Terzieler
University of Witchcraft and Wizardry
schoolcrest
Glossary And Intro

Glossary


Page 1 = Gloss - Glossary & Intro & Useful Links
Page 2 = Main Plot - Current Main Plot
Page 3 = Houses - Houses + Class list and the N.E.W.T. levels required to be allowed to take them.
Page 4 = Layout - Layout
Page 5 = Rules & App - Application Rules and Rules
Page 6 = Info & Staff - General Information and Current Staff Status
Page 7 = Blood Status - Blood Statuses and Half Breeds
Page 8 = Objects - Object Making & Our Own Creations
Page 9 = Char List - Current Character List
Page 10 = Past Plot - Past Main Plot + Current Points and How/Why they were given/taken


Intro


This RP is set in the Harry Potter Wizarding World.

The year is 2016, Terzieler University of Witchcraft and Wizardry, founded in 2016, is the Dutch Wizarding University. It accepts students from everywhere around the world and has been created recently to help create better trained and better educated Wizards and Witches in the world and to give those that want to learn more can continue studying. All students of ages 18 and older are permitted to study here. On each side of the entrance gates (each across one of the three paths that lead away from the school) is a Thestral statue. Each in a different position.


Terzieler Castle is located on a Peninsula named Atlamea hidden just west of the Peninsula's Vlieland and Terschelling in the Netherlands. Of course the island is made unplottable and can only be found if told it's exact location. The Castle covers the east side of the 315,8 square km (121.9311 square miles) Peninsula, a path leads to the West side of Atlamea where a small town by the same name is settled. A path to the North leads to a long stretch of sandy beaches and the South path to a forested area, students are warned to enter the woods prepared for problems. Although a lot of Thestral can also be found in this forest.


There are four houses at Terzieler - Teumessian, Pomfrey, Jacobian and Gurimwald
When a student starts their education they are sorted into houses. The sorting is determined by intended future careers.
E.g.:
o Teumessian - Aurors, Curse Breakers, Magical Security, Hit Wizard/Witch
o Pomfrey - Healers, Herbologists, Potions Master, Metal Charmer
o Jacobian - Arithmancer, Aurologist, Politician, Obliviator
o Gurimwald - Broom Makers, Wand Makers, Spell inventor, Magizoologist


However, sometimes a student is interested in different kinds of jobs, in this case they can choose their house. They can still follow classes for the other jobs of course.

A lighthouse stands nearby the school which students have free access to, it can only be seen by those of the magical community and will magically turn on whenever it is needed, for aerial mode of travel, by ship and so forth. The docks are attached to the school. Another Lighthouse can be found in the town of Atlamea, along with more docks for this part of the island.


As might be expected of a school part-founded by half-breeds, there are plenty of half-breed students and even a few squibs, as well as Werewolves and Metamorphagi, considering Terzieler is very easy in their submission for such people, with the believe that everyone who wants to learn should be able to learn.


As such though, staff are required to use a potion that renders them immune to Veela powers, students have this option as well if they so wish. Werewolves will be able to get their Wolfsbane potion from one of the potion teachers and can drink this or otherwise be chained and locked up in the school dungeon come full moon if they so wish, killing villagers is however frowned upon.


A path leading the West side of Atlamea leads to a small magical town called Atlamea. Students are free to go here whenever they please. The town contains shops such as a sweets shop, prank store, wand store, pub, inn, clothing store, broom shop, restaurants, pet store, outdoor sports store, electronics store and more.

Thanks to modern witchcraft it is possible to use electronic devices (such as computers and cellphones) however it is not possible to reach the school by car. You also can not apparate in or out of the school, or inside of it. You can however, apparate outside of the school grounds.

If you are missing any information in this profile please whisper a mod, they will either point you in the right direction or the profile will be edited asap.

[NOTICE] - If you do not log in to (and post on) your character for an extended period of time your character will be removed from the list. If you wish the rejoin you might find that certain rolls your character had might be given away (e.g. Quidditch team). If you know you won't be able to post for a while be sure to inform the mods so we can make an exception.
We reserve the right not to warn you.

This is so that we do not have lists full of inactive character. This removing is CHARACTER bound, so if you play multiple characters make sure to keep an eye on this list as well. Create and run characters (aka created a profile and never came back) will be removed after two days unless otherwise specified.
Posting in/with YAG does not count as posting in Terzieler, they are a separate entity and not part of the room

Useful Links

Wikia = Wiki
Wandlore = Wands (These are the only woods and cores allowed in this RP)
Patronus Information = Patronus Analysis


Current Main Plot

If you have an idea for a main plot or a side plot that involves multiple characters, please let us know so we can discuss it.

OOC Date: 03/01/2017 - IC Date Tuesday October 16th 2016 Halloween dance will happen on October 31st (OOC the dance will start Friday 13th of January and end Sunday the 15th of January, yes, this means another -minor- timejump) More information is available on the Main Plot tab on the RP Website!

OOC Information:
The Halloween Dance will run from January 13th to January 15th.
There will be a Halloween 'King and Queen' chosen.
The manner of chosing will go as followed:
If and when you post into the dance event your name will be put in a list with a number,
At Midnight CET we will first roll for the Queen and then for the King
Participating in the event will earn you at least 10 points for your house.
January 13th will be 6 to 9 PM
January 14th will be 9 to 12 PM
January 15th will be 12 PM to 3 AM

IC Information:
The Halloween Dance will start at Six PM in the Main Hall.
Food and drink will be provided and everyone who is attending makes a chance to become Halloween King or Queen.

Each of them will win the following:
A Crown or Tiara that controls weather for five feet around the wearer. This is only MILD weather that can not influence overall weather.
It can also cause a 'shower' of rose petals of your choice and a type of chocolate of your choice.
A handfull of Lathan's Destiny Gems. (10 Each)
50 Points for your house.

The King and Queen will be announced at 1 AM during the dance.


The Houses


There are no required robes, considering everyone should be mature enough to know what is appropiate to wear.
If you come up with more jobs to add to the lists, let us know


Teumessian Crest
Teumessian


Name of House: Teumessian
Founder: Reinaert Teumessian

Slogan: Fortes Fortuna Adiuvat
Fortune Favors The Bold


Aurors
Curse Breakers
Magical Security
Hit Wizard/Witch
Security Troll Trainer
Magical Law Enforcement

Animal: Centaur
Colors: Red and Gold



Pomfrey Crest
Pomfrey


Name of House: Pomfrey
Founder: Marielle Pomfrey

Slogan: Scientia Ac Labore
Knowledge Through Hard Work


Healers
Herbologists
Potions Master
Metal Charmer

Animal: Phoenix
Colors: Green and White



Jacobian Crest
Jacobian


Name of House: Jacobian
Founder: Arian Jacobian

Slogan: Faber Est Suae Quisque Fortunae
Every Man Is The Artisan Of His Own Fortune


Arithmancer
Aurologist
Politician
Obliviator
Unspeakable

Animal: Owl
Colors: Blue and Silver



Gurimwald Crest
Gurimwald


Name of House: Gurimwald
Founder: Gemma Gurimwald

Slogan: Aut Viam Inveniam Aut Faciam
I Will Either Find A Way Or Make One


Broom Makers
Wand Makers
Spell inventor
Magizoologist
Artist of any kind

Animal: Unicorn
Colors: Orange, Gold, Black



Classes and Minimum Grades


Considering this is the first year the school is up, people going into second, third or fourth year will have to take an aptitude test with the same required results as listed below.

