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Beyond Potter

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In March 2012, Severus Snape (Pontifex Maximus) and Lucius Malfoy (Horrica666), two members of the Total War Center forums and very active within the RPG forums, initially posted their intent to create a new, fantasy, RPG. They begun by posting a poll in 'The Consulate' sub-forum, and asked members of the role-playing community which idea they thought best, A 'Wizarding World' rpg, or a 'Lord of the Rings' RPG. Support was high for both ideas with no clear majority choosing one or the other. However, after discussion between Lucius Malfoy and Severus Snape, it was decided that, not only would a 'Wizarding World' RPG be more within their own interests, but a 'Lord of the Rings' RPG would be exceedingly difficult to create to a satisfactory standard and so, within only a few days, 'Beyond Potter' was born.

Over the next few weeks Severus and Lucius worked to build up their idea working on the various rules and regulations needed to have a working RPG that would be both enjoyable and challenging for players but still be relatively easy for them to understand. Sometime after the proposal was introduced they recruited Sirius Black (Dark Storm) to help moderate and create yearly events for players. Work continued until finally, in late March of 2012, the rule-set was completed and the RPG had gathered enough support to start. The RPG was granted the Sub-forum of the recently extinct 'World Realism' RPG and, on March 25 2012, began.

The RPG was, initially, a large success, gaining many new members within the first few days. A week later, the number of members stood at thirty-five, and that amount is still growing.


Beyond Potter
Hogwarts.jpg
Active
Started On: 25/03/2012
Ended On: n/a
Creators: Lucius Malfoy, Severus Snape
Local Moderators: Severus Snape, Sirius Black, Lucius Malfoy


Overview

The year is 1998, the Second Wizarding war is now over, Voldemort has been defeated and normality is beginning to return. But all is not well yet; Death Eaters, Voldemorts last supporters, still lurk in the background, looking to avenge their fallen master, Hogwarts, all but destroyed in the final battle, is in need of strong leadership and rebuilding. The ministry, corrupted by Voldemorts cruel reign, is now in need of reform. Indeed, wizarding England has changed, it is in disarray and it is up to you to do something about it. Will you rebuild, reform and protect? Or will you finish what your master started and be the source of its downfall? Only time will tell whether you are successful or not...

Important Figures

After the events of the past year or so, the wizarding world is eager to return to normal, indeed 'Cornelius Wolf', the new minister for magic is willing to lead the country forward out of these dark times into an age of peace. At Hogwarts, the newly appointed headmaster, 'James Baird', the youngest headmaster Hogwarts has seen, is overseeing the induction of a new year of students, the new teaching staff on hand to help him. With lessons beginning and laws being passed, the unpleasantness of the past seems to be over...


The Ministry

The Office of the Minister for Magic

  • Minister for Magic: Cornelius Wolf
  • Advisor to the minister: Alan Pineapple

The Department for the Regulation and Control of Magical Creatures

  • Head of the Department: Viktor Ulf Sverre
  • Officers: William Dyke

The Department of Magical Games and Sports

  • Head of Department: Cyprian Rubens Pike

The Department for Magical Law Enforcement

  • Head of Department: William Beamish Huntingdon
  • Aurors: Godfrey Milius, Gellert Teufel
  • Hit Wizards: Percival Lysander Black

The Department of Magical Accidents and Catastrophes

  • Assistant Head: Robert Cones


Hogwarts School of Witchcraft and Wizardry

Headmaster

  • Professor James Baird

Teaching Staff

  • Defence Against the Dark Arts: Professor Thomas Maldow
  • Charms: Professor Harold Gaputa
  • Potions Master: Professor Arthur White
  • Herbology: Professor Barthus Song
  • Tranfiguration: Professor Milo Forsyth


Game Rules

Professions and Requirements

Hogwarts

  • Hogwarts Headmaster: At least 25 points in all proficiency categories
  • Defense Against the Dark Arts Professor: 25 points in Hexes, 25 points in Curses, 25 points in Charms
  • Potions Master: 50 points in potion making, 25 points in Herbology/Healing
  • Transfiguration Professor: 50 points hexes, 25 points charms
  • Charms Professor: 75 points in charms
  • Herbology Professor: 75 points in herbology/healing

Please note that Professors will be expected to teach lessons.


