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The Standard Book of

Miranda Goshawk
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Book
Sp



Miranda Goshawk


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Contents

Magic-How it works-5

Charms-12

Transfiguration-96

Jinxes and Hexes-115

Curses- 139

Healing Spells-160

Counter-Spells-165

Index-171

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Magic-How it works

In humans, the ability to perform
magic or lack thereof is an inborn,
genetic attribute. The former is the
norm in the children of magical
couples and rare in those of Muggles,
this is because the wizarding gene
(found in Wizards and Witches) is dominant,
while the non-magical gene (found in Muggles
and Squibs) is recessive. Those unable to do magic
who are born to magical parents are known as
Squibs, this is when the non-magical gene
resurfaces causing the offspring to
therefore be non-magical. A witch or
wizard born to Muggle parents are
known as Muggle-borns. This is
when a Muggle family is descended
from a Squib, and the wizarding gene resurfaces
many generations later. Muggle-borns are far
more common than Squibs, but this may be a
feature of the disparate sizes of the Muggle and
wizarding populations.

~ 6 ~


Using Magic

For a person's ability to perform magic to be
useful, a good deal of training is required to
acquire the correct discipline. When 'wild',
typically with young and untrained children, it
will still manifest itself subconsciously in
moments of strong apprehension,
fear or anger. A powerful or
intelligent wizard or witch can direct
this force in less random ways.

It should be noted that, whilst the ability to
perform magic almost always reveals itself by age
11, there are some individuals who remain
mundane until quite late in life when - in quite
desperate circumstances - they suddenly reveal
their magical capacity. However,
such "late-bloomers" are rare,
possibly more so than squibs.

Almost all human magic is done with the use of a
supporting tool or focus, typically a wand. One
can do unfocused and uncontrolled magic without
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a wand. A few advanced wizards and witches are
known to be able to perform directed magic
without a wand.

A wizard or witch is only at their
best when using their own wand.
When using another's wand, one's
spells are not as strong as they
normally would be, due to the laws
of Wandlore.


What Are Spells?

The definition of a spell is "The generic term for a
piece of magic." A spell can be considered a
magical action, often accompanied by an
incantation (usually - but not always - Latin
based) that makes use of the force of magic in
order to accomplish an action; for
example, levitating objects,
conjuring fire, or stunning a
person. Spells often have some
kind of physical representation in
the form of light, and as such can usually miss, be
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dodged, or blocked with an object (including
another spell).

Some spells will be ineffective on large creatures
such as trolls, whose hides repel all
but the more powerful spells.
When performed, some spells evoke
light from the wand they are cast
with, such as the tell-tale red of
Stupefy or green of Avada Kedavra. However,
other spells, such as Accio and Silencio, produce no
visible intermediate effect. Some spells also make
loud noises when cast, however bangs and smoke
are more often the marks of ineptitude than
experience.

Normally, spells require three main factors to be
properly accounted for in order to succeed: wand
movement, incantation and intent. If one does
not move their wand in the correct way, does not
speak the incantation properly and/or cannot
retain their desired outcome in their imagination
during casting then the spell will fail or backfire.

The incantation of a spell is what you recite to
make it work. Spells can be cast non-verbally but
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the incantation still needs to be said in the head of
the spellcaster. Most incantations derive from the
Latin language but there are a few which are from
English or other languages. Lapses in
concentration while charming can result in
painful side effects remember
Wizard Baruffio, who said s
instead of f and found himself
lying on the floor with a buffalo
on his chest.

It should be noted that spells can be performed
with or without speech, though performing spells
nonverbally is difficult and requires a good deal of
practice, as it requires concentration and mental
discipline.

Nonverbal spells have an advantage
in duels, as your adversary has no
warning about what kind of magic
you're about to perform which gives
you a split-second advantage. Some
spells, such as Levicorpus, are easier
to perform nonverbally than others. Most spells,
however, seem to be less effective than normal
when the incantation is not said.
~ 10 ~

Wandless Spells are also possible, but are very
difficult.

Limits

Regardless of how powerful a witch or wizard is,
they are by no means without limits. For instance:

Rule of Conjuration: while it is possible to conjure
things out of thin air, it is far more
difficult to create something that fits
an exact specification rather than a
general one; moreover, any objects so
conjured tend not to last.

Rule against Resurrection: It is also impossible to
resurrect the dead. Corpses can be transformed into
obedient Inferi on a living wizard's command,
though they are little more than zombies with no
soul or will of their own. It is also possible via the
rare Priori Incantatem effect to converse with
ghost-like "shadows" of magically murdered
people. The Resurrection Stone also allows one to
talk to the dead, but those brought back by the
~ 11 ~

Stone are not corporeal, nor do they wish to be
disturbed from their peaceful rest.

Rule against Immortality: Likewise, it is
impossible to make oneself immortal unless one
makes use of a mystical object of great power to
sustain life (such as the Philosopher's Stone
created by Nicolas Flamel or a Horcrux, the latter
having been used by Lord Voldemort and Herpo
the Foul). If one were to possess the three Deathly
Hallows, it is fabled that they would possess the
tools to become the "master of death". However,
being a true "master of death" is to be willing to
accept that death is inevitable.







~ 12 ~

Charms

A charm is one of the known spell types. Charms
differ from Transfiguring Spells in the following
manner: a charm adds certain properties to an
object or creature, whereas a
transfiguring spell will change it
into something utterly different.
A charm focuses on altering what
the object does as opposed to what the object is.

For example, the Colour Change Charm causes
something to flash different colours; the Levitation
or Hover Charm causes an object to levitate; the
Cheering Charm improves upon a creature's mood.
An object that has a lasting charm placed on it is
called bewitched or enchanted.
Dark charms are known as jinxes,
hexes and curses. These are dealt
with later in this book.

The lesser charms are not very difficult to break
and many of those that you learn as a young
wizard will wear off in a matter of days or even
hours.
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Charms can also be some of the most powerful
and game-changing spells in existence. The
Fidelius Charm, for example, can completely hide
a person or a place in such a way that no one can
find them unless they are given the location by a
Secret Keeper. Memory Charms can be so strong
that they completely remove a person's memory or
even damage his or her mind permanently. A
large number of Curses, jinxes, hexes and healing
spells can be considered types of charms.












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Accio
(Summoning Charm)

Pronunciation: Various suggestions have been
made, including:
AK-ee-oh
AK-see-oh
AS-see-oh

The Summoning Charm is one of the oldest spells
and one of the most useful you will ever learn. The
charm allows wizards to bring objects zooming
towards them with the wave of a wand.

This charm summons an object to the caster,
potentially over a significant distance. It can be
used in two ways: by casting the charm and then
naming the object desired ("Accio Firebolt"), or by
pointing the wand at the desired object during or
immediately following the incantation to "pull"
it toward the user. In either case, the caster must
concentrate upon the object they wish to summon
in order for the charm to succeed; the farther the
desired object is from the caster, the harder it is to
Summon. The caster doesn't necessarily need to
know the location of an object to summon it.
~ 15 ~


The summoning charm is limited only to items
and small animals, as it has been shown incapable
to summon people. And it is still possible for
items to be enchanted so as to be impossible to
summon. Most magical objects are now sold
carrying anti-theft devices that will prevent them
being Summoned by any but their owner.

To summon an object, picture the object clearly in
your mind and say accio. With this spell, you
point your wand at the item you wish to
summon. Once you have mastered this charm,
you have the ability to summon any object of
which you have need (providing, of course, that
you respect the international statute of wizarding
secrecy, since no object should be summoned if it
is likely to whizz under the nose of a muggle). The
summoning charm is ineffective on most living
creatures, and those that can be summoned are
rarely worth summoning (such as flobberworms).

Gideon Flatworthy led the Accionites, a gang of
anti-muggle activists who mostly just sat around
and did nothing. When they ran out of gold,
instead of going to Gringotts to get more he
~ 16 ~

instead summoned several valuable goblin-made
artefacts. The goblins who had created them came
to the Accionites' headquarters, brandishing angry
swords and "baying for the Accionites' blood".
After disapparating twice to avoid the goblins and
being abandoned by his gang, Flatworthy tried to
summon a farm, some livestock, and a well-
stocked larder. He was crushed to death by the
bales of hay and cattle that landed on top of him.
Experts are uncertain why he did this (they still
debate about it) although the most common
theory is that he became delirious from lack of
food.

The opposite of this spell is the Banishing Charm.
The Latin word accio means "I call" or "I
summon".

Age-Line

This Spell creates a line that is impassable by
people below or above a set age. The Age-Line is
impassable even by users of age-potions. Thus, it
functions on either calendar or mental age, not
physical age. Subjects who attempt to breach the
~ 17 ~

line are repelled, and grow long, white beards,
regardless of gender.


Aguamenti
(Water-Making Spell )

Pronunciation: AH-gw-MEN-tee
The Water-Making Spell conjures clean, drinkable
water from the end of the wand. Thus, with the
water making spell the trained wizard is never
without a source of water, whether theyre refilling
their goblet at dinner, or managing a minor
eyebrow fire after a carelessly-cast fire making
spell. Depending on the caster's concentration and
intentions, this charm can be anything from a
simple jet of water to a wave. The Water-Making
Spell can be used to put out fires. repel enemies, or
fill containers.

The Latin word aqua (water) combined with
augmentum (compare with English augment), an
increase, see aug- in Indo-European roots,
meaning: increasing the water (flow). -menti is
the genitive form of the suffix mentum. Also
~ 18 ~

Possibly an extension of Spanish words agua
(aqua) ("water") and mente ("mind").


Alohomora
(Unlocking Charm)

Pronunciation: -LOH-h-MOHR-
The Unlocking Charm, also known as the Thief's
Friend, Alohomora, is a charm that opens
mechanical locks that are not protected by magic.
It is also able to unseal doors locked by
Colloportus. There is a spell called the Anti-
Alohomora Charm which is used to counteract
this spell. When Alohomora is used, the lock/door
must be tapped or the wand pointed at the lock.

There are many ways to pass through locked doors
in the magical world (see the Fire-Making Spell,
Gouging Spell, and the Reductor Curse) where you
wish to enter or depart discreetly, however, the
Unlocking Charm is your best friend.

Although it is unknown who invented it (the spell
was created in Africa by an African sorcerer) it
~ 19 ~

was brought to Britain and hence to the world in
the early 17th century by Eldon Elsrickle. He used
it to terrorise London, stealing from homes of
Muggles and wizards alike, until Blagdon Blay
invented an Anti-Alohomora Charm.

Prior to the discovery of the unlocking charm, the
most popular charm for the purpose was
Portaberto, which usually splintered the lock from
the door- and occasionally left a smoking hole
where the key should have been. Even this was a
substantial improvement over Open Sesame, the
previous most popular spell, which saw doors
wrenched from their hinges and torn into
firewood. Other door unlocking incantations
include: Annihilare, Dunamis, Emancipare, and
Liberare.

The word Alohamora is from the West African
Sidiki dialect used in geomancy and has the literal
meaning Friendly to thieves.


~ 20 ~

Anti-Cheating Spell

These spells are used at Hogwarts School of
Witchcraft and Wizardry on writing quills and
parchment to prevent students from cheating
during their final exams, as well as their O.W.L.s
and N.E.W.T.s. The spell can be cast on
parchment or quills to prevent the writer from
cheating whilst writing answers.


Aparecium
(Revealing Charm)

Pronunciation: AP-REE-see-m
The Revealing Charm will reveal invisible ink and
messages hidden by magical means. Simply tap a
book or parchment with your wand and any
hidden message will be revealed. This spell is able
to overcome most basic concealment charms, and
so is a favourite of parents and teachers alike, so be
warned- any plans for mischief hidden with
invisible ink can easily be uncovered! Many
magical researchers use invisible ink to hide their
work from rivals, so the revealing charm is
~ 21 ~

essential to serious scholars. Famed arithmancer
Bridget Wenlock was so protective of her
discoveries that she wrote exclusively in invisible
ink- not to mention writing upside down, back-
to-front and in atrocious handwriting.
The Latin word appareo which means "to become
visible or to appear"; -ium and -cium are
common Latin noun endings.


Apparation

Apparition is a magical method of transportation
and is basically the magical action of traveling by
having the user focus on a desired location in their
mind, then disappear from their current location
and instantly reappear at the desired location. It is
by far the fastest way to get to one's desired
destination, but is tricky to pull off correctly and
disastrous if botched up. One has but to recall The
Three D's: Destination, Determination and
Deliberation. One must be completely determined
to reach one's destination, and move without
haste, but with deliberation. It is imprecise over
long distances. A license is needed to perform on
one's own at the age of 17. If done incorrectly, the
~ 22 ~

user can splinch themselves, causing a part of their
body to be separated and left behind. Apparition
feels like being "forced through a very tight rubber
tube."

There is no incantation or Hand Movement; Turn
on the spot while remembering the 3 D's, which
stand for destination, determination and
deliberation. Apparition can cause an audible
noise ranging from a small faint pop to a loud
crack that may sound to Muggles like a car
backfiring. Apparition is called Disapparition
from the point of view of someone at the place
being left, and Apparition from the point of view
of someone at the destination. So, in other words,
when one Apparates, it looks to others as if the
Apparitioner is actually disapparating, and vice
versa.

A variant of Apparition used to transport two or
more individuals at once is called Side-Along
Apparition. This method may be used by adults
seeking to transport underage wizards, or in some
cases a licensed individual may use this method to
transport an injured party. To perform this version
of Apparition, the more able party apparates with
~ 23 ~

the other party holding onto their arm. This
method is recommended by the Ministry of Magic
for parents with underage children to escape from
danger quickly. Side-Along Apparition can also
be forced, or performed accidently if a person
grabs onto the apparating party. A License to
Apparate is required to practice Apparition legally.
One must be at least seventeen (17) years old to
obtain such a license.


Aqua Eructo

Aqua Eructo is a spell used to create a jet of clear
water, and then control it. This spell is
accompanied by an icy blue coloured light. This
spell is useful for putting out fires.
The word "Aqua" means, in Latin, "Water".
"Eructo" is the verb "I raise". "Aqua Eructo"
means, roughly translated: "I Raise Water"



~ 24 ~

Aresto Momentum

Pronunciation: AH-rest-oh moh-men-tum
Used to slow down an object or being that is
moving. It should be noted that it can be used on
multiple targets and on the caster himself.
Likely the combination of two words; the Anglo-
French arester, meaning "To bring to a stop", and
the Latin Momentum, meaning "The force or
strength gained whilst moving." Literal
translation: "Bring its momentum to a stop."


Arrow-shooting spell

A spell that fires arrows from the caster's wand.
The spell was usually used by Appleby Arrows
supporters at Quidditch matches to show their
support for their teams, however, the British and
Irish Quidditch League Headquarters banned the
use of the spell at matches when referee Nugent
Potts was pierced through the nose with a stray
arrow in 1894.



~ 25 ~

Ascendio

Pronunciation: Ah-SEN-dee-oh
This spell ccauses any targeted object to move
upwards. Ascendio can be used to lift the caster
high into the air, or if the user is submerged then it
will propel them to the surface. The word comes
from Latin ascendo, meaning "to climb".


Atmospheric Charm

The Atmospheric Charm is a spell that modifies or
creates certain weather conditions. This charm can
also be applied indoors. Such charms are used by
wizards in a manner similar to Muggle air-
conditioning; however they can malfunction,
causing rain or other weather effects.


Baubillious

Baubillious is a charm that releases a bright,
yellow-white bolt of lightning from the tip of
one's wand when cast.

~ 26 ~

Bluebell Flames

This Spell creates a blue flame which can be
directed to a specific place such as into a glass jar.
These special flames are bright blue in colour, do
not have a prerequisite heat, and need neither fuel
nor oxygen, causing them to become waterproof.
Surfaces it comes in contact with are not affected,
because they consist of only flame without fuel
and therefore will only burn things held over
them. Thus they can be carefully scooped up in
the hand and carried around, or put in a jar.


