Tweak

InsaneJournal

Tweak says, "Inferior without your consent"

Username: 
Password:    
Remember Me
  • Create Account
  • IJ Login
  • OpenID Login
Search by : 
  • View
    • Create Account
    • IJ Login
    • OpenID Login
  • Journal
    • Post
    • Edit Entries
    • Customize Journal
    • Comment Settings
    • Recent Comments
    • Manage Tags
  • Account
    • Manage Account
    • Viewing Options
    • Manage Profile
    • Manage Notifications
    • Manage Pictures
    • Manage Schools
    • Account Status
  • Friends
    • Edit Friends
    • Edit Custom Groups
    • Friends Filter
    • Nudge Friends
    • Invite
    • Create RSS Feed
  • Asylums
    • Post
    • Asylum Invitations
    • Manage Asylums
    • Create Asylum
  • Site
    • Support
    • Upgrade Account
    • FAQs
    • Search By Location
    • Search By Interest
    • Search Randomly

Mod Journal for Throwing Stones RPG ([info]throwing_mods) wrote,
@ 2009-10-18 22:42:00

Previous Entry  Add to memories!  Tell a Friend!  Next Entry
Entry tags:background

Game Canon


SPELLS

The Harry Potter Wiki Spell List and the Lexicon Encyclopaedia of Spells are your friends when writing battles but there are times that non-canon spells may be called for. If you come up with a spell and want it to be added to the game canon, comment with the form below and it'll be added to this page. Assuming it isn't completely insane.



POTIONS

Similar to spells, most of the potions you may need can be found at the Wiki Potions List or the Lexicon Encyclopaedia of Potions but if you want to add one to game canon, fill out the form.



TRAVEL

There are several forms of travel in the wizarding world, but there are a few things that are particular to this game that you should be aware of.

Apparition: Only for those who have their apparition license. Although a skilled wizard can apparate pretty much anywhere in the country that they want, you'll see some reference to "apparition points." This is mostly because some of us got used to the idea at [info]blurred_lines and it's pretty much stuck with us but for the purpose of this game, apparition points can refer to either designated places to apparate in an area that is otherwise warded against apparition or public spots where a less-skilled or somehow incapacitated wizard can apparate with greater ease. Also note that it's seen as very rude to apparate directly into someone's house without permission/warning, apparition can't be tracked and can't be used for long distances.

Floo Network: Any house or building that has a fireplace can be added to the floo network from the Ministry. Although you can request to have your house or business removed from the floo network, the Ministry can still reconnect it if they feel it's necessary for some reason. If you want to be sure to keep people from being able to floo into your house, you need to ward your own fireplace so if anyone floos in they can't get past the fireplace. Which also means that you should probably check with someone before flooing into their house if you think they might have warded their fireplace or else you might get stuck in it. And on the other side you should probably avoid conducting Highly Illegal Activities within the view of your floo.

Portkeys: The only legal portkeys are those created by the Portkey Office at the Ministry of Magic, although a skilled wizard can create their own unauthorized portkey for travel. (And by skilled we mean someone with training and experience, not your super-smart fresh-out-of-Hogwarts special snowflake.)

International Travel: Portkeys are generally the favoured means of international travel. Authorized portkeys can be purchased through a travel agent (created by the Ministry) or obtained from the Ministry directly. Although there is an international floo at the Ministry, the floo network itself is entirely domestic. And although it may be possible for a skilled wizard to apparate to nearby points on the continent (think Northern France) it is illegal to cross into another country that way so do it at your own risk. Also, no apparating across the Atlantic. Just don't do it.

NAVIGATION

PREMISE & RULES & FAQ & CHARACTERS & APPLICATION & PROFILES
PLAYED BYS & BACKGROUND & REFERENCE & CONTACTS

Thank you to [info]sherlock and [info]blurred_lines for inspiring most everything on this page.


(Post a new comment)


[info]fuckwick
2009-12-15 12:52 am UTC (link)
I hope you understand how difficult it was not to invent a spell that shot My Little Ponies at the opponent as soon as I read "Assuming it isn't completely insane."

REGARDLESS.

