Post by Manah on Jul 7, 2018 14:37:26 GMT -5
HARRY POTTER STUFF
Dark Arts: 10
(Int.bonus)
-Efficient
-A Magical action entirely focused on harming others (via offensive spells of various kinds, including Range 4 Magical blasts with various advantages depending on the blast used), controlling others, summoning creatures or animating objects to attack (as Summoning), using Necromancy or to create dark items, such as cursed objects, horcruxes or worse (as Enchanting, which is Inventing but of a magical nature, but only for dark objects). The Dark Arts are known as, from least powerful to most, Jinxes, Hexes, and Curses.
-Imperius Curse (Atk VS Int+Mental Defense -2, as it is very difficult to resist for but the strongest-willed Wizards. Acts as the 'Project thoughts/control others' option of Telepathy, allowing the user to control and command a target as well as give them a +2 to all actions performed to follow their command. It lasts for as long as focus is maintained, with the exception of the last order given, which will only end when it is completed by the victim. This curse requires a wand to cast and is usually spoken aloud as 'Imperio!', but Snape can cast it silently if necessary. As it robs a victim of their free will, it is one of the three Unforgivable Curses.)
-Cruciatus Curse (An Atk VS Dur+Magical Defense, requiring both the verbal command 'Crucio!' and the use of a wand. It will cause 1w of damage upon initial use and then cause AN stones of Stun damage, AND a -5 malus to all actions on every panel the wand focus is maintained due to the extreme pain the victim suffers from it (the malus persists for 10 panels after the user stopped focusing the wand). The curse CANNOT kill regardles of how many times it is used, and will never lower a victim below 0w of Health to take away their last red stones. For that reason, it is known as the Torture Curse, and is one of the three Unforgivable Curses for both its cruelty, and the fact that it has been known to cause permanent insanity to victims who suffered its effects for too long (usually hours equal to the victim's Dur+Mental Defense).)
-Killing Curse (Finally, the most fearsome of the three Unforgivable Curses is a blast of green energy which acts as An Atk VS Defense, ignoring Toughness and Armor as it needs only to connect to act AND which cannot be protected against by magic; if it does hit, it will cause an AN Atk VS Durability, which will kill instantly and painlessly if a single stone gets through, by forcefully ripping the soul away from the victim's body. If it misses a living target, it will either cause a minor explosion on whatever it hits, or ricochet off if the surface is reflective. On the plus side, this allows a target or an ally to try and deflect the beam with a solid object not attached to the victim (such as clothes or armor, which are useless) to save an intended victim's life by having said object suffer the effects of the curse instead. The spell is performed verbally as 'Avada Kedavra!', but can be casted without a wand by powerful Dark Wizards. The only protection against this spell is to not be alive, be soulless, or be protected by Love (see Love below), or to a lesser extent, use of Horcruxes to survive death.)
-Requires Negative, dark emotions to use properly (Such as anger, hatred, sadness, jealousy, etc. Despite being a good man, Snape has experienced plenty of all, and knows how to use his Dark Arts to maximum effectiveness.)
-Corruption of Body and Soul (Normally, heavy use of the Dark Arts, especially for evil purposes, can corrupt a person into a very evil, twisted form and nature, a shadow of their former self who is closer akin to a monster than a human. Thankfully, Snape essentially never uses them for evil, and his love shields him from the effects of long term use.)
Charms: 9
(Int.bonus)
-Efficient
-As opposed to Transfiguration, Charms alter what a target does rather than what it is; it adds properties to objects or creatures. It is the closest school to Marvel Universe magic, and holds spells from Mastery of Magic, Sorcery, Magical travel, Magical Healing and even a few uses of Mesmerism actions. However, if it's covered in another school of magic, this one can usually not do it with a few exceptions.
-Among others, it can be used to counter and block other spells, allowing user to shift stones into defense via a Shield Charm or other Counter spells.
-Expelliarmus (Atk VS Defense, ignoring Toughness and Armor, which if successful disarms the victim and projects their weapon/held object 1 yard away per red stone of damage.)
-Patronus (Snape can use the very difficult charm 'Expecto Patronum', allowing him to cause an Atk VS Dur+Magical Defense, Area attack, against nearby creatures of much evil, such as Dementors and Lethifolds, causing such beings to flee in the presence of the Patronus, which in Snape's case takes the form of a doe.)
