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Magical Rules

GENERAL MAGICAL RULES

There are 4 categories of magic.

Charms: The ability to cast specific spells

Transfiguration: The ability to change objects from one form to another

Summoning/Conjuring: The ability to create objects from material around you, or to summon existing objects from far away

Divination: The ability to predict the future, or to magically sense things in the world around you

** All other types of magic will fall under one or more of these categories.

The codes under your name describe your levels in these abilities, as follows:

C = Charms Level
T = Transfiguration Level
S = Summoning/Conjuring Level
D = Divination Level

When a character starts, their levels are decided upon the strength and weakness provided in their biography. The codes under your name define what you can and cannot do. Make sure you understand these rules - breaking them will make you lose levels or house points.

Level 0 - You cannot use this magic type successfully; you can try, but it generally wont work (roleplay it!)
Levels 1 to 10 - These are typical of students. Please refer to the specific Rules for the magic type to find out what you can do.
Levels 11+ - These are usually only found among teachers or other adults. Please refer to the specific Rules for the magic type to find out what you can do.


Earning New Magic Levels

There are currently 3 ways in which to earn magical levels:
  • Taking classes
    All students may take up to 4 classes per term. However, only two of those may be core classes. Should you wish to take 1 core and 3 electives, or even 4 electives, you are more than welcome to do so. Core classes are worth 1 magic level in the particular subject taken while electives are worth .5 level to be placed in the category of your choice. If there is more than one section of a particular class offered, you may only sign up to receive a level for one of the sections.
  • Advancing a year
    Returning students who plan to graduate to the next class (ex: from 1st to 2nd year and so forth) are automatically entitled to 2 levels at the end of every term upon request.
  • Participating in Extracurriculars
    Students may earn a half level for participation in each of the following: Quidditch, Dueling, Spellbound, or Hospital Wing.



CHARMS RULES
The rules for charms work slightly differently than those for the other fields of magic. You can cast all charms whose year is equal to or lower than the number after the 'C' in your subbie. For instance, if you are fifth year, but have only C4, then you can only cast fourth year charms and below.

On the other hand, if you are a fifth year with C6, then you can cast sixth year charms - but only with difficulty, and they may not be as fully effective as those cast by someone who has been properly trained. Roleplay it!

CHARMS

First Years
Shoot sparks from your wand (no incantation)
Write glowing letters in the air with your wand (no incantation)
Lumos - causes a short beam of light to appear
Nox - causes the light to go out

Second Years
Alohomora - causes locks to unlock (usually on doors)
Colloportus - causes locks to lock (cancelled by Alohomora)
Expelliarmus - causes the victim's wand to fly out of their hand
Incendio - starts a fire
Locomotor Mortis - locks the victim's legs together
Locomotor Wibbly -  causes the victim's legs to collapse
Petrificus Totalus - makes the victim's body become paralysed
Wingardium Leviosa - causes an object to float

Third Years
Aparecium - makes invisible ink visible
Caeruleus - creates a small quantity of blue flame which can be directed to a specific place
Colloshoo - sticks shoes to floor
Densaugeo - causes victim's teeth to grow in size
Extinguio - puts out fires
Follicullus + colour spell or style spell - changes hair colour or style
Inscribo - carves words or symbols into something
Limax - makes the victim vomit slugs (ewww!)
Mobiliarbus - moves a tree
Oculatus + colour spell - changes yours or someone elses eyes
Oculatus leoninus - changes colour of cat eyes
Reparo - repairs an object
Rependo - moves things rapidly through the air
Rictusempra - makes the victim feel as if there were hands tickling him/her
Scourgify - cleans dirt from something
Tergeo - removes dust or grease from something

Fourth Years
Cave Inimicum - cast on an area; warns the caster if somebody hostile enters the area
Conjunctivitis - makes the victim see unclearly
Diffindo - cuts an object open
Erecto - erects a tent, or similar item
Flagrante - makes an object burning hot
Ictus - creates a scorch-like stinging welt on the subject
Impervious - makes an object waterproof
Mucus ad Nauseam - gives the victim an extremely runny nose
Relashio - gives out a jet of sparks, or boiling water if underwater
Riddikulus renders a boggart harmless by making it look silly
Serpensortia - makes a snake come out of the victim's wand
Tarantallegra - makes the victim's legs dance uncontrollably

