Riddikulus (N) - 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) - Transfigures an animal into a goblet.
Scourgify (N) - Used to clean something.
Wingardium Leviosa (N) - Levitates objects.
Lumos (N) - Produces a light on the end of the wand.
Nox (N) - Countercharm to Lumos.
Orchideous (N) - Makes a bouquet of flowers appear out of the caster's wand.
Anapneo (N) - clears the airway.
Aguamenti (N) - Produces a jet of water from the tip of a wand.
Reparo (N) - Used to repair broken or damaged objects.
Hover Charm (N) - An object is levitated off the ground and moved according to the caster.
Ferula (N) - Creates a bandage and a splint.
Incarnum Inflamarae (N) - sends a ball of fire from the wand.
Reparifors (D) - Heals minor magical injuries.
Episkey (D) - 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) - Propels an object away from the caster.
Engorgio (N) - Causes objects to swell in size.
Colloshoo (D) - Glues the victim's shoes to the ground.
Baubilleous (N) - Creates a bright bolt of white light from the tip of the wand.
Carpe Retractum (N) - Produces a magical rope attached to the caster's wand that pulls objects towards the spell caster.
Rennevarte (N) - Brings someone out of unconsciousness.
Sonorus (N) - Magnifies the spell caster’s voice, functioning as a magical.
Diffindo (N) - Rips objects.
Freezing Charm (N) - Causes an object to freeze.
Silencio (N) - Silences something immediately.
Vulnera Sanentur (D) - Causes wounds and gashes to heal up and any blood to return to the victim.
Aqua Eructo (O) - Aqua Eructo is a spell used to create a jet of clear water, and then control it.
Protego (D) - 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) - This spell makes something repel (literally, become impervious to) substances and outside forces, including water.
Expecto Patronum (D) - Conjures a Patronus. A patronus is commonly used to dispel dementors, but can also be used to communicate messages.
Confundus Charm (Confundo O) - Causes the victim to become confused, befuddled, overly forgetful and prone to follow simple orders without thinking about them.
Aresto Momentum (N) -Slows the movement of multiple objects, including the caster if so desired.
Expelliarmus (D) - This spell is used to disarm another wizard, typically by causing the victim's wand to fly out of reach.
Repello Mugletum (D) - Repels Muggles (All area affect).
Calloportus (D) - Locks doors, making them unable to be opened.
Aparecium (D) - Makes invisible ink visible.
Ossio Dispersimus (N) - Removes bones.
Obliviate (N) - Used to hide a memory of a particular event.
Fianto Duri (D, Di: 6) - Creates an impassable shield between the caster and the enemy.
Summoning Charm (Accio) (N) - 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) - Provides some form of protection against Dark Magic. (All area affect)
Protego Totalum (D) - Provides protection of some form for an area or dwelling. (All area affect)
Disillusionment Charm (N)- Causes the target to become invisible, or close to it.
Cave Inimicum (D) - Spell used to strengthen an enclosure against enemies (All area affect),
Portus (N) - Makes an item a portkey
Homorphus Charm (D) - Causes animagi or transfigured objects to revert to their original form
Caterwauling Charm (D) - Anyone entering the perimeter of a Caterwauling Charm sets off a high-pitched shriek. (All area affect)
Homenum Revelio (D) - Reveals humans near the caster. (All area affect)
Level 9
Fidelius Charm (D) - 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) - Negates many spells or the effects of many spells.
Rictusempra (N) - The subject experiences the sensation of being tickled.
Vera Verto (N) - Used to turn an animal into a water goblet.
Flipendo (N) - A jinx that knocks enemies back, causing them to flip over.
Alerto Ascendare(N) - Shoots an object or creature into the air.
Alohamora (O) - Used to unlock doors, but doors can be bewitched so this spell has no effect.
Scribblifors (N) - Used to turn objects into quills.
Snufflifors (N) - Used to turn books into mice.
Avifors (N) - Used to turn a small statue into a bird.
Avis (N) - conjures birds from the wand tip.
Opugno (O) - When used in conjunction with the Avis hex, causes the birds to attack a target.
Immobulus (D) - Renders the target immobile for a short period of time.
