Subjects (Spell Related)
Charms
Within your second year at Hogwarts, the focus is not purely on moving forward, but also perfecting the past. Although you may have successfully cast all the spells on last year's syllabus, there is always room for improvement; one can always better the strength of one's spell. Thus, the syllabus this year will be divided into two key areas: revision and progression. The course will begin with the revision:
Wingardium Leviosa Commonly referred to as the levitation spell, this cast allows one to charm their target, be it an inanimate object or another wizard, into levitating above the ground. The incantation is as follows: win·guard·ee·um lev·ee·oh·sa accompanied with a swift upwards flick of the wand. Incendio Be warned: this spell is more dangerous than those previously listed and should only be used under supervision of a teacher. The cast causes a jet of flames to be spewed from the top of one's wand. The incantation is as follows: in·sen·do accompanied by two sharp jerks of the wand downwards and a jab outwards. Hopefully those spells will have been easier than before and come more naturally. Should you still be having trouble getting a strong cast, remember: practice makes perfect. Now, for all those ready to do so, the spells required for second year are as follows. Note: there are not as many, but they are more challenging to master, so bare that in mind.
Skurge This charm can be used to dissipate the remnants of a ghost, which is commonly left behind as they pass, scientifically known as ecoplasm. In addition to this, the charm will also frighten spectres and poltergeists, which can be of aid. One should always remember that focus and a steady hand are the two key components to this charm. The incantation is as follows: sker-ge following with a downward slash of one's wand. Arresto Monumentum This charm can be used to slow down or stop the movement of an object (or person in some cases). The charm varies in difficulty, depending on the size, velocity and distance of the object or person one is trying to slow or stop. It is also naturally easier to slow down an object than to stop it. Do not feel disheartened: the spell can take some time to master, but once conquered, it proves of invaluable value to a witch or wizard. The incantation is as follows: ah-rest-oh mo-men-tum followed by two vertical sways of the wand.
Defense against the Dark Arts
This year, the difficulty level within the subject notably increases and thus it is vital that the amount of work dedicated to it is too built upon. The skills you will learn within this year will prove as a building block for all future spells within the subject, so master them now and in subsequent years the rest will come easier to you. Just as with charms, the two main components of this course are revision and progression. We'll again start with the revision.
Verdimillious This charm causes a series of green sparks to be omitted from the tip of one's wand, which can be used as merely a light source or to uncover objects concealed by dark arts. There are two types of incantations, the first causing mere sparks to light the room and the second, if cast properly, propels the room into light for a longer period of time, but is more difficult to cast successfully: 1) The incantation is as follows: vur-duh-mill-ee-us followed by a slash of one's wand. 2) The incantation is as follows: vur-duh-mill-ee-us whilst caster waves his wand around his head in a circular motion. NB: If cast wrong, one's wand can overheat and cause a small explosion which can slightly harm the caster. Now onto the progression aspect of the course. Remember: these spells are of a greater difficulty and thus can be more dangerous - do not use outside the classroom!
