Hogwarts Abilities
Each Hogwarts student will have two Regular abilities, which can be used multiple times, and a 1-Shot ability, which can only be used once in the game. They will be able to pick one of the three to use each night.
Abilities may be Spells, Potions or Magical Creatures.
Spells

These are the main abilities of the game. Their effect is activated the moment they are used.
Regular
[Expelliarmus]: This spell will disarm a student, roleblocking them during the night.
[Arresto Momentum]: This spell delays another student’s movement. This will make whatever abilities they use have their effect delayed to the following night.
[Protego]: This spell will protect another student from one kill that hits them during the night. Cannot self-target.
[Transfiguration]: This spell will turn a student into a ferret during the next day, making they lose 1 point of vote power.
[Divination]: The one who uses this art will learn whether another student is innocent or guilty.
If used by a guilty student, it will instead make them obtain a list of Hogwarts Abilities the target knows.
[Prior Incantato]: This spell will show which ability another student used on that night, and who their target was. It does not show Dark Arts abilities.
[Wingardium Leviosa]: Levitates a student, making them dodge one kill that hits them during the night, but also roleblocking them. Cannot self-target.
1-Shot
[Expecto Patronum]: This spell will make the user and another two students immune to Dark Arts, except [Avada Kedavra], for a night.
When used by a guilty student, it will create a distraction around themselves and another student, protecting them from all negative abilities.
[Sacrificial Protection Spell]: The user will guard another student from all killing abilities that hit them in that night, making them hit the user instead. Should the user die, the student who was protected will gain one shot of kill protection that can’t be overcome by super-kills, and permanent immunity to all non-killing Dark Arts.
[Petrificus Totalus]: This spell will immobilize a student for a full cycle, roleblocking them, preventing them from drinking potions, and making them lose their vote power in the next day.
[Obliviate]: This spell will make a student permanently forget how to use the last Regular Ability they used.
Potions

Potions must be made first before they can be used, and they take one night action to make. But after they are made, they can be drunk any time in the future, or given to another student, without costing a night action.
The act of giving a potion to another student can be done in the night or in the day, while drinking can only be done at night. Each student can only drink one potion per night.
Regular
[Invigoration Draught]: This potion will make the student who drinks it more confident, allowing them to use one extra ability the night they drink it. This ability cannot be a Dark Arts one, or [Invigoration Draught]. The same ability can be used twice, as long as it’s not a One-Shot.
[Wit-Sharpening Potion]: This potion will make the user smarter, giving them +1 vote power during the next day.
[Felix Felicis]: The student who drinks this potion will become very lucky. This will ensure any abilities they use will work normally, regardless of roleblocks, delays or redirects. The ability can still be stopped by protections and passive defenses.
1-Shot
[Amortentia]: The love potion. The user can drip it into the food of another student, making them fall in love with the user. A student who is in love won’t be able to use any negative abilities on their beloved or vote for them. This effect will last indefinitely, unless the one who made them drink the potion dies or votes for them (in the latter case, the potion will wear off after the day ends).
[Veritaserum]: The potion of truth. The user can drip it into the food of another player, forcing them to tell the truth. They will be able to check whether one statement the target made in the previous day phase or the current night was truth or lie. This does not work on posts made in a day/night cycle other than the current one. Only statements that have objective answers which are known by the target can be analysed.
[Elixir of Life]: A potion made from the Philosopher’s Stone. It will make the user survive the next kill that hits them in the future. The effect of this potion lasts three nights, including the one in which it was drunk.
Magical Creatures

Magical creatures can use their abilities instantly, but they also have to rest. Some of them are restricted to odd nights, and some to even nights.
Regular
[Threstral]: A flying reptilian-like horse which is invisible to those who have not seen death before. Its master can fly on his back for a night, becoming immune to any abilities used by people who have not used kill abilities before in the game.
[Blast-Ended Skrewt]: A dangerous hybrid between a fire-crab and a manticore. This creature will kill its target.
If used by an guilty student, it will instead boost a kill they use into a super-kill, making it dodge any passive defenses or protective abilities (but not roleblocks, delays or redirects).
[Diricawl]: Known by muggles as the Dodo, it is actually a magical bird with the ability to disappear and reappear elsewhere. It can allow its owner to switch places with another student, making the abilities that hit one hit the other.
[Demiguise]: An ape with the ability to turn invisible. It can watch a player to learn who targeted them in the night.
1-Shot
[Hippogriff]: Strong and proud creature that is a mix between a horse and an eagle. It will protect its owner, reflexively killing any students who use negative abilities on them during the night. However, it won’t stop those abilities itself.
[Phoenix]: A mystical bird whose tears can heal someone from even the strongest venom. It will bring one deceased student back to life.
[Thunderbird]: This legendary bird can create a storm, which will make every ability that affects vote power fail in the following day.