Spell name: Makes People Bleed Without Ripping Off Snape (or, Scindo)
Incantation: Scindo
Degree of Difficulty: Moderate.
Spell effects: Similar to Sectumsempra, Scindo will slice someone open, although the cuts are markedly less deep. If Sectumsempra is like being slashed with a sword, think of Scindo as its machete cousin. Like Sectumsempra, the pattern of the wounds created depends on the caster's wand movement.

(Reply to this) (Thread)


[info]throwing_mods
2009-12-15 02:20 am UTC (link)
My Little Ponies would be a bit much, but you know, a spell that makes someone sprout a rainbow coloured tail out of their ass... now that'd be something.

But erm yes, approved!

(Reply to this) (Parent) (Thread)


[info]fuckwick
2009-12-15 02:21 am UTC (link)
I hope you understand that now Benjy and Dedalus are going to have a drunken conversation about this and force Marlene to work their will.

(Reply to this) (Parent) (Thread)


[info]throwing_mods
2009-12-15 02:22 am UTC (link)
I see nothing wrong with this plan.

(Reply to this) (Parent) (Thread)


[info]fuckwick
2009-12-15 02:23 am UTC (link)
It is possible that in an ill-conceived moment of drunken playfulness Dorcas will be subject to it. <<*

(Reply to this) (Parent) (Thread)


[info]throwing_mods
2009-12-15 02:24 am UTC (link)
LMAO! She would probably keep it for a few weeks too.

(Reply to this) (Parent)


[info]moonbruised
2009-12-15 02:25 am UTC (link)
I can not guarantee that Al will not ask questions.

Just as soon as he's one laughing.

(Reply to this) (Parent) (Thread)


[info]moonbruised
2009-12-15 02:25 am UTC (link)
...done*

(Reply to this) (Parent)


[info]fiercebitch
2009-12-16 01:05 am UTC (link)
Spell name: Fiery Whip of Doom and Destruction (or Flaming Whip Curse, take your pick)
Incantation: aduram virga
Degree of Difficulty: High, Dark Magic
Spell effects: Creates fiery red whip-like tendrils that shoot out from the caster's wand and sear through flesh. A particularly skilled caster can make this spell tear all the way down to bone. Damage can be healed, but will leave permanent scars.

(Reply to this)


[info]prongsification
2010-01-07 03:54 am UTC (link)
Spell name: Flaying Curse
Incantation: Vlaencoria
Degree of Difficulty: Moderately high (not exactly Dark Magic, but not something you would use in polite company)
Spell effects: More or less strips the skin off of its victim. When hit with this, the area immediately surrounding is also affected and excoriated if cast correctly. If not wielded properly, the skin taken off is not always done so in a precise manner, often resulting in chunks being ripped out of the victim. Healing of this curse is difficult though possible, and if manged there will be a permanent de-pigmentation of the excised area. Can also be used to peel apples.

(Reply to this) (Thread)


[info]throwing_mods
2010-01-13 08:22 am UTC (link)
Okay, so I like where you're going with this, but if we want it to be not dark magic (and therefore good for the Order to use) I'd like to see it reworked a little - I'm thinking if we change it to a "Peeling Charm" it can be a spell that was originally intended for household use (aka peeling apples) that just happens to be effective on skin as well. Plus, I'm going to add a couple of other flaying curses to the list soon and that will help avoid confusion. The effects can still be the same, but that way it has uses beyond inflicting pain on others. Also, if it's not dark magic, I'm going to say the skin de-pigmentation needs to fade over time, assuming the injury is treated promptly.

(Reply to this) (Parent) (Thread)


[info]prongsification
2010-01-16 01:02 am UTC (link)
My notifs have been spotty as crap, so I just got one for your comment. I can rework this and rewrite it all nice and neat when I do not have a million things to do, but will note that the incantation would be changed to Vlaenante so that it's not signifying peeling skin... Haha.

(Reply to this) (Parent)

Sorry for the huge list but you know that pesky Order!!!
[info]downtheline
2010-01-13 04:21 am UTC (link)
Spell name: Eye Burning Hex
Incantation: Usto Oculus
Degree of Difficulty: Medium
Spell effects: This hex will cause the surface layer of the eye to rupture causing the same effect as a bad sunburn. It causes intense pain but does no lasting damage and will heal itself after a few days if left unattended.

