Harry Potter RP (Update)

ZK

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A while ago, I suggested a Harry Potter RP here on NB. Thankfully, a few people agreed with and supported the idea. Therefore, Kasha, LoK and I began to make some rules. That was a while ago and I want to share the stuff we've made so far, though it's been laying dormant for quite some time. If there's still some support around this, I'll continue to make these rules. But I need help and I need willing RP'ers.

Harry Potter RP​

The Ranking System
The Harry Potter role-play here on NarutoBase will use a post-based ranking system. Just like the Naruto role-play, your overall rank will decide which year you’re in. Official Sages in the Naruto role-play will be considered 7th years, they will not receive any kind of special treatment because of their rank. Sensei’s and Mod’s will not receive any special treatment either; they will start in the year that matches their rank. Professors (The Harry Potter version of Sensei’s) will be chosen by the Headmaster and only by the Headmaster, the members responsible for the role-play will be able to intervene, but this will only be done if absolutely necessary. When a new Headmaster is chosen, the entire staff is temporary fired until the new Headmaster decides whether the old professors will suffice, or if new staff is needed. A Headmaster can choose any participator in the Harry Potter role-play to become a professor, but it is not mandatory to accept the position. When a member accepts his/her position as a professor, the member is REQUIRED to teach and be active in the role-play. Since teachers will spend a lot of time teaching, they will be able to use slightly more powerful magic as long as they hold a position as a professor; this will be further explained later. At the end of every term, the application for becoming a professor will be opened and members will be allowed to apply for a position. The different ranks (years) are as such:
Genin – Pre-Hogwarts
Chuunin – 1st year
Special Jonin – 2nd year
Jonin – 3rd year
S-Class Ninja – 4th year
Sannin – 5th year
Kage – 6th year
Sage – 7th year


The Point System
The Harry Potter role-play will use a point system to determine how advanced magic a bio is able to use. Depending on your overall post-rank, which all members on NB have from 50 posts and up, you will receive a certain amount of points to spend on each branch of magic. You can spend the points as you wish, but you must have at least one point in each subject, except the subjects you are unable to use. The only subjects you are unable to use are; Necromancy, if you are a light wizard and Healing magic, if you are a dark wizard. You are unable to spend any points on the subject of Mind magic when you’re creating your first bio, you need to obtain permission from one of the members responsible for the role-play before you can spend points in that branch of magic. You can maximally spend eight (8) points on a subject, since eight represents a Master rank. It will not be possible to spend points on any custom branch of magic, as long as one meets the requirements for using the branch, one is able to use it at its fullest. Depending on which year you are in, you will receive a certain amount of points. The scale goes as such:
Pre-Hogwarts – 15 Points
1st years – 20 Points
2nd years – 21 Points
3rd years – 22 Points
4th years – 23 Points
5th years – 24 Points
6th years – 24 Points
7th years – 24 Points

There are six (6) main-subjects, seven (7) along with Mind magic, they will all be explained in depth later. The main-branches look as such:
Transfiguration
Charms
The Dark Arts/Defense Against the Dark Arts
Potions
Necromancy
Healing spells
[Mind magic]


Magic
Magic is a supernatural force that can override the natural forces of the world. In human beings, the ability to perform magic is determined genetically. It should be noted that wizards and witches are not the sources of magic, as such, it is impossible for one being to have more magic than another, the factor that distinguishes a powerful user of magic from a weak one is their control over magic. Magic cannot be explained and it has no limits, the only thing that can limit what one can use magic for, is oneself. The basic concept of magic is fairly simple, even a two year old can perform magic, but the outbursts known as accidental magic lacks control and are simply the usage of large quantities of magic, without control. Like energy, there is a specific amount of magic in this world, magic is everywhere, but in different forms, therefore it is easy to use large amounts of magic, but bending the magic to your will is an entirely different matter.
Branches of magic

Transfiguration
Transfiguration is a branch of magic that focuses on the manipulation of the form and/or appearance of an object, via the alteration of the object's molecular structure. Transfiguration can be done to most (if not all) objects. This branch of magic includes, but is not limited to, transfiguration spells. There are several sub-types of transfiguration.

Switching
Switching is a sub-type of transformation magic. When using switching, a physical feature from one of the two targets is switched with that of another, hence the name. It differs from a straight transformation in two ways: firstly, switching targets two objects simultaneously; secondly, the change in one of the pair is dependent on a change in the other. Switching is taught to third year students and up.

Vanishment
Vanishment is another sub-type of transfiguration. Vanishment is the art of causing things to disappear into non-being, effectively removing the object form this world, permanently. The difficulty of the vanishment steadily increases as the object one wishes to vanish becomes more complex, for example; a dead bird will be very hard to vanish, whereas a rock might be very easy. Vanishment is taught to fourth year students and up.

