Wizardry in the UK lorebook
NSFWLorebookA heavily edited version of chub's incredibly shallow HP lorebook. Originally made for my HP AU malfoid card. Takes place in 2026-2027.from Chub
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Wizardry in the UK lorebook
394 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Book settings
- #1Ministry of Magic
Keys: Magic Ministry, Ministry of Magic, British Ministry of Magic
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
The Ministry of Magic is the secret governing body of the British and Irish wizarding community. Led by the Minister for Magic, its primary purpose is to maintain magical law and order, oversee the wizarding world, and ensure that the non-magical (Muggle) population remains unaware of its existence. It functions as a full government, with departments handling everything from law enforcement to magical creature regulation.
Its headquarters are located deep underground in Whitehall, London. The main visitor entrance is a disguised telephone booth; visitors dial 62442 to be transported down to the Ministry's numerous subterranean levels.
The fallout from the two Wizarding Wars in the 80's and mid-90's, caused the ministry to be subject to even further restrictions by the international confederation of wizards and it's more recent reforms, a situation worsened by an increase of Islamic magic users within the UK, who often clash with the ministry's authority.
Because of it's diminished power (being so limited in order to prevent a second Voldemort takeover scenario), it became severely restricted in it's ability to both identify and register wizards or other magic users within the UK. As of today, there could be hundreds, if not thousands of unregistered magic users all across the United Kingdom and even Ireland, most of which come from muslim, indian or african migrant communities.
The Ministry of Magic and the UK’s Muggle government are entirely separate sovereign entities, and the Ministry owes no loyalty to the Muggle state. The Ministry is the sole governing body of the British and Irish wizarding community, with the Minister for Magic holding sole jurisdiction over all magical matters; the Muggle Prime Minister has no part in appointing the Minister, whose election is a matter only for the magical community itself. The Ministry is in no way part of the Muggle British Government and exercises only the most minimal liaison with it, in cases of special emergencies. The relationship is limited to a courtesy notification: each new Muggle Prime Minister receives a visit from the Minister for Magic, who informs them that the wizarding world exists and will contact them only when events in the magical world may affect Muggles. No Muggle Prime Minister has ever set foot in the Ministry of Magic. Ministers for Magic have historically treated the Muggle Prime Minister not as a superior or even an equal, but as a subordinate, and the Ministry does not answer to the Muggle government.
- #2Aberto
Keys: door opening charm, Aberto
Enabled · Before character · Order 10 · 100%
Entry settings
Aberto is a charm that is used to open doors. It is a less subtle alternative to Alohomora.
- #3Abraxan
Keys: Abraxans, Abraxan
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
A breed of gigantic, palomino winged horses. They are immensely powerful and require forceful handling. Madame Maxime of Beauxbatons breeds them and feeds them only single-malt whiskey.
- #4Accio
Keys: light charm, Accio
Enabled · Before character · Order 10 · 100%
Entry settings
Accio is a charm that causes a brilliant, silvery light to erupt from the caster's wand, shooting towards the desired object with a distinctive rushing sound. The target object then rockets toward the summoner, often with a visible trail of shimmering magic. The spell requires a clear mental image of the item and is a test of concentration for beginners; the stronger the desire and focus, the more powerful the summons. It's often described as a firm, invisible thread connecting wand to object before it zips through the air. Commonly used for everything from fetching a forgotten quill from across the room to retrieving a fallen wand in the heat of battle, as Harry Potter famously did during the First Task of the Triwizard Tournament. Its opposite is the Banishing Charm
- #5Acromantulas
Keys: Acromantulas, Acromantula, giant spiders, giant fucking spiders
Enabled · Before character · Order 10 · 100%
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Acromantulas are gigantic, sentient spiders native to Borneo, Acromantulas are covered in thick, black hair, have eight eyes, and possess a terrifying set of pincers that click audibly when they are agitated. They are capable of human speech and are highly intelligent, but are also aggressive, carnivorous, and possess a venomous bite. Acromantulas are organized into colonies, often living in vast, silken webs that stretch high into the trees. They are forbidden to be bred, sold, or imported due to their dangerous nature. Their clicking pincers and the sheer scale of their size create a chilling presence, particularly in the dark depths of the Forbidden Forest, where Aragog's colony famously resided, posing a significant threat to any who trespass.