THIS LIST IS SUBJECT TO CHANGE
More classes will be added as we go along so as to give a better, more thorough education. *Please discuss extra/new classes with mod


First and Second Year:

First years: N.E.W.T. Results
Second years: Grades from First year


General Potions - E in Potions
General Herbology - E in Herbology
General Alchemy - E in Alchemy
General Magical Items Creation - A in MIC or E in Magical Music/Art
General Care Of Magical Creatures - E in COMC
General Charms - E in Charms
General Healing Magic - At least two E's and one A in: Potions, Herbology, Charms, Alchemy
Defense Against The Dark Arts - E in DADA
Dark Arts - E in Dark Arts or E in DADA
Voodoo - A in Voodoo or E in DADA or DA
Transfiguration - E in Transfiguration
Native American Magic - A in NAM or at least two E's in DADA, Voodoo, DA, Transfiguration
Curse Breaking - E in DADA or DA
Divination - E in Diviniation
Arithmancy - E in Arithmancy
Ancient Runes - E in Ancient Runes
Astronomy - E in Astronomy
General Muggle Studies - E in Muggle Studies
Study of Travel - A in MIC or E in Magical Music/Art, Charms, Care of Magical Creatures, Transfiguration (This class goes into and teaches subjects such as apparating, broom riding, fireplaces, riding animals etc.)
Magical Music - E in Magical or Muggle Music
Muggle Music - E in Magical or Muggle Music
Magical Art - E in Magical or Muggle Art
Muggle Art - E in Magical or Muggle Art
Poetry - E in Magical or Muggle Art, Music, Writing
Creative Writing - E in Magical or Muggle Art, Music, Writing
English Literature - E in Magical or Muggle Art, Music, Writing
International Literature - E in Magical or Muggle Art, Music, Writing
Scrying for People and Objects - No grades in anything needed

Third and Fourth Year:

Third Year: Grades from Second year
Fourth Year: Maintain or increase grades from Third year.


Ghoul Studies - E in DA or DADA
Outdoor Survival - E in Outdoor Survival
Defense Against The Dark Arts - E in DADA or DA
Dark Arts - E in DADA or DA
Voodoo - E in Voodoo
Transfiguration - E in Transfiguration
Native American Magic - E in NAM
Curse Breaking - E in Curse Breaking
Divination - E in Divination
Arithmancy - E in Arithmancy
Ancient Runes - E in Ancient Runes
Astronomy - E in Astronomy
Muggle Relations - O in Muggle Studies
Healing Charms - At least one O and one A in Healing and Charms
Healing Potions - At least one O and one A in Healing and Potions
Healing Alchemy - At least one O and one A in Healing and Alchemy
Care of Dragons - E in Care of Magical Creatures
Care of Magical Birds - E in Care of Magical Creatures
Care of Magical Reptiles - E in Care of Magical Creatures
Care of Magical Mammals - E in Care of Magical Creatures
Care of Magical Fish - E in Care of Magical Creatures
Making of Wooden Magical Items - E in MIC
Making of Metallic Magical Items - E in MIC
Making of Spells - O Charms
Making of Magical Fabrics - At least one O and one A in Charms and MIC
Making of Other Magical Items [e.g. clay, glass] - At least one O and one A in Charms and MIC
Making of Potions - At least one O and one A in MIC and Potions
Alchemy - E in Alchemy
Teaching Classes - At least one other subject that rates as O
Psychology - At least one O and one A in Muggle Studies and Healing
Study of Travel - At least one O and one A in Study of Travel, MIC, Care of Magical Creatures, Transfiguration (This class goes into and teaches subjects such as apparating, broom riding, fireplaces, riding animals etc.)
Herbology - E in Herbology
Charms - E in Charms
Magical Music - E in Magical or Muggle Music
Muggle Music - E in Magical or Muggle Music
Magical Art - E in Magical or Muggle Art
Muggle Art - E in Magical or Muggle Art
Poetry - E in Magical or Muggle Art, Music, Writing
Creative Writing - E in Magical or Muggle Art, Music, Writing
English Literature - E in Magical or Muggle Art, Music, Writing
International Literature - E in Magical or Muggle Art, Music, Writing




Passing grades

Outstanding [O]
Exceeds Expectations [E]
Acceptable [A]


Failing grades

Poor [P]
Dreadful [D]
Troll [T]
Layout



Map of Atlamea Town (UNDER CONSTRUCTION)
1, 2, 3, 4, 7, 10 & 11 finished


Dorms, Common Rooms, Lounges



Dorms:


Everyone has at least one person they share a dorm with, you can either pair up with someone (inform mods) or claim and npc roommate. (Though you will not be paired with someone of a different gender and has to be in the same house.)
Each dorm has their own bathroom which consists of two sinks, a toilet and a bathtub with shower.
Dorm doors are magically enhanced so that someone other than the occupants can not enter the room uninvited through the door. (Except house-elves and same gender teachers)




Common Rooms


Students of different houses can not enter the common room of the other house (say Teumessian can't enter Pomfrey). Otherwise the common rooms are overal similar in design. There are several nooks and tables for students to study, comfortable chairs and couches, several board games, books and bookcases. Fireplaces and small end tables are present as well. Common rooms get cleaned at night by house-elves.


Teumessian

Location: East Wing, Third Floor


Pomfrey

Location: West Wing, Dungeon


Jacobian

Location: Center, Second Floor


Gurimwald

Location: North Wing, First Floor




Lounges:


There are two Lounges present for students and one for teachers/other staff. You do not need to pay for food or non alcoholic drinks, alcoholic drinks do need to be paid for.
THE KITCHENS ARE OVERALL NOT JUST OPEN FOR STUDENTS DISCUSS WITH MOD IF YOU WANT AN EXCEPTION MADE


East Wing Student Lounge


Location: East Wing, Dungeon

This Lounge is for all students 18 and up, weak alcoholic beverages (like butterbeer, beer and some wines) are served here, along with food and non alcoholic drinks. There are several couches and comfortable chairs along with a few fireplaces that have comfortable pillows in front of them. You can not enter this lounge unless you are 18 years or older, the entrance will magically block you if you try to enter, even if you drank an aging potion. You can not exit this lounge while holding an alcoholic drink. A bar with a bartender and several waiters are present. (NPC house-elves)


West Wing Student Lounge


Location: West Wing, Tower

This Lounge is for all the students 21 and up. Food and non alcoholic drinks, alcoholic . Otherwise this lounge is practically the same as the Lounge in the East Wing Dungeon. You can not enter this lounge unless you are 21 years or older, the entrance will magically block you if you try to enter, even if you drank an aging potion. You can not exit this lounge while holding an alcoholic drink.


Center Teacher Lounge


Location: Center, Fifth Floor

This Lounge is for staff. Alcoholic beverages, non alcoholic beverages and food are served here. The entrance will not allow anyone who is not part of the staff inside, nor anyone holding an alcoholic beverage to exit. Otherwise this Lounge is the same as the other two lounges.




Other Important Rooms



Great Hall


Special events are held in the Great Hall, such as Grand Feasts, Halloween Party and Dances. The Great Hall is not otherwise used for meals, this is what the Lounges are for.

Location: Center, First Floor


Infirmary


The Infirmary is where the sick and wounded get treatment. There is enough room for several students in case of an emergency of greater scale.

Location: East Wing, First Floor


Teachers Quarters


All the Teachers Quarters are outfitted with the following rooms: Two Bathrooms, One Master Bedroom, One Guestroom, One Study, One Living room, One Kitchen and One room to be designated by themselves.
Not all teachers stay on campus/inside the school.
All Heads of Houses have Quarters near the entrance of their House.

Location: East Wing, West Wing, South Wing, North Wing, Fifth Floor


Library


The Library is filled with bookcases, a restricted section (books may only be borrowed with written permission from a teacher), a computer corner, several large tables and reading nooks with comfortable pillows.

Location: East Wing, Second Floor


Headmaster Jacobian's Office


The office of the Headmaster Jacobian. This room is filled with several artifacts and magical items, bookcases and a large desk. This is the room that the Head of School mostly operates from.

Location: East Wing, Tower


Quidditch Field



Outside the Castle to the West of it is a large Quidditch field with surrounding stands/bleachers. The changing rooms and equipment sheds can be found close by. The field is surrounded with a track for those who like to run laps.

