The first three chapters will provide you with proven spells to defend against a dragon. Many dragons have tough hides that do not permit penetration of ordinary spells. However, these spells are advanced and should work against most breeds.
CHAPTER 1: HIDE-BREAKING CHARM
While I doubt that you have ever had to face a dragon or a Quintaped, there may come a day when you have to. There are many creatures in our realm that have extremely strong and impenetrable hides. Basic charms will not be able to penetrate those hides, leaving a witch or wizard in an extremely vulnerable position.
The charm Hixdiver, pronounced �He-ex-dee-verr�, is one such charm that will work on many of these dangerous beasts. It is suggested to direct this charm at the underbelly or arm pockets of such a beast. As those areas are the least protected.
This charm will not kill the beast you are defending against. Rather, it will act as a stupefying charm. Why not use the stupefy charm? It takes at least 5 � 7 trained wizards using a stupefy charm to have the same affect as the hixdiver charm.
So why does not every wizard use this charm? It takes a tremendous amount of strength, and performing it wrong the first time will surely mean death for the misfortunate witch or wizard.
CHAPTER 2: INFLAX FLAMMER
There are many beasts that breathe fire. The most well known would have to be the dragon. But also able to breathe fire are the salamanders, quatops, booptoops, and mungarays.
For each of these XXXXX M.O.M. rated beasts, their ability to breathe fire is their most fearsome and revered power. So what is the best way to defend against these beasts? Use a charm that will reduce the strength and ferocity of this ability. Inflax Flammer, pronounced �In-flahx Flah-merr�, is a difficult charm to learn. It must be used exactly at the moment that the beast would be expelling fire.
As this is extremely challenging to estimate correctly, most witches and wizards do not attempt this charm. As many of you should know, facing an XXXXX beast requires intelligent and speedy spell choices. Normally, you only have enough time to use one spell.
I would suggest practicing on an immature Gizzweed, as they are able to breathe fire at early ages, but are only able to expel this fire to a maximum distance of three feet. Making the Gizzweed an excellent specimen for practice.
CHAPTER 3: FREEZING CHARM
As you have already learned the Petrificus charms, I�m sure you will notice that when using that charm it looks like your victim is being frozen. Well I assure you that that is not the case. But there is, however, a charm to freeze someone.
Very simply, Frejgio, pronounced �Freh-gee-oh�, is a temporary charm that puts someone in a state of freeze. I suggest you perform this charm exactly as you do the Petrificus charm, as you will experience the best results.
The charm itself will wear off after one hour, but I do suggest that you try to not leave someone in this state for too long. I was cursed with this charm and when it wore off I couldn�t move for days. My bones had frozen together and it took seventy-two hours of warming charms and skele-gro to heal me. Needless to say, I was not pleased.
The next three charms are a bit more festive in nature. The easiest and most delicious spells you will learn this year are how to magic yourself a feast.
CHAPTER 4: EXPREICTO HALTSHO
From Expreicto, meaning to expect, a table will appear for you. Choice of size and length is dependant upon you. In essence, you must tell the charm the size of the table needed.
Pronounced, �Ex- preck-toe Halt-so�, it is used quite often. These tables are magical in all dimensions and will disappear as soon as their usefulness is out-lived. The swish and flick is the best method for this charm.
CHAPTER 5: EXPREICTO FEVRO
Next year you will learn how to make food appear without your wand. For now, however, you must do this with the charm Expreicto Fevro, pronounced �Ex-preck-toe Fay-vroh�. Literally meaning �to expect food�, this charm is used in conjunction with the food you will be summoning.
For example, Expreicto Fevro Chicken. The swish and flick method is the best movement to use for this charm. To complete it successfully, focus your energy at the food you want to summon. I would suggest mastering it this way, as next year you will be doing this charm in the same fashion, but without your wand.
CHAPTER 6: ALGORSHA
As mentioned previously, the table you magic yourself will disappear automatically. Algorsha, pronounced �Ale-gore-shaw�, will rid the remaining food from the table.
As in the normal custom, the food you provide will magically refill itself constantly throughout the night. I am sure that many of you have noticed this with your school meals. Which means, that at the end of the night, you will still have full plates of food remaining.
