Documente Academic
Documente Profesional
Documente Cultură
Witches and Wizards can inherently use devices such as Broomsticks, while Muggles cannot. Such things aren't
necessarily powered by magical energy, but instead may require only the presence or intermingling of magical
power. Some devices are magically enchanted in such a way that being magical is not necessary to "use" them,
though in these cases the items are typically prank items illegally enchanted and used against Muggles.
Examples include vicious toilets and teakettles among others.
The process by which one gains magical ability is well known. In most cases, the child of a Witch or Wizard will
themselves have magical ability. Rarely the offspring of a Witch and Wizard can be a Squib, someone who is not
able to actively use magic nor use magical devices, such as brooms, that require the user to have magic.
Occasionally it's possible that two Muggles are able to have a magical child. There is always a Witch or Wizard
somewhere within their family history, though they might be several generations removed. Being the offspring of
two Muggles or having at least one magical parent does not appear to affect a Witch or Wizard's aptitude for
magic.
The offspring of two magical parents who have never intermixed with Muggles is often referred to as "Pureblood".
Those who are known to have at least one Muggle parent, grandparent, etc. in recent memory (as well as at least
one Witch or Wizard) are known as "Halfbloods". For those who have no documented Witches or Wizards in their
ancestry the term "Muggleborn" (and occasionally the highly offensive term "Mudblood") are used, though the
offensive representation is considered a fairly egregious insult.
As their names apply, in any case, a Witch or Wizard has magic coursing through their veins in the form of
magical blood. The source of the magic is unknown, though popular theories speculate that it may come from
some unique way a magical being processes what they eat or drink, or perhaps even the air that they breathe.
The fact that it can exist in so many creatures and organisms and yet still elude Muggles is a fascinating
discussion best saved for another time.
Witches and Wizards are able to manipulate their environment without the use of a wand, though this is typically
the result of a young magical child unable to control their magic in times of emotional stress. Some find that they
can continue to use such talent even after they have control over their magic, but most don't find the need. Young
students quickly learn how to prevent magical leakage as well as to direct their power out of themselves, through
their wand, when casting spells. The next chapter deals with the components of casting such spells.
[1] This is not an error. Please see this link directly for proof.
Some spells require that the user spend some measure of their focus on a target. One of the most elementary of
spells, the Levitation Charm, requires that the caster choose a target for the spell. When a target is not properly
chosen, as was the case of the Levitation Charm's inventor Jarleth Hobart, embarrassment is the least of your
worries. Hobart's mistake resulted in the breaking of sixteen of his bones as well as the ridicule of his town, at
least for a time.
Finally, some spells simply require a sufficient amount of willpower to cast them. This power may come in the
form of direct magical strength, though often it requires knowledge of obscure magic or concepts that are difficult
for a Witch or Wizard to cast. A particular Dark Arts spell known only as Fiendfyre is obscure enough that only
a few know the incantation. Of those that know, only a handful could successfully cast the spell without
incinerating themselves by it. Such a spell requires an incredibly strong will and concentration to control at all.
Some spells require that the user invoke a specific thought, feeling or desire. One of the most well-known
examples is the Patronus Charm. This Charm requires that the user recall a very happy, very powerful memory
and keep it in their mind even as a Dementor attempts to feed upon it (see Ch. 3 if you are unfamiliar with them).
Another charm, typically used to disrupt a specific creature's shapeshifting, requires imagining the creature's
current form as somehow ridiculous before casting the spell.
long career, by Mr Garrick Ollivander, widely considered the best wandmaker in the world. As will be seen, Mr
Ollivander believes that wand wood has almost human powers of perception and preferences.
Mr Ollivander introduces his notes on wand woods thus:
Every single wand is unique and will depend for its character on the particular tree and magical
creature from which it derives its materials. Moreover, each wand, from the moment it finds its ideal
owner, will begin to learn from and teach its human partner. Therefore, the following must be seen
as general notes on each of the wood types I like to work with best, and ought not to be taken to
describe any individual wand.
Only a minority of trees can produce wand quality wood (just as a minority of humans can produce
magic). It takes years of experience to tell which ones have the gift, although the job is made easier
if Bowtruckles are found nesting in the leaves, as they never inhabit mundane trees. The following
notes on various wand woods should be regarded very much as a starting point, for this is the study
of a lifetime, and I continue to learn with every wand I make and match.
