Disclaimer: I don't own Harry Potter or the Gamer manhwa. This is just a work of fiction. If other authors are inspired by the mechanics I use, feel free to use/refer to them (with references to this work).

World of Harry Potter as a Gamer

Base stats (locked in at birth, some perks can change these)

Str: physical attack power

Dex: Ranged aim (including spells) and dodge

Vit: Health gain per.

Mag: Mana gain per level and spell power.

Int: Learning rate/ability, strategy and memory.

Wil: Affects spell power and resistance to spells.

Base Magic resistance: Innate resistance to magic. 0 for muggles (don't notice magical things due to wards). 1 for wizards & squibs (they can notice magically hidden locations etc.). Can be higher for magical creatures (Dragons have high BMR). Wizards with mixed blood/were-wolfs have higher BMR.

Derived Stats

Level: Levels are gained by improving skills, and each level up grants a perk point.

HP =10* Vit * level

MP= 10* Mag* Level

Alignment: From -100 (Dark) to 100 (Light). Increases or decreases cost of Alignment based spells. (like KOTOR).

Magic resistance: (Will + Mag/2)* Base MR.

Spell Difficulty class (DC): (Wil+Mag/2) * base spell DC.

Spell Power: Base Spell Power * Mag. (Spell power is used only when Spell DC MR, else spell fails).

Skill trees and levels

Skill levels for from 0 to 100.

Gaining 10 levels in any skill(s) in any combination results in a level up. (like Elder Scrolls). Max lvl of 100. All wizards start at lvl 1 with one point in the perk "Accidental magic".

List of skills:

Transfiguration, charms, defense + dark arts, Herbology, Creatures, Potions, Runes, Warding, transport , wandless, stealth, athletics, divinition, melee, alchemy, sensing, crafting.

Skills level up by repeating an action that belongs to that skill. eg: casting transfiguration magic improves transfiguration. Athletics improves by running/jumping etc. Stealth by sneaking around. Sensing by being in the presence of magic and trying to feel it. Wandless by performing accidental/wandless magic. etc.

A skill level of SL/100 improves the effectiveness of actions under that skill by SL%, reduces MP cost by SL/2%. (At max level, 2x strength and 1/2 MP cost).

Learning spells: Can be learnt by books/classes/instruction/observation. Time to learn a new spell depends on INT and spell difficulty as well as skill level. At level max of skill, new spells are learnt almost instantly if INT req is satisfied.

Spell level: Spell levels go from 1 to 10. 1st level spells have almost no requirements to learn and are often simpler and less powerful. Higher level spells require high skill levels in the respective school of magic and sometimes sufficiently high WIL/MAG.

Perks:

At each level up you get one perk point which can be used on obtaining a perk. Most perks are only availble after certain requirements on skills are satisfied. Some perks also require having obtained other perks.

Some perks are granted at birth and cannot be obtained by level ups. (eg: Metamorph, Parseltounge, Natural flyer).

Incomplete perk listing (PL/ML = Perk level/Max level):

Accidental Magic (PL/5): Req. Wandless magic level (PL-1)*10. All wizards/witches are born with a PL=1 for this perk. Success rate of accidental magic is 20PL%. At PL=5, the wizard can always perform wandless magic with a strong enough intent. Wandless magic has no "spells" like telekinesis, fear/confusion, pyrokinesis, can be performed but at a much higher spell cost. (10X MP cost of same action with a wand)

Telekinetic or Pyrokinetic or Electrokinetic progidy (PL/5): Req. Accidental Magic 5/5 AND Wandless 50. Reduced cost by 16PL% and improved strength when using telekinesis (or pyrokinese/electrokinesis resp.) by factor of 50 PL%

Occlumens (PL/5): req. wandless 10, Will 8. Improves resistance to mind reading by 5 per PL. At lvl 4/5 can construct fake thoughts/memories and thereby lie under truth potions.

Legimens (PL/5): req. wandless 40, Will 10. Can perform eye contact based mind reading as if it was a spell with DC of PL*2. Using a wand improves the DC to 10+ PL*2.