CHAPTER 7: AFFECTING INDOOR TEMPERATURES
Throughout my years I have seen muggles do absurd things to change the temperature within an enclosed space. They have these contraptions called air conditioners to cool of a residence, heaters to heat a place up, fans that cool the surrounding air. I can admit that with what they have to work with, their machines are rather ingenious.
For those of us that wish not to purchase such devices, somewhat complex charms can be performed. Place the wand on you outstretched palm, much as you would for a Point Me charm. Say the incantation, �Grada Morti�, pronounced �Grade-ah More-tea�. Your wand will begin to spin in a clockwise manner.
Now, to increase the temperature, say �Exteremento�, pronounced �Ex-tear-uh-men-toe�. The temperature will begin rise slowly. When you have reached the desired pitch, tap the center of your wand with a finger and say �Grada Morti Finit�.
To lower the temperature during those hot summer months, perform the beginning of the spell the same way: With your wand on your palm and the incantation �Grada Mortis�. Then, say �Desceratatum�, pronounced �Dess-care-uh-tay-tum�. The temperature will gradually decrease and at the desired degree, say the finishing incantation, �Grada Morti Finit�.
CHAPTER 8: TO AFFECT INTERIOR LIGHTING
This is a very similar charm to the last, as you will see as you are learning it. Rather than placing the wand on your palm you will direct it at a light source. This will affect the lighting for an entire room. The incantation is �Lumos Morti�, pronounced �Loo-mose More-tea�.
To raise the level of lighting, say the charm �Lurasexte�, pronounced �Lure-ahs-ex-tay�. The light will gradually increase until you perform a closing charm. That charm being �Lumos Morti Finit�.
To lower the level of lighting, say the charm �Lurasdecree�, pronounced �Lure-ahs-deck-ree�. The brightness of the lighting will begin to decrease. Once you have reached the desired depth of lighting, say the charm �Lumos Morti Finit�.
CHAPTER 9: ADVANCED LEVITATION
In your first year you learned to charm for basic levitation. You were able to make things hover slightly, several feet above the ground. This year you will finally learn how to make things hover at both higher heights, and without the continual use of your wand.
You are still using the wingardium leviosa charm, but this time after you have the item levitated you will add a bewitching charm to keep it in that position continuously. The charm is Maraedrerto, pronounced �Mare-uh-drare-toe�.
Now you don�t need to wonder how those candles dance so calmly above your head. After you have levitated the items to where you want them, tap the air once, and say Maraedrerto. The items will remain where they are for up to twenty-four hours.
CHAPTER 10: BEWITCHING A BLUDGER AND A SNITCH
I will have you note that bewitching a bludger and a snitch in any way other than it was intended to perform is strictly against the International Quidditch Association�s rules. But in the instance that you do need to bewitch one of these items, I will provide you with the charms to do so.
Ghergenzeit is the charm to bewitch a bludger. Be very careful after you have completed the spell as the bludger will be fully activated. Meaning that IT WILL try to rip your head off. Best to complete this spell with the bludger already in a secure position, i.e. do not have it laying about freely.
If you look closely at the bludger you will notice a small diamond shaped piece of silver. Tap your wand on this piece while saying the charm. Make sure that no part of your wand touches any other part of the bludger, as this will cause the charm to err.
Now, to bewitch the snitch you do not need to take as much precaution. Lay the snitch out in front of you (or you may wish to have it secured, depending on whether you want to hunt it down afterwards), and say the charm Goshlepunck, pronounced �Gosh-lee-punk�. You do not need to make contact with the snitch while saying the charm. Just make sure your wand is directed at it.
CHAPTER 11: DEDENDUM DOLORES
Have you ever gone to a friend�s house and wondered how it was possible that his home could be built like that (additions stacked insanely atop of one another) and yet still be standing? Well of course you know about magic, so this may not seem all that strange. But it is a spell that is holding it up that way.
I�d suggest to have the object (whether it be a house addition or just a box) held in position by a few other wizards or witches before you say the spell, ensuring that the object doesn�t move on you. The spell in question is Dedendem Dolores, pronounced �Dee-den-dumb Doe-larr-ase�.
A general swish and flick will suffice here. Just make sure to aim properly. I have a feeling that one of your helping friends wouldn�t take to kindly to having the spell hit him instead of the object. Thus forcing him to stay perched on top until a M.O.M. team could assist him.
Note: How do you think it is that the Eiffel Tower stays up? Surely you didn�t think that muggles were capable of producing such a sturdy building.