Ministry for Magic

  • Minister for Magic: At least 35 points in all proficiency categories
  • Advisor to the Minister: no requirements
  • Senior Undersecretary to the Minister for Magic: no requirements
  • Officer level entry position in any ministry position: no requirements
  • Head of Department for Regulation and Control of Magical Creatures: 25 points herbology/healing, 25 points hexes
  • Head of Department for Magical law Enforcement: 20 points hexes, 20 points curses, 10 points healing/herbology
  • Auror: 10 points hexes, 10 points herbology/healing, 10 points curses, 10 points charms, 10 points potion making
  • Justice: No requirements
  • Head of Department for Department of Games and Sports: No requirements
  • Head of Department for Magical Accidents and Catastrophes: 25 points hexes, 25 points charms
  • Obliviator: 15 points hexes, 10 points charms
  • Department of Magical Transportation: 25 points charms, 25 points hexes


Hogwarts School of Witchcraft and Wizardry

Teachers

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


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


Core Subjects

Defense Against the Dark Arts

  • This class allows students to become proficient in using curses and hexes, as well as increasing willpower to bend Magic to one's will. (Increases Willpower, Curses)


Transfiguration

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


Potions

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


Charms

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


Herbology

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


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


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


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


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


Students

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

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

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


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


Ministry of Magic

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


Laws

  • International Statute of Wizarding Secrecy: Provides for the protection of the Wizarding community from Muggles. The wizarding world is to remain a secret.
  • Wand Ban: Only Wizards or Witches may use wands. other magical creatures are banned from wand use.
  • Law Fifteen B: Any attack by a magical creature with near human intelligence will be considered responsible for its actions
  • Owl-Post Ministry Censorship Legislation: Allows the ministry to intercept and read mail carried by the owl post.
  • Reasonable Restriction of the Use of Underage Magic: Any wizards or witches may not use magic outside school until they come of age (17). There is only one exception to this rule: Magic may be used in extreme cirumstances where serious injury or death could result.


The Office of the Minister for Magic

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

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


The Department for the Regulation and Control of Magical Creatures

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

  • Head of Department
  • Assistant Head
  • Officer


The Department of Magical Games and Sports

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

  • Head of Department
  • Assistant Head
  • Officer


The Department of Magical Law Enforcement

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

  • Head of Department
  • Assistant Head
  • Auror
  • Justice


The Department of Magical Accidents and Catastrophes

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

  • Head of Department
  • Assistant Head
  • Obliviator


The Department of Magical Transportation

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

  • Head of Department
  • Assistant Head
  • Officer


Magical Items/Skills

Herbology

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

Level 15

  • Fanged Geranium: a magical flower with sharp teeth
  • Flitterbloom: A plant that looks exactly like Devil's Snare
  • Spiky Bushes: bushes with spikes growing out of them. They can shoot these spikes at humans

Level 50

  • Adolescent Mandrake: A magical plant that may stun any who hear its cries. Components of Mandrake also have magical healing properties, and are able to restore victims petrified by basilisks.
  • Bouncing Bulb: a magical plant which jumps around if it is not restrained. Bouncing Bulbs' main stem is a disproportionate purple bulb, with a bunch of leaves growing on the top. Young Bouncing Bulbs are small enough to handle, but mature ones can reach the size of doorways. Bouncing Bulbs can be aggressive when they feel threatened; they jump towards the possible attacker and try to hit it
  • Flutterby Bush: A flowering Bush whose scent attracts the unwary

Level 75

  • Aconite: One of the main ingredients of the Wolfsbane potion. Finding this will greatly expedite the brewing process, but you must travel to an uninhabited land to find it (counts as five rare ingredients)
  • Gillyweed: When eaten the wizard produces gills and webbed feet that allow great mobility in water.
  • Mimbulus Mimbletonia: A plant whose sap is extremely odorous. It will likely repel any who come near it
  • Snarfalump: A plant with tentacles with varying reaches.

