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  The Harry Potter Tabletop RPG Guide
  The Harry Potter Tabletop RPG Guide
  Ver. 4.0
  Ver. 4.0
  Rules, Revisions, and spells to turn any 5e D&D group into a Harry Potter based adventure
  Rules, Revisions, and spells to turn any 5e D&D group into a Harry Potter based adventure
  
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  Preface
  Preface
  O
  nce upon a time, an overworked muggle was
  browsing reddit. He saw many things that
  piqued his interest, but none more so than
  people who talked about the many (unofficial)
  tabletop versions of a magical tale known as
  Harry Potter. Sadly, none of these people
  could provide indepth rules or examples of
  how they played the games; they horded their groups secrets
  or (more likely) they were sort of just playing with ideas off
  the top of their heads.  
   
  The muggle looked at their stories and characters and said to
  himself "hey I have alot of free time, let's toy around with
  some ideas!". So this guide has begun it's journey into
  becoming an indepth accesory to turn the basics of Fifth
  Edition Dungeons & Dragons into a Harry Potter themed
  adventure. Whether you want to recreate the original
  adventures, or start your own, this overowkred and slightly
  insane muggle is taking the time to slowly work on making
  this guide for you dedicated fans.  
   
  This guide is far from being near completed, in fact it's not
  even really begun. Chances are no matter how many rules or
  pages I add, there will always be a new idea that needs to be
  put into it! However, for now I will settle for getting feed back
  on the guide, and playtesters to test and help me refine the
  ideas. The only thing I ask is that everyone who reads this
  gives me constructive feedback in some way shape or form,
  so that I may better this guide so that one day people can live
  out their dreams being young witches and wizards attending
  Hogwarts and exploring the greater wizarding world. Cheers!  
   
  /u/Au-riel
  /u/Au-riel
  Special Thanks to /u/mlks777 for helping me rework the
  spellcasting and combat system, along with giving me the
  idea to revisit giving the wands special bonuses.  
  A continuation:
  A continuation:
  "Around late 2014, I started using a 3.5e
  compatible system for a Harry Potter Tabletop RPG
  that was hosted on a Google site; it featured
  bonuses depending on which Hogwarts house you
  were sorted into, it statted out some of the spells,
  half-blood racial feats, broomsticks and other
  items, etc... 
  More recently, my players and I have adopted the
  5th Edition for our tabletop gaming, and they have
  been chomping at the bit for more Harry Potter
  RPG action. I was only too happy to try to find
  them a system! 
  I scoured the internet, and I happened across this
  guidebook by /u/Au-riel, and it fits the spirit of the
  Harry Potter setting and 5e tabletop games
  perfectly. 
  I'm continuing this project by /u/Au-riel in the
  hopes that I can do it justice; I have a great love for
  the wizarding world, and I hope I can impart some
  of that passion onto you, dear readers. Enjoy."  
  /u/zetindog
  /u/zetindog
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  Table Of Contents
  Table Of Contents
  The Harry Potter Tabletop RPG Guide Ver. 4.0
  Preface
  Chapter 1: Character, Backgrounds, & Feats
  Race
  Witch/Wizard Traits
  Hit Points & Armor Class
  Backgrounds
  Wizarding Nobility (Pure-Blood Wizards Only)
  Wizard Commoner (Pure or Half-Blood Only)
  Wizard Peasant
  Muggleborn
  Houses
  Gryffindor:
  Hufflepuff:
  Ravenclaw:
  Slytherin:
  Houses
  Gryffindor:
  Hufflepuff:
  Ravenclaw:
  Slytherin:
  Feats
  Heritage feats
  Half-breed feats
  Studious feats
  Chapter 2: Abilities & Skills
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  Chapter 3: The Rules of Magic
  Spell Casting and Spell Mastery
  Using spells in combat
  Casting/Attack roll conditions
  Concentration
  Spell Components
  Non-Verbal & Wandless Magic
  Chapter 4: Wandlore
  Wands Woods
  Wand Cores
  Chapter 5: Downtime Activities
  Off Days
  Downtime Activities
  Studying
  Dueling Club
  Detention
  Volunteering
  Spellcrafting
  Enchanting
  Potion-making
  Potions A-Z
  Divination
  Divination Methods A-Z
  Chapter 6: Shopping, Items & Pets
  Currency
  Sweets
  Sweets Details and Pricing
  Weasleys' Wizard Wheezes
  Shopping at Hogwarts
  Magic Items
  Rarity
  Magical Items A-Z
  Magical Game Sets
  Dark Magic Items
  Broomsticks
  Broomsticks A-Z
  Pets in Hogwarts
  Pet Tricks
  Poor Pets
  Common Pets
  Rare Pets
  Very Rare Pets
  Chapter 7: Living Basics and Courses at Hogwarts
  Needs
  Hogwarts Trimesters and special events
  Courses, Schedules, Learning in the Classroom
  Chapter 8: List of Spells by Difficulty
  Year 1
  Year 2
  Year 3
  Year 4
  Year 5
  Year 6
  Year 7
  Chapter 9: Charms
  Chapter 10: Transfiguration
  Chaper 11: Jinxes & Hexes
  Chapter 12: Curses
  Chapter 13: Counters & Illegal Curses
  The Unforgivable Curses
  Chapter 14: Healing Spells
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  Chapter 1: Characters, Backgrounds &
  Chapter 1: Characters, Backgrounds &
  Feats
  Feats
  T
  he hope of this guide is that people will be able
  to play campaigns spanning from their
  character's very first year at Hogwarts School
  of Witchcraft and Wizardry, well into their
  post-educaton careers. When making
  characters, plan for the long term as much as
  possible, though also keep in mind that those
  characters are not invincible; they are subject to death just as
  in standard 5e games, and the wizarding world is fraught
  with peril.  
   
  Though the DM may choose to start their game differently,
  this guide is intended for games starting with first year
  students, and progresses to the seventh year. All first year
  students are eleven years of age, each one coming from
  several unique backgrounds. In a later chapter, details about
  career options will be available for those wanting to explore
  life after Hogwarts.  
  Race
  Race
  There are many races that can use magic in the wizarding
  world: goblins, centaurs, house-elves, and humans to name a
  few. However, for simplicity's sake, this guide will focus on
  humans, as they are the ones attending Hogwarts and
  working in the wizarding world at large. Likewise, character
  classes aren't as necessary for gameplay, as it's assumed that
  all characters using this guide will be a human Witch or
  Wizard.
  Alternate races and conditions
  Alternate races and conditions
  As seen through the works of J.K. Rowling, many witches and
  wizards may be of mixed magical origins. A section of rules for
  half-breeds and heritage racial options is included in this
  chapter.
  Witch/Wizard Traits
  Witch/Wizard Traits
  Witches and Wizards in the United Kingdom begin attending
  school at the age of eleven, and are considered adults at the
  age of seventeen. Other than that, wizarding citizens have onl
  a few minor differences when compared to muggles.  
  Age: Though they reach the age of maturity around the same
  time as muggles, wizarding folks can live slightly longer
  lives, commonly reaching ages just over a century.
  Additionally, some explore methods to extend their
  lifespans even further through magical means.
  Alignment: Magical peoples have been found all across the
  spectrum, as such there is no alignment set in stone for
  witches and wizards.
  Size: Much like everyday humans, their height and weight is
  incredibly varied. The average height for a Hogwarts first
  year is between 4' and 5', and around 7--80lbs. A human's
  character's size is Medium; certain spells and
  enchantments can alter your size, however.
  Speed: Base walking speed is 30 feet.
  Language: Being born and raised in the UK, you speak
  English.
  Skill Proficiencies: Choose any one skill proficiency. 
   
  Muggle Bigotry
  Muggle Bigotry
  The wizarding world is a diverse and inclusive
  setting. Though there is a certain stigma against
  people effected by certain illnesses and the purity
  of a person's family lineage, witches and wizards
  are not shown to harbor racist, sexist, or
  homophobic tendencies. Many witches and
  wizards across the world, from all walks of life,
  come from what we consider as non-mainstream
  backgrounds.  
  In summary, J.K. Rowling has created a universe
  with its own set of prejudices and stigmas, which
  should should be used/defied by the players of the
  game. Tabletop roleplaying games are used
  worldwide as a means of escape from real-world
  stigmas, and so it's recommended that players
  leave their own prejudices and hang-ups at the
  door.
  Hit Points and Armor Class
  Hit Points and Armor Class
  Hit Dice, Hit Points and Armor Class are tied to your race
  while your Ability Scores are determined by rolling 3d6 for
  and assigning the numbers to each stat (or alternatively,
  rolling 4d6 and recording the total of the highest three dice).
  Hit Dice: 1d6 per level.
  Hit Points at first level: 10 + your Constitution modifier.
  Hit Points at Higher Levels: 1d6 + your constitution
  modifier per level after 1st.
  Armor Class: All characters have an automatic AC of 10 +
  their Dexterity modifier. A character's AC can be increased
  through the use of certain spells, enchantments, items, or
  at the DM's discretion.
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  Backgrounds
  Backgrounds
  The wizarding world is filled with strange people and places.
  Your background will determine certain skill proficiences &
  equipment (including currency) you may start with. Your
  background will give you a framework of information for
  potential personality traits, ideals, and bonds that a character
  from that background may have. Backgrounds also award
  your character with a Feature, which is separate from Feats.
  Choose your background wisely, for it will determine certain
  abilities and your familiy history; both play a big part in the
  roleplaying aspect of the game!
  Wizarding Nobility (Pureblood
  Wizarding Nobility (Pureblood
  families only)
  families only)
  The Malfoys, the Lestranges, the Blacks; your blood is old
  and powerful. Your family has a long history of talented
  witches and wizards, as such there are high expectations to
  succeed.
  Skill Proficiencies: History of Magic, Intimidation
  Equipment: Your family has a Gringotts vault in the deepest
  reaches. You’ve never had want for money or items. As
  such you start with the following equipment: six sets of
  new school robes and new everyday robes, a new wand (or
  family heirloom wand, if you choose) and wand polishing
  kit, brand new school supplies (cauldrons, books, quills,
  etc.), a Hogwarts trunk, and also the choice of (a) Mokeskin
  pouch=, or (b) a two-way mirror set.
  Pet: A new pet of Rare rarity or lower.
  Starting Currency: Your family loves to spoil you; you get to
  start the game with 50 galleons (equal to 850 Sickles, and
  24,650 Knuts).
  Personality Traits, Ideals & Bonds:
  Personality Traits, Ideals & Bonds:
  Old wizarding families have an unfortunate habit of valuing
  the sanctity of blood purity over all other things. As such
  many grow up feeling Pure-blood witches and wizards are
  inherently better than “other” types. They strive to either
  prove the truth of this or struggle to overcome the negative
  perceptions their family has wrought.
  Feature:
  Feature:
  Being an old and powerful family you have access to certain
  privileges other wizarding children do not have; in this case
  you have a family house-elf. A house-elf may be called upon at
  any time or most any place, simply by saying their name.
  They are magically bound to attend to their family’s needs.
  House-elves have powerful magic separate from what witches
  and wizards use; as such they can perform certain tasks that
  can’t normally be done and they are not bound by traditional
  magical conventions. Forget to buy a cauldron in Diagon
  Alley? Send the elf! Need some extra Boomslang skin for
  your Potions homework? Your elf will grab some from the
  school stockroom for you! Your house-elf’s name and gender
  is randomly decided by the DM. You can only summon it once
  every 24 hours (after all, they do have the cleaning and tasks
  to attend to for the other members of the family). They are
  also under specific instructions to not help you shirk your
  school duties in any way, or help you do anything dangerous
  or illegal.
  Wizard Commoner (Pureblood /
  Wizard Commoner (Pureblood /
  Half-blood only)
  Half-blood only)
  Your family is well-established in the wizarding world.
  Neither the richest family nor the most ambitious, they’ve
  nevertheless made a niche for themselves. Working as middle
  of the road ministry officials, curse breakers at Gringotts, or
  running the various shops and taverns throughout the
  wizarding world, the wizarding common folk are found
  everywhere!
  Skill Proficiencies: Magical Theory, Persuasion
  Equipment: Your family has enough gold to supply you with
  all the neccessities. As such, you start with the following
  equipment: three sets of school robes and every day robes,
  a new wand, new supplies (cauldrons, books, quills, etc.),
  and a Hogwarts trunk.
  Pet: A new Common rarity pet or lower.
  Starting Currency: Your family can't spare much in the way
  of excess money, but you start the game with 3 Galleons
  (equal to 51 Sickles, 1,479 Knuts)
  Personality Traits, Ideals and Bonds:
  Personality Traits, Ideals and Bonds:
  Wizarding commoners suffered much during the first and
  second wizarding war, since many of them are of mixed
  magical heritage. As such, most are not supportive of blood
  purity ways of thinking. They tend to value family and
  friendships over material goods, though any proper parent
  would want their children to succeed in school.
  Feature:
  Feature:
  You’re familiar with many other wizarding families, and know
  who most of your fellow classmates are. Once a day, you can
  make a fellow student to make a Charisma saving throw (DC
  10). On failed save the student is convinced to give you
  information you seek, pertaining to any one particular thing
  you have an interest in. Fellow students may even know
  where to find caches of items or rare spellbooks!
  Blood Purity
  Blood Purity
  The wizarding world doesn't share our same muggle
  prejudices, but they do have their own stigmas. Many old
  wizarding families believe in the purity of blood, considering
  those born to muggles "mudbloods" and think of those of half
  or pure-blood status that asscociate with them as "blood
  traitors". Werewolves, half-breeds (such as Hagrid), and
  wandless (goblins, centaurs, house-elves) are also considered
  to be below wizarding kind.  
   
  The first two wizarding wars described in the Harry Potter
  series were mostly about Voldemort's ambitions to cleanse
  the wizarding world of what he considered to be filth, and
  subjugate to the other races. These views should be used or
  defied in-game by NPC and maybe even player characters to
  help create more depth and drama, though it is up to the
  discretion of the DM, ultimately.
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  Wizard Peasant (Pureblood / Half-
  Wizard Peasant (Pureblood / Half-
  blood only)
  blood only)
  Your family isn’t the wealthiest; in fact you might honestly be
  poor. Still you have heart, family, and friends. Who would ever
  need anything else!
  Skill Proficiencies: Insight, Survival
  Equipment: Your family is a little short for your school
  supplies. As such you start with the following equipment:
  three pairs of secondhand or hand-me-down robes and
  everyday robes, secondhand books, a new wand, new
  supplies (cauldrons, books, quills, ect.), and a Hogwarts
  trunk. Your family doesn’t have the Galleons to buy you
  fancy new items, but you get a backpack that is enchanted
  with an Undetectable Extension Charm placed
  (functionally similar to a bag of holding.
  Pet: A new pet of Poor rarity or a hand-me-down pet of
  Common rarity or lower. (Hand-me-down pets will have a
  noticible quirk, such as being just a little too old or issues
  with listening to instructions.)
  Starting Currency: Your family can't spare much money, and
  you are given no spending money.
  Personality Traits, Ideals and Bonds:
  Personality Traits, Ideals and Bonds:
  Wizarding peasants were the most divided group during the
  wizarding wars; while most supported tolerance and
  acceptance for muggleborns, a fraction saw their opportunity
  to rise up by joining the side of Lord Voldemort. Wizarding
  peasants can also feel a certain ambivalence towards
  wealthier, more established families than their own.
  Feature:
  Feature:
  Your family is just as old as the most noble wizarding
  families, and just as talented. You’re given a hand-me-down
  textbook by a family member that has extensive notes. This
  textbook involves a branch of magic of your choice, from a list
  of: Transfiguration, Charms, or Jinxes & Hexes. You may
  select one spell at the beginning of each year from the
  textbook's selected branch of magic, from the year above your
  own. This spell learned is in addition to spells you may
  already know.
  Muggleborn
  Muggleborn
  You never expected a letter quite like this! Sure occasionally
  strange things happened near you, but being a witch/wizard…
  it’s a lot to take in.
  Skill Proficiencies: Muggle History, Investigation
  Equipment: An official from the school has come to escort
  you and your family (if you have any) around Diagon Alley
  for your supplies. All necessary things will be provided for
  you and you start with the following equipment: two pairs
  of new school robes, a new wand, new supplies (cauldrons,
  books, quills, etc.), and a Hogwarts trunk.
  Pet: A new Common rarity pet or lower.
  Starting Currency: The exchange rate of muggle and wizard
  money is confusing; you are given only one Galleon (17
  Sickles, 493 Knuts).
  Personality Traits, Ideals, and Bonds:
  Personality Traits, Ideals, and Bonds:
  Muggleborn students tend to excel simply because they enjoy
  learning about magic! Having been raised away from the
  wizarding world means many of the prejudices, stories, and
  superstitious fears most of your classmates have simply
  bounce off of you, giving a fresh perspective of the magical
  world. It’s possible you are a bit of an outsider or loner
  though, due to having less of a connection with the wizarding
  world around you. But don’t let that stop your desire to learn!
  You may also find yourself having trouble with certain
  subjects since some things are very different from what you
  would’ve been learning up until the point you start school.
  Feature:
  Feature:
  Your whole life strange things would happen around you; now
  you know it’s because you’re a witch/wizard! You gain an
  additional spell mastery each odd year (year three, five,
  seven) totaling into three additional spell masteries.
  Additionally, you gain a +5 bonus to all Muggle History skill
  checks.
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  Houses
  Houses
  Hogwarts has four school houses, of which students are
  sorted into by the enigmatic "Sorting Hat". He knows your
  deepest secrets, your hidden talents, and listens to your
  heart's desire. Your house will be your home and family
  during the seven years you spend at school, and even beyond
  the confines of Hogwarts; many in the wizarding world find
  fraternity with those coming from their house. Though the
  houses have noticeable traits associated with them, a
  character is by no means obligated to match those traits
  exactly. In fact, some of the most memorable (and infamous)
  characters from the Harry Potter series are the characters
  who go against their house's customary characteristics. Still,
  it is common for a member of a Hogwarts house to embody
  at least some of the traits, if possible.
  Feature:
  Feature:
  All player characters have advantage on Persuasion and
  Performance checks made towards members of their own
  Hogwarts houses; these are your friends and family, and they
  will do almost anything to help you (so long as you’re on
  friendly terms). However, they also have disadvantage on all
  Intimidation and Deception checks; they know you pretty
  well, and it’s hard to be afraid of someone who you frequently
  see in their pajamas. Your house is run by a Head of House;
  Heads of House are commonly teachers of one of the many
  Hogwarts subjects. (It's practically required for a head of
  house to have belonged to that house while they attended
  school.)
  Gryffindor
  Gryffindor
  Gryffindor is one of the four houses at Hogwarts School of
  Witchcraft and Wizardry, founded by Godric Gryffindor.
  Those who dwell in Gryffindor are the brave of heart, whose
  chivalry and determination are unmatched! The animal
  associated with Gryffindor is a lion, and the house colors are
  gold and scarlet. This house is associated frequently with the
  element of fire.
  Ability Score Increase: +2 to Strength and +1 to Intelligence
  Saving Throws: Strength, Constitution
  Skill Proficiencies: Choose two from Athletics, Acrobatics,
  Perception, and Performance.
  Hufflepuff
  Hufflepuff
  Hufflepuff is one of the four houses at Hogwarts School of
  Witchcraft and Wizardry, founded by Helga Hufflepuff. This
  house values hard work, dedication, patience, loyalty, and fair
  play rather than a particular aptitude in its members;
  Hufflepuff is known to be the most inclusive house at
  Hogwarts. The animal associated with Hufflepuff is a badger,
  and the house colors are yellow and black. Earth is the
  associated element of Hufflepuff house.
  Ability Score Increase: +2 to Wisdom and +1 to Intelligence
  Saving Throws: Wisdom, Constitution
  Skill Proficiencies: Choose two from Care for Magical
  Creatures, Healing, Herbology, and Insight.
  Choosing your House
  Choosing your House
  Hogwarts is essentially a boarding school. Your house isn't
  just your dorm; it is your family. Your housemates will go to
  class with you and experience trials and tribulations with you.
  The common rooms may act as hubs for your party, and house
  points offer a small goal to work towards outside of quest. It is
  not required that all players are in the same house; in fact it
  may hinder more than help if they were.; you will need to
  interact with members of other houses, and as such if your
  party contains members of many houses interactions will be
  significantly easier.  
  Choosing the House that you feel you belong to in real-life can
  help make roleplaying feel more natural. But you may also
  choose a house that you feel best suits your character. If your
  character is a studious and practical person, they'd do well in
  Ravenclaw. Likewise, characters full of ambition and drive are
  better situated in Slytherin. Your house cannot be changed
  once selected, so choose carefully.
  Ravenclaw
  Ravenclaw
  Ravenclaw is one of the four houses at Hogwarts School of
  Witchcraft and Wizardry, founded by Rowena Ravenclaw. The
  members of this house are characterized by their sharp wit,
  their wisdom, and their desire to learn. The animal
  associated with Ravenclaw is an eagle, and the house colors
  are blue and bronze. Ravenclaw is commonly associated with
  the element of air.
  Ability Score Increase: +2 to Intelligence and +1 to Wisdom
  Saving Throws: Intelligence, Constitution
  Skill Proficiencies: Choose two from History of Magic,
  Investigation, Magical Theory and Perception.
  Slytherin
  Slytherin
  Slytherin is one of the four houses at Hogwarts School of
  Witchcraft and Wizardry, founded by Salazar Slytherin.
  Salazar Slytherin was a wizard who valued cunning,
  resourcefulness and ambition in his students. However, he
  also valued the purity of blood, meaning that muggleborn
  Slytherins are exceedingly rare (though not impossible). The
  animal associated with Slytherin is a snake, and the house
  colors are green and silver. Due to the house's rather adaptive
  nature, the element commonly associated with Slytherin is
  water.
  Ability Score Increase: +2 to Charisma and +1 Intelligence
  Saving Throws: Charisma, Constitution
  Skill Proficiencies: Choose two from Deception,
  Intimidation, Persuasion and Stealth.
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  House Points
  House Points
  House points are awarded (and revoked) by faculty and
  student leaders within Hogwarts school. The house points
  are ancillary to the house system; each house competes every
  year to win the House Cup, which is the main motivation for
  students to behave and strive to achieve greatness in their
  studies. This isn't to say that some students simply do not
  care about points; in fact quite a few of them probably have
  no interest. However, a loss of points may make your
  housemates less forthcoming with assisting you. Likewise,
  earning points may make them more willing to help you, but
  may possibly aggravate members of other houses.  
   
  If the party consists of members of several houses, then they
  may have internal conflicts to prove whose house (or even
  who among them) may be the better students. The house
  point system is completely optional, by the discretion of the
  DM, but it offers a small system of reward/punishment: when
  a student is awarded points, they will find that members of
  their house are more willing to assist them (all player same-
  house interactions are awarded a +1 on checks), and when a
  student suffers a loss of points they may find that their
  housemates rebuffs them (all player same-house interactions
  have a -1 on checks).
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  Feats
  Feats
  All players have the option of choosing two feats during the
  course of the game. They choose one Heritage feat at the
  beginning of the game, and one Studious feat after their sixth
  year at Hogwarts.
  Heritage Feats
  Heritage Feats
  Heritage feats present some sort of natural, inborn
  characteristic or talent ingrained into a character from a
  young age. Metamorphmagi and Parseltongues are such
  examples. You choose these feats at the beginning of the
  game and the character innately knows how to use these
  benefits or skills.
  Bookish
  Bookish
  You have a keen mind; you are particularly devoted to your
  studies, and expulsion from your beloved school would be
  worse than death. You gain the following benefits:
  You have a +2 bonus to Magical Theory skill checks.
  You have a +2 bonus to skill checks made to take notes
  during class and study during downtime.
  You are a bit of a gifted student; during downtime, you
  have a 25% chance to be able to attempt a studying skill
  check without using up any of that downtime, allowing for
  other activities.
  Green Thumb
  Green Thumb
  You have a knack for cultivating and caring for plants. You
  gain the following benefits:
  You have a +2 bonus to Herbology skill checks.
  When harvesting fruits, seeds, leaves or other plant parts,
  there is a 25% chance that you double the yield harvested.
  You have advantage on skill checks made to Persuade or
  otherwise communicate with plant-like creatures.
  Inspiring Leader
  Inspiring Leader
  You are able to bolster your companions' confidence, and
  inspire them to do great things. You gain the following
  benefits:
  You can spend 10 minutes inspiring your companions,
  shoring up their will to fight. When you do so, choose up
  to six friendly creatures (which can include yourself)
  within 30 feet of you can can see or hear you and can
  understand you. Each creature gains temporary hit points
  equal to your your Charisma modifier + level. A creature
  can't gain temporary hit points in this way again until they
  finish a short or long rest.
  You also gain a +2 bonus to social interactions with
  members of your own house.
  Legilimens
  Legilimens
  You were born with a great aptitude for Legilimency, the act
  of magically navigating other's thoughts. You gain the
  following benefits:
  As an action, you can focus your mind on any one creature
  that you can see within 30 feet of you. You initially learn
  the surface thoughts of the creature - what is most on its
  mind in that moment.
  In Year Six, your aptitude improves, and you automatically
  learn the Legilimens spell.
  You can also use an action to detect the presence of
  thinking creatures; you can search for thoughts within 30
  feet of you. This ability penetrates barriers, however 2 feet
  of rock, 2 inches of any metal, or a thin sheet of lead
  blocks this ability. You can’t detect a creature with an
  Intelligence of 3 or lower, nor one that doesn’t speak any
  language.
  Once you detect the presence of a creature in this way, you
  can read its surface thoughts with that same action as
  described above, even if you can’t see it, but it must still be
  within range.
  Leprechaun's Luck
  Leprechaun's Luck
  You're blessed with a lucky streak that makes most
  Leprechauns jealous. The benefits of such luck include:
  Three (3) luck points to spend as you see fit. You regain all
  spent luck points after a long rest.
  You may spent one luck point when you make an attack
  roll, ability check, or saving throw to roll an additional d20.
  You can choose to spend one of your luck points after you
  roll the die, but before the outcome is determined. You
  choose which of the d20s is used.
  You may also spend one luck point when an attack is
  made against you. Roll a d20, and then choose whether
  the attack uses the attacker’s roll or yours.
  You have an innate sense when mixing potions, and so you
  will never make a lethal poison by accident.
  Rare vendors, such as the roaming ghoul shop, are
  normally hard to come by, yet somehow you can always
  find them with ease. You may spend a luck point before
  speaking to these vendors to get a 10% discount on all
  items (this effect does stack with other discounts).
  Magizoologist
  Magizoologist
  Pureblood or Half-blood Only  
  Your family has a history of keeping magical pets and/or
  beasts, and you've grown up studying and playing with them
  all. You gain the following benefits:
  Gain access to any one Rare rarity pet or lower. Students
  may only have one active pet at atime.
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  You can train your pets more effectively than others and
  handle wild creatures more easily; you gain a +2 bonus to
  all Care of Magical Creatures checks and rolls involving
  assisting or incapacitating a magical creature. This does
  not include rolls intended to harm these creatures
  however.
  Metamorhmagus
  Metamorhmagus
  You were born with the rare ability to change your
  appearance at will. Benefits include:
  The ability to make small changes to your appearance
  (including hair color, superficial facial features such as
  freckles, etc.) without spells or considerable focus.
  The ability to make major changes to your appearance.
  This gives a +10 bonus on all Deception rolls for 24 hours
  after you have disguised your true appearance. However,
  these shapechanging abilities can be impeded by emotion;
  a Metamorphmagus must make a Concentration check to
  maintain major changes to their appearance when
  subjected to stressors such as damage, Fear effects, or
  emotional trauma (subject to the DM's discretion).
  Parselmouth
  Parselmouth
  Pureblood Only  
  You speak the language of snakes, often heralded as a sign of
  a dark witch or wizard. You gain the following benefits:
  All snakes and snake-like creatures can understand you,
  and likewise you understand them. You gain a +5 bonus
  on all Charisma based checks involving these creatures.
  Advantage on Intimidation checks against non-Slytherin
  students, but disadvantage on all non-Slytherin
  Persuasion checks meant to change the target's
  disposition. This is reversed for Slytherin students.
  Prankster
  Prankster
  You're a prankster, a jokester, the class clown, etc. Maybe you
  have siblings at home that were subjected to your
  whimsicality, or maybe now that you're at Hogwarts, you
  finally have the freedom to practise your mischief. Either way,
  you gain the following abilities:
  Gain proficiency in the Performance and Sleight of Hand
  skills.
  You start the game with a single joke item from Weasleys'
  Wizard Wheezes, either at random from the roll table, or
  chosen specifically.
  You also start the game with an additional First Year jinx
  or hex learned.
  Quidditch Trained
  Quidditch Trained
  Pureblood or Half-blood Only  
  You were practically raised on Quidditch, and are a seasoned
  flyer. You gain the following benefits:
  You gain a +2 towards all Athletics and Acrobatics skill
  checks.
  You can very easily gain access to the school brooms if
  you don't have your own, and mounting a broom is a
  bonus action instead of an action.
  When knocked prone, standing only uses 10 feet of
  movement.
  You're so used to falling that you only take 1d4 damage
  every 10 feet fallen, instead of 1d6.
  Scrappy
  Scrappy
  You have always been feisty and tenacious, possibily even a
  troublemaker. You gain the following abilities:
  Your unarmed strike deals bludgeoning damage equal to
  1d4 + Strength, instead of the normal 1 + Strength.
  On your turn, as a bonus action, you may make an
  unarmed strike or an attack with a light melee weapon,
  using your off-hand.
  When you are reduced to 0 Hit Points but not killed
  outright, you can drop to 1 hit point instead. You can’t use
  this feature again until you finish a Long Rest.
  Seer Blood
  Seer Blood
  You either come from a long line of famous seers and
  prophets, or at some point there was one in your history...
  Your ability to skim the tides of fate may be viewed as a farce,
  but you know on some level that your skills are real. You gain
  the following abilities:
  Gain proficiency in the Diviniation and Perception skills.
  You start the game with a deck of playing or tarot cards.
  Three times a day, you can consult them and gain a hint
  from the DM about what to do in your current situation or
  where to go.
  You may expend one of the uses of your deck of cards after
  a long rest in order to catch a glimpse of the future; once
  before you take another long rest, you may add +2 to your
  AC against a single attack roll, or add +2 to a single saving
  throw.
  You may also occasionally have prophetic dreams, which
  require no check. These dreams are often vauge and quick
  flashes with a possible future yet to come. (Prophetic
  dreams occur at the DM's discretion).
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  Half-breed Feats
  Half-breed Feats
  Half-breed is a term - albeit a somewhat indelicate term -
  given to humans with at least one non-human parent
  (although those with more distant non-human ancestry are
  also referred to as half-breed). Half-breeds share the
  attributes of both their parents; they are able to use magic, as
  the magic gene is dominant, while having traits of their non-
  human parent as well.  
   
  Half-breed feats may be taken in place of a heritage feat upon
  character creation, at the discretion of the DM.
  Half-giant
  Half-giant
  Giants are very large humanoids, which can reach heights of
  up to 25 feet tall. Some simply resemble large and hairy
  people, while others even have beastial features (such as
  sharp, protruding teeth). Giants generally live in remote
  tribes, and although their numbers dwindle, some tribes have
  merged into larger groups. One notable half-giant is
  Hogwarts gamekeeper Rubeus Hagrid, who stands at 11'6"
  tall. Half-giants gain the following benefits:
  Ability Score Increase: Your Strength score increases by 2.
  Physical Features: Half-giant students tower over their
  peers; characters that take this racial option are on the tall
  side of Medium sized until their sixth year at Hogwarts, at
  which point they officially become Large sized.
  Intimidating Stature: Gain a +2 to Intimidation checks.
  Giant Resiliance: Giants, and by extension half-giants, have
  a natural resistance to magic; gain advantage on saving
  throws against curses, hexes, and jinxes.
  Half-goblin
  Half-goblin
  Goblins are a highly intelligent race of small humanoids with
  long fingers and feet that coexist with the wizard world.
  Goblins are adept metalsmiths, and even mint the coins for
  wizarding currency. Due to their skills with money and
  finances, they operate Gringotts Wizarding Bank and control
  a large portion of the wizarding economy. One notable wizard
  with 1/8th goblin blood is Hogwarts Professor Filius
  Flitwick. A witch or wizard with goblin heritage gains the
  following benefits:
  Ability Score Increase: Your Intelligence score increases by
  2.
  Wandless Knack: Gain proficiency with the Magic Handling
  skill.
  Physical Features: Visible goblin-esque features: half-goblin
  characters are always Small sized instead of Medium, and
  have a speed of 25ft. They may also have a pointed nose,
  pointed ears, longer fingers, dark colored eyes, and/or thin
  hair.
  Goblin Metallurgy: Goblins are exceptional metalsmiths and
  jewelers, and can easily tell between counterfeit treasures
  and the genuine article; half-goblins can instantly tell
  whether an item is goblin-made, cannot be fooled by
  leprechaun gold, and have a +5 bonus to Investigation
  checks made to appraise an item made of metal, as well as
  a +5 bonus to checks made to craft items made of metal.
  Half-veela
  Half-veela
  Veela are semi-human magical beings; beautiful women with
  white-gold hair and skin that appears to shine moon-bright.
  When angry, Veela take on a less pleasant appearance; their
  faces elongate into sharp, cruel-beaked bird heads, long scaly
  wings burst from their shoulders, and they may shoot balls of
  fire from their hands. Veela are also known for their
  intoxicating charm; however, those that are exposed become
  resistant to their charm over time. Notable characters with
  Veela heritage include Fleur Delacour of Beuxbatons School.
  Half-veela characters gain the following benefits:
  Ability Score Increase: Your Charisma score increases by 2.
  Allure of the Veela: As an action, you may attempt to charm
  a target that is attracted to your gender; a humanoid you
  can see must succeed on a Wisdom saving throw, with
  advantage if you are currently fighting it and with
  disadvantage if you have surprised it (DC = 10 + your
  Charisma modifier). On a failed save, the target is charmed
  by you for 24 hours. Once the effect ends, the target will
  know it has been charmed and become immune to the
  effect.
  Wrath of the Veela: Gain a +1 bonus to casting, attack and
  damage rolls toward any targets that have succeeded on
  saving throws against your Allure of the Veela ability. This
  bonus lasts for 24 hours, and isn't prompted by targets that
  are immune.
  Werewolf
  Werewolf
  Not technically a half-breed, a werewolf is a human who
  becomes a fearsome and deadly half-wolf on the full moon.
  This condition is caused when a human is infected with
  lycanthropy, a magical illness transmitted contracted in the
  blood, usually through a werewolf bite. Rumours also say it's
  possible to inherit the condition. Notable werewolves include
  Professor Remus Lupin. Werewolf characters gain the
  following traits:
  Ability Score Increase: Your Strength score increases by 1,
  and your Dexterity score increases by 1.
  Physical Features: Werewolves are most often created as a
  result of violent conflict, and some wounds don't quite heal;
  werewolf characters often have harsh scarring wherever a
  werewolf has attacked them.
  Horrific Transformation: Each month, during the full moon,
  you undergo a painful change and become a werewolf. Your
  stats become that of the Werewolf creature (as featured in
  the Folio Bruti manual). 
   
  Normally, a transformed werewolf has no control over their
  actions, however you can retain control over your mind by
  drinking a Wolfsbane potion each day for a week before
  transforming. Either way, you later recall everything you
  experienced while transformed. 
   
  The day of the full moon, and for two days after your
  transformation, you suffer from one level of exhaustion, as
  the change takes its toll on the mind and body. 
   
  (This feat may be applied to a character if they are bitten by
  a werewolf and contract lycanthropy.)
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  Studious Feats
  Studious Feats
  Players may unlock studious feats after the successful
  completion of their O.W.L.S. These feats range from
  expanding on existing spells, to giving the players advantages
  in specific situations.
  Alert Witch / Wizard
  Alert Witch / Wizard
  Must have one mastered revealing charm  
  You are adept at snooping out danger before it can get to you.
  You gain the following benefits:
  You gain a +3 to initiative, and drawing a wand or weapon
  is a free action rather than a Use Object action.
  You cannot be surprised while you are conscious by non-
  concealed enemies.
  Enemies will not gain advantage on attack rolls against
  you, even when you cannot see them.
  Your skill with revealing charms is such that nothing can
  hide its presence from you; the duration and range of such
  spells are doubled.
  Animagus
  Animagus
  It takes skill, practise, and patience for wizards and witches
  to become Animagi; the process is long and arduous, and has
  the potential to backfire or cause the transformation to go
  horribly wrong. A determined witch or wizard must learn and
  follow these steps:  
   
  1.) Keep a single mandrake leaf in their mouth for an entire
  month (from full moon to full moon),
  2.) Spit the leaf into a phial within range of the moon's rays,
  3.) Add one of their own hairs, a silver teaspoon of dew that
  has not seen sunlight for seven days, and the chyrsalis of a
  Death's-head Hawk Moth into the phial, and place the phial
  quiet, dark, undisturbed location,
  4.) Wait for an electrical storm, and recite the incantation
  "Amato Animo Animato Animagus" every day at sunrise and
  sundown, with the tip of their wand over their heart, and
  5.) When, at last, there is a lightning storm, the wizard
  ought to move immediately to a large and secure place, recite
  the incantation one final time, and then drink the potion.  
   
