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31 May 2019, 19:32
Magical Races/Talents and Special Abilities
Special Abilities
All Hogwarts children can develop special abilities.
  • Anyone who chooses to play a human can choose a special ability every year.
  • Anyone who chooses a magical race/talent starts with 5 stats less than a human, and they are automatically given a special ability related to their race/talent every other year (1st year, 3rd year, 5th year, and 7th year). During the remaining years (2nd year, 4th year, 6th year), they can choose from this list of special abilities.
To earn an ability, all a player has to do is write a 400 word roleplay that either describes them using this skill, them learning this skill or them discovering that they can perform this skill. Some skills might be acquired though academic effort here at Hogwarts, some skills might be learned at home or through independent studies. The roleplay must make sense and you must post your word count. In order to apply for a special ability, you should fill out the form located here: [link]

Some abilities have prerequisites, so pay attention to these.

Part-Human is considered to be a race with non-Human ancestry and, mechanically, those having Magical Talents as well: Dhampir, Part-Giant, Part-Goblin, Part-Veela, Werewolf, Parselmouth, Metamorphmagus, Seer

The ability list is continually growing as new abilities are discovered.
  1. Advanced Apparition

    Prerequisite:
     Must have the ability Apparition.

    Wisdom DC: 30 [The user cannot be splinched, but there is a critical failure chance for your allies as detailed below.]

    Restriction: Cannot apparate on Hogwarts grounds. 

    Effect:
    Can apparate with additional allies. While you cannot be splinched, there is a roll (using your wisdom to determine success) and if you critically fail your allies may be spliched. The critical failure chance increases by +1 per ally you take with you, so if you take 3 allies if you roll a 1 to a 4 on your d20, your allies are splinched. 

    Splinching: Splinching is where a body part fails to come with the caster. The exact effect is up to the moderator's discretion and the limb would be eventually reattached but the user would be without a limb until they complete the thread that they are in as well as a thread in the hospital wing of Hogwarts or a hospital thread in St. Mungos where you get your limb magically re-attached. [500 word count minimum solo RP] Debuffs include -5 accuracy (splinched arm) or -5 evasion (splinched leg) which would effect the user until their limb is reattached.

    Can I choose to suffer a minor splinch? Yes, if you want to lose an eyebrow feel free.

    What is a Critical Failure? A critical failure is where you roll a 1 (or within the extended range if applicable) and the spell ends up backfiring or an unexpected effect happens which is often disastrous to the caster.
  2. Advanced Casting

    Prerequisite: None

    Effect: A reflection of inherent skill or simply hard work in studies. Spells have an increased chance of being a critical hit. +1 to the critical chance, so if a critical would be on a 20, now it would be on a 19 or a 20.
  3. Apparition 
    Prerequisite: Sixth year or more.

    Wisdom DC: 28 [On a critical failure, the user is splinched]

    Restrictions: Cannot apparate on Hogwarts grounds (nor in other areas affected by anti-apparition charms)

    Effect: Apparition is a wizarding transportation. It is essentially the magical action of travelling by having the user focus on a desired location in their mind. After the user is properly focused they then disappear from the current location and instantly reappear at the desired location. In short, Apparition is a form of teleportation. It is by far the fastest way to get to a desired destination, but is tricky to pull off correctly and disastrous if botched.

    Apparition also be used when in an altercation, however you cannot dodge/resist any attacks during the round that this is cast and if you are damaged during the round that you are casting this for more than 25% of your maximum health or you are rendered unconscious, then your attempt to apparate will fail. 

    In altercations this would be considered the last action moderated regardless of the order the user has chosen.

    Splinching: Splinching is where a body part fails to come with the caster. The exact effect is up to the moderator's discretion and the limb would be eventually reattached but the user would be without a limb until they complete the thread that they are in as well as a thread in the hospital wing of Hogwarts or a hospital thread in St. Mungos where you get your limb magically re-attached. [500 word count minimum solo RP] Debuffs include -5 accuracy (splinched arm) or -5 evasion (splinched leg) which would effect the user until their limb is reattached.

    Additional Information: This requires a licence, your RP to gain this is taking the exam where you demonstrate your ability to apparate. The Ministry of Magic holds multi-week classes with an exam at the end to gain your license for anyone who has completed fifth year. These classes and exams can take place over summer at the Ministry, or during the school year in the Great Hall under supervision by an NPC Ministry official.

    Can I choose to suffer a minor splinch? Yes you may. If you want to state you lost a pinky finger or your hair is now a bob, by all means do so.

    What is a Critical Failure? A critical failure is where you roll a 1 (or within the extended range if applicable) and the spell ends up backfiring or an unexpected effect happens which is often disastrous to the caster.
  4. Animagus
    A rare, learned skill. The animagus skill is something that is learned, not given to one at birth.  Information on Animagi is taught to Hogwarts students during their third year Transfiguration class, but due to the lengthy process of becoming an antimagi students do not finish the process until their fifth year in Hogwarts. Once learned, the animagus must be registered with the Ministry of Magic.

    Prerequisite: 5th year or later; cannot be a Parselmouth, Metamorphmagus, part-Veela, part-Giant, part-Goblin, Dhampir, Seer, or a Werewolf. You must be fully human. Cannot also gain the Occlumency Ability.

    Effect: Allows a user to transform into a single animal of their choice. This animal will have at least one physical characteristic of the human animagus (such as a missing toe for instance, a noticeable birthmark, etc). 
    The IC Process:
    A witch or wizard must keep a single mandrake leaf in their mouth for an entire month (from full moon to full moon). If the leaf is removed or swallowed, the witch or wizard will have to start over again. At the next visible full moon (if the night happens to be cloudy one, they will have to start over) the wizard must spit the leaf in a phial within range of the moon's pure rays. To the moon-struck phial, the wizard or witch must add one of their own hairs, a silver teaspoon of dew that has not seen sunlight or been touched by human feet for seven days, and the chrysalis of a Death's-head Hawk Moth. The mixture must be put in a quiet, dark place and cannot be in any way disturbed.

    The next thing that must happen is for the wizard to wait for an electrical storm, whenever that might be. During this waiting period the wizard must, at sunrise and sundown without fail, chant the incantation "Amato Animo Animato Animagus" with the tip of their wand placed over the heart. When, at last, there is a lightning storm, the wizard ought to move immediately to a large and secure place, recite the incantation one final time, and then drink the potion.
    The roleplay must be at least 500 words and describe all of the steps required. Once completed, if you are approved you will transform into an animal. 

    Upon registration you must submit the following:
    1 - Your name
    2 - Your animagus form
    3 - The distinctive marking you and your animagus form share
    This will be listed by the Ministry and Hogwarts would also keep records of this.

    The OC Process: Refer to this thread

    Additional Information:
    An animagus has no control over but can communicate with like creatures. So a barn owl can communicate with a snow owl, but not with a raven. The communication is basic, the animal does not know human words unlike the animagi so often they do not know their own names or the names of their owner for instance or what has been said between two people but the communication between the animagus in animal form and a like animal can serve as an interesting RP opportunity. 

    You do not become the animal in every way. You cannot mate with a like animal and have offspring. That would break site rating (beastiality is not allowed here) but also the genetic material necessary would not transfer over. You also do not go through the biological processes of the animal such as molting or laying eggs, you shed skin and hair like normal and you ovulate as normal.

    Restriction: The animal you choose cannot be a magical creature or an animal that went extinct before the 20th century.

    Note: You would make the RP regarding this effort when you apply for the ability.
  5. Attacker Awareness

    A broom racing based ability. This racer is great at assessing upcoming environmental attackers on racing courses and determining the best flight path to make it past unnoticed.

    Prerequisite: None

    Effect: When facing an environmental attacker on a broom racing course, you have a 10% chance to go unnoticed by the attacker and not have to roll against them. This stacks throughout the race, adding 10% for each attacker you encounter. Example: If you go past an attacker in round 2 and face another attacker in round 4, you have 10% chance to make it past the first attacker and a 20% chance to make it past the second attacker. This stacking chance caps at 50%. This stacking chance resets to 10% when the ability is successful. This roll is performed before any other rolls that might impact success against an attacker (eg Evasive Maneuvers).
  6. Avada Kedavra
    Also known as the killing curse. Sorry we do not have any auto-kill options available to the players in this community. This is not a player option.
  7. Beast Master

    Prerequisite: Must own a pet. Effect: Those with this skill gain a separate action for their pet. Their pet has health points and can perform actions depending on what animal they are.

    Pygmy Puff: 200 health. Not capable of damaging a target with an attack, but can debuff a target with an attack done at +10 accuracy that causes a -1 evasion and accuracy (stacks up to 3 times) to a single target per attack. Able to observe on land, useful for finding hidden/lost items or passageways. Unable to communicate findings with owner verbally, but would be able to indicate a location by going to/through it or if small enough retrieving the object. Due to their small size, they are able to sneak into locked rooms.

    Owl: 200 health. Can peck a target at +10 accuracy, causing 50 damage. Able to observe from above/in flight, useful for finding hidden/lost items or passageways. +5 search. Able to observe on land, useful for finding hidden/lost items or passageways. Unable to communicate findings with owner verbally, but would be able to indicate a location by going to/through it or if small enough retrieving the object.

    Rat: 200 health. Can bite a target, inflicting them with 25 damage and a diseases status -1 evasion (stacks up to 3 times) on a single target per attack. Able to observe on land, useful for finding hidden/lost items or passageways. Unable to communicate findings with owner verbally, but would be able to indicate a location by going to/through it or if small enough retrieving the object. Due to their small size, they are able to sneak into locked rooms.

    Frog: 200 health. Not capable of damaging a target. Able to observe underwater, useful for finding hidden/lost items or passageways. +5 search. Able to observe on land, useful for finding hidden/lost items or passageways. Unable to communicate findings with owner verbally, but would be able to indicate a location by going to/through it or if small enough retrieving the object.

    Cat: 200 health. Bites and Claws a target for 25 damage each (they perform both attacks) at +10 accuracy. Able to observe on land, useful for finding hidden/lost items or passageways. Unable to communicate findings with owner verbally, but would be able to indicate a location by going to/through it or if small enough retrieving the object. Has the skill "cat's grace" which gives them a 25% chance to enter a thread in stealth.

    Snake: 200 health. These creatures can only be owned by Parselmouths but in addition to buffing the snake by adding 200 health to the snake.

    Spider: 200 health. Can bite a target at +10 accuracy, causing 40 damage and 10 damage per round (stackable) to a single target per attack. Able to observe on land, useful for finding hidden/lost items or passageways. Unable to communicate findings with owner verbally, but would be able to indicate a location by going to/through it or if small enough retrieving the object. Due to their small size, they are able to sneak into locked rooms.

    Lizard: 200 health. Can bite a target at +10 accuracy, causing 25 damage and an infected status -1 accuracy (stacks up to 3 times) on a single target per attack. Able to observe on land, useful for finding hidden/lost items or passageways. Unable to communicate findings with owner verbally, but would be able to indicate a location by going to/through it or if small enough retrieving the object. Due to their small size, they are able to sneak into locked rooms.

    Bunnies: 200 health. Able to bite a target with +10 accuracy, causing 50 damage. Able to burrow as an action—they can hide underground or in something soft ((such as a mattress)). If they have burrowed, this resolves as the last action of the round after which they cannot be targeted (except by gaseous AoE) until they have emerged from the burrow (which takes another action, but resolves first in a round). Due to their small size, they are able to sneak into locked rooms.

    Ferret: 200 health. Able to bite a target with +5 accuracy, causing 50 damage as well as a stacking -1 evasion debuff that can stack three times (for a total of -3 evasion). Able to burrow as an action—they can hide underground or in something soft ((such as a mattress)). If they have burrowed, this resolves as the last action of the round after which they cannot be targeted (except by gaseous AOE) until they have emerged from the burrow (which takes another action, but resolves first in a round). Due to their small size, they are able to sneak into locked rooms.

    Goldfish: 200 health. The goldfish is not capable of attacking, but its shiny scales' sunny hue seem to carry with it a "sunny disposition". The goldfish invigorates allies (that must be stated at the start of the thread), giving them all +1 accuracy and evasion. If the goldfish is knocked out, this becomes a -1 accuracy and evasion. The goldfish can also be used in the Great Lake, but remember that there are predators there much larger than your beloved fish! That said, the fish can lead swimmers to interesting areas—possibly (up to moderator discretion).
    Notes:
    • A pet that is reduced to 0 or less health is simply knocked out.
    • You need to have the pet with you. This needs to be a logical situation where you have your pet. You need to have roleplayed in posts prior to using your pet that your pet is present (no it wont just fly in the window just in time to help).
    • Animals (with the exception of the snake) cannot communicate, mime, do a special dance, etc. to communicate their findings.
  8. Binding Mark

    A spell used by some wizards to keep in communication with their peers or underlings. This ability gives the user the ability to place a Mark on a willing target. The mark would resemble a black ink (can be colorized) tattoo that cannot be covered over by another tattoo or drawing as it magically repels attempts to physically alter but can be covered by clothes that is about 7.5 centimetres (just under three inches) in diameter, although sometimes it is larger and it is distinctive and meaningful to the user.

    This mark would serve as a means of two-way communication between the user and the person that they have marked. There is no mark on the one who ascribed this mark. The communication would be as if they are in the same room, so everyone that shares the users mark would get the same message and their replies would also be heard by all. This requires a verbal component to place as well as to initiate communication.

    Prerequisite: None

    Restrictions: The mark requires IC consent. The verbal component to activate this mark would be the same to turn on and turn off for everyone and would be determined by the marker. Cannot be used when in animagus form.

    Effect: They gain the following benefits:

    - They can communicate telepathically with those who are branded. (This can be blocked as an Occlumens. An Occlumens can choose to not hear the communication.)
    - Those branded will know the location of the wizard that branded them at all times. (This can be blocked as an Occlumens. An Occlumens can elect to have their location not detected and they would know when someone has attempted to locate them.)
    - The wizard that branded their followers with this mark will always know where their followers are at a given time. (This can be blocked as an Occlumens. An Occlumens can elect to have their location not detected and they would know when someone has attempted to locate them.)
    - Those branded will not know the location of the others that were branded but can recognize the brand on others if they see it as the brand is unique. This is achieved because they know what the image looks like and they can communicate with and have been in communication with the others that are marked. While a metamorphmagi can make a passable image of the mark if they are aware of the mark, the mark would not be functional.)

    Binding Marks cannot be given by any form of NPC


    F.A.Q.

    Reducio
    What is the IC process for how Binding Marks are created by markers/given by makers/gotten by the marked?

    The process was intentionally left out so players could have some semblance of originality. Some feeling that they developed something. We have some site standards that need to be abided by, this cannot be some R or X rated sexual or violent ritual. We cannot kill players.

    The basic concept would be using their wand to draw the mark on the person that is bound to them.

    What is the IC process for how the verbal components are picked and activated/put into use?