Core
A wand's core material is always made from some part of another magical being. While different materials
produce different types of wands, any Ollivander wand in recent memory has been made from only three: unicorn
tail hair, dragon heartstrings, and phoenix feathers. Other material (such as kelpie mane, veela hair, troll whiskers,
dittany stalk, or kneazle whisker) either possesses insufficient power or have a considerable drawback. Veela
hair, for example, produces wands that are temperamental. Wands with these cores are usually only found when
a witch or wizard has had to inherit it from a family member, though some wand makers may still use them on
occasion.
[2]The following description of the powers and properties of the three main wand cores used by Mr Garrick
[1] This information can be found and has been obtained from the website Pottermore. More
information can be found at: http://http://www.pottermore.com/en/book1/chapter5/moment3/wandwoods . A Google search may help if you're using a device that cannot access Pottermore correctly.
[2] This information can be found and has been obtained from the website Pottermore. More
[1] This section of the text was written in part by Charms Professor's Assistant Ashton Hott.
to use the Mending Charm but you just casually wave your wand in a general direction without really focusing
upon what you're trying to mend, you may find that it was mended with extra pieces you hadn't meant to fuse
together or only partially put back together.
Even if you are focusing upon the specific target of your spell you must avoid letting stray thoughts get in the way.
If you are trying to perform the Severing Charm and you suddenly worry about cutting too deeply, you might find
that this is exactly what happens. It is important that you focus only upon what your spell is supposed to do and
upon what it is supposed to affect. Some may call this Intent, but in reality focus and intention are the same; you
want to affect a specific thing and you want the spell to work a certain way.
A great way to practice focusing is through meditation. The act of clearing your mind of thoughts and concerns
can take considerable effort, but in the long run it will make you a much better spellcaster. You should begin by
focusing on your breathing and how the air moves in and out, again and again. Should you have a thought, simply
acknowledge that it exists and let it go. This is something that Muggles call mindfulness. By practicing the
mental ability to simply let your wandering thoughts go, you will be able to keep them from popping up while
you're trying to focus on casting your spell.
Finally, it's important to note that Focus describes what happens while you are casting the spell. The moment
you've finished the incantation and wand movement, which usually occurs simultaneously, the period of focus
ends. Some spells may require Concentration (see chapter 10) after the spell has been cast, but this is
considered separate from focus in key ways.
Chapter 9: Willpower
Typically for non-magical folk, willpower is a measure of one's self-discipline. That is, an individual's ability to
restrain themselves from doing something they might be tempted to do, to control their emotions, and to stick to
their convictions despite distraction or other impetus.
In the magical world, however, willpower means something a little different. Unlike muggles, a witch or wizard is
able to use their will to shape and control their magical ability. Casting a spell is, aside from the required
gestures, a mental effort. The caster must precisely speak the incantation, focus upon their target and the effects
of the spell, possibly consider a given feeling, thought or idea, and of course exert enough pressure, or willpower,
to keep the spell going.
Willpower, as it pertains to spellcasting, can be thought of like lifting a heavy object or weight-training. When you
first begin to use your will to cast spells you'll find yourself taxed when casting a spell that doesn't require a
minimal effort. The demand required by your mind to focus on several different thoughts at once as well as direct
your magic (consciously or subconsciously) is a mentally tiring exercise.
For most spells you will naturally learn, over time, to exert greater force of will upon them. You will be able to
produce more spectacular fire with the Fire-Making Charm or shoot things higher into the air with the Rocket
Charm. The trick to giving these spells more power is, just like lifting weights, a matter of constant practice. When
casting a spell, you should exert mental effort toward the result, feel and focus upon the magic leaving your body
and will more out.
Witches and wizards do not exhaust their supply of magic through casting spells and there is no danger in
exercising your willpower. The only caveat is that you are careful should you decide to practice with spells like the
Fire-Making Charm, where success could mean you now have a stream of fire to worry about. These exercises
are best when used on spells like the Levitation Charm or the Sticking Charm because the backfire for these
spells isn't severe and they can be honed over time.
