Harry Potter RPG Corebook

March 12, 2017 | Author: WKentTaylor | Category: N/A
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All characters, settings, copyrights and trademarks contained in this document are the property of J.K. Rowling and/or Warner Brothers.

Introduction This is Harry Potter: The Roleplaying Game. It uses the Cortex Plus Dramatic Roleplaying system from Margaret Weis Productions, Ltd. Sources for this rulebook are J.K. Rowling’s seven Harry Potter books by, the two “Harry’s Books” books written for Comic Relief, and the book, Beadle the Bard. In the few cases where a species of creature or a character is not fully described in these books, the gaps were filled in with information from the movie. Where the movie and the books disagree, the books are considered the ultimate authority. In a very few instances, the online transcripts of J.K. Rowling’s various interviews were utilized. Being possibly the best Harry Potter-related resource site on the web, the Harry Potter Lexicon (http://www.hp-lexicon.org/) filled in gaps other research missed. Also, the official Harry Potter website, Pottermore (https://www.pottermore.com/en-us), was used. Lastly, the PlayStation 3 games, Wonderbook: Book of Spells and Wonderbook: Book of Potions, was used.

Character Creation Creating a Character: Phase 1 – Pathways Generate Attributes, Distinctions, and Traits (Assets & Complications) based upon the Pathway guidelines. Pathways represent actual life experiences that characters evolve themselves from, sometimes these experiences will provide positive gains and others can create negative gains. During character creation, players will be given the choice of 5 Pathways: Birth-Right, Upbringing, Focus, Motivations, and Identity. Each Pathway will construct the basics of the player character, shaped to best fit the player’s idea. Overall, Pathways are the means for the GM to shape the characters within his story, bestowing at integral moments a Pathway which will alter player characters for better or worse. Pathways come in a variety of themes, which are Birth-right, Upbringing, Focus, Motivations, Identity, Behavior, Priorities, Perils, and Events. How Pathways Work: Pathways will usually increase or decrease player abilities, assets, complications, or distinctions. Listed within a Pathway are the descriptions of what is gained or taken from a player character and will be expanded upon in detail in each Pathway Section. Squares () represent people. Diamonds () represent places. Circles () represent things. Distinctions Distinctions represent a feature that distinguishes a character’s life, they are Relationships, Resources, and Values.  Relationships represent the non-player characters and creatures that are tied to the player closely. They know the player through emotional bonding and will willing go out of their way to provide the player with a means to an end.  Resources are means that are available to a character that can affect them in many ways good or bad as sometimes a resource itself may be counter to what is happening. Locations, Extras, and Objects are resources a character may possess.



 Locations represent a place that is tied to the character. If applicable a character may use these places as a means to an end. “I’m always at home in a library so studying this book is easy.” “Avalon gives me strength to destroy the evil before me.”  Extras represent non-player characters or creatures that are tied to the player character. They know of the player character, but only as contacts or acquaintances and may hinder or aid as a means. “You’re Harry Potter; of course I’ll help the great Harry Potter!” “That falcon and I are rivals; I don’t know why, but sometimes he defends me and other times he steals my stuff.”  Objects represent physical non-living items that are tied to the Player Character which operate as a means. These objects can be as simple as mundane and common items or even magical and wondrous artifacts. “I have a cloak of invisibility I think I can sneak by Fluffy easy.” “The philosopher stone can extend my life and give me great health.” Values are moral principles upon which a character places great importance. These include: Duty, Glory, Justice, Love, Power and Truth.  Duty represents a character’s importance to obligation, service, responsibility and commitment. “I will live up to my family name.” or “I won’t let my friends down, I have to keep them safe.”  Glory represents a character’s importance to honor, distinction, credit, renown, and fame. “I am the best potion maker in world.” “Maybe you’ve heard of me? I am the slayer of Grobkin the Witchslayer.”  Justice represents a character’s importance to fairness, righteousness, and integrity. “I do what I think is right.” “His acts warrant punishment; no person should be allowed to do whatever they want and suffer no consequence.”  Love represents a character’s importance to affection, caring, kinship, and devotion. “I’ve been through a lot, but I know I can count on my friends and family.” “I’ll never be alone in my struggles; I have friends and family who are with me where ever I go.”  Power represents a character’s importance to control, influence, command, and clout. “I need that wand; with it I will be unstoppable.” “My magical talents are beyond any of my class, now feel the might of my magic.”  Truth represents a character’s importance to fact, certainty, legitimacy, and sincerity. “Something is not right here; I’ll get to the bottom of it.” “History has taught us that this has happened before, and it will happen again”

Birth-Right Birth-Right represents the blood heritage of a player character which ties them to the magical world and grants them their Magical Talent. Birth-Rights are Muggle-Born, Half-Blood, Pure-Blood, Half-Breed, or Orphan. Birth-Right All Attributes start at D4, Gain D4 Resource Magic

Muggle-Born Love or Truth D4

Half-Blood Glory or Truth D4

Infamy (Minor)

Selfish (Minor)

Pure-Blood Duty or Power D4 Arrogance (Minor)

Orphan Love or Justice D4 Shy (Minor)

Half-Breed Love or Power D4 Memorable (Minor)

Relation D4

+ Value x2

Asset (Minor)

Resource D4

Resource D4

Muggle-Borns are wizards and witches who are born to two non-magical parents. Their magical abilities do not seem to be at all affected by their Muggle parentage – in fact, many MuggleBorns have been among the most powerful witches and wizards of their time. Muggle-Borns inherit magic from a distant ancestor; they are descended from Squibs who have married Muggles and whose families had lost the knowledge of their wizarding legacy. The magic resurfaces unexpectedly many generations later. Muggle-Borns tend to show great affection and love as well as curiosity and dedication to the truth. They carry a stigma in the wizarding world as “Mud-Blood” towards which the very isolated wizard community can be racist. Because they are unaware of the wizarding world and its traditions, Muggle-Born tend to form relationships faster than most and often form close bonds. Half-Bloods are wizards and witches who have a Muggle/Muggle-Born parent and magical parent. By the 1990s, Half-Bloods were the most common type of magical person, as the wizarding population would have become extinct had they not inter-married with Muggles and Muggle-Borns. Half-Bloods tend to seek glory to prove themselves or they dedicate themselves to uncovering facts about magic. They often develop a selfish attitude that can be self-interested or egotistical. However, due to their mixed parentage and often unique outlook of living between 2 cultures, Half-Bloods tend to develop their core values more than any other magical born being, often displaying multiple strong values. Pure-Bloods are wizards and witches who claim to be from families with purely magical heritage. This means that there are no Muggles in their family trees, but this is becoming rare, for if wizards don’t mate with Muggles their race would die out from the lack of magical pure breeding. Because the only way for a family to retain their pure-blood status is to marry other pure-bloods, all pure-blood families were related to one another by the 1990s. Because of inbreeding among purebloods and some marrying Muggles and Muggle-Borns, the number of families claiming to be pureblood is declining. They tend to often develop a strong attachment to duty, as pure wizarding families believe in a standard to live up to. They also seem to develop a desire for power, wishing to showcase their heritage or demonstrate the power they were born with often seeing no reason to hold back what has been natural for them their whole lives. Due to the many standards pure-blood families have, many seem to become arrogant in some fashion, making claims or pretensions to superior importance or rights; overbearingly assuming things when they shouldn’t. Because they have the most developed lives of the wizarding world most often gain assets in many forms. Half-Breed is a term given to humans with at least one non-human magical parent, although those with more distant non-human magical ancestry are also referred to as Half-Breed? Due to the nature of the non-human magical parent, all Half-Breeds will inherit the magical gene, even after many generations. There is a great deal of prejudice against Half-Breeds in the wizarding world, due to the discrimination against non-human beings in general. Due to the nature of their birth and parenting many Half-Breeds strongly develop a loving nature or attitude of power as most nonhuman magical beings are more dangerous than common wizards and witches. However, due to their non-human traits most are memorable and stick out preventing them from blending in or isolating themselves from others. They often possess unique resources from their non-magical parents far greater than others depicting their non-magical parent’s background. Orphans are wizards and witches who, by unfortunate events, have no parents or records of them and therefore have no heritage from any wizarding family. By the 1990s, more and more orphan wizards are becoming common as the first wizarding war left many children without parents. Many Half-Blood or Muggle-born wizards left their children in the care of orphanages or foster parents to avoid the blood-hunts. Many wizards became irresponsible in abandoning their Muggle

relationships and those Muggle parents were unable to raise a magical child, thus abandoning them to orphanages. Due to their isolated and outcaste lifestyle many tend to either form strong relations to others or become obsessed with making things right in the world, sometimes either for good or worse. Often Orphans tend to find resources, magical or non-magical as they either have something left to them from their parents or are guided by their own magic to seek other magical forces. Upbringing Upbringing represents the way a child was raised, from their perceptions of the world, environment, and even discipline; this includes: Rich, Ordinary, Gifted, Strange, or Wizarding Relation. Upbringing

Rich

Ordinary

Gifted

Strange

+Distinction +Distinction +Distinction +Distinction +Resource +Relationship +Distinction +Resource +Asset +Asset +Asset +Asset

Wizarding Relation +Distinction +Value +Asset

Rich describes those that were raised with a distinction of having an excess or abundance of something. What they having can be from something as simple as money to something as immaterial as love and friendship. Regardless most rich people tend to have more than others and often find themselves elevated above others because of this. Ordinary describes those that were raised as common and normal as a person should be raised. Most often have no special qualities of note but have the luxury of being in common-place with the majority of folk. Because they are easily approachable they tend to have more relationships than most. Gifted describes those that were raised with unique qualities or interests, often being more exceptional than those around them. Their gifts can range from exceptional attributes to even unique hobbies that most avoid. Most tend to have great distinction and have accomplished much more early in life. Strange describes those that are unique due to being or having unusual qualities or interests. Often strange folk find themselves alienated, yet they possess what almost no one else has. Much like those who are rich strangely raised fold gain resources albeit rather than being something that anyone can have it usually is something no one has easy access to. Wizarding Relations describes those that are raised within the wizarding community or specific family and have a great tie to the wizard world through some means. Most tend have develop values based upon their family or community, distinction from the wizarding relation, or even a great asset. Most show a great understanding for the wizarding world and a deeper attachment to the history of magic. Focus Focus represents a subject that a player character concentrates upon as well as the depth of his fixation to said subject; this includes: Knowledge, Magical, Status, Life, and Hobby.

Focus

Knowledge +Int & +Attribute +Truth +Resource

Magical +Will x2 +Magic +Power

Status +Will & +Awareness +Duty +Relationship

Life +Attribute & +Attribute +Distinction +Resource

Hobby +Attribute x 2 +Distinction +Asset

Knowledge represents gathering and application of information through either experience or education. Those that fixate themselves to knowledge often have great intellect and personally develop other abilities to act as a companion to their studies. Those that think yet act fast develop agility; those that think and have patience possess strong willpower. Because they seek knowledge they cherish certainty and fact and often hold the value of truth. They also understand the need for resources and how they help accomplish the pursuit of knowledge and therefore gain more than others. Magical represents the understanding, growth, and application of magic itself. Those that focus on magic often immerse themselves into the magical world’s mysteries learning what makes wands work, why magical creatures exists, or even creating new and more powerful spells. Because the use of magic is governed by willpower, most tend to grow and develop extreme levels of willpower and developing nothing else. The growth of one’s magic power resource is also increased as they unlock more of their natural magical talent. Because magic is power, many also gain stronger values for Power. Status represents the relative social, professional, or personal standing of someone or something. Most tend to possess willpower and awareness, allowing them to perceive and impress themselves to the status at hand. Because upholding a status requires a specific way of conducting oneself, most grow in the value of duty. Status also tends to reflect one’s ability to fit in with the desired group; often they develop a relationship to reflect a belonging to the group. Life represents the understanding and improvement of one’s physical, mental, or spiritual development. Because improvement of one’s life is so broad almost any ability can become greater than others, spiritualist often develop Willpower and Awareness, Mentalist develop Intellect and Willpower, physical people tend to be strength/agility or vitality. Because of their open life focus they develop distinctions that can range from anything that may benefit the growth of their lifestyle. Resources also play a part in the life focus, from extras, objects, to locations. Hobby represents an activity done regularly in one's leisure time for pleasure. These activates can range from puzzle solving to arts and crafts. Because ones hobby takes up a lot of time, many will develop extreme levels of a single ability that helps them in performing their interests. They also develop distinctions that can vary from hobby to hobby as well as gaining assets that also reflect their interests. Motivation Motivation represents the psychological impulse that triggers one’s emotional desire to act. Others, Self, Causes, Tasks, World (As they grow and develop they will tend to improve upon abilities they believe will best aid in their motivations)

Motivation

Others +Justice or +Love +Attribute

Self Causes Task +Glory or +Duty or +Glory or +Power +Justice +Truth +Attribute +Attribute +Attribute +Relationship or +Asset or +Resource

World +Duty or +Truth +Attribute

Others represents a character’s impulse towards others, for good or worse people seem to trigger something within which forces you to act. The triggers can be as simple as people who do something stupid make you mad, or someone is hurting and you have to help them. Most will often develop a sense of justice or strong devotion to those around them. Self represents a character’s impulse to act upon their own needs be they for selfish reasons or for doing something that would help a situation. The triggers can range from wanting to keep their own money to refusing to allow a person to cheat because you don’t believe in cheating despite your friend possibly failing and being kicked out of school. Most will often develop their own form of honor, seek personal distinction or develop a strong need to be in control so that they are doing what they want. Causes represents a character’s impulse to act upon a purpose or goal such as saving the whales or freeing the house elves. Most characters will develop a sense of obligation to their goals or purpose they have chosen and ensure that righteousness and sincerity are given to the task they set. Task represents a character’s impulse to act upon a set work that has been assigned. Triggers range from taking orders to finishing homework before anything else. Most tend to develop the value of responsibility and commitment as well as the distinction of having their work given credit. World represents a character’s impulse to act upon a earth and all the life within from its salvation to destruction. Triggers tend to be from stopping a world catastrophe or targeting a specific living group to ensure the world’s future. Characters will often dwell upon a sacred obligation and personal responsibility while others would seek to ensure that world itself knows of the facts and certainty that sits before it. Identity Identity represents the collected characteristics to describe the personality of an individual; this includes: Side-Kick, Foil, Rebel, Specialist, and Hero (characters will develop their abilities to best fit their personality being allowed to raise 2 separate abilities 1 die step). Identity

Side-Kick +Relations +Extra or +Relationship

Foil Rebel Specialist Hero +Attribute & +Attribute +Distinction +Value +Distinction +Attribute +Extra or +Location +Distinction +Resource +Relationship +Resource or +Relationship

Side-Kick represents a person who frequently makes friends and accompanies others on adventures rather than being the one who seeks it. Most characters will develop a relationship with close friends and those that act first to fulfill themselves. Because characters make friends fast or accompany others on their adventures they either develop ties to an extra that can be of use later or increase their relationship level with others. Finally because they complete these adventures with others they sometimes gain a resource to use or even a raise or gain a new relationship. Foil represents a person who frequently by contrast underscores or enhances the characteristics of others. Such as the fool who saves the hero’s life or the coward who seems to find the bad guys and in their fit of running away lures them into a trap. Usually their personality tends to grant them a distinction from improving their personal values, gaining a resource, or even developing a relationship. Like all characters the foil will either gain a resource to use or gain/improve a relationship. Rebel represents a person who frequently defies accepted conventions, such as breaking the laws because he was told to follow them or fighting a bully regardless of the disadvantage because you would lose. Most characters will develop personal value that drives them to rebel from love of chaos to power to be different. Often rebels will develop an attachment to a place or territory where they feel they can be free and treat it as their own. Like all characters a rebel will find either a resource or develop a relationship that allows them to keep rebelling. Specialist represents a person who frequently has knowledge and skill that pertains to a particular branch of activity from crafts to dark arts. Most will develop distinctions to which is proof of their specialized skill. Like all characters specialists will gain a resource or relationship that enhances their particular specialization in life. Hero represents a person who frequently is endowed with feats of courage, nobility, strength of character and purpose. Most characters will develop abilities that will aid them in their endeavors. They will also gain a resource that represents their innate heroism. Like all characters the hero will either gain a resource or relationship that allows them to perform heroic tasks. Behavior Behavior represents the manner of which a player character acts and reacts to environmental triggers; these include: Reliable/Loyalty, Shady, Against the Grain, Outside Normal, and Special Gifts. The GM may choose how many bonuses are given for a Pathway (minimum of 1). Behavior

Reliability/Loyalty ±Duty or ±Love

Against the Outside Grain Normal ±Glory or ±Justice or ±Justice or ±Power ±Truth ±Power ±Distinction or +Asset or +Complication Shady

Special Gifts ±Duty or ±Glory

Priority Priority represents the order of importance and urgency a player places on them; these include: Friends & Family, Work, Moving On, Looking Back, and Performance. The GM may choose how many bonuses are given for a Pathway (minimum of 1).

Priorities

Friends & Family ± Duty or ±Love

Work

Moving On

± Power or ±Truth

±Extra

±Location

±Glory or ±Justice ±Distinction ±Extra

Looking Back ±Love or ±Truth ±Location

Performance ±Duty or ±Glory ±Extra

Peril Peril represents the degree in which players expose themselves to harm or loss; these include: Risky, Straight, Lofty, Unforeseen, Ethical. The GM may choose how many bonuses are given for a Pathway (minimum of 1). Peril

Risky ±Glory or ±Power ±Resource

Straight Lofty Unforeseen ±Duty or ±Glory or ±Justice or ±Love ±Truth ±Truth ±Relationship ±Resource ±Relationship ±Distinction or ±Asset or ±Complication

Ethical ±Justice or ±Love ±Relationship

Events Events represent a significant occurrence or happening that takes place in a player’s life; these include: Advancement, Tragedy, Manifestation, First Contact, and Destiny. The GM may choose how many bonuses are given for a Pathway (minimum of 1). Events

Advancement Tragedy ±Glory x2 or ±Justice x2 or ±Power x2 ±Love x 2 ± Value ± Value

Manifestation ±Power ± Value x 2

± Distinction

± Distinction

±Attribute

±Location

±Relationship x2

±Attribute or ±Distinction

± Relationship or ±Asset or ±Resource

±Location x 2

First Contact Destiny ±Duty x2 or ±Duty ±Truth x 2 ± Value ±Value x 2 ±Distinction or ±Attribute or ±Birth-Right and +Asset ±Relationship ±Resource x3 ±Relationship ±Resource or ±Asset or ±Resource

Creating a Character: Phase 2 – Skills Determine your character’s skills; starting characters receive 56 skill points. Skills are rated as die types, starting with a D2 and progressing upward. Skills theoretically have no upper limit – but there is one hitch in the progression. Skills are divided into three types: General Skills, Exceptional Skills, and Specialty Skills. Skill Level Die Type Proficiency None (D0) Untrained D2 Incompetent D4 Novice D6 Competent D8 Professional D10 Expert D12 Master D12+ Supreme General Skills represent broad bases of knowledge. They cover many individual activities, and let characters be competent at a field without being particularly gifted at any one thing. However, because they are so broad in scope, they are also limited in depth: General Skills cannot advance beyond D6. Your character can purchase General Skills normally from D2–D6, but if he wants to progress beyond that boundary, he has to pick individual Specialties. Exceptional Skills represent broad bases of academia specifically present within Hogwarts School of Witchcraft & Wizardry. They cover many individual activities, and let characters be competent at a field without being particularly gifted at any one thing. However, because they are so broad in scope, they are also limited in depth: Exceptional Skills cannot advance beyond D4. Your character can purchase Exceptional Skills normally from D2–D4, but if he wants to progress beyond that boundary, he has to pick individual Specialties. Specialty Skills are much more narrow and focused. Creatures is a General Skill, and lets your character train, care, breed, or raise of animals. However, the Animal Care Specialty only covers caring for animals. The benefit of Specialties is that, in game terms, they pick up where General Skills leave off – they start at D8 (or D6 in the case of Exceptional Skills) and progress upward from there, letting your character keep improving. Each Specialty you purchase has to be assigned to an appropriate General Skill, and you cannot purchase Specialties under a General Skill until it has reached the D6 level. For example, your character cannot have the General Skill Athletics D4 and purchase the Specialty Skill Running D8; he would first have to advance his Athletics to D6, at which point he could then buy any Specialties under Athletics. There is no limit to the number of Specialties you can have under a given General Skill. Also, Specialties have no upper limit, save that characters cannot start with any above D12. So, to continue that example, your character could eventually learn enough about Athletics to achieve the Skills Athletics D6/Running D12 + D4/Climbing D10/Dodge D10, given time and determination. To buy Skills, spend your character’s starting Skill Points. Just remember: You only need to pay for the General Skill once, but the Specialties under it each need to be bought individually. For example, a street thug’s D6 in Combat costs 6 Skill Points, but the Specialty of D10 in Clubs only costs an additional 4 Skill Points, since he’s already paid for the first D6. Adding in other Specialties

would work the same way: A D8 in Knife would cost 2 more Skill Points, and a D12 in Chains would cost 6. General Skill of D6 (6 Points) + Specialty D8 (2 Points) + Specialty D10 (4 Points) + Specialty D12 (6 Points) = 18 Skill Points total. Things would be much different if he had to pay full price for Specialties! Skill Costs Die Type General Cost Exceptional Cost Specialty Cost D2 2 2 – D4 4 4 – D6 6 – – D8 – – 2 D10 – – 4 D12 – – 6 D12 + D2 – – 8 D12 + D4 – – 10 Artistry Artistry is the Skill that covers artistic expression with media, from writing fiction to sculpting marble statues. It does not cover singing, dancing, or acting, which are all grouped under Performance, though it does include composing music and choreographing a dance recital. Specialties: Appraisal, Cooking, Composition, Forgery, Painting, Photography, Poetry, Sculpture, Writing. Athletics Working out, staying in shape, and moving out of harm’s way usually all involve Athletics. Physical coordination, distance running, and other major activities make frequent use of this Skill. Specialties: Climbing, Contortion, Dodge, Juggling, Jumping, Gymnastics, Parachuting, Riding, Running, Sports (choose one), Swimming, Weight Lifting. Combat This Skill provides proficient with personal firearms, basic proficiency with knives, clubs, swords, and anything else you can swing, poke, or bludgeon with in a fight, and covers the use of hurled or physically propelled weapons such as throwing axes, slings, spears, and bows. Specialties: Assault Rifle, Blowguns, Bolos, Bows, Chains, Clubs, Crossbows, Darts, Grenades, Intimidation, Javelin, Knives, Machine Gun, Pistol, Pole Arms, Repair, Repair, Rifle, Shields, Shotgun, Slings, Sniper Rifle, Swords, Throwing Knives, and Whips. Covert Covert covers both physical and mental expressions of deception, whether in a criminal sense or as a means of evading and overcoming obstacles. Specialties: Camouflage, Disguise, Forgery, Pickpocketing, Sabotage, Safecracking, Stealth, Streetwise. Craft

