Welcome to Until The End. We are a moderate Harry Potter role-playing site set in the Marauder's Era. Our plot is generally derived from details in the book, but as an AU site we do take liberties most anywhere we like. Those who died in the books can have a second chance at living, and those who lived are always at risk.
Tom Marvolo Riddle has long since disappeared and in his stead Lord Voldemort has risen, bringing a small army with him. The Ministry of Magic has thus far ignored the growing menace that is the Death Eaters and Albus Dumbledore has taken it upon himself to defend the wizarding community from an evil he knows is building. War is coming. Pick a side!
School's Out For Summer
The Hogwart's Express has pulled up to the station in King's Cross station and the summer holidays have officially begun. What mischeif will you get into in the warm summer sun?
*Coming Soon* - Summer Solstice Carnival
Travel by portkey to the biggest summer celebration in wizard society - The Summer Solstice Carnival! There will be food, games, prizes, fun and more!
Site Lore is the generally accepted Lore or body of knowledge for the site. This page has three sections: Special Beings and Abilities, Creature Lore, and Spell Lore. Mainly it goes over how beings, creatures, and spells work here at Until The End.
Special Beings and Special Abilities
We want everyone to have special characters, but if every character has a special power then it puts a damper on the experience for everyone. We already get to have magic, no – Veela/Metamorphamagus/Vampires who were bitten by a Werewolf – applications will be accepted.
We will accept special breeds and special powers on a case by case basis depending upon your application, but be forewarned that the character may be denied, particularly if every character you have has a special ability/breed. We also need to see how this ability or trait is important to your character’s overall development. Below are the more common requests:
Animagus
An animagus is a witch or wizard who can morph him or herself into an animal at will. It takes skill, practise, 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. Due to the complexity of the magic involved, the time it takes, and the limited use of the ability, Animagi have become very rare. There was a total of seven known registered Animagi in the twentieth century. It is also partially because of this complexity that Animagi are required to register themselves
Metamorphmagus
We will not be accepting Metamorphmagi on the board as a general rule. Exceptions may be made in the event that it develops overarching plot on the board. 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 appearance, such as the colour of their hair or shape of their noses. A Metamorphmagus' abilities are affected by their 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.
Veelas*
From their Veela parent, they gain some Veela traits, such as breathtaking beauty and are naturally alluring. Keep in mind your character may be half veela, but they don’t control another character’s emotions or feelings. Just because your character is part veela does not mean my character must automatically fall apart at the sight of your character’s gloriousness. That’s godmodding/Mary Sue territory and it will not be accepted at this board.
Vampires*
Part-vampires supposedly resemble a human but with subtle vampire traits such as mildly exaggerated fangs and pale skin. They may have heightened senses beyond that of the average wizard, but pale in comparison to full vampires senses Part-vampires are not immortal beings, they can die with the killing curse and other typical methods of death. They may be sensitive to sunlight, but they do not burst into flames nor do they sparkle.
Werewolves
There are currently two rival packs on the board. You may request to join one of those packs or be a lone wolf. You cannot create a pack of your own. For more information on the packs, go here.
**Remus Lupin is the only student werewolf on site.**
*Half or Part only. No Full Veelas/Vampires
Creatures at Until The End
The same creatures in Harry Potter exist at UTE, and the same classifications apply.
XXXXX - Known wizard killer / impossible to train or domesticate XXXX - Dangerous / requires specialist knowledge / skilled wizard may handle XXX - Competent wizard should cope XX - Harmless / may be domesticated X – Boring
Please no pet Nundus or Phoenixes. Nundus are extremely dangerous! It takes 100 wizards to handle one, and you’re not Newt Scamander. There are two known domesticated phoenixes, one Albus Dumbledore's pet phoenix Fawkes, and the other Sparky the team mascot for the New Zealand Quidditch team the Moutohora Macaws. In other words, unless you are a. Newt Scamander, b. Albus Dumbledore, c. Hagrid or d. Your character is a highly skilled mazoologist, then keep the rare beasts and encounters rare.
You can read more about beast classifications here.
