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Author Topic: Magical Compendium Rules and Registry  (Read 1214 times)

Offline Absit Omen RPG

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Magical Compendium Rules and Registry
« on: January 04, 2009, 10:26:15 PM »
Magical Compendium
Learn How and What
you can enter.


This Thread is Moderated by:
Absit Omen Curators

| Compendium Codes|



The Magical Compendium is a wonderful Role-Play resource. Since there are aspects of the Wizarding World that are not extensively covered in Canon, the Compendium allows you, the player, to add and create in the world. We do not require you to post your creations here, but what could be cooler then the spell YOU made up being used by others? Any ideas or creations you have in mind, feel free to post here in order for them to be added to the site Canon.



Rules

  • Realism is very important when using the compendium. Names, Descriptions, Skill Level and Availability should all reflect that of Harry Potter Canon. We do not wish to limit your creativity by putting up restrictions, so we ask that you please do your research and think realistically when posting a creation. Remember: WWJKRD? (What Would JKR Do?)


  • Although it is not required, we do wish to keep things congruent and want to avoid multiple entries for the same thing. So please, check the compendium and Canon Resources before creating something, as someone else might have beaten you to it!


  • If there is a Canon reference that you wish to further improve upon, such as a spell with no incantation, feel free to add to it (In fact, we would LOVE if you did!). Just make sure that you use the code below to mark the name of the entry as Canon.
Code: [Select]
[sup][color=Red][b]Canon[/b][/color][/sup]

  • Absolutely NO plagiarism from RL creations. Clever twists on titles and names are all right, but simply changing some words or descriptions in order to make them seem more 'magical' is not allowed. This is especially important in regards to the Music, Books and Art section. If you are unable to make up original lyrics, excerpts or pictures, then please leave those sections blank.


  • Magically Enhanced Muggle items do exist, but keep in mind they are not legally mass-produced. So unless you are a Criminal, you may think twice about using/selling such items.


  • If the entry is something that only your character owns/knows, you still may enter it. Make sure that in the section labeled "Availability" you put that only your character is in possession of the item/knowledge.



Notes on Availability and Skill Level

  • Legal: Anyone can use the creation without fear of repercussions from the law.

    Illegal: The creation is generally dark magic that has been banned.

    Controlled: Only a select few people know/use this creation. Most often then not, it is specialized spells known to Ministry, St. Mungo's and Professionals only.

    Beginner: This creation can be used by anyone, regardless of magical experience (In the case of potions and spells, this means that the user can be 11 years old or older).

    Intermediate: the creation can be used by those who have completed at least 4 years of schooling in the Magical arts or at at least 14 years of age.

    Advanced: The creation can only be used by those who have completed their magical schooling or are adults at 17 years or older.

    Master: The creation can only be used by a master in that specific craft. Masters generally are 30 years or older considering the time needed to master a magical craft.

    Special Abilities Exclusion: All the Skill Levels are 'general' guidelines. If your character has a special ability that allows them to use more advanced magic, you may use those creations. If you are a particularly intelligent and studious character, such as Hermione, you may be able to use higher ranking items, but please keep it reasonable. The Curators will notify you if your use is unrealistic.

« Last Edit: May 15, 2010, 12:56:45 AM by Fauna Blake »

Offline Absit Omen RPG

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Compendium Codes
« Reply #1 on: January 07, 2009, 11:47:41 AM »
Compendium Codes
Get the codes here
to make an entry.


This Thread is Moderated by:
Analiza Snark

|Magical Compendium Rules and Regulations|



Choose the Code below for your entry and post it in THIS THREAD for approval.

Spells, Curses, Hexes, Jinxes, and Enchantments


  • Spells: Generally used to encompass all forms of wandwork. But it can be classified as magic that changes the actual make-up of an item/being. Transfiguration techniques are Spells.

    Curses: Used generally for Dark Magic or painful offensive spells. Generally only used for Dueling/battle.

    Counter-Curses: Used to 'counter' the effect of a curse. Sheilds and reversal spells would be an example of this.

    Hexes: Offensive spells generally used to cause minor pain/effects.

    Jinxes: Weaker hexes that are more amusing then painful.

    Enchantments: Very similar to spells, but used to imbue and item with magic for a prolonged amount of time, as opposed to a short period.

