Wizarding Guide to Magic
General Magic Guide
On Knockturn Bound, magic is broken into three categories of 'core' magic. These are:
- Charms = C
- Transfiguration = T
- Divination = D
All magic that can be done on this site will fall into one of these categories. Accompanying this system of magic are attributes, referred to as "Talent Points" or "TP". Your talent points determine the level of magic your character can perform in each branch of magic. This is the system that is used to govern all magic both inside Hogwarts and in the wider wizarding world. Upon creating an application, you are allowed to choose the distribution of your talent points among the three, and this will be reflected within your postbit.
At the start of your character's story, they will be given an "allowance" of TP, to be determined by their year (if a Hogwarts student) or the allotted levels given to adults. While distributing them, you must adhere to the rule of equality. This means that a character's lowest TP cannot be less than half the value of their highest TP. The only exception to this rule would be through a special request made for TP imbalance or in the case of creating a squib.
Your character can earn TP as you write them and they develop! Outside of the initial allowance, you may earn extra TP through:
- Attending classes: If you have a student character, you are able to attend classes at Hogwarts. There are three cores (Charms, Transfiguration, and Divination), as well as a myriad of changing electives. Each student is allowed to take only two of the three cores (you will have to decide which best suits your character's needs). Each core will give you 1 TP toward that branch of magic in your overall talent pool. For example, if your character does charms, at the end of the school term, you cannot put that TP anywhere but into charms. Electives are flexible as they are not tied to a core. They are worth 0.5 TP and can be placed wherever you'd like.
- Clubs: Alongside classes, there are also several clubs that your student can join to earn an extra 0.5 TP each. The clubs we have on offer are: Quidditch, Duelling, Spellcasters' Society, and Candy Stripers.
- Matriculation: At the end of each school term, should you choose to have your student move on to the next year, they will automatically receive 2 TP you can place as you please.
Not a student? Your character can still earn points through posting in the Wizarding World forums. These include: St. Mungo's, The Ministry of Magic, Diagon Alley, and Hogsmeade, as well as any sub-forums found within them. For more information on earning TP as an adult, you can check here.
NOTE: Should your character be interested in silent casting, there is a separate rule that also applies. For your character to be able to successfully cast a spell without needing to speak/whisper/mutter the incantation, they must be 6 levels above that spell.
Example: If your character has C7, they can silently cast spells within the first-year (C1-2) category. Here, the 6 refers to the lower value for the category.
Charms Guidelines
The following is a guide to the use of charms on our site. As a general rule, your charms or C talent point must be equal to or higher than the spell you are trying to cast in order for you to have your character successfully casting it. Many of these fall within ranges. So long as your character meets the minimum requirement for the spell, they can cast it. As a rule, if your character's level is lower in the range, they may still have some trouble casting it. If they have the higher value, they experience little, if any, difficulty.
Example: Spells that can be cast by first years fall in the C1-2 category. If Rae has C1, she can cast the spells at the first-year level but experiences some degree of difficulty. If she has C2, she has no issue with spells of that level and can be considered proficient.
First Year (C1-2)
- Alohomora
- Colloportus
- Flipendo
- Lumos
- Mucus ad Nauseam
- Nox
- Reparo
- Tarantallegra
- Verdimillious
- Vermillious
- Wingardium Leviosa
Second Year (C3-4)
- Arresto Momentum
- Bat-Bogey Hex
- Expelliarmus
- Hot Air Charm
- Illegibilus
- Immobulus
- Locomotor
- Pepper Breath
- Slugulus Eructo
- Rictusempra
Third Year (C5-6)
- Baubillious
- Carpe Retractum
- Episkey
- Glacius
- Obscuro
- Petrificus Totalus
- Revelio
- Relashio
Fourth Year (C7-8)
- Accio
- Confringo
- Depulso
- Diffindo
- Langlock
- Oppugno
- Scourgify
- Specialis Revelio
- Tail-growing charm
Fifth Year (C9-10)
- Arresto Momentum Duo
- Caterwauling Charm
- Confundus
- Densaugeo
- Descendo
- Disillusionment Charm
- Expecto Patronum
- Fumos
- Glacius duo
- Homenum Revelio
- Impedimenta
- Mimblewimble
- Muffliato
- Reducto
- Salvio Hexia
- Silencio
Sixth Year (C11-12)
- Bubble-Head Charm
- Bombarda
- Cave Inimicum
- Fumos Suffocare
- Geminio
- Imperturbable Charm
- Lacarnum Inflamari
- Levicorpus
- Liberacorpus
- Piertotum Locomotor
- Protego
- Sonorus
- Quietus
Seventh Year (C13-14)
- Apparition
- Appare Vestigium
- Brackium Emendo
- Confundo duo
- Expulso
- Fumos Duo
- Impervius
- Finite Incantatem
- Legilimens (with special request)
- Obliviate
- Sectumsempra
- Unbreakable Charm
Postgraduate Spellwork
C17
- Protean Charm
C18
- Bombarda Maxima
- Deterioration Hex
- Firestorm (incantation unknown)
C20
- Crucio
- Fiendfyre
- Vulnera Sanentur
C21
- Capacious Extremis - controlled strictly by the ministry
- Flagante Curse
- Intruder Charm
C22
- Avada Kedavra
- Imperio
C24
- Unbreakable Vow
Transfiguration Guidelines
Transfiguration rules are broken down into both preset transfiguration spells and more general guidelines on transfiguring items. 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.
