CHRM-101 Notebook

written by Piper Clark

Piper Clark's detailed CHRM-101 notes - These are COMPLETE. Includes notes for lessons 1-9 as well as an index of spells at the end.

Last Updated

05/31/21

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10

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1,656

Lesson 3: Wand Properties and Movements

Chapter 3
~Wand Properties

-Wand is focus of magic for most individuals
-Wand is as unique as its owner; it's semi-sentient
-Ash wood is good for defensive spells and is fiercely loyal to its owner; phoenix feather can be versatile but also just take its user along for the ride!
-Wand seeks witch/wizard it most closely identifies with
-4 defining factors of a wand: length, flexibility, wood, and core.
-Length: Wands usually found between 9 and 14 inches. Shorter wands mean something in their owner's character is lacking; longer wands selects a user who physically needs a longer wand
-Flexibility/rigidity: Degree of willingness to change by wand/user pair.
-Flexible wand descriptions include: pliant, spongy, springy, supple, whippy, willowy or yielding
-Rigid wand descriptions include: firm, inflexible, resistant, stiff, unbending, unpliable, or unyielding.
-Wands can only have 1 type of wood
-Every wand is unique, only a minority of trees can produce wand-quality wood. Easier to tell which ones are magical if a bowtruckle is nested in the leaves. (Ollivander)
-Core: Always made from a part of a magical being. Ollivander's crafts with only 3 types: dragon heartstring, unicorn hair, and phoenix feather.
-Other cores are used(such as kelpie mane, veela hair, troll whisker, dittany stalk, or kneazle whisker) but can have drawbacks. (Ex: Veela hair can be extremely temperamental)
-There is NEVER more than 1 core in a wand

~Wand Movements

-One of the most essential components of any spell
-Wands are generally pointed at target when performing a spell
-Many different types of wand gestures
-You need to remember and carefully conduct the right movements

~Magical Limitations

-You must remember the precise incantation and wand movement for each spell you learn
-Many learn only the spells which are often useful(Ex: Tailor-severing charm)

~The Mending Charm

-Created in 1754 by Orbella Nuttley who used it to repair the Colosseum

Spell: The Mending Charm
Incantation: Reparo (‘reh-PAH-roh’)
Wand Movement: Inward pointed spiral, continued until the object is fully repaired
Willpower: Minimal
Concentration: High; Visualization of the repaired object should be maintained until the object is repaired.

-Can repair most mundane objects easily enough
-Only non-magical fixes can be made(Ex: Can't use it on a broomstick or wand)
-Can't repair something destroyed or transformed. (Can't turn ashes back into a chair or give a half-burnt candle its wax back)
-Large repairs are difficult and require more effort/power
-Very easy to cast

~The Unlocking Charm

-AKA The Thief's Friend
-Originted in Africa, brought to Wizarding World by Eldon Elsrickle
-Counterspell invented by Blagdon Blay
-Before this charm, people just blasted doors off hinges or smashed the lock

Spell: Unlocking Charm
Incantation: Alohomora (‘al-LOH-ha-MOR-ah’)
Wand Movement: Backward S curving up at the end
Willpower: None for simple mechanical locks; minimal to very high for locks ranging from complex mechanical to complex magical.
Concentration: Visualization of yourself unlocking the lock

-Begin wand movement as you start saying the incantation and end it when you end the incantation.
-May prove ineffective depending on the spell the lock was made with
-Take into account lock complexity; magical locks are harder to overcome
-Important locks may have the Anti-Alohomora charm on them
-Must point wand at lock
-You don't have to see the lock; just have your wand pointing at it
-Remember: Even simple spells can backfire

~Assignments

-Mandatory worksheet
-Journal Entries(from lessons 2 and 3) if you chose to do the journal
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