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1 Dec 2021, 18:16
Project Announcements
New Ability: Wand Maker

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.

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.
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.
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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).
• 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 Magizoologist 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.
• 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 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 oif 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 nob-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 pap 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 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.

1 Dec 2021, 23:16
Project Announcements
Item Update: The Underground Map now has an effect!

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Previously the Underground Map sold in Hogsmeade at Zonko's Joke Shop for 20g gave users early access to the Basements in Hogwarts which do not open up otherwise until Year 5. Those that own the Underground Map now have early access to this area of the site as previously intended. When we lost the effect of this item as to not disrupt roleplay for users we temporarily extended access to all users.

All users who have ongoing threads in the Basements have been contacted by myself, their active threads moved to the Dungeons so they can continue their grim atmosphere. If all of the members of the thread had Basement access, then their thread remains unmoved. Those in those threads are invited to reach out to me regarding this.

With the ability to now create items that give users access to different areas, we do plan on giving players wider access to the site in coming weeks. The details regarding this still need to be hashed out but expect a similar price point.

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

3 Dec 2021, 02:34
Project Announcements
New Pets Teaser

The following are the images (no flavor) of the pets that will soon be available. Names and information regarding these pets will be soon to follow. In addition, we will be making updates to the Beast Master Ability to accommodate these new pets. That means these are not for sale yet but soon will be.

Bunny_0
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Bunny_1
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Bunny_2
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Bunny_3
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Ferret
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Goldfish
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Black cat
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There is something about ambition, how it not only propels you but also defines you.

7 Dec 2021, 17:33
Project Announcements
Pets


Updates have been made to the pet roster to include the prices of the new pets as well as some minor aesthetic information. Amendments to Beast Master regarding these pets will be coming in a few days. Amendments to the old descriptions we have for pets will be coming down the pipe as we attempt to flesh them out ever so slightly.

Lionhead Thumper (12 galleons)
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Name: Lionhead Thumper
Price: 12 galleons
Description: This rabbit is characterized by the bushy mane of fur around the collar. The coloration of their fur varies from a light tan to a deep yellow reminiscent of the lions they seem to emulate. Rather friendly, these rabbits tend to make a fine companion for a wizard because they are rarely startled by loud expressions of magic. In fact, Lionhead Thumpers are often willing partners of wizards that enjoy transfiguration oddly enough and are known to be one of the easier living creatures to transfigure, it is presumed that this is because these rabbits consent and enjoy the prospect of being something else.

An adult Lionhead Thumper can measure 40 centimetres (16 in) in length, and weigh 1,200–2,000 grams (2.6–4.4 lb). The hind foot measures 8.5–10 centimetres (3.3–3.9 in) in length, while the ears are 6.5–7.5 centimetres (2.6–3.0 in) long from the occiput.
Two-Colored Devil's Spawn (9 galleons)
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Name: Two-Colored Devil's Spawn
Price: 9 galleons
Description: Noted for its dual coloration - mostly black and white or a shade of brown and white, the distinctive facial markings reminiscent of a mask as well as the hindquarters being a darker color such as brown or black offsets the white forelegs, lower head and chest. A rather unassuming appearance, some may even describe them as "classy" in appearance, commenting on how they look like they are wearing a mask and slacks to a masquerade; those that know the two-colored devil's spawn know that the name comes from their personality. These rabbits are known to run both hot and cold (or "two-toned"). They can deviate from being calm, even affectionate to being destructive in a short period of time. Known to burrow into beds, rip bedding and even chew on corners of furniture or walls, these bunnies require an attentive owner.

Female Two-Colored Devil's Spawn are typically larger than males with reproductive needs being the most likely cause. The weight of the Two-Colored Devil's Spawn can range from as little as 756 grams (1.667 lb) up to as much as 1,153 grams (2.542 lb). The average length is 40.8 cm (16.1 in), but can be as long as 50.8 cm (20 in) and as short as 33 cm (13 in) but the smallest are rare and almost exclusively male.
Mist Hopper (12 galleons)
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Name: Mist Hopper
Price: 12 galleons
Description: The smallest of the pet rabbits sold to wizards. The Mist Hopper adult weight goes up to 500 g. They are notable for not only their very small size but also their short, dense fur that ranges in color from brown to black, but most commonly grey. The Mist Hopper is a gnawing animal that is distinguished from rodents by its two pairs specialized of upper incisors that are designed for gnawing as well as its powerful hindlegs that make this rabbit a powerful hopper, able to clear six feet easily in a single bound in spite of its diminutive size.