    The process was intentionally left out so players could have some semblance of originality. Some feeling that they developed something. Words have power, a recurrent theme in this site as well as the canon material. Part of the process would be finding a word. a word that has meaning. That has power for you, as a conduit for your power so that you can communicate with your friends. It is unlikely that the word will be yogurt, but it might be the name of a god of communication, an avatar of community or friendship. This is intended to be an opportunity for creativity for the users. If you cannot think of a word, be cheap and say the word is SPEAK. We have tons of players from around the world, that word in your native tongue even. The word is there for your flavor.

    Does getting the mark hurt?

    No. But again the process of being marked is intended to be unique. If you feel it is necessary to have some discomfort, a tingling or a tickling sense, that is up to the creator as long as it is consistent. It should not be agonizing.

    OOCly as people with the Binding Mark ability, is there a form we need to fill out or list we need to register with to keep track of how many/which people we have marked, what our mark is, and what the verbal component to activate telepathy is so people don't question why some students just seem to be able to magically use telepathy at random?

    There is no official form, but we do expect players to track this and remain consistent much like a metamorphmagi needs to recall the threads that they have had with players, you will have to remember and be able to find the thread where you have marked others if you are questioned. The best place to do this is an encyclopedia (not the trunk).

    Is there no limit to how many people can be marked?

    No.

    How conspicuous/unique does a mark have to be? I know the size, but, for example, could it be potentially mistaken for a birthmark? Or if it's a line and some squiggles like a 'finish this drawing' image, could it potentially be made into different 'images' by adding more tattoo ink on top of it to make each 'mark' look different?
    1. The mark has a consistent appearance.
    2. The mark has a consistent size.
    3. The mark has a consistent location.
    4. That location can be anywhere on the human body, but we do expect players to respect our site ratings.
    5. It would not look like a birthmark.
    6. The image made should have some significance to the maker (like patroni and animagi), a straight line with a squiggle is hardly something that is significant to you as a person.
    7. It cannot be tattooed over, the magic of the mark prevents altering it in any way.
    8. They could also wear long sleeves or clothes to cover the mark.
    Can Binding Marks go active/inactive? From what I understand, there is a verbal component (a password one has to speak?) in order to use the binding mark for telepathy, but knowing where someone is at all times is constant, correct?
    1. Binding marks only go inactive with death.
    2. The ability to receive communications is always on. You just might not hear it/notice it if you are sleeping or unconscious.
    3. The ability to send communications must be turned on with the key word. So no, you are not constantly listening into multiple people's everyday lives.
    4. The ability to know where someone is would need to be turned on with the key word.
    5. The ability to be tracked/located is always on.
    6. Knowing that you are being communicated with is obvious - you hear words in your head.
    7. Knowing that you are being tracked/located is not something you would know unless you are an occlumens.
    8. Knowing that you can be heard would be contingent on if you remember that you turned it on. You do need to turn it off also.


    From what I understand, Binding Marks fade into scars when the marker dies. However, do marks change in any other way, such as turning darker when they are active/go inactive (like how Snape's got gradually darker when Voldemort returned)?

    While inspired by the Dark Mark, this is not the dark mark. The image would remain consistent throughout one's life. It would only fade when the marker dies and become a scar. The mark would not change or become darker in the presence of the person that marked them nor would it change in some way if the marker was hurt or maimed.

    Are the words the same or different for each person in the group?

    The same. Remember, you are speaking to a group and that group is speaking to you/each other as a group. There is no different word used to communicate with just one. Each user does not have their own password.

    Does a mark have to be touched to be activated? Do Markers have to touch a marked one's mark like Voldimort used Petigrew's mark to call others? I presume the answer is no and that it doesn't have to be touched, just have a specific verbal word spoken, but I just wanted to make sure.

    No, just a verbal component. No somatic component is necessary. Remember in Petigrew's case the Dark Lord touched Petigrew's mark as he did not have one in his new body. We do not have a means to use someone else's dark mark as of yet.

    Does the mark let markers/marked know if the other is hurt/injured/sleeping/weak? By feel and/or by color if it's pale or not?

    No.

    Can only words be shared through telepathy, or can ideas/concepts/pictures/feelings/abstract thoughts like smells and memories, etc also be transmitted directly? For example, if someone speaks one language and a marked person exclusively speaks a different language, would they still be able to understand each other's telepathy? Or do they have to actually imagine the words being transmitted and thus not be able to understand each other?

    Only words can be shared.

    This does not act as a translator. You need to speak the same language.

    Can different voices be imagined/thought at someone and used telepathically, like imagining speaking to someone in a voice different than your own - would that produce a different telepathic voice in another's head based on how you imagine yourself to sound? If you can only sound how you sound verbally, does that include the full range you can make verbally, like if you can do an impression of someone else's voice rather than simply imagining a message being spoken in someone else's voice?

    No.

    If someone with Legilimency spoke in someone else's mind and that person was a marker or marked with a binding mark, would the person with Legilimency have any way to hear, have access to, or even just be aware of the other people using telepathy within that person's mind, whether the other marked want to be heard or not?

    A legilimens would only know what you are thinking about. If that is the conversation that you are having with the mark, then so be it. They would not get third party access to the conversation.

    Would the bonded people be able to hear the person with legilimency inside one of their marked group's head?

    No, the mark does not read or transmit thoughts, it transmits purposeful communication. A Legilimens communicating to a marked person would not be heard by third parties.

    If someone has two Binding Marks, the people from each Binding Mark group would only be able to hear those within their group, but the person with two marks can hear the conversations of both groups, even simultaneously if conversations are going on the same time, correct?

    The receiver would be able to hear both conversations at once. However those communications are not being sent out by the person that is marked by two parties. They might have a headache having 2 conversations at once and what they communicate would be sent out to everyone in the mark that they turned on. They will need to remember which mark is on and which one is off.

    In short, the receiver hears both. Everyone else only hears their group.

    Can animagi speak telepathically/use mark for location while in animal form?

    No, they are an animal at this point. They cannot use the location function nor speak in this form but they can hear messages that have been sent to them and they can have their location tracked. They can also remember the last location of someone that they checked the location of before transforming.

    Does the mark appear on their animal form? (if it can/does, can it be the 'human' trait they have, or no?)

    The mark cannot be their defining feature but they can choose to have it.
    The dimensions of the mark may not be able to remain consistent in size with the original marking if the animal is much smaller than the student.
    The mark may be covered over with fur and therefore not be visible.
    Having the mark would be an elective choice determined at the time of marking and would be expected to remain consistent for the player.
  9. Blindvision

    This is the ability to see without one's eyes. This is a skill that is often inherent but not always, where either someone was born blind, became blind later in life or for some reason existed in a very dark place for a very long time. During this time they other senses started to compensate for their lack of vision, their sense of hearing, touch, balance and smell more keen. It does not replace vision but it grants an advantage to those that have learned to live in the dark.

    Prerequisites: None

    Effect: This user can see in magical and in non-magical darkness. Illusionary, non-corporeal effects do not have an effect on this user. This does not replace visual sight. The user does not need to be blind to have this ability.
  10. Broken Broomshaft

    A broom sport ability where the user attacks the opponent with such force they potentially split the opponent's broomstick, making it useless for the duration of a match.

    Prerequisite: None

    Effect: In Quidditch, on a full hit with a bludger, if the user is knocked off their broom there is a 25% chance that the broom is shattered as well. In Broom Racing, successful hits on improvised projectiles and critical hits on [Attack] spells made by racers with this ability have a 25% chance to also break a rider's broom. If the broom is shattered, the opponent will not be able to use the broom for the duration of the match (they do not loose their broom permanently, they would repair it off-screen later). If they are caught by an ally, they would have no broom to return to and would have to ride with an ally or remain on the ground for the duration of the game. There are some two-player moves where a player can share a broom but this is still a devastating loss for a team.
  11. Cat's Grace 

    Watching from the shadows as a means to escape others or to simply monitor their behaviors is your skill. This could have been a skill you refined over the years or something more akin to a cat-like grace you have always possessed.

    Prerequisites: None

    Effect: You can enter threads hidden from other users. There is a 25% chance of this being successful. This can be countered by those with Sixth Sense where if you enter the topic successfully hidden, they get a roll to see if they detect you anyways. You would no longer be considered hidden if you attempt to communicate or you interact with the environment in any ways (such as trying to steal something or hit someone). On any stealth checks, you have a +2 to your stealth.
  12. Calming Presence

    Your presence simply puts others at ease, if it is your carefree personality or the trust others have in you, the result is still the same. With you there, perhaps through your encouragement, your allies are able to better focus their spells and skills. 

    Prerequisite: None

    Restriction: Cannot be taken by Dhampires, Werewolves, Charmer or with the ability Terrible Presence.

    Effect: An aura of calm. Allies (defined at the START of an instance regardless of later betrayal) gain a 10% chance to auto-hit their chosen target. This does not stack. 
  13. Charmer

    You are just distracting. Distracting to look at perhaps. Maybe it is your wit or your charm, your grace or something else about you that is intangible but absolutely present.

    Prerequisites: None

    Restriction: Cannot be taken by Dhampirs, Werewolves, Calming Presence or with the ability Terrible Presence.

    Effect: -1 accuracy to all of your opponents (as defined at the start of the instance regardless of later betrayal). This ability does not stack.
  14. Chaser's Interception

    A special skill known by the best Chasers where they have swifter than normal reflexes.

    Prerequisite: None

    Effect: When a Quaffle is being passed by the opponent team, users with this ability automatically get a 10% chance to intercept the quaffle as long as the user is taking a quaffle-related action during that quidditch round. Note: a quaffle cannot be intercepted twice in one quaffle round (there are five quaffle rounds in one quidditch round).

    If the quaffle is successfully intercepted with this ability, your character will automatically perform their designated action. For example, if your character is using "Quaffle Grab & Pass" during the round that they intercept the quaffle, upon getting the quaffle with the intercept ability, they will automatically perform a pass to their designated target (this pass cannot be intercepted because it is being done in the same quaffle round).

    Additional Information: Only has use in Quidditch when playing as a Chaser.
  15. Components

    You are a collector by nature. You keep various oddities under your bed, in your drawer. When you go for walks if you find a curiosity it finds its way into your pocket.

    Prerequisite: None

    Effect: User is considered to automatically have certain components required for potion-making. A difference here is the fact that they do not have to purchase ingredients required by the recipe, provided it is on the pre-approved list of collectible components. The user will not have the item in their inventory and this ability cannot be used to transfer potions ingredients to other users.

    The list of ingredients that a user is taken to be able to collect is as follows:
    Reducio
    Aconite
    Alihotsy
    Aloe vera
    Asphodel
    Balm
    Beetle's black eyes
    Beetles
    Belladonna
    Betony
    Bitterroot
    Boom berries
    Butterscotch
    Centaury
    Chamomile
    Cherries
    Cinnamon
    Cranberry extract
    Daisy
    Dittany
    Dragonfly
    Dried nettles
    Earthworm
    Flower heads
    Fluxweed
    Foxglove
    Frogspawn
    Ginger
    Hemlock
    Holly Branch
    Honey
    Horseradish
    Jewelweed
    Lavender
    Leeches
    Mint
    Mistletoe berries
    Onion
    Peacock feather
    Peppermint
    Poppy
    Potato peelings
    Rose
    Rotten fig
    Sage
    Salt
    Saltpeter
    Seashells
    Seaweed
    Sponge
    Standard ingredient
    Star grass
    Thyme
    Vinegar
    Wood-louse
    Wormwood

    How this works for NPCs: This does not work for NPCs. Your iNPC has the same potions and ingredients your player character has.
  16. Comprehend Languages

    You have an interest for non-human linguistics. Over the years you have gathered a basic understanding of one of the magical languages known to the wizarding world. This has affected your ability to reason and recognize patterns regarding non-human writings and dialogue related to this chosen subject. 

    Prerequisite:
    None.

    Known magical languages are:
    - Gobbledegook -> Translator: Harsh 1
    - Mermish -> Mermish is spoken and understood under water.
    - Giant -> Translator: Melodic 2
    - Troll -> Trolls mostly converse in grunts.
    - Veela -> Translator: Melodic 3
    - Parselmouth (Can only be understood, not spoken.) -> Translator: Sibilant 1
    Effect: +10% Wisdom and you may choose one (1) additional magical language that you learn.

    Note: This ability can be taken multiple times. However, the wisdom bonus is capped at 20%. This is a hard cap of 20% regardless of all spells, abilities, potions or other effects. If the ability is taken thrice or more, only the language bonus applies.
  17. Corporeal Patronus Messenger

    The Patronus is ‘a kind of Anti-Dementor – a guardian which acts as a shield between you and the Dementor.’ It’s also ‘a kind of positive force, a projection of the very things that the Dementor feeds upon – hope, happiness, the desire to survive – but it cannot feel despair, as real humans can, so the Dementors can’t hurt it.’

    The Patronus has two forms, non-corporeal and corporeal. A non-corporeal Patronus can appear as ‘a thin wisp of silver’ that hovers ‘like mist’. Whereas a corporeal Patronus has a form that is clearly defined and is more than vapor or smoke.

    Prerequisite: Must have the Patronus charm in your trunk. Must have applied for a corporeal patronus in this thread: viewtopic.php?t=16853

    Effect: Ability to use your patronus as a messenger. This does more than bring forth your partonus, you can send your patronus from the topic that you are in to another location. your patronus can bring others to your location. Takes three rounds for them to find your general location. While the patronus can move through areas of difficult terrain or even locked doors, those following the patronus cannot.
  18. Crucio

    Prerequisite: Must be an adult.

    One of the forbidden spells, also known as "the torturing spell", this spell causes an indescribable agony to be suffered by the target. While this spell cannot kill, it can cause extreme mental distress. While in use, this spell is cast at -3 accuracy and while it is in effect neither the caster or the victim can move. The wand must remain steady and aimed at the target. This bind can eventually be broken if the target takes external damage or successfully breaks free. When bound the opponent uses their actions to attempt to break free of this spell. It is a stacking 10% chance per action, so first attempt is 10% chance at freedom, the second attempt would be a 20% chance and so on. 

    Once free, the target suffers from a temporary madness. This is a lack of accuracy -0.5 and 5% chance of spell failure per action required to break free (which stacks) and would effect the users actions for the duration of 3 rounds. 

    Additional Information: This is considered to be highly illegal and if discovered as being used on another person, there will likely be dire IC consequences.
  19. Death Defiance:

    You have studied bodies this whole time now and you know your own better than anyone. Through quick thinking and clever predictions you manage to anticipate your own demise. Preparing for this event, you are able to give yourself that extra kick to get back on your feet.

    Prerequisite: Healing Sage

    Effects: When you are dropped to 0HP or lower the first time in a thread, you don't go down but rather gain back 1 HP. This can only happen once per thread.
  20. Evasive Maneuvers

    Very nimble, you are harder to hit than average. Perhaps you even have a tingling sense when danger is near. Whatever the case, you seem to get out of the way just in the nick of time more than everyone else.

    Prerequisites: None

    Effect: Harder to hit on average, 10% on auto-dodge chance that anything that targets this wizard automatically misses. This is rolled separate from the attack roll.

    This ability can be acquired up to 2 times. When acquired twice, this stacks so when acquired a second time this becomes a 20% chance. 

