Wand Lore: Difference between revisions

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==See also==
==See also==
*[[Ollivanders Wand Shop]]
*[[Ollivanders]]
*[http://harrypotter.wikia.com/wiki/Wand Wand]
*[http://harrypotter.wikia.com/wiki/Wand Wand]
*[[Wand Wood]]
*[[Wand Wood]]

Revision as of 22:31, 10 June 2019

Wandlore is an ancient, complex, and mysterious branch of magic dealing with the history, abilities, and actions of wands, quasi-sentient magical tools used by wizards and witches to cast spells. This particular branch of magic is carefully studied by wandmakers.

After magical education, a person seeking to become a wandmaker must become the apprentice of a skilled wandmaker. From there, they may undergo the study of wandlore. Wandlore must be understood clearly in order to become a skilled wandmaker.Though even the most skilled do not fully comprehend it. Wands choose the wizard or witch in a way that is neither random, nor serendipitous. There is much ancient mythology and botanical knowledge regarding the powers and natures of wood and other natural elements.

Wand creation

Through wandlore, a future wandmaker learns the ancient secrets of creating a wand:

A sign outside of Ollivanders Wand Shop.

Wand wood

Main Article:Wand Wood

Bowtruckles, tree-guardians, opt to live in wand-trees whose wood is of wand quality - Wand Wood. Therefore, one can not simply walk into a forest, retrieve a twig, and create a wand.

Magical cores

Main Article:Wand Core

Wands contain magical cores. These magical cores enhance the wand magic or give the wand wood magical abilities. The only cores able to produce magic are from magical species. Garrick Ollivander opts to only use phoenix feathers, unicorn hairs, and dragon heartstrings, which may be the most powerful and best of magical cores, as Ollivander's wands have been praised for being the best in Britain. Other materials, such as Veela hair, or Kelpie hair, have also been used by other wandmakers.

Wand length

Matching a wand to a wizard solely by height is a crude measure. Long wands tend to suit those with big personalities, of a more spacious and dramatic style of magic. Neater wands favour elegant and refined spell-casting. Particularly short wands will choose wizards whose character lacks something.

Rigidity

  • Pliable: Transfiguration. Easy-going but strong willed.
  • Swishy: Charms. Playful but Weak-willed.
  • Rigid: Defensive Magic. Headstrong and unyielding
  • Springy: Charms. Energetic disposition and Friendly.
  • Inflexible: Hexes and Curses. Willful disposition and doesn't back down.
  • Bendy: Divination. Flexible nature, open to new ideas and knowledge.
  • Brittle: Dark Magic. Insecurity, lack of self-confidence.
  • Supple: Good for protective and defensive magic. Kind and Protective.

Wood Surface and Shape

  • Knobby: Earthy and Strong.
  • Smooth: Calm and Collected, Image minded.
  • Spiraled Shaft: Quick witted and Open-Minded
  • Bent Shaft: Quirky and Entertaining.
  • Decorated Shaft: Image/beauty Minded, Usually Ambitious.


Wand death and wilting

"Wilting" of a wand occurs when the wand expels all magic, inhibiting its further magical use. This phenomenon is only known to occur with hazel wands, which often bond so strongly with their true masters that after their owners' death those wands lose all magic in this way. This is curable by replacing the wand core, unless the core was originally of unicorn hair, in which case there is no hope and the wand will have actually "died" as opposed to simply wilted.

Subtle laws of wands

The wand chooses the wizard. That much has always been clear to those of us who have studied wandlore...if you are any wizard at all you will be able to channel your magic through almost any instrument. The best results, however, must always come where there is the strongest affinity between wizard and wand. These connections are complex. An initial attraction, and then a mutual quest for experience, the wand learning from the wizard, the wizard from the wand.
Mr. Ollivander

Wands possess a force of magic that itself has its own boundaries where none can go beyond. These boundaries are known as the subtle laws of wands

The fundamental laws

A wand chooses a wizard. It is not clear why, but certain wands seem to have a natural affinity for certain wizards or witches; this is the most fundamental law. The second states the connections made between both wizard and wand are complex, and will grow with experience, the wand learning from the wizard, the wizard from the wand. Thirdly, a wizard may channel his energy with any wand, whether his or not. However, the best results come where there is a great likeness between a wizard and a wand.

Lastly, a wand may be won from its master, and only then will its allegiance bend towards the new master. This does not apply in situations such as practice duels, in which being disarmed or defeated will not affect a wand's loyalty. Wands develop an affinity to their owners that they will not give up easily; even when won, they will often retain some loyalty to the original owner. When a wand has not been won, it will not work as well for its new owner.


Priori Incantatem

Two wands with cores coming from the same magical creature, referred to as "brothers", cannot be forced to duel against one another. Should two such wands ever come in the way of one another, a rare connection is formed, called Priori Incantatem. When the connection is formed, the wands battle to merge a golden orb into the other's shaft; the one that succeeds to force the orb in the other is the winning wand. Because of its rarity, most wizards never learn that such a connection is possible.

Damaged wands

Wands that have suffered an immense degree of damage can not be fixed by any means most wandmakers know.



See also