Classroom Description
The set up of this room is slightly unusual in that there are only four long desks, two lined along each side wall with the back desk on each side raised higher than the front one, creating a stair-like formation and leaving a long corridor open along the middle of the room. The large cathedral-like windows that form most of the back wall provide plenty of illumination to work by the massive wooden desks. Another unusual aspect of the room is the higher than normal vaulted ceilings, soaring up almost 12 feet. The space in front of the windows has been left open, with the exception of the teacher's desk, placed off at an angle in one corner. Next to the Desk in front of the windows close to the wall is a trap door that when opened leads down a spiral stairwell into the Charmitorium a level below the Classroom.
Synopsis
Considered by many to be the most fundamental field of magic, Charms teaches spells that enchant objects, people, or creatures to behave in a way that isn't normal. It is also something of a catch-all category for spells that don't qualify as Transfiguration spells. Note that charms are generally positive in nature, as opposed to curses, which have negative effects — though it could be said that both forms of magic are two sides of the same coin.
Each particular subject roughly takes up two weeks time. With practice of the spells learned in the Charmitorium in the last two weeks of the month. Every class is two hours long.
In order to take Charms at the N.E.W.T. level a student must have an 'A' Grade in their Charms O.W.L.
Hogwarts Schedule
6 AM | 7 AM | 8 - 10 AM | 10 AM -12 Noon | 12 Noon - 1 PM | 1 -3 PM | 3 - 5 PM | 5 - 6 PM | 6 - 8 PM | 8 - 10 PM | 10 PM - 12 Midnight | 12 Midnight - 2 AM |
---|---|---|---|---|---|---|---|---|---|---|---|
Wake-Up/Ready | Breakfast | 1st Period | 2nd Period | Lunch | 3rd Period | 4th Period | Dinner | 5th Period | Free Time to Lights Out | 6th Period | 7th Period |
Charms Schedule
1st Years | 2nd Years | 3rd Years | 4th Years | 5th Years | 6th Years | 7th Years |
---|---|---|---|---|---|---|
- | - | - | - | - | - | - |
Syllabus
1st Year Supplies
- Book: Charms for First Year by Vindictus Viridian
- Parchment
- Quill
- Wand
September
- Feather-light Charm (lessons and Charmitorium lab)
- Launching Charm (lessons and Charmitorium lab)
October
- Levitation Charm (lessons and Charmitorium lab)
- Gripping Charm (lessons and Charmitorium lab)
November
- Locking Spell
- Locking Spell Charmitorium Lab
December
- Unlocking Charm
- Unlocking Charm Charmitorium Lab
January
- Hovering Charm
- Hovering Charm Charmitorium Lab
February
- Tickling Charm
- Charmitorium Lab
March
- Twitchy-Ears Hex
- Twitchy-Ears Hex Charmitorium Lab
April
- Softening Charm
- Softening Charm Charmitorium Lab
May
- Fire-Making Spell
- Fire-Making Spell Charmitorium Lab
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"Perfusorius" (PER-foo-SOR-ee-us) | — |
Makes an object more lightweight. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 1st Year Charms class | Duration: One scene |
- Success: Object's weight is reduced to 50% of its original weight.
- Good Success: Object's weight is reduced to 25% of its original weight.
- Great Success: Object's weight is reduced to 10% of its original weight.
- Amazing Success: Object's weight is reduced to 1% of its original weight.
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"Incendio" (in-SEN-dee-oh) | Conjuring • Fire |
Conjures fire. This is one of the most commonplace and useful spells in the wizarding world. |
Skill/Roll: Conjuration / +roll Conjuration | Casting Time: One round |
Training: 1st Year Charms class | Duration: Instantaneous |
- Success: Conjures up to a small flame, enough to light several candles or a torch.
- Good Success: Conjures up to a medium flame, enough to light a fireplace.
- Great Success: Conjures up to a large flame, enough to light a bonfire.
- Amazing Success: Conjures up to a huge flame, enough to light a small house on fire.
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"Contineo" (kon-TEE-nee-oh) | — |
Allows an object to be more easily gripped. The Gripping Charm revolutionized the design of the Quaffle. It allowed for players to hold, throw and catch the ball with one hand, which eliminated the need for straps or finger holes. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 1st Year Charms class | Duration: One scene |
- Any Success: The target object is more easily gripped. The the object is designed to be held in the hand (e.g. a sword, a pen, a handbag, etc.), the holder gains +1 to resist any effort to remove the object from the hand.
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"Levioso" (leh-vee-OH-soh) | Movement |
Causes a target to hover in mid-air. A hovering objects cannot be controlled with this spell, and is subject to drift about if pushed or knocked by outsides forces, such as a breeze. |
Skill/Roll: Charms / +roll Charms+1 | Casting Time: One round |
Training: 1st Year Charms class | Duration: Fifteen seconds |
- Success: Hovers an object up to 5 pounds in weight.
- Good Success: Hovers an object up to 20 pounds in weight.
- Great Success: Hovers an object up to 50 pounds in weight.
- Amazing Success: Hovers an object up to 100 pounds in weight.
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"Alarte Ascendare" (ah-LAR-tay a-SEND-da-ray) | Movement |
Causes a small target (no bigger than a breadbox) to launch up into the air and land unharmed. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 1st Year Charms class | Duration: Instantaneous |
- Success: Up to 5 feet in the air.
- Good Success: Up to 10 feet in the air.
- Great Success: Up to 20 feet in the air.
- Amazing Success: Up to 50 feet in the air.
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"Wingardium Leviosa" (win-GAR-dee-um leh-vee-OH-sah) | Movement |
With a swish and flick of one's wand the target is levitated. The levitation direction and height can be controlled by the caster. This spell works primarily on objects, but is not very effective against living creatures. At best, a powerful Levitation Charm might lift a person or animal a few feet into the air. But there are much more useful spells for levitating humans. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 1st Year Charms class | Duration: Concentration |
- Success: Levitates a target weighing up to 10 lbs.