Descendo (N) - Makes things sink.
Match to Needle Hex (N) - Turns a match into a needle.
Locomotor (N) - The spell causes the named object to rise in the air and move around at the will of the caster.
Glisseo (N) - Used to make objects slippery.
Melofors (N) - Used to turn an opponent's head into a pumpkin
Ducklifors (D) Used to turn an opponent into a duck.
Stinging Hex (O) - Causes the victim to feel the sensation of being stung.
Relashio (D) - 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) - Causes the victim of the hex to trip and fall.
Tarantellego (O) - Makes victim's legs dance uncontrollably, so the victim cannot control his or her movement.
Stupefy (O) - Stuns a victim.
Level 5
Incarcifors (O) Used to transfigure an object to capture an opponent.
Aparecium (D) - Makes invisible ink visible.
Evanecso (N) - Makes the target vanish.
Obscuro (D) - Causes a blindfold to appear over the victim's eyes, obstructing his/her view of his/her surroundings.
Defodio (O) - This spell causes deep gouges to appear in the object targeted by the spell.
Deprimo (N) - This spell places immense downward pressure upon its target, which may result in the violent fracturing of said target.
Prior Incantatem (N) - Causes the echo (a shadow or image) of the last spell cast by a wand to emanate from it.
Bombardia (O) - Causes a small explosion.
Duro (N) - Used to turn objects to stone.
Lapifors (N) - Used to turn a small object or creature into a rabbit.
Deletrius (D) - Removes evidence of previous spells cast by the wand, revealed by Prior Incantato.
Incarcerous (D) - Ties someone or something up with ropes.
Level 7
Pullus (D) - Used to turn opponents into geese.
Steelclaw Hex (O) - Used to make an animal's claws bigger and made of steel.
Tentaclifors (O) - Used to turn a person's head into a tentacle.
Salvio Hexia (D) - Provides some form of protection against hexes.
Bombarda Maxima(O) - Causes a large explosion.
Specialis Revelio (N) - Causes an object to show its hidden secrets or magical properties.
Draconifors (O) - Used to turn a dragon statue into a real dragon that will breathe fire.
Ebublio (O) - Used to make the victim inflate and then explode into hundreds of water bubbles.
Hurling Hex (O) - Causes brooms to vibrate violently in the air and try to buck their rider off.
Taboo (O) - 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) - Spell used to animate statues and suits of armour to do the caster's bidding.
Anti-Apparition/Disapparation Jinx (D) - Makes apparation or disapparation impossible. (All area affect)
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.
Hogwarts Information
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
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.
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.
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
Dueling
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).
Setting
The Setting is a work in progress. Both me and Ponti have mentioned we have thought that the best bet is to create back stories for our relationships but start in either the last, or the second to last year. I have seen that some of you want to start as first years. My opinion is that he hype of being a first year is dulled by how tedious the game becomes due to the lack of spells and otherwise "ability" of our characters. Secondly, Yes we will need professors, BUT MAIN CHARACTERS WLL NOT BE PROFESSORS. I would like to streamline our focus to a particular set of people, whether it be first years, 7th years, or adults. Together, both player base and Moderation will reach an agreement about the setting and specifics.
Further Rules and Guidelines Will Be Added. Some Of The Published Rules Will Be Changed.
This is only the beginning:
State Your interest to Play and to Mod Here
Sub-Forum Structure
The Ministry
Hogwarts
The Realm Beyond
The Annals of History
Last edited by Zeus Almighty; August 19, 2013 at 10:46 PM.
"Only Connect!...Only connect the prose and the passion, and both will be exalted, and human love will be seen at its height. Live in fragments no longer."
I think that's just to ensure you don't give the students tedious work out if laziness.
mostly, we should focus on student interactions and adventures, rather than class RP.
The ratio of class RP to adventure & socializing RP should be like 1:3 at least.
Only like one or two class sessions for each section per year maybe.
BF, I've considered only focusing on two to three classes a year that are RPd. This way, we can focus a lot of effort and time into those classes, and limit the turnover we had last time for professors.
