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 The Ultimate Handbook, This handbook can answer most questions
BVINTAGE
 Posted: Apr 8 2016, 07:17 PM
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So you want a job, eh? That's probably a good idea. Especially since having one can actually be pretty fun, depending on the job you go for. Hogwarts Revolution Staff have fairly big plans for a lot of jobs, and as it's a new thing, it's just taking off so it might not be quite what we're envisioning yet, but we're working on it.

Most jobs you can apply for HERE. If you're interested in the Ministry of Magic or St. Mungos, scroll down to the section and check for the employment link under their respective titles! Gringott's Wizarding Bank also has it's own employment area so check for a link beside it's title. Lastly, if you're interested in working for the Daily Prophet, you'll find the application in the Ministry of Magic as well.

Each of the major job locations/job has it's own description of how it works, so you will want to read up on the option you're interested in. As the positions fill up, particularly with higher ranks, the more interactive the job may become.

Once you've gotten a job, you can visit Gringott's Bank at the end of every Hogwarts Semester (check the calendar) and apply for your paycheck!

Internships are more hands on, mostly in bigger jobs such as at the Ministry of Magic, St. Mungos Hospital, or Gringott's Bank. Click on the respective links to visit the internship applications.

Want to own a business?

We have a select few openings for new businesses, and once we've reached our chosen max amount, won't be open until one closes! Particularly at the moment, we're interested in businesses for Knockturn Alley, but we'll consider a very select few for Diagon Alley, as well as Hogsmeade or even some other locations of your choice (see bottom of post for more info on other locations).

1) You must purchase a business license in order to sell your products or services! PM the Ministry of Magic about purchasing a license. Provide a short, but helpful description of your business. We also would like a full list of merchandise/items sold and/or services, including prices. Check around Diagon Alley for an idea of what would be acceptable prices. If your prices are too high, they will be posted as such and your business may get a reputation for being too high priced.

2) If your business idea has been OKed at this point, you must send 100 galleons to the Ministry of Magic account and they will send the Business License to the character that owns the business.

3) When all of this is done, we'll create a sub-forum for your business in your chosen location, that must have been approved beforehand!


Important: There are several reasons these prices are only in-character and no payment for them will go into your character's account: 1) There are no actual products to give them, such as sending them to their inventory and 2) even if we could provide you a space in the Shop area where items could be placed, we can't track down who actually bought what. However, As a Business Owner, you will be paid the amount listed here at the end of each term, provided you apply for payment at the appropriate time. It is your responsibility to sign up at the right time to get paid!


Business in Non-Major Locations

Until the site is big enough to expand elsewhere, businesses must be kept to the United Kingdom. However, there are a few opportunities for businesses to be located somewhere other than Diagon Alley, Hogsmeade or Knockturn Alley. The approval process is really simple.

You must tell us what sort of building/establishment your business would be in (small, one story building, for example) and what protective measures are in place to keep Muggles from wandering in or finding out about The Wizarding World and magic. Two such protections are: 1) the building appears rundown and/or closed to Muggles or 2) when a Muggle approaches, they remember something important they have to do, in which they will decide to do the important thing, rather than go inside.

Lastly, tell us the specific location in which your shop is located. It doesn't have to be down to a street name, but a city or town is required.
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BVINTAGE
 Posted: Apr 9 2016, 04:14 PM
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The Trade Market can be found HERE in the International Confederation of Wizards forum. Please read the Guidelines before you get started to make sure you understand the process! This is completely optional, of course, but if you're a collector of items and are interested in buying, trading and selling, this is a great place to do it.

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The lottery is something that Players can participate in, provided you have at least 30 posts, and win a little bit of money and some collectibles as well. The collectibles are ones you can only gain through the lottery and not in shops, or through ways of participation.

How It Works
Currently the lottery runs for 30 days before it closes and, winner or not, another lottery will be created in it's place! There are 200 tickets that are allowed to be bought at 100 galleons a piece and any one person can have a max of 5 tickets. There are five balls, so five numbers to be chosen out of 50 numbers. Getting only one number earns you no prize, while two numbers earns you 100 galleons, three numbers earn you 200 galleons a prize, four numbers is 300 galleons and a prize, and five numbers is 400 galleons and a prize. We will rotate the prizes every so often so that different ones will be available to be won.


How to Play

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Interested in gambling away your money? Just have too much and need something to do with it? Perhaps you don't think you have enough money and want to try your hand at getting more? Well look no further! Follow the steps below and take a chance! In-game currency only.

1. Go to this link to see the lottery(s) in play!

2. Once the page loads, click the name of the lottery you're interested in. This is also where you can manage your tickets.

3. The next page that loads shows the details of the lottery, such as how many numbers will be drawn, when the lottery will end, the odds of winning, and a link to buy a ticket.
4. After clicking the link to buy a ticket, it will ask you the numbers you want to use or give you the option to let the system randomly pick them for you.

5. Click the "Buy ticket!" button to finalize your purchase.

Note: All winning numbers are picked by the system, not by HR staff or any other person. HR staff does not endorse or encourage any gambling behaviors outside of Hogwarts Revolution.
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BVINTAGE
 Posted: Apr 9 2016, 09:23 PM
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Wizarding Academy of Dramatic Arts

An Academy that provides education for witches and wizards who seek a theatrical or performance career. This school is mentioned in JK Rowling's Beedle and the Bard, therefore is considered canon. Not much is known about it, but it will be considered a two to four year school, depending on what you apply for, and you must be at least 17 years old and out of school (Hogwarts, Beauxbatons, etc) to attend.



