New Ars Arcanum

Ars Arcanum: The Book of Magic Most magic in the wizarding world is available for anyone to learn, provided that they have the magical strength and experience. However, there are certain abilities that are far rarer, passed down through bloodlines or discovered through hard work and magical study. The Ars Arcanum is a list of all such magical abilities, as well as information on how they function and how they might be acquired.

NOTICE: You do not need to read any of the following to make a character in the Model! If you’re interested in how these special powers function or are considering requesting one for your own character however, feel free to read on!

ANOTHER NOTICE: Alts will not be granted Powers, as most of these have a big impact on the model and have a limited quota. As such, powers will be granted to mains alone. Hiding an alt for the purpose of applying for an ability will result in OOC points being deducted.

Special Ability System FAQ
Because of the abundance of questions we receive during the application process, we have made an FAQ. Here you will find answers to questions you might have regarding your application, the application process and what the mod team is looking for when a person applies. Please click this link and save yourself a lot of time.

The Special Ability System FAQ

Natural Abilities
Natural abilities are abilities passed on in bloodlines, or otherwise gained through circumstances outside of a character’s control.

To obtain a natural ability, you must fill out the following form after you have been a member of Model Hogwarts for 2-3 weeks. Please read the FAQ above before you submit an application!

Special Character Ability Application

You can apply for a natural power a maximum of TWO times. For instance, if you were to apply for Werewolf once and get rejected, then you apply for Half-Veela and get rejected, you cannot submit any more applications. Please wait three weeks between your attempts.

If considering requesting a natural ability, please think strongly about how the ability will affect your character’s personality and potential development - the more well-thought-out the justification is, the better the chance that it will be accepted. Demonstrating a fundamental understanding of the power as outlined in the Ars Arcanum, regarding its drawbacks, pacing and limitations at each stage in the power's progression, is essential in any successful application.

If your application is rejected, please don’t take it as a personal rejection or something that will make the model harder to enjoy - many of the most successful students in the Model have no abilities except for those they’ve earned for themselves during their time at Hogwarts.

The following natural abilities are currently described in further detail in the Ars Arcanum. If your ability is not listed below, please describe it fully in the natural ability form. If the power is considered acceptable, it will be added!

Each listed Natural Power has a quota next to it, listing the number of students in Hogwarts who currently possess a natural ability next to the projected ‘maximum’ number of characters we’d ideally want for each power once we have a full cohort of seven years. Whilst the quota caps are not a strict limit, only very exceptional and detailed applications will be considered when an application is made for a power with a filled quota.
 * Beast Empathy: 3/3
 * Half-Breed: Giant: 1/4
 * Half-Breed: Goblin: 0/4
 * Half-Breed: Vampire: 0/2
 * Half-Breed: Veela: 3/4
 * Lycanthropy: 3/3
 * Metamorphmagi: 2/2
 * Natural Legilimens: 1/2
 * Natural Occlumency: 2/3
 * Parselmouth: 1/2
 * Seer: 2/4

Learned Abilities
Learned abilities are any atypical magical powers that must be honed and practised. Some may take a skilled wizard mere months to learn. Others might only be possible after years or even decades of research.

The process by which a Learned Ability is gained differs somewhat depending on the ability in question, but any power will ultimately require teacher consent either in-game or gained OOC. In some circumstances, such as when requesting the opportunity to learn a power more quickly than normal, you should send in a natural ability form outlining your request and the rationale behind it.

The specifics of each learned ability is described in full detail on this page.

Natural Abilities List
Below is a list of all current natural abilities.

Beast Empathy Tier 3

A rare ability that allows the wizard or witch who possesses it to more communicate with creatures through method of understanding their moods and feelings and projecting your own.

Power (Initial): Your mind is strangely attuned to that of non-magical creatures. You occasionally gain flashes of insight that allow you to gauge their moods and feelings, understanding how best to approach, comfort and get along with them. Non-magical creatures are generally passively aware of your intentions and mood themselves whilst in your proximity, and thus can easily grow accustomed to you if you have good intentions for them.

Power (Fourth Year): Your ability is now consistently active, granting you a persistent awareness of the general mood and feelings of non-magical creatures in close proximity to you. Non-magical creatures are similarly aware of your own desires and moods, and may occasionally act on an understanding of those desires and mood to help you in very simple, straightforwards way that do not go against their basic natures or instincts. Very rarely, you may gain brief flashes of insight concerning the mood and feelings of even magical creatures, although this is not a two-way process.

Power (Seventh Year): Non-magical creatures are now more willing to go out of their way to assist you in times of great need and stress, possibly acting in ways unusual for their species, although they will not knowingly endanger themselves to do so or undertake excessively burdensome tasks. Your flashes of insight when dealing with magical creatures are now more common, and magical creatures can easily pick up on your mood and intentions, although they are not at all compelled to act upon them.

Drawbacks: The empathy you establish with creatures is two-way. It is difficult to consciously harm an animal for you, and you may find yourself picking up habits and mannerisms from animals that you interact with. If a creature is capable of picking up on your moods and your mood is in some way negative, the bond may cause the creature discomfort and have your ill moods infect them.

Half-Breed: Giant/Troll Tier 3

Starting Stats: +2 Vitality

Those descended from giants or trolls often stand out from the crowd in more ways than one. Their unnatural stature and strength is noteworthy, although some might consider it poor compensation for the isolation and stigma often suffered by these rare individuals.

Power (Initial): You have advantage on physical attacks, and checks requiring physical strength are less difficult when attempted by you.

Power (Fourth Year): You are now large enough that giant communities might be willing to acknowledge you, although you will still be treated with scorn unless you are truly able to prove yourself.

Power (Seventh Year): Your strength further increases. With permission from a teacher before the event, you may occasionally attempt feats of superhuman strength.

Drawbacks: Half-giants are treated with great scorn and prejudice by wizards and giants alike, and are naturally less dextrous than humans. Tasks requiring fine motor control are always more difficult for them, sometimes impossible. Half-trolls are also invariably very ugly.

Half-Breed: Goblinoid Tier 3

Starting Stats: +1 Finesse, +1 Wisdom

Humans descended from goblins or pukwudgies can have obvious physical distinctions from ordinary men and women, being considerably more diminutive and sometimes displaying characteristics such as pointed or slightly exaggerated facial features. They are neither more or less inherently capable than other wizards.

Power (Initial): You’re shorter than ordinary and may look goblinlike. Some goblins may look more favourably upon you, but others will consider you an abomination.

Power (Fourth Year): No obvious changes.

Power (Seventh Year): If you are clever and magically talented, Goblins will be more likely to respect you in dealings than other wizards, although unless you are willing to abandon wizarding society and join them you will never truly be considered one of them.

Drawbacks: Many humans discriminate against half-breeds, and half-goblins are no exception to this rule.

Half-Breed: Vampire Tier 3

Vampire-born magicians are rare, but not unheard of in the wizarding world. Although they possess some of the weaknesses of their progenitors to a lesser degree, so too do they enjoy some of their strengths.

Power (Initial): You’re naturally healthy - you seldom get sick, and find it easy to stay in good physical condition. You may make physical attacks with advantage.

Power (Fourth Year): Your strength and speed are exceptional for a human. You’re fast, strong and fearsome in a physical fight. At night, you will gain access to Physical Empowerment Magic at no extra cost.

Power (Seventh Year): Your physical abilities are very slightly superhuman. Only well-trained fighters and well-armed combatants will be able to pose a threat to you without a wand, and even they should approach you with great caution. Your lifespan somewhat exceeds that of a human, even a wizard - the average life expectancy for a half-vampire is approximately 200 years.