-As it includes Mastery of Magic, it also benefits from its advantages and options: Can exceed 6 stones of effect, Needs no panel of prep time, Accumulate Energy, Increase AN, Wpn.modifier on Telekinesis.)
Transfiguration: 8
(Int.bonus)
-A branch of magic focusing on the alteration of form or appearance of objects via the alteration of molecular structure. It is a very complex, scientific form of magic, more than any other.
-The user usually pays for effect as an Atk VS Dur+Magical Defense+Target weight on D&R chart for living targets, or VS Difficulty+Weight on nn-living ones, and Duration on the D&R chart, to use basic Transmutation spells; more complex ones are described below.
-Transformation (Includes basic Transmutation spells, Human Transfiguration (as Transform Self, Shapeshifting, Metamorphosis and/or Transform others), Animagus potential (Process requires one month of effort anda leaf of mandrake, resulting in one permanent Transform Self power into an Animal form - reflecting the user's personality and traits - at will, retaining one's intellect) and Switching (As Shapeshifting, allowing user to exchange as many or as little physical features with a given target for the duration))
-Vanishment (A powerful art causing things to vanish, go into non-being. Speaking the incantation 'Evanesco' allows a user to use an Atk VS Hardness to cause any object to vanish from existence, and may even do so for less complex organisms and lifeforms as an Atk VS Durability, only working successfully if it would normally kill in one blow, otherwise failing. It is useless against more complex lifeforms such as sentient beings, but could be used to cause dead bodies to vanish.)
-Conjuration (As opposed to Vanishment, Conjuration is the art of bringing things into existence, manifesting them from nothingness. It acts as Create/Manipulate matter, and may even be used to create actual creatures as per Summoning, but conjured objects and creatures will never last forever and are subject to a Duration of 10 minutes/AN, or 1 minute/AN for living beings. Sentient beings cannot be created through this spell, nor can food be manifested out of thin air.)
-Untransfiguration (Simply a counter-spell to other Transfiguration magic, allowing the user to try and beat a Transfiguration spell's effect by spending twice as many stones as the original effect to undo it. If the user has a lower AN than the original spell caster, it can still be done but requires ten times as much time and stones.)
-Limitations (A similar object is easier to transform into another form than a wholly different one, so a statue of a dragon turning into a dragon is easier than, say, a book; such similarities or differences may grant up to a +2 bonus, and down to a -3 malus, depending on how close to the original the transmuted object is. Transmutation cannot bring the dead back to life, and food cannot be conjured out of thin air, although existing food can be summoned and duplicated. Additionally, if a Transmutation spell fails, regardless of the reason, there is a possibility for magical backlash that can either affect the target or the user, potentially ending up with a half-Transfigured state or a permanent one, or something else entirely, GM's call.)
Legilimency: 8
(Int.bonus)
-Efficient
-Acts as the Read mind, Read memories and Empathy options of Telepathy all at once, allowing user to slowly delve further into the mind of a victm and learn their closely guarded thoughts, memories and emotions one after the other with every panel of maintained use.
-May be defended against with Occlumency in addition to normal Int+Mental Defense.
-Normally requires a wand and the command 'Legilimens!', but an AN 7 Legilimens can cast it wordlessly and without a wand.
Occlumency: 10
-Efficient
-Grants user free Mental Defense equal to AN, and the ability to further reinforce one' mental defenses with willpower. The latter simply requires user to spend stones in this action which are then added to regular mental defense for up to AN panels before using anew.
-If AN is 7 or higher, a powerful Occlumens may only hide away the thoughts or emotions he wishes to hide, allowing a mind-reader to believe they were successful in reading their thoughts yet failed to find anything compromising.)
-As Snape constantly resisted the mind-reading of the most powerful Legilimens of all time, Voldemort himself, he is likely the most powerful Occlumens in existence.
Potioneer: 9
(Int.bonus)
-Allows user to prepare potions with multiple possible magical effects
-Requires an Alchemical kit and proper materials, as well as more or less 10 minutes per stone of effect with an additional 10 minutes on top of it for the various other factos and subtleties of the mixture created. Most potions will yield AN doses with each brewing.