Braking Charm

The Braking Charm is a spell used on broomsticks
to help them stop faster and more precisely. The
Firebolt has an "unbreakable Braking Charm" on
it. The Horton-Keitch Braking Charm was first
used on the Comet 140 to prevent players from
overshooting the goal posts and from flying off-
sides. Mentioned in Quidditch Through the Ages
as the charm that gave the Comet 140 an
advantage over the Cleansweep. The charm was
patented by Basil Horton and Randolph Keitch. It
~ 27 ~

is applied to all broomsticks built by the Comet
Trading Company.


Bubble-Head Charm

A charm that puts a large bubble of air around the
head of the user. The bubble surrounds the user's
entire head, like a helmet, or can be limited to
their mouth and nose. It can be used to breathe
both underwater and in noxious gases and smells.
Although this charm is brilliant for underwater
exploration, wizards with particularly bad breath
have reported some... problems after the first thirty
minutes or so.


Carpe Retractum

Pronunciation: KAH-pay ruh-track-tum
Produces a retractable magical rope. This can be
used to pull objects within a controlled distance or
pull the caster towards the object they affix the
charm to. It is usually used for inanimate objects.
The Hand Movement for this spell is similar to
~ 28 ~

casting a fishing line. The magical rope glows
Purple (with objects) or Orange (with creatures).
From the Latin carpe, meaning to seize, and
retracto, meaning I draw back.


Caterwauling Charm

Anyone entering the perimeter of a Caterwauling
Charm sets off a high-pitched shriek. A form of
the Intruder Charm; they both produce an alarm
if the vicinity is disturbed. Caterwaul means to
wail like a cat.


Cave Inimicum

Pronunciation: KAH-vay i-NIM-i-km
Warns of any approaching enemies. Correct
Classical Latin for "Beware the enemy", from the
verb cave (to beware) and the accusative form of
the noun inimcus (enemy). In Latin, the accent
of the latter word is on the second-to-last
syllable, since the last i is long.

~ 29 ~

Cheering Charm

Pronunciation: chee-e-ro
Invented by Felix Summerbee in the 1400s, this
charm causes the person upon whom the spell was
cast to become happy and contented, though
heavy-handedness with the spell may cause the
person to break into an uncontrollable laughing
fit. A related spell was a counter-charm for the
magical inducement of hiccoughs.


Cistem Aperio

Pronunciation: KIS-tem uh-PE-ree-o
It opens a chest. Aperio is Latin for open, uncover,
to uncover, lay bare, reveal, or make clear. Cista is
Latin for trunk, or chest. Furthermore, if cista is its
root, then it would be pronounced with a hard c
(ca)



~ 30 ~

Colloportus

Pronunciation: KOL-o-POR-ts
Magically locks or seals a door, preventing it from
being opened by Muggle means. This spell
functions as the counter spell to Alohomora. The
spell causes a door to seal itself "with an odd
squelching noise", as if it is being glued shut. It is
possible to open a door locked with Colloportus
using Alohomora.
The Greek word kollao means "to join closely
together, bind closely", and the Latin word porta
means "a gate".

The Greek root kolla also means
"glue" and becomes collo- in many English
words. It may also be derived from portcullis,
which was used in medieval times as a barricade
or last line of defence.


Colovaria

Pronunciation: co-loh-VA-riah
Colovaria is a charm used to change one's hair
colour and style. This spell is a form of the color-
change charm.
~ 31 ~

The incantation probably derives from the words
"colour" and "vary", meaning that the spell alters,
or varies the colour of ones hair.


Confundo
(Confundus Charm)

Pronunciation: kon-FUN-doh
A Spell that causes the victim to become confused,
befuddled, overly forgetful and prone to follow
simple orders without thinking about them. There
appear to be varying degrees of inflicted confusion,
ranging from tricking a person about a specific
issue to making them lose all semblance of
common sense, even to the point of endangering
themselves.
The word "confundus" appears to be derived from
the Latin confundere, meaning "to confuse; to
perplex", whereas confundo means "to confuse,
throw into disorder ". Similarly, it may also derive
from the English word "confound".




~ 32 ~

Crop-Related Charms

Crop-related charms are a series of spells devised
to alter some characteristics of crops (most likely
growth rate, shape, strength, etc.). In mid-1998,
the Ministry of Magic report A Study into Muggle
Suspicions about Magic recommended that the
International Confederation of Wizards impose an
immediate ban on further crop-related charms
until the fuss among Muggles about so-called
"crop circles" actually entries in the Annual
International Wizard Gardening Competition
died down.


Cushioning Charm

Creates an invisible cushioned area. It is used in
broomstick manufacturing to make the brooms
more comfortable for riders. This charm was
invented by Elliot Smethwyck in 1820.





~ 33 ~

Daydream Charm

Gives the spell caster a highly-realistic 30-
minute daydream. Side effects include mild
drooling and a vacant expression. Invented by
Fred and George Weasley.


Defodio
(Gouging Spell)

Pronunciation: de-FOH-dee-oh
The gouging spell enables a witch or wizard to
carve through earth and stone with ease. From
budding Herbologists digging for Snargaluff
seedlings to treasure-hunting curse breakers
uncovering ancient wizard tombs, the gouging
spell makes all manner of heavy labor a matter of
pointing a wand.
This spell can carve or dig out materials, such as
stone and steel, causing deep gouges to appear in
the object targeted by the spell.
Correct classical Latin verb defodio, meaning "I
dig, dig out."


~ 34 ~

Deprimo

Pronunciation: DEP-rim-oh
This spell places immense downward pressure
upon its target, which may result in the violent
fracturing of said target. A very powerful wind
that can loosen and/or soften a variety of things;
it can also be used to detach objects.
Derived from the Latin deprimo, "I press down" or
"I dig deep".


Depulso
(Banishing Charm)

Pronunciation: DE-pul-soh
The opposite of the Summoning Charm, Accio.
The Banishing Charm banishes the object the spell
is performed on, sending the target object away
from the caster.
From the Latin depulsio, meaning driving
away. Also is similar to repulse meaning "drive
away with force". It could also be seen to be
derived from the English word pulse (as in a pulse
of energy.) and the prefix "de" which would make
it mean "a negative pulse of energy."
~ 35 ~

Descendo

Pronunciation: de-SEN-doh
Causes the targeted object to move downwards; To
make things sink, or go down.
Correct classical Latin descendo, meaning "to
come down, to descend".


Diffindo
(Severing Charm)

Pronunciation: di-FIN-doh
With the severing charm, cutting or tearing objects
is a simple matter of wand control. The spell can
be quite precise in skilled hands, and the severing
charm is widely used in a variety of wizarding
trades. Useful as it is, this charm should be
practised with caution, as a careless swipe of the
wand can easily cause injury- this is a spell that
requires steady hands.
The severing charm was created in the fifteenth
century by wizarding seamstress Delfina Crimp,
who created it as as an easy and convienient way
of cutting cloth and thread. Prior to the invention
of this neat, precise spell, wizards were apt to burn
~ 36 ~

or shred anything they wished to cut. The severing
charm requires a jagged, cutting motion with the
wand.
When using this spell, move your wand in the
direction you wish to cut, as though using a knife.
The Latin diffindere, means "to divide" or "to
split".


Diminuendo

Pronunciation: dim-in-YEW-en-DOH
Forces objects to shrink. See also the Shrinking
Charm, Reducio.
From the Latin word "diminuere", meaning to
diminish. Possibly from the musical term
diminuendo, meaning a gradual decrease of
loudness. In modern language diminish means "to
shrink" or to "become nonexistant"


Dissendium

Pronunciation: dis-EN-dee-um
Causes the target to separate or to open up. Can be
used to open the entrance to a secret passage.
~ 37 ~

Quite simply, a phonetic spelling of the English
word "descend" with a common Latin noun
ending attached (-ium). The name also vaguely
suggests "dissident", meaning to be against the
laws. It could also come from the Latin word
Dissocio, which means to part or to separate (in its
verb form). The word en can mean both here and
look Dium, could refer to the sun and normally
translates as day or, more appropriately, today but
can also be used as the command now. Together
Dissendium could mean Separate here, now.


Disillusionment Charm

The Disillusionment Charm causes the target to
become invisible, or close to it, and can be used to
hide objects and humans. This spell causes the
object to become a kind of chameleon, taking on
the appearance of whatever is behind it. It is
typically used to hide magical creatures or objects
from Muggles. Invisibility cloaks are sometimes
created by casting a disillusionment charm on a
regular cloak, but such charms will eventually
fade and become visible. When a Disillusionment
Charm is cast on a person, the caster taps their
~ 38 ~

wand on the top of the subject's head. Then, it
feels as if the caster has broken a raw egg on top of
the subject's head. It is possible to create such a
powerful Disillusionment charm that the targets
are completely invisible. "Disillusion" means "to
remove an illusion", which is rather strange,
considering the effect of the Disillusionment
Charm is to create an illusion, not remove one.


Drought Charm

The Drought Charm is a charm used to evaporate
liquids. It can dry up puddles and ponds.


Duro
(Hardening Charm)

Pronunciation: DEWR-oh
The Hardening Charm will turn an object into
solid stone. This can be surprisingly handy in a
tight spot. Of course, most students only seem to
use this spell to sabotage their fellow students'
schoolbags or to turn a pumpkin pasty to stone
just before someone bites into it. It is unwise to try
~ 39 ~

this unworthy trick on any of your teachers. The
charm does wear off after a while. The Latin word
duro means, "I make hard", "I stiffen".


Ebublio

Pronunciation: ee-bub-lee-oh
Description: makes the target inflate and then
explode into hundreds of bubbles. It can also
create a stream of non-bursting bubbles. The
colour of the bubbles can vary and can be
controlled by the caster.


Engorgio
(Engorgement Charm)

Pronunciation: eng-GOR-jee-oh
A straightforward but surprisingly dangerous
charm that causes certain things to swell or
enlarge. You will be learning Engorgio and
Reducio (the shrinking charm) together, so that
you can always undo an over-enthusiastic cast.
There is thus no excuse for having accidentally
shrunk your homework down to microscopic size,
~ 40 ~

or for allowing a giant toad to rampage through
your schools flowerbeds.
There is a difference between engorging something
and enlarging it. Engorgement refers to swelling
up, while simple enlargement refers to a scaled
(proportionate) increase in size. However, note
that the pronunciation shares a root with
engorgement.
The English word engorge means "to fill to
excess". This spell is also known as the "Growth
Charm".


Entrancing Enchantment

Entrancing Enchantments are charms used to
entrance people. These charms are purple in
colour.





~ 41 ~

Epoximise
(Permanent Sticking Charm)

Pronunciation: ee-POX-i-mise
Makes objects permanently stay in place. The
targets of this spell become bonded to each other
so that they are glued together. If one were to
attempt separation, the surface of one of the
targets would hold on to the other object,
stretching and sticking to that object like chewing
gum. Epoximise comes from the English word
epoxy, which is a type of adhesive.


Erecto

Pronunciation: e-REK-toh
Used to erect a tent or other structure. It could
presumably be used to erect any structure given
that the required materials were present. For
example, a house or indeed something as complex
as a skyscraper could theoretically be fully
constructed from scratch, provided materials and
sufficient magical skill in the caster. From Latin
erectus meaning "upright, erect".

Erectum is past
participle of Erigere, Latin for "to erect".
~ 42 ~

Expecto Patronum
(Patronus Charm)

Pronunciation: eks-PEK-toh p-TROH-nm
This ancient and mysterious charm conjures a
magical guardian, a projection of all your most
positive feelings, known as a Patronus.
A Patronus is a kind of positive force, and for the
wizard who can conjure one, it works something
like a shield, with the Dementor feeding on it,
rather than him. According to Fantastic Beasts
and Where to Find Them it is also the only charm
that has any effects on the Lethifold, or Living
Shroud. A Patronus can also be used to send
messages. It is possible for skilled witches and
wizards to cast multiple patronuses at once.

The Patronus charm is difficult, and many
witches and wizards are unable to produce a full,
corporeal patronus, a guardian which generally
takes the shape of the animal with whom they
share the deepest affinity. You may suspect, but
you will never truly know what form your
patronus will take until you succeed in conjuring
it.
~ 43 ~

A non-corporeal Patronus is one which does not
resemble any living creature. They can forms as
wisps of silvery mist, spherical blobs of white
light, concave shields of white energy, or even as
pulsing shockwaves of silvery-white energy.

The particular animal the corporeal Patronus
takes the form of, like Animagus forms, has been
said to reflect the personality of the caster. If a
wizard is an Animagus and can summon a
corporeal Patronus, the two may take the same
form, and as with an Animagus, the patronus is
not chosen by the wizard, but seemingly pre-
determined.

A corporeal Patronus is one that is completely and
fully formed and takes the shape of a bright-
white, translucent animal. All Patronuses take the
form something important to the caster, usually
some animal special to them. Occasionally when
a witch and a wizard are married, their Patronuses
will match each other (most likely because the
witch/wizard's happy thought will be that of
their spouse). The form of one's Patronus can
change when the caster has undergone a period of
heightened emotion, such as severe stress or love.
~ 44 ~

It is possible that Patronuses vary in strength
according to which animal's form they take.

Only the pure of heart can produce a patronus;
when an unworthy but skilful wizard attempts
the patronus charm, the spell can go horribly
wrong. The patronus charm will take focus and
determination to master. Think of the happiest
memory you can, and hold it in your mind as you
start casting the spell. When performed correctly
the patronus charm gives the caster protection
beyond any shield charm, and enables them to
resist even the terrible power of creatures like
dementors.

It is clear from ancient woodcuts and scrolls that
the patronus charm has been in existence since
earliest times. Many attempts have been made
over the centuries to find an easier way to produce
a patronus, or some similar shield against dark
magic, but none have been successful. If you seek
the best proctection magic can afford against evil
creatures, then your only chance is to perfect the
patronus charm.

~ 45 ~

Wizards and witches famous for their unusual
patronuses include Hedly Fleetwood (Wooly
Mammoth; extinct patronuses are exceptionally
rare), Andros the Invincible, the only wizard
known to produce a patronus the size of a giant,
and Symposia Rawle (ladybird; in spite of its
miniscule size, this patronus was exceptionally
powerful).
According to legend, Illyius used his mouse
patronus to defeat the Dark wizard Raczidian and
his Dementors- despite its diminutive size, the
mouse was a powerful patronus.

Patronus means "protector" or "guardian" in
Latin, reflecting the role the Patronus Charm
plays. In archaic Latin, it meant "father". The
Latin word exspecto or expecto means "I watch
for" or "I await", thus the charm's incantation
roughly translates into "I await a protector".





~ 46 ~

Expelliarmus
(Disarming Charm)

Pronunciation: eks-PEL-ee-AR-ms
This spell is used to disarm another wizard,
typically by causing the victim's wand to fly out
of reach. It can also throw the target backwards
when enough power is put into it. Simultaneous
use of this spell by multiple witches or wizards on
a single person can throw the wizard back with
much greater force. To use this spell, the caster
points their wand at their opponent. The spell
appears as red or gold light.

Historians disagree about the origins of this
charm. Some claim that it was invented by Merlin
himself, others that it was in widespread use in
Madagascar as early as the eleventh century. In the
opinion of the author of this book, the most likely
originator of the disarming charm was a young
witch called Elizabeth Smudgling, who entered a
duelling contest on Dartmoor in 1379. Elizabeth
won the tournament using the Disarming Charm,
and was awarded the title of supreme dueller, and
~ 47 ~

the disarming charm at once became one of the
most useful spells in any dueller's repertoire.

When learning defensive magic, there is no
substitute for practical experience. The disarming
charm is central to formal wizard duelling, where
disarming ones opponent is considered an
honourable victory. Unfortunately, real duels are
rarely honourable. Hostile or dark wizards will
certainly use every unfair tactic against you (and
this is to say nothing of your fellow students).
Interestingly, this spell is one of the most effective
ways of swaying a wand's allegiance from its
present owner to the one who disarmed it from
them.
Possibly a combined form of the Latin expello,
"expel", and arma, "weapons"; thus, "expel the
weapon". Expellamus means "let us expel".


Featherweight Charm

A spell that makes something lightweight. It is
useful for transpirting heavy objects.