Level 100

  • Devil's Snare: a plant with the magical ability to constrict or strangle anything in its surrounding environment or something that happens to touch it. Struggling or resistance to Devil's Snare will cause the plant to exert a greater force of constriction.
  • Snargaluff: a plant with the appearance of a gnarled stump, but hides dangerous thorn-covered vines that attack when provoked and is usually best handled by more than one person
  • Venemous Tentacula: a green, spiky, toothsome plant with mobile vines that try to grab living prey. Venomous Tentacula expels venom from its shoots, and its spikes are deadly. Its bite is highly poisonous.


Potions

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


Potions of differing difficulties will require more expertise and specialized equipment to brew.

Note: Pewter Cauldrons are meant for students as training cauldrons. These Cauldrons are capable of brewing most any potion but in class it will be vanished by the professor before the end.


  • Level 1 = basic potions (requires a copper cauldron and at least 25 points in potion-making)
  • Level 2 = intermediate potions (requires a bronze cauldron and at least 50 point in potion-making
  • level 3 = expert potions (requires a silver cauldron and at least 100 points in potion-making
  • Minor Healing Potion (level 1)

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


  • Angels Triumph Draught (level 3)

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


  • Boil Potion Cure (level 1)

Cures boils. Two common ingredients


  • Burn Healing Paste (level 1)

Heals burns. One common ingredient, one rare ingredient.


  • Draught of Despair (level 3)

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


  • Elixir to Enduce Euphoria (level 2)

Induces Euphoria. Five common ingredients, four rare ingredients.


  • Cough Potion (level 1)

Cures coughing. Two common ingredients, one rare ingredient.


  • Confusing Concoction (level 2)

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


  • Bruise Removal Paste (level 1)

Removes bruises. Two common ingredients.


  • Alihotsy Draught (Level 1)

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


  • Major Healing Potion (level 2)

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


  • Felix Felicis (level 3)

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


  • Fire Protection Potion (level 2)

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


  • Wideeye Potion (level 2)

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


  • Memory Potion (level 2)

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


  • Polyjuice Potion (level 3)

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


  • Tasteless Poison (level 2)

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


  • Poison antidote (level 2)

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


  • Veritaserum (level 3)

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


  • Veritaserum antidote (level 3)

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


  • Doxycide (level 1)

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


  • Draught of Living Death (level 1)

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


  • Elixer of Life (level 3)

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


  • Essence of Dittany (level 1)

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


  • Invigoration Draught (level 1)

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


  • Invisibility Potion (level 2)

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


  • Wolfsbane Potion (level 3)

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


Legendary Magical Items/Skills


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


  • The Sword of Gryffindor

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


  • The Philosopher's Stone

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


  • The Resurrection Stone

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


  • The Elder Wand

Rumored to be one of the most powerful wands in the world, the Elder Wand bestows great power to its master, but at a cost. The quest to obtain this wand will be beyond the skill of most, and death may be the only reward of even the successful. (+ 20 points willpower, +20 points hexes, +20 points healing, +20 points curses, +20 points charms)


  • Vial of Phoenix Tears

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


  • Vial of Basilisk Venom

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


  • Pet Pheonix

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


  • Pet Hippogriff

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


  • Mastering Animagus Transformation

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


  • The Marauder's Map

This strange map of Hogwarts requires a keen mind to decipher in order to unlock the magical secrets. (+15 willpower, ability to see Hogwarts and everyone within it at any time)


