Post by Manah on Jun 11, 2021 22:00:47 GMT -5
Eleanor
The Selwyn Calamity
The Selwyn Calamity
QUOTE: "If you believe that the purity of your blood is what decides your might, then you are even stupider than you look. Power is a combination of intellect, talent, skill, effort and willpower... five qualities which you clearly lack."
Eleanor / Acromantula Form
Real Name: Eleanor Selwyn
Age: 35 (Looks in her mid-twenties)
Other Aliases: Lena, The Spider Queen, The Black Widow, The Dark Lady
Occupation: Ex-Student at the Hogwarts School of Witchcraft and Wizardry, Dark Witch, Arithmancer, Seer, Legilimens/Occlumens, Enchantress, Dark Wizard Huntress
House: Slytherin
Marital Status: Single
Height: 5'8" / 15' long
Weight: 131 lbs / 1.6 tons
Eye color: Black
Hair color: Black
Species: Pure-blood Witch (Acromantula Animagus)
Notes: Unless stated otherwise, all spells targeting unwilling creatures require stones played to first beat the target's Defense, ignoring Armor and Toughness, to confirm a hit before checking to see if the spell affects the target as per the spell's description.
ABILITIES
Int: 10
Str: 2 / 6
Agl: 3 / 5
Spd: 2 / 4
Dur: 3 / 6
HEALTH/P.L: 3 / 6 P.L: 8
ENERGY/P.L: 21 / 30 P.L: 24
REGEN/P.L: 12 / 17 P.L: 15
ACTIONS
Close Combat: 3 / 5
(Str.bonus and Wpn.modifier)
-Efficient
-Self-Defense
-Dodging
-Using powers in combat
-Bite (Acromantula form only)
-Fighting smaller opponents (Acromantula form only)
Ranged Combat: 2 / 4
(Str.bonus and Wpn.modifier)
-Thrown Objects
-Using Powers in Combat
-Heavy Objects (Acromantula form only)
-Fighting smaller opponents (Acromantula form only)
Acrobatics: 2 / 3
(Agl.bonus)
Acromantula Venom: 0 / 6
-As Corrosive Touch, Poisonous Attack Only
-2x damage
-If Eleanor chooses, may paralyze for a Duration of red stones of 'damage' instead
Web-Spinning: 0 / 8
(Agl.bonus)
-Efficient
-As Entangle; Atk VS Defense, Ignoring Toughness and Armor, to entangle (Difficulty of red stones of 'damage' up to Half AN, rounded down, and Resistance of red stones of 'damage' to free oneself); additional successful uses add +1 to Difficulty up to maximum of Half AN, rounded up; and adds all red stones of 'damage' to Resistance with no maximum limit.
-Instant Dissolve (May dissolve her own webbing at will by physical contact.)
-Sticky (Anyone who touches the webbing becomes entangled as well with the same current D&R.)
-Barriers (May create webbing barriers entangling anyone passing by as above; stones used in its creation - or subsequent uses to reinforce it - act as the Resistance for attacks to punch through, eventually destroying it. NOTE: A webbing barrier cannot hold on its own in midair, and must be made between two surfaces.)
-Range 3
Combat Magic: 13
(Int.bonus)
-Efficient
-This action includes spells which are mostly meant for combat, whether offense or defense, although they might have other uses; they are simply the spells Eleanor is most likely to use in battle. Being an extremely talented duelist for someone her age. Her Combat Magic spells include:
- Arrow-Shooting Spell (Conjures and fires an arrow from the tip of one's wand, or finger if used with wandless magic. Unlike most spells, only requires to beat regular Defense of the target, as though the caster had fired an arrow at stones played with Ranged Combat. Transfiguration spell.)
- Aguamenti (The Water-Making Spell. As Mastery of Water, Create/Manipulate, Force Blast (Normal or Stun damage. NOTE: The water created by this spell is drinkable. Transfiguration spell.)
- Avada Kedavra (The Killing Curse. Atk VS Dur + Magical Defense; Kills the target painlessly and instantly if a single stone gets through. Cannot be blocked/deflected by protection spells such as Protego, but can still be dodged or blocked with a physical barrier (though doing so causes collateral damage, as it destroys what it hits violently if it isn't alive). One of the Three Unforgivable Curses; appears as a green bolt of energy. Dark Arts spell.)
- Babbling Curse (Attack VS Int + Magical Defense; deals no damage; success causes the target to babble incoherently and uncontrollably, causing -1 to all actions and preventing spellcasting if the user cannot use wordless magic. Duration is red stones of 'damage' on the D&R chart. Dark Arts magic.)
- Backfiring Jinx (Atk VS Int + Magical Defense; deals no damage; Duration is 5 minutes/red stone of 'damage' or until the effect happens. Success causes the next spell the victim uses to backfire; a harmful spell will target the user with as many stones as they used themselves, a healing spell will heal an enemy or neutral person instead if no foe is available, etc.)
- Bombarda (The Exploding Charm. As Force Blast, 2x damage or Area Effect of up to 1/3 AN, rounded up. Fire/Heat and Concussive force elements.)
- Confringo (The Blasting Curse. As Force Blast, 2x damage, AP, Area Effect up to Half AN, rounded up. Fire/Heat and Concussive force elements. Dark Arts spell.)
- Confundo (The Confundus Charm. If successful, causes -1 to all Actions/white stone of 'damage' and leaves the target creature confused and very suggestible. Duration is up to 5 minute/red stone of 'damage'. Legilimency spell.)
- Conjunctivis Curse (Atk VS Dur + Magical Defense; deals no damage; if successful, blinds the target for 1 panel/red stone of 'damage' by irritating the eyes and forcing them shut. Dark Arts spell.)
- Crucio (The Cruciatus Curse. As Force Blast, 3x damage, Stun damage only; Causes -5 to all Actions while under the curse's effects, and -2 for 5 minutes/10 panels after it ended, due to the excruciating pain it causes. One of the Three Unforgivable Curses. Dark Arts spell.)
- Deterioration Hex (Atk VS Dur + Magical Defense; Stun damage only; Deals its damage for 1 panel/red stone beating the defense. Additionally, causes -1 to all Actions due to magically-induced fatigue. Dark Arts spell.)
- Diffindo (The Severing Charm. As Force Blast; 2x damage if AN is 5 or highter, and AP if 7 or higher, at user's discretion; Slashing damage.)
- Duro (The Hardening Charm. Stones VS Hardness/Weight/Area/Highest AN/MN/Technology AN, whichever is higher, to turn a target object to stone permanently. Alternately, may use on creatures as an Atk VS Dur + Magical Defense; deals no damage; success petrifies the target into stone for a duration of red stones of 'damage' on the D&R chart.)
- Ebulio (Atk VS Agl + Ref.Dodge; deals no damage. If successful, target creature is trapped within a visible, bubble-like Force Field of Stones played up to AN, Defensive stones doubled, but preventing both the target from exiting it, and others out of it from entering it. Duration is 1 panel/red stone of 'damage'. Dark Arts spell.)
- Expelliarmus (The Disarming Charm. Atk VS Dur + Magical Defense; deals no damage; success disarms the target, and launches whatever they were holding up to 1 yard/red stone of 'damage'.)
- Expulso (As Force Blast, 3x damage, AP, Area Effect up to 2/3 AN, rounded up. Fire/Heat and Concussive force elements. Creates extremely violent, often massive explosions of blue fire. Dark Arts spell.)
- Fiendfyre (As Force Blast, 3x damage, Area Attack, Hunt/Seek, Artificially Intelligent, Sets flammable objects on fire; Cannot be extinguished by regular/most enchanted water. Can burn magical items and artifacts of an AN lower than this Action's. Cursed Fire element. Fiendfyre remains active for AN panels - it cannot be interrupted without a counter-curse, see below - and stones must be repaid every panel to retain control of it. It assumes the shape of giant, quickly shifting beasts of raging fire consuming all living things it can find, including the caster and allies if they lose control. Dark Arts spell.)
- Glacius (The Freezing Spell. As Mastery of Cold/Ice, Create/Manipulate, Force Blast (Normal and Stun damage OR Atk VS Dur to freeze solid), Can extinguish fires. Transfiguration spell.)
