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Spells

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Spells


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A
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B
Basic Combat Bolt
Spell type: Charm
Incantation: Telum (TE-loom)
Appearance: The caster flicks their wand towards the target of the spell, diagonally forwards to one side, and then diagonally forwards again to the other side. When done correctly, a blue or red bolt would streak forth in a straight line to hit the target.
Description: An extremely basic offensive spell, valued more for its ease of casting and speed than its effectiveness. Due to its simplicity, it is one of the easiest offensive spells to cast nonverbally and is therefore often used to provide covering fire. Skilled wizards can increase the power of the bolt, or create multiple bolts to strike in quick succession or all at once.
Regulations and Skill Level: Legal. Beginner. Despite it being a combat spell, it is not particularly potent, nor does it cause any debilitating effects, unlike many commonly known jinxes and hexes.
Etymology: Telum is Latin for an offensive weapon such as a dart, spear, missile, or javelin.
Credit: Jae
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C | D | E | F | G | H
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I
Imbuing Charm
Spell type: Charm
Incantation: Afflatus (ef-FLAT-os)
Appearance: The caster points their wand at the desired object and recites the incantation while tracing a tiny circle with the tip of their wand in an anticlockwise direction, causing wisps of white smoke to issue from the wand and ‘enter’ the object. To end the spell, the caster flicks their wand away from the centre of the circle.
Description: The spell imbues a targeted object with a reservoir of magical energy that can be used to empower other spells that are cast on it. It is mostly used by wizarding inventors and metal charmers who need a source of energy to power and maintain the enchantments placed on an object, particularly if the enchantments consume a lot of energy or if there are numerous enchantments placed on that object. Wizarding craftspersons who work with particularly strong or resilient materials that are difficult to transfigure, such as gemstones or steel, also employ this charm to empower their transfiguration spells to more easily mould such materials into the desired shapes.
Regulations and Skill Level: Controlled. Beginner. Although the spell is easy to cast, it is not widely known due to its niche applications and its limited usefulness to the general public.
Etymology: Afflātus is Latin for “breath”; in modern usage, “afflatus” can also be used to describe a divine creative impulse or inspiration.
Additional information: The spell has two main limitations. Firstly, the rate at which a caster imbues an object with energy is dependent on the caster’s magical abilities, the properties of their wand, and the materials that the object is made of. As the total amount of magical energy accumulated within the object increases, it becomes progressively harder to ‘force’ more magic into it. Secondly, the accumulated energy will gradually dissipate into the environment; the more energy is imbued within the object, the faster the energy bleeds away. Consequently, there is a limit to the maximum amount of energy that an object can be imbued with.
Credit: Jae

Integumentum Shield Charm
Spell type: Charm
Incantation: "In-teg-u-men-tum"
Appearance: Casting the spell requires tapping the desired forearm five times during incantation, followed by a jabbing motion with the wand (this motion tells the spell which way to allow spellfire through--if the caster's timing is wrong it could be configured backwards, which would not be useful).
Description: This spell creates a "one-way" shield around the caster's forearm that allows them to fire spells through it. Can be dismissed with five more taps to the corresponding forearm, or with Finite Incantatem.
Regulations and Skill Level: Legal. Beginner. Taught to first-years soon after their wand safety lessons.
Etymology: Integument is Latin for "to cover".
Additional information: "Note that if I want to fire through the shield, my wand-arm is somewhat restricted in movement--I've got my elbow pointing backward so the tip of my wand won't bump against the shield when I cast something. If you happen to have a very long wand, the problem will be exacerbated. This means we're slightly limited in what spells we can fire off--a spell that requires more back-and-forth movement, or one that requires a specific elbow position, would be difficult or impossible to pull off unless I move the shield out of the way." -- Prof. Forrester
Lore: Ethan Forrester co-developed the spell as an Auror and got approval from the board of governors to teach it to all years.
Credit: Fox

Itching Hex
Spell type: Hex
Incantation: Assidue prurigine
Appearance: The spellfire is not visible.
Description: When cast at a victim, the point of contact will begin to itch a little. Scratching the itch causes it to come back even worse half an hour later. The itching will just become worse and worse until the hex is discovered and removed with the appropriate counter-hex (nolite prurientes).
Regulations and Skill Level: Not explicitly outlawed any more than any other hex is. Not taught in any curriculum.
Etymology: assidue prurigine is Latin for "constant itching"
Additional information: If left untreated, the itching will become so bad that the victim will find themself furiously scratching and penetrating their skin. They will not be able to ignore it. Balms such as essence of dittany will not provide any relief.
Credit: Fox
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J | K | L | M | N | O
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P
Parabolic Spell
Spell type: Spell modifier
Incantation: Append Parabolico (PARA-bolico) to the end of a spell’s incantation
Appearance: The caster performs a spell as per normal and appends “Parabolica” to the end of the incantation, while performing a curved flick at the end of the spell’s wand movement.
Description: As its name suggests, the spell modifier causes the spell to fly in a curved path instead of its usual path of travel, allowing a caster to shoot a spell around a corner or avoid an obstacle in between them and their target. The spell does not home in on its target, and it can only travel in a smooth curve, so the caster must manually aim the spell. Spells that do not ‘travel’ (such as the Wand-Lighting Charm or the Ascendio Charm), or those that that are omnidirectional (such as the Muffliato Charm) cannot be modified with this spell modifier.
Regulations and Skill Level: Legal. Beginner. The true difficulty in using this spell modifier lies in aiming the spell properly.
Etymology: Parabolico is Italian for “parabolic”.
Credit: Jae

