Spellbook FAQ

The Spellbook FAQ is a resource to detail exactly what effects certain spells have over time. Information regarding what spells can do will be placed here so we can build up a repository of information.

This page is open to community moderation and editing, but please do not post a spell effect until you have spoken to the professor in charge regarding that school of magic. Additionally, sometimes spell descriptions may need to be changed. These should be taken from the spell list.

If entering a new spell, include the admin you got the information from underneath the spell; this will generally be the professor in charge of the department. If you got information from somebody else, please add their name next to the specific information.

**Formatting Example**

```
==='''<u>Spell Name</u>'''===

'''Official Description:''' Description
* Information 1
* Information 2
* Information 3 ('''Source:''' Person B)
'''Source:''' Person A

```

The bullet points beneath the official description describe certain effects, usage rules, and what you might expect from a spell.

In order to find spells on this page, you can use the table of contents (below) or use control-F to pull up the Find bar, then type in the name of the spell you're looking for, or words that might be found in the description.

## Charms

### **Accelero Momentum**

**Official Description:** Increases the acceleration of an already moving target. Cannot be used on magical artifacts and requires vision. Counter-Charm to Arresto Momentum.

* You can use it on yourself.
* It wouldn't make much of a difference on somebody who was walking or running, it is best used for objects that are falling.
* In the very obscure situation where you happened to be falling already during combat, you could theoretically use Accelero Momentum to dodge a spell.
* If someone was falling, had Arresto Momentum cast on them, then had Accelero Momentum cast on them and the Arresto roll was beat, it would be combat ending.

**Source**: Professor Glamis & Professor Glamis

### **Accio**

**Official Description:** Summons an object to the caster, with the object taking the path of least resistance or failing if significantly anchored. Once mastered, can be used to disarm as an action or to block an incoming spell with your reaction, and held or worn objects may be Summoned. Can be avoided by dodge.

* Clothes are considering "significantly anchored" to a person and thus you could not summon a person by using their clothes. Cheap clothes would rip.
* Summoning someone using their shoes also would not work.
* If a person was significantly strapped to an object, they could be summoned using the object.
* Can be stopped mid-cast with enough concentration.
* Accio can be used to catch fish.
* A strong cast could be used to drag around small birds from the air.

**Source**: Professor Glamis & Professor Glamis

### **Aguamenti**

**Official Description:** Creates a jet of clear, pure water which shoots from the tip of the caster's wand. Inflicts ‘b’ if used offensively. Can be avoided by dodge.

* It cannot be used to block spells physically (such as Avada Kedavra)
* It works by manipulating moisture in the air to create water. The water is not conjured.
* The water is drinkable, whereas Conjured water would not have any sustenance.

**Source**: Professor Glamis & Professor Glamis

### **Alarte Ascendare**

**Official Description:** Shoots the target high into the air. Can be used as a fight-ending physical attack. Can be avoided by dodge.

* You can use your reaction to Alarte in a duel to cushion or slow your fall. Arresto Momentum would counter it, Molliare would reduce it to 'b'-inflicting, and Spongify would not be powerful enough to help you.

**Source**: Professor Glamis & Professor Glamis

### **Alea Temere**

**Official Description:** Rolls a simple, magical-ethereal D4. Mastery of this spell allows the user to visualise alternate dice sizes.

* Alternate dice sizes include smaller ones such as a D2.

**Source**: Professor Glamis & Professor Glamis

### **Algoignes**

**Official Description:** Produces a bright blue, waterproof flame that radiates heat but is cold to the touch. Inflicts no injuries. Wandless casting allows the flame to be held harmlessly in your hand, like a torch.

* The flame produced is small, and you would have to cast it multiple times to get a bigger one.
* The fire is contained and won't spread.
* It can burn things such as clothes and plants.

**Source**: Professor Glamis & Professor Glamis

### **Alohomora**

**Official Description:** Unlocks and opens locks that are not protected by magic. It is also able to open anything locked by "Colloportus" by beating the DC check. When mastered can always unlock your own Colloportus'd locks.

* Alohomora works on magical locks such as those created with Colloportus or Furo Veto.
* Alohomora also works on nonmagical locks such as bank vaults.