Drawbacks: When in spring or summer sunlight, you cast and learn all spells with the burdened condition and lose your physical advantage. This means you must also roll with a B on any Vitality, Finesse or Social rolls, as well as your s!dodge rolls.

For twenty-four hours following being directly impaled by silver or a wooden stake or consuming garlic, you suffer the burdened condition on all casting and learning. Crossing running water is difficult, although not impossible for a half-vampire.

Half-Breed: Veela Tier 3

Starting Stats: +2 Social

The beauty of a Veela is partially hereditary, such that even their human descendants possess some degree of their unearthly allure. Half-Veela commonly find their Animagus forms to be avian, although they find learning the rare talent no easier than any other.

Power (Initial): People who are of a similar age to you may find you more attractive than most of your peers.

Power (Fourth Year): You move with an unusual grace, and find it easy to avoid embarrassing pratfalls or situations that might dirty you otherwise.

Power (Seventh Year): Your beauty is almost supernatural, and although your appearance technically does not change people tend to find their most preferred features reflected in you somehow.

Drawbacks: No actual powers. Being incredibly beautiful might draw attention. Half-veela have something of a reputation for temperamentality, which is to some degree true.

Lycanthropy (Werewolf Curse) Tier 3 Despite the strengths that Lycanthropy confers, it is infinitely more a curse than a boon. Even so, some of the characteristics conferred upon werewolves can prove of occasional use.

Power (Initial): On the night of the full moon, a lycanthrope becomes a terrifying wolf immune to most magics and capable of defeating most young wizards. However, this creature attacks humans indiscriminately, driven to spread its curse.

Power (Fourth Year): By fourth year, the lycanthrope is a match for even a fully grown adult when transformed, although it has no control over its power still. Even in human form, a werewolf this old is a little tougher and more pain-tolerant than most wizards their age, even if they often look a little frail.

Power (Seventh Year): The wolf reaches its prime as a wizard becomes an adult, now more than a match for even an extremely skilled wizard - although it remains utterly uncontrollable. In human form, the werewolf is tougher than ever. If they indulge in their feral curse, their physical abilities increase further. They might gain near superhuman speed, and their bite spreads disease even when not transformed.

Drawbacks: Absolutely no self-control when transformed unless Wolfsbane Potion is taken - even then the wolf is simply docile, not tamed. To gain any tangible physical improvements you must feed on human beings. You are incapable of RPing or using the !learn command on days designated as the full moon, and the day before and after transforming you must !cast and !learn using the ‘burdened’ modifier.

Metamorphmagi Tier 4

An extremely rare genetic trait that manifests at birth, those known as Metamorphmagi are capable of altering their physical appearance as they please, although they cannot use this ability to alter their physiological capabilities. This talent does not require a wand.

Power (Initial): Young metamorphmagi are capable of minor cosmetic alterations to their appearance. Changes to their hair, eyes, nails, and perhaps minor alterations to their facial features are all possible for a fledgling metamorph, and often their features transform according to their emotions even without their input.

Power (Fourth Year): A more experienced Metamorphmagus can disguise themselves better, able to appear almost unrecognisable from their original self, although they still struggle to impersonate others with any degree of accuracy and their emotions can still have a sway on their appearance.

Power (Seventh Year): By this point, a Metamorphmagus with any dedication to their craft can change their features as easily as breathe, able to take on the faces of others and even replicate animal anatomy to some degree, although without gaining any abilities of said animal. Their powers are completely under their control by this point, except during times of intense emotion.

Drawbacks: Metamorphmagi cannot become Animagi through the Animagus ritual, only through the Animagus Transfiguration process. Their emotional links to their power means that a Metamorphmagus Occlumens would be unheard of. No Metamorphmagus transformation can persist whilst the Metamorphmagus lacks consciousness, and a cast of Specialis Revelio can be used to force them into their non-magical state unless they beat the spellcast with a Willpower check.

Natural Legilimency Tier 4

Whilst the mind magics require immense dedication to truly master, there are rare accounts of individuals who find themselves with a natural aptitude for a more intuitive and yet less comprehensive power over the minds of others.

Power (Initial): Occasionally, the surface thoughts of others drift into your mind, particularly when they are emotionally volatile or attempting to repress a thought or memory. You have no conscious control over this ability.

Power (Fourth Year): You pick up on the surface thoughts of others more often, and you are usually able to distinguish them from your own thoughts. You still lack conscious control over your legilimency, and the thoughts you pick up will still have an impact on your subconscious.

Power (Seventh Year): You finally gain control over your natural Legilimency ability, allowing you to use your ability at will. The extent of the ability remains limited to the current thoughts of the target.

Drawbacks: Can only read surface thoughts, initially cannot distinguish between your thoughts and those of others, and requires significant mastery of ability to avoid those thoughts affecting your own even when you can recognise them.

Natural Occlumency Tier 3

Just as some rare mages bear a natural talent for Legilimency, others possess a talent for manipulating their own consciousness rather than observing those of others. Whilst this ability does not strictly protect the mind, mind mages often refer to it as Natural Occlumency due to the greater ease with which those with the gift take to true mental defenses.

Power (Initial): You have unusually impressive powers of recollection and possess the self-control to keep your thoughts clear and calm in all but the most harrowing of crises.

Power (Fourth Year): Your self-control develops to unnatural lengths - you have an instinctive awareness of altered memories and are even capable of altering your own memories given sufficient need, making you extremely difficult to catch in a lie.

Power (Seventh Year): You are extremely resistant to memory modification charms, to the point of being able to repair altered or damaged memories. You may alter your own memories in times of great need or with time to meditate and focus inwards.

Drawbacks: Whilst a fully matured Natural Occlumens can reconstruct altered or destroyed memories imparted by other sources, memories that they themselves have destroyed or altered are leached of all emotion and personal import if repaired. As such, a natural Occlumens’ memory alteration invariably causes significant and often detrimental damage to their personality and opportunities for healthy mental development, particularly if used often.

Parselmouth Tier 4

One of the rarest of all natural magical abilities, at least in wizarding Britain, Parselmouths enjoy the ability to speak the language or serpents. Those more practised in the tongue might even find themselves capable of exercising a measure of control over these serpents.

Power (Initial): You are capable of understanding and communicating with serpents. They are predisposed to think well of you, but are not compelled to obey you and may prove dangerous if mistreated.

Power (Fourth Year): Your control over the serpent’s tongue now allows you to control non-magical serpents as well as understand them. They will do your bidding provided that it does not directly endanger their own lives.

Power (Seventh Year): Your command over serpents is now absolute, and you might even be able to exercise your will over magical serpents such as Runespoors and the dreaded Basilisk.

Drawbacks: Parselmouth is an exceptionally stigmatised ability, only moreso since the defeat of the Dark Lord. The social pressure you suffer if discovered to have the ability will extend beyond ostracisation and likely bar you from most influential forms of employment. The ability to speak parseltongue is something that runs in bloodlines, and thus any character who possesses the ability may find themselves harrowed by old stigmas, dangers and enemies who gravitate towards such ancient powers.

Sight (The Inner Eye) Tier 3

Whilst Divination is a school of magic practised by many, it is those who possess the Inner Eye who are most capable of unravelling the mysteries of the future. The gift manifests itself in many different ways, but never reliably - the art of analysing prophecy is notoriously inexact and oftentimes even self-defeating. It is said that the visions of even the most talented Seers are as likely to mislead as to inform.

