Wolf rpg
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Wolf rpg

A rpg with wolves and stuff like that
 
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 нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ

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«ĸodα«
hunter
hunter
«ĸodα«


Posts : 103
Join date : 2012-02-18
Age : 25
Location : United States of America.

нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ Empty
PostSubject: нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ   нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ EmptySun Sep 30, 2012 5:57 pm

нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ Hogwarts
нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ 20ftgsn

-xx; Introduction:

You poke your head out the train doors hoping to catch a glance at the castle, even against the dark starlight, you can still make out the massive silhoutte. A booming voice from the side catchs you attention as you jump off the train.

"First years! Over here!" A person stands at the end of the lan perferly eight feet tall, possibly taller. You go over to the man and see he had a big black beard, as if curls around his chin and stops at his chest. He waves you over along with other First years. He tells you to get into the boat, that they'll be sailing across the lake. Upon enter Hogwarts, you see the Main Hallways. You let other herd you toward the Great Hall as you take in the features around you, suddenly remebering your about to be sorted, exciment rushes into your veins as you see the Sorting hat sitting upon the stool. You look around and the that the tables are spreated by houses. You look at the Deputy Headmaster as he calls your name, you hesitate before going up to the stool. The hat falls onto your head and covers your eyes and wait for the hat to call your house...

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нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ 2l8yjpd

-xx; Яʋℓɛƨ

Activity:

Please be on once every two weeks, I'm not strict about how much your on unless you have a very imporatn character. I delete inactive peopl once a month, sometimes every other month, But I will search for you myself.

Forum Rules

Follow them, Here the link if you must read them, But I expect you to follow them, any violation you will be given a warning, then reported if needed be.

Be Literate.

I don't like text talking, You don't have to use subs, having subs has nothing to do with complete senteces and grammer.

Charaters:

I don't care how many you have, but RP them All. And if you see someone with the same name, I would appreicate it if you changed yours a bit.

Sue's

None of that please, your chater isn't perfect, you may choose one thing about them, expect for the part "Where every guys/girl falls for them" No,Charming, Flirty, Sure, but you get my point.

Joining

You don't have to use mine, I actually perfer you to put everything in a paragraph, but make sure it has all the information required

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]-xx; Ƨcнσσℓ Ɩиғσямαтισинσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ 31860bynxdy9al3

-xx; Uniform

First-year students will require:

  • 1. Three sets of plain work robes (black)
  • 2. One plain pointed hat (black) for day wear
  • 3. One pair of protective gloves (dragon hide or similar)
  • 4. One winter cloak (black, with silver fastenings)
    Please note that all pupil's clothes should carry name tags.


-xx; Course Books

All students should have a copy of each of the following:

  • The Standard Book of Spells (Grade 1)
    by Miranda Goshawk

  • A History of Magic
    by Bathilda Bagshot

  • Magical Theory
    by Adalbert Waffling

  • A Beginner's Guide to Transfiguration
    by Emeric Switch

  • One Thousand Magical Herbs and Fungi
    by Phyllida Spore

  • Magical Drafts and Potions
    by Arsenius Jigger

  • Fantastic Beasts and Where to Find Them
    by Newt Scamander

  • The Dark Forces: A Guide to Self-Protection
    by Quentin Trimble


-xx; Other Equipment

  • 1 wand
  • 1 cauldron (pewter, standard size 2)
  • 1 set glass or crystal phials
  • 1 telescope
  • 1 set brass scales
  • Students may also bring, if they desire, a toad or frog or owl or snake or rat or cat or pigmy puff or any cage/aquarium animal. If you have another pet that you desire please ask.


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-xx; Ǥяα∂ɛƨ

During their first four years, students need only to pass each subject before advancing to the next level the following year, Hermione is known to have received 112% in Charms in Philosopher's Stone, and 320% in Prisoner of Azkaban in Muggle Studies. If students fail in their year, they need to repeat it in the following school year. To qualify as a registered practitioner of magic, students must study for the compulsory Ordinary Wizarding Level (O.W.L.) examinations taken at the end of the fifth year. If a student scores well enough on an O.W.L., he or she may take advanced classes in that subject for the final two years in preparation for the Nastily Exhausting Wizarding Tests (N.E.W.T.), an in-depth examination given at the end of the seventh year. A U.K. student generally takes only three or four A-Level subjects and exams, just as a typical Hogwarts student takes only a few N.E.W.T.-level subjects.

Most O.W.L.s consist of two parts, a written theoretical test and a practical demonstration of skills before the examiners. Subjects are graded on the following scale:

[color:yellow]Passing Grades[/color]


    O = Outstanding

    E = Exceeds Expectations

    A = Acceptable


[color:yellow]Failing Grades[/color]

    P = Poor

    D = Dreadful

    T = Troll


The O.W.L. roughly corresponds to the General Certificate of Education GCSE (formerly the O-Level), and the N.E.W.T. to the A-level or IB examinations used in the English, Welsh and Northern Ireland secondary school system. To proceed to a N.E.W.T., a student usually needs to have achieved at least an E in the O.W.L. of the same subject, although some professors such as Professor Snape insist upon a grade of O. Students who fail in their exams or who do not achieve high enough grades do not continue with the subject in their sixth and seventh years.

At the end of their fifth year, students speak briefly with their head of house to decide which classes to continue in depending on their O.W.L. scores and their goals after school. The classes they decide to continue are considerably more advanced. Because they dropped one or more classes, students in their sixth and seventh year may get several class sessions off per week. The heavy workload that each class requires means that students usually spend these times studying and doing homework. At the end of their seventh and final year, students take the N.E.W.T. exams, which test what the student has learned over the past two years. Many professions require high grades in these tests, meaning that students must work hard to ensure that they pass.