-Everlasting Elixirs (Some potions known as Everlasting, either produce infinite doses, or their effect last forever. Doing so usually requires ten times as much to make, and multiple spending of stones on each time increment.)
-Example of known potions: Antidotes, Forgetfulness potion, Shrinking solution, Poisons, Felix Felicis, Draught of Living Death, Armotentia, Euphoria Elixir, Polyjuice Potion, Veritaeserum, Wolfsbane Potion, and others.
Love +3
-One of the most powerful and difficult to use magics known to the Potterverse, true Love is very different from the moderate feelings of affection and desire, and can yield the most surprising effects. It has, for example, turned Snape's Patronus into a doe, like Lily's own.
-Hatred Antithesis (A being filled with hatred, who never knew or understoood true love, risks experiencing strong incomfort, great pain and even death upon contact with an individual with this power. In game terms, when a user of Love is standing in the name of the subject of their love (example, Snape protecting Harry Potter, the son of her beloved), such a hatred-filled being would take -2 to all their actions merely from a touch, and then begin taking 1w of damage per panel, which might cause death if the contact is maintained as they are burned away by the purity of the user's love. The -2 malus persists for 10 panels after contact.)
-Empowerment (When using any sort of magic in the name of the subject of one's love, the user gains this modifier's AN to all magical actions for that purpose.)
-Sacrifical Protection (When standing in the name of ther subject of their love, the user can either benefit from, or grant a powerful protection to said subject. The protection is such that it might save a target from incredibly powerful curses, including the Killing Curse, which is then rebounded at the caster who suffers the full effects. It usually comes at a price, however, as true love requires sacrifice of self.)
-Evil incompatiblity (Using Love for evil purposes will cause massive backlash and consequences. For example, one who truly loves another and use magic to be with them, might end up abandoned, lose their magic, and perhaps worse. On the other hand, it also protects against the corrupting power of strong magics, such as the Dark Arts.)
Non-Verbal and Wandless Magic
-Snape is very skilled at using magic in general and has learned to cast most of his spells without a word nor a wand, unlike most other Wizards. Unless it is specifically mentioned that he requires them, he can do so; but if he is able to and chooses not to, it actually empowers his spells slightly; +1 for using words, and +1 for using a wand, when it would otherwise not be necessary.
Dark Arts: 10
(Int.bonus)
-Efficient
-A Magical action entirely focused on harming others (via offensive spells of various kinds, including Range 4 Magical blasts with various advantages depending on the blast used), controlling others, summoning creatures or animating objects to attack (as Summoning), using Necromancy or to create dark items, such as cursed objects, horcruxes or worse (as Enchanting, which is Inventing but of a magical nature, but only for dark objects). The Dark Arts are known as, from least powerful to most, Jinxes, Hexes, and Curses.
-Imperius Curse (Atk VS Int+Mental Defense -2, as it is very difficult to resist for but the strongest-willed Wizards. Acts as the 'Project thoughts/control others' option of Telepathy, allowing the user to control and command a target as well as give them a +2 to all actions performed to follow their command. It lasts for as long as focus is maintained, with the exception of the last order given, which will only end when it is completed by the victim. This curse requires a wand to cast and is usually spoken aloud as 'Imperio!', but Snape can cast it silently if necessary. As it robs a victim of their free will, it is one of the three Unforgivable Curses.)
-Cruciatus Curse (An Atk VS Dur+Magical Defense, requiring both the verbal command 'Crucio!' and the use of a wand. It will cause 1w of damage upon initial use and then cause AN stones of Stun damage, AND a -5 malus to all actions on every panel the wand focus is maintained due to the extreme pain the victim suffers from it (the malus persists for 10 panels after the user stopped focusing the wand). The curse CANNOT kill regardles of how many times it is used, and will never lower a victim below 0w of Health to take away their last red stones. For that reason, it is known as the Torture Curse, and is one of the three Unforgivable Curses for both its cruelty, and the fact that it has been known to cause permanent insanity to victims who suffered its effects for too long (usually hours equal to the victim's Dur+Mental Defense).)