These rabbits are more timid than most, due to their size they are vulnerable to many predators but they take well to their human owners. Often a Mist Hopper can be found in the pocket of their human owner. When on the ground their speed and hind leg strength is notable, they are the most nimble and the fastest among the rabbit breeds found at Hogwarts.

It is believed that Mist Hoppers can tell the weather because they insist on going outside shortly before a storm. This has not been proven or disproven, but observation suggests that this rumor might be grounded in some truth. During misty mornings and times of rainfall, Mist Hopper are often found bounding about in the rain and seek the company of other Mist Hoppers.
Magician's Accomplice (11 galleons)
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Name: Magician's Accomplice
Price: 11 galleons
Description: Pure white with short fur and long ears, every Magician's Accomplice looks exactly alike with the only difference being their eye color which can range from pink to red, from black to varied shades of grey,even brown, green or blue. They earned this name for muggle magicians who would pull a rabbit out of their hat by the ears as if by "magic." Truthfully in some cases it was by "magic." The Magician's Accomplice makes its home in a preferred hat, the dimensions of the hat hardly mattering as long as it can wiggle inside because they seem to find accommodations larger on the inside than they are on the outside due to their enchanted presence. When looking inside the hat, the rabbit cannot be seen but can be felt by a hand that reaches inside the hat and withdrawn easily by its ears which appear to be longer than the average rabbit ear.

The Magician's Accomplice is a small hare, measuring 28.5 to 43 cm (11.2 to 16.9 in) in length, and weighs 1.1 to 1.9 kg (2.4 to 4.2 lb). The skull is small, measuring 76 to 88 mm (3.0 to 3.5 in) in length. It has narrow nasal cavities with their back portions being straight and flat. The supraorbital process is low and flat, or are slightly curved upward. The auditory bullae are round and tall, and the palatal bridge is narrow. It has long ears, measuring 9 to 11 cm (3.5 to 4.3 in) in length. The tail is 5.5 to 8.6 cm (2.2 to 3.4 in) long, and is white in color.
European Ferret (13 galleons)
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Name: European Ferret
Price: 13 galleons
Description: Ferrets spend 14–18 hours a day asleep and are most active around the hours of dawn and dusk, meaning they are crepuscular. However most ferrets will live happily in social groups such as with other ferrets or with a wizard. Ferrets do not do as well with other burrowing animals since they are territorial, they like to burrow, and prefer to sleep in an enclosed area. Often their sleeping space carries a distinctive musk. Like many other mustelids, ferrets have scent glands.

If excited, they may perform a behavior called the "weasel war dance", characterized by frenzied sideways hops, leaps and bumping into nearby objects. Despite its common name, it is not aggressive but is a joyful invitation to play. It is often accompanied by a unique soft clucking noise, commonly referred to as dooking. When scared, ferrets will hiss; when upset, they squeak softly.

Ferrets have a typical mustelid body-shape, being long and slender. Their average length is about 50 cm (20 in) including a 13 cm (5.1 in) tail. Their pelage has various colorations including brown, black, white or mixed. They weigh between 0.7 and 2.0 kg (1.5 and 4.4 lb). Most ferrets are either albinos, with white fur and pink eyes, or display the typical dark masked sable coloration of their wild polecat ancestors. There are four basic colors. The sable (including chocolate and dark brown), albino, dark eyed white (DEW, also known as black eyed white or BEW), and silver.

Additional Information: A male ferret is called a hob; a female ferret is a jill. A spayed female is a sprite, a neutered male is a gib, and a vasectomised male is known as a hoblet. Ferrets under one year old are known as kits. A group of ferrets is known as a business", or historically as a busyness. Ferrets are naturally curious creatures that need opportunities to explore.
Golden Veiltail (2 galleons)
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Name: Golden Veiltail
Price: 2 galleons
Description: A freshwater fish that is allergic to fresh air, they require a bowl of water to survive. While often housed in small fishbowls, they thrive in larger tanks where they can freely swim. Golden Veiltail will grow to accommodate the body of water in which they inhabit. Those that are confined to smaller bowls will rarely reach over two inches, but those that have large tanks or live in ponds can reach a length of 9 to 18 inches (23 to 46 cm) at adulthood.

