Accio DC 20- You may summon any object within 1 mile per class level. The object flies 50 feet per class level per round Note: You cannot summon people, and a DC 15 concentration check must be made each round to maintain its speed.
Aguamenti DC 25- You can produce pure water which comes in the form of freshwater or salt-water. You can produce 5 gallons per round with an additional gallon for every 5 points by which you exceed the base DC.
Alohormora DC 10- This spell allows the wizard or witch to open by magic, be they magical locks or otherwise. When the spell is cast the result of the roll is compared against the open lock DC. If the check exceeds the open lock DC the lock opens.
Anapeneo DC 15- When cast this spell clears the targets airway if it is blocked by a solid object. Note: The spell only works on solids; liquids are not affected by this spell.
Aparecium DC Varies
DC 10- This spell can be cast upon any writable surface. If there is any hidden ink by muggle means, such as invisible ink it is revealed. The spell makes the words glow a bright blue, but then die down to a black.
DC 20- This spell can be cast upon any writable surface. If there is any hidden ink by magical means, then it is revealed. The spell turns the words a bright blue, but then dies down into black.
Arresto Momentum DC 25
This spell allows a witch or wizard to finish a fall from any height without injury, stopping just before they hit the ground without harm. For every 3 points by which the DC is exceeded, you may extend the spell over an additional Medium target (two Small targets equal one Medium, two Medium equal two Large, etc).
Bubble Head Charm DC 20- This charm produces a large clear bubble 1 foot in diameter around the casters head. This bubble holds 10 minutes of fresh clean air, with 10 more minutes by every 2 points that the caster exceeds the DC.
Caterwauling Charm DC 30- This spell covers a 100 square foot area. Any creature that is equal to or larger the Small sets of this alarm. As any creature walks through the perimeter, a high pitched screech with the area and it around it for another 100 square feet is released. For every 5 points by which the DC is exceeded add another 50 square feet. This spell lasts for one day or until triggered, whichever comes first.
Cheering Charm DC 15- You may cast this charm upon a sentient being. If the subject fails the will save it moves 1 step up the diplomacy chart for the next hour. For every 5 points by which you exceed the DC the subject stays cheery for an additional hour if you wish. At the end of the spells duration the subject reverts back to its previous state of happiness. This spell is a mind effecting effect and requires the use of a Will save to avoid the effects.
Colloportus DC 25- The caster magically locks the door. The door is locked with an Open Lock DC equal to the result of the Charms check. The door cannot be unlocked through muggle means, only magical. This effect last for a number of days equal to the caster level of the caster, or until the door is unlocked.
Confundo (Confundus Charm) DC 20- The casting of this spell causes the subject to begin to behave erratically. They must make a Will save or begin to do one of the following actions each. This is based by rolling 1d8.
1-2 Subject moves in opposite of intended direction at the same rate they would have normally.
3-4 the subject takes no action, and stares off dumbly into space.
5-6 the subject attacks the nearest enemy.
7-8 the subject flees becomes panicked and flees combat at full speed, to an exit.
Note: This spell last for 5 minutes or for the remainder of the encounter, whichever is less.
Defodio (Gouging Spell) DC 30- This spell gouges into a material like rock or steel at a rate of a 5 foot cube, with an additional 5 foot cube for every 5 points by which the DC is exceeded.
Diffendo (Severing Charm) DC 20- This spell cuts or rips into an object, or if used offensively a person. Make a ranged attack roll against the object or creature. If it exceeds the AC it will affect the object or creature When cast against an object, the spell deals 3d6 points of damage and ignores hardness. If used against a person it deals half as much damage and leaves a long deep cut. This cut continues to bleed for 1 rounds causing 1 point of damage during the round unless stopped, as the blood drips out.
Depulso DC 20- Also known as the Banishing Charm this spell allows the caster to move an object 10 feet away with an additional 5 feet for every 2 points by which the caster exceeds the DC.
Disillusionment Charm DC Varies
Chameleon DC 20- The object or person blends into the environment granting partial concealment as well as a +5 bonus to Hide checks. This spell lasts for 5 minutes per cast level, or until dismissed.
Invisibility DC 30- The subject becomes invisible granting total concealment. This last for 5 minutes per caster level or until dismissed. This spell immediately ends if the caster attacks.
Episkey DC 15- When cast, this spell heals 1d4 points of lethal damage, or twice that amount of non-lethal damage. This spell can only be used on a person three times in one day, additional castings have no effect. For every 5 points by which the caster exceeds the DC, this spell heals an additional 1d4 points of damage.
Featherweight Charm DC 15- This spell allows the caster to make any object up to Medium size, weight 1/4 its normal weight. The effects of this spell last for 10minutes per caster level. Object's greater than Medium size, can be affected, however each size above Medium causes the DC of the spell to increase by +5.
Fidelius Charm - DC varies
Also known as the Secret Keeper Charm, this spell is both rare and hard to use. In the olden days, where secrecy was paramount and the concern for souls less so, noble families used to trust servants with the locations of artifacts so that in the event of their downfall they would be hidden from their enemies.
The charm needs at least a single secret keeper, and a item to protect. The item can be as large as a house, or smaller then a grain of dust - but the idea and concept is imprinted on the bearer forever on their souls. The keeper can show where the item is - even when blinded, deafened or dumb. Once the keeper dies he or she may transfer their keepership to another person, usually a relative.
The base DC is for a single secret keeper and a medium object - 30.
Every additional secret keeper - +2 DC
Every additional size category - +4 DC. Houses are usually gargantuan. Mansions might even be bigger then Colossal - and sizes above that are beyond the Fidelus's ability to conceal.
