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Accursed Curses, Vol. I

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PostPosted: Mon Jan 14, 2019 6:44 pm



Accursed Curses


Vol. I










W._D._ N O T T_ I I I
PostPosted: Mon Jan 14, 2019 6:45 pm


Table of Contents






              Chapters ______________

              ❶ Introduction
              ❷ Jinxes Hexes, and Curses
              ❸ Dark Magic
              ❹ Earthquake Intruder Charm
              ❺ Medusa's Hair Hex
              ❻ Darkness Curse
              ❼ Fire Snake Hex
              ❽ Fire Whip Curse




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PostPosted: Mon Jan 14, 2019 6:46 pm


Chapter One





Introduction
Dedication






In this book, you'll find spells that have been hoarded in family vaults like dirty little secrets; whose pages have been lost to time; or have simply fallen out of favor with the masses and were all but forgotten. These spells were never meant to be printed and published by the wizard who had collected and wrote the original document. However, I have decided to share these spells with you; perhaps out of spite, perhaps for love of knowledge.





To the wizard who made this all possible.
R. N.


PostPosted: Mon Jan 14, 2019 6:48 pm


Chapter Two





Jinxes, Hexes, and Curses





Detailed in the pages of this book are an assortment of spells; this chapter will define the classification of jinxes, hexes, and curses, which have become the main focus of this spell book. Similar to charms in the sense that the quality of an object has been altered, jinxes, hexes, and curses possess a negative quality to differentiate between common charms.

Jinxes are the weakest form of dark magic, relatively low key and considered more of an irritant than a threat. Jinxes are often used in duels, and consistent eye contact must be maintained throughout the duration of the spell. The effects of a jinx can be removed with a counter-jinx, and can be prevented with an anti-jinx. Famous examples include the knock back jinx, flipendo, and the revulsion jinx, relashio.

Hexes are aggressive in comparison to jinxes, but not as dangerous or lethal as a curse. Objects or persons that have been hexed consistently retain their negative affects until reversed through a hex-breaker, and can similarly be prevented through an anti-hex or hex-deflection. Famous examples include the knee-reversal hex and bat-bogey hex.

Curses are violent in nature and considered to be the worst kind of dark magic used with the direct intent to either causing harm, control, or even death upon its victim. The three unforgivable curses cannot be broken, countered, or reversed and are considered among the most deadly spells known to wizard-kind. It should also be noted that while many wounds inflicted by dark magic can be healed through proper healing charms, any severed body limb cannot be regrown due to dark magic's permanent effects.




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PostPosted: Mon Jan 14, 2019 6:48 pm


Chapter Three





Dark Arts




The Dark Arts are an ever-changing and integral branch of magic that encompasses hundreds of spells and actions ranging from the powerful Unforgivable Curses to brewing harmful or poisonous potions to breeding Dark Creatures. That does not mean the Dark Arts are necessarily "evil" simply because it's labelled "dark". Indeed, the Dark Arts can be used for good as well as evil. Even the Killing Curse can be used for good. At the same time, dark magic is not the only type of magic that can be used with the intent to kill. For example, the Severing Charm can kill if used irresponsibly. However, the Dark Arts do come with high risks such as: addiction, corruption, or risk of injury and even death from backfiring magic.

The Dark Arts are generally disregarded because of the ease of corruption. It has been noted that practitioners of dark magic experience feelings of adrenaline and euphoria which prompts ongoing use. But doing so has dire consequences. The Killing Curse -- to willfully take the life of another being -- rips apart the soul and is rarely able to completely heal. Repetitive damage to the soul eventually oozes from the inside out until the body begins to wither away. But it is has been argued that the soul can possibly be restored by complete remorse or repentance, and is actually painful enough to cause death, however this has never been verified.

Powerful dark spells require malicious intent in order to be successful. To cast the Cruciatus Curse, for instance, one must truly desire to cause pain in and suffering. The Dark Arts can also be difficult to control; for example, Fiendfyre, will consume and destroy everything in its path, even the wizard who cast the spell. Injuries caused by dark magic sometimes never fully heal; limbs lost in this process cannot be regrown.

