WIZARDING WORLD VS CREDENCE BAREBONE

I am going to slam down a lot of fandom meta here so bear with me folks.

Before we can discuss Credence, we first need to look at the enormous discrepancy between the Wizarding World and the Muggle World when it comes to social services. The Wizarding World does not operate the same way the Muggle World does – this much is made exceptionally clear on a lot of fronts, ranging from but not limited to:

  • The fact that wizards live exceptionally long lives, yet canonically hold enormously powerful positions in government at very young ages. One can be the head of the entire legal department in one’s thirties while having the full potential to live to be one hundred to one hundred and fifty years old. Considering in the Muggle World you need four to seven years additional education before even getting into the field, let alone making a name for yourself and fully understanding due processes, my gosh that seems a bit strange.

  • Absolutely no evidence of secondary education anywhere. Severus Snape did not have to attend any courses to become a professor at an extremely vaulted magical learning institution, and the rough equivalent of high school examinations qualify you for any job you want, while entry-level university tests can put you in line for hospitals and government jobs. The only canonical reference to apprenticeship is in wand-making, which is a craft trade so obviously that makes sense.

  • Absolutely no evidence of government approved ( or otherwise ) social welfare programming. There’s mention of werewolf rights lobbyists and House Elf rights lobbyists, but there’s no mention of what to do about squibs and witches and wizards in Muggle homes; canonically we know that someone shows up and drops the bomb but there’s no mention of anything like a Wizard Studies Program or a workshop to help families integrate into a new society. There’s no mention of what to do about magical orphans, which canonically stay in Muggle orphanages. There’s absolutely NOTHING RESEMBLING FAMILY SERVICES in the Wizarding World.

And this is very important to understand, because as a Muggle I look at Gellert’s lack of interference in the abuse going on between Mary Lou and her charges and scream how horrible while Gellert sits here in my brainspace and goes – and under what fucking authority am I meant to do a goddamn thing, exactly?

And while I could dismiss this as my muse being his typically salty ass self justifying doing terrible shit – I have to still draw out the point, because how Gellert thinks, and justifies those thoughts and consequent actions, stems very much from the culture he comes from.

So then, Gellert, walking into Credence’s life, knows the following things upon meeting him:

  • He will gain the trust of the obscurial and this is why Credence was sought out to begin with.

  • This young man literally embodies the very reasons Gellert is fighting a war against the Statute. He carries latent magical talent in the most oppressive environment imaginable and this is what makes Credence IMPORTANT TO GELLERT ON A PERSONAL LEVEL.

Gellert’s focus was the obscurial, absolutely. Gaining Credence’s trust was important to achieving that end, but being kind to him was not. Gellert is very skilled at getting what he wants through intimidation and terror – he is literally the most powerful wizard of the age next to Dumbledore himself, he could have used Imperio. He could have used magic, he could have done a lot of things.

Instead, he chose to be kind. Credence embodied everything he was fighting for. It made sense to go the long way and earn Credence’s trust as a person, as a friend, because someone like Credence is exactly what Gellert needed to remember his own cause. But it never occurred to him to take Credence out of danger. It never occurred to him to report Mary Lou, or to step in, or to do something more proactive.

This was not deliberate cruelty; it simply didn’t occur to Gellert because that’s not how wizards culturally behave or think. They don’t interfere directly with Muggles. They don’t report abuse(An entire school was writing in blood and nobody told their parents. Other teachers healed this privately and didn’t report it. A student almost gets killed by a werewolf and is literally gag ordered by the Headmaster. Draco Malfoy reports an animal attack he personally provoked, but neither he nor his teachers inform his parents after he is illegally transfigured and SLAMMED AGAINST THE FLOOR REPEATEDLY while in a tiny squishy furry body that can easily bust under that kind of violence. Wizards canonically silence themselves against abuse. This is canonical culture. ) They don’t take children from homes or even orphanages, no matter how horrible ( Tom ) They do not respond to abuse the way that we do – that doesn’t mean they aren’t aware that it happens, it just means they do not interfere. Not because they are assholes, but because that’s simply not how things are done under the current government and Statute.

That thing Gellert is literally raising an army against is responsible (by his logic) for the fact Credence life is what it is. For the fact that Muggles fear magic to the point they hurt children over it. For the fact wizards degrade other human beings for not having it or for having a lesser amount. And Credence is a beacon to keep fighting that fight, to get hold of that obscurial and sever the obscurus, to make use of that devastating power and save a child in the process.  