-Killing Curse (Finally, the most fearsome of the three Unforgivable Curses is a blast of green energy which acts as An Atk VS Defense, ignoring Toughness and Armor as it needs only to connect to act AND which cannot be protected against by magic; if it does hit, it will cause an AN Atk VS Durability, which will kill instantly and painlessly if a single stone gets through, by forcefully ripping the soul away from the victim's body. If it misses a living target, it will either cause a minor explosion on whatever it hits, or ricochet off if the surface is reflective. On the plus side, this allows a target or an ally to try and deflect the beam with a solid object not attached to the victim (such as clothes or armor, which are useless) to save an intended victim's life by having said object suffer the effects of the curse instead. The spell is performed verbally as 'Avada Kedavra!', but can be casted without a wand by powerful Dark Wizards. The only protection against this spell is to not be alive, be soulless, or be protected by Love (see Love below), or to a lesser extent, use of Horcruxes to survive death.)
-Requires Negative, dark emotions to use properly (Such as anger, hatred, sadness, jealousy, etc. Despite being a good man, Snape has experienced plenty of all, and knows how to use his Dark Arts to maximum effectiveness.)
-Corruption of Body and Soul (Normally, heavy use of the Dark Arts, especially for evil purposes, can corrupt a person into a very evil, twisted form and nature, a shadow of their former self who is closer akin to a monster than a human. Thankfully, Snape essentially never uses them for evil, and his love shields him from the effects of long term use.)
Charms: 9
(Int.bonus)
-Efficient
-As opposed to Transfiguration, Charms alter what a target does rather than what it is; it adds properties to objects or creatures. It is the closest school to Marvel Universe magic, and holds spells from Mastery of Magic, Sorcery, Magical travel, Magical Healing and even a few uses of Mesmerism actions. However, if it's covered in another school of magic, this one can usually not do it with a few exceptions.
-Among others, it can be used to counter and block other spells, allowing user to shift stones into defense via a Shield Charm or other Counter spells.
-Expelliarmus (Atk VS Defense, ignoring Toughness and Armor, which if successful disarms the victim and projects their weapon/held object 1 yard away per red stone of damage.)
-Patronus (Snape can use the very difficult charm 'Expecto Patronum', allowing him to cause an Atk VS Dur+Magical Defense, Area attack, against nearby creatures of much evil, such as Dementors and Lethifolds, causing such beings to flee in the presence of the Patronus, which in Snape's case takes the form of a doe.)
-As it includes Mastery of Magic, it also benefits from its advantages and options: Can exceed 6 stones of effect, Needs no panel of prep time, Accumulate Energy, Increase AN, Wpn.modifier on Telekinesis.)
Transfiguration: 8
(Int.bonus)
-A branch of magic focusing on the alteration of form or appearance of objects via the alteration of molecular structure. It is a very complex, scientific form of magic, more than any other.
-The user usually pays for effect as an Atk VS Dur+Magical Defense+Target weight on D&R chart for living targets, or VS Difficulty+Weight on nn-living ones, and Duration on the D&R chart, to use basic Transmutation spells; more complex ones are described below.
-Transformation (Includes basic Transmutation spells, Human Transfiguration (as Transform Self, Shapeshifting, Metamorphosis and/or Transform others), Animagus potential (Process requires one month of effort anda leaf of mandrake, resulting in one permanent Transform Self power into an Animal form - reflecting the user's personality and traits - at will, retaining one's intellect) and Switching (As Shapeshifting, allowing user to exchange as many or as little physical features with a given target for the duration))
-Vanishment (A powerful art causing things to vanish, go into non-being. Speaking the incantation 'Evanesco' allows a user to use an Atk VS Hardness to cause any object to vanish from existence, and may even do so for less complex organisms and lifeforms as an Atk VS Durability, only working successfully if it would normally kill in one blow, otherwise failing. It is useless against more complex lifeforms such as sentient beings, but could be used to cause dead bodies to vanish.)
-Conjuration (As opposed to Vanishment, Conjuration is the art of bringing things into existence, manifesting them from nothingness. It acts as Create/Manipulate matter, and may even be used to create actual creatures as per Summoning, but conjured objects and creatures will never last forever and are subject to a Duration of 10 minutes/AN, or 1 minute/AN for living beings. Sentient beings cannot be created through this spell, nor can food be manifested out of thin air.)
-Untransfiguration (Simply a counter-spell to other Transfiguration magic, allowing the user to try and beat a Transfiguration spell's effect by spending twice as many stones as the original effect to undo it. If the user has a lower AN than the original spell caster, it can still be done but requires ten times as much time and stones.)