- Good Success: Levitates a target weighing up to 50 lbs.
- Great Success: Levitates a target weighing up to 100 lbs.
- Amazing Success: Levitates a target weighing up to 200 lbs.
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"Colloportus" (cuh-loh-POR-tus) | Locking |
A very simple spell to lock a door, or to seal a door that otherwise has no lock on it. |
Skill/Roll: Charms | Casting Time: One round |
Training: 1st Year Charms class | Duration: Permanent, until unlocked |
- Success: Target door is locked, and can be opened with a key or by picking the lock. A door without a lock is wedged shut, and can be forced open with a Body roll.
- Good Success: Target door is locked, and cannot be unlocked by mundane means. A door without a lock is wedged shut, and can be forced open with an Opening spell, or a Body roll at -2.
- Great Success: Target door is locked or wedged shut, cannot be unlocked by mundane means, and Opening spells suffer -2 to unlock it.
- Amazing Success: Target door is locked or wedged shut, cannot be unlocked by mundane means, and Opening spells suffer -4 to unlock it.
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"Reparo" (reh-PAH-roh) | Transformation |
Seamlessly repairs broken objects. This spell cannot repair the magical function of broken magical items, including wands. It is illegal to use this spell on people or animals, as it can result is serious scarring or disfigurement. This spell cannot restore an object broken down by natural weathering. If there are pieces missing, the roll suffers a -2 penalty, or -4 if one-quarter to one-half of the object is missing. If more than half of the object is missing, the spell will not work. Similarly, if the object has moving parts that are broken, the spell may suffer a penalty of -1 to -3, depending upon the complexity of the mechanics. |
Skill/Roll: Transfiguration / +roll Transfiguration | Casting Time: One round |
Training: 1st Year Charms class | Duration: Instantaneous |
- Success: A target object up to the size of a book is repaired.
- Good Success: A target object up to the size of an office desk is repaired.
- Great Success: A target object up to the size of an automobile is repaired.
- Amazing Success: A target object up to the size of a building is repaired.
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"Spongify" (SPUN-juh-fye) | Transformation |
Softens a target area or object, making it rubbery and bouncy. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 1st Year Charms class | Duration: Instantaneous |
- Success: Softens an object up to the size of a large book, or a 2 square-foot area.
- Good Success: Softens an object up to the size of a chair, or a 5 square-foot area.
- Great Success: Softens an object up to the size of an office desk, or a 10 square-foot area.
- Amazing Success: Softens an object up to the size of an automobile, or a 20 square-foot area.
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"Rictusempra" (ric-tuh-SEM-pruh) | — |
Produces a jet of silver light that causes a victim to become overwhelmed with a tickling sensation, causing them to buckle with laughter. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 1st Year Charms class | Duration: Varies with success level |
- Success: Spell's effects last for 1 round.
- Good Success: Spell's effects last for 2 rounds.
- Great Success: Spell's effects last for 3 rounds.
- Amazing Success: Spell's effects last for 4 rounds.
On an Opposed Roll:
- DRAW: Target gets a mild thrill. Otherwise, no effect.
- Marginal Victory: Target suffers -1 to all actions.
- Solid Victory: Target suffers -1 to all actions, and cannot walk more than a few steps per round.
- Crushing Victory: Target suffers -2 to all actions, and cannot walk at all.
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"Vellauris" (vell-OR-is) | — |
Causes the target's ears to twitch. This is essentially a harmless spell used for practicing purposes, such as learning basic wand technique, and practicing Shield Charms. |
Skill/Roll: Charms / +roll Charms+2 | Casting Time: One round |
Training: 1st Year Charms class | Duration: A few seconds to a few minutes |
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"Alohomora" (ah-LOH-hoh-MOR-ah) | Counter-spell • Opening |
This spell unlocks locked doors. This is the counter-spell to the Locking Spell. |
Skill/Roll: Charms | Casting Time: One round |
Training: 1st Year Charms class | Duration: Instantaneous |
2nd Year Supplies
- Book: Charms for Second Year by Vindictus Viridian
- Parchment
- Quill
- Wand
September
- Hiccough-Curing Charm
- Charmitorium Lab
October
- Amplification Charm & Quieting Charm
- Charmitorium Lab
November
- Revealing Charm
- Charmitorium Lab
December
- Dancing Feet Spell
- Charmitorium Lab
January
- Tongue-Tying Curse
- Charmitorium Lab
February
- Repelling Spell
- Charmitorium Lab
March
- Impediment Jinx
- Charmitorium Lab
April
- Leg-Locker Curse
- Charmitorium Lab
May
- Severing Charm
- Charmitorium Lab
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"Sonorus" (soh-NOR-us) | Counter-spell • Sound |
Increases the volume of a sound. This is the counter-spell for the Quieting Charm. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 2nd Year Charms class | Duration: Varies with success level |
- Success: Target sound is amplified for five minutes.
- Good Success: Target sound is amplified for fifteen minutes
- Great Success: Target sound is amplified for thirty minutes
- Amazing Success: Target sound is amplified for one hour.
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"Tarantallegra" (ta-RON-ta-LEG-gra) | Movement |
Forces the target creature or object to dance wildly. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 2nd Year Charms class | Duration: Instantaneous |
- Success: Target dances for one minute.
- Good Success: Target dances for five minutes.
- Great Success: Target dances for thirty minutes.
- Amazing Success: Target dances for one hour.
On an Opposed Roll:
- DRAW: Target can dance if he wants to. He can leave your friends behind. (No effect.)
- Marginal Victory: Target dances for one round, suffering -1 to rolls.
- Solid Victory: Target dances for three rounds, suffering -1 to rolls.