  When these steps are followed without fail, you gain the
  following benefits:
  You may take on the form of one speficic animal; an
  Animagus form is not chosen by the witch or wizard, but
  determined by their personality and inner traits (a
  corporeal Patronus may reveal what a prospective
  Animagus will transform into). The Animagus
  transformation is an action, at will, and does not require a
  wand or incantation. You may choose to transfigure any
  clothing or gear along with you.
  Your animal form has a consistant, distinctive and
  recognizable mark caused by something on your human
  body, ranging anywhere from your dental structure, to
  glasses, to a streak in your hair. Significant changes to
  your human body will reflect on your animal form.
  You gain the ability to communicate with wildlife; an
  Animagus is able to speak with animals on a rudimentary
  level, with a clear understanding of intent and meaning.
  The extent of this communication isn't understood by non-
  Animagi, but you may be able to collect hints, directions
  and information from passing animals, especially ones
  that are closely related to the Animagi's animal form.  
  Animagi are required to register with the Ministry of Magic
  at the Animagus Registry; this registration includes their
  animal form and their distinguishing markings.
  Care of Magical Creatures Adept
  Care of Magical Creatures Adept
  Must recieve an "Outstanding" in your Care of Magical
  Creatuers O.W.L.S  
  You've shown your exceptional skill in your Care of Magical
  Creatures classes and have gained the following benefits:
  Gain Proficiency in the Care of Magical Creatures skill (if
  you already have proficiency, instead double that
  proficiency).
  You can now attempt to tame any magical creature you
  may encounter, of Large size or smaller. To attempt to
  tame a creature it must either be unaware, non-hostile, or
  incapaciatated. You must make a Care of Magical
  Creatures check; the larger the creature, the harder it is to
  tame. (Large requires a DC check of 20, Medium DC 15,
  Small DC 10, Tiny DC 5). Once tamed the creature can be
  controlled like standard pets until you choose to release
  them. Taming does not apply to creatures that are
  humanoid in nature, or transfigured.
  Charms Adept
  Charms Adept
  Must recieve an "Outstanding" in your Charms O.W.L.S.  
  You've shown your exceptional skill in the art of Charms, and
  have gained the following benefits:
  All Charms gain an automatic +4 bonus to all rolls
  (casting, attack and damage) when cast.
  You no longer need to take a downtime activity to enchant
  objects if it involves a Charms spell.
  You can cast self-charms at will; they will never fil unless
  under considerable circumstances (at the DM's
  discretion).
  Objects you enchant with Charms have their effects
  doubled (if applicable). Defensive objects now have an
  automatic resistance to Force damage.
  Crafty Spellcrafter
  Crafty Spellcrafter
  Must have an Intelligence score of 18 or higher  
  Magic and rhymes lead to good times! Your crafty tongue
  gives you these benefits:
  Gain proficiency in the Magical Theory skill (if you already
  have proficiency, instead double that proficiency).
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  You can easily come up with spells on the spot, and gain a
  +5 bonus to Magical Theory checks to craft new spells. If
  your spell does fail, instead of the normal horrific results,
  your wand simply shoots out of your hand 5ft in the
  direction it was pointing. All spells you've crafted may be
  mastered instantly.
  You can more easily answer puzzles involving limericks or
  riddles than others.
  Dark Witch / Wizard
  Dark Witch / Wizard
  Must have mastered at least two curses and be of a non-
  Lawful alignment.  
  The Dark Arts have called your name for some time now, and
  you've displayed a talent for utilizing them. Whether you were
  born evil, or are using Dark magic as a means to an end, you
  gain the following benefits:
  All jinxes, hexes and curses gain a +2 bonus to all rolls
  (casting, attack and damage) when cast.
  You immediately learn one of the three Unforgivable
  Curses of your choice.
  You learn the Rune-Sign language; a non-verbal manner of
  hand communication that Dark Wizards have utilized
  since the 1990's. Additonally, you understand a set of
  secret signs and symbols used to convey short, simple
  messages (such as whether an area is dangerous or
  territorial, whether the people in an area are easy marks
  or will provide a safe house for Dark witches or wizards).
  Defense Against the Dark Arts
  Defense Against the Dark Arts
  Adept
  Adept
  Must recieve an "Outstanding" in your Defense Against the
  Dark Arts O.W.L.S  
  You've shown your exceptional skill in your pursuit of the
  Defense Against the Dark Arts, and have gained the following
  benefits:
  All counter spells gain a +2 bonus to all rolls (casting,
  attack and damage) when cast.
  All damaging spells used against Dark creatures deal an
  additional +1d6 radiant damage.
  The Informous charm can now be used at range, with a
  range of 60ft, and the target no longer needs to be
  restrained or incapacitated. The spell may also give you
  instant knowledge of the targeted creature without a
  designated book, but only until the end of your next turn.
  Dungeoneer
  Dungeoneer
  You've always been a natural trouble finder (or perhaps it
  finds you...) and have always enjoyed exploring danger.
  Attending Hogwarts has only made this easier, and you gain
  the following benefits:
  You have a +5 bonus on all Investigation and Perception
  checks made to check for traps and hazardous spells /
  enchantments.
  You have a +2 bonus on saving throws made to avoid or
  resist traps and hazardous spells / enchantments.
  You have a natural resistance to damage dealt by traps
  and hazardous spells / enchantments.
  You can search for traps, hazardous spells / enchantments
  at a normal pace instead of a slow pace.
  You are exceptionally skilled at using the Lumos charms;
  your standard Lumos can throw the orb twice as far and
  the beam of Lumos Solem deals an extra 1d4 radiant
  damage against creatures which are vulnerable to
  sunlight. (Gain access to the Lumos / Nox charms if not
  already known.)
  Explosive Savant
  Explosive Savant
  Must have mastered at least two of the following spells:
  Confringo, Expulso, Bombarda, Bombarda Maxima, or
  Reducto  
  Your skill with explosive spells produces especially powerful
  force and heat. You gain the following benefits:
  Your spells that deal Fire damage ignore a creature's Fire
  Resistance, and deal half damage to creatures with Fire
  Immunity.
  You have a knack for avoiding explosions; when you are
  subjected to an effect that allows you to make a Dexterity
  saving throw to take only half damage, you instead take no
  damage if you succeed on the saving throw, and you take
  only half damage if you fail.
  Healer
  Healer
  Must have a Wisdom score of 16 or higher  
  Casting healing spells comes to you naturally. You gain the
  following benefits:
  Gain proficiency in the Healing skill (if you already have
  proficiency, instead double that proficiency).
  Your Episkey spell now has a range of 30 feet, uses a d12
  instead of a d8.(Gain access to the Episkey spell if not
  already known.)
  You gain a +5 bonus to all rolls for spells that restore hit
  points, and even when your healing spells fail (except
  critical fails), your spell still restores 5 hit points to the
  target.
  Potions Adept
  Potions Adept
  Must recieve an "Outstanding" in your Potions O.W.L.S  
  You've shown your exceptional skill in the field of
  potionmaking, and have gained the following benefits:
  Gain proficiency in the Potion-Making skill (if you already
  have proficiency, instead double that proficiency).
  Potions you craft seem to have extra potency; poisons deal
  an extra +1d6 damage, healing potions restore an extra
  +1d6 hit points, and the DC for a creature to resist your
  other potion effects increases by 2.
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  Pro-Quidditch Prospect
  Pro-Quidditch Prospect
  Must have joined a school Quidditch team and won at least
  two matches.  
  You have proven your skills on the Quidditch pitch, and have
  attracted attention on a professional level. You have gained
  the following benefits:
  You gain proficiency in Acrobatics (if you already have
  proficiency, instead double that proficiency).
  You no longer have disadvantage on attack rolls while
  flying on a broom.
  You are a rather evasive flyer; whenever you use
  movement to fly on a broom on your turn, you gain +2 AC
  until the start of your next turn.
  Transfiguration Adept
  Transfiguration Adept
  Must recieve an "Outstanding" in your Transfiguration
  O.W.L.S.  
  You've shown your exceptional skill in the art of
  Transfiuration, and have gained the following benefits:
  All Transfiguration spells gain a +4 bonus to all rolls
  (casting, attack and damage) when cast.
  You can cast self-transfigurations at will; they will never
  fail unless under considerable circumstances (at the DM's
  discretion).
  Objects you enchant or animate gain 10 temporary hit
  points, which last indefinitely. If those points are lost, they
  are restored after 24 hours.
  Creatures enchanted or animated by your transfiguration
  spells automatically obey you without question. All such
  creatures also gain a +4 bonus to the damage they inflict.
  War Caster
  War Caster
  Must have mastered at least three combat spells, and taken
  part in large-scale combat.  
  You have displayed great bravery in the face of danger, and
  have gained the following benefits:
  You gain a +5 bonus on your Constitution saving throws to
  maintain your concentration on your spells. Additionally
  you may cast wandless magic with something in both
  hands.
  You gain advantage on saving throws against Fear effects.
  When a hostile creature's movement would provoke an
  opportunity melee attack from you, you can use your
  reaction to instead cast a spell at the creature. The spell
  must have a casting time of only 1 action and must target
  only that creature.
  Worldly Witch / Wizard
  Worldly Witch / Wizard
  Must have spent time in three other countries.  
  You are very well-traveled, and the journeys you've taken have
  imparted lessons and experience. You gain the following
  benefits:
  You gain proficiency in the Magical History skill (if you
  already have proficiency, instead double that proficiency).
  You always know which direction is north.
  You always know the number of hours left before the next
  sunrise or sunset.
  You learn another language of your choice, either a human
  language or a magical language from the following
  options: Giant, Gobbledegook (the goblin language),
  Mermish (the language of merfolk), or Troll.
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  Chapter 2: Abilities & Skills
  Chapter 2: Abilities & Skills
  A
  bilities and skills are central to Tabletop RPGs.
  I wanted to keep the feel of the attribute and
  skill system from 5e. while making it distinctly
  Harry Potter. As such, I've made several
  adjustments such as extending the covereage of
  abilities (though they are mostly copied from
  the summarizations provided by Roll20) and
  adding, removing, and renaming skills to fit more in line with
  the world of Harry Potter.
  Strength
  Strength
  Strength determines your overall bodily power, athletic
  training, and ability to exert physical force.
  Strength Checks
  Strength Checks
  A Strength check can model any attempt to lift, push, pull, or
  break something, to force your body through a space, or to
  otherwise apply brute force to a situation. The Athletics skill
  reflects aptitude in certain kinds of Strength Checks.
  Athletics: Your Athletics checks covers difficult situations
  you encounter while climbing, jumping or swimming.
  Dexterity
  Dexterity
  Dexterity measures your agility, reflexes and overall balance.
  Dexterity Checks
  Dexterity Checks
  A Dexterity check can model any attempt to move nimbly,
  quickly, or quietly, or to keep from Falling on tricky footing.
  The Acrobatics, Sleight of Hand, and Stealth skills reflect
  aptitude in certain kinds of Dexterity checks.
  Acrobatics: Your Acrobatics check covers your attempt to
  stay on your feet in a tricky situation. The GM might also
  call for an Acrobatics check to see if you can perform
  acrobatic stunts, including dives, rolls, somersaults, and
  flips.
  Sleight of Hand: Whenever you attempt an act of
  legerdemain or manual trickery, such as planting
  something on someone else or concealing an object on
  your person, make a Dexterity Sleight of Hand check. The
  GM might also call for a Sleight of Hand check to
  determine whether you can lift a coin purse off another
  person or slip something out of another person’s pocket.
  Stealth: Make a Stealth check when you attempt to conceal
  yourself from enemies through non-magical means, slink
  past guards, slip away without being noticed, or sneak up
  on someone without being seen or heard.
  Constitution
  Constitution
  Constitution measures your health and vital life force.
  Constitution checks
  Constitution checks
  Constitution checks are more common in this Harry Potter
  guide than in standard 5e games. A Constitution check is
  made every turn when using a concentration spell to make
  sure you can maintain it.
  Intelligence
  Intelligence
  Intelligence measures your mental acuity, accuracy of recall,
  and ability to reason; your book smarts.
  Intelligence Checks
  Intelligence Checks
  An Intelligence check comes into play when you need to draw
  on logic, education, memory, or deductive reasoning. The
  History of Magic, Investigation, Magic Handling, Magical
  Theory, and Muggle History skills reflect aptitude in certain
  kinds of Intelligence checks.
  History of Magic: Your History of Magic checks measure
  your ability to recall lore about historical events, legendary
  people, past disputes and wars, and the finer points of
  wizarding culture.
  Investigation: When you look around for clues and make
  deductions based on those clues, you makes an
  Investigation check. You might deduce the location of a
  hidden object, discern from the appearance of a wound or
  symptom what kind of spell caused it, or determine the
  weakest point in a tunnel that could cause it to collapse.
  Poring through books in search of knowledge might also
  call for an Investigation check.
  Magic Handling: Casting spells without the use of a verbal
  component or even a wand require Magic Handling checks.
  Magical Theory: Your Magical Theory check measures your
  ability to recall the effects and purposes of spells, and
  magical items, while also enabling one to discern the finer
  details of spellwork (such as how damaged one's shielding
  charm may be). It also is the skill needed to craft spells and
  enchant objects.
  Muggle History: Similar to History of Magic, your Muggle
  History check measures your ability to recall cetain aspects
  of muggle history and culture.
  Potion-Making: Potion-Making checks determine the quality
  and efficacy of brewed potions, and the ability to recall the
  effects and purposes of different potions and their
  ingredients. Potion-Making checks can also be made to
  attempt to identify an unknown potion or related
  substance.
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  Wisdom
  Wisdom
  Wisdom focuses on your more innate and natural knowledge,
  rather than the more studious knowledge of Intelligence,
  while also reflecting on how aware or connected you are to
  the world around you. It represents perceptiveness and
  intuition.
  Wisdom Checks
  Wisdom Checks
  Use a Wisdom check when you are trying to read another
  person or even another creature.
  Care for Magical Creatures: When there is any question
  whether you can calm down a creature, keep a beast from
  getting spooked, or intuit an animal’s intentions, the DM
  might call for a Care for Magical Creatures check.
  Divination: Divination checks are used when using magic to
  attempt to foresee future events. There are several types of
  Divination, involving such methods as tea leaf reading,
  gazing into crystal balls, and so on.
  Healing: Healing checks are used when casting healing
  spells or applying more traditional forms of medicine. A
  Healing check can be made to stabilize a fallen comrade or
  attempt to diagnose an illness.
  Herbology: The study of magical plants and fungi. A
  herbology check is necessary when trying to harvest
  ingredients, attempting to grow your own plants, and
  assessing the demeanor of aggressive magical vegetation.
  Insight: Insight checks refer to whether you can determine
  the true intentions of a person, such as attempting to
  search out a lie or predicting someone’s next move. Doing
  so involves gleaning clues from body language, speech
  habits, and changes in mannerisms.
  Perception: Your Perception check lets you spot, hear, or
  otherwise detect the presence of something. It measures
  your general awareness of your surroundings and the
  keenness of your senses.
  Survival: The DM might ask you to make a Survival check to
  follow tracks, guide your group through treacherous or
  difficult terrain. identify signs that dragons live neaby,
  predifct the weather, avoid natural hazards, etc.
  Charisma
  Charisma
  Charisma affects your overall likeability, and skills in
  interacting with others in social settings; it includes such
  factors as confidence and eloquence, and it can represent a
  charming or commanding quality.
  Charisma Checks
  Charisma Checks
  Charisma checks are most useful when trying to persuade or
  influence others. Your Charisma skill may also affect your
  ability to manipulate your way into certain passages or areas
  in the wizarding world that are guarded by enchanted
  paintings or doors.
  Deception: Your Deception checks determine whether you
  can convincingly hide the truth, either verbally or through
  your actions. This deception can encompass everything
  from misleading others through ambiguity, to telling
  outright lies.
  Intimidation: When you attempt to influence someone
  through overt threats, hostile actions or a menacing
  presence, the DM may ask you to make an Intimidation
  check.
  Performance: Performance checks determine how
  effectively you can delight an audience with music, dance,
  acting, storytelling or some other form of entertainment.
  Persuasion: When you attempt to influence someone or a
  group of people with tact, social graces, or good nature, the
  DM might ask you to make a Persuasion check. Typically,
  you use persuasion when acting in good faith, to foster
  friendships, make cordial requests, or exhibit proper
  etiquette.
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  Chapter 3: The Rules of Magic
  Chapter 3: The Rules of Magic
  S
  pellcasting, and magic overall, will work
  differently in this guide to better simulate casting
  in the Harry Potter universe. All spells now
  function similarly to cantrips, in that there are no
  more traditional spell slots. Witches and wizards
  instead can master a number of spells, making
  those spells far easier to cast than others. They
  are still able to cast any spell they have in their repertoire, but
  a mastered spell is much less likely to fail than one they have
  never cast before. Spells are now assigned to “Years Taught”
  instead of levels, to determine their difficulty. A year one jinx
  is easy to find instructions for and easy to dispel, versus a
  year seven transfiguration, which may require a specific task
  or quest to obtain and requires advanced magic to undo.
  Once you have a spell's instructions or have learned it, it’s
  possible to pass on your knowledge to fellow students… or
  horde the knowledge for yourself.
  Spellcasting and Spell Mastery
  Spellcasting and Spell Mastery
  Spellcasting requires a learning process in the wizarding
  world. The aim of this guide is to make this process easy to
  understand, while also showing how much skill is needed to
  cast spells sucessfully. Whenever someone attempts to cast a
  spell outside of combat, they will need to roll a d20 as a
  casting roll, to determine the effectiveness of the spell. The
  DM may choose to let an ability modifier apply to casting
  rolls, it is dependant on what exact effect the caster wants to
  achieve, and the situation/setting they are in.  
   
  Starting at first level, all characters know three spells, and
  can have one spell known mastered. Every year, players can
  master one more spell that they know, for a total of seven
  masteries quaranteed. Each year, players can also choose to
  re-master a spell. Spell mastery allows the caster to add their
  proficiency modifier to casting rolls. If a spell is not mastered
  by the caster, then it will recieves no bonus to casting.  
     Casting Rolls     Success/Failure Range
     Casting Rolls     Success/Failure Range
  The Effects of Casting
  The Effects of Casting
  The line between success and failure when casting
  spells can be precarious. The simplest way to
  determine the effectiveness of spells is with a set
  of five various levels that correspond to the
  numbers on the d20.  
  1 is a critical failure, resulting in something
  completely different and potentially consequential
  happening to the caster or intended target.  
  2-9
  2-9 is a failure, but without the harsh
  consequences of a critical failure (though the DM
  can rule that something happens when a spell
  simply fails.  
  10-15
  10-15 is a sucessful cast, offering nothing
  exemplary other than the spell's intended effect.  
  16-19
  16-19 is very successful, possibly even increasing
  the spell's efficacy, or extending the duration /
  range of effect.  
  20
  20 is a critical success; this could mean the spell
  was cast with such competence and power that it
  seems unaffected by counter spells, and the poor
  target will simply have to make peace with the
  matter at hand..  
  If one of the spells cast is part of the caster's
  mastered spells, then their proficiency modifier is
  applied to the overall roll as well. (Ultimately, the
  DM can set the range for success/failure,
  depending on the situation.)
  Using spells in combat
  Using spells in combat
  Spells you cast at a target creature during combat rounds
  must be made using an attack roll plus your Intelligence
  modifier, to determine whether it is able to hit the opponent.
  (If a spell is mastered, the caster adds their proficiency
  modifier to the attack roll). The attack roll must be equal to or
  higher than the opponent's Armor Class; if not, the spell cast
  will miss or fail. (When in doubt, if you've rolled initiative, it's
  a combat setting).  
  A critical hit with an attack roll automatically hits its target,
  and the damage dice for that spell are doubled (if applicable).
  A critical failure on an attack roll has unintended and
  potentially disastrous effects, such as hitting the wrong target
  or a backfired spell that hits the caster for half damage. 
  The conditions you're in and whether the spell is mastered or
  not will determine your overall ability to cast spells during
  combat, as noted in the next section.
  Die Value
  Die Value
  1
  2-9
  10-14
  15-19
  20
  Critical Failure
  Failed Casting
  Successful Casting
  Exemplary Castingt
  Critical Success
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  Casting / Attack roll conditions
  Casting / Attack roll conditions
  Certain situations may effect how well you are able to cast a
  spell. These conditions are determined by the DM, based on
  setting and situation (such as being able to cast spells more
  successfully against unwitting opponents, or poor accuracy
  due to low visibility).
  Advantageous Conditions: Mastered spells are rolled with
  advantage, unmastered spells are rolled normally.
  Normal Conditions: Spells are rolled normally.
  Disadvantageous Conditions: Mastered spells are rolled at
  disadvantage, unmastered spells are rolled at a severe
  disadvantage (-5 to the attack roll).
  Concentration
  Concentration
  Some spells have the option to be used as a concentration
  spell, extending or enhancing their effect. To maintain
  concentration on a spell, you forego your action during your
  turn and roll a Constitution saving throw (while in combat).
  While maintaining concentration, you have disadvantage on
  all saving throws to prevent attacks or damage, and may not
  use reactions without dropping your concentration.  
   
  When concentration is forcibly broken, by either damage or
  an effect, you are stunned for one round.  
   
  If not in combat, then concentration can be held for as long
  as the character needs by making a single concentration
  check.
  Spell Components
  Spell Components
  All spells require a verbal and somatic component to them,
  similarly to most other 5e spells (unless non-verbal casting is
  successfully utilized). When a character is affected by a spell
  or effect that prevents them from moving, aiming their wand
  or speaking, they may be unable to cast spells until the effects
  are countered or until they wear off.  
   
  An optional rule for an adventure using this Harry Potter
  guidebook is to emphasize the details of how a spell is
  properly pronounced and the wand movements associated
  with a spell, for use with prop wands at the table. Though not
  a requirement, it can add another layer of detail to the
  roleplay heavy aspects of the wizarding world,, even offering
  bonuses to casting rolls when done correctly, or unintended
  effects when pronounced wrong.
  Non-Verbal and Wandless Magic
  Non-Verbal and Wandless Magic
  The Magic Handling skill allows the caster to cast spells non-
  verbally, or even wandless. When casting a spell for non-
  verbal (NV) or wandless (WL) magic, the player must make a
  Magic Handling check to determine whether the cast is
  successful or not. 
  Hogwarts professors do not normally teach these practices
  until the sixth year, though it is technically possible for any
  student of any year to cast a spell in these ways. However,
  students below sixth year make their checks at disadvantage.  
  Effectiveness of Magic Handling Checks
  Effectiveness of Magic Handling Checks
  Non-verbal spells are particularly useful for getting the jump
  on unaware enemies, or making a spell more difficult to track
  back to a caster. Wandless magic is again useful for getting
  the drop on enemies, while also having the benefit of
  appearing unarmed. All spells cast wandlessly are at
  disadvantage, unless you have a feature or feat that negates
  the disadvantage.
  Die Value
  Die Value
  0-12
  13-14
  15-17
  18+
  Effect
  Effect
  No effect, the cast fails
  Successfully cast NV spells
  Successfully cast WL spells
  Successfully cast both NV
  and WL spells
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  Chapter 4: Wandlore
  Chapter 4: Wandlore
  W
  ands are a fundamental part of the wizarding
  world. They are near-sentient objects that
  bond with the witch or wizard they choose.
  Many witches and wizards feel that their
  wands are a part of them, and become
  devastated when they are lost or broken.
  Wands are also integral to wizarding culture;
  the quality, power and reputation of some wands and their
  components are highly sought and discussed.
   
  In the setting of the game, wands offer small bonuses to
  certain spells, skills, or specific checks. Most Hogwarts
  students recieve their wands from Ollivanders Wand
  Emporium in Diagon Alley. Player wands will have one wood
  type and one core type from the listings below.
  Wand Woods
  Wand Woods
  The wood of a wand determiens its potential and capabilties;
  how well it pairs with the witch or wizard, and the power of
  spells it may produce. The section below was made using
  descriptions from the Harry Potter wikia, and Pottermore.  
   
  The Celtic Tree calender sometimes plays a part in wandlore;
  a witch or wizard's wand may be made of the wood that is
  linked to their date of birth (Harry Potter, Hermione Granger,
  Ron Weasley and Draco Malfoy's first wands, for example, fit
  this calender). https://www.whats-your-sign.com/celtic-tree-
  astrology.html
  Acacia
  Acacia
  "A very unusual wood which creates tricky wands that often
  refuse to produce magic for any but their owner, and also
  withhold their best effects from all but those most gifted."  
   
  Acacia wands give only their owner a +1 bonus to casting and
  attack rolls on any spells the players have mastered. Once a
  day, the may choose any spell they have cast to give it a
  critical casting roll.
  Alder
  Alder
  "The ideal owner of Alder wand is not stubborn or obstinate,
  but often helpful, considerate and most likable. Of all wand
  types, alder is best suited to non-verbal spell work, whence
  comes its reputation for being suitable only for the most
  advanced witches and wizards."  
   
  Alder wands are particularly helpful, and give their owners +1
  to casting and attack rolls involving counters and healing
  spells, and a +2 bonus to casting non-verbal spells.
  Apple
  Apple
  "Applewood wands are not made in great numbers. They are
  powerful and best suited to an owner of high aims and ideals,
  as this wood mixes poorly with Dark magic."  
   
  Apple wood wands grant their owners +2 on all casting and
  attack rolls except for jinxes, hexes, and curses, where it
  instead gives -2.
  Ash
  Ash
  "Those witches and wizards best suited to ash wands are not
  lightly swayed from their beliefs or purposes. The ideal
  owner may be stubborn, and will certainly be courageous, but
  never crass or arrogant.  
  Ash wands are best suited for the combative owner, granting
  a +1 to all attack and damage rolls.
  Aspen
  Aspen
  "Wand-quality aspen wood is white and fine-grained, and
  highly prized by all wand-makers for its stylish resemblance
  to ivory and its usually outstanding charmwork. The proper
  owner of the aspen wand is often an accomplished duellist, or
  destined to be so, for the aspen wand is one of those
  particularly suited to martial magic"  
  Aspen wands have a great capacity and talent for charms and
  dueling, giving their caster a +1 bonus to all charms casting
  rolls and all counter casting rolls.
  Beech
  Beech
  "The true match for a beech wand will be, if young, wise
  beyond his or her years, and if full-grown, rich in
  understanding and experience."  
  Beech wands are some of the most sought after wands in
  history, owning to their reputation. For the properly suited,
  they will give their owners +1 to all casting and attack rolls,
  but only if their Intelligence and Wisdom Ability Scores are a
  16 or higher, otherwise the wand performs with a -1 to all
  rolls.
  Blackthorn
  Blackthorn
  "It is a curious feature of the blackthorn bush, which sports
  wicked thorns, that it produces its sweetest berries after the
  hardest frosts. The wands made from this wood appear to
  need to pass through danger or hardship with their owners to
  become truly bonded. Blackthorn wands have a reputation for
  being best suited to warriors."  
  Blackthorn wands perform their best magic when in peril; if
  the caster is at half of their maximum hit points or below, all
  attack and damage rolls made with this wand have a +2
  bonus.
  Black Walnut
  Black Walnut
  "Black walnut is a very handsome wood, but not the easiest to
  master. It has one pronounced quirk, which is that it is
  abnormally attuned to inner conflict, and loses power
  dramatically if its possessor practises any form of self-
  deception."  
  Black walnut wands have a +1 bonus to all casting and attack
  rolls; however, if a wizard's alignment changes as a result of
  great personal turmoil, this bonus becomes -1 to all rolls.
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  Cedar
  Cedar
  "The witch or wizard who is well-matched with cedar carries
  the potential to be a frightening adversary, which often comes
  as a shock to those who have thoughtlessly challenged them:
  the cedar wand finds its perfect home where there is
  perspicacity and perception."  
   
  Cedar wands grant a +2 bonus to all Revealing charm rolls,
  and gain a +2 bonus on casting and attack rolls against
  targets that the caster has revealed with these charms.
  Cherry
  Cherry
  "The Western wand-purchaser should dispel from their
  minds any notion that the pink blossom of the living tree
  makes for a frivolous or merely ornamental wand, for cherry
  wood often makes a wand that possesses truly lethal power,
  whatever the core — though if paired with dragon
  heartstring, the wand ought never to be teamed with a wizard
  without exceptional self-control and strength of mind."  
   
  Cherry wands grant a +2 bonus to attack and damage rolls to
  a caster whose Wisdom Ability Score is 16 or higher.
  Chestnut
  Chestnut
  "Chestnut wands prefer witches and wizards who are skilled
  tamers of magical beasts, those who possess great gifts in
  Herbology, and those who are natural fliers."  
   
  Chestnut wands offer little in the way of martial prowess.
  Instead when used to effect non-hostile magical creatures,
  plants, fauna, or fungi they receive a +5 bonus to the casting
  or attack rolls.
  Cypress
  Cypress
  "Cypress wands are said to be well-matched to wizards who
  are self-sacrificing and willing to die a heroic death. Wands of
  cypress find their soul mates among the brave, the bold and
  the self-sacrificing: those who are unafraid to confront the
  shadows in their own and others’ natures."  
   
  Cypress wands will seek those who strive to protect others,
  allowing them to cast non-reaction spells as reactions when
  an ally within 10ft. is targeted by harmful spells. The critical
  failure threshold is automatically increased to 6.
  Dogwood
  Dogwood
  "Dogwood wands are quirky and mischievous; they have
  playful natures and insist upon partners who can provide
  them with scope for excitement and fun. However, they have
  been known to perform outstanding spells under difficult
  conditions, and when paired with a suitably clever and
  ingenious witch or wizard, can produce dazzling
  enchantments. An interesting foible of many dogwood wands
  is that they may refuse to perform non-verbal spells and they
  are often rather noisy."  
   
  Dogwood wands are tricky, and allow the caster to add their
  Charisma modifier to casting and attack rolls instead of
  Intelligence if they are proficient in Performance. However,
  these wands have a -5 to casting rolls made to cast non-verbal
  spells.
  Ebony
  Ebony
  "An ebony wands perfect match is one who will hold fast to
  his or her beliefs, no matter what the external pressure, and
  will not be swayed lightly from their purpose."  
  Ebony wands lend their stubborn selves to their own owner’s
  conviction. All transfiguration spells cast by these wands have
  a +2 bonus on casting and attack rolls.
  English Oak
  English Oak
  "A wand for good times and bad, this is a friend as loyal as the
  wizard who deserves it. Wands of English oak demand
  partners of strength, courage and fidelity. Less well-known is
  the propensity for owners of English oak wands to have
  powerful intuition, and often an affinity with the magic of the
  natural world."  
  English oak wands tend to align themselves with fiercly loyal
  friends and good spirits; casters gain a +2 bonus to all casting
  and attack rolls made to aid allies, and heal an additional 2
  points when healing other creatures.
  Fir
  Fir
  "Fir wands are particularly suited to Transfiguration, and
  favour owners of focused, strong-minded and, occasionally,
  intimidating demeanour. There is no doubt that this wood,
  coming as it does from the most resilient of trees, produces
  wands that demand staying power and strength of purpose in
  their true owners, and that they are poor tools in the hands of
  the changeable and indecisive."  
  Fir wands grant their owner's a +1 bonus to all
  Transfiguration casting and attack rolls, and once per long
  rest when the owner is wielding this wand and is reduced to
  0 hit points, they may drop to 1 hit point instead.
  Hawthorn
  Hawthorn
  "Hawthorn wands may be particularly suited to healing
  magic, but they are also adept at curses, and it has been
  generally observed that the hawthorn wand seems most at
  home with a conflicted nature, or with a witch or wizard
  passing through a period of turmoil."  
  Hawthorn is the wand wood for the complex individual; their
  owners receive a +2 bonus to casting and attack rolls with
  curses and healing spells.
  Hazel
  Hazel
  "Hazel wands have a temperment like water, and are suited
  to those of a temperamental nature. They also have the
  unique ability to detect water underground, and will emit
  silvery, tear- shaped puffs of smoke if passing over concealed
  springs and wells."  
  Hazel wands, because of their nature, are well suited to spells
  involving ice or water. Their owners gain a +5 bonus when
  casting and attack rolls to all spells involving ice and water.
  Players may also roll a Magic Handling check to determine if
  there is an underground source of water near them.
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  Holly
  Holly
  "Holly is one of the rarer kinds of wand woods; traditionally
  considered protective, it works most happily for those who
  may need help overcoming a tendency to anger and
  impetuosity. At the same time, holly wands often choose
  owners who are engaged in some dangerous and often
  spiritual quest."  
   
  Holly wood is a traditional symbol of luck, prosperity and
  protection from evil; if the caster is of the Good alignment, a
  holly wand gives its caster a +1 bonus to counter spell casting
  and attack rolls, and a +3 bonus to casting and attack rolls for
  the Expelliarmus spell.
  Hornbeam
  Hornbeam
  "Hornbeam wands absorb their owner’s code of honour,
  whatever that might be, and will refuse to perform acts -
  whether for good or ill - that do not tally with their master’s
  principles."  
   
  Hornbeam is a dedicated companion for those who
  understand what they seek in life. The owners receive a +1
  bonus to casting and attack rolls against beasts and beings
  stopping them from achieving their goals.
  Larch
  Larch
  "Strong, durable and warm in colour, larch has long been
  valued as an attractive and powerful wand wood. Its
  reputation for instilling courage and confidence in the user
  has ensured that demand has always outstripped supply."  
   
  The power of larch wands is to help a witch or wizard to find
  inspiration within themselves; once per long rest, its owner
  may roll a 1d6 and add the number rolled to one ability
  check, attack roll, or saving throw that they make (as with
  Bardic Inspiration in 5e).
  Laurel
  Laurel
  "It is said that a laurel wand cannot perform a dishonourable
  act, although in the quest for glory, laurel wands are known to
  perform powerful and sometimes lethal magic. Laurel wands
  are sometimes called fickle, but this is unfair; they are unable
  to tolerate laziness in a possessor, and and for that reason
  they are most easily and willingly won away. These wands
  have the unusual and engaging attribute of issuing a
  spontaneous lightning strike if another witch or wizard
  attempts to steal it."  
   
  Laurel wands are loyal to glorious witches and wizards, but
  can be won over by another that bests their owner; these
  wands give their current owner a +2 to all casting and attack
  rolls. If any creature attempts to take the wand from its
  owner in a dishonourable manner (most any method other
  than Expelliarmus in a duel, or taking it from their defeated
  form), it issues a lightning bolt that deals 1d6 lightning
  damage, and knocks the aggressor prone 5 feet. away.
  Mahogany
  Mahogany
  "The mahogany tree symbolizes strength, safety,
  protectiveness, and practicality."  
  Mahogany wands are well suited to transfiguration, the
  owner receives a +5 bonus to casting and attack rolls when
  using transfiguration to protect or hide another.
  Maple
  Maple
  "A maple wand's ideal owners are nature travelers and
  explorers; they are not stay-at-home wands, and prefer
  ambition in their witch or wizard, otherwise their magic
  grows heavy and lackluster. Fresh challenges and regular
  changes of scene cause this wand to literally shine,
  burnishing itself as it grows, with its partner, in ability and
  status"  
  Maple wands are suited for the spontaeneous owner. Every
  critical spell cast stores one point of ambient energy, to a
  maximum of five. Owners can expend one or more points to
  grant their next attack +1 radiant damage.
  Pear
  Pear
  "Pear wands produce wands of splendid magical powers.
  Possessors of pear wands are usually popular and well-
  respected and never has there been a single instance where a
  pear wand has been discovered in the possession of a Dark
  witch or wizard."  
  Pear wands are for the righteous witch or wizard. The
  owners of pear wands gain a +2 bonus to all casting rolls
  made by the owner when not targeting a beast or being.
  Pine
  Pine
  "Pine wands always choose an independent master who may
  be perceived as a loner, intriguing, and perhaps mysterious.
  Pine wands enjoy being used creatively, and unlike some
  others, will adapt unprotestingly to new methods and spells."  
  Pine wands are perfect for those who are interested in
  enchanting and spellcrafting. The owners receive +1 to all
  skill checks used when enchanting an object or crafting a
  spell. They also receive a +1 bonus to all casting and attack
  rolls involving crafted spells, and +1 to rolls made to cast non-
  verbal magic.
  Poplar
  Poplar
  "If you seek integrity, search first among the poplars; here is a
  wand to rely upon, of consistency, strength and uniform
  power, always happiest when working with a witch or wizard
  of clear moral vision. There is a tired old joke among lesser
  wandmakers that no poplar wand has ever chosen a
  politician."  
  A poplar wand provides their witch or wizard a +2 bonus to
  casting and attack rolls, so long as they are of a Lawful
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  Red Oak
  Red Oak
  "You will often hear the ignorant say that red oak is an
  infallible sign of its owner’s hot temper. In fact, the true
  match for a red oak wand is possessed of unusually fast
  reactions, making it a perfect duelling wand."  
   
  Owners of red oak wands are quick and fierce duelists; they
  receive advantage on Initiative rolls while wielding these
  wands.
  Redwood
  Redwood
  “Wand-quality redwood is in short supply, yet constant
  demand, due to its reputation for bringing good fortune to its
  owner. Redwood wands are not themselves lucky, but are
  strongly attracted to witches and wizards who already
  possess the admirable ability to fall on their feet, to make the
  right choice, to snatch advantage from catastrophe.”  
   
  The owners of a redwood wand may make use of a Luck
  point once per day, as with the Leprechaun’s Luck feat.
  Reed
  Reed
  "Reed wands are best suited to those who are bold and are
  eloquent speakers, and prove to be very protective friends."  
   
  Reed wands align themselves with the persuasive, and grant
  their owners a +1 bonus to all casting and attack spells,
  increasing to a +2 bonus for spells involving water, so long as
  they are proficient in Persuasion.
  Rosewood
  Rosewood
  "This wood has a strong sweet smell, which persists over the
  years, and is commonly used in furniture and instrument-
  making. In the wizarding world, rosewood is also sometimes
  used as a wand wood."  
   
  A surprisingly hard wood, with both beautiful and hardy
  properties, rosewood wands grant their casters a +1 bonus to
  all charms casting rolls, and grant an additional 5 temporary
  hit points to the Protego charm's concentration spell.
  Rowan
  Rowan
  "Rowan wood has always been much-favoured for wands,
  because it is reputed to be more protective than any other,
  and renders all manner of defensive charms especially strong
  and difficult to break. Rowan wands are also noted for their
  believed disassociation with the Dark Arts."  
   
  Rowan wands are perfect for counters, giving their owners +2
  on all casting and attack rolls to counter spells, but a -2 to
  casting and attack rolls with curses.
  Silver Lime
  Silver Lime
  “This unusual and highly attractive wand wood was highly
  fashionable in the nineteenth century. The reasons for these
  wands’ desirability lay not only in their unusually handsome
  appearance, but also because they had a reputation for
  performing best for Seers and those skilled in Legilimency,
  mysterious arts both, which consequently gave the possessor
  of a silver lime wand considerable status.”  
  Silver lime wands give the user a +2 bonus to casting and
  attack rolls for the Legilimens spell, and a +1 bonus when
  used to aid in Divination checks.
  Spruce
  Spruce
  “The spruce wand requires a firm hand, because it often
  appears to have its own ideas about what magic it ought to be
  called upon to produce. However, when a spruce wand meets
  its match – which is a bold spell-caster with a good sense of
  humour – it becomes a superb helper, intensely loyal to their
  owners and capable of producing particularly flamboyant and
  dramatic effects."  
  The users of a spruce wand have a +3 bonus to casting and
  attack rolls, when they can make a successful Performance
  check as a bonus action (DC at the DM’s discretion).
  Snakewood
  Snakewood
  "Also known as Schlangenholz, snakewood trees resist
  attempts to prune or kill them, and their leaves have powerful
  healing properties."  
  Snakewood wands are resiliant and replenishing; a caster
  may reroll all 1's on healing rolls made with this wand.
  Sycamore
  Sycamore
  "The sycamore makes a questing wand, eager for new
  experience and losing brilliance if engaged in mundane
  activities. It is a quirk of these handsome wands that they
  may combust if allowed to become ‘bored'."  
  Sycamore wands demonstrate a want and capacity to learn
  and adapt; owners of these wands are granted a +1 bonus to
  skill checks when learning new spells, and grant a +1 bonus
  to all casting and attack rolls if a new spell has been learned
  in the last 24 hours.
  Vine
  Vine
  “The druids considered anything with a woody stem as a tree,
  and vine makes wands of such a special nature. Vine wands
  are among the less common types, and their owners are
  nearly always those witches or wizards who seek a greater
  purpose. Vine wands seem strongly attracted by personalities
  with hidden depths, and have been found to be more sensitive
  than any other when it comes to instantly detecting a
  prospective match."  
  Vine wand owners tend to have a vision beyond the ordinary,
  and they allow their casters to add their Wisdom modifier to
  to casting and attack rolls instead of Intelligence, so long as
  they have proficiency in Perception.
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  Walnut
  Walnut
  "Walnut wands are often found in the hands of magical
  innovators and inventors. However; while some woods are
  difficult to dominate, and may resist the performance of
  spells that are foreign to their natures, the walnut wand will,
  once subjugated, perform any task its owner desires,
  provided that the user is of sufficient brilliance. This makes
  for a truly lethal weapon in the hands of a witch or wizard of
  no conscience, for the wand and the wizard may feed from
  each other in a particularly unhealthy manner.”  
   
  Walnut wands give their owners a a +2 to attack rolls, so long
  as that caster is of an Evil, Neutral or Chaotic alignment.
  Willow
  Willow
  "It's noted that the ideal owner for a willow wand often has
  some (usually unwarranted) insecurity. While many confident
  customers insist on trying a willow wand, willow wands have
  consistently selected those of greatest potential, rather than
  those who feel they have little to learn. It has always been a
  proverb that he who has furthest to travel will go fastest with
  willow.”  
   
  Willow wands grant their caster advantange on their next
  casting or attack roll if the last spell they cast failed or missed
  its intended target.
  Yew
  Yew
  “Yew wands are among the rarer kinds, and their ideal
  matches are likewise unusual, and occasionally notorious.
  The wand of yew is reputed to endow its possessor with the
  power of life and death, which might, of course, be said of all
  wands; and yet yew retains a particularly dark and fearsome
  reputation in the spheres of duelling and all curses. The
  witch or wizard best suited to a yew wand might equally
  prove a fierce protector of others.”  
   
  Yew wands give their user a +1 bonus to casting and attack
  rolls when using curses or counter spells. Interestingly, when
  a yew wand is buried with their owner, the wand generally
  sprouts into a tree guarding the dead owner’s grave.
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  Wand Cores
  Wand Cores
  Wand cores determine the temperment of the wand. They act
  as the wand's power source, like a battery, giving it their
  ability to channel magic into spells. Garrick Ollivander
  pioneered the theory of the three "Supreme Cores": Dragon
  Heartsting, Pheonix Tailfeather, and Unicorn Hair. For this
  reason, most wands bought from Ollivander's have one of
  these three cores.
  The Supreme Cores
  The Supreme Cores
  Dragon Heartstring
  Dragon Heartstring
  The most powerful of the three Supreme cores, it is able to
  produce wondrous feats of magic. They tend to learn spells
  quickly, but are prone to more accidents. When the owners of
  these wands attempt to learn new spells, they gain a +2
  bonus in the skill checks; however due to the cores
  temperamental and accident prone nature, the critical failure
  threshold is increased to 2.
  Pheonix Feather
  Pheonix Feather
  The most tempermental of the three wand cores, it is also
  one of the rarest. Phoenix Feather wands offer more initiative
  to their owners, giving them a +1 bonus to initiative, and a +1
  bonus to casting and attack rolls when the target is unaware
  or unprepared for it. Owners of these wands find learning
  combat spells easier, gaining a +2 bonus to skill checks when
  learning a new combat spell. Critical failure threshold is
  increased to 2 when using non-combat spells.
  Unicorn Hair
  Unicorn Hair
  The most stable and least temperamental of the three cores;
  Unicorn Tail Hair offers the owner consistent and reliable
  use. Owners of this wand receive +1 bonus to casting and
  attack rolls when using a non-damaging spells. Likewise, all
  non-combat spells receive a +2 bonus to the skill checks
  when attempting to learn them. Critical failure threshold is
  increased to 2 when using combat spells.
  Exotic / Other wand cores
  Exotic / Other wand cores
  Acromantula Web
  Acromantula Web
  If you're thinking about having a wand made with
  Acromantula web, you're probably a fan of having your wand
  confiscated by the authorities. Using a wand with this core
  has been illegal in Britain since 1782, after it was discovered
  that the wielder of an Acromantula web wand has a particular
  ability with Dark magic, especially the Imperius curse. There
  are certain diplomatic exceptions, as it is a traditional core
  for Asian wands, but even those are temporary; many wizard
  diplomats on long-term assignments find themselves
  compelled to procure replacement wands for their stay.  
   