Power (Initial): You occasionally experience portents of the future. These portents are infrequent, occasionally false, and always difficult to interpret, but may provide information that could never otherwise have been attained.

Power (Fourth Year): Your ability to perceive the future is refined. Your portents are almost never false, and may be more detailed. However, they remain exceptionally vague, rather infrequent, and difficult to exploit.

Power (Seventh Year): Your Inner Eye has truly opened. Your portents are never false even if recognising what is a portent and what is not may occasionally lead you astray, and you may once or twice in your life produce a true Prophecy, dictating the terms of the future with a clarity and significance that even your usual portents cannot match.

Drawbacks: Your portents may lead you down dangerous paths, sometimes misleadingly and without hope of reward. The mind arts are anathema to seers - practising Occlumency can forever close the Inner Eye, and Seer attempts to practise Legilimency becomes erratic and dangerous for both parties.

Learned Abilities List
Below is a list of all current learned abilities.

Alchemy

Alchemy is at its root the transformation of something without value into something with value. It thus encompasses the permanent transmutation of common metals to rare metals, the creation of precious stones from common rocks and, at its most advanced, the production of magical items impossible to otherwise obtain - particularly rare potions and items that are more than the sum of their components.

Learning Alchemy: Alchemy is offered as an optional course in sixth and seventh years at Hogwarts for exceptional students, if there is enough interest. Students must display great aptitude for Potions and either Transfiguration or Charms to be accepted into an Alchemy class. In years where insufficient interest exists, Alchemy must be independently researched.

Costs: None to study Alchemy.

If you wish to invent a Philosopher’s Stone, you must do so as a graduate and spend at least four IC years studying Alchemy (so GradC at the earliest). Even then, the Stone costs 600 OOC points, or 800 points if you wish it to be capable of producing enough Elixir to prolong two lives rather than one. Applying to create a Philosopher's Stone requires a Tier 4 application.

To be the first to invent a universal solvent, the legendary Alkahest, you must spend at least four IC years studying Alchemy and expend 500 OOC points. 'Applying to invent the Alkahest requires a Tier 4 application. If the Alkahest is successfully invented and made public, future applications to create it will require a Tier 3 application.'

Animagus Transformation

Animagi are capable of transforming into a specific animal, maintaining all their mental faculties whilst thus changed. Due to the potential to abuse this power, Animagi are required by law to register at the Ministry when they achieve their transformation.

Learning to become an Animagus via ritual: Must discover the Animagus ritual process in-character, either by acquiring it from The Ministry legally, or illegally through a more nefarious justification method of your own choice. Must spend the time (typically at least three months in-game) preparing the potion required for the transformation process. You may brew this potion through the potion system yourself, have another player do it, or include the use of an NPC in the justification portion of your application. Must be at least a fourth year student to begin the process of researching the ritual, typically older. Unregistered Animagi are illegal.

Costs: Learning how to become an Animagus via ritual requires a Tier 3 request.
 * Age 14 (Year 4): 400, unregistered.
 * Age 15 (Year 5): 350, unregistered.
 * Age 16 (Year 6): 300, unregistered.
 * Age 17+ (Year 7 onward): 250, unregistered.
 * Age 17+ (Year 7 onward): 200, registered.

Learning to become an Animagus via Transfiguration: Although the process of human Transfiguration requires no ritual, it does require an in-depth study of the animal you wish to become. As such, it takes an equal amount of in-game time to achieve your new form. This process is much more in-depth and cannot be achieved until year 6 onward. This type of Animagus may gain more forms once every two in-game years, however, for additional cost. This Animagus transformation process is immensely obscure, and unknown to the Ministry. Hints associated with its existence may be found in the Restricted Section, however.

Costs: Learning how to become an Animagus via Transfiguration requires a Tier 4 application, or a Tier 3 application for Metamorphmagi.
 * Age 16 (Year 6): 300, unregistered.
 * Age 17+ (Year 7 onward): 250, unregistered.
 * Age 17+ (Year 7 onward): 200, registered.
 * First additional form: 200
 * Extra additional forms: 250

Apparition Apparition is a magical means of transportation, allowing its practitioners to teleport. Despite the ability’s power, it is deeply uncomfortable and rather dangerous, and so many witches and wizards prefer slower but more sedate means of travel. Apparition is impossible in Hogwarts.

Learning to Apparate: Must take classes when they are offered in sixth year. If you wish to learn earlier, you must have an in-character means to acquire training. To Apparate, you must !cast the spell. If the spell fails, you Splinch and are injured, must use a b modifier for a set amount of time (or until you get to the infirmary). You can only practise Apparition outside of the school or during formal Apparition Classes. Sufficient success in Apparition classes will be rewarded with a bonus to using the magic.

Costs: None. Can be learned early illegally in fourth or fifth year if a suitable teacher is found for 150 OOC points. Learning Apparition early requires a Tier 2 request.

Apscidomancy (Optionally Dark) Suggested by Layla Silverwood

A peculiar and polarizing branch of magic, Apscidomancy may allow for the control and manipulation of a magic user's limb after it has been completely separated from their body. It is a power that requires the deliberate amputation of the limb, along with a number of difficult rituals to bond it to the user and allow it to continue living despite being detached from its host body. 

Once Apscidomancy is mastered, the Apscidomancer will have full control of the detached limb, allowing them to manipulate and use items for a distance of up to two-hundred meters from their location. There is a drawback however, as the limb itself will not have the ability to see, so the Apscidomancer must rely on the natural senses of the limb to maneuver while it is out of sight. 

This power, while it will work with any limb, is primarily used on arms due to the limited assistance a detached leg may be able to provide, though there are some particularly eccentric Reanimators which have tried to make use of that tactic with middling success. It may not be used on eyes or complex organs, however, as the power necessary to keep more complex body parts alive is beyond the limits of Apscidomancy. 

When not detached, the Apscidomancer must use a special harness or device to keep their limb attached to their body and use it normally. 

Learning Apscidomancy: The art of Apscidomancy requires in depth study to master, with the aspiring Apscidomancer attaining perfect theoretical knowledge before they may perform the ritual to detach their limb. Anything less may result in the loss of the limb as partial or failed rituals will cause irreparable damage and prevent it from being reattached. The ability is considered Dark once the Apscidomancer has completed the limb removing rituals, but is not considered dark before that point. Removing the limb is not necessary, and you may apply for this power just to have control over your hair and never make the final step. 

Beginner: Apscidomancy begins small, with the Abscidomancer focusing on learning to magically move and manipulate their cellular structure. The process starts with the aspiring Apscidomancer’s hair, and with time the Abscidomancer will be able to cut off pieces of their hair and learn to move them independently from their body. 

Intermediate: Further study will lead to deeper control of the Apscidomancer's hair, allowing more complex manipulations of larger batches of hair. Once an Apscidomancer is capable of controlling every strand of hair on their body in unison (which is as awkward to do as it sounds), only then they will be prepared to take the next step. Note: It is not required to progress to Advanced, and as long as you remain in the Intermediate stage the power is not considered dark. 

At this stage, the Apscidomancer may use their hair to perform very simple tasks, but it is a rather unwieldy operation. 

Advanced (Dark): Once an Apscidomancer has advanced control over the magical manipulations of their flesh, they may perform the ritual to detach and magically imbue their limb. It is a complex ritual that can take months once the limb has been severed, so the Abscidomancer must have made the appropriate preparations to be able to perform the ritual despite the missing limb. Once the ritual is complete, they will have rudimentary and clumsy control of the limb, which will improve with time. The ritual is considered Dark Magic. 