- #6Aguamenti
Keys: Aguamenti, water summoning charm
Enabled · Before character · Order 10 · 100%
Entry settings
Aguamenti is a conjuration produces a clean, drinkable jet of water from the wand tip. With a simple swish and flick, a clear, cool stream, often shimmering with a faint blue glow, arcs gracefully from the wand, accompanied by a soft, flowing sound. The water can be a gentle trickle for drinking or a powerful gush for dousing flames, depending on the caster's intent and skill. It's a useful, practical charm for everyday needs, such as hydrating in a pinch or extinguishing small fires. Harry Potter famously used it to provide water for Albus Dumbledore after he consumed Voldemort's potion
- #7Alarte Ascendare
Keys: throwing spell, Alarte Ascendare
Enabled · Before character · Order 10 · 100%
Entry settings
Alarte Ascendare is a spell used to launch a target high into the air.
- #8Albus Dumbledore
Keys: Albus Dumbledore, Albus, Dumbledore
Enabled · Before character · Order 10 · 100%
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Albus Dumbledore: Revered as one of the most powerful and wise wizards of all time, Albus Dumbledore served as the esteemed Headmaster of Hogwarts School of Witchcraft and Wizardry. With his long silver hair and beard, half-moon spectacles, and twinkling blue eyes, he possessed a calm demeanor and an enigmatic wisdom that often concealed his deeper knowledge and complex past. Dumbledore was the primary antagonist of Lord Voldemort, a master strategist, and a figure of immense moral authority, constantly working to guide Harry Potter and prepare him for his ultimate destiny. He died in 1997 in the Second Wizarding war during a battle with Voldemort. Currently, a statue of him can be found in Hogwards' courtyard and he is internationally regarded as a national wizardly hero.
- #9Alihotsy Draught
Keys: laughing potion, Alihotsy potion, Alihotsy Draught
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
A potion made from the Alihotsy plant. Ingestion causes uncontrollable, hysterical laughter.
- #10Alohomora
Keys: unlocking charm, Alohomora
Enabled · Before character · Order 10 · 100%
Entry settings
Alohomora is a charm causes a faint, almost musical click to emanate from a locked object, followed by the soft, satisfying thud of tumblers falling into place as a thin, golden light briefly flashes over the lock. A basic spell often taught in a witch or wizard's first year, it is typically cast with a simple wave towards the lock. While it can unlock most mundane and magically secured doors and objects, more complex enchantments, such as those laid by powerful Dark Wizards or the highly protected vaults of Gringotts, can render it useless. Hermione Granger demonstrated its usefulness early in her first year, though sometimes it inadvertently led to face-to-face encounters with less-than-friendly magical creatures or caretakers.
- #11Amortentia
Keys: Amortentia, Love Potion
Enabled · Before character · Order 10 · 100%
Entry settings
The most powerful love potion in the world. It is recognizable by its mother-of-pearl sheen and spiraling steam. It smells different to every person, according to what attracts them. It does not create actual love, but a powerful, dangerous obsession/infatuation. The effects wear off over time but are intense while active.
- #12Anapneo
Keys: breathing spell, Anapneo
Enabled · Before character · Order 10 · 100%
Entry settings
Anapneo is a healing spell used to clear the target's airway. It vanishes whatever is blocking the throat, allowing the individual to breathe again immediately. It is essentially the magical equivalent of the Heimlich maneuver and is vital for any healer to know.
- #13Anteoculatia
Keys: Anteoculatia, antler hex, anteoculatia hex
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Anteoculatia is a hex that causes the victim to sprout antlers from their head.
- #14Antidotes
Keys: Antidotes, Bezoar, Antidote
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Substances used to counter poisons. Antidote to Common Poisons: Standard kit item. Varies wildly in quality and is widespread. Bezoar: A stone taken from the stomach of a goat; acts as a universal antidote to most poisons.
- #15Aparecium
Keys: revealing spell, Aparecium, disclosure spell
Enabled · Before character · Order 10 · 100%
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Aparecium is a revealing spell that is less about dramatic flair and more about subtle revelation. When cast, a delicate, almost imperceptible shimmer, like heat haze, passes over a surface, gradually bringing forth any secret messages written in invisible ink or other hidden markings. A hushed whisper of sound accompanies the spreading shimmer, and for a moment, the caster might feel a slight tingle of ancient magic being peeled back. It is particularly effective against Concealing Charms, offering a quiet victory over hidden deceptions.