Credence is very important to Gellert. Extremely so. But that doesn’t mean Gellert won’t hurt him.

Gellert – for all his ideals – is a horrible man when his temper is flared. Did he go into this with the intention of hurting Credence, or with the belief that Credence was a lesser human being? HELL NO. Did he willfully manipulate a desperate boy into trusting him because he needed something? Yes. Was all of his kindness manipulation? Yes and no – there was true care in Gellert’s actions, he meant it when he told Credence he trusted him ( the significance of that Hallows necklace, Gellert’s personal creed and calling card, is enormous ) but there was also his goal. His goal of the obscurial, which never left his mind either.

Gellert was always aware that what he was doing with Credence wasn’t right on a whole, but he did it anyway. His actions of kindness were not altruistic – he meant them, but they were still self serving. I wholly believe things could have gone very differently ( and with my Gellert they very likely will ) but I also acknowledge Gellert is genuinely faulted enough to burn that bridge regardless of how much Credence means to him.

When it comes to cutting people out of his life, Gellert has been an expert since he was sixteen years old. No amount of love will stop him if it gets in the way of his goals. But that’s a rant for another time.

TL;DR: Gellert Grindelwald is a manipulative asshole who has mentally justified his manipulations completely. He comes from a culture where interference on abuse victims is simply Not Done. He meant it when he said he trusted Credence. Credence is important to him. But he’s still a douchecanoe.

jeruk-lemon:

The fact that both Severus and Lily make excuses or even defend Mulciber and Potter in their arguments really show us on how similar they’re and how they became best friend in the first place. Both are intelligence and astounding in potion, yet have very bad taste in men

One of my favorite things to remember is the fact that the Quidditch World Cup is known to get roughly 100,000 people and games have been known to last over a week ( and the longest known game was three months ) which on top of the fact that the tickets themselves are grossly expensive ( costing about a sack of galleons for some seats! ) also means that these are people who can afford to take weeks to months off work, travel to the country presently hosting, all in order to enjoy a spectator sport.  

The wizarding world is not small, is what I am getting at here. Not small at all.

So I am picking through old posts and headcanons, and I found this gem regarding the exotic bird Minerva transfigures in the films:

Albus transfigured it into a snow globe for her for Christmas; it melted away and the bird flew around the staffroom before resting on her shoulder. After that the Transfiguration War began, and the gifts exchanged between the two of them became more and more elaborate feats of magic to the point Flitwick started a betting pool on who would be the Most Ridiculous that year – and the bets were always even.

isabelthespy:

spitefulbitch:

the stupidest thing in the entire harry potter series was when they go down to the slytherin dormitory and it’s all dark and slimy and freezing and shit. as if lucius malfoy would let his son live in squalor like that. the house with the highest concentration of spoiled purebloods are happy to live under the goddamn lake? no.

wow this is the #1 best harry potter criticism i have ever read

snapedefender:

anyway considering how deep cover he was, it’s nearly impossible to view snape’s actions among other people without at least some suspicion of it being a con (which is why he was such a good spy). which is why i find it really frustrating that people will beat the “he called lily a mudblood!” horse to death even tho it happens literally years before the start of the novel when snape is young and stupid and different, but turn around and outright ignore the “do not use that word!” scene.

bc it’s more meaningful for me that snape is completely alone in that scene. his only  witness is a portrait who snape must have some modicum of trust or control over (considering he’s using him to spy on harry). snape is the most unfiltered and real in this moment that he possibly can be, bc snape can only be unfiltered and real when he is alone and aside from this moment, we never see snape by himself. so yeah, snape choosing to reprimand nigellus for using mudblood when there’s no one around to hear or care, no one to hold him reprehensible if he doesn’t…. that means a lot more to me than him using mudblood when he was a teenager.

Meta Guide: Spells List

MUN NOTE: These guides were built in 2012 prior to any Pottermore expansions, and is how my blogs  ( @livinghorcrux / @severelydisenchanted / Severus ) address various elements of the wizarding world.

While some of this is Canonly Verifiable, the years these spells are picked up is of my own design, in some spaces based loosely on video game inferences and I am freely dedicating it to the fandom to do with as they please. Expand on it, ignore it, use it – whatever you want to do. Simply note that my blogs count it as canon – yours do not need to. 

