TL;DR: Hogwarts Legacy is a massive open-world RPG that lets players live out their Wizarding World fantasies, including the option to use the "Unforgivable Curses." Unlike many games, there is no "morality meter," meaning your child can use Dark Magic without the game "punishing" them or changing the ending. The real weight lies in the Sebastian Sallow questline, which is a heavy, emotional story about the slippery slope of "doing the wrong thing for the right reasons."
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If you grew up reading Harry Potter, you know the "Unforgivable Curses" are the big no-nos of the wizarding world. In Hogwarts Legacy, players eventually get the choice to learn and use these three spells:
- Crucio (The Torture Curse): Causes enemies to writhe in pain.
- Imperio (The Mind Control Curse): Forces an enemy to fight for you.
- Avada Kedavra (The Killing Curse): Instantly defeats any enemy.
Here’s the thing: these aren't just handed to the player. To get them, your kid has to follow a specific, optional side-quest involving a Slytherin student named Sebastian Sallow. It’s a multi-hour storyline that is arguably the best-written part of the game, but it’s also the darkest.
Let’s be real—the "Dark Arts" have always been the "edgy" part of the fandom. It’s the same reason kids want to play as the villain in Roblox or pick the "renegade" options in Mass Effect.
In Hogwarts Legacy, the Dark Arts are essentially a "power fantasy." Avada Kedavra is the ultimate "cheat code" spell—it ends a hard boss fight in one click. For a kid who has been struggling with a difficult combat encounter, that green light is very tempting.
But beyond the power, there’s the narrative. The Sebastian Sallow questline isn't about being "evil" for the sake of it. Sebastian is trying to find a cure for his cursed sister, Anne. He starts using Dark Magic because he feels the "good" wizards have given up on her. It’s a classic "ends justify the means" scenario that really resonates with teenagers who are starting to navigate complex moral gray areas.
This is where I’m going to be a bit of a "no-BS" critic: Hogwarts Legacy has a bit of a narrative disconnect.
In most RPGs, if you go around murdering people, the world reacts. In Star Wars Jedi: Survivor, the struggle with the Dark Side is a central theme. In older games like Fable, your character would literally grow horns if they were mean.
In Hogwarts Legacy, you can cast Avada Kedavra in front of your professors, and they basically just keep walking. There is no "Karma" system. Your kid can be a total Dark Wizard and still win the House Cup and be celebrated as a hero.
As a parent, you should know that the game doesn't provide the "moral guardrails" that media often does. If you want your child to understand the weight of these choices, that conversation has to happen on the couch, not on the screen.
Learn more about how to talk to kids about moral choices in video games![]()
The game is rated T for Teen. While a 10-year-old who has read all the Harry Potter books can certainly handle the mechanics, the Dark Arts questline pushes the boundaries of that rating.
- Ages 9-11: They might just want the "cool" spells. I’d recommend playing through the Sebastian Sallow quests with them. Some of the imagery—like skeletons, dark rituals, and family betrayal—can be pretty intense.
- Ages 12-14: This is the sweet spot. They are old enough to understand that Sebastian is a tragic figure, not necessarily a role model. It’s a great time to ask, "Do you think Sebastian was right to do that for his sister?"
- Ages 15+: They can likely handle the themes solo, but it’s worth checking in to see which ending they chose for Sebastian’s story (there is a choice to turn him in or forgive him).
If your kid is talking about "Sebastian," they are deep into the Dark Arts lore. Here is the "spoiler-lite" version of what happens so you can keep up:
Sebastian becomes obsessed with an ancient relic to save his sister. Along the way, he kills his own uncle (who was trying to stop him) using the Killing Curse. The player then has to decide: Do you turn Sebastian in to the authorities, or do you keep his secret?
Turning him in means he goes to Azkaban (wizard prison) and disappears from the game. Keeping his secret means he stays at Hogwarts.
Interestingly, many kids choose to keep his secret. Not because they support murder, but because they’ve spent 20 hours "bonding" with this character. It’s a fascinating look into how kids prioritize loyalty over abstract justice.
Instead of "Why are you using the bad spells?", try these conversational entry points:
- "I saw that green spell—that’s the one that’s not supposed to be used, right? Why does the game let you use it?"
- "Sebastian seems like he’s in a tough spot with his sister. Do you think he’s going too far?"
- "If there are no consequences in the game for using Dark Magic, does that make it okay to use it? Or does the 'right' choice matter even if no one is watching?"
Hogwarts Legacy is a fantastic game, but its treatment of Dark Magic is purely "player choice" with very little narrative pushback. It won’t turn your kid into a dark wizard, but it does miss an opportunity to teach about the consequences of power.
If your kid chooses the Dark Arts, don’t panic. They aren't "failing" a morality test; they are exploring a complex story. The best thing you can do is be the "morality meter" the game forgot to include—not by banning the spells, but by talking through the heavy stuff.
- Ask them where they are in the story. If they haven't met Sebastian Sallow yet, they aren't near the Dark Magic choices.
- Watch the "In the Shadow of the Relic" quest. This is the climax of the dark storyline. If you’re okay with the themes there, you’re okay with the whole game.
- Check the Screenwise community. See what percentage of other parents of 12-year-olds are letting their kids use the Unforgivable Curses. (Spoiler: It’s more than you’d think!)
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