John
Hogwarts: Greatsword in HandContents
- 1Biodata
- 2Power Progression
- 3Background
- 4Appearance
- 5Personality
- 6Abilities & Skills
- 6.1System and Training
- 6.2Weapon Combat
- 6.3Spellcasting
- 6.4Stealth and Mental Defense
- 6.5Alchemy, Runes, and Potions
- 6.6Fire-Dragon Traits
- 7Equipment / Weapons / Items
- 8Relationships
- 9Story Role / Major Arcs
- 9.1First Year at Hogwarts
- 9.2Quirrell and the Philosopher’s Stone
- 9.3Summer Training and Overseas Study
- 9.4Merchant and Second-Year Preparations
- 10Trivia
Contents
- 1Biodata
- 2Power Progression
- 3Background
- 4Appearance
- 5Personality
- 6Abilities & Skills
- 6.1System and Training
- 6.2Weapon Combat
- 6.3Spellcasting
- 6.4Stealth and Mental Defense
- 6.5Alchemy, Runes, and Potions
- 6.6Fire-Dragon Traits
- 7Equipment / Weapons / Items
- 8Relationships
- 9Story Role / Major Arcs
- 9.1First Year at Hogwarts
- 9.2Quirrell and the Philosopher’s Stone
- 9.3Summer Training and Overseas Study
- 9.4Merchant and Second-Year Preparations
- 10Trivia
Biodata
| Feature | Details |
|---|---|
| Name | John Wick; original given name: 约翰 1 |
| Alias(es) | Pencil Killer; Little Wizard; Night Demon / boogeyman; Johnny Silverhand 1 6 47 |
| Species/Race | Human; Muggle-born wizard who later acquires fire-dragon traits 6 35 |
| Gender | Male 1 |
| Age | Eleven at the beginning of the story 1 |
| Heritage | Half Slavic through his mother 1 36 |
| Affiliation | Hogwarts, Slytherin; temporary exchange student at Beauxbatons; Johnny Silverhand shop 6 37 50 |
| Occupation/Role | Student, alchemist, magical-item merchant; Nicolas Flamel’s pupil and temporary keeper of the Philosopher’s Stone 42 45 49 |
| Residence | 6 Privet Drive; a private room at Hogwarts during term 6 43 |
| Family | Watson Wick, father; Mrs. Wick, mother 1 |
| Status | Alive; returning to Hogwarts for his second year in the latest provided chapter 50 |
| First Appearance | Chapter 1 1 |
Power Progression
John’s system tracks magical power, spell levels, weapon skills, and enhancements, also called buffs or blessings. Practice increases proficiency, while quest rewards can provide points for direct upgrades 1 5.
| Stage / Realm / Level | Chapter | Notes |
|---|---|---|
| Short Weapon Mastery — Level 7 | 1 | Already attained before Hogwarts; sufficient to defeat three adults with a pencil. |
| Magic — Level 1 | 5 | First quantified magical-power reading: 0/100. |
| Alohomora — Level 3 | 5 | Reached through a month of practice; progresses from opening simple bolts to door locks and his father’s safe. |
| Firearm Mastery — Level 1 | 5 | Acquired after handling the handgun inside Watson’s safe. |
| Magic — Level 1, 20/100 | 7 | Physical exercise increases his magic; he estimates five points from a full day of training. |
| Top Student blessing | 7 | Earned after answering Snape’s three Potions questions correctly; accelerates learning. |
| Magic — Level 2 | 9 | Reached during his regular exercise routine; next displayed at 10/500. |
| Levitation Charm — Level 1 | 9 | Learned before formal Charms instruction; initially limited to lightweight objects such as leaves. |
| Greatsword Mastery — Level 3 | 11 | Replaces Polearm Mastery Level 6 and Heavy Weapon Mastery Level 3 after he adopts the greatsword; their techniques remain familiar. |
| Transfiguration Spell — Level 1 | 11 | First displayed after his successful classroom transformation of paper clips into a mouse. |
| Disillusionment Charm — Level 1 | 11 | Learned after three days of practice with material obtained from the Restricted Section. |
| Disillusionment Charm — Level 2 | 12 | Improved through training in the Room of Requirement. |
| Sword Dance blessing | 13 | Earned by destroying training targets with his greatsword; increases sword attacks’ destructive power and visual appeal. |
| Greatsword Mastery — Level 4 | 13 | Recorded after intensive sword training. |
| Levitation Charm — Level 4 | 13 | Recorded in his October status panel. |
| Transfiguration Spell — Level 2 | 13 | Recorded alongside his successful transformation of Tom into a goblet. |