Master (Dark): True mastery comes when the Apscidomancer may control their severed limb as easily as they might control it if it were still attached.

Cost: 75 points to purchase Beginner stage, which can progress to Intermediate after an IC year of study for free with no additional app. Advanced will require an additional 125 OOC points, and after two IC years from progressing to the Advanced stage, you may progress to Mastery at no additional cost. The limb will be considered an XX Magical Pet for the purposes of contributing to your pet limit. Learning the Beginner stage of Apscidomancy requires a Tier 2 Application, while progressing to the Advanced stage will require a Tier 3 Application.

Blade Magic One of the more esoteric applications of magic, Blade Magic is the process of channelling a spell through a weapon. This is of little benefit for battling other wizards, but does allow a master of Blade Magic to bypass the spell resistance of magical beasts. Blade Magic can only be channeled through a weapon capable of imbibing that which it consumes, such as Goblin-forged silver.

Learning Blade Magic: Blade Magic, being an exceptionally rare and niche branch of magic, requires one to have found a tutor already versed in the obscure art. You may cast any spell with Blade Magic simply by casting the spell and specifying that it is being channeled through your weapon. However, you may only do so for combat spells that you have mastered.

Costs: 150 points if learned years 4-5, 100 if learned in sixth year or later. Also requires a weapon capable of channeling magic, which can either be earned through dramatic adventures or purchased with sufficient IC justification for approximately 200 more OOC points. Learning Blade Magic requires a Tier 2 request.

Soulblade Magic
Suggested by Orwell Galilei

Whilst most practitioners of Blade Magic prefer the far safer and easier - albeit more expensive - option of channelling their magic through a magically-imbued weapon, some are willing to extend their own soul into a magical energy weapon that resembles their true nature, externalising from their wand.

Learning Soulblade Magic: Must be learned alongside or after learning Blade Magic, using ancient recovered lore or from a teacher capable of Soulblade magic.

Using Soulblade Magic: When casting a spell, it can be projected as a blade of energy projected from your wand capable of piercing the hides of spell-resistant creatures as easily as goblin silver.

Cost: 300 OOC points in fifth, sixth or seventh year. 200 in post-graduation. If your soul has been sundered in any way (i.e., Horcrux creation), it is impossible to learn this magic. Learning Soulblade Magic requires a Tier 3 application.

Combat Transfiguration The ability to use Transfiguration under more strenuous situations, specifically when in combat.

Cost: Free at NEWT level. Unavailable until then.

Dark Magic Dark Magic is something that is carefully monitored in Model Hogwarts due to the repercussions inherit to it, and because of that we require an application to grant a character access to any Dark Spells.

Dark spells are tagged as "Dark" on the Spell List, and are almost always Special spells that you cannot gain access to naturally in the Model without purposely seeking them out. Before you can begin the process of seeking out Dark Magic or knowledge on it, there are a few things you should know.
 * 1) You cannot learn a Dark Spell unless your year is 1/3rd of its DC. For example, Baubillious is DC 10, so 10 divided by 3 is 3.3, which equals out to Year 3. Applying early is not allowed unless you are purchasing an Adventure Justification for your application. Please check the Justification section below for more information.
 * 2) Character justification is required; you don't need to RP your character as having specific interest in Dark Magic or the spell you're interested in (though that is absolutely allowed), but your character should at least reflect a tendency to not care about social stigmas, or have a personality type where they would not be totally put off by Dark Magic. Remember, the dominant opinion of Dark Magic in the wizarding world is that using it corrupts the very soul, and that it carries with it a high cost.
 * 3) You must have OOC permission before you use a Dark spell against a player character, and if it would leave a curse scar, they must also be informed of that before hand. If a Staff member finds out you pressured someone into agreeing, or set up a situation where it'd be almost impossible for them to disagree, there will be OOC repercussions and your access to the spell may be stripped.
 * 4) Practicing Dark Magic is an expellable offense IC. Keeping your magic secret will be a crucial aspect of this; be careful in how and where you use it.
 * 5) OOC trustworthiness is a huge aspect of being granted access to a Dark spell. If you have a history of getting in trouble or pushing boundaries, you may be denied access to Dark Magic. This isn't a permanent thing however, and showing a marked improvement in behaviour over time may lead to the restriction being lifted in the future.

Justification Methods
Forbidden Section: 40 OOC points on top of the regular cost of a visit to the library will guarantee your access to the spell, also requires a Tier 2 application.

Non-Adventure Justifications: You can take a visit to Knockturn Alley, meet with a wizard at the Hog’s Head who will gladly teach students things for a bit of gold, talk with a dodgy transfer student from Durmstrang who might help you if you do a favour or two for him first, or perhaps your character might have a family member they could ask.

70 OOC points and a Tier 2 Application, or 50 OOC points and a Tier 3 application. Using a family member as justification will be 75 OOC points and a Tier 2 application.

Adventure Justifications: There are two types of Adventure Justifications, a customized one and a tag-along one. The customized one will involve having an adventure tailored around your character and their acquisition of the spell or knowledge, allowing for a fun and exciting story. The tag-along one involves requesting a theme be introduced into the pre-planned plot and that you are informed when that specific branch of the adventure is planned to happen. Note, the tag-along version is not guaranteed, and heavily depends on the subject you are requesting. You will also still have to outline how your character will get the spell in your application, but it will not be held to as high of standards as if you were doing the application without a purchase at all.

Early applications are allowed if you choose Adventure Justification. The customized adventure is 90 OOC points and a Tier 2 application, the tag-along adventure is 50 OOC points and a Tier 3 application.

Cost: None, unless purchasing a Justification. Dark Magic requires a Tier 3 application, but the requirement may be dropped to Tier 2 depending on your purchases.

Dual-Wanding You cannot apply for Dual-Wanding if you have Legilimens or Wand Affinity.

A rare talent requiring exceptional focus of mind and the ability to split one’s attention near perfectly, dual-wanding is the art of wielding two wands simultaneously.

Learning how to Dual-Wand: You must have justification for the requisite mental focus-this can be achieved through being a natural Occlumens, mastering Learned Occlumency or alternatively otherwise consistently roleplaying impressive mental self-discipline. Typically this mental presence cannot be attained until fifth year at the very earliest, but more often displays itself in much older students or Graduates.

Using Dual-Wanding: When initiating combat, you can choose to adopt a dual-wanding stance, granting you an additional action on your turn that can be used to target a second enemy combatant at the cost of placing you at the end of the initiative order. You can also use your wands in tandem to concentrate on two concentration spells at once, provided that neither spell’s DC exceeds 10.

Costs: 425 points if learned in year 5, 350 year 6, 275 year 7 and beyond. Requires a second attuned wand, which costs 100 points before seventh year, and 50 points during or after seventh year. Learning Dual-Wanding requires a Tier 2 application.

Dux Suggested by Layla Silverwood

People are known to ‘autopilot’, when something is so used to them, they simply move around and do things without thinking through the process, becoming something almost natural to them. Dux is a type of magic where one can give something they do on ‘autopilot’ to another person.

Uses: It isn’t a magic that allows one to share memories or anything of sorts, it simply allows the person to do something on ‘autopilot’. It would require the user to be exceptionally used to performing one task to be able to transfer it to another, said task wouldn’t also require further thinking and so only simple tasks are possible.

The most basic application of this magic is to share the location of something, a user could give the person the way to their home and the receiver would then be able to take the usual route the user takes, without even thinking about it. Cannot be used to share magic learning habits.

Learning: Dux is a branch of legilimency, so legilimens will have an easier time learning it. However, it is different enough to be learned separately through a master or a book.