**Source**: Professor Glamis & Professor Glamis

### **Arresto Momentum**

**Official Description:** Slows the velocity of a moving target, capable of bringing them to a total halt and stopping damage from falls. Mastery allows this spell to be used on up to five targets at a time. Counter-Charm to Accelero Momentum.

* You can use Arresto Momentum on yourself to counter Alarte Ascendare if you are hit with it and allow yourself to float safely to the ground.

**Source**: Professor Glamis & Professor Glamis

### **Ascendio**

**Official Description:** Lifts the caster high into the air. Can be used to dodge spells, however inflicts ‘b’ without a successful cast of Arresto Momentum.

* You cannot use it to move to the side, only straight up and down.

**Source**: Professor Glamis & Professor Glamis

### **Bombarda**

**Official Description:** Causes a small, locally contained explosion. Combat-ending physical attack. Can be avoided by dodge.

* It cannot be cast on people, but it can be cast on the floor nearby them.

**Source:** Meryl Webb

### **Callento**

**Official Description:** Causes a burst of warm air to hit the target.

* It is not strong enough to be used in an overtly harmful manner.

**Source:** Professor Glamis & Professor Glamis

### **Cantis & Countis**

**Cantis Official Description:** Causes the victim to burst uncontrollably into song. Inflicts 'b' if used offensively. Can be resisted by willpower.

**Countis** **Official Description:** Forces the target to count the objects around them, cackling wildly. Inflicts 'b' if used offensively. Can be resisted by willpower.

* Countis does not cause a mental compulsion to say things.
* Whilst they don't cause a *compulsion* to do their effects, it's also not just physically moving your jaw up and down like moving something with Leviosa. It is forcing the person to speak like that against their will (hence the Willpower resist) so it is based on the mind, but they still don't want the effect to happen under the effect of the spell. Unless they already wanted to do it outside the spell.

**Source**: Professor Glamis & Professor Glamis

### **Carpe Retractum**

**Official Description:** Produces a supernatural rope from the caster's wand, which will pull a target toward the caster. Disarming. Can be avoided by dodge.

* It can be used as a grappling hook.

**Source**: Professor Glamis & Professor Glamis

### **Colloportus & Furo Veto**

**Colloportus** **Official Description:** Closes a lockable object (such as a door or trunk) and binds it so that it can't be opened. Mastery allows the locking of all windows and doors within close vicinity.

**Furo Veto** **Official Description:** Locks an object - such as a door, trunk or window - shut. Mastery allows the locking of all windows and doors within close vicinity.

* You cannot pick locks that were locked with magic.
* Either Aberto or Alohomora can unlock either of these magical locks if the cast beats the original roll.
* A Finite that beat the roll could undo the magic of a lock created with magic, but it would still physically be locked.

**Source**: Professor Glamis & Professor Glamis

### **Colovaria & Other Colour-Changing Spells**

**Colovaria** **Official Description:** Changes the colour of a target.

**Colovaria Revolvere Official Description:** The object will cycle through the chosen colors, for example blue to green to purple to blue. This happens at intervals of 1.5 seconds, unless mastered; mastery allows the caster to visualise alternate intervals.

**Tingerus Official Description:** This is more precise version of the Colour Change Charm; many witches find a bit more useful because it allows patterns or multiple colors on a surface, such as zebra print, tye dye or camo! Mastery of this spell allows the creation of optical illusions.

**Velo Official Description:** Works on blemishes, pimples, or spots, this conceals skin through a similar method to Colovaria. Mastery allows for the smoothing out of skin colouration and the hiding of simple scars, cuts and bruises.

* Colovaria is a persistent magical effect, which is why Finite counters it.
* Colovaria cannot be used to make vantablack, and that is because vantablack is technically a substance made to absorb light efficiently and not a colour. To make vantablack, one would have to use Transfiguration.
* It can be used on human tissue, but it fades faster than normal, although it will last much longer in nails and hair than it will on skin.
* Colovaria'd items fade when in direct sunlight.
* Usage of Colovaria on eyes will blind someone. However, this is too imprecise to be done from an extreme distance, so cannot be done in combat.
* If creating art using Tingerus, general art skill helps.
* Colovaria variants, Tingerus, and Velo work in the same way as Colovaria.

**Source**: Professor Glamis & Professor Glamis

### **Ebublio**

**Official Description:** Seals the target in a large bubble that's difficult to escape magically and impossible to break through mundane means. Combat-ending, but can be escaped by a Apparate that beats the roll. Can be avoided by dodge.