Merge School of Under-Water Spellage

An ad was ran for this school in the Daily Prophet. They provided basic to advanced courses in Underwater Charms that are, at some point, practiced/performed in the Red Sea. Since the Red Sea is in the Indian Ocean, HR will presume (making this canon HR information) that the school is located in Asia. We'll also presume that the school offers six months education and you must be a minimum of 17 years old and out of school (Hogwarts, Beauxbatons, etc) in order to attend.



Academy of Broom Flying

An ad appeared on a poster in one of the movies. Other than the name, no canon information is known, so the following information is considered canon for Hogwarts Revolution: The Academy provides a three month education in broom flying, including lessons from basic to stunt flying. The Academy is valid to those who are 17 years of age or older and out of school (Hogwarts, Beauxbatons, etc).



Euro-Glyph School of Extraordinary Languages

Not much is known about this school, but we know about it because the Daily Prophet ran an ad for it. It's an international wizard language school that focuses on obscure magical languages, such as hieroglyphs. There are schools in London, England, Leeds, England, Montreal, Canada, Nairobi, Kenya, Santiago, Chile, Caracas, Venezuela, and Havana, Cuba. This is obviously a school that one can attend after schools such as Hogwarts, Ilvermorny, etc. The above info is the only canon info we know about. To use this school to our advantage, I will add info that will be considered canon to Hogwarts Revolution: This is a two year school, therefore if you wish to use it in your resumes to apply to various job, you must be AT LEAST 19 years old to have graduated from this school. Any younger and there definitely wouldn't have been enough time to attend and graduate.



Egyptian Centre for Alchemical Studies

This centre is where Alchemy is studied in Egypt and is possibly one of the largest centres for studying Alchemy. Hogwart's Revolution will consider the following information canon for RP purpose: one can graduate at 2 or 4 years and must be at least 17 yrs old to attend.



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BEAUXBATONS ACADEMY OF MAGIC

This wizarding school is located in the Palace of Beauxbatons, situated in the scenic Pyrenees Mountains in southern France, and has stood for about seven whole centuries. Surrounding the palace are majestic gardens and fountains magically created out of the surrounding mountains. Wood nymphs can be found in the Dining Hall often serenading the students while they eat. At Christmas, the hall is adorned with glittering, non-melting ice sculptures. Beauxbatons accepts both boys and girls of any magical blood status from countries all over Europe such as Netherlands, Spain, Portugal, Luxembourg, and Belgium.



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DURMSTRANG INSTITUTE

Durmstrang Castle is located in the northernmost mountains of Sweden. It is notorious for its education of the Dark Arts. It is said to have existed, at least, since the year 1294, founded by the great medieval witch, Nerida Vulchanova. It is not quite as large as Hogwarts, but chooses to conceal itself as most of the other schools do. Students arrive at the school by boat, travelling down a river to its location. While it does accept students from as far as Bulgaria, it does not, however, admit muggle-borns. Traditional dress consists of fur hats, fur cloaks, and blood-red robes.



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MAHOUKOTORO TEMPLE OF YOUNG WITCHES AND WIZARDS

Mahoukotoro temple, only accepting students from Japan, has the smallest student body of the eleven prestigious wizarding schools. During the day, students are flown back and forth to their homes by storm petrels. The ornate and exquisite palace of Mahoutokoro is made of mutton-fat jade, and stands on the topmost point of the 'uninhabited' (or so Muggles think) Volcanic island of Minami Iwo Jima. Having stood for over a millennium, it was once the home of the wealthiest pureblood wizard in Japan. After his death, his three children renovated the temple and turned it into a wizarding school, originally only accepting purebloods. As time went on, it became more lenient towards other blood status, and today it accepts both boys and girls of all blood status. Those who attend the school wear robes that grow in size with the wearer, and changes color to reflect the learning level of the student. From pink (beginner) to white (disgraced). While this school is cloaked in mystery, it is rumored that they teach a class specializing in the art of cloaking and invisibility.



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KOLDOVSTORETZ PALACE OF SPELLCASTING

Koldovstoretz palace is said to be the wizarding school to have undergone the most renovations in its time. It was founded by a single wizard in the middle ages. It is about the same size as Durmstrang, sitting in the wide open lands of southern Siberia. Built of traditional Russian architecture, its colorful tear-shaped towers stand tall and strong. The campus of this school is unique in that it consists of multiple, separate buildings, each for a different department. The dormitories are also placed in their own building. Students are segregated by age with the color of their thick, fur lined robes indicating what year they are in. It accepts students from Russia only.



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UAGADOU SCHOOL OF MAGICAL EDUCATION

Uagadou castle is known to be one of the oldest magical institutions in the world, second to the Institute of the Nile, and one of the largest. During the late 1600s, it was relocated from a remote location in Lesotho to an old abandoned castle in the tropical hills of Madagascar. The castle underwent a year of reconstruction until it was officially opened as the new school in southern Africa. Students from all over Africa are accepted to this school by Dream Messenger which leaves a token in the children's hand. They arrive only by ship onto to one of its secret beaches. From there they are taken through a very narrow, winding path through the tropical forest until they reach the castle sitting atop a high cliff overlooking the ocean. This school often takes part in magical water sports, using the nearby beach to practice. They are also known for elaborate celebrations and dances that sometimes last for days. Students specialize in Astronomy, Alchemy, and self-transfiguration.



