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
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
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How to Play
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Resources
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Optional Rules