The Nonstandard Book of Spells
The Nonstandard Book of Spells
Summary
Forever incomplete, this is a catalog of spells, both canonical and fanonical: spells of my
own invention, spells from other fan works, and (for the sake of thoroughness) spells from
the book series.
All spells are properly sourced, and (hopefully) organized well enough that it will be easy
for other authors to pilfer as desired.
Notes
Content will be a little scattershot at first, while I try to work out the skeleton in a
satisfactory manner, and then I'll begin to transfer over the rest of my notes and expand
things.
In the incantation section, [X] denotes the target of the spell, e.g. Accio [X] = Accio
Firebolt.
"Canon" covers everything from the books to the games. My intention, at least for now, is
to include every spell that exists in the books as well as every other spell that could
plausibly exist in the "book canon." That means this might conflict with other people's
conceptions of canon, but my goal isn't to be an encyclopedia of canonicity. If you want
that, then take the "Canon" label to mean "You could search for this on the HP Wiki and
find something."
"A" is for Apparition
Aberto
Accio
Adhesive Transfiguration
Transfigures the target objects such that they are bound together.
Source(s): Canon, though there's some debate over whether it's a transfiguration or a conjuration.
Prevents individuals below a specific age from crossing a specific point or entering a specific area.
Might be able to prevent individuals above a specific age from doing the same.
Might be a jinx, if it also inflicts an effect on someone who tries to cross it, but the spontaneous
beards exhibited by Fred and George Weasley (and two others) might have been the result of a
second spell and/or produced by the interaction with the Ageing Potion that they used.
Aguamenti
Air-Thickening Charm
Thickens the air in the target space, so that it is noticeably difficult to move through it, as though
one were moving through something closer to a liquid than a gas.
Source(s): Original.
Airway-Clearing Charm
Alarte Ascendare
See Launching Charm.
Alasturlab
Alohomora
Amplifying Charm
Source(s): Canon.
Anapneo
Anteoculatia
Anti-Apparition Charm
Cast on Hogwarts and the grounds thereof to prevent Apparition, but regularly lifted in order to
permit Apparition lessons by Sixth-Year students. Distinct from the Anti-Disapparition Jinx.
Does not apply to House-Elf Apparition. Might not apply to Goblin Apparition.
Anti-Cheating Spell
Quills may be bewitched to prevent cheating, which apparently includes "copying off other
people's exams." Unclear whether there are multiple kinds of Anti-Cheating Spell, whether they
can be applied to objects other than quills (e.g. on exam parchment), etc.
Source(s): Canon.
Prevents asphyxiation by working directly on the throat (rather than by obstructions in the throat).
This is useful in treating tracheomalacia and other conditions where the problem is not an
obstruction but rather a collapsed airway, and can also be useful where magic is the cause, though
this requires greater skill, a more exacting technique, and possibly knowledge of the spell in
question.
A kind of Vanishing Spell which only works properly in a living body, because that body helps to
set the limits of the spell. When cast properly, the Anti-Choking Spell removes all foreign matter
from a particular region of the body—typically the throat, but the skilled practitioner can use it to
clear other parts of the body as well.
Also called the Airway-Clearing Charm, when necessary to avoid confusion with the Anti-Choking
Charm (Manual Variation).
Anti-Disapparition Jinx
Cast on Hogwarts and the grounds thereof to prevent Disapparition, but regularly lifted in order to
permit Apparition lessons by Sixth-Year students. Some modifications may dislocate would-be
Disapparitionists to a particular location (e.g. beside the caster) rather than block Disapparition
entirely. Most competent wixes can cover 1,000 square feet (roughly a 2-3 bedroom house in the
U.K.) with a single application of the spell, especially if it is an enclosed space. It will usually last
for a few hours, but with greater skill and technique can preserve it for much longer, while a
sloppy casting might wear off in ten or fifteen minutes.
Does not apply to House-Elf Disapparition. Might not apply to Goblin Disapparition.
Anti-Intruder Jinx
Mechanism and effects unknown, though at least one kind of Anti-Intruder Jinx would, it was
implied, prevent Harry Potter from climbing the Entrance Gates at Hogwarts after it were applied
in Harry's Sixth Year.
Source(s): Canon.
Anti-Unlocking Charm
Protects the target lock against spells which might unlock it. Alone, the charm is only moderately
useful, but for every form of unlocking spell there is (at least in theory) a variation of the Anti-
Unlocking Charm that is tailored specifically to that spell. With sufficient knowledge and patience,
as well as proper technique, it is possible to make a lock impregnable against every unlocking spell
the caster can imagine—but no more than that.
Antler-Growing Jinx
Incantation: Anteoculatia, from Spanish ante, meaning "buckskin" and Latin oculas, meaning
"eyes." Wand movement: Diagonal (bottom-up, left-to-right) movement with a clockwise twist at
the end. Light: Red or purple.
Causes large horns to grow from the target's head. Possibly takes a long time to treat, because
Pansy Parkinson missed a day's worth of classes after she was hit by this spell.
Source(s): Canon.
Aparecium
Appare Vestigium
Apparition
Incantation: None.
Causes the user to travel instantly from one location to another. Requires that the user mentally
focus on the desired location (i.e. Destination, Determination, and Deliberation). Causes an audible
noise, from a small pop to a loud crack. Becomes more difficult with distance, and inter-continental
Apparition is discouraged. It is probable that one must have been to a location before in order to
Apparate there effectively.
It is possible to bring someone with you when Apparating. This is called Side-Along Apparition.
Most people vomit the first time they Apparate, and the general discomfort associated with it may
be why many wixes prefer other methods of travel.
Source(s): Canon.
Arresto Momentum
Arrow-shooting Charm
Articulus Wibbly
Ascendio
Ascending Charm
Incantation: Ascendio. Wand movement: Unknown.
Lifts the caster high into the air; or, in water, propels the caster to the surface.
Properly cast, this spell will allow the caster to return to the ground unharmed, but novices are
likely to injure themselves if not monitored.
Assembly Charm
Avada Kedavra
Avifors
Avis
Babbling Curse
This spell may not actually exist (the in-text source is Lockhart).
Banishing Charm.
Sends both objects and living things away from the caster, or "Banishes" them. Heaver objects may
require greater precision or a deeper understanding of the charmwork, but with quick reflexes it is
simpler to Banish an object in the process of being Summoned.
The spell is easily deflected, but can be more effective if the target is distracted (e.g. by casting
their own spell), so it's an effective parry. It interrupts casting, creates distance, and provides space
for a follow-up spell. Incorrect timing, however, can leave the caster open.
Source(s): Canon, with observations from Blood Crest, by Cauchy (ch. link), and some elaboration
from Witchcraft & Wizardry.
Bat-Bogey Hex
Transfigures the target’s bogeys into large bats, which fly out of the target’s nose. Might be fatal
on some non-human targets, like chickens.
Bedazzling Hex
Disguises the target, effectively making it invisible. Can be used to produce Invisibility Cloaks.