- Impedimenta (The Impediment Jinx. Atk VS Dur + Magical Defense; deals no damage. If successful, lowers target creature's Speed - normal, swimming, flight and so on - by 1/white stone of 'damage' down to a maximum of 0, in which case they cannot move and lose any Reflexive Dodge modifier they have. Additionally, they suffer -1 to all physical actions. Duration is 1 panel/white stone of 'damage'. Dark Arts spell.)
- Incarcerous (Atk VS Agl + Reflexive Dodge; deals no damage; if successful, target creature is bound with thick cord and ropes, as well as gagged with cloth; Difficulty/Resistance of AN/Stones played to escape. Transfiguration spell.)
- Incendio (The Fire-Making Charm. As Mastery of Fire/Heat; Create/Manipulate, Force Blast (2x damage, Sets flammable objects on fire. Transfiguration spell.)
- Jelly-Brain Jinx (Atk VS Int + Magical Defense; deals no damage; if successful, lowers Intelligence by 1/white stone of 'damage' to a minimum of 0, for a Duration of 5 minutes/red stone of 'damage'. If at 0, the victim temporarily ends up with the intellect of a 2 years old child and cannot cast spells. Dark Arts spell.)
- Levicorpus (The Dangling Jinx. Atk VS Dur + Magical Defense; deals no damage. If successful, suspends the target creature up in the air, upside down, for 1 panel/red stone of 'damage'. Causes a -2 sitmod to all actions. Dark Arts spell.)
- Locomotor Mortis (The Leg-Locker Curse. Atk VS Dur + Magical Defense; deals no damage. If successful, locks the target creature's legs together as though they were bound, causing the target to fall prone and dropping their Speed and Reflexive Dodge to 0, limiting movement to small, awkward hops. Duration is 5 minutes/red stone of 'damage'. Dark Arts spell.)
- Lumos Solem (Atk VS Intelligence, Area Effect; deals no damage; success temporarily blinds affected targets for 1 panel/white stone of 'damage', rounded up. Also, if used on vampires or other creatures vulnerable to the sun, acts as an Atk VS Durablity. Generates a powerful burst of sunlight.)
- Manus Tenebris (As Tentacle Whip, May perform up to Half AN actions, rounded up, with one use of this spell, only paying for the highest cost. Manifests black tendrils of darkness from the user's body. Dark Arts spell.)
- Oppugno (As Telekinesis w/Wpn.modifier, 2x damage, Only to launch multiple objects from the surrounding area at the targeted creature; OR as Control Animals, Only usable on conjured animals, to make them attack the targeted creature. Dark Arts spell.)
- Petrificus Totalus (The Full-Body Bind Curse. Atk VS Dur + Magical Defense; deals no damage. If successful, paralyzes the target creature completely for 1 minute/red stone of 'damage', though they remain conscious for the duration, despite being unable to move. Dark Arts spell.)
- Protego (The Shield Charm. Pay stones for Effect up to AN + Area + Duration; where Effect actually acts as additional Defense against most harmful spells known, allowing user to parry/deflect spells aimed at them, typically using their wand - though it can be done wandlessly - or, via paying for Area, to form a protective barrier against spells to protect a location. If a Shield Charm beats a spell by more than 5 stones, user may redirect it elsewhere at -2 stones from its original user's attack. Counter-Spell.)
- Protego Diabolica (As Force Blast, 3x damage, Area Attack/Effect, Sets flammable objects on fire, Doesn't harm allies/beings loyal to the user. Upon being cast, the fire remains burning and spreads quickly. The user can keep controlling it at the original Attack stones by spending AN stones every panel they choose to do so. Cursed Fire element. Dark Arts spell.)
- Reducto (The Reductor Curse. As Force Blast, 3x damage, Blasts target object/creature into pieces if they are destroyed/killed. Dark Arts spell.)
- Rictusempra (The Tickling Charm. Atk VS Dur + Magical Defense; deals no damage; if successful, tickles the targeted creature wildly, causing -1 to all actions per white stone of 'damage', for a duration of 1 panel/red stone of 'damage'.)
- Sectumsempra (As Force Blast; 2x damage, AP, After Effect, Normal and Stun damage. Slashing damage. After Effect doesn't apply to bloodless targets. Lacerates the target creature and causes heavy bleeding. Dark Arts spell.)
- Sleeping Charm (Attack VS Dur + Magical Defense; deals no damage; if successful, puts targeted creature to sleep for a Duration of 5 minutes/red stones of 'damage' on the D&R chart.)
- Sleepwalking Curse (Atk VS Dur + Magical Defense; deals no damage. If successful, targeted creature falls asleep for 1 hour/red stone of 'damage', also causing them to sleepwalk. If damage exceeds target's Durability+Magical Defense by 5 stones, the victim will never awaken naturally and will require a powerful counterspell to be freed. Dark Arts spell.)
- Spider Venom (As Corrosive Touch, Poisonous Attack only. Spider Queen magic.)
- Spider Webbing (As Web-Spinning with the same options, see above. Spider Queen magic.)
- Stinging Hex (As Force Blast, 2x damage, Stun damage only; Deals 1w of damage and causes -2 sitmod to Actions involving sight if target is hit in the face due to heavy swelling. Dark Arts spell.)
- Stupefy (The Stunning Spell. Atk VS Dur + Magical Defense; deals 2x Stun damage AND knocks out a target for 2 panels or 1 minute/red stone of 'damage'.)
- Tarantallegra (The Dancing Feet Spell. Atk VS Dur + Magical Defense; deals no damage. If successful, the target creature's legs spasm wildly out of control as though it's dancing. Alternately, Stones VS Hardness/Weight/Area/Highest AN/MN/Technology AN to cause the same effect to an inanimate object. Duration is 5 minutes/red stone of 'damage'. Dark Arts spell.)
- Transmogrifian Torture (Atk VS Dur + Magical Defense; if successful, deals Stun damage every panel and 1w of damage/hour for a Duration of red stones of damage, as the curse slowly and very painfully transfigures the victim in a grotesque and unnatural manner. The Transmogrifian Torture has but a single countercurse, which is the one known way of ending it before the death of its victim. Dark Arts spell.)
- Trip Jinx (Atk VS Dur + Magical Defense; if successful, deals 3 stun damage and causes the victim to trip and fall down. An arguably 'harmless prank' to some, but a possibly very dangerous spell when case upon someone standing next to a cliff or atop stairs. Dark Arts spell.)
- Weakening Hex (Atk VS Dur + Magical Defense; deals no damage. If successful, the target creature's spells' damage is reduced by -1 per white stone of 'damage' for a Duration of 5 minutes/red stone of 'damage', rendering them less lethal. Dark Arts spell.)
-Usually requires gestures with a wand a spoken formula, but Eleanor is a powerful witch gifted in wandless and wordless magic. See modifiers
Spider Queen: 10
(Int.bonus)
-Efficient
-Represents special, unique spider-related spells of Eleanor's creation. Her current spells in this unique category include the following:
- Spider Walk (As Wall-Crawling; May even walk/run normally on walls and ceilings as though gravity was at her feet.)
- Web-Slinging (At Half AN, rounded up, Agl.bonus)
- Vocationem Aranea (As Summon and Control Spiders, Control One Animal/Swarm per AN regardless of Health, Can Summon at Range of AN)
- Spider Taming Charm (As Beast Taming, Usable only on spiders.)
- Spider Merging Charm (As Possession, Usable only on spiders.)
- Arachnid Empathy Spell (As Empathy, only usable on Spiders.)
- Sensore Aranea (Stones VS Intelligence + Range + Duration; allows user to perceive through the senses of a spider.)
Charms: 12
(Int.bonus)
-Efficient
-Charms are spells designed to enchant creatures or objects to behave in a way that isn't normal for them. They are also sort of a catch-all term of spells not fitting in other categories. Eleanor's known charms include the following:
- Accio (The Summoning Charm. Stones VS Weight of target object up to 1/3 AN, rounded up, OR Range up to AN; whichever is higher. Success imbues the object with Flight of AN, which is then automatically spent each panel to head over to the caster with good maneuverability to avoid obstacles. NOTE: Not usable on living beings, though might move people around by affecting their clothes and footwear.)