Spell name: Eye Exploding Hex
Incantation: Noceo Oculus
Degree of Difficulty: Hard
Spell effects: With this hex the eye will explode in its socket and have to be regrown entirely. Nothing will explode but the eye though, so it is far from deadly. It has to be cast one eye at a time, so only one will be damaged unless you cast the spell a second time.

Spell name: Kick to the Balls Hex
Incantation: Doleo Testis
Degree of Difficulty: Easy
Spell effects: If cast on a man the hex will give the very same effect as a direct kick to the balls. The pain lasts that same amount of time too, a few minutes at most. If cast on a woman the spell does minimal damage and will cause mild discomfort.

Spell name: Ball Exploding Hex
Incantation: Diripio Testis
Degree of Difficulty: Medium to difficult depending on distance to the target
Spell effects: When cast on a man the hex will cause the balls to enlarge and then explode. This is not dark magic so they can be magically regrown. If cast on a woman the spell does minimal damage though may cause some swelling of the girly bits.

Spell name: Air Loss Hex
Incantation: Defluo
Degree of Difficulty: Easy to medium, depending on the distance.
Spell effects: This spell will expel all of the air out of a person's lungs, making them feel as if they've had the wind knocked out of them. The effect will last up to three or four minutes as they catch their breath.

Spell name: Extended Air Loss Hex
Incantation: Defluo Maximus
Degree of Difficulty: Medium to Hard, depending on the duration.
Spell effects: This spell which will keep the lungs from re-expanding completely until the spell ends. The person will still be able to breathe in short, shallow breaths, and will be able to live for days in this state if they don't try too much physical activity, but it will keep them from feeling as if the wind has been knocked out of them and make it difficult for them to fight.

(Reply to this) (Thread)

Re: Sorry for the huge list but you know that pesky Order!!!
[info]throwing_mods
2010-01-13 08:11 am UTC (link)
Approved, with the caveats that the eye burning and exploding hexes need to hit the face to be effective and the extended air loss hex can be ended with a finite incantatem. (for clarity's sake)

(Reply to this) (Parent)

Re: Sorry for the huge list but you know that pesky Order!!!
[info]throwing_mods
2010-01-13 08:27 am UTC (link)
Also, how obscure are these spells? I'm just trying to figure out if we should mark them as things only the Order would know because of their training session or if they can be open to anyone to use. And thanks for putting all of this together! :)

(Reply to this) (Parent)


[info]throwing_mods
2010-01-13 08:09 am UTC (link)
Spell name: Lightning Hex
Incantation: candidus ignis
Degree of Difficulty: Medium to high, the strength of the spell depends on the skill of the caster.
Spell effects: Conjures a white bolt of lightning that erm... is a bolt of lightning. Can deliver anything from a light shock to causing major burns/electrocution. (A skilled caster can use this hex to seriously fuck someone up or render them unconscious but it won't be fatal on its own.) Can be blocked by standard methods.


Spell name: Heart Shocking Spell
Incantation: perculsus
Degree of Difficulty: Medium to high, the strength of the spell depends on the skill of the caster.
Spell effects: Basically the magical equivalent of a defibrillator, this spell delivers a jolt of magic to the heart. It needs to hit the chest to be effective. And it can be used for good or ill...


Spell name: Bone Shattering Curse
Incantation: ossis quasso
Degree of Difficulty: Medium, Dark Magic
Spell effects: The curse will completely shatter any bone it hits into lots of tiny little pieces. Left untreated for more than a few hours, bone fragments may enter the blood stream and cause more serious damage, or even death. Plus it hurts like hell. Can't be healed directly, treatment is to have the bone fragments removed and the bone regrown. Can be blocked by standard methods.


Spell name: Fire Blasting Hex
Incantation: ignis inflatus
Degree of Difficulty: Medium
Spell effects: Creates a giant ball of fire that goes flying towards the target. Will both set you on fire and send you flying backwards. Can be blocked by standard methods. Can also be countered by a flame freezing charm.


Spell name: Chest Crushing Curse, aka Dolohov's curse
Incantation: pulsus latus
Degree of Difficulty: Very High, Dark Magic, Inner Circle only
Spell effects: A jet of purple light that will make the victim feel as if their chest has caved in. Will crack ribs, impede breathing and cause severe chest pains. The curse must hit the chest to be effective. Damage can be healed, but recovery time is long. Shield charms are only 50% effective, may mitigate damage but not completely prevent it. Your best bet is to get the hell out of the way.