~ 48 ~

Fianto Duri

Pronunciation: Fi-AN-to DU-ri
It is a protective charm that was used along with
Protego Maxima and Repello Inimigotum during
the Battle of Hogwarts. The spell may cause pre-
existing magical barriers to become hard and solid.
Latin "fiant", meaning "become" and "duri",
nominative masculine plural of drus", meaning
"hard" or "unyielding"; altogether the incantation
reads "become hard".


Fidelius Cha

Pronunciation: fih-DAY-lee-us
This complex charm enables secret information to
be hidden within the soul of the recipient, known
as a Secret-Keeper. The information is then
irretrievable until and unless the Secret-Keeper
chooses to reveal it; not even those who have the
Secret revealed to them can reveal it to others. If a
Secret-Keeper dies, all those who had been told the
secret became Secret-Keepers in turn, and could
pass the secret on to others. If the Keeper has
~ 49 ~

chosen not to reveal the secret to anyone (and they
are the only Keepers) then the secret rests with
them forever; although the secret information
would remain as it was the moment of the Secret
Keeper's death.
It was previously believed that when a Secret-
Keeper dies, the Secret they held can never be
revealed to anyone else; the people who were told
before the Secret-Keeper's death will still know
the secret, but after the death of the Secret-Keeper
no one new can be brought into the circle of
knowledge. However, this is now known not to be
the case. From Latin fidelis, which means
"faithful" or "loyal".


Fixing Charm

A spell which fastens an object in place. Its effect
is similar to that of the Permanent Sticking
Charm, but is reversible.



~ 50 ~

Flagrate

Pronunciation: fl-GRAY-tee
Creates a burning trail in the air that fades with
time and can be directed in any shape or direction
the caster chooses using the wand. With this spell,
the caster's wand can leave fiery marks. It can be
used to make signs or letters in the air. The caster
can also rearrange the letters by waving their
wand. The incantation comes from the Latin
noun flagrate, meaning "a burn".


Flame-Freezing Charm

Causes fire to become harmless to those caught in
it, creating only a gentle, tickling sensation instead
of burns. It makes the fire feel like a warm
summer breeze. This Spell may also be the
protection in the Floo network, as well as how
people communicate through fireplaces. Wizards
and witches of Medieval Times used this spell
when they were persecuted by Muggles to save
themselves from being harmed when they were
burned at the stake during witch-hunts. They
~ 51 ~

feigned screaming in pain, some even making a
game out of it. Wendelin the Weird enjoyed the
sensation of the charmed flames so much that she
allowed herself to get caught and burned at least
forty-seven times in varying disguises.


Flying Spell

The spell cast on broomsticks and flying carpets to
make them fly. This charm is described in
Quidditch through the ages.


Fumos

Pronunciation: Fu-mos
Fumos is a Spell that is used to create smoke. It is
quite useful in Duels, since if you cast it, the
opponent cannot see to aim their spells. It can also
be used to hide people and objects.
The word "fumo" is latin for smoke, vapor.




~ 52 ~

Geminio
(Doubling Charm)

Pronunciation: je-MIN-ee-oh
The doubling charm (or gemino curse, as it is
often known) creates a duplicate of any object
upon which it is cast. It was famously discovered
by twin witches: Helixa and Syna Hyslop. After
this somewhat eccentric and reclusive pair died,
relatives relised the mansion in which they had
lived all their lives contained identical copies of
literally everything inside, down to the pair of
handwritten instructions for the spell left side by
side on matching kitchen tables. The doubling
charm has caused trouble from its discovery.
Many disputes have arisen around the question of
whether a copy created by the gemino curse is of
equal value to its pair. As the two are identical at
first it is impossible to know, although the copy
usally rots or tarnishes much more quickly.
However it is genrally considered that any copies
created are worthless. The duplicate lasts several
hours, and Magical properties are not copied. You
can copy an object once or repeatedly.

~ 53 ~

An object can be enchanted to multiply when
touched, creating many useless copies to hide the
original. To add confusion and eventually fill the
surrounding area with copies, the copies also
duplicate. This is used in high security vaults at
Gringotts as a criminal deterrent. It should be
noted that the target is not duplicated twice each
time but many times per duplication

One unfortunate quirk of this spell, which has
never been successfully overcome, is that nobody
can halt it but the original spell-caster. If, for
whatever reason, he or she is interrupted, the object
will continue to multiply for hours or even days
until the copies start to degrade.
Latin gemino meaning "to double", also Gemini is
Latin for "twins". Possible conflation of the Latin
'Gemini'.






~ 54 ~

Glacius

Pronunciation: GLAY-shuss or gla-SI-us
A charm that conjures a blast of freezing cold air
from the end of the wand, freezing things to Ice.
The air is so cold it can freeze several inches of
water solid within seconds, making it solid enough
to walk across. It can also be used create ice blocks.
The air generated by this spell is so cold it turns
moisture in the air into white frost. Ice created by
this spell can be melted by Incendio. From
obsolete French glacieux, from Latin glacis
(ice).


Glisseo

Pronunciation: GLIS-ee-oh or gli-SAY-oh
Causes the steps on a stairway to flatten and form
a ramp, slide, or chute. This is also the spell that
transforms the stairs of the girls dormitories at
Hogwarts to prevent boys from entering. Possibly
derived from the French verb glisser, meaning "to
slide".

~ 55 ~

Gripping Charm

Used to help someone grip something with more
effectiveness. This charm is placed upon Quaffles
to help Chasers carry the Quaffle whilst
simultaneously holding their brooms, as explained
in Quidditch Through the Ages. Discovered in
1875, the Gripping Charm revolutionized the
design of the Quaffle. It allowed for players to
hold, throw and catch the ball with one hand,
which eliminated the need for straps or finger
holes.


Hair-Thickening Charm

Causes the target's hair to grow longer and thicker
very quickly. It is used mainly for cosmetic
reasons.




~ 56 ~

Herbivicus

Pronunciation: HER-bee-vee-kus
Herbivicus is used to make plants grow faster.
This spell Makes flowers and plants bloom in an
instant, it has some similar affects to Orchideous.


Homenum Revelio

Pronunciation: HOM-i-nm re-VEL-ee-oh
Reveals human presence in the vicinity of the
caster. It can be used non-verbally; and can be
used to detect people underneath Invisibility
Cloaks. The spell indicates a body by a marker, the
appearance of which is yet unknown, but which
can be felt by the target as something "swooping"
low over him or her. The spell can be used to
detect people under an Invisibility cloak. The spell
can't detect magical creatures such as house-elves,
goblins, etc.
Etymology: Latin homo/hominis meaning
"person" and Latin revelo meaning "to unveil".



~ 57 ~

Illegibilus

Pronunciation: Ill-edg-i-bil-us
Illegibilus is a spell that is used to render a text
illegible-i.e. to make it unable to be read. The
English word "illegible" means unreadable.


Immobulus
(Freezing Charm)

Pronunciation: eem-o-bue-les
Renders target immobile. Can be used on living
creatures. A Freezing Charm will disable Muggle
Electric devices (e.g. burglar alarms) as it stops
things from moving. It strikes resemblances to the
Flame-Freezing Charm, which negates the effects
of fire. The spell appears as a burst of Blue light.
From the Latin immobilis, meaning
immovable.



~ 58 ~

Imperturbable Charm

This spell puts an invisible barrier around a target,
Making it impenetrable (by everything, including
sounds, objects, and damage). Also known as the
unbreakable charm when used to make something
unbreakable. It can be used as soundproofing, and
is often used on doors. It is possible to test if
something has been Imperturbed by flicking
Dungbombs at the suspected target and seeing if
they bounce off. Latin imperturbatus meaning
"calm" or "undisturbed".


Impervius
(Impervius Charm)

Pronunciation: im-PUR-vee-s
This spell makes something repel (literally,
become impervious to) substances and outside
forces including water and fire.
Correct classical Latin impervius meaning
"impassable". It is said that the Latin impervius
means (and is the source of) "impervious";
~ 59 ~

although it is the source of the word, it is better
translated as impassable, as in a mountain peak.


Incarcerous

Pronunciation: ing-KAR-sr-s
This spell conjures ropes which tie a person or
object up. English incarcerate meaning "to
imprison" or "to confine", via Latin carcer
meaning "prison." Possibly linked to the Latin in
carcerem, "in(to) prison".


Incendio
(Fire-Making Spell)

Pronunciation: in-SEN-dee-oh
A Spell that makes flames from the end of the
wand, which may be accompanied by an explosive
bang and an orange light.
From lighting a warm hearth to igniting a
Christmas pudding, the fire making spell is always
useful around the wizarding household. However,
the ability to produce fire with the flick of a wand
~ 60 ~

can be dangerous to your fellow students (and
worse, your books). A pair of dragon-hide gloves is
therefore recommended for this lesson (more
careless students might also like to brush up on
any hair regrowing spells that they might know).
Spectacular though it is, students are warned that
irresponsible use of the fire-making spell can have
serious consequences.
Latin incendere, "to burn, to set fire".

Note that
the first principal part of this verb (meaning "I set
fire") is incendo, not incendio; the incantation
does not match exactly any correct conjugation of
the verb. Incndio, in Portuguese (same
pronunciation as in English) means 'huge fire'.
"Encender" in Spanish means "to ignite" and
"Incendie" in French means flame.


Inflatus

Pronunciation: in-FLAY-tus
This Spell inflates objects, either animate or
inanimate, like a baloon. The prefix 'Inflate'
derives from the English verb "to expand with
oxygen".

~ 61 ~

Informous

Pronunciation: in-FOR-m-es
Informous is a spell that summons information
on an object or creature.
The prefix Info derives from the English verb "to
inform".


Intruder Charm

Detects intruders and sounds an alarm. The
Caterwauling charm is a form of intruder alarm.


Knitting charm

Used to charm knitting needles to knit by
themselves.





~ 62 ~

Lacarnum Inflamarae

Pronunciation: la-CAR-num in-fla-MA-ray
It sends a ball of fire from the wand.
Latin inflammo, or the verb inflammatio
meaning "to set on fire". Lacarnum, from the
Latin lacerna, meaning cloak.


Legilimens
(Legilimency)

Pronunciation: le-JIL-i-menz
Legilimency is the act of magically navigating
through the many layers of a person's mind and
correctly interpreting one's findings. A person who
practises this art is known as a Legilimens.
Laymen sometimes refer to Legilimency as
"mind-reading," but practitioners disdain this
term as naive. The opposite of Legilimency is
Occlumency, which may be used to shield one's
mind from the invasion and influence of a
Legilimens. The most advanced Legilimens can
perform Legilimency nonverbally and wandlessly,
but less talented practitioners must use the
incantation Legilimens to enter their victim's
~ 63 ~

mind. If a target is not skilled in Occlumency, a
Legilimens will be able to detect if the person is
lying, as well as delve into their thoughts,
emotions, and memories. Highly skilled
Legilimens can also influence a mind that they
invade. It is easier to perform Legilimency when
the target and practitioners' eyes meet.
Latin legere meaning "to read" and Latin mens
meaning "mind".


Locomotor

Pronunciation: LOH-ko-MOH-tor
This spell is always used with the name of a target,
at which the wand is pointed (e.g. "Locomotor
Trunk!"). The spell causes the named object to rise
in the air and move around at the will of the
caster. A variation is Piertotum Locomotor, which
animated the suits of armour in Hogwarts.
Locomotor is an existing English word, from Latin
locus meaning "place", and Latin motor meaning
"mover".



~ 64 ~

Lumos
(Wand Lighting spell)

Pronunciation: LEW-mos
This charm will light the end of your wand,
providing illumination in darkness. One of the
simplest and most useful spells, it not only
illuminates the wand tip, but can repel spectral
foes such as Gytrashes and
malevolent spirits, as well as certain plants.

The wand lighting charm is simple, but requires
concentration. Take great care not to accidentally
set your wand alight, as damage of this kind can
be permanent. If in any doubt about your abilities
you would do better to buy yourself a magic
lantern.

Lumos's power can be arranged so it can
illuminate intensely or to the wizards liking by
loudness of incantation. The counter spell, Nox,
extinguishes the light. The light has some heat to
it; it can be used to burn paper. The spell appears
as a ball of bright blue light emanating slowly
from the wand tip.

~ 65 ~

The discovery that wands themselves could be lit
occurred relatively recently in wizarding history,
at the end of the 18
th
century. Among those who
claimed to have invented this revolutionary spell
was the German warlock Garvin Lugner, who
insisted that he had invented it as a side-effect of
his discovery of instant darkness powder. It
transpired, however, that not only was Lugner
lying about lumos, his powder was only useful for
slightly dimming the lights. The wand-lighting
charm was actually invented in 1772 by Levina
Monkstanley. An accomplished witch working in
the department of mysteries, Levina astonished her
colleagues one day by lighting the tip of her wand
to search for a dropped quill in a dusty corner.
Prior to Levinas discovery, all manner of magical
lanterns, candles and light creation spells had been
used, with varying degrees of success, to penetrate
darkness both natural and curse related.

Stronger versions of this spell are:
Lumos Duo- Creates a beam of light that projects
from the wand's tip and can lock-on to various
targets.
~ 66 ~

Lumos Solem- Creates a powerful beam of
sunlight. It can be used against certain kinds of
plants.
Lumos Maxima- Creates an large ball of light at
the end of the wand, which can even be cast off to
hover and light a greater area, and can continue on
for several minutes afterward, floating in mid-
air.

Latin lumen, "light". plus Latin duo, "two",
maximus, maximum, and the Latin word for
"sun", which in its accusative case is "solem".


Mobiliarbus

Pronunciation: MOH-bil-ee-AR-bs
Lifts a tree a few inches off the ground and
levitates it to where the caster points his or her
wand. Mobilicorpus and Mobiliarbus are
variations of the same basic spell, since they share
the "Mobili-" stem. Latin mobilito meaning "to
set in motion" and Latin arbor/arbos meaning
"tree".


~ 67 ~

Mobilicorpus

Pronunciation: MOH-bil-ee-KOR-ps
Lifts a body a few inches off the ground and
levitates it where the caster points his or her wand.
Mobiliarbus and Mobilicorpus are variations of
the same basic spell, since they share the "Mobili-
" stem. Latin mobilito meaning "to set in motion"
and Latin corpus meaning "body".


Multicorfors
(Colour-Change Charm)

Pronunciation: mull-tee-COR-fors
A spell that causes an object or animal to change
colours. It can also be used to change the colour of
one's clothing. Objects can also be made to flash
different colours.


Obliteration Charm

Removes things not wished to be seen again, such
as footprints. Compare with Deletrius. It can be
used to remove footprints from the snow.
~ 68 ~

Obliviate
(Memory Charm)

Pronunciation: oh-BLIV-ee-ayt
A spell used to hide a memory of a particular
event. The spell is most often used against
Muggles who have seen something of the
Wizarding world. Memory Charms were developed
by a witch named Mnemone Radford, who
became the Ministry's first Obliviator. The
Ministry of Magic employees assigned to
modifying the memories of Muggles are called
Obliviators. The charm can be broken by powerful
magic, or extreme duress. If the charm is too
powerful, it can cause the target to develop a bad
memory. When particularly intense memories
need to be erased, it often leaves the victim
disoriented for a short period of time.
However, if performed improperly, a Memory
Charm can erase significant portions of an
individual's memory and cause brain damage,
with difficulty in recovery. The False Memory
Charm (which alters a persons memories) is a
variation of this spell. From Latin oblivium
meaning "forgetfulness".

~ 69 ~

Orchideous

Pronunciation: or-KID-ee-s
Makes a bouquet of flowers appear out of the
caster's wand. A variation of this spell can be used
to conjure a Christmas wreath. The movement for
this spell is to move one's wand in a circle in the
air.
From English orchid , a plant of a large family
with complex showy flowers, and Latin suffix -
eous, "of or bearing (the root word)".


Pack

Pronunciation: PAK, as in English
Packs a trunk, or any other luggage. If the caster
has enough skill, items such as clothes and socks
can be made to fold themselves.





~ 70 ~

Partis Temporus

Pronunciation: par-ts temp-oar-us
Creates a temporary gap through protective
magical barriers. It can be used to make a path
through fire, and perhaps water. Partis is a plural
form of the French verb partir, which means "to
separate," "to go away," "to leave," or "to depart."
Temporis is Latin for "time."


