Muggles never see the magical world, for we're too busy with our own. American wizards like the term no-maj, as a shortened slang version of no magic. ![]() The very concept of the wizarding world is its coexistence alongside the "real world." You and I are considered muggles, a nickname given to non-magical folk by the very magical folk of the United Kingdom. This section does not contain any information originating from the Play-That-Must-Not-Be-Named, and no references to such a thing will be found anywhere else.Īt the end of this chapter, Writing New Chapters in Wizarding History addresses how HMs can fit W&W adventures in and among existing canon. Welcome to the Wizarding World of Harry Potter! If you'd like to familiarize yourself with the canon of the series, read on. Keep this in mind when constructing conflicts and while your players interact with the world. However, the average adult wizard would not know any Dark magic, and may be entirely unpracticed in combative spells. This is very different to the world of D&D, where commoners do not have PC levels and are significantly weaker than even a fledgling adventurer. Most adults in wizarding society would be between levels 10 and 12 (or perhaps lower, if they're particularly unskilled with magic). A typical student at Hogwarts would graduate as a level 10 character. The recommended character level to Hogwarts year mapping is found in the following table. That abbreviation is used throughout the document to refer to this person, whereas the term "headmaster" will mean the head professor of Hogwarts. HM stands for Headmaster or Headmistress, which is used specifically to represent the Game Master running the game of W&W. The magical word in Britain revolves around a few key locations, which your players will want to explore and experience. The third and final part is dedicated entirely to locations. The second part is variant rules, resources and activities it contains all the little things for a campaign that will keep your players enchanted. The first part is purely setting information, giving a crash course in Harry Potter and filling in any blanks you might have about the series. Additionally, be sure to refer to Wands & Wizards: The Monster Book of Monsters to find the fantastic beasts you can pit against your players. If you're unfamiliar with W&W, a few things might not make much sense. This guide is specifically dedicated to helping you run a game of Wands & Wizards: A Harry Potter 5e Adaptation. N/A Building Encounters for Witches and Wizards. ![]() 38 Chapter 7: Activities and Adventuring.11 Writing New Chapters in Wizarding History.N/A Magical Schools and International Relations.
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