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Spells notes

38 notes on charms, jinxes and what they do, written for wizarding-school roleplay. Each one has a teaching tip for professors.

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How a spell works

Casting takes three things together: the right words, the right wand movement, and a clear idea of what you want.

“Words, wand, will.”

Teaching tip: Have students name the three parts aloud before every new spell. When a cast fails, ask which part went wrong.

Charms, jinxes, hexes and curses

Spells are grouped by what they do and by how much harm they mean.

Teaching tip: Read out a list of spells and have the class sort them into the four kinds. Expect arguments about the ones in the middle.

Wand movements and saying it right

Getting the movement and the pronunciation exactly right is most of what beginners practise.

Teaching tip: Drill the movement without wands first, then the word without the movement, then both. Three slow tries beat ten rushed ones.

Transfiguration basics

Transfiguration changes one thing into another. It is exact, difficult magic, and beginners start small.

Teaching tip: Start with something small, such as a match into a needle. Have students describe how far their attempt got.

Incendio

The Fire-Making Spell. It sends out flame to light a fire or a candle.

Teaching tip: Teach it at a fireplace or a candle, never towards a person. Make a student name what is behind their target before they cast.

Aguamenti

The Water-Making Spell. It produces a jet of clean water from the wand tip.

Teaching tip: Pair it with Incendio in one lesson. One student lights, the other puts out, then they swap.

Diffindo

The Severing Charm. It cuts or tears what it is aimed at.

Teaching tip: Set a precision task, such as cutting a rope at a marked point. Reward a clean cut over a fast one.

Depulso

The Banishing Charm. It pushes the target away from you, the opposite of the Summoning Charm.

Teaching tip: Set up a row of cushions and have students push one without moving its neighbours. It teaches aim and control.

Also on: Dueling

Descendo

A spell that makes its target move downward.

Teaching tip: Have students lower a floating object slowly and stop it just above the desk. Slamming it down loses the point.

Also on: Dueling

Revelio

The Revealing Charm. It shows things that are hidden or disguised nearby.

Teaching tip: Hide three things in the classroom description before the lesson. Each student who casts it well finds one.

Arresto Momentum

A spell that slows down a moving object or person.

Teaching tip: Use it in a flying or falling scene. The caster decides how much they slow the fall, and the faller describes the landing.

Also on: Dueling, Flying

Levioso

In some tellings, a quick levitation spell that lifts an object or an opponent off the ground for a few moments.

Teaching tip: Pair it with a pushing spell in a practice duel: one lifts, the partner writes how they land. Keep the lift short.

Also on: Dueling

Glacius

In some tellings, a freezing spell that coats its target in ice.

Teaching tip: Ask students what else it could be used for besides duelling: cooling a potion, crossing a puddle, keeping food fresh.

Also on: Dueling

Flipendo

In some tellings, the Knockback Jinx. It knocks the target backwards or flips it over.

Teaching tip: Good for a first practice duel. It knocks a partner back without harm, so students can concentrate on taking turns.

Also on: Dueling

Confringo

The Blasting Curse. It makes the target explode in flames.

Teaching tip: Teach it as a spell you learn about, not one you cast in class. Ask what could go wrong in a crowded room.

Bombarda

In some tellings, a spell that causes a small explosion, used to break open sealed doors and walls.

Teaching tip: Use it for a story problem: a sealed door and a reason not to blow it up. Students suggest safer ways through.

Finite Incantatem

The general counter-spell. It ends the effects of spells that are still working.

“Finite Incantatem!”

Teaching tip: Cast a harmless spell on a prop, then have students end it. It teaches that tidying up is part of casting.

Also on: Dueling

Colloportus

The Locking Spell. It seals a door so that it cannot be opened by hand.

Teaching tip: Teach it with the Unlocking Charm. One student locks, the next unlocks, down the row.

Scourgify

The Scouring Charm. It cleans dirt and mess off an object or a surface.

Teaching tip: Make it the end-of-class routine after Potions or Herbology. Whoever made the mess casts it.