To practice willpower without a wand, find something in the room you are in to focus upon. Look at it, and perhaps
any other aspects of the object, but keep your mind on ONLY that item for a full minute. Do not let stray thoughts
enter your mind, and if they do, dismiss them as quickly as possible. You'll find that this is a somewhat difficult
activity at first, since I'm sure several things might cross your mind or something might distract you.
It's important to also separate the idea of focus from the idea of willpower. Focus is one's ability to pinpoint what
they want to affect with a spell and how the spell should act. Willpower is the mental muscle that drives a spell
and provides the power for it to function. If focus determines where the water in a hose goes, willpower is the
from a soft pearly white to a lemon-yellow (which indicates sufficient energy, or charge, has been applied), or even
scarlet if the caster has put too much into it. It is also possible to modify the effect of the spell with additional
incantation words, and these are detailed in different chapters of this text.
No text describing the Wand-Lighting Charm would be complete without its equally-simple counter, the WandExtinguishing Charm. This spell has a singular purpose, and that is to counter the Wand-Lighting Charm. It is a
personal charm, which means it will only work for your own wand, or the wand you happen to be holding should it
be lit.
The Wand-Extinguishing Charm
Incantation: Nox
Pronunciation: NOCK-ss
Wand Movement: Swift flick
The Wand-Extinguishing Charm can be quickly cast and its effect is immediate. There is no harm of backlash,
making it as safe as the charm it counters.
Unlike the Hover Charm, this spell can target a distant object rather than requiring physical contact. Unlike the
Rocket Charm, this spell involves controlled vertical movement. However, the charm is not without its limitations.
Objects can only be levitated a handful of feet into the air, and they cannot be directed to move any other way
besides up and down. This charm still found some practical use however since shopkeepers and the occasional
witch or wizard doing some spring cleaning could move an object long enough to then focus on what was
underneath it.
The Levitation Charm
Incantation: Wingardium Leviosa
Pronunciation: wing-GAR-dee-um lehvee-O-sa
Wand Movement: Swish and Flick
The Levitation Charm is the closest the Wizarding World has come to true flight. The charm is well-known and
reliable, an essential spell to a Witch or Wizard of any age. It allows the caster to control not only the vertical
movement of an object but its movement back and forth or side to side. Height is also less of a restriction, though
levitating or maintaining levitation on something very far away can be difficult. The charm even allows the caster to
lift objects normally too heavy for them to lift themselves, though this also requires some effort.
The only known limitation of the Levitation Charm is that it fails to work on humans. A Witch or Wizard can charm
the clothing that a person is wearing, but (since the cloth is so close to the person) the charm allows them only to
hover slightly with no controlled movement.
This charm originated from a witch who used it to repair damage that had
befallen the famed Colloseum in Rome. It proved so basic yet effective that the
witch was able to teach it to several Ministers of Magic and get the repairs
finished promptly.
Its important to remember that only non-magical fixes can be made with this
spell. A broomstick repaired with this spell will not have the magical properties
that had allowed it to fly previously. A wand fares even worse; the spell will
mend the wand back together, but the moment the Mending Charm is
complete the wand will simply fall apart again. Also, obviously, the magical
spells that were once laid upon an object cannot be mended if they unravel due
to age or force.
The spell also cannot restore something utterly destroyed or transformed. It
cannot turn the ashes of a chair back into the chair. A half-burned candle
cannot have its expended wax renewed (at least not via this spell). Especially
large repairs, such as sections of a structure, require additional power and
effort typically only seen in graduate students.
Despite these limitations, this charm is one of the easiest to cast and will allow
you to fix the results of small magical mishaps with ease. It is recommended
to always keep this charm in your repertoire.
use of magic to achieve their goals (no flamethrower-like effect). It's still difficult to target someone or something
on the move, and as the counter for this charm is easy and takes but a moment, it has fallen out of favor in
combat in recent memory.
The Locomotion Charm
Incantation: Locomotor
Pronunciation: LOH-koh-moh-tor
Wand Movement: Full circle with an upward flick toward the target at the end
The Locomotion Charm, not to be confused with other charms typically classified as "Flight" Charms, is
functionally similar but theoretically very different from other similar charms. The charm creates a thin barrier only
a few inches (several centimeters) between whatever is targeted and the ground. The main purpose of the charm
is to move its target from one location to another.
