Hogwarts Wizard

So you want to be a wizard. Well welcome to hogwarts!

Hogwarts Magic Categories

  • Transfiguration
  • Healing
  • Herbology
  • Care for magical Creatures
  • Hexes and jinxes
  • Charms
  • Divination
  • Defence against dark arts
  • Potions
  • Enchantments

Heritage

You may be of any heritage, but if you are sticking to the strict theme of the Hogwarts World you would be a Human Wizard. You can be other heritages but consult with the GM to decide how to handle heritage traits. Typically if it has more than 1 trait, you can only choose 1.

Replace 1 of your heritage traits with you hogwarts house

Pick your house

Gryffindor

Gain +1 ADV when doing protective magic

Hufflepufff

When you use the Help action you may roll a 1p6 if you get a 1 or higher, the target you are helping tests with +2 ADV instead of +1 ADV

Ravenclaw

Gain 2 of the following traits:

NOTE: This doesn't count toward your base traits total

Slytherin

Pick one Special Effect action, then you can cast a jinx/hex that applies this Special Effect Action from a far range but this costs you 1 MP. Test with a Mental Attack Test

Pick your spells

Pick 8 spells from the Harry Potter list and convert them into LittleP6 spells. Run them by your GM though, they have final say on if it is too powerful

Spell List

Make your wand

You get a wand, if you lose your wand you may still try to cast your spell at +3 DIS.

Using a wand that does. Not have your algenence cast spells at +2 DIS

Your wand can cast a basic ranged attack dealing 1 magic damage. If they are in your near range make your attack test at +1 DIS.

Your wand will give you +1 ADV in certain situations depending on the wood, length, flexibility and core you pick. Work with your GM to determine what situations. Use the official wizarding world woods, length, flexibility and cores.

Offical Wand Making

Cores Woods Length & Flexibility

Example

Wand: Ebony wood, unicorn core, 11", rigid flexibilty

Effect: Gain +1 ADV when using combative magic, not including your basic attack. ie: Stupefy

Disadvantages

Being a Hogwarts Student lends the character to be bit Over Powered in most situations, but it comes with some disadvantages to even the playing field. They are layed out below.

Armor

You can never wear any armor other than wizard robes, which are light armor.

Wand

You must have your wand to cast spells, you may try to use magic without your wand but you will test at +4 DIS

Using a wand that does. Not have your algenence cast spells at +2 DIS

Verbal

If you try to use nonverbal spells you test at +2 DIS

Basic Attacks

Your wand can cast a basic ranged attack dealing 1 magic damage. If they are in your near range make your attack test at +1 DIS.

Advancement

This is the same as Advancement, exception instead of a subclass at Level 3 you gain a Favorite Subject AND +2 skill points.

For Skill Pts you can pick any of the basic Traits and Abilities. Some dont apply to Hogwarts Students like weapon specific traits, ie Quick Shot. If you take the Magically Adept you gain 4 spell points to either gain another spell or upgrade one you already have

Favorite Subject

Pick a Subject from Hogwarts Magic Categories. You gain +1 ADV with anything that is associate with this subject

Hogwarts Specific Traits

Non Verbal Specialist:

You no longer suffer +2 DIS when casting a spell of casting difficulty of your Mental AL or lower, OR when asked to preform a Mental Attack Test with a spell.

No Wand No Problem

You now only suffer +2 DIS when without your wand

Potions Master

When making a potion you gain +1 ADV

Jinx Master

When casting a jinx gain +1 ADV

Hex Master

When casting a hex gain +1 ADV

Charm Master

When casting a Charm gain +1 ADV

Healing Master

When casting a Healing spell gain +1 ADV

Transfiguration Master

When casting a Transfiguration spell gain +1 ADV

Defence Master

When casting a Defensive spell gain +1 ADV

Duelist

You now evade/defend with your skill of counter spells, you can evade with your Mental AL, instead of your Physical

Spell Examples

Alohamora

MP: 1

Type: Charm

Make a mental test against the DL of the lock set by the GM. Typically this is 1 level less than the DL set when physically lockpicking a lock. If successful the lock is unlocked

Petrificus totalis

MP: 1

Type: Jinx

Make a mental attack test against the targets AC, if you succeed the target is knocked prone and can't get up or take any actions until they make a save test equal to the amount of MP you spent on this attack.

Shrinking solution

DL: 1

Type: Potion

Once per session you can make a mental test at 1 DL if successful. You create this potion. This potion makes you shrink and become younger in appearance. Roll a seperate 1p6 dice this equals the hours the potion will remain in effect. If it is a 0 it will only last 30min

Expelliarmus

MP: 1

Type: Charm

Make a mental attack test if you succeed the target is disarmed and must move to recover their weapon. Item must be in there hand but could be anything: sword, wand, a stone, etc

Steleus

DL: 1

MP: 1

Type: Hex

Make a mental test against DL 1 if successful your target starts sneezing uncontrollably and tests at +1 DIS until the end of your next turn

Stupefy

MP: 1

Type: Hex

Type: Charm

Make a mental attack test if you succeed the target becomes all actions against this target are at +1 ADV and If you test at +1 DIS also deal 1 damage. For every 2 above your targets AC, deal and additional +1 damage

Protego

MP: 1

Type: Defence

Once per round if you are attacked you can make a mental evade test and spend 1 action from your next turn and 1MP. if successful you cast protego and subtract 2 damage from this attack only. You can not heal from this spell, if only 1 damage is dealt to you you take 0 damage. If you have taken the evade action test at +1 ADV and you do not lose an action

Accio

MP: 1

Type: Charm

Mental test against a DL specified by the GM. If successful you pull an object within your sight towards you. Most magical items will resist this effect some maybe immune. Accio can only be used on inanimate objects


Table of Contents

  1. How to Play

  2. Creating A Character

  3. Resources

  4. Optional Rules