Golden Veiltail have streamlined bodies with well-developed and even fins. Golden Veiltails possess nacreous scales, an intermediate between metallic and transparent scales that are pearly in appearance and range from yellow to orange in color. Golden Veiltail are long broad-bodied with well-developed finnage possessing a tail that is exaggeratingly large, moderately forked, and rounded at the end making a shape similar to that of a heart or the capitalization of the letter "B". Beloved for their sunny hue that seems to "conjure a sunny disposition" they are loved by wizards for their quiet presence and their positive aura.

Young, non-adult Golden Veiltails are referred to as a fry. With proper diet and water conditions, the average lifespan of a Golden Veiltail is around 10-15 years.
Bewitched Midnight Stalker (18 galleons)
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Name: Bewitched Midnight Stalker
Price: 18 galleons
Description: The Bewitched Midnight Stalker is relatively slender, graceful fine-boned cats with long legs and tail, neat oval paws, almond-shaped eyes and large pointed ears. These cats are exclusively black with short fur. Their eyes vary from golden to green or even blue, some reference how their bright eyes seem to stare from the void.

Bewitched Midnight Stalker are notably social and playful cats with an intense interest in the activity around them and a tendency to vocalize often and persistently, and sometimes loudly. They are reputed to be highly intelligent. They are also reputed to be notably acrobatic, and to enjoy intimate contact with their owners.

The Bewitched Midnight Stalker earned their name from a mixture of muggle superstition such as the superstition that a black cat "crossing one's path" leads to bad luck, or that cats are witches' familiars used to augment a witch's powers and skills. In truth, it does none of these things but some witches love a good cliché.

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

10 Dec 2021, 19:14
Project Announcements
An addendum has been made to the Beast Master ability to incorporate the new pets.

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).

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

8 Jan 2022, 15:33
Project Announcements
Broom Racers are about to start their first self moderated race. Expect changes to the system over the next few races as we iron out the kinks.

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

9 Jan 2022, 22:35
Project Announcements
DUELLING UPDATE
Attention students, we have some updates for you. The duelling moderator team has worked on some aspects of the system, that we found could use some work or defining. In this update you will find changes to the organisational side of Duelling as well as the Duelling System itself.

As such we have added a round limit to narrow down the amount of time a duel may take. With more powerful healing spells we also came to the conclusion to make healing take effect before damage, as it is often nearly impossible to knock a student unconscious when they have access to good healing spells. We added rules regarding Forced Forfeiting to countermeasure inactive players dragging out the game and have fixed descriptions of spells and did some balancing work for other spells.

Furthermore we want to announce, the start of the 2nd stage of the Duelling Championship 2021/22 which will start on January 20th, and will feature Gryffindor vs Slytherin and Ravenclaw vs Hufflepuff.
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1. Round Limit - addition to Duelling Mechanics; 2. How a Duel Works
The duel ends when 12 rounds have passed or both players of one team are unconscious. A player is unconscious when their health is below 10% of their maximum health.
Note: This is calculated at the end of the round. Meaning if a player takes enough damage to push them below 10% health, but is then healed to more than 10% of their maximum health, they end the round conscious.
Note: If a duel ends with the 12 round limit, the winner is determined by higher average health percentage. If a duellist is KO but not on 0 health (so less than 10% but more than 0), their health is treated as if it was 0.
Note 2: If a round ends with all players of both teams unconscious, the duel ends in a draw.
2. Switched up the Calculation Order; healing happens before damage
3.1 Healing Calculation


If a spell with Healing effect was cast, the healing is calculated and applied to the player's health.

This happens before any damage calculation. Healing cannot save you from direct or effect damage.

3.2 Spell Damage Calculation


If an Attack spell hits, the damage is calculated and applied to the player's health.

Note: A player's health cannot fall below 0. If a spell does more damage than the player's remaining health, their health will simply be set to 0.
3. Forced Forfeit; added below Forfeiting
Forced Forfeit