| Disillusionment Charm — Level 3 | 13 | Reached by October through frequent nighttime use and practice. |
| Lumos — Level 2 | 13 | Recorded among the spells developed during his training. |
| Incendio — Level 1 | 13 | Added to his offensive spell repertoire through Restricted Section study. |
| Reducto — Level 1 | 13 | Added to his offensive repertoire; practiced alongside sword attacks. |
| Sleepless One blessing | 13 | Reduces his daily sleep requirement to two hours without losing a full day’s energy. |
| Occlumency — Level 1 | 17 | Developed in preparation for the danger posed by Quirrell and Voldemort. |
| Magic — Level 3 | 19 | Reached during the escape from attacking Acromantulas; subsequently strengthens his spells and permits further offensive study. |
| Night Demon blessing | 19 | Earned after 100 hours of nighttime wandering; improves concealment, vision in darkness, and stealth-kill damage. |
| Protego — learned | 20 | His first new spell after reaching Magic Level 3 is defensive rather than offensive. |
| Rune Mastery — Level 1 | 23 | Unlocked through study of ancient runes and goblin smithing. |
| Occlumency — Level 3 | 23 | Becomes proficient enough to conceal his intentions from Voldemort’s damaged spirit. |
| Incendio — Level 3 | 23 | Recorded after private instruction through Quirrell. |
| Reducto — Level 3 | 23 | Recorded after the same period of intensive instruction. |
| Fiendfyre — Level 2 | 23 | Successfully brought under control after he had initially declined to study it. |
| Protego — Level 2 | 23 | Recorded in his expanded spell repertoire. |
| Alchemy Mastery — Level 1 | 23 | Unlocks the ability to craft simple magical items. |
| Troll Bane blessing | 31 | Earned by defeating the second troll; greatly increases damage against large creatures and the fear he inspires in them. |
| Disillusionment Charm — Level 4 | 31 | Upgraded with a discretionary point before entering the final chamber guarding the Philosopher’s Stone. |
| Top Student 2.0 | 34 | Obtained after placing first in his year’s examination results. |
| Magic blood ×1; free points ×2 | 34 | Rewards for completing his first Hogwarts school year. |
| Magic — Level 3, 635/1500 | 35 | The magic-blood experiment adds 500 magic experience without raising his overall level. |
| Fire-dragon trait blessings | 35 | Gains Fire-Eating, Intimidation, Hardening, and Dragon Language. |
| Incendio — Level 4 | 35 | Improves following the blood experiment; its power subsequently strains his control. |
| Fiendfyre — Level 3 | 35 | Improves alongside Incendio. |
| Transfiguration — dragon-form option | 35 | The spell remains Level 2 but gains a dragon-form option; John still cannot use the desired form by Chapter 50. |
Background
John is a transmigrator with memories of Harry Potter from his previous life. Those memories help him recognize major characters and anticipate threats, but they are incomplete: he forgets details such as the Room of Requirement’s exact location and the Mirror of Erised’s earlier appearance 1 2 4 12 21.
He grows up in a middle-class Muggle household. Watson works as a company manager, while Mrs. Wick runs a beauty salon. His parents initially dismiss his Hogwarts acceptance letter as a joke; McGonagall convinces them by transforming Watson’s teacup into a mouse 1 2.
Before discovering magic, John trains extensively with weapons and plans to use his system to become an all-around athlete or enter a leading university. His pencil fighting already has a reputation among his peers, including Dudley Dursley 1.
Appearance
- Hair: Sleek black hair, inherited from his mother 1 6.
- Eyes: Red-brown, like Watson’s 1.
- Features: Fair skin without freckles, a refined nose, and thin, pale-red lips; repeatedly described as handsome 1.
- Build: Years of physical training give him unusual strength for a young wizard. By his first term, his exercise routine has produced noticeably larger muscles and eight-pack abdominal definition 4 6.
- Clothing: School robes fit him particularly well; Madam Malkin considers him a natural model 2 5 6.