* The caster would be able to break the bubble by using Finite or Partis Temporus, the ward-breaking charm.
* If one were to trap a fire inside the bubble, it would not douse the fire but it would contain it. It would burn out at the same rate as a normal fire.
* The bubble continuously pulls in air from the outside in order to keep the person inside it alive.
* The bubble cannot be cast through from either side at all.
* The bubble can be broken by magic-based physical attacks.

**Source**: Professor Glamis & Professor Glamis

### **Exhilaro**

**Official Description:** A spell which makes a person happy. When the spell is overdone, it can cause the victim to be overcome with fits of hysterical laughter. Inflicts 'b' when cast offensively. Can be resisted by willpower.

* It would require casting it over and over in order to cause someone to fall into hysterical laughter.
* A Metamorphmagus would be susceptible to hysterical laughter after only one cast.

**Source**: Professor Glamis & Professor Glamis

### **Expecto Patronum**

**Official Description:** Summons a spiritual guardian to defend the caster. Modifiers 1-10: successful cast creates an incorporeal Patronus that can deflect the advance of creatures such as Dementors. 11-15: successful cast creates a corporeal Patronus with a physical form, capable of forcing Dementors and their ilk to flee. Mastery of the spell allows one to communicate using their Patronus as a messenger.

* The Patronus charm can defend against lethifolds and other dark creatures, although not many are known.
* The distance a Patronus messenger can travel depends on the strength of the cast, and an experienced adult would be able to send them great distances.
* You cannot have a magical plant as a Patronus.

**Source**: Professor Glamis & Professor Glamis

### **Expelliarmus**

**Official Description:** Disarms the target of the spell, capable of taking wands or other weapons and flying them to your hand. Can be avoided by dodge.

* If someone is dual wanding and they are hit with Expelliarmus, only one of their wands will be taken.
* Taping your wand to your hand doesn't protect against Expelliarmus. (**Source:** Medraut Prince)

**Source**: Professor Glamis & Professor Glamis

### **Flipendo & Flipendo Variants**

**Official Description:** Also knows as the Knockback Jinx, pushes or flips something backwards. Combat-ending physical effect. Can be avoided by dodge.

* When casting Flipendo Duo or Tria, the verbal modifier would be spoken aloud as well.

**Source**: Professor Glamis & Professor Glamis

### **Fumos**

**Official Description:** Used to produce a defensive cloud of dark grey smoke that forces your opponent to cast and dodge with 'b' until the end of their next turn. Cannot be dodged.

* Fumos does NOT count towards the two 'b's needed to end a duel, but it DOES count towards the first 'b' in a formal duel. (For more information, see Combat)
* Fumos only affects one target. It does not affect the caster or any of the other people in the duel.

**Source**: Professor Glamis & Professor Glamis

### **Imberstatio**

**Official Description:** Creates a magical umbrella, which can be used to stop liquids. Mastery of this spell protects from more extreme weather, such as hail and to a degree, sunlight; it also allows the visual appearance of this spell to be used for Contego, Protego and its respective modifiers.

* When cast wandlessly, a magical umbrella will form fully so that one can hold on to it.

**Source:** Professor Glamis & Professor Glamis

### **Infrigido**

**Official Description:** Causes a burst of cool air to hit the target.

* It is not strong enough to be used in an overtly harmful manner.

**Source:** Professor Glamis & Professor Glamis

### **Lumos**

**Official Description:** Creates light, usually by making the tip of the wand glow. One of the most basic spells young witches and wizards are taught, as well as one of the most easily modifiable.

* Lumos can be made somewhat brighter or dimmer.
* The colour of the light created cannot be changed.

**Source**: Professor Glamis & Professor Glamis

### **Locomotor**

**Official Description:** Charm that enables a witch or wizard to lift the target a few inches off of the ground and then move said object to a specific location. Always takes the path of least resistance and does not require continued concentration.

* It hovers until it reaches the destination.
* The destination must be pointed to, or the caster must be able to accurately visualize the path it would take.
* A person cannot have Locomotor cast on them.
* A person can stand/sit on the object.

