1. Hi there, Guest

    Only registered users can really experience what DLP has to offer. Many forums are only accessible if you have an account. Why don't you register?
    Dismiss Notice
  2. DLP Writing Competition
    Topic is EITHER Hogwarts Ghosts OR Duelling!
    Click here for more Guest!
    Due Date is June 20th!
    Dismiss Notice
  3. Introducing for your Perusing Pleasure

    New Thread Thursday
    +
    Shit Post Sunday

    READ ME
    Dismiss Notice

The DLP Grimoire

Discussion in 'Fanfic Discussion' started by enembee, Jul 8, 2009.

Not open for further replies.
  1. enembee

    enembee The Nicromancer DLP Supporter

    Joined:
    Feb 22, 2008
    Messages:
    301
    Location:
    Murias
    High Score:
    2,451
    [​IMG]

    Yarrgh!’s thread died a painful death and it has some seriously awful and illiterate ideas, so I’d thought I’d throw a compendium of all the spells together that are canon-worthy. In some cases I have slightly altered a spell to make it more canon-like. If you wish to submit a spell, feel free but try to keep it within the bounds of canon.

    Anyway, this thread is not the be or end all of magic, it's merely here to avoid boring duels and monotonous sections of magic. Look here if you need a bit of inspiration for a set-piece or you need a decent alternative to the severing charm or whatever.

    Also, I apologise to anyone I've offended by omitting their spell. It's nothing personal, this is just a list of spells that I felt fit into the canon-niche. Again, I apologise that I've not credited people with their spells but the list is confusing enough with out wand movements, spell appearance and author credit.

    In the spirit of contributing to fledgling and established authors alike, any author who submits to the grimoire thread below forfeits their right to expect credit in any work of story-telling fiction that uses their spell. You may request for your spell to be removed at any time.


    [​IMG]


    Skinning Curse - Delibro (latin; To peel)
    Skins a victim. Considered dark magic owing to an abundance of alternate spells that can be used during food preparation.

    Burning Curse - Fammipio (latin; "flamma" - fire, "corripio" - disease)
    Infects an organic target with a disease that burns as it eats through the victim, if used against a non-organic substance that is flammable will light it on fire. This spell is somewhat hard to cast effectively in a duel, as it is easily blocked.

    The Flamberge - Flammasectum (latin; "flamma" - fire, "sectum" - to cut)
    The Fire Cutter is a deadly cutting curse enhanced by elemental fire, making it harder to repel and stronger in its operation.

    The Bleeding Curse - Incruentatus (latin; roots unknown)
    Causes the target to hemorrhage from the mouth, eyes, ears and nose. Not only causing them to bleed but also interfering with the vision, smell and hearing of the target.

    Percussion Curse - Abhorreo (latin; roots unknown)
    A spell that upon striking the human body will cause internal organs to wriggle and vibrate, causing great pain. A well-cast percussion curse will incapacitate your opponent, sometimes to the point of death. There is no immediate counter-charm but it can be blocked by a wide variety of shielding charms.

    Flesh Flaying Curse - Scindo Viscum (latin; roots unknown)
    This curse flays all the flesh from a persons body in layers.

    The Soul Trap - Suspedum Animus (latin; roots unknown) - Counter-Curse: Alacritas Animus (latin; roots unknown)
    This spell essentially reduces someone to a soulless state indefinitely unless the counter-curse is uttered. As an interesting side effect, when kissed by a dementor under the effect of this curse, the victim is unharmed. Upon the counter-curse, the victim returns to normal and the kiss has no effect.

    Nigomesa Towema (greek; to drown in blood)
    Seals the pulmonary veins while magically inducing the heart to continue beating, thus forcing blood into the lungs to the point of drowning.

    Anubis' Bone Breaker - (greek; origins unknown)
    Physically inverts every joint in the body. Named after the Egyptian God. While obviously somewhat unpleasant when used on its own, the bone twisting spell is best used in conjunction with one of several other spells.

    The Glass Tarantula - Malia Potiri (greek; origins unknown)
    Changes all body hair to slivers of glass. Includes, eyelashes, pubes, crack hair and strands of hair so small that you didn't know they were there. Exceptionally painful, both blinds and deafens the target.

    Hamstringing Curse - Skisomis (greek; origins unknown)
    A more powerful variant of a hamstringing hex, a skilled caster with great knowledge of muscular anatomy may apply a very precise amount of power in conjunction with perfect wand movements to place minute tears in specific locations. This can be used to prevent atrophication, rebuild muscles that have atrophied, or simply build muscle mass. However, is generally used to tear the muscles of the target in order to debilitate their opponents.

