A Wizard`s First Desk Reference - Hogwarts and the Draconian
Transcription
A Wizard`s First Desk Reference - Hogwarts and the Draconian
A Wizard’s First Desk Reference By Ignatius Prospero Yellow Published Under Authority Of The Ministry Of Magic Catalogue Record Number 5n0u7 Foreword Many wizards lack a single, organised reference for even the most basic of magical arts. In my many years at the Ministry, I have seen colleagues tucking away crib sheets in bottles and books, and witnessed many a frantic search for an obscure parchment containing arcane yet crucial knowledge. Who knows how many important spells have been lost in the folds of a dusty old tome, or misplaced among quaint and curious volumes of forgotten lore, or carried off by a peckish waterfowl or a robin feathering its nest? Oh, the humanity! That is why I have recorded herein my most oftenused magicks, including spells, potions, divinations, a wand-work primer, and information on the vanishing art of cryptomancy. It is my fervent hope that future generations will study this text, and only use their great powers for the good of all wizardkind. I dedicate this book to my wife, Louise Ophelia Snow, and our son, Edgar Albert Thomas Yellow-Snow. Ignatius Prospero Yellow 1st April, 1983 Table of Contents Section 1: Wizard Lore ..........................................................1 The First Wizard ................................................................1 The Draconus Device ......................................................... 3 The Cacao Tree ................................................................... 5 Section 2: Potions and their Ingredients ......................... 9 Potions.................................................................................. 9 Ingredients ........................................................................14 Msds sheets .........................................................................18 Section 3: A Beginner’s Abecedary Bestiary .................... 21 Section 4: Spells......................................................................33 Charms and Dark Arts ..................................................33 Sample Spells ..................................................................... 34 Section 5: Wandwork ......................................................... 43 Introduction to Wand Spells........................................ 43 Mwanemes ........................................................................ 43 Combining Mwanemes ................................................... 46 Wand spell casting tips .................................................. 49 Wand Exercise .................................................................. 50 Section 6: cryptomancy ......................................................53 Se-moo-fore ........................................................................53 Graille................................................................................55 more’s Code ....................................................................... 56 mira ................................................................................... 59 Ass key ................................................................................. 60 Bayes’ system...................................................................... 62 Enigma Machine ............................................................. 64 Bar Codes ........................................................................... 66 Pig pen or domino code .................................................. 68 Yan Tan Tethera............................................................. 70 muggle artifacts.............................................................72 Section 7: divination ............................................................77 Arithmancy.......................................................................77 Tea Leaves ...........................................................................81 Engrams ............................................................................ 84 Appendices..............................................................................101 index ...................................................................................101 graph paper ....................................................................109 notes ...................................................................................116 autographs ..................................................................... 122 Section 1: Wiza rd Lo re Magical History is more than just a recitation of events and dates. It is also a thread that binds us to our past, helps us to understand the people and the cultures that came before us, and provides us with metaphors for understanding the reality of the world around us. The legends included in this section serve as an introduction to the major motifs of Wizard Lore. The First Wizard An origin tale (fable type 503) about mortals blessed by magical creatures. When the world was young, people lived little better than animals. In these days, there were no wizards, only Muggles. One cold winter's day, a hungry young man stood beside a half-frozen lake. He had been unable to catch any fish that day or for several days prior. He was hungry, and so were his widowed mother, two small brothers, and the whole clan. Shivering, tired, and unable to face the thought of returning back to the clan's cave without anything to show for the days he had spent searching, the young man decided to throw himself through the ice and into the water. Just then, a water maiden surfaced. Seeing the tears on his face, she asked, “What is wrong, man?” The young man explained his predicament, “I am cold. I am hungry. My brothers are hungry; we have no food, and I am sure that we will all die.” The water maiden thought this over. “My people have plenty of food. Why are yours hungry?” The young man had to admit that he did not know. Perhaps the water maidens were better at finding food? 1 Fingering her finely wrought spear and the necklace of pearls around her neck, the water maiden commented, “I notice that you don't have any... anything. Why is this?” Again, the young man had to admit that he did not know. Perhaps the water maidens were better at making things? Finally, the water maiden commented, “I notice that you are male, and you have brothers. Why is this?” This, the young man did know: “The children of my people are male or female, half of each.” The water maiden thought this over. After a few moments, she said, “It would be well for my people to be both male and female, half of each. Give us one of your brothers, and we will give you the gift of magic. Your people will never go hungry again, and you will forever after be able to make the things that make life worth living.” The young man thought this over, “I wish to see this gift. My brothers are precious to me. I do not believe I can give one of them away.” The water maiden went into the water, and then came back with a large shell and a tiny bottle carved out of green stone. She filled the shell with icy water and one drop from the bottle. Then she held the shell out to the young man, saying, “Drink this.” The young man drank. First he was very cold, and then he was very hot. Then he knew how to call a fish out of the water. He did this immediately. Staring at the fish, he wished that it were already cleaned, cooked and ready to eat. And the fish was cleaned, cooked and ready to eat. With his mouth full of hot fish, the young man said, “I will bring you one of my brothers, but I must have the whole vial in return.” The water maiden thought this over. “Very well, but we must have both your brothers in return.” And so it was that young man traded his two brothers for magic. One drop from the vial, mixed 2 with water, gave each person in the clan the gift of magic. Time passed. The clan was well fed, and had the things that make life worth living, including children, who were also gifted with magic. Thus, wizard-kind was born. The Draconus Device A legendary tale (fable type 766) about the transience of the victory of good over evil. Over a thousand years ago, the magical world nearly collapsed. A witch named Drusilla Draconus had become obsessed with the accumulation of power. During her studies of the dark arts, she discovered a way to steal magical power from other wizards. Insane, over-drained wizards began turning up everywhere. Though we now recognise these symptoms as Mugglium poisoning, at the time few could guess at the true cause of this epidemic. Four heroic wizards and witches, working together, were able to pierce the mystery. These brave souls were Godric Gryffindor, Helga Hufflepuff, Rowena Ravenclaw, and Salazar Slytherin, who had recently established a school for witchcraft and wizardry. When many of the faculty wizards began losing their powers, the four founders became suspicious. Inevitably, their investigations led them to Draconus. The founders led a small force against Draconus and her Dementor army, and quickly learned a horrifying truth: Draconus could not be attacked by magic. Any magic used directly against her merely increased her already considerable powers. After long months of fighting Draconus' minions, and many casualties, the founders managed to trap Draconus in her mountain stronghold. She held them off for several days, until the four made a critical strategic breakthrough: even though Draconus could not be attacked by magic, she could 3 be defeated by ordinary means. Buoyed by this knowledge, they stormed her mountain stronghold, losing many brave wizards in the battle. Finally, Gryffindor ran her through with an ordinary, but deadly, sword. Victory was secured, but during the aftermath the founders discovered a curious item in Draconus' lair. A freshly inked scroll bore an ominous prophecy. The exact wording of the prophecy has been lost to time, but it is believed to have been an admonishment that Draconus' Device could not be destroyed, and would one day be reassembled with disastrous consequences. The founders discovered that at least part of the prophecy was true. They could not destroy Draconus' Device, which was constructed from magic-draining components, thought to be the then-mythical Mugglium. Terrified by the prophecy, the four decided that the only way to safeguard the future was to break up the Draconus Device and hide the pieces away. They scattered these fragments across the land, set devious snares for those power-hungry wizards who might seek to reassemble the device, and recruited dread guardians to protect the artifact. A millennium has passed. Magic-draining Mugglium, once a myth, has been discovered in both Dementors and the cold, stony places they inhabit. Dark wizards have experimented with it, but have learned at great cost that Mugglium does not care who wields it; this unique substance indiscriminately leeches magic and sanity from all wizards in its vicinity. Moons have waned; months, days, and hours have passed. The mystery of the Draconus Device and its horrifying powers has faded into legend, and no one has ever found even a single piece of the oncefearsome artifact. Some do not believe that it ever existed. 