  Rolls made to learn curses recieve a +2 bonus with this wand
  core, and increases the saving throw DC to resist Imperius
  curses cast by this wand by +2.
  Ashwinder Egg
  Ashwinder Egg
  An Ashwinder emanates intense heat before it is born, and
  most Ashwinder eggs hatch very quickly after they are laid.
  The eggs are rather valuable when made into wand cores,
  but the precision and timing to convert this ingredient into a
  magical core makes it rather expensive. However, with
  difficult tasks comes a great result. Ashwinder Egg cores
  allow great magical leeway for many Conjuration spells –
  extremely useful for Wizards keen in Transfiguration.  
  Skill checks made to learn transfiguration spells have a +2
  bonus, and casting rolls made for conjuring spells have a +2
  bonus as well.
  Augery Tail Feather
  Augery Tail Feather
  Augerys, or Irish phoenixes, were once associated with
  powerful Dark wands, as their cries were thought to signify
  an upcoming death. However, they were in reality never a
  strong Dark core, and were more accurately a powerful core
  for Divinations. Misunderstood students may find themselves
  bonded to an augery wand, although these wands are
  altogether quite rare.  
  Augery wands provide a +2 bonus when used to aid in the
  performance of Divination checks.
  Basilisk
  Basilisk
  Basilisk wands are incredibly rare, as the beasts are rare to
  begin with and difficult to kill. Due to the rarity, they often are
  passed down from generation to generation, so basilisk-core
  wands are either the heirloom of Slytherin Pureblood
  families or reforged wands from family cores. The occasional
  new basilisk wand will almost always bond to a Parselmouth
  or budding Dark Wizard. Very little good comes out of
  wielders of basilisk wands.  
  Skill checks to learn curses and Unforgivable spells recieve a
  +2 bonus with this core, and gives casting rolls to cast the
  spell Serpensortia advantage.
  Billywig Stinger
  Billywig Stinger
  Billywig stingers are not common in Britain, but are
  occasionally imported from Australia, the native habitat of
  the Billywig. Billywig wands bond almost exclusively to light-
  hearted pranksters, and are extremely capricious- at one
  moment it will produce the strongest Cheering Charm in the
  school, but another time it will object to being used as a
  potion stirrer and siphon up hours of work without so much
  as a by-your-leave. When they do bond to a witch or wizard,
  they tend to be of Hufflepuff or Gryffindor.  
  Skills checks to learn Jinxes gain a +2 bonus, and Cheering
  charm casting rolls have a +2 bonus as well.
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  Boomslang Venom
  Boomslang Venom
  Boomslang venom, whether crystallized or in a rarer liquid
  core, provides a small boost to jinxes and hexes thanks to its
  venomous qualities. However, when a wandmaker
  undertakes the dangerous task of working with the raw
  venom, it is generally with the aim of creating a powerful
  Transfiguration wand. Whether or not the advantages
  outweigh the risks is not generally agreed upon in
  wandmaking circles.  
   
  Skill checks to learn jinxes, hexes and transfiguration spells
  gain a +1 bonus.
  Coral
  Coral
  A surprisingly complex core, coral has the adaptability of
  water. It is sensitive, yet durable, good for protection, with
  reliable levels of magical energy. Just as it has its own sort of
  beauty, it pairs well with those that appreciate themselves, or
  even could use a bit more confidence. Those with coral cores
  have their perseverance rewarded with happiness,
  contentment, and stability.  
   
  Skill checks to learn noncombat spells recieve a +1 bonus,
  and skill checks to learn healing spells have advantage.
  Chimera Scale Fragment
  Chimera Scale Fragment
  Chimera scales are extremely rare in modern wandcraft, not
  out of any concern for safety, but because there are more
  recorded basilisk slayings in the past fifty years than there
  are chimera slayings in all of recorded history. This one
  slaying occurred in Greece over two millenia ago, so what
  scales were harvested at that time have been degraded,
  broken, and dispersed.  
   
  Today, they are only found as parts of heirloom cores, and
  even then, all such cores are a more common core (often
  dragon heartstring) with a tiny fragment of scale embedded.
  Chimera wands are most common in Greece and the
  Balkans, although as they were circulated through the
  Mediterranean and former Roman Empire they are found
  throughout Europe. These wands are prized for their raw
  power, although they are difficult to control.  
   
  Skill checks to learn combat spells gain a +2 bonus, and
  attack rolls have a +1 bonus. The critical failure threshold is
  increased to 2.
  Demiguise Hair
  Demiguise Hair
  Demiguise hairs were long considered to not have enough
  oomph to make a proper wand, but they have gained favor for
  their strength in Transfiguration and the subtle arts. When
  combined with a stronger wand core they make potent
  wands, however, on their own they can be rather one-
  dimensional and difficult to use for anything but
  Transfiguration. They have found favor in students of all
  Houses, although they may be slightly rarer among the open
  Hufflepuffs.  
   
  Skill checks to learn transfiguration spells recieve a +2
  bonus, but skill checks to learn any other spells recieves a -1.
  Demiguise wands also recieve a +1 bonus to conceal with a
  Sleight of Hand check.
  Doxy Wings
  Doxy Wings
  Doxy wings, like the creatures they come from, can be
  unmanageable and mean-spirited. They are second only to
  basilisk wands in their abilities with the Dark Arts, and as
  such these rare wands are most often found in the hands of
  stubborn Slytherins without the familial connection to obtain
  a basilisk core.  
  Skill checks to learn curses and hexes recieve a +1 bonus,
  though skill checks to learn healing spells have disadvantage.
  Erumpent Hide
  Erumpent Hide
  There is a very good reason this is an exotic core; Erumpent
  hide wands are extremely dangerous, and don't take well to
  high levels of magic or sharp impacts. They may add a 'punch'
  to spells when combined with a gentler core, but most
  wandmakers refuse to work with it completely due to the
  danger it poses to maker and wielder.  
  Damage rolls made for spells that deal fire damage deal an
  additional +1d6 fire damage with this core. However the
  critical failure threshold increases to 3, and on a critical
  failure, the caster must roll a 1d100; from 1-50, the critical
  fail occurs and the caster takes 2d6 fire damage in an
  explosive backfire, while 51-100 results in a regular critical
  failure.
  Fairy Wings
  Fairy Wings
  This core makes for a light, airy wand, and is the absolute
  best for Charms. They also signify a connection to the mystic,
  so these wands, despite their relative rarity, are used by
  nearly half of known witches and wizards with the Sight.
  Despite their astounding strength in Charms, they are merely
  average in Defense Against the Dark Arts and
  Transfiguration, and will often fail at hexes altogether. As
  such, they’re not commonly found in Slytherin House, but are
  common in Hufflepuff. Ravenclaws and Gryffindors may be
  drawn to this core, although they tend to react better to
  blends of fairy wings and unicorn hair.  
  Skill checks to learn charms recieve a +2 bonus, while hexes
  recieve a -2.
  Fwooper Feather
  Fwooper Feather
  Fwooper feather wands are said to be a mark of ill omen for
  the wizards they bond to, as, like the birds they come from,
  they are rumored to slowly drive their wielder mad. Despite
  their poor reputation, they do well with Charms and Care of
  Magical Creatures. However, they have a near-inability to cast
  Quietus. They are commonly combined with another feather
  core, such as the phoenix for health or the hippogriff for
  stability.  
  Skill checks to learn charms are granted a +2 bonus, and
  receives a +2 bonus when used to effect magical creatures.
  Each year that a witch or wizard uses this wand, they must
  make a DC 7 Wisdom saving throw, or otherwise move their
  alignment from Lawful to Neutral, or Neutral to Chaotic.
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  Hippogriff Feather
  Hippogriff Feather
  Hippogriffs are noble animals with a reputation for not taking
  a slight. These wands require constant respect, and if the
  wielder does not give it, they can watch its formerly stable
  and versatile magic backfire on it. It is not the strongest core,
  but it is one of the most adaptable. These wands are most
  common amongst Gryffindors, but they are rare overall.  
   
  Skill checks to learn combat spells have a +2 bonus. Critical
  failure threshold increases to 2 when using combat spells.
  Jackalope Antler
  Jackalope Antler
  The antler of a Jackalope is a wand core used by the
  Ilvermorny founders in the 17th century, when they begun
  making their own wands. Jackalope antler cores are capable
  of a wide range of magic, and are often very colorful and
  flamboyant. Jackalope wands learn quite quickly compared to
  other American wand cores. Jackalope is also very resistant
  and skeptical when it comes to new masters, and will often
  exhibit accidents and backfires when forced to change from
  their original master. Jackalope wands are additionally
  unlikely to turn to the Dark Arts.  
   
  Skill checks to learn charms, tranfiguration, counters and
  heling spells gain a +2 bonus, while checks to learn jinxes,
  hexes and curses recieve a -1. Critical failure threshold
  increases to 2 when using jinxes, hexes or curses, and to 3
  when using all spells for anyone but its original master.
  Kelpie Hair
  Kelpie Hair
  Kelpie hairs are incredibly tempermental cores, explaining
  their rarity. They were once common in Celtic wandmaking,
  however, the import of demiguise hairs has resulted in them
  falling out of favor. They have similar qualities to demiguise
  hair, and are powerful Transfiguration cores when they don't
  backfire spectacularly. 
   
  Skill checks made to learn transfiguration spells have a +2
  bonus. Critical failure threshold increases to 3.
  Kneazle Whisker
  Kneazle Whisker
  Kneazle whisker may not create powerful wands, but create
  wands of excellent senses and refinement. The prime owner
  would be alert to their surroundings, intelligent, and most
  likely introverted in nature. They can be distrusting of people
  at times, but are excellent judges of character.  
   
  Skill checks made to learn noncombat spells have a +2
  bonus, for a witch or wizard that has proficiency in
  Perception and/or Insight. Casting and attack rolls made to
  cast combat spells have a -2.
  Mermaid
  Mermaid
  There are two specific mermaid cores that are used in
  modern wand making, but they do tend to be found as
  heirloom cores. These cores are very loyal to their wielder,
  and are very difficult to wield if taken or won. Though these
  wands can be very temperamental, as they only like to be held
  by wielders who are very knowledgeable but not greedy.
  Overall the mermaid cores do well with outdoorsy elements
  and care of magical creatures.  
   
  Mermaid scales grant a +2 bonus to skill checks to learn
  transfiguration spells.
  Mermaid hair grants a +2 bonus to skill checks that involve
  Astronomy and Potion-Making skill checks when stirring
  with this wand.  
  Both mermaid cores also have a +1 bonus to learn spells
  which involve water. Critical failure threshold increases to 5
  if used by a witch or wizard that is not its owner.
  Rougarou Hair
  Rougarou Hair
  The hair of the rougarou was used as a wand core by the
  American wandmaker Violetta Beauvais. Beauvais kept the
  fact that she used this particular wand core a secret for many
  years, but it was eventually revealed. Rougarou hair was
  believed to have an affinity for Dark magic, like vampires to
  blood.  
  Skill checks to learn curses have a +2 bonus, and attack rolls
  have a +1 bonus with this core.
  Thunderbird Feather
  Thunderbird Feather
  The tail feather of the Thunderbird was used as a wand core
  by the American wandmaker Shikoba Wolfe. Wands with
  Thunderbird tail feather cores, like the birds the feathers are
  taken from, are able to sense danger and can cast curses on
  their own.  
  Skill checks made to learn transfiguration spells +2 bonus.
  Critical failure threshold is increased to 3 when using non-
  combat spells. When its caster rolls initiative, roll a 1d100;
  on a 75 or higher, the caster may immediately cast a curse as
  a reaction.
  Thestral Hair
  Thestral Hair
  Thestral wands generally produce strong magic but only
  when the wielder understands themselves. If the wielder
  does not know themselves or loses themselves than their
  spells will suffer. When the wielder knows themselves than
  this wand can create very strong spells. The thestral wands
  work very well for Charms, Defense Against the Dark Arts,
  and Transfiguration. 
  Skill checks made to learn charms, counters and
  transfiguration gain a +1 bonus, and checks to cast non-
  verbal spells gain a +2 bonus.
  Troll Whisker
  Troll Whisker
  Generally unused in the modern wizarding world, troll facial
  hair has just enough magic to make a passable wand core.
  They tend to be extremely unpredictable and capable of great
  violence, making them comfortable partners for those that
  enjoy battle, no matter their intents.  
  Skills checks made to learn jinxes, hexes and curses gain a
  +1 bonus. Critical failure threshold is increased to 3, and on a
  critical failure, the caster must make a 1d100 roll; on a 1-50
  the caster takes 1d6 Force damage, and on a 51-100 the
  intended target of the spell takes 1d6 Force damage.
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  Vampire Fang
  Vampire Fang
  Vampire fang wands, like the Chimera Fragment wands, are
  rather rare and are mostly handed down from previous
  owners to the next. Vampire fangs are a very versatile wand
  core and can be either Dark or Light. The vampire fang has
  no certain divinity and will act as its owner acts, as it is a very
  loyal bond. This core works well with Charms, and
  Divinations. Often this wand is exceptional for potion stirring.
   
  Skill checks made by a Good character to learn charms gain
  a +2 bonus, and skill checks made by an Evil character made
  to learn curses gain a +2 bonus. Both alignments also gain a
  +1 bonus on Potion-Making checks when stirring with their
  wand.
  Veela Hair
  Veela Hair
  Veela wands are temperamental like the creatures they come
  from, and are considered too volatile for a decent wand core
  in many circles. However, some wizards, particularly those
  with veela blood, enjoy the boost it gives to outdoorsy magics,
  divinations, and charms. The veela’s inherent intelligence
  makes finding these wands among the non-veela blooded
  most common in Ravenclaw.  
   
  Skill checks made to learn charms have a +2 bonus. Critical
  failure threshold increases to 2.
  Wampus Hair
  Wampus Hair
  The hair of the Wampus cat was used as a wand core by the
  American wandmaker Johannes Jonker. Jonker experimented
  with many other cores before settling on the hair of this
  creature as his preferred kind. Due to the skills of the
  wampus, it is believed this core has benefits to mental magic,
  Legilimency, and defensive spells.  
   
  Skill checks to learn counters gain a +2 bonus, and casting
  and attack rolls for the Legilimens spell have a +1 bonus.
  Critical failure threshold increases to 2.
  Werewolf
  Werewolf
  There are several different cores that can come from a
  werewolf which include whiskers, hair, saliva, and nails. All of
  these from a werewolf have their own virtues however they
  all make for an exceptional wand. Werewolf cores ally
  themselves with made werewolves and born werewolves very
  well. However they do often ally themselves with a strong
  owner, one who has courage, bravery, and loyalty. This wand
  is an extremely loyal wand and will cause many difficulties
  for anyone who tries to take the wand from their owner. It will
  often backfire on someone who has stolen or won the wand,
  it does not cooperate well with others.  
   
  Werewolf whiskers grant a +2 bonus to skill checks to
  learn transfiguration spells
  Werewolf hair grants a +2 bonus to skill checks when
  learning charms.
  Werewolf saliva grants a +1 bonus to Potion-Making
  checks when stirring with this wand.
  Werewolf nails grant a +1 bonus on skill checks to learn
  hexes, jinxes and curses.  
  All werewolf cores also have a critical attack roll chance of
  19=20. The critical failure threshold increases to 10 if used
  by a witch or wizard that is not its owner.
  Wyvern
  Wyvern
  A wand core as wyvern suggests that its owner has a
  stubborn, volatile energy, unable to yield or to be controlled
  by most. However, once they have been put in your place
  (usually through a physical approach), they make for a
  powerful and loyal friend. This core works particularly well in
  The Dark Arts, but also works well in Potions,
  Transfiguration, and Dueling Magic.  
  Skill checks made to learn jinxes, hexes and curses gain a +1
  bonus, and casting rolls made to cast transfiguration and
  counter spells have a +1 bonus. This wand core also provides
  a +2 bonus to Potion-Making skill checks for brewing poisons
  when stirring with their wand.
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  Chapter 5: Downtime Activities
  Chapter 5: Downtime Activities
  D
  uring your days off at Hogwarts you may find
  yourself not in the mood to snoop around and
  socialize. While Spellcrafting and Enchanting
  are fun and useful to adventurous and nosy
  witches and wizards, sometimes it may be more
  important to study, or maybe put in some hard
  work!  
   
  Downtime activities require a series of successful ability/skill
  checks (sometimes consecutively) and you will receive certain
  rewards upon successful completion. While not necessary,
  downtime activities are a great excuse to have your
  characters do something more productive while other players
  may be looking for further adventures.
  Off Days
  Off Days
  “Off Days” refer to any days your characters may not have any
  obligations, such as classes. Generally an off day will fall on
  weekends (Saturdays and Sundays) and Holidays spent at
  home (if a character so choses to leave). An off day is not
  required to be used for downtime activities, except for
  detentions which are mandatory downtime activities used as
  punishment for poor student behavior. 12 hours are allotted
  for off days, meaning a total of 12 checks may be made total,
  as each check is equal to an hours work. Your day begins at
  8am and ends at 8pm, any time before or after this period can
  be spent sleeping or pursuing other options, Alternatively, if
  you are finished with your downtime activity a few checks
  earlier than anticipated, you can leave and resume normal
  activities (except of course for detentions).
  Downtime Activities
  Downtime Activities
  Following is a list of downtime activities you may choose to
  do in lieu of having your character get up to mischief and
  adventures.
  Studying
  Studying
  You may choose to study your notes or textbooks, and
  found/purchased spellbooks, and stay in your house common
  room to study for the day. A total of six successful Intelligence
  checks are needed to consider your studying worthwhile.
  Failed checks may result in misplaced supplies, books or
  falling for distractions that happen around you. Studying
  different specific literatures produces different results:
  Notes/Textbook: Studying a subject's notes/textbooks will
  offer you advantage on all quiz rolls the next time you take
  that specific class.
  Spellbook: Studying a spellbook is required to garner spells
  from it. Only one spell can be learned per day from any one
  spellbook you may own.
  Dueling Club
  Dueling Club
  A friendly competition between students of all ages and
  houses, where you can participate to hone your skills in the
  Defense Against the Dark Arts. Successful duels result in
  various prizes being awarded. Unlike other downtime
  activities, Constitution, Dexterity, and Intelligence checks
  may be used to determine the outcome. The exact type of
  check used is up to DM discretion. Every successful check is
  a win, whilefailed checks are a loss; losses may result in your
  character forfeiting some items, currency or taking a point of
  exhaustion, but this is - again - up to DM discretion.
  Dueling Club Victory Rewards
  Dueling Club Victory Rewards
  Detention
  Detention
  Detention is a forced downtime activity lasting 8 hours.
  Normally given to players who are performing exceedinly
  badly in their schoolwork, or caught breaking a significant
  rule of some sort. It offers no rewards, and the type of skill
  check depends on the type of detention assigned, at the DM's
  discretion. A series of 4 successful checks are required to
  leave detention early, while 8 failed checks extends the
  detention sentence to another whole off day.
  Ways to use detention
  Ways to use detention
  Detention puts one (or more) students in close proximety to a
  teacher or staff member. If you, the DM, rules that the player
  needs to make an investigation check, on succesful checks
  they may stumble upon some sort of information pertainent to
  a quest the party is working on.  
  Likewise a series of Persuasion checks may make the student
  friendlier with the teacher, possibly leading the way to
  sidequest. Detention as a downtime activity is a way for the
  DM to also just punish players who may be taking to much
  liberty with the game enviroment. 
  Detentions can also be used as quest instead of as downtime
  acitivites, such as sending the students into the forbidden
  forest or ridding the dungeons of Redcaps. Ultimately, the DM
  decides how they would like the characters to suffer.
  d20 Check
  d20 Check
  1-5
  6-10
  11-15
  16-20
  Results
  Results
  Sweets
  Joke Items
  Practical Items
  1d6 Galleons
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  Volunteering
  Volunteering
  You may choose to offer your free time to some of your
  teachers, the castle staff, or even Hogsmeade citizens. The
  checks and rewards are dependant on the exact person you
  are assisting. Additionally, there is a chance that your
  volunteering may lead you to discovering a potential quest.
  Volunteering can only last six hours in total, starting at 10am
  and ending at 4pm.
  Volunteer
  Volunteer
  Options
  Options
  Possible Rewards
  Possible Rewards
  Checks
  Checks
  Core Subjects
  House Points, Subject
  Spellbooks
  Intelligence
  Herbology
  House Points, Potions
  Ingredients
  Herbology
  Care for
  Magical
  Creatures
  House Points, Potions
  Ingredients
  Care for
  Magical
  Creatures
  Potions Master
  House Points, Potions
  Ingredients, Potions
  Intelligence
  Castle
  Caretaker
  Sweets, Contraband
  Perception
  Librarian
  Textbooks, Enchanting
  Manuals, Spellbooks
  Investigation
  Matron
  Sweets, Potions,
  Spellbooks
  Healing
  Prefects
  House Points, Sweets
  Perception
  Hogsmeade
  Shop Owners
  Assorted Galleons,
  Sickles, Knuts, Sweets
  Strength
  Spellcrafting
  Spellcrafting
  Spellcrafting is a surprisingly huge part of the wizarding
  world. A crafted spell can take the form of a rhyme or
  limerick, or that of a latin root/latin language word or short
  phrase. Crafted spells follow the normal conventions of
  spellcrafting in Harry Potter, and as such they become full
  fledged spells once perfected. Any spells the players would
  like to craft are up to the discretion of the DM. Spellcrafting
  uses multiple Magical Theory skill checks. Crafted spells
  must first be practiced; after three successful consectutive
  checks, the spell is ready for use. A crafted spell cannot be
  mastered until the next level up, however.
  Enchanting
  Enchanting
  Players can enchant their own magic items using different
  spells they may know. To successfully enchant an object,
  players must make a total of six successful consective
  Magical Theory checks. If the spell is one that the player has
  master, then they only need to make four consecutive checks.
  Failed checks may result in damage to the intended object,
  possibly destroying it altogether, so always enchant with
  caution.  
  Occasionally you may be able to find or purchase directions
  for enchanting an object that has no spell equivalent (such as
  the Undetectable Extentsion Charm). These enchantments
  only require three successful consecutive checks for the
  enchantment to be applied.  
  Certain transfiguration spells can be used to enchant an
  object to give it a semblance of life. These enchantments are
  some of the most complex and dangerous types, and as such
  they require a steeper difficult curve to work properly. An
  unmastered transfiguration enchantment requires eight
  consecutive successful checks to work properly, six if the
  spell is mastered by the player.  
  The enchantments grant the player a permanent pet who will
  obey them unconditionally, to the best of their ability. Until it
  is killed or dispelled, the created creature will function on its
  own independantly until given directions. They do not require
  sustenance or air, and htey have no bodily functions except
  those specified by the spell. Failed checks may result in the
  object being destroyed, or even a rampant creature which
  does not obey its mas
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  Potion-making
  Potion-making
  Players may find themselves in need of potions, and
  Hogwarts has the knowledge and the means to supply them.
  Students may use their downtime to craft potions which
  they've learned about in class, so long as they can somehow
  acquire the necessary ingredients.
  Crafting potions requires an Intelligence (Potion-Making)
  skill check, with varying difficulties depending on the
  complexity of the potion, and the availabilty of the potion's
  ingredients and instructions; Beginner (DC 10), Moderate
  (DC 15) and Advanced (DC 20) difficulties. Failing the check
  to brew a potion by 5 or more can have disastrous or sinister
  effects; positive or harmless potions may become dangerous
  poisons, and volatile or delicate procedures may explode.
  Attempting to brew a potion before reaching its Year imposes
  disadvantage on the Potion-Making roll. Some circumstances
  may increase or decrease the difficulty, at the DM's
  discretion.
  The potions of the wizarding world are listed below in
  alphebetical order, along with their difficulty, important
  ingredients and the approximate year which a student might
  learn about them. (More detailed brewing instructions, for
  the sake of storytelling, can be found on
  http://harrypotter.fandom.com/wiki for some potions.)
  Potion bottles can be thrown up to 20ft away, or 60ft at
  disadvantage.
  Potions A-Z
  Potions A-Z
  Ageing Potion
  Ageing Potion
  Year 6
  Difficulty: Advanced
  Main Ingredients: Newt spleens
  A potion which causes the drinker to temporarily increase
  in age, depending on the amount consumed. Assumes a green
  colour when it's finished brewing.
  Alihotsy Draught
  Alihotsy Draught
  Year 4
  Difficulty: Moderate
  Main Ingredients: Spring water, Alihotsy leaves, Billywig
  wings, knarl quills, Puffskein hair, Horseradish powder,
  Laughter
  Also known as a Laughing Potion, drinking it or inhaling
  its fumes induces hysteria and uncontrollable laughter. A
  creature under the effects of this potion becomes
  incapacitated with laughter and falls prone for up to a
  minute. A Wisdom saving throw equal to the Potion-Making
  check made to brew the potion ends this effect. The potion
  assumes a clear blue colour with blue fumes when finished.
  Glumbumble treacle acts as an antidote.
  Amortentia
  Amortentia
  Year 6
  Difficulty: Advanced
  Main Ingredients: (Undisclosed)
  The world's strongest love potion; causes powerful
  obsession and infatuation in the drinker, directed towards the
  person that administered the potion. Assumes a mother-of-
  pearl sheen and a multi-faceted scent based on the person
  when completed.
  Angel's Trumpet Draught
  Angel's Trumpet Draught
  Year 5
  Difficulty: Advanced
  Main Ingredients: Angel's Trumpet plant
  A poison which when ingested, induces a somewhat
  pleasant hallucinatory trance at first but spirals into violent
  and unpleasant effects, eventually leading to death. The
  poison effects its consumer over 3 hours; the first hour the
  victim has the Stunned condition, the second hour the victim
  is Confused (as with the Confusion 5e spell), and then they
  are Paralyzed until the end of the third hour, at which point
  they seize up and die. Induces amnesia if an antidote is
  administered. Assumes a clear white colour if brewed
  correctly.
  Antidote to Common Poisons
  Antidote to Common Poisons
  Year 3
  Difficulty: Beginner
  Main Ingredients: Brushed Bezoars, Ground unicorn horn,
  mistletoe berries
  A concoction which counteracts the nefarious effects of
  common poisons, such as from creature bites or stings and
  Beginner difficulty poisons. Assumes a teal colour when
  completed.
  Antidote to Uncommon Poisons
  Antidote to Uncommon Poisons
  Year 3
  Difficulty: Moderate
  Main Ingredients: Fire seeds, Powdered graphorn horn,
  Billywig stings, Chizpurfle carapaces
  A concoction which cures minor magical or uncommon
  poisons from such sources as Doxy bites and Moderate
  difficulty poisons. Assumes a bright green colour once
  completed.
  Antidote to Veritaserum
  Antidote to Veritaserum
  Year 7
  Difficulty: Advanced
  Main Ingredients: (Undisclosed)
  This potion negates the effects of the truth potion
  Veritaserum. This solution tends to be highly controlled by
  the Ministry of Magic.
  Babbling Beverage
  Babbling Beverage
  Year 3
  Difficulty: Beginner
  Main Ingredients: Valerian sprigs, Aconite, Dittany
  A potion which causes the drinker to babble nonsensically;
  a witch or wizard affected by this potion will find themselves
  unable to speak what they intend to, and unable to speak the
  verbal component to spells for 1 hour. This potion can also be
  applied to magically animated mouths to force them to
  babble instead of any intended speech. Assumes a cherry red
  colour when finished.
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  Baneberry Potion
  Baneberry Potion
  Year 3
  Difficulty: Moderate
  Main Ingredients: Baneberries
  A poisonous potion which heavily affects the victim; deals
  an initial 3d12 Poison damage, and whenever the victim
  makes an attack or saving throw within the next 8 hours they
  must roll a d4 and subtract the number rolled. Assumes a
  blood red colour when it's finished brewing, and has visible
  berries suspended in the liquid.
  Beautification Potion
  Beautification Potion
  Year 3
  Difficulty: Moderate
  Main Ingredients: Fairy wings, Morning dew, Rose petals,
  Lady's Manite, Unicorn hair, Ginger root, Boomslang skin
  A potion which enhances the attractiveness of the drinker's
  physical appearance, granting advantage on Charisma based
  skill checks. Assumes a rainbow colour and emits rainbow
  coloured bubbles.
  Befuddlement Draught
  Befuddlement Draught
  Year 5
  Difficulty: Beginner
  Main Ingredients: Scurvy grass, Lovage, Sneezewort
  Also known as a Confusing Concoction; a potion which
  causes the drinker to becomes belligerent, reckless and
  confused (as with the Confusion 5e spell). Assumes a green
  fizzing colour when completed.
  Beguiling Bubbles
  Beguiling Bubbles
  Sold at Weasleys' Wizard Wheezes
  Difficulty: Moderate
  Main Ingredients: (Undisclosed)
  A love potion sold at Weasleys' Wizard Wheezes in Diagon
  Alley. Charms the consumer toward the person which
  administered the potion.
  Blackfire Potion
  Blackfire Potion
  Year 2
  Difficulty: Beginner
  Main Ingredients: Bursting mushrooms, Salamander blood,
  Wartcap powder
  This potion allows the user to pass through magical and
  nonmagical flames unscathed for the duration, as an ice cold
  sensation floods the body. Grants the consumer immunity to
  Fire damage for 1 minute.
  Blood-Replenishing Potion
  Blood-Replenishing Potion
  Year 6
  Difficulty: Advanced
  Main Ingredients: (Undisclosed)
  A medical potion which tops up the blood levels of the
  patient after significant blood loss from injury or other
  means. Restores 8d6+8 hit points to a creature, so long as
  those hit points were lost to piercing or slashing damage.
  Bulgeye Potion
  Bulgeye Potion
  Year 2
  Difficulty: Moderate
  Main Ingredients: Beetle eyes, Eel eyes
  This potion affects the drinker's eyes causing them to swell
  and bulge, and granting advantage on Investigation checks
  but disadvantage on Perception checks for the duration of 1
  hour, or until the effect is dispelled.
  Burn-healing Paste
  Burn-healing Paste
  Year 2
  Difficulty: Beginner
  Main Ingredients: (Undisclosed)
  A healing potion in the form of a thick, deep orange paste,
  which when applied topically can restore 2d4+2 hit points
  lost to Fire damage. Available in the Hospital wing.
  Calming Draught
  Calming Draught
  Year 4
  Difficulty: Beginner
  Main Ingredients: (Undisclosed)
  This draught is used to calm a person down after they have
  suffered a shock, trauma, or emotional outburst; the potion
  suppresses the Frightened condition in its consumer, and the
  consumer becomes indifferent to creatures around it rather
  than hostile. The duration of this potion is 1 hour. Assumes a
  dark blue colour when completed.
  Cupid Crystals
  Cupid Crystals
  Sold at Weasleys' Wizard Wheezes
  Difficulty: Moderate
  Main Ingredients: (Undisclosed)
  A love potion in the form of dissolvable crystals sold at
  Weasleys' Wizard Wheezes in Diagon Alley. Charms the
  consumer toward the person which administered the potion.
  Cure for Boils
  Cure for Boils
  Year 1
  Difficulty: Beginner
  Main Ingredients: Dried nettles, Snake fangs, Horned slugs,
  Porcupine quills
  Brewing Time: 1 hour
  This potion is an effective remedie against pustules, hives,
  boils and many other scrofulous and skin conditions. Also
  cures the effects of the Pimple Jinx. Assumes a blue colour
  with pink smoke when made successfully.
  Death Potion
  Death Potion
  Year 7
  Difficulty: Advanced
  Main Ingredients: (Undisclosed)
  This deadly potion is black in colour and incredibly
  corrosive; it destroys anything which it comes in contact with
  that is not resistant against acids. It's predominantly
  prepared in large quantities, for use in excecutions.
  Deathcap Draught
  Deathcap Draught
  Year 7
  Difficulty: Advanced
  Main Ingredients: Deathcap mushroom
  A poison prepared using a mushroom which is the cause of
  the most mushroom-related poisonings worldwide. Assumes
  a deep red colour and effervescent drops on the surface when
  completed.
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  Developing Solution
  Developing Solution
  Year 1
  Difficulty: Beginner
  Main Ingredients: (Undisclosed)
  A clear coloured potion which - when used in the
  developing of film - allows the photographs to move.
  Doxycide
  Doxycide
  Year 2
  Difficulty: Beginner
  Main Ingredients: Bmundimun ooze, Streeler shells, Dragon
  liver, Hemlock essence, Tormentil tincture, Cowbane
  essence
  A foul smelling pest-exterminating solution which stuns,
  paralyzes and even kills Doxies, allowing the user to remove
  them without the fear of being bitten. Using this potion as an
  action creates a 10ft radius cloud of mist in front of the user,
  which hangs suspended in the air for 1 round; using an
  action on the next turn allows the cloud to persist for an
  additonal round instead of dispersing. The cloud deals 1d4
  Poison damage to creatures in its affected area, and applies
  extra effects to Doxies; on the first round it applies the
  Stunned condition, on the second round it Paralyzes them for
  1 hour, and on the third round of application it kills them.
  Black in colour, and administered as a spray.
  Dr. Ubbly's Oblivious Unction
  Dr. Ubbly's Oblivious Unction
  Year 7
  Difficulty: Advanced
  Main Ingredients: (Undisclosed)
  A medicinal potion used to heal wounds dealt by thoughts
  and mind effects; heals 8d4 points dealt by Psychic damage.
  Available at St. Mungo's Hospital.
  Dragon Poison
  Dragon Poison
  Year 7
  Difficulty: Advanced
  Main Ingredients: Poison extracted from a dragon
  A solution distilled from the poisons produced by dragons
  such as the Peruvian Vipertooth or the Norwegian
  Ridgeback. Deals 2d10 Poison damage.
  Dragon Dung Fertilizer
  Dragon Dung Fertilizer
  Year 6
  Difficulty: Moderate
  Main Ingredients: Sloth brain, Dragon dung, Stewed
  mandrake, Rat spleens, Toasted dragonfly
  A restorative solution which promotes the growth of
  difficult plants, namely the Venomous Tentacula. Plants
  affected by this mixture regain 2d10 hit points and 2d10
  temporary hit points which lasts for 6 hours. Assumes an
  acrid greenish colour when finished.
  Draught of Living Death
  Draught of Living Death
  Year 6
  Difficulty: Advanced
  Main Ingredients: Water, Powedered root of asphodel,
  Infusion of wormwood, Valerian root, Sopophorous Bean,
  Sloth brain
  An extremely powerful sleeping draught which puts the
  drinker into an indefinite deathlike slumber, almost like
  suspended animation. This sleep effect lasts indefinitely, and
  is so deep that its victims appear to be dead. The Wiggenweld
  potion can lift the effects.
  Drink of Drowsiness
  Drink of Drowsiness
  Year 1
  Difficulty: Beginner
  Main Ingredients: Undisclosed
  A potion whose fumes could be used to induce drowsiness,
  tiredness and fatigue in those it affects. Creates a rising trail
  of fumes which affects an area single 5 ft away from the
  potion's vessel when exposed to the air. These fumes impose
  a level of Exhaustion to those in its affected area. The fumes
  can also be intentionally (or unintentionally) wafted and
  moved to other squares by wind effects, up to 15ft away.
  Elixir of Life
  Elixir of Life
  Year 7
  Difficulty: Advanced
  Main Ingredients: Philosopher's Stone
  A sweet and aromatic potion created by the Philosopher's
  Stone which grants the user an indefinitely extended life, so
  long as they drink the potion regularly; once a regular user is
  The elixir doesn't make the user immortal, it only stops the
  imbiber from dying of old age.
  Elixir to Induce Euphoria
  Elixir to Induce Euphoria
  Year 7
  Difficulty: Advanced
  Main Ingredients: Shrivelfig, Porcupine quills, Peppermint
  sprigs, Sopophorous beans, Wormwood
  A potion that induces a sense of inexplicable, irrational
  happiness upon the drinker, and can even alleviate the
  symptoms of depresson. Side effects include a compulsion
  for excessive singing, and nose tweaking, but a particularly
  successful brew can mitigate these effects. Assumes a
  sunshine yellow colour when completed.
  Erumpent Potion
  Erumpent Potion
  Year 7
  Difficulty: Advanced
  Main Ingredients: Erumpent horn, Erumpent hair and
  Erumpent fluid
  A potion made of the parts of an Erumpent which is highly
  explosive, that when impacted or suddenly disturbed by an
  outside source and deals 4d4 Fire damage in a 10ft radius
  sphere.
  Essence of Dittany
  Essence of Dittany
  Year 1
  Difficulty: Beginner
  Main Ingredients: Erumpent horn, Erumpent hair and
  Erumpent fluid
  A medicinal distillation of the Dittany plant which heals
  2d4+2 hit points and cures bleed effects when applied. Can
  also be combined with silver to heal werewolf bites and stop
  the bleeding associated with them, though it doesn't cure the
  contracted lycanthropy. The vapours are flammable, though
  the liquid is not; not volatile. Available in the Hospital Wing.
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  Felix Felicis
  Felix Felicis
  Year 7
  Difficulty: Advanced
  Main Ingredients: Erumpent horn, Erumpent hair and
  Erumpent fluid
  Also known as liquid luck; a magical potion that grants the
  taker successes in all their endeavours, but it's meant to be
  used sparingly as it can cause giddiness and recklessness if
  taken in excess. It's also highly toxic in large quantities. Felix
  Felicis is a banned substance in all organised competitions. A
  single dose gives 12 hours of unlimited Lucky points, and
  induces a level of Exhaustion for 1 hour once it wears off.
  Additional doses per month grant disadvantage on all dice
  rolls for the duration instead of its intended effects, making
  this a dangerous substance to abuse.
  Firebreathing Potion
  Firebreathing Potion
  Year 1
  Difficulty: Beginner
  Main Ingredients: Mint, Valerian sprigs, Fire seeds,
  Powdered dragon horn, Lavender
  A dangerous potion which gives the drinker a fire Breath
  weapon; produces a 15ft cone that deals 1d6 Fire damage,
  but can damage the drinker if brewed improperly. The effects
  last for 1 minute.
  Forgetfulness Potion
  Forgetfulness Potion
  Year 1
  Difficulty: Beginner
  Main Ingredients: Mint, Valerian sprigs, Fire seeds,
  Powdered dragon horn, Lavender
  A potion which causes an unknown degree of memory loss
  in the drinker depending on the skill of the potion-maker; a
  Potion-Making check of 10-13 produces a potion which
  affects the last 24 hours of memories, 14-17 makes specific
  events of the last week rather hazy, and a check of 18+ can
  affect specific memories when administered.
  Garrotting Gas
  Garrotting Gas
  Year 6
  Difficulty: Advanced
  Main Ingredients: (Undisclosed)
  A colourless gas produced as the result of a pale green
  potion; anyone exposed to the gas finds themselves choking
  and may suffocate as a result. Exposing the potion to air
  creates a 20ft radius sphere of invisible gas. The gas catches
  people by the neck if they pass through it, preventing them
  from breathing.
  A creature can hold its breath for a number of minutes
  equal to 1 + its Constitution modifier (minimum of 30
  seconds). When a creature runs out of breath or is choking, it
  can survive for a number of rounds equal to its Constitution
  modifier (minimum of 1 round). At the start of its next turn, it
  drops to 0 Hit Points and is dying, and it can’t regain Hit
  Points or be stabilized until it can breathe again.
  Girding Potion
  Girding Potion
  Year 3
  Difficulty: Moderate
  Main Ingredients: Dragonfly thoraxes, Fairy wings, Flying
  seahorses, Doxy eggs
  This potion gives the consumer extra endurance; it
  removes a level of exhaustion until the next long rest and
  grants 2d6 temporary hit points (but using more than two
  doses in 24hrs inflicts a level of exhaustion and deals 2d6
  nonlethal damage)
  Gregory's Unctuous Unction
  Gregory's Unctuous Unction
  Year 3
  Difficulty: Moderate
  Main Ingredients: (Undisclosed)
  A potion which causes the drinker to believe that
  whomever gave the potion to him or her is their best friend;
  charms the drinker toward the administer. The potion dimly
  glows and gives off a green smoke when completed.
  Heartbreak Teardrops
  Heartbreak Teardrops
  Sold at Weasleys' Wizard Wheezes
  Difficulty: Moderate
  Main Ingredients: (Undisclosed)
  A love potion sold at Weasleys' Wizard Wheezes in Diagon
  Alley. Charms the consumer toward the person which
  administered the potion.
  Herbicide Potion
  Herbicide Potion
  Year 6
  Difficulty: Advanced
  Main Ingredients: Flobberworm mucus, Horklump juice,
  Lionfish spines, Standard Ingredient
  A poisonous potion which damages and even kills plants or
  plant-like creatures. It has a disgusting taste and is not fit for
  human consumption, since it may affect the drinker's health.
  Creatures affected by this potion must make a Constitution
  saving throw (DC 10) or take 1d12 Poison damage. Plants
  and plant-like creatures automatically fail this save, and take
  an additonal 2d12 Poison damage.
  Invigoration Draught
  Invigoration Draught
  Year 5
  Difficulty: Beginner
  Main Ingredients: Alihotsy leaves, Dried billywig leaves,
  Infusion of Wormwood, Peppermint, Stewed Mandrake
  A potion which boosts the drinker's energy; consuming this
  draught grants advantage on initiative checks for 1 hour,
  increases movement speed by 10ft, and temporarily negates
  the effects of exhaustion (drinking more than one dose in 3
  hours has no effect)
  Invisibility Potion
  Invisibility Potion
  Year 7
  Difficulty: Advanced
  Main Ingredients: (Undisclosed)
  A potion which makes the drinker invisible for a short time
  and is an alternative to an Invisibility cloak or a
  Disillusionment Charm; makes a creature exposed to the full
  dose of potion Invisible for one minute. This potion is grey
  coloured and bubbly when completed.
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  Kissing Concoction
  Kissing Concoction
  Sold at Weasleys' Wizard Wheezes
  Difficulty: Moderate
  Main Ingredients: (Undisclosed)
  A love potion sold at Weasleys' Wizard Wheezes in Diagon
  Alley. Charms the consumer toward the person which
  administered the potion.
  Laxative Potion
  Laxative Potion
  Year 7
  Difficulty: Beginner
  Main Ingredients: Standard ingredient, Agrimony
  A magical concoction which irritates the bowels; creatures
  affected by this potion have the Poisoned condition for 6
  hours, and must make a Constitution check every hour (DC
  10). On a failed save, they experience two levels of
  Exhaustion for that hour, as they experience discomfort,
  frequent trips to the bathroom, and possible "accidents".
  Love Potion
  Love Potion
  Year 5
  Difficulty: Advanced
  Main Ingredients: Ashwinder eggs, Rose thorns,
  Peppermint, Powdered moonstone, Pearl dust
  Love potions are brews which cause the drinker to become
  infatuated or obsessed with the person who gave it to them.
  The strength of the potion depends on the skill of the potion-
  maker or the pricepoint; the DC to resist the love potion is
  equal to the Potion-Making check made to brew it.
  Love Potion Antidote
  Love Potion Antidote
  Year 5
  Difficulty: Moderate
  Main Ingredients: Wiggentree twigs, Castor oil, Extract of
  Gurdyroot
  An antidote which alleviates the symptoms of Love Potions
  in its consumer. Assumes a clear lavender colour when
  finished brewing.
  Mandrake Restorative Draught
  Mandrake Restorative Draught
  Year 7
  Difficulty: Advanced
  Main Ingredients: Stewed mandrake roots which have
  passed adolescence
  A powerful potion used to restore those who have been
  transfigured, petrified, or cursed to their original state. Can
  remove the following conditions when administered, so long
  as they were inflicted magically: Blinded, Charmed, Deafened,
  Fatigued, Frightened, Paralyzed, Petrified, Stunned.
  Memory Potion
  Memory Potion
  Year 5
  Difficulty: Advanced
  Main Ingredients: Jobberknoll feathers, Stewed mandrake,
  Powdered sage, Galanthus Nivalis
  A type of potion which causes the drinker to have improved
  access to their memories, especially for extraction to use in a
  Pensieve.
  Moonseed Poison
  Moonseed Poison
  Year 3
  Difficulty: Moderate
  Main Ingredients: Moonseeds
  A solution which applies the Poisoned condition to
  creatures which consume it, which lasts for 24 hours, or until
  cured. Deals 1d10 Poison damage and 1d10 Acid damage
  when initially imbibed.
  Murtlap Essence
  Murtlap Essence
  Year 3
  Difficulty: Beginner
  Main Ingredients: Strained and pickled Murtlap tentacles
  A solution/potion ingredient which soothes painful
  cuts/abrasions and helps them to heal; restores 2d4+2
  damage, so long as it was nonlethal. Has a blueish inky
  colour.
  Oculus Potion
  Oculus Potion
  Year 6
  Difficulty: Moderate
  Main Ingredients: Wormwood, Stewed mandrake, Ground
  unicorn horn, Crystalized water
  A healing and enhancing potion which has the power to
  restore the drinker's eyesight if damaged, and counteracts the
  Conjunctivitis Curse. This potin also allows the drinker to see
  normally without glasses for 6 hours. Assumes a deep orange
  colour when completed.
  Pepperup Potion
  Pepperup Potion
  Year 4
  Difficulty: Beginner
  Main Ingredients: Bicorn horn, Mandrake root
  A potion which cures the common cold but has the side-
  effect of causing steam to erupt from the drinker's ears for
  1d4 hours after imbibing. Available in the Hospital Wing.
  Polyjuice Potion
  Polyjuice Potion
  Year 7
  Difficulty: Advanced
  Main Ingredients: Lacewing flies stewed 21 days, Leeches,
  Powdered bicorn horn, Knotgrass, Fluxweed picked at full
  moon, Shredded Boomsland skin, a bit of the
  transformation target (i.e., hair)
  A potion that allows the drinker to assume the form of
  someone else. It's a complicated and challenging potion that
  even adult witches and wizards struggle to brew correctly;
  the potion is incredibly advanced. When brewing is complete,
  the potion has to stew for a month before usage. This brew is
  thick and mud-like, with bubbles appearing after the final
  ingredient is added. The taste and colour depends on the
  transformation target.
  While it can account for both age and gender, Polyjuice
  Potion cannot be used for a human to take an animal form,
  nor can it be used on non-humans.
  The duration of the transformation is dependant on the
  amount of potion consumed; each dose is a small unit of
  potion which transforms its user for 10 minutes. Multiple
  doses can be taken at once to extend the duration, and the
  potion is generally brewed in bulk quantities.
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  Rat Tonic
  Rat Tonic
  Year 7
  Difficulty: Beginner
  Main Ingredients: (Undisclosed)
  An envigorating potion used on pet rats for general well-
  being and anti-ageing, but causes abnormal growth if too
  much is drunk; administering five doses at once causes a
  rodent to swell up to one size category larger, for five days.
  Assumes a maroon colour when completed. Sold at the
  Magical Menagerie in Diagon Alley.
  Regeneration Potion
  Regeneration Potion
  Year 7
  Difficulty: Advanced
  Main Ingredients: Bone of the father unknowingly taken,
  Flesh of the servant willingly sacrificed, Blood of a foe
  forcibly taken
  A Dark potion and ritual which can restore a witch or
  wizard's body which has become maimed or disfigured to
  their true and whole bodily form. This potion assumes
  various colours at different stages in its brewing process.
  Rudimentary Body Potion
  Rudimentary Body Potion
  Year 7
  Difficulty: Advanced
  Main Ingredients: Snake venom, Unicorn blood, Something
  so horrible as to be indescribable; possibly a fetus
  A Dark potion which creates/grows a rudimentary bodily
  form for a disembodied soul; the potion must be consumed
  every few hours to maintain the little amount of health
  regained.
  Shrinking Solution
  Shrinking Solution
  Year 2
  Difficulty: Advanced
  Main Ingredients: Minced daisy roots, Peeled Shrivelfig,
  Sliced caterpillars, a rat spleen, A splash of cowbane,
  Wormwood
  A potion which causes the drinker to shrink to a smaller
  and possibly younger form; the drinker's size becomes one
  smaller with one dose, the smallest possible size being Tiny.
  Bright acid green in colour when brewed right, but can
  become quite poisonous when brewed incorrectly.
  Skele-Gro
  Skele-Gro
  Year 3
  Difficulty: Advanced
  Main Ingredients: Chinese Chomping Cabbage, Pufferfish,
  Scarab beetles
  A dreadful tasting potion which restores bones which have
  been severely broken or vanished; restoring bones is slow
  and painful and can take over a full day. Available in the
  Hospital Wing.
  Sleekeazy's Hair Potion and Scalp
  Sleekeazy's Hair Potion and Scalp
  Treatment
  Treatment
  Year 4
  Difficulty: Moderate
  Main Ingredients: Gomas Barbadensis, Asian Dragon Hair,
  Petroleum Jelly
  A haircare potion applied topically which is particularly
  effective at taming bushy and unruly hair to allow it to be
  styled sleekly; apparently unique results for redheads.
  Manufactured in China and available in Diagon Alley.
  Sleeping Draught
  Sleeping Draught
  Year 4
  Difficulty: Advanced
  Main Ingredients: Springs of Lavender, Standard Ingredient,
  Flobberworm Mucus, Valerian sprigs
  A medicinal potion which induces drowsiness and a
  dreamless sleep if done properly. Assumes a purple and
  shimmering colour. Drinkers of this potion must make a
  Constitution saving throw (DC 16). On a successful save they
  gain one level of exhaustion. On a failed save, they fall into a
  deep sleep for 1d4 hours. Available in the Hospital Wing.
  Strengthening Solution
  Strengthening Solution
  Year 2 & 5
  Difficulty: Moderate to Advanced
  Main Ingredients: Salamander blood, Powdered Griffin claw
  A potion which gives the consumer increased strength; the
  drinker's Strength score becomes 21 (+5 modifier) or 25 (+7)
  modifier for one hour depending on the skill of the potion-
  maker. Assumes a turqoise colour when brewed properly.
  Swelling Solution
  Swelling Solution
  Year 2 & 5
  Difficulty: Moderate to Advanced
  Main Ingredients: Salamander blood, Powdered Griffin claw
  A potion which causes the consumer to swell and grow; the
  drinker's Size category becomes one larger for one minute.
  Everything it is wearing and carrying changes size with it.
  Any item dropped by an affected creature returns to normal
  size at once. The target's size doubles in all dimensions, and
  its weight is multiplied by eight.
  Until the potion effect ends, the target also has advantage
  on Strength checks and Strength saving throws.
  Twilight Moonbeam
  Twilight Moonbeam
  Sold at Weasleys' Wizard Wheezes
  Difficulty: Moderate
  Main Ingredients: (Undisclosed)
  A love potion sold at Weasleys' Wizard Wheezes in Diagon
  Alley. Charms the consumer toward the person which
  administered the potion.
  Venomous Tentacula Juice
  Venomous Tentacula Juice
  Year 2
  Difficulty: Beginner
  Main Ingredients: Venomous Tentacula plant
  A nonlethal poison which is water clear but makes the
  drinker's insides feel like they're burning and turns their skin
  a dark purple colour. Inflicts the Poisoned condition on the
  drinker.
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  Veritaserum
  Veritaserum
  Year 7
  Difficulty: Beginner
  Main Ingredients: (Undisclosed, though the brewing time is
  one lunar cycle; about 28 days)
  A powerful truth serum which compels the consumer
  answer any questions truthfully for one hour, though there
  are methods of resistance; the drinker may make a DC 22
  Charisma saving throw to resist the effects. The use of this
  potion is strictly controlled by the Ministry of Magic. It is
  clear and colourless, like water.
  Volubilis Potion
  Volubilis Potion
  Year 7
  Difficulty: Moderate
  Main Ingredients: Honeywater, Mint sprigs, Stewed
  mandrake, Syrup of Hellebore
  A potion which magically alter's the drinker's voice, and
  can restore a voice which has been lost or muted by such
  magical effects as a Silencing Charm. Assumes a yellow
  colour when finished.
  Weedosoros
  Weedosoros
  Year 4
  Difficulty: Moderate
  Main Ingredients: A distillation of the "weed of sorrows"
  A potent poison which causes convulsing and a formidable
  sense of despair in its victims. A creature which consumes
  this poison must make a Constitution saving throw (DC 22).
  The Incapaciated condition is inflicted on a failed save.
  Wideye Potion
  Wideye Potion
  Year 3
  Difficulty: Beginner
  Main Ingredients: Snake fangs, Standard Ingredient, Dried
  Billywig Stings, Sprigs of Wolfsbane
  A potion which prevents the drinker from falling asleep and
  also awakens them from a sleeping, drugged or concussed
  state. This potion acts as an antidote against Sleeping
  Draughts. Assumes a blue-green colour when finished.
  Wiggenweld Potion
  Wiggenweld Potion
  Year 1
  Difficulty: Beginner
  Main Ingredients: Wiggentree bark, Moly, Dittany, a pint of
  Horklump juice, two drops of Flobberworm Mucus,
  Chizpurfle fangs, Billywig sting slime, a sprig of mint,
  Boom Berry juice, a stewed mandrake, drops of
  Honeywaer, Sloth brain mucus, Moondew drops,
  Salamander blood, Lionfish spines, Unicorn horn,
  Wolfsbane
  A healing potion which can also clear sleep effects and is
  therefore a cure for the Draught of Living Death. Assumes a
  green colour when finished brewing. The brewing time is
  lengthy and involves a large number of ingredients, and so
  the potion tends to be made in bulk. Available in the Hospital
  Wing.
  Wit-Sharpening Potion
  Wit-Sharpening Potion
  Year 4
  Difficulty: Moderate
  Main Ingredients: Ground scarab beetles, Cut ginger roots,
  Armadillo bite
  A potion which enhances the clarity of thought of the
  drinker and is therefore counteracts the effects of the
  Confundus Charm. The drinker also gains advantage on
  Perception checks for 10 minutes after consuming. Assumes
  a purplish colour when brewed properly.
  Wolfsbane Potion
  Wolfsbane Potion
  Year 4
  Difficulty: Advanced
  Main Ingredients: Wolfsbane, Silver (though the other
  ingredients are held in somewhat secrecy due to the
  disastrous effects of this potion if brewed incorrectly)
  A complex potion which alleviates the symptoms of
  lycanthropy and allows werewolves to maintain their minds
  during the monthly transformation; it renders the normally
  dangerous beast into an ordinary, sleepy wolf. A goblet-full
  must be consumed each day for a week preceding the full
  moon. Difficult and expensive to brew regularly, meaning that
  most afflicted werewolves aren't able to brew it themselves.
  Produces a faint blue smoke when completed, and has an
  unpleasant taste.
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  Divination
  Divination
  Divination is a branch of magic which involves foreseeing the
  future, and gather insights about the past, present and future
  events through various rituals and tools. As a subset of magic,
  however, it is considered inexact science, and some are more
  competent than others when it comes to the divining arts.
  Practicing Divination
  Practicing Divination
  Students at Hogwarts can pratice divination during their
  downtime, once they've encountered the subject.  
   