The Locomotion Charm has very interesting linguistic roots. It is the combination of two word from ancient Latin.
"Loco" means place or location, while "motor" means to move. Taken together it means "move to a place", which
is exactly what the charm does.
It is usually useful to specify the target of the spell verbally as well. If you want to target a nearby trunk, as most
students do when moving theirs around, you can say Locomotor Trunk to make the target clearer. Some students
find the spell not working for them when it was simply that they did not focus enough on their target and ended up
moving dust or something else around that they had not intended.
The Locomotion Charm is also useful because it can remain active without concentration. The caster must spend
a small bit of effort keeping the charm going, but otherwise they could cast another spell without having to recast
the Locomotion Charm afterward. After the target is chosen, the caster simply points toward the direction where
the object should go. Of course, in the beginning the object may swerve and shudder as it moves. With a bit of
practice and finesse, it usually becomes a rather trivial matter, much like moving a shopping trolley around a
store.
with this spell requires years of practice and by this time it is easily overcome with a Shield Charm.
The Softening Charm
Incantation: Spongify
Pronunciation: SPUHN-jee-fye
Wand Movement: S-Shaped with a small swish half-way through
The Softening Charm temporarily modifies the properties of the target object, making it a bit squishy and slightly
bouncy like some plush toys, but not soft the way a stuffed animal is. The object grows slightly lighter, but it's
closer to the consistency of a rubber ball than anything else. If cast upon a book you could sink your finger into
the cover a bit or throw it on the ground and watch it bounce back up a little, but the cover still feels like a book
cover if you run your hand lightly across it.
This spell is much less devastating than the Severing Charm can be if improperly cast. An improper Softening
Charm will usually (instead of only occasionally) result in nothing happening. If you don't give the spell enough
charge when casting, you may find that the charm wears off almost instantly or that the item you are attempting
to soften is only very slightly softened and doesn't bounce when dropped.
The charm is also useless against living matter. Attempting to cast it upon a living thing causes nothing to happen
to their living cells, though hair, nails and fur might be a little softer for a short time. Other materials, depending
upon their hardness and density, may remain unaffected as well.
Metal and stone typically don't "absorb" the magic well enough for a noticeable effect, though an accomplished
witch or wizard may be able to temporarily soften these materials if strong enough (depending upon the material,
some cannot be softened at all by this charm). Such things are beyond most students of any grade at Hogwarts,
however.
Not to be confused with the Permanent-Sticking Charm, this charm's effects are long-lasting but by no means
permanent. Often taught to first-year students as an excercise in willpower, the Sticking Charm's strength and
longevity depend upon the amount of will the caster puts into the spell.
The caster's wand should begin and end pointed toward the target. As the incantation is spoken, the wand is
moved in a loop upward to the left, down and back to center, then upward to the right, down and back to the
center. The caster must focus upon the two parts that they wish to stick together or the spell may fail.
At its simplest, the Sticking Charm holds two objects, that are already touching when the spell is cast, together.
It doesn't work on living animals, though you could certainly stick a flower to a book cover, for instance. The spell
can also be used to hold two halves of a box together or a lock to the door it is attached to, though again the
willpower employed by the caster determines how difficult this is to overcome.
Spell failure for the Sticking Charm may result in the two objects not sticking, the wrong objects sticking together,
or a backfire which usually results in the caster being stuck to the floor (their shoes and the floor sticking
together) or other odd instances (such as the caster's hair being stuck together). It's better to seek help from a
skilled witch or wizard in these cases.
The first time the Sticking Charm was employed, according to historical record, it was used aboard roman battle
vessels around approximately 100 B.C. Witches and wizards would use this spell to keep objects from falling off
ships during storms and to help fasten loose doors closed. It was also used to stick fiery debris to enemy ships
or prevent cannons from firing.
Of course the Sticking Charm eventually began losing popularity to more permanent solutions and spells,
particularly after the Unlocking Charm proved an effective counterspell to the Sticking Charm. This is another
reason why the Sticking Charm is good for first-year practice; not only is it a good practice of a witch or wizard's
willpower, but it provides a means for practicing the Unlocking Charm on more than just physical locks.
