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CYOA Character Sheet

https://kondor9543.neocities.org/HPcyoa/

Character concept: A prodigy of TK. This is not the strongest idea but I was wondering how strong it would be if you took micky mouse from fantasia and amplified it as a wizard. The MC isn't built to be OP with infinite tech growth, instant kill curses, or esoteric emotional magic like love. Just solidly a focus on TK combatant and how interesting it would be to see.

Affinities

Charms: 300

Physical: 600

Mental: 300

Enchantment 300

D.A.D.A: 250

Offence: 500

Defense: 250

Dark arts: 250

Transfiguration: 125

Conjuration: 125

Vanishment: 125

Potions: 65

Herbology: 65

Care: 65 

Custom blood line: Equaling 75 point investment before discounts purely for physical charms affinity. If a 20 point investment in magical talents gives a 500 score and the mult of 1.2 got to 600 i believe this score would be closer to 2850. If the 9 points I put in affinity mean a stronger force/motion affinity that is a score of about 3120. 

Finished Modified Spell

Locomotor 

multicast lvl 20

Homing 

Powerful

Special Effect (Undispellable)

Innate Connection

Primary fighting style: control one's clothing to dodge and using a barrage of spell control the environment to protect oneself and have a few home in and control the robs of the opponent into a straight jacket that cloaks the opponent any time they attempt to speak. 

Origins:

Setting

Cannon: By default you will be inserted into the canon setting and era: July 31st, 1991. This places you in the same year as Harry, and uses the original books as canon.

Waking up: 

Pick when exactly your memories return and you 'Wake up' in another life.

Age 5: You wake up at the age of five, enough for your new brain to support your memories and personality. You have six years that can shape you through various experiences, better use them. 

(Cost: 5 points)

Preview: 

Appearing up to a month before your new body's conception, you fly as intangible, undetectable spirit near your new parents. You can freely switch what parent you're following until your conception, then you are stuck near your new self. You can't sleep, can't be distracted, can't be interacted with, watching your other self for years, feeling an echo of their pain or joy, you experience being born, fed and changed. An opportunity to study your parents and the wizarding world. A hazard of going insane as well. This state lasts until your "waking up" moment. The later it is, the more points you get, the less sanity you retain. 

(Gain 2 points)

Family: 

Unlike some bizzare standards of blood purity, this is focused on what parts of the world your family can navigate and what sort of history, alliences and baggage you can inherit. For this purpose, a pureblood has two magical parents with no connection to the mundane world. A half-blood benefits from two worldviews of their parents and a muggleborn's parents can't prepare them for the wizarding world.

Pure-Blood: 

Both of your parents were magical. You grew up in a magical community, and may find yourself unaccustomed to muggle conventions. You may optionally take one of the twenty-eight pure-blood surnames as your own. Your family has many heirlooms. Gain +10 points to spend only on the items section. You can still buy items at their normal price even with the 'poverty' drawback.

(Gain 10 I-Points)

Legacy of conflict: 

Required: Half-blood, Pure-blood, choice:

(Grandfather on Father's side was a servant of Grindelwald in the last war.)

You come from a family with a reputation of picking sides in the wizarding world's conflicts. They might be steeped in dark magic, or be zealous dark wizard hunters, or just have caused a lot of trouble for the other side in the most recent magical war. In any case, you'll draw unwanted attention from powerful wizards and vengeful former enemies. Some social circles won't trust you because of your family, and plenty of people will be willing to hinder you or aid your rivals in small ways. 

(Gain 5 points)

Bloodlines: Required: Pure-blood choice: 

(Magic train is affinity for physical charms. nephew to Filius Flitwick. He has bad relations to my father due to bullying over height) 

Your family is famous for their Magical Trait. Maybe you're a Gaunt, speaking the language of snakes, maybe you are one of the rare Blacks that can change their appearance. Maybe your Granny was a famous Seer and a Prophet. The gift is not new to your family, it's been cultivated for generations, so expect plenty of advice and training to realize your potential. Tips and exercises, specialized spells and potions, get the wisdom of ages for your benefit. If all your blood relatives are dead, you'll get this information from books and portraits. Inborn gifts are discounted by 3 points. They are now a quarter stronger and further benefit from 'Best Match'. Doesn't affect Mixed Heritage. 

(Cost 5 points)

Abused: 

Required: Drop-In not chosen: 

(abuse from child bullying due to his hands and core binding as well as neglect from his family due to his lesser status than. His older brother as the MC will be seen no better than a squid due to his lack of hands.) 

Now, this option outright guarantees abuse in some form. At the very least you'll have your self-esteem destroyed to the very best abilities of your abusers, being a good-for-nothing worthless freak that you are. The possibilities also include starvation, back-breaking labour, physical violence, ect ect. You have got to obtain some sort of emotional baggage from this, changing you for the worse. Unless taken with 'Orphan', your abusers are not your primary caretakers: a local priest, a neighbor, school teachers, a gang of bullies...you don't have to interact with them on a daily basis, or at least have your home as a reliable safe place. Doesn't necessary mean you're outright 'Traumatised'. In theory, you could take it all in stride and avoid most of the mental damage but some sort of negative impact is certainly there. Think Harry Potter in some of the angst fics. 

Child Insert: 

While your life certainly wasn't sunshine and daisies, the worst hasn't happened yet. Even if you'll have to actively live through the majority of the traumatic events still ahead of you, an adult mind might or might not be better equipped to handle it. Probably not. At the very least you could try avoiding such tragedies, though it will not be easy. Either you're made of sterner stuff or your worst memories were repressed. At the very least, your magic doesn't go haywire. Yet. Despite the abuse, your soul will not lose any loose pieces until your insertion. Afterwards, it'd be on you. Depending on the nature of the abuse, it could be rare and violent enough or seen as routine.