Unclear why the spell is considered a hex.
Source(s): Canon.
Birching Jinx
Rather a lot like the Stinging Hex, but more painful. Leaves thin, red lines, which fade after a few
minutes.
Bird-Conjuring Charm
Incantation: Avis. Wand movement: Two semi-circles with open bottoms, like a stylized
bird. Light: Blue.
Conjures a bird or flock of birds from the tip of the caster's wand, accompanied by the production
of smoke and a loud blast like the sound of a gunshot. With skill and understanding, many different
kinds of birds can be produced, with or without a lengthened incantation.
Source(s): Canon.
Blasting Curse
In use since at least 1430. Used by Peter Pettigrew to kill twelve muggles.
Source(s): Canon.
Blindfold Conjuration
Source(s): Canon.
Conjures “Bluebell Flames,” which are bright blue, waterproof, and almost completely harmless.
Bluebell Flames can be touched without harming flesh, and even handled and placed in objects, but
can singe clothing and plants. They do not give off noticeable heat. It is possible to mentally direct
their movement, but this might require mastery of the spell.
Source(s): Canon.
Boggart-Banishing Charm
Forces the target boggart to assume a particular form (preferably one which is considered
humorous by the caster).
Source(s): Canon.
Bombarda
Bone-Mending Charm
Mends broken bones. The formula Brackium emendo (from the Latin bracchium, "arm") specifies
the arm, especially the forearm. Other key words include Calvario (skull), Cruso (leg), Humerum
(upper arm and shoulder), and Mano (hand).
Bouquet Spell
Brackium Emendo
Braking Charm
Conjures a stream of bubbles. Their color and shape is alterable (even after conjuration, if one is
adept) and they can be made somewhat more durable than normal bubbles. It is also possible to
direct their movement.
Source(s): Canon, with some elaboration, and a name and incantation from Witchcraft &
Wizardry.
Bubble-Head Charm
Incantation: Unknown. Wand movement: Three curving movements, the middle being larger
than the others.
Conjures a bubble (not unlike an upside-down fishbowl) around the head of the caster, from which
is supplied a continuous supply of oxygen.
Source(s): Canon.
Bubbling Jinx
Traps the target in a large bubble that cannot be popped by physical forces.
Source(s): Canon.
"C" is for Cheer
Calvorio
Cannon Charm
Cantis
Capacious Extremis
Carpe Retractum
Caterwauling Charm
Targets an area. A high-pitched scream (or possibly other sounds, like an alarm bell) is given off
when an unauthorized person crosses the perimeter of this area. The charm can be set to be active
only during certain times.
It is not out of the question for just a couple of wixes to cover an entire village in short order. The
spell's duration is usually measured in hours rather than minutes,
Cauldron-to-Sieve Transfiguration
By means of Vanishment, produces many small holes in the bottom half of the cauldron.
Cauldron-to-Badger Transfiguration.
Incantation: Unknown. Wand movement: Unknown. Taught in: 5th Year Transfiguration or
earlier (tested during O.W.L.s).
Source(s): Canon.
Cheering Charm.
Incantation: Exultus. Wand movement: Left-to-right stroke, with a shallow rounded bottom, then
right-to-left stroke with very deep, oval-like bottom. Taught in: 3rd Year Charms (5th Year
Charms, in 1988-89).
Generally requires that the caster feel happy, but at least that the caster incant with a tone of "pep
and joy." May inspire fits of hysterical laughter, which, in extreme cases, may last for hours.
Source(s): Canon, with some elaboration, including from Witchcraft & Wizardry, and an
incantation from the same.
Chest-Opening Charm
Incantation: Cistem Aperio, Cistem being derived from the Latin cistam , meaning “basket,” and
Aperio meaning “open, uncover, lay bare, reveal, or make clear.” Wand movement: Point wand.
Light: White.
Because the charm can cause the target container to open with great or even violent force,
potentially harming others or the container itself, it may also be called the Box Blasting Charm.
Circa Repercutit
Circumrota
Cistem Aperio
Cluthe
Colloportus
Colloshoo
Color-Changing Charm
Comparison Charm
If cast on two documents, will indicate (with glowing light) the differences (or, alternately,
similarities) between them.
Conflagration Spell
Source(s): I'll admit to playing a little fast and loose with 'canon," and including everything from
the books to the video games under that label, but I just can't extend it to the Conflagration Spell,
which was only named (and not even seen) in a three-minute skit where witches can lend magic to
muggles if they just sign the right form. The name is real good, though, even if I haven't decided
just where the line is drawn between this and the Fire-Making Charm.
Confringo
Confundus Charm
Incantation: Confundo, from the Latin confundere , meaning “to confuse, to perplex.” Wand
movement: Like the main part of a question mark. Light: Pink. Taught in: 6th Year Charms
(1989-90).
Confuses and misdirects the target to a variable degree, from being unaware of the present
situation, to forgetting information, to becoming impressionable. The target is said to be
“Confunded.”
Even objects like the Goblet of Fire can be Confunded. Appears to be a particularly tricky spell, at
least in its more advanced applications.
Conjunctivitis Curse
Incantation: Roseoculus. Wand movement: A short movement bottom-up, then right-to-left and
left-to-right in a pinched oval-ish motion. Taught in: 5th Year DADA (1988-89).
Irritates the target’s eyes, potentially causing them to swell shut. Dragons are susceptible to this
curse because their eyes lack the spell resistance of their hides. Can be counteracted with the
Oculus Potion.
Cramping Curse
Causes cramps in the victim’s leg, intense enough to potentially rip apart muscles. The effects are
similar to a misused Road-Running Charm.
Source(s): Harry Potter and the Methods of Rationality (ch. link), by Eliezer Yudkowksy.
Cribbing Spell
Source(s): Canon.
Crinus Muto
Cruciatus Curse
Prolonged exposure can break the effects of the Memory Spell (and potentially other mind-altering
spells) or inflict insanity. Most protective charms are unable to ward against the Cruciatus Curse.
Crucio
Cushioning Charm
Incantation: Molliare, from Latin mollire, "to soften." Wand movement: Unknown. Light:
Unknown.
Places a cushioning effect on the target, so that it lands harmlessly and painlessly (and so that other
things land on the target harmlessly and painfully).
Source(s): Canon.
"D" is for Disillusionment
Causes the target's legs to spasm wildly out of control, as though they were dancing.
Source(s): Canon.
Dangling Jinx
Hoists the target into the air by their ankles, as though by a hook, and suspends them there.
Source(s): Canon.
Dangling Counter-Jinx
Source(s): Canon.
Darning Spell
Source(s): Canon.
Defodio
Deletrius
Densaugeo
Deprimo
Depulso
See Banishing Charm.
Descending Charm
Incantation: Descendo. Wand movement: Whip-like. Light: Blue. Taught in: 5th Year Charms
(1988-89).
Causes the target to fall or move downwards. This may topple objects at rest.
