19 19

--Cranborn Hall, Flint, Wales—26th September 1938—

As his uncle had requested, he arrived back in the Casting chamber, but instead of seeing practice dummies scattered around her found two desks and a floating blackboard. His uncle was at one of the desks that were obviously for him, with different books and notes neatly decorating the dark wood of the desk, while the blackboard was at his side.

His uncle looked up towards him while he began to make his way further into the room, the door closing behind him. "I'm guessing we're going through the theory of duelling," Emrys stated. His uncle smiled in confirmation.

He neared the desk that would be his and pressed his hands on the back of the chair, "And this is for me… so technically, you've brought Hogwarts here." He dryly stated as he stared at the blank parchment and quill & ink for him to take notes.

"Just take a seat already, Emrys. I don't have all day. I need to be somewhere after this. Have you done your lessons after dinner?" his uncle asked him. He nodded, "Yes, astronomy and the history of magic. I'll be opening the Herbology book this evening." He replied to his uncle as he sat doing the wooden chair. It was better than the stools he had to sit on at Hogwarts.

"Good," his uncle mused as he rested on the edge of the desk that had his material, "You can take a stroll to the greenhouse. Your mother will take you. You can ask her all the questions you have." He continued to speak. While Emrys sat there, having not realised there was a greenhouse on the property, he liked it more and more.

His uncle slapped his hands together, ready to start, "Don't think of this as a duelling lesson. Think of it as DADA, second-year stuff. Technically you don't properly start duelling until your second year, so I'm skipping all that first-year stuff and moving to second-year material where they teach more of the art. You can study the first year material on your own. You're capable enough to do so. If you have questions or wish to have me demonstrate a spell, you can find me. Don't worry, I'll have someone come to teach you. It's hard to know who's trustworthy or not." His uncle started.

Thus the teaching began, and his uncle really did start a whole theory lesson. There was nothing practical about it. Though it was interesting to learn since he wasn't too knowledgable on the topic, in some aspects, so it was interesting learning new information, but there were things he already knew, but it didn't hurt to refresh his memory on them, making it less likely to have to study for exams when he was back at Hogwarts.

He was to learn some offensive spells, so it was important that he understood the basics of how the spells are most frequently used, which is often in a duel.

Duelling is a centuries-old art form that dates back to the invention of the wand in 600 B.C.E. Witches and wizards would employ these new magical channels to compete in strength, wit, and ability contests. People had to prove themselves superior to others even back then. In Rome, these duels grew in popularity in the same manner as gladiator bouts did. His uncle didn't go into any more detail other than to say that if Emrys wanted to learn more about duelling in Rome, he'd have to take Ancient Studies in his third year.

To put it simply, a duel is a fight between two magical people, usually with the expectation that only magical weapons will be employed. However, this is not always the case. In reality, these battles can take place anywhere, though now that duelling has become an official event, many locations will have dedicated areas where duels can take place.

Duelling can take two different paths: the formal and informal routes. The conventional rules of engagement are followed in a formal duel. This indicates that only magical procedures, such as spells, will be used.

A person known as a 'second' will be present on either side. Usually a trusted ally, a person would act as a replacement for one duellist if necessary. The second's job is to step in if the duelist has to be relieved or cannot continue but refuses to submit.

In a formal duel, when one side is incapacitated, the formal duel is over. The majority of these duels are non-lethal, though there have been a few notable exceptions. In current times, these fatalities are extremely uncommon and are frequently linked to overexertion while recuperating from or suffering from magical exhaustion. A duelist must always be mindful of their bounds if they are ever to find themself in a formal fight. For the sake of pride, it is not worth risking your life to continue combat beyond your capabilities.

The informal duel, on the other hand, becomes far more perilous. While it may appear to be 'fun,' the risk significantly surpasses the insignificant benefits. These fights are typically begun in the midst of battle. The rules of engagement are rarely observed in these types of duels; both magical and non-magical means are regularly used, and there is no second to ensure that the rules are followed. Some wizards may simply put their wand aside and punch their opponent in the face, while others will draw other weapons, such as a knife. Informal duels have claimed the lives of many witches and wizards, it's strongly advised to avoid them if at all possible.