    Charms: Charms are similar to spells, but instead of changing the actual properties of an item, it adds to it. Examples would be adding the ability to float in the air or making a teacup dance.

    NOTE: Appearance refers to how the magic looks when cast. IE a brilliant purple lightning bolt, not how the effects look (That should be put in the Effects and Duration category)

    Also, Please put, for the Name, the Enchantment as well as the English meaning. IE "Alohamora (Open Lock)

Code: [Select]
[b][Name:][/b]
[b][Enchantment Type:][/b]
[b][Appearance:][/b]
[b][Effects and Duration:][/b]
[b][Regulations and Skill Level:][/b]
[b][Submitted by:][/b]



Potions and Potion Ingredients

  • When naming your potion, consider some of these synonyms for more variety: Draught, Draft, Dram, Elixir, Serum, and Tonic.

    When listing potion ingredients, keep in mind the different ways they can be prepared, such as: Burnt, Chopped, Ground, Paste and Essence.

Code: [Select]
[b][Name of Potion:][/b]
[b][Ingredients and Preparation:][/b]
[b][Appearance:][/b]
[b][Effects and Duration:][/b]
[b][Regulation and Skill Level:]
[b][Submitted by:][/b][/b]

[b][Name of Ingredient:][/b]
[b][Use:][/b]
[b][Preparation:][/b]
[b][Regulation and Skill Level:][/b]
[b][Submitted by:][/b]



Objects, Inventions, and Artifacts

  • Objects: General items imbued with magic in order to produce a desired action/effect. They are generally not extremely powerful or rare.

    Inventions: Inventions are new advances in Magical objects. They will eventually be considered Objects once the newness wears off.

    Artifacts: Ancient and rare objects that are often imbued with dark or very powerful magic. These are items that are extremely rare and generally are passed down through family members or through less then legal means.

Code: [Select]
[b][Name of Object:][/b]
[b][Type of Object:][/b]
[b][Magical Uses/Properties:][/b]
[b][Appearance:][/b]
[b][Special Notes:][/b]
[b][Cost and Business Sold at:][/b]
[b][Regulation and Rarity:][/b]
[b][Submitted by:][/b]



Magical Animals

  • Ministry Classifications for Magical Creatures:
    XXXXX = Known wizard killer, impossible to train or domesticate
    XXXX = Dangerous/Requires specialist knowledge/Skilled wizard may handle
    XXX = Competent wizard may handle/cope
    XX = Harmless, may be domesticated
    X = Boring

Code: [Select]
[b][Name of Animal:][/b]
[b][Classification and Tips for Capture/Defense:][/b]
[b][Magical Properties and Abilities:][/b]
[b][Appearance:][/b]
[b][Care Instructions:][/b]
[b][Regulation and Rarity:][/b]
[b][Submitted by:][/b]



Food, Drink, and Household Products

  • Objects Vrs Products: Objects are items that can be reused and are often wants more then needs. Products are generally disposible and used for things such as cleaning, beautification and so on.

Code: [Select]
[b][Name:][/b]
[b][Use and Effects:][/b]
[b][Magical Properties:][/b]
[b][Appearance:][/b]
[b][Cost and Regulation:][/b]
[b][Businesses Sold at:][/b]
[b][Submitted by:][/b]



Books and Authors

  • Please keep excerpts/Table of Contents brief. Absolutely NO Plagiarism!

    Classifications
    Reference: Collections of Magic reference. This includes Spell books and Textbooks.
    Non-fiction: Stories based on Fact. Biographies and Auto-Biographies included.
    Fiction: Novels and Short Stories not based on Fact. Poetry also goes here.

Code: [Select]
[b][Title:][/b]
[b][Author:][/b]
[b][Publish Date:][/b]
[b][Classification:][/b]
[b][Cost and Regulation:][/b]
[b][Businesses Sold at:][/b]
[b][Back Cover:[/b]
[b][Submitted by:][/b]



Music and Art

  • Please keep samples and Lyrics brief. Absolutely NO Plagiarism!

    For Music, You may use an existing tune as a reference, however the lyrics must be completely original.

    Artwork, if a picture is provided, must be original. No posting of others work, regardless if there has been changes made. The exception is with Photomanipulation, as long as your cite your stock art and make sure the artists don't mind it's use.

