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Origins
Posted: 02 Aug 2025, 03:44
by The Quill
Origins
Every witch and wizard carries something unique that helps shape who they are: Origins. Your character's origin reflects the ancestry or traits that set you apart and influence your magical journey. They are not skills or spells that can be learned; they are an innate part of who your character is.
There are two different types of Origins:
- Special Race Origins include turned humans and characters with part-creature bloodlines, and often have physical differences from normal humans. Special Race Origins have an innate ability that you must acquire as a first-year student, and your Advancement Tokens for your first year are adjusted to compensate.
- Human Origins include special inherited abilities, as well as fully human options that allow for unique ways to shift your character's growth. Some of these include an innate ability that you must acquire as a first-year student, and your Advancement Tokens for your first year are adjusted to compensate.
Dhampir
Posted: 02 Aug 2025, 03:44
by The Quill
Dhampir
Dhampirs are beings with both human and vampire traits. They may be born, or turned.
Your dhampir can be:
- A turned human (50% human, 50% vampire)
- The child of a human and a dhampir (75% human, 25% vampire)
- The child of a human and vampire (50% human, 50% vampire)
- The child of a dhampir and a vampire (25% human, 75% vampire)
A dhampir's skin is pale or chalky, light in tone but never ghostly white. They burn easily regardless of their complexion.
Their teeth appear mostly human, though their canines are slightly pointed and can extend into fangs. Dhampirs who are born will grow in their vampiric canines as their adult teeth, while turned dhampirs' canines will fall out shortly after their turning, and eventually their new ones grow in.
Dhampir eye shades tend to be unnatural, greys, ambers, and reds are most common, though natural human colours occur as well. A turned dhampir's eye colour
may change a few weeks after their turning, but not always.
Unlike vampires, dhampirs do not need blood to survive and can survive entirely off of human food. Feeding off of a human is heavily stigmatized in wizarding society, and will have consequences if done to an unwilling target.
All Dhampir characters begin with an
innate ability. This ability is not optional for characters with this origin. Additional abilities may be available exclusive to this origin, but none are mandatory to take other than the innate ability. The Dhampir innate ability is
Fangs.
Fangs
Dhampir origin innate ability
You sink your canine fangs into the flesh of a living creature, drawing life from their blood supply.
Roll an opposed Agility check against your target. On a success (having a higher roll than the target), deal
damage to your target, and regain 25% of your maximum health.
- Damage equation: Dhampir's Physique x 20
Dhampir AP Table
Spoiler (click to show)
| Year |
Apt. Points |
Apt. Cap |
Annual Gain |
| 1 |
36 |
8 |
+4 |
| 2 |
40 |
10 |
+4 |
| 3 |
44 |
13 |
+4 |
| 4 |
48 |
13 |
+4 |
| 5 |
52 (46 if starting here) |
13 |
+4 |
| 6 |
56 (50 if started in fifth year) |
13 |
+4 |
| 7 |
60 (54 if started in fifth year) |
13 |
+4 |
| Upon graduating |
64 (58 if started in fifth year) |
13 |
- |
Adult Dhampir characters, whether they attend Sigerth or not, start with 58AP and gain
+3AP annually (on July 1st) until the hard cap of 96AP is reached.
If you do not have any cap-breaking abilities and can only invest 13 AP in each Aptitude, your adult character will be soft-locked when they reach 78 Aptitude Points, as there won't be any aptitudes left to invest in. This means that your annual +3AP will be discarded until you take a cap-breaking ability.
The progression for
Adult Dhampir Professors is the same as any adult, with one difference. You gain +3AP per year like every other adult character, but Adult Professors start with 70AP from the get-go. If a veteran character who already has more than 70AP becomes a Professor, they simply keep however many AP they already have.
Part-Veela
Posted: 02 Aug 2025, 04:11
by The Quill
Part-Veela
Part-Veela have female Veela ancestry, but can be any gender themselves. They are striking in appearance, at worst conventionally attractive, at best unnervingly beautiful.
Their features may include light-coloured or unusually bright eyes, silvery or golden tones in their hair. The further back the Veela ancestry is, the more likely unconventional traits are to appear.
Many find themselves drawn to Part-Veelas, either for their beauty or their natural air of grace and elegance.
All Part-Veela characters begin with an
innate ability. This ability is not optional for characters with this origin. Additional abilities may be available exclusive to this origin, but none are mandatory to take other than the innate ability. The Part-Veela innate ability is
Alluring.
