Tokens FAQ

This page covers some of the additional, more in-depth concepts of Model Hogwarts' Tokens System, that are not covered on the main page. If you are just starting out and do not understand tokens yet, we recommend reading the main page first.

## When can I spend my tokens?

Tokens can be spent as soon as you have the token and meet the year divide requirement for the ability. Certain abilities may be available for purchase before the token is earned; see the Animagus Clause for more information.

## Can I save my tokens for a later year?

You do not need to spend your tokens immediately, and can spend them any time you like. However, you must spend your token on a purchase that was available in or before the year it was obtained. For example, if I get a Journeyman Token in third year, I may spend it later on Apscidomancy (which is available in third year), but not early wandless magic (which is available in fifth).

## Can I convert one type of token to another?

While we will never allow converting your smaller tokens into larger tokens as we want to prevent hoarding at any cost, you can convert larger tokens into smaller tokens.

1 Master Token -> 2 Journeyman Tokens, or 1 Journeyman Token and 3 Apprentice Tokens

1 Journeyman Token -> 2 Apprentice Tokens

1 Apprentice Token -> 2 Minor Tokens

## How do Item tokens work?

Item Tokens and Item Creation Tokens work like purchasing a magical item, with the tiers of how powerful an item can be linked to the size of the token. This is fairly complex however and varies greatly by year, and none of the examples below are set in stone and may change:

* **Minor Tokens:** Strictly cosmetic or near-mass produced magical items, like a Colour-Changing Hat, Fanged Frisbees, Remembralls and similar common magical items that you might see all over the Wizarding World and easily purchasable for a low price at the relevant stores.
* **Apprentice Tokens:** Items that are slightly more powerful or bespoke - the sort of magical item that might be more expensive or even need to be custom-made. Examples of items at this tier might include guitars with the ability to magically amplify their volumes on command, magical cameras capable of producing moving photographs like Colin Creevey's and a flask capable of purifying liquids poured into it of non-magical poisons and pollutants.
* **Journeyman Tokens:** Items at this tier are typically always rare, powerfully magical and/or bespoke, likely having high costs and requiring significant amounts of time investment from their creators to produce. Examples of Journeyman costed magical items include two-way mirrors (such as those given to Harry by Sirius Black), new-forged objects made of Goblin Silver, and the Weasley family clock with its unusual ability to track the current conditions of those marked upon it.
* **Master Tokens:** All items priced at a Master Token are deemed to be significantly powerful and/or impactful, often to the point of having unique properties, histories and means of creation. Master Token items are often capable of driving entire narratives themselves. Examples of items from canon that would be classed as costing a Master Token would include the Marauder's Map, the Sword of Godric Gryffindor or an extremely large space contained within a small magical item such as Newt Scamander's briefcase. (Please note that these items are primarily examples of the sorts of treasures that would incur such a cost, rather than a catalogue of permissible purchases: It's likely that any application seeking to acquire a *canon* magical item of this type permanently would be subject to severe scrutiny, if such a thing were deemed possible at all).

Now there are many items out there in the wizarding world, so it would naturally be impossible to make a complete compendium of all them. For that reason we find it easier to determine what category an item would fall into, by virtue of its range of impact. This is still being fleshed out, but the general idea is that smaller tokens have an impact on just yourself, an impact that grows with token size to social circle, the school and finally - The entire wizarding world. The latter being a master level item. Ultimately, however, we strongly recommend that players keen to know what their item ideas ought to cost contact the Apps Team using the #pricing-questions channel on the Worldbuilding Server.

Functionally, Item Tokens and Item Creation Tokens are the same when it comes to levels of power, but they are separated as Item Creation involves your character going through a longer process to create the item, either on their own or by seeking a craftsman to do it. The only difference is narrative.

If an item is meant to be shared in a group, one person would apply for the item, that person would be considered the 'owner.' If the item is to be created by a group, that needs to be outlined in the application for the item. The item 'owner' is free to let others use their item, but they would be the one to both apply and pay for it. If an item actively benefits multiple players at the same time, or the Apps Team feel that the item's benefits are tied intrinsically to the entire group in some way, it may be expected that the entire group pays the price for the item separately.

## How do Story tokens work?

Story Tokens are similar to item tokens in that their power varies by both token quality and the year you receive it, but they are capable of doing amazing things.

Because we want people to have the freedom to tell the stories they want, Story Tokens are tools you can use to help shape that story. Like Item Tokens, the range of what you can do depends on the quality of the token and the year you receive it, but they can also prove to be some of the most flexible and versatile purchases within the model.

Here are some examples of Story Token purchases that fall within each token tier.

