TEXT: The Harry Potter Tabletop RPG Guide
  Ver. 3.75.5
  Rules, Revisions, and spells to turn any 5e D&D group into a Harry Potter based adventure
  
  Preface
  o
  nce upon a time, an overworked muggle was
  browsing reddit. He saw many things that
  piqued his interest, but none more so than
  people who talked about the many (unofficial)
  tabletop versions of a magical tale known as
  Harry Potter. Sadly, none of these people
  could provide indepth rules or examples of
  how they played the games; they horded their groups secrets
  or (more liekly) they were sort of just playing with ideas off
  the top of their heads.
  The muggle looked at their stories and characters and said to
  himself "hey I have alot of free time, let's toy around with
  some ideas!". So this guide has begun it's journey into
  becoming an indepth accesory to turn the basics of Fifth
  Edition Dungeons & Dragons into a Harry Potter themed
  adventure. Whether you want to recreate the original
  adventures, or start your own, this overowkred and slightly
  insane muggle is taking the time to slowly work on making
  this guide for you dedicated fans.
  This guide is far from being near completed, in fact it's not
  even really begun. Chances are no matter how many rules or
  pages I add, there will always be a new idea that needs to be
  put into it! However, for now I will settle for getting feed back
  on the guide, and playtesters to test and help me refine the
  ideas. The only thing I ask is that everyone who reads this
  gives me constructive feedback in some way shape or form,
  so that I may better this guide so that one day people can live
  out their dreams being young witches and wizards attending
  Hogwarts and exploring the greater wizarding world. Cheers!
  /u/Au-riel
  Special Thanks to /u/mlks777 for helping me reworks the
  spellcasting and combat system, along with giving me the
  idea to revist giving wands special bonuses.
  2
  
  Table Of Contents
  The Harry Potter Tabletop RPG Guide
  Preface
  Chapter 1: Character, Backgrounds, & Feats
  Race
  Witch/Wizard Traits
  Hit Points & Armor Class
  Backgrounds
  Wizarding Nobility (Pure-Blood Wizards Only)
  Wizard Commoner (Pure or Half-Blood Only)
  Wizard Peasant
  Muggleborn
  Houses
  Gryffindor:
  Hufflepuff:
  Ravenclaw:
  Slytherin:
  Feats
  Heritage feats
  Studious Feats
  Chapter 2: Abilities & Skills
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  Chapter 3: The Rules of Magic
  Spell Casting and Spell Mastery
  Using spells in combat
  Casting/Attack roll conditions
  Concentration
  Spell Components
  Non-Verbal & Wandless Magic
  Chapter 4: Wandlore
  Wands Woods
  Wand Cores
  Chapter 5: Downtime Activities
  Off Days
  Downtime Activities
  Studying
  Dueling Club
  Detention
  Volunteering
  Spellcrafting
  Enchanting
  Chapter 6: Items, Shopping, & Pets
  Sweets
  Weasleys' Wizard Wheezes
  Magic Items
  Rarity
  Magical Items A-Z
  Purchasing Items
  The Ghoul Shop
  Chapter 7: Living Basics and Courses at Hogwarts
  Needs
  Hogwarts Trimesters and special events
  Courses, Schedules, Learning in the Classroom
  Chapter 8: Spell List
  Year 1
  Year 2
  Year 3
  Year 4
  Year 5
  Year 6
  Year 7
  Chapter 9: Charms
  Chapter 10: Transfiguration
  Chaper 11: Jinxes & Hexes
  Chapter 12: Curses
  Chapter 13: Counters & Illegal Curses
  The Unforgivable Curses
  Chapter 14: Healing Spells
  3
  
  Chapter 1: Character, Backgrounds, &
  Feats
  T
  he hope of this guide is that people will be able
  to play campaigns spanning from their
  characters very first year at Hogwarts, into
  their post education careers. As such when
  making characters plan for the long term,
  though also keep in mind the characters are
  not invincible and they are subject to death just
  like in standard 5e games.
  Though the DM may choose to start their game differently,
  this guide is intended for games starting for first year
  students and progressing to the seventh year. all first year
  students are eleven years of age, each one coming from
  several unique backgrounds. In a later chapter details about
  options for careers will be described for those wanting to
  keep their games going after school.
  Race
  In the wizarding world there are many races that can use
  magic; Goblins, Centaurs, House Elves, and Humans to name
  a few. However for simplicity sake, this guide will focus on
  Humans, as they are the ones most likely to be attending
  Hogwarts and working in the wizarding world at large.
  Likewise, classes are not needed as it can be assumed all
  people using this guide will be a Human Witch or Wizard.
  Alternate Races and Conditions
  As we've seen through the works of J. K. Rowling, many
  witches and wizards may be of mixed magical origins. At this
  time, I am not including rules for half-breeds or alternate races;
  however, there are plans to include several different racial
  options in the future when more information may be
  presented through Pottermore or other Harry Potter media.
  Additionally, there are plans to include options for werewolf or
  vampiric characters. Again though, these won't be coming till
  a later date.
  Witch/Wizard Traits
  Witches and Wizards in the UK begin attending school at the
  age of 11 and they are considered adults at the age of 17.
  Other than that, wizarding citizens have only a few minor
  differences compared to Muggles.
  Age: Though they reach maturity around the same time as
  muggles, wizarding folks can live slightly longer lives
  reaching ages slightly over a century. However through
  magical means they can extend their lifespans even further.
  Alignment: Magical peoples have been found all across the
  spectrum, as such there is no set in stone alignment for
  witches and wizards.
  Size: Much like everyday humans, their height and weight is
  incredibly varied. The Average height for Hogwarts first
  years is between 4’-4’50” feet and around 70-80Ibs. Your
  size from the beginning to the end is Medium. Certain
  spells and enchantments can alter your size however.
  Speed: Base walking speed is 30 feet.
  Language: Being born and raised in the UK, you speak
  English.
  Muggle Bigotry
  The wizarding world is a diverse and inclusive
  setting. Though there is certain stigma against
  people effected by certain illnesses and the purity
  of ones blood, witches and wizards are not shown
  to harbor racist, sexist, or homophobic tendencies.
  Many witches and wizards across the world of all
  walks of life come from what we consider as non-
  mainstream backgrounds. Notable examples
  include:
  Albus Dumbledore: Generally considered one of the
  greatest wizards to ever have lived, Dumbledore
  was a homosexual who was noticeably included
  in some of the most major wizarding institutions
  and head mastered one of the most prestigious
  schools of witchcraft and wizardry.
  The Patil Twins: Contemporaries of Harry, Ron, and
  Hermione; they are of Indian descent and their
  culture is briefly explored during small instances
  such as the Yule Ball.
  Seraphina Picquery: an African-American woman
  who was the president of MACUSA in the
  1920's.
  In summary, J. K. Rowling has created a universe
  with it's own set of prejudices and stigmas, which
  should be used by the players of the game.
  However, witches and wizards are not shown to
  share OUR prejudices and stigmas and as such I
  personally advise we keep them out of the game.
  Hit Points & Armor Class
  Hit Dice, Hit Points, and Armor Class are tied to your race
  with Stats being determined by rolling Six 3d6 sets and
  assigning the numbers to the stats.
  Hit Dice: 1d6 per level
  Hit Points at 1st Level: 10+ your Constitution modifier.
  Hit Points at Higher Levels: 1d6+ your Constitution
  modifier per level after 1st.
  Armor Class: All characters have an automatic AC of 10+
  their Dexterity modifier. AC will be able to be increased
  through the use of certain spells, enchantments, or the
  DM’s discretion.
  4
  
  Backgrounds
  The wizarding world is filled with strange people and places.
  Your background will determine certain skill proficiencies &
  equipment (and currency) you may start with. Your
  background will give you some background information
  (though not strictly required) on potential personality traits,
  ideals, and bonds people from your background may feel.You
  will also be awarded a Feature, which is separate from Feats.
  Choose your background wisely, for it will determine certain
  abilities, and your family history which plays a big part in the
  Role Playing focus of the game!
  Wizarding Nobility (Pure-Blood
  Wizards Only)
  The Malfoys, The Lestranges, the Blacks; your blood is old
  and powerful. Your family has a long history of talented
  witches and wizards, as such there are high expectations to
  succeed.
  Skill Proficiencies: History of Magic, Intimidation
  Equipment: Your family has a Gringotts vault in the deepest
  reaches. You’ve never had want for money or items. As
  such you start with the following equipment: Six pairs of
  new school robes and new everyday robes, a new wand (if
  you choose) and wand polishing kit, brand new school
  supplies (cauldrons, books, quills, ect.), and also the choice
  of (a) an invisibility cloak, or (b) a two-way mirror set.
  Pet: A new pet of Rare rarity or lower (if you so choose).
  Currency: Your parents love to spoil you, you get to start the
  game with a pouch filled with100 Galleons (equal to 1,700
  Sickles, and 49,300 Knuts)
  Personality Traits, Ideals, & Bonds:
  Old wizarding families have an unfortunate habit of valuing
  the sanctity of blood purity over all other things. As such
  many grow up feeling Pure-blood witches and wizards are
  inherently better than “other” types. They strive to either
  prove the truth of this or struggle to overcome the negative
  perceptions their family has wrought.
  Feature:
  Being an old and powerful family you have access to certain
  privileges other wizarding children do not have; in this case
  you have a family House Elf. A House Elf may be called upon
  at any time or at any place by simply saying their name. They
  are magically bound to attend to their families needs. House
  Elves have powerful magic separate from what witches and
  wizards use, as such they can perform certain task that can’t
  normally be done and they are not bound by traditional
  magical conventions. Did you forget to buy a cauldron in
  Diagon Alley? Send the elf! Need some extra Boomslang skin
  for your Potions homework? Your elf will grab some from the
  school stockroom for you! The House Elf’s name and gender
  is randomly chosen by the DM. You can only summon it once
  every 24 hours (after all, they do have the cleaning and other
  members of the family to attend to). They are also under
  specific instructions to not help you shirk your school duties
  in anyway, or help you do anything dangerous or illegal.
  Wizard Commoner (Pure/Half-
  Blood Only)
  Your family is well established in the wizarding world. Not the
  richest family, nor the most ambitious, they’ve nevertheless
  made a niche for themselves. Working as middle of the road
  ministry officials, curse breakers at Gringotts, or running the
  various shops and taverns throughout the wizarding world,
  wizarding commoners are found everywhere!
  Skill Proficiencies: Magic Handling, Survival.
  Equipment: Your family has enough gold to supply you with
  all the necessities. As such you start the following
  equipment: Three pairs of new robes for school and
  everyday use, a new wand, new supplies (Cauldrons, books,
  quills, ect.).
  Pets: A new Common rarity or lower pet.
  Currency: Your family can’t spare much in the way of excess
  money, you’re given three Galleons (51 Sickles, 1,479
  Knuts).
  Personality Traits, Ideals, and Bonds:
  Wizarding commoners suffered much during the first and
  second wizarding war, since many of them are of mixed
  magical heritage. As such, most are not supportive of blood
  purity ways of thinking. They tend to value family and
  friendships over material goods, though any proper parent
  would want their children to succeed in school.
  Feature:
  You’re familiar with many other wizarding families and know
  who most of your fellow classmates are. Once a day, you can
  force a fellow student to make a Charisma saving throw (DC
  10). On failed saves the student may be forced to give you
  information you seek pertaining to any particular thing you
  have interest in. Fellow students may know where to find
  caches of items or rare spellbooks.
  Blood Purity
  Though the wizarding world doesn't share out muggle bigotry,
  they do have their own stigmas. Many old wizarding families
  believe in the purity of blood, considering those born to
  muggles "mudbloods" and those of half or pure-blood status
  to befriend them "blood traitors". Werewolves, half-breeds
  (such as Hagrid), and wandless (Goblins, Centaurs, House
  Elves) are also considered to be below wizarding kind. The first
  two wizarding wars described in the Harry Potter series were
  mostly about Voldemort's ambitions to cleanse the wizarding
  world of what he considered filth and subjugate the other
  races. These views should be used in the game by NPC and
  maybe even player characters to help create more depth and
  drama, though it is up to the discretion of the DM ultimately.
  5
  
  Wizard Peasant (Pure or Half-
  Blood Only)
  Your family isn’t the wealthiest, in fact you might honestly be
  poor. Still you have heart, family, and friends. Who would ever
  need anything else!
  Skill Proficiencies: Insight, Performance
  Equipment: Your family is a little short for your school
  supplies. As such you start with the following equipment:
  Three pairs of second hand or hand-me-down robes and
  everyday robes, secondhand books, a new wand, new
  supplies (Cauldrons, books, quills, ect.). Your family doesn’t
  have the Galleons to buy you fancy new items, but you get a
  backpack your family enchanted for you that has an
  Undetectable Extension Charm placed on it [functionally
  similar to a bag of holding].
  Pet: A new pet of Poor rarity or a hand-me-down pet of
  Common rarity or lower (Hand-me-down pet’s will have a
  noticeable quirk such as being a little too old or they don’t
  listen very well).
  Currency: Your family can’t spare much in the way of excess
  money, you’re given no spending money.
  Personality Traits, Ideals, and Bonds:
  Wizarding peasants were the most divided group during the
  wizarding wars. While most espoused tolerance and
  acceptance for muggleborns, few saw their opportunity to
  rise up by joining the side of Lord Voldemort. Wizarding
  peasants can also feel much ambivalance towards those of
  wealthier and more status than their own families as well.
  Feature:
  Your family is just as old a most noble wizarding families and
  there is a good chance they are just as talented, maybe even
  more! You’re given a hand-me-down textbook by a family
  member (perhaps an older sibling, a parent, or aunt/uncle)
  that has extensive notes. This textbook is your choice
  between Transfiguration, Charms, and Jinxes & Hexes. You
  may select one spell at the beginning of each year from your
  selected class from the year above your own. The spell
  learned is in addition to spells you may already know.
  Muggleborn
  You never expected a letter quite like this! Sure occasionally
  strange things happened near you, but being a witch/wizard…
  it’s a lot to take in.
  Skill Proficiencies: Muggle History, Magical Theory
  Equipment: An official from the school has come to escort
  you and your family (if you have any) around Diagon Alley
  for your supplies. All necessary things will be provided for
  you and you start with the following equipment: Two pairs
  of new school robes, a new wand, new supplies (Cauldrons,
  books, quills, ect.).
  Pets: A new pet of Common rarity or lower.
  Currency: Unfortunately there is no budget for excessive
  spending. You are given only one Galleon (17 Sickles, 493
  Knuts).
  Personality Traits, Ideals, and Bonds:
  Muggleborn students tend to excel well simply because they
  enjoy learning about magic! Not being raised in the wizarding
  world means many of the prejudices, stories, and
  superstitious fears most of your classmates have simply
  bounce off of you. It’s possible you are a bit of an outsider or
  loner though. This could be due to not having much of a
  connection with the wizarding world around you, but don’t let
  that stop your desire to learn! You may also find yourself
  having trouble with certain subjects since somethings are
  very different from what you would’ve been learning up until
  the point you start school.
  Feature:
  Your whole life strange things would happen around you.
  Now you know it’s because you’re a witch/wizard. You gain an
  additional spell mastery each odd year (year three, five,
  seven) totaling into three additional spell masteries.
  Additionally, you gain +5 advantage to all Muggle History
  skill checks.
  6
  
  Houses
  Hogwarts has four school houses of which students are
  sorted into by the enigmatic “Sorting Hat”. He knows your
  deepest secrets, sees your hidden talents, and listens to your
  hearts desire. Your house will be your home and family
  during the seven years you spend at school, and even beyond
  the confines of Hogwarts many in the wizarding world find
  fraternity with those coming from their house. Though the
  houses have noticeable traits associated with them, a
  character is by no means obligated to match those traits
  exactly. In fact some of the most memorable (and hated)
  characters from the Harry Potter series are the characters
  who go against their houses normal traits. Still, it is a good
  idea to at least embody some of the traits if possible.
  Feature:
  All player characters have advantage on Persuasion and
  Performance checks made towards their housemates; these
  are your friends and family and they will do almost anything
  to help you (as long as you’re on friendly terms). However,
  they also have disadvantage on all Intimidation and
  Deception checks; they know you pretty well, and it’s hard to
  be afraid of someone who you see in their pajamas frequently.
  Your house is run by a Head of House. Heads of House can
  teach any subject, required that they were at least in the
  house the head.
  Gryffindor:
  Gryffindor is one of the four Houses of Hogwarts School of
  Witchcraft and Wizardry, founded by Godric Gryffindor.
  Those who dwell in Gryffindor are the brave of heart whose
  chivalry and determination are unmatched! The animal
  associated with Gryffindor is a lion, and the house colors are
  gold and scarlet. This house is associated frequently with the
  element of Fire.
  Stat Bonus: +2 to Strength
  Saving Throws: Strength, Constitution
  Skill Proficiencies: Athletics, Perception
  Hufflepuff:
  Hufflepuff is one of the four Houses of Hogwarts School of
  Witchcraft and Wizardry, founded by Helga Hufflepuff.
  Valuing hard work, dedication, patience, loyalty, and fair play
  rather than a particular aptitude in its members, Hufflepuff is
  know to be the most inclusive house at Hogwarts. The animal
  associated with Hufflepuff is a badger, and the house colors
  are yellow and black. Earth is the associated element of
  Hufflepuff house.
  Stat Bonus: +2 to Wisdom
  Saving Throws: Wisdom, Constitution
  Skill Proficiencies: Care for Magical Creatures, Herbology
  Choosing your House
  Hogwarts is essentially a boarding school. Your house isn't just
  your dorm; it is your family. Your housemates will go to class
  with you and experience trials and tribulations with you. The
  common rooms may act as hubs for your party, and house
  points offer a small goal to work towards outside of quest.
  It is not required that all players be in the same house; in fact
  it may hinder more than help if they were. You will need to
  interact with members of other houses, and as such if your
  party contains a member from the house interactions will be
  significantly easier.
  Choose the House that you feel best suits your character.If
  your character is a studious and practical person, they'd do
  well in Ravenclaw. Likewise, characters full of ambition and
  drive are better situated in Slytherin. Your house cannot be
  changed once selected, so choose carefully.
  Ravenclaw:
  Ravenclaw is one of the four Houses of Hogwarts School of
  Witchcraft and Wizardry, founded by Rowena Ravenclaw. The
  members of this house are characterized by their sharp wit,
  need for learning, and their wisdom. The animal associated
  with Ravenclaw is an eagle, and the house colors are blue
  and bronze. Ravenclaw is commonly associated with the
  element of Air
  Stat Bonus: +2 Dexterity
  Saving Throws: Dexterity, Constitution
  Skill Proficiencies: Acrobatics, Investigation
  Slytherin:
  Slytherin is one of the four Houses of Hogwarts School of
  Witchcraft and Wizardry, founded by Salazar Slytherin.
  Salazar Slytherin was man who valued cunning,
  resourcefulness and ambition in his students. However he
  also valued the purity of blood, meaning muggleborn
  Slytherins are incredibly rare (though not impossible). The
  animal associated with Ravenclaw is a snake, and the house
  colors are green and silver. Due to the rather adaptive nature
  of Slytherins, the element commonly associated with the
  house is Water.
  Stat Bonus: +2 Charisma
  Saving Throws: Charisma, Constitution
  Skill Proficiencies: Deception, Persuasion
  7
  
  House points
  House points are awarded (and revoked) by faculty within
  Hogwarts. The house points are ancillary to the house
  system; each house competes every year to win the house cup
  which is the main motivation for students to behave and
  strive to overachieve. This isn’t to say that some students
  simply do not care about points, in fact quite a few of them
  probably have no interest. However, loss of points may make
  your house mates less forthcoming with assisting you.
  Likewise, earning points may make them more willing to help
  you, but possibly aggravate members of other houses.
  If they party consist of members in other houses then they
  will likely have small internal conflicts to prove whose house
  (or who among them even) may be the better students. The
  house point system is completely optional by the DM, and as
  such it offers minimal rewards. When a student is awarded
  points, they find members of there house are more willing to
  assist them (all player same house interactions are awarded
  +1 on checks). When a student suffers a loss of points, they
  find their house mates rebuff them (all player same house
  interactions have -1 on all checks).
  8
  