- #16Appare Vestigium
Keys: revealing spell, Appare Vestigium, highlighting spell
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Appare Vestigium is a spell that conjures a faint, almost ghostly glow from the wand tip, which then spreads outwards in a gentle, pulsing wave. As it expands, it highlights residual magical traces, revealing footprints, track marks, or remnants of recent spellcasting with a soft, ethereal luminescence. There's a subtle hum in the air as the spell works, allowing a skilled tracker to discern recent magical activity and the path of those who have passed. Newt Scamander famously utilized this spell to track magical creatures and events.
- #17Apparition
Keys: apparation spell, transportation spell, Apparition
Enabled · Before character · Order 10 · 100%
Entry settings
Apparition is not a spell with an incantation, but a highly advanced form of magical transportation. With a distinct 'CRACK!' or 'POP!', the practitioner vanishes from one location and reappears almost instantaneously in another, often feeling a sensation akin to being squeezed through a tight rubber tube. Successful Apparition requires intense concentration, determination, and a clear mental image of the desired destination, a place the user must have visited or seen previously. Attempting to Apparate without these elements can lead to Splinching, a painful and potentially dangerous magical mishap where parts of the body are left behind. Group Apparition is possible by holding onto the primary Apparator.
- #18Aqua Eructo
Keys: water charm, Aqua Eructo
Enabled · Before character · Order 10 · 100%
Entry settings
Aqua Eructo is a charm that conjures a jet of clear water from the tip of the wand. It is often used to extinguish fires.
- #19Arania Exumai
Keys: spider-repelling spell, Arania Exumai
Enabled · Before character · Order 10 · 100%
Entry settings
Arania Exumai is a spell specifically designed to blast back or repel spiders. Upon casting, it produces a bright white light that scorches the target. It is particularly useful against Acromantulas.
- #20Arresto Momentum
Keys: parachute charm, Arresto Momentum, stopping charm
Enabled · Before character · Order 10 · 100%
Entry settings
Arresto Momentum is a charm that causes a vivid, shimmering blue aura to encompass a moving target, dramatically decreasing its velocity. The air around the affected object or person often seems to thicken, and a soft, whooshing sound might accompany its sudden deceleration. The caster feels a brief, firm pull, a sense of wresting control from kinetic energy. It can be used to slow multiple targets or even the caster themselves, often used defensively to cushion falls or halt incoming projectiles, allowing precious seconds to react. Albus Dumbledore famously used it to slow Harry's fall from his broom during a Quidditch match
- #21International Confederation of Wizards
Keys: International Confederation of Wizards, ICW, Wizard UN
Enabled · Before character · Order 10 · 100%
Entry settings
The International Confederation of Wizards is the wizarding world's supreme intergovernmental body, roughly equivalent to the Muggle United Nations, founded in the seventeenth century to foster international cooperation among magical governments. It is led by the Supreme Mugwump, an office first held by Pierre Bonaccord, whose contested appointment over Troll rights caused Liechtenstein to boycott the inaugural conference. The Confederation's defining act came in 1692, when after weeks of deliberation it instituted the International Statute of Wizarding Secrecy, mandating the global concealment of the magical world from Muggles and the elimination of magical beasts from Muggle awareness; in 1750 it added Clause 73, assigning each wizarding government responsibility for concealment and disciplinary measures for breaches. Throughout its history the Confederation has censured member bodies for violations, including MACUSA after the Dorcus Twelvetrees scandal and Minister Damocles Rowle for his harsh Muggle policies, and it has coordinated responses to various international threats and incidents where the statute of secrecy was breached. Albus Dumbledore long served as Supreme Mugwump, and the body continues to oversee matters ranging from magical creature regulation to the Quidditch World Cup. However, due to frequent clashes of interest between various national wizard organizations (which only accelerated in the recent years thanks to the influence of various Middle Eastern, Russian and Chinese wizarding communities), the confederation became a lot more impotent as a result of regular infighting or simple bypass of it's authority by regional magic user authorities.
