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G
02-08-2017, 01:13 AM
Rules for Magic

For the purposes of this RP, we will be using a level based system for magic. Your characters magic 'level' will correspond, in a majority of cases, to their year at school, although there are of course exceptions to the rule.

So First Years would generally have a Magic Level of 1, second years; level 2, and so on. School graduates would usually have a Magic Level of 8 or 9, depending on their prowess, though again, there are room for some exceptions.

All spells from the Harry Potter universe are allowed to be used, though some require a certain Magic Level to cast. You can find more information about specific spells and magic levels below. If you wish to submit your own original spells to be used in the roleplay, you can do so here.
(http://role-player.net/forum/showthread.php?t=86122)

Duelling

What would a HPRP be without some good ol' wandslingin' action?! Whether it's your school rival or the next Big Bad you're Duelling, we have some guidelines for magical mayhem;

1. You may NOT auto-hit another players characters. When Duelling with a player character, battles will run on the same principle as any other RP fight. You outline your players' attack, and their intended effect, and the other player decides if and how their character is affected by the attack.
1a: When fighting an NPC character controlled by yourself, you may inflict damage; however, be realistic about your characters Magic Level and limitations.
1b: When fighting an NPC character controlled by a GM, the same rules apply as if you were Duelling a player character.

2. You are not Dumbledore. I know, I know, but he's so badass! Too bad. As stated above, keep your characters Magic Level and abilities in mind when fighting. It's no fun for anyone but you, duelling a first year that's impervious to every attack.

3. Remember your Magic Level; if a character attempts a spell beyond their ablities, there could be dire consequences!! Best case scenario - the spell just doesn't work. Worst case; you might cop it, rather than your opponent if it backfires!

So keep your characters level and limitations in mind, be realistic about damage dealt out and taken, and keep your wand arm ready! And remember, sometimes tactics and teamwork are more important than power. ;)



Magic Levels

Nil - No magical ability. Muggles and Squibs fall into this category. Some squibs still possess some affinity for magical elements, such as heightened intuition and affinity with animals.
One - Entry-level magical ability. Can perform simple spells, with practise.
Two - Seven - Equivalent to the average Magical Level of a Hogwarts student of the corresponding year.
Eight - Average adult level, able to perform most spells with relative ease.
Nine - Above-average. Normal spells are a breeze, and complicated magic is not beyond them. An Animagus or Potions Master would be considered at this level.
Ten - A master magic user. You're Dumbledore.


Spell List




First Year:
Level One
Incantation
Effect


Alohomora
Alohomora
This charm will cause a locked door to open. Success is dependent
on the type of lock, the level of the lock, and the student's familiarity of
the spell.


Blue Bells Flames
Lacarnum Inflamarae
This spell conjures a small blue flame from the end of a wand. The
flame can be captured and stored in a jar to provide light.


Leg-Locker Curse
Locomotor Mortis
Locks the legs of the victim together, making him unable to walk.


Levitation Charm
Wingardium Leviosa
Causes an object to levitate.


Lumos
Lumos
Causes a small beam of light to shine from the end of the casters' wand.


Nox
Nox
Turns off the light from a "Lumos" spell.







Second Year;
Level Two
Incantation
Effect


Arania Exumai
Arania Exumai
Knocks over or throws back spiders.


Everte Statum
Everte Statum
Duelling spell used to send the opponent flying.


Disarming Spell
Expelliarmus
Causes opponent's weapon to fly out of his or her hand.


Fera Verto
Fera Verto
The spell transforms an animal into a cup or goblet.


Freezing Charm
Immobulus
Freezes objects where they are.


Full Body Bind
Petrificus Totalus
Turns the entire body of the victim rigid.


Tickling Charm
Rictusempra
Causes a person to laugh uncontrollably.


Serpensortia
Serpensortia
Causes a large serpent to burst from the end of the caster's wand.


Tarantallegra
Tarantallegra
Forces the victim's legs to do a crazy dance.





Third Year;
Level Three
Incantation
Effect


Bombarda
Bombarda
Spell which can blast open a door.


Cheering Charm
-
A charm that cheers a person up, makes them happy.


Impervius
Impervius
Makes something waterproof or water repellant.


Repairo
Repairo
Undoes damage to an object.


Boggart Banishing Spell
Riddikulus
A simple charm requiring force of mind, this spell requires the caster to visualize his or her worst fear in an amusing form while reciting the incantation. When performed correctly, this forces the boggart to take on an appearance which will inspire the laughter that forms an effective defense against the creature.


Waddiwasi
Waddiwasi
Shoots a wad of gum out of a keyhole.





Fourth Year;
Level Four
Incantation
Effect


Summoning Charm
Accio
Causes an object to fly to the caster, even over quite some distance; the target object is said to have been Summoned. It would seem that the caster must know at least the general location of the object summoned.


Ascendio
Ascendio
Causes the spellcaster to ascend rapidly.


Depulso
Depulso
Sends an object away from the caster


Bat-Bogey Hex
-
Engorges an opponent's 'bogies' to bat-size, gives them wings, and sets them to attacking his or her face.


Defensive Charge
-
No incantation needed; automatic response - A charge like that of electricity runs through the body of a wizard with this automatic defensive spell.


Densaugeo
Densaugeo
Curse which causes the victim's teeth to enlarge grotesquely.


Furnunculus
Furnunculus
Curse that causes boils to break out all over the victim.