**Source**: Professor Glamis & Professor Glamis

#### **Locomotor Mortis**

**Official Description:** Locks an opponent’s legs together. Inflicts 'b' when cast offensively. Can be avoided by dodge.

* This spell can be used on objects that can be said to have legs as well.

**Source**: Professor Glamis & Professor Glamis

#### **Locomotor Wibbly**

**Official Description:** Causes the victim's legs to collapse. Inflicts ‘b’ if used offensively. Can be avoided by dodge.

* This spell can be used on objects that can be said to have legs as well.

**Source**: Professor Glamis & Professor Glamis

#### **Parvus Locomotor**

**Official Description:** Allows animation of small paper objects, such as paper planes. Mastery of this spell allows the caster to direct the animated paper to locations they are capable of fully visualising, rather than a direction or location they can see.

* You can either set it to do a certain animation, which it will do and finish, or you can maintain concentration and have it loop and do complex tasks.
* Making the paper fly somewhere would not require continued concentration.

**Source:** Professor Glamis & Professor Glamis

### **Maneo**

**Official Description:** Directly targets spells that would end combat, silence or disarm causing them to inflict ‘b’ instead if the roll is matched or beaten. This is a beam, rather than a shield; as such in group fights it may only be used to dampen one spell.

* A 'b' inflicted by countering a combat-ender with Maneo would count towards the two 'b's in a duel.
* Maneo doesn't protect against Avada Kedavra. It would still hit you, and even a weakened form of death is still death.

**Source:** Professor Glamis & Professor Glamis

### **Mimble Wimble**

**Official Description:** Binds the target's tongue. Prevents verbal casting. Can be avoided by dodge.

* Mimble Wimble is not capable of untying tongues.
* When under the effects of Mimble Wimble, the 'v' modifier must be used.

**Source:** Professor Parcil

### **Mobilicorpus**

**Official Description:** Used to move a body from one place to another.

* You cannot cast Mobilicorpus on yourself.
* You can use it on conscious, alive bodies.
* The person does not have to be lying down/horizontal for it to work (the "stretcher" can be turned so they look like this)
* It moves them through the air.

**Source**: Professor Glamis & Professor Glamis

### **Molliare**

**Official Description:** Cushions' a surface, making it more comfortable. Mastery allows cusioning of larger surface areas, as opposed to objects.

* Molliare does not create a cushion. It just makes an existing object cushioned.

**Source**: Professor Glamis & Professor Glamis

### **Nox**

**Official Description:** Extinguishes light; used to douse the light created by the casters “Lumos” or its respective modifiers.

* Nox can extinguish light whether the roll exceeds the lumos roll or not. As long as the spell was passed, it will extinguish the light.
* It can extinguish any variant of Lumos, such as Lumos Maxima.

**Source:** Professor Glamis & Professor Glamis

### **Nulo Motus**

**Official Description:** Makes it so an object cannot be lifted or moved by spells such as Accio, Wingardium Leviosa or Locomotor. Requires continued concentration, cannot be used on wands.

* It cannot be used to counter Accio cast on wands during duels, but it could be used to counter Accio in a fight where you had a knife.
* You could use it to keep an object from being summoned as a shield during a duel.

**Source:** Professor Glamis & Professor Glamis

### **Obsideo**

**Official Description:** Causes pressure around the neck as though being choked, leaving angry marks that never heal. Can be avoided by dodge. [Dark]

* It can be lethal. Roll would not impact its lethality.
* The caster can choose when to release it.

**Source:** Professor Glamis & Professor Glamis

### **Orbis**

**Official Description:** Sucks the target through the floor or into the ground. | \*\*Combat-ending:\*\* Physical. | \*\*Dodgable.\*\*

* Can suck you into a variety of materials (soil and concrete), but something like concrete won't "close up" around you
* Basically makes the floor material "looser" to force the body in
* Doesn't actually harm you, just puts you in a harder position
* When you first start learning, it will pull to ankles, then knees, then waist, before higher numbers = submersing the person

**Source**: Professor Glamis & Professor Glamis

### **Papyrus Plico**

**Official Description:** Can be used to fold or uncrease paper. Mastery allows the spell to be used for Origami.

* Knowing how to do the origami by hand would help when using this spell to create origami.

**Source:** Professor Glamis & Professor Glamis

### **Protego & Other Shield Charms**

Protego **Official Description:** A powerful defensive shield capable of deflecting many physical and magical attacks. Shield spell, cast as a reaction.