(Gain 6 Points)

Average Family: You are reborn into a decent, perfectly normal family. Their background, personality and attitude towards raising children are what you can expect during that time period. They will try to do right by you to the best of their parenting skills and are quaranteed to not be abusive, as considered decent with their background. Depending on when and where you are, decent might be "spare the child, spoil the rod".

Sibling: Required: Drop-In not chosen: 

(older brother by 11 years. His first year at Hogwarts is the same year as my birth) 

You have an older or younger sibling. They share your blood status and Heritage, but can optionally not get any of your magical Gifts. They can be any reasonable age. This option covers any number of siblings.

(Cost 2 points)

In their shadow: 

Required: Drop-In not chosen Required: Sibling choice: 

(Due to my impediments growing up I saw compared to my successful healthy older brother.) 

You have one or more exceptional older siblings who attended the same school you are about to. Your younger self has spent their whole life overshadowed, and the emotional impact leaves you prone to bouts of envy or despondency. All that you do has been and will be measured against their accomplishments and reputation. At school, teachers will hold you to a higher standard and/or resent you. It will be very hard to stand out in any positive way and people will judge you in light of your siblings' actions. 

(Gain 3 points)

Distant Family: 

Required: Drop-In not chosen Required: Sibling choice: 

Your sibling can't or won't offer any help. Maybe they are too old to hang out with you and already have their life in another country, maybe you just don't get along. 

(Gain 1 point)

Gender

Male

Wealth: 

Choose how much is provided to you. While it does affect your family's overall wealth, it's actually about how much of it you receive, directly or not. Your family could be well-off and still only give you hand-me-downs. Doesn't stop you from getting your hands on some money by yourself. Can be improved with time and effort or made worse. If you have access to inheritance, this will define the amount.

Middle Class: 

Required: Drop-In not chosen: Your family is reasonably well off and cares for you. You'll have some pocket money and get all your expenses covered within reason. If you have inheritance, it's enough to live comfortably for the rest of your life unless you squander it.

House:

Fate: 

Hmm? That's peculiar. It's no big secret that some things in your new world are predetermined. After all, the whole story revolves around a certain prophecy. Inserting a new, unaccounted for variable tends to disturb such things. Your entry into the Wizarding World is usually against the currents of Fate, as an out-of-context problem you would tear the strings of destiny and require adjustments to keep the prophecies functional. Yet, here you are, submitting to Fate, even for in such a minor matter as your future family for the seven formative years of your life. A small choice but impactful. We seldom know what would come from our choices. As a result, Fate would have an easier way to prepare the world to your presence beforehand. Notified in advance, your entry will cause a whole lot less disturbance. Some of the spare efforts will be relocated to change you at the moment of transfer as a gift for your assistance. Some new options are available. They do have other requirements. While not out-of-context, these items and abilities can't have a background as you likely won't be able to find any of them in the world, only invent by yourself. 

(Gain 3 points) 

School Life: 

Trouble Making: 

Pranks, misadventures, rebellion, and rule-breaking are how you will spend your time at school. This option can quickly help you to develop a reputation among the student body, and is ideal for those who want to accomplish their own goals. It can also be chosen by those with malicious intentions for rivals or the wizarding world. Spending time this way will be very active and self-driven. Adventures become slightly easier. 

(Gain 1 AP)

Exploring: 

Wizarding schools are filled with all sorts of strange phenomena and mysteries. By taking this option you will use your time to explore those mysteries. This can be through wandering the halls, sneaking into the forbidden forest, or prying into the many adventures those around you are getting up to. This option can help you to find many useful bonuses and insights about the world around you. Choose any family bonus instead of your own. This might update some prices on purchases and unpick them. 

(Muggle-Born Bonus gain 10 Points) (Cost 10 I-Points)

Inborn magic traits: 

These either cannot be learned without being purchased here or the methods to obtain them are extreme.

Parseltongue: 

You were born with a rare skill typically associated with dark wizards: the ability to talk to snakes. Snakes that you talk to will be willing to obey most commands, and demonstrating this ability will be hard proof to most people that you are a pure-blood wizard, regardless of your origins. You can use this language with or without a snake being present. Depending on when you enter Hogwarts, there may or may not be a very large basilisk under the school primed to follow any orders you give it. 

(Cost 3 Points) (Gain 3 Point Due To Bloodline)

Magical Affinity:

(Force/Motion Affinity Rank 3)

You are born with an inclination towards some concept of magic, be it an element like water, an emotional state like joy or some creature, object or phenomenon. It's broad enough to be linked to minor associated concepts like fluidity or even mending for water. It starts underdeveloped, granting some minor talent with relative spells. It stays like this unless specifically worked on. Unless part of your magical bloodline or creature heritage, it will not be present in your ancestors or inherited by your descendants.

(Cost 3 Points) (Gain 1 Point Due To Bloodline) (Total Cost 6 Points)

Custom Gift: 

(Rank 25 physical charms affinity)

There are many bloodlines in the world, different families have managed to acquire some unbelievable traits that could be passed down. Here you can pick your own custom Gift. Maybe your ancestors were inspired by Salazar and created Corvustongue. Maybe a phoenix will come to any of your family who is in desperate need. The more expensive the gift is the more versatile or powerful it is allowed to be, although you can spread the points between several lesser gifts instead. This has to be within reason. (Cost 3 Points) (Gain 1 Point Due To Bloodline) (Total Cost 50 Points)

Soul curse:

(Rank 5 curse to never move or feel one's hands again)

The effect of the curse stays with your soul, it doesn't disappear when you change bodies. On it's own the curse won't be inherited by your children unless paired with corresponding blood curse, in which case you gain a token 1 point from 'Blood Curse' regardless of the severity. The strength of the curse increases with the points you get here. You may choose to spread the points between several lesser curses instead. 