    Mediums for music include: Wrock, Classical, Jazz... etc.

    Mediums for Art include: Photography, Painting, sketch Etc.

Code: [Select]
[b][Title of Song/Artwork:][/b]
[b][Artist Name:][/b]
[b][Medium:][/b]
[b][Description/Lyrics:][/b]
[b][Cost and Regulation:][/b]
[b][Businesses Sold at:][/b]
[b][Submitted by:][/b]



Games and Sports

  • Please keep the "How to play" and "Rules" section brief.

    This includes competitive sports, team sports, individual sports, card games, board games and so on. Please specify.

Code: [Select]
[b][Name:][/b]
[b][Type of Game/Sport:][/b]
[b][Number of Players and Positions:][/b]
[b][How to Play:][/b]
[b][Rules:][/b]
[b][Regulation:][/b]
[b][Submitted by:][/b]



Magical Diseases

  • The level of threat indicates how likely it is to infect others as well as if it can be deadly to the infected. For instance: Highly contagious and terminal. Keep Patient in Quarantine.


Code: [Select]
[b][Name:][/b]
[b][How it is contracted:][/b]
[b][Corresponding St. Mungo's Floor:][/b]
[b][Description of Symptoms and Effects:][/b]
[b][Healing Procedures:][/b]
[b][Level of Threat:][/b]
[b][Submitted by:][/b]


Wizarding Places

  • This refers to places that are outside the realm of the Role Play (IE, outside of Britain) and cannot be role played in, but are still available for reference in applications and threads.

    If you wish to describe a home or business IN Britain that can be role played in, then it should be entered into the Business and Residence Directory.

    Use the first code below to describe specific locations, like schools or businesses. Use the second code for large scale locations like Cities.


Code: [Select]
[b]Name of Location:[/b]
[b]Type of Location:[/b]
[b]City/State or Province/Country:[/b]
[b]Notes:[/b]
[b][Submitted by:][/b]

[b]Name of City:[/b]
[b]State or Province/Country:[/b]
[b]Wizarding to Muggle Population:[/b]
[b]Historical Mentions:[/b]
[b]Notes:[/b]
[b][Submitted by:][/b]


Magical Subcultures and/or Organizations

  • This refers to subcultures or organizations in the wizarding world. These can be political groups, underground movements, clubs, charities, or anything that has its own group.


Code: [Select]
[b]Name of Organization:[/b]
[b]Brief Description:[/b]
[b]Location(s):[/b]
[b]Membership:[/b]
[b]Public Visibility:[/b]
[b]Group Structure:[/b]
[b]Group Politics:[/b]
[b]Any unlawful behavior:[/b]
[b][Submitted by:][/b]

« Last Edit: August 27, 2009, 12:43:31 PM by Absit Omen RPG »

Offline Ginevra Potter

Re: Magical Compendium Rules and Registry
« Reply #2 on: May 28, 2010, 04:47:40 AM »
[Name:] Dragons wine
[Use and Effects:] It is a alcoholic beverage that can be potentially dangerous. it is not wise to mix dragons wine with other alcoholic beverages and the after effects are a killer headache and bad breath.
[Magical Properties:] It is made using dragons venom and blood, along with other contents to make it taste good. the venom and blood is of low content, so it is not deadly unless you consume more then recommended which is one wine bottle in 24 hours. it can cause you to breath fire if you are a bad drunk, or a angry one.
[Appearance:] a dark red wine, like blood.
[Cost and Regulation:] for a full wine bottle it is about 4 gallons. for one glass it is 1 gallon and seven sickles. bars are not allowed to serve more then four glasses to each customer because of the dangerous effects it can have. you have to be 21 to order it as well, and stores are prohibited to sell more then 1 full bottle of the wine to one customer in 24 hours.
[Businesses Sold at:] Any pubs and or food stores. Leakey cauldron, three broomsticks to name a couple.
[Submitted by:] Lily

** I created this wine for a fanfiction story of mine. I have no idea if dragons have venom but maybe one breed does. I like to hope the idea makes the cut but we will see.

