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Thread: Game Rules

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    Default Game Rules

    Professions and Requirements


    Hogwarts Headmaster: At least 25 points in all proficiency categories

    Defense Against the Dark Arts Professor: 25 points in Hexes, 25 points in Curses, 25 points in Charms

    Potions Master: 50 points in potion making, 25 points in Herbology/Healing

    Transfiguration Professor: 50 points hexes, 25 points charms

    Charms Professor: 75 points in charms

    Herbology Professor: 75 points in herbology/healing

    Please note that Professors will be expected to teach lessons.
    -------------

    Minister for Magic: At least 35 points in all proficiency categories

    Advisor to the Minister: no requirements

    Senior Undersecretary to the Minister for Magic: no requirements

    Officer level entry position in any ministry position: no requirements

    Head of Department for Regulation and Control of Magical Creatures: 25 points herbology/healing, 25 points hexes

    Head of Department for Magical law Enforcement: 20 points hexes, 20 points curses, 10 points healing/herbology

    Auror: 10 points hexes, 10 points herbology/healing, 10 points curses, 10 points charms, 10 points potion making

    Justice: No requirements

    Head of Department for Department of Games and Sports: No requirements

    Head of Department for Magical Accidents and Catastrophes: 25 points hexes, 25 points charms

    Obliviator: 15 points hexes, 10 points charms

    Department of Magical Transportation: 25 points charms, 25 points hexes

    Hogwarts School of Witchcraft and Wizardry

    Teachers Hogwarts school is an ancient academy of magic. Students enter at age eleven with a rudimentary knowledge of the magical arts and leave at seventeen as fully qualified Witches and Wizards. What one studies at school may determine one's future employment opportunities. The Castle is staffed with a variety of faculty. Five permanent teachers and the headmaster make up the school's permanent, salaried staff. Teachers head of one of Hogwart's four Houses. Hogwarts is one of the most magically defended places in Britain:


    • Disapparation is impossible within school grounds
    • Sneaking around school grounds is difficult, owing to a number of spies loyal to the school lurking about in forests and towers
    • The areas surrounding the castle are inhabited by unfriendly creatures


    Core Subjects
    Defense Against the Dark Arts
    This class allows students to become proficient in using curses and hexes, as well as increasing willpower to bend Magic to one's will. (Increases Willpower, Curses)

    Transfiguration
    This class allows students a window into the realm of casting hexes and changing the appearance of objects and yourself. (Increases willpower and hexes)

    Potions
    The precise art of potion making is best suited for the sure of mind and meticulous. Learning to master one's mind in order to concoct the perfect potion steels the mind, increasing willpower and experience in brewing potions. (Increases Potion Making and Willpower)

    Charms
    The quick execution of a charm may not only save lives, but can also be quite handy on a day to day basis. (Increases Charms, Healing/Herbology, Willpower)

    Herbology
    Quick plant identification can also mean the difference between life and death. Not to mention some plants of a more sinister nature could be used in home defense. (Increases Healing/Herbology, Willpower)


    Teachers are responsible for teaching lessons, giving tests, and sending out supply lists to all students for their class. The Headmaster will oversee the sorting, the running of the school, and send all official correspondences to the students from teachers. Students will earn a minimum of 1 point in proficiency for each area for taking a course, but may be awarded up to 8 based on grades in respective classes, given by teachers for performance in the class.

    O.W.L.S. and N.E.W.T.S will be determined by the score students receive in each class During the 5th and 7th years, students will have the opportunity to earn 10 proficiency points in all classes instead of the normal 5 which correspond to the six grading scales of the tests: Outstanding, Exceeds Expectationg, Acceptable, Poor, Dreadful, Troll.

    The four houses of Hogwarts compete in the annual House Cup. The house cup is awarded to the house that has the most points at the end of the year. Professors of the school may award points for good behavior or take points away for bad behavior in the appropriate thread. Winners of the House Cup will receive unique bonuses.

    Students will receive at least 1 willpower for passing each class they take every year, but up to five. Willpower is awarded at moderator discretion for RP done during the schoolyear. Students could earn anywhere from 1-10 willpower. Graduating from Hogwarts will automatically earn a student 10 willpower.


    Students Upon entry into the school, First-Years are sorted into one of four houses. The sorting hat takes personality and personal preference for house into consideration. Throughout their school careers, students can increase their willpower and magic mastery by taking an active role in school. The more a student participates, the higher his scores and the more proficient he becomes at whatever area of magic he studies. Students will earn at least three points per category per year.

    Students that distinguish themselves may be given titles and positions. Heads of houses will be given the option to name any students in their houses Prefects in their fifth year of study and Head Boy or Head Girl in their seventh year. These awards and positions may strengthen a student's Willpower.

    Students are expected to attend class, gather materials needed for class from respective shops, and do appropriate course work.

    NOTE THAT IT TAKES SEVEN YEARS TO GRADUATE FROM HOGWARTS, SO BE PREPARED FOR FOURTEEN WEEKS OF HOGWARTS RP (unless you drop out)


    Ministry of Magic

    The Ministry of Magic is the Wizarding government, responsible for various tasks including but not limited to the enforcement of the reasonable restrain of underage magic, basic law enforcement, and policies governing the use of certain spells and skills. The Minister of Magic and Departments may pass new laws regarding any aspect of wizarding life. The Minister may veto any legislation, but in order for legislation to pass there must be unanimous agreement between the minister and the department members.

