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Essy ze Ninja
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PostPosted: Sat Jan 30, 2016 1:54 pm
Chapter Twelve




Sinking Hex
Subsido





          ___ S U B S I D O .
          _____ "sub-sid-OH" .



          As a way to pay respect and tribute to the fallen Pharaoh's of Ancient Egypt, the kings and princes were mummified and encased in quartzite sarcophagus. Buried with their sacred dead would be precious gems, gold, a ceremonial crook and flail, along with burial masks of striped headdresses portraying the different Egyptian Gods, and usually with jewelry scattered or collected in jars, containing embellished collars, scarabs, necklaces and bracelets. Nearly half of all discovered burial sites had been bewitched with the Sinking Hex, which creates a "quicksand" effect on the surrounding area, causing any unsuspecting victim to become trapped and sink deep into the ground. The more one struggles, the deeper they're submerged. If you can remain calm and still, you're less likely to drown. Many would have lost their lives struggling against the sudden quicksand, luckily, Curse-Breakers often work in teams to assure the safety of their partners and the tombs they're excavating.

          Subsido, of Latin, meaning, "to sink", "subside", "settle".

          Guiding your wand with a deliberate twirl over the targeted surface, be sure to keep a firm and steady grip throughout.

          There are two variants of this spell. When cast over an area, a white jet of magic will strike the ground and the glow will disperse momentarily after first illuminating how far the curse reaches; the effects are long-lasting and its size can vary depending on the strength and level of the caster. The second variation can be cast on an object or person, where instead of having to walk on and trigger the effects of the spell, the object or victim will forced to submerge into the ground without a chance for control; how far the intended victim sinks is entirely dependent upon the level of strength and control by the caster. The hex can be countered with the Curse-Breaking Charm.


 
PostPosted: Sat Jan 30, 2016 1:55 pm
Chapter Thirteen




Shield Detection Charm
Contengo Deprehensio





          ___ C O N T E N G O . D E P R E H E N S I O
          _________ "Con-TEN-JO . Deep-RE-HEN-see-OH"



          More often than not, the ancient and underground mazes carved within the Egyptian pyramids were designed to deter grave robbers and looters from ransacking the sacred tombs hidden deeper within. One of their defensive techniques was the enactment of cursed shields or barriers, the effects of which can vary depending on the one who cast it. Of the documented cases of cursed barriers, records of induced madness, debilitating pain, bone crunching effects, and cursed flames have been all been encountered by such cursed shields. Before a Curse-Breaker can efficiently begin to break down the effects of the barrier which were briefly discussed in Chapter Three; the barrier must first be found. The Shield Detection Charm can cause an invisible protective ward or cursed barrier to glimmer into focus and acknowledgment to the caster by reflecting light like a dispersive prism which can break the light up into its constituent spectral colors (the colors of the rainbow).

          Of the Latin origin, Contego can roughly translate to "cover", "shield", and "protect". As you should already know by now, Deprehensio means "detection".

          Recite the incantation firmly before guiding your wand in slow back-and-forth waves; first left to right and then right to left for as long as it takes until the protective ward becomes visible to the naked eye. This can usually be done in half a minute though can sometimes take half an hour; the effectiveness of this spell is amplified when combined with more than one caster.

          The effects are temporary but when the spell is successful, a spectral of light and color will illuminate the shield with a rainbow glow. The cursed shield must be within range of eyesight, (even if you cannot technically see it until after the use of the charm) or the spell will not work. Which means you must have a general idea of its location, if the cursed barrier is behind you while performing the spell, it will not work. The eyes of the caster must be able to see the invisible shield before it can be illuminated by the spell.


 

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PostPosted: Sat Jan 30, 2016 1:57 pm
Chapter Fourteen




Darkness Counter Curse
Occuro Acerbus Pestis





          ___ O C C U R O . A C E R B U S . P E S T I S
          ____________ "Oc-cur-OH . Ah-ser-bus . Pest-IS"



          In order to understand the effects of the Darkness Counter Curse, a Curse-Breaker should first be acquainted with the Darkness Curse, which can conjure a thick, impenetrable darkness haunting either a crypt, building, or confined area (usually in the visual form of a black cloud.) All sounds are muffled into silence, neither light nor fire can penetrate, much less, survive in the cursed state of darkness. Every Curse-Breaker should become well acquainted with the Darkness Counter Curse because it is a pivotal tool used during the peak of their training with Gringotts due to its occasional use for guarding bank vaults.