- Affilario (The Sharpening Charm. Stones VS Weapon Modifier + Duration to either sharpen a slashing weapon/tool, or make an object behave like a slashing weapon, cutting as though it had a clean edge.)
- Anti-Cheating Spell (Stones for Effect up to AN + Duration, where Effect is stones of Difficulty/Resistance to prevent cheating on a given test or exam. Prevents all mundane and most magical cheating means. A Cribbing spell cast by a sufficiently potent user may counter this spell.)
- Anti-Intruder Jinx (Stones for Effect up to AN + Area + Duration, where Effect is stones of Difficulty/Resistance to prevent undesired entry within a location. It prevents said intrusion via all mundane methods and most magical ones, but some exceptions may be allowed if the caster wishes.)
- Anti-Theft Charm (Stones for Effect up to AN + Duration, where Effect is Difficulty for anyone else but the owner of the item to use Accio, the Summoning Charm, on it. Alternately, a user may declare specific individuals as acceptable summoners.)
- Arresto Momentum (The Slowing Charm. Stones VS Weight of target object or creature, up to AN + Effect, where Effect reduces the velocity of the object up to 0, in which case it would stop falling entirely. Must pay 1/panel to maintain, as well as spend an Action focusing on it.)
- Atmospheric Charm (As Mastery of Weather, Create/Manipulate, Area Effect up to AN; Pay stones for Duration.)
- Bubble-Head Charm (An Underwater/hostile environment breathing spell. 3 stones to activate; Duration of 10 minutes/stone played (including the initial 3). Covers the target creature's mouth and nose with a bubble of oxygen.)
- Cribbing Spell (Stones VS Targeted Anti-Cheating Spell AN-2. If successful, the user ignores the effects of any Anti-Cheating Spell used on a given test or exam.)
- Deletrius (The Eradication Spell. Stones VS Hardness/Weight/Area/Highest AN/MN/Technology AN, whichever was higher, to disintegrate target object into dust. Alternately, stones VS Resistance to disintegrate images and visual effects, such as the Death Eaters' Dark Mark spell, or to counter Prior Incantato's effects.)
- Depulso (The Banishment Charm. Stones VS Weight of target object up to 1/3 AN, rounded up, OR Range up to AN; whichever is higher. Alternately, Atk VS Dur+Magical Defense to use it on target creature. Success imbues target object with Flight of AN, which is then automatically spent each panel to send the target object or creature away to a desired location within Range of up to AN with good maneuverability to avoid obstacles.)
- Disillusionment Charm (Stones VS Effect up to AN + Duration, where Effect is as Invisbility action; usable on target object or creature via contact. At AN 6 or lower, the affected object or creature must remain immobile to be completely invisible; otherwise, onlookers would see a 'wave' moving in the shape of the user. At AN 7 or higher, the user is completely invisible for the duration.)
- Expecto Patronum (The Patronus Charm. Attack VS Durability + Area of Effect; deals no damage; Does not require the spell to beat Defense first. If successful, forcefully drives away all Dementors and Lethifolds from an area via manifestation of a partially-tangible light, hope and positive energy force known as a Patronus. NOTE: Eleanor's Patronus, unsurprisingly, assumes the shape of a large Acromantula spider.)
- Feather-Light Charm (Stones VS Effect up to AN + Duration; where Effect reduces the target object's weight up to as light as a feather.)
- Fidelius Charm (Costs 10 stones + Duration, plus Area if appropriate; Takes 1 hour to prepare; Does not require the spell to beat defense first. Renders a specific secret impossible to perceive, learn or otherwise discern by any mundane and supernatural means, unless a chosen Secret Keeper(s) willingly reveals it. If the secret is a location, that location becomes Invisible, Intangible, Soundproof and impossible to otherwise find or interact with except by those who know the secret. No normal spell or power can reveal the secret; the Secret Keeper must reveal it of their own free will - though torture or coercion might work. If the Secret Keeper(s) dies, anyone else who knows the Secret by then becomes the new Secret Keeper(s), and if the Secret Keeper(s) dies without having ever revealed it to anyone, the secret dies with them permanently. NOTE: People who knew the secret already when the spell was cast still remember it, but cannot reveal it.)
- Flame-Freezing Charm (Stones VS Effect up to AN + Duration; where Effect adds Fire/Heat Defense to the target object or creature. Renders the effects of fire pleasant and harmless instead of burning and painful. Doesn't work on dead flesh.)
- Geminio (The Doubling Charm/The Geminion Curse. Stones VS Hardness/Weight/Area/Highest AN/MN/Technology AN, whichever is higher, to create an identical duplicate of a targeted object. At the user's discretion, more than one Duplicate may be created, up to AN per panel per casting. Alternately, usable as a Curse, costing 5 stones over the target AN, in which case the object will duplicate itself whenever touched. NOTE: Objects created with this spell are not magical if the original is, and are in fact worthless copies if used to duplicate valuables.)
- Gripping Charm (Stones VS Effect up to AN + Area + Duration; enchants an object/surface/area to be easier to hold onto/stand steadily onto. Counters the Slippery Jinx.)
- Illegibilus (Stones VS Effect up to AN + Duration; makes the target writing, text, book or other engraving impossible to read and nonsensical.)
- Impervius (Costs 3 stones + Duration; makes the target object or creature repel water and mist, keeping them dry in the rain, or even when immersed in water.)
- Intruder Charm (Stones VS Effect up to AN + Area+Duration; where Effect detects intruders in the selected area, sounding an alarm of Half AN rounded up intensity when such an intruder is detected.)
- Lumos/Nox (The Wand-Lighting/Wand-Extinguishing Charms. Stones VS Effect up to Half AN, rounded up + Duration for Lumos; or simply 1 stone for Nox; either makes one's wand lit up with a bright light of stones played, or either diminish or extinguish that same light.)
- Manifestum Illusio (The Illusion Charm. Stones VS Effect up to AN + Duration; where Effect acts as Create Illusions.)
- Piertotum Locomotor (The Object-Animating Charm. As Summoning, Summons are always loyal to summoner; Only to animate objects. May either maintain with 1 stone/panel or pay for Duration in the casting.)
- Prior Incantato (Stones VS Dur + Magical Defense; deals no damage; if successful, causes an opponent's wand to manifest a visible 'echo' - sort of like a semisolid illusion of the spell, and/or of the victims of said spells - of the last spell it cast; such an echo will either dissipate on its own over time, or can be destroyed with a Deletrius charm.)
- Quietus (The Sound-Quietening Charm. Stones VS Effect up to AN + Area+Duration; where Effect lowers or even fully suppresses the intensity of sounds in the affected area. Alternately, Quietus may be used to counter a Sonorus charm if it beats AN-2.)
- Reparo (The Mending Charm. Stones VS Hardness/Weight/Area/Highest AN/MN/Technology AN, whichever is higher, of targeted object to repair it. Useless when it comes to repairing broken wands.)
- Repello Muggletum (The Muggle-Repelling Charm. Costs 3 stones + Area + Duration; causes Muggles, a.k.a normal, non-magical people, to subconsciously avoid a given location and get out of it as soon as possible if they somehow end up in it.)
- Silencio (The Silencing Charm. Atk VS Dur + Magical Defense, deals no damage; if successful, renders target creature mute for 1 panel/red stone of 'damage'.)
- Sonorus (Stones VS Effect + Area + Duration; where Effect amplifies the intensity of sounds made close to the user's wand throughout the area. The Amplifying Charm, and countered by the Quietus charm.)
- Specialis Revelio (Stones VS AN of active spell or magical effect on target creature, object or location to detect it, and even identify it if stones played exceed the spell's AN by 3. Basically a Detect/Analyze magic spell.)
- Spongify (The Softening Charm. Stones VS Hardness + Area + Duration; turns the target surface area rubbery and bouncy.)
- Sticking Charm (Stones of Effect up to AN + Duration; sticks an object to another surface/creature based on the Effect stones. Alternately, usable as Atk VS Dur + Magical Defense, deals no damage; success sticks the target creature to a given surface they are in contact with.)
- Supersensory Charm (Stones VS Effect(s) up to AN (See description) + Duration; effect adds to Acute Senses, Enhanced Vision, and/or options of the latter, all paid for separately.)
