Classes (Chapter 4)

This chapter describes the major Classes in more detail, including Subject lists where applicable.


Ancient Runes

This Class teaches the reading of ancient runes. Runes come from many different ancient languages but their mystical meanings transcend language. These symbols of power are capable of recording complex magical theory; they can convey concepts that modern languages have difficulty with. Professor Bathsheda Babbling teaches Ancient Runes.

If you are attempting a magical task and you are using a book written in Ancient Runes as a guide, you get a Roll Advantage under certain circumstances. First, you must be in calm surroundings, able to take time to read as you use the magic. Second, you must have a sufficient number of Curriculum points in Ancient Runes to deal with the concepts within. (For this purpose, the Storyguide gives a secret rating to each text you encounter.)

To translate complex or rare sets of runes, make a Memory + Ancient Runes roll.


Arithmancy is concerned with the magical properties of numbers. It studies magical weights and sums, including the precise manner and degree to which various magical forces interact with one another. Professor Vector teaches Arithmancy.

Arithmancy has only two Subjects; a spell to detect and identify existing magical effects, including the effects of potions, and a spell to change the strength of a magic effect. Both Arithmancy spells interact with something known as an Effect Level. Every bit of magic has what is called an Effect Level, the numerical result of the roll (with bonuses) that put that bit of magic into place.

The magic revealing charm, popularly known as Scarpin’s Revelaspell, will confirm the presence of magic and in some cases allow you to identify it. Make an Observation + Arithmancy roll. A result of 28 or higher shows the presence of magic. If the roll is equal to or higher than the Effect Level, you get a general sense of what the magic effect does. In the case of potion, you also identify its ingredients. If you are trained in the Subject that is the target of this charm, you identify it fully.

You can use the Magic Integrity Charm, finite incantatem, to bolster or weaken a magical effect. Take ten minutes to make the appropriate magical calculations and make a Vitality + Arithmancy roll. If a bolstering attempt is higher than the target’s Effect Level, your roll result replaces the target’s Effect Level. If a weakening attempt is higher than the target’s Effect Level, subtract the excess from the target’s Effect Level. If the new Effect Level is lower than the difficulty needed to create the target magic in the first place (or zero, if there magic has no roll to enact), the target effect ends.

Third Year: Magic Integrity Charm, Magic Revealing Charm


Astronomy lessons involve observations of the night skies with telescopes. Activities include learning about the stars and planets, their names, locations, movements, and environments. Professor Aurora Sinistra teaches Astronomy in the Astronomy Tower, the tallest tower in Hogwarts.

Astronomy moderates the duration of your magic; the fabric of magic fluctuates cyclically in relation to the movement of the stellar bodies. Understanding these fluctuations is the key to long-lasting spells.

Most magic with a lasting effect persists only for a moment (one turn for spells, one minute for potions). So what do you do if you want your love potion to last longer? For each Curriculum point in Astronomy, extend the duration of your magic for one turn. In the case of potions, each point extends the duration one minute (after it is applied or consumed).

When enchanting long-lasting magical items, whether through specific spells like the proteus charm or through more esoteric techniques, the default duration is six months. Each Curriculum point in Astronomy extends the duration by one month, up to one year. Thereafter, each point extends the duration another full year. This duration also applies to unused potions; though their effect durations begin when consumed, they will lose potency in the bottle if not consumed soon enough.

Astronomy can also aid in fortune telling when the medium is reading the movement of planets and stars. A successful roll for Astronomy will provide a Roll Advantage to the Divination Roll, but this method takes an hour of star charting to provide the advantage.

Astronomy does not teach specific Subjects.

Care of Magical Creatures

Care of magical creatures teaches how to care for magical beasts. Professor Silvanus Kettleburn teaches Care of Magical Creatures in various locations outside the castle. Wilhelmina Grubbly-Plank sometimes acts as substitute teacher for this Class. Rubeus Hagrid, Keeper of Keys and Grounds, sometimes assists.