Spell name: Blood Boiling Curse
Incantation: ebullisangius
Degree of Difficulty: Very High, Dark Magic, Inner Circle only
Spell effects: A duration curse that quite literally causes the blood to boil within a victim. Raises the body temperature of the victim to unbearable temperatures. Continued exposure results in internal haemorrhaging (vomiting blood, yay!) and eventually death. As a duration curse, the effects of the spell end when the concentration of the caster is broken. Intensive healing is required to repair damage.

(Reply to this)


[info]mendthesebones
2010-04-13 03:57 pm UTC (link)
Spell name: Assisted Respiration Spell
Incantation: Enhalo compellum
Degree of Difficulty: Basic first aid, easy to medium depending on how it's used
Spell effects: Forces air into a person's lungs and helps them resume breathing on their own. It can be used as a counter spell for the air loss spells, if finite incantatum is not effective enough, but that is harder to perform.

Spell name: Lung Compression Curse
Incantation: Visanaer
Degree of Difficulty: Hard
Spell effects: Immobilises the ribs and lungs and stops a person from being able to breathe, but the effects can be reversed by a healer or a very competent wizard. A muscle paralysis spell can be used in conjunction with this spell to stop the diaphragm from working, but it is incredibly hard to do.

Spell name: Severing Spell (for internal damage)
Incantation: Scindo internum
Degree of Difficulty: Medium to hard; the damage done depends on the skill of the wizard
Spell effects: An immediate spell that can sever through muscle, tissue, veins, arteries and/or organs, depending on the caster's ability and intention. Precision with this spell is difficult to achieve and it takes a great deal of practise to be able to perfect it. Most of the time, the damage done is unpredictable and depends on where the spell hits the victim.

Spell name: Temporary Muscle Paralysis
Incantation: Immobulus lacerum
Degree of Difficulty: Medium
Spell effects: This will paralyse a person's targeted limb, such as their leg, arm, hand, etc. The spell also numbs the nerves, so they will not be able to feel anything. The effects wear off, usually after a few hours (although it can take up to a day, if the spell was very potent). A finite incantatem can counter this spell, but the caster has to know what he is doing for it to work.

Spell name: Permanent Muscle Paralysis
Incantation: Detrimentum lacertosus
Degree of Difficulty: Very hard
Spell effects: Will permanently paralyse a person, either partially or completely. It is incredibly hard to cast, but when done correctly, the damage is irreversible.


NB: most of these spells are taught as part of healing training, whilst the Permanent Muscle Paralysis and the Lung Compression spells are adaptations of healing spells and are not widely known. They're not Dark Magic, but they're not something you would admit to knowing or using.

(Reply to this)


[info]mendthesebones
2010-04-13 05:13 pm UTC (link)
Spell name: Wound Closing Spell (medium damage)
Incantation: Resercio
Degree of Difficulty: Easy to medium, depending on the injury
Spell effects: This is the next step up from episky. It can seal open wounds of a certain depth. It is simple enough to master the basics of this spell.

Spell name: Wound Closing Spell (major damage)
Incantation: Resercio dominum
Degree of Difficulty: Hard
Spell effects: Effectively closes very deep wounds, such as ones that go down to the bone (it's stronger than film!canon's vulnera sanentur), and repairs damaged muscle and veins. It is harder to master without guidance, but can be achieved with enough practise. If the caster is inexperienced, the wound will leave a scar.

Spell name: Internal Clotting Spell
Incantation: Telisky internum
Degree of Difficulty: Medium to hard, depending on the injury.
Spell effects: Seals damaged veins and arteries to stop haemorrhaging.

Spell name: Bone Knitting Spell
Incantation: Fractus emendo
Degree of Difficulty: Medium up to very hard, depending on the damage done
Spell effects: As fractures come in various states, this effects and difficulty of this spell varies. A simple, clean break can be mended fairly easily and quickly. More complicated fractures, especially ones that have multiple breaks in the bone, are harder and take longer. Not all fractures can be mended with this spell; for example, if the bone has splintered into the muscle, it will need to be regrown.

(Reply to this)




Home | Site Map | Manage Account | TOS | Privacy | Support | FAQs