Charms 101 Notes
written by Teddy
Notes for lessons from the charms year one course
Last Updated
11/06/22
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Lesson 3: Wand properties and movements
Chapter 3
Wand Properties
- Unique as witch/wizard that it chooses, wands can be considered semi-sentient in their own right
- Ash wand good when casting defensive charms. Is fiercly loyal to the witch/wizard it chooses, and passing it on is never wise
- Phoenix tail feathers make wands that are versatile but might just decide to act on their own accord and bring their user along for the ride
- Four parameters that define a wand; Length, flexibility, wood, and core
- Wands are usually found within a range of nine and fourteen inches (23-36 cm). Wands shorter than this tend to usually only select a user in whose character something is lacking, while longer wands usually select a user with a physical peculiarity that demands the excessive lenght (very tall or half gian wizard/witch)
- Wands Flexibility: Speaks to the degree of the adaptability and willingness to change possessed by the wand and owner pair.
- ex: Pliant, Spongy, Supple, Whippy, Willowy, and Yielding (bendy wands)
- Rigid wands ex: Firm, inflexibile, resiliant, stiff, unbending, pliable, or unyielding
- Wand Wood: Misconception that wands contain more than one wood. Wood chosen for a wand is an expression of the wizard/witch. Using multiple types would create tension that would lend the handle, and a different in the rest of the wand, more for decorative purposes
- Wand Core: Always made from some part of another magical being. Different materials produce different types of wands. Main three ollivander wand materials; unicorn tail hair, dragon heart string, and phoenix feather. Other materials; Kelpie Mane, Veela Hair, Troll whisker, Dittany stalk, Kneazle whisker, though these posess either insufficient power or had a considerate drawback. Veela Hair; Produces tempermental wands, most commonly found as a hand me down. Never more than one core in a wand. Sort of a representation of the creature who gave it. Some have expirimented with multiple cores to increase power, would have multiple objectives, or potentially work multiple purposes. Which renders the wand weaker, or when wand's cores are in direct conflict, can cause wand to violentally explode
Wand Movements
- Almost all spells that require a wand also require a series of wand motions
- Some describe the shaping/effect of the magic, while others indicate the target of the effect
- Almost all targeted spells require that your wand be pointed toward your target at the end of the movement
- Ex of wand movements; Swish, flick, jab, wave(s)
Magical Limitations
- One of the greatest limitations of magic is the intricacy with which each individual spell is cast
- Must remember/memorize the precise words and wand movementsl, and if necessary direct the magic toward the intended target, concentrate on the correct thoughts, feelings and desires, sufficient power.
- Ex: Potioneer master summoning and cleansing charms, tailor master the severing charm
The Mending Charm
- Both standard charms require you to move your wand in a precise manner, and in some cases sunstain the movement until the magic has completed it's duty
- A calm sustained focus will be required as well
- Mending charm created approximately 1754 by Orabella Nuttley; a ministry of magic employee. She used it to repair coloseum after crowd of rival quidditch fans began to fight after a match
- Incantation- Reparo (reh-PAH-roh)
- Wand Movement- Inward pointed spiral, continued until the object is fully repaired
- Willpower- Minimal
- Concentration- High; Visualization of the repaird object should be maintained until the object is repaired
- Can repair most mundane non-magical items, depending on sevarity, might require multiple applications of the charm
- Visualization during entire time is crucial, must continue wand movement until the end of charm as well
- Only non-magical fixes can be made with this spell, magic will not be repaired by the spell only the physical part of object
- One of the easiest to cast
The Unlocking Charm
- Unseals locks, mundane and magical
- Also known as thiefs friend
- Originated in Africa, brought to the wizarding world by Eldon Elsrickle
- He used it to go on a looting spree in homes in london
- Counterspell invented by Blagdon Blay
- Incantation- Alohomara (al-LOH-ho-MOH-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
- Magical locks take more willpower to overcome