This Class teaches the history, the special properties and weaknesses, and the care techniques for various magical creatures. More than mere knowledge, Care of Magical Creatures teaches numerous charms and potions (usually unnamed) relating to the care of specific beasts. Examples include the Rat Tonic Ron bought for Scabbers at the Magical Menagerie and the Talon-Clipping Charm for dragon care that Harry discovered in the Hogwarts library while researching Hungarian Horntails.

The first year of the Class (taken in a student’s third year) teaches basic creature care techniques. Only a few creatures, those the Ministry of Magic rates as “X (Boring),” are studied in detail during the first year. Each additional year introduces creatures from the next higher Ministry rating. Students who choose to take sixth and seventh year Care of Magical Creatures are very devoted to the field; they study the most dangerous (and interesting) beasts in the world.

A successful Empathy + Care of Magical Creatures roll allows you to handle a creature safely. Handling means approaching, treating, grooming, riding (if appropriate), milking (if appropriate), etc. A successful Memory + Care of Magical Creatures roll lets you remember a creature’s qualities, its strengths and weaknesses, plus an assortment of related knowledge like habitat and migratory patterns. You may not attempt either type of roll unless you have been trained in, or at least exposed to, the creature as a Subject.

Third Year: Animal Tonic, Flobberworm, Horklump, Dugbog, Fire Slug.

Fourth Year: Augurey, Bowtruckle, Chizpurfle, Clabbert, Diricawl, Fairy, Gnome, Imp, Jobberknoll’, Mooncalf, Porlock, Puffskein (Pygmy Puff), Ramora, Winged Horse (Aethonan, Granian)

Fifth Year: Ashwinder, Billywig, Bundimun, Crup, Doxy, Fire Crab, Fwooper, Glumbumble, Hippocampus, Hippogriff, Jarvey, Knarl, Kneazle, Leprechaun, Lobalug, Mackled Malaclaw, Moke, Murtlap, Niffler, Nogtail, Plimpy, Salamander, Sea Serpent, Shrake, Streeler, Winged Horse (Abraxan)

Sixth Year: Centaur, Demiguise, Erlking, Erumpent, Graphorn, Griffin, Kelpie, Merpeople (Mermaid), Merpeople (Merrow), Merpeople (Selkie), Monster Tonic, Occamy, Phoenix, Re’em, Runespoor, Snidget, Sphinx, Tebo, Unicorn, Winged Horse (Thestral), Yeti

Seventh Year: Acromantula, Basilisk, Chimaera, Dragon (Antipodean Opaleye, Chinese Fireball, Hebridean Black, Hungarian Horntail, Norwegian Ridgeback, Peruvian Vipertooth, Romanian Longhorn, Swedish Short-Snout, Ukrainian Ironbelly, Welsh Green), Dragon Tonic, Lethifold, Manticore, Nundu, Quintaped


Charms Class teaches the incantations for bewitchment. Charms are a type of magic spell concerned with giving new and unexpected properties to an object or creature without changing its inherent nature. Charms sessions are notoriously noisy and chaotic, as the lessons are largely practical. Professor Filius Flitwick teaches Charms in a classroom on the second floor.

Some charms, particularly curses, hexes, and jinxes are categorized as Defense against the Dark Arts spells. Rolls for Charms add the Curriculum points from the Class they are taught in. For example, a Patronus Charm is taught in Defense against the Dark Arts and uses that Class’s Curriculum Rating on rolls to invoke the spell.

Some spells that are called “charms” are not actually charms. For example, the Color Change Charm and Slug-Vomiting Charm are transfigurations. Charms physically manipulate or restore things without changing their inherent physical makeup. They can also provide magical protections or apply Conditions to living targets.

Charms rolls add Persuasion.

