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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. Rowlings seven Harry
Potter books by, the two Harrys 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. Rowlings 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 players 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 characters 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. Im 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. Youre Harry Potter; of course Ill help the great Harry Potter! That
falcon and I are rivals; I dont 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 characters importance to obligation, service, responsibility and
commitment. I will live up to my family name. or I wont let my friends down, I have to
keep them safe.
Glory represents a characters importance to honor, distinction, credit, renown, and fame. I
am the best potion maker in world. Maybe youve heard of me? I am the slayer of
Grobkin the Witchslayer.
Justice represents a characters 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 characters importance to affection, caring, kinship, and devotion. Ive
been through a lot, but I know I can count on my friends and family. Ill never be alone in
my struggles; I have friends and family who are with me where ever I go.
Power represents a characters 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 characters importance to fact, certainty, legitimacy, and sincerity.
Something is not right here; Ill 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 Half-Blood Pure-Blood Orphan Half-Breed
Love or Truth
D4
Glory or Truth
D4
Duty or Power
D4
Love or Justice
D4
Love or Power D4
Infamy (Minor) Selfish (Minor)
Arrogance
(Minor)
Shy (Minor)
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 Muggle-
Borns 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 dont 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 pure-
bloods and some marrying Muggles and Muggle-Borns, the number of families claiming to be pure-
blood 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 shouldnt. 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 non-
human 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 parents 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
Wizarding
Relation
+Distinction +Distinction +Distinction +Distinction +Distinction
+Resource +Relationship +Distinction +Resource +Value
+Asset +Asset +Asset +Asset +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 Magical Status Life Hobby
+Int &
+Attribute
+Will
x2
+Will &
+Awareness
+Attribute &
+Attribute
+Attribute x
2
+Truth +Magic +Duty +Distinction +Distinction
+Resource +Power +Relationship +Resource +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 worlds 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 ones 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 ones 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 ones physical, mental, or spiritual
development. Because improvement of ones 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 ones 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 Self Causes Task World
+Justice or
+Love
+Glory or
+Power
+Duty or
+Justice
+Glory or
+Truth
+Duty or
+Truth
+Attribute +Attribute +Attribute +Attribute +Attribute
+Relationship or +Asset or +Resource
Others represents a characters 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 characters 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 dont 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 characters 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 characters 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 characters 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 worlds 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 Foil Rebel Specialist Hero
+Attribute & +Attribute
+Relations +Distinction +Value +Distinction +Attribute
+Extra or
+Relationship
+Extra or
+Relationship
+Location +Distinction +Resource
+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 heros 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 Shady
Against the
Grain
Outside
Normal
Special Gifts
Duty or Love
Glory or
Power
Justice or
Truth
Justice or
Power
Duty or
Glory
Distinction or +Asset or +Complication
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
Work Moving On
Looking
Back
Performance
Duty or
Love
Power or
Truth
Glory or
Justice
Love or
Truth
Duty or
Glory
Distinction
Extra Location Extra Location 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 Straight Lofty Unforeseen Ethical
Glory or
Power
Duty or
Love
Glory or
Truth
Justice or
Truth
Justice or
Love
Resource Relationship Resource Relationship Relationship
Distinction or Asset or Complication
Events
Events represent a significant occurrence or happening that takes place in a players 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 Manifestation First Contact Destiny
Glory x2 or
Power x2
Justice x2 or
Love x 2
Power
Duty x2 or
Truth x 2
Duty
Value Value Value x 2 Value Value x 2
Distinction Distinction Attribute
Distinction or Attribute or
Birth-Right and +Asset
Location
Relationship
x 2
Attribute or
Distinction
Relationship
x 3
Resource
Relationship or Asset or
Resource
Location x 2 Resource
Relationship
or Asset or
Resource


Creating a Character: Phase 2 Skills
Determine your characters 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 D2D6, 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 D2D4, 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 characters 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 thugs D6 in Combat costs 6 Skill Points, but the Specialty of D10 in Clubs only
costs an additional 4 Skill Points, since hes 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 harms 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 youve 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 cant 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 cant 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 youre 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. Its 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. Its 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 isnt
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
didnt 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 its 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 isnt 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 characters 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 its possible, you roll
your Initiative against the grenade throwers attack roll, and hope you win. Record your characters
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 doesnt 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 doesnt seem like itll 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 youve 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 dont 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 hes so
badass he cant 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 Traits 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 Type of Animal
1 Insect/Arachnid
23 Reptile
45 Mammal