  In order to utilize this discipline of magic, a player must
  aquire the necessary items and make a Wisdom (Divination)
  skill check. A successful skill check reveals information
  pertaining to the question asked while divining -- however
  indirect, cryptic or riddle-like that information may be.  
   
  The complexity of the knowledge sought by the player
  increases the base DC of the check; for example, simple
  directions such as "left or right" are simple enough to divine,
  but answers to questions which are more complex are more
  difficult to interpret. Simple questions (e.g., Yes or No, Left or
  Right) increases the DC by +3, questions of moderate
  complexity (e.g., feelings or symbols) increases the DC by +5 ,
  and seeking specific information or vivid imagery (e.g.,
  visions of the past, present or future, or detailed prophecies)
  increases the DC by +7.  
   
  There are a number of different methods which are available
  and taught at Hogwarts. These methods are listed below
  along with their associated year:
  Methods of Divination A-Z
  Methods of Divination A-Z
  Astrology
  Astrology
  Fourth Year - DC 15
  Astrology is the system of using the relative positions of
  celestial bodies to try to predict future events or gain insight
  into personality, relationships, and health.
  One human astrological practise was to draw a circular
  chart, called a personal chart, showing the position of the
  planets at the time of a person's birth. Once completed, this
  chart could be used in combination with data on upcoming
  planetary movements to work out a personal forecast, called
  a horoscope.
  Like humans, centaurs also practise astrology, but their
  approach to it is different; while centaurs use astrology only
  to foresee major, world-changing events, humans utilise it to
  predict mundane, day-to-day occurrences and to better
  understand themselves.
  Arithmancy
  Arithmancy
  Third Year - DC 15
  Arithmancy is a magical discipline which studies the magical
  properties of numbers, including the prediction of the future
  with numbers and numerology. It focuses on calculating the
  probabilities, magnitude, strength and effectiveness of
  magical forces in the wizarding world.
  This method of determining aspects of the past, present
  and future can require the study and consultation and/or
  composition of complex number charts.
  Cartomancy
  Cartomancy
  Third Year - 10
  Cartomancy is the art of reading cards to gain insight into
  future events. Cartomancy requires a deck of cards of some
  kind. There are special kinds of cards designed especially for
  this purpose, known as a tarot cards, but standard playing
  cards can also be used.
  A card reading involves a definitive question, drawing three
  cards and interpreting the combined meanings of the cards
  drawn.
  Catoptromancy
  Catoptromancy
  Third Year - DC 15
  Catoptromancy is a method of divination which used mirrors
  to see future events and gain other insights.
  The practise of catoptromancy includes the use of
  specialised rooms called psychomanteums (enclosed. dimly-
  lit spaces outfitted with a mirror positioned in such a way
  that reflects only darkness) and/or special scrying mirrors.
  Chinese Fortune Sticks
  Chinese Fortune Sticks
  Third Year - DC 10
  Chinese Fortune Sticks is a Western name for the ancient
  Chinese method of divination known as "kau cim" It requires
  a cylinder of 78-100 numbered wooden sticks, purified by
  incenses, which is shaken until a single stick is tipped out.
  The stick's number represents an answer to a question asked
  of the sticks, which can be interpretted from tomes of
  Chinese poetics and proverbs.
  Crystal-gazing
  Crystal-gazing
  Third Year - DC 15
  Crystal-gazing, a difficult and subtle practise, is the art of
  looking into a crystal ball in order to try to gain insight into
  the future events.
  Successfully gazing into the crystal involves relaxing the
  conscious mind and percieving clearly with the subconscious.
  If a person is unable to do so, they would see nothing but
  swirling white fog in the crystal ball. This method requires, of
  course, a crystal ball - a costly focus.
  Dream Interpretation
  Dream Interpretation
  Fifth Year - DC 10
  Dream interpretation is a method of divination that involves
  the analysis of dreams. It is thought that dreams contain
  important information, and/or predict the future but often in
  a hidden form, like the riddle form prophecies take.
  Properly recalling the contents of dreams can become
  difficult as time passes, and so keeping a journal or record of
  dreams as they happen may be required. Textbooks also exist
  to help interpret the symbology in dreams.
  Fire-omens
  Fire-omens
  Third Year - DC 15
  Fire-omens are a concept in divination, wherein a diviner
  seeks and interprets signs in flames and smoke. Similar to
  but much less focused than crystal-gazing.
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  Palmistry
  Palmistry
  Third Year - DC 10
  Palmistry is the art of learning a person's personalities,
  fortune and future through the study of their palm. It involves
  the studying and interpretation of the lines on a person's
  palms. Successfully eading a person's palm can immediately
  reveal their alignment, and exceeding the DC by 5 reveals
  details about their
  Prophecy
  Prophecy
  ???
  A prophecy is a prediction made by a Seer, by means of their
  Inner Eye. A Seer begins reciting a prophecy involuntarily,
  entering a trance-like state and often uttering in an altered
  voice.
  Once a prophecy is made, they may be stored in spun-glass
  objects usually referred to as Prophecy Records.
  Ovomancy
  Ovomancy
  Third Year - DC 15
  Ovomancy is a type of divination that involves cracking open
  eggs and observing which way the yolks fall. This rather
  simple method is generally only used to divine very simple
  questions, but can spin a complex web of divination which
  can become impossible to navigate as more eggs are
  interpreted.
  Theriomancy
  Theriomancy
  Third Year - DC 10
  Theriomancy is the practice of reading and interpreting
  omens from the actions of animals: Ichthyomancy the study
  of fish divination, Myomancy the study of rats and mice
  divination, and Ornithomancy the study of bird divination.
  Certain behaviours can be indicative of coming large-scale
  events or imminent danger.
  Theriomancy also includes a Dark method of divination,
  which involves the studying of the entrails of animals, in
  order to discern minute details about the future. However, the
  scope of this method is limited, and tends not to reveal the
  full scope of the situation.
  Tessomancy
  Tessomancy
  Third Year - DC 10
  Tessomancy is the art of reading tea leaves to predict events
  in the future; the spent leaves at the bottom of a cup of tea
  can display symbols and omens, which can be interpreted
  from such divination texts as Unfogging the Future.
  Xylomancy
  Xylomancy
  Third Year - DC 15
  Tessomancy is the art of reading tea leaves to predict events
  in the future; the spent leaves at the bottom of a cup of tea
  can display symbols and omens, which can be interpreted
  from such divination texts as Unfogging the Future.
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  Chapter 6: Shopping, Items & Pets
  Chapter 6: Shopping, Items & Pets
  T
  hroughout all the books, movies, and video
  games, Harry Potter and company used a vast
  assortment of items. From the mundane to the
  magical, each one proves its usefulness in
  some shape or form. This section will gives
  archetypes to the items so that the DM may
  have an easier time selling and rewarding
  them to resourceful players.
  Currency
  Currency
  Wizarding communities have their own different currencies,
  which may vary from country to country. 
   
  Money, in itself, is believed to be one of the five exceptions to
  Gamp's Law of Elemental Transfiguration, meaning it cannot
  be created from nothing. Aside from the Philosopher's Stone,
  which can convert other metals into gold, there seems to be
  no other method of transfiguring or conjuring money. Even
  attempting to duplicate money with the Geminio spell is also
  ineffective, as the conjured duplicates are obvious fakes.  
   
  Wizarding Banks like Gringotts are all too happy to exchange
  different currencies, including muggle money; goblins have
  methods of returning muggle money to circulation, in the
  event that muggle-borns need to exchange for Galleons.  
   
  In ancient times, before modern forms of currency were
  invented, primitive wizards were known to trade in leaves of
  Niffler's Fancy — a plant whose leaves gleam like copper.
  United Kingdom: Galleons, Sickles, &
  United Kingdom: Galleons, Sickles, &
  Knuts
  Knuts
  Galleons, Sickles and Knuts are composed of gold, silver and
  bronze, respectively.
  One Galleon is 17 Sickles, or 493 Knuts
  One Sickle is 29 Knuts  
  1 Galleon equals £5 GBP (x 0.2) , $6.43 USD (x 0.16) , or
  $8.54 (x 0.12) CAD  
   
  Around the edge of each coin is a series of numerals which
  represent a serial number belonging to the goblin that cast
  the coin.
  United States: Dragots
  United States: Dragots
  The Dragot is the wizarding currency used in the United
  States. The dragot was manufactured as octagonal and round
  coins in 1 Dragot, 1/2 Dragot and 1/4 Dragot denominations.
  9.65 Dragots equals 1 Gold Galleon
  1 Dragot equals £0.49 GBP, $0.67 USD, or $0.89 CAD
  Bertie Bott's Every Flavour Beans
  Bertie Bott's Every Flavour Beans
  Bertie Bott's Every Flavour Beans are a staple in the
  snacking habits of Hogwarts students, and in certain circles
  they even function as a currency. Every Flavour Beans can be
  exchanged for joke items, Wizard Cards, and more. One bean
  is approximately one Knut.
  Chocolate Frog Famous Witches and
  Chocolate Frog Famous Witches and
  Wizards Cards
  Wizards Cards
  Some students funnel the bulk of their spending money into
  Chocolate Frogs so that they can collect Famous Witches and
  Wizards Cards. Collecting all +100 cards could prove to be
  time consuming, but finding rare and valuable cards can be
  very rewarding as well; student NPCs that collect Wizard
  Cards may have holes in their collections and may be willing
  to part with items/currencies, or give favours and information
  in exchange for the cards they're looking for.  
  Players can find students that would be eager to trade
  Wizard Cards in their house common rooms, or in the halls
  of Hogwarts between classes.
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  Sweets
  Sweets
  Sweets can be purchased in Diagon Alley, Hogsmeade, and
  the Hogwarts Express Trolley. They can also be given as
  rewards for certain for certain downtime activities. Sweets
  offer a means for players to satisfy their food-ly needs for the
  day while also working as an inexpensive commodity for
  trading.  
   
  When rewarding sweets to players, roll a d20 to determine
  which sweets they receive. Sweets can be used with other
  students as currency for certain items.
  Bertie Bott's Every Flavour Beans
  Bertie Bott's Every Flavour Beans
  Whenever a PC wishes to grab a Bertie Bott's Every Flavour
  Bean, a d6 must be rolled to determine the flavour types they
  will grab from the bag. The creativity of flavours is up to the
  DM, though don't forget that literally no flavour is off the
  table. Every Flavour Beans can be used in a number of
  creative ways such as feeding an unsuspecting victim a
  disgusting flavour to make them sick.
  Every Flavour Beans Taste Chart
  Every Flavour Beans Taste Chart
  Sweets Reward Chart
  Sweets Reward Chart
  1d6
  1d6
  1
  2
  3
  4
  5
  6
  Flavour
  Flavour
  Disgusting
  Bitter
  Salty
  Sour
  Savoury
  Sweet
  1d20
  1d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Sweet
  Sweet
  Cockroach Clusters
  Acid Pops
  Every Flavour Beans
  Candy Floss
  Cauldron Cake
  Best Blowing Gum
  Exploding Bon-Bons
  Fizzing Whizzbees
  Pepper Imps
  Pumpkin Pasty
  Self-Flossing Mints
  Sugar Quills
  Chocolate / Licorice Wands
  Jelly Slugs
  Ice Mice
  Peppermint Toads
  Shock-o-Choc
  Lick "0" Rish Spiders
  Sugared Butterfly Wings
  Chocolate Frogs
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  Sweets 
  Sweets Details and Pricing
  Details and Pricing
   
  Sweet
  Sweet
  Weight
  Weight
  Details
  Details
  Value
  Value
  Acid Pop
  5
  grams
  An acid green
  confectionary that burns a
  hole in your tongue that
  heals up within minutes.
  1
  Sickle
  Bertie Bott's
  Every Flavour
  Beans
  25
  grams
  A risk with every bite; when
  they say every flavour, they
  mean every flavour.
  1
  Sickle
  Candyfloss
  0.2
  grams
  A long string of pulled
  sugar.
  3
  Sickles
  Cauldron
  Cake
  15
  grams
  Small chocolate cakes filled
  with a bubbling green
  custard, resembles an
  overflowing cauldron.
  7
  Sickles
  Cockroach
  Cluster
  5
  grams
  Large chocolate insects
  bewitched to behave like
  real cockroaches. Biting
  into one reveals a yellow
  custard center.
  1
  Sickle
  Drooble's
  Best Blowing
  Gum
  1 gram
  Magical blowing gum, it
  never seems to loses its
  flavour. Bubbles blown
  from this gum magically
  float, for days.
  4
  Sickles
  Exploding
  Bon-Bons
  10
  grams
  Chocolate bon-bons which
  explode with flavour in
  your mouth. (1d4-2 non-
  lethal damage per piece).
  8
  Sickles
  Fizzing
  Whizzbees
  1 gram
  A magic sherbet candy,
  sucking on it causes you to
  float a few inches high.
  4
  Sickles
  Pepper Imps
  3
  grams
  Black peppermints shaped
  like imps, eating one
  causes steam to exude
  from the ears.
  4
  Sickles
  Pumpkin
  Pasty
  10
  grams
  A traditional pasty, with
  pumpkin instead of meat.
  5
  Sickles
  Toothflossing
  Stringmints
  1 gram Mints that also floss your
  teeth.
  10
  Sickle
  Sweet
  Sweet
  Weight
  Weight
  Details
  Details
  Value
  Value
  Sugar
  Quills
  3
  grams
  Quills spun entirely out of
  sugar, they work like real
  quills!
  2
  Galleons
  Chocolate /
  Licorice
  Wands
  45
  grams
  Wands made of
  chocolate/licorice. Not
  much for casting spells.
  1
  Galleon
  Jelly Slugs
  8
  grams
  Gummy candies shaped
  like slugs. A popular sweet.
  7
  Sickles
  Ice Mice
  3
  grams
  A form of candy that
  causes the consumer's
  teeth to chatter and squeak.
  5
  Sickles
  Peppermint
  Toads
  4
  grams
  A magic peppermint cream,
  hops around in the
  stomach when eaten.
  6
  Sickles
  Shoc-o-
  Choc
  170
  grams
  A package of dark
  chocolate, with a kick of
  chili. Also delivers a
  tingling shock. (1d4-3 non-
  lethal lightning damage per
  piece),
  4
  Galleons
  Mr.
  Spindle's
  Lick "O"
  Rish
  Spiders
  3
  grams
  A licorice flavoured sweet
  shaped like spiders, and
  bewitched similarly to
  chocolate frogs to act like
  spiders too.
  4
  Sickles
  Sugared
  Butterfly
  Wings
  150
  grams
  A large tin of organic
  butterfly wings, organic
  chocolate, milk, sugar and
  coconut. This sweet has a
  shelf life of nearly 800
  years.
  8
  Galleons
  Chocolate
  Frogs
  1 gram A very popular chocolate,
  made of 70% Croakoa, and
  bewitched to act like a frog.
  Also comes in a white
  chocolate variety. However,
  the real appeal are the
  collectible Wizarding Cards
  inside.
  2
  Galleons
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  Weasleys' Wizard Wheezes
  Weasleys' Wizard Wheezes
  Founded in 1996 by Fred and George Weasley, the shop has
  become emblematic for mischief-making students and
  rambunctious grown witches and wizards. With locations in
  both Diagon Alley and Hogsmeade, it is one of the most
  successful wizarding joke enterprises to date. They offer an
  assortment of zany joke items, self-defense items, and even
  muggle "magic" kits. Though all Weasley products have been
  banned at Hogwarts since its conception, most students do
  not bother paying attention to the castle caretaker's
  contraband list. A number of Common (and Very Rare) items
  can also be found and purchased at either of their
  storefronts.  
   
  Certain downtime activities offer various Weasley products as
  rewards. The list below can be used by DMs when
  distributing rewards.  
  Weasleys
  Weasleys' Wizard Wheezes Rewards
   Wizard Wheezes Rewards
  Joke Items
  Joke Items
  Item
  Item
  Details
  Details
  Value
  Value
  Anti-Gravity
  Hat
  A trick hate with a timed
  enchantment, it will randomly float
  off of the wearer's head.
  3
  Galleons
  Canary
  Cream
  A creamy marshmallow treat, it
  turns the consumer into a large
  canary for several minutes before
  they molt back.
  7
  Sickles
  Comb-a-
  Chamelon
  An ordinary looking comb, running
  it through one's hair changes it
  into a random bright colour until
  washed out.
  13
  Sickles
  Demon Box A small box containing a furry
  imp-like creature; do not feed it
  after midnight, lest it multiply and
  become unstable.
  15
  Galleons
  Dungbombs
  & Stink
  Pellets
  A foul, odorous joke item. Toss
  these at a solid object to cause it
  to burst and spread its disgusting
  stink over areas and targets.
  5
  Sickles
  per
  bomb,
  or 10
  Sickles
  per ten
  pellets
  Fanged Flyer A semi-sentient frisbee-like object,
  it appears to be a flat reptile head
  surrounded by small fangs. They
  are able to fly around on their own.
  2
  Galleons
  Headless
  Hat
  An inconspicuous hat; when worn,
  it renders itself and its wearers
  head invisible.
  6
  Galleons
  Magical
  Mustache
  Miracle
  Stubble
  Grow
  Apply to the face to instantly grow
  an amount of stubble. Additional
  uses make the stubble grow. Each
  tin has enough for 10 uses.
  7
  Galleons
  Screaming
  Yo-yo
  A toy yo-yo which comes in a
  variety of colours. When spun,
  they emit a blood curdling shriek.
  5
  Galleons
  Self-
  Propelling
  Custard Pie
  A bewitched pie, aim it in your
  hand at the intended target and
  watch it fly off on its own.
  2
  Galleons
  Ton-Tongue
  Toffees
  Makes the eater's tongue
  temporarily grow to an alarmingly
  large size; gives disadvantage to
  verbal casting rolls.
  5
  Sickles
  per five.
  Trick Wand When used to attempt a spell, the
  wand itself will instead transform
  into a novelty object, such as a
  rubber chickens.
  1 or 5
  Galleons
  BONUS:
  Skiving
  Snackboxes
  A box of sweets used to skip class.
  One half causes illness, the other
  cures it. An illness also goes away
  on its own after 24 hours, or a
  long rest. A box includes 3 each of
  the following: Fainting Fancies,
  Fever Fudge, Nosebleed Nougat,
  & Puking Pastilles. (Roll 1d4 to
  determine a single sweet).
  5
  Sickles
  each, or
  5
  Galleons
  per box.
  d12
  d12
  Item
  Item
  1
  Demon Box
  2
  Dung Bombs
  3
  Comb-a-Chameleon
  4
  Canary Cream
  5
  Anti-Gravity Hat
  6
  Fanged Flyer
  7
  Headless Hat
  d12
  d12
  Item
  Item
  8
  Magical Mustache
  Miracle Stubble Grow
  9
  Screaming Yo-yo
  10 Self-propelling Custard
  Pie
  11
  Trick Wand
  12
  Ton-Tongue Toffees
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  Shopping at Hogwarts
  Shopping at Hogwarts
  Hogwarts itself is home to two merchant characters: Gilbert
  Jackdaw the caretaker, and Madame Longbottom, the
  matron.  
   
  Jackdaw the caretaker is lenient in his caretaking duties;
  besides generally delegating cleaning tasks to the house
  elves, he also runs a sort of contraband shop out of his office.
  He sells up to 10 different items a day, chosen at random
  from the Weasleys Wizarding Wheezes Reward Chart. These
  items are often confiscated from students by prefects. He
  only runs the shop on the weekends from 5pm-8pm.  
   
  Madame Longbottom is the current matron of Hogwarts, and
  wife of the Herbology professor Neville Longbottom. She is a
  rather distracted but well-meaning woman who runs the
  Hospital wing, and supplies students with sweets and healing
  poultices. The sweets she sells are determined by using the
  Sweets Reward Chart and she always has an ample supply of
  poultices for students to buy. Healing poultices restore 2d4 +
  2 hit points before running dry. She will gladly sell supplies to
  students throughout the week, but only between 3pm-8pm.
  The Ghoul Shop
  The Ghoul Shop
  Hogwarts is home to a striking number of secrets. Hidden
  passage ways, secret rooms, and unfounded treasures; there
  is a plethora of places to find and explore. Amongst these
  secrets is the Ghoul Shop. Once a week, a strange ghoul can
  be found in the castle peddling his various wares. Where the
  shop is set up or even when is unknown; however there are a
  couple methods used for tracking the ghoul down. The ghoul
  does appear on the Marauders Map, simply named as
  “Ghoul”. Certain feats may also give a player the ability to find
  the ghoul easier. If all else fails, a series of well placed
  investigation checks may yield the ghouls location.  
   
  The Ghoul stocks a total of six items at once. These items
  may be hand picked by the DM or randomly selected from
  any of the provided list. The Ghoul does not sell spellbooks,
  enchanting manuals, or magic items of very rare or higher
  quality. Use the chart below to help determine what types of
  items may appear in the shop.
  d20
  d20
  Item
  Item
  1-10
  Sweets
  11-15
  Joke Items
  16-17
  Common Magical Item
  18-19
  Uncommon Magical Item
  20
  Rare magical Item
  The Ghoul who runs the shop is of a pale brownish
  color and with yellow eyes. He has a very toothy
  grin, missing a noticeable amount of teeth, and
  seems to only talk in grunts and gestures (as most
  ghouls do). He wears a baroque inspired outfit of
  turquoise and wears a bannisters wig, along with a
  fine cake of powder on his face. He is prone e to
  grabbing students and dragging them to items he
  feels they may particularly be interested in. Though
  he is friendly, it is not wise to cross the Ghoul as
  any slight at him will cause him to close up his
  shop and not reopen for a few weeks. Generally
  each item will have a note with a description and
  listing it's price next to it. Occasionally, the notes
  can have special request on them as payment
  versus coins (this is up to the DM if he wan't to
  railroad the party in a specific direction).  
  The Ghoul lives in the deep sewers and his lair is
  filled with a mountain of coins, jewels, and
  assorted treasures. His motives for collecting
  things is unknown, possibly because he simply
  likes shiny things. Though he isn't magic, he has
  access to a number of useful items that allow him
  to peddle his wares and not worry about theft. For
  example his outfit seems to repel all spells cast at
  it. His pockets are filled with Peruvian Instant
  Darkness Powder and when anyone so much as
  makes a move to steal from or harm the Ghoul he
  will vanish with all of his supplies until he feels safe
  to return.
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  Ghouls
  Ghouls
  Ghouls in Harry Potter are roughly human sized
  (Medium) with slimy bald skin of various colors.
  They have large, pupiless, lantern-like eyes and are
  generally a nuisance (though some tales describe
  them as violent or murderous).
  
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  Magic Items
  Magic Items
  A menagerie of enchanted, bewitched, and cursed magic
  items exist within the wizarding world. From two-way mirrors
  that make long distance correspondance easier, to magic
  penknives that can open up most any locked door. These
  types of magic items can be either incredibly rare, expensive,
  or nearly impossible to obtain. As such, it's recommended for
  DM's to use them as rewards for exceptional feats achieved
  by players. Occasionally, some of these items may be found in
  the Ghoul Shop, though generally the Ghoul may need
  certain items or quest performed to get them.
  Rarity
  Rarity
  Much like in standard 5e games, all magic items have a rarity
  tied to them that will determine how likely their appearance
  is to occur. Unlike 5e, rarity isn't tied to a character's level, as
  many of these items offer no combat incentive. Instead, the
  items offer a means to achieve certain needs without the use
  of specific spells. Items in the Legendary category are items
  that have specifically been featured in Harry Potter, and were
  owned or used by one or more characters.  
   