Personality
John combines courteous manners with a readiness to use force. His attack on Malfoy is deliberately intended to prevent him from becoming Slytherin’s collective target as a Muggle-born. He also retaliates against people who deceive or threaten him, including the seller responsible for his faulty Portkey 6 42.
His ambition is explicit: he wants to become a wizard on Dumbledore’s level and gain authority within his house. Recognizing that he lacks inherited wizarding connections, he deliberately cultivates friendships, patrons, and professional contacts 6 38 48.
He is exceptionally persistent in study and training, sometimes neglecting meals and sleep while working on alchemy. However, his reputation as a brilliant student initially exceeds his knowledge: after answering Snape’s questions, he avoids Hermione’s further Potions discussion because those three answers are all he knows 7 18 22.
His protectiveness extends across house boundaries. He risks injury for Hermione, Harry, and Draco, and offers reassurance when Pheobe loses hope in the wilderness. His softer side is especially evident around animals: he feeds cats, befriends Fang, and is devoted to Tom and Basil 6 13 29 39 45.
Abilities & Skills
System and Training
John’s system issues quests and supplies enhancements and allocation points 1.
- Strengthen the Body: Exercise improves compatibility with magical power and allows him to absorb magic while training 6.
- Top Student / Top Student 2.0: Enhances learning; the upgraded version follows his first-place examination result 11 34.
- Sleepless One: Allows him to function on two hours of sleep per day 13.
- Rapid Attack: Gives him the faster opening attack in his duel with Heinrich 41.
- Other recorded enhancements: Precision, Pilot, Long-Distance Running, Troll Slayer, and Knight appear in his panels, but their effects are not explained in the provided passages 9 23 35.
Weapon Combat
John fights with a wand in his left hand and a sword in his right, combining close-range attacks with spells 13 31.
- Short weapons: At Level 7, he can stab three flies out of the air with a pencil in one second 11.
- Greatswords: Uses chops, slashes, rising cuts, thrusts, and powerful overhead blows 11 31.
- Ambidexterity: Developed through two and a half years of pencil practice; he chooses his left hand as his wand hand 3.
- Sword Dance: Enhances sword damage 13.
- Troll Bane: Improves effectiveness against large creatures 31.
- Equipment limitation: Ordinary armor swords struggle against magical creatures’ defenses and can warp under heavy use 18 31.
Spellcasting
His combat style uses spells to create openings, move objects, and deliver destructive attacks rather than relying exclusively on swordsmanship 15 19 31.
- Wingardium Leviosa: Hurls rubble, redirects a troll’s club, moves a fallen log, and gathers shattered chess pieces 15 19 31.
- Reducto: Destroys targets and animated chess pieces; kills both trolls he encounters 13 15 31.
- Incendio and Fiendfyre: Supply powerful fire attacks. He initially avoids Fiendfyre because of its control requirements, then learns it through Quirrell’s instruction 13 23.
- Protego: Protects him during dangerous alchemical experiments 25.
- Transfiguration: Turns paper clips into a mouse and Tom into a goblet; Dumbledore praises his talent 10 13 36.
- Waddiwasi: Helps him drive Peeves away from injured students 24.
Stealth and Mental Defense
John develops concealment both to explore Hogwarts and to survive his dealings with Voldemort 11 17 19.
- Disillusionment Charm: Enables Restricted Section visits, covert observation, and ambushes 11 22 32.
- Night Demon: Lets him read in darkness and makes him difficult to notice even without Disillusionment 19.
- Combined concealment: Night Demon and Disillusionment together produce an effect he compares to the Invisibility Cloak 19.
- Occlumency: Hides his real intentions while he feigns enthusiasm for Voldemort’s teaching 23.
- Limits: Dumbledore detects him under his earlier Disillusionment Charm, prompting the Level 4 upgrade 22 31.
Alchemy, Runes, and Potions
John studies Goblin Smithing, ancient runes, and Supreme Alchemy, then receives instruction and experimental notes from Nicolas Flamel 18 21 42 45.
- Crafts protective bracelets and badges, enchants weapons, and installs magical detection devices 26 33 46 50.
- Uses magical-creature materials, including Skrewt parts, unicorn horn, dragon blood, and dragon-tooth powder 25 28 33 48.
- Receives instruction on creating the Philosopher’s Stone; the context does not establish that he creates one himself 42.