Craft is the application of a trade toward the creation of something useful. It differs from Artistry in that the result of a Craft action is something of utility rather than artistic expression, although there are several occasions where the two may overlap. Specialties: Architecture, Brewing, Carpentry, Cooking, Leatherworking, Metalworking, Pottery, Sewing. Creatures This Skill covers the training, care, breeding, or raising of animals of all kinds, including magical creatures. Specialties: Animal Care, Animal Training, Riding, Veterinary Medicine, Zoology. Discipline This Skill is used to resist temptation, torture, and fear – and possibly to scare others in the manner you’ve been taught to resist. By yelling or coaxing, you can try to keep others on a focused path. Specialties: Concentration, Interrogation, Intimidation, Leadership, Morale, Resistance. Dueling Since most spells in the World of Harry Potter are treated as missile spells, this skill is vital for Wizards to target the spell. Specialties: Fast Draw, Spell (pick one). Flying (Skilled Use Only) If you have this Skill you understand how to control magical flying craft under adverse conditions and deal with small problems. Specialties: Broomstick, Flying Carpet, Hoverboard. Herbology This is the scientific study of magical flora. It includes some knowledge of how to care for magical plants, as well as knowledge of how to handle them safely. This skill also covers growing and preparing magical and mundane plants for magical use. Specialties: Flowering Plants, Water Plants. Influence Influence lets you win friends, lie to enemies, and persuade potential allies to join your cause. This can be especially important in a political situation, where the right words can escalate or diffuse a problem in moments. This Skill also helps when your opponent has all the guns, or when you need to deal with social bureaucracy. Specialties: Administration, Barter, Bureaucracy, Conversation, Interrogation, Intimidation, Leadership, Persuasion, Politics, Seduction. Knowledge (Exceptional)

This Skill covers a wide base of general, non-magical knowledge. It is almost entirely academic in nature, which means that while you may know the theory behind many other Skills, you can’t simply default to this Skill when actually attempting something practical. Specialties: Appraisal, Culture, Folklore, History, Law, Literature, Philosophy, Politics, Religion, Sports. Languages (Exceptional) In addition to the mundane languages found on earth, magically-aware beings can also learn magical languages. The language of the goblins is Gobbledygook; the language of the Merfolk is Mermish. Other intelligent (or semi-intelligent) creatures might also have their own languages. Specialties: Gobbledygook, Mermish. Lore (Exceptional) This Skill covers a wide base of general, magical knowledge. It is almost entirely academic in nature, which means that while you may know the theory behind many other Skills, you can’t simply default to this Skill when actually attempting something practical. Specialties: Hogwarts. Medicine (Skilled Use Only) You have the training required to patch people back together, treat disease, or work in a medical environment. You might not be a doctor, officially, but you’re quite capable of stepping in to help others. With a D6 level in this Skill, you are most likely licensed to practice medicine (or the equivalent in your setting), while further Specialties allow for specialist practitioners. Specialties: Dentistry, First Aid, Forensics, General Practice, Genetics, Internal Medicine, Neurology, Pharmaceuticals, Physiology, Psychiatry, Rehabilitation, Surgery, Toxicology, Veterinary Medicine. Muggle (Skilled Use Only) Operating Muggle devices are within your area of expertise if you have a rating in this Skill. Specialties: Computers, Insight, Rubber Ducks. Perception This Skill lets you notice someone sneaking around, find a hidden clue, or spot the “tell” when your opponent is bluffing. It’s especially important in investigative or action-oriented campaign settings. If you have a professional rating in this Skill, your senses have been honed to a significant level, although Specialties reflect that even the most astute individual must focus his talents somewhere. Specialties: Deduction, Empathy, Gambling, Hearing, Intuition, Investigation, Read Lips, Search, Sight, Smell/Taste, Tactics, Tracking. Performance Dancing, singing, acting, playing an instrument, and other forms of physical expression are covered by this Skill. It’s also what you use to tell a convincing lie, which can go a long way toward

getting you out of a tight spot. Performance does not cover the composition or planning of performances, which is part of Artistry, although there is some degree of overlap (Improvisation, for instance, is all Performance.) Specialties: Acting, Dancing, Costuming, Impersonation, Instrument (pick one), Oratory, Singing, Sleight of Hand, Stage Magic. Potions (Exceptional/Skilled Use Only) This skill is the study of the ingredients, brewing, and preparation of potion and elixirs. Specialties: Potion (pick one). Prophecy (Skilled Use Only) This skill is the study of the myriad ways to predict the future. Specialties: Crystal Ball, Tea Leaves, Tarot Reading. Spellcraft (Exceptional) This skill is the study of the “science” behind magic. A successful roll vs. this skill will allow a Wizard to determine whether a particular spell is possible, and if it is, how he might go about casting it. In addition, as spells are essential in the World of Harry Potter, this skill is vital for mages to cast a spell. Specialties: Charms, Conjuration, Curses, Hexes, Jinxes, Mind, Transfiguration. Survival With this Skill, you can find food, water, shelter, and your way around when civilization isn’t available. You can even stay alive in the face of extremes of weather or when hindered by minor injuries. Specialties: Camouflage, Find Shelter, First Aid, Foraging, Outdoor Life, Specific Environment, Tracking, Trapping, Woodcraft.

Creating a Character: Phase 3 – Hogwarts House Sorting Characters will be sorted into one of the 4 great houses of Hogwarts School of Witchcraft and Wizardry. Players will be adding a new Pathway to their character and record any bonuses given from their house. Over 1000 years ago, the four greatest Wizards of the day established the Hogwarts School of Witchcraft & Wizardry in wilds of northern Britain; they were Godric Gryffindor, Helga Hufflepuff, Rowena Ravenclaw, and Salazaar Slytherin. For many years they oversaw the small school, teaching its students the ins and outs of magic of the day, until one day when Salazaar Slytherin decided that there were too many students to teach at the academy. So he suggested that the school should establish restrictions be set upon those who entered – only pureblooded Wizards. The other three didn’t agree with this idea, especially Godric Gryffindor, who thought that any that were so gifted have the right to receive the same education if they sought it. In the end, Salazaar left the school for whereabouts unknown. Not wanting to set a bad precedent, Godric took his hat from his head, laid a peculiar enchantment upon it, and ever since the students of Hogwarts have been separated into four houses representing the ideals of each of the four founders.

Gryffindor Those who have been chosen to be a part of Gryffindor House have such qualities that Godric, himself, embodied: honor, courage, and forthrightness. If you are of this house, you are be expected to be trustworthy and brave, but know when to break the rules when it’s necessary to do what is right. Preferred Values: Justice or Love. Bonus: Asset: Natural Leader (Minor), Relationship or Extra: Animal Companion +2 step bonus. Hufflepuff Those who have been chosen to join the Hufflepuff House are renowned for their hardy work ethic and steadfastness. Though maybe simple or naive, a Hufflepuff remains true and loyal to the end. Preferred Values: Duty or Love. Bonus: Resource: Attuned to Nature +2 step bonus, Relationship or Extra: Animal Companion +2 step bonus. Ravenclaw Students who are intelligent, studious, and resourceful generally are found in the house of Ravenclaw. A quick wit and the timely spell are the signatures of a member of the Ravenclaw House. Preferred Values: Duty or Truth. Bonus: Asset: highly educated (Minor), Relationship or Extra: Animal companion +2 step bonus. Slytherin The snake isn’t the symbol of the Slytherin House just because its founder could speak with them; it is the embodiment of what those chosen in the house stand for: cunning, guile, and always ready to strike when an opportunity presents itself. Scheming in dark corners and bullying others is just a taste of what makes up a typical Slytherin. Preferred Values: Glory or Power. Bonus: Asset: Formidable Presence (Minor). Relationship or Extra: Animal Companion +2 step bonus.

Creating a Character: Phase 4 – Wand Determine your character’s Wand Attributes. Wand Attributes are separated into 7 spell types: Charms, Conjuration, Curses, Hexes, Jinxes, Mind, and Transfiguration. When generating Wand Attributes wands may have a ± value no greater than 2 per attribute, but the sum of all Wand Attributes must be equal to zero.

Creating a Character: Phase 5 – Computing Derived Attributes Life Points are a measure of how much damage you can take before falling unconscious or dying. Whenever you get fried by magic, get punched, or fall down the stairs, you accumulate points of Stun (nonlethal or temporary damage) and Wound (lethal or long-term damage). When these

equal or exceed your Life Points, you probably go down. You can find your Life Points by adding up the maximum values of your Vitality and Willpower dice, along with any modifiers from Traits. For example, a character with D10 Vitality and D6 Willpower would have 16 Life Points. Initiative is a roll that decides who goes first, or whether or not you can react in time. You make Initiative rolls at the start of combat or similar time-constrained situations. When the GM asks for an Initiative roll, he wants you to roll your Agility + Alertness dice and total the results. Higher is better – you want to go first as often as possible! You might also make Initiative rolls to determine your reaction time. Do you dive behind cover before the grenade goes off? If it’s possible, you roll your Initiative against the grenade thrower’s attack roll, and hope you win. Record your character’s Agility + Alertness dice, along with any modifications from Traits, as his Initiative. Endurance keeps you from going down when you should – for example, when you rack up all those points of Stun and Wounds. Record your Willpower + Vitality dice for your Endurance, modified by any Traits. Just like Initiative, when you roll, higher is better! Resistance is similar to Endurance, but while Endurance tracks a measure of how determined you are to live, Resistance is simply your ability to fight off infection and disease. Record your Vitality + Vitality dice, modified by any Traits, for your Resistance.

Game Basics Dice Dice form an ascending scale of ability and are assigned to Attributes, Skills, Distinctions, and Traits. Each die type, from two-sided (D2) up through twelve-sided (D12), represents a “step” on this scale. Higher steps, in general, represent greater ability, skill, damage, or whatever; a D6 is better than a D4, and a D8 is better than a D6. This scale can even extend above D12. At that point, a second die is added, making the next step “D12 + D2.” That makes the first eight steps as follows:

D2, D4, D6, D8, D10, D12, D12 + D2, D12 + D4, etc. There is, theoretically, no upper limit, though it would be rare for anything to have a rating higher than D12 to begin with. Most actions call for an Attribute die and a Skill die to be rolled and the results added together. If your character doesn’t have the right Skill (but is still allowed to try it – some actions require the proper training), roll only the Attribute. The character might have a Trait that helps out, or even more than one Trait. And if that doesn’t seem like it’ll be enough, there are ways to influence the outcome by spending Plot Points to gain a bonus die. Changes to rolls that make tasks harder or easier are called step modifiers, and described in terms of positive and negative steps. These modifiers move the die type up or down the scale. For example, a –1 step would turn a D6 into a D4; a +2 step would turn a D6 into a D10, and so on. While dice can be reduced below D2, at that point they become negated entirely (D0), and any further penalty is ignored.

Attributes Agility covers quickness and physical coordination, both in terms of balance and hand-eye work. A high Agility lets you shoot first and ask questions later. A low score means you might not be able to get that gun out of your holster in time to worry about shooting.

Strength represents the physical brawn of your character, how much muscle he has and how well toned it is. A high Strength lets you kick down doors, throw a solid punch, or bench press more than the other guy. A low Strength might give you trouble with the kickback of even a small pistol and make it difficult to carry luggage. Vitality measures general toughness and health. A character with high Vitality will be hard to take down, and even harder to keep down. He can drink all night, work all day, and take hits that would put down a lesser person. If you’ve got low Vitality, though, you need to watch yourself near sick people, and probably avoid highly dangerous work. Alertness represents your ability to observe, understand, and intuit what is going on around you. A high Alertness score lets you hear someone sneaking up on you, detect the lie in the answer to your question, or notice that someone might not be exactly what they seem. A low score could mean that you don’t see the sniper in time, fail to detect the oncoming spatial vortex, or slip on a patch of ice while out jogging. Intelligence gives a measure of simple brainpower – your ability to think, reason, and remember. A high Intelligence makes you bright, inventive, and capable of dealing with complex information. A character with a low Intelligence score might need to consult a dictionary on a regular basis, and might have trouble with dangerous machinery. Willpower represents your determination, how forceful your personality and will are. If you have a high score in Willpower you can more easily resist intimidation, torture, and hardship, convince someone to do what you want through sheer charisma, and push yourself farther than most would expect. A low Willpower would make it easier to take advantage of you, push you around, and even kill you.

Traits Your character should be much more than a collection of numbers. While in the terms of the Cortex System most things that describe your character may be thought of as Attributes and Skills, sometimes he has less definable qualities. Is he half-human, half-faerie? Does he assume he’s so badass he can’t lose? If he dies, does he always come back again? These are the kinds of things we call Traits. Traits are broken down into two categories: Assets, which are generally positive Traits, and Complications, which are generally negative. Traits are measured from Minor to Major. Characters may only possess 5 total Assets and 5 total Complications at character creation. Traits have a variety of different effects. Some provide a bonus or penalty to actions by letting you add the Trait’s die to the roll. Others allow occasional rerolls for failed results or change the basic rules in some other way. This rulebook contains a broad range of Traits, but each Cortex System campaign setting should have its own unique Assets and Complications specific to the needs of the genre that is represented. Assets Animagus (Major)  This extraordinary ability allows you the ability to transform into a Muggle animal. To determine what kind of animal, roll 1D6 for each table below. Roll 1 2–3 4–5

Type of Animal Insect/Arachnid Reptile Mammal

Roll Type of Animal 6 Bird Roll 1 2–3 4–5 6

Size of Animal (except Insect) Little Small Medium Large

It costs two actions to change form from human to animal or vice-versa. If you do not register yourself with the Ministry of Magic, you will acquire the Infamy Complication (D8) when your secret is discovered. Born With Wings (Minor/Major)  Minor: You never needed to learn to fly as you are more at home when at the controls of a magical flying device. You gain a +2 step bonus to the objects agility when you are at the controls. Major: When increasing your flying skill you spend 1 less Growth Point. Destiny (Major)  ** Only Selectable at Character Creation** Major: You have fate on your side, for good or worse you were born to perform a special task. When performing any action that goes towards completing your destiny you gain a +1 step bonus on all rolls. You also receive the Destiny Pathway, though the GM has final decision on how your destiny shapes your character Pathway and may only choose Early Start (Minor)  ** Only Selectable at Character Creation** Whether because you have a doting relative or a proclivity towards magic, you may begin the game with three Common Tier I spells. Fast Learner (Major)  Major: When buying spells or skills you spend 1 less Growth Point. Friends in High Places (Minor/Major)  Minor: You know important people, those people know important people. You dine with Ministry heads, play Wizard chess with members of the governor’s board, and take holidays with prominent Wizarding people. When you need a favor or access to learn a spell you know those who are willing and able to help. This Trait level unlocks access to objects and Spells that are uncommon, restricted, and illegal. Gaining resources or spells in this fashion however doesn’t mean you are legally licensed to use them and therefore they still require the proper assets to avoid legal ramifications. Major: Once per session you can gain access to a temporary Distinction at a D6 to be used with a plot point. Regardless of success this Distinction will no longer be available to you. Also note that the GM may decide that the player owes someone or something for their aid, especially if it places them in a difficult position such as asking the minister of magic to remove an outstanding warrant as this places him in an unwelcome scenario of explaining his actions. Friends in Low Places (Minor/Major) 

Minor: You have contacts that have contacts that are connected to the shady, criminal and underworld of the Wizarding world. They are artifact dealers, black market herbologists, dark Wizards, and etc… they can set you up with jobs, tip you off to the latest word on the street, and even offer you first-buy on recently acquired goods. When you need a favor or access to resources or spells, you know the right people who are willing to help you. This trait will unlock access to objects and spells that are uncommon, restricted and illegal. However anything acquired in this fashion doesn’t mean you are legally licensed to use them and even worse you are unable to explain where you learned them when you do acquire the licenses. Major: Once per session you can gain access to a D6 resource that can be used without a plot point, regardless of success this resource will no longer be available to you. Also note that the Gm may decide that players be indebted to someone or something for their service, especially if it places them in harm’s way such as a known black market goods seller having to visit Hogwarts to give a student goods. Highly Educated (Minor)  Minor: you are good in school, actually pay attention to teachers and retain what you learned. Through your extensive learning experience you can often recall information. You gain a +2 step bonus to Intelligence for any knowledge or Lore based skill roll. However this will not help you perform physical actions requiring the knowledge for example a doctor would be able to use this trait to identify and match symptoms to an illness, but it would not apply to the doctor’s treatment of the patient. Inner Eye (Minor/Major)  ** Only Selectable at Character Creation** You have been gifted with the rare and powerful gift of foresight, the ability to read into the future. They come as a result of dreams, or from touching objects or people. They may even show up as cryptic statements in newspaper and magazine articles that only you may figure out. Minor: At this level, you have no control over your foresight. It may come at any time, appearing to you when you least expect it. The visions might be of events years in advance, or as soon as an hour or two. The GM secretly rolls the character’s Awareness + Prophecy (appropriate specialty) TN 11 (Hard). The exact details are up to the GM, but your special insight and advance knowledge grants a +2 die step to actions that this insight might help with. If you succeed at the action, you don’t get any more benefit until your next vision; if the action fails, the bonus die carries over to the next related action. Major: If you have Inner Eye at this level, you may try to pick up a reading or a flash of a future event by concentrating. Spend 1 plot point and Make a TN 11 (Hard) Awareness + Prophecy (appropriate specialty) roll to get a vision about something specific. The GM can drop any hints or warnings into this image that he likes, and it is not set in stone. You may still have a chance to change it. Like the Minor version of this ability, you gain bonus dice to a later Skill roll or action. Innate Magical Talent (Minor/Major)  Minor: You possess an uncanny affinity for magic and gain a +2 step bonus to the Magic Resource when used with a plot point. Major: When increasing your magic resource you spend 1 less Growth Point. Legilimens License (Minor)  Legilimency is the act of magically navigating through the many layers of a person’s mind and correctly interpreting one’s findings. A person who is authorized to practice this art is known as a

