A Beginner’s Guide to Wandcasting

Wand and Spells

Wand Spells

Before you embark on your journey to become a wielder of unfathomable and mysterious power, there are some rules you’ll need to know about how your fledgling abilities function as well as some basic spells to get you started.

Below you’ll find everything you need to build a strong foundation as a newly initiated member of the community. Remember to cast responsibly! No one likes a hedge witch…

Your n00b Wand

Your standard-issue wand will be able to cast six basic spells: Wingardium Leviosa, Alohomora, Engorgio, Reducto, Expelliarmus, and Rennervate.

The wand is restricted to six charges per day - one for each of your basic spells. This means you may only cast each spell once per day until the charges refill at dawn.

Casting

Successfully casting a spell using your wand has two components: Correct recitation of the spell’s incantation and the appropriate corresponding wand gesture.

Failure to meet either of these requirements will result in a magical misfire that could have catastrophic effects (Roll a d100 on the Wild Magic Table).

Casting Against Wizards

If the target of a wand spell is another Witch or Wizard, the target has the opportunity to use their reaction to counter the spell. If the target is not actively looking out for danger, the attacker may make a Dexterity (Sleight of Hand) check. If the check meets or exceeds the target’s passive perception, the target will not have the opportunity to counter the spell.

To counter a spell, a target may choose to either cast a different wand spell on their attacker, or they may return the same wand spell which negates its effects (i.e., Counterspell).

Only one spell effect will be resolved. Which spell effect is determined by a contested spell attack roll. If the target attempts and fails to counter the spell they automatically fail any saving throws detailed in the spell’s description.