    Laws
    International Statute of Wizarding Secrecy: Provides for the protection of the Wizarding community from Muggles. The wizarding world is to remain a secret.

    Wand Ban: Only Wizards or Witches may use wands. other magical creatures are banned from wand use.

    Law Fifteen B: Any attack by a magical creature with near human intelligence will be considered responsible for its actions

    Owl-Post Ministry Censorship Legislation: Allows the ministry to intercept and read mail carried by the owl post.

    Reasonable Restriction of the Use of Underage Magic: Any wizards or witches may not use magic outside school until they come of age (17). There is only one exception to this rule: Magic may be used in extreme cirumstances where serious injury or death could result.


    The Office of the Minister for Magic

    The Minister's office acts as the executive office of the Ministry and is composed of several support staff positions. The Minister has the right to oversee all of the Ministry departments, start committees, propose laws, and communicate with the Muggle Prime Minister. The Minister of Magic serves a term of three years. The Minister's office is composed of the following positions:

    Minister for Magic:
    Advisor to the Minister:
    Senior Undersecretary to the Minister for Magic:


    Five Main Departments
    The Department for the Regulation and Control of Magical Creatures
    This department handles all problems arising from Magical Creatures. They are a cleanup squad, a hazmat unit, and an embassy of sorts all in one. They treat with sentient magical creatures such as goblins and centaurs and help to control violent and 'dumb' magical creatures such as dragons or hippogriffs. The various offices ensure that muggles remain aloof to wizarding activity, keep dangerous beasts, spirits, and beings in check, and consult on pest infestations.

    Positions available
    Head of Department:
    Assistant Head:
    Officer:


    Department of Magical Games and Sports

    This department regulates all magical sporting events within the country and is responsible for organizing the Quidditch World Cup and Tri-Wizard tournaments.

    Positions available
    Head of Department:
    Assistant Head:
    Officer:


    Department of Magical Law Enforcement
    This department is responsible for enforcing magical law. It is composed of the Auror Headquarters, Misuse of Muggle Artifacts squad, Hit Wizards, and the Wizarding Justice Department. It is the largest department of the Ministry and is responsible for the apprehension and prosecution of all criminals.

    Positions available
    Head of Department:
    Assistant Head:
    Auror:
    Justice:


    Department of Magical Accidents and Catastrophes

    This department is responsible for repairing the damage caused by magical accidents. It consists of the Office of the Obliviators, the Accidental Magic Reversal Squad, and a committee dedicated to coming up with muggle-worthy excuses for magical accidents.

    Positions available
    Head of Department:
    Assistant Head:
    Obliviator:


    Department of Magical Transportation
    This department is responsible for all magical transportation including the Floo Network, Brooms, Portkeys and Apparition.

    Positions Available

    Head of Department:
    Assistant Head:
    Officer:




    Magical Items/Skills

    Herbology
    Herbology skills, while necessary in healing, also determine a wizard's level of competence with handling dangerous plants. Once a wizard reaches a certain level of skill in herbology they may handle different types of plants effectively and even manipulate them to perform certain tasks such as defense, poisoning, or even offensive action. Note that the followig levels refer to proficiency in herbology.

    Level 15

    Fanged Geranium: a magical flower with sharp teeth

    Flitterbloom: A plant that looks exactly like Devil's Snare

    Spiky Bushes: bushes with spikes growing out of them. They can shoot these spikes at humans

    Level 50

    Adolescent Mandrake: A magical plant that may stun any who hear its cries. Components of Mandrake also have magical healing properties, and are able to restore victims petrified by basilisks.

    Bouncing Bulb: a magical plant which jumps around if it is not restrained. Bouncing Bulbs' main stem is a disproportionate purple bulb, with a bunch of leaves growing on the top.Young Bouncing Bulbs are small enough to handle,[3][1] but mature ones can reach the size of doorways. Bouncing Bulbs can be aggressive when they feel threatened; they jump towards the possible attacker and try to hit it

    Flutterby Bush: A flowering Bush whose scent attracts the unwary

    Level 75

    Aconite: One of the main ingredients of the Wolfsbane potion. Finding this will greatly expedite the brewing process, but you must travel to an uninhabited land to find it (counts as five rare ingredients)

    Gillyweed: When eaten the wizard produces gills and webbed feet that allow great mobility in water.

    Mimbulus Mimbletonia: A plant whose sap is extremely odorous. It will likely repel any who come near it

    Snarfalump: A plant with tentacles with varying reaches.

    Level 100


    Devil's Snare: a plant with the magical ability to constrict or strangle anything in its surrounding environment or something that happens to touch it. Struggling or resistance to Devil's Snare will cause the plant to exert a greater force of constriction.

    Snargaluff: a plant with the appearance of a gnarled stump, but hides dangerous thorn-covered vines that attack when provoked and is usually best handled by more than one person

    Venemous Tentacula: a green, spiky, toothsome plant with mobile vines that try to grab living prey. Venomous Tentacula expels venom from its shoots, and its spikes are deadly. Its bite is highly poisonous.