Conjuration
Conjuration is another sub-type of transfiguration. Conjurations is the art of bringing things into existence, hence it is the opposite of vanishment. Conjuration is harder to master than its counterpart, and unlike its counterpart, conjuration has a number of laws placed on it. It is, for example, not possible to conjure food and conjured items will not last forever. Conjuration is taught to seventh year students.

Untransfiguration
Untransfiguration is the art of reversing an existing transfiguration. Untransfiguration is taught to first year students and up, but logically, students are only taught to reverse transfigurations they are capable of performing.

Human transfiguration
Human transfiguration is more of a reference to any form of transfiguration where the target or end product is a human being. Human transfiguration is taught to sixth year students and up, so until one learns human transfiguration, it is not possible to use any other branch of transfiguration on humans and/or half-breeds. Animagi is considered human transfiguration.

Charms
A charm is one of the seven known spell types. Charms are distinguished from transfigurations by the simple fact that a charm adds or changes properties of an object; it focuses on altering what the object does, as opposed to transfiguration that focuses on what the object is.

Counter-spell
A counter-spell is a spell whose only purpose is to negate, inhibit or remove the effect(s) of another spell. Normally, a counter spell would be classified under the category its counterpart belongs in, but because counter-spells mainly manipulate what an object does, the overall branch would be classified under Charms. Counter-spells cannot be used as a type of untransfiguration.

Dark Arts/Defense Against the Dark Arts
The Dark Arts refers to any type of magic created to cause harm to another being. This branch of the Dark Arts will only include offensive spells, not potions or any other abilities.

Jinx
A Jinx is one of the seven known spell types, affiliated with dark magic and distinguished by their negative effects used mostly for the amusement of observers and the minor discomfort of the victim. They can also be used in a defensive capacity, and hence students of Defence Against the Dark Arts learn them.

Hex
A hex is one of the seven known spell types. They are affiliated with Dark Magic, darker than a jinx but not as dark as a curse, and generally causes moderate suffering to the victim. However, they can be used in a defensive capacity. Hexes are commonly learned through the teachings of other students, i.e. secreting showing one how to perform it.

Curse
A Curse is one of the seven known spell types and the worst kind of Dark Magic. Curses are used with the intention of causing harm, control, or even death to the victim. Like hexes, students don't learn them in school. However, students studying Defence Against the Dark Arts learn how to deal with them using defensive magic.

Potions
Potions are magical mixtures, commonly brewed in cauldrons, used to cause various effects. Potions are mainly brewed from ingredients with magical properties, but it is possible to add some non-magical ingredients to achieve various effects. Potions can be used to achieve various effects, they can be lethal poisons, induce performance-enhancing effects, and one can even brew liquid luck, there are almost no limits to what one can brew. There are different types of potions:
Brews are liquid mixtures made by steeping, soaking, or boiling solid ingredients in water.
Draughts or drafts are one serving or portion of a potion. The word draft indicates the substance is drawn from a cask rather than from a closed bottle.
Elixirs are sweetened, aromatic solutions used as medicine.
Philtres are potions designed to enchant or charm the drinker.
Poisons are potions intended to cause harm or death to the drinker.

Necromancy
Necromancy is the art of raising the dead, it is also the branch of magic used to control and create Inferi.

Healing Spells
A healing spell is one of the seven known spell types and easily recognized by their purpose of magically improving the physical and/or mental condition of a living object. Healing magic is easily distinguished from healing potions by the fact that healing magic can be performed with a wand, while potions requires consumption before the effect can take place.


Mind magic
Mind magic is the general term describing magic that revolves around protecting, altering or attacking the mind. The two known types of mind magic are Legilimency and Occlumency.

Legilimency
Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Legilimency is not to be confused with mind-reading, as it is both much more useful and much more useless than mind-reading. A legilimens is able to watch a person’s memories, interpret their emotions and intentions, but the ability to watch memories is the primary and strongest part of Legilimency. Since a legilimens cannot read surface thoughts clearly and since a legilimens is quite vulnerable while using Legilimency, the art is not often used in battle, and only a true master of Legilimency could ever hope to implement it into his dueling-style. True masters of Legilimency can use the art wandlessly and nonverbally, but most have to point a wand towards the target and say the incantation, which is ‘Legilimens’. A strong Legilimens is able to place false memories in a person’s mind, but this ability is mostly useless since the target would easily classify the memory as a fake. The more proficient a legilimens becomes in Legilimency, the easier it becomes to perform the art. When one reaches a certain level of mastery in Legilimency, it is possible to use the art to read surface thoughts and thereby identify which spell an opponent is about to use, but because of how complex the mind and art is, it is impossible to actually read exactly what an opponent is about to do.