School of Magic X prodigy (X= Transfiguration, dark arts or defense, charms) PL/10 : Req X at skill level of 10 * X. Improves effectiveness of spell type X by 10X%. (Spell DC, Res to X and spell power).

School of Magic X Master (X= Transfiguration, dark arts or defense, charms) PL/10 : Req X at skill level of 10 * X. Grants intuitive understanding of Magic type X allowing free (ignore wand movements) & silent style casting of upto PL-th level spells. Reduces cast time by 9PL%.

Animagus (PL/1): Req. transfiguration 50, wandless 20. Can transform into your animal form.

Magical animagus (PL/1): Req. Animagus, transfiguration 70, wandless 100, Mag 13, WIl 13. Can transform into a magical beast suited for you. eg: Merlin - Dragon, Dumbledore - Phoenix, Voldemort - Basilsk.

Potion prodigy (PL/10): Req potions 10PL. Improves effectiveness of potions by upto 20PL%. (duration of effects and strength of effects)

Potion researcher (PL/5): Req. Potions 50+10PL. Can eat ingredients to discover recipies for potions. PL determines max level of ingredient. (highly magical ingredients req. PL=5).

Sneak (PL/5): Reduces noise while sneaking. Improves sneak run speed. At PL=1, can sneak silently by moving very slowly (20% speed). At PL=5 can sneak at normal walk speed.

Magical sneak (PL/5): At PL=1, can sneak to avoid detection by smell, higher PLs reduce your magical "presence". PL=5 can sneak to be invisible to magical eyes. (Of course, if you are visible/in sight sneak is useless, but with an invisibility cloak you become invisible).

Sneaky spells (PL/5): Casting silent spells while sneaking blurs the spell making detection of spell origin harder. Of course, the target & allies are alerted and they can attack in your direction, but they can't pinpoint your location. (a wide area spell can still hit you.)

Swift runner (PL/5): req. Athletics PL*10. Run speed improved by 50PL%.

Acrobat (PL/5): req. Skill level of PL*40 on the sum of skills including athletics, sneak and transport. Improves Dex by PL.

Strong magic (PL/5): req. Skill level of PL*100 on the sum of skills including transfiguration, defense/dark arts, charms, warding, wandless, crafting and sensing. Improves Mag by PL.

Strong will (PL/5): req. Skill level of PL*100 on the sum of skills including transfiguration, defense/dark arts, charms, warding, wandless, crafting and sensing. Improves Wil by PL.

Genius (PL/5): req. Skill level of PL*100 on the sum of skills including transfiguration, charms, warding, crafting, alchemy, potions and sensing. Improves INT by PL.

Tough skin (PL/5): req. skill level of PL*100 on sum of creatures, herbology, transport, athletics, potions and melee skills. Improves VIT by PL.

Brute (PL/5): req. skill level of PL*100 on sum of creatures, herbology, transport, athletics, potions and melee skills. Improves STR by PL.

Magic Resistant (PL/5): req. skill of 20PL in wandless; Adds PL to Base MR.

Silent casting (PL/5): Req skill of 20PL in any wand magic skill, Will 10+PL. Can cast PL-th level magic silently.

Dark Lord (PL/5): Req alignment = -20PL. Dark magic DC and power improved by 20PL%.

Light Lord (PL/5): Req alignment = 20PL. Light magic DC and power improved by 20PL%.

Creature handler (PL/10): Req. Creatures 10PL skill. Attain magical intuition on handling creatures and instinctively generate an aura of trust around creatures.

Plant handler (PL/10): Same as above but with plants.

Teleporter (PL/5): req. wandless 20, transport 20; PL=1 allows to apparate successfully. PL=2 can take others/more objects in side along. PL = 3 & 4 reduces time taken to focus and apparate by 50%/75%. PL=5 can apparate silently.

Fly high (PL/5): req transport PL*10. Improves control over broomstick while at flight by 30PL%, speed by 10PL%

Accrobatic flight (PL/1): req. transport 75. Can control broomstick by the slightest contact, enabling accrobatics while at flight.