    Potions
    Obtained from an apothecary vendor or brewed if one has all the ingredients. Ingredients may be obtained by searching for them. One common ingredient can be found once every day. One rare ingredient can be found only once every two days. Ingredients may be sold or bartered between individuals. Moderators must be aware of an individual's search and collection of ingredient items of any kind.

    Potions of differing difficulties will require more expertise and specialized equipment to brew.
    Note: Pewter Cauldrons are meant for students as training cauldrons. These Cauldrons are capable of brewing most any potion but in class it will be vanished by the professor before the end.
    Level 1 = basic potions (requires a copper cauldron and at least 25 points in potion-making)
    Level 2 = intermediate potions (requires a bronze cauldron and at least 50 point in potion-making
    level 3 = expert potions (requires a silver cauldron and at least 100 points in potion-making

    Minor Healing Potion (level 1)

    A restorative potion that will eliminate minor maladies, such as boils or burns. Two common ingredients, one rare ingredient.

    Angels Triumph Draught (level 3)

    An incredibly powerful poison. Will require a powerful antidote and attention of healers immediately to escape death. Ten common ingredients, ten rare ingredients

    Boil Potion Cure (level 1)

    Cures boils. Two common ingredients

    Burn Healing Paste (level 1)

    Heals burns. One common ingredient, one rare ingredient.

    Draught of Despair (level 3)

    The Drink of Despair is a mysterious potion which induces fear, delirium, and extreme thirst. The drink cannot be penetrated by hand, vanished, parted, scooped up, siphoned away, transfigured, charmed or made to change its nature in any way. It can only be drained away by drinking. Ten common ingredients and ten rare ingredients.

    Elixir to Enduce Euphoria (level 2)

    Induces Euphoria. Five common ingredients, four rare ingredients.

    Cough Potion (level 1)

    Cures coughing. Two common ingredients, one rare ingredient.

    Confusing Concoction (level 2)

    Confuses the drinker, bringing on the effects of the Confundus Charm. Three common ingredients, three rare ingredients.

    Bruise Removal Paste (level 1)

    Removes bruises. Two common ingredients.

    Alihotsy Draught (Level 1)

    A potion made from the Alihotsy plant. Drinking or inhaling the fumes induces hysteria. Two common ingredients, one rare ingredient.

    Major Healing Potion (level 2)

    A potion such as Skele-Gro or Blood-Replenishing Potion that offers a wide range of medical services. Five common ingredients, three rare ingredients.

    Felix Felicis (level 3)

    Makes the drinker unusually lucky, but dangerous and even poisonous in large quantities. Requires ten common ingredients and ten rare ingredients

    Fire Protection Potion (level 2)

    Protects the drinker from fire and magical fire. Five common ingredients, four rare ingredients.

    Wideeye Potion (level 2)

    Wakes the drinker from even the deepest of sleeps. Four common ingredients, three rare ingredients.

    Memory Potion (level 2)

    Allows the drinker better access to memories. Three common ingredients, three rare ingredients.

    Polyjuice Potion (level 3)

    Allows the drinker of the potion to assume the identity of another, provided the drinker has a bit of the thing he wants to transform into with him. Requires ten common ingredients and ten rare ingredients.

    Tasteless Poison (level 2)

    This tasteless poison can bring death to the drinker if an antidote is not close at hand. Five common ingredients, three rare ingredients.

    Poison antidote (level 2)

    An antidote for most poisons. Five common ingredients, three rare ingredients.

    Veritaserum (level 3)

    A powerful truth serum that compels the drinker to tell the truth under interrogation. The use of the potion is strictly controlled by the Ministry of Magic. Veritaserum is clear, colourless, and odourless and is almost indistinguishable from water. Requires seven common ingredients and four rare ingredients.

    Veritaserum antidote (level 3)

    Removes the effects of veritaserum. Requires seven common ingredients and four rare ingredients.

    Doxycide (level 1)

    A potent spray to aid in getting rid of a Doxy infestation. Requires two common ingredients.

    Draught of Living Death (level 1)

    A powerful sleep draught that mimics the effects of death. Three common ingredients, two rare ingredients.

    Elixer of Life (level 3)

    The Elixir grants the drinker an indefinitely extended life, for as long as they keep drinking it regularly, though, the frequency with which it needs to be consumed. Requires five common ingredients and ten rare ingredients and the Philosopher's Stone.

    Essence of Dittany (level 1)

    A simple healing draught. Three common ingredients, three rare ingredients.

    Invigoration Draught (level 1)

    A potion that renews strength and resolve. Two common ingredients, two rare ingredients. (Increases Willpower by 25 for a period of 24 hours)

    Invisibility Potion (level 2)

    Renders the drinker invisible...or partially so. Perhaps it is better to characterize the potion as making the drinker more of a chameleon. Five common ingredients, five rare ingredients.

    Wolfsbane Potion
    (level 3)

    Allows for peaceful transformations into a werewolf state, the werewolf will have more control over his actions. Seven common ingredients, five rare ingredients.


    Legendary Magical Items/Skills
    These items are one of a kind, and will grant the bearer added skills and proficiency. Obtaining these items involves meticulous searching, interaction with other wizards and luck. Wizards can begin a search for these items by informing moderators they wish to seek out a particular magical item and then do the necessary RP to uncover them. It may take years before the search yields fruit. Legendary Skills such as Animagus Transformation and Occlumency take lots of practice and determination; sometimes years on end. Only the person that finds, wields or masters the skill or item in question receives the stat boost. Quests to accomplish any of the tasks below must be undertaken personally, A proxy cannot do your work for you.

