AN: I wrote this in a feverish haste and have not stopped since I wrote this, so apologies if it's... worse? Grammatically than normal. The words FLOW. Also, sorry it's so long. Oops. (PS: I forgot a perk somewhere, and had to... recalculate a lot of things. End of chapter stats sheet is 100% correct, as it should be. Top one has the wrong number of stat points she can spend.

That is my bad.


Aubrey Hawthorne

Titles - Magical Titan, Queen of Ravens, Fatechanger

Level 72

Age - 15

Race - Human

Sex - Female

Str - 200

Agi - 243

Dex - 240

Con - 250

Int - 273

Wis - 272

Luc - 263 (291)

HP: 45,430 (97,860)

MP: 100,537 (342,236)

STM: 110,154 (155,931)

Stat Points - 60

Perk Points - 5


In the end - the day passed over quickly. I had my first day of classes in the Present day, and then did my nightly workouts and practice. Afterwards, I slunk into bed, happy with my progress, and pondering what perk I ought to take with my massive pool of points - being able to afford any perk I could want is pretty good, as far as feelings go.

Then I wake up, in my Slytherin dorms in the past. My wards, which I'd quickly updated to ID anyone who tries to breach them, have 12 names listed. 2 students from the year below and 10 from my year or above. I squint at the paper questioningly.

Ah, I see.

They're my age OR my year.

I'm a 15 year old 1st year. This is hilarious. I can test everyone, but be tested by almost no one!

It helps me get a grip on levels, seeing that all failed, in the end. I smile, then slink out of the very comfy bed into the warm bath which is waiting for me, I wash and dress quickly, before casting a Tempus.

It's 4am. I've plenty of time to find if the Room of Requirement exists yet, do my morning workout - even if I'm not sure how it'll affect me - and then go on with my day.

As I exit my room, I come face to face with Salazar, staring at my door in quiet stoicism. As I exit, his face lights fractionally, a spark of excitement dancing briefly behind his eyes. His perfect control slipping just enough.

"Miss Hawthorne, I was hoping I could talk to you about the wards you set up. Looking them over… they're rather unlike anything I've seen. They seem stages more advanced than what most anyone can do. I was wondering, is Warding your family magic, or was it perhaps something else?" He asks pointedly.

I squint at him, then I turn and shake my head.

"Frankly, sir, I don't think you'll believe where I learned what I know. If you're going to pry, however, I will not lie about my place of learning, teachers or abilities. Only so long as you promise to keep it secret, of course." I tell him, then flip my nearly floor-length hair around to my front, and begin pulling down to the ends to bunch it for braiding.

I figure this will take awhile.

"That was surprisingly easy." He murmurs almost disbelievingly behind me. I chuckle.

"I don't make people who could kill me with a wave of their hand wait for answers. I'm still not telling you my real name, but I will tell you the rest. My name must remain hidden above all else. No one here knew it, after all." I tell him, as we turn a corner to his office. I feel him picking the sentence apart well until we're seated.

"While your desire to not give those more powerful than you any reason to try and kill you is admirable, I hope you don't roll over for anyone?" He asks. I roll my eyes expressively as I feel out my chair, and feel expansive secrecy and privacy magics going up.

"No, I don't. Only the best get this treatment." I respond candidly, then feel a sort of completion to the magic, and when nothing else comes, I nod once. "Let me start with the hardest parts. I am from the future - nearly one-thousand years, or so. I am a fifth-year student of Hogwarts, and a Ravenclaw. I learned everything I know in Hogwarts - either in a secret room constructed by Rowena, or in a secret room under the school you - or your son - created which houses all of your personal journals, books and notes on various magics. Many of them make no sense, though. I've no basis for Parselmagic. Rituals, I did understand, however." I reply, pulling the end of the first of many braids I'll be making, then move to the next.

"I suppose that explains the wards - Rituals are advanced runes and Arithmancy. It's only a few modifications and you get some wards, but most rituals are.. Concerning… to say the least. Wards based on them wouldn't be kind." He says flatly - unimpressed.

"In my time there is a profession known as a Curse Breaker - one of the seven hardest jobs for the Wizarding kind. They find ancient tombs, warded and cursed to the 10's, and break all the protections for the ancient lost knowledge. Learning to ward - and break wards - is compulsory. I'm hoping to be one, and seeing I could pass Modern Hogwarts curriculum right now if I tried, I moved on to the next - my chosen career." I explained it to him. He nods, indulging, then shrugs offhand.

"I suppose your time travel is a magic you didn't learn in school, lest we have more than just you?" He asks. I nod slowly.

"Time magic is something my patron forced upon me. I need to be present in certain events to nudge them into certain ways. Be that clearing out ruins full of goblins, culling hordes of magical spiders, or here, going to school and altering thousands of small fates. Which is why you cannot know my name. I cannot be in history, or I will not be in the future. My pseudonym will do, or if you can claim I died without naming me, that's even better. I'll go down as unremarkable. Still, this is the most long-term I've been out of time. I believe I am being given time and proper training - or perhaps knowledge - so I can find my next target. Maybe I'll learn of some crypt or tomb or historical event where I am needed, so I can go there. We will see, I suppose." I sigh. Salazar nods happily, leaning back in his chair, stroking a small goatee.

"Your patron sounds like a powerful god of magic - I will not ask, however. I merely wish to help advance you at the greatest rate I - and the others - can offer. Hogwarts is a place to teach students to be the best they can be in as little time as possible. To this end, we may use you as an assistant teacher in some classes, and have you attend advanced classes with us afterwards for optimal training. This year, we're hosting an event where all the schools of Northern Europe - that includes France, Eastern Europe and greater Scandinavia - send their best here to compete against ours. One champion per school. This is to show unity between schools and allow us to grow as one group against the naysayers. Competing are three other schools. Cygne, for France, Durmstrang for Eastern Europe and Ursprungliga Platsen for Scandinavia." He explains. I nod along. Earliest estimates for Durmstrang range around 1100-1200AD, considering that's at least 100 years from where I stand, that's clearly wrong. Maybe they lost some records - or there was a violent change, where they 'started fresh' but kept the name. No matter, for now. I'll see what's what.

I do remember reading about Cygne, though. The magical, noble, predecessor to Beauxbaton. They started out as a place for all, but there was some contention over leadership, then a disaster led to the crumble of the school. It would come back some years later, as Beauxbaton. So like Durmstrnang, kind of.

This is 100% a proto Triwizard Tournament.

The Ursprungliga Platsen is an academy which is the oldest attending. Considering it was destroyed around this time - by unknown causes - I think I found my thing.

Figuring out what destroyed them, or a lead which can take me to the spot so I can see it, learn it, maybe. Because in Modern day, all Scandanavian Magicals go to Durmstrang or Beauxbaton, with a select few going to Hogwarts, which is actually the smallest of the schools, in all.

"That explains well enough why I'm here, I suppose. I'll have to be careful. I'm probably going to become your champion. I know I'm the strongest student you have at present. Unless another, more powerful than the Gryffindor boy show up, then I'll surely be the most powerful. He's strong, but not very limber. I am, sadly for him, both." I continue the conversation after the momentary pause. He nods, leans forward and grabs a quill from an inkpot nearby.

"There are two more powerful than him, who will arrive in the morning. How much more raw mana do you have than him? Let's say he's a 50, on a scale of 1 to 100, when the most powerful mage you've ever seen is 100." He asks, and I smile.

Gaelin is the most powerful, in that sense. Pretty sure Dumbledore is above him, though, so… Hmm..

"I'm in the eighties. He's, to me, at about a 200, and I'm at about a 400. The strongest I've met is a 750, and that was due to an outside force doubling his mana." I tell Salazar, who nods severely.

"I had estimated you to have a bit more than that, in terms of mana when compared to him, but how is your control? Such quantities can be hard to control." He asks worriedly.

"I mastered control completely before anything else. My people have a lot of exercises for control, and I've mastered them all. Over seventy of them, in fact." I explain, and I see the worry fade.

"Good, good. Power and control, good. You'll be working on your ability to combat single, powerful foes, then. That's what I'll have you work on. I'll do subtle, first, then we can work up to more direct forms. Those tend to be harder for people like us." He explains, then stands from his chair, before walking around, and offering me his arm, to escort me.

"This has been most enthralling, of course, but I suppose it is time to go get breakfast, is it not?" He asks, and I can't help but agree, so I take his arm, and feel the magic about me dissipate as we step out, and go to breakfast.

As the day goes on - I find classes are very similar to present day, except as I enter each class, the teacher calls me up to demonstrate the magic we will be learning, then, they teach the class how to do it.

Effectively, they're making sure I know, then using me as a teaching assistant. While the others make attempts, whomever the teacher is gives me a side assignment. In charms, we cycled up to space expansion and complex weather effets, before the teacher - one Alianore Rose - decided to help teach me how to cast more effectively, and sent a not - addressed to Ravenclaw - that I was to attend the highest level of classes in the subject under her.

In the end, she handed me a journal, with the 'basis' of her theories about how to improve the effectiveness of casting charms, and her lesson plans / notes for the first five years of the class, for studying in my personal time.

The next class, Transfiguration, was the same, Godric got the letter of recommendation. Potions, I just skipped all the way into Slytherin's class. The last class - Healing, not Herbology - did similar tests, but the teacher found I could learn some of the very high-end things they taught before going to Hufflepuff for further lessons. I sighed in exasperation at dinner, as I was getting many wide-eyed looks from any student who had heard of my exploits. All except for a handful of those who I could tell were also Awakened.

There were two in Gryffindor, the large boy from before was now joined by a very short and thickset girl. Hufflepuff only had one - but this awakened radiated the most power, and when Observed rung in at level 73 - the highest of any other than myself and the staff. There was three in Ravenclaw, and one other in Slytherin. The lowest of them was level 70. They averaged out at around 71, with the Gryffindor Boy being the top end of that 'average'.

None of them seemed surprised I was blowing the curriculum out of the water though, which seemed to shock and then be quickly accepted by the other students. So quickly, in fact, that by the end of dinner, people weren't staring, anymore.