Location: West of School, Outside


Gym


Contains work out equipment and a large pool. Of course there are changing areas which are separated per gender.

Location: South Wing, First Floor


Dragon Enclosure



Outside the Castle to the East of it is a large enclosure holding several dragons. Among them are a pair of Norwegian Ridgeback, a Romanian Longhorn, a pair of Antipodean Opaleye and a Swedish Short-Snout. Students are overall NOT allowed to enter the enclosure unless otherwise specified by their teacher. (This however does not stop some of the more adventurous students from trying).
The enclosures are burrowed down into a bowl with concrete walls, which are several dozens feet high, each enclosure houses one or two dragons. The walls are high and smooth, so the dragons can't climb them and at the top is a magical barier that prevents people from getting in, and if necessary the dragons from flying out of said bowl. There are walkways and paths on the walls and railing, and a staircase that brings you up, down below is an access point for the keepers, which are small and simply surrounded by fire resistant bars, however this point is definitely within the range of fire so it is ill advised for people to enter these points without a caretaker present. There are pathways down below between the enclosures for the Caretaker as well.

ONLY STUDENTS THAT STUDY [DRAGONS] (and appointed staff) ARE ALLOWED ||INSIDE|| THE ENCLOSURE. Others should not even be aware of how to enter. If they do find out they enter at their OWN risk and are likely to be KILLED by the dragons or interrogated/expelled if caught! (Devilyn and/or mods roll)

Location: East of School, Outside


Owlery


At the top of the tower is the Owlery where people can go to send their mail. Mail is delivered in the morning by owls.

Location: North Wing, Tower
Application Rules


How to apply



*01: Whisper one of the mods, keep in mind this is a literate RP.
*02: Decide on your char's heritage/blood status
*03: Decide on your characters personality
*04: If you are unsure about which house your character should be in discuss this with a mod.
*05: Pets allowed (One for each student): Anything that can not kill people on its own (So no wolves, snakes etc.)
*06:Minimum Ages of students:
First Year - Freshman: 18
Second Year - Sophomore: 19
Third Year - Junior: 20
Fourth Year - Senior: 21
Have to have turned this age before September 1st! And have to have finished the required N.E.W.T.s for whichever classes they wish to attend
*07: Once it is decided on which house you will be in, discuss with mod on whether you want and can have any extra role (e.g. Quidditch Team)
*08: Wand information can be found HERE These are the only cores and woods we will accept!!! *09: Make/Finish your profile (Pictures can be drawn or photograph. Picture is not required but allowed)
*10: Post!
*11: If you are proven not to be literate during the course of the RP you might be asked to leave the RP.


Rules for Characters


*01: -MINOR- Canon Characters and OC's allowed. (Canon character MUST be discussed with a mod)
*02: Before each roll state what you are rolling for.
*03: If you want your character to have special items/status discuss this with a mod.
*04: Teachers have to be at least 25.
*05: The Dice Rolling is user discretion. (As in you can if you want, but we're not going to make you)
*06: Please be smart and look it up in the Wiki
if you don't know, if you can't find it, ask a moderator
*07: When in doubt, ask a moderator.
*08: Please inform a moderator of what type of half breed you want to play (if you choose to play a half-breed)
*09: If you want a well known last name, or be related to them, please discuss with moderator
*10: The school itself is a no kill zone (Unless Main Plot Monster related). It is to be discussed whether a person is willing to let their char die or not.
*11: If you feel something is treated unfairly you are free to discuss this with a moderator, please take it to whisper or Skype.
*12: You are allowed to make one 'adult' (Staff/Ghost) and one student character with the option to make more upon mod approval when you have proven to be an active player (at least 2 weeks)
*13: We will allow for your character to know a few minor wandless spells in their first year. Discuss them with the mods first! Any progress in wandless magic other then this also has to be discussed with a mod! YOUR CHARACTER WILL NEVER BE ABLE TO PERFORM ALL MAGIC WITHOUT A WAND, NEVER EVER. EVEN THE GREATEST WIZARDS AND WITCHES IN HISTORY COULD NOT DO IT. YOUR CHARACTER IS NOT BETTER THEN THE GREATEST WIZARDS AND WITCHES IN HISTORY
*14: Please keep anything higher rated then R (aka smut/sexual content) to PM!!
*15: Whisper/Tell one of the mods what kind of Punishment* was given if given out. - *See Punishments Allowed at bottom of page.
*16: Please let one of the mods know when/if and why points have been given/taken away.
*17: Characters solely trying to get points for their house down will eventually be punished by the Headmaster (This can include expulsion).

Needed for character profiles



Student:


Name
Blood Status
House
Year + age
Birth-date
Pet name + kind
Wand: Length Material and Core (If applicable)
At least one subject your character excels in (No more then 4)
At least one subject your character is very bad at
Previous school/home schooled:
If applicable Quidditch Team + Position
If known: Patronus

Example of Student profile: Cindra

Teacher:


Name
Age - At least 25
Blood Status
Subject Character teaches (Only two teachers per subject and one subject for each teacher)
Wand: Length Material and Core (If applicable)
At least one subject character excelled in (No more then 4)
At least one subject character was very bad at
If applicable Head of House:
If known: Patronus
Alma Mater
Quarters or Living Off campus:

Example of Teacher profile: Max


Other Staff:


Name
Age
Blood Status
Job
If applicable: Subject(s) excelled and bad at & Wand information
If known: Patronus


Punishments Allowed


The caretaker can suggest to teachers, Heads of House, or Headmaster to put students in detention. He can do so verbally or by using a form. He cannot hand out detention himself or dock house points.


Punishments that can be given by Teachers/Prefects/Head Boy/Head Girl
*1: Detention (for example Lines) (for up to five days/evenings)
*2: Send them/bring them to Head of House/Teacher for proper punishment for their rule-breaking
*3: Confiscation of (rule breaking) possessions
*4: House point deduction - Prefects can't take points from other prefects or the Head Boy and Head Girl

Punishments that can be given by Teachers/Head Boy/Head Girl
*1: Detention (for example Lines) up to 10 days/evenings
*2: Cleaning of rooms

Punishments that can be given by Teachers
*1: Detention (for example Lines) up to a month/indefinite in deliberation with the Headmaster
*2: Help with catalouging of things
*3: Anything within reason (No hanging from the ceiling or something of the sorts). If you're not sure how to punish a student for their transgression discuss with Mod.

Detentions/Punishment that can only be given by Head of House (of the particular student) or the Headmaster:
*1: EXPULSION
*2: Removal of privileges
*3: Suspension


No, you can not completely ignore the detentions you've been given by these people. If you disagree with the reason of the punishment try to discuss it with your head of house, or oocly with the mod to see what can/should be done about it.


General information And Current Staff Status



Houses Info


Each House:



Head of House (Teacher - Discuss with mod)


Quidditch Team:



3 Chasers
2 Beaters
1 Keeper
1 Seeker

Prefects:


One male and one female Prefect for each year for each house.
One Head Boy and One Heady Girl for entire school, 4th year.

Prefects and Head Boy/Girl can take house points (Prefects can't take points from other prefects though), they can give someone detention for breaking rules.