Silencio

The Silencing Charm. It makes the target go quiet.

Teaching tip: Practise on a noisy prop, not on a classmate, unless the class has agreed to it first.

Impedimenta

The Impediment Jinx. It slows the target down or stops them in their tracks for a short time.

Teaching tip: Use it to teach timing. A student who slows their partner must use that moment for one clear follow-up.

Also on: Dueling

Rictusempra

The Tickling Charm. It makes the target laugh helplessly.

Teaching tip: A safe, funny spell for nervous beginners. Let the target play it up, and stop the moment they ask.

Episkey

A healing spell for small injuries, such as a split lip or a bruised nose.

Teaching tip: After a practice duel, have a student mend a classmate's pretend scrape. Anything worse goes to the hospital wing.

Engorgio and Reducio

The Engorgement Charm makes something bigger. The Shrinking Charm makes it smaller, or undoes the first.

Teaching tip: Cast them as a pair on one object, growing it and then bringing it back. A student who overshoots has to fix it.

The Disillusionment Charm

A charm that makes a person or thing take on the colour and pattern of whatever is behind it.

Teaching tip: Remind students it is not true invisibility. A watchful character may still spot movement, and the watcher decides.

Casting spells in roleplay

Write the cast and what you are aiming for, then let the target or the professor say what happens.

Teaching tip: Praise posts that show effort and leave the result open. Step in when someone writes the effect on another player's character.

Also on: RP Tips

When a spell goes wrong

Miscast spells fizzle, do something unexpected, or bounce back on the caster.

Teaching tip: Keep a short list of harmless mishaps to hand, so a failed cast gets a funny result and not a dull one.

Lumos and Nox

Lumos lights the tip of your wand. Nox puts it out.

Teaching tip: First spell warm-up. Practice the pair in a dim classroom scene so students learn that a spell has a start and a stop.

Wingardium Leviosa

The Levitation Charm. Makes objects float.

Teaching tip: Practice clear speech and the wand motion. Students narrate each step, then try an object of a different weight and note what changes.

Alohomora

The Unlocking Charm. Opens locked doors and windows.

Teaching tip: Ask what lock-opening spells mean for rules: when is it fine to use one, and when would a sensible student ask permission first?

Accio

The Summoning Charm. Brings an object flying to you.

Teaching tip: Drill precision: students must name the object clearly. A vague summons gets a funny result that the professor describes.

Reparo

The Mending Charm. Repairs broken objects.

Teaching tip: After a pretend breakage, students repair it and say aloud what they are fixing. Add a rule: honest reporting comes before the fix.

Expelliarmus

The Disarming Charm. Knocks the wand out of an opponent's hand.

Teaching tip: Set up a controlled duelling drill with clear rules: bow first, one spell per turn, narrate results, stop on the professor's signal.

Also on: Dueling

Protego

The Shield Charm. Blocks or turns back minor spells.

Teaching tip: Pair it with Expelliarmus in a drill. Partners alternate attack and defense, and the defender narrates how the shield held.

Also on: Dueling

Stupefy

The Stunning Spell. Knocks the target out with a jet of red light.

Teaching tip: Teach consequences, not just the spell. Ask how a good duelist keeps it controlled and checks on a stunned partner afterward.

Also on: Dueling

Petrificus Totalus

The Full Body-Bind. Makes the target go stiff as a board.

Teaching tip: Use a freeze scene. Agree in advance how long a frozen character stays frozen, so nobody's turn is stuck.

Also on: Dueling

Expecto Patronum

The Patronus Charm. Creates a silver guardian that drives off Dementors.

Teaching tip: Have students describe a happy memory in one sentence and the animal form it might take. Keep memories low-stakes and optional.

Unforgivable Curses

Three curses that are illegal to use on another person: one controls, one tortures, one kills.

Teaching tip: Discussion only, no casting in scenes. Ask why a society makes some magic illegal, and what the school teaches about spotting and reporting it.