By the time I was going to bed, I'd broken the wards on every other 'first-year-student's' room and stuck them to their ceiling, with a softening charm on the bed where I set them to land a few minutes later.

Wards in this time - while good practice for breaking things like this due to the unfamiliarity of the structure, and that earning me a level in ward-breaking, were not an issue. I hope that as I go up, I will learn much more. It's with that thought I fall asleep.

.*****.

It's not long thereafter - my nights and days changing which time I'm in - that I go to my first tutoring session, which is with Gaelin. Just after dinner, I jog up the castle to his classroom - which is the only one on the sixth floor - and knock on the door. It opens itself after a second, to reveal a classroom devoid of any desks, chairs or anything else. Just an empty stone room, with a door opposite the one I entered. This door is also open.

I walk into the room, and move to see inside the room, and find Gaelin, sitting at a desk. Grading, probably. He finishes whatever it is he's doing with a flourish, and then stands in a stretch. "Welcome to my classroom. I suppose you're here a year earlier than most will be, but that's alright…" he tells me, voice echoing off the empty rooms. "After all, it was a request from Flitwick, and one I was hoping you'd ask for sooner. Lessons in combat magic - practical lessons, unlike the theory and knowledge given by the… advanced portrait of Godric, will be useful to you, I suspect." He continues, coming to a stop a few feet away from me, he extends and arm to shake my hand, and I meet him. "Of course, the pretense of this 'tutoring' is to make you a better duelist first and foremost, able to deal with a wider range of enemies more effectively." He continues when our hands separate. "So I'll be teaching you, in depth, how I deal with large numbers of enemies at once, and powerful enemies one at a time. Any questions so far?" He asks. I nod slowly.

"I know you're a war mage, and that you fought in wars out in the Balkans, but what formal dueling experience do you have for Flitwick to come to you?" I ask. I don't suppose it matters, much, but it is important.

"Good question. I don't have formal dueling experience. All my 'duels' have been on a live field of war, which means my experience is much more… dangerous? Than a normal person's, but it also helped to develop me into a great warrior. I've dueled your Flitwick a few times, and have yet to lose. My ability to find and destroy weaknesses is why I'm so revered in a field of war." He continues, then shrugs. "Flitwick can't deal well with things which require physicality to deal with. He can dodge well enough, but if there's no option to dodge, he tends to lose out. Lots of Wizards do. I'm going to teach you how to do things like that, which should extend into being a better duelist, but - really - the reason you were sent to me is because, when you look at it, the next big war between the Light and the Dark is coming. Ministry employees gone missing, muggles missing, Sirius Black out of prison, the Dark Mark at the world cup… well, we're coming to a head, and Flitwick wants to make sure you're as ready as you can be. He has rightfully concluded you're special. One of those people who can really make a difference. So, we're working with you." He concludes, and I nod. The answer is complete - and that makes me happy.

"So, from what I can glean from you, your magic is mostly manipulative of primal magics, the elements and such. Is that right?" I ask. He smiles and nods.

"Exactly. I'm going to work with you on control exercises focused on the elements. Do you like any element particularly? I'm a fan of Water and Wind myself, though I am adept with earth, Fire is my weakness." He says nonchalantly. "I can help you master one of them, or get to be really adept at two or three of them, depending on how you learn." He tells me, and I nod.

"Wind, mostly. I like Water and Fire as well, but Earth seems… hmm. Less good? I suppose." I reply, and he smiles agreeably.

"That makes sense. Primary elements usually end up rather, picky? I suppose. Their opposite - or counter - tends to be hard to learn. Wind is a primarily supplemental element, though, which will suit your style as a generalist rather well, so I approve. The first step to mastering wind is to be able to make a slight breeze with no focus, just at will, summon a breeze. Then we'll move on to cutting things, enhancing speed, and so forth. For now, focus on wind in its raw state - air moving." He commands, then for the next hour, he explains in detail what that will look like, and we spend another hour working on actually doing it. By the end of the session, I've grasped the concept enough to make a breeze with a few seconds of focus.

"This is quite hard, actually." I mutter, glancing at my skill list, where 'Wind Manipulation - level 4' sits. I suppose that when it hits level 5 or 10 I'll have mastered this skill enough to go to the next - apparently cutting a paper without touching it with a concentrated edge of wind. You master that when you can do it from a distance of 10 feet at will. More is useless, because there's apparently a control skill later which does it more effectively.

"Of course," he scoffs. "Primal control like this, without a blessing like mine, is incredibly hard. If I wasn't sure you'd not been blessed, though, I'd think you were. You're learning at my pace, maybe a little faster. Your apparent talent for magic - and ability to grasp it - is beyond me. I see why Flitwick is trying to give you the fantasy education of everything you might ever need - you want to learn quickly. Past the age of thirty, your magic sets, in a way. Can't learn new fields of magic, then. Not without rituals to brand them in, and that's never as good as having learned them earlier in life." He mutters at the end, then nods to himself. "Did you have any questions about the lesson? Or do you think you have enough practice until next week, when we meet again?" He asks clearly. I pause to think.

"No, nothing else, for now." I tell him. He nods happily, and dismisses me. I quickly head back to the Ravenclaw dorms, to sleep.

.*****.

As it would turn out, the lesson-plan for the past is very robust. You had to pick which schools of magic you wanted. I picked the core wanded classes, along with all the ones relating to runes or arithmancy. I also picked up Alchemy, since it was on offer, and a lot of knowledge had been lost since the olden days when this was a common class.

So while my score in Alchemy is rather high for a modern person - compared to the people in the past, I'm barely even a third-year in the subject, which is delightful, since I can definitively grow in the field. Even if most of it is what seems to be magical chemistry.

Which means I should probably make a magical periodic table of elements, to help with my Alchemy. When I suggest this to the teacher, in my second Alchemy lesson, he seems shocked at the idea, but quickly agrees - it would probably make memorization and use of Alchemy a bit easier. Still, most of the classes find I am utterly out of range for any class - and I wind up being a bit of an aide, along with the other awakened, in whichever class may need one for the day. While we do that, the teacher - usually one of the four founders, or someone with a name I recognize, like Bones, Pervelle, or similar, is the teacher, and they give us a task to complete which is an abstract use of a spell or bit of magical theory which they're working on to better their field.

Some of the questions are no use to me, because I've read their resolutions in the future, so I work on writing proofs for the theory to turn in, instead of giving them the whole answer. Hopefully this allows the growth to stay natural, since there are many who can prove a law is correct, but not know that is what they are doing.

The most interesting part of the past is that the Founders teach mastery-level classes in Hogwarts for the teachers and very advanced students. There's perhaps 10 or so per subject, most of whom come from old magical families, but some of whom are disgustingly advanced students who are in their 7th year. Those are rare - some subjects don't have a student like that.

Gryffindor and Bones are first, they teach War Magic, which is a lost art, and Transfiguration.

War Magic is a lost art, not because no one practices it, but because it was banned from being taught or openly practiced due to the destruction it caused in the early stages of the 7-years-war. Still, some War Mages surely exist in my time, but the magic is largely lost. A person called a 'war mage' is called so because they can affect the field of battle like one, not because they literally are one.

Of course, the War Magic in this day and age is smaller scale - designed to hit men in a group of a dozen, at most. Not the hundreds of men it had evolved to in time.

Man is a creature of war, and only advances the ability to make war, with any level of certainty.

Slytherin and Pervelle cover the usage of what - in modern days - is Dark Magic, and how to defeat people who are lost in it. They also cover basic levels of artifice, through use of Alchemy, but it seems to be a side note to the proper anti-dark-wizard training.

Ravenclaw teaches extremely advanced magical theory, how to make spells on the highest levels. Like Aegis, or the apparently common, mass animation spell. Both of which she designed to help defend the castle.

Hufflepuff goes over how to identify, cook and clean edible things. Surprisingly, she also takes over how to make untraceable poisons and other, much darker things which most people wouldn't believe, like how to store a carcass indefinitely for ritual purposes.

Basically, if it uses a plant or an animal, or could be used to harm them, then she seems to know about it. And how to fix it. Which appeals to my sensibilities in a way I find a bit surprising.

Almost like a mirror to the past, the present has me learning things in the nights before bed, with more regular practice times.

Rickie - who is next after Gaelin - has me learning the basis for Mastery-level magic in every field. Which includes Animagus transformation preparations, undetectable space alteration charms, and other reality warping magics, which aren't combat-based, since she - upon observing my knowledge there - deemed my non-combat magics 'woefully underprepared' and began to work me 'from the basics'.

If she considers an undetectable space expansion charm which can revert itself when someone not keyed into the charms magic walks up, then re-make itself when someone who is keyed to it, well, I don't know what she considers advanced. Automated magics are considered to be very high level, as far as I know.

Liliana has the most interesting class - illusions.

The reason this is interesting, is she doesn't teach how to cast them, particularly. She shows me how she does the magic, then watches me try to make the same thing, correcting me when I move my magic in the slightest wrong way.

"Don't worry, Arcane-based illusions are the worst, anyways. When you get the basics of these down, I'll move on to actual illusions, which require this as a foundation, but are so much better." She tells me, when I ask why I have to master such a specific skill. It's basically the Minor Illusion cantrip from my last life. Almost useless unless you have a good imagination, and very tedious to learn - so much so most never bother.

I sigh, as I think over the lessons of the last couple weeks. I'd grown immensely, no doubt. My forays in the past had extended to teacher-guided practicals on how to defeat magical creatures in the forest. Creatures of all kinds - most nothing more than pests to me. Doxies were first, then Giant Spiders the next week. These spiders were notably not Acromantula - these were rather dumb, like a house spider.

Seeing that, I decided it was time to begin my ventures into the forbidden forest - and to follow up on my promise to Aragog, and clean out the rest of the forest.

If you aren't here to help the school, should she fall under attack, then I am here to remove you.

.*****.

It was the day the other schools were to arrive, when I made my first move into the forests. I'd been excused from classes, since the fifth, sixth and seventh years were recruited to help prepare the grounds and school. Well, those who could be trusted were.