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MAGICAL INSTITUTE OF THE NILE

The Nile Temple is said to be the oldest magical school in the world, the time of its founding often debated. Some believe one of Ancient Egypt's pharaohs was its founder as they believe that the pharaohs of Ancient Egypt were all purebloods. Others believe it wasn't until the Roman occupation that it was founded. Originally the Institute was an all-boy's pureblood school until the second or third century. Ever since boys and girls have been segregated into their own halves of the temple. It is only known that it is buried deep within in the sands of the Sahara desert, somewhere east of the Nile river. The only entrance to the school is exposed to the surface in a deep unknown canyon. Students arrive to the school by caravans on camel back after using the floo network to arrive in an unplottable oasis. The school accepts only purebloods and half-bloods from Egypt and Saudi Arabia.




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CARIBBEAN ACADEMY OF WITCHCRAFT AND WIZARDRY

This school, also known as Caribbean City to its inhabitants, is the only wizarding school located underwater. Situated at the seafloor of the Caribbean Sea, it is surrounded by a magical ward that forms a gigantic air bubble around the school. To the unmagical eye, it is simply the ruins of a wrecked ship. This school is one of the youngest of the wizarding schools (second to United States), founded only after the European occupation of the area. It is believed to be one of the most beautiful of the schools with its vibrant towers glowing in every direction, tall bridges branching from every direction, and great etchings of sea life. The inside of the castle glimmers of the reflections of the water above, allowing the students to watch the marine life pass them by. The students of the school are segregated similarly to Hogwarts, with symbols of marine animals as their heraldry. Their robes are decorated as beautifully as the school, blue silk decorated in prints of marine life. The school accepts students from the island nations of the Caribbean.




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CASTELOBRUXO ACADEME

Castelobruxo is the oldest wizarding school of the Americas, situated deep in the Amazon Rainforest of Brazil. Castelobruxo is an imposing square edifice of golden rock, often compared to a temple. Both building and grounds are protected by the Caipora, small and furry spirit-beings who are extraordinarily mischievous and tricky, and who emerge under cover of night to watch over the students and the creatures who live in the forest. It is believed that the castle was previously owned by an ancient tribe in the area, using it for a center of magical education. When the Portuguese occupied and took control of the area, the Portuguese purebloods did so with the castle. After reconstruction, it was formed into what it is today. Students from the school specialize in Herbology and Magizoology. The school accepts students from all over South America.



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ILVERMORNY SCHOOL OF SORCERY

Ilvermorny castle is the youngest of wizarding schools, officially founded just after United States' independence in the late 1700s. Before that, it was simply an unofficial center of magic though not a formal school. It stands isolated in the cold, mountainous regions of northern New York, much bigger than Hogwarts. The uniforms at the school are known to be the most lax in the world, allowing its students to wear clothing of their own, most often heavy fur coats and boots. This follows the school's more progressive ideas, accepting students of all statuses and sexes from North America. A bear is their heraldry, and white and gold are common colors seen inside the castle. Professors traditionally wear white while the Headmaster/Headmistress wears gold.



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MAGICAL ACADEMY FOR TASMANIA

Tasmania Academy was founded sometime during the early Renaissance era by a pureblood Ravenclaw alumni from Hogwarts. It was built along the southern, rocky shores of Tasmania. It is one of the most underrated of schools. Despite being particularly small, only a little larger than Hogwarts and rarely participating in international sports/tournaments, its curriculum is not something to underestimate. The school specializes in subjects such as Divination and Occlumency, teaching these to students from a young age. It also heavily focuses on subjects such as Astronomy, and prides itself on creativity with one of the largest departments dedicated to music and visual arts. It is said that the school has seen more Seers in its history than any other, whether professors or graduates. Uniforms are decidedly dark, with non-pointed, black brimmed hats and dark blue robes. A star and a crescent moon can be found on the school's crest typically accompanied by colors of blue and silver. It accepts students from all of Oceania.

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BVINTAGE
 Posted: Apr 10 2016, 02:07 PM
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Here is a guide to the spells and enchantments currently known in the wizarding world! The more original spells that were created won't be found here, but can be found in the school library books. But listed below are the wide range of spells mentioned at some point in the series (and of course, we've created our own Latin incantations for some of these spells that didn't have them). Now, your characters have the references they need to their spell-casting! Keep year restrictions in mind when attempting to perform a spell, or the results may be particularly nasty.


1. Spells

The Amplification Spell
• Sonorus (so-NO-rus)
• Amplifies the voice of the caster.
• For fifth years and above.

The Animagus Repelling Spell
• Repello Animagus (reh-PEL-lo ah-nee-MAY-jus)
• Forces an animagus to return to his or her natural state.
• Advanced magic.

The Attacking Spell
• Oppugno (up-PUG-no)
• Causes an object to attack the target.
• For sixth years and above.

The Anti-Cheating Spell
• Captio Detineo (CAP-tee-oh de-TEEN-ee-oh)
• Prevents cheating. Often used on quills and exam parchments.
• For sixth years and above.

The Apparation/Disapparation Spell
• No incantation.
• Allows caster to appear/disappear instantly in a given place.
Warning: Splinching may occur.
• Requires Apparation License from Ministry of Magic.

The Arrow-Shooting Spell
• Mitterent Sagittas (mitt-er-ent sag-it-us)
• Shoot arrows from your wand.
• For fifth years and above.

The Beetle to Button Spell
• Induvia (in-DOO-vee-ah)
• Transfigures a beetle into a button
• For second years and above.

The Bird-Conjuring Spell
• Avis (ay-vis)
• Conjures a flock of birds.
• For second years and above.

