Charms Year One Notes
written by Desiree Crow
This is my notes on Year One of Charms. Most of them are highlighted and shortened to make sense to me. Green is for terms and blue is to either define the word or to explain further. To see my slide presentation: https://view.genial.ly/63617fe712521400196b2a6f/presentation-charms-101
Last Updated
12/20/22
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708
Lesson Three: Wand Properties and Movements
Chapter 3
Wand Properties:
- The wand is the focus of most magic for most individuals.
- Wandless magic requires substantially more effort for the same effect.
- You essentially have nothing with which to channel that power through and therefore must force more power outward to compensate.
- 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.
- There are typically four parameters that define a wand: length, flexibility, wood, and core.
- Wands are usually found within the range of nine and fourteen inches.
- 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 excessive length.
- A wand's flexibility or rigidity speaks to the degree of adaptability and willingness to change possessed by the wand-and-owner pair.
- 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.
- A wand's core material is always made from some part of another magical being; unicorn tail hair, dragon heartstring, phoenix feather, kelpie mane, veela hair, troll whisker, dittany stalk, or kneazle whisker.
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.
- There are many different types of wand gestures just as there are many different kinds of incantations. Some spells require a swish, some a flick, and others both. Some simply require a jab of your wand while others may require a wave or many waves.
Magical Limitations:
- For every spell, you intend to remember you must memorize the precise words and wand movements, and if necessary direct the magic toward the proper target, concentrate on the correct thoughts, feelings, and desires, and even then you may need sufficient power.
- Forgetting or neglecting a single detail could be ruinous, especially once you are no longer dealing with basic magic. For this reason, most choose to remember only those spells that they will use often.
The Mending Charm:
- The Mending Charm was created in approximately 1754 by Orabella Nuttley, who was a Ministry of Magic employee. The spell became famous when she used it to repair the Colosseum after a particularly rowdy crowd of rival Quidditch fans began to fight following a match. Only non-magical fixes can be made with this spell.
- 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.
The Unlocking Charm:
- The spell is also known as the Thief’s Friend for obvious reasons. The spell, which originated in Africa, was brought to the Wizarding World by Eldon Elsrickle. Elsrickle used it to go on a looting spree throughout homes in London until the counterspell was invented by Blagdon Blay.
- 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