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Monday
6:00am-7:00am (pitch), Ravenclaw Quidditch Practice
6:30 - 7:45 am - Breakfast
7:00 - 8:00 Hufflepuff Quidditch Practice (Food will be provided)
8:00 - 11:30 am - Morning Classes (15 minute passing period between each class)
11:30 am - 12:30 pm - Lunch
12:45 - 5:30 pm - Afternoon Classes (15 minute passing period between each class)
5:30 - 6:30 pm - Dinner
6:00pm-7:00pm - Gryffindor Quidditch Practice
6:45 - 7:30 pm - Charms Club
8:00 pm - Curfew for First Through Fourth Years
9:00 pm - Curfew for Fifth Through Seventh Years

Tuesday
6:00am-7:00am (lake for cardio), Ravenclaw Quidditch Practice
6:30 - 7:45 am - Breakfast
7:00 - 8:00 Hufflepuff Quidditch Practice (Food will be provided)
8:00 - 11:15 am - Morning Classes (15 minute passing period between each class)
11:15 am - 12:15 pm - Lunch
12:30 - 5:30 pm - Afternoon Classes (15 minute passing period between each class)
5:30 - 6:30 pm - Dinner
6:00pm-7:00pm - Gryffindor Quidditch Practice
6:45 - 7:30 pm - Dueling Club
8:00 pm - Curfew for First Through Fourth Years
9:00 pm - Curfew for Fifth Through Seventh Years
Midnight - 1:30 am - Astronomy Sixth and Seventh Years
нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ Hogwarts
Wednesday
6:00am-7:00am (pitch), Ravenclaw Quidditch Practice
6:30 - 7:45 am - Breakfast
7:00 - 8:00 Hufflepuff Quidditch Practice (Food will be provided)
8:00 - 11:30 am - Morning Classes (15 minute passing period between each class)
11:30 am - 12:30 pm - Lunch
12:45 - 5:30 pm - Afternoon Classes (15 minute passing period between each class)
5:30 - 6:30 pm - Dinner
6:00pm-7:00pm - Gryffindor Quidditch Practice
6:45 - 7:30 pm - Gobstone Club
6:45 - 7:30 pm - Magical Creatures Club
7:15 - 8:00 pm - Arithmancy Club
8:00 pm - Curfew for First Through Fourth Years
9:00 pm - Curfew for Fifth Through Seventh Years
Midnight - 1:30 am - Astronomy Fifth Years

Thursday
6:00am-7:00am (lake for cardio and weight training), Ravenclaw Quidditch Practice
6:30 - 7:45 am - Breakfast
7:00 - 8:00 Hufflepuff Quidditch Practice (Food will be provided)
8:00 - 11:15 am - Morning Classes (15 minute passing period between each class)
11:15 am - 12:15 pm - Lunch
12:30 - 5:30 pm - Afternoon Classes (15 minute passing period between each class)
5:30 - 6:30 pm - Dinner
6:00pm-7:00pm - Gryffindor Quidditch Practice
6:45 - 7:30 pm - Glee Club
8:00 pm - Curfew for First Through Fourth Years
9:00 pm - Curfew for Fifth Through Seventh Years
Midnight - 1:30 am - Astronomy Third and Fourth Years


Friday
6:30 - 7:45 am - Breakfast
7:00 - 8:00 Hufflepuff Quidditch Practice (Food will be provided)
8:00 - 11:30 am - Morning Classes (15 minute passing period between each class)
11:30 am - 12:30 pm - Lunch
12:45 - 5:30 pm - Afternoon Classes (15 minute passing period between each class)
5:30 - 6:30 pm - Dinner
6:45 - 7:30 pm - Herbology Club
8:00 pm - Curfew for First Through Fourth Years
9:00 pm - Curfew for Fifth Through Seventh Years
Midnight - 1:30 am - Astronomy First and Second Years

Saturday
7:30 - 9:00 am - Breakfast
8:00 - 9:00 Hufflepuff Quidditch Practice
9:00am-12:00pm - Gryffindor Quidditch Practice
11:30 am - 12:30 pm - Lunch
1:00 - ? pm - Quidditch Match (when scheduled)
12:45 - 2:00 pm - Wizard's Chess Club
2:00pm-6:00pm (pitch), Ravenclaw Quidditch Practice
5:30 - 6:30 pm - Dinner
8:00 pm - Curfew for First Through Fourth Years
9:00 pm - Curfew for Fifth Through Seventh Years

Sunday
7:30 - 9:00 am - Breakfast
11:30 am - 12:30 pm - Lunch
5:30 - 6:30 pm - Dinner
7:00 - 8:00 pm - Prefect Meeting (first and third Sunday of each month)
8:00 pm - Curfew for First Through Fourth Years
9:00 pm - Curfew for Fifth Through Seventh Years

Hogsmeade Weekends

7:30 - 9:00 am - Breakfast
11:30 am - 12:30 pm - Lunch
6:00 - 7:00 pm - Dinner

Saturday:
Third, Fourth and Fifth Years, 8AM-5PM
Sixth and Seventh Years, 8AM-6PM

Sunday
Third, Fourth and Fifth Years, 8AM-4PM
Sixth and Seventh Years, 8AM-5PM


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-xx; Ƥαƨƨαɢɛƨ

Sorcer's Stone Hiding Place-

    Accessed by entering a trapdoor in the forbidden corridor on the third floor, and protected by a gauntlet of seven magical challenges set up by the teachers.

    A giant three-headed dog named Fluffy placed specially to guard the trapdoor by Hagrid.

    Devil's Snare, grown by Professor Sprout.

    A room containing dozens of keys, charmed by Flitwick to sprout wings and fly near the ceiling. One of these keys will unlock the door to the next section. However, in the film adaptation, the keys attack the seeker of the Stone.