Pepper Breath

Pepper Breath is a spell that gives the victim fiery
hot breath. It should not be used against dragons.


Periculum

Pronunciation: pur-ick-you-lum
Creates red sparks/flares to shoot from the users
wand. The sparks are firework-like in appearance,
and have a vast range, shooting up to a great
height, then hovering in the spot where the caster
aims. The spell is used to signal that one was in
~ 71 ~

danger, and thus in need of help. Periculum is
Latin for "danger".


Placement Charm

A charm which temporarily places an object upon
a desired target. This spell places an object in or on
a specific location without the Wizard or Witch
having to do it physically. Placement Charms can
be used to place a bridle on a Kelpie to render it
harmless and docile.


Point Me
(Four-Point Spell)

Pronunciation: POYNT-mee, as in English
Causes the caster's wand tip to point to the north
cardinal point, acting like a compass.




~ 72 ~

Portus

Pronunciation: PORT-s
Turns an object into a port-key. The object glows
an odd blue colour to show it has been
transformed into a portkey, then goes solid again.
Also requires Ministry approval to use.
A Portkey is an object enchanted to instantly
bring anyone touching it to a specific location.

Most of the time, a Portkey is an everyday object
that would not draw the attention of a Muggle.
Travelling by Portkey is said to feel like having a
hook "somewhere behind the navel" pulling the
traveller to their location. Some Portkeys are preset
to travel to their destinations at a specific time.
Portkeys are triggered immediately by a person's
touch.

Both types of Portkey travel to the destination
along with their users. With touch-activated
Portkeys, touching it again transports the users
back to their original location. Time-activated
ones, however, can be handled after their use
without effect.
~ 73 ~

Latin porta, meaning "gate", or portare, meaning
"to carry" (as in to carry the caster or target to
another location). There is a Latin word portus,
meaning " port, harbour, refuge, haven", but it is
inappropriate in this context.


Prior Incantato

Pronunciation: PRY-or ING-kan-TAH-toh
Causes the echo (a shadow or image) of the last
spell cast by a wand to emanate from it. The
nature of the "echo" depends on the original spell.
The echo of a conjuring spell, for example, is the
object conjured; the echo of the Cruciatus Curse is
the screaming of the victim; the echo of an Avada
Kedavra curse is the image of its victim.
Apparently the spell is cumulative, with the user
able to go further back and see spells that the
wand performed after the latest spell.
The Prior Incantato spell could be confused with
the Priori Incantatem effect that can be triggered
by wands sharing a common core that are forced
to duel with each other, but which also can be
induced with analytical spells, like an extension of
the Prior Incantato spell.
~ 74 ~

Latin prior, "previous", and Latin incanto
meaning "to enchant". Incantare is "to speak a
spell" (past participle incantatum).


Protean Charm

Causes copies of an object to be remotely affected
by changes made to the original, for example to
make an item display the time and date of a
meeting. The enchanted item can be made to alert
the owner of the changes. It is possible that this
charm was used on the Dark Marks of Lord
Voldemorts Death Eaters.
The English word Protean derives from Proteus, a
god in Greek Mythology. Proteus was a shape-
shifter, able to take many forms. As a result, the
word Protean has come to refer to versatility,
flexibility, or an ability to assume many forms.
"Protean" is also similar to "protein", derived from
the same root, meaning a variable, flexible
substance which forms strong bonds between its
constituent parts. The English word protean
means "able to change or adapt".


~ 75 ~

Protego
(Shield Charm)

Pronunciation: proh-TAY-goh
The most basic of duelling spells, the shield charm
protects the caster from most offensive spells,
causing minor to moderate jinxes, curses, and
hexes to rebound upon the attacker, or at least
prevents them from having their full effect. It can
also be used to reflect or lessen the effects of more
powerful spells, depending on the skill of the
caster.

To create a shield, flick your wand in the direction
you need to block something. Sharp reactions and
quick spell-casting are key to protecting yourself
with the shield charm.

This spell is little use without quick reflexes to
match, and the best way to learn is to practise
deflecting real hexes. After all, being stuck with a
twitchy-ears hex or jelly legs jinx has a wonderful
way of focusing the mind on learning to defend
itself. There are many different protective spells,
but for everyday use, this is the most reliable.

~ 76 ~

The Shield Charm appears as a shield erupting
from the caster's wand. Spells may sometimes
rebound directly off it back towards the caster and
at others may ricochet off in other directions or
dissipate as soon as they hit the shield. It can also
create a sort of force-field across an area, and is
used to prevent two participants in an argument
or fight from reaching each other.

The Shield Charms most famous use was in 1484,
during a jousting tornament in the village of
poppleton, England. A witch in the crowd- one
Hannah Cockleford- cast the strongest shield
charm of her life to protect a muggle boy named
Edmund from the earl.

Variations include:
Protego Horribilis: A powerful shield charm
against dark magic.
Protego Maxima: A powerful shield charm against
dark magic. So powerful that it can also
disintegrate people that come too close.
ProtegoTotalum: Casts a shield charm over an area
or dwelling that will not let anything pass
through. It forms a protective "bubble" around the
area it is cast in.
~ 77 ~

Latin protego, "to protect, and Horribilis,
"horrible , frightful, dreadful", Maximimus,
"maximum", and totus meaning "as a whole".


Quietus

Pronunciation: kwy-AY-ts
Makes a magically magnified voice return to
normal. A counter to Sonorus. Quietus can be used
alone to magically quiet a person's voice.
Etymology: Correct classical Latin quietus,
meaning "calm" or "quiet".


Reducio
(Shrinking Charm)

Pronunciation: re-DEW-seeoh
This straightforward but surprisingly dangerous
charm causes certain things to shrink. You will be
learning both reducio and engorgio (the
engorgement charm) together, so that you can
always undo an over-enthusiastic cast. There is
thus no excuse for having accidentally shrunk
~ 78 ~

your homework down to microscopic size, or for
allowing a giant toad to rampage through your
schools flowerbeds.
Latin reducio meaning "to bring back". English
reduce, "to shrink". (Latin has a verb reducere,
present tense reduco. This is the source of the
English "reduce", but has a different meaning.)
Also in Italian Riduco first person present tense of
Ridurre, same root of Latin Reducere.


Refilling Charm
Refills whatever the caster points at with the drink
originally in the container.


Reparo
(Mending Charm)

Pronunciation: re-PAR-oh
The Mending Charm will repair broken objects
with a flick of the wand. Accidents do happen, so
it is essential to know how to mend our errors.
However, clumsier students should remember that
mastery of this charm is no substitute for learning
not to break things in the first place.
~ 79 ~


This simple repairing charm will work on most
materials, although certain kinds of damage
(caused by rare and powerful curses) are immune
to its effects. Please note that the mending charm
must NEVER be used on humans or animals.
Extreme scarring may result from attempts to
heal wounds with this spell, which is suitable only
for inanimate objects.

Shattered objects are often described as having
"flown" back together. A wizard skilled with the
spell may be able to get substances back inside a
broken container.

Many repairing and mending charms have been
used over the centuries, but the most effective and
powerful was invented by Orabella Nuttley in the
eighteenth century.
When supporters at a broom race in Rome started
fighting, resulting in an explosion that destroyed
the Colosseum, Nuttley stepped forward and fixed
several columns her Mending Charm. The
government ministers were stunned by this and
begged Nuttley to teach them the spell. As a result,
the greatest Statute of Secrecy breach in history
~ 80 ~

was avoided, Nuttley was awarded an Order of
Merlin, First Class for her actions, and her spell
went on to be widely-used.

Reparo can repair non-magical items, however it
seems to have an inability at repairing magical
items such as brooms and wands. Latin reparo
meaning "to renew" or "repair".


Repello Inimigotum

Pronunciation: Re-PE-llo I-ni-mi-go-TUM
A powerful protective enchantment. Disintegrates
enemies entering this enchantment. This spell is
used to repel enemies. Latin "Repello", meaning
"Push Back" and Portuguese "Inimigo", meaning
"foe", "Enemy".


Repello Muggletum
(Muggle-Repelling Charm)

Pronunciation: re-PEL-oh MUG-l-tm
This charm causes an area to be unseen by
Muggles, or causes it to be undesirable for Muggles
~ 81 ~

to search or enter. Some of the effects of the spell
are that Muggles will suddenly realize a reason as
not to enter the area over this charm's protection,
for example, by "remembering" that they had an
urgent appointment somewhere else. It can also
cause the Muggles in question to forget what they
were doing in the first place. It is used to keep
Muggles away from Quidditch pitches. Hogwarts
is also guarded by the Muggle-Repelling Charm.
From Latin repello meaning "to drive away".


Rictusempra
(Tickling Charm)

Pronunciation: RIK-t-SEM-pr
Causes an extreme tickling sensation that can
make the target drop to the floor laughing. This
can be used as a diversionary tactic in duels. It
may just knock back an opponent if the opponent
is not ticklish or the spell is not used properly. This
spell takes the form of a jet of silver or red-pink
light. See also Titillando, the tickling jinx.
Possibly the sum of two words; The Latin rictus,
meaning "The expanse of an open mouth", and
~ 82 ~

semper, meaning "Always". Rictus is generally
used as an expression of terror, however, "always
an open mouth" would, in most cases, correspond
to the act of laughing uncontrollably.


Riddikulus
(Boggart-Banishing Spell)

Pronunciation: ri-DIK--ls
A spell used when fighting a Boggart, Riddikulus
forces the Boggart to take the appearance of an
object the caster is focusing on. Best results can be
achieved if the caster is focusing on something
humorous, with the desire that laughter will
weaken the Boggart, thereby counteracting the
Boggart's ability to terrorise. Boggarts are defeated
by laughter, so forcing them to assume an
amusing form is the first step to defeating them.
The effect of the spell seems to rely primarily on
the state of mind of the caster. It doesn't actually
change the shape of a boggart into something
humorous, but rather whatever the caster is
concentrating on at the moment of the casting.
~ 83 ~

From Latin word ridiculus, "laughable" (but
perhaps "absurd" or "silly" in this context).

Salvio Hexia
(Hex Deflection Spell)

Pronunciation: SAL-vee-oh HEK-see-
A protective spell against hexes. Deflects minor
hexes aimed at an object or person. To cast the
spell, the caster performs a downward movement
with the wand. The spell appears as a transparent
wave of energy.
Possibly derived from the Latin "salveo," meaning
"to be in good health," and used as a form of
greeting and farewell, and a pseudo-Latin
derivative of the English word "hex"hence,
"Farewell, hexes!"

Scourgify
(Scouring Charm)

Pronunciation: SKUR-ji-fy
From pumpkin juice stains to gobbets of frog guts
to baked-on dragon dung, a good scouring charm
will vanish them all. The wand movement for
~ 84 ~

scourgify is a smooth sinuous motion, like a letter
S. if you were brought up in a wizarding family
with house-elves, then you may feel that using
your magic to clean up after yourself is in some
way beneath you. But rest assured- the first time
you need to get a Stinksap stain out of a school tie
without your house-elf there to help you, you will
be grateful you learnt the scouring charm.
Another similar spell for such a purpose is Skurge.
Many wizarding families use this spell, both for
cleaning and punishing people who swear, causing
soap to fill their mouth.
Perhaps related to English scour, "to clean by
vigorous rubbing ". -ify is a common English
suffix meaning "to make ...". Therefore scourgify
could mean "to make clean".

Security Spell

A charm used to prevent a break-in on a specified
location (a closed shop, for instance). It was part
of the closing procedure at Dervish and Banges to
cast a Security Spell around the shop.



~ 85 ~

Silencio
(Silencing Charm)

Pronunciation: si-LEN-see-oh
Makes something silent; renders the victim
temporarily mute. It works on both Beasts and
Beings. In order for this charm to be most
effective, the witch or wizard must move their
wand using a sharp jab, rather than a sort of wave.
This spell does not stop someone casting a spell as
they can still cast non-verbally.
Probably Latin silentium, "silence". Also, silencio
and silncio (which is closer to the English
pronunciation) mean "silence" in Spanish and
Portuguese, respectively.


Skurge

Pronunciation: SKUR-je
Cleans up ectoplasm, the slime-like residue left by
certain ghosts. The spell manifests as a blast of
greenish suds. It is also used to scare ghosts, and to
hurt poltergeists.


~ 86 ~

Somnambulist Charm

Induces somnambulism (sleepwalking) in the
target. A charm used primarily to transport
unconscious people.


Sonorus

Pronunciation: son-NOHR-s
Thjis spell magnifies the spell caster's voice when
one's wand is pointing to the side of the caster's
neck. The voice will become loud enough to be
heard over a great distance.
It can also be used to emit a magnified roar from
the tip of the wand. This noise disrupts all in its
path, and can even be used to harm opponents.
The counter-spell is Quietus.
Correct classical Latin sonorus meaning "loud".





~ 87 ~

Specialis Revelio
(Scarpin's Revelaspell)

Pronunciation: SPES-ee-AL-is re-VEL-ee-oh
A spell that causes an object to show its hidden
secrets or magical properties. It can identify the
ingredients of the target potion or the
enchantments on a target object.
Deformation of Latin specialis meaning "special",
also "particular;individual" and revelare (present
tense revelo), "unveil".


Spongify
(Softening charm)

Pronunciation: s-pon-gee-fy
Spongify can be used to make objects rubbery and
bouncy. When cast on mat, it creates a pad like a
trampoline.


Stealth Sensoring Spell
Detects those under magical disguise. Used at the
entrance to the Ministry of Magic, and as a
criminal deterrent in Gringotts bank.
~ 88 ~

Stupefy
(Stunning Spell)

Pronunciation: STEW-pi-fy
The stunning spell is invaluable in duelling,
knocking out anyone it strikes. The spell is
commonly used by dragon-handlers and other
magizoologists to handle dangerous creatues, and
by the aurors, dark wizard-hunters for the
ministry of magic.

The Stunning spell can also halt moving objects.
It is also known as a Stunner. If used too
forcefully, it will put the victim in an unconscious
state. The physical manifestation of the spell is a
beam of red light emanating from the caster's
wand. The spell wears off after a short time, and
can be countered by Rennervate. It can also be
deflected by a Shield Charm.

Stunning spells are nearly useless on magic-
resistant creatures such as dragons, trolls and
giants unless more than one Stupefy spell is used
at the same time. The force of the spell is additive
or perhaps even exponential, and it can cause
~ 89 ~

severe injury if many spells are used on a target
that is not normally resistant to its effects.
English stupefy, which means 'to put into a
stupor' (to make stupid, groggy, insensible), which
derives from Latin stupefacio meaning "to make
senseless".

Supersensory Charm

Causes the caster to have enhanced senses, or to be
able to sense things they would not normally
sense.


Tergeo

Pronunciation: TUR-jee-oh
A spell used to siphon matter from a surface, eg.
blood, ink, dust, etc. Useful for cleaning, it
functions
Etymology: Correct classical Latin tergeo meaning
"to wipe, scour, clean".




~ 90 ~

Undetectable Extension Charm

Causes a container's capacity to be increased,
without changing the object's appearance on the
outside. Can be used on all manner of objects,
including bags, tents and vehicles. This
sophisticated charm has the effect of expanding
an object's internal space whilst retaining its
external dimensions. It can be used on anything
from handbags to cars.


Ventus

Pronunciation: ven-TUS
A strong blast of wind is shot from the end of the
wand, used to push objects out of the way.
A form of Ventus is the Hot-Air Charm which is
used to produce a stream of warm air from the tip
of the casters wand to dry off, melt snow, etc.
Ventus is a Latin word, meaning "wind".






~ 91 ~

Verdimillious

Pronunciation: VERD-dee-mil-lee-us
A spell that shoots green sparks at the end of the
wand. It is used to attack enemies with green
lightning. If one quickly casts the charm whilst
aiming for a specific target it will cause green
sparks and/or green electrical discharge to explode
and crackle all around the victim, hurting them
(and hence is useful in duelling). If one draws out
the casting, saying the incantation slowly and
waving the wand in a circle overhead and make a
forwards slashing motion, aiming for thin air,
then an orb of green energy will be thrown from
the wand tip, exploding several metres away in a
blinding flash of emerald light and illuminating
the entire room for a short period of time. While
the light from the spell lasts, objects hidden by
Dark magic will be revealed so that they are
temporarily visible and tangible again.