Current Staff Status


Headmaster:

Arian Jacobian


Subjects:


Italic Teachers are NPC's - do not count toward the max. number of teachers. - 1 Means there is one played character for this position. (And so forth.)
First and Second Year:


General Potions- Eduardus MacDougal
General Herbology - Winston Wilkes
General Alchemy - Curtis Flamel
General Magical Items Creation - Dirk Pucey
General Care Of Magical Creatures - Mungo Patterson
General Charms - Lancelot Wimple
General Healing Magic - Marcus Grone
Defense Against The Dark Arts - Geoffrey Portch - 1
Dark Arts - Thorfinn Duke
Voodoo - Albert Worme
Transfiguration - Ezmerelda Timms
Native American Magic - Latisha Goldstein
Curse Breaking - Lupa Macmillan - 1
Divination - Loki Bludd
Arithmancy - Emma Alder
Ancient Runes - Jason Tolipan
Astronomy - Florentia Pattison
General Muggle Studies - Lavinia Patel
Study of Travel - Lorelai Humphrey
Magical Music - Barrey Darem
Muggle Music - Doraine Kerem
Magical Art - Magda Urade
Muggle Art - Erin Weiss
Poetry - Valery Verdonk
Creative Writing - Mark Huizinga
English Literature - Neil Wright
International Literature - Abdullah Akarem
Scrying for People and Objects - Larry Larens

Third and Fourth Year:


Ghoul Studies - Eleanor Skylights
Outdoor Survival - Walter Smith
Defense Against The Dark Arts - Geoffrey Portch
Dark Arts - Thorfinn Duke
Voodoo - Albert Worme
Transfiguration - Ezmerelda Timms
Native American Magic - Latisha Goldstein
Curse Breaking - Lupa Macmillan - 1
Divination - Loki Bludd
Arithmancy - Emma Alder
Ancient Runes - Jason Tolipan
Astronomy - Florentia Pattison
Muggle Relations - Oberon Peverell
Healing Charms - Magia Marren - 1
Healing Potions - Perrus Mircs
Healing Charms - Mary Knarrus
Healing Alchemy - Mnemosyne Kiely
Care of Dragons - Andromeda Fleetwood - 1
Care of Magical Birds - Kendra Blijk
Care of Magical Reptiles - Dorian Crockford
Care of Magical Mammals - Bran Cresswell
Care of Magical Fish - Igraine Salt
Making of Wooden Magical Items - Annette Radford
Making of Metallic Magical Items - Caractacus Cuffe
Making of Spells - Valerie Dingle
Making of Magical Fabrics - Morgan Thomas
Making of Other Magical Items [e.g. clay, glass] - Lenore Lejeune
Making of Potions - Jason Twycross
Alchemy - Alexander Buttermere
Teaching Classes - Poppy Binns
Psychology - Wulfric Wood
Study of Travel - Lorelai Humphrey
Herbology - Winston Wilkes
Charms - Lancelot Wimple
Magical Music - Barrey Darem
Muggle Music - Doraine Kerem
Magical Art - Magda Urade
Muggle Art - Erin Weiss
Poetry - Valery Verdonk
Creative Writing - Mark Huizinga
English Literature - Neil Wright
International Literature - Abdullah Akarem



(If you have an idea for other subjects to be taught, please discuss with one of the mods)

Professors:



Headmistress/Master (NPC'd by mods)
Deputy Headmaster/Headmistress
Two Professors for each subject
Four Heads of Houses

Other Staff:


Kitchen
Keeper of Keys and Grounds
Matron
Assistant Matrons
Nurses
Housekeeping
Librarian
Caretaker
School Counselor
Security
Quidditch Coach - Peter Mumps
Blood Statuses and Half Breeds



Blood Statuses


Muggle-borns


Those born to Muggle families but who are skilled with and have the magic gene are referred to as Muggle-borns. A child born with magic to two Muggle parents is considered a Muggle-born. In wizarding US, they are allowed to attend Terzieler School of Witchcraft and Wizardry, although some other schools, such as Durmstrang Institute, only admit students with wizarding heritage.


Half-bloods


Wizards with families split between Muggle and wizards are referred to as half-bloods. Due to the dominance of the magic gene, children born to at least one magical parent will usually be magical themselves, meaning that a non-magical child born to a Muggle and a wizard is considered a Squib, not a Muggle: the term 'half-blood' is misleading in that it does not necessarily imply a half-and-half split in wizarding/Muggle ancestry, but rather any witch or wizard with both wizarding and Muggle heritage.


Pure-bloods


Pure-bloods are wizards and witches with a family tree devoid of Muggle, or other race, members, or at least, they have convinced themselves of this by removing any non-pure-bloods from their family trees. At the very least, one must have all magical grandparents to be considered pure-blood, though extremists would require no known Muggle or other race ancestors. Thus, some would consider the children of Harry and Ginny Potter to be pure-bloods because all four of their grandparents � James and Lily Potter, as well as Arthur and Molly Weasley � were wizards and witches. Others, however would consider them half-bloods because their paternal grandmother was Muggle-born, thus they have known Muggle ancestry.


Squibs


Squibs are individuals from wizarding families but have no magic themselves. One example is Argus Filch, who is so embarrassed by this that he hides it from students and studies magic fruitlessly in his spare time. Another example is Arabella Figg, who does not seem to particularly care that she has no skill in magic. Squibs appear to keep in contact with wizarding society, whereas Muggles have little to no contact, as they don't know it even exists.


Half-Breeds


Half-breeds are humans with at least one non-human parent, although witches and wizards with non-human ancestry further back would also be considered half-breeds. They are very rare and have traits of both species, such as the ability to use magic and spell resistance in half-giants. Prejudice against half-breeds appears to be relatively common in the wizarding world, which is intolerant toward non-human peoples in general.


Ghosts

{not as student}

A ghost is the disembodied spirit of a once-living wizard or witch. Only magical beings can become ghosts. Many ghosts take up residence within Terzieler Castle. These fleshless spirits were either afraid of death or have some extraordinarily strong connection to the locations they haunt.


House Elves

{not as student}

A house-elf (sometimes also referred to as just elves) is a magical creature which is immensely devoted and loyal to the one designated as their master. House-elves serve wizards and witches and are usually found under the employment of old wizarding families taking residence in elaborate establishments, like mansions, and must do everything that their masters command unless they are freed. A house-elf can only be freed when their master presents them with clothes.
House-Elves have their own brand of wandless magic which, despite their small physical size is very powerful.

The school employs regular as well as free house-elves and free those that wish to be freed.




Half-Breeds


Note Not all of the Half Breeds listed here are Canon. People are free to (help) come up with their own half breeds. These have to be discussed with the mods though so that we can make sure the race created is balanced.


Part-Giant


Half-giants are beings with some, but not a total, amount of giant heritage or blood, as well as part human blood. For instance, a human might have a Giant mother and a wizard father or vice versa. However, the logistics of a normal-sized witch bearing a half-giant baby are difficult if not impossible to imagine, let alone the logistics of this sort of conception.

Characteristics and appearance: All known Half-giants had magical blood, and were capable of producing magic, traits they received from their witch or wizard ancestors. It is unknown as to whether they will still have magic if the human parent was a Muggle; they may receive magic from the giant parent, but as there have been no known non-magical half-giants a definite answer cannot be deduced. From their giant family they usually retained a large height and build, they were usually considered extremely tall by human standards and short by giant standards. They also retained the natural resistance to most types of magical attacks from their giant blood.


Part-Veela


A half-Veela is a cross-breed between a human (normally a wizard or witch) and a Veela. It is unknown if Veela can breed with Muggles, and it is unlikely that a Muggle would ever learn of the existence of Veela, thus most or all half-Veela will inherit magical ability from their fathers.

Inheritance of Veela abilities: From their mother, they gain some Veela traits, such as breathtaking beauty and the ability to entrance men supernaturally THIS MEANS THAT MEN ARE OFTEN VERY ATTRACTED TO VEELA AND WILL TRY TO IMPRESS THEM. Some people can, however overcome this compulsion/are less influenced by them and a veela has very little control, if any. Half-Veela are able to shape-shift into bird-like creatures as full Veela can. They age unlike full Veela. Male part veela are extraordinarily rare


Part-Goblin


A half-goblin is a cross-breed between a goblin, whose ancestry accounts for their diminutive size, and a human. It is unknown if goblins can breed with Muggle, but since very few Muggles ever become aware that goblins exist, this is a remote possibility. The only known part-goblin, Filius Flitwick, is trained in the human magical arts, as shown by his carrying a wand, having attended Hogwarts and teaching there. It is not impossible that, properly trained, they command a number of goblin magical arts, but, if so, it is likely for full goblins to be unwilling to provide such training, effectively preventing their part-human offspring from performing their kind of magic. Many half-goblins benefit from intelligence and wit inherited from their Goblin ancestors. An example is again Filius Flitwick who was sorted into Ravenclaw house at Hogwarts School of Witchcraft and Wizardry, was a "model student" during his time there and eventually returned to the school to teach.