4 The Cacao Tree A cautionary tale (Fable type 780) about a murder victim whose body transforms into an instrument of vengeance. Long ago, a wizard named Saguaro spent his days and nights creating seeds from which the most fantastic plants would grow. As his reputation spread, wizards came from all over the world to obtain Saguaro's plants for their potions, charms, and medical magic. As Saguaro grew older and feebler, he decided it was time to take on an apprentice whom he could train to carry on his work. In that time there were no schools for wizards. Each wizard was responsible for passing on his knowledge so that it would not be lost to the world. After much searching, Saguaro found two very talented young wizards, Theodore Bromo and Damon Tor. Unable to choose between them, Saguaro accepted both as his apprentices. Some years later, Saguaro was called away to deal with a haunted pumpkin patch. In his absence, Saguaro left Theodore in charge. Damon, long jealous of Theodore's talent in herbology, took the opportunity to eliminate his competition. Damon killed Theodore and buried his body in the field behind Saguaro's greenhouse. When Saguaro returned he asked Damon what had become of Theodore. Damon said that Theodore had been overwhelmed by the responsibility of caring for Saguaro's plants and had run away. Saddened by the loss of his most promising pupil, Saguaro taught Damon all that he could learn. After a time, Damon left Saguaro's nursery to start his own botanical business. He had learned many useful things from Saguaro and attracted many eager apprentices of his own. Damon accepted them all. Over time, Damon learned how to produce a wide variety of poisonous and very hardy plants. He made a lucrative living by selling herbicides against 5 those very plants. Wizards and apprentices who tried to stop him disappeared, much as Theodore had. Years later, Damon learned that Saguaro was dying. In hopes of inheriting Saguaro's vast stores of seeds, Damon rushed to Saguaro's bedside. Thinking that force might succeed where guile could not, Damon brought an army of his apprentices with him. Arriving at Saguaro's nursery, Damon saw that a strange tree had sprung up from poor Theodore's grave. Surprised to see a tree where none had grown before, Damon asked Saguaro about the new tree. Saguaro identified it as a cacao tree and said that a delicious and invigorating drink could be brewed from its seeds. He asked Damon if he would like to learn how to make the elixir. Damon eagerly agreed. Following Saguaro's instructions, Damon and his apprentices picked pods from the tree, ground the nibs, and brewed a cauldron of rich cocoa. The smell of it made everyone's mouth water, and instead of sharing with Saguaro, they greedily gulped down the delicious drink as fast as they could. Their delight turned to agony as the cocoa born from poor Theodore's body wrought a horrific transformation on Damon and his apprentices. The flesh melted from their bones, leaving them little more than skeletons clad in scraps of rotting skin. They found they could no longer feel warmth, joy, or happiness, or live among wizards and witches. They fled to the coldest and darkest caves they could find. Ever since that day, cacao has been made into chocolate as a defence against Damon Tor and his kind. 6 7 8 Section 2: Ing redients Potions and their Potions are one of the major disciplines of magical study. Unlike many other areas of study, magical effects can be caused without the use of spells. The creator of a potion must master the lore of ingredients, learn how to maximize ingredient effectiveness by special preparation, and how various ingredients interact with one another to create more than the sum of their parts. New potions are constantly being developed. Each year, the Society of Advanced Potion-makers sponsors a competition for potion development. Potions Being a primer in basic potions and antidotes. This section does not provide instruction on how to create potions, but is intended to introduce the novice wizard to the types of potions and antidotes available. As potion development is an ongoing discipline, this is by no means a comprehensive list. Antidotes Most poisons and potions have antidotes for their various effects. Ingredients vary, but here are some common antidotes: • • • • Deflating Draught is the antidote for the Swelling Solution. Mandrake root is the antidote for petrification. A Bezoar will act as an antidote for many poisons. Unicorn horn will neutralize all poisons. Babbling Beverage Causes the target to speak nonsense uncontrollably. Beautifying Potion Originally developed by Sacharissa Tugwood, these potions make the drinker lovelier in appearance. The 9 more potion consumed, the greater the loveliness. In 1666, Sinestra Thompson drank so much of the Beautifying Potion that she caused a riot that subsequently burned down most of London. Blood Replenishing Potion Medical Magic: This potion replaces lost blood. Boil Cure Potion Medical Magic: This simple potion cures boils. The ingredients include dried nettles, crushed snake fangs, stewed horned slugs, and porcupine quills. Bruise Healing Paste Medical Magic: This thick yellow paste is used to completely heal bruises. Burn Healing Paste Medical Magic: This completely heal burns. orange paste is used to Doxycide This black liquid, usually delivered via spray bottle, is used to knock doxies unconscious so that they can be safely taken outside. Elixir of Euphoria When correctly made, this potion is a sunny yellow. It induces euphoric happiness in the drinker. Side effects include excessive singing, bad jokes, and occasional nose tweaks. Felix Felicis When correctly made, this potion is a rich gold. It makes the drinker very, very lucky, and is banned in organized competition. A side effect of the potion is that the drinker is also in an excellent mood and full of confidence. Taken to excess, the potion causes reckless overconfidence such that the luck provided by the potion is hard-pressed to keep the drinker out of danger. An overdose is toxic, leaving the drinker the luckiest corpse on earth. 10 Fire Protection Potion Protects the drinker from being burned by mundane or magical fire. Garroting Gas When opened, the potion bottle emits an invisible gas, which chokes nearby people into unconsciousness. Although frightening and dangerous, this effect is not lethal. Gregory's Unctuous Unction This elixir convinces the drinker that the first person he sees after finishing the potion is his very best friend and has nothing but good intentions toward him. Hate Potion After drinking this potion, the imbiber can see the faults and unkindnesses of the people they gaze upon. Concentration is required, and a single draught will discover the faults in three ordinary people, but will not scratch the surface of a truly evil person. This potion is sometimes recommended to help people get over emotional attachments to people who do not return their affections. Life Elixir This fluid extends life, but requires that the imbiber consume it regularly to maintain the extended lifespan. Wizards who use the elixir of life have been known to live for more than half a millennium. Living Death Draught This elixir causes the drinker to fall into a deep sleep, from which they cannot be awakened. The potion will eventually wear out on its own, but until then the victim cannot be awakened by any means. Ingredients include asphodel, wormwood, valerian, and sopophorous bean. Love Potion The name of this potion is a misnomer, as no magic can make someone truly love you. A love potion 11 causes the drinker to develop a powerful infatuation with the target person, who must be specified when the potion is made. The duration and effects of a love potion vary, based on the level of attraction the victim already has toward the target. Like most potions, the effect of the Love Potion wears off over time, but can be renewed by repeated draughts. Murtlap Essence Medical Magic: Soothes and increases healing for cuts and other wounds. As the name implies, the primary ingredient is a solution of strained and pickled murtlap tentacles. Pepperup Potion Medical Magic: This elixir cures the common cold. Glover Hipworth invented this potion in 1854, and became the wealthiest wizard on the European continent within the first winter after he unveiled his creation. Polyjuice Potion This elixir transforms the drinker to look, sound and behave exactly like the target person, who must be specified at the time that the potion is created. A single dose lasts for a single hour. Additional doses will extend the duration. Ingredients include lacewing flies, leeches, bicorn horn, knotgrass, fluxweed skin, and some part of the target person. Shrinking Solution This solution shrinks things, and can sometimes reverse the aging process. Ingredients include daisy roots, shrivelfig, caterpillar, rat spleens, and leech juice. Skele-Gro Medical Magic: This potion, which is vile tasting, burns the mouth, and must be drunk in a substantial quantity, regrows bones. The more bone damage the victim has suffered, the more Skele-Gro must be consumed. 