Descendo
Deterioration Hex
Causes a very small amount of damage to the target, by Vanishing miniscule pieces of it. In
organisms, this is most often used to inflict microtrauma on the muscles, impairing the target in the
short term without causing long-term, irreparable damage. Used properly, the effect is much like a
near-sudden onset of fatigue.
Source(s): Canon, with a lot of elaboration (we know the effect in basic terms, but nothing else).
Because it’s taught by Professor McGonagall (in the Wizards Unite game), I’m portraying it as a
kind of Transfiguration.
Diffindo
Digitus Macello
Disarming Charm
Incantation: Expelliarmus, from Latin expellere "to drive out" and arma "weapon." Wand
movement: Long vertical downward stroke, with a counter-clockwise spiral at the end. Light:
Scarlet.
Causes the target object to fly out of a person's hand, as if knocked away. The charm is capable of
knocking people back as well.
Source(s): Canon.
Dishwashing Spell
Incantation: Puricatinus.
If the appropriate materials (e.g. soap, brush) are not on hand, this can cause a problem.
Source(s): Witchcraft & Wizardry.
Disintegration Curse
Source(s): Canon.
Disillusionment Charm
Incantation: Homogenus. Wand movement: Flick wand at target (others) or twirling wand
around self (self). Light: White.
The target takes on the color and texture of its environment, blending into the background. The
sensation of being Disillusioned is like feeling a raw egg dripping down one’s body from the head.
Door-Breaking Charm
The target door may be busted open, knocked off its hinges, or reduced to splinters.
Door-Opening Charm
Opens the target door. More powerful than the Unlocking Charm.
Source(s): Canon.
Doubling Charm
Duplicates the target object, creating an exact replica thereof. While initially indistinguishable, the
duplicate will rot or tarnish more quickly than the original.
It is possible to cast the Doubling Charm in such a way that, upon casting or some other trigger, the
target object will be duplicated many, many times. When used as a trap, this is referred to as the
Gemino Curse.
Source(s): Canon.
Drilling Charm
Incantation: Deprimo. Wand movement: Elongated loop, facing the left. Light: Green. Taught
in: 5th Year DADA (1988-89).
Over a period of several seconds, blasts or bores a hole through the target.
A large amount of rubble may result. It is possible to bore through several feet of stone with a
single casting, or shatter a floor.
Source(s): Canon.
Drone Jinx
Drought Charm
Incantation: Aridus. Wand movement: Like tracing a lower-case “d,” starting from the
top. Taught in: 6th Year Charms (1989-90).
Evaporates water.
It is beyond the abilities of most wixes to evaporate more than a pond in this way (at least in a
timely fashion—"to Drought the ocean" is to work on a task that is technically possible but
practically infeasible).
Source(s): Canon, with an incantation from Witchcraft & Wizardry, and some elaboration.
Duro
CW: Information is given for the Entrail-Extracting Curse, which, well, it's all there in
the name, isn't it?
Ear-Shriveling Curse
Source(s): Canon.
Ebublio
Engorgement Charm
Incantation: Engorgio. Wand movement: Like an almost complete circle, with a short vertical
bar completing each end of the line. Light: Icy blue, as a circle which expands as it
emanates. Taught in: 2nd Year Charms (1985-86).
Causes the target, or less commonly a part of the target, to swell immensely.
Can be a counter-charm for the Shrinking Charm. Can be enchanted into food.
Source(s): Canon.
Engorgio
Entomorphis
Entrail-Evacuating Curse
Invented by Urquhart Rackharrow, a Healer, in the 1600s. Also called the Entrail-Expelling Curse.
Entrail-Extracting Curse
Incantation: Fio extrailis, Fio meaning "become," as in "your entrails will become your extrails."
Wand movement: Unknown.
Causes the target's intestines to exit their body—through the rectum, but preexisting abdominal
wounds may be used as well, and there is a variation on this spell which weakens the abdominal
tissue so that the intestines burst out as if tearing through gelatin.
If performed with care, the Entrail-Extracting Curse will not cause irreparable damage, but a
sloppy casting can inflict grievous trauma (including, but not limited to, tearing apart the stomach)
and even kill the target. Needless to say, duelists prefer the sloppy version. It is also possible to
merely cause abdominal pain or internal damage by causing the intestines to shift in place. Can be
enchanted into a waistcoast.
Also called the Entrail-Expelling Curse. To make matters worse, this spell was also invented by
Urquhart Rackharrow. Officially, this was meant to be a Healing Spell as well, and there actually
are some (very rare) reasons to magically induce rectal prolapse, but Rackharrow was also known
for his gambling debts, and it's safe to say that the Entrail-Extracting Curse has seen more use on
the streets than at St. Mungo's.
Source(s): Canon, maybe, with significant elaboration. We know that there's an Entrail-Expelling
Curse, but not what it does, so I split the difference: There's one that expels things from your
entrails and another that actually expels your entrails.
Episkey
Epoximise
Eradication Charm
Incantation: Deletrius, from delere, "to destroy." Wand movement: Square with slightly rounded
corners. Light: None. Taught in: 5th Year Charms (1988-89).
Source(s): Canon.
Erecto
Everte Statum
Expecto Patronum
Expelliarmus
Exploding Charm
Incantation: Bombarda. Wand movement: Triangular motion. Light: None. Taught in: 4th Year
Charms (1987-88).
Produces an explosion. Competent wizards can break bones, shatter wood, and snap iron with this
charm, and with greater skill it is possible to pulverize stone.
Source(s): Canon, with an alternate name and some elaboration by Witchcraft & Wizardry.
Explosion Curse
Incantation: Expulso, meaning "to expel." Wand movement: Unknown. Light: Blue.
Produces a large explosion, sufficient to knock people back but (usually) not to cause significant
tissue damage.
Modifying the light of this spell is rather simple. The explosion occurs in empty space; the spell
does not detonate an object.
Source(s): Canon, with some elaboration (the spell’s light is different depending on your current
character in the video games, so...why not?), including from Witchcraft & Wizardry, and an
incantation from the same.
Expulso
Extension Charm
Expands the internal dimensions of an object without affecting its external dimensions. Objects in
an Extended container are also made lighter, at least usually (it's not inconceivable that an
improperly-cast Extension Charm might not provide this benefit).
If the caster is sufficiently skilled, a hundred people could be fit into a space the size of a toilet
cubicle.
In Britain, Extension Charms are not permitted for the creation of permanent living spaces, but only
to contain objects or to serve as temporary living spaces (e.g. tents).
Source(s): Canon, with some elaboration from Blood Crest, by Cauchy (ch. link), and some
speculation.
Extinguishing Charm
Incantation: Deflammo. Wand movement: Triangular strokes (up-right, then left-down), then
short stroke to the left, and long stroke down. Taught in: 6th Year Charms (1989-90).
Source(s): Canon, with an incantation from Witchcraft & Wizardry. Significant Digits pointed out
that this spell's usefulness against firearms.