You may also notice that spells we see canonly cast by characters in a certain year are listed as something higher or lower on this master list. This is because after careful reflection on the matter, I felt that the particular spell in question was special for the canon involved, but that different rules should apply for regular students. Most spells like this will have notes as to why they are placed where they are, for better understanding of my choices.

FIRST YEARS

  • Alarte Ascendare [Charm]  Used to launch an object up into the air.
  • Alohomora [Charm]  Used on locks without magical defenses of their own, Alohamora will cause them to open.
  • Colloportus [Charm] The locking spell is used to magically ward doors and objects such as trunks from being opened by normal means. Most useful against muggles, and countered by Alohomora. 
  • Finite [Charm] Stops all currently remaining spell effects that it targets. It is similar to Finite Incantatem, except it targets a specific object or creature rather than one’s surroundings.
  • Lacarnum Inflamarae [Charm] Used to summon a small flame.
  • Locomotor Mortis [Jinx] Stops someone from being able to use their legs.
  • Periculum [Charm] Causes red sparks to shoot from the end of the casters wand. Although Harry didn’t pick this up until fourth year, I believe it is a rudimentary enough spell that First Years could manage it – however it is simply not on the general curriculum.
  • Reparo [Charm] Fixes broken objects.
  • Wingardium Leviosa [Charm] Levitates an object.

SECOND YEARS

  • Arresto Momentum [Charm] Slows down or stops the movement of an object.
  • Diffindo [Charm] A spell that rips, divides, and separates objects into parts. When used against people or animals, it can can cause death or serious injury. It is not intended for this purpose. Students will be at risk of expulsion if ever caught using the Severing Charm in this manner.
  • Everte Statum [Jinx] Dueling spell used to send the opponent flying. 
  • Expelliarmus [Charm] Disarms your opponent. A first level defense spell.
  • Finite Incantatem [Charm] A general counter-spell used to terminate all spell effects in a surrounding area. This spell is similar in to Finite, however, it targets an area rather than a specific object or individual. That said, it is ineffective on the Unforgivable Curses. 
  • Fera Verto [Spell] Transforms animals into water goblets. 
  • Immobulus [Charm] Renders target immobile.
  • Petrificus Totalus [Jinx] Full body paralysis
  • Protego [Charm] Used to cast a first level shield against a most low level jinxes and hexes. 
  • Rictusempra [Charm] Tickles opponent 
  • Tarantallegra [Jinx] Forces opponent to dance

THIRD YEARS

  • Arania Exumai [Jinx] A blasting spell used to knock back an opponent. Often used in dueling, Ronald Weasley found a more specific use for it in casting back Acromantula most effectively.
  • Cheering Charm [Charm] Causes a sense of mild euphoria in the recipient of the Charm. Over-use may cause giddiness and regrettable silliness.
  • Epoximise [Charm] Used to bind two objects together, the Sticking Charm is often used to hang pictures on walls in wizarding homes.
  • Glacius [Charm] Used to put out fires and create ice blocks.
  • Impervius [Charm] A spell used to prevent a substance being affected by another to some degree, such as glasses from rain or robes from Potions ingredient spills.
  • Lumos [Charm] Creates a light at the tip of ones wand.
  • Lumos Maxima [Charm] Creates a large ball of light from the tip of ones wand that can be cast away from the wand in order to illuminate a larger area.
  • Multicorfors [Charm] Causes an object or animal to change colors. 
  • Nox [Charm] Extinguishes Lumos.
  • Riddikulus [Spell] Used against Boggarts in order to transform them into something the caster considers funny.
  • Scourgify [Charm] Used to clean up most basic messes. 
  • Tollere Umor [Charm] Used to remove moisture from hair and clothing.
  • Waddiwasi [Jinx] Used to removes impacted objects (such as gum in keyholes) and launches them through the air at the will of the caster. 

