information guru!
a must read for all players, new & old ...

>>> welcome to our information board! this is hopefully where all of your questions can be answered, and if it's not then please stop on by the discord! we try to give as much information in as compacted way possible so you don't find yourself drowning. some of these sections have alternate boards where you can find even more information on the topics so don't forget to check those out as well!

creating characters
>>> Please read through these subjects to see what might have changed, so that you can create the perfect character! We have new restrictions put in place in certain areas, we've expanded on some subjects, and we've completely changed a lot of areas to make fun in-game play!
** Allowed # of Characters Each player has a limit of 15 characters. You can appeal for more but it is left to the discretion of staff if your appeal will be approved.
** Name/Surname/Face Claims Before you create a character you need to make sure that their name, surname, and the face you want to use have not already been claimed. You will need to check our Database to see if what you want is still available. You can perform a search on both boards to look for a keyword by pressing ctrl-f (on a pc) or command-f (on a mac).
Full Name while this may seem fairly straightforward, there can be many different factors that go into choosing a character's name. maybe you only care about how it flows, or maybe it has a significant meaning. were they named after someone famous, an important figure, or a relative? you could even go so far as to look up the history and etymology of a name in order to further customize your characters.
Gender for the sake of ease, please use whatever gender is their physical one, then qualify if they have personal convictions in another direction of what they identify as.
Age, Birthday Remember, we allow only those who have graduated Hogwarts! Now, even though we are playing adults, the age and birthdate of a character still determines who their yearmates and classmates were! Keep in mind that the eldest of their grade will be those whose birthdays are after september 1st, as term starts on september 1st and the youngest will be those born august 31st. school years are split between literal years, such as 05 fall - 06 spring.
Blood Status there are purebloods which are ancient magical families who only have magical ties throughout their direct bloodlines, halfbloods which are anyone who has at least one magical parent, and muggleborns who come from non-magical families. we also allow squibs and muggles. any joins under muggle designation must be run by the owner for approval.
Specials Acceptable specials a character can become/have become include: animagi, werewolves, legilimens, and occlumens. Acceptable specials that must be born into it include: part-veelas, part-vampires, part-giants, metamorphmagi, seers, parselmouths, squibs, and muggles. Any alternative or additional options must be approved by Kate before joining. In the event Kate notices too many of a particular special, she reserves the right to close joining for them.
Patronus simply speaking, a patronus is a charm fueled by good thoughts used to protect against certain dark creatures of the magical world. the spell almost always takes the shape of a non-magical creature and is typically only taught to students in their sixth year and above, though exceptions do exist. your character's patronus should be unique, an animal that suits their personality or reflects a particularly traumatic or important event from their past. not every witch or wizard can conjure a patronus charm, and sometimes it can be impossible to cast depending on a character's mindset - these produce either 'noncoporeal' or render the character 'unable'. colors do not apply, though patterns do, as they are see through save for silver lining for prominent markings and the like. keep in mind that when giving your character a patronus, you should use a specific breed (e.g. toy poodle, calico domestic shorthair, arctic wolf, etc.)
Wands wielding a wand is the most important part of being a wizard. it is unique and special and tends to form a nearly-sentient sort of bond with its owner. choosing your wand accounts of several factors, such as your character's birthday or personality and/or their strength in learning and casting spells, so think about these things before you choose your character's wand. more detailed information on wand properties can be found in the "wands" section of this page.
Former Schoolplease list where your character went to school, it could be hogwarts or one of the many global schools! if house information is available from the school of their origins, please include that as well (e.g. slytherin). If they are from hogwarts and there are any positions that you want to claim, check the academics page to be sure to avoid any overlap.
Occupationthe wizarding world is full of both strange and mundane jobs! the options are endless from professor to dragonologist, adults seem to have all the fun! a more detailed list of career choice suggestions can be found on the "jobs" section - but if you need help making a decision, pop on over to our discord!
Residence this is a basic idea on where they are living. it is to be listed as 'city, country' or 'state, country' unless they are a teacher and therefore reside in hogwarts, ie. 'hogwarts, scotland'. this helps other players know where their character would reach them at home and on which board that would be.
Pet Characters are of course allowed non-mail carrying pets of whatever breed or variety, these pets do not need to be listed but you're welcome to! Typically pets acquired for their school years are restricted to cats, toads, and owls, however.

Wands
>>> wands are primarily acquired through ollivander's shop in the uk, thereby making the cores of dragon, unicorn, and phoenix the most common, though not the only sort. Additional means of acquiring wands could be through duels or as a family heirloom.
Length wands exist primarily between nine and fourteen inches. wandmakers often use a crude method of matching length with the literal size of the wizard or witch, but it is not entirely accurate. longer wands may sometimes suit taller wizards or witches, but they can also be drawn to bigger personalities or magical abilities - and so on. longer wands usually come because of size of wielder themself, but shorter ones are prone to be acquired due to something lacking in character of the owner.
>>> wand woods often have significance or meanings in their use! Besides the common use of the celtic calendar of woods, other woods can be used as well. There have been some wands known to have different handles from their main wood, but keep in mind that these are always of a natural material. This is a base list of woods from the perspective of garrick ollivander, though other woods are also accepted.
Woods acacia - a very unusual wand wood, which has been found to create tricky wands that often refuse to produce magic for any but their owner, and also withhold their best effects from all but those most gifted. this sensitivity renders them difficult to place, well suited for those witches or wizards of sufficient subtlety, for acacia is not suited to what is commonly known as 'bangs-and-smells' magic. when well-matched, an acacia wand matches any for power, though it is often underrated due to the peculiarity of its temperament.

alder - alder is a determined type of wand wood, yet i have discovered that its ideal owner is not stubborn or obstinate, but often helpful, considerate, and most likeable. whereas most wand woods seek similarity in the characters of those they will best serve, alder is unusual in that it seems to desire a nature that is, if not precisely opposite to its own, then certainly of a markedly different type. when an alder wand is happily placed, it becomes a magnificent, loyal helpmate. of all wand types, alder is best suited to non-verbal spell work, whence comes its reputation for being suitable only for the most advanced witches and wizards and is often called the battle witch wood.

apple - apple wood wands are not made in great numbers. they are powerful and best suited to an owner of high aims and ideals, as this wood mixes poorly with dark magic. it is said that the possessor of an apple wand will be well-loved and long-lived, and i have often noticed that customers of great personal charm find their perfect match in an apple wood wand. an unusual ability to converse with other magical beings in their native tongues is often found among apple wand owners. it is most prized for it's talents in healing and divination spells.