    The Sword of Gryffindor

    The Legendary sword of Godric Gryffindor may either present itself to a worthy student or ex-student of Gryffindor house, or may be sought out. It will imbue the wielder with renewed willpower (+20 willpower, +5 to all skills))

    The Philosopher's Stone

    The Philosopher's Stone was a man-made, blood-red stone with magical properties. It could be used to create the Elixer of Life, which extended the drinker's lifespan, as well as transform any metal into pure gold. It allows Wizards to evade death from natural causes. It can either be sought out or created with twenty uncommon ingredients and twenty rare ingredients. (+15 willpower)

    The Resurrection Stone

    Lost after the battle of Hogwarts, the resurrection stone allows the wielder a unique boost in one skill by summoning a skilled deceased wizard to teach him secrets from beyond the grave. (+15 points to any proficiency, +7 willpower)

    The Elder Wand

    Rumored to be one of the most powerful wands in the world, the Elder Wand bestows great power to its master, but at a cost. The quest to obtain this wand will be beyond the skill of most, and death may be the only reward of even the successful. (+ 25 points willpower, +25 points hexes, +25 points healing, +25 points curses, +25 points charms)

    Vial of Phoenix Tears

    The Phoenix is a very rare animal, and the journey to obtain its valuable tears will be fraught with challenges. The adventure in itself might be rewarding. (+10 willpower, and a vial of Phoenix Tears, which can heal any wound, +20 herbology/healing)

    The Cloak of Invisibility

    Renders the wearer essentially invisible. (+20 willpower, the cloak of invisibility, +10 charms)

    Vial of Basilisk Venom

    The Venom of a Basilisk is known for being not only extremely deadly, but able to destroy powerful magical items. (vial of Basilisk venom, +10 willpower, +10 potion making, +10 curses))

    Pet Pheonix

    Available only to non-dark wizards, a particularly powerful wizard may be able to induce a Pheonix to become a loyal pet. But first you have to find one and then train it...this might take a while (+10 willpower, +10 herbology/healing)

    Pet Hippogriff

    Taming a hippogriff requires a unique approach and a lot of patience, but if the right methods are used, this pet could become quite useful. (+10 willpower for taming a Hippogriff, and a pet hippogriff)

    Mastering Animagus Transformation

    Wizards that apply themselves may master the art of self-transfiguration. By practicing this art of self-transformation, a wizard may gain the ability to transform at will, becoming the animal they choose whenever they want. (+20 willpower, ability to transform into a single type of animal)

    The Marauder's Map

    This strange map of Hogwarts requires a keen mind to decipher in order to unlock the magical secrets. (+25 willpower, ability to see Hogwarts and everyone within it at any time)

    Occlumency
    This is the act of magically closing one's mind against Legilimency. It can prevent a Legilimens from accessing one's thoughts and feelings, or influencing them. The training necessary for Occlumency is indeed tough for any wizard; experienced or not. This requires a lot of training, patience and determination to fully master (Resistance to Legilimency, 25 willpower, +10 hexes)

    Legilimency
    Also known as the spell Legilimens, this technique/spell allows the caster to delve into the mind of the victim, allowing the caster to see the memories, thoughts, and emotions of the victim. At some extreme levels, it can even result in the caster possessing the victim's body for a period of time. This requires great patience and concentration in order to fully utilize Legilimency's power. (Ability to read minds and influence thoughts and dreams, 25 willpower, +10 hexes)

    Possessed of the Inner Eye

    You have trained your mind in the subtle and mysterious arts of divination, and as a result may receive glimpses of what is to come, or not to come. (+35 willpower)


    Casting Spells

    Willpower

    Willpower refers to the mental stamina and fortitude of a caster. The willpower often determines the strength and effectiveness of each spell that is cast. A first year Hogwarts student could perform the Cruciatus curse, but it would hardly be effective. In order for spells to be effective and serve the caster better, the caster must have strength of mind and the concentration required to perform the spell. Each Wizard or Witch will have a level of Willpower according to their level of training and life experiences. If someone engages in a lot of duels, or has a need to use defensive or offensive spells often either as part of their job or simply because they are a target, their willpower will increase according to their actions.

    Willpower is assigned on a scale between 1 and 150 for each with or wizard and aids in resisting spells of the spiritual sort, as well as aiding in casting spells that require more concentration. Willpower will allow for spells to have more effective results.

    Accuracy

    Even the best wizards miss. Accuracy is one of the few factors outside a caster's control. Dice will determine whether or not spells reach their targets. The area of the duel will affect the accuracy of spells.

    Open spaces (such as fields, an empty room): 2/10 miss chance
    Occupied spaces (such as occupied rooms, or a hall with columns and pillars): 4/10 miss chance
    Cluttered spaces (such as forests, the room of requirement where the students dumped contraband: 6/10 miss chance

    Proficiency

    Proficiency refers to training and knowledge of magic. There are several proficiency levels that will determine the overall effectiveness of different types of activities and Qualified wizards have an edge over students in most areas. All areas of proficiency are graded on a scale of 1-150. Wizard's or Witches' proficiency level will determine their effectiveness in each area of Magic. If a Dark Wizard with a high proficiency in curses does considerable damage to a victim, it would require a wizard with proficient healing skills to repair the damage.