FOURTH YEARS

  • Abdepulso [Charm] Second level disarming spell, it is a stronger version of Expelliarmus.
  • Accio [Charm] Summons an object to the caster.
  • Ascendio [Charm] Used to lift the caster high into the air, or propel them to the surface if they are submerged. 
  • Bat-Bogey Hex [Hex] Grotesquely enlarges the victims snot, give it wings, and send it attacking the victim. 
  • Bombarda [Charm] Used to create small explosions. One of this spell’s uses are to blast open sealed doors. Hermione Granger utilizes this in her third year, however taking into account Hermione’s love of knowledge I decided this spell was actually above her level at the time. It just seems a bit strong for the average third year.
  • Contecto Tegum [Charm] Second level shielding spell, it is a stronger version of a basic Protego. ( original spell )
  • Depulso [Charm] The counter to Accio, Depulso is the Banishing Charm that sends objects away from the caster.
  • Engorgio [Charm] Causes the target to swell in size.
  • Ennervate [Spell] Used to reverse the effects of Stupify.
  • Furnunculus [Jinx] Causes a person to break out in boils when it comes in contact with their skin. The effects can be cleared by the Boil-Cure Potion. 
  • Impedimenta [Jinx] Impedes forward motion, either slowing or stopping an opponent.
  • Point Me [Charm] Spins the casters wand in the palm of their hand, to point in the direction of an object or person they are looking for. The wand acts as a compass until it is found, but the range of the spell is not exceptionally far. Example of range: Second floor to fourth floor, yes. Hogwarts to Hogsmeade, no.
  • Reducio [Charm] Counter to Engorgio, Reducio causes the target to shrink back to its original size.
  • Reducto [Hex] Used to blast objects into pieces. The number of pieces may vary, depending on the power of the casting. If used with extreme force, the object may disintegrate. 
  • Stupefy [Hex] Manifested as a jet of red sparks, the Stunning Spell renders an opponent unconscious and may, at times, move objects back.
  • Serpensortia [Curse] Used to cast a serpent from the users wand, this spell has the potential to be incredibly dangerous. Although used by Draco Malfoy in his second year, it was mentioned that it was an unusual casting. I believe this spell is too much for average second years and have chosen to list it as fourth instead. Note that this spell should not be used regularly as it is certainly not on the Hogwarts curriculum. 
  • Vipera Evanesca [Spell] The counter-curse and Untransfiguration for Serpensortia that causes the conjured snake to vanish. 

FIFTH YEARS

  • Aparecium [Spell] Transfiguration based, this spell forces invisible ink to appear. 
  • Bombarda Maxima [Charm] A stronger level than a normal Bombarda, this spell creates more concentrated explosions and is fairly destructive.
  • Flagrate Creates a burning trail in the air that fades with time. It can be directed in any shape or direction the caster chooses using their wand. 
  • Flame Freezing Spell [Charm] Changes the effects of a fire, so that instead of burning, it feels like a warm summer breeze. The caster may feel a gentle tickling sensation. 
  • Inanimatus Conjurus [Spell] Used to animate various inanimate objects. The size of the object and the length of time in which it is animate depends on the concentration and strength of the castor.
  • Quietus [Charm] Quietus is the counter-spell to of Sonorus, the incantation which amplifies a person’s voice. 
  • Silencio [Charm] Renders the victim temporarily mute. It works on both Beasts and Beings.
  • Sonarus [Charm] This spell amplifies someone’s voice. The voice will become loud enough to be heard over a great distance.
  • Tempus [Charm] When cast, it forms a gold colored mist that tells the current time.

SIXTH YEARS

  • Aguamenti [Charm] Conjures a jet of clear, pure water from the tip of the caster’s wand. Depending on the casters concentration and intentions, this charm can be a simple jet of water to a wave.
  • Confundus Charm [Jinx] Causes a person or animated object to become highly confused. Depending on the caster’s concentration and intentions, the spell can cause varying degrees of inflicted confusion, ranging from tricking a person about a specific issue to making them lose all semblance of common sense, even to the point of endangering themselves.
  • Evanesco [Spell] The Vanishing Spell things and living beings to Vanish. 
  • Incarcerous [Hex] A spell that conjures ropes, which then bind the victim. 
  • Oppugno [Charm] Directs an object or individual to attack the victim. This spell will cause conjured creatures or other moveable objects under the control of the caster to attack the target.
  • Orchideous [Spell] A Transfiguration spell that conjures a bouquet of flowers from the end of the caster’s wand. 
  • Permanent Sticking Charm [Charm] An advanced form of Epoximise, this spell permanently binds two objects together, and depending on the strength of the caster, will not be removed regardless of the amount of Finites are cast at it.
  • Specialis Revelio [Charm] Used to identify the ingredients of the target potion or the enchantments on a target object. 
  • Tergeo [Charm] A cleaning spell used to siphon off blood, dust, grease and probably many other things. It is similar to the Scouring Charm. 

