Spells

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Spell Keywords

Area: Effect that covers an area.
Beast: Affects animals/creatures.
Binding: Constrains the target.
Conjuring: Creates from nothing.
Counter-spell: Dispels magic.
Dark: A Dark magic spell.
Electricity: Electrical/lightning effect.
Fire: Affects flame.
Harmful: Causes damage or illness.
Healing: Cures injury or illness.
Hiding: Conceals or disguises.
Light: Glowing or light effect.
Locking: Closes and/or locks.
Mind: Affects target's mind.
Movement: Causes physical motion.
Opening: Unlocks or opens.
Plant: Affects vegetation.
Protection: Protects from harm.
Revealing: Reveals what is hidden.
Sound: A sound-based effect.
Transformation: Alters physical form.
Vanishment: Removes from existence.
Ward: Keeps something away
Water: Affects water.
Weather: Affects weather/climate.

What follows is an official list of spells recognized on Witchcraft & Wizardry, along with system mechanics for using them in game. We try to include most every canon spell out there, and a number of non-canon spells as well, but there may be some variation in our interpretation of them. Likewise, if a spell is missing from this list, there is probably a good reason for it (particularly if it's a non-canon spell). You won't be able to perfectly replicate everything done in the books, as we've had to make choices to keep things balanced for a game.

We encourage players to get creative with these spells. We cannot possibly think of every use a spell might have, so feel free to think outside the box, using the rules here as guidelines. For players that are interested in creating entirely new spells, we have guidelines in place for just that.

This is merely a collection of available spells. For other details about magic and how it is used, see Magic.

Spell Format

In the title bar of each spell entry below is a hp.png link to the HP Wiki's entry on the spell, the name of the spell, followed by its incantation. At the far right of the title bar are "keywords" — OOC categories that spells fit into. These keywords may be used for such things as determining the types of spells a given counter-spell will counter.

Following the title bar is a brief description of the spell's effects, including any special considerations, such as types of viable targets. If our version of the spell differs from canon, that information will be found here. Note that in some cases, the spell name we use will differ from that found on the HP wiki.

The rest of the spell information breaks down as follows:

Skill/Roll: "Skill" is the Skill used to the cast the spell. If applicable, this is followed by the skill rank required to learn it (e.g. Charms 6 means you must have Charms at rank 6 to learn the spell). If no rank is listed, the spell can be learned an any skill rank (even 0). "Roll" is the code used to cast the spell in game, including a difficulty modifier, usually expressed in a penalty.

  • If multiple skills can be used to cast the spell, all applicable skills will be listed. A character need only meet the requirements for one of these skills.

Living and Non-Living Targets

Some spells specify that they can only be using on a living or non-living target. But what about the undead? That depends upon whether they are merely animated shells, such as Inferi, or the Living Dead, such as vampires and zombies.

Inferi may be animated, but they are not alive, and are therefore considered non-living targets. The Living Dead aren't strictly alive either, but they possess enough semblance of life energy that they are considered alive for the purposes of determining whether or not they are targetable by certain spells.

Note that ghosts are not undead creatures. They are spirits, and their intangibility makes them immune to most spells anyhow.

Training: The level of schooling, professional training, or private study that is required to learn the spell.

  • Alternative paths to learning are separated by a "/".
  • Sometimes there is a Brownie cost associated with learning a particular spell, as well. In addition, a spell without a Brownie cost can be researched and learned on its own without fulfilling the training prerequisites. This requires an expenditure of Brownies equal to twice the highest school year the spell would normally be learned, or 15 Brownies for spells learned elsewhere (such as Ministry training). Spells purchased with Brownies will be record on a character's +sheet2.
  • Some spells take time to learn, and have a training time listed. Note that these times are estimates, and depending upon circumstances, the spell may actually take more or less time to learn.

Casting Time: The time it takes to cast the spell. If a spell takes more than one round to cast, it can be interrupted by a counter-spell, attack, or other interference. In some cases, this may cause a backfire of some kind.

Duration: The length of time that the spell's effects last after it is successfully cast. Spells with a duration of "Instantaneous" have an immediate effect, but do not persist.

  • If duration is listed as "Concentration", the spell's effects will continue as long as the caster maintains eye contact with the target and does nothing but try to maintain it.
  • Many spell durations will vary based upon whether it is cast in a combat situation. This is primarily for dramatic and game-balance reasons, but can be justified as the difficulty of casting accurately in the tension of battle.

The main spell block is followed by the results of Success, sometimes expressed as a single success result, sometimes with different results for different success levels, and/or additional effects based upon the victory level of an Opposed Roll. If there are no special system effects beyond the basic spell description, no success results will be listed. If there are any specific effects for a Failure or Embarrassing Failure, they will be detailed in this section. Failure will typically means the spell simply misses its target or fizzles. An Embarrassing Failure results is some sort of magical backlash, which can vary wildly in effect (but never to the benefit of the caster).

A wizard may always opt for a lesser effect than what is rolled, though this does not reduce the actual roll result when determining the victor of an Opposed Roll.

Size Rank Example Creatures Example Objects
Tiny mouse, beetle, puffskein needle, teacup
Small cat, dog, tortoise book, breadbox
Medium human, jaguar, goblin chair, steamer trunk
Large horse, half-giant, hippogriff dining table, automobile
Huge troll small hut, full-grown tree
Massive dragon, giant house, sailing ship

Size Ranks

Some spells will refer to a target's size. Size in Witchcraft & Wizardry is measured in size ranks: Tiny, Small, Medium, Large, Huge, and Massive. Refer to the table at the right for an idea of what creatures and objects fit into each size rank.

Spell Descriptions

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K

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L

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M ✵ N ✵ O

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P

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Q ✵ R

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S

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T

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U ✵ V

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W ✵ X ✵ Y ✵ Z

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