    Note: There is a hard cap of 20% regardless of all spells, abilities, potions or other effects.
  21. Fearless
    You do not scare easily. In fact they might even call you fearless.

    Prerequisites: None

    Effect: Fear effects such as a dhmpir's aura, the ability terrible presence, a lycanothrope's intimidation or certain charms, potions and jinxes that would normally cause a fear effect do not work on you as you are immune to them.
  22. Foulplay

    Whoever said cheaters never prosper or cheaters never win has never met you. 

    Prerequisites: None

    Effect: When performing a foul, there is a 25% chance that the foul will go unnoticed by the referees. This would also apply if applicable to quidditch, broom racing, duels, wizard chess and gobstones.

    Note: This can happen once per round.
  23. Healing Sage

    You are a born healer. Potentially empathetic to the suffering of those around you, good with your hands, imbued with a great knowledge of biology, a wand that was intended to heal or something wondrous about your magic. You are not only a wizard but you are also a healer.

    Prerequisite: None

    Effect: +30% healing done with potions and spells.
    NoteThis can be taken as an ability up to twice (for a total of +60% healing).
  24. Impartial

    Sometimes looks just do not do it for you. In a school filled with lovely creatures and part Veela's, it is indeed possible that some have become inoculated to their charms.

    Prerequisite: None

    Effect: Aesthetic effects such as the lovely creature ability, a Veela's alluring, certain charms, potions and jinxes that would normally cause an effect based on aesthetic beauty do not work on you as you are immune to them. This does not apply to love potions or spells.

    Metamorphmagi that take this ability can become Inspired by users that have the ability alluring or lovely creature. Inspired metamorphs gain a (+1) to a stat of their choice as long as there is a conscious, present alluring creature in the thread with them. This does not break caps nor does it stack if multiple applicate users are present.
  25. Imperio

    Prerequisite: Must be an adult.

    One of the forbidden spells, also known as "the controlling spell." With this spell the caster is able to temporarily control another person. This spell cannot be used to force someone to harm themselves but it can be used to force them to harm another person, including someone that they care deeply about. In roleplay this spell can be used for whatever you and another player agree to out of character. This cannot be used to take away someone else's enjoyment of their character and you will lose the right to be a part of the community if you use it in this manner or bully someone into submitting to your will out of character. In a moderated situation, however this can be used to tell a user to perform simple tasks such as "drop your wand" or "attack your ally with this spell" or "stand still". It cannot be used to tell someone to cast a spell that they do not know, or to cast a spell on themselves. This spell is cast at -3 accuracy and requires a verbal command to be given, so if this is being used in a formal duel this would be rather obvious to onlookers. However once this spell has taken hold, it cannot be removed until the user either takes damage or breaks free.  It is a stacking 10% chance per action, so first attempt is 10% chance at freedom, the second attempt would be a 20% chance and so on.

    Additional Information: This is considered to be highly illegal and if discovered as being used on another person, there will likely be dire IC consequences.
  26. Keen Eye

    With a keen eye you notice things that others do not notice on the Quidditch playing field. That glint of gold, that faint whir. You were always the first to find that lost item at home. Intuitive, logical and perhaps a bit lucky.

    Prerequisites: None

    Effect: 10% chance to automatically identify the location of the snitch when playing Quidditch. This cannot be used to notice a hidden person, but this can be useful in adventures where you attempt to find a hidden door, secret compartment or search the area.  There is a 25% chance of automatically finding something (if there is anything that can be found) not someone.

    Remember: You can only search a room or a setting area in an adventure once, you cannot roll until you win.
  27. Keeper's Catch

    You have been training in the goal hoops for a long time, honing your skills to react quickly and aggressively when you block a goal.

    Prerequisite: None

    Effect: 10% chance to automatically block an attempt to score a goal as long as the Keeper is taking an action in the goal area.

    If an attempt to score has been blocked through this effect, the Keeper may take one of the following three as a free action: hurl the quaffle at the opponent team in an attempt to injure a player of their choice, pass the quaffle to a teammate who is taking a quaffle-related action, or attempt to score on the opponent. This must be declared by the Keeper if any of these free actions are to be utilized, for example:

    Keeper: Block [& Pass to x if Keeper's Catch goes off] - the pass recipient must be taking a quaffle related action
    Keeper: Starfish and Stick [& Attack x if Keeper's Catch goes off] - the action will be equivalent to a bludger action
    Keeper: Block [& Score if Keeper's Catch goes off]

    Additional Information: Only has use in Quidditch when playing as a Keeper.
  28. Legilimency

    You have learned the spell Legilimens and, after a lot of practice, you are able to delve into a person's mind so long as you are casting the spell.

    Restriction: At least 7th year, cannot be a Parselmouth, Metamorphmagus, part-Veela, part-Giant, part-Goblin, Dhampir, Seer, or a Werewolf. You must be fully human. Cannot also take Animagus.

    Wisdom DC to Cast: 28

    Effect: With this spell the caster is able to temporarily read another person's mind. In roleplay, this spell can be used to find out whatever you and another player agree to out of character. Upon successful casting of this spell, your character will know all of the internal dialogue in posts following the successful casting until the spell ends, including emotions, thoughts and memories that cross the character's mind. Mechanically, this means the person you are casting on has control over what you will find out by writing it in their next posts.

    To cast this spell wandlessly, your character needs to make eye contact with their target.

    This spell is limited in that it requires concentration to continue to work, so if you are attacked during this or break eye contact, the spell will break.

    If your character is caught using this spell on another against their will, you will face IC consequences.

    Additional Information: You must have OOC permission to attempt to cast this on another player, and for all things you learn with this spell. This spell will not work against someone with the Occlumency ability. It does not currently have an effect in sports systems. Hogwarts does not teach this spell, you would have to say you learned it through personal research.
  29. Lovely Creature

    You are so incredibly beautiful, it is hard to take ones eyes off of you.

    Prerequisite: None

    Effect: You are very distracting to look at. This increases the Control DC of spells in duels and adventures by +2 as well as the DC for finding things in adventures or the DC for finding the snitch in a game of Quidditch. This ability does not stack.

    If taken by a Veela, this is increased by an additional +1.
  30. Non-Human Enthusiast

    You are a human unlike the magical creatures you have grown aware of. Through interest, research and study, you have gotten to know their routines, analyzed their preferences or at the very least understand how they are not like you.

    Prerequisite: cannot be a Parselmouth, Metamorphmagus, part-Veela, part-Giant, part-Goblin, Dhampir, Seer, or a Werewolf. You must be fully human.

    Effect: +1 in all rolls against Parselmouth, Metamorphmagus, part-Veela, part-Giant, part-Goblin, Dhampir, Seer and Werewolves. This also applies to non-human event creatures/mobs.

    Note:
    - This does not give a player IC knowledge of all non-human creatures.
    - This does not give a player IC knowledge that someone is not entirely human. However they will still gain the statistical effect against them.
  31. Nonverbal Magic 

    Restrictions: Must either have wandless magic or be at least Fifth Year.

    Effect: Requires no vocal capacity to cast. When coupled with wandless magic, the user gains the extra benefit of not having to even make a gesture to cast the spell any longer. Even while bound, as long as the wizard is conscious they can still cast their magic. 

    Spells require a higher DC to cast properly when cast silently. +5 Wisdom DC and they have a higher Critical failure chance, +1 (This critical failure chance can be countered with perfectionist and a Seer's Fifth Level Skill indiscriminate knowledge.)

    Additional Notes: The spell debuff (+1 critical failure chance and +5 wisdom DC) does stack with silent magic.

    What is a Critical Failure? A critical failure is where you roll a 1 (or within the extended range if applicable) and the spell ends up backfiring or an unexpected effect happens which is often disastrous to the caster.
  32. Obnoxiously Strong
    You have either lifted weights or possess favorable genetics because you are incredibly powerful.

    Prerequisite: None

    Effect: +15% strength.
  33. Paragon of Health:

    You always keep an eye on your allies. Whenever you check in with your party you make sure to tend to their minor wounds and diseases. Causing your very presence to boost your allies’ resolve be it passively by a sort of aura (flavor) or by actual physical assistance (alternative flavor).

    Prerequisite: None

    Effects: Up to two allies (which must be defined at the start of the thread/upon entry) gain +10% temporary health points calculated from your stamina (not the person who used their ability on you). Temporary meaning for the duration of this thread. Also, any effects that are based on a percent of your health (such as an attack that does 10% of your maximum health) would be based on your natural maximum health score. Temporary hit points cannot be healed, so if you had 500 hit points and gained another 50 from your ally's Paragon of Health, your total becomes 550. If you take 100 damage from an attack, your health total is 450. If you friend heals you for a total of 100, your health will only rise to 500 (your natural health cap). You may not consider yourself to be an ally. This cannot stack.
  34. Occlumency

    Your mind is like a metal box under lock and key. Without the right key or your permission, nobody can take a look at the contents you have locked away.

    Restriction: At least 6th year, cannot be a Parselmouth, Metamorphmagus, part-Veela, part-Giant, part-Goblin, Dhampir, Seer, or a Werewolf. You must be fully human. Cannot become an Animagus.

    Effect: The ability to close one's mind off to another. This ranges from being able to prevent someone from telepathically speaking to you (eg like with the Binding Mark ability) to preventing someone from reading your mind or emotions (eg like with the Legilimency ability). Makes one immune to the effect of truth serum/Veritaserum and gives advantage to rolls against the Imperius Curse.
  35. Perfectionist

    When you cast a spell, you take your time doing so. You enunciate your words with care and you do not recklessly swish your wand about. Your spells don't backfire, they don't fail. You're too much of a Perfectionist to let that happen.

    Prerequisites: None

    Effect: You have a reduced critical failure chance range by 1. In addition, you can counter up to 1 point of additional critical failure chances caused by abilities or spells (not potions). In other words, if you have an extended critical failure chance range (as is the case with certain races, the effect of certain spells or potions), this reduces that range by 1. So if you have a +2 critical failure chance range (meaning if you roll a 1,2, or a 3 you critically fail), this ability makes it a +1 critical range instead (meaning if you roll a 1 or a 2 you critically fail).

    Note: This can be obtained more than once. If this ability is acquired more than once, your character becomes immune to critical failure chances (so even if you have a +5 critical failure chance that would not matter). The attack can still naturally miss or not take effect, but there is no critical failure effect. This includes potions that might increase the critical range chance.

    What is a Critical Failure? A critical failure is where you roll a 1 (or within the extended range if applicable) and the spell ends up backfiring or an unexpected effect happens which is often disastrous to the caster.
  36. Poison Resistance

    You have a great metabolism. Perhaps you have been exposed to various potions and potions before and you have become familiar or partially immune to varied potions.

    Prerequisites: None

    Effect: When exposed to a potion or a poison, the user gains advantage on the resistance roll. In addition, they are always aware that they are under the influence of a potion or a poison if they were the one afflicted by it. This does not mean that they know the name of the potion if they have not learned it, but they would know that they are under the influence of some sort of potion.
  37. Potion Mastery

    You have spent countless hours studying your potion books. You have practiced at home, in class, with friends and tutors. Ultimately you have learned how to make a mean batch of any potion that you know.

    Prerequisites: Second Year or later.

    Effect: When administering or applying a potion, the victim suffers disadvantage on the resistance roll. If the victim has Poison Resistance and the poison or potion used by a user with this skill takes effect, they are not automatically aware that they are under the influence of a potion or poison.
  38. Prodigal Charms Learner

    You are reading ahead in your textbooks or perhaps you have learned some charms at home from your parents or via a tutor.

    Prerequisites: None

    Effect: Able to learn charms 1 year ahead of their actual school year. At end game they learn 1 restricted charm. This can also serve as an alternative means to learning charms besides earning them through charms class.

    How does this work? You will know all the available charms for the coming year from the syllabus in charms. To learn the charms for the next year, you need to write out the incantation and wand movement (correctly) for the charm and write a 400 word (minimum) RP in the charms classroom area where you practice this charm. You can claim you already practiced this at home and are demonstrating it there at a later date, but you must do the RP there for the sake of consistency and papertrails. Provide a word count total at the end of your roleplay (this does not include the recipe), wait for the Charms professor to approve your roleplay, and then contact the index team to have these charms added to your trunk like you would any other spell.

    Note: This has to be done for each of the charms learned.

    The Charms syllabus can be found here. The process of learning these spells is detailed again here.

    How this works for NPCs: This does not work for NPCs. Your iNPC has the same spells your player character has.
  39. Prodigal Potions Learner

    You are reading ahead in your textbooks or perhaps you have learned some potions at home from your parents or via a tutor.

    Prerequisites: None

    Effect: Able to learn potions 1 year ahead of their actual school year. At end game they learn 1 restricted potion. This can also serve as an alternative means to learning potions besides earning them through class.

    How does this work? You will know all the available potions for the coming year from the syllabus in potions. To learn the potions for the next year, you need to write out the recipe (correctly) for the potion and write a 400 word (minimum) RP in the potions classroom area where you brew this potion. You can claim you already practiced this at home and are demonstrating it there at a later date, but you must do the RP there for the sake of consistency and papertrails. Provide a word count total at the end of your roleplay (this does not include the recipe), wait for the Potions professor to approve your roleplay, and then contact the index team to have these potions added to your trunk like you would any spell.

    Note: This has to be done for each of the potions learned.

    The Potions syllabus can be found here. The process of learning these potions is detailed again here.

    How this works for NPCs: This does not work for NPCs. Your iNPC has the same spells your player character has.
  40. Prodigal Transfiguration Learner

    You are reading ahead in your textbooks or perhaps you have learned some transfiguration spells at home from your parents or via a tutor.

    Prerequisites: None

    Effect: Able to learn transfiguration spells 1 year ahead of their actual school year. At end game they learn 1 restricted transfiguration spell. This can also serve as an alternative means to learning transfiguration spells besides earning them through class.

    How does this work? You will know all the available transfiguration spells for the coming year from the syllabus in the transfiguration class. To learn the transfiguration spells for the next year, you need to write out process for casting the spell (correctly) and write a 400 word (minimum) RP in the transfiguration classroom area where you practice this spell. You can claim you already practiced this at home and are demonstrating it there at a later date, but you must do the RP there for the sake of consistency and papertrails. Provide a word count total at the end of your roleplay (this does not include the steps required to cast the spell), wait for the Transfiguration professor to approve your roleplay, and then contact the index team to have these transfiguration spell added to your trunk like you would any spell.

    Note: This has to be done for each of the transfiguration spells learned.

    The Transfiguration syllabus can be found here. The process of learning these spells is detailed again here.

    How this works for NPCs: This does not work for NPCs. Your iNPC has the same spells your player character has.
  41. Prodigal Defense Against the Dark Arts Learner

    You are reading ahead in your textbooks or perhaps you have learned some spells at home from your parents or via a tutor.

    Prerequisites: None

    Effect: Able to learn Defense Against the Dark Arts 1 year ahead of their actual school year. You may only choose a spell taught in DADA classes. At end game they learn 1 restricted spell. This can also serve as an alternative means to learning spells besides earning them through DADA class.