- Crushing Victory: Target dances madly for three rounds, suffering -2 to rolls.
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"Singultio" (sin-gul-TEE-oh) | Counter-spell • Healing |
Cures the hiccoughs. Considered a counter-spell if the hiccoughs are magically induced. |
Skill/Roll: Charms / +roll Charms+1 | Casting Time: One round |
Training: 2nd Year Charms class | Duration: Instantaneous |
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"Impedimenta" (im-PED-ih-MEN-tah) | Movement |
Impedes forward motion, slowing or stopping an object or individual. This can effectively immobilize the target for a short time. Powerful castings can even knock a target off their feet. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 2nd Year Charms class / 1st Year Duelling Club (2 Cookies) | Duration: Ten seconds, or through the following round if in combat |
- Success: Target's movement is slowed, inflicting -2 to any roll requiring physical motion through the next round.
- Good Success: Target's movement is slowed, inflicting -4 to any roll requiring physical motion through the next round.
- Great Success: Target's movement is halted, preventing any physical motion through the next round.
- Amazing Success: Target's movement is halted, preventing any physical motion through the next round, and the target is knocked to the ground.
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"Locomotor Mortis" (LOH-koh-moh-tor MOR-tis) | Binding |
Binds the victim's legs together. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 2nd Year Charms class | Duration: One day |
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"Quietus" (KWI-uh-tus) | Counter-spell • Sound |
Reduces the volume of a sound. This is the counter-spell for the Amplifying Charm. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 2nd Year Charms class | Duration: Varies with success level |
- Success: Target sound is quieted for five minutes.
- Good Success: Target sound is quieted for fifteen minutes
- Great Success: Target sound is quieted for thirty minutes
- Amazing Success: Target sound is quieted for one hour.
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"Recedo" (reh-SAY-doh) | Movement • Ward |
Repels a moving object or creature, sending it harmlessly back in the direction it came from. The spell is only strong enough to repel small targets, up to the size and weight of a cat, quaffle, or thrown knife. Considered an Opposed Roll if used against a creature (vs. Body + Reaction) or a missile attack. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 2nd Year Charms class | Duration: Instantaneous |
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"Aparecium" (AH-par-EH-see-um) | Revealing |
Cause invisible ink and other hidden markings to appear, whether hidden by magic or more mundane means. Higher success levels may be required for markings hidden by more powerful magic. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 2nd Year Charms class | Duration: Instantaneous |
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"Diffindo" (dih-FEEN-doh) | Harmful |
This spell is used to make precision cuts. It is generally used as a tradesman's tool for cutting relatively soft materials like fabric, or clipping plants. If used inappropriately, it can cut flesh and cause serious injury. |
Skill/Roll: Charms 5 / +roll Charms-1 | Casting Time: One round |
Training: 2nd Year Charms class | Duration: Instantaneous |
- Success: The spell is strong enough to sever very soft materials, such as light cloth, paper, or hair (not recommended for haircuts).
- Good Success: The spell is strong enough to sever soft materials, such as heavy fabric, thick rope, or flesh.
- Great Success: The spell is strong enough to sever durable material, such as wood or bone.
- Amazing Success: The spell is strong enough to sever hard material, such as stone or metal.
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"Mimble Wimble" (MIM-buhl WIM-buhl) | — |
Binds up the target's tongue, making it very difficult to speak coherently. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 2nd Year Charms class | Duration: Varies with success level |
- Success: Spell's effects last for 1 round.
- Good Success: Spell's effects last for 2 rounds.
- Great Success: Spell's effects last for 3 rounds.
- Amazing Success: Spell's effects last for 4 rounds.
On an Opposed Roll:
- DRAW: Target's tongue tingles. Otherwise, no effect.
- Marginal Victory: Target suffers -1 to any roll involving speaking, including casting spells verbally.
- Solid Victory: Target suffers -2 to any roll involving speaking, including casting spells verbally.
- Crushing Victory: Target suffers -3 to any roll involving speaking, including casting spells verbally.
3rd Year Supplies
- Book: Charms for Third Year by Vindictus Viridian
- Parchment
- Quill
- Wand
September
- Cheering Charm
- Charmitorium Lab
October
- Cushioning Charm
- Charmitorium Lab
November
- Erecting Charm
- Charmitorium Lab
December
- Pimple Jinx
- Charmitorium Lab
January
- Leek Jinx
- Charmitorium Lab
February
- Babbling Charm
- Charmitorium Lab
March
- Sieze and Pull Charm
- Charmitorium Lab
April
- Flame Writing
- Charmitorium Lab
May
- Light-Making Charm
- Charmitorium Lab
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"Garrulus" (GAIR-uh-luhs) | Mind |
Causes target to babble incoherently whenever they try to speak. Any attempt to cast magic with a vocal incantation while under the effect of this curse will result in a magical backlash, as if an Embarrassing Failure had been rolled. |
Skill/Roll: Glamers / +roll Glamers | Casting Time: One round |
Training: 3rd Year Charms | Duration: Varies with success level |
- Success: Lasts for the remainder of the scene, or until countered with a Success or better.
- Good Success: Lasts for a day, or until countered with a Good Success or better.
- Great Success: Lasts for a week, or until countered with a Great Success or better.
- Amazing Success: Permanent, or until countered with a Great Success or better.
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"Exultus" (eks-ULL-tus) | Mind |
A spell that induces happiness in a person. The incantation must be spoken with pep and joy. One cannot successfully cast a Cheering Charm if one is sad (meaning that a sad person cannot use this spell on himself to cheer himself up). |
Skill/Roll: Glamers / +roll Glamers | Casting Time: One round |
Training: 3rd Year Charms Class | Duration: Varies with success level. Happiness may continue of its own accord after duration expires |
- Success: Fleeting smiles (one minute)
- Good Success: Warm fuzzies (ten minutes)
- Great Success: Happy thoughts (one hour)
- Amazing Success: Fits of hysterical laughter (one to three hours). This is generally considered overdoing it.
