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In addition to spells and potions learned at Hogwarts, some characters will possess additional, uncommon magical abilities. Some of these abilities can be learned through practice and dedication, whereas some are hereditary. Others, such as lycanthropy, are caused by infection.
Many of these abilities are marked with a , meaning that they must be purchased before the character can use / possess them. You may also use your freebie to avoid buying the ability (read about that under the points & purchases section of the rules), but members should note that some items are too expensive for the freebie to cover.
Magical abilities, unless obtained or learned during roleplay, must be explained in the character's application. If they are learned after acceptance, then you need to edit magical claims section in the application and add them.
Characters are allowed to have more than one ability. For now, as long as the purchase is made and the reasons make sense, the character can have as many claims as they desire. If there is ever a limitation to these claims, it will be noted in the magical claims list.
With the exception of werewolves, this is the only category that can be given to a character post–acceptance. Characters are required to thread out the "learning process" before purchase, and members should handle this as realistically as possible. The staff will monitor this process!
ANIMAGUS • Animagi are able to turn into an animal at will. The process is long, difficult, and potentially dangerous to learn. Animagi can be registered or unregistered, but failing to register this ability is against the law. If discovered, a student may be expelled from the school; an adult may face imprisonment in Azkaban.
APPARITION • Apparition is an ability taught to students that are 17 and older. Each year, a ministry official teaches it to eligible students. It cannot be taught to younger students, and apparition does not work on Hogwarts grounds outside of lessons.
GOBBLEDEGOOK • The primary language of goblins. Learning to speak this language might give you a leg up in wizard-goblin interactions.
MERMISH • The language spoken by merpeople. Above water, it sounds like a harsh screeching. Underwater, however, it sounds melodic.
TROLLSPEAK • A primitive language invented by trolls, consisting mostly of grunting. Useless for gathering information, but can help in the event of a rogue troll.
OCCLUMENCY • The act of closing one's mind to the effects of Legilimency. It is not taught at Hogwarts as part of the normal curriculum, but students can learn from a professor who is willing to teach. Notably difficult, even for adults.
LEGILIMENCY • The act of magically navigating through layers of a person's mind and correctly interpreting one's findings. It is not taught at Hogwarts as part of the normal curriculum, but students can learn this from a professor who is willing to teach them. Notably difficult, even for adults.
UNFORGIVEABLES • Unforgivable curses, such as the killing curse, the imperious curse, and cruciatus curse, are strictly monitored by staff. You must indicate in your application which of the spells your character knows, and both how and why they learned it.
WANDLESS MAGIC (ADULTS ONLY) • Wandless magic is an advanced form of spellwork in which the user can cast spells without the use of their wand. It is an adult-only skill that must be purchased. No current Hogwarts student is able to learn this ability. Notably difficult, even for adults.
These are rare abilities that a character is born with, and cannot be learned during roleplay. Characters must have inherited the gene from their family, so muggleborns can not have these. These abilities must be purchased, and often skip a generation or two.
METAMORPHMAGUS • An extremely rare witch or wizard with the ability to change their physical appearance at will. Unlike most wizards, they do not require the use of a polyjuice potion or spell to do so.
PARSELMOUTH • A person with the ability to speak parseltongue, the language of serpents. It is said that all parselmouths are descendants of Slytherins, but that's an old wives' tale. This ability is most common in pureblood witches and wizards.
SEER • A witch or wizard that possesses the ability to foretell prophecies, or see the future. Less powerful seers simply have feelings or inklings about people and situations.
The majority of species are born, and characters of a different species will obtain some physical characteristics and abilities of their species. Pureblood species cannot be witches or wizards due to the genetic differences, though their descendants can. The only exception to this rule are werewolves, who are made, and cannot pass down their ailment.
All species must be purchased, though prices vary on how diluted the blood is.
GIANT • Large, humanoid creatures that can grow to be roughly 20–25 feet tall. While full-blooded giants are not as intelligent as humans are, hybrid offspring typically inherit the human intelligence.
1/2 BLOOD • The character must have one (1) wizard and one (1) giant parent. Half–blood giants are much larger than other students and possess incredible physical strength. Half-blood giants have a very strong resistance to magic, so large doses of potions and very powerful and / or multiple spells must be used for them to be affected.
GOBLIN • Small, highly intelligent humanoid creatures with long fingers and pointed ears. Adept metalsmiths and craftsmen, and use their own type of magic. All Goblin hybrids will receive a discount on wandless magic, as it is a natural talent of the species. Goblin hybrids are very intelligent, adept at charms, and can naturally differentiate real precious metals from fake ones.
