The Rules
For each main subject: Charms, Potions, Transfiguration (TF), D.A.D.A (equates to Light magic) and Flying. students may have an ability of 1-4. These ability levels contribute to which spells you are able to cast and therefore, how well you are able to do in class and in combat/conflict.
1st year = 4 points
2nd years = 5 points
3rd years = 7 points
4th years = 8 points
5th years = 10 points All points can distribute between the 5 subjects
6th years 11 points
7th years = 13 points
Professors= 15 points
There are also six character properties that are given points values and allow certain magic to be carried out. Each character can have a value of 1-4 for each property.
1st year 12 points
2nd years 12 points
3rd year 13 points
4th years 13 points
5th year 14 points
6th years 14 points
7th years 15 points
Professors 16 points
These represent your natural abilities in these properties with a small increase in potential as you go from childhood to adulthood
Memory (m): allows use of more complex spells.
Physique (p): useful for flying, and spells involving spells with exploding/physical effects.
Healing (h): improves healing powers
Magical Power(mp): important for spells requiring advanced emotional investment (some what hereditary)
Skill : necessary for all spells.
Dark: for evil things, Slytherins generally have more of this.
1st year = 4 points
2nd years = 5 points
3rd years = 7 points
4th years = 8 points
5th years = 10 points All points can distribute between the 5 subjects
6th years 11 points
7th years = 13 points
Professors= 15 points
There are also six character properties that are given points values and allow certain magic to be carried out. Each character can have a value of 1-4 for each property.
1st year 12 points
2nd years 12 points
3rd year 13 points
4th years 13 points
5th year 14 points
6th years 14 points
7th years 15 points
Professors 16 points
These represent your natural abilities in these properties with a small increase in potential as you go from childhood to adulthood
Memory (m): allows use of more complex spells.
Physique (p): useful for flying, and spells involving spells with exploding/physical effects.
Healing (h): improves healing powers
Magical Power(mp): important for spells requiring advanced emotional investment (some what hereditary)
Skill : necessary for all spells.
Dark: for evil things, Slytherins generally have more of this.
Health and Mana
Every player starts on 20, if a person reaches 0 they are unconscious and need urgent medical attention. If they are not attended to within 5 minutes, they die. Any loss of mana is recovered at 1 mana per hour unless healed with a healing spells or potions unless they are noted as "no R" which means no natural recovery of mana. Per unit of mana lost or gained, a spell has a cool down period of 10 mins before it can be used again.
Doors
A locked door has a red ribbon on it. An door charmed with the imperturbable charm cannot be eavesdropped at, or blasted open, until the charm has been removed, marked with a blue ribbon.
Currency
10 lunes (silver coin) = 1 sol (gold coin)
Magical Items
Possession of magical items such as:
* invisibility cloaks
* protection amulets
and any other magical power not mentioned below must be okayed by th Game Master before being used.
* invisibility cloaks
* protection amulets
and any other magical power not mentioned below must be okayed by th Game Master before being used.
Duelling
Consists of one person declaring a duel (roll played appropriately)When two spells are cast at the same time ( it is indistinguishable whose spell was cast first) they give a starting signal with their wand, either a vertical stroke ( top to bottom) or a horizontal stroke ( left to right), a circle or infinity symbol ( the number 8 on its side). Their opponent follows with that symbol, then does another symbol of their choice. In turns this continues until on messes up, their opponent wins the duel and their spell is enacted first.
In class competitions
E.g. who has the best potion or levitation charm:
Roll play til there are two students with the best looking potion (etc), these students do paper, scissors, rock, and the winner gets 10 housepoints. If it is a tie, the student with the highest level for that class wins.
* Good behaviour earns students 5 to 10 points at the professor’s discretion. * Bad behaviour = - 5 to - 10 or detention (professor’s discretion)
* Top homework report earns 15 points for the house.
* Terrible reports = - 10 or detention (prof’s discretion)
* Acts of great heroism, perseverance or determination can earn the house 30 to 50 points.
* Acts of great stupidity or brainlessness: can earn the student detention, or -30 housepoints.
* If many lives are put in danger students must be considered for expulsion in front of the headmaster.
Roll play til there are two students with the best looking potion (etc), these students do paper, scissors, rock, and the winner gets 10 housepoints. If it is a tie, the student with the highest level for that class wins.