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"Pulvino" (pul-VEE-noh) | Protection |
Creates an invisible cushion on an object or area. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 3rd Year Charms class | Duration: One scene |
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"Erecto" (uh-REK-toh) | — |
Erects a simple structure (e.g. a tent, a simple shelter, a very basic one-room building), provided that the materials are present. The structure is sound and will last until some other force dismantles it. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 3rd Year Charms class | Duration: Permanent |
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"Flagrate" (flah-GRAH-tay) | Fire |
This spell creates a burning trail in the air or on a surface. The flames are warm, but will not burn. The caster may write or draw with this fire, shaping and directing it with his or her wand. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 3rd Year Charms class | Duration: Up to an hour (cast may dispel the writing at will) |
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"Aliumauro" (AL-ee-um-AW-roh) | Plant |
Causes leeks to sprout out of a target's ears, leading to trouble hearing, and likely some embarrassment. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 3rd Year Charms class | Duration: Permanent |
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"Lumos Maxima" (LOO-mohs MAKS-ee-mah) | Light |
Creates a powerful ball of light at the end of the caster's wand, which can be detached and left to hover on its own. If flung from the end of the wand, it can travel up to fifty feet before slowing to a stop. Placing it in a specific location requires a Marksmanship roll. The ball can be deliberately manipulated by physical force or by appropriate Movement spells, but incidental forces like wind will not shift its position. Though made of light, the ball behaves like a solid object, and cannot pass through other matter. |
Skill/Roll: Charms 5 / +roll Charms-2 | Casting Time: One round |
Training: 3rd Year Charms class | Duration: One scene |
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"Furnunculus" (fur-NUN-kyoo-lus) | — |
Causes a target to break out in boils or pimples. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 3rd Year Charms class | Duration: Varies with success level |
- Success: The blemishes last for one day.
- Good Success: The blemishes last for three days.
- Great Success: The blemishes last for one week.
- Amazing Success: The blemishes last for one month.
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"Carpe Retractum" (KAR-pay reh-TRAK-tum) | Movement |
Creates a "rope" of light that can be whipped out to seize a target (thought it does not bind it), then whipped back with the intent is to pull the target to the caster, as a sort of cruder form of the Summoning Charm. The charm does not grant any additional strength to the caster, that could not be pulled with a normal rope cannot be pulled with this charm, either. If attempting to pull a moving target, such as a large creature, there is a serious risk of the wand being yanked from the caster's hand (likely requiring a Body + Reaction roll to keep hold of the wand long enough to release the spell), or even pulling the caster unceremoniously along with the target. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: Third Year Charms class | Duration: Until target is pulled or released |
- Embarrassing Failure: The wand is yanked from the caster's hand, flinging toward the target.
- Failure: The rope misses entirely and dissipates.
- Any Success: The target is successfully seized. If pulled through the air, +roll Reaction + Body to catch the pulled target.
4th Year Supplies
- Book: Charms for Fourth Year by Vindictus Viridian
- Parchment
- Quill
- Wand
September
- Illegibility Jinx
- Refilling Charm
October
- Up-to-Date Review Charmitorium Lab
- Locomotion Charm
November
- Ascending Charm
- Descending Charm
December
- Reviving Spell
- Charmitorium Lab
January
- Slowing Spell
- Charmitorium Lab
February
- Banishing Charm
- Charmitorium Lab
March
- Impervius Charm
- Charmitorium Lab
April
- Cannon Curse
- Charmitorium Lab
May
- Unbreakable Charm
- Charmitorium Lab
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"Ascendio" (ah-SEN-dee-oh) | Movement |
Lifts the caster high into the air, or propels the caster to the surface if underwater. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 4th Year Charms Class | Duration: Instantaneous |
- Success: Up to 5 feet in the air.
- Good Success: Up to 10 feet in the air.
- Great Success: Up to 20 feet in the air.
- Amazing Success: Up to 50 feet in the air.
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"Depulso" (de-PUHL-so) | Counter-spell • Movement |
Sends a target (mostly) harmlessly away from the caster. The target is said to have been Banished. Can be used as a counter-spell to the Summoning Charm, sending a Summoned object back to its original location. While normal Banishment is limited by the size and weight of the target object, any Summoned object can be Banished with any success level, so long as the caster overcomes the success level of the summoner. Generally, only targets that could be physically moved by a single human adult can be Banished. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 4th Year Charms Class | Duration: Instantaneous |
- Success: Banishes a small target (e.g. a cat, a footstool, a broomstick)
- Good Success: Banishes a medium target (e.g. a human child, an armchair)
- Great Success: Banishes a large target (e.g. a human adult, a twin bed)
- Amazing Success: Banishes a huge target (e.g. a queen-sized bed, a fully-packed steamer trunk)
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"Spiranabulla" (spee-RAH-nah-BOO-la) | Conjuring • Protection |
Creates bubble of air around the target's head, allowing them to breathe normally and safely when the environment would not otherwise allow it (e.g. being underwater). |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 4th Year Charms class | Duration: One scene |
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"Bombarda" (bom-BAR-dah) | Harmful |
Creates a small but powerful impact, like a cannonball strike. |
Skill/Roll: Charms 5 / +roll Charms-1 | Casting Time: One round |
Training: 4th Year Charms class | Duration: Instantaneous |
- Success: The spell strikes the target with enough force to break bone.
- Good Success: The spell strikes the target with enough force to shatter three inches of wood.
- Great Success: The spell strikes the target with enough force to break an iron lock.
- Amazing Success: The spell strikes the target with enough force to pulverize six inches of stone.