First Year (T1-2)
- Avifors
- Flintifors
- Multicorfors
- Reparifarge
Second Year (T3-4)
- Duckifors
- Incendio
- Ferula
- Herbifors
- Scribblifors
- Snufflifors
- Vera Verto
Third Year (T5-6)
- Draconifors
- Duro
- Expoximise
- Lapifors
Fourth Year (T7-8)
- Entomorphis
- Incarcerous
- Orchideous
- Melofors
- Piscifors
- Pullus
- Colovaria
Fifth Year (T9-10)
- Ebublio
- Evanesco
- Incarcifors
- Reparifors
- Steelclaw
- Switching spell
- Vipera Evanesca
Sixth Year (T11-12)
- Aguamenti
- Avis
- Crinus Muto
- Tentaclifors
Seventh Year (T13-14)
- Serpensortia
Postgraduate
- Animagus (T16) - 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.
| Transfiguration Level | Transformation Guide |
|---|---|
| T1-2 | Basic color/texture changes; simple object morphs (e.g., matchstick to needle) |
| T3-4 | Shape alteration of inanimate objects; temporary transfiguration of small animals lasting up to an hour. |
| T5-6 | Full object swaps (e.g., teapot to frog); animate <-> inanimate (limited to small creatures and objects.) |
| T7-8 | Animate-to-animate (mouse to raven); partial humanoid features (e.g., ears). |
| T9-10 | Multiple-target transfigurations; temporary hybridisation lasting no more than 3 hours. |
| T11-12 | Advanced creature transfiguration (e.g., chair to dog); can accomplish minor, temporary human reshaping such as larger ears, eyes, hands, etc. |
| T13-14 | Advanced but impermanent transfiguration on creatures and humans. Can make changes to complex objects and machinery (e.g., clocks, vehicles with motors, etc.) |
| T15-16 | Human transfiguration (with training); long-duration or permanent; animagus (must be T16 and requires admin approval). |
| T20+ | 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. |
| Transfiguration Level | Untransfiguration Guide |
|---|---|
| T1-2 | Undo small, simple changes (namely, effects of first-year spells) |
| T3-4 | Reverse basic student-level transformations, such as matchboxes back to mice. |
| T5-6 | Reverse basic, cross-species transformations done, such as rabbits back to frogs. Can undo minor human transfiguration (e.g., eye colour) |
| T7-8 | Remove multi-step or layered transfiguration. Effects are likely to linger. |
| T9-10 | Reverse moderate animate transformations such as changes done to creatures of a more complex/intelligent nature. Some effects may linger. |
| T11-12 | Clean reversals on most animate subjects without leaving behind residual effects. |
| T13-14 | Dispel permanent/potion-altered transformations of a basic nature. |
| T15-16 | Reverse advanced magical transformations with stacked transformations. |
| T20+ | Very little, if any, difficulty reversing most complex/intricate magical transformations that apply multiple layers of transformations stacked atop each other. |
| Transfiguration Level | Conjuration Guide |
|---|---|
| T1-2 | Cannot conjure objects. |
| T3-4 | May conjure small objects under 1kg (e.g., feather, cup) |
| T5-6 | Medium items up to 10kg may be conjured (chairs, crates) |
| T7-8 | Larger objects up to 50kg may be conjured (trunks, benches) |
| T9-10 | 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) |
| T11-12 | 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. |
| T13-14 | Can conjure large constructs, shelters, and near-permanent conjurings lasting up to several days. |
| T15-16 | 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. |
| T20+ | Can conjure large constructs, shelters, permanent conjurings that must be vanished or otherwise demolished as they will not disappear. |
| Transfiguration Level | Vanishment Guide |
|---|---|
| T1-2 | Able to vanish tiny objects (e.g., paperclips, buttons). |
| T3-4 | Able to vanish items up to 5kg (books, bags). |
| T5-6 | Able to vanish objects up to 20kg (small furniture). |
| T7-8 | Able to vanish larger objects up to 50kg; multiple small ones may also be vanished. |
| T9-10 | Able to vanish small creatures (e.g., puffskein, gnomes) or 100kg of matter. |
| T11-12 | Able to vanish medium creatures (e.g., kneazle, crup) or up to 500kg of matter. |
| T13-14 | Able to vanish large creatures (e.g., erumpent, thestral) or up to a ton of matter. |
| T15-16 | Able to vanish large inanimate objects (e.g., fireplace) or semi-sentient things. |
| T20+ | 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.