Legilimens. Laymen sometimes refer to Legilimency as “mind-reading,” but practitioners disdain this term as naive. The opposite of Legilimency is Occlumency, which may be used to shield one’s mind from the invasion and influence of a Legilimens. Having a license allows a character to learn the spell Legilimens without restriction as well as being allowed to legally use it; however players may still be punished by the Ministry of Magic for improper misuse and abuse of the spell. Lightning Reflexes (Minor)  Minor: You possess a heightened ability to react to your environment. When calculating initiative you may add +2 step bonus to your Agility attribute. Licensed to Apparate (Minor)  Apparating is the most advanced means of magical travel in the wizard world. All other means are either slower or require the use of magical objects. An apparating wizard disapparates (disappears) from one place and apparates (reappears) in another place almost instantaneously, effectively teleporting. Apparating is tricky and an improper attempt can cause severe bodily damage, hopefully reversible by the Ministry of Magic’s Accidental Magic Reversal Squad. As such, it’s strictly restricted to adults and requires a license (issued by the Department of Magical Transport upon the passage of an Apparition Test) that’s analogous to a driving license in the Muggle world. For more information, see Teleporting Charm. Luck (Minor/Major)  Minor: Luck has taken a liking to you; things just always seem to go your way. You may once per session re-roll a die roll and take the higher of the results. Major: You may gain an additional re-roll per session. Magical Empathy (Minor/Major)  Minor: Magic itself attunes to you; you have a way with spells, creatures, objects, and locations that goes beyond the standard instruction. You are most comfortable when you are surrounded by the magical world and its wonders. For a cost of given plot points (as determined by the GM: see the table for guidance), you may gain an intuitive knowledge and insight as to what is going on with a particular magical presence. Major: you may also receive a +2 step bonus to attributes on any action dealing with said magical presence; however certain unusual circumstance might block this ability. (Creature turns out to be an illusion) Plot Points Nature of Problem 1–2 Minor Problem (magic depletion, crack on the wand) 3–4 Moderate Problem (exhausted enchantment, aged wood) 5–6 Major Problem (broken wand, hexed or cursed,) Natural Leader (Minor)  Minor: You are capable of motivating and inspiring others. Once per session you may grant one other person a +2 step bonus increase to a skill when performing a specific task. Metamorphmagus (Major)  ** Only Selectable at Character Creation** This extraordinary ability allows you to change your physical body at will, allowing a +2 step bonus to the Covert/Disguise and Performance/Impersonation skills. If you only have a picture of

the person, you will not be able to alter your voice to theirs; similarly, if you don’t know what they look like, but have only a sample of their voice, you can’t appear like them. It costs 1 action to alter your appearance. You are also limited to a ±10% body size alternation. Also you reduce the costs of improving Covert/Disguise and Performance/Impersonation skills by 1 Growth Point. Rank (Minor/Major)  Minor: You are a common member of a powerful and influential group, from the Ministry of Magic to even a secret society. You gain a +2 step bonus on willpower when using discipline skills towards those that respect or acknowledge your position Major: You are a high ranking member of a power and influential group and receive a +2 step bonus on willpower when using influence skills towards those that respect or acknowledge your position. Signature Spell (Minor/Major)  Minor: You have mastered and frequently used specific spells that have become your personal spell of choice in any situation. People often recognize your ability to cast these spells. You select 3 spells of any tier and immediately reduce their difficulty to activate by 1 level to a minimum of TN 3. Major: You may add an additional 3 spells to your signature list. Social Confidence (Minor/Major)  Minor: You believe in your friends and they believe in you. You gain great strength from your values when it’s for the sake of others. You gain a +1 step bonus to Values when used on any action that pertains to others regardless if it’s good or bad. Major: You increase your bonus by an additional +1 step bonus. Special License (Minor)  Minor: You have been given exclusive permission by the Ministry to use illegal resources or spells; however improper use or abuse may result in having the license revoked by the ministry. Unshakable Will (Minor/Major)  Minor: You possess a level of mental resolve that allows you to be absolutely resolute. This Trait equates to a +2 step bonus to willpower on discipline based skills. Major: Same as above except decrease the cost to improve willpower by 1 Growth Point. Wandless Magic (Minor)  You have learned to cast spells without using wand gestures and ignore the penalty for doing so. This asset should not be taken easily and is considered very advanced. This asset is normally taught and available to 6th year students or those of age 16+. Only through special GM approval should it be taken before then. Wordless Magic (Minor)  You have learned to cast spells without using words of power and ignore the penalty for doing so. This asset should not be taken easily and is considered very advanced. This asset is normally taught and available to 6th year students or those of age 16+. Only through special GM approval should it be taken before then. Complications Arrogance (Minor/Major) 

Minor: You have or display a sense of overbearing self-worth or self-importance, usually perceived as conceited pompous, overbearing, pride, and etc.… This Trait equates to a –1 step penalty to Willpower when using influence or discipline skills. Major: Same as above except increase the penalty by an additional –1 step penalty. Culturally Awkward (Minor/Major)  Minor: You are ignorant of a culture in which you were not raised. This Trait equates to a –1 step penalty to all actions involving that culture’s related Knowledge skills or Influence skills when dealing with a person from that culture. Major: Same as above except increase the penalty by an additional –1 step penalty. Enemy (Minor/Major)  Minor: Your have earned the enmity and hatred of someone or something that actively seeks to harm you. Your enemy will only seek to attack you if you once per D6+3 game sessions. Major: your enemy will stop at nothing to kill you, he actively plots your downfall at all times and regardless of your presence they will take every opportunity to attack you once every 3 game sessions. Infamy (Minor/Major)  Minor: You are a bad person and everyone knows it. You have gained a bad reputation fairly earned or not. You suffer a –2 step penalty to any skill during social interaction with those that know of your misdeeds. Major: Everyone knows of your misdeeds and you are always affected by your status. Memorable (Minor)  Minor: You are easy to recognize or pick out of a crowd as something about you is very distinct. This could range from a large nose, bushy beard, height, or even striking beauty. When being spotted by others they gain a +2 step bonus to Alertness attribute. Rival (Minor/Major)  Minor: you have someone or something that has taken to competing with you in a particular subject to prove that they are better then you. At this level of the trait your rival will only infrequently affect you and will only act if you are in their presence. Major: Your rival will stop at nothing to compete against you, regardless of your presence and takes every opportunity to challenge you. Selfish (Minor/Major)  Minor: You are concerned chiefly or only with yourself and your advantage to the exclusion of others. This Trait equates to a –1 step penalty to the use a VALUE if the action is question may be negative to you. Major: Same as above except increase the penalty by an additional –1 step penalty. Shy (Minor)  Minor: you are uncomfortable when you are the center of attention, while this is principally up to you to role play; you become agitated when your shyness becomes a problem adding a D6 to all difficulties when dealing with other people.

Plot Points

Plot Points are the currency of drama in the game system. They’re used for a variety of things, such as keeping your character alive or improving his chance of succeeding at actions. In a sense, they’re a means of changing the story and empowering you as a player. Plot Points may be spent before a roll to add an extra die to your roll. The more points spent, the bigger the die – a single Plot Point adds a D2, two Plot Points add a D4, and so on. You may also spend points after a roll, but at reduced effectiveness; each Plot Point spent afterward adds 1 to the total result on the dice. Just remember that you always get at least as many points as you spent added to your roll. You can spend Plot Points to reduce damage, turning a fatal or incapacitating injury into just a flesh wound. When damage is declared, you may opt to spend Plot Points to buy a bonus die just like when you try to improve actions, but this time the result is subtracted from the damage. Finally, you may spend Plot Points to have some measure of narrative control over the game world itself. This is called story manipulation, or “scene editing.” Depending on the number of Plot Points you choose to spend, you may insert an element into the current scene – add in a relationship between a supporting character and your character that didn’t exist (and is thus only now revealed), or suggest to the GM that there’s a well-placed tank of gasoline near the villain’s car, and a lucky shot with your 9mm might cause it to explode – the effects and extent of this use of Plot Points are up to you and your GM. Although you can’t have more than 12 Plot Points at a time, and you’ll want to spend them a lot, you’re going to find that playing up your Complications and sticking to your character’s personality will ensure a constant supply.

Actions When you want your character to try and shoot a rampaging dinosaur, reroute a starship’s power source, or jump a chasm while running from jungle natives, you are performing an action that might fail, and might well do so with dramatic consequences. In the Cortex System, these actions are resolved by rolling dice. The exact dice to be rolled usually depend upon your character’s relevant Attributes and Skills; what happens after the roll depends upon what type of action your character is attempting. Simple Actions Most actions are simple actions. The GM decides which Attribute and Skill combination (or, in some exceptional cases, an Attribute and another Attribute) is most appropriate for that particular action in that situation. Roll the dice and add the results together. If the total is higher than the Difficulty set by the GM then your character succeeds. The GM sets the Difficulty based on how difficult the situation is supposed to be. Difficulties Extraordinary Action Difficulty Success Easy 3 10 Average 7 14 Hard 11 18 Formidable 15 22 Heroic 19 26 Incredible 23 30 Ridiculous 27 34

Action Impossible

Difficulties Extraordinary Difficulty Success 31 38

Most simple actions represent all that your character is doing in each game turn. Occasionally, you may need to do more than one action at a time, which imposes step penalties. Some things take up very little time or concentration, such as shouting a command or flipping a switch, and these don’t require a dice roll or a simple action. This is a simple method of resolution, but you can take advantage of how flexible it is. The rules never permanently pair a single Attribute with any Skill, so it’s up to the GM to think about the specific situation and then choose an Attribute and Skill pairing. This allows the rules to accommodate a broad range of possible scenarios and be adapted easily to almost anything. For example, you could roll Agility + Athletics to see how quickly your character runs through a patch of dense foliage (since he needs to take care not to trip or get entangled in the brush). Then again, you would roll Strength + Athletics when your character runs across an open field, when sheer muscle power is more important than grace and precision. Finally, should that open field turn out to be a minefield, you might be rolling Alertness + Athletics to see if your character crosses it safely. Complex Actions Some actions are lengthier or more involved than others. Sprinting across a room is a simple action, but running a marathon is a complex action. These actions call for multiple rolls. Complex actions use the same Difficulty descriptors (Easy, Hard, etc.) but the totals are five times what they were for simple action – but since you are rolling more than once and adding everything together the needed total is called a Threshold. Each roll of the dice represents a certain amount of time; it could be as short as a combat turn (three seconds) for something like picking a lock or as long as a month (doing a full refit and upgrade on a starship). Unskilled Rolls When your character doesn’t have the right Skill, you just roll his Attribute. General Skills are very broad, but they don’t cover everything. The GM might allow you to use a related Skill instead of the most appropriate one, especially if you can provide a justification for it, but no Skill should become a replacement for all the others. Remember also that some actions require actual training to be attempted at all. Surgery, computer programming, and other highly specialized fields are examples of these “trained only” Skills. Opposed Actions Sometimes you wind up acting directly against an opponent. When this happens, it’s called an opposed action. It doesn’t really matter how well the two opponents perform so long as one does it better than the other. Each character makes an appropriate roll, and the one with the highest total scores a win. Ties mean no clear winner is established and the contest continues into the next turn, unless the circumstances change. In some cases, both characters roll the same Attribute and Skill. In others, different combinations are called for. As in all actions, the GM considers the situation and decides what each character has to roll. Some events seem like opposed rolls but really aren’t. If the action directly pits one character against another, use opposed rolls. If a minimum level of success exists, however, it’s just two

people making unopposed rolls and seeing who does better – for example, playing darts. Each character is rolling to hit the dartboard, so they each make separate, unopposed rolls against a Difficulty. After all, they might both hit the bull’s-eye! Botches & Extraordinary Successes A botch is a roll where all the dice come up 1. This means that your character has royally screwed something up, and it’s usually up to the GM to determine how. An extraordinary success, on the other hand, is when you not only beat the Difficulty, but your total is 7 or more points greater. In this case, you’ve scored a near perfect result and the GM might throw some fringe benefits your way.

Combat While most actions can be resolved very simply using the above set of rules, combat gets a little more complicated. The basics are the same, but because so many additional factors are involved the combat rules require a little more attention to specifics. Combat Turn – Initiative, Movement, & Action Combat is broken down into combat turns (or simply, turns) each of which is approximately three seconds long. During a turn, each character acts, what they do is resolved, and then the next turn begins. This repeats until the combat is over, which is usually when one side surrenders or is destroyed. The order that characters act in is called the Initiative order. The character with the highest Initiative result goes first; their player (or the GM, if it’s a supporting character) declares what the character is doing, the action is resolved, and the character with the next highest Initiative takes his turn. In the case of ties, player characters go before supporting characters, and, if necessary, tied characters can roll their Agility dice until an order is established. When it’s your character’s Initiative turn, he has the opportunity to both move and act. You can choose to move or act first, and need not do both; however, moving only allows the character to travel up to 15 feet at a fast walk. If you want him to go farther, you can choose to run; running takes up their action for the turn, so they will not be able to attack, dodge, or perform other actions, but it allows them to move up to 30 feet in one turn. Each turn, as long as he isn’t running, your character can also perform one action. This could be used to make an attack, dodge to avoid an attack, attempt to kick down a door, or any number of other things. Most simple actions can be performed in one combat turn, but unless a complex action only takes one turn per roll (which is unusual) they are out of the question. Life Points & Damage When any character in the Cortex System is hurt, they take damage. Your character’s Life Points represent the amount of damage he can withstand. Whenever your character takes damage, it may come in one of three types: Basic, Stun, or Wound damage. Stun represents concussions, fatigue, physical stress, and having the wind knocked out of you. Wound is more serious and represents actual bodily harm, cuts, broken bones, and internal bleeding. Basic damage combines the two and is divided equally into Stun and Wound, favoring Stun. Basic is the most common outcome of any attack, though some attacks cause Stun or Wound damage exclusively. Once any Basic damage is properly divided, you record how much Stun or Wound you’ve taken and compare this to your Life Point total. Take too much Stun damage, and your character is knocked out. Take too much Wound damage, and you’re dead.

Attacking & Defending During combat, even if your character didn’t initiate it, he’s likely to want to avoid any harm to himself as much as he wants to inflict harm on his opponent. We represent this with attack and defense actions. The basics of an attack are very simple: An attack roll is a simple action with a Difficulty set by the target’s defense. If the attack roll is equal to or higher than the defense, then the attack hits, and damage is determined. Attacks There are as many different ways to attack as there are people and weapons. However, for ease of use, the Cortex System breaks them down into a handful of combat Skills: Guns, Melee, Unarmed, and so forth. Whenever a character makes an attack, they use one of these Skills (if they have the appropriate one) and an Attribute for their attack roll. The Attribute used will often be Strength for close combat relying on brute force, or Agility for an attack made at range, but as with any Skill these are not set-in-stone pairings. Making an attack uses the character’s action for that combat turn, but it may force the target to spend their action while Defending, leaving them open to further attacks and unable to make one of their own. An attack isn’t necessarily a single swing or thrust with a sword – it could represent a string of quick movements, foot shuffles, and a jab or two – but it does represent an effort on the part of your character to inflict harm on his opponent. Defenses When your character is attacked, you’ll want to know what defense is available to him, and that depends heavily upon the situation and your decisions. If your character is surprised, asleep, restrained, or otherwise completely unmoving for some reason, he is an Easy target – with a defense automatically set to 3. Sneaking up on an enemy provides a significant advantage! If your character is actively engaged in combat, moving around even a little bit (even if he isn’t aware of the attack), and isn’t using his action to defend – perhaps you’ve already used his action for the turn to attack or defend, or you’re waiting to attack when his Initiative comes up – then he uses his Innate defense. You roll your character’s Agility die, with no Skill, and use the result as the new Difficulty for the attack roll. This does mean that the result could be lower than 3! Such a thing would be unfortunate, but that’s the problem with random chance. Sometimes you accidentally blunder into an attack. If your character has not yet used his action, and he’s aware that the attack is coming, he could spend his action during that turn to defend himself. This would give him a normal Skill roll for his defense. Depending upon the type of attack, he could choose either to block or to dodge. Against melee weapons or unarmed attacks (not guns or heavy weapons) your character has the option of using his Melee or Unarmed Skill to block, along with either Agility or Strength. Dodging is a little more versatile, and is useful against any kind of attack; your character dodges using his Agility + Athletics. Of course, dodging doesn’t help you to inflict damage – only avoid it. Calculating Damage When an attack roll is equal to or greater than the defense, it’s a hit, and the difference between the roll and the Difficulty of the defense translates directly into damage. In some cases, the attacker may also roll a damage die and add that to figure out the final damage. Weapons list the damage die they provide. Basic damage is divided in two, with half applied as Stun and the other half as Wound

(rounding in favor of Stun). Most unarmed combat has an effective damage die of D0 and all damage is considered Stun, even that derived from the attack roll itself. If the defender has any armor or protection, his Armor Rating is subtracted from the damage.

Growth and Experience One of the most common features of any role playing game is character growth. This is appealing on a number of levels, not the least of which is the thrill of seeing your untested recruit grow into a seasoned veteran! Improving your character is fun, and we use Growth Points to accomplish it. Earning Growth Points Growth Points are awarded at the end of each session for playing your character well, contributing to the enjoyment of others, and providing some meaningful development to the story. If your character spends the bulk of a session sitting in the background and doing nothing, his growth won’t be rapid – unless he’s got Traits that support such aloof or noncommittal behavior. Growth of Qualities At the end of every game session, you have the opportunity to improve your character’s qualities: a Distinction, Ability, Resource, or Relationship. You may select one quality to step up, or pick a new one to add from any of those categories. New qualities begin at D4. You can’t step a quality up higher than D12. To raise the quality, you must succeed at a Test. You roll your Growth pool plus your current quality’s level. The GM rolls one die equal to the quality level you want to step up to and a second die based on what kind of Trait it is: • Ability D12 • Distinction D10 • Resource D8 • Relationship D6 Unlike other Tests, you can’t use Plot Points to affect the outcome of this one. Ignore all 1s. If you win, you get to step up your Trait or add a new one. If you lose or tie, you can do it anyway, but you have to step something else down to compensate. Example: Troy picks up some dice to see how far Greg’s Relationship with his father is going to change. He has a Growth pool of D8 (from challenging his Love Value that day), and a D6 thanks to his Angry Stress. Greg would be going from a D6 to a D8 Relationship with his dad, so the GM rolls a D8 (for the Relationship) and a D6 for the type of Trait Troy wants to increase. They both roll. Troy wins the roll, so he can step up Greg’s Relationship with his father to a D8! Those dead daddy issues are getting rough. If Troy had rolled lower than the GM, he may still have stepped up Greg’s Relationship with his father by stepping back his Relationship with his girlfriend. That would have been pretty poetic. Growth of Skills At the end of every game session, you also have the opportunity to improve your character’s Skills and Spells. You may select one quality to step up, or pick a new one to add from any of those categories. New Skills begin at D2. Improving a Skill by one step costs 6 points; this cost is doubled to improve above D12.

Rules of Magic and Spells To perform spells in the wizard world requires 2 phases before any spell can be applied. The first phase is known as “activating” which requires a player to roll their Willpower + Spellcraft skill to reach the target number of a spell’s activation. Once the spell has been activated, the second phase of casting spells begins. The second phase is known as “targeting” which requires the player to roll their Agility + Ranged Combat skill to accurately strike a target. Avoiding and Countering Spells When being targeted by a spell, players may either take a dodge action or counter-spell action. Dodging a spell is based on the dodging rules, where a player has a natural dodge of his Agility roll. Players may opt for a full dodge at the expense of their ability to attack or perform simple actions allowing them their Agility + Athletics. Countering a spell is reactionary, meaning that a player may react to any one spell he is aware of, however for every spell countered after the first the player will take a cumulative –1 die step. When choosing to counter a spell the player will become unable to dodge the incoming spell if he fails to counter thus he is gambling the chance to physically be struck with the spell if he should fail to disrupt the incoming spell. When countering a spell players must roll their willpower + Spell craft vs. the opposing spells channeling result, if the die roll meets or exceeds the target number the spell is immediately disrupted and countered. Countering magic is no easy feat and wizards who find themselves without knowledge of the spell being cast at them suffer a –1 step for Tier I spells, –2 steps for Tier II spells, and a –3 step for Tier III spells. Curses are very powerful and are usually unable to be countered without knowledge of the spell itself, resulting in a –5 step to all attempts to counter. Examples of both actions are as follows: 1. Ron is being targeted by a Knockback Jinx. The spell is coming at Ron with a 12 targeting score. Ron chooses to use his full dodge action as his Agility die is a D8 and thus he can’t naturally dodge a 12. Ron rolls his Agility + Athletics (D8+D6) and rolls a 13 which is equal or greater than 12 and thus the spell misses him! 2. Ron is being targeted by the same spell; however, the spell is now only a 6 to hit. Ron decides to only use his natural dodge so that he may attack afterwards. This time, Ron only rolls a D8 for his Agility and rolls a 5 … the spell hits Ron! At this point, Ron, being flat on his back, now wonders if he should have fully dodged. 3. Ron sees his opponent cast the Knockback Jinx. He reacts to it and attempts to counter the spell. Ron also knows the spell, so he receives no difficulty added to his roll. Ron rolls an opposed Willpower + Spellcraft vs. the incoming spells’ Willpower + Spellcraft. Ron rolls 10 vs. 13 and fails to counter, taking the full effect of the spell. 4. Ron sees the Full-Body Bind Curse and he attempts to counter it, but has no knowledge of the spell and suffers a –3 step for it being a Tier III spell towards his Spellcraft skill. Ron rolls 4 vs. 15 and is unable to counter the spell and becomes paralyzed. Dispelling Effects Most spells that have durations or lasting effects may still be countered, however because the spell has taken hold of the target it becomes much more difficult. For every Tier level the spell being countered is, a –1 step penalty is applied per level to the counter-spelling attempt, this penalty will stack with the having no understanding of the spell penalty for normal countering. Improper Spell Casting

