Wizarding Guide to Magic

From KB Lexicon
General Magic Guide

This guide is for reference purposes only. For ease of organisation, spells have been categorised by their canonical year taught at Hogwarts School of Witchcraft and Wizardry. They provide more detailed information on what spells do and how difficult they should IC be to cast. This is not meant to replace The Whomping Willow Exchange but to supplement it. When writing your characters on site, you do not have to follow these year guidelines. Your character's skills remain dependent on the branches they have redeemed from the Willow.


Charms Guidelines

The following is a guide to the use of charms on our site. If there are spells found on the Willow that you do not know the function or incantation of, you may use this list for reference.

Spell List

First Year

  • Alohomora -Unlocks doors and other locked objects.
  • Colloportus - Locks doors and all things that can be locked. It is the counter-charm to the Unlocking Spell.
  • Flipendo - Knocks objects and creatures backwards.
  • Lumos - Illuminates the tip of the caster's wand, allowing the caster to see in the dark.
  • Mucus ad Nauseam - Gives the victim a nasty cold and an extremely runny nose that can cause the victim to collapse if it is not treated. The cold is accompanied with constant sneezing.
  • Nox - Extinguishes wandlight. It the counter-charm for the Wand-Lighting Charm, Lumos.
  • Reparo - Seamlessly repairs broken objects.
  • Tarantallegra - Makes a target's legs spasm wildly out of control, making it appear as though they are dancing.
  • Verdimillious - A spell used to shoot green sparks from the end of the wand.
  • Wingardium Leviosa - Makes objects fly, or levitate.

Second Year

  • Arresto Momentum - Decreases the velocity of a moving target. Can be used on multiple targets, as well on the caster themselves.
  • Bat-Bogey Hex - Transforms the target's bogeys into large bats that fly out of the victim's nose.
  • Expelliarmus - Forces whatever an opponent is holding to fly out of their hand.
  • Hot Air Charm - Conjures a stream of hot air.
  • Illegibilus - Makes writing impossible to read.
  • Immobulus - Immobilises and stops the actions of the target. It works both on living and inanimate things.
  • Locomotor - Allows a witch or wizard to levitate a target a few inches off of the ground and then move said object in any given direction.
  • Pepper Breath - Gives the victim fiery hot breath.
  • Rictusempra - Tickles the target until they become weak with laughter.
  • Slugulus Eructo - Forces the victim to burp up slimy slugs.


Third Year

  • Carpe Retractum - Produces a rope of light used to pull objects towards the caster, or, if the target is fixed in place, to pull the caster towards the target.
  • Engorgio - Used to grow, swell or lengthen items.
  • Episkey - Used to heal relatively minor injuries, such as broken bones and cartilage.
  • Glacius - Freezes the target with icy-cold air.
  • Obscuro - Blindfolds the target.
  • Petrificus Totalus - Used to temporarily bind the victim's body in a position much like that of a soldier at attention; the victim will usually fall to the ground.
  • Relashio - Forces the target to release its grip on whatever it is holding.
  • Revelio - Reveals secrets about a person or object.


Fourth Year

  • Accio - Summons an object towards the caster.
  • Bombarda - Causes a small explosion.
  • Depulso - Sends the target away from the caster. It is the counter-charm to the Summoning Charm.
  • Diffindo - Used to precisely cut or tear objects.
  • Langlock - Sticks a victim's tongue to the roof of their mouth.
  • Furnunculus - Covers the target in boils (or pimples).
  • Oppugno - Causes targeted objects to attack a victim. It is particularly effective in conjunction with the Bird-Conjuring Charm.
  • Scourgify - Cleans objects by a process of washing them with soap.
  • Specialis Revelio - Reveals spells cast on objects or potions.
  • Tail-growing charm - Causes the victim to grow a tail.