    A large chessboard with an army of large chessmen, transfigured by McGonagall. To continue to the door on the opposite side, the person in question must beat the chessmen at a game of wizards’ chess where the player must risk his life if he loses. Ron and Professor Quirrell are the only wizards to win the game of wizards’ chess.

    A room with a large troll inside. This is Quirrell's challenge. In the book, Quirrell had knocked out his own troll to get to the last room and thus the trio did not have to fight it; in the film, it does not appear, but it appears in the PlayStation One version of the game.

    A series of potions, brewed by Snape. A logical riddle, not magic, has to be solved. There are two doors, blocked by fire. One potion will allow the person to exit the way he or she arrived, another will allow him or her to continue to the next chamber, two are nettle wine, and the other three are poison. This challenge does not appear in the film, but does in the video game adaptation.

    The Mirror of Erised can be found in the final chamber, further enchanted by Dumbledore to bestow the Philosopher's Stone upon a seeker only hoping to acquire the stone but not use it for selfish means.


--- нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ Hogwarts

Chamber of Secrets-

    The Chamber of Secrets, which is deep under the school (probably under the lake), was home to an ancient Basilisk, intended to be used to purge the school of Muggle-born students. Salazar Slytherin, one of the founders of Hogwarts, built the Chamber before he left the school.
    The Chamber is well-hidden and its entrance is in Moaning Myrtle's bathroom on the second floor, which leads down into a dark, slimy stone tunnel. There are many skeletons of small animals littering the floor and even a gigantic skin shed by the Basilisk. The tunnel leads to a solid wall, carved with two entwined serpents with emeralds for eyes. When Parseltongue is spoken they open into a long, dim corridor, lined with monumental statues of snakes, including two towering stone pillars with more carved serpents that brace the ceiling. A colossal statue of Salazar Slytherin, looking ancient and monkey-like, is at the centre. The Basilisk rested inside the statue and emerged from its mouth when the Heir of Slytherin, Tom Riddle, summoned it. In his second year at Hogwarts, Harry uses Parseltongue to open the chamber and destroys the diary containing the embodied memory of a 16-year old Tom Riddle from his own days at Hogwarts. It is later revealed that the diary was a Horcrux. In Deathly Hallows, Ron and Hermione enter the Chamber. Ron opens the door (despite not speaking Parseltongue) by imitating sounds he heard Harry use to open Slytherin's locket. They find a basilisk fang to use to destroy the Horcrux made from Helga Hufflepuff's cup.
    Moaning Myrtle's bathroom contains the entrance to the Chamber of Secrets. The entrance is a sink with a snake scratched onto the tap, opened by speaking Parseltongue. This causes the sink to open into a pipe large enough for a person to slide down it. At the bottom of this chute is a tunnel leading to the Chamber of Secrets. When Tom Riddle opened the Chamber, Myrtle was sulking in a stall. When she heard him, she opened the door, saw the Basilisk, and died immediately, becoming a ghost. Her bathroom remains operational, but is rarely used by students because of Myrtle's disagreeable presence and her habit of flooding it when she is distraught.


- - - -нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ Hogwarts

-xx; Passages

There are usually seven secret passages in and out of the school, and in addition, the series describes the use of twin vanishing cabinets to create another. Filch knows of just four of these while the Marauders (Remus Lupin, Peter Pettrigrew, Sirius Black and James Potter) and the Weasley twins know of all seven, though where some lead is unknown. The Room of Requirement may, on occasion, create an eighth passage out of the school. The only known instance of this occurring is a passage to the Hog's Head bar that formed before the Battle of Hogwarts. Due to the nature of the Room of Requirement, it is possible that several passages to different locations could be accessed from the Room. The passages that Filch does not know about are:

  • A passage beneath the Whomping Willow, leading to the Shrieking Shack.

  • A passage behind a mirror on the fourth floor, which is caved in. It leads to Hogsmeade, but where in Hogsmeade it leads to is unknown.

  • A passage beneath a one-eyed witch statue by the stairs to the Defence Against the Dark Arts classroom, leading to the cellar of Honeydukes. Speaking aloud the word ‘Dissendium’ to the witch allows access to this passage; the push to on the statue then opens and reveals the hidden passageway.

  • Numerous 'short-cuts' that lead from one part of the castle to another. These are often concealed in such fashions as a tapestry which hides a hole in the wall.

  • A further link between two vanishing cabinets, one in the school and the other in Borgin and Burkes in Knockturn Alley presumably worked until Chamber of Secrets when Peeves (persuaded by Nearly Headless Nick) smashed the Hogwarts cabinet. The passage was reopened in Half-Blood Prince when Draco Malfoy fixed the cabinet. This passage is not shown on the Marauder's Map as it is not part of the castle itself.


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нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ 28l89c3

]-xx; Ƥℓαcɛƨ

The Greenhouses - This is where Herbology class takes place.

Great Hall - This is where the students and teachers eat. For the students, there are four long tables, one for each house, sitting longways in the hall, so if you walk in the main door, the end of the tables are facing towards you. The teacher's table faces lengthwise, at the back of the hall, and the teachers sit on the side facing the students. The headmaster sits in the middle chair with the teachers on either side of him/her.

Dungeons - Underneath the castle are dark dungeons. The Slytherin common room and potions classroom are in the dungeons.

Forbidden Forest - The Forbidden Forest is a large, dark forest in the boundaries of the school grounds. It is usually referred to simply as "the Forest" and in the film series as the "Dark Forest". It is strictly forbidden to all students, except during Care of Magical Creatures lessons and, on rare occasions, detentions. Among the plant species within the Forest are trees such as beech, oak, pine, sycamore, yew and knotgrass and thorn undergrowth. Though the Forest is vastly dense and wild, there are a few paths and clearings. Hagrid, who frequently travels into the Forest for various reasons, mostly makes these trails. The Forest is also home to an assortment of creatures. The following is an incomplete list of beasts that inhabit the forest:

  • A herd of at least fifty Centaurs, including Bane, Magorian, Ronan, and Firenze.- Half Horse, Half Human, Who want nothing to do with humans, They carry Bows.