Cost: 80 OOC points. 'Learning Dux requires a Tier 2 application. Natural or Learned Legilimens will reduce it to Tier 1 application.'

Enchanting/Magic Item Creation The process by which magical items are created. A difficult and exacting art, but a rewarding one.

Creating a Magic Item: Each magic item is unique in function and creation. Include information about how you plan to create your magic item alongside a description of the item’s functionality.

OOC Point Cost: Ancient Runes may permit for the creation of certain items without point expenditure. Otherwise, creating a magic item typically costs the same amount of OOC points as it would cost to simply purchase said item.

Elemental Magic Suggested by Sage McGovern and Rhett Sterling

Elemental Magic is a type of wandless magic that dryads and wiccans typically have mastered. It is very uncommon for wizards and witches to know it, as it doesn't come easily to them. However, they can master it with help from a dryad; hence why so few wizards and witches know it. Dryads don't like sharing their unique and sacred magic with non-dryads.

Learning Elemental Magic: You can choose to focus on one of the following branches of elemental magic after learning from an elemental of the same type, or reading about it in the library.

Using Elemental Magic: Each elemental magic attunement allows you a few wandless effects that you can use at will without rolling, although these effects are overall very weak and subtle. Additionally, you can also use an elemental aesthetic to describe your casting of any spell (excluding Expecto Patronum), though they won’t gain additional effects, such as fire spreading. Some examples of how this can be used are: Costs: 150 for a single elemental attunement. 200 for each subsequent elemental attunement. Learning Elemental Magic requires a Tier 2 application, and each additional element requires a Tier 3 application.
 * Fire: You can conjure a small flame upon a fingertip, or in the palm of your hand. This flame is harmless to you, but otherwise true fire. You can use the flame as you would the flame of a typical lighter. Maintaining it takes concentration.
 * Ice: You can exude an aura of weak cold around you, causing breath to mist up and drinks to chill, at will. Insufficient to freeze water, although it might reinforce already-frozen water. Consumes concentration.
 * Earth: Your touch brings life to dying nature - you can wandlessly restore dying non-magical plants to full health after spending a minute concentrating on them.
 * Water: You can breathe underwater (water requires good oxygen content, essentially same as having gills). This power takes some focus, enough that losing consciousness would disrupt its effects, but does not take concentration.
 * Air: The air gathers itself to your defense when needed - you can slow the rate at which you fall vertically at will, if you have the presence of mind to concentrate. This concentration prevents you from altering your direction, so you fall directly down still.
 * Darkness: The shadows rush to embrace you, muffling your footsteps. In moonless nights or in absolute dark, you have advantage on stealth rolls whilst covered by darkness. However, you are still unable to see any better than the average wizard or witch.
 * Light: You may cast any ‘Lumos’ spell of DC 5 or lower wandlessly without using the ‘w’ modifier (you must still use the !cast command, however).
 * Episkey: You draw on your element to heal the target.
 * Evanesco: Your item is pulled into non-being by whatever your element is. Example: water dissolving it, fire surrounding it, etc.
 * Flipendo (also Duo and Tria): Elemental beam.
 * Flagrate: Words appear in element of your choice.
 * Obsideo: Choke with element! (Burn neck with fire)
 * Protego (also all Protego modifiers + Contego): Barriers made of your chosen element.
 * Scourgify: Your element is used to clean the surface.
 * Umbra Tempesto: Shadows replaced with element of your choice.
 * Vengero: Your element is used to make the carvings.

Exotic Languages Learn a rare magical language, perhaps tied intrinsically to your background or alternatively one that you gradually learn during your time in the Model.

There are currently four basic magical languages, though you may app for others. The four common languages at present are: Gobbledygook, Mermish, Troll and Giant.

Understanding: Allows you to comprehend this language, whether it be spoken or written. You will not be able to communicate back, however; struggling to do more than a few basic phrases. Gobbledygook, Mermish, Troll or Giant.

Fluent Speak: You can speak the language as fluently as any who was raised with it, able to communicate with ease.

Costs: 75 for understanding of a single exotic language, another 75 to speak it fluently. Exotic languages require a Tier 2 application.

Parselmouth
Being able to understand snakes is a rare and complex ability, as such whilst it may be possible to understand the language of the snakes, for those without the natural gift it's only possible to learn a few basic phrases such as 'open'.

Costs: 200 points. Requires a Tier 3 application during education at Hogwarts, or a Tier 2 application post-grad.

Horcrux Creation Perhaps the darkest of all magics, to create a Horcrux is to willingly sunder your soul through the act of murder, and through heinous rituals bind a fragment of your broken self into a physical object. This object becomes immensely durable, and whilst it exists you do not age. If your body is destroyed beyond repair whilst you possess a Horcrux, your soul lingers on and can regain physical form if a new body is somehow procured.

Creating a Horcrux: You must have discovered in-character the exact purpose and nature of a Horcrux, and furthermore gained access to the means to either independently recreate the necessary rituals yourself or discover a text recording them through adventuring or otherwise earning them. Additional soul-stabilisation rituals must be independently researched to split your soul more than once.

OOC Point Cost: 450 points to do so in sixth year, or 375 in seventh year. To imbue the Horcrux with a unique magical ability capable of resurrecting you independently (such as the diary) costs another 100 points. Each Horcrux after the first has a base cost of only 100 points, although adding a unique ability to them still costs the full additional 100. If the Horcrux has additional magical properties, you must pay the price of a Functional Magic Item with those properties. A Horcrux's creation requires a Tier 4 application.

Horomagus Suggested by Annise East

The occasional mage, particularly among the families of clockmakers and engineers, have some innate capability with time keeping. The most famous individuals with this ability are able to always know the time and timing of things around you, keep perfect rhythm, and diagnose faults in a mechanism just from the sound. Alas, such abilities take a great deal of time to master, often taking decades to refine to the more famed heights.

Beginner: You have an unusually good sense of the time, able to guess the current time to within half a minute without any reference. You find also find the sounds of faulty and imperfect mechanisms grating, but cannot diagnose anything of the nature of such an issue.

Intermediate: You now can keep time entirely without reference; Christoph Schon was known to have kept time in an underground cave, after a month without seeing either the sun or a timepiece. You aren't that good, but perhaps some day? You have also started to be able to tell at least the beginnings of issues in faulty mechanisms, just from the sound of them running, and you have begun to hear the steady passing of time. Your sense of rhythm is getting extremely precise, though not quite perfect. Yet.

Mastery: To you time is a precise working, an even and regular beat. Telling the time is merely an act of listening to the murmuring sound of time around you, and conveying its pulse. You can hold rhythm perfectly, and diagnose issues of timing in mechanical systems reasonably competently. Distortions in time are also audible to you, but it is an unrefined practice for you, with time-turners throwing off your internal clock, with no detail or information really assessable; you only know that someone nearby has messed up the precise workings of 1 second per second.

Drawbacks: Your sense of rhythm can often become disruptive; inaccuracies in timekeeping are irritating, poorly held rhythms are nauseating, and organic variation in music is anathema to you. Most importantly, in the presence of time-turners and similar time bending powers and devices, you can become violently ill. It's only as you age that you can begin to tolerate such disturbances, illness softening to merely causing you to grit your teeth in pain. In addition, sometimes people may notice that you move in a manner that is eerily regular, too precise to feel natural.

OOC point cost: 50 OOC points for beginner, which will evolve naturally into intermediate over two IC years. 75 OOC points for mastery. Horomagus requires a tier 2 application.

