Wizarding World
1 Basics
2 Characters
2.1 Character Creation
3 Skills
3.1 Invoking Skills
3.2 Spell Names
4 Advancement
4.1 End of Session
5 Actions
5.1 Attribute Examples
5.2 Combat
5.3 Consequences
6 Miscellaneous
6.1 Quidditch
6.2 Probabilities
6.3 Advancement Difficulty
7 Gamemastering
7.1 Story Advice
8 Resources
9 Acknowledgments

Wizarding World

Jay McCarthy <jay.mccarthy@gmail.com>

Wizarding World is a tabletop role-playing game that is mechanically based on the Powered by the Apocalypse system and thematically based on the fictional universe of J. K. Rowling’s Harry Potter series. It draws inspiration from many previous attempts to build a Potterverse-themed game. It draws so heavily from materials like Dungeon World that you should really read to understand this. Perhaps I will eventually integrate the necessary materials.

I designed it for basic role-playing with my young kids. They are very interested in the Harry Potter world and in telling stories, but I wanted to give them some structure. Most of the other systems I’ve looked into attempts to create something like a traditional combat-focused RPG, which I don’t think works in the Potterverse. Or, they try to create something simulation-heavy, which isn’t right for my kids. I wanted something that was very light on rules and mechanics, but had structure to focus their creativity.

    1 Basics

    2 Characters

      2.1 Character Creation

    3 Skills

      3.1 Invoking Skills

      3.2 Spell Names

    4 Advancement

      4.1 End of Session

    5 Actions

      5.1 Attribute Examples

      5.2 Combat

      5.3 Consequences

    6 Miscellaneous

      6.1 Quidditch

      6.2 Probabilities

      6.3 Advancement Difficulty

    7 Gamemastering

      7.1 Story Advice

    8 Resources

    9 Acknowledgments

1 Basics

A play group is a gamemaster and multiple leads controlled by players. A lead is an important fictional character controlled by a human player. The gamemaster (or GM) controls the rest of the universe and adjudicates between leads.

The basic mechanic is for a lead to describe their action. If the action could be done by any normal person in the circumstances, then no dice are needed. However, if some special circumstance or special ability is required, the player rolls 2d6 and adds a modifier number to the result based on the category of the action.
  • If both are 6 or the modified result is 10 or more, then the action is a success. The player gets what they want and positive consequences are narrated by the gamemaster.

  • If both are 3 or the modified result is 7, 8, or 9, then the action is a partial success, where the main result is accomplished but there are some negative consequence, collaboratively determined by the gamemaster and player.

  • If both are 1 or the modified result is 6 or less, then the action is a failure and the gamemaster chooses and narrates the negative consequences. Whenever a roll results in failure, the lead receives XP in the category of the action.

2 Characters

Each lead has a fictional identity: their name, gender, what they look like, what house they are in, what their familiar is like, etc. Two aspects of their fiction have particular significance:
  • Their personality which is a short description of how they act and react to situations.

  • Their motivation which is a short description of their current goals as a person.

Both of these may change over time, but they are explicitly called out regularly during play.

Each lead has a mechanical identity that defines how it interacts with the rules of the game. It has the following properties:
  • Year in School, which is used to compute the year modifier.

  • Attributes, which are:
    • Gryffindor (fire, bravery, daring, nerve, and chivalry)

    • Hufflepuff (earth, hard work, dedication, patience, loyalty, and fair play)

    • Ravenclaw (air, intelligence, knowledge, grave, and wit)

    • Slytherin (water, ambition, cunning, and resourcefulness)

  • Disadvantage, which is a loose fictional term indicating something lacking in the character, whenever the disadvantage applies, a -1 modifier is applied.

  • Skill Modifiers, representing training in particular subjects. See Advancement and Skills for more information.

2.1 Character Creation

Assign attribute modifiers: one is given a +2 modifier, one a +1, one a +0, and one a -1 modifier, representing a student’s initial endowment of ability. The relative values do not determine the house placement, which is purely determined by the fiction.