Offline Ignan Storm

Re: Magical Compendium Rules and Registry
« Reply #3 on: August 17, 2010, 01:59:57 PM »
[Name:] Sopor excessum lethargus quies (frozen life incantation)
[Enchantment Type:] Spell/Incantation
[Appearance:] Invisible
[Effects and Duration:] Instantaneous effect on a victim poisoned, or injured. Causes collapse, reduction in temperature. Limbs remain mobile. Must be constantly attended while under, spell degrades body after 24 hours, though may wear off before if cast ineffectively. Breathing slows, body slows to prevent poison progressing through the body. Should never be used when victim is bleeding, as will increase the chance of death by blood loss.
[Regulations and Skill Level:] Legal - Advanced, taught to final year NEWT students.
[Submitted by:] Kit / Ignan Storm


[Name of Potion:] Bloodroot (Poison)
[Ingredients and Preparation:] Controlled (anyone may embellish with an interest)
[Appearance:] Orange-red in colour, liquid, slightly viscous. Smells faintly of oranges and tastes sweet.
[Effects and Duration:] Consumption causes burning in the stomach, intense thirst, vomiting, faintness, vertigo and loss of eyesight. The victim will dehydrate, choke on their own vomit, and not see to realise what has happened.
[Regulation and Skill Level:] Illegal. Controlled.
[Submitted by:]
Kit / Ignan Storm

Offline Jason MacDonell

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  • -: Biography
Re: Magical Compendium Rules and Registry
« Reply #4 on: August 20, 2010, 05:05:16 AM »
I've been bored again, and we know where that leads...



[Name:] Diffrus Perfrigum (Fragmentation Curse)
[Enchantment Type:] Curse
[Appearance:] A jet of white light, giving off black sparks en route.  The caster draws an “X” shape in the air, then flicks the wand over it in the direction of the victim.
[Effects and Duration:] Causes random bones in the body to fracture and explode in random directions.  Is almost always ultimately fatal, given that ribs will eventually fracture and usually explode into the heart and lungs (although, strictly in theory, all ribs might explode outwards only).  Also phenomenally painful; continuing to fight after the first few broken bones is very rare.  Takes thirty four and one-third minutes, with bones exploding roughly one every ten seconds.
Like Antonin Dolohov’s curse, the incantation must be spoken aloud for full effect.  Casting it nonverbally will cause the bones to crack, but not explode outwards, and is thus much easier to survive (if no less painful).
[Regulations and Skill Level:] Illegal.  Master.
 

[Name:] Extorqueo (Dislocation Hex)
[Enchantment Type:] Hex
[Appearance:] Thin jet of purple light
[Effects and Duration:] Causes the joint it hits to be dislocated.  Will not work on immovable joints.  If it strikes a muscle, it will simply causes a painful wrenching sensation (similar to a Charlie Horse), with no further ill effect.  If successful, the joint remains dislocated until treated.
[Regulations and Skill Level:] Legal, Advanced.


[Name:] Quasso (Shaking Jinx)
[Enchantment Type:] Jinx
[Appearance:] A flash of sky blue light
[Effects and Duration:] Causes the target (person or object) to shake violently.  If used on a person, can be countered with Consisto.  Lasts approximately ten minutes.
[Regulations and Skill Level:] Legal, Beginner


[Name:] Infligo (Smack Hex)
[Enchantment Type:] Hex
[Appearance:] Invisible
[Effects and Duration:] A lighter casting will cause the victim to be knocked back a pace; a more forceful casting will knock him off his feet.  Instantaneous.
[Regulations and Skill Level:] Legal, Beginner to Intermediate.


[Name:] Infligo Proterex (Smiting Curse)
[Enchantment Type:] Curse
[Appearance:] Invisible
[Effects and Duration:] Blasts a single opponent off his feet and backwards through the air.  Instantaneous.
[Regulations and Skill Level:] Legal, Advanced.


[Name:] Munio (Object Fortifying Charm)
[Enchantment Type:] Charm
[Appearance:] Brief sparkles on the enchanted object
[Effects and Duration:] Causes the charmed object to become more resistant to physical and magical damage (relative to what it was originally).  Can be used by wizards in a duel to make objects they are hiding behind stronger and able to absorb spells briefly.  Lasts until it has taken sufficient damage, or for an hour or two if unassailed.
[Regulations and Skill Level:] Intermediate to cast at all, Advanced with any real power.