Pen Transfiguration Spell
Spell type: Transfiguration
Incantation: Point to the object with one's wand and recite Calamum Verto (KAH-luh-moom VEHR-toh).
Description: Transfigures a writing utensil into another object.
Regulations and Skill Level: Legal. Beginner. General spell taught to early-year Transfiguration students alongside Vera Verto.
Etymology: Calamum is an inflection of the Latin word for pen, reed, cane. Verto is the Latin phrase for "I turn" or "I exchange." Together, the phrase would translate as "I exchange the pen."
Additional information: Tapping the object three times and repeating the incantation reverts the item to its original form.
Credit: Blue
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Q
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R
Rapid Spinning Jinx, The
Spell type: Jinx (Charm)
Incantation: Celertorsi
Appearance: Invisible. The target's movement is the only visible part. The caster points their wand at the target and moves it in a spiral motion. The speed of movement and the continuous movement of their wand dictate the duration of this spell.
Description: The Rapid Spinning Jinx causes the target to spin around in a circle in place. Should the target fall, they would continue to spin around until the spell was lifted.
Regulations and Skill Level: Legal/Beginner. Taught in pre-O.W.L. Charms classes.
Etymology: Celetorsi is a portmanteau of Latin origin. It consistes of celerem, meaning fast or swift, and torsisti, a second-person singular perfect active indicative inflection of torqueo meaning, you turn/spin/whirl.
Additional information: The spell can be halted through inaction from the caster or someone casting a cancelling spell, such as Finite Incantatem. This jinx was invented by Elyria Silverberg.
Credit: Blue

Repelling Charm
Spell type: Charm
Incantation: Repellere
Appearance: No special lighting effects. As mundane as it gets.
Description: Colloquially known as the Dirt-Repelling Charm, but it's actually more general. Unlike the impervius charm, which only repels water, this charm causes a surface to repel both liquids and particulate matter, such as dirt, dust, mud, grime, and blood, for a period of time, typically 6-12 hours. Can be applied to one's hands to keep them clean without the need for frequent washing.
Regulations and Skill Level: Legal. Beginner. A common, everyday charm.
Etymology: Repellere is Latin for repel.
Additional information: Liquids and particulate matter will be repelled as if by static charge / opposing magnetic force. If applied to one's hands, one could insert their hands in a container of liquid without them getting wet; a thin pocket of air would keep them dry. If applied to skin and the skin were to be cut, the blood would act like water on a hydrophobic surface, rolling away very quickly without leaving any stain. This charm is especially useful when brewing potions, as it can be applied to knives to prevent cross-contamination of chopped ingredients, and it can be applied to stirring rods to prevent cross-contamination of potions being brewed simultaneously. This charm should not be applied to one's face, as it will cause the eyes, lips, and mouth to become painfully dry.
Credit: Fox
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S
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T
Time Sphere
Spell type: Charm
Incantation: Mora (MO-ra)
Appearance: While holding an artifact infused with time magic (such as a time turner or an enchanted timepiece) as a spell focus, the caster points their wand at the desired location, causing a shimmering, expanding bubble to appear before them and trapping anything and anyone caught within it in a zone of near-frozen time.
Description: The Time Sphere charm causes time within the bubble to flow at an extremely slow rate, almost but not yet halting the flow of time. Despite the spell’s name, the area of influence does not necessarily take the shape of a sphere. Objects, creatures and people cannot be partially trapped by the spell: when the bubble expands, it either engulfs them completely, or its expansion is resisted, and this causes the shape of the bubble to become distorted. The bubble continues to grow until the caster wills it to stop, or until the maximum size (which is limited by the strength of the time artifact and the caster’s mastery of time magic) is attained. Anyone trapped within the sphere of near-frozen time will perceive their own flow of time normally, but time in the world outside the bubble would zoom past at an impossible speed.
     Small objects are usually unable to resist the spell’s effects, while large objects – such as the floor and walls and ceiling of a building – are usually immune to it, and thus are able to contain the time sphere. Only a sufficiently skilled caster or one wielding a sufficiently powerful artifact can entrap creatures or people within the time sphere, and even then there is a limit to how many objects, creatures and people the caster can trap within the sphere.
     When the spell is about to expire, time begins to speed up rapidly past its usual pace as it ‘rubber bands’ to catch up to the ambient flow of time. Creatures and people caught in the time sphere would find that the world outside has slowed down dramatically, before the flow of time within and outside of the bubble resynchronises and the bubble ‘bursts’.
     Apart from its applications in research as a way to freeze the state of an object or slow down an extremely fast phenomenon such that one may observe and study it carefully, the Time Sphere charm may also be used in unusual ways. For instance, the spell can be used to mimic a shield spell by delaying any objects, people or spells that attempt to pass through the affected zone. Anything or anyone that resists the spells effect will still be obstructed by the bubble of near-frozen time, although they may attempt to distort or burst the bubble by physically ‘squishing’ it, or cause the spell to fail by overloading it.
Regulations and Skill Level: Tightly controlled. Very advanced. Not only will the caster need to be equipped with highly specialised knowledge of time magic, they would also need access to an artifact imbued with time magic, such as a time turner, in order to cast the spell.
Etymology: Mora is Latin for “delay”.
Credit: Jae
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