- Unbreakable Charm (Costs 10 stones per target object. Renders the object near-indestructible, except via some very powerful spells and curses or a similarly potent power at GM's call. Even then, such an effect would have to beat this action's AN to destroy it.)
- Wingardium Leviosa (The Levitation Charm. As Telekinesis.)
-Usually requires gestures with a wand a spoken formula, but Eleanor is a powerful witch gifted in wandless and wordless magic. See modifiers
Transfiguration: 12
(Int.bonus)
-Efficient
-Transfiguration spells involve transforming objects or creatures into other objects or creatures, as well as altering parts of them to some extent. It also deals in conjuring elemental and energy and matter for multiple possible effects. It is a very complex form of magic, yet Eleanor is one of the most skilled and talented users of Transfiguration in Wizarding world history. Her known Transfiguration spells are described below:
- Beauty Spell (Stones VS Dur + Magical Defense; success significantly enhances the physical beauty of the target for a duration of red stones of 'damage' on the D&R chart.)
- Colovaria (The Color-Change Charm. Stones VS Area + Duration to change the color of target object; Duration is permanent until dispelled. Alternately, Stones VS Dur + Magical Defense to do the same to a target creature, for a Duration of red stones of 'damage' on the D&R chart.)
- Conjuration (As Unlimited Create Matter. Alternately, usable as Summoning to manifest conjured creatures/beings; Needs not maintain. Represents a multitude of different conjuring spells all in a single entry, and one of the most complex forms of magic.)
- Engorgio/Reducio (The Growing/Shrinking Charms. As Growth/Shrink at up to AN when used on self; Also usable on other creatures as Atk VS Dur + Magical Defense; deals no damage; if successful, grows/shrinks target by up to 1 AN/red stone of 'damage' up to max AN for a duration of 5 minutes/red stone of 'damage'. Each Growth AN adds +1 to Toughness; Usable on objects as well as creatures.)
- Fumos (The Smokescreen Spell. As Mastery of Smoke; Create Only.)
- Evanesco (The Vanishing Spell. Stones VS Hardness/Weight/Area/Highest AN/MN/Technology AN to make an object vanish. Alternately, Atk VS Dur + Magical Defense; if white stones of 'damage' exceed the creature's max Health, it vanishes; otherwise it suffers no damage and the spell simply fails. Does not work VS sentient beings.)
- Human/Transpecies Transfiguration (Turns a creature into another. As Metamorphosis/Shape Shifting if used on self. Also usable on other creatures via Atk VS Dur + Magical Defense; deals no damage. If successful, transforms targeted creature via Metamorphosis/Shape Shifting for a Duration of red stones of 'damage' on the D&R chart. Such creatures can be transformed into any other, or since Eleanor has mastered inorganic transfiguration, into objects as well (with a Hardness/Weight/Area/Highest AN/MN/Technology AN up to AN). Like Conjuration, this entry actually represents hundreds of different spells all rolled into one for simplicity. Also, unlike most wizards/witches, Eleanor can decide whether or not the target creature retains its mind in their new form.)
- Incarcerous (Atk VS Agl + Reflexive Dodge; deals no damage; if successful, target creature is bound with thick cord and ropes, as well as gagged with cloth; Difficulty/Resistance of AN/Stones played to escape.)
- Incendio (The Fire-Making Charm. As Mastery of Fire/Heat; Create/Manipulate, Force Blast (2x damage, Sets flammable objects on fire.)
- Inorganic Transfiguration (Stones VS Hardness/Weight/Area/Highest AN/MN/Technology AN of the 'best' object involved to turn an object into another; OR as Summoning to turn an object into a creature, whichever is higher. Duration is stones played up to AN on the D&R chart.)
- Transubstantial Transformation (Stones VS Hardness/Weight/Area/Highest AN/MN/Technology AN to transform an object in some way; Duration is up to AN on D&R chart. Alternately, usable on creatures as an Atk VS Dur + Magical Defense; deals no damage, with a Duration of red stones of 'damage' on the D&R chart; or simply up to AN on the D&R chart if the target is willing. Act as Metamorphosis/Shape Shifting at Stones played on creatures, and stone for stone changes for objects. Only transforms either part of the target, or only certain aspects, as opposed to transforming them into somtehing else entirely; countless possible transformations exist, limited only by GM's discretion.)
-Usually requires gestures with a wand a spoken formula, but Eleanor is a powerful witch gifted in wandless and wordless magic. See modifiers
Dark Arts: 13
(Int.bonus)
-Efficient
-The Dark Arts includes spells designed to cause discomfort, harm or worse to other creatures, or affect creatures or objects with dangerous, destructive and/or evil effects. Dark Arts are usually distinguished between as Jinxes, Hexes and Curses, from the mildest to most vile and deadliest. Eleanor's known Dark Arts are described below:
- Biting Jinx (Enchants target object to viciously bite the next victim interacting with its biting 'jaw', see below; up to a Duration of AN on the D&R chart. Stones played will be used as the Attack stones, dealing a maximum of 1w of damage/5 AN, rounded up. The enchanted object must have an opening of sort to serve as a jaw, like bags, wallets, a jar, etc.)
- Broom Jinx (Jinxes a flying broomstick to attempt to throw its rider off through violent lurches and swishing movements. Difficulty of stones played up to 2/3 AN, rounded up, and Resistance of up to AN, to remain on the jinxed broom. Requires constant eye contact with the broom to cast/maintain.)
- Cursed Barrier (Stones VS Effect + Area + Duration; where Effect determines Difficulty - as Stones played up to AN - and Resistance - 3x the Difficulty - to destroy the invisible barrier this spell creates. Passing through it causes an Atk VS Durability of Effect stones, dealing Stun damage and tossing the victim AN yards back. Upon casting, user may state conditions to allow people through, who can then pass unhindered.)
- Exsterno (As Fear, Absorb Fear, Area Effect of Half AN, rounded up.)
- Flagrante (Stones VS Hardness/Weight/Area/Highest AN/MN/Technology AN to make target unheld object heat up at Stones played up to AN. Atk VS Agl + Ref.Dodge, deals no damage, to accomplish the same effect on an held object. Causes an object to burn on contact, up to setting things on fire at higher levels.)
- Horcrux-Making Spell (Costs 20 stones to use. Creates a Horcrux, essentially akin to a lich's phylactery; as long as one or more Horcruxes exist with the user's soul, they will not die if killed, as per Reconstitute Self, but returning to life in a semi-corporeal, specter-like form and requiring some mystical means to regain a true physical body. The creation of an Horcrux is one of the most evil acts known to the Wizarding world; it requires a murder for no other reason than creating the Horcrux, kissing the dead body of the victim in a twisted parody of love, and casting this spell to encase half of one's soul into a 'Recipient', either object or creature. A maximum of 7 Horcruxes at most may be created, and the more are made, the less human the user become.)
- Imperio (The Imperius Curse. Atk VS Int + Magical Defense; deals no damage. If successful, the victim is under the effects of Project Thoughts/Control Others as the Telepathy option for a Duration of red stones of 'damage' on the D&R chart and must essentially obey the user's every order. If the caster maintains eye contact, they can establish even greater control, manipulating the victim's body as they please like a puppet, even moving it around akin to Telekinesis at AN. One of the Three Unforgivable Curses.)
- Necromancy (Costs 3 stones per corpse to animate them as Inferi, Zombies, Skeletons or Ghouls; such minor undead are loyal to their creator and obey simple orders. May also be used to create greater undead, such as vampires, ghosts, liches, revenants and mummies, by paying for their Intelligence + Durability. Such undead are not supernaturally loyal to their creator, so magical control must be established if a user wishes to become their master. Duration is up to AN on the D&R chart, making undead created by powerful wizards very long-lived, but not truly immortal.)
- Portrait/Mirror Curse (Atk VS Dur + Magical Defense; deals no damage. If successful, traps a target creature into a painting or mirror within sight for a Duration of red stones of 'damage' on the D&R chart.)
- Relashio (The Revulsion Jinx. Stones VS Difficulty to release the grasp of the target object or creature on whatever it his holding onto, including, but not restricted to, a creature holding another, ropes, manacles or chains binding a creature, an object or creature entangling another, and so on. Magical restraints might require multiple castings, at GM's discretion.)
