Welcome to the Wizarding World! The goal here is to walk you through the information necessary to create a character to explore and interact with the world inhabited by Harry Potter and the other characters created by J.K. Rawling. I have no control or ownership over her characters or her world, and am merely attempting to create a new and unique way to explore what she has developed, and give people the tools necessary to create their own places, and people, within the Wizarding World!

As a note, there are two ways to design a character in the Wizarding World. One is more common to the traditional pen-and-paper tabletop rpg. The other is more particularized to the themes developed in the Harry Potter series, where the characters aren't given a choice about their lineage and past, but grow by making smart choices about how to use what fate has given them.
  • The traditional approach involves developing a character concept and making all mechanical choices to create and enable that concept.
  • The Harry Potter-specific approach instead involves making several early choices randomly, and then building a character from those core decisions.
When filling out your character sheet, the locations where random choices are available have been indicated.

A sample character sheet, editable and with self-updating sections, can be found HERE. I would recommend downloading a copy and filling it out on your computer, or re-uploading it into your own GoogleDocs account with a new name.
There are 5 areas of your character sheet, each described below. They are your Statistics, your Classes, your Class Abilities, your Skills, and your Talents (which aren't usable yet).

Some basic rules and terminology descriptions can be found on the Basic Rules page.
While making your character, you should also look into information about Equipment and Items.
As a class year progresses, your major allows you to gain new abilities through Class Activities, in addition to progressing the abilities offered by your classes.
There are several generic effects that you may see occur while within the Wizarding World, and there effects can be found summarized on the Conditions page.


STATISTICS

These describe your character’s inherent body and mind statistics.

Background Statistics

These are the details, and effects, of your Birth, Wand, Familiar, and House.
  • Birth: All characters are either Muggle-born, Half-blood, or Pureblood. Your birth determines the specifics of your skill points and starting galleons (ʛ). If you prefer, you can randomly determine your birth race by rolling a 1d6 and using the indicated race. All characters start with 4 skill points, +1 per class year. All characters start with 75ʛ, +50ʛ per class year.
    • Muggle-born (1-2): You have had a more diverse upbringing and so have more skill points and more options when choosing which skills to unlock, however you have been less invested in the Wizarding World and so have the least starting galleons. You get +3 skill points to spend at year 1, and can unlock any 3 skills (except Knowledge: Magic). When purchasing starting equipment, you only have access to things designated as "Common."
    • Half-bloods (3-4): Your family has ties to both the muggle world and Wizarding World, giving you the most balanced mix of skill points, skill unlocks, and starting galleons. You get +2 skill points to spend at year 1, and can unlock any 2 skills. You also start with +25 starting galleons and have access to to both "Common" and "Uncommon" items when purchasing starting equipment.
    • Pureblood (5-6): Your family has been long established within the Wizarding World, so you have more galleons to spend and more options to purchase from, however you been less exposed to diverse circumstances and so have the fewest skill points and skill unlocks. You get +1 skill point to spend at year 1 and unlock Knowledge: Magic and any 1 other skill (except Knowledge: Muggles). You also have +50 starting galleons and gain access to "Common," "Uncommon," and "Unusual" items for starting equipment.
  • Wand: Some parts of your wand are determined by your GM, but other parts are based on your personality. (WIP information can be found here).
    • Wood: The wood of a witch or wizard's wand is based on the date of the character's birth and the corresponding wood in the ancient Celtic calendar. The wood corresponds to the “Ideal” of your character, the thing you believe in most strongly. This ideal is usually some kind of fundamental moral or ethical principle you follow. You can choose the ideal and associated birth month and wood that matches your character concept, or if you prefer you can randomly determine the date of your birth by rolling a 1d13 and using the indicated birth month (and wood).
    • Core: The core of a witch or wizard's wand is said to be determined when the wand is created, before its ultimate wielder is determined (or, some say, born). It is always determined randomly, because many witches and wizards will never see an effect from their wand's core.
    • Give: The give of a witch or wizard's wand is based on the personality of the character. Nobody is perfect, and the give is designed to accommodate the primary "Flaw" a character possesses. You can choose the flaw and associated give that matches your character concept, or if you prefer you can randomly determine your primary flaw by rolling a 1d7 and accepting the indicated flaw (and associated give).
  • Familiar: All witches and wizards have a starting familiar, which gives you a bonus to one of your statistics (even when it isn’t with you):
    • Cat: +1 bonus on Dodge checks
    • Owl: +1 bonus to Mental Durability
    • Toad: +1 bonus to Physical Durability
  • House: When you join a magical college, you are assigned into 1 of 4 houses, based on the college's determination of your natural tendencies. If you dislike the house you are assigned, you can choose to take the 2nd choice - but you won't know what it is until you accept it.