12 Swelling Solution This draught causes something to get bigger. The more swelling solution consumed, the larger the resultant body part, person, or creature. Veritaserum The most powerful truth serum available, this colourless, odourless liquid forces the drinker to tell the truth, the whole truth, and nothing but the truth. It is so powerful that three drops will make the imbiber spill his innermost secrets upon request. Five drops forces the imbiber to answer questions she thinks her interrogators will ask. Seven drops forces the imbiber to share everything she knows in a nonstop gush of speech, which has left more than one victim unconscious from lack of air. Use of this potion is strictly controlled by the Ministry of Magic in every country. Wit-Sharpening Potion This mild, fizzy, pleasant-tasting beverage helps a person to think more clearly, to ignore distractions, and to concentrate more easily. It is very popular with students immediately before an exam. Wolfsbane Potion A recent invention, this potion was created by Domocles Belby, who received the Order of Merlin for it. This potion does not cure lycanthropy, but does prevent the extremely dangerous dementia and hunger for human flesh that afflicts a werewolf in wolf form. 13 Ingredients being A table of useful physical properties of common potion ingredients Ingredient Name Quininity Abalone 6.10 Aconite MOM RDA (mg) Poisonous? Harvest 1,962 N Noon 3.85 388 N Crescent Moon Anise 5.48 739 N New Moon Apple 3.33 354 N Nighttime Apricots 4.80 1,201 N Noon Armadillo bile 9.10 335 Y Dusk Arrowroot 6.37 1,102 N Daytime Ashwinder eggs 1.19 404 N Crescent Moon Asphodel root 6.50 1,430 Y Dusk Avocados 6.55 354 N Nighttime Bamboo shoots 5.10 1,027 N Quarter Moon Bananas 5.24 354 N Nighttime Belladonna 2.27 1,149 Y Full Moon Bezoar 6.12 1,307 N Crescent Moon Bicorn horns 4.94 931 N Nighttime Black eyes 6.92 1,459 N Full Moon Boomslang skin 2.25 872 N Quarter Moon Bubotuber pus 6.09 1,092 Y New Moon Caterpillars 7.88 517 N Full Moon Clams 7.10 158 N Dusk Cockroaches 9.13 223 N Dawn Conch 7.52 1,255 N Dusk Daisy roots 8.46 725 N Crescent Moon 14 beetle Ingredient Name Quininity Doxy eggs 9.11 Dragon blood MOM RDA (mg) Poisonous? Harvest 456 N New Moon 9.21 545 N Nighttime Dragon hide 9.56 1,600 N Dusk Dragon horn 9.41 237 N Dusk Dragon liver 5.91 1,894 N Daytime Dragon tears 2.31 412 N Noon Eggplant 6.51 123 N Dusk Erumpent fluid 4.23 1,751 Y Nighttime Flobberworm mucus 9.50 1,080 Y Dawn Fluxweed 7.00 1,843 N Noon Frog brain 6.99 1,632 N Nighttime Gillyweed 2.58 1,858 N Nighttime Ginger roots 5.90 1,569 N Full Moon Gooseberries 3.12 354 N Nighttime Grapefruit 3.75 1,999 N New Moon Grass jelly 7.20 1,390 N Daytime Griffin claw (powdered) 6.90 515 N Nighttime Hellebore 7.49 193 Y Nighttime Honey 4.20 1,307 N Dawn Horned slugs 5.49 1,106 N Dawn Horned toad 8.59 1,484 N Daytime Jackfruit 5.80 1,052 N Dusk Jobberknoll feathers 6.35 1,636 N Full Moon Knotgrass 1.26 1,126 N Nighttime Lacewing flies 7.62 271 N Crescent Moon Leeches 3.13 1,724 Y Nighttime Lemon juice 2.61 354 N Nighttime Lime juice 2.35 24 N Full Moon 15 Ingredient Name Quininity Lionfish spine 8.50 Loganberries MOM RDA (mg) Poisonous? Harvest 1,990 N Crescent Moon 3.50 732 N Dusk Lotus root 6.91 1,214 N Dusk Lychee 4.70 1,396 N Quarter Moon Mandrake 7.05 793 N New Moon Mirliton 6.30 1,389 N Crescent Moon Mistletoe 3.99 95 Y New Moon Monkshood 5.56 1,400 Y Quarter Moon Moonstone 4.45 227 N Full Moon Mushrooms 6.70 901 N Noon Mussels 6.85 1,364 N Crescent Moon Nettles 2.98 887 N Nighttime Octopus 6.00 98 N Dusk Oysters 6.17 1,928 N Nighttime Parsnip 5.30 1,169 N Dusk Peppermint 9.17 1,383 N Dusk Pomegranate juice 2.93 1,814 N Daytime Porcupine quills 9.28 715 N Daytime Prune juice 3.97 1,030 N Full Moon Puffer-fish eyes 4.39 312 Y Quarter Moon Pumpkin 5.50 493 N Quarter Moon Raspberries 3.22 909 N Nighttime Rat intestines 4.26 1,963 N New Moon Rat spleen 8.93 406 N Full Moon Rat tails 9.78 285 N New Moon Rat sorbet 5.60 360 N Full Moon 16 Ingredient Name Ratatouille Quininity Poisonous? Harvest 484 N Dusk 3.11 324 N New Moon 2.70 187 N Daytime Salamander blood 4.11 437 N Dusk Sardines 5.70 1,919 N New Moon Scarab beetles 2.55 86 N Quarter Moon Shrivelfigs 9.30 632 Y Nighttime Snake fangs 4.54 198 Y Dawn Sopophorous bean 2.32 568 Y Daytime Spiders 9.72 743 Y Crescent Moon Squid 6.54 649 N Full Moon Tamarind 3.00 1,020 N Quarter Moon Tubeworms 3.91 568 N Dusk Unicorn horns 1.35 771 N Nighttime Unicorn tail hair 1.67 1,474 N Dusk Valerian roots 1.33 1,374 Y Nighttime Wormwood 7.55 1,199 Y Dusk 4.84 1,717 N Quarter Moon Rhubarb Runespoor eggs Zwiebach 4.40 MOM RDA (mg) 17 Msds sheets How to read a ministry safety data sheet: 18 19 20 Section 3: A Beginner’s Abeceda ry Bestia ry Being an introduction to magiczoology. This section compiles instructive drawings and descriptions of 26 wondrous beasts, compiled from eyewitness wizard sketches and accounts. It is intended to provide young witches and wizards with a vocabulary for understanding Beasts. International Confederation of Wizards Ministry of Magic (M.O.M) Classifications: Each location is responsible for controlling its indigenous magical beasts and keeping them from being detected by Muggles. To aid in this endeavour and provide wizards with a quick-reference to the danger posed by a particular creature, the Department for Regulation and Control of Magical Creatures provides a rating for all known magical beasts. M.O.M. Class XXXXX XXXX XXX XX X Description Known Wizard killer Impossible to domesticate or train Dangerous Requires specialist skill Trained wizard may handle Mild challenge Competent wizard should cope Harmless May be domesticated Boring 21 ACROMANTULA Originating in Borneo, this giant spider can attain a leg span of nearly five metres. The females are larger than the males. First sighted in 1794, these Beasts are capable of human speech, which means that they are probably wizard-bred. Like most spiders, the acromantula is carnivorous, poisonous, and chooses prey commensurate with its size, including muggleand wizard-kind. Despite its ability to speak, the acromantula is highly dangerous and cannot be tamed. M.O.M: XXXXX BASILISK This king of serpents is born from a cock’s egg hatched beneath a toad. The basilisk has a crown of bright feathers, and can grow to 18 metres if it feeds well and lives long. The hiss of the basilisk frightens away all other serpents and will kill them at close range. The basilisk has venomous fangs, its breath kills birds and small mammals, and its gaze has the power to kill a wizard. M.O.M: XXXXX CRUP Originating in the southeast of England, the Crup is almost certainly a wizard-created dog, aggressive toward muggles, yet amiable toward wizard-kind. Except for its eating habits, attitude, and forked tail, the crup is otherwise indistinguishable from a Jack Russell terrier. Crups will eat anything organic, from old tyres to garden gnomes. M.O.M: XXX 22 DUGBOG A marsh-dweller found in Europe, North and South America, the dugbog most closely resembles a stick with fins. It is an omnivore, has very sharp teeth, and prefers to feed on mammals and Mandrakes. This makes the dugbog particularly troublesome for Mandrake growers. In addition, unobservant wizards have suffered severe bites on the feet and ankles. M.O.M: XXX ERKLING Originating in the Black Forest, this elf-like creature has been known to entrance children with its highpitched cackle as it attempts to lure them away from their guardians. Erklings are particularly fond of the meat of small children. The German Ministry of Magic has controlled the Erkling population such that only one attack has been reported in the last century. M.O.M: XXXX FIRECRAB Native to Fiji, this animal looks more like a bejeweled tortoise than a crab. Before the species became endangered, firecrab shells were highly prized as cauldrons. Muggles have also been known to kill firecrabs for their beautiful shells. In recent years, a preserve in Fiji has been set aside specifically for this beast. M.O.M: XXX 23 GLUMBUMBLE Native to Northern Europe, this grey-bodied insect closely resembles a honeybee and produces melancholy-inducing treacle from the nettles it feeds upon. When not infesting beehives, they prefer to nest in dank, dark places like damp caves and mouldering dead tree trunks. M.O.M: XXX HARPY These Beasts have the head and breasts of a woman matched to the body of a bird. Rapacious and filthy, harpies are as ill tempered as they are foul. They spread filth, disease, and squalor wherever they go. Vengeful by nature, harpies have been used by wizards to enact retribution upon their enemies. M.O.M: XXXX IBEX A mountain goat with magical horns running the entire length of its body. The horns are so strong that the goat can fall off of a mountain, land on them, and be unhurt. Isidore of Seville describes: "And so these animals remain among the loftiest rocks, and if they ever perceive the hostile presence of wild beast or man they throw themselves down from the highest summits, and land unharmed on their horns." M.O.M: XX JINN It is said that these beings were created from black, smokeless fire. They have transparent bodies that are made up of flame or vapour, and are able to assume different forms such as humans and animals. Their behaviour can be 24 unpredictable. Jinns love to throw stones at passersby from rooftops, abduct beautiful women, and steal food. M.O.M: XXXX KNEAZeL Exported worldwide from its original home in Britain, the kneazel is a cat with spotted fur, large ears and a lion’s tail. Although independent, a kneazel can make a great pet for a wizard it likes. Kneazels are intelligent and uncannily perceptive; they easily detect people who are not what they seem and can be very aggressive when they perceive a threat. M.O.M: XXX LINDWORM Native to Scandinavia, these small, two-legged pseudo-dragons are primarily scavengers. During the middle Ages, Lindworms were often found eating corpses out of Muggle graveyards, and thus became symbolic of pestilence, famine, and death in the Muggle mind. Though scavengers, Lindworms have sharp teeth and claws, and have been known to kill Muggles and wizards alike. Their bites invariably become infected. Like their more auspicious cousins, Lindworm parts are highly magical, and are in great demand for potion making. M.O.M: XXXX MAPINGUARI Native to the Amazon Basin, mapinguari are large, red-furred, nocturnal beasts capable of producing a disconcerting stench. When startled, they rear on their hind legs, brandish claws capable of tearing