Learned Legilimency You cannot apply for Legilimency if you have Dual-Wanding or Wand Affinity

The power to expand your consciousness and brush it against that of another, Legilimency allows the practitioner to glimpse memories and comprehend the mental state of those they encounter. Can only be used on a single target at a time, unless the Legilimens’ powers are augmented by a Natural gift for the power.

Learning Legilimency: Requires a willing teacher, a student of at least fifth year with the necessary temperament and either Ministry registration or suitable justification for avoiding the registry.

Registered Legilimency OOC Point Cost: 300 OOC Points in fifth or sixth year, 250 in seventh year, 200 in postgraduate years. Registering to study Learned Legilimency requires a Tier 3 application. Cost halved for Natural Legilimens.

Unregistered Legilimency OOC Point Cost: 450 OOC Points in fifth or sixth year, 400 in seventh year. 350 in postgraduate years. Studying Learned Legilimency unregistered requires a Tier 4 application. Cost halved for Natural Legilimens.

Learned Occlumency The ability to structure your thoughts mentally, allowing you to organise and defend your memories from external influences, magical or otherwise. Can be used to project false memories.

Learning Occlumency: Requires a willing teacher, or a temperament suited to self-studying the power.

OOC Point Cost: 150 to learn in fourth year, 100 to learn in fifth or later. Tier 3 app. Cost halved for Natural Occlumens. Cost doubled for Metamorphmagi and Seers. 'Studying Structured Occlumency requires a Tier 3 application, Tier 4 for Metamorphmagi and Seers. '

Learned Sight Made with suggestion by Vanessa Morse, Atrias Atren and Orwell Galilei

Structured Sight is the ability for someone, regardless of natural Seer inclinations, to develop ways of tracking and deciphering the patterns that manifest in the waves of chaos and chance that weave throughout the world.

There are many methods one may use in Learned Sight, from the traditional Divination catalysts such as crystal balls and tarot, methods of the practitioners own devising, to some more ancient otherwise-forgotten techniques such as the ancient thread magics practised in Greek times. Through heavy study of their chosen tools, the practitioner will gradually begin to pick up irregularities within the flow of their chosen method, and glean insight into the future or current events that may have otherwise remained shrouded in mystery. Learned Sight is an arduous process of trial and error, but one well worth pursuing for those entranced by the unknown.

Those blessed with Natural Sight may also find benefit in pursuing this art, as a Seer will often find themselves locked to a specific style of Divination due to conditioning or the manner in which their powers manifested. With time and study, they may diversify their methods of Seeing and allow themselves to pick up more details or information that their signature methods of diving may have otherwise kept hidden from them.

Learning Sight: A certain amount of dedication is required those who would seek to gain any form of Sight, although this may come more easily to those who already possess a natural aptitude for seeing into the future. Some initial guidance from a True Seer or Structured Seer is almost essential to expose oneself to the possibilities of the Sight, and a prolonged period of time OOC and IC spent attempting to discover a medium through which the Sight can be achieved without initial results must be roleplayed. (When applying, outlining the length and nature of this discovery process might help!)

Using Learned Sight: The primary use of Learned Sight would be for one to draw connections between the events that have taken place and signs they had seen in the past; this information is rarely actionable, but is indispensable for the further growth and evolution of a Seer’s power.

Those practiced in structured sight may also use their mastery over the flows of the world to glean insight from the near future regarding the events that currently surround them. This power may be used once per term, and will offer a bit of foresight into mysterious happenings taking place, or interesting information regarding one of those involved in the events.

While one trained in Learned Sight will not be privy to true prophecy in the way someone with True Sight, they may still be able to tap into those flows once in their life if a significant enough event were to trigger such. (Requires Tier 3 application, can only happen ONCE.)

Costs: 200 points to learn in fourth year, 150 in seventh year. Cost halved for a Seer. Learned Sight Requires a Tier 2 application.

Magical Cuisine Suggested by Layla Silverwood

When most people eat something they react to it, whether it’s delight or disgust, there’s a feeling behind it. Using magic one can amplify those feelings. It is a simple art, mostly used for positive affect. It cannot be used to control someone or manipulate their feelings - anyone who doesn't want to feel the effects of even a master of magical cuisine will find little of the magical effect taking hold.

Learning: Magical cuisine requires one to be able create a good dish, usually at a professional level, the actual cooking experience won’t matter they just need to be able to create something that is delicious. It isn’t something that is learned however, it simply happens when a chef is emotionally invested into their dish. The feeling that is amplified will also depends on what the chef may want to convey and the type of food will contribute to these feelings.

Beginner: Some, but not all of the dishes made manage to invoke a strong emotional response on whoever eats it. The chef has little to no control of which emotions might manifest with the food or when. Rarely works with strangers with whom the chef has no connections.

Intermediate: With dishes that have been cooked previously, the chef has better control of which emotions will be manifested in whoever eats it. In dishes that the chef has never made before, some emotions could be manifested in whoever eats them, but they’re unpredictable and it does not happen every time. With strangers, the emotions invoked are entirely unpredictable.

Advanced: With dishes that have been cooked previously, the chef has absolute control of which emotions will be manifested in whoever eats it. With never before made dishes, there is a larger margin of success when it comes to the desired emotions being invoked, but there’s still a relative factor of unpredictability, especially if the chef has no connection with whoever eats their dish.

Master: In addition to having absolute control of which emotions will be invoked on dishes that have been cooked previously, there’s also an almost perfect control on emotions invoked in others by dishes never before made. There’s little to no unpredictability factor when dealing with people that the chef has no connection with.

Cost: 70 OOC Points. Advancing it by each level will cost 25 points and mastering it will cost 50 points. 'Learning how to create Magical Cuisine requires a Tier 1 Application. 'Please note that while this only requires a Tier 1 application you should still add some justification as to why your character will be able to do it, since it's not something everyone can do by default.

Magizoology Training

Those who dedicate themselves to learning more about magical creatures are known as Magizoologists. You’re not quite there yet, but the skills you’ve began to obtain would certainly help out in this highly respected field. This ability involves the studying of creatures - magical and mundane alike - in order to imitate their movements, so that they might better be communicated with.

Learning Magizoology: There is only so much you can learn from a book, but that’s certainly a good place to start. The majority of learning how to truly harness this skills is in observation, however. Observing various creatures of both magical and mundane variety in their natural habitat, so that their movements and eccentricities can be mimicked.

Using Magizoology: What sort of movements an animal might make to communicate is highly varied on a case by case basis; some prefer stretches and yawns whilst others wild, erratic dances.

When applying this ability practically in a scene, it can either be roleplayed, or in the case of adventures, plot and other activities that may make use of the social roll, it will be up to the current pathfinder how these roll changes are practically applied. Our recommend treatment of this ability for pathfinders is to reducing social checks vs animals when the player roleplays this ability. Whilst the typical social check vs animals focuses on simply being friendly enough that the animals catch on, this is a more intricate process that involves precision, skill and a great degree of work.

In order to have this ability grow over time, we also recommend focusing on studying creatures that your character has met and slowly introducing more as they’re discovered through your time at Hogwarts and beyond.

OOC Point Cost: Learning Magizoology will cost 150 OOC points in first or second year, 100 points from third year onwards. Learning Magizoology requires a Tier 3 application.

Non-Verbal Magic The ability to cast spells whilst eschewing incantations. Aids stealth and is useful in combat, but requires an experienced and powerful wizard to use successfully and reliably.

Learning Non-Verbal Magic: Taught in classes during sixth year. If studied independently over fourth year, can be used in fifth year.