  Items may have their prices established in-universe, by the
  following chart listed below (which is based on the chart from
  the Dungeon Master's Guide, with a few adjustments) or they
  may be determined by the DM. Attunement is also unchanged
  from the 5e ruleset, though only a few items need attuning.
  Magic Item Rarity
  Magic Item Rarity
  Magical Items A-Z
  Magical Items A-Z
  Astral Watch
  Astral Watch
  Uncommon, Requires Attunement  
  In the wizarding world, it is a common coming-of-age gift for
  young adult wizards to recieve a pocket watch. Unlike
  traditional clock faces, these watches have twelve hands and
  twelve planets on their face that circle around it, seamlessly.
  Once attuned, the owner of the watch can not only tell the
  exact time, but also the location of the planets in the night sky
  regardless of the time of day.
  It is able to use one of its hands to point the owner towards
  the direction of a place the owner asks for.
  Decoy Detonators
  Decoy Detonators
  Common, Weasley's Wizard Wheezes  
  A strange looking creation of the Weasley twins; it looks like
  a 10-inch tall bicycle horn, which walks with the body of a
  stubby little windup toy, and topped with a set of cymbals. It
  is an all black, single-use item meant to cause disruptions in
  class but is equally useful to distract enemies.
  Once wound up, it will walk forward 15 feet before loudly
  banging its cymbals and honking its horn, at which point it
  begins running around wildly. It has a movement speed of 10
  feet and when it runs into a solid object it will simply turn 90°
  clockwise and begin running again. It will do this for a total of
  five minutes before shutting down and exhausting all of its
  energy. Once used up, the item cannot be recharged and
  simply becomes a funny little toy.
  When used in combat, the device goes immediately at the
  beginning of each turn after it is activated, regardless of
  initiative. It has 5hp and if destroyed, it explodes in a blast of
  Peruvian Instant Darkness Powder, blinding all within 15
  feet of the explosion for the duration of the powder.
  Deluminator (Put-Outer)
  Deluminator (Put-Outer)
  Uncommon or Legendary  
  Originally invented by Albus Dumbledore, the Deluminators
  that are produced today are a pale comparison to
  Dumbledore's invention. It takes the appearance of a silver
  Zippo lighter but when the spark wheel is turned, it sucks in
  the nearest source of light within 30 feet of it. It can hold a
  maximum of 3 charges of light before needing to empty it. To
  empty a Deluminator of a charge of light, the user must
  simply perform two quick turns of the spark wheel. The light
  stored inside of a Deluminator last indefinitely, until emptied
  or returned.
  Once emptied, the light will return to its original source,
  unless the user is outside of the item's range. If they are
  outside of the item's range, then the lights will float a few
  inches above where the Deluminator was sparked, remaining
  still. The light cannot be moved, but it will follow the
  Deluminator it spawned from. These lights have a movement
  speed of 5 feet.
  Deluminators do not have the ability to suck in sources of
  light that aren't created through electrical or magical means.
  It cannot absorb light made from fire, but can absorb light
  made from the Lumos charm.
  The original Deluminator, owned by Ronald Weasley, has a
  seemingly endless number of charges that it may hold, and
  the range it can absorb light from is doubled. This item is of
  the Legendary quality.
  Dungbombs / Stink Pellets
  Dungbombs / Stink Pellets
  Common, Weasleys' Wizard Wheezes  
  Dungbombs and stink pellets are magical stink bombs that
  release a putrid odour when thrown. Both items can be
  thrown up to 30 feet away, and create the following effects:
  Dungbombs: Filthy, round stink bombs that leave the hands
  soiled after use. Detonates when damaged, or 1 round after
  being thrown against a solid surface or object. Once
  detonated, they create a 20-foot-radius sphere of nauseating
  gas. This cloud spreads around corners, and lingers for up to
  one minute.
  Stink Pellets: Pressurized palm-sized pellets. Detonates
  instantly when thrown against a solid suface or object.
  Creates a 10-foot-radius sphere of nauseating gas. This cloud
  spreads around corners, and lingers for up to 5 rounds (30
  seconds).  
  Rarity
  Rarity
  Value
  Value
  Common
  1 - 100 Galleons
  Uncommon
  101 - 750 Galleons
  Rare
  751 - 5,000 Galleons
  Very Rare
  5,001 - 25,000 Galleons
  Legendary
  25,001+ Galleons
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  The stinking clouds created by these jokes items nauseate
  targets inside their radius; each creature within the cloud at
  the start of its turn must make a Constitution saving throw
  against poison. On a failed save, the creature spends its
  action that turn retching and reeling. Creatures that don’t
  need to breathe or are immune to poison automatically
  succeed on this saving throw.
  Dragon-hide Gloves
  Dragon-hide Gloves
  Common  
  Essential for Herbologists, Magizoologists, and those toying
  with their first fire-making spells. Dragon-hide gloves protect
  the wearer from incidents such as burning, due to the
  resistant nature of dragon-hide. They are required by fifth
  year students for their Care of Magical Creatures classes,
  and can be purchased in Diagon Alley for 62 Sickles.
  Dragon-hide gloves grant resistance to fire damage,
  including backfired spells, to their wearer. Outside of combat,
  they allow the safe handling of incredibly hot objects or
  substances without taking damage.
  However, wearing these gloves gives disadvantage to magic
  casting and attack rolls due to the bulkiness of the gloves.
  Extendable Ear
  Extendable Ear
  Common, Weasleys' Wizard Wheezes  
  A 10-foot long flesh coloured cord. Applying one end to your
  own ear allows you to hear anything on the other side as if
  you were standing right there. Once the object is placed in
  the user's ear, the other end sprouts an exact replica of their
  ear and the colour changes to the user's skin tone until
  removed. When the cord is fitted into the user's ear, they can
  control where the other end goes using their thoughts.
  Stepping on the cord or knotting it does not impede the
  sound from travelling from one end to the other. However, the
  cord cannot move through objects and cannot be fit under or
  over objects that are flush with the ground or ceiling.
  Floo Powder
  Floo Powder
  Common  
  The Floo Network magically links most fireplaces in the
  wizarding world. Burning a pinch of Floo Powder - a greyish
  silvery substance - makes the fire become green and
  harmless. You may then enter the fire, speak your
  destination, and you will be transported to the fireplace
  you've named. Placing only your head in the flames allows
  you to place a Fire-Call to a fireplace you denote.
  Flying Carpet
  Flying Carpet
  Very Rare  
  Carpets or rugs enchanted with the ability to fly. Once an
  accepted form of travel for the British magical community,
  but they are banned due to being defined as a Muggle
  Artefact by the Ministry of Magic. It is therefore against
  British wizarding law to charm carpets or fly them, although
  they are still legal in other countries. Flying speeds and
  carrying capacities can vary from carpet to carpet.
  Foe-Glass
  Foe-Glass
  Rare  
  A Foe-glass is a mirror that detects and shows its owner's
  enemies in or out of focus, depending on how close they are.
  It's said that when you can see the whites of their eyes, you're
  in trouble. Like all Dark detectors, it can be fooled.
  Gubraithian Lantern
  Gubraithian Lantern
  Very Rare  
  An oil lantern enchanted with the forever burning Gubrathian
  fire. It requires no fuel of any sort to function and can even
  burn underwater.
  The lantern offers a 25-foot radius of light. It cannot be
  turned off by any means, but it can be covered up or locked
  away to keep the light from showing. The light can also be
  blocked by means such as Peruvian Instant Darkness
  Powder.
  The lanter is also capable of giving off heat when the
  casing door is open. The heat is hot enough to boil water and
  melt most ice.
  Howler
  Howler
  Common  
  A Howler is a blood-red letter sent to signify extreme anger or
  to convey a message very loudly and publicly. When it is
  opened, the sender's voice, which has been magically
  magnified to a deafening volume, bellows a message at the
  recipient and then self-destructs. If it is not opened or there is
  a delay in opening it, the letter smolders, explodes violently,
  and shouts the message out even louder than normal.
  Every creature within 300 feet can hear this outburst.
  Invisibility Cloak
  Invisibility Cloak
  Very Rare or Legendary  
  A flowing silvery cloak six feet in length. When worn, it
  renders the user completely invisible.
  The invisibility isn't perfect; for example, the cloaks can be
  seen through using certain spells. Also, it doesn't mask the
  user from items using a Homonculous charm such as the
  Marauder's Map.
  By studying the designs and magics of the original
  invisibility cloak, makers have been able to make the
  enchantments stronger; the cloaks only begin losing
  effectiveness after a few decades. However, one cloak passed
  down a certain family line is one of the fabled Deathly
  Hallows; Harry Potter's invisibility cloak is especially durable,
  and never loses its enchantment. It is of the Legendary
  quality.
  Invisible Ink
  Invisible Ink
  Uncommon  
  Invisible ink is a seemingly unassuming black ink that
  transfigures anything written in it to become invisible. The
  text written with this ink can be revealed in two ways; with a
  Revealer or the spell Aparecium.
  (It's possible that the ink temporarily vanishes itself,
  instead of becoming invisible.)
  "Jinx Off"
  "Jinx Off"
  Uncommon, Weasleys' Wizard Wheezes  
  A ridiculous looking turquoise hat, robe and pair of gloves.
  Originally intended to mess with people by repelling jinxes
  one would dare to try on them, it is now a required item for
  some ministry officials.
  The enchantment is designed to repel all jinxes and hexes
  of a difficulty of year 3 or lower. Higher levels are
  unfortunately too strong for the enchantment to protect
  against. If all three items are not worn at the same time, then
  the enchantment has no effect.
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  Magic Penknife
  Magic Penknife
  Rare  
  An enchanted penknife commonly used by thieves and
  rambunctious teens. When the blade is slid between a
  doorframe and lock, it somehow magically unlocks it. The
  only exceptions are doors stuck shut, doors enchanted to
  require answers or passwords to open, or doors where there
  is no discernible lock.
  The knife itself does 1d4 slashing or piercing damage, if
  you have no alternative to injure a target.
  Mokeskin Pouch (Small)
  Mokeskin Pouch (Small)
  Uncommon, Requires Attunement  
  A small circular pouch of silvery green leather; mokeskin
  pouches are unique, as they seize up when anyone but their
  owner tries to open it, shrinking until they're the size of a
  marble. Ownership is determined once attuned, and only the
  death of an owner can pass the item onto a new one.
  The small pouch has a much larger area inside it than
  appearances would suggest. With a diameter of 2 feet at the
  mouth and a 4 feet depth, it can hold an assortment of larger
  items safely to a maximum weight of 25 pounds. They are
  most often used as money pouches.
  The Marauder's Map
  The Marauder's Map
  Legendary  
  An enchanted map of the Hogwarts castle, this item was
  confiscated and then found by the Weasley twins during their
  first year at Hogwarts.
  The map is imbued with a powerful Homonculus charm,
  traking the movements of all within the map's range. It also
  tells you how to get into secret passages and areas normally
  accessible by the castle staff and faculty, such as the kitchens.
  The map is not fooled by invisibility, animagi, or polyjuice
  potions. However the map cannot differentiate between those
  with the same name (as it doesn't track middle names or
  titles), and it cannot answer which password is need to get
  into locations in which the passwords regularly change, such
  as common rooms or the Headmaster's office.
  Non-explodable Luminous Balloons
  Non-explodable Luminous Balloons
  Common, Weasleys' Wizard Wheezes  
  Bright yellow balloons which faintly glow, and are virtually
  impossible to pop. Each balloon is a source of dim light for 5
  feet, and has 5 hit points. When a non-explodable luminous
  balloon reaches 0 hit points, it deflates in a spectacular
  fashion, creating a blown raspberry sound and whizzing
  about. Can be used to created a distraction.
  Omnioculars
  Omnioculars
  Uncommon  
  Magical brass binoculars with several knobs and levers
  jutting out of the sides, which can slow down, speed up,
  reverse or stop the time of an image seen through them. They
  can only focus on one image at a time. Omnioculars make all
  objects appear up to 10x closer than they actually are.
  The images last indefinitely in the lens of the omnioculars,
  but they can only display a 30 second frame of time; starting
  15 seconds before a captured image, and ending 15 seconds
  after. The image can be replayed until it is released by
  holding down the "record" lever. Flipping it up captures all
  movements seen from the lenses, from the moment the lever
  was flipped, within that 30 second timeframe.
  They can also be used as regular binoculars when the
  "record" lever is flipped down.
  Pensieve
  Pensieve
  Very Rare  
  A Pensieve is an object used to review memories. It has the
  appearance of a shallow stone or metal basin, into which
  runes and strange symbols are carved and precious stones
  are fitted. It is filled with a silvery substance that appears to
  be a cloud-like liquid/gas.
  Memories can then be viewed from a non-participant, third-
  person point of view. Owing to the highly personal nature of
  extracted memories, and the potential for abuse, most
  Pensieves are entombed with their owners along with the
  memories they contain.
  Peruvian Instant Darkness Powder
  Peruvian Instant Darkness Powder
  Common, Weasleys' Wizard Wheezes  
  A single use item, it is a small condensed chunk of pitched
  black powder. Once tossed, the chunk explodes, diffusing the
  powder into the air and creating a dense black fog, with a
  radius of 30 feet. Neither friend nor foe can see through it,
  effectively blinding all those within the radius.
  Even the Lumos charm is ineffective against the powdery
  cloud; however hands of glory can still penetrate the
  impeccable darkness and give safe passage through.
  The cloud dissipates after 5 minutes, and can be blown
  away by spells or effects that would be capable of doing so,
  such as wind or incredible force.
  Portable Swamps
  Portable Swamps
  Common, Weasleys' Wizard Wheezes  
  Creates a large-scale flood in whatever area its placed in.
  This joke object was most notably used to obstruct Dolores
  Umbridge's office during her time as Hogwarts staff.
  Deploying this item takes an action, and covers a 30 foot
  radius in a difficult, swampy terrain.
  Probity Probe
  Probity Probe
  Uncommon  
  A thin golden rod which functions as a detector, commonly
  employed by the Ministry of Magic and Gringotts Wizarding
  Bank. Probity probes detect concealment spells and hidden
  magical objects, particularly Dark magic, when waved over a
  container or person. They notify the user with a high
  humming sound when such a source of magic is within 5
  feet, and the sound becomes louder when the distance is
  closed.
  Quidditch Balls
  Quidditch Balls
  Common  
  A set of Quidditch balls consists of:
  Quaffle: A Quaffle (the only ball not bewitched to fly on its
  own) is a sizable, durable red ball made of leather. A Quaffle
  has 10 hit points, an AC of 10, and is immune to damage
  from falling.
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  Bludger: Bludgers are small, black, iron balls which purpose
  is to run extra interference in a Quidditch game, along side
  each team; they fly around the pitch, violently disturbing the
  game and attempting to knock flyers off their brooms. A
  Bludger has 5 hit points, an AC of 12, and a flight speed of 55
  feet. When a Bludger is reduced to 0 hit points, it flies in the
  away from the direction it was hit at half speed, and becomes
  dormant for one minute.
  A Bludger's attack has a +4 to hit, and deals 1d8
  bludgeoning damage. Bludgers can be affected by the
  Oppugno jinx.
  Golden Snitch: A tiny golden ball, the size of a walnut, with
  silvery wings. The purpose of the Snitch is to hover, dart and
  fly around the pitch at high speeds. A Snitch has 10 hit
  points, resistance to all damage, an AC of 18, and a flight
  speed of 60 feet. They also have advantage against checks
  made to grapple them.
  The Golden Snitch also have flesh memories, and
  remember the touch of the first person which touches them,
  in case of a disputed capture --- this permanently bonds the
  Snitch to that person, similarly to attunement. The capture of
  a Snitch ends the game.
  Quills
  Quills
  Common, Weasleys' Wizarding Wheezes  
  Witches and wizards generally write on long sheets of
  parchment using quills ---- which tend to feature the feathers
  of various avian creatures --- and ink bottles.
  Not surprisingly, there are a number of unique enchanted
  quills. These enchantments tend to be fairly weak, and as
  such they can only last for approximately a week's time
  before needing to be replaced. Many enchanted quills will
  even funtion independantly of their user and have their own
  supplies of magical ink, which only dries out once their
  enchantment wears off.
  Anti-cheating Quill: A type of quill enchanted with an anti-
  cheating spell, and given to each student to use during such
  written tests as the O.W.L. and N.E.W.T. exams.
  Quick Quotes Quill: A quill of acid green colouration, it
  instinctively writes in the fashion of the user after they suck
  on the nib for a moment. The quill will need to either be fed
  paper, or otheriwse be picked back up to deactivate it; failing
  to do so leaves the quill to its own devices, and it will write
  across anything it can get to.
  The quill writes whatever the person nearest to it is saying,
  making it a great quill for taking down notes in an interview,
  while also injecting the writing style of the witch or wizard it
  belongs to.
  Self Writing Quill: These quills tend to be long, with a
  stripey or mottled colouration. It bears a similar funtion to
  the Quick Quotes quill, as this quill records any conversation
  it hears within 15 feet of it, until the nib is capped. Great for
  making dictated notes or meeting minutes.
  Using this quill gives a +2 to checks made to study notes or
  textbooks during downtime, provided the student has a
  relatively private or quiet environment so that they may
  dictate to the quill; otherwise, it will also write down ambient
  conversation within 15 feet, garbling some of the notes it
  takes.
  Smart Answer Quill: An enchanted quill with a shimmery
  silver feather. When a person is holding the quill, it will guide
  their hand when writing answers to a question, giving them
  the correct one a majority of the time.
  Users of these quills gain a +5 bonus made during exams
  and quizzes. However, users must also make Stealth or
  Sleight of Hand checks after every other Intelligence check
  made to answer a question, to determine whether they are
  caught using this prohibited item. Getting caught results in
  an immediate detention, and a failure on that particular
  exam, test or quiz.
  Spell Checking Quill: A tall, bright plumed quill. It will
  correct the spelling of any piece of parchment its nub touches
  by crossing out mistaken spelling. and rewriting the words in
  red ink.
  Spell checking quills give a +1 to checks made to study
  notes or textbooks during Downtime.
  Remembrall
  Remembrall
  Common  
  A small glass orb enwreathed by a single golden band, and
  normally filled with a dense white smoke. When a person
  holds it in their hands, the smoke will turn a deep crimson
  red if they are forgetting something.
  A remembrall cannot however tell you what you are
  forgetting.
  The Resurrection Stone
  The Resurrection Stone
  Legendary  
  One of the fabled Deathly Hallows. Its last known use was by
  Harry Potter before contronting Lord Voldemort in the
  Forbidden forest, during the Battle of Hogwarts. It's since
  been lost, but powerful artefacts never stay that way forever.
  The stone can summon loved ones back into the world of
  the living in the form of shades, by turning the stone over
  three times in one's hand. The shades cannot interact with
  anyone not holding the stone, nor the world around them.
  Nevertheless, they due exude an aura similar to that of a
  Patronus charm, and Dark creatures are unable to come near
  the holder while at least a single shade is present.
  d10
  d10
  Quill type
  Quill type
  1 - 2
  Anti-cheating
  3 - 4
  Self Writing
  5 - 6
  Quick Quotes
  7 - 8
  Spell Checking
  9 - 10
  Smart Answer
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  Revealer
  Revealer
  Uncommon  
  A revealer is a small magical device with the appearance of a
  bright red eraser. This seemingly unassuming object can be
  used to render invisible ink visible again, and therefore
  legible.
  Secrecy Sensor
  Secrecy Sensor
  Uncommon  
  An Dark detector with the appearance of an extra-squiggly,
  golden television aerial. It vibrates when it detects
  concealment such as Polyjuice-affected creatures, and Dark
  magic (jinxes, hexes and curses). Like all detectors, it is not
  infallible.
  Shield Robes
  Shield Robes
  Common, Weasleys' Wizard Wheezes  
  Basic black robes, enchanted with a basic Protego charm.
  The robe offers +3 to AC against spell attacks, but is
  ineffective versus physical attacks; useful for dueling fellow
  witches and wizards, but unlikely to help when combating a
  Hippogriff.
  Sneakoscope
  Sneakoscope
  Common  
  Similar in appearance to that of a Remembrall, but with what
  appears to be a complex clockwork top integrated into it
  instead of smoke. These items come in a variety of sizes, but
  they all have the same funtion. When those of dubious or
  malicious intent are within its range, the spinning top springs
  to life and begins a whirring sound. They cannot be fooled by
  any known means, and can even sense those transfigured or
  transformed creatures.
  The sneakoscope cannot warn a user of exactly who is
  plotting, or what they may be plotting. Generally it is hard to
  use in Hogwarts because of the amount of students planning
  pranks or poorly-willed acts, but it shows itself to be much
  more useful elsewhere in the wizarding world.
  The size of the sneakoscope determines the range it can
  detect within.
  Sorting Hat
  Sorting Hat
  Legendary  
  The Sorting Hat is a sentient talking hat at Hogwarts which
  magically determines which of the four school houses each
  new student belongs to. The Sorting Hat originally belonged
  to Godric Gryffindor, and it now resides in the headmaster's
  office. Before each sorting, it recites a new song
  Godric Gryffindor's Sword, one of the founder's only other
  known relics, can be magically pulled out of the hat by any
  Gryffindor considered worthy, no matter how secure the
  sword's location. It is unknown why this is possible, but is
  linked to loyalty of the highest regard in relation to Hogwarts.
  Spellotape
  Spellotape
  Common 
  A slightly magical adhesive tape used in the wizarding world
  to mend objects that cannot be fixed by spells, or when magic
  isn't particularly appropriate for a specific fix. As long as the
  damage to an object is no larger than 1 foot in any dimension,
  spellotape may prove useful to mend it.
  Sword of Godric Gryffindor
  Sword of Godric Gryffindor
  Legendary  
  The Sword of Godric Gryffindor is a goblin-made sword
  adorned with large rubies on the pommel. It was once owned
  by Godric Gryffindor, one of the medieval founders of
  Hogwarts.
  Being goblin-made, the sword is therefore enchanted and
  virtually indestructable. Goblin silver "only takes in that
  which makes it stronger". (For example, it can be used to
  block and even reflect deadly spells, and in the Chamber of
  Secrets it was used to kill Salazar Slytherin's basilisk and
  was imbued with its venom, giving it the power to destroy
  Horcruxes.)
  The Sword of Gryffindor may present itself to any worthy
  witch or wizard from the Hogwarts house of the same name,
  in their time of need; the sword can be retrieved from another
  of Godric's artefacts (namely, the Sorting Hat), when doing so
  would be of the utmost importance.
  It is a +3 silver longsword (1d8 slashing damage, or
  versatile: 1d10 slashing damage, two-handed) that deals
  +3d8 extra radiant damage to Dark creatures. Creatures that
  have immunity or Resistance to non-magical weapons are
  also susceptible to the silver blade.
  The wielder can also take the Dodge action on their turn,
  and use the sword defensively (+2 AC until the start of their
  next turn); if they successfully block a spell, the wielder may
  deflect the spell and make an immediate reaction to attempt
  to hit a target with the spell by making an attack roll, at
  disadvantage.
  Two-Way Mirror Set
  Two-Way Mirror Set
  Rare  
  Enchanted rectangular hand mirrors. When one person
  holds their mirror and speaks into it, the other mirror in the
  pair acts as a speaker until someone picks it up, at which
  point the two may see and converse with one another, at any
  distance.
  Vanishing Cabinet
  Vanishing Cabinet
  Very Rare  
  A pair of vanishing cabinets acts as a passage between two
  places; objects placed in one cabinet will appear in the other,
  and in the event of danger, a person could simply disappear to
  the other cabinet until the danger passes.
  If one cabinet is broken, a transferred object or creature is
  trapped in a kind of limbo. Repairing it seems to be a very
  difficult task; the incantation used for the repair process is
  Harmonia Nectere Passus, and requires tremendous and
  repeated efforts over a long period of time.
  Vanishing cabinets are sometimes confused with crushing
  cabinets; a potentially disastrous mistake to make.
  Size
  Size
  Range
  Range
  Price
  Price
  Tiny (Diameter of 1 inch)
  25 feet
  5 Galleons
  Small (Diameter of 5 inches)
  50 feet
  10 Galleons
  Medium (Diameter of 10 inches)
  150 feet
  15 Galleons
  Large (Diameter of 18 inches)
  300 feet
  30 Galleons
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  Magical Game Sets
  Magical Game Sets
  Exploding Snap
  Exploding Snap
  Common  
  Exploding Snap is a wizarding card game in which matching
  cards must be tapped, lest they spontaeneously explode. The
  cards feature the likenesses of creatures and
  wizards/witches.
  Gobstones
  Gobstones
  Common  
  Gobstones is an ancient wizarding game that resembles
  marbles, the principal difference being that every time a point
  is conceded, the winning stone squirts a foul-smelling liquid
  into the loser’s face. Players start the game with fifteen small,
  round Gobstones each (Gobstones are sold in sets of thirty)
  and the winner must capture all of his opponent’s stones.
  Though most commonly (as the name implies) made of stone,
  sets of Gobstones may also be made of precious metals.
  Self-Shuffling Cards
  Self-Shuffling Cards
  Common  
  A staple at any wizarding family's game night, this deck of
  fifty two cards shuffles itself.
  Wizard's Chess
  Wizard's Chess
  Common  
  An enchanted set of the classic board game in which the
  pieces move of their own accord when commanded by the
  player. When a piece is taken, it is removed by the attacking
  piece, often in a barbaric manner where the losing piece is
  smashed violently by the winning piece.
  Dark Magic Items
  Dark Magic Items
  Many a manner of witch or wizard employs the Dark Arts;
  magic meant to harm, exert control, and kill. Dark magic
  implements powerful curses, wicked magical inventions,
  poisonous potions and the breeding and/or association with
  Dark creatures. These practices tend to face discouragment
  and legal/ethical considerations, however shops like Borgin
  and Burkes in Knockturn Alley openly trade in Dark artefacts
  Dark magic has a bad reputation overall, but not not
  necessarily "evil". While some examples are reprehensible
  and cannot easily be located, some Dark magic items or
  spells can prove to be useful.
  Dark Magic Items A-Z
  Dark Magic Items A-Z
  Black Quill
  Black Quill
  Uncommon  
  The Black Quill is a dark magical object of torture that is a
  type of quill that does not require ink, as it writes with the
  blood of the person using it. It was invented by Ministry of
  Magic employee Dolores Umbridge, in 1994. Writing a single
  phrase or sentence over and over proves to be incredibly
  painful using this quill; as the user writes, the letters appear,
  carved into their skin. Continuous use of it will eventually
  scar the back of the hand.
  Using a Black Quill continuously for 1 minute deals 1
  nonlethal Psychic damage, and prevents the user from
  gaining temporary hitpoints for 24 hours.
  Crushing Cabinet
  Crushing Cabinet
  Very Rare  
  A Large magical torture device, consisting of an iron cabinet
  in which a person is slowly crushed, as they find the walls,
  floor and ceiling closing in. The crushing walls are activated
  by closing the door shut.
  A creature inside the cabinet may attempt to escape by
  making a Strength check with a DC of 18 to force the door
  open. A creature inside to takes 1d6 bludgeoning damage per
  round.
  Crushing cabinets are sometimes confused with Vanishing
  cabinets; a potentially disastrous mistake to make.
  Dark Curio
  Dark Curio
  Rare  
  An object with no apparent function, which is completely
  unassuming at first glance. However, it's been enchanted to
  draw the attention and curiousity of anyone who gazes upon
  it. Anyone unaware of its magical properties must make a
  Wisdom saving throw (DC 15). On a failed save, they are
  entranced by the object and gain the Stunned condition for 1
  round. At the start of their turn, they can re-attempt the saving
  throw. Each failed save prolongs the Stunned condition for
  another round.
  The effect can be removed if someone uses an action to get
  their attention verbally, uses an action to shake them to
  attention, or if the affected creature takes damage.
  Enchanted Music Box
  Enchanted Music Box
  Rare  
  There are a number of Dark magical artefacts that had
  belonged to the Black family, one of which was an enchanted
  music box which played a faintly sinister tune when opened,
  and would lull those near it to sleep.
  Creatures subjected to the eerie tune must make a DC 16
  Wisdom saving throw, or fall asleep for 24 hours. Creatures
  that cannot hear are immune to this effect, and creatures that
  succeed on their saving throw are also immune to this sleep
  effect for 24 hours.
  The spell ends if the sleeper takes damage, or if someone
  uses an action to shake or slap the sleeper awake.
  Hand of Glory
  Hand of Glory
  Very Rare, Requires Attunement  
  A desiccated, shriveled hand of a murderer. Hands of glory
  are very rare but Dark magic items, created by Dark wizards
  to serve their nefarious purposes.
  The hand instinctively latches onto anything put within
  reach of its fingers, requiring a Strength saving throw with a
  DC of 10 to break free. If the object is entrusted with a small
  object to hold on to, it won't let go except through force,
  requiring a Strength check of DC 10 or higher to break it
  free.
  Once attuned, the object recognizes its owner and will not
  attempt to grasp them to death, and freely relinquishes its
  hold of objects.
  The true purpose of the hand is to create a source of
  impenetrable light, by placing a candle in its grasp; the candle
  gives off 5 feet of bright light, and then 5 feet of dim light. The
  light cannot be absorbed, put out, covered up or extinguished
  in any way unless the holder lets go of the hand, or the candle
  is taken from the hand of glory.
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  Broomsticks
  Broomsticks
  The earliest record of broomsticks is from 962 AD, in a
  German illustrated manuscript. Since this time, brooms have
  come a long way; many modern brooms promote Cushioning
  charms for comfort, Braking charms for better in-air control,
  and much more impressive speeds. Brooms range in flying
  speeds from 30 feet to 200 feet.
  Flying a Broom
  Flying a Broom
  Using broomsticks to fly requires Dexterity (Acrobatics)
  checks to balance on the broom, to exceed its flyer's regular
  movement speed, and perform maneuvers in the air. The DC
  depends on the complexity of the maneuver, the weather
  conditions, and/or obstacles involved. 
   