apart young palm trees, and emit a stench so foul that most 25 observers vomit, faint or become disoriented. If the attacker somehow manages to overcome the stench, mapinguari have also been known to use their large claws to decapitate attackers. M.O.M: XXXX NOGTAIL Ranging across the whole of Europe, these Beasts look like long-legged piglets with black eyes. Like piglets, they also like to nurse at the breast of a farrowing sow. Unlike piglets, a nursing nogtail brings bad luck to the farm that houses it, and must be driven away to break the curse. They are very fast and hard to catch, but fear white dogs. If chased away by a white dog, the nogtail will not return. M.O.M: XX ORANG PENDEK Native to Sumatra, these onemetre-tall hominids have dense, gray-black fur, longer on their heads. While they do not use tools or build houses, and mostly communicate via simian screeches and howls, Orang Pendek are capable of human speech and occasionally learn to cast a spell or two. M.O.M: X PUFFSKEIN Ranging worldwide, this small, cuddly, spherical furball is a very popular pet. It loves to be hugged and thrown about, and has a very soothing purr. puffskeins are very easy to care for, and can find their own food. puffskeins are able to eat anything from crumbs dropped 26 on the floor to insects and spiders that find their way into the home. M.O.M: XX QUINTAPED Found only on the Isle of Drear, at the northernmost tip of Scotland, the quintaped is an extremely dangerous carnivore. The quintaped has long, reddish fur, five legs and a circular body perched between them. Humans are its preferred food, and the Isle of Drear has been hidden and made Unplottable to protect wizard and muggle alike. M.O.M: XXXXX RE'EM Originating in far eastern Asia, these Beasts are now also found in cold dry climates in North America. They are extremely rare and best resemble giant, golden oxen. Muggle mythology recounts an encounter with a Re’em, in which a shepherd found a mountain of golden grass, which he began to climb. The sleeping Re’em woke and lifted the shepherd toward the sky. That the shepherd survived was a miracle. In many ways, an encounter with a Re’em is a miracle, for a few drops of their blood gives the drinker immense strength. M.O.M: XXXX SQUONK Found in the forests of Northeastern North America, the squonk is always unhappy because of its misfitting skin, which is covered with warts and moles. In fact, the squonk is said to be the most morbid of beasts. Hunters who are good at 27 tracking are able to follow a squonk by its tearstained trail, for the animal weeps constantly. When cornered and escape seems impossible, or when surprised and frightened, it may even dissolve itself in tears. Ironically, squonk tears are used as a pickme-up for the melancholy. M.O.M: XX TORPEDO FISH Found in the Indian Ocean, this fish can make its body very stiff when attacked. So stiff becomes the torpedo fish that nothing can pierce its hide. Indeed, attackers find that their limbs become numb upon touching the torpedo fish. Fishermen have learned that this numbness can be transmitted through objects that touch the torpedo fish, such as nets and spears. M.O.M: XXX UNICORN Ranging throughout the forests of Northern Europe, the unicorn is a gorgeous, glowing white, single-horned Beast. Foals are born golden, fade to silver as they grow, and eventually become the pure white of an adult. Although the horn, blood, and hair of unicorns are incredibly valuable, they are so fast that they are almost impossible to capture. Unicorns avoid humans, but are much more likely to trust a witch than a wizard. M.O.M: XXXX VEGETABLE LAMB Originating in the Middle East, these tiny creatures begin life as a flower pod on a plant. As the pods mature, the tiny lambs poke out and begin to graze on nearby greenery. The stalk of the plant bends so as to allow the lambs as much room to 28 graze as possible. They are a delicacy, with sweet white flesh, and blood that tastes like honey. Held under the tongue, the bones of a vegetable lamb grant the gift of divination. M.O.M: XX WEREWOLF Originating in Northern Europe, werewolves are now spread throughout the globe. This is partially due to the fact that werewolves are only born from the bite of a werewolf. The tragedy of the werewolf is that otherwise normal, sane wizards become ravening beasts at the full moon. Even worse, their preferred prey is human. Those who survive a werewolf attack are doomed to become werewolves themselves. A Recently discovered potion can help alleviate the worst of the symptoms, including the hunger for human flesh. M.O.M: XXXXX XIPHIAS Muggles often confuse this fish with the common swordfish. Xiphias, however, can grow to a full 15 metres in length, and have an impenetrable skull and sword, which allows them to puncture sea-going vessels and prey animals alike. Xiphia have been responsible for more than one unsolved Muggle shipwreck. M.O.M: XXXX YETI Native to Tibet, the Yeti is related to trolls and the Bigfoot of North America, save that it has long, snowy white hair. Reaching heights of nearly 5 metres, Yeti are constantly hungry and will devour anything that wanders 29 into their path. Their fear of fire, however, is well known and has saved many a wizard from an unpleasant death. M.O.M: XXXX ZARATAN The shell of a zaratan looks like a sloped, rocky mound several hundred feet in diameter. The zaratan's head, over 50 feet across, is often mistaken for a partially submerged, barnacle-encrusted boulder. The zaratan usually keeps its eyes shut, covered with stony lids that blend with the rest of its head in texture and color. The zaratan's four flippers appear to be small reefs, supporting a variety of corals, barnacles, and small fish. In its dormant state, a zaratan appears to be a small, floating island. M.O.M: XXXX 30 31 32 Section 4: Spells The foundation skill for witches and wizards is the use of spells. Like potions, old spells are improved and new spells are developed every year. Charms and Dark Arts There is frequently a lot of confusion on the subject of charms, spells and the Dark Arts. I would like to take this opportunity to provide the student with a simple explanation of the difference. A spell is simply a piece of magic that causes an effect. Whether that effect is good or bad is left up to the interpretation of the caster and the target. The spell itself is neutral. The terms “Charm” and “Dark Art”, however, imply intent. As the spell is merely a tool and cannot have any intent, these words refer to the intent of the caster. When a caster intends to protect someone or something, they are said to be casting a charm. When the intent is to cause harm to someone, the caster can be said to be practicing Dark Arts. There are some grey areas here, naturally. Many wizards who would be offended to hear themselves described as practitioners of the Dark Arts have cast spells to harm, bind or otherwise constrain their fellow wizards. If asked, however, many of these wizards would have said that they were protecting others. Thus, we come to the final distinction between a Charm and the Dark Arts: even a harmful spell can be a charm if it is intended to protect the many, even if it is cast to the detriment of the one or the few. A true Dark Artist intends to harm the many in favor of the few. Or, in most cases, the one (himself). 33 Sample Spells The following list of spells is provided as a reference for the student, in order that he or she may learn about the types of spells available. This is by no means a comprehensive listing. AccioThis summoning charm is used to bring an object to the caster, wherever it may be. The name of the object must be specified when the spell is cast. Concentration is essential to ensure the success of the spell, as many objects are much alike. In addition, distance makes the spell significantly more difficult. Alohomora This charm opens locks. It is very useful, but not powerful, as it only works against one magical locking spell, Colloportus. Aparecium This nifty little spell is used to reveal invisible ink. It is very popular amongst schoolchildren. Avada Kedavra This killing curse is the worst of all spells. An unprotected target dies immediately. This is one of the three Unforgivable Curses, which will result in summary imprisonment of anyone found to have cast it for any reason. Avis This spell is used to test a wand; If the wand is working, small birds will fly out of it. Colloportus This spell is used to lock doors, chests, and other objects containing locks. This spell is especially useful against Muggles, since none of their tools can open the locks closed with Colloportus. Against wizards, however, the spell is of extremely limited usefulness. Even the youngest of wizards know the Alohomora charm. 