    How does this work? You will know all the available spells for the coming year from the syllabus in Defense Against the Dark Arts. To learn the spell for the next year, you need to write out the incantation and wand movement (correctly) for the spell and write a 400 word (minimum) RP in the Defense Against the Dark Arts classroom area where you practice this charm. You can claim you already practiced this at home and are demonstrating it there at a later date, but you must do the RP there for the sake of consistency and papertrails. Provide a word count total at the end of your roleplay (this does not include the recipe), wait for the Defense Against the Dark Arts professor to approve your roleplay, and then contact the index team to have these charms added to your trunk like you would any other spell.

    Note: This has to be done for each of the spells learned.

    The DADA syllabus can be found here. The process of learning these spells is detailed again here.

    How this works for NPCs: This does not work for NPCs. Your iNPC has the same spells your player character has.
  42. Rapid Reviver

    This is a skill for those that endeavor to become healers often have. Their understanding of the human body and their naturally soothing, healing magic has the ability to revive others.

    Prerequisite: none

    Effect:Once per thread, you are able to bring back an unconscious person to wakefulness. No roll is required, just physical proximity. They have 1HP. If the user of this ability also has Healing Sage they are able to use this skill twice in a thread. If the user of this ability also has Paragon of Health they are able to bring back two allies at the same time. An target can only be revived once per thread in the case where this skill can be used more than once in total per thread or there are multiple users capable of using this skill in the same thread. This action is considered to be the last action to go off in a round, so if this action is prevented or the user is rendered unconscious, then this action does not go off.

    Note: This is not the use of 'any' spell but closer to a stabilization/medicine check in dungeons and dragons that you critically succeed on. This can be reasonably flavored to things such as shaking them awake, the power of friendship/love, stabilizing the injuries (quickly), etc. If you have something very unusual in mind, please clearly enunciate this to Index in your application for approval.
  43. Rebound

    A skillful maneuver that allows a quidditch player not only the ability to avoid an attack with a bludger, but also allows them to hit back.

    Prerequisites: None

    Effect: If the user is attacked with a bludger and is missed there is a 10% chance that the bludger will be automatically rerouted to attack an opponent of the user's choice. If no user is chosen, then the opponent is decided at random. This would be a normal attack roll using the user's accuracy and strength modifiers. This does not require an additional action and would occur automatically on the same round.
  44. Restricted Charms Section

    Due to your academic successes and efforts, you have been admitted among the academic elite in your school. You have decided to pursue forbidden lore in the library, thanks to your access and your skill you now have access to some additional spells.

    Restriction: Must have an OWL in Charms (6th Year or above)

    Effect: Must post 400 words in the Restricted Section of the Library. Able to learn up to 5 restricted charms.

    How this works? In the restricted section of the library you will find a list of charms that you can learn. These charms are not taught as a part of the Hogwarts curriculum. You can pick any charm from this list as long as you meet any prerequisites listed. Then you simply write a 400 word post in the Restricted Section where you practice this spell. You can claim you already practiced this at home and are demonstrating it there at a later date, but you must do the RP there for the sake of consistency and papertrails. Provide a word count total at the end of your roleplay (this does not include the directions necessary to perform the spell that must be described), wait for the Charms professor to approve your roleplay, and then contact the index team to have these charms added to your trunk like you would any spell.

    Note: This has to be done for each of the charms learned.

    How this works for NPCs: This does not work for NPCs. Your iNPC has the same spells your player character has.
  45. Restricted Defense Against the Dark Arts Section

    Due to your academic successes and efforts, you have been admitted among the academic elite in your school. You have decided to pursue forbidden lore in the library, thanks to your access and your skill you now have access to some additional spells.

    Restriction: Must have an OWL in Defense Against the Dark Arts (6th Year or above)

    Effect: Must post 400 words in the Restricted Section of the Library. Able to learn up to 5 restricted DADA spells.

    How this works? In the restricted section of the library you will find a list of DADA spells that you can learn. These DADA spells are not taught as a part of the Hogwarts curriculum. You can pick any DADA spell from this list as long as you meet any prerequisites listed. Then you simply write a 400 word post in the Restricted Section where you practice this spell. You can claim you already practiced this at home and are demonstrating it there at a later date, but you must do the RP there for the sake of consistency and papertrails. Provide a word count total at the end of your roleplay (this does not include the directions necessary to perform the spell that must be described), wait for the DADA professor to approve your roleplay, and then contact the index team to have these spells added to your trunk like you would any spell.

    Note: This has to be done for each of the DADA spells learned. 
    If you are a Parselmouth with this ability, you may learn all of the spells this way rather than only 5.

    How this works for NPCs: This does not work for NPCs. Your iNPC has the same spells your player character has.
  46. Restricted Potions Section

    Due to your academic successes and efforts, you have been admitted among the academic elite in your school. You have decided to pursue forbidden lore in the library, thanks to your access and your skill you now have access to some additional potions.

    Prerequisite: Must have an OWL in Potions (6th Year or above)

    Effect: Must post 400 words in the Restricted Section of the Library. Able to learn up to 5 restricted potions. 

    How this works? In the restricted section of the library you will find a list of potions that you can learn. These potions are not taught as a part of the Hogwarts curriculum. You can pick any potion from this list as long as you meet any prerequisites listed. Then you simply write a 400 word post in the Restricted Section where you brew this potion. You can claim you already practiced this at home and are demonstrating it there at a later date, but you must do the RP there for the sake of consistency and papertrails. Provide a word count total at the end of your roleplay (this does not include the recipe), wait for the Potions professor to approve your roleplay, and then contact the index team to have these potions added to your trunk like you would any potion.

    Note: This has to be done for each of the potions learned.

    How this works for NPCs: This does not work for NPCs. Your iNPC has the same spells your player character has.
  47. Restricted Transfiguration Section

    Due to your academic successes and efforts, you have been admitted among the academic elite in your school. You have decided to pursue forbidden lore in the library, thanks to your access and your skill you now have access to some additional spells.

    Restriction: Must have an OWL in Transfiguration (6th Year or above)

    Effect: Must post 400 words in the Restricted Section of the Library. Able to learn up to 5 restricted transfiguration spells.

    How this works? In the restricted section of the library you will find a list of  spells that you can learn. These transfiguration spells are not taught as a part of the Hogwarts curriculum. You can pick any transfiguration spell from this list as long as you meet any prerequisites listed. Then you simply write a 400 word post in the Restricted Section where you practice this spell. You can claim you already practiced this at home and are demonstrating it there at a later date, but you must do the RP there for the sake of consistency and papertrails. Provide a word count total at the end of your roleplay (this does not include the directions necessary to perform the spell that must be described), wait for the Transfiguration professor to approve your roleplay, and then contact the index team to have these spells added to your trunk like you would any spell.

    Note: This has to be done for each of the transfiguration spells learned.
    If you are a metamorphmagi with this ability, you may learn all of the spells this way rather than only 5.

    How this works for NPCs: This does not work for NPCs. Your iNPC has the same spells your player character has.
  48. Savior

    A broom sport based ability where a user is focused on rescuing their allies and getting them back into play.

    Prerequisite: Second Year or later.

    Effect: When using the Save action, this user has the option to also use the "Return to Broom" action in the same round, allowing them to save 1 person and return 1 passenger to their broom without needing the passenger's action. It must be declared who is being returned to broom if there is more than 1 passenger on the broom after the save, or it will be randomly rolled from the available passengers.

    Additionally, if the user is on a broom with available space, taking the Save action will save two falling players in one round. It must be declared if the user wants to save two people.

    If the user saves two people and is also using the Return to Broom action, they can only return 1 of their passengers to their broom in that round. It must be declared who is being returned to broom, or it will be randomly rolled from the available passengers.
  49. Sixth Sense 
    You just have a sense for things. You notice more often than most when something is out of place, such as a chair that is breathing or a snake in the grass that looks like it is watching you. 

    Effect: +2 to their awareness rolls. If a player attempts to enter a thread that you are already in, there is a 25% chance that you automatically detect them on entry. Users with this ability have immunity to the Charmer ability. 
  50. Spell Spread

    You go big or go home. Your spells tend to be a bit grander in scale than your contemporaries.

    Prerequisites: At least third year.
     
    Effect: You can elect to reduce the accuracy of your spell by -2, increase the DC by 2 and the critical failure range by +1 to target a second user with your spell. If you roll a critical failure, the attack still goes off but the spell backfires on you, causing you to take the full brunt of the attack (you cannot avoid this) and the attack would automatically miss your intended targets.
  51. Statistically Relevant

    You lack creativity.

    Prerequisites: None

    Effect: This is an ability that can be bought more than once that gives a user +2 stats. These stats can be placed where they please. These stats can break caps.

    Note: This can be acquired multiple times. However we do cap how many times this ability can be applied to a single stat. This ability (the plus 2 stat) can only be applied twice to a single stat (such as accuracy, evasion, wisdom, etc.) so that would be at most 4 stat points could ever break caps.
  52. Steady Flyer

    A broom racing based ability. This racer is great at making it through obstacles without any trouble.

    Prerequisite: None

    Effect: When facing an obstacle on a broom racing course that is of easy or moderate challenge rating, you have a 10% chance to automatically make it past without having to roll against the obstacle's DCs. If you go through multiple obstacles in one round, your chance to make it past stacks for that round. Example: If you go through an easy obstacle and a moderate obstacle in one round, you have 10% chance to make it past the first obstacle, and a 20% chance to make it past the second obstacle. This stacking chance resets to 10% when the ability is successful and between rounds. This roll is performed before any other rolls that might impact success against an obstacle (eg Evasive Maneuvers).

    Taking this ability twice will allow this effect to happen with hard and near-impossible challenge rating obstacles too.
  53. Terrible Presence

    There is something that is just... not right about you. A chill in the air, a sense felt deep in the bones. The shadows might seem more lively, the night might play more tricks on your opponent's eyes. Yet there is one, undeniable truth -- the source is you.

    Prerequisite: None

    Restriction: Cannot be taken with the ability Charmer or with the ability Calming Presence.

    Effect: Players in threads with a character with this ability (friend or foe) would have a +1 critical failure chance (or is they roll a 1 or a 2 they would critically fail) which can be countered Perfectionist and a Seer's Fifth Year Skill indiscriminate knowledge as well as -10% damages done by the effected players which is not considered to be damage reduction, but simply less damage done by everyone in the thread regardless of the target except the user of this ability and 10% auto-miss chance for everyone in the thread besides the user. 

    A user with this aura cannot be hidden or in stealth in a topic nor can they turn it off unless they are a dhampir with unsettling aura.

    This ability in its entirety can be countered with the ability Fearless.

    What is a Critical Failure?
    A critical failure is where you roll a 1 (or within the extended range if applicable) and the spell ends up backfiring or an unexpected effect happens which is often disastrous to the caster.
  54. The Martial Artist

    While wizards are commonly refining their magical skill, muggles are often refining their bodies. They are not able to depend on their wands to reach that out of reach book, to repair a broken article or to lift a heavy object. This also means that they cannot depend on their magic for self-defense.

    Prerequisite: None

    Effect: The user gains access to the following 4 moves:
    Punch: This is a basic attack that is done at +2 accuracy and the damage done by this attack is [100*(strength)*0.9]/5
    Grapple: This is a basic attack where you attempt to pin a target. Pinning a target means that you will also not be able to move. This is an accuracy roll to see if it will hit and then a contested strength check between the grappler and the target to maintain. This would be rolled at the start of each round.
    Kick: This is a basic attack that is done at -2 accuracy and the damage done by this attack is [100*(strength)*1.1]/5
    Choke Hold: This is a basic attack where you attempt to choke out a target. While they are in this hold a you will also not be able to move. This is an accuracy roll done followed by a strength check. Unlike in a grapple where there is a contested strength roll, in this case you need to be stronger than your opponent. The difference in your strength is the opponent's chance of escape. For instance if your strength is a 3 and your opponent's strength is a 10, you have a 30% chance of escaping this hold. This is done at the start of each round. If you fail your escape attempt twice you are rendered unconscious.

    Note: Part Giants will be able to perform all of these actions with a +1 critical success range if they have this ability.
  55. The Muggle Condition

    You are a child of two worlds. What you may lack in the magical world, you make up with experience in the muggle world. Even the strongest of wizards may be caught off guard with your clever use of muggle items. Don't have those? Your fists work in a pinch.

    Prerequisite: Must be Half Blood or Muggleborn

    Effect: +3 accuracy roll on non-magical attacks and actions.
  56. Wandless Magic

    Restriction: Wisdom of at least 20 or Nonverbal Magic

    Effect:
    You do not require a wand to cast spells. You still need to use the verbal component as well as make a physical gesture (such as snapping ones fingers) so you are not immune to binds, however if you are separated from your wand you can still cast magic. There is a higher chance of failure, +1 critical chance and the DC of casting the spell is increased by +5.  (This critical failure chance can be countered with perfectionist and a Seer's fifth year skill indiscriminate knowledge.)

    Additional Notes: The spell debuff (+1 critical chance and +5 wisdom DC) does stack with silent magic.

    What is a Critical Failure? A critical failure is where you roll a 1 (or within the extended range if applicable) and the spell ends up backfiring or an unexpected effect happens which is often disastrous to the caster.
  57. Unfettered Flight

    A broom racing based ability. This racer is more than capable of keeping their broom speed under control while focusing their attention on other tasks - like flinging spells and rocks, or helping out a fellow racer.

    Prerequisite: None

    Effect: This would allow a player to avoid the debuffs of moving at a faster speed than their broom is actually going when taking extra actions. To explain -- when a racer is taking another action while flying, their move speed is reduced by 50% rounded down; however, they still suffer all of the side effects of moving at the faster speed. This ability makes it so the racer is only suffering the debuffs of the halved speed. So if a user is casting a spell and flying speed 6, they will only suffer the debuffs of speed 3 since that is their actual speed that round.
  58. Wandmaker

    Are you a wandmaker? No, not at all but someone in your life is or was. You have either come upon some big money and acquired a very particular wand or you have been gifted a wand, perhaps from a distant family member. You have a new wand, one that truly has chosen you. Or perhaps the wand that you first came across in Ollivander's has bonded with you deeply. Regardless of the reasoning, the link that you have with your wand is much stronger than that of a typical wizard.

    Restriction: None

    Effect: You get a new wand, this will be updated on your profile by an administrator (please contact a Head of House or the Headmaster once this ability has been approved) one and only one time with this ability. You cannot purchase this ability more than once and get multiple wands or derive the beneficial effect of more than one wand.
    • Length can now be changed
    • Flexibility can now be changed
    • You may pick a wood of your choice from a provided list
    • You may pick a core of your choice from a provided list
    **Information on the Wandmaker Ability can be found in the next post.

There is something about ambition, how it not only propels you but also defines you.

1 Dec 2021, 18:13
Magical Races/Talents and Special Abilities
Wandmaker (Ability)

Together the wood and the core characterize the characteristics and temperament of a wand. Each wand unique and bound to an owner but some wands are more loyal than others. Players without the Wand Maker ability can still use the lore and the flavor (not the statistical ability granted by this skill) in roleplays.