Casting Non-learned Spells: Wizards are capable of casting spells that they have not fully learned, however doing so becomes very difficult and involves several phases. First a wizard must use One Simple Action to Roll an Intellect + Lore (relevant Spell specialty) to identify and remember the spell mechanics of the spell. The Difficulty is based on the Tier of the spell with Tier I being TN7, Tier II being TN 11, and Tier III being TN 15. The spells availability also provides a penalty to the roll result, Uncommon being –2, Restricted and illegal being –3, and Rare being –4. If a wizard can remember the spell, he may attempt to cast the spell as normal, however he will be imposed a penalty to spell craft as follows, –1 step penalty for Tier I, –2 step penalty for Tier II, –3 step for Tier III, and –5 step for Curses. Wordless and Wandless Spells: Most spells are cast by a wizard utilizing a wand and spoken words, any spell that is being casted without the two are prone to failure, chaotic effects, and general disaster. Wizards who attempt to cast spells without a wand suffer –5 steps to their spell craft rolls, this penalty will stack with existing spellcraft penalties. Wizards who attempt to cast spells without spoken words suffer a –5 step penaltys to their spellcraft rolls, this penalty will stack with existing spellcraft penalties. Aside from penalties to cast spells, wizards are unable to perform any additional spell effects beyond the basic capability of the spell, preventing them from using the more advanced effects of magic. The GM may use his Doom Dice Pool to create unwanted effects if any spell is cast without wands and words, doing so will allow the following based on the table below, the GM may invest multiple dice for multiple effects. Unwanted Effect Causes a misfire, may strike nearest adjacent target with the caster’s dueling roll to hit May cause spell to produce unfavorable results, such as making a jelly legs jinx cause the targets legs to become like fire, or a spell may instead rebound, or rather than vomit slugs the target may breath lightning. Spell may be a completely random new spell of equal tier such as turning a wand lighting spell into a blindfold jinx. Spell may be random and of higher tier A complete and utter chaotic effect that the GM can create

Die Cost D4 D6 D8 D10 D12

Spell Tiers and Difficulties All spells in the wizard world are rated into Tiered levels. Spells are rated by several factors such as control, ease of learning, and severity of effect. While this doesn’t mean that higher Tier spells are more powerful or more efficient, it does define how readily one is able to learn and cast it. If a Spell is being cast under instruction and supervision, the caster may receive a temporary bonus to their spellcraft roll. The instructor rolls their Intellect + Discipline/Persuasion (Leadership) TN 7 for +1 step bonus, TN 11 for +2 step bonus, and TN15 for +3 step bonus. Tier I: These spells are the most common and normally available to wizards at large. Spells of this Tier are very easy to learn and control due to their popularity and accessibility over the years. Tier II: These spells are considered unique and limited in availability. They are moderately difficult to learn and control, and require more effort to master. Tier III: These spells are considered extraordinary, are often restricted in the wizard world, as well as being uncommon in availability. They are very difficult to learn and control, and often require extreme effort to master. Tier Level TN Difficulty

Tier Level TN Difficulty Tier I 7 Tier II 11 Tier III 15 Learning, Identifying, and Acquiring spells Learning magic is dependent on several factors the most important is Tier level which determines the base investment of experience to buy. Other factors include Assets, Complications, and of course Hogwarts learning curriculum which can reduce the overall investment costs. Spells being taught on the curriculum are at a –1 to the overall cost to buy the spell. Tier Level Growth Point Cost Tier I 4 Tier II 8 Tier III 12 Identifying spells is can be achieved at anytime and requires the usage of a One Simple Action to Roll an Awareness + spell craft (relevant Spell specialty) TN 11 to identify the spell’s properties. If successful the character may use a FREE ACTION to identify the spell with Intellect + Lore (relevant Spell Specialty) The Difficulty is based on the Tier of the spell with Tier I being TN7, Tier II being TN 11, and Tier III being TN 15. The spells availability also provides a penalty to the roll result, Uncommon being –2, Restricted and illegal being –3, and Rare being –4. If the character succeeds in both rolls, they may now counter and disrupt any spell they have not learned as if they did, ignoring penalties for countering and disrupting spells without having learned them first. Acquiring spells is dependent on its availability, some spells due to either obscurity or regulation from the ministry are impossible to learn without having the proper Asset and paying the plot points. If the spell is available, a player may freely spend his experience to obtain the spell he wants. Availability is not Tier-dependent as spells from all Tiers can at times be restricted. Common spells can be taken freely; uncommon requires either the Higher Learning Asset, or an expenditure of 3 Plot Points; Restricted and Illegal requires the Asset of Friends in High/Low places or an expenditure of 3 Plot Points for restricted; and Illegal spells require 6 Plot Points and are almost never accepted in usage, players using illegal spells risk notice of the Ministry of Magic who will enforce the law upon the wizard. Rare Spells may only be buyable with 6 plot points. Spell Specialties Some wizards inherently gravitate towards or devotedly study certain types of spells. By doing so, it makes it easier for them to cast spells of that type. In the game there are seven different spell specialties that correspond to the different affinities of magic in this world: Charm, Conjuration, Curse, Hex, Jinx, Mind, and Transfiguration. These specialties are applied as specialties for the Spellcraft skill. Charm: Spells of this type are meant to imbue the target of the spell with magical properties. Conjuration: Spells of this type cause objects to appear or disappear. Curse: Spells of this type are meant to moderately harm or adversely affect the target of the spell in a negative manner. They can never be countered unless the spell says so, and their duration indefinite. Much like hexes they can be placed as sleeper spells designed to activate at later, however unlike hexes the curse will reset itself on the sleeper and capable of re-activating again if conditions are met. Hex: Spells of this type disrupt magic effects; alter normal operation of the target in a negative and harmful manner. Also they can last much longer than hexes as well as be used to create a sleeper

spell which is a spell that is placed upon an object or being with no instant effect, the spell itself only activating when a condition is met such as the first person to touch a mirror. Once the hex has activated the sleeper is freed from the spell and thus the spell will not be re-triggered. Jinx: Spells of this type disrupt magic effects for a short period of time or alter normal operation of the target. Usually the harm is minor discomfort and mostly for mischief. Once Activated all jinxes are instantly brought into effect immediately and their duration are very short in comparison to hexes and curses. Mind: Spells of this type, being very powerful, can affect a person’s perception of reality or attempt to invade or control her mind. The target a spell of this type can attempt to resist it by making a Willpower check against the caster’s Spellcraft result; she may add any bonuses for magical resistance, if applicable. Transfiguration: Spells of this type alter a target’s normal physical properties. Spell Modifiers Some spells can have their effects increased; however altering the spell beyond its basic form will increase the difficulty on spellcraft skills to activate the spell. Below are the listed tables for each type of spell modifier. To determine which table is applicable each spell will have a Spell Modifier listing. Minimal Area of Effect Area of Effect Difficulty Modifier 0 – 25 yards +0 step 26 – 50 yards –1 step 51 – 100 yards –2 step 101 – 200 yards –3 step 201 – 400 yards –4 step Medium Area Of Effect Area of Effect Difficulty Modifier 0 – 100 yards +0 step 101 – 200 yards –1 step 201 – 400 yards –2 step 401 – 800 yards –3 step 801 – 1600 yards –4 step Minimal Time Duration Duration Difficulty Modifier 1 minute ±0 step 1 hour –1 step 1 day –2 step 1 week –3 step 1 month –4 step Medium Time Duration Duration Difficulty Modifier 1 hour +0 step 1 day –1 step 1 week –2 step 1 month –3 step

Medium Time Duration Duration Difficulty Modifier 1 year –4 step Serious Time Duration Duration Difficulty Modifier 1 day +0 step 1 week –1 step 1 month –2 step 1 year –3 step Permanent –4 step Temporal Effect Duration Difficulty Modifier Seconds +0 step Hours –1 step Days –2 step Months –3 step Years –4 step Multi-Attack Attack-Type Dueling Skill Modifier Targets Damage Single ±0 step 1 Standard Burst fire –1 step All within a 10-yard area Standard Auto-fire –1 step 1 +2 step bonus Land Area of Effect Area of Effect Difficulty Modifier House +0 step Town –1 step City –2 step State –3 step Country –4 step Environmental Severity Severity Example Difficulty Modifier Minimal Light rain, ±15 degrees +0 step Medium Moderate rain, light winds, ±25 degrees –1 step Serious Light storm, lightning, moderate wind, ±40 degrees –2 step Critical Flood, major storm, ±50 degrees –3 step Urgent Major disaster, hurricane, heat wave, tornado, etc. –4 step Weight Of Object Weight Difficulty modifier 0 – 200 lbs +0 step 201 – 400 lbs –1 step 401 – 800 lbs –2 step

Weight Of Object Weight Difficulty modifier 801 – 1600 lbs –3 step 1601 – 3200 lbs –4 step Distance 0 – 100 yards 101 – 200 yards 201 – 400 yards 401 – 800 yards 801– 1600 yards Break Hardness 1–2 3–4 5–6 7–8 9–10

Distance of Travel Difficulty Modifier Time To Arrive +0 step Next Turn –1 step 2 turns –2 step 4 turns –3 step 6 turns –4 step 8 turns Breaking Hardness Difficulty Modifier ±0 step –1 step –2 step –3 step –4 step

Life Points 1–2 3–4 5–6 7–8 9–10

Explosion Weight Size of Object Area of Effect Damage Die 0 – 200 lbs 15 ft radius 2D6 201 – 400 lbs 30 ft radius 2D8 401 – 800 lbs 60 ft radius 2D10 801 – 1600 lbs 120 ft radius 2D12 1601 – 3200 lbs 240 ft radius 3D12 Agility Die D4 D6 D8 D10 D12 Complexity Simple Moderate Complex Severe

Flying Agility Difficulty Modifier +0step +1 step bonus +2 step bonus +3 step bonus +4 step bonus

Mental Spell Complexity Description Simple misdirection, one word command, read surface emotion Redirection, mental command non threat, read surface thought Alter Mental Perception, Mental command minimal threat, read subconscious thoughts Alter Memories, Command moderate threat, read

Difficulty Modifier +0 step

Activation TN 5

–1 step

7

–2 step

11

–3 step

15

Complexity Devastating

Mental Spell Complexity Description memories Re-create identities, Command with life threat, total domination of mind

Difficulty Modifier

Activation TN

–4 step

19

Size of Target Size Difficulty Modifier Tiny or Small +0 step Medium –1 step Large –2 step Huge –3 step Gargantuan –4 step Multiple Targets Amount Difficulty Modifier 1–2 +0 step 3–10 –1 step 11–25 –2 step 26–50 –3 step 51–100 –4 step Complexity Easy Average Hard Very Hard Heroic

Item Complexity Example Simple shapes such as shafts, spheres, or raw foods with no prep, common forms of life Designed shapes such as swords, clothing, Basic moving parts or basic cooked food, uncommon forms of life Complex shapes such as a desk, suit, intricate moving parts or course meal, Exotic forms of life Powered Moving parts and chemical reactions such as cameras, clocks, rare designer clothing, and master chef foods, Rare forms of life Impossible designs such as rockets, replicated Artwork, planes, and culinary perfection, unobtainable forms of life.

Difficulty Modifier +0 step –1 step –2 step –3 step –4 step

Lock Difficulty Lock Description Covert TN Difficulty Modifier Standard Latches and turn locks 7 +0 step Hard Key locks and multiple latches 11 –1 step Very Hard Combination locks and multiple key locks 15 –2 step Heroic Complex locks with several mechanical seals 19 –3 step Impossible Magical locks 24 –4 step

Water Volume Size Difficulty Modifier Small cup +0 step Bath tub –1 step Room –2 step Pool –3 step Lake –4 step

Spells

ALTER MEMORY CHARM Obliviate (oh-BLI-vee-ate) Tier: III Type: Charm, Mind Availability: Restricted Duration: Varies Spell Modifiers: Mental Spell Complexity Description: When cast the spell will erase or alter the memories of the target. Unlike most spells the alter memory spell has no targeting phase and therefore will always hit as long as it is successfully casted. This spell is very powerful and can never be dispelled unless by the caster themselves. Extraordinary Success: AMPLIFY Sonorus (soh-nohr-uhs) Tier: I Type: Charm Availability: Common Duration: Until dispelled by caster or countered. Description: By placing the wand tip at the throat, a person may increase the level of his voice’s range and loudness. When cast, the voice will overcome almost all environmental penalties and be heard with clarity within the range of the 50 yards. Anyone within the spells range will be able to hear the caster’s voice. Extraordinary Success: Results in the range of spell increasing to 200 yards, as well as allowing the caster’s voice to be heard mentally, and preventing anyone from ignoring the caster’s voice without a Vitality + Discipline roll vs. hard difficulty (11). ANIMATE CHARM Piertotum Locomotor (Pee-air-TOH-tum Lo-co-MO-tor) Tier: I Type: Charm

Availability: Common Duration: Scene Description: When cast, upon any inanimate object, the spell will cause an object to move as if it were alive. When cast, the object will gain stats and attributes = to his Magic resource die. The construct may not possess skills the wizard doesn’t have. Extraordinary Success: Results in granting greater range of stats to the object, allowing the caster a total of +5 step bonuses that can be used to increase one of its already existing stats. These can be divided up in any way the caster so chooses. ANTI-DISAPPARATION JINX Tier: I Type: Jinx Availability: Uncommon Duration: Varies Spell Modifiers: Medium area of effect, serious duration Description: When cast, the spell prevents all forms of teleportation within an area of the caster’s choosing. Any wizard attempting to teleport will find themselves at a difficulty of TN25; botching will result in splinching, causing D10W to the caster. The size and length of the spell is dependent on the caster’s choosing, however larger areas and longer times will make casting the spell difficult. ANTI-GRAVITY MIST JINX Tier: I Type: Jinx Availability: Uncommon Duration: Scene Spell Modifiers: minimal area of effect Description: When cast, the spell creates a sphere of mist that reverses gravity for anyone entering the area of effect. The size of the Sphere can make it more difficult to cast. ANTI-PESETERING CHARM Pesternomi (pest-er-NO-mi) Tier: II Type: Charm, Conjuration Availability: common Duration: scene Spell Modifiers: none Description: When cast the spell will immediately cease any activity that pesters the caster. The method and effect is determined by the GM, but the result will always have the caster being pestered no more. Extraordinary Success: ANTLER JINX Tier: I Type: Jinx Availability: Common Duration: 1 hour Description: When cast, the spell will cause targets to grow antlers on their head, these antlers make moving difficult and decrease the target’s agility by –1 step.

Extraordinary Success: Results in a much more powerful spell which reduces the target’s Agility – 3 steps. ANIMATING SONG-BEWITCHING CHARM OR JINX Tier: I Type: Charm or Jinx Availability: Common Duration: Scene Description: When cast, the spell will cause an inanimate object to be able to sing a song. The song can be entertaining as a charm that inspires awe or as a jinx cause distress. When used as a Charm the spell will grant all listeners a +1 step bonus to willpower. When used as a Jinx, the spell will grant all listeners a –1 step to willpower. Extraordinary Success: Increases the spell bonus by ±1 step. ARROW SHOOTING CHARM/CURSE Tier: I Type: Conjuration Availability: Uncommon Duration: Instant Spell Modifiers: Multi-Attack Description: When cast, the spell will cause arrows to launch from the wand tip towards a target. Normally the spell is considered a charm, however when targeting any living creature it becomes a curse as the spell is intended to inflict harm D6 Wounds. Also, the caster may choose to Single fire, burst fire, or auto-fire for his attack. Extraordinary Success: Increases the accuracy of arrows and provides a +1 step bonus to Ranged Weapons skill rolls. ATMOSPHERIC CHARM/CURSE Tier: I Type: Charm/Curse Availability: Restricted Duration: Varies Spell Modifiers: Land Area of Effect, Environmental Severity, and Minimal Duration Description: When cast, the spell will allow the caster to alter the weather within an area of their choosing. The weather may be of any natural types of weather from a simple rain storm to a powerful snowstorm or even a powerful heat wave. The ministry restricts and heavily monitors all magical weather spells and rarely will they give permission or leniency to any spellcaster who performs this spell. The spell is both a Charm and Curse based upon merit of the weather itself. A spell which provides a positive weather such as ending a drought is considered a Charm, while a spell that has negative weather such as a flood to destroy a town is considered a Curse. This spell has a counter-spell specifically designed for it. Extraordinary Success: Allows the caster complete control over the weather and he may choose to decrease the area, severity, and duration at their leisure. BABBLING CURSE Tier: II Type: Curse Availability: Uncommon

Duration: Until countered Description: When cast, the spell will cause a victim to constantly babble when they try to communicate. The victim is unable to communicate verbally, written, physically, or even mentally as no matter which method they try to communicate it is always indecipherable babble. The victim may attempt to overcome his babbling with a TN 20 Attribute + persuasion skill roll. This Curse has a counter curse. Extraordinary Success: The victim may never roll to overcome the curse. BACKFIRING JINX Tier: II Type: Jinx Availability: Restricted Duration: Triggered Description: When cast, this spell will enchant a single object to redirect something with tremendous force. For example when used on a toilet, any biological excrement such as urine or feces would be blasted back from the toilet to the person. Another Example would be if placed on a sink, the running water would redirect itself with higher force back at the person. The ministry deeply despises this jinx and constantly monitors the usage of this spell as it can cause devastating danger to unsuspecting Muggles. Extraordinary Success: Will always result in a kinetic force that can knock the intended target down. BANISHING CHARM Tier: II Type: Charm Availability: Common Duration: Instant Spell Modifiers: Weight of Object, Distance Traveled Description: When cast, this spell will magically cause objects not bound to fly away from the wizard. This spell is the reverse of the Accio summoning charm and such objects are whisked through the air at amazing speeds as they head away from the caster. Due to the nature of the banishing charm the difficulty in casting the charm varies from object to object as well as distance, time to travel, and magical interference. BAT-BOGEY HEX Tier: III Type: Hex Availability: Uncommon Duration: Varies Description: When cast, the spell will engorge a victim’s bogies to bat size, give them wings, and set them to attack the victim’s face. The bats will inflict 1 point of stun until countered or dismissed by the caster. Extraordinary Success: Converts the damage to 1 point of wound. BEDAZZLING HEX Tier: II Type: Mind Availability: Common

Duration: Until Countered Description: When cast, this spell will enchant an object to distract any who gaze at the object to the point of making them oblivious to what they are looking at, thus making it very difficult to notice the object. Any person attempting to gaze at a bedazzled object must make a TN 15 Awareness + Perception at a –2 step penalty to notice anything. Extraordinary Success: Increases the penalty to a –4 step. BINDING CHARM Incarcerous (IN–car–ser–rous) Tier: I Type: Conjuration Availability: Uncommon Duration: Until dispelled or broken Spell Modifer: Breaking Hardness Description: When cast, the spell summons a form of restraint to bind a target. These bindings can range from ropes, chains, cuffs, plants, etc. The material is considered magical and regardless of form will have a break hardness based on the following chart and casting. BLASTING CURSE Confringo (Con–FRING–go/blasting curse) Tier: III Type: Curse Availability: Uncommon Duration: Instant Spell Modifiers: Explosion Weight of Object Description: When cast, the target will explode with tremendous force. However the ministry considers its usage on living beings restricted and only legal if used as self-defense. Any object affected will explode with damage and area of effect based on its size. All damage is divided between wound and stun rounding down. Targets affected must succeed in TN11 Vitality + Vitality or be rendered unconscious. This Curse Has no counter-curse Extraordinary Success: Automatically render targets caught in the blast unconscious. BLINDNESS CURSE Conjunctivitus Tier: II Type: Curse Availability: Uncommon Duration: Varies Spell Modifier: Medium Time Duration Description: When cast, the spell will blind the victim providing a –3 step to all awareness rolls based on Sight. This Curse has a Counter-Curse Extraordinary Success: Increase the penalty to –4 step. BOGGART BANISHING CHARM Riddikulus (ri–di–KYOO–lus) Tier: II Type: Mind Availability: Uncommon

Duration: Instant Description: When cast, the spell will instantly force a boggart to transform into an amusing form of the caster’s worst fear. The spell will grant a +2 step bonus increase to Discipline rolls to all present to resist the boggart’s influence and create an effect defense against the creature. Extraordinary Success: Grants a +4 step bonus. BLINDFOLD JINX Obscuro (ob-SKOO-roh) Tier: I Type: jinx, Availability: uncommon Duration: scene Spell Modifiers: Description: when cast the spell will instant create an animated blindfold around the target’s head which will strive to cover the target’s eyes creating a –2 step penaltys to perception and preventing the use of the specialty of sight. To remove the blindfold requires a strength + athletics skill roll TN 15 Extraordinary Success: the TN to remove the blindfold is increased to 19. BOND OF BLOOD CHARM Tier: III Type: Charm Availability: Uncommon Duration: Varies Description: When cast, the spell forms a magical protection based on ancient magic. The Ancient magic is formed when a person sacrifices himself or herself for a family member, out of love. The sacrifice creates a lingering protection in the blood of the person who was saved. It is not activated, however, until the charm is actually cast, and it is not sealed and functioning until another member of the family accepts the saved person as his or her own. As with most ancient magic, the bond of blood is mysterious and very strong and is not completely understood by most wizards. The only known case of this spell in current times is with Harry Potter, his mother Lily cast the spell while Dumbledore ensured that his Aunt Petunia accepted Harry into her house should anything happen to his parents this pact from Aunt Petunia completed the spell and with Lily’s sacrifice for her son Voldemort was unable to harm Harry as long as his home was with the Dursely’s. This spell was lifted when Harry came of age as Aunt Petunia and the Dursley’s were no longer considered his legal guardians and thus their home no longer his own. While under the protection of this spell, the person is considered immune to any harm that may come from his original attacker, spells will either rebound or not work. The person protected also is untouchable to his attacker and his touch will cause 1D6W for every round the attacker is touched. BRAKING CHARM Tier: I Type: Charm Availability: Uncommon Duration: Instant Description: When cast, this spell dramatically decreases the velocity of any object in motion to the point of reducing all momentum. Normally this spell is seen on common flying brooms to allow the

user complete control in decelerating their brooms; however it was intended to be used slow incoming projectiles as well as slowly fall to the ground. Extraordinary Success: Stops all movement instantly. BUBBLE CHARM Tier: I Type: Charm Availability: Common Duration: Until countered or dismissed Description: When cast, the spell creates a non-bursting bubble from the wand, the color and size of the bubble may vary. Professor Flitwick once used this charm to decorate the Christmas tree at Hogwarts with gold and silver bubbles. Extraordinary Success: Allows for the creation of multiple bubbles up to about a dozen. BUBBLE HEAD CHARM Tier: II Type: Charm Availability: Uncommon Duration: Indefinite Description: When cast, the spell encloses the head of the caster with a bubble of breathable air that is non-bursting. The duration of the air and the bubble is indefinite until the caster either dismisses the bubble or it is dispel by counter magic. CANDLE MAGIC Tier: I Type: Charm Availability: Common Duration: Instant Description: When cast, the spell can light literally thousands of candles. Basically this spell is capable of igniting something which is combustible and designed to constantly burn with fire: candles, torches, campfires, etc. However, it will not affect something that is flammable but not designed to burn with fire such as clothing, sheets, and trees. CATERWAULING CHARM Tier: I Type: Charm Availability: Common Duration: until Triggered Spell Modifiers: Medium Area of Effect Description: When cast, any unauthorized persons entering a specific area will set off a caterwauling noise. The spell may also have specific parameters for the alarm, such as a curfew time, specific type of people, specific ages, etc. The area of effect is based on the caster, which can make casting the spell more difficult. Extraordinary Success: Allows the spell to remain in effect after it is triggered allowing the alarm to reset itself after several minutes. CHEERING CHARM Tier: II

Type: Mind Availability: Common Duration: Instant Description: When cast, the spell will cheer the target up. Target receives a –2 step to willpower on discipline when resisting Influence skill that would positively alter the targets mood. Extraordinary Success: Increases the penalty to –3 penalty step.