  Feats
  All players now have the option of taking two feats during the
  course of the game. They can choose on Heritage feat at the
  beginning of the game, and one Studious feat after their 6th
  year.
  Heritage feats
  Heritage Feats are feats that present some sort of natural,
  inborn talent. Metamorphmagi and Parseltongues are one
  such example. You choose these at the beginning of the game
  because the character should automatically know how to use
  these skills.
  Parselmouth
  Pureblood only
  You can speak the language of snakes, often heralded as a
  sign of a dark wizard. You gain the following benefits:
  All snakes and snake type creatures can understand you,
  and you can likewise understand them. Gain +5 advantage
  on all Charisma rolls involving said creatures.
  Advantage on intimidation rolls against non-Slytherin
  students, but have disadvantage on all non-Slytherin
  disposition rolls. This is reversed for Slytherin students.
  Metamorphmagus
  You were born with the rare ability to change your
  appearance at will. Benefits include:
  Gaining +10 advantage on all deceptions rolls towards
  people outside of your house for 24 after you change your
  appearance.
  Ability to alter your appearance to any extent within the
  confines of your gender.
  Leprechauns Luck
  You’re blessed with a lucky streak that makes most
  Leprechauns jealous. The benefits of such luck include:
  Three (3) luck points to spend as you see fit. You regain all
  spent luck points after any long (8 hour) rest.
  You can use one to roll an additional d20 on ANY d20
  rolls. You may choose which roll you’d like to use, but you
  gain no advantage or bonus' on either of the rolls.
  You have an innate sense when mixing potions, as such
  you will never make a lethal poison by accident.
  The roaming ghoul shop is normally hard to come by, yet
  somehow you can always find it with ease. You can spend
  a luck point before speaking to the ghoul to get a 10%
  discount on all items, the effect does stack. Once spent,
  you cannot recover your luck points without a long rest.
  Broomstick Witch/Wizard
  Pureblood, or Half-blood Only
  You are a very fit and agile young witch/wizard! You gain the
  following benefits:
  You get a +10 bonus to speed. When on a broomstick it’s a
  +20 bonus.
  You have access to the school brooms if you don’t have
  your own. Mounting a broom is a bonus action instead of
  an action.
  When on a broom, you have +10 advantage on all dodge
  rolls, but you have a +5 disadvantage on all casting and
  attack rolls.
  Quidditch Trained
  Pureblood, or Half-blood Only
  You’ve been raised on quidditch and have trained extensively!
  You gain the following benefits:
  You gain +2 advantage towards all Athletics and
  Acrobatics skill checks.
  When knocked prone, standing only uses 5 feet of
  movement.
  You're so used to falling that you now only take 1d4
  damage every 15 feet.
  You can make a running jump (long or high) after only 5
  feet of movement instead of the normal 10.
  Seer Blood
  You come from a long line of famous seers and prophets…or
  at some point there was one in your history. Your ability to
  skim the tides of fate is often seen as a farce, but you know
  your skills are real. Gain access to the following abilities.:
  You start the game with a deck of playing or tarot cards. 3
  times a day, you can consult them and gain a hint from the
  DM about what to do in your current situation or where to
  go.
  You gain +2 advantage on all Perception checks, and have
  the difficulty threshold for perception checks against you
  is increased by 4.
  Magizoologist
  Pureblood, or Half-blood Only
  Your family has a menagerie of magical pets, and you've
  grown up studying and playing with them all. You gain the
  following benefits:
  Gain Access to any one pet of Rare rarity or lower.
  Students may only have one active pet at a time.
  You can train your pet more effectively than others and
  handle wild creatures easier: +2 advantage to all Care of
  Magical Creatures checks and rolls involving assisting or
  incapacitating a magical creature. This does not include
  rolls intended to harm the creature however.
  Studious Feats
  Studious Feats are feats that the players may unlock on the
  successful completion of their O.W.L.S. These feats range
  from expanding on existing spells, to giving the players more
  advantage in certain situations.
  Alert Witch/Wizard
  Must have one mastered reveal charm to qualify.
  You are adept at snooping out danger before it can get to you.
  You gain the following benefits:
  9
  
  You gain a +3 bonus to initiative, and +2 advantage on all
  dodge rolls.
  You can’t be surprised while you are conscious by non-
  concealed enemies.
  Enemies will not gain advantage on attack rolls against
  you even if you can’t see them.
  Your skill with revealing charms is such that nothing can
  hide it's presence from you. The duration and range of all
  such charms are now doubled.
  Dungeoneer
  You’ve always been a natural trouble finder and have always
  enjoyed exploring dangerous areas. Attending Hogwarts has
  only made this easier. As such you gain the following benefits:
  You have +5 advantage on all Investigation and Perception
  rolls made to check for traps and hazardous spells and
  enchantments.
  You have + 2 advantage on saving throws made to avoid or
  resist traps and hazard spells and enchantments.
  You have a natural resistance to damage dealt by traps
  and hazard spells and enchantments.
  You can search for traps and hazard spells and
  enchantments at normal pace instead of at a slow pace.
  Gain access to the Lumos/Nox charms if not already
  known. You are exceptionally skilled at using the Lumos
  charms, your standard Lumos can throw the orb twice it’s
  normal distance and the beam of Lumos Solem is
  powerful enough to offer weak (1d4) radiant damage
  when in dark places (ask the DM what is considered
  “Dark”).
  Crafty Crafter
  Must have an Intelligence score of 18 or higher to qualify.
  Magic and Rhymes lead to good times! Your crafty tongue
  leaves none of your benefits feeling drafty:
  You are proficient in the Magical Theory skill.
  You can come up with spells on the spot easily, gain +5
  advantage on all Magical Theory rolls to craft new spells.
  If your spell does fail, instead of the normal horrific results
  involving the lose of entrails it will simply cause your
  wand to shoot out of your hand about 5 feet towards
  where you are pointing. all spells you've crafted may now
  be mastered instantly.
  You can easily answer puzzles involving limericks or
  riddles.
  Healer
  Must have a Wisdom score of 16 or higher to qualify.
  Healing spells come to you naturally. You gain the following
  benefits:
  Gain access to the Episkey spell if not already know. This
  spell now is a ranged spell with a range of 30 feet. It is
  now a d12 spell, and you gain +2 to all rolls (casting,
  attack, and damage) involving the Episkey spell.
  You gain +5 advantage on all healing spell roles. Even
  when your healing spells fail (except on a critical fail), you
  still will have a chance of healing minor damage.
  Transfiguration Adept
  Must receive an "Outstanding" in your Transfiguration
  O.W.L.S. to qualify.
  You've shown your exceptional skill in the art of
  Transfiguration, and have gained the following benefits:
  All Transfiguration spells gain an automatic +4 advantage
  to all rolls (Casting, Attack, Damage) when cast.
  You no longer need to take a downtime activity to enchant
  objects if it is with a Transfiguration spell.
  You can cast self-transfigurations at will; they will never
  fail unless you're under the effect of certain conditions.
  Creatures enchanted or animated by your Transfiguration
  spells automatically obey you without question. All such
  creatures gain a +4 advantage to damage they inflict
  Charms Adept
  Must receive an "Outstanding" in your Charms O.W.L.S. to
  qualify.
  You've shown your exceptional skill in the art of Charms, and
  have gained the following benefits:
  All Charms gain an automatic +4 advantage to all rolls
  (Casting, Attack, Damage) when cast.
  You no longer need to take a downtime activity to enchant
  objects if it is with a Charm.
  You can cast self-charms at will; they will never fail unless
  you're under the effect of certain conditions.
  Objects you enchant with charms have their effects
  doubled (if applicable). Defensive objects now have an
  automatic resistance to force damage.
  Defense Against the Dark Arts Adept
  Must receive an "Outstanding" in your Defense Against the
  Dark Arts O.W.L.S. to qualify.
  You've shown your exceptional skill in your pursuit of Defense
  against the Dark Arts, and have gained the following benefits:
  All Jinxes, Hexes, Curses, and Counters gain a +2
  advantage to all rolls (Casting, Attack, Damage) when
  cast.
  All spells used against Dark type creatures now gain an
  automatic +5 radiant damage. All spells used against
  standard creatures and people now have a +5 bludgeoning
  damage.
  The Informus charm can now be used at range. It has a
  range of 60ft. and the targeted creature/person no longer
  needs to be restrained or incapacitated. The spell now
  gives you instant knowledge of the targeted creature or
  person, but only for one round.
  Care of Magical Creatures Adept
  Must receive an "Outstanding" in your Care of Magical
  Creatures Adept O.W.L.S. to qualify.
  You've shown your exceptional skill in your Care of Magical
  Creatures class, and have gained the following benefits:
  10
  
  All Care for Magical Creatures checks now have a +5
  advantage applied to them.
  You can now attempt to tame any magical creature you
  may encounter of Large size or smaller. To attempt to
  tame a creature, it either has to be unaware, non-hostile,
  or incapacitate. You must make a Care for Magical
  Creatures check. The larger the creature, the harder it is
  to tame (Large requires a DC check of 20, Medium DC 15,
  Small DC 10, Tiny DC 5). Once tamed the creature can be
  controlled like standard pets until you choose to release
  them. Taming does not apply to creatures that are
  humanoid in nature, or transfigured.
  11
  
  Chapter 2: Abilities & Skills
  A
  bilities and skills are central to Tabletop RPG's.
  I wanted to keep the feel of the Attribute and
  Skill system in 5e while also making it distinctly
  Harry Potter. As such I've made several
  adjustments such as extending what Abilities
  cover (though they are mostly copied from the
  summarizations provided by Roll20) and
  adding, removing, and renaming skills to fit more in line with
  the world of Harry Potter.
  Strength
  Determines you overall physical prowess.
  Strength Checks
  A Strength check can model any attempt to lift, push, pull, or
  break something (using your own body or certain spells), to
  force your body through a space, or to otherwise apply brute
  force to a situation. The Athletics skill reflects aptitude in
  certain kinds of Strength checks.
  Athletics: Your Athletics checks covers difficult situations you
  encounter while climbing, Jumping, or swimming.
  Dexterity
  The ability that measures your agility, reflexes, and overall
  balance.
  Dexterity Checks
  A Dexterity check can model any attempt to move nimbly,
  quickly, or quietly, or to keep from Falling on tricky footing.
  The Acrobatics, Sleight of Hand, and Stealth skills reflect
  aptitude in certain kinds of Dexterity checks.
  Acrobatics: Your Acrobatics check covers your attempt to
  stay on your feet in a tricky situation. The GM might also
  call for an Acrobatics check to see if you can perform
  acrobatic stunts, including dives, rolls, somersaults, and
  flips.
  Sleight of Hand: Whenever you attempt an act of
  legerdemain or manual trickery, such as planting
  something on someone else or concealing an object on
  your person, make a Dexterity Sleight of Hand check. The
  GM might also call for a Sleight of Hand check to
  determine whether you can lift a coin purse off another
  person or slip something out of another person’s pocket.
  Stealth: Make a Stealth check when you attempt to conceal
  yourself from enemies through non-magical means, slink
  past guards, slip away without being noticed, or sneak up
  on someone without being seen or heard.
  Constitution
  Constitution measures your health, and vital life force. It
  remains largely unchanged from standard 5e game uses.
  Constitution checks
  Constitution checks are more common in this guide than in
  standard 5e games. A Constitution check has to be made
  every turn when using a concentration spell to make sure you
  can maintain it.
  Intelligence
  Your “book smarts”, Intelligence measures mental acuity,
  accuracy of recall, and the ability to reason.
  Intelligence Checks
  An Intelligence check comes into play when you need to draw
  on logic, education, memory, or deductive reasoning. The
  History of Magic, Investigation, Magic Handling, Magical
  Theory, and Muggle History skills reflect aptitude in certain
  kinds of Intelligence checks.
  History of Magic: Your History of Magic check measures
  your ability to recall lore about historical events, legendary
  people, past disputes, recent wars, and the finer points of
  wizarding culture..
  Investigation: When you look around for clues and make
  deductions based on those clues, you make an
  Investigation check. You might deduce the location of a
  hidden object, discern from the appearance of a wound or
  symptom what kind of spell caused it, or determine the
  weakest point in a tunnel that could cause it to collapse.
  Poring through books in search of knowledge might also
  call for an Investigation check.
  Magic Handling: Casting spells without the use of a verbal
  component or even a wand require Magic Handling checks.
  Magical Theory: Your Magical Theory check measures your
  ability to recall the effects and purposes of spells, and
  magical items while also enabling one to discern the finer
  details of spell work such as how damaged ones shielding
  charm may be. It also is the skill needed to craft spells and
  enchant objects.
  Muggle History: Similar to History of Magic, your Muggle
  History check measures your ability to recall certain
  aspects of muggle history and culture.
  12
  
  Wisdom
  Wisdom is your “street smarts” attribute. This category
  focuses on more innate and natural knowledge than the
  studious knowledge of Intelligence while also reflecting how
  attuned you are to the world around you. It represents
  perceptiveness and intuition.
  Wisdom Checks
  Use a Wisdom check when trying to read another person or
  maybe even a creature.
  Care for Magical Creatures: When there is any question
  whether you can calm down a creature, keep a beast from
  getting spooked, or intuit an animal’s intentions, the DM
  might call for a Care for Magical Creatures check.
  Healing: Healing checks are used when casting healing
  spells or applying more traditional forms of medicine. A
  Healing check must be made when stabilizing a fallen
  comrade or attempting to diagnose an illness in another
  person.
  Herbology: The study of magical plants and fungi. A
  herbology check is necessary when trying to harvest
  ingredients, attempting to grow your own plants, and
  working with aggressive magical vegetation.
  Insight: Your Insight check decides whether you can
  determine the true intentions of a person, such as when
  searching out a lie or predicting someone’s next move.
  Doing so involves gleaning clues from body language,
  speech habits, and changes in mannerisms.
  Perception: Your Perception check lets you spot, hear, or
  otherwise detect the presence of something. It measures
  your general awareness of your surroundings and the
  keenness of your senses.
  Survival: The GM might ask you to make a Survival check to
  follow tracks, guide your group through treacherous forest,
  identify signs that dragons live nearby, predict the weather,
  or avoid natural hazards.
  Charisma
  This ability effects your overall likability and deception skills
  by measuring your ability to interact effectively with others. It
  includes such factors as confidence and eloquence, and it can
  represent a charming or commanding personality.
  Charisma Checks
  Charisma checks are most useful when trying to persuade or
  scare others. Your charisma skill may also affect your ability
  to manipulate your way into certain passages or areas that
  are guarded by enchanted paintings or doors.
  Deception: Your Deception check determines whether you
  can convincingly hide the truth, either verbally or through
  your actions. This deception can encompass everything
  from misleading others through ambiguity to telling
  outright lies.
  Intimidation: When you attempt to influence someone
  through overt threats, and hostile actions the DM might
  ask you to make a Intimidation check.
  Performance: Your Performance check determines how well
  you can delight an audience with music, dance, acting,
  storytelling, or some other form of entertainment.
  Persuasion: When you attempt to influence someone or a
  group of people with tact, social graces, or good nature, the
  DM might ask you to make a Persuasion check. Typically,
  you use persuasion when acting in good faith, to foster
  friendships, make cordial requests, or exhibit proper
  etiquette.
  13
  
  Chapter 3: The Rules of Magic
  S
  pellcasting, and magic overall, will work
  differently in this guide to better simulate casting
  in the Harry Potter universe. All spells now
  function similarly to cantrips, in that there are no
  more traditional spell slots. Witches and wizards
  instead can master a number of spells, making
  those spells far easier to cast than others. They
  are still able to cast any spell they have in their repertoire, but
  a mastered spell is far less likely to fail than one they have
  never cast before. Spells are now assigned to “Years Taught”
  instead of levels, which determines their difficulty. A year one
  Jinx is easy to find instructions for and easy to dispel, versus a
  year seven transfiguration, which would require a specific
  feat or quest to obtain and requires advanced magic to undo.
  Once you have the spells instruction or have learned it, you
  can pass on your knowledge to fellow students…or horde the
  knowledge for yourself.
  Spell Casting and Spell Mastery
  Spell casting is process in Harry Potter. The aim of this guide
  is to make it both easy to understand while also showing how
  much skill is needed to cast spells successfully. Whenever
  someone attempt to cast a spell outside of combat they will
  need to roll a d20 as a casting die to determine how effective
  the spell is. If the spell isn't a mastered one, then the DM only
  may choose to let a skill modifier be used on casting rolls; it
  is dependent on what exact effect the caster is wanting to
  achieve and the setting they are in. Starting at first level all
  characters know three spells, and can have one spell known
  mastered. Every year players can add one more spell
  available for mastering, with a total of 7 guaranteed
  masteries. A spell will remain mastered until the next year, at
  which point the players may choose to re-master their spells.
  Spell Mastery enables the caster to add their Intelligence
  modifier to casting rolls. This applies to all mastered spells
  by the caster. If a spell is not mastered by the caster, then it
  will receive no bonus to the casting roll.
  Casting Rolls Success/Failure Range
  Die Value
  Success/Failure
  1
  Critical Failure
  2-9
  Failed Casting
  10-14
  Successful Casting
  15-19
  Exemplary Casting
  20
  Critical Success
  Using spells in combat
  Spells you cast during combat rounds must make an attack
  roll plus your Intelligence modifier to determine wether it is
  able to hit the opponent. The attack roll must be equal to or
  higher than the opponents current AC, if not the spell cast
  will fail. This applies to all spells cast during combat rounds.
  If you've rolled initiative, it's a combat setting.
  The conditions you're in and wether the spell is mastered or
  not (as described on the next page) will determine your
  overall ability to cast spells during combat.
  14
  The Effects of Casting Range
  The range of success/failure for die rolls can be a
  tricky process. The simplest version of the system
  has a set of five various levels that correspond to
  numbers on a d20.
  1 is a critical failure resulting in something
  completely different and very noticeable
  happening to the caster or the intended target.
  2-9 is a failure, but without the harsh consequences
  (though the DM can rule that something can
  happen when a spell fails).
  10-14 is successful, offering nothing exemplary but
  it worked.
  15-19 is very successful, maybe extending the
  duration or range of effect.
  20 is a critical success; this could mean the spell
  that was cast was of such overwhelming power
  that it seems immune to counter spells and the
  poor target will just have to live with the
  consequences.
  If one of the spells cast is part of the casters
  mastered spells, then their Intelligence modifier is
  applied to the overall roll as well. Ultimately the DM
  can set the range for success/failure on their own
  or make it subjective to the situation.
  
  Casting/Attack roll conditions
  Certain situations may effect how well you are able to cast a
  spell. These conditions are determined by the DM based on
  setting and situation.
  Advantageous conditions: Mastered spells are rolled with
  advantage (+2 to the attack roll), unmastered spells are
  rolled normally.
  Normal conditions: Mastered spells are rolled normally,
  while unmastered spells are rolled at disadvantage.
  Disadvantageous conditions: Mastered spells are rolled at
  disadvantage, unmastered spells are rolled with severe
  disadvantage (-5 to the casting/attack roll).
  Concentration
  Some spells now have the option to be used as a
  concentration spell, extending or enhancing their effect. To
  maintain concentration on a spell, you forego your action
  during your turn and have to roll a Constitution saving throw
  each turn (if in combat). You also have disadvantage on all
  saving throws to prevent attacks or damage. When
  concentration is forcibly broken, by either being attacked or
  the target breaking their concentration, you are knocked
  prone and winded. You must make a Constitution saving
  throw to recuperate and until you roll a successful saving
  throw you are unable to pick yourself up. To break
  concentration willingly, you must use an action.
  If not in combat then concentration can be held for as long as
  the characters needs, provided the affected person and the
  caster are able to make the checks and saves without them
  failing.
  Spell Components
  All spells require a verbal and somatic component to them,
  similarly to most 5e spells. An optional rule for Harry Potter
  based games is to have a focus on how a spell is properly
  pronounced and the players wand movements (assuming they
  have prop wands). Though not a requirement, it can add
  another layer of detail to the Role Play heavy wizarding world,
  offering bonuses to casting rolls or unintended effects when
  pronounced wrong. When the players are affected by a type of
  spell that prevents them from moving or speaking, they are
  unable to cast spells until the effects are countered or wear
  off.
  Non-Verbal & Wandless Magic
  The Magic Handling skill allows a caster to cast spells non-
  verbally or even wandless. When casting a spell and aiming
  for non-verbal (NV) or wandless (WL) magic the player will
  need to make a Magic Handling check to determine whether
  or not the cast works. Though professors do not touch up on
  this till the 6th year, it is possible for any student of any year
  to cast a spell non verbally or wandless. However, students
  below 6th year with their checks with disadvantage (-3 to
  Magic Handling skill checks)
  Effectiveness of Magic Handling checks
  Die Value Effect
  0-13
  No effect, the cast fails
  14+
  Successfully cast NV Spells
  16+
  Successfully cast WL Spells
  18+
  Able to cast a spell both NV and WL
  Non-verbal spells are particularly useful for getting the jump
  on unaware enemies or making the spell harder to track back
  to the caster. Wandless Magic is again, useful for getting the
  drop on enemies and also being able to attack even if you are
  currently wandless. all spells cast wandlessly are at
  disadvantage, unless you have a feature or feat that negates
  it.
  15
  
