Notes From A Ravenclaw (Year 2)
written by Anne Pickering
NOTE: I will be coming back to this and rewriting it for the current 2nd year! Year 2 is here! This is a compilation of my Year 2 notes for all classes. There will be no essay or quizzes here. Just notes based on the lessons. These notes are in no way a substitute for reading the lessons and/or text books for each class!
Last Updated
05/31/21
Chapters
19
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3,413
Dada 201 Week 1
Chapter 6
Lesson 1 notes
- The Basics
- Dueling
- Mimblewimble
- get into trouble or evade an argument/duel
- tongue tying curse
- rolls the tongue back slightly
- cannot talk or cast verbal spells
- Curse
- only lasts a few moments due to inexperience
- at most, lasts 1 minute
- similar outcome as Expelliarmus
- mim-ble whim-ble
- movement
- down, to the right, loop back, then up, then right, loop back again
- like tying a knot, smooth and flow carefully
- light blue glow shoots out
- practice at a wall or inanimate object
- no effect on non-living items
- do not use in the halls
- Locomotor Wibbly
- jelly legs jinx
- legs shake and collapse
- tendency to cause injuries
- sprained ankle/broken leg from fall
- cast at opponent's legs
- low-co-mow-tor wi-blee
- movement
- curves are quick and tight
- like drawing squiggles on opponent's pants, draw snake up then back down, starting on the left.
- red sparks around the legs
- shaking starts at the toes
- lasts a few moments to a few minutes
- depends on the strength of the spell
- opponent can still attack if they hold onto their wand
- meant to be used with another spell right after or to escape
- practice on a wall or inanimate object
- set up soft things to cushion fall when practicing.
- Mimblewimble
Dueling information:
dates back to 600 BCE
when 2 magical persons engage in combat with the assumption that only magic will be used
2 paths: formal and informal
Formal:
standard rules of engagement
only spells are used
there is a "second" on each side
The second makes sure rules are followed and will step in if the duelist needs to be relieved or incapacitated, but refuses to surrender
it is over when one side is incapacitated
Non-lethal usually
Informal:
more dangerous
heat of the moment
no rules
use both magical and non-magical means
no "second"
death is common
Rules of engagement:
Bow to your opponent - This is simply a sign of respect. It does not have to be a low bow, but it is suggested that your bow is low enough that your torso and head come to approximately a 45 degree angle with your legs. This step shows that you acknowledge the skill of your opponent and believe them to be a worthy adversary.
Turn and walk ten paces back - By walking away, you and your opponent both have time to begin making a plan. It also provides you with the space required to perform some of the proper spellwork you will be doing while in the duel. When dueling, the distance between you and your target will change (sometimes you will get closer, other times you will be further), but every competitor takes these ten steps. Stand still until you hear the referee’s mark.
Assume a dueling stance - There are many potential stances that a dueler can take. Some will have their off-hand held out in front of them with their wand held over their heads and aimed towards their opponent. For this course, and any potential duels you may have, I expect you all to use the basic stance. This means that you are standing with your feet slightly apart, your strong leg slightly behind your weaker leg, and your wand will be held out in front of you as if you are holding a sword or a fencing foil or saber.
Wait for the referee’s mark - The referee will stand in the middle of the two duelers, not directly in the line of fire. They will typically use statements like “wands at the ready”, which indicates that the duelers should assume their stance. Once both duelers are settled, they will say what their count is (the normal is three, but some have chosen higher numbers). Once the referee has counted to that number, the duel begins.
Use only non-lethal spells - These duels are not meant to be lethal; they are designed simply to settle a dispute. The goal of the duel is to get your opponent to submit, not to kill.
rules 3 and 4 have blurred lines.