[Name:] Munium Muri Ilii (Wall Fortifying Charm)
[Enchantment Type:] Enchantment
[Appearance:] A brief golden sheen over the enchanted surface.
[Effects and Duration:] A substantially more difficult and powerful version of the spell Munio.  Protects permanent structures against substantial magical or physical bombardment, and is thus usually cast on exterior building walls.  Lasts indefinitely, or until having taken extreme magical or physical damage.  Casting by a very powerful wizard (or a group of wizards working in concert) will be more effective.
[Regulations and Skill Level:] Legal, Master.


[Name:] Opressus Exonero (Constriction Curse Counter)
[Enchantment Type:] Counter-curse
[Appearance:] A pale red glow over the target
[Effects and Duration:] Relieves the effects of the Constriction Curse.  Other spells and potions can do this also, but the counter-curse is the fastest and easiest method.
Also, when cast on the victim, relieves the effect of the Strangulation Hex without attacking the caster (and thus forcing him to change the aim of his wand).  As it was not invented for this purpose, it is questionable whether anyone is aware of this side effect.
[Regulations and Skill Level:] Controlled (known only to Jason MacDonell, who invented it, and his closest circle).  Advanced.


[Name:] Episkokaley (Broken Bone Charm) Canon
[Enchantment Type:] Charm
[Appearance:] The affected area glows briefly
[Effects and Duration:] Causes major broken bones (which can not be fixed with Episkey) to heal. Takes a few seconds.
[Regulations and Skill Level:] Legal, Advanced to Master (a qualified wizard could get the bone on the way to healing, but it might re-fracture if strained; a trained Healer can repair it completely, immediately)
[Canon:] In Chamber of Secrets, after Harry’s arm is broken by a bludger, Madam Pomfrey claims, “I can mend bones in a second”.


[Name:] Arefax (Drying Charm) Canon
[Enchantment Type:] Charm
[Appearance:] Invisible
[Effects and Duration:] Completely dries whatever is in its path (usually used on clothing or pets).  Does not work on bodies of water larger than a puddle.  Instantaneous.
[Regulations and Skill Level:] Legal, Advanced.
[Canon:] Dumbledore uses this spell to dry Harry’s robes after swimming to the Cave of the Inferi in Half-Blood Prince.


[Name:] Sternumentum Malefico (Bat-Bogey Hex / the Curse of the Bogeys) Canon
[Enchantment Type:] Hex
[Appearance:] Bogey-colored jet of light
[Effects and Duration:] Causes the target’s boogers to become batlike, crawling out of the victim’s nose and growing drastically in size to take flight.  The hex itself acts only for a few seconds, though the resulting “bats” will flap around for ten minutes before disintegrating.
[Regulations and Skill Level:] Legal, Intermediate.
[Canon:] Referred to repeatedly throughout the series.  Ginny Weasley in particular is noted to be a proficient caster of this hex.


[Name:] Evomovermis (Slug-Vomiting Hex) Canon
[Enchantment Type:] Hex
[Appearance:] A jet of green light
[Effects and Duration:] Causes the target to vomit slugs for around half an hour, though it may occasionally flare up later.
[Regulations and Skill Level:] Legal, Intermediate (though attempted by second-year Ron, Hermione describes it as “difficult to work at the best of times”, suggesting it would have been beyond a second year even without a broken wand)
[Canon:] Attempted use by Ron Weasley against Draco Malfoy in Chamber of Secrets, though it backfired on Ron himself.


[Name:] Episkidontey (Broken Tooth Charm)
[Enchantment Type:] Charm
[Appearance:] Brief glowing on the affected area
[Effects and Duration:] Mends a broken tooth when part of it is no longer present (a tooth which is simply cracked can be fixed with Episkey). Instantaneous.
[Regulations and Skill Level:] Legal, Advanced


[Name:] Obsurdesco (Deafening Hex)
[Enchantment Type:] Hex
[Appearance:] A blast of orange light.  If the target is struck, puffs of smoke come out of his ears immediately after.
[Effects and Duration:] Deafens the target (a weak casting will only make him hard of hearing); the last thing the target hears is a small popping sound in his ears.  Used as a mild hex, and sometimes as a dueling spell.  Alternatively, some wizards also cast it on themselves if dealing with Mandrakes, Banshees, or other magical creatures which can cause injury or death using sound.  Lasts up to an hour before the effects wear off.
[Regulations and Skill Level:] Legal, Intermediate to Advanced.