The Forced Forfeit applies if either
  • Of one side, no person has posted or sent in actions in 2 consecutive rounds, they forfeit automatically or
  • One person has been absent for 3+ consecutive rounds, their partner can decide to forfeit and it holds for both of them.
4. Spell Edits; changes marked in green/red (some are just description edits)
Disarming Charm • Expelliarmus • [Support][EoT] • WDC 10
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Damage
• No Damage.
Effect
• Opponent's wand is pushed out of hand, making them unable to cast spells.
Duration
• 1-2 rounds (1d3, 1-2: 1 round, 3: 2 rounds).
• Rounds can only be removed by using Search for Wand action.
Nullify
• Wandless Magic ability allows continuing to cast spells without the wand.
• Allies (or players with Wandless Magic) may use Summoning Charm to retrieve the wand.
Critical Failure
• The effect is applied to the caster.
Critical Success
• No duration roll — max duration applied.
Impaired Hit
• Duration counter reduces automatically without using Search for Wand.
• In the round when you pick up your wand, you may use any other possible action except for bodyblock
• Duration length is not affected.
Minor Healing Charm • Episkey • [Support] • WDC 12 + x
Reducio
Healing
• 50 + x × 10, where x is the number added to the WDC, chosen by the caster.
Effect
• The target is healed by the specified amount.
• Additional health can be restored by raising the WDC, where for every 10 HP added the WDC is raised by 1. So to heal 20 more HP, the WDC would become 14.
• The cap for raising the WDC is 10.
Duration
• None
Nullify
• No effect.
Critical Failure
• +20 Damage.
Critical Success
• +20 HP healed.
Shield Charm • Protego • [Counter] • WDC 12
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Damage
• None (RP effect).
Effect
• The caster creates an invisible shield that blocks spells and can reflect them.
• Can only protect oneself from being targeted, cannot be used on others
• The spell is affected by the Auto-Fail Counter mechanics.
• When a spell hits the shield, there are several scenarios (1d10):
• 1: The spell pierces the shield (avoidable)
• 2-5: The spell dissipates.
• 6-8: The spell ricochets off to a random target (including allies, avoidable).
• 9-10: The spell rebounds back towards its caster (avoidable).
Duration
• The effect is applied in the same round (that round only) and is able to block/reflect the spells cast at the shielded player.
Nullify
• Certain spells naturally cannot be blocked:
• Bubble-Producing Spell
• Smokescreen Spell
• Blinding Lighting Charm
• Fog Charm
Critical Failure
• Any incoming spell won't require the Accuracy vs Evasion roll (can still auto-dodge).
Critical Success
• The hit spell rebounds back towards its caster (unavoidable, can still auto-dodge).
Full Body-Bind Curse • Petrificus Totalus[Attack][Support][EoT] • WDC 14
Reducio
Damage
50
Effect
• The target is paralysed and falls down, unable to move and cast, but also cannot be attacked (IC Rules).
• Every round of duration a Strength Check is performed to attempt breaking out of the effect.
• The DC to break out of the spell is 10 + 1 for every 5 points in the caster's Arcane Power.
• Repeated cast will reset the duration if it's higher than the remaining duration.
Duration
• 1-2 rounds (1d3, 1-2: 1, 3: 2) + 1 round for every 10 points in Arcane Power.
Nullify
• Strength Check (see above) allows breaking out of the effect before the duration is over, but the player will suffer –3 Evasion for the remaining duration.
• General Counter-Spell removes the whole effect, but the target will suffer –3 Evasion for 1 round.
• Healing Spell removes the whole effect with no penalty.
Critical Failure
• The effect is applied to the caster.
Critical Success
• The base DC to break out is 12, no duration roll — max duration applied.
Impaired Hit
• Damage halved to 25
• All stats except Stamina and Strength are halved and rounded up.
• The target can move and perform actions, but can also be attacked.
• Active dodging is not possible.
• Check to break out of the spell every round is performed passively.
• Upon breaking out, Evasion debuff is halved and rounded up.
• Duration is not affected.
Knockback Jinx • Flipendo • [Attack] • WDC 9
Reducio
Damage
• 100 + AP × 10
Effect
• Damage only applies when targeting a player
• When targeting the effect of Bullarum Immortalem, it knocks away one stack of bubbles