Vital Statistics

To determine your vital statistics, follow these instructions: You have 11 “build” to spend on your vital statistics. Each stat begins with a modifier of 1 and can have a maximum modifier of 5, though you can only attain a modifier of 4 at character creation. Increasing a stat by +1 costs a number of build equal to the modifier it was before, so raising a vital stat to a modifier of 2 costs 1 build, to a modifier of 3 costs 2 more build (total: 3), and to a modifier of 4 costs 3 more build (total: 6).
Your vital statistics each modify different skill checks, and also influence other aspects of your character:
  • Fitness: How physically strong and dexterous you are. Improves the potency of magical creatures, your physical conflict checks (including throwing potions), your Dodge checks, and your Initiative.
  • Constitution: How durable and healthy you are. Determines your hitpoints and Physical Durability.
  • Intelligence: How book smart you are. Improves your accuracy and potency with Transfiguration spells and skill at crafting Potions.
  • Wisdom: How much common sense you have. Improves your Mental Durability and your accuracy and potency with Defense against the Dark Arts spells (Counters and Jinxes).
  • Charisma: How much force of personality you have. Improves your accuracy and potency with Charm spells and ability to influence magical creatures.

Other Statistics

You have several other statistics which are derived from your vital statistics.
  • Hitpoints: Your hitpoints measure how healthy you are - when you have 0 hitpoints, you are unconscious (and vulnerable to being killed). Your base hitpoints are equal to 5 + (your class year x your Constitution modifier).
  • Magic Focus: Each character has some amount of magical focus, which is a relatively small amount. Casting spells (and some class abilities) expend magic focus, however 1 point of magic focus is regenerated at the start of each turn. Your base magic focus is equal to the sum of your Intelligence, Wisdom, and Charisma modifiers.
  • Dodge Check: Everyone time something attempts to interact with you negatively while you are awake and conscious, you can attempt a dodge check to negate the incoming effect. Your dodge check is equal to a 2d6 + class year + fitness modifier, and opposes the combat check of the incoming effect.
  • Mental Durability: When an effect targets your mind, this statistic will determine how long and how badly you are affected; your base mental durability is equal to your Wisdom modifier.
  • Physical Durability: When an effect targets your body, this statistic will determine how long and how badly you are affected; your base physical durability is equal to your Constitution modifier.
  • Speed: The distance you can move during your turn (usually measured in squares of movement, which are each 5-feet of distance). It is equal to 20 feet + (5 feet x your Fitness modifier). You can move diagonally, but after doing so you must move horizontal or vertical for at least 5 ft before doing so again.
  • Initiative: The speed with which you react to danger; your base initiative is equal to your Fitness modifier and determines where your turn falls in the round.



CLASSES

These describe the unique things you can do because of the classes you’ve taken.
Each character has 3 classes that determine your abilities: 1 Major and 2 Minors.
Many effects and statistics are based off of your class year.

Majors

For your major, choose 1 from this list:
  • Care of Magical Creatures: You gain a magical creature as a companion, learn to communicate with magical creatures in general, and become more physically tough. Communicating with magical creatures uses Charisma, and determining the power of your companion's abilities uses Fitness.
  • Charms: You have a high degree of skill at using Charms and learn how to improve their power and efficiency. The power of your charm spells is determined using Charisma.
  • Defense against the Dark Arts: You have a high degree of skill in negating spells, and are also trusted to learn a small number of Jinxes (the least-harmful form of dark magic). The power of your counter and jinx spells is determined using Wisdom.
  • Potions: You are skilled at making efficient and powerful potions, as well as safely handling potion kits. The power of your potions is determined using Intelligence.
  • Transfigurations: You have a high degree of skill at using Transfigurations and learn how to improve their power and efficiency. The power of your transfiguration spells is determined using Intelligence.

Minors

For your minors, choose 2 from this list:
  • Care of Magical Creatures: You are capable of communicating with magical creatures and are a little tougher than most students.
  • Charms: You have learned to use a few charm spells.
  • Defense against the Dark Arts: You have learned to use a few counter spells.
  • Divination: You are able to divine the prospects of simple actions, and can eventually see and hear distant locations.
  • Flying: You are able to fly on a broomstick.
  • Herbalism: You can cultivate herbs that can be consumed for minor beneficial effects (and also some that can reduce the cost of creating potions).
  • History of Magic: You are unusually proficient at using the Knowledge skills, and can also gain benefits against enemies you successfully identify using them.
  • Physical Education: You are unusually physically fit, dodging more easily in combat and able to wield a weapon.
  • Potions: You have learned to make a few potions.
  • Transfigurations: You have learned to use a few transfiguration spells.



CLASS ABILITIES

including Companions, Potions, Spells, etc....

Care of Magical Creatures

Companions - The Companions page includes information about the companions of those with a major in Care of Magical Creatures, along with specific information about the 4 types of companions: The Acromantula, the Ashwinder, the Demiguise, and the Hippogriff.

Charms

Charm Spells - The Charm Spells page lists all of the spell information for the spells available to those with a major or minor in Charms.