Fifth Year

  • Arresto Momentum Duo - An amplified form of arresto momentum.
  • Caterwauling Charm - Sets off a high-pitched shriek if unauthorized person enters the area.
  • Confundo - Causes the victim to become confused and befuddled.
  • Densaugeo - This hex causes the victim's teeth to grow rapidly.
  • Descendo - Causes object to fall or move downwards.
  • Disillusionment Charm - Causes the target to blend seamlessly in with its surroundings, like a chameleon.
  • Expecto Patronum - A spell which will conjure a spirit guardian of their positive emotions to defend against dark creatures; it can also send messages to other witches or wizards. The Patronus takes the form of an animal, unique to each person who casts it. The form of a Patronus can change when one has undergone a period of heightened emotion.
  • Fumos - A defensive smokescreen that hinders visibility.
  • Glacius duo - An advanced form of 'glacio'.
  • Homenum Revelio - Reveals human presence in the vicinity of the caster.
  • Impedimenta - Slows down or stops the target.
  • Mimblewimble - Ties the target's tongue in a knot, preventing them from making coherent speech, or saying incantations correctly, making it useful in duels.
  • Muffliato - Prevents others from hearing nearby conversations by filling peoples' ears with an unidentifiable buzzing.
  • Reducto - Breaks objects. In stronger usages, disintegrates them.
  • Salvio Hexia - Protects against hexes.
  • Silencio - Makes something silent.

Sixth Year

  • Baubillious - Shoots searing lightning from the tip of the wand.
  • Bubble-Head Charm - Produces a large bubble of breathable air around the head of the user.
  • Cave Inimicum - Produces a boundary that keeps the caster hidden from others.
  • Confringo - Produces a fiery explosion.
  • Fumos Suffocare - Creates a suffocating plume of smoke that can cause fainting.
  • Geminio - Duplicates the target.
  • Imperturbable Charm - Creates an invisible magical barrier on an object, such as a door. This barrier bounces objects off of it, and muffles sounds.
  • Lacarnum Inflamari - To set a cloak or other items of clothing worn by individuals on fire.
  • Levicorpus - Hoists people up into the air by their ankle. Irreversible except by its specific counter-curse.
  • Liberacorpus - The counter-jinx to Levicorpus.
  • Piertotum Locomotor - Animates inanimate targets.
  • Protego - Invisible shield that reflects spells and blocks physical entities.
  • Sonorus - Makes the target sound louder. The counter-charm is the Quietening Charm, Quietus.
  • Quietus - Quietens sounds. It was the counter-charm to the Amplifying Charm.

Seventh Year

  • Apparition - A form of magical transportation that involves teleportation. Seventh-year students are permitted to take this exam to gain a license. Note: The ministry has legislation requiring a witch or wizard to be 17 at the time of acquiring this license.
  • Appare Vestigium - Reveals traces of magic, including footprints and track marks.
  • Brackium Emendo - this spell will heal broken bones.
  • Confundo duo - A much more potent form of the confundus charm that can cause temporary memory loss."
  • Expulso - Provokes an explosion, unique in that it uses pressure to do so as opposed to heat.
  • Fumos Duo - A thicker and more effective smokescreen that is nearly impossible to see through.
  • Finite Incantatem - Terminates all spell effects in the vicinity of the caster.
  • Impervius - Makes an object repel water and mist.
  • Obliviate - Erases specific memories.
  • Sectumsempra - Lacerates the target, as if they have been "slashed by a sword." Subsequently, the target can easily bleed to death from the wounds.
  • Unbreakable Charm - Makes objects unbreakable.