Duration
• No duration.
Nullify
• None.
Critical Failure
• The damage is applied to the caster.
Critical Success
• +50 Damage, knocks the target on the ground requiring to spend a full action to stand up and re-join the duel.
Impaired Hit
• Damage is halved.
Weather-modifying Charm • Metelojinx • [Attack][DoT] • WDC 12
Reducio
Effect Damage
• 50 + AP × 10 [unavoidable]
Effect
• A rain cloud is created above the opposing team.
• No initial damage is taken, but for each member of the affected team there is a 10% chance every round lightning will strike the target for the damage above.
Duration
• End of the duel, unless countered with a Nullify method.
Nullify
• Weather-modifying Countercharm removes the spell.
• Wind Jinx blows the cloud over to the other team.
Critical Failure
• The storm is summoned above the caster's team.
Critical Success
• The lightning chance is raised to 20% every round.
Impaired Hit
• Not applicable
Healing Spell • Reparifors • [Support] • WDC 11
Reducio
Healing
• 50 + AP × 5
Effect
• The target is healed based on the Arcane Power.
• Certain effects are partially or completely removed:
• Curse of the Bogies • Mucus ad Nauseam
• Slug-Vomiting Charm • Slugulus Eructo
• Full Body-Bind Curse • Petrificus Totalus
Duration
• The effect is cleared/reduced at the end of the round.
Nullify
• No effect.
Critical Failure
• +20 Damage, the effect is prolonged by 1 round.
Critical Success
• +20 HP healed, the effect is completely removed (see details in each of the affected spells).
Wind Jinx • Ventus • [Attack][Support][Utility][EoT] • WDC 11
Reducio
Damage
• 50 + AP × 10
Effect
• If the spell targets a player, the target is being affected by a strong jolt of wind.
• If the spell hits a player, the target suffers –4 Evasion for the duration of the spell (the damage is only inflicted on hit).
• If the spell targets a player, there's always a 10% chance the spell will split to target two players at once (1d10, >9). Does not target an ally.
• When used with spell spread each gust of wind has a 10% chance to split.
• Repeated hit will replace the current effect and duration.
• Certain effects are partially or completely removed (if they are targeted instead of a player):
• Bubble-Producing Spell • Bullarum Immortalem
• Smokescreen Spell • Fumos
• Fog Charm • Nebulus
Duration
• If it targets a player: 1-2 rounds (1d3, 1-2: 1 round, 3: 2 rounds).
• If it targets two players: 1 round.
• If an effect is to be cleared/reduced: it is removed at the end of the round.
Nullify
• General Counter-Spell removes the whole effect and stat loss.
Critical Failure
• The damage and the effect are applied to the caster, no splitting effect.
Critical Success
• If two targets present: Auto-split & +70 Damage upon hit.
• If one target present: +70 Damage. No duration roll — max duration applied.
• If the effect is targeted: Removes the whole effect & +70 Damage to a random opponent.
Impaired Hit
• Damage and Evasion debuff are halved.
• Duration is not affected.

"The only thing stronger than fear is curiosity"
Wanna Thread? Message me! || Sta 13 / Ev 20 / Str 2 / Wis 7 / Arc 15 / Acc 14 || Trunk || Font #9e8162 || Believe in yourself

17 Jan 2022, 12:16
Project Announcements
(Tiny) Duelling Update
Since the winning criterion when a duel ends after the new 12 round limit caused some questions (and ultimately didn't imply what we meant), we have adjusted the phrasing to clarify.

Before:
Note: If a duel ends with the 12 round limit, the winner is determined by higher average health percentage. If a duellist is KO but not on 0 health (so less than 10% but more than 0), their health is treated as if it was 0.
Now:
Note: If a duel ends with the 12 round limit, the winner is determined by higher total health percentage, meaning that the remaining percentage of each team's total health pool is calculated and compared. If a duellist is KO but not on 0 health (so less than 10% but more than 0), their health is treated as if it was 0.
Example:
If after 12 rounds, one student on one team has 300/900 HP (33.33%) remaining and the other has 500/700 (71.43%), their total health pool is (300 + 500)/(900 + 700) HP = 800/1600 HP. This means they have a total health percentage of 50%.

The Duelling Rules have been edited accordingly.

"One can never consent to creep when one feels an impulse to soar."
Sta:7 | Ev:15 | Str:3 | Wis:14 | Arc:8 | Ac:16Evasive Maneuvers | Charmer | Perfectionist II | Spell Spread----------------
HC: #004064

12 Feb 2022, 04:04
Project Announcements
FAQ Update

In an effort to make the site more accessible to new users we have been making varied updates to the site including bot messages in our discord (which there will be more work on in coming days) and more recently FAQ updates as an additional resource for new players looking to get started. The FAQ Updates can be seen here.

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

17 Feb 2022, 22:56
Project Announcements
NPC and Wand Maker

As an update to Wandmaker the ability, NPCs can have the ability Wandmaker and gain the benefits of this ability. They are the only NPCs that can have a specific wand listed as we have no system or means of determining a wand for NPCs.

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