(Gain 2 Points) (Total Point Gain 10)

Perks: 

The talents below aren't supernatural, but they can still aid in learning, researching, or fighting with magic. That said, they have much value beyond support for your spells. Powerful witches and wizards can still struggle to use their magic effectively due to lack of mundane life skills like these. Each can be the difference between greatness and failure, and used effectively, offer advantages worth far more than mere points.

Witty: 

You have a natural aptitude for academics. This perk increases your intelligence somewhat, and in particular ensures you excel in all kinds of theoretical, written, and research-based endeavours. Further, you are more adept with riddles, puzzles, and logic and debating. 

(Great wisdom bonus) The influence of the academic world does not prevent its occupation by fallible and sometimes dishonest people. You have the discernment needed to weigh scholarship according to its true merits, including finding trends of flawed or fraudulent research. You can also articulate these flaws effectively – you are no man's fool in the arena of ideas. 

(Brilliant bonus) You make intuitive, and excellent, use of sound logic and heuristics, and show exceptional abstract reasoning and depth of thought, along with detailed awareness of how you've reached a conclusion. Your staggering ability to process new literature, find obscure research sources, and understand concepts in detail could make you a true polymath, and you're extremely talented at anything dependent on the written word. 

(Cost 1 Point)

Perceptive: 

You have a strong eye for details and a good intuition when it comes to mysteries. This is especially useful when piecing together the many plans of other wizards or when delving into some more esoteric branches of magic. Very useful for those who engage in adventurous pursuits. As a side bonus, you would likely make an excellent seeker in quidditch.

(Great Wisdom Bonus) You have an uncanny instinct for the truth, often spotting trickery, deceit, and misinformation at a glance. Even with obscure or conflicting sources, you quickly deduce valuable information, gaining more insight the longer you observe and knowing exactly where to look next. Often, the flaws you expose in an obstacle give you a third approach to a hopeless dilemma.

(Brilliant Bonus) You have an eye for incongruous details, and your organised mind continually produces possible explanations for them as you make observations. You can weigh the likelihood of each explanation even as you test new intuitive leaps or introduce fresh observations, and correctly assess even very abnormal or expectation-defying situations. You haven't reached Sherlock Holmes' levels of deductive reasoning, but the potential is certainly there. 

(Cost 2 points)

Reflexes: 

You gain the incredible reflexes of a trained auror or quidditch player, as well as the dexterity needed to cast and aim spells reliably in a fight. What's more, these skills will not decline even if you spend your days lazing around during times of peace. Even powerful wizards can lose duels against those with better speed or aim. You will also be naturally talented on a broomstick.

(Brilliant Bonus) Your reaction speed is near the peak of human potential, and your agility and fine motor control are likewise superior. You swiftly master complex movements and the instinctive use of kinaesthetic skills, which gain the benefits of this perk. Properly trained, you fight at close quarters with flawless movement and awareness, or reliably shoot flying or moving targets with little preparation. You have an uncanny, almost prescient sense for danger, subconsciously and effortlessly observing and analysing your surroundings to anticipate others' actions. 

(Cost 4 points)

Hard Work: You have something just as useful as natural talent - the dedication needed to study hard. You will find it easy to spend long periods of time reading about, practicing, and studying magic. This also extends to mundane pursuits, practically guaranteeing good grades in classes that don't require magic, like astronomy or history of magic. You will do well on most written tests.

(Brilliant Bonus) You can apply yourself in study and practice to develop an intuitive grasp of a subject you wouldn't otherwise have. Sheer effort changes your thinking patterns until your learning speed, insight, and aptitude improve alongside your knowledge. This can even help your Magical Affinities, though it does little for your magical potential. 

(Cost 4 points)

Best Match: 

You are the best possible combination of your parents. Despite any developmental issues from your background, you'll usually be the best-looking person in the room, with excellent strength, stamina, disease resistance, and general health. A modest intelligence boost and favourable genetics shore up your other perks, and natural confidence and willpower help you assert yourself and keep moving forward.

(Brilliant Bonus) Your considerable intelligence comes with exceptional mental adaptability, especially while your brain is still developing. You can achieve any recorded feat of human neuroplasticity, whether brought about through need or your own efforts. For example, this allows to train multitasking, spacial awareness, internal clock or echolocation. While biology still limits this, if you push yourself just right, your brain could adapt to magic, helping influence it with mind alone.

(Cost 4 Points)

Great Wisdom: 

You have something even more valuable than knowledge - the ability to use it well. You possess a well-developed common sense, insight and good judgement to apply your skills better. Pairs greatly with Reflexes and Best Match, incorporates other Ravenclaw perks into itself, strengthens those perks' effects while adding new ones. Knowledge is scarce; wisdom is scarcer

(Brilliant Bonus) All of your perks strengthen when you are seeking or spreading the truth. 

(Cost 5 Points)

Reincarnation+: 

Your previous life is fresh in your mind, the memories are distinct but detached. You won't suffer from existential or identity crisis, it's easy to let go of your unfinished business, say farewell to your friends and family and embrace your new life. If you had mental problems or even bad habits, they are gone now if you so wish. On the other hand, you won't suffer from culture shock, raise suspicion due to anachronisms or be confused by muggles because of your pure-blood origin. The new you keeps the best traits of both personalities, decided by your preferences. The baggage of old life won't drag you down. This happens before perks and drawbacks apply their changes. In case you go through the experience again, from now on this will happen during every type of mind transfer.

(Brilliant Bonus) But it doesn't mean your past life is useless: You perfectly remember every moment of it, your every thought, idea and emotion, which you can view through the perspective of eleven-year old child before you've woken up as well as the new you. Additionally, you now know every piece of canon story, every fact and WoG, relevant to your source in case of fanfiction or crossover. You understand what parts were invalidated by your interference, but not the nature of those changes. 