34 Crucio The Cruciatus curse inflicts severe pain on the target, rendering him unable to do anything but suffer the worst agonies he can imagine. As this curse is one of the three Unforgivable Curses, which will result in summary imprisonment, the duration of the curse is not known. In the past, this curse was used to torture witches and wizards into insanity. Deletrius This spell erases the remnants of an earlier spell casting, making it untraceable. Some wizards speculate that the Deletrius spell could also be used to erase objects. Desaugeo This spell causes the target's teeth to grow rapidly. Once enlarged, the teeth do not return to their normal size. This spell is useful in some cases of medical magic, but has also been used in wand duels and by schoolchildren intent on tormenting their fellows. Diffindo Cast successfully, this spell breaks the target object. Naturally, good aim is essential to the success of this spell. Engorgio This spell increases the size and mass of an object or creature. The degree of increase is dependent upon the skill of the wizard casting the spell. Ennervate This spell is used to revive people who have been knocked unconscious, or attacked with the stunning spell, Stupefy. A person revived by the Ennervate spell is dazed at first, but quickly comes to their senses. Evanesco This spell is used to vanish items, such as scrolls and potions that a wizard does not want others to be 35 able to find. A separate spell is required to make the objects reappear. Expecto Patronum The Patronus Charm is used to ward off Dementors. When properly performed, the spell creates a guardian that shields the caster from attacking Dementors. Each Patronus reflects the inner character of the person who creates it. The caster must maintain concentration on a memory of complete happiness while conjuring the Patronus, otherwise the spell will fail. This requirement makes the Patronus spell a difficult one to cast under the terrifying circumstances in which one finds oneself when facing Dementors. Expelliarmus This charm is used to disarm someone holding a wand or a weapon. It is most commonly used during a wand duel. Ferula This spell is a short-term fix commonly employed by those untrained in medical magic. The spell creates a splint for an injured limb, which holds the injury in place until a wizard trained in medical magic can be found. Finite Incantatem This charm blocks or stops another wizard's spell. For this spell to work, the one casting the Finite Incantatem must be more powerful than her opponent. A very powerful wizard does not need to utter the “Incantatem” portion of the spell. Flagrate This spell is used to mark an object. Most commonly, the mark takes the shape of a burning “X”. Furnunculus This curse causes large, painful boils to break out on its target. When mixed with Jelly-legs, the victim also grows tentacles on his face. 36 Impedimenta This charm slows down an attacker, unless they are armored in metal. The target will either freeze in place and be unable to move, or will be knocked off their feet. If the Impedimenta spell is cast upon an armored opponent, the spell will backfire on its caster. Imperio The Imperius Curse is one of the three Unforgivable Curses that will land its caster in prison. This curse is used to completely control another person. Few wizards are able to resist the power of this curse, and will be compelled to obey the will of the caster until such time as he chooses to free the victim. The caster does not need to be present to control the actions of the victim. Impervius The Impervius charm is used to repel water or mist, generally in order to improve visibility for those it is cast upon. Incarcerous This spell allows the caster to imprison the target in a binding of thick ropes. Once conjured, the ropes wrap themselves around the limbs of the target creature, creating a sort of rope-bound mummy. Incendio This spell is most commonly used to light a fire in a fireplace, although it can be used to light most flammable objects. The Incendio spell cannot be used to light humans or animals on fire. Legilimens This spell allows the caster to access the target's mind and memories. Legilimens is mostly used as medical magic by accomplished mind readers when trying to help someone relive a difficult or fearful memory. The spell is very difficult to cast on an unwilling subject. 37 Locomotor This two-part spell allows the caster to levitate an object, which can then be pushed or dragged to another location. To work, the Locomotor spell must also include the name of the object to be lifted. Locomotor Mortis Though its name is very similar to the Locomotor spell, the Locomotor Mortis spell has the nearly opposite effect of preventing creatures from being able to walk. The target of this curse must be a person or an animal, whose legs will be locked in place by means of the magic. Lumos This useful and simple spell creates a ball of light at the tip of a wizard's wand. More powerful wizards can create brighter lights. MobiliAnother two part spell that allows the caster to levitate something. As this is more complex than the locomotor spell, the Mobili charm can be used to levitate sleeping or unconscious creatures, as well as inanimate objects. To work, the Mobili spell must include a Latin name for the person or object to be moved. Morsmordre This spell is used to create a Dark Mark, most commonly used by practitioners of the Dark Arts to sign their works, and to identify themselves to one another. Nox This simple charm dispels a magical light. It is more difficult to put out a light cast by another wizard. Obliviate This spell causes amnesia. The victim will not forget how to do simple tasks, such as speaking or walking, but will forget most other things. Victims of the Obliviate spell most commonly forget their names, 38 their families, how to use all magic, and any task they did not master as a small child. Petrificus Totalus This spell clenches the major muscle groups of the target person thus freezing the victim into a rigid and uncomfortable statue. Once the spell wears off, victims are generally very sore. Point Me Another simple spell, this one helps a wizard to orient himself. Unlike most other spells, which require some sort of wand movement, in this spell the caster places their wand in the palm of their hand, and then casts the spell. The wand will rotate until it points directly north, and will continue to point North until it is removed from the palm of the caster's hand. Portus This spell is used to turn an inanimate object into a Portkey. Portkeys are objects that transport those in direct physical contact with them to a certain place. Some Portkeys have been enchanted to “go off” when first touched, but most are set for a specific time as well as a specific location. Almost any object can be enchanted by use of a Portus spell. Priori Incantatem This spell causes a wand to emit shadowy images of the spells that it has cast. The images come out from most recent and proceed backward to the limit of the caster's power. Protego This charm creates a shield around the caster, protecting them from harmful spells. The strength of a Protego spell is dependent upon the strength of the caster, but always provides some measure of protection against harmful spells. 39 Quietus Often used to counter the effects of the Sonorus spell (which amplifies the voice), Quietus makes voices softer and less painful to the ears. The spell does not silence the target. Reducio This spell shrinks objects. The amount of shrinkage is determined by the strength of the wizard casting the spell. Regardless of wizard strength, Reducio is an antidote for the Engorgio spell. Relashio This attack spell shoots a blast of intense heat at the target. Underwater, the spell manifests itself as a jet of boiling water. Reparo This handy charm fixes broken objects that are solids in their natural state. Rictusempra This spell shoots a jet of silver light at its target and causes giggles and uncontrollable laughter in ticklish people. Riddikulus This spell was developed as a charm against Boggarts. Since Boggarts prey on the fears of their victims, the Riddikulus spell is invoked while the caster is thinking of something humorous. The Boggart then assumes that humorous form, to the amusement of all around. The laughter of the people who see the silly Boggart causes it to disappear. Scourgify This spell cleans a target item. When cast on people, pink soap bubbles fill their mouths. If the mouth is not opened to let the soap escape, the victim will choke. 40 Serpensortia This attack spell shoots a long black snake out of the caster's wand. The snake attacks the target. Silencio This spell renders the target inaudible. Although the wizard attacked can still mouth words, he is unable to create any noise whatsoever. Sonorus Those who must be heard in large spaces frequently use this amplification spell. It increases the volume of a wizard's voice. Stupefy This spell knocks the target unconscious. A single Stupefy spell will not cause damage to the victim. Multiple Stupefy spells cast at once, however, can maim permanently. Tarantallegra Another spell that affects the legs of its victim, the Tarantallegra causes the legs to jerk around out of control, in a kind of quickstep dance. Waddiwasi Incredibly popular with schoolchildren, this spell shoots a wad of sticky, well-chewed chewing gum at its target. Wingardium Leviosa The most complex of the Levitation spells, this one moves an object into the air and allows that caster to use his or her wand to direct the object's course of travel. 41 42 Section 5: W andwo rk Use of the magic wand has been one of our oldest and most guarded traditions. Wand ownership is a privilege, not a right. Wizards must use extra care with wands as not all accidents and injuries can be completely fixed by using magic. Not all wands respond in the same way; eventually they become so tuned to their owner that no one else can wield them. Introduction to Wand Spells Some of the most powerful spells are cast using wand motions. Spoken spells can also be very powerful. In reality they are two forms of the same kind of magic. When combined together their power is multiplied. To become proficient in wand usage you must learn the connection between the mwaneme (wand) spell and the phoneme (uttered) spell. Mwanemes All spoken words are made up of sounds known as phonemes. Similarly all wand spells are made up of motions known as mwanemes. The direction of the mwaneme is critical. Relative to the direction the spellcaster is facing, Spell movement must correspond to the orbits and elements that make up the universe: 43 Type of Mwaneme Clockwise Circle (1+) Clockwise Circles (2+) Clockwise Circles (3+) Anti Clockwise Circle (1+) Anti Clockwise Circles (2+) Anti Clockwise Circles (3+) Flick to Fire 44 Mwaneme æ ɑː ɒ aʊ eɪ aɪ ɔː ʊ uː ɜː ʊə əʊ ɔɪ ʌ ə fat far rock mouth stay Fly portkey put boot her sure nose ploy up until Type of Phoneme vowel vowel vowel dipthong dipthong dipthong vowel vowel vowel vowel dipthong dipthong dipthong vowel vowel e eə bed there vowel dipthong iː ɪə three fear vowel dipthong ɪ bin vowel d b p t dust bat petronus tadpole consonant consonant consonant consonant Phoneme Sound Type of Mwaneme Mwaneme king Type of Phoneme consonant Flick to Earth ɡ dʒ j god joy yellow consonant consonant consonant Flick to Air f v felix verity consonant consonant Flick to Steam h ð θ hex this thick consonant consonant consonant s z ʃ tʃ ʒ m n ŋ sit Zonko’s ship chip vision muggle newt ring consonant consonant consonant consonant consonant consonant consonant consonant l ɹ w leviosa rat wizard consonant consonant consonant Phoneme Sound k Flick to Water Flick to Mud Flick to Dust Flick to Smoke 45 Combining Mwanemes Just as it is important to smoothly combine different phoneme sounds into a word, it is important to blend the mwaneme motions together smoothly into a wand motion. When a circular mwaneme follows a flick mwaneme it is important to make your wand flow smoothly from the flick into the circle(s). For example with the "YAY" spell notice how the j flick flows into the eɪ circle. "YAY" spell (jeɪ) Also notice that the direction that the wand is moving at the end of the spell is determined by the direction of the preceding flick. This is true for any spell which ends with a circular mwaneme; the wand motion following the last circle is determined by the preceding flick mwaneme. When a flick mwaneme follows a circular mwaneme the flick determines the starting direction of the motion of the circle. For example in the "ASK" spell notice how the s flick determines the starting direction of the æ circle. 