When you Face Danger, Secure an Advantage, or Gather Information using your knowledge of magical beasts, add +1.
When you Face Danger or Enter the Fray against a hostile magical beast, add +1 and take +1 momentum on a hit.
When you roll Companion Endure Harm, take +2 momentum on a hit.
When you Gather Information by going to a library or other database of knowledge, add +1 and take +1 momentum on a hit.
When you Secure An Advantage by using maps, books, or other reference material, add +1 and take +1 momentum on a hit.
Select a Path or Dueling Talent. You may purchase or upgrade that asset for 1 fewer XP.
When you Secure an Advantage by reading another's mind, roll +wits and reroll a die if you choose. On a weak hit, you are led astray. Take 2 Stress.
You may use your power to aid yourself during a magical duel. You may reroll a die when Hexing an enemy, but risk Stress as above. Take +1 momentum on a hit.
When you use this talent, add +1 and take +1 momentum on a hit.
When you Face Danger by resisting magic designed to trick the mind or influence memory, you may reroll a die. On a weak hit or a miss, you expose yourself more. Take 2 Stress.
You can thwart detection of your next move during a duel. You may reroll a die when Cursing an enemy, but risk Stress as above. Take +1 momentum on a hit.
When you use this talent, add +1 and take +1 momentum on a hit.
When you Gather Information by inspecting a wand or using priori incantantem, add +1 and take +1 momentum on a hit.
When you use another's wand, you do not suffer a -1 harm penalty in duels.
When you Forge a Bond or Test Your Bond with someone who shares major wand qualities with you (core and length or wood type), add +1 and take +1 momentum on a hit.
When you select this Asset, choose an animal form. Also, choose a stat associated with that animal. You may change into this form at will and receive +1 to that stat. This asset costs 9 XP.
When you are bitten by a werewolf and contract lyncanthropy, you transform during the full moon. You may continue to choose your actions if you have drunk Wolfsbane Potion. In werewolf from, you cannot cast spells, but deal 3 harm with your bite and claws.
You develop a kinship with wolves, and can Gather Information by finding wolves in your area and discussing matters with them.
When you Compel using your fame as a fearsome beast, add +2.
When you Aid Your Ally, add +1 and take +1 momentum on a hit. This is in addition to the benefits taken by your ally.
When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.
When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, your ally must replace their lowest challenge die with yours.
When you Face Danger or Secure an Advantage by making or identifying a potion, add +1 and take +1 momentum on a hit.
When you make progress in Investigating a Mystery, you may choose to brew a potion to help you solve it. You may reroll one die on your attempt to make progress, but Endure 2 Harm if you get a weak hit or a miss.
When you Heal by brewing a potion or using your knowledge of magical herbs or fungi, add +1 and take +1 momentum on a hit.
When you Secure an Advantage with +shadow by changing your appearance, add +1 and take +1 momentum on a hit.
When you Fade Away, if you score a strong hit, take +3 stealth. If you score a weak hit, you may take up to +3 stealth, but suffer -1 momentum for each.
When you Gather Information by changing your appearance and blending with the crowd, add +2. However, your abilities betray your emotions: take -1 on Compel rolls while lying.
When you Recover or Hide Out, you can use your network & plentiful resources to recuperate more quickly. You may take an additional Recover or Hide Out action, but suffer -1 stealth as your use of resources might be noticed.
When you Compel by offering compensation or bribes, add +1 and take +1 momentum on a hit.
As above, and you may suffer -1 stealth to apply an additional +1 (after you roll).
When you Face Danger or Secure an Advantage by flying on a broom, add +1 and take +1 momentum on a hit.
You move to discover secrets with blinding speed. When you get a hit on Investigate a Mystery in which broom travel was necessary, take an additional +2 momentum but lose 2 stealth.
You may roll +edge to Fade Away instead of +shadow, as you speed out of the enemy's sights.
When you Secure an Advantage by crafting a useful item, or when you Face Danger to create or repair an item in a perilous situation, add +1 and take +1 momentum on a hit.
As above, and you may suffer -1 stealth (after you roll) to add an additional +1.
When you give the item you create as a gift to commemorate an important event or relationship, you may (one time only) reroll any dice when you Compel, Forge a Bond, or Test a Bond.
When you Face Danger by attempting to perform a counterspell on a curse designed to keep out intruders, add +1 and take +1 momentum on a hit.
As above, and you may suffer -1 stealth (after you roll) to add an additional +1.
You have learned how to set up defensive curses of your own, and gain +2 to Secure an Advantage by placing protective enchantments around a place.
When you duel an enemy wizard, you may roll +edge to Join the Fight.
When you Turn the Tide by pulling a fast move to grab a wand, add +1 and take +1 momentum on a hit.
Once your skill as a quickdraw has become well-known, gain +1 momentum when entering a formal Wizard's Duel.
Your natural resistance to jinxes makes it so when you Endure Harm in a fight, add +1 and take +1 momentum on a hit.
When you Compel in a situation where you are intimidating someone else, add +2
Once your resistance to jinxes has become well-known, gain +1 momentem when entering a formal Wizard's Duel.
When you spend time developing a new hex, roll +wits. On a strong hit, you are successful and create a new hex. When you Join the Fight using this hex, take +1 momentum on a hit. If you get a weak hit, Endure 2 Stress. If you miss, Endure 4 Harm.
When you Curse using a spell you invented, you may inflict +2 harm.
Once your skill as an inventor has become well-known, gain +1 momentum when entering a formal Wizard's Duel.
Long Range: When you Gather Information by writing a letter to someone far away and delivering it via your owl, add +1.
Night Hunter: When you Gather Information by sending your owl to scout an area at night, add +1.
Vigilant: When you Face Danger +wits to detect an approaching threat, or when you Join the Fight +wits against an ambush, add +2.
Dextrous Prowler: When you Secure an Advantage by sending your cat to steal or manipulate an object, add +1 and take +1 momentum on a hit.
Animal Senses: When you Gather Information to try and detect enchantments or magical deception related to natural things, add +1.
Loyal: When you Endure Stress in the presence of your cat, add +1.
Toad: When you Join the Fight in a duel against Dark Wizards, add +0.
When using your charm and natural beauty to Compel, add +1 and take +1 momentum on a hit.
When you let the ferocity of the Veela consume you, add +1 to your next Power roll, but take -2 on your next Compel.
When you Face Danger to resist the allure of someone trying to seduce you, add +2.
When you use the Deluminator to capture light, roll +wits. Set your light track to 6 on a strong hit or 3 on a weak one. When you make a move to overcome darkness, add +2 and suffer -1 light.
You may use your light to Curse or Hex a dark-dwelling foe. Choose the amount of light to unleash, and roll +light. Suffer -light equal to that amount. On a hit, your harm is 1+your unleashed light.
When you use your Deluminator to capture light, add +1 and take +1 momentum on a hit.
When you Secure an Advantage by playing a prank on a friend or foe, add +1 and take +1 momentum on a hit. After rolling, you may also suffer -1 stealth and add +1 more.
After Securing an Advantage with a prank, you may suffer up to -3 stealth to add a corresponding amount to your roll.
When you set off a diversion to give yourself an opportunity to Hide Out, add +1 and take +1 momentum on a hit.
When you Heal someone wounded by a magical accident, add +1 and take +1 momentum on a hit.
When healing yourself, you may take the higher of your +wits or +power, instead of the lower value.
When you Mend or Hearten as part of the Recover move, you take +2 health or +2 spirit, respectively, in addition to clearing the debility.