David Ren 55hp Move 6 Half Giant Physical Skills Constitution 5 Athleticism 5 Dodge 2 Sleight of Hand Stealth Craft 1 Drive Ride 2 Melee Weapons Range Weapons Martial Arts 2 Social skills Leadership 1 Intimidation Subterfuge Seduction Empathy Etiquette Perform Intelligence skills Street Smarts Paranoia 1 Teaching Medicine Animal knowledge 1 Survival Investigation Law Linguistics Magical skills Charms 2 Transfiguration Potions History of Magic Astronomy Herbology 1 Defense Against the Dark Arts 1 Arithmancy Divination Magical Creature Care 1 Muggle Studies 1 Magic Sense Wand Lore Ancient Runes 1 Costs odd points Dark Arts Flying 3 Quidditch 3 Permission needed Advanced Arithmancy Alchemy Apparation Legilimancy Occlumency Family Funds 5 Animal 5 Contact Strength of the Mountain Troll Born Leader Self Healing Wand Core Curriculum Charms Transfiguration Potions Herbology History of Magic Electives Magical creature care Muggle studies Antient Runes Spells I know Year1 Extinguishing Charm: Extinguishes simple fires // Charms // 1 success // 2MR // Magical fires require you to roll more successes than the fires intensity rating(ask the GM) Hot-Air Charm: Produces a jet of hot air // Charms // 1 success // 2MR // Hot enough to dry but not burn Fire-Making Spell(Incendio): Produces a jet of flames(Each success deals 1d3 fire damage) // Charms // 1 success // 4MR // Causes burning condition. Levitation Charm(Wingardium Leviosa): Makes an object float. It can also be slowly moved while in the air. // Charms // 1 success // 3MR // Does not work on living creatures. Locking Charm(Colloportus): Locks a lock and adds a magical protection preventing the lock from being physically unlocked // Charms // 1 success // 3MR // Works on any normal physical lock. Leg-Loccker Curse(Locomortor Mortius): Binds the target’s leg together(Con check to reduce time spent with legs lock)// DADA // 2 successes // 5MR // Each success causes the targets legs to remain lock for 1min. Pack: Packs luggage // Charms // auto // 2MR // N/A Mending Charm(Reparo): Repairs objects // Charms // Size and damage determines successes ask the GM // Size and damage determines the MR ask the GM // Must have all broken pieces. Unlocking Charm(Alohomora): Unlocks a lock // Charms // normally 1 success is required but strength of the magical lock might require more successes // MR6 // Works on any physical lock. Wand-Lighting Charm(Lumos or Nox(is the counterspell): Produces light at the tip of the caster’s wand // Charms // 1 sucess // MR2 // Its just light about as bright as a touch. *Lumos Solem: Conjures a powerful ray of light, similar to sunlight(If targeting the eyes of a creature, if 2 successed are scored it blinds them. Light sensitivity creatures also take 1d4pts of damage per success. // Charms // 2 successes // MR8// If targeting eyes, it burns the targets retinas and can only be cured with specilized magical care. *Unlocking Charm(Portaberto): Opens a door by breaking its lock // Charms // 2 success or locks strength ask the GM // MR8 // Works on any physical lock. Year 2 Hex-Deflecting Spell(Salvio Hexia): Deflects some spells // DADA // More successes than spell casted at you(This is a Defesive action) // MR8* // If your MR was greater than your targets MR and you successfully defended against the spell it is reflected back towards the caster using their attak pool. Arresto Momentum: Reduces the targets velocity. If forceful enough, it can stop the target.(Each success removes 2 from the targets initiative and momevent. If movement becomes 0, each success removes 1 rank of both their actions and defensive actions.) // Charms // 2 success // MR6 // If used on a non human target each success removes ⅓ of the targets momentum. Everte Statum: Forcefully knocks the target backwards // Charms // 2 successes // MR8 // Each success sends the target 2 spaces away from you. General Counter Spell(Finite incantatem): Cancels the effects of spells // DADA // 1 success // MR8 // Success are cumulative till you achieve enough success equal to the MR of the spell to which it becomes dispelled Mobiliarbus: Levitates plants a few inches off the ground so they can be moved. // Charms // 2 Successes // MR6 // More efficient for plants than Locomotor and Wingardium Leviosa. Can also uproot plants(Larget plants require more successes) *Errecto: Erects tents or other structures // Charms // 1 success or more depending on size. // MR6 Ticking Charm(Rictusempra): Tickles the target intensely(Con resists, each success causes target to lose 1 dice during their actions. // Charms // 2 successes // MR8 // This spell only lasts a round. Disarming Charm(Expelliarmus): Disarms the target(resist by magical grip) // Charms // 2 success // MR8 // Object is flung 1 space from the target per success. If 4 or more success are achieve you can instead draw the object towards yourself. Colovaria: Changes an objects color // Charms // 1 success // MR4 // Cannot target living creatures. Flipendo: Knocks back the target(resisted with Athletics) // Charms // 1 success //MR6 // Each success sends the target 1 space away from you. Year 3 Draconifors: Morphs an object into a dragon about the same size // Transfiguration // 2 successes or more depending on size // MR12 // Bombarda: Blasts the target, as if they were struck by a punch to a cannonball.(Each success deals 2d4 damage and knocks the target back 1 space.) // Charms // 2 success // MR10 Full-Body Bind Curse(Petrifuicus Totalus): Locks the targets limbs to their body and immoblize it. The target stays conscious. Works on targets adult size or smaller.(Con Resists) // Dark Arts // 3 successes // MR10 // Each extra success causes to target to stay immobilized for 1 round longer. Lasts for 3 rounds. Scourgify: Cleans the target. // Charms // 1 success // MR6 Riddikulus: Banishes a boggart by giving it a ridiculous look. // Charms // 2 successes and must laugh // MR10 Impervius: Renders the target waterproof // Charms // 1 success //MR8 Glacius: Conjures extreme cold from the casters wand(does not create ice)(Con resist) // Charms // 2 successes // MR10 // Deals 1d4 damage per success and removes 1 dice from targets actions if successful. Impedimenta: Immoblizes the target(Con Resists) // Charms // 2 successes // MR10 // Lasts for 2 rounds. Year 4 Shield Charm(Protego) Stunning Spell(Stupefy) Summing Charm(Accio) Reviving Spell(Rennervate Flying Charm Alarte Ascendare Year 5 Patronus Charm(Expecto Patronum) Refilling Charm Glisseo Unbreakable Charm Year 6 Basic Conjuration Working on Advanced Conjuration Gryffyndor Redwood Dragon