The Unforgivable Curses Intended victims must make an Intelligence saving throw
In the wizarding world there are three curses that are (DC 18), those who resist are instantly alerted to the casters
registered as “Unforgivable”. The use of any of the said curses location. Victims who fail are instantly put under the control
is considered illegal and will guarantee the caster a spot of the caster. Directions must be communicated to the
rotting away in the cells of Azkaban, the wizarding prison. Imperioused victim, but they can perform the directions
The spell are not generally taught at Hogwarts except in the normally as if they intended to do it themselves. The caster
most advanced Defense Against the Dark Arts classes. can be miles away and the victim will still respond to orders.
Aurors (dark witch/wizard catchers) are trained in the use
and effects of the curses so that can better combat them out
in the field.
ANYeevavraesrdttuaadueKgnhtetsda. taHvorgawa(rKts,iolnllyinstgudCiedubrysaed)vanced Seventh
Pronunciation: ah-VAH-dah keh-DAV-rah
Casting Time: Instant
Range: 60 feet
Component: V, S
Duration: Instantaneous
Causes instant death to the victim wherever it hits on the
body, is accompanied by a flash of green light and a rushing
noise; there is no known counter-curse, although there are a
number of ways to prevent death by it, such as hitting it with
another spell in mid-flight, dodging it, or interrupting the
caster. Use of the curse is illegal and not (normally) taught at
Hogwarts.
CNYeeravreusrcttuaiduoegnh(ttCsa. trHuocgiwaatrtus,soCnlyusrtusdeie)d by advanced Seventh
Pronunciation: KROO-shee-oh
Casting Time: Instant
Range: 30 feet
Component: V, S
Duration: Instantaneous, Concentration
Inflicts intense pain on the recipient of the curse; the pain
is described as having hot knives being driven into the victim.
It cannot be cast successfully by a person who is doing so out
of pure spite or anger; one must feel a true desire to cause
the victim pain.
The spell cannot be resisted, once a target is hit it does 3d8
force damage and knocks the victim prone. The victim must
make a Constitution saving throw (DC 18) to break the curse.
If used as a concentration spell, each subsequent turn causes
the victim an additional 1d8 force damage. Victims cannot
move or fend for themselves while being attacked, for the
pain in unbearable.
INYmeeavpreesrtrtuaiduoegnh(ttsIa.mt Hpoegrwiaursts,Conulyrssteu)died by advanced Seventh
Pronunciation: im-PEER-ee-oh
Casting Time: Instant
Range: 60 feet
Component: V, S
Duration: 1 week
One of the three "Unforgivable Curses". Places the subject
in a dream-like state, in which he or she is utterly subject to
the will of the caster. However, those who are strong willed
may learn to resist it. While under it’s effects, the victim is
capable of doing things they normally wouldn’t be able to
(such as feats of gymnastics or murder).
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Chapter 14: Healing Spellsealing spells are some of the most complex Used to heal relatively minor injuries, such as a broken
spells known to wizardkind. They are also nose and cartilage or small scrapes and cuts. Roll 1d8 to
equally as useful, for no witch or wizard is determine the amount healed.
immune to damage of any sort. From healing If casting as a concentration spell, roll 1d8 every turn until
broken bones to summoning makeshift you release the spell.
hsplints, Healing spells encompass a wide
range of effects. If it makes ones life better, FFieftrhuYleaar (Mendicant Healing Spell)
and brings them comfort then it was used correctly. In this Pronunciation: feh-ROO-lah
section we will alphabetically list many of the most useful Casting Time: Instant
Healing spells in the wizarding world, along with the year Range: 5 feet
they are normally taught at Hogwarts. It should be noted, with Component: V, S
few exceptions, that most Healing spells are O.W.L. or Duration: Indefinitely, until severed
N.E.W.T. level due to the immense level of discipline needed
to make them have the desired effect. Creates a makeshift bandage or splint out of solid black
FAinrsat Ypenareo (Heimlich Healing Spell) mass that shoots from the tip of the wand. Spell last
Pronunciation: ah-NAP-nee-oh indefinitely until cut or removed. Despite it’s imposing visage
Casting Time: Instant and strength, wands will cut through it quite easily. Once cut
Range: 5 feet or removed, the mass begins to disintegrate into nothingness.
Component: V, S FRiefthnYneearrvate (Enervation Healing Spell)
Duration: Instantaneous, concentration Pronunciation: ree-nur-VAH-tay, REN-ur-vayt
Casting Time: Instant
Clears the target's airway, should they find it blocked. Range: Touch
Shoots the blockage out at a forceful rate. A mandatory spell Component: V, S
taught to all first year students, due to the splendor of the Duration: Instantaneous
traditional Hogwarts feast most students are prone to
choking at least once. Revives a paralyzed person. The receiver of this spell must
be paralyzed by magical means (such as the use of the
When used as a concentration spell, it will also heal minor Stupefy curse) or the spell will fail to work.
wounds. Caster rolls 1d4 to determine the damage healed.
The can roll again at the start of their next turn unless
concentration is broken with an attack.
Vulnera Sanentur (Resuscitation
SHeeveanlthinYegarSpell)
Brackium Emendo (Bone-Mending Pronunciation: vul-nur-ah sahn-en-tur
Casting Time: Instant
SHeeveanlthinYegarSpell) Range: 5 feet
Pronunciation: BRA-key-um ee-MEN-doh Component: V, S
Casting Time: Instant Duration: Concentration
Range: 5 feet
Component: V, S Causes wounds and gashes to mend up and any blood to
Duration: Concentration return to the victim. Requires steady concentration or the
spell will falter and the wounds will reopen. Spell is powerful
This spell will heal broken bones, however it is incredibly enough to heal wounds made by extremely dark curses.
difficult and must be used only by professionals or skilled
witches and Wizards. Requires extreme concentration. If
used incorrectly, the bones may mend in strange angles, grow During combat, caster rolls 2d10 every turn to determine
extra bones, or they may disappear completely. how much damage is healed. If concentration is broken,
recipient wounds reopen, causing 3d10 slashing damage.
During combat, caster rolls 1d12 at the beginning of every
turn to determine the damage healed. Cannot break
concentration or the spell will backfire and injure the
recipient, causing their bones to re-break and inflict 2d12
piercing damage.
TEhpiirdskYeeayr (Minor Injury Healing Spell)
Pronunciation: ee-PISS-key
Casting Time: Instant
Range: Touch
Component: V, S
Duration: Instantaneous
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