CHAPTER 12: BODY-BIND
Do not confuse this charm with the Petrificum series or the Freezing charm. This performs quite differently. In the body-bind charm you are fully awake, but unable to move. Muggles would associate this with paralysis. For a further explanation of paralysis see the text Muggles and Medicine: A Wacky Combination by Freda Gershunk.
The charm you will use here is �Boderis Baren�, pronounced �Bo-dare-iss Bar-enn�. Swish and flick is the general method with which this charm is produced.
CHAPTER 13: MAKING A PORTKEY
It is possible, as I suggest, that your instructor actually have you produce a portkey. Any item can become a portkey. Which is what makes them so wonderful to use. Muggles are normally oblivious to there presence. That is why it is suggested to use a piece of trash, something muggles wouldn�t want to be picking up.
Making a portkey takes about twenty minutes. Yes, they are that easy. But the magic involved is a bit more complex. There is a series of spells that must be performed at exact times. First, with your item in front of you, say the incantation Meruer Yetiem. What this spell does is that it prepares the object to become a transportation device. Your object, let�s say a pencil, will start to hum. When the humming fades, you need to write on the object. This is why the charm is difficult. The writing must be in runes and must be where you wish the portkey to transport you to. It is suggested that you have this information before hand. After inscribing the runes you must wait until the pencil glows a bright blue. It will float into the air, burn very hot, and then resettle back onto the counter it originated from. At this point the portkey is ready.
CHAPTER 14: TO TAME A LOPPI BUSH
For an unknown reason ninety percent of Herbology texts do not provide information on the Loppi Bush. So, I feel it to be my duty to teach you what this bush is and how to defend against it. Read the following excerpt by 15th century wizard explorer Andreas Butar.
Auguste 11, 1440
Once again I discover meself to be lost in this treacherous backland. I has met many a strange beast. But, perhaps, this day I has met thee most wonderful and most deadly.
I t�was on me walk this morn when I came upon a small green plant. Pray, this was no ordinary plant. It did very well spit at me when�st I past! And this spit did burn me leg so greatly that I wept in discomfort.
Alas, I was trapped by this wicked creature that now sang a lovely tune. So beautiful t�was it that thee burn in me leg I did not dwell. Poorly clever am I, as this harmonee was shortly to be an attack. It did, with one of it�s growths head me down and entwine me throat. I could not breathe and nearly past as the world around me faded. With my wand (as me sense came at last) I blasted a jamble of words at it.
To my great joy these words succeeded and survived I did, though worse for thee wear I fear. As now I lay incapacitated, with a hole through me leg.
Obviously, Andreas Butar came across a Loppi bush. As he is the first wizard to record this encounter, it is from him that we learn how to defend against it.
Surprisingly as it may seem, there is no set incantation that will tame a Loppi Bush. Rather, nonsense words are what must be used.
If you are wondering how to detect a Loppi bush, appearance will not assist you, as they vary in size, shape, and color. The only thing that all these bushes have in common is their attack method. They spit first (a spit that is undoubtedly acidic), then they sing a sweet melody to lure you into a stupor, then they knock you to your feet and strangle you to death.
CHAPTER 15: CHANGING AN ANIMALS COLOR
Countless times I have seen first years attempting to perform simple incantations to change an animal�s color. I believe that my favorite is the following: Skin of purple, skin of blue, change this skin to something new. Simple, yet crude, and highly ineffective.
The proper incantation is �Flesh of Doxy, Mermaid skin, Color Vertum, Fishlime Fin.� Does it sound immature? I believe so, but that�s the fun of it, is it not. The color you want is in your mind, use it.
CHAPTER 16: CREATING AN AGE LINE
Some argue that I should not teach this. That it is not charm work, but it does involve charms. Actually, it is solely charm work, advanced charm work at that. Age Line�s are used at bars, restaurants, select seating, and special events.
To begin, section off the area that is to have the charm. You must sprinkle a thin concoction called �Dendral�s Tenties�, a fine powdery clover. Once the clover is spread, say the incantation �Keshka Tesh�, pronounced �Kesh-kah Tesh�. The powder will glow a brilliant yellow.
With your wand, touch the clover that is glowing yellow and drag some from the main line. Use the powder to draw the number that, which below, is to be restricted. That is, a fifteen would signify that all those fourteen and younger are excluded from the establishment or from the boundaries of the Age Line.