The Breathing Spell
• Anapneo (ah-NAP-nee-oh)
• Clears the target’s airways for easier breathing.
• For sixth years and above.

The Burning Marker Spell
• Flagrate (FLAH-grate)
• Allows caster to draw lines of fire with a wand.
• For sixth years and above.

The Candle to Rabbit Spell
• Cuniculus (cu-NI-coo-lus)
• Transfigures a candle into a rabbit
• For third years and above.

The Dancing Spell
• Tarantallegra (tah-ran-tah-LEH-grah)
• Causes target’s legs to dance the ‘Tarantella’ uncontrollably.
• For third years and above.

The Dark Mark Conjuring Spell
• Morsmordre (mors-MOR-dray)
• Conjures the dark mark.
• Advanced magic. Illegal.

The Disarming Spell
• Expelliarmus (ex-pel-ee-AR-mus)
• Causes opponent’s weapon to fly out of his or her hand.
• For all years.

The Dissendium Spell
• Dissendium (dis-SEN-dee-um)
• Reveals hidden pathways.
• For third years and above.

The Disillusion Spell
• Taedium (TAY-dee-um)
• Target appears uninteresting. Often used to hide magical objects from muggles.
• For fifth years and above.

The Entrancing Enchantment Spell
• Cantio (CAN-tee-oh)
• Entrances the target.
• For seventh years and above.

The Erasing Spell
• Deletrius (de-lee-tree-us)
• Erases spell images conjured by Priori Incantatem.
• For sixth years and above.

The Extinguishing Spell
• Intersinguo (in-ter-SIN-joo-oh)
• Puts out fires.
• For fifth years and above.

The Explosion Spell
• Bombarda (bom-BAR-da)
• Causes explosions to inanimate objects.
• For fourth years and above.

The Explosion Spell (Advanced)
• Bombarda (bom-BAR-da MAX-i-ma)
• Causes much larger explosions to inanimate objects.
• For sixth years and above.

The Finite Spell
• Finite (fee-NEE-tay)
• Removes the effects of a single spell.
• For second years and above.

The Finite Incantatem Spell
• Finite Incantatem (fee-NEE-tay in-can-TAH-tem)
• Removes the effects of all spells currently cast.
• For fourth years and above.

The Fire Creation Spell
• Incendio (in-SEN-dee-oh)
• Conjures red and orange flames.
• For all years.

The Flower Conjuring Spell
• Orchideous (or-chi-dee-us)
• Conjures flowers from the tip of the caster’s wand.
• For fourth years and above.

The Flower-Head Spell
• Herbifors (HER-bi-fors)
• Causes yellow flowers to sprout from the victim's head
• For all years.

The Four-Point Spell
• Point Me (english pronunciation)
• Causes the caster’s wand to act like a compass.
• For fourth years and above.

The Gemino Curse
• Geminio Consecro (jeh-MIH-nee-oh con-SEH-croh)
• Causes an object to duplicate into multiple copies whenever touched
• Advanced magic.

The Gemino Spell
• Geminio (jeh-MIH-nee-oh)
• Duplicates an object
• For sixth years and above.

The Gouging Spell
• Defodio (deh-FOH-dee-oh)
• Used to gouge out portions of earth and stone.
• For third years and above.

The Healing Spell
• Episkey (eh-PIS-kee)
• Heals certain injuries, such as minor broken bones.
• For sixth years and above.

The Hex-Repelling Spell
• Salvio Hexia (sal-vee-oh HEK-see-ə)
• Provides some form of protection against hexes.
• For fourth years and above.

The Inanimate Object Conjuring Spell
• Inanimatus Conjurus (in-ah-ni-MAH-tus CON-joo-rus)
• Conjures inanimate objects.
• For fifth years and above.

The Incarceration Spell
• Incarcerous (in-CAR-ser-rus)
• Binds opponent in ropes.
• For seventh years and above.

The Ingredient Revealing Spell
• Revela (reh-veh-lah)
• Reveals the ingredients used in a potion.
• For seventh years and above.

The Ink Revealing Spell
• Aparecium (ah-pah-REE-see-um)
• Reveals invisible ink.
• For third years and above.

The Item to Matchbox Spell
• Flintifors (Flin-tuh-fours)
• Transfigures an item to a matchbox
• For all years.

The Levicorpus Spell
• Levicorpus (le-vee-COR-pus)
• Dangles target by their ankle in mid-air.
• For fourth years and above.

The Liberacorpus Spell
• Liberacorpus (lee-beh-rah-COR-pus)
• Releases target from Levicorpus Spell
• For fourth years and above.

The Light Conjuring Spell
• Lumos (LOO-mose)
• Conjures light from the end of the caster’s wand.
• For all years.

The Light Extinguishing Spell
• Nox (nox)
• Extinguishes light created by Lumos.
• For all years.

The Liquid Cleaning Spell
• Tergeo (TER-jee-oh)
• Magically cleans liquids from surfaces.
• For fourth years and above.

The Match to Needle Spell
• Acu Pingere (AH-coo pin-GE-ray)
• Transfigures a match into a needle
• For third years and above.

The Magnet Spell
• Waddiwasi (wad-dee-WAH-see)
• Attracts an item to fly at high speed toward the target.
• For third years and above.

The Meteolojinx Recanto Spell
• Meteolojinx Recanto (mee-tee-OLl-ə-jingks re-KAN-toh)
• Causes weather effects caused by incantations to cease.
• For seventh years and above.

The Mobilicorpus Spell
• Mobilicorpus (mo-bi-li-COR-pus)
• Moves unconscious bodies.
• For sixth years and above.

