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PostPosted: Wed Oct 05, 2016 4:35 pm
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A handy book of spells that covers moderate to difficult spells for Charms and Defense Against the Dark Arts Classes'. Several copies can always be found in Hogwarts Library.
 
PostPosted: Wed Oct 05, 2016 4:36 pm
Table of Content






              Chapters ______________

              ❶ Powering Up
              ❷ Finite / Incantatem
              ❸ Cheering Charm
              ❹ Carpe Retractum
              ❺ Colour Change Charm
              ❻ Glacius
              ❼ Riddikulus
              ❽ Accio
              ❾ Depulso
              ❿ Engorgio
              ⓫ Reducio
              ⓬ Hex-Deflection
              ⓭ Tongue-Tying Spell
              ⓮ Stupefy
              ⓯ Petrificus Totalus
              ⓰ Conclusion

 

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PostPosted: Wed Oct 05, 2016 4:37 pm
Chapter One




Powering Up





          A charm is defined as a spell that adds or changes certain properties to an object or creature. Charms focus on altering what the target does, unlike transfiguration spells which focus on altering what the target is. In this textbook, you will explore the endless number of charms that exist. All spells will be described with the finest detail, but how you use them is up to you, the reader. The more you practice these spells, the better your skills become, and soon enough some spells would become a second nature. Here are some tips as to how to cast these charms:

          Concentration
          If your brain wanders elsewhere, the charm will fail. If you don't focus on a task at hand, the result would be poor. The same deal applies to casting charms. Attention is key.

          Wand Movements
          Some charms require a little flick of the wand, while others require a complicated swirl. Just like how different dance moves have different names, a specific spell has its own little "dance". If the wand movement is slightly off, so will the outcome of the charm.

          Pronunciation
          Each charm has its own pronunciation, specific stress to specific syllables. If a caster stresses the wrong syllable, the spell would fail.

          Visualization
          Although no important to casting the charm, visualizing what should happen is a good habit to have while practicing the spells. It becomes a monorail for your speech and actions, an imaginary template to work off of. Imagine yourself cast it, its process, then its result, and surely, you will get it.


 
PostPosted: Wed Oct 05, 2016 4:39 pm
Chapter Two



General Counter Spell




__F I N I T E. I N C A N T A T E M



The General Counter Spell is perhaps the most useful spell a witch or wizard will ever need to learn.


Effects/Limits
The General Counter-Spell is, as its name indicates, a counter-spell for general use. It may be used in duels or on an entire home, as a precaution before a wizard answers the door. The General Counter-Spell terminates all spell effects ranging from simple spells like the Jelly-Legs Jinx to more complicated spells such as Atmospheric Charms. It's unknown if there is a difference between Finite and Finite Incantatem, in terms of power or usage, it's possible that Finite is simply a more straight forward way of casting the General Counter-Spell.

History
It's currently unknown by who or when the counter-spell was invented.

Etymology
From Latin finire, meaning "end", and incantationem, meaning "enchantment".

Pronunciation
Finite
fi-NEE-tay

Finite Incantatem
fi-NEE-tay in-can-TAH-tem

Wand Movements
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PostPosted: Wed Oct 05, 2016 4:40 pm
Chapter Three



Cheering Charm




__E X H I L A R O .



Exhilaro is best known as the Cheering Charm.


Effects/Limits
The Cheering Charm is a spell which makes a person happy. When the spell is overdone, it can cause the victim to be overcome with fits of hysterical laughter.

History
Felix Summerbee (1447-150 cool was the spell developer who invented the Cheering Charm.

Etymology
Of the Latin Exhilaro which means "exhilarate" or "to make cheerful."

Pronunciation
ex-ILL-ar-oh

Wand Movements
Point wand at target.

 
PostPosted: Wed Oct 05, 2016 4:41 pm
Chapter Four



Seize and Pull Charm




__C A R P E . R E T R A C T U M



Best known as the Seize and Pull Charm.


Effects/Limits
This is a charm that creates a retractable, magical rope made of light. This rope can be used to pull objects within a certain distance towards the caster, or to pull the caster toward whatever they affix the spell to. It is generally used on inanimate targets, although it can be used on plants or animals. Although the spell is easy enough to cast, it takes a fair amount of force to pull the target upon which the charm has been affixed. It is easier for stronger, more muscular individuals to pull things than it is for those with less strength. Therefore, it is recommended that the caster lean backwards when pulling heavier targets, thus allowing their body weight to carry a portion of the target's weight. The light from this spell is generally gold or orange, but can also be purple.

History
It is unknown who the creator of the Seize and Pull Charm is, however, it was said to have passed down a generation of particularly petite shopkeepers to assist in stocking and retrieving goods on shelves until it eventually became a household spell.

Etymology
From Latin carpe, meaning "seize", and retractum, meaning "remote".

Pronunciation
KAHR-pay ruh-TRACK-tum

Wand Movements
Whiplike wave at target.