(Cost 4 Points) 

Brilliant: 

You may be the brightest witch or wizard in a generation. Your memory, insight, processing speed, and logical reasoning skills are all vastly improved. What's more, any other perks you took from this section are likely enhanced by this boost in intelligence, making you nearly peerless in your specialties. You additionally gain a talent for languages which allows you to quickly learn dozens of dialects at a time, including more nonsensical languages like Gobbledegook, Mermish, or French. It is worth noting that the intelligence boost from this perk will not help you in learning magic, though it may assist with your creativity, memorization, or innovation of it's use. 

(Cost 13 Points)

Drawbacks

Unruly: 

You have a bad habit of speaking your mind, and even openly challenging authority figures despite obvious consequences. You often take for granted that these figures of authority can't be trusted or relied on, even if faced with a situation you shouldn't be dealing with yourself. 

(Gain 2 Points) 

Scar: 

(Black/darken curse hands. Loss of an eye) 

You've got a scar or blemish of some sort (such as oily hair), it is visible, it is distinct, and it will attract attention or even mockery. Harry's lightning bolt scar, any of Voldy's traits or Moody's face scars count as this. 

(Gain 2 Points)

Quirky: 

You're a distinctive and colourful character, whether because of your personality in social settings, a unique way of speaking, or just a penchant for muggle sweets and brightly-coloured robes. While the impression you leave isn't necessarily negative, nobody will forget it, and it will always give your detractors something to make fun of, whether they are schoolchildren or journalists. You'll tend to ruffle feathers, and find yourself less welcome in polite and respectable society. Finally your mannerisms make it more difficult to blend in, disguise yourself, or avoid attention when you really have to. Gets worse with Dotty. 

(Gain 2 Points)

Core Binding: 

(The magic ministry and its infinite wisdom core bound me as a child ;obscurial don't really exist push posh, after an extremely strong magic riot killed my pure blood kidnappers; who just happened to be in a death eater outfit, also exposed me to muggles) 

Someone has sealed away your innate gifts and powers, greatly reducing their strength and usability. They will never activate at will, only surfacing in times of extreme stress. Even then, the effects are greatly diminished, to the point a methamorphmagus would only be able to grow back their hair. Although repeated activation will gradually weaken the seal, it will take a spiked burst of incredible stress, magically and mentally, to break it completely. The seal wil break on its own when you become too powerful to contain, which usually happens after turning seventeen, even if by that point your innate abilities will stay dormant from disuse. If you don't have any innate abilities, this will weaken your magic by a quarter instead. 

(Gain 3 Points)

Loveless: 

An emptiness deep inside makes you incapable of falling in love or appreciating romance. You can still feel affection and attraction, just not romantic. While you still care for and appreciate people, you'll never have that special spark everyone talks about. You're not aromantic, it's not your normal state, there's always a feeling of missing out on happiness, that companionship or intimacy could be something more. Can't take any 'Love Interests'. 

(Gain 5 Points)

Amoral: 

A weaker version of sociopathy, you lack innate moral responses of humanity. While general empathy is still present, going against it doesn't meet any resistance. The most heinous acts unable to make your stomach turn paired with lack of any guilt or shame afterwards make you more proficient in and more susceptible to the Dark Arts. What seems naturally evil to most, doesn't to you, making it difficult to relate to people. It's best to learn either Ethics or how not to get caught. 

(Gain 5 Points) 

Health problems I: 

(Was kidnapped by muggles who believe in magic when a childhood magic riot outed me. I was injured in the chaos losing an eye and a trace was set to apply to me the moment I entered school and was capable of casting magic) 

You start as either sick or injured. Nothing terminal but hindering and highly unpleasant. Ranging from fever to a broken bone, it would take a few weeks to a month to be able to function properly. For some reason, adults in your life won't be of much help. 

(Gain 3 Points)

Wandless: 

For some reason, no wand will ever choose you. To make matters worse, any wand you put your hands on will either violently combust or try to kill you (or both). This makes it nearly impossible to learn wand magic. A staff provides an extra lethal explosion. 

(Gain 6 Points)

Haunted: 

(My death eater kidnapper I killed will only stop hunting me) Something terrible happened or will soon happen - someone will die because of you. Then they will come back as a ghost only visible to you, to haunt you. They blame you and desire your death. Distracting you during a crucial phase of potion brewing, screaming in your ear to keep you awake, they'll do everything in their power to meet you in the afterlife. They are immune to basic exorcism of the wizarding world. You could try to make amends, or search for more esoteric solutions. 

(Gain 7 Points) 

Trace: 

(Due to the powerful accidental magical incidents in the past the magic ministry decided once I got my wand even a pure blood like myself was too much of a liability to cast magic out of school before I became a responsible adult. Also if there ever is another case of accidental magic they want to be able to trace down the issue.) 

Any use of magic outside your school will result in your expulsion. Yes, even accidental magic or enchanted objects. Yes, even in pureblood houses or magical locations. If performed magic is witnessed by muggles, even your family, you'll be sentenced to Azkaban. Be extra careful or prepare to live on the run. This drawback goes away after graduation. 

(Gain 8 Points)

Fractured Soul: 

(Due to the soul curse my drip in point and accidental magic my soul is broken messing with my emotions I can no longer feel strong empty, impulse control, and love . The ghost hunting me doesn't wish to possess me due to my soul curse which will affect it as well. Any attempt will forever curse the ghost to lose control of its hands) 

Something is wrong with your soul. It might be a part of your backstory or the result of transfer, but your soul is in a fragile state. You haven't properly merged with your current incarnation. The memories of new life are jumbled up and confusing. Only a part of your soul - that of the original child - has access to magic, you often lose the connection and have to concentrate to restore it. A serious act of violence might force those soul shards outside your body. In addition, you are a prime target for possessions, as you have no defences and instead your shattered soul becomes nourishment that could heal a horcrux user to a complete soul. This condition will pass with time as your soul mends itself. You can speed it up by embracing your new personality parts, sorting the memories and growing as a person. Alternatively, if you know how, you could use it to create a horcrux without the need to murder someone as your soul is already fractured, but it will complicate the healing. 'Horcrux' is discounted by 5 points. 

