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First Year

DADA – 101
Introduction to Defense Against the Dark Arts
The Dark Arts: An Introduction
 Dark Arts – blanket term that covers anything that has the intent to harm, injure,
or even kill another person
 1981 – Voldemort killed Lily and James Potter
 1997 – Voldemort and Death Eaters ready to change the world
The Dark Arts; The Three Spell Categories
a) jinx – lowest level of Dark spells, not cause harm and are considered a minor
b) hex – bit darker than the jinx, does more lasting damage
c) curse – darkest and most dangerous classification, usually cast with the intent to
severely harm or potentially even kill the target
The Wand-Lighting and Wand-Extinguishing Charms
Spell: The Wand-Lighting Charm Spell: The Wand-Extinguishing Charm
Incantation: Lumos (LOO-mos) Incantation: Nox (NOCK-ss)
Wand Movement: counter-clockwise Wand Movement: flick of the wand
loop Concentration: None
Concentration: Low Willpower: None
Willpower: Low
Bright Lights and A Little Revealer
Components of Spellcasting
 concentration – mental process that goes into channeling your magic on a
specific target to accomplish an effect
 willpower – magical force you exert to make the spell happen
 wand movement – way to help witches and wizards channel their magical
energy and draw on the energy both within and around them
 incantation – the words, extremely important to the process of spellcasting,
appropriate pronunciation is important, but accents are acceptable
The Verdimillious and Revealing Charms
Spell: The Verdimillious Spell: The Verdimillious and then reveal objects
Charm (offensive) Charm (illumination) hidden by Dark Magic
Incantation: Incantation: Spell: The Revealing
Verdimillious (vur-duh- Verdimillious (vur-duh- Charm
MILL-ee-us) MILL-ee-us) Incantation: Aparecium
Wand Movement: Wand Movement: (AH-par-EH-see-um)
forward slash the ends circular motion above Wand Movement: tap
pointing at the target your head aimed at the target object
Concentration: Low nothing Concentration: Low
Willpower: Low Concentration: Low Willpower: Low
Effect: Green sparks will Willpower: Low Effect: Nothing if no
shoot out and sting the Effect: Green sparks will hidden. If there is
target fly upward and explode hidden, text will glow
Types of Spells and Magical Exhaustion
Spell Type: Static Spells
 static spell – spell that has a singular and immediate effect that does not change
when cast, no extended concentration involved, easiest to break away from the
traditional forms of spellcasting
Spell Type: Dynamic Spells
 dynamic spell – require a stronger sense of concentration, since you will need
to hold the concentration for a longer period of time, typically have either
extended effects that require a continuous flow of willower and concentration that
must be directed towards the target and the effect
Magical Exhaustion
 In the same way that you become physically exhausted, you also can become
magically exhausted. By casting too many spells, your body will begin to feel the
effects and will become worn down.
Imps and Bowtruckles
Beasts and Their Classification
 A beast is one of the three categories of life forms as recognized by the Ministry
of Magic.
1) Beast – opposite of a being, magical creatures of our world that do not have
sufficient intelligence to understand the laws of the magical community nor
assist in shaping those laws, definition was developed by Grogan Stump in
o merpeople and centaurs – sentient creatures that have demonstrated
intelligence, classified as beasts by personal choice
o sphinx and Acromantula – should be beings but has a bloodthirsty
nature and are considered to violent
2) Being – any creature that has sufficient intelligence to understand the laws of
the magical community and to bear part of the responsibility in shaping those
3) Spirit – special classification that was created for ghosts when they felt it was
an insult to classify them as beings
 A beast has five classifications.
o X – Boring
o XX – Harmless
o XXX – Competent Wizards Should Cope
o XXXX – Dangerous/Specialist Training Required
o XXXXX – Known Wizard Killer
 imps – classified as XX, in Britain and Ireland, six to eight inches tall, compared
to pixies, known tricksters, sticks to marshy areas
 bowtruckles – no taller than eight inches, classified as XX, incredibly difficult to
spot, tree creatures
The Knockback Jinx
Spell: The Knockback Jinx
Incantation: Flipendo
Wand Movement: downward diagonal to the right, followed by an upward diagonal
movement to the right and ending with a swish
Concentration: Low
Willpower: Low to moderate
Gnomes and Doxies
 gnomes – looks like little potatoes, small brown creatures that stand no taller
than one foot, love to make their home near wizarding homes, rated XX, viewed
as pests
 Two ways to remove a gnome
o Jarvey – natural predator of the gnome and will actively hunt them
o spin and toss – hold the gnome by its legs then spin to make them dizzy
and then throw
 If bites become infected, symptoms include:
o swelling, inflammation, fever, fatigue, tenderness around the bite,
limpness of area
 doxies – also known as biting fairy, small creature with the ability to fly,
categorized with fairies, blue skin and extra set of arms and legs, two wings
(resembles a beetle), two rows of razor sharp teeth
 If bitten by a doxy drink a dose of the Antidote to Common Poisons, symptoms
o redness, pain in the area, swelling of lips, tongue, throat, chest pain,
difficulty breathing, wheezing
 Doxies can lay up to 500 eggs at one time, eggs are useful for potions.
 To get rid of doxies, you will need to create a Doxycide (black liquid with a very
less than pleasing smell, causes paralysation to doxies)
Gargoyles and Hags
 gargoyles – not actually creatures, as they are not alive, but resembles life, seen
in many Gothic buildings, similar to “grotesque” statues, method to protect
 hags – sentient creatures that look a lot like humans and supposedly only have
four toes, extremely pale skin and very basic magical abilities, famous for eating
children and raw liver
o Annis Black – lived in a cave, well known for a letter she wrote to the
Daily Prophet
o Cordelia Misericordia – lived from 1298-1401, representative of hags on
the Wizard’s Council
Ghosts, Poltergeists, and Gytrashes
 ghosts – essence of a person that is left behind after the person dies,
weightless, transparent, have no physical form, cannot do much to affect the
physical world around them
 There are a few courtesy rules to remember when talking to a ghost.
o Never bring up the topic of their death.
o Never draw attention to the fact that the ghost is no longer among the
o Always thank the ghost for their time.
 poltergeists – spirits of chaos, fueled by chaos and will always inhabit places
where people frequently gather, can touch or move objects, very rare to have a
visible, distinct form
 Some of the signs of occurrence of poltergeists are:
o banging on walls
o objects suddenly thrown across the room
o strange smells
o physical attacks from unseen forces
 In 1996, the Peeves listened to Fred and George Weasley to make Dolores
Umbridge’s life at Hogwarts miserable.
 gytrashes – ghostly, large dogs that will only appear at night, pure white except
for their pitch black eyes, favorite prey is humans, attacks in groups of two to six
Fire Crabs
Fire Crabs
 fire crabs – recognizable by their grey-green and the jeweled shell that they livin
in, categorized as XXX, extremely dangerous, protected in a colony on Fiji
 Safety procedures in handling fire crabs are:
o Wear properly fitted clothing
o Have your wand in hand at all times
o Wear dragon-hide protective gloves at all times
o Never stand with the rear of a fire crab facing you
Why they are Endangered
 The fire crab shell is desired by both magical and Muggle people.
o Muggles will sell the shells to gemologists.
o Goblins will sell it at a higher value.
o Magical people will use the shells for cauldrons.
Defending Against a Fire Crab
 Any water spell.
 Knockback Jinx
 The Department for the Regulation and Control of Magical Creatures monitors
the fire crab sanctuary and the health of each fire crab there. The penalty is a
heavy fine to time in Azkaban.