- Slippery Jinx (Stones VS Effect up to AN + Area + Duration; the enchanted object/surface/area becomes very slippery, with Effect representing the difficulty of holding onto it/standing steadily on it. Countered by the Gripping Charm.)
- Taboo (Stones VS Effect + Area + Duration; renders a specific word 'taboo', allowing the user to immediately sense the location of anyone who speaks it within the Area. Worse still, the spell weakens or disable protective spells around the person who spoke the taboo by stones of Effect.)
- Thief's Curse (Stones VS Effect up to AN + Duration, where Effect stones are used as an Atk VS Durability to put a curse on someone who keeps the target object for too long - from at least 10 minutes to 24 hours - without paying for it, or, alternately, if it isn't for sale, who keeps the object without permission for too long. The effects of the curse may vary wildly, but the two most common uses are causing Bad Luck of 1 MN/white stone of 'damage' to the thief, or in darker cases causes Damage to the victim every hour. That being said, the curse could be anything in between, and users tend to be quite creative.)
-Usually requires gestures with a wand a spoken formula, but Eleanor is a powerful witch gifted in wandless and wordless magic. See modifiers
Utility Magic: 9
(Int.bonus)
-Efficient
-Utility Magic includes spells mostly focused on simply making every day life and basic chores easier, without necessarily having a major influence in combat or a life of adventures. It is relatively simple magic to learn and use. Eleanor's known Utility spells include:
- Alohomora/Colloportus/Aberto (The Unlocking Charm, Locking Charm and Opening Charm, respectively. Stones VS Difficulty to open a lock, Stones played up to AN to lock one, and 2 stones to open an unlocked door/chest/etc.)
- Cleaning Charm (Stones of Effect up to AN + Area; where Effect represents the effectiveness of the cleaning being done. Generally cleans, dusts, decontaminates, organizes and purifies a given location, making it a whole lot healthier and tidy. If at least 10 stones are used for Effect, it goes so far as to sterilizing the area and removing all harmful bacteria.)
- Tergeo (Stones VS Effect + Area; where Effect siphons liquids such as blood, mud, grease and so on, from a surface or material, cleaning it in the process.)
- Pack Charm (Stones VS Effect + Area; where Effect neatly and efficiently organizes targeted objects within a given target container, for example a backpack, wardrobe or car trunk, up to its normal capacity.)
- Refilling Charm (Costs 3 stones/drink; may cost more base stones for uncommon/higher quality beverages. Refills target glass/recipient with the liquid contained within it up to an hour earlier.)
- Umbrella Spell (Costs 2 stones + Duration; produces a semi-transparent, bluish umbrella of magical energy at the tip of the wand to protect oneself against rain.)
- Washing Up Spell (Stones VS Effect + Duration; makes dishes wash themselves magically with available brushes, washcloths, water and soap. Effect represents the quality of said washing, and its speed is average for a normal human doing the same, so Duration is used depending on how much dishes need to be washed. Requires water and necessary cleaning supplies to use.)
- Herbivicus (Stones VS Area + Duration; may not pay for Duration if spell is used on a single plant. Grows plants within the target area as though time has passed as per Duration, allowing one to grow plants very quickly; requiring to water them only once before casting the spell to benefit from it as though it had been watered for that long.)
- Tribuomnus (Costs 3 stones/plate of food. Significantly improves the quality of food, making it tastier, healthier, more nutritive, unlikely to cause stomachaches and the like, and generally more enjoyable. Inn Charm)
- Writing Charm (Costs 1 stone/panel to magically cause words to appear on a surface as though they had been written there. Words appear at the same pace an average human being could write them, so longer or larger writing would require to maintain it for longer to complete the inscription.)
Legilimency: 11
(Int.bonus)
-Legilimency consists of spells focused on reading, affecting, controlling and manipulating the minds of others through various means. It essentially functions as Telepathy, although targets of this magic may use Intelligence + Mental OR Magical Defense, whichever is higher, to defend against it. Eleanor is a very powerful Legilimens, and knows the following spells:
- Cheering Charm (As the Empathic Projection (Happiness) option of Telepathy. Duration is up to red stones of 'damage' on the D&R chart.)
- False Memory Spell/Obliviate (As the Edit Memories option of Telepathy. Note: Obliviate is known as the Forgetfulness Charm.)
- Illusions (As the Telepathy option of the same name.)
- Mens Loquatur (As Telepathic Communications option of Telepathy.)
- Possession (As the Telepathy option of the same name.)
- Read Minds (As the Telepathy option of the same name.)
- Sensum Animi (As the Empathy option of Telepathy.)
- Sensus Magica (As Sense Powers at up to MN, May only sense Magic users.)
- Subtilior Ordinatio (As Subtle Commands option of Telepathy.)
- Verto Animarum (As Swap Minds option of Telepathy.)
-Usually requires gestures with a wand a spoken formula, but Eleanor is a powerful witch gifted in wandless and wordless magic. See modifiers
Occlumency: 10
(Int.bonus)
-Occlumency is essentially the art of shielding one's mind against undesired intrusion and influence - the counter to Legilimency. It also includes spells to undo the effects or damage of mental spells. Her known spells include:
- Empty the Mind (May spend stones in this Action up to AN to add to total Int+Mental Defense to actively defend against Legilimency, Veritaserum and similar mental effects.)
- Mental Resilience, Superior (User gains Mental Defense at AN. This is a passive, always active bonus.)
- Repair Minds (As the Telepathy option of the same name.)
Counter-Spells: 12
(Int.bonus)
-This school of magic includes defensive spells and multiple effects focused on undoing unwanted magical effects, and has multiple applications. It is especially valuable when dealing with harmful curses and dangerous spells' effects. Eleanor's known Counter-Spells are described below:
- Animagus Reversal Spell (Atk VS Dur + Magical Defense; deals no damage; forces an Animagus to turn back to their normal human form, and prevents them from transforming anew for 5 minutes/red stone of 'damage'.)
- Anti-Alohomora Charm (Stones VS Effect up to AN + Duration; where Effect sets a Difficulty up to AN, and a Resistance of 3x stones played, to prevent the Unlocking Charm, Alohomora, from functioning upon the locked target.)
- Anti-Apparition Charm (Stones VS Effect up to AN + Area + Duration; where Effect adds to Difficulty and Resistance to apparate/teleport into or from the target area, making it considerably harder to infiltrate the target location.)
- Anti-Jinx (Stones VS Effect up to AN + Area + Duration; where Effect prevents harmful spells of a lower AN from being cast within the target area.)
- Blocking Seal (Stones VS Effect + Duration; where Effect sets a Difficulty of up to AN, and Resistance of 3x stones played, to block a portal, magical passageway, portkey or other leading to a given location, preventing entry from less powerful wizards and witches. May decide on specific factors to let some people through over others.)
- Counter Jinx/Hex/Curse (Stones VS AN of target jinx, hex or curse to end its effects. Includes hundreds of different counterspells in a single entry. Can counter pretty much any spell except those stated to have only a single functional counter.)
- Expugno Maleficum (The Fiendfyre Counter-Curse. Stones VS AN of an active Fiendfyre to reduce its intensity/area by red stones of 'damage'. Massive Fiendfyre having spread wildly might require multiple castings. This is the only counterspell known against Fiendfyre.)
- Finite Incantatem (Stones VS AN of original hostile spell/curse to lower its Duration by red stones of 'damage', down to ending the spell entirely. Alternately, may pay 3 stones + Area to temporarily stop protective enchantments the user or their allies have used on a given location for some reason, say a visit from a Muggle friend. Finally, the user may end their own spells with 1 stone/spell.)
- Revelio (Stones VS the AN of target Illusion/Invisibility/Concealed objects, passages, messages/etc. to reveal them. Might also be used VS AN of a transformation spell to reveal the target's true form.)
- Riddikulus (The Boggart-Banishing Spell. Atk VS Dur + Magical Defense, deals no damage; usable only against Boggarts. If successful, transforms a Boggart into something amusing, funny... ridiculous, making them cause laughter instead of fear, which is their greatest weakness.)