(Gain 10 points) 

Dotty: 

(As a child my insert could intermittently see me and talk to me. This crazy behavior made him comparable to a loveagood making me a prime bully target with my useless hands everyone would call me no better than squib. After the merge I have become a cold and distant man with the drive to prove I am no squib and hope to break my core binding and control my magic. Almost nothing else matters to me. What are social niceties and a word filter can you eat that? The only thing that matters is mastering myself and my magic. Has no fear of death due to passing the vail once before. Is not evil for the sake of evil but he doesn't care about others opinions.) 

Like many great witches and wizards, you're a bit touched in the head. Normal social conventions simply don't matter to you, and you may have strongly held beliefs or values that make no sense. You can still live a very successful life in the wizarding world, but this behavior is certain to put off more than a few people. You are also entirely unable to interact with muggles in an acceptable manner.

(Gain 15 Points)

House-based Drawbacks

Loyal: 

(Due to my broken nature I do not make bounds easily but anyone who has harmed or helped me is tracked in a ledger and those I found trustworthy I deem willing to cross any line to ensure they stay my ally.)

You're naturally loyal to your allies and friends, even if they hinder or consistently inconvenience you. While you might grow more distant, it would take treachery or a clear breach of trust to discard them.

 (Gain 1 Point)

Loner:

(Due to my emotional muting and my obsessive focus of my study for magic I see little value in friendship. Seeking allies when in trouble are looking for sparing partners why? I could pay for another professional tutor.)

You can't take Allies or Love Interests. Something in your personality or perhaps the lacking charisma make it hard for you to develop close relationships with others. Doesn't affect your ability to manipulate people. You still benefit from 'Charisma' as long as people don't know you too closely, you can have associates but actual friendship is out of question. 

(Gain 2 Points) 

Obsessive: 

You tend to hyper-focus on a topic with the exclusion of all else, including your work, food, sleep and social life and have to be snapped out of it by other people. You have trouble changing track and ignore either details or the whole picture.

(Gain 3 Points)

Magical talents: 

Charms affinity: 

Charms are a branch of magic that focus on adding magical qualities to targets. Charms are some of the most commonly used spells in a witch or wizard's everyday life, and cover many general utility spells such as levitating objects, breathing underwater, creating or altering light and sounds, erasing memories, or crafting magic items. While this school of magic has a high level of utility, it is not usable in fighting for anyone but the most quick thinking and imaginative. Even then, its spells tend to be less efficient than dedicated curses or hexes. Most non-violent spells are referred to as charms, though not all of them fall under this affinity, such as combat spells like shields or transfigurations. 

(Cost 15 points)

Physical charms affinity: 

You have a specialized affinity for physical charms. These spells are able to levitate and manipulate objects, create visual effects, unlock doors, clean areas, fix broken things, and more. These tend to be quality-of-life spells, but do not tend to be very long lasting unless used in enchanting. Semi-useful in combat. 

(Cost 5 points) 

D.A.D.A Affinity: 

Defense Against the Dark Arts. A field dedicated to defending against and combating dangerous magical creatures, effects, and wizards. This field is comprised of many defensive and offensive spells, including shields, hexes, jinxes, and curses. This is an absolute must for anyone looking to fight seriously against the powerful creatures and criminals of the wizarding world. This field also has the most overlap with other affinities, as most spells can be twisted for use in combat by those with a strong imagination. D.A.D.A incorporates some knowledge of the dark arts in an effort to counter them. It also benefits immensely from the strong knowledge of magical creatures and their weaknesses granted by a magical creature affinity. 

(Cost 15 points) 

Offense Affinity: You have a specialized affinity for offensive abilities; curses, hexes, jinxes, and anything that will damage an opponent. This can overlap with other magic types, such as using charms to drown an enemy or transfiguration to turn them into an animal. This will not protect you from being harmed yourself, however. 

(Cost 5 points) 

Drought: 

(due to my reliance for locomotor charm for any action that would require my hands the magical conflict with my magic makes all potions ineatable)

You struggle to create potions. While you can still learn to brew potions effectively with time, it is now twice as difficult for you to do so. You cannot take potions affinity with this option.

(Gain 5 Points)

Black thumb: 

(due to my reliance for locomoto charm for any action that would require my hands the magical conflict with my magic makes planting and replanting a risk asking to happen) 

You struggle to learn herbology. Understanding the strange logic behind magical plants is twice as difficult for you, and the plants themselves are twice as dangerous to you. Cannot take herbology affinity. 

(Gain 5 Points)

Twitchy: 

(due to my fractured soul and soul curse all mundane animal fear me and any magical animal feel uneasy in my presence) 

You struggle to handle magical creatures. The strange logic behind magical creatures is twice as difficult for you, and the beasts themselves are twice as dangerous to you. Cannot take with magical creature affinity. (Gain 5 Points)

Meta-knowledge Shield: 

Regardless of whether you know occlumency, you gain the ability to block information related to your old life from outside observers. Magical detection will not identify you as older than you are or as the incorrect gender, and you will not give away any important information about the setting if you wouldn't otherwise know it. This protection extends to effects like veritaserum that would otherwise make you tell the truth. (Free)

Meta lock: Required: 

Meta-knowledge shield choice: You cannot share your knowledge of canon. Every time you try people will only hear gibberish, your writing will turn into scribbles and so on. This is the work of your own magic. You can act on your knowledge just fine, and if you acquire the foundational clues on which your 'guesses' won't be a stretch, you could share that part with others. 

