Lesson plans
45 ready-made plans for a roleplay class. Each one is built to fit in about 10 minutes, with a time beside each step. Use them as they are, or as a starting point for your own class.
Jump to: Astronomy · Divination · Creatures · Potions · Herbology · Defence Against the Dark Arts · Dueling · Flying · History of Magic
Astronomy
For: First-years
Aim: Students can name the eight Moon phases in order.
- 1 min: Greet the class and ask who looked at the Moon last night.
- 3 min: Name the eight phases in order. Students repeat each one.
- 2 min: Explain waxing and waning: lit on the right is growing, lit on the left is shrinking.
- 3 min: Call a number from one to eight. Students answer with the phase.
- 1 min: Recap and set the homework.
Class activity: Quick-fire round: the professor describes a Moon and students name the phase.
Bring: Star chart and quill
Homework: Look at the Moon tonight and write down its phase.
Notes for this lesson: Moon phases (overview) · Waxing and waning · 1. New moon · 5. Full moon
Questions for house points
- How many phases does the Moon have? (Easy)
Answer: Eight. - The Moon is lit on the right. Is it waxing or waning? (Easy)
Answer: Waxing, which means growing. - Name the phase that comes straight after the full moon. (Hard)
Answer: Waning gibbous.
Professor's script
(Stand where the whole class can see you. Wait for quiet.)
Professor: Good evening, class. Hands up if you looked at the Moon last night. What shape was it?
(Take two or three answers.)
Professor: The Moon has eight faces, and it shows them in the same order every month. Say them after me. New moon. Waxing crescent. First quarter. Waxing gibbous. Full moon. Waning gibbous. Last quarter. Waning crescent.
Students: (repeat each one)
Professor: Waxing means growing. Waning means shrinking. Here in the north, light on the right is growing. Light on the left is shrinking.
Professor: Now a test. I will call a number from one to eight, and you tell me the phase. Five!
Students: Full moon!
(Call four or five more numbers, faster each time.)
Professor: Well done. For homework, look at the Moon tonight and write down its phase. Class dismissed.
For: First-years
Aim: Students can explain that phases come from the Moon's place in its orbit, not from Earth's shadow.
- 1 min: Ask the class why they think the Moon changes shape. Take three guesses.
- 3 min: Act it out. One student is the Sun with a lit wand, one is Earth, one walks the Moon around Earth.
- 3 min: At four points in the orbit, the Earth student says how much of the Moon looks lit.
- 2 min: Correct the common mistake: Earth's shadow only matters in an eclipse.
- 1 min: Recap in one sentence.
Class activity: Three students act out the Sun, Earth and Moon while the class calls the phase.
Bring: A wand for light
Homework: Explain in two sentences why we never see the far side of the Moon.
Notes for this lesson: Why the Moon has phases · Moon phases (overview) · Lunar eclipse · Solar eclipse
Spells to teach:
- Lumos: lights the tip of your wand. The student playing the Sun uses it. Nox puts it out.
Questions for house points
- Does the Moon make its own light? (Easy)
Answer: No. We see sunlight bouncing off it. - What causes the Moon's phases? (Medium)
Answer: Where the Moon is in its orbit, which changes how much of its lit half we can see. - When does Earth's shadow fall on the Moon? (Hard)
Answer: Only during a lunar eclipse.
Professor's script
Professor: Settle down, please. A question to begin. Why does the Moon change shape? Three guesses, anyone.
(Take three answers. Do not correct them yet.)
Professor: Let us find out. I need three volunteers. You are the Sun, so light your wand. You are the Earth, so stand here. You are the Moon, so walk slowly around the Earth.
(Stop the Moon at four points in its circle.)
Professor: Earth, look at the Moon now. How much of it is lit?
Students: (the Earth answers at each stop)
Professor: Many people say the Earth's shadow makes the phases. It does not. The Moon is always half lit by the Sun. The phase is how much of that lit half we can see.
Professor: Earth's shadow only matters in an eclipse. Who can say it back to me in one sentence?
(Take one answer, then dismiss.)
For: First and second-years
Aim: Students can list the eight planets in order from the Sun and say one fact about each.
- 1 min: Ask who can name any planet.
- 3 min: Give the order from the Sun, with one fact each.
- 3 min: Line up eight students as the planets. The class puts them in order.
- 2 min: Each planet says its one fact.
- 1 min: Share a memory phrase, or let the class invent one.
Class activity: A human solar system: students stand in order and say one fact about their planet.
Bring: None
Homework: Pick one planet and find out how long its year is.
Notes for this lesson: The solar system · Jupiter · Saturn · Mars · Which planets can you see?
Questions for house points
- Which planet is closest to the Sun? (Easy)
Answer: Mercury. - Which planet is the largest? (Easy)
Answer: Jupiter. - Name all eight planets in order from the Sun. (Hard)
Answer: Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus, Neptune.
Professor's script
Professor: Good evening. Who can name a planet? Any planet.
(Collect answers until you have most of them.)
Professor: There are eight, and they keep their order. From the Sun outwards: Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus, Neptune.
Professor: Mercury is the smallest. Venus is the hottest. Mars is red with rust. Jupiter is the giant. Saturn has the rings.
Professor: Eight volunteers to the front. I will give each of you a planet. Class, put them in order.
(Let the class sort them. Step in only if they are stuck.)
Professor: Planets, tell us your one fact, starting nearest the Sun.
Professor: If you need help remembering, make up a sentence with the first letters. Share yours on the way out.
For: Second-years
Aim: Students can use the Big Dipper to find the North Star.
- 1 min: Ask how a traveller finds north without a compass.
- 3 min: Describe the Big Dipper and its two pointer stars.
- 3 min: Students trace the line from the pointers to the North Star on their charts.
- 2 min: Explain why the North Star hardly moves through the night.
- 1 min: Recap.
Class activity: Students mark the Big Dipper, the pointers and the North Star on a chart and show a neighbour.
Bring: Star chart, quill, telescope if you have one
Homework: On a clear night, find the Big Dipper and note the time.
Notes for this lesson: The Big Dipper and the North Star · Ursa Minor (the Little Bear) · Constellations · Using a star chart
Spells to teach:
- Lumos: lights the tip of your wand, for reading a chart in the dark. Keep it dim, or you will lose your night vision.
Questions for house points
- What is another name for the North Star? (Easy)
Answer: Polaris. - Which group of stars points the way to it? (Easy)
Answer: The Big Dipper, using the two pointer stars at the end of its bowl. - Why does the North Star hardly move during the night? (Hard)
Answer: It sits almost directly above the north pole of the sky.
Professor's script
Professor: Imagine you are lost at night with no compass and no wand. How do you find north?
(Take a few ideas.)
Professor: You look for seven stars in the shape of a ladle. That is the Big Dipper. The two stars at the end of the bowl are the pointers.
Professor: Charts out. Find the Big Dipper. Now draw a line through the two pointers and keep going.
(Walk round and check charts.)
Professor: The star you reach is Polaris, the North Star. Face it, and you are facing north.
Professor: The other stars wheel around the sky all night. Polaris hardly moves, because it sits almost above the north pole.
Professor: On the next clear night, find the Dipper yourself and note the time. Off you go.
For: Any year
Aim: Students know their star sign and which element it belongs to.
- 1 min: Ask for a few birthdays.
- 3 min: Explain that a star sign is where the Sun was on your birthday. Name the twelve signs.
- 2 min: Sort the signs into fire, earth, air and water.
- 3 min: Students move to four corners by element and say what their signs are said to share.
- 1 min: Ask whether the descriptions fit. Take a show of hands.
Class activity: Four corners: students group by element and compare notes.
Bring: None
Homework: Write one way your sign's description fits your character and one way it does not.
Notes for this lesson: Star signs and the four elements · The zodiac constellations · Ruling planets: traditional and modern
Questions for house points
- How many star signs are there? (Easy)
Answer: Twelve. - Name the four elements the signs are sorted into. (Easy)
Answer: Fire, earth, air and water. - What decides your star sign? (Hard)
Answer: Where the Sun was in the sky on the day you were born.
Professor's script
Professor: Let us start with birthdays. You, when is yours? And you?
(Take four or five.)
Professor: Your star sign is the part of the sky the Sun was in on the day you were born. There are twelve. Aries, Taurus, Gemini, Cancer, Leo, Virgo, Libra, Scorpio, Sagittarius, Capricorn, Aquarius, Pisces.
Professor: Astrologers sort them into four elements. Fire acts. Earth builds. Air thinks. Water feels.
Professor: Fire signs to that corner. Earth there. Air there. Water there. Go.
(Give them a minute to talk in their corners.)
Professor: Each corner, tell us what your signs are said to have in common.
