Post by Admin on Jul 28, 2020 22:48:19 GMT
Spell List
This is the list of spells which you can use, although you must bear in mind that just because a spell is in your year grouping your character may not entirely be able to cast it. If you would like to use a Custom Spell, you will need to get it cleared in the Custom Spell Request thread in this forum before you may use it in a Role-Play.
1st Year Spells
Bluebell Flames Charm - Bluebelluss
Bubble Charm - Bubblelos
Red Signal Sparks - Periculum
Green Signal Sparks - Salusignum
Full Body Bind Curse - Petrificus Totalus
Item Levitation Charm - Wingardium Leviosa
Leg locker Curse - Locomotor Mortis
Light Charm - Lumos
Light Counter-Charm - Nox
Light Saber Charm - Soluamenasium *
Point Me Charm - Point Me
Pushing Jinx - Flippendo
Smoke Screen Charm - Fumificus
Sparks Jinx - Relashio
Steam Charm - Vaporarium
Twitchy Ears Hex - Pervello
Unlocking Charm - Alohomora
Weak Flame Charm - Lacarnum Inflamarae
2nd Year Spells
Confusion Charm - Confundus
Curse of the Bogies - Voterrilucler
Curse of the Leeks - Auriculaporrus
Curse of the Slugs - Pigro Eructo
Curse of the Toenails - Auctus Unguiculi
Cutting Charm - Diffindo
Dancing Hex - Tarantallegra
Disarming Charm - Expelliarmus
Ending Jinx - Finite
Ever-burning Fire Charm - Calorus
Extinguishing Charm - Exstinguo
Flame Charm - Incindio
Flower Charm - Orchideous
Ink Revealing Charm - Aparecium
Laughing Hex - Rictusempra
Light Saber Charm - Soluamenasium *
Mouse Conjuring Charm - Murisortia
Repairing Charm - Reparo
Snake Conjuring Charm - Serpensortia
Shield Charm - Protego
Weak Blasting Jinx - Bombarda
3rd Year Spells
Arrow Charm - Sagittare
Boggart Counter-Curse - Ridikulus
Cheering charm - Laetus
Hair Hex - Pilosus
Light Saber Charm - Soluamenasium *
Messenger Charm - Cursoris
Pushing Hex - Everte Statum
Spell (Wands Last) Reviewing Charm - Prior Incantato
Spell Deletion (Wands Last) - Deletrius
Splint Conjuring Charm - Ferula
Sunlight Charm - Lumos Maxima
Tripping Jinx - Supplantare
Unblocking Charm - Waddiwasi
Water Repelling Charm - Impervious
Monster Appearance Spell - Igneus Yeouforus
4th year Spells
Airway Clearing Charm - Anapneo
Banishing Charm - Relego
Basic Cleaning Charm - Tergeo
Reductor Curse - Reducto
Curse of the Boils - Furnunculus
Jelly Legs Jinx - labefactare
Jelly Legs Jinx Counter - stabilis
Light Saber Charm - Soluamenasium *
Locking/Sealing Charm - Colloportus
Loudening Charm - Sonorus
Mark of the Seven - Septem Macula
Moving Charm - Mobilarbus
Mud Jinx - Limus Laqueus
Mud Jinx (reverse) - Infitialis Limus Laqueus
Muffling Hex - Muffliato
Pressurize Pulse Spell - Pursonac Destroc
Pressurize Pulse Ending Spell - Pursonac Relvlass
Quieting Charm - Quietus
Removing Charm - Eradico
Repelling Jinx - repellere
Reviving Charm - Enervate
Shrinking Charm - Reducio
Silencing Charm - Silencio
Slowing Jinx - Impedimenta
Seize and Pull Charm - Carpe Retractum
Stunning Charm - Stupefy
Summoning Charm - Accio
Switching Spell - iaculorvertere
Teeth Enlarging Curse - Densaugeo
Toung Sticking Jinx - Langlock
Unbrakeable Charm - Infragilis
Wooden Limb - Fermata
5th Year Spells
Babbling Curse - Blatero
Blasting Curse - Confringo
Body Levitation Hex - Levicorpus non-verbal
Body Levitation Hex Counter - Liberacorpus non-verbal
Bone Healing Charm - Episkey
Bubble Head Charm - Bullavlava
Colour Changing Charm - Conclor
Explosion Curse - Expulso
Feather Weight Charm - Redactum
Fire Writing - Flagrate
Flame Freezing Charm - Conglacio
Gripping Charm - Deprehendo
Light Saber Charm - Soluamenasium *
Object Moving Charm - Locomotor
Patronus Charm - Expecto Patronum
Refilling Charm - Repleo
Small object concealment - Evanesco
Sound Charm - Sonifique and Sanus
Stinging Hex - Momordi
The Whistle Charm - Insibilio
Training Flag Charm - Amicus Vel Inimicus (see description below)
Training Flag Counter Charm - Amicus Vel Inimicus De Nada
Water Charm - Aguamenti
Weeping Charm - Ploro Libere
6th Year Spells
Apparition/Disapparition - No Incantation
Attacking Hex - Oppugno
Bewitched Sleep - Sopire
Bird Conjouring Charm - Avis
Complete Barrier Charm - Imperturbable
Concealment Charm - Occulto
Conjunctivitis Curse - Conjuncoveo
Cushioning Charm - Pulvinus
Cutting Charm ~ Basic - Secare
Hair Loss Curse - calvus
Hives Hex - cubile
Horn Tongue Curse - Cornilinguis
Ingredient Revelation charm - Revela
Item Protection Spell - Tastbar
Knee-Reversing Hex - Genuraeposterus
Light Saber Charm - Soluamenasium *
Mediwizard Sling Spell - Ferula
Revalation Jinx - Specialis Revelio
Strong Flame Charm - Cremoseptum
Heating Spell - Infernous Bordrous
Sound Thought Music Charm - Musecion Mentrous Amplificos
Frost Jet Charm - Flabra-Conglacio
Reversal Spell - Reverso
Grip Charm - Coerca
Point-Strike Charm - Cou d'pointe
Tracking Charm - Reperio Mihi
7th Year Spells
Apparition/Disapparition - No Incantation
Alarm Jinx - Erexi
Animal Tame/Control Spell - Animus Terolerus
Anti-Apperation Charm - Fugicessus
Bone Removal Charm - Brackium Immendo
Curse Alleviation Jinx - Adlevamentum
Cutting Charm ~ Advanced (Study only) - Sectumsempra
Land Inversion Mist Charm - Glebapraeposterum
Light Saber Charm - Soluamenasium *
Memory Modification Charm - Memoria Muto
Memory Restoral Charm - Corminunus
Memory Wiping Charm - Obliviate
Portkey Charm - Portus
Stretching Jinx - Protentum
Transmogrifian Torture Curse - Distorquere
Wound Healing Charm - Adligo
Pain Prolonging Curse - Propago Adflictatio
Counter Curse to Pain Prolonging Curse - Indolentia
Wingorumus Flimoras - Back-to-Wings Transfiguration Spell
Wingorumus Destrucous - Counter Spell to Wingorumus Flimoras
Gohuro Tensai Roguas - Spiral Destroyer Spell
Silenced Crushing Jinx - Socion Gravigorce
Strength Charm - Corrorboro
Beyond School:
The Shrouding Spell - Valens-Amiculum
Altered Perception Charm - Dissimulatoo
Light Saber Charm - Soluamenasium *
Portable Floo Comms - Flooitus-Fatum
Fidelius Charm - Incantation Unknown
The following is the above spells in alphabetical order giving a more detailed description
Airway Clearing Charm
Anapneo
Clears the airway of the target of the spell caster.
Altered Perception Charm
Dissimulatoo
When linking the spell between a pre-defined mentally set of details and a person or object, it alters the perception of others within range of the spells effects in to believing that the set details correspond to that person or object. Initially there is no effect until, the wand is withdrawn after the first incantation. At that point, a highly intense but very small blue flame (like a blow torch) harmlessly burns from the wand tip (This represents the individuals original information). The second incantation, increases the intensity of the flame and turns it purple (Now representing the fabricated information to be absorbed). Making contact with the body the second time seals the identity to the individual.
Animal-Control Spell
Animus Terolerus
Should it be cast successfully, a wizard will be able to tame and temporarily control any creature. Spell limitations depend on the skill of the caster. Animals tamed by this spell tend to develop personality traits somewhat akin to those of its tamer. There is no counter spell; however, the animal returns to normal after approximately two hours (sooner if the tamer in question instructs it to).