    The Arithmia Curse - Grigorthia (greek; origins unknown)
    Causes the heart to beat more and more rapidly until random capillaries start to burst throughout the body. On the grand scale, this is a reasonably mild curse; it is rarely fatal, and easily treated with either a counter curse or a combination of blood replenishing potion and a mild healing draught. However, it is highly distracting even in the early stages, and debilitatingly painful as the effects begin to worsen.

    The Devil's Snare - Trogokrias (greek; origins unknown)
    Causes a ferocious and uncontrollable desire for human flesh in the target, named after a plant that was produced after by a creatively mis-cast version of this charm.

    The Flight of Death - Singultus Fugaris (latin; "singultus" - death rattle, "fuga" - flight)
    Gives the user the ability to fly, and creates a smoky aura to act as camouflage. A spell puported to be invented by Voldemort.


    [​IMG]


    Bludgeoning Curse - Vercundus (latin; to bash)
    Strikes an opponent/creature/object with an invisible but powerful force.

    The Thrown Gauntlet - Absonitus (latin; "abscido" - to take away, "sonitus" - sound)
    Creates a small explosion of sound waves, like a sonic boom, directly in front of the target's face. The resulting concussion waves cause varying degrees of deafness ('very temporary' to 'permanent if not treated'), dizziness due to inner-ear disruption and tend to rupture the sinus passages, resulting in very intense pain.

    The Cutting Curse - Lacero (latin; Mangle, Destroy, Cut)
    A generic cutting curse that is specifically designed to slice flesh, rather than the standard Severing Charm, which is clearly too underpowered for combat and is designed to be used like a pair of scissors for somewhat precise work.

    The Duel Shield - Contegus (latin; "contego" - to shield)
    A dome that protects the caster from most rudimentary spells. Can protect against poorly cast Dark Arts as well as most physical attacks.

    The Foe Hammer - Inilendio (latin; "inimicus" - Foe, "ledo" - Strike, Damage)
    A powerful bludgeoning curse which sacrifices accuracy for brute force. Strikes with the sound of a gong.

    Aduro (roots unknown)
    Creates an blinding flash of sunlight from the end of the caster's wand. Blinds those who look upon it and wards off vampires.

    The Blocking Spell - Desinum (latin; "desino" - to stop)
    Is used to target specific spells cast by an opponent and disrupts their ability to perform them. Note: Used by Severus Snape against Harry Potter on the night of Dumbledore's death.

    Blinding Curse - Nocturus (latin; Night)
    Creates an illusion of utter darkness on the target, however the other four senses are not affected. Given long enough, the effect will deteriorate.

    The Counter Spell - Mutodissio (latin; "muto" - to change, "discessio" - direction)
    Is used to change the direction of a curse. The curse's new direction will be that in which the counter spell was travelling.

    The Aegis - Sphaera Aegis (latin; spherical shield)
    The Aegis Shield forms a protective bubble around the caster that dissipates offensive spells and blocks physical attacks. It is stronger than the Protego shield and protects from all directions.

    The Dueller's Banishing Charm - Impetious (latin; "impetus" - impact)
    It releases a wave of almost indiscernible shimmering force. Much more focussed than a Banishing Charm, and consequently more useful for offense.

    Piercing Curse - Percutio (latin; to pierce)
    Penetrates flesh, armour and most shield charms. Can pass through thinner or softer masses completely and continue progress beyond them to strike another target.

    Greek Fire - Perivergo Igro (byzantine; magic fire)
    A curse that sets a target alight with flames that can only be extinguished by totally submerging in water and which 'jump' from object to object or person to person where they come into contact.

    Gelatinous Shield - Impetus Reverto (latin; "impetus" - impact, "reverto" - to revert)
    The Gelatinous Shield is a thick, greenish oval of nearly opaque jelly and is specifically designed to counter piercing and bludgeoning curses. If cast successfully, it stretches and quite literally envelops an incoming curse and hurls it back at the opponent.

    Called Lightning - Voco Levitium (latin; "voco" - to call, "levitas" - lightning)
    Summons lightning from a storm to strike the ground. Despite requiring a storm to be directly overhead during a duel and being niegh impossible to aim, a well-known and highly favoured curse.

    Curse of the Bubbles - Burplosi (roots unknown)
    Wand discharges a plethora of bubbles that surround the opponent. With a slight flick of the wand, all the bubbles explode with concussive catching the enemy in a whirlwind of shock waves.

    The Deafening Curse - Reboarius (roots unknown)
    Produces a bolt of magic that issues a high pitched whistle as it flies. It can deafen an opponent with a near miss if it passes by his/her head. If it strikes a target, that target will experience a horrible ear ringing in both ears until the counter-hex is applied.

