Before You Begin...

It is our choices, Harry, that show what we truly are, far more than our abilities.

Your Story…

Hogwarts School of Witchcraft and Wizardry is the premier British wizarding school, taking students from all over Great Britain and Ireland. It has been customary for parents to send their most magically gifted children to Hogwarts when they turn eleven years old. There they are taught the ancient skills and magical disciplines of the Hogwart’s noble founders – Godric Gryffindor, Salazar Slytherin, Rowena Ravenclaw, and Helga Hufflepuff.

But you? You are just a squib. A non-magical person who has just received an owl, inviting you to attend Hogwarts!

Your Rules…

You are about to begin your journey and enroll in Hogwarts School of Witchcraft and Wizardry! But before you head off on any adventures, there are a few simple rules to go over.

You first may be asking, what is a create your own adventure? A “create your own adventure” (CYOA) is a story that reads like a book, only you get to choose which “page” to turn to next. Your decisions will determine the outcome of your story. Each time you play, your story can become be an entirely different experience. 

And your story, starts now!

Magical You

You can keep track of your character using the Magical Me Chart, which you can access by clicking the magic wand in the top-right corner of the screen. This allows you to easily track your Health and Magic, as well as keeping track of your Talents, Backpack Items, Money and Notes.

Finally, your Magical Me Chart also contains a number called your Fate, which displays a random number between 1-10. Sometimes, your fortunes may be determined by the stars rather than your skills. When instructed to examine your Fate, use this number to decide your fortunes (this number changes every step of your journey).


Your health is the most important stat to keep up with. This is tracked in your Magical Me chart. When instructed, adjust your health, accordingly. But don’t fall to zero, or your adventure ends!


Using magic is exhausting, especially for a first year. If you don’t concentrate, you can’t accomplish much more than sparks. Anytime you cast a spell, you must first adjust your Magic from your Magical Me Chart. If you reach zero, then you cannot cast a spell!


Wizarding money comes in coins only; there are no bills. As such, wizards have money pouches that they typically hang off their belts or under their robes rather than wallets.

Wizarding money comes in three denominations: bronze Knuts, silver Sickles, and golden Galleons. There are 29 Knuts in one Sickle, and 17 Sickles make up a Galleon.


No two witches or wizards are exactly alike, and each has his or her own special talents and favorite class. Choose any four (4) of the following Talents, and they will appear on your Magical Me Chart. Choose carefully, as the proper use of a Talent at the right time could save your life.


Your head is not in the clouds, it’s above them! With such a knowledge of the skies, you are never lost – finding your way easily through even the most difficult terrain. You also have an understanding of astrology, which allows you to read people very well.

Care of Magical Creatures

You and the grounds-keeper would get along well. You are good at handling, feeding, and even controlling domesticated creatures. You swear sometimes you can even understand them.


You are the life of every party thanks to your cheering charm. But not all your tricks are so friendly, and you can be devilishly clever if you need to be.


Your friends won’t drink tea with you, but that’s no surprise. In fact, very little surprises you because you can sense danger before it happens. These aren’t just parlor tricks, you should always listen to your gut.

Dark Arts

Pragmatic by nature, you recognize that the dark arts require study in order to properly defend against attack. In your studies, you have also picked up on several aggressive spells that could be beneficial – purely for defense, of course.


Your agility and balance would make you an ideal seeker. No one out-paces you on a broom. However, your skills extend to general feats of dexterity as well.



You are never seen without a pestle and mortar. You are extraordinarily adept at concocting potions, if given enough time. As a first-year, you are a master of simple restorative and illusory potions.


Always covered in soil, you have an amazing eye for plants and their many strange and variable uses. Additionally, you would never go hungry in the wild, as you could eat quite bountifully off local fauna.


Even your friends can’t recognize you if you choose to go unnoticed. As a first-year, you can slightly alter your appearance or the appearance of simple objects around you.

History of Magic

Students fight to sit next to you during exams. You have a fantastic knowledge of general magic and magical properties. A most useful skill, you seem to have an answer for everything.

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Magical Me