I'd wheedled my way into helping Hagrid with the edges of the forest, making sure no pests or monsters were making a move, since he was busy with classes and preparing a stable for one of the delegations. I paused outside of the forest, and eyed the long list of available dungeons, and at the very top -

The Revenge of Aragog, the Spider King

Level 50 (recommended)

This Dungeon is required to be Cleared before any others may be accessed.

I had checked this dungeon, and as time had gone on, it had grown more and more dangerous. As had the Semi-Were-Wolf Pack, Trolls, and new to this year - 5 levels of Dragon Dungeons.

That was in order of danger.

Wolves were 55, Trolls 60, and so on. The Highest Level Dragon - Hungarian Horntail's Nest - was level 95. The lowest level dragon - Welsh Green Nest - was Level 70. They all had a tag on them, saying they'd expire at the end of this year - meaning December 31st at 23:59:59 I would be able to enter, but not January 1st, 00:00:00.

I hope to get through at least the Ironbelly Dungeon - which is level 85 - by that point. I need a few dragon-parts. Rituals use them often enough, and if you can get a Dragon's Heart, Hide and Eyes, especially of a powerful breed - a lot of rituals open right up. If I can get a few dragons-worth of materials, then I'm really set. Especially if they have eggs I can steal. Dragon eggs being used in rituals, as noted in Salazar's book on rituals, is perhaps the hardest to get but most valuable ingredient to a few rituals. It can be replaced with other things, but the egg will result in the best options.

Seeing it's a nest - I have high hopes. It's part of why the levels are so high, but the rewards - if I can get them - are innumerable.

I smile as my plan forms, and enter Aragog's Revenge.

I don't think I'm in a reality bubble, so I'll not burn down the whole forest, however, I will use my greater control over the winds and the magics of them, to effect.

"Ventis indica mihi ubi non est" I call out, and feel a light breeze pick up all around me, and an influx of information comes, all at once.

I am not in a reality bubble. I am surrounded by Arcomantula, and there are easily 500 of them who are able to physically grapple with me, and another few-thousand younglings who will present me with an issue should they bite me.

I sigh. Very well.

"Scutum est ignis" I mutter, looking around and spotting the 15 or so who are ready to pounce. "

tuere me ab his qui nocere" As they do, my spell finishes, and what may as well be a beacon - hopefully obscured by the trees, as I've been walking for a couple minutes towards the den of spiders, begins to cook the spiders leaping at me. I also conjure a whip of fire, and begin slicing it through the larger of the arachnids jumping at me.

The downside of being a human is not being able to see in dark forests like this. This spell, the Flame Shield - is one of the War-Mage things Godric taught us first. It counters the issue by making a massive ball of light, which lights up the forests around me. It consumes nearly all of my mana regeneration, but it makes a ball of fire - almost as wide as I am tall - which moves to block things which are physically moving towards me. The fire is so intense it puts out a decently powered breeze, which deters most small to medium objects - like arrows - from hitting me. It also dynamically adjusts to where it's needed most. If it concentrates on one point, it can - and has - blocked up to reductor curses before.

Though that usually expands it, as the concentration of magics hitting cancel each-other.

The other reason for this - and the flame whip - are because they contain magical effects - meaning without my magic they can not burn. They don't damage the trees or ground around me. They merely push the debris away.

The sole exception is for things which intend to harm me, which is the second half of the spell, and why I had to do an incantation. I was adding a clause to the spell. This focused it, to make it cost less mana and be more effective at what it needs to do.

I cut the flame whip as I determine that the spider I rip in half is the last of it's kind near me, and then bend down, and tap my wand to the floor of the forest, pulling a sword of earth out of the ground.

This is one of the spells Flitwick had taught me, a long time ago. To make sure I'd always have a weapon when needed. A sword. I tap it, and turn the earthen brown to steel-grey, like I learned with my first transfiguration lesson. I smile at the immaculate, thin steel blade.

No need to pull out the magical blade of Gryffindor's knight for spiders. Also, I would hate to ruin the temper of the steel, but I need not worry about that with this blade…

So I ignite it, and then re-conjure my flame-whip, and continue my hunt through the forest.

At this point, I'm bleeding mana very slowly, but that's okay. I can tell - based on the dungeon clear ratio (1283/3144) that I'm around ⅓ done, and I'm probably about to fight the bulk of the horde, even as my shield burns more and more little spiders trying to bite my ankles by the second. By the time I fully enter the clearing before the den, and stop before it - seeing the second largest spider I've ever known, second to Aragog, I smile.

(2032/3144)

"I've gone through a majority of your ken, what makes you think you can stop me, Spider?" I ask it bluntly, seeing a shine of intellect in its eyes.

"I cannot… stop… you." It agrees, then clicks menacingly, and I feel something massive behind me. "We… can!" It clicks and jumps at me, and I twirl, snapping my whip and sword in opposite directions as I roll. I come up to see Aragog skidding to a stop on the spot I'd been a moment before.

"Fast." He compliments, before bursting towards me.

Spiders are very fast in short bursts, but their stamina and overall speed is horrid. Compared to me? Well, it's a bit laughable how slow he moves.

I twirl around the speeding spider, and lop off two legs with a burning sound of heated metal on flesh. Aragog roars in pain and indignation, but now must greatly favor his right side. I smile at him as I flick my whip and draw a line in front of me, then encant "Kiranides offeres totum Ab imperio et revertatur ad cinerem" - and the world goes up in a quick blaze.

I fed the spell I cast 25,000 mana, which it turns out, is enough to burn out all the little spiders and a few bigger ones.

The spell is a targeted fire-spell. You can, with the chant, tell it which pest to target and it destroys them. Usually used by professional pest removers to clear houses, I'd overcharged it to kill every spider in the clearing.

It targets the weakest, first, and works its way up.

(3092/3144)

I sigh, then turn to Aragog, who is once more attempting to run at me, and I feel a good amount of web and large bodies surging at me from all sides, large bodies. I nod to myself. His eldest children and him, all making their final play. I push a massive influx of mana into my whip and jump backwards towards the largest spider, who is coming at me from my back, then, I rotate the arm with the whip in a full 180 degree arc, cleaving the spider behind me in twain, and lashing off all of Aragog's legs on his right side. This also kills a spider who I'd not noticed, above me. This is evidenced by my getting drenched in spider gore, which is speed dried by the fire around me.

Not blocked because gore has no intent. It merely is.

I flick my whip, pushing yet more mana into it, and this snuffs Aragog - and the host who I'd just dodged lives. All of them.

(3140/3144.)

4 spiders and a whole forest? Must be in the den, then.

I tromp into the den, and am rather quickly disappointed by the lack of threat, there. I cut through the final four nest-guards, and then capture all the eggs, and all of the silk I can find, and store it in my inventory. Then, I quietly walk out, and begin to render the oldest - mostly in tact - spiders for potion and poison ingredients.

For Wizard Killers, Acromantuala are disappointing. I suppose the reason they're on the list is their ability to ambush, but if you're expecting them…

They're rather sad, I suppose.

It's as I finish collecting the third corpse's goods that an arrow lodges itself perhaps an inch from my left knee - having snaked past my right knee.

It has a letter attached.

I sigh, and pull it open.

Child of the Void

You have caused a great imbalance in the forces of the forest. Restore the balance by culling the others, or face the consequences when Pluto comes.

We - the Guardians of the Forest - cannot do this. We also know we cannot kill you, for then we, too are doomed. So a reward -

Should you clear the rest of the threats abound, we will allow you the treasures they have stolen from us, along with offering a blessing from the Gods.

Yours -

Centauri Perfectum of the 13th.

Reading between the lines, the Centaurs of the Forest realize killing me is a bad move. When Darkness comes to the forest, due to the actions I have taken and may yet take, they'd be doomed. So they seem to make peace - I do the jobs they can't and I get rewards.

Quest Alert -

The Heroine of the 13th

Objectives -

Slay Wolf-Pack

Slay Giants

Slay Trolls

Slay Vampires (Keese Clan (Minor))

Slay Werewolves (Volis Pack)

Bonus Objectives -

Defend Werewolves (Apis Pack)

Defend Gwarp the Giant

Defend the Centaurs

?

?

?

Rewards -

+10,000xp / enemy group slain

Blessing of Mars

Blessing of Vesta

Bonus Rewards -

Blessing of Apollo

+Reputation with Hagrid

?

Perk - Heart of Rome

Failure -

Hogwarts becomes uninhabitable in the next century due to a large influx of Dark Creatures.

Seeing the loss consequence, and knowing the spiders took under an hour, I finish cleaning the rest of my major kills, and then double check everything is properly looted, before casting a simple fire-creating curse to burn all the corpses, which I piled up.

No use in providing the predators with a free meal.

Afterwords, I quietly slink back to the entrance of the forest, before accepting the Wolf Pack Dungeon.

I can probably get a few of these done before the delegations arrive - I have six hours, and I'm by no means a slow person.

.*****.

It takes me five hours to clear the Trolls, Wolves and the first Giant Dungeon.

Giants were rather stupid, like trolls. A bit more powerful, though. Still, they were as weak to telekinetic rocks being slammed into them as anything was. Magical resistance only gets you so far, it turns out.

The main issue was there were three Giant Dungeons - each more deadly than the last, and considering the giant chief of the first dungeon had actually required a serious fight, and not just a large, magically sharpened boulder being dropped on his head from a good height, well, I didn't know if I wanted to deal with that. Even if it was giving me heaps of XP points - enough to gain two levels in this short period.

Still, the potions ingredients, troll snot, giant toes and so on, were collected and the bodies burned. To any who would investigate, it would look like they threw some massive party - with large bonfires - then disappeared. Of course, those with a brain would put it together, but I doubt most would.

Wizards are rather silly, after all. And someone needs to get their hands dirty to fix the issues. Having such a potent group of deadly things near a kids school - which wasn't being actively culled by staff and students was bound to go poorly. If Hagrid died, the school may have been taken by Acromantula, picking off kids wandering near the forest and slowly moving in to kill more and more people, until they had the castle.