  Chapter 4: Wandlore
  W
  ands are an integral part of the wizarding
  world. They're are semi-sentient objects that
  bond with a witch or wizard they choose.
  Many witches and wizards feel that their
  wands are a part of them and become
  devastated when they are lost or broken.
  In the setting of the game wands offer small bonuses to
  certain spell, skills, or specific checks. All Hogwarts students
  receive their wands from Ollivanders. Player wands will have
  one wood type from the listings described below and one of
  three core types.
  Wands Woods
  The wood of a wand determines it's overall capabilities; how
  well it pairs with the witch or wizard and how powerful of
  spells it may produce. http://harrypotter.wikia.com/ has a
  deep and in depth section describing wand woods and their
  effects. The listing compiled below were made using the
  descriptions provided from the wiki.
  Acacia
  "A very unusual wood which creates tricky wands that often
  refuse to produce magic for any but their owner, and also
  withhold their best effects from all but those most gifted."
  Acacia wands give their owners +1 to all casting and attack
  rolls on any spells the players have mastered. Once a day, the
  may choose ANY spell they have cast to give it a critical
  casting or attack roll.
  Alder
  "The ideal owner of Alder wand is not stubborn or obstinate,
  but often helpful, considerate and most likable."
  Alder wands are particularly helpful and give their owners +2
  to casting and attack rolls involving counter, and healing
  spells.
  Apple
  "Applewood wands are not made in great numbers. They are
  powerful and best suited to an owner of high aims and ideals,
  as this wood mixes poorly with Dark magic."
  Apple wood wands grant their owners +2 on all casting and
  attack rolls except for jinxes, hexes, and curses, where it
  instead gives -2 disadvantage.
  Ash
  "Those witches and wizards best suited to ash wands are not
  lightly swayed from their beliefs or purposes. The ideal owner
  may be stubborn, and will certainly be courageous, but never
  crass or arrogant.
  Ash wands are best suited for the combative owner, granting
  a +1 to all attack and damage rolls.
  Beech
  *"The true match for a beech wand will be, if young, wise
  beyond his or her years, and if full-grown, rich in
  understanding and experience."
  Beech wands are some of the most sought after wands in
  history, owning to their reputation. For the properly suited,
  they will give their owners +1 to all casting and attack rolls,
  but only if the casters INT and WIS stat is a 14 or higher.
  Chestnut
  "Chestnut wands prefer witches and wizards who are skilled
  tamers of magical beasts, those who possess great gifts in
  Herbology, and those who are natural fliers."
  Chestnut wands offer little in the way of martial prowess.
  Instead when used to effect non-hostile magical creaturse,
  plants, fauna, or fungi they receive a +5 bonus to the casting
  or attack rolls.
  Cypress
  "Cypress wands are said to be well-matched to wizards who
  are self-sacrificing and willing to die a heroic death."
  Cypress wands will seek those who strive to protect others,
  allowing them to cast non-reaction spells as reactions when
  an ally within 10ft. is targeted by harmful spells. The critical
  failure threshold is automatically increased to 6.
  Ebony
  "an ebony wands perfect match is one who will hold fast to
  his or her beliefs, no matter what the external pressure, and
  will not be swayed lightly from their purpose."
  Ebony wands lend their stubborn selves to their own owners
  conviction. All transfiguration spells cast by these wands have
  a +2 advantage on casting and attack rolls.
  Elm
  "Elm wands prefer owners with presence, magical dexterity
  and a certain native dignity. Of all wand woods they produces
  the fewest accidents, the least foolish errors, and the most
  elegant charms and spells."
  Elm wands are prized by pure-blood families. They give their
  owners +2 advantage to charm spells casting and attack rolls
  when used by their owners.
  Hawthorn
  "Hawthorn wands may be particularly suited to healing
  magic, but they are also adept at curses, and it has been
  generally observed that the hawthorn wand seems most at
  home with a conflicted nature, or with a witch or wizard
  passing through a period of turmoil.
  Hawthorn is the wand wood for the complex individual. Their
  owners receive a +2 advantage on healing spells and curses.
  16
  
  Hazel
  "Hazel wands are temperamental like water, and are suited to
  those of a temperamental nature. They also have the unique
  ability to detect water underground, and will emit silvery, tear-
  shaped puffs of smoke if passing over concealed springs and
  wells."
  Hazel wands because of their nature, are well suited to spells
  involving ice or water. Their owners gain a +5 advantage
  when casting and attack rolls to all spells involving ice and
  water. Players may also roll a Magic Handling check to
  determine if their is an underground source of water near
  them.
  Hornbeam
  "Hornbeam wands absorb their owner’s code of honour,
  whatever that might be, and will refuse to perform acts -
  whether for good or ill - that do not tally with their master’s
  principles."
  Hornbeam is a dedicated companion for those who
  understand what they seek in life. The owners receive a +1
  advantage to casting and attack rolls against beast and beings
  stopping them from getting in their way.
  Mahogany
  "The mahogany tree symbolizes strength, safety,
  protectiveness, and practicality."
  Mahogany wands are well suited to transfiguration, the
  owner receives a +5 advantage to casting and attack rolls
  when using transfiguration to protect or hide another.
  Maple
  "Their ideal owner are nature travelers and explorers; they
  are not stay-at-home wands, and prefer ambition in their
  witch or wizard, otherwise their magic grows heavy and
  lackluster. Fresh challenges and regular changes of scene
  cause this wand to literally shine, burnishing itself as it
  grows, with its partner, in ability and status"
  Maple wands are suited for the adventurous owner. Every
  spell cast stores one point of ambient energy, to a maximum
  of five. Owners can expend one or more points to grant their
  next attack +1 radiant damage. Ambient energy resets once
  all five points are used.
  Pear
  "Pear wands produce wands of splendid magical powers.
  Possessors of pear wands are usually popular and well-
  respected and never had their been a single instance where a
  pear wand has been discovered in the possession of a Dark
  witch or wizard."
  Pear wands are for the righteous witch or wizard. The owner
  of pear wands gain a +1 advantage to all casting rolls made
  by the owner when not targeting a beast or being.
  Pine
  "Pine wands always chooses an independent master who
  may be perceived as a loner, intriguing, and perhaps
  mysterious. Pine wands enjoy being used creatively, and
  unlike some others, will adapt unprotestingly to new methods
  and spells."
  Pine wands are perfect for those who are interested in
  enchanting and spellcrafting. The owners receive +1 to all
  skill checks used when enchanting an object or crafting a
  spell. They also receive +1 advantage to all casting and attack
  rolls involving crafted spells.
  Rowan
  "Rowan wands generally produce powerful, hard to break
  Defensive Charms. Rowan wands was also noted for its
  believed disassociation with the Dark Arts."
  Rowan wands are perfect for counters, giving their owners +2
  advantage on all casting and attack rolls to counter spells.
  Sycamore
  "The sycamore makes a questing wand, eager for new
  experience and losing brilliance if engaged in mundane
  activities."
  Sycamore wands require constant use to stay healthy. Every
  spell cast gives the owner one advanatage point they can
  spend on their next spell casting or attack roll or they may
  horde it up to five points. Once the owner accumulates five
  advanatge pointsm, they must use them on the next spell
  cast, resetting the ppints back to zero.
  17
  
  Wand Cores
  Wand cores determine the temperament of the wand. They
  act as the wands "battery", giving it their ability to channel
  magic into spells. Garrick Ollivander pioneered the theory of
  the three "Supreme Cores": Dragon Heartstring, Phoenix
  Feather, Unicorn Tail Hair.
  Dragon Heartstring
  The most powerful of the cores, it is able to produce
  wondrous feats of magic. They tend to learn spells quickly,
  but are prone to more accidents. When the owners of these
  wands attempt to learn new spells, they gain a +3 advantage
  in the skill checks; however due to the cores temperamental
  and accident prone nature, the critical failure threshold is
  increased to 6.
  Phoenix Feather
  The most temperamental wands core, it is also one of the
  rarest. Phoenix Feather wands offer more initiative to their
  owners, giving them +3 bonus to initiative, and +1 advantage
  to casting and attack rolls when the target is unaware or
  unprepared for it. Owners of these wands find learning
  combat spells easier, gaining a +3 advantage to skill checks
  when learning a new combat spell. Critical failure threshold
  is increased to 4 when using non-combat spells.
  Unicorn Tail Hair
  The most stable and least temperamental of the three cores,
  Unicorn Tail Hair offers the owner consistent and reliable
  use. Owners of this wand receive +1 advantage to casting and
  attack rolls when using a non-damaging spells. Likewise, all
  non-combat spells receive +3 advantage to the skill checks
  when attempting to learn them. Critical failure threshold is
  increased to 4 when using combat spells.
  18
  
  Chapter 5: Downtime Activities
  D
  uring your off days at Hogwarts you may find
  yourself not in the mood to snoop around and
  socialize. While Spellcrafting and Enchanting
  are fun and useful to adventurous and nosy
  witches and wizards, sometimes it may be more
  important to study, or maybe put in some hard
  work!
  Downtime activities require a series of successful ability/skill
  checks (sometimes consecutively) and you will receive certain
  rewards upon successful completion. While not necessary,
  downtime activities are a great excuse to have your
  characters do something more productive while other players
  may be looking for further adventures.
  Off Days
  “Off Days” refer to any days your characters may not have any
  obligations, such as classes. Generally an off day will fall on
  weekends (Saturdays and Sundays) and Holidays spent at
  home (if a character so choses to leave). An off day is not
  required to be used for downtime activities, except for
  detentions which are mandatory downtime activities used as
  punishment for poor student behavior. 12 hours are allotted
  for off days, meaning a total of 12 checks may be made total,
  as each check is equal to an hours work. Your day begins at
  8am and ends at 8pm, any time before or after this period can
  be spent sleeping or pursuing other options, Alternatively, if
  you are finished with your downtime activity a few checks
  earlier than anticipated, you can leave and resume normal
  activities (except of course for detentions).
  Downtime Activities
  Following is a list of downtime activities you can choose to do
  in lieu of having your character going out and adventuring.
  Studying
  You may choose to study your notes or textbook, and
  found/purchased spellbooks and stay in your houses common
  room to study for the day. A total of six successful Intelligence
  checks are needed to consider your studying worthwhile.
  Failed checks may result in misplaced supplies, books, or
  falling for distractions happening around you. Studying
  specific literature will results in different results:
  Notes/Textbook: Studying a subjects notes/textbook will
  offer you advantage on all quiz roll the next time you take
  that specific class.
  Spellbook: Studying a spellbook is required to garner spells
  from it. Only one spell can be learned per day from any
  specific spellbook you may own.
  Dueling Club
  A friendly competition between students of all ages and
  houses you can participate in to hone your battle skills.
  Successful duels result in various prizes being awarded.
  Unlike other downtime activities, Constitution, Intelligence,
  and Dexterity checks can be used to determine the outcome.
  The exact type of check used is up to the DM per their
  discretion. Every successful check is win while failed checks
  are a loss; losses may result in your character forfeiting some
  items, though this is optional and up to the DM.
  Dueling Club Rewards
  d20
  Results
  1-5
  Sweets
  6-10
  Joke Items
  11-15
  Practical Items
  16-20
  1d6 Galleons
  Detention
  Detention is a forced downtime activity lasting 8 hours.
  Normally given to players who are exceeding badly in their
  schoolwork, or caught breaking a rule of some sort, it offers
  no rewards and all checks made are at disadvantage. A series
  of 4 succesful checks of the DM's choice are required to leave
  detention early, 8 failed checks extends the detention by one
  day.
  Ways to use detention
  Detention puts one (or more) students in close proximety to a
  teacher or staff member. If you, the DM, rules that the player
  needs to make an investigation check, on succesful checks
  they may stumble upon some sort of information pertainent to
  a quest the party is working on.
  Likewise a series of Persuasion checks may make the student
  friendlier with the teacher, possibly leading the way to
  sidequest. Detention as a downtime activity is a way for the
  DM to also just punish players who may be taking to much
  liberty with the game enviroment.
  Detentions can also be used as quest instead of as downtime
  acitivites, such as sending the students into the forbidden
  forest or ridding the dungeons of Redcaps. ultimately, the DM
  decides how they would like the players to suffer.
  19
  
  Volunteering
  You may choose to offer your free time to some of your
  teachers, the castle staff, or even Hogsmeade shop owners.
  The checks and rewards are dependent on the exact person
  you are assisting. Additionally, there is a chance volunteer
  work may lead you to discovering potential quest.
  Volunteering can only last six hours in total, starting at 10am-
  4pm.
  Volunteer
  Options
  Possible Reward
  Checks
  Core Subjects House Points, Spellbook
  Intelligence
  Herbology
  House Points, Potions
  Ingredients
  Herbology
  Care for
  Magical
  Creatures
  House Points, Potions
  Ingredients
  Care for
  Magical
  Creatures
  Potions Master
  House Points, Potions
  Ingredients, potions
  Wisdom
  Caretaker
  Sweets, Contraband
  Perception
  Librarian
  Textbook, Enchanting
  Manual, Spellbook
  Investigation
  Matron
  Sweets, Potions,
  Spellbook
  Healing
  Prefects
  House Points, Sweets
  Perception
  Hogsmeade
  Shop Owners
  Assorted Galleons,
  Sickles, Knuts
  Strength
  Spellcrafting
  Spellcrafting is a huge part of the Harry Potter universe. A
  crafted spell can take the form of a rhyme or limerick, or that
  of a latin/latin language word or short phrase. Crafted spells
  follow the normal conventions of spellcrafting in Harry Potter
  and as such they become full fledged spells once perfected.
  Any spells the players would like to craft are up to the
  discretion of the DM. Spellcrafting uses multiple Magical
  Theory skill checks. Crafted spells must first be practiced;
  after three successful consecutive checks the spell is ready
  for use. A crafted spell cannot be mastered however until the
  next available level up.
  Enchanting
  Players can enchant their own magic items using different
  spells they may know. To successfully enchant an object,
  players must make a total of six successful consecutive
  Magical Theory checks. If they spell is one the players have
  mastered then they only need to make four successful
  consecutive checks. Failed checks may result in damage to
  the intended object, or possibly destroying it all together, so
  always enchant with caution.
  Occasionally you may be able to find or purchase directions
  for enchanting an object that has no spell equivalent (such as
  the “Undetectable Extension Charm”). These enchantments
  only require three successful consecutive checks for the
  enchantment to be applied.
  Certain Transfiguration spells can be used to enchant an
  object to give it a semblance of life. These enchantments are
  some of the most complex and dangerous types and as such
  require a steeper difficulty curve to work properly. An
  unmastered Transfiguration enchantment requires eight
  successful consecutive checks to work properly, six if the
  spell is mastered by the player. The enchantments grant the
  player a permanent pet who will obey them unconditionally.
  Until it is killed or dispelled, the created creature will function
  on it’s own largely independent until given directions. They do
  not require sustenance or air, and they have no bodily
  functions except those specified by the spell. Failed checks
  may result in the object being destroyed or even a rampant
  creature who do not obey you.
  20
  
  Chapter 6: Items, Shopping, & Pets
  T
  hroughout all the books, movies, and video
  games Harry Potter and co. used a vast
  assortment of items. From the mundane to the
  magical, each one has proven their usefulness
  in some way shape or form. This section will
  give archetypes to the items so that DM’s will
  have an easier time rewarding them to
  resourceful players.
  Sweets
  Sweets can be purchased in Diagon Alley, Hogsmeade, and
  the Hogwarts Express Trolley. They also can be given as
  rewards for certain downtime activities. Sweets offer a
  means for PC’s to satisfy their food needs for the day while
  also working as a cheap commodity for trading.
  When rewarding sweet to players, roll a d20 to determine
  how many sweets they receive. Sweets can be used with
  other students as currency for certain items.
  Sweets Reward Chart
  d12
  Sweets
  1
  Cockroach Clusters
  2
  Acid Pop
  3
  Every Flavour Beens
  4
  Candyfloss
  5
  Cauldron Cake
  6
  Best Blowing Gum
  7
  Exploding Bon-Bons
  8
  Fizzing Whizzbees
  9
  Pepper Imps
  10
  Pumpkin Pasty
  11
  Self-Flossing Mints
  12
  Sugar Quills
  Whenever a PC wishes to grab some beans a 10d6 must be
  rolled to determine the flavor types they will grab from the
  bag. Creativity of flavors is up to the dM, though don't forget
  that literally no flavor is off the table. From strawberries and
  pineapples to sweaty socks and vomit. A handful of beans, an
  assortment of flavors! Every flavor beans can be used in a
  number of creative ways such as feeding an unsuspecting
  victim a disgusting flavor to make them sick.
  Every Flavour Beans Taste Chart
  10d6
  Flavour
  1
  Disgusting
  2
  Sweet
  3
  sour
  4
  Bitter
  5
  Salty
  6
  Savory
  Sweets List
  Sweet
  Weight
  Details
  Value
  Acid pop
  5
  grams
  An acid green confectionary
  that burns a hole in your
  tongue that heals up within
  minutes.
  1 Sickle
  Every
  Flavor
  Beans
  25
  grams
  Berti Bott's Every Flavour
  Beans. A risk with every bite,
  when they say every flavor
  they mean EVERY flavor.
  6
  Sickles
  Candyfloss
  0.2
  grams
  A long string of pulled sugar.
  3
  Sickles.
  Cauldron
  Cake
  15
  Grams
  Small Chocolate cakes filled
  with a bubbling green
  custard. They look somewhat
  like a boiling over cauldron,
  hence the name.
  7
  Sickles
  Cockroach
  Cluster
  5
  grams
  Large chocolate cockroaches
  which are bewitched to
  behave like real cockroaches.
  Biting into them reveals a
  gooey yellow custard.
  1 Sickle
  Drooble's
  Best
  Blowing
  Gum
  1 gram
  Magical blowing gum, it
  never seems to lose it's
  flavor. Bubbles blown from
  this gum magically float and
  take days to deflate.
  4
  Sickles
  Exploding
  Bon-Bon's
  10
  grams
  Chocolate bon-bon’s which
  explode with flavor in the
  your mouth because of the
  cocoa dynamite.
  8
  Sickles
  Fizzing
  Whizzbees
  1 gram
  A magical sherbet candy,
  sucking on it causes you to
  float a few inches off the
  ground.
  4
  Sickles
  Pepper
  Imps
  3
  grams
  Black peppermints shaped
  like imps, eating one causes
  your ears to exude steam for
  a few minutes.
  4
  Sickles
  Pumpkin
  Pasty
  10
  grams
  A traditional pasty, instead of
  meat the filling is pumpkin.
  5
  Sickles
  Self-
  Flossing
  Mints
  1 gram
  Mints that also floss your
  teeth.
  10
  Sickles
  Sugar
  Quills
  3
  grams
  Quills spun entirely out of
  sugar, they work like real
  quills!
  2
  Galleons
  21
  
  Weasleys' Wizard Wheezes
  Founded in 1996 by Fred and George Weasley, the shop has
  become emblematic for mischief making students and
  rambunctious grownups. With locations in both Diagon Alley
  and Hogsmeade, it is one of the most successful wizarding
  joke enterprises to date. Offering an assortment of zany joke
  items, self-defense items, and even muggle “magic” kits.
  Though all Weasley items have been banned at Hogwarts
  since it’s conception, most student’s do not bother paying
  attention to the castle caretakers contraband list. A number
  of Common (and Very Rare) items can also be found and
  purchased at the storefronts in Diagon Alley or Hogsmeade.
  Certain downtime activities offer various Weasley products
  as rewards. The list below can be used by DM's when
  determining the rewards.
  Weasleys Wizarding Wheezes Reward Chart
  d12
  Item
  1
  Demon Box
  2
  Dungbombs
  3
  Comb-a-Chameleon
  4
  Canary Cream
  5
  Anti-Gravity Hat
  6
  Fanged Flyer
  7
  Headless Hat
  8
  Magical Mustache Miracle Stubble Grow
  9
  Screaming Yo-yo
  10
  Self-Propelling Custard Pie
  11
  Trick Wand
  12
  Reusable Hangman
  Joke Items
  Item
  Cost
  Features
  Anti-Gravity
  Hat
  3
  Galleons
  A trick hat with a timed
  enchantment, it will randomly float
  off of the wearers head.
  Canary
  Cream
  7
  Sickles
  A creamy marshmallow treat, it
  turns the consumer into a large
  canary for several minutes before
  they molt back to themselves.
  Comb-a-
  Chameleon
  13
  Sickles
  An ordinary looking comb, running
  it through ones hair changes it into
  a random neon color until washed
  out.
  Demon Box
  15
  Galleons
  A small box containing a furry imp
  like creature, do not feed it after
  midnight or it will turn into a
  ravenous and unstable creature.
  Dungbombs
  5
  Sickles
  A foul, odorous ball. Toss this at a
  solid object for it to burst and
  spread it's disgusting filth over the
  target.
  Fanged
  Flyer
  2
  Galleons
  A semi-sentient frisbee like object,
  it appears to be a flat reptile head
  surrounded by small fangs. They
  are known to fly around on their
  own.
  Headless
  Hat
  6
  Galleons
  An inconspicuous hat, when warn
  it renders itself and the wearers
  head invisible.
  Magical
  Mustache
  Miracle
  Stubble
  Grow
  7
  Galleons
  Apply to ones fcae to make them
  instantly grow a small amount of
  stubble. Added use makes the
  stubble grow.
  Reusable
  Hangman
  20
  Galleons
  A small toy, it is a 3D version of
  the pen and paper game. The
  hanged victim bears a striking
  resemblance to a former Defense
  against the Dark Arts teacher.
  Screaming
  Yo-Yo
  5
  Galleons
  A toy yo-yo which comes in a
  variety of colors. When spun they
  let out a blood curdling shriek.
  Self-
  Propelling
  Custard Pie
  2
  Galleons
  A bewitched pie, aim it in your
  hand at the intended target and
  watch it fly off on it's own.
  Trick Wand
  1
  Galleon
  When used to cast a spell, the
  wand itself will instead transform
  into a rubber chicken.
  22
  