First Year: Flame-Freezing Charm, Hover Charm, Mending Charm, Unlocking Charm

Second Year: Freezing Charm, Scouring Charm, Tickling Charm

Third Year: Cheering Charm, Fixing Charm, Imperturbable Charm, Severing Charm

Fourth Year: Banishing Charm, Drought Charm, Engorgement Charm, Permanent Sticking Charm, Reducing Spell, Summoning Charm, Unbreakable Charm

Fifth Year: Bubble Head Charm, Confundus Charm, Homorphus Charm, Silencing Charm, Substantive Charm

Sixth Year: Disillusionment Charm, Greater Shield Charm, Memory Charm, Muggle-Repelling Charm, Water-Making Charm

Seventh Year: Fidelius Charm, Locomotion Charm, Protean Charm, Small-Area Shield Charm, Supersensory Charm

Some commonly known charms are not taught as part of the Hogwarts curriculum for various reasons. Examples include the Charm to Cure Reluctant Reversers, Braking Charms, and the Trace.

Defense against the Dark Arts

Defense against the Dark Arts teaches students defensive techniques to resist dark magic. Its Subjects include spells, potions, creatures, and a few plants. Defense against the Dark Arts is taught by a new teacher each year.

Defense against the Dark Arts Subjects include a number of offensive magics. Some of these are taught to expose students to their effects and counters. A great many hexes, jinxes, and curses are taught in the halls, one student to another, without teacher assistance or authorization. These are considered Defense against the Dark Arts Subjects for the purpose of inclusiveness and because the best defense is often a good offense.

Rolls for the charm, plant, potion, and creature Subjects taught in Defense against the Dark Arts are the same as those used in the related Classes (Charms, Herbology, Potions, and Care of Magical Creatures). For Subjects listed in multiple Classes, use the lower Subject year for roll difficulty.

First Year: Iguana, Knockback Jinx, Shield Charm, Snuffling Potion, Troll (Forest, Mountain, River), Wand-Lighting Charm, Wartcap Powder

Second Year: Bundimun Secretion, Curse of the Bogies, Disarming Charm, Pixie (Cornish)

Third Year: Bloodroot Potion, Boggart, Emu, Grindylow, Hinkypunk, Kappa, Riddikulus Charm, Stunning Spell, Vampire, Werewolf

Fourth Year: Giant, Impediment Jinx, Malevolent Mixture, Reductor Curse

Fifth Year: Banshee, Cave Inimicum, Essence of Insanity, Hamster, Pogrebin, Red Cap, Vampire Bat

Sixth Year: Dementor, Garroting Gas, Inferius, Non-Verbal Spells, Repelling Jinx, Unforgivable Curses, Venomous Tentacula Sap

Seventh Year: Drink of Despair, Hate Potion, Mandrake Restorative Draught, Patronus Charm, Weedosoros

Certain magics are too dark to be taught at Hogwarts at all. These include Horcruxes, the Regeneration Potion, and the Rudimentary Body Potion, all things used by the Dark Lord to extend his lifespan.


Divination is the art of predicting the future using various prediction methods. Supporters of this branch of magic claim that it is an inexact science and that it requires an innate gift called the “Inner Eye.” Those opposed to Divination claim that it is irrelevant and mostly fraudulent. Professor Trelawney teaches Divination in the North Tower of the castle.

Divination Class is added to rolls for “fortune telling.” The diviner chooses a person, place, or thing to tell the fortune of and a medium in which to read signs. A student can attempt once per month to find the fortune of a particular person, place, or thing. Often readings stray to topics that are of particular relevance to the reader. The difficulty for fortune telling is not based on Subject years.

Fortune telling requires an Empathy + Divination roll. The result determines how specific the reading gets. A result of 28+ indicates only a vague, enigmatic sense of major events, nothing that determinate. A 32+ reveals more details, but the revelation remains cryptic. A 36+ allows the fortuneteller to read minor events that may be of great importance to the student or subject, though the identities of those involved in the events remains hidden. At 40+ shows precise identities of persons, factions, and places involved. With a 44+, the fortuneteller sees not only precise details of the event divined, but also how these might trigger other important events, and it gives a sense of the original event’s vulnerability to change.

