This page has definitions and rules that are useful for understanding gameplay in the Wizarding World.

Actions, Turns, and Rounds

There are many types of actions you can take in the Wizarding World, but all of them fall into the following types. You take all of your actions during your Turn, and you take your turn once each Round. During your turn, you can perform 1 standard action, 1 move action, and 1 bonus action - in whatever order you want.
  • Standard Actions - These are the most significant things you do during your turn, such as casting a spell or attacking with a weapon.
  • Move Actions - This is you moving around, sometimes simply by walking (using your movement speed on your character sheet), other times in more elaborate ways, like flying on a broomstick or climbing a wall using an Athletics skill check.
  • Bonus Actions - These are small things you do during your turn. Some class abilities, items, and spells give you options for what to do with your bonus action during your turn. Often, skills you use during your turn will use up your bonus action.
You may also encounter "full-round actions," which consume your standard, move, and bonus actions for your turn.
In general, you can sacrifice a "bigger" action to take an additional "smaller" action, such as using a move action to take a bonus action, or using a standard action to take a move action (or bonus action).
You take all of your actions during your Turn, which is assumed to take roughly 6 seconds. You take 1 turn each Round along with everyone else involved in the situation. Since all turns in a round occur at roughly the same time (even though they are handled one at a time), this means 10 rounds is roughly 1 minute.
You can declare that you are "Readying an Action," stating a specific circumstance that, if it occurs, you will first be able to take the action you "readied." You can only ready a single action, whether it is a standard, move, or bonus action.
In most combat situations, a round will begin with Initiative: An Initiative check is 2d6 + your Fitness modifier. Your initiative stays the same for the entire situation, and people take turns based on their initiative results.


There are many types of bonuses that modify everything you do in the Wizarding World, but the only important thing to remember is that bonuses of the same type do not stack - take only the higher value. For example, you cannot benefit from two "alchemical bonuses" that both modify the same thing.


A "check" is an attempt to accomplish an action. Often times, a check is synonymous with a "roll," because a check involves rolling 2d6 dice to determine the success or failure of an action. In the vast majority of cases, a check will be "opposed," which means a check will only succeed if its result meets or beats a check being made by something (or someone) else. For opposed rolls, remember that the source initiating the roll is the one that must meet or beat the other result. Depending on the circumstances, the DM may decide that some (or all) of the participants in the opposed rolls will get various modifiers based on the circumstances, beyond the modifiers that they naturally have by virtue of their character's abilities or current condition. There are some circumstances where a check is against a "Difficulty Class," or "DC," which means a check will only succeed if its result meets or beats a static number, determined by the DM or based on the difficulty, danger, or power of whatever created the effect you are trying to overcome. There are several specific types of checks that occur often, and can be further explained:

Combat Check

  • Whenever you want to take some kind of meaningful action in combat that interacts with someone (or something) else, the opponent will naturally attempt to avoid you. This is referred to as their "Dodge Check" and is explained in more detail below. Your attempt to overcome this difficulty is represented by rolling 2d6 plus your Class Year vs their Dodge check. The most common types of combat checks are "physical combat checks" and "spell combat checks."
  • Physical Combat Checks allow you to also add your Fitness modifier to the check result.
  • Spell Combat Checks allow you to also add one of your mental scores to the check result, based on the type of spell being cast.

Dodge Check

  • Everyone can always try to get out of the way as long as they're conscious, as even the smallest movement while in the worst of situations can sometimes help you to avoid harm. Dodging is not an action, it is your response to anyone's attempt to interact with you in a combat scenario. Your attempt to dodge is represented by rolling 2d6 plus your Class Year plus your Fitness modifier. A Dodge check will most often be an opposed check, rolled against the result of the combat check that created the effect you are attempting to negate. Sometimes they are opposed by skill checks instead. Automatic hazards that aren't created by an active enemy often have a set DC instead.
    • Example: You are a 2nd year Charms major with a Fitness of 2, and you are attempting to avoid a Jinx cast by another student during a test in Defense against the Dark Arts. After the other student rolls 2d6 + 2 (for its class year) + 2 (for its Wisdom modifier), the result is a 9. This means the spell will successfully hit you unless you roll higher on your dodge check than the result - a 9 - so you roll 2d6, +2 since you are in your 2nd Class Year, and +2 for your Fitness modifier. If the result of this 2d6+2+2 is 10 or higher, you successfully dodge the spell and it has no effect on you.