Postgraduate Spellwork

  • Legilimens - Allows the caster to delve into the mind of the victim, allowing the caster to see the memories, thoughts, and emotions of the victim. (Note: This spell requires special approval)
  • Protean Charm - Causes copies of an object to be remotely affected by changes made to the original.
  • Bombarda Maxima - A much more potent form of bombarda, causing massive explosions.
  • Deterioration Hex - Like the Killing curse, it kills (or freezes) the victim. It turns the body grey/blue (or paler) while it turns to stone, and then another twin spell can blast the body into pieces. Note: This spell comes with consequences and should not be used willy-nilly.
  • Firestorm (incantation unknown) - To produce a large ring of fire.
  • Crucio - Inflicts intense, excruciating physical pain on the recipient of the curse, and will result in insanity if exposed to it for too long. The pain is described as worse than having "white-hot knives" being driven into the victim. Note: This is an unforgivable and will likely land your character in trouble. Not to be thrown around.
  • Fiendfyre - Unleashes cursed fire that takes the shape of animals that actively seek out living targets and burn anything in its path, including nearly indestructible substances such as Horcruxes. In addition, this fire is made even more dangerous due to the fact that it is extremely difficult to control, and cannot be extinguished with normal or enchanted water.
  • Vulnera Sanentur - Healing spell that slows blood flow, clears residue, and knits wounds. It is the counter-curse to Sectumsempra.
  • Capacious Extremis - Expands the internal dimensions of an object without affecting the external dimensions, enhancing its capacity, and rendering its contents lighter. Note: This spell is controlled strictly by the ministry and therefore requires prior admin approval.
  • Flagante Curse - Causes objects to burn on contact.
  • Intruder Charm - Detects intruders and sounds an alarm.
  • Avada Kedavra - Causes instantaneous and painless death, leaving no physical injury to the victim's body or any trace of violence. Note: This is an unforgivable and will likely land your character in trouble. Not to be thrown around.
  • Imperio - Places the victim completely under the caster's control. The victim is put into a calm, trance-like state and becomes unquestioningly obedient to the commands of the caster. However, those who are strong-willed may learn to resist it. Note: This is an unforgivable and will likely land your character in trouble. Not to be thrown around.
  • Unbreakable Vow - Causes a vow taken by a witch or wizard to be inviolable; if they should break it, the consequence is death.

Transfiguration Guidelines

Transfiguration rules are broken down into both preset transfiguration spells and more general guidelines on transfiguring items. Both can be unlocked in the Willow. There are four branches: Transformation, Untransfiguration, Conjuration, and Vanishment. Any transfiguration spells cast will fall into one of these categories.

Transformation is essentially changing an item from one form to another and encompasses:

  • Switching - This involves changing the properties of two or more items at once, replacing their features with each other, more or less allowing them to switch places. Example: switching a book on a shelf with a cup in your hand.
  • Trans-Species Transformation - This sub-branch focuses on changing the species of one animal to another and is quite difficult, outdone only by human transfiguration. Example: changing a toad to a rabbit, mouse into a matchbox, etc.
  • Human Transfiguration - This branch of transfiguration focuses on the human body, whether one part or the whole. Example: changing eyebrow colours, animagus, etc.

Untransfiguration is the branch of transfiguration that focuses on returning objects to their original state after they have been transfigured. The difficulty of such spells is dependent on how much change has been made to the item.

Conjuration is the branch that allows a witch or wizard to conjure things out of thin air. It requires great attention to detail and unshakeable concentration to perform the most impressive conjurations.

Vanishment, as the name suggests, is the branch of transfiguration responsible for vanishing things into 'non-being'. Items that have been vanished can never be recovered as they cease to exist.


Spell List

First Year

  • Avifors - Transforms target into a bird, flock of birds or occasionally flock of bats.
  • Flintifors - Transforms things into matchboxes.
  • Multicorfors - Changes the colour and style of a person's outfit.
  • Reparifarge - Reverses unsuccessful transfigurations.
  • Vermillious - To conjure Red sparks.

Second Year

  • Duckifors - Turns an opponent into a duck.
  • Incendio - Conjures fire.
  • Ferula - Conjures a bandage and splint for broken bones.
  • Herbifors - Produces flowers from the head.
  • Scribblifors - Used to turn objects into quills.
  • Snufflifors - Turns books into mice.
  • Vera Verto - Used to turn an animal into a water goblet.

Third Year

  • Draconifors - Turns statues or small objects into fire-breathing dragons.
  • Duro - Turns an object to stone.
  • Expoximise - Bonded two objects together either by making their surface sticky or conjuring a sticky substance between them.
  • Lapifors - Used to turn a small object or creature into a rabbit.

Fourth Year

  • Entomorphis - This jinx is used to transform the target into an insectoid for a short time.
  • Incarcerous - Ties up the target with ropes conjured from thin air.
  • Orchideous - Conjures a bouquet of flowers.
  • Melofors - Used to turn an opponent's head into a pumpkin or to encase them in a conjured pumpkin.
  • Piscifors - Transforms things into fish.
  • Pullus - Transforms a human into a chicken.
  • Colovaria - Changes the target's colour.