    Greater Shield - Potensatectum (latin; roots unknown)
    Forms a metal shield that the caster can use to deflect curses and physical attacks. Has the advantage over regular defensive spells that it is almost unbreakable and can be used to defend against otherwise unblockable spells. Balanced by the fact that it is heavy, limits movement and uses one of the caster's arms to carry.

    Crushing Curse - Premo (latin; to squeeze)
    Essentially a summoning and a banishing charm on the exact same object. This will, essentially cause the object to be squeezed.

    The Impaling Curse - Pungo Sursum (latin; "pungo" - to stab, "sursum" upwards)
    The ground underneath the intended target reshapes itself into a pike, impaling the enemy from down below, until it exists through the mouth.

    The Silver Arrow - Argentum Telum (latin; "telum" - origin unknown, "argentum" - silver)
    A powerful piercing spell, designed to shatter through the conventional shielding spells and still have enough force to puncture the human body, causing grave physical injury. Despite its colour and name, this spell is less than effective on werewolves and any other creature susceptible to silver.

    The Deflection Charm - Declino (latin; origins unknown)
    The Shield is very different from most other magical shields, in that it merely deviates the path of a curse rather than trying to stop it. If the caster can create a proper shield curve, the spell will be easily nudged away.

    Bronze Skin Charm - Derma Brutesino (greek; origins unknown)
    A bronze-colored shield covering the surface of the skin. Ineffective against spell damage, but highly effective against physical assault.


    [​IMG]


    Auxilium (latin; To aid, help, support)
    General multi-purpose healing charm targeting a single person or creature.

    The Vampire Killing Curse - Lamiattero (latin; "lamina" - vampire, "attero" - destoy)
    Reverts a vampire back to the state that it would have been had it just been a corpse. Will have different effects on different vampires. A thousand year old vampire will likely turn to dust, whereas a day old vampire will revert to a day old corpse. Can be blocked by a simple magical shield.

    Eximo (latin; to free)
    Removes magical bindings, has no effect on physical bindings.

    Pain Relieving Charm - Kashaf'mad (arabic; "kashaf" - remove, "'mad" - pain)
    Relieves pain without actually healing anything. Prolonged use can lead to severe side effects such as permanent loss of feeling.

    The Strands of Light - Dedihapto (greek; roots unknown)
    Strands of white light emerge from the floor and bind the target by strands of sunlight. Target is constrained by these bindings. Only works upon those who are naturally opposed to sunlight.


    [​IMG]


    Burning Hair Jinx - Igniocapillius (latin; origins unknown)
    Sets alight to every hair follicle on the target's body, causing a spasm of pain and complete body baldness.

    Hot-headed Jinx - Peruromenus (latin; "peruro" - inflame, "mens" - intention)
    It causes rebellious, angry and irrational feelings within the target. This generally leads the target to immediately act in defiance of whatever authority is put against them.

    Silencing Jinx - Igneum Silencio (latin; "igneus" - burning, "silentium" - silence)
    A jinx with the same effect as a silencing charm, except that it causes the victim to feel a burning sensation when they try to speak.

    Spinning Jinx - Necuristo (latin; "Neo" - to spin, "Curism" - quickly)
    Spins the target around in circles quickly. Can be broken by the target by simply stepping a pace forward.

    Japanese Grazing Hex - Kagizagu (japanese; rip skin)
    Grazes an opponent's skin.

    Hamstringing Hex - Curangio (latin; "cur" - leg "angustus" - tighten)
    Causes a debilitatingly painful cramp in the targeted limb.

    Shadowed Eyes Jinx - Atravisum (latin; origins unknown)
    The Shadowed Eyes curse is ingenious in its design and brilliant in its effectiveness. Instead of blinding the opponent, it dims his vision in such a way that while his sight may adjust to stationary objects, he cannot make out moving figures as anything more than indistinct flitting shadows. His own movement further irritates his vision. This is a commonly used spell by dragon-handlers, who hit a renegade dragon with it to confuse it before they can get around to stunning it.

    Inner Ear Itching Hex - Psora Cochlea (latin; "psora" - to itch, "cochlea" - inner ear)
    Causes the unfortunate victim to be plagued with an inner ear itch that they cannot scratch and does not go away.

    Unreachable Itch Jinx - Psora Inexplebile (latin; "psora" - to itch, "inexplebile" - insatiable)
    Causes the target of the spell to begin itching in a hard to reach spot. When the victim does finally manage to reach the itch, it moves to a new and equally hard to reach location. This spell is particularly amusing to use in situations where it would be considered bad form for the target to draw his or her wand and try to remove the jinx.