  • Occlumency

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


  • Legilimency

Also known as the spell [I]Legilimens[/I], this technique/spell allows the caster to delve into the mind of the victim, allowing the caster to see the memories, thoughts, and emotions of the victim. At some extreme levels, it can even result in the caster possessing the victim's body for a period of time. This requires great patience and concentration in order to fully utilize Legilimency's power. (Ability to read minds and influence thoughts and dreams, 25 willpower)[/FIELDSET2]


  • Possessed of the Inner Eye

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

Casting Spells

Willpower

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


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


Accuracy

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


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


Proficiency

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

  • Potion Making
  • Hexes
  • Curses
  • Charms
  • Herbology/Healing


Spells

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


Key:

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


Proficiency Scale:

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


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


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


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


Curses


  • Archeris (O, Di: 1) - Conjures arrows in front of the wand that can then be propelled at high speeds
  • Averte Statum (O, Di: 1) - Knocks something off its feet and sends them flying several meters
  • Serpensortia (N, Di: 2) -Conjures a snake from the wand
  • Vipera Evanesca (D, Di: 2) - Counter Spell for Serpensortia. Seems not to merely "Vanish", but causes the snake to smoulder from head and tail until it is reduced to a pile of ashes
  • Babbling Curse (Blatero) (O, Di: 2,) - Makes the victim unable to articulate words
  • Arania Exumai (O, Di: 3) - The Spider-killing Curse is a spell used to kill or, at least, supposed to
  • Furnunculus (D, Di: 3) - Causes the target to become covered in boils
  • Impedimenta (D, Di: 3) - This powerful spell is capable of tripping, freezing, binding, knocking back and generally impeding the target's progress towards the caster.
  • Petrificus Totalus (D, Di: 4) - Used to temporarily bind the victim's body in a position much like that of a soldier at attention; this spell does not restrict breathing or seeing, and the victim will usually fall to the ground
  • Incendio (O, Di: 4) - Produces fire shooting out of the wand.
  • Confringo (O, Di:5) - Causes anything that the spell meets to explode in flames.
  • Conjunctivis Curse (O, Di: 5 ) - A curse that causes great pain to the victim's eyes.
  • Reducto (O, Di: 5) - Enables the caster to explode solid objects
  • Locomotor Mortis (O, Di: 5) - Locks the legs together, preventing the victim from moving the legs in any fashion. The target can hop when affected by this curse, but walking is impossible without the countercurse
  • Destructum (O, Di: 5) - Destroys shield hexes and charms
  • Mobilicorpus (N, Di: 5) - Lifts a body a few inches off the ground and levitates it where the caster points his or her wand
  • Morsmodre (N, Di: 5) - Produces the Dark Mark
  • Expulso (O, Di: 6) - A spell that causes an object to explode. The force of the explosion may depend on the intent of the caster.
  • Axelo (O, Di: 6) - Causes severe internal injury
  • Langlock (D, Di: 6 ) - Glues the victim's tongue to the roof of his/her mouth. Created by Severus Snape.
  • Muffliato (D, Di: 6) - Keeps nearby people, or those to whom the wand is directed, from hearing nearby conversations
  • Sectumsempra (O, Di: 7 ) - Violently wounds the target; described as being as though the subject had been "slashed by a sword"
  • Flagrante Curse (D, Di:7 ) - Causes any object affected to burn human skin when touched.
  • Levicorpus (O, Di: 8) - The victim is dangled upside-down by one of his/her ankles, sometimes accompanied by a flash of white light.
  • Liberacorpus (D, Di: 8) - The countercurse of Levicorpus
  • Geminio (N, Di: 9 ) - Creates a duplicate of any object upon which it is cast
  • Unbreakable Vow (N, Di: 10) - Causes a vow taken by a witch or wizard to be inviolable; if he or she should break it, the consequence is death. It manifests itself as interlinking chains of fire binding the clasped hands of the people taking the Vow; the fire shoots out as a tongue of flame from the wand of the Binder (a witness to the Vow) every time the person who takes the vow makes a promise. The flames then form into the linking chains. According to Ron Weasely, the spell causes death to anyone who breaks the vow.
  • Fiendfyre Curse (O, Di:10 ) - Dangerous, uncontrollable and extremely powerful fire which can take the form of beasts (all area spell, 30% chance of damage to caster)