- #22Ascendio
Keys: ascending spell, Ascendio
Enabled · Before character · Order 10 · 100%
Entry settings
Ascendio is a spell that causes the caster to be propelled high into the air with a forceful upward surge. A powerful gust of wind can be felt, and a bright, almost invisible burst of energy pushes the caster skyward. The charm also functions underwater, launching the caster above the surface with a similar, albeit muffled, sensation. It provides a quick, often dramatic escape or means of ascent, like Harry Potter using it to burst from the Black Lake during the Triwizard Tournament
- #23Assorted Magical Sweets
Keys: Magical Sweets, Pepper Imps, Ice Mice, Drooble's Best Flowing Gum, Fizzing Whizzbees, Toothflossing Stringmints
Enabled · Before character · Order 10 · 100%
Entry settings
Common enchanted confections found at Honeydukes and sold across within Britain's part of the wizarding world:
Drooble's Best Blowing Gum: Fills a room with bluebell-colored bubbles that refuse to pop for days. Fizzing Whizzbees: Large sherbet balls that cause the eater to float a few inches off the ground. Ice Mice: Cause the eater's teeth to chatter and squeak. Pepper Imps: Tiny black sweets that make the eater breathe smoke/fire. Toothflossing Stringmints: While sucked, they floss the eater's teeth.
- #24Avada Kedavra
Keys: instakill spell, unforgivable curse, Avada Kedavra
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Avada Kedavra is a curse that is among the darkest and most potent in all of magic. Upon casting, a terrifying, sickly green light, often described as a jet of blinding emerald fire, erupts from the caster's wand, accompanied by a chilling, rushing noise that seems to suck the very life out of the air. It causes instantaneous death, leaving no physical mark, only a vacant stare. There is no known counter-curse or shield that can block its effects, save for a loving sacrifice. Casting it requires not just the incantation, but a true, malicious desire to kill, making it impossible for those without such intent. The emotional impact on the caster is often a profound descent into darkness, while for the victim, it is said to be swift and painless.
- #25Avifors
Keys: Avifors, birdification spell
Enabled · Before character · Order 10 · 100%
Entry settings
Avifors is a transfiguration spell that transforms the target into a bird, a flock of birds, or occasionally a flock of bats. It requires a clear mental image of the intended avian result.
- #26Avis
Keys: Avis, bird summoning spell
Enabled · Before character · Order 10 · 100%
Entry settings
Avis is a conjuration spell that produces a flock of small twittering birds from the tip of the caster's wand. When successfully performed, the wand emits a loud bang and smoke before the birds appear.
- #27Azkaban
Keys: dementors' prison, azkaban, wizard prison
Enabled · Before character · Order 10 · 100%
Entry settings
A high-security fortress prison for the British wizarding community, located on a triangular island in the middle of the North Sea. It is unplottable and notoriously inescapable.
For many years, it was guarded by Dementors, creatures that drain happiness and hope from the prisoners, leaving them with only their worst memories. It is a place of despair.
- #28Banshee
Keys: Banshee, Banshees
Enabled · Before character · Order 10 · 100%
Entry settings
A dark creature native to Ireland and Scotland that resembles a woman with floor-length hair and a green skeletal face. Their scream is famously fatal to anyone who hears it.
- #29Basilisk
Keys: Basilisks, King of Serpents, Basilisk
Enabled · Before character · Order 10 · 100%
Entry settings
A giant, bright green serpent that can live hundreds of years. Bred by hatching a chicken egg beneath a toad. It is the mortal enemy of spiders. Its venom is one of the few substances capable of destroying a Horcrux, but its most dangerous weapon is its gaze: looking directly into its yellow eyes causes instant death, while seeing the reflection causes petrification.
- #30Bat-Bogey Hex
Keys: Bat-Bogey Hex
Enabled · Before character · Order 10 · 100%
Entry settings
Bat-Bogey Hex is a hex that turns the target's boogies into large bats that fly out of their nose and attack them.
- #31Baubillious
Keys: Baubillious, lightning charm
Enabled · Before character · Order 10 · 100%
Entry settings
Baubilliou is a charm that generates a bolt of white lightning from the wand tip.
- #32Beauxbatons Academy
Keys: beauxbatons, madame maxime, french magic school
Enabled · Before character · Order 10 · 100%
Entry settings
Beauxbatons Academy of Magic is a wizarding school located in the Pyrenees mountains of France. The school is a glittering palace surrounded by formal gardens and lawns created out of the mountainous landscape by magic.
Students wear light blue silk robes and are known for their grace. They travel in a giant carriage pulled by Abraxan winged horses.
- #33Bertie Bott's Every-Flavor Beans
Keys: Bertie Bott's, Bertie Bott's Every-Flavor Beans, Every-Flavor Beans
Enabled · Before character · Order 10 · 100%
Entry settings
Jelly beans that encompass every flavor imaginable. While many are pleasant (chocolate, peppermint, marmalade), there is a genuine risk of eating disgusting flavors such as earwax, vomit, soap, liver, tripe, or dirt. There is no way to tell the flavor without eating it.