(Gain 3 points)

Spells: 

The magic in this world operates on biology - for plants and animals, or the mind - for sapient creatures. While the former is an innate part and does not require much input to wield, the latter depends on the qualities of your mind - from personality and worldview to discipline, willpower and motivation. Those traits are what separates mediocre casting from greatness. Your raw power limits how many and how potent spells you can cast before requiring rest, while finesse dictates your ability to achieve the desired effects. Some magic may be beyond you for one reason or another, only achievable with group effort or special preparation.

Not so accidental magic: 

Typically, accidental magic is just that, it responds to a child's mental state and intense desires, producing feats of magic after reaching a critical point. Few possess enough will and motivation to consistently reenact these mental states to produce accidental magic semi-reliably. For those who do, magic begins to remember those specific feats until they can be performed on demand. However, those parlor tricks aren't wand magic, a structured spell would produce the same result with more depth, power, control and ease. It seems, you've been one such child in your early years and accidents just never stopped. Levitating your toys, summoning a bottle, things like these still come easy even after getting a proper wand. You'd still lose these abilities as you grow up unless you practice routinely. If you are eleven or older, choose up to three simple magical effects. If you are five, choose one and retain the ability to learn more.

(Adaption Bonus) With rigorous training from a young age your unusual neuroplasticity allows you to gradually refine your control over magic.

(Cost 3 Points)

Nonverbal spells: 

An advanced technique, most Hogwarts students don't begin to learn non-verbal magic before their sixth year. This is the practice of casting spells without need for verbally saying the incantations aloud. Magic cast in this way is especially useful in magical duels, as users will not telegraph their attacks beforehand. Typically spells cast in this way are less powerful than their spoken counterparts, and require more focus to cast. You have mastered the art of nonverbal magic, and can cast spells you know in this way with little to no extra focus, and at full power. What's more, spells you cast will be less likely to have visual or audio imperfections like loud noises or bright beams of light, and any enchantments or spell effects caused by you are much more difficult for others to detect. 

(Cost 5 Points)

Spell misfire: 

One or several magical affinities are too strong in you, encompassing and at times eclipsing other concepts. This leads to common misfires as you try to cast spells. A fire affinity might make a feather explode when you try to levitate it. It is often violent and unexpected, striking when you don't give your full attention to performing a spell. Mastering this affinity will be necessary for reigning it in. Some concepts are more unforgiving of error than others. 

(Gain 4 points) 

Wandless Spells: 

You are capable of learning wandless magic about as easily as a wizard would normally learn wand magic. Knowing this type of magic is exceptionally useful in the event that your wand is lost, broken, or stolen, and not requiring a wand can be very convenient. What's more, magic cast in this way is not channeled through a focus, meaning you can potentially cast multiple spells at once if you have the skill and power to do so. You can still learn this type of magic without this perk, but it will be significantly more difficult to do so. Note that it only concerns wand magic - the result of a semi-sentient artifact and its wielder acting together - performed wandlessly, solely by a wizard, which differs from inborn unstructured magic of wizards as locomotor spell differs from basic telekinesis. This perk helps with doing spells wandlessly by adapting your magic to mimic the end result, something that can happen naturally through decades of practice. It doesn't affect other ways of performing magic. Using both wizard and wand magic is natural to you, it's possible to learn casting a structured spell wandlessly without first learning it with a wand. This way would still take more time and effort than normal. 

(Cost 17 points) 

Locomotor:

 Charms - Physical 

The locomotion charm. When cast on an object, this can grant the caster total telekinetic control over the target. This can be used to carry luggage, lift and throw pools of water at foes, bring statues to life, and more. This spell cannot be used on living creatures. 

(Cost 4 Points)

Spell modifiers 

Multi cost (lvl 20): 

Any spell cast with this modifier has its spell effects duplicated, as if it had been cast an extra time. This could be used to summon two patronuses at once, lift multiple objects with locomotor, or shotgun attack spells like expelliarmus or avada kedavra. You can purchase this option multiple times for a single spell, which will add one additional casting each time. This effect stacks linearly, not multiplicatively, meaning each purchase only adds one extra spell effect. 

(Cost 1 point) (total cost 20 points)

Homing: Most spells simply launch outwards in a straight line before hitting their target, missing, or being blocked. With this modifier you gain the ability to control your spells after they have left your wand, though the process requires some focus. You can direct an attack spell to curve around cover, 'thread the needle' to hit a distant or obscured object, direct conjured beasts, change your pose mid-teleport, or use the legilimens spell with the natural legilimens' inborn trait. 

(cost 3 points)

Powerful: Your spell has more raw power than it should. Spells like stupify or expelliarmus will strike with greater force, conjured animals will appear in greater numbers, shields will be practically unbreakable, mind control will be harder to resist, and you can control or lift more mass when using charms designed to do so. The strength of any spells you apply this modifier to are doubled when you cast them, and it increases slightly faster when the spell is trained. 

(Cost 2 points) 

Special effect: 

(My control over my spell can't be dispelled) 

This either gives your spell some extra quality or breaks one of its limits. Spells like Gemino could be used on living beings. Conjured animals could explode upon demise instead of vanishing. Apparition could allow you to telefrag your enemies. A canon example of this is Protego Diabolica, a fire that only burns your enemies based on their intent, not your knowledge. 

(Cost 3 points) 

Innate connection: 

Required: Fate choice: 

This spell is an indelible part of your magic. You already remember using it accidentally, and it is second nature to cast without a wand, incantation, or even detection from the Trace. You don't need to learn it first, and it anticipates your needs; it never produces undesirable mishaps or unwanted harm, and is extremely flexible. This combines with your other unique talents for spells. Wandless Magic enables casting it without even a gesture, Nonverbal without the focus normally needed for magic. A Homing modifier would let you Apparate into a confined space in a moving vehicle, while Piercing might let a curse phase through solid stone. 