    Potion Making
    Hexes
    Curses
    Charms
    Herbology/Healing

    Spells


    Every spell is categorized into either offensive, defensive, or neutral spells. In addition, Every spell has a rating referring to the difficulty in conjuring

    KEY:

    O = offensive
    D = defensive
    N = neutral
    Di = difficulty of the spell to use (ranked 1-10)

    Proficiency Scale:

    Spells can be performed perfectly when they fall within the proficiency rank a character possesses. For example, when someone performs a level 1 curse with 5 proficiency, it will have no chance of failure unless countered or unless it misses (see willpower). When the same wizard with 5 proficiency attempts a spell above his skill level, the point deficit will be converted into a chance for failure and a modifier added. Attempting spells above one's proficiency level will have an automatic base failure chance of 30%. Then the point deficit will be added to the failure chance.

    So the same wizard attempts a level 2 curse with 5 proficiency points in curses. The chance for failure if 40%, the base 30% failure rate added to the point deficit of ten points. When the same wizard attempts a level 5 spell, his chances decrease to 80% failure and so forth.

    Level 1 spells: 1-10
    Level 2 spells: 10-15
    Level 3 spells: 15-25
    Level 4 spells: 25-35
    Level 5 spells: 35-55
    Level 6 spells: 55-75
    Level 7 spells: 75-95
    Level 8 spells: 95-110
    Level 9 spells: 110-125
    Level 10 spells: 125-150

    Moderators must be involved in the process of casting spells whenever it is a situation involving a legitimate duel, a battle, on Special Item or Special Skill missions or whenever two opposing wizards/witches are facing one another. Classroom spell casting or duels done for fun will be subject to less formal rules.

    Curses

    Archeris (O, Di: 1) - Conjures arrows in front of the wand that can then be propelled at high speeds

    Averte Statum (O, Di: 1) - Knocks something off its feet and sends them flying several meters

    Felinus Vulnus (O, Di: 2) - Produces the effect of claw strikes as inflicted by a cat. The spell causes great irritation to the skin and may cause a wizard to lack focus (10% chance of missing next spell) (known to Atticus Prince and Professor Forsyth)

    Serpensortia (N, Di: 2) -Conjures a snake from the wand

    Vipera Evanesca (D, Di: 2) - Counter Spell for Serpensortia. Seems not to merely "Vanish", but causes the snake to smoulder from head and tail until it is reduced to a pile of ashes

    Babbling Curse (Blatero) (O, Di: 2,) - Makes the victim unable to articulate words

    Arania Exumai (O, Di: 3) - The Spider-killing Curse is a spell used to kill or, at least, supposed to

    Furnunculus (D, Di: 3) - Causes the target to become covered in boils

    Impedimenta (D, Di: 3) - This powerful spell is capable of tripping, freezing, binding, knocking back and generally impeding the target's progress towards the caster.

    Petrificus Totalus (D, Di: 4) - Used to temporarily bind the victim's body in a position much like that of a soldier at attention; this spell does not restrict breathing or seeing, and the victim will usually fall to the ground

    Incendio (O, Di: 4) - Produces fire shooting out of the wand.

    Confringo (O, Di:5) - Causes anything that the spell meets to explode in flames.

    Conjunctivis Curse (O, Di: 5 ) - A curse that causes great pain to the victim's eyes.

    Reducto (O, Di: 5) - Enables the caster to explode solid objects

    Locomotor Mortis (O, Di: 5) - Locks the legs together, preventing the victim from moving the legs in any fashion. The target can hop when affected by this curse, but walking is impossible without the countercurse

    Destructum (O, Di: 5) - Destroys shield hexes and charms

    Mobilicorpus (N, Di: 5) - Lifts a body a few inches off the ground and levitates it where the caster points his or her wand

    Morsmodre (N, Di: 5) - Produces the Dark Mark

    Expulso (O, Di: 6) - A spell that causes an object to explode. The force of the explosion may depend on the intent of the caster.

    Axelo (O, Di: 6) - Causes severe internal injury

    Langlock (D, Di: 6 ) - Glues the victim's tongue to the roof of his/her mouth. Created by Severus Snape.

    Muffliato (D, Di: 6) - Keeps nearby people, or those to whom the wand is directed, from hearing nearby conversations

    Sectumsempra (O, Di: 7 ) - Violently wounds the target; described as being as though the subject had been "slashed by a sword"

    Flagrante Curse (D, Di:7 ) - Causes any object affected to burn human skin when touched.

    Levicorpus (O, Di: 8) - The victim is dangled upside-down by one of his/her ankles, sometimes accompanied by a flash of white light.

    Liberacorpus (D, Di: 8) - The countercurse of Levicorpus

    Geminio (N, Di: 9 ) - Creates a duplicate of any object upon which it is cast

    Unbreakable Vow (N, Di: 10) - Causes a vow taken by a witch or wizard to be inviolable; if he or she should break it, the consequence is death. It manifests itself as interlinking chains of fire binding the clasped hands of the people taking the Vow; the fire shoots out as a tongue of flame from the wand of the Binder (a witness to the Vow) every time the person who takes the vow makes a promise. The flames then form into the linking chains. According to Ron Weasely, the spell causes death to anyone who breaks the vow.

