Charms (School of Magic)

Charms, a type of spell that alters properties of a thing, can be some of the most powerful spells in existence. The Fidelius Charm, for example, can completely hide a person or a place in such a way that no one can find them unless given the Secret. Memory Charms can be so strong as to remove a person’s memory or damage their mind permanently.

Duelists

Many charms have been weaponized for magical combat. A wizard’s duel is a formal practice in wizarding culture in which wizards or witches faced each other and, at the count of three, attempted to disarm, stun, injure, defeat, or kill each other in order to force submission. A duelist is a master of this art, competing in organized, refereed, and non-lethal duels to test and hone their skills.

Enchanters

Other wizards try their hand at enchantments, a nearly permanent charm placed on an inanimate object. These bewitched objects can range from handy (like a self-stirring coffee mug), to complex (like a top-tier racing broom), to bizarre (like a book acting like a rabid version of its subject matter). An enchanted or bewitched object can be powerful in the hands of the right wizard.

School of Magic Spells

Subclass Features

Bewitching Studies

At 1st level, you gain one of the following features.

Called Shot

Protective Enchantments

Advanced Charmswork

At 6th level, you gain one of the following features.

Target Practice

Professional Charmer

Unique Talents

At 10th level, you gain one of the following features.

Muggle Dueling

Obliviator

Refined Techniques

At 14th level, you gain one of the following features.

Wand and Shield

A Duty to Protect

Pinnacle of Casting

At 18th level, you gain one of the following features.

Lightning-Fast Wand

Secret-Keeper