Which is why the use of dark magic should always be regarded with scrutiny.


PostPosted: Mon Jan 14, 2019 6:50 pm


Chapter Four





Earthquake Intruder Charm
Concussus Intrusus







          __C O N C U S S U S . I N T R U S U S
          _______ Cun-CUSS-is . IN-TRUU-sus




          Concussus Intrusus, otherwise known as the Earthquake Intruder Charm, is a defensive enchantment popularized in the Tudor period (16th century) of status, symbol, and stability when England saw the beginning of unfortified great houses (e.g. Sutton Place, Forde Abbey, Hampton Court) in comparison to previously constructed guarded castles (e.g. Dover Castle, Nottingham Castle, Belvoir Castle) which instigated a need for special precautions against intruders when a licence to crenellate (or licence to fortify) could not be obtained by the crown or the rulers of the counties palatine (e:g. Dukes of Lancaster, Earls of Devon.) If the spell is activated, the house actively defends itself from trespassers, a tremoring quake will tear across the floor like a tidal wave, the floorboards or tiles animate themselves to physically push back the invader, the walls enclose together, and the ceiling will cave in on itself. Once the assailant has been evicted from the home, the doors bar themselves closed and are then locked by magic.

          Concussus Intrusus is of latin etymology; 'concussus' meaning shaking, earthquake, rage, and fury; 'intrusus' meaning intruder.

          With a firm grip on the wand, proceed in a long, quick slash from left to right over the desired vicinity, then followed by a very soft and delicate point in the direction of the center of the room followed by the incantation. (The caster must be within the actual vicinity to perform the spell properly.)

          If the spell has been successfully cast, a blue jet of light will strike the center of the room. This spell can only be reversed through the finite incantatem charm. And, with enough will and power, the spell can be directed to target particular individuals, unknown persons, or specific groups of people.




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PostPosted: Mon Jan 14, 2019 6:51 pm


Chapter Five





Medusa's Hair Hex
Gorgones Capillus







          __G O R G O N E S . C A P I L L U S
          _______ Gore-GON-es . CAP-EE-lus





          Gorgones Capillus, also known as, Medusa's Hair Hex, is a form of dark magic which has been originally inspired by the Greek mythological monster, Medusa, and was named in her respect. Origins of the spell have dated as far back as Ancient Greece, instances of the spell being used have been referenced in texts scattered throughout the ages, though it's true creation is shrouded in mystery. The hex, when cast correctly, animates the victim's hair into serpents fanged with a mild cytotoxic venom, they attack when provoked. Though generally preferring "dry bites," the snakes can choose to inject venom which will cause immediate pain and swelling, bleeding beneath the skin, and eventually, watery blisters, and while the bite may incrreasingly bleed with decreased clotting, severe bleeding is not common. The venom is often described as "cold fire" and signs of necrosis are usually evident forty-eight hours following the bite. Necrosis begins with darkening of the area around the fang punctures. Blistering may follow. Necrosis usually is confined to the skin and subcutaneous tissue, but may be quite extensive. A putrid smell is characteristic.

          Gorgones Capillus is derived of Latin; "gorgones" as in gorgon and "capillus" meaning hair.

          To properly cast the spell, begin with a sweeping downward motion with the wand, followed by a sharp flick up and parry to the left (as in the fencing technique) then concluded with the incantation.

          When cast correctly, a jet of green light will strike the victim; only effective if the victim is within sight of the caster. The spell can only be reversed through the Aveho Defixio spell, or after the serpentine hair has been severed from the head through either magical or nonmagical means.




