Charms & Spells. The Definitive Guide

written by Sergio

-In Process-

Last Updated

05/31/21

Chapters

9

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1,032

Fourth Chapter - Hexes and Other Spells

Chapter 4
Hexes and curses are a type of charms so variable, as we see then they are more like prank charms but they could be the beginning of the dark magic we will be study in the last chapters. Some hexes will could be use as duel charms but most of them a harmful to your sanity and you have to be careful. Let's start:

-The Full Body-Bind Curse has the function to paralyse your opponent during a short period, it can be so useful o escape from a bad situation but it's not a good curse to arrest someone. To perform it you have to spell "Petrificus Totalus".
-The Leg-Locker Curse which made your opponent's legs to get sticked together, as you see this curse is a prank just to bother the enchant person who cannot liberate from it with the charm we will see at the end of the chapter, which can be used in most of these hexes. To do this curse you have to say "Locomotor Mortis".

-The Tickling Charm, which is a charm that cause the victim to buckle with laughter, if it is high powered it could also produce ache in the abdomen. To perform it you have to spell "Rictusempra" and will produce tickles and weaknes your opponent.
-The Dancing Feet Spell is a charm that makes your adversary's leg to dance out of control. To realise it you have to spell "Tarantallegra". Both of these charms can be stop with the end chapter's charm.

-The Pimple Jinx is a charm that produces a pimples eruption in your opponent's skin. To produce it you have to spell "Furunculus", it's so harmful.
-Densaugeo is a hex which makes victim's teeth grow extremely long, both of these hexes are so dangerous for victim's health that he or she must go to a sanator.

-The Tongue-Tying Curse it's a charm that binds the target's tongue to keep him or her from talking or enchanting, to perform it you have to spell "Mimblewimble". It is to similar to Langlock, which is a jinx that causes one's tongue to affix to the roof of their mouth.

-The Confundus Charm, which consists of confounding the person you are enchanting. To perform it you have to spell "Confundus" and your victim will suffer the symptoms during a long time.
-Levicorpus, it's a jinx which is supposed to be cast no verbally makes your opponent be hoisted into the air by their ankle. To do this you have to say "Levicorpus" and an invisible rope will roll around your victim's ankle and elevates into the air. The counter-spell is "Liberacorpus".

To conclude this chapter we will see the charm that can solve some of these hexes. It is the General Counter-Spell which terminates all spell effects. To stop them you have to say "Finite Incantatem" or just "Finite".
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