* Good behaviour earns students 5 to 10 points at the professor’s discretion. * Bad behaviour = - 5 to - 10 or detention (professor’s discretion)
* Top homework report earns 15 points for the house.
* Terrible reports = - 10 or detention (prof’s discretion)
* Acts of great heroism, perseverance or determination can earn the house 30 to 50 points.
* Acts of great stupidity or brainlessness: can earn the student detention, or -30 housepoints.
* If many lives are put in danger students must be considered for expulsion in front of the headmaster.
Training
Every hour of game time earns a player 1 point. So for the first event if you stay the whole event you will earn 17 point.you may spend 10 experience points to learn a spell you do not meet 1 of th criterias for to represent extra training in that spell. not that 1 criterion can be ignored in this way for a given spell.
Professors: you must have 4 in your specialist subject. you are able to cast all spells associated with your subject regardless of other criteria except for spells with red text.
Professors: you must have 4 in your specialist subject. you are able to cast all spells associated with your subject regardless of other criteria except for spells with red text.
Flying
levels are relevant to Hippogryph and other flying animals too.
Flight Level 1:
Can kick off, hover and put feet on ground again.
Flight Level 2:
Can do basic flying and turning in midair, but not at great speed (includes skills of all lower levels).
Flight Level 3:
A fairly experienced flyer, perhaps a quidditch regular, or someone who uses a broomstick to commute to work regularly.
Flight Level 4:
Highly skilled flyer, you know who you are.
Can kick off, hover and put feet on ground again.
Flight Level 2:
Can do basic flying and turning in midair, but not at great speed (includes skills of all lower levels).
Flight Level 3:
A fairly experienced flyer, perhaps a quidditch regular, or someone who uses a broomstick to commute to work regularly.
Flight Level 4:
Highly skilled flyer, you know who you are.
Potions
A person must come to or contact the Game master and tell them that they have started brewing a potion.
* Felix Felicis (Liquid Luck):
Requires 3 months out of character to brew, all things turn out beneficially for you, works for an hour, one sip = 20 mins.
3 sips per bottle.
Level 3 Memory
Level 4 Potions
Level 4 Skill
Drinker must wear an orange ribbon on their wrist per sip
Brewer = - 9 mana
= - 3 per month ( no R).
Any games in the first month, the person plays with - 3 mana, any games in the second month person plays - 6 mana etc.
* Love Potion:
The potion of infatuation, works like a charm for 30 mins, requires 3 months out of character to brew.
Level 3 Potions
Level 3 Skill
Level 2 Memory
Pink ribbon on wrist of affected.
Brewer = - 9 mana
= - 3 per month ( no R).
Any games in the first month, the person plays with - 3 mana, any games in the second month person plays - 6 mana etc.
* Polyjuice potion:
You can become someone else, but you need some of their hair in character and out of character ( please keep welfare concerns in mind when acquiring hair out of character). Required 4 hours in character to brew.
Level 3 Potions
Level 2 Skill
Level 3 Physique
Brewer = - 4 mana (no R)
* Aging Potion:
1 to 2 hours brewing = 1 year’s aging, one use only.
Level 2 Potions
Level 2 Skill
Level 1 Dark
Brewer = - 2 mana (no R)
* Veritaserum:
Looks remarkably like water. Requires 3 months to brew 1 dose of it out of character.Truth serum lasts an encounter.
Level 3 Potions
Level 4 Skill
Level 2 Dark
Brewer = - 9 mana
= - 3 per month ( no R).
Any games in the first month, the person plays with - 3 mana, any games in the second month person plays - 6 mana etc.
* Flesh Eating Slug Repellant:
30 minutes to brew a batch
Level 1 potions
Level 2 Skill
Level 1 Memory
no loss of mana
* Invisibility potion:
Works for half an hour, brewing takes an hour.
Level 2 Potions
Level 3 Skill
Level 2 Memory
Brewer = - 1 mana
* Felix Felicis (Liquid Luck):
Requires 3 months out of character to brew, all things turn out beneficially for you, works for an hour, one sip = 20 mins.
3 sips per bottle.
Level 3 Memory
Level 4 Potions
Level 4 Skill
Drinker must wear an orange ribbon on their wrist per sip
Brewer = - 9 mana
= - 3 per month ( no R).
Any games in the first month, the person plays with - 3 mana, any games in the second month person plays - 6 mana etc.