1/4 BLOOD • The character must have one (1) giant grandparent. While larger and stronger than most students, they are not as bulky as half-giants. Their magical resistance is greatly diluted, but they are not affected as long as normal humans are by most forms. I.e., a stupefy spell or a calming draught will last about half as long as a normal person.
1/8 BLOOD • The character must have one (1) giant great–grandparent. They are taller or wider than most wizards, but not outrageously so. Lower level spells and potions do not work on them. They are slightly physically stronger than the average witch or wizard.
1/2 BLOOD • The character must have one (1) wizard and one (1) goblin parent. Half–blood goblins are short, with pointed ears and longer–than–average fingers and noses. They can perform wandless magic at fairly young ages without having to be explicitly taught.
VAMPIRE • Magical, humanoid beings famed for feeding on human blood. They are pale, gaunt, and have sharp teeth. All vampire descendants have a keen sense of sight, hearing, and smell, as well as a more physical strength than normal humans, however the greater the dilution of being blood, the weaker these enhancements become.
1/4 BLOOD • The character must have one (1) goblin grandparent. They tend to be short, although other physical traits (with the exception of pointed ears) are not as prominent. Their intelligence is still greater than average, and while they do not have the innate ability to perform wandless magic, they are capable of learning it during their school years.
1/8 BLOOD • The character must have one (1) goblin great–grandparent. They are shorter than the average wizard with slightly pointed ears. They learn more quickly than the average student, are excellent at charms, and find it easy to learn wandless magic later in their schooling or as adults.
1/2 BLOOD • The character must have one (1) wizard and one (1) vampire parent. They are noticably pale and their canines are notably pointy. They have difficulty staying in direct sunlight for long periods of time and can be warded away by garlic. Half-vampires are the only half-breed that requires blood in their diet to remain healthy. Those deprived can experience withdrawal. They can see perfectly in pitch darkness, however their eyes are very sensitive to light
VEELA • Magical humanoid beings that can transform into terrifying birds when angry. If content, they are exceptionally beautiful. Veela halfbreeds are commonly female, but males aren't unheard of. The more diluted the blood, the less attraction. While distractingly beautiful to everyone, only those who are attracted to the veela's gender will be mesmerized. I.e., a gay man knows a female veela is gorgeous, but isn't dumbfounded by her beauty.
1/4 BLOOD • The character must have one (1) vampire grandparent. They have pale skin and are prone to sunburns, but can withstand sunlight better than half or full vampires. They are allergic to garlic and have a thirst for blood when they are exposed for it, however it can typically be satiated with a blood lollipop. They have excellent night vision, but cannot distinguish features without at least a little bit of lighting. Their eyes are only slightly more sensitive than the average human.
1/8 BLOOD • The character must have one (1) vampire great–grandparent. They have sharp canines, but they cannot cleanly puncture skin. They are scarcely affected by direct sunlight, and crave blood only when directly exposed to it. Garlic will give them a stomachache. They can see better in the darkness than the average human, however they do not have perfect night vision.
1/2 BLOOD • The character must have one (1) wizard and one (1) veela parent. Both male and female half–veelas are enchantingly beautiful, and draw attention from others. They are temperamental beings, and adopt harpy–like qualities such as feathery hair, darkened eyes, and sharpened nails when angry. They excel with fire magic.
WEREWOLF • A werewolf is a human who, during a full moon, turns into a wolf who preys exclusively on humans. This condition is not hereditary, but can infect others by saliva-to-blood contact. Werewolves are known to age faster than the average human as a result of the stress the transformation puts on the body.
1/4 BLOOD • The character must have (1) veela grandparent. They are still strikingly beautiful, though the enchantment is not quite as powerful, and their physical appearance does not change when they are angry. They are talented with fire magic.
1/8 BLOOD • The character must have one (1) veela great–grandparent. They are still attractive to others, though not debilitatingly so. They are fairly good with fire magic.
During the week of the full moon, werewolves become ill as their bodies prepare for the change. At Hogwarts, students are given wolfsbane, and kept in a special part of the dungeon during the full moon for safety. Alohomora werewolves appear to be very large, normal wolves with the exception of their shorter snouts, human-like eyes, and tufted tail.
1/2 BLOOD • If a person is bitten by a werewolf who is still in their human form, or a person already has non-human blood in them, the person will become a half–werewolf. They will not transform into werewolves, but will experience irritability during the full moon, a sharper temper, and a preference for rare meat.
posted Feb 25 2017, 01:14 PM report