I shake my head in disbelief, as clearly Dumbledore and the current institution thinks they don't need to deal with the threat, forgetting that when they were kids they had regular forces which cleaned out the forest. Such a potently magical forest would draw any number of magical things to it.

Still, only truly sentient and knowledgeable creatures were left for me to deal with, giants aside. Werewolves and Vampires are both level 80. I managed to figure out the other Wolf Pack is a bit weaker than the 'Bad Wolves' and hides from them. I suppose if I don't help them, then they'll be found and taken over, or killed.

A shame, that.

I slip into my bath 45 minutes before the other schools are due to arrive, and step out 20 minutes later, and quickly apply my makeup and other magics to do myself up properly. I slide the fancy pin I'd gotten from the Greengrass family over christmas in 2nd year, and don my really, very fancy robes, which barely pass for 'Hogwarts'. They'd been commissioned with the idea of any formal event where I had to represent Hogwarts, but look outstanding as well. My family crest was displayed over the Hogwarts crest, with the roman numerals for III over the top.

3rd oldest magical house in Britain, not that many would know or care what that meant.

I step into a shadow, and appear in a closet - which holds a secret passage - and step out into the moving swaths of students, which McGonagall was overseeing. She spies me, and nods, then beckons me over.

"I trust the forest has been checked for Doxies and the like? Nothing will come out and harass our visitors should they take a stroll on the edges?" She asks, looking me over with a bit of concern. From what I understand, she's not sure if I did the job, given how pristine I look.

"Of course. I had to take a bath after, but thankfully what I was wearing can be burned, I doubt the mess on them will come out." I tell her bluntly fluffing my loose hair - what isn't braided - with one hand. She nods sternly.

"Very good then. I do wish you would push them back in without violence, though. Needless deaths of creatures could upset the ecosystem of the forest!" She chirps, and I nod knowingly.

"I am aware. There is a reason I didn't go deeper than 100 feet at any time. Just the borders. Any deeper and something might assault me which I do not desire to deal with." I - lying - agree with her.

I wish I'd known how delicate it had been before I'd gone in. I would have done the spiders last. At least that way we have something we have a tentative, indirect control over running the forest. Not a bunch of wild monsters with no morality.

Perhaps this life needed another Sindrie, like my last one did. Clean out the gunk of the world and set it up for some smooth running for a little while? Less corruption never hurts anything. Being the cleaning crew wouldn't be a new job, even if I didn't particularly like it.

Always easy to do in a state of outright war, though.

I shake the thoughts from my head, and refocus on McGonagall. "...yes, well." She clears her throat and then gestures to me along. "You're to stand with Flitwick as his 'Champion' - even though he cannot enter you, so you will stand with the staff. I've selected Beatrice Haywood, myself." She says proudly, and I nod, then see myself out of the doors.

Frankly, all of my friends are better at all schools of magic than the Haywood girl. She's pretty good, though. All around - and able to enter the tourney. Only Cedric and Lucian Bole had more levels than her, overall.

I suppose her levels and ability with magic came from her being introduced to various bits of magic as she was growing up, particularly since it was the curse which forced her to live in a painting for most of the school year, in her first year.

Apparently the portraits were very good teachers - if you could find a way to learn from them like she had. Hundreds of accomplished Wizards and Witches, her personal tutors for a year. Many of which had been teachers here, even. It didn't matter they didn't have specific knowledge, really.

Her form and general skill with a wand was second to only myself and Cedric, not to mention her stats. Still, not as good as Cedric. I breathed out, seeing my breath mist before me. Flitwick had a raised platform to stand on, and was even with me, until he raised the ground I was standing on, so I could see over the 7th years in front of me. I looked down to him gratefully, as I was pulled from my thoughts.

"You know, by selecting me, you've lost the whole deal of who's the real champion, right?" I ask a bit awkwardly, because this isn't really private, but I think it's also something other people hearing won't hurt.

"Yes, but I know you're the greatest student in Hogwarts. You could easily outmatch any student - likely many - in any situation given to you. You've noticed, I'm sure, what a gulf there is between you and all others?" He replies, not whispering either. I smirk minutely as I see a few seventh years gain a look of utter confusion and disbelief.

"Yea. I'd noticed. I knew a few years ago, honestly Dueling club was pretty… interesting. I was equal to a sixth year back then, in terms of knowledge. I've had two more years. I honestly find myself looking forward to learning more, and growing more. A shame others aren't so devoted." I click my tongue, and Flitwick nods, shortly.

"Indeed. At your pace, by the time you leave Hogwarts, you will eclipse all of the teachers, except, perhaps, Albus." He reminds me - but I think he's saying it more for the other students.

He does not lie - no matter the rumors it may cause.

"I suppose, yes. The main issue with all of this, of course, is that I need to be pushed, but I think you've detected what I'm doing, anyways." I tell him, and he nods.

"Good bit of genius, that." he agrees, nodding again, then we go silent as Dumbledore walks out, and takes his place. McGonagall walking the last few students - Harry among them - out to their places.

Then, we wait.

I nonverbally communicate with Flitwick, all the while. He suggests he thinks Sprout - with Cedric - has the best chance of being elected champion. I agree, then flick my eyes to Harry, implying if he got in, then it'd be him. Flitwick narrows his eyes at Harry - taking his measure with a practiced dueling perspective, then his eyes widen fractionally and he nods, acquiescing the point.

Harry, no matter how awkward and cold he looks, shuffling in the icy day - having forgotten warming charms - exudes a slight aura of power subconsciously. Like Cedric or I do, he's a powerful young man. People ignore it because he's so rough around the edges, and that negates it a fair bit, but when you go looking….

He's the second most powerful student in Hogwarts, right behind myself. Through luck, and taking extreme risks for equally extreme rewards, he had grown, and grown absurdly.

"There!" A Sixth year yells, pointing, and I know, then, that they're here.

The Triwizard tournament is afoot, and I'm going to doubtlessly see her.

I smile up at the carriage - flying house, really - and I know.

Fleur is on board.

.*****.

Fleur is - unsurprisingly - the strongest of her delegation, though there are only 2 dozen students from her school here, there are four teachers. The Headmistress, and the four professors who'd been working in France, from Hogwarts, all these last few years.

Each of the students is around level 60, except Fleur, who is level 63, 2 levels ahead of the next highest student.

She also appears to have no real friends among the delegation - who opt to sit with the Ravenclaws.

The Durmstrang delegation is also two-dozen and all around level 60, except for Krum, who is level 64. They also have five teachers - 4 English, and their Headmaster, Igor Karkaroff. Igor, funnily, is the lowest level among them. A mere level 85, where the teachers are all hovering in the low 90's. One Frank Abreheim, is level 93. He teaches Potions, from his biography, and seems to be good friends with Snape, from how they get along.

Durmstrang sits with the Slytherin's, much to their delight, but seemingly Krum and his single friends dismay.

Krum does not like most of his classmates, teachers or where they are sitting.

He surely does not like Malfoy, who is tittering in his ear right now.

I turn to Fluer, who just sat back down beside me with her newly acquired pudding.

"Assuming you all enter, it will be you, Krum and Diggory going for it. I suppose we should probably try to make friends with Krum." I whisper, stacking my plate with food, and she nods in agreement, apparently detecting the same as I was. We quietly get through dinner, and then, as it's coming to a close, I turn, and lock eyes with Krm. Then I nod to a side door, politely requesting a meeting as best I can with my eyes. He quickly surveys me, then nods.

I smile thinly, and for the rest of the welcoming ceremony - and the unveiling of the Goblet of Fire, and the protections being placed - to be set for a few weeks before they pull names - I eagerly wait for my chance to host the meeting between the best of the schools.

Hopefully we can make a sort of study group, to share knowledge…

.*****.

I helpfully cast a translation charm on Fluer before I go about speaking with Krum - so she understands the Bulgarian I'm about to be speaking.

"Hello, Krum. I was hoping we three - the best students of our three schools - could come to an agreement. I wanted to work with you two - at least once a week - to grow as a group. Push each other, and share what we know, so we can be the best Wizard and Witches we can be. You're free to decline, but I, personally, would like a greater base than two semi-professional duelists bouncing off of each other." I tell him, clearly stating what I want and my background for him. He nods, tilts his head.

"It is good you speak Bulgarian. My English is less than stellar. I hope you don't mind my… disbelief that you are the best of Hogwarts, in combat or otherwise. While you both look quite wonderful, I have no doubt your… burgeoning assets… must get in the way?" He asks, and he's not the first to think so - but certainly the first to say so.

He is of course, referring to the fact this body of mine is blessed with… generous amounts of curves. My breasts are large, and do, in fact, get in the way, usually.

"Of course they do. That's what binding and other magics are for. They contain my assets, and not in any painful or harmful ways. I don't lose mobility and they're basically always on, except for when I'm needing to show off - or look my best - like now. Today I was told to look my absolute best, so I did." I tell him, quickly applying the aforementioned magics to show him.

I can do silent, wandless magic.

My chest is quickly shrunk enough to be reasonable in a fight and easily manageable. I do a backflip, just to show I can, then bow before him, and release the spells so my robes stop feeling so loose. I quickly fill them back out.

"Even without the spells, I can fight just fine. I'm not diminished due to my assets - if anything, they're another weapon to use." I tell him, and he nods seriously.

"I did not mean to insult you, but I have found girls who dress how you are… how to say, they are vain little girls who dare not break a nail. May I ask your names? I apologize for not keeping up with news aside from Quidditich." He rasps, clearly impressed I'm not one of those girls.

It's a fair thing, I suppose. I look beyond good, in my opinion. It's not hard to assume I'm a primpy little bitch. Even though I'm not.

"Aubrey Hawthorne, ranked within the top 8 of the Adults World Championship in dueling last year." I tell him clearly, then I bow. "Beside me is Fluer Delacour, she is the only person outside of the top 16 in the world who I think can challenge me, and the only person aside from those who has defeated me." I tell him - not mentioning that was over a year ago now, and the chances of it happening again are slim, since we're both not looking for such a future now. Even if we pursue such things, it's more of a side job for some experience, but not something we're doing to become the best in the art.