  Casting and attack rolls while flying on a broom have
  disadvantage.
  Broomsticks A-Z
  Broomsticks A-Z
  Air Wave Gold: Uncommon. A racing broom featured in
  Seeker Weekly, where it was compared to the Turbo XXX.
  (50ft flying speed, can carry up to 400lbs., but its speed slows
  to 30ft when carrying more than 200lbs.) Grants a +1 to
  Acrobatics checks made to fly.
  Australian Flyabout 50: Rare. A world-class racing broom,
  rode by the Australian National Quidditch team. (50ft flying
  speed, can carry up to 400lbs., but its speed slows to 30ft
  when carrying more than 200lbs.) Grants a +1 bonus to
  Acrobatics checks made to fly.
  Bluebottle: Uncommon. A broomstick designed for family
  use, described as being safe and reliable. Comes with a built-
  in Anti-Burglar Buzzer. (35ft flying speed, can carry up to
  400lbs., but its speed slows to 20 feet when carrying more
  than 300lbs.)
  Cleansweep One: Common. The first broom designed for
  sporting use; every Quidditch team in Britain was mounted
  on them within a year of its release in 1926. (40ft flying
  speed, can carry up to 400lbs., but its speed slows to 20ft
  when carrying more than 200lbs.) Grants a -2 to Acrobatics
  checks when flying.
  Cleansweep Two: Common. A follow-up to the successful
  Cleansweep One, released in 1934. (40ft. flying speed, can
  carry up to 400lbs., but its speed slows to 20ft. when carrying
  more than 200lbs.) Grants a -1 to Acrobatics checks when
  flying.
  Cleansweep Three: Common. Another follow-up to the
  Cleansweeps One and Two, released in 1937. (40ft. flying
  speed, can carry up to 400lbs., but its speed slows to 20ft
  when carrying more than 200lbs.) Grants no bonus or
  reduction to Acrobatics checks made when flying.
  Cleansweep Five: Common. A wide-spread, mass produced
  and popular model of broomstick, used everywhere from the
  Hogwarts Quidditch pitch to the world's stage. (50ft flying
  speed, can carry up to 400lbs., but its speed slows to 20ft
  when carrying more than 200lbs.) Grants a +1 to Acrobatics
  checks made when flying.
  Cleansweep Six: Common. A model derived from the other
  Cleansweeps. In a 1995 edition of The Quibbler, a wizard
  claimed to have used one to fly to the Moon. (40ft flying
  speed, can carry up to 400lbs., but its speed slows to 20ft
  when carrying more than 200lbs.) Grants a +1 to Acrobatics
  checks made when flying.
  Cleansweep Seven: Uncommon. A model of broom said to
  be close to the standard of a Nimbus 2000. (60ft flying speed,
  can carry up to 400lbs., but its speed slows to 35ft when
  carrying more than 200lbs.) Grants a +1 to Acrobatics checks
  made when flying.
  Cleansweep Eleven: Rare. A Cleansweep broom made
  around 1995, with advanced features such as built-in
  vibration control feedback and an anti-jinx varnish (+3
  against spells made to affect this broom). (50ft flying speed,
  can carry up to 400lbs., but its speed slows to 30ft when
  carrying more than 200lbs.) Grants a +1 to Acrobatics checks
  made when flying.
  Comet 140: Common. First released in 1929, and the first
  broom to feature a Braking Charm, meaning Quidditch
  players wouldn't drift astray or overshoot the goals. (50ft
  flying speed, can carry up to 400lbs., but its speed slows to
  30ft when carrying more than 200lbs.) Grants a -3 to
  Acrobatics checks made when flying.
  Comet 180: Common. A continuation of the Comet Trading
  Company's line of brooms. (50ft flying speed, can carry up to
  400lbs., but its speed slows to 30ft when carrying more than
  200lbs.) Grants a -2 to Acrobatics checks made when flying.
  Comet 260: Common. A flashy, reddish broom, which is said
  to be the Comet Trading Company's finest travelling and
  racing broom; however, it shows to be a cost-effective, mass-
  produced beginner's broom. (50ft flying speed, can carry up
  to 400lbs., but its speed slows to 30ft when carrying more
  than 200lbs.) Grants a -1 to Acrobatics checks made when
  flying.
  Comet 290: Common. A slight upgrade to the 260, released
  in early 1995, which could reach decent speeds in the right
  tailwind. (60ft flying speed, can carry up to 400lbs., but its
  speed slows to 30ft when carrying more than 200lbs.) Grants
  a -1 to Acrobatics checks made when flying.
  Firebolt: Rare. A state-of-the-art racing broom, released in
  1993, which incorporated advanced features such as an
  unbreakable Braking Charm, goblin-made ironwork to
  provide stability and a non-slip foothold, and a mounting-
  height hover when not in use. (70ft flying speed, can carry up
  to 400lbs., but its speed slows to 40ft when carrying more
  than 200lbs.) Grants a +3 to Acrobatics checks made when
  flying.
  Firebolt Supreme: Rare. An upgrade to the already popular
  Firebolt, created in 2014. (70ft flying speed, can carry up to
  400lbs., but its speed slows to 45ft when carrying more than
  200lbs.) Grants a +3 to Acrobatics checks made when flying.
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  The Moontrimmer: Common. Produced in 1901, an antique
  by modern standards. Flew higher than other brooms of the
  time. (40ft flying speed, can carry up to 300lbs., but its speed
  slows to 30ft when carrying more than 200lbs.) Grants no
  bonus to Acrobatics checks made while flying.
  Nimbus 1000: Common The Nimbus Broom Racing
  Company's first ever product, released in 1967. It
  immediately became the broom of choice for professional
  Quidditch teams. (50ft flying speed, can carry up to 400lbs.,
  but its speed slows to 30ft when carrying more than 200lbs.)
  Grants a +1 to Acrobatics checks when flying.
  Nimbus 1001: Rare A continuation of the Nimbus Broom
  Racing Company's line of successful brooms, ensuring their
  place as the world's leader in broomstick manfacturing. (55ft
  flying speed, can carry up to 400lbs., but its speed slows to
  40ft when carrying more than 200lbs.) Grants a +1 to
  Acrobatics checks when flying.
  Nimbus 1500s & 1700s: Rare Another two slightly different
  additons to the roster of Nimbus brooms. (50ft flying speed,
  can carry up to 400lbs., but its speed slows to 40ft when
  carrying more than 200lbs.) Grants a +2 to Acrobatics checks
  when flying.
  Nimbus 2000: Rare The fastest broom of its time; 1991.
  (60ft flying speed, can carry up to 400lbs., but its speed slows
  to 40ft when carrying more than 200lbs.) Grants a +1 to
  Acrobatics checks when flying.
  Nimbus 2001: Rare Released in 1992, it became the fastest
  broom in existence, until the release of the Firebolt. The
  2001 is still used by the majority of Quidditch teams across
  the globe. (65ft flying speed, can carry up to 400lbs., but its
  speed slows to 40ft when carrying more than 200lbs.) Grants
  a +1 to Acrobatics checks when flying.
  Oakshaft 79: A prized vintage broom created in 1879,
  praised for its endurance flying. Used during the first ever
  Atlantic crossing by broom. (40ft flying speed, can carry up to
  500lbs., but its speed slows to 20ft when carrying more than
  300lbs.) Has disadvantage on Acrobatics checks while flying.
  Shooting Star: Common Produced by Universal Brooms
  Ltd. in 1955. It was the cheapest broom available at the time
  of its release. However, the broom was found to lose height
  and speed as they aged. (40ft flying speed, can carry up to
  500lbs., but its speed slows to 40ft when carrying more than
  300lbs.) Has disadvantage on Acrobatics checks while flying.
  Siberian Arrow: Rare The Siberian Arrow was a world-class
  racing broom, produced in Siberia. These highly-stylised
  brooms appeared to have shed antlers in the place of broom
  bristles. (50ft flying speed, can carry up to 400lbs., but its
  speed slows to 30ft when carrying more than 200lbs.) Grants
  a +1 bonus to Acrobatics checks while flying.
  Silver Arrow: Uncommon The true fore-runner of the racing
  broom. It was capable of speeds greater than the Oakshaft 79
  or the Moontrimmer, but demand outstripped supply. It was
  eventually replaced by the Cleansweep series. (45ft flying
  speed, can carry up to 400lbs., but its speed slows to 30ft
  when carrying more than 200lbs.) Grants no bonus to
  Acrobatics checks made while flying.
  Starsweeper XXI: Rare A world-class broomstick used by
  the American National Quidditch team in the 2014 Quidditch
  World Cup. (50ft flying speed, can carry up to 400lbs., but its
  speed slows to 30ft when carrying more than 200lbs.) Grants
  a +1 bonus to Acrobatics checks while flying.
  Swiftstick: Uncommon Produced by Ellerby and Spudmore
  in 1952. The new broom was faster than the company's
  previous effort, the Tinderblast, but it was found that the
  broom lost power during an ascent. (40ft flying speed, can
  carry up to 400lbs., but its speed slows to 20ft when carrying
  more than 200lbs.) Grants a -2 to Acrobatics checks made
  while flying.
  Thunderbolt VII: Rare The Thunderbolt VII is a broomstick
  produced in Manchester, England in 2014, as a competitor to
  the Firebolt Supreme. Many experts feel that the
  Thunderbolt VII has sacrificed safety for speed. (70ft flying
  speed, can carry up to 400lbs., but its speed slows to 45ft
  when carrying more than 200lbs.) Grants disadvantage on
  Acrobatics while flying.
  Tinderblast: Common The Tinderblast was a model of
  broomstick produced by Ellerby and Spudmore in 1940.
  Although not as fast as the Cleansweeps or the Comets, it
  was remarked that they were highly resilient. (35ft flying
  speed, can carry up to 300lbs., but its speed slows to 20ft
  when carrying more than 200lbs.) Grants a -3 to Acrobatics
  checks made while flying.
  Transylvanian Barb: Rare The Transylvanian Barb was a
  world-class racing broom, produced in Transylvania. This
  striking broom has thorny bristles and a spiked appearance
  on the shaft. (50ft flying speed, can carry up to 400lbs., but its
  speed slows to 30ft when carrying more than 200lbs.) Grants
  a +1 bonus to Acrobatics checks while flying.
  Turbo XXX: Rare A racing broom featured in Seeker Weekly,
  where it was compared to the Air Wave Gold. (50ft flying
  speed, can carry up to 400lbs., but its speed slows to 30ft
  when carrying more than 200lbs.) Grants a +1 to Acrobatics
  checks made to fly.
  Twigger 90: Rare Designed in 1990 by Flyte and Barker,
  featuring several gimmicks including an inbuilt Warning
  Whistle and Self-Straightening Brush. This broom was
  intended to replace Nimbus brooms as the market leader;
  however, it was found to warp at high speeds. This broom
  gained a reputation as a broom flown by those with more
  money than sense. (50ft flying speed, can carry up to 300lbs.,
  but its speed slows to 30ft when carrying more than 200lbs.)
  Grants a -1 to Acrobatics checks when flying.
  Varápidos: Rare A world-class broomstick used by the
  Brazilian National Quidditch Team in the 2014 Quidditch
  World Cup. (50ft flying speed, can carry up to 400lbs., but its
  speed slows to 30ft when carrying more than 200lbs.) Grants
  a +1 bonus to Acrobatics checks when flying.
  Yajirushi: Rare A world-class broomstick developed in Japan
  and unveiled for the first time during the 2014 Quidditch
  World Cup. (50ft flying speed, can carry up to 400lbs., but its
  speed slows to 30ft when carrying more than 200lbs.) Grants
  a +1 bonus to Acrobatics checks when flying.
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  Pets in Hogwarts
  Pets in Hogwarts
  From owls and rats to toads and cats, pets can be found in
  many a form in the wizarding world. In this RPG guidebook,
  different viable pets are categorized by Rarity, seeing as some
  creatures may be harder for students to come by, or may be
  more expensive than others.
  Hogwarts students are allowed one pet; namely an owl, a
  cat or a toad... but that's never stopped the student body from
  purchasing, finding, collecting, taming, or otherwise
  acquiring all sorts of magical companions.
  Some pets can perform a combination of different tricks to
  carry out minor tasks, and deliver or retrieve items.
  Instructing a pet to perform any sort of feat requires a Care of
  Magical Creatures skill check. A pet's ability to perform tricks
  may depend on DM discretion.
  Pet tricks:
  Pet tricks:
  Attack:
  Attack: Commanding a pet to commence an attack on a target.
  Some species may lack the ability or even the temperment to
  attack.  
  Come & Stay:
  Come & Stay: Issuing a commmand for a pet to return to your
  side by calling it, and commanding it to remain where it may
  be (includes the "sit" command).  
  Deliver:
  Deliver: Many pets (owls, most notably) have the ability to
  deliver items such as mail, size-appropriate packages etc. to
  distant locations.  
  Fetch:
  Fetch: Some animals have the capacity to retrieve objects that
  they recognize, but the complexity of the task may depend on
  their mental capacity.  
  Hunt:
  Hunt: Many pets can be self-sufficient and strive out on their
  own in search of food, but particularly trick-oriented pets may
  return with enough food for themselves and you!  
  Perform:
  Perform: The most wide-ranged trick category; asking an
  animal to carry out tricks that wouldn't occur to them naturally
  (such as "shake a paw" or "play dead") may require some one-
  on-one practice, but these unique tasks can be some of the
  most rewarding.
  Poor Pets
  Poor Pets
  Some wizarding families cannot spare the funds for lavish or
  costly pets, meaning that friendship must sometimes be
  found in unlikely or unluxurious places. These pets --
  however beloved -- tend to be run-of-the-mill, may be hand-me-
  downs, or even be older than most other pets.
  Spiders
  Spiders
  Like snakes, spiders tend to be owned by those with a knack
  for Dark magic, but there are a number of exceptions. Their
  supposed quirky appeal makes them an uncommon pet.
  Species include: the Tarantula.
  Spiders seem to lack the intelligence to follow commands,
  but can be magically compelled to attack, or influenced by
  other, more sinister creatures.
  Toads
  Toads
  These amphibians have as long an association with
  witchcraft as owls and cats. Species include: the Briar Toad,
  Common Toad, Crested Toad, Horned Toad, a Harlequin Toad,
  Natterjack Toad, and Western Green Toad.
  Toads cannot do many tricks, and won't attack, though they
  can be trained to perform in the Hogwarts "Frog Choir".
  Rats and Mice
  Rats and Mice
  Some rodents can make rewarding companions, despite the
  attitudes and stigmas surrounding them. Species include:
  Albino Rat, Black Rat, and Brown/Norway Rat -- Albino
  Mouse, House Mouse, and Harvest Mouse.
  These rodents only perform simple tasks, and can attack
  once before scuttling to safety.
  Common Pets
  Common Pets
  Common pets are the bread and butter of animals at
  Hogwarts; the majority of students' pets come from this list.
  Birds
  Birds
  While many students historically attend Hogwarts with owls,
  some arrive with other avian friends. Species include: Crows,
  Parrots, Pigeons, and Ravens.
  These birds, while not quite as magically inclined as owls,
  are capable of delivering mail and following some
  commands.
  Cats
  Cats
  Fickle feline friends, frequently believed to belong to witches
  as familiars throughout history. Species include: the Black
  Cat, Ginger Cat, Siamese Cat, Tabby Cat, and White Cat.
  Cats can perform a good number of tricks except, of
  course, they can be incredibly willful and tempermental.
  Dogs
  Dogs
  Loyal, and faithful guardians. Mundane species of dogs are
  sometimes kept by wizardfolk for a number of different
  purposes. Varieties include: Herding dogs, Hounds, Terriers,
  and Working dogs.
  Herding dogs (e.g., Sheepdogs, Collies, Corgis) excel at
  controlling livestock, Hounds (e.g., Beagles, Dachshunds,
  Bloodhounds) excel at tracking, Terriers (e.g., Jack Russel,
  West Highland) excel at hunting Tiny pests, and Working
  dogs (e.g., Great Danes, Rottweilers, Boxers) excel as service
  or guard dogs.
  Ferrets
  Ferrets
  These long, mischievous domesticated mammals are known
  to be kept by wizards. Species include: the Albino Ferret,
  Champagne Ferret, Chocolate Ferret, and Sable Ferret.
  Ferrets tend to have short attention spans, sometimes
  never showing any indication of even learning their own
  names, but can perform tricks with the right reinforcement.
  Owls
  Owls
  The quintessential pet, which is an integral part of the
  wizarding world's mail system. Species include: the Barn
  Owl, Barred Owl, Brown Owl, Eagle Owl, Screech Owl,
  Snowy Owl, and Tawny Owl.
  Owls are impressively intelligent birds, and are
  exceptionally competent at delivering and hunting.
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  Rabbits
  Rabbits
  A surprisingly uncommon pet under the Common rarity, as
  rabbits have long been associated with magicians, and not
  neccesarily wizards. Species include: Albino Rabbit, Brown
  Rabbit, and Lop Rabbit.
  Rabbits can be trained to a surprising extent, including a
  recognition of their names, but they tend to be timid.
  Snakes
  Snakes
  These reptiles tend to be sought out by certain Darks groups
  of witch and wizard, but the animals themselves aren't nearly
  as choosy. Species include: Ball Python, Corn Snake, and Rat
  Snake.
  Snakes don't generally understand commands, though
  their behaviour can be trained. However, Parseltongues can
  communicate with --- and therefore command --- snakes with
  ease.
  Rare Pets
  Rare Pets
  Some pets are either harder to come by, or are exclusive to
  the magical world, and may have magical properties. These
  animals can be sometimes be symbols of status, or simply an
  example of wizardkind's achievements.
  Augerys
  Augerys
  Also known as an Irish phoenix; a shy, thin and mournful
  looking bird, with greenish black feathers and a sharp beak.
  Augerys are tied closely to divination; it was long believed
  that the mournful cry of theirforetold death, and wizards
  would go to great lengths to avoid augurey nests. This myth
  has been dispelled; the instead of the augery instead predicts
  imminent rainfall.
  Augerys make for decent pets and weather forecasters, and
  can perform a number of tasks when the weather is clear.
  Bats
  Bats
  This flying mammal is native to many parts of the world, and
  is sold at the Magical Menagerie in Diagon Alley. Species
  include: the Albino Bat, Fruit Bat, and Vampire Bat.
  Bats in the muggle world aren't suited for domestication,
  though the bats bred and sold in Diagon Alley are capable of
  delivering mail and other tasks. They require a lot of free
  range, namely the freedom to fly about the Hogwarts
  grounds.
  Crups
  Crups
  A Crup is a small wizard-bred dog, which strongly resembles
  a Jack Russell Terrier, but with a tail that is forked into two
  prongs. Crups are bred to be faithful and loyal to wizardkind,
  and ferocious towards muggles, making them popular among
  Pureblood families.
  Crups take very well to commands, so long as the issuer is
  a witch or wizard.
  Double-ended Newts
  Double-ended Newts
  These are magical amphibians kept as pets by witches and
  wizards, which appear to be two newts sharing the same
  body.
  Double-ended Newts can't seem to do any tricks, and
  require an amphibious habitat to house, but are charismatic
  pets nonetheless.
  Jarveys
  Jarveys
  A jarvey resembles an overgrown ferret. Jarveys are capable
  of human speech, but a meaningful conversation with a
  Jarvey is impossible; they use short, usually rude, statements
  and phrases in an almost constant stream. Jarveys live below
  ground, and their diet consists of moles, voles, rats, and
  Gnomes.
  Jarveys cannot really be domesticated, they're too crass and
  capricious for that. However, they are sometimes employed to
  de-gnome gardens, although their methods are particularly
  brutal.
  Knarls
  Knarls
  Knarls are nearly indistinguishable from common
  hedgehogs, save for one behaviour; when food is left out for a
  hedgehog it will appreciate and enjoy the gift, but a knarl will
  see it as an attempt to lure it into a trap. If offended, knarls
  can savage garden plants and ornaments.
  Knarls can be domesticated, often for the purpose of
  collecting the quills they shed; their megical quills are
  commonly used and experimented with as potions
  ingredients. They are intelligent enough to follow simple
  tasks, but won't attack unless threatened or offended. Badly
  offending your knarl may result in their departure.
  Kneazles and Half-Kneazles
  Kneazles and Half-Kneazles
  A Kneazle is a magical feline creature which makes an
  excellent pet, if they like their witch/wizard. They have
  spotted, speckled or flecked fur, large ears and a plume-ended
  tail. Kneazles are very intelligent and capable of aggression;
  so much so that they require a license to own. However, they
  can also be crossbred with cats to produce half-kneazle cats.
  Kneazles are able to respond to most any command and
  are fierce combatants, but will only associate with their
  worthy owners.
  Half-kneazles are nearly as intelligent as their full-blooded
  family, and more intelligent than cats. They are capable of
  more tricks than cats, but have the same temperment.
  Nifflers
  Nifflers
  These magical marsupials are generally harmless, but are
  magpie-like in nature, as they have a taste for shiny treasures
  and will actively seek them out. The pouch on their bellies
  hold effects similar to that of an Undetectable Extension
  Charm, and can fit plenty of wealth inside.
  Nifflers are more often kept as pets and employed by
  goblins than witches or wizards. They are willful and timid,
  but can be instructed to carry out tasks for those they trust.
  Peacocks
  Peacocks
  Peacocks tend to be a status symbol rather than an honest
  pet endeavour. Species include: the Albino Peacock, Indian
  Peafowl, and Green Peafowl.
  Peacocks are prideful and can fly but their ability is limited;
  they won't deliver mail over very far distances, and will keep
  to the Hogwarts grounds.
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  Puffskeins
  Puffskeins
  A small magical beast, spherical in shape and covered in soft
  fur, with long pink tongues which they use to scavenge
  anything from leftovers to spiders. They're a popular
  wizarding pet worldwide. Species include: the Standard
  Puffskein, Pygmy Puffs (brightly coloured miniatures, bred by
  Weasleys' Wizard Wheezes), and Fanged Puffskeins (illegal).
  Puffskeins don't do much, though they can accomplish a
  thing or two for their beloved owner. They do emit a low,
  pleasant humming sound when content.
  Transforming Rabbit
  Transforming Rabbit
  A fluffy white rabbit which is enchanted to be able to
  transform into a smart looking silk top hat at will. These
  rabbits are for sale at the Magical Menagerie in Diagon Alley.
  Like regular rabbits, they can be trained to a minor extent,
  though this magical breed can be trained to transform back
  and forth on command.
  Very Rare Pets
  Very Rare Pets
  These creatures are magical, willful and potentially
  dangerous, if treated without due respect. Companionship
  with these animals may require a powerful bond or respect.
  Bowtruckles
  Bowtruckles
  These tiny magical stick creatures flock to trees with wand-
  quality wood, and are incredibly difficult to spot in their
  natural habitats.
  These creatures are as choosy when it comes to trusting
  non-Bowtruckles as when discerning the wand-worthy trees
  they call home. However, a witch or wizard than earns their
  trust may find themselves a lifelong friend, one with
  incredibly dextrous skills.
  Dragons
  Dragons
  Giant, dangerous, and impossible to domesticate, though
  some people are trained to work with them.
  Some dragon breeds, upon hatching, may temporarily
  imprint on a witch or wizard, but will slowly become too
  dangerous to keep as they grow.
  Golden Snidget
  Golden Snidget
  A small golden bird with fully rotational wings, best known
  for early use in the game of Quidditch, eventually being
  replaced by the Golden Snitch. In modern times however, it is
  a protected species, as they were in danger of being hunted to
  extinction by wizards. Snidgets are also rather fragile, and
  can be crushed by the human grip.
  Snidgets are difficult to acquire, and incredibly flighty, but
  can be loyal to a witch or wizard which protects it.
  Hoo-Hoo
  Hoo-Hoo
  A species of firebird native to Japan, similar to a phoenix but
  with majestic, multicoloured plumage. A hoo-hoo's body is
  said to symbolize the celestial bodies, and is closely tied to
  astrology and divination: the head is the sky, the eyes are the
  sun, the back is the moon, the wings are the wind, the feet are
  the earth, and the tail is the planets.
  It is also a symbol of high virtue, grace, and world peace;
  hoo-hoo sightings have been associated with the rise of a new
  emperor. When Japan defeated the American national
  Quidditch team in for third place in the 2014 World Cup,
  Japan presented them with a hoo-hoo chick. Sightings of a
  hoo-hoo associating with dragons however can be a negative
  omen, sometimes foretelling the death of a leader.
  Hoo-hoos have simliar capabilities and magics to
  phoenixes.
  Phoenixes
  Phoenixes
  Sizeable scarlet coloured birds which glow faintly, as if their
  feathers are hot to the touch. Phoenixes are essentially
  immortal, and are powerfully magical; they regenerate in a
  burst of flames upon death, can travel in a similar burst of
  flames as if by Apparition, have potent healing tears and
  birdsongs, and are capable of carrying great weight.
  Few have ever domesticated them, but they prove to be
  extremely loyal. Once their owners pass on, they depart onto
  their own paths rather than finding new masters.
  Runespoors
  Runespoors
  A three-headed snake native to the African country of
  Burkina Faso. Runespoors are commonly six to seven feet
  long, with orange and black stripes.
  According to writings from Parselmouths, each of the
  Runespoor's heads serves a different function: the left head is
  the planner (which decides where the runespoor goes and
  what it will do next), the middle head is the dreamer (which
  can sometimes get lost in glorious visions and imaginations),
  and the right head is the critic. The right head's fangs are
  highly venomous.
  Runespoors, like snakes, are difficult to command, but
  their relative intelligence and power attracts the likes of
  Parselmouths and Dark wizards.
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  Chapter 7: Living, Basics and Courses at
  Chapter 7: Living, Basics and Courses at
  Hogwarts
  Hogwarts
  H
  ogwarts School of Witchcraft and Wizardry is
  the main setting of the game. Students begin
  attending at age eleven, and graduate at age
  seventeen or eighteen. As such, much of the
  story will take place during this time. A single
  campaign arc can be fit into a school year,
  depending what the DM has in store.
  Underage wizards aren't supposed to use magic outside of
  school, and so there is little room for adventuring during the
  two month break from school. However, there is room for
  character growth during that period, and during life
  threatening situations students are permitted to use magic to
  defend themselves. In areas not populated by muggles (i.e.,
  Diagon Alley and Hogsmeade), they can use most magic
  freely.
  This chapter will cover the basics of living within
  Hogwarts. along with sections about classes and workloads,
  and how they may function.
  The difficulty of interpreting courses
  The difficulty of interpreting courses
  Courses in Harry Potter are a literary device, generally for the
  characters to interact with one another and garner information
  for the plot. Early on, they may also be used to demonstrate
  game mechanics. However, some obstacles in storytelling may
  arise with classes:
  Firstly, actual school schedules are difficult to interpret from
  the books; while there is a general outline of when classes
  occur (morning, evening, midnight), there is no exact
  timetable for each school year.
  Secondly, all the courses in the books are viewed from the
  perspective of Gryffindor students. This leaves a lot up to
  interpretation, in a game that should incorporate all houses.
  Finally, while classes are central to the Harry Potter story
  format, every DM will have their own ideas of how they should
  be run. Please feel free to interpret and tweak the content in
  these books, and come forward with any feedback or
  suggestions!
  Needs
  Needs
  As in D&D 5e, a character's needs play a factor into how
  effective they are to the party unit. Overtired students cannot
  study effectively; hungry Aurors cannot focus on tasks at
  hand.
  One pound of food a day is required to survive. While at
  Hogwarts, meals are provided at several times throughout
  the day. Breakfast occurs from 7:00am-9:00am, Lunch from
  12:00pm-2:00pm, and Dinner from 6:00pm-8:00pm. The
  meals at Hogwarts have a large selection of English meals,
  served buffet style in the Great Hall.
  When outside of school, many pubs and restaurants exist
  within both the muggle and wizarding worlds. In the event
  you are miles away from civilization, hopefully you've
  accounted for rations and such!
  Sleep is also a requirement for a successful life. Students
  have their own beds in their house dormitories, and between
  the hours of 8:00am-8:00pm they have the opportunity to get
  in a long rest. Naps count as a short rest, though napping in
  class is unadvsied as you may risk losing house points or
  even detention.
  Hogwarts Trimesters and
  Hogwarts Trimesters and
  Special Events
  Special Events
  Students in the wizarding world spend much of their pre-
  teen/young adult life in the care of their nation's respective
  schools.
  Students spend ten months out of the year in school for a
  period of three trimesters. Starting on September 1st,
  students board the Hogwarts express on platform 9 3/4 to
  take them to school. In December comes their first vacation
  and the end of the first trimester; Christmas. Following the
  holiday break, they proceed until Easter, which marks spring
  break and the end of the second trimester. Finally they
  continue their lessons until they depart from Hogsmeade
  station at the end of June for their summer vacation, marking
  the end of their third and final trimester.
  Hogwarts has been home to a number of special events,
  such as the Triwizard Tournament, and hosts their own, such
  as the holiday feasts. Holidays tend to be a time of joy and
  mirth within Hogwarts, even if there are only small pockets of
  students left in the castle during those times. Halloween is
  the first major feast students enjoy. Christmas break follows,
  which is a time that the majority of students return home for
  a week (though this is arguably the best time to go snooping
  around or adventuring since there aren't any classes).
  Following this holiday, the year continues until the Easter
  break and feast.
  Third Year students and older may also visit the village of
  Hogsmeade once a trimester, on a weekend. However, as
  Hogsmeade is a hub village with plenty of shops and
  opportunities for quests or mischief, the DM may want to
  allocate one weekend per month for Hogsmeade trips.
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  Courses, Schedules, &
  Courses, Schedules, &
  Learning in the Classroom
  Learning in the Classroom
  Classes are an important part of any Harry Potter based
  roleplaying game. They are where a character meets their
  teachers, classmates, and interacts with other players; their
  peers. More imporantly, its where you learn spells. Unlike
  found, bought or earned spellbooks, spells taught in class do
  not require downtime activities to learn, rather they require
  passing the challenges set in class. These may be a series of
  ability and skill checks, or successfully completed practical
  students (such as defeating creatures, or solving
  mazes/puzzles).
  Only spells relevant to your current year at Hogwarts will
  be taught in your classes. However, spells from a higher year
  can still be found, bought, or earned based on the discretion
  of the DM. Some spells may not be taught in class in their
  specific year, in which case they are still obtained by other
  means. Generally, classes are also used to convey information
  to the characters. Likewise, within the story classes present
  an opportunity for the players to interact with their teachers
  and fellow students.
  Learning
  Learning
  Courses follow several patterns of learning: exams, note
  taking, and practical lessons. Though not strictly required,
  they add a layer of interactivity to a character's education.
  Exams: All classes have an exam portion to them. Passing
  exams requires successful Intelligence checks.
  Note Taking: Generally notes are taken during class lectures
  with successful Intelligence checks, and studying better
  notes can result in advantage on exams.
  Practical Lessons: Likely the most common form of classes
  the players will want to encounter, this is where they learn
  and apply spells, and combat creatutes. Various ability and
  skill checks may apply.
  Courses
  Courses
  In the books, classes are attended by different mixes of
  Hogwarts houses, depending on the subject; some
  compulsory subjects are attended by only one house at a
  time, while some subjects are taught in split house classes,
  and the most scarcely attended classes are shared amongst
  all houses at once. In-game, classes may have all houses
  mixed together at the DM's discretion because of the party's
  composition.  
   
  The seven compulsory, core classes taught at Hogwarts that
  students must take until their sixth year are as follows:
  Astronomy: The study of the stars and heavens. Astronomy
  work generally requires memorizing star patterns and the
  movement of the planets, while correctly describing their
  traits and drawing out diagrams of them. Astronomy
  classes are held Monday-Thursday at midnight.
  Charms: A field of magic that focuses on altering the
  preexisting conditions of an item, changing its color or
  weight. Charms classes focus on practical training,
  generally testing spells on fellow classmates or creatures.
  Defense against the Dark Arts: Defense against the Dark
  Arts is one of the most practical of the Hogwarts courses.
  You will learn charms, jinxes, hexes, and curses in this
  course in preparation to defend yourself. Not only do you
  learn defense, but also how to combat Dark and malevolent
  creatures, sometimes either tracking them down on the
  grounds or by encountering them in a classroom setting.
  Herbology: A very hands on course, you will be learning
  about and maintaining a number of magical plants, herbs,
  and fungi. For the aspiring potioneer, this is a required
  course .
  History of Magic: Considered the most boring course in
  Hogwarts long history, it teaches the fundamentals of the
  wizarding worlds history. This is a notes and exam only
  course, and is generally dropped by most students by their
  six year.
  Potions: Every witch or wizard can make use of potions in
  their daily lives. From brewing simple home remedies to
  the complex and dangerous Polyjuice Potion (mainly used
  for espionage by Aurors), it is one of the most useful
  courses students can take. The classes consist of potion
  theory (how reagents can possibly interact with each other)
  and actual potion-making. 
      Potions ingredients may be provided for in-class potion-
  making, though some rarer ingredients for personal use
  may need to be retrieved or purchased. Some potions
  equipment is also available here, though cauldrons, vials
  and other such things must be purchased before school
  starts in September.
  Transfiguration: Similar to charms, transfiguration focuses
  on transforming an objects being; altering it’s main
  structure and purpose. Spells that give facsimile of life to
  inanimate objects, or transforms them to other things. You
  spend most classes testing your abilities to transfigure, but
  you may also study the theory of Transfiguration.
  After their second year, students choose (at least) two elective
  classes:
  Arithmancy: An obscure branch of divination, it is predicting
  the future using advanced mathematical formulations.
  Care of Magical Creatures: An extremely practical class,
  players will study and interact with various magical beasts.
  Divination: A course focusing on predicting the future
  through various methods such as tea leaves and gazing
  into crystal balls. The most dubiously held subject at
  Hogwarts, though students can make use of the Divination
  equipment belonging to the school here.
  Muggle Studies: Not the most interesting class, nevertheless
  it is a recommended course for those looking to work in
  the field. Helps non-muggleborn wizards learn to interact
  with the non-magical folk easier by understanding them
  slightly better.
  Study of Ancient Runes: A straightforward course, you
  study to learn how to read and interpret ancient runes
  found scattered throughout the wizarding world.
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  Chapter 8: List of Spells by Difficulty
  Chapter 8: List of Spells by Difficulty
  Year 1
  Year 1
  Charms
  Charms
  Aberto
  Alohomora
  Aparecium
  Baubillious
  Colloportus
  Colovaria
  Diffindo
  Incendio
  Incendio Frigus
  Locomotor
  Lumos
  Lumos Maxima
  Lumos Solem
  Meteolojinx
  Nox
  Periculum
  “Point Me”
  Reparo
  Scourgify
  Spongify
  Verdimillious
  Wingardium Leviosa
  Transfiguration
  Transfiguration
  Aguamenti
  Crinus Muto
  Lapifors
  Jinxes & hexes
  Jinxes & hexes
  Cantis
  Colloshoo
  Epoximise
  Mucus ad Nauseam
  Rictusempra
  Steleus
  Curses
  Curses
  Arania Exumai
  Locomotor Wibbly
  Locomotor Mortis
  Petrificus Totalus
  Counters
  Counters
  Finite
  Protego
  Healing Spells
  Healing Spells
  Anapneo
  Year 2
  Year 2
  Charms
  Charms
  Arresto Momentum
  Engorgio
  Erecto
  Expelliarmus
  Impervius
  Informous
  Reducio
  Transfiguration
  Transfiguration
  Avifors
  Fumos
  Reparifarge
  Jinxes & hexes
  Jinxes & hexes
  Alarte Ascendare
  Flipendo
  Flipendo Duo
  Illegibilus
  Slugulus Eructo
  Tarantallegra
  Curses
  Curses
  Everte Statum
  Mimblewimble
  Year 3
  Year 3
  Charms
  Charms
  Bublet
  Carpe Retractum
  Finestra
  Glacius
  Glacius Duo
  Glacius Tria
  Herbifors
  Incendio Duo
  Mobiliarbus
  Mobilicorpus
  Muffliato
  Quietus
  Revelio
  Sonorus
  Transfiguration
  Transfiguration
  Draconifors
  Jinxes & hexes
  Jinxes & hexes
  Mucus ad Vespertilio
  Bombarda
  Densaugeo
  Levicorpus
  Relashio
  Riddikulus
  Waddiwasi
  Curses
  Curses
  Expulso
  Flipendo Tria
  Orbis
  Counters
  Counters
  Finite Incantatem
  Healing Spells
  Healing Spells
  Episkey
  Year 4
  Year 4
  Charms
  Charms
  Accio
  Depulso
  Herbivicus
  Obscuro
  Transfiguration
  Transfiguration
  Orchideous
  Jinxes & hexes
  Jinxes & hexes
  Entomorphis
  Furnunculus
  Ventus
  Year 5
  Year 5
  Charms
  Charms
  Ascendio
  Confundo
  Deletrius
  Descendo
  Duro
  Flagrate
  Geminio
  Silencio
  Transfiguration
  Transfiguration
  Defodio
  Evanesco
  Glisseo
  Jinxes & hexes
  Jinxes & hexes
  Anteoculatia
  Ebublio
  Impedimenta
  Inflatus
  Langlock
  Curses
  Curses
  Calvario
  Conjunctivito
  Reducto
  Stupefy
  Counters
  Counters
  Protego Horribilis
  Protego Totalum
  Healing Spells
  Healing Spells
  Ferula
  Rennervate
  Year 6
  Year 6
  Charms
  Charms
  Cave Inimicum
  Deprimo
  Homenum Revelio
  Incendio Tria
  Transfiguration
  Transfiguration
  Aqua Eructo
  Avis
  Jinxes & hexes
  Jinxes & hexes
  Bombarda Maxima
  Oppugno
  Curses
  Curses
  Flagrante
  Year 7
  Year 7
  Charms
  Charms
  Expecto Patronum
  Fianto Duri
  Legilimens
  Partis Temporus
  Portus
  Transfiguration
  Transfiguration
  Apparition
  Diminuendo
  Inanimatus Conjurus
  Homorphus Charm
  Piertotum Locomotor
  Serpensortia
  Curses
  Curses
  Avada Kedavra
  Confringo
  Crucio
  Fiendfyre
  Imperio
  Incarcerous
  Sectumsempra
  Counters
  Counters
  Surgito
  Counters
  Counters
  Protego Diabolica
  Protego Maxima
  Healing Spells
  Healing Spells
  Brackium Emendo
  Vulnera Sanentur
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  Chapter 9: Charms
  Chapter 9: Charms
  C
  harm spells are numerous, due to the fact that
  they are much easier than Transfiguration, but
  are equally as useful. Charms add properties to a
  target or affects them physically, focusing on
  altering what an object or creature does, unlike
  Transfiguration, which alters what a target is. In
  some cases, the caster will conjure up temporary
  effects.
  These range from the useful Scouring Charm that all
  households need to know, to the invaluable Shielding Charm;
  an invisible and powerful shield that protects the caster from
  harmful spells. In this section we will alphabetically list many
  of the most useful charms in the wizarding world, along with
  the year they are normally taught at Hogwarts.
  Aberto (Opening Charm)
  Aberto (Opening Charm)
  First Year
  Pronunciation: Uh-bare-toe
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Instantaneous
  A Charm used to open objects such as doors or windows.
  Does not work on locked objects, nor bewitched objects
  requiring a password or passphrase to answer.
  Accio (Summoning Charm)
  Accio (Summoning Charm)
  Fourth Year
  Pronunciation: AS-see-oh
  Casting Time: Instant
  Range: 1000 feet
  Component: V, S
  Duration: Instantaneous
  This charm summons an object to the caster. It can be used
  in two ways; either by casting the charm and then naming the
  object desired, or by pointing your wand at the desired object
  during or immediately following the incantation to "pull" the
  target toward the caster; after the incantation, the item the
  caster is trying to summon must be clearly named. The caster
  must roll a Wisdom saving throw (DC 10) to summon objects
  they cannot see. The caster doesn't necessarily need to know
  the location of the target if they say the name of the object to
  be summoned, it just has to be within range. Semi-sentient or
  sentient items may choose not to be summoned, instead.
  Alohomora (Unlocking Charm)
  Alohomora (Unlocking Charm)
  First Year
  Pronunciation: al-LOH-ha-MOHR-ah
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Instantaneous
  Used to unlock locked objects; it can unseal objects upon
  which the Locking Spell has been cast, although it is possible
  to bewitch objects to resist the spell if the object itself
  requires something other than a key to unlock it (such as
  puzzles or passwords).
  Aparecium (Revealing Charm)
  Aparecium (Revealing Charm)
  First Year
  Pronunciation: AH-par-EE-see-um
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Instantaneous
  This spell is used to render invisible ink visible. Can only be
  used one page at a time.
  Arresto Momentum (Decrease Velocity
  Arresto Momentum (Decrease Velocity
  Charm)
  Charm)
  third Year
  Pronunciation: ah-REST-oh mo-MEN-tum
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Up to 10 minutes or until target hits the ground
  Used to decrease the velocity of a moving target; it should be
  noted that it can be used on multiple targets, as well as on the
  caster himself. Does not stop the target, simply slows them
  down.
  Doubles the height needed for fall damage to take effect; Fall
  damage will only occur every 20ft. to a maximum height of
  200ft.
  Ascendio (Sudden Rise Charm)
  Ascendio (Sudden Rise Charm)
  Fifth Year
  Pronunciation: ah-SEN-dee-oh
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: 30 seconds
  Lifts the casters wand high into the air. The wand will shoot
  up and not be slowed down by anything holding onto it (such
  as the caster). One must be very careful, for serious damage
  can occur, either from falling or shooting into an object.
  The wand will fly to a maximum height of 40ft. And a
  maximum distance of 30ft. The wand will only fly upwards. If
  the caster hits an object while flying they will take an instant
  4d10 bludgeoning damage.
  Avenseguim (Tracking Charm)
  Avenseguim (Tracking Charm)
  Fifth Year
  Pronunciation: ah-ven-SEH-gwim
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: 24 hours
  This spell bewitches an discarded or unattended object,
  turning it into a tracking device. The object immediately rises
  up to fly, walk or hop in the direction of its origin, oftentimes
  being its owner.
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  A Tiny object gains a a speed of 30 feet, while a Small object
  gains a speed of 15 feet. Any object larger than Medium sized
  gains no movement speed, but turns in the direction of its
  origin instead. Objects affected by this spell can be impeded
  without much effort, pausing their progress towards their
  goal.
  Baubillious (Bauble Charm)
  Baubillious (Bauble Charm)
  First Year
  Pronunciation: baw-BIL-ee-us
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: 3 days
  Creates golden baubles from the tip of the casters wand that
  emit a faint 10ft. radius of light. They simply float in place,
  hovering slightly. The bauble size is variable, can be made
  larger or smaller with concentration but the amount of light
  does not change. They can be moved around freely and
  simply float until popped (like a bubble) with a wand or will
  eventually dissipate after several days.
  Bublet (Bubble-Head Charm)
  Bublet (Bubble-Head Charm)
  Third Year
  Pronunciation: bub-let
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Up to 1 hour, or until popped
  Produces a large, clear bubble of air around the head of the
  user; it is commonly used as the wizarding equivalent of a
  breathing set. The bubble is strong enough to withstand a
  massive source of encompassing pressure (such as being
  submerged in water). Despite being an enclosed area, you
  cannot suffocate within the bubble. To remove the charm,
  simply pop it using the tip of any wand.
  Caeruleum (Blue-Flare Charm)
  Caeruleum (Blue-Flare Charm)
  Pronunciation: SAY-rue-lee-um
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 1 round, 10 minutes
  A spell that shoots a weak blue flares out the tip of the
  casters wand. The flare emits a light source within a 20ft.
  radius of it’s location for one round of combat, or 10 minutes
  outside of combat.
  The flare does 1d4 bludgeoning damage in combat, and
  sticks to the target for the remainder of the round unless
  extinguished.
  Carpe Retractum (Seize and Pull Charm)
  Carpe Retractum (Seize and Pull Charm)
  Third Year
  Pronunciation: CAR-pay ruh-TRACK-tum
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Until broken or released
  Produces a three pronged swirling orange rope made of light
  from the caster's wand, which will wrap around and
  potentially pull a target toward the caster. When used on
  inanimate objects caster must make an Strength saving
  throw (DC 10). If succesful, the object is pulled towards the
  caster. If failed or used on immovable objects, the caster will
  be pulled towards the object instead.
  Living targets of Medium size must make a Strength saving
  throw (DC 10). If they succeed, then they reverse the pull
  effect and pull the caster towards them.
  Targets of Large or Gargantuan size resist the pull effect,
  instead the caster will be pulled towards them automatically.
  Cannot work on non-corporeal or non-physically solid
  objects. Creatures (Such as Oozes) are immune, the rope will
  simply shoot through them and flop around.
  Cave Inimicum (Safe-Space Charm)
  Cave Inimicum (Safe-Space Charm)
  Sixth Year
  Pronunciation: KAH-vay ih-NIH-mih-kum
  Casting Time: 10 minutes
  Range: 5 feet
  Component: V, S
  Duration: 1 day
  The caster draws out a space (with a maximum radius of 25
  feet) that will hide all traces of the caster and anyone else
  within the space from those outside it. Once the caster leaves
  the space, or someone else enters, the charm is instantly
  broken.
  Colloportus (Locking Charm)
  Colloportus (Locking Charm)
  First Year
  Pronunciation: cul-loh-POR-tus
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Indefinitely
  Locks things that can be locked, but only if they have a
  functional locking mechanism. This spell does not create a
  lock, it simply utilizes the mechanism in place. If there is no
  lock, the spell fails.
  Colovaria (Color Change Charm)
  Colovaria (Color Change Charm)
  First Year
  Pronunciation: co-loh-VA-riah
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Indefinitely
  Changes the target items color. Works on inanimate objects
  that can be dyed; objects such as banners, robes, or
  parchment. Will also work on certain charms and spells
  (such as Baubillious) to change their colors. The color is
  determined by the caster, they must simply say it out loud
  after the incantation. Will not work on living targets, or parts
  of living targets (such as hair or nails).
  Confundo (Confundus Charm)
  Confundo (Confundus Charm)
  Fifth Year
  Pronunciation: con-FUN-doh
  Casting Time: Instant
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  Range: 60 feet
  Component: V, S
  Duration: 3 rounds, 1 hour, concentration
  Causes the victim to become confused and befuddled. Target
  must make a Wisdom saving throw (DC 15) to resist the
  effects; If they fail they gain the stunned condition.
  During combat, affected targets retain the condition for 3
  rounds or until countered. The caster can choose to focus
  concentration on the target, holding the condition indefinitely
  until attacked or they release it.
  Deletrius (Eradication Charm)
  Deletrius (Eradication Charm)
  Fifth Year
  Pronunciation: deh-LEE-tree-us
  Casting Time: Instant
  Range: Self (10-foot cone)
  Component: V, S
  Duration: Instantaneous, concentration Despite the name,
  the spell is simply used to dissipate non-corporeal fogs and
  mist, will work on very thin or fine physical objects (such as
  parchment or leaves). Can be used to dissipate certain
  spells, charms, and items causing such effects. To remove
  larger hazards, objects, or spells caster will have to use it
  as a concentration spell, making them vulnerable.
  The caster can remove every applicable effect within a 10
  foot cone of their wand tip. Everyminute of concentration ,the
  cone expands infintiely outwards, up to a 30ft. cone.
  Depulso (Banishing Charm)
  Depulso (Banishing Charm)
  Fourth Year
  Pronunciation: deh-PUL-soh
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: Instantaneous
  The opposite of the summoning charm, this spell is used to
  make the target fly toward a specific location. The object in
  question must be seen by the caster, either directly or
  through objects (such as mirrors). Object can be sent as far as
  60 feet away from the caster.
  Sufficently sturdy objects can be weaponized, doing 1d6 per
  10ft. of range they are expelled. Damage type is determined
  by the objects.
  Deprimo (Depression Charm)
  Deprimo (Depression Charm)
  Sixth Year
  Pronunciation: DEE-prih-moh
  Casting Time: 10 minutes
  Range: 15 feet
  Component: V, S
  Duration: Concentration, up to 10 minutes
  This spell places immense downward pressure on the target,
  which may result in the violent fracturing of said target. The
  pressure buildup isn’t instant, and the target must remain
  still. Can easily be avoided by simply moving, thus living
  targets are not recommended. If used on an immobilized
  living target, does 2d10 force damage per round that the
  target remains within range.
  Descendo (Shooting Down Charm)
  Descendo (Shooting Down Charm)
  Fifth Year
  Pronunciation: deh-SEN-doh
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: 30 seconds
  The opposite of Ascendio, this spell causes the caster wand
  to move downwards. Much like it’s complimentary cousin,
  caution must be taken with this spell for clumsy and
  unprepared users are prone to damage or injury.
  The wand will fly to a maximum height of 40ft. And a
  maximum distance of 30ft. The wand however only flys
  downwards. It is not recommended to use on solid ground, or
  the caster takes 4d10 bludgeoning damage from flinging into
  the ground.
  Diffindo (Severing Charm)
  Diffindo (Severing Charm)
  First Year
  Pronunciation: dih-FIN-doh
  Casting Time: Instant
  Range: Touch, 15 feet
  Component: V, S
  Duration: Instantaneous, concentration
  Rips, tears, cuts, or shreds a few inches from the point of the
  wand or up to 15 feet. It is essentially the magical equivalent
  of a pair of scissors. If used as a concentration, the spell can
  be used to continuasly cut an object.
  Can cause minor injuries if used in combat; on a successful
  attack roll, a target within range takes 1d4 slashing damage.
  Once cast, players may choose to maintain the spell with
  concentration. If used as a concentration spell in combat, the
  target takes 1d4 slicing damage at the begining of the casters
  next turn, no attack roll needed. A moving target can't be
  targeted in this way.
  Dissendium (Charm)
  Dissendium (Charm)
  Unknown
  Pronunciation: dih-SEN-dee-um
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Instantaneous
  Can open certain secret passages within Hogwarts. Has no
  effect outside of these passages however.
  Duro (Hardening Charm)
  Duro (Hardening Charm)
  Fifth Year
  Pronunciation: DOO-roh
  Casting Time: Instant, concentration
  Range: 15 feet
  Component: V, S
  Duration: One minute, indefinitely
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  This charm transforms the target into solid stone. Living
  targets must make a Strength saving throw (DC 15). On a
  failed save, it is Restrained as its flesh begins to harden. On a
  successful save, the creature isn't affected. A creature
  Restrained by this spell makes Constitution saving throws at
  the end of each of its turns. If it successfully saves against
  this spell three times, the spell ends.
  If it fails saves three times, it is turned to stone and subjected
  to the Petrified condition. The successes and failures don't
  need to be consecutive. If you maintain your Concentration
  on this spell for the entire possible Duration, the creature is
  turned to stone until the effect is removed. The condition
  lasts until countered or the statue is shattered.
  Inanimate objects are transformed instantly and will
  noticably appear to be made of rock. The physical qualities of
  rock are applied.
  Engorgio (Engorgement Charm)
  Engorgio (Engorgement Charm)
  Second Year
  Pronunciation: en-GOR-jee-oh
  Casting Time: Concentration
  Range: 5 feet
  Component: V, S
  Duration: Indefinitely
  Causes a target object or creature to swell in physical size.
  Target will continue growing until the caster stops
  concentrating, allowing it to remain one size larger until
  countered or reversed.
  Erecto (Setup Charm)
  Erecto (Setup Charm)
  Second Year
  Pronunciation: eh-RECK-toh
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: Indefinitely
  Used to erect a structure, such as tents or a canopy. To use
  the spell, the structure must have an established support
  system or it won’t work.
  Expecto Patronum (Patronus Charm)
  Expecto Patronum (Patronus Charm)
  Seventh Year
  Pronunciation: ecks-PECK-toh pah-TROH-numb
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Concentration
  This charm conjures a spirit-like incarnation of positive
  emotions to defend against Dark creatures; it can also send
  messages to other witches or wizards. It seems one's
  Patronus will take the form of something important to the
  caster and can change when they have undergone a period of
  heightened emotion. A patronus has some level of sentience,
  and can be given a certain level of free reign as well (such as
  pacing). However they have no physical effect on anything
  corporeal or solid, and take concentration to maintain their
  full form.
  The caster must make an Intelligence to determine the
  success of the spell; for a patronus to take it’s corporeal form,
  the check must be 15 or higher. Checks of 10 to 14 summon
  a silvery shield 5 feet in front of the caster that dark creatures
  cannot break or penetrate. Checks below 10 cause the spell
  to fail. A corporeal patronus (of any form) does 3d10 radiant
  damage to dark creatures within 15ft.; the patronus can only
  move 30 feet and exclusively on the casters turn. Dark
  creatures are repelled by it and do not move within 5 feet of a
  corporeal patronus willingly.
  A corporeal patronus can be used to quickly send short
  verbal messages to others. The patronus shares it’s
  knowledge with it’s caster; it won’t be able to find anyone the
  caster wouldn’t know how to find.
  Expelliarmus (Disarming Charm)
  Expelliarmus (Disarming Charm)
  Second Year
  Pronunciation: ex-PELL-ee-ARE-muss
  Casting Time: Instant, or 1 reaction when targeted by an
  attack
  Range: 30 feet
  Component: V, S
  Duration: Instantaneous.
  Knocks whatever the victim is holding (usually an opponents
  wand) out of their hand. Targets must make a Strength saving
  throw (DC 5) to see if they lose the wand. On critical rolls, the
  target automatically will fail the saving throw, and they are
  knocked back 10ft., making them take 1d10 force damage,
  and an addition 1d10 bludgeoning damage if they hit a solid
  object.
  The spell may be used as a reaction during combat, targets
  must be within range of the caster.
  Fianto Duri (Hardening Charm)
  Fianto Duri (Hardening Charm)
  Seventh Year
  Pronunciation: fee-AN-toh DOO-ree
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 3 rounds, or until dissipated
  A defensive charm which strengthens shield spells (but not
  barriers) by creating a noticeable diamond like coating
  around them. This makes the spell significantly stronger but
  also more noticeable. The effects last until the original spell
  ends. Adds 20 AC to all Shield spells it’s cast on.
  Can also be used to strengthen an inanimate objects, giving
  them the same diamond like coating. When used on an
  inanimate object (such as the casters robes) in combat, the
  spell last for 3 rounds. Adds 15 AC to inanimate objects for
  the duration of the spell.
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  Finestra (Glass Shattering Charm)
  Finestra (Glass Shattering Charm)
  Third Year
  Pronunciation: fi-NESS-tra
  Casting Time: Instant
  Range: 10 feet
  Component: V, S
  Duration: Instantaneous
  A spell which shatters glass in a discreet and quiet manner.
  Simply produces a sound similar to gently falling sand.
  Flagrate (Heated Words Charm)
  Flagrate (Heated Words Charm)
  Fifth Year
  Pronunciation: fluh-GRAH-tay
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: 30 minutes
  Not to be confused with the Flagrante Curse. Produces fiery
  marks out of the tip of the caster wand which can be used to
  write in mid-air. The marks are easily dispersed, and despite
  appearances do not burn those who touch them. Letters and
  shapes drawn out can be moved around with the wand used
  to draw them.
  Marks produce a faint 5ft. radius of light.
  Geminio (Gemino Charm)
  Geminio (Gemino Charm)
  Fifth Year
  Pronunciation: jeh-MIH-nee-oh
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Indefinitely
  Creates an identical, albeit useless and inferior copy of the
  target item. Only works on inanimate objects. Any abilities,
  bewitchments, charms, hexes, and/or enchantments on the
  object are not copied.
  Copied items will rust and wear down at double the rate of
  the normal copy, making them worthless. Will not work on
  currency, as the serial number is always copied. Never try to
  trick a goblin with fake Galleons.
  Glacius (Sleet Charm)
  Glacius (Sleet Charm)
  Third Year
  Pronunciation: GLAY-shuss
  Casting Time: Instant
  Range: Self (15-foot cone)
  Component: V, S
  Duration: 1 round, 15 minutes
  Shoots out a gentle cone of ice to coat the target. Mostly used
  to coat corridors with thin sheets of ice. Ice is too thin to
  cause damage but it can be used to create a slick area on the
  ground, reducing the movement speed by half of the affecteds
  amount.
  Glacius Duo (Freezing Charm)
  Glacius Duo (Freezing Charm)
  Third Year
  Pronunciation: GLAY-shuss DOO-o
  Casting Time: Instant
  Range: Self (15-foot cone)
  Component: V, S
  Duration: 1 round, 15 minutes
  Produces a much stronger and more forceful cone of ice. Can
  be used to fill gaps in objects with solid ice, which is strong
  enough be walked on. Targets hit with the spell take 1d8 cold
  damage and their movement speed is reduced by half.
  Glacius Tria (Deep Freeze Charm)
  Glacius Tria (Deep Freeze Charm)
  Third Year
  Pronunciation: GLAY-shuss TRI-ah
  Casting Time: Instant
  Range: Self (30-foot cone)
  Component: V, S
  Duration: 1 round, 30 minutes, concentration
  A powerful cone of ice that can be used to create midair
  platforms or freeze targets solid.
  In combat, targets must make a Strength saving throw (DC
  10). On a failed save, they frozen solid until the end of your
  next turn, giving them the petrified condition. Targets which
  succeed instead take 1d10 cold damage.
  Herbifors (Flower-Head Charm)
  Herbifors (Flower-Head Charm)
  Third Year
  Pronunciation: Her-bi-FORS
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: 30 minutes
  This spell causes flowers to sprout from the target creature's
  head. The flowers are harmless but annoying. Last for a
  surprising half-hour, during which time they can be sheared
  off or clipped, but do not try to pull them out. Be warned, bees
  love the nectar secreted by them.
  The flowers start out as tiny sized, but if left untreated can
  grow to medium size, causing the vicitms movement speed to
  be reduced by 10ft.
  Herbivicus (Herbivicus Charm)
  Herbivicus (Herbivicus Charm)
  Fourth Year
  Pronunciation: her-BIV-i-cuss
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: Concentration
  Makes some plants grow to full size over a matter of minutes.
  Anything containing strong toxins or venoms or abundance of
  magical energy will be unaffected. Plants cannot grow past
  their normal size. The bigger the plants full grown size, the
  longer concentration must be maintained to make it grow.
  Homenum Revelio (Presence-Revealing
  Homenum Revelio (Presence-Revealing
  Charm)
  Charm)
  Sixth Year
  Pronunciation: HOM-eh-num reh-VEH-lee-oh
  Casting Time: Instant
  Range: Self (50-foot radius)
  Component: V, S
  Duration: Concentration
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  Reveals human presence in the vicinity of the caster. The
  caster will see a faint orange outline around humans within a
  50 foot radius of them. Anyone touching the caster will also
  see the outline. As long as the caster concentrates on the
  spell, the outline remains visible.
  Homorphus (Human Transformation
  Homorphus (Human Transformation
  Charm)
  Charm)
  Seventh Year
  Pronunciation: ho-MORE-fus
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: Instant, or 1 minute
  A charm which changes a transformed human target back
  into their original form, such as werewolves and Animagi.
  Not a permanent change, as werewolves will re-transform
  after one minute, and Animagi may re-transform at will.
  However, this charm is useful for disabling and apprehending
  such targets.
  Impervius (Impervius Charm)
  Impervius (Impervius Charm)
  Second Year
  Pronunciation: im-PUR-vee-us
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: 1 hour
  This spell makes a target object repel certain substances.
  Can only work on basic substances such as oil, water, or fire.
  Substances such as venoms or poisons are too complex to
  repel. This charm does not repel anything solid; the
  substance has to be a liquid, gas, or ooze-like.
  Incendio (Tinder Charm)
  Incendio (Tinder Charm)
  First Year
  Pronunciation: in-SEN-dee-oh
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: Instantaneous
  Produces a small magical charge, enough to create a small
  amount of fire. Targets take 1d6 Fire damage.
  The spell is strong enough to ignite flammable substances or
  create small fires on its own. The fire creted offers minor
  heat, and a 10ft. radius of light.
  Incendio Duo (Firebolt Charm)
  Incendio Duo (Firebolt Charm)
  Third Year
  Pronunciation: in-SEN-dee-oh DOO-o
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Instantaneous
  This spell creates a more powerful charge of fire. Targets
  take 1d10 Fire damage.
  This spell creates flames strong enough to set fire to objects
  without accelerant. Offering substantial heat, and a 20ft.
  radius of light. If left unchecked, the fire can spread on its
  own.
  Incendio Tria (Fireball Charm)
  Incendio Tria (Fireball Charm)
  Sixth Year
  Pronunciation: in-SEN-dee-oh TRI-ah
  Casting Time: Instant
  Range: 60 feet
  Component: V, S
  Duration: Instantaneous
  Creates a fireball of great destructive power; difficult to
  control, and incredibly dangerous. Use only with caution and
  great need. Does 2d12 of Fire damage within a 30ft radius.
  On impact, the flames remains 1 round if in combat. All
  within the 30ft. radius take 1d12 fire damage if they do not
  get out of the area during the round.
  Incendio Frigus (Bluebell Flames Charm)
  Incendio Frigus (Bluebell Flames Charm)
  First Year
  Pronunciation: in-SEN-dee-oh fri-GUS
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: 1 hour, 1 round
  Produces a bright blue, harmless fire. Useful for creating
  minor warmth. The flames creat a 10ft. radius of light. They
  can be picked up, stored, and moved around all by hand as
  well.
  Informous (Information Charm)
  Informous (Information Charm)
  Second Year
  Pronunciation: in-FOR-m-es
  Casting Time: 5 minutes
  Range: Touch
  Component: V, S
  Duration: Indefinitely
  Informous is a spell that is used to discern a charmed,
  incapacitated, or bound creature's weaknesses and strengths.
  Once activated, the caster's wand will begin transferring the
  information into a designated book (has to be and empty
  book attuned beforehand by the caster). The information will
  automatically appear, however the spell only works on
  creatures the Ministry of Magic already has information on.
  Will not tell you weaknesses or strengths outside of a specific
  creature's species.
  Legilimens (Legilimency Spell)
  Legilimens (Legilimency Spell)
  Not taught at Hogwarts, equivalent to a Seventh Year charm.
  Pronunciation: leh-JILL-ih-mens
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Concentration
  This spell allows the caster practice Legilimency, in other
  words, to delve into the mind of the victim, permitting the
  caster to see memories, emotions and thoughts.
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  You can use an action to focus your mind on any one creature
  that you can see within 30 feet of you. If the creature you
  choose has an Intelligence of 3 or lower or doesn’t speak any
  language, the creature is unaffected.
  You initially learn the surface thoughts of the creature—what
  is most on its mind in that moment. As another action while
  concentrating, you can either shift your attention to another
  creature’s thoughts or attempt to probe deeper into the same
  creature’s mind.
  If you probe deeper, the target must make an Intelligence
  saving throw. If it fails, you gain insight into its reasoning (if
  any), its emotional state, and something that looms large in
  its mind (such as something it worries over, loves, or hates). If
  it succeeds, the spell ends. Either way, the target knows that
  you are probing into its mind. The creature can use its action
  on its turn to make an Intelligence check contested by your
  Intelligence check; if it succeeds, the spell ends.
  Questions verbally directed at the target creature naturally
  shape the course of its thoughts, so this spell is particularly
  effective as part of an interrogation.
  You can also use this spell to detect the presence of thinking
  creatures you can’t see. When you cast the spell or as your
  action during the duration, you can search for thoughts
  within 30 feet of you. The spell can penetrate barriers, but 2
  feet of rock, 2 inches of any metal other than lead, or a thin
  sheet of lead blocks you. You can’t detect a creature with an
  Intelligence of 3 or lower or one that doesn’t speak any
  language. Once you detect the presence of a creature in this
  way, you can read its thoughts for the rest of the duration as
  described above, even if you can’t see it, but it must still be
  within range.
  Locomotor (Locomotion Charm)
  Locomotor (Locomotion Charm)
  First Year
  Pronunciation: LOH-koh-moh-tor
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: Concentration
  The spell is always used with the name of a target, at which
  the wand is pointed (e.g. "Locomotor Trunk!"). The spell
  causes the named object to rise a foot in the air and move
  around and follow the caster until they decide to lower it back
  down by ending the spell.
  The bewitched object can only move within a radius of 5ft. of
  the caster, but the caster is able to control where the object
  goes within that radius.
  Lumos (Wand-Lighting Charm)
  Lumos (Wand-Lighting Charm)
  First Year
  Pronunciation: LOO-mos
  Casting Time: Instant
  Range: Self, 10 feet
  Component: V, S
  Duration: Indefinitely
  Creates a small ball of light that makes a narrow beam that
  shines from the wand's tip, like a torch, creating a 15ft. radius
  of light. If the caster swings their wand, they can shoot the
  ball out to stick to the nearest solid object. If no solid object is
  present, the ball stops midair and hangs there. The stronger
  the swing, the farther it goes. To extinguish the light, the
  caster must use the Nox charm, which is automatically
  learned when any Lumos charm is.
  Only one Lumos orb can exist at a time. Attempting to cast
  another one will just return the current one to the owners
  wand.
  Lumos Maxima (Wand-Torch Charm)
  Lumos Maxima (Wand-Torch Charm)
  First Year
  Pronunciation: LOO-mos MAX-ee-ma
  Casting Time: Instant
  Range: 20 feet
  Component: V, S
  Duration: Indefinitely
  A much bigger and stronger version of Lumos, creating a
  30ft. radius of light.
  Only one Lumos orb can exist at a time. Attempting to cast
  another one will just return the current one to the owners
  wand.
  Lumos Solem (Wand-Beam Charm)
  Lumos Solem (Wand-Beam Charm)
  First Year
  Pronunciation: LOO-mos SOL-im
  Casting Time: Instant
  Range: Self (15-foot cone)
  Component: V, S
  Duration: Indefinitely
  Creates a bright ray of light extending out in a 15 foot cone.
  Not harmful, but exceptionally bright.
  Meteolojinx (Weather Modification
  Meteolojinx (Weather Modification
  Charm)
  Charm)
  First Year
  Pronunciation: mee-tee-OH-loh-jeenks
  Casting Time: Instant
  Range: 60 feet
  Component: V, S
  Duration: 1d4 hours
  Not technically a jinx, but actually a charm with a capability
  for mischief which is most often attributed to jinxes. This
  weather-modifying charm can create a number of different
  effects; the caster may create one of the following effects
  within the range of this spell: a snowstorm, a thunderstorm,
  or hailstorm.
  These effects take the shape of a Cylinder that is 10 feet
  tall with a 30-foot radius or smaller, centered on a point you
  can see up to 60 feet above. This area becomes difficult
  terrain, for the duration.
  This spell can also cause Atmospheric Charms to
  malfunction.
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  Mobiliarbus (Mobility Charm)
  Mobiliarbus (Mobility Charm)
  Third Year
  Pronunciation: MO-bil-ee-AR-bus
  Casting Time: Instant
  Range: 10 feet
  Component: V, S
  Duration: Concentration
  A telekineses spell that doesn’t require the casters personal
  strength. Unfortunately it only works within a short radius of
  the caster. Levitates the object one foot into the air and
  moves the object to where the caster guides it to. Once the
  caster stops concentrating the object slowly floats back
  down.
  The bewitched object can be moved anywhere within a 10ft.
  radius of the caster
  Mobilicorpus (Moving Corpse Charm)
  Mobilicorpus (Moving Corpse Charm)
  Third Year
  Pronunciation: MO-bil-ee-COR-pus
  Casting Time: Instant
  Range: 10 feet
  Component: V, S
  Duration: Concentration
  Similar to Mobiliarbus, it levitates and moves bodies (alive or
  otherwise). If the body is alive, they must make a Strength
  saving throw (DC 10) to resist the charm. Those who fail
  their saves are hoisted up into the air.
  During combat, every turn the effected target must continue
  to make a Strength saving throw (DC 10) until they break
  free or they are released.
  Muffliato (Muffle Charm)
  Muffliato (Muffle Charm)
  Third Year
  Pronunciation: muf-lee-AH-to
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 1 round, 10 minutes
  This spell fills the targets ears with an unidentifiable buzzing
  to keep them from hearing nearby conversations. It is barely
  noticeable and eventually goes away after a few minutes.
  Afflicted targets are put under the deafened condition.
  Nox (Wand-Extinguishing Charm)
  Nox (Wand-Extinguishing Charm)
  First Year
  Pronunciation: Nocks
  Casting Time: Instant
  Range: Self
  Component: V, S
  Duration: Instantaneous
  Extinguishes the light produced by the casters Lumos
  charms. Is automatically learned whenever a Lumos or
  variant charm is learned.
  Obscuro (Blind-sight Charm)
  Obscuro (Blind-sight Charm)
  Fourth Year
  Pronunciation: ob-SK(Y)OOR-oh
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 2 rounds, 30 minutes
  Causes a solid black blindfold to appear over the victim's
  eyes, obstructing their view of their surroundings. Cannot be
  easily removed by hand, generally requires a counter charm
  to undo.
  In combat the blindfold will remain in place, blinding the
  victim for 2 rounds. Outside of combat it last for
  approximately 30 minutes unless countered.
  Partis Temporus (Parting Charm)
  Partis Temporus (Parting Charm)
  Seventh Year
  Pronunciation: PAR-tis temp-OAR-us
  Casting Time: Instant
  Range: 10 feet
  Component: V, S
  Duration: 5 minutes
  Creates a temporary gap through protective magical barriers
  the size of the caster. Can be used by the caster of the
  original barrier, or can be used by any other witch or wizard
  of sufficient skill on other barriers.
  Periculum (Red-Flare Charm)
  Periculum (Red-Flare Charm)
  First Year
  Pronunciation: PUR-ick-yu-lum
  Casting Time: instant
  Range: 30 feet
  Component: V, S
  Duration: 1round, 10 minutes
  A spell that shoots a weak red flare out the tip of the casters
  wand. The flare emits a light source within a 20ft. radius of
  it’s location for one round of combat, or 10 minutes outside of
  combat.
  The flare does 1d4 bludgeoning damage in combat, and
  sticks to the target for the remainder of the round unless
  extinguished.
  “Point Me” (Four-Point Charm)
  “Point Me” (Four-Point Charm)
  First Year
  Casting Time: Instant
  Range: touch
  Component: V, S
  Duration: 1 minute
  Holding your wand flat in your palm and uttering the spell
  causes it to float up about an inch above the hand, and points
  you due north.
  Portus (Portkey Charm)
  Portus (Portkey Charm)
  Seventh Year
  Pronunciation: POR-tus
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Indefinitely
  Turns an object into a port-key. The exact coordinates of the
  desired location and the return location must be clearly
  worded after the incantation is said. Last indefinitely until
  used to go and return. Generally only taught to Ministry
  witches and wizards in the Department of Magical
  Transportation.
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  Quietus (Quietening Charm)
  Quietus (Quietening Charm)
  Third Year
  Pronunciation: KWIY-uh-tus
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Instantaneous
  Makes a magically magnified voice return to normal, such as
  the Sonorus charm. Also can be used to deafen certain
  enchanted objects that create noise (such as Sneak-o-scopes).
  Reducio (Shrinking Charm)
  Reducio (Shrinking Charm)
  Second Year
  Pronunciation: re-DOO-see-oh
  Casting Time: Instant
  Range: Touch, 5 feet
  Component: V, S
  Duration: Indefinitely
  Makes an enlarged object or creature return to it’s original
  size. Counter-charm to Engorgio.
  Reparo (Mending Charm)
  Reparo (Mending Charm)
  First Year
  Pronunciation: reh-PAH-roh
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: Instantaneous
  Used to repair objects, as long as the original broken
  materials are still within range and usable. Will not work on
  magical items or livings beings.
  Revelio (Revealing Charm)
  Revelio (Revealing Charm)
  Third Year
  Pronunciation: reh-VEL-ee-oh
  Casting Time: Instant
  Range: Self (10-foot radius)
  Component: V, S
  Duration: Concentration
  Reveals hidden objects and illusions (such as false walls)
  within 10ft. Radius of the caster; however it will not reveal
  objects hidden by invisibility cloaks or natural camouflage.
  Revelio may also be used to reveal the true appearance of an
  object or creature which has changed their appearance with
  a spell or potion. The caster must know what general form
  the subject normally takes, such as the species or object,
  otherwise the spell may have unintended effects, or none at
  all.
  Scourgify (Scouring Charm)
  Scourgify (Scouring Charm)
  First Year
  Pronunciation: SKUR-ji-fy
  Casting Time: Instant
  Range: 10 feet
  Component: V, S
  Duration: Instantaneous
  Shoots out a thick, bubbly foam that scours an object clean.
  Foam dissipates after 15 seconds, leaving behind a nice clean
  surface. Careful though, you may scrub off more than you
  were wanting to.
  Silencio (Silencing Charm)
  Silencio (Silencing Charm)
  Fifth Year
  Pronunciation: sih-LEN-see-oh
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 1 round, 15 minutes
  Makes target completely silent. Targets are unable to cast
  Verbal spells during this time or until countered. They can
  however still cast non-verbal spells.
  During combat, the effect last for 1 round.
  Sonorus (Amplifying Charm)
  Sonorus (Amplifying Charm)
  Third Year
  Pronunciation: soh-NOHR-uhs
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Indefinite
  This spell magnifies the spell caster's voice when one's wand
  is pointing to the side of the caster's throat. Can also magnify
  the sounds naturally produced by objects (such as
  instruments and pets).
  Spongify (Softening Charm)
  Spongify (Softening Charm)
  First Year
  Pronunciation: spun-JIH-fy
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 10 minutes
  Softens a 20ft square area for a brief period, turning it into a
  soft, noticeably spongey material. Objects that fall onto this
  area are immune to fall damage.
  Verdimillious (Green-Flare Charm)
  Verdimillious (Green-Flare Charm)
  First Year
  Pronunciation: VERD-dee-milee-us
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 1 round, 10 minutes
  A spell that shoots a weak green flare out the tip of the
  casters wand. The flare emits a light source within a 20ft.
  radius of it’s location for one round of combat, or 10 minutes
  outside of combat.
  The flare does 1d4 bludgeoning damage in combat, and
  sticks to the target for the remainder of the round unless
  extinguished.
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  Wingardium Leviosa (Levitation Charm)
  Wingardium Leviosa (Levitation Charm)
  First Year
  Pronunciation: win-GAR-dee-um lev-ee-OH-sa
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: Concentration
  A concentration spell which moves an object according to the
  whims of the caster. The heavier the object is, the slower it is
  to move. Once the object hits its max range of movement, it
  falls back to the ground, immobile. The caster can only move
  objects of a size Large or smaller.
  Tiny objects gain a movement range of 60ft. Small ojects gain
  a movement range of 40ft. Medium objects gain a movement
  range of 20ft. Large objects gain a movement range of 10ft.
  