These two charms have just recently left experimental stage. Developed by the noted Magical Theorist Arameus
Szareko, the charms work in a similar manner and provide great practice for concentration over a protracted period
of time.
The Warming Charm (u)
Incantation: Focillo
Pronunciation: foh-Sill-oh
Wand Movement: Slow clockwise circles that continue while you concentrate.
The Warming Charm produces gentle warmth that radiates outward from the tip of the wand in a small cone. The
caster must focus upon the object they are warming with this charm as the spell is cast. This determines the
width of the cone of heat. The caster can make the heat a bit more intense with an effort of willpower, though the
heat is never hot enough to be dangerous. The caster must concentrate upon the thought of warmth and heat
while casting the spell. The caster can maintain the spell indefinitely as long as they continue to concentrate on
the spell and warm thoughts.
The Chilling Charm (u)
Incantation: Infrigido
Pronunciation: in-Frig-ee-doh
Wand Movement: Slow counter-clockwise circles that continue while you concentrate.
The Chilling Charm produces the opposite effect to the Warming Charm, producing gentle chill air that radiates
outward from the tip of the wand in a small cone. The caster must focus upon the object they are chilling with this
charm as the spell is cast. This determines the width of the chilling cone. The caster can make the spell a bit
colder through an effort of willpower, though the spell is never cold enough to be dangerous. The caster must
concentrate upon the thought of cold and chill while casting the spell. The caster can maintain the spell
indefinitely as long as they continue to concentrate on the spell and cold thoughts.
they jumble themselves depending upon the casters will, and then come back down in a neat stack ready for
use. The cards ordering is considered magically divined because its impossible to cause the cards to be ordered
in a specific pattern, though you can focus upon the deck being organized Ace to King in each suite with the
Major Arcana in order (basically completely non-random).
Grade: 90% (O) - The descriptions are too short and the spell is a bit overpowered.
Charm Name: The Snowflake Charm
Incantation: Descenditis Nix (deh-sen-dih-tis nicks) The words roughly mean "falling snow".
Wand Movement: Gentle downward spiral movement, mimicking snowfall.
Focus: The focus for the spell is the area where you want the snow to fall.
Willpower: Determines the amount of snow generated.
Concentration: Determines the duration of snowfall. The spell can last up to half an hour.
Summary: As its name suggests, this charm generates genuine snow by condensing and freezing
the air and pulling moisture into the target area. The spell doesn't work as well when it's
extremely hot or extremely dry as it also has to chill the air and, when necessary, conjure the
water to make it work.
Grade: 85% (E) - There are a few spelling/grammar mistakes and the focus and
concentration seem reversed. I would expect that focusing upon the needles and fabric as
the spell is cast is the Focus component while maintaining focus on the needles and the
shifting patterns (a thought) are concentration components. The goal is to properly note
all parts of the spell.
Spell Name: The Knitting Charm
Incantation: Knacocio (nah-co-CI-O)
Wand Movement: Starting from the top right hand corner, draw a V, ending at the top left
corner, then making a U shape curve back to the top right hand corner. (Incantation said after the
wand movement)
Focus Component: The caster must focus closely on the knitting needles and how each stitch is
made. As there are different types of stitchings, the caster needs to constantly focus on the type
of stitching they would like to use during the knitting. The caster needs to visualise the knitting
design in their minds and if they were to lose focus, they will end up having a messy ball of yarn.
Will Power Component: The spell requires minimal will power as there is no backfiring effect
if the spell is casted wrongly. The caster will merely have a problem unstitching the yarn. More
willpower will be needed if the design is complex and constantly changing. Also, varying
willpower is needed when knitting different types of product. For example, knitting a scarf would
definitely need less willpower than knitting a sweater.
Concentration Component: Knitting requires two knitting needles and thus it will be a
challenge to split the concentration into two parts that are actively happening concurrently.
Summary/Description:This spell is a necessary spell as it is use for common activities. The
spell cast may seem like an easy task however, there is still some minimal complexity in terms
of concentration when it comes to controlling both needles at the same time. When spell is
successfully casted, the caster would be able to knit things such as scarf, sweats, mittens, hats
etc.