Fifth Years
Confringo - wrecks something
Confundus - confuses the victim temporarily
Deprimo - creates a hole under something
Descendo - pulls something downwards
Dissendium - opens a secret door
Engorgio - makes an object grow bigger or return to normal size (if used with Reducio)
Furnunculus - Causes the victim's body to break out in boils
Impedimenta - stops or slows down an object [that can move]
Langlock - glues somebody's tongue to the roof of their mouth
Mimble wimble - ties victim's tongue in a knot
Obscuro - Puts an immovable blindfold on someone. Lasts 30 minutes.
Point Me - makes the wand point north
Protego - creates an invisible barrier that can deflect hostile spells
Reductor - blasts away a solid object
Silencio - renders the victim temporarily mute
Suppiantara - trips somebody up
Waddiwasi - directs an object to some close location

Sixth Years
Anapneo - enables someone to breathe clearly (medical spell)
Bulla - creates a bubble of breathable air around the caster's head
Defodeo - digs a hole
Episkey - stops minor bleeding
Expecto Patronum - conjures a patronus
Expulso - makes something explode
Flipendo - knocks away a person or object
Incarcerous - summons ropes to bind something
Levicorpus - levitates a person, holding them helplessly in mid-air, dangling by an ankle
Liberacorpus - cancels a Levicorpus or Mobilicorpus spell
Locomotor + name of object - moves a moderately sized object
Mobilicorpus - moves a body
Muffliato - makes speech inaudible to those more than a few feet away
Quietus - makes the caster's voice return to normal
Oppugno - commands conjured creatures (e.g. Avis or Serpensortia) to attack a chosen target
Reducio - causes an object to shrink or return to normal size (if used with Engorgio)
Sonorus - makes the caster's voice louder
Specialis Revelio - reveals the properties or ingredients of a magical item or potion
Stupefy - stuns the victim

Seventh Years
Cheering Charm - a charm that cheers a person up (no incantation)
Germineo - creates a duplicate of something
Gluten Perennis - permanently sticks one object to another
Hominem Revelio - reveals the presence of hidden people
Kamiflage - causes a person or creature to perfectly match their surroundings, making them very difficult to see
Obliviate - changes a person's memory
Proteus - causes a number of specified objects to match the appearance of another single object. When that object is changed, the others change to match.
Repello Muggletum - makes muggles avoid an area

Above Seventh Year
C8
Apparition - the ability to disappear and reappear at a different position
Deletrius - cancels effect of "Prior Incantato"
Ennervate - revives a stunned person
Finite Incantatem - ends the effect of a spell
Prior Incantato - makes a wand show its last spell used

C9
Imperterbable Charm - renders an area spy-proof. (NB: This should prevent fellow students overhearing you - but professors are likely to know effective counter-charms!)

C10-14
C10:
Disillusionment Charm - conceals the target by causing it to act as a chameleon, soaking up the colors and textures of its surroundings

C14:
Portkey Creation - Turns an object into an active portkey; Must be in conjuction with high Transfiguration and Summoning Levels. To find out about this, Read the Portkey FAQ.

UNFORGIVABLES
NOTE: Use of these spells may result in incarceration if caught and the Ministry determines the spell was misused. As in life, your character cannot control whether they are caught. Be aware that if your character is underage, they will always be caught because of the Trace, and they will likely be expelled from school.

Quote
C10:
Crucio (weak): Unforgivable and illegal without good cause. Causes excruciating pain in the victim for 1-2 seconds. (Must notify an admin if one is cast.)
Imperio (weak): Unforgivable and illegal without good cause.  Gives the caster a subtle influence over the mind of the victim. For example, you might be able to make them feel more favorably towards a particular person, but not to influence what they think or say. (Must notify an admin if one is cast.)

C12:
Avada Kedavra: Unforgivable and illegal without good cause.  Instantly kills the victim. Unblockable. When successful, the spell permanently damages the soul of the caster. (Please remember you may not kill another character without admin permission.)

C14:
Crucio (strong): Unforgivable and illegal without good cause. Causes excruciating, prolonged pain in the victim. (Must notify an admin if cast)
Imperio (moderate): Unforgivable and illegal without good cause.  Gives the caster influence over the thoughts of the victim. For example, you might be able to cause the victim to believe that vinegar tastes like wine, but not to force them to drink it. (Must notify an admin if cast)

C16:
Imperio (Strong): Unforgivable and illegal without good cause.  Gives the caster complete control over the thoughts and actions of the victim. Note that some people are able to resist the effects of the spell. (Must notify an admin if cast.)

C15-19
Animagus** (When paired with comparable Transfiguration levels)

C20+
Spell Creation (Please submit a Special Requests Form to an admin explaining the spell, and be prepared to make a Wiki page).