- Tests Wolfsbane Potion with Damocles Belby and Shelby, confirming that Shelby retains his reason during transformation 49.
- Recognizes early limitations: his first Skrewt enchantment explodes, and he estimates that self-willed artifacts would require Alchemy Level 7 23 25.
Fire-Dragon Traits
The magic-blood experiment strengthens his body and sharpens his senses 35 39.
- Fire-Eating: Increases affinity for fire magic and resistance to it 35.
- Intimidation: Improves intimidation against lesser creatures 35.
- Hardening: Increases resistance to physical blows 35.
- Dragon Language: Grants knowledge of dragons’ language 35.
- Control limit: Magic Level 3 barely controls his enhanced Level 4 Incendio; he postpones further Fiendfyre upgrades rather than risk burning down his home 36.
- Transformation limit: He estimates that usable dragon transformation may require Transfiguration Level 4, but this remains his expectation rather than a confirmed unlock 50.
Equipment / Weapons / Items
- Wand: Red oak, Thunderbird tail-feather core, nine and three-quarter inches; springy and supple. Bought for seven Galleons and wielded left-handed 3.
- Medieval greatsword: Taken from a Hogwarts suit of armor for exercise and combat. Its steel blade is palm-wide, and the weapon reaches nearly to his shoulders 10 11.
- Iron Wick Sword: Commissioned from America with a longer grip for one- or two-handed use. Features a mithril-decorated guard, oak grip, mithril pommel, and a strong, break-resistant blade 44 46 48.
- Protective bracelets and amulets: Initially made from Skrewt parts as disposable automatic Shield Charms. John adds an Imperius-warning function before accompanying Quirrell into the forest 26 27.
- Star-and-wand badges: Crafted using dragon blood, unicorn-horn powder, runes, and the Philosopher’s Stone. Each holds protection against three attacks, six additional spell slots, and the ability to sense other badges 33.
- Philosopher’s Stone: Taken home after his first year and used in alchemical work; Dumbledore has made him its temporary keeper 34 45.
- Marauder’s Map: Picked up after the Weasley twins drop it; used to monitor nighttime movements and follow the trio’s approach to the Trapdoor 12 30.
- Neville’s music box: A Christmas gift used to put Fluffy to sleep 31.
- Fire Protection Potion: Brewed from a recipe in Moste Potente Potions using dragon blood; carried to pass the purple flames guarding the final chamber 31.
- Engraving tools: Uses silver and Basil’s feathers after ordinary pigeon feathers prove unsuitable for rune work 26 33.
Relationships
- Watson Wick — Father. Supports John’s schooling, remains fascinated by magic, and frequently needs restraining from impulsive magical purchases 2 3 34 46.
- Mrs. Wick — Mother. Gives him knitted gloves and insists on weekly letters during his overseas trip; he appeases her with perfume after failing to write 20 36 43.
- Harry Potter — Friend and neighbor at 4 Privet Drive. John repeatedly protects him, warns him about the Mirror of Erised, and confronts the Dursleys over his confinement 22 29 34 43 47.
- Hermione Granger — Friend and academic rival. Worries about his position in Slytherin; John catches a Bludger for her and draws the Halloween troll away from her hiding place 7 12 13 15.
- Ron Weasley — Friend after the Halloween incident. John later wakes him beneath the Trapdoor, and Ron invites him to visit his home 16 31 34.
- Neville Longbottom — Friend who feels safe around him. Gives John the music box used against Fluffy; receives a useful toad cage from John 9 31 34.
- Draco Malfoy — Enemy turned friend. Their relationship begins with Malfoy’s blood-status insult and John’s violent response; after John saves him, they formally acknowledge their friendship using first names 6 29 30.
- Rubeus Hagrid — Friend, forest-patrol companion, and major supplier of creature materials. Together they bury a unicorn and survive an Acromantula attack 17 19 25 30.
- Albus Dumbledore — Headmaster and patron. Prevents his expulsion, cautions him against irreversible magic, arranges his overseas education, and entrusts him with the Philosopher’s Stone 6 22 37 45.
- Nicolas Flamel — Alchemy teacher. Passes on knowledge of the Philosopher’s Stone and experimental notes; John is visibly reluctant to part from him 42 45.
- Severus Snape — Head of House and Potions teacher. Often displeased with John, but concerned after his near-fatal injury; John defends him against unsupported accusations 7 24 29.