Alluring
Part-Veela origin innate ability
Your ancestry makes it hard for people to ignore you.
Your Charisma aptitude increases by 2, and your Charisma aptitude cap permanently increases by 1.
These 2 extra Charisma aptitude points are only applied once on character creation, and may not be used in any other aptitude.
Part-Veela AP Table
Spoiler (click to show)
| Year |
Apt. Points |
Apt. Cap |
Annual Gain |
| 1 |
36 |
8 |
+4 |
| 2 |
40 |
10 |
+4 |
| 3 |
44 |
13 |
+4 |
| 4 |
48 |
13 |
+4 |
| 5 |
52 (46 if starting here) |
13 |
+4 |
| 6 |
56 (50 if started in fifth year) |
13 |
+4 |
| 7 |
60 (54 if started in fifth year) |
13 |
+4 |
| Upon graduating |
64 (58 if started in fifth year) |
13 |
- |
Adult Part-Veela characters, whether they attend Sigerth or not, start with 58AP and gain
+3AP annually (on July 1st) until the hard cap of 96AP is reached.
If you do not have any cap-breaking abilities and can only invest 13 AP in each Aptitude, your adult character will be soft-locked when they reach 78 Aptitude Points, as there won't be any aptitudes left to invest in. This means that your annual +3AP will be discarded until you take a cap-breaking ability.
The progression for
Adult Part-Veela Professors is the same as any adult, with one difference. You gain +3AP per year like every other adult character, but Adult Professors start with 70AP from the get-go. If a veteran character who already has more than 70AP becomes a Professor, they simply keep however many AP they already have.
Part-Goblin
Posted: 02 Aug 2025, 04:14
by The Quill
Part-Goblin
Part-Goblins are beings with both human and goblin ancestry.
Your part-goblin can be:
- The child of a goblin and a human (50% goblin, 50% human)
- The child of a part-goblin and a human (25% goblin, 75% human)
- The child of two part-goblins (up to 50% goblin, depending on ancestry)
Part-Goblins tend to be short and compact (the tallest part-goblins are around 5 feet at adulthood). They have slightly pointed ears, rounder heads, long fingers and wide feet.
All Part-Goblin characters begin with an
innate ability. This ability is not optional for characters with this origin. Additional abilities may be available exclusive to this origin, but none are mandatory to take other than the innate ability. The Part-Goblin innate ability is
Basic Wandless Magic.
Basic Wandless Magic
Part-Goblin origin innate ability
Your goblin heritage allows you to cast certain spells with or without a wand.
You are able to cast Tier 0 spells that you have access to without a wand.
Part-Goblin AP Table
Spoiler (click to show)
| Year |
Apt. Points |
Apt. Cap |
Annual Gain |
| 1 |
36 |
8 |
+4 |
| 2 |
40 |
10 |
+4 |
| 3 |
44 |
13 |
+4 |
| 4 |
48 |
13 |
+4 |
| 5 |
52 (46 if starting here) |
13 |
+4 |
| 6 |
56 (50 if started in fifth year) |
13 |
+4 |
| 7 |
60 (54 if started in fifth year) |
13 |
+4 |
| Upon graduating |
64 (58 if started in fifth year) |
13 |
- |
Adult Part-Goblin characters, whether they attend Sigerth or not, start with 58AP and gain
+3AP annually (on July 1st) until the hard cap of 96AP is reached.
If you do not have any cap-breaking abilities and can only invest 13 AP in each Aptitude, your adult character will be soft-locked when they reach 78 Aptitude Points, as there won't be any aptitudes left to invest in. This means that your annual +3AP will be discarded until you take a cap-breaking ability.
The progression for
Adult Part-Goblin Professors is the same as any adult, with one difference. You gain +3AP per year like every other adult character, but Adult Professors start with 70AP from the get-go. If a veteran character who already has more than 70AP becomes a Professor, they simply keep however many AP they already have.
Part-Giant
Posted: 02 Aug 2025, 04:17
by The Quill
Part-Giant
Part-Giants are beings with both human and giant ancestry.
Your part-giant can be:
- The child of a giant and a human (50% giant, 50% human)
- The child of a part-giant and a human (25% giant, 75% human)
- The child of two part-giants (up to 50% giant, depending on ancestry)
By adulthood, part-giants stand between 8 and 12 feet tall. They may not show their extraordinary height until hitting puberty, when their growth spurts send them towering above their peers. However, some part-giants have a large stature from birth.
