Magic in the Wizarding World of Harry Potter works in a very fluid and flexible way, limited only by a wizard’s knowledge and experience. Some spells are entirely dependent on feeling a specific emotion, while others require mental focus and precise wand movements. Spellcasting is a very personal thing, giving different witches their own signature styles and repertoires.

Because Wands & Wizards focuses exclusively on spellcasters, some extra attention has been given to how spells work. Not every spell can kill, which allows wizards and witches to engage in the non-lethal combat expected by wizarding society. Pay extra attention to the Spell Tags listed in the spell descriptions.


Spellcasting

Damaging Spells

Many spells deal some kind of damage to the target. However, because magic is deeply linked to a specific spell’s intent, the effect on the target can vary greatly. Spells can either be lethal or non-lethal.

Non-Lethal Magic

A creature cannot be killed by standard spells, no matter the intent of the caster. If a creature is reduced to 0 hit points by a standard spell (and if applicable, fails all of their death saving throws), that creature will be knocked out, non-lethally.

Lethal Magic

Dark spells differ from regular spells in one important way: damage dealt by Dark spells is potentially lethal. If a creature is reduced to 0 hit points by a Dark spell (and if applicable, fails all of their death saving throws), that creature dies. It is possible to use damaging Dark spells to injure a creature, and then finish them off with a damaging spell that isn’t Dark, to non-lethally incapacitate it.

Duration

Wands & Wizards maintains all of the standard 5e rules and conventions regarding spell duration and concentration, but the addition of dedication spells requires more strategic use of a handful of spells.

Dedication

If a spell is marked as a dedication spell in its Duration entry, you must maintain concentration on that spell and use an action at the start of each of your turns to maintain your dedication. If you lose dedication, the spell ends. Like concentration, you can end dedication at any time (no action).

The following factors can break dedication:

  • Casting another spell. Even if you use your bonus action to cast another spell, your dedication is lost.
  • Losing your line of sight to your target. This only applies if your spell affects a specific target.
  • Losing concentration. If your concentration is broken by taking damage or being incapacitated, your dedication is broken.

Spell Tags

Dark

The Dark Arts, also known as Dark magic, refers to any type of magic that is mainly used to cause harm to, exert control over, or even kill the victim. The Dark Arts encompass many spells and actions ranging from the powerful Unforgivable Curses to brewing harmful or poisonous potions and breeding Dark creatures.

Because of their lethal effects, the use of Dark spells on beings will surely gain your character some attention. If the Dark tag is accompanied by Unforgivable, this is an Unforgivable Curse, illegal under all circumstances and guaranteed to be punished with a life sentence in Azkaban.

Casting Unforgivable Curses or killing a being with a Dark spell should prompt a corruption roll, as outlined in Chapter 8: Dark Magic Corruption.

Defensive

Defensive magic is a classification of charms, jinxes, and other types of spells that are specifically focused on nullifying and countering magic. Shield charms, anti-apparition jinxes, and countercurses are examples of defensive magic.

School of Magic

A school of magic spell is a spell that cannot be learned via the usual methods. These spells cannot be chosen upon leveling up, but instead are granted by a school of magic whenever you gain a spell slot of that spell’s level.


Targets

Being

A Being is any creature that has sufficient intelligence to understand the laws of the magical community and to bear part of the responsibility in shaping those laws. All humans are beings, as are goblins, vampires, hags, giants, house-elves, veela, werewolves, merpeople and centaurs.

Beast

A Beast is any living thing that does not fit the criteria of a Being. Wild animals and magical creatures are classified as Beasts.

Object

An object is an inanimate thing. Don’t let movement, imitations of life or even intelligent speech deceive you; there are many enchantments and bewitched objects that can make an inanimate object quite animate.

Spirit

The Spirit classification was formed when ghosts complained that it was insensitive to classify them as “beings,” when they were so clearly “has-beens.”


Unique Spells

Apparition

Apparition is the method by which many adult witches and wizards choose to travel from place to place. When one apparates, they turn on the spot, “feeling their way into nothingness,” and vanish from their present location to reappear a second later in a new location.

How to Apparate

In order to apparate, you must have a proficiency bonus of +4 or greater. Though apparition is not technically a spell, it requires you to expend a spell slot and requires a wand.

Slot LevelApparition Range
1st10 ft
2nd50 ft
3rd200 ft
4th1,000 ft
5th1 mile
6th5 miles
7th20 miles
8th100 miles
9th500 miles

As an action, you can attempt to disapparate. Make an ability check using your spellcasting ability. The final result determines if you arrive successfully.

Leisurely Departure. Granted when there are no immediate threats distracting you. Gives advantage on your apparition ability check.

Ability CheckResult
15 or higherYou disapparate properly and arrive safely.
11-14You disapparate but arrive off-target (d20).
7-10The disapparition feels off and you stop yourself. Nothing happens.
5-6You suffer a minor splinch and arrive off-target (d20).
4 or lowerYou suffer a major splinch and arrive off-target (d100).

Destination, Determination, Deliberation

You must visualize your destination when you attempt to apparate. Typically, this means a wizard can only apparate to a location they’ve been to before and can clearly remember.

Side-Along Apparition

When you apparate, you may bring along a number of creatures equal to your spellcasting ability modifier. Every passenger imposes a -2 penalty on your apparition roll.

Splinching

When you are splinched, you’ve left a part of yourself behind. A minor splinch deals 1d10 slashing damage that cannot be reduced. A major splinch deals a number of d6 dice equal to your level in slashing damage and a level of exhaustion.

Legilimency and Occlumency

Legilimency is the incredibly rare practice of using magic to pull information from an individual’s mind. Occlumency is the magical defense of the mind against external penetration.

If a target of the legilimens spell has the Occlumency Training feat, their training gives them the chance to make a Wisdom saving throw to resist the intrusion into their mind.

Patronus Casting

The patronus charm is a special bit of magic that requires a wizard to envision one of their happiest memories while casting the spell. If the feeling of happiness is not genuine or not strong enough, the casting attempt will fail.

A wizard’s corporeal patronus is also the animal that they will transform into during their animagus transformation. Use Appendix B: Patronus Rolling Tables to determine its shape.


Spell Conversions

Many W&W spells have 5e equivalents. See the Items section for potion conversions.

W&W Spell5e Equivalent
AccioMage Hand
AlohomoraKnock
ConfundoConfusion, Suggestion
DepulsoArcane Hand
EngorgioEnlarge
Expelliarmus- (unique)
Finite IncantatemDispel Magic
GlaciusShape Water
IncendioFire Bolt, Produce Flame
LumosLight
ObliviateModify Memory
ProtegoShield
ReducioReduce
ReparoMending
SilencioSilence
Stupefy- (unique)
Wingardium LeviosaLevitate

Spell List

For the complete list of spells available in Wands & Wizards, browse the Spells compendium below. Each spell includes its level, school, casting time, range, components, duration, and full description.