"F" is for Fiendfyre
Reversible. Most competent wixes can alter a few minutes of time, perhaps an hour at most, and
will find difficulty altering memories which concern something of great importance to the target,
but these are soft limits which don't fail outright so much as fail to hold up to examination. The
caster’s skill can make it more or less difficult for another person to tell that the memory is fake.
Not to be confused with the Memory Charm, which erases memories, though both are equally
important tools for an Obliviator.
Source(s): Canon.
Feather-Light Charm
Fio Extrailis
Flagella Flammum
Flame-Freezing Charm
Protects the target from the effects of fire, which thereafter imparts a pleasant sensation (details
vary). Does not work on dead flesh, which no known spell can prevent from burning.
Source(s): Canon.
Conjures a long, thin flame from the tip of the caster's wand.
This fire has semi-physical substance, and can be used to ensnare or trip people. It is possible to
modulate the heat and produce a fire that is closer to Blue-Bell Flames in that it is only gently
warm, rather than hot enough to harm.
Used by Dumbledore against Voldemort to ensnare the latter in the Ministry Atrium, and later used
again in the Inferi Cave.
Source(s): Canon, with an original incantation, and some elaboration from Witchcraft &
Wizardry.
Fire-Spitting Hex
Incantation: Iskris Frontis, from Russian искриться (ískritʹsja), “to spark,” and фронт (front),
“battle front.” Wand movement: Unknown.
Burns living things, sets non-living things afire, and applies kinetic force to whatever the light hits.
The spell is capable of knocking holes in walls.
The strength of the spell depends on the caster’s emotional intensity, but the fire it creates is more
manageable than Fiendfyre and, unlike the Cruciatus Curse, specific emotions are not required,
only intensity.
Fiendfyre Curse
Creates a flame that seeks out living targets of its own accord and cannot be extinguished by
normal or enchanted water. Very difficult to control and may consume the caster. Will take the
shape or shapes of fiery beasts. Can destroy horcruxes.
Fidelius Charm
Conceals a piece of information (hereafter, a “secret”) in a single soul, called the “Secret Keeper.”
This information is then imperceptible to anyone who has not been told the secret, which must be
divulged voluntarily, not through Legilimency, Veritaserum, or any curse. When the Secret Keeper
dies, everyone who was given the secret becomes a new Secret Keeper, but if no one else was told
then the secret is lost forever.
Presumably, the casting of the Fidelius Charm cannot remove the secret from minds which already
hold it.
Finite Incantatum
Fire-Making Charm
Conjures a jet of red and orange fire from the end of your wand. Taught to First Years (Herbology)
and Second Years (DADA), and reviewed in Fifth Year.
Source(s): Canon.
Fireworks Charm
Conjures multi-colored fireworks at the end of one’s wand. Harmless, but the bright and noisy
display can be frightening.
Finger-Removing Hex
Finger-Snapping Hex
Snaps the target's fingerbones and (consequently) bending the target's fingers at terrible angles.
Source(s): Original.
Flipendo
Flicking Charm
Incantation: Hap-tsap, from the Russian хапать (xápatʹ), “to steal, to take quickly” and цап (cap
or tsap), “snap.” Wand movement: Unknown.
Moves the target object in a certain direction, according to the direction and speed of the wand
movement. The object may move quickly enough to cause harm or be damaged itself.
Flower-Conjuring Charm
Incantation: Orchideous. Wand movement: Vertical upward slash, then counter-clockwise oval-
ish movement that goes through the top quarter of the vertical line. Light: Pink.
The flowers are typically pink, but may be of other sorts: purple, thorny, etc. They may also be
conjured in particular arrangements (e.g. in a wreath).
Source(s): Canon, with elaboration from Blood Crest, by Cauchy (ch. link), and from Witchcraft &
Wizardry.
Flying Charm
Permits the target (which cannot be a human) to fly. Brooms are generally enchanted with this spell
(or a variation thereof).
Source(s): Canon, with incantation from Witchcraft & Wizardry, and some elaboration.
Fogging Spell
Fog-Conjuring Charm
Source(s): Canon.
Four-Point Spell
It is a common fanonical misconception that the incantation "Point Me" can direct the caster to a
particular place or thing.
Source(s): Canon.
Frascia
Conjures cold air that freezes what it touches. Extinguishes fires. Can merely cool things down, if
performed in/correctly.
Source(s): Canon.
Immobilizes living targets. Can also disable muggle burglar alarms, so it’s probably some kind of
stasis charm.
Invented around the same time as the other Freezing Charm and requires as much skill to learn,
much to the consternation of many, many students who found it more difficult to keep the two
spells straight than to cast either one of them.
Friendfyre
Temporarily completely immobilizes the target's limbs (but not e.g. the eyes).
Source(s): Canon.
Fumos
Furnunculus
Furry Jinx
Source(s): Canon.
"G" for Gripping
Gardening Charm
Incantation: Herbivicus. Wand movement: Three sharp up-and-down motions. Light: Green.
Source(s): Canon.
Gemino
General Counter-Spell
Terminates the effects of other spells. Rather weak, and one must generally have a strong
understanding of the target spell in order to counterspell it with a simple Finite (poorly-cast spells
are a notable exception).
Source(s): Canon.
Glacius
Glisseo
Gouging Charm
Incantation: Defodio. Wand movement: Vertical slash upward, horizontal slash left to right,
vertical slash upward. Taught in: 6th Year.
Carves through, or gouges out, the target material. Greater skill is required to carve through more
durable substances, or through more of a substance.
Gripping Charm
Incantation: Contineo. Wand movement: Unknown. Taught in: 1st Year Charms.
Increases the effect of friction, making it easier to hold onto the target.
Hardening Charm
Incantation: Duro. Wand movement: Like a capital "D," starting at the bottom, going upward,
then stopping just short of completing the letter. Light: None.
Source(s): Canon.
Hair-Coloring Transfiguration
Source(s): Canon.
Hair-Loss Curse
Source(s): Canon.
Hair-Thickening Charm
Causes the target’s hair to grow longer and thicker in a short period of time.
Can target particular locations (e.g. head hair, eyebrows), and may cause excessive or improperly-
placed growth if cast poorly.
Head-Shrinking Curse
Can be used to counter some uses of the Engorgement Charm and similar spells.
Source(s): Canon.
Herbivicus
Causes the target to hallucinate according to their deepest fears, not unlike a boggart.
It is important to note that this spell does not inflict any kind of compulsion to believe the
hallucination.
Source(s): Original.
Homenum Revelio
Homonculous Charm
Depicts, on the target medium, the present locations of persons in a specified area.
Source(s): Canon.
Hover Charm
The spell does not move the target except vertically, but the target may move under its own power
under some circumstances, and may be moved around by other forces (such as a breeze, if the
target is small).
Source(s): Canon.
Source(s): Canon.
Human-Presence-Revealing Charm.
Alerts the caster to the presence of humans in the indicated environment (all surroundings or a
particular area). Can be felt by the detected human at least sometimes, but may be undetectable if
cast by a sufficiently skilled wix.