Expelliarmus This spell is essential within dueling. It's purpose is simple yet effective - it will force the object of whatever the target is holding from their hand, including a wand. The spell has also been known to block other spells. The incanation is as follows: ex-pell-ee-arm-us followed by two soft swirls of one's wand. Mimble Wimble Commonly referred to as the tongue tying curse, this spell can bind anyone's tongue from talking about a subject. As well as this, the spell can also stop a witch or wizard from uttering an incantation and thus can be handy within a duel. Note, however, that many older and more experienced witches and wizards can cast silent spells, so in these instances the cast isn't as useful in duels. Nonetheless, it is an essential learn. The incantation is as follows: mim-ball wim-ball followed by two taps of the wand outwards. Rictusempra This spell causes the target to crumble to the floor in a fit of laughter. Although seemingly light hearted, the spell is classed as a minor torturing spell. It can be effective within dueling for diversionary tactics. The incantation is as follows: ric-tum-semp-rah accompanied by a loose twirling of one's wand. As with the first year, there are also several dangerous and dark creatures you will have to learn about in your second year of Defense against the Dark Arts, which are as follows:
Yeti A Yeti is a magical creature native to Tibet. It is perhaps most comparable to a troll, as most tower at fifteen feat. A yeti, however, is covered in a mass of thick white fur. The yeti is naturally aggressive and will attack anything it meets, but if you ever do meet one, it has one weakness: fire, from which it will always flee. According to the Department for the Regulation and Control of Magical Creatures, the yeti only attains the 'XXXX' danger rating in the Ministry of Magic Classification, thus making it dangerous to any wizards who are not sufficiently skilled. Fire Crab Originating from Fiji, this crab is easily identified with a turtle. With six legs and a bejeweled shell, it is beautiful to the eye. It is, however, dangerous and will shoot flames from its rear end. Despite its conspicuous risks, the fire crab is a protected species and its shell is commonly used to make cauldrons. According to the Department for the Regulation and Control of Magical Creatures, the fire crab only attains the 'XXX' danger rating in the Ministry of Magic Classification, labeling it as relatively harmless to qualified wizards. Potions
As with Charms, Potions too focuses on quality over quantity in the second year. Whilst you may learn less in terms of quantity, the difficulty rating of the potions you will be learning to prepare increases greatly. Be sure to follow each potion carefully, for one false move could cause some serious damage.
Hair-Raising Potion As indicated by the title, this potion causes the drinker's hair to raise far above their head, defying all sense of gravity. Although seemingly superfluous, it has somehow managed to remain on the second year syllabus and, against all belief, proves to be a rather difficult concoction to perfect. Most student's attempts merely result in a light frizz in the hair, at best. Ingredients - Rats tails
- Water
- A Sophophorous Bean
- Dried nettles
- Troll's toenails
- Limproot
Instructions 1. Add water to cauldron and bring to boil 2. Dice the rats tails 3. Stir counter clockwise twice 4. Crush Dried nettles, Troll's toenails and Limproot into a paste 5. Stir quickly into the cauldron 6. Add the Sophorous Bean whole at the end 7. Wave your wand NB: Should be a glowing green colour - if not, dispose of. Swelling Solution The potion is simple in ingredients yet has an astonishly profoud effect; it causes whatever it touches to expand rapidly. For this reason, handle with immense care! Consult professor for antidote if any skin makes contact. Ingredients - Bat spleens
- Puffer-fish eyes
- Dried nettles
Instructions 1. Add two scoops of dried nettles to the mortar 2. Add three puffer-fish eyes to the mortar 3. Crush into a medium-fine powder 4. Add two measures of the crushed mix to your cauldron 5. Heat on a medium temperature for twenty seconds 6. Wave your wand 7. Leave to brew and return in 60 minutes 8. Add one bat spleen to the cauldron 9. Stir four times, anti-clockwise 10. Heat to low for thirty seconds 11. Wave your wand to complete the potion NB: Should be a sulfurous blue colour by end. Transfiguration
The transition from first year to second year Transfiguration is not immense, as the difficulty only increases relatively. The key is practice, practice, practice and eventually you will succeed. Here are the transfigurations you will need to master this year:
Buttvis Within this spell you will learn to transfigure small objects into buttons. The recommended practice item is beetles, or items of a similar size. The incantation is as follows: but-tvis followed by a series of swirls with one's wand. Slippus Within this spell one will learn to transfigure a rabbit into a pair of slippers. This is one of the more difficult spells expected of a second year and can often go wrong, most commonly with students ending up with socks as opposed to slippers. The incantation is as follows: slip-pus followed by two slashes forming an X shape. Badgerus With this spell one will be taught the ability to turn a target into a badger, which can be helpful within a duel scenario. Note: this spell can easily go wrong, with the target only part transfiguring and ending up a mixture between human and badger. Practice only with permission. The incantation is as follows: badg-er-us followed by a series of swishes. Vera Verto This spell will teach the student to change an animal into a water goblet. Note: it's easier to successfully cast with smaller objects. The incantation is as follows: vair-uh vair-toh accompanied by several taps of one's wand.
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