Apparition
No Incantation
Apparition is a means of magical transportation and is basically the same as teleportation. The witch or wizard in question concentrates on an area they desire to inhabit and disappear, reappearing at the location they focused their mind on. The witch or wizard must be determined to reach your destination and then move with deliberation. Apparition refers to a wizard appearing on the spot. Disapparition refers to a wizard disappearing on the spot.
Arrow Charm
Sagittare
Fires an arrow out of the end of the spell caster's wand.
Attacking Hex
Oppugno
Causes small animals to attack the target of the spell caster.
Babbling Curse
Blatero
Causes the victim to babble uncontrollably.
Back-to-Wings Transfiguration Spell
Wingorumus Flimoras
Transfigures the targets back into wings.
Banishing Charm
Relego
Sends an object away from the spell caster.
Basic Cleaning Charm
Tergeo
Cleans small messes.
Bewitched Sleep
Sopire
Puts the victim into a bewitched sleep which makes them appear to be dead.
Bird Conjouring Charm
Avis
Conjures a small flock of birds.
Blasting Curse
Confringo
Causes anything this spell comes into contact with to explode.
Bluebell Flames Charm
Bluebelluss
Creates a quantity of blue flame which can be directed to a specific place.
Body Levitation Hex
Levicorpus ~ non-verbal
Dangles the target person upside-down by the ankle in mid-air.
Body Levitation Hex Counter
Liberacorpus ~ non-verbal
Counter-jinx to Levicorpus.
Boggart Counter-Curse
Ridikulus
Defence against a Boggart, forces the creature to take on a silly appearance.
The laughter it produces in onlookers is what destroys the Boggart.
Bone Healing Charm
Episkey
Repairs broken bones.
Bone Removal Charm
Brackium Immendo
Effects Unconfirmed - A charm used to remove bones.
Bubble Charm
Bubblelos
Causes a flume of bubbles to come out of the casters wand.
Bubble Head Charm
Bullavlava
Creates an oxygen atmosphere around the caster head.
Cheering charm
Laetus
Causes the target to become cheerful in any situation.
Colour Changing Charm
Conclor
Changes the colour of the spell caster's target.
Complete Barrier Charm
Imperturbable
Creates a barrier which nothing can penetrate except for light.
Concealment Charm
Occulto
Allows the spell caster to conceal the target item.
Confusion Charm
Confundus
Confuses the spell caster's target.
Conjunctivitis Curse
Conjuncoveo
Causes to spell caster's target to contract Conjunctivitis - an infection of the eyes causing the blood vessels to swell up and cause pain.
Counter Curse to Propago Adflictatio
Indolentia
One would feel a sensation that akins to cool, refreshing water gradually travelling to every part of his or her body. As if cleansing it or washing the "phantom" pain away.
Counter Spell to Training Flag Charm (IFF)
Amicus Vel Inimicus De Nada
Applies a neutral flag (0) to overwrite a target (1) or (2) flag that is present.
Counter Spell to Valens-Amiculum
Erigo (can only be used from inside the shroud)
Counter Spell to Wingorumus Flimoras
Wingorumus Destrucous
Gets rid of the wings on the target's back.
Curse of the Bogies
Voterrilucler
Causes bat sized bogies to fly around the spell caster's target and hit them repeatedly.
Curse of the Boils
Furnunculus
Causes boils to appear on the spell caster's skin.
Curse of the Leeks
Auriculaporrus
Results in leeks growing out of the target's ears.
Curse of the Slugs
Pigro Eructo
Causes the spell caster's target to regurgitate slugs.
Curse of the Toenails
Auctus Unguiculi
This curse makes the spell caster's target's toe nails grow rapidly.
Cushioning Charm
Pulvinus
This spell will cause the targeted surface to become soft and bouncy.
Cutting Charm ~ Basic
Diffindo
Used to make precise cuts in thin materials.
Cutting Charm ~ Intermediate
Secare
Used to make precise cuts in thick materials.
Cutting Charm ~ Advanced (Study only)
Sectumsempra
This dark curse, considered a charm is the only cutting charm which will cut human flesh; this is not illegal although it is frowned upon and will result in expulsion from Hogwarts if used.
Dancing Hex
Tarantallegra
Forces the victim's legs to do a crazy dance.
Disapparition
No Incantation
See apparition above.
Disarming Charm
Expelliarmus
Causes opponent's wand or weapon to fly out of their hand.
Ending Jinx
Finite
Stops active spells which are basic.
Ever-burning Fire Charm
Calorus
This fire will burn forever and cannot be extinguished by any method other than the "Finite Jinx" and the "Exstinguo Charm".
Explosion Curse
Expulso
Causes an object to explode. More powerful form of Confringo.
Extinguishing Charm
Exstinguo
Used to extinguish magical fires.
Feather Weight Charm
Redactum
Reduces the weight of the target object making it easier to carry.
Fidelius Charm
Incantation Unknown
A complex spell that allows someone or something to be hidden from sight from anyone specific people for an indefinite amount of time. Such people are able to see the charmed someone or something by having its location disclosed to them by the Secret-Keeper of the charm. When the charm is cast, the secret that is being hidden is stored in the soul of the Secret-Keeper. They are the only person able to divulge the secret; even people who are told the secret by the Secret-Keeper aren't able to reveal the secret. The Secret-Keeper is able to divulge the secret through speak or writing. If the Secret-Keeper dies, everyone the Secret-Keeper divulged the hidden location to will become a Secret-Keeper to the secret. If the Secret Keeper never revealed the secret, the secret dies with them.
Fire Writing
Flagrate
This charm allows the caster to write in the air with their wand.
Flame Charm
Incindio
Creates a normal flame with no magical properties.
Flame Freezing Charm
Conglacio
This spell will stop non-magical flames from producing heat. Anyone being "burned" by a fire that is charmed with this spell will experience a tickling sensation.
Flower Charm
Orchideous
Conjures a small bouquet of flowers from the tip of the spell caster's wand.
Frost Jet Charm
Flabra Conglacio
Casts a concentrated ice cold blizzard jet, with a range of roughly five meters. If the jet comes into contact with a surface it creates an instantaneously smooth coating of ice over it. Predictably, the spell looks like a miniature snow storm, shooting at high speed, focused out of the tip of the wand, expanding as it flows further away. The spells primary use is to freeze water, other surfaces or objects. If cast at a person, short term exposure to a direct hit from this spell can be very painful.
Full Body Bind Curse
Petrificus Totalus
Causes the victim to become fully paralysed.
Green Signal Sparks
Salusignum
Sends green sparks into the sky. Often used for an "all clear" signal.
Grip Charm
Coerca
Grabs the target of the spell by the clothing and yanks them around. Suitable for executing throws while one hand holds a wand.
Gripping Charm
Deprehendo
This spell allows objects to be gripped more easily.
Hair Hex
Pilosus
This causes the target to rapidly grow hair all over their body.
Hair Loss Curse
Calvus
Causes all of the victims hair to fall off.
Heating Spell
Infernous Bordrous
The Caster's body will begin to heat up. Works well for cold weather.
Hives Hex
Cubile
Causes the victim to contract hives.
Horn Tongue Curse
Cornilinguis
Conjures a horn on the target's tongue.
Ingredient Revelation charm
Revela
Reveals the ingredients within a potion.
Ink Revealing Charm
Aparecium
Reveals invisible ink
Item Levitation Charm
Wingardium Leviosa
This will cause the target object to levitate a few feet from the floor.
Item Protection Charm
Tastbar
When cast correctly on an object, a spell meant to destroy the object is weakened, thus protecting the item to some degree. There are few things that this spell will not protect against (the Unforgivable Curses being one of them. The object can also be destroyed by means that makes it unable to be repaired by magic.) The charm wears off of the object after twenty-four hours.
The spell takes a skilled wizard in order to be cast correctly, and the odds of it being cast correctly are quite low. The spell weakens the user's magic more after each successful attempt. This charm is not taught to students until N.E.W.T. (or N.E.W.T. equivalent) level.
Jelly Legs Jinx
Labefactare
Causes the target's legs to become uncontrollable making it difficult for them to stand.
Jelly Legs Jinx Counter
Stabilis
Counter to the Jelly Legs Jinx.
Knee-Reversing Hex
Genuraeposterus
Causes the target's knee to become backwards.
Land Inversion Mist Charm
Glebapraeposterum
Creates a small cloud of golden mist and turns the world upside-down for all who walk through it.
Laughing Hex
Rictusempra
Cases the victim to laugh uncontrollably.
Leg locker Curse
Locomotor Mortis
Sticks the victim's legs together making it difficult to move around.
Light Charm
Lumos
Illuminates the end of the spell caster's wand.
Light Counter-Charm
Nox
Counter of the "Lumos Charm".