The wand maker ability is essentially a way for a player to choose their wood, their core, their length and their flexibility. Each of these attributes is reflective of the character that they represent. When creating a wand an ability application must be submitted as well as a statement regarding how this wand represents your character.

Note: The mechanical ability granted by a wand's core needs to be listed in your trunk for moderator ease. Keep this in mind when providing trunk coding in trunk updates.
Application


The application in total needs to be 400 words, but there are minimum word counts for the aspects of your wand. It is recommended that you explain where the wand came from. Did they buy it, inherit it, have it custom made because they are very wealthy, etc.

Wand Wood: Choose a wand wood from the following list: 1Acacia, 2Alder, 3Apple, 4Ash, 5Aspen, 6Beech, 7Blackthorn, 8Black Walnut, 9Cedar, 10Cherry, 11Chestnut, 12Cypress, 13Dogwood, 14Ebony, 15Elder, 16Elm, 17English Oak, 18Fir, 19Hawthorn, 20Hazel, 21Holly, 22Hornbeam, 23Larch, 24Laurel, 25Maple, 26Mayhaw, 27Pear, 28Pine, 29Poplar, 30Red Oak, 31Redwood, 32Reed, 33Rosewood,34Rowan, 35Silver Lime, 36Spruce, 37Sycamore, 38Vine, 39Walnut, 40Willow or 41Yew. These woods all have some lore as well as preferences in terms of the sort of wizards they often choose. Please spend at least 50 words (supply a word count) about how your character suits this wood.
Wand Core: Choose a wand core from the following list: 1Dragon Heartstring, 2Phoenix Feather, 3Unicorn Hair, 4Veela Hair, 5Kneazle Whisker, 6Dittany Stalk, 7Kelpie Hair, 8Thestral Tail Hair, 9Coral, 10Thunderbird Tail Feather, 11Wampus cat Hair, 12White River Monster Spine, 13Rougarou Hair, 14Horned Serpent Horn, 15Snallygaster Heartstring, 16Jackalope Antler, 17Basilisk Horn, 18Curupira Hair or 19Troll Whisker. These cores all have some lore as well as preferences in terms of the sort of wizards they often choose. Please spend at least 50 words (supply a word count) about how your character suits this core. *This does have a statistical effect.*
Wand Length: Choose between 5 inches (12.7 centimeters) and 14 inches (35.56 centimeters). Please spend at least 50 words (supply a word count) about how your character is either dramatic or lively (for longer wands), more refined (for shorter wands) or "short" in character (personality) for those under 8 inches (20.32 centimeters).
Wand Flexibility: Choose from the following list: Whippy, Surprisingly Swishy, Swishy, Slightly Swishy, Quite Bendy, Fairly Bendy, Slightly Bendy, Very Flexible, Quite Flexible, Flexible, Springy, Pliant, Supple, Reasonably Supple, Sturdy, Stiff, Inflexible, Unbending, Slightly yielding, Unyielding, Brittle, Hard, Rigid or Solid. Please spend at least 50 words (supply a word count) about how your character also reflects the descriptor you chose for the flexibility of their wand. This can be their personality, who they aspire to become, how they act when casting magic, how they carry themselves, etc.
Image


Length

Most wands measure 9 inches (22.86 centimeters) to 14 inches (35.56 centimeters), meaning that wand length through the wand maker system caps out at 35.56 centimeters or 14 inches regardless of possible longer rolls found by naturally rolled wands. Longer wands are drawn to wizards with lively personalities and a tendency for the dramatic. By contrast, shorter wands generally choose wizards or witches that wish to produce a more refined magic. Wands that measure 8 inches (20.32 centimeters) or shorter, the smallest we will allow is 5 inches (12.7 centimeters), are known to choose those who are "short" in character (personality, not height).
Wand Core

Wand Core
Characteristic
Dragon Heartstring
Made by Garrick Ollivander and Gregorovitch, Dragon Heartstrings produce wands with the most magic power that are capable of casting quite flamboyant spells. Wands made from Dragon Heartstring also tend to learn more quickly than other types of cores. While they can change allegiance if won in a duel from their original master, they always bond strongly with their current owner. Dragon Heartstring wands tend to be easiest to turn to the Dark Arts, but will not be inclined that way of their own accord. They are however the most prone of Ollivanders three most-used cores to accidents, being a bit temperamental in nature.

These wands are often attracted to flexible or adaptable casters.

Users that pick this core are expected to pick a species of dragon for their heartstring.
Sub-species of Dragon Heartstring

Antipodean Opaleye
Wands with Antipodean cores are some of the more subtle of the dragon heartstring wands (which is about as good as saying “the warmest ice”), with a somewhat softer and a calmer nature when casting spells. These wands also tend to cause less curse damage than most other Dragon Heartstring wands.

Flavor: Dark magic scars are not commonly left behind or are much more mild when caused by a spell cast by this wand.

Catalonian Fireball
Wands with Catalonian Fireball cores are reliable but stubborn, and very capable with heat and fire related spells. They especially excell at the precise application of heat, making them popular wand core for all professions that depend on fire, like cooks or potioneers.

Flavor: the wand feels physically warm to the touch. There is a tangible warmth to most spells cast by someone with this wand.

Chinese Fireball
Wands with Chinese Fireball cores have a tendency towards flamboyance. They produce spectacular spells, both in strength and vibrance of color, and are known to have a special talent for all spellwork that is related to explosions. A Chinese Fireball wand can make a Bombarda look like a firework.

Flavor: A Chinese Fireball wand can make a Bombarda look like a firework. Green Sparks and Red Sparks spells tend to be particularly spectacular, they can change the hue ever so slightly tp make impressive fireworks displays.

Common Welsh Green
Wands with Welsh Green cores produce the most forgiving sort of Dragon Heartstring wands in term of errors. Still, they are tricky to master and and require firm handling, especially in martial magic, which is where their true talents lie.

Flavor: A very well balanced wand, often a wizard can be seen adding a bit of flourish to their spellwork by spinning the wand around their fingers. Even those that lack dexterity seem to be able to do this trick with ease.

Hebridean Black
Wands with Hebridean Black cores are vicious things and unforgiving cores that can hold grudges against both opponents and their owners for many years. While they are more ready to forgive their master, it can still take a while for them to forgive and for the wand to stop tricking them with their spellwork, often quite spectacularly.

Flavor: When a critical failure or success happens, usually more than the intended target gets blasted, there is usually an environmental change also (wall now had a hole in it, outfit is ruined, etc.).

Hungarian Horntail
Wands with Hungarian Horntail cores are patient but just as vicious as Hebridean cores. They are able to cast incredibly vicious hexes and curses with little anger and more distaste, which makes them more accepting of violence than most other wand cores.

Flavor: Dark magic scars are often worse when caused by a spell cast by this wand. (Maiming is subject to player consent regardless of what you 'think' makes sense.)

Norwegian Ridgeback
Wands with Norwegian Ridgeback cores are famous for being impervious to almost all kinds of damage from acid or potions, which is attributed to the venomous nature of those dragons. As a reflection of the dragon's early fire-breathing, these wands commonly mark the finding of a suitable match by emitting bright flaming sparks.

Flavor: these wands commonly mark the finding of a suitable match by emitting bright flaming sparks. In addition, these wands are incredibly durable and in spite of abusive care or treatment of the wand will appear as new. These wands are lost or won over rather than destroyed.

Peruvian Vipertooth
Wands with Peruvian Vipertooth cores resemble the nature of the dragon they were taken from and are fast casting wands that are also highly adaptable to their owner's demands in terms of what magic to perform.

Flavor: when performing wandwork with this core, the movements are often so fast they are hard to see by the casual observer and a slight whistle can be heard.

Portuguese Long-Snout
Wands with Portuguese Long-Snout cores are especially temperamental and also known for their stubbornness. This makes them problematic to handle, but it also means that they are one of the cores least likely to perform magic for anyone but their owner.

Flavor: These wands like to be talked to and may not behave as well as other wands without encouragement or propositions (I will give you a nice waxing after we finish here for instance). This is only a roleplay effect of course.

Romanian Longhorn
Wands with Romanian Longhorn cores are bold, just as the dragons they come from, and often more bullheaded than noble. They are distinctly stubborn and temperamental wands, though they will be loyal to their master and all those they hold dear.

Flavor: When their owner is passionate about something, the spells that successfully go off tend to be more dramatic. There is often audible explosions, brighter lights, whooshing sound effects. This is an example of this core's characteristic flamboyance.

Swedish Short-Snout
Wands with Swedish Short-Snout cores, like the dragon they come from, are capable of producing incredibly hot flames and have a natural inclination towards flying, many times becoming vastly skilful at levitating items.

Flavor: at times this wand can be seen levitating ever so slightly off the ground. No more than a few centimeters. The wand itself often feels hot after casting any spell that creates heat.

Ukrainian Ironbelly
Wands with Ukrainian Ironbelly cores are called "survivor's wands", as they tend to be paired with witches and wizards who go through and survive a lot of peril. These wands are as resistant as they are stubborn.

Flavor: These wands seem to find unlucky (or perhaps lucky as they survive) wizards. These wands often vibrate ever so slightly when in dangerous situations which is sadly rather often.
Effects:
• Dragon Like Power: +3 to arcane power when casting spells with this wand.
• Accident Prone: 5% chance that the intended spell will rebound on the caster. Non-targeted spells such as counters, healing, and some utility spells that have no target or are self-targeting cannot rebound. This is not prevented by the Perfectionist ability.
Phoenix Feather
This was one of the rarest core types. Phoenix feathers were capable of the greatest range of magic, though they may have taken longer than either unicorn hair or dragon heartstring cores to reveal this. They showed the most initiative, sometimes acting of their own accord, a quality that many witches and wizards disliked.

Phoenix feather wands were always the pickiest when it comes to potential owners, for the creature from which they are taken was one of the most independent and detached in the world. These wands were the hardest to tame and to personalize, and their allegiance was usually hard-won.

Made by Garrick Ollivander, these wands are the rarest type of wand core. They have the ability to produce the greatest range of magic and are known to act of their own accord, a trait that many witches and wizards are not fond of. Phoenix core wands are also known to be the most finicky when choosing their wizard and can be difficult to master. These wands are often attracted to enduring or stubborn wizards.

Effects:
• 10% chance that a random spell known by the caster will be cast in addition to the spell that they have already cast. The spell will target the same target the caster had attacked/aided with a spell that round. If the spell cast had no target, then a target is assigned randomly with no consideration of friend or foe. The second spell still has to go through the normal targeting mechanics, it would not be an automatic hit or anything.This effect will not take place if the wand is not drawn.
• In duells the wand only chooses from the list of official duelling spells.
• +2 accuracy to spells cast.
Unicorn Tail Hair
Unicorn Tail Hair is renown as a wand core that produces the most consistent magic and is the least subject to fluctuations and blockages when casting spells. Considered to be extremely loyal and moralistic. Wands from Unicorn Hair are the most faithful of wands and renown for being the most difficult to be turned to the Dark Arts.

As a core Unicorn Hair, while it makes for steady, reliable wands, does not produce the most powerful magic unless the wood compensates for this weak point. They are prone to being melancholic if mishandled and wands produced from Unicorn Hair can even go so far as to stop working entirely if their owner dies, provided they have been paired with a wand wood of that inclination.

It's one of the most common wand cores and used by Wandmaker Garrick Ollivander.

Effect:
• Casting spells with this wand reduces the critical failure range of the user by 2.
• Dark spells have a 30% chance to rebound on the caster.
Veela Hair
Veela hair makes for a changeable wand core which is regularly called temperamental. Like Veelas themselves their hair makes for a potentially volatile core, able to change its tune at any notice. As a result wands with Veela hair are usually found in the hands of those with some – usually recent – Veela ancestry, with the hair donated by a full-Veela relative, as the hair must have been donated freely by the Veela for the wand to function properly.

Power-wise it's a core slightly weaker than the much-prized phoenix feather. Wand cores with Veela hair may tend towards Transfiguration, much as Veelas themselves do with their shape-altering abilities, but in the right hands they are also known to excel in the higher forms of Charms, the Veela core drawn to the intricate, beautiful nature of first-class charms work.

Overflowing with charm, the owners of these wands succeed in social situations, and have an innate sense how to change them to their advantage (personal or otherwise), though they are known to often have a narcissistic streak.

Effect:
• This wand holds grudges. Declare a single target at the start of the moderated instance to be the wand's grudge target. Failure to define a grudge target at the start of the instance would mean that the moderator would assign a grudge target for you. You will be automatically assigned to the first person you attack with a damaging or debuffing attack in the thread. You cannot change a grudge target for the duration of the thread/moderated instance. For the duration of the thread the caster gains +2 accuracy and does 20% more damage to their grudge target when casting spells but they also suffer -2 accuracy and do 20% less damage to every other target the duration of the thread.
Kneazle Whisker
Despite being easy to produce, Kneazle whisker core wands are uncommon as they are rather weak. The independent nature of the Kneazle however gives them a unique quirk: wands with this core cast by intent – or instinct even – and often ignore wrong wand movements or mispronounced incantations, going so far that they will take the initiative on stressful occasions, compensation for their masters failings. While for many wizards and witches this makes Kneazle wands unreliable, it is a relief for those with speech impediments and unsteady hands who find a great helpmate in such a wand.

These wands have excellent senses, possessing the ability to see past illusions and trickery. Their ideal owners are intelligent, aware of their surroundings, and most likely introvert in nature. Independent as the Kneazle, they tend to do what they want and don't care much what others think of them. Many people think them blunt or insensitive, especially since they can be sharp-tongued and snarky.

When combined with Willow, which is known for enabling advanced non-verbal magic, Kneazle wands are known to cast spells without any wand movement or incantation, being rumored to even be able to perform to their owner's will without them touching the wand.

Effect:
Roleplay Flavor: The wand vibrates when near deceitful people (this is determined by the user roleplaying in the thread with the user and is not a tool for godmodding). This is not a lie-detector and deceitful can be translated to mean a prankster, a liar, etc. The wand is not all-knowing.
• Spells cast on allies (defined at the start of the thread) cannot critically fail. Damaging, offensive or binding spells cannot be cast on allies. You are not considered your own ally. A critical failure on an ally that causes damage or an adverse effect does not count as an offensive or binding spell cast on an ally (so this is not an escape from potential critical failure effects on allied targets). This is for the purposes of recovering, healing, buffing or assisting allies.
Dittany Stalk
Dittany is a magical plant that is used in potion-making. It is a powerful healing herb and restorative. While uncommon in wand cores because some wizards find them 'cheap', it is a humble choice for a practiced healer that chooses effectiveness over flashiness. These wands are often drawn to the most humble and humaine among wizards and serve as a faithful tool

Effect:
• +10% healing done with healing spells
• +1 to buffs administered by a caster with this wand (so if they gain +1 evasion, it is now +2 evasion for example).
Kelpie Hair
Kelpie hair produces wand cores that are similar to Unicorn Hair in power, though Kelpie cores tend to be mischievous in nature and not as cooperative and sophisticated as Unicorn cores. Being taken from shape shifting creatures, it's no wonder that these wands have a preference for and excel in Transfiguration.