- #34Subsaharan African Magic
Keys: juju, Sudanese Magic, African wizards, African witches, Subsaharan African Magic, African Magic, Nigerian Magic, Ethiopian Magic
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
African magic is not a single system but a diverse array of traditions rooted in a shared worldview where a pervasive mystical force or energy exists in the universe, accessible through various means (but mostly via ritualistic dance moves). This power is often derived from spirits, which are considered as much material as they are spiritual, and can be directed for personal or collective well-being.
A central practice is divination, used to diagnose misfortune, illness, or to guide important decisions. Methods are varied, including the prominent ritual of throwing bones, where the fall and arrangement of bones, shells, or dice are interpreted to reveal the cause of a problem, such as witchcraft or ancestral displeasure. Diviners also look into mirrors or basins of water for insight.
Belief in protective and healing magic is widespread. This includes juju, or charms and amulets, which are used to guard against harm. Traditional healers, consulted by a significant portion of the population, use ritual medicines and practices like steaming and sneezing to cleanse patients and expel malevolent forces. Sacrifices to ancestors or spirits are also performed for protection.
Witchcraft is a deeply ambivalent and feared concept. It is often understood as a supernatural power used for anti-social or malevolent purposes, such as causing illness or misfortune. Witches are sometimes believed to live outside societal norms and can be anonymous figures, prompting rituals for general protection. The belief in the evil eye, or the ability of certain individuals to cast curses, is also prevalent.
Overall, African magic is very similar to the European magic practiced by wizards from Hogwarts and other European wizardry schools due to the European cultural and magical influence that remained within Africa following de-colonization, with African wizards often relying on the same spells as their white European peers.
- #35Blast-Ended Skrewt
Keys: Skrewts, Skrewt, Blast-Ended Skrewts, Blast-Ended Skrewt
Enabled · Before character · Order 10 · 100%
Entry settings
A horrific hybrid creature that was illegally bred and sold by Hagrid (likely crossing Manticores and Fire Crabs). They resemble shell-less lobsters, smell of rotting fish, and can propel themselves forward by blasting fire from their rear ends. They have suckers, stingers, and thick gray armor. They've since proliferated within the criminal underground of the Wizarding World, often being used as pets by dark wizards or made to fight each other in underground betting matches.
- #36Boggart
Keys: Boggarts, Boggart
Enabled · Before character · Order 10 · 100%
Entry settings
Boggart is a shape-shifting non-being that lurks in dark, confined spaces, mostly those inhabited or frequented by wizards. No one knows what a boggart looks like alone, as it instantly transforms into whatever the viewer fears most. The charm 'Riddikulus' defeats it by turning the frightening image into something amusing; laughter is the boggart's main weakness.
- #37Bombarda
Keys: explosion spell, Bombarda, Bombarda Maximum
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Bombarda is a spell provokes a small, controlled explosion. A sharp, cracking sound accompanies a focused burst of orange or red light from the wand, impacting the target with concussive force. While "Bombarda" usually creates a contained blast, more powerful versions, such as "Bombarda Maxima," can shatter solid objects with far greater destructive power, leaving behind splintered fragments and a lingering scent of ozone. It is typically used to clear obstacles or create diversion
- #38Borgin and Burkes
Keys: borgin and burkes, knockturn alley shop, dark artifacts shop
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
A shop located in Knockturn Alley dedicated to the Dark Arts. It is a large, dusty room with a glass case containing withered hands, a blood-stained pack of cards, and a staring glass eye.
They buy and sell dangerous dark artefacts, including cursed necklaces and Vanishing Cabinets. It is frequented by those with an interest in dark magic.
- #39Bowtruckle
Keys: Bowtruckle, Bowtruckles
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
A small, twig-like guardian of wand-wood trees. They are hand-sized, made of bark and twigs, and extremely difficult to spot. Generally peaceful, they will gouge out the eyes of anyone threatening their tree with their sharp, wood-like fingers. Woodlice used as a distraction can bribe them.
- #40Brackium Emendo
Keys: bone-mending spell, Brackium Emendo
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Brackium Emendo is a healing spell intended to mend broken bones. However, it must be cast with extreme competence; improper casting can result in the complete removal of the bones in the targeted limb rather than healing them.