Charms


  • Riddikulus (N, Di: 1) - A spell used when fighting a Boggart, "Riddikulus" forces the Boggart to take the appearance of an object the caster is focusing on. Best results can be achieved if the caster is focusing on something humorous, with the desire that laughter will weaken the Boggart
  • Fera Verto (N, Di: 1) - Transfigures an animal into a goblet
  • Scourgify (N, Di: 1) - Used to clean something.
  • Wingardium Leviosa (N, Di: 1) - Levitates objects
  • Lumos (N, Di: 1) - Produces a light on the end of the wand
  • Nox (N, Di: 1) - Countercharm to Lumos
  • Orchideous (N, Di: 2) - Makes a bouquet of flowers appear out of the caster's wand.
  • Anapneo (N, Di: 2) - clears the airway
  • Aguamenti (N, Di: 2) - Produces a jet of water from the tip of a wand.
  • Reparo (N. Di: 2) - Used to repair broken or damaged objects
  • Hover Charm (N, Di: 2) - An object is levitated off the ground and moved according to the caster.
  • Ferula (N, Di: 2) - Creates a bandage and a splint.
  • Incarnum Inflamarae (N Di: 3) - sends a ball of fire from the wand
  • Reparifors (D, Di: 3) - Heals minor magical injuries
  • Episkey (D, Di: 3) - Used to heal relatively minor injuries. When this spell is cast, the person feels his/her injured body part go very hot and then very cold.
  • Banishing Charm (N, Di: 3) - Propels an object away from the caster
  • Engorgio (N, Di: 3) - Causes objects to swell in size.
  • Colloshoo (D, Di:3) - Glues the victim's shoes to the ground
  • Baubilleous (N, Di: 4) - Creates a bright bolt of white light from the tip of the wand.
  • Carpe Retractum (N, Di:4) - Produces a magical rope attached to the caster's wand that pulls objects towards the spell caster.
  • Rennevarte (N, Di: 4) - Brings someone out of unconsciousness.
  • Sonorus (N, Di: 4) - Magnifies the spell caster’s voice, functioning as a magical
  • Diffindo (N, Di: 4 ) - Rips objects
  • Freezing Charm (N, Di: 4) - Causes an object to freeze
  • Silencio (N, Di: 4) - Silences something immediately
  • Vulnera Sanentur (D, Di: 5) - Causes wounds and gashes to heal up and any blood to return to the victim.
  • Aqua Eructo (O, Di: 5) - Aqua Eructo is a spell used to create a jet of clear water, and then control it.
  • Protego (D, Di: 5) - The Shield Charmcauses minor to strong jinxes, curses, and hexes to rebound upon the attacker, or at least prevents them from having their full effect. It can also cause a shield to erupt from the caster's wand. (All area affect)
  • Impervius Charm (Impervius, D, Di: 5) - This spell makes something repel (literally, become impervious to) substances and outside forces, including water.
  • Expecto Patronum (D, Di: 5) - Conjures a Patronus. A patronus is commonly used to dispel dementors, but can also be used to communicate messages.
  • Confundus Charm (Confundo O, Di: 5) - Causes the victim to become confused, befuddled, overly forgetful and prone to follow simple orders without thinking about them.
  • Aresto Momentum (N, Di: 5) -Slows the movement of multiple objects, including the caster if so desired
  • Expelliarmus (D, Di: 5) - This spell is used to disarm another wizard, typically by causing the victim's wand to fly out of reach
  • Repello Mugletum (D, Di: 5) - Repels Muggles (All area affect)
  • Calloportus (D, Di: 5) - Locks doors, making them unable to be opened
  • Aparecium (D, Di: 5) - Makes invisible ink visible
  • Obliviate (N, Di: 6 ) - Used to hide a memory of a particular event.
  • Deprimo (N, Di: 6) - A very powerful wind that can loosen and/or soften a variety of things; it can also be used to detach objects.
  • Fianto Duri (D, Di: 6) - Creates an impassable shield between the caster and the enemy
  • Summoning Charm (Accio) (N, Di: 6 ) - This charm summons an object to the caster, potentially over a significant distance. It can be used in two ways: by casting the charm, and then naming the object desired, or by pointing the wand at the desired object during or immediately following the incantation to "pull" it toward the user.
  • Protego Horribilis (D, Di: 7) - Provides some form of protection against Dark Magic. (All area affect)
  • Protego Totalum (D, Di: 7) - Provides protection of some form for an area or dwelling. (All area affect)
  • Disillusionment Charm (N, Di: 7)- Causes the target to become invisible, or close to it.
  • Cave Inimicum (D, Di: 7) - Spell used to strengthen an enclosure against enemies. (All area affect)
  • Portus (N, Di: 8) - Makes an item a portkey
  • Homorphus Charm (D, Di: 8 ) - Causes animagi or transfigured objects to revert to their original form
  • Caterwauling Charm (D, Di: 8) - Anyone entering the perimeter of a Caterwauling Charm sets off a high-pitched shriek. (All area affect)
  • Homenum Revelio (D, Di: 8) - Reveals humans near the caster. (All area affect)
  • Fidelius Charm (D, Di: 9) - A charm involving secret information hidden within the soul of a Secret-Keeper. This information is irretrievable until the Secret-Keeper chooses to reveal it; those who have the secret revealed to them cannot reveal it to others.
  • Finite Incantatem (N, Di: 10) - Negates many spells or the effects of many spells.