ash - the ash wand cleaves to its one true master and ought not to be passed on or gifted from the original owner, because it will lose power and skill. this tendency is extreme if the core is of unicorn. old superstitions regarding wands rarely bear close examination, but i find that the old rhyme regarding rowan, chestnut, ash and hazel wands (rowan gossips, chestnut drones, ash is stubborn, hazel moans) contains a small nugget of truth. those witches and wizards best suited to ash wands are not, in my experience, lightly swayed from their beliefs or purposes. however, the brash or over-confident witch or wizard, who often insists on trying wands of this prestigious wood, will be disappointed by its effects. the ideal owner may be stubborn, and will certainly be courageous, but never crass or arrogant.

aspen - a wand-quality aspen wood is white and fine-grained, and highly prized by all wand-makers for its stylish resemblance to ivory and its usually outstanding charmwork. the proper owner of the aspen wand is often an accomplished duellist, or destined to be so, for the aspen wand is one of those particularly suited to martial magic. an infamous and secretive eighteenth-century duelling club, which called itself the silver spears, was reputed to admit only those who owned aspen wands. in my experience, aspen wand owners are generally strong-minded and determined, more likely than most to be attracted by quests and new orders; this is a wand for revolutionaries.

beech - the true match for a beech wand will be, if young, wise beyond his or her years, and if full-grown, rich in understanding and experience. beech wands perform very weakly for the narrow-minded and intolerant. such wizards and witches, having obtained a beech wand without having been suitably matched (yet coveting this most desirable, richly hued and highly prized wand wood), have often presented themselves at the homes of learned wandmakers such as myself, demanding to know the reason for their handsome wand's lack of power. when properly matched, the beech wand is capable of a subtlety and artistry rarely seen in any other wood, hence its lustrous reputation.

birch - birch is one of the rarest wand wood types in existence, and therefore it is hard to find much details on its properties beyond the superstitions of wandmakers. rumors have it as quite balanced despite the supreme mundane nature of the wood's talents. It is a great family heirloom, as it adapts to new holders with ease. it is known most of all, however, by it's ability to draw on the littlest happy memory in one's soul and can therefore improve the odds of producing a strong patronus

blackthorn - blackthorn, which is a very unusual wand wood, has the reputation, in my view well-merited, of being best suited to a warrior. this does not necessarily mean that its owner practices the dark arts (although it is undeniable that those who do so will enjoy the blackthorn wand's prodigious power); one finds blackthorn wands among the aurors as well as among the denizens of azkaban. it is a curious feature of the blackthorn bush, which sports wicked thorns, that it produces its sweetest berries after the hardest frosts, and the wands made from this wood appear to need to pass through danger or hardship with their owners to become truly bonded. given this condition, the blackthorn wand will become as loyal and faithful a servant as one could wish.

black ironwood - an african import, this wood is remarkable in that it will sink rather than float in water. although its strength might imply a powerful wand wood, it is rarely used, even in african wandcraft. this is likely due to it's weight, particularly in longer wands, and that this weight impedes spellcasting, and it is next-to-useless underwater. many who find themselves matched with this particular sort of wand have a nearly visible weight of the world on their shoulders, whatever their disposition otherwise may be.

black walnut - less common than the standard walnut wand, that of black walnut seeks a master of good instincts and powerful insight. black walnut is a very handsome wood, but not the easiest to master. it has one pronounced quirk, which is that it is abnormally attuned to inner conflict, and loses power dramatically if its possessor practises any form of self-deception. if the witch or wizard is unable or unwilling to be honest with themselves or others, the wand often fails to perform adequately and must be matched with a new owner if it is to regain its former prowess. paired with a sincere, self-aware owner, however, it becomes one of the most loyal and impressive wands of all, with a particular flair in all kinds of charmwork.

bloodwood - a fragrant wood that is seldom used due to it's tendency to splinter and stab the artisan working on it's shaping. it is, however, durable to a fault and matches it's color to it's name. a match in a wizard to this type of wand is likely a prickly sort of individual with a tendency to stubbornness or blind following of one's emotions, often those that fit into the realm of one's passions. to master this wand is to grow only the more disciplined in wand-use, as it's own temperament is quite uniquely determined to perform as it likes, rather than as the user wishes. it is known also to twist even after it has been finished depending on the match of the wand's personal nature, if that nature is opposed to the inherent nature of the wand itself.

cedar - whenever i meet one who carries a cedar wand, i find strength of character and unusual loyalty. my father, gervaise ollivander, used always to say, 'you will never fool the cedar carrier,' and i agree: the cedar wand finds its perfect home where there is perspicacity and perception. i would go further than my father, however, in saying that i have never yet met the owner of a cedar wand whom i would care to cross, especially if harm is done to those of whom they are fond. the witch or wizard who is well-matched with cedar carries the potential to be a frightening adversary, which often comes as a shock to those who have thoughtlessly challenged them.

cherry - this very rare wand wood creates a wand of strange power, most highly prized by the wizarding students of the school of mahoutokoro in japan, where those who own cherry wands have special prestige. the western wand-purchaser should dispel from their minds any notion that the pink blossom of the living tree makes for a frivolous or merely ornamental wand, for cherry wood often makes a wand that possesses truly lethal power, whatever the core, but if teamed with dragon heartstring, the wand ought never to be teamed with a wizard without exceptional self-control and strength of mind.

chestnut - this is a most curious, multi-faceted wood, which varies greatly in its character depending on the wand core, and takes a great deal of colour from the personality that possesses it. the wand of chestnut is attracted to witches and wizards who are skilled tamers of magical beasts, those who possess great gifts in herbology, and those who are natural fliers. however, when paired with dragon heartstring, it may find its best match among those who are overfond of luxury and material things, and less scrupulous than they should be about how they are obtained. conversely, three successive heads of the wizengamot have possessed chestnut and unicorn wands, for this combination shows a predilection for those concerned with all manner of justice.

coyote - being a hard wood to manage, this wood is not well known except in those shops that have an especially large bit of spare time to collect or create wands from this incorrigible wood. it is handsome and sturdy, for all it's puckish charms, but even once well tended will be likely as not to give the handler splinters when coupled with a core that does not temper the wood's natural wildness - something quite opposite than the norm where the wood tempers the core.

cypress - cypress wands are associated with nobility. the great medieval wandmaker, geraint ollivander, wrote that he was always honoured to match a cypress wand, for he knew he was meeting a witch or wizard who would die a heroic death. fortunately, in these less blood-thirsty times, the possessors of cypress wands are rarely called upon to lay down their lives, though doubtless many of them would do so if required. wands of cypress find their soul mates among the brave, the bold and the self-sacrificing: those who are unafraid to confront the shadows in their own and others' natures.