Choose one disadvantage based on the character’s identity. For example, Hermione is Mudblood, which makes some Pure Blood characters dislike her. She is also Oblivious, which gives her a disadvantage in some social situations. On the other hand, Harry is Ignorant of the Wizarding World, so he is disadvantaged in that area. Disadvantages do not apply specifically to one skill, but apply broadly to fictional circumstances.

Choose one advantage based on the character’s identity. This provides a relative +1 to any skill’s modifier. For instance, Neville has an advantage in Herbology, while Harry is advantaged in Defense Against the Dark Arts.

Set each other skill modifier at 0.

3 Skills

Characters have a different modifier for every class they take at Hogwarts. These are called skills and are:
  • Care of Magical Creatures: Knowledge of non-dark magical creatures

  • Charms: Alters what an object or creature does

  • Defense Against the Dark Arts: Defense, offense, and dark creature knowledge

  • Divination: Minor predictions (astronomy) until third year, major predictions after

  • Herbology: Care for and magical use of plants

  • History of Magic: Lore and library research

  • Potions: Brewing of magical potions

  • Transfiguration: Alters what an object or create is

Other classes mentioned in the books are not skills and should be considered attribute actions or as their closest class, if they are ever arise in play. For example, Muggle Studies, Apparation, Arithmancy, Occlumency, Legilimency, Ancient Runes, etc.

3.1 Invoking Skills

Whenever a character attempts to invoke a skill, such as by casting a spell, remembering a piece of lore from a class, or using a divination technique, they must explain how they know about it. This may require a flashback-style scene where the player narrates what the class period was like when they learned about it.

If the characters are making plans, then it is best to resolve these scenes before getting into the action. For example, suppose Ron and Hermione are trying to ride a griffon as part of their plan, rather than interrupting that action later when they are wandering in the woods, resolve a class sequence early. This gives an opportunity for practice and, thus, advancement.

If the gamemaster knows a skill will come in handy later, they can put the characters into a scene as well. The players can also just ask for a scene from a particular class, which is a way of communicating to the gamemaster that they would like the solution to involve that class.

3.2 Spell Names

Whenever you cast a spell, wave your pencil around like it is a wand and say something that sounds Latin. Here’s a good way to generate fake Latin: think of a description of the effect in English, remove everything except nouns and adjectives (and sometimes verbs), then add Latin-sounding word endings, perhaps replacing old endings in the process:

-a

 

-arum

 

-ebus

 

-es

 

-iorum

 

-ium

 

-orum

 

-um

-ae

 

-as

 

-em

 

-i

 

-ios

 

-ius

 

-os

 

-us

-am

 

-e

 

-erum

 

-ibus

 

-is

 

-o

 

-ox

 

Ron casts a spell to cause Malfoy to burp toads. We think, "Burp Toads from Mouth". Then, revise it to, "Toad Mouth". We come up with "Toadox Moutharum".

Harry protects himself with a charm that moves the air around him into a think fog to stop a piece of rock flying at him. We think, "Turn Air into Shield". Then, revise it to, "Air Shield". We come up with "Airae Shieles".

Each player may want to write down their own personal spell book on the back of their character sheet for consistency.

4 Advancement

Every skill and attribute (collectively called categories) has experience (or XP) points tracked for it. Every time a roll for a category fails, then the player marks an additional XP for it. This is called practice.

In between semesters, if a character’s skill’s XP equals 5, then they may undergo advancement and the modifier increases. A modifier cannot increase more than once a year. Modifiers may never increase beyond +3, except the initial advantaged skill.

For example, Harry fails a History of Magic at +1 roll attempting to do research on his own regarding the Triwizard Tournament and is disadvantaged in the game. He increments his XP on this skill and finally reaches 5 XP, so he may advance to +2 in the subject at the end of the semester.

This system encourages growth specifically in the areas where characters are not succeeding and rewards them with more options.

In the fiction, you can use modifier values as the student’s scores on tests, with +2 as passing O.W.L. with good marks and +3 as achieving N.E.W.T. status. Other than this, there is no purpose to explicitly representing tests, because it would be boring to have a student fail out of Hogwarts.

4.1 End of Session

In addition to practice, players receive XP for their characters through role-playing and story progression. At the end of each session, review the following questions with each player:
  • Did your character fulfill their motivation? If so, take note and come up with a new motivation at the next appropriate moment.