~ 92 ~

Vermillious

Pronunciation: VER-mil-lee-us
Vermillious is a charm that precipitates red and
orange sparks from the wand tip. They can be
directed towards another to do damage, for
example, in duelling.
Wand Sparks created by the Vermillious and
Verdimillious spells are often used as signals. The
sparks can be sent into the air, allowing them to
be seen from a distance. See also Periculum.
Vermillious derives from the English word
Vermillion, a shade of brilliant red.


Wingardium Leviosa
(Levitation Charm)

Pronunciation:
wing-GAR-dee-m LEV-ee-OH-s
The Levitation Charm is one of the first spells
learnt by any young witch or wizard. With the
charm a witch or wizard can make things fly with
the flick of a wand. The charm is an excellent test
of your magical skills, wand control and above all,
patience. There are many variations of the
~ 93 ~

Levitation Charm, such as the Hover Charm, the
Rocket Charm or the Floating Charm, to name
but a few, but the Levitation Charm remains the
original and best. It is one of the earliest recorded
Spells of the Wizarding world, with its origins in
ancient England.

The Levitation Charm was invented in 1544 by
warlock Jarleth Hobart who mistakenly believed
that he had at last succeeded in doing what
wizardkind had so far failed to do, and learnt to
fly. Hobart held a public demonstration of his
own revolutionary charm on himself. He spent
nearly three minutes hanging in mid-air, but
mistakingly believing that his clothes were
making him heavier and impeding his movement,
Hobart stripped thus making him fall several
metres onto the ground below, as it were the
clothes that were holding him up in the air
they had been charmed by the Levitation Charm,
not Hobart himself. He fell completely naked on
the ground, breaking 16 bones, and went on the
receive a penalty for extraordinary stupidity from
the Chief Warlock.

~ 94 ~

Hobart eventually realized that he had invented a
spell that would lift objects into the air and could
cause them to hover for varying lengths of time,
depending on their weight, and the skill of the
spellcaster. Small animals and even children
might be levitated, but once airborne, they had no
control over their direction of movement, though
caster can direct their movement with his or her
wand.

This charm ought not to be seen as a joke spell. It
can be most useful in duels and can lift physical
obstacles and can even Levitate small creatures
(though this is likely to confuse any poor animal
and is certainly not to be encouraged). . It also
conveniently defies gravity by lifting objects
heavier than a normal person would otherwise be
able to carry.

The magic words for the levitation charm are
Wingardium Leviosa. Be sure to make the gar
nice and long. This spell is all in the wrist. Keep
your wand hand loose and perform a nice smooth
swish and flick movement.

~ 95 ~

Another version of this spell is the Hover Charm,
Levioso. Levioso makes the target hover, whereas
this one is always described as making it fly.
However, the Hover Charm does not also allow
one to move said objects and requires contact with
the target, unlike wingardium Leviosa.

"Wingardium" contains English wing meaning
"fly", and Latin arduus, meaning "high". "Leviosa"
originates in Latin levis, meaning "light".













~ 96 ~

Transfiguration

Transfiguration is a branch of magic that focuses
on the alteration of the form or
appearance of an object, via the
alteration of the object's molecular
structure. Transfiguration can be done
to most (if not all) objects.

Transfiguration is a very systematic, exact magical
discipline, working best for the scientifically-
inclined mind, and as such it is deemed very hard
work (especially compared to Charms, which
affords a much larger margin for personal
creativity).

A simplified analogy for the differentiation
between Transfiguration and Charms
is the difference between form and
function or matter and energy; one is
concerned with what the object is (its
form - Transfigurations) whilst the
other is concerned with what the object is doing
(its function - Charms).

~ 97 ~

Currently, transfiguration is divided into four
branches. They are, in ascending order of
difficulty: Transformation, Vanishment,
Conjuration and Untransfiguration. They are
described below.

Transformation refers to any
Transfiguration that deforms or
alters the target in some way. It
should be noted that whilst this
branch of transfiguration is the first
covered in the Hogwarts curriculum (containing
the simplest transfiguration of all - Match to
needle) it can also pertains to the most complex
and dangerous forms of transfiguration too. For
example, Petrification is a form of transformation
and is very dark, complicated and powerful magic.
Transformation is divided into three sub-types,
each with their own divisions and all of which
overlap with one another to some degree.

Human Transfiguration refers to
Transformation where either the
target or end-product is a human
being. As well as the general
Human Transfiguration spells
~ 98 ~

that exists, this category houses Animagus,
Metamorphmagus, and Werewolf magic.
An Animagus is a wizard or
witch that possesses the ability
to transform themselves into an
animal at will, while still
retaining their mental faculties.
This is considered a form of transfiguration, and a
hard one at that; there were only seven registered
Animagi in the 20th century. It takes years for
one to master this skill but proves very useful.
"Animagial" transfiguration is distinct from
Human Transformation in two main ways (aside
from difficulty): Firstly, no wand is required;
Secondly, the animal form one is able to
transfigure into is not chosen by
the wizard, but determined by
their inner traits and personality
and it never changes (so if one's
animagus is a cat, they will never
be able to transfigure themselves into anything
else but a cat in this way).

Conversely, general Human Transfiguration is
more varied in that it allows one to transform
another into a plethora of different animals but,
~ 99 ~

on the other hand, the object of transfiguration
will then possess the intelligence of the creature
they become (unlike Animagi,
who retain all their mental
faculties in animal form). If
this is an animal of lower
intelligence (which is more
likely than not) then one will, by extension, be
entirely dependent on the caster to untransfigure
them, which could potentially cause someone to
be stuck in that form forever (which is why it is
not recommended to cast this type of
transfiguration on oneself).

Switching is another sub-type of transformation
magic. During switching, a physical feature from
one of the two targets is switched with that of
another, hence the name. It
differs from a straight
transformation in two ways:
firstly, switching targets two
objects simultaneously; secondly,
the change in one of the pair is dependent on a
change in the other.

~ 100 ~

Trans-species Tranformations is a term which
refers to transformation magic that (partially or
completely) changes the target organism into a
new species. It includes Cross-species switches and
hence has some overlap with switching magic.

Vanishment is the art of causing thing to Vanish;
to make things go into non-being. The difficulty
of the Vanishment to be performed positively
correlates with the complexity of
the organism to be Vanished (for
example, invertebrates are easier
to Vanish than vertebrates). Only
one incantation is needed to
Vanish any object - Evanesco ,
Latin for "disappear" (with the intent of the caster
alone directing it), unlike conjurations (which can
requires a variety of complicated incantations).

Conjuration is the art of conjuring things
(bringing things into being) and hence is the
opposite of Vanishment. It is harder than its
counter-part, being N.E.W.T. level magic.
Conjuration magic is governed by Gamp's Law of
Elemental Transiguration, to which there are five
exceptions. Similarly, Wizarding law sets legal
~ 101 ~

limitations on what one is and isn't allowed to
conjure. Finally, even if it is both possible and
legal to conjure something it will ultimately never
last.

Gamp's Law of Elemental
Transiguration
The first exception is that one
cannot conjure food from thin
air. Gamp's law states that you
cannot create new food out of nothing, but you
can conjure it if you know where it is, and you cab
transform it. You can also increase the amount or
quantity of food.

The second Exception to Gamp's Law would be
Money and precious metals (basically things with
true value). This exception has only one exception,
and that is the philosopher's (sorcerer's) stone,
because it can turn metal
into gold permanently;
however, copies made with
the Geminio spell are
worthless, as is leprechaun
gold. Leprechaun gold has no value because it will
disappear, which is the same for Geminio copies
~ 102 ~

and everything else conjured. The Philosopher's
Stone only transforms other metals into gold but
cannot create it.

The third exception is magical objects, like brooms
and wands. You could conjure something that
looked like a Time Turner, for example, but it
wouldn't work; it would not have any powers.
Such objects have to be made by a specialist, and
often cannot be repaired by magic.

The fourth exception to Gamp's law is
information. You cant just
create information; you must
learn and discover things for
yourself. You can't conjure a
book and learn anything from it;
that would make learning and
discovering pointless. You can't
make anything that you don't understand.

The fifth exception is life; something that is really
alive and can reproduce and remember things.
You can conjure birds (Avis) but they would be
unable to reproduce and live in a real sense; they
would disappear like leprechaun gold. Life can be
~ 103 ~

simulated, creatures can be conjured, but you
cannot conjure a person, and even if you could it
wouldn't be like a real person. Even the greatest
wizard couldnt create something as complicated
as a real person.

Untransfiguration is the art of reversing a previous
transfiguration (and is therefore considered both a
transfiguration and a counter-
spell). Untransfiguration is the
exact opposite of Transfiguration
i.e. it returns something to its
proper form, reversing the effects of
a transfiguration. It may not be
possible to Untransfigure a person
or object without knowing what they were
originally.

Dangers
Due the applied, precise nature of Transfiguration
magic there is a large potential for it to go
disastrously wrong, even for the experts. This is
especially true if the practitioner is not taking
things seriously or attempting to perform magic
beyond their capabilities. If it is done improperly,
the Transfigured object can become half-
~ 104 ~

Transfigured or permanently
stuck in one state (whether fully
or partially Transfigured).
Form a clear mental picture of
the object you are hoping to
create before attempting a Transfiguring spell.
Beginners should say the spell clearly. More
advanced wizards do not need to say the spell
aloud.
When Transfiguring, it is important to make firm
and decisive wand movements. Do not wiggle or
twirl your wand unnecessarily, or the
Transfiguration will certainly be unsuccessful.

Incomplete Transfigurations
are difficult to put right, but
you must attempt to do so.
Leaving the head of a rabbit on
a footstool is irresponsible and
dangerous. Say Reparifarge!
and the object or creature should return to its
natural state.
Larger creatures are difficult to Transfigure except
by skilled and powerful wizards. Know your
limits.

~ 105 ~


Avifors

Pronunciation: Avy-fors
A Transforming spell that transfigures objects into
a bird or a flock of birds. It should not be confused
with the Conjuration, Avis. From Latin "Avis"
meaning "bird" and Latin "fors" meaning "for
luck"


Avis
(Bird-Conjuring Charm)

Pronunciation: AY-vis
The Bird-Conjuring Charm conjures a small flock
of birds from the end of the wand. The birds are
shot from the caster's wand tip, accompanied by a
loud blast that sounds like a gun being fired and
smoke.

It is important to remember that your conjured
creatures are not real animals. The more
accomplished you become at the spells that create
them, the more real the animals will appear- but
you will disappointed if you try to keep your
~ 106 ~

creations as pets. They are mere phantoms of your
own making. Of course, creating any living
creature out of thin air is immensely difficult.

This spellbook is concerned with practical
instruction, and not with theory, but your teacher
will be able to explain the principal of
Artifianimate Quasi-Dominance, which will
help you understand some of the many things
that can go wrong when attempting to conjure
animals from nothing. Severed heads,
unidentifiable stumps, terrifying frog-rabbit
mutations - all have been created, to the dismay
of those who made them (and the horror of who
found them hidden under cushions).

However, for reasons that are still not fully
understood (research continues in the Department
of Mysteries in the Ministry of Magic) two
categories of creature are much easier to create
from nothing than any other birds and snakes.
You cant control the birds, not with this spell
alone. (see oppugno) Correct Latin word avis,
meaning "bird".


~ 107 ~

Draconifors

Pronunciation: dra-kon-ee- fors
Turns Objects into small dragons. The caster
'swipes' their wand through the air and a ball of
fire is shot from it at the object, which will
immediately become a animate dragon and
breathe fire.From the Latin draco, meaning
dragon, and fors, meaning luck.


Ducklifors

Transfigures target creature into a duck. From the
English "duck", and the Latin "fors", meaning
"luck".


Evanesco
(Vanishing Spell)

Pronunciation EV--NES-koh
A spell to make something vanish. The famous
question, "Where to vanished objects go? is
answered with "Into non-being, which is to say,
everything." This is, so far, the best description
~ 108 ~

available for what happens to Vanished objects.
The spell is considered one of the hardest spells to
be tested in the Ordinary Wizarding Level exams.
The difficulty of the Vanishing Spell increases
along with the complexity of the animal or object
to be Vanished. For example, Snails, being
invertebrates, are considered easier to Vanish than
mice, which are mammals.
Comes from "evanescence", something that is
fleeting or disappears, and the Latin evanesco,
"disappear".


Fera Verto

Pronunciation: Fair-uh-VAIR-toh
Turn animals to water goblets. Similar
transfigurations include: Pig to Desk, Glass to
sand, Beetle to Button, Candle to Rabbit,
Cauldron to Sieve, Fire to snake, Match to needle,
Mice to Snuffboxes, Owl to opera glasses, Rabbit
to Slippers, Raven to Writing Desk, Rock to dog,
Smoke to daggers, Snail to Teapot, Teapot to
tortoise, and Table top to acid (causing any object
resting on those surfaces to melt into them.)
~ 109 ~

From Latin fera meaning "beast" or "animal",
and verto, meaning I turn.


Harmonia Nectere Passus

Pronunciation:
Harm-oh-nee-a Nek-te-reh Pass-us
Causes the object/person in a vanishing cabinet to
pass into its twin/other vanishing cabinet. Derives
from the Latin words "harmonia", meaning
"harmony", "nectere" which means "to tie, bind",
and "passus" meaning "step, pace", which came
from "pati" meaning "suffer, allow, undergo".
Effectively, the entire phrase comes out to mean
"Allow(ing) to bind the harmony." Basically,
binding the rift between the sister Vanishing
Cabinets.


Inanimatus Conjurus

Pronunciation:
in-an-ih-MAH-tus CON-jur-us
A spell used to conjure an inanimate object, and
to bring a non-living object to life.
~ 110 ~

Incarcifors

Pronunciation: in-KAR-si-forz
Incarcifors is a Transforming spell that
transfigures an object so it can imprison a passing
creature. An object on which this spell has been
cast will grow bars and become a cage. An
alternate incantation is Incacerata.
The prefix "incarci-" probably comes from the
English "To incarcerate" and the suffix "-fors"
(often used in transfiguration spells) is Latin for
"chance, luck, fortune", though it may also come
from "forma" (or simply English form) meaning
form.

Lapifors

Pronunciation: LAP-ih-forz
Turns small objects into rabbits.
From Latin lepus meaning hare, and fors meaning
strength which is a suffix often used for
transfiguration spells.




~ 111 ~

Piertotum Locomotor

Pronunciation:
PY-r-TOH-tm LOH-ko-MOH-tor
Spell used to animate statues and suits of armour
to do the caster's bidding.
French word pierre, meaning "stone"; Pier means
"friend" or "colleague", totum refers to "the
whole" or "total". locomotor is an existing
English word, from Latin locus meaning "place",
and Latin motor meaning "movement".
Locomotor means "the movement of".

Piscifors

Pronunciation: Pis-ee-Fors
Piscifors is a Transforming spell; used to
transfigure an enemy into fish.
The prefix Pisci- probably derives from the Latin
piscis, meaning "fish" and the suffix-for (often
used in transfiguration incantations) is Latin for
"chance, luck, fortune", though it may also come
from form (or simply English form) meaning
"form".

~ 112 ~

Pull

Pronunciation: Pull-us
Pullus is a Transforming spell that turns target
creatures into geese.
Pullus is Latin for the young of animals,
particularly chickens (i.e. chicks).


Scribblifors

Pronunciation: Scrib-lee-fors
Scribblifors is a Transforming spell that turns
objects into a writing quill.
The prefix scribbli- is most likely derived from
the English "scribble" where as the suffix "fors" is
latin for "chance, luck, fortune", though it may
also come from "forma" (or simply English form)
meaning form.