One should not forget that Kelpies are water demons, however. As such Kelpie wands express a certain glee performing the Dark Arts, and are apt at casting hexes and curses. Some witches and wizards take this to mean that the owners of Kelpie hair wands all have an inherent malicious streak, but this isn't true. Instead Kelpie wands have a tendency to pick the lonely, the outsiders, as their life mates. Those witches and wizards who have difficulties making friends and take a long time to come to trust and open up to people are the most likely to find themselves with a Kelpie wand.

Effect:
• Jinx spells have a +1 critical success and failure range and do 10% more damage.
Thestral Tail Hair
Thestral hair is known for creating incredibly powerful wands, but it is also regarded as unstable and is difficult to use in wand making. The near-invisibility of Thestral hair makes it very hard to utilize, but it's nature of being a creature between life and death is what gives wands immense power.

Thestral core wands are very particular about their owners. As difficult as they are to make, as difficult they are to match to a witch or wizard. They select those – and only those – as their masters who are aware of their own mortality without fearing death. Sometimes it is even said that these cores especially like to choose those who attract death, or who are attracted to death. For this reason wands with Thestral hair cores are usually not offered to children; it's seen as a bad omen.

As a core Thestral hair is not picky about what magic it casts, not minding the Dark Arts while also strangely not being pulled to them. Owners of these wands often have a superior sense of direction and rarely get lost.

Effect:
Roleplay Effect: the air is often a few degrees colder surrounding this wand.
• When someone is rendered unconscious by a spell cast by someone with this core (kil, they remain unconscious until they naturally heal. Spells that revive a character to consciousness only stabilize them (end any death saving throws) and spells that would heal them to over 1 health point stop at 0. In dueling this would mean if a spell cast by this wand knocks someone below the 10%, healing would not keep them to stay conscious.
Coral
Gregorovitch used coral in their wands on rare occasion. Coral is the wand of a peacemaker, it is said to quiet the emotions and bring peace within. Coral is attracted to intuitive and imaginative wizards, those that often live inside their head.

Effect:
• Counter Spells spells are always rolled with advantage (Wisdom is rolled for twice and the moderator picks the higher roll).
Thunderbird Tail Feather
Wands from Thunderbird feather have the ability to sense danger and are even capable of casting curses on their own if their owner is in dire need, but they are hard to master because of their sheer power. Thunderbird wand cores are contrary and hard to tame; wielding and controlling them requires considerably skilled witches and wizards, as these wands are volatile in the wrong hands and must be carefully matched. Taking from the nature of the Thunderbird they are talented in producing weather-related magic, especially those spells that cast storms.

These wands are however also highly prized by Transfigurers as they excel at performing both extremely complicated and large-scale Transfigurations for reasons yet unknown. Some Magizoologists speculate that the Thunderbird's control over the weather might be an ability rooted in Transfiguration, but this has not yet been proven.

The ideal owner for a Thunderbird wand is brave and persistent. These wands favor those people who have a fighting spirit, who simply don't know when to quit. Masters of a Thunderbird feather wand are frequently competitive, enjoying all forms of competition, be it in sports, card games or academic studies.

Effect:
• Once you reach 30% of your max health you gain + 2 AP, + 2 Evasion and + 2 Acc. If you are healed above 30% of your max health you lose those bonuses.
Wampus Cat Hair
Wampus hair is notorious for creating some of the best wands for mind-based magic. Thus it has an intimidating reputation which makes many witches and wizards wary both of possible ownership of such wands and of Wampus hair wand owners themselves. They are rumored to be mind-readers, skilled in reading both the intent and the emotions of those around them. These witches and wizards are intense people who capture a room's attention effortlessly. Often they exhibit great charisma and power and are perceived as natural leaders who have few fears by others.

Wampus hair wands prefer owners who don't perceive the world in good or bad, but instead in shades of gray – they won't conform with any side, even when under pressure, instead coming to their own conclusions and solutions. This means they might be willing to use darker magic to achieve their goals if need be, something that can make other witches and wizards uncomfortable. On the other side however, they are willing to sacrifice their own lives for the protection of a cause or person that is important to them.

Effect:
• Flavor: a player can elect (if you are requesting or expecting them to, then pick another wand) to share a thought, phrase or memory. This is not a form of communication, just a random thought that slips through. Restriction: once per thread, brief, and is not a form of communication. These thoughts or memories are not necessarily 'true.' This is entirely for the sake of flavor.
• 5% auto-fail for opponents (defined at the start of the thread) as they "forget" (flavor) due to the degenerative memory effects of this wand's core the spell that they were casting. This does not break the 20% caps on auto-failure.
White River Monster Spine
A core made from a magical fish native to the White River in Arkansas, was used as a wand core by the American wandmaker Thiago Quintana. Wands made with this core often prefer purebloods or wizards that come from wealthy homes. It is said that these wands produce spells of force and elegance.

Effect:
• Flavor: These spells look "different" in practice. For example, your Lumos might be a blue light, Fumos might have a foul or a sweet scent. Tells for spells (such as if the wand casts a light for a spell) are unaltered. If a user is taking this wand, they do need to list the "altered appearance" of their spells in their trunk and the altered appearances of these spells cannot have a statistically relevant effect. Index reserves the right to request modification if something was overlooked. These different spell appearances/flavors do not count towards the caster's word count requirements. When a user adds their spells to their trunk, they would be defining the altered appearances of the the spells at that time.
• +1 accuracy with charms.
• -2 wisdom DC (WDC) requirement for all wisdom checks when casting a charm.
Rougarou Hair
Wand made from Rougarou hair have a dark reputation because of their sheer power, but while they have an affinity for Dark Magic, they aren't necessarily dark themselves. Their affinity however makes them valuable for detecting Dark Magic and Dark magical objects, as the wands are naturally drawn to it.

Raougarou hair is a sentient wand core and very aware of its surroundings, especially its master. These wands bond emotionally with their owner if suitably matched and will cast especially powerful spells if they sense agitation or anger, making for quick-reacting wands that have a reputation for excelling in duells. If well-matched, they are very loyal and incredibly reliable.
The magic from Rougarou wands in general is known to be rather unpredictable, a trait which makes them dangerous if ill-matched, as they hold the prospect to cause harm to everyone around them. Even simple spells can backfire if their master loses control of this wand, and one can expect an explosive reaction that is vastly different from the intended spellwork if this happens.

Users of Rougarou hair wands are said to be good at keeping secrets.

Effect:
• 10% of the damage done by a "dark" spell is done to a target that was successfully hit by a dark spell every round for the duration of the thread. This is considered to be "bleeding" and can be countered with the bandaging charm.
• In Duelling: This bleeding effect is limited to 4 rounds. If hit by another dark spell in the meantime, the bleeding effect is replaced with the new one.
• On a critical success with a "dark" spell, a second target (only if defined by the caster before this has been rolled) can be targeted, if no secondary target is declared then nothing happens.
• -10% damage done with non-dark spells.
Horned Serpent Horn
This core is a relative to Basilisk Horn, though they contradict each other in many aspects. Where Basilisk Horn prefers Parselmouths for owners, Horned Serpent Horn resonates best with them but is just as likely to pick an owner who can’t communicate with snakes. Basilisk cores lean towards greatness and often choose masters with hot tempers, while Horned Serpent cores tend to select owners who have a cool head on their shoulders and are willing to fight for themselves and theirs. They are generally peaceable cores and are said to provide a constant, comforting magic that puts both their owner as well as those around them at ease.

Horned Serpent Horn is an exceptionally powerful wand core and very sensitive to Parseltongue. It vibrates when Parseltongue is being spoken, and can warn their owners of incoming danger by emitting a low musical tone.

Wands with this core seek owners with great intellect and who are sensitive to the emotions of others. These people will nearly always be honest about their feelings and like to use their creativity and inventing skills to help others.

Effect:
• Flavor: Known to vibrate when Parseltongue is being spoken within hearing distance.
• 50% chance that this wand will vibrate if there is an unknown (stealth) individual in a thread. They are not revealed but the wand would serve as a warning that they are not alone.
• 5% chance to auto-dodge attacks (the wand makes a musical tone in instances of impending danger that serve as a warning). This does not break the 20% caps on auto-dodge.
Snallygaster Heartstring
Those witches and wizards chosen by Snallygaster wands are well known for their speed, both in casting spells as well as in physical activities. They often excel in sports, especially those that rely on speed and mobility.

As a wand core Snallygaster heartstring behaves similar to Dragon heartstring with the difference that it lacks the aggressiveness most dragon cores display. Being not quite dragon and not quite bird, Snallygaster heartstring makes for wands that are powerful but of a warm nature and have a penchant for casting defensive spells. They some of the wands that vary the most in personality and will only bond to the one person who matches their character, though all Snallygaster wands prefer curious owners.

It is said that those paired with wands made from Snallygaster heartstring are hard to surprise and can never be caught unaware from behind. While there is no tangible proof of the latter, wands with a Snallygaster core do have a soft spot for those who are in control of their emotions and very self-aware.

Effect:
• When an ally (defined at the start of the thread) is below half of their maximum health, the owner of this wand gains a stacking +1 to their accuracy. This bonus to their accuracy applies to all spells cast at non-allies, which are animate beings (you can't gain a +1 accuracy against your termed "ally" target that you have been attacking for those rules lawyers). This caps at +5 accuracy.
Jackalope Antler
Jackalope Antler cores are rare as Jackalopes only exist in small numbers and a pair of horns doesn't give material for more than a handful of wand cores. While highly adaptable, wands made form Jackalope cores are on the less powerful side and therefore often overlooked in favor of stronger cores. Power however isn't everything, and wands made from Jackalope prove this by being second to few when casting defensive spells. These wands protect their owner like the Jackalope defends itself from attackers, head on and full of fury. Only the strongest curses can break through shield spells cast with a Jackalope wand.

Like the creature, who is able to imitate human speech, Jackalope wands have a fondness for language. Their favorite owners are singers, and though not every master of a Jackalope wand is one, none of them ever have a bad singing voice. They prefer confident owners however, those who know themselves, their strengths and weaknesses. Jackalope wands are not for the insecure and consequently will underperform for all those who doubt themselves.

In great desperation, Jackalope antler wands are said to be able to cast equally great feats of healing magic.

Effect:
• Able to heal others over their maximum health (up to 10% past their maximum health).
Basilisk Horn
Basilisk wands are undoubtedly powerful, especially when in the hands of a Parselmouth or one who had Parselmouths in their family. They are drawn to those witches and wizards, but also to the quick-witted, those who are sometimes almost reckless in the speed of their responses, be it to help a friend or hurt an enemy.

It is a rare core and will – if their master isn't a parseltongue – only bend to strong-minded wizards with a firm hand. They need to be in control of their emotions more often than not, as Basilisk Horn cores have hot tempers and can do much harm when they unleash their anger. They are known to chose owners who are set to accomplish great things, though great doesn't have to mean good. Those are people who want to be remembered for their greatness, their greatest fear being to die unknown and be forgotten afterwards. This goes together with a dislike and fear of mediocrity, as Basilisk wand owners want to be above everyone else and cannot understand those who are satisfied with merely being average.
Effect:
If wand holder is a pureblood:
• This wand has +1 accuracy and does 10% more damage (if the spell does damage) to wizards that are not purebloods.
• This wand cannot heal, be used to buff or cast a counter-spell that favors a non-pureblood.
If wand holder is not a pureblood:
• Hexes and Curses cast with this wand cannot critically fail.
Curupira Hair
The hair of the Curupira could be used as a wand core. It was known to be an unstable substance. Curupira Hair Wands have an an affinity for powerful, talented yet unpredictable wizards.

Effect:
• 10% chance that the wand will target an unintended target besides the caster.
• 10% chance to auto-hit (intended or unintended) target.
• +1 critical range
Troll Whisker
Infrequently used in the modern era as it is rumored to be an inferior core, in truth this core is rather capable and undervalued. This wand tends to favor larger (in size) wizards as well as wizards that demonstrate incredible bravery.

Effect:
• When a Curse (this does not include a jinx or a hex) has been used in a thread, the owner of this wand gains +1 to their accuracy and +2 to their evasion for the duration of the thread.
• In Duelling: This effect wears off after 3 rounds. If another Curse is cast in the meantime, the duration is replaced with the new one.
Woods
Wood
Characteristics
Acacia
Acacia is an unusual wandwood that has the quirk of having a strong personality and being difficult to match with a witch or wizard. Consequently however Acacia wands tend to refuse to produce magic for anyone but their owners and will even withhold their true potential from anyone but the most gifted witches and wizards. Those who do own an Acacia wand are generally subtle people, as these wands are largely unsuitable for what Mr. Ollivander calls "Bangs-and-smells magic". They are often honest and stay true to themselves even in the face of adversity.

Wand Choice: Produces selective wands that only work for their owner. These wands pick Loyal owners.

Flavor: Spells tend to have a muted effect. The greens not so green on Green Sparks, the explosions sound a bit distant. This can be deceptive to those nearby when they expect something loud, large or bright to come from these wands.
Alder
Alder wands prefer an owner who isn't stubborn or obstinate, but instead helpful, considerate and generally a likeable person. In this Alder is different from most other wand woods, which desire their owner to have a nature similar to their own. Alder however is an unyielding wood that prefers an owner whose personality is of a different type than the wood itself. If well-placed, Alder wands become magnificent, loyal helpers.

From all woods Alder is the one best suited for non-verbal spell work, which gave it a reputation for being suitable only for very advanced witches and wizards, as non-verbal magic is a sign of great skill in a witch or wizard. Furthermore Alder excels at the protection against outside forces. Combined with a core of Phoenix feather, Alder wands are said to be a suitable match for those who "make their mark on the world".

Wand Choice: Pairs well with agreeable witches and wizards.[/color]

Flavor: A reason for having this wand can simply be your present ability to do non-verbal magic. You do not need to spend 50 words on this (unless you want to). In addition, there is a sense of safety that seems to come from inherently handling this wand (no statistical effect).
Apple
Applewood wands are not made in big numbers. These wands are powerful and best suited for those owners who have high aims and ideals, as apple mixes poorly with the Dark Arts. Owners of applewood wands are usually long-lived and well-loved, with those who possess great personal charm being the perfect match for applewood wands.

It is also notable that an unusual ability to converse with other magical beings in their native tongues is often found among apple wand owners. This is often associated with an ability to tame said beings, though if true it has more to do with the personality of the wand's owner than any innate talent.

Wand Choice: Powerful wood, though unsuitable for Dark Magic. This wand does not pair well with a wizard that is interested in the dark arts.

Flavor: When an unknown non-magical language is spoken around this wands user, they have a 25% chance of understanding (they cannot speak) it. This is a roleplay effect that can be rolled at user discretion.
Ash
Ash wands are particular, as once chosen they will cling to their one true master and lose power and skill should they be passed on or gifted from the original owner. This tendency is especially valid if the core is constructed of unicorn hair, making those wands loose all power when parted from their true owner.