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  Chapter 10: Transfiguration
  Chapter 10: Transfiguration
  T
  ransfiguration as a school of magic has some
  of the most complex and difficult spell to
  master. A skilled witch or wizard can use
  transfiguration to conjure the elements, or
  transform mundane objects into ferocious (or
  cuddly) creatures. Transfiguration is
  complimented by charms, jinxes, hexes, and
  curses; many useful combinations present cooperative
  interaction between spells (such as the Avis and Oppugno
  jinx).
  In this section we will alphabetically list transfiguration spells
  within in the wizarding world, along with the year they are
  normally taught at Hogwarts.
  *Apparition (Transportation Magic)
  *Apparition (Transportation Magic)
  Seventh Year
  Pronunciation: AH-par-IH-shun
  Casting Time: Instant
  Range: Global
  Component: Concentration
  Duration: Instantaneous, Concentration
  Not technically Transfiguration, but is comparible to
  Vanishing oneself and reappearing elsewhere. Apparition is a
  method of magical transportation, wherein the user intensely
  focuses on a destination in mind, and they then disappear
  from their current location and instantly reappear at the
  desired location. A License to Apparate is required to
  practice Apparition legally in Britain. An exam to acquire a
  license is held at Hogwarts for students which at at least 17
  years of age, for a fee.
  In order to Apparate in combat, the user must make an
  Intelligence check, where the DC depends on the distance of
  travel (0-100 miles away is DC 5, 101-1000 miles away is DC
  10, +1001 miles away is DC 15). A failure on this roll results
  in Splinching, an Apparition injury where a part of the body is
  mistransported. Roll a d4 to determine which part of the body
  has become Splinched and injured.  
   