Part-Giants who have strong giant ancestry will often have a boxier frame, pronounced jawlines or longer teeth, and an abundance of facial hair. Others may appear as tall, broad humans.
All Part-Giant characters begin with an
innate ability. This ability is not optional for characters with this origin. Additional abilities may be available exclusive to this origin, but none are mandatory to take other than the innate ability. The Part-Giant innate ability is
Big.
Big
Part-Giant origin innate ability
You are big.
Your Physique aptitude increases by 2, and your Physique aptitude cap permanently increases by 1.
These 2 extra Physique aptitude points are only applied once on character creation, and may not be used in any other aptitude.
Part-Giant AP Table
Spoiler (click to show)
| Year |
Apt. Points |
Apt. Cap |
Annual Gain |
| 1 |
36 |
8 |
+4 |
| 2 |
40 |
10 |
+4 |
| 3 |
44 |
13 |
+4 |
| 4 |
48 |
13 |
+4 |
| 5 |
52 (46 if starting here) |
13 |
+4 |
| 6 |
56 (50 if started in fifth year) |
13 |
+4 |
| 7 |
60 (54 if started in fifth year) |
13 |
+4 |
| Upon graduating |
64 (58 if started in fifth year) |
13 |
- |
Adult Part-Giant characters, whether they attend Sigerth or not, start with 58AP and gain
+3AP annually (on July 1st) until the hard cap of 96AP is reached.
If you do not have any cap-breaking abilities and can only invest 13 AP in each Aptitude, your adult character will be soft-locked when they reach 78 Aptitude Points, as there won't be any aptitudes left to invest in. This means that your annual +3AP will be discarded until you take a cap-breaking ability.
The progression for
Adult Part-Giant Professors is the same as any adult, with one difference. You gain +3AP per year like every other adult character, but Adult Professors start with 70AP from the get-go. If a veteran character who already has more than 70AP becomes a Professor, they simply keep however many AP they already have.
Werewolf
Posted: 02 Aug 2025, 04:27
by The Quill
Werewolf
Also known as lycanthropes, werewolves are humans who transform into fearsome creatures on a full moon. In werewolf form, they are larger than natural wolves, with human-like eyes, a short snout, and an uncontrollable instinct to hunt humans. In human form, they are indistinguishable from other humans.
Werewolves can not be born, only made. A person becomes a lycanthrope when bitten by a werewolf (in wolf form) and quickly treated with a mixture of powdered silver and dittany.
Werewolves can not control their transformations and become mostly mindless while in their wolf form, but recall everything once the sun rises after a full moon and they transform back. Consuming wolfsbane potion for the 7 days prior to a full moon allows a lycanthrope to retain their human mind during the full moon.
Penwick provides wolfsbane potions to all werewolf students. Remaining in the Unspelled Walk during the entirety of the full moon will prevent a werewolf from transforming at all that night.
All Werewolf characters begin with an
innate ability. This ability is not optional for characters with this origin. Additional abilities may be available exclusive to this origin, but none are mandatory to take other than the innate ability. The Werewolf innate ability is
Lycanthropy.
Lycanthropy
Werewolf origin innate ability
You are cursed with lycanthropy, causing you to transform into a wolf on a full moon.
Once per month, on the night of a full moon, your physique completely changes into werewolf form. Penwick provides students with wolfsbane potion, allowing werewolves to maintain their human minds while transformed.
Werewolf AP Table
Spoiler (click to show)
| Year |
Apt. Points |
Apt. Cap |
Annual Gain |
| 1 |
36 |
8 |
+4 |
| 2 |
40 |
10 |
+4 |
| 3 |
44 |
13 |
+4 |
| 4 |
48 |
13 |
+4 |
| 5 |
52 (46 if starting here) |
13 |
+4 |
| 6 |
56 (50 if started in fifth year) |
13 |
+4 |
| 7 |
60 (54 if started in fifth year) |
13 |
+4 |
| Upon graduating |
64 (58 if started in fifth year) |
13 |
- |
Adult Werewolf characters, whether they attend Sigerth or not, start with 58AP and gain
+3AP annually (on July 1st) until the hard cap of 96AP is reached.
If you do not have any cap-breaking abilities and can only invest 13 AP in each Aptitude, your adult character will be soft-locked when they reach 78 Aptitude Points, as there won't be any aptitudes left to invest in. This means that your annual +3AP will be discarded until you take a cap-breaking ability.