It is possible that certain spells and potions do not work on Half-goblins. For instance, it is unknown if Half-goblins can use Polyjuice Potion as this particular potion is designed for human transformations only, and therefore does not work on other beings. For instance, Polyjuice Potion is useless to any Half-Giant. However, because the potion is known to be effective on Part-Veelas, if their Veela ancestry goes back at least two generations, it is likely to for any Half-goblin whose goblin ancestor is not their mother or father.



Part-Vampire


A part-vampire is a being with both human and vampire traits. Part-vampires are therefore a type of half-breed, with human and vampire ancestors. This has been confirmed because it is proved that vampires are related to humans since they are featured in the Ministry's Guidelines for the Treatment of Non-Wizard Part-Humans. Vampires have an aversion to garlic and can be kept at bay by its presence. They drink blood, though they are able to eat things such as pasties, and Honeydukes sells lollipops that taste like blood, presumably for vampires to use. Half-Breed vampires can not turn others into a vampire.

Better vision in the dark (still need SOME source of light like stars/moon) Blood depended: Faster, stronger and heal rapidly, however if they haven't fed in a while these perks will be diminished/canceled out. Retractable fangs unless starving (in which case they'll simply be out). Their body temperature is colder than a human's, but not like a corpse, unless recently fed, in which case they have normal human body temperature. Aging is slowed after 25; 5 years to a year. Can eat regular food and drink regular drinks but have to drink at least 68 oz of blood every three days.

Part Vampires do not burst into flames from the sun, but they do get sunburns very quickly if exposed to direct sunlight. After one hour they would have first degree burns, after two second degree and so forth. However only on the exposed skin. Mind altering substances such as alcohol and drugs can influence a part vampire, but to a lesser extent.



Part-Siren


A Part-Siren is a cross-breed between a Siren and a human. It is unknown if Sirens can breed with Muggles, considering very few Muggles are aware of their existence this is a remote possibility. They can inherit their magic from either father or mother if they are a Wizard or Witch

Characteristics and appearance: Ability to transform (giving them legs or fins, no other transformation) is greater than normal merfolk, though even when transformed they will have webbed toes. Still needs multiple salt water soaks a week. If they sing above water they would break people's eardrums. Overall prettier/handsomer and taller than most humans, ranging from 6 feet to 7 feet. They are obviously great swimmers and can breathe underwater. Their skin often has an unusual hue or shine to it, their hair and eye-color can range beyond the normal human colors, it is not unusual for them to have, for example, purple or yellow eyes.


Part-Wood Elf


A Wood Elf is the counterpart/ancestor of house-elves, who were inbred and bred to get into servitude. Wood elves on the other hand are more wild and free, connected to nature and fair healers. Wood elves stand a slight bit taller than average humans ranging from 5'7" to 6'6" in average, they have slightly pointed ears and overall are fairer in skin, eye and hair color.

Due to their natural affinity with healing and their connection with the earth half wood elves have trouble mastering hexes, jinx and other destructive magics. They loathe servitude, due to what has been done to their brethren and have developed a natural distaste. They are very loyal to their friends to the point of possessiveness. Part Wood Elves will feel more drawn to subjects such as Herbology and Care of Magical Creatures and overall will do better in such subjects. They however will have trouble in Dark Magic, so much so that they are practically unable to perform any dark oriented spells.



Part-Fairy


A half fairy is a cross-breed between a fairy and a human. It's unknown if fairies breed with muggles however, considering fairies exchange (their) children for human children at times, it is likely, but so far unheard of, unless the children are killed at birth or their wings are removed. Most half-fairies are born from changelings, fairies left a child of their kind with humans in exchange for their human child, and will often die at a young age. It's likely that the fairy him, or herself, doesn't even know they were a fairy until their child is born.
When a half fairy child is born he or she is born with a pair of insect wings, these can vary in colour, translucency and size, the child will however not be able to change the appearance of their wings. If their wings get removed at birth the child can never grow them back, however after 6 months of age a fairy can regrow their wings if they get removed then, this doesn't hurt, but they are naturally more prone to vanity and arrogance and as such will not like having their wings removed. The rate at which their wings grow back differs, depending on how often they need to regrow them, the more often they need to do it, the quicker they get at it. The children of fairies are often seen as fair of face and usually grow up to look beautiful. They can have any skintone, eye colour or hair colour, whether it is thought of as 'natural' or not. Their ears, due to a hereditary gene, can be lobeless and/or pointed. Considering their wings are magic they do not require to remove their clothing to have these wings shown, they can simply move through cloth worn by the half-fairy.

Fairy children are more likely to carry 'the Sight' and have a much easier time learning to use Legilimency but have a hard time hiding their own thoughts and are practically incapable of learning even the most basic Occlumency. They can hide their wings, if they don't they have a hard time using jinxes and hexes, but are far more proficient in using charms. They are able to change their size in whichever way they wish but aren't good at changing shapes or forms of anything at all. Iron burns their skin and should never be worn or touched for any extended amount of time. If a fairy child that has been exchanged, survives, they will age normally until their 18th year, at which point they will seem to stop aging. They are however not immortal, considering they can still be killed by normal means. The child of a fairy, however, will be aging, but at a lower rate. 5 human years = 1 fairy year - the rate of aging increases if the child is of a second, third or fourth generation and at normal human like aging at the fifth generation. All other magical aspects of a fairy, except for their wings, will become diluted with each generation.



Part-Orc


A part Orc is a mixture between human and orc. These mixtures aren't rare, but it is rare for a child of this combination to survive, due to prejudice and of course the aggressive and short-fused nature of orcs as a general breed. However, a child that is born of this combination is often physically a lot stronger than a human, they also often suffer from aggression and the same short-fused like nature as their orc ancestors. This does however give them an advantage in offensive and destructive spells, giving them more oomph and easier for them to learn. Their defensive spells are often quite lacking. They have issues with logical subjects such as Arithmancy, Potions, Astronomy and Ancient Runes but do take a lot better to subjects like Transfiguration, Dark Arts, Voodoo and Native American Magic. To be able to actually use magic one of the parents of a part orc needs to be either a witch or a wizard.

Physically half-orcs are often broad shouldered and tall, 6' often being rather small and 'runtish', they usually range more around 7'. They are naturally fit and have a higher stamina than humans and therefore often do well in subjects such as Outdoor Survival. Their skin can differ in that they can, along with 'normal human' skin colours, have a green, grey or blue skin colour, their hair is usually a dark colour but can also be white, green, blue etc. as well as their eyes with possible hues of yellow and purple. They sometimes have tusk like corner teeth, males often larger than females and their ears can be pointed like a wood elf's and might be somewhat flared. Mentally, as noted, they are often rather aggressive, short-fused and lack patience. Of course such things can be overcome, but they are naturally more prone to have such issues due to their orc heritage, they are also likely to be brutally blunt. I.e. If you ask them if a dress makes you look fat they are likely to tell you that it isn't the dress but the stack of pastries you've been munching that makes you look fat.



Other Half-Breeds


If you have an idea for a different type of Half-breed, please discuss it with one of the mods to determine whether this is realistically possible or not for in this world. We will also discuss what type of powers your character would have if your Half-breed kind is allowed and add it to this list.