Human-to-Ferret Transfiguration
Incantation: Unknown. Wand movement: Unknown.
Source(s): Canon.
Hurling Hex
Incantation: Everte Statum, from everte, "to throw out," and statum, "stand," suggesting that the
target is thrown from a standing position. Wand movement: Unknown.
Causes the target object (whether a broom or a chair) to attempt to hurl its user.
Source(s): Canon, though it's worth noting that this entry conflates the Hurling Hex and the
incantation Everte Statum.
"I" is for Illegibility
Ignatus Lumina
Ignis Deo
Ignition Hex
Classified as a hex because it is designed to get around Fire-Proofing Charms. Taught in Fifth Year
DADA.
Illegibility Charm
Makes a written passage impossible to read. Often used to encode messages which can only be “re-
legiblized” with a particular counter-incantation. Sufficiently powerful counter-charms can still
break the enchantment but a skilled wix can leave a particular distinctive pattern (perhaps the
numerical values of the fourth, twelfth, and twenty-ninth letters in any encoded message will add
up to a specific sum) that is not in itself magical, so a snooping intermediary will need to know
both (1) the checksum and (2) the original caster’s variation on the Illegibility Charm in order to
properly re-encode the message in a manner which will hide the fact their intrusion.
The Voynich Manuscript is the product of a (yet-unbroken) Illegibility Charm of great power.
Illegibilus
Immobulus
Impediment Jinx
Incantation: Impedimenta. Wand movement: Straight line from right to left. Light: Turquoise.
Slows, stops, or even pushes back against the target, potentially throwing them backwards in the
third case. Lasts about ten seconds. Can freeze a wasp in mid-air but seems useless against
acromantulas, blast-ended skrewts, and lethifolds.
Source(s): Canon.
Impedimenta
Imperio
Imperius Curse
Places the target under the control of the caster, by suppressing their will with the caster's.
There are anti-Imperius countermeasures, but they are generall stationary (e.g. Thief's Downfall) or
take some time to kick in (e.g. prolonged Dementor exposure). The strongest defense against the
Imperius is that it's just plain hard to perform, especially at scale. Imperius'd wixes can Imperius
other wixes, but it's very difficult to pull that off: not only are you suppressing the wills of two
people at once, but you're trying to suppress the second with the first, and if someone doesn't have
the strength to resist you then they're unlikely to have the strength to dominate someone else.
Some wixes take a different approach. Rather than overpower the victim's will, they try to charm
the victim in a muggle sense, using the Imperius Curse to create a mental connection and make the
victim a little more impressionable, and then presenting the "command" as though it's the victim's
own idea. This has its own limitations, of course, and it, too, becomes more difficult as you add
links to the chain (though less quickly).
Imperturbable Charm
Creates an invisible barrier around an object, such as a door or pair of glasses, which repels minor
disruptions like lightly-thrown objects, noises, and water. It is no help against a serious attempt at
intrusion.
Source(s): Canon, with some elaboration. There’s an “Imperturbable Charm” and an “Impervius”
incantation, whose effects have a certain similarity to each other.
Impervius
Incarceration Jinx
Incarcerous
Incendio
With reference to a set of documents, conjures a list of those documents. Can be adapted to index
specific items, e.g. every occurrence of the word "indigo," or a series of specific items, e.g. every
occurrence of a color word, with page numbers grouped into the seven Newtonian Colors and
every other color word redirecting to the closest appropriate Newtonian Color.
Inflating Charm
Causes the target to swell up and fills them with lighter-than-air gas.
Source(s): Canon.
Inflatus
Insect Hex
Compels the target to act like an insect, robbing them of speech and forcing them to crawl along on
the ground.
Source(s): Canon.
Removes all hair from the target. Typically affects head hair, but can be modified to affect facial
hair or all hair, or to affect very specific parts of the head.
Iskris Frontis
Jechache
Jelly-Brain Jinx
Source(s): Canon, with original incantation (derived from the locomotor wibbly incantation of the
Jelly-Legs Curse) and some speculation regarding the mechanism.
Jelly-Fingers Curse
Impairs “nervous functions” in the target’s fingers, making it difficult to hold and manipulate
objects.
Source(s): Canon, with original incantation (derived from the locomotor wibbly incantation of the
Jelly-Legs Curse) and some speculation regarding the mechanism.
Jelly-Legs Curse
Impairs “nervous functions” in the target’s legs, which, given the role of legs in a person’s life,
generally means those legs will collapse from under them.
Kaput Molchanus
Karellen
Killing Curse
Kills the target, no save vs Death, do not pass Go, do not collect £200.
Knee-Reversal Hex
Reverses the target’s knees, so that they face and bend backward. Performed improperly, the
transfiguration will just end up snapping the knees (which, in a duel, may be just what you were
hoping for).
Source(s): Canon, with some speculation and an incantation from Witchcraft & Wizardry.
Knit-Up Charm
Incantation: Episkey, from the Greek επισκευή (episkevi), "repair." Wand movement: Circular
clockwise motion, from twelve o'clock to twelve again.
Heals relatively minor injuries, like broken noses, split lips, and toes. This may briefly cause a
sudden temperature change (first hot, then cold). The charm can also relieve pain and reverse the
effects of the Full Body-Bind Curse.
Sometimes called the Mending Charm, or Body-Mending Charm to avoid confusion, or the Patch-
Up Charm.
Source(s): Canon, with some elaboration on the names, and an alternate name from Witchcraft &
Wizardry.
Knock-Back Jinx
The impact feels like a blow to the chest or the head. The latter may leave the target disoriented.
Can break fragile objects.
Source(s): Canon.
"L" is for Locomotion
Lacarnum Inflamari
Langlock
Launching Charm
Incantation: Alarte Ascendare. Wand movement: Brandish wand. Light: Red. Taught
in: Perhaps 1st Year (see below).
It's worth noting that even Gilderoy Lockhart was capable of performing (something like) this
spell, for whatever that's worth.
Leek Jinx
Conjures leeks from the target’s ears. Rather painful, and capable of causing damage to the ears.
Used by students in June 1994, so it can't be too far beyond a Seventh Year's capabilities (as if
there were any doubt about that).
Source(s): Canon, with some speculation and an incantation from Witchcraft & Wizardry.
Leg-Locker Curse
Incantation: Locomotor Mortis. Wand movement: Downward stroke, leftward stroke half as
long, small downward stroke, rightward stroke slightly longer than the leftward stroke. Light:
Purple. Taught in: 5th Year Charms (but see below).
Found in the spellbook Curses and Counter-Curses by Vindictus Viridian. Hermione Granger and
Ron Weasley learned it (to unknown success) in 1st Year. Draco Malfoy successfully used it in 1st
Year.
Source(s): Canon.
Levicorpus
Causes the target to levitate. It is impossible, whether by this spell or any other, to levitate oneself,
and this charm in particular does not work on humans.
Also a term for the category of spells to which the Levitation Charm belongs.
