1- The great adventure

AN: Hello guys welcome to my first story. English isn't my first language so be aware that errors will happen. This is written for fun as a way to destress. I wanted to write a story with an SI and a balanced gamer story that doesn't have the character be OP way too fast so this was the result. I've removed cliches from certain gamer-like stories and made a new system of my own based on a couple of RPGs I played when I was younger. Constructive criticism, ideas, and plot reactions are welcome! I will ignore insults and ships. Hope you enjoy it!

"Petrificus totalus!"

Welcome to the Wizarding World! Please edit your profile

Who knew Dumbledore was right and that there really was another great adventure after crossing death's door. Perhaps I'm yet to die and this is all just a dream.

Name: Neville Longbottom

Level: 1

HP: -

Mana: -

Age: 11 30/Jul/1980

Heredity: Pure-blood

Able to trace magical abilities in the family tree three generations back.

- Higher social standing

- Fathers highest skill inherited (+1 Transfiguration)

- Mothers highest skill inherited (+1 Charms)

Magical Ability: Green Thumb (Plants)

- Plants or animals flourish in your care (+2 SP)

Afflictions: Afflictions are heavy debuffs that are difficult to dispel

Late bloomer

- Exp gained is halved until blooming, exp gained is doubled once bloomed

Hexed: Petrificus Totalus

- Cursed to be completely immobile for 1 hour.

Who am I kidding? Reincarnation has to be the only reason why I'm seeing the golden trio scurry after Quirrell. Poor Neville must have taken a nasty bump to the head if I'm here now. Don't worry Neville, I'll make good use of this new chance. Let's see what we have to work with then.

Choose a class:

Saint

Magi attuned completely to the well-being of the Universe. A saint will never use their abilities to harm others focusing their efforts to defend and aid others.

- Advantaged heal roll

- Wis +1

- 1d8 hit die

- 1d8 mana die

- Str -2

Hmmm, I wonder if that old goat decided to be a saint. I don't recall him ever taking the offensive.

Guardian

Protectors of the wizarding world. Guardians strive to protect those they consider dear.

- Advantaged End rolls

- End +1

- 1d10 hit die

- 1d6 mana die

- Agi -1

This class seems to be good. I guess most Aurors fall under this category and the burly criminals.

Arcanist

Those attuned to the arcane arts in their purest form.

- Can cast a spell with roll advantage once per day

- Intelligence and Wisdom +1

- 1d6 hit die

- 1d10 mana die

- Str -1

This one has to be the best yet. I'd rather have more spells and higher versatility than more oomph in them.

Druids

Druids have a special connection to living beings and their surroundings

- Can roll an extra dice on nature spells once per day (To hit, damage or extend)

- Wisdom +2

- 1d10 hit die

- Cha -1

See this pal, this was your old class. A decent option.

As a neutral Magi, you have no notable distinction

- Add 1 point to any attribute

- Add 1 point to any skill

- Subtract 1 point to any attribute

- 1d6 hit die

- 1d10 mana die

How dull but it allows better control I guess.

Shaman

Shamans walk a fine line between spiritual and natural practices.

- Can cast an elemental or spiritual spell with roll advantage once per day

- Wisdom +2

- Int -1

- 1d8 hit die

- 1d8 mana die

Also a decent option but I have a feeling arcane spells are the big guns.

Occultist

Occultist have a preference for what is considered the Dark Arts

- Can cast a chaos or shadow spell with roll advantage once per day

- Int, Str +1

- 1d6 hit die

- 1d10 mana die

- Wis -1

Also a decent option but I'd rather not limit my bonus.

Warlocks

Warlocks care only for their own interest and will do anything to see them prevail.

- Charms, potions +1 skill point

- Int, Cha +1

- 1d10 hit die

- 1d6 mana die

- End -1

A good choice if I want to do an evil alignment build.

Necromancers

Harbingers of death

- Can roll advantaged dmg die twice per day

- Int + 1

- 1d8 hit die

- 1d8 mana die

- End - 2

Ah so here's the other extreme, Mr. Tom Riddle's class. Hard pass, I'm too squishy for all that's to come.

So between the Arcanist, Druid, and Shaman class, I'd rather go with mastery over the arcane arts.

Class selected: Arcanist

Arcanist

Those attuned to the arcane arts in their purest form.