    Fiendfyre Curse (O, Di:10 ) - Dangerous, uncontrollable and extremely powerful fire which can take the form of beasts (all area spell, 30% chance of damage to caster)

    Charms

    Riddikulus (N, Di: 1) - A spell used when fighting a Boggart, "Riddikulus" forces the Boggart to take the appearance of an object the caster is focusing on. Best results can be achieved if the caster is focusing on something humorous, with the desire that laughter will weaken the Boggart

    Fera Verto (N, Di: 1) - Transfigures an animal into a goblet

    Scourgify (N, Di: 1) - Used to clean something.

    Wingardium Leviosa (N, Di: 1) - Levitates objects

    Lumos (N, Di: 1) - Produces a light on the end of the wand

    Nox (N, Di: 1) - Countercharm to Lumos

    Orchideous (N, Di: 2) - Makes a bouquet of flowers appear out of the caster's wand.

    Anapneo (N, Di: 2) - clears the airway

    Aguamenti (N, Di: 2) - Produces a jet of water from the tip of a wand.

    Reparo (N. Di: 2) - Used to repair broken or damaged objects

    Hover Charm (N, Di: 2) - An object is levitated off the ground and moved according to the caster.

    Ferula (N, Di: 2) - Creates a bandage and a splint.

    Incarnum Inflamarae (N Di: 3) - sends a ball of fire from the wand

    Reparifors (D, Di: 3) - Heals minor magical injuries

    Episkey (D, Di: 3) - Used to heal relatively minor injuries. When this spell is cast, the person feels his/her injured body part go very hot and then very cold.

    Banishing Charm (N, Di: 3) - Propels an object away from the caster

    Engorgio (N, Di: 3) - Causes objects to swell in size.

    Colloshoo (D, Di:3) - Glues the victim's shoes to the ground

    Baubilleous (N, Di: 4) - Creates a bright bolt of white light from the tip of the wand.

    Carpe Retractum (N, Di:4) - Produces a magical rope attached to the caster's wand that pulls objects towards the spell caster.

    Rennevarte (N, Di: 4) - Brings someone out of unconsciousness.

    Sonorus (N, Di: 4) - Magnifies the spell caster’s voice, functioning as a magical

    Diffindo (N, Di: 4 ) - Rips objects

    Freezing Charm (N, Di: 4) - Causes an object to freeze

    Silencio (N, Di: 4) - Silences something immediately

    Vulnera Sanentur (D, Di: 5) - Causes wounds and gashes to heal up and any blood to return to the victim.

    Aqua Eructo (O, Di: 5) - Aqua Eructo is a spell used to create a jet of clear water, and then control it.

    Protego (D, Di: 5) - The Shield Charmcauses minor to strong jinxes, curses, and hexes to rebound upon the attacker, or at least prevents them from having their full effect. It can also cause a shield to erupt from the caster's wand. (All area affect)

    Impervius Charm (Impervius, D, Di: 5) - This spell makes something repel (literally, become impervious to) substances and outside forces, including water.

    Expecto Patronum (D, Di: 5) - Conjures a Patronus. A patronus is commonly used to dispel dementors, but can also be used to communicate messages.

    Confundus Charm (Confundo O, Di: 5) - Causes the victim to become confused, befuddled, overly forgetful and prone to follow simple orders without thinking about them.

    Aresto Momentum (N, Di: 5) -Slows the movement of multiple objects, including the caster if so desired

    Expelliarmus (D, Di: 5) - This spell is used to disarm another wizard, typically by causing the victim's wand to fly out of reach

    Repello Mugletum (D, Di: 5) - Repels Muggles (All area affect)

    Calloportus (D, Di: 5) - Locks doors, making them unable to be opened

    Aparecium (D, Di: 5) - Makes invisible ink visible

    Ossio Dispersimus (Di: 6) - Removes bones

    Obliviate (N, Di: 6 ) - Used to hide a memory of a particular event.

    Deprimo (N, Di: 6) - A very powerful wind that can loosen and/or soften a variety of things; it can also be used to detach objects.

    Fianto Duri (D, Di: 6) - Creates an impassable shield between the caster and the enemy

    Summoning Charm (Accio) (N, Di: 6 ) - This charm summons an object to the caster, potentially over a significant distance. It can be used in two ways: by casting the charm, and then naming the object desired, or by pointing the wand at the desired object during or immediately following the incantation to "pull" it toward the user.

    Protego Horribilis (D, Di: 7) - Provides some form of protection against Dark Magic. (All area affect)

    Protego Totalum (D, Di: 7) - Provides protection of some form for an area or dwelling. (All area affect)

    Disillusionment Charm (N, Di: 7)- Causes the target to become invisible, or close to it.