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"Descendo" (deh-SEN-doh) | Counter-spell • Movement |
Causes a target to descend or lower itself. This can be used as a counter-spell to Movement spells that lift a target into the air. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 4th Year Charms class | Duration: Instantaneous |
- Any Success: Target is lowered to the ground. Objects at rest can be toppled in this manner, if the caster chooses not to lower the target safely. If the target is held up by magic, the caster must exceed the original Movement spell's level of success.
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"Illegibilus" (ih-LEH-jih-BIL-us) | Mind |
Bewitches text to make it unreadable. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 4th Year Charms class | Duration: Varies with success level |
- Success: Targeted text is illegible for up to one day.
- Good Success: Targeted text is illegible for up to one month.
- Great Success: Targeted text is illegible for up to one year.
- Amazing Success: Targeted text is permanently illegible, or for any length of time decided by the caster.
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"Impervius" (im-PUR-vee-us) | Protection |
A protective spell that makes a target resistant to one of the following elements (chosen by the caster): cold, earth, fire, metal, water, wood. The spell will attempt to repel the chosen element. For example, an Impervius Charm cast on a pair of glasses can be used to prevent rain from obscuring the lenses. A target can only benefit from one Impervius Charm at a time. Note that when cast on a person, this spell protects their clothing as well (though not necessarily anything the person is holding). |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 4th Year Charms class | Duration: One scene |
- Success: Negative effects from the chosen element are reduced by half.
- Good Success: Negative effects from the chosen element are reduced to one-quarter.
- Great Success: The target is immune to any negative effects from the chosen element.
- Amazing Success: The target is immune, and the effects extend to people and small objects the target is touching.
Extended incantations one might use when specifying the element being protected against:
- Cold — "Impervius Frigus" (im-PUR-vee-us FREE-gus)
- Earth — "Impervius Terrus" (im-PUR-vee-us TAIR-us)
- Fire/Heat — "Impervius Flammas" (im-PUR-vee-us FLAH-mus)
- Metal — "Impervius Ferrus" (im-PUR-vee-us FAIR-us)
- Water — "Impervius Aquis" (im-PUR-vee-us AH-kwis)
- Wood — "Impervius Lignus" (im-PUR-vee-us LIG-nus)
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"Locomotor" (LOH-koh-moh-tor) | Movement |
Lifts an object a few inches off the ground and moves it to a location specified by the caster (up to 100 feet away, or within the same building). The incantation is typically followed by the name of the spell's target (e.g. "Locomotor trunk"). This spell cannot be used on a living target. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: Fourth Year Charms class | Duration: Until target reaches destination |
- Success: Moves a target object weighing up to 50 lbs.
- Good Success: Levitates a target object weighing up to 100 lbs.
- Great Success: Levitates a target object weighing up to 200 lbs.
- Amazing Success: Levitates a target object weighing up to 500 lbs.
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"Repleo" (reh-PLAY-oh) | — |
Refills a glass or small container with whatever drink it was last filled with. This is not conjuration, but rather a replication of the traces of drink still in the container. |
Skill/Roll: Transfiguration / +roll Transfiguration | Casting Time: One round |
Training: 4th Year Charms class | Duration: Instantaneous |
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"Rennervate" (REN-er-vait) | Counter-spell • Healing |
Awakens a sleeping or stunned target. It serves as the counter-spell to the Stunning Spell and similar effects, but is ineffectual against Dark magic. |
Skill/Roll: Glamers / +roll Glamers | Casting Time: One round |
Training: 4th Year Charms class | Duration: Instantaneous |
- Success: Awakens a target that is sleeping, or that has been affected by a single Stunning Spell.
- Good Success: Awakens a target that is sleeping, or that has been affected by up to two Stunning Spells.
- Great Success: Awakens a target that is sleeping, or that has been affected by up to four Stunning Spells.
- Amazing Success: Awakens a target that is sleeping, or that has been affected by any number of Stunning Spells.
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"Arresto Momentum" (ah-REST-oh moh-MEN-tum) | Movement |
Slows or halts the movement of a target. This only affects the general motion of a whole target through space. It does not slow or prevent a person's motor functions. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 4th Year Charms class | Duration: Instantaneous |
- Success: Movement rate slowed by one-quarter.
- Good Success: Movement rate slowed by half.
- Great Success: Movement rate slowed by three-quarters.
- Amazing Success: Movement is completely halted.
5th Year Supplies
- Book: Charms for Fifth Year by Vindictus Viridian
- Parchment
- Quill
- Wand
September
- Bubble-Head Charm
- Charmitorium Lab
October
- Summoning Charm
- Charmitorium Lab
November
- Flame-Freezing Charm
- Charmitorium Lab
December
- Focus Charm
- Charmitorium Lab
January
- Lightning Bolt Spell
- Charmitorium Lab
February
- Reductor Curse
- Charmitorium Lab
March
- Silencing Charm
- Charmitorium Lab
April
- Conjuctivitis Curse
- Charmitorium Lab
May
- O.W.L. Preparation: Review of Years 1-3
- O.W.L. Preparation: Review of Years 4-5
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"Roseoculus" (ROH-seh-OCK-yoo-lus) | — |
A curse that causes an inflammation of the eye, causing them to swell shut. |
Skill/Roll: Charms 7 / +roll Charms-3 | Casting Time: One round |
Training: 5th Year Charms class | Duration: Varies with success level |
- Success: Eyes partially swollen shut for three rounds (ten minutes out of combat). Target suffers -1 to all rolls involving sight (including aiming spells and other attacks).
- Good Success: Eyes mostly swollen shut for six rounds (one hour out of combat). Target suffers -2 to all rolls involving sight (including aiming spells and other attacks).
- Great Success: Eyes completely swollen shut for one day. Target is effectively blind.
- Amazing Success: Eyes completely swollen shut for three days. Target is effectively blind.