Roll Type of Animal
6 Bird

Roll Size of Animal (except Insect)
1 Little
23 Small
45 Medium
6 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 governors 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 doesnt 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 doesnt 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 harms 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 doctors 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 characters 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 dont 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 persons mind and
correctly interpreting ones 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 ones 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 Magics Accidental Magic Reversal Squad. As such, its strictly restricted
to adults and requires a license (issued by the Department of Magical Transport upon the passage of
an Apparition Test) thats 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
12 Minor Problem (magic depletion, crack on the wand)
34 Moderate Problem (exhausted enchantment, aged wood)
56 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 dont know what they
look like, but have only a sample of their voice, you cant 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 its for the sake of others. You gain a +1 step bonus to Values when used on any action
that pertains to others regardless if its 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 6
th
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 6
th
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 cultures 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. Theyre used for a variety of things,
such as keeping your character alive or improving his chance of succeeding at actions. In a sense,
theyre 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
didnt exist (and is thus only now revealed), or suggest to the GM that theres a well-placed tank of
gasoline near the villains 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 cant have more than 12 Plot Points at a time, and youll want to spend them a lot,
youre going to find that playing up your Complications and sticking to your characters personality
will ensure a constant supply.
Actions
When you want your character to try and shoot a rampaging dinosaur, reroute a starships 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 characters 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
Action Difficulty
Extraordinary
Success
Easy 3 10
Average 7 14
Hard 11 18
Formidable 15 22
Heroic 19 26
Incredible 23 30
Ridiculous 27 34


Difficulties
Action Difficulty
Extraordinary
Success
Impossible 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
dont 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 its 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 doesnt have the right Skill, you just roll his Attribute. General Skills are
very broad, but they dont 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, its called an
opposed action. It doesnt 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 arent. If the action directly pits one character
against another, use opposed rolls. If a minimum level of success exists, however, its 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 bulls-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 its 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, youve 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 its 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 its your characters 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 isnt 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 characters 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 youve 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 youre dead.


Attacking & Defending
During combat, even if your character didnt initiate it, hes 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 targets 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 characters 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 isnt 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, youll 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 isnt
aware of the attack), and isnt using his action to defend perhaps youve already used his action for
the turn to attack or defend, or youre waiting to attack when his Initiative comes up then he uses
his Innate defense. You roll your characters 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 thats the problem with random chance. Sometimes you accidentally
blunder into an attack.
If your character has not yet used his action, and hes 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 doesnt help you to inflict damage only avoid it.
Calculating Damage
When an attack roll is equal to or greater than the defense, its 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 wont be rapid unless hes 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 characters
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 cant 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
qualitys 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 cant 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 Gregs 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 Gregs 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
Gregs 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 characters
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 spells 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 cant
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
Die
Cost
Causes a misfire, may strike nearest adjacent target with the casters dueling roll to hit D4
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.
D6
Spell may be a completely random new spell of equal tier such as turning a wand lighting
spell into a blindfold jinx.
D8
Spell may be random and of higher tier D10
A complete and utter chaotic effect that the GM can create 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 doesnt 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 spells 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 persons 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 casters Spellcraft result; she may add any bonuses for magical
resistance, if applicable.
Transfiguration: Spells of this type alter a targets 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 of Travel
Distance Difficulty Modifier Time To Arrive
0 100 yards +0 step Next Turn
101 200 yards 1 step 2 turns
201 400 yards 2 step 4 turns
401 800 yards 3 step 6 turns
801 1600 yards 4 step 8 turns

Breaking Hardness
Break Hardness Difficulty Modifier Life Points
12 0 step 12
34 1 step 34
56 2 step 56
78 3 step 78
910 4 step 910

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

Flying Agility
Agility Die Difficulty Modifier
D4 +0step
D6 +1 step bonus
D8 +2 step bonus
D10 +3 step bonus
D12 +4 step bonus

Mental Spell Complexity
Complexity Description Difficulty
Modifier
Activation
TN
Simple Simple misdirection, one word command, read
surface emotion
+0 step 5
Moderate Redirection, mental command non threat, read
surface thought
1 step 7
Complex Alter Mental Perception, Mental command minimal
threat, read subconscious thoughts
2 step 11
Severe Alter Memories, Command moderate threat, read 3 step 15