    Cave Inimicum (D, Di: 7) - Spell used to strengthen an enclosure against enemies. (All area affect)

    Portus (N, Di: 8) - Makes an item a portkey

    Homorphus Charm (D, Di: 8 ) - Causes animagi or transfigured objects to revert to their original form

    Caterwauling Charm (D, Di: 8) - Anyone entering the perimeter of a Caterwauling Charm sets off a high-pitched shriek. (All area affect)

    Homenum Revelio (D, Di: 8) - Reveals humans near the caster. (All area affect)

    Fidelius Charm (D, Di: 9) - A charm involving secret information hidden within the soul of a Secret-Keeper. This information is irretrievable until the Secret-Keeper chooses to reveal it; those who have the secret revealed to them cannot reveal it to others.

    Finite Incantatem (N, Di: 10) - Negates many spells or the effects of many spells.

    Hexes

    Rictusempra (N, Di: 1 ) - The subject experiences the sensation of being tickled

    Flipendo (N, Di: 1) - A jinx that knocks enemies back, causing them to flip over

    Alerto Ascendare(N, Di: 1) - Shoots an object or creature into the air

    Alohamora (O, Di: 1) - Used to unlock doors, but doors can be bewitched so this spell has no effect.

    Immobulus (D, Di: 2) - Renders the target immobile for a short period of time

    Descendo (N, Di: 2) - Makes things sink

    Locomotor (N, Di: 3) - The spell causes the named object to rise in the air and move around at the will of the caster.

    Stinging Hex (O, Di: 4) - Causes the victim to feel the sensation of being stung

    Relashio (D, Di: 4) - Used to force someone or something to release that which it holds or grapples by means of shooting fiery sparks out or, underwater, shooting hot bursts of water.

    Trip Hex (O, Di: 4) - Causes the victim of the hex to trip and fall

    Tarantellego (O, Di: 4, ) - Makes victim's legs dance uncontrollably, so the victim cannot control his or her movement

    Stupefy (O, Di: 4) - Stuns a victim

    Aparecium (D, Di: 5) - Makes invisible ink visible

    Evanecso (N, Di: 5) - Makes the target vanish.

    Obscuro (D, Di: 5) - Causes a blindfold to appear over the victim's eyes, obstructing his/her view of his/her surroundings.

    Defodio (O, Di: 5) - This spell causes deep gouges to appear in the object targeted by the spell

    Deprimo (N, Di: 5) - This spell places immense downward pressure upon its target, which may result in the violent fracturing of said target.

    Prior Incantatem (N, Di: 5 ) - Causes the echo (a shadow or image) of the last spell cast by a wand to emanate from it.

    Bombarda (O, Di: 5) - Causes a small explosion

    Deletrius (D, Di: 6) - Removes evidence of previous spells cast by the wand, revealed by Prior Incantato

    Incarcerous (D, Di: 6 ) - Ties someone or something up with ropes

    Salvio Hexia (D, Di: 8) - Provides some form of protection against hexes

    Bombarda Maxima(O, Di: 8) - Causes a large explosion

    Specialis Revelio (N, Di: 8, ) - Causes an object to show its hidden secrets or magical properties

    Hurling Hex (O, Di: 10) - Causes brooms to vibrate violently in the air and try to buck their rider off.

    Taboo (O, Di: 10) - A hex which may be placed upon a word or a name, so that whenever that word is spoken, a magical disturbance is created that alerts the caster of the Taboo to the location of the speaker. Any protective enchantments in effect around the speaker are broken when the Tabooed word is spoken aloud. (All are affect)

    Piertotem Locomotor (O, Di: 10) - Spell used to animate statues and suits of armour to do the caster's bidding.

    Anti-Apparition/Disapparation Jinx (D, Di: 10) - Makes apparation or disapparation impossible. (All area affect)

    Unforgivable Curses

    These curses are illegal. If anyone were to use them, the Ministry could prosecute them and send them to Azkaban for a length of time.

    Imperius Curse (Imperio, O, Di: 10) - A curse used to invade the mind of the victim, putting them at the mercy of the caster

    Cruciatus Curse (Crucio, O, Di: 10) - The torture curse, used to inflict extreme amounts of pain upon the victim. If tortured enough in a short period of time, the victim could be rendered insane.

    The Killing Curse (Avada Kedavra, O, Di:10) - Kills the victim

    A note on Dark Magic: Dark Magic may cause some wounds that are harder to heal with basic potions or magic.

    A note on Unforgivable Curses: These curses can only be utilized by highly skillful wizards. These curses are empowered by the emotions and intent of the Wizard or Witch casting them; thus you must have the intent in torturing someone just for the enjoyment in order to use Crucio's full potential. The same goes for Avada Kedavra; you must have the intent to kill for the enjoyment of killing or with a heart set on killing someone out of pure revenge. No righteous sense of justice may be able to use these Curses without them being under-powered or backfire. Thus a mere student cannot truly use the full potential of any Curse unless they are highly skilled and/or have the pure intent of killing/torturing/controlling someone without any remorse. It is illegal to use unforgivable curses on humans.

    Another note on Unforgivable Curses: At this point, Aurors are the only legal users for these three curses due to their task in hunting down the last of the Death Eaters. Outside of that class, anyone who uses it; both Dark and Good Wizard, will be immediately sent to Azkaban after a quick trial. It is impossible to escape or be innocent in the case of using an Unforgivable Curse; whether it succeeds or not. It is known that the Ministry may pardon an unauthorized user in the Unforgivable Curses, but it is very rare.
    Last edited by Pontifex Maximus; April 24, 2012 at 09:46 AM.