Light Saber Charm *
Soluamenasium
NOTE: This spell is not yet known to the world, and has therefore not been approved by the Ministry of Magic. At this time, role-play use of this spell is discouraged.
Effect: When cast, the spell ignites a solid concentrated sword-like beam of bright luminescent light out of the wand tip and sustains said 'beam' for as long as the caster concentrates on it. The color of the light is one of a kind, completely unique to the caster and cannot be altered. The beam is roughly a meter in length and emits a continuous humming noise that changes pitch depending on the wands movement while ignited. The spell also makes the casters wand feel a little heavier, balancing out the jarring feeling of holding a long bladed and seemingly weightless weapon, making it easier to wield. Depending on the casters level of maturity, age and focus, the beam can either be as inert as a broomstick handle, or more destructive than a Muggle high intensity blow torch.
Information: When two separate blades collide, the beams both register as solid and deflect each other and the magical energy between them causes harsh electrical clashing noises of conflict. Depending on the casters maturity, age and focus level, the blades effects on objects and the immediate environment around it can vary drastically; passing through or bouncing off of surfaces very in-effectively or else, tearing through them being extremely destructive to all surfaces it comes in to contact with. A Solumenasium blade will ALWAYS deflect another Solumenasium blade, regardless of the two opposing maturity, age or focus levels (a weak first-year blade could still theoretically defend against a seasoned adult blade). The more experienced caster will eventually be capable of using the blade to absorb or deflect certain attacking spells. With allot of practice, attacking spells can be deflected at any given angle, based on the casters own level of dexterity and hand-eye coordination skills. With more practice, the caster will eventually be capable of casting secondary spells from their wand, while continuing to sustain the blade. The more experienced can reduce the effectiveness of the beam by will alone (they can only increase the effectiveness of the beam up to their own level). Other than the counter charm, the spell will also stop working if the caster drops their wand from being disarmed. The spell can be sustainable if quickly throwing the wand from hand to hand or during other brief non-contact situations, but not for much longer than five seconds.
Counter: Deretoll (DE-RE-TOLL)
Special: The 'hum' of the blade identifies the mood of the caster. If they are angry, scared or sad, the hum will sound very deep with allot of bass. If they are calm, the hum will sound very free of bass… Almost light. The hum doesn't have any other significance on the spells effectiveness.
The level of the spells actual power however, would depend on the maturity of the person using it. A well practiced caster should be able to achieve these sorts of results at the corresponding years:
1st Year - Harmless. Only effectively deflects other Solumenasium blades, but nothing else. Blade is not much more than an intensely bright light rod, moving un-phased through some thin surfaces. Sometimes practising beginners achieve a certain level of focus that makes the beam momentarilly become solid to random surfaces, and tends to make the blade bounce off of them, but leaves no damage at all (Could just as easily use a plain old broomstick handle). The blade is not hot to the touch and only appears to be so.
2nd Year - Harmless. Deflects other Solumenasium blades and a few attacking spells. The blade is completely solid but not at all dangerous to either the caster or the combatant. It bounces off of most surfaces, leaving only the damage that the force of the impact caused. The beam can finally burn its way through thin cloth and other very thin surfaces like clothing with some force. The beam has a pleasantly warm feeling to the touch, but does not have the heat intensity to cause any real harm.
3rd Year - Can cause marginal injury. Deflects other Solumenasium blades and a few attacking spells. The blade is completely solid and is slightly hazardous, even to the caster. The blade can slice through weak, thin surfaces with relative ease. If exposed to an extended period of contact, the heat of the beam can begin to leave burns over the surface of the skin, but is not enough to break the upper dermal layer.
4th Year - Can cause marginal injury. Deflects other Solumenasium blades and some attacking spells. The blade is completely solid and is slightly hazardous, even to the caster. The blade can slice through tough, thin surfaces with relative ease. With sustained contact, the heightened intensity of the beams heat can leave very nasty burns over the surface of the skin, but is not enough to break the upper dermal layer.
5th Year - Can cause serious injury. Deflects other Solumenasium blades and some attacking spells. The blade is completely solid and is hazardous, even to the caster. With allot of effort, the blade can slice through tough surfaces with average thickness, almost like a chainsaw. The intense heat can sear in to and cause nasty burns to the flesh, though the heat of the beam prevents bleeding.
6th Year - Can cause serious injury. Deflects other Solumenasium blades and many attacking spells. The blade is completely solid and is hazardous, even to the caster. With some effort, the blade can slice through strong but thin surfaces, almost like a chainsaw. The intense heat can sear in to and cause nasty burns to the flesh, though the heat of the beam prevents bleeding.
7th Year - Can be leathal. Deflects other Solumenasium blades and many attacking spells. The blade is completely solid and is very dangerous, even to the caster. With some effort, the blade can slice through strong and thick surfaces, like a hot knife through butter. Can even cut through flesh, though the heat of the beam prevents bleeding. With a powerful swing, it could cut cleanly through bone, but lacks the intensity to sever the spinal column making a single stroke, near deadly.
Adult - Is completely leathal. Deflects other Solumenasium blades and most heavy-duty attacking spells, including unforgivables curses (except Avada Kedavra). The blade is completely solid and is very dangerous, even to the caster. Can slice through strong and thick surfaces, like a hot knife through butter even cutting effortlessly through flesh and bone, possible of decapitation making it deadly. Gets stronger with maturity and good focus.
Locking/Sealing Charm
Colloportus
Used to magically lock an item which can be opened.
Loudening Charm
Sonorus
Amplifies the voice of the spell caster.
Mark of the Seven
Septem Macula
Fires a large, firery numeral seven in the sky which lasts for seven hours.
Mediwizard Sling Spell
Ferula
Summons a medical sling onto a directed injury.
Memory Modification Charm
Memoria Muto
Caster can modify the target's memory, such as implanting false memories. The charm's strength is determined by the magical ability of the caster, and as such, some modified memories are harder to reverse than others. Target's memory can be restored to normal with Corminunus.
Memory Restoral Charm
Corminunus
Powerful memory restoring charm that is used to reverse the effects of Memoria Muto and Obliviate on the target.
Memory Wiping Charm
Obliviate
Unlike Memoria Muto, which implants false memories into the target, Obliviate erases a target's memory. Target's memory can be restored to normal with Corminunus.
Messenger Charm
Cursoris
Sends a magical messenger to someone in the form of a silvery dart, rather like a small, ghostly bird.
Monster Appearance Spell
Igneus Yeouforus
Forms casters eyes into a very intimidating demon look. (Black Slits for Cornea , Fire Red Pupils, Black Outline). And forms a small barrier over the casters throat, making his/her voice deep and growling. This spell's only effect is for intimidation, and doesn't add any special powers.
Mouse Conjuring Charm
Murisortia[/i]
Conjures into existence a small mouse.
Moving Charm
Mobilarbus
Allows the caster to make the target levitate above the ground and move in front of them.
Mud Jinx
Limus Laqueus
Transfigures a small area of the ground into mud that nearly always makes a person slip or sink on contact.
Mud Jinx (reverse)
Infitialis Limus Laqueus
Reverses Limus Laqueus. Can make the ground immune to Limus Laqueus if cast beforehand.
Muffling Hex
Muffliato
Fills the ears of target persons near the caster with an unidentifiable buzzing, so that the caster can hold lengthy conversations without being overheard.
Object Moving Charm
Locomotor
Allows the caster to make a small object move to where they are pointing their wand.
Pain Prolonging Curse
Propago Adflictatio
No immediate effect. However, whenever the spell caster wishes to inflict pain, then the spell will take place.
Patronus Charm
Expecto Patronum
Produces a Patronus use to fight a Dementor.
Point Me Charm
Point Me
Points the users wand towards the North Pole like a compass.
Point-Strike Charm
Cou d'pointe
The user strikes a powerful blow on a very small area, ranging from a firm jab with the tip of a wand to a full-force palm strike. Suitable for pressure point strikes.
Portable Floo Comms
Flooitus-Fatum
When the incantation is spoken, while simultaniously sprinkling Floo powder over the wand tip, it temporarily turns the wand into a portable Floo communication device, but it can only be used if the other wands intended to be reached, are primed with the same charm (It makes them act like a cell phone). Simply sprinkle Floo powder over the tip to activate the spell, and raise it up to dip you face into it to see others and talk. Much like normal Floo powder, it makes a big non-burn-to-the-touch purple fire erupt from the wand tip, which a person must dip their face into in order to see others and speak to them.
Counter & Incantation: It's effects last up to ten minutes but can be ended using either Finite (FIN-E-TAY), or attempting to cast any other spell.
