Lesson 3: magical runes in dueling

We have already discussed magical runes in Lesson 2 but now we'll take a deeper look into their wand movements so you can use them when dueling. 

Dueling is a form of combat between two or more witches or wizards under the condition that only magical means can be used. The use of runes in dueling is a fairly new form of magic and runes are rarely used in combat. Runes were originally created to educate people but in 1864 witch Helena Undramore discovered that magical runes were a great asset when dueling. Let us take a closer look at the runes we covered in Lesson 2 and see how we can use them when dueling. We'll discuss wand movements and how to use the runes wandless. 

Let us take a look at the wand movements

From left to right first row

Candle light, transmute, stone flesh, waterbreathing, conjure familiar, conjure mistman and conjure hhostly forms.

From left to right second row

Mystic binding, summon zombie, detect life, ward, clairvoyance, calm, fear and hysteria.

From left to right last row

Muffle and master visions.

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In order to cast the runes when dueling, you have to form the shape needed for the rune as fast as you can. All the wand movements start clockwise and begin with a switch to the left followed by the required figure (see picture). 

In order to cast the runes wandless, we need to take a deeper look into each rune and teach you how to cast them. Inside wandless magic you need to picture the words of the runes (see Lesson 2) and visualize the wand movement (see picture above) to start with. When using wandless magic for magical runes, a third motion of the brain is needed to conjure them. With wand magic you only need the wand movement and the rune words. 

Example: You want to cast Ward with your wand. You say "has ni gra" and make the Y shape with your wand. At this point, a magical rune is the same as casting a spell. With wandless magic, a third party is needed inorder to cast the rune. Let us take a look at the runes and see what exactly what third party is needed for each of them to be able to cast them wandless.  

rune - required third party for casting the rune wandless

Candle light - add a counter clock wise motion circle with your wand hand.

Transmute - add a counter clock wise square motion with your wand hand.

Stone flesh - touch your own skin for the rune to take effect.

Waterbreathing - touch your mouth for the rune to take effect.

Conjure familiar - rise your hand in the sky.

Conjure mistman - rise your palm forward and give your hand a quick wave to the right.

Conjure ghostly forms - rise your palm forward and give your hand a quick wave to the left.

Mystic binding - stretch your hand forward and make a grabbing motion.

Summon zombie - Touch your own skin / body.

Detect life - touch the opposite temple of your wand hand. E.g. If you are a left handed person, touch your right temple and vice versa.

Ward - place your palm before you and hold it still, the ward will come from your hand.

Clairvoyance - stretch your arm forward.

Calm - touch your opponents arm / leg or belly, or when you are more advanced point at your opponent

Fear - touch your opponents arm / leg or belly, or when you are more advanced point at your opponent.

Hysteria - touch your opponents arm / leg or belly, or when you are more advanced point at your opponent.

Muffle - touch your mouth.

Master visions - point your hand towards your opponent and make a cirle motion to create the vision, also think of a vision you want your opponent to see. 

Reference

Dueling Harry Potter wiki

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