  • Did your character act out their personality at least once this session? Furthermore, consider whether the character’s personality has changed as a result of the story.

  • Did the group learn something new and important about the world?

  • Did the group overcome a notable monster or enemy?

  • Did the group acquire a memorable treasure or reward?

For each "yes", then the character may mark XP in any category.

5 Actions

All actions use the basic mechanic. However, depending on the particular action the modifier is computed differently. Similarly, success and failure bring different consequences.

Each action’s modifier is computed by adding the disadvantage modifier (when appropriate), the year modifier, and either the attribute or skill modifier (depending on whether the action is a skill or general action).

The year modifier represents two ideas mechanically. First, young students are less capable of physical activities, are less convincing, astute socially, and so on. Thus, as they grow up, they become more capable generally. Second, for magical activities, the year modifier encodes the idea that Hogwarts is taking kids that have no skills in wizardry and turning them into proficient wizards.

Year

 

Modifier

First

 

-3

Second

 

-2

Third

 

-1

Fourth

 

+0

Fifth

 

+1

Sixth

 

+1

Seventh

 

+2

It is generally obvious when and which skill is being used. Some subtlety comes from skills like History of Magic which is not explicitly a matter of casting spells with certain effects. I treat History of Magic as a stand-in for research in the library and remembering lore. Another complexity is whether knowledge of a particular magic creature comes from Care of Magical Creatures (for nice creatures, generally) or Defense Against the Dark Arts (for monsters, generally). In some circumstances, other skills may be appropriate, like a History of Magic for a creature of legend or Divination for centaurs. The most complex example, however, is when a spell is a Charm versus a Transfiguration. One changes what something does and the other changes what something is.

It is also generally obvious when some attribute applies, but less clear which one should apply. Most of my RPG experience comes from games like Dungeons and Dragons and Dungeon World, so I try understand the attributes relative to those games. I treat Gryffindor as a combination of STR, WIS and a little CON; Hufflepuff as WIS, CON, and a little CHA; Ravenclaw as INT and DEX; and, Slytherin as DEX, INT, and a little CHA.

5.1 Attribute Examples

Luna sneaks down the hallway to avoid being spotted by Mrs Norris... Ravenclaw, because it is a matter of intelligence and grace.

Malfoy comes up with a rumor to raise suspicions of Harry... Slytherin, because he is trying to be cunning and manipulative.

Harry tries to convince Neville to help him on his Herbology task... Slytherin if he is being manipulative and Hufflepuff if he is being kind and loving.

Neville runs straight at Voldemort even though he is readying a curse... Gryffindor, because he is demonstrating bravery.

Hermione works on fixing the magical artifact damaged by a misfired curse... Hufflepuff, because she is exerting hard work and effort to figure it out. If instead she had investigated in the library for a way to fix it, perhaps it would be a History of Magic skill.

Ron is trying to understanding what happened in this room to cause such a mess... Ravenclaw, because it is a matter of intelligence, reasoning, and attention to detail.

5.2 Combat

Combat is not a separate kind of activity from the rest of play, but follows the rest of the structure of play.

Characters in the Potterverse are very brittle and the style of story does not lend itself to dungeon crawls with many monster falling by the sword. Most duels are ended in just a few spells. This is reflected in Wizarding World with the Status system.

A character’s Status is a temporary aspect of their character and one of the following:
  • Five by Five: Everything is okay.

  • Hurt: May be recovered with an action or a visit to the hospital. If applied twice, then Taken Out.

  • Cursed: Take -1 to all rolls until cured with a spell or by the fiction. If an NPC is cursed, then take +1 to all rolls against them. Curses do not stack.

  • Impeded: Like cursed, but with a situational disadvantage only to some rolls.

  • Hexed: Like Cursed, but only curable in fiction, such as with a potion or a visit to the hospital.

  • Taken Out: Totally out of the scene until resolved by the fiction.

Impeded normally involves something physical, like being de-wanded or losing your glasses, while Cursed normally involves something magical. A character is typically only Hexed as a consequence of the plot and not as a normal course of events.