As the old rhyme regarding rowan, chestnut, ash and hazel wand suggests, "Rowan gossips, Chestnut drones, Ash is stubborn, Hazel moans", witches and wizards best suited to Ash wands aren't lightly swayed from their beliefs or purposes. While it's ideal owner is maybe stubborn and will certainly be courageous, Ash wands are not for the brash, over-confident or arrogant.

Wand Choice: Highly loyal; will not perform well for anyone but its true owner. These wands pick Loyal owners.

Flavor: if someone besides the owner attempts to cast with this wand it would automatically critically fail (rather than just not work at all which is what happens in our system) and backfire.
Aspen
Aspen wood of wand-quality is white and fine-grained, and highly prized by all wand-makers for its resemblance to ivory and the outstanding charmwork it produces. The ideal owner of Aspen wands therefore are often those who are accomplished duellists, or destined to be so, for wands made of Aspen wood are particularly suited to martial magic. An infamous and very secretive eighteenth-century duelling club, The Silver Spears, only admitted those who owned an Aspen wand.

Aspen wand owners are usually strong-minded and determined, more especially likely to be attracted by quests and new orders. This is a wand for revolutionaries.

Wand Choice: Performs martial magic well; often used by duelists. Pairs well with wizards that are interested in or are proficient in dueling.

Flavor: Spells are not overly flashy, in fact the wand movements appear to be smaller and more precise when done with this wand.
Beech
Beech wands perform very badly for the narrow-minded and intolerant. The prefer witches or wizards who will be, if young, wise beyond their years, and if full-grown, rich in understanding and experience.

Those who aren't a suitable match for the desirable, richly hued and highly prized Beech wands often presented themselves at the homes of learned wandmakers, demanding to know the reason for their handsome wand’s lack of power. When properly matched however, Beech wands are capable of a subtlety and artistry rarely seen in any other wood, hence their lustrous reputation.

Wand Choice: A poor match for those that are closed-minded.

Flavor: they are real nice to watch in play, distracting really.
Blackthorn
Blackthorn is a very unusual wand wood and has the well-proven reputation of being best suited to warriors. In this however it has no attraction to a particular side, being found in equal measures among Aurors as well as the prisoners of Azkaban and the former Death Eaters – though the latter even more than the former will enjoy the blackthorn wand's prodigious power.

Like the Blackthorn bush with its wicked thorns, that produces its sweetest berries after the hardest frosts, the wands made from this wood appear to need to pass through danger or hardship with their owners to become truly bonded. If this condition is met, Blackthorn wands will become the most loyal and faithful of servants.

Wand Choice: Performs well for physical fighters; becomes better bonded to its owner after being used in a dangerous situation.

Flavor: Some use these wands as a martial weapon. (Use punch stats) It would feel like they were struck by a thorny switch. No bleeding but they would have marks as if they were cut from the blow that would heal like a normal cut.
Black Walnut
Black Walnut is a very handsome wood that is rarer than the common walnut, but not easy to master as it seeks an owner who possess good instincts and a powerful insight. The well known quirk of this wood is that wands with black walnut cores are oddly attuned to inner conflict and will lose power if their owner lies to themselves. They often fail to perform spells if their master is unable or unwilling to be honest with themselves and must be matched with a new owner to regain their power if that happens.

If matched with a sincere and self-aware owner, black walnut is one of the most loyal wands that has a special flair in all kinds of charmwork.

Wand Choice: Pairs well with a mindful owner; can be exceptionally useful for charmwork. This wand prefers wizards that are interested in charms.

Flavor: Will lose power if their owner lies to themselves. Will gain power when they are finally honest with themselves. A great anime-like moment for those that enjoy the genre.
Cedar
Cedar wands are attracted to those witches and wizards who possess strength of character and unusual loyalty. They find their perfect home where there is perspicacity and perception. The Ollivanders go as far as to say ‘you will never fool the cedar carrier’, Garrick Ollivander adding that he never met the owner of a cedar wand whom he would care to cross, especially if harm was done to those of whom they were fond.

The witch or wizard who is well-matched with cedar carries the potential to be a frightening adversary, which often comes as a shock to those who have thoughtlessly challenged them.

Wand Choice: Often chooses particularly shrewd witches and wizards

Flavor: Spells performed against this wand owner's enemies (those who have specifically crossed them) tend to be more painful. The lights hurt their eyes. The bindings or bandages are too tight. Everything is 'uncomfortable.'
Cherry
Cherry is a very rare wand wood that creates wands of strange power, which are highly valued by the wizarding students of Mahoutokoro, where those who own cherry wands are held in high esteem.

A Western wand-purchaser should dispel any notion from their mind that the pink blooming cherry makes for a frivolous or merely ornamental wand, as cherry wood often makes for wands that possess truly lethal power no matter the core. If paired with a core of dragon heartstring however, the wand should never to be teamed with a wizard without exceptional self-control and strength of mind.

Wand Choice: Users of this wand tend to seek power in terms of force or might rather than cleverness or luck.

Flavor: Very rare and often makes for a wand with destructive power. It is often paired with a core that reflects this.
Chestnut
Chestnut is a very curious, multi-faced wood. Its character can vary greatly, depending on the wand core and the personality of the wand's owner. Chestnut wands are attracted to witches and wizards who are skilled tamers of magical creatures, those who possess great gifts in Herbology and those who are natural fliers.

When paired with a core of dragon heartstring, for example, chestnut wands find their best match among those who are overly fond of luxury and material things, with few scruples about how such luxuries are obtained. On the other hand, three successive heads of the Wizengamot have possessed chestnut and unicorn wands, as wands with this combination show a predilection for those concerned with all manner of justice.

Wand Choice: Often favored by witches and wizards who work with Magical Beasts and Herbology and picks wizards who have shown interest in either subject.

Flavor: Creatures tend to be friendlier with wizards with this wand. This will not deter already aggressive/attacking animals but pets and normal animals that often do not like people often at least tolerate you.
Cypress
Cypress is a wood that is linked to nobility, and their owners were said by wandmaker Geraint Ollivander to often be those who die a heroic death. Since that was centuries ago however and we now live in less blood-thirsty times, the masters of cypress wands are thankfully rarely called upon to lay down their lives, even though many of them would surely do so if required.

Cypress wood wands usually find their soul mates among the brave, the bold and the self-sacrificing. Their owner are unafraid to confront the shadows in their own as well as in others’ natures.

Wand Choice: Pairs well with those that are gallant and unselfish.

Flavor: Even if it is not the most immediate ancestor, you have a remote ancestor that is quite famed for their heroism (no canon characters). Whoever this person is, they would be someone you made up and they would be someone the average wizard (not muggleborn) would know.
Dogwood
Dogwood is a quirky and mischievous wand wood that creates wands with playful natures that insist upon owners who can provide them with scope for excitement and fun. Despite this love for mischief however, Dogwood wands are still very capable of serious magic when called upon to do so. They have been known to perform outstanding spells under difficult conditions and produce dazzling enchantments when paired with a suitably clever and creative witch or wizard.

An interesting quirk of many Dogwood wands is that they are often rather noisy and refuse to perform non-verbal spells.

Wand Choice: Makes peculiar wands that refuse to perform nonverbal spells. This wand prefers people who are loud

Note:
• Cannot be used/owned with the non-verbal skill in part-goblin or the non-verbal ability.

Flavor: The wand is noisy, when spells are cast zipping and whistling, crashing and booming noises are made in cadence with the spells cast. This wand dislikes silence and will make its own noise if there is no other noise.
Ebony
Ebony wood is known for its deep black color and has a reputation for being especially suited to both all manners combative magic and to transfiguration. Wands made from Ebony wood perform the best when paired with owners who have the courage to be themselves. These witches and wizards are many times non-conformist, highly individual or comfortable with the status of outsider. Master of those wands were found among the members of the Death Eaters as well as those of the famous Order of the Phoenix.

Wandmaker Garrick Ollivander said that an Ebony wand’s perfect match is one who will hold fast to their beliefs, no matter what the external pressure, and cannot be swayed lightly from their purpose.

Wand Choice: Excellent for dueling and Transfiguration, especially among those who are self-assured.

Flavor: These wands are as determined as their master, spells tend to appear more precise (not statistically relevant). So bandages are over the specific area needed, the sparks make a thin near fountain of color, a diffindo slashes the exact center, etc.
Elder
The rarest wand wood of all, and reputed to be deeply unlucky, the elder wand is trickier to master than any other. It contains powerful magic, but scorns to remain with any owner who is not the superior of his or her company; it takes a remarkable wizard to keep the elder wand for any length of time. The old superstition, ‘wand of elder, never prosper,’ has its basis in this fear of the wand, but in fact, the superstition is baseless, and those foolish wandmakers who refuse to work with elder do so more because they doubt they will be able to sell their products than from fear of working with this wood. The truth is that only a highly unusual person will find their perfect match in elder, and on the rare occasion when such a pairing occurs, that the witch or wizard in question is marked out for a special destiny. An additional fact, owners of elder wands almost always feel a powerful affinity with those chosen by rowan.

Wand Choice: Elder wands are the most rare and are notoriously difficult to master. They often choose remarkable masters.

Flavor: The fame of this wood.
Elm
Elm wands prefer owners who have a presence to them, magical dexterity and a certain native dignity. Wands made from Elm wood from the experience of wandmakers are the least likely to cause accidents or foolish errors and produce elegant charms and spellwork. They are sophisticated wands that are capable of casting highly advanced magic in the right hands, which brings them in high demand from witches and wizards who adhere to the pure-blood philosophy.

There is a belief that only pure-bloods can produce magic from elm wands, but it is unfounded and was most likely started by the owner of an Elm wand who wanted to prove heir own blood credentials. These wands can and do find perfect matches with those who are Muggle-borns.

Wand Choice: Prefers dignified owners and is known for producing refined charms and spells with few accidents or errors.

Flavor: The preference for purebloods is merely a lie but a commonly believed one. Non-purebloods relish this.
English Oak
English Oak makes for wands that are for good times and bad and become a friend as loyal as the wizard who deserves it. English Oak wands demand an owner who is strong, courageous and faithful. They - the master of such wands - are also known to have a powerful intuition, and, often, an affinity with the magic of the natural world, with the creatures and plants that are native to the magical world.

A superstition exists about wands made from English Oak wood and Holly wood that, “when his wand’s oak and hers is holly, then to marry would be folly,” but it is most likely baseless.

Wand Choice: Produces extremely loyal wands that prefer equally loyal owners.

Flavor: Users of this wand when casting spells tend to instill less terror and more trust in their allies that right will be done by them. Enemies do not share this sentiment.
Fir
Well-known wandmakers of the Ollivander family call wands of Fir ‘the survivor’s wand,’ because they were at times sold to wizards and witches who subsequently passed through mortal peril unscathed.

Fir wood comes from the most resilient of trees and produces wands that demand staying power and strength of purpose in their true owners. They are poor tools in the hands of the changeable and indecisive. What they are especially suited for is transfiguration, and they favour owners of focused, strong-minded and, occasionally, intimidating demeanour.

Wand Choice: Excellent for use in Transfiguration; prefers a decisive and confident owner.

Flavor: Users of this wand often tend to be luckier (not in a statistically relevant way) than other wizards.
Hawthorn
Hawthorn is a wood that produces wands that are as complex and intriguing in their natures, as are the owners who best suit them. Wandmakers concur that Hawthorn wands are strange, contradictory and full of paradoxes.

Wands made from Hawthorn are particularly suited to healing magic, but they are also adept at curses, and it has been observed that a hawthorn wand seems most at home with a conflicted nature, or with a witch or wizard who is passing through a period of turmoil. Even for those who are paired with a Hawthorn wand however, it's not a wood which is easy to master and has the peculiarity that it can backfire spells when handled badly.

Hawthorn wands should be placed in the hands of a witch or wizard of proven talent, or the consequences might be dangerous.

Wand Choice: Well-suited for both curses and healing magic. Owners often have a duality in their nature.

Flavor: On a critical failure, what goes wrong might be a bit more unusual than expected. Moderator discretion as the statistical effect is unchanged, but for instance a place who immobilizes themself for 3 rounds by mistake might instead turn into a potted plant for those 3 rounds. Recovery and damages as well as fixes are unchanged. This is purely flavor.
Hazel
Hazel wands are sensitive and many times reflect their owner’s emotions. They work best for those who have mastered their feelings, though if their master loses their temper this wand will absorb this negative energy and discharge it randomly.

Contrary to that a wand made from hazel can perform exceptional feats of magic in the hands of a skilled owner. Such a wand is so absorbed in their master that it often ‘wilts’ when they die, meaning that the wand expels all its magic and can no longer be used. If paired with a core of Unicorn Hair, such a wand will be forever lost.

An ability unique to hazel wands is that they can detect water underground.

Wand Choice: Not recommended for those who can't control their temper; is the only wand wood capable of naturally detecting water.

Flavor: acts like a dousing rod and can be used to find water.
Holly
Holly is a rarer type of wand wood and traditionally considered protective; it works most happily for those who may need help overcoming a tendency to anger and impetuosity. Wands made from Holly wood also often choose owners who are engaged in some dangerous and many times spiritual quest.

Holly is one of the woods that vary the most extremely in performance depending on the wand core, and it is well known for being difficult to team with phoenix feather, as the wood’s volatility conflicts oddly with the phoenix’s detachment. Should such a pairing of phoenix and Holly find its ideal match, however, nothing and nobody should stand in their way.

Wand Choice: Well-suited for those prone to emotional outbursts; often selects a master who must undergo a perilous quest.

Flavor: This wand electively exudes the owners emotions. Those around the user can feel (faintly) what the caster is feeling, be it happiness, anger, sadness. This does not override their own sentiment, it merely allows others to be empathic towards the owner of this wand.
Hornbeam
Hornbeams wands like to choose those witches and wizards as their life mates who have one single, pure passion some might call obsession or even vision, which will almost certainly be realized. They adapt incredibly quickly to their owner's style of magic and become so personalized that others will have extreme problems to use those wands to cast even the most simple of spells.

Hornbeam wands also absorb their owner's personal code of honour, and will refuse to perform acts – whether for good or ill – that do not conform with their master's principles. They are particularly fine-tuned and sentient.

Wand Choice: Mates for life with its owners; often chooses passionate owners with a singular vision.

Flavor: Hornbeam wands also absorb their owner's personal code of honour, and will refuse to perform acts – whether for good or ill – that do not conform with their master's principles. They are particularly fine-tuned and sentient.
Larch
Larch wood is strong, durable and warm in colour, and has long been valued as an attractive and powerful wand wood. It has a reputation for instilling courage and confidence in its owner which has made demand so high that it always outstrips supply. Larch is hard to please in the matter of an ideal owners however, and trickier to handle than many imagine.

Wandmaker Garrick Ollivander found that Larch created wands of hidden talents and unexpected effects, which in his opinion describes the master who deserves it. Often the witch or wizard owning a Larch wand may never realise the full extent of their considerable talents until paired with it, but they will then make an exceptional match once brought together.

Wand Choice: Known for making its owner more self-assured. Often this wand picks an owner that lacks confidence.