  • A colony of Acromantula Aragog and his family.- Large spiders that eat human flesh and run from the Ballisk.

  • Unicorns- Horses with horns on their headds. Adult Unicorns are pure white why the foals are golden and eventually turn White when they reach adulthood.

  • Thestrals-[/b] Horse like birds that can only be seen my those who have witnessed death.

  • Trolls - No Decribtion

  • Bowtruckles - No Describtion

  • Fluffy- a three-headed dog who was released into the forest after the events of Philosopher's Stone.

  • Grawp - A small giant, lived in the Forest during Order of the Phoenix. Dumbledore later arranged for him to move up to the mountains surrounding Hogwarts and live in a big cave, where he is "much happier than he was in the Forest"


The Lake - The lake takes up a good part of the Hogwarts grounds. It is good for swimming in the summer, but you need to watch out for the giant squid. Merpeople also live in the lake.

Headmaster's Office - The headmaster's office has a stone gargoyle in front of it. If you say the password, which the headmaster sets, it will step aside and allow you to go up.

Quidditch Pitch - The Quidditch Pitch is on the grounds a little away from the castle. Each house has a section where they sit to watch quidditch matches.

Owlery - All the student's owls live here. It is is one tower of the castle, and all the windows are open. The ground is littered with owl droppings, small animal bones, and straw. The walls are lined with alcoves for the owls to roost in while they aren't conveying messages or hunting.

Gryffindor Common Room - On the 7th floor, guarded by the portrait of the Fat Lady. Say the password and she will open for you. The common room has many couches, tables, and desks, and a fireplace, all in red and gold. Two staircases go up to the dormatories, the girl's and the boy's. Girls are allowed to go to the boy's dormitories, but boys can't go to the girl's. The dormitories are separated by the year of the students.

Slytherin Common Room - In the dungeons, the common room is guarded behind a certain stretch of wall. Say the password and and it will open for you. The common room has many couches, tables, and desks, and a fireplace, all in green and silver and lit with an eerie green light. Two halls lead to the dormatories, the girl's and the boy's. Girls are allowed to go to the boy's dormatories, but boys can't go to the girl's. The dormatories are separated by the year of the students.

Ravenclaw Common Room - On the 6th floor a staircase leads up to the commen room, which is guarded by a door. Knock on the door and the small metal eagle on the door will ask you a question. Answer the question correctly and it will open for you. The common room has many couches, tables, and desks, and a fireplace, all in blue and bronze. Two staircases go up to the dormitories, the girl's and the boy's. Girls are allowed to go to the boy's dormitories, but boys can't go to the girl's. The dormitories are separated by the year of the students.

Hufflepuff Common Room - On the first floor, a hall leads off the entrance hall. A painting of fruit is here, and if you say the correct password it will open for you. The common room has many couches, tables, and desks, and a fireplace, all in yellow and black. Two staircases go up to the dormitories, the girl's and the boy's. Girls are allowed to go to the boy's dormatories, but boys can't go to the girl's. The dormatories are separated by the year of the students.

Library - On the 3rd floor there is the library. You need written permission from a teacher to go into the restricted section.

Hospital Wing - On the 6th floor the hospital wing is where students and teachers that get sick or hurt go

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Wand Information

☼ Dragon Heartstring ☼
Dragon heartstring is a powerful core with a lot of magical “heft”. It is not the core you want for subtlety, but for sheer power it is definitely the best. Although it is the most common core among Dark Wizards, Dark Wizards are most certainly not their most common users. Dragon heartstrings are by far the most common wand core amongst Slytherins, but their power often bonds to Gryffindors and Ravenclaws as well. However, they tend to overwhelm the archetypal Hufflepuff personality.

☼ Phoenix Feather ☼
Phoenix tail feather is a popular wand core due to its versatility and power. Its main strength lies in Defense Against the Dark Arts, although its adaptability can wrench it to hexes and jinxes if need be. As with the dragon heartstring core, the phoenix core is common amongst Light Wizards, but its users are not necessarily Light Wizards. This core may specifically impede Dark spells, so it is not common amongst Slytherins. However, it is by far the most common Gryffindor wand core, and is not unusual amongst Ravenclaws and Hufflepuffs.

☼ Unicorn Hair ☼
Unicorn hair is a more subtle wand, but it is quite compatible with Charms and Transfiguration. It is also hands-down the best core for healing, as it picks up some of the healing capabilities of unicorn blood. Unicorn hair has a reputation of picking gentler or more cerebral users, so it is common amongst Hufflepuffs and Ravenclaws. More laid-back Gryffindors and subtler Slytherins may find themselves with a Unicorn hair wand.

Uncommon Wand Cores

ϙ Augurey Tail Feather ϙ
Augureys, or Irish phoenixes, were once associated with powerful Dark wands, as their cries were thought to signify an upcoming death. However, they were in reality never a strong Dark core, and were more accurately a powerful core for Divinations. Misunderstood students may find themselves bonded to an augurey wand, although these wands are altogether quite rare.

ϙ Basilisk Skin ϙ
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. [/b]

ϙ Fairy Wing ϙ
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.

ϙ Hippogriff Feather ϙ
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.

ϙ Veela Hair ϙ
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.

Wand Woods

Birch December 24 to January 20
Rowan January 21 to February 17
Ash February 18 to March 17
Alder March 18 to April 14
Willow April 15 to May 12
Hawthorn May 13 to June 9
Oak June 10 to July 7
Holly July 8 to August 4
Hazel August 5 to September 1
Vine September 2 to September 29
Ivy September 30 to October 27
Reed October 28 to November 24
Elder November 25 to December 22

нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ Hogwarts

σ Alder ~ Alder is extremely rare, as many wandmakers will refuse to take wood from an alder. The ‘bleeding’, turning from white to red, is considered to be inauspicious. The few wands made of alder are often those with strongly opposing cores (such as doxy wings and phoenix feather), as the wood imposes balance.