Pressurize Pulse Ending Spell
Pursonac Relvlass
Returns the wand to normal after Pursonac Destroc
Pressurize Pulse Spell
Pursonac Destroc
Each time the wand is pointed at the target, a strong bolt of pressurized air will hit the target. While underage wizards and witches can begin to learn this spell before O.W.L. level, it starts off rather weak and doesn't increase much in power until the pupils' magical ability increases.
Pushing Hex
Everte Statum
When cast on a person, it launches them up and backwards whilst making them twist in mid-air. People who are agile may be able to land on their feet when hit with this, but most people end up falling flat on the floor. Like a lot of spells, this hex carries some risk of physical injuries to the target (e.g. sprained or broken bones).
Pushing Jinx
Flippendo
Used to push objects or people without which may be out of reach. Can be used as an attack spell; though not as powerful as the Pushing Hex, hitting an opponent with this jinx will easily lift him or her off their feet and knock them back a few feet.
Quieting Charm
Quietus
Counter to the "Sonorus Charm" when it is active.
Red Signal Sparks
Periculum
Sends red sparks into the sky. Often used as a warning signal.
Reductor Curse
Reducto
Blasts solid objects into pieces.
Refilling Charm
Repleo
Causes a container to refill with whatever liquid it was originally holding.
Removing Charm
Eradico
Removes dirt, writing, objects etc. from most surfaces.
Repairing Charm
Reparo
Repairs broken objects.
Repelling Jinx
Repellere
Spells which keep something away from the caster or from an object that the spell is cast upon.
Reversal Spell
Reverso
Redirects the physical force of an impact. Suitable for directing the force of a punch in the aggressor's face.
Reviving Charm
Enervate
Revives a person who has been stunned or is unconscious.
Seize and Pull Charm
Carpe Retractum
Pulls objects towards the caster, or vice versa.
Shield Charm
Protego
Shields the caster from melee attack and weak spells.
Shrinking Charm
Reducio
Causes an object to shrink.
Shrouding Spell
Valens-Amiculum
It creates an impenetrable shrouded wall of black smoke that encases both the caster and any other individuals nearby that the caster mentally picks out. The smoke cannot be seen of heard through from the outside, but from inside, it appears to be transparent and persons within its boundary can observe and listen in on what is happening outside of it.
As the wand moves, the smoke pours silently from the wand tip, hits the ground, then spreads out to encompass the chosen targets, before climbing upward to form a bubble-like wall of smoke around them. Despite its gaseous appearance, it is quite solid and cannot be breached by physical objects or persons from outside.
Silenced Crushing Jinx
Socion Gravigorce
Target will be encompassed in an invisible area. The barrier doesn't restrict access or exit from its two foot radius around target. Instead, anyone caught in or who enters its area will feel as though the gravity around them has been increase x5. Sound is completely nullified in the area, not letting sound in or out.
Silencing Charm
Silencio
Causes the target to become silent.
Slowing Jinx
Impedimenta
Slows the target down severely.
Small object concealment
Evanesco
Allows the spell caster to conceal a small inanimate object.
Smoke Screen Charm
Fumificus
Creates a dome of smoke around the caster.
Snake Conjuring Charm
Serpensortia
Conjures into existence a small snake.
Sound Charm
Sonifique and Sanus
Sonifique turns the wand into a microphone, amplifying anything spoken into it from invisible sources created by Sanus. Volume output can be controlled by other sound charms.
Sound Thought Music Charm
Musecion Mentrous Amplificos
When the caster thinks of a song, its title and its beat, can cause the song to be heard crystal clear, as though through speakers, in a 20 foot x 20 foot area. Requires exceptional concentration on the song.
Sparks Jinx
Relashio
Releases sparks out of the casters wand, can knock the target off balance and slightly burn them.
Spell (Wands Last) Reviewing Charm
Prior Incantato
Allows the caster to see the last spell a target wand performed.
Spell Deletion (Wand's Last)
Deletrius
Deletes the last spell a target wand performed.
Spiral Destroyer Spell
Gohuro Tensai Roguas
Once wand movement (very complicated) is complete, a black, red toned shadow will arc out of the wand and begin to spiral towards target. Upon contact, the blast will focus upon the target it hit, causing emence damage, and likely burns upon target.
Splint Conjuring Charm
Ferula
Summons a medical splint onto a directed injury.
Steam Charm
Vaporarium
Causes a flume of hot steam to spurt out of the casters wand.
Stinging Hex
Momordi
Stings the target where the caster aims.
Strength Charm
Corrorboro
Gives a temporary boost of immense strength to whatever point of the body the spell is channeled into. It lasts only long enough for a single maneuver. There are no special signs of change except for the feeling of great power within the powered up area.
Stunning Charm
Stupefy
Stuns the target.
Summoning Charm
Accio
Summons an item from almost any distance as long as the caster knows the exact location of that object.
Sunlight Charm
Lumos Maxima
A stronger variation of the Lumos charm.
Switching Spell ~ Non verbal
Iaculorvertere
Switches aspects of two items.
Teeth Enlarging Curse
Densaugeo
Enlarges the two front teeth of the victim.
Toung Sticking Jinx
Langlock
Sticks the target's tongue to the roof of their mouth.
Tracking Charm
Reperio Mihi
When cast on a target, the caster can repeat the incantation and create a glowing thread that leads them to the object or person they cast the spell on. Depending on the strength of the caster, the thread can go with what it's tied to as far as 10 kilometers. The spell can be canceled either by spells such as Finite or by the connected object moving out of the range of the spell, which again depends on the caster. Should the connected object move into an area under the Fidelius Charm or other protective enchantments, the spell will break. Objects can be bewitched where the charm cannot be placed on it.
Training Flag Charm (more commonly referred to as IFF charm)
Amicus Vel Inimicus
Charms spell target(s) to attack other objects bewitched with the same spell. Amicus Vel Inimicus will do nothing; it's either Amicus Vel Inimicus De Unum or Amicus Vel Inimicus De Duos to apply either an unum (1) flag or a duos (2) flag. If an enchanted object is flagged, it will attack the opposite flag type. If a non-enchanted object is flagged, it will act as a target for enchanted objects flagged with the opposite flag. Wizards can wear target flags to practice dodging attack spells without the risk of getting hit by a real attack spell. If a wizard wears a target flag, a simple wave of their wand will release an inert spell (green for an unum flag, red for a duos flag), and these spells will disable the opposite flag if they strike a flagged target. Quidditch players can practice dodging bludgers without using live bludgers that can cause serious injury. (Using IFF to tamper with bludgers in a game is penalized the same way using any other spell to tamper with bludgers would be.) Enchanted objects attack based on what they depict. In other words, a dummy wizard will fire harmless jets of light, while a suit of armor would attack with its weapon.
Transmogrifian Torture Curse
Distorquere
A Curse that changes or alters a person greatly and often with grotesque or humorous effect, whilst causing immense pain.
Tripping Jinx
Supplantare
Causes the victim to trip over.
Twitchy Ears Hex
Pervello
Causes the ears of the victim to wiggle and twitch uncontrollably.
Unblocking Charm
Waddiwasi
Removes a blockage from a hole and sends it flying in the caster's desired direction.
Unbreakable Charm
Infragilis
Makes an Item Unbreakable.
Unlocking Charm
Alohomora
Unlocks a lock locked by non-magical methods.
Water Charm
Aguamenti
Conjures a fountain or jet of clear water from the caster's wand.
Water Repelling Charm
Impervious
This spell repulses water from the target item.
Weak Blasting Jinx
Bombarda
This jinx is more precise then the "Reducto Jinx" because it is not as powerful.
Weak Flame Charm
Lacarnum Inflamarae
This charm creates a small fire which is easily controllable and not too obvious.
Weeping Spell
Ploro Libere
The effect of the spell is to open a channel for all negative energy contained by an individual, pressuring and bringing forth any doubt, fear, anxiety, trauma, or even hatred and dislike. It is "brought forth" in the form of weeping, and has been used for a variety of purposes. Its initial use was therapeutic, but it has since been used in hostile situations for de-escalation, in tight squeezes to temporarily disable an opponent, or to merely embarass the spell's victim.
Whistle Charm
Insibilio
The spell appears as a jet of red and blue sparks and threads in a tight spiral towards its target whilst emitting the high pitched whistle (like a fire work). If a person is struck by the spell, they will be unable to articulate their own spells and their wand will be unresponsive to the noise that they make (this does not effect non-verbal spells and if those who are hit, can perform wordless magic, then they can simple adopt that technique until the spell wears off). If the spell hits a part of the body other than the throat, then it will be ineffective. The spell remains in effect for a duration of roughly ten minutes or until a counter charm such as Finite is applied.
Wooden Limb Jinx
Fermata
Locks the targeted body part in place, as if it were being held by someone very strong. Suitable for halting an attacker, or breaking a limb.