 

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PostPosted: Wed Oct 05, 2016 4:42 pm
Chapter Five



Colour Change Charm




__C O L O V A R I A .



Most notably called the Colour-Change Charm, whose incantation should not be confused with the Growth Charm.


Effects/Limits
The Colour Change Charm is a charm that causes an object or animal to change its colour; a witch or wizard can use it to change the colour of walls and banners, for instance. The light from this spell is red.

History
The spell, although of unknown sources, was most likely made by a court jester in an attempt to please an English king.

Etymology
The incantation for this charm comes from the English words colour (the visual perceptual property corresponding in humans to the categories called red, blue, yellow, green and others) and vary (to make or cause changes in the characteristics or attributes of; modify or alter).

Pronunciation
co-loh-VA-ree-ah

Wand Movements
Point wand at target.

 
PostPosted: Wed Oct 05, 2016 4:44 pm
Chapter Six



Freezing Charm




__G L A C I U S.



Also known as the Freezing Charm. Not to be confused with Immobulus which renders living targets immobile and disables electronic devices.


Effects/Limits
Glacius is a freezing charm which causes air in front of the tip of the wand to reach cold temperatures in the extreme, which in turn can extinguish fires, create ice blocks from water, and cool off salamanders. The spell is capable of freezing several inches of water solid within seconds. The light cast from this spell is blue. This charm has the unfortunate side-effect of making the breath of anyone nearby turn into thick white mist due to the extreme frigidity caused by the spell's casting.

History
The spell, oddly enough, was created by a couple students who wanted to go ice fishing during the summer.

Etymology
From obsolete French glacieux, from Latin glaciēs (“ice”). It could also be from Latin glaciās, meaning "you freeze".

Pronunciation
GLAY-see-us

Wand Movements
A simple point at the target.

 

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PostPosted: Wed Oct 05, 2016 4:49 pm
Chapter Seven



Boggart Banishing Spell




__R I D D I K U L U S.



It should be noted that the Boggart Banishing Spell is useless without the witch or wizards laughter to accompany it.


Effects/Limits
A charm that is used in defense against a Boggart. It causes the creature to assume a form that is humorous to the caster, along with a whip-crack noise, thereby counteracting the Boggart's ability to terrorize. Boggarts are defeated by laughter, so forcing them to assume an amusing form is the first step to defeating them. However, because Boggarts are amortal, this spell does not truly dispel them, similar to the Patronus Charm. The spell caster must first acknowledge what they fear the most (as it will most likely be what the Boggart will take the form of) and then visualize it into something amusing. The problem is, because the Boggart would have assumed said form at the moment of direct encounter, the one attempting to use this charm would have lost concentration after seeing the Boggart manifest their worst fears, making this spell useless. As such, it is always advisable to first take one step at a time when practicing this enchantment.

History
This spell was created by a Magizoologist who often explored ancient ruins, caves, or magical grave sites which Boggarts often populate, including dark, confined spaces, such as in wardrobes, the gap beneath beds, and the cupboards under sinks and desks. On at least one occasion, a Boggart was found hiding in a grandfather clock. They also like shadowy corners.

Etymology
"Riddikulus" is an adaptation of "ridiculous" as well as of ridiculum (Latin, "joke") and ridere (Latin, "to laugh").

Pronunciation
ri-di-KULL-lis

Wand Movements
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PostPosted: Wed Oct 05, 2016 4:54 pm
Chapter Eight



Summoning Charm




__A C C I O.



Accio, or better known as the Summoning Charm.


Effects/Limits
The Summoning Charm is a charm that caused an object at a distance from the caster to fly into their arms. This spell needs thought behind it, the object must be clear in the casters mind, before trying to summon.

History
This spell is one of the oldest spells known to wizarding society. In the traditional wizarding tale "The Wizard and the Hopping Pot" from The Tales of Beedle the Bard, the son of the titular pot's original owner Summoned a lost donkey belonging to one of his fellow villagers. Though the spell is most famous for its history regarding the Accionites, a a group of anti-Muggle extremists whose only form of Muggle-hating was to never lift, carry, or move anything without the use of magic. For that reason, they became famous for their numerous uses of the Summoning Charm.

Etymology
The Latin word accio can mean "I call", "I summon", or "action".

Pronunciation
AK-key-oh

Wand Movements
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PostPosted: Wed Oct 05, 2016 4:55 pm
Chapter Nine



Banishing Charm




__D E P U L S O.



The Banishing Charm, while it should not be considered the counter to the Summoning Charm, it is, however, the opposite.

Effects/Limits
The Banishing Charm is the counter-charm to the Summoning Charm. As Accio summons objects to the caster, Depulso sends both objects and living things away from the caster. Unlike the Summoning Charm, which can summon specific objects from anywhere, the Banishing Charm banishes whatever the wand is aimed at. The light from this spell can be either red or white.