SPELL REQUEST (If you would like to use a Charm not on the list, please pm the following to an admin for approval.)
Code: [Select]
[b]Name of Spell:[/b]
[b]Effects of Spell:[/b] [i]What does it do?[/i]
[b]How did your character learn the spell?:[/b]
[b]Your Charms Level:[/b]
[b]Creative purpose served by the spell for your roleplay?:[/b]
[i]NOTE: Spells must be approved prior to use.[/i]

Silent Casting
You are able to cast any charm silently if you have at least six more levels than that normally required to cast it. For example, at C7 you can cast Lumos and Nox silently, you would need C9 to cast spells such as Rependo or Reparo silently, etc.



TRANSFIGURATION RULES


Transfiguration lets you change objects from one form to another. You cannot change their actual substance (say, to make them come alive, or to make stone burn), only the way they appear.

Your level determines what properties of an object you can change, according to the list below. The number after the property says how many properties you can change at the same time. Every level includes the abilities for the levels below it: for instance, at level 3 you can change any two of the colour, shape, and size of an object, while at level 4 you can change all three at once.

level 1 - change the colouration (non-human) (1)
level 2 - change the shape (non-human) (2)
level 3 - change the size (non-human) (2)
level 4 - change nothing new (3)
level 5 - change the texture (3)
level 6 - change the taste; change the colouration and size (human traits) (3)
level 7 - change the sound; change the basic shape (human traits-not into something entirely different) (3)
level 8 - change nothing new (4)

High-Level Transfiguration
level 9 - change the smell (4)
level 10 - change nothing new (5)
level 11 - change nothing new (6)
level 12 - change nothing new (7)
level 13 - change the actual nature of a substance (7)
level 14 - change nothing new (7)
level 15 - animagus ** (with high Charms)
level 16 - animagus ** (with high Charms)
level 17 - animagus ** (with high Charms)
level 18 - animagus ** (with high Charms)
level 19 - animagus ** (with high Charms)
level 20+ - permanent transfiguration.

Transfiguration Reversals
Incantation: Reparifarge
Below level 1 - no effect
levels 1-3 - reverse two changes
levels 4-7: - reverse three changes
levels 8-10 - reverse four changes
level 11+ - reverse complete Transfigurations?

Commands.

Basic Command: Commutati

Colour
Auburn= rutilus
Red= ruber
Pink/Rosy= rosaceus
Orange= aurantium
Yellow= flavus
Green= viridis
Blue= caeruleus
Purple= ostrinus
Gray= ravus
Black (dull)= ater
Black (shiny)= niger
Brown= fulvus
Bronze= aeneus
Silver= argenteus
Gold= aureus
White= albus

Other Colour Words
brighten- clarus
dull- inclarus
shiny- nitidus
darken- opacus
sparkly- scintillosus
chequered- tessellatus
striped- virgatus
flowery- floridus
starred- stellatus
swirled- verticosus
patterned- figuratus

Shapes
square..........................quadratus / quadratum
spherical / sphere..........globosus / globum
circular / circle...............rotundus / orbem
diamond.......................rhombosus / rhombosum
triangular/ triangle.........triangulus / triangulum
rectangular / rectangle....rectangulus / rectangulum
cubic / cube..................cubosus / cubum
pyramidal / pyramid.......pyramidatus / pyramem
conical / cone...............turbinatus / conum
cylindrical / cylinder.......cylindrosus / cylindrum
sharp..........................acutus
blunt...........................hebes

Sizes
long= longus
short= brevis
tall= procerus
deep= profundus
shallow= vadosus
wide= latus
narrow= angustus

Textures
smooth= levis
rough= asper
soft= mollis
furry= villosus
metallic= metallus
rubbery= heveus textus
feathery= plumeus
hard= durus
woolly= lanatus
solid= solidus
sturdy= robustus
liquid= liquidus
gaseous= vaporus
glassy= vitreus
sticky= lentus
wood-like= ligneus textus
plastic-like= plasticus textus
paper-like= chartus textus
cotton-like= xylinus textus
cold= frigidus
warm= calidus

Sounds
Deeper pitch: Sonum Gravis
Higher pitch: Sonum Acutus
Discordant: Sonum Dissonum
Hollow: Sonum Cavus
Guitar: Sonum Kithara
Violin: Sonum Violinum
Harp: Sonum Fidem
Flute: Sonum Tibiam
Trumpet: Sonum Tubam
Drum: Sonum Tympanum

Tastes/Smells
Sour: acerbus
Salty: salsus
Bitter: amarus
Sweet: dulcus
Fuller flavour: gustatus
Bland: mitis




DIVINATION RULES

Divination permits you to do four things:

1) Use your muggle senses to tell if something is wrong ('danger sense')
2) Sense the emotions of others ('aura reading')
3) Tell the future
4) Communicate with the afterlife

How good you are at each of these abilities depends on your Divination level.
You can also perform any of the abilities listed for levels below your own.