(Cost 4 points) 

Finished Modified Spell

Locomotor 

multicast lvl 20

Homing 

Powerful

Special Effect (Undispellable)

Innate Connection

Potions

None Chosen

Items:

Exchange your House Points for Items Points that you can use to buy stuff here. Your choice whether any item is with you from the start, in a vault or somewhere else that you know. By default it doesn't exist in the world until your arrival, appearing out of thin air. However, you can also choose for any item to be a part of your life here, gaining a backstory. This has to be withing reason, no ten-year-old muggle-borns making their own horcrux before they even get a wand. Note that while you're guaranteed to receive the items, they aren't fiat-backed after that and can be stolen or destroyed.

Exchange Rank 4

(Cost 4 points) (Gain 4 IP)

Magic Eye: 

An artificial glass eye enchanted with magic. This eye can replace one of your own and can see through objects, invisibility, or enchantments. You can also look 360 degrees in any direction by using this eye. If removed you can continue to be able to see from the eye even at a distance. This eye can have any color of your choice, or look like a normal organic eye. 

(Cost 4 IP)

Pets

I had a pet rock once. It died: Required: Twitchy choice: You have absolutely no idea how to care for another living creature. Any pet you have is doomed to some manner of terrible demise because of your actions. Better get used to using the school owls at Hogwarts. Doesn't affect other intelligent beings, though you probably shouldn't volunteer to babysit. The effect disappears after you overcome your Care deficiency or become competent enough despite it. 

(Gain 4 Points)

Companions

Limited Cast: You may not select additional companions from the section below. No innate loyalty for you. Hope you know how to befriend people the hard way. 

(Gain 2 Points)

Adventures: Things are always happening at Hogwarts. Select from the below options to decide what opportunities and threats you will face during your time at school. The more adventures you take, the more complicated and difficult your storyline will be, with twenty-one points worth of adventures being at the difficulty of Harry Potter's own storyline (without metaknowledge). The difficulty of any adventure equals its cost, so use it as a scale. Remember that by the end of each year, Harry was often lucky to be alive as a result of his own Adventures, and many of the situations he faced could well have killed a trained Auror. By taking more AP than he did, you can expect to face appropriately grimmer odds. The adventures you select will combine into a coherent story, likely with major events occurring at least once a year. If you took both the Court of Merlin' and the 'Prophecy adventures, for example, the prophecy will likely be directly related to your activities with the court. If you took 'Private Lessons', 'Wizarding War', and 'Horcrux Hunt', the dark wizard may have taken your classmate as a protege; remotely providing them with contraband and tasks to complete. You will receive rewards in an order of your choice as you complete major events within your storyline. If you took any Rivals they will likely become obstacles as you attempt to complete these quests, as you can expect them to have strong ties to any forces opposing you. Each rival you take increases the difficulty of your adventure equivalent by one point spent below. They don't affect the price of it, every adventure just becomes one point harder on the scale that follows the examples below. This adds up, so two adventures that together cost ten points will be as hard as twelve with a single rival, and fourteen with the two of them. A single Bully increases the difficulty for two-three points per adventure. Gain 14 Adventure Points (AP) to spend in crafting your story. While it's possible to increase your AP dramatically through dangerous enemies and threats of calamity, this also makes it much more difficult to complete any particular Adventure.

Nemesis: 

You have or will soon acquire a nemesis who will donate their energy towards bringing you down. At this level they are not especially powerful but wield a measure of influence which they will use to make life difficult for you. Think Rita Skitter. 

(Gain 2 AP)

Nemesis: 

You have or will soon acquire a nemesis who will donate their energy towards bringing you down. At this level they aren't especially influential but have enough power to be directly dangerous. Think Bellatrix Lestrange. 

(Gain 4 AP)

Nemesis: (Due to the day of my birth I fit the prophecy much like Neville but I was his second stop that night. His focus is not purely on me cause i didn't stop him the first time. But he doesn't want to leave loss ends) You have or will soon acquire a nemesis who will donate their energy towards bringing you down. At this level they are both influential and powerful. Think Voldemort. (Gain 6 AP)

Private lessons: 

Charms

A teacher at Hogwarts has requested your help with an investigation. You will be assisting them in locating the origin behind a string of dangerous and serious rule-breaking, and will be asked to gather leads, extract confessions, and ultimately catch the offenders. The teacher will personally tutor you in a field of your choice to help with this. Select charms, D.A.D.A, transfiguration, potions, care for magical creatures, or herbology. If you take this quest more than once you must take different fields of magic.

Reward: Your lessons with this teacher have allowed you to grow proficient in your chosen magical field. Your mastery of the field is at the level of a fully qualified professional in your field, and you understand how to apply your magic practically. As a bonus, your memory for this magic is improved, meaning your skills will never dull due to time, age, or lack of use.

(Cost 2 AP)

Mentor: 

A relative or family friend has run into a difficult situation, and has turned to you for help. They may be trapped in another form, like an animal body, or the ghostly form of a horcrux user. They may be wanted by the ministry for a crime they didn't commit, or maybe they were afflicted with a curse of some kind. Regardless of the specifics, if you are willing to help them it will take a great deal of trial and experimentation. They'll be very eager to repay the favor afterwards.

Reward: You gain a talented mentor who can assist you in any challenges you might face. They are very magically capable, and offer great advice. What's more, if you took a drawback that lowers one of your magic affinities, they will be able to help you overcome your issues, bringing a single affinity of your choice back up to the average.

(I have not chosen a detriment to be trained so no point cost. I believe that my MC's blood talent and the fact he is in this world's fate's plan ould attract his grandfather. His grandfather was a follower of gwinderwall and accidentally made himself a sudo lich by mistake during his war. To dodge a killing blow he tried to animate his cloth to pull his aside but his body was hit by the killing curse at the same time. His soul broke upon a kill shackle from life but his animation charm hit his corpse instead allowing him a crude lichdom. He has rotten to bone but he is still an animated skeleton and wish to train the MC as his master told him that the MC would one day puppet the world. He will teach the MC fiend fire to kill him one day which will also be used to kill tom's horcruxes if he runs out of venom.)