Fifth Year

  • Ebublio - Trapped opponent in large conjured bubble.
  • Evanesco - Vanishes the target into 'non-being'.
  • Incarcifors - Used to transfigure an object to capture an opponent.
  • Reparifors - To heal Ailments such as poisoning or Paralysis.
  • Steelclaw - Used to make an animal's claws bigger and made of steel.
  • Switching spell - Switches two targets simultaneously.
  • Vipera Evanesca - Used to vanish a snake.

Sixth Year

  • Aguamenti - Conjures a clean, drinkable jet of water from the wand tip.
  • Avis - Conjures a flock of birds from the tip of the wand.
  • Crinus Muto - Changes the colour and style of the caster's hair.
  • Tentaclifors - Used to turn a person's head into a tentacle.

Seventh Year

  • Serpensortia - Conjures a serpent from the caster's wand.

Postgraduate

  • Animagus - Allows a human to take on an animal form, they can move between at will. Note: This requires a special request,

Further Transfiguration Rules

Outside of the established spells in the list above, there are also guidelines around the kinds of transfiguration a student can do and how much they can reasonably accomplish per branch.

Transformation Guide
- Basic color/texture changes; simple object morphs (e.g., matchstick to needle)
- Shape alteration of inanimate objects; temporary transfiguration of small animals lasting up to an hour.
- Full object swaps (e.g., teapot to frog); animate <-> inanimate (limited to small creatures and objects.)
- Animate-to-animate (mouse to raven); partial humanoid features (e.g., ears).
- Multiple-target transfigurations; temporary hybridisation lasting no more than 3 hours.
- Advanced creature transfiguration (e.g., chair to dog); can accomplish minor, temporary human reshaping such as larger ears, eyes, hands, etc.
- Advanced but impermanent transfiguration on creatures and humans. Can make changes to complex objects and machinery (e.g., clocks, vehicles with motors, etc.)
- Human transfiguration (with training); long-duration or permanent; animagus (must be T16 and requires admin approval).
- Able to make permanent changes to intricately designed and complex objects. Changes to humans are permanent (hair colour, eye colour, hair texture, etc.) Can create and patent transfiguration spells.


Untransfiguration Guide
- Undo small, simple changes (namely, effects of first-year spells)
- Reverse basic student-level transformations, such as matchboxes back to mice.
- Reverse basic, cross-species transformations done, such as rabbits back to frogs. Can undo minor human transfiguration (e.g., eye colour)
- Remove multi-step or layered transfiguration. Effects are likely to linger.
- Reverse moderate animate transformations such as changes done to creatures of a more complex/intelligent nature. Some effects may linger.
- Clean reversals on most animate subjects without leaving behind residual effects.
- Dispel permanent/potion-altered transformations of a basic nature.
- Reverse advanced magical transformations with stacked transformations.
- Very little, if any, difficulty reversing most complex/intricate magical transformations that apply multiple layers of transformations stacked atop each other.


Conjuration Guide
- Cannot conjure objects.
- May conjure small objects under 1kg (e.g., feather, cup)
- Medium items up to 10kg may be conjured (chairs, crates)
- Larger objects up to 50kg may be conjured (trunks, benches)
- Conjure tools, equipment up to 100kg total. May also conjure simple, low-intelligence animals such as insects or small creatures. (Note: the laws of transfiguration state you cannot conjure life. Creatures conjured with not be 'alive' in the traditional sense)
- Able to conjure vehicles (rowboat, cart) or mass objects (bulk books). Semi-intelligent creatures may also be summoned, but they follow the law of life.
- Can conjure large constructs, shelters, and near-permanent conjurings lasting up to several days.
- Can conjure large constructs, shelters, and near-permanent conjurings lasting up to several weeks. Large, intelligent creatures can be conjured and will mimic the actual creature; however, they are still not truly alive and will vanish within weeks.
- Can conjure large constructs, shelters, semi-permanent conjurings that can last for months.


Vanishment Guide
- Able to vanish tiny objects (e.g., paperclips, buttons).
- Able to vanish items up to 5kg (books, bags).
- Able to vanish objects up to 20kg (small furniture).
- Able to vanish larger objects up to 50kg; multiple small ones may also be vanished.
- Able to vanish small creatures (e.g., puffskein, gnomes) or 100kg of matter.
- Able to vanish medium creatures (e.g., kneazle, crup) or up to 500kg of matter.
- Able to vanish large creatures (e.g., erumpent, thestral) or up to a ton of matter.
- Able to vanish large inanimate objects (e.g., fireplace) or semi-sentient things.
- Able to vanish complex beings or magical constructs (case-by-case). Some objects, depending on intelligence, may still be difficult or impossible to vanish.