dogwood - dogwood wands are quirky and mischievous; they have playful natures and insist upon partners who can provide them with scope for excitement and fun. it would be quite wrong, however, to deduce from this that dogwood wands are not capable of serious magic when called upon to do so; they have been known to perform outstanding spells under difficult conditions, and when paired with a suitably clever and ingenious witch or wizard, can produce dazzling enchantments. an interesting foible of many dogwood wands is that they refuse to perform non-verbal spells and they are often rather noisy.

ebony - this jet-black wand wood has an impressive appearance and reputation, being highly suited to all manner of combative magic, and to transfiguration. ebony is happiest in the hand of those with the courage to be themselves. frequently non-conformist, highly individual or comfortable with the status of outsider, ebony wand owners have been found both among the ranks of the order of the phoenix and among the death eaters. in my experience the ebony wand's perfect match is one who will hold fast to his or her beliefs, no matter what the external pressure, and will not be swayed lightly from their purpose.

elder - the rarest wand wood of all, and reputed to be deeply unlucky, the elder wand is trickier to master than any other. it contains powerful magic, but scorns to remain with any owner who is not the superior of his or her company; it takes a remarkable wizard to keep the elder wand for any length of time. the old superstition, 'wand of elder, never prosper,' has its basis in this fear of the wand, but in fact, the superstition is baseless, and those foolish wandmakers who refuse to work with elder do so more because they doubt they will be able to sell their products than from fear of working with this wood. the truth is that only a highly unusual person will find their perfect match in elder, and on the rare occasion when such a pairing occurs, i take it as certain that the witch or wizard in question is marked out for a special destiny. an additional fact that i have unearthed during my long years of study is that the owners of elder wands almost always feel a powerful affinity with those chosen by rowan.

elm - the unfounded belief that only pure-bloods can produce magic from elm wands was undoubtedly started by some elm wand owner seeking to prove his own blood credentials, for i have known perfect matches of elm wands who are muggle-borns. the truth is that elm wands prefer owners with presence, magical dexterity and a certain native dignity. of all wand woods, elm, in my experience, produces the fewest accidents, the least foolish errors, and the most elegant charms and spells; these are sophisticated wands, capable of highly advanced magic in the right hands (which, again, makes it highly desirable to those who espouse the pure-blood philosophy).

english oak - a wand for good times and bad, this is a friend as loyal as the wizard who deserves it. wands of english oak demand partners of strength, courage and fidelity. less well-known is the propensity for owners of english oak wands to have powerful intuition, and, often, an affinity with the magic of the natural world, with the creatures and plants that are necessary to wizardkind for both magic and pleasure. the oak tree is called king of the forest from the winter solstice up until the summer solstice, and its wood should only be collected during that time (holly becomes king as the days begin to shorten again, and so holly should only be gathered as the year wanes. this divide is believed to be the origin of the old superstition, 'when his wand's oak and hers is holly, then to marry would be folly,’ a superstition that i have found baseless). it is said that merlin's wand was of english oak (though his grave has never been found, so this cannot be proven).

eucalyptus - eucalyptus trees grow quickly, so these wands channel that liveliness to be both willing and powerful. a user of this wand wood is often. they are also tied to the moon and it's phases, making for a wand with a multifaceted personality to work with. it is a quite sentient seeming wand in this way, making it best for those who are understanding or nurturing of this wilder spirit than likely to tame it's vibrant nature.

fir - there is no doubt that this wood, coming as it does from the most resilient of trees, produces wands that demand staying power and strength of purpose in their true owners, and that they are poor tools in the hands of the changeable and indecisive. fir wands are particularly suited to transfiguration, and favour owners of focused, strong-minded and, occasionally, intimidating demeanour.

ginkgo - this is a highly unusual wand wood, and is rarely seen in the west. for over a millennium, it competed with plum as the most popular chinese wand wood. however, as gingko trees ceased to be a wild species, the wood began losing favor. the commonly held perception that wild woods lead to stronger wands, and that means that modern gingko wands are fairly rare. this is not to say that gingko is not a useful wand wood, though, as it has great staying power and is good for calming temperamental cores. a match for this wood would likely be found among those who have a natural zen inherent in their beings and are unlikely to rise to provocations.

hawthorn - the wandmaker gregorovitch wrote that hawthorn makes a strange, contradictory wand, as full of paradoxes as the tree that gave it birth, whose leaves and blossoms heal, and yet whose cut branches smell of death. while i disagree with many of gregorovitch's conclusions, we concur about hawthorn wands, which are complex and intriguing in their natures, just like the owners who best suit them. hawthorn wands may be particularly suited to healing magic, but they are also adept at curses, and i have generally observed that the hawthorn wand seems most at home with a conflicted nature, or with a witch or wizard passing through a period of turmoil. hawthorn is not easy to master, however, and i would only ever consider placing a hawthorn wand in the hands of a witch or wizard of proven talent, or the consequences might be dangerous. hawthorn wands have a notable peculiarity: their spells can, when badly handled, backfire.

hazel - a sensitive wand, hazel often reflects its owner's emotional state, and works best for a master who understands and can manage their own feelings. others should be very careful handling a hazel wand if its owner has recently lost their temper, or suffered a serious disappointment, because the wand will absorb such energy and discharge it unpredictably. the positive aspect of a hazel wand more than makes up for such minor discomforts, however, for it is capable of outstanding magic in the hands of the skillful, and is so devoted to its owner that it often 'wilts' (which is to say, it expels all its magic and refuses to perform, often necessitating the extraction of the core and its insertion into another casing, if the wand is still required) at the end of its master's life (if the core is unicorn hair, however, there is no hope; the wand will almost certainly have 'died'). hazel wands also have the unique ability to detect water underground, and will emit silvery, tear-shaped puffs of smoke if passing over concealed springs and wells.

hemlock - hemlock is a 'quick' wand wood and allows for fast reactions. it is as light as the fingers of death and is well known to do wonders in regards to potions and herbology for those who would otherwise possess no talents in those facets of magic. it is known to wither with overuse in the mundane things - but thrives and grows even stronger when put to use in serious matters that are driven by a fight or flight drive. this wand is particularly fond of those who do not use magic as a crutch, but as a saving grace when all else would be thought lost.

hickory - this wood is well known in the creation of potions and magics to do with creation otherwise. it is best known and most notable when in the hands of a creative mind and one who is prone to tweaking or bending other people or objects around them. transfiguration is therefore another talent for this wand. it is known to balance and improve wand cores that would otherwise have been less kind to work with for both wandmaker and wand-user. it most often does not seek preference in light or dark magics, preferring the neutral aspect of creativity over anything else.