    [​IMG]


    Arcessio (latin; roots unknown)
    Is a variation on the summoning charm, except for the fact that instead of summoning objects to the caster, it causes a number of objects (the number of objects, and what objects, are determined by the caster) to converge on one point.

    Cauterizing Charm - Cauterizatus (roots unknown)
    Cauterizes any flesh that touches the tip of the caster's wand, generally used to prevent extreme blood loss.

    Permanent Sticking Charm - Cohesisempra (latin; cling/stick-together, always)
    This handy spell permanently adheres one object to another until the spell is removed. Typically the caster positions the object against what they want it stuck to and then applies the spell. One can also cast the spell on the portion of the object they want to be sticky. This surface will emit a faint beige glow and will stick to whatever it comes into contact with, though this method doesn't allow for positioning since it will stick the second it touches. The glow fades once it adheres.

    The Puppet Charm - Imperietes (latin; "imperium" - to control)
    Can only be used to target inanimate objects, when cast blue string like threads attach themselves to the target and allow the user to manipulate them.

    Tracking Charm - Perseqorum (latin; "persequor" - to track)
    Allows the caster to use a tracking spell to find the target, as well as allowing the caster to concentrate on the target and feel what direction they are in.

    Fire Controlling Charm - Shasedjet (egyptian; roots unknown)
    Allows the caster to control fire for an amount of time. The level of control and amount of time wildly fluctuate depending on the caster's state of mind.

    Bounding Charm - Salirius (latin; roots unknown)
    When cast upon a target, it allows that target to jump higher.

    Misidentification Charm - Nebulosus (latin; "nebulosus" - foggy)
    A mix between a notice me not charm and a disillusionment charm. Hazes features slightly. Causes charm recipient to be utterly nondescript. Unless focused on with great intent the recipient of the charm will only be noticed as someone unimportant and normal.

    Noctorum Visio (latin; "noctis" - night, "visum" - vision)
    The night vision spell allows the caster better vision during the night.

    Ambidextrous Charm - Parilisio (roots unknown)
    Allows casters non-wand arm to function equally as well as his/her wand arm, making the caster ambidextrous.

    The Flower Charm - Vigeo (latin; "vigeo" - to bloom)
    A bunch of flowers will appear. It is important to note that visualization is key, otherwise the flowers will appear unrealistic, dull, wilted, or simply will not exist.

    Current Charging Charm - Fulgeo (latin; flash)
    Depending on the force applied behind the casting, charges the objective or the area with electricity and magnetism. It can be used as an electrified blasting curse if the user focuses the charge on the tip of the wand and then releases it with the intent to harm, obtaining a pulse similar to lightning.

    The Invisibilty Charm - Semovus Visium (latin; "semoveo" - to remove, "visum" - from sight)
    Creates a field around the caster or object that allows light to pass completely through, resulting in the object or caster becoming invisible. Can be penetrated by magical eyes and charmed glasses, or other such devices.

    The Unbarrier Charm - Obdagito (latin; roots unknown)
    Allows the object of the spell to be passed through by other physical objects, without any adverse effects to object or passer. he spell can be of varied duration, lasting anything from an instant to being permanently fixed to the object. Famous for being the charm that is cast upon the barrier to Platform 9 and 3/4. Can also be cast upon a person. Does not prevent the object of the spell from having other spells cast upon it (e.g. if you were to cast it upon yourself, it would not protect you from other spells).

    The Fog Charm - Sihalipso (greek; "psihalizo" - to drizzle)
    Summons liquid from a nearby vessel and disperses it from the wand tip in droplets.

    Unbreakable Charm - Infragilis (latin; roots unknown)
    Makes it such that the object of the spell is immune from all negative physical changes, where a negative change is defined as a change which would compromise the effective functioning of the object. Objects can still be harmed by magical means, and the unbreakable charm itself is fairly easy to remove. Does not protect the object from cosmetic change.

    Cremare (latin; to consume by fire)
    Causes liberal amounts of fire to come into existence around the target. Essentially a large globe of swirling, superheated fire. This spell was developed in medieval times during the Black Plague. It was necessary for the bodies of the deceased to be burned, quickly and efficiently.


    [​IMG]


    Backfire - Something Gilderoy Lockhart would make up
    The caster moves his wand in a manner of Gilderoy Lockhart. This causes the wand to spit out a burst of sparks and fire towards the caster, light their clothing on fire, then fly out of their hand. Do not pass go, do not collect £200.
     
    Last edited: Jul 9, 2009
Loading...
Not open for further replies.