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"Ignis Inermus" (IG-nus ee-NER-mus) | Fire • Protection |
A spell that makes fire harmless. Instead of burning, it feels like a warm summer breeze. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 5th Year Charms class | Duration: Varies with success level |
- Success: The fire remains harmless for fifteen minutes.
- Good Success: The fire remains harmless for one hour.
- Great Success: The fire remains harmless for one scene.
- Amazing Success: The fire remains harmless until it is extinguished.
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"Recenseo" (reh-SEN-see-oh) | Mind |
This spell is used to clear the caster's mind and sharpen cognitive ability. It is against Hogwarts school rules to use this spell during exams. |
Skill/Roll: Glamers 6 / +roll Glamers-2 | Casting Time: Two rounds |
Training: 5th Year Charms class | Duration: One scene |
- Success: The caster gains +1 to all non-spell Mind rolls.
- Good Success: The caster gains +2 to all non-spell Mind rolls.
- Great Success: The caster gains +3 to all non-spell Mind rolls.
- Amazing Success: The caster gains +4 to all non-spell Mind rolls.
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"Baubillious" (baw-BIL-ee-us) | Electricity • Harmful |
Releases a bolt of lightning from the caster's wand. |
Skill/Roll: Conjuration 6 / +roll Conjuration-2 | Casting Time: One round |
Training: 5th Year Charms class | Duration: Instantaneous |
- Embarrassing Failure: Backfire! The caster is shocked with potency equal to a Success, harming the caster.
- Failure: Sparks fly from the caster's wand, but there there is otherwise no effect. If the caster is standing within a few yards of a substantial quantity of conductive material (e.g. a suit of armour, a bathtub full of water, etc.), the spell will cause an arc of lightning to that material, shocking anyone in contact with it.
- Success: Target is zapped with a mild electrical shock. Target must roll Body to avoid being stunned for one round.
- Good Success: Target is zapped with a major electrical shock. Target must roll Body -1 to avoid being stunned for one minute.
- Great Success: Target is struck with a powerful bolt of lightning, suffering severe burns. Target must roll Body -2 to avoid being stunned for five minutes.
- Amazing Success: As a Great Success, but the bolt explodes upon impact, affecting any other targets within five feet as if struck by a Good Success.
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"Reducto" (ree-DUK-toh) | Harmful |
A powerful curse that breaks objects to pieces. This spell cannot be used to target a living creature. |
Skill/Roll: Charms 6 / +roll Charms-2 | Casting Time: One round |
Training: 5th Year Charms Class | Duration: Instantaneous |
- Success: The target object is broken into several chunks.
- Good Success: The target object is shattered into rubble.
- Great Success: The target object is reduced to dust.
- Amazing Success: The target object is pulverized with explosive force. Anyone standing within five feet must +roll Body + Reaction or be knocked to the ground.
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"Silencio" (sih-LEN-see-oh) | Sound |
This difficult charm renders the victim temporarily mute, unable to speak. Wizards are therefore unable to recite incantations, and can only cast spells non-verbally. |
Skill/Roll: Charms 7 / +roll Charms-3 | Casting Time: One round |
Training: 5th Year Charms class | Duration: Varies with success level |
- Success: Victim is silenced for one minute, or one round if in combat.
- Good Success: Victim is silenced for five minutes, or two rounds if in combat.
- Great Success: Victim is silenced for fifteen minutes, or three rounds if in combat.
- Amazing Success: Victim is silenced for one hour, or five rounds if in combat.
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"Accio" (AK-see-oh) | Movement |
Causes a target object or creature (but not a sentient Being) at a distance to fly through the air into the caster's hand or arms. The target must be able to be carried under normal human power. This is one of the few spells that does not require line of sight with its target. However, it does require the caster to be able to visualize the target and its location in his or her mind. In addition, if the target cannot be seen and pointed at with one's wand, it must be named with the incantation (e.g. "Accio broom!"), which most wizards tend to do habitually anyhow. If the target is being held by another person or creation, the caster must make an Opposed Roll of Mind + Presence against the holder's Body + Reaction in order to wrench the target free of the holder's grasp. Difficulty modifiers can vary. The following modifiers are cumulative: • +2 if target is extremely familiar to the caster (e.g. your own wand, a favourite book) • +2 if specific name of target is known (e.g. summoning a book by its title)*. • –2 if target is not in line of sight. • –2 if target has never been seen by the caster. • –4 if caster guessing at target's location. *Only applies if target has a proper name. |
Skill/Roll: Charms / +roll Charms (see below) | Casting Time: One round |
Training: 5th Year Charms class | Duration: Varies with distance |
- Success: The target is successfully summoned, and will arrive as quickly as it is able. Objects can move roughly 100 feet per round if unobstructed.
- Good Success: Gain +1 to Opposed Roll to wrench target from a holder.
- Great Success: Gain +2 to Opposed Roll to wrench target from a holder.
- Amazing Success: Gain +3 to Opposed Roll to wrench target from a holder.
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"Infragilus" (IN-fruh-JEE-lus) | Protection |
Makes an object unbreakable by mundane means. Magic can still harm the object, though efforts to do so suffer a -4 penalty. The caster's wand must touch the target object. |
Skill/Roll: Charms 6 / +roll Charms-2 | Casting Time: One round |
Training: 5th Year Charms class | Duration: Varies with success level |
- Success: Target is unbreakable for one scene.
- Good Success: Target is unbreakable for six hours.
- Great Success: Target is unbreakable for twelve hours.
- Amazing Success: Target is unbreakable for one day.