Unless you have the Inner Eye Positive Trait, you must use a medium when attempting to divine a fortune. The most common mediums are Astrology, Cartomancy, Crystal Gazing, Dream Interpretation, Pyromancy, Ornithomancy, Numerology, Palmistry, and Tessomancy. Haruspicy (reading animal entrails) is also common but not taught at Hogwarts.

Third Year: Fortune Telling


Herbology is the study of plants, magical and mundane. Professor Pomona Sprout teaches this class in the several greenhouses on the grounds, each of which holds a variety of magical plants with varying degrees of lethality.

This Class teaches the care techniques and special properties of various plants. Herbology also teaches a variety of minor charms and potions necessary to grow, care for, and utilize the special properties of specific plants and fungi. First years learn only a few magical plants; most of their time is spent gaining basic plant care knowledge.

A successful Empathy + Herbology roll allows you to handle a plant safely; that is, to plant, harvest, splice, cut samples, prune, splint, or otherwise work on an ambulatory or partly mobile plant without resistance. A successful Memory + Herbology roll reveals the qualities of a plant or fungus, its uses, usual habitat and growth requirements, and similar information.

First Year: Aconite (monkshood, wolfsbane), Belladonna, Devil’s Snare, Flitterbloom, Herbicide Potion

Second Year: Abyssinian Shrivelfig, Mandrake (Mandragora)

Third Year: Gurdyroot, Honking Daffodil

Fourth Year: Bouncing Bulb, Bubotuber Root, Whomping Willow

Fifth Year: Screechsnap, Fanged Geranium, Gillyweed, Self-Fertilizing Shrubs

Sixth Year: Venomous Tentacula, Mimbulus Mimbletonia

Seventh Year: Dittany, Dragon Dung Fertilizer

History of Magic

History of Magic is the study of significant events in wizarding history. Topics have included goblin rebellions, giant wars, and the origins of wizarding secrecy. This Class is important for understanding the minutiae of the various decrees and restrictions enforced by the Ministry of Magic. Cuthbert Binns, a ghost, teaches this class in lecture form, without pause. Students consider it the most boring class at Hogwarts.

Memory rolls for History of Magic allow you to remember important, obscure facts about wizarding society, history, genealogy, law, and other topics.

History of Magic has no specific Subjects.

Muggle Studies

Muggle Studies involves the analysis of the non-magical culture from a wizarding point of view. It covers art and fashion too. This class is important for blending in and getting along with muggles. A new teacher, professor Charity Burbage, teaches Muggle Studies.

Memory rolls for Muggle Studies allow you to remember important facts about muggles and muggle society. More importantly, it lets you understand how wizards perceive and relate to muggles in particular circumstances; it can be useful in predicting problems that will pop up when wizards and muggles mix.

Muggle Studies has no specific Subjects.


Potions Class teaches the art of creating mixtures with magical effects. It requires the correct addition and stirring of ingredients at the right times and temperatures. Professor Severus Snape teaches potions in the gloomy dungeon of the castle basement.

Brewing potions requires a Memory + Potions roll. You need certain equipment for this Class: a cauldron, a mortar and pestle, a potion-making kit (a collection of common ingredients with tools for cutting and chopping them), and a set of scales. Some potions require specific sets of ingredients beyond what can be found in the student cupboards.

With a Wits + Potions roll and thirty minutes of brewing, you can break down a potion to determine its ingredients. Your roll result must meet or exceed the Effect Level of the target potion. If you have exposure to the target as a Subject, a roll result exceeding the target’s Effect Level allows you to identify it exactly.

You do not require a wand for any Potion rolls.