holly - holly is one of the rarer kinds of wand woods; traditionally considered protective, it works most happily for those who may need help overcoming a tendency to anger and impetuosity. at the same time, holly wands often choose owners who are engaged in some dangerous and often spiritual quest. holly is one of those woods that varies most dramatically in performance depending on the wand core, and it is a notoriously difficult wood to team with phoenix feather, as the wood's volatility conflicts strangely with the phoenix's detachment. in the unusual event of such a pairing finding its ideal match, however, nothing and nobody should stand in their way.

hornbeam - hornbeam wands adapt more quickly than almost any other to their owner's style of magic, and will become so personalised, so quickly, that other people will find them extremely difficult to use even for the most simple of spells. hornbeam wands likewise absorb their owner's code of honour, whatever that might be, and will refuse to perform acts - whether for good or ill - that do not tally with their master's principles. a particularly fine-tuned and sentient wand.

ivy - hard to harvest, this wood is often only worked by those of deft hand or a steady patience. strong all-around, this is a perfect wand wood for those who have no steady thought or goal and are known to be as pliable as the plant from whence it came. lore of other places beyond europe, however, associate it with ambition and personal drive, on the other hand, so i am inclined to believe that it is perhaps that the ambition of the individual who acquires this wand is so enormous or grand that it cannot be tied to any single hope or dream. this wand is especially well suited to slytherin users who do not seem as dedicated to a cause as to themselves.

juniper - among the most unusual of temperament out of all wand woods, juniper has made itself infamous in proper wandmaker circles. it is three parts patience and two parts stubbornness, taking a liking to wizards who are stalwart of body, mind, and/or of heart. it becomes as a mother hen to the one who it chooses, very sentient and very possessive. it is prone to withering at the loss of it’s master, often fading into nothingness if a very potent core cannot replace it’s original in short order. it adapts its nature to all manner of domestic and healing magics, seeming to build up strength with the benign works - releasing it’s pent up wildness when it is called on… and even sometimes when it sees what a wizard cannot. like its yew cousins, juniper wands sprout from the grave of their masters - but even more powerful, the bond of wand and wizard lends the tree to being fruitful year round and protects the tree from all ailments.

larch - strong, durable and warm in colour, larch has long been valued as an attractive and powerful wand wood. its reputation for instilling courage and confidence in the user has ensured that demand has always outstripped supply. this much sought-after wand is, however, hard to please in the matter of ideal owners, and trickier to handle than many imagine. i find that it always creates wands of hidden talents and unexpected effects, which likewise describes the master who deserves it. it is often the case that the witch or wizard who belongs to the larch wand may never realise the full extent of their considerable talents until paired with it, but that they will then make an exceptional match.

laurel - it is said that a laurel wand cannot perform a dishonourable act, although in the quest for glory (a not uncommon goal for those best suited to these wands), i have known laurel wands perform powerful and sometimes lethal magic. laurel wands are sometimes called fickle, but this is unfair. the laurel wand seems unable to tolerate laziness in a possessor, and it is in such conditions that it is most easily and willingly won away. otherwise, it will cleave happily to its first match forever, and indeed has the unusual and engaging attribute of issuing a spontaneous lightning strike if another witch or wizard attempts to steal it.

mahogany - a rich appearing wand wood, and often the easiest to make a visual impression, this wood is revered by those who wish to make a statement. it is often known and described as virile and often seeks those of a dark-ages and traditionally masculine nature, no matter their sex. when possessed of a strong spirit and stubborn mind, a wielder of this type of wand will find that their wand has equally as much pride and panache in making a good show of any sort of spell.

maple - fresh challenges and regular changes of scene cause this wand to literally shine, burnishing itself as it grows, with its partner, in ability and status. this is a beautiful and desirable wood, and wand quality maple has been among the most costly for centuries. possession of a maple wand has long been a mark of status, because of its reputation as the wand of high achievers.

pear - this golden-toned wood produces wands of splendid magical powers, which give of their best in the hands of the warm-hearted, the generous and the wise. possessors of pear wands are, in my experience, usually popular and well-respected. i do not know of a single instance where a pear wand has been discovered in the possession of a dark witch or wizard. pear wands are among the most resilient, and i have often observed that they may still present a remarkable appearance of newness, even after many years of hard use.

pine - the straight-grained pine wand always chooses an independent, individual master who may be perceived as a loner, intriguing and perhaps mysterious. pine wands enjoy being used creatively, and unlike some others, will adapt unprotestingly to new methods and spells. many wandmakers insist that pine wands are able to detect, and perform best for, owners who are destined for long lives, and i can confirm this in as much as i have never personally known the master of a pine wand to die young. the pine wand is one of those that is most sensitive to non-verbal magic.

plum - plum wood is not common in english wandmaking, however, it is a traditional chinese wand wood that has gained favor in central europe. it seems to be much like applewood, if slightly more inclined to charms. those who find themselves chosen by this wand will know immediately, as with ivy wood, it makes itself equally as know in it's own way. i have, in my time, found myself with a plum wood wand in hand when speaking to a young witch or wizard when otherwise i had had a newspaper or another wand entirely there, in its place, moments before.

poplar - 'if you seek integrity, search first among the poplars,' was a great maxim of my grandfather, gerbold ollivander, and my own experience of poplar wands and their owners tallies exactly with his. here is a wand to rely upon, of consistency, strength and uniform power, always happiest when working with a witch or wizard of clear moral vision. there is a tired old joke among lesser wandmakers that no poplar wand has ever chosen a politician, but here they show their lamentable ignorance: two of the ministry's most accomplished ministers for magic, eldritch diggory and evangeline orpington, were the possessors of fine, ollivander-made poplar wands.

red oak - you will often hear the ignorant say that red oak is an infallible sign of its owner's hot temper. in fact, the true match for a red oak wand is possessed of unusually fast reactions, making it a perfect duelling wand. less common than english oak, i have found that its ideal master is light of touch, quick-witted and adaptable, often the creator of distinctive, trademark spells, and a good man or woman to have beside one in a fight. red oak wands are, in my opinion, among the most handsome.

redwood - wand-quality redwood is in short supply, yet constant demand, due to its reputation for bringing good fortune to its owner. as is usually the case with wandlore, the general populace have the truth back to front: redwood wands are not themselves lucky, but are strongly attracted to witches and wizards who already possess the admirable ability to fall on their feet, to make the right choice, to snatch advantage from catastrophe. the combination of such a witch or wizard with a redwood wand is always intriguing, and i generally expect to hear of exciting exploits when i send this special pairing out from my workshop.