CLEANING SPELL Scourgify (SKUR-ji-fye) Tier: I Type: Charm Availability: common Duration: Instant Spell Modifiers: size of target, minimal area of effect Description: When cast the spell will physically clean objects and people completely through summoning of soap, bleach, perfumes, and whatever other things are needed to clean the specific target.. This spell is capable of hurting ghosts and poltergeist due to their being made of ectoplasm which can leave slime. When a ghost or poltergeist is the target of this spell they are SKURGED and are dealt 1D6B damage as well as repelled from the caster. The size of an object or area of effect will increase the spell’s casting difficulty. Extraordinary Success: The spell will now deal 1D6 W to ghosts and poltergeist. COLOR CHANGE CHARM/HEX Tier: I Type: Charm/Hex Availability: Common Duration: 1 day or until countered Description: When cast, the spell will alter the physical color on an object to the caster’s choice. When used negatively upon a being it is considered a hex. COLOR FLASH CHARM Tier: I Type: Charm/Hex Availability: Common Duration: indefinite Description: When cast, upon any colored object or being they will flash into different colors. The timing between the color flashes and which colors are determined by the caster. COMPASS CHARM Tier: I

Type: Charm, Availability: common Duration: scene Spell Modifiers: none Description: When cast, the spell will turn the wand into a compass that will point to the desired cardinal points of North, South, East, and West. The wand will spin either on the flat of a surface or even in mid-air and will always point true. Extraordinary Success: The Wand will point to any destination that the Caster knows physically where it is. CONFUSION CHARM Confundo (con–FUN–Doh) Tier: II Type: Mind Availability: Uncommon Duration: From instant to indefinite Spell Modifiers: Mental Spell Complexity Description: When cast, the spell will manipulate and trick the target to varying degrees, the more powerful the spell the more difficult it is to cast. The caster chooses the effect of his spell, such as making a victim believe that a blank piece of paper is a government document, or even suggesting that jumping off a cliff is a great idea. It is possible to resist the Confusion Charm with a TN 15 Willpower + Discipline roll. Extraordinary Success: Penalizes the victim with a –2 step to Discipline rolls to resist the Confusion Charm. CONJURE ITEMS Tier: II Type: Conjuration Availability: Common Duration: Varies Spell Modifiers: Medium time Duration, Size of Target, and Item Complexity Description: When cast, the spell allows the caster the ability to instantly teleport objects to them. The size, complexity, and duration all make casting this spell very difficult and most wizards take their time to cast it, it should be noted that food is an exception to the rule of duration and will not vanish. Due to the duration of this spell, anything crafted or brewed from conjured items will also expire and vanish when the duration expires. Certain things cannot be conjured, such as money, wounds, and returning the dead to life. Extraordinary Success: Increases the duration of conjured items. CONTRACT CHARM Tier: II Type: Charm, Curse Availability: common Duration: until fulfilled Spell Modifiers: none Description: when cast, the spell will magically bind 1 or more beings to an agreed upon contract. This spell will ensure that the bound individuals enact to the terms of their arrangement and agreed upon stipulations of failure. Examples include, A wizard has agreed that he must come to another’s

aid above any other duty when called upon, in return the wizard will always be given a steady monetary allowance, should either fail in their part the contract is broken and the individual in violation will have their wand broken. In this case the spell will break the wand of either if they fail to uphold their part of the contract. Extraordinary Success:

CREATE FLOCK OF BIRDS Avis (AH-vis) Tier: I Type: Conjuration Availability: Uncommon Duration: Scene Description: When cast, the spell will cause several birds to shoot out from the tip of the wand. These birds count as standard small birds such as a robin or dove. For every bird after the first, subtract –1 step from the Spellcraft skill. Extraordinary Success: Created birds are also at the command of the caster divided up as the caster sees fit between the stats. CREATE WOOD Ferula (feh-RU-la) Tier: II Type: Conjuration Availability: common Duration: Until dispelled or broken Spell Modifer: Craft Complexity, size of object Description: When cast, the spell summons forth wood that may take the shape and size of the caster’s desire. However the larger and more complex the shape the harder the spell is to activate. Extraordinary Success: The caster has complete control over the wood’s shape and may change its size and design freely. The size can’t be larger than the original size summoned as well as the no more intricate as the original complexity of the shape. The wizard can animate the wood with stats and attributes = to his Magic resource die. The construct may not possess skills the wizard doesn’t have. CROSS MATIRX SWITCH Tier: III Type: Transfiguration Availability: Uncommon Duration: Instant Description: When cast, the spell will transform one physical matix to completely different physical matrix type. The spell has an increased difficulty to cast by –2 step penaltys if the creatures name (Ie:

Guinea Fowl to Guinea Pig), appearances (Hedgehog to pincushion), or a combination of both (beetle to button.) Size, shape, or substance has no limit when performing this spell however if used on sentient beings their minds will become inert or placate to the mental state of the new form they in. Cross matrix switching is the highest form of transfiguration and nearly impossible to reverse after it has taken effect as the root of the magic spell has re-written the existence of the object or being in question. Only the original caster may return sentient minds to their original shape and form without the assistance of other spells, potions, or magical aid such as the “Reveal True Form spell”, “Prophetic assistance”, or a “Felix Felicitous potion” CUSHIONING CHARM Tier: II Type: Charm Availability: Uncommon Duration: Until countered or Dispelled Description: When cast, the spells create an invisible and extremely comfortable cushion/pillow. The invisible pillow can be no larger than 15ft diameter and is partially insubstantial in that a person may pass through it if desired. Normally used to make objects and areas of turbulence very physically comforting and is commonly applied to flying broomsticks.

CURSE OF THE BOGIES Mucus ad Nauseam (MYOO-cus ad Nah-see-um) Tier: I Type: Curse Availability: Common Duration: Until countered or potion treated Description: When cast, the spell will instantly induce a powerful cold sickness and running nose on the victim. The victim must make a Vitality + Vitality TN11 roll or be reduced in all physical traits by–2 step. For every hour under the curse, the victim must again make a TN11 roll, eventually the target may succumb to sickness and should his Vitality Attribute reach a D2 level he is considered bed ridden and unable to take actions until the curse is treated. This Curse has a countercurse. Extraordinary Success: Raises the TN to resist the curse to a 15.

DANCING FEET SPELL

Tarantallegra (TAIR-an-tuh-LEG-ruh) Tier: I Type: Charm Availability: common Duration: Scene Spell Modifiers: none Description: When Cast the target of the spell dances uncontrollable, being unable to make move actions without a Agility + Athletics TN 7, also grants a penalty of –2 steps to agility. Extraordinary Success: Attempts to move are TN 11 DEFENSIVE SHOCK CHARGE Tier: I Type: Hex Availability: uncommon Duration: until triggered Description: When cast, the spell will enchant an object or being with a defensive shock attack which will only activate upon being touched and only if the physical intent is harmful. The shock will discharge D2 stun damage and the target must make a Hard TN11 Endurance check or immediately retract their touch. Once triggered the spell fades away and will not be triggered again. Extraordinary Success: The spell resets after triggering and will activate again if triggered. DEGREASING SPELL Tergeo (Tair-GAY-oh) Tier: I Type: Charm Availability: common Duration: Instant Spell Modifiers: none Description: When cast the spell will cause any liquid, grease, or muck-like substance to fall off the target. Extraordinary Success: DELETE WAND HISTORY Deletrius (deh-LEE-tree-us) Tier: III Type: mind Availability: restricted Duration: Instant Spell Modifiers: Minimal Time Duration Description: When cast, the spell will erase the stored memory of the spells casts within the wand; the length of time that has passed since the spell was cast will increase the difficulty of erasing it from the wand. If a spell is erased not even the “View Wand History” spell will be able to recover the memory. However removing the memory of the spell may leave a footnote that the wand was been tampered with and the caster must make a willpower + covert vs Alertness + spellcraft to determine if he hid his tampering. If discovered the “View wand History” will instead show the person who altered its spell memory. Extraordinary Success: The caster receives a+2 step bonus to his covert skill when hiding his tampering.

DESCENDING CHARM Descendo (deh-SEN-do) Tier: II Type: Charm Availability: Common Duration: Instant Description: When cast, the target will immediately fall to the ground at a controlled rate of the caster. This spell will not work on any object or being anchored, held, or already standing upon the ground. The caster may use this spell to inflict damage based on falling heights. Extraordinary Success: The caster may increase the damage from falling +2 step bonus.

DISARMING CHARM Expelliarmus (ex-pel-ee-AR-mus) Tier: I Type: Charm Availability: common Duration: instant Description: When cast, the target object or being is disarmed. The Term DISARMED is not specific to physical objects held and can easily apply to Mental intent. When the target is a weapon held it will immediately cause the weapon to be expelled from its grip from held wands to loaded weapon ammunition. If used on something that intends harm but has no weapon to expel it simply sends them flying back in a stunning fashion leaving the victim dazed until his next turn. If used by multiple people at once in this fashion it can completely render a being unconscious and forcefully send them flying backwards for D6 Stun damage for a whole scene. It has been noted that this spell can be used to contest and expel magical spells back to their source re-bounding spells. If used in this fashion both spell casters will make a new willpower + spellcraft roll. If the Expelliarmus caster wins the target’s spell is rebounding back towards them and they will suffer the effects of the spell as if they were the target, should the caster fail he will be struck by the target’s spell as if they had rolled an extraordinary success. Very wizards know of this effect, and it is not common knowledge that it re-bounds magic, requiring a Heroic TN 19 Intellect + Lore to know of it. Extraordinary Success: The target held object will fly towards the cast allowing him a reflexive Simple TN 7 Agility + Athletics to catch it, or if used on a being will render them unconscious. DISILLUSIONMENT CHARM Tier: III Type: Mind Availability: Uncommon Duration: Varies Spell Modifiers: Minimal Time Interval

Description: When cast, the spell hides the true magical nature of something or someone. The target must have a magical presence and when affected will appear as something non magical to avoid notice. For Winged horses they lose their wings while on the ground or appear as cloud shapes in the sky, for wizards they may appear as normal humans with normal clothing or even appear as a Muggle object if their appearance is unacceptable due to magical influence. Anyone attempting to spot or notice a magical being must roll a willpower + Perception against a Formidable TN 15 difficulty. Extraordinary Success: anyone attempting to spot suffers a –2 step penalty to willpower. DOMINATION CURSE Imperio (im-PAIR-ee-oh) Tier: III Type: Curse, Mind Availability: Illegal Duration: varies Spell Modifiers: Mental Spell Complexity Description: When cast, the spell will allow the user to impose his will and mind upon his target, taking control of the victim mind and body. When cast the spell ignores the Difficulty modifier table for mental spell complexity. The spell allows the user to control thoughts for commanding the target to do his bidding unknowingly. The curse can’t alter memories, recreate identities, misdirect, or ect. This spell has no counter curse, its usage is strictly forbidden and as one of the 3 unforgivable curses will result in immediate incarceration until a wizarding trial can be brought forward. Extraordinary Success: Allows the caster to gain better access to the targets mind for future use granting a +2 step bonus to willpower rolls. DROUGHT CHARM/CURSE Tier: I Type: Conjuration Availability: ucommon Duration: Instant Spell Modifiers: water volume Description: When cast, target volume of water is diminished, if stronger enough the spell can completely diminish water to nothing. The spell is considered a Curse if used to inflict chaos or harm such as preventing rain, dying rivers, de-hydrating living beings, and other such dark deeds. ENTRAIL-EXPELLING CURSE Tier: II Type: Curse Availability: illegal Duration: until target dies. Description: When cast, the spell immediately cause the victim to vomit his insides out. The curse is very messy and nasty and has been banned by the Ministry of Magic. The target must continually roll a Heroic TN 19 Resistance roll or vomit a D2 wounds worth of entrails until the spell is either countered or dismissed. This curse does have a Counter Curse. Extraordinary Success: damage is increased by +2 step bonus. EXTENSION CHARM Tier: I

Type: Conjuration Availability: common Duration: until dispelled or object broken Description: When cast, the spell allows the internal dimension of any object to be larger than its external size. Basically anything enchanted by this spell is larger on the inside than outside. This spell also allows the object to increase its entrance portal size to accommodate the size of object being brought inside and outside such as making a small handbag capable of storing a bookcase. This spell is commonly known wizard space and can allow for a maximum internal space = 100 times the size of the object in question. It should be noted that if an object is damaged or ripped open the spell will cease and the internal area will expand outwardly destroying its container and pouring out all the contents within as it humorously creates a heap of items. wizard space is very difficult to create and requires a caster make a Heroic TN 19 Intellect + Craft or TN 95 extended test with each being 1 day worth of work. Should the caster fail in the craft check the spell falls apart and they must start from scratch. FASTENING JINX Tier: II Type: Jinx Availability: uncommon Duration: 1 day or until countered Description: When cast, two targets objects or beings are drawn together as they are magical fasten by whatever comical method works. The spell will summon a zipper over mouths, large locking hinges to connect hands; even a steel plate with ¾ inch locking nuts may be used to bind eyes shut FEATHER-LIGHT CHARM Tier: I Type: Charm Availability: Uncommon Duration: Until dispelled or countered Description: When cast, the target will instantly weigh as much as a feather for the sake of movement, they still retain their physical qualities however so melee combat, athletics and such is not impeded. They will however for the sake of falling act like a feather and slowly free fall. FIENDFYRE CURSE Tier: III Type: conjuration Availability: uncommon Duration: indefinite or until countered (if the caster loses control) or dispelled (caster is in control) Description: when cast, the spell creates abnormal magical flames that take the shape of gargantuan fire-breathing monsters and beast such as serpents, chimaeras, dragons, and phoenixes which continuously mutate and grow. The flame is sentient and will purse nearby life-forms and intended victims. The fire is very difficult to control and if the caster fails to control it the spell will even seek to harm them. The fire is magical and intense capable of melting and disintegrating even powerful magical resistant beings and object, only magically immune to heat and fire effects will be safe from the flames. Spells such as Finite, Water making, Fire-extinguishing are ineffective and will not work. When cast successfully the caster must continually make a Formidable TN 15 Willpower + Influence roll every round the spell is in effect, should they fail the spell is no longer under the caster’s control and can’t be dispelled by the caster, only a counter spell will work at this point. The

FiendFyre ignores all hardness and deals 3D12 damage to all things. Shielding, severing, expelling and other defensive spell will still function but the fire itself will easily return or overcome the magical barriers. Extraordinary Success: The caster is in complete control and needs no roll to maintain his control. FINGER REMOVING JINX Tier: I Type: Jinx Availability: uncommon Duration: 10 mins Description: When cast, target’s body parts will be magically separated, commonly referred to as the finger removing jinx but can be used to separate any appendage from the body. This spell causes no damage but does hinder physical movement. The target may suffer anywhere from –1 to –3 steps in either strength or agility based actions depending on the severity of the removed limbs. Extraordinary Success: the spell once applied can’t be undone with counter magic FINITE Finite (fi-NEE-tay) Tier: II Type: Charm Availability: Common Duration: instant Description: When cast, any spell the caster is aware of will immediately cease its function. This doesn’t make the spells effects already applied disappear rather it will end any spell or enchantment that has a continued duration. If a person is being choked by a spell it would end, if the curse has inflicted a disease then the spell would end but the disease would remain in the victim, if used to stop imperious mind control it would stop the spell but any subliminal programming would remain. It should be noted that a wizard must be able to identify the spells in effect or this spell will not work. FINITE INCANTATEM Finite Incantatem (fi-NEE-tay in-can-TAH-tum) Tier: III Type: Charm Availability: Common Duration: instant Description: When cast, this spell is exactly like the finite charm, however all spells within 100fet are dispelled even if the caster is unaware or doesn’t know the spell he is cancelling out finite incantatem will work. However any spell cancelled in this fashion will explode as pure magical energy and cause chaos damage D12. FIRE EXTINGUISHING CHARM Incarcerous (IN–car–ser–rous) Tier: I Type: Conjuration Availability: Uncommon Duration: instant

Description: When cast, the target source of fire and any flame it produced will instantly go out. If a magical flame is being targeted whichever spell had the highest Spell activation roll will prevail. This spell however will not work on Fiendfyre.

FIRE-MAKING CHARM Incendio (in-SEN-dee-oh) Tier: I Type: Conjuration/Charm Availability: Common Duration: Instant or maintained Description: When cast, the spell will shoot stream of fire from the wand tip, creating a fire that will stream outwards up to 10 ft. The fire will cause any flammable substance to ignite and has a standalone damage of D6W with AP 2. Like any fire the flames once conjured will ignite and burn as they come into contact with anything that is combustible and flammable taking a life of its own like fires normally do. A wizard will not have control over any the effect of their fire after it is cast unless they are maintaining the spell over several rounds. Extraordinary Success: Creates the Bluebell flame, these special flames are bright blue in color, have a lasting duration, do not have a preset heat, and need neither fuel nor oxygen, causing them to become waterproof. Surfaces it comes in contact with are not affected immediately affected unless the caster chooses so. Thus they can be carefully scooped up in the hand and carried around, or put in a jar. FIRE-TALKING CHARM Tier: II Type: Charm Availability: Common Duration: scene Description: When cast with the use of floo powder the caster may communicate with another through the floo network. Flames will appear to the receiving end and the caster will appear in the midst of those flames. During this period communication is easily achieved and work both ways. However it should be noted that the floo network is maintained by the Ministry of Magic and all floo usage is monitored or traceable. Extraordinary Success: allows the caster to be anonymous in their communications, the caster may make a Formidable TN15 Willpower + covert to keep his communication off the network snoops. Failure will automatically alert the ministry and the communication will be flagged as illegal. The communication will be ceased, a scrying spell initiated to gain the identities of both parties, and an anti-disapparating jinx will be cast upon both the ends. Until magical transgression authority can arrive. FIRE TOUCH CURSE Flagrante (flah-GRAHN-tay) Tier: II

Type: Curse Availability: Common Duration: Scene Description: When cast, upon any inanimate object, the spell will cause an object to hold a fire charge, this charge will erupt upon touch emitting intense fire to burn the victim. Upon being touched the object will ignite the victim in fire, dealing D6W and an additional D4w damage each turn until the curse is dispelled or the fire itself magically extinguished. Extraordinary Success: the object retains the curse permanently waiting for another victim to touch the object. FIRE-WHIP CHARM Tier: II Type: Conjuration Availability: uncommon Duration: Instant or maintained Description: When cast, the spell creates a fiery rope emanating from the tip of the wand, this rope can be used for a variety of things from creating a ring of fire that acts as a fiery barrier, to a lasso that reaches out and grabs objects. The fire is very powerful and the ropes themselves can emit fire as huge as 10ft. The fire itself has AP 5 and D8 wound damage. If used as a rope to bind or lasso the caster makes Hard TN11 Willpower + Athletics rolls to manipulate the rope, if used as a whip for attack the caster rolls his Willpower + Melee combat to strike enemies. Extraordinary Success: Creates the Bluebell flame, these special flames are bright blue in color, do not have a preset heat, and need neither fuel nor oxygen, causing them to become waterproof. Surfaces it comes in contact with are not affected immediately unless the caster chooses so. Thus they can be carefully scooped up in the hand and carried around, or put in a jar. FLAME-FREEZING CHARM Tier: II Type: Charm Availability: Common Duration: Scene Description: When cast on any non-magic flame, this spell will render the heat nonexistent to anything the wizard dictates. For example wizards who were burned at the stake, usually allowed the wood and stake to burn down while they hid within the debris. This spell will not work on magical flames. Extraordinary Success: this spell will now affect magical flames; however the Fiend-Fyre curse will remain unaffected. FLYING ENCHANTMENT CHARM Tier: II Type: Charm Availability: Common Duration: Indefinite Spell Modifiers: Distance of Travel, Flying Agility Description: When cast, upon any inanimate object, the spell will cause an object to move with the power of flight. The speed and handling is determined by the caster, but the more powerful the enchantment the more difficult the spell becomes.