Hexes


  • Rictusempra (N, Di: 1 ) - The subject experiences the sensation of being tickled
  • Flipendo (N, Di: 1) - A jinx that knocks enemies back
  • Alerto Ascendare(N, Di: 1) - Shoots an object or creature into the air
  • Alohamora (O, Di: 1) - Used to unlock doors, but doors can be bewitched so this spell has no effect.
  • Immobulus (D, Di: 2) - Renders the target immobile for a short period of time
  • Descendo (N, Di: 2) - Makes things sink
  • Locomotor (N, Di: 3) - The spell causes the named object to rise in the air and move around at the will of the caster.
  • Stinging Hex (O, Di: 4) - Causes the victim to feel the sensation of being stung
  • Relashio (D, Di: 4) - Used to force someone or something to release that which it holds or grapples by means of shooting fiery sparks out or, underwater, shooting hot bursts of water.
  • Trip Hex (O, Di: 4) - Causes the victim of the hex to trip and fall
  • Tarantellego (O, Di: 4, ) - Makes victim's legs dance uncontrollably, so the victim cannot control his or her movement
  • Stupefy (O, Di: 4) - Stuns a victim
  • Aparecium (D, Di: 5) - Makes invisible ink visible
  • Evanecso (N, Di: 5) - Makes the target vanish.
  • Obscuro (D, Di: 5) - Causes a blindfold to appear over the victim's eyes, obstructing his/her view of his/her surroundings.
  • Defodio (O, Di: 5) - This spell causes deep gouges to appear in the object targeted by the spell
  • Deprimo (N, Di: 5) - This spell places immense downward pressure upon its target, which may result in the violent fracturing of said target.
  • Prior Incantatem (N, Di: 5 ) - Causes the echo (a shadow or image) of the last spell cast by a wand to emanate from it.
  • Bombarda (O, Di: 5) - Causes a small explosion
  • Deletrius (D, Di: 6) - Removes evidence of previous spells cast by the wand, revealed by Prior Incantato
  • Incarcerous (D, Di: 6 ) - Ties someone or something up with ropes
  • Salvio Hexia (D, Di: 8) - Provides some form of protection against hexes
  • Bombarda Maxima(O, Di: 8) - Causes a large explosion
  • Specialis Revelio (N, Di: 8, ) - Causes an object to show its hidden secrets or magical properties
  • Hurling Hex (O, Di: 10) - Causes brooms to vibrate violently in the air and try to buck their rider off.
  • Taboo (O, Di: 10) - A hex which may be placed upon a word or a name, so that whenever that word is spoken, a magical disturbance is created that alerts the caster of the Taboo to the location of the speaker. Any protective enchantments in effect around the speaker are broken when the Tabooed word is spoken aloud. (All are affect)
  • Piertotem Locomotor (O, Di: 10) - Spell used to animate statues and suits of armour to do the caster's bidding.
  • Anti-Apparition/Disapparation Jinx (D, Di: 10) - Makes apparation or disapparation impossible. (All area affect)