The progression for
Adult Werewolf Professors is the same as any adult, with one difference. You gain +3AP per year like every other adult character, but Adult Professors start with 70AP from the get-go. If a veteran character who already has more than 70AP becomes a Professor, they simply keep however many AP they already have.
Parselmouth
Posted: 02 Aug 2025, 04:29
by The Quill
Parselmouth
Parsemouths are humans who possess the ability to speak the language of snakes, Parseltongue.
This ability is hereditary, passed down from an unknown ancestor (this means your character may not have this trait from the Slytherin, Gaunt, or Foul bloodlines).
While not inherently dark or evil, Parseltongue is historically associated with dark wizards, causing many to keep this trait secret in fear of prejudice.
Most Parselmouths understand and speak the language instinctively, especially if they discovered this ability early in life. Parselmouth can not be spoken by those without the Parselmouth ability, it is innate.
All Parselmouth characters begin with an
innate ability. This ability is not optional for characters with this origin. Additional abilities may be available exclusive to this origin, but none are mandatory to take other than the innate ability. The Parselmouth innate ability is
Parseltongue.
Parseltongue
Parselmouth origin innate ability
You have the unique ability to speak the language of snakes, Parseltongue. You can both understand and communicate to any snake, as well as with others who possess this ability.
Parselmouth AP Table
Spoiler (click to show)
| Year |
Apt. Points |
Apt. Cap |
Annual Gain |
| 1 |
36 |
8 |
+4 |
| 2 |
40 |
10 |
+4 |
| 3 |
44 |
13 |
+4 |
| 4 |
48 |
13 |
+4 |
| 5 |
52 (46 if starting here) |
13 |
+4 |
| 6 |
56 (50 if started in fifth year) |
13 |
+4 |
| 7 |
60 (54 if started in fifth year) |
13 |
+4 |
| Upon graduating |
64 (58 if started in fifth year) |
13 |
- |
Adult Parselmouth characters, whether they attend Sigerth or not, start with 58AP and gain
+3AP annually (on July 1st) until the hard cap of 96AP is reached.
If you do not have any cap-breaking abilities and can only invest 13 AP in each Aptitude, your adult character will be soft-locked when they reach 78 Aptitude Points, as there won't be any aptitudes left to invest in. This means that your annual +3AP will be discarded until you take a cap-breaking ability.
The progression for
Adult Parselmouth Professors is the same as any adult, with one difference. You gain +3AP per year like every other adult character, but Adult Professors start with 70AP from the get-go. If a veteran character who already has more than 70AP becomes a Professor, they simply keep however many AP they already have.
Metamorphmagus
Posted: 02 Aug 2025, 04:32
by The Quill
Metamorphmagus
Metamorphmagi are humans who have the inherited ability to shapeshift without the use of spells or potions.
They can change the appearance of features like hair colour, eye colour, facial hair, apparent age, or even perceived sex.
With dedicated practice, some Metamorphmagi can transform some body parts into animal-like features, though they are not able to completely transform into an animal or communicate with them.
All Metamorphmagus characters begin with an
innate ability. This ability is not optional for characters with this origin. Additional abilities may be available exclusive to this origin, but none are mandatory to take other than the innate ability. The Metamorphmagus innate ability is
Minor Morph.
Minor Morph
Metamorphmagus origin innate ability
You are able to change part of your appearance at will, without the use of magic.
Your ability allows you to change one aspect of your appearance, including but not limited to hair colour, eye shape, growing small horns, fingernail length, appearance of freckles, and more. You are only able to maintain one of these morphs at a time, and can not morph your height.
Metamorphmagus AP Table
Spoiler (click to show)
| Year |
Apt. Points |
Apt. Cap |
Annual Gain |
| 1 |
36 |
8 |
+4 |
| 2 |
40 |
10 |
+4 |
| 3 |
44 |
13 |
+4 |
| 4 |
48 |
13 |
+4 |
| 5 |
52 (46 if starting here) |
13 |
+4 |
| 6 |
56 (50 if started in fifth year) |
13 |
+4 |
| 7 |
60 (54 if started in fifth year) |
13 |
+4 |
| Upon graduating |
64 (58 if started in fifth year) |
13 |
- |
Adult Metamorphmagus characters, whether they attend Sigerth or not, start with 58AP and gain
+3AP annually (on July 1st) until the hard cap of 96AP is reached.
If you do not have any cap-breaking abilities and can only invest 13 AP in each Aptitude, your adult character will be soft-locked when they reach 78 Aptitude Points, as there won't be any aptitudes left to invest in. This means that your annual +3AP will be discarded until you take a cap-breaking ability.