Every participant who is not a secret keeper and is a wizard or witch - 1 DC
of 10th level or higher - -2 DC
of 17th or higher level - -4 DC
The secret keeper is a friend, or other close relationship to the owner of the object - -2Dc
Keepers can write down their knowledge of the item on a piece of paper, or equivalent. This knowledge lasts until 24 hours have passed. The keeper has no knowledge as to where the paper is or who is in possession of it, so this is incredibly risky.
Flagrate Varies
Sparks DC 5- This causes the casters wand to emit sparks of red or green color up to their range to cast spells. They are either green or red flip a coin to determine what color they are.
Colored Sparks DC 10- Same as DC 5 except the caster may choose the color of their sparks.
Controllable Sparks DC 15-This spell causes sparks to shoot of the casters wand. They become fiery marks in the air and can take any shape or form that the caster desires. They remain in air for 10 minutes per caster level.
Sparks Message DC 20- This spell causes sparks to shoot out of the wand creating a sentence. The caster may make 5 words per caster level and they remain in the air for 10 minutes per caster level or until the caster chooses to dismiss the message.
Gemino DC 25- This spell creates a perfect non-magical replica of any object. The copy is worthless and it disappears after a number of hours, equal to the caster level.
Hommenum Revelio DC Varies
Human Detector DC 20- This reveals the presence and general direction of any human, or humanoid within a 100 square foot area, centered on the caster. For every 5 points by which the DC is exceeded. another 100 foot square area is affected
Peer Through Invisibility DC 30- This allows the caster to see any invisible humans, or humanoids in the spells area of 100 feet. For every 5 points by which the DC is exceeded another 100 foot square area is affected.
Hot Air Charm DC 15- This spell allows the caster to emit hot air from their wand. If used on clothing it completely dries it within 2 rounds regardless of how wet it is. It can also be used to melt snow, as the caster walks as long as it is not higher then 1 foot. However, each round the caster must succeed on a DC 10 Concentration check.
Impervius (Impervius Charm) DC 15- This spell prevents rain,dust, or any other sort of small debris, from touching the character. If the debris or rain or the like were, to cause the characters vision to be impaired, it is now not.
Lumos DC 5- Even the weakest wizard or witch can cast this spell. The casters wand emits a bright white light, in a 5 foot radius around the tip of the wand. For every 10 points by which the DC is exceeded the radius increases by 5 feet. This spell requires no Concentration check to maintain, and other spells may be cast while this is in effect. The spells ends when the caster says the word "Nox"
Muffliato DC 20- This spell causes an area of silence in a 5 foot radius. Listen checks from outside this area trying to hear inside it take a -10 penalty to their listen checks. An additional -5 penalty is incurred for every, 10 points by which the DC is exceeded. The spell lasts for 1 minute per caster level or until dismissed.
Multicorfors DC 20- Also known as the Color Change Charm. This spell allows you may turn the subject any particular color that you wish. This lasts for one hour with an additional hour for every 2 points by which you exceed the DC.
Obliviate (Memory Charm) DC Varies
DC 15- When cast this spell allows for the changing of memories as the caster sees fit. The subject makes a will save and if it fails the caster may replace the last five minutes of the subjects memory with whatever they wish.
DC 20- As DC 15, but can now be made to last up to an hour.
DC 25- As DC 15, but can now be made to last up to a day.
DC 30- As DC 15, but can now be made to last up to a month.
DC 35- AS DC 15, but can be made to affect up to a year.
DC 40- As DC 15, but can be made to affect the person's entire life. This can result in core personality changes relationships with others, political views and even alignment. As such The Ministry of Magic rarely uses such a powerful use of this spell except against the most dangerous, and the most vile foes. This can even be used to make someone forget how to cast a spell, or even the fact that they are a wizard.
Point Me (Four Point Spell) DC 10- This spell makes the casters wand tip, point to the north. This allows the wand to act as a compass.
Priori Incantatem DC 20
DC 20- This spell allows for a wizard to see the last spell cast from a wand. The caster must simply hold the wand that they wish to see last spell of. The spell then emits a ghostly image of what the wand cast, what it was cast on and a hazy environment of the area that it was cast. The caster may continue to have the wand keep on producing past spells by making a DC 15 concentration check each round.
Refilling Charm DC 25- This charm causes a container to be refilled almost to the brim. This spell can only be cast on the same container once per hour.
Reparo DC 10- This spell heals a damaged or shattered object for an amount equal to the check result. This however, cannot give an object more hit points than it normally would. Nor can it restore a damaged magical items, magical properties.
Scourgify (Scouring Charm) DC 15- This spell cleans a 5 foot square area, removing dust, dirt, dead bugs etc... It also leaves objects in a pristine condition. For every 5 points by which the DC is exceeded the spell affects another 5 foot square.
Silencio (Silencing Charm) DC 20- This spell causes an object or person to be unable to make a sound for 1 round per caster level within a 5 foot cube. For every 5 points by which the DC is exceeded another 5 foot square is affected.
Sonorus DC 20- This spell causes the caster voice to be much louder. This allows for people making listen checks to take only a -1 penalty for every 50 feet between them, and the caster.
Tergo DC 20- This spell takes liquids and removes them at a rate of 1 pound per caster level.
Vulnera Sanentur DC 25- When cast, this spell closes wounds, mends broken bones, and heals 2d8 points of lethal damage. This spell can only be used on a person three times in one day. For every 5 points by which the caster exceeds the DC, this spell heals an additional 1d8 points of damage.
Windgardium Leviosa (Levitation Charm) DC 10- With a swish and a flick objects fly up into the air. The base weight that can be lifted is 10 pounds with an additional pound for every point by which the DC is exceeded. You may affect one more object by adding +5 to the DC. The object (or objects) move up to 10 feet per round each as a standard action from the caster. This spell can be maintained each round with a DC 10 Concentration check.