* **Apprentice:**
	+ An impactful but brief creature with any single rare magical creature (typically any magical creature that would be priced at a Journeyman or higher). This encounter could be a pleasant one (such as spotting a rare Unicorn in the wild, or maybe even getting to approach it) or more alarming (such as having to confront a Troll let loose in the Dungeons for whatever reason...)
	+ An older student confronts an ordinary Dark Wizard in Knockturn Alley, and finds themselves forced to defeat them in order to survive (bear in mind that this would probably have to be a Dark Wizard your character would realistically be capable of defeating, unless your story involves a lot of luck...)
	+ A graduate character is given temporary permission to visit Hogwarts due to some kind of urgent circumstance that necessitates their presence. This visitation could last anywhere between a day (perhaps to discuss the poor behavior of a child with the faculty) and a year (if, for example, an Auror receives permission to temporarily guard the castle from the dangers posed by one of the Model's overarching Plots), depending on the specific circumstances and justifications.
* **Journeyman:**
	+ A first-year student performs a feat of flying in unusual circumstances that convince their House's Quidditch Team that they deserve consideration for a place on the Team despite being too young to normally be allowed such a position.
	+ An older student discovers a hitherto unrevealed secret passage in Hogwarts Castle that the Professors don't know about, leading all the way to Hogsmeade Village! Maybe this will let them visit Hogsmeade outside of weekends, or even when they're banned. At least, if they aren't caught in the act...
	+ An adult is able to confront a powerful Dark Wizard who might have already gained some notoriety amongst the wizarding public for their crimes whilst eluding law enforcement, defeating them in a high profile duel that makes the papers and has them as the talk of the town for at least a few weeks.
* **Master:**
	+ A group of students escape Hogwarts during term time through some creative means in order to break into a heavily guarded and regulated magical location (such as the Ministry of Magic). Whether or not they get away with it, of course, depends very much on what they get up to, and why...
	+ An adult Dark Wizard organizes a massive prison break, releasing some of the most dangerous inhabitants of Azkaban so that they might rampage across Wizarding Britain.
	+ A group of powerful adult dark wizards organize a cunning plot that enables them to, through subterfuge or force, briefly seize control over a major magical organization or even an entire region. *Please note that stories **this** major ought to have a clear end-point in mind, particularly if extremely ambitious. Extended control over such things is likely to incur a recurring Token cost.*
	+ A group of heroic adult wizards organize a daring rebellion that enables them to, through subterfuge or force, defeat a dangerous group of dark wizards seeking to control a major magical organization or even an entire region!

To put it simply, if you purchase a Story Token with an idea in mind, that purchase will go to helping you fit your idea into Model canon, as well as potentially providing you with a bit of support here and there in the form of prompts or a bit of guidance to make it happen. The true breadth of the opportunities provided by Story Tokens is difficult to fully express, and while not every idea may be accepted as is, the Apps Team will certainly do their best to make things work. As with Magical Items, we strongly recommend that players keen to know what their story ideas ought to cost contact the Apps Team using the #pricing-questions channel on the Worldbuilding Server.

Please note stories involving multiple participants will likely involve separate costing for each participant. This costing can be the same for each participant or vary depending on their particular involvement, to be determined on a case by case basis. It this is the case, we recommend players enter private discussion with the Apps Team on the Worldbuilding Server, where a price for each person can be discussed in advance.

## How do Dark Magic and Special Spells work?

Some of the most advanced spells in the Model, as well as the vast majority of spells that might qualify as Dark Magic, are costed at an Apprentice Token to unlock, requiring a formal application to gain access to.

Please note that some costed Dark Magic spells mention in their spell description that their price degrades to a Minor Token after a certain period of time passes, requiring only pinging @Vendor in the #private-discussion-queue rather than a formal application. reflecting that older characters might find it easier to uncover knowledge of simple Dark Curses. **This discount only applies after a player has purchased at least one Dark Magic Spell paying the full price of one Apprentice Token.** For example, an adult character seeking to learn their first Dark Spell would be expected to pay an Apprentice Token and make a formal application to gain access to that spell, even if that spell was a fourth year Dark spell described as costing only a minor by sixth year.

If a player were to pay to gain knowledge of a particular piece of Dark Magic, or other such knowledge that one would have to pay for, they are able to tell others about it for free. This action should be discussed OOC in advance to make sure that the person being told is okay with their character having this knowledge, and that your character doesn't suffer consequences such as expulsion: if a character is exposed as capable of Dark Magic, it is likely that the personal consequences for them would be severe. Please note that the person learning about this dark knowledge would be incapable of learning said Dark Magic, or doing anything with said knowledge. Applications would still need to be filled out, and the appropriate costs would still need to be paid to use said knowledge or learn a power/ability.

## Clauses

### Animagus Clause

The Illegal Animagus power may be applied for the year before you obtain the required Master token. This means a student who started in first year may apply for Illegal Animagus in fourth year, even though it would usually not be available until fifth. This is because of the canon example of the Marauders achieving Illegal Animagus forms in their fifth years, having started to learn it earlier. Fourth year starters may also use this clause to apply for Illegal Animagus in sixth year (one year prior to receiving their first Master token in seventh), and adult starters may do so in Grad B (first Master in Grad C).

No other purchase may be applied for early in this way, except natural abilities and early expenditures allowed out of necessity such as joining the Quidditch team as a first year.

### Blade Magic Clause

The Blade Magic Clause covers a certain subset of powers that aren’t rigidly defined so that you may dictate how you would like the power to work, and the token cost will be adjusted accordingly. You may work with us prior to your application to get an estimate for your idea.

### Patronus Clause

You may spend an Apprentice token to access certain spells early, including special spells. It’s called the Patronus Clause as it’s based around Harry getting early access to Patronus in 3rd year. Because of the heavy narrative boon and impact that early spells can have, the cost is rather steep to balance that.

Using the Patronus clause will fall under “Special Magics”, but dedicated combat spells cannot be purchased under the Patronus Clause due to the extreme power imbalance that can cause.