OWL Charms
Lesson:
Greetings!
I hope that this term is going splendid. Let's get right into Charms because there is a lot to cover and not a lot of time! Charms in themselves are defined as a type of magic spell concerned with enchanting an object to behave in a way that isn't normal for that object. Charms is also something of a catch-all for spells that aren't Transfiguration (spells that change the inherent nature of an object). In some sense, if a spell isn't Transfiguration, it's probably a Charm. And from your experiences here at Hogwarts over the past five years will show that you have used charms more so than Transfiguration, although you shouldn't mention that to Prof. Felicity Shukurova.
Almost all charms come from Latin, the language of early Romans. Charms in Old Latin means 'song' or 'incantation'. Oddly enough many charms require a special pronunciation of the word for the charm to be affective. For example, one of the most common charms accio means "To summon" in Latin. The following are commonly used Latin stems found in charms:
- Levo- Levitate
- Lumen- Light
- Arduus- Winged
- Ridere- To Laugh
- Mora- Obstacle
- Nox- Night
- Mobilis- Moveable
- Corpus- Body
- Reparare- To Fix
- Sono- Loud
- Quie- Peaceful
- In- Nerves
With these stems you as first year students learned the most commonly used charms and spells. The following charms are known as basic every-day type charms and are classified as such. It is extremely important that you know these charms. The following Charms you should already know, but in the event that you do not let us review:
- Accio- Summons an object
- Alohomora - Opens lokced objects
- Colloportus - Seals a door, making an odd squelching noise
- Alohomora - Opens lokced objects
- Sonorus - Amplifies voice
- Quietus - Counter spell for Sonorus
- Avis - Launches birds from your wand
- Finite - Stops any current spells
- Locomotor - Moves an object
- Mobilicorpus - Moves unconcious bodies
- Lumos - To create light
- Nox - Counter to Lumos
- Mobiliarbus - Moves objects with wand
- Wingardium Leviosa - Makes on object fly
- Episkey - Used to heal relatively minor injuries
- Evanesco - Makes something vanish
- Muffliato - This spell fills peoples' ears with an unidentifiable buzzing, to keep them from hearing nearby conversations
- Scourgify - Used to clean something
- Silencio - Makes something silent
- Incendio - Produces fire
- Aguamenti - It produces a jet of water from the witch or wizard's wand
- Engorgio - Makes something grow larger
- Reducio - Makes an enlarged object smaller
After reviewing those charms, you should be well versed in basic charms and spells. Next we will be reviewing spells that you have learned while dueling listed below are some you should be familiar with. Some of the spells you should know from Basic Charms & Spells and others from Art of Charms. Now I have placed spells in levels, allowing you to see on a scale how much an effect a spell can do.
- Densaugeo Makes a person’s teeth grow larger
- Expelliarmus Can produce a powerful blow to the victim.
- Frenonectio Fastens someone’s shoe laces together
- Rictusempra Makes a person feel like they are being tickled all over
- Silencio Makes a person unable to speak
Level B Spells Effect
- Tarantallegra Makes someone’s legs dance crazy
- Engorgio Causes the target to swell in size
- Rudicio Causes the target to get smaller
- Furnunculus Makes boils appear on someone’s face
- Impedimenta Slows someone down
Level C Spells Effect
- Locomotor mortis Makes a person’s legs lock in place
- Petrificus Totalus Causes a person’s entire body to become imobile
- Avis Several birds shoot from the caster’s wand and peck at the target
Level D Spells Effect
- Confundus Totally confuses the target
- Reducto A blast of energy blasts the target backwards
- Relashio Sparks shoot from the caster’s wand and set the target’s clothing on fire
- Stupefy Stuns and knocks out a person
- Flurrifikus Balls of ice blast from the caster’s wand and pelt the target
Now that we have reviewed all of the charms and spells that will be present on the OWL examination it is extremely important that you understand them and their uses. You will be expected to not only use them in a practical sense but also write about them in a theoretical sense. In order to practice for this examination you are required to complete the following assignment. This assignment is designed to prepare you for both sections of the OWL Charms examination.
Examination:
Your assignment for this OWL preparation will be presented in two sections. A Theory and a Practical. The theory will contain several types of questions, and an essay. The Practical will contact a role play-type assignment. All parchments and role plays should be sent via PM to Prof. Felicity Shukurova.
Theory:
Matching: Match the Latin stem with it's meaning.
Levo | Nerves |
In | To Fix |
Lumen | To Laugh |
Quie | Night |
Sono | Light |
Arduus | Levitate |
Reparare | Moveable |
Ridere | Winged |
Corpus | Obstacle |
Mora | Peaceful |
Mobilis | Body |
Nox | Loud |
Essay Choice: Choose one of the following prompt and write a one paragraph essay about it.
- "Charms are not good luck objects such as four leaf clovers or some kind of medallion. These objects are muggle inventions that can produce no magic or aid a witch or wizard. Muggles have even invented a type of food called 'Lucky Charms'. A false title which leads the consumer to believe that the food makes the consumer lucky in some way." Assess the validity of this statement with evidence from the internet.
- Charms almost all come from Latin, the language of early Romans. Charms in Old Latin means 'song' or 'incantation'. Oddly enough many charms require a special pronunciation of the word for the charm to be affective. For example, one of the most common charms accio means "To summon" in Latin." Using this information, make up five of your own charms. Be sure to state the name of the charm, the roots, and what the charm does.
Practical:
You wake up outside on the school grounds and it's pitch black. You hear water in the distance and gather that you can't be too far from the lake yet you can't see the school lights at all which means your closer to the forest then wanted. You use a light source to help guide you back to the school, along the way back you feel you are being watched but can not see who or what it is but you know that your safer inside the castle walls.
After a few seconds of this feeling you turn around to confront who or what it is and find it was only the grounds keeper. Though you react to quick and throw a charm that causes him to go rigid. Saying your sorry you say a counter spell for it to lift. He asks you to go to his hut that it right next to the school with him.
Once there he shows you he caught a few Billywigs but the cage he got was far too small so you find a way to increase the size of it. He thanks you and places his Billywigs in, he gives you one in thanks and tells you to hurry up to the castle. You leave his hut but notice that the lights still aren't on, you find away to use your want to further be your guide. You make it back to the castle and back to the dorms, hiding your Billywig as proof of your night before you hand it over to the CoMC Professor.
Note: Try using as many spells from this review as you see fit, the more the better your grade will be. Show that you know how and when these charms can be used and for what.
Good Luck!