N.B.  The following have been grouped together, though they are (respectively) a potion, curse, illness, and person, because they all deal with the same subject.


[Canonish:] Hinted at in Chamber of Secrets. When Dumbledore refers to the Petrification of Mrs. Norris as “Dark Magic of the most advanced—”, rather than simply “the work of a basilisk”, it suggests that more than one way exists to Petrify people.


[Name of Potion:] Petrifying Philter
[Ingredients and Preparation:]
Ingredients:
  • 1 part Runespoor blood
  • 2 parts Belladona
  • 2 parts Infusion of Wormwood
  • 4 parts chopped root of Asphodel
  • 2/5 part Ptolemy
  • 8 parts seawater

Preparation:
  • Cut root of Asphodel into approximately one-quarter inch sections.
  • Mix Apshodel roots into Runespoor blood; grind into paste.
  • Add Belladonna; mix well.
  • Leave resulting paste in darkness during the day, and in full moonlight at night, until fungus is clearly growing on it.
  • Mix Ptolemy and Infusion of Wormwood; cap and shake violently.
  • Bring seawater to boil.
  • Pour paste into seawater and stir.
  • Boil until resulting mix is pale yellow.
  • Reduce heat, stir three times clockwise, followed by five times counterclockwise.
  • Repeat until resulting mix is clear.
  • Add Ptolemy/Wormwood mixture.
  • Stir until resulting potion darkens to purple, then lightens again to the color of weak wine.

[Appearance:] When properly brewed, it appears to be faintly purple, like weak wine or watered-down grape juice.
[Effects and Duration:] On its own, it causes horrific sickness in anyone who drinks it or any drink contaminated by it (does not work on food).  Properly enchanted with a Petrification Curse, though, it will cause anyone who drinks it or any drink contaminated by it to become Petrified within five minutes time.
Using 200 ml of seawater, and all other ingredients adjusted accordingly, the mixture will be strong enough to contaminate 100 gallons of any other beverage, such that anyone who drinks even a mouthful will be Petrified.
[Regulation and Skill Level:] Illegal, Master.


[Name:] Exsecro Saxificum (Petrification Curse)
[Enchantment Type:] Curse
[Appearance:] Wand is used to stir the potion counterclockwise one full turn while saying the first word; wand is then withdrawn and stabbed violently downward (though not touching the mixture) for the second word.  When cast on a Petrifying Potion, the potion seems to boil, producing a few dark purple bubbles before settling back down
[Effects and Duration:] Enchants a properly prepared Petrifying Philter to petrify those who drink it (without the curse, the Philter merely causes horrible illness).  Permanent effect.
[Regulations and Skill Level:] Illegal, Master


[Name:] Petrifying Philter Sickness (aka “Poniros’s Mixup”, “Triple-P” (in English-speaking communities; the third “P” stands for “Poor You”)
[How is it contracted:] Drinking an improperly enchanted Petrifying Philter
[Corresponding to St. Mungo’s Floor:] Third Floor – Potions and Plant Poisoning
[Description of Symptoms and Effects:]
  • Coughing
  • Chest and stomach convulsions
  • Vomiting
  • Temporary blindness
  • Occasional temporary paralysis
  • Kidney stones
  • Internal bleeding
  • Death (occasionally)
[Healing Procedures:] A Mandrake Restorative Draught will cure all symptoms immediately, as it would true Petrification.  In the absence of this, certain combinations of other potions will also work.
[Level of Threat:] To others, none (not contagious); to the victim, moderate to severe (the elderly and children are much more likely to die of the symptoms)


[Name:] Poniros the Nasty
[Lived:] Unknown (ancient Greece)
[Death:] Accidentally killed himself
[Bloodline:] Pure-blood
[Alma Mater / House (if applicable):] N/A
[Claim(s) to Fame:]
  • Apprentice to Herpo the Foul, creator of the first basilisk and the first (known) Horcrux
  • Not being a Parselmouth like his master, and thus unable to control a basilisk, created the Petrifying Philter to duplicate the creatue’s effects
  • One of the earliest recorded blood purists; after being humiliated in a duel by a Muggle-born wizard, Poniros Petrified the man’s entire home village by poisoning them with the Petrifying Philter
  • Killed by an exploding potion, while trying to make a deadlier variant of his prized Petrifying Philter
[Incarceration record (if applicable):] N/A