- Untransfiguration (Stones VS target Transfiguration AN to undo it and return the object/creature to its original form.)
-Usually requires gestures with a wand a spoken formula, but Eleanor is a powerful witch gifted in wandless and wordless magic. See modifiers
Healing Magic: 10
(Int.bonus)
-This action could technically be included as part of Charms and Counter-Spells, but is kept separate for clarity's sake. It specifically includes spells designed to heal wounds, cure illnesses and poisons, and undo harmful effects suffered by its spells' targets, including the following:
- Anapneo (Stones VS Resistance to clears the target's airway when they are choking on something.)
- Entrails-Expelling Curse (Atk VS Dur + Magical Defense; deals no damage. Success effectively causes the target creature to react as though having consumed a strong laxative.)
- Episkey (Stones VS Resistance to mend broken bones, minor cuts, dry skin, sore muscles, headaches and other - relatively - mild inconveniences.)
- Ferula (The Bandaging Charm. Stones VS Resistance to conjure bandages, and if needed, a splint, to instantly and harmlessly bandage wounds or immobilize broken bones.)
- Rennervate (The Reviving Spell. Stones VS Durability to awaken an unconscious creature. Additionally, counters the Stunning Charm, Stupefy, if it beats its AN-2. NOTE: Magically-induced unconsciousness might require stronger spells or counterspells.)
- Reparifors (Stones VS the AN of a magically-induced ailment of some sort to cure it. Works on most charms, though jinxes, hexes and curses might require counterspells.)
- Shock Spell (Stones VS Durability to try reactivating the heartbeat, or brain of a person suffering from a heart attack, a coma or similar trauma. May require multiple attempts to work, or fail to work entirely, at GM's discretion.)
- Stamina Charm (As Magical Healing; only to restore Energy to the target.)
- Vulnera Sanentur (As Magical Healing, May heal 2x AN White stones per day.)
-Usually requires gestures with a wand a spoken formula, but Eleanor is a powerful witch gifted in wandless and wordless magic. See modifiers
Mobility Magic: 10
(Int.bonus)
-Mobility Magic includes spells related to moving around and getting to where one needs to go. Eleanor's Mobility spells include:
- Ambulant Muros (As Phase Shift at AN; Only to pass through physical objects; May still be attacked, be touched and touch others.)
- Apparition (As Teleportation at AN)
- Dimensional Jump (Allows interdimensional travel as per the Teleportation option.)
- Libertatem Natare (Stones VS Effect up to AN + Duration; where Effect allows movement at regular speed up to AN underwater.)
- Portus (The Portkey Spell. Stones of Effect + Duration, where Effect is Teleportation Range. Transforms a normal, everyday object into a Portkey, which teleports anyone touching it to a specific location decided upon casting this spell. NOTE: Teleporting via portkey is widely seen as unpleasant and nauseating, causing Stun damage equal to Teleport range traveled.)
Arithmancy/Divination: 9
(Int.bonus)
-Arithmancy is a magical discipline studying the magical properties of numbers, including prediction of the future through numerology. Divination, meanwhile, is a very rare gift considered by many to be an imprecise, unreliable discipline even among wizards. Eleanor, however, is a very powerful Seer, and her ability to perceive beyond the senses of normal people should not be underestimated. Those two Disciplines grant her the following advantages/capabilities:
- Clairvoyance (As the Action; May perceive through time regardless of physical proximity. Eleanor can perceive distant sights, the past or the future via various means, including Arithmancy, Astrology, Cartomancy, Crystal-gazing, Dream Interpretation, Fortune-telling, Numerology, Palmistry, and Tessomancy.)
Herbology: 10
(Int.bonus)
-Herbology is the study of magical and mundane plants and fungi. It is essentially the wizarding equivalent to botany. This action has the following uses:
- Mundane/Magical Botany (As General Knowledge of all plants, trees, fungi and the like, both mundane and magical alike. Includes knowledge of mystical plants such as Devil's Snare, Gillyweed, Mandrake, and Whomping Willow trees, among many, many others.)
Alchemy: 11
(Int.bonus)
-Alchemy is the art of brewing magical potions with many possible effects via use of various mundane and magical ingredients. The wizarding equivalenet of Muggle chemistry, it requires more time than most spells to use effectively, but potions are very potent and their effects difficult to undo. Most potions require Stones VS Effect up to AN (typically stones VS Durability) + Duration to brew, unless mentioned otherwise below. Using Alchemy requires an Alchemy lab/kit.
-Brewing Limit (Up to AN different potions may be brewing at once in a standard Alchemy lab, and each 'potion' holds up to AN/3 doses, rounded up.)
-Needs longer to prepare (Unless stated otherwise, potions require 10 minutes/stone of Effect to prepare; stones are spent at the beginning, after which the user must wait for the duration to be over before the potion is completed.)
-Requires Ingredients (An alchemist with a good quality alchemy lab is usually assumed to have access to significant amounts of common ingredients, but rarer ones must be either bought or acquired. An assortiment of common alchemical ingredients to refill an empty lab would cost about 50 Galleons.)
-Healing Potions (Creates potion with effects as per Magical Healing. Typically, however, unlike Magical Healing, a single potion cannot heal any wound/fatigue/poison/illness as opposed to a single type or a specific problem, so a different potion must be brewed for specific ailments. Exceptions may exist, described below.)
-Poisons (Likewise, Poisons are extremely common in the Wizarding world, whether as an unfortunate side effect of a substance with another purpose entirely, or meant as such. Typically act as Stones VS Durability. Success could mean any number of things, from tasting very bad, dealing Stun damage once, dealing Stun damage every minute, dealing damage every panel, or countless other magical effects.)
-Antidotes (Unless stated otherwise, most known potions have antidotes to counter their effects, whose own effects would be to counter the original potion's effects.)
-Other, more unique potions known to Eleanor, are described below:
- Ageing Potion (Physically ages the drinker by up to 10 years/red stone of 'damage'. Excellent for disguises, or pranks.)
- Amortencia (Causes powerful and obsessive infatuation towards the intended recipient in the drinker, equivalent to a -3 challenge. The strongest 'love potion' in existence in the Wizarding world. While love cannot be artificially created, it still creates a very powerful desire and longing for the recipient in the target. Alternately, counters the effects of a Hate Potion, see below. Requires a sample of the recipient's body - hair, saliva, etc - to mix in the potion to ensure they are the target of the drinker's infatuation; a potion lacking this will cause the drinker to feel this way towards the first person they see.)
- Anti-Paralysis Potion (Cures any mundane and most magically-induced paralyses.)
- Beautification Potion (Makes the drinker considerably more beautiful, as per the Beauty Spell.)
- Blood-Replenishment Potion (Tops up the drinker's blood levels after blood loss from injury or otherwise.)
- Calming Draught (As Empathic Projection (Calm).)
- Draught of Living Death (Causes the drinker to fall into a death-like sleep, essentially suspended animation. For all intents and purposes, the drinker appears to be very much dead, with AN Difficulty/Resistance to realize they are still actually alive. The drinker does not physically ages while under the effects of this potion.)
- Dreamless Sleep Potion (Prevents dreams - and so, nightmares - during sleep, ensuring a fully restful night.)
- Drink of Despair (Causes intense fear, delirium, and extreme thirst, along with -5 to all actions while under its effects. Very overwhelming and considered to be one of the darkest magic potions known to the Wizarding world.)
- Elixir of Life (Renders drinker Immortal as long as they consume this elixir weekly. Additionally, cures any disease and poison up to AN, and may restore the body of a disembodied, but still alive, wizard or witch. Requires a Philosopher's Stone to brew.)
- Erumpent Potion (Stones VS Effect up to AN + Area up to Half AN, rounded up, to create a highly volatile, extremely explosive potion. When it explodes, it deals 2x damage, and Sets flammable objects on fire.)
- Essence of Insanity (Causes the drinker to make highly irrational decisions while under its effects. Typically roleplayed a player under its effects, but the GM has the final word on the decisions made.)
- Euphoria Elixir (As per Empathic Projection (Happiness).
- Exstimulo Potion (Stones of Effect up to AN + Duration, where Effect adds +1 per 2 stones to a single spell cast by the drinker within Duration. As soon as the spell is cast, or duration expires, the potion's effects are spent.)