Danger SenseAura ReadingPredictingOther World
Level 1Smell - AAA(nothing)
Level 2Touch - AAAA
Level 3Sight - ABAB
Level 4Sound - ABBC
Level 5Taste - ACBD
Level 6Smell - BCBE
Level 7Touch - BDCE
Level 8Sight - BDCF



Danger Sense
A - If you try to sense it, you can detect something is wrong, but you don't
know what it is.
B - You no longer need to actively try to sense if something is wrong; you
will get a tingling and a sense of unease automatically.

Which muggle senses you can use with this ability are listed in the table above.



Aura Reading
A - Can see a gray outline only
B - Can see bright colours in an aura - the strong emotion
C - Can see the medium colours in an aura
D - Can see the faint colours - the subtle emotions

Note that this takes some preparation (so people may notice), and you will need to be holding your wand to do it.



Predicting the Future
To use this ability, you will need to use a fortune telling technique, such as tarot reading, crystal ball gazing, astrology, etc.

A - Can see only whether the future is generally good or bad
B - Can detect the general area of the future that is good or bad - for example,
"money, health, love life" etc.
C - Can get a general idea of what might happen with a little more detail - instead of general positive feeling about "travel", you might be able to predict that travel will happen within a few months to an exotic location (but not which exotic location).



Sensing the Otherworld
A - You can talk to invisible spirits (if you know theyre there!), but you cannot see them, or hear what they say back
B - You will know when spirits are near you, but not exactly where they are
C - You will know what direction a spirit is in, but not how how far away it is
D - You can hear general sounds made by spirits (groaning, etc.) but cannot understand their speech
E - You will know exactly where a spirit is, but cannot see it
F - You can see spirits, even when they are invisible

Note that you do not need Divination Magic to see or talk to normal ghosts when they want to be seen - it is used for spirits that are not usually visible.


High-Level Divination
Divination permits you to do four things:
  • Use your muggle senses to tell if something is wrong ('danger sense')
  • Sense the emotions of others ('aura reading')
  • Tell the future
  • Communicate with the afterlife
How good you are at each of these abilities depends on your Divination level. You can also perform any of the abilities listed for levels below your own.



Danger SenseAura ReadingPredictingOther World
Level 9Sound - BECG
Level 10Taste - BEDH
Level 11Smell - CFDH
Level 12Touch - CFDI
Level 13Sight, Taste - CFEI

D14-19
Legilimency / Occlumency (With high level charms) **

D20+
Seer - Future Visions **
Seer - Communications **



Danger Sense
B - You no longer need to actively try to sense if something is wrong; you will get a tingling and a sense of unease automatically. Which muggle senses you can use with this ability are listed in the table above.
C - You receive more than a sense of unease, but now can gain at least some idea of the source and nature of the problem. Which muggles senses you can use with this ability are listed in the table above.



Aura Reading
E - You can see multiple colours in an aura, gaining a more all-round feel for the individual's personality and emotions, although some details will be too well-hidden or complex to interpret. Note that this takes some preparation (so people may notice), and you will need to be holding your wand to do it.
F - Psychometry. You can use your wand to read the past history of an object, including magical enchantments or curses placed on it, a rough impression of the auras of people who have owned it for a long time, etc.



Predicting the Future
To use this ability, you will need to use a fortune telling technique, such as tarot reading, crystal ball gazing, astrology, etc.
C - Can get a general idea of what might happen with a little more detail - instead of general positive feeling about "travel", you might be able to predict that travel will happen within a few months to an exotic location (but not which exotic location).
D - Can see a single, specific event that might happen in the future.
E - Can see multiple events that might happen in the future.



Sensing the Otherworld
G - You can understand the speech of incorporeal spirits.
H - You can call spirits to you from the Otherworld. You cannot always be confident as to what sort of spirits will arrive...
I - Astral Projection. You can leave your physical body behind and enter the Otherworld. Your body is helpless while you do this. The Otherworld is a dangerous realm, in which hostile spirits can attempt to overpower you, and if you travel too far there is always the danger of not coming back...