Professor: Now be honest. Hands up if that sounds like you. Hands up if it does not. Remember both when someone reads your fortune.
Divination
For: Third-years
Aim: Students can read a cup in the right order: describe first, interpret second.
- 1 min: Hand out cups. Students drink, swirl and turn the cup over.
- 2 min: Explain the rule: say what shape you see before you say what it means.
- 4 min: In pairs, each student describes the shapes in their partner's cup.
- 2 min: Now match the shapes to meanings.
- 1 min: Two pairs share a reading with the class.
Class activity: Paired cup readings, shapes first and meanings second.
Bring: Teacup and saucer
Homework: Read one more cup and write down the shapes you saw.
Notes for this lesson: Tea leaf reading · Common signs in the tea cup · Observing and interpreting · The Divination kit
Questions for house points
- What do you do with the cup before you read it? (Easy)
Answer: Drink the tea, swirl the dregs, and turn the cup over. - What must you do before you say what a shape means? (Easy)
Answer: Describe the shape you can see. - A shape is near the rim of the cup. Is that soon, or far off? (Hard)
Answer: Soon.
Professor's script
(Dim the lights if you can. Hand out the cups.)
Professor: Welcome. Drink your tea until only the dregs are left. Swirl the cup three times, then turn it over on the saucer.
Professor: One rule in my classroom. You say what you see before you say what it means.
Professor: Swap cups with your partner. Describe the shapes. Only the shapes.
(Walk between the tables. Stop anyone who jumps to a meaning.)
Professor: Now open your books and match the shapes. An anchor for steadiness. A bird for news. A snake for a false friend.
Professor: Shapes near the rim are soon. Shapes at the bottom are far off.
Professor: Who has a reading to share? Tell us the shape first, then the meaning.
(Hear two pairs, then dismiss.)
For: Third-years
Aim: Students can find the life, head and heart lines on a palm.
- 1 min: Students hold out their wand hand.
- 3 min: Point out the three main lines and what each is said to show.
- 4 min: In pairs, students find the lines on a partner's palm and describe them: long, short, deep or broken.
- 1 min: One pair shares what they found.
- 1 min: Recap.
Class activity: Paired palm reading, describing each line before giving a meaning.
Bring: None
Homework: Sketch your own palm and label the three lines.
Notes for this lesson: Palmistry · The Inner Eye · Why predictions are vague
Questions for house points
- Name one of the three main lines on the palm. (Easy)
Answer: The life line, the head line or the heart line. - Where is the life line? (Easy)
Answer: It curves around the base of the thumb. - Which hand does a palm reader usually read? (Hard)
Answer: The hand you write or cast with.
Professor's script
Professor: Hold out the hand you cast with, palm up.
Professor: Three lines matter most. The life line curves around the base of your thumb. The head line runs across the middle. The heart line runs above it.
(Trace each one on your own palm as you name it.)
Professor: Turn to your partner. Find the three lines on their hand. Tell them what you see: long or short, deep or faint, whole or broken.
(Give them time. Listen for anyone inventing a doom.)
Professor: A long line is not a long life, whatever the old books say. We read character, not a date.
Professor: One pair, tell us what you found.
Professor: For next time, sketch your own palm and label the three lines.
For: Any year
Aim: Students can tell an observation from an interpretation, and look for an ordinary explanation first.
- 1 min: Describe an odd event: a red Moon, or an owl in daylight.
- 3 min: Draw two columns: what I saw, and what I think it means. Fill them in together.
- 3 min: The class gives one ordinary explanation and one magical one.
- 2 min: Vote on which is more likely, and say why.
- 1 min: Recap the rule: observe, then interpret.
Class activity: The class sorts statements into what was seen and what was guessed.
Bring: Quill and parchment
Homework: Write down one thing you noticed today and two possible reasons for it.
Notes for this lesson: Omens · Observing and interpreting · Why predictions are vague · Bird omens
Questions for house points
- What is an omen? (Easy)
Answer: A sign that is believed to hint at what is coming. - Which comes first, observing or interpreting? (Easy)
Answer: Observing. - What should a careful student look for before calling something an omen? (Hard)
Answer: An ordinary explanation.
Professor's script
Professor: Last night an owl flew past my window in broad daylight. What does it mean?
(Let them guess. Enjoy the wild answers.)
Professor: Before we decide, two columns. On the left, what I saw. On the right, what I think it means.
Professor: What goes on the left? Only what my eyes can swear to.
Students: An owl. In daylight. Flying past.
Professor: Good. Now give me an ordinary reason for it. And now a magical one.
(Write both up.)
Professor: Hands up for ordinary. Hands up for magical. Tell me why.
Professor: The rule is this. First we observe, then we interpret. A diviner who skips the first part is only guessing.
For: Third-years and up
Aim: Students can work out a star sign from a birthday and name its ruling planet.
- 1 min: Ask each student for their character's birthday.
- 3 min: Explain the star sign and the ruling planet, in the traditional and the modern system.
- 3 min: Students find their sign and ruler on the Star signs strip.
- 2 min: Each says one prediction their sign might make for the week.
- 1 min: Remind the class to keep predictions open.
Class activity: Students find their sign and ruling planet, then make one open prediction.
Bring: Star chart
Homework: Note at the end of the week whether your prediction came true.
Notes for this lesson: Birth charts · What the planets mean · Ruling planets: traditional and modern · Making a prediction in roleplay
Questions for house points
- What does a birth chart show? (Easy)
Answer: Where the Sun, the Moon and the planets were at the moment you were born. - How many lights does traditional astrology use as rulers? (Medium)
Answer: Seven: the Sun, the Moon and five planets. - Name one sign whose ruling planet is different in modern astrology. (Hard)
Answer: Scorpio, Aquarius or Pisces.
Professor's script
Professor: I need your character's birthday. Write it at the top of your parchment.
Professor: Your star sign is where the Sun stood on that day. Each sign also has a ruling planet, and the planet colours the sign.
Professor: The old system uses only the seven lights we can see without a telescope. The modern one adds three more. I will accept either, if you can tell me which you are using.
Professor: Find your sign and its ruler now.
(Give them two minutes. Help anyone born near the edge of a sign.)
Professor: Now one prediction for your week, in the spirit of your sign. Keep it open. Say what might happen, not what must.
Students: (each reads one prediction)
Professor: At the end of the week, write down whether it came true. Be honest. That is the homework.
For: Third-years and up
Aim: Students can record a dream and pick out its main symbols.
- 1 min: Ask who remembers a dream from this week.
- 2 min: Explain how to keep a diary: write it down as soon as you wake.
- 4 min: Students write three lines about a dream, real or invented.
- 2 min: A partner picks out the symbols and suggests a meaning.
- 1 min: The dreamer says whether it fits.
Class activity: Write a short dream, then swap with a partner to interpret it.
Bring: Dream diary and quill
Homework: Keep the diary for three nights.
Notes for this lesson: Dream interpretation · The Divination kit · Can the future be changed?
Questions for house points
- When should you write a dream down? (Easy)
Answer: As soon as you wake, before it fades. - Name one common dream symbol. (Easy)
Answer: Flying, falling, water or being chased. - Why is a dream that keeps coming back treated as more important? (Hard)
Answer: A pattern that repeats is more likely to mean something than a single dream.
Professor's script
Professor: Who remembers a dream from this week? Do not tell us yet.
Professor: Dreams fade fast. That is why a diviner keeps a diary by the bed and writes before getting up.
Professor: Three lines, please. A dream you had, or one you make up. Begin.
(Give them four minutes of quiet.)
Professor: Pass your diary to your partner. Partner, find the symbols. Flying. Falling. Water. Being chased.
Professor: Suggest one meaning. Only one.
Professor: Dreamers, does it fit? Yes, no, or a little?
Professor: Keep the diary for three nights. Bring it next lesson.
Creatures
For: Third-years
Aim: Students can approach a Hippogriff safely.
- 1 min: Gather at the paddock fence and give the safety rule: nobody moves until told.
- 2 min: Explain the steps: bow, keep eye contact, wait for it to bow back.
- 5 min: Students take turns, narrating each step. The professor describes how the creature reacts.
- 1 min: Talk about what an insult would cost.
- 1 min: Recap.
Class activity: Each student narrates their bow and approach.
Bring: Sturdy boots
Homework: Write the steps for meeting a Hippogriff in your own words.
Notes for this lesson: Hippogriff · Care of Magical Creatures class · Ministry danger ratings
Questions for house points
- What is the first thing you do when you meet a Hippogriff? (Easy)
Answer: Bow. - What do you do if it does not bow back? (Easy)
Answer: Back away slowly. - What two animals does a Hippogriff look like? (Hard)
Answer: A giant eagle in front and a horse behind.