reed - reed is always delicate, and a difficult wand to work with. however, it's wisdom and intelligence make it sought-after by some. it is almost solely a ravenclaw wand wood in regards to the young witches and wizards who come through and acquire one, though it has been known to be convinced away from the master that purchased it when it finds someone new of higher intellect in it's preferred facet of wisdom or intelligence.

rosewood - rosewood is inherently a wood considered to be graceful and will complement phoenix feathers and unicorn hair, and perhaps fairy wings, nicely. however, other cores end up at odds with the wood due to it's extremely delicate sensibilities. wands of this type that are possessed by those who are too coarse, brash, crass, or ill-willed have often exploded with such pomp and circumstance, that it has become unheard of that a dark witch or wizard will so much as lift one dropped from a foe for fear of it's backlash. it is known to be the wood used by midwives, as it has the temperament that is regarded as quite like a mother in the golden hours of her pregnancy and is inclined to ease the birth of new things, be they living or spells.

rowan - rowan wood has always been much-favoured for wands, because it is reputed to be more protective than any other, and in my experience renders all manner of defensive charms especially strong and difficult to break. it is commonly stated that no dark witch or wizard ever owned a rowan wand, and i cannot recall a single instance where one of my own rowan wands has gone on to do evil in the world. rowan is most happily placed with the clear-headed and the pure-hearted, but this reputation for virtue ought not to fool anyone - these wands are the equal of any, often the better, and frequently out-perform others in duels.

silver lime - this unusual and highly attractive wand wood was greatly in vogue in the nineteenth century. demand outstripped supply, and unscrupulous wandmakers dyed substandard woods in an effort to fool purchasers into believing that they had purchased silver lime. the reasons for these wands' desirability lay not only in their unusually handsome appearance, but also because they had a reputation for performing best for seers and those skilled in legilimency, mysterious arts both, which consequently gave the possessor of a silver lime wand considerable status. when demand was at its height, wandmaker arturo cephalopos claimed that the association between silver lime and clairvoyance was 'a falsehood circulated by merchants like gerbold ollivander (my own grandfather), who have overstocked their workshops with silver lime and hope to shift their surplus.' but cephalopos was a slipshod wandmaker and an ignoramus, and nobody, seer or not, was surprised when he went out of business.

spruce - unskilled wandmakers call spruce a difficult wood, but in doing so they reveal their own ineptitude. it is quite true that it requires particular deftness to work with spruce, which produces wands that are ill-matched with cautious or nervous natures, and become positively dangerous in fumbling fingers. the spruce wand requires a firm hand, because it often appears to have its own ideas about what magic it ought to be called upon to produce. however, when a spruce wand meets its match - which, in my experience, is a bold spell-caster with a good sense of humour - it becomes a superb helper, intensely loyal to their owners and capable of producing particularly flamboyant and dramatic effects.

sycamore - the sycamore makes a questing wand, eager for new experience and losing brilliance if engaged in mundane activities. it is a quirk of these handsome wands that they may combust if allowed to become 'bored', and many witches and wizards, settling down into middle age, are disconcerted to find their trusty wand bursting into flame in their hand as they ask it, one more time, to fetch their slippers. as may be deduced, the sycamore's ideal owner is curious, vital and adventurous, and when paired with such an owner, it demonstrates a capacity to learn and adapt that earns it a rightful place among the world's most highly-prized wand woods.

vine - the druids considered anything with a woody stem as a tree, and vine makes wands of such a special nature that i have been happy to continue their ancient tradition. vine wands are among the less common types, and i have been intrigued to notice that their owners are nearly always those witches or wizards who seek a greater purpose, who have a vision beyond the ordinary and who frequently astound those who think they know them best. vine wands seem strongly attracted by personalities with hidden depths, and i have found them more sensitive than any other when it comes to instantly detecting a prospective match. reliable sources claim that these wands can emit magical effects upon the mere entrance into their room of a suitable owner, and i have twice observed the phenomenon in my own shop.

walnut - highly intelligent witches and wizards ought to be offered a walnut wand for trial first, because in nine cases out of ten, the two will find in each other their ideal mate. walnut wands are often found in the hands of magical innovators and inventors; this is a handsome wood possessed of unusual versatility and adaptability. a note of caution, however: while some woods are difficult to dominate, and may resist the performance of spells that are foreign to their natures, the walnut wand will, once subjugated, perform any task its owner desires, provided that the user is of sufficient brilliance. this makes for a truly lethal weapon in the hands of a witch or wizard of no conscience, for the wand and the wizard may feed from each other in a particularly unhealthy manner.

willow - willow is an uncommon wand wood with healing power, and i have noted that the ideal owner for a willow wand often has some (usually unwarranted) insecurity, however well they may try and hide it. while many confident customers insist on trying a willow wand (attracted by their handsome appearance and well-founded reputation for enabling advanced, non-verbal magic) my willow wands have consistently selected those of greatest potential, rather than those who feel they have little to learn. it has always been a proverb in my family that he who has furthest to travel will go fastest with willow.

yew - yew wands are among the rarer kinds, and their ideal matches are likewise unusual, and occasionally notorious. the wand of yew is reputed to endow its possessor with the power of life and death, which might, of course, be said of all wands; and yet yew retains a particularly dark and fearsome reputation in the spheres of duelling and all curses. however, it is untrue to say (as those unlearned in wandlore often do) that those who use yew wands are more likely to be attracted to the dark arts than another. the witch or wizard best suited to a yew wand might equally prove a fierce protector of others. wands hewn from these most long-lived trees have been found in the possession of heroes quite as often as of villains. where wizards have been buried with wands of yew, the wand generally sprouts into a tree guarding the dead owner's grave. what is certain, in my experience, is that the yew wand never chooses either a mediocre or a timid owner.

>>> As mentioned before, the most common wands made by the ollivander's shop in Diagon Alley are dragon, unicorn, and phoenix. That is not the only core list available however! This is a base list of creatures and their most common parts. Alternative creatures/parts and canonical ones are also accepted. Keep in mind, almost all wands will have only one core, but there have been dual-cores and tri-cored wands that have popped up before.
Cores dragon ( heartstring / scales )
- dragon wands tend to learn more quickly than other types. while they can change allegiance if won from their original master, they always bond strongly with the current owner. the dragon wand tends to be easiest to turn to the dark arts, though it will not incline that way of its own accord. it is also the most prone of the three cores to accidents, being somewhat temperamental.

unicorn ( hair / tailhair )
- unicorn hair generally produces the most consistent magic, and is least subject to fluctuations and blockages. wands with unicorn cores are generally the most difficult to turn to the dark arts. they are the most faithful of all wands, and usually remain strongly attached to their first owner, irrespective of whether he or she was an accomplished witch or wizard. minor disadvantages of unicorn hair are that they do not make the most powerful wands (although the wand wood may compensate) and that they are prone to melancholy if seriously mishandled, meaning that the hair may 'die' and need replacing. a wand with a unicorn core is dependable and calm, making for a wondrous wand in healing and poor in herbology.

phoenix ( feather / tailfeather / tears )
- this is the rarest of the common core types. phoenix feathers are capable of the greatest range of magic, though they may take longer than either unicorn or dragon cores to reveal this. they show the most initiative, sometimes acting of their own accord, a quality that many witches and wizards dislike. phoenix feather wands are always the pickiest when it comes to potential owners, for the creature from which they are taken is one of the most independent and detached in the world. these wands are the hardest to tame and to personalise, and their allegiance is usually hard won.