Occlumency
Occlumency is the art of protecting one’s mind against Legilimency by preventing the legilimens from accessing any emotions thoughts and feelings. A new occlumens will often only be able to empty their mind, but even this is can be a major advantage in battle. A completely clear mind means crystal clear thinking and completely logic thinking, this is why Occlumency is often practiced by judges and highly ranked politicians. As one proceeds to master the art, it becomes possible to focus ones thoughts towards a single point and heighten ones thought processing, simply by temporarily blocking all other thoughts and feelings. A master of Occlumency is even able to feed an intruding mind false memories, or cause severe pain, by forcing an overload of memories to the front of their consciousness.


Custom Magic
As it is tradition here on NarutoBase, it will be allowed to submit custom spells and branches of magic, but there are a few rules.
Custom spells
1. When you submit a custom spell, you must follow the template released by the people in charge of the Harry Potter role-play.
2. To begin with, there will be no restrictions as to how many spells one can submit, but if any abuse of this privilege is experienced, we will immediately take action.
3. While I am a fan of flashy stuff, you are advised to keep your overpowered spells to yourself. Even if you manage to sneak such a spell past our control, we retain the right to remove the spell from the role-play, do not try to cheat us, you will only be cheating yourself in the end.
4. Every spell must retain some sort of seriousness, do not submit any spells containing adult material; you will be banned from any further submissions.
5. Do not question the judgment of the one who checks your submission, try again and leave a small note in your new submission if absolutely necessary.
6. Do NOT use coding, font or color in your submissions; you can apply make-up if they receive an ‘Approved’ tag.

Custom spell template:
Name:
Rank:
Description:
Effects:

Custom spell template explanation:
Name: (The English name and the original name, you are free to use Greek, Egyptian, Latin, as long as you treat the submission seriously)
Rank: (From 1 to 8)
Description: (The mechanics behind the spell, how it looks and how it works)
Effects: (The spells effect)

Custom branches of magic
Think of this as the combined custom element and custom clan section of the Harry Potter role-play, here you will be able to make your own branch of magic, but we have some rules that you’re required to follow.
1. When you submit a custom beach of magic, you must follow the template released by the people in charge of the Harry Potter role-play.
2. You can only submit one custom branch of magic, and must subsequently wait until the submission has been checked before submitting a new branch.
3. You can maximally be the creator of two custom branches of magic.
4. When your submission is approved, you automatically become the professor of that branch of magic, you will not receive an official professor position or any special privileges, but you will be able to teach your custom branch of magic to other members.
5. There is no maximum as to how many students you can teach your custom branch to, as long as they meet the requirements, they can learn it.
6. If you become inactive in the role-play or refuse to teach your branch of magic because of personal reasons, you will be stripped of the right to teach it, you will retain the ability to use the branch and your creator status, but the rights to teach it will be given to someone else. Of course, you can decline a request to learn your branch, but you need a valid reason. “I don’t like him!” or anything similar is not a valid reason.
7. Do NOT use coding, font or color in your submissions.

Custom magic template:
Name:
Origin:
Usage in the role-play:
Spell/Ability examples:
Limitations/Requirements:
Additional notes:
Co-creator:
Students:

Custom magic template explanation:
Name: (The English name and the original name, you are free to use Greek, Egyptian, Latin, etc, as long as you treat the submission seriously)
Origin: (Where does the branch originate from? who was the founder and why did he/she invent this branch of magic?)
Usage in the role-play: (Explain exactly how this new branch of magic could contribute to the role-play.)
Spell/Ability examples: (You may maximally post three (3) examples. These will be approved along with the branch and will serve as the basic spells for the branch. As such, they will be available to all students of this particular branch of magic)
Limitations/Requirements: (What are the weaknesses of this branch of magic? What kind of magic do you need to be proficient in to use this particular branch?)
Additional notes: (Anything that does not fit into any of the other categories)
Students: (This will be updated as students are added and removed)

_____________________________________________________________
Bio Rules
• You can only have one (1) biography.
• Your bio cannot be both a Light and Dark wizard, you must choose to be either one of the two, or remain grey/neutral.
• Canon bios are not allowed.
• You can only specialize in two branches of magic, and you must have the branch mastered before you can specialize in it.
• You cannot be in possession of any of the Deathly Hallows.
_____________________________________________________________


Half-Breeds
Half-breed is a term given to humans with at least one non-human parent, although those with more distant non-human ancestry are also referred to as half-breed. "Half-breed" may be an offensive, rather than proper, term, as it seems to appear as an insult. There is a great deal of prejudice against half-breeds in the wizarding world, which also tends to discriminate against non-human beings in general. Half breeds have traits from both of their parents, they are able to use magic, as the magic gene is very dominant, but some dominant traits belonging to their non-human parent will also be visible in the half-breed.