          Occurro, which means "work against", "counteract". Acerbus can translate to "bitter", "gloomy", "dark". Pestis can roughly equate to "plague", "epidemic", or "destruction" and "curse". All of Latin origin.

          Center yourself and keep a clear mind, use stern and rigid motions to guide your wand in quick and long, up and down stroke in a hard ā€œVā€ formation. Keep your lines as straight and even as possible for the best possible result.

          The counter curse is most effective when inside the effects of the curse, but due to the disorienting nature of the curse it's in the Curse-Breaker's best interest to say outside of the cloud but still in within an immediate proximity to achieve best results. Curse-Breakers have documented reports of fighting against a gravitational pull, nearly sucking them in when attempting to counter curse. It's suggested a firm dueling stance can counter the effect but there is not enough evidence to support it. When the counter curse has been cast successfully, a cracking sound will emit from the wand and the effect are instantaneous. The black cloud morphs itself into a small orb, effectively shrinking the black energy into nothingness until it "pops" away like a bubble.

 
PostPosted: Sat Jan 30, 2016 1:58 pm
Chapter Fifteen




Darkfire Counter Curse
Aduro Occuro





          ___ A D U R O . O C C U R O
          _______ "Ah-DURO . Oc-cur-OH"



          Known as the Darkfire Counter Curse, this spell has the capability of countering and nullifying the effects of enchanted fire infused with dark magic. Such as the Flagrante Curse, Fire Whip Curse, and Fire Snake Hex. Curse-Breakers will often encounter a variety of curses and hexes when exploring, it is essential to master the Darkfire Counter Curse, it could mean the difference between life and death when trapped hundreds of meters deep in the catacombs with only a few men and a small stock of supplies at the ready. Unfortunately like with most Dark Magic, any severed limb cannot be regrown and scarring is unavoidable, even from just a minor abrasion. So great caution should be exercised when faced against this Dark Magic.

          Tied in Latin etymology, Adustum is a variation meaning "to set fire". Occurro, meanwhile, means "to work against", "counteract".

          With wand at the ready, recite the incantation while directing your wand in a quick side slash then forward strike, that is, a parry and riposte while keeping the wand point in-line with the opponent's body. It's styled after the basic defense/offense technique used in fencing.

          Utmost concentration is required to successfully cast the spell and when cast correctly, a blue jet of magic will emit from the wand and clash against the target in white and blue sparks magically dousing the flames. However, this counter curse is only effective against certain forms of dark magic, others, like Fiendfyre and Firestorm, cannot be countered.


 

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PostPosted: Sat Jan 30, 2016 1:58 pm
Chapter Sixteen




Poison Detection Spell
Impedo Inficio Infeci Infectum





          ___ I M P E D O . I N F I C I O . I N F E C I . I N F E C T U M
          __________ "Imp-ed-OH. In-fish-ee-OH . In-fesh-ee . In-fect-um"



          Even water, precious as it is, can be cursed or poison. It was a terrible tragedy in the early twentieth century for a team of Curse-Breakers during an excavation of a ceremonial burial tomb. They camped underground in the caverns for weeks at a time during their expeditions where a nearby a natural spring provided fresh water. Unbeknownst to the Curse-Breakers, it had been poisoned and cursed. When all of the members suddenly came ill, they were each escorted to St. Mungo's for months of treatment while a new team was sent to research the site. After weeks of experimental testing, the Poison Detection Spell was one of several spells created during the process of collaborating counter-curses and antidotes to restore the spring back to its natural and healthy state. Over the course of the centuries, the spell has branched away from Cursebreaking and became a versatile tool for advanced potioneers.

          Of Latin, Impedo has the meaning "to entangle", "hinder", "prevent". While Inficio Infeci Infectum roughly translates to "poison", "taint", "corrupt".

          Before casting the spell, you should know the bearings of your surroundings. Or more importantly, the compass directions of the environment around you. Once that has been established, recite the incantation before guiding your wand in three solid flicks; first north, then south, and east.

          For the spell to work, the caster must be within the same room or vicinity of the poisoned substance. Once the spell has been cast, a small grey wisp of smoke leaves the point of the wand and evaporates into thin air. If a substance has been poisoned it will glow maliciously with a swirl of green and purple.