"Does she speak?" He asks jokingly - the tone of his voice going a bit happier hearing we actually have some kind of history and fame, like he does. I nod, and she speaks in near perfect English.

"Sorry, I don't speak Bulgarian, even if I have a spell up to help me understand. I didn't want to break your conversation. But yes, I do speak. Fleur Delacour." She introduces herself with a curtsey, and he nods.

"I will work with you both, yes. However, I will apologize. My school is rather… crude? And as a result, I may say or do things which are not… acceptable for you, socially. Should this happen, inform me, so I might alter my actions. I do not desire to drive you away due to my poor social abilities." He tells us. I nod.

"I am much the same. Don't worry, I'll be plenty blunt on such things. I suppose I'll start with this - don't mention assets of a woman to her face. We generally get very upset about those things. I don't care - I know there's practicality issues, but other girls certainly will. Just compliment them for their beauty. They'll probably catch the underlying message that they're very endowed, especially if you're talking about combat with them, or combat magic." I tell him clearly, and he nods firmly.

"I see. I am unused to such things, so I must admit, it is good not all girls are so passive. I will come to you for advice, should I need it." He nods, then bows a hand over his heart and a click of his steel-toe boot on the castle, to dismiss himself.

"Also, ask to be dismissed. Again, I don't care, but saying something like 'I must be going now' or similar, before dismissing yourself will go a long way." I add as he walks off. He gives me a half smile as he closes the door behind himself.

"He is powerful and knowledgeable, but his social issues…" Fluer mumbles, and I shrug.

"He is a boy, at least he is willing to learn. That makes him better than most like him. I say let us give him a shot - if you grow, then we allow him to stay. If he does not, then we move along. We lose little by telling him when he's an oaf." I say, then smile at her. "After all, he clearly likes slimmer girls like yourself more than bulky girls like me. Maybe you can train a good boyfriend?" I ask teasingly, and she rolls her eyes.

"Maybe, but I prefer someone I can communicate with clearly. He will not do for me." She clarifies, I shrug noncommittally.

"He has a year to learn. Plenty of time. He can speak English, too. Just not very well, yet. A year of immersion ought to fix that." I remind her, she shakes her head, clearly not interested. I shrug my shoulders. I figured she'd like a guy with nice muscles like that, but ah, well. Guess I was wrong?

.*****.

That night - the mirror of my own day happened. I was allowed out of class to help prepare the castle with the other advanced kids, and we quickly did so. Then we had the day off - which I spent off in the forest with Vesley the Gryffindor, clearing out magical creatures. I didn't earn levels from the largely culled population of magical and non-magical pests, but it was a good way to prepare. Then, I slid through the baths and quickly got dressed in a very nice - though Slytherin coloured - dress, and stood aside Salazar as his 'champion'.

I'd apparently proven myself by beating every set of wards in the whole of the Slytherin dorms in my time here, and pinning each to their ceiling, then doing it again, in order of weakest to strongest.

It wasn't so hard, really.

This time, there was no banter between myself an anyone else, merely patient waiting.

Then the first arrived. A great Oak tree seemed to split and groan, before a someone stepped through it, almost like it were the wall at Platform Nine and Three Quarters. Then more came. And more. And more.

Soon, there was easily another three-hundred students and teachers before us, dressed in heavy furs. I didn't recognize their crest - so this must be Ursprungliga. Godric goes out to shake their headmaster's hand, and then they form ranks alongside us, calmly readying for the other arrivals as the Oak groans, and the portal closes, the next arrival comes.

Much like the present day - a massive ship breaks the lake. Unlike present day, it is followed by three more - and upon each I see hundreds of faces, manning the rigging, stowing sails and steering into the docks. Within minutes, the massive ships unload, and there are perhaps six-hundred more, in heavy cloaks, hats made of bear-fur and all dressed in formal, warlike black uniforms, very much like their modern uniforms. The Headmaster there, also shakes Godric's hand, then Salazar's. He, unlike the Ursprungliga headmaster, ignores Haelga and Rowena. He appraises Vesley - and only Vesley - for, I assume, he is the only male champion recommended by a male.

What a foolish idea.

Lastly, and perhaps most impressively, a dark cloud touches down - and what will be the carriage-house, in the future, is on the grounds, with many other outbuildings, including a guest house, and what can only be servants quarters. Only just over 200 students and teachers come from these buildings. Their Headmistress shakes all four of the founders hands, but her eyes quickly find mine, and then, after surveying me and the other champions, her eyes return to me, and she nods.

I only smile slightly, at the recognition.

The Headmasters are, unsurprisingly, all beyond my ability to see. The other teachers, well, they all range in the 90's, straying to the higher-end on average, much like the ones in Hogwarts. Their best students are all, however, a bit lower levelled than those of Hogwarts.

Except Durmstrang, who has equal levels.

Interesting, that. They appear to be so, because - and this is according to their biographies - they have to keep dragons off the school grounds with some regularity. The best of their students are tasked with the job.

That's not too different from Hogwarts having people go delving into the forest to get experience against dangerous beings. A bit more deadly, perhaps. Considering they'd have Ironbellies, Short-Snouts or Horntails, where we have the Welsh Green, and I suppose in this time, the True Welsh Red's.

A shame those will be hunted into extinction here in a hundred or so years - well into Merlin's life.

Come to think of it - Merlin should start Hogwarts soon. Maybe, if I continue this double-life, I'll meet him?

We quickly go into the school, and, shortly, we are feasting, as we had in the present day. After the feast - I've determined the other 'champions' if the method is the same 'highest level' sorting. Isabeau of Marsellie, who is the lowest total level - a pitiable 58. Then is Ursprungliga's Stígandr, a respectable level 72.

Then there is Durmstrang's Gavril, Level 77, and lastly myself, level 79.

None of them meet my eyes, and none of them seem open to exchanging information. I sigh, then shrug.

My schedule is rather full - studying in the week with the founders and other top-professors, and in the weekend doing self-study, or working with Salazar on figuring out the parts of Parsel Magic - which is mostly just the theory on how to cast a spell in parseltongue and what effects that has on it - among other things.

Turns out it amplifies healing magic, water-based magics and, if you cast a language comprehension charm with it, then it allows you to understand and speak to all reptiles.

Very useful, really. That included dragons. I have to wonder if I can find a way to expand this to more general beast-talk. I suppose I would need to find a way to speak to an animal of any kind. I have reptiles - which may include fish - but I do not have anything else, particularly. Avians and mamillain creatures, which aren't sapient, will be different, I think.

Not really worth the likely ritual it will take.

If I'm an animagus Bird, though, or have a familiar who is a Mammal and can learn that way…? Hmm.

Thoughts for later.

The unveiling of the judge for who is the champion was much the same as present - with more fancy words and less fancy magics to unveil - or protect - it.

The Goblet of Fire. I quietly Observe it.

Goblet of Erasmus the Greater

Title: "The Goblet of Fire"

This Goblet is the last of its kind - a magical contractor, designed to find the most magically powerful slaves out of a batch, and enter them into a contract for ritual sacrifice, or sporting events, like the Olympics.

This Goblet has been modified so not to be a Slave Contract, but instead one for pure sport - a blood sport. This contract binds all who are entered into it, and the winner is granted 1% of the magical power of all the entrants, to a maximum of 7% bonus mana, total. Win - or lose and survive - and you are released from the contract.

This object is semi-sentient, and has enough power collected from hundreds of tournaments and events, that it subtly pushes things to be deadly, as it doesn't know how to directly kill, so it can take more magic.

It is enchanted to never gain sentience, specifically, since the first goblets of this kind were destroyed for being malevolent monstrosities after a few tournaments.

It hopes for a set of very powerful entrants who all break the rules, so it can eat all of their magic.

This item can be destroyed, as it is not a True Artifact. Doing so will release all of the mana in the goblet.

1/1HP

7,283,713/7,283,713 MP.

1/1SP

So, a truly evil monster, which only picks the most powerful so it stands to gain the most, with so much power it bends luck and fate against you, through sheer weight of its power.

I'm guessing it tries to take down the strongest first, since the rest will be easy - and that means it'll be after me.

Great.

I'll just have to win.

"Those who wish to enter- come forth and submit your names!" Godric calls, and a great storm of students - almost every single one - enters their name.

The goblet, when they do this, takes 1% of their total mana. I watch as it quickly regenerates, on the people I watch do it.

So it's not a permanent loss unless you break rules, I guess. That's not as bad as I thought, but the injection of mana - from EVERY entrant - sunk in.

Eternal glory, indeed. With that much bonus power, it'd be hard to get anything short of glory. 7% more power, on top of where I sit now - over Four-Hundred-thousand mana, would be a massive increase. Thirty thousand or so mana.

That's more than most people in the modern day.

As the last of the wave begin to settle, I recognize as the contenders - all of the Awakened - seem to move together, and form an orderly queue to put our names in. I go third to last, being in no hurry. Vesly goes last, herding the Girl from his house to put her name in first, then I go and sit, feeling my mana top off quickly, but a small chain connecting my mana to the goblet.

A reminder I'm under the contract.

The flames turn red after a moment, then they flicker back to blue, and Godric nods. "I will ask, one last time. Any entrants? If not, we will draw the champions, now. The four of you who are best amongst your peers!" He calls, and no one moves.

How earnest people were back in the day - doing things the first time they're asked. Godric waits a full minute of silence, then taps his wand to the Goblet, and it spits out four names rapidly. I feel the chain grow thicker on my mana, locking into place. I smile.

I'm in.

Distantly, I hear something breaking, and then I hear… shattering glass? Then I feel immense, horrible pain.

My eyes flick to my status messages, and I see the reason instantly.

Emancipation Reached! (i)

Perk Gained (Heroine) (i)

Stat-Cap Breached! Body Shutting Down!

Stat Cap Breached by over 100! Body Failure Imminent!

