First Year Charms Study Journal
written by juliet clarke
this is for studying purposes only, please do not copy my work or i will find a way to transform you into a frog.
Last Updated
12/04/22
Chapters
4
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713
Lesson 3; Wand Properties and Movements
Chapter 3
Wand Properties
- Ash wands are great when casting defensive charms. They are loyal to the possessor it chooses.
- Phoenix tail make wands that are versatile but might just decide to act on their own accord and bring their user along for the ride. A wand seeks the witch or wizard it most closely identifies with and will usually never perform quite as well in the hands of another witch or wizard.
The Four Characteristics of a Wand
- Length:
- Wands are usually nine to fourteen inches (twenty-three to thirty-six centimeters). Though there are rare occasions in which wands are made longer for its possessor. Some even up to fifteen inches! Short wands select characters who are lacking and longer wands select a character with physical peculiarity that demands the excessive length (such as a very tall or Half-Giant wizard).
- Flexibility:
- A wand's flexibility speaks to the degree of adaptability and willingness to change possessed by the wand-and-owner pair. Flexible wands can be pliant, spongy, springy, supple, whippy, willowy or yielding while rigid wands can be described as firm, inflexible, resistant, stiff, unbending, unpliable, or unyielding.
- Wood:
- It is a common misconception that wands contain more than one wood. The wood chosen for a wand is an expression of the wizard or witch. Using multiple woods would create tension that lead to a wands diminishing power. Only on the occasion, wands can have different types—but it is simply for decorative purposes.
- Every wand is unique.
- The wand will teach and learn from its possessor.
- Main Cores: Unicorn tail hair, Phoenix feathers & Dragon heartstring.
- Remember that no wand can possess more than one core.
- The core is a representation of the creature who gave it. In a few experimental cases, wand makers have tried to put two cores in a wand to increase the power, but have come to know that a wand with multiple cores not only renders the wand weaker but can also cause the wand to explode.
- > Cores with insufficient power, who are often inherited from another family member include:
- Kelpie Mane
- Veela Hair (Known to be temperamental.)
- Troll Whisker
- Dittany Stalk
- Kneazle Whisker
Wand Movements
- Most spells that require a wand also require wand motions. Some describe the shaping of the magic and its effect, 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.
- There are different types of wand gestures just as there are many different kinds of incantations. Some require a swish, a flick, or both. Some only require a jab of your wand while others require a wave, or many waves. An experienced witch/wizard can be capable of shaping the magic within their mind, but this requires years of training and effort.
Magical Limitations
- The greatest limitations of magic is the intricacy with which each individual spell is cast.
- Memorize the precise words and wand movement and concentrate on the proper target, correct thoughts, feelings and desire.
- Forgetting the tiniest detail can erupt a mess of destruction, so please do learn every element of a charm before casting it.
- Because learning every detail in a charm is vital, most witches/wizards memorize spells that they plan to use often. A tailor might master a severing charm. An inventor might master a protection charm.
The Mending Charm
- Created in 1754, by Orabella Nuttley, who was a Ministry of Magic employee. She used this charm to repair the Colosseum after a rowdy crowd of rival Quidditch fans began to fight after a match.
- This charm requires the caster to move their hand in a precise manner. In some cases, remember to sustain the movement until the magic has completed its duty.
- This charm can repair most non-magical items simply enough, depending on the level of damage, a sustained effort may be necessary, or multiple applications of the charm.
- The caster must visualize the repaired version of their target, and it must be maintained until the repair is completed. If the visualization begins to fade, the spell might unravel and the caster would be forced to start over once more.
- Remember to continue the wand movement after casting the spell until the effects are completely repaired.
- Only non-magical fixes can be made with this spell. For example, a broomstick repaired with this spell will not have the magical properties that had allowed it to fly previously. A wand fares even worse; the spell will repair the wand back together, but the moment the Mending Charm is complete the wand will simply fall apart again. Also the magical spells that were once laid upon an object cannot be mended if they unravel due to age or force.
- The spell cannot restore something utterly destroyed or transformed. Large repairs, such as sections of a structure, require additional power and effort typically only seen in graduate students.
- Despite these limitations, this charm is one of the easiest to cast and will allow you to fix the results of small magical mishaps with ease. It is recommended to always keep this charm in your repertoire.
- The Mending Charm
- Incantation: Reparo (reh-PAH-roh)
- Wand Movement: Inward pointed spiral, continued until the object is fully repaired.
- Willpower: Minimal
- Concentration: High; Visualize the object in a repaired setting until is it repaired.
The Unlocking Charm "thief's friend"
- This charm, originating from Africa, was used to unseal magical and mundane locks. It was found by Eldon Elsrickle. The wizard had stole from a string of homes in London until the counterspell was invented by Blagdon Blay.
- This charm was very purposeful in the events of thieving, seeing as the other spells used before this charm was created had involved blasting doors off of their hinges. Using this charm, their schemes were no longer loud or noticeable.
- When using this charm, the caster must focus upon the lock to be undone, whether it is just a physical lock or of magical design.
- Complex physical locks aren’t much more of a challenge than simple ones. A magical lock, on the other hand, takes extra willpower to overcome. Especially important locks may even be sealed with multiple magical defenses, each designed to make breaking through more difficult, some might even have an anti-charm involved, which will refrain the caster from breaking the lock.
- It is necessary to focus on the object you’re attempting to unlock and visualize yourself unlocking it as you cast the spell.
- The 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.