Documente Academic
Documente Profesional
Documente Cultură
A curse that completely, but temporarily, paralyzes the victim. It is relatively simple to dispel, and
difficult to pull off against an experienced wizard, but the results are often worth the trouble.
Counters a spell as it is being cast, or cancels an ongoing magical effect. Though taught at an
early age, the actual effects of this spell are heavily dependent on the power and skill of the
wizard casting it - it is widely used in everything from dueling to medicine, but has relatively
limited utility to novices.
A curse, popular among children, which causes the victim to temporarily shed his hair.
Releases a jet of hot air from the end of the wand. Useful for drying clothes, melting snow, and
other simple tasks.
Locks the legs of a victim together, preventing them from moving independently of each other.
A basic charm mainly used for instruction purposes that causes an object to levitate at the
caster's discretion. Very skilled wizards sometimes find creative uses for it.
Creates a bright light at the end of the caster's wand, which will persist until it is dismissed or
specifically countered.
Vigorously cleans the target - which can be a living creature, though this is considered somewhat
cruel.
Used to draw material such as liquids or dust off of a surface. Often used for cleaning wounds.
Slug-Vomiting Hex - Unknown
Causes the victim to vomit slugs uncontrollably for several hours. A favorite of the immature and
chronically unemployed.
Aparecium - Aparecium
Causes the target's wand to fly from their hand. With sufficient power behind it, a Disarming
Charm may throw a victim back forcefully. Disarming Charms are mutually off-setting - when cast
against eachother, they generally deflect. The Disarming Charm is also an effective counter to
many spells.
Flagrate - Flagrate
Creates fiery marks in the wake of a wand - can be used to leave markings or writing on objects
or in the air.
Incendio - Incendio
Creates a jet of flame which expels from the wand. The power of this spell increases with the
skill and experience of the caster.
Packs luggage at the direction of the caster, generally directed with the wand.
Conjures a large snake which will attack anything (other than the caster) within a short radius. A
favorite spell among young Slytherins.
Creates a shield from the caster's wand which deflects jinxes, hexes, and curses. The strength of
this spell is directly connected to the skill and talent of the wizard, and stronger versions can
protect against very advanced curses - or even reflect failed jinxes back against the attacker.
Other advanced uses of the spell include protecting an area from outside harm (Protego
Totalum); there are as many advanced variations as there are wizards to think them up.
The victim experiences tickling sensations all over the body, a very distracting condition.
A spell used in combating Boggarts, which causes the fearful image to appear in a far less
threatening - and usually humorous - form.
Causes the target to become happy - heavy-handed or excessive use can cause uncontrollable
laughing fits, or even prolonged manic episodes.
Used to change the color of an object. Some wizards also use it for cosmetic purposes.
Causes the victim to dance uncontrollably until dispelled, which can prove highly inconvenient
for clumsy or unsuspecting individuals.
Causes an object to swell in size. This does work on living creatures, and is a popular charm for
use in trick candies, among other things.
Ferula - Ferula
A simple medical spell, which bandages and splints a broken limb.
Protects a subject from harm from fires, a key component in the creation of Floo powder.
Notably, this charm is insufficient to protect a victim from Fiendfyre.
Renders an object - often an article of clothing - impermeable to many substances and outside
forces, including water. Classically used for weatherproofing.
Causes a specified object to move at the discretion of the caster, usually directed by movements
of the wand.
Reduces an object expanded by the Engorgement Charm back to normal size, or causes an
object (or creature) to shrink to smaller than normal size.
Causes the victim to suffer an intense and painful stinging sensation, which - much like real
stings - causes swollen red welts to appear over the surface of the skin.
Causes a mundane object to become unbreakable by physical means, though strong magic can
still destroy it.
A charm used to temporarily protect an area against jinxes and hexes. It is not infallible, but does
dramatically reduce the power of minor to moderate offensive spells for a short time.
Opposite of the summoning charm, this banishes the object it is performed on. Like the
summoning charm, objects held by someone else are generally impervious.
Causes the victim's teeth to grow at an alarming rate. Though it usually isn't dangerous, it can
sometimes have unseemly complications.
Episkey - Episkey
A simple healing charm, capable of restoring minor injuries. More serious afflictions require
greater magic.
Conjures a flock of small birds that emerge from the caster's wand. Creative wizards have used
this offensively.