* Maintaining a personal Shield Charm (one which protects the caster themselves, but no wider area) requires concentration and will not end until the shield has either:
	+ Been sufficiently damaged or brought down by another spell that beat the roll.
	+ The caster breaks focus, either due to exhaustion or deliberately wanting to bring their shield down.
* Certain advanced Protego **modifiers** can be reinforced to protect an area until they are brought down by similar means to a personal Shield Charm, without the need for concentration. This often requires several powerful witches or wizards working in conjunction.

**Source:** Professor Glamis & Professor Glamis

### **Protos Akolouthos**

**Official Description:** Links objects. When one is changed, the others will emit a small heat trace, before changing to match the objects it's linked to.

* Can link more than 2 objects with each other
* Object must be actually altered (such as writing in a notebook), not altered with other objects (taping in a photograph)

**Source**: Professor Glamis & Professor Glamis

### **Talpa**

**Official Description:** The Disillusionment Charm conceals the target by making them appear to have the same color and texture as that which is around them. This charm will effect the target’s skin, hair, and clothes, basically anything attached to them at the time of casting. The target can still be felt and heard though, so you must take caution not to bump into anyone or make any noise. Can be used as a dodge alternative in combat.

* OOC guidelines on using Talpa: whilst we are not setting a formal rule for how to use this spell at present - we recommend working with scene partners instead to determine what’s scene and what’s not - we do have a rough guideline for possible mechanics to use with this spell, for those of you interested.
	+ **Step 1.** The future invisible student casts Talpa, recording their spell roll.
	+ **Step 2.** To see if they can see just a glimmer of the Talpa’d student, others use s!roll wisdom. If they beat the Talpa roll with their wisdom, they can see a faint glimmering, which they may or may not recognise to be some form of invisibility.
	+ **Step 3.** If ‘detected’ the invisible student may then s!roll finesse in an attempt to conceal their identity and slip away.
	+ **Step 4.** The detectors s!roll wisdom again; if they beat the finesse roll then they catch the invisible student red handed. If they do not, the perpetrator slips away.

As mentioned, at present these are currently not formal rules, so do not have to be used! Work with scene partners to see what works best for you.

**Source:** Professor Glamis & Professor Glamis

### **Tarantallegra**

**Official Description:** Forces an opponent’s legs to dance uncontrollably. Inflicts 'b' if used offensively. Can be resisted by willpower.

* There is no control to the dance, it's just a quick and wild movement of the legs. The caster does not choose the dance.
* It can make any legs dance uncontrollably, including the legs of animals and furniture.
* It works until a counter charm is applied and does not require continued concentration.
* If one is under the leg locker spell as well, they will hop around.

**Source:** Professor Glamis & Professor Glamis

### **Relevo**

**Official Description:** Can reduce the weight of an object or animal. Mastery of this spell allows it to be used on humans.

* How light it becomes is dependent on how strong the cast is. The cast determines the % of the original weight.
* You can't make anything light enough that it will fly away.

**Source:** Professor Glamis & Professor Glamis

### **Reparo**

**Official Description:** Repairs broken items. Mastery of this spell allows for Repairing of multiple small objects within an area when younger, or larger objects once older.

* Reparo can never be used on anything that is alive.
* Reparo cannot be used on organic material such as food.
* Reparo can only fix items when all the pieces are still there.
* Objects destroyed using Reducto are too damaged to be repaired.
* Objects that have been burned but still have their parts can be repaired to a degree, but it will not be perfect.
* Breaking an object then using its parts for something else (like scrap art) would allow it to repair to the original object if Reparo was used.
* If a plant was in some way damaged, you would not be able to use Reparo as long as the roots still remained attached and taking sustenance, as it would be alive.

**Source:** Professor Glamis & Professor Glamis

### **Setis**

**Official Description:** Makes the casters wand act as a no-contact-required hairbrush; allowing for combing, brushing and untangling, though still requires maintained focus. Mastery allows for some basic degree of styling, such as that that might be capable with a curling iron, or hair spray.

* Using Setis to braid hair or create dreadlocks is possible, but it would be not much faster than doing it by hand.