Liberacorpus
Lip-Sealing Hex
Locking Charm
Incantation: Colloportus. Wand movement: Short vertical slash upward, horizontal slash left to
right, short vertical slash upward, horizontal slash right to left. Light: None. Taught in: 1st Year.
Shuts and locks the target door, or wedges the target door stuck if it has no lock.
With skill and an understanding of the charmwork, it is possible to confer some resistance against
unlocking spells, but this is an inefficient method by which to do that. The lock's proper key can
unlock it.
Locomotion Charm
Incantation: Locomotor [X]. Wand movement: Unknown. Taught in: Probably 6th Year.
Levitates the target a few inches or feet above the ground, then moves it through the air according
to the caster’s direction.
Parvati Patil and Lavender Brown practiced "basic locomotion charms" in 6th Year.
Locomotor
Locomotor Wibbly
Lumos
Medusa's Curse
The curse is difficult to lift, but it can be dealt with indirectly by cutting off the target's hair.
Source(s): Alexandra Quick and the Lands Below, by Inverarity (ch. link).
Incantation: Sklerotikus marazmatikus, from the Russian склероз (skleróz), “memory loss” and
маразм (marázm), “undernourishment” or “idiocy.” Wand movement: Unknown.
Unlike the Memory Charm employed in Britain, the memory loss is not immediate. Indeed, the
effect does not begin until the target is no longer thinking of the matter in question. However, the
effect is harder to notice, and the spell works itself on close associations as well, which can be
useful in many different circumstances: if the memory is recorded in a journal then the location of
the journal will be forgotten, and if it was a logical deduction which might be made again then the
facts required for that deduction will also be forgotten. These details don't even have to be known
to the caster; the spell seeks and eliminates them without need for direction.
Unfortunately, the Russian Memory Charm can sometimes be too aggressive: someone who
initially lost their memory of a dog might forget about every dog they have ever seen and indeed
the fact that dogs exist at all, and removing a particular arithmantic formula might rob someone
even of their knowledge of long division. Very, very rarely, the memory loss will not cease until
the target has forgotten everything they have ever known.
Mending Charm
Other charms are required to undo the effects of natural weathering or restore the magical functions
of a broken object. When applied to the same object on multiple occasions, the Mending Charm
becomes less effective. If used on living creatures, it can result in scarring or other disfigurement,
so it is illegal to do so.
Also called the Repairing Charm or, to avoid confusion with the Knit-Up Charm (which is
sometimes referred to as the Mending Charm), specified as the Object-Mending Charm.
Source(s): Canon, with some elaboration from The Arithmancer, by White Squirrel (ch. link), and
Witchcraft & Wizardry.
Mimblewimble
See Tongue-Tying Curse.
Mobilicorpus
Molliare
Muffliato
Muffling Charm
Produces a mild buzzing sound in the ears of nearby listeners, which covers up conversations being
held between the caster and anyone who has been excluded from the charm's effect.
Multi-Shot Jinx
Incantation: Palmatefy, a portmanteau of palmate (an extended reference to the duck’s foot gun)
and stupefy . Wand movement: Unknown. Light: Red.
Fires multiple Stunning bolts, after the manner of the Stunning Charm.
Rather tricky to cast—often simpler to just cast multiple Stunning Charms. Classified as a “jinx”
because there’s no practical use for it outside of duels.
Nebulus
Nervosa Wibbly
Nox
Object-to-Bird Transfiguration
Transfigures the target object into a bird, or a collection of similar target objects into a flock of
birds.
Source(s): Canon, with an alternate name and some elaboration from Witchcraft & Wizardry.
Object-Mending Charm
Obliteration Charm
Removes footprints (e.g. in snow). May also be used to remove other traces of a person’s presence,
like fingernails or recently-made writing.
Obliviate
Obscuro
Oculus Reparo
Oppugno
Onslaught Jinx
Directs moveable object(s) or conjured creature(s) to attack the victim, under the control of the
caster.
Orchideous
See Flower-Conjuring Charm.
Orrery Charm
Light flows from the end of the caster's wand to form planets, stars, and so forth in miniature
imitation of the night sky, centered on the caster.
Source(s): Original.
Oscausi
Pack
Packing Charm
Source(s): Canon.
Palmatefy
Papyrus Reparo
Parting Charm
Parts, or creates a gap in, the target. This works best on less substantial or tangible substances, like
air, water, or fire, while loose soil is more difficult, gravel harder, and so on.
Partis Temporus
Patch-Up Charm
Causes the target to have hot, or even fiery, breath. It’s a hex because it doesn’t confer any
resistance to the heat or fire.
Source(s): Canon.
Periculum
Source(s): Canon.
Petrificus Totalus
Point Me
Portkey-Making Charm.
Makes the object into a portkey, which will transport anyone who is touching it, to a particular
location, under a particular condition.
Source(s): Canon.
Portus
Priori Incantatem
Protean Charm
Establishes a link between several enchanted objects, so that if one of them changes, the others
change to match it. The Dark Mark may incorporate the Protean Charm.
Source(s): Canon.
Protego
Pus-Squirting Jinx
Source(s): Canon.
"Q" is for Quietening
Quietening Charm
Quieting Charm
Quietus
Rebounding Curse
Inflicts terrible pain on the target. Named for the fact that the curse will bounce off objects until it
hits a living creature. In fact, the curse has no effect until it rebounds for the first time.
It is a useful spell when fighting someone who is unfamiliar with it or just isn't paying attention.
Source(s): Original.
Rectification Transfiguration
Incantation: Reparifarge. Wand movement: Unknown. Light: White. Taught in: 2nd Year
Transfiguration (1985-86).
Source(s): Canon.
Redactum Skullus
Reducio
Reducto
Reductor Curse
Incantation: Reducto. Wand movement: Two strokes of equal length, connecting in an acute
angle at the right, i.e. ">". Light: Blue. Taught in: 5th Year DADA (1988-89); unclear whether a
DADA professor who wasn't Umbridge would have taught the Reductor Curse in that year.
Learnable by 4th Year students.
Blasts the target to pieces, sometimes a fine mist or pile of ashes. More difficult to use against
living targets.
Refilling Charm
Incantation: Unknown. Wand movement: Unknown. Taught in: Unknown, but it is implied
(HBP ch. 12) that 6th Year Harry had performed it previously in verbal form.
Refills the target container with a specific substance by displacing it from another location. When
performed unskillfully, it may result in a noise not unlike the “popping” of apparition.
Source(s): Canon, with some elaboration.
Relashio
Rennervate
Repairing Charm
Reparifarge
Reparo
Repello Muggletum
Incantation: Aparecium. Wand movement: Wavy sort of gesture with a final horizontal slash
through the middle. Taught in: Unknown, but 2nd Year Hermione Granger could cast the spell.
Reveals hidden writing in the target manuscript. Distinct from, and more specialized than, the
more common Revealing Charm.
Source(s): Canon.
Incantation: Revelio. Wand movement: Unknown. Light: Blue. Taught in: Unknown. Difficult
but not impossible for a 2nd Year student to perform.