Magical legacy: 

You have come across an incomplete set of notes on some advanced magical theory in a subject of your choice. You will need to investigate and retrace the long, complicated history of the original writer in order to piece together and complete the theories they were after. Requires pouring long hours into your work, traveling to dangerous locations, and reaching out to other experts in the field. Success will mean an in-depth look into your chosen subject and acclaim from the academic community.

Reward: Select an affinity from herbology, charms, transfiguration, D.A.D.A, potions, or magical creatures. You gain a x1.25 multiplier to this affinity. A x4 affinity becomes x5, x2 affinities become x2.5, average affinities become x1.25, and halved affinities become x0.625. Half-bloods who took drawbacks can raise those affinities to x1.25 total with effort. 

(Cost 3 AP)

Internship 

You have taken an internship or apprenticeship in a job within the wizarding world of your choosing. This can be anything from a ministry worker, to a junior auror, to a healer, to a storekeeper's assistant. This work will take up most of your summers, and you will also be sent work over the school year to complete. While you will not be exposed to any real danger, this involves quite a lot of work which can pile up on top of your regular schoolwork. You will have this internship until you leave school.

Reward: Your experience in the professional world has resulted in a general boost to your overall intelligence by roughly a tenth. While not directly useful for casting magic, this will increase your creativity and ability to study, as well as any mundane skills you know. As a bonus, you will likely be able to leverage this internship into a position in the job you chose. 

(Cost 3 AP)

Conspiracy: 

After a particularly odd experience with a muggle, you have noticed several people watching you from afar. It seems that you have run afoul of a conspiracy being operated by a group of hostile muggles that have discovered the wizarding world's existence. They have won the loyalty of several powerful and well connected wizards, and have dark plans for the wizarding world. You will need to identify these conspirators and learn their true plans in order to stop them. Be sure to learn some memory charms.

Reward: Having put your ingenuity and cleverness to the test, you have increased your fine control over your spellcasting by half again as much as your base. You can cast magic with less traces and imperfections, learn new spells quicker, and excel at delicate work such as spell creation, precise spellwork, or nonverbal and wandless magic. 

(Cost 6 AP)

Wizarding War: 

A power hungry classmate of yours is on their way towards becoming a powerful dark wizard, and they see you as a threat. They will slowly attempt to gather strength during their time at Hogwarts, and will see you as an obstacle to this end. If you took a rival, they will fill this role, gaining a large boost to motivation, skill, and ruthlessness. This grab for power will almost certainly end in a grand magical duel between the two of you; your single best shot at stopping them

Reward: Having pulled out every bit of your magical might in this duel, you have increased the raw power of your spells by half again as much as your base. Your spells hit with more force, affect a greater area, and break through most magical defenses. You also gain a superior sense of how to use different magics, including physical charms and conjurations, in combat. 

(Cost 6 AP)

Ancient Vault: 

You discovered it in your first year- the entrance to an ancient labyrinth deep under Hogwarts. Crafted by the Hogwarts founders and filled to the brim with magical puzzles and guardians of all types, this gauntlet is a difficult and potentially lethal challenge for those brave enough to enter it. The labyrinth can only be entered by students, meaning you will have just seven years to make your way through it's depths. You will need to prove yourself among the greatest of Hogwart's students to finish in time.

Reward: Having put your skills to the test, you've gained a greater mastery over your own powers. You gain a x1.25 multiplier to all of your magical affinities. This works similarly to the 'Magical Legacy adventure, but if both are taken they can result in a x1.5 multiplier for overlapping subjects. Stacks similarly with the 'Conspiracy' and 'Wizarding War' rewards. 

(Cost 7 AP)

School

Hogwarts: By default you will be attending Hogwarts School of Witchcraft and Wizardry. This ancient institution accepts students from the United Kingdom and Ireland, and is widely considered to be the greatest wizarding school in the world. Offers a balanced curriculum that allows students to learn every subject equally. Students at Hogwarts receive a great deal of freedom which helps prepare them for life in the wizarding world, though this freedom can sometimes result in magical accidents or dangers

Goals: 

Perhaps, you have an ambition that lasts beyond your school years? Having a dream, something that keeps you going when all is seemingly lost, pushes you to your limits and past, that in itself is fortunate. You can choose a single goal here, it will influence you and the world accordingly. You may strive for more goals, but they won't be fiat-changed or rewarded. Nothing prevents you from working on your ambition during school years, however it will not be achieved until you graduate and finish every Adventure.

Breaking the statute quo: 

When the two worlds were divided, it was for a good reason. You believe that reason doesn't apply now and decide to unite the Wizarding and the Mundane again. There are different ways to accomplish that, with different societies as a result. From smooth integration to a war to dystopia, you are certain you have the right to decide everyone's future.

Reason supremacy: 

To get this reward you have to ensure Wizards and Muggles are United equally. Every society has to understand what Sapience is and why it is important. You must weave through centuries of prejudice and fear, so at the end, the two worlds are fully integrated and all the major cultural, economical and survival problems are solved. Our creativity, strife to improve, the will to live, that's what allowes science and magic to move forward, that intristic part of who we are defines us more than our culture. Everyone deserves to be happy.

Friendship is witchcraft:

Trying to do the impossible caused some unusual effects. Your efforts eventually snowballed and influenced the views of both worlds, all those minds affecting the magic itself. This didn't escape your notice. You gain two rituals. One slowly increases the number of children born with magic. Those children benefit from 'New Blood' trait. The other lets you alter the Bane, so no magic of any kind would mess with technology.

(The reason is that it's safer to practice and study in peace if there is no war and given knowledge of future technology there is no way to hide once mobile phones become popular.)

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