σ Apple ~ Apple is a gentle, outdoorsy wood that would find favor with a student skilled in Herbology or Care of Magical Creatures. It tends to get overwhelmed easily, and is thus rarely used with powerful cores (multiple dragon heartstrings or phoenix feathers, for example).

σ Ash ~ Ash is slightly associated with the Dark Arts, as the ash tree is said to ‘strangle’ the plants around it. It does excel at Dark magic, but is also good for Transfiguration. They also tend to bond to good Diviners.

σ Aspen (Cottonwood) ~ Those with aspen wands tend to be defiant and talkative. This wand boosts power in Charms, but detracts from Healing magic.

σ Beech ~ Beech is a strong, neutral wood that has no particular strengths or weaknesses, with the exception of one small quirk- it tends to function less effectively underwater.

σ Birch ~ Although it has a reputation for weakness, in actuality birch is one of the finest Light wandwoods in existence. It is associated with both driving out evil spirits (and thus will produce a strong Patronus) and with healing magic.

σ Black Ironwood ~ An African import, remarkable in that it will sink rather than float in water. Although its strength might imply a powerful wandwood, it is rarely used, even in African wandcraft- its weight, particularly in longer wands, impedes spellcasting, and it is next-to-useless underwater.

σ Black Walnut ~ A beautiful dark wood, this wand is more decorative than Dark, and is actually a strong Light wood- black walnuts produce a chemical that kills poisonous plants of the Nightshade family.

σ Blue Spruce ~ Like spruce, a strong wood that excels in everything except the Dark Arts. However, a witch or wizard with a strong personality can coax more out of a blue spruce wand than a spruce one.

σ Cedar ~ Cedar is a rather docile wandwood with particular skill in protective spells. Cedar wand wielders often become potent Occlumens.

σ Cherry ~ A “happy”, willing wandwood, which will give consistent results at all magic save the Dark Arts. Cherry with phoenix feather is a particularly agreeable combination for a Light wizard without particularly prodigious magical talents.

σ Chestnut ~ Chestnut is quite good at Transfiguration, although it tends to sputter at Charms and DADA.

σ Cypress ~ Cypresses have long been associated with the Greek god of the underworld, Hades. This wand has subtle power, and is good at Transfiguration and Dark Arts.

σ Dogwood ~ Dogwood is extremely hard and strong, and the wands made from it will have this resilience. It was once used for making daggers, and hence has a slight violent streak.

σ Ebony ~ Ebony is the most famous of the Dark woods, although not the most powerful. However, for visual impact and power, it is amongst the best.

σ Elder ~ Although it is rumored that the most powerful wand in existence was made of elder, it is not a particularly common wandwood, if only because when elder wands backfire, they often kills the wandmaker or wielder.

σ Eucalyptus ~ Eucalyptus trees grow quickly, so these wands channel that liveliness to be both willing and powerful. However, they are rather rare, and are most commonly Australian imports.

σ Fir ~ Fir is not a common wandwood because of its undesirable physical properties, but is occasionally seen in outdoorsy wands.

σ Gingko ~ This is a highly unusual wandwood, and is rarely seen in the West. For over a millenium, it competed with plum as the most popular Chinese wandwood, 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 means that modern gingko wands are fairly rare. This is not to say that gingko is not a useful wandwood: it has great staying power, and is good for calming tempermental cores.

σ Hawthorn ~ There is a unique ritual associated with the harvesting of hawthorn for wandwood- they are only cut in symbolic prunings at Beltane. It is an excellent DADA wand, as it symbolizes protection.

σ Hazel ~ Hazel is quiet and versatile, giving subtle boosts to Charms and Transfiguration. It is another wand that denotes skill in Divination.

σ Hemlock ~ Hemlock is a ‘quick’ wandwood and allows for fast reactions, and makes an excellent potion stirrer besides.

σ Holly ~ The archetypal Light wandwood, Holly is renowned for its ability to repel dark spirits and demons. It may reduce your power in hexes, but the boost you get to DADA may just balance it out.

σ Hornbeam ~ Hornbeam, or ironwood, is considered to be the most stubborn of wandwoods. Those who have the necessary will to master it will be rewarded with an extremely powerful wand.

σ Ivy ~ An uncommon wandwood due to the difficulty of harvesting thick enough pieces, it is often worth the trouble, as it is deceptively strong.

σ Kaya ~ A lovely yellow wandwood of Japanese origin, it is extremely rare in British wandmaking. However, those bonded to Kaya wands will find their abilities in logical arts, such as Potions, Astronomy, Ancient Runes, and Arithmancy, boosted.

σ Linden ~ Linden, or lime, has not been widely used in British wandmaking. However, German wizards have long favored it for its association with Freya, and most powerful German DADA wands are made of linden.

σ Madrona ~ A beautiful evergreen from the Pacific Northwest region of North America, it is rare in British wandmaking. However, its distinctive peeling bark denotes its magical powers of change- hence, a powerful wood for Transfiguration.

σ Mahogany ~ Mahogany is a good all-around wood, not particularly powerful in any one situation, but a good solid overall wood.

σ Maple ~ Maple is a good, sturdy wood, and a bit more magical than oak. It’s rather versatile.

σ Oak ~ Oak is a strong, reliable wandwood that helps with DADA and Transfiguration. However, its sturdiness means that it may take longer to learn new spells.

σ Pine ~ A quiet wood, not powerful, not weak. It is a softwood, and thus has a bit more yield, making it more inclined to a quick-learning but less powerful wand. It is, however, excellent for Divination.