Impedimenta
Impedimenta
Stops an object or slows it down.


Periculum
None needed
Sends red sparks into the air.


Shield Charm
Protego
Creates a magical barrier which will deflect hexes.


Reducto
Reducto
Blasts solid objects out of the casters' path.





Fifth Year;
Level Five

Incantation
Effect


Aparecium
Aparecium
Makes invisible ink become visible.


Colloportus
Colloportus
Seals a door.


Diffindo
Diffindo
Spell that cuts something open.


Engorgement Charm
Engorgio
Spell which causes a target to swell in size.


Vanishing Spell
Evanesco
Makes something vanish (not just turn invisible, but disappear completely.)


Finite Incantatem
Finite Incantatem
Stops currently operating spell effects.


Flagrate
Flagrate
Creates a burning, fiery line in the air which can be "drawn" with the wand into specific shapes. The shape lingers for some time.


Reducio
Reducio
Causes an engorged object to return to its original size.


Silencing Charm
Silencio
Magically silences the target of the spell.





Sixth Year;
Level Six

Incantation
Effect


Aguamenti
Aguamenti
Charm that conjures a fountain or jet of clear water from the caster's wand.


Confundus Charm
Confundo
Causes confusion. A person who is affected by this Charm is said to be Confunded.


Episkey
Episkey
Heals/repairs damage that has been inflicted on the target.


Patronus Charm
Expecto Patronus
Conjures a Patronus, a silvery phantom shape, usually that of an animal, which is the embodiment of the positive thoughts of the caster. A Patronus will drive away Dementors.


Incarcerous
Incarcerous
Sends thick ropes out of thin air to wrap around someone or something.


Oppugno
Oppugno
Causes conjured creatures under the control of the caster to attack the target.


Langlock
Langlock
A jinx that glues the targets' tongue to the roof of his or her mouth.


Levicorpus
Levicorpus
Dangles a person upside-down by the ankle in mid-air.


Liberacorpus
Liberacorpus
Counter-jinx to 'Levicorpus.'


Muffliato
Muffliato
Fills the ears of target persons near the caster with an unidentifiable buzzing, so that the caster can hold lengthy conversations without being overheard.


Specialis Revelio
Specialis Revelio
Used to identify the ingredients of the target potion.


Tergeo
Tergo
Cleans up the target object or person.





Seventh Year;
Level Seven

Incantation
Effect


Alarte Ascendare
Alarte Ascendare
Spell which causes something to shoot up in the air.


Anapneo
Anapneo
Spell that clears a targets airway, if blocked.


Arresto Momentum
Arresto Momentum
Slows the descent of a falling object.


Avis
Avis
Conjures a flock of small, twittering birds.


Bubble-head charm
-
Encloses the head of the caster with a bubble of breathable air.


Conjunctivitis Curse
-
A spell that affects the eyes and vision of the target


Cushioning Charm
-
The Cushioning Charm creates an invisible "pillow" above a hard surface. Used by some on broomsticks to make flying more comfortable.


Deletrius
Deletrius
Erases the ghost images of spells revealed by the Priori Incantatem spell. Possibly can be used to remove other spell effects as well.


Ennervate
Ennervate
Spell used to revive a person who has been hit by a Stunner.


Fidelius Charm
Fidelius
An immensely complex spell involving the magical concealment of a secret inside a single, living soul. The information is hidden inside the chosen person, or
Secret-Keeper, and is henceforth impossible to find — unless, of course, the Secret-Keeper chooses to divulge it.


Finite
Finite
Stops a currently operating spell effect.


Imperturbable Charm
-
Creates a magical barrier on an object, such as a door, to prevent eavesdropping.


Incendio
Incendio
Starts a fire.


Memory Charm
Obliviate
Modifies or erases portions of a persons' memory.


Portkey Charm
Portus
Turns the object into a portkey.


Reverse Spell Effect
Prior Incantato
Can be cast as a spell, ("Prior Incantato"), in which case it forces a wand to emit a ghost image of the last spell it cast. The images can be dispelled using the Deletrius spell.


Quietus
Quietus
Reverses the effect of the Sonorus spell, making the caster's voice normal in volume.


Scourgify
Scourgify
Cleans things.


Sonorus
Sonorus
Magically amplifie the casters' voice.


Stunning Spell
Stupefy
Renders the target of the spell unconscious; this spell hurls a bolt of red light.





Dark Magic;
Adult Level

Incantation
Effect


The Dark Mark
Mosmordre
Conjures an immense glowing skull in the sky, comprised of green sparks. There is a snake coming out of the skull's mouth. Due to past history, this spell may as well be considered an "Unforgivable," and use of it is prohibited.


Imperius Curse
Imperio
One of the Unforgivable Curses, this spell causes the victim to be completely under the command of the caster, who can make the victim do anything the caster wishes.


Cruciatus Curse
Crucio
One of the "Unforgivable Curses," this spell causes the victim to suffer almost intolerable pain. Some victims of prolonged use of this curse have been driven insane.


Killing Curse
Avada Kedavra
One of the "Unforgivable Curses," this spell causes instant death in a flash of green light, usually leaving no sign of physical damage or of the cause of death that would be detectable to a Muggle autopsy.

G
02-10-2017, 08:27 AM
A tip if you're looking for a particular spell : press ctrl+f on your keyboard to bring up a search bar at the bottom the window. Type the spell you want, bam, there it is! :)