A typical duel involves trying to get your opponent Cursed and then moving in for two Hurts to bring them to Taken Out.

5.3 Consequences

As a result of an action, there may be positive or negative consequences. In general, these should always flow from the fiction. The story is most interesting when the leads don’t get their way exactly. So, on a success, the gamemaster should look for a way to give the player a hard choice of two good things out of three possibilities, while on a partial success, they can only choose one.

For example, if Snape is attempting to de-curse Harry’s broom without being noticed, his goal is to (a) cast the spell effectively, (b) not be noticed, and (c) not have a counter-curse put on him. In the actual story, he chooses to not get result (b), as Hermione notices him.

Here are some choices that may be appropriate in different circumstances.

Here are some ideas for consequences:

There are no strict rules for what are consequences. The only principle is that: on a success, you get what you want with only soft consequences; on a partial, you get most of what you want with maybe a hard consequence; and on a failure, you don’t get what you want and experience hard consequences.

6 Miscellaneous

6.1 Quidditch

I don’t like Quidditch, so I don’t include it in the game mechanically.

6.2 Probabilities

The following tables show the probability of succeeding in various circumstances:

-2

 

Year 1

 

Year 2

 

Year 3

 

Year 4

 

Year 5

 

Year 6

 

Year 7

Fail

 

0.94

 

0.89

 

0.81

 

0.69

 

0.56

 

0.56

 

0.39

Partial

 

0.03

 

0.08

 

0.17

 

0.28

 

0.36

 

0.36

 

0.44

Complete

 

0.03

 

0.03

 

0.03

 

0.03

 

0.08

 

0.08

 

0.17

-1

 

Year 1

 

Year 2

 

Year 3

 

Year 4

 

Year 5

 

Year 6

 

Year 7

Fail

 

0.89

 

0.81

 

0.69

 

0.56

 

0.39

 

0.39

 

0.28

Partial

 

0.08

 

0.17

 

0.28

 

0.36

 

0.44

 

0.44

 

0.44

Complete

 

0.03

 

0.03

 

0.03

 

0.08

 

0.17

 

0.17

 

0.28

+0

 

Year 1

 

Year 2

 

Year 3

 

Year 4

 

Year 5

 

Year 6

 

Year 7

Fail

 

0.81

 

0.69

 

0.56

 

0.39

 

0.28

 

0.28

 

0.17

Partial

 

0.17

 

0.28

 

0.36

 

0.44

 

0.44

 

0.44

 

0.42

Complete

 

0.03

 

0.03

 

0.08

 

0.17

 

0.28

 

0.28

 

0.42

+1

 

Year 1

 

Year 2

 

Year 3

 

Year 4

 

Year 5

 

Year 6

 

Year 7

Fail

 

0.69

 

0.56

 

0.39

 

0.28

 

0.17

 

0.17

 

0.08

Partial

 

0.28

 

0.36

 

0.44

 

0.44

 

0.42

 

0.42

 

0.33

Complete

 

0.03

 

0.08

 

0.17

 

0.28

 

0.42

 

0.42

 

0.58

+2

 

Year 1

 

Year 2

 

Year 3

 

Year 4

 

Year 5

 

Year 6

 

Year 7

Fail

 

0.56

 

0.39

 

0.28

 

0.17

 

0.08

 

0.08

 

0.03

Partial

 

0.36

 

0.44

 

0.44

 

0.42

 

0.33

 

0.33

 

0.28

Complete

 

0.08

 

0.17

 

0.28

 

0.42

 

0.58

 

0.58

 

0.69

+3

 

Year 1

 

Year 2

 

Year 3

 

Year 4

 

Year 5

 

Year 6

 

Year 7

Fail

 

0.39

 

0.28

 

0.17

 

0.08

 

0.03

 

0.03

 

0.03

Partial

 

0.44

 

0.44

 

0.42

 

0.33

 

0.28

 

0.28

 

0.17

Complete

 

0.17

 

0.28

 

0.42

 

0.58

 

0.69

 

0.69

 

0.81

+4

 

Year 1

 

Year 2

 

Year 3

 

Year 4

 

Year 5

 

Year 6

 

Year 7

Fail

 

0.28

 

0.17

 

0.08

 

0.03

 

0.03

 

0.03

 

0.03

Partial

 

0.44

 

0.42

 

0.33

 

0.28

 

0.17

 

0.17

 

0.08

Complete

 

0.28

 

0.42

 

0.58

 

0.69

 

0.81

 

0.81

 

0.89

This essentially shows that first years are extremely unlikely to succeed in anything: their +2 attribute only gives them a 36% partial success rate and their advantage (+1) skill gives them only a 28% chance. Complete successes are even lower with rates of 8% and 3% respectively.