The Mouse to Snuffbox Spell
• Abolla (ah-BOW-lah)
• Transfigures a mouse into a snuffbox
• For second years and above.

The Muffling Spell
• Muffliato (muf-flee-ah-to)
• Causes target to only perceive muffled noises from nearby sounds.
• For sixth years and above.

The Object to Mouse Spell
• Snufflifors (snuff-luh-fors)
• Transfigure an object into a mouse.
• For first years and above.

The Portal Spell
• Portus (POR-tus)
• Transfigures an object into a portkey.
• Advanced magic. Requires Ministry of Magic's approval to use.

The Priori Incantatem Spell
• Priori Incantatem (pree-OR-ee in-can-TAH-tum)
• Wand creates an echo or ghostly image of last spells it performed.
• For seventh years and above.

The Quieting Spell
• Quietus (kwai-eh-tus)
• Negates the effects of the Sonorus spell. Also used to quieten sounds.
• For fifth years and above.

The Rabbits to Slippers Spell
• Soccus Cuniculus (SOH-cus coo-NI-coo-lus)
• Transfigures a pair of rabbits into slippers
• For second years and above.

The Relashio Spell
• Relashio (reh-LAH-shee-oh)
• Creates a sparking heat from the end of the wand.
• For seventh years and above.

The Rennervate Spell
• Rennervate (REN-ər-vayt)
• Brings someone out of consciousness.
• For second years and above.

The Repairing Spell
• Reparo (reh-PAH-ro)
• Repairs an object. “[Objecct] Reparo.”
• For second years and above.

The Repelling Spell
• Repello (reh-PEL-lo)
• Repels an object.
• For fourth years and above.

The Repelling Spell (Muggles)
• Repello Muggletum (reh-PEL-loh MUG-lə-təm)
• Repels muggles from wizarding places by causing them to remember a completely unrelated event.
• For sixth years and above.

The Sealing Spell
• Colloportus (col-lo-POR-tus)
• Magically seals objects. Countered by the Unlocking Charm.
• For all years.

The Snail to Teapot Spell
• Coclea (COH-klee-ah)
• Transfigures a snail into a teapot
• For second years and above.

The Snake Vanishing Spell
• Vipera Evanesca (vi-PEH-ra eh-vah-NES-kah)
• Counter-curse for Serpensortia
• For seventh years and above.

The Stone Transfiguring Spell
• Duro (DOO-ro)
• Transfigures objects to stone
• For seventh years and above.

The Revealing Spell
• Specialis Revelio (speh-shee-AH-lis re-VEE-lee-oh)
• Reveals any object hidden by magical means.
• For seventh years and above.

The Shock Treatment Spell
• Stringor (strin-GOR)
• Medicinal spell used to treat patients for shock.
• Advanced magic.

The Splint/Bandage Conjuring Spell
• Ferula (fe-ROO-lah)
• Conjures a splint and bandages.
• For seventh years and above.

The Stealth Sensoring Spell
• Furtim Acclaro (FUR-teem ac-CLAH-ro)
• Detects illicit behavior and alerts the caster.
• For seventh years and above.

The Teapot to Tortoise Spell
• Testudo (tes-TOO-doh)
• Transfigures a teapot into a tortoise
• For fifth years and above.

The Tooth-Enlarging Spell
• Densaugeo (den-SAW-jee-oh)
• Enlarges the teeth of the target.
• For all years.

The Unbreakable Vow Spell
• No incantation.
• Creates a magical treaty. To break the treaty is to die.
• Advanced magic.

The Vanishing Spell
• Evanesco (eh-vah-NES-coh)
• Causes an object to vanish, rather than to just turn invisible.
• For sixth years and above.

The Water Goblet Spell
• Fera Verto (Fair-uh-VAIR-toh)
• Transfigures small animals into water goblets
• For all years.

The Wound Healing Spell
• Integro Expello Sauciatio (in-THE-gro ex-PEL-lo saw-see-AH-tee-oh)
• Heals severe wounds.
• Advanced magic.
PM  
^
BVINTAGE
 Posted: Apr 10 2016, 02:08 PM
QUOTE  
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2. Charms

The Banishing Charm
• Abigo (AH-bi-go)
• Causes an object to fly away from the caster. “Abigo [Object]”
• For all years.

The Banishing Charm (Advanced)
• Abigo (AH-bi-go MAX-i-ma)
• Causes an object to fly away from the caster. “Abigo [Object]”
• Advanced Magic.

The Binding Charm
• Incarcerous (in-CAR-sir-us)
• Conjures thick ropes out of thin air to bind someone or something.
• For all years.

The Bird Transfiguring Charm
• Avifors (AH-vi-fors)
• Transfigures small objects into birds.
• For fourth years and above.

The Boggart Banishing Charm
• Riddikulus (ri-di-KYOO-lus)
• Forces a boggart to take on an amusing appearance.
• For third years and above.

The Bubblehead Charm
• Refervesco (re-fer-VES-co)
• Creates a bubble around the caster’s head for underwater breathing.
• For fourth years and above.

The Bubble Conjuring Charm
• Bulla (BOO-lah)
• Conjures bubbles from the tip of the caster’s wand.
• For all years.

The Cheering Charm
• Laetifico (lay-TI-fi-co)
• Causes target to enjoy momentary cheeriness.
• For second years and above.

The Colour-Changing Charm
• Coloro (co-LO-ro)
• Changes an object’s color. “Coloro [Name of Color].”
• For third years and above.