Professor's script
(Gather the class at the fence, well back from the creature.)
Professor: Nobody moves until I say so. That is the first rule and the last one.
Professor: A Hippogriff is proud. Insult one, and it may be the last thing you do.
Professor: You walk up slowly. You bow. You keep your eyes on its eyes. Then you wait.
Professor: If it bows back, you may come closer. If it does not, you back away, slowly.
Professor: Who is first? Tell us each thing you do.
(Narrate how the Hippogriff reacts to each student. Let one of them have to back away.)
Professor: What would an insult have cost you? Think about that on the walk back.
For: Any year
Aim: Students can spot a Bowtruckle and take wood from its tree without upsetting it.
- 1 min: Ask what guards a wand tree.
- 2 min: Describe a Bowtruckle and why it is hard to see.
- 2 min: Explain the offering of woodlice.
- 4 min: In pairs, one student offers woodlice while the other takes a twig. Both describe what they do.
- 1 min: Recap: gather with care.
Class activity: A paired task: distract the Bowtruckle and collect a twig.
Bring: Gloves, and a tin of woodlice
Homework: Draw a Bowtruckle from memory.
Notes for this lesson: Bowtruckle · Wiggentree · Wands
Questions for house points
- What does a Bowtruckle guard? (Easy)
Answer: A tree whose wood is good for wands. - What do you offer a Bowtruckle to calm it? (Easy)
Answer: Woodlice. - Why is a Bowtruckle hard to spot? (Hard)
Answer: It is small and looks like a bundle of twigs.
Professor's script
Professor: Wand wood has to come from somewhere. What do you think guards the tree?
(Take guesses.)
Professor: A Bowtruckle. It is no longer than your hand and looks like a bundle of twigs. You will not see it until it moves.
Professor: It guards its tree fiercely. Luckily, it can be bought. It loves woodlice.
Professor: Pairs, please. One of you offers the woodlice. The other takes one small twig. Tell me what you do.
(Narrate the Bowtruckle's reaction. Reward patience. Punish grabbing with a scratched finger.)
Professor: We took one twig and left the tree whole. That is how you gather. Carefully.
For: Any year
Aim: Students know the five danger ratings and can place a creature on the scale.
- 1 min: Ask for the most dangerous creature anyone has heard of.
- 3 min: Explain the scale from one X to five.
- 4 min: Call out six creatures. Students hold up fingers for the rating and defend their choice.
- 1 min: Compare with the official ratings.
- 1 min: Recap.
Class activity: Rate that creature: students vote with their fingers.
Bring: None
Homework: Choose one creature and explain its rating in three sentences.
Notes for this lesson: Ministry danger ratings · Flobberworm · Hippogriff · Acromantula · Dragon
Questions for house points
- How many levels are on the Ministry's danger scale? (Easy)
Answer: Five. - What does a rating of five mean? (Hard)
Answer: A known killer that cannot be trained or tamed. - Give a creature with the lowest rating. (Easy)
Answer: A Flobberworm.
Professor's script
Professor: What is the most dangerous creature you have ever heard of?
(Take answers. Let them try to outdo each other.)
Professor: The Ministry rates every creature from one X to five. One X is boring. Two is harmless. Three needs a competent wizard. Four is dangerous. Five is a known killer that cannot be tamed.
Professor: I name a creature, and you hold up fingers. Flobberworm!
Students: (one finger)
Professor: Hippogriff. Dragon. Niffler. Acromantula. Bowtruckle.
(After each, ask one student why they chose that number.)
Professor: Here are the official ratings. Who was closest?
Professor: Pick one creature tonight and explain its rating in three sentences.
For: First and second-years
Aim: Students know why Mooncalves appear only at full moon and what they leave behind.
- 1 min: Ask who has seen a crop circle.
- 3 min: Describe the Mooncalf and its moonlight dance.
- 2 min: Explain why its dung is gathered before sunrise.
- 3 min: Students plan a night trip to watch one: when, where, and how to stay quiet.
- 1 min: Link back to the Moon phases.
Class activity: Plan a silent night watch as a class.
Bring: Star chart, to check the phase
Homework: Find the date of the next full moon.
Notes for this lesson: Mooncalf · 5. Full moon · Dragon dung and other feeds
Spells to teach:
- Nox: puts your wand light out. Cast it before you get close, because light will scare a Mooncalf back into its burrow.
Questions for house points
- When does a Mooncalf leave its burrow? (Easy)
Answer: Only at the full moon. - What do Mooncalves leave in wheat fields? (Easy)
Answer: Patterns from their dancing, which Muggles call crop circles. - Why is Mooncalf dung gathered before sunrise? (Hard)
Answer: It makes magical plants grow fast and strong, and it must be collected before the Sun reaches it.
Professor's script
Professor: Has anyone seen a field of wheat pressed flat into a pattern?
Professor: Muggles call them crop circles and argue about them. We know better.
Professor: The Mooncalf is so shy that it leaves its burrow only at the full moon. Then it dances on its hind legs in the moonlight.
Professor: Its dung is silver, and if you gather it before sunrise, it makes magical plants grow fast and strong.
Professor: We are going to watch one. Plan it with me. Which night? Where do we stand? How do we stay quiet?
(Take their plan. Point out anything that would scare it off.)
Professor: When is the next full moon? Find out, and tell me next lesson.
For: Any year
Aim: Students can handle a small, quick creature calmly and as a team.
- 1 min: Announce that a Niffler has escaped into the classroom.
- 2 min: Describe a Niffler and what it wants.
- 5 min: Each student posts one action to help catch it. The professor narrates the result.
- 1 min: Count up what it stole.
- 1 min: Recap: calm and teamwork.
Class activity: A team chase scene, one action per student.
Bring: Something shiny for bait
Homework: Write one rule for keeping a Niffler indoors.
Notes for this lesson: Niffler · Care of Magical Creatures class
Spells to teach:
- Accio: the Summoning Charm. Name the object clearly to call back something the Niffler has taken. It will not summon the Niffler itself.
Questions for house points
- What does a Niffler want more than anything? (Easy)
Answer: Shiny things. - Why is a Niffler a poor pet to keep indoors? (Easy)
Answer: It tears a room apart looking for anything that shines. - What is a Niffler useful for? (Hard)
Answer: Finding treasure.
Professor's script
(Begin in a hurry.)
Professor: Do not panic. There is a Niffler loose in this room, and it has already taken my watch.
Professor: It is small, black and fluffy, with a long snout. It wants anything that shines. It is quick, and it is not sorry.
Professor: One action each. Tell me what you do. You first.
(Narrate every result. Let the Niffler steal something from at least two students.)
Professor: There. It is under the desk. Slowly now. Somebody hold out something shiny.
Professor: Caught. Let us see what it has. A watch. Three buttons. And somebody's badge.
Professor: Calm heads and teamwork. That is how you deal with any small creature.
Potions
For: First-years
Aim: Students can brew a simple potion by following the steps in order.
- 1 min: Students set out their cauldron, scales and ingredients.
- 2 min: Read the whole recipe aloud before anyone starts.
- 4 min: Brew in stages: nettles, then fangs, then slugs. Students post each step.
- 2 min: Take the cauldron off the fire, then add the quills.
- 1 min: Bottle a sample and label it.
Class activity: A step-by-step brew, with the professor calling each stage.
Bring: Cauldron, scales, phial and gloves
Homework: Explain what happens if the quills go in too early.
Notes for this lesson: Cure for Boils · Potions class setup · Stirring and timing · Nettles
Spells to teach:
- Incendio: the Fire-Making Spell. Use it to light the burner under your cauldron, and never aim it near parchment or robes.
Questions for house points
- Name one ingredient in the Cure for Boils. (Easy)
Answer: Dried nettles, snake fangs, horned slugs or porcupine quills. - What must you do before you add the porcupine quills? (Medium)
Answer: Take the cauldron off the fire. - What happens if the quills go in too early? (Hard)
Answer: The potion melts the cauldron and causes boils.
Professor's script
Professor: Cauldrons on the bench. Scales to your left. Ingredients in a row.
Professor: We read the whole recipe before we light anything. Listen.
Professor: Dried nettles. Crushed snake fangs. Stewed horned slugs. Porcupine quills.
Professor: Light your fire. Nettles in. Tell me when it is done.
(Call each stage and wait for the class to post it.)
Professor: Fangs. Then slugs. Stir gently.
Professor: Now stop. Take the cauldron off the fire. Only then do the quills go in.
Professor: If the quills go in too early, your potion melts the cauldron and gives you boils, which is the opposite of what we want.