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acromantula ( hair / fang )
- using a wand with this core has been illegal in britain since 1782, after it was discovered that a wielder of an acromantula web wand had particular ability with dark magics and potions. there are certain diplomatic exceptions, as it is a traditional core for asian wands, but even those are temporary, and many wizard diplomats on long-term assignments find themselves compelled to procure replacement wands for their stay.

ashwinder ( ash / egg )
- the ashwinder's ash is a good core for love magic much like the eggs of an ashwinder (a main ingredient in love potions). this core will often bond with witches and wizards who often get lost in their fantasies.

augury ( feather / tailfeather )
- once (incorrectly) associated with dark magic, they are now identified as especially powerful in divination and weather magics. they are drawn to those who are misunderstood, by choice or fate.

banshee ( hair / skin )
- if one is brave or stupid enough to go after a banshee and manages to acquire its hair, it can be made into a relatively fierce wand core. it promotes the darker aspect of magic, specifically curses. it fails altogether when used in any sort of healing.

basilisk ( scale / fang )
- basilisk wands are incredibly rare, as the beasts are rare to begin with and hard to kill. due to the rarity, they often are passed down from generation to generation, so basilisk-core wands are either the heirloom of slytherin-type pureblood families or reforged wands from family cores. the occasional new basilisk wand will almost always bond to a parselmouth or budding dark wizard. very little good comes out of wielders of basilisk wands.

billywig ( wing / stinger )
- billywig stingers are not common in britain, but are occasionally imported from australia, the native habitat of the billywig. billywig wands bond almost exclusively to light-hearted pranksters, and are extremely capricious- at one moment it will produce the strongest cheering charm in the school, but another time it will object to being used as a potion stirrer and siphon up hours of work without so much as a by-your-leave. when they do bond to a witch or wizard, they tend to be of hufflepuff or gryffindor

boggart ( skin )
- getting hold of a boggart is extremely hard and often traumatic. extremely strong for transfiguration, powerful ties to the dark arts. well suited to divination and legilimency. most often a slytherin wand, almost never hufflepuff.

boomslang ( scale / fang )
- boomslang venom, whether crystallized or in a rarer liquid core, provides a small boost to jinxes and hexes thanks to its venomous qualities. however, when a wandmaker undertakes the dangerous task of working with the raw venom, it is generally with the aim of creating a powerful transfiguration wand. whether or not the advantages outweigh the risks is not generally agreed upon in wandmaking circles.

centaur ( hair / tailhair )
- this is a very stable core material. very strong for astronomy divination. especially powerful core for ravenclaws. associated with aloofness, intelligence, and wisdom. it is not a fast caster but when it does cast it is has great strength.

chimaera ( fang / hair / scale )
- although chimaera cores are magically powerful, they are extremely rare in modern wandcraft. they are generally considered no more stubborn than hippogriff feathers, and are more stable than erumpent hide, but the fact of the matter is that there are more recorded basilisk slayings in the past fifty years than there are chimera slayings in all of recorded history. they are usually only found as parts of heirloom cores. chimera wands are most common in greece and the balkans, although as they were circulated through the mediterranean and former roman empire they are found throughout europe. these wands are prized for their raw power and offensive supremecy, although they are very difficult to control.

demiguise ( hair )
- demiguise hairs were long considered to not have enough oomph to make a proper wand, but with the advent of multiple cores they have gained favor for their strength in transfiguration and the subtle arts. when combined with a stronger wand core they make potent wands. however, on their own they can be rather one-dimensional and difficult to use for anything but transfiguration. they have found favor in students of all houses, although they may be slightly rarer among the open hufflepuffs.

doxy ( wings / teeth )
- doxy wings, like the creatures they come from, can be unmanageable and mean-spirited. they are second only to basilisk wands in their abilities with the dark arts, and as such these rare wands are most often found in the hands of stubborn slytherins without the familial connection to obtain a basilisk core.

erumpent ( hide )
- here is a very good reason this is an exotic core. erumpent core wands are extremely dangerous, and don't take well to high levels of magic or sharp impacts. they may add a 'punch' to spells when combined with a gentler core, but most wandmakers refuse to work with it completely due to the danger it poses to maker and wielder.

fairy ( wings )
- this core makes for a light, airy wand, and is the absolute best for charms. they also signify a connection to the mystic, so these wands, despite their relative rarity, are used by nearly half of known witches and wizards with the sight. despite their astounding strength in charms, they are merely average in defense against the dark arts and transfiguration, and will often fail at hexes altogether. as such, they're not commonly found in slytherin house, but are common in hufflepuff. ravenclaws and gryffindors may be drawn to this core, although they tend to react better to blends of fairy wings and unicorn hair.

fenghuang ( feather / tailfeather )
- this core makes for a wand that cannot abide being used in any manner of dark arts and will often backfire in using hexes or curses unless the caster is attacked first. the asiatic cousin of the phoenix, it is almost as rare in usel. charms and arithmancy are primarily what this wand core favors, with a distinctly flared enthusiasm for alchemy. they are most commonly in the hands of ravenclaws and hufflepuffs, but do seem to seem to be more critical of ravenclaw masters. a soothing wand wood can help assuage this temperamental core.

fwooper ( feather / tailfeather )
- fwooper feather wands are said to be a mark of ill omen for the wizards they bond to, as, like the birds they come from, they are rumored to slowly drive their wielder mad. despite their poor reputation, they do well with charms and care of magical creatures. however, they have a near-inability to cast quietus. they are commonly combined with another feather core, such as the phoenix for health or the hippogriff for stability.