Blast-Ended Skrewts and the Final

Blast-Ended Skrewts – An Overview
 blast-ended skrewts – offspring of a fire crab and a manticore, bred by Rubeus
 Ban on Experimental Breeding – enacted 1965, states that it is illegal to breed
new species of creatures without express permission from the MOM
 cross between a crab and scorpion
 tail-like limb that arches out away from their body before curving around so that
the stinger on the tip of the tail ahngs over the body
 pale skin and no eyes
Body Structure
 skin is similar to crabs or turtles, the shell is primary method of defense,
 1994-1995 – hagrid tried to teach proper care of this creature
How Do They Attack?
 bite – mouth is half a foot wide, venomous
o wear dragonhide gloves
o not wearing loose clothing
o having an antidote to uncommon poisons
 stinger – only males, females have suckers, moves fast
 fiery rear-end – same with fire crab attacks
The Chink in the Armor
 chink is in the stomach
HERB – 101
Welcome to Herbology
Tools of the Trade
How to Train Your Snapdragon
There’s Magic in All of Us
Basic Blooms: Part I
Basic Blooms: Part II
Hazardous Herbs
Grouping Your Garden
Herbology Intertwined
HOM – 101
1) Intro to History of Magic
2) Magical Beginnings
3) The Americas
4) Asia Part I – Early Civilizations
5) Asia Part II – Steppes and China
6) Africa
7) Ancient Europe
8) Australia
9) Magic and Religion
PTNS – 101
1) Hello, Hello, Hello (Introduction)
2) Where Are We? (Some Vocabulary and Theory)
3) It’s A Kind of Magic (Tools and Brewing)
4) The Remedy is the Experience (Lab #1: Cure for Boils)
5) We’re Halfway There (Midterm)
6) ‘Cause I Come from the Land of Lizards (Dragons!)
7) Back to the Start (Ingredients: Magical, Mundane, and Otherwise)
8) At the Core I’ve Forgotten (Lab #2: Forgetfulness Potion)
9) The End is the Beginning is the End (Final Exam)
TNFG – 101
1) Introduction to Transfiguration
2) The Four Types
3) The Five Exceptions
4) Transformation Theory
5) Matchstick to Needle
6) Smoke to Dagger
7) Fork to Quill
8) Whistle to Watch
9) Glass to Sand