Flavor: once a wand owner accepts this wand, they seem to grow in confidence (excuse for character growth).
Laurel
Laurel abhors performing a dishonourable act, although in the quest for glory, which isn't an uncommon goal for those best suited to these wands, Laurel wands can and have performed powerful and sometimes lethal magic. These wands are sometimes called fickle, but this isn't exactly true, as a Laurel wand is unable to tolerate laziness in a possessor, and under these conditions that it is most easily and willingly won away.

If such a case never occurs however, a Laurel wand will cleave happily to its first match forever, and indeed has the unusual and engaging attribute of issuing a spontaneous lightning strike if another witch or wizard attempts to steal it.

Wand Choice: A poor match for an apathetic owner; known to perform powerfully for an owner seeking glory.

Flavor: This wand requires passion from its owner, when they lack this or seem indifferent they may fail to perform. The wand also accepts pep talks if the caster has been gloomy as of late.
Maple
Those witches and wizards chosen by maple wands are by nature travellers and explorers. Those wands are not for staying at home, but prefer ambition in their witch or wizard, otherwise their magic grows heavy and lacklustre. Fresh challenges and regular changes of scene cause Maple wands to literally shine, burnishing themselves as they grow, with their partner, in ability and status.

Maple is a truly beautiful and often-desired wood and thus wand quality Maple has been among the most costly for centuries. As Maple as a reputation as the wand of high achievers, possession of a Maple wand has long been a mark of status.

Wand Choice: Well suited to determined owners who enjoy travel.

Flavor: These wands expect to go on outings. If they have not been to new places, they may lose their luster or not perform as well, however they tend to have a bit more of a shine and perform more flamboyant spells when they are well traveled. Upon seeing something new or a new place the wand will thrum with excitement.
Mayhaw
Mayhaw as a subspecies of Hawthorn shares many of its characteristics. Mayhaw wands as well as their owners are full of conflict, be it due to being at odds with themselves naturally or due to past circumstances. As Hawthorn wands, wands of Mayhaw wood are excellent for both healing and harming, though they lack the more common varieties of Hawthorn's tendency to backfire when handled incorrectly.
With a calm, placid core like Unicorn hair a Mayhaw wand is an excellent helpmate even to those new to magic, requiring none of the experience or steady demeanor needed for a Hawthorn wand.

Wand Choice: Well-suited for both curses and healing magic, less prone to backfiring. Owners often have an internal conflict.

Flavor: Depending on the wand used, these wands can have an analgesic effect if used with a 'healer's core' or a core that leans towards assisting, helping and 'good'. However if the core leans towards the dark arts or destructive power, most spells (even non-damaging ones) tend to be a source of discomfort be it the lights hurting someone's eyes, the bandages being too tight, etc.
Pear
Pear produces a golden-toned wood that is known for its splendid magical powers as well as being very resilient. Contrary to many other woods, pear wands will look remarkably new even after many years of hard use.

Similar to applewood wands, the masters of pear wands are usually popular and well-respected among others. These wands dislike the Dark Arts, and even the Ollivanders couldn't remember a single instance where a pear wand was discovered in the possession of a Dark witch or wizard. Where applewood has an affinity for communicating with magical creatures however, pear wand owners tend to have a talent for working with magical plants and herbs.

Wand Choice: One of the most resilient woods, often chooses sage and benevolent owners.

Flavor: common among potion masters, spells used to help plants grow tend to be more effective, the plants healthier. Sentient or reactive plants tend to be merciful towards these users (the Whomping Willow might just swat you away rather than bash you into the ground for instance). Non-potion decorative plants tend to bloom fully passively as well, making this a favored wand among florist or a great side gig for a teen.
Pine
Pine wood wands always choose an independent, individual master who can be seen as a loner, intriguing or perhaps even mysterious. These wands enjoy being used in creative ways, and unlike some others, will adapt without protest to new methods and spells.
Many wandmakers are sure that pine wands are able to detect, and perform their best for owners who are destined for long lives. This includes Garrick Ollivander who noted to have never personally known the master of a pine wand at a young age. Pine wood wands are one of the ones that are most sensitive to non-verbal magic.

Wand Choice: Well suited to nonverbal spells; always selects an individualistic owner.

Flavor: If this wood is chosen and the user has the non-verbal ability or is a part-goblin, they do not need to explain (give the 50 words regarding the why) when they pick this wood but they still need to write the 400 total words in their application.
Poplar
Poplar wands are known seek integrity above anything else in their owners. They are at their happiest when working with a witch or wizard of clear moral vision, and are known as very consistent and strong wands of uniform power that one can always rely on.
Because of their focus on integrity, there is a running joke among some wandmakers that no poplar wand has ever chosen a politician, though this has been disproven. No less than two British Ministers of Magic carried poplar wands, the myth regarding the wood however continues to persist.

Wand Choice: Consistently performs well; chooses an owner with distinct principles.

Flavor: This wand tends to vibrate in protest when the owner lies, the wand can be convinced that this is for the greater good with a pep talk. In the hands of others, it will vibrate with agitation at all times.
Red Oak
Red Oak wands are many times claimed to be an infallible sign of their owner’s hot temper. Actually, the true match for a Red Oak wand however possesses unusually fast reactions, making it a perfect duelling wand.

Red Oak is less common than the standard English oak, and wandmaker Garrick Ollivander found its ideal master to be light of touch, quick-witted and adaptable and often the creator of their own, distinctive, trademark spell. Owners of these wands are good men or women to have on one's side in a fight.

This wood also makes for some of the most handsome wands.

Wand Choice: Pairs well with an owner possessing quick reflexes; makes for an excellent dueling wand. This wand also prefers duelists.

Flavor: This wand likes a sense of humor and expects its wielder to have something witty to say. If it does not hear any jokes or any wit, it will noticeably wilt because it was paired with a dull owner and is quite sad.
Redwood
Redwood of wand-quality quality is in short supply but yet constant demand due to its reputation for bringing good fortune to its owner. As is usually the case with wandlore, the general populace have the truth back to front: wands made of Redwood not inherently lucky, but are strongly attracted to witches and wizards who already possess the admirable ability to land on their feet, to make the right choice in the right moment, to snatch advantage from catastrophe.

Wand Choice: Reputed to be good luck; in fact, these wands have a knack for choosing owners who are predisposed to making a smart choice.

Flavor: In addition, there is a nimbleness, flexibility and dexterity. On successful actions, owners of this wand often act with style (think cool back flips) as a passive effect that does not change the DC.
Reed
Reed wands are best suited to those witches and wizards who are bold and were eloquent speakers and have been proven to be extremely protective of their friends. Owners of reed wands are firm in their beliefs, but spontaneous people who jump into situations head first. If the wood is paired with a core of dragon heartstring they are said to possess a loyalty greatly admired by their friends – together with their outspoken natures this makes such a wand a prime combination for a Gryffindor student.

The owners of reed wands are not only eloquent speakers however, but many times also skilled with languages in general, learning new languages more easily than most other people.

Wand Choice: These wands tend to gravitate towards the bold, the loyal and the heroic.

Flavor: When an unknown non-magical language is spoken around this wands user, they have a 25% chance of understanding (they cannot speak) it. This is a roleplay effect that can be rolled at user discretion.
Rosewood
All Rosewoods are renowned for their beauty, for their sheen and colour. They are known to have a tendency to pick an owner with an inner beauty to match the outer, and to favour temperamental cores over the more placid ones. They are said to calm those more aggressive cores, making them very reliable in the process.

If their owner is put into a negative environment or feeling distressed, this wand will try to compensate and become more powerful in an effort to better protect their master.

Rosewood wands have an affinity for all magic related to Divination and prophecies and are highly sought among Seers.

Wand Choice: Attracted to lovely people, both internally and externally.

Flavor: Generally more attractive than the usual wizard (in addition to Veela or other attractive abilities). Prophecies from these are often more trusted.
Rowan
Rowan makes for a prized wand wood, as it has a reputation for protection and is known to produce powerful, hard to break defensive charms.

Wands made from Rowan are also noted for their believed association with the Dark Arts. If pressed, no wandmaker can recall a single instance of a wizard he sold a Rowan wand to ever becoming evil or turning to the Dark Arts. For this reason among foremost, Rowan has become associated with pure-hearted witches and wizards, though one should not underestimate these wands, as Rowan can also match or even outperform stronger wands in duels.

It is said the owners of Rowan wands are gossips, a rumour which holds some truth at least.

Wand Choice: Produces especially strong defensive charms; chooses witches and wizards with a strong sense of morals or tend to gossip.

Flavor: Generally dark magic is not effectively cast through this wand without a very good reason. Please rationalize this.
Silver Lime
Silver lime is a highly unusual, attractive wand wood that was so popular in the nineteenth century that demand exceeded supply, leading some unscrupulous wandmakers to dye lesser woods in an effort to fool purchasers into believing that they had purchased silver lime.

Silver lime wands are were not only desirable because of their handsome appearance, but also because they had a reputation for performing best for Seers and those skilled in Legilimency. The link to these mysterious arts was what consequently gave the possessor of a silver lime wand considerable status.

Wand Choice: Favored for its unusual color and rumored to be especially useful for Seers and Legilimens. This wand is attracted to owners that have a powerful mind.

Flavor: Those with the power of prophecy (Seers) or those with specific psychic power (Legillimens) can use their wand to make images of their vision(s) show in the dancing flames. This is just a flavorful thing that cannot be done in combat.
Spruce
Spruce is a somewhat difficult wood to work with, as it requires particular deftness to work with and wands that are ill-matched with cautious or nervous natures, becoming positively dangerous in fumbling fingers.

A wand of Spruce wood often appears to have its own ideas about what magic it ought to be called upon to produce. These wands need a firm hand, but if matched properly – with a bold spell-caster with a good sense of humour – it becomes a superb helper, intensely loyal to their owners and capable of producing particularly flamboyant and dramatic effects.

Wand Choice: Not recommended for hesitant witches or wizards; performs best for self-assured spell-casters with good sense of humor.

Flavor: This wand likes a sense of humor and expects its wielder to have something witty to say. If it does not hear any jokes or any wit, it will noticeably wilt because it was paired with a dull owner and is quite sad.
Sycamore
Sycamore creates questing wands, eager for new experience and losing brilliance if engaged in mundane activities. A quirk of these handsome wands is that they can combust if allowed to become ‘bored’ and many witches and wizards who settle down in their middle age are surprised to find their loyal wand bursting into flame in their hand as they ask it, for the hundredth time, to fetch their slippers.

A Sycamore wand's ideal owner is curious, vital and adventurous. When paired with such an owner, it demonstrates a capacity to learn and adapt that earns it a rightful place among the world’s most highly-prized wand woods.

Wand Choice: Pairs well with those looking for adventure; will become bored with mundane requests from its owner.

Flavor: Eager for new experience and losing brilliance if engaged in mundane activities. A quirk of these handsome wands is that they can combust if allowed to become ‘bored’ and many witches and wizards who settle down in their middle age are surprised to find their loyal wand bursting into flame in their hand as they ask it, for the hundredth time, to fetch their slippers.
Vine
Vines, despite not actually being trees, have been used as wand woods since the times of the druids (who considered anything with a woody stem a tree) and they continue to be used in the production of wands to this day.

Vine wands are among the less common ones, and their owners are almost always those witches or wizards who seek a greater purpose, have a vision beyond the ordinary and who frequently amaze even those who think they know them best.

These wands seem to attracted by personalities with hidden depths. Wandmaker Garrick Ollivander found them more sensitive than any other wood when it comes to instantly detect a prospective match. Other sources claim that these wands can emit magical effects upon the mere entrance into their room of a suitable owner, a situation that has been noted to have occurred twice within Ollivanders.

Wand Choice: Often chooses owners who wish to accomplish something out of the ordinary.

Flavor: If this wand is separated from its owner, it will faintly spark or hover as if trying to get its owner's attention. It still needs to be recovered as usual and the illumination from it sparking is not sufficient to light a room.
Walnut
Witches and wizards known to be highly intelligent should be offered a walnut wand for trial first, because in nine cases out of ten, the two will find in each other their ideal mate. Consequently, walnut wands are often found among magical innovators and inventors. They are unusually versatile and adaptable as well and the wood is renowned for its handsome looks.

Unlike some other wands the walnut wand will, once subjugated, perform any task its owner desires, provided that they possess sufficient brilliance. This way a walnut wand can become a truly lethal weapon in the hands of a witch or wizards without conscience, as wand and owner may feed on each other in a particularly unhealthy manner.

Wand Choice: Commonly pairs well with owners of superior intelligence; makes for a dangerous weapon if the owner lacks morals.

Flavor: a weapon of precision, this wand often leaves minimal marks in its wake (such as scars) and is not known to be overly flashy so spells that normally draw attention are not nearly as noticable.
Willow
Willow is an uncommon wand wood with healing power. Its ideal owner often has some usually unwarranted insecurity, however well they may try to hide it.

While many confident customers insist on trying a Willow wand because they are attracted by their handsome appearance and well-founded reputation for enabling advanced, non-verbal magic, Willow wands consistently select those of the greatest potential, rather than those who feel they have little to learn. The Ollivander family has a proverb about owners of Willow wands: "He who has furthest to travel will go fastest with Willow."

Wand Choice: Said to carry the power of healing; often chooses owners who are unsure of themselves in some way.

Flavor: Healing spells often have a mild analgesic effect.
Yew
Yew wands are very rare, and their ideal matches are likewise unusual and occasionally notorious. Yew is reputed to endow its owner with the power of life and death. This wood retains a particularly dark and fearsome reputation in the spheres of duelling and all curses. It would however be wrong to say that those who use yew wands are more likely to be attracted to the Dark Arts than others. The witch or wizard best suited to a yew wand might equally prove a fierce protector of others.

Wands made from the long-lived Yew trees have been found in the possession of heroes just as often as of villains. Where wizards have been buried with wands of Yew, the wand usually sprouts into a tree guarding their dead owner’s grave. What is certain is that the Yew wand never chooses either a mediocre or a timid owner.

Wand Choice: Reputed to be particularly fearsome dueling wands; often chooses both heroes and villains. This wand is often attracted to duelists.

Flavor: This wand sometimes grows leaves, can resemble a branch and is not always recognized as a wand but rather a stick if it has not been recently 'groomed'.
Flexibility

A wand's flexibility is usually an indicator of its (and its chosen owner's) own adaptability. Wand flexibility or rigidity denotes the degree of adaptability and willingness to change possessed by the wand-and-owner pair. Options for wand flexibility are as follows:
  1. Whippy
  2. Surprisingly Swishy
  3. Swishy
  4. Slightly Swishy
  5. Quite Bendy
  6. Fairly Bendy
  7. Slightly Bendy
  8. Very Flexible
  9. Quite Flexible
  10. Flexible
  11. Springy
  12. Pliant
  13. Supple
  14. Reasonably Supple
  15. Sturdy
  16. Stiff
  17. Inflexible
  18. Unbending
  19. Slightly yielding
  20. Unyielding
  21. Brittle
  22. Hard
  23. Rigid
  24. Solid

There is something about ambition, how it not only propels you but also defines you.