  Magic Items
  A menagerie of magic items exist within the Harry potter
  universe. From two-way mirrors that make long distance
  correspondence easier, to magic penknives that can open up
  any locked door (even those magically enchanted). These
  types of magic items are either incredibly rare, expensive, or
  nearly impossible to obtain. As such I recommend for DM's
  to use them as rewards for exceptionally feats achieved by
  players. Occasionally, some of these items may be found in
  the Ghoul Shop, though generally the Ghoul may need
  certain items or quest performed to get them.
  Rarity
  Much like in standard 5e games, all magic items have a rarity
  tied to them that will determine how likely they are to come
  up in a game. Unlike 5e rarity is not tied to a characters level,
  as many of these items offer no combat incentive. Instead the
  items offer a means to achieve certain needs without the use
  of a specific spell. Items in the Legendary category are items
  that have specifically been featured in the Harry Potter
  universe and owned or used by one character or another.
  Items can have their prices determined by the DM, or by
  following the chart listed below based on a chart from the
  Dungeon Master's Guide with a few adjustments. Attunment
  also has been unchanged from the rules set down in 5e, only
  a few items require attuning.
  Magic Item Rarity
  Rarity
  Value
  Common
  1-100 Galleons
  Uncommon
  101-750 Galleons
  Rare
  751-5,000 Galleons
  Very Rare
  5,001-25,000 Galleons
  Legendary
  25,001+ Galleons
  Magical Items A-Z
  Astral Watch
  Uncommon, Requires Attunment
  In the wizarding world, it is a common coming of age gift for
  young adult wizards to receive a pocket watch. Unlike
  traditional clock faces however, these watches have 12 hands
  and 12 planets on the face that seem to circle around it
  seamlessly. Once attuned, the owner of the watch can not
  only tell the exact time, but also the location of the planets in
  the night sky regardless of the time of day.
  It is able to use one of it's hands to point the owner towards
  the direction of a place or item the owner ask for.
  Decoy Detonators
  Common, Location: Weasleys' Wizarding Wheezes
  A strange looking creation of the Weasley twins. It looks like
  a 10-inch tall bicycle horn walking on stubby little windup toy
  body (though no arms) and topped with a set of cymbals. It is
  an all single-use, all black item meant to cause disruptions in
  class but is equally useful to distract enemies.
  Once wound up it will walk forward 15 feet before loudly
  banging it's cymbals and honking it's horn at which point it
  begins running around. It has a movement speed of 10 feet
  and when it runs into a solid object it simply turn 9O°
  clockwise and begin running again. It will do this for a total of
  5 minutes before shutting down and exhausting all of it's
  energy. Once used up, the item cannot be recharged and is
  simply a funny little toy.
  When used in combat, the device goes immediately at the
  beginning of each turn after it is activated regardless of
  initiative. It continues to move straight forward 10 feet until
  hitting a solid object and turning. It has 5 HP and if destroyed
  it explodes in a blast of Peruvian Instant Darkness Powder,
  blinding all within 15 feet of the explosion for the duration of
  the Powder.
  Deluminator (Put-Outer)
  Uncommon
  Originally invented by Albus Dumbledore, the Deluminators
  that are produced today are a pale comparison to
  Dumbledores invention. It takes the appearance of a silver
  Zippo lighter but when the spark wheel is turned it sucks in
  the nearest source of light within 30 feet of it. It can hold a
  maximum of 3 sources of light before needing to empty it. to
  empty of Deluminator of whatever light it has stored the user
  simply performs two quick turns with the spark wheel. The
  light stored inside of the Deluminators last indefinitely, until
  emptied or returned.
  Once emptied, the light will return to it's original source
  unless the user is outside of the items range. If they are
  outside of the items range then the lights will simply float a
  few inches above where the Deluminators was sparked,
  remaining still. The light cannot be moved around but it does
  follow the Deluminator it spawned from. Lights have a
  movement speed of 5.
  Deluminators do not have the ability to suck in sources of
  light that are not created through electrical or magical
  means. It cannot absorb light made from fire but can absorb
  light made from the Lumos charm.
  Extendable Ear
  Common, Location: Weasleys' Wizarding Wheezes
  A 10-foot long flesh colored cord, applying one end into your
  own ear allows you to hear anything on the other side as if
  you were standing right there. Once the object is placed in
  the users ear the other end sprouts an exact replica of their
  ear and changing the color of the cord to their skin tone until
  the cord is removed from the user. Once the cord is fitted into
  the users ear they can control where the other end goes using
  their thoughts.
  23
  
  Stepping on the cord or knotting it does not impeded the
  sound from traveling to one end or the other. However the
  cord cannot move through objects and cannot be fit under
  objects flush with the ground, walls, or ceiling.
  Gubraithian Lantern
  Very Rare
  An oil lantern enchanted with the forever burning
  Gubraithian fire. it requires no fuel of any sort to function and
  can even burn under water.
  The lantern offers a 25-foot radius of light. It cannot be
  turned off by any means but it can be covered up or locked
  away to keep the light from showing. The light can be blocked
  by means such as Peruvian Instant Darkness Powder.
  The lantern is also capable of giving off heat when the
  casing door is opened. The heat is hot enough to boil water
  and melt most forms of ice.
  Hand of Glory
  Legendary, Requires Attunment
  a desiccated, shriveled hand of a murderer. Hands of glory are
  legendary items, created by dark wizards to serve their
  nefarious purposes.
  The hand instinctively latches onto anything put within
  reach of it's fingers, requiring a Strength saving throw of DC
  10 to break free. If the object is entrusted with a small object
  to hold onto it won't let go except through force, requiring a
  Strength check of 10 or higher to break it free.
  Once attuned the object recognizes it's owner and will not
  attempt to grasp them to death, and freely relinquishes it's
  hold of objects.
  The true purpose of the hand is to create as source of
  impenetrable light for the holder of the hand only by placing a
  candle in it's grasp. The light cannot be absorbed, put out,
  covered up, or extinguished in anyway unless the holder lets
  go of the hand.
  Invisibility cloak
  Very Rare
  A flowing, silvery cloak six feet in length. When worn it
  renders the user completely invisible. By studying the designs
  and magics of the original Invisibility Cloak, makers have
  been able to make the enchantments stronger. Cloaks only
  begin losing their effectiveness after several decades.
  The invisibility isn't perfect, for example the cloaks can be
  seen through using certain spells. It also doesn't mask the
  user from items using a Homonculous charm such as
  Marauders Maps.
  "Jinx-Off"
  Uncommon, Location: Weasleys' Wizarding Wheezes
  A ridiculous looking turquoise hat, robe, and pair of gloves.
  Originally intended to mess with people by repelling jinxes
  one would dare them to try on them, it is now a common item
  for ministry officials.
  The enchantment is designed to repel all jinxes and hexes
  of a difficulty for year 3 or lower. Others are unfortunately too
  strong for the enchantment to protect the wearer from. If all
  three items are not worn at the same time, then the
  enchantment has no effect.
  Magic Penknife
  Rare
  An enchanted penknife commonly used by thieves and
  rambunctious teens. When the blade is slid between a
  doorframe and lock it somehow magically unlocks it. The
  only exceptions are doors glued shut, doors enchanted to
  require answers to open, or doors where no discernible lock
  is in place. The knife itself does 1d4 Slashing and Piercing
  damage, if you have absolutely no alternative to injure
  someone.
  Mokeskin Pouch (Small)
  Uncommon, Requires Attunment
  A small circular pouch of silvery green leather, mokeskin
  pouches are unique for they shrink when anyone but the
  owner tries to open it until they're the size of a marble.
  Ownership is determined once attuned, and only at the death
  of an owner can the item be passed on.
  The small pouch has a much larger area inside it than
  appearances would suggest. With a diameter of 2 feet at the
  mouth and 4 foot depth it can hold an assortment of larger
  items safely to a maximum weight of 25 pounds. They are
  most often used as money pouches.
  Omnioculars
  Uncommon
  Magical brass binoculars with several knobs and levers
  jutting out the sides. which can slow down, speed up, reverse,
  or stop the time of an image seen through them. They can
  only focus on one image at a time. Omnioculars make all
  objects appear 10x closer than they are.
  The image last indefinitely in the lens of the omnioculars
  but only within a 30 second frame of time; starting 15
  seconds before the image and 15 seconds after the image.
  The image can be replayed until it is released by pressing
  down the record lever. Flipping it up captures all movements
  seen from the lenses from the moment the lever was flipped
  for the 30 second time frame.
  They can in fact be used as regular binoculars when the
  record lever is flipped down.
  Peruvian Instant Darkness Powder
  Common, Location: Weasleys' Wizarding Wheezes
  A single use item, it is a Small sachet filled with pitch black
  power. Once tossed in the air the sachet explodes, blowing
  out the powder which takes the form of a dense black fog,
  filling a radius of 30 feet. Friend nor foe cannot see through
  it, blinding all those within it's radius when it impacted and
  blocking them from view. Those who walk into the fog after
  it's impact are not blinded, but cannot see past the
  obstruction.
  24
  
  even the Lumos charm is ineffective; however Lumos
  Maxima and Hands of Glory can still bestow light to the
  wielder and giving them safe passage through.
  The cloud dissipates after 5 minutes, and it can be blown
  away by any object or spells that are capable of such feats.
  Quills
  Common, Location: Weasleys' Wizarding Wheezes
  Witches and wizards generally write on long sheets of
  parchment using quills and ink bottles. Not surprisingly, there
  are a number of unique enchanted quills that have sprung up
  throughout time in various shops. The enchantment on quills
  are very weak and as such they only last for approximately a
  weeks time before needing to be replaced. Many enchanted
  quills function independently of the user and have their own
  supplies of magical ink that only dries out once they lose their
  enchantment.
  d12
  Quill Type
  1-3
  Quick Quotes
  4-6
  Self Writing
  7-9
  Smart answer
  10-12
  Spell Checking
  Quick Quotes Quill: A quill of acid green coloration, it
  instinctively writes in the fashion of the user after they suck
  on the nib for a second. The quill will need to either be fed
  paper or picked back up to deactivate it or it will write on
  everything.
  The quill begins quoting whatever the person nearest to it
  is saying, which is great for taking notes. Just remember it
  quotes things in the users writing style and voice.
  Self Writing Quill: A small sky blue quill similar in
  function to the Quick Quotes quill, this quill will simply begin
  recording any conversation it hears within 15 feet of it until
  the nub is capped.
  Smart Answer Quill: An enchanted quill with a shimmery
  silver feather, when a person is holding the quill it will guide
  their hand when writing answers down, giving them the
  correct one most of the time.
  users of the quill gain a +5 bonus to all checks made during
  exams and quizzes when in possession of the quill. Users
  however must make a Stealth check after every other check
  to determine if they get caught. Getting caught is immediate
  detention.
  Spell Checking Quill: A tall, bright red plumed quill, it will
  begin correcting the spelling of any piece of parchment its
  nub touches by crossing the mistaken spelling out and
  rewriting it, all in red ink.
  Remeberall
  Common
  Small glass orbs enwreathed by a single golden band,
  normally filled with a dense white smoke. When a person
  holds it in their hands, the smoke will turn a deep crimson
  red if they are forgetting something.
  A remeberall cannot however tell you what you are
  forgetting.
  The Resurrection Stone
  Legendary
  One of the fabled Deathly Hallows, it was last used by Harry
  Potter before confronting Lord Voldemort in the Forbidden
  Forest.
  Though it has since been lost, powerful artifacts don't stay
  that way forever.
  The stone can summon those closest to the holder back
  from the dead as shades by turning it three times in their
  hand. The shades cannot interact with anyone not holding the
  stone, or the world around them. Never the less, they due
  exude an aura similar to that of a Patronus and dark
  creatures are unable to come near the holder entirely while at
  least a single shade is present.
  Shield Robes
  Uncommon, Location: Weasleys' Wizarding Wheezes
  Basic black robes enchanted with a basic Protego charm.
  The robe offers an AC bonus of 3+ the wearers Magical
  Theory modifier to all spell attacks but is ineffective towards
  physical attacks. Useful when fighting fellow witches and
  wizards, but unlikely to help when trying to take down a
  Hippogriff.
  Sneakoscope
  common
  Similar in appearance to rememberalls but with what
  appears to be a complex clockwork top inside instead of
  smoke. These items come in a variety of sizes but they all
  have the same function. When those of dubious or malicious
  intent are within it's range the top springs to life and begins
  emitting a whirring sound. They cannot be fooled by any
  known means and can even sense intent those transformed
  into creatures.
  The sneakoscope cannot warn you exactly who is plotting
  or even what it is they are plotting. Generally it is hard to use
  in Hogwarts because of the amount of students planning
  various pranks, but is much more useful when in the outside
  world.
  The size of the sneakoscope determines the range it can
  work within.
  size
  Range
  Tiny (diameter of 1 inch)
  25 feet
  Small (diameter of 5 inches)
  50 feet
  Medium (diameter of 10 inches)
  150 feet
  Large (diameter of 18 inches)
  300 feet
  Two-Way Mirror Set
  Rare
  Enchanted rectangular hand mirrors. When one person
  speaks to the mirror they hold, it's pair acts as a microphone
  until someone picks it up by which point the two may see and
  converse with each other.
  25
  
  The mirrors can be used by anyone at anytime but they only
  connect with each other. Even when shattered, a shard of the
  mirror can still be used to communicate with it's pair. No
  distance apart blocks the mirrors ability to communicate with
  each other. As long as both pairs are held by someone they
  create a window to see where the other is.
  Weasleys' Patented Marauders Map
  Legendary, Location: Weasleys' Wizarding Wheezes
  An enchanted map of the Hogwarts Castle, this item is based
  off of a confiscated item the Weasley twins found during their
  first year at Hogwarts.
  Much like the original, the map is imbued with the powerful
  Homonculus charm, tracking the movements of all within the
  maps range. It also tells you how to get into secret passages
  and areas normally accessible by the castles staff and faculty,
  such as the kitchens.
  The map is not fooled by invisibility cloaks, animagi, or
  polyjuice potion. However, the map cannot differentiate
  between those with the same name (as it doesn't track middle
  names or titles), and it cannot answer which password is
  needed to get into the common rooms or headmaster study.
  Purchasing Items
  Hogwarts is home itself to two merchant characters; Argus
  Pince the Caretaker, and Madame Longbottom, the matron.
  Pince the caretaker is very much considered yo be bad at his
  job. Besides generally delegating cleaning duties to various
  house elves, he also runs a sort of contraband shop out of his
  office. He sells up to 10 different items a day, chosen at
  random from the Weasleys Wizarding Wheezes Reward
  Chart often times these items were confiscated from
  students by prefects. He only runs the shop on the weekends
  from 5pm-8pm, so hurry before supplies run out.
  Madame Longbottom is the current matron of Hogwarts and
  the wife of the Herbology professor, Neville Longbottom. She
  is a rather distracted, but well meaning, older woman who
  supplies students with sweets and healing poultices. The
  sweets she sells are determined by using the Sweets Reward
  Chart and she always has an ample supply of poultices for
  students to buy. Healing Poultices offer 2d4 +2 of HP before
  running dry. She will gladly sell supplies to students
  throughout the week, but only between 3pm-8pm.
  The Ghoul Shop
  Hogwarts is home to a striking number of secrets. Hidden
  passage ways, secret rooms, and unfounded treasures; there
  is a plethora of places to find and explore. Amongst these
  secrets is the Ghoul Shop. Once a week, a strange ghoul can
  be found in the castle peddling his various wares. Where the
  shop is set up or even when is unknown; however there are a
  couple methods used for tracking the ghoul down. The ghoul
  does appear on the Marauders Map, simply named as
  “Ghoul”. Certain feats may also give a player the ability to find
  the ghoul easier. If all else fails, a series of well placed
  investigation checks may yield the ghouls location.
  The Ghoul stocks a total of 6 items at once. These items
  may be hand picked by the DM or randomly selected from
  any of the provided list. The Ghoul does not sell spellbooks,
  enchanting manuals, or magic items of very rare or higher
  quality. Use the chart below to help determine what types of
  items may appear in the shop.
  d20
  Item
  1-10
  Sweets
  11-15
  Joke Items
  16-17
  Common Magical Item
  18-19
  Uncommon Magical Item
  20
  Rare magical Item
  26
  The ghoul
  Ghouls in Harry potter are roughly human sized
  (Medium) with slimy bald skin of various colors.
  They have large, pupil less, lantern like eyes and are
  generally a nuisance (though some have been
  described as violent or murderous).
  The Ghoul who runs the shop is of a brownish color
  and with yellow eyes. He has a very toothy grin,
  missing a noticeable amount of teeth, and seems to
  only talk in grunts and gestures (as most ghouls
  do). He wears a baroque inspired outfit of turquoise
  and wears a bannisters wig, along with a fine cake
  of powder on his face. He is prone e to grabbing
  students and dragging them to items he feels they
  may particularly be interested in. Though he is
  friendly, it is not wise to cross the Ghoul as any
  slight at him will cause him to close up his shop
  and not reopen for a few weeks. Generally each
  item will have a note with a description and listing
  it's price next to it. Occasionally, the notes can
  have special request on them as payment versus
  coins (this is up to the DM if he wan't to railroad
  the party in a specific direction).
  The Ghoul lives in the deep sewers and his lair is
  filled with a mountain of coins, jewels, and assorted
  treasures. His motives for collecting things is
  unknown, possibly because he simply likes shiny
  things. Though he isn't magic, he has access to a
  number of useful items that allow him to peddle his
  wares and not worry about theft. For example his
  outfit seems to repel all spells cast at it. His
  pockets are filled with Peruvian Instant Darkness
  Powder and when anyone so much as makes a
  move to steal from or harm the Ghoul he will
  vanish with all of his supplies until he feels safe to
  return.
  
  Chapter 7: Living Basics and Courses at
  Hogwarts
  H
  ogwarts School of Witchcraft & Wizardry is
  the main portion of the game. Students begin
  attending at age eleven and graduate at age
  17 or 18. As such much of the story will take
  place during this time period. A single
  campaign can be stretched into a school year,
  depending on what the DM has in store.
  Underage wizards aren’t supposed to use magic outside of
  school and as such there is little room for adventure during
  the two month break. However, there is room for character
  growth during that period and even though in life threatening
  situations they can use magic to defend themselves. In areas
  not populated by muggles (such as Diagon Alley and
  Hogsmeade) they can use magic freely. This chapter will
  cover the basics of living within Hogwarts, along with a
  section about classes and workloads and how they will
  function and be used.
  The difficulty of interpreting courses
  Courses in Harry Potter are a literary device, generally for the
  characters to interact with each other and garner information
  for the plot. Unfortunately, while going over this section, I
  came across a number of issues.
  Firstly, actual schedules are difficult to interpret from
  information garnered in the books. While a general outline of
  when classes happen is presented (morning, evening,
  midnight) there is no hundred percent list for each year what
  exact times the classes happen.
  Secondly all the courses we see in the main series are from
  the perspective of Gryffindor students. It leaves alot of
  information missing for a game that should be able to
  incorporate all houses.
  Finally, while classes are central to the Harry Potter story
  format, every DM will have their own ideas of how they should
  be run. Please feel free to leave me any and all suggestions of
  how courses should be ran.
  Needs
  As in 5e, a characters needs play a factor into how effective
  they are to the overall unit. Sleepy students cannot study;
  hungry Aurors cannot think straight.
  One pound of food a day is needed to survive. While at
  Hogwarts, meals are provided at separate times throughout
  the day. Breakfast begins at 7:00am-9:00am, Lunch 12:00pm-
  2:00pm, and dinner 6:00pm-8:00pm. The meals at Hogwarts
  have a large selection of traditional English meals such as
  blood pudding, steak and kidney pie, bangers and mash, ect.
  When outside of Hogwarts, many pubs and restaurants
  exist within both the muggle and wizarding worlds. If in the
  event you are miles away from a village, hopefully you’ve
  prepared rations and such.
  Sleep is also a requirement for a successful life. Students
  have their own beds in their house dormitory, and between
  the hours of 8pm-8am they have the availability to get a long
  rest. Naps count as a short rest, though napping in class in
  unadvised as you may lose house points or detention.
  Hogwarts Trimesters and
  special events
  Students in the wizarding world spend much of their pre-
  teen/young adult life in the care of their countries respective
  schools. Some schools may be day schools. (much like what
  we think of as school), and some are boardings schools.
  Hogwarts falls into the later category.
  Students spend ten months out of the year in school for a
  period of three trimesters. Starting on September 1st,
  students board the Hogwarts Express from platform 9 3/4 to
  take them to school. In December comes their first vacation
  and the end of the first trimester; Christmas. Following
  Christmas break they then proceed until Easter, which marks
  the end of the second trimester. Finally they continue their
  lessons until they depart from Hogsmeade station at the end
  of June for their summer vacation, marking their final
  trimester.
  Hogwarts has been home to a number of special events,
  such as the Triwizard Tournament, and host their own, such
  as the holiday feast. Holidays tend to be a time of joy and
  mirth within Hogwarts, even if there are only small pockets of
  students left during those times. Halloween is the first major
  feast students experience. Christmas break follows which is a
  time the majority of the students return home for a week;
  though arguably it is the best time for snooping around since
  there are no classes. Following Christmas, the students
  continue onto the Easter break and feast.
  Previously 3rd year and older students could visit the
  village of Hogsmeade once a trimester. However, Hogsmeade
  is a hub village with plenty of shops and opportunities for
  mischief and finding quest. Therefor, it seems it may do
  better to have it as a one weekend a month where students of
  all ages may go. This is optional, and up to the DM for how
  they would like to proceed.
  27
  