First Year: Boil-Cure Potion, Fire-Protection Potion, Forgetfulness Potion, Quodpot Solution, Restoration Potion, Scintillation Solution, Screaming Snakes Hair Potion, Sleeping Draught, Vitamix Potion, Wiggenweld Potion

Second Year: Anti-Paralysis Potion, Antidote to Common Poisons, Deflating Draught, Hair-Raising Potion, Girding Potion, Revive Potion, Swelling Solution

Third Year: Antidote to Uncommon Poisons, Bulgeye Potion, Confusing Concoction, Memory Potion, Pepperup Potion, Shrinking Solution

Fourth Year: Aging Potion, Antidotes, Beautification Potion, Oculus Potion, Photograph-Developing Fluid, Wit-Sharpening Potion

Fifth Year: Antidote for Venom, Babbling Beverage, Befuddlement Draught, Chinese Chomping Cabbage (draw a diagram), Confusing Draught, Invigorating Draught, Draught of Peace (OWL standard), Murtlap Essence, Strengthening Solution

Sixth Year: Amortentia, Antidote to Complex Poisons, Draught of Living Death, Elixir to Induce Euphoria, Everlasting Elixirs, Hiccoughing Solution, Laugh-Inducing Potion, Love Potion Antidote, Polyjuice Potion, Veritaserum, Volubilis Potion, Wideye Potion

Seventh Year: Blood-Replenishing Potion, Burn-Healing Paste, Burning Bitterroot Balm, Calming Draught, Dreamless Sleep Potion, Essence of Dittany, Felix Felicis, Wolfsbane Potion, Wound-Cleaning Potion

The following potions are commonly known to exist but are not taught at Hogwarts because the formulae are commercially proprietary: Blemish Blitzer, Bruise-Removal Paste, Baruffio’s Brain Elixir, Cough Potion, Cupid Crystals, Dizziness Draught, Doxycide, Dr. Ubbly’s Oblivious Unction, Flesh-Eating Slug Repellent, Gregory’s Unctuous Unction, Love Potion, Madam Glossy’s Silver Polish, Magi-Me-More Pills, Mouth Itching Antidote, Mrs. Scower’s All-Purpose Magical Mess Remover, Skele-Grow, Sleekeazy’s Hair Potion, and Ten-Second Pimple Vanisher.


Transfiguration is essentially the art of changing the appearance and form of an object. It includes “switching” (altering only a part of some object, such as giving a human rabbit’s ears), “vanishing” (causing an object to disappear completely), and “conjuring” (creating objects out of thin air). It is even possible to change inanimate objects into animate ones and vice versa. Minerva McGonagall teaches Transfiguration.

Transfiguration relies on Strength rolls. You must have learned Subjects relevant to the target of the transfiguration (animal, energy, human, or object) and what you are trying to do to it (animate, conjure, metamorph, species cross, switch, or vanish). If you are metamorphing one type of target into another, you must know the Subjects for both target types.

The difficulty of a Transfiguration roll is based on the highest year Subject involved. But Transfiguration is difficult; add 4 to the standard difficulty for all Transfiguration rolls. If you fail the roll but come within 4 of the required difficulty, your desired effect occurs but there is a serious imperfection in your results that is obvious to onlookers.

Note that, in accordance with Gamp’s Law of Elemental Transfiguration, you cannot conjure food, precious metals, money, or certain other commodity items. Nor can you use conjuration to restore things destroyed by dark magic (curses) or create abstract things like love or information.

First Year: Animal Target, Simple Metamorph Effect, Object Target, Untransfiguration Effect

Second Year: Conjure Effect, Fire Target, Plant Target

Third Year: Animation Effect, Vanishing Effect, Monster Target

Fourth Year: Cross-Species Target, Complex Metamorph Effect

Fifth Year: Switch Effect, Mix Characteristics Effect, Resize Effect

Sixth Year: Apparition, Human Target, Merge Effect, Multiple Targets, Twin Effect

Seventh Year: Multiple Effects, Permanency

Certain complex or dangerous transfigurations are not taught as Subjects. The ability to become an Animagus can be researched in the Hogwarts library but it is not part of the regular curriculum. Apparition is taught as part of a special course during sixth year but students can only participate (get exposure) if they can afford the fee. Fiendfyre is a type of fire animation/conjuration; it is dangerous dark magic that is not even taught in Defense against the Dark Arts.

Classes (Chapter 4)

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