"Now, Emrys, are you aware of the Engagement rules?" his uncle asked him. His uncle was expecting him to know with the tone he had used. Of course, he was aware of the rules, and he opened his mouth to respond.

"First and foremost, one must bow to one's opponent. It is recommended that your legs be at a 45-degree angle." He told his uncle about it. It was just a small gesture of respect. It demonstrates that you recognize your opponent's ability and regard them as a worthy opponent.

"Then both opponents turn, taking ten paces back. Then you stand still until you hear the referee's mark." Emrys continued. By walking away, the participants both have enough time to begin making a plan. It also provides one with the space required to perform some of the proper spellwork that will be used in the duel.

"The participants may enter a duelling stance when the referee declares the mark. They must wait for the referee, who will stand amid the two participants but not directly in the line of fire, to continue the mark. There are numerous possible positions to take. There are several ways for a referee to begin a duel. All of them are fairly similar in their variations and are well-known among duellers or declared before a match. For example, the first mark could be announced as 'Stance' or 'Wands at the ready,' for example. It will signal to the duelers that they should take their positions. A duel can begin in one of two ways: with the referee taking steps back from the duelers until he declares 'Commence,' at which point the duel will begin. The other is when the referee is given a count, usually three but can be any number greater than that. The duel commences once the referee has counted to that number."

After that explanation, his uncle nodded, seeing his nephew had a grasp of it all. He was glad that was the case, as they were able to go at a quicker pace. If it had been a lesson at Hogwarts, such a simple thing would have been stretched across a few classes with examples, but he didn't need to teach his nephew how to hold his wand properly. When the explanation had come to an end, he asked Emrys to show him a few stances, which were satisfactory, allowing them to move on.

Even if it was something Emrys knew, his uncle still went of it rather quickly, which was the disarming spell. The incarnation, which is 'Expelliarmus' pronounced 'ex-pell-ee-are-muss'. The wand movement is a clockwise swirl ending with an outward swish up and to the left.

The lesson continued on to offensive spells and simple stuff.

An offensive spell is a sort of magic that directly stimulates the body in order to harm or distract your opponent. In many circumstances, classifying a spell as offensive or defensive is a matter of opinion. Do you think the spell will damage anyone? Is the magic being cast with the intention of causing harm?

One spell his uncle went over was the tickling charm. It is a charm that causes the target to buckle with laughter, weakening them. The incantation is 'Rictusempra', pronounced 'RICK-tuh-SEM-pra. The wand movement is squiggly lines moving your wand from left to right.

It's a simple spell to cast, and its primary objective is to generate an effect that will distract or hurt an opponent during a battle. Though the Tickling Charm is the name of the spell, it has various other effects because some people are simply not ticklish.

It may appear humorous, but it can easily provide enough of a diversion to allow you to correctly execute this spell, saving your hide.

When you've cast the spell, a silver light will shoot from your wand, hitting the target and making them feel tickled. However, it is not uncommon to witness someone who has been blasted backwards. This only happens if the person in question isn't ticklish. As a result, the spell detects that an effect is still required and switches to its backup option: blasting the target backwards.

The other spell they had a look a was the Jelly-Legs Jinx, with the incantation of 'Locomotor Wibbly', pronounced 'LOH-cah-MOH-tor-WIH-blee'. It causes the victim's legs to collapse as if they were turned to jelly. To cast the spell, the wand must move in a rapid squiggly motion starting on the left, going up, curving to the right and then down.

The Jelly-Legs Jinx is one name for this spell, while the Jelly-Legs Curse is another. His uncle had explained why he preferred it to be named a Jinx, referencing the categories of jinxes and curses as evidence. Jinxes are a type of minor Dark spell that is quite safe. Curses, on the other hand, cause excruciating pain and anguish. Despite the humiliation and anguish that a person may feel after falling flat on their face, there are certain things that may be done to help. This is why his uncle believed it to be a jinx rather than a curse since it causes minor harm.

avataravatar