Spell Lore
One of the obvious draws of a Potterverse HP is magic. The ability to perform spells and do things ordinary muggles can’t. Here are some guidelines on what kind of spells are allowed.
No-Nos
The biggest thing here is that you can’t godmod. You can cast a spell in another person’s direction, but you can’t make that spell make contact, it’s typically up to the “victim” to decide whether or not they are hit with a spell or whether they can deflect it.
Similarly, even Dumbledore has been the recipient of a nasty blow here and there. If you manage to deflect and block every spell sent your way to the point that your character is practically invincible, it’s not going to be much fun to plot with you.
There is a give and take and balance to spells. The number one thing to keep in mind is having respect for the person you’re writing with.
Ability
We know that wandless, non-verbal magic exists, and yes it’s alright for your character to do this occasionally, but even Dumbledore and Voldemort had wands, and more often than not the most powerful characters in the Potterverse still spoke their incantations. That doesn’t mean we expect you to know every incantation for every spell you use, or that you have to have an incantation for the majority of the spells you cast.
“Accio Book” and, “She summoned the book from the table.” Are both fine (provided that in the second scenario the woman had her wand and it is assumed she used the accio spell).
Wandless and Non-Verbal magic is *advanced* as are the unforgivable curses, and other spells that seem advanced should be done by advanced practitioners.
If your fifth year Ravenclaw student can go toe to toe with Dumbledore, we’ve got a problem.
Duration
Typically, spells brought about through magic have a certain time limit placed upon them. This means that effects and after-effects magically induced by them are not meant to last, since spells like Expelliarmus only operate brief and swift, while spells like Stupefy and Petrificus Totalus wear off eventually.
Counter-curses can also end a designated spell's effect. Likewise, a spell whose effect has yet to diminish would disappear at the moment of the caster's death (there are some exceptions).
Memory Charms can be so strong that they completely remove a person's memory or even damage his or her mind permanently.
Appearance
Spells being cast often have a type of light or energy that is expelled from the wand, but some spells do not. It’s not critical to describe precise wrist movements or give descriptions to every spell cast.
Classification
No, you do not have to know the classification for the spells you use! This is just to be used (if you want) as a resource for your characters.
Spell Type
Defining Feature
Notes
Example
Transfiguration
Alteration of the object's form or appearance.
Spells of this group may be separated into true transfiguration spells (where an existing object is altered) and conjurations, where the desired object is seemingly transfigured out of thin air.
Vera Verto - a true transfiguration spell that changes animals into water goblets.
Charm
Alteration of the objects inherent qualities i.e. its behaviour and capabilities.
When cast by an experienced practitioner, charms appear to usually have fairly long-lasting effects.
Expelliarmus - the Disarming Charm, so-called because it changes its object's (the opponent's) quality from armed to disarmed by separating them from their wand.
Jinx
Minor dark magic; spells whose effects are irritating but amusing, almost playful and of minor inconvenience to the target
Jinxes can only be maintained as long as the caster keeps eye contact.
Impedimenta - the Impediment Jinx, which (appropriately) impedes the forward motion of an object
Hex
Consistently affects the object in a negative manner; has a connotation of dark magic, but more so than a jinx. Major inconvenience to the target.
Anteoculatia - a hex that causes antlers to sprout from the object's head.
Curse
The worst kind of dark magic, intended to affect the target in a strongly negative manner.
Avada Kedavra - a.k.a. the Killing Curse, which kills the victim.
Counter-Spell
Inhibition of the effect of another spell.
Counter-spells are a mysterious spell type that is not elaborated on. There are six known types: Counter-jinxes, counter-curses, counter-charms, untransfigurations, anti-jinxes and undifferentiated counter-spells (it is unknown whether or not counter-hexes exist, though they presumably do). Whilst nomenclature is complex they all share the common trait of inhibiting another spell.
Finite Incantatem - a widely-employed counter-spell that terminates spell effects in general.
Healing Spell
Improves the condition of the living object.
Episkey - heals minor injuries.
A simplified analogy for the differentiation between a transfiguration and a charm is the difference between form and function or matter and energy; one is concerned with what the object is (its form - transfigurations) whilst the other is concerned with what the object is doing (its function - charms).