  Courses, Schedules,
  Learning in the Classroom
  Classes are an important part of any Harry Potter based
  game. They are were you will meet your teachers, your
  classmates, and discuss your plans. More importantly, it is
  where you will learn spells. Unlike found, bought, or earned
  spellbooks, spells taught in classes do not require a
  downtime activity to learn, rather they require passing the
  challenges set up for the day. These can be a series of ability
  and skill checks, or successfully completing practical studies
  (such as fighting down creatures or successfully completing
  mazes or puzzles).
  Spells learned in classes will only be equivalent to your
  current year; however spells of a higher year can still be
  found, bought, or earned based on the discretion of the DM.
  Some spells may not be learned in a specific year, in which
  case they can still be found, bought, or earned as spellbooks.
  Generally, the classes are used within the stories to convey
  information to the characters. Likewise, within the story it
  presents an opportunity for the players to interact with their
  teachers and fellow students.
  Learning
  Courses will follow several patterns of learning; Exams, Note
  Taking, and Practical Lessons. Though not strictly required
  for the game, they can add an extra layer of challenge to the
  game.
  Exams: All classes have an exam portion to them. Passing
  exams require successful Intelligence checks.
  Note Taking: Generally notes are taken during speeches, and
  better notes will result in advantage on exams.
  Practical Lessons: Likely the most common form of classes
  the players will encounter, this is where they learn spells
  and combat most creatures.
  Courses
  The four houses of Hogwarts share classes together. Some
  classes may be done with only your house, others may be
  shared with all houses. Schedules will change every year, and
  different classes will take place at different days and different
  hours. All of the classes (except Astronomy) are taught in
  pairs between the houses.
  Some extracurricular classes have varying number of
  students. For example the least popular options, such as
  Arithmancy and Muggle Studies, don’t have a ton of sign up
  and as such just combine all houses into their hours. Other
  classes, such as Care of Magical Creatures, have to combine
  two houses like a core class.
  The seven core classes taught at Hogwarts are classes that
  students must take until their sixth year are as follows:
  Astronomy: The study of the stars and heavens. Astronomy
  work generally requires memorizing star patterns and the
  movement of the planets while correctly describing their
  traits and drawing out diagrams of them. Astronomy
  classes are held Monday-Thursdays at midnight.
  Charms: A field of magic that focuses on altering the
  preexisting conditions of an item, changing it’s color or
  weight. Charms classes focus on practical training,
  generally testing spells on fellow classmates or creatures.
  Defense against the Dark Arts: Defense against the Dark
  Arts is one of the most practical of the Hogwarts courses.
  You will learn charms, jinxes, hexes, and curses in this
  course in preparation to defend yourself. Not only do you
  learn defense, but also how to combat dark and malevolent
  creatures, often times either tracking them down on the
  ground or by them being brought into class.
  Herbology: A very hands on course, you will be learning
  about and maintaining a number of magical plants, herbs,
  and fungi. For the aspiring potioneer, this is a required
  course .
  History of Magic: Considered the most boring course in
  Hogwarts long history, it teaches the fundamentals of the
  wizarding worlds history. This is a notes and exam only
  course, and is generally dropped by most students by their
  six year.
  Potions: Every witch or wizard can use potions in their daily
  lives. From brewing simple home remedies for the
  common cold to the complex and dangerous Polyjuice
  Potion (mainly used for espionage by Aurors), it is one of
  the most useful courses students can take. The class
  consist of potion theory (how reagents can possibly interact
  with each other) and actual potion making.
  Transfiguration: Similar to charms, transfiguration focuses
  on transforming an objects being; altering it’s main
  structure and purpose. Spells that give facsimile of life to
  inanimate objects, or transforms them to other things. You
  spend most classes testing your abilities to transfigure.
  After their second year, students choose (at least) two elective
  classes:
  Arithmancy: An obscure branch of divination, it is predicting
  the future using advanced mathematical formulations.
  Care of Magical Creatures: An extremely practical class,
  players will interact with various creatures and best.
  Divination: A course focusing on predicting the future
  through various methods such as tea leaves and crystal ball
  gazing.
  Muggle Studies: Not the most interesting class, nevertheless
  it is a recommended course for those looking to work in
  the field. Helps non-muggleborn wizards learn to interact
  with the non-magical folk easier by understanding them
  slightly better.
  Study of Ancient Runes: A straightforward course, you learn
  how to read and interpret ancient runes found scattered
  throughout the wizarding world.
  28
  
  Chapter 8: Spell List
  Year 1
  Charms
  Aberto
  Alohomora
  Aparecium
  Baubillious
  Colloportus
  Colovaria
  Diffindo
  Incendio
  Incendio Frigus
  Locomotor
  Lumos
  Lumos Maxima
  Lumos Solem
  Nox
  Periculum
  “Point Me”
  Reparo
  Scourgify
  Spongify
  Verdimillious
  Wingardium Leviosa
  Transfiguration
  Aguamenti
  Crinus Muto
  Lapifors
  Jinxes & hexes
  Cantis
  Colloshoo
  Epoximise
  Mucus ad Nauseam
  Rictusempra
  Steleus
  Curses
  Arania Exumai
  Locomotor Wibbly
  Locomotor Mortis
  Petrificus Totalus
  Counters
  Finite
  Protego
  Healing Spells
  Anapneo
  Year 2
  Charms
  Arresto Momentum
  Engorgio
  Erecto
  Expelliarmus
  Impervius
  Informous
  Reducio
  Transfiguration
  Avifors
  Fumos
  Jinxes & hexes
  Alarte Ascendare
  Flipendo
  Flipendo Duo
  Illegibilus
  Slugulus Eructo
  Tarantallegra
  Curses
  Everte Statum
  Mimblewimble
  Year 3
  Charms
  Bublet
  Carpe Retractum
  Glacius
  Glacius Duo
  Glacius Tria
  Herbifors
  Incendio Duo
  Mobiliarbus
  Mobilicorpus
  Muffliato
  Quietus
  Revelio
  Sonorus
  Transfiguration
  Draconifors
  Jinxes & hexes
  Mucus ad Vespertilio
  Bombarda
  Densaugeo
  Levicorpus
  Relashio
  Riddikulus
  Waddiwasi
  Curses
  Expulso
  Flipendo Tria
  Orbis
  Counters
  Finite Incantatem
  Healing Spells
  Episkey
  Year 4
  Charms
  Accio
  Depulso
  Herbivicus
  Obscuro
  Transfiguration
  Orchideous
  Jinxes & hexes
  Entomorphis
  Furnunculus
  Year 5
  Charms
  Ascendio
  Confundo
  Deletrius
  Descendo
  Duro
  Flagrate
  Geminio
  Silencio
  Transfiguration
  Defodio
  Evanesco
  Glisseo
  Jinxes & hexes
  Anteoculatia
  Ebublio
  Impedimenta
  Inflatus
  Langlock
  Curses
  Calvario
  Conjunctivito
  Reducto
  Stupefy
  Counters
  Protego Horribilis
  Protego Totalum
  Healing Spells
  Ferula
  Rennervate
  Year 6
  Charms
  Cave Inimicum
  Deprimo
  Homenum Revelio
  Incendio Tria
  Transfiguration
  Aqua Eructo
  Avis
  Jinxes & hexes
  Bombarda Maxima
  Oppugno
  Year 7
  Charms
  Expecto Patronum
  Fianto Duri
  Partis Temporus
  Portus
  Transfiguration
  Diminuendo
  Piertotum Locomotor
  Serpensortia
  Curses
  Avada Kedavra
  Confringo
  Crucio
  Imperio
  Incarcerous
  Sectumsempra
  Counters
  Protego Maxima
  Healing Spells
  Brackium Emendo
  Vulnera Sanentur
  29
  
  Chapter 9: Charms
  C
  harm spells are numerous, do to the fact that they
  are much easier than transfiguration and equally
  as useful. Charm alter a targets fundamental
  response such as their actions, reactions, and
  capabilities (to an extent). Unlike Transfiguration,
  which alters a targets make up and composition,
  charms aim simply alter the target to work for the
  caster. In some cases, the caster will conjure up temporary
  effects.
  These range from the useful Scouring Charm that all
  households need to know, to the invaluable Shielding Charm;
  an invisible and powerful shield that protects the caster from
  harmful spells. In this section we will alphabetically list many
  of the most useful charms in the wizarding world, along with
  the year they are normally taught at Hogwarts.
  Aberto (Opening Charm)
  First Year
  Pronunciation: Uh-bare-toe
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Instantaneous
  A Charm used to open objects such as doors or windows.
  Does not work on locked objects, nor bewitched objects
  requiring a password or passphrase to answer.
  Accio (Summoning Charm)
  Fourth Year
  Pronunciation: AS-see-oh
  Casting Time: Instant
  Range: 1000 feet
  Component: V, S
  Duration: Instantaneous
  This charm summons an object to the caster. It can be used
  in two ways; either by casting the charm and then naming the
  object desired, or by pointing your wand at the desired object
  during or immediately following the incantation to "pull" the
  target toward the caster; after the incantation, the item the
  caster is trying to summon must be clearly named. The caster
  must roll a Wisdom saving throw (DC 10) to summon objects
  they cannot see. The caster doesn't necessarily need to know
  the location of the target if they say the name of the object to
  be summoned, it just has to be within range.
  Alohomora (Unlocking Charm)
  First Year
  Pronunciation: al-LOH-ha-MOHR-ah
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Instantaneous
  Used to unlock locked objects; it can unseal objects upon
  which the Locking Spell has been cast, although it is possible
  to bewitch objects to resist the spell if the object itself
  requires something other than a key to unlock it (such as
  puzzles or passwords).
  Aparecium (Revealing Charm)
  First Year
  Pronunciation: AH-par-EE-see-um
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Instantaneous
  This spell is used to render invisible ink visible. Can only be
  used one page at a time.
  Arresto Momentum (Decrease Velocity
  Charm)
  third Year
  Pronunciation: ah-REST-oh mo-MEN-tum
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Up to 10 minutes or until target hits the ground
  Used to decrease the velocity of a moving target; it should be
  noted that it can be used on multiple targets, as well as on the
  caster himself. Does not stop the target, simply slows them
  down.
  Doubles the height needed for fall damage to take effect; Fall
  damage will only occur every 20ft. to a maximum height of
  200ft.
  Ascendio (Sudden Rise Charm)
  Fifth Year
  Pronunciation: ah-SEN-dee-oh
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: 30 seconds
  Lifts the casters wand high into the air. The wand will shoot
  up and not be slowed down by anything holding onto it (such
  as the caster). One must be very careful, for serious damage
  can occur, either from falling or shooting into an object.
  The wand will fly to a maximum height of 40ft. And a
  maximum distance of 30ft. The wand will only fly upwards. If
  the caster hits an object while flying they will take an instant
  4d10 bludgeoning damage.
  Baubillious (Bauble Charm)
  First Year
  Pronunciation: baw-BIL-ee-us
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: 3 days
  30
  
  Creates golden baubles from the tip of the casters wand that
  emit a faint 10ft. radius of light. They simply float in place,
  hovering slightly. The bauble size is variable, can be made
  larger or smaller with concentration but the amount of light
  does not change. They can be moved around freely and
  simply float until popped (like a bubble) with a wand or will
  eventually dissipate after several days. Fun to look at, almost
  completely useless.
  Bublet (Bubble-Head Charm)
  Third Year
  Pronunciation: bub-let
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Up to 1 hour, or until popped
  Produces a large, clear bubble of air around the head of the
  user; it is commonly used as the wizarding equivalent of a
  breathing set. The bubble is strong enough to withstand a
  massive source of encompassing pressure (such as being
  submerged in water). Despite being an enclosed area, you
  cannot suffocate within the bubble. To remove the charm,
  simply pop it using the tip of any wand.
  Caeruleum (Blue-Flare Charm)
  Pronunciation: SAY-rue-lee-um
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 1 round, 10 minutes
  A spell that shoots a weak blue flares out the tip of the
  casters wand. The flare emits a light source within a 20ft.
  radius of it’s location for one round of combat, or 10 minutes
  outside of combat.
  The flare does 1d4 bludgeoning damage in combat, and
  sticks to the target for the remainder of the round unless
  extinguished.
  Carpe Retractum (Seize and Pull Charm)
  Third Year
  Pronunciation: CAR-pay ruh-TRACK-tum
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Until broken or released
  Produces a three pronged swirling orange rope made of light
  from the caster's wand, which will wrap around and
  potentially pull a target toward the caster. When used on
  inanimate objects caster must make an Strength saving
  throw (DC 10). If succesful, the object is pulled towards the
  caster. If failed or used on immovable objects, the caster will
  be pulled towards the object instead.
  Living targets of Medium size must make a Strength saving
  throw (DC 10). If they succeed, then they reverse the pull
  effect and pull the caster towards them.
  Targets of Large or Gargantuan size resist the pull effect,
  instead the caster will be pulled towards them automatically.
  Cannot work on non-corporeal or non-physically solid objects.
  Creatures (Such as Oozes) are immune, the rope will simply
  shoot through them and flop around.
  Cave Inimicum (Safe-Space Charm)
  Sixth Year
  Pronunciation: KAH-vay ih-NIH-mih-kum
  Casting Time: 10 minutes
  Range: 5 feet
  Component: V, S
  Duration: 1 day
  The caster draws out a space (with a maximum radius of 25
  feet) that will hide all traces of the caster and anyone else
  within the space from those outside it. Once the caster leaves
  the space, or someone else enters, the charm is instantly
  broken.
  Colloportus (Locking Charm)
  First Year
  Pronunciation: cul-loh-POR-tus
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Indefinitely
  Locks things that can be locked, but only if they have a
  functional locking mechanism. This spell does not create a
  lock, it simply utilizes the mechanism in place. If there is no
  lock, the spell fails.
  Colovaria (Color Change Charm)
  First Year
  Pronunciation: co-loh-VA-riah
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Indefinitely
  Changes the target items color. Works on inanimate objects
  that can be dyed; objects such as banners, robes, or
  parchment. Will also work on certain charms and spells
  (such as Baubillious) to change their colors. The color is
  determined by the caster, they must simply say it out loud
  after the incantation. Will not work on living targets, or parts
  of living targets (such as hair or nails).
  Confundo (Confundus Charm)
  Fifth Year
  Pronunciation: con-FUN-doh
  Casting Time: Instant
  Range: 60 feet
  Component: V, S
  Duration: 3 rounds, 1 hour, concentration
  Causes the victim to become confused and befuddled. Target
  must make a Wisdom saving throw (DC 15) to resist the
  effects; If they fail they gain the stunned condition.
  31
  
  During combat, affected targets retain the condition for 3
  rounds or until countered. The caster can choose to focus
  concentration on the target, holding the condition indefinitely
  until attacked or they release it.
  Deletrius (Eradication Charm)
  Fifth Year
  Pronunciation: deh-LEE-tree-us
  Casting Time: Instant
  Range: Self (10-foot cone)
  Component: V, S
  Duration: Instantaneous, concentration
  Despite the name, the spell is simply used to dissipate non-
  corporeal fogs and mist, will work on very thin or fine
  physical objects (such as parchment or leaves). Can be used
  to dissipate certain spells, charms, and items causing such
  effects. To remove larger hazards, objects, or spells caster
  will have to use it as a concentration spell, making them
  vulnerable.
  The caster can remove every applicable effect within a 10
  foot cone of their wand tip. Everyminute of concentration ,the
  cone expands infintiely outwards, up to a 30ft. cone.
  Depulso (Banishing Charm)
  Fourth Year
  Pronunciation: deh-PUL-soh
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: Instantaneous
  The opposite of the summoning charm, this spell is used to
  make the target fly toward a specific location. The object in
  question must be seen by the caster, either directly or
  through objects (such as mirrors). Object can be sent as far as
  60 feet away from the caster.
  Sufficently sturdy objects can be weaponized, doing 1d6 per
  10ft. of range they are expelled. Damage type is determined
  by the objects.
  Deprimo (Depression Charm)
  Sixth Year
  Pronunciation: DEE-prih-moh
  Casting Time: 10 minutes
  Range: 15 feet
  Component: V, S
  Duration: Concentration, up to 10 minutes
  This spell places immense downward pressure on the target,
  which may result in the violent fracturing of said target. The
  pressure buildup isn’t instant, and the target must remain
  still. Can easily be avoided by simply moving, thus living
  targets are not recommended. If used on an immobilized
  living target, does 2d10 force damage per round that the
  target remains within range.
  Descendo (Shooting Down Charm)
  Fifth Year
  Pronunciation: deh-SEN-doh
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: 30 seconds
  The opposite of Ascendio, this spell causes the caster wand
  to move downwards. Much like it’s complimentary cousin,
  caution must be taken with this spell for clumsy and
  unprepared users are prone to damage or injury.
  The wand will fly to a maximum height of 40ft. And a
  maximum distance of 30ft. The wand however only flys
  downwards. It is not recommended to use on solid ground, or
  the caster takes 4d10 bludgeoning damage from flinging into
  the ground.
  Diffindo (Severing Charm)
  First Year
  Pronunciation: dih-FIN-doh
  Casting Time: Instant
  Range: Touch, 15 feet
  Component: V, S
  Duration: Instantaneous, concentration
  Rips, tears, cuts, or shreds a few inches from the point of the
  wand or up to 15 feet. It is essentially the magical equivalent
  of a pair of scissors. If used as a concentration, the spell can
  be used to continuasly cut an object.
  Can cause minor injuries if used in combat, targets take 1d4
  slicing damage. Once cast, players may choose to leave it
  active as a concentration. If used as a concentration in
  combat, targets within range at the begining of the casters
  next turn all take 1d4 slicing damage, no attack roll
  necessary.
  Dissendium (Charm)
  Unknown
  Pronunciation: dih-SEN-dee-um
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Instantaneous
  Can open certain secret passages within Hogwarts. Has no
  effect outside of these passages however.
  Duro (Hardening Charm)
  Fifth Year
  Pronunciation: DOO-roh
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: Indefinitely
  This charm transforms the target into solid stone. Living
  targets must make a Strength saving throw (DC 15) or be
  turned to stone and gain the petrified condition. Condition
  will last until countered or the statue is shattered.
  Inanimate objects transformed will noticably appear to be
  made of rock.
  Engorgio (Engorgement Charm)
  Second Year
  Pronunciation: en-GOR-jee-oh
  32
  
  Casting Time: Concentration
  Range: 5 feet
  Component: V, S
  Duration: Indefinitely
  Causes the target to swell in physical size. Target will
  continue growing until the caster stops concentrating,
  allowing it to remain one size larger until countered or
  reversed.
  Erecto (Setup Charm)
  Second Year
  Pronunciation: eh-RECK-toh
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: Indefinitely
  Used to erect a structure, such as tents or a canopy. To use
  the spell, the structure must have an established support
  system or it won’t work.
  Expecto Patronum (Patronus Charm)
  Seventh Year
  Pronunciation: ecks-PECK-toh pah-TROH-numb
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: concentration
  This charm is a defensive spell which will conjure a spirit-like
  incarnation of their positive emotions to defend against dark
  creatures; it can also send messages to other witches or
  wizards. It seems one's Patronus will take the form of
  something important to the caster and can change when one
  has undergone a period of heightened emotion. A patronus
  has some level of sentience, and can be given a certain level
  of free reign as well (such as pacing). However they have no
  physical effect on anything corporeal or solid, and take
  immense concentration to maintain their full form.
  Caster must make an Intelligence check to see if the summon
  is successful. For a patronus to take it’s corporeal form, the
  check must be 15 or higher. Checks of 10 to 14 summon a
  silvery shield 5 feet in front of the caster that dark creatures
  cannot break or penetrate. Checks below 10 cause the spell
  to fail. A corporeal patronus (of any form) does 3d10 radiant
  damage to dark creatures only within a 15ft. Range of it’s
  body; the patronus can only move 30 feet and exclusively on
  the casters turn. Dark creatures are repelled by it and do not
  move within 5 feet of a corporeal patronus willingly.
  A corporeal patronus can be used to quickly send short verbal
  messages to others. The patronus shares it’s knowledge with
  it’s caster; it won’t be able to find anyone the caster wouldn’t
  know how to find.
  Expelliarmus (Disarming Charm)
  Second Year
  Pronunciation: ex-PELL-ee-ARE-muss
  Casting Time: Instant, or 1 reaction when targeted by an
  attack
  Range: 30 feet
  Component: V, S
  Duration: Instantaneous.
  Knocks whatever the victim is holding (usually an opponents
  wand) out of their hand. Targets must make a Strength saving
  throw (DC 5) to see if they lose the wand. On critical rolls, the
  target automatically will fail the saving throw, and they are
  knocked back 10ft., making them take 1d10 force damage,
  and an addition 1d10 bludgeoning damage if they hit a solid
  object.
  The spell may be used as a reaction during combat, targets
  must be within range of the caster.
  Fianto Duri (Hardening Charm)
  Seventh Year
  Pronunciation: fee-AN-toh DOO-ree
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 3 rounds, or until dissipated
  A defensive charm which strengthens shield spells (but not
  barriers) by creating a noticeable diamond like coating
  around them. This makes the spell significantly stronger but
  also more noticeable. The effects last until the original spell
  ends. Adds 20 AC to all Shield spells it’s cast on.
  Can also be used to strengthen an inanimate objects, giving
  them the same diamond like coating. When used on an
  inanimate object (such as the casters robes) in combat, the
  spell last for 3 rounds. Adds 15 AC to inanimate objects for
  the duration of the spell.
  Flagrate (Heated Words Charm)
  Fifth Year
  Pronunciation: fluh-GRAH-tay
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: 30 minutes
  Not to be confused with the Flagrante Curse. Produces fiery
  marks out of the tip of the caster wand which can be used to
  write in mid-air. The marks are easily dispersed, and despite
  appearances do not burn those who touch them. Letters and
  shapes drawn out can be moved around with the wand used
  to draw them.
  Marks produce a faint 5ft. radius of light.
  Geminio (Gemino Charm)
  Fifth Year
  Pronunciation: jeh-MIH-nee-oh
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Indefinitely
  Creates an identical, albeit useless copy of the target item.
  Only works on inanimate objects. Any abilities,
  bewitchments, charms, hexes, and/or enchantments on the
  object are not copied.
  33
  