**Source:** Professor Glamis & Professor Glamis

### **Scourgify**

**Official Description:** Used to clean dirt or other material off of a surface. Inflicts 'b' when cast offensively. Can be avoided by dodge.

* It can clean skin, but it would be uncomfortable, like scrubbing too hard with a rough cloth.
* One of the ways to use it offensively is to clean someone's mouth with it.
* It shouldn't be used to clean dried ink off a piece of parchment.

**Source:** Professor Glamis & Professor Glamis

### **Spissatio Aeris**

**Official Description:** The Condensation Charm changes the organization of the water vapor particles at the target location, causing them to condense and become liquid water so long as you maintain your concentration. Mastery allows this to be used as a attack or dodge alternative by causing sheets of ice to rise from the ground. Can be avoided by dodge.

* It can be used to block Avada Kedavra.
* It is a combat ending spell.
* It can be used to put out fire, but it's not as effective as Aguamenti, Aqua Eructo, or Glacius.

**Source:** Professor Glamis & Professor Glamis

### **Spongify**

**Official Description:** Makes an area/object rubbery and bouncy. Inflicts 'b' on dodging if used offensively. Cannot be dodged, but can be blocked with shields. Only lasts one turn.

* Spongify can be countered by Duro, Inspico, and Finite Incantatem.
* Spongify does NOT count towards the two 'b's needed to end a duel, but it DOES count towards the first 'b' in a formal duel. (For more information, see Combat)
* Spongify is not powerful enough to keep you from getting hurt if you fall. This includes in duels such as when Alarte Ascendare is used.

**Source:** Professor Glamis & Professor Glamis

### **Volvalimo**

**Official Description:** The Cartwheeling Charm will cause an object to cartwheel across whatever surface it is on (or around itself in the air if it is airborne, with the Levitation or Locomotion Charms, for example).

* Cannot be cast on a person.
* It will not cartwheel in the air by default. It has to be floating first.
* It can be used to send an object into a person.
* It can't cartwheel *in place*, but if you want something to stay in place it would cartwheel in a small circle.

**Source:** Professor Glamis & Professor Glamis

### **Wingardium Leviosa**

**Official Description:** Allows the user to make an object levitate. Whilst an object is levitated, the spell can be recast as an action to act as a combat-ending physical attack, or recast as a reaction to block a single offensive spell. Once mastered, the spell can be used to slowly move people through their clothing, although not whilst you are in a strenuous situation. Mastery also allows for multiple things that are stacked to be Leviosa'd together. Can be avoided by dodge.

* While you are levitating something, you cannot cast anything else until you put the item down. This includes use in combat.
* You cannot cast Wingardium Leviosa on your own clothes.
* If Person A is levitating an object and Person B casts Wingardium on the same object, you must beat the roll in order to take control of the object, though there will be a struggle.
* You can Wingardium small animals such as cats.

**Source:** Professor Glamis & Professor Glamis

## Transfiguration

### **Evanesco**

**Official Description:** Causes an item to immediately dissolve away, as if it had never existed

* Complex living things such as humans cannot be Vanished.
* You cannot Vanish a complex living thing that has been transfigured into something less complex.
* You can Vanish a corpse, but it's very difficult.

**Source:** Professor Nagorski

### **Vera Verto**

**Official Description:** General transformation spell that will turn an animate being into an inanimate object.

* Vera Verto does work on plants. (**Source:** Medraut Prince)
* Vera Verto can hurt animals *if* the Transfiguration is held for long enough. (**Source:** Medraut Prince)
* Plants are affected by this as well; they will wilt if the Transfiguration held for long enough.
* The complexity of casting Vera Verto depends more on the animal's mental capabilities than it does their size or physical complexity. (**Source:** Professor Andrew Grey)

**Source:** Professor Nagorski

### **General Transfiguration Principles**

#### **Definition of Transfiguration**

Refers to what Transfiguration is and what it encompasses.

* Transfiguration is magic that fundamentally alters the form or nature of an entity, rather than applying new properties to that entity (which would be Charms).
* Transfiguration alters things fundamentally and at a cellular level.
* All Transfiguration is considered inherently time-limited and will turn back.
* In general, the more complicated something is, the more difficult it will be to transfigure. Anything with life will be vastly more complicated to transfigure. Animals are more difficult to transfigure than plants.

