Notes of a Slytherin
These are simply just a set of notes and can NOT be substituted for a real lesson. I only have the intention of having a safe place to store my notes.
Last Updated
10/03/23
Chapters
1
Reads
788
Charms
Chapter 1
Chapter 1: Introduction to Charms
In chapter 1, we covered the very basics of Charms. In the more ancient times, magic was more commonly practised anywhere - including in front of the Muggles! Focused magic had to be performed with a wand. The first family that dedicated themselves to this very craft were the Ollivanders, who have been in the business since 382 B.C.E. Before this, the wands were sub-par and always had a risk of failure or explosion (Ouch!).
In the early 1000s, the Wizarding World had begun to separate from the Muggle world. Over the next 400 years, it was controlled by a Council of Warlocks, until the year 1400. In this year, many different magical governments were established based on location, ethnicity, and culture. As an example of why the worlds should stay separate, The 1600s witch burnings had many different witches and wizards persecuted and (Unsuccessfully) executed. To prevent such horrors, the "International Statute of Secrecy" was created, in the year 1689, to separate and protect both worlds.
The second significant law is the 1875 Decree for Reasonable Restraints on Underage Sorcery, which affects all wizards and witches under the age of 17. This law prevents the use of magic, by an underage wizard, outside of certain areas like Hogwarts or Hogsmeade. The way that this usage is tracked is called the "Trace". Let it be known, however, that the Trace cannot distinguish between wizards, so an underage wizard in a magical home would be less detectible, but a wizard in a Muggle home would stick out like a sore thumb. There are certain circumstances, however, that an underage wizard can use magic. In the situation of someone’s life, or the life of another, is in danger, then underage magic is allowed (And allowed in front of Muggles!).
Lumos ('LOO-mos')
Movement - One counter-clockwise loop
The Wand-Lighting Charm was first used in the 18th century. The first person to ever use this spell was Levina Monkstanley in 1772. Avoid exerting too much (Or too little), otherwise, the tip could turn red (Or white), respectively. On the other hand, the yellow colour signifies sufficient effort. Since the spell's magic doesn't detach from the tip of the wand, the flow of magical energy doesn't need to be continually maintained consciously.
Nox ('NOCK-ss')
Movement - Flick of the wand
The wand-extinguishing charm works only for the wand you are holding. It is immediate and quick, with no harmful mishaps if it misfires.
Chapter 2: Spellcasting Basics
Despite the fact that the origin of magic is unknown, it can be passed to children. In some rare cases, however, it is possible for the children of witches or wizards to be "Squibs" (Which means they have no magical ability, although they can still utilize magical devices.) It is also possible, in the opposite effect, for a Muggle child to be born with Magical abilities, called "Muggle-born." Those who are descended from magical families with no Muggle ancestors, like the Malfoys or the Acherons, are "Pure-bloods".
There are four spellcasting components (At the moment). Incantation, Wand Movement, Willpower, and Concentration. Incantation (Magic Words) must be pronounced properly, but some wizards don't require verbal incantation. Wand Movement helps shape a spell. It is also possible to cast a spell without Wand movement. Willpower helps project magic and gives it power. Concentration helps the effects of a spell. The intended target and the effect both fall under this category.
There are four "Flight Charms", the Hover Charm, the Rocket Charm, The Levitation Charm, and the Floating Charm.
Hover Charm - Levioso (lev-ee-O-so)
One of the earliest incantations derived from the Levitation Charm, The Hover Charm is also one of the least effective. It requires contact with an object, but when it is cast in contact with an object, the caster can manipulate the elevation of the object. It is seldom used, instead being traded for more effective charms.
Rocket Charm - Alarte Ascendare (A-lar-tay a-SEN-day-ray)
The Rocket Charm allows for objects to be affected without direct contact. Even so, these objects can only be propelled upward. The Rocket charm is impractical and has little utility.
Floating Charm - Fluito (floo-EE-toe)
The Floating Charm allowed the caster to manipulate distant objects upward like the Rocket charm, but instead in a controlled manner. These objects could be lifted a few feet above the ground. This spell is limited, though. Objects can only float vertically.
Levitation Charm - Wingardium Leviosa (win-GAR-dee-um levi-O-sa)
Jarleth Hobart invented the Levitation Charm, the closest charm to true flight. This charm allows not only for distant manipulation but also movement on every axis. Height is no longer a restriction, though distant manipulation is harder. The effort required for this charm is dependent upon the weight of the affected object.
Chapter 3: Wand Properties and Movements
Wands are the focus of most magical spells. Some powerful individuals can cast magic without a wand, though this is very difficult and hard to learn. Wandless magic isn't taught until Year 7 (Dang it!). Wands are semi-sentient, but they are not living. These wands are semi-sentient in their temperament. Some wands can deny magical usage from certain people or choose certain possessors.
There are four aspects to a wand: Wood, Core, Length, and Flexibility. The Length of the wand usually lies between 9 and 14 inches. Longer wands lie in the hands of those with a physical trait and Shorter wands are in the hands of those who are lacking in character. Flexibility is how adaptable a wand is to its owner being changed. Wand woods will affect the capability and temperament of a wand, along with the wizard that they will bond with. Wands cannot have multiple woods (Usually) as it would create a pull between two personalities in a wand. Cores are from a magical being (Creature, beast or otherwise). Different cores produce different effects and temperaments. Mr. Ollivander has only used three "Supreme Cores": Unicorn tail hair, Dragon heartstring, and Phoenix feather. For the same reason that there are not two woods in a wand, there cannot be two cores in a wand (I'd assume unless they perfectly align like a Basilisk Fang and Horned Serpent Horn, but that is just speculation on my end.)
Wand Movement is a critical component of spellcasting. Many (But not all) spells have some degree of Wand Movement. These motions either shape the magic or indicate a target. For the latter case, the wand must be directed at a target at the end of a motion. One of the primary constraints of any spell is the complexity or difficulty. For each and every spell, the precise words, pronunciations, wand movements, direction, concentration, feeling, desire, and power must all be memorized.
Mending Charm - Reparo (‘reh-PAH-roh’)
The Mending charm was first used in 1754 by Orabella Nuttley. It can repair non-magical items, but the difficulty depends on the object. Visualisation must be sustained throughout the entire spell. It also cannot restore something that has been transformed, like burning wood.
The Unlocking Charm - Alohomora (‘al-LOH-ha-MOR-ah’)
Known as the Thief's Friend, this charm can unseal locks of any type - Magical or Mechanical. The complexity of the lock will decide the difficulty of the spell. Complex Magical locks are much harder to unlock than simple mechanical locks.