  Copied items will rust and wear down at double the rate of
  the normal copy, making them worthless. Will not work on
  currency, as the serial number is always copied. Never try to
  trick a goblin with fake Galleons.
  Glacius (Sleet Charm)
  Third Year
  Pronunciation: GLAY-shuss
  Casting Time: Instant
  Range: Self (15-foot cone)
  Component: V, S
  Duration: 1 round, 15 minutes
  Shoots out a weak cone of ice to coat the target. Mostly used
  to coat corridors with thin sheets of ice. Ice is too thin to
  cause damage but it can be used to create a slick area on the
  ground, reducing the movement speed by half of the affecteds
  amount.
  Glacius Duo (Freezing Charm)
  Third Year
  Pronunciation: GLAY-shuss DOO-o
  Casting Time: Instant
  Range: Self (15-foot cone)
  Component: V, S
  Duration: 1 round, 15 minutes
  sends out a much stronger and more forceful cone. Can be
  used to fill in gaps in objects with solid ice. Strong enough be
  walked on. Targets hit with the spell take 1d8 cold damage
  and have their movement speed reduced by half.
  Glacius Tria (Deep Freeze Charm)
  Third Year
  Pronunciation: GLAY-shuss TRI-ah
  Casting Time: Instant
  Range: Self (30-foot cone)
  Component: V, S
  Duration: 1 round, 30 minutes, concentration
  A powerful cone of ice that can be used to create midair
  platforms or freeze targets solid.
  In combat, targets must make a Strength saving throw (DC
  10) or be frozen solid for 1 round, giving them the petrified
  condition. Targets who resist instead take 1d10 cold damage.
  Herbifors (Flower-Head Charm)
  Third Year
  Pronunciation: Her-bi-FORS
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: 30 minutes
  This spell causes flowers to sprout from the victims head.
  The flowers are harmless but annoying. Last for a surprising
  half-hour, during which time they can be sheared off or
  clipped, but do not try to pull them out. Be warned, bees love
  the nectar secreted by them.
  The flowers start out as tiny sized, but if left untreated can
  grow to medium size, causing the vicitms movement speed to
  be reduced by 10.
  Herbivicus (Herbivicus Charm)
  Fourth Year
  Pronunciation: her-BIV-i-cuss
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: Concentration
  Makes some plants grow to full size over a matter of minutes.
  Anything containing strong toxins or venoms or abundance of
  magical energy will be unaffected. Plants cannot grow past
  their normal size. The bigger the plants full grown size, the
  longer concentration must be maintained to make it grow.
  Homenum Revelio (Presence-Revealing
  Charm)
  Sixth Year
  Pronunciation: HOM-eh-num reh-VEH-lee-oh
  Casting Time: Instant
  Range: Self (50-foot radius)
  Component: V, S
  Duration: Concentration
  Reveals human presence in the vicinity of the caster. The
  caster, and only those touching the caster, will see a faint
  orange outline around humans within a 50 foot radius of
  them. Anyone touching the caster will also see the outline. As
  long as the caster concentrates on the spell the outline
  remains visible.
  Impervius (Impervius Charm)
  Second Year
  Pronunciation: im-PUR-vee-us
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: 1 hour
  This spell makes a target object repel certain substances.
  Can only work on basic substances such as oil, water, or fire.
  Substances such as venoms or poisons are to complex. Does
  not work with anything solid, the substance has to be in a
  liquid, gaseous, or ooze like form.
  Incendio (Tinder Charm)
  First Year
  Pronunciation: in-SEN-dee-oh
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: Instantaneous
  Produces a weak fire by creating a small bolt. Targets take
  1d6 fire damage.
  The bolt is strong enough to cause small fires if used on
  flammable objects, they offer minor heat, and a 10ft. radius of
  light.
  Incendio Duo (Firebolt Charm)
  Third Year
  Pronunciation: in-SEN-dee-oh DOO-o
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  34
  
  Duration: Instantaneous
  creates a much larger bolt of fire. Targets take 1d10 fire
  damage.
  These bolts create flames strong enough to set fire to objects.
  Offering major heat, and a 20ft. radius of light. If left
  unchecked, the fire can spread harmfully.
  Incendio Tria (Fireball Charm)
  Sixth Year
  Pronunciation: in-SEN-dee-oh TRI-ah
  Casting Time: Instant
  Range: 60 feet
  Component: V, S
  Duration: Instantaneous
  Creates a fireball of great destructive power. A very difficult to
  control spell, and incredibly dangerous. Use only with caution
  and great need. Does 2d12 of fire damage within a 30ft
  radius.
  On impact the fireball remains for 10 minutes or 1 round if in
  combat. All within the 30ft. radius take 1d12 fire damage if
  they do not get out of the area during the round.
  Incendio Frigus (Bluebell Flames Charm)
  First Year
  Pronunciation: in-SEN-dee-oh fri-GUS
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: 1 hour, 1 round
  Produces a bright blue, harmless fire. Useful for creating
  minor warmth. The flames creat a 10ft. radius of light. They
  can be picked up, stored, and moved around all by hand as
  well.
  Informous (Information Charm)
  Second Year
  Pronunciation: in-FOR-m-es
  Casting Time: 5 minutes
  Range: Touch
  Component: V, S
  Duration: Indefinitely
  Informous is a spell that is used to discern a charmed,
  incapacitated, or bound creatures weaknesses and strengths.
  Once activated, the casters wand will begin transferring the
  information into a designated book (has to be and empty
  book attuned beforehand by the caster). The information will
  automatically appear, however the spell only works on
  creatures the Ministry of Magic already has information on.
  Will not tell you weaknesses or strengths outside of a specific
  creatures species.
  Locomotor (Locomotion Charm)
  First Year
  Pronunciation: LOH-koh-moh-tor
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: Concentration
  The spell is always used with the name of a target, at which
  the wand is pointed (e.g. "Locomotor Trunk!"). The spell
  causes the named object to rise a foot in the air and move
  around and follow the caster until they decide to lower it back
  down by ending the spell.
  The bewitched object can only move within a radius of 5ft. of
  the caster, but the caster is able to control where the object
  goes within that radius.
  Lumos (Wand-Lighting Charm)
  First Year
  Pronunciation: LOO-mos
  Casting Time: Instant
  Range: Self, 10 feet
  Component: V, S
  Duration: Indefinitely
  Creates a small ball of light that makes a narrow beam that
  shines from the wand's tip, like a torch, creating a 15ft. radius
  of light. If the caster swings their wand, they can shoot the
  ball out to stick to the nearest solid object. If no solid object is
  present, the ball stops midair and hangs there. The stronger
  the swing, the farther it goes. To extinguish the light, the
  caster must use the Nox charm, which is automatically
  learned when any Lumos charm is.
  Only one Lumos orb can exist at a time. Attempting to cast
  another one will just return the current one to the owners
  wand.
  Lumos Maxima (Wand-Torch Charm)
  First Year
  Pronunciation: LOO-mos MAX-ee-ma
  Casting Time: Instant
  Range: 20 feet
  Component: V, S
  Duration: Indefinitely
  A much bigger and stronger version of Lumos, creating a
  30ft. radius of light.
  Only one Lumos orb can exist at a time. Attempting to cast
  another one will just return the current one to the owners
  wand.
  Lumos Solem (Wand-Beam Charm)
  First Year
  Pronunciation: LOO-mos SOL-im
  Casting Time: Instant
  Range: Self (15-foot cone)
  Component: V, S
  Duration: Indefinitely
  Creates a bright ray of light extending out in a 15 foot cone.
  Not harmful, but exceptionally bright.
  Mobiliarbus (Mobility Charm)
  Third Year
  Pronunciation: MO-bil-ee-AR-bus
  Casting Time: Instant
  Range: 10 feet
  Component: V, S
  Duration: Concentration
  35
  
  A telekineses spell that doesn’t require the casters personal
  strength. Unfortunately it only works within a short radius of
  the caster. Levitates the object one foot into the air and moves
  the object to where the caster guides it to. Once the caster
  stops concentrating the object slowly floats back down.
  The bewitched object can be moved anywhere within a 10ft.
  radius of the caster
  Mobilicorpus (Moving Corpse Charm)
  Third Year
  Pronunciation: MO-bil-ee-COR-pus
  Casting Time: Instant
  Range: 10 feet
  Component: V, S
  Duration: Concentration
  Similar to Mobiliarbus, it levitates and moves bodies (alive or
  otherwise). If the body is alive, they must make a Strength
  saving throw (DC 10) to resist the charm. Those who fail
  their saves are hoisted up into the air.
  During combat, every turn the effected target must continue
  to make a Strength saving throw (DC 10) until they break
  free or they are released.
  Muffliato (Muffle Charm)
  Third Year
  Pronunciation: muf-lee-AH-to
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 1 round, 10 minutes
  This spell fills the targets ears with an unidentifiable buzzing
  to keep them from hearing nearby conversations. It is barely
  noticeable and eventually goes away after a few minutes.
  Afflicted targets are put under the deafened condition.
  Nox (Wand-Extinguishing Charm)
  First Year
  Pronunciation: Nocks
  Casting Time: Instant
  Range: Self
  Component: V, S
  Duration: Instantaneous
  Extinguishes the light produced by the casters Lumos
  charms. Is automatically learned whenever a Lumos or
  variant charm is learned.
  Obscuro (Blind-sight Charm)
  Fourth Year
  Pronunciation: ob-SK(Y)OOR-oh
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 2 rounds, 30 minutes
  Causes a solid black blindfold to appear over the victim's
  eyes, obstructing their view of their surroundings. Cannot be
  easily removed by hand, generally requires a counter charm
  to undo.
  In combat the blindfold will remain in place, blinding the
  victim for 2 rounds. Outside of combat it last for
  approximately 30 minutes unless countered.
  Partis Temporus (Parting Charm)
  Seventh Year
  Pronunciation: PAR-tis temp-OAR-us
  Casting Time: Instant
  Range: 10 feet
  Component: V, S
  Duration: 5 minutes
  Creates a temporary gap through protective magical barriers
  the size of the caster. Can be used by the caster of the original
  barrier, or can be used by any other witch or wizard of
  sufficient skill on other barriers.
  Periculum (Red-Flare Charm)
  First Year
  Pronunciation: PUR-ick-yu-lum
  Casting Time: instant
  Range: 30 feet
  Component: V, S
  Duration: 1round, 10 minutes
  A spell that shoots a weak red flare out the tip of the casters
  wand. The flare emits a light source within a 20ft. radius of
  it’s location for one round of combat, or 10 minutes outside of
  combat.
  The flare does 1d4 bludgeoning damage in combat, and
  sticks to the target for the remainder of the round unless
  extinguished.
  “Point Me” (Four-Point Charm)
  First Year
  Casting Time: Instant
  Range: touch
  Component: V, S Duration: 1 minute
  Hold the wand flat in your palm, utter the spell, and it will
  float up about and inch and point you due north.
  Portus (Portkey Charm)
  Seventh Year
  Pronunciation: POR-tus
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Indefinitely
  Turns an object into a port-key. The exact coordinates of the
  desired location and the return location must be clearly
  worded after the incantation is said. Last indefinitely until
  used to go and return. Generally only taught to Ministry
  witches and wizards in the Department of Magical
  Transportation.
  Quietus (Quietening Charm)
  Third Year
  Pronunciation: KWIY-uh-tus
  Casting Time: Instant
  Range: Touch
  Component: V, S
  36
  
  Duration: Instantaneous
  Makes a magically magnified voice return to normal, such as
  the Sonorus charm. Also can be used to deafen certain
  enchanted objects that create noise (such as Sneak-o-scopes).
  Reducio (Shrinking Charm)
  Second Year
  Pronunciation: re-DOO-see-oh
  Casting Time: Instant
  Range: Touch, 5 feet
  Component: V, S
  Duration: Indefinitely
  Makes an enlarged object or creature return to it’s original
  size. Counter-charm to Engorgio.
  Reparo (Mending Charm)
  First Year
  Pronunciation: reh-PAH-roh
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: Instantaneous
  Used to repair objects, as long as the original broken
  materials are still within range and usable. Will not work on
  magical items or livings beings.
  Revelio (Revealing Charm)
  Third Year
  Pronunciation: reh-VEL-ee-oh
  Casting Time: Instant
  Range: Self (30-foot radius)
  Component: V, S
  Duration: Concentration
  Reveals hidden objects and illusions (such as false walls)
  within a 30ft. Radius of the caster; however it will not reveal
  objects hidden by invisibility cloaks or natural camouflage.
  Scourgify (Scouring Charm)
  First Year
  Pronunciation: SKUR-ji-fy
  Casting Time: Instant
  Range: 10 feet
  Component: V, S
  Duration: Instantaneous
  Shoots out a thick, bubbly foam that scours an object clean.
  Foam dissipates after 15 seconds, leaving behind a nice clean
  surface. Careful though, you may scrub off more than you
  were wanting to.
  Silencio (Silencing Charm)
  Fifth Year
  Pronunciation: sih-LEN-see-oh
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 1 round, 15 minutes
  Makes target completely silent. Targets are unable to cast
  Verbal spells during this time or until countered. They can
  however still cast non-verbal spells.
  During combat, the effect last for 1 round.
  Sonorus (Amplifying Charm)
  Third Year
  Pronunciation: soh-NOHR-uhs
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Indefinitely
  Magnifies the spell caster's voice when one's wand is pointing
  to the side of the caster's throat. Can also magnify the sounds
  naturally produced by objects (such as instruments and pets).
  Spongify (Softening Charm)
  First Year
  Pronunciation: spun-JIH-fy
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 10 minutes
  Softens a 4*4 area for a brief period, turning it into a soft
  spongey material. Objects that fall onto this area are immune
  to fall damage.
  Verdimillious (Green-Flare Charm)
  First Year
  Pronunciation: VERD-dee-milee-us
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 1 round, 10 minutes
  A spell that shoots a weak green flare out the tip of the
  casters wand. The flare emits a light source within a 20ft.
  radius of it’s location for one round of combat, or 10 minutes
  outside of combat.
  The flare does 1d4 bludgeoning damage in combat, and
  sticks to the target for the remainder of the round unless
  extinguished.
  Wingardium Leviosa (Levitation Charm)
  First Year
  Pronunciation: win-GAR-dee-um lev-ee-OH-sa
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: Concentration
  A weak concentration spell that will move an object to the
  casters whims. The heavier the object is, the slower it is to
  move. Once the object hit’s it’s max range of movement, it
  falls back to the ground, immobile. The caster can only move
  objects of a size Large or smaller.
  Tiny objects gain a movement range of 60ft. Small ojects gain
  a movement range of 40ft. Medium objects gain a movement
  range of 20ft. Large objects gain a movement range of 10ft.
  37
  
  Chapter 10: Transfiguration
  T
  ransfiguration has some of the most complex
  and difficult spell to master under it’s wings. A
  skilled witch or wizard can use transfiguration
  to conjure the element, or transform mundane
  objects into ferocious (or cuddly) creatures.
  Student’s of this school will need all of their
  wits and skills necessary, for any mistake can
  result in horrific and often deadly results. Transfiguration is
  complimented by charms, jinxes, hexes, and curses. As such
  many useful spell combinations require precise timing or
  cooperative interaction between casters such as the Avis and
  Oppugno jinx combination.
  In this section we will alphabetically list many of the most
  useful transfiguration spells in the wizarding world, along
  with the year they are normally taught at Hogwarts.
  Aguamenti (Water-Making
  Transfiguration)
  First Year
  Pronunciation: AH-gwah-MEN-tee
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: Instantaneous, Concentration
  Produces a weak jet of water from the casters wand tip.
  This spell is a favorite or Herbologist and gardeners alike.
  Can be used as a concentration spell outside of combat to
  provide water a stream of potable water.
  The jet isn’t particularly powerful, nor forceful but it can
  manage 1d6 bludgeoning damage if used in combat. When
  used against a fire-based enemy, it inflicts an extra 1d6
  bludgeoning damage as well. Cannot be used as a
  concentration spell in combat.
  Aqua Eructo (Aqua Eructo
  Transfiguration)
  Sixth Year
  Pronunciation: A-kwa ee-RUCK-toh
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Instantaneous, Concentration
  This spell is used to create a jet of clear water from the tip
  of the wand. Unlike Augamenti, the jet is forceful, pressurized,
  and dangerous. Can be used for power cleaning, clearing
  away light blockage, or even pushing heavier objects. Outside
  of combat the spell has to be used as a concentration to make
  sure you don’t accidentally power wash something to death.
  Targeted enemies take 1d12 bludgeoning damage, and must
  make a Strength saving throw (DC 15). Targets who fail are
  forced back 15ft. and knocked prone. Doesn’t effect Large or
  Gargantuan sized targets. When used against a fire-based
  enemy, it inflicts an extra 1d12 bludgeoning damage as well.
  Cannot be used as a concentration spell in combat.
  Avifors (Avifors Transfiguration)
  Second Year
  Pronunciation: AH-vi-fors
  Casting Time: Instant
  Range: 10 feet
  Component: V, S
  Duration: 1 round, 30 minutes, or until destroyed
  Transforms the target object into a bird based on the
  targets size, though it will not work on anything classified
  larger than a Small object. The bird will flutter around briefly
  for half and hour before turning back into the object it
  was.The bird is subject to it’s own free will and movement
  during this time, though it doesn’t travel far from the creator.
  If it is hit by any spells or “killed” during it’s transformed
  period, the object it was will break unless it is specifically
  equipped to handle the damage (such as certain bewitched
  objects or things like pillows and parchment). Cannot be used
  on living objects, but can be used on objects bewitched to
  resemble life.
  The bird is subject to control of the Oppugno jinx. When
  being controlled by the jinx, the birds duration timer is
  paused. The bird has a movement speed of 10ft, with a fly
  movement of 60ft. It does 1d6 slicing damage with it’s talons
  and 1d6 piercing damage with it’s beak. The caster can
  choose to ram the bird into the target, doing 1d12
  bludgeoning damage. This will break the bird causing it to
  revert to it’s normal form and shatter (unless the object is
  indestructible as previously described).
  Avis (Bird-Conjuring Transfiguration)
  Sixth Year
  Pronunciation: AH-viss
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: 3 rounds, 30 minutes, or until destroyed
  Conjures a flock of tiny birds from the tip of the wand with
  a loud blast. Caster rolls 1d12 plus to determine the amount
  of birds conjured. The birds resemble small canaries who
  vanish in a puff of feathers and smoke after 30 minutes or
  when destroyed. They can be used as a distraction, as most
  cats and more…”simple minded” creatures seem to find them
  fascinating.
  The birds can be controlled by way of the Oppugno jinx. They
  last for 3 rounds during combat.
  By using their wand as a conductors baton, the caster can
  direct them into formation. The flock can move a total of 10ft.
  fly 45ft. at a time. Each bird has 1hp, and does exactly 1d4
  piercing damage. On hit, the birds are destroyed.
  The birds can also be used to form a shield of sorts in front of
  the caster, or a barricade in front of a target.
  Crinus Muto (Hair Alter
  Transfiguration)
  First Year
  38
  