Professor: Bottle a sample. Label it. Bring it to my desk.
For: First-years
Aim: Students can set up safely and say where the nearest water and antidote are.
- 1 min: Students stand at an empty bench.
- 3 min: Name each tool and what it is for.
- 3 min: Students lay out their station in posts and say where each thing goes.
- 2 min: Safety check: hair tied back, gloves on, path to the door clear.
- 1 min: Recap the rule: read first, measure second, heat last.
Class activity: Lay out a station and pass a safety check.
Bring: Cauldron, scales, knife, ladle and gloves
Homework: Draw your station and label it.
Notes for this lesson: Potions class setup · Cauldrons and tools · Potions safety
Spells to teach:
- Scourgify: the Scouring Charm. Use it to clean your cauldron and bench before and after you brew.
Questions for house points
- What goes in the middle of your bench? (Easy)
Answer: The cauldron. - What is the order to remember? (Medium)
Answer: Read first, measure second, heat last. - Name two things to check for safety before you start. (Hard)
Answer: Any two of: hair tied back, gloves on, a clear path to the door, and knowing where the water and antidotes are.
Professor's script
Professor: Stand at your bench with nothing on it.
Professor: Before any potion, we set up. A tidy bench is a safe bench.
Professor: Cauldron in the middle. Scales to one side. Knife and ladle where you can reach them. Ingredients in the order you will use them.
Professor: Lay yours out now, and tell me where each thing goes.
(Check each station. Move one thing on purpose and see who notices.)
Professor: Safety check. Hair tied back. Gloves on. Is your path to the door clear?
Professor: Where is the nearest water? Where are the antidotes? Point.
Professor: Remember the order. Read first. Measure second. Heat last.
For: Second-years and up
Aim: Students can tell from colour, smell and steam whether a potion is going well.
- 1 min: Describe three cauldrons at the same stage.
- 3 min: Explain the three signs to check: colour, smell and steam.
- 4 min: Students say which cauldron has gone wrong, and why.
- 1 min: Explain what to do: stop, and call the teacher.
- 1 min: Recap.
Class activity: Spot the spoiled potion among three descriptions.
Bring: None
Homework: Describe the colour and steam of a potion you know.
Notes for this lesson: Reading a potion · Common brewing mistakes · Stirring and timing
Questions for house points
- Name the three signs that tell you how a potion is doing. (Medium)
Answer: Colour, smell and steam. - Your potion smells foul and pours out thick smoke. What do you do? (Easy)
Answer: Stop, and call the teacher. - Why should you not add something to fix a potion that has gone wrong? (Hard)
Answer: You do not know how it will react, and you could make it dangerous.
Professor's script
Professor: Three cauldrons, all brewing the same potion. Listen closely.
Professor: The first is pale blue, and its steam rises in slow spirals. The second is pale blue, with no steam at all. The third is grey and smells of burnt hair.
Professor: A potion tells you how it is doing in three ways. Its colour. Its smell. Its steam.
Professor: Which cauldron has gone wrong? Tell me what you noticed.
(Take answers. Push them to name the sign, not just the number.)
Professor: And the second one? Is no steam a problem? It depends on what the recipe says. Always check.
Professor: If your potion smells foul or pours out thick smoke, you stop, and you call me. You do not add something to fix it.
For: Any year
Aim: Students know what a bezoar is and when to reach for one.
- 1 min: Ask what you would do if a classmate were poisoned.
- 2 min: Explain what a bezoar is and where it comes from.
- 2 min: Explain why each poison needs its own antidote.
- 4 min: Quick drill. The professor names a situation, and students say bezoar, antidote or hospital wing.
- 1 min: Recap.
Class activity: A quick-fire poisoning drill.
Bring: None
Homework: Write where the bezoars are kept in your classroom.
Notes for this lesson: Bezoar · Antidotes · Potions safety
Questions for house points
- What is a bezoar? (Easy)
Answer: A stone from the stomach of a goat. - What does a bezoar do? (Easy)
Answer: It saves you from most poisons. - Why can one antidote not cure every poison? (Hard)
Answer: Each poison is different, so each needs its own antidote.
Professor's script
Professor: Your friend has drunk something they should not have. They are turning green. What do you do?
(Take answers.)
Professor: You reach for a bezoar. It is a small stone from the stomach of a goat, and it will save you from most poisons.
Professor: Most. Not all. Each poison has its own antidote, and brewing one takes time you may not have.
Professor: A quick drill. I describe it, and you shout bezoar, antidote, or hospital wing.
Professor: A classmate swallows the wrong potion in my lesson.
Students: Bezoar!
(Run five or six cases. Include one where the answer is the hospital wing.)
Professor: Before you leave, find out where the bezoars are kept in this room.
For: Third-years and up
Aim: Students can brew a simple healing potion and say what it is for.
- 1 min: Ask when a healing potion is better than a healing spell.
- 2 min: Introduce the potion and its two main ingredients.
- 5 min: Students brew in posts: prepare, add, stir, wait.
- 1 min: Check the colour against the recipe.
- 1 min: Bottle it, label it, and recap.
Class activity: A full brew in four stages.
Bring: Cauldron, stirring rod, phial and ingredients
Homework: Write a label for your potion with its name, date and use.
Notes for this lesson: Wiggenweld Potion · Dittany · Brewing in roleplay · Bottling and labelling
Questions for house points
- Name the four stages of a brew. (Medium)
Answer: Prepare, add, stir, wait. - What three things go on a potion's label? (Easy)
Answer: The name, the date and what it is for. - When is a healing potion more useful than a healing spell? (Hard)
Answer: When no healer is there to cast the spell.
Professor's script
Professor: When is a potion better than a healing spell?
(Take answers.)
Professor: When the healer is not there. A potion waits in your pocket.
Professor: Today we brew a healing draught. Two ingredients do most of the work.
Professor: Four stages. Prepare. Add. Stir. Wait. Tell me each one as you do it.
(Call the stages. Let small mistakes happen.)
Professor: Check your colour against the book. If it matches, well done. If not, tell me what you think went wrong.
Professor: Bottle it. Label it with the name, the date and what it is for. An unlabelled bottle is a danger to everyone.
Herbology
For: Second-years
Aim: Students can repot a young Mandrake safely.
- 1 min: Earmuffs on. Check that everyone's are snug.
- 2 min: Explain why the cry is dangerous and what a young one does.
- 5 min: Students repot one each, narrating: grip, pull, drop it in, cover with compost.
- 1 min: Earmuffs off on the professor's signal only.
- 1 min: Recap.
Class activity: Each student repots one Mandrake and describes it.
Bring: Earmuffs, gloves and a large pot
Homework: Explain what the Mandrake draught is used for.
Notes for this lesson: Mandrake · Herbology class safety gear · Repotting and pruning
Questions for house points
- What must you wear before you pull up a Mandrake? (Easy)
Answer: Earmuffs. - What does the cry of a young Mandrake do? (Easy)
Answer: It knocks you out for a few hours. - What is the Mandrake draught used for? (Hard)
Answer: It restores people who have been petrified or transfigured.
Professor's script
Professor: Before the earmuffs go on, listen carefully. The Mandrake's cry will kill you when it is grown. These are young, so it will only knock you out for a few hours.
Professor: Grip the leaves firmly. Pull straight up. Drop it into the new pot. Cover it with compost.
Professor: Earmuffs on. Now. I want to see every pair snug before we begin.
(Check each student. Use hand signals from here until the earmuffs come off.)
(Point to each student in turn. They tell the class what they do.)
(Narrate the Mandrakes fighting back. One should bite.)
(Thumbs up when every pot is covered.)
Professor: Earmuffs off. Well done. Who can tell me what the Mandrake draught is used for?
For: First-years
Aim: Students know to stay calm and use light against Devil's Snare.
- 1 min: Describe a dark, damp corner of the greenhouse.
- 2 min: Explain what the plant does when you struggle.
- 5 min: One student narrates being caught. The class decides what to do, and the professor describes what happens.
- 1 min: Try again with light.
- 1 min: Recap: relax, then light.
Class activity: A rescue scene, where the class talks a classmate free.
Bring: A wand
Homework: Write the two things that defeat Devil's Snare.
Notes for this lesson: Devil's Snare · Lumos and Nox · Greenhouse care
Spells to teach:
- Lumos: lights the tip of your wand. Devil's Snare shrinks away from the light.
- Incendio: the Fire-Making Spell. Flames drive the plant back, so aim it away from your classmate.
Questions for house points
- What happens if you struggle against Devil's Snare? (Easy)
Answer: It holds you tighter. - Name two things Devil's Snare hates. (Hard)
Answer: Light and warmth, or fire. - Where does Devil's Snare like to grow? (Easy)
Answer: In the dark and damp.