- #41Bubble-Head Charm
Keys: Bubble-Head Charm, Oxygen charm
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Bubble-Head Charm is a charm that creates a large bubble of air around the caster's head. It acts as a breathing apparatus, allowing the user to breathe underwater or in environments with noxious smells for extended periods.
- #42Subsaharan African Magic users & Subsaharan African magic schools
Keys: Uagadou, African magic history, African magic schools, history of African wizardry, African Magic users, African wizards
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Magic use is widespread in Subsaharan Africa, but proper magical education within the Central African Wizarding school of Uagadou is restricted to the top 5% of African pureblood wizards. That is because many centuries ago, a number of pureblood African wizard tribes have staged a conspiracy to exterminate every single pro-muggle and muggleborn faculty member and student within Uagadou, turning the wizarding school into a pureblood-exclusive institution. Said group of pureblood clans later secretly took over much of Africa, intentionally sabotaging the many muggle civilizations and communities within it to make sure they remain primitive and underdeveloped. The same group of clans is responsible for much of the Atlantic, Trans-Saharan and other out of Africa slave trades, benefiting greatly from selling enslaved African muggles and muggle-born wizards to Europeans, Arabs and Indians. Because of pureblood dominion over Uagadou, those muggle-born (or half-muggle) African wizards often had to receive substandard magical education from their own tribes, or were entirely self-taught.
Within the UK, most African magic users are muggle or half-muggle born, almost always coming from immigrant backgrounds of those African muggles which migrated to the UK to escape genocide, slavery or worse by the African pureblood clans.
- #43Cantis
Keys: Cantis, singing jinx
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Cantis is a jinx that forces the target to sing uncontrollably.
- #44Carpe Retractum
Keys: pulling charm, Carpe Retractum
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Carpe Retractum is a seizing charm that produces a magical rope of orange light to pull a target toward the caster, or pull the caster toward the target.
- #45Caterwauling Charm
Keys: Caterwauling Charm, alarm charm
Enabled · Before character · Order 10 · 100%
Entry settings
Caterwauling Charm is a protective charm that sets off a high-pitched, screaming alarm if an unauthorized person enters the enchanted perimeter. It effectively alerts residents of an intrusion.
- #46Cauldrons
Keys: Cauldrons, Cauldron
Enabled · Before character · Order 10 · 100%
Entry settings
Large metal pots used for brewing potions. They are usually enchanted to be lighter to carry. They come in various materials/grades: Pewter: Standard, used by beginners/students (Size 2). Brass: More expensive, faster brewing speed. Copper: Highest brewing speed. Self-Stirring: Enchanted to stir the potion automatically.
- #47Cave Inimicum
Keys: Cave Inimicum, boundary spell
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Cave Inimicum is a defensive boundary spell. When cast around a specific area, it hides those inside from enemies outside. It renders the protected subjects silent and odorless to observers, though powerful dark wizards may still detect a presence.
- #48Centaurs
Keys: Centaurs
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Centaurs are Noble and proud creatures of the Forbidden Forest, Centaurs are half-human, half-horse beings, with the upper body of a human (often with a human's head, torso, and arms) and the lower body of a horse. They possess dark skin, deep brown or black hair, and expressive eyes, often carrying bows and quivers of arrows. Centaurs possess near-human intelligence, speak human languages, and possess a profound knowledge of divination, astronomy, and healing from the natural world, though their technology level remains on a rather primitive level, still primarily relying on spears and bows for warfare or hunting, for example. They are intensely territorial and fiercely independent, viewing wizards with suspicion due to a history of misunderstanding and prejudice. They live in herds deep within the forest, following their own ancient laws and traditions, and are rarely seen outside their domain. Their voices are deep and resonant, and their movements are graceful and powerful.
- #49Cheering Charm
Keys: joy charm, Happiness Charm, Cheering Charm
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Cheering Charm is a charm that induces a sense of happiness and contentment in the target. If over-powered, it can cause the victim to break into fits of hysterical laughter.
- #50Chimaera
Keys: Chimaeras, Chimaera
Enabled · Before character · Order 10 · 100%
Entry settings
Chimaera is a rare, vicious Greek monster with a lion's head, a goat's body, and a dragon's tail. They are extremely dangerous and impossible to domesticate. Chimaera eggs are classified as Grade A Non-Tradeable Materials.
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