In the Harry Potter role-play here on NarutoBase, it will be possible to make a bio that is not entirely human, these are called half-breeds. Being a half-breed usually comes with a few advantages and disadvantages, but only a part-Veela or a part-Giant will have any actual abilities.
Half-giant: A half-giant is the child of a human and a giant. Half-giants are much taller than the average human, they have spell resistant skin and are much stronger than any human. None of those traits are on the same level as normal giants.

Half-goblin: A half-goblin is the child of a human and a goblin. Half-goblins are much shorter than the average human, but that does not make them any slower. Half-goblins are able to process thoughts faster than humans because of their goblin ancestry.

Half-veela: A half-veela is the child of a human and a veela. Half-veelas are of the same height as regular humans, but their vela heritage ensures that they are considerably more beautiful. A half-veela possesses the infamous veela aura; therefore any male will need considerable focus to fight one. In their seventh year, half-veelas can awaken their ability to transform into their harpy-like form. During the transformation, the veela’s face will turn into a cruel-beaked bird head and long scaly wings burst from her shoulders. When transformed, the half-veela gains the ability to fly, generally move faster and launch fireballs from her hands. The transformation can only be used once per battle and leaves the user disoriented and weakened. In the Harry Potter role-play on NB all half-veelas MUST be female, and as such their aura has no effect on female biographies.

Half-vampire: A half-vampire is the child of a human and a vampire. A half-vampire is of the same height as regular humans, but their appearance differs slightly. Half-vampires have mildly exaggerated fangs, canines and pale skin. They also strongly dislike garlic, though the smell will only serve to annoy the half-breed. Half-vampires are slightly more agile than normal humans and $$concentrated light affects them harsher than it does normal humans.


Alignment
Contrary to popular beliefs, the overall personality of a witch or wizard has a major impact on their magical abilities. Pureblood supremacists, for example, have a slight tendency towards dark magic, since their whole mannerism and personality is considered ‘dark’ by most neutral observers. Since magic is a force to be controlled, the way you actually control it has a great effect on the outcome of your spells and magic generally. As such, your alignment will enable or disable your ability to use some branches of magic. There are three general alignments.

Dark wizards
A dark wizard is a person who prefers using dark magic or has been tainted by a dark object. A wizard or witch who has been tainted by a dark object/artifact will usually have a slightly crazed personality, even though they might appear sane. Dark wizards automatically have an affinity, if so to speak, for dark magic. Curses, jinxes and hexes will be easier to learn and perform for dark wizards and witches. Since a dark wizards have embraced dark magic and accepted it, dark wizards are able to utilize the magic branch known as Necromancy, and because of their natural ability with dark magic, they are able to specialize in the obscure art. By embracing dark magic, dark wizards have forever lost their chance to use healing spells, their instinctive usage of magic is simply too destructive.

Grey wizards
The majority of all wizards and witches are grey wizards. A grey wizard or witch is without any natural affinities for any branches of magic, they are still able to specialize in different branches of magic, but some of the more obscure arts or branches will be substantially harder for them to master because of their lack of instinctual intent to boost their spells in certain branches.

Light wizards
A Light wizard is a person who prefers using light magic. A wizard or witch who stays with the light will usually have a friendly and warm personality. Light wizards automatically have an ‘affinity’ for light magic. Healing spells and some Charms will be easier for light wizards and witches to learn and perform, especially healing magic will be significantly easier and as such, light wizards are able to specialize in the subject. As a servant of the light, a light wizard is unable to use Necromancy, as the very idea of it is repulsive for a light wizard.
_____________________________
Comment and whatnot.
Yes, this is the right section for this thread. The RP is a suggestion after all and I'm askking whether or not people would be interested in helping with this or participating in this.
 

Yugure

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Awesome, I am definitely going to take part in it:D

If you need help, I'd be glad to help out if possible;)
 
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Inch

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This looks great!

Bravo to all involved, really. The way you have this typed up makes it look quite ingenious, fun and interesting and I can't wait to give it a try. ^_^
 

hawaiianmike

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Sounds interesting and great work on the rules so far. It seems to be a fair an unbiased system. Can't wait to see it finished. I would love to be apart of it.
 

ZK

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I completely forgot about this. ><'
xd

Why not? Would you give your creation to someone you hate? o_O

And good work on it, there is alot of text there xd
Yes, but I'm trying to make custom stuff more restricted, but also more public. Meaning that, contrary to the Naruto RP, many will have the different types of magic, thereby giving more people a chance at becoming 'OP', or generally giving the users more abilities to play with.
 
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