On the other hand, seventh years are very capable, but not invincible, even in their advantage at N.E.W.T. levels.

6.3 Advancement Difficulty

Advancement through practice is increasingly more difficult, because it relies on repeated failure to accumulate XP. Essentially, the probability of advancement is a negative binomial random variable where r is 5.

Thus, in the first year, the expected number of spell attempts to advance a normal skill is 7. If we assume this happens in the first year, then it will take 9 attempts to advance again in the second year and 18 attempts to finish advancing in the third year. These are very large numbers if you consider there being about five or six scenes per semester. The character would be practicing the same skill in every scene.

Alternatively, we could imagine it will take two years for each advancement and average the number of attempts per year. This would require 7 attempts by the end of second year, 16 attempts by fourth year, and 60 attempts by the end of sixth year.

In summary, this essentially means that an excellent witch will only be a +2 by the end of fourth year in most subjects, except their specialty which may be +3, with the rest of advancement coming through role-playing.

7 Gamemastering

Follow all the advice of Dungeon World. The gamemaster never rolls dice for mechanical ends (although you may want to use them for randomization purposes.)

Any time you give a consequence, make it something the players won’t like. Whenever a player does something thoughtless, give them another one.

Turn simple things into big ordeals. For example, if the leads want to make a potion, don’t just make a Potions roll. First, make them trick a teacher into giving them access to the recipe or materials. Then, they have to sneak around to get them and assemble the potion in secret. They have to make the skill action to make it properly, but they have to be brave to actually quaff it, and if they aren’t brave enough, maybe someone walks in because they were delaying before doing it.

7.1 Story Advice

Your style and taste may vary, of course. With my kids, I take the kids from first-year through seventh-year, stop, and then start again as new students as if the universe reset. I do not use any characters from the actual Potterverse, because I want things to be as mysterious and open as the books were. I try not to use stand-ins for them either, so there is no character that is like The Boy Who Lived or He Who Must Not Be Named. Nevertheless, there are still dangerous people and mysterious artifacts around Hogwarts that attract the attention of dark wizards.

I use the Front system of Dungeon World in a highly structured way based on my understanding of the books:
  • There is a single Story Front for all seven years that each other Front links into. This defines the goals of the "big bad" of the whole story. I don’t plan it in detail before, but try to keep in consistent. For example, Voldemort is trying to come back and take over.

  • Each year has a Year Front that defines the threat of that year as it relates to the Story Front. For example, Quirrell is trying to get the Philosopher’s Stone, the Chamber of Secrets has been opened, and Voldemort tries to get Harry to leave Hogwarts are each Year Fronts.

  • Years three, four, and five has a Middle Front that defines some large moment that is more connected with one another than all other years. In the books, this is the Sirius Black where Harry learns of a family member and then loses him.

  • Each year has a Mystery Front that defines some unrelated mystery of that particular year. For instance, the Triwizard Tournament and Lupin’s identity are examples of Mystery Fronts.

The general flow, that comes from the book, is to have each year divided into before and after Christmas break, where beforehand the characters interact with both the Year Front and Mystery Front, but cannot discern which one they are interacting with. Around the break, they are almost resolved with the Mystery Front and understanding that the Year Front is a separate concern. These are then resolved in sequence after break.

Since I’m running this for my small kids, I don’t deal with any of the teenage angst of the books or give any real opportunity for darkness, because that’s not my taste, so you won’t see much recommendation for that in here.

8 Resources

The following resources are available for speedy play:

9 Acknowledgments

I am indebted to the following projects in this work:

This document refers to the following characters and terms from products that are not owned by me: