Click Here!

Elemental_Flash

Member Since 2012-08-29 -:- Recomendations : 0

  • Bio

    MY HARRY POTTER WORLD-1-2-3-4-5-6-7-MY HARRY POTTER WORLD-1-2-3-4-5-6-7-MY HARRY POTTER WORLD-1-2-3-4-5-6-7-MY HARRY POTTER WORLD-1-2-3-4-5-6-7-MY HARRY POTTER WORLD-1-2-3-4-5-6-7-MY HARRY POTTER WORLD-1-2-3-4-5-6-7


    OPS If you want to use some of mine ideas, just send me a message to my profile and credit me as a source of inspiration, if you decides to use some or all of my ideas in your story. OPS


    2ND OPS I apologize for possible bad grammar and spelling errors 2ND OPS I apologize for possible bad grammar and spelling errors 2ND OPS I apologize for possible bad grammar and spelling errors.


    CONTENTS OF MY MAGICAL WORLD.

    Introduction to the Magical World.

    Commom Terms and Description.

    Previously Terms and Description.

    Magical Theory and Practice.

    Magical modifier.

    Languages and Spells.

    Spell Classification.

    Casting - Standard Casting, Sub-audible Point-casting and Non-verbal Wandless Casting.

    Contra list

    Magic and Metal.

    Types of Magic

    Magical Core.

    Animagus.

    Charms.

    List of Charms.

    List of Counter-Charms.

    Transformation.

    List of Animation Spells.

    List of Untransformation spells.

    DOAMA Defense and Offense Against the Magical Arts.

    List of Charms.

    List of Jinxes.

    List of Hexes.

    List of Curses.

    List of Anti-Jinxes.

    List of Counter-Jinxes.

    List of Counter-Hexes.

    List of Counter-Curses.

    Herbology.

    Potion.

    Potion terms.

    Stir Terms

    Stir rod.

    Cauldrons.

    Unsorted.

    Astronomy.

    Solstices and Equinoxes.

    Seasons of Magic and Elements.

    Lunar Calendar.

    Moons, Planets and Stars - Their Influence on Magic.

    Arithmancy.

    Runic Magic.

    Rune.

    Enchanting.

    Warding.

    Curse-Breaking.

    Alchemy.

    Alchemist stone.

    Alchemist potion.

    Alchemist metal.

    Essence-extraction.

    Necromancing.

    Light.

    Grey.

    Dark.

    List of Light Exorcism Spells.

    Magical Combat and Dueling.

    The Four Aspects of Magical Combat.

    Spell Chains.

    Deflection.

    Combat Note.

    Magical Creature Studies.

    Being.

    Beast.

    Spirit.

    Blood-Powers.

    Blood-Powers.

    Born-powers.

    Blood-traits.

    Magus-eyes. (Meant for a minor Naruto x-over story)

    List of Potion-based, Runic-based and Other Permanent Ritualistic Enchantments.

    Light, grey and dark enchantment of the immune system.

    Creation of Omni-muscles.

    Everlasting Muscles.

    Mixed gender muscles.

    Creation of Everlasting Mixed gender Omni-muscles.

    Potion Immunity Rituals.

    Ritual of enchanted senses.

    Ritual of sleep needs decrease.

    Evil Arts.

    Horcrux.

    Magical Items and Misc.

    The Goblets of The Elements.

    Pensieve.

    Quills.

    Hats and other headgears.

    Misc.

    Wandlore and Other Magical Foci.

    Wand.

    Staff.

    Mage-glove.

    Focus-rod.

    Secondary Focus.

    Facts about the Magical World.

    Known.

    Unknown.

    Secret.

    Magical Britain

    Hogwarts.

    Magical Families and Houses.

    Ministery of Magic.

    Wizengamot.

    Careers.

    Industry.

    Blood Status.


    INTRODUCTION TO THE MAGICAL WORLD. (Still updating)

    Common Used Terms and Description.

    Wizard: The term for a magical male human.

    Witch: The term for a magical female human.

    Muggle: The term for a non-magical human.

    Dark Wizard/Witch:

    Dark lord/lady:

    Light Wizard/Witch:

    Light lord/lady:

    Pureblood: A magical human from a 'purely' magical family. (See details in Magical Britain: Blood Status.)

    Half-blood: A magical human from a mived magical/non-magical family. (See details in Magical Britain: Blood Status.)

    Muggle-born: A magical human from non-magical family. (See details in Magical Britain: Blood Status.)

    Squib: A non-magical human from magical family. (See details in Magical Britain: Blood Status.)

    Previously Used Terms and Description.

    Magus (pl. Magi): The general term for a magical human.

    Mystic: The next Evolutionary step of Magus.

    Dark lord/lady: A master/mistress of the dark arts but have not been corrupted by the dark.

    Grey lord/lady: A master/mistress of the grey arts.

    Light lord/lady: A master/mistress of the light arts but have not been purified (corrupted) by the light.

    Nature lord/lady: A master/mistress of the magical arts connected to nature and the study of the lore of magical creatures.

    Overlord/-lady: A master/mistress of the light, grey and dark arts without any corruption/purification.

    Dark master/mistress: A master/mistress of the dark arts who have been corrupted by the dark.

    Light master/mistress: A master/mistress of the light arts who have been purified (corrupted) by the light.

    (title) of light:

    (title) of Darkness:

    Full-blood: A magus born to magical parents.

    Half-blood: A magus born to a non-magical parent and a magical parent.

    New-Blood: A first generation magus. A magus born to non-magical parents.

    (True) Squib: A half magical human. Incapable of accidental magic. Enough magic to use small magical objects.


    MAGUS - MAGIC, MIND, BODY AND SOUL. (Still updating)

    Magic.

    Body.

    Life Force:

    (By mixing magic with life force, the enchantments becomes self-sufficient by pulling the natural magic from the surroundings to power themselves.)

    Mind.

    Mind Energy:

    Soul.

    Spirit/Soul Power

    (Intention-based magic. Intent-based wards.)

    (Next)


    MAGICAL THEORY AND PRACTICE. (Still updating)

    Casting - from standard casting to sub-audible masked point-casting to non-verbal cloaked wandless casting.

    Verbal, sub-audible and non-verbal casting:

    Speaking the incantation or not, is a mental discipline.

    - Verbal: The caster speaks or yells the incantation.

    - Sub-audible: The caster whispers and mumbles the incantation

    - Non-verbal: The caster does not speak the incantation.

    Wand movements, point-casting and wandless casting:

    - Wand movements: Increased control and improved visualization may remove the need of wand movements that represents control and visualization in certain spells. The correct emotions may also remove the need of certain wand movements.

    - - Basic Wand movements: 2-D movements. 'Flat figur'. 'Wand-runes'.

    - - Advance Wand movements: 3-D movements. '3-D Figur'.

    - Point-casting: In order to point-cast, the caster MUST mix the spell's primary or secondary emotions together with magic and intention.

    - Wandless casting:

    Unmasked, Masked and Cloaked spells:

    - Visible spell:

    - Altered color of spell

    - Invisible spell:

    Magical modifier.

    Mass: Mass (spell):
    A multiple target version of the standard spell. It can be used with other

    Maxima: (spell) Maxima:
    Increases the strength of the spell to it maximum limit.

    Numerical: (spell) Duo/Trio:
    The numerical modifiers are Uno, Duo and Tria. When each is attached to a spell's incantation and the corresponding wand movements added, they increase its strength and can potentially change the spell's appearance, Tria more so than Duo. Uno simpel indicate that, this is the standard spell.

    - Uno: Standard spell.

    - Duo: The general version of the 'duo' modification is a concentration of the standard spell's power into one point.

    - Tria: The general version of the 'trio' modification is

    Total:
    The Total modifier has two forms (Totalus and Totalum), both coming from the Latin totus meaning "as a whole". It appears to spread the original spell's area of effect.

    - Totalus: (Body as a whole spells??)

    - Totalum: (Area as a whole spells??)

    Languages and Spells.

    Human Languages:

    - 'Pure language' spells: Spell-incantations is easy to translate from one language to another. Counter-spells spoken in a different language use 20-50% more magic than counter-spells spoken in the same language.

    - 'Mixed language' spells: Spell-incantations is based on 2 languages and the incantation is made with words from all the languages or the words is mixed together to one word. 'Mixed language' counter-spells uses more magic than 'pure language' counter-spells and is more resistance against general counter-spells.

    Non-Human Languages:

    - Mermish: Water-based spells and spell-casting under water.

    - Gobbledegook: Pain booster.

    - Elfish: Healing and nature-, tree- and plant-based spells.

    - Dwarvish: Wards, Item creation.

    Magical Languages:

    - Parsel-tongue: Spells spoken in this language ignores magical reptiles' natural resistance against magic.

    - Beast-roar: Spells spoken in this language ignores magical mammals' natural resistance against magic.

    - Avian-whistle: Spells spoken in this language ignores magical birds' natural resistance against magic.

    Emotions, Belief and Intention.
    Emotions is used to boost the power of the spells without adding more power or additional wand movements.
    All spells have associated emotions and they are classifited as primary, secondary and tertiary emotion.
    Some spells depends on emotions to work, like the patronus charm.

    Focusing Emotions:
    When casting the spells, focusing the emotions properly is difficult. The most used way is to used memories, daydreams and other things like that to focus the emotions. The more associated emotions, the better.

    Primary:
    The primary emotion is the most effective and only in rare cases, is there more than one primary emotion associated with the spell. The primary is the most difficult to properly focus.

    Secondary:
    An alternative to the primary emotion if the caster is not capable of focusing the primary emotion. There is mostly 2-3 secondary emotions associated with the spell.

    Tertiary:
    On its own, it is the least effective emotion but it is also the most easy emotion to focus because of the lesser amounts of the emotion needed in order to boost the spell. There is mostly 3-4 tertiary emotions associated with the spell.

    Mixing Emotions:
    The different emotions may be mixed together as boosters and some times as amplifiers. An example is the tertiary emotion because it is mostly used together with the primary and secondary emotions as a booster.

    Belief:

    Intention:

    Spell Classification.

    Area of effect:

    - Mind:

    - Body:

    - Magic:

    - Soul:

    Light, Gray or Dark Art.

    - Light: 1. Spells created to imitate magic and/or magical effects from light creatures. 2. Spells meant to fight against dark creatures. 3. Spells meant to provide defense or minor offence against light creature.

    - Light-gray: Spells with little to no bad purpose in its nature. Healing spells and others alike. Also called 'white' magic.

    - Gray: Neutral Magus Magic. Magic like summoning and levitation spells.

    - Dark-gray: Spells with little to no good purpose in its nature. Combat spells and others alike. Most so called 'Dark' spells is Dark-grey class. Also called 'black' magic.

    - Dark: 1. Spells created to imitate magic and/or magical effects from dark creatures. 2. Spells meant to fight against light creatures. 3. Spells meant to provide defense or minor offence against dark creature.

    Combat Class:

    - Light-weight: Spells that inconveniences. Easy and quick to cast and easily stopped by shielding spells.

    - Medium-weight: Spells that injures. Most used combat type. Can be stopped by shields, but it can also punch right through them if they are strong enough.

    - Heavy-weight: Spells that kills costs a huge amount of energy, and usually time, to throw. This kind people just dodge, as they cost too much to stop.

    - War: Emotion to emotion spells. (curses that transmuted fear into anger into amusement or similar. It stops you from freezing up in a fight from fear or shock. Also I believe that an addiction component was added to most spells to ensure that, even if you were disgusted by what you happened after you'd stopped casting, the Lords of the day would still have wizards to fight their battles because they couldn't stay away.)

    - Light-combat: Painless knock out and capture spells

    - Gray-combat: Painfull.

    - Dark-combat: Maim/Kill.

    Type:

    - Transformation:

    - Charm:

    - Jinx:

    - Hex:

    - Curse:

    - Counter-Spell: Anti-Jinx, Counter-Jinx. Counter-Hex, Counter-Curse, Untransformation, Counter-Charm.

    - Healing:

    - Elemental: Spells is based on the elements and no wandless elemental spells without the blood-power.

    Spell bolts and beams:

    - Bolts: Instant effect.

    - Beams: Continuing effect.

    Contra list.

    Charm contra Transformation:
    Charms is easier in the beginning compared to Transfiguration, unless the student have a seriously powerful imagination, but the difficulty of Transfiguration levels out when you reach the hard limits of the art, while Charms continually gets more and more difficult. You can compare them as exponential and linear operations. While Transfiguration may be more difficult in the beginning, the growth in difficulty is static, unlike the growth of Charms, which is dynamic.

    Potion contra Alchemy-potion:
    The biggest difference is the length of time that the concoctions last. Alchemy created potions last very long, often until the victim is given an antidote. Alchemy-Potions are a 'one dose lasts forever' thing, while standard potions take many doses to maintain the desired effect. Potions can be metabolized fully by the human body, where as Alchemy-Potions become part of the body and are constantly recreated within the body.

    Transformation contra Transmutation (Alchemy):

    Charm contra Enchantment:

    Runes contra Spells:

    Potions contra Spells:

    Brute Force Casting contra Finess and Control:
    Brute Force casting uses ekstra magic, instead of finess and control, to shape the spell into the desired result.

    Magic and Matter.

    Pure Metal.

    - Iron: Rejectes or impeding Magic.

    - Silver: E

    - Gold:

    - Platinum:

    - Copper:

    - Pewter:

    Alloy:

    - Steel:

    - Bronze:

    - Brass:

    Stone:

    - Sandstone:

    Wood:

    Crystal:

    Muggle-made matter:

    - Plastic:

    - Rubber:

    Wizard-made matter:

    - Wizardcraft:

    - Magecraft:

    Alchemist-made matter:

    - Alchemist metal:

    - Alchemist alloy:

    Types of Magic

    Accidental Magic:

    - Outburst Magic: Accidental release of magic created from emotions and/or shock/surprise. Most outburst magic destroys or damages something.

    - Focused Magic: Accidental release of magic created from intention or intended use of accidental magic.

    - Wild magic: Uncontrollable outbursts of magic.

    Ambient Magic:

    - Natural magic:

    Elemental Magic:

    - Air:

    - Earth:

    - Fire:

    - Water:

    - Lightning:

    Elf Magic:

    Magus Magic:

    Chaos Magic:

    Mystic Magic:

    Magic detection and sensory.

    - Trained magi are able to read another magus’s aura to determine his or hers power-level but the other magus can learn to suppress the power-level and thereby appear weaker.

    - ggshdhadh

    Magical Core.

    Training:

    Magi can see the core itself by entering their inner magical realm through meditation. When entering the inner realm, the magus can see the core appearing as a colorfull sun in the darkness. The magus can connect with the core by making the avatar, the magus body inside the realm, merge with the core. When the connection has been made, the magus can control and manipulate the magical realm/world to some degree.

    The magus can now see more then just the main core which is the core's new name. The new minor suns is the magus's other cores and the real scource of magic, the main core is just the storage from which the magus draw his or hers magic.

    - Minor cores: The genorators of magic.

    - Collector cores: Sorcery and Elemental. Unique cores directly connected to the main core.

    - Storage cores: Storage for natural and elemental magic. Connected to the collector cores.

    - Core links: Thicker links = higher regeneration of magic.

    - Internal control: (By stabilizing the magical currents in the main core, the internal control is increased. Connecting more minor cores to the main core, the magical currents is destabilized)

    - Core memory: (By stabilizing the magic in the minor cores, learning new spells and other casting techniques like wandless casting becomes faster.)

    - Stability: Stability between the main core and the minor cores and the minor cores themselves. (Defence against magic targeting spells. Breaking low-level oaths without losing magic.)

    - Blood-Powers:

    - - Minor core synchronization: The blood-power has been connected to a minor core and is now active.

    - - Main core synchronization: The blood-power has been moved from the minor cores to main core thought the links.

    - - Full synchronization: The blood-power has 'merged' with the avatar.

    Power:

    A magus magic and magical core continues to grows throughout life, and when it has grown into a certain 'size', the core will reshape itself and gain a new density.

    With the new density comes a new level and with the new level comes a new passive or active power.

    Ranks:

    Generally each rank has 3 subranks: low-, mid- and high-level.

    - Muggle: No useable magic at all.

    - Squib: Signs of magic.

    - - Low: Light/weak accidental magic.

    - - Mid: Enough magic to use small magical objects but not most magical foci.

    - - High: Common accidental magic.

    - Wizard: Capable of using most magical foci. All magi's power level must be Wizard in order to use a focus with a core.

    - - Low: The Main Core is capable of connection to the core of a focus.

    - - Mid: Bonding

    - - High:

    - Warlock: Most magi enter the warlock rank during the beginning their teens and exits it during the end. Few does not exits it until the beginning of their twenties.

    - - Low: Because of the new density of the magus's magic, spells is capable of travelling further and faster because the spells is no longer dissolving into the air.

    - - Mid: Slow wandless casting with the eyes without the arms as focus.

    - - High: Capable of using elemental spells.

    - Enchanter: Capable of making charms, transformation spells, etc. (brief spells) into enchantments, without altering the original spell or adding runes, by only intending too. The enchantments are pulling the natural magic from the surroundings to power themselves.

    - - Low: A natural ability to mask spells.

    - - Mid: Capable of using natural magic to power spells.

    - - High: Capable of using ambient magic to recover magic faster.

    - Sorcerer: The ability to cast wand-less magic without decreasing the power in the spell. At this level the magus magic starts to damage the standard wand and should start to look for special wands, high graded wands or staffs.

    - - Low: A Sorcerer (Bloodpower) is capable of storing natural magic.

    - - Mid: Capable of using pure elemental magic.

    - - High: Capable of absorbing foreign magus magic to certain degree and convert it to personal magus magic.

    - Mage: Magi on this level should not rely on the standard wand because the magic may be to powerful for the wand to channel.

    - - Low: A Elementalist (Bloodpower) is capable of storing elemental magic.

    - - Mid: A Elementalist (Bloodpower) is capable of converting magus magic to elemental magic.

    - - High:

    - Arch mage: Only Staffs or the special wands (the wand of death) are useable for the magus now.

    - - Low: Draw power from the magical lines.

    - - Mid:

    Control:

    A magus’s internal control stays the same throughout life unless some outside force is increasing or decreasing it. Internal magical control is also loosely connected to external magical control.

    Reasons for the control to decrease are rare diseases or intened increase of the magus's power-level.

    Reasons for the control to increase are training and meditation.

    With every level comes a new passive or active ability with magic.

    Ranks:

    Generally each level has 3 subranks: low-, mid- and high-level.

    - Muggle: No control at all. If a wizard’s control-level were to drop to this level, the core will detonate.

    - Squib: If a wizard’s core were to drop to this level, it would start to produce and release chaos magic. For further information, see “Types of magic.”

    - - Low:

    - - Mid:

    - - High: Wild magic. For further information, see “Types of magic.”

    - Wizard: Stabile control. No noticeable ability. A stable, but subconsciously release of magic into the surroundings.

    - - Low:

    - - Mid:

    - - High:

    - Warlock:

    - - Low: Power-level suppression. Control of the subconsciously release of magic in the magus's aura.

    - - Mid: Touch-casting. The ability to do semi wandless spell-casting by touching the target.

    - - High: Levitation?

    - Enchanter:

    - - Low: Self-casting. The ability to do internal wandless spell-casting such as magical diagnostic scans, healing spell, charms etc.

    - - Mid: Body enchantment. The ability to enchant the body by channeling magic into the specific body part(s) to boosting the speed, strength and/or the senses to extreme human level or maybe even superhuman level.

    - - High: Flight?

    - Sorcerer: The ability to cover the wizard’s body and other subjects and objects, by touching, in a layer of magic.

    - - Low:

    - - Mid:

    - - High:

    - Mage: unknown.

    - - Low:

    - - Mid:

    - - High:

    - Arch mage: unknown.

    - - Low:

    - - Mid:

    Magical maturity:

    - 1: Controlable magic, Magical Signature.

    - 2: Feed-back. Connection between Body/Magic, Magic/Soul and Body/Soul.

    - 3: Body-Magic-Soul. Stability.

    - 5: Elemental accidental magic.

    - 7: Increased growth of magic. Core training.

    - 11: Core Stability - Studie.

    - 13: Power boost. Teenage...

    - 15: Elementalist signs.

    - 17: Fully matured core. No accidental magic.


    CHARMS. (Still updating)

    Charms is easier in the beginning but Charms continually gets more and more difficult. The growth in difficulty is dynamic like a exponential operation.

    List of Security Charms.

    Fidelius Charm: Incatation unknown:
    A complex and powerful Charm that takes a specific piece of information (the secret) and implants it into a being's soul. The one whose soul houses the secret is known as the (primary) Secret-Keeper. The only way to learn the secret is for the primary Secret-Keeper to divulge it directly either verbal or written. By written, it means writing it down, the primary Secret-Keeper does not have to be the one, who is showing the written secret. Depending on the variation of the charm and the secret itself, the primary Secret-Keeper is capable of divulging it to another person by showing it. Anyone who have received the secret from the primary Secret-Keeper becomes a secondary Secret-Keeper. Once a secondary Secret-Keeper has received the secret, it will still appear hidden to them until they start thinking about it, at which point the secret will reveal itself to them alone. A secondary Secret-Keeper is not capable of divulging the secret. Once the primary Secret Keeper dies, all secondary Secret-Keepers who have learnt the secret from the primary Secret Keeper will become primary Secret Keepers. (Any type of seer, is capable of by-passing the fidelius charm.).

    Anti-Apparition Charm: Incatation unknown:
    Prevents apparition in an area.

    Caterwauling (Intruder) Charm: Incatation unknown:
    Anyone entering the perimeter of a Caterwauling Charm sets off a high-pitched shriek. Caterwaul means to wail like a cat.

    (Name Unknown) Intruder Charm: Incatation unknown:
    Warns of any approaching enemies.

    List of Scanning Charms.

    Scarpin's Revelaspell: Specialis Revelio:
    A charm that is used to identify the ingredients of the target potion or the enchantments on a target object.

    (Name Unknown): Homenum Revelio:
    A charm which reveals human presences in the surrounding environment. The spell indicates a body by a marker, the appearance of which is (missing text), but which can be felt by the target as something "swooping" low over him or her.

    List of Combat Charms.

    Shield Charm Variants:

    - Protego:
    A magical shield-barrier to deflect physical entities and spells. The latter may sometimes rebound directly off it back towards the caster and at others may ricochet off in other directions or dissipate as soon as they hit the shield.

    - Protego Duo:
    A charm that is the more powerful version of the Shield Charm, because of the thicker shield.

    - Protego Horribilis:
    A stronger version of the Shield Charm which protects a very large area against highly Dark Magic. It causes anything within the ranges of Dark Magic to rebound off the shield.

    - Protego Totalum:
    Protect a small area from most other spells for extended periods. It formed a protective "bubble" around the area it was cast in. It is not a ward.

    - Protego Maxima:
    Depending on the intention of the caster, the shield shapes itself into either a shield-barrier like Protego or a area-barrier like Protego Totalum.

    Fire colored spark Charm: Vermillious:
    Creates red and orange sparks from wand tip. They can be directed towards another to do damage, for example, in duelling.

    Pressure Blasting Charm: Expulso:
    A spell that causes an object to explode. The force of the explosion may depend on the intent of the caster. Uses pressure as the source of the explosion.

    Heat Blasting Charm Variants:

    - Bombarda:
    A spell that provokes small explosions. One of this spell's uses are to blast open sealed doors. A safer, less destructive version of the Blasting Curse.

    - Bombarda Maxima:
    A spell that, being a stronger version of Bombarda, provokes explosions capable of bringing an entire wall down.

    List of Charms.

    (Name Unknown) Charm; Locomotor:
    A charm which affects an object or creature, causing them to levitate and move where the spellcaster wishes by directing the object with their wand.

    Wand-Lighting Charm Variants:

    - Lumos:
    A charm that causes the tip of the caster's wand to emit a warm glow. Lumos is simultaneously one of the simplest and most useful spells of all. Not only can the light produced from produced illuminate dark areas like a lantern (which is in itself very useful) but is is the most simpel known spell effective at repelling spectral foes, such as Gytrashes and malevolent spirits

    - Lumos Duo:
    It creates a light connection between the wand and an object. Casting the spell causes an extra-intense beam of light to emit from the wand, forcing hinkypunks to turn solid, and ghouls to retreat. It can be used to charge crystal balls with light.

    - Lumos Trio:

    - Lumos Solem:
    A spell that produces a beam of light. It is possible that the quality of the light is on the warmer solar end of the spectrum; considering the known uses that the spell has been put to, it is not that much of a stretch to presume that the spell is used to conjure sunlight.

    - Lumos Maxima:
    It creates a massive ball of light at the end of the wand which is so powerful, it can be cast off from the end of the wand and continue on for several minutes afterward, floating in mid-air.

    List of Counter-Charms.

    Wand-Extinguishing (Counter-) Charm: Nox:
    The countercharm for the Wand-Lighting Charm. It causes the light at the end of the caster's wand to be extinguished.

    Guild.

    Apprentice Disciplines (Skills):
    An Apprentice must have a certain amount of Disciplines and points in order to advance in rank.

    Basis Skill: Worth ? points.
    Advanced Skill: Worth ? points.
    Master Skill: Worth ? points.

    - Comparison:

    - Identification:

    - Quality:

    - Speed:

    - knowledge:

    - Safety and security:

    Apprentice Ranks:

    - Associate: A student with only O.W.Ls. A Associate can take the guilds N.E.W.T test to advance in rank.

    - Novice: A student with N.E.W.Ts.

    - Apprentice: The student has become a Master's Apprentice.

    - Journeyman:

    - Expert:

    - Master-ready: The apprentice is ready for the master exam. Basis skill in all disciplines.

    (ex. Journeyman with ? Disciplines. Apprentice with ? Disciplines.)

    Master Ranks:

    - 1st Grade: 1st grade mastery is the first rank a magus gets as a master in a branch of magic.

    - 2nd Grade: 2nd grade mastery is the second rank a magus gets as a master in a branch of magic. A 2nd grade master has aleast advanced skill in most of the disciplines in a particular branch of magic. Most charm teachers at major magical schools are 2nd grade masters.

    - 3rd Grade: 3rd grade mastery is the third rank a magus gets as a master in a branch of magic. A 3rd grade master has earned master skill in all of the disciplines in a particular branch of magic.

    Master Licence:

    - Apprentice: 1st grade mastery required. Permission to take a maximum of 5 apprentices at a time and offer sponsorship for mastery, as long as the rules and laws of the national and/or international guild are followed.

    - Teacher: 2nd grade mastery required. They has proven that they are capable of teaching multiple students.

    - Examiner: 3rd grade mastery required. They are examiners in the guild and determines if an apprentice or master is ready for promotion or in need of demotion.

    Master Merits:

    - Creation Merit:

    - Modification Merit:

    (Ex. 2nd Grade Master with Modification Merit. 1st Grade Master with Improvement Merit.)


    TRANSFORMATION. (Still updating)

    Transfiguration may be difficult in the beginning, unless the student have a seriously powerful imagination, but the difficulty of Transfiguration levels out when you reach the hard limits of the craft. The growth in difficulty is static like a linear operation.

    List of Animation Spells.

    (Name Unknown) Animation Charm; Piertotum Locomotor:
    Animates an inanimate humanoid object to do the caster's bidding.

    List of Untransformation spells.

    List of Body Sculpting Spells.
    Permanent heritable transformations.

    Guild.

    Apprentice Disciplines (Skills):
    An Apprentice must have a certain amount of Disciplines and points in order to advance in rank.

    Basis Skill: Worth ? points.
    Advanced Skill: Worth ? points.
    Master Skill: Worth ? points.

    - Comparison:

    - Identification:

    - Quality:

    - Speed:

    - knowledge:

    - Safety and security:

    Apprentice Ranks:

    - Associate: A student with only O.W.Ls. A Associate can take the guilds N.E.W.T test to advance in rank.

    - Novice: A student with N.E.W.Ts.

    - Apprentice: A Master has accepted the student as an Apprentice.

    - Journeyman:

    - Expert:

    - Master-ready: An apprentice ready for the master exam. Basis skill in all disciplines.

    (ex. Journeyman with ? Disciplines. Apprentice with ? Disciplines.)

    Master Ranks:

    - 1st Grade: 1st grade mastery is the first rank a magus gets as a master in a branch of magic.

    - 2nd Grade: 2nd grade mastery is the second rank a magus gets as a master in a branch of magic. A 2nd grade master has aleast advanced skill in most of the disciplines in a particular branch of magic. Most teachers at major magical schools is 2nd grade master.

    - 3rd Grade: 3rd grade mastery is the third rank a magus gets as a master in a branch of magic. A 3rd grade master has earned master skill in all of the disciplines in a particular branch of magic.

    Master Licence:

    - Apprentice: 1st grade mastery required. Permission to take a maximum of 5 apprentices at a time and offer sponsorship for mastery, as long as the rules and laws of the national and/or international guild are followed.

    - Teacher: 2nd grade mastery required. They has proven that they are capable of teaching multiple students at a time.

    - Examiner: 3rd grade mastery required. They are examiners in the guild and determines if an apprentice or master is ready for promotion or in need of demotion.

    Master Merits:

    - Creation Merit:

    - Modification Merit:

    (Ex. 2nd Grade Master with Modification Merit. 1st Grade Master with Improvement Merit.)


    DOAMA DEFENSE AND OFFENCE AGAINST THE MAGICAL ARTS. (Still updating)

    DOAMA combine DADA, OADA, DALA, OALA, DAGA and OAGA into one course.

    DADA Defense against the Dark Arts:

    OADA Offence against the Dark Arts:

    DALA Defense against the Light Arts:

    OALA Offence against the Light Arts:

    DAGA Defense against the Grey Arts:

    OAGA Offence against the Grey Arts:

    List of Charms.

    (Unknown Name) charm: Verdimillious:

    - Uno:
    With a circular wave over the head, it creates a colored flare on the tip of the wand and illuminates the room or a large field around the caster, the width is determined by the amount of energy used. Most object hidden by low-power charm or jinx is revealed by a highlighted outline.
    With a slash-like wave, it creates colored golf ball sized sparks which explode and crackle on impact in a colored electrical discharge, hurting any potential victim.

    - Duo:
    With a circular wave over the head, it creates a colored flare on the tip of the wand and illuminates the room or a field around the caster, the width is determined by the amount of energy used. Most object hidden by mid-power charm or hex is revealed by a highlighted outline.
    With a slash-like wave, it creates colored fist sized sparks which explode and crackle on impact in a colored electrical discharge, hurting any potential victim.

    - Tria:
    With a circular wave over the head, it creates a colored flare on the tip of the wand and illuminates the room or a large field around the caster, the width is determined by the amount of energy used. Most object hidden by high-power charm or curse is revealed by a highlighted outline.
    With a slash-like wave, it creates colored cannon ball sized sparks which explode and crackle on impact in a colored electrical discharge, hurting any potential victim.