SEVENTH YEARS

  • Bubble-Head Charm [Charm] The most effective spell for breathing underwater or in any environment where fresh air is hard to gather, it forms a bubble around ones head that allows for fresh air and minor protection from falling objects.
  • Conjunctivitis Curse [Hex] Causes irritation in the target’s eyes, causing them to swell shut as though the victim has contracted ‘pink eye’.
  • Episkey [Charm] A healing spell that heals relatively minor injuries such as broken toes and noses. It causes a cold-hot sensation as the bone is reset. Though used by Luna Lovegood in the film adaptation, it was Nymphadora in the books and as such, I felt that a healing spell was more suited to graduating students than to sixth years, as Healing is a highly complex practice.
  • Galaciticus [Jinx] Causes the air around the intended target to grow cold and all moisture in the area to solidify before blasting the intended target backwards with a pelting force of hail to follow. Without the correct amount of power, this spell will simply make the air cold, or will push the target back. 
  • Gemini Jinx [Jinx] Causes anything someone touches to multiply. Extremely useful for vault protection.
  • Imperturbable Charm [Charm] Creates an invisible barrier around a target, which can be detected if something thrown at said object bounces away from it. 
  • Meteolojinx Recanto [Spell] Used to counter weather effect charms.
  • Supersensory Charm [Charm] Cast upon ones self, this spell is used to give the caster enhanced senses.
  • Undetectable Extension Charm [Charm] Used to make things bigger on the inside only and is able to go undetected.

ADULTS ONLY

  • Adescire [Spell] Sends a memory of the caster at a chosen recipient. Generally used to teach and build Legilimency and Occlumency skills, when used in a battle situation Adescire can cause distraction and confusion as the recipient is bombarded by unexpected imagery. ( original spell! )
  • Anapneo [Spell] A healing spell that clears the target person’s throat if it is blocked, an example would be if one were choking. 
  • Animagus Reversal [Spell] An untransfiguration that returns an Animagus back into its human form. If performed on a non-animagus, the spell will have no effect and will not harm the animal.
  • Cushioning Charm [Charm] Creates an unseen softening effect on a target surfaces. It is primarily used in broomstick manufacturing to make the brooms more comfortable for riders.
  • Detegrae [Charm] Used to break through a second or third layering of defense; an advanced shield breaking curse. ( original spell! )
  • Disillusionment Charm [Charm] This spell causes the target to become a kind of chameleon, taking on the appearance of whatever is behind it. It is typically used to hide magical creatures or objects from Muggles. It can also be cast upon people – it doesn’t make them invisible, but it does make them harder to see.
  • Fidelius Charm [Charm] Takes a specific piece of information and implants it into a being’s soul. The one whose soul houses the secret is known as the Secret-Keeper. The purpose of this spell is to conceal a specific location, making it invisible, intangible, unplottable, and sound-proof. 
  • Irasihaeme [Curse] Causes intra-abdominal internal bleeding, which can often be missed by healers if it misses the gastrointestinal-tract. ( original spell! )
  • Inaenmastoma [Spell] Used to spell vital potions, nutrients and even food into the stomach of a patient who is incapable of swallowing on their own, due to illness, injury or coma. ( original spell! )
  • Legilimens [Spell] Used to break past the barriers of a persons mind and examine their memories. 
  • Muggle Repelling Charm [Charm] Causes an area to be unseen by Muggles, or causes it to be undesirable for Muggles to search or enter.
  • Occlumens [Spell] Counter to legilimens, occlumens is used to create barriers that block legilimancy users from seeing their memories.
  • Obliviate [Charm] Used to make people forget things they have seen or done. Depending on the strength, concentration and skill of the caster, it can erase as much as an entire life’s worth of memory, to as little as a singular moment.
  • Patronus Charm [Charm] The Patronus Charm is canonly described as being highly advanced magic, so much so that it isn’t even placed on the Hogwarts Charms curriculum. Used as a protection against Dementors and Lethifolds, the Patronus Charm is summoned by the strength of a person’s happy memories. 
  • Piertotum Locomotor [Spell] A powerful Transfiguration used to animate large objects, such as suits of armor or statues to do ones bidding.
  • Portus [Charm] Used to turn an ordinary object into a Portkey.
  • Prior Incantato [Charm] Shows the last spell performed by the wand it is cast at.
  • Pyracere [Hex] An offensive fire-spell that is far more user-friendly than Fiendfire, Pyracere casts a ball of fire from the tip of the wand that is preceded by a cushioning of air. The resulting effect is that a person struck by Pyracere is sent flying backwards while the flames cause damage to the area they once stood in. Used to knock individuals unconscious or drive them back and keep them blocked in by the flames. (original spell)
  • Unbreakable Vow [Spell] A magically binding contract between two wizards or witches, in which a third party bears witness and casts the binding. If the person who accepts the conditions of the Unbreakable Vow breaks them, they die, making it a very serious commitment. 
  • Viscarae [Curse] Causes three gashes to appear on the victim’s body, crossing from shoulder to hip. If cast ineptly, those gashes will appear on the caster as well as the victim. If cast by someone with inadequate power or by someone coerced into it, the wounds will appear on the caster only. ( original spell! )

