Here you can find the definitions of Spell/Charm/Hex/Jinx/Transfiguration/Transformation/Transmutation/Ward/Rituals/Artifact as well as a short description of most spells by alphabetical order.
It will be updated one day...maybe ?
The most common spells found in cannon or those created for this Fanfiction mostly for QOL (Quality of Life) are in the first category.
The spells created by the MC later in this fanfiction are in the second category.
DEFINITIONS
Spells are all kinds of magic that have a fixed arithmetic formula that acts as a guide to simplify the process of using magic and manifesting a specific phenomenon. They are generally cast with a focus (wand) and beginners need a chant and a specific movement to use a spell. However, with experience it becomes possible to disregard these 3 factors (focus, chant and movement) to use wordless and wandless spells… or even to disregard the formula entirely to do things no existing spells can do, like telekinesis which is not possible with only spells.
Charms are spells that change the properties of a target (closed/open state, movement (adding/substracting a vector to/from a target)...).
Curses are spells affecting a target extremely negatively (death/pain/dismemberment...) often with aftereffects (scars, phobies, traumas, pain, health problems...)
Hexes are spells that affect a target negatively but without lasting effects, often considered mild curses (like the stinging hex : it just stings, it's uncomfortable but bearable and without consequences)
Jinxes are funny spells (joke spells like vomiting slugs, sneezing fire... wizards have a strange sense of humor, okay ?)
Transfiguration is the basic magic used to change any target into anything.
Can be used to change the shape of a non-living target permanently.
Can be used to Conjure anything by changing "void" in "anything", envisioning them into existence for a certain amount of time.
Can be used to Vanish a target by changing "anything" in "void", erasing them from existence for a certain amount of time.
The more magic is supplied for the Transfiguration/Conjuration/Vanishment of a target, the longer it will last, it can be permanent if powered with a sufficient amount of magic.
The higher the magic resistance of the target and/or their mastery of Transfiguration, the shorter the time they will stay transfigured, and the higher the cost of a permanent transfiguration will be, often becoming too high for most to bear.
TRANSFIGURATION ONLY CHANGES THE SHAPE AND APPEARANCE OF A TARGET, NOT ITS ESSENCE OR ITS MOLECULAR COMPOSITION, ITS ORIGINAL FORM STILL EXISTS EVEN AFTER PERMANENT TRANSFIGURATION.
Transformation is the advanced form of Transfiguration, allowing one to do anything Transfiguration can do (see paragraph above) but with the ability to change the molecular composition of the target, permanently if desired.
The Transformation demands a lot of magic and profound knowledge of atomic science, something that can be circumvented by supplying even more magic. The more knowledgeable the less it costs, but those who know nothing can brute force their way with a higher amount of magic.
Can be only used by the most knowledgeable Warlocks, most Archmages, and all those above this rank.
Transmutation is Transformation through external means such as alchemy and the Philosopher's Stone, instead of using magic and knowledge. Can be used by anyone with the right tools, but not just anyone can put their hands on said tools.
Wards are wide wizard-made magical areas created using runes (to decide the effect of the ward) and sustained thanks to a ward stone (acting as battery) or the ambient mana, generally used for rituals or to protect and maintain magical structures like houses, shops, banks, laboratories, tombs or hideouts.
It gives an order to the magic in the area, in rune language, thus allowing the wizards to give properties to an area, like being impenetrable by apparition, negating combustion to avoid fire hazards or simply protecting the entire area with a shield, an invisibility effect or a muggle repelling effect among others.
Magic won't simply follow a wizard's orders unless they prove to be worth the investment when the command concerns a sentient lifeform or a wide area, thus the necessity to use sacrifices in these cases, for : rituals, blood/large scale wards and extremely specific or world changing commands.
Rituals are essentially multipurpose wards used to collect mana in a wide area in order to command magic to affect one or more individual(s) in the ward.
The link between blood or an item and its owner can also be exploited in a ritual to affect someone outside the ritual ward through his connection with blood/item. Examples include summoning an individual (demon summoning) and the transfer of negative (curse/mark) or positive (magic boost/heal/mark) modifications of the body or the soul.
This form of magic often requires a sacrifice (animals/plants/ores/potions/souls/concepts) as a form of goodwill and proof of the wizard's worth to Magic itself, also, the quality and quantity of sacrifices must be proportional to the command.
Artifacts are items imbued with magical properties, created using runes (for a long lasting reusable artifact) or enchantments spells (for a temporary and/or one-time-use artifact) and sustained thank to the ambient mana or a ward stone (acting as battery if ambient mana is insufficient).
Cannon and QOL spells
Accio - Summoning Charm
Attracts the nearest item or living being that correspond to what you asked for (might need a huge amount of mana depending on the magical resistance, active or passive, of your target)
Aguamenti - Water Summoning Charm
Creates drinkable water out of mana.
Can be used offensively by using a different name (Aqua Eructo and other variants...), to summon water from the tip of the wand to create a water gun or a water blade by adjusting the water pressure.
Alohomora - Unlocking Charm
Unlocks any lock (doors, trunks, chests...).
Locks can be charmed to become immune to Alohomora.
Locks can still be opened with Alohomora despite the presence of a locking charm, as long as the caster of this unlocking charm is sufficiently proficient with it.
Anti-disapparition Jinx
Someone hit with this spell loses the ability to disapparate (teleport away) for some time, the higher the proficiency of the caster with this spell, the longer the spell will last. A more powerful and lasting version of this spell exists, as a ward, to prevent disapparition in an area.
Apparition & Disapparition - Teleportation Spell
A spell that allows a wizard to teleport away and reappear anywhere he imagines, as long as he has already visited the place in question.
Can be used to transport anyone in contact with the caster, in which case it is called side-along apparition.
The act of disappearing from the original position is called Disapparating (Disapparition) and the act of appearing at the destination imagined is called Apparating (Apparition).
(You disapparate from a place to apparate somewhere else, different words describing the two steps of the same spell)
Arresto Momentum - Slowing Charm
X
Geminio & Gemino - Duplication Charm & Curse
Geminio is the charm variant of the Duplication spell, which allows a wizard to create perfect copies of any non-living and non-conceptual item. The original item can be duplicated infinitely while the charm doesn't work on the copies at all. The copies can be temporary or everlasting depending on the amount of mana used to power the spell, and the magical properties or enchantments that the original item had are not replicated on the copies.
Gemino is the curse variant of the Duplication Spell, which allows a wizard to curse an item to replicate infinitely, generally used in sealed areas to crush the intruders to death because of the lack of space once too many items fill the sealed area.
Revelio -
X
Wingardium Leviosa - Levitation spell
X
###############
MC's original spells
X -