FULL-BODY BIND CURSE Petrificus Totalus (pe-TRI-fi-cus toh-TAH-lus) Tier: III Type: Curse Availability: Uncommon Duration: Varies Spell Modifiers: Minimal Time Duration Description: When cast, the target’s body and becomes stiff and rigid as he will be unable to physically move or speak. A Target affected by the curse are unable to move in any way until the curse is either lifted by the caster, countered by another caster, or worn off over time. The duration of the spell will increase the difficulty of the casting, as well as eventually kill a target if they are paralyzed for too long as a body has to drink, eat, sleep, and excrement itself. This Curse has a Counter-Curse. Extraordinary Success: Makes the curse extremely powerful and will prevent any counter-spell from working if the caster has no knowledge of the Full-Body Bind Curse. FUR GROWING HEX Tier: I Type: Transfiguration Availability: Uncommon Duration: scene Description: When cast upon an object or person they will grow a full body of fur. This fur can act as insulation to cold weather providing a +3 step bonus to endurance rolls in resisting cold, however it also is heavy and bulky and inflicts a –2 step to agility. DUPLICATION CHARM Geminio (jeh-MIN-ee-oh) Tier: 2 Type: Charm Availability: Uncommon Duration: varies Spell Modifiers: Minimal Time Duration Description: When cast, the target object is duplicated in physical appearance and is impossible for anyone to know the difference without magic. The duplicated item however will not possess magical traits. Extraordinary Success: Makes the duplicate powerful enough to mimic magical presence; however the effect or powers granted by the magical item will not be copied. For example a ring of invisibility will still give off a magical aura, but it will not render a person invisible when worn. DUPLICATION CURSE Geminio Infinitum (jeh-MIN-ee-oh in-FIN-ee-tum)

Tier: II Type: Curse Availability: Uncommon Duration: Indefinite Description: When cast, the target object will become cursed with the duplication charm, which will continue to duplicate the item after being touched. An example would be, a goblet is touched and duplicates itself, and both objects will then duplicate more goblets and so forth. The items will continue to duplicate until there is no more room for duplications. Extraordinary Success: Makes the curse extremely powerful and will mimic magical presences.

GROWTH HEX

Engorgio (en-GOR-gee-oh) Tier: I Type: Hex/curse Availability: common Duration: varies Spell Modifiers: Medium Time Duration Description: When cast, target object or being will swell or grow in size increasing its size by 1step. The growth is not without limits and may only swell to the maximum potential limits of the target in question. A pumpkin can technically grow to almost infinite size as pumpkins have no set growth limit, where a human being will more than likely burst if his body becomes too big. In this situation target must roll a Formidable TN 15 Endurance check everyone round the spell is in effect cumulating a –1 step penalty to vitality each round after the first. Failure results in bodily harm dealing D6 Wounds should target reach 0 Life points he will explode into a bloody mess. Use of the spell in this fashion also makes it a curse. Also the GM may allow a ±1step to abilities for the changing of the size. For every size increment beyond the first the caster has receives a –1 step penalty to his spellcraft roll per size category. Extraordinary Success: The damage is increased +2 step bonus.

HARDENING SPELL

Duro (Do-ROH) Tier: I Type: Transfiguration

Availability: Uncommon Duration: varies Spell Modifiers: Minimal Time Duration, Minimal area of effect, Size of target Description: When cast, target area, object, or being is transformed into stone and receives hardness rating equal to 2. This will not prevent objects from moving or becoming an immobile statue. Extraordinary Success: hardness rating is increase by an additional 2 HEALING CHARM Episkey (eh-PIS-key) Tier: II Type: Charm Availability: Common Duration: instant Description: When cast, the spell repairs and heals damage done to living beings as bones reset, cuts close, and bruises fade away. The target may convert D6 damage from wound to stun or remove stun damage itself. This spell may only be cast once every four hours on an individual target and can inflicts 1 shock damage if any wound damage is converted. Extraordinary Success: increase healing by +2 step bonus

HOLLOWING SPELL Defodio (deh-FO-dee-oh) Tier: II Type: Transfiguration Availability: Uncommon Duration: Varies Spell Modifiers: serious time duration, Size of Object, Distance Traveled Description: When cast, the spell will create a non lethal hollow hole through an object. There are limits to how large the hole may be, as it can’t exceed the size of the target material otherwise it would be splitting something instead of hollowing it. If used on a living being or complex device they will still be able to function or operate even without the missing hollowed sections. Humans need to eat and it will still provide nourishment even with a hollowed hole exists where their stomach should be. A Clock will still function and keep time despite having missing gears and pulleys. HORN TONGUE HEX Tier: II Type: Hex, Transfiguration Availability: uncommon Duration: varies

Spell Modifiers: Minimal Time Duration Description: When cast the spell will cause the target’s tongue to grow a large horn. This horn will cause 1 wound damage instantly and an additional point of wound when the target attempts to close their mouth. Extraordinary Success: the horn becomes more jagged and deals 1D4basic damage initially HOT AIR CHARM Tier: I Type: Charm, Conjuration Availability: common Duration: Varies Spell Modifiers: none Description: When cast this spell will produce a continuous stream of hot air, this stream of hot air in non-lethal and does no damage, however it will be able to dry clothing and melt snow. The stream of air and heat is sufficient enough to dry a completely soaked person in seconds. Extraordinary Success: none HUMAN FORM RETURN Homorphus (ho-MOR-fus) Tier: III Type: Charm, Transfiguration Availability: Uncommon Duration: Instant Spell Modifiers: none Description: when cast, the spell will return any human who has been transformed into something other than its original shape back into its original human shape. Put simply, a human that is transformed is now untransformed. This spell may even force werewolves to return to their human form; however they are not cured and will resume their wolf forms during the next moon transformation. When used on a human suffering from werewolf’s curse the GM rolls the targets resistance trait Difficulty TN 11 to see if they can remain in werewolf form. Extraordinary Success: The Target suffering werewolf curse will always return to human form. HUMAN REVEALING CHARM Homenum Revelio (HOM-eh-num reh-VEL-ee-oh) Tier: II Type: Charm Availability: uncommon Duration: scene Spell Modifiers: Minimal Area of Effect Description: when cast, the spell will allow the caster to see any human being through a unique magical outline as long as they are within the area of effect of the spell. This will not reveal any physical information as it only outlines any human within the area of effect, allowing the caster to see through all visual environmental effects, as well as through magically produced ones as well. It is even capable of outlining humans within invisibility cloaks. Extraordinary Success: The spell will provide more defining outlines possible allowing the caster to identify the human features. The caster may use a Intelligence + perception (investigation) skill roll to identify the target. TN 7 will reveal body shape and sex, TN11 will reveal more prominent features such as weight, hair length and style, and clothing, and finally a TN15 will reveal almost all

important features from scars to even pimple formation. However no color features will ever be given. HURLING HEX Tier: II Type: Hex Availability: common Duration: Instant Spell Modifiers: none Description: When cast, the spell will enchant an object so that it throws a target away from it when touched. The Object gains the Asset Combat Grappler which allows it make an additional attack per turn if grapple is successful. The Object has a Strength and Athletics skill = the caster’s Magic Resource Die when making attempts to grab or throw individuals. Extraordinary Success: the Object’s Stats are increased by +1 step bonus.

IMMOBILIZE JINX Immobilus (ee-MOH-bee-lus) Tier: II Type: Charm Availability: common Duration: scene Spell Modifiers: Multiple targets Description: when cast the spell will instantly immobilize the target, preventing them from being able move. When hit by this spell a victim will immediately stop and in some cases they will be suspended if flying. While under the effect of this spell the victim can take no move actions or move their bodies, this will not paralyze them and they are completely able to speak, think, and perform mental and social tasks. Extraordinary Success: The spell will also deliver D4 shock damage and stun the victim for rounds equal to the damage. IMPERVIOUS CHARM Impervious (im-PER-vee-us) Tier: II Type: Charm Availability: common Duration: varies Spell Modifiers: Minimal Time Duration Description: When cast, the target object or being will be given a personal force field that prevents one single specific type of environmental effect from passing through. An example would be preventing water from passing through allowing a person to walk into rain and never become wet or prevent fire from passing through allowing a person to walk through flame.

Extraordinary Success: caster may add one additional environmental effect INSECTOID JINX Tier: I Type: Jinx, mind, transfiguration Availability: common Duration: 10 minutes Spell Modifiers: none Description: when cast the spell will cause the target to sprout feeler on their head, remove their power of speech with bug sounds, and cause them to scuttle around the floor uncontrollably. Targets may attempt to resist the mental dominating effect of scuttling with a TN 7 Willpower + Discipline skill roll. Extraordinary Success: Will increase the mental dominating effect with a TN 11. INVISIBILITY ENCHANTMENT Tier: II Type: Charm, Conjuration Availability: Uncommon Duration: Varies Spell Modifiers: Serious Time Duration, Size of target, and Item Complexity Description: When cast the target object of the spell will be rendered completely invisible to all forms of visual detection, granting both a bonus on covert to the area as well as preventing the use of Perception skill outside of hearing, smell, or touch. Only spells or tools capable of providing an Extra-sensory perception will be able to detect or see those within the field of invisibility. Such example spells would be human revealing, re-visibility, magical sensing, life sensing, and ect… human tools that detect energy will even be able to detect things within the field. ***NOTE*** due to the complexity and power for this spell, no assets or environmental bonus may reduce the Difficulty in casting this charm, also if used as an extended action it will use the standard rules for those tasks multiplying the difficulty of the spell by five times. It has been rare if not unheard of for any wizard or witch to be able to cast this spell in quick timing. Fields that is casted as permanent may never be dispelled permanently with counter magic or finite as the invisibility field will reengage after a scene. However Finite Incantatum can still cause the spell to be destroyed in 100 feet areas as normal. ***RESOURCE NOTE*** players who attempt to own an invisible resource must pay an XP cost as well as any addition requirement a GM may wish to add. The XP cost is equal to the resource level trait of the object’s enchantment strength bonus. IE: If a cloak is given a D8 enchantment the player would need to pay 28XP, Once Bought and paid for, the object will operate like any other known resource. Extraordinary Success: none INVISIBILITY FIELD CHARM Tier: III Type: Charm, Conjuration Availability: Uncommon Duration: varies Spell Modifiers: Land Area of effect, Serious Time Duration, Enchantment Strength Description: When cast the target area of the spell will be rendered completely invisible to all forms of visual detection granting both a bonus on covert based on the Enchantment Strength to the area as well as preventing the use of Perception skill outside of hearing, smell, or touch. Only spells or

tools capable of providing an Extra-sensory perception will be able to detect or see those within the field of invisibility. Such example spells would be human revealing, re-visibility, magical sensing, life sensing, and ect… human tools that detect energy will even be able to detect things within the field. ***NOTE*** due to the complexity and power for this spell, no assets or environmental bonus may reduce the Difficulty in casting this charm, also if used as an extended action it will use the standard rules for those tasks multiplying the difficulty of the spell by five times. It has been rare if not unheard of for any wizard or witch to be able to cast this spell in quick timing. Fields that is casted as permanent may never be dispelled permanently with counter magic or finite as the invisibility field will re-engage after a scene. However Finite Incanttum can still cause the spell to be destroyed in 100 feet areas as normal***RESOURCE NOTE*** players who attempt to own an invisible resource must pay an XP cost as well as any addition requirement a GM may wish to add. The XP cost is equal to the resource level trait of the object’s enchantment strength bonus. IE: If a house is given a D8 enchantment the player would need to pay 28XP, Once Bought and paid for, the object will operate like any other known resource. Extraordinary Success: none JELLY BRAIN JINX Tier: I Type: Jinx Availability: uncommon Duration: varies Spell Modifiers: minimal time duration Description: when cast, the spell will cause the victim’s thoughts to juggle uncontrollably. When the target of this spell, the victim must succeed a Hard TN 11 Intelligence + Discipline (memory) roll, failure will result in a –2 step to Intelligence for the duration of the spell. Extraordinary Success: Target can make no roll to resist and suffers the –2 step penalty immediately JELLY FINGERS JINX Tier: I Type: Jinx Availability: uncommon Duration: varies Spell Modifiers: Minimal Time Duration Description: When cast the spell will cause the victim’s fingers to wobble uncontrollably, when targeted by this spell, the victim must succeed a Hard TN 11 Agility + Athletics (coordination) roll, failure will result in being able to grab objects with the fingers. Extraordinary Success: Target can make no roll to resist and suffer the effects of the spell immediately

JELLY-LEGS CURSE Locomotor Wibbly (LOH-koh-moh-tor WEE-bl-ee)

Tier: I Type: Jinx Availability: Uncommon Duration: Varies Spell Modifiers: Minimal Time Duration Description: When Cast, the targets legs will become extremely numb and collapse. The target must make a reflexive Hard TN11 Agility + Athletic skill or fall prone. Afterwards the target suffers a –2 step penalty to all agility based rolls until the spell is countered or expires. This Curse has a CounterCurse Extraordinary Success: The target immediately suffers a –2 step to agility. KILLING CURSE Avada Kedavra (uh–VAH–duh kuh–DAH–vrah) Tier: III Type: Curse Availability: Illegal Duration: Instant Description: When cast, the spell will instantly kill its target. The spell is considered one of the 3 Unforgivable Curses and no known counter spell exists and therefore the spell itself can’t be countered only dodged or deflected by either physical objects or Shield Spells if it strikes a shield spell the spell will instantly dissolve. To use a Killing Curse is to be branded a Dark wizard and instantly vilified among the Ministry of Magic. If a player is struck by a Killing Curse, it is possible to survive with a TN 30 Resistance Roll; however, success doesn’t stop the spell all together as a Killing Curse does 3D12W that can’t be prevented by armor, spells, or assets. Only through use of Plot Points can the damage be mitigated per the Plot Point damage reduction rules. Extraordinary Success: Prevents any resistance roll to possibly survive the Killing Curse.

KNOCKBACK JINX Flipendo (Fleh-PEN-doh) Tier: II Type: Jinx Availability: Common Duration: Instant Description: when cast, target is possible knocked prone and definitely flipped backwards being dealt D10 stun damage. The target must succeed at a formidable TN15 Agility + Athletics skill roll or be knocked prone. Extraordinary Success: The target suffers a –2 step penalty to agility when being knocked back.

LEG–LOCKER CURSE Locomotor Mortus (LOH-koh-moh-tor-Mor-tus) Tier: I Type: Curse Availability: Common Duration: Varies Spell Modifiers: Minimal Time Duration Description: When cast, the target’s leg is locked together by an invisible force reducing their ability to move. Target must make a hard TN11 agililty + athletics roll or be forced to use 2 actions in order to move. Until the spell is countered or expires the target must continue to make hard rolls to move as normal. This Curse has a Counter-Curse. Extraordinary Success: Target receives a –2 step to agility based rolls.

LEVITATION CHARM Leviosa (lev-ee-OH-sa) Tier: I Type: Charm Availability: Common Duration: Maintained Spell Modifiers: Size of Target Description: When cast, target object or being is telekinetically lifted off the ground and may be moved any direction with a base speed of 15ft per turn. The size of the object will increase the difficulty of the spell’s activation. Extraordinary Success: the target’s levitation speed is increased to 30ft per turn.

LOCKING CHARM Colloportus (cul-loh-POR-tus) Tier: I Type: Charm

Availability: Common Duration: Instant Spell Modifier: Lock Difficulty Description: When cast, the spell will close any seal, lock, or doorway. The type of seal or lock will increase the difficulty of the spell, but also improve the chances that it could be opened easily. Extraordinary Success: Will always require extended tests with each taking 10 minutes of time. LOVE-ARROW HEX Tier: II Type: Mind Availability: uncommon Duration: Vaires Spell Modifiers: Medium Time Duration, Description: When cast, the target must make a Formidable Tn15 Willpower + Willpower roll, if the target fails they suddenly develop an affection towards the caster, should they fail by 7 they are uncontrollable smitten and madly in love to the point of insanity. Extraordinary Success: targets must make a Heroic TN19 roll instead.

MENDING CHARM Reparo (re-PAR-oh) Tier: I Type: Charm Availability: Uncommon Duration: Instant Spell Modifiers: Item Complexity, Size of Object Description: When cast, this spell will repair any object as long as its parts and pieces are present. The complexity of the repairs will increase the difficulty of casting, but if successful the object will return to full Life-Points. If an Object does not have all its pieces present, the spell will repair the object to the best of its abilities, even substituting materials from the nearby environment to replicate the missing material itself. If nothing can be used to substitute then the object will not be repaired of that specific material and the item in question may not work or have missing sections of its whole form. Extraordinary Success: MENTAL SHIELD Occlusum (OC-clu-sum) Tier: III Type: Charm, Mind Availability: Uncommon Duration: Maintained Spell Modifiers: none

Description: Unlike standard spells, Mental Shield is very unique as it has no channeling difficulty or targeting action. The spell instead requires intense focus and full round action to utilize while defending against Mind Magic. When the caster is the target of any Mind Spell, he is able to passively counter them with Mental Shield, by making and Willpower + Discipline + Spellcraft vs. the spell’s Activated Channeled Roll. Extraordinary Success: Uniquely the spell allows the user to create false mental information against those that are reading their mind with Legilimens. MIND READING CHARM Legilimens (le-JIL-i-menz) Tier: III Type: Charm, Mind Availability: Restricted Duration: maintained Spell Modifiers: none Description: Unlike standard spells, mind reading is very unique as it has no targeting action. The mind reading spell instead requires intense focus and FULL ROUND ACTION to utilize. The spell is activated by a Willpower + Spellcraft + perception roll. Success will allow the wizard to peer into the mind of individual learning the truest thoughts from memories to even the exact emotion pertaining to a specific thought. It should be noted that without Occlumency or other form of magical defense that countering Mind Reading is nearly impossible as it is very discreet and unless the caster reveals themselves within the minds of the target, most are unaware of it being used at all. Extraordinary Success: Further attempts to access the same target’s mind is easier, add +2 step bonus to willpower when rolling to maintain or improve the complexity of the spell. MUFFLING SPELL Muffliato (muf-lee-AH-to) Tier: II Type: Charm Availability: common Duration: scene Spell Modifiers: none Description: When cast the spell will allow the caster to place a sound deadening bubble around a target area. The bubble has the power to muffle and cause sounds from within to be perceived as low buzzing hums and only the caster may choose who the bubble affects. The bubble may be of any size or shape equal to 50ft diameter. Any attempts to decipher the muffled sounds result in a TN 19 intelligence + Perception (hearing). Even if successful they will only get bits and pieces of the true nature of the sounds. Extraordinary Success: The sounds are of such low humming that they are considered muted and silent. OPEN AIRWAY CHARM Anapneo (ah–NAHP–nay–oh) Tier: I Type: Charm Availability: Uncommon Duration: Instant

Description: When cast, the spell will clear target object’s or being’s airway if blocked, regardless of substance. Extraordinary Success: Allows the caster to even remove magical substances. PACKING C HARM Tier: I Type: Charm Availability: common Duration: Instant Spell Modifiers: none Description: When cast the target or targets of the spell will assemble themselves into a storage space as neatly and perfectly as possible without damage. The spell may not move everything into the storage if they can’t fit within and will try to the best of its abilities to pack as much as possible leaving as little unpacked behind. This means that it will pack maximum quantity over anything. Extraordinary Success: the spell will fit everything into a storage space regardless of its volume using magic to either increase space or shrink objects to make the tightest fit, however when said space is opened everything within will be thrown out humorously.