RESTRICTED SPELLS

All of these spells are either illegal in the wizarding world, or were created by canons and their usage is only known to those who are taught by the canon creator. Note that spells created by Severus are removed from this list, and if you would like to learn of them you’re welcome to see my divergent information on the matter here.

  • Avada Kedavera [Curse] Specifically designed for murder, Avada Kedavera is one of the few spells that cannot be blocked by a shield. When struck with it, there is no return.
  • Crucio [Curse] Specifically designed to inflict tremendous pain, Crucio is nearly impossible to block and prolonged exposure to it can cause irreparable psychological and nerve damage.
  • Imperio [Curse] The only spell capable of stripping a witch or wizard of their will, Imperio is nearly as difficult to block as a well cast Crucio. Depending on the will of the caster and the will of the one being held under, it is possible to resist Imperio to a certain degree. Note that this will not be a common occurrence.
  • Morsmordre [Spell] Created by Tom Riddle for the specific use of psychological warfare, Morsmordre is only to be utilized by Death Eaters, and even then, with caution. When cast, it causes the Dark Mark to form in the sky and hover above the area it was cast in. Morsmordre is the only reserved spell that can be used by a seventh year student, and only if they are a Marked Death Eater.
  • Veneficus Viscus [Curse] A particularly vicious curse, the Veneficus Viscus poisons the flesh, killing off nerve endings and blocking blood flow passages so that the limb becomes blackened and dead, like an accelerated case of frostbite. The infected limb must be amputated before the infection spreads to any vital areas or organs; there is no other way of stopping the curse. All who touch the blackened sections of a Veneficus victim’s flesh directly will find themselves infected as well. This spell is punishable by up to sixteen years in Azkaban; ( Original spell, part of Severus’ backstory. Feel free to ask about this if you wish. )

Meta Guide: Other Employment

MUN NOTE: These guides were built in 2012 prior to any Pottermore expansions, and is how my blogs  ( @livinghorcrux / @severelydisenchanted / Severus ) address various elements of the wizarding world.

While some of this is Canonly Verifiable, the majority is of my own design and I am freely dedicating it to the fandom to do with as they please. Expand on it, ignore it, use it – whatever you want to do. Simply note that my blogs count it as canon – yours do not need to.

Potioneer

A potioneer is an individual who excels in the art of potion-making and has learned to make a living off of it. Generally speaking, potioneers work within other organizations, such as schools, the Ministry and St. Mungos. Some potioneers do work independently as apothecaries, while others still will volunteer their services for a set price depending on the difficulty of the request. All potioneers have the following credentials to ensure to their clients and the Ministry that they are not working without proper licensing or knowledge.

A potioneer must achieve O.W.L.’s of ‘A’ or higher standard in Arithmancy, Charms and Transifguration, as well as a minimum of ‘E’ standard grades in Herbology and Potions. Their N.E.W.T. levels would be matching, or better, than their O.W.L.’s in these particular subjects.

Potioneers can also hold additional jobs and are not limited to merely potion-making. If you wish to expand on your characters career, see our sections on

Potions Professors, The Department of Intoxicating Substances, International Magical Trading Standards Body, Ludicrous Patents Office, and Diseases and Potions and Plant Poisoning.