This is the list of spells which you can use, although you must bear in mind that just because a spell is in your year grouping your character may not entirely be able to cast it. If you would like to use a Custom Spell, you will need to get it cleared in the Custom Spell Request thread in this forum before you may use it in a Role-Play.
1st Year Spells
Bluebell Flames Charm - Bluebelluss
Bubble Charm - Bubblelos
Red Signal Sparks - Periculum
Green Signal Sparks - Salusignum
Full Body Bind Curse - Petrificus Totalus
Item Levitation Charm - Wingardium Leviosa
Leg locker Curse - Locomotor Mortis
Light Charm - Lumos
Light Counter-Charm - Nox
Light Saber Charm - Soluamenasium *
Point Me Charm - Point Me
Pushing Jinx - Flippendo
Smoke Screen Charm - Fumificus
Sparks Jinx - Relashio
Steam Charm - Vaporarium
Twitchy Ears Hex - Pervello
Unlocking Charm - Alohomora
Weak Flame Charm - Lacarnum Inflamarae
2nd Year Spells
Confusion Charm - Confundus
Curse of the Bogies - Voterrilucler
Curse of the Leeks - Auriculaporrus
Curse of the Slugs - Pigro Eructo
Curse of the Toenails - Auctus Unguiculi
Cutting Charm - Diffindo
Dancing Hex - Tarantallegra
Disarming Charm - Expelliarmus
Ending Jinx - Finite
Ever-burning Fire Charm - Calorus
Extinguishing Charm - Exstinguo
Flame Charm - Incindio
Flower Charm - Orchideous
Ink Revealing Charm - Aparecium
Laughing Hex - Rictusempra
Light Saber Charm - Soluamenasium *
Mouse Conjuring Charm - Murisortia
Repairing Charm - Reparo
Snake Conjuring Charm - Serpensortia
Shield Charm - Protego
Weak Blasting Jinx - Bombarda
3rd Year Spells
Arrow Charm - Sagittare
Boggart Counter-Curse - Ridikulus
Cheering charm - Laetus
Hair Hex - Pilosus
Light Saber Charm - Soluamenasium *
Messenger Charm - Cursoris
Pushing Hex - Everte Statum
Spell (Wands Last) Reviewing Charm - Prior Incantato
Spell Deletion (Wands Last) - Deletrius
Splint Conjuring Charm - Ferula
Sunlight Charm - Lumos Maxima
Tripping Jinx - Supplantare
Unblocking Charm - Waddiwasi
Water Repelling Charm - Impervious
Monster Appearance Spell - Igneus Yeouforus
4th year Spells
Airway Clearing Charm - Anapneo
Banishing Charm - Relego
Basic Cleaning Charm - Tergeo
Reductor Curse - Reducto
Curse of the Boils - Furnunculus
Jelly Legs Jinx - labefactare
Jelly Legs Jinx Counter - stabilis
Light Saber Charm - Soluamenasium *
Locking/Sealing Charm - Colloportus
Loudening Charm - Sonorus
Mark of the Seven - Septem Macula
Moving Charm - Mobilarbus
Mud Jinx - Limus Laqueus
Mud Jinx (reverse) - Infitialis Limus Laqueus
Muffling Hex - Muffliato
Pressurize Pulse Spell - Pursonac Destroc
Pressurize Pulse Ending Spell - Pursonac Relvlass
Quieting Charm - Quietus
Removing Charm - Eradico
Repelling Jinx - repellere
Reviving Charm - Enervate
Shrinking Charm - Reducio
Silencing Charm - Silencio
Slowing Jinx - Impedimenta
Seize and Pull Charm - Carpe Retractum
Stunning Charm - Stupefy
Summoning Charm - Accio
Switching Spell - iaculorvertere
Teeth Enlarging Curse - Densaugeo
Toung Sticking Jinx - Langlock
Unbrakeable Charm - Infragilis
Wooden Limb - Fermata
5th Year Spells
Babbling Curse - Blatero
Blasting Curse - Confringo
Body Levitation Hex - Levicorpus non-verbal
Body Levitation Hex Counter - Liberacorpus non-verbal
Bone Healing Charm - Episkey
Bubble Head Charm - Bullavlava
Colour Changing Charm - Conclor
Explosion Curse - Expulso
Feather Weight Charm - Redactum
Fire Writing - Flagrate
Flame Freezing Charm - Conglacio
Gripping Charm - Deprehendo
Light Saber Charm - Soluamenasium *
Object Moving Charm - Locomotor
Patronus Charm - Expecto Patronum
Refilling Charm - Repleo
Small object concealment - Evanesco
Sound Charm - Sonifique and Sanus
Stinging Hex - Momordi
The Whistle Charm - Insibilio
Training Flag Charm - Amicus Vel Inimicus (see description below)
Training Flag Counter Charm - Amicus Vel Inimicus De Nada
Water Charm - Aguamenti
Weeping Charm - Ploro Libere
6th Year Spells
Apparition/Disapparition - No Incantation
Attacking Hex - Oppugno
Bewitched Sleep - Sopire
Bird Conjouring Charm - Avis
Complete Barrier Charm - Imperturbable
Concealment Charm - Occulto
Conjunctivitis Curse - Conjuncoveo
Cushioning Charm - Pulvinus
Cutting Charm ~ Basic - Secare
Hair Loss Curse - calvus
Hives Hex - cubile
Horn Tongue Curse - Cornilinguis
Ingredient Revelation charm - Revela
Item Protection Spell - Tastbar
Knee-Reversing Hex - Genuraeposterus
Light Saber Charm - Soluamenasium *
Mediwizard Sling Spell - Ferula
Revalation Jinx - Specialis Revelio
Strong Flame Charm - Cremoseptum
Heating Spell - Infernous Bordrous
Sound Thought Music Charm - Musecion Mentrous Amplificos
Frost Jet Charm - Flabra-Conglacio
Reversal Spell - Reverso
Grip Charm - Coerca
Point-Strike Charm - Cou d'pointe
Tracking Charm - Reperio Mihi
7th Year Spells
Apparition/Disapparition - No Incantation
Alarm Jinx - Erexi
Animal Tame/Control Spell - Animus Terolerus
Anti-Apperation Charm - Fugicessus
Bone Removal Charm - Brackium Immendo
Curse Alleviation Jinx - Adlevamentum
Cutting Charm ~ Advanced (Study only) - Sectumsempra
Land Inversion Mist Charm - Glebapraeposterum
Light Saber Charm - Soluamenasium *
Memory Modification Charm - Memoria Muto
Memory Restoral Charm - Corminunus
Memory Wiping Charm - Obliviate
Portkey Charm - Portus
Stretching Jinx - Protentum
Transmogrifian Torture Curse - Distorquere
Wound Healing Charm - Adligo
Pain Prolonging Curse - Propago Adflictatio
Counter Curse to Pain Prolonging Curse - Indolentia
Wingorumus Flimoras - Back-to-Wings Transfiguration Spell
Wingorumus Destrucous - Counter Spell to Wingorumus Flimoras
Gohuro Tensai Roguas - Spiral Destroyer Spell
Silenced Crushing Jinx - Socion Gravigorce
Strength Charm - Corrorboro
Beyond School:
The Shrouding Spell - Valens-Amiculum
Altered Perception Charm - Dissimulatoo
Light Saber Charm - Soluamenasium *
Portable Floo Comms - Flooitus-Fatum
Fidelius Charm - Incantation Unknown
The following is the above spells in alphabetical order giving a more detailed description
Airway Clearing Charm
Anapneo
Clears the airway of the target of the spell caster.
Altered Perception Charm
Dissimulatoo
When linking the spell between a pre-defined mentally set of details and a person or object, it alters the perception of others within range of the spells effects in to believing that the set details correspond to that person or object. Initially there is no effect until, the wand is withdrawn after the first incantation. At that point, a highly intense but very small blue flame (like a blow torch) harmlessly burns from the wand tip (This represents the individuals original information). The second incantation, increases the intensity of the flame and turns it purple (Now representing the fabricated information to be absorbed). Making contact with the body the second time seals the identity to the individual.
Animal-Control Spell
Animus Terolerus
Should it be cast successfully, a wizard will be able to tame and temporarily control any creature. Spell limitations depend on the skill of the caster. Animals tamed by this spell tend to develop personality traits somewhat akin to those of its tamer. There is no counter spell; however, the animal returns to normal after approximately two hours (sooner if the tamer in question instructs it to).
Apparition
No Incantation
Apparition is a means of magical transportation and is basically the same as teleportation. The witch or wizard in question concentrates on an area they desire to inhabit and disappear, reappearing at the location they focused their mind on. The witch or wizard must be determined to reach your destination and then move with deliberation. Apparition refers to a wizard appearing on the spot. Disapparition refers to a wizard disappearing on the spot.
