Jinxes, Hexes, and Curses (School of Magic)

Formally referred to as Dark charms, jinxes, hexes and curses are often associated with the Dark Arts because they inflict malicious effects on the target. While jinxes are mostly irritating and hexes are a little worse or more painful, curses are the worst kind of Dark magic. All three Unforgivables are classified as curses, and the average civilian wizard could go their whole life without casting a serious curse.

AurorsCurses are mainstays in the arsenals of Aurors, highly-trained specialist officers tasked with upholding the law and protecting their magical communities from large-scale threats. To be successful, an Auror must be capable across a variety of skills, like curses, counter-spells, transfiguration, poisons, antidotes, concealment, disguise, and tracking.

Curse-BreakersOn the other end of the spectrum, a curse-breaker removes, counters or breaks curses placed on objects or places for a living. Whilst curse-breakers could work for the British Government of Magic, the term is also used to denote a number of adventurous bankers employed by British Wizarding Bank, tasked with disabling and countering curses in ancient tombs or historical sites to bring back gold and treasure.

School of Magic Spells****Spell Level

Spells

3rd

Langlock

4th

Sectumsempra

5th

Nullum Effugium, Omnifracto

 

Subclass FeaturesPractical StudiesAt 1st level, you gain one of the following features.

Auror Training

Curse-Breaking

Combat-ReadyAt 6th level, you gain one of the following features.

Forceful Magic

Magical Adrenaline

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

Dark Traces

Ward-Breaker

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

Dark Duelist

Defensive Arts

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

Auror Alert

Unraveling Magic

Fractured Soul