History
Believed to have been created during the same period as the Summoning Charm, it's origins have been lost to history.

Etymology
From the Latin “depulsio”, meaning “driving/pushing away”.

Pronunciation
de-PUHL-so

Wand Movements
Sweep of the wand.

 
PostPosted: Wed Oct 05, 2016 4:56 pm
Chapter Ten



Engorgement Charm




__E N G O R G I O.



Engorgio, the Engorgement Charm, is the opposite to the Shrinking Charm, Reducio.


Effects/Limits
The Engorgement Charm is a charm that causes the target to swell immensely. If the caster attempts to engorge the target beyond a certain point it will violently explode. Although this spell is safe to use on animals, it is not recommended until the counter-charm has been perfected. It appears as a circle of icy blue light emanating from the tip of the wand, much like a torch. Anything within this circle will grow exponentially, bouncing and shivering.

History
No one is certain who invented the Engorgement or Shrinking charms but they were made famous by two siblings, Jonas and Elizabeth Crossing. Elizabeth was said to be dutiful and neat while her brother Jonas was spirited and willful; then one day after a particularly nasty howler from his sister, the brother then decided to subtly adjust the size of everything in her home. The poor woman went man before the brother decided to come clean and was then tried and sentenced by the Wizengamot for several years in Azkaban.

Etymology
The word "engorge" means "to fill to excess".

Pronunciation
en-GOR-gee-oh

Wand Movements
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PostPosted: Wed Oct 05, 2016 4:57 pm
Chapter Eleven



Shrinking Charm




__R E D U C I O.



Reducio, the Shrinking Charm, can also be used in potionmaking.


Effects/Limits
The Shrinking Charm is a charm that enables a witch or wizard to decrease the apparent physical size of the target, both internally and externally. It also can act as the counter-spell for the Engorgement Charm, causing the Engorged object to return to its original size. There are several variations of this charm, such as the tooth-shrinking charm. The light cast from this charm is purple.

History
No one is certain who invented the Engorgement or Shrinking charms but they were made famous by two siblings, Jonas and Elizabeth Crossing. Elizabeth was said to be dutiful and neat while her brother Jonas was spirited and willful; then one day after a particularly nasty howler from his sister, the brother then decided to subtly adjust the size of everything in her home. The poor woman went man before the brother decided to come clean and was then tried and sentenced by the Wizengamot for several years in Azkaban.

Etymology
The incantation is a Latin word meaning "to reduce" or "is reducable", fitting for this spell's effects.

Pronunciation
ruh-DOO-see-oh

Wand Movements
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PostPosted: Fri Nov 11, 2016 6:16 pm
Chapter Twelve



Hex Deflection




__S A L V I O . H E X I A



Salvio Hexia is a hex deflection spell.


Effects/Limits
Salvio hexia is a defensive spell which deflects hexes from the enchanted area.

History
Though the spell has been used widely throughout the centuries, it's origin is still a mystery. Thanks to generous donations, however, we do know that the spell dates back to at least the 17th century. The earliest documentation known comes from an archive of 17th and 18th century dueling records wherein information of each duel, it's combatants, and the winning series of spells used by each victor were stored.

Etymology
Salvio Hexia translates, quite literally, to "farewell hexes."

Pronunciation
SAL-vee-oh HEK-see-uh

Wand Movements
Point wand at oncoming spell

 

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PostPosted: Fri Nov 11, 2016 6:19 pm
Chapter Thirteen



Tongue-Tying Spell




__M I M B L E W I M B L E



A practical offensive spell in duels, Mimblewimble is the Tongue-Tying Spell, though is also known as the Tongue-Tying Curse, however, that is an inaccurate description of the spell as it is, at most, a jinx. The name, however, had caught on regardless.


Effects/Limits
This spell binds the target's tongue to keep him or her from talking about a specific subject. This feature also allows one to prevent the victim from incanting, and—like the Silencing Charm—it is useful when dueling (though it can be overcome with nonverbal magic.) The spell manifests itself by causing the tongue to temporarily curl backwards upon itself. The light from this spell is blue.

History
During Medieval Ages, it is known that mimes, minstrels, bards, storytellers, and jugglers traveled in search of new audiences and financial support. As the story goes, this spell was invented by a nobleman who took a strong liking to mimes yet absolutely despised minstrels, bards, and especially storytellers. In his ire, he created the spell so all performers would be mimes to properly amuse him. Whether or not this story is true is unknown, but the legend has persevered through the ages and deserved recognition in this book.

Etymology
Derived from Latin "mimi" meaning "mime" and Latin suffix "-able" which roughly means “capable or worthy of”. Unlike other spells, this incantation's translation is a play on words. Mime's being notorious as 'tongue tied' in their silent theatrics. "Wimble" has no Latin root but is instead a stylized version of "mimble".

Pronunciation
MIM-bull-WIM-bull

Wand Movements
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