  2. #2

    Default Re: Game Rules

    Economy/Salaries

    The currency is Galleons
    Salaries
    Hogwarts Teacher: 7,500 per year
    Headmaster: 12,500 per year
    Regular level Ministry employees: 7,500 per year
    Department heads: 10,000 per year
    Minister of Magic: 15,000 per year
    Students: 500 Galleons per year minimum (random number 0-5*50 extra income)


    Economy
    There are two primary places to start up shops:
    Diagon Alley - 5,000 to start up shop
    Hogsmeade - 2,500 to start up a shop

    Note: You may own multiple shops
    Shop 1: 100,000
    Shop 2: 150,000
    Shop 3: 200,000
    - Cost for each new shop goes up by 50k
    - You may also take loans from Gringotts in order to make a new shop, but remember to pay them back. These are Goblins and they don't like their loans going unpaid. You'd best pay back the loan or Gringotts owns your store now.

    Shops will earn a yearly income, this will be done by rolls at the end of every week (Each shop will get good profits from NPC profits)
    Modifiers include:
    - Rping in shop (Ex: Rp taking inventory, selling items to NPC customers, etc)
    - Advertisement (Ex: Daily Prophet ads)


    Economic Rolls
    Formula: 2,500*D12 minus 2% loan (to Gringotts)
    Possible Modifiers:
    - +1 in rp (Ex: rping inventory or sale to an NPC customer)
    - +1 in ads

    Disclaimer: If you open an apothecary shop or a shp that deals with resources used in potions or other game aspects, a random roll will determine how many items you can sell in that shop for a year

    Death Eaters
    With the fall of Lord Voldemort, the Death Eaters have scattered like the wind, awaiting the rise of a new and powerful Dark Wizard who would reunite them under one banner and bring the fear of Voldemort's minions back into the Wizarding and Muggle worlds. Various small groups have formed under guidance and leadership of veteran Death Eaters who had served Voldemort during the Second Wizarding War. They not only fight against the Ministry of Magic but have a tendency to fight among each other; vying for the power and influence that was once held by their master, Voldemort. Despite their scattered numbers, the Death Eaters still rely on old allies such as the werewolves and Giants in order to remain a threat to the tranquility of order.

    Small groups and gangs of Death Eaters have formed around charismatic Death Eaters who were former Lieutenants of Voldemort during the last war. These groupings usually resort to small to large-scale acts of terrorism, murder and other vile deeds as a means to keeping the world aware of their existence and that they will return some day. These small groups will be the foundation of the future unification of the Death Eaters and Dark Wizard; like it was under Lord Voldemort. It will take a sole Death Eater or perhaps a group of talented ones to fully unite them under one banner.

    Attacks by Death Eaters
    High profile attacks on muggles or groups of people will involve an immediate response by the Ministry

    Low profile attacks, such as assassinations on individuals and all sorts of covert attacks, depends on:
    - If the target is killed without contacting the authorities, the Ministry will not respond (rolls will be used)
    - If the target is maimed yet makes contact (specifically with the Ministry) or the covert attack fails and the Ministry is contacted, MoM will respond immediately. Thus the Death Eater has the choice of retreating or pursuing the target (rolls will be used; odds against Death Eater)


    Rules for Duels


    When a wizard or group of wizards engages in a duel, the proficiency and willpower of each wizard will be taken into consideration. A powerful wizard may be able to effectively duel more than a single opponent. The rules for casting spells apply.

    When a spell is cast, the wizard defending has two options. He may either counter with an offensive spell which may cause the two spells to meet at the same time:



    Or the spell may be blocked by a charm of some sort:



    The duel will then play out using the appropriate rolls. The attacker will normally be able to cast the first spell, which the defender can attempt to counter in any way. Attacking another Wizard or Witch does not always only require one spell, multiple spells may be used in succession if it is necessary for a single attack, though if not done quickly your opponent may have a greater chance to parry the attack.

    Ambushes

    Note that one may not always be given an opportunity to defend himself. Your enemies may sneak up on you, if they choose to do so. Certain magical objects may conceal them, or they have hatched a plot to sneak up on you. A D20 roll will determine the outcome of sneaking, with modifiers added for enchantments of defense, magical items of concealment, or magical items that give warning of approaching enemies, such as a sneakocope. In general, without any enchantments or devices, a wizard will have a D1-4 chance of taking their opponents completely by surprise.

    Captures

    When the object of the duel is to capture your opponent, and your opponent is of age to apparate, an escape roll will be given. Unless your opponent has been hit with a spell that would prevent them from fleeing, such as the body bind curse, there will be an opportunity for a successful disapparation (90% chance of escaping unscathed).

    Random Events
    Every player will be visited by random events several times every year. The way in which a wizard deals with these events may lead to increases in proficiency.

    Player Rules

    Auxilary Characters

    Auxilary characters are allowed, but their impact on gameplay must be minimal. Auxilary characters may not collect income, be appointed to leadership positions, hold non-duplicate offices, help main characters do anything to unduly advance, or in any way threaten a main character. Auxilary characters may become main characters if a main character dies.

    Death Rolls

    Once a character turns 80 there will be death rolls for a 25% chance to die each year of natural causes.
    Last edited by Pontifex Maximus; March 22, 2012 at 03:13 PM.

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