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“Give me Harry’s wand,” I said and instantly the familiar holly and phoenix feather wand appeared in my hand. “Computer, there are 11 wand movements that can be performed when casting a spell, please record my movements as the ideal example for all future cast magic in this program and any sequels that come after it.”

“Understood, begin when ready,” the computer responded in Natasha’s voice, but it was just the voice and not the essence or the mind behind it.

My wand began to move with precise movement in the 11 wand movements from the books and movies. My wand flicked, jabbed, pointed, rolled, swirled, swished, tapped, twirled, twisted, waved, and made shapes. The three traditional shapes were the horseshoe, incomplete infinity, and infinity. All spells had one or more of these movements.

“Computer, allow up to a 10% deviation from the ideal to register a successful wand movement,” I ordered, adjusting the magic narrative parameter file which would govern when the program registered a spell being successfully performed and having the program react accordingly. During the initial training I’d have the program show the wand movement path in bright white light for them to trace while learning. “Allow up to a 5% deviation in the spoken incantation for a successful spell.”

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Wand Movements

The wand movement is one of the three components of a spell: Intention Incantation Wand movement Strong, vertical movement Axis of Rotation: wrist Start point and end point is not fixed "Natural" movement Strong, thrusting movement Axis of rotation: elbow Full extension of wand arm "Natural" movement Wand remains stationary The tip of the wand should line up with the target object but not touch it Wrist remains still -no axis of rotation Wand is rolled within the hand Wand rotates externally Dir

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