  Side-Along Apparition is used to transport two or more
  individuals. In combat, creatures travelling with the
  Apparating witch or wizard must grab hold of their arm
  tightly, with a DC 5 Strength check. On a failure, they must
  roll a d100; 1-50 they fail to accompany the Apparating witch
  or wizard, and 51-100 they Apparate but become Splinched.
  Many important places (i.e., Hogwarts and Gringotts) have
  protections in place so that no one can Apparate to those
  locations.
  Some non-human creatures such as house-elves and goblins
  can also Apparate, and their non-human magic is sometimes
  overlooked when defenses are put in place, meaning they can
  Apparate where humans cannot.
  Aguamenti (Water-Making
  Aguamenti (Water-Making
  Transfiguration)
  Transfiguration)
  First Year
  Pronunciation: AH-gwah-MEN-tee
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: Instantaneous, Concentration
  Produces a gentle jet of water from the casters wand tip.
  This spell is a favorite or Herbologist and gardeners alike.
  Can be used as a concentration spell outside of combat to
  provide water a stream of potable water.
  The jet isn’t particularly powerful, nor forceful. but when used
  against a fire-based enemy, it inflicts 1d6 damage.
  Aqua Eructo (Aqua Eructo
  Aqua Eructo (Aqua Eructo
  Transfiguration)
  Transfiguration)
  Sixth Year
  Pronunciation: A-kwa ee-RUCK-toh
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: Instantaneous, Concentration
  This spell is used to create a jet of clear water from the tip
  of the wand. Unlike Augamenti, the jet is forceful, pressurized,
  and dangerous. Can be used for power cleaning, clearing
  away light blockage, or even pushing heavy objects. Outside
  of combat the spell has to be used as a concentration to make
  sure you don’t accidentally power wash something to death.
  Targeted enemies take 1d12 bludgeoning damage, and must
  make a Strength saving throw (DC 10). Targets who fail are
  forced back 15ft. and knocked prone. Doesn’t effect Large or
  larger targets. When used against a fire-based enemy, it
  inflicts an extra 1d12 damage as well. Cannot be used as a
  concentration spell in combat.
  Avifors (Avifors 
  Avifors (Avifors Transfiguration)
  Transfiguration)
  Second Year
  Pronunciation: AH-vi-fors
  Casting Time: Instant
  Range: 10 feet
  Component: V, S
  Duration: 1 round, 30 minutes, or until destroyed
  Transforms a target object into a bird based on the target's
  size. Will not work on anything larger than a Small object.
  The bird flutters around for a half hour before turning back
  into the object it was. The bird is subject to its own free will
  and movement during this time, though it doesn’t travel far
  from its creator. If hit by any spells or “killed”, the object
  breaks (unless it was specifically equipped to handle the
  damage). Cannot be used on living objects.
  d4
  d4
  Splinching Result
  Splinching Result
  1
  Superficial injury (e.g., eybrow); 1d4 slashing damage
  2
  Minor appendage (e.g., ear); 1d6 slashing damage
  3
  Flesh wound (e.g., shoulder); 1d8 slashing damage +
  1d6 bleeding damage every hour until treated
  4 Major appendage (e.g., a limb); 1d12 slashing damage
  + 1d8 bleeding damage every hour until treated
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  The bird can be subject to the control of the Oppugno jinx.
  When being controlled by the jinx, the duration of the Avifors
  spell is paused. The bird has 1HP, and a movement speed of
  10ft, with a fly movement of 60ft. It can deal 1d6 slicing
  damage with its talons and 1d6 piercing damage with its
  beak. The caster can also direct the bird to ram itself into the
  target, dealing 1d12 bludgeoning damage. This will break the
  bird causing it to revert to it’s normal form and shatter
  (unless the object is particularly durable, as previously
  described).
  Avis (Bird-Conjuring Transfiguration)
  Avis (Bird-Conjuring Transfiguration)
  Sixth Year
  Pronunciation: AH-viss
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: 3 rounds, 30 minutes, or until destroyed
  Conjures a flock of tiny birds from the tip of the wand with
  a loud cracking sound. Caster rolls 1d12 to determine the
  amount of birds conjured. The birds resemble small canaries
  who vanish in a puff of feathers and smoke after 30 minutes
  or when destroyed. They can be used as a distraction, as most
  cats and more "simple minded" creatures seem to find them
  fascinating.
  The birds can be controlled by way of the Oppugno jinx. They
  last for 3 rounds during combat.
  By using their wand as a conductors baton, the caster can
  direct them into formation. The flock can move a total of 10ft.
  fly 45ft. at a time. Each bird has 1hp, and does exactly 1d4
  piercing damage. On hit, the birds are destroyed.
  The birds can also be used to form a shield of sorts in front of
  the caster, or a barricade in front of a target, creating cover.
  Crinus Muto (Hair Alter
  Crinus Muto (Hair Alter
  Transfiguration)
  Transfiguration)
  First Year
  Pronunciation: cren-ius MOO-toe
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Until washed out
  This spell can change the color and style of a targets hair to
  the color called out after the incantation. The color change
  last until the target washes it out. The style change is subject
  to normal things that disrupt hair.
  Defodio (Gouging Tranfiguration)
  Defodio (Gouging Tranfiguration)
  Fifth Year
  Pronunciation: deh-FOH-dee-oh
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: Instantaneous
  This spell allows the caster to gouge large chunks out of
  the objects made of earth or stone. The spell is particularly
  useful for digging out large areas of earth, affecting a 10ft.
  square area.
  When affecting an enemy made of earth or stone, the spell
  does 1d20 piercing damage, on critical rolls you may even lop
  off a limb. Spell cannot be cast as a concentration.
  Diminuendo (Shrinking Transfiguration)
  Diminuendo (Shrinking Transfiguration)
  Seventh Year
  Pronunciation: dim-in-YEW-en-DOUGH
  Casting Time: 5 minutes
  Range: 10 feet
  Component: V, S
  Duration: 15 minutes
  Sends out a steady stream of silver showers. Forces the
  target to shrink to the size of a small mouse. Can be used on
  the caster by waving their wand in a circular motion above
  their head. The affected target is essentially the same in every
  way, just smaller. Spell affects everything attached to the
  target and anything they’re holding as well.
  When cast as a concentration spell, it can effect up to 4
  separate targets within a 10ft. cone. Concentration must be
  maintained or the effected targets will grow back to size in 15
  minutes. Targets affected must remain within 60 feet of the
  caster.
  For the duration of the spell, the target's size is considered
  Tiny. Their movement speed is reduced to 10. Their spells are
  small and weak, and offer no support in combat whatsoever
  unless the target is also Tiny sized.
  Objects the target may have been holding will grow back to
  size slowly over the 15 minute period if dropped.
  Draconifors (Draconifors
  Draconifors (Draconifors
  Transfiguration)
  Transfiguration)
  Third Year
  Pronunciation: drah-KOH-nih-fors
  Casting Time:
  Range: 5 feet
  Component: V, S
  Duration: 6 rounds, 30 minutes, or until destroyed.
  Similar to the Avifors spell, only the object turns into a
  dragon. Dragons are automatically hostile and will attack the
  nearest creature to them unless they’re manipulated by the
  Oppugno jinx.
  The draconifors elemental type is based on its color, which is
  determined by the color of the original object. Multicolored
  objects will take on element of the most prominent colour,
  otherwise the caster decides. The breath attack does a 1d12
  of damage based on the draconifors element, in a 15ft. cone.
  This breath attack has a recharge of 5-6. The dragons claws
  will do 1d8 slashing damage, and their fangs do 1d4
  elemental damage and 1d4 piercing damage.
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  Draconifors Elemental Chart
  Draconifors Elemental Chart
  Color
  Color
  Element
  Element
  Red/Brown
  Fire
  Yellow
  Lightning
  Green
  Acid
  Blue
  Cold
  Translucent
  Force
  Black
  Necrotic
  Evanesco (Vanishing Transfiguration)
  Evanesco (Vanishing Transfiguration)
  Fifth Year
  Pronunciation: ev-an-ES-koh
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: Instantaneous
  Vanishes the target; the best description of what happens
  to it is that it goes "into non-being”. Technically, the spell can
  banish anything, however it is easy to block and deflect.
  Therefore only use extreme caution when trying to target
  other wizards, lest the spell comes back to you.
  Objects vanished will turn back up eventually at the location
  they were vanished at. The caster rolls a 1d12 to determine
  how long the target stays gone. During this time, if a counter
  or revealing charm is used on the specific location, the target
  will reappear.
  Fumos (Smokescreen Transfiguration)
  Fumos (Smokescreen Transfiguration)
  Second Year
  Pronunciation: FUM-os
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: 4 rounds,10 minutes, or until dissipated
  Used to produce a defensive cloud of dark grey smoke.
  Concentration will cause the cloud to continuously pour out
  until concentration is broken. If used as a flyaway spell, the
  cloud burst forth from the casters wand tip. Does no damage
  and will only block the sight of an enemy, not blind them.
  Cloud will dissipate naturally, can be blown away as well.
  If used in combat, covers a 2*42 area every turn it’s
  concentrated on, darkening those areas of light.
  Glisseo (Slide Transfiguration)
  Glisseo (Slide Transfiguration)
  Fifth Year
  Pronunciation: GLISS-ee-oh
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: Instantaneous
  Causes the steps on a stairway to flatten into a slide. Effect
  is temporary, and the steps transform back after several
  minutes. The entirety of the steps transform, from top to
  bottom.
  Inanimatus Conjurus (Object Conjuring
  Inanimatus Conjurus (Object Conjuring
  Spell)
  Spell)
  Seventh Year
  Pronunciation: in-an-i-MAH-tus con-JUR-us
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: Instant
  A difficult spell which causes a number of objects, of which
  the caster determines, to appear. The theory of this spell is
  covered in Fifth Year, but object conjuring isn't typically
  taught until Seventh Year.
  The caster can conjure a number of mundane objects
  according to their size: one Large object, two Medium
  objects, four Small objects, or eight Tiny objects.
  The objects conjured by this spell are of a similar quality to
  ones created by the Gemino charm, in that they are
  effectively worthless and somewhat poorer quality than
  traditionally crafted ones, but they are durable enough and
  can last as long as the real deal.
  Conjuration is subject to Gamp's Law of Elemental
  Transfiguration.
  https://harrypotter.fandom.com/wiki/Gamp%27s_Law_of_Ele
  Lapifors (Lapifors Transfiguration)
  Lapifors (Lapifors Transfiguration)
  First Year
  Pronunciation: LAP-ih-forz
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: 1 hour
  Similar to other -fors spells, turns target object into a
  rabbit. Rabbits are useless for combative purposes, but they
  are smart and far easier to give directions to than the other
  types. They are capable of fitting into small spaces and even
  carrying objects or opening handles they can reach. They
  also have a penchant for sniffing out valuable and magical
  items. Due to the simplicity of the creature, the spell last a
  surprisingly long time.
  Rabbits offer no combat incentive. They have a movement
  speed of 30ft. and a jump height of 10ft. They can be used as
  shielding for harmful spells is the caster so chooses…you
  monsters.
  Orchideous (Flowering Transfiguration)
  Orchideous (Flowering Transfiguration)
  Fourth Year
  Pronunciation: or-KID-ee-us
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Indefinitely
  Makes a bouquet of flowers appear out of the caster's
  wand. If the wand is moved in a specific pattern (such as a
  circle) the flowers will follows that pattern instead. Can be
  used to make wreathes, flower crowns, bouquets, and even
  elaborate flower arrangements.
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  Piertotum Locomotor (Lifelike
  Piertotum Locomotor (Lifelike
  Transfiguration)
  Transfiguration)
  Seventh Year
  Pronunciation: peer-TOH-tum loh-koh-MOH-tor
  Casting Time: 30 minutes
  Range: 60 feet
  Component: V, S
  Duration: 3 hours
  Spell used to animate humanoid statues and suits of armor
  to do the caster's bidding. Caster must roll a Wisdom check
  (DC 18). If the caster fails, the animated object refuses to
  listen to them and follows their own agenda. Critical failures
  cause the animated object to attack the caster and those
  around it.
  If the caster is successful, the animated object gains a
  movement speed of 30ft. and can inflict 1d12 bludgeoning
  damage with it’s limbs. Creatures with weapons inflict the
  damage native to the weapon, with proficiency.
  Reparifarge (Untransfiguration Spell)
  Reparifarge (Untransfiguration Spell)
  Second Year
  Pronunciation: reh-PAH-ree-fahj
  Casting Time: Instant
  Range: 10 feet
  Component: V, S
  Duration: Instant
  Reparifarge is the incantation of an untransfiguration spell,
  used to counter the effects of a Transformation spell which is
  poorly performed and has only partially Transfigured the
  object in question. The products of incomplete
  Transfigurations can be dangerous.
  Serpensortia (Snake Summons
  Serpensortia (Snake Summons
  Transfiguration)
  Transfiguration)
  Not generally taught at Hogwarts. The spell is a favorite of
  dark witches and wizards. It’s difficulty is equal to that of a
  Fifth Year transfiguration spell.
  Pronunciation: ser-pen-SOR-ti-ah
  Casting Time: Instant
  Range: 10 feet
  Component: V, S
  Duration: 1 hour
  Conjures a serpent from the spell-caster's wand. The
  serpent is considered Large in size. The serpent can be
  controlled using the Oppugno jinx, their fangs do 1d12
  piercing damage and inflict the poisoned conditioned on
  targets not immune. They can be controlled to bind a targets
  legs, knocking them prone. Because it’s a serpent, it can also
  be controlled by a parselmouth, wether they are the caster or
  not.
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  Chaper 11: Jinxes & Hexes
  Chaper 11: Jinxes & Hexes
  J
  inxes and Hexes are a core component of
  combative magic. Though not all are combative in
  nature, many serve a witch or wizard well enough
  when threatened. Jinxes and Hexes do have their
  root in dark magics, nevertheless you’d be hard
  pressed to find an Auror or Teacher who doesn’t
  use them.
  In this section we will alphabetically list the Jinx and Hex
  spells in the wizarding world. Unlike Charms and
  Transfiguration however, most are learned through word-of-
  mouth, and not necessarily in a classroom setting. Still, they
  will be classified by the year which their difficulty would be
  equivalent to.
  Alarte Ascendare (High-Flying Hex)
  Alarte Ascendare (High-Flying Hex)
  Second Year
  Pronunciation: A-LAR-tey ah-SEN-deh-rey
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: Instantaneous, concentration
  With a loud bang, this shoots the target 10ft. straight into
  the air. If the caster is concentrating, they can send the target
  upwards to a maximum of 40ft. Only works on a single Small
  object or creature at a time. The spell itself doesn’t do harm
  but the target takes 1d6 fall damage for every 10ft. they fall
  unless they are able to land on a cushioned surface.
  Anteoculatia (Antler-Hair Hex)
  Anteoculatia (Antler-Hair Hex)
  Fifth Year
  Pronunciation: AN-tea-oh-cuh-LAY-chee-a
  Casting Time: Instant
  Range: 60 feet
  Component: V, S
  Duration: 1 hours
  A hex which turns a victim’s hair into elk antlers. The
  change is temporary, but the antlers are quite real. Can be
  used to slow down or outright stop a target.
  During combat, victims with 14 or less Strength must make a
  Strength saving throw (DC 15), and on a failed save the
  victim is knocked prone. The victim's speed is reduced to half.
  Victims with a Strength score of 15 or higher are able to
  instead use the horns as a blunt weapon, doing 1d12
  bludgeoning damage. Damage to the horns will also reveal
  damage the user's hair once it returns to its normal state.
  Bombarda (Combustion Hex)
  Bombarda (Combustion Hex)
  Third Year
  Pronunciation: bom-BAR-dah
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Instantaneous
  Shoots a tiny charge straight forward, and provokes a small
  explosion at the targeted area. The charge only detonates
  against a solid object or surface; it cannot be used mid-air or
  on gaseous forms (such as mist or non-corporeal creatures).
  The spell also only hits the nearest physical object to it, for
  example if trying to use through a pane of glass on an object
  on the other side, the explosion will occur on the glass and
  not the object on the other side. One must always be careful
  to not to be too near the explosion.
  The explosion does 4d6 fire damage in a 10ft. radius. It will
  ignite flammable objects, and blow apart easily breakable
  objects in its radius.
  Bombarda Maxima (Explosion Hex)
  Bombarda Maxima (Explosion Hex)
  Sixth Year
  Pronunciation: BOM-bar-dah MAX-ih-mah
  Casting Time: Instant
  Range: 150 feet
  Component: V, S
  Duration: Instantaneous
  A more advanced and powerful form of Bombarda, can be
  used to explode large objects such as unfortified walls and
  boulders. Extreme caution is recommended, the force of this
  spell is similar to an explosion cause by the muggle explosive
  known as C4.
  Explosion does 8d10 fire damage within a 30ft. radius. It will
  ignite flammable objects, or blow apart all but the sturdiest
  objects in it’s way.
  Cantis (Songbird Jinx)
  Cantis (Songbird Jinx)
  First Year
  Pronunciation: CAN-tiss
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: 1 minute, or until a song is completed
  Victim must make a Wisdom saving throw (DC 10). On
  failed saves the victim bursts uncontrollably into song, and
  they are unable to cast verbal spells during this time.
  The song is simply one the victim knows and might sing; it
  may have no particular origin. The spell last for the duration
  of one song or a minute of song-like structure if they cannot
  remember the words to a particular song.
  Colloshoo (Stickfast Hex)
  Colloshoo (Stickfast Hex)
  First Year
  Pronunciation: cul-loh-SHOE
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 10 minutes
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  Adheres the victim's shoes to the ground with some sort of
  adhesive ectoplasm. Victims can make a Strength saving
  throw (DC 10) at the beginning of their turn. On failed saves
  victims are unable to move for their turn. A successful save
  breaks them free, and breaks the hex. Likewise, water will
  simply wash it away, allowing the victim to move after using
  an action to douse their feet in water.
  Spell can also be used to glue objects together, such as doors
  to a doorframe.
  Densaugeo (Tooth-Growing Hex)
  Densaugeo (Tooth-Growing Hex)
  Third Year
  Pronunciation: den-SAW-jee-oh
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 6 rounds, concentration
  This hex causes the victim's teeth to grow rapidly, but can
  also be used to restore lost teeth. Generally used by parents
  once a child loses a tooth. Or by rambunctious kids needing
  to repair a chipped tooth.
  Once struck, the victim has 1 round before the effects set in.
  At the start of the victim's next turn, they must roll a Strength
  saving throw (DC 10) to determine whether they can stand
  the weight of their teeth or not. Every failed save the victim
  loses 5ft. of movement, until they have no movement left.
  Ebublio (Ebublio Jinx)
  Ebublio (Ebublio Jinx)
  Fifth Year
  Pronunciation: ee-BUB-lee-oh
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Concentration
  Encases the target in a large sphere of water that cannot
  be popped by physical force. The sphere cannot be made
  unless the caster is within 15ft. of a body of water or
  someone else is casting a spell which produces water within
  that range.
  A victim encased inside the sphere or water becomes
  Restrained. Every turn after the initial cast, the victim makes
  a Strength saving roll (DC 15). On failed rolls, the victim
  takes 1d8 force damage.
  Entomorphis (Insectoid Hex)
  Entomorphis (Insectoid Hex)
  Fourth Year
  Pronunciation: en-TOE-morph-is
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 2 rounds, 10 minutes, concentration
  This hex is used to forcefully transform the victim into an
  insect for a short time. If the type of insect isn’t specified, the
  default form is a beetle. Spell last for 10 minutes, but can be
  extended with concentration.
  A useful spell for those wanting to spy on others; if the target
  is a willing one, they can remain an insect for ten minutes,
  and are granted advantage on Stealth checks.
  Victims must make a Wisdom saving throw (DC 10) to cancel
  the transformation. During their transformed period, their
  size is reduced to Tiny and their movement is 5. Due to their
  tiny form, they cannot cast spells, but avoid all spells cast at
  them by creatures of Medium sized or larger.
  Epoximise (Adhesive Jinx)
  Epoximise (Adhesive Jinx)
  First Year
  Pronunciation: ee-POX-i-mise
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Instantaneous
  Adheres one object to another, similarly to if they had been
  glued together. Incredibly useful spell for students prone to
  breaking objects, or students who enjoy causing mayhem. To
  pull glued objects apart from each other a Strength check
  (DC 5) must be made. A significant impact also unsticks the
  objects.
  Flipendo (Knockback Jinx)
  Flipendo (Knockback Jinx)
  Second Year
  Pronunciation: flih-PEN-doh
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Instantaneous
  Pushes the target back with a minor magical blast, and
  pushes them 5 feet away. Living targets must make a
  Strength saving throw (DC 5). On a failed save, the target is
  knocked prone. This spell can be used on allies as well as
  enemies; allies may choose to automatically be hit by the
  spell, and even fail the saving throw.
  The spell will push the target, but it is not forceful enough to
  push a target over a gap larger than 5ft. wide.
  Flipendo Duo (Knockback Hex)
  Flipendo Duo (Knockback Hex)
  Second Year
  Pronunciation: flih-PEN-doh DO-o
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Instantaneous
  A more powerful form of Flipendo, which pushes a target
  15 feet away from the caster. Living targets must make a
  Strength saving throw (DC 10). On a failed save, the target is
  knocked prone. Allies may choose to automatically be hit by
  the spell, and even fail the saving throw.
  Spell is powerful enough to push targets across a 10ft. wide
  gap.
  Furnunculus (Pimple Jinx)
  Furnunculus (Pimple Jinx)
  Fourth Year
  Pronunciation: fer-NUN-kyoo-luss
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: 3 days
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  Covers the target in boils. Distracting and unsightly, but
  ultimately harmless. Used often as a way to harass or get
  revenge on other students.
  In combat, the spell inflicts the poisoned condition until
  countered.
  Illegibilus (Illegible Jinx)
  Illegibilus (Illegible Jinx)
  Second Year
  Pronunciation: i-lej-i-bill-us
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Indefinite
  Illegibilus is a spell that is used to render a text illegible.
  Can be undone with certain spells, counters, and magical
  items.
  Only works on one word at a time.
  Impedimenta (Impediment Jinx)
  Impedimenta (Impediment Jinx)
  Fifth Year
  Pronunciation: im-ped-ih-MEN-tah
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Instant
  Sends out a fast traveling yellow bolt where the caster is
  pointing. This jinx stops the momentum of anything wishing
  to harm the caster in it’s tracks, suddenly and without
  warning. If the attacker is hit, they fall over and are knocked
  prone. The prone effect only last until the victim is able to
  stand up again.
  Only works on Large sized enemies or smaller.
  Inflatus (Inflatation Jinx)
  Inflatus (Inflatation Jinx)
  Fifth Year
  Pronunciation: in-FLAY-tus
  Casting Time: Instant
  Range: 10 feet
  Component: V, S
  Duration: Indefinite
  Inflates organic targets (living or dead) as if they were a
  helium balloon. Target can be deflated by pressing a wand tip
  sharply into them. Targets inflate to one size category larger
  than they currently are. They also become spherical in shape.
  The process causes no pain or illness, just discomfort.
  Targets will float as high as 200ft. before they stop rising.
  Targets must be deflated quickly, during combat every round
  they float up 5ft. into the air for a maximum height of 200ft.,
  or until they touch a ceiling or structure.
  Langlock (Tongue Lock Hex)
  Langlock (Tongue Lock Hex)
  Fifth Year
  Pronunciation: LANG-lock
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 3 rounds, concentration
  Glues the subject's tongue to the roof of their mouth for a
  moment, or as long as the caster is concentrating. Victims
  must make a Strength saving throw (DC 15). Victims who fail
  are unable to cast verbal spells until their tongue returns to
  normal.
  Victims under concentration can make a Strength saving
  throw (DC 15) at the beginning of their turn to determine
  wether they can break the hex.
  Levicorpus (Ankle-Hanger Hex)
  Levicorpus (Ankle-Hanger Hex)
  Third Year
  Pronunciation: lev-ee-COR-pus
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: Concentration
  The victim is dangled upside-down by their ankles at a
  height of 10ft. as long as the caster is concentrating. This
  does not stop the target from using their wands, however
  when the victim falls they will take 1d6 bludgeoning damage
  unless they land on a cushioned surface.
  Mucus ad Nauseam (“Curse of the Bogies”
  Mucus ad Nauseam (“Curse of the Bogies”
  Jinx)
  Jinx)
  First Year
  Pronunciation: MEW-cuss add NOH-see-um
  Casting Time: Instant
  Range: 10 feet
  Component: V, S
  Duration: 3 rounds, 30 minutes
  Despite being referred to as a curse, this is simply a playful
  jinx many students use to impede others. Victims must make
  a Constitution saving throw (DC 5), on failed saves the victim
  experiences nasal congestion and an extremely runny nose,
  temporarily applying the poisoned condition.
  Will ruin the victims clothes if left untreated.
  Mucus ad Vespertilio (Bat-Bogies Hex)
  Mucus ad Vespertilio (Bat-Bogies Hex)
  Third Year
  Pronunciation: MEW-cuss ad ves-per-TIL-eo
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 1 round, 15 minutes
  Hexes the victims nose to produce heavy flows of mucus;
  once it begins dripping out of the nose, the flow transforms
  into flying bat-like boogers that fly around and mercilessly try
  to splat on the victim. A common sight to see in the Hogwarts
  corridors is the unfortunate recipient of this hex fleeing from
  greenish bats.
  Caster rolls 1d8 upon casting the spell, to determine how
  many bat-bogies are summoned. Each one grows to a small
  sized creature with 1hp. They will mercilessly attack the
  victim once every turn, though no two bat-bogies can attack
  on the same turn. Each one does 1d6 nonlethal acid damage.
  After a bat-bogie attacks, it pops and falls to the ground in a
  splat of mucous, creating a 5ft. space of difficult terrain.
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  Oppugno (Oppugno Jinx)
  Oppugno (Oppugno Jinx)
  Sixth Year
  Pronunciation: oh-PUG-noh
  Casting Time: Instant
  Range: 90 feet
  Component: V, S
  Duration: Concentration, or until the controlled creatures
  disappears/dies
  Causes transfigured creatures, and certain small animated
  objects to attack whoever or whatever the caster is pointing
  at. First the jinx must be used on the creature or object
  needing to be used, then the wand needs to be quickly
  directed at the intended target. Subsequent actions are
  directed by the casters wands as if they are a conductor.
  During the duration that the jinx is used, caster has full
  control of commanded creatures or objects, including their
  actions and abilities. As an action, they can guide the
  creatures. They can even choose to take over their senses;
  during this period the caster is rendered blind and
  vulnerable.
  Relashio (Revulsion Jinx)
  Relashio (Revulsion Jinx)
  Third Year
  Pronunciation: Re-LASH-ee-oh
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: Instantaneous
  A jinx used to make the targeted being, creature, or object
  release what ever it is holding or binding. Living targets must
  make a Strength saving throw (DC 10), on failed saves they
  release their grip and are thrown back 5 feet.
  Will not work on powerful bewitchments or enchantments.
  Rictusempra (Tickling Jinx)
  Rictusempra (Tickling Jinx)
  First Year
  Pronunciation: ric-tuh-SEM-pra
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: 3 rounds, 10 minutes
  Sends out a shower of silvery green sparks that causes an
  extreme tickling sensation that makes the victim fall to prone
  with laughter. Victims under the effect of the spell must make
  a Strength saving throw (DC 5) at the start of their next turn
  to determine whether they can break through the spell or
  remain knocked down. Once the spell is broken, they may use
  movement to stand.
  Will not work on inanimate objects or arthropods.
  Riddikulus (Anti-Boggart Jinx)
  Riddikulus (Anti-Boggart Jinx)
  Third Year
  Pronunciation: rih-dih-KU-lus
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Instantaneous
  A spell used when fighting a Boggart, Riddikulus forces the
  Boggart to take the appearance of something 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 or outright kill the Boggart. Thos spell
  has no use outside of fighting Boggarts.
  When used on a Boggart, caster must make an Wisdom
  saving throw (DC 10) or fall victim to the Boggarts fear effect.
  If the caster is unsuccesful, they are frightened for 1 round
  and will be unable to attempt attacking the Boggart or
  moving closer until it transform into something else. If the
  casters is sucesful, the Boggart transforms and takes 3d6
  force damage.
  Slugulus Eructo (Slug-vomiting Hex)
  Slugulus Eructo (Slug-vomiting Hex)
  Second Year
  Pronunciation: slug-ool-us e-RUK-toe
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: 6 rounds, 1 hour
  A jet of sickly green light strikes the victim, who then
  vomits slugs for 1 hour or until countered. The sizes of the
  vomited slugs decrease with time, starting as Small size, then
  moving on to tiny, and then miniscule.
  During the duration of the hex, victims must make a
  Constitution saving throw (DC 5) at the begining of their turn.
  If they fail, they need to roll 1d4 to determine how many slugs
  are thrown up. Each slug does 1d4 acid damage.
  Slugs simply wonder around, however if manipulated with
  the Oppugno jinx they can be used to attack other targets.
  Slugs have a movement of 10ft. and their slime trails deal
  1d4 acid damage when stepped on.
  Steleus (Sneezing Hex)
  Steleus (Sneezing Hex)
  First Year
  Pronunciation: STÉ-lee-us
  Casting Time: Instant
  Range: 10 feet
  Component: V, S
  Duration: 5 rounds
  A hex that causes the victim to sneeze for a short period of
  time. This spell is useful in dueling to distract the opponent.
  Cannot be used as a concentration.
  Affected victims must make Constitution saving throws on
  their turn. On a failed save, the victim sneezes, losing a bonus
  action and having disadvantage on attack rolls that turn.
  Tarantallegra (Dancing Feet Hex)
  Tarantallegra (Dancing Feet Hex)
  Second Year
  Pronunciation: tuh-RAHN-tuh-LEHG-rah
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 1 round, 10 minutes, concentration
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  Makes victim's legs dance uncontrollably. Can be used on
  anything with legs. Such targets include; chairs, stools,
  tables, animals, trees, and humans.
  Living victims must make a Strength saving throw (DC 5), on
  failed saves they begin dancing uncontrollably, unable to
  focus on any one target or remaining still enough to cast a
  spell.
  Waddiwasi (Spitball Jinx)
  Waddiwasi (Spitball Jinx)
  Third Year
  Pronunciation: wah-dee-WAH-see
  Casting Time: Instant
  Range: 10 feet feet
  Component: V, S
  Duration: Instantaneous
  Launches small “wads” of an object at the target. The wad
  simply needs to be within several feet of the caster, it will
  automatically soar into the intended victim. The wad must be
  minuscule or tiny in size, minuscule objects do no damage
  and tiny objects do 1d4 bludgeoning damage for every 10ft.
  they travel with a maximum of 60ft.
  Ventus (Spiralling Wind Jinx)
  Ventus (Spiralling Wind Jinx)
  Fourth Year
  Pronunciation: VEN-tuss
  Casting Time: Instant
  Range: Self (15 foot cone, 30 foot line), 30 feet
  Component: V, S
  Duration: 1 round, Concentration
  A jinx which shoots a stream of spiralling wind from the tip
  of the wand. This cyclone is able to blow away objects, or
  even damage physical beings. The wind can also entrap
  people, preventing them from leaving due to the violent wind
  speed.
  The wind from this spell can take the form of a 15 foot cone,
  a 10ft by 10ft sphere, or a tunnel of wind 5 foott wide and up
  to 30 feet long. The jet of air can cause unsecured objects
  and creatures to be blown away up to the range of the spell;
  each creature within the cone or line has a speed reduced by
  half, and must make a Strength saving throw (DC 10) or be
  knocked prone and immediately move to the end of the spell's
  range. Gases or vapors are also dispersed, and unprotected
  flames are extinguished within the effects of this spell.
  The sphere of air that can be created by this spell can be as
  gentle or biting as the caster chooses; the wind created by the
  10ft by 10ft sphere may deal 2d10 slashing damage if a
  creature attempts to enter or exit its area, if the caster
  declares it when casting the spell. A creature attempting to
  leave the sphere must also make a Strength saving throw
  (DC 10). On a failed save, they cannot escape
  Ventus may also be used like a blowdryer; this creates a
  warm, harmless blast of wind that can dry oneself or another
  person.
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  Chapter 12: Curses
  Chapter 12: Curses
  C
  urses; the name gives no doubt as to these spells'
  purpose. Dark magic and intentions are the
  catalyst for most curse spells. Though not
  inherently evil, most curses can easily be bent to
  foul purposes. A Curse is any spell used to inflict
  moderate to malicious ill intent towards others.
  There are many useful ones however such as Arania
  Exumai, the curse to exterminate spiders. Stupefy is a
  favorite among Aurors and Ministry officials alike for being
  able to incapacitate foes without needing to fatally wound
  them.
  Arania Exumai (Arachnid Death Curse)
  Arania Exumai (Arachnid Death Curse)
  First Year
  Pronunciation: ah-RAHN-ee-a EKS-umay
  Casting Time: Instant
  Range: Self (10-foot cone)
  Component: V, S
  Duration: Instantaneous
  Sends a cone of white light from the tip of the wand. This
  spell is used to kill arachnids. Spider and spider type
  creatures of a size Tiny or smaller are instantly killed by the
  spell.
  Small to Large sized spiders take 1d8 Force damage and are
  affected by the Blinded condition for one round.
  Calvario (Hair-Loss Curse)
  Calvario (Hair-Loss Curse)
  Fifth Year
  Pronunciation: cal-VORE-ee-oh
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Instantaneous
  This spell causes the victim's hair to fall out. Seems to only
  effect the hair on their scalp; all other hair is unaffected.
  Confringo (Blasting Curse)
  Confringo (Blasting Curse)
  Seventh Year
  Pronunciation: kon-FRING-goh
  Casting Time: Instant
  Range: 60 feet
  Component: V, S
  Duration: Instantaneous
  Shoots out a fiery bolt from the user's wand. Causes
  anything that the spell comes into contact with to explode in
  a fiery, localized explosion. Can work on organic creatures,
  but against wizards it is highly ineffective do to being easily
  blocked. However, even the rebound spell will cause an
  explosion. As such this spell is highly dangerous and should
  only be used with caution.
  The initial bolt deals 1d12 Fire damage. The explosion is
  small, only affecting squares adjacent to the point of
  detonation. Creatures in the area take 3d10 Fire damage.
  Conjunctivito (Conjunctivitis Curse)
  Conjunctivito (Conjunctivitis Curse)
  Fifth Year
  Pronunciation: CON-junk-ti-VITO
  Casting Time: Instant
  Range: 60 feet
  Component: V, S
  Duration: 4 rounds, 30 minutes, or until dissipated
  This curse sends a small pink flare zooming at great
  speeds directly towards the victims eyes. If hit, the flare burst
  and send small sparks shooting out, both damaging and
  blinding the victim. It is a recommended spell against
  dragons and giants.
  Targets effected take 1d12 force damage, and are affected by
  the Blinded condition for 4 rounds, or until it is dissipated or
  countered.
  The spell can be blocked and if water is applied to the victim
  before the end of the round, the negative effects are cleared. If
  not cleared, the spell makes the target have a sudden and
  painful bout of pink-eye that swell their eyes shut.
  Ineffective on anything without eyes or eyes made out of non-
  organic material (such as animated statues).
  Everte Statum (Throwing Curse)
  Everte Statum (Throwing Curse)
  Second Year
  Pronunciation: ee-VER-tay STAH-tum
  Casting Time: Instant
  Range: 10 feet
  Component: V, S
  Duration: Instantaneous
  Throws the victim backward, similarly to if they'd been
  grabbed and thrown. Intended victims must make a Strength
  saving throw (DC 5). On failed rolls, victim is tossed back
  10ft. and knocked prone. If there a physical object between
  the victim and the 10ft. then they will hit the object taking
  1d10 bludgeoning damage.
  Expulso (Expulsion Curse)
  Expulso (Expulsion Curse)
  Third Year
  Pronunciation: ecks-PUHL-soh
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Instantaneous
  Provokes an explosion by filling the targeted object with
  pressurized air. Must be used on a sealed container or hollow
  object to work. The object only needs enough room inside for
  a small amount of air to fill it.
  Victims within 10ft. of the explosion take 1d8 slashing, 1d8
  bludgeoning, and 1d8 piercing damage.
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  Fiendfyre (Cursed Flame)
  Fiendfyre (Cursed Flame)
  Not taught at Hogwarts. Only studied by advanced Seventh
  Year students.
  Pronunciation: None.
  Casting Time: Instant
  Range: Self
  Component: V, S
  Duration: Concentration
  Fiendfyre is a cursed fire with a supernatural power and heat,
  able to incinerate most things with a single touch. The flames
  are capable of seeking out living targets and flammable
  materials on their own, despite technically being non-
  sentient. This curse is advanced dark magic; it is also very
  difficult to control the roaring, billowing flames once they are
  unleashed.
  Casting thise curse involves using an action to hold a wand
  aloft, as a stream of Fiendfyre erupts from it. In order to keep
  control the flames, the caster must roll a Concentration
  check (DC 10, or half of any damage taken, whichever is
  higher). The caster can spread Fiendfyre to 20ft of new space
  per round by using an action on their turn. If left burning
  uncontrolled, the flames assume the form of gigantic
  Fiendfyre beasts.
  Fiendfyre deals 4d6 Fire damage to creatures within any
  areas its ignited.
  Flagrante (Searing Metal Curse)
  Flagrante (Searing Metal Curse)
  Fifth Year
  Pronunciation: flah-GRAN-tay
  Casting Time: 1 minute
  Range: 5 feet
  Component: V, S
  Duration: Indefinite
  A curse which, when placed on an object, causes it to emit a
  searing heat when touched. The caster chooses an object no
  larger than 5 feet in any dimension to curse. The spell leaves
  no immediately recognizeable trace, but when a creature
  touches the object, they take 2d8 Fire damage. The searing
  heat can also burn through material such as fabric and ignite
  flammable substances when activated.
  Flipendo Tria (Tornado Curse)
  Flipendo Tria (Tornado Curse)
  Third Year
  Pronunciation: flih-PEN-doh Tre-AH
  Casting Time: Instant
  Range: 30 feet, self (30-foot cone) when used as a
  concentration
  Component: V, S
  Duration: Instantaneous, Concentration
  The final and most powerful version of Flipendo, which
  knocks targets 25 feet away from the caster. Living targets
  must make a strength saving throw (DC 13). On failed rolls
  they are knocked prone and take 1d10 Force damage. The
  strength of the gust is enough to push a target across a 15ft.
  wide gap.
  This spell has a different effect when used as a concentration
  spell. Twirling the wand causes the gust to take the form of a
  vertical tornado. Moving the wand clockwise will cause it to
  send a heavy gust drastically pushing the target away.
  Counterclockwise will cause the tornado to pull the target
  towards you. Living targets must make a Strength saving
  throw (DC 13). On failed rolls, target is pushed or pulled 30ft.
  This is powerful enough that it can be used to cross a gap of
  30ft. wide regardless of depth. Allies may choose to fail this
  saving throw.
  Incarcerous (Incarceration Curse)
  Incarcerous (Incarceration Curse)
  Seventh Year
  Pronunciation: in-CAR-ser-us
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: Indefinitely
  Ties the target up with ropes by shooting out several long
  black strands which wrap around them. A favorite of dark
  wizards and aurors alike for being an easy, non-lethal
  incapacitation.
  Victims can make a Strength saving throw (DC 18) after hit
  to see if they can break free of the ropes.
  Locomotor Wibbly (Jelly-Legs Curse)
  Locomotor Wibbly (Jelly-Legs Curse)
  First Year
  Pronunciation: loh-koh-MOH-tor WIB-lee
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: 1 round, 5 minutes
  Causes the victim's legs to be unable to support their
  weight and collapse. Victims successfully hit are knocked
  prone until the duration is up or the spell is dispelled.
  During combat, victims make make a Strength saving throw
  (DC 5) to see if they can resist the effects.
  Locomotor Mortis (Leg-Locker Curse)
  Locomotor Mortis (Leg-Locker Curse)
  First Year
  Pronunciation: LOH-koh-moh-tor MOR-tis
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: 1 rounds, 30 minutes
  Locks the legs together, preventing the victim from moving
  the legs in any fashion. They can still hop on them however.
  Victims during combat have their movement speed halved,
  and need to make a Strength saving throw (DC 5) at the
  beginning of their turn till they either succeed, the duration is
  up, or the spell is dispelled.
  Mimblewimble (Tongue-Tying Curse)
  Mimblewimble (Tongue-Tying Curse)
  Second Year
  Pronunciation: MIM-bull-WIM-bull
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 24 hours
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  A curse which prevents certain information from being
  revealed by the individual upon whom the spell is placed. The
  caster must think of the specific information they wish to be
  prevented from being spoken when casting the spell. The
  curse manifests itself by causing the tongue to temporarily
  curl backwards upon itself. Last for a whole day before it is
  released.
  Can be used during combat to prevent another caster from
  casting a single spell. The effects however can be dispelled.
  Only one Mimblewimble curse may be placed on a victim at a
  time.
  Orbis (Sinking Curse)
  Orbis (Sinking Curse)
  Third Year
  Pronunciation: OR-biss
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Concentration
  Creates a shimmering blue vortex that sucks the target
  towards the ground. If the curse is dissipated or released, the
  victim is shot back up forcefully. Can be used on targets who
  are flying, levitating, or hovering 60 feet or lower above the
  ground.
  Victims dragged down take fall damage equal to the height
  they were dragged down from. During the duration of the
  spell, the victim is unable to get up unless the make a
  successful Strength saving throw (DC 10). On successful
  saves the victim is thrown straight back up into the air.
  Petrificus Totalus (Full Body-Bind
  Petrificus Totalus (Full Body-Bind
  Curse)
  Curse)
  Third Year
  Pronunciation: pe-TRI-fi-cus to-TAH-lus
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: 1 round, 10 minutes, concentration
  Used to temporarily freeze-up the victim's body, in an
  upright posture much like that of a soldier at attention; the
  victim then falls to the ground under the paralyzed condition.
  Last for about 10 minutes, but can be counter-cursed.
  When used as a concentration spell, the victim is held in the
  petrified condition until the concentration is broken.
  Reducto (Reductor Curse)
  Reducto (Reductor Curse)
  Fifth Year
  Pronunciation: re-DUK-toh
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Instantaneous
  Breaks apart objects by shooting out a red bolt that causes a
  loud boom when making contact. On critical rolls it will
  completely disintegrates its target. It can only be used on
  non-organic or petrified targets. The spell can only be used
  on one solid object at a time with a maximum weight of
  200Ibs. It does not break apart anything connected to the
  original item. It also does not work on magically fortified
  objects.
  Sectumsempra (Slashing-Blade Curse)
  Sectumsempra (Slashing-Blade Curse)
  Not taught at Hogwarts. Equal to a Seventh Year curse.
  Pronunciation: sec-tum-SEMP-rah
  Casting Time: Instant
  Range: 120 feet
  Component: V, S
  Duration: Instantaneous
  A dark spell that creates large, blood-oozing gashes on the
  victim, as if said victim had been "slashed by a sword” by
  sending out a translucent crescent. Victims who are hit take
  an immediate 3d8 slashing damage.
  Stupefy (Stunning curse)
  Stupefy (Stunning curse)
  Fifth Year
  Pronunciation: STOO-puh-fye
  Casting Time: Instant, 1 reaction
  Range: 60 feet
  Component: V, S
  Duration: 1 round, increases exponentially per spell
  Stuns the victim by shooting them with a bright red flare. If
  used too forcefully, it will put the victim in an unconscious
  state. Multiple Stupefy spells in a row increase the duration.
  Some enemies, mostly those with magical resistance, can
  only be stunned with several stunning curses hitting them
  one after the other. The stun last for 3 hours or until they are
  brought out of it with the Rennervate healing spell.
  The initial Stupefy spell does no damage but gives the target
  the Stunned condition. Stupefy can be cast immediately
  afterwards by a party member as a reaction (so long as they
  are immediately engaged with the target) to double the
  current duration of the initial stun and inflict 1d12 nonlethal
  Force damage.
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  Chapter 13: Counters & Illegal Curses
  Chapter 13: Counters & Illegal Curses
  C
  ounter spells and curses are an essential part of
  the wizarding world. All witches and wizards
  must know how to properly defend themselves in
  combat, and how to properly undo harmful
  Jinxes, Hexes, and Curses. Finite is a popular
  counter spell, and can be used within range or by
  prodding the affected area. Protego is a basic
  shielding charm that creates a nigh impenetrable shield that
  will reflect spells cast at it and forms a small barrier.
  Finite (General Counter-Spell)
  Finite (General Counter-Spell)
  First Year
  Pronunciation: fi-NEE-tay
  Casting Time: Instant
  Range: Touch, Self (5-foot cone)
  Component: V, S
  Duration: Instantaneous
  Terminates spell effects in the vicinity of the casters wand
  tip, either by prodding the affected area or casting a 5 foot
  cone. Finite will not work on all spells, for example it cannot
  dispel shielding charms or any of the Unforgivable Curses.
  Finite only affects spells of a 3rd year difficulty or lower.
  Finite Incantatem (Superior Counter-
  Finite Incantatem (Superior Counter-
  Spell)
  Spell)
  Third Year
  Pronunciation: fi-NEE-tay in-can-TAH-tem
  Casting Time: Instant
  Range: Touch, Self (10-foot cone), 50 feet
  Component: V, S
  Duration: Instantaneous
  Similar to Finite but significantly more powerful, it allows a
  caster to send a counter spell to a target within 50 feet by
  shooting a small white dart of magic at them. Finite
  Incantatem can even break weak Protego charms, and can
  break the control of an Imperious curse.
  Affects spells of all years.
  Meteolojinx Recanto (Weather
  Meteolojinx Recanto (Weather
  Modification Counter)
  Modification Counter)
  Seventh Year
  Pronunciation: mee-tee-OH-loh-jeenks ree-KAN-toh
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Instantaneous
  A spell which causes magical weather effects, especially
  unintended ones, to cease; this counters such spells as
  Meteolojinx, and resets malfunctioning enchantments such
  as the air-conditioning Atmospheric Charm.
  Protego (Shield Charm)
  Protego (Shield Charm)
  First Year
  Pronunciation: pro-TEE-goh
  Casting Time: Instant, or 1 reaction when targeted by an
  attack
  Range: Self (5-foot dome jutting from the tip of the users
  wand where they’re pointing)
  Component: V, S
  Duration: Concentration, or 1 reaction
  The Shield Charm causes minor to moderate jinxes,
  curses, and hexes to rebound off a domed translucent shield
  jutting from the tip of the casters wand, protecting the caster.
  A useful spell, it is surprisingly sturdy. The shield is physically
  solid and you are given a +3 bonus to AC (if used as a
  reaction this includes the triggering attack). As a reaction it
  last until the spell you reacted to is finished or your shield is
  broken by a succesful attack.
  When used as a concentration spell, the shield gains 10
  Temporary HP points. As long as the shield has remaining
  HP it cannot be brought down, however the shield is unable
  to recharge it’s HP until it is summoned again.
  The spell can also be used in a number of ways outside of
  combat such as creating an impenetrable 5ft. space nobody
  can walk through or separating people by force who are too
  close.
  The caster can also use an action on their turn to control
  tendrils of the black fire, and extend it toward a target 15ft
  away from the edge of the circle.
  Protego Horribilis (Darkened Shield
  Protego Horribilis (Darkened Shield
  Charm)
  Charm)
  Fifth Year
  Pronunciation: pro-TEE-goh horr-uh-BIHL-ihs
  Casting Time: Instant, or 1 reaction when targeted by an
  attack
  Range: Self (10-foot dome)
  Component: V, S
  Duration: Concentration
  A variation of Protego, it is especially effective against Dark
  magic. The shield produced is a translucent green color
  versus the clear translucence of Protego. The shield is
  physically solid and you are given a +8 bonus to AC against
  curses (if used as a reaction this includes the triggering
  attack). As a reaction, it lasts until the spell you reacted to is
  finished or your shield is broken by a succesful attack.
  When used as a concentration spell, the shield gains 20
  Temporary HP points. As long as the shield has remaining
  HP it cannot be brought down, however the shield is unable
  to recharge its HP unless it is summoned again.
  The spell can also be used in a number of ways outside of
  combat such as creating an impenetrable 10-foot space
  which no creature can walk through or separating people by
  force who are too close.
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  Protego Maxima (Ultimate Shield Charm)
  Protego Maxima (Ultimate Shield Charm)
  Seventh Year
  Pronunciation: pro-TEE-goh MAX-ee-ma
  Casting Time: 1 hour
  Range: a large dome stretching a 150-foot radial dome from
  the caster
  Component: V, S
  Duration: Concentration, up to 1 day
  A large and extremely powerful version of Protego, it will
  actually disintegrate anything that comes into contact with it
  of a magic nature (including witches and wizards). The spell
  is an intensive ritual that requires the casters utmost
  concentration. The spell can only be entered or exited safely
  using certain charms or dropping the shield. The shield is
  physically solid and has an AC of 30. It has 300 hit points,
  and lasts 24 hours, until the caster drops the spell, or a spell
  damages the shield to 0 HP. There is no means to heal the
  shield, unless it is summoned again.
  Damaging spells cast against the shield visibly ripple against
  the surface, potentially revealing the position of the attacker.
  Protego Totalum (Home-Shield Charm)
  Protego Totalum (Home-Shield Charm)
  Fifth Year
  Pronunciation: pro-TEE-goh toh-TAH-lum
  Casting Time: 1 hour
  Range: A drawn out area up to 50-foot total area coverage
  Component: V, S
  Duration: Indefinite
  Casts a lasting shield charm over an area the caster draws
  along. This shield has 250 hit points. It will not let anything
  pass through the shield once it is set up, until its HP is
  dropped to zero. The shield has no AC score, so it can be
  attacked with relative ease. However, it can only be damaged
  by magical means, it is unaffected by physical damage. Once
  someone leaves the drawn out area, the shield will dissipate.
  Exceptions to the rule are creatures of no magical means
  (such as muggles and squibs), and non-human apparation.
  Surgito (Enchantment Removing Charm)
  Surgito (Enchantment Removing Charm)
  Sixth Year
  Pronunciation: SIR-gee-toe
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: Indefinite
  Surgito is a counter-charm, meant to counteract
  enchantments and effects of the mind. This spell can remove
  the Charmed condition from targets, applied by spells such
  as Imperio and the effects of love potions.
  Illegal Curses
  Illegal Curses
  Protego Diabolica (Black Fire Shield
  Protego Diabolica (Black Fire Shield
  Curse)
  Curse)
  Not taught at Hogwarts. Equal to a Seventh Year curse.
  Pronunciation: pro-TAY-goh dia-BOHL-i-cuh
  Casting Time: Instant
  Range: Self (15 foot radius ring around the caster)
  Component: V, S
  Duration: Concentration, up to 10 minutes
  This Dark magic spell conjures a protective circle of black
  fire in a wide circle around the caster. This fire can
  completely incinerate the enemies of the caster, while leaving
  their allies unharmed.
  Morsmordre (Dark Mark Curse)
  Morsmordre (Dark Mark Curse)
  Secretive, not taught at Hogwarts. Equal to a Second Year
  curse.
  Pronunciation: morz-MOR-druh
  Casting Time: Instant
  Range: Self
  Component: V, S
  Duration: Instantaneous
  This Dark spell conjures an enormous, eerie image of the
  Dark Mark, the skull-and-serpent sign used by Lord
  Voldemort and his Death Eaters as a calling card at the
  location of terrible crimes against wizardkind. It appears high
  in the sky, almost directly above the caster.
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  The Unforgivable Curses
  The Unforgivable Curses
  In the wizarding world there are three curses that are
  registered as “Unforgivable”. The use of any of the said
  curses is considered illegal and will guarantee the caster a
  spot rotting away in the cells of Azkaban, the wizarding
  prison. The spell are not generally taught at Hogwarts except
  in the most advanced Defense Against the Dark Arts classes.
  Aurors (dark witch/wizard catchers) are trained in the use
  and effects of the curses so that can better combat them out
  in the field.
  Avada Kedavra (Killing Curse)
  Avada Kedavra (Killing Curse)
  Never taught at Hogwarts, only studied by advanced Seventh
  Year students.
  Pronunciation: ah-VAH-dah keh-DAV-rah
  Casting Time: Instant
  Range: 60 feet
  Component: V, S
  Duration: Instantaneous
  Causes instant death to the victim wherever it hits on the
  body, is accompanied by a flash of green light and a rushing
  noise; there is no known counter-curse, although there are a
  number of ways to prevent death by it, such as hitting it with
  another spell in mid-flight, dodging it, or interrupting the
  caster. Use of the curse is illegal and not (normally) taught at
  Hogwarts.
  Crucio (Cruciatus Curse)
  Crucio (Cruciatus Curse)
  Never taught at Hogwarts, only studied by advanced Seventh
  Year students.
  Pronunciation: KROO-shee-oh
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Instantaneous, Concentration
  Inflicts intense pain on the recipient of the curse; the pain
  is described as having hot knives being driven into the victim.
  It cannot be cast successfully by a person who is doing so out
  of pure spite or anger; one must feel a true desire to cause
  the victim pain.
  The spell cannot be resisted, once a target is hit it does 3d8
  force damage and knocks the victim prone. The victim must
  make a Constitution saving throw (DC 18) to break the curse.
  If used as a concentration spell, each subsequent turn causes
  the victim an additional 1d8 force damage. Victims cannot
  move or fend for themselves while being attacked, for the
  pain in unbearable.
  Imperio (Imperius Curse)
  Imperio (Imperius Curse)
  Never taught at Hogwarts, only studied by advanced Seventh
  Year students.
  Pronunciation: im-PEER-ee-oh
  Casting Time: Instant
  Range: 60 feet
  Component: V, S
  Duration: 1 week
  One of the three "Unforgivable Curses". Places the subject
  in a dream-like state, in which he or she is utterly subject to
  the will of the caster. However, those who are strong willed
  may learn to resist it. While under it’s effects, the victim is
  capable of doing things they normally wouldn’t be able to
  (such as feats of gymnastics or murder).
  Intended victims must make an Intelligence saving throw
  (DC 18), those who resist are instantly alerted to the casters
  location. Victims who fail are instantly put under the control
  of the caster. Directions must be communicated to the
  Imperioused victim, but they can perform the directions
  normally as if they intended to do it themselves. The caster
  can be miles away and the victim will still respond to orders.
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  Chapter 14: Healing Spells
  Chapter 14: Healing Spells
  h
  ealing spells are some of the most complex
  spells known to wizardkind. They are also
  equally as useful, for no witch or wizard is
  immune to damage of any sort. From healing
  broken bones to summoning makeshift
  splints, Healing spells encompass a wide
  range of effects. If it makes ones life better,
  and brings them comfort then it was used correctly. In this
  section we will alphabetically list many of the most useful
  Healing spells in the wizarding world, along with the year
  they are normally taught at Hogwarts. It should be noted, with
  few exceptions, that most Healing spells are O.W.L. or
  N.E.W.T. level due to the immense level of discipline needed
  to make them have the desired effect.
  Anapneo (Heimlich Healing Spell)
  Anapneo (Heimlich Healing Spell)
  First Year
  Pronunciation: ah-NAP-nee-oh
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: Instantaneous, concentration
  Clears the target's airway, should they find it blocked.
  Shoots the blockage out at a forceful rate. A mandatory spell
  taught to all first year students, due to the splendor of the
  traditional Hogwarts feast most students are prone to
  choking at least once.
  Brackium Emendo (Bone-Mending
  Brackium Emendo (Bone-Mending
  Healing Spell)
  Healing Spell)
  Seventh Year
  Pronunciation: BRA-key-um ee-MEN-doh
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: Concentration
  This spell will heal broken bones, however it is incredibly
  difficult and must be used only by professionals or skilled
  witches and Wizards. Requires extreme concentration. If
  used incorrectly, the bones may mend in strange angles, grow
  extra bones, or they may disappear completely.
  During combat, caster rolls 1d12 at the beginning of every
  turn to determine the damage healed. Cannot break
  concentration or the spell will backfire and injure the
  recipient, causing their bones to re-break and inflict 2d12
  piercing damage.
  Episkey (Minor Injury Healing Spell)
  Episkey (Minor Injury Healing Spell)
  Third Year
  Pronunciation: ee-PISS-key
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Instantaneous
  Used to heal relatively minor injuries, such as broken
  noses, toes and split lips. Roll 1d8 to determine the amount
  healed.
  Can only be used if the target is missing only 8 or fewer hit
  points.
  Ferula (Mendicant Healing Spell)
  Ferula (Mendicant Healing Spell)
  Fifth Year
  Pronunciation: feh-ROO-lah
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: Indefinitely, until severed
  Creates a makeshift bandage or splint out of solid black
  mass that shoots from the tip of the wand. Spell last
  indefinitely until cut or removed. Despite it’s imposing visage
  and strength, wands will cut through it quite easily. Once cut
  or removed, the mass begins to disintegrate into nothingness.
  Rennervate (Enervation Healing Spell)
  Rennervate (Enervation Healing Spell)
  Fifth Year
  Pronunciation: ree-nur-VAH-tay, REN-ur-vayt
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Instantaneous
  Revives a paralyzed, stunned or unconscious person. The
  conditions removed by this spell must be of magical means
  (such as the use of the Stupefy curse) or the spell will fail to
  work. Ineffective against Dark magic, such as petrification or
  curses.
  Vulnera Sanentur (Resuscitation
  Vulnera Sanentur (Resuscitation
  Healing Spell)
  Healing Spell)
  Seventh Year
  Pronunciation: vul-nur-ah sahn-en-tur
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: Concentration
  Causes wounds and gashes to mend, and any lost blood to
  return to the victim. Requires steady concentration or the
  spell will falter and the wounds will reopen. Spell is powerful
  enough to heal wounds made by extremely Dark curses.
  During combat, caster rolls 2d10 every turn to determine
  how much damage is healed. If concentration is broken,
  recipient wounds reopen, causing 3d10 slashing damage.
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