6th Year Supplies
- Book: Charms for Sixth Year by Vindictus Viridian
- Parchment
- Quill
- Wand
September
- Review
- Charmitorium Lab
October
- Sticking Charm
- Charmitorium Lab
November
- Defermentation Charm
- Charmitorium Lab
December
- Puppet-Body Charm
- Charmitorium Lab
January
- Entrancing Enchantment
- Charmitorium Lab
February
- Imperturbable Charm
- Charmitorium Lab
March
- Blasting Curse
- Charmitorium Lab
April
- Confundus Charm
- Charmitorium Lab
May
- Review
- Charmitorium Lab
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"Confringo" (con-FREEN-goh) | Fire • Harmful |
This devastating and dangerous curse causes an object to explode in a fiery blast. It cannot be used to target a living being, but can cause explosions nearby. Note that the size of the explosion assumes common construction materials for most objects of that type. Tougher materials will mean less actual damage done. |
Skill/Roll: Charms 6 / +roll Charms-2 | Casting Time: One round |
Training: 6th Year Charms class | Duration: Instantaneous |
- Embarrassing Failure: Backfire! The caster's wand explodes with force equal to a Success, harming the caster.
- Failure: Fizzle! A small pop and a burst of smoke emits from the caster's wand, but that is all.
- Success: Explodes a target (or part of a target) up to the size of an office desk.
- Good Success: Explodes a target (or part of a target) up to the size of an automobile.
- Great Success: Explodes a target (or part of a target) up to the size of house.
- Amazing Success: Explodes a target (or part of a target) up to the size of a sports pitch.
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"Confundo" (con-FUN-doh) | Mind |
Causes confusion in a creature (or a sentient object). Someone affected by this spell is said to be "confunded." This spell has no light or sound effect. |
Skill/Roll: Glamers 8 / +roll Glamers-4 | Casting Time: One round |
Training: 6th Year Charms class | Duration: Varies with success level |
- Success: Target befuddled for two rounds in combat, or one minute out of combat (-1 to all rolls).
- Good Success: Target befuddled for five rounds in combat, or ten minutes out of combat (-1 to all rolls).
- Great Success: Target is bewildered for the remainder of the scene (-2 to all rolls). Alternatively, one thing the target knows can be confused, leaving them uncertain about the facts. For example, how many siblings they have, the address of a friend, or what they were just doing.
- Amazing Success: Target is bewildered for a full day (-2 to all rolls). Alternatively, one fundamental belief the target has can be confused, leaving them uncertain about the facts. For example, the colour of the sky or their own name.
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"Defermento" (deh-fer-MEN-toh) | — |
Reverses the fermentation process, turning vinegar back to wine, wine back to grape juice, mead back to honey, and so on. Though this spell may seem like transfiguration, in the strictest sense it is not, as it is merely affecting the natural process of the target, not actually transforming it from one substance to another. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 6th Year Charms class / 5th Year Domestics club (5 Cookies) | Duration: Instantaneous |
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"Suavio" (swah-VEE-oh) | Mind |
A spell that entrances the mind to make the caster seem more alluring and charismatic. |
Skill/Roll: Glamers 6 / +roll Glamers-2 | Casting Time: One round |
Training: 6th Year Charms class | Duration: One scene |
- Success: +1 to Persuasion rolls against the target.
- Good Success: +2 to Persuasion rolls against the target.
- Great Success: +3 to Persuasion rolls against the target.
- Amazing Success: +4 to Persuasion rolls against the target.
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"Recedito" (reh-seh-DEE-toh) | Hiding • Protection • Sound |
Creates an invisible barrier around a target object (usually a door) that is sound-proof and repels minor impacts (such as knocking or throwing small objects against the target). The barrier is not strong enough to resist impacts that could cause actual damage to a typical wooden door. |
Skill/Roll: Charms 6 / +roll Charms-2 | Casting Time: One minute |
Training: 6th Year Charms class / Dept. of Mysteries Training | Duration: One scene |
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"Mobilicorpus" (MOH-bil-ee-COR-pus) | Movement |
Moves the body of a person who cannot walk, whether due to incapacitation, ensnarement, or unconsciousness. The target's movements have the appearance of a puppet on strings. If used on a person who is able to move on their own, the target will feel the sensation of something like strings pulling at their limbs, but can move normally. |
Skill/Roll: Charms / +roll Charms | Casting Time: One round |
Training: 6th Year Charms class | Duration: Varies with success level |
- Success: Target is mobilized for five minutes.
- Good Success: Target is mobilized for fifteen minutes.
- Great Success: Target is mobilized for thirty minutes.
- Amazing Success: Target is mobilized for one hour.
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"Epoximise" (ee-POX-uh-mize) | — |
Secures an object in place, as if it were glued or nailed to the spot. Also sometimes called a Fixing Charm. This spell requires the caster's wand to touch the part of the object to be made adhesive. |
Skill/Roll: Charms / +roll Charms | Casting Time: Three rounds |
Training: 6th Year Charms class | Duration: Permanent |
- Success: The object will stay in place, but can be removed with some effort. Attempts to remove the object suffer a -2 penalty.
- Good Success: The object is firmly in place, and attempts to remove it suffer a -4 penalty.
- Great Success: The object is held fast, and attempts to remove it suffer a -6 penalty.
- Amazing Success: Often called a Permanent Sticking Charm. Attempts to remove the object suffer an enormous -10 penalty.
7th Year Supplies
- Book: Charms for Seventh Year by Vindictus Viridian
- Parchment
- Quill
- Wand
September
- Review
- Charmitorium Lab
October
- Energizing Charm
- Charmitorium Lab
November
- Anti-Unlocking Charm
- Charmitorium Lab
December
- Atmospheric Charm
- Charmitorium Lab
January
- Bewitched Sleep
- Charmitorium Lab
February
- Protean Charm
- Charmitorium Lab
March
- Emancipation Charm
- Charmitorium Lab
April
- Undetectable Extension Charm
- Charmitorium Lab
May
- Review
- Charmitorium Lab
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"Obstructus Impervium" (ob-STRUK-tus im-PER-vee-um) | — |
Makes locks resistant to spells with the Opening keyword. It must be cast individually for each type of Opening spell, and the caster must know how to cast the Opening spell to be charmed against. This is not the same as a Locking Spell. |
Skill/Roll: Charms or Ancient Runes / +roll Charms or +roll Ancient Runes | Casting Time: Ten minutes |
Training: 7th Year Charms class / 7th Year Ancient Runes class | Duration: Up to six months (caster's choice) |
- Success: A Good Success or better with the Opening spell is required to open the target lock.