Causes the victim to break out in extremely painful boils, which may persist for several hours
unless tended to.
Causes the subject's hair to thicken. It does have unscrupulous uses - repeated or irresponsible
use can cause hair to grow out of control.
Impedes the progress of a target in a variety of ways - depending on the skill of the caster, it may
range from tripping and harassing to binding, knocking back, and even paralyzing the victim.
Causes the victim's legs to wobble uncontrollably, rendering movement difficult or impossible for
a short time.
Incarcerous - Incarcerous
Used to eliminate things one doesn't wish others to see - specifically, things such as foot prints,
writing, and the like - while leaving the surroundings intact and undisturbed.
Returns the volume of a magically enhanced voice to normal. Serves as the counter to the
Sonorous Charm.
Causes a solid object to explode spectacularly. Famously used to destroy doors, sections of walls,
priceless Fabergé artwork, and antique furniture.
Severing Charm - Diffindo
Used to cut inanimate objects (the spell does not appear to function on living flesh), often used
in tailoring.
Magically amplifies the caster's voice, allowing him to be heard over a great distance, or over the
roar of a crowd - essentially a magical microphone.
Debate rages as to whether this is a charm, a jinx, or a hex - but it is considered one of the basic
dueling spells. It temporarily stuns an opponent, rendering them inert for a few precious
seconds.
Summons an inanimate object to the caster. Objects held by someone else are generally
impossible to summon in this manner.
Causes one object to be switched with another of the caster's choice. Both objects must be
within relatively close range.
Anapneo - Anapneo
Creates a bubble of fresh air around the caster's head, allowing them to breathe underwater, or
in other normally inhospitable situations.
Causes great pain to the victim's eyes. A very useful spell in combating giants and kyklops.
Causes a victim's fingers to become jelly-like and largely useless, unable to effectively grip or
manipulate things, for a short time.
Locking Charm - Colloportus
Locks a latch, preventing it from being opened by nonmagical means. Colloportus also prevents
the function of Alohomora.
Causes the target - usually something inanimate - to levitate and move at the caster's discretion.
Many related, object-specific charms have been devised, including mobilicorpus (for bodies) and
mobiliarbus (for trees).
Summons a patronus from the caster's wand. This is a very complicated spell, often taking years
to truly master. Students rarely manage a full-fledged, corporeal patronus before their seventh
year.
Allows magical copies of an object to be modified by modifying the original. Most famously used
by Hermione Granger to share the times of DA meetings.
Forces someone or something binding the caster to release - it can break the grip of a hand or
unfasten chains or ropes. It has also been used as a defensive charm, and in skilled hands can
have concussive effects.
Rennervate - Rennervate
A moderately complex healing charm, which causes an unconscious subject to awaken. Some
conditions, such as powerful magically-induced unconsciousness, are non-responsive.
Silences the victim, preventing any form of vocalization. Can be used to disrupt powerful magic
that requires a verbal component.
Causes the steps on a stairway to flatten into a ramp or slide. Glisseo could conceivably be used
on other surfaces as well.
Causes an object to vanish. Vanished objects can be recovered, if necessary. Evanesco does not
work on living creatures.
Sixth Year Spells
Causes the victim to become easily confused and readily manipulated - a confunded individual
follows most orders without question, but not especially competently.
Creates a worthless duplicate of any object on which it is cast. The duplicate will persist for
several hours before ultimately vanishing. Magical properties of a duplicated object are not
carried over.
Renders a non-living object immobile. Famously mentioned as an easy way to disable Muggle
burglar alarms.
A charm placed on objects to allow them to be more easily gripped. Mostly used in the
manufacture of quaffles for Quidditch, though a clever wizard could find endless uses for it.
A charm that forces animagi - and possibly werewolves as well - into their human form.
Renders an object - such as a door - impenetrable both to sounds and objects. Useful for
ensuring the privacy of one's conversations.
Causes a victim's knees to bend backwards, which is inconvenient for obvious reasons.
Langlock - Langlock
Temporarily glues the victim's tongue to the roof of the mouth, rendering speech (and verbal
spellcasting) impossible.
Analyzes the special properties and enchantments affecting a magical item. It is not infallible,
and both artifacts and objects enchanted with magic unknown to the caster usually fail to turn
up useful information.