The Colour-Flashing Charm
• Coloro Corusco (co-lo-ro co-RUS-co)
• Causes an object to flash various colors.
• For fourth years and above.

The Concealment Charm
• Abstrudo (ab-STROO-doh)
• Conceals an object so it cannot be seen.
• For fifth years and above.

The Confundus Charm
• Confundo (con-FUN-doh)
• Causes confusion to opponent.
• For second years and above.

The Cushioning Charm
• Conlabefacto (con-la-be-FAC-to)
• Creates an invisible cushioned area, often for brooms.
• For sixth years and above.

The Curse Alleviation Charm
• Consecro Adlevo (con-SE-cro ad-LE-vo)
• Alleviates various types of curses.
• Advanced magic.

The Daydream Charm
• Somnium (SOM-nee-um)
• Gives target a highly-realistic 30-minute daydream.
• For fifth years and above.

The Deflection Charm
• Deflectre (deh-FLEK-te-re)
• Deflects opponent’s spell.
• For all years.

The Drought Charm
• Sitis (SEE-tis)
• A charm used to dry up puddles and ponds
• For fourth years and above.

The Engorgement Charm
• Engorgio (en-GOR-gee-oh)
• Causes the target to swell in size.
• For all years.

The Expulsion Charm
• Depello (deh-peh-loh)
• Expels opponent’s magic.
• For second years and above.

The Featherweight Charm
• Penna Librilis (pen-na LI-bri-lis)
• Lessens the weight of an object for easier carrying.
• For fourth years and above.

The Flame Freezing Charm
• Flamma Congelo Lepar (flam-uh con-gel-o luh-par)
• Nullifies the burning sensation of fire on skin.
• For fifth years and above.

The Freezing Charm
• Immobulus (i-MOH-bi-lus)
• Freezes objects where they are.
• For second years and above.

The Freezing Charm II
• Glacius (GLAY-see-us)
• Conjures freezing cold air. Puts out fires.
• For third years and above.

The Fur Charm
• Abola (ah-BO-lah)
• Covers the target entirely in fur.
• For third years and above.

The Flying Charm
• Conlabefacto (con-la-be-FAC-to)
• Causes object to be maneuvered by user. Often used on brooms.
• Advanced magic.

The Gripping Charm
• Cohibeo (co-HI-bee-oh)
• Allows for easier gripping of an object. Often used on brooms.
• Advanced magic.

The Growth Charm
• Herbivicus (her-BIV-i-cuss)
• Promote plant growth.
• For third years and above.

The Growth Charm (Stronger version)
• Herbivicus Duo (her-BIV-i-cuss do-oh)
• Promote faster plant growth.
• For fourth years and above.

The Horton-Keitch Braking Charm
• Sufflamen (SUF-fla-men)
• Slows object down in controlled manner. Often used on broomsticks.
• Advanced magic.

The Hot Air Charm
• Aestuo Aeris (AY-stoo-oh AY-ris)
• Causes hot air to stream out of the end of the caster’s wand.
• For second years and above.

The Hover Charm
• Pendeo (PEN-dee-oh)
• Causes an object to hover in the air.
• For third years and above.

The Imperturbable Charm
• Imperturbable (im-per-TUR-ba-ble)
• Creates a barrier, which sounds, objects, and people cannot cross.
• For seventh years and above.

The Impervious Charm
• Impervius (im-PER-vee-us)
• Makes an object resistant to substances (e.g. water)
• For third years and above.

The Intruder Charm
• Consternatio (con-ster-NAY-tee-oh)
• Creates an audible signal when an intruder approaches.
• For seventh years and above.

The Knitting Charm
• Insuo (in-soo-oh)
• Enchants knitting needles to knit by themselves.
• For fifth years and above.

The Levitation Charm
• Wingardium Leviosa (win-gar-dee-um le-vee-OH-sah)
• Causes object or opponent to float.
• The motion: "swish and flick"
• For all years.


The Locomotion/Movement Charm
• Locomotor (lo-co-MO-tor) “Locomotor [Object].”
• Mobili (MO-bi-li) “Mobili [Object].”
• Mobiliarbus (mo-bi-li-AR-bus)
• Forces an object to move.
• For fifth years and above.

The Memory Charm
• Obliviate (oh-bli-vee-ate)
• Erases sections of the target’s memory.
• For seventh years and above.

The Memory Creation Charm
• Creo Memoria (cree-oh me-MO-ria)
• Creates false memories in the victim.
• Advanced magic.

The Muggle Repelling Charm
• Repulso (re-POOL-so)
• Keeps muggles away from things that they are not meant to see.
• For seventh years and above.

The Obliteration Charm
• Obliterate (oh-BLI-ter-ate)
• To wipe out, leaving no trace. Often used to erase footprints.
• For seventh years and above.

The Patronus Charm
• Expecto Patronum (ex-pec-to pah-TROH-num)
• Conjures a Patronus to drive away dementors.
• Advanced Magic. PM Revolution Administrators for approval.

The Permanent Sticking Charm
• Proprius Adgrego (PRO-pree-us ad-GRE-go)
• Permanently attaches one object to another.
• For seventh years and above.

The Protean Charm
• Protean (PRO-tee-an)
• Allows magic used on one object to reflect similarly on linked objects.
• For seventh years and above.

The Reducing Charm
• Reducio (reh-DOO-see-oh)
• Causes the target to reduce in size.
• For all years.

The Refilling Charm
• Sponte Compleo (SPON-tay com-PLEE-oh)
• Magically refills a container with whatever liquid it was holding
• For fifth years and above.