- Quirrell / Voldemort — Adversaries posing as instructors. Attempt to turn John into an inside agent; he conceals his intentions while benefiting from their instruction 18 23 27.
- Pheobe — Friend from his Beauxbatons stay and companion during the Portkey disaster. Her trust in him is explicitly described as non-romantic; he gives her a badge before leaving 38 39 42.
- Heinrich Edgar — Durmstrang student whom John rescues from dragonfire and subsequently defeats in a duel; Heinrich then guides him and Pheobe out of the valley 39 41.
- Mundungus Fletcher — Watcher assigned by Dumbledore, then coerced into becoming John’s sales intermediary. Handles sales and shop renovations 45 47.
- Damocles Belby — Wolfsbane Potion collaborator. Retains development credit while granting John exclusive selling rights 49.
- Shelby — Successful Wolfsbane test subject, hired to guard John’s Knockturn Alley shop 49.
- Tom and Basil — His beagle and snowy owl. Tom is a back-to-school gift; Basil carries correspondence and supplies feathers for his crafting tools 3 26 48.
Story Role / Major Arcs
First Year at Hogwarts
John’s Sorting into Slytherin immediately places his Muggle-born status at odds with Malfoy’s expectations. His retaliation earns two months of trophy-polishing punishment, a private room, and the feared “Night Demon” reputation. He begins recovering house points through classroom performance while building magical power through exercise 6 7 10.
He discovers the Room of Requirement, obtains the Marauder’s Map, and establishes a routine of daytime study and nighttime training. On Halloween, he finds Hermione before the troll reaches her, draws it away, and kills it using spells and a sword. The incident strengthens both his reputation and his friendships with Harry and Ron 12 13 15 16.
Quirrell and the Philosopher’s Stone
After recognizing Quirrell as Voldemort’s host, John studies Occlumency. Voldemort interprets his strength as recruitment potential and provides private instruction through Quirrell. John uses that access to improve his magic while concealing his resistance 7 17 18 23.
Quirrell later places him under the Imperius Curse and takes him unicorn hunting. Warned by his amulet, John pretends to comply rather than reveal himself. During a subsequent forest confrontation, he pushes Harry and Draco out of the path of a Killing Curse and survives because its weakened force is further blunted by his protective amulet. He remains unconscious for three days 27 29.
Following the trio beneath the Trapdoor, John bypasses several challenges by force, wakes Ron, kills the second troll, and upgrades Disillusionment before reaching Voldemort. His concealed greatsword attack prevents Voldemort’s success. Dumbledore later awards him eighty points, securing Slytherin’s eighth consecutive House Cup victory 30 31 32 33 34.
Summer Training and Overseas Study
John finishes first in his year and takes the Philosopher’s Stone home. His magic-blood experiment grants dragon traits but wrecks the basement and leaves him confronting the limits of his spell control 34 35 36.
Dumbledore brings him abroad and places him temporarily at Beauxbatons. A faulty Portkey strands John and Pheobe near Durmstrang, where they encounter a Hungarian Horntail and Heinrich Edgar. After winning Heinrich’s duel, John returns to Beauxbatons and later studies at Flamel’s protected home 37 39 41 42 43.
Merchant and Second-Year Preparations
Back in Britain, John checks on Harry’s confinement at Privet Drive. To fund expensive alchemical work, he recruits Mundungus to sell dangerous magical items, receives and enchants the Iron Wick Sword, and develops his Knockturn Alley business 43 44 45 46.
He secures exclusive Wolfsbane Potion selling rights and hires Shelby as a guard. An intrusion by Dobby exposes weaknesses in his workshop defenses, prompting plans for additional Sneakoscopes. By September 1, the Johnny Silverhand shop is operating steadily and John leaves for Hogwarts 49 50.
Trivia
- His name consciously evokes the protagonist of the John Wick films; his early pencil training follows that association 1.
- Tom is named after Tom and Jerry, explicitly not after Voldemort 3.
- Many Gryffindors believe the Sorting Hat misplaced him; the Weasley twins even contemplate washing the hat 8 34.
- His love of cats helps convince Dumbledore that he can be trusted as the Philosopher’s Stone’s temporary keeper 45.
- Despite his previous-life knowledge, John initially expects Lockhart to be a competent teacher after enjoying his books 48.