Nov 4, 2023 7:49 pm
You have 6 stats
Brains: This stat determines how book-smart a character is. This will determine how well they understand problems, how well they did or are doing in school, and how quickly they’re able to solve academic problems.
Example: I know there’s a hidden door somewhere in this room. I’m going to apply what I learned in our Magical Architecture class to try to find it!Brawn: This stat determines how much brute strength a character has. It does not
determine how well they can fight—just how well they can lift things and how much physical damage they can take. It also determines how physically intimidating a character is.
Example: I want to move that giant pillar that fell in our way, so I’m going to try to push it out of the way!Fight: This stat determines how good a combatant a character is with whatever weapons or fighting skills you decide your character knows. Also, they’ll be able to learn how to use new weapons and fighting skills more easily, if given proper training.
Example: I want to clock this bully, so I’m going to swing at his jaw!
Remember, accidents happen at magic school. If you’re going to learn to defend yourself, you’ll need to apply that knowledge practically, trying to ward off some dangerous spells. You might get hurt, and one student might accidentally hurt another, even under the guidance of a careful, responsible teacher. But anyone who runs around intentionally harming others will find themselves in serious trouble—at least with the school and likely with The Council for the Ethical Use of Magic. Classes that teach this include Defense Against Malicious Magic, History of Magic, and Potions.Flight: This stat determines how fast a character is—as well as how skilled they are at evading their problems (both literally and figuratively). Characters with a high Flight stat will be fast and tough to trap both physically and verbally.
Example: I want to get out of the way of the troll’s club, so I’m going to dive out of the way!Charm: This stat determines how socially adept a character is and how good they are at reading the emotions of another person or group of people. Characters with a high Charm stat will be able to talk themselves out of tough situations and into good ones with relative ease—within reason.
Example: I want to explain that I was out late exploring the Cursed Forest, so I need an extension on my Potions lab report!
Remember, magically influencing an unwilling person’s emotions, except in the direst of circumstances, is likely to have two very bad consequences. First, when they realize they’ve been magically influenced, they’re likely to be very upset with you. Second, this use of Charm magic is against the rules for most schools.
Classes that teach this include History of Magic, Charms, and Transfiguration.Grit: This stat determines how hard it is to break a character emotionally or physically. Characters with a high Grit stat will be able to keep a level head in the worst of situations and will be able to keep their cool even when pushed hard. Finally, this stat also determines how street-smart a character is.
Example: The curmudgeonly Wards teacher is reading my homework out loud to the class to make fun of me. I want to look like this isn’t bothering me at all when it really is!
Classes that teach this include History of Magic, Potions, and Defense Against Malicious MagicEach stat is assigned a die d4,d6,d8,d10,d12 and d20 from your most terrible stat to your best.
Rolling high is good!
Here is the difficulty number and their explanations
Your roll is open-ended, which means if you roll a maximum on your die, and haven't reached the Target number, then you are having a lucky break, and can roll the die again and add them together
The higher you best the target number the better
Now your trope and age will give you a modifier to your stat roll, and your wand will give modifiers to your magic roll. Those are added together on your character sheet
[ +- ] stats
Brains: This stat determines how book-smart a character is. This will determine how well they understand problems, how well they did or are doing in school, and how quickly they’re able to solve academic problems.
Example: I know there’s a hidden door somewhere in this room. I’m going to apply what I learned in our Magical Architecture class to try to find it!
OOC:
For magic: Your Brains stat is generally used to cast magic when you want to reveal something hidden, understand something mysterious, or see into a different place in space or time. Common spells include things like finding hidden passages, astral projection, or decoding magical messages. Classes that teach this include History of Magic, Divination, and Astronomy.determine how well they can fight—just how well they can lift things and how much physical damage they can take. It also determines how physically intimidating a character is.
Example: I want to move that giant pillar that fell in our way, so I’m going to try to push it out of the way!
OOC:
For magic: Your Brawn stat is generally used to cast magic when you want to move an object or keep something protected. Common spells include things like levitation, magically locking doors, or binding opponents. Classes that teach this include History of Magic, Charms, and Brooms.Example: I want to clock this bully, so I’m going to swing at his jaw!
OOC:
For magic: Your Fight stat is generally used to cast magic when you want to attack enemies, break curses, or blast through obstacles. Common spells include things like disarming an opponent, causing a target harm, or making something explode.Remember, accidents happen at magic school. If you’re going to learn to defend yourself, you’ll need to apply that knowledge practically, trying to ward off some dangerous spells. You might get hurt, and one student might accidentally hurt another, even under the guidance of a careful, responsible teacher. But anyone who runs around intentionally harming others will find themselves in serious trouble—at least with the school and likely with The Council for the Ethical Use of Magic. Classes that teach this include Defense Against Malicious Magic, History of Magic, and Potions.
Example: I want to get out of the way of the troll’s club, so I’m going to dive out of the way!
OOC:
For magic: Your Flight stat is generally used to cast magic when you want to hide yourself, avoid being hurt, or use your broom to navigate. Common spells include things like deflecting dangerous magic, moving in magical ways, or blending into your surroundings. Classes that teach this may include Defense Against Malicious Magic, Transfiguration, History of Magic, and Brooms.Example: I want to explain that I was out late exploring the Cursed Forest, so I need an extension on my Potions lab report!
OOC:
Magic: Your Charm stat is generally used to cast magic when you want to influence someone’s thinking, create an illusion, or modify your appearance in some way. Common spells include disguising yourself, being allowed into somewhere you normally aren’t, or projecting images from your mind into reality.Remember, magically influencing an unwilling person’s emotions, except in the direst of circumstances, is likely to have two very bad consequences. First, when they realize they’ve been magically influenced, they’re likely to be very upset with you. Second, this use of Charm magic is against the rules for most schools.
Classes that teach this include History of Magic, Charms, and Transfiguration.
Example: The curmudgeonly Wards teacher is reading my homework out loud to the class to make fun of me. I want to look like this isn’t bothering me at all when it really is!
OOC:
Your Grit stat is generally used to cast magic when you want to keep someone safe either mentally or physically. Common spells include blocking your mind from being peered into, dispelling magic that’s already been cast, or healing someone who has been hurt.Classes that teach this include History of Magic, Potions, and Defense Against Malicious Magic
Rolling high is good!
Here is the difficulty number and their explanations
Difficulty | Explanation |
20 or greater | A task at which only the most incredible could even possibly succeed—but if they succeed, it will be one of the most impressive things a person has ever done. This is a nearly guaranteed failure. |
17 to 19 | A task where success would be incredible and impressive. This, too, is a nearly guaranteed failure. |
13 to 16 | A task where success is extraordinary—but decidedly possible for those who are truly skilled at it. |
10 to 12 | A task where success is impressive—but expected for those skilled at it. |
7 to 9 | A task where success is certain for those very skilled at it— but not for those who aren’t. |
3 to 6 | A task where success is likely for all but those who aren’t skilled or have a low stat in that field. |
1 to 2 | A task where success is nearly guaranteed except in extreme cases. |
Your roll is open-ended, which means if you roll a maximum on your die, and haven't reached the Target number, then you are having a lucky break, and can roll the die again and add them together
OOC:
Target is 8. You roll a d6. You get a "6" can roll again, roll another 6 and then your final roll is 6+6=12 and have bested the target number.The higher you best the target number the better
OOC:
In our example from before, the target was 8 and your total was a 12, which is a +4Quote:
The character succeeds but not impressively. Any benefits they gain above and beyond the success should be quite limited, if present at all.Now your trope and age will give you a modifier to your stat roll, and your wand will give modifiers to your magic roll. Those are added together on your character sheet