~ 113 ~

Serpensortia
(Snake Summons spell)

Pronunciation: SUR-pn-SOR-tee-
Conjures a serpent from the spell-caster's wand.
The Snake Summons spell originated in India and
is often illicitly used today by wizards who are
called by the Muggle moniker, "Snake Charmers".
The counter-spell of Serpensortia is Vipera
Evanesca. It is possible that this spell or a variant
of it can also be used to transform objects into
snakes.
Latin serpens meaning "a snake" and Latin ortis
meaning "source".


Snufflifors

Pronunciation: Snuff-Li-fors
Snufflifors is a spell used to transfigure books (or
other objects) into mice.
snuff refers to mice, where as the suffix "fors" is
latin for "chance, luck, fortune", though it may
also come from "forma" (or simply English form)
meaning form.

~ 114 ~

Switching Spell

A Switching spell causes two objects to be
switched for one another. You should be careful
with this spell; you dont want to accidentally
switch your ears with a cactus.


Vermiculus

Pronunciation: Ver-mic-u-lus
Vermiculus is a Transforming spell that turns
creatures into worms, after which one can use any
spell to destroy them.
From Latin vermiculus meaning little worm.


Vipera Evanesca

Pronunciation: VIYP-er-uh ehv-uhn-EHS-kuh
Counter Spell for Serpensortia. Seems not to
merely "Vanish", but causes the snake to smoulder
from head and tail until it is reduced to a pile of
ashes. Vipera is a genus of venomous vipers, a type
of snake. Evanesca likely shares its origin with
Evanesco, which means "disappear" in Latin.
~ 115 ~

Jinxes and Hexes

A Jinx is a type of spell with negative effects used
mostly for the amusement of
observers and the minor
discomfort of the victim. They
are also part of defensive
magic, and students of Defence
Against the Dark Arts learn them. Jinx effects
can be removed by a Counter-jinx, and they can
be prevented by an Anti-Jinx.

A Hex is a type of spell that is
typically meant to cause a
certain degree of pain and
discomfort. Hexes are
considered by some as a minor
kind of Dark Magic, darker than a jinx but not as
dark as a curse, though they can be used in a
defensive capacity.





~ 116 ~

Alarte Ascendare

Pronunciation: A-LAR-tey ah-SEN-deh-Rey
Shoots an object or creature into the air. Can be
used in duelling. Ascendare is a Latin verb
meaning 'to climb' or 'to ascend'.


Anteoculatia
(Antler spell)

Pronunciation: an-TAY-oh-KYOO-lay-shuh
Anteoculatia is a hex that turns a person's hair
into antlers.


Anti-Disapparition Jinx

Used to prevent Disapparition and/or Apparition
in an area for a period. Can be used to prevent an
enemy from entering a defended area, or used to
trap an enemy in an area. It can also be used to
protect an area or to trap prey. It is also mentioned
that no one can apparate in the Hogwarts
premises due to this jinx.

~ 117 ~

Bedazzling Hex

Similar to a Disillusionment Charm, it can be
used to conceal a person or an object. Is used to
make invisibility cloaks. However, it is not true
invisibility, as it only makes the subject exactly
the same appearance as what is behind them,
similar to a Chameleon blending colours with its
surroundings. A disillusionment charm, would
appear to simply make the target blend in very
well with the surroundings whereas the bedazzling
hex messes directly with the eyes of anyone
looking at the cloak wearer, so they would not
appear to be there. Both the word bedazzling
(bedazzle means cleverly outwit) and the hex part
of the name suggest this.


Cascading Jinx

Cascading Jinxes are offensive spells used to defeat
multiple enemies.




~ 118 ~

Colloshoo
(Stickfast Hex)

This spell is used to glue one's shoes to the ground
with some sort of sticky ectoplasm.
Etymology: The suffix "shoo" derives from the
English noun "shoe". The prefix "Collo" derives
from the Greek verb: "," (which
means "to glue").


Cracker Jinx

The Cracker Jinx is a spell that conjures exploding
Wizard Crackers; causing purple firecrackers to
shoot out from the tip of one's wand. This jinx
can be used in duelling to cause harm on the
opponent, but the force of the explosion may also
affect the caster.



~ 119 ~

Cribbing Spell

A Cribbing Spell is a spell that assists the caster in
cheating on written papers, tests and exams.
These spells are banned on all such tests.


Densaugeo

Pronunciation: den-SAW-jee-oh
This hex makes the victim's teeth grow rapidly.
From Latin dens, "tooth", and augeo, "I increase"
or "I enlarge".


Engorgio Skullus

Pronunciation: IN-GORE-jee-OH SKU-las
Engorgio Skullus is a Hex. This spell is used to
swell the victim's head. This is a variation of the
Engorgement Charm, as the first word of its
incantation is the same. Its counter curse is
Redactum Skullus
The word engorge means "to fill to excess". The
word skullus is probably an adaptation of the
English noun skull.
~ 120 ~

Entomorphis

Pronunciation: en-TOE-morf-is
Entomorphis is a hex which turns the target into
an insectoid creature for a short time.
"Entomorphis" most possibly derives from the
Greek word "" (entomo) which means
"insect" and the Greek word "" (morphi)
which means "form."


Everte Statum
(Hurling Hex)
Pronunciation: ee-VER-tay STAH-tum
This spell throws people backwards. Also causes
brooms to vibrate violently in the air and try to
buck their rider off. The Latin word 'Everte' means
'to throw out', and statua, meaning image, or
"statue".


Finger-removing jinx

This jinx removes a person's fingers.

~ 121 ~

Flipendo
(Knock-Back Jinx)

Pronunciation: FLIP-pen-do
The Knock-Back Jinx, used to push the target. If
used repeatedly, it may bring down weaker
enemies. Can be used to 'knock back' an opponent,
blast jars and creatures or activate magically
charmed switches. It is considered to be a most
basic spell and is described as 'utilitarian'. The
Knockback Jinx has more powerful forms whose
incantations are Flipendo Duo and Flipendo Tria,
which resemble miniature tornados. To charge up
the spell to more powerful levels, the caster must
build up the power in their wand and release the
magic when the blue spell turns a purple-red
colour. Past this point the jinx will backfire in
mid-air. The spell is capable of defeating Imps,
Fire crabs, and Pixies, as well as helping defend
against larger creatures.



~ 122 ~

Furnunculus
(Pimple Jinx)

Pronunciation: fr-NUNG-kew-ls
Causes the target to become covered in painful
boils. This spells effect can be cleared by Boil-
Cure Potion. When combined with the Jelly-Legs
Jinx, it causes the target to sprout little tentacles
on their face.
Latin furnus, meaning "oven", or Latin
furunculus, originally meaning "petty thief", but
later used to mean "boil" in English. Also English
furuncle, an alternative word to "boil".


Herbifors

Pronunciation: Her-biv-if-ors
A spell that makes flowers sprout out of the
victims head.







~ 123 ~

Horn-Growing H

A hex that makes the victim grow horns. A related
spell is the Horn Tongue Hex, a spell that turns
the target's tongue into a horn.


Impedimenta
(Impediment Jinx)

Pronunciation: im-PED-i-MEN-t
Swift use of this jinx can freeze an attacker for a
few moments, or stop a magical beast in its tracks.
The jinx impedes forward motion, either slowing
or stopping an object or individual, effectively
immobilising them for a short period of time.
Being frozen with the jinx does no permanent
harm, though if youre caught in an awkward
position it can become quite uncomfortable. The
jinx is a vital part of any duellists arsenal; To
freeze your enemies, perform a straight slash to the
left. Handy in the heat of battle.

This powerful spell is capable of tripping, freezing,
binding, knocking back and generally impeding
the target's progress towards the caster. The extent
~ 124 ~

to which the spell's specific action can be
controlled by the caster is unclear. If this spell does
bind, it does eventually wear off. Stronger uses of
this spell are capable of blowing targets away.
Latin impedimentum (plural impedimenta), "a
hindrance" or "an impediment".


Jelly-Brain Jinx

Presumably affects the target's mental processes.
During the September 1999 riot that took place
during the Puddlemere United/Holyhead Harpies
Quidditch game, a lot of Harpy supporters were
using this jinx.


Jelly-Fingers Jinx

Causes the target's fingers to become almost jelly-
like to make it impossible for the victim to grasp
objects. If the opponent touches a wall, he/she
will be stuck to it forever- or at least until the
spell wears off. After a June 1999 Pride of
Portree/Appleby Arrows Quidditch game, the
losing Seeker accused his opposite number of
~ 125 ~

putting this curse on him as they both closed in on
the Snitch.

Knee-Reversal Hex

Causes the victim's knees to appear on the opposite
side of his/her legs.


Langlock

Pronunciation: LANG-lok
Glues the victim's tongue to the roof of their
mouth. Created by Severus Snape.
Latin lingua meaning "a tongue" or "a language"
and English lock meaning "to fasten".


Leek Jinx

Makes leeks sprout out of the target's ears.


~ 126 ~

Levicorpus

Pronunciation: LEV-i-KOR-ps
The victim is dangled upside-down by one of
his/her ankles, sometimes accompanied by a flash
of white light. Created by Severus Snape. Its
counter curse is Liberacorpus.
Latin verb levo meaning "to raise" and Latin
corpus meaning "body".


Locomotor Mortis
(Leg-Locker Curse)

Pronunciation: LOH-ko-MOH-tor MOR-tis
Locks the legs together, preventing the victim from
moving the legs in any fashion. The target can hop
when affected by this curse, but walking is
impossible without the countercurse. This spell
can also be used on inanimate objects like chairs
and tables, causing the legs to bend inward and
the object to fall over. It is unclear whether or how
this spell is related to the Locomotor spell. It
could, however, be that the curse "locks" any part
of the body in accordance to where it is pointed, or
moves the body into a position of the caster's
~ 127 ~

choosing whilst placing them into an immobile
state. Experienced witches and wizards most often
use the "Leg Locking" spell during Wizard duels or
friendly wizard races. English locomotion,
"movement" + Latin mortis, "death".

Locomotor Wibbly
(Jelly-Legs Jinx )

Pronunciation: LOH-koh-moh-tor WEE-bl-ee
A jinx that renders its victim's legs temporarily
useless, so that they can no longer stand. It leaves
them to wobble around helplessly until the effect
wears off or the counter-jinx is performed.


Melofors

Pronunciation: Mel-OH-fors
Appears to turn the heads of creatures or people
into pumpkins; however, what it actually does is
encase the head in a pumpkin. The pumpkin can
be shattered to free the victim, or can fall apart on
its own after a short time.


~ 128 ~

Mimble Wimble
(Tongue-Tying Spell)

Pronunciation: Mim-bul-Wim-bul
Used to render one's opponent unable to cast spells
properly, preventing counterattack. The spell
manifests itself by causing the tongue to
temporarily curl backwards upon itself, and Ties
the tongue in a knot. It takes form as a jet of blue
light, exploding in blue sparks on impact. Can
also be used to prevent certain information from
being revealed by the individual upon whom the
spell is placed.


Mucus- -Nauseam
(Bat-Bogey Hex)

The Bat-Bogey Hex turns the target's bogeys into
large, black bats that flie out of their nose, and sets
them attacking the target. It can also give the
recipient a strong cold that can make them
collapse if not treated. This hex is also known as
the "Curse of the Bogies".

~ 129 ~

This spell was invented by Miranda Goshawk
when she was young. Growing up as the youngest
of nine sisters, she often found it difficult to get
her older sisters to listen to her, and sometimes
relied on this spell to silence them long enough to
allow her to speak. For example, she cast it on her
sister Diadema to get her to return clothing she
borrowed without permission; on her sister
Romilda to get her to keep out of her room when
she did not want to be disturbed; and on her sister
Tangwystl when she wanted to keep her quiet so
that she could do her homework.

Muffliato

Pronunciation: MUF-lee-AH-toh
Keeps nearby people, or those to whom the wand
is directed, from hearing nearby conversations.
This spell fills peoples' ears with an unidentifiable
buzzing to keep them from hearing. It can also
fill a surrounding area with buzzing, so to provide
a private environment for a conversation in a
public place. The caster may have lengthy,
intimate conversations without being overheard. It
was created by Severus Snape.
~ 130 ~

English muffle meaning, "to make a sound less
distinct by covering its source", with a pseudo-
Latin ending.


Mutatio Skullus

Pronunciation: Mu-Tat-ee-Oh Skul-lus
Used to mutate the skull of an enemy. This may
have been one of the spells cast over the Great
Pyramids by the Ancient Egyptian Wizards,
because inside one pyramid, there were many
skeletons with mutated heads.
From the Latin mutatio, meaning "I change", and
an adaptation of the English noun skull.


Obscuro

Pronunciation: ob-SKEWR-oh
Causes a blindfold to appear over the victim's eyes,
obstructing their view of their surroundings. It can
also be used on portraits.
Correct classical Latin obscuro meaning "to
conceal, to darken, to cover". English word
obscure, meaning "unclear" or "unnoticeable".
~ 131 ~


Oppugno

Pronunciation: -PUG-noh
A jinx that directs an object or individual to
attack the victim. This curse will cause conjured
creatures under the control of the caster to attack
the target. This spell can be used on objects,
animals or beings of lesser intelligence. To use the
spell, point your wand at a target to direct the
creatures to attack.
Correct classical Latin oppugno meaning "to
attack".


Orbis

Pronunciation: Orb-IS
Orbis is a jinx that pulls the target into the
ground. It can only be cast if an ally is levitating
the target whilst the spell is being cast. Its
appearance is similar to a whirlwind that sucks
them down.
Orbis is Latin for "circle, orb" (which reflects its
physical appearance) whilst orbis terranum means
~ 132 ~

"the world, Earth", which may be a reference to
how it buries the target in the ground.


Pus-squirting hex

Causes yellowish goo to squirt from one's nose.


Redactum Skullus

Pronunciation: red-AK-tum SKULL-us
Redactum Skullus is a hex that shrinks the target's
head. It acts as the counter-spell to Engorgio
Skullus.


Relashio
(Revulsion Jinx)

Pronunciation: re-LASH-ee-oh
A charm used to force someone or something to
release that which it holds or binds by means of
shooting fiery sparks out or, underwater, shooting
hot bursts of water. It can be used on objects and
creatures.
~ 133 ~

Probably from the French verb relcher to release,
to set free", or Italian rilascio (pronounced the
same way as the spell) "I release".


Sardine Hex

The Sardine Hex is a spell that causes sardines to
come out of the victim's nose.


Slugulus Eructo
(Slug Vomiting Spell)

A jet of green light strikes the victim, who then
vomits slugs for an undefined period of time (up
to five hours). The sizes of the vomited slugs
decrease with time.


Steleus

Pronunciation: ST-lee-us
A hex that causes the victim to sneeze for a short
period of time. This spell is used in duelling to
~ 134 ~

distract the opponent. This spell appears as Green
rings of light.
Steleus derives from the Latin sternuo, meaning I
sneeze.


Stinging Hex

Produces a stinging sensation in the victim,
resulting in angry red welts and occasionally the
severe inflammation of the affected area. It takes
the appearance of a burst of white light.


Stretching Jinx

A jinx which increases the target's height. It
makes the target look as though they have had a
rapid growth spurt.




~ 135 ~

Tarantallegra
(Dancing Feet Jinx)

Pronunciation: t-RAN-t-LEG-r
Makes the victim's legs dance uncontrollably, so
the victim cannot control his or her movements.
It can be used on inanimate objects, such as
chairs, and also on objects and creatures without
legs. The "Dancing Feet" spell has its origins in
ancient Italy, but is best remembered for its
improper usage by Warlock Zaccaria Innocenti
who is credited with conjuring a 'dance' within
Mt. Vesuvius in 79 AD, causing the volcano to
explode. It is mainly used to make a victim do
something hilarious, but it can be also be used in
duelling.

From Italian tarantella (traditional Southern
Italian folk dances with rapid, whirling
movements), supposedly from the frantic motion
caused by the bite of a tarantula; and allegro, a
musical term meaning "quick and lively"; or
simply from the word "leg" as this is the only
body part affected by the jinx. The Tarantella
dance was believed to cure the effects of the bite of
~ 136 ~

a Tarantula by causing the victim to sweat out the
toxin. It wasn't until centuries later that scientists
determined the Black Widow was actually the
venomous spider in question; people merely
blamed the Tarantula because of its size.