griffin ( feather / tailhair )
- a griffin core is a wise choice for one who wishes to cast powerful defensive spells, charms or hexes. wands with this core often indicate a wielder with talent in defence against the dark arts. they have a strong ability to cast protective enchantments with ease and is an equally strong wand in a duel. this core is inherently incapable of failing to cast a commanded spell, but the strength of that spell is gleaned directly between the bond of this wand core to it's caster. this wand has a talent for dueling and for all magics to do with aerial goals - as such, most broommakers are known to hire griffin core wielders specifically for enchanting their brooms. this wand core aids best, however, in legilimens and can defeat all but the greatest minds for occlumens. it is notably most common in gryffindor hands, but has been known to take a liking to ravenclaws.

hellhound ( fang / horn )
- a beast of the mythical wild hunt with glowing eyes, poisonous saliva, great fangs and curling horns, these monstrous canids are not often seen on their own due to being pack animals and therefore it usually makes for a fiercely loyal wand. it easily fixates on enemies and can sometimes detect ill will towards its owner and react on it’s own. it is a good wand in transfiguration, excels in defense against the dark arts, but performs quite poor in herbology.

hippocampus ( hair / scale )
- this core has a talent for all matters of memory, as wizards have a similar belief in the memory of the hippocamp as muggle share of elephants. there are talents in water spells and are very fast casters. it has immense subtlety, but little in terms of firepower, and can also be useful in the creation of items such as the pensieve. they prefer the company of ravenclaws, but do find fondness in hufflepuffs for their dedicated natures.

hippogriff ( feather / tailhair )
- hippogriffs are noble animals with a reputation for not taking a slight. these wands require constant respect, and if the wielder does not give it, they can watch its formerly stable and versatile magic backfire on it. it is not the strongest core, but it is one of the most adaptable. these wands are most common amongst gryffindors, but they are rare overall.

hydra ( scale / fang )
- this wand core is both swift in casting and strong in power, but has a temperamental nature that may sometimes backfire if the owner does not cast with conviction. this core has an affinity towards generally quarrelsome wizards and witches. this core makes for a great wand in defense against the dark arts and poor in charms.

karkadann ( hair / tailhair )
- this wand core is known for having an intense power behind it's spells, most especially when the caster that wields it possesses a mighty conviction. defensive spells are a primary talent with a close second being charms. it is a headstrong core that is most often combined with a unicorn core to temper a spectacular bullheadedness if a wizard does not have a strong mental aptitude and constitution or weaker will. most are found among gryffindors, but there are a few hufflepuffs that let their determination shine through.

kelpie ( hair / tailhair )
- kelpie hairs are incredibly temperamental cores with a tendency to backfire, explaining their rarity. they were once common in celtic wandmaking, however, the import of demiguise hairs has resulted in them falling out of favor. they have similar qualities to demiguise hair, and are powerful transfiguration cores when they don't backfire spectacularly.

kirin, qilin ( hair / tailhair )
- this core, cousin of the european unicorn and indo-persian karkadann, is especially inclined to those of a regal nature and a sage mind. there is a definite strength in this core for fire spells or spells that aid in elusiveness like silencing or invisibility. the core is amiable to all the houses, but requires an especially discerning mind and therefore are most often preferred by ravenclaw wielders.

knarl ( spine )
- the tempermental nature of the originating creature shines through in wands utilizing its spine as a core. when misused, the backfire of this wand can prove severely damaging. an easily frightened creature, it is only natural that a wand begotten of a knarl is found in the hands of those who are more paranoid than usual. their wielders are typically proficient with hexes, and the spines lend their strength to spells that confuse or disorient the target, especially the confundus charm. generally, a wand with a knarl core is good in potions and poor in healing.

leprechaun ( hair / gold )
- often regarded in a similar fashion to veela hair wands in its preference to the irish. benefits from the calming influence of a dual-core wand. users are often considered to be divided between cheerful and good-natured folk, or thoughtless pranksters. they are great charms cores, and not too bad at transfiguration, though they are lacking in protection spells or healing spells.

mandrake ( root / leaf )
- mandrake roots are most responsive to use in herbology, of course, but like its origin plant, has a high success of strong healing magic. it draws from the earth element. because of its heavy focus in healing magic, the wand can be easily distracted when used in defense against the dark arts - often preferring to seek out victims rather than go on the offensive.

manticore ( hair )
- manticore hair is an all around good core, but it is hard to procure due to the dangerousness of the creature it is taken from. a manticore hair would be a wise choice for one who wishes to cast dangerous hexes or miraculous charms. it would make an excellent companion to woods that draw of the element of earth, as that is the choice domain of most manticores.

siren, mermaid, merrow ( hair / scale )
- can be temperamental unless tempered by a sturdy or soothing wand wood; best suited to intelligent wielders. excels in use underwater and spells involving water. excellent for herbology and potions.

monoceros ( hair / tailhair )
- this core is grand and powerful in spells, but slow to cast. those of high energy often dismiss this core as something of a sluggish nature, but miss the talent it has for seeming almost sentient in the manner it defends the wielder. wands that possess this core are always over eleven inches and it is known to have a preference in spells that are a party to freedom and self-reliance in the caster. it leans to hufflepuff and slytherin when choosing a companionable master.

murtlap ( tentacle )
- this core is weaker in other areas, but extremely fast caster. it bonds most often with gryffindor and hufflepuffs, but can form a very strong bond with a wielder of any house.

mushussu ( scale / horn )
- this core is an especially prone core to backfiring if the pride of the caster in their work is superseded by the pride and arrogance of the core. it has talent in regards to all spoken spells and grows stronger and stronger as the caster uses it. slytherins are the most common of all the houses to possess one of these cores.

nundu ( fur / whisker )
- this core is especially violent and prone to powerful casting ability. it is especially preferred by those who are intensely involved in duelling or using offensive spells. it is especially potent in defensive spells when outnumbered. there are very few cores made of this beast and wandmakers are cautious about using it.

pegasus ( hair / tailhair / feather )
- though exceedingly rare and similar in nature to hippogriff feathers, pegasus feathers are prized for their ability with defensive magic and transportation related charms. the nature of a pegasus being able to find foraging in the most remote of places translates to a talent in herbology. the wielder of a pegasus core wand tends to have a flair for both style and care of magical creatures. a wing feather would be a wise choice for one who wishes to control the four winds or harness the power of lightning. it would make an excellent companion to woods that draw off the elements of air, lightning, and water. When an abraxan core is made, it usually shows a talent for imbibing alcohol.

pixie ( wing / teeth )
- these are great wand cores for those who are by nature, impish. perfect for casting hexes and jinxes, this is the perfect wand core for those troublemakers who have decided to take up a life of mischief. pixie wands are also great at transfiguration with an extra omph. pixie cores are also rather good at charms, and are, ironically, the only wand core capable of successfully casting the spell peskipiksi pesternomi.

