tip towards a target.
Normally the spell is considered a charm, however when targeting any living creature it becomes a curse as the spell is intended to inflict harm D6 Wounds. Also, the caster may choose to Single fire, burst fire, or auto-fire for his attack.
Extraordinary Success: Increases the accuracy of arrows and provides a +1 step bonus to Ranged Weapons skill rolls.
ATMOSPHERIC CHARM/CURSE
Tier: I
Type: Charm/Curse Availability: Restricted Duration: Varies
Spell Modifiers: Land Area of Effect, Environmental Severity, and Minimal Duration
Description: When cast, the spell will allow the caster to alter the weather within an area of their choosing. The weather may be of any natural types of weather from a simple rain storm to a powerful snowstorm or even a powerful heat wave. The ministry restricts and heavily monitors all magical weather spells and rarely will they give permission or leniency to any spellcaster who performs this spell. The spell is both a Charm and Curse based upon merit of the weather itself. A spell which provides a positive weather such as ending a drought is considered a Charm, while a spell that has negative weather such as a flood to destroy a town is considered a Curse. This spell has a counter-spell specifically designed for it.
Extraordinary Success: Allows the caster complete control over the weather and he may choose to decrease the area, severity, and duration at their leisure.
BABBLING CURSE Tier: II
Type: Curse
Availability: Uncommon
Duration: Until countered
Description: When cast, the spell will cause a victim to constantly babble when they try to communicate. The victim is unable to communicate verbally, written, physically, or even mentally as no matter which method they try to communicate it is always indecipherable babble. The victim may attempt to overcome his babbling with a TN 20 Attribute + persuasion skill roll. This Curse has a counter curse.
Extraordinary Success: The victim may never roll to overcome the curse.
BACKFIRING JINX
Tier: II Type: Jinx
Availability: Restricted Duration: Triggered
Description: When cast, this spell will enchant a single object to redirect something with tremendous force. For example when used on a toilet, any biological excrement such as urine or feces would be blasted back from the toilet to the person. Another Example would be if placed on a sink, the running water would redirect itself with higher force back at the person. The ministry deeply despises this jinx and constantly monitors the usage of this spell as it can cause devastating danger to unsuspecting Muggles.
Extraordinary Success: Will always result in a kinetic force that can knock the intended target down.
BANISHING CHARM
Tier: II Type: Charm
Availability: Common Duration: Instant
Spell Modifiers: Weight of Object, Distance Traveled
Description: When cast, this spell will magically cause objects not bound to fly away from the wizard. This spell is the reverse of the Accio summoning charm and such objects are whisked through the air at amazing speeds as they head away from the caster. Due to the nature of the banishing charm the difficulty in casting the charm varies from object to object as well as distance, time to travel, and magical interference.
BAT-BOGEY HEX
Tier: III Type: Hex
Availability: Uncommon Duration: Varies
Description: When cast, the spell will engorge a victim’s bogies to bat size, give them wings, and set them to attack the victim’s face. The bats will inflict 1 point of stun until countered or dismissed by the caster.
Extraordinary Success: Converts the damage to 1 point of wound.
BEDAZZLING HEX
Tier: II Type: Mind
Availability: Common
Duration: Until Countered
Description: When cast, this spell will enchant an object to distract any who gaze at the object to the point of making them oblivious to what they are looking at, thus making it very difficult to notice the object. Any person attempting to gaze at a bedazzled object must make a TN 15 Awareness + Perception at a –2 step penalty to notice anything.
Extraordinary Success: Increases the penalty to a –4 step.
BINDING CHARM
Incarcerous (IN–car–ser–rous) Tier: I
Type: Conjuration Availability: Uncommon
Duration: Until dispelled or broken Spell Modifer: Breaking Hardness
Description: When cast, the spell summons a form of restraint to bind a target. These bindings can range from ropes, chains, cuffs, plants, etc. The material is considered magical and regardless of form will have a break hardness based on the following chart and casting.
BLASTING CURSE
Confringo (Con–FRING–go/blasting curse) Tier: III
Type: Curse
Availability: Uncommon Duration: Instant
Spell Modifiers: Explosion Weight of Object
Description: When cast, the target will explode with tremendous force. However the ministry considers its usage on living beings restricted and only legal if used as self-defense. Any object affected will explode with damage and area of effect based on its size. All damage is divided between wound and stun rounding down. Targets affected must succeed in TN11 Vitality + Vitality or be rendered unconscious. This Curse Has no counter-curse
Extraordinary Success: Automatically render targets caught in the blast unconscious.
BLINDNESS CURSE
Conjunctivitus Tier: II Type: Curse
Availability: Uncommon Duration: Varies
Spell Modifier: Medium Time Duration
Description: When cast, the spell will blind the victim providing a –3 step to all awareness rolls based on Sight. This Curse has a Counter-Curse
Extraordinary Success: Increase the penalty to –4 step.
BOGGART BANISHING CHARM
Riddikulus (ri–di–KYOO–lus) Tier: II
Type: Mind
Availability: Uncommon
Duration: Instant
Description: When cast, the spell will instantly force a boggart to transform into an amusing form of the caster’s worst fear. The spell will grant a +2 step bonus increase to Discipline rolls to all present to resist the boggart’s influence and create an effect defense against the creature.
Extraordinary Success: Grants a +4 step bonus.
BLINDFOLD JINX
Obscuro (ob-SKOO-roh) Tier: I
Type: jinx,
Availability: uncommon Duration: scene
Spell Modifiers:
Description: when cast the spell will instant create an animated blindfold around the target’s head which will strive to cover the target’s eyes creating a –2 step penaltys to perception and preventing the use of the specialty of sight. To remove the blindfold requires a strength + athletics skill roll TN 15
Extraordinary Success: the TN to remove the blindfold is increased to 19.
BOND OF BLOOD CHARM
Tier: III Type: Charm
Availability: Uncommon Duration: Varies
Description: When cast, the spell forms a magical protection based on ancient magic. The Ancient magic is formed when a person sacrifices himself or herself for a family member, out of love. The sacrifice creates a lingering protection in the blood of the person who was saved. It is not activated, however, until the charm is actually cast, and it is not sealed and functioning until another member of the family accepts the saved person as his or her own. As with most ancient magic, the bond of
Description: When cast, the spell forms a magical protection based on ancient magic. The Ancient magic is formed when a person sacrifices himself or herself for a family member, out of love. The sacrifice creates a lingering protection in the blood of the person who was saved. It is not activated, however, until the charm is actually cast, and it is not sealed and functioning until another member of the family accepts the saved person as his or her own. As with most ancient magic, the bond of