  Pronunciation: cren-ius MOO-toe
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Until washed out
  This spell can change the color and style of a targets hair to
  the color called out after the incantation. The color change
  last until the target washes it out. The style change is subject
  to normal things that disrupt hair.
  Defodio (Gouging Tranfiguration)
  Fifth Year
  Pronunciation: deh-FOH-dee-oh
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: Instantaneous
  This spell allows the caster to gouge large chunks out of
  the objects made of earth or stone. The spell is particularly
  useful for digging out large areas of earth, affecting a 4*4
  area.
  When affecting an enemy made of earth or stone, the spell
  does 1d20 piercing damage, on critical rolls you may even lop
  off a limb. Spell cannot be cast as a concentration.
  Diminuendo (Shrinking Transfiguration)
  Seventh Year
  Pronunciation: dim-in-YEW-en-DOUGH
  Casting Time: 5 minutes
  Range: 10 feet
  Component: V, S
  Duration: 15 minutes
  Sends out a steady stream of silver showers. Forces the
  target to shrink to the size of a small mouse. Can be used on
  the caster by waving their wand in a circular motion above
  their head. The affected target is essentially the same in every
  way, just smaller. Spell affects everything attached to the
  target and anything they’re holding as well.
  When cast as a concentration spell, it can effect up to 4
  separate targets within the range of a 10ft. cone.
  Concentration must be maintained or the effected targets will
  grow back to size in 15 minutes. Targets under concentration
  must remain within 60 feet of the caster.
  For the duration of the spell, the targets size is considered
  Tiny. They’re movement speed is cut down to 10. Their spells
  are small and weak, and offer no support in combat
  whatsoever unless the target is also Tiny sized.
  Objects the target may have been holding will grow back to
  size slowly over the 15 minute period if dropped by the
  affected.
  Draconifors (Draconifors
  Transfiguration)
  Third Year
  Pronunciation: drah-KOH-nih-fors
  Casting Time:
  Range: 5 feet
  Component: V, S
  Duration: 6 rounds, 30 minutes, or until destroyed.
  Similar to the Avifors spell, only the object turns into a
  dragon. Dragons are automatically hostile and will attack the
  nearest creature to them unless they’re manipulated by the
  Oppugno jinx.
  The draconifors elemental type is based on it’s color which is
  determined by the color of the original object. Multicolored
  objects will take on the color the caster decides. The breath
  attack does a 1d12 15ft. cone of damage based on the
  draconifors element, but has a recharge of 3. The dragons
  claws will do 1d8 slashing damage, and their fangs do 1d4
  elemental damage and 1d4 piercing damage.
  Draconifors Elemental Chart
  Color
  Element
  Red/Brown
  Fire
  Yellow
  Lightning
  Green
  Acid
  Blue
  Cold
  Translucent
  Force
  Black
  Necrotic
  Evanesco (Vanishing Transfiguration)
  Fifth Year
  Pronunciation: ev-an-ES-koh
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: Instantaneous
  Vanishes the target; the best description of what happens
  to it is that it goes "into non-being”. Technically, the spell can
  banish anything, however it is easy to block and deflect.
  Therefore only use extreme caution when trying to target
  other wizards, lest the spell comes back to you.
  Objects vanished will turn back up eventually at the location
  they were vanished at. The caster rolls a 1d12 to determine
  how long the target stays gone. During this time, if a counter
  is used on the area, the target will reappear.
  Fumos (Smokescreen Transfiguration)
  Second Year
  Pronunciation: FUM-os
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: 4 rounds,10 minutes, or until dissipated
  Used to produce a defensive cloud of dark grey smoke.
  Concentration will cause the cloud to continuously pour out
  until concentration is broken. If used as a flyaway spell, the
  cloud burst forth from the casters wand tip. Does no damage
  and will only block the sight of an enemy, not blind them.
  Cloud will dissipate naturally, can be blown away as well.
  If used in combat, covers a 2*42 area every turn it’s
  concentrated on, darkening those areas of light.
  Glisseo (Slide Transfiguration)
  39
  
  Fifth Year
  Pronunciation: GLISS-ee-oh
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: Instantaneous
  Causes the steps on a stairway to flatten into a slide. Effect
  is temporary, and the steps transform back after several
  minutes. The entirety of the steps transform, from top to
  bottom.
  Lapifors (Lapifors Transfiguration)
  First Year
  Pronunciation: LAP-ih-forz
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: 1 hour
  Similar to other -fors spells, turns target object into a
  rabbit. Rabbits are useless for combative purposes, but they
  are smart and far easier to give directions to than the other
  types. They are capable of fitting into small spaces and even
  opening basic locks and handles they can reach. They also
  have a penchant for sniffing out valuable and magical items.
  Due to the simplicity of the creature, the spell last a
  surprisingly long time.
  Rabbits offer no combat incentive. They have a movement
  speed of 30ft. and a jump height of 10ft. They can be used as
  shielding for harmful spells is the caster so chooses…you
  monsters.
  Orchideous (Flowering Transfiguration)
  Fourth Year
  Pronunciation: or-KID-ee-us
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Indefinitely
  Makes a bouquet of flowers appear out of the caster's
  wand. If the wand is moved in a specific pattern (such as a
  circle) the flowers will follows that pattern instead. Can be
  used to make wreathes, flower crowns, bouquets, and
  elaborate flower setups.
  Piertotum Locomotor (Lifelike
  Transfiguration)
  Seventh Year
  Pronunciation: peer-TOH-tum loh-koh-MOH-tor
  Casting Time: 30 minutes
  Range: 60 feet
  Component: V, S
  Duration: 3 hours
  Spell used to animate humanoid statues and suits of armor
  to do the caster's bidding. Caster must roll a Wisdom check
  (DC 18). If the caster fails, the animated object refuses to
  listen to them and follows their own agenda. Critical failures
  cause the animated object to attack the caster and those
  around it.
  If the caster is successful, the animated object gains a
  movement speed of 30ft. and can inflict 1d12 bludgeoning
  damage with it’s limbs. Creatures with weapons inflict the
  damage native to the weapon, with proficiency.
  Serpensortia (Snake Summons
  Transfiguration)
  Not generally taught at Hogwarts. The spell is a favorite of
  dark witches and wizards. It’s difficulty is equal to that of a
  Fifth Year transfiguration spell.
  Pronunciation: ser-pen-SOR-ti-ah
  Casting Time: Instant
  Range: 10 feet
  Component: V, S
  Duration: 1 hour
  Conjures a serpent from the spell-caster's wand. The
  serpent is considered Large in size. The serpent can be
  controlled using the Oppugno jinx, their fangs do 1d12
  piercing damage and inflict the poisoned conditioned on
  targets not immune. They can be controlled to bind a targets
  legs, knocking them prone. Because it’s a serpent, it can also
  be controlled by a parselmouth, wether they are the caster or
  not.
  40
  
  Chaper 11: Jinxes & Hexes
  J
  inxes and Hexes are a core component of
  combative magic. Though not all are combative in
  nature, many will serve a witch or wizard well
  when they feel threatened. Jinxes and Hexes have
  their root in dark magics. Never the less, you’d be
  hard pressed to find an Auror or Teacher who
  doesn’t use them.
  In this section we will alphabetically list many of the most
  useful Jinx and Hex spells in the wizarding world. Unlike
  Charms and Transfiguration however, most are learned
  through friends or family, not school. Still they will be
  classified by the year their difficulty corresponds to.
  Alarte Ascendare (High-flying Hex)
  Second Year
  Pronunciation: A-LAR-tey ah-SEN-deh-rey
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: Instantaneous, concentration
  With a loud bang, shoots the target 10ft. straight into the
  air. If the caster is concentrating, they can send the target
  upwards to a maximum of 40ft. Only works on a single small
  object or creature at a time. The spell itself doesn’t do harm
  but the target takes 1d6 fall damage for eevry 10ft. they
  fallunless they are able to land on a cushioned surface.
  Anteoculatia (Antler-Hair Hex)
  Fifth Year
  Pronunciation: AN-tea-oh-cuh-LAY-chee-a
  Casting Time: Instant
  Range: 60 feet
  Component: V, S
  Duration: 3 rounds, 1 hours
  A hex which turns a victim’s hair into elk antlers. Change is
  temporary, but the antlers are quite real. Can be used to slow
  down or outright stop a target.
  During combat, victims with 14 or less Strength must make a
  Strength saving throw (DC 15), on failed saves the victim is
  knocked prone and has to make a passing save before they
  can get back up. Victims speed is decreased by 15 once they
  manage to stand. The effects of the spell last for 3 rounds.
  Victims with a Strength score of 15 or higher are able to
  instead use the horns as a blunt weapon, doing 1d12
  bludgeoning damage. Damage to the horns will also damage
  the users hair.
  Bombarda (Combustion Hex)
  Third Year
  Pronunciation: bom-BAR-dah
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Instantaneous
  Provokes a small explosion at the targeted area. Will only
  work if used on a solid object or surface, cannot be used mid-
  air or on gaseous forms (Such as mist or ghost). Spell also
  only hits the nearest physical object to it, for example if trying
  to use through a pane of glass on an object on the other side,
  the explosion will happen on the glass and not the object on
  the other side. One must always be careful to not to be too
  near the explosion.
  Explosion does 4d6 fire damage in a 10ft. radius. It will ignite
  flammable objects, and blow apart weak objects in it’s way.
  Bombarda Maxima (Explosion Hex)
  Sixth Year
  Pronunciation: BOM-bar-dah MAX-ih-mah
  Casting Time: Instant
  Range: 150 feet
  Component: V, S
  Duration: Instantaneous
  A more advanced and powerful form of Bombarda, can be
  used to explode large objects such as unfortified walls and
  boulders. Extreme caution is recommended, the force of this
  spell is similar to an explosion cause by the muggle explosive
  known as C4.
  Explosion does 8d10 fire damage within a 30ft. radius. It will
  ignite flammable objects, or blow apart all but the sturdiest
  objects in it’s way.
  Cantis (Songbird Jinx)
  First Year
  Pronunciation: CAN-tiss
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: 1 round, 5 minutes, or until a song is completed
  Victim must make a Wisdom saving throw (DC 5). On
  failed saves the victim burst uncontrollably into song and they
  are unable to cast verbal spells during this time. The spell
  can either be countered or the victim may choose to let it
  finish it’s course.
  The song is simply one the victim would be prone to sing of
  no particular origin. The spell last for the duration of one
  song or several minutes of song-like structure if they cannot
  remember the words to a particular song.
  Colloshoo (Stickfast Hex)
  First Year
  Pronunciation: cul-loh-SHOE
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 10 minutes
  41
  
  Adheres the victim's shoes to the ground with some sort of
  adhesive ectoplasm. Victims can make a Strength saving
  throw (DC 5) at the beginning of their turn. On failed saves
  victims are unable to move for their turn. Successful saves
  break the hex. Likewise, water will simply wash it away,
  allowing the victim to move after using an action to douse
  their feet in water.
  Spell can also be used to glue objects together, such as doors
  to a doorframe.
  Densaugeo (Tooth-Growing Hex)
  Third Year
  Pronunciation: den-SAW-jee-oh
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 6 rounds, concentration
  This hex causes the victim's teeth to grow rapidly, but can
  also be used to restore lost teeth. Generally used by parents
  once a child loses a tooth. Or by rambunctious kids needing
  to repair a chipped tooth.
  Once struck, the victim has 1 round befroe the effects set in.
  At the start of the next turn the victim has, they must roll a
  Strength saving throw (DC 10) to determine wether they can
  stand the weight of their teeth or not. Every failed save the
  victim loses 5ft. of movement, until they’re down to 0ft.
  Ebublio (Ebublio Jinx)
  Fifth Year
  Pronunciation: ee-BUB-lee-oh
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Concentration
  Encases the target in a large sphere of water that cannot be
  popped by physical force. The sphere cannot be made unless
  the caster is within 15ft. of a body of water or someone else is
  casting a spell that produces water within that range.
  Every turn after the initial cast, the victim makes a Wisdom
  saving roll (DC 15). On failed rolls, the victim takes 1d8 force
  damage.
  Entomorphis (Insectoid Hex)
  Fourth Year
  Pronunciation: en-TOE-morph-is
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 2 rounds, 10 minutes, concentration
  This hex is used to forcefully transform the victim into an
  insect for a short time. If the type of insect isn’t specified, the
  default form is a beetle. Spell last for 10 minutes, but can be
  extended with concentration.
  A useful spell for those wanting to spy on others, if the victim
  is a willing one they can be used to spy on others or listen to
  conversations they otherwise couldn’t.
  Victims must make a Wisdom saving throw ( DC 10) on the
  start of their turn until they succeed. During their
  transformed period, their size is reduced to tiny and their
  movement is 5. Due to their small size, they avoid all spells
  cast at them, but they are incredibly susceptible to attacks
  from birds and bowtruckles.
  Epoximise (Adhesive Jinx)
  First Year
  Pronunciation: ee-POX-i-mise
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Instantaneous
  Adheres one object to another, similarly to if they had been
  glued together. Incredibly useful spell for students prone to
  breaking objects, or students who enjoy causing mayhem. To
  pull glued objects apart from each other a Strength check
  (DC 5) must be made.
  Flipendo (Knockback Jinx)
  Second Year
  Pronunciation: flih-PEN-doh
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Instantaneous
  Pushes the target back with a small gust. Living targets
  must make a Strength saving throw (DC 5), on failed saves
  target is nocked back 5 feet. Spell can be used on allies as
  well as enemies, allies only make a saving throw if they do
  not wish to be pushed.
  Spell will push the target, but it is not forceful enough to push
  a target over a gap larger than 5ft. wide and 10ft. deep.
  Flipendo Duo (Knockback Hex)
  Second Year
  Pronunciation: flih-PEN-doh DO-o
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Instantaneous
  A more powerful form of Flipendo, on failed Strength
  saving throws (DC 5) target is pushed back 15 feet.
  Spell is powerful enough to push targets across a 10ft. wide
  gap that’s at most 15ft. deep.
  Furnunculus (Pimple Jinx)
  Fourth Year
  Pronunciation: fer-NUN-kyoo-luss
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: 3 days
  Covers the target in boils. Distracting and unsightly, but
  ultimately harmless. Used often as a way to harass or get
  revenge on other students.
  42
  
  In combat, the spell inflicts the poisoned condition until
  countered.
  Illegibilus (Illegible Jinx)
  Second Year
  Pronunciation: i-lej-i-bill-us
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Indefinite
  Illegibilus is a spell that is used to render a text illegible.
  Can be undone with certain spells, counters, and magical
  items.
  Only works on one word at a time.
  Impedimenta (Impediment Jinx)
  Fifth Year
  Pronunciation: im-ped-ih-MEN-tah
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 1 turn
  Sends out a fast traveling yellow bolt where the caster is
  pointing. This jinx stops anything wishing to harm the caster
  in it’s tracks suddenly and without warning if the bolt hits. If
  the attacker is hit they fall over and are knocked prone. The
  prone effect only last until the victim is able to stand up
  again.
  Only works on Large sized enemies or smaller.
  Inflatus (Inflatation Jinx)
  Fifth Year
  Pronunciation: in-FLAY-tus
  Casting Time: Instant
  Range: 10 feet
  Component: V, S
  Duration: Indefinite
  Inflates organic targets (living or dead) as if they were a
  helium balloon. Target can be deflated by pressing a wand tip
  sharply into them. Targets inflate to one size larger than they
  currently are. They also become perfectly spherical in shape.
  The process causes no pain or illness, just annoyance.
  Targets will float as high ass 200ft. before they stop.
  Targets must be deflated quickly, during combat every round
  they float up 5ft. into the air for a maximum height of 200ft.,
  or until they touch a ceiling or structure.
  Langlock (Tongue Lock Hex)
  Fifth Year
  Pronunciation: LANG-lock
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 1 round, 5 minutes, concentration
  Glues the subject's tongue to the roof of their mouth for
  several minutes or as long as the caster is concentrating.
  Victims must make a Strength saving throw (DC 15). Victims
  who fail are unable to cast verbal spells until their tongue
  returns to normal.
  Victims under concentration can make a Strength saving
  throw (DC 15) at the beginning of their turn to determine
  wether they can break the hex.
  Levicorpus (Ankle-Hanger Hex)
  Third Year
  Pronunciation: lev-ee-COR-pus
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: Concentration
  The victim is dangled upside-down by their ankles at a
  height of 10ft. as long as the caster is concentrating. This
  does not stop the target from using their wands, however
  when the victim falls they will take 1d6 bludgeoning damage
  unless a cushioning charm is used.
  Mucus ad Nauseam (“Curse of the Bogies”
  Jinx)
  First Year
  Pronunciation: MEW-cuss add NOH-see-um
  Casting Time: Instant
  Range: 10 feet
  Component: V, S
  Duration: 3 rounds, 30 minutes
  Despite being referred to as a curse, this is simply a playful
  jinx many students use to impede others. Victims must make
  a Constitution saving throw (DC 5), on failed saves gives the
  victim a massive head cold and an extremely runny nose,
  causing them to gain the poisoned condition, and dropping
  their movement speed by 10ft.
  Will ruin the victims robes if left untreated. Most likely also
  their hair, skin, and everything else really.
  Mucus ad Vespertilio (Bat-Bogies Hex)
  Third Year
  Pronunciation: MEW-cuss ad ves-per-TIL-eo
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 1 round, 15 minutes
  Hexes the victims nose to produce heavy flows of mucus,
  once it begins dripping out of the nose it transforms into
  flying bat-like boogers that fly around and mercilessly try to
  splat on the victim. A common sight to see around the
  corridors is the ufortunate recepiant of this hex running in
  fear.
  43
  
  Caster rolls 1d8 upon casting to determine how many bat-
  bogies are summoned. Each one grows to a small sized
  creature with 1hp. They will mercilessly attack the victim
  once every turn, though no two bat-bogies can attack on the
  same turn. Each one does 1d6 acid damage. After a bat-bogie
  attacks, it pops and falls to the ground in a splat of mucous,
  creating a 5ft. space that when stepped on, prevents movemet
  for 1 round.
  Oppugno (Oppugno Jinx)
  Sixth Year
  Pronunciation: oh-PUG-noh
  Casting Time: Instant
  Range: 90 feet
  Component: V, S
  Duration: Concentration, or until the controlled creatures
  disappears/dies
  Causes transfigured creatures, and certain small animated
  objects to attack whoever or whatever the caster is pointing
  at. First the jinx must be used on the creature or object
  needing to be used, then the wand needs to be quickly
  directed at the intended target. Subsequent actions are
  directed by the casters wands as if they are a conductor.
  During the duration that the jinx is used, caster has full
  control of commanded creatures or objects, including their
  actions and abilities. They can guide the creature and even
  choose to take over it’s sight. During this period the caster is
  rendered blind and vulnerable.
  Relashio (Revulsion Jinx)
  Third Year
  Pronunciation: Re-LASH-ee-oh
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: Instantaneous
  A jinx used to make the targeted being, creature, or object
  release what ever it is holding or binding. Living targets must
  make a Strength saving throw (DC 10), on failed saves they
  release their grip and are thrown back 5 feet.
  Will not work on powerful bewitchments or enchantments.
  Rictusempra (Tickling Jinx)
  First Year
  Pronunciation: ric-tuh-SEM-pra
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: 3 rounds, 10 minutes
  Sends out a shower of silvery green sparks that causes an
  extreme tickling sensation that makes the victim fall to the
  floor in laughter, causing them to gain the prone condition.
  Victims under the effect of the spell must make a Strength
  saving throw (DC 5) at the start of their next turn to
  determine wether they can break through the spell or remain
  knocked down. Once the spell is broken, victim is prone until
  they stand up.
  Will not work on inanimate objects or arthropods.
  Riddikulus (Anti-Boggart Jinx)
  Third Year
  Pronunciation: rih-dih-KU-lus
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Instantaneous
  A spell used when fighting a Boggart, Riddikulus forces the
  Boggart to take the appearance of something the caster is
  focusing on. Best results can be achieved if the caster is
  focusing on something humorous, with the desire that
  laughter will weaken or outright kill the Boggart. Has no use
  outside of fighting Boggarts.
  When used on a Boggart, caster must make an Wisdom
  saving throw (DC 10) or fall victim to the Boggarts fear effec.
  If the caster is unsuccesful, they are frightened for 1 round
  and will be unable to attempt attacking the Boggart or
  moving closer until it transform into something else. If the
  casters is sucesful, the Boggart transforms and takes 3d6
  force damage.
  Slugulus Eructo (Slug-vomiting Hex)
  Second Year
  Pronunciation: slug-ool-us e-RUK-toe
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: 6 rounds, 1 hour
  A jet of sickly green light strikes the victim, who then
  vomits slugs for 1 hour or until countered. The sizes of the
  vomited slugs decrease with time, starting as Small size, then
  moving on to tiny, and then miniscule.
  During the duration of the hex, victims must make a
  Constitution saving throw (DC 5) at the begining of their turn.
  If they fail, they need to roll 1d4 to determine how many slugs
  are thrown up. Each slug does 1d4 acid damage.
  Slugs simply wonder around, however if manipulated with
  the Oppugno jinx they can be used to attack other targets.
  Slugs have a movement of 10ft. and their slime trails deal
  1d4 acid damage when stepped on.
  Steleus (Sneezing Hex)
  First Year
  Pronunciation: STÉ-lee-us
  Casting Time: Instant
  Range: 10 feet
  Component: V, S
  Duration: 1 turn, 5 minutes
  A hex that causes the victim to sneeze for a short period of
  time. This spell is useful in dueling to distract the opponent.
  Cannot be used as a concentration.
  Affected victims sneezes on their next turn, losing a bonus
  action and having disadvantage on attack rolls.
  Tarantallegra (Dancing Feet Hex)
  Second Year
  Pronunciation: tuh-RAHN-tuh-LEHG-rah
  Casting Time: Instant
  44
  
  Range: 30 feet
  Component: V, S
  Duration: 1 round, 10 minutes, concentration
  Makes victim's legs dance uncontrollably. Can be used on
  anything with legs. Such targets include; chairs, stools,
  tables, animals, trees, and humans.
  Living victims must make a Strength saving throw (DC 5), on
  failed saves they begin dancing uncontrollably, unable to
  focus on any one target or remaining still enough to cast a
  spell.
  Waddiwasi (Spitball Jinx)
  Third Year
  Pronunciation: wah-dee-WAH-see
  Casting Time: Instant
  Range: 10 feet feet
  Component: V, S
  Duration: Instantaneous
  Launches small “wads” of an object at the target. The wad
  simply needs to be within several feet of the caster, it will
  automatically soar into the intended victim. The wad must be
  minuscule or tiny in size, minuscule objects do no damage
  and tiny objects do 1d4 bludgeoning damage for every 10ft.
  they travel with a maximum of 60ft.
  45
  