PATRONUS CHARM Expecto Patronum (ex-PEK-toh pa-TROH-num) Tier: III and II Type: Charm Availability: uncommon Duration: varies Description: Unlike most spells the patronus requires a specific Love Value before any spell can be activated, for the Tier II a D6 and the Tier II a D10. When cast, the spell summons forth a spectral guardian created from the positive feelings of the caster himself. The patronus spell has two known forms, the partial body which is a light of positive energy that can be shaped into a cone or wall requiring the caster possess LOVE D6 rating, lasting as long as the caster maintains it, this level is a TIER II spell. The other form is a Full body which takes the form of a spectral guardian that represents the embodiment of the caster’s values requiring the caster possess LOVE D10 rating, lasting for either a scene or until its task is complete, this is a TIER III spell.. The guardian can be made to represent any form of life both mystical and non mystical. The Guardian is capable of operating independently of the caster and perform a physical tasks operating under the physical abilities = to the caster’s Love value and skills = the caster. The Partial body can be used as either as a barrier against negative force with LOVE VALUES under D4 with hardness = LOVE VALUE. It can be used for expelling blast damage = LOVE VALUE against any being with NO LOVE VALUE ignoring all forms of protection physical or mystical. The full body also possesses both these powers and can execute them freely. The patronus charm is the most powerful spell against

the dark arts, capable of repelling and defeating any being deprived of love. Dementors, Lethifolds, and Bogarts are exceptionally vulnerable and will flee without resistance from the charm. Should a being cast the spell without the LOVE VALUE he will risk being damaged by the spell taking 3D12 Wound damage, however with a TN15 resistance roll the damage may be reduced to 3D12 Basic Damage. This damage is visually inventive and is left to the GM to describe, some wizards have been turned into Diamonds others have had Protronus Maggots devour them from inside out. Special Notes**** the Patronus spell has hidden properties that have been lost to time, as it has been a difficult spell to learn and lost to history. When buying the spell, a player may roll or spend 1 plot point more to uncover 1 of the hidden spell effects of the patronus charm. The roll is TN 15 Intellect + Lore (Charms). If successful the player may also select 1 of the 4 features below to add to his patronus effects. 1. Hard Light: the light emitted by the spell is physically hard and can act if corporeal against anything no longer being restricted to dark creatures or beings devoid of LOVE. 2. Enchantment: The patronus charm may be enchanted to an object making it take on the patronus properties against beings without LOVE. 3. Dispelling Curse: The caster may use the positive energy of patronus to empower his countering or dispelling of curses, adding his Love to his counter or dispelling attempts. 4. Pacify: The caster may use spell prevent negative emotions within a target with a willpower + Love vs. target’s Willpower + (negative emotion based) Value.

PIMPLE JINX Furnunculus (fur-NUN-kyoo-lus) Tier: I Type: Jinx Availability: uncommon Duration: Varies Spell Modifiers: Minimal Time Duration Description: When cast, the target being will instantly break out in boils making the target physically unappealing. Anyone attempting to socialize with the target must roll each round a Hard TN 11 Willpower + Discipline roll or be unable to socialize with the target. Extraordinary Success: All people attempting to socialize receive a –2 step penalty to willpower when attempting to socialize. PORT-KEY CHARM Portus (POR-tus) Tier: II Type: Charm, Conjuration Availability: Restricted Duration: permanent Spell Modifiers: none Description: Creating a Port-Key requires an extended TN 55 Willpower + Craft, each roll a day full day of work. When cast, the target Object is enchanted to teleport any who touch it or touch

those who touch it to a specific location and back again to the original place; these objects are called Port-Keys. Port-keys are normally tied to an arrival point; however the key is capable of remembering the departure location and teleport back to it if the caster chooses to imbue the key with this ability. During the creation of a Port-key, the caster must have physical knowledge of the location being tied to the key requiring them roll a TN 11 Intellect + Knowledge (places or geography). Failure means the key will teleport them into the general area rather than exact area, botching may result in worse results such as being teleported to an entirely random place. Also at the time of creation, the caster may choose the following parameters on the Port Key, Stationary (the port-key will teleport the person and it will stay behind leaving the person unable to return to the departure point), Bound (The port-key will teleport the person and itself allowing the key to be used to teleport back to the departure point), Charging (the port key will cease to function after the specific usage limit is met), restriction (the port-key may have a requirement to activate, such as only magical beings, a password, a racial type of being, or even a specific trial) and Passengers (the portkey has a set limit to how many people it will teleport to a minimum of 1. Port-Keys are incredibly efficient and even capable of bypassing anti-teleporting spells, thus the creation of Port-Keys without ministry approval is illegal and wizards may find themselves punished greatly for it. Extraordinary Success: The caster may add 1 additional location POSSESSION CURSE Tier: II Type: curse, Mind Availability: RARE to buy, Illegal to use Duration: varies Spell Modifiers: uses mental spell complexity after possession Description: When Cast the Spell will allow the wizard to transfer his mind into another sentient being, doing so will allow them to possibly take over and destroy the target’s conscious. When cast the wizard has several steps he may take, first he must win an extended test against his target, the Target rolls his Willpower + Discipline, the result is then multiplied by 5, During this time he is very vulnerable as each roll is 1 full round, and his target may retaliate during this time, the target must make a Willpower + Discipline TN 7 to be able to act during turns otherwise he is considered stunned. Once the casting wizard has succeeded his mind is transferred into the target, leaving his body behind in a comatose state. The wizard may then choose to affect the target by making Willpower + Influence rolls based on the mental spell complexity table. The wizard may also conceal his presence with a Intellect + Covert vs. victims Awareness + Discipline. The wizard may also attempt to take over the host, with an extended battle, however this also leaves him vulnerable to being destroyed if his host’s mental power is strong enough. Mental Combat is Targeting Intellect + Influence, Defense is Willpower + Discipline, Mental Damage = Willpower rating as Shock Damage. In this case Shock is treated like physical Wound damage and thus is healed in the same fashion. Should either the caster or host reach 0 LP their mind is considered destroyed and the victor now in ownership of the body? Extraordinary Success: PROTEAN CHARM Protean (PRO-tee-an) Tier: III Type: Charm, Transfiguration Availability: Uncommon Duration: Indefinite

Spell Modifiers: Multiple Targets Description: When cast, the spell enchants an object or being, making them readily transform in shape upon the caster’s bidding. When a protean is enchanted, the spell will create a replica and moldable effigy, which if altered will change the Protean itself to match the new shape and form. This change causes the Protean to heat up while its new shape is being assumed. If the new shape requires physical attributes to be improved or penalized, the caster’s Magic resource die is used as the ± to the ability. Extraordinary Success: REPELLING CHARM

Repello (re-PEL-oh) Tier: I Type: Charm, Mind Availability: common Duration: Varies Spell Modifiers: Serious time Duration Description: When cast, the target place, object, or person will possess a field that keeps a specific type of sentient being away. Unlike the bedazzling Charm, this spell makes the being go away by having their own mind create a reason to turn around, from remember the stove is own at home, to what if those haunted stories about the house are true. Thus it is possible that these beings will not go away. Those being repelled must make a Willpower + Discipline vs TN 7 if they wish to not be repelled Extraordinary Success: The difficulty of the Willpower + Discipline roll is now TN 11 REVEAL INVISIBLE WRITING Aparecium (ah–par–EE–see–um) Tier: I Type: Charm Availability: Common Duration: Scene Description: When cast, the spell reveals any invisible ink that has been scribed into a parchment while being read. Unlike normal spells, Reveal Invisible Writing doesn’t require a Spellcraft roll; rather, a contested Willpower + Spellcraft vs. the target caster’s Spellcraft roll. However the invisible writing will only be reveal for a short while and will vanish again in due time requiring another casting of the revealing spell. Extraordinary Success: Reveals invisible ink permanently. REVEAL MAGICAL ESSENCE Specialis Revelio (spe-see-AH-lis reh-VEL-ee-oh) Tier: II Type: Charm Availability: Uncommon Duration: Instant Spell Modifiers: none Description: When cast the spell will reveal the properties and effects of a spell, potion or enchantment. The properties revealed are the Effects and Ingredients; it will not reveal the complexity or name of the magic in use.

Extraordinary Success: The caster will receive a +2 step bonus to lore, craft, or potions when attempting to identify the actual magic used, such as Tier, Name, and Spellcraft Power. REVEAL WAND HISTORY Prior Incantato (prye-OR- in-can-TAH-toe) Tier: II Type: Charm, Conjuration Availability: Uncommon Duration: scene Spell Modifiers: Minimal Time Duration Description: When cast, the spell will immediately reveal the most recently used spells within a specific time interval based upon the minimum time duration table. This spell only needs to be activated and the target wand within range, the wizard casting doesn’t need a target action to hit the target wand. If successful the history of the wand’s spell casting will be revealed as ghostly images, however it is up to the player to determine what spell was used, to identify the spell the player must make a Alertness + Lore(spell type) at a TN 7 for Common, TN 11 For Uncommon, TN 15 for Restricted or Illegal, TN 19 for Rare. ***Note that it is impossible for the reveal wand history spell to recover spells deleted by the Delete Wand History spell, however they can allow the caster to determine the nature of this deletion with a Alertness + Spellcraft vs. Willpower + Covert of the delete wand history spell, if successful the Reveal Wand History will instead reveal the person who tampered with the wand. Extraordinary Success: the caster gains a +2 step bonus to Alertness rolls to identify the spells used or if the wand was altered by the Delete Wand History spell. REVIVING CHARM Rennervate (REN-er-vate) Tier: II Type: Charm Availability: Common Duration: Instant Description: When cast, the spell will immediately awaken incapacitated beings who are Stunned, Unconscious, near death, or comatose. The spell is however not without limits and if used against a magical induced version of incapacitation the Caster must contest with the target spell’s Caster. Extraordinary Success: The spell will also supercharge the target when awakened, allowing them to ignore any die penalties due to physical or mental fatigue as the body is energized. REVULSION JINX Relashio (re-LASH-ee-oh) Tier: I Type: Jinx Availability: common Duration: Instant Spell Modifiers: none Description: When cast, the spell will either cause the target to let go of whatever they are gripping or be knocked away from the target they are being repelled from. The Target may attempt to hold onto the held object or being at a TN 11 willpower + Athletics, if they fail they immediately let go of the held object, if they succeed they must then make a TN 15 Strength + Athletics of be knocked backwards and prone.

Extraordinary Success: The Target will be at a –2 step penalty to athletics when holding grip or being knocked back. SECRET KEEPER CHARM Tier: III Type: Charm Availability: uncommon Duration: Infinte Description: When cast, the spell magically conceals a secret inside a single, living soul. The information is hidden inside the chose person or Secret-Keeper, and is henceforth impossible to find unless, of course, the Secret-Keep chooses to divulge it. As long as the secret-keeper doesn’t reveal the secret, no physical or metaphysical search will be able to find the secret. If a secret-keep dies their secret dies with them, only those that were confided in will know the hidden information and they all become secret keepers themselves. Those that know of the secret can’t reveal the secret themselves, such as Snape knowing the location and members of the Order of the phoenix but could not reveal any information about them until Dumbledore who was the secret keeper died and thus Snape became a keeper as well. The Secret-Keeper charm is absolute and no spell or potion can ever force the keeper to divulge the information.

SEVERING CHARM Diffindo (Deeh-FIN-doh) Tier: I Type: Charm or Curse Availability: Common Duration: Instant Spell Modifiers: Breaking Hardness Description: When cast, the target object is immediately severed into two separate pieces no matter the size or shape. Object hardness will increase the spell activation difficulty. When used on magical effects such as living fire or conjured water the severing charm will still split the object, however if the magical effect is being controlled in shape it will instantly reform at the end of the round. Extraordinary Success: The spell magically enforces the separation of an object. Use of the mending Charm will find the difficulty increased to activate by one level. Also magical spell effects will now remain split for 5 rounds.

SHATTERING CURSE

Reducto (re-DUC-to) Tier: II Type: Curse Availability: common Duration: Instant Spell Modifiers: Description: When cast, the spell will cause an object or being to shatter into pieces. This spell ignores all armor and does 1D8 W, however the caster may empower the spell further for every –1 step penalty taken to spellcraft they gain +1D6 W to add to the initial damage. Extraordinary Success: Increase the initial Damage die to 1D12 W SHIELD AREA CHARM Protego Totalum (pro-TAY-go TOH-tah-lum) Tier: III Type: Charm Availability: Rare Duration: Maintained or destroyed Spell Modifiers: minimum area of effect Description: when cast the spell will erect a magically energized barrier around an area, this barrier acts as a wall with Armor = Magic Value and LP of 100 Extraordinary Success: The armor is multiplied by 2.

SHIELD DEFLECTION I Protego (pro-TAY-go) Tier: I Type: Charm or (spell type) Availability: common Duration: maintained Spell Modifiers: none Description: When cast, the spell will shield any incoming Tier I spell. If the incoming spell is extraordinary it will only be shielded from the defender with no chance to redirect. Extraordinary Success: Allows the possibly to redirect the spell back at the caster as a free attack. Any spell deflected in this manner retains the original spell modifiers and effects.

SHIELD DEFLECTION II Protego (pro-TAY-go) Tier: II Type: Charm or (spell type) Availability: Uncommon Duration: maintained Spell Modifiers: none Description: When cast, the spell will shield any incoming Tier II spell. If the incoming spell is extraordinary it will only be shielded from the defender with no chance to redirect. Extraordinary Success: Allows the possibly to redirect the spell back at the caster as a free attack. Any spell deflected in this manner retains the original spell modifiers and effects.

SHIELD DEFLECTION III

Protego (pro-TAY-go) Tier: III Type: Charm or (spell type) Availability: Uncommon Duration: maintained Spell Modifiers: none Description: When cast, the spell will shield any incoming Tier III spell. If the incoming spell is extraordinary it will only be shielded from the defender with no chance to redirect. Extraordinary Success: Allows the possibly to redirect the spell back at the caster as a free attack. Any spell deflected in this manner retains the original spell modifiers and effects.

SHRINKING CHARM

Tier: I Type: Charm Availability: common Duration: Instant Spell Modifiers: Description: When cast, the spell will cause an object or being to shrink by 1 size category, the resulting size change may at the GM’s approval grant a ±1step in abilities due to the size change. For every additional Size increment beyond the first the caster will increase the difficulty to cast by –1 step penalty to spellcraft per size category. Extraordinary Success: SILENCE JINX Silencio (si-LEN-see-oh) Tier: II Type: Jinx Availability: common Duration: varies Spell Modifiers: Minimal Time Duration Description: When cast the spell will magically silence the target of the spell. Those affected by the spell are completely muted and unable to cast verbal magic. Extraordinary Success: The spell may affect 1 additional target. SLASHING CURSE Sectumsempra (sek-tum-SEM-pra) Tier: II Type: Curse Availability: Rare Duration: Instant Spell Modifiers: none Description: When cast the spell will send out a magical force that can slash targets much like a bladed weapon. The injuries inflicted by the spell are severe, cause bleeding, and are unable to be healed by spells, however magical potions will work. This spell deals 1D8 W, AP2, and causes targets to bleed 1 point of damage unless they are treated by a TN 11 Intellect + medicine roll or healed by a magical potion. This spell cannot be countered unless the caster possesses the spell as well **the curse and its injuries may be healed completely if the spell is Countered and Dispelled by someone who knows the slashing curse** Extraordinary Success: The damage is increase to 1D10 W SLEEP SPELL Tier: II Type: Mind Availability: common Duration: varies Spell Modifiers: Serious Time Duration Description: when cast, the spell will force a target to fall asleep into suspended animation. The target must succeed at an Endurance roll TN 15. If a They succeed they enter into a light sleep and will awaken with any disturbance, on a failure they entire a deep sleep and will not awaken unless the spell is countered or dispelled.

Extraordinary Success: the Victim is at a –2 step penalty to willpower when making Endurance Rolls to resist the spell.

SLOWING JINX Impedimenta (im-ped-ih-MEN-tah) Tier: I Type: Jinx Availability: uncommon Duration: 1 minute Spell Modifiers: none Description: When cast, the spell will instantly reduce the target’s action pool preventing them from acting during their turn unless they have abilities that grant them extra actions. The effect looks as if the target has been slowed down. Extraordinary Success: The caster may also knock knockback a target 30 feet. SLUG VOMITING HEX Tier: I Type: Hex, Conjuration Availability: common Duration: scene Spell Modifiers: none Description: When cast the target of the spell will vomit slugs uncontrollably, causing the target to spasm as he upchucks the slugs. While under the effect of this spell, targets are prone to verbal mishaps as he randomly upchucks slugs causing a –1 step penalty to spellcraft unless they posses wordless magic, as well as receives a –1 step to all influence and discipline rolls. Extraordinary Success: The victim is at a –2 step penalty to all influence and discipline rolls.

SMOKE SCREEN CONJURATION Fumidus (Fu-MEE-dus) Tier: II Type: Conjuration Availability: Uncommon Duration: Varies Spell Modifiers: Minimal Time Duration, Minimal Area of Effect

Description: When cast, target area becomes obscured in dark smoke providing almost zero level of perception. Victims within the smoke are at a –5 step to all perception based skill except for hearing based specialties. SNEAK SENSOR CHARM Tier: II Type: Charm Availability: Uncommon Duration: enchantment Spell Modifiers: Size of object or Minimal Area of effect Description: when cast the spell enchants an object or place with a trip alarm. When someone should enter an area or touch an object physically, the undetectable alarm will alert the caster that someone has affected them. Extraordinary Success: The enchantment will also alert the caster of the identity of those that have tripped the alarm.

SOFTENING CHARM Spongify (SPUHN-jee-fye) Tier: I Type: Charm Availability: Common Duration: varies Spell Modifies: Minimal Time Duration, Minimal area of effect, Size of target Description: When cast, the target object or area is physically softened to become rubbery and bouncy. The duration, area, and size will increase the spell activation difficulty.

SPARKS CONJURATION GREEN-Faveo (FAH-veh-oh) RED-Periculum (puh-RIK-yoo-lum) Tier: I Type: Conjuration Availability: common Duration: Instant Description: When cast a green fire-work flare will shoot 100ft from the wand tip. Green-Sparks has a specific meaning to wizards and witches; it literally means that a person needs assistance, support, aid, or rescue. When cast a red firework flare will shoot 100ft from the wand tip. Red-

Sparks has a specific meaning to wizards and witches; it literally means that a person either in Danger or Caution. Extraordinary Success: The flare may inflict small damage at D2 wounds SPELL AUGMENTATION Salvio Hexia (SAL-vee-oh HEX-ee-ah) Tier: II Type: Charm Availability: Uncommon Duration: Instant Spell Modifiers: none Description: When cast the spell will augment any existing spells or augment the strength of a spell being casted. If used successfully the caster may choose to Impart a +2 step bonus to a target’s spell channeling spellcraft, or Improve existing spells by either increasing their effect by 1 whole level or adding a ±1step to any damage, resist, or effect roll within the spells description. ** No spell may receive the bonus of Spell Augmentation more than one time, basically meaning that multiple augmentations will not increase the same spell beyond the first augmentation. Extraordinary Success: May also treat any spelled being augmented as if the spell itself was an extraordinary success.

STICK FAST HEX Colloshoo (Cul-loh-SHOO) Tier: I Type: Hex Availability: uncommon Duration: until countered or dispelled Description: When cast, target’s feet will become glued to the ground by a green colored goop. If the target is wearing something over his feet such as shoes and socks they will become glued to the ground instead allowing the target to remove his footwear. Unaware targets must make a Hard TN11 Agility + Athletics skill roll or fall prone. STINGING HEX Tier: I Type: Hex Availability: common Duration: Instant Spell Modifiers: none Description: When cast the spell causes 1D2 Shock damage to the target and 1D2W damage, causing them to be stunned for the shock damage in rounds. Extraordinary Success: Raise the damage die of both shock and wounds by +1 step bonus STRAIGHTENING CHARM

Erecto (er-EC-toe) Tier: I Type: Charm Availability: uncommon Duration: isntant Description: When cast, the target object or being is untangled and straightened up, this charm straightens a target without ill effects. It will straighten rings and curves, straighten fabrics so they are neat and folded, straighten a dirty room to be clean, and even straighten a tent so that it is also set up. This spell can’t be used on living beings.

STUNNING SPELL Stupify (STOO-puh-fye) Tier: II Type: Charm Availability: common Duration: Instant Spell Modifiers: none Description: When cast the target of the spell takes 1D4 Shock Damage, and must roll Resistance TN 11. Success will result in being stunned for the shock damage in rounds, failure results in being knocked unconscious for the shock damage in hours. Extraordinary Success: The target suffers –2 steps to Vitality when resisting the spell.