Reveals concealed messages, passages, and other objects. There are many common variations
which are intended to reveal the presence or nature of other things—Homenum Revelio for
humans, Specialis Revelio for lingering enchantments, etc.
Revelio
Reverte
Reverting Charm
Incantation: Reverte. Wand movement: Unknown.
Returns the target object to its previous or original position after it was moved.
Source(s): Canon.
Reviving Charm
Incantation: Rennervate. Wand movement: Unknown. Light: Red, as a brilliant flash. Taught
in: Unknown, but performed by 6th Year Harry Potter.
Awakens the target. Can counteract a single Stunning Charm, but not several.
Source(s): Canon.
Revulsion Jinx
Causes the target to release its hold on something, whether the hold is maintained by fingers, knots,
or another method.
Source(s): Canon.
Rictumsempra
Riddikulus
Rope-Binding Jinx
Conjures cords or ropes from the caster's wand, which wrap around the target. The bindings may
restrict only part of the target's body, gag their mouth, constrict more tightly over time, or actively
resist attempts to untie or cut them.
Source(s): Canon.
Rotation Charm
Source(s): Canon.
"S" is for Sardine-Sneezing
Sagitto
Sardine-Sneezing Hex
Sardinia
Scourgify
Conjures soap. Skilled casters can manipulate the conjuration in order to produce specific kinds of
soap or even to produce lye or caustic soda.
Sealant Charm
Source(s): Canon.
Seize-and-Pull Charm
Incantation: Carpe Retractum. Wand movement: "V" shape. Light: Orange or purple.
Projects, from the end of the caster's wand, a cord of light that can wrap around objects and then be
retracted at will.
Source(s): Canon.
Serpensortia
Severing Charm
Incantation: Diffindo. Wand movement: Like a cursive "V." Light: Light green, pink, or red.
Cuts the target. Capable of precise and accurate cuts. Can easily cause injury.
Earlier cutting spells had a tendency to burn or shred the target material.
Source(s): Canon.
Shield Charm
Incantation: Protego. Wand movement: Vertical line, bottom to top. Light: Invisible.
Deflects spells and blocks physical forces. Not impenetrable. Possibly, the strength and utility of
the charm depends on one's understanding of magic.
Fairly complex, since many British Ministry employees can't manage it, but Harry and a bunch of
other students could manage it, so this certainly isn't insurmountable.
Shield-Breaking Charm
Ruptures protective magic, like the Shield Charm. It has limited utility otherwise, but the charm's
specialized nature means that it can destroy or pierce many charms that the caster might otherwise
find unassailable.
Source(s): Original.
Sieving Charm
The target mixture sifts and separates itself into separate piles or pools.
Source(s): Original.
Silencing Charm
Renders the target mute. With more skill, it may make the target totally incapable of making sound
by other means. More difficult to perform on ravens than on frogs.
It is not always wise to use the Silencing Charm in a duel, because, if your opponent is capable of
nonverbal magic, they will no longer broadcast their intent, and this may make up for the difficulty
of casting nonverbally.
Source(s): Canon, with some elaboration. Additional observations from Blood Crest, by Cauchy.
(ch. link)
Incantation: Kaput Molchanus, from Russian капут (kapút), "ruin, destruction, end," and молчать
(molčátʹ), "to keep silent." Wand movement: Unknown.
Though it is described, and taught, as a Silencing Charm, this spell works by numbing and even
paralyzing the vocal cords and other body parts essential to speech. Just as a skilled wix can use
the classical Silencing Charm to prevent other kinds of sounds than speech, the skilled practitioner
can numb or paralyze other parts of the throat and mouth. Because this can be done in order to
suffocate the target, it is sometimes considered a hex.
Silencio
Singing Jinx
Source(s): Canon.
Sleep Hex
Easily stopped by thick clothing and even many poorly-cast Shield Charms. The effect does not
increase with multiple strikes.
Source(s): Harry Potter and the Methods of Rationality (ch. link), by Eliezer Yudkowsky.
Slowing Charm
Incantation: Arresto Momentum. Wand movement: "M" shape.
Source(s): Canon.
Slugulus Eructo
Slug-Vomiting Charm
Causes the target to vomit up slugs. Phileímax the Ponderous devised a variation by which one
could alter the flavor of the slug’s slime: chocolate, lemon, orange, and peppermint are currently in
vogue.
Smokescreen Conjuration
Incantation: Fumos. Wand movement: Spiral motion, starting from the outside and moving
counter-clockwise. Light: Grey.
Source(s): Canon.
Snake-Conjuring Charm
Conjures a snake from the end of the caster’s wand. Very simple to perform, as snakes are among
the easiest beasts to conjure).
Source(s): Canon.
Softening Charm
Source(s): Canon.
Somnium
Sonorous Charm
Incantation: Unknown. Wand movement: Unknown.
Emits a very loud sound from the tip of the caster’s wand.
Source(s): Canon.
Sonorus
Spark-Spitting Charm
It is very simple to change the color of the sparks, which, in large quantities, can make breathing
and seeing difficult.
Source(s): Canon.
Spell-Reflecting Charm
Incantation: Vozvratus Otpravitelyus, from the Russian возвратиться (vozvratítʹsja), “to return,
to come back” and отправитель (otpravítelʹ), “sender.” Generally translated as “return to sender.”
Wand movement: Unknown.
Functions much like the Shield Charm, except that spells which impact the Spell-Reflecting
Charm (and do not penetrate it) are, as the incantation suggests, reflected back at their caster.
The spell is much trickier than the Shield Charm, which is already tricky to perform, and waxes
and wanes in popularity on the dueling circuits. It is primarily taught in Russia, where it was
invented.
Sponge-Knees Curse
Vanishes certain of the target’s leg bones, making it difficult (but not impossible) for them to
walk.
Source(s): Canon.
Spongify
Squiggle-Quill Transfiguration.
Source(s): Canon.
Somnambulist Charm
Suspends the target body in the air and moves it (somewhat jerkily) as though controlled by puppet
strings.
Source(s): Canon.
Stairs-to-Slide Transfiguration
Source(s): Canon.
Stickfast Hex
Incantation: Colloshoo. Wand movement: Incomplete oval, beginning in the upper-left corner
and ending in the top middle.
Partially transfigures the target's shoes into a sticky substance that binds itself to inorganic objects
(like the floor).
Stinging Jinx
Source(s): Canon.
Stretching Jinx
Elongates the target. Performed properly, this is painless, but duelists usually have no reason to
painlessly stretch out their opponents.
Source(s): Canon.
Stunning Charm
Source(s): Canon.
Stupefy
Incantation: Accio. Wand movement: Semicircle, open on the bottom. Light: None.
Requires thought, and the object must be clear in the caster's mind. Objects which are further away
are harder to summon.
Cannot be used on buildings or living things (except indirectly). Curiously, flobberworms are an
exception, and it can also be used on objects being worn or held.