  Chapter 12: Curses
  C
  urses, the name gives no doubt as to their
  purpose. Dark magic and intentions are the
  catalyst for most curses. Though not inherently
  evil, most curses can easily be bent to foul
  purposes. A Curse is any spell used to inflict
  moderate to malicious ill intent towards others.
  There are many useful ones however such as Arania
  Exumai, the curse to instantly end spiders. Stupefy is a
  favorite among Aurors and Ministry officials alike for being
  able to incapacitate foes without needing to fatally wound
  them.
  Arania Exumai (Arachnid Death Curse)
  First Year
  Pronunciation: ah-RAHN-ee-a EKS-umay
  Casting Time: Instant
  Range: Self (10-foot cone)
  Component: V, S
  Duration: Instantaneous
  Sends a cone of white light from the tip of the wand. This
  spell is used to kill arachnids. Spider and spider type
  creatures of a size Tiny or smaller are instantly killed by the
  spell.
  Small to Large sized spiders take 1d8 Force damage and are
  affected by the blinded condition for one round.
  Calvario (Hair-Loss Curse)
  Fifth Year
  Pronunciation: cal-VORE-ee-oh
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Instantaneous
  This spell causes the victim's hair to fall out. Only effects
  the hair on their scalp, all other hair is unaffected.
  Confringo (Blasting Curse)
  Seventh Year
  Pronunciation: kon-FRING-goh
  Casting Time: Instant
  Range: 60 feet
  Component: V, S
  Duration: Instantaneous
  Shoots out a fiery bolt from the users wand. Causes
  anything that the spell comes into contact with to explode in a
  fiery, localized explosion. Can work on organic creatures, but
  against wizards it is highly ineffective do to being easily
  blocked. However, even the rebound spell will cause an
  explosion. As such this spell is highly dangerous and should
  only be used with caution. __ The initial bolt deals 1d12 fire
  damage. The explosion is very small, only effecting a 15-foot
  radius. Creatures in the area take 3d10 fire damage.
  Conjunctivito (Conjunctivitis Curse)
  Fifth Year
  Pronunciation: CON-junk-ti-VITO
  Casting Time: Instant
  Range: 60 feet
  Component: V, S
  Duration: 4 rounds, 30 minutes, or until dissipated
  The curse send a small pink flare zooming at great speeds
  directly towards the victims eyes. If hit, the flare burst and
  send small sparks shooting out, both damaging and blinding
  the victim. It is a recommended spell against dragons and
  giants. Targets effected take 1d12 force damage, and are
  put under the blinded condition for 4 rounds, or until it is
  dissipated or countered. The spell can be blocked and if
  water is applied to the victim before the end of the round, the
  negative effects wont hold. If not cleared, the spell makes the
  target have a sudden and painful bout of pink-eye that swell
  their eyes shut.
  Ineffective on anything without eyes or eyes made out of non-
  organic material (such as animated statues).
  Everte Statum (Throwing Curse)
  Second Year
  Pronunciation: ee-VER-tay STAH-tum
  Casting Time: Instant
  Range: 10 feet
  Component: V, S
  Duration: Instantaneous
  Throws the victim backward, similarly to if they'd been
  grabbed and thrown. Intended victims must make a Strength
  saving throw (DC 5). On failed rolls, victim is tossed back
  10ft. and knocked prone. If there a physical object between
  the victim and the 10ft. then they will hit the object taking
  1d10 bludgeoning damage.
  Expulso (Expulsion Curse)
  Third Year
  Pronunciation: ecks-PUHL-soh
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Instantaneous
  Provokes an explosion by filling the targeted object with
  pressurized air. Must be used on a sealed container or hollow
  object to work. The object only needs enough room for small
  amounts of air to fill it.
  Victims within 10ft. of the explosion take 3d8 slashing,
  bludgeoning, piercing damage.
  Flipendo Tria (Tornado Curse)
  Third Year
  Pronunciation: flih-PEN-doh Tre-AH
  Casting Time: Instant
  Range: 30 feet, self (30-foot cone) when used as a
  concentration
  Component: V, S
  Duration: Instantaneous, Concentration
  46
  
  The final and most powerful version of Flipendo. Living
  targets must make a strength saving throw (DC 10). On failed
  rolls they are pushed back 25 feet and take 1d10 Force
  damage. The strength of the gust is enough to push a target
  across a 15ft. wide gap, with a maximum depth of 20ft. __
  This spell has a different effect when used as a concentration
  spell. Twirling the wand causes the gust to take the form of a
  vertical tornado. Moving the wand clockwise will cause it to
  send a heavy gust drastically pushing the target away.
  Counterclockwise will cause the tornado to pull the target
  towards you. Living targets must make a Strength saving
  throw (DC 10). On failed rolls, target is pushed or pulled 30ft.
  This is powerful enough that it can be used to cross a gap of
  30ft. wide regardless of depth.
  Incarcerous (Incarceration Curse)
  Seventh Year
  Pronunciation: in-CAR-ser-us
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: Indefinitely
  Ties the target up with ropes by shooting out several long
  black strands which wrap around them. A favorite of dark
  wizards and aurors alike for being an easy, non-lethal
  incapacitation.
  Victims can make a Strength saving throw (DC 18) after hit
  to see if they can break free of the ropes.
  Locomotor Wibbly (Jelly-Legs Curse)
  First Year
  Pronunciation: loh-koh-MOH-tor WIB-lee
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: 1 round, 5 minutes
  Causes the victim's legs to be unable to support their
  weight and collapse. Victims successfully hit are knocked
  prone until the duration is up or the spell is dispelled.
  During combat, victims make make a Strength saving throw
  (DC 5) to see if they can resist the effects.
  Locomotor Mortis (Leg-Locker Curse)
  First Year
  Pronunciation: LOH-koh-moh-tor MOR-tis
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: 1 rounds, 30 minutes
  Locks the legs together, preventing the victim from moving
  the legs in any fashion. They can still hop on them however.
  Victims during combat have their movement speed halved,
  and need to make a Strength saving throw (DC 5) at the
  beginning of their turn till they either succeed, the duration is
  up, or the spell is dispelled.
  Mimblewimble (Tongue-Tying Curse)
  Second Year
  Pronunciation: MIM-bull-WIM-bull
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: 24 hours
  A curse which prevents certain information from being
  revealed by the individual upon whom the spell is placed. The
  curse manifests itself by causing the tongue to temporarily
  curl backwards upon itself. Last for a whole day before it is
  released.
  Can be used during combat to prevent another caster from
  casting a single spell. The effects however can be dispelled.
  Only one Mimblewimble curse may be placed on a victim at a
  time.
  Orbis (Sinking Curse)
  Third Year
  Pronunciation: OR-biss
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Concentration
  Creates a shimmering blue vortex that sucks the target
  towards the ground. If the curse is dissipated or released, the
  victim is shot back up forcefully. Can be used on targets who
  are flying, levitating, or hovering 60 feet or lower above the
  ground.
  Victims dragged down take fall damage equal to the height
  they were dragged down from. During the duration of the
  spell, the victim is unable to get up unless the make a
  successful Strength saving throw (DC 10). On successful
  saves the victim is throw straight back up into the air.
  Petrificus Totalus (Full Body-Bind
  Curse)
  First Year
  Pronunciation: pe-TRI-fi-cus to-TAH-lus
  Casting Time: Instant
  Range: 15 feet
  Component: V, S
  Duration: 1 round, 10 minutes, concentration
  Used to temporarily bind the victim's body in a position
  much like that of a soldier at attention; the victim will fall to
  the ground under the paralyzed condition. Last for about 10
  minutes, but can be counter-cursed.
  When used as a concentration spell, the victim is held in the
  petrified condition until the concentration is broke, either by
  the caster being attacked or giving up.
  Reducto (Reductor Curse)
  Fifth Year
  Pronunciation: re-DUK-toh
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Instantaneous
  47
  
  Breaks apart objects by shooting out a red bolt that causes a
  bang when making contact. On critical rolls it will completely
  disintegrates them. Can only be used on non-organic, or
  petrified targets. Spell can only be used on one solid object at
  a time with a maximum weight of 200Ibs. It does not break
  apart anything connected to the original item. It does not
  work on magically fortified objects.
  Sectumsempra (Slashing-Blade Curse)
  Not generally taught at Hogwarts. Equal to a Seventh Year
  curse.
  Pronunciation: sec-tum-SEMP-rah
  Casting Time: Instant
  Range: 120 feet
  Component: V, S
  Duration: Instantaneous
  A dark spell that creates large, blood-oozing gashes on the
  victim as if said victim had been "slashed by a sword” by
  sending out a translucent crescent. Victims who are hit take
  an immediate 3d8 slashing damage.
  Stupefy (Stunning curse)
  Fifth Year
  Pronunciation: STOO-puh-fye
  Casting Time: Instant, 1 reaction
  Range: 60 feet
  Component: V, S
  Duration: 15 minutes
  Stuns victim by shooting them with a bright red flare. If
  used too forcefully, it will put the victim in an unconscious
  state. Multiple Stupefy spells in a row increase the duration.
  Some enemies, mostly those with magical resistance, can
  only be stunned with several stunning curses hitting them
  one after the other. The stun last for 3 hours or until they are
  brought out of it with the Rennervate healing spell.
  An initial Stupefy spell does no damage but gives the target
  the paralyzed condition. Stupefy can be cast immediately
  afterwards by a party member as a reaction to double the
  current duration of the initial spell and inflict 1d12 force
  damage.
  48
  
  Chapter 13: Counters & Illegal Curses
  C
  ounter spells and curses are an essential part of
  the wizarding world. All witches and wizards
  must know how to properly defend themselves in
  combat, and how to properly undo harmful
  Jinxes, Hexes, and Curses. Finite is a popular
  counter spell, and can be used within range or by
  prodding the affected area. Protego is a basic
  shielding charm that creates a nigh impenetrable shield that
  will reflect spells cast at it and forms a small barrier.
  Finite (General Counter-Spell)
  First Year
  Pronunciation: fi-NEE-tay
  Casting Time: Instant
  Range: Touch, Self (5-foot cone)
  Component: V, S
  Duration: Instantaneous
  Terminates spell effects in the vicinity of the casters wand
  tip, either by prodding the affected area or casting a 5 foot
  cone. Finite will not work on all spells, for example it cannot
  dispel shielding charms or any of the Unforgivable Curses.
  Finite only affects spells of a 3rd year difficulty or lower.
  Finite Incantatem (Superior Counter-
  Spell)
  Third Year
  Pronunciation: fi-NEE-tay in-can-TAH-tem
  Casting Time: Instant
  Range: Touch, Self (10-foot cone), 50 feet
  Component: V, S
  Duration: Instantaneous
  Similar to Finite but significantly more powerful, it allows a
  caster to send a counter spell to a target within 50 feet by
  shooting a small white dart at them. Finite Incantatem can
  even break weak Protego charms, and can break the control
  of an Imperious curse.
  Affects spells of all years.
  Protego (Shield Charm)
  First Year
  Pronunciation: pro-TEE-goh
  Casting Time: Instant, or 1 reaction when targeted by an
  attack
  Range: Self (5-foot dome jutting from the tip of the users
  wand where they’re pointing)
  Component: V, S
  Duration: Concentration, or 1 reaction
  The Shield Charm causes minor to moderate jinxes,
  curses, and hexes to rebound off a domed translucent shield
  jutting from the tip of the casters wand, protecting the caster.
  A useful spell, it is surprisingly sturdy. The shield is physically
  solid and you are given a +3 bonus to AC (if used as a
  reaction this includes the triggering attack). As a reaction it
  last until the spell you reacted to is finished or your shield is
  broken by a succesful attack.
  When used as a concentration spell, the shield gains 10
  Temporary HP points. As long as the shield has remaining
  HP it cannot be brought down, however the shield is unable
  to recharge it’s HP until it is summoned again.
  The spell can also be used in a number of ways outside of
  combat such as creating an impenetrable 5ft. space nobody
  can walk through or separating people by force who are too
  close.
  Protego Horribilis (Darkened Shield
  Charm)
  Fifth Year
  Pronunciation: pro-TEE-goh horr-uh-BIHL-ihs
  Casting Time: Instant, or 1 reaction when targeted by an
  attack
  Range: Self (10-foot dome)
  Component: V, S
  Duration: Concentration
  A variation of Protego, it is especially effective against dark
  magic. The shield produced is a translucent green color
  versus the clear translucence of Protego. The shield is
  physically solid and you are given a +8 bonus to AC (if used as
  a reaction this includes the triggering attack). As a reaction it
  last until the spell you reacted to is finished or your shield is
  broken by a succesful attack.
  When used as a concentration spell, the shield gains 20
  Temporary HP points. As long as the shield has remaining
  HP it cannot be brought down, however the shield is unable
  to recharge it’s HP until it is summoned again.
  The spell can also be used in a number of ways outside of
  combat such as creating an impenetrable 10-foot space
  nobody can walk through or separating people by force who
  are too close.
  Protego Maxima (Ultimate Shield Charm)
  Seventh Year
  Pronunciation: pro-TEE-goh MAX-ee-ma
  Casting Time: 1 hour
  Range: a large dome stretching a 150-foot radial dome from
  the caster
  Component: V, S
  Duration: Concentration, up to 1 day
  A large and extremely powerful version of Protego, it will
  actually disintegrate anything that comes into contact with it
  of a magic nature (including witches and wizards). The spell
  is an intensive ritual that requires the casters utmost
  concentration. The spell can only be entered or exited safely
  using certain charms or dropping the shield. The shield is
  physically solid and has an AC of 30. It has an HP score of
  300, until the caster drops the spell, or a spell damages the
  shield to 0 HP, it will hold. There is no means to heal the
  shield, unless it is summoned again.
  Protego Totalum (Home-Shield Charm)
  Fifth Year
  49
  
  Pronunciation: pro-TEE-goh toh-TAH-lum
  Casting Time: 1 hour
  Range: A drawn out area up to 50-foot total area coverage
  Component: V, S
  Duration: Indefinite
  Casts a lasting shield charm over an area the caster draws
  out with an HP score of 250. It will not let anything pass
  through the shield once it is set up or until it’s HP is dropped
  to zero. The shield has no AC score, so it can be brought
  down with relative ease. However, it can only be damaged by
  magical means, it is unaffected by physical damage. Once
  someone leaves the drawn out area, the shield will dissipate.
  Exceptions to the rule are creatures of no magical means
  (such as muggles and squibs), and House Elf apparation.
  50
  
  The Unforgivable Curses
  In the wizarding world there are three curses that are
  registered as “Unforgivable”. The use of any of the said curses
  is considered illegal and will guarantee the caster a spot
  rotting away in the cells of Azkaban, the wizarding prison.
  The spell are not generally taught at Hogwarts except in the
  most advanced Defense Against the Dark Arts classes.
  Aurors (dark witch/wizard catchers) are trained in the use
  and effects of the curses so that can better combat them out
  in the field.
  Avada Kedavra (Killing Curse)
  Never taught at Hogwarts, only studied by advanced Seventh
  Year students.
  Pronunciation: ah-VAH-dah keh-DAV-rah
  Casting Time: Instant
  Range: 60 feet
  Component: V, S
  Duration: Instantaneous
  Causes instant death to the victim wherever it hits on the
  body, is accompanied by a flash of green light and a rushing
  noise; there is no known counter-curse, although there are a
  number of ways to prevent death by it, such as hitting it with
  another spell in mid-flight, dodging it, or interrupting the
  caster. Use of the curse is illegal and not (normally) taught at
  Hogwarts.
  Crucio (Cruciatus Curse)
  Never taught at Hogwarts, only studied by advanced Seventh
  Year students.
  Pronunciation: KROO-shee-oh
  Casting Time: Instant
  Range: 30 feet
  Component: V, S
  Duration: Instantaneous, Concentration
  Inflicts intense pain on the recipient of the curse; the pain
  is described as having hot knives being driven into the victim.
  It cannot be cast successfully by a person who is doing so out
  of pure spite or anger; one must feel a true desire to cause
  the victim pain.
  The spell cannot be resisted, once a target is hit it does 3d8
  force damage and knocks the victim prone. The victim must
  make a Constitution saving throw (DC 18) to break the curse.
  If used as a concentration spell, each subsequent turn causes
  the victim an additional 1d8 force damage. Victims cannot
  move or fend for themselves while being attacked, for the
  pain in unbearable.
  Imperio (Imperius Curse)
  Never taught at Hogwarts, only studied by advanced Seventh
  Year students.
  Pronunciation: im-PEER-ee-oh
  Casting Time: Instant
  Range: 60 feet
  Component: V, S
  Duration: 1 week
  One of the three "Unforgivable Curses". Places the subject
  in a dream-like state, in which he or she is utterly subject to
  the will of the caster. However, those who are strong willed
  may learn to resist it. While under it’s effects, the victim is
  capable of doing things they normally wouldn’t be able to
  (such as feats of gymnastics or murder).
  Intended victims must make an Intelligence saving throw
  (DC 18), those who resist are instantly alerted to the casters
  location. Victims who fail are instantly put under the control
  of the caster. Directions must be communicated to the
  Imperioused victim, but they can perform the directions
  normally as if they intended to do it themselves. The caster
  can be miles away and the victim will still respond to orders.
  51
  
  Chapter 14: Healing Spells
  h
  ealing spells are some of the most complex
  spells known to wizardkind. They are also
  equally as useful, for no witch or wizard is
  immune to damage of any sort. From healing
  broken bones to summoning makeshift
  splints, Healing spells encompass a wide
  range of effects. If it makes ones life better,
  and brings them comfort then it was used correctly. In this
  section we will alphabetically list many of the most useful
  Healing spells in the wizarding world, along with the year
  they are normally taught at Hogwarts. It should be noted, with
  few exceptions, that most Healing spells are O.W.L. or
  N.E.W.T. level due to the immense level of discipline needed
  to make them have the desired effect.
  Anapneo (Heimlich Healing Spell)
  First Year
  Pronunciation: ah-NAP-nee-oh
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: Instantaneous, concentration
  Clears the target's airway, should they find it blocked.
  Shoots the blockage out at a forceful rate. A mandatory spell
  taught to all first year students, due to the splendor of the
  traditional Hogwarts feast most students are prone to
  choking at least once.
  When used as a concentration spell, it will also heal minor
  wounds. Caster rolls 1d4 to determine the damage healed.
  The can roll again at the start of their next turn unless
  concentration is broken with an attack.
  Brackium Emendo (Bone-Mending
  Healing Spell)
  Seventh Year
  Pronunciation: BRA-key-um ee-MEN-doh
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: Concentration
  This spell will heal broken bones, however it is incredibly
  difficult and must be used only by professionals or skilled
  witches and Wizards. Requires extreme concentration. If
  used incorrectly, the bones may mend in strange angles, grow
  extra bones, or they may disappear completely.
  During combat, caster rolls 1d12 at the beginning of every
  turn to determine the damage healed. Cannot break
  concentration or the spell will backfire and injure the
  recipient, causing their bones to re-break and inflict 2d12
  piercing damage.
  Episkey (Minor Injury Healing Spell)
  Third Year
  Pronunciation: ee-PISS-key
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Instantaneous
  Used to heal relatively minor injuries, such as a broken
  nose and cartilage or small scrapes and cuts. Roll 1d8 to
  determine the amount healed.
  If casting as a concentration spell, roll 1d8 every turn until
  you release the spell.
  Ferula (Mendicant Healing Spell)
  Fifth Year
  Pronunciation: feh-ROO-lah
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: Indefinitely, until severed
  Creates a makeshift bandage or splint out of solid black
  mass that shoots from the tip of the wand. Spell last
  indefinitely until cut or removed. Despite it’s imposing visage
  and strength, wands will cut through it quite easily. Once cut
  or removed, the mass begins to disintegrate into nothingness.
  Rennervate (Enervation Healing Spell)
  Fifth Year
  Pronunciation: ree-nur-VAH-tay, REN-ur-vayt
  Casting Time: Instant
  Range: Touch
  Component: V, S
  Duration: Instantaneous
  Revives a paralyzed person. The receiver of this spell must
  be paralyzed by magical means (such as the use of the
  Stupefy curse) or the spell will fail to work.
  Vulnera Sanentur (Resuscitation
  Healing Spell)
  Seventh Year
  Pronunciation: vul-nur-ah sahn-en-tur
  Casting Time: Instant
  Range: 5 feet
  Component: V, S
  Duration: Concentration
  Causes wounds and gashes to mend up and any blood to
  return to the victim. Requires steady concentration or the
  spell will falter and the wounds will reopen. Spell is powerful
  enough to heal wounds made by extremely dark curses.
  During combat, caster rolls 2d10 every turn to determine
  how much damage is healed. If concentration is broken,
  recipient wounds reopen, causing 3d10 slashing damage.
  52
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Harry Potter Tabletop RPG Guidebook v3.75.5.pdf