Tempest Jinx

The Tempest Jinx is an atmospheric spell that
creates a small storm and summons large gusts of
wind.


Titillando
(Tickling Hex)

Pronunciation: TITI-lan-doh
Titillando is a spell that tickles the target and thus
causes them to laugh uncontrollably. It manifests
itself in purple, hand-shaped ribbons that wrap
around the target. See also the Tickling Charm,
Rictusempra.
Etymology: latin meaning to tickle. The
Hogwarts motto is Draco Dormiens Nunquam
~ 137 ~

Titilandus meaning Never Tickle a Sleeping
Dragon.

Toe Biter

The Toe Biter is a hex that causes pain around the
target's toes, as if something is biting them.


Toenail Growth Hex

Causes the toenails to grow at an extreme and
uncontrollable rate.


Trip Jinx

A Trip Jinx is used to make people trip and fall
over.


Twitchy Ears Hex

The Twitchy Ears Hex is a hex that causes its
victim's ears to twitch.

~ 138 ~

Vomitare Viridis

A spell that causes the victim to vomit. The spell
appears as a green light.


Waddiwasi

Pronunciation: WAH-dee-WAH-see
Used to launch small objects through the air, and
to direct them to a target.
Latin vado, "go", and possibly vasa, "implements,
vessels"; but this part is obscure. (The letter "V" in
Latin is also written "U", and pronounced as the
English "W".) It could also come from Swedish
vadd, which means "soft mass", and French vas y,
"go there". The word could also just be based on
the English wad, as in "a wad of gum".





~ 139 ~

Curses

A Curse is the strongest type of offensive spell.
Curses are used with the intention of causing
harm, control, or even death to the victim.
However, students studying Defence Against the
Dark Arts learn how to deal with them using
defensive magic. Most curse effects can be
removed by a Counter-curse.














~ 140 ~

Arania Exumai

The Spider-killing Curse is a spell used to kill or,
at least, blast back Acromantulas or other large
spider species.
Pronunciation: ah-rahn-ee-a eks-su-may
Etymology: From the Latin aranea, meaning
spider, and exuo, meaning I lay aside.


Avada Kedavra
(Killing Curse)

Pronunciation: -VAH-d k-DAH-vr
One of the three Unforgivable Curses. Creates a
bright green flash and a rushing noise; Causes
instant, painless death to whomever the curse hits.
There is no countercurse or method of blocking
this spell (with the exception of the curse striking
another spell mid-flight, negating both), although
the caster can be interrupted, the victim can dodge
the green jet, hide behind solid objects (which
burst into flame when hit by it), or, if the casting
wizard is not sufficiently competent, the curse
may be completely ineffective. An explosion or
~ 141 ~

green fire may result if the spell hits something
other than a living target.

Only two people in the history of the magical
world are known to have survived the killing curse
Harry Potter and Voldemort; the latter was
only saved by his horcruxes. Harry was hit twice
directly. Phoenixes can also survive a killing curse;
They burst into flame as they would do in old age
and are reborn from the ashes.

It is one of the three Unforgivable Curses; the
punishment of the use of this spell on another
human being is capital punishment or life
sentence in Azkaban. The Killing Curse was
invented during the early middle ages, by dark
witches or wizards. The curse was created
primarily as a means of quickly and efficiently
slaying one's opponent in a duel.
The Cruciatus, Imperius and Avada Kedavra
Curses were not made "unforgivable" until 1717.
This spell is an Unforgivable Curse; The use of any
of these three curses on a fellow human being
would result in a life sentence in Azkaban.

~ 142 ~

Avada Kedavra is an ancient spell in Aramaic,
and it is the original of abracadabra, which means
'let the thing be destroyed.' Originally, it was used
to cure illness and the 'thing' was the illness, but
dark wizards decided to make it the 'thing' as in
the person standing in front of them. The use of
this name may have been influenced by Latin
cadaver = "corpse".


Axelo

Pronunciation: Aks-el-oh
Causes serious injury without external symptoms;
potentially lethal. The curse is cast using a
slashing movement of the wand, causing a streak
of purple flame to strike the target. The exact
effects are unknown, but because of its danger, it
is considered a Dark curse. This curse is less
effective when used non-verbally, but it still
causes significant harm, at least when used by an
accomplished caster.




~ 143 ~


Babbling Curse

The Babbling Curse causes a person to babble
whenever they try to speak.


Bombarda

Pronunciation: bom-bar-dah
Causes a small explosion. A stronger version of this
spell is Bombarda Maxima, which can create a big
explosion that can take down entire walls.
Bombarda is a safer, less destructive version of the
Blasting Curse, Confringo. Alberta Toothill used
this spell to defeat Samson Wiblin in the All-
England Wizarding Duelling Competition of
1430.


Calvorio
(Hair Loss Curse)
Calvorio is a spell that is cast on a victim to make
him/her bald. This spell is also useful in
vanishing hats. When cast, there is a possibility
that the spell will backfire and will affect the
~ 144 ~

caster. A variation is the instant scalping hex,
which shaves all the hair off a target's scalp.
Probably derived from the Latin "calvus",
meaning bald.


Confringo
(Blasting Curse)

Pronunciation: kon-FRING-goh
Causes anything that the spell comes into contact
with to explode into flames. This spell seems to
use heat as the source for the explosion. Noting
this, and due to the descriptions of this spell, it
seems that the Blasting Curse is essentially a
magical bomb, while the similar curse Expulso
merely blows objects apart without using heat.
The reason for this may be that Confringo is the
result of a sharp, local temperature increase where
as Expulso increases the local pressure to cause
explosions. The Latin confringo, which means "to
break in pieces, to bring to naught".




~ 145 ~

Crucio
(Cruciatus Curse)

Pronunciation: KREW-see-oh
One of the three Unforgivable Curses. It is a curse
of torture, inflicting excruciating pain on a
victim. The pain is described as hot knives being
driven into you. This curse is affected by the
caster's emotions. It is said that the caster needed
to enjoy the pain inflicted with the Cruciatus
Curse in order for it to work. If the curse hits an
inanimate object, it may cause it to shatter
instead. The Cruciatus Curse was invented during
the early middle ages, by dark witches or wizards.
The curse was created for torture purposes, but has
also been used effectively in duels. The curse was
once very popular for these reasons. The Cruciatus,
Imperius and Avada Kedavra Curses were not
made "unforgivable" until 1717. This spell is an
Unforgivable Curse; The use of any of these three
curses on a fellow human being would result in a
life sentence in Azkaban.
Crucio in classical Latin means "I torture",
originating from crux (genitive crucis), which
means "torture platform or stake", or more
specifically, "cross". The word excruciating is
~ 146 ~

descended from the same root crucifixion was a
form of torturous execution.


Ear-shrivelling curse

This curse causes the target's ears to shrivel up. It
can be applied to hats.


Entrail-Expelling Curse

Presumably causes the entrails (i.e. intestines) to
be ejected from the body. Urquhart Rackharrow
(1612-1697), is known for being the spell's
inventor. The English word expel means "to drive
or force out or away".


Expulso

Pronunciation: ek-SPUUL-soh
A very powerful curse which causes a large
explosion. The force of the explosion may depend
on the intent of the caster. If one charges the spell
up before casting it works much like an automatic
~ 147 ~

rifle, firing off many energy blasts in
devastatingly rapid succession.
It is similar to the Blasting Curse (Confringo),
which also causes its target to explode, though the
Blasting Curse is essentially a magical bomb,
while Expulso merely blows objects apart without
using heat. The reason for this may be that
Confringo is the result of a sharp, local
temperature increase where as Expulso
increases the local pressure to cause explosions.
Latin expello, -puli, -pulsum meaning "drive
out, expel, force out, banish." Expulsum is past
participle of Expellere, Latin for "to expel".


Fiendfyre

Pronunciation: Feend-fire
Fiendfyre is seemingly unstoppable cursed fire
whose flames take the shape of fantastic creatures
such as serpents, Chimaeras, and dragons that
appear to stalk those caught in its path. The blaze
is so potent that Fiendfyre is one of the very few
substances that are capable of destroying a
Horcrux. The caster must be able to control
Fiendfyre, or it can spread indefinitely. The fire
~ 148 ~

cannot be extinguished by water or fire-stopping
charms, and the spell's flames may have some
independent consciousness. The fire will pursue
nearby life-forms as if it were alive itself, sentient,
even the one who conjured it if they lack control.
The fire will also pursue anything it can burn for
more fuel and seems to incinerate anything
through mere contact. Fiendfyre is too difficult or
impossible for most to control. A "fiend" is a cruel
or wicked person, or a demon; "fyre" is a reference
to fire.


Flagrante Curse

Causes any object affected to emit searing heat
and to burn human skin when touched. An object
bewitched in this way will burn not only flesh,
but material as well. Protecting against this curse
is difficult, as there are no outward signs of its use,
though the Impervius Charm stops it from
burning. Used as a criminal deterrent at Gringotts
bank.
Latin flagrantia meaning "burning, blazing".


Also, recall the Latin phrase in flagrante delicto: it
~ 149 ~

is used to refer to a criminal's being caught red-
handed, 'while the crime is blazing'.


Horcrux Curse

A Horcrux is a very powerful object in which a
Dark wizard or witch has hidden a fragment of
his or her soul for the purpose of attaining
immortality. The first Horcrux was created by
Herpo the Foul, who is reputed to have invented
many vile curses, was the first wizard to hatch a
Basilisk, and was one of the earliest known
Parselmouths.
This spell allows a part of a wizard's soul to pass
into an object, thereby making the object a
Horcrux. One has to commit murder and take
advantage of the soul's "splitting apart" by this
supreme act of evil in order to be able to perform
this spell, and it is very complex. The spell can be
described as encasing a portion of the torn soul
and placing it within an object. The spell itself is
described in detail in a banned book known as
"Secrets of the Darkest Art". According to the text,
use of this spell to separate the soul will make the
remaining portion of the soul very fragile, and can
~ 150 ~

only be reversed by "remorse" of the wrongs the
creator had made; however, the pain caused by
attempting to reverse the creation of a Horcrux
can destroy the individual.
The Process of making a Horcrux is better left
unsaid. The editor is said to have felt like vomiting
after reading it.


Imperio
(Imperius Curse)

Pronunciation im-PEER-ee-oh
One of the three Unforgivable Curses. It causes the
victim of the curse to obey the spoken/unspoken
commands of the caster. The experience of being
controlled by this curse is described as a complete,
wonderful release from any sense of responsibility
or worry over one's actions, at the price of one's
free will. Resisting the effect of the curse is
possible, however, and several individuals have
been able to successfully overcome it, who learn to
resist the curse after being subjected to its effects
for an extended period. The feeling of being the
caster is described as controlling a marionette
through a wand. When a correctly cast Imperius
~ 151 ~

curse is terminated - for whatever reason - the
victims become themselves again. The Imperius
Curse was invented during the early middle ages
by dark witches or wizards. The curse was created
for the coercion and brainwashing of others for
slavery.

The Cruciatus, Imperius and Avada Kedavra
Curses were not made "unforgivable" until 1717.
This spell is an Unforgivable Curse; The use of any
of these three curses on a fellow human being
would result in a life sentence in Azkaban.
Latin impero, I command, and English
"imperious". Imperare is Latin for "to order,
command", and is the root of several modern
English words. Imperium means "command" or
"domain", and imperio means (among other
things) "with authority". (Compare to impero, "I
command", and to crucio above.) Imperius is not,
however, a Latin word.



~ 152 ~

Morsmordre
(Dark Mark)

Pronunciation: morz-MOR-dr
Conjures the Dark Mark, Lord Voldemort's mark.
It is often used to mark deaths, or cause terror by
placing the Dark Mark in the sky over the
location. The Mark appears in the sky as a great
green skull-and-serpent amongst the clouds. It is
very likely that Voldemort invented this piece of
magic and taught it to his followers. It is against
the law to cast this spell, even though, beyond its
symbolic impact, there's no indication the spell
causes any physical damage. Very few wizards
know how to cast this spell.

Latin mors, meaning "death", and mordere,
meaning "to bite" (or its
French derivative mordre); this would appear to be
associated with the name of Lord Voldemort's
followers, the Death Eaters. The English murder
might also contribute. A possible translation
might be "take a bite out of death", a fitting
phrase for Death Eaters.

~ 153 ~

Petrificus Totalus
(Full Body-Bind Curse)

Pronunciation: pe-TRIF-i-ks toh-TAL-s
Used to temporarily bind the victim's body in a
position much like that of a soldier at attention;
this spell does not restrict breathing or seeing, and
the victim will usually fall to the ground. The eyes
of the target remain mobile, allowing the target to
look around.

The Full Body-Bind Curse is fundamentally
different from petrification, which is highly Dark
magic and which cannot be reversed by a simple
counter-curse, though the symptoms are
superficially similar. A major difference is that
under the Body-Bind Curse the victim remains
conscious and aware of his/her surroundings, as
opposed to petrification which appears to render
the victim unconscious. Also, individuals who are
petrified appear to be immune to injury as they've
been turned to stone; it is possible to render an
injury to someone who is under the body-bind.
The "Body Freezing" spell proves quite popular
among new students of magic and those given to
~ 154 ~

frequent participation in Wizard duels; It is often
employed in defensive combat.
Etymology: Latin petra, meaning "turn to stone",
and fieri (past participle factus), meaning "to
become"; totalus comes from Latin "totus",
meaning "complete".


Reducto
(Reductor Curse)

Pronunciation: re-DUK-toh
With this powerful curse, skilled wizards can
easily reduce obstacles to pieces. For obvious
reasons great care must be exercised when learning
and practising this spell, lest you find yourself
sweeping up in detention- for it is all too easy to
bring your classroom ceiling crashing down, or to
reduce your teachers desk to a fine mist.
The Reductor Curse is a spell used to blast solid
objects into pieces. The number of pieces may
vary, depending on the power of the curse. If used
with extreme force, the object may disintegrate.
The spell appears as a blue light. Reparo makes a
good counter-spell.
~ 155 ~

From English reduce, "to bring down; destroy".
Latin reductio meaning "restoration".


Ruptispectis
(Conjunctivitus Curse)

Pronunciation: Rup-ti-SPECK-tis
A curse that causes great pain to the victim's eyes.
From conjunctivitis, which is an inflammation of
the conjunctiva, or outer surface of the eye,
commonly caused by bacterial infection.
Conjunctivitis is more commonly known as "pink
eye" due to its scabby inflammation. The
incantation may come from the Latin words
specto meaning "to watch" and the Latin word for
"disrupt", in which case, the incantation would
mean "disrupt the sight'.


Sectumsempra

Pronunciation: SEK-tm-SEM-pr
A dark spell that creates large, blood-oozing
gashes on the subject as if said subject had been
"slashed by a sword". It was invented by Severus
~ 156 ~

Snape. The injuries appear to follow the
movements of the caster's wand, and thus inflicts
the most damage if cast with rapid waving
movements. It works best on living targets and
has no noticeable effect on inanimate objects or
dead ones, such as Inferi, other than slashing them
pointlessly. Wounds inflicted by the curse can be
cured by the spell Vulnera Sanentur. The victim
would still require medical treatment, and if
Dittany is applied immediately, scarring can be
avoided.
Correct classical Latin sectum, past participle of
verb seco, "to cut", and deformation of Latin
adverb semper meaning "always".


Sponge-knees Curse

This curse makes the target's legs spongy, making
it difficult for them to walk. It was used during
the September 1999 riot that took place at a
Puddlemere vs. Holyhead Harpies match. The
Puddlemere supporters used this curse against the
Holyhead Harpies supporters in retaliation to the
Jelly-Brain Jinx. This spell may be achieved by
~ 157 ~

vanishing crural bones and hence may be a related
to Deboning.