    Pressure Blasting Charm: Expulso:
    A spell that causes an object to explode. The force of the explosion may depend on the intent of the caster. Uses pressure as the source of the explosion.

    Heat Blasting Charm Variants:

    - Bombarda:
    A spell that provokes small explosions. One of this spell's uses are to blast open sealed doors. A safer, less destructive version of the Blasting Curse.

    Bombarda Maxima:
    A spell that, being a stronger version of Bombarda, provokes explosions capable of bringing an entire wall down.

    List of Jinxes.

    Leg-Locker Jinx; Locomotor Mortis:
    A spell that causes the victim's legs to lock together.

    Anti-Disapparition Jinx: Incatation unknown:
    Prevents Disapparition in an area for a time. Mostly used to trap people by preventing them from Disapparition.

    List of Hexes.

    List of Curses.

    Heat Blasting Curse: Confringo:
    A spell that causes anything that the spell comes into contact with to explode.

    Reductor Curse: Reducto:
    A spell used to blast solid objects into pieces. The number of pieces may vary, depending on the power of the curse. If used with extreme force, the object may disintegrate.

    Full Body-Bind Curse: Petrificus Totalus:
    A spell that renders a victim completely immobile. This curse is chiefly used to control and limit another individual's power of bodily freedom, and is often employed in defensive combat. The victim's arms and legs snap together, and he or she will generally fall down from lack of balance. The curse does not, however, interfere with breathing or sight. Three known counter-curses include Rennervate, Finite or Finite Incantatem.
    The Full Body-Bind Curse is fundamentally different from petrification, which is highly Dark magic and which cannot be reversed by a simple counter-curse, though the symptoms are superficially similar. A major difference is that under the Body-Bind Curse the victim remains conscious and aware of his/her surroundings, as opposed to petrification which appears to render the victim unconscious. Also, individuals who are petrified appear to be immune to injury as they've been turned to stone; it is possible to render an injury to someone who is under the body-bind.

    Spider-killing Curse: Arania Exumai:
    The Spider-killing Curse is a spell used to kill or, at least, blast back Acromantulas or other large spider species.

    List of Anti-Jinxes.

    List of Counter-Jinxes.

    List of Counter-Hexes.

    List of Counter-Curses.

    Guild.

    Apprentice Disciplines (Skills):
    An Apprentice must have a certain amount of Disciplines and points in order to advance in rank.

    Basis Skill: Worth ? points.
    Advanced Skill: Worth ? points.
    Master Skill: Worth ? points.

    - Comparison:

    - Identification:

    - Quality:

    - Speed:

    - knowledge:

    - Safety and security:

    Apprentice Ranks:

    - Associate: A student with only O.W.Ls. A Associate can take the guilds N.E.W.T test to advance in rank.

    - Novice: A student with N.E.W.Ts.

    - Apprentice: A Master has accepted the student as an Apprentice.

    - Journeyman:

    - Expert:

    - Master-ready: An apprentice ready for the master exam. Basis skill in all disciplines.

    (ex. Journeyman with ? Disciplines. Apprentice with ? Disciplines.)

    Master Ranks:

    - 1st Grade: 1st grade mastery is the first rank a magus gets as a master in a branch of magic.

    - 2nd Grade: 2nd grade mastery is the second rank a magus gets as a master in a branch of magic. A 2nd grade master has aleast advanced skill in most of the disciplines in a particular branch of magic. Most teachers at major magical schools is 2nd grade master.

    - 3rd Grade: 3rd grade mastery is the third rank a magus gets as a master in a branch of magic. A 3rd grade master has earned master skill in all of the disciplines in a particular branch of magic.

    Master Licence:

    - Apprentice: 1st grade mastery required. Permission to take a maximum of 5 apprentices at a time and offer sponsorship for mastery, as long as the rules and laws of the national and/or international guild are followed.

    - Teacher: 2nd grade mastery required. They has proven that they are capable of teaching multiple students at a time.

    - Examiner: 3rd grade mastery required. They are examiners in the guild and determines if an apprentice or master is ready for promotion or in need of demotion.

    Master Merits:

    - Creation Merit:

    - Modification Merit:

    (Ex. 2nd Grade Master with Modification Merit. 1st Grade Master with Improvement Merit.)


    HERBOLOGY. (Still updating)

    Healing Plants.

    Harvestin


  • My Journals / Blogs

  • My Messengers

  • Other Social Media

Click Here!