* Love Potion:
The potion of infatuation, works like a charm for 30 mins, requires 3 months out of character to brew.
Level 3 Potions
Level 3 Skill
Level 2 Memory
Pink ribbon on wrist of affected.
Brewer = - 9 mana
= - 3 per month ( no R).
Any games in the first month, the person plays with - 3 mana, any games in the second month person plays - 6 mana etc.
* Polyjuice potion:
You can become someone else, but you need some of their hair in character and out of character ( please keep welfare concerns in mind when acquiring hair out of character). Required 4 hours in character to brew.
Level 3 Potions
Level 2 Skill
Level 3 Physique
Brewer = - 4 mana (no R)
* Aging Potion:
1 to 2 hours brewing = 1 year’s aging, one use only.
Level 2 Potions
Level 2 Skill
Level 1 Dark
Brewer = - 2 mana (no R)
* Veritaserum:
Looks remarkably like water. Requires 3 months to brew 1 dose of it out of character.Truth serum lasts an encounter.
Level 3 Potions
Level 4 Skill
Level 2 Dark
Brewer = - 9 mana
= - 3 per month ( no R).
Any games in the first month, the person plays with - 3 mana, any games in the second month person plays - 6 mana etc.
* Flesh Eating Slug Repellant:
30 minutes to brew a batch
Level 1 potions
Level 2 Skill
Level 1 Memory
no loss of mana
* Invisibility potion:
Works for half an hour, brewing takes an hour.
Level 2 Potions
Level 3 Skill
Level 2 Memory
Brewer = - 1 mana
Spell casting method
Caster calls : 3, 2, 1 names (or clearly indicates) their opponent, followed by the spell ( including point wand at them) they want to cast on their opponent or adversary. the object or person on which a spell is cast must be within 2 metres of the caster.
Spells
Charms
Alohomora:
Unlocks doors.
Level 1 Charm
Level 1 Physique
Level 1 Skill
Colloportus:
Locks door
Level 1 Charm
Level 1 Physique
Level 1 Skill
Impedimenta:
Knock-back of 3 metres (caster cannot cast again in time it takes opponent to retreat),
Level 1 Charms
Level 1 Physique
Level 1 skill
−3 Mana
Impervius:
This spell makes something repel (literally, become impervious to) substances and outside forces, including water.
Level 1 Charm
Level 1 Physique
Level 1 Skill
Rictusempra:
Laughing Charm, lasts 1 min. Person incapacitated, cannot talk or move easily.
Level 1 Charms
Level 1 Memory
Level 1 Skill
−2 Mana
Tarantallegra:
Dancing feet spell: Person can talk and cast fine, but cannot move in a desired direction.
Level 1 Charm
Level 1 Physique
Level 1 Skill
−2 Mana
Wingardium Leviosa:
Levitaition Charm, must be accompanied by a “swish and flick” motion.
Level 1 Charm
Level 1 Memory
Level 1 Skill
Accio:
Summon object. Gesture of 2 circles.
Level 2 Charms
Level 1 Phsique
Level 2 Skill
Bombarda:
Explosion (B. Maxima if Charms and Physique >3): Smashes doors in (larger objects for Maxima). People within 1 metre of door/object sustain -2 Mana damage ( -4 damage for Maxima).
Level 2 Charms
Level 2 Physique
Level 1 Health
Furnunculus:
Covers in boils for −3 Mana
Level 2 Charms
Level 1 Physique
Level 1 Skill
Lang-lock:
Mute curse, must be followed by a call of 1-8 minutes – Can hold for up to 1 min per Dark + Charms combined value. Affects caster by 1 mana per minute of spell. Does not cause loss of Mana for target.
Level 2 Charm
Level 2 Skill
Level 1 Dark
Petrificus
Body-bind curse: Subject falls over and is inability to move, limbs taut for a minute. -2 Mana, recovers in 20 mins 1 mana per 10 mins.
Level 2 Charm
Level 1 Physique
Level 2 Skill 2
Silencio:
Renders subject silent for a minute.
Level 2 Charms
Level 2 Magical Powers
Level 2 Skill
Imperio:
Forces a person to do anything you want them to. You must tie their wrist with a purple ribbon, works for up to 20 minutes per hour per person (-1 Mana per 5 mins). Exceptional care for the welfare of the target must be taken when using this curse. Unforgivable Curse (illegal): Can only be delegated for use by GMs (this applies to crew AND players).