Skill Check

  • Whenever you want to interact with the world in a skillful (but not necessarily combative) way, you'll probably do so by making a skill check. All of the skills are described on the Character Creation page, along with the basics of what modifies your skill check. Skill checks will occur frequently, and will occur against opposed rolls and DCs equally often. Once you have made a skill check, the circumstances of the situation determine whether you can try again (failing to find information in the library is almost impossible to try again since you've already done your best, while trying to jump an obstacle is probably repeatable - unless that obstacle was a gap between buildings and failing meant falling, for example). The action required for a skill check will vary, determined by the DM.
    • Example: You are pretty persuasive, and have a +3 modifier on Deception checks. You want to convince the suspicious man at the bar that you are, in fact, 21 years old, so you roll 2d6 and add +3. The DM informs you this is an opposed roll, against the man's Insight, and rolls a 2d6+4 (apparently the suspicious guy is pretty insightful!). If your result meets or beats the DM's roll, you succeed!
    • Example: You are pretty nimble, and have a +3 modifier on Acrobatics checks. You want to move across a busy street in the middle of an attack by rogue wizard, but the street is badly paved and there are many people running around panicking. The DM informs you that you need to make an Acrobatics check with a DC of 10 to make it your full movement speed across the street without falling prone in the middle of the street. You roll 2d6 and add +3. If your result is a 10 or higher, you've successfully made it across the street.

Aiding Others

  • Sometimes you'll want to help your ally with something they're doing. In general, if you spend the same type of action as the person attempting a check, you can grant that person a +1 bonus on the check. This assumes you are in a position to actually help, however, and that the method of help you describe is feasible and useful.

Damage, Durability, and Dying

It wouldn't be a tabletop rpg without the threat of harm and death, though students dying doesn't happen often at schools in the wizarding world. Often, however, is not the same thing as never.
In the course of combat and exploration, you'll often encounter situations where things successfully interact with you to cause you harm - whether this be because of a collapsing wall, claw, or spell, all of them will generally deal some sort of damage that will reduce your hitpoints. Should your hitpoints reach 0, you fall unconscious. While you are unconscious, an adjacent creature can use its entire turn (standard action, move action, and bonus action) to attempt to kill you by making a physical combat check with a DC of 8. It takes a -1 penalty for each of your allies that are adjacent to it or to your unconscious body.
In the course of causing you harm, effects will often be opposed by your natural durability. Everyone has some ability to stand strong against negative forces, which is represented by your "physical durability" and "mental durability." Neither of these statistics do anything on their own - rather, effects that can be reduced by your durability will indicate where this occurs, such as reducing the damage from a spell or shrugging off a poisoning more quickly.
Not all negative effects cause damage directly or quickly, instead weakening you over time. These negative effects that last some amount of time are often called "debuffs," "status ailments," or similar terms. In the Wizarding World, they are known as Conditions. Since almost all conditions have uniform effects regardless of their source, their generic rules can be found on the Conditions page.

Special Actions

While it might be tempting to think about all combat as spells, weapons, and dodging, there are a myriad of other ways to interact with a situation. Don't be afraid to suggest interesting or unique ways to hinder or harm an opponent, or clear away an obstruction. Some common examples you should expect (and use yourself) are listed here:
  • Harass: You do something to take advantage of something an adjacent opponent does. Most often, you will harass an opponent by declaring that you are "readying your bonus action to harass an opponent." Unlike most times you ready an action, when you do so here you have to pick an opponent, but don't have to determine the type of harassment you want to do until they start taking actions.
    • Attack of Opportunity: You strike at an adjacent creature as it attempts to get away from you, making an attack with a weapon you're wielding against an enemy that moves through or out of an adjacent square. Normally you couldn't use a bonus action to make an attack, but they're making it easy by turning their back to you.
      • Retreat: This isn't a type of harass action, but to avoid an attack of opportunity, you may want to move away carefully. Two ways to do this would be: 1. use your standard action to automatically allow a move action made that turn to not be vulnerable to attacks of opportunity (and you could guess if they were planning on doing so with an Insight check). 2. use your bonus action to attempt an Acrobatics skill check opposed by an opponent's Insight check to negate an attack of opportunity.
    • Distraction: You try to disrupt an adjacent opponent by distracting them, making a physical combat check opposed by your opponent's Concentration check, with success negating the spell (or other ability that requires concentration).
  • Dirty Trick: You do something to hinder your opponent in an unconventional way.
    • Blind with Light: As a standard action against an adjacent opponent, you can make a physical combat check using a torch or other bright light source; if successful you blind it for 1d2 rounds.
    • Throw Sand: As a standard action against an adjacent opponent, you can make an Acrobatics check opposed by your opponent's Insight check to throw sand into its eyes; if successful you blind it for 1d2 rounds.
    • Trip: As a bonus action after dealing damage to a creature with your fists, you can make opposed physical combat checks; if successful you knock it prone.
      • Wrestle: As a bonus action after dealing damage to a prone creature with your fists, you can make opposed physical combat checks; success immobilizes it for 1 round.