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===Level 50===
 
===Level 50===
 
*[[Atmospheric Charm]] (Aeris Caelum) Used to create various weather conditions indoors.
 
*[[Atmospheric Charm]] (Aeris Caelum) Used to create various weather conditions indoors.
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===Level 55===
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*[[Teleportation Spell]] () Used to make something disappear and reappear somewhere else. Item and location must be known by the caster in order to work.
   
 
===Level 75===
 
===Level 75===

Revision as of 03:01, October 23, 2015

THIS PAGE IS A WORK IN PROGRESS

This list is the Approved and Accepted list of Transfiguration Spells allowed for Student use at Mischief Managed. While there are in fact many other spells that were canonically used, those spells for one reason or another are NOT approved for use in Role Play, or are considered above the level that the Skill HUD allows. Any use of a Transfiguration spell that is NOT on the list, without RPD Admin approval, is considered void. What that means is that the role play of that spell didn't happen. Role Players are not allowed to do it simply because it isn't on the list. "Not knowing" Is NOT an acceptable excuse.

Role players MUST be of the required level and the Year, or above, in order to cast the spell. Any dice roll attempt made at a spell above what your character is capable of, MUST be role-played as failing. This is to simulate that your character is learning. Nobody starts off being able to do any and all spells in the beginning. Characters, much like real life, grow with study and practice.

Transfiguration Spells are spells that Transform, Conjure, Switch, and of course, Untrasnfigure.

First Year

All Level Spells under the section of "First Year" require a dice roll of 5 or higher in order to be considered a successful roll. Unless the spell states otherwise. For example, Level 1 - 5 are considered "First Year" and need the roll of 5 or higher. Please note that a roll of natural 1 is an automatic fail, regardless of modifiers. Think of it as a critical hit. Opposite, a roll of natural 20 is a critical success.

Level 1

Level 2

  • Bluebell Flames (Caeruleus Inflamarae) Magical bright blue fire. Waterproof and only heat/burn things held above it.

Level 3

  • Small Object Change Spell (Parillis Verto) Turn small objects into similar small objects. Dice roll of 6 or greater required.

Level 4

  • Herbifors (Herbifors) A spell that makes yellow flowers sprout out of the victims head.
  • Fire-Making Charm (Incendio) Used to conjure a jet of flame, thereby setting things alight.

Level 5

  • Reparifarge (Reparifarge) Used to reverse unsuccessful transformations
  • Small Object Change Spell (Parillis Verto) Turn small objects into similar small objects, Dice roll of 5 or greater required.

Second Year

All Level Spells under the section of "Second Year" require a dice roll of 6 or higher in order to be considered a successful roll. Unless the spell states otherwise. For example, Level 6 - 10 are considered "Second Year" and need the roll of 6 or higher. Please note that a roll of natural 1 is an automatic fail, regardless of modifiers. Think of it as a critical hit. Opposite, a roll of natural 20 is a critical success.

Level 6

  • Animal Change Spell (Fera Verto) Changes small animals into small objects of similar size. Dice roll of 8 or higher required.
  • Sea Urchin Jinx (Egnis Victima) Makes tiny spikes erupt all over the victim, causing pain.

Level 7

Level 8

  • Animal Change Spell (Fera Verto) Changes small animals into small objects of similar size. Dice roll of 7 or higher required.

Level 9

  • Freezing Spell (Glacius) A spell with great range, can freeze things to ice and can be melted by Incendio
  • Serpensortia (Serpensortia) Conjures a serpent from the spell-caster's wand

Level 10

  • Animal Change Spell (Fera Verto) Changes small animals into small objects of similar size. Dice roll of 6 or higher required.

Third Year

All Level Spells under the section of "Third Year" require a dice roll of 7 or higher in order to be considered a successful roll. Unless the spell states otherwise. For example, Level 11 - 15 are considered "Third Year" and need the roll of 7 or higher. Please note that a roll of natural 1 is an automatic fail, regardless of modifiers. Think of it as a critical hit. Opposite, a roll of natural 20 is a critical success.

Level 11

  • Plant Change Spell (Herba Verto) Changes plants into objects of similar size. Dice roll of 9 or higher required.

Level 12

  • Melofors (Melofors) Encases the target's head in a pumpkin

Level 13

  • Plant Change Spell (Herba Verto) Changes plants into objects of similar size. Dice roll of 8 or higher required.

Level 14

  • Orchideous (Orchideous) Makes a bouquet of flowers appear out of the caster's wand

Level 15

  • Plant Change Spell (Herba Verto) Changes plants into objects of similar size. Dice roll of 7 or higher required.

Fourth Year

All Level Spells under the section of "Fourth Year" require a dice roll of 8 or higher in order to be considered a successful roll. Unless the spell states otherwise. For example, Level 16 - 20 are considered "Fourth Year" and need the roll of 8 or higher. Please note that a roll of natural 1 is an automatic fail, regardless of modifiers. Think of it as a critical hit. Opposite, a roll of natural 20 is a critical success.