CHAPTER 17: STUPEFY
I�ve talked about it, and now you get to learn about it. Stupefy is another charm strictly controlled by the M.O.M. and should only be used in life threatening situations. Most witches and wizards use the stupefy charm against dragons and the like sort of beasts.
As I mentioned earlier this year, it takes a multiple number of trained witches and wizards to even affect a dragon with this spell. So DO NOT attempt to defeat a dragon on your own with this spell in mind.
I do suppose, however, that if you have a desire to die painfully, that this spell would be the one to use on a solo dragon hunting mission.
For those of you with a half a brain, no swishing of the wand is required. Just point, aim, and shoot. I enjoy that expression, as I have heard many muggles say that in respect to their cameras.
CHAPTER 18: ENNERVATE
This is the counter-charm to the Stupefy Charm. Ennervate is used to awaken a person from an unconscious state. Normally, a state induced by the Stupefy charm. Other schools may wish to teach this charm earlier in your studies, but I prefer to teach it after you have learned the Stupefy Charm There is no tricky wand movement involved with this spell, but it must be used with discretion. That is, do try to keep your emotions level. As if you were to be overly excited or agitated while performing this spell you could cause damage to the individual you are wishing to awaken.
CHAPTER 19: UNDERWATER BREATHING
A charm is not the only way to perform underwater breathing. And perhaps, not the most effective way. In your Transfiguration studies you will learn how to transform into animals (animagus), in Herbology you will learn of a plant called Gillyweed (which will give you gills and fins for a period of one hour), or in Potions you will learn of the Fleshing (which will also transform you partially into a fish.
But in charms, there is one that will provide a bubble of oxygen around your head. This charm is most often used by those unable to use the latter mentioned ones. �Frettun Merdre Burnem Skint, Crasska Tentral Gardem Xint�, pronounced �Fret-ton Mare-dray Burn-um Skin-t, Crass-ska Ten-trail Guard-em Chint�.
The downfall of this charm is that it does not insulate you from the frigid temperatures of the deep. Nor are you given fins or gills, solely a bubble that can be pierced if attacked hard enough.
CHAPTER 20: OBLIVIATE
This is a very serious charm, that can come with very serious consequences if you are using it in a liberal manner. Normally, this charm is used by the M.O.M. in erasing the memories of muggles who have seen too much magic. That is the reason I am teaching you this charm.
Now I do suggest using a Funklepunk for this lesson. Your instructors may choose other creatures, but I think these are the best. As I am sure you know the Funklepunk are renowned for their verbal abilities. They curiously like having memory charms placed on them and will stand still for any witch or wizard attempting to do so.
As the lesson states, the charm is obliviate, pronounced �Oh-blivh-ee-ate�. It is depending upon the strength of the charm that determines where your wand is aimed. Consider the body as a timeline. If you aim at one�s feet, then only minutes will be erased. Knees may constitute hours, waist line days, chest months, neck years. Now if you wish to erase one�s entire memory then aim at that person�s head.
I cannot stress enough how dangerous this charm is. Once a person�s memory has been obliviated it cannot be returned without years of therapy. I suggest to keep in mind Gilderoy Lockhart. I add this brief article from the Daily Prophet. It was written in the year 2000.
R.S.: Good evening my magical cohorts. I am sending this to you from well inside a hospital for the mentally ill. You may ask which one, but since my subject for today is known world wide I choose not to divulge this information. So here I am with 5 Time Winner of Witch Weekly�s Smile Award. Mr. Gilderoy Lockhart, can you tell us how you came to be here?
G.L.: Here? Oh yes, this wonderful sanitarium. Well, I must say my dear that all I do recall is a bird carrying me from a cave within the earth. It was like magic I do say. Do you believe in magic?
R.S.: Um, right Mr. Lockhart, can I call you Gilderoy? Very good then. I hear Gilderoy that you are being accused of obliviating the memories of hundreds of witches and wizards. Is this true?
G.L.: Who is this Gilderoy Lockhart fellow? I have been called that since day one and I am very unnerved by it. And what may I ask are witches and wizards? Are you to say that magic is real? My dear stars, that is astounding to learn.
R.S.: As this is getting nowhere I am leaving it at that. Clearly, Gilderoy�s final memory charm backfired and the stupid bloke has no clue as to who he is. I hope we�ve all learned a lesson here.