Other things that need to be discussed with moderator and might need to be mentioned in profile:

Animagi, along with which animal they can change into and whether they are registered or not - you can play out becoming one (see page 8 Animagus) Currently we are at capacity for 'ready made' animagi, if you want to be an animagus you will have to accomplish this by playing it out IC.
Metamorphmagi
Lycantrophi
Parseltongue

Any other 'special additions' need to be discussed with the mod.

Object Making & Our Own Creations



Object Making


Object making entails things like potions and other magical items. If you wish for your character to have certain things (e.g. potions and magical objects) you will have to roleplay the making/gaining of said item. If you want to make for example a Babbling Beverage you have to play out the gathering of ingredients and the making of the potion itself. The Potions/magical that exist in this world are listed in the Wiki
, make sure you have obtained the year/level needed to know how to make this potion.
This may mean you might have to post by yourself at certain times.
If you are not sure your character would be able to make the desired item or how they could obtain it please discuss it with a mod!


Creation


Potions, spells and rituals etc. that have been created in this game/have no instructions on the Wiki


Lathan's Destiny Gems


Ornate stones shown in many different beautiful colors that can grant one instance of luck to the owner at the time it's most needed. The stones seem to have minds of their own using their luck for the person whenever they see fit. Once used, it will fizzle out and turn a dark gray color-- eventually becoming a normal rock. This process happens over the course of a day so you can tell the time of its use by how far along it is, if you are knowledgeable enough. It is advised to only carry one on your person and to only use one per day lest you be stricken with a terrible fate. ( OOCly you can use this to reroll any roll you feel like. This does not mean you automatically get a better roll or that you get to decide what the roll should end up as, you simlpy, literally, get to reroll one time. This can only be used once for every IC day.)


Instructions as written by Lathan

Boil Honeywater.
Add four drops of morning dew.
Add one measure of Octopus powder.
Stir anti-clockwise five times
Add two measures of moonstone powder.
Stir vigorously until all ingredients are saturated.
Dip three rat tails into leech juice then add.
Add Seven crushed Runespoor eggs.
Add Five Fluxweed.
Stir clockwise five times adding a Jobberknoll feather on the last stir.
Immediately stir anti-clockwise five times, don't pause between stirs.
Add four Wartcap powder coated frozen Ashwinder Eggs* in a diamond pattern.
Add one scale of dragon and two fairy wings before the eggs implode.
Wait for the implosion.
Once the bubbles subside add twelve Unicorn hairs, one at a time, spread out.
Wave wand over potion in a alla breve figure and say incanation "Tempusingultus*."
Let sit on heat for fifteen minutes.
Add ten Flitterblooms holding your Porphyritic rocks*.
Wave wand over potion in a horse shoe figure and say incantation "Felixunum*."
Let it cool, sitting for eight hours (Copper Cauldron)
Crack the hard film layer on top of the potion*.
You are safe to scoop out the gems* from the potion if it is clear like water*.

*Coat Ashwinder Eggs in Wartcap powder before freezing. This helps the powder seep into the egg a bit so when you place them into the water it gives you even more time after the ice melts for it to burst into flames. Normally the flames would sputter into a small explosion, but this pressure build up caused by the Wartcap powder creates a small implosion instead. Heating the water and stiring/spreading the released chemicals more evenly through the potion.

*Since time magic is extremely difficult and I wouldn't be able to perfect a spell within my lifetime I made this spell loosely recreating the hour-reversal charm used on time-turners. It took years of study into the spell, and tons of help from professors, to even get enough understanding for this simple "time hiccup" as I call it. It allows for the Felixunum charm to take effect whenever it pleases. Reacting with the unicorn hairs, almost innate, faithful nature; giving it a causality understanding of when best to activate.

*Generally Flitterbloom are the harmless cousin of Devil's Snare. Although, they can be frustrated into grabbing persons or objects with their long swaying tentacles with the right push. A slight zap with the Magna Tonitrus curse is usually enough to send them into a minor rage. Make sure not to overdo it or you will kill them. Once frustrated toss them as many Porphyritic rocks as they can grab. Do not let them grab you, I find that once they grab the person associated with the zap they tend to calm and a second zap generally means they will start throwing the rocks instead of holding onto them. The most I've ever gotten out of a single batch of this brew is 100 gems. Flitterblooms can generally hold up to ten Porphyritic rocks each; so I normally put ten Flitterblooms in.

*Studying one of the most brilliant minds of any age, Zygmunt Budge, I found with his Felix Felicis potions he created a spell of forever luck. Of course, much like the hour-reversal charm, my spell is a loose version of his Felixempra charm. Instead of having luck all the time, I created a spell that could cause one instance of good luck to the user before it fizzled out. Since I was imbuing this to an object instead of an ingestible I ran into the snag of how it was used. Generally you couldn't tell the future, so using it randomly might not do anything for you other than allow you a good hair day. Thus I mulled over it for a few months before I stumbled upon the study of Time-turners and their magics. I realized that in a subtle combination of the two ideas my dream could become reality. It took many years, but eventually I worked out the kinks.

*The film layer overtop of the potion is usually black and makes seeing the contents impossible until broken. It can be broken easily with a small hammer, which is recommended. ( Generally tossing spells at a potion could have untold reactions. ) Once it has broken up a bit it will normally start dissipating on its own.

*Use a scooping strainer. Place all gems into a pouch tied shut away from your core body. Do not touch multiple gems at a time, do not keep them all on your person. These are highly unstable when paired with its kind and cause extreme anti-luck. While I believe the Unicorn hair is what gives it the faithful nature to protect the owner; I also believe the same Unicorn hair causes it to be extremely jealous. If you get caught with more than one during the same instance of luck they will fight against one another leading to anti-luck. This could lead to severe injury, maiming, or death.

*If the potion isn't clear like water then you messed up somewhere along the line causing the potion to be extremely poisonous. You probably added too much leech juice. A few moments after the film is broken a noxious gas will be released making the potion completely inert. The gas disappears just as quickly as it erupts from the cauldron. Do not put your face over the top of the cauldron when it's doing this; stand as far back away from it as you can while this is happening. Once the smog clears it is safe to return to your brew. When the potion is clear it means that all of the essence of the potion was absorbed by the Porphyritic rocks turning them into gems. This doesn't always turn all Porphyritic rocks into gems. When you pick out all of the gems and drain your cauldron you can pick out the few Porphyritic rocks that didn't transform that sank to the bottom. I've found that trying to use the same Porphyritic rocks twice lowers the chance of them being turned into gems. Discard them or keep them as souvenirs, either way they are not harmful and useless for further gem creation.

Extra notes:
The point of the Flitterblooms is to help keep the rocks lifted from the bottom of the cauldron. Once they completely die they'd flip the rocks causing them to spin in the brew. A magical spinning top within the water soaking in the potion. The ones that fail to become gems and sink to the bottom are explained by the Flitterblooms not flipping the Porphyritic rocks hard enough upon death to keep a viable spin.

I mixed a solution of ingredients together from many potions you might have heard of. The beautification potion parts to make the gems extraordinarily beautiful due to their otherwise clunky looking nature. Polyjuce potion parts to bring out the inner gem within the Porphyritic rocks. Memory potion and Wiggenweld potion parts to help awareness within the gem. Octopus powder to strenghten the brew with a single dragon scale to keep the gem strong enough to with stand the strain of the magic within.


Creation Difficulty: Hard
OOC: You need to roll a 1d100 once a day until you have accumulated 1000 points. At this point you may roll a 1d100 for the number of gems created.