- Good Success: A Great Success or better with the Opening spell is required to open the target lock.
- Great Success: An Amazing Success with the Opening spell is required to open the target lock.
- Amazing Success: The Opening spell cannot open the target lock.
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"Tempero Tempestus" (TEM-per-oh tem-PEST-us) | Area • Weather |
Alters the atmospheric conditions in a immediate area. Generally used indoors as a form of climate control, similar to air conditioning. Once cast, the effects of the charm will continue until the spell is countered or its duration expires. |
Skill/Roll: Charms 7 / +roll Charms-3 | Casting Time: Thirty minutes |
Training: 7th Year Charms class / Magical Maintenance training | Duration: Varies with severity (see below) |
- Success: Mild atmospheric alteration (e.g. adjust the temperature a few degrees, slightly more or less humidity, light breeze). Effects last for up to a month.
- Good Success: Moderate atmospheric alteration (e.g. significantly hotter/colder, strong breeze). Effects last for up to a week.
- Great Success: Heavy atmospheric alteration (e.g. unbearable heat, biting cold, wind, frost, light rain). Effects last for up to a day.
- Amazing Success: Severe atmospheric alteration (e.g. blistering heat, icy conditions, heavy rain, snow). Effects last for up to 6 hours.
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"Dormeo" (DOR-may-oh) | Mind |
Causes the victim to fall into an enchanted slumber. |
Skill/Roll: Glamers 7 / +roll Glamers-3 | Casting Time: Three rounds |
Training: 7th Year Charms Class | Duration: Varies with success level (see below) |
- Success: Lasts for one minute. Can be interrupted by shaking or a loud noise.
- Good Success: Lasts for one hour. Can be interrupted by shaking or a loud noise.
- Great Success: Lasts for eight hours. Can only be interrupted by pain.
- Amazing Success: Lasts for 24 hours. Cannot be interrupted unless specific conditions set by the caster are met.
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"Deprimo" (deh-PREE-moh) | Area • Harmful |
Creates a powerful downward force on the ground in an area, strong enough to cave in the floor of a house. The caster must target a specific point on the ground. |
Skill/Roll: Charms | Casting Time: One round |
Training: 7th Year Charms class | Duration: Instantaneous |
- Success: Affects area within a five foot radius from the targeted point.
- Good Success: Affects area within a ten foot radius from the targeted point.
- Great Success: Affects area within a twenty foot radius from the targeted point.
- Amazing Success: Affects area within a fifty foot radius from the targeted point.
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"Emancipare" (E-man-cee-PAR-eh) | Counter-spell • Opening |
This charm is used to unbind, unlock, or otherwise remove obstacles to freedom. It is broad in application, but difficult to pull off, and will only work if the targeted bindings/locks/etc. are presently confining someone. |
Skill/Roll: Charms 9 / +roll Charms-5 | Casting Time: One round |
Training: 7th Year Charms class | Duration: Instantaneous |
- Any Success: Ropes/chains are untied, locks open, doors are unbarred, etc. If being used as a counter-spell against a Binding or Locking spell, the caster must overcome the success level of the original spell.
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"Proteus" (PROH-tee-us) | Transformation |
This spell magically links several identical objects (or near-identical objects, such as coins of the same type), with one of the objects designated as a "master," and the rest being "slaves." Whenever the master object is transfigured, all of the slaved objects will transfigure in the same way. Slaves also emit mild heat when being transfigured in this way. Transfiguring the master requires a Transfiguration roll (no particular spell required for minor cosmetic changes; more complete transformations require an appropriate spell). The original caster of the Protean Charm may designate specific ways in which the master may be transfigured. Finely tuned changes such as detailed text are impossible without a specific spell. An object can only be subject to a single Protean Charm at a time. Similarly, a given caster can only have one Protean Charm active at any one time. Casting a new Protean Charm negates the first one. |
Skill/Roll: Charms 7 / +roll Charms-3 | Casting Time: Four minutes, plus one minute per slave created |
Training: 7th Year Charms class | Duration: Permanent |
- Success: Creates a master and one slave.
- Good Success: Creates a master and up to three slaves.
- Great Success: Creates a master and up to six slaves.
- Amazing Success: Creates a master and up to ten slaves.
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"Grandio Intus" (GRAN-dee-oh IN-tus) | Hiding |
Enchants a target container to be bigger on the inside than it is on the outside, allowing it to fit more contents, while the weight of it remains proportional to its original size. It has the added benefit of being undetectable by anyone by the caster, and those the caster informs about the charm. Others simply will not realize the charm is in place, even if they see it in action. A wizard may only have one Undetectable Extension Charm active at a time. Note: This is not the exact magic used to create the common extended containers found in wizarding shops (such as extended handbags or camping tents). Those items are extended (usually only to double capacity), and are not undetectable except by Muggles. |
Skill/Roll: Charms 9 / +roll Charms-5 | Casting Time: One round |
Training: 7th Year Charms class | Duration: Permanent |
- Success: The container's inside is expanded to twice its normal capacity.
- Good Success: The container's inside is expanded to five times its normal capacity.
- Great Success: The container's inside is expanded to ten times its normal capacity.
- Amazing Success: The container's inside is expanded to twenty times its normal capacity.