46 "ASK" spell (æsk) Also note that when two flicks follow each other, as in the s and k of the "ASK" spell, that the first flick smoothly moves into the second flick. When a circular mwaneme is both preceded and followed by a flick then the flicks and circles smoothly flow into each other, as in the "DAD" spell. "DAD" spell (dæd) Notice that in the "DAD" spell the circular mwaneme is more than a complete circle; it is actually one and a half circles. This is common. A circular mwaneme between two flick mwanemes contains at least one, two, or three circles. For example the æ and e mwanemes are always represented by at least one (but less than two) full circles, the iː mwaneme by at least two (but less than three) full circles, and the ʌ 47 mwaneme by at least three (but less than four) full circles. This is also illustrated by the "CHEESE" spell: "CHEESE" spell (tʃiːs) The "CHEESE" spell, which contains 3 phonemes (and therefore 3 mwanemes), also demonstrates that the wand motion is dependant on the utterance and not on the spelling. Wizards from different locales sometimes use different spellings for spell words, but the motion and pronunciation of the spell remains the same. Remember to speak the spell out loud as you cast it! Many beginners forget this. The wand will be much more receptive to your spell casting if you let it know which spell you are casting verbally as you cast it. The "HELLO" spell brings many of these concepts together and is a good spell to practice and get right. You will use this one often! "HELLO" spell (heləʊ) 48 Wand spell casting tips • Hold your wand out in front of you, either horizontal or slightly tilted up. • Before casting a spell be sure to wake your wand up by waving it back and forth until the magic begins to glow out of it. • The magic glow should face upwards. • To begin the spell, tap your wand once on a firm horizontal surface (your finger will work in a pinch). • After tapping your wand you must balance yourself (and your wand). When your wand is feeling balanced just the tip of the wand will glow. If more than just the tip is glowing then your wand is not yet feeling balanced - try rocking it slowly so that it feels comfortable. • Once your wand is balanced you may begin casting the spell. • Remember to enunciate the spell clearly in the direction of your wand as you cast the spell. • Move your wand in one continuous smooth motion through the spell as you speak it. You must move your wand like you mean it, or the wand will think you are just playing around and ignore you! • When you are finished casting the spell, quietly hold your wand level so that the wand knows you have completed the spell. The tip of your wand will glow steadily until it realizes the spell is complete. • When the spell is completed you may wave your wand back and forth or point it in the direction that you would like the spell to take effect. • Remember, practice makes perfect! 49 Wand Exercise For the following spells, trace the wand path with your quill. The first one has been done for you. word Hush 50 Phoneme Mwaneme spell word Phoneme Mwaneme spell 51 52 Section 6: c ryptomancy Muggles communicate in many primitive yet terribly interesting ways. Let’s investigate the fascinating ways in which they overcome their obvious handicaps. Se-moo-fore Se-moo-fore is a visual signaling system invented by a Frenchman, Claude Chappe, in 1793. Holding flags or lights outstretched in different positions around a circle represents different letters. Chappe had developed the semoo-fore system to be used in the French revolution, to transmit messages between Paris and Lille, which was near the war front. In August 1794, Chappe's se-moofore system delivered a message to Paris of the capture of Conde-sur-l'Escaut from the Austrians, in less than an hour. This success led to more se-moofore telegraph lines being built, radiating in a star pattern from Paris. The se-moo-fore network that was built in France represented the first muggle telecommunications network in Europe. The se-moofore system became widely copied and spread to Italy, Germany, and Russia. However, the invention of the electric telegraph was to signal the demise of se-moofore, replacing it beginning in 1846. We’ll discuss more’s Code in the following sections. 53 How to do se-moo-fore: 54 Graille Blinded by an accident in his early childhood, Muggle Louis Graille (18091852) invented a system of reading and writing by touch. A Graille cell consists of six raised dots. By arranging the dots in various combinations, 64 different patterns can be formed. Graille, a true alphabet, is read by moving the hand from left to right along each line. Readers average about 104-125 words per minute. Some can read up to 250 words per minute by using both hands. 55 more’s Code more’s Code was first used on a muggle telegraph line constructed between Baltimore, Maryland, U.S.A. and the old Supreme Court chamber in Washington, DC. The first message was sent on May 24, 1844 by Samuel More in Washington to Alfred Vail in Baltimore. A muggle Telegraph machine Familiarize yourself with this helpful training chart to learn more’s code: 56 the full code is presented here: A B C D E F G H I J K L M N O P Q R S ·-··· -·-· -·· · ··-· --· ···· ·· ·---··-·· --· --·--· --··-· ··· T U V W X Y Z ······--··-·---·· 1 2 3 4 5 6 7 8 9 0 ·---··--···-········· -···· --··· ---·· ----· ----- 57 58 mira mira is an ancient system of engraving, discovered with the 1935 excavation of the temple of the forbidden eye. The temple was built as a tribute to a deity reputedly capable of granting one’s most secret desire, provided one did not give offense by looking the deity in the eye. The temple bore numerous instructions engraved with this system, with fatal consequences for the disobedient. An unfortunate number of victims were claimed before the mira system was cracked later that year. The complete mira alphabet is presented here: ABCDEFGHIJKLM NOPQRSTUVWXYZ 59 Ass key Named for muggle Émile Baudot who was turned into an ass for plagiarizing More’s Code. Baudot’s original five bit code used constant length codes instead of More’s variable length codes. These codes enabled muggles (who do not have the benefit of owls or howlers) to exchange printed messages across the Atlantic. The evil witch MaeBell later added three more bits to the codes to confound muggles. 60 Char Dec Hex Char Dec Hex Char Dec Hex 32 20 A 65 41 a 97 61 ! 33 21 B 66 42 b 98 62 " 34 22 C 67 43 c 99 63 # 35 23 D 68 44 d 100 64 $ 36 24 E 69 45 e 101 65 % 37 25 F 70 46 f 102 66 & 38 26 G 71 47 g 103 67 39 27 H 72 48 h 104 68 ( 40 28 I 73 49 i 105 69 ) 41 29 J 74 4a j 106 6a * 42 2a K 75 4b k 107 6b + 43 2b L 76 4c l 108 6c , 44 2c M 77 4d m 109 6d - 45 2d N 78 4e n 110 6e . 46 2e O 79 4f o 111 6f / 47 2f P 80 50 p 112 70 0 48 30 Q 81 51 q 113 71 1 49 31 R 82 52 r 114 72 2 50 32 S 83 53 s 115 73 3 51 33 T 84 54 t 116 74 4 52 34 U 85 55 u 117 75 5 53 35 V 86 56 v 118 76 6 54 36 W 87 57 w 119 77 7 55 37 X 88 58 x 120 78 8 56 38 Y 89 59 y 121 79 9 57 39 Z 90 5a z 122 7a ' 61 Bayes’ system Excerpts from A Cultural History of Numbers by Ali U. Bayes and B. Longtus The first known use of numbers dates back to around 30000 BC when wizards first began to count the blossoming muggle population. This system had no concept of place-value, which limited its representation of large numbers. By 3400 BC, the muggle population had ballooned in size and Mesopotamian wizards developed the first known system with place-value to count the ever increasing number of muggles. The most common number system in use today uses ten unique digits, including zero. Hence, the maximum that a single digit can reach is nine. Simply counting muggles in a single numeric system rapidly became boring, so wizards developed alternative mathematical numerical systems using alternative radices. The radix is usually the number of various unique digits, including zero, that a positional number system uses to represent numbers in a given counting system. Once the highest digit is reached, another digit must be added if you need to count still more muggles. 62 Bayes’ System 2 3 4 5 6 7 8 9 10 00000 000 000 000 00 00 00 00 00 A 00001 001 001 001 01 01 01 01 01 B 00010 002 002 002 02 02 02 02 02 C 00011 010 003 003 03 03 03 03 03 D 00100 011 010 004 04 04 04 04 04 E 00101 012 011 010 05 05 05 05 05 F 00110 020 012 011 10 06 06 06 06 G 00111 021 013 012 11 10 07 07 07 H 01000 022 020 013 12 11 10 08 08 I 01001 100 021 014 13 12 11 10 09 J 01010 101 022 020 14 13 12 11 10 K 01011 102 023 021 15 14 13 12 11 L 01100 110 030 022 20 15 14 13 12 M 01101 111 031 023 21 16 15 14 13 N 01110 112 032 024 22 20 16 15 14 O 01111 120 033 030 23 21 17 16 15 P 10000 121 100 031 24 22 20 17 16 Q 10001 122 101 032 25 23 21 18 17 R 10010 200 102 033 30 24 22 20 18 S 10011 201 103 034 31 25 23 21 19 T 10100 202 110 040 32 26 24 22 20 U 10101 210 111 041 33 30 25 23 21 V 10110 211 112 042 34 31 26 24 22 W 10111 212 113 043 35 32 27 25 23 X 11000 220 120 044 40 33 30 26 24 Y 11001 221 121 100 41 34 31 27 25 Z 11010 222 122 101 42 35 32 28 26 63 Enigma Machine In the history of cryptomancy, the Enigma was a portable cipher machine used to encrypt and decrypt (encipher and decipher) secret messages. More precisely, Enigma was a family of related electromechanical rotor machines comprising a variety of different models. The Enigma was used commercially from the early 1920s on, and was also adopted by the military and governmental services of a number of nations (countries) — most famously by Nazi Germany before and during the Muggle World War II. The German military model, the Wehrmacht Enigma, is the version most commonly discussed. The machine has gained notoriety because Allied cryptologists were able to decrypt a large number of messages that had been enciphered on the machine. The intelligence gained through this source (codenamed ULTRA) was a significant aid to the Allied war effort. The exact influence of ULTRA is debated, but a typical assessment is that the end of the European war was hastened by two years because of the decryption of German ciphers. Although the Enigma cipher has cryptographic weaknesses, it was, in practice, only their combination with other significant factors which allowed codebreakers to read messages: mistakes by operators, procedural flaws, and the occasional captured machine or codebook. 