[Name:] Retrorgenus (Knee-Reversal Hex) Canon
[Enchantment Type:] Hex
[Appearance:] A pink-and-white flash of light
[Effects and Duration:] Causes the knee joints to reverse themselves, leaving the leg bending backward (like a dog’s legs) rather than forward.  The reversal itself is momentarily painful, and attempts to walk on reversed legs are very difficult.  Can last indefinitely until cured, if cast forcefully enough, but at the least a few days.
[Regulations and Skill Level:] Legal, Advanced.
[Canon:] Cast by Gertie Keddle on an early Quidditch player, as noted in Chapter Three of Quidditch Through the Ages.


[Name:] Linea Aetatis ______ (Age-Line Charm) Canon
[Enchantment Type:] Enchantment
[Appearance:] A thin golden line on the floor.  The enchantment spoken is the first two words of the spell, followed by the age (also in Latin) below which no one may cross the line.  For example, the Age Line in Harry Potter and the Goblet of Fire (17) would have been “Linea Aetatis Septemdecim”.
[Effects and Duration:] Causes anyone below the specified age who crosses the line to be propelled backwards over it.  If the offending wizard has used some means to magically alter his age, the line may also cause him to suffer the extremes of it (such as growing a beard after having taken an Aging Potion, or having one’s skin wrinkle if he tried an Aging Jinx), if the line’s caster is a sufficiently accomplished wizard.  The spell’s duration depends on the intent of the caster, but is rarely less than twenty-four hours.  It can last up to a month, after which it must be reinforced.  Witches and wizards who have some skill with the spell might cast it on rooms in their homes which they do not wish their children to enter.
[Regulations and Skill Level:] Advanced to cast at all, Master to cast for longer periods of time and unfooled by aging enchantments or potions; Legal, unless cast on property one does not own without permission (which is a misdemeanor).
[Canon:] Used by Dumbledore to draw a ten-foot radius circle around the Goblet of Fire in the eponymous book.


[Name:] Stupefex Omnis (All-Stunner) Canon
[Enchantment Type:] Charm
[Appearance:] A silver streak of light flies in a quick circle around the caster.  Once it has completed a full circuit, a second flash of silver light bursts out in all directions.
[Effects and Duration:] Stuns multiple people simultaneously.  A very powerful or experienced caster can pick and choose targets from a group; a less experienced caster will indiscriminately Stun everyone within range of the spell.  The Stun effect lasts briefly (about a minute), substantially less than a normal Stunner.
[Regulations and Skill Level:] Master, either Legal or Controlled (I leave this to the judgment of the curators; if they believe Dumbledore invented this spell, then Controlled; if they believe he simply used it and was proficient at it, then Legal)
[Canon:] Used by Dumbledore to simultaneously stun Cornelius Fudge, Dolores Umbridge, John Dawlish, and Kingsley Shacklebolt (while avoiding Harry Potter, Minerva McGonagall, and Percy Weasley) in Harry Potter and the Order of the Phoenix.


[Name:] Inaresiccitas (Drought Charm) Canon
[Enchantment Type:] Charm
[Appearance:] Wisps of sand-colored mist descending over the affected water
[Effects and Duration:] Causes small bodies of water (from a puddle to a pond) to dry up; proper casting will consume approximately a gallon per second.  Does not work on larger bodies of water.  Effect is permanent.
[Regulations and Skill Level:] Legal.  Intermediate to cast at all, Advanced to work on more sizable bodies of water.
[Canon:] Referenced in Goblet of Fire as an ineffective approach to the Second Task; Ron specifically states that it would not work on the entire lake.


[Name:] Cohorrauris (Twitchy Ear Jinx) Canon
[Enchantment Type:] Jinx
[Appearance:] A zigzagging red line
[Effects and Duration:] Causes the victim’s ears to twitch.  In addition to feeling and looking awkward, it can also cause sound distortion, so the victim can not properly determine where sounds are coming from.  Lasts up to an hour if cast forcefully enough.
[Regulations and Skill Level:] Legal, Intermediate.
[Canon:] Used by Barty Crouch, Jr. (impersonating Alastor Moody), to test the fourth year DADA class on hex-deflection in Goblet of Fire.