σ Plum ~ Plum wood is not common in English wandmaking, however, it is a traditional Chinese wandwood that has gained favor in Central Europe. It seems to be much like applewood, if slightly more inclined to Charms.

σ Poplar ~ Although poplar is a light wood, it is sometimes found in the wands of Dark Wizards, who find its properties of being extremely similar to human bone desirable.

σ Redwood ~ This wood excels at all wand-based magic, but it rarely bonds to witches and wizards who do well in the non-wand-based arts. Don’t expect this one to make a good potion stirrer!

σ Reed ~ Reed is always delicate, and a difficult wand to work with. However, its wisdom and intelligence make it sought-after by some. It is almost solely a Ravenclaw wandwood.

σ Rosewood ~ Rosewood is graceful and will complement phoenix feathers, unicorn hair, veela hair, and fairy wings nicely. However, other cores end up at odds with the wood.

σ Rowan ~ Rowan gives a definite boost to Charms and Transfiguration, but is one of the most willing and reliable all-around wandwoods. It was commonly used for a bow-making wood, and carries this significance into being a good dueling wood.

σ Sequoia ~ Another American wood, this is not commonly used in British wandmaking. However, the great age of the trees gives them plenty of time to absorb ambient magic, and hence this wood is ideal for those both strong-willed and in touch with nature.

σ Spruce ~ Spruce is a good, reliable, standard wandwood. You can’t go wrong with it.

σ Sycamore ~ A relatively new wandwood, many of sycamore’s properties are as yet unknown. However, it excels at divining, and would help with Divination, Arithmancy, and Ancient Runes.

σ Vinewood ~ Vinewood is flexible, which one might think would denote a yielding wood. However, it tends to be extremely erratic, and it is a strong wizard or witch who overcomes the insecurities the wood holds to become successful with it.

σ Walnut ~ A beautiful, strong, and versatile wood. Unlike black walnut, it has no slant towards Light or Dark.

σ White Pine ~ White pine is a unique wandwood, as it radiates serenity. It cannot be exhausted too much or it will strain and become quite fragile, but it is otherwise docile and easy to work with.

σ Willow ~ Willow is known as “the tree of enchantment”, and is hence quite favored for Charms. It also enhances healing magic, and is overall a willing, feminine wandwood.

σ Yew ~ Yew is a powerful wandwood. Due to its poisonous sap, it has Dark leanings, and is particularly good at Transfiguration.

-xx; House Points

-xx;[color:red]Gryffindor:[/color]: 0 Points

-нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ 361715hfjvd0orl6 : 5 Points

-нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ 361406noo9sqrkbi : 0 Points

-нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ 361722v3rqfl2agv : 5 Points

b] нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ


нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ 11weq7k


Ƨρɛℓℓƨ [/b]


Accio: A summoning charm that sends any object directly to the spell-caster. Can be used over long distances.

Aguamenti: This charm causes a stream of water to sprout from the end of the spell-caster's wand.

Alohomora: With this spell the caster can open locked doors and windows. It is especially effective against doors locked with the colloportus spell.

Anapneo: A charm that eliminates any blockage within a person's airway allowing them to breathe.

Aparecium: A revealing charm used to turn invisible ink visible again.

Apparate: Allows a witch or wizard to appear out of thin air at will.

Avada Kedavra: One of the Unforgivable Curses, this spell will kill a person instantaneously as long as the spell-caster is sincere when casting it. It is known as the Killing Curse.

Avis: A charm used to conjure a flock of birds

Babbling Curse: Causes the victim to speak incoherently.

Banishing Charm: This charm works the opposite of the summoning charm, causing an object to be removed from the spell-caster's presence.

Colloportus: A charm to magically seal doors. This charm can be easily broken by 'Alohomora'.

Concealment Charm: A charm used to conceal an object from the plain eye.

Confundus Charm: This charm is used to confuse the victim and make them easy to influence by the spell-caster.

Conjunctivitis Curse: A charm aimed at the eyes, it causes pain to the victim as their eyelids close and crust over rendering the victim blind.

Cruciatus Curse: One of the Unforgivable Curses. This spell causes severe pain within the victim as long as the spell-caster is sincere when casting it. The effects of the Cruciatus curse are enough to drive a person to insanity.

Cushioning Charm: Used commonly on broomsticks to create an invisible, cushioned area for the rider to sit upon.

Deletrius: This charm is used to disintegrate, or 'delete', an object.

Densaugeo: A charm that will cause the victim's teeth to grow in size.

Diffindo: A severing charm, used to split an object apart.

Disapparate: Allows a witch or wizard to disappear into thin air at will.

Dissendium: A spell that will reveal a secret passageway.

Drought Charm: This charm will dry up bodies of water when cast.

Engorgio: An engorgement charm. Useful in causing an object to grow in size.

Ennervate: A reviving charm that will return an individual to their normal state.

Episkey: A healing charm that works well on broken bones.

Evanesco: This vanishing charm makes objects disappear.

Expecto Patronum: The Patronus Charm is used as a defense against dementors. When used, the spell-caster conjures a patronus that will ward off dementors.

Expelliarumus: A disarming charm that will cause its victim's wand to fly out of their hands.

Ferula: This charm can produce bandages and slings for the wounded wizard.

Fidelius Charm: A powerful charm that conceals a secret. The secret is known only to the Secret-Keeper and cannot be found out by anyone else unless told to by the Secret-Keeper.

Finite Incantatem: This spell is used to eliminate the effects of any other spell cast.

Flagrate: A marking charm. With this charm, the spell-caster and use his wand to draw fiery marks in the air.

Flame Freezing Charm: This charm was commonly used by witches being burned at the stake; it allowed them to remain untouched by the fire.

Flapendo: A spell that knocks opponent backwards.

