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Warning!
At least some content in this article is derived from information featured in: Harry Potter: Hogwarts Mystery & Harry Potter: Magic Awakened. |
Spell Energy[1] was the conserved, quantitative property of magic that witches and wizards generated and transferred when casting spells.[2]
Description[]
While all witches and wizards were capable of casting spells with the proper training, the quality and duration of these spells depended entirely on the amount of spell energy they were capable of generating for it, as well as their level of success at transferring and distributing it.[3][4]
The level of spell energy that a witch or wizard was capable of at any given time could be influenced by their emotional state. For instance, witches and wizards that experienced strong emotions like happiness and anger were able to cast spells more effectively.[5][6]
In areas of frequent magical activity, a perpetual veil of spell energy would linger in the air around it and increase the duration of all spells used in the vicinity.[7] Even when spells were cast in areas where magic was used infrequently, a residual aura of spell energy would still linger in the area, and both could be identified by wizards with the Trace Charm.[8]
Behind the scenes[]
- In Fantastic Beasts: Cases from the Wizarding World, Harry Potter: Hogwarts Mystery and Harry Potter: Wizards Unite, the term "Spell Energy" is part of the game mechanics relating to micro-transactions or some other task to fill up on energy before they can progress in the game. From an in-universe perspective, however, spell energy is the form magic is converted into when a spell is cast; as identified by the in-universe anecdotal bits of information from the skill trees of the latter game.
- In these games, the symbol for spell energy is a lightning bolt, which is a standard franchise depiction of Harry Potter's famous lightning bolt scar.
- In Harry Potter: Magic Awakened, a form of magic energy exists when duelling or fighting that increases over time, allowing cards to be used, which can require different amounts of energy.
Appearances[]
- Fantastic Beasts: Cases from the Wizarding World (First appearance)
- Harry Potter: Hogwarts Mystery
- Harry Potter: Wizards Unite
- Harry Potter: Magic Awakened
Notes and references[]
- ↑ Harry Potter: Wizards Unite
- ↑ Harry Potter: Wizards Unite (Calamity Essentials - Rhyme and Reason)
- ↑ Harry Potter: Wizards Unite (SOS Task Force Training: When players obtains a new skill from the skill tree, the in-universe explanation given is that their spell-casting has improved on account of their improved ability to distribute spell energy.)
- ↑ Harry Potter: Wizards Unite (SOS Task Force Training - Calamity Essentials II: Rhyme and Reason - 'At a recent Aldabert Waffing retrospective, you notice the famous Wizard's ideas on energy transfer in spellcasting. Certain spells seem to be a matter of caster will, while for others, it's a question of intent. This research immediately increases the duration of your Inn Charm.')
- ↑ Harry Potter: Wizards Unite (Calamity Essential I: Tribuomnus. 'During you travels, your personal charisma and diligence has made you well-known amongst innkeepers as force for good. You are able to channel the resulting goodwill into the Inn Charm.')
- ↑ Harry Potter: Wizards Unite (SOS Task Force Training - Calamity Essentials I: Did You Somehow Interview Him?, where Gareth Greengrass 'shares his latest research over tea. He has documented over 700 instances where spells were cast in anger and all were more powerful than the caster imagined possible.')
- ↑ Harry Potter: Wizards Unite (Statute of Secrecy Task Force - Calamity Essentials III: Appetizing Acclaim: 'Your Inn Charm has become a sensation! Even wizards without Task Force affiliation cast it when they enter an Inn as a token of good luck (and to guarantee larger portions). This activity leaves a perpetual veil of spell energy in the area, increasing the duration of your Inn Charm.'
- ↑ Harry Potter: Wizards Unite (see this image)