CONJURING/SUMMONING RULES


This permits you to do two things: Summoning (fetching items from a distance), and Conjuring (creating things from nearby matter or out of "thin air").

Incantation
1. Accio + object ("I call" or "I summon")
2. Arcesso + element or substance ("I call" or "I summon")
3. Creo + object or element ("I create")
4. Elicio + entity ("I conjure up [a spirit/divine power/etc]")

Elements
1. fuoco = fire
2. acqua = water
3. aria = air
4. terra = earth

Summoning

The following table describes the maximum size and intelligence of the objects or creatures you can summon, and how far away you can summon them from. None for intelligence means you cannot summon creatures, only things (cups, tables, etc.) Low means a creature no more intelligent than an insect or worm.
Note that you always have to know roughly where the object you are going to summon is located (down to the nearest room, say).

DistanceMassIntelligence
Level 1Less than 1 meterLess than 10 kgNone
Level 2Less than 1 meterLess than 50 kgNone
Level 3Less than 1 meterLess than 50 kgNone
Level 4Less than 1 kmLess than 50 kgNone
Level 5Less than 1 kmLess than 50 kgNone
Level 6Less than 1 kmLess than 50 kgLow
Level 7Less than 1 kmLess than 100 kgLow
Level 8Less than 1 kmLess than 100 kgLow



Conjuring
The following table indicates the maximum size and complexity of the objects you can create, and what material you need nearby to make them.

MaterialMassComplexity
Level 1ALess than 5 kgEasy
Level 2ALess than 5 kgMedium
Level 3ALess than 10 kgMedium
Level 4BLess than 10 kgMedium
Level 5C 1 hourLess than 10 kgMedium
Level 6C 1 hourLess than 10 kgHard
Level 7C 2 hoursLess than 10 kgHard
Level 8C 2 hoursLess than 40 kgHard

Material
A - Same (same raw material nearby that is needed to create the new item)
B - Similar (raw material nearby has most of the same chemical makeup as the new item)
C - "Thin Air" (no raw material is used. There is also a time limit on how long such items last if before they vanish)

Complexity
Easy - solid, or shapeless objects (e.g. a glass marble, a blob of water)
Medium objects with simple shapes (e.g. hollow like a straw)
Hard - objects with an intricate shape, and/or made from multiple materials (e.g.: a feather quill with a gold point) You cannot create truly complex items, such as a working watch.


High-Level Summoning
The following table describes the maximum size and intelligence of the objects or creatures you can summon, and from how far away you can summon them. Low means a creature no more intelligent than an insect or worm. Note that you always have to know roughly where the object you are going to summon is located (down to the nearest room, say).

DistanceMassIntelligence
Level 9Less than 10 kmLess than 100 kgLow
Level 10Less than 10 kmLess than 1 tonneLow
Level 11Less than 10 kmLess than 1 tonneMedium
Level 12Less than 10 kmLess than 1 tonneMedium

Intelligence
Low - A creature no more intelligent than an insect or worm.
Medium - A typical animal, not intelligent enough to speak.


High-Level Conjuring
The following table indicates the maximum size and complexity of the objects you can create, and what material you need nearby to make them. Note that this is the same as at level 8.

MaterialMassComplexity
Level 9C - 2 hoursLess than 40 kgHard
Level 10C - 3 hoursLess than 40 kgHard
Level 11C - 3 hoursLess than 40 kgHard
Level 12C - 3 hoursLess than 100 kgComplex
Level 14C - 3 hoursLess than 40 kgMagical
Level 15C - 3 hoursLess than 60 kgMagical
Level 16C - 6 hoursLess than 100 kgMagical
Level 17C - 12 hoursLess than 130 kgMagical
Level 18C - 24 hoursLess than 170 kgMagical
Level 17C - 48 HoursNo weight limitMagical
Level 18C - 12 hoursNo weight limitIntelligent
Level 19C - 48 hoursNo weight limitIntelligent
Level 20C - 56 hoursNo weight limitIntelligent


Material
C - "Thin Air" (no raw material is used. There is also a
time limit on how long such items last if before they vanish)

Complexity
Hard - objects with an intricate shape, and/or made from
multiple materials (e.g.: a feather quill with a gold point)
Complex - You can create truly complex items, such as a working watch. Note that electronics and the like are not amenable to magical conjuring, and so cannot be created by even the greatest wizards.
Magical - You can create magical objects. Creation, Possession, and or use of a Magical Object should be approved by an admin.
Intelligent - You can summon intelligent objects or beings. Use of conjuring at this level requires admin approval.



** Magic marked ** require Special Request Forms to be completed.