OOC Point Cost: Free in sixth year. May spend 150 points to learn in fifth year. Learning Non-Verbal Magic early requires a Tier 2 application.

Physical Empowerment Magic Made with suggestions by Orwell Galilei and Atrias Atren

Earliest concept of this magic is first being put by Bodhidarma, an Indian monk from the 6th century, who first put the foundation of this magic in the form of True Shaolin Kungfu. This concept then later spread to Japan and refined by early Japanese wizards who later called it Ningen no Mahou, or Human Magic, which uses their specialized body, being conditioned in special environment combined with martial arts, to channel magic. Later this concept are also adopted by British wizards who has keen interest in strengthening their body along with their magic. Physical Empowerment Magic may make one's body more resilient or doing superhuman feats impossible for regular human wizard. This is only beneficial for those aiming to be a combat-focused wizard and working in places like the Auror Office or even be a Hit Wizard.

Learning Physical Empowerment Magic: Requires ancient history texts from the Section to learn the complicated magic, or a master to teach the power to them. Can also be simulated with post-grad Ancient Runes (Fleshbinding).

Using Empowerment Magic: In combat, you may instead of attacking with an offensive spell, roll s!vitality and take half the roll as an attack.

Costs: Must have at least +9 to Vitality, must be at least fourth year. 350 points to learn in fourth year, going down by 50 every year to a minimum of 200 in seventh year. Learning Physical Empowerment Magic requires a Tier 2 application.

Rhythmancy Suggested by Layla Silverwood

Music and dance are ancient and powerful art, and while not inherently magical it is still able to hold great sway over the mind. It can twist the heartstrings through nothing more than mundane means, yet what if magic were woven into those exquisite tunes and graceful flourishes?

Like the Pied Piper of Hamelin, with time and careful study one may learn to weave rhythm and magic to great effect and ensnare the senses of anyone who opens their heart to the mystical tunes.

Learning: In order to learn Rhythmancy, one must first be proficient with music or dance in a medium of their choice. It could be the ancient art of song, intricate dances or any sort of instrument what might strike one's fancy, but mastery of that tool is necessary to proceed.

Once mastery is achieved, over time a skilled magical user may find that one's performance tends to cut to the heart of a listener, drawing far more intense emotional responses than normal.

Beginner: When this power first begins to manifest, a Rhythmancer may only slightly shift the emotions of someone who is listening to their performance, like perhaps they may find themselves being drawn into it more deeply than they normally would.

Intermediate: With practice, the Rhythmancer will begin imparting their emotions on those who have been swept up into the art, causing them to experience feelings they may not have otherwise felt in the moment.

Advanced: Once a Rhythmancer is sufficiently practiced in the art, they may be able to inspire action within their audience. A person who was angry may feel compelled to act on their frustration, just as a person who is in love may feel the urge to confess to the target of their affection. At this stage, not only can the Rhythmancer inspire such tangible shows of emotion, but they may also be able to lull someone to sleep with a lullaby.

Mastery: On reaching mastery, the Rhythmancer will be able to imbue the effects of mind affecting magic into their performance, casting the spell without interruption. The mind affecting magic will still require mastery to do this, and may include things like Imperio, Confundus and similar spells. You can only target one individual at a time with this spell, and must cast it using the 'wandless' and 'non-verbal' modifiers.

Cost: Before learning this magic, one must have established learning and mastering an instrument, song or a form of dance. Learning it will cost 70 OOC points, advancing it by each level will cost 50 points and mastering it will cost 100 points. Learning Rhythmancy requires a Tier 2 application.

Shadowweaving Suggested by Layla Silverwood

Most are aware of shadow puppetry, a very simple art, but still quite very popular. Some wizards have been able to manipulate shadows, creating whatever shape they wished. It is not an ability that can affect people physically, and the shadows will remain on the surface they are on. It is mostly used as a form of entertainment.

Learning: An odd form of magic, one may be able to learn it through a specific book found in the library, or taught it by another practitioner of the obscure art.

Using Shadowweaving: Can target your own shadow silently and wandlessly, stretching it out and making shapes with it as you please. Can do the same to other shadows within 30ft of you. No mechanical effects or ability to alter the world.

Cost: 125 OOC points to learn from third to sixth year, 75 points from then on. Learning Shadowweaving requires a Tier 2 application.

Somniumpartum Made with suggestions by Layla Silverwood and Caius Marx

Lucid dreaming is a state where one may realize the are dreaming and act to drive the direction of their dreams, but what would happen if magic was introduced into the equation?

The Somniumpartum is the result of a magical users weaving dreams and magic together to create a playground within their mind, one which they had full control over. The Somniumpartum allows a wizard to live and act freely within their dreaming states, by either having fun with the newfound freedom or continuing their studies without the pesky rigors of sleep interrupting their efforts.

While the Somniumpartum may allow a magical user to maximize the use of every moment of their life, they are still constrained by the limits of time, even while dreaming. There is a danger, however, as some may become too attached to the Somniumpartum, and spend as much time sleeping as they possibly can just to remain in that limitless space. Some magical users have wasted away in their beds, unwilling to leave the land of their dreams.

There is a limit to the Somniumpartum however, as any experiments you physically perform in the dream will not carry over to reality: You have mastery over the environment, and the laws of physics and magic do not work as they do in the real world; any results are the wish of you willing them into being.

The final drawback to the creation of a Somniumpartum: Once one is made, it is almost impossible to return to normal dreaming. You will no longer be able to sleep to pass time, or to try and escape from the worries of life for a while; the thoughts that troubled you while awake will now follow you into the dreamworld completely intact.

Beginner: You are aware when you are dreaming and capable of taking control, but the bond is tenuous and you may easily awaken if you push the limits too far. This is similar to normal lucid dreaming, but the lucid states will be far more common.

Intermediate: The bond between dreaming and waking is less tenuous and you can more easily control your dreams without slipping into wakefulness, allowing you to maintain lucid dreaming for longer and longer periods.

Advanced: You are now capable of remaining in a lucid dreaming state without worrying about breaking your REM sleep. The Somniumpartum is formed at this point, and you will have near limitless control over it.

Master: You are capable of maintaining the Somniumpartum and performing almost any feat you can imagine within the dreamspace. Your power is so great where you can even pass beyond its boundaries and use the spell "Dreamwalk" to pass into the Somniumpartums crafted by those around you. You may only Dreamwalk if the other magical user is willing to allow trespassers into their world, and the spell will only work while you are dreaming.

There is also a proximity limit for Dreamwalk, and you must be within one mile of the Somniumpartum host you wish to visit. This requires OOC consent.

Dreamwalk Mastery: When you reach mastery with the Dreamwalk spell, you will be able to pass into the dreams of people who have not formed a Somniumpartum of their own, but there is no guarantee you will be able to communicate with them. Dreams and dream language are incredibly complex, and it is up to the dreamer how they might parse your presence in their dreams, or how much you might learn about them. This requires OOC consent.

Cost: Creating a Somniumpartum just requires the desire to do so, but is still a very long process. You may spend 60 points to RP the progression from nothing to beginner to intermediate over the course of a year, 60 further points and an additional year to progress to Advanced and a final two years and 120 points to Master the power. After mastery you gain access to the Dreamwalk spell, which may only be used in your dreams. Learning Somniumpartum and Dreamwalking requires a Tier 2 application.

Spellcrafting

The process of devising a spell for one’s personal use, to share or keep secret as they wish. Spellcrafting is a complicated and time-consuming art that most wizards eschew in favour of learning conventional magics, but the art is nevertheless an immensely valuable one both to the practitioner and, if the secrets of the magic are shared, wizarding society as a whole.