Magically increases the internal area of a dwelling or container. Frequently used to create
bottomless bags and mugs, and to create tents and structures with a larger-than-normal area.
Deprimo - Deprimo
Creates a powerful, focused wind originating from the wand - at close range, it can be used to
blast through things.
Expulso - Expulso
Causes anything the spell strikes to explode, often with a significant degree of concussive force.
Causes a cursed object to burn and blister human skin when touched. A common theft
deterrent.
A spell used to strengthen an enclosure against intruders - reinforces anything from castle walls
to the rain fly of a tent.
When an object bearing this curse is touched, it will self-duplicate, creating dozens of worthless
copies. A common theft deterrent.
Levitates and dangles a victim by the ankles, a spell that has its roots in hazing rituals nearly two
centuries old.
The counter-charm to the Levicorpus Hex, this gently returns a dangled victim to the ground.
Causes a subject to forget a particular event; may also me used to cause extensive memory loss,
which is usually impossible to recover.
Reveals people near the caster. The Revealing Charm can effectively locate magically concealed
individuals as well, including those under the effects of an invisibility cloak.
Adult Spells
Animates an object, granting it some degree of autonomy, usually for the defense of the caster
or an area. Classically used on statues, suits of armour, etc.
Prevents apparation or disapparation within an immediate area for a short time. Used to prevent
enemies from entering (or escaping from) an area by magical means.
Used to conceal a person or object. It can also be used as part of the complex process of crafting
an invisibility cloak.
An alarm spell that lets off a high-pitched shriek whenever someone crosses its border.
Cuts in an arc determined by the path of the caster's wand. Wounds inflicted with this spell do
not heal normally, and are resistant to simple magical healing, though advanced healing spells
usually show good results. It is not unheard of for sixth and seventh year students to learn this
spell, though it is considered very dark magic, and the use of it on another student would
certainly lead to severe punishment.
Deletrius - Deletrius
Used to remove the evidence of prior spells cast with a wand. While not actually taught at
Hogwarts, it has become very common in the student body, with most students fifth year and
above capable of casting it.
Used to conceal a person or object. It can also be used as part of the complex process of crafting
an invisibility cloak.
Causes the victims intestines to forcibly expel from the body, a torturous and painful method of
killing.
Designates an individual a "Secret Keeper", rendering them the only person capable of sharing
one specific secret entrusted to them.
Fiendfyre - Nonverbal
Conjures extremely dangerous, destructive, and mostly uncontrollable fire. Fiendfyre is not
extinguished by water, and has no loyalty to the caster. It has, in the past, been used to destroy
even powerful artifacts. Though the use of Fiendfyre is not taught to students, it is conceivably
possible for upperclassmen to discover the spell - likely to their immense detriment.
The victim is beholden to the whims of the caster, performing every command - spoken or
unspoken - to the best of his abilities. While some have shown the ability to resist, it is
exceedingly difficult, as being under the effect of the curse is a truly blissful experience. One of
the Unforgivable Curses.
Kills the victim. Though there is no known counter or blocking spell, the curse follows a linear
arc, and must physically strike the victim. Furthermore, it requires a genuine desire to kill,
without which it is entirely ineffective. One of the Unforgivable Curses.
Legilemency - Legilemens
The incantation for intrusive legilemency - delving deep into a victim's mind and simply taking
the information you need. The use of legilemency is generally frowned upon, and rarely learned.
Converts an object into a portkey. The caster must be intimately familiar with both locations the
portkey will connect to. Creating a portkey is very difficult and advanced transfiguration, usually
reserved for the brightest of wizards.
Repels an undesired object, individual, or group from approaching an area - usually defined in
the casting of the spell (for example, Muggle-Repelling Charms are commonly used in the
wizarding world). Though not infallible, it generally makes those subject to it have no desire to
investigate a particular place. The efficacy of this spell against talented wizards and powerful
magical creatures is questionable.
Protects an area temporarily from magical means of stealth, rendering most invisibility cloaks
and charms useless.
Places a taboo on a specific word, allowing the caster to find any individual who speaks it.
Obviously, this could backfire dramatically. A wizard who placed a taboo on the word 'and' would
quickly go mad from over-stimulation.
Prevents the subject from revealing a specific piece of information, causing his tongue to twist
and contort if he tries to break secrecy.