Revisibility Charm


"Finis Invisibilitatem"

This spell will cover an entire room and make everything that has been made invisible by magical means visible (or about 40 feet radius around the caster if caster is outside).
The wand describes a sideways eight and a light blue flash will occur

Type: Charm


Wolfsbane


"There is no known cure, although recent developments in potion-making have to a great extent alleviated the worst symptoms." �Newton Scamander

The Wolfsbane Potion is an innovative and complex potion that relieves, but does not cure, the symptoms of lycanthropy. The main ingredient is wolfsbane (also referred to as aconite or monkshood). As such, this Potion is very dangerous when incorrectly concocted, since Aconite is a very poisonous substance. The way one must imbibe it is very unique among potions, in that a gobletful of wolfsbane potion must be taken for each day of a week preceding the full moon. It is extremely difficult to make, as even Slughorn claimed that Damocles couldn't have invented it without immense effort on his part. The ingredients are also very expensive, making it nigh-impossible for werewolves to brew it themselves, as they usually live in poverty due to their difficulty in finding stable careers.

Nature
The completed potion exudes a faint blue smoke. According to Remus Lupin, it has a "disgusting" taste, and adding sugar to remedy this is not possible as that substance will render it ineffective.

Effects:The potion does not cure lycanthropy but eases the symptoms, allowing one to hold on to their mental faculties after transformation (which would otherwise not be possible). It renders the dangerous beast into an ordinary, sleepy wolf. However, it can have disastrous side-effects if the recipe is tampered with, as Lupin told Harry in 1996. It is said that on the full-moon werewolves take this, they still transform, but at least in Remus Lupin's case they still act human. They usually stay somewhere safe and sleep through the transformation.

History
Wolfsbane Potion was invented by Damocles in the recent past, sometime after the mid-1970s.[3] When this discovery was made, Remus Lupin thought it was a faint ray of hope, but his hopes were dashed when he found the potion formula's complexity (as potion was not his strongest suit) and the ingredient list being very expensive. He returned to Hogwarts School of Witchcraft and Wizardry as a Defence Against the Dark Arts teacher solely because Albus Dumbledore offered a limitless supply of the Wolfsbane Potion, which was brewed by Potions Master Severus Snape. Harry thought Severus Snape was poisoning Remus Lupin and later told his friends about it after they came back from Honeydukes.


Ingredients

Part 1:
Mistletoe Berry
Angel's Trumpet
Leech Juice
Wiggentree Bark

Part 2:
Newt
Asphodel Root
Moondew
Rat Tail

Part 3:
Unicorn Horn
Wolfsbane
Scurvy Grass

Part 4:
Moondew


Brewing Instructions

Part 1:
1. Add five Mistletoe berries
2. Add two petals of Angel's Trumpet
3. Stir clockwise twelve times
4. Add one measure of wiggentree bark
5. Add three measures of Leech Juice
6. Wave your wand
7. Let sit for three hours

Part 2:
1. Add one newt
2. Add two measures of Asphodel Root
3. Stir anti clockwise six times
4. Let sit until potion turns green
5. Add three measures of Moondew
6. Add two rat tails
7. Let sit for seven hours

Part 3:
1. Add two measures of Unicorn horn
2. Stir clockwise until potion turns dark blue
3. Add three measures of Scurvy grass
4. Let sit until potion turns blue
5. Add two measures of wolfsbane
6. Wave your wand
7. Let sit for six hours

Part 4:
1. Add three measure of moondew
2. Stir until faint blue smoke erupts from potion


Potion Difficulty: Advanced


Veela Immunity Potion


Use:
The imbiber of this potion will be immune for any sort of Veela power for 3 months

Ingredients:
Veela Blood (Half breed or full)
Gurdyroot extract
Wiggentree bark
Horn of Bicorn
Thestral Hair

Brewing instructions:
1. Add Gurdyroot extract until potion turns blue
2. Stir until potion is green
3. Add Wiggentree bark until potion is orange
4. Stir until potion turns green again
5. Add horn of bicorn until potion turns red
6. Add thestral hair until potion turns grey
7. Heat and let simmer for 6 hours
8. Add Veela blood until potion turns yellow
9. Stir until potion turns pink and bubbles


Potion Difficulty: Simple



Animagus Rituals


Rules:

Character has to do all the Rituals, you need to play them out.
Depending on their level of Transfiguration the player has to roll AT LEAST the following numbers for the seventh ritual to succeed
/roll 1d100
Best/Advanced: 80
Mediocre: 90
Bad: 100

If your character is learning from a teacher:
+25

Other bonus points can be added for certain reasons, discuss with one of the mods.

Your character has to fufill all Rituals themselves. Others can NOT help you. They can however observe. If another character helps you in any way, you will fail.
Your character can not use any of the following until the Seventh Ritual is fufilled:
Any Potions (Except those needed for the rituals)
Caffeine
Drugs
Alcohol

You can not take the mandrake leaf out of your mouth until you have finished the Seventh Ritual

You may only do one Ritual per IC day

Those that are taught by a teacher will receive the needed items (such as the potions, leaf, etc.) from said teacher. Otherwise your character will have to make/find it themselves.

First Ritual: Placement of mandrake leaf in mouth

Second Ritual: Make a 'floating blanket' out of 6 different potions, in the moonlight in nature, let the blanket fall over you and soak you. Blanket making will need a specific spell/ritual. No need to be naked. Will cause glowing for a few seconds and then a feeling of being 'reborn'

Third Ritual: At night drink a tea made from Valerian and Sopophorous bean at which point the person will go into a trance like state and have to go on a spirit quest in which they need to overcome a fear or adversity (character specific, discuss with mod). Failure might result in a one day coma.

Fourth Ritual: Depending on what happens on their spirit quest -- they will see some sort of 'item' or 'totem' giving them a clue to what they might become. They have to then find that totem and ceremoniously burn it, and collect the ashes to be used in a later part of the ritual.

Fifth Ritual: Use ashes from former ritual, mixed with Flobberworm Mucus, and smear on chakra's, meditate for at least an hour on who you are.

Sixth Ritual: Spend the night in a Pet Graveyard with a phoenix feather and Thestral tail hair, bind the feather with the hair. Realize you are not suddenly going to be invulnerable, an animal can get attacked as well. It is also a reminder that if they are attacked it could be someone's beloved pet acting on instinct.

Seventh Ritual: Concentration and turning into animagus for the first time.
Terzieler Crest
Character List


Teumessian Crest
Teumessian




Pomfrey Crest
Pomfrey




Jacobian Crest
Jacobian




Gurimwald Crest
Gurimwald







Teachers:




Other Staff/Characters:



Current House Points Tally

Teumessian Crest
Teumessian

221
Housemembers Participation in Fairy event:
+ 221 (Winners)



Pomfrey Crest
Pomfrey

120
Housemembers Participation in Fairy event:
+ 120



Jacobian Crest
Jacobian

60
Housemembers Participation in Fairy event:
+ 60



Gurimwald Crest
Gurimwald

135
Housemembers Participation in Fairy event:
+ 135



Past Main Plot Points

OOC Date: 26/11/2016 - IC Date: Saturday August 31st 2016 - - During his speech the Headmaster has been attacked by invisible forces, forcing all the forks within the Main Hall to fly at him. Of course the Headmaster was able to block it easily, but ever since weird things have started happening all through the school. Students who can't stop singing, teachers whom's hair suddenly turns pink. It's unclear how it all is happening, but so far it all just seems like harmless pranks. (If you wish for your character to be 'attacked' by these invisible forces roll a 1d32 and you will have the result of it whispered to you by one of the mods, rolling however does mean that you have to accept the result of the roll. -No auto deaths or such involved, Tier: 1-)