- Felix Felicis (Requires 6 months to brew. Grants +1 Good Luck/2 stones of Effect to all actions for 12 hours upon being drunk, in addition to allowing user to spend stones in Intelligence - plus the Good Luck bonus - to 'sense' the luckiest, and most likely to succeed, course of actions for whatever they want to do.)
- Fire Protection Potion (Effect stones add to Fire/Heat Defense.)
- Girding Potion (Adds Effect stones to Energy Regeneration per panel, and add Tireless +1 per 3 stones of Effect as a temporary modifier for the duration.))
- Swelling Solution/Deflating Draught (As Growth and Shrink at up to Half AN, rounded up, respectively. Growth adds +1 to Toughness/AN in addition to regular effects.)
- Hate Potion (Causes drinker to exhibit their worst traits, habits, and flaws openly and significantly for the duration. Also acts as an Antidote to Love Potions such as Amortentia.)
- Herbicide Potion (Kills most plants, trees and fungis within seconds of contact.)
- Invisibility Potion (As Invisibility; May be drunk or smashed next to the target to function.)
- Laugh-Inducing Potion (As the name implies, makes the drinker giggle and laugh uncontrollably.)
- Laxative Potion (As it says on the tin; acts as a strong laxative medicine.)
- Love Potion Antidote (Undoes the effect of a love potion such as Amortentia.)
- Mandrake Restorative Draught (Cures petrification, a.k.a creatures who have been turned to stone.)
- Memory Potion (Grants Photographic Memory for the duration.)
- Oculus Potion (Restores the eyesight of a blind person, and undoes the effects of the Conjunctivitis Curse.)
- Polyjuice Potion (Allows the drinker to assume the shape of of a single person, as per Shape Shifting. Requires a hair of the intended person's form to brew.)
- Regeneration Potion (Regenerates the body of a disembodied, but still alive wizard or witch. Considered to be very dark magic. Requires a bone from the target's father's corpse, the flesh of a servant/person loyal to the target, and the blood of one of their enemies, to brew.)
- Sleeping Draught (Causes the drinker to fall asleep for 5 minutes/red stone of 'damage'. The drinker will not awaken naturally nor from mere noise, and would require a spell or antidote to wake up beforehand.)
- Strengthening Solution (Stones of Effect up to Half AN, rounded up + Duration, where Effect adds to the drinker's Strength.)
- Veritaserum (Forces the drinker to speak only the truth, or at least as far as they know it. NOTE: An Occlumens might use Occlumency to add to their Durability in order to resist this potion's effects.)
- Veritaserum Antidote (Undoes the effects of the Veritaserum.)
- Wideye Potion (Prevents drinker from falling asleep for the duration, and may awaken someone from drugging, a concussion or the like. Also counters the Draught of Living Death's effects.)
- Wolfsbane Potion (Allows the drinker to control themselves when they turn into a werewolf, and refrain from uncontrollably attacking anyone they come across. Useless to non-lycanthropes.)
Enchanting: 12
(Int.bonus)
-As Inventing, but to create magical items, amulets and artifacts, including crafting Wands and Flying Broomsticks
-Master Enchantress (May spend stones in Enchanting 10 times a day instead of 1.)
Flight: 5
-While active, Eleanor visually turns into a fast-moving cloud of darkness. This is one of the very rare means of unassisted flight in the Wizarding world, and is generally associated with the Dark Arts, for obvious reasons.
Wall-Crawling: 0 / 6
(Agl.bonus)
-Eleanor's ability to walk on walls as an Acromantula.
Web-Slinging: 0 / 5
(Agl.bonus)
Horsemanship: 3
Broom Flying: 7
(Agl.bonus)
-Efficient
-Represents the user's ability to fly a flying Broomstick efficiently and effectively. Eleanor is an experienced and talented flyer.
Thieving: 5
(Agl.bonus)
-Stealth
-Search room/area
-Legerdemain
-Pickpocket
-Escape Artist
Technology: 2
(Int.bonus)
-Unlike most wizards and witches, Eleanor has an interest in Muggle technology and has both studied and interacted with it on occasion.
General Knowledge: 9
(Int.bonus)
-Efficient
-The Wizarding World
-The Muggle World
-History of Magic
-The Big Names
-Magical Disciplines
-Wandlore
-Supernatural Creatures
-Horcruxes
-Spiders/Acromantulas
Perform: 5
(Agl.bonus)
-Singing
-Dancing
-Calligraphy
-Drawing
-Quidditch
Iron Will: 6
-Leadership
-Heal White Stones
Social Skills: 7
-Beautiful
-Kind and cheerful
-Persuade
-Compassionate
-Humor/Dark Humor/Sarcasm
-Intimidate
-The Selwyn Calamity
MODIFIERS
Extended Lifespan
-Wizards and witches' life expectancy is about twice to three times as long as normal humans, with exceptions living for much longer than that, up to several centuries. They also remain in solid physical shape despite growing older, often looking younger than they are.
Acromantula Animagus
-Eleanor has become an Acromantula Animagus, which means she has the ability of transforming into a huge, giant, venomous spider at will, and back. The numbers after slashes on her CAD represents her capabilities in that form.
Animal Senses +2 / +4
-As an Acromantula
Power Level 8
-Power Level Recovery
-Tireless 3
Duo/Tria/Maxima +2/+4/+6
-Adds to any spell cast at the user's discretion; Alternately, may add Advantages to certain spells instead, lowering this modifier by the equivalent CL value (Ex: An Area Effect-based Piertotum Locomotor would add +3 to the spell instead of +6, but could be used to animate all the statues in a castle.)
-Actually increases AN of the boosted spell as opposed to simply adding more stones to it
-Represents stronger, more complex versions of the basic spells that a considerably more powerful wizard or witch - like Eleanor - can cast. The Modifier used is simply added to the formula of the intended spell in order to boost the effect. For example, one could use 'Bombarda Maxima', and create a very powerful explosion.
Fangs/Claws +0 / +3
2x Natural Healing Rate
Energy Battery 4
Deep Reserves +8
Reflexive Dodge +2 / +4
Toughness +2 / +4
-No 2x damage (Acromantula form only)
Mental Defense +7
Magical Defense +12
Targeting +5
Fast-Draw +5
-Wands only
Enhanced Vision 0 / 6
-See in Darkness
Permanency
-If Eleanor pays 10 stones for Duration on a spell, she makes it permanent until dispelled/counterspelled.
Wandless/Nonverbal Magic
-Eleanor is an extremely powerful and experienced witch, for whom casting a spell without a wand or any spoken words is not only possible, but easy. She receives no penalty whatsoever for doing so, but, obviously, does not receive the usual bonuses of her wand when she refrains from using it.
Aranemouth
-Similar to Parseltongue, Aranetongue is the extremely rare ability allowing a wizard or witch to converse with spiders. When heard by a non-Aranemouth, this language sounds like clicking noises, light hissing and mild squeaks, but to the user, it sounds like they are talking in their native language.
Ghost Potential
-All wizards have the potential to become a ghost when they die; Eleanor is no exception. Were she to do so, however, she would become essentially the most powerful ghost to ever exist, at least in her home universe.
Wealth: 10+
-Wizarding Currencies: Gold Galleon (About $6.64 USD), Silver Sickles (About $0.391 USD), and Bronze Knuts (About $0.013 USD). A Galleon is worth 17 Sickles, or 493 Knuts; and a Sickle is worth 29 Knuts.
-Currently has: 150,602,241,867 Galleons, and 28 Knuts
-Gains 1,506,023,096 Galleons, 6 Sickles and 16 Knuts per month/issue
CHALLENGES
-Looking non-human (-0/-4; Eleanor is an Acromantula Animagus, and as such has both a normal human-like form, and a black as night Acromantula spider form. This challenge only applies in the latter.)
-Psychological (-2; moderate pride. While Eleanor is not nearly as arrogant as one of her level of power could be expected to be, she is still very aware of the overwhelming magical power at her disposal, and isn't afraid to act on that knowledge. She also sees herself as beyond the law in most societies, for laws without the power to enforce them are meaningless.)