Professor's script
Professor: In the darkest, dampest corner of this greenhouse there is a plant you must never fight.
Professor: Devil's Snare. The harder you struggle, the tighter it holds.
Professor: I need a volunteer to be caught. Tell us what it feels like.
Students: (the volunteer narrates being wrapped up)
Professor: Class, your classmate is in trouble. What do they do?
(Take suggestions. Narrate what happens with each. Pulling makes it worse.)
Professor: Try this instead. Go still. Now somebody give me some light.
Professor: It hates light and warmth. See how it shrinks away.
Professor: Two things to remember. Relax. Then light.
For: First-years
Aim: Students can choose the right protective gear for a plant.
- 1 min: Lay out gloves, earmuffs and goggles.
- 3 min: Say what each one protects against.
- 4 min: Name five plants. Students say which gear they would wear for each.
- 1 min: Greenhouse rules: do not touch until told, and report every bite.
- 1 min: Recap.
Class activity: Match the gear to the plant.
Bring: Gloves, earmuffs and goggles
Homework: List the gear you would need for three plants.
Notes for this lesson: Herbology class safety gear · Greenhouse care · Venomous Tentacula
Questions for house points
- What are earmuffs for in the greenhouse? (Easy)
Answer: Plants that scream, such as Mandrakes. - What do dragon-hide gloves protect you from? (Easy)
Answer: Plants that bite, sting or burn. - Give the two greenhouse rules. (Hard)
Answer: Do not touch a plant until you are told to, and report every bite.
Professor's script
Professor: On the bench are gloves, earmuffs and goggles. Each is there because somebody once got hurt without it.
Professor: Gloves are for plants that bite, sting or burn. Earmuffs are for plants that scream. Goggles are for plants that spit.
Professor: I name a plant, and you tell me what you put on. Mandrake.
Students: Earmuffs! And gloves!
Professor: Bubotuber. Venomous Tentacula. Chomping Cabbage. Honking Daffodil.
(Ask one student to explain each answer.)
Professor: Two rules in my greenhouse. You do not touch a plant until I say so. And you tell me about every bite, however small.
For: Any year
Aim: Students can feed a biting plant without losing a finger.
- 1 min: Show the cabbage bed from a safe distance.
- 2 min: Explain how it snaps, and why you approach from behind.
- 5 min: Students feed one each, narrating the approach. The professor describes each snap.
- 1 min: Count fingers.
- 1 min: Recap.
Class activity: Feeding time, one cabbage per student.
Bring: Thick gloves and a feed bucket
Homework: Write two rules for working with a plant that bites.
Notes for this lesson: Chinese Chomping Cabbage · Herbology class safety gear · Plants that fight
Questions for house points
- From which side do you approach a Chomping Cabbage? (Easy)
Answer: From behind. - What do you wear to feed one? (Easy)
Answer: Thick gloves. - Why is a Chomping Cabbage kept in a bed of its own? (Hard)
Answer: It snaps at anything in front of it, including other plants.
Professor's script
(Stop the class a few paces from the bed.)
Professor: Look at them from here. Yes, those are teeth.
Professor: A Chomping Cabbage snaps at anything in front of it. So we do not stand in front of it.
Professor: Thick gloves. Come at it from behind. Drop the feed and take your hand away.
Professor: One cabbage each. Tell me how you do it.
(Narrate each snap. Somebody should lose the tip of a glove.)
Professor: Hands up. Everybody count your fingers. Ten? Good.
Professor: Give me two rules for working with a plant that bites.
For: Second-years and up
Aim: Students know that some plants must be picked at a certain time, and why.
- 1 min: Ask why a potion-maker would care about the Moon.
- 3 min: Explain timed harvests: dawn, dusk and the full moon.
- 4 min: Students plan a harvest for a named potion: which plant, which night, which tools.
- 1 min: Check the plan against the Moon phases.
- 1 min: Recap.
Class activity: Plan a harvest and check it against the Moon.
Bring: Star chart and gloves
Homework: Find the next full moon and name one plant to pick then.
Notes for this lesson: Harvesting ingredients · Fluxweed · 5. Full moon · Polyjuice Potion
Spells to teach:
- Diffindo: the Severing Charm. Use it to cut a stem cleanly, and keep a steady hand.
Questions for house points
- Which plant must be picked at the full moon? (Easy)
Answer: Fluxweed. - Which potion uses fluxweed? (Hard)
Answer: Polyjuice Potion. - Why label everything as you pick it? (Easy)
Answer: Dried leaves all look alike.
Professor's script
Professor: Why would somebody who makes potions care what the Moon is doing?
(Take answers.)
Professor: Because some plants only work if you pick them at the right time. At dawn. At dusk. Under a full moon.
Professor: Fluxweed is one. Pick it on the wrong night, and your potion is wasted.
Professor: Plan a harvest for me. Which plant? Which night? What do you carry?
(Give them four minutes in pairs.)
Professor: Check your plan against the Moon. Is your night the right phase?
Professor: Find the next full moon and name one plant you would pick then. That is your homework.
Defence Against the Dark Arts
For: First-years
Aim: Students can sort spells by how much harm they mean.
- 1 min: Ask for a spell that annoys and a spell that hurts.
- 3 min: Explain the four kinds: charm, jinx, hex and curse.
- 4 min: Read out eight spells. Students call out the kind.
- 1 min: Talk about the ones in the middle.
- 1 min: Recap.
Class activity: A sorting game: name the kind of spell.
Bring: None
Homework: Write one example of each of the four kinds.
Notes for this lesson: Charms, jinxes, hexes and curses · Rictusempra · Unforgivable Curses
Spells to teach:
- Rictusempra: the Tickling Charm. Harmless, and a good first spell to practise on a partner.
- Flipendo: the Knockback Jinx. It pushes the target back without injuring them.
Questions for house points
- Which is the worst kind of spell: a jinx, a hex or a curse? (Easy)
Answer: A curse. - What does a charm do? (Hard)
Answer: It adds or changes a property of something, such as making it float or glow. - Is the Tickling Charm meant to do harm? (Easy)
Answer: No. It is harmless and wears off on its own.
Professor's script
Professor: Give me a spell that only annoys someone. Now one that would really hurt.
(Take one of each.)
Professor: We sort spells by how much harm they mean. A charm changes what a thing does. A jinx is a nuisance. A hex is nastier. A curse is meant to do real damage.
Professor: I name the spell, and you call out the kind. The Tickling Charm.
Students: Charm!
Professor: The Knockback Jinx. The Impediment Jinx. The Blasting Curse.
(Run eight in all. Stop at any the class disagrees on.)
Professor: Some sit in the middle, and wizards have argued about them for centuries. What matters is that you know what you mean to do before you cast.
For: Third-years
Aim: Students can use laughter and the charm to deal with a Boggart.
- 1 min: A wardrobe rattles in the corner of the room.
- 2 min: Explain what a Boggart is and why it is best faced in a group.
- 1 min: Each student chooses something mildly silly to fear, and a funny form to turn it into.
- 5 min: Students take turns: step up, cast, and describe the change.
- 1 min: Recap.
Class activity: Each student faces the Boggart and makes it ridiculous.
Bring: A wand
Homework: Explain why a Boggart is weaker against a group.
Notes for this lesson: Boggart · How a spell works · Comfort and consent
Spells to teach:
- Riddikulus: the charm that forces a Boggart into a shape you find funny. Picture the funny shape clearly before you speak.
Questions for house points
- What shape does a Boggart take? (Easy)
Answer: Whatever the person in front of it fears most. - What truly defeats a Boggart? (Easy)
Answer: Laughter. - Why is it best to face a Boggart in a group? (Hard)
Answer: It cannot decide what shape to take.
Professor's script
(A wardrobe in the corner rattles.)
Professor: Nothing to worry about. There is a Boggart in there.
Professor: A Boggart takes the shape of whatever frightens you most. Nobody knows what it looks like when it is alone.
Professor: That is why we face it together. It cannot decide what to be.
Professor: The charm is Riddikulus. But the charm is not what beats it. Laughter is.
Professor: Think of something a little bit frightening. Something silly. Now think how to make it funny.
Professor: Form a line. Step up, cast, and tell us what it turns into.
(Narrate each change. Keep it light. Move the line along quickly.)
Professor: Excellent. Why is a Boggart weaker against a crowd? Tell me next lesson.
For: Second-years and up
Aim: Students can cast a shield at the right moment.
- 1 min: Ask what you do when a spell is flying at you.
- 2 min: Teach the incantation and the movement.
- 2 min: Explain timing. Too early, and it has faded.