The Reviving Charm
• Ennervate (EN-ner-vate)
• Revives the stunned target.
• For all years.

The Scouring Charm
• Scourgify (SCOR-ji-fy)
• Magically cleans an item.
• For third years and above.

The Scruge Charm
• Scruge (scroo-juh)
• Destroys ectoplasm left behind by ghosts
• For fourth years and above.

The Severing Charm
• Diffindo (Dih-FIN-doh)
• Severs target. Does not harm flesh, bone, entrails, etc.
• For second years and above.

The Shield Charm
• Protego (proh-TAY-go)
• Creates a magical barrier that deflects magic.
• For all years.

The Shield Charm (Advanced)
• Protego Horriblis (proh-TAY-go hor-RIB-il-is)
• Advanced version of the Shield Charm that protects against Dark Magic.
• For sixth years and above.

The Shield Charm (Area)
• Protego Totalum (proh-TAY-go oh-TAL-əm)
• Version of the Shield Charm that protects some form of an area of dwelling.
• For seventh years and above.

The Silencing Charm
• Silencio (si-LEN-see-oh)
• Magically silences the target of the spell.
• For all years.

The Stunning Charm
• Stupefy (STOO-puh-fye)
• Stuns opponent.
• For all years.

The Summoning Charm
• Accio (AH-kee-oh)
• Causes an object to fly toward the caster. “Accio [Object].”
• For all years.

The Talon-Clipping Charm
• Attondeo Ungula (at-TON-dee-oh UN-goo-lah)
• Magically clips a creature’s talons.
• For fourth years and above.


The Tattoo Charm
• Tattaow (tat-ow)
• Creates a moving tattoo on a person's skin.
• For seventh years and above.

The Toenail Growth Charm
• Unguis Accresco (UN-goo-ees ac-CRES-co)
• Causes target’s toenails to grow alarmingly fast.
• For third years and above.

The Tickling Charm
• Rictusempra (ruc-tu-SEM-prah)
• Causes the opponent to laugh uncontrollably.
• For all years.

The Water Conjuring Charm
• Aguamenti (ah-gwah-MEN-ti)
• Conjures a jet of water from the caster’s wand. Speed is controllable.
• For third years and above.

The Unbreakable Charm
• Infragilis (in-FRA-ji-lees)
• Makes an object unbreakable.
• For sixth years and above.

The Unlocking Charm
• Alohamora (ah-low-ha-MO-rah)
• Used to open locked objects. Some objects cannot be unlocked.
• For all years.
PM  
^
BVINTAGE
 Posted: Apr 10 2016, 02:09 PM
QUOTE  
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Awards:


3. Jinxes

The Anti-Disapparation Jinx
• Anteverto Vanesco (an-tay-VER-to vah-NES-co)
• Prevents all attempts to disapparate from an area.
• Advanced magic.

The Anti-Intruder Jinx
• Expello Malus (ex-PEL-lo MAH-lus)
• Repels intruders.
• For seventh years and above.

The Backfiring Jinx
• Recutio (reh-COO-shee-oh)
• Causes a spell to backfire. Effects can be devastating.
• Advanced magic.

The Hair-Growth Jinx
• Cogo Capillatus (coh-goh cah-pi-lah-toos)
• Thickens and lengthens the opponent’s hair.
• For all years.

The Jelly-Legs Jinx
• Pedis Deliquesco (peh-dis de-li-KWEH-scoh)
• Causes target’s legs to wobble uncontrollably.
• For all years.

The Jelly-Brain Jinx
• Cerebrum Deliquesco (ce-ree-broom de-li-KWEH-scoh)
• Affects the opponent’s mental process.
• For fourth years and above.

The Knock-Back Jinx
• Flipendo (fli-PEN-do)
• Knocks the target back.
• For all years.

The Revulsion Jinx
• Relashio (Re-LASH-ee-oh)
• Forces a person or object to release it's hold.
• For fourth years and above.

The Stretching Jinx
• Divarico (di-vah-ri-coh)
• Causes object or opponent to stretch.
• For fourth years and above.

The Tongue-Locking Jinx
• Langlock (LANG-lok)
• Glues the target’s tongue to the roof of his or her mouth.
• For second years and above.

The Trip Jinx
• Accido (ah-chi-doh)
• Causes the opponent to trip.
• For all years.

The Puppet Jinx
• Membrum Claudico (mem-broom claw-DI-coh)
• Dangles opponent in mid-air like a puppet.
• For third years and above.
PM  
^
BVINTAGE
 Posted: Apr 10 2016, 02:09 PM
QUOTE  
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Awards:


4. Hexes

The Bedazzling Hex
• Mirificus (mi-RI-fi-cus)
• Causes the opponent to become dazed and confused about everything he or she sees.
• For third years and above.

The Bat-Bogey Hex
• Terricula (teh-RI-coo-lah)
• Engorges an opponent’s bogies to the size of a bat, gives them wings, and sets them to attack the opponent.
• For all years.

The Hives Hex
• Ulcerosus (UL-ser-oh-sus)
• Causes hives to erupt on target’s skin.
• For second years and above.

The Horn-Tongue Hex
• Corneus Lingua (cor-NEE-us LING-wa)
• Turns the target’s tongue into a horn.
• For all years.

The Knee-Reversing Hex
• Recurvo Peniculus (reh-cur-voh peh-NI-coo-lus)
• Causes the opponent’s knees to turn backwards.
• For fourth years and above.