There are counter-spells to prevent an object from being Summoned. Most magical goods sold in
contemporary times are pre-enchanted with Anti-Theft Charms to prevent them from being
Summoned by anyone but their rightful owners.
Source(s): Canon.
Switching Spell
Transfigures two target objects so that they now each have the original position of the other, as
though they had swapped places.
Source(s): Canon.
"T" is for Transmogrifian Torture
Tail-growing Hex
Source(s): Canon.
Tarantallegra
Teeth-straightening Transfiguration
Straightens the target’s teeth by means of transfiguration. Performed improperly, the teeth may be
transfigured into something else entirely.
Tergeo
Tickling Charm
Incantation: Rictumsempra. Wand movement: Curved, like the end of a shepherd’s crook. Light:
Purple.
Source(s): Canon.
Threnoidia
Toenail-growing Hex
Source(s): Canon.
Tooth-Enlarging Jinx
Source(s): Canon.
Tracking Charm
Incantation: Appare Vestigium. Wand movement: Unknown. Light: Gold, as swirling "dust."
Reveals and illuminates traces of recent magical activity, including in the form of footprints.
It is not difficult to thwart or even deceive this spell, which makes it only somewhat useful to the
DMLE.
Source(s): Canon.
Twitchy-ears Hex
Source(s): Canon.
"U" is for Unbreakable
Unbreakable Charm
Incantation: Infragilus. Wand movement: Caster's wand must touch the target object.
Source(s): Canon, with an incantation and wand movement from Witchcraft & Wizardry.
Unimpendimento
Unlocking Charm
Not a very strong charm, but generally sufficient to counteract the Locking Spell.
Source(s): Canon.
"V" is for Vanishing
Vanishing Charm
Vanishes the target object by sending it into non-being, which is to say, everything.
Cannot be used on living creatures or thinking beings. Larger objects are more difficult to Vanish,
as are magical objects.
Like the General Counter-Spell, this is only the most basic form of a larger class of spells.
Source(s): Canon, with significant elaboration, some of which is from Witchcraft & Wizardry.
Ventus
Vozvratus Otpravitelyus
Wand-Extinguishing Charm
Incantation: Nox. Wand movement: Similar to the sketch of an ocean wave, traveling right to
left, or the top half of a crescent. Taught in: 1st Year Charms.
Extinguishes the illumination produced by the Wand-Lighting Charm, as well as (with greater
skill) other sources of "wandlight."
Wand-Lighting Charm
Incantation: Lumos. Wand movement: Simple loop shape, facing up, or a triangle shape.
Light: Variable, but white by default. Taught in: 1st Year Charms, DADA.
Some casters can illuminate their wand without actually holding it, and/or fling the light away from
their wands and subsequently sustain the light for some time.
The light produced is warm and can potentially set a fire (including the caster's own wand). It is
white by default but can be altered. Novice wixes will often have amend the incantation, e.g.
Lumos Rosea in order to produce a pink wandlight. Other common pendants include Rubeo (red),
Luteo (orange), Flavus (yellow), Viridus (green), Caerulo (blue), and Ostrinus (purple).
Water-Making Spell
Incantation: Aguamenti. Wand movement: An "S" tipped over on its side, cast from left to right.
Light: Icy blue. Taught in: 6th Year Charms.
Conjures a jet of clean, drinkable water from the tip of the caster's wand.
The water pressure is generally light, but can be high enough to knock someone down or even cut
another material, as with a waterjet.
Wind-blowing Jinx
Source(s): Canon.
Wingardium Leviosa
Woodsman's Curse
Delivers multiple successive strikes, like the blow of an axe, against whatever the light hits.
The origin of its name is unclear. Some say that it was first used by woodcutters, while others say
that it was used by the Woodsman of "Little Red Riding Hood" to kill the story's werewolf
antagonist.
Source(s): Original.
There are (currently) no spells which start with X, Y, or Z, so the next step will to
make sure that all the smallcap redirects refer to an actually-existing spell, and then to
add a few more spells, and then to add a subject index.
Appendix A: Pendants
Chapter Notes
Many spells (e.g. Mending Charm, Wand-Lighting Charm) can be modified by adding a
component to the incantation (e.g. Brackium Emendo, to specify the forearm). This additional
component, called a "pendant" (because it is appended to the incantation) or modifier, is generally
spoken by novices who require additional focus and precision, but can also be used in situations
where the room for error is very low. Pendants may be "fixed" at the beginning or end of an
incantation, and pendants of a particular category are generally fixed in the same position.
Pendants are often the same across multiple spells, but this purely a matter of convention (and ease
of learning, since students benefit the most from pendants). When targeting the leg, a Bone-
Mending Charm will employ the incantation Cruso Emendum but the Leg-Locker Curse will be
incanted as Locomotor Mortis, while the same spells, when targeting the fingers, will be incanted
as Mano Emendum and Mano Mortis respectively.
The pendants Duo, Tria, Minima, and Maxima are used to modulate the intensity of a spell. This is
most useful for novices, and very few competent adults require these pendants in order to perform
the spell as they desire, provided that they exhibit proper technique.
Body parts: Typically pre-fixed, but post-fixed versions may be found after the forward-slash (/).
May be used in the Bone-Mending Charm, Knit-Up Charm, etc.
Articulus — hand or fingers (typically used in dark charms, e.g. Jelly-Fingers Curse)
Brackium — forearm or elbow
Calvario / Skullus — head or skull
Castulum — waist, hips, or pelvis
Cruso — leg, knee, or shin
Humerum — upper arm or shoulder
Locomotor — leg (typically used in dark charms, e.g. Leg-Locker Curse)
Mano — hand or finger
Pedio — foot or toe
Spinum — back or spine
Sternum — chest or torso
Colors: Typically post-fixed. May be used in the Color Change Charm, Flower-Conjuring Charm,
Spark-Spitting Charm, etc.
Caerulo — blue
Flavus — yellow
Luteo — orange
Ostrinus — purple
Rosea — pink
Rubeo — red
Viridus — green
Objects: Typically pre-fixed. May be used in the Doubling Charm, Mending Charm, Onslaught
Jinx, etc.
Oculus — eyeglasses
Papyrus — paper
Substances: Typically post-fixed, but pre-fixed versions may be found before the forward-slash
(/). As a matter of convention, the post-fixed form is typically given in the plural vocative case.
May be used in the Imperturbable Charm (to ward against a particular substance), Parting Charm,
etc.
The "Intensity" pendants (Duo, etc.) are almost entirely restricted to the video games,
and I originally intended to ignore them. Once I started thinking about spell modifiers,
though, it was easy to find a place for them in a way that would "explain" their
presence in the school-centric games without suggesting that a grown-ass adult like
Dumbledore would say "Bombardo Maxima" in order to make a bigger explosion (if
he verbalized anything at all).
A few of the pendants here are my own. Others are canonical (with the usual caveat
that this covers everything up to and including the video games), or from Certain Dark
Things or Witchcraft & Wizardry.
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