- Can cast a spell with roll advantage once per day

- Intelligence and Wisdom +1

- 1d6 hit die

- 1d10 mana die

- Str -1

Hp: 6

Mp: 10

Select a calling and become what you were meant to be. Callings are boons to your magical aptitudes:

Fighter

Those born to fight receive combat-based boons

Warrior

- Strength. Agility and Endurance +1

Duelist

- Endurance, Agility, and intellect +1

Knight

- Endurance, Strength, and Charisma +1

Hmm, all decent options for the later years a base increment is always nice.

Craftsmen

Gifted in arts without silly wand waving

Warders

- Runes, Charms, and Arithmancy +1

Artificer

- Transfiguration, Charms and Runes +1

Alchemist

- Herbology, Transfiguration and potions +1

Probably not the best of options if I can just grind those through the years

Intelectual

For those more interested in the workings of the wizarding world

Diplomat

- Charisma +2, Intelligence +1

Scholar

-Intelligence +2, Mind Arts +1

Naturist

- Herbology, Magizoology, Wisdom +1

Scholar could be a decent choice but I would rather survive the war to come and be more hearty overall.

Selected Warrior, continue.

Assign attribute points to personal Abilities

Attributes modify actions based on attribute points in the order of increments: 10 is considered average and has a 0 modifier, every 2 points over or under modifies score results by +1 or -1 respectively

Distribute 27 points.

Strength: 8

Determines physical and spell strength

Agility: 8

Determines general dexterity

Endurance: 8

Determines spell resistance and stamina and health

Charisma: 8

Determines social interactions and social luck

Intelligence: 8

Determines mana and magical knowledge

Wisdom 8

Determines world interactions and skill points

Time to get to the good stuff. Nevilles always has been somewhat of a social outcast so charisma wouldn't be needed to fit in. Leaving it as it is should be best not to arouse suspicion. No, I at least need to be able to change things early on and I'd rather not be dismissed due to poor communication. Now, given how much this body grows once it finally "blooms'' I could get a lot out of Strength and Endurance. I wonder if there's a potion to enter puberty faster and if it's worth taking. Intelligence shouldn't be much of a problem with my class already giving me energy maintenance.

Strength: 15 + 1 - 1

Agility: 11 + 1

Endurance: 14 + 1

Charisma: 10

Intelligence: 11 + 1

Wisdom: 11 + 1

This should be fine. I'd rather not Min-max and regret something later. All Right then, what's next?

Confirmed attribute points. Please distribute skill points (SP).

Skills determine available actions, spell proficiency, and effects.

Skill points available: 5

Transfiguration - The art of altering the natural state of objects

Charms - The art of bending the laws of the universe

Mind Arts - The art of attacking and protecting a person's being.

Herbology - The study of the magical environment

Magizoology - The study of magical beings

Potions - The art of using magical ingredients to alter one's state

Arithmancy - The study of the magical universe

Divination - The use of arcane, spiritual, and natural knowledge to predict events

Runes - The art of applying magical knowledge to objects

Right, so, transfiguration, charms, and mind arts are the obvious choices. Herbology will come in handy with potions. I'm not going to let the greasy bat stop me. Potions are really handy. I'll have to level the Mind Arts until I can safely resist the effect of the Crucio and Imperius spells, the fact that mind readers are commonplace is even more incentive.

Transfiguration: 1 + 1

Charms: 2 + 1

Mind Arts: 1

Herbology: 1 + 2

Potions: 1

Magizoology: 0

Arithmancy: 0

Divination: 0

Runes: 0

This will do. I'll focus on the electives once I get to them and I can just ignore divination with my meta-knowledge.

Finish character creation.

Lvl 1 - Arcanist

Hp: 8

Mp: 11

Str: 15

End: 15

Agi: 12

Cha: 10

Int: 12

Wis: 10

Yeah, alls set. All I need to do now is break free from this hex and I'm set. Gotta give Hermione credit. This spell doesn't even allow me to twitch. Guess that's the reason I can't access inventory. If I have one. Do I have one? Bah. A question for later. Let's get this over with.

Choices confirmed. Restarting system.

Restarting system? What system? Wait what's gonna-

That's chapter one. Chapters won't always be this mechanic focused but this is the very beginning and I just wanted you all to have an idea of how Ill run the system. Updates will be sporadic, available when work and personal life allows them. Be patient, please.

Edit 1- changed gamer system to tabletop for easier management