Divination Guidelines

For those who pursue the branch of divination, there are four subdivisions that are available. These are: foresight, sensory perception, spiritual communication, and aura reading. They can be further broken down as seen below.

Foresight Guide
- Characters may have vague dreams or flashes tied to strong emotions or danger.
- Brief mental images or one-symbol visions can be seen and will often be tied to personal outcomes.
- Able to predict events within 24 hours in a broader sense of what is to come (i.e., the character may be able to tell something good or bad will happen, but not what that thing is).
- Characters are able to predict specific emotional outcomes or narrow-range events (i.e., may be able to tell someone that they are going to lose something).
- Has the ability to perceive broad danger windows or specific potential futures in detail (e.g. an accident location or the object to be lost).
- Multiple possible futures can be perceived by the character (if choices are unclear); dreamscapes appear lucid.
- Clear symbolic interpretation of omens can be perceived, and full-scene foresight can be obtained within 72 hours of the incident.
- Characters are able to predict branching timelines in detail. This can be used to guide others to avoid paths that may be less favourable. Near-complete lucidity when visions appear.
- Complete lucidity in vision perception; characters are able to detect past, present, and likely future outcomes.


Sensory Perception
- Characters may experience mild gut feelings and moments of fleeting intuition.
- Characters are able to pick up on emotion-charged locations or objects, such as places where there has been a lot of trauma or joy, though the feeling remains vague.
- Able to detect past emotion in physical spaces with greater clarity. Can distinctly differentiate the feeling present.
- Characters have an enhanced sixth sense: smell, sound, and flashes are tied to magical residue left behind by past events or threads that still linger.
- Able to feel magical presences through barriers. This allows them to differentiate magical vs mundane presences that may remain unseen.
- Perception is extended (up to several meters). Characters also experience precise magical sensitivity.
- Characters are able to sense auras layered through objects or distant spaces. They are also able to gain directional readings within several meters to pinpoint the source of the phenomenon.
- Characters are able to gain an accurate interpretation of their visions and the energy that may occur in chaotic environments.
- Characters are able to feel and track magical echoes or people through spiritual planes.


Spiritual Communication Guide
- Able to perceive slight temperature changes or the presence awareness of any ghosts that may be lingering closeby.
- Characters can hear faint whispers or feel chills when spirits are near.
- Characters gain the ability to hold short, unclear conversations with ghosts in specific spots, but only in those spots.
- Can temporarily see ghostly forms. Characters are also able to communicate briefly with named spirits, mainly through feelings.
- Characters are able to sense the spirits of those who have died recently--able to tell someone has died. They are able to summon these ghosts with location aids or items linked to the deceased.
- Able to summon known spirits deliberately without the use of location aids or items connected to the spirit. Characters are also able to maintain basic conversation with these spirits.
- Characters are now able to hold extended interactions with spirits and are able to act as mediums for others.
- Characters gain the ability to communicate across time and space with lost souls or spiritually trapped entities bound to haunting sites.
- Characters are able to interact with spirits regardless of location (can summon them). They are also able to pierce veils, calling upon the long forgotten dead.


Aura Reading Guide
- Able to see 'aura shimmer'. This means they are only able to faintly see basic colours.
- Characters can detect mood shifts (happy/sad/tense) in basic color only; unable to determine nuance.
- Characters are now able to read aura clarity and disruption. This means they are now able to pick up on anomalies and intent (anger, sadness, etc.).
- Characters can read aura fluctuations with new context, allowing them to spot nuance (e.g., deception, stress).
- Characters are able to not only read aura intentions but also recent trauma signatures, though the latter remain vague. They can see and sense that something traumatic has happened, but not what it is.
- Detection of magical interference, inner conflict, deception, or curses is now possible for these characters.
- Characters can now identify layered, nuanced emotions, magical residue, and fractured soulstates that exist only in parts.
- At this level, characters can detect soul-binding, magical anomalies, and life-thread instability.
- Characters can read soul intent, magical fates, ancestral bonds, and magical truth.