- 4 min: In pairs, one casts a harmless jinx and the other shields. Swap after three tries.
- 1 min: Recap.
Class activity: A paired shield drill with harmless jinxes.
Bring: A wand
Homework: Describe a time your character would need a shield.
Notes for this lesson: Protego · Timing a shield · Shield spells in practice
Spells to teach:
- Protego: the Shield Charm. A firm sweep of the wand, cast as the spell arrives. It blocks minor spells for a moment.
Questions for house points
- What is the incantation for the Shield Charm? (Easy)
Answer: Protego. - What happens if you cast a shield too early? (Easy)
Answer: It has faded by the time the spell arrives. - What can a well-timed shield do to a spell? (Hard)
Answer: Turn it back on the caster.
Professor's script
Professor: A spell is flying at your face. What do you do?
(Take answers. Somebody will say duck.)
Professor: Ducking is a fine answer. Here is a better one. Protego.
Professor: Say it with me. Protego. A firm sweep of the wand, like this.
Professor: Now the hard part. A shield lasts a moment. Cast it too early, and it is gone when the spell arrives.
Professor: Pairs. One of you casts a harmless jinx. The other shields. Three tries, then swap.
(Walk round. Call out good timing when you see it.)
Professor: When would your character need a shield? Write me a few lines for next time.
For: Third-years
Aim: Students can recognise a water creature and react calmly.
- 1 min: Describe something cold closing around an ankle in the lake.
- 3 min: Describe the creature: what it looks like and where it lives.
- 2 min: Explain its weak point.
- 3 min: Students say what they would do. The professor narrates the result.
- 1 min: Recap: stay calm and know its weakness.
Class activity: A 'what would you do' scene at the edge of the lake.
Bring: A wand
Homework: Draw the creature and label its weak point.
Notes for this lesson: Grindylow · Greenhouses and the lake · Ministry danger ratings
Questions for house points
- Where does a Grindylow live? (Easy)
Answer: In lakes and ponds. - What is a Grindylow's weak point? (Hard)
Answer: Its fingers are brittle. - What should you learn about a creature before you meet it? (Easy)
Answer: Its weakness.
Professor's script
Professor: You are swimming in the lake. Something cold closes around your ankle.
(Let that sit for a moment.)
Professor: It is green, with small horns and very long fingers. It is a Grindylow, and it wants to pull you down.
Professor: Now for its weakness. Those fingers are strong, but they are brittle.
Professor: So. It has your ankle. What do you do? You first.
(Narrate each result. Panic makes it hold on. A firm response breaks its grip.)
Professor: Every creature has a weak point. Learn it before you meet the creature, not after.
Professor: Stay calm, and know its weakness. Draw me a Grindylow for homework and label the fingers.
For: Fourth-years and up
Aim: Students can explain why three curses are illegal and what to do if they see one used.
- 1 min: Tell the class this lesson is discussion only. Nobody casts.
- 3 min: Describe the three curses in plain words: one controls, one tortures, one kills.
- 3 min: Ask why a society would outlaw some magic altogether.
- 2 min: Explain what a student should do: get away and tell a teacher.
- 1 min: Recap.
Class activity: A class discussion with no casting.
Bring: None
Homework: Write three sentences on why control is treated as seriously as harm.
Notes for this lesson: Unforgivable Curses · Azkaban · Charms, jinxes, hexes and curses
Questions for house points
- How many Unforgivable Curses are there? (Easy)
Answer: Three. - What should you do if you see one being used? (Easy)
Answer: Get away, and tell a teacher. - What is the punishment for using one on another person? (Hard)
Answer: A life sentence in Azkaban.
Professor's script
(Stand still. Speak quietly.)
Professor: Wands away. Nobody casts anything in this lesson.
Professor: There are three curses the law will not forgive. One takes away your will. One causes pain. One kills.
Professor: Use any of them on another person, and you may spend your life in Azkaban.
Professor: Why would a society forbid a piece of magic outright? Take a moment before you answer.
(Hear several answers. Let them disagree.)
Professor: Notice that the one which only controls is punished as hard as the one which kills. Why might that be?
Professor: If you ever see one used, you do not fight. You get away, and you tell a teacher.
Professor: Three sentences for next time, on why control is treated as seriously as harm.
Dueling
For: Any year
Aim: Students can start and end a duel properly.
- 1 min: State the rule: wands only, no contact.
- 2 min: Show the bow, the stance and the count of three.
- 5 min: In pairs, students bow, cast one harmless spell each, and bow again.
- 1 min: Practise 'Hold!': everyone stops at once.
- 1 min: Recap.
Class activity: Paired practice of the bow, one spell and the stop.
Bring: A wand
Homework: Describe your character's duelling stance.
Notes for this lesson: Wands only · Dueling etiquette · Dueling stance · The referee's signals
Spells to teach:
- Rictusempra: the Tickling Charm. A safe spell for a first duel.
- Flipendo: the Knockback Jinx. It pushes a partner back without harm.
Questions for house points
- What is the oldest rule of a wizard's duel? (Easy)
Answer: Wands only, and no contact. - How does a formal duel begin? (Easy)
Answer: With a bow. - What does everybody do when the referee calls 'Hold'? (Hard)
Answer: Stop at once, with wands down.
Professor's script
Professor: One rule before all the others. Wands only. No contact.
Students: Wands only. No contact.
Professor: A duel begins with a bow. Then you turn side-on, knees bent, wand arm steady.
(Show the bow and the stance.)
Professor: I count to three. On three, you cast. Not before.
Professor: Pairs. Bow. One harmless spell each. Bow again.
(Count them in. Watch for anyone casting early.)
Professor: When I say Hold, everybody stops, with wands down. Let us try it. Begin. Hold!
Professor: Good. That word keeps you all safe.
For: Second-years and up
Aim: Students can raise a shield as a spell arrives, then answer.
- 1 min: Ask how long a shield lasts.
- 2 min: Explain: shield, then answer.
- 5 min: The professor calls 'now' at random. Students shield on the word, then name their reply.
- 1 min: Talk about what happens when a shield goes up too early.
- 1 min: Recap.
Class activity: Shield on the professor's call, then counter.
Bring: A wand
Homework: Write which spell you would follow a shield with, and why.
Notes for this lesson: Timing a shield · Protego · Attack and defense
Spells to teach:
- Protego: the Shield Charm. Cast it as the spell arrives, not before.
Questions for house points
- How long does a shield last? (Easy)
Answer: Only a moment. - What do you do straight after a successful block? (Easy)
Answer: Answer with a spell of your own. - Why is the moment after a block your best opening? (Hard)
Answer: Your opponent has just cast and is not ready to defend.
Professor's script
Professor: How long does a shield last?
(Take answers.)
Professor: About as long as it takes to say the word. So when you cast it matters more than how hard.
Professor: Shield, then answer. The moment after a block is your opening.
Professor: Wands up. When I say now, you shield, and then you tell me the spell you would send back.
Professor: Now!
Students: Protego! (then each names a reply)
(Call it at random six or seven times. Leave long gaps to catch the early casters.)
Professor: Who went early? What happened to your shield? It had gone by the time the spell arrived.
For: Second-years and up
Aim: Students can disarm a partner and return the wand correctly.
- 1 min: Explain that a duel ends when a wand leaves a hand.
- 2 min: Teach the charm and a firm grip.
- 5 min: In pairs, one attempts to disarm and the partner writes whether it lands. Swap.
- 1 min: Practise handing the wand back, handle first.
- 1 min: Recap.
Class activity: Take turns disarming, with the partner deciding the result.
Bring: A wand
Homework: Explain why you do not dive after a lost wand.
Notes for this lesson: Expelliarmus · Being disarmed · Disarm or stun? · Try, don't decide
Spells to teach:
- Expelliarmus: the Disarming Charm. Aim at the wand hand. It knocks the wand out of your opponent's grip.
Questions for house points
- What is the incantation for the Disarming Charm? (Easy)
Answer: Expelliarmus. - When does a duel end? (Easy)
Answer: When a wand leaves a duellist's hand, or when somebody yields. - How do you hand a wand back to its owner? (Hard)
Answer: Handle first.
Professor's script
Professor: When your wand leaves your hand, the duel is over. So today we take wands.
Professor: The charm is Expelliarmus. Aim for the wand hand.
Professor: And hold your own wand properly. A loose grip does half your opponent's work.
Professor: Pairs. One of you attempts to disarm. Your partner tells us whether it lands. Then swap.
(Remind them: write the attempt, not the result.)
Professor: If you lose your wand, you do not dive after it. The match is over. Stand still.
Professor: Winners, fetch the wand and hand it back, handle first. That is good manners, and it is also the rule.