Arrow Charm
Sagittare
Fires an arrow out of the end of the spell caster's wand.
Attacking Hex
Oppugno
Causes small animals to attack the target of the spell caster.
Babbling Curse
Blatero
Causes the victim to babble uncontrollably.
Back-to-Wings Transfiguration Spell
Wingorumus Flimoras
Transfigures the targets back into wings.
Banishing Charm
Relego
Sends an object away from the spell caster.
Basic Cleaning Charm
Tergeo
Cleans small messes.
Bewitched Sleep
Sopire
Puts the victim into a bewitched sleep which makes them appear to be dead.
Bird Conjouring Charm
Avis
Conjures a small flock of birds.
Blasting Curse
Confringo
Causes anything this spell comes into contact with to explode.
Bluebell Flames Charm
Bluebelluss
Creates a quantity of blue flame which can be directed to a specific place.
Body Levitation Hex
Levicorpus ~ non-verbal
Dangles the target person upside-down by the ankle in mid-air.
Body Levitation Hex Counter
Liberacorpus ~ non-verbal
Counter-jinx to Levicorpus.
Boggart Counter-Curse
Ridikulus
Defence against a Boggart, forces the creature to take on a silly appearance.
The laughter it produces in onlookers is what destroys the Boggart.
Bone Healing Charm
Episkey
Repairs broken bones.
Bone Removal Charm
Brackium Immendo
Effects Unconfirmed - A charm used to remove bones.
Bubble Charm
Bubblelos
Causes a flume of bubbles to come out of the casters wand.
Bubble Head Charm
Bullavlava
Creates an oxygen atmosphere around the caster head.
Cheering charm
Laetus
Causes the target to become cheerful in any situation.
Colour Changing Charm
Conclor
Changes the colour of the spell caster's target.
Complete Barrier Charm
Imperturbable
Creates a barrier which nothing can penetrate except for light.
Concealment Charm
Occulto
Allows the spell caster to conceal the target item.
Confusion Charm
Confundus
Confuses the spell caster's target.
Conjunctivitis Curse
Conjuncoveo
Causes to spell caster's target to contract Conjunctivitis - an infection of the eyes causing the blood vessels to swell up and cause pain.
Counter Curse to Propago Adflictatio
Indolentia
One would feel a sensation that akins to cool, refreshing water gradually travelling to every part of his or her body. As if cleansing it or washing the "phantom" pain away.
Counter Spell to Training Flag Charm (IFF)
Amicus Vel Inimicus De Nada
Applies a neutral flag (0) to overwrite a target (1) or (2) flag that is present.
Counter Spell to Valens-Amiculum
Erigo (can only be used from inside the shroud)
Counter Spell to Wingorumus Flimoras
Wingorumus Destrucous
Gets rid of the wings on the target's back.
Curse of the Bogies
Voterrilucler
Causes bat sized bogies to fly around the spell caster's target and hit them repeatedly.
Curse of the Boils
Furnunculus
Causes boils to appear on the spell caster's skin.
Curse of the Leeks
Auriculaporrus
Results in leeks growing out of the target's ears.
Curse of the Slugs
Pigro Eructo
Causes the spell caster's target to regurgitate slugs.
Curse of the Toenails
Auctus Unguiculi
This curse makes the spell caster's target's toe nails grow rapidly.
Cushioning Charm
Pulvinus
This spell will cause the targeted surface to become soft and bouncy.
Cutting Charm ~ Basic
Diffindo
Used to make precise cuts in thin materials.
Cutting Charm ~ Intermediate
Secare
Used to make precise cuts in thick materials.
Cutting Charm ~ Advanced (Study only)
Sectumsempra
This dark curse, considered a charm is the only cutting charm which will cut human flesh; this is not illegal although it is frowned upon and will result in expulsion from Hogwarts if used.
Dancing Hex
Tarantallegra
Forces the victim's legs to do a crazy dance.
Disapparition
No Incantation
See apparition above.
Disarming Charm
Expelliarmus
Causes opponent's wand or weapon to fly out of their hand.
Ending Jinx
Finite
Stops active spells which are basic.
Ever-burning Fire Charm
Calorus
This fire will burn forever and cannot be extinguished by any method other than the "Finite Jinx" and the "Exstinguo Charm".
Explosion Curse
Expulso
Causes an object to explode. More powerful form of Confringo.
Extinguishing Charm
Exstinguo
Used to extinguish magical fires.
Feather Weight Charm
Redactum
Reduces the weight of the target object making it easier to carry.
Fidelius Charm
Incantation Unknown
A complex spell that allows someone or something to be hidden from sight from anyone specific people for an indefinite amount of time. Such people are able to see the charmed someone or something by having its location disclosed to them by the Secret-Keeper of the charm. When the charm is cast, the secret that is being hidden is stored in the soul of the Secret-Keeper. They are the only person able to divulge the secret; even people who are told the secret by the Secret-Keeper aren't able to reveal the secret. The Secret-Keeper is able to divulge the secret through speak or writing. If the Secret-Keeper dies, everyone the Secret-Keeper divulged the hidden location to will become a Secret-Keeper to the secret. If the Secret Keeper never revealed the secret, the secret dies with them.
Fire Writing
Flagrate
This charm allows the caster to write in the air with their wand.
Flame Charm
Incindio
Creates a normal flame with no magical properties.
Flame Freezing Charm
Conglacio
This spell will stop non-magical flames from producing heat. Anyone being "burned" by a fire that is charmed with this spell will experience a tickling sensation.
Flower Charm
Orchideous
Conjures a small bouquet of flowers from the tip of the spell caster's wand.
Frost Jet Charm
Flabra Conglacio
Casts a concentrated ice cold blizzard jet, with a range of roughly five meters. If the jet comes into contact with a surface it creates an instantaneously smooth coating of ice over it. Predictably, the spell looks like a miniature snow storm, shooting at high speed, focused out of the tip of the wand, expanding as it flows further away. The spells primary use is to freeze water, other surfaces or objects. If cast at a person, short term exposure to a direct hit from this spell can be very painful.
Full Body Bind Curse
Petrificus Totalus
Causes the victim to become fully paralysed.
Green Signal Sparks
Salusignum
Sends green sparks into the sky. Often used for an "all clear" signal.
Grip Charm
Coerca
Grabs the target of the spell by the clothing and yanks them around. Suitable for executing throws while one hand holds a wand.
Gripping Charm
Deprehendo
This spell allows objects to be gripped more easily.
Hair Hex
Pilosus
This causes the target to rapidly grow hair all over their body.
Hair Loss Curse
Calvus
Causes all of the victims hair to fall off.
Heating Spell
Infernous Bordrous
The Caster's body will begin to heat up. Works well for cold weather.
Hives Hex
Cubile
Causes the victim to contract hives.
Horn Tongue Curse
Cornilinguis
Conjures a horn on the target's tongue.
Ingredient Revelation charm
Revela
Reveals the ingredients within a potion.
Ink Revealing Charm
Aparecium
Reveals invisible ink
Item Levitation Charm
Wingardium Leviosa
This will cause the target object to levitate a few feet from the floor.
Item Protection Charm
Tastbar
When cast correctly on an object, a spell meant to destroy the object is weakened, thus protecting the item to some degree. There are few things that this spell will not protect against (the Unforgivable Curses being one of them. The object can also be destroyed by means that makes it unable to be repaired by magic.) The charm wears off of the object after twenty-four hours.
The spell takes a skilled wizard in order to be cast correctly, and the odds of it being cast correctly are quite low. The spell weakens the user's magic more after each successful attempt. This charm is not taught to students until N.E.W.T. (or N.E.W.T. equivalent) level.
Jelly Legs Jinx
Labefactare
Causes the target's legs to become uncontrollable making it difficult for them to stand.
Jelly Legs Jinx Counter
Stabilis
Counter to the Jelly Legs Jinx.
Knee-Reversing Hex
Genuraeposterus
Causes the target's knee to become backwards.
Land Inversion Mist Charm
Glebapraeposterum
Creates a small cloud of golden mist and turns the world upside-down for all who walk through it.
Laughing Hex
Rictusempra
Cases the victim to laugh uncontrollably.
Leg locker Curse
Locomotor Mortis
Sticks the victim's legs together making it difficult to move around.
Light Charm
Lumos
Illuminates the end of the spell caster's wand.
Light Counter-Charm
Nox
Counter of the "Lumos Charm".
Light Saber Charm *
Soluamenasium
NOTE: This spell is not yet known to the world, and has therefore not been approved by the Ministry of Magic. At this time, role-play use of this spell is discouraged.