Unforgivable Curses


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


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


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


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


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


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


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


Economy/Salaries

The currency is Galleons Salaries

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


Economy

There are two primary places to start up shops:

  • Diagon Alley - 5,000 to start up shop
  • Hogsmeade - 2,500 to start up a shop


Note: You may own multiple shops

  • Shop 1: 100,000
  • Shop 2: 150,000
  • Shop 3: 200,000

- Cost for each new shop goes up by 50k

- You may also take loans from Gringotts in order to make a new shop, but remember to pay them back. These are Goblins and they don't like their loans going unpaid. You'd best pay back the loan or Gringotts owns your store now.


Shops will earn a yearly income, this will be done by rolls at the end of every week (Each shop will get good profits from NPC profits) Modifiers include:

- Rping in shop (Ex: Rp taking inventory, selling items to NPC customers, etc)

- Advertisement (Ex: Daily Prophet ads)


Economic Rolls

Formula: 2,500*D12 minus 2% loan (to Gringotts) Possible Modifiers:

  • +1 in rp (Ex: rping inventory or sale to an NPC customer)
  • +1 in ads


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


Death Eaters

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

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

Attacks by Death Eaters

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


Low profile attacks, such as assassinations on individuals and all sorts of covert attacks, depends on:

  • If the target is killed without contacting the authorities, the Ministry will not respond (rolls will be used)
  • If the target is maimed yet makes contact (specifically with the Ministry) or the covert attack fails and the Ministry is contacted, MoM will respond immediately. Thus the Death Eater has the choice of retreating or pursuing the target (rolls will be used; odds against Death Eater)


Rules for Duels

When a wizard or group of wizards engages in a duel, the proficiency and willpower of each wizard will be taken into consideration. A powerful wizard may be able to effectively duel more than a single opponent. The rules for casting spells apply. When a spell is cast, the wizard defending has two options. He may either counter with an offensive spell which may cause the two spells to meet at the same time, or the spell may be blocked by a charm of some sort. The duel will then play out using the appropriate rolls. The attacker will normally be able to cast the first spell, which the defender can attempt to counter in any way. Attacking another Wizard or Witch does not always only require one spell, multiple spells may be used in succession if it is necessary for a single attack, though if not done quickly your opponent may have a greater chance to parry the attack.


Ambushes

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


Captures

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


Player Rules

Random Events

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


Auxiliary Characters

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


Death Rolls

Once a character turns 80 there will be death rolls for a 25% chance to die each year of natural causes.


Useful Links

Forums

  • Beyond Potter[1]: The games main forum
  • Game Rules[2]: As outlined above
  • Character Creation[3]: Where you can register your characters
  • United Kingdom[4]: A place to role-play outside of the games main areas
  • The Residences[5]: Create your home here
  • The Ministry of Magic and Diagon Alley[6]: Where much of the law making and shopping happens
  • Hogwarts[7]: A place for students and teachers to socialise and rp outside of lessons
  • Classes and offices[8]: For teachers offices and places of learning


Moderators

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