Counters

Counter Spells - The Counter Spells page lists all of the spell information for the counters available to those with a major or minor in Defense against the Dark Arts.

Jinxes

Jinx Spells - The Jinx Spells page lists all of the spell information for the jinxes available to those with a major in Defense against the Dark Arts.

Potions

Potions - The Potions page lists all of the potion information for the potions available to those with a major or minor in Potions.

Transfigurations

Transfiguration Spells - The Transfiguration Spells page lists all of the spell information for the spells available to those with a major or minor in Transfigurations.



SKILLS

These describe how well you are able to interact with the world in a skillful manner.

All skills may be used by all characters, and the bonus you add to your role is based on several factors.
  • Every skill has an associated vital statistic that you add to the skill check result. The associated vital statistic is indicated in each skill's description, below.
  • You gain a bonus on a skill check equal to the number of skill points you invest into it. All characters get several skill points in their 1st year and 1 additional point each subsequent year, but you can only invest a number of skill points into an individual skill equal to your class year +1. Some skills are initially Locked; you cannot invest points in a Locked skill until it is Unlocked because of your race, classes, or other means.
  • Some class abilities will add bonuses to certain skills.
  • Some permanent items will add bonuses to certain skills, such as enchanted jewelry or clothing.
  • Some temporary effects grant bonuses or penalties to certain skills, such as a consumable item, spell or potion.

Acrobatics (Fit) - Your Acrobatics check covers attempts to stay on your feet in tricky situations, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. You may also use Acrobatics to attempt an acrobatic stunt (like a dive, roll, somersault, and flip). Starts Locked.
Athletics (Con) - Your Athletics check covers difficult situations you encounter while climbing, jumping, or swimming.
Concentration (Con) - Your Concentration check is needed whenever you might potentially be distracted (by taking damage, by harsh weather, and so on) while engaged in some action that requires your full attention. Such actions include casting a spell, concentrating on an active spell, directing a spell, using a spell-like ability, or using a skill that would make you vulnerable.
Deception (Cha) - Your Deception check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.
Insight (Wis) - Your Insight check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms. This skill is used to oppose Deception, Intimidation, and Persuasion attempts.
Intimidation (Cha) - Your Intimidation check decides whether you can successfully influence someone through overt threats, hostile actions, and physical violence. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering politician to reconsider a decision.
Knowledge: Investigation (Int) - Your Knowledge: Investigation check measures your ability to search for clues and make deductions based on those clues. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for a Knowledge: Investigation check. Starts Locked.
Knowledge: Magic (Int) - Your Knowledge: Magic check measures your ability to recall lore about spells, magic items, eldritch symbols, and magical traditions. Starts Locked.
Knowledge: Muggles (Int) - Your Knowledge: Muggles check measures your ability to recall lore about muggle beliefs, cities, culture, history, royalty, technology, and wars. Starts Locked.
Knowledge: Nature (Int) - Your Knowledge: Nature check measures your ability to recall lore about terrain, plants and animals, magical creatures, the weather, astrology, and natural cycles. Starts Locked.
Perception (Wis) - Your Perception check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are spiders lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door. This skill is used to oppose Stealth attempts.
Performance (Cha) - Your Performance check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment. Starts Locked.
Persuasion (Cha) - Your Persuasion check determines whether you successfully influence someone or a group of people with tact, social graces, or good nature. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.
Stealth (Fit) - You make a Stealth check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard. Examples also include attempts to successfully plant an object on someone else or conceal an object on your person. Starts Locked.



TALENTS - THESE ARE NOT USABLE YET

These are the unique and specialized options that a character can pick up as they progress through their 7 class years at a magical academy. While several of these options have prerequisites, many do not.
This list is NOT finished.

Tier 1: A character can gain one talent from this list at class year 3.
  • Arithmancy: Your knowledge of the obscure magic of arithmancy empowers your spells.
  • Extra Minor: You have acquired a 3rd minor.
  • Healing Spells: You have learned a selection of healing spells.
  • Hexes: You have been trusted with special lessons in using a small selection of Hexes (a more harmful form of dark magic).
    • Prerequisite: Major in Defense against the Dark Arts
  • Occlumancy: Your mastery of the obscure magic of occlumancy allows you to protect your mind from invasion and attempts to divine you.
  • Silent Casting: Your ability to silently cast improves the combat checks of your spells.
    • Prerequisite: Major in Charms, Defense against the Dark Arts, or Transfiguration.

Tier 2: A character can gain one talent from this list at class year 6.
  • Animagus: You can transform in a single, specific animal.
  • Apparitioning: You have mastered the teleporting magic of Apparitioning.
  • Wandless Casting: You have mastered the technical requirements of wandless casting.
    • Prerequisite: Major in Charms, Defense against the Dark Arts, or Transfiguration.
  • Multi-casting: You have mastered the required focus to cast 2 spells during a single turn.
    • Prerequisite: Major in Charms, Defense against the Dark Arts, or Transfiguration.