Defense Against the Dark Arts Notes
A shortened version of the lessons in DADA, with major key points and added notes to help remember the important things that get lost in the lecture.
Last Updated
12/05/22
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6
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Lesson Four
Chapter 4
(Keypoints and Spellblocks are at bottom of page)
Lesson Four
Beasts and Their Classifications
The Ministry of Magic regulates and controls the location of all magical creatures, making note of where they are located and keeping detailed records. They also have set the definitions of what a beast is. At its base, a beast is one of the three categories of life forms as recognized by the Ministry of Magic. The three defined categories are:
• Beast
• Being
• Spirit
The Ministry defines a being as “any creature that has sufficient intelligence to understand the laws of the magical community and to bear part of the responsibility in shaping those laws” and a spirit is a special classification that was created for ghosts when they felt it was an insult to classify them as beings.
We then turn our attention to beasts. According to the Ministry of Magic, a beast is simply the opposite of a being - the magical creatures of our world that do not have sufficient intelligence to understand nor assist in shaping the laws of the magical community. However, there are certain exceptions to these categories. Merpeople and centaurs are sentient creatures that have demonstrated intelligence that could be extremely beneficial to the development of the laws of the magical community; however, they are classified as beasts by personal choice.
The current definition of a beast was developed in 1811 by the Minister of Magic at the time, Grogan Stump. Once the definition was established, the beast division was formed within the Department for the Regulation and Control of Magical Creatures.
Each creature that is categorized as a beast is also given a classification. There are five levels of classification :
• X: Boring
• XX: Harmless
• XXX: Competent Wizards Should Cope
• XXXX: Dangerous/Specialist Training Required
• XXXXX: Known Wizard Killer
Imps
Imps are beasts classified as XX by the Ministry of Magic. Their location of origin is in Britain and Ireland, though they have spread around the globe. They stand at about six to eight inches tall and are often compared to pixies, though the only biological similarity is their height. An imp has no wings and is far less threatening than the pixie.
Imps are known tricksters. They tend to stick to marshy areas, where it is easy to lure a target astray. In most cases, the imp will only do minimal harm to a person: tripping them, dropping branches on them, etc. However, there have been several instances where a prank an imp has pulled has gone dramatically wrong and the victim ended up dead. These pranks are seen primarily as an offensive tactic.
Imps also have minor magical abilities. Though it is clear that they do not have the capability of casting many, if any, spells, there are recorded instances where imps have been observed apparating (a form of travel where a witch, wizard, or creature disappears from one spot and appears in a different location). This would require, at minimum, a small amount of magical ability.
Assuming you can recognize and discover the location of the imp you are battling, they are relatively easy to handle. All someone has to do is cast the Knockback Jinx on them and the force of being pushed backwards will momentarily stun the imp. While the imp is stunned, you have the opportunity to escape. You can also use the Verdimillious Charm, since the sparks will startle the imp and distract it long enough for you to escape.
One final note about imps. There have been a few instances where imps have allowed a witch or wizard to keep them as a pet. However, an imp will only stay with a witch or wizard whom they believe to be a true prankster at heart. For example, I believe that, prior to the Battle of Hogwarts, George Weasley would have had no difficulty attaining an imp as a pet. He may still even be capable of it, though he may not find it as easy as he once did.
Bowtruckles
Bowtruckles are our representative of a defensive based creature. Bowtruckles are short, measuring no taller than eight inches, and are classified as XX. They are incredibly difficult to spot, since they essentially are tree creatures and their natural protection and defense system is to blend in with the tree in which they live.
It is important to note that Bowtruckles will not live in just any tree; they will only live in trees that are capable of producing wand wood. This is one of the many methods that expert wandmakers will use to determine whether a tree will give them high quality wand wood.
Bowtruckles are not dangerous creatures as long as you keep your distance from their tree. They are completely unaffected by magic, so the only method of defense is placating them with their favorite foods. Bowtruckles love woodlice and, as a delicacy, fairy eggs. If you approach a tree that houses a Bowtruckle and need to get away, offer the Bowtruckle woodlice and/or fairy eggs. They will begin to eat the offerings and will no longer be paying attention to you.
If, though, you are unfortunate and have no delicious offerings for a Bowtruckle, your best chance is to get as far from their tree as possible. Despite their small size, they are vicious creatures and their fingers, which they only have two of on each hand, can dig deep into a person’s skin. This leaves some serious marks, though the Bowtruckle will let go immediately if you get far enough away from their tree.
The Knockback Jinx
Whether you are the type of person who tends to go on offensive or more the type to hold back and defend, there will always be a need for offensive spells. The spell I will now teach you is one of those basic offensive spells that will help protect you from most of the creatures you will learn about this year. The spell is called the Knockback Jinx and, as you may have guessed from the name, it pushes a target backwards when cast properly.
This spell is generally an easy spell, though it requires more concentration than you might be used to, since you need to be able to concentrate completely on the effect and the target; if you do not, you may find that another target is getting pushed back instead of the intended target or that the target does not move at all. You will only need enough willpower to push the target as far as you want it to go, so less willpower means less strength in the force pushing the target backwards. Finally, you will need to move your wand in a downward diagonal to the right, followed by an upward diagonal movement to the right and ending with a swish while saying the incantation “Flipendo” (fli-PEN-doh).
If cast correctly, a blue light will shoot out of your wand towards the target. The target will feel as if they have been punched in the chest (if they can feel such a thing, since this can be cast on inanimate objects that have no feeling) and will be knocked backwards due to the impact, hence the name. Below you will find your spell block for the Knockback Jinx.
Spell Block
Spell: The Knockback Jinx
Incantation: Flipendo (fli-PEN-doh)
Wand Movement: A downward diagonal to the right, followed by an upward diagonal movement to the right and ending with a swish
Concentration: Low
Willpower: Low to moderate
Keypoints
• There are three categories of Magical Creatures, beast,being and spirit.
• The definition of a beast was developed in 1811 by the Minister of Magic at the time, Grogan Stump.
• Each creature that is categorized as a beast is also given a classification. There are five levels of classification:
• X: Boring
• XX: Harmless
• XXX: Competent Wizards Should Cope
• XXXX: Dangerous/Specialist Training Required
• XXXXX: Known Wizard Killer
• Imps are beasts classified as XX, and are known tricksters. Imps also have minor magical abilities such as apparating (a form of travel where a witch, wizard, or creature disappears from one spot and appears in a different location). Defending against a Imp, All someone has to do is cast the Knockback Jinx .
• Bowtruckles are classified as XX,Bowtruckles are not dangerous creatures as long as you keep your distance from their tree (they are defensive creatures and magic has no effect on them). Bowtruckles only live in trees that are capable of producing wand wood. Bowtruckles love woodlice and, as a delicacy, fairy eggs . Defending against a Bowtruckle, your best chance is to get as far from their tree as possible once you are they should let go.
Spell Blocks
Spell: The Knockback Jinx
Incantation: Flipendo (fli-PEN-doh)
Wand Movement: A downward diagonal to the right, followed by an upward diagonal movement to the right and ending with a swish
Concentration: Low
Willpower: Low to moderate