"Hello and welcome ladies and gentleman to the Grand Opening Feast for Terzieler University of Witchcraft and Wizardry. As you all certainly know, Terzieler is the first of its' kind. We hold the strong belief that wizards and witches alike should be given the opportunity to master the arts of their trade and ensuring their skills as they set off to pursue their chosen Careers. As such, I would also like to welcome our faculty and staff, all of whom we have hand selected with the utmost certainty that these individuals will be able to properly educate you as you proceed throughout your Semesters. Although we are still working on some things, as of now Terzieler is fully operational. Now, before we begin our feasts, there are a few rules and announcements I would like to speak about. Firstly, there is a Dragon Enclosure on our school grounds. We will be very strict in only allowing those studying with these creatures, caring for them, or educating about them to be allowed inside of the enclosure. Any may look,but if you enter the Enclosure without permission and proper training, you will most certainly die. If you do not, we will be very interested to learn how you figured out how to get inside, since it is magically protected."At this point in the speech, a barrage of silverware mostly consisting of cutlery was send toward Headmaster Jacobian, collecting in mass from the tables the students were sitting at before firing off toward him in a wave. It was no matter for him, his wand flickered into his hand and he shot his arm forth, wrist flicking and a blue aura casting out over the wave of silverware. They all instantly began piling themselves neatly and in order at a table just ahead of himself. He cleared his throat, setting his wand away. "Just a little pre-Feast entertainment!" He jested. No need to worry the students right now, not at the beginning of the Feast! However, the incident would have to be looked into eventually. "Of course as you all know we have placed you into four different Houses: Teumessian, Pomfrey, Jacobian, and Gurimwald. You will be awarded points throughout the year for achieving certain academics, though disruption of our rules and regulations will result in losing points. At the end of the year, the House with the most points will be awarded the House cup, and every student from that House will also receive a special gift. The Quidditch Games Schedule will be put up soon. If you have any reccomendations or questions regarding other Clubs you would like to see, please inform your Head of House so that we may add them to our schedule! Now, enough of my rambling, let the Feast begin!" At which point a mass amount of food would appear seemingly from thin air on the many tables, along with replacement silverware from the little show earlier.

Suddenly a loud CACKLING could be heard not throughout only the entire Hall, but the entire school itself. No one would be able to pinpoint where it came from, but there wouldn't be a person or creature inside the building who wouldn't be damn near deafened by the sudden, loud cackling that came from an unknown source. Marielle would break out singing, Max would break out dancing. The student Evie would soon find a very large surprise in her dorm room, and the student Carter would find himself completely unable to lie, forced to tell the truth for an entire day and the student Michael Avery would suddenly find himself completely, stark naked. his clothes had completely vanished. Anyone who would like an encounter with this force is welcome to roll a 1d32.

THE MAGIC USED IS NOT WIZARDING MAGIC AND CAN NOT BE COUNTERED BY WIZARD/WITCH MAGIC

OOC Date: 27/11/2016- IC Date: Sunday September 1st 2016 - Suddenly, throughout the entire school, water would begin to leak up seemingly from the floor itself. It would come fast and without warning though, people would find themselves kneedeep in water, then waist deep, and soon the entire school, every level, was filled with about 5 feet of refreshing, chlorinated pool water. Chairs would turn into floaties, tables into rafts. The stairs became waterslides! Beachballs would sprout out of nowhere. Yes, someone had just turned Terzieler into one gargantuan Water Park.

Are the Dungeons flooded? No, considering there are dorms down there, it's in the same state as everything else. The water is going -somewhere- but it's like it's basically just disappearing? At least the levels everywhere seem to remain the same five feet. No higher, no lower. The hallways however will start to feel like those wild river ways you have in some pools.

Good afternoon students and staff, this is your headmaster speaking. We want you to know that we are aware of the current situation and are trying to do anything within our power to rectify it. However so far we have not found the cause or any solutions to this. If any of you have ideas or suggestions, please let the professors or the Deputy headmistress, Professor Marielle Pomfrey, know so that they can be taken into consideration. You are of course allowed to try simple solutions yourself, but we advice caution. At the moment these occurrences seem to be benign, this might however chance. We also advice everyone to take a room in town for the night, we have contacted several establishments there, you may have to share a room with others, but we are working on solving this problem as soon as possible. Anyone who wishes to stay at the school is of course free to do so. This is the end of the announcement.


OOC Date: 28/11/2016 - IC Date Monday 2nd of September - The waterpark seems to have made way for the normal school again, there is no lasting water damage to anything, however it seems that since the water has disappeared the pranks have gotten meaner! And even following students outside of schoolgrounds! The Headmaster and teachers are of course still trying to figure out what's going on and what is causing all this. Be careful everyone! (If you wish for your character to be 'attacked' by these invisible forces roll a 1d16 and you will have the result of it whispered to you by one of the mods, rolling however does mean that you have to accept the result of the roll. -No auto deaths or such involved- 1 roll per player per day. Exclusions on those that have rolled multiple times but haven't used their rolls sufficiently until they have played them out.)

The school has now been turned into the equivalent of a murky swamp. Vines begin overhanging the walls, the ground itself has turned into mud and if you stay in one place for too long you will sink and eventually become stuck in place. The heavier you are, the more quickly you sink. The stairs have become basically mudslides and are very treacherous to use. This will last until the end of the Tier.
Every floor is murky swamp, the water levels will not rise or sink, you can not go through the floor to the floor below, the water levels are at about 3 feet with 4 feet of mud underneath.

ALL WANDS ARE LOCKED, NONE OF THEM WILL BE ABLE TO PERFORM ANY KIND OF MAGIC UNTIL END OF TIER

OOC Date: 03/12/2016 - IC Date Saturday 8th of September TIER HAS ENDED. THANK YOU ALL FOR PARTICIPATING. Those affected by this Tier can end their affliction now. Those who still want to figure out what has happened can still roll 1d10's for leads that will result in clues as to what's been going on around the school. Roll a 1d10. Rolling 1-4 will result in a 'bad' clue that will have you wandering around for nothing. The lower you roll, the worse and more challenging your clue will be. Rolling 5-10 will result in receiving a positive clue.

OOC Date: 09/12/2016 - IC Date Friday 14th of SeptemberTIER 3 HAS BEGUN. ROLLING for it has ended This Tier is a lot more dangerous than the previous two! The clues are out there for now. Use the knowledge you have. FULL MOON will be this Sunday!


OOC Date: 10/12/2016 - IC Date Saturday 15th of SeptemberTIER 4 is now in effect. YOU as a player will NOT roll for this Tier. You will however gather points for participating. Each roll will be announced (Here as well) Knowledge rolls are open again. 1d10 1-5 = False clue. 6-10 Good clue. - CURRENT EFFECT Pixies and fairies storm the castle, knocking things over, hauling people high into the sky and dropping them and using any means they can to kill the 'destroyers'. Lasts until next roll.


OOC Date: 11/12/2016 - IC Date Sunday 16th of September Headmaster announcement: Attention students and faculty. A spell has been discovered to make anything invisible visible within an area of 40 feet, or one entire room. With your wand, draw a sideways eight, and chant the words Finis Invisibilitatem. This should prove useful in helping to escape from, or take care of, the pixies and fairies.


Current Score:

Charlie: 35
Davy: 55
Luc: 20
Michael: 60
Marielle: 15
Chris: 5
Ted: X
Evie: 75
Carter: 11
Oona: 45
Chris: 5
Cassisus: 10
Miki: 5
Jinx: 30
Belle: 15
Adrian: 60
Nasrin: 30
Cindra: 15
Miki: 10
Tory: 5
Devilyn: 15
Lithia: 5


Teumessian:
221


Pomfrey:
120


Jacobian:
60


Gurimwald:
135


OOC Date: 18/12/2016 - IC Date Sunday 23rd of September The event has ended. The remaining fairies and pixies have surrendered and after having spend several hours with the headmaster and several of the teachers, they have come to an accord with Terzieler. The fairies will be helped to relocate, the families of those lost will find themselves compensated by the fairies. Final scores have been calculated. First place goes to Evie, the Second place is shared by Michael and Adrian, each one of them receives 1 joker for the next event. Teumessian ended with the highest score of each or the houses, every CURRENT character within this house receives 1 joker as well. (Michael, Marcus, Ted, Absinthe, Adrian, Eder and Belle). Thanks to everyone that has participated! -End of Event-



Envy is when you want what someone else has, but Jealousy is when you're worried someone's trying to take what you have.
code by morethancostume & Naomi*