Stat Cap Breached by over 200! Death in 00:01:29:56.49

Stat Cap Breached by over 300! Death in 00:00:59:55.38

Eyes wide, I spit out a mouthful of blood and pass out. As my body hits the table, I feel my back on cotton, and know I've only to woken up. I'm now back in present day, bleeding profusely in my bed - all over Sarah. My shattered arm from my muscles crushing the bone under - and my pores weeping blood. I'm surprised I can even sit, given the immense pain in my back, I'm surprised I've not broken that, too.

Oh, fuck. One hour is not enough time.


Post Chapter Stats (I've greedily distributed stat points pre-emptively.)

Aubrey Hawthorne

Titles - Magical Titan, Queen of Ravens, Fatechanger

Level 79

Age - 15

Race - Human

Sex - Female

Str - 300 (50 over cap)

Agi - 350 (100 over cap)

Dex - 350 (100 over cap)

Con - 355 (105 over cap)

Int - 400

Wis - 450

Luc - 350 (361)

HP: 89,595 (251,493)

MP: 152,204 (592,000)

STM: 213,158 (313,404)

Stat Points - 0

Perk Points - 8

Perks

Planning -

You are a genius, to be sure, but you have a particular taste for planning. Your plans are often very inclusive in how they operate. This means your plans are generally versatile enough to survive contact with the enemy, and then some. You are also immensely skilled in preparing contingencies and precautions, just in case they don't.

+100 to Planning

+50 to Improvisation

Dark Destroyer -

You're a destroyer of dark things. You're exceedingly good at your job - so much so, that you can sense when something which could be classified as evil is near you

This cannot be a living person, or other organic being, but you can sense anything else. This includes, but is not limited to: Phylacteries, Dark Grimoires and land Sanctified to the Gods of Evil. (this is toggleable!)

On top of being able to passively detect them, you generally know how to deal with them

+30 to Defense Against the Dark Arts

+3 to Mage Sight

+1 Wisdom / Level (retroactively applied)

For Mastering Mage Sight, you've been granted a Perk!

Weaveborn -

You can see colors of magical enchantments, which tells you their purpose

For Reaching 450 Wisdom you've been awarded a Perk!

Foresight

You aren't quite a seer - you're just incredibly perceptive - and skilled with predicting where things will go.

+50 to Perception

+50 to Planning

For Reaching 400 Intelligence you've been awarded a Perk!

Knowledge of Others

Your ability to understand others motives is much better, with this. You understand why they want to do what they're doing, or at least how powerful the motivation is. You do this through a combination of body language, and through reading the fluctuations is their magic, should the have any.

+30 to Lie Detection, Insight and +60 to Body Language.

For Reaching 400 Wisdom you've been awarded a Perk!

Knowledge of Self

You know why you do the things you do, should you want to. This renders you immune to most magical charms which alter your mind - and many potions which do the same. You'd be able to manually detect the reason behind your behavior, though you may not be able to stop it, you can almost always figure out how to do the thing which will purge the thoughts from you.

This also enables you to resist the Imperius curse.

For Reaching 350 Strength you've been awarded a Perk!

Strength of Man

You are as strong as a normal man could ever hope to be. The limits of human strength lie around 500lbs for the average man. Those blessed by genetics can get up to 1000lbs, with dedicated training of course.

You're now firmly in the latter camp - and have done the training to be able to exert that much force. Enjoy… lifting small cars?

For Reaching 350 Dexterity you've been awarded a Perk!

Control of Man

Your bodily control is as good as any mortal human could hope to get it. This means your reaction time is at most 200ms. All other forms of manual dexterity are equally perfect. You just cannot be put as anything below 'perfect' in such tests.

For Reaching 350 Agility you've been awarded a Perk!

Speed of Man

You're as fast as a well trained mortal human can hope to be - you run a mile in just around 6 minutes, a bit under, but still. That's fast. Just over 10mph, really.

Which, considering, is actually very fast.

For Reaching 350 Constitution you've been awarded a Perk!

Heart of Man

If you were to put all your effort into running 42 kilometers (the length of a Marathon) as fast as you can, only by the end would you even begin to feel fatigued. You can function on 5 hours of sleep per night as well as an average human adult could on 9 hours.

For Reaching 350 Intelligence you've been awarded a Perk!

Mana Refinement

Your mana is not only vast in quantity, but also quality. Should mana need something akin to a certain quality, like, say, alignment - yours has it.

Effectively this lets you use all kinds of magic and all kinds of magical items freely.

Have fun, but don't burn the world down. Please?

For Reaching 350 Wisdom you've been awarded a Perk!

Shaping the World -

Your ability to Shape and Control mana is so vast, that you could put any amount of power into a spell, and not lose control of the spell. Others may not be able to accurately control a spell with ten-thousand mana poured into it, but you could as acutely control it as though you had put one-mana into it

+30 to Shaping Skills

+30 to Power Casting

For Reaching 350 Luck you've been awarded a Perk!

Some people are lucky in really odd ways. You're surely one of them. You have an incredible amount of luck when it comes to escaping things normal people couldn't. A burning building? Easy. Exploding building? Well, if you're lucky… and you are. Even when by all rights you SHOULDN'T have survived that explosion, somehow you can crawl away with the barest thread of life, ready to recover and strike your hated enemies another day. Do not rely on this luck too much however, for Fate is fickle, and escaping death through sheer luck is a sure way for her to cut your thread in a much worse way.

For Reaching 300 Strength you've been awarded a Perk!

Bricks Break

You can break stacked bricks with your bare hands - a cliched though impressive - form of proving your strength with martial arts. You can do as many as 12 in one go, less if they're not normal. The world record is 16, so you're not the best, but you're surely damned impressive.

For Reaching 300 Dexterity you've been awarded a Perk!

Limber Body

Your body is limber enough to allow you to compete as a professional ice-skater, should you put in the practice to be good enough at ice-skating.

For Reaching 300 Agility you've been awarded a Perk!

Secondary Abilities

You have the secondary abilities needed to support any major perk or skill you have. This means if you can run at the speed of sound (you can't) that you can also react fast enough to things happening that fast.

If you can lift 1000lbs you'd be able to handle to strain that puts on your body, and so forth. This is, of course, assuming you're intending to do the deed, or are actively trying to control yourself. If you do something on accident, then the consequences will still be reaped. Of course…

For Reaching 300 Constitution you've been awarded a Perk!

Toughness

You're about as tough as you can be, as a human. You can block wooden staves with your limbs, or break them on yourself with no harm.

Short of an injury or other substantial situation, you can't become ill. If you do, your recovery time, barring some supernatural cause, will be 24 hours or less from any illness, and it will not cause you any severe harm.

For Reaching 300 Intelligence you've been awarded a Perk!

Literal Genius

You're a literal, capital G-Genius. You can handle things mentally - such as calculations or raw knowledge - far better and faster. This comes with more than just simple skill with any calculus you may need to do. Indeed. This provides a boost to the your ability to use that to make things, specifically. In your case, the items you're best at creating are various types of clothing.

You will find that you will be able to make - and make well - any clothes you migh need, should you have the materials.

+100 to Crafting (Clothemaking, mundane) and Crafting (Clothemaking, magical)

For Reaching 300 Wisdom you've been awarded a Perk!

Peacemaker -

As it usually works, people in high-tension situations almost always develop 'us vs them' attitudes. Anyone who's friendly with the 'other side' is consorting with the enemy, probably a traitor, so on and so forth. Not you

You're immune to such petty suspicions. As long as you're not actually betraying any of them, you can spend the night partying in a Vampire club and the day attending the wedding of the most vicious hunter in town, and neither group will mind

The greatest use of this, however, is in mediation. You can assist disparate groups find points of agreement, and also come to terms with their differences. As long as your points are valid, no one will dismiss you as being a 'lapdog of the other side!'

For Reaching 300 Luck you've been awarded a Perk!

Fortuna

When you win - you gain 10% more than you normally would. Be this flesh from a slain beast, gold from a scheme or otherwise. You just get more gold out of your galleons, it seems.

For Reaching 250 Strength you've been awarded a perk!

Giant-Borne.

Your strength works as though you were twice the size you actually are. You're able to carry, throw and punch as though you were twice the size you actually are. If you're a 50 kilo gymnast, at 1.5 meters, your physics in regards to how much power you have is calculated as though you were a 3.0 meter, 210 kilo person would be - in other words, you're treated as though you're much larger than you actually are, in terms of strength.

Additionally, this grants you +500 HP / Level.

For Reaching 250 Dexterity you've been awarded a Perk!

The Grey

You no longer produce any detectable scent, to any creature. You also no longer sweat, though your body will stay perfectly cool as though you do. Lastly, once per day, you can choose to become invisible by entering a dark area. This invisibility is not flawed in any obvious way, though it isn't recommended you move too quickly with it on

For Reaching 250 Agility you've been awarded a perk!

Between Each Beat of My Heart…

For every second you're in combat, you gain 1% more speed, up to a total of 50%. When you reach that threshold, you gain a burst of speed for 10 seconds, where you are twice as fast as normal, which resets the counter.

This can only be activated three times per day, and can be disabled going into a combat if you would prefer it.

For Reaching 250 Constitution you've been awarded a perk!

Lesser Regeneration.

Your body's health is so great that you heal 25x as quickly as the normal person. A bruise fades in an hour tops, a wound in a day and so forth. You won't regrow limbs. You will, however, find your resistance to poisons and toxins is enhanced immensely, along with most diseases.

For Reaching 250 Int you've been awarded a perk!

Type N

You've broken the scale, and now your mana-pool is based in the immeasurable levels, like the other Titans. This increases your mana by 25%, and makes it so others cannot detect how large your mana pool is, unless theirs is larger.

Only unlockable before age 17.

For Reaching 250 Wis you've been awarded a perk!

The Great Weave

You can manipulate magic as it truly is. This grants a 50% increase to control of mana, and unlocks the limiter on your mana-pool. This just means it can grow to any size - it will stop growing at age 17, still.

