Notes from a Hufflepuff First Year
written by Emerald
All my notes from every course. They are detailed. I will update this book as I complete more courses
Last Updated
05/31/21
Chapters
4
Reads
935
CHRM-101 Lesson 3
Chapter 3
Wands are very common in the Wizarding world. Almost all the population uses them. Some gifted men can do magic from their minds without their wands, so they usually are not in need of a wand. Wands are basically for channeling power through them. This, the willpower and concentration, then the incantation and the wand movement, are the keys to a spell.
A wand is unique because it chooses the Witch or Wizard. If the wand does not fit, it probably will do something bad when you flick it. If you got the perfect wand, it will probably shoot out sparks when you flick it. If a Wizard tries to choose a wand, most likely it won't work for them. This is why Ollivander gives the buyer several wands before choosing one.
Wands abilities also depend on the materials it was made out of. For example, Ash Wood is great at casting defensive spells. It also is very loyal to its original owner. Passing it on is never a good idea. Pheonix Feather wands tend to do things of their own accord. If someone steals someone else's wand, it won't work for them properly.
There are 4 things that make up a wand: Wood, Core, Length, and Flexibility. Normally, Wand Lengths are between 9 and 14 inches. If it's shorter, that means the Wizard is lacking something. If it's longer, then the Wizard is too tall or is a Half-Breed.
Wand Flexibility is basically whether a wand can adapt to a new owner or not. Flexible Wands will adapt to a new owner no problem. A rigid wand probably will not adapt to any owner but its original one. Flexible wands will also willingly adapt. Rigid wands will require force to adapt.
Another rule of wandcraft is that you can't have more than 2 woods in a wand. This causes tension between woods, making a wand with 'greatly diminished power'. Even though using 2 kinds of wood is possible, it isn't popular. Some wandmakers do make these kinds of wands. They use a different wood for the handle, and the rest is the main wood.
The core of a wand is always made from a part of a magical being. There are many different kinds of cores, but Ollivander only uses 3: Unicorn hair, Pheonix feather, and Dragon heartstring. These are exceptionally powerful and rare cores. There is never more than 1 core in a wand. 2 cores makes the wand do multitask, which causes it to explode violently.
Wand Movement is the next step. Almost all movements complete with the want pointing at the target. Some spellcasters can shape magic in their heads. This is only for gifted magicians though. Everyone else has to use a wand.
Some common gestures are swish or flick. Sometimes, both! Another one can be a inwards spiral and a jab. This is used to shape magic. Without this, your magic would be useless. Some advanced magic has a lot of gestures!
Some limitations of magic include failures of these gestures and incantations. It is not like your wand will auto-correct you. If you fail to do it right, you might get hurt. Some spells even summon hippo's if you do it wrong! This is the most important limitation of magic.
As you get into advanced magic, forgetting or getting a mistake on even one little thing can be disastrous. This is why it's recommended to memorize the spells you use the most. In my case, I break a lot of things. I would choose to memorize 'Reparo'.
The Mending Charm is 'Reparo'. It was found in around 1754 by Orabella Nuttley, who was a Ministry Employee. She used this charm after rival Quidditch teams broke the stadium. The wand movement is an inward pointed spiral. Keep doing this until the object is fully repaired. You cannot repair magical things though. A broomstick repaired will loose all its magical qualities. Also, 'Reparo' can't repair anything utterly destroyed, like a chair burnt to ashes.
The Unlocking Charm is 'Alohoroma'. It was brought to the Wizarding World by Eldon Elsrickle. The wand movement is a backward S-curving up at the end. It requires no willpower for normal locks, and it ranged from minimal-very high for complex mechanical to complex magical respectively. You need to visualize yourself unlocking the door for it to work. Some Magical Locks will have an Anti-Alohoroma Charm, so beware!
A wand is unique because it chooses the Witch or Wizard. If the wand does not fit, it probably will do something bad when you flick it. If you got the perfect wand, it will probably shoot out sparks when you flick it. If a Wizard tries to choose a wand, most likely it won't work for them. This is why Ollivander gives the buyer several wands before choosing one.
Wands abilities also depend on the materials it was made out of. For example, Ash Wood is great at casting defensive spells. It also is very loyal to its original owner. Passing it on is never a good idea. Pheonix Feather wands tend to do things of their own accord. If someone steals someone else's wand, it won't work for them properly.
There are 4 things that make up a wand: Wood, Core, Length, and Flexibility. Normally, Wand Lengths are between 9 and 14 inches. If it's shorter, that means the Wizard is lacking something. If it's longer, then the Wizard is too tall or is a Half-Breed.
Wand Flexibility is basically whether a wand can adapt to a new owner or not. Flexible Wands will adapt to a new owner no problem. A rigid wand probably will not adapt to any owner but its original one. Flexible wands will also willingly adapt. Rigid wands will require force to adapt.
Another rule of wandcraft is that you can't have more than 2 woods in a wand. This causes tension between woods, making a wand with 'greatly diminished power'. Even though using 2 kinds of wood is possible, it isn't popular. Some wandmakers do make these kinds of wands. They use a different wood for the handle, and the rest is the main wood.
The core of a wand is always made from a part of a magical being. There are many different kinds of cores, but Ollivander only uses 3: Unicorn hair, Pheonix feather, and Dragon heartstring. These are exceptionally powerful and rare cores. There is never more than 1 core in a wand. 2 cores makes the wand do multitask, which causes it to explode violently.
Wand Movement is the next step. Almost all movements complete with the want pointing at the target. Some spellcasters can shape magic in their heads. This is only for gifted magicians though. Everyone else has to use a wand.
Some common gestures are swish or flick. Sometimes, both! Another one can be a inwards spiral and a jab. This is used to shape magic. Without this, your magic would be useless. Some advanced magic has a lot of gestures!
Some limitations of magic include failures of these gestures and incantations. It is not like your wand will auto-correct you. If you fail to do it right, you might get hurt. Some spells even summon hippo's if you do it wrong! This is the most important limitation of magic.
As you get into advanced magic, forgetting or getting a mistake on even one little thing can be disastrous. This is why it's recommended to memorize the spells you use the most. In my case, I break a lot of things. I would choose to memorize 'Reparo'.
The Mending Charm is 'Reparo'. It was found in around 1754 by Orabella Nuttley, who was a Ministry Employee. She used this charm after rival Quidditch teams broke the stadium. The wand movement is an inward pointed spiral. Keep doing this until the object is fully repaired. You cannot repair magical things though. A broomstick repaired will loose all its magical qualities. Also, 'Reparo' can't repair anything utterly destroyed, like a chair burnt to ashes.
The Unlocking Charm is 'Alohoroma'. It was brought to the Wizarding World by Eldon Elsrickle. The wand movement is a backward S-curving up at the end. It requires no willpower for normal locks, and it ranged from minimal-very high for complex mechanical to complex magical respectively. You need to visualize yourself unlocking the door for it to work. Some Magical Locks will have an Anti-Alohoroma Charm, so beware!