Effect: When cast, the spell ignites a solid concentrated sword-like beam of bright luminescent light out of the wand tip and sustains said 'beam' for as long as the caster concentrates on it. The color of the light is one of a kind, completely unique to the caster and cannot be altered. The beam is roughly a meter in length and emits a continuous humming noise that changes pitch depending on the wands movement while ignited. The spell also makes the casters wand feel a little heavier, balancing out the jarring feeling of holding a long bladed and seemingly weightless weapon, making it easier to wield. Depending on the casters level of maturity, age and focus, the beam can either be as inert as a broomstick handle, or more destructive than a Muggle high intensity blow torch.
Information: When two separate blades collide, the beams both register as solid and deflect each other and the magical energy between them causes harsh electrical clashing noises of conflict. Depending on the casters maturity, age and focus level, the blades effects on objects and the immediate environment around it can vary drastically; passing through or bouncing off of surfaces very in-effectively or else, tearing through them being extremely destructive to all surfaces it comes in to contact with. A Solumenasium blade will ALWAYS deflect another Solumenasium blade, regardless of the two opposing maturity, age or focus levels (a weak first-year blade could still theoretically defend against a seasoned adult blade). The more experienced caster will eventually be capable of using the blade to absorb or deflect certain attacking spells. With allot of practice, attacking spells can be deflected at any given angle, based on the casters own level of dexterity and hand-eye coordination skills. With more practice, the caster will eventually be capable of casting secondary spells from their wand, while continuing to sustain the blade. The more experienced can reduce the effectiveness of the beam by will alone (they can only increase the effectiveness of the beam up to their own level). Other than the counter charm, the spell will also stop working if the caster drops their wand from being disarmed. The spell can be sustainable if quickly throwing the wand from hand to hand or during other brief non-contact situations, but not for much longer than five seconds.
Counter: Deretoll (DE-RE-TOLL)
Special: The 'hum' of the blade identifies the mood of the caster. If they are angry, scared or sad, the hum will sound very deep with allot of bass. If they are calm, the hum will sound very free of bass… Almost light. The hum doesn't have any other significance on the spells effectiveness.
The level of the spells actual power however, would depend on the maturity of the person using it. A well practiced caster should be able to achieve these sorts of results at the corresponding years:
1st Year - Harmless. Only effectively deflects other Solumenasium blades, but nothing else. Blade is not much more than an intensely bright light rod, moving un-phased through some thin surfaces. Sometimes practising beginners achieve a certain level of focus that makes the beam momentarilly become solid to random surfaces, and tends to make the blade bounce off of them, but leaves no damage at all (Could just as easily use a plain old broomstick handle). The blade is not hot to the touch and only appears to be so.
2nd Year - Harmless. Deflects other Solumenasium blades and a few attacking spells. The blade is completely solid but not at all dangerous to either the caster or the combatant. It bounces off of most surfaces, leaving only the damage that the force of the impact caused. The beam can finally burn its way through thin cloth and other very thin surfaces like clothing with some force. The beam has a pleasantly warm feeling to the touch, but does not have the heat intensity to cause any real harm.
3rd Year - Can cause marginal injury. Deflects other Solumenasium blades and a few attacking spells. The blade is completely solid and is slightly hazardous, even to the caster. The blade can slice through weak, thin surfaces with relative ease. If exposed to an extended period of contact, the heat of the beam can begin to leave burns over the surface of the skin, but is not enough to break the upper dermal layer.
4th Year - Can cause marginal injury. Deflects other Solumenasium blades and some attacking spells. The blade is completely solid and is slightly hazardous, even to the caster. The blade can slice through tough, thin surfaces with relative ease. With sustained contact, the heightened intensity of the beams heat can leave very nasty burns over the surface of the skin, but is not enough to break the upper dermal layer.
5th Year - Can cause serious injury. Deflects other Solumenasium blades and some attacking spells. The blade is completely solid and is hazardous, even to the caster. With allot of effort, the blade can slice through tough surfaces with average thickness, almost like a chainsaw. The intense heat can sear in to and cause nasty burns to the flesh, though the heat of the beam prevents bleeding.
6th Year - Can cause serious injury. Deflects other Solumenasium blades and many attacking spells. The blade is completely solid and is hazardous, even to the caster. With some effort, the blade can slice through strong but thin surfaces, almost like a chainsaw. The intense heat can sear in to and cause nasty burns to the flesh, though the heat of the beam prevents bleeding.
7th Year - Can be leathal. Deflects other Solumenasium blades and many attacking spells. The blade is completely solid and is very dangerous, even to the caster. With some effort, the blade can slice through strong and thick surfaces, like a hot knife through butter. Can even cut through flesh, though the heat of the beam prevents bleeding. With a powerful swing, it could cut cleanly through bone, but lacks the intensity to sever the spinal column making a single stroke, near deadly.
Adult - Is completely leathal. Deflects other Solumenasium blades and most heavy-duty attacking spells, including unforgivables curses (except Avada Kedavra). The blade is completely solid and is very dangerous, even to the caster. Can slice through strong and thick surfaces, like a hot knife through butter even cutting effortlessly through flesh and bone, possible of decapitation making it deadly. Gets stronger with maturity and good focus.
Locking/Sealing Charm
Colloportus
Used to magically lock an item which can be opened.
Loudening Charm
Sonorus
Amplifies the voice of the spell caster.
Mark of the Seven
Septem Macula
Fires a large, firery numeral seven in the sky which lasts for seven hours.
Mediwizard Sling Spell
Ferula
Summons a medical sling onto a directed injury.
Memory Modification Charm
Memoria Muto
Caster can modify the target's memory, such as implanting false memories. The charm's strength is determined by the magical ability of the caster, and as such, some modified memories are harder to reverse than others. Target's memory can be restored to normal with Corminunus.
Memory Restoral Charm
Corminunus
Powerful memory restoring charm that is used to reverse the effects of Memoria Muto and Obliviate on the target.
Memory Wiping Charm
Obliviate
Unlike Memoria Muto, which implants false memories into the target, Obliviate erases a target's memory. Target's memory can be restored to normal with Corminunus.
Messenger Charm
Cursoris
Sends a magical messenger to someone in the form of a silvery dart, rather like a small, ghostly bird.
Monster Appearance Spell
Igneus Yeouforus
Forms casters eyes into a very intimidating demon look. (Black Slits for Cornea , Fire Red Pupils, Black Outline). And forms a small barrier over the casters throat, making his/her voice deep and growling. This spell's only effect is for intimidation, and doesn't add any special powers.
Mouse Conjuring Charm
Murisortia[/i]
Conjures into existence a small mouse.
Moving Charm
Mobilarbus
Allows the caster to make the target levitate above the ground and move in front of them.
Mud Jinx
Limus Laqueus
Transfigures a small area of the ground into mud that nearly always makes a person slip or sink on contact.
Mud Jinx (reverse)
Infitialis Limus Laqueus
Reverses Limus Laqueus. Can make the ground immune to Limus Laqueus if cast beforehand.
Muffling Hex
Muffliato
Fills the ears of target persons near the caster with an unidentifiable buzzing, so that the caster can hold lengthy conversations without being overheard.
Object Moving Charm
Locomotor
Allows the caster to make a small object move to where they are pointing their wand.
Pain Prolonging Curse
Propago Adflictatio
No immediate effect. However, whenever the spell caster wishes to inflict pain, then the spell will take place.
Patronus Charm
Expecto Patronum
Produces a Patronus use to fight a Dementor.
Point Me Charm
Point Me
Points the users wand towards the North Pole like a compass.
Point-Strike Charm
Cou d'pointe
The user strikes a powerful blow on a very small area, ranging from a firm jab with the tip of a wand to a full-force palm strike. Suitable for pressure point strikes.
Portable Floo Comms
Flooitus-Fatum
When the incantation is spoken, while simultaniously sprinkling Floo powder over the wand tip, it temporarily turns the wand into a portable Floo communication device, but it can only be used if the other wands intended to be reached, are primed with the same charm (It makes them act like a cell phone). Simply sprinkle Floo powder over the tip to activate the spell, and raise it up to dip you face into it to see others and talk. Much like normal Floo powder, it makes a big non-burn-to-the-touch purple fire erupt from the wand tip, which a person must dip their face into in order to see others and speak to them.
Counter & Incantation: It's effects last up to ten minutes but can be ended using either Finite (FIN-E-TAY), or attempting to cast any other spell.