| Divination Level | Foresight Guide |
|---|---|
| D1-2 | Characters may have vague dreams or flashes tied to strong emotions or danger. |
| D3-4 | Brief mental images or one-symbol visions can be seen and will often be tied to personal outcomes. |
| D5-6 | 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). |
| D7-8 | 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). |
| D9-10 | 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). |
| D11-13 | Multiple possible futures can be perceived by the character (if choices are unclear); dreamscapes appear lucid. |
| D14-16 | Clear symbolic interpretation of omens can be perceived, and full-scene foresight can be obtained within 72 hours of the incident. |
| D17-19 | 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. |
| D20+ | Complete lucidity in vision perception; characters are able to detect past, present, and likely future outcomes. |
| Divination Level | Sensory Perception |
|---|---|
| D1-2 | Characters may experience mild gut feelings and moments of fleeting intuition. |
| D3-4 | 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. |
| D5-6 | Able to detect past emotion in physical spaces with greater clarity. Can distinctly differentiate the feeling present. |
| D7-8 | 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. |
| D9-10 | Able to feel magical presences through barriers. This allows them to differentiate magical vs mundane presences that may remain unseen. |
| D11-13 | Perception is extended (up to several meters). Characters also experience precise magical sensitivity. |
| D14-16 | 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. |
| D17-19 | Characters are able to gain an accurate interpretation of their visions and the energy that may occur in chaotic environments. |
| D20+ | Characters are able to feel and track magical echoes or people through spiritual planes. |
| Divination Level | Spiritual Communication Guide |
|---|---|
| D1-2 | Able to perceive slight temperature changes or the presence awareness of any ghosts that may be lingering closeby. |
| D3-4 | Characters can hear faint whispers or feel chills when spirits are near. |
| D5-6 | Characters gain the ability to hold short, unclear conversations with ghosts in specific spots, but only in those spots. |
| D7-8 | Can temporarily see ghostly forms. Characters are also able to communicate briefly with named spirits, mainly through feelings. |
| D9-10 | 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. |
| D11-13 | 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. |
| D14-16 | Characters are now able to hold extended interactions with spirits and are able to act as mediums for others. |
| D17-19 | Characters gain the ability to communicate across time and space with lost souls or spiritually trapped entities bound to haunting sites. |
| D20+ | 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. |
| Divination Level | Aura Reading Guide |
|---|---|
| D1-2 | Able to see 'aura shimmer'. This means they are only able to faintly see basic colours. |
| D3-4 | Characters can detect mood shifts (happy/sad/tense) in basic color only; unable to determine nuance. |
| D5-6 | 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.). |
| D7-8 | Characters can read aura fluctuations with new context, allowing them to spot nuance (e.g., deception, stress). |
| D9-10 | 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. |
| D11-13 | Detection of magical interference, inner conflict, deception, or curses is now possible for these characters. |
| D14-16 | Characters can now identify layered, nuanced emotions, magical residue, and fractured soulstates that exist only in parts. |
| D17-19 | At this level, characters can detect soul-binding, magical anomalies, and life-thread instability. |
| D20+ | Characters can read soul intent, magical fates, ancestral bonds, and magical truth. |