Furnunculus: The victim of this charm will find themselves covered in boils.

Homorphus Charm: This charm will force a werewolf to return to its original human state.

Hover Charm: A charm used to levitate an object and float it in the direction of choice.

Immobulus: A freezing charm used to stop an object from moving.

Impedimenta: This charm will slow down and obstruct attackers.

Imperius Curse: One of the Unforgivable Curses. The Imperius curse gives the spell-caster complete control over their victim.

Imperturbable Charm: With this charm a barrier is created that allows nothing to cross. This includes people, objects and sounds.

Impervious: This is a water repelling charm that makes an object resistant to water.

Incarcerous: A charm used to bind the victim with ropes.

Incendio: A fire charm that can be used to ignite fires.

Jelly-Legs Jinx: With this charm the victim's legs will shake uncontrollably.

Langlock: A charm that renders the victim speechless by causing their tongue to stick to the roof of their mouth.

Levicorpus: This charm will raise the victim up by its ankle and dangle them in mid air.

Liberacorpus: A counter-charm for Levicorpus, this charm releases a person from being suspended in mid air.

Locomotor: A motion charm that allows objects to be moved through the air.

Locomotor Mortis: This is the Leg-Locker Curse. The charm will cause the victim's legs to lock together making them unable to walk.

Lumos: When spoken, this spell produces a light at the end of the spell-caster's wand. Useful in illuminating dark places. (Counter spell: See Nox.)

Mobilarbus: This spell makes immovable objects movable.

Mobilicorpus: A charm used to move individuals who can't walk, such as an unconscious witch or wizard.

Morsmordre: A charm that conjures the Dark Mark. This is used only by Death Eaters and is a signal to show where a death has occurred.

Muffliato: This charm will allow the spell-caster to speak without being heard by filling the ears of others around them with a buzzing noise.

Nox: A charm to cancel out lumos. Removes the light from the spell-caster's wand.

Obliviate: This is a memory charm useful in erasing, or modifying, a person's memory.

Orchideous: A charm that causes flowers to bloom from the end of the spell-caster's wand.

Oppungo: With this charm the spell-caster can command something to attack a specific target.

Peskipiksi Pesternomi: A charm that supposedly gets rid of Cornish Pixies.

Petrificus Totalus: The petrifying charm. With this charm the victim is unable to move or speak for a period of time.

Point Me: Allows the wand to act like a compass. When the wand is placed in the spell-caster's hand, speaking the spell will cause the wand to point due north.

Portus: The charm used for turning an object into a portkey.

Prior Incantato: This is a charm that will reveal the last spell cast by a specific wand.

Protean Charm: A charm that will cause multiple items to change even when the charm is only cast on one item.

Protego: A shield charm that can be used to repel harmful charms.

Quietus: This charm will cancel the effects of sonorous, bringing a person's voice back to its normal state.

Reducio: A shrinking charm causing any object to reduce its size.

Reducto: This is the reductor curse; it will blast apart a solid object.

Relashio: A charm to produce a stream of sparks from the spell-caster's wand. If cast underwater the spell causing boiling water to stream from the spell-caster's wand.

Rennervate: A charm to revive an unconscious person.

Reparo: The repairing charm. Useful at restoring any object to its original state.

Rictusempra: A charm used to tickle a victim senseless.

Riddikulus: An effective charm to use while facing a boggart. This charm will cause the boggart to turn into a creature or object that is the opposite of frightening.

Scourgify: A spell used to clean an object.

Sectumsempra: A charm for those you don't like, it causes the victim to develop deep and painful cuts all over their body.

Serpensortia: This charm will produce a snake from the spell-caster's wand.

Silencio: The victim of this charm loses all ability to make sound of any kind.

Sonorous: When this charm is cast upon someone's throat, their voice will magnify to carry over a large crowd.

Specialis Revelio: A revealing charm that will show anything hidden by magic.

Stupefy: This charm is useful in knocking a victim unconscious with a bolt of red light.

Tarantallegra: A charm that will cause the victim's legs to dance rapidly.

Tergeo: Another cleaning charm, useful in cleaning blood.

Unbreakable Charm: A charm used on an object to make it unbreakable.

Unbreakable Vow: A spell to create a magical pact between two people. The vow is so binding that if one person should break it, death will incur.

Waddiwasi: A charm that lets the spell-caster fly an object at high speed to wherever they want it to go.

Wingardium Leviosa: This charm allows the spell-caster to levitate an object and navigate it through the air
[/sub]

нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ 2800505bgjfjn7axo


Ƥσтισиƨ

Aging Potion

Potion used to make the user a certain number of years older (depending on the amount taken). Fred and George attempt to enter the Triwizard Tournament by drinking a few drops of an Aging Potion which makes them a few months older. Found on pg. 189 of the American paperback edition of Harry Potter and the Goblet of Fire.

Anti-poison Potion

No description

Antidotes

Snape makes the students make an Antidote potion and plans on testing one on Harry, but Harry is saved by Colin Creevey who announces that he needs to go to The Weighing of the Wands and get his picture taken.

Blood-Replenishing Potion

Self-explanatory. Arthur Weasley had to take one of these potions every hour during his stay in St. Mungo's. Found on page 488 of the American Hardcover edition of Harry Potter and the Order of the Phoenix.

Confusing Concoction

"Try as Harry might, he couldn't get his Confusing Concoction to thicken, and Snape standing watch with an air of vindictive pleasure, scribbled something that looked suspiciously like a zero onto his notes before moving away." Found on pg. 318 of the American paperback edition of Harry Potter and the Chamber of Secrets.

Deflating Draft

This draft is administered to those who had been splashed with Swelling Solution (Caused by one of Fred's Filibuster Fireworks which Harry threw into Goyle's Cauldron, in order to distract Snape so that Hermione could sneak into his storeroom and 'borrow' some bicorn horn). Found on pg. 187 of the American paperback edition of Harry Potter and the Chamber of Secrets.