64 65 Bar Codes "UPC" stands for Universal Product Code. UPC bar codes were originally created to help Muggle grocery stores speed up the checkout process and keep better track of inventory, but the system quickly spread to all other retail products because it was so successful. UPCs originate with a company called the Uniform Code Council (UCC). A manufacturer applies to the UCC for permission to enter the UPC system. The manufacturer pays an annual fee for the privilege. In return, the UCC issues the manufacturer a sixdigit manufacturer identification number and provides guidelines on how to use it. You can see the manufacturer identification number in any standard 12-digit UPC code found on just about any Muggle artifact. Left Hand Guard Bars - These bars serve as a starting reference point for the scanning devices. 66 Number System Character - This digit identifies the type of manufacturer or how the bar code will be used. For example 0, 6, and 7 are generally used in the retail industry, while 3 is assigned to the health and drug manufacturing industries. Number System Bars - These bars correspond to the Number System Character. Manufacturer ID Number - Each company must apply for a Universal Product Identification Number with the Uniform Code Council. The UCC assigns each company a unique six digit identification number for use on all of their products. The number is composed of the Number System Character and a five digit manufacturer's code. Manufacturer ID Bars - These bars correspond to the Manufacturer's ID Number. Tall Center Bar - These bars serve as a middle reference point for the scanning devices. Item Number - Each company is responsible for assigning a unique five digit number to each of their products. Item Bars - These bars correspond to the Item Number. Modulo Check Character - This digit is derived from a mathematical formula based on the unique set of numbers in each bar code that helps ensure the accuracy of the data scan. Modulo Check Bars - These bars correspond to the Modulo Check Character. Right Hand Guard Bars - These bars serve as an ending reference point for the scanning devices. 67 Pig pen or domino code The Code Is Quite Simple, But Looks Complex And Goes As Follows: Draw A 3 X 3 Naughts And Crosses (Tic Tac Toe) Grid With The Alphabet Arranged In The Squares As Shown Below. To Encipher A Message Each Letter Of The Alphabet Is Encoded By Indicting The Type Box That It Is In And A Way Of Indicating Its Position: Such That The Letter F Or Can Be Expressed As Or . There Are Even Other Versions Of Pig Pen; Truly This Code Can Vary Widely According To Your Locale. 68 This Style Of Pig Northumberland: Pen Is In Use Widely In The Principle Is The Same As Each Letter Is Still Represented By The Part Of The "Pigpen" That Surrounds It. If It's The Second Letter In The Box, Then It Has A Dot In The Middle. So An A Looks Like This: And A B Looks Like This: For Example, The Phrase “Listen To The Wind” Is Expressed As: 69 Yan Tan Tethera Yan Tan Tethera, in parts of Britain and surrounding areas, was a traditional numeric jargon used by shepherds to count sheep. Until the industrial revolution, the use of specialized traditional number systems was common among shepherds, especially in the dales of the Lake District. It is believed by some to be a remnant of cumbric language, as spoken in yr hen ogledd. Though these number systems fell out of use by 1910, it remains common among some shepherds to use the word "yan" in place of "one". The practice has most certainly also given rise to the notion of counting sheep to lull oneself to sleep. # SwaleDale Kirkby Lonsdale WestmorLand North Wales 1 Yan Yaan Yan Un 2 Tan Tyaan Tahn Dau 3 Tether Taed'ere Teddera Tri 4 Mether Mead'ere Meddera Pedwar 5 Pip Mimp Pimp Pump 6 Azer Haites Settera Chwech 7 Sezar Saites Lettera Saith 8 Akker Haoves Hovera Wyth 9 Conter Daoves Dovera Naw 10 Dick Dik Dick Deg 11 Yanadick Yaan'edik Yan Dick Un Ar Ddeg 12 Tanadick Tyaan'edik Tahn Dick Dau Ar Ddeg 13 Tetheradick Tead'eredik Teddera Dick Tri Ar Ddeg 14 MetheraDick Mead'eredik Meddera Dick Pedwar Ar Ddeg 70 # SwaleDale Kirkby Lonsdale WestmorLand North Wales 15 Bumfit Boon, Buom, Buum Bumfit Pymtheg 16 Yanabum Yaan'eboon Yan-ABumfit Un Ar Bymtheg 17 Tanabum Tyaan'eboon Tahn-ABumfit Dau Ar Bymtheg 18 Tetherabum Tead'ereboon TedderaBumfit Tri Ar Bymtheg 19 MetheraBum Mead'ereBoon MedderaBumfit Pedwar Ar Bymtheg 20 Jigget Boom'fit, Jiggot Ugain 21 Yanajigget Yaan'eboom'Fit Yan-AJiggot Un Ar Ugain 22 Tanajigget Tyaan'eboom‘Fit Tahn-AJiggot Dau Ar Ugain 23 TetheraJigget Tead'ereboom -‘Fit TedderaJiggot Tri Ar Ugain 24 MetheraJigget Mead'ereBoom’fit MedderaJiggot Pedwar Ar Ugain 71 muggle artifacts These mysterious code tablets seem to translate from one code to another in different ways and have been discovered at sites of what must be strange muggle games. Can you decipher their meaning? 72 73 A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z ABCDEFGHIJKLMNOPQRSTUVWXYZ ZYXWVUTSRQPONMLKJIHGFEDCBA 74 75 76 Section 7: divin ation Divination is the art of reading omens or signs to get a better understanding of the world and people around us. Although divination can be used to foretell the future, it is more than fortunetelling. A skilled seer can see the patterns in almost anything, and use those patterns to better understand the past, current events, and then predict the likelihood of future events. Although there are literally hundreds of methods of divination, only three are discussed in this text. Arithmancy Being a basic introduction to the type of numerical magic that allows one to understand the people and world around us. Originated by ancient Greek wizards, Arithmancy was adapted to our number system about 3,000 years ago by Chaldean wizards, who used the Arabic numbering system that we use today. In the 18th century, a Scottish Wizard, Angus MacDougal, updated the letter systems to include all the letters in our alphabet, which gives us the version of Arithmancy taught in the English-speaking world today. The most common form of Arithmancy delves into the personality of an individual by determining the numbers that correspond to their character, heart and social life. The Character number describes the personality type of the person. The Heart number describes the innermost desires and fears of the person. Finally, the Social Life number describes the face the person shows to the world. 77 Each letter of the alphabet matches to one nine primary digits, as follows: 1 2 3 4 5 6 7 8 A B C D E F G H J K L M N O P Q S T U V W X Y Z of the 9 I R Once the alphabet matches have been determined, then a number can be deduced from any name, as follows: L O U I S E S N O W 3 6 3 9 1 5 1 5 6 5 To get the Character Number, we add all the digits in the name together, and we get a number: 44. As single digits are necessary for proper Arithmancy, the number must be reduced to a single digit by adding its digits together, thus: 4+4= 8. We determine her Heart number by adding the digits of the vowels in her name, to get: 6+3+9+5+6=29, which reduces to 2+9=11, and then to 1+1=2. We determine her Social Life number by adding the digits of the consonants in the name, to get 3+1+1+5+5=15, which reduces to 1+5=6. Thus, the Character, Heart and Social Life numbers for mrs. Louise Snow are as follows: Character 8 Heart 2 Social Life 6 78 The following is a brief description of each of the numbers and the characteristics ascribed to them. 1. The number of the individual. Ones are focused, independent, and goal-oriented. They are leaders, often inventors, and sometimes find it very difficult to work with others. They certainly don't like to take orders, and can sometimes be self-centered and selfish. Ones are frequently loners. 2. The number of the communicator. Twos are balanced, prefer cooperation, interaction, and fairness. They are often peaceful, sweet-natured, and creative. Twos are also no stranger to the concept of duality and opposing forces, such as night and day, good and evil, summer and winter. As a result, twos can often be moody and indecisive. 3. The number of the whole person: past-presentfuture. Threes are frequently talented, energetic and artistic. Threes can also be very lucky, easygoing and socially talented. Like the other numbers, threes also have their flaws, and can be superficial and easily offended. 4. The number of the stabilizer. Fours are hardworking, honest, and logical. Reliable as the four seasons, fours get things done. Organized and practical, fours do not have patience with illogic and flights of fancy. They can also be incredibly stubborn. 5. The number of the adventurer. Fives are given to change and imbalance, interested in many things but able to stick with none. They are energetic, given to taking risks and impatient with delay. Fives are often quick-tempered. 6. The number of the friend. Sixes enjoy friends, family, hearth and home. They are loyal, loving and have infinite patience when teaching others. Sixes often enjoy a good gossip and frequently fall victim to complacency. 7. The number of the dreamer. Sevens are drawn to mysteries and challenges, and are often scholars. 79 They like hard work, so long as it is not physical, and often have uncanny powers of perception. Given their ready understanding, sevens can also be pessimistic and sarcastic. 