The progression for
Adult Metamorphmagus Professors is the same as any adult, with one difference. You gain +3AP per year like every other adult character, but Adult Professors start with 70AP from the get-go. If a veteran character who already has more than 70AP becomes a Professor, they simply keep however many AP they already have.
Seer
Posted: 02 Aug 2025, 04:35
by The Quill
Seer
Seers are humans with the ability to see into the future without the use of divination magic (this ability is sometimes called The Sight).
Their prophecies are rare and uncontrolled, unable to emerge on command; however, they have a keen intuition from a young age.
Though they appear fully human, many Seers experience premature greying of their hair, sometimes as early as 16.
All Seer characters begin with an
innate ability. This ability is not optional for characters with this origin. Additional abilities may be available exclusive to this origin, but none are mandatory to take other than the innate ability. The Seer innate ability is
Intuition.
Intuition
Seer origin innate ability
You have an uncanny sense for what may happen next.
When joining a thread, you may add 1 point to either Intelligence, Agility, or Spirit for that thread. You must clearly state in your first post in that thread which attribute you are boosting, and it may not be changed once you have submitted it.
This boost is temporary and only lasts for the duration of that thread.
Seer AP Table
Spoiler (click to show)
| Year |
Apt. Points |
Apt. Cap |
Annual Gain |
| 1 |
36 |
8 |
+4 |
| 2 |
40 |
10 |
+4 |
| 3 |
44 |
13 |
+4 |
| 4 |
48 |
13 |
+4 |
| 5 |
52 (46 if starting here) |
13 |
+4 |
| 6 |
56 (50 if started in fifth year) |
13 |
+4 |
| 7 |
60 (54 if started in fifth year) |
13 |
+4 |
| Upon graduating |
64 (58 if started in fifth year) |
13 |
- |
Adult Seer characters, whether they attend Sigerth or not, start with 58AP and gain
+3AP annually (on July 1st) until the hard cap of 96AP is reached.
If you do not have any cap-breaking abilities and can only invest 13 AP in each Aptitude, your adult character will be soft-locked when they reach 78 Aptitude Points, as there won't be any aptitudes left to invest in. This means that your annual +3AP will be discarded until you take a cap-breaking ability.
The progression for
Adult Seer Professors is the same as any adult, with one difference. You gain +3AP per year like every other adult character, but Adult Professors start with 70AP from the get-go. If a veteran character who already has more than 70AP becomes a Professor, they simply keep however many AP they already have.
Balanced
Posted: 02 Aug 2025, 04:37
by The Quill
Balanced
You are human, plain and simple. The path ahead is yours alone to forge.
Balanced AP Table
Spoiler (click to show)
| Year |
Apt. Points |
Apt. Cap |
Annual Gain |
| 1 |
36 |
8 |
+4 |
| 2 |
40 |
10 |
+4 |
| 3 |
44 |
13 |
+4 |
| 4 |
48 |
13 |
+4 |
| 5 |
52 (46 if starting here) |
13 |
+4 |
| 6 |
56 (50 if started in fifth year) |
13 |
+4 |
| 7 |
60 (54 if started in fifth year) |
13 |
+4 |
| Upon graduating |
64 (58 if started in fifth year) |
13 |
- |
Adult Balanced characters, whether they attend Sigerth or not, start with 58AP and gain
+3AP annually (on July 1st) until the hard cap of 96AP is reached.
If you do not have any cap-breaking abilities and can only invest 13 AP in each Aptitude, your adult character will be soft-locked when they reach 78 Aptitude Points, as there won't be any aptitudes left to invest in. This means that your annual +3AP will be discarded until you take a cap-breaking ability.
The progression for
Adult Balance Professors is the same as any adult, with one difference. You gain +3AP per year like every other adult character, but Adult Professors start with 70AP from the get-go. If a veteran character who already has more than 70AP becomes a Professor, they simply keep however many AP they already have.
Balanced AT Progression
Spoiler (click to show)
| Year |
Total Earned AT |
End of year gain |
| 1 |
500 |
+300 |
| 2 |
800 |
+300 |
| 3 |
1100 |
+300 |
| 4 |
1400 |
+300 |
| 5 |
1700 |
+300 |
| 6 |
2000 |
+250 |
| 7 |
2250 |
+250 |
| Graduate |
2500 |
- |
Adult characters:
Gain +100 AT per year
Stop gaining AT once they have accumulated the Total Earned AT outlined in their Origin.