Doxycide

Black liquid used to knock out Doxies so they can be safely removed from their dwelling.

Draught of Living Death

The Draught of the Living Death is a very powerful sleeping potion. Found on pg. 138 of the American paperback edition of Harry Potter and the Sorcerer's Stone.

Draught of Peace

Potion used to calm anxiety and soothe agitation. Found on pg. 232 of the American Hardcover edition of Harry Potter and the Order of the Phoenix.

Elixir of Life

Created from the Philosopher's Stone, the drinker of the Elixir of Life will becomes immortal. The drinker will stay immortal as long as they continue to drink the Elixir periodically.

Exploding Fluid

Ingredients include Erumpent fluid. Exact effect is unknown but it has something to do with explosions.

Forgetfulness Potion

No description

Hair-raising Potion

This potion was part of a homework assignment given by Snape. Found on pg. 228 of the American paperback edition of Harry Potter and the Chamber of Secrets.

Love Potion

In an article written by Rita Skeeter, Pansy Parkinson accuses Hermione of making a Love Potion, in order to make Harry and Victor Krum fall in love with her. Found on pg. 512 of the American paperback edition of Harry Potter and the Goblet of Fire.

Mandrake Restorative Draft

Can be used to revive people who have been Petrified.

Memory Potions

Ingredients include Jobberknoll feathers. Exact effect is unknown.

Mrs. Scower's Magical Mess Remover

A powerful magical cleaning product.

Pepperup Potion

Harry is given Pepperup Potion during his 'recovery' from the Second Task.

Photograph Potions

Muggle photographs that are developed in these potions will result in magical moving photographs.

Polyjuice Potion

This potion is mentioned several times throughout the 2nd Harry Potter book, but it is first mentioned by Hermione who suggests that they make the potion to allow them to sneak into the Slytherin Common Room and ask Draco Malfoy if he is the Heir of Slytherin. Found on pg. 164 of the American paperback edition of Harry Potter and the Chamber of Secrets.

Scintillating Solution

Exact effect is unknown.

Shrinking Potion

No description

Skele-Gro

Potion that acts as a Bone Regenerator (re-grows bones). It takes approximately 8 to 12 hours for bone re-growth to occur and the process can be quite painful.

Sleekeazy's Hair Potion

Hermione used Sleekeazy's Hair Potion on her hair when she attended the Yule Ball. Found on pg. 433 of the American paperback edition of Harry Potter and the Goblet of Fire.

Sleeping Drought

The Dragon's that were used for the First Task, were given a Sleeping Drought before they were transported to Hogwarts. Found on pg. 327 of the American paperback edition of Harry Potter and the Goblet of Fire.
A Sleeping Potion is also mentioned on pg. 505 of the American paperback edition of Harry Potter and the Goblet of Fire.

welling Solution

One of the potions that the 2nd year students had to make. At one point almost the entire potions class becomes covered in this potion: Draco's nose swells like a balloon and Goyle's eyes expand to the size of dinner plates! (Read info on Deflating Draft for more details). Found on pg. 186 of the American paperback edition of Harry Potter and the Chamber of Secrets.

Undectable Poisons

During Harry's third year at Hogwarts he was required to write a rather nasty essay on Undectable Poisons for Professor Snape. Found on pg. 244 of the American paperback edition of Harry Potter and the Prisoner of Azkaban.

Veritaserum Truth Potion

Veritaserum is mentioned a few times in the 4th Harry Potter book but it is first mentioned when Snape threatens to slip some of it into Harry's pumpkin juice in order to see if Harry was the one who snuck into his office. Found on pg. 517 of the American paperback edition of Harry Potter and the Goblet of Fire.

Wartcap Powder

Substance that causes the skin of a person who touches it to form a thick hard crust.

Wound-Cleaning Potion

A disinfectant type of potion used on cuts and other wounds. The potion is purple in color and smokes when applied to a wound, which causes a sting sensation for the wounded person.

Wit-Sharpening Potion

After reading Rita Skeeter's ridiculous article, (Harry's Secret Heartache) Harry, Ron, and Hermione begin unpacking the necessary ingredients they would need in order to make the Wit-Sharpening Potion that had been assigned to them. Found on pg. 513 of the American paperback edition of Harry Potter and the Goblet of Fire.

Wolfsbane Potion

The Wolfsbane Potion is the potion that that will allow werewolves to become docile once they have transformed into there wolf form. Professor Lupin takes this potion.

нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ Hogwarts Students:

Name:
Screenname:
Gender:
Descrition:
History:
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House:
Other:

Teachers:

Name:
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нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ 58541k0mtom7pau



Plot:

Someone lurks around the evil doings of Tom Riddle and Happens to Run across his Plans, after finally putting the puzzle together for 19 years, He finally unerstands, but people stand in their way. He must goafter Lily, Albus and James Potter an two unknown children. He setsoff tofind hem as he makes his journey to Hogwarts with a Spy. But who is it?[/sub]
te]Members:
Koda - Creator: Ani





нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ 2ykxedc

-xx; Ɩи тнɛ κиσω

нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ Quidditch
-xx; Quidditch

-xx; Gryffindor:

Seeker: Ani
Keeper:
Chaser:
Chaser:
Chaser:
Beater:
Beater:

-xx; Slytherin:
нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ Quidditch-13
Seeker:
Keeper:
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-xx; Hufflepuff

Seeker:
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-xx; Ravenclaw

Seeker:
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Chaser:
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[/sub]
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PostSubject: Re: нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ   нσɢωαятƨ ƨcнσσℓ σғ ωιтcнcяαғт αи∂ ωιʓαя∂яʏ EmptySun Sep 30, 2012 6:02 pm

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