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Essy ze Ninja Vice Captain
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Posted: Wed Oct 05, 2016 4:35 pm
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Posted: Wed Oct 05, 2016 4:36 pm
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Essy ze Ninja Vice Captain
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Essy ze Ninja Vice Captain
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Posted: Wed Oct 05, 2016 4:37 pm
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Chapter One
Powering Up
A charm is defined as a spell that adds or changes certain properties to an object or creature. Charms focus on altering what the target does, unlike transfiguration spells which focus on altering what the target is. In this textbook, you will explore the endless number of charms that exist. All spells will be described with the finest detail, but how you use them is up to you, the reader. The more you practice these spells, the better your skills become, and soon enough some spells would become a second nature. Here are some tips as to how to cast these charms:
Concentration If your brain wanders elsewhere, the charm will fail. If you don't focus on a task at hand, the result would be poor. The same deal applies to casting charms. Attention is key.
Wand Movements Some charms require a little flick of the wand, while others require a complicated swirl. Just like how different dance moves have different names, a specific spell has its own little "dance". If the wand movement is slightly off, so will the outcome of the charm.
Pronunciation Each charm has its own pronunciation, specific stress to specific syllables. If a caster stresses the wrong syllable, the spell would fail.
Visualization Although no important to casting the charm, visualizing what should happen is a good habit to have while practicing the spells. It becomes a monorail for your speech and actions, an imaginary template to work off of. Imagine yourself cast it, its process, then its result, and surely, you will get it.
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Posted: Wed Oct 05, 2016 4:39 pm
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Essy ze Ninja Vice Captain
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Essy ze Ninja Vice Captain
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Posted: Wed Oct 05, 2016 4:40 pm
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Posted: Wed Oct 05, 2016 4:41 pm
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Chapter Four
Seize and Pull Charm
__C A R P E . R E T R A C T U M
Best known as the Seize and Pull Charm.
Effects/Limits This is a charm that creates a retractable, magical rope made of light. This rope can be used to pull objects within a certain distance towards the caster, or to pull the caster toward whatever they affix the spell to. It is generally used on inanimate targets, although it can be used on plants or animals. Although the spell is easy enough to cast, it takes a fair amount of force to pull the target upon which the charm has been affixed. It is easier for stronger, more muscular individuals to pull things than it is for those with less strength. Therefore, it is recommended that the caster lean backwards when pulling heavier targets, thus allowing their body weight to carry a portion of the target's weight. The light from this spell is generally gold or orange, but can also be purple.
History It is unknown who the creator of the Seize and Pull Charm is, however, it was said to have passed down a generation of particularly petite shopkeepers to assist in stocking and retrieving goods on shelves until it eventually became a household spell.
Etymology From Latin carpe, meaning "seize", and retractum, meaning "remote".
Pronunciation KAHR-pay ruh-TRACK-tum
Wand Movements Whiplike wave at target.
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Essy ze Ninja Vice Captain
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Essy ze Ninja Vice Captain
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Posted: Wed Oct 05, 2016 4:42 pm
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Posted: Wed Oct 05, 2016 4:44 pm
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Essy ze Ninja Vice Captain
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Essy ze Ninja Vice Captain
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Posted: Wed Oct 05, 2016 4:49 pm
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Chapter Seven
Boggart Banishing Spell
__R I D D I K U L U S.
It should be noted that the Boggart Banishing Spell is useless without the witch or wizards laughter to accompany it.
Effects/Limits A charm that is used in defense against a Boggart. It causes the creature to assume a form that is humorous to the caster, along with a whip-crack noise, thereby counteracting the Boggart's ability to terrorize. Boggarts are defeated by laughter, so forcing them to assume an amusing form is the first step to defeating them. However, because Boggarts are amortal, this spell does not truly dispel them, similar to the Patronus Charm. The spell caster must first acknowledge what they fear the most (as it will most likely be what the Boggart will take the form of) and then visualize it into something amusing. The problem is, because the Boggart would have assumed said form at the moment of direct encounter, the one attempting to use this charm would have lost concentration after seeing the Boggart manifest their worst fears, making this spell useless. As such, it is always advisable to first take one step at a time when practicing this enchantment.
History This spell was created by a Magizoologist who often explored ancient ruins, caves, or magical grave sites which Boggarts often populate, including dark, confined spaces, such as in wardrobes, the gap beneath beds, and the cupboards under sinks and desks. On at least one occasion, a Boggart was found hiding in a grandfather clock. They also like shadowy corners.
Etymology "Riddikulus" is an adaptation of "ridiculous" as well as of ridiculum (Latin, "joke") and ridere (Latin, "to laugh").
Pronunciation ri-di-KULL-lis
Wand Movements
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Posted: Wed Oct 05, 2016 4:54 pm
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Chapter Eight
Summoning Charm
__A C C I O.
Accio, or better known as the Summoning Charm.
Effects/Limits The Summoning Charm is a charm that caused an object at a distance from the caster to fly into their arms. This spell needs thought behind it, the object must be clear in the casters mind, before trying to summon.
History This spell is one of the oldest spells known to wizarding society. In the traditional wizarding tale "The Wizard and the Hopping Pot" from The Tales of Beedle the Bard, the son of the titular pot's original owner Summoned a lost donkey belonging to one of his fellow villagers. Though the spell is most famous for its history regarding the Accionites, a a group of anti-Muggle extremists whose only form of Muggle-hating was to never lift, carry, or move anything without the use of magic. For that reason, they became famous for their numerous uses of the Summoning Charm.
Etymology The Latin word accio can mean "I call", "I summon", or "action".
Pronunciation AK-key-oh
Wand Movements
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Essy ze Ninja Vice Captain
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Essy ze Ninja Vice Captain
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Posted: Wed Oct 05, 2016 4:55 pm
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Posted: Wed Oct 05, 2016 4:56 pm
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Essy ze Ninja Vice Captain
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Essy ze Ninja Vice Captain
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Posted: Wed Oct 05, 2016 4:57 pm
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Posted: Fri Nov 11, 2016 6:16 pm
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Essy ze Ninja Vice Captain
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Essy ze Ninja Vice Captain
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Posted: Fri Nov 11, 2016 6:19 pm
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Chapter Thirteen
Tongue-Tying Spell
__M I M B L E W I M B L E
A practical offensive spell in duels, Mimblewimble is the Tongue-Tying Spell, though is also known as the Tongue-Tying Curse, however, that is an inaccurate description of the spell as it is, at most, a jinx. The name, however, had caught on regardless.
Effects/Limits This spell binds the target's tongue to keep him or her from talking about a specific subject. This feature also allows one to prevent the victim from incanting, and—like the Silencing Charm—it is useful when dueling (though it can be overcome with nonverbal magic.) The spell manifests itself by causing the tongue to temporarily curl backwards upon itself. The light from this spell is blue.
History During Medieval Ages, it is known that mimes, minstrels, bards, storytellers, and jugglers traveled in search of new audiences and financial support. As the story goes, this spell was invented by a nobleman who took a strong liking to mimes yet absolutely despised minstrels, bards, and especially storytellers. In his ire, he created the spell so all performers would be mimes to properly amuse him. Whether or not this story is true is unknown, but the legend has persevered through the ages and deserved recognition in this book.
Etymology Derived from Latin "mimi" meaning "mime" and Latin suffix "-able" which roughly means “capable or worthy of”. Unlike other spells, this incantation's translation is a play on words. Mime's being notorious as 'tongue tied' in their silent theatrics. "Wimble" has no Latin root but is instead a stylized version of "mimble".
Pronunciation MIM-bull-WIM-bull
Wand Movements
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