PostPosted: Mon Jan 14, 2019 6:51 pm


Chapter Six





Darkness Curse
Tenebrae







          __ T E N E B R A E .
          ____ ten-EE-bray



          Tenebrae, recently dubbed as the Darkness Curse, has had many different variations, not only in name, but in nature. The spell is a dark curse capable of conjuring a thick, impenetrable darkness to haunt either a room, building, or confined areas (usually in the visual form of a black cloud.) Sounds are muffled into near silence, neither light nor fire can penetrate or survive in the enchanted state of darkness, however, it has been rumored that a vampire may be able to see, though it's suspected their vision would be blurred; werewolves in their wolf form are expected to produce similar results, though this is only speculation as cooperation with such magical creatures are rare. In history, this spell has reportedly held many uses, during the enactment of the Statute of Secrecy, many wizarding homes and villages were forced to vacate any muggle populated areas. So while many homes and lands were being hidden or moved, a ring of darkness would allow wizards to work practically side by side muggles, without being seen, acting as a wall between the two worlds. It should be noted, of course, the spell was most effective at night, when tired eyes may confuse the natural darkness with the magical. In following years, the spell had lost it's "ring" form to become a "cloud", the incantation for the former has been lost and replaced with the latter. The latter form was then used for torture in medieval times, but has most recently been adapted as an added protection to private vaults and residential dungeons.

          "Tenebrae" meaning dark, obscurity, prison; a derivation of the form "tenebris" meaning darkness.

          Firm grim on the wand, then proceed with the sweeping movements in the shape of a “w” followed by the incantation.

          When properly cast, no sound or light is emitted, total darkness develops. The spell is long lasting until the counter curse is administered, Occuro Acerbus Pestis.




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PostPosted: Mon Jan 14, 2019 6:52 pm


Chapter Seven





Fire Snake Hex
Anguis ignus







          __ A N G U I S . I G N U S
          _______ AN-gwis . EEG-nus



          The origins of anguis ignus, alternatively known as the Fire Snake Hex, was speculated to have been created by an Indian snake charmer of Ancient Egypt, who was believed to have traveled through Africa, Southwest Asia and the Middle East, where the first sightings of the spell have first been uncovered. The spell crops up again in the history of medieval Europe where it had been popularized by minstrels and jesters as a form of entertainment for the royal court and local festivals, usually to the effect of drawing in a crowd only to frighten those who step too close to their live snakes during their performance. However, in recent years, the spell has been modified as an offensive technique, to conjure a fiery snake of dark magic to attack their opponent.

          "Anguis" is the Latin term for snake, as "ignus" is for fire.

          To begin casting, recite the incantation and proceed with a fluid stabbing motion with the wand and then a final flick of the wrist.

          The spell is silent and summons a serpent made entirely of fire which can then be controlled to follow it's target and may only be extinguished magically, either through a variation of the aguamenti charm or finite incantatem. Injuries and wounds sustained through this cursed fire can only be properly healed by the aduro occuro counter-curse, typically taught in Cursebreaking.

PostPosted: Mon Jan 14, 2019 6:53 pm


Chapter Eight





Fire Whip Curse
Ignus flagellum







          __ I G N U S . F L A G E L L U M
          _______ EEG-nus . fluh-jell-UM




          Ignus flagellum, commonly referred to as the Fire Whip Hex, Flaming Whip Hex, or simply, Whip Hex, is an ancient spell that has evolved throughout the centuries and adapted to different cultures and languages, though it's roots are highly debatable, many scholars believe it's creation to have been in Ancient Egypt, rumors of wizarding slave owners would cast a variation of this spell to drive fear into their muggle slaves; but little evidence to back up the claims. The spell conjures a whip extension at the end of the caster's wand; flames are cursed and can vary in colour from red, gold, green, or black; as well as in length, depending on the caster.

          "Ignus" of the Latin word fire, and "flagellum", meaning whip.

          With wand at the ready begin a clockwise swirl while reciting the incantation, then followed by a quick retraction and snap forward at the wrist. The spell can be reversed through the Finite Incantatem spell.

          When properly cast, the spell ignites with a loud crack, any limbs severed from this spell cannot be magically regrown, few healing spells are effective against this curse, however, dittany has proven useful to ease permanent scarring.


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