For: Third-years and up
Aim: Students can chain two spells and explain the order.
- 1 min: Ask why one spell is often not enough.
- 2 min: Explain pairs: lift then push, slow then disarm.
- 1 min: Each student chooses a pair and says why that order.
- 5 min: In pairs, students try their combination. The partner writes the result.
- 1 min: Recap: a clean pair beats a long chain.
Class activity: Each student tries a two-spell combination.
Bring: A wand
Homework: Write a second pair you would like to try.
Notes for this lesson: Combining spells · Control spells · Force spells · Levioso · Depulso
Spells to teach:
- Levioso: a quick lift. It leaves your opponent in the air, unable to shield.
- Depulso: the Banishing Charm. It pushes the target away.
- Impedimenta: the Impediment Jinx. It slows your opponent for a few moments.
- Expelliarmus: the Disarming Charm. A good second spell to finish with.
Questions for house points
- Why do duellists chain two spells together? (Easy)
Answer: The first unsettles the opponent and the second finishes. - Give one pair of spells that work well together. (Hard)
Answer: Lift then push, or slow then disarm. - Which is better: a clean pair, or a long chain you fumble? (Easy)
Answer: A clean pair.
Professor's script
Professor: Why is one spell so often not enough?
(Take answers.)
Professor: Because a good opponent blocks it. So we cast two. The first unsettles them, and the second finishes.
Professor: Lift, then push. Slow, then disarm.
Professor: Choose your pair, and tell me why they go in that order.
(Hear three or four. Question any pair that makes no sense.)
Professor: Now try it. Your partner writes the result.
(Watch for anyone attempting a chain of five.)
Professor: A clean pair beats a long chain that you fumble. Keep it simple.
For: Any year
Aim: Students can yield clearly and win or lose with good grace.
- 1 min: Ask whether giving up is ever the right choice.
- 2 min: Teach how to yield: lower your wand and say it clearly.
- 4 min: Short duels where one side must yield. Both bow afterwards.
- 2 min: Each student says one thing their partner did well.
- 1 min: Recap.
Class activity: Practice duels that end in a yield and a bow.
Bring: A wand
Homework: Write what your character says after losing a duel.
Notes for this lesson: Yielding · Losing well · Dueling versus real fights
Spells to teach:
- Finite Incantatem: the general counter-spell. Use it to end any spell still working on your partner once the duel is over.
Questions for house points
- How do you yield in a duel? (Easy)
Answer: Lower your wand and say 'I yield' clearly. - What must your opponent do when you yield? (Easy)
Answer: Stop at once. - Why is yielding part of a duellist's skill? (Hard)
Answer: Knowing when you are beaten keeps you safe, and people will duel you again.
Professor's script
Professor: Is giving up ever the right choice?
(Let them argue for a minute.)
Professor: In a duel, it often is. Knowing when you are beaten is part of the skill.
Professor: To yield, you lower your wand and say it clearly. I yield.
Students: I yield.
Professor: Short duels. In each one, somebody must yield. Decide between you who it will be. Bow when it is over.
(Let several pairs go.)
Professor: Now tell your partner one thing they did well.
Professor: Remember how that felt. A duellist who can lose well will be asked to duel again.
Flying
For: First-years
Aim: Students can call a broom into their hand.
- 1 min: Students stand beside their brooms on the grass.
- 2 min: Show the stance and the command.
- 4 min: Students try. The professor describes how each broom answers.
- 2 min: Try again in a calm, clear voice.
- 1 min: Recap: the broom knows if you are nervous.
Class activity: Call your broom, and try again more calmly.
Bring: A school broom
Homework: Write what your broom did on your first try.
Notes for this lesson: Calling your broom · First flying lesson · Nervous flyers
Questions for house points
- What word calls a broom into your hand? (Easy)
Answer: Up! - Why might a broom refuse to come? (Easy)
Answer: It can tell when you are nervous. - What works better than shouting louder? (Hard)
Answer: A calm, clear voice.
Professor's script
Professor: Stand beside your broom. Hold your wand hand out over it.
Professor: When I tell you, say one word. Up. Firmly.
Professor: Now.
Students: Up!
(Narrate each broom. Some jump. Some roll over. One does nothing at all.)
Professor: A broom knows when you are nervous. It will not come to somebody who does not mean it.
Professor: Take a breath. Not louder. Calmer. Again.
Students: Up!
Professor: Better. Write down what your broom did on your first try. You will laugh about it by Christmas.
For: First-years
Aim: Students can lift off, hover and land with both feet together.
- 1 min: Mount up, with a firm grip and knees in.
- 2 min: Explain the kick-off and how to hold still in the air.
- 4 min: Students rise a few feet, hover for five slow breaths, and land.
- 2 min: Talk through what went wrong, and try once more.
- 1 min: Recap: slow and steady.
Class activity: Lift, hover for five breaths, then land.
Bring: A school broom
Homework: Describe your landing in one sentence.
Notes for this lesson: Lift, hover and land · Gripping and balancing · Falling off
Spells to teach:
- Arresto Momentum: slows a fall. This one is for the professor to keep ready, in case a student comes off their broom.
Questions for house points
- How should you land? (Easy)
Answer: With both feet together. - Which is harder, hovering or flying fast? (Easy)
Answer: Hovering. - What do you do with your knees when you mount a broom? (Hard)
Answer: Keep them snug against the handle.
Professor's script
Professor: Mount your brooms. Both hands on the handle. Knees in.
Professor: On my whistle, kick off gently. Rise a few feet and stop there.
(Blow the whistle.)
Professor: Now hold still. Five slow breaths. Hovering is harder than it looks.
(Narrate the wobbles. Somebody drifts sideways.)
Professor: Lean forward a little and come down. Both feet together.
Professor: Who bounced? Who landed on one foot? Tell me what went wrong.
Professor: Once more. Slow and steady this time.
For: First and second-years
Aim: Students can steer a broom through a simple course.
- 1 min: Set three markers on the pitch.
- 2 min: Explain steering: look where you want to go, and lean.
- 5 min: Students fly the course one at a time, narrating each turn.
- 1 min: Point out who turned smoothly and who jerked the handle.
- 1 min: Recap.
Class activity: Fly a three-marker course.
Bring: A broom and three markers
Homework: Sketch the course and the line you flew.
Notes for this lesson: Turning and steering · Speed and stopping · Flying with others
Questions for house points
- Where should you look when you steer? (Easy)
Answer: Where you want to go. - What happens if you yank the handle? (Easy)
Answer: The broom bucks. - How do you take a turn smoothly? (Hard)
Answer: Lean into it, as you would on a bicycle.
Professor's script
Professor: Three markers on the pitch. Your job is to fly around all three and come back.
Professor: Look where you want to go. The broom follows your eyes.
Professor: Lean into the turn. Do not yank the handle, or the broom will buck.
Professor: One at a time. Tell us each turn as you make it. Off you go.
(Narrate each flight. Praise smooth turns out loud.)
Professor: Did you see the difference? One of you leaned, and one of you pulled.
Professor: Sketch the course tonight, and draw the line you actually flew.
For: Any year
Aim: Students can slow down and stop where they mean to.
- 1 min: Mark a line on the grass.
- 2 min: Explain how to slow: ease back, and start early.
- 5 min: Students fly to the line and stop on it. The neatest stop wins.
- 1 min: Talk about why speed without stopping is dangerous.
- 1 min: Recap: never fly faster than you can stop.
Class activity: A stopping contest, judged on neatness.
Bring: A broom
Homework: Write the rule in your own words.
Notes for this lesson: Speed and stopping · Broom safety rules · Turning and steering
Questions for house points
- How do you slow a broom down? (Easy)
Answer: Ease your weight back. - Finish the rule: never fly faster than... (Easy)
Answer: ...you can stop. - Why start slowing down early? (Hard)
Answer: A broom takes time to stop, and pulling up hard can throw you off.
Professor's script
Professor: See that line on the grass? Today nobody wins by being fast.
Professor: To slow down, ease your weight back. Start earlier than you think you need to.
Professor: Fly to the line and stop on it. Not past it. On it.
(Send them one at a time. Narrate each stop.)
Professor: The neatest stop wins. That one. Did you see how early they started to slow?
Professor: Speed is easy. Stopping is the skill.
Professor: Say it with me. Never fly faster than you can stop.
Students: Never fly faster than you can stop.
For: Any year
Aim: Students can name the four positions and the three kinds of ball.
- 1 min: Ask who has watched a match.
- 3 min: Explain the balls: Quaffle, Bludgers and Snitch.
- 2 min: Explain the positions: Chasers, Keeper, Beaters and Seeker.
- 3 min: Call out a play. Students shout the position and the points.