Mental Spell Complexity
Complexity Description Difficulty
Modifier
Activation
TN
memories
Devastating Re-create identities, Command with life threat, total
domination of mind
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
12 +0 step
310 1 step
1125 2 step
2650 3 step
51100 4 step

Item Complexity
Complexity Example Difficulty
Modifier
Easy Simple shapes such as shafts, spheres,
or raw foods with no prep, common forms of life
+0 step
Average Designed shapes such as swords, clothing, Basic moving parts
or basic cooked food, uncommon forms of life
1 step
Hard Complex shapes such as a desk, suit, intricate moving parts or
course meal, Exotic forms of life
2 step
Very Hard Powered Moving parts and chemical reactions such as cameras,
clocks, rare designer clothing, and master chef foods, Rare forms
of life
3 step
Heroic Impossible designs such as rockets, replicated
Artwork, planes, and culinary perfection, unobtainable forms of
life.
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 voices
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 casters voice.
Extraordinary Success: Results in the range of spell increasing to 200 yards, as well as allowing the
casters voice to be heard mentally, and preventing anyone from ignoring the casters 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 doesnt 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 casters
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 casters 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 targets agility by 1 step.


Extraordinary Success: Results in a much more powerful spell which reduces the targets 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 victims bogies to bat size, give them wings, and set
them to attack the victims 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 (INcarserrous)
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 (ConFRINGgo/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 (ridiKYOOlus)
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 casters worst fear. The spell will grant a +2 step bonus increase to Discipline rolls to all
present to resist the boggarts 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 targets head
which will strive to cover the targets 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 Lilys sacrifice for her son
Voldemort was unable to harm Harry as long as his home was with the Durselys. This spell was
lifted when Harry came of age as Aunt Petunia and the Dursleys 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 spells 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 casters 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 (conFUNDoh)
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 anothers


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
casters 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 woods shape and may change its
size and design freely. The size cant 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 doesnt
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 by2 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 counter-
curse.
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 targets 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 targets 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 cant 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 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
casters control and cant 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, targets 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 cant 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
doesnt 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 doesnt 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 (INcarserrous)
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 targets 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 cant 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 targets 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 werewolfs 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 casters
Magic Resource Die when making attempts to grab or throw individuals.
Extraordinary Success: the Objects 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 re-
engage 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 objects 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 objects 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 victims 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 victims 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 Counter-
Curse
Extraordinary Success: The target immediately suffers a 2 step to agility.
KILLING CURSE
Avada Kedavra (uhVAHduh kuhDAHvrah)
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 cant 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 doesnt stop the spell all together as a Killing
Curse does 3D12W that cant 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.



LEGLOCKER 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 targets 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 spells activation.
Extraordinary Success: the targets 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 spells 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 targets 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 (ahNAHPnayoh)
Tier: I
Type: Charm
Availability: Uncommon
Duration: Instant


Description: When cast, the spell will clear target objects or beings 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 cant 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 casters 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 casters 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. targets 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 port-
key 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 targets 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 hosts 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 casters 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 casters 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 (ahparEEseeum)
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 doesnt require a Spellcraft roll; rather,
a contested Willpower + Spellcraft vs. the target casters 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 doesnt need a target action to hit the
target wand. If successful the history of the wands 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 spells 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 doesnt
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 cant 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 GMs 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 targets 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 targets 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, targets 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 cant 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 (AKeeoh or Aseeoh)
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 casters 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 doesnt 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 wizards 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 thiefs
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 targets
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 casters 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 (ApaRIshun)
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 Rons knee instead of the edge of his bed (they apologize by saying that
its 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, targets 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 Snapes 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 doesnt 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 targets 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 casters 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 casters choosing. Weasleys 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 targets 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 spells 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 doesnt 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 casters 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 cant 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 casters choosing. The liquid can
be wine or even pasta sauce.
WARNING CHARM
Cave Inimicum (KAHvay iNImikum)
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 (AHgwahMENtee)
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 waters 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. targets Intellect + Discipline should target fail recalling memories
are a Incredible TN 23 Willpower + Discipline roll.


Hair Raising Potion
Tier: I
Effects: When doused the targets 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 plants 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. targets 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 targets 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 targets 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
potions Intellect + Potion or Target Spells Willpower + spellcraft.


All original material is 20122014 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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