LW, I sincerely want to make sure our activity level and our focus remains in tact. If professors are maintained as mains, it will broaden the spectrum we work with. Ministry, new enemy now instead of tackling the specifics on that later, worldly considerations instead of (for the most part) just academics. It would also go a long way to provide more focused moderation and a lighter load
Speaking of which, those who want to apply to moderate feel free to PM me
Personally I don't think the ministry and life after Hogwarts should be our focus. What made Harry Potter so successful was the magic and mystery of Hogwarts that should be our focus we should have longer years so we have time to explore the castle and find it's secrets. A plot should start featuring one of the mysteries of Hogwarts think chamber of secrets or sorcerers stone. As our story progresses we can begin getting hints dropped of a new dark wizard these of course will be dismissed or ignored by the majority of the population we students after all would be to young to be able to understand what it would mean if there was a new dark wizard around. Than once we are hitting our fifth year we could try to bring back the tri wizard tournament possibly or some other wizarding game. Than 6th year we can begin having dark forces integrate in the school maybe a teacher gets replaced with our version of a death eater. Just make stuff happen. After all what would we do once we left Hogwarts get involved in ministry politics that just sounds boring and I believe that was the mistake of previous incarnations trying to focus to much on the ministry when their is a hell of a lot of stuff to do in Hogwarts.
..Years- How long, as I think 2 weeks/1 year is a good amount. Any more could stagnate rp.
Chamber of Secrets isn't a valid plot post-book.
As for the dark wizard, that will depend on if the lotteries return. If they do, it's pointless..and that would be a better angle for a player to rp rather than have some random DE officer be jumped up to quasi-Voldemort in like 3-5 years after the Dark Lord's defeat..the Death Eaters waited 14 years before beginning the second.[Not counting occasional attacks]
Also, you can't just cast the Ministry aside as it is a major part of the wizard world. That and it was never enforced players go into the Ministry upon graduation from Hogwarts.
I agree with Xions 2 weeks a year suggestion, And Trots bit about us starting as first years. This will give us time to grow good and bad relationships for after we graduate. I would hate if we started playing in the last or second last year. While I look forward to playing as an adult, cutting down Hogwarts to one or two years is a very bad idea as it's such a huge part of the setting.
First Year is the best starting time for anything. Later on one can graduate and become teacher in Hogwarts and such anyway if he wants to.
The best part of first-year students in any Harry Potter media is that alley where you buy the 'equipment' like wands, books, dresses, flying mops and such. If that is depicted in the game as well, that is.
सार्वभौम सम्राट चत्रवर्ती - भारतवर्ष
स्वर्गपुत्र पीतसम्राट - चीन
महाराजानाभ्याम महाराजा - पारसिक
Hmmmmm valid points. Perhaps then as we get older (4th 5th yrs), we can allot a week or so in between years for "summer activities" I seem to remember a fair share of people wanting to do some stuff in the summers. this way we can still maintain a period of freedom outside of the walls of Hogwarts that some people crave.
Also, though we obviously cant just cast aside the ministry, as it stands, there would be little ministry involvement of any sort. We are kids, what would the ministry want from us anyway? Other than the given bigger infractions of law
My thoughts for timeline are approximately 7 years after the Death of Voldemort. Fresh start, no one around (NPC) that witnessed the battle first hand. Thoughts?
Personally I would do more like 50 years after the battle of hogwarts. That way it seems more realistic that it would be forgotten about. Afterall it seems kinda odd that ten years later all the teachers just up and leave.
Harry himself is one of the few who broke the laws. Other than him, Hermione and Ron, and many others like Voldemort, I doubt the Ministry ever had anything to do with the students.
But of course, if people are planning to play rebellious characters or defy the rules, then there indeed is a reason for including the Ministry.
Maybe only in a 'ceremonial' role perhaps, so that teachers/grand master (if there is one) can petition the ministry to ban some spells, or allow banned spells and potions or other material to be taken in the school? That way, the Ministry won't make a direct appearance but still do the work.
सार्वभौम सम्राट चत्रवर्ती - भारतवर्ष
स्वर्गपुत्र पीतसम्राट - चीन
महाराजानाभ्याम महाराजा - पारसिक