remora ( scale / heartstring )
- remora heartstrings boost power to any water-based spells, such as aguamenti or the bubble-head charm. their wands are typically excellent for healing and potions, and they are often found in the hands of those with the sight. scales of the remora are poor in herbology, the strength in water charms drowning out any talent in plant-work.

runespoor ( scale / egg )
- it is a powerful core for dark magic, but also casts powerful divination spells. because this core is often taken from the runespoor's 'critic' head, it often finds pessimistic masters most appealing. occasionally the fang will be taken from the 'dreamer' head of the runespoor, in that case it finds a home with a lot of ravenclaws.

thestral ( hair / tailhair )
- it is regarded as an unstable, if not difficult substance to use in wand making, but has unusual affinities with transportation magic and is surprisingly talented in healing and repairing anything to its original state. it has a particular strength in herbology that is likely due to the nature of death feeding the earth and thus feeding the plants that grow. this core has a poor time in charms.

veela ( hair )
- veela wands are temperamental like the creatures they come from, and are considered too volatile for a decent wand core in many circles. however, some wizards, particularly those with veela blood, enjoy the boost it gives to outdoorsy magics, divinations, and charms. the veela's inherent intelligence makes finding these wands among the non-veela blooded most common in ravenclaw.

werewolf ( hair )
- a very violent core, werewolf hair tends to seek out users who are aggressive and tend to be more physical than others. werewolf hair tends to be compatible with woods that draw on the earth element, because of the outdoorsy quality of the werewolf. it also boosts power in hexes and curses, this core is also most powerful during the night of a full moon. because of the violent nature of the core, it is seen to be poor in healing.

xiuhcoatl ( scale / fang )
- slytherins are almost as likely to be drawn to this core as they are to the basilisk cores seen in older wands. the self-serving nature of the beast makes spells to aid or heal another almost entirely void of use. it has a temper and can backfire when a wielder is not appropriately cutthroat in their manner of casting - the core often refuses to cast any spell that is not the utmost effect of the spell's intended purpose. this is an especially talented wand core for curses, hexes, and potions dealing in dangerous materials.

>>> wand flexibility is the determination to stay with its current owner, but can also be attributed to the actual pliability of the wood itself. There can be plain flexibility listed, or there may also be qualifiers (ie. lightly, pleasantly, rather, very, etc.) added for uniqueness.
FlexibilityFlexibility in order from most to least flexible --

>>> combustable
>>> brittle
>>> bendy
>>> flexible
>>> yielding
>>> swishy
>>> springy
>>> pliable
>>> whippy
>>> unyielding
>>> inflexible
>>> unbending
>>> stiff
>>> hard
>>> solid
>>> rigid

specials
>>> be it born to the character, or perhaps a learned special, each one can enhance your character in different ways. Please keep in mind to check if any special is closed due to overpopulation of them in the game.
animagus it takes skill, practice, and patience for wizards and witches to become animagi. the process of becoming an animagus is long and arduous, and has the potential to backfire and cause the transformation to go horribly wrong. many witches and wizards simply feel that their time might better be employed in other ways, as the skill is of limited practical use unless one has a great need of disguise or concealment. animagi can only take on the form of one specific animal. this animal form is not chosen by the wizard, but determined by their personality and inner traits. an animagus almost always takes the form of their patronus at the time. each animagus bears an identifying mark on their animal form that is caused by something on their human body. this may be a physical trait like dental structure, or an acquired trait such as glasses.
metamorphmagus a metamorphmagus is a witch or wizard with the ability to change his or her physical appearance at will, rather than requiring polyjuice potion or a spell like the rest of the wizarding population. they are extremely rare. unlike animagi, metamorphmagi can take a wide variety of forms, changing sex and age, potentially looking like anyone at all, or even just changing a part of their appearances, such as the shape of their noses. like many other types of magic, a metamorphmagus' abilities are affected by his or her emotional state. the person's appearance at any moment will often reflect the emotion the person is feeling at the time. strong emotions, such as shock or sadness, can affect their abilities to the point of having trouble using them at all. they are extremely rare.
part-giant part-giants are beings with some, but not a total, amount of giant heritage or blood, as well as part human blood. part-giants will be much taller and larger than ordinary humans, will have considerable spell resistant skin, as well as they will possess great physical strength, though not to the same extent as giants.
part-vampire a part-vampire is a being with both human and vampire traits. part-vampires are therefore a type of half-breed, with human and vampire ancestors. this has been confirmed because it is proved that vampires are related to humans since they are featured in the ministry's guidelines for the treatment of non-wizard part-humans. a vampire is a magical hominid that is famed for biting people on the neck and sucking their blood after charming them with their eyes. they are part of the family of beings known as the living dead.
part-veela a part-veela is the child of a wizard and a veela or half-veela. part-veela are considerably more beautiful than average humans, as well as seem to possess the veela power of entrancing those attracted to the gender they possess. it is unknown if half-veelas are able to transform into bird-like creatures, as full veelas can but it is certain that magic is inherited through the wizard side, but part-veelas cannot.
seer a seer is a gifted wizard or witch who has the ability to see into the future with their inner eye. seers predict prophecies, which are then recorded and stored in the hall of prophecy in the ministry of magic's department of mysteries. seeing into the future is incredibly difficult because of the complexity of every single action and their consequences. according to minerva mcgonagall, true seers are extremely rare.
parselmouth an individual who can speak parseltongue is known as a parselmouth. it is a very uncommon skill, and is typically hereditary. nearly all known parselmouths are descended from salazar slytherin with harry potter being a notable exception. parseltongue is, when spoken, a hissing sound, similar to that of a snake; as such, normal people cannot understand it. apart from merely communicating with serpentine lifeforms, parselmouths also seem able to influence the will of serpents to a certain extent.
werewolf a werewolf is a human being who, upon the complete rising of the full moon, becomes a fearsome and deadly near-wolf. this condition is caused by infection with lycanthropy, also known as werewolfry. werewolves appear in the form of a wolf but, there are distinctions between them and regular wolves. werewolves can be distinguished from regular wolves by their shorter snout, more human-like eyes, and their mindless hunting of humans whilst in wolf form. at all other times, they appear as normal humans, although will gain a pallor as the moon approaches and then wanes. if a werewolf is in human form and bites the victim, they will merely gain lupine tendencies such as a fondness for rare meat. any bite or scratch obtained from a werewolf, whether in human or animal form, will leave permanent scars. One curious feature of the condition is that if two werewolves meet and mate at the full moon, the result of the mating will be wolf cubs which resemble true wolves in everything except their abnormally high intelligence. The results of the known births now occupy the Forbidden Forest and are at the core of the werewolves-in-the-woods myth at Hogwarts.