Level 3 Charm
Level 3 Skill
Level 3 Dark
Obliviate:
Force- forgets one thought/sight. e.g. When you saw this happen to this person/animal etc (-6 Mana, more than two in an hour lead to a state of delusion that lasts an hour, more than 3 leads to a permanent state of semi-delusion).
Level 3 Charm
Level 3 Magical Powers
Level 3 Skill
Fidelius Charm: (plot device, for allocation by GM-only):
A charm involving secret information hidden within the soul of a Secret-Keeper. This information is irretrievable until the Secret-Keeper chooses to reveal it; those who have the secret revealed to them cannot reveal it to others.
Level 4 Charm
Level 4 Memory
Level 4 Skill
Horcrux Formation:
You need to kill someone, then think your most evil thoughts and chant spells every day for two weeks (OOC, send chant to GM) to form a horcrux. (-15 Mana, gradual recovery over 15 hours IC)
Level 4 Charm
Level 4 Skill
Level 4 Dark
Transfiguration
Aparecium:
Makes invisible ink visible. Anything written in green is inherently invisible. An “A” must be written in top left corner to indicate it is now visible after the spell has been cast.
Level 1 Transfiguration
Level 1 Memory
Level 1 Skill
Muffliato:
When pointed at a person or person’s (requires the word to be said 3 times per person) it renders them unable to hear the subsequent 1 min of conversation, unless a duel is called. Blue ribbon must be tied on wrist and removed after a minute.
Level 1 Transfiguration
Level 1 Magical Powers
Level 1 Skill
Transform:
Transform A into B for things smaller than a duck; TF 2, Physique 1, Skill 2 for things Duck to single-bed sized; TF 3, Physique 2, Skill 3 for things bigger than a bed; TF 4, Physique 2, Skill 4 to transform people. Level 1 Transfiguration
Level 1 Physique
Level 1 Skill
Crucio:
Torture/Causes immense pain to target who is unable to act while wand pointed at them. (-10 Mana) Unforgivable Curse (illegal): Can only be delegated for use by GMs (this applies to crew AND players).
Level 2 Transfiguration
Level 2 Skill
Level 3 Dark
Evanesco:
Vanishing spell (yellow band on wrist of person or object), Works for 1 min.
Level 2 Transfiuration
Level 1 Memory
Level 1 Skill
Geminio:
Causes objects to duplicate when touched. Duplicated objects are tied with white ribbon which is only visible to level 3 charms wizards and above.
Level 2 Transfiguration
Level 2 Memory
Level 2 Skill
Incarcerous:
Rope-binding Charm: ties the subject up with ropes (you must have at least a 1 metre length of rope for RP purposes). OOC: Lay ropes loosely over hands or feet.
Level 2 Transfiguration
Level 2 Physique
Level 2 Skill
Sectumsempra:
Removes use of a limb for half an hour (- 8 Mana). This can be reduced to 15 mins by a healer of 3 or higher role-playing healing over the limb for 3 mins.
Level 2 Transfiguration
Level 2 Skill
Level 3 Dark
Avada Kedavra:
Kills target (-20 Mana, instant death), Unforgivable Curse (illegal): Can only be delegated for use by GMs (this applies to crew AND players).
Level 3 Transfiguration
Level 3 Skill
Level 4 Dark
Ferula:
Creates a bandage and a splint. Reverses the effects of sectumsempra and halves the time that tarantallegra works for (from a minute to 30 secs) and the amount of mana loss incurred. +1 Mana.
Level 3 Transfiguration
Level 2 Healing
Level 2 Skill
Homorphus:
Transformation charm: Forces a transformed animagus to adopt human form.
Level 3 Transfiguration
Level 3 Magical Power
Level 2 Skill
Portus:
Turns an object into a port-key. Object must have a green ribbon tied to it for roleplaying purposes and GM will tell person where they are transported to. IC you cannot tell when an object is a port-key unless you have MP 3 or higher.
Level 3 Transfiguration
Level 2 Magical Power
Level 4 Skill
Animagus:
To cast on yourself to transform into an animal that doesn’t change throughout the game (lasts for an hour, please wear something to indicate animal). Causes 5 mana damage each time you do it.
Level 4 Transfiguration
Level 3 Physique
Level 3 Skill
Makes invisible ink visible. Anything written in green is inherently invisible. An “A” must be written in top left corner to indicate it is now visible after the spell has been cast.