Only unlockable before 17th birthday.

For Reaching 250 Luk you've been awarded a perk!

Stacked Deck

You tend to see things fall in your favor, be they a game of cards, or life events. For example, if you were to cast a spell on yourself which could have side effects, there will be none. It will do exactly what you want it to do, and nothing more. If there's a chance you doing something could do another thing you don't want, that chance is now zero.

Everything you do has the outcome you want it to have, unless there is enemy action taken to stop it from happening. So if someone blocks a spell you cast at them, it won't explode, but it won't go through, either.

For reaching 200 Strength, you've been awarded a perk.

Titan's Grip.

Your grip cannot be broken. By anything. You could be holding an ice-shard on a hot summer day, and you wouldn't drop the shard until it completely melted, and even then, the droplets of water in direct contact with your skin would not fall until you let go.

This does not stop something stronger than you breaking your arm or hand to force your grip to slacken, however. Do not assume it is so.

For Reaching 200 Constitution you've been awarded a perk.

The Unbreakable Body.

-25% damage from all nonmagical sources.

For Reaching 200 Dexterity you've been awarded a perk.

A Temple.

Your body is your temple, and you are it's master.

No matter the situation, your body will work at its peak level barring you literally losing the limbs needed for it to work. (i)

For Reaching 200 Agility you've been awarded a perk.

Bullet-Time.

When you enter a combat situation and you have - for the first three seconds - perfect cognition. This makes the three seconds look more like thirty. Enough to watch shrapnel from the explosions as it flies in. With training you can increase how long you have Bullet Time for.

For Reaching 200 Luck you've been awarded a perk.

The Rabbit.

You're just plain Lucky - no two ways about it.

You have 4x chances of finding your way through things and gain a sixth sense for really good opportunities.

Beware - this sense will NOT indicate how dangerous the opportunity is, just that if you follow up on it, you're likely to see a fortunate outcome (assuming you don't die).

An Echo… (200 int)

There's an echo of power hovering about you, adding 1% of your total mana to your social skill checks, as the raw amount of mana you produce hangs in the air around you.

Also +10% to your mana pool. This Stacks with any other passive bonuses.

(Locked to people under 17 years of age)

Politician. (200 Wis)

You can read people like a book. You know when they lie, when they try to mislead you and what their motives are - unless they're a master of occlumency and lying, that is.

+50 to Lie Detection, Insight and Body Language.

150 Wis Developed Emotions

Your emotive range is more developed, and as a result, you have a much larger range of ability to feel a spectrum of things than others could ever hope to feel. A normal walk outside fills you with childlike glee at the song of birds. The sound of rain rouses your playfulness and so on.

Truly, you may act like a child to most, but you know that you're just living life to its fullest. You can feel it's so.

For Reaching 150 Strength you've been awarded a perk.

A Monster.

You're just, plainly, a monster. Your body doesn't excessively bulk out as you get stronger, and is not limited in any way by growth. Usually if you're a body-builder, you can't be a gymnast.

Not anymore. You can develop all the abilities you could want into this body - all the flexibility of a world-class gymnast, the strength of a body-builder and the control of the greatest martial artists in the world.

Monsters don't have limits, after all.

For Reaching 150 Dexterity you've been awarded a perk.

The Leaf.

Martial Artists studied the natural world for years to learn how to move in ways you instinctively grasp. You know how to flow like water under attacks, around them and, at times, through them.

You know when to get brushed aside by the winds like a leaf, and can control your falls, too. Your fine motor control is, in short, very, very high in your whole body - not just your hands.

For Reaching 150 Constitution you've been awarded a perk.

The Rock.

People make fun of rocks, but people are fools. They should really try to emulate it - kinda like you.

As a result of this power, you become more like a rock - in only good ways.

You're more resistant to extreme temperatures, your skin is harder to break and you can keep your face stony no matter the situation - be it funny or sad.

Your fists also are hard as stone now, so your punches surely will hurt much more.

For Reaching 150 Luck you've been awarded a perk.

Blessed Child.

Your luck is clearly a blessing. Truly, you are blessed in all things.

+1 stat point/level.

For Reaching 150 Intelligence you've been awarded a perk.

Developed Thinking

Your ability to think out processes and fly through systems is greatly enhanced with this. If there is a logical trail, you're just better at following it than your Intellect would naturally allow. This effectively doubles your ability to think logically.

You can opt to turn this off if you wish, because not everything is logic and processes, and you understand that, too. Your thoughts are -quite- developed, after all.

150 Agility you've been awarded a perk.

Style and Grace!

You can put emotion and style into every movement.

When you make any movement - be it it walking, talking, moving an arm, finger or even blinking, you can elect to put emotion into the movement.

Positively charged movements are lighter and faster. They look graceful and stylish - imparting that you're full of the pinnacle of such virtues. If applied in combat, you become harder to hit, and generally will find yourself dancing around enemy spells.

Negatively charged movements are stronger, and come off as dominant, intimidating and - if used in an attack, like a punch, tend to make the hit much, much harder.

Inspired Learning (100 int)

Your great intellect gives you an advantage when it comes to learning new or refining already known skills. You never make the same mistake twice - literally - unless it's intentional.

+25% learning speed.

The Endless Well. (100 Wis)

You in-combat MP Regen is doubled.

100 Str - A Hard Arm

+20% Damage from Melee Weapons

100 Dex - Quick Fingers

+10% chance to find Valuables when looting something. +10% reaction speed.

100 Agi - I'm the Quick

And they're the Dead. +25% speed with all handheld weaponry. +10% Ground Speed. Unlocks "Free Running" Skill.

100 Con - Wellness.

You can no longer contract any illness or disease which is nonmagical.

100 Luk - Luck of the Gods.

You have a 10% chance of getting a perk point every level.

Enhanced Mana. (50 Int)

+10% to your Mana Pool.

Enhanced Control (50 Wisdom)

+10% Magical Control.

Strong Back - (50 STR)

You can carry far more than you have any right to - doubles your lifting power.

The Hands of a Duelist - (50 Dex).

+50% to Casting speed and Precision.

Tough - (50 Con)

+15% to HP and Stamina.

Lucky! - (50 Luck)

In every game of chance, you have silly luck. Be it slots, poker or a roulette wheel. You have luck at it.

Actor - 1 point

You are an exceptionally skilled actor, naturally. You can pick up details, such as the habits and quirks of a person by watching them for a while to successfully impersonate them. Why with some polyjuice potion (A substance which when embied you look like the person it's keyd to) you could convincingly pretend to be a well-known and respected public official from another country for months without anyone noticing anything was amiss. (Observation, Acting and Deception all start at "Adept")

Investigative skill - 1 point.

You are a gumshoe of some note, capable of making connections that others would miss and you are keenly observant allowing you to get a much more accurate idea of the situation with a simple glance at a crime scene than an ordinary person would get by combing it carefully. (Investigation, and Perception start at "Adept")

Parseltongue - 1 point.

You have the rare gift of Parselmouth. As a Parseltongue you can talk to and control snakes. Has the potential to do far more, there are even legends of it being used in various magics. Be careful, this trait has negative stigma attached.

The Shadowed Path (2pts)

You have a natural affinity for the arts of the Shadow - you can use Shadow magic, and stealth starts at Journeyman (Level 31)

Potential. - 8 points.

You were born to greatness, and this reflects in everything you do. Magic is second nature to you. While you don't get any skill or knowledge innate with this perk, nor any gifts or talents that pass down bloodlines or through rituals, you now have limitless talent in every single branch of magic apart from these limitations.

Besides that, you are a genius at learning magic too, mastering material at positively enormous rates. This growth continues indefinitely, never slowing no matter what.

With time and effort on your part, your grasp of magic and its theoretical framework could be such that you can manipulate the very nature of it, and do so with an almost contemptuous ease. You would be able to take apart spells and rituals. Even altering spells in real time could be a possibility to you, changing their effects, size, scope, everything. As is coming up with entirely new pieces of magic, with due research and innovation.

Finally, to fuel all this, your 'Magical Core', per se, is proportionately vast. You have a humongous amount of magic at your fingertips, stretching far and beyond any known metrics well into the realm of legends like Merlin and the Founders.

This is the power level the magical titans operate at - to name a few famous ones you may interact with - Albus Dumbledore, Thomas Marvolo Riddle, Voldemort, Harry James Potter and a few others. They are referred to as "Archmagi" generally, or in older terms, Warlocks or Sorcerers.

Etiquette - Part one of the "Magus" Line

Manners Maketh Man. You find you have an impeccable understanding of social norms and etiquettes, knowing just the right way to treat everyone higher, equal and lower in status to you at all times. You're at home in any high-level gatherings, and will never be caught wearing the wrong cut of robes. (Adds 30 points to "Etiquette" skill)

Dedication - Part one of the "Modern Wizard" line.

Staying focused is easy for you. You can mindlessly slog through even the most boring of tasks with single minded determination - be that three hours of scrubbing cauldrons or similar - you have the dedication to do it! (Grants buff to willpower and helps you ignore distractions when you need to focus or get stuff done.)

Occlumens, -2 points.

Your mastery of Occlumency means a fully ordered mind with the ability to instantly recall any memory, and hold off Legilimencers through use of memory redirection of brute force. You can resist veritaserum.

Social Butterfly -1 point

For some people the most terrifying thing they'll face in life is socializing with other people, but for you, it is the least scary thing you'll have to do. Reading body language is all well and good but it doesn't give you the knowledge of the ins and outs of complex social encounters. Now this won't be a problem whatsoever for you. You can read the mood of any room you walk into, spot when your political opponent is laying a trap in their questions, notice when a friend is hurting even when they try to hide it. You can also act the part that is expected of you in varied circles such as walking and speaking with the poise of a born noble among the aristocrats at their fancy gatherings even if you weren't actually born into that world, or appearing as a harmless bartender serving drinks and gathering juicy secrets. Mind, you won't be more intelligent nor gain any information you don't already know and if you aren't wearing the right clothes people will notice the odd outsider in their clique.