- 1 min: Recap.
Class activity: A call-and-answer game on positions and points.
Bring: None
Homework: Choose the position your character would play, and say why.
Notes for this lesson: The four Quidditch balls · Chasers · Keeper · Beaters · Seeker · Scoring and winning
Questions for house points
- How many players are on a Quidditch team? (Easy)
Answer: Seven. - How many points is the Golden Snitch worth? (Easy)
Answer: One hundred and fifty. - Name all four positions. (Hard)
Answer: Chaser, Keeper, Beater and Seeker.
Professor's script
Professor: Who has watched a match? Who has no idea what was going on?
Professor: There are four balls. The Quaffle is red, and you score with it. The two Bludgers are black, and they are trying to knock you off. The Snitch is tiny, gold, and very hard to see.
Professor: There are seven players. Three Chasers score. One Keeper guards the hoops. Two Beaters hit the Bludgers away. One Seeker hunts the Snitch.
Professor: I call the play, and you shout the position and the points. The Quaffle goes through the hoop!
Students: Chaser! Ten points!
Professor: Somebody catches the Snitch!
Students: Seeker! A hundred and fifty!
(Run five or six plays. Include a Bludger and a save.)
Professor: Which position would your character play? Tell me why, in writing.
History of Magic
For: First-years
Aim: Students know who founded the school and why it has four houses.
- 1 min: Ask how old the students think the castle is.
- 3 min: Tell the story of the four founders and what each valued.
- 2 min: Explain why they chose their own pupils.
- 3 min: Four students speak as the founders. Each says who they would invite.
- 1 min: Recap.
Class activity: Four students speak as the founders.
Bring: Quill and parchment
Homework: Write which founder your character would have liked best, and why.
Notes for this lesson: The four founders · Why there are four houses · The founders disagreed · Where the Sorting Hat came from
Questions for house points
- How many founders did the school have? (Easy)
Answer: Four. - About how long ago was the school founded? (Easy)
Answer: About a thousand years ago. - Why does the school have four houses? (Hard)
Answer: The founders valued different qualities, so each chose their own students.
Professor's script
Professor: How old do you think this castle is?
(Take guesses.)
Professor: About a thousand years. It was built by four of the greatest witches and wizards of their age.
Professor: Each valued something different. One prized courage. One prized hard work and fairness. One prized learning. One prized ambition.
Professor: They could not agree on one kind of student, so each chose their own. That is why you sit at four tables.
Professor: I need four founders. Stand up, and tell us who you would invite to your school.
Students: (each founder speaks)
Professor: Which of them would your character have liked best? Write me a few lines.
For: Second-years and up
Aim: Students can explain why the wizarding world went into hiding.
- 1 min: Ask why Muggles do not know about magic.
- 3 min: Explain the Statute: agreed in the late 1600s, after years of persecution.
- 2 min: Explain what it requires of every witch and wizard.
- 3 min: Debate: was hiding the right choice?
- 1 min: Recap.
Class activity: A short debate on whether hiding was right.
Bring: None
Homework: List three everyday things wizards do to stay hidden.
Notes for this lesson: The Ministry of Magic · The Highlands around the school · The Leaky Cauldron
Questions for house points
- What does the Statute of Secrecy ask of every witch and wizard? (Easy)
Answer: Not to let Muggles see magic. - In which century was it agreed? (Medium)
Answer: The seventeenth century, in the late 1600s. - Why did wizards choose to hide? (Hard)
Answer: After years of fear and persecution, living openly beside Muggles had become dangerous.
Professor's script
Professor: Why do Muggles not know that we exist?
(Take answers.)
Professor: Because, many generations ago, we decided they should not.
Professor: For centuries wizards and Muggles lived side by side. It went badly. There was fear on their side and danger on ours.
Professor: So, in the late 1600s, the wizards of the world agreed on the Statute of Secrecy. We went into hiding and have stayed there.
Professor: It asks one thing of each of you. You do not let a Muggle see magic.
Professor: Was it the right choice? This side of the room says yes. That side says no. Two minutes.
(Run the debate. Keep it brief.)
Professor: List three everyday things that wizards do to stay hidden. That is your homework.
For: Third-years and up
Aim: Students know why goblins rebelled and can see both sides.
- 1 min: Ask what students know about goblins.
- 3 min: Explain the causes: goblins were denied wands and a fair say.
- 2 min: Describe one rebellion that was fought near the village.
- 3 min: Half the class argues the goblin side, and half the wizard side.
- 1 min: Recap: history has more than one side.
Class activity: A two-sided debate.
Bring: None
Homework: Write one thing each side wanted.
Notes for this lesson: Gringotts · Hogsmeade village · Wands
Questions for house points
- What are goblins best known for today? (Easy)
Answer: Running the wizard bank. - Name one thing the goblins were denied. (Hard)
Answer: The right to carry a wand, or a fair say in how they were governed. - What does this lesson teach us about history? (Easy)
Answer: It usually has more than one side.
Professor's script
Professor: What do you know about goblins?
(Take answers. Expect the bank.)
Professor: You know them as bankers. They are also brilliant metalworkers, and they have gone to war with wizards more than once.
Professor: Why? Because wizards would not let them carry wands, and gave them no say in how they were governed.
Professor: One of those rebellions was fought close to here, around the village.
Professor: Split the room. This half speaks for the goblins. That half speaks for the wizards. Tell me what your side wanted.
(Let each side make two or three points.)
Professor: Notice that both sides thought they were right. History usually has more than one side.
Professor: Write down one thing each side wanted.
For: Any year
Aim: Students know how witches and wizards protected themselves from Muggle witch-hunts.
- 1 min: Ask what Muggles once did to people they thought were witches.
- 3 min: Explain that real witches were seldom caught, and how a charm made the flames harmless.
- 2 min: Tell the story of the witch who let herself be caught again and again.
- 3 min: Students say how they would have stayed hidden in a Muggle village.
- 1 min: Recap.
Class activity: Students plan how to live unnoticed among Muggles.
Bring: None
Homework: Write a short diary entry from a witch hiding in a Muggle town.
Notes for this lesson: Incendio · The Highlands around the school · Charms, jinxes, hexes and curses
Spells to teach:
- The Flame-Freezing Charm: makes fire harmless, so that it only tickles. This is one to describe, not to cast in class.
Questions for house points
- What did Muggles do to people they thought were witches? (Easy)
Answer: They burned them. - How did a real witch survive being burned? (Hard)
Answer: A charm froze the flames, so they only tickled. - What did the witch-hunts later lead wizards to do? (Easy)
Answer: Go into hiding.
Professor's script
Professor: What did Muggles once do to people they believed were witches?
(Take answers.)
Professor: They burned them. And yet they very seldom caught a real one.
Professor: A real witch had a simple charm that froze the flames. She would stand in the fire, feel a pleasant tickle, and pretend to scream.
Professor: One witch enjoyed it so much that she let herself be caught dozens of times, in different disguises.
Professor: Not everybody was so lucky. That fear is part of why we later chose to hide.
Professor: You live in a Muggle village in those days. How do you keep your magic secret? Tell me.
(Take four or five answers.)
Professor: For homework, a short diary entry from a witch hiding in a Muggle town.
For: Third-years and up
Aim: Students know when and why the Ministry of Magic was formed.
- 1 min: Ask who makes the laws for wizards.
- 3 min: Explain the old Wizards' Council and why it was replaced in the early 1700s.
- 2 min: Explain the Ministry's main job: keeping magic hidden.
- 3 min: Students propose one law they would pass, and the class votes.
- 1 min: Recap.
Class activity: Propose a wizarding law and vote on it.
Bring: None
Homework: Name one Ministry department and what it does.
Notes for this lesson: The Ministry of Magic · Azkaban · Ministry danger ratings
Questions for house points
- What governed wizards before the Ministry of Magic? (Easy)
Answer: The Wizards' Council. - In which century was the Ministry formed? (Hard)
Answer: The eighteenth century, in the early 1700s. - What is the Ministry's most important job? (Easy)
Answer: Keeping magic hidden from Muggles.
Professor's script
Professor: Who makes the laws that you live under?
(Take answers.)
Professor: The Ministry of Magic. It has not always existed.
Professor: Before it, there was a body called the Wizards' Council. It was older and smaller, and it struggled once we went into hiding.
Professor: In the early 1700s it was replaced by the Ministry, with a Minister at its head and departments beneath.
Professor: Its first duty then is its first duty now. It keeps magic hidden from the Muggles.
Professor: If you sat on the Council, what law would you pass? One each.
(Hear several. Hold a quick vote on the best.)
Professor: Name one Ministry department and what it does. Bring it next time.