-Limitations (A similar object is easier to transform into another form than a wholly different one, so a statue of a dragon turning into a dragon is easier than, say, a book; such similarities or differences may grant up to a +2 bonus, and down to a -3 malus, depending on how close to the original the transmuted object is. Transmutation cannot bring the dead back to life, and food cannot be conjured out of thin air, although existing food can be summoned and duplicated. Additionally, if a Transmutation spell fails, regardless of the reason, there is a possibility for magical backlash that can either affect the target or the user, potentially ending up with a half-Transfigured state or a permanent one, or something else entirely, GM's call.)
Legilimency: 8
(Int.bonus)
-Efficient
-Acts as the Read mind, Read memories and Empathy options of Telepathy all at once, allowing user to slowly delve further into the mind of a victm and learn their closely guarded thoughts, memories and emotions one after the other with every panel of maintained use.
-May be defended against with Occlumency in addition to normal Int+Mental Defense.
-Normally requires a wand and the command 'Legilimens!', but an AN 7 Legilimens can cast it wordlessly and without a wand.
Occlumency: 10
-Efficient
-Grants user free Mental Defense equal to AN, and the ability to further reinforce one' mental defenses with willpower. The latter simply requires user to spend stones in this action which are then added to regular mental defense for up to AN panels before using anew.
-If AN is 7 or higher, a powerful Occlumens may only hide away the thoughts or emotions he wishes to hide, allowing a mind-reader to believe they were successful in reading their thoughts yet failed to find anything compromising.)
-As Snape constantly resisted the mind-reading of the most powerful Legilimens of all time, Voldemort himself, he is likely the most powerful Occlumens in existence.
Potioneer: 9
(Int.bonus)
-Allows user to prepare potions with multiple possible magical effects
-Requires an Alchemical kit and proper materials, as well as more or less 10 minutes per stone of effect with an additional 10 minutes on top of it for the various other factos and subtleties of the mixture created. Most potions will yield AN doses with each brewing.
-Everlasting Elixirs (Some potions known as Everlasting, either produce infinite doses, or their effect last forever. Doing so usually requires ten times as much to make, and multiple spending of stones on each time increment.)
-Example of known potions: Antidotes, Forgetfulness potion, Shrinking solution, Poisons, Felix Felicis, Draught of Living Death, Armotentia, Euphoria Elixir, Polyjuice Potion, Veritaeserum, Wolfsbane Potion, and others.
Love +3
-One of the most powerful and difficult to use magics known to the Potterverse, true Love is very different from the moderate feelings of affection and desire, and can yield the most surprising effects. It has, for example, turned Snape's Patronus into a doe, like Lily's own.
-Hatred Antithesis (A being filled with hatred, who never knew or understoood true love, risks experiencing strong incomfort, great pain and even death upon contact with an individual with this power. In game terms, when a user of Love is standing in the name of the subject of their love (example, Snape protecting Harry Potter, the son of her beloved), such a hatred-filled being would take -2 to all their actions merely from a touch, and then begin taking 1w of damage per panel, which might cause death if the contact is maintained as they are burned away by the purity of the user's love. The -2 malus persists for 10 panels after contact.)
-Empowerment (When using any sort of magic in the name of the subject of one's love, the user gains this modifier's AN to all magical actions for that purpose.)
-Sacrifical Protection (When standing in the name of ther subject of their love, the user can either benefit from, or grant a powerful protection to said subject. The protection is such that it might save a target from incredibly powerful curses, including the Killing Curse, which is then rebounded at the caster who suffers the full effects. It usually comes at a price, however, as true love requires sacrifice of self.)
-Evil incompatiblity (Using Love for evil purposes will cause massive backlash and consequences. For example, one who truly loves another and use magic to be with them, might end up abandoned, lose their magic, and perhaps worse. On the other hand, it also protects against the corrupting power of strong magics, such as the Dark Arts.)
Non-Verbal and Wandless Magic
-Snape is very skilled at using magic in general and has learned to cast most of his spells without a word nor a wand, unlike most other Wizards. Unless it is specifically mentioned that he requires them, he can do so; but if he is able to and chooses not to, it actually empowers his spells slightly; +1 for using words, and +1 for using a wand, when it would otherwise not be necessary.