Level 1 Transfiguration
Level 1 Memory
Level 1 Skill
Muffliato:
When pointed at a person or person’s (requires the word to be said 3 times per person) it renders them unable to hear the subsequent 1 min of conversation, unless a duel is called. Blue ribbon must be tied on wrist and removed after a minute.
Level 1 Transfiguration
Level 1 Magical Powers
Level 1 Skill
Transform:
Transform A into B for things smaller than a duck; TF 2, Physique 1, Skill 2 for things Duck to single-bed sized; TF 3, Physique 2, Skill 3 for things bigger than a bed; TF 4, Physique 2, Skill 4 to transform people. Level 1 Transfiguration
Level 1 Physique
Level 1 Skill
Crucio:
Torture/Causes immense pain to target who is unable to act while wand pointed at them. (-10 Mana) Unforgivable Curse (illegal): Can only be delegated for use by GMs (this applies to crew AND players).
Level 2 Transfiguration
Level 2 Skill
Level 3 Dark
Evanesco:
Vanishing spell (yellow band on wrist of person or object), Works for 1 min.
Level 2 Transfiuration
Level 1 Memory
Level 1 Skill
Geminio:
Causes objects to duplicate when touched. Duplicated objects are tied with white ribbon which is only visible to level 3 charms wizards and above.
Level 2 Transfiguration
Level 2 Memory
Level 2 Skill
Incarcerous:
Rope-binding Charm: ties the subject up with ropes (you must have at least a 1 metre length of rope for RP purposes). OOC: Lay ropes loosely over hands or feet.
Level 2 Transfiguration
Level 2 Physique
Level 2 Skill
Sectumsempra:
Removes use of a limb for half an hour (- 8 Mana). This can be reduced to 15 mins by a healer of 3 or higher role-playing healing over the limb for 3 mins.
Level 2 Transfiguration
Level 2 Skill
Level 3 Dark
Avada Kedavra:
Kills target (-20 Mana, instant death), Unforgivable Curse (illegal): Can only be delegated for use by GMs (this applies to crew AND players).
Level 3 Transfiguration
Level 3 Skill
Level 4 Dark
Ferula:
Creates a bandage and a splint. Reverses the effects of sectumsempra and halves the time that tarantallegra works for (from a minute to 30 secs) and the amount of mana loss incurred. +1 Mana.
Level 3 Transfiguration
Level 2 Healing
Level 2 Skill
Homorphus:
Transformation charm: Forces a transformed animagus to adopt human form.
Level 3 Transfiguration
Level 3 Magical Power
Level 2 Skill
Portus:
Turns an object into a port-key. Object must have a green ribbon tied to it for roleplaying purposes and GM will tell person where they are transported to. IC you cannot tell when an object is a port-key unless you have MP 3 or higher.
Level 3 Transfiguration
Level 2 Magical Power
Level 4 Skill
Animagus:
To cast on yourself to transform into an animal that doesn’t change throughout the game (lasts for an hour, please wear something to indicate animal). Causes 5 mana damage each time you do it.
Level 4 Transfiguration
Level 3 Physique
Level 3 Skill
Defence Against The Dark Arts
Episkey:
Minor heal (cuts/scrapes). Heals 1 Mana per point in Healing instantly, cannot be used more than once on one person within half an hour.
Level 1 DADA
Level 1 Healing
Level 1 Skill
Expelliarmus:
Disarms target, victim must drop their wand and not pick it up for at least 10 seconds. With DADA, Memory and Skill 3, wand can instead be stolen.
Level 1 DADA
Level 1 Memory
Level 1 Skill
Protego:
Minor Shield: Counterspell for minor jinxes, curses and hexes, must be cast within 5 seconds of attack spell. Prevents loss of Mana equal to 3 or less.
Level 1 DADA
level 1 Magical Power
Level 1 Skill
Rennervate:
Revives a stunned person (the counterspell of Stupefy). +5 Mana
Level 1 DADA
Level 2 Healing
Level 2 Skill
Stupefy:
Stuns a person: -5 Mana. If you have 2+ Physique and MP, Major Stupefy (- 10 Mana) and require constant healing (Rennervate) for 3 mins from a person with healing L3 or above to be healed. Otherwise requires healing for 5 minutes for someone with Healing of 2.