Pressurize Pulse Ending Spell
Pursonac Relvlass
Returns the wand to normal after Pursonac Destroc
Pressurize Pulse Spell
Pursonac Destroc
Each time the wand is pointed at the target, a strong bolt of pressurized air will hit the target. While underage wizards and witches can begin to learn this spell before O.W.L. level, it starts off rather weak and doesn't increase much in power until the pupils' magical ability increases.
Pushing Hex
Everte Statum
When cast on a person, it launches them up and backwards whilst making them twist in mid-air. People who are agile may be able to land on their feet when hit with this, but most people end up falling flat on the floor. Like a lot of spells, this hex carries some risk of physical injuries to the target (e.g. sprained or broken bones).
Pushing Jinx
Flippendo
Used to push objects or people without which may be out of reach. Can be used as an attack spell; though not as powerful as the Pushing Hex, hitting an opponent with this jinx will easily lift him or her off their feet and knock them back a few feet.
Quieting Charm
Quietus
Counter to the "Sonorus Charm" when it is active.
Red Signal Sparks
Periculum
Sends red sparks into the sky. Often used as a warning signal.
Reductor Curse
Reducto
Blasts solid objects into pieces.
Refilling Charm
Repleo
Causes a container to refill with whatever liquid it was originally holding.
Removing Charm
Eradico
Removes dirt, writing, objects etc. from most surfaces.
Repairing Charm
Reparo
Repairs broken objects.
Repelling Jinx
Repellere
Spells which keep something away from the caster or from an object that the spell is cast upon.
Reversal Spell
Reverso
Redirects the physical force of an impact. Suitable for directing the force of a punch in the aggressor's face.
Reviving Charm
Enervate
Revives a person who has been stunned or is unconscious.
Seize and Pull Charm
Carpe Retractum
Pulls objects towards the caster, or vice versa.
Shield Charm
Protego
Shields the caster from melee attack and weak spells.
Shrinking Charm
Reducio
Causes an object to shrink.
Shrouding Spell
Valens-Amiculum
It creates an impenetrable shrouded wall of black smoke that encases both the caster and any other individuals nearby that the caster mentally picks out. The smoke cannot be seen of heard through from the outside, but from inside, it appears to be transparent and persons within its boundary can observe and listen in on what is happening outside of it.
As the wand moves, the smoke pours silently from the wand tip, hits the ground, then spreads out to encompass the chosen targets, before climbing upward to form a bubble-like wall of smoke around them. Despite its gaseous appearance, it is quite solid and cannot be breached by physical objects or persons from outside.
Silenced Crushing Jinx
Socion Gravigorce
Target will be encompassed in an invisible area. The barrier doesn't restrict access or exit from its two foot radius around target. Instead, anyone caught in or who enters its area will feel as though the gravity around them has been increase x5. Sound is completely nullified in the area, not letting sound in or out.
Silencing Charm
Silencio
Causes the target to become silent.
Slowing Jinx
Impedimenta
Slows the target down severely.
Small object concealment
Evanesco
Allows the spell caster to conceal a small inanimate object.
Smoke Screen Charm
Fumificus
Creates a dome of smoke around the caster.
Snake Conjuring Charm
Serpensortia
Conjures into existence a small snake.
Sound Charm
Sonifique and Sanus
Sonifique turns the wand into a microphone, amplifying anything spoken into it from invisible sources created by Sanus. Volume output can be controlled by other sound charms.
Sound Thought Music Charm
Musecion Mentrous Amplificos
When the caster thinks of a song, its title and its beat, can cause the song to be heard crystal clear, as though through speakers, in a 20 foot x 20 foot area. Requires exceptional concentration on the song.
Sparks Jinx
Relashio
Releases sparks out of the casters wand, can knock the target off balance and slightly burn them.
Spell (Wands Last) Reviewing Charm
Prior Incantato
Allows the caster to see the last spell a target wand performed.
Spell Deletion (Wand's Last)
Deletrius
Deletes the last spell a target wand performed.
Spiral Destroyer Spell
Gohuro Tensai Roguas
Once wand movement (very complicated) is complete, a black, red toned shadow will arc out of the wand and begin to spiral towards target. Upon contact, the blast will focus upon the target it hit, causing emence damage, and likely burns upon target.
Splint Conjuring Charm
Ferula
Summons a medical splint onto a directed injury.
Steam Charm
Vaporarium
Causes a flume of hot steam to spurt out of the casters wand.
Stinging Hex
Momordi
Stings the target where the caster aims.
Strength Charm
Corrorboro
Gives a temporary boost of immense strength to whatever point of the body the spell is channeled into. It lasts only long enough for a single maneuver. There are no special signs of change except for the feeling of great power within the powered up area.
Stunning Charm
Stupefy
Stuns the target.
Summoning Charm
Accio
Summons an item from almost any distance as long as the caster knows the exact location of that object.
Sunlight Charm
Lumos Maxima
A stronger variation of the Lumos charm.
Switching Spell ~ Non verbal
Iaculorvertere
Switches aspects of two items.
Teeth Enlarging Curse
Densaugeo
Enlarges the two front teeth of the victim.
Toung Sticking Jinx
Langlock
Sticks the target's tongue to the roof of their mouth.
Tracking Charm
Reperio Mihi
When cast on a target, the caster can repeat the incantation and create a glowing thread that leads them to the object or person they cast the spell on. Depending on the strength of the caster, the thread can go with what it's tied to as far as 10 kilometers. The spell can be canceled either by spells such as Finite or by the connected object moving out of the range of the spell, which again depends on the caster. Should the connected object move into an area under the Fidelius Charm or other protective enchantments, the spell will break. Objects can be bewitched where the charm cannot be placed on it.
Training Flag Charm (more commonly referred to as IFF charm)
Amicus Vel Inimicus
Charms spell target(s) to attack other objects bewitched with the same spell. Amicus Vel Inimicus will do nothing; it's either Amicus Vel Inimicus De Unum or Amicus Vel Inimicus De Duos to apply either an unum (1) flag or a duos (2) flag. If an enchanted object is flagged, it will attack the opposite flag type. If a non-enchanted object is flagged, it will act as a target for enchanted objects flagged with the opposite flag. Wizards can wear target flags to practice dodging attack spells without the risk of getting hit by a real attack spell. If a wizard wears a target flag, a simple wave of their wand will release an inert spell (green for an unum flag, red for a duos flag), and these spells will disable the opposite flag if they strike a flagged target. Quidditch players can practice dodging bludgers without using live bludgers that can cause serious injury. (Using IFF to tamper with bludgers in a game is penalized the same way using any other spell to tamper with bludgers would be.) Enchanted objects attack based on what they depict. In other words, a dummy wizard will fire harmless jets of light, while a suit of armor would attack with its weapon.
Transmogrifian Torture Curse
Distorquere
A Curse that changes or alters a person greatly and often with grotesque or humorous effect, whilst causing immense pain.
Tripping Jinx
Supplantare
Causes the victim to trip over.
Twitchy Ears Hex
Pervello
Causes the ears of the victim to wiggle and twitch uncontrollably.
Unblocking Charm
Waddiwasi
Removes a blockage from a hole and sends it flying in the caster's desired direction.
Unbreakable Charm
Infragilis
Makes an Item Unbreakable.
Unlocking Charm
Alohomora
Unlocks a lock locked by non-magical methods.
Water Charm
Aguamenti
Conjures a fountain or jet of clear water from the caster's wand.
Water Repelling Charm
Impervious
This spell repulses water from the target item.
Weak Blasting Jinx
Bombarda
This jinx is more precise then the "Reducto Jinx" because it is not as powerful.
Weak Flame Charm
Lacarnum Inflamarae
This charm creates a small fire which is easily controllable and not too obvious.
Weeping Spell
Ploro Libere
The effect of the spell is to open a channel for all negative energy contained by an individual, pressuring and bringing forth any doubt, fear, anxiety, trauma, or even hatred and dislike. It is "brought forth" in the form of weeping, and has been used for a variety of purposes. Its initial use was therapeutic, but it has since been used in hostile situations for de-escalation, in tight squeezes to temporarily disable an opponent, or to merely embarass the spell's victim.
Whistle Charm
Insibilio
The spell appears as a jet of red and blue sparks and threads in a tight spiral towards its target whilst emitting the high pitched whistle (like a fire work). If a person is struck by the spell, they will be unable to articulate their own spells and their wand will be unresponsive to the noise that they make (this does not effect non-verbal spells and if those who are hit, can perform wordless magic, then they can simple adopt that technique until the spell wears off). If the spell hits a part of the body other than the throat, then it will be ineffective. The spell remains in effect for a duration of roughly ten minutes or until a counter charm such as Finite is applied.
Wooden Limb Jinx
Fermata
Locks the targeted body part in place, as if it were being held by someone very strong. Suitable for halting an attacker, or breaking a limb.