 
PostPosted: Sat Jan 30, 2016 2:00 pm
Chapter Seventeen




Malevolence Detection Spell
Infensus Deprehensio





          ___ I N F E N S U S . D E P R E H E N S I O .
          __________ "In-FEN-sus . Deep-RE-HEN-see-OH"



          During certain explorations, a team of Curse-Breakers divide workload as any team would. While one member would focus on enchantments for light and portable fires to see, another might focus solely on protective enchantments to defend the bulk of the team. One witch or wizard, typically one with the strongest bond to their wand, would be in charge of casting the Malevolence Detection Spell. When exploring uncharted ruins, this spell allows the caster to feel the presence of a dark, dangerous or threatening auras nearby through the wands soundless alert by pulsating, almost like a human heartbeat. This spell can allow Curse-Breakers a chance to defend themselves and stay on guard when faced with their next deadly curse or obstacle.

          Latin in origin, Infensus, can mean "hostile", "dangerous" or "spirit". And again, Deprehensio means "detection".

          No wand movements are required for this spell, only strong will, discipline, and concentration is required. But, the wand should be held at the ready and with a firm hand when the incantation is recited. Nonverbal use of the spell typically achieves a greater effect if the caster is adequately trained.

          Not all wands are capable of this magic; it is still unclear if it is the wand itself or the wizard in question, the research is too inconsistent. However, it seems wands specifically with a wilted core have the highest improbability of success. Interestingly enough, witches and wizards who have not bonded with their wand also seem unable to cast the spell. It can be assumed that great insight into one's self and surroundings are most advantageous for a successful cast of this spell. The spell is temporary, however, and must be recast constantly when exploring a dangerous area. The closer the caster is to the danger in question, harder the wand will pulse.


 

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PostPosted: Sat Jan 30, 2016 2:01 pm
Chapter Eighteen




Accursed Healing Spell
Occuro Scelestus Injuria





          ___ O C C U R O . S C E L E S T U S . I N J U R I A
          __________ "Oc-cur-OH . Sel-est-US . In-JUR-ee-AH "



          It is nigh unavoidable to go unharmed when pursuing a career of Cursebreaking, and for those occasions when injuries do happen, it's best to be prepared. One of the simpler healing techniques taught to Curse-Breakers, is the Accursed Healing Spell. This spell can counteract and heal most of the negative effects and harm caused by hexes, jinxes, and certain curses (including lacerations and internal injuries.) As any witch or wizard should know by now, the Dark Arts are deadly and injuries caused by dark spells can sometimes never be fully healed. However, this spell has the capability to lessen the lasting damages of such curses.

          Continuing in Latin etymology, Occurro which means, work against, "counteract". Scelestus, meaning "wicked", "accursed". And finally, Iniuria, which of course translates to "injury", "damage", "hurt".

          Sharp and firm motions should be used when casting the spell. Begin by reciting the incantation then use perpendicular strokes to create an ā€œXā€ hovering over the wound. Be sure to use straight and even strokes; jagged and irregular lines can cause the wrong parts to stitch together. In other words, you may stitch together a liver with the stomach or accidentally close off a section of the small intestine. Any number of incidents can happen and it is imperative to never break focus and to only execute the spell after diligent practice and with a skilled hand.

          An essential healing spell for Curse-Breakers to become acquainted with though will hopefully never have to use, the spell does have it's drawbacks. Dark Magic is nefarious by nature, its hatred makes it deadly, which is why limbs severed by the Dark Arts cannot be grown back. This healing spell is ineffective against dark curses with the express intent to kill, (whether by an instantaneous strike, such as the Killing Curse, or a slow and painful death, such as one caused by the Impaling Curse.)


 
PostPosted: Sat Jan 30, 2016 2:02 pm
Chapter Nineteen




Conclusion





          Forewarned is forearmed. With this knowledge I hope you have gained a greater understanding for the beginnings of Cursebreaking. As this branch of magic is too dangerous to be truly pursued during your schooling, I do hope that you will not suffer the same fate as many Curse-Breaking hopefuls. It is a dangerous and unglamorous career; you will not gain recognition, prestige, or receive rewards. It is back-breaking and laborious work designed to ensure the stable success of the wizarding economy by the supplying Gringotts bank with new funds, new curses, and new techniques to guard their vaults. It is foremost a career of adventure and self-satisfaction. Many lives have been lost carelessly due to the negligence and haste of new recruits during training. Patience and a strong foundation of will and balance are imperative to becoming a Curse-Breaker, as well as a good understanding of Arithmancy. As many might not realize, but it is necessary for keeping records and of banking and transactions, and while Gobbledegook isn't a necessary skill it can prove useful when interacting with the goblins of Gringotts.

          If, after all this has been taken into consideration and you still wish to pursue a career in this field, then congratulations. You will witness ancient secrets and explore hidden depths, discover buried treasure and perhaps stumble across a mummy or two. My last and best parting advice is to never double cross the Goblins-- they will always find out.



 

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