CHRM-101 Journal
written by Sofia Winter
This journal is a record of my thoughts and observations during class and while I practice the charms I have presented.
Last Updated
05/31/21
Chapters
6
Reads
634
Lesson 3 - Wand Properties and Movements
Chapter 3
Wand Properties
~The wand is as unique as the witch or wizard that it chooses.
~Wands can be considered semi-sentient in their own right.
~Ash wand is particularly good when casting defensive charms. Such a wand is fiercely loyal to the witch or wizard it chooses, and passing it on is never wise.
~Phoenix tail feathers make for wands that are very versatile but might just decide to act on their own accord and bring their user along for the ride.
Parameters that define a wand:
Length
Wands are usually found within the range of nine and fourteen inches (twenty-three to thirty-six centimeters). Wands shorter than this usually only select a user in whose character something is lacking, while wands longer than this usually select a user with a physical peculiarity that demands the excessive length.
Flexibility
A wand's flexibility or rigidity speaks to the degree of adaptability and willingness to change possessed by the wand-and-owner pair. Flexible wands can be described various ways, such as pliant, spongy, springy, supple, whippy, willowy or yielding. Rigid wands can be described as firm, inflexible, resistant, stiff, unbending, unpliable, or unyielding.
Wood
The wood chosen for a wand is an expression of the wizard or witch, and using multiple wood types would naturally create tension that would lead to a wand with greatly diminished power. Sometimes, wands can have one type of wood in the handle and one in the rest of the wand; however, this is more for decorative purposes.
Core
A wand's core material is always made from some part of another magical being. While different materials produce different types of wands, any Ollivander wand in recent memory has been made from only three: unicorn tail hair, dragon heartstring, and phoenix feather.
Wand Movements
Almost all spells that require a wand also require a series of wand motions. Some describe the shaping of the magic and therefore its effect, while others act to indicate the target of the effect.An experienced spellcaster can be capable of shaping the magic within their mind, but this also requires years of training and effort.
Magical Limitations
~One of the greatest limitations of magic is the intricacy with which each individual spell is cast.
~Forgetting or neglecting a single detail could be ruinous, especially once you are no longer dealing with basic magic.
The Mending Charm
~The Mending Charm can repair most mundane (non-magical) items simply enough, though depending upon the level of damage, a sustained effort may be necessary, or multiple applications of the charm.
~The caster must visualize the target of the spell as it would be fully repaired.
~Only non-magical fixes can be made with this spell.
~The spell also cannot restore something utterly destroyed or transformed.
Incantation: Reparo (‘reh-PAH-roh’)
Wand Movement: Inward pointed spiral, continued until the object is fully repaired
Willpower: Low; Minimal
Concentration: High; Visualization of the repaired object should be maintained until the object is repaired.
The Unlocking Charm
~It unseals locks, both magical and mundane.
~The caster must focus upon the lock to be undone, whether it is just a physical lock or of magical design.
~It's important to begin the wand movement as you begin saying the spell and end it as you finish saying the spell.
~The complexity of the physical or magical lock must also be taken into account.
~The trick to this spell is that you need to focus on the object you’re attempting to unlock and visualize yourself unlocking it as you cast the spell.
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