Crafting a Spell: Send an application describing the spell’s function. If the spell is accepted, it will be added to the database and you are permitted to learn the spell but not to cast it. Once you have mastered the spell, the spell is considered to have been ‘created’ and can be cast and taught to others as you see fit. You cannot invent a spell prior to your fourth year.

Calculating the DC of a craftable spell: Try to balance your suggestion against other spells of a similar DC. You cannot craft a spell of DC higher than thrice your year until you graduate, at which point the DC cap is set at 33. Non-Dark combat spells cannot exceed 22 in DC, and please bear in mind when proposing spells that even Fiendfyre and Avada Kedavra are around DC 28 or lower.

Sharing Spells: You can elect to make a developed spell 'private' or 'public'. Private spells are tagged as 'Special' on the spell spreadsheet and can only be learned with your permission (you can choose to make them public at any time). Dark spells will still require admin permission as well as pemission from the crafter to learn. Public spells are tagged as researchable, following the formula of (Spell's DC/3, rounded down).

Dark Magic: You must have mastered at least one Dark spell in the past to craft a Dark Spell. Dark spells must always be developed privately - they cannot be public spells.

Justification: Mastery of spells with related functionality to your intended spell will help your justification, as will adherence to principles of spellcrafting raised in Magical Theory classes. Spellcrafting apps can be facilitated by applying aspects of Ancient Runes (and, when finalised, Arithmancy) that will be raised in later years.

OOC Point Cost: Prior to graduation, developing a private spell will cost 200 OOC points and developing a public spell will cost 100 OOC points. Post-graduation, Public spells will cost 75 OOC points each and Private spells will cost 150 OOC points each. Public spells range in app tier for 2-4 depending on the specific spell, whilst private spells range from tier 3-4. Each additional Private spell you craft costs an additional 50 OOC points, and you cannot have more than a total of three personal Private spells at any given time.

Additional Limitations: Spellcrafted spells will be unlikely to be Linked if a linked spells system is implemented, owing to balance concerns surrounding linking too many spells to the same core learns.

Recreating/Rediscovering Broomless Flight
Suggested by: Maverick Amaturo and Caius Marx

The act of flying without a broom is one considered redundant to many a wizard who would prefer Apparition, port keys or simply using a broom. However, if one were to recreate the mysterious Charm most widely associated with Lord Voldemort himself, one would have to do a significant amount of research into the origins of this lost spell. Must either be re-invented from scratch or pieced together from investigating recollections of Death Eaters using the standard spellcrafting method. Creator must be a capable spellcrafter. Once discovered, can be taught much more easily.

Cost: 125 points (same as other spellcrafting), cannot be discovered or learned until seventh year at earliest. Broomless Flight requires a Tier 4 application to invent, or a Tier 3 application to learn once its been discovered.

Spectrokinesis Suggested by Caius Marx

A rare learned ability that allows the practitioner to physically contact the remnants of the deceased. This inevitably makes them an object of immense interest to ghosts; for better or for worse.

Learning: From books or another practitioner. Some ancient ghosts which have experience with the ability might be inclined to guide people they trust through the process.

Using Spectrokinesis: Many lonely ghosts who miss the benefits of a non-ghostly existence  will be more eager to communicate with you, and perhaps more affectionate as well. This can lead to interesting information or rewarding friendships with the undead. However, since the personalities of the dead are just as varied as those of the living, the ability carries with it as much risk as reward, for it exposes you to potentially dangerous and malevolent spirits who’ve finally found an outlet for their destructive tendencies.

Cost: 125 OOC points to learn in fifth year, 100 in sixth year onwards. Learning Spectrokinesis requires Tier 2 application.

Trace Projection Suggested by Valeria Chovnik

All spellcasting leaves a unique magical trace formed by the interplay between caster and wand. This Trace is extremely difficult to track, requiring advanced forensic magic to investigate after the fact and often providing misleading results even then. However, with enough study and self-discipline, it is possible to perceive your own magical trace and even project it when spellcasting.

Learning: Can be taught by another Trace Projector or studied from books acquired in the Restricted Section. Can also be learned from the current Charms teacher by completing the Charms NEWT.

Using: You can see your own Trace playing around your body when you focus, and even show it to others if you will hard enough. You can alter the aesthetics of spells that you cast to represent your Trace, although the spell will always be recognisable as the original.

Cost: 120 OOC points in third or fourth year, 60 in fifth year on. Free for active participation of Charms NEWT in seventh year. Purchasing it requires a Tier 2 application.

Wand Affinity

You cannot apply for Wand Affinity if you have Legilimens or Dual-Wanding.

It is often said that the wand chooses the wizard. This is a statement that rings true in those that are truly bonded to their wand, whether it be through having a core that relates to them on some deeper level (such as the infamous Harry Potter and his phoenix tail feather) or by fitting the wandlore of the wood so excellently that you are a model for what it represents. Either way, you and your wand have a bond and a loyalty that is much closer than most others, and are equal partners in every spell you cast.

Learning: To fully bond with your wand you must first go through a great amount with them, whether this be through adventure or academia, through love or hatred. The wand must have always been your greatest ally. As such this ability can only be learned in 4th year or above with extensive justification. Whether this be through the rp of the character or through simply a great length of time spent with this wand.

Using Wand Affinity: When duelling, you can trust in your wand to help you cast, almost independently of your own focus - your wand is capable of producing a Shield spell (Contego or any form of Protego) after rolling initiative to protect you. Before the first combatant takes their turn, you may cast a Shield spell without expending your reaction, establishing a powerful initial defence. As with all shields, the benefits of this defence end when you start your next turn.

When casting an attack spell, you can treat it as another attack spell that you've mastered if it has the same combat descriptor. For example, when casting Accio as a Disarming spell, you could instead cast a mastered Expelliarmus using the !cast accio command and have it treated as an Expelliarmus whilst keeping Accio's superior modifier, or when casting Flipendo Tria you could use the command to cast Incendio, another combat-ending physical spell.

When in low-stress situations outside of combat, you may wandlessly call your wand to you using Accio without using the 'w' modifier. Furthermore, your wand can be considered to have a degree of ‘plot armour’, and is unlikely to be permanently lost or broken unless consciously abandoned or otherwise betrayed.

Drawbacks: If for any reason you lose the loyalty of your wand. (breaking it, betraying it, damaging it, betraying the ideals that bonded you in the first place) you lose the bonded status with your wand and cannot bond with another wand. As wands that truly fit the wielder are few and far between.

Costs: 450 if learned in year 4, 400 year 5, 350 year 6, 300 year 7 and beyond. If 50 points is spent on a wand with a special core or wood with a separate Tier 3 app, cost is discounted by 25. Establishing Wand Affinity requires a Tier 3 application in fourth or fifth year, and Tier 2 from sixth year on.

Wandless Magic The ability to cast spells without a wand to focus your magic. Rare and seldom-practised, as wandless command over a spell requires absolute mastery of that spell.

Learning Wandless Magic: Can be independently researched beginning seventh year.

OOC Point Cost: Free.

Wandmaking The art of creating wands. Requires knowledge from a wide range of magical disciplines, especially if you wish to create wands of quality.

Learning Wandmaking: At least a year of training under a skilled wandmaker, must be at least sixth year.

OOC Point Cost: Free if no wands made before graduation. 100 to be able to craft a single wand over sixth year, 50 to do so over seventh year. Making ‘special’ wands may incur additional costs.