Level 1 DADA
Level 1 Physique
Level 2 Skill
Imperturbable Charm:
Makes objects such as doors impenetrable (by everything, including sounds and objects).
Level 2 DADA
Level 2 Magical Power
Level 2 Skill
Protego Horribilis:
Major shield, protects against all dark magic except Avada Kedavra if cast within 5 seconds of attack spell. Prevents loss of mana equal to 5 or less.
Level 2 DADA
Level 2 Magical Power
Level 2 Skill
Riddikulus:
Boggart Transformation Spell, must be able to focus clearly on something other than the object of your greatest fear (which is what the Boggart turns into by default).
Level 2 DADA
Level 1 Magical Power
Level 2 Skill
Specialis Revelio:
Objects show their magical properties. Told to player OOC by GM. Includes portkeys, shield walls, Thestrals, hidden monsters within 3 metre radius.
Level 2 DADA
Level 2 Memory
Level 1 Skill
Expecto Patronum:
Level 3 DADA
Level 2 Magical Power
Level 2 Skill
Shield against Magical Power or less dementors and similar mind affecting monsters.
With:
Level 4 DADA
Level 4 Magical Power
Level 3 Skill
banishes from the area all such creatures.
Protego Maxima:
Shield wall, no-one can hear or see what is happening within an area. Person must lay down a 5 metre rope in a circle, while casting a figure 8 and saying “Protego Maxima” 5 times. Lasts for 15 mins. No-one knows the wall is there but cannot cross the rope circle unless Specialis Revelio is called. Deflects spells that causes mana loss of 3 or less.
Level 3 DADA
Level 2 Magical Power
Level 3 Skill
Minor heal (cuts/scrapes). Heals 1 Mana per point in Healing instantly, cannot be used more than once on one person within half an hour.
Level 1 DADA
Level 1 Healing
Level 1 Skill
Expelliarmus:
Disarms target, victim must drop their wand and not pick it up for at least 10 seconds. With DADA, Memory and Skill 3, wand can instead be stolen.
Level 1 DADA
Level 1 Memory
Level 1 Skill
Protego:
Minor Shield: Counterspell for minor jinxes, curses and hexes, must be cast within 5 seconds of attack spell. Prevents loss of Mana equal to 3 or less.
Level 1 DADA
level 1 Magical Power
Level 1 Skill
Rennervate:
Revives a stunned person (the counterspell of Stupefy). +5 Mana
Level 1 DADA
Level 2 Healing
Level 2 Skill
Stupefy:
Stuns a person: -5 Mana. If you have 2+ Physique and MP, Major Stupefy (- 10 Mana) and require constant healing (Rennervate) for 3 mins from a person with healing L3 or above to be healed. Otherwise requires healing for 5 minutes for someone with Healing of 2.
Level 1 DADA
Level 1 Physique
Level 2 Skill
Imperturbable Charm:
Makes objects such as doors impenetrable (by everything, including sounds and objects).
Level 2 DADA
Level 2 Magical Power
Level 2 Skill
Protego Horribilis:
Major shield, protects against all dark magic except Avada Kedavra if cast within 5 seconds of attack spell. Prevents loss of mana equal to 5 or less.
Level 2 DADA
Level 2 Magical Power
Level 2 Skill
Riddikulus:
Boggart Transformation Spell, must be able to focus clearly on something other than the object of your greatest fear (which is what the Boggart turns into by default).
Level 2 DADA
Level 1 Magical Power
Level 2 Skill
Specialis Revelio:
Objects show their magical properties. Told to player OOC by GM. Includes portkeys, shield walls, Thestrals, hidden monsters within 3 metre radius.
Level 2 DADA
Level 2 Memory
Level 1 Skill
Expecto Patronum:
Level 3 DADA
Level 2 Magical Power
Level 2 Skill
Shield against Magical Power or less dementors and similar mind affecting monsters.
With:
Level 4 DADA
Level 4 Magical Power
Level 3 Skill
banishes from the area all such creatures.
Protego Maxima:
Shield wall, no-one can hear or see what is happening within an area. Person must lay down a 5 metre rope in a circle, while casting a figure 8 and saying “Protego Maxima” 5 times. Lasts for 15 mins. No-one knows the wall is there but cannot cross the rope circle unless Specialis Revelio is called. Deflects spells that causes mana loss of 3 or less.
Level 3 DADA
Level 2 Magical Power
Level 3 Skill