+20 to all social skills, Etiquette, Lie-Detection, Insight and Politics.

Perk - Planar Sense.

You can sense beings who do not originate from this plane of existence.

You think this can hold ME?

It is remarkably difficult to keep you contained as your magic seems to surge whenever you are bound or imprisoned causing ropes to loosen or locks to click open. It would take a very well designed trap to keep you for long, and even those always fail, given enough time.

Blessing of Oghma

+1 int/wis every level. -1 to Strength or Constitution or dexterity or agility, rotating every level.

The Supportive Skillset. (2 pts)

You know, better than anyone, perhaps, what it means to support another. You have trained long and hard, and are now perhaps one of - if not the - supportive specialist. Your creative use of the skills could be your biggest boon. A tanning charm to kill a Vampire, or the animation charm on a silver Chain to choke out a Werewolf - your skills may not be directly combat-oriented, but you know how to make them work, in a pinch.

+30 to all non-combat magics, +30 to Improvisation +30 to Persuasion.

Duelist Champion

Your skill and speed in combat make you among the most dangerous magical combatants the wizarding world has, right now. Even highly trained aurors can be swatted aside as little more than nuisances. Not only is your skill prodigious but you seem to simply have more magical power behind your spells than other wizards and witches whenever you are in combat.

+60 to all Combat Magic, +100 levels in Dueling (all)

Resilient, Stage one.

You are resistant to extreme heat and cold - and no longer need to take precaution to protect from the sun or the snow, able to stand in average clothing in temperatures down to -5 degrees Celsius and as high as 45 degrees. This is assuming average humidity, in case of heat, and no humidity in case of cold.

You'll never need a thermostat again!

The Grace of a Master.

You are a master of movement, and it's apparent in everything you do, from how you walk, to how you move your arms. Other people with this perk can tell you are a master of your body through Combat. Should you gain this perk through Dance, a Martial Art, or other forms, these stack!

+50% Movement efficiency.

+25 to "Acrobatics" Skill.

The Ability to detect other Masters.

The Precision of a Master

You're a master of your own body, and exactly how it works. You've learned how to optimise the movement of your legs so your cartilage makes less noise, and that's one of the most meagre feats you've achieved. With this, the control over your own body improves massively, though, as before, other masters of this level (2nd degree) can detect you are of this level.

Should you master a third form, you will get another stacking perk.

+50% Movement Efficiency

+25 to "Acrobatics" skill.

The Ability to Detect masters of this level.

True Royalty

In the arena of combat, you're viewed as a member of royalty, and lesser combatants will quail before you. This makes anyone with a 150+ point deficit in skill to your highest combat skill perform 20% less effectively, due to the pressure you exude on the field of war.

10 Masters.

There was a legendary martial artist, said to have defeated 10 masters at the same time, in one bout.

You have the same level of skill. A lesser master will be dwarfed by your massive amounts of skill - you're worth literally ten of the 'masters' of dueling. You can throw them around like ragdolls, and they're hopeless to stop you.

(Note! This applies to people in the range of Skill level 60-100! Higher skills will lower the number, until you can only handle one of your fellow 200+ level masters. DO NOT arbitrarily challenge 10 masters without knowing their levels of relative skill!)

Ritual / Charms / Arithmancy / Rune Master.

+20% effectiveness to (skill) and if used on self, additional +20% effectiveness.

Math / History Master.

Ability to handle or know how to answer any given question off the top of your head. Or know which books to read and where you might find them, if you could or have been around where they would be.

Alluring.

You get +50% to persuasion vs the opposite sex.

Polygraph.

You know when people lie to you.

Grandmaster of the Opera.

You can be the head violinist for a professional group of string instrumentalists in any house in the world and have a place.

Cleaned Shad-Ki

Your shadow magic does not have, or produce, Taint (i) anymore.

Shadow

So, you like to sneak about? Maybe liberate some things? Well… good.

This will help you keep out of trouble.

+10 to all skills a Sneak like you could use.

Grandmaster of the Forest

Ability to analyze opponents ability in a magical duel with a glance.

Doesn't work on those with this perk.

Lady. (3/3)

You are a Lady. You have all of the skills, knowledge and power being one might require.

Now, use it.

(+30 in all skills. +30 more in Insight and Persuasion. +10 to the Luck Stat.

A Focused Mind…

You can meditate and practice any non-physical thing instead of needing sleep, now. (IE, magical theory, arithmetic equations, etc.)

The Good, The Bad and…

You could be the star of any number of masterful film with this.

The Court

Your etiquette is impossibly good. You move with an impossible grace - physically and socially - and this impresses a great deal upon people. (1.5x multiplier to any act you take which might be construed as etiquette)

The Con

You can fool a Polygraph

Olympian

All Acrobatically based skills grow at twice their normal rate.

Titles -

The Protector -

You're the Protector of an important place or thing. As a result, you're much more competent when working in its defense.

+30 to all skills while working to defend the place you're the Protector of. (Hogwarts)

Master of Defense -

You learn new Defensive Spells twice as fast while you hold this title. You master them at the same rate, however.

Salazar Slytherin's Favorite

You are Salazar Slytherin's favorite student in your year. This means you learn from his direct tutelage half-again faster than anyone else, due to your compatibility. Also, you gain +1 relationship with all Slytherin's who know him directly, and +2 with each of the four founders.

Further, you have +10% in defensive tactics and spells. You even have +10% relations with all future Slytherins.

This Replaces "Salazar's Favored"

Godric's Favored.

As the Favored Student of Godric Gryffindor, one who embodies what he thinks a Wizard or Witch should be, you've gained this Title.

+10% learning speed to all War Magic taught by Gryffindor Alumni, or Godric.

+1/10 starting Rep with all Gryffindors.

Rowena's Favored.

Rowena Ravenclaw thinks you're what a student ought to be. Hardworking, smart and generally bright. As a result, you gain the following -

+10% learning speed to Lost Magics when taught by Rowena or other Ravenclaw Alumni.

+1/10 starting rep with all Ravenclaws.

She Who Leaps -

You have an innate ability to be where you need to be, when you're needed. When, being the operative word, there.

You'll be sent to important times, where you as the Girl Who Leapt Through Time do important, though forgotten, acts. These will all be dangerous, and cannot be declined.

She Who Leaps is naturally granted a passive ability, where people will believe you as an utmost authority on new historical finds, so long as you're not trying to claim anything outlandish without evidence. You also keep any benefits you otherwise may have had from the Girl Who Leapt Through Time, as that title is folded into this one.

This title replaces "The Girl Who Leapt Through Time"

Magical Titan

You are in the top 1% of the 1% in terms of sheer mana you have at your command. Such people are often called Magical Titans. Everyone knows you are one.

+1 political visibility.

+1 relations with Titans who are aligned with the side of the Light / Order

-1 relations with Titans who are aligned with the Dark / Entropy

Queen of Ravens

You are known as the queen of dueling and the queen of Ravenclaw house - if not Hogwarts - to the wider student body. As a result, you have an immense amount of political pressure, just from rumors of your exploits. Real or not. Families all of England know your name, and due to your exploits in duelling, any families who even tangentially watch the sport know your name, too.

Due to these facts, and general opinion of you as a strict rule-follower, who is genius in the uses of combat magic, you have the following bonuses.

+2 political visibility.

-2 relationship points with anyone who has 0 political visibility due to your imposing demeanor and public face.

+100% reputation gains with lawful bodies (Governments, Guilds, etc) and +50% reputation gains with students or teachers of any kind.

Personal Quests.

Fatechanger

You have forever altered fate. Those above call you as such.

?

?

Skills

Observe - Level 125 (Max)

Planning - Level 100

Acting - Level 180

Etiquette, -150(Max)

Persuasion - 186

Deception - Level 180

Intimidation - 117

Lie-Detection - 209

Insight - 208

Body Language - 128

Killing Intent - 61

History - Level 172

Mathematics - Level 151

Art (Drawn) - Level 82

Art (Violin) - Level 159

Cooking (General) - Level 91

English - 150 (Max)

Spanish - 110 (Max)

French - 125 (Max)

Italian - 120 (Max)

German - 130 (Max)

Hindi - 135 (Max)

Japanese - 160 (Max)

Chinese (Mandarin) - 170 (Max)

Korean - 140 (Max)

Swedish - 82

Finnish - 55

Polish - 14

Russian - 19

Arabic - 12

Swahili - 10

Parseltongue - Max

Dance - 135

Acrobatics - 175

Gymnastics - 116

Stealth - 182

Lockpicking 62

Pickpocketing 54

"Common" - Max

"Elvish" - Max

Meditation - Level 150 (max)

Improvisation 152

Kenpo - 92 (1st Dan Black Belt)

Bladed Weaponry (All)- 98

Longswords - 150 (max)

Daggers - 139

Perception - Level 144

Investigation - Level 142

Alchemy - 122

Healing - Level 99

Charms (Non-Combat) - 152

Subskills-

Dimensionalisim - 77

Chronomancy - 45

Charms - Combat - 230

DADA (All) - 189

Subskills -

Elementalism - 135

Dueling - 345.

Transfiguration (Non-Combat) - 115

Transfiguration (Combat) - 149

Potions (All) - 122

Herbology (All) - 116

Astronomy (All) - 110

Ancient Runes (All) - 198

Enchanting - 126

Arithmancy - 185

Care of Magical Creatures - 126

Rituals - 200

Soul Magic (Non-Combat) - 71

Soul Magic - (Combat) - 100

Arcane Magical Theory - 240

Primal Magical Theory - 85

Divine Magical Theory - 85

Magical Control - 140/100 (2450/100)

Magic Sensing - 20 (max)

Mage Sight - 10 (max)

Shadow Magic (All) - 202

Wanded Magic - 120

Wandless Magic - 42

Occlumency - Max

Legilimency - 92

Read Language - All 6/10

Write Language - All 6/10

Divine Resistance - Level 2

Magical Alignment -

+310 Light

+212 Neutral

+47 Dark

+170 Structured

+300 Arcane Magic

+109 Divine

+95 Primal