[Name:] Somniculo (Nap Jinx)
[Enchantment Type:] Jinx / Charm
[Appearance:] A sparkling ball of energy that bursts over the head of the victim, showering him with tiny sparkles.
[Effects and Duration:] Causes the victim to gradually fall asleep.  An experienced caster can make the delay as little as a few seconds; a weaker casting would give the victim up to a minute to fight or counter the effects.  Alternatively, sometimes used by wizards who need a “power nap” on themselves.  Lasts anywhere from half an hour to a few hours (but never enough for a good night’s rest).  For an experienced caster, his intention has some degree of control over the duration, but it is an inexact science.
[Regulations and Skill Level:] Legal, Intermediate to Advanced.


[Name:] Vigilo (Nap Jinx Counter)
[Enchantment Type:] Counter-curse
[Appearance:] A bright flash in front of the target’s face.
[Effects and Duration:] Counters the effects of the Nap Jinx.  Instantaneous effect.
[Regulations and Skill Level:] Legal, Intermediate to Advanced (in proportion to the attacker’s skill; an Intermediate defender against an Advanced attacker would be able to further delay the effects of the jinx, but not indefinitely).


[Name:] Quiesoporifus (Dreamless Sleep Spell) Canon
[Enchantment Type:] Enchantment
[Appearance:] A mist falling over the head of the target
[Effects and Duration:] Causes the target to fall into a bewitched, dreamless sleep.  Can last a very long time (days or even weeks), depending on the skill of the caster.
[Regulations and Skill Level:] Controlled, Master.
[Canon:] Dumbledore says, though he could cast it, such a spell would not be to Harry’s benefit after the duel in Little Hangleton in Goblet of Fire.


[Name:] Expergo (Awakening Spell)
[Enchantment Type:] Charm
[Appearance:] A bang and a flash of white light
[Effects and Duration:] Counters the Dreamless Sleep Spell, in case the target must be woken early.  Also counters the Nap Jinx, but too forcefully (the subject will be overly peppy and alert for days on end).  Effects also depend on the skill of the caster versus the skill of the wizard who cast the Sleep Spell.  Immediate effect.
[Regulations and Skill Level:] Advanced to Master.


[Name:] Exsomnis Insomnio (Insomnia Curse)
[Enchantment Type:] Curse
[Appearance:] Invisible
[Effects and Duration:] Prevents the target from falling asleep, though he will become increasingly tired.  An unskilled casting may keep the victim awake for only a day or two, but a powerful enough casting will keep him awake until he dies for lack of rest or is treated (countered with the Draught of Living Death).
[Regulations and Skill Level:] Advanced to cast at all, Master for permanent effect.


[Name:] Dissaeptum (Barrier Charm)
[Enchantment Type:] Charm
[Appearance:] Invisible, though the air seems to shimmer (like a heat mirage)
[Effects and Duration:] Creates a magical barrier that stops physical objects, but not magic.  Used, for example, by wizards to protect themselves against gunshots or other projectile weapons.  Enchanted projectiles may pass the barrier, but will usually slow.  Physical objects with wills of their own (such as people trying to pass the barrier) may be able to struggle through eventually.
[Regulations and Skill Level:] Legal, Advanced


[Name:] Membrum Nexum Argentis (Dark Arts prosthetic) Canon
[Enchantment Type:] Charm / Curse
[Appearance:] A ball of what looks like molten silver that takes the shape of whatever limb it is replacing, and attaches itself to the wound.
[Effects and Duration:] Creates a magical prosthetic to replace a severed limb.  The limb also creates a bond between caster and recipient; should the recipient betray or work against the caster, the replacement limb might attack its owner.  Permanent.
[Regulations and Skill Level:] Illegal (though little-known to begin with), Master.
[Canon:] Used by Voldemort to create a replacement hand for Peter Pettigrew in Goblet of Fire.
« Last Edit: August 24, 2010, 10:38:14 PM by Jason MacDonell »

 


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