**Source:** Medraut Prince

#### **General Clarifications**

* You can transfigure a moving object (like a clock), but the movement will stop while the object is transfigured. When the clock is untransfigured, the time will be incorrect.
* You can transfigure an item that holds other items, such as a backpack filled with books.
* However, the items cannot be already transfigured. You cannot transfigure the books into wooden blocks, and then store them in a backpack which you also transfigure into a wooden block

**Source:** Professor Nagorski

#### **Gamp's Law**

Gamp's Law states that anything that can by imagined can be conjured, and the conjured construct will be inherently identical to its naturally counterpart for the duration of the conjuration (conjured items, like all transfigurations, are not naturally permanent). There are five exceptions to this law.

* The first exception is **life**. While you can conjure a construct in the form of an animal, the animal will not be "real". It will not need to eat or sleep, it will not be able to reproduce, it will not have a soul, etc.
* The second exception is **food**. Conjured food may look and smell like real food, and a skilled wizard may even be able to conjure food that will taste like real food. But conjured food has no nutritional value. If you tried to survive on conjured food, you would starve to death.
* The third exception is **magical objects**. While you can conjure an object that will look like its natural counterpart, it will not have any magical properties. A conjured time-turner is just a necklace. A conjured pensive is just a bowl.
* The fourth exception is **precious stones/metals**. Again, you can conjure something that looks like a diamond, or a Galleon, but it will have no intrinsic value. A good example of this is leprechaun gold. The average wizard may be fooled (until the conjuration ends and the coins disappear) but goblins and experienced venders can easily tell that the coins are magical constructs.
* The fifth and most recently discovered exception is **muggle technology**, specifically, any object that relies on an electrical current. The limits of this exception are still being tested, but so far even simple electrical objects, like conjured lightbulbs, don't work. It is suspected that this has something to do with the magical interference that most electrical devices experience when brought into contact with magic.

**Source:** Professor Nagorski

#### **Abilities**

Refers to any intersection between transfiguration and abilities, whether natural or learned.

* Metamorphmagi are not immune to forced, external Transfiguration. However, they do have a boost to their willpower and would have a better chance of breaking a transformation than a non-metamorph student.

**Source:** Professor Nagorski

#### **Clothing**

Refers to transfiguration of clothing.

* It is not completely safe to transfigure something into clothing that is worn due to the chance of it transfiguring back, but the risk depends on the type of clothing. For example, creating something worn around your body is more dangerous than creating a hat.
* It could also be dangerous to transfigure a piece of tight clothing into something baggier.

**Source:** Medraut Prince

#### **Elements & States of Matter**

* If something transfigured into ice, it wouldn't melt like a normal ice cube. If it reached a point where it would plausibly have to melt, it would untransfigure.
* If someone were to transfigure ice or snow, it would depend on the current state and environment.
	+ Transfiguring a solid ice cube that is not melting would be easy.
	+ Transfiguring an ice cube that is melting (ie in a state of flux) would be difficult.
	+ Transfiguring snow would be difficult because it is not quite a solid.

Source: Professor Nagorski

#### **Human Transfiguration**

Refers to the general category of transfiguring humans.

* One could theoretically transfigure somebody into their own corpse, but it would be extremely difficult to get right and would probably kill them in the process.
* If someone is transfigured into something inanimate, they will likely suffer extreme consequences depending on how long they were transfigured.
* Human transfiguration is based heavily on willpower. (**Source:** Medraut Prince)
* You cannot transfigure humans using the normal animate transfiguration spells such as Permutatio or Vera Verto. (**Source:** Professor Glamis & Professor Glamis)

**Source:** Professor Nagorski

#### **Languages**

Refers to ways and languages which transfigured and conjured animals speak.

* Inanimate objects turned into animals speak the language of the animal they're turned into. They have the average consciousness of the animal they were turned into.
	+ If turned into a snake, a formerly inanimate object would be able to speak to a Parseltongue.
		- The same rules apply to conjured animals.

* Animals transfigured into other animals cannot speak the language of the animal they're turned into. They would make a lot of sounds appropriate to their new body, but it would be unintelligible to any real version of the animal who heard them.
	+ The same rules apply to Animagus.

#### **Potions**

Refers to any intersection between Transfiguration and Potions.

* If one transfigures potions, the potions will not retain their magical properties when untransfigured.

**Source:** Professor Nagorski