8. The number of the extremist. Eights are never average. Ambitious and committed, they throw themselves into every endeavor with enthusiasm and perseverance. As a result, eights are either amazing successes or abject failures. They can also be power-hungry and jealous of others' successes. 9. The number of the humanitarian. Nines are hardworking, tireless, and an inspiration to others. They often dedicate their lives to good works and solving world problems in science, medicine and magic. Because they are so revered by others, nines are often also arrogant and conceited. 80 Tea Leaves The reading of Tea Leaves is a time-honoured tradition among wizards, gypsies and seers. The charm of reading Tea Leaves is that you share the enjoyment of lovely tea and conversation and then your fate is foretold to you by a loving friend. What a lovely way to spend a sunny Tuesday afternoon! When reading tea leaves, orientation of perceived symbols is important. As the symbol rotates farther clockwise from the handle, the stronger or sooner the portent becomes. Acorn: financial success Airplane: impending journey Anchor: unpleasant situation Angel: good news Ants: many impending difficulties Apple: prosperity, achievement Arrow: bad news in love Axe: risk, danger or difficulty Ball: desire to travel Bear: bad luck Bell: good news Bird: good luck, good news Book (closed): question needing investigation Book (open): answer to a question Bottle: youth Bull: arguing with friends Butterfly: much expected happiness Cat: deceit, a false friend Child: new idea Coin: prosperity Cross: sacrifice, reward for suffering Daisy: new love Dog: good friend Dove: coming peace Drum: change 81 Eggs (broken): career setback Eggs (whole): assured career success Envelope: good news Eye: caution, foresight Face: change in friendships Finger (lowered): need for direction Finger (raised): warning Flag: ruse, trap Foot: walk away from the past Forked line: coming decision Fountain: great happiness Fruit: fruitful hopes Garden: party Globe: travel Grapes: happiness Gun: arguments with family Hand: friend’s assistance Harp: quick love, an impending engagement Hat: upcoming raise on the job, future honor House: really old or infirm Kangaroo: trip 82 Kite: wishes will come true Ladder: success in business Leaf: new life Lock: future obstacles Man: female or male visitor Mask: secret that must be kept Mouse: theft of heart, object or idea Mushroom: future disturbance Necklace (broken): danger ahead in love Necklace (whole): admirers Oak Tree: health Owl: sign of good or bad luck ahead Palm Tree: trip to a tropical place Pig: greed Question Mark: questionable morals Rabbit: bravery Rat: dishonest person Raven: bad news Rose: popularity Shark: bankruptcy Shell: good news Shoe: increased energy and productivity Snake: enemy nearby Spider: reward for work Star: hope Sword: warning of future arguments Teapot: utter lack of inner self Tower: disappointment Tree: health Turtle: intense criticism Umbrella: protection Vase: secret admirer Volcano: impending emotional eruption Wagon: hard times ahead Waterfall: abundance Wheel: business advancement through great effort Witch: strange occurrence Wolf: jealousy Yoke: need for change Zebra: move from one physical or emotional state to another 83 Engrams The most direct access to the mind's full power is through engrams, the permanent traces of a spellcaster's thought patterns. Measures can be taken, through careful training, to favorably align one's engrams for optimal effect. With the right stimuli, the sum of one's full experience and expertise can be brought to bear on command. Graven images, when properly used, offer the most straightforward approach to engram mastery. The following collection, carefully crafted by elder sages of long ago, represents an ideal balance of influential forces. 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 Appendices index Abalone, 14 Accio-, 34 Aconite, 14 Acorn, 81 Acromantula, 22 Air, 43, 45 Airplane, 81 Alohomora, 34 Amnesia, 38 Anchor, 81 Angel, 81 Anise, 14 Anticlockwise, 44 Antidotes, 9 Ants, 81 Aparecium, 34 Apple, 14, 81 Apricots, 14 Arithmancy, 77 Armadillo Bile, 14 Arrow, 81 Arrowroot, 14 Avis, 34 Avocado, 14 Axe, 81 Babbling Beverage, 9 Ball, 81 Bamboo Shoots, 14 Bananas, 14 Bar Codes, 66 Basilisk, 22 Bayes’ System, 62 Bear, 81 Beasts, 21 Beautifying Potion, 9 Bell, 81 Belladonna, 14 Bestiary, 21 Bezoar, 9, 14 Bicorn Horn, 12, 14 Bird, 81 Black Beetle Eyes, 14 Blood Replenishing Potion, 10 Ashwinder Eggs, 14 Asphodel, 11, 14 Ass Key, 60 Avada Kedavra, 34 Boggart, 40 Boil Cure Potion, 10 Book, 81 Boomslang Skin, 14 101 Bottle, 81 Bruise Healing Paste, 10 Bubotuber Pus, 14 Bull, 81 Burn Healing Paste, 10 Butterfly, 81 Cat, 81 Caterpillar, 12, 14 Character Number, 78 Charms, 33 Child, 81 Circle, 44 Circular Mwaneme, 46 Clams, 14 Clockwise, 44 Cockroaches, 14 Cocoa, 6 Coin, 81 Colloportus, 34 Conch, 14 Consonant, 44, 45 Cross, 81 Cruciatus Curse, 35 Crucio, 35 Crup, 22 Cryptomancy, 53 Daisy, 12, 14, 81 Damon Tor, 5, 6 Dark Arts, 33 Deflating Draught, 9 102 Deletrius, 35 Dementor Army, 3 Dementors, 4, 36 Desaugeo, 35 Diegrapp, 88 Diffindo, 35 Dipthong, 44 Disarm, 36 Divination, 77 Dog, 81 Domino Code, 68 Domocles Belby, 13 Dove, 81 Doxy Eggs, 15 Doxycide, 10 Draconus Device, 3, 4 Dragon Blood, 15 Dragon Hide, 15 Dragon Horn, 15 Dragon Liver, 15 Dragon Tears, 15 Drum, 81 Drusilla Draconus, 3 Dugbog, 23 Dust, 43, 45 Earth, 43, 45 Earthgig, 93 Eggplant, 15 Eggs, 82 Elixir Of Euphoria, 10 Émile Baudot, 60 Engorgio, 35 Engrams, 84 Enigma Machine, 64 Ennervate, 35 Envelope, 82 Erkling, 23 Erumpent Fluid, 15 Evanesco, 35 Expecto Patronum, 36 Expelliarmus, 36 Eye, 82 Face, 82 Feedmius, 85 Felix Felicis, 10 Ferula, 36 Finger, 82 Finite Incantatem, 36 Fire, 37, 43 Fire Protection Potion, 11 Firecrab, 23 Flag, 82 Flagrate, 36 Flick, 45, 46, 47 Flobberworm Mucus, 15 Fluxweed, 12, 15 Foot, 82 Forget, 38 Forked Line, 82 Fountain, 82 Freeze, 37 Frog Brain, 15 Fruit, 82 Furnunculus, 36 Garden, 82 Garroting Gas, 11 Gillyweed, 15 Ginger Roots, 15 Globe, 82 Glover Hipworth, 12 Glumbumble, 24 Godric Gryffindor, 3 Gooseberries, 15 Grabbitt, 95 Graille, 55 Grapefruit, 15 Grapes, 82 Grass Jelly, 15 Gregory's Unctuous Unction, 11 Griffin Claw, 15 Gun, 82 Halfchop, 96 Hand, 82 Harp, 82 Harpy, 24 Harvest, 14 Hat, 82 Hate Potion, 11 103 Heart Number, 78 Helga Hufflepuff, 3 Hellebore, 15 Honey, 15 Horned Slugs, 15 Horned Toad, 15 House, 82 Ibex, 24 Igrinjee, 94 Impedimenta, 37 Imperio, 37 Imperius Curse, 37 Impervius, 37 Incarcerous, 37 Incendio, 37 Inchwick, 86 Insanity, 35 Item Bars, 67 Item Number, 67 Jackfruit, 15 Jinn, 24 Jobberknoll Feathers, 15 Kangaroo, 82 Killing Curse, 34 Kirkby Lonsdale, 70 Kite, 82 Kneazel, 25 Knotgrass, 12, 15 Lacewing Flies, 12, 15 Ladder, 82 104 Leaf, 82 Leech Juice, 12 Leeches, 12, 15 Left Hand Guard Bars, 66 Legilimens, 37 Lemon Juice, 15 Levitation, 41 Life Elixir, 11 Light, 38 Lime Juice, 15 Lindworm, 25 Lionfish Spine, 16 Living Death Draught, 11 Lock, 34, 82 Locomotor, 38 Locomotor Mortis, 38 Loganberries, 16 Lotus Root, 16 Love Potion, 11 Lumos, 38 Lycanthropy, 13 Lychee, 16 Maebell, 60 Magical History, 1 Magiczooology, 21 Man, 82 Mandrake, 16 Mandrake Root, 9 Manufacturer Id Bars, 67 Manufacturer Id Number, 67 Mapinguari, 25 Mask, 82 Medical Magic, 10, 12, 36 Ministry Of Magic, 21 Mira, 59 Mirliton, 16 Mobili-, 38 Modulo Check Bars, 67 Modulo Check Character, 67 Momrda, 14 Monkshood, 16 Moonstone, 16 More’s Code, 56, 60 Morsmordre, 38 Mouse, 82 Msds Sheets, 18 Mud, 43, 45 Muggle Artifacts, 72 Muggles, 1, 21, 34, 55, 56, 60 Mugglium, 3, 4 Murtlap Essence, 12 Murtlap Tentacles, 12 Mushroom, 16, 82 Mussels, 16 Mwaneme, 43, 44, 46, 48 Mwaneme, Circular, 47 Naughts And Crosses, 68 Nazi Germany, 64 Necklace, 82 Nettles, 16 Nibs, 6 Nipschus, 87 Nogtail, 26 North Wales, 70 Nox, 38 Number System Bars, 67 Number System Character, 67 Oak Tree, 82 Obliviate, 38 Octopus, 16 Orang Pendek, 26 Order Of Merlin, 13 Ostrylle, 89 Owl, 82 Oysters, 16 Palm Tree, 82 Parsnip, 16 Patronus, 36 Peppermint, 16 Pepperup Potion, 12 Petrification, 9 Petrificus Totalus, 39 Phoneme, 43, 44, 48 Pig, 82 105 Pig Pen, 68 Point Me, 39 Poison, 9 Poisonous?, 14 Polyjuice Potion, 12 Pomegranate Juice, 16 Porcupine Quills, 16 Portkey, 39 Portus, 39 Potion Ingredients, 14 Potions, 9 Priori Incantatem, 39 Protection, 39 Protego, 39 Prune Juice, 16 Puffer-Fish Eyes, 16 Puffskein, 26 Pumpkin, 16 Question Mark, 82 Quietus, 40 Quininity, 14 Quintaped, 27 Rabbit, 82 Rakshyde, 91 Raspberries, 16 Rat, 82 Rat Intestines, 16 Rat Sorbet, 16 Rat Spleen, 12, 16 Rat Tails, 16 106 Ratatouille, 17 Raven, 82 Reappear, 36 Reducio, 40 Re'em, 27 Relashio, 40 Reparo, 40 Rhubarb, 17 Rictusempra, 40 Riddikulus, 40 Right Hand Guard Bars, 67 Rose, 82 Rowena Ravenclaw, 3 Runespoor Eggs, 17 Sacharissa Tugwood, 9 Saguaro, 5, 6 Salamander Blood, 17 Salazar Slytherin, 3 Sardines, 17 Scarab Beetles, 17 Scourgify, 40 Se-Moo-Fore, 53, 54 Serpensortia, 41 Shark, 82 Sheep, 70, 112 Shell, 2, 82 Shoe, 82 Shrinking Solution, 12 Shrivelfig, 12, 17 Silencio, 41 Sinestra Thompson, 10 Skele-Gro, 12 Smoke, 43, 45 Snake, 83 Snake Fangs, 17 Social Life Number, 78 Sonorus, 40, 41 Sopophorous Bean, 11, 17 Spells, 33, 34 Spider, 17, 83 Squid, 17 Squonk, 27 Star, 83 Steam, 43, 45 Stupefy, 41 Summoning Charm, 34 Supermuk, 98 Swaledale, 70 Swelling Solution, 9, 13 Sword, 83 Tall Center Bar, 67 Tamarind, 17 Tarantallegra, 41 Tea Leaves, 81 Teapot, 83 Teeth, 35 Temple Of The Forbidden Eye, 59 Theodore Bromo, 5 Tic Tac Toe, 68 Ticklish, 40 Tinnifly, 97 Torpedo Fish, 28 Tower, 83 Tree, 83 Truth, 13 Tubeworms, 17 Turtle, 83 Umbrella, 83 Unforgivable Curses, 34, 35, 37 Unicorn, 28 Unicorn Horn, 9, 17 Unicorn Tail Hair, 17 Urflexus, 90 Valerian, 11, 17 Vanish, 35 Vase, 83 Vegetable Lamb, 28 Veritaserum, 13 Volcano, 83 Vowel, 44 Waddiwasi, 41 Wagon, 83 Wand Duel, 36 Wand Spell Casting Tips, 49 Wand Spells, 43 Wandwork, 43 Wartzgop, 92 107 Water, 43, 45 Water Maiden, 1, 2 Waterfall, 83 Wehrmacht Enigma, 64 Werewolf, 13, 29 Westmorland, 70 Wheel, 83 Wingardium Leviosa, 41 Witch, 33, 35, 83 Wit-Sharpening Potion, 13 Wizard, 1, 21, 33, 34, 35 108 Wizard Lore, 1 Wolf, 83 Wolfsbane Potion, 13 World War Ii, 64 Wormwood, 11, 17 Xiphias, 29 Yan Tan Tethera, 70 Yeti, 29 Yoke, 83 Zaratan, 30 Zebra, 83 Zwiebach, 17 graph paper 109 110 111 112 113 114 115 notes 116 117 118 119 120 121 Autographs 122 123 124 125