SUMMONING CHARM Accio (AK–ee–oh or A–see–oh) Tier: I Type: Charm Availability: Common Duration: Varies Spell Modifiers: Weight of object, Distance Traveled Description: When cast, the player may choose an object not held in place to summon to them. Such objects are whisked through the air at amazing speeds as they make their way to the caster. Due to the nature of the Summoning Charm, the difficulty in casting the charm varies from object to

object as well as distance and magical interference. The chart will detail the difficulties for the spell and the minimum time it takes for the object to arrive at the caster. Extraordinary Success: will allow the object summoned to arrive one step faster based on the distance chart which can make objects appear almost instantly at the lowest distance. SUMMON SNAKE Serpensortia (ser-pen-SOR-sha) Tier: II Type: Conjuration Availability: common Duration: Scene Spell Modifiers: none Description: When cast, the spell will summon a snake of the caster’s choice. The snake will obey the caster and have stats = to their listed stats in Cortex Rules. Extraordinary Success: SUPER SENSOR SPELL Tier: I Type: Charm Availability: common Duration: Scene Spell Modifiers: none Description: When cast the caster may grant he or a target the ability to see line of sight through objects blocking his view. This spell will not allow the caster to see through magical obstruction. Extraordinary Success: SUSPENDING JINX Levicorpus (levi-COR-pus) Tier: II Type: jinx Availability: uncommon Duration: maintained Spell Modifiers: Size of Target Description: When cast the spell will cause the victim to be suspended in air by his ankle, the grip and focus of this spell is much like a hand clasping the ankle and having the strength to lift and move the victim. The target must make TN 15 Agility + Athletic (balance) roll or be unable to act while being held by the spell. The distance the spell can move or lift the target is 15ft per turn. Extraordinary Success: the range of the spell is increased to 30ft per turn. SWITCHING AND STITCHING SPELL Tier: I Type: Transfiguration Availability: Uncommon Duration: Scene Spell Modifiers: none Description: When cast the spell will allow the caster to Swap one thing for another and attach it to between the two things. This spell doesn’t inflict any damage, and will allow the things being swapped and stitch to still properly function. For example a wizard could swap his ears onto a cactus

and having his ears attached to the cactus and the cactus’ needles to where the wizard’s ears should be, the wizard would hear the general area around the cactus while his ears are attached to it. Extraordinary Success: none TABOO SPELL Tier: III Type: Charm Availability: Restricted Duration: until countered or dispelled Spell Modifiers: Land Area of Effect Description: When cast the spell allows the caster to enchant a word that when spoken will place tracking spell which activates without fail and breaks any magical protection that is covering them. This spell will immediately give the caster the whereabouts, however only magical protection tier I and Tier II are broken. Extraordinary Success: All magical protection is broken no matter the strength. THIEF CURSE Tier: II Type: Curse Availability: uncommon Duration: Enchantment Spell Modifiers: none Description: When cast the spell will enchant an object or being to curse those who are thieves and seek to enter or take something without permission. When the thief enters the area, touches the object or being any spells and enchantments are dispelled. Magical Objects that are enchanted will resume their magical functions after the Scene has played out. Extraordinary Success: This spell will also set off an alarm and alert the caster of the thief’s intrusion TIME TRAVEL SPELL Tier: III Type: Conjuration Availability: Rare/Restricted Duration: instant Spell Modifiers: Temporal Effect Description: Unlike most spells the Time Travel spell requires an extended TN 75 with each test requiring an hour/round. When cast the spell will allow the caster to jump in time, the amount of time traveled will increase the difficulty. This spell operates much like teleportation and should the caster fail by 7 they will be splinched D8W through Time. Should they botch they will be splinched to death. Extraordinary Success: may transport up to 4 people (or their equivalent weight) at once TIME TRAVEL ENCHANTMENT Tier: III Type: Conjuration Availability: Rare/restricted Duration: enchantment Spell Modifiers: Temporal Effect

Description: Creating a Time tuner requires an extended TN 75 Willpower + Craft, each roll a day full day of work. when cast, the target Object is enchanted to teleport through time any who touch it or touch those who touch it to a specific location within time and may only be set to travel either forward or backward, no Tuner may have the power to do both and thus travelers may not reverse their time travel via tuner. These objects are called Time Tuners. Time Tuners are normally tied to an arrival point and a time set by the user. During the creation of a Time Tuner, the caster must have physical knowledge of the location being tied to the Tuner requiring them roll a TN 11 Intellect + Knowledge (places or geography). Failure means the Tuner will teleport them into the general area rather than exact area, botching may result in worse results such as being teleported to an entirely random place. Also when using the Tuner a Intellect + Knowledge (history) is required TN 11 to set the time period of travel, failure means the tuner will send them into the general time rather than the exact time, botching may result in being sent to an entirely random time period. Time tuners are incredibly dangerous and even capable of bypassing anti-teleporting spells, thus the creation of Time Tuners without ministry approval is illegal and wizards may find themselves punished greatly for it.**Time Tuners are very dangerous and the GM may choose how to execute time travel as they see fit. Fulfilling Paradoxes, alternate history, alternate futures, or even alterable timelines*** Extraordinary Success: The time tuners may have a reverse function. TRACE MAGIC USE SPELL Tier: II Type: Charm, Availability: common Duration: varies Spell Modifiers: none Description: When cast the spell will put an enchantment upon a target which will alert people to any usage of magic on their part. This spell can be set upon multiple parameters, each conferring a – 1 step penalty to spellcraft after the first. The parameters include age specific, nature of the magic usage, and types of people who get informed. Extraordinary Success: TRACELESS PASSAGE CHARM Tier: II Type: Charm, Conjuration Availability: common Duration: until dispelled Spell Modifiers: none Description: when cast, the spell will remove all forms of tracks left by the target, essentially concealing any evidence of their movement. This spell will not make someone invisible and they can still be seen through line of sight, but any physical sound, odor, or environmental footprint will vanish. Anyone attempting to track a wizard under the charm will find themselves at a –3 step to their Awareness or intelligence ability when using skills that would help them trace the target’s whereabouts. Extraordinary Success: the spell will now penalize a –5 step. TRIPPING JINX Tier: I Type: Jinx

Availability: common Duration: Instant Spell Modifiers: none Description: When cast the spell will immediately cause a target to fall prone by tripping and deal D4 Stun, a successful TN 7 Agility + Athletics will avoid damage. Extraordinary Success: TN is now 11 to avoid damage

TICKLING JINX Titillando (TITI-lan-doh) Tier: I Type: Jinx Availability: Common Duration: 10 mins Description: When cast, target will break out in an uncontrollable laughter as his entire body will be tickled by an invisible force. Targets must make Hard TN11 willpower + discipline roll to avoid laughing uncontrollably and take no actions for the duration of the jinx. Extraordinary Success: Target suffers a –2 step penalty to willpower when resisting the spell

TICKLING CHARM Rictusempra (ric-tu-SEM-pra) Tier: I Type: Charm, Availability: common Duration: Instant Spell Modifiers: none Description: When cast, the spell will cause the target to burst out with laughter being compelled by the caster. The target must succeed in a Hard TN 11 Willpower + Discipline roll or be forced to laugh at the caster’s discretion. The target suffers a –1 step to actions while under the effect of this spell. Extraordinary Success: The target may laugh so much they fall down; if the caster fails his Willpower roll to resist he is also considered to have fallen down. TELEPORTING CHARM Apparation (A–pa–RI–shun) Tier: III

Type: Charm, Conjuration Availability: Restricted Duration: Instant Description: When cast, the spell allows the caster to instantly teleport from one location to another; the distance travelled is unlimited. The disappearance and reappearance is accompanied by a distinctive cracking sound, caused by the abrupt motion of air due to the sudden presence or absence of a body. It costs 2 actions and requires a Spellcraft test to appear in the place that you intend. If you intend to apparate to a place in which you have never been before, you suffer a –2 step penalty to the Spellcraft check. Failure to cast the spell results in “splinching” (part of you arrives at your destination and the other part remains at your origin), which does D4W in damage. Should the caster fail by 7, the damage is D8W instead. If a caster botches the roll, he is splinched to death (which requires the immediate expenditure of 3 Plot Points to avoid)! Note: The books suggest that apparating also has something to do with the wizard magically peeking at their desired new location before actually displacing themselves. In Harry Potter and the Order of the Phoenix, Fred and George Weasley apparate from one room to another to show off and end up sitting painfully on Ron’s knee instead of the edge of his bed (they apologize by saying that it’s harder in the dark). Extraordinary Success: Allows a wizard to transport up to 4 people (or their equivalent weight) at once. TONGUE LOCKING JINX Langlock (LANG-lok) Tier: II Type: Jinx Availability: Uncommon Duration: 10 minutes Spell Modifiers: none Description: When cast the spell will cause the victims tongue to be locked to the roof of the mouth preventing the victim from being able to communicate very well. Victim will suffer a –2 step penalty to Influence or discipline rolls involving speech and suffer the penalty for casting spells wordlessly without the Wordless magic Asset Extraordinary Success: The spell will lock the tongue perfectly to the roof of the mouth, preventing all forms of verbal speech and even making it hard to breathe on the victim which will cause them to make endurance rolls for being out of breath.

TONGUE TYING CURSE Mimble Wimble (MIM-buhl-WIM-buhl) Tier: II Type: Curse Availability: uncommon Duration: varies Spell Modifiers: Medium Time Duration

Description: When cast, target’s tongue will be bound to prevent them from talking about a specific subject. This feature may also cover casting spells as long as the specific subject pertains to spellcasting. And example would be, the Order of the Pheonix were all cursed, the parameter was being unable to talk about anything related to the Order itself that would bring them harm. In professor Snape’s case he was unable to cast verbal spells that would bring harm to any member of the order as well as reveal any information that could potentially be harmful to the members. This curse has a Counter-Curse spell. Extraordinary Success: Treat the countering of the curse as if the target doesn’t possess the spell. TOOTH GROWING JINX Densaugeo (den-sah-OO-gee-oh) Tier: II Type: Jinx Availability: Uncommon Duration: 1 day or until countered or dispelled Description: When cast, the target’s teeth will grow to great size and shape which provide discomfort and teasing. Targets suffer D2 Stun for every minute they are under the curse as their mouth aches, as well as Suffer a –1 to all influence rolls when socializing with others. TORTURING CURSE Crucio (KROO-see-oh) Tier: III Type: Curse Availability: Illegal Duration: Maintained Description: When cast, the spell can cause the target to suffer physical, mental, and even spiritual torture. Every Round the spell is maintained the target suffers D4 Shock Damage, and an accumulated –1 step penalty to discipline when resisting the caster’s influence roll. If the target should reach 0 LP from shock damage they are driven insane and unable to recover without magical assistance, even then any recovery attempted is at a –4 step penalty. Should the Target fail his roll by 7 they will completely break down and give in to their torturer completely? This Curse has NO Counter-Curse. Extraordinary Success: No magical assistance may restore a mind driven insane by this curse. TRANSFIGURE INTO ANIMAL HEX Tier: II Type: Hex/Transfiguration Availability: Uncommon Duration: 10 minutes Description: When cast upon an object that is eaten, drank, used or worn, the spell will transfigure the person into an animal of the caster’s choosing. Weasley’s wizard Wheezes is known for their use of this hex in their Canary Creams that, when eaten, transfigures its victim into canary birds for several minutes. Extraordinary Success: Prevents counter-spelling during the duration. TWITCHY EARS HEX Tier: I Type: hex

Availability: common Duration: scene Spell Modifiers: none Description: When Cast, the spell will cause the target’s ears to uncontrollably twitch and move conferring a –2 step to perception (hearing based). Extraordinary Success: Will cause equilibrium failure and add –1 step penalty to agility UNBREAKABLE CHARM Tier: I Type: Charm Availability: common Duration: enchantment Spell Modifiers: none Description: When cast the spell will make an object unbreakable from falling damage or physical strength, magical sources of damage may still break an object however the object retains its breaking resistances regardless if the spell ignores armor and it also receives a +2 to armor. Extraordinary Success: The Object now gains +5 to its LP as well UNDISTURBABLE BARRIER

Imperturbable (IM-per-TUR-ba-bul) Tier: II Type: Charm Availability: Uncommon Duration: Until Dispelled Spell Modifiers: Minimal area of effect Description: when cast, the spell will create a magical barrier in shape and size within the limits of the spell itself. The Caster need not use the spells complete range and may choose to shape and size the spell to fit their own needs. The magical barrier will make an area within it completely muted and locking any portals to prevent entry by beings as well as alert the caster where and who has entered his barrier. The barrier is also capable of repelling anything being thrown into it, such as thrown objects. Extraordinary Success: The barrier is capable of preventing spells from entering the barrier, as spells are thrown from wands towards their intended target. This however will not prevent spell area of effects from triggering if the spell was targeting an area just outside the barrier itself. An example would be the fiendfyre, if used to target and summon the flame within the barrier the spell would bounce off the barrier, but if used and summoned to a area outside the barrier the spell’s living flame and area of size would then be able to bypass the barrier itself.

UNLOCKING CHARM Alohomora (AL-o-ho-MOR-ah) Tier: I Type: Charm

Availability: Common Duration: Instant Spell Modifiers: Lock Difficulty Description: When cast, the spell is capable of unlocking any form of lock. Based on the complexity and possible magical properties, however, the spell may require more effort and skill. Extraordinary Success: Allows the caster to leave no traces of his magical presence adding a –2 step difficulty in detecting magical influence on the lock at a TN 11. UNPLOTTABLE Tier: II Type: Charm Availability: common Duration: enchantment Spell Modifiers: Minimal area of effect + land area of effect Description: When cast the spell will make an area unable to be plotted by map, orientation, or even compasses. This doesn’t mean the spell is not without fail as a successful TN 24 to Survival or spellcraft roll can plot the area. When cast as an extended action each roll is 1 day of casting. If being used on a size greater than the Minimal Area of effect, the caster must add the step penalties of land area effect as well. Unlike most spells the penalty will apply to the caster’s willpower as well if the penalties have reduced his spellcraft level to ZERO. If the penalty is –6 step penaltys, and the caster has a D10 willpower and D6 spellcraft, 3 levels would reduce the spellcraft to Zero, and the remaining 3 levels would reduce the willpower to D4. Extraordinary Success: The spell is always un-plottable. VANISHING SPELL Evanesco (ev-an-ES-ko) Tier: II Type: transfiguration and Conjuration Availability: Common Duration: until countered Description: When cast, the target object or being is transported and made to vanish into everything. The target in question is not gone per se, but is both transported and transfigured to be made a part of everything so that it appears as nothing. Targets can be made to only partially disappear by intent or by mistake. If the caster fails by 4 the spell will only partially vanish an object, any more and the spell fails. If the caster willingly wants to partially vanish an object he increases the activation difficulty by +1 step bonus.

WAND LIGHT EXTINGUISHING CHARM Nox (NOX) Tier: I Type: Charm Availability: Common

Duration: Instant Description: When cast, any light source created by a wand will immediately be dimmed and dispelled. However should the light be a side effect of a spell such as conjured flames only the light emitted from the flame will be dismissed.

WAND LIGHTING CHARM Lumos (LU-mos) Tier: I Type: Charm Availability: Common Duration: Varies Spell Modifiers: Minimal Time Duration Description: when cast, the tip of the wand will emit a bright source of light capable of illuminating an area of 15ft, for every 10 ft beyond all Alertness + perception (sight) rolls difficulty are reduced a +11step. Extraordinary Success: The wand may now shoot the light source to any specific location within 100ft and unobstructed. The caster can’t project the light to the room behind the wall. WAND POURING SPELL Tier: II Type: Conjuration Availability: common Duration: Scene Description: When cast the wand tip will pour out a liquid of the caster’s choosing. The liquid can be wine or even pasta sauce. WARNING CHARM Cave Inimicum (KAH–vay i–NI–mi–kum) Tier: III Type: Charm Availability: Uncommon Duration: Until dispelled or countered Spell Modifiers: Medium Area of Effect Description: When cast, the spell will protect an area from enemies by instantly warning its inhabitants of the present danger. The warning is silent and will awaken those it protects. Extraordinary Success: Provides a bedazzling effect to the barrier, enforcing a –2 step penalty to notice those protected. WAND WRITING CHARM Tier: I Type: Charm Availability: common

Duration: Scene Spell Modifiers: size of target Description: When cast the spell will allow a wand to emit animated light from its tip allowing the caster the ability to leave written letters or numbers in the air, which can be easily read by onlookers. Extraordinary Success: The spell will allow the wand to leave the messages on surfaces.

WATER-MAKING CHARM Aguamenti (AH–gwah–MEN–tee) Tier: I Type: Charm, Conjuration Availability: common Duration: Instant Spell Modifiers: water volume Description: When cast, the spell conjures a jet of water to be emitted from the wand tip. The water can be used in a variety of ways such as a hose, fountain, or even filling a glass of water. The distance one can create water is 100 ft, but the volume is determined by scale and difficulty. Extraordinary Success: Allows the caster to manipulate and animate the water’s shape.

Potions

Ageing Potion Tier: II Effects: Will cause the person to grow older physically. The more one drinks the older they become. An ageing potion may have up to 10 charges and each charge is equal to the Temporal Effect Chart in ageing. Key ingredients: Craft TN: 11

Antidote to Common Poisons Tier: I Effects: Counteracts poisons listed with the “Common” tag. Key ingredients: • Bezoar • Mistletoe Berries • Unicorn Horn Craft TN: 7

Confusion Concoction Tier: II Effects: When drank, the potion will manipulate and trick the target to varying degrees, the more powerful the potion the more difficult it is to cast. Anyone administering the potion chooses the effect of his spell, such as making a victim believe that a blank piece of paper is a government document, or even suggesting that jumping off a cliff is a great idea. The strength of the potion is based on the Mental Spell Complexity. Key ingredients: Resistance TN: 15 If target succeeds he may make a Willpower + Discipline roll TN 15 to ignore the effects. Craft TN: 11

Cure for Boils Tier: I Effects: Cures boils, pimples, and blisters Key ingredients: • Horned Slugs • Porcupine Quills

• Snake Fangs Craft TN: 7

Forgetfulness Potion Tier: II Effects: Memory loss-parameters set by brew maker such as time interval, subjects, events, ect.. Key ingredients: • Lethe River Water • Mistletoe Berries • Valerian Sprigs Craft TN: Intellect + Potions vs. target’s Intellect + Discipline should target fail recalling memories are a Incredible TN 23 Willpower + Discipline roll.

Hair Raising Potion Tier: I Effects: When doused the target’s hair will stand straight up, unable to be groomed out of position. This potion lasts for ONE SCENE. Key ingredients: Rat Tails Resistance TN: 11 Craft TN:

Herbicide Tier: II Effects: Kills or damages plants Key ingredients: • Flobberworm Mucus • Horklump Juice • Spines of Lionfish

Craft TN: Intellect + Potions vs Target plant’s Resistance roll, success means target receives D4 wounds while failure will require the plant make a Formidable TN15 Endurance roll, success means D8 wound and failure means death for the plant.

Love Potion Amortentia Tier: III Effects: Will cause the person to become infatuated or obsessed with the target, when brewed the potioneer may select who the target of the love potion will be, and any who drink this potion will become infatuated and obsessed with the target. Victims under the effect of this spell must make Resistance TN 19 or suffer the effects of the potion. They may attempt to resist the mental effect by rolling a Willpower Discipline TN 19. Key ingredients: Craft TN: 15

Poly Juice Potion Tier: III Effects: is a very complicated potion that allows the drinker to assume the form of someone else perfectly. While it can account for both age and gender it will not account for accents and body language these require Intellect + Performance vs. target’s Intellect + Perception (intuition) for imitating the person. Poly juice Potion cannot be used for a human to take an animal form or for a Half-Breed to assume human form. Key ingredients: Resistance TN: none Craft TN: extended only TN 75 each roll being 2 days and a minimum of 30 days to brew regardless of how quickly one reaches the TN.

Sleeping Draught Tier: I Effects: Temporary sleep see Minimal time Duration Key ingredients: • Flobberworm Mucus • Lavender • Valerian Sprigs Craft TN: 7

Shrinking Solution Tier: I Effects: When Dosed with the potion the target’s affected area will shrink in size by –1 size step per charge. The potion crafted has 10 charges and the GM may ±1step to abilities based on the newly shrunken area. Key ingredients: Resistance TN: 11 Craft TN: 7

Swelling Potion Tier: I Effects: When doused with the potion the target’s affected area will enlarge by 1 size step per charge. The potion when crafted has 10 charges. The GM may confer a ±step to abilities based on the newly enlarged area. Resistance TN: 11 Key ingredients: Puffer fish eyes Craft TN: 7

Undetectable Poison Solution Tier: II

Effects: When mixed with existing poisons, the potion will make detecting the poison nearly impossible. The TN to detect and identify the poison by +10, however this also increases the TN to craft poisons by +5. Key ingredients: Craft TN: 11

Wideye or Awakening Potion Tier: II Effects: Prevents sleep, revives from drugging and concussion, instantly awaken a person Key ingredients: • Dried Billywig Stings • Snake Fangs • Wolfsbane Craft TN: 11, if challenged by spell or potion the Brew Maker rolls an Intellect + Potions vs target potion’s Intellect + Potion or Target Spell’s Willpower + spellcraft. All “original” material is ©2012–2014 by Sherman Cordle, Daniel Reith & W. Kent Taylor. All rights reserved. Written by Sherman Cordle, Daniel Reith & W. Kent Taylor. Special thanks to J.K. Rowling and Pottermore.

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