Taboo

The Taboo curse is a powerful spell which
designates a word as a key to revealing the
speaker's location, so that whenever that word is
spoken, a magical disturbance is created which
alerts the caster of the Taboo to the location of the
speaker. As such, it works in a similar manner to
the Trace spell, but rather than being triggered
when any magic at all is used, it is triggered by the
utterance of a specific word. It works regardless of
the age of the speaker and disables some weaker
protective magical enchantments. If the speaker is
in a building protected by the powerful Fidelius
Charm, for example, it may reveal the general area
around the speaker's house, but will not break the
charm. This curse controls individuals by limiting
their freedom to speak, and thus causes great stress,
terror, and frustration. Because of this, it is
considered to be Dark magic.


~ 158 ~


Thief's Curse

Punishes those who keep an item for too long
without paying for it. The Thief's Curse can be
applied to books. It activates if someone tries to
read a book for too long without paying for it.
This curse is known to be imbued on Hogwarts
Library books.


Transmogrifian Torture

Unknown effect upon victim; most likely extreme
torture that can lead to death.
English "transmogrify", meaning "to change or
alter greatly, often to grotesque effect", possibly
implying that the curse changes the shape of the
victim to cause pain.




~ 159 ~

Unbreakable Vow

Causes a vow taken by a witch or wizard to be
inviolable; if he or she should break it, the
consequence is death. The spell involves the two
wizards joining their hands, and a third person,
designated as a "Bonder", placing the tip of their
wand onto their hands, upon which one person
asks the other person three separated terms of the
Vow, where the person will respond "I will". Upon
assent with each clause of an Unbreakable Vow, a
tongue of fire winds around the linked hands; the
fire shoots out as a tongue of flame from the wand
of the Binder every time the person who takes the
vow makes a promise. The flames then form into
linking chains. This spell causes death to anyone
who breaks the vow.






~ 160 ~


Healing spells

A Healing spell is a term used to refer to a type of
spell that magically improves the physical
condition of the living object - it is a branch of
Medical Magic.















~ 161 ~

Anapneo

Pronunciation: -NAP-nee-oh
Clears the target's airway, if blocked; an example
would be if one were choking.
The Greek word anapneo means "to draw breath
or to revive".


Episkey

Pronunciation: e-PIS-kee
Used to heal relatively minor injuries. When this
spell is cast, the person feels his/her injured body
part go very hot and then very cold. This spell
belongs to a family of Healing Spells. The word
comes from the Greek "episkeui" (""),
which means "repair, restoration ".


Ferula

Pronunciation: FERR-uul-
Creates a bandage and a splint to bind a broken
linb. It apparently eases pain as well. The spell is
~ 162 ~

described as "bandages spinning ... snapping
tightly to a splint". From Latin ferula, meaning
"walking-stick" or "splint".


Ossio Dispersimus

Pronunciation: OH-see-oh dis-PER-see-mus
Ossio Dispersimus is a Deboning spell used to
remove the bones from the targeted body part.
Bones would vanish, making the affected body
part (e.g. an arm) have a rubber feel.
Ossio being a derivation of the Latin "ossis",
meaning "bone"; and dispersimus the first-person
plural perfect active indicative of disperg,
meaning "to scatter", or "to disperse". Overall its
reads "to scatter/disperse bone".


Reparifors

Pronunciation: Re-pa-ri-fors
Reverts minor magically-induced ailments, such
as paralysis and poisoning.


~ 163 ~

Rennervate

Pronunciation: REN-r-vayt
Brings someone out of unconsciousness. Acts as
the Counter spell to Stupefy; when this spell is
cast, red light is emitted. Renamed from
Ennervate. Rennervate means "to energize", whilst
the former Ennervate, meant "to weaken,". From
the prefix "re-" would come from Latin re-,
"again" and "en-" Old French from "in-" L.
cause to be + "nerves" Eng. c.1603 strength, from
"nervus" L. nerve.


Shock Spell

The Shock Spell is a healing spell that is used to
treat mental illness. It can be used to treat the
acute stress reaction (i.e., shock) that can follow a
terrifying experience, or it involves subjecting the
patient to a mild electrical current like Muggle
shock therapy.




~ 164 ~

Vulnera Sanentur

Pronunciation: vul-nur-ah sahn-en-tur
A healing spell used to heal injuries ranging from
minor cuts to deep gashes; causes wounds and
gashes to heal up and any blood to return to the
victim. The incantation, which sounds "almost
like song" must be repeated up to three times in a
row to have maximum effect. The first time it is
used the flow of blood eases up; the second time
causes the wounds to knit; the third time removes
most visible injuries near-instantly. The victim
would still require medical treatment, but if
dittany is applied immediately, scarring can be
avoided.
Vulnera Sanentur derives from the Latin vulnus,
"wound," and sanare, "to heal"; it is translated
"may the wounds be healed."




~ 165 ~

Counter-spell

A Counter-spell is a type of spell where the
primary effect is to inhibit, remove, or negate the
effects of another spell.
Despite there not being a specified definition for a
counter-spell, one would naturally assume from
the name that counter-spells counter the spell
type that replaces the "-spell" suffix in their name
(if it does so). For example, a counter-charm
should theoretically reverse a charm, a counter-
curse should reverse a curse, a counter-jinx a jinx,
a counter-transfiguration a transfiguration and so
on. However, this theory appears to be
contradicted on several occasions.
Likewise, there is the term Untransfiguration
(which reverses transfiguration) as opposed to
counter-transfiguration, which would be
expected. Therefore, the true counter-spell
nomenclature is unknown, though (according to
all canonical sources), it seems to go as such:

Counter-spells that act like charms (regardless of
the spell type they counter and regardless of
~ 166 ~

whether they prevent or remove the spell in effect)
are termed counter-charms.
Counter-spells that act like Transfigurations are
Untransfigurations.
A counter-spell designed to foil another offensive
spell is termed either a counter-jinx, -hex or -
curse depending on how strong it is (similar to the
offensive spell hierarchy).
Counter-spell that prevent jinxes (but do not
remove them) are termed anti-jinxes.
For the purposes of this text, broad-spectrum
counter-spells (such as the widely-used Finite
Incantatem, which simply terminates spell effects
in general) or ones that appear to be counter-
spells but are of unknown type are termed
undifferentiated counter-spells.
It should be noted that the categories are not
mutually exclusive either. For example, Vipera
Evanesca is both a Counter-curse and
untransfiguration at the same time.



~ 167 ~



Deletrius

Pronunciation: d-LEE-tree-s
An erasure spell. It erases images and magical
"after-effects". Removes evidence of previous
spells cast by the wand, revealed by Prior
Incantato. From the Latin verb delere meaning to
destroy, from which the English word delete
comes, meaning to remove.


Finite Incantatem

Pronunciation: fi-NY-tee IN-kn-TAT-m
Description: Negates spells or the effects of spells.
The short form is "Finite". From Latin finire
meaning "to put an end to" and Latin cantio
meaning "enchantment", from which the English
word "incantation" is derived. "finite" is the plural
imperative form, so it translates to the command,
"[all of you] end". Incantatem is apparently
intended to recall "incantation"; the Latin verb
form incantatum would mean "someone or
something enspelled".
~ 168 ~





Homorphus

(Homorphus Charm)
Pronunciation: Ho-Mor-fus
Causes an Animagus or transfigured object to
assume its normal shape. Also works on
werewolves. It manifests as a bright blue light and
may need to be performed by more than one
wizard. If performed on a non-animagus, the
spell will have no effect and will not harm the
animal. Although this spell is described as a
charm, it is actually a Transfiguration. From
Latin homo meaning "person" and Greek
morphosis meaning "shaping"


Liberacorpus

Pronunciation: LIB-r--KOR-ps
Counteracts Levicorpus. It is not clear why
Levicorpus has a specific counter-spell, and is not
~ 169 ~

neutralized by simply using Finite Incantatem,
although this could be due to the fact that the
inventor (Severus Snape) made the spell
irreversible except by its specific counter-curse.
Latin liberare meaning "to free", and Latin corpus
meaning "body".

Meteolojinx Recanto

Pronunciation:
MEE-tee-OL--jingks re-KAN-toh
Causes weather effects caused by incantations to
cease. Greek meterologia meaning "meteorology",
the study of weather, the English jinx meaning "to
bring bad luck to", and Latin recanto meaning
"recall, revoke". Interestingly in modern English
recant means to say that you no longer hold a
belief.


Nox

Pronunciation: NOKS
Turns off the light produced by Lumos. Lumos's
power can be arranged so that a powerful wizard
~ 170 ~

can make the charm illuminate intensely or to the
wizards liking by loudness of incantation.
Etymology: Correct classical Latin nox meaning
"night".



Reparifarge

A general spell used to counter the effects of a
Transformation spell that was poorly performed
and only partially Transfigured the object in
question. Incomplete Transfigurations are
difficult to put right, but you must attempt to do
so. Leaving the head of a rabbit on a footstool is
irresponsible and dangerous. Reparifarge should
return the object or creature to its natural state. It
may not be possible to Untransfigure a person or
object without knowing what they were originally.




~ 171 ~

Index

Accio
Age-Line
Aguamenti
Alarte Ascendare
Alohomora
Anapneo
Annihilare
Anteoculatia
Anti-Alohamora Charm
Anti-Cheating Spell
Anti-Disapparition Jinx
Antler spell
Aparecium
Apparation
Aqua Eructo
Arania Exumai
Aresto Momentum
Arrow-shooting spell
Ascendio
Atmospheric Charm
Avada Kedavra
Avifors
Avis
14
16
17
116
18
161
19
116
19
20
116
116
20
21
23
140
24
24
25
25
140
105
105
~ 172 ~

Axelo
Babbling Curse
Banishing Charm
Bat-Bogey Hex
Baubillious
Bedazzling Hex
Bird-Conjuring Charm
Blasting Curse
Bluebell Flames
Boggart-Banishing Spell
Bombarda
Braking Charm
Bubble-Head Charm
Calvorio
Carpe Retractum
Cascading Jinx
Caterwauling Charm
Cave Inimicum
Cheering Charm
Cistem Aperio
Colloportus
Colloshoo
Colour-Change Charm
Colovaria
Confringo
Confundo
142
143
34
128
25
117
105
144
26
82
143
26
27
143
27
117
28
28
29
29
30
118
67
30
144
31
~ 173 ~

Confundus Charm
Conjunctivitus Curse
Cracker Jinx
Cribbing Spell
Crop-Related Charms
Cruciatus Curse
Crucio
Cushioning Charm
Dancing Feet Jinx
Dark Mark
Daydream Charm
Defodio
Deletrius
Densaugeo
Deprimo
Depulso
Descendo
Diffindo
Diminuendo
Disarming Charm
Dissendium
Disillusionment Charm
Doubling Charm
Draconifors
Drought Charm
Ducklifors
31
155
118
119
32
145
145
32
135
152
33
33
167
119
34
34
35
35
36
46
36
37
52
107
38
107
~ 174 ~

Dunamis
Duro
Ear-shrivelling curse
Ebublio
Emancipare
Engorgement Charm
Engorgio
Engorgio Skullus
Entomorphis
Entrail-Expelling Curse
Entrancing Enchantment
Episkey
Epoximise
Erecto
Evanesco
Everte Statum
Expecto Patronum
Expelliarmus
Expulso
Featherweight Charm
Fera Verto
Ferula
Fianto Duri
Fidelius Charm
Fiendfyre
Finger-removing jinx
19
38
146
39
19
39
39
119
120
146
40
161
41
41
107
120
42
46
146
47
108
161
48
48
147
120
~ 175 ~

Finite Incantatem
Fire-Making Spell
Fixing Charm
Flagrante Curse
Flagrate
Flame-Freezing Charm
Flipendo
Flying Spell
Four-Point Spell
Freezing Charm
Full Body-Bind Curse
Fumos
Furnunculus
Geminio
Glacius
Glisseo
Gouging Spell
Gripping Charm
Hair Loss Curse
Hair-Thickening Charm
Hardening Charm
Harmonia Nectere Passus
Herbifors
Herbivicus
Hex Deflection Spell
Homenum Revelio
167
59
49
148
50
50
121
51
71
57
153
51
122
52
54
54
33
55
143
55
38
109
122
56
83
56
~ 176 ~

Homorphus
Horcrux Curse
Horn-Growing Hex
Horn Tongue Hex
Hot-Air Charm
Hover Charm
Hurling Hex
Illegibilus
Immobulus
Impedimenta
Impediment Jinx
Imperio
Imperius Curse
Imperturbable Charm
Impervius
Inanimatus Conjurus
Incacerata
Incarcerous
Incarcifors
Incendio
Inflatus
Informous
Intruder Charm
Jelly-Brain Jinx
Jelly-Fingers Jinx
Jelly-Legs Jinx
168
149
123
123
90
95
120
57
57
123
123
150
150
58
58
109
110
59
110
59
60
61
61
124
124
127
~ 177 ~

Killing Curse
Knee-Reversal Hex
Knitting charm
Knock-Back Jinx
Lacarnum Inflamarae
Langlock
Lapifors
Leek Jinx
Legilimens
Legilimency
Leg-Locker Curse
Levicorpus
Levioso
Levitation Charm
Liberacorpus
Liberare
Locomotor
Locomotor Mortis
Locomotor Wibbly
Lumos
Melofors
Memory Charm
Mending Charm
Meteolojinx Recanto
Mimble Wimble
Mobiliarbus
140
125
61
121
62
125
110
125
62
62
126
126
95
92
168
19
63
126
127
64
127
68
78
169
128
66
~ 178 ~

Mobilicorpus
Morsmordre
Mucus-ad-Nauseam
Muffliato
Muggle-Repelling Charm
Multicorfors
Mutatio Skullus
Nox
Obliteration Charm
Obliviate
Obscuro
Open Sesame
Oppugno
Orbis
Orchideous
Ossio Dispersimus
Pack
Partis Temporus
Patronus Charm
Pepper Breath
Periculum
Permanent Sticking Charm
Petrificus Totalus
Piertotum Locomotor
Pimple Jinx
Piscifors
67
152
128
129
80
67
130
169
67
68
130
19
131
131
69
162
69
70
42
70
70
41
153
111
122
111
~ 179 ~

Placement Charm
Point Me
Portaberto
Portus
Prior Incantato
Protean Charm
Protego
Pullus
Pus-Squirting Hex
Quietus
Redactum Skullus
Reducio
Reducto
Reductor Curse
Refilling Charm
Relashio
Reparifarge
Reparifors
Reparo
Repello Inimigotum
Repello Muggletum
Rennervate
Revealing Charm
Revulsion Jinx
Rictusempra
Riddikulus
71
71
19
72
73
74
75
112
132
77
132
77
154
154
78
132
170
162
78
80
80
163
20
132
81
82
~ 180 ~

Ruptispectis
Salvio Hexia
Sardine Hex
Scarpin's Revelaspell
Scourgify
Scouring Charm
Scribblifors
Sectumsempra
Security Spell
Serpensortia
Severing Charm
Shield Charm
Shock Spell
Shrinking Charm
Silencing Charm
Silencio
Skurge
Slugulus Eructo
Slug Vomiting Spell
Snake summons spell
Snufflifors
Softening charm
Somnambulist Charm
Sonorus
Specialis Revelio
Sponge-knees Curse
155
83
133
87
83
83
112
155
84
113
35
75
163
77
85
85
85
133
133
113
113
87
86
86
87
156
~ 181 ~

Spongify
Stealth Sensoring Spell
Steleus
Stickfast Hex
Stinging Hex
Stretching Jinx
Stunning Spell
Stupefy
Summoning Charm
Supersensory Charm
Switching Spell
Taboo
Tarantallegra
Tempest Jinx
Tergeo
Thief's Curse
Tickling Charm
Tickling Hex
Titillando
Toe Biter
Toenail Growth Hex
Tongue-Tying Spell
Transmogrifian Torture
Trip Jinx
Twitchy Ears Hex
Unbreakable Vow
87
87
133
118
134
134
88
88
14
89
114
157
135
136
89
158
81
136
136
137
137
128
158
137
137
159
~ 182 ~

Undetectable Extension Charm
Unlocking Charm
Vanishing Spell
Ventus
Verdimillious
Vermiculus
Vermillious
Vipera Evanesca
Vomitare Viridis
Vulnera Sanentur
Waddiwasi
Wand lighting spell
Water-Making Spell
Wingardium Leviosa


90
18
107
90
91
114
92
114
138
164
138
64
17
92

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