-Psychological (-2; moderate ambition. While she knows basically everything and then some about magic back in her own universe, the discovery of other universes has only increased her interest in learning of and mastering new types of magic. Plus, she isn't against gaining other form of power as well.)
-Psychological (-1; mild cruelty. While she is actually a generally friendly and kind person, Eleanor is nonetheless a dark witch who would not hesitate to make her enemies suffer if necessary. Still, she restricts that kind of behavior for those who deserve it, so there's that.)
-C.T.S.U.F.U (-2; while she is not exactly a heroine per se as opposed to a surprisingly nice dark witch, Eleanor is at the very least a good person who usually doesn't mind helping out someone in trouble as long as doing so doesn't interfere with more important matters.)
-Code of Honor (-3; while she is a dark wizard who usually ignores laws when deciding upon what actions to take and behavior to adopt, Eleanor is surprisingly honorable. She sees little use in lying, cheating or otherwise using unfair advantages other than her own power, skills and knowledge against others. She keeps her word when given, and would not kill for no reason. In battle, she disapproves of harming helpless foes, though she will fight much weaker foes who insist on fighting her even if they stand no chance, as at the end of the day, they made that call themselves.)
-Obsession (-1, towards spiders. She finds them positively fascinating, and thinks of them not as creepy crawling bugs, but as beautiful, noble creatures.)
-Hatred/prejudice (-3; towards pure-blood supremacists and those who see Muggles as worthless/act upon those beliefs, as well as bullies, tyrants and others who abuse their power over those weaker than them for no good reason.)
-Inexperienced at Love (-2; while capable of love unlike many dark wizards, Eleanor has never really experienced it firsthand.)
-Haunted past (-2; her father was Edward Horrington Selwyn, himself a powerful dark wizard from centuries ago. Having sensed the girl's immense potential with magic, he forced her to perform darker and darker - and increasingly difficult - spells from a very young age, regardless of the toll exacted on her body, mind and soul. She became very powerful very quickly, as intended - Edward wished to use her as a weapon to essentially take over the Wizarding world - but her father made a fatal miscalculation. His constant and intense abuse, lack of love and harsh treatments only brought out hatred for him within the young girl... causing her to murder him in her early teenage years before she fled her home. While she did become an unbelievably powerful dark witch... she was also adamant of not being like her father, which actually ended up making her a decent person who hated people who treated others poorly for no good reason.)
-Criminal Record (-1; technically speaking, in her original world, she would be a wanted woman. The most powerful dark witch in history, unafraid and unapologetic in her use of the darkest of magics, she has broken multiple laws of both the Wizarding and the Muggle world. But in practice, the Wizarding world knows better than to mess with her, and the Muggle world is both not really a problem, nor does it truly know what it is dealing with, hence the low value of this challenge.)
-Deadly enemies (-5; other dark wizards who either want a piece of the strongest dark witch in history in the name of fame alone or because they dislike/hate her for whatever reason - defeating them in the past, jealousy, and so on... and also do-gooders who mistakenly think she is as evil as her magic is dark.)
EQUIPMENT
-Dark Robes, Black tunic, shin-length skirt, black long silk gloves
-Grey Fuzzy Slippers (+4 Defense VS Emotional Control effects)
-Eleanor's Wand (+2 to all Magic, +3 to Combat-based spells and +5 to Transfiguration magic. Adds +1 to Range, Duration or Area of spells. Eleanor's Wand is a very powerful one, granting great firepower and allowing for very flamboyant and impressive magic. This 12" long, flexible Ebony Wood wand has a Dragon Heartstring core empowering it, making it especially potent at transfiguration and combat spells. It is near-indestructible via an Unbreakable Charm, and enchanted with an Anti-Theft Charm of AN 12.)
-The Wabbajack
-Firebolt Supreme Broomstick (Allows Flight AN 4, Superior Maneuverability, Handle enchanted with AN 6 Gripping Charm to make it easy to hold onto; Hovers at 1 yard off the ground if unattended and on standby. Near-indestructible via an Unbreakable Charm, and enchanted with an Anti-Theft Charm of AN 12.)
-Maps to the temple
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STORY: It is widely believed in the Wizarding world that Lord Voldemort is the most powerful dark wizard in history. That much is, technically, quite true. And the reasons why this is true, are that Eleanor Selwyn is a witch, not a wizard, and has been for the most part staying out of history. The few who know - or at least, have heard of - her existence, and the myths and stories around her, refer to her as 'The Selwyn Calamity', and deservedly so. For Eleanor Selwyn may not be evil and hellbent on conquering and dominating the Wizarding world, unlike Lord Voldemort... but she is a force of nature and one of the top contenders for strongest wizard/witch who ever existed, history or not.
Born in an abusive family to a cruel and mad father, the young girl who would later grow up to become the beauteous, pale-skinned, raven black-haired, incredibly powerful witch she is today was harshly trained and taught the darkest of magics from a very young age, her father desiring to use her to establish his domination over the Wizarding world. With no regard for her own safety, sanity and well-being, he made her learn spells more and more destructive at a breakneck speed, sending her to Hogwarts to round out her education in more general magic. And Eleanor was a formidable learner, a knowledge sponge who assimilated the spells she learned with phenomenal efficienct for one of her age.
...Until she had enough of the treatment her father was putting her through. One day in her early teens, she used what she had learned... and easily killed the man who had made her life a living hell, and left her former home to live on her own and continue to expand her skills and knowledge out of a thirst for the latter.
Over the years, Eleanor has grown into a fearsome dark witch of formidable power... yet of unusual kindness and friendly nature, as she despises her father, everything he stood for and everthing he tried to forge her into. Despite her power, she is surprisingly compassionate and honorable. She is ambitious and has a bit of a darker side deep down, but she keeps it for those who deserve it. Interestingly enough, Lord Voldemort, He-Who-Must-Not-Be-Named, the most feared dark wizard in history... has apparently decided to stay the hell away from the forest she calls her home.
Probably for a good reason.
RULES OF POTTERVERSE MAGIC
#1) RULE OF CREATION
Magically created objects/summoned creatures usually have a limited duration - as played in the case of a non-solid material, such as a sword of fire, or minimum of 10 panels plus as played for naturally solid objects, such as a chair of wood. Additionally, magically created items feel less 'real' than mundane ones; food is less fulfilling, silk is slightly less soft to the touch, conjured creatures only demonstrating surface-level behavior, and so on.
#2) RULE AGAINST IMMORTALITY
It is almost impossible to make oneself truly immortal, as opposed to extending one's lifespan using powerful magical means such as the Philosopher's Stone. Creating at least one Horcrux is said to grant immortality, as it bounds the soul of the user to the mortal world, but it is considered the vilest and most unnatural of acts. Becoming a ghost - a pale imitation of life - is another possibility.
#3) RULE AGAINST RESURRECTION
Magic from the Potterverse cannot truly resurrect the dead; it can create undead, temporarily call upon a departed's soul or reanimate them as soulless undead, but never can they be brought back to full life.
#4) RULE AGAINST FOOD/MONEY CREATION
Food and money both cannot be created with magic out of nothing. This is always true of money, but there are exceptions for food. Namely, one might be able to summon it if it exists elsewhere, one can transform or cook it with magic, one might even increase the quantity if they already have it, but it can't manifest from nothing otherwise.
#5) RULE OF UNSUPPORTED FLIGHT
Typically, unsupported flight is widely believed to be impossible for even experienced wizards. Flying usually requires the use of bewitched objects such as broomsticks, or levitation-enchanted clothes. Some Animagi are capable of transforming into flying creatures, as are skilled Transmutation users; in such cases, flight can be achieved through physical effort via wings. NOTE: That being said, this rule has been recently proven not to be absolute; Voldemort, and Eleanor Selwyn, have both been seen flying without any such methods with full control.
#6) RULE OF FLAMMABLE DEAD FLESH
For some reason, even though the Flame-Freezing Charm is very basic and common and allows a living wizard to protect themselves from fire with ease, no spell has ever been successful at rendering dead flesh impervious to burning. Such spells invariably fail.
#7) HEART REMOVAL
In the story 'The Warlock's Hairy Heart', the main character removes their heart via magic to prevent themselves from falling in love, which preserves both the heart itself and the character's own life. In reality, such a feat is considered to be impossible even with magic.