The Pus-Spewing Hex
• Cremor Scateo (cre-MOR scah-TAY-oh)
• Causes target’s nose to erupt into a cascade of pus.
• For seventh years and above.

The Stinging Hex
• Aculeatus (ah-coo-LAY-ah-toos)
• Causes opponent to experience a low-powered stinging pain.
• For all years.

The Twitchy-Ears Hex
• Vellico Auricula (veh-li-coh ah-ri-COO-lah)
• Causes opponent’s ears to wiggle and twitch uncontrollably.
• For all years.
PM  
^
BVINTAGE
 Posted: Apr 10 2016, 02:10 PM
QUOTE  
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Awards:


5. Curses

The Babbling Curse
• Blatero (bla-TEH-ro)
• Causes the opponent to babble uncontrollably.
• For all years.

The Blasting Curse
• Confringo (con-FRIN-goh)
• Causes an explosion from thin air to blast back the target.
• For sixth years and above.

The Body-Bind Curse
• Petrificus Totalus (pe-TRI-fi-cus to-TAH-lus)
• Turns the entire body of the opponent rigid.
• For second years and above.

The Conjunctivitis Curse
• Conjunctiva (con-junc-TEE-vah)
• Affects the eyes of the opponent.
• Advanced magic.

The Cruciatus Curse
• Crucio (KROO-see-oh)
• Unforgivable. Causes opponent to suffer almost intolerable pain.
• Advanced magic.

The Curse of the Bogies
• Crusta (CROO-stah)
• Causes bogies to enlarge at an alarming rate.
• For fourth years and above.

The Entrail-Expelling Curse
• Exta Tractum (Ex-ta-TRAK-toom)
• Causes the opponent’s insides to come out of them.
• Advanced magic.

The Fiendfyre Curse
• Fiendfyre (FEEND-fy-er)
• Cursed fire, made of massive flames to burn everything in sight.
• Advanced magic.

The Flagrante Curse
• Flagrante (flah-GRAN-tay)
• Causes the target object to burn anyone who touches it.
• Advanced magic.

The Hair-Thinning Curse
• Abeo Capillatus (ah-BEE-oh cah-pil-LAH-tus)
• Causes the target to lose hair.
• Advanced magic.

The Impediment Curse
• Impedimenta (im-ped-ih-MEN-tah)
• Stops an opponent or object, or otherwise slows it down.
• Advanced magic.

The Imperius Curse
• Imperius (im-PER-ee-oh)
• Unforgivable. Causes victim to be completely under caster’s command.
• Advanced magic.

The Jelly-Fingers Curse
• Unguiculus Deliquesco (un-goo-i-coh-loos de-li-KWE-scoh)
• Causes target’s fingers to wobble uncontrollably.
• For all years.

The Killing Curse
• Avada Kedavra (uh-VAH-duh kuh-DAH-vruh)
• Unforgivable. Causes instant death in a flash of green light.
• Advanced magic.

The Leg-Locker Curse
• Locomotor Mortis (lo-co-MO-tor MOR-tis)
• Causes opponent to suffer almost intolerable pain.
• Advanced magic.

The Reductor Curse
• Reducto (re-DUC-toh)
• Blasts solid objects out of caster’s path, or into opponent’s way
• For fifth years and above.

The Severing Curse
• Sectumsempra (Sek-tum-SEM-prah)
• Cuts open the target. Anything severed cannot be grown back.
• Advanced magic.

The Snake-Summoning Curse
• Serpensortia (ser-pen-SOR-sha)
• Conjures snake to frighten opponent.
• For sixth years and above.

The Sponge-Knees Curse
• Membrum Peniculus (mem-brum peh-NI-cu-loos)
• Turns the opponent’s knees spongy, making it difficult to walk.
• For all years.

The Thief’s Curse
• Consecro Feles (con-SEH-cro FEH-les)
• Protects print from being read prior to being paid for.
• Advanced magic.

The Tongue-Tying Curse
• Inligo (in-LI-go)
• Ties the target’s tongue into a bow to prevent speech.
• For sixth years and above.
PM  
^
Revolution Administrators
 Posted: Jun 25 2016, 06:40 PM
QUOTE  
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Social Networking


Hogwarts Revolution Twitter: Link


Gossip Witch Tumblr: Link


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HR Daily Prophet Tumblr: Link


HR Podcast:Link


Hogwarts Revolution's Podcast


That's right. A podcast where HR's Staff talks about anything and everything! Who knows what sort of things we get up to in there! We talk about stuff that isn't related to the site such as interests or just kicking it up together, sometimes with other members of the site! Mostly we'll be discussing in-character things, such as rumors or answering questions characters may have. Sometimes we'll talk about site related content from an out-of-character stand point! We may hold contests, as well as reveal the winning lottery numbers and/or winners for the previous lottery run!

Many of the podcasts will be live and we'll allow as many as people possible to participate during the live event. The maximum number of people isn't very high, so most of the time we'll probably have to switch out live participants so other people can join in. However, of course, the amount of live listeners is basically infinite!

A few things you must know about participating in a live podcast session:

1) You need a gmail account to participate in the podcast. You do not have to have a google plus account. But, at least from what I can gather, if you do not have a google plus account, you can't participate in the Q & A and some of the other apps associated. The Q & A isn't a huge issue, since we'll probably have a section for people to post some questions ahead of time that we can choose from.
2) You must follow our rules in order to participate! We want everything to go as smooth as possible!
3) We expect little to no cursing in the podcast! Preferably none to accommodate all ages we may have listening in or participating.

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