Level 16

  • Animal to Animal Spell (Bestia Converto) Changes an animal into another animal. Does not work on humans. Dice roll of 10 or higher required.

Level 17

  • Epoximise (Epoximise) Affixes an object to another like glue.
  • Ebublio Jinx (Ebublio) Entraps the target in a very large bubble that cannot be popped by physical force.

Level 18

  • Animal to Animal Spell (Bestia Converto) Changes an animal into another animal. Dice roll of 9 or higher required.
  • Leek Jinx (Ulpicum Auricula) Makes leeks sprout out of the target's ears.

Level 19

  • Switching (Verum Permuto) Used to swap two different objects for one another.

Level 20

  • Animal to Animal Spell (Bestia Converto) Changes an animal into another animal. Dice roll of 8 or higher required.

Fifth Year

All Level Spells under the section of "Fifth Year" require a dice roll of 9 or higher in order to be considered a successful roll. Unless the spell states otherwise. For example, Level 21 - 25 are considered "Fifth Year" and need the roll of 9 or higher. Please note that a roll of natural 1 is an automatic fail, regardless of modifiers. Think of it as a critical hit. Opposite, a roll of natural 20 is a critical success.

Level 21

Level 22

  • Vanishing Charm (Evanesco) Makes things vanish. The vanishment burst the object into a cloud of dark smoke, which dissipate shortly after.

Level 23

Level 24

Level 25

Sixth Year

All Level Spells under the section of "Sixth Year" require a dice roll of 10 or higher in order to be considered a successful roll. Unless the spell states otherwise. For example, Level 26 - 30 are considered "Sixth Year" and need the roll of 10 or higher. Please note that a roll of natural 1 is an automatic fail, regardless of modifiers. Think of it as a critical hit. Opposite, a roll of natural 20 is a critical success.

Level 26

  • Incarcerous (Incarcerous) Ties someone or something up with ropes that are launched from the wand tip.

Level 27

  • Aguamenti (Aguamenti) Conjures a jet of water from the tip of a wand. Amount and pressure varies on the caster.

Level 28

  • Arrow-shooting spell (Telum Contendo) Fires arrows from the caster's wand
  • Incarcifors (Incarcifors) Used to transfigure an object into a cage to capture an opponent

Level 29

  • Caught! (Incarcerata) Transforms nearby objects into restraints which constrict the foe.
  • Avis (Avis) A flock of birds comes out of the wand.

Level 30

  • Human Change Spell (Alteratio Humanus)Can be used to change a person into another species. In other forms, humans have the intellect of the species they become, unlike an Animagi.

Seventh Year

All Level Spells under the section of "Seventh Year" require a dice roll of 11 or higher in order to be considered a successful roll. Unless the spell states otherwise. For example, Level 31 - 35 are considered "Seventh Year" and need the roll of 11 or higher. Please note that a roll of natural 1 is an automatic fail, regardless of modifiers. Think of it as a critical hit. Opposite, a roll of natural 20 is a critical success.

Level 31

Level 32

  • Fire Rope (Vinculum Ignis) Conjures a long, thin flame from the tip of one's wand with which he or she could bind, ensnare or presumably harm a foe in an action similar to that of a rope or whip. The fie rope can also be used to grip things.

Level 33

  • Gemino Curse (Gemino) Whenever an object affected by this curse is touched it duplicates itself into many useless copies to hide the original

Level 34

  • Stone wall (Terram Vocatum) Conjures a six foot stone wall. Attacks that have enough magical force can shatter the wall. Physical attacks are rendered useless. Also protects against projectiles. A conjured wall remains in play until removed or destroyed.

Level 35

  • Silver Shield (Argentum Tueri) Allows the caster to conjure a physical, silver shield in front of the caster, protecting them from magical and mundane assaults alike. It is not immune to other transfiguration or magicks that can grip and pull it away.

Adult Level

Below is a list of a few Transfiguration spells intended for ADULT use only. Should a Professor or accepted adult wish to use a Transfiguration spell that isn't on this list, please contact the Admin or a member of the RPD Team for approval. These spells are NOT to be taught or used by a student. When in doubt, contact an Admin or a member of the RPD team. “Not knowing” is NOT an acceptable excuse.

Level 44

  • Fountain of wine (Fons Vinum) Conjures a fountain of wine from the end of the caster's wand.

Level 50

Level 55

  • Teleportation Spell () Used to make something disappear and reappear somewhere else. Item and location must be known by the caster in order to work.

Level 75

  • Object to Sand Shield (Sabulo Tueri) transforms solid objects passing through to instantly be turned to grains of white sand. Ineffective to living creatures.

Level 80

  • Lightning Spell (Fulminata) Blasts a powerful thick, white bolt of blinding lightning form the wand tip.

Level 98

  • Piertotum Locomotor (Piertotum Locomotor) bring life to those artefacts that had, previously, been inanimate and unmoving. ((Restricted to the Headmaster/Headmistress, Deputy Headmaster/Deputy Headmistress, or RPD Approved NPCs))
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