Apothecary

An apothecary is a supplier of potions ingredients and pre-made potions kept under proper storage for the purpose of being sold in large quantities or for many buyers. They are established potioneers and have considerable knowledge of all their products and wares. One cannot become an apothecary if one does not meet the requirements of a potioneer.

Apothecaries are a sub-section of shop owners. They are bound by the rules of both shop keepers and potioneers, so keep this in mind during the creation process!

Potions Master

Potions Master is an officiated title given to someone who has contributed considerable work to the improvement of the art and science of potions making and has been acknowledged by the Most Extraordinary Society of Potioneers as a Master in the field.

In order to be considered for a Potions Mastery, one must achieve O.W.L.’s of ‘E’ or higher standard in Arithmancy, Charms and Transifguration, as well as ‘O’ standard grades in Herbology and Potions. Their N.E.W.T. levels would be matching, or better, than their O.W.L.’s in these particular subjects.

They must then contribute considerable developments, essays and thesis to Potions Quarterly and other Potions tribunals in order to gain recognition for their work. Individuals who successfully garner research grants from the Ministry of Magic are more likely to be watched by the Most Extraordinary Society of Potioneers, though success in their endeavors does not automatically guarantee that one will be offered the opportunity to take the aptitude and proficiency tests issued by the Society to those they consider as being good candidates for the title.

Curse Breakers

Curse Breakers are highly talented witches and wizards who are paid several galleons above minimum wage due to the serious and dangerous nature of their job. A Curse Breaker disables or counters curses in ancient tombs and other historical sites world-wide, in order to bring back gold and valuable objects that have been lost or locked away and return it all to Gringotts.

Curse-Breaker requirements include O.W.L.’s of at least E standard in Arithmancy, Ancient Runes, Ancient Studies, Charms, Defense Against the Dark Arts, Potions and Transfiguration. N.E.W.T.’s of the same level or higher are expected in the same subject list.

Afterward, one applies with Gringotts Bank for the position and if the admissions exam is passed, TWO YEARS of curse breaking education and training is undergone with the Gringotts Goblins. All applicants MUST be willing to travel, as there is no stationary position for Curse Breakers and very few places in need of curse breaking in the UK.

Dragonologist

Dragonology is a branch of magizoology that deals specifically with the dragon populations. A Dragonologist specializes in the study, care, protection and preservation of dragon colonies around the world, and are frequently called upon to herd a dragon away from a Muggle population, or to monitor a dragon in an unnatural environment. ( Such as the Tri-Wizard Tournament )

Requirements include O.W.L.’s of at least E standard in Care of Magical Creatures, Herbology, Potions, Charms and Defense Against the Dark Arts. N.E.W.T.’s of same or higher level in the same subjects are also required. An application examination is required, followed by a physical and mental aptitude test if passed.

After which, the successful applicant MUST be willing to travel as dragon colonies are hosted all over the world and dragonologists are in high demand in many of them.

Magizoologist

A magizoologist is a wizarding naturalist who specializes in the study, care, protection and preservation of magical animals across the globe. They are well-versed in Muggle-distraction techniques and in the ways of animals, plants and environments and how the three interact.

Requirements include O.W.L.’s of at least E standard in Care of Magical Creatures, Herbology, Potions, Charms and Defense Against the Dark Arts. N.E.W.T.’s of same or higher level in the same subjects are also required.

Magizoologists are rarely ‘free-lance’ workers and are usually working under Ministry grants or with specific colonies or shops.

Vampire Hunter

These individuals are not legally sanctioned and are privately paid mercenaries. To be caught working as a vampire hunter is a crime punishable by up to ninety years in Azkaban, as according to paragraph twelve of the Guidelines for the Treatment of Non-Wizard Part-Humans.

As a result, a character who employs themselves this way must be willing to accept the canon consequences of their actions if they are caught or placed under suspicion by other characters.

Huntsman

These individuals are hired by the Ministry to hunt down and capture wild and dangerous magical creatures. They are, at times, sanctioned to put that creature down on the spot if they are able. These creatures are always four [X] or higher in categorization and are made more dangerous by whatever ailment has caused them to go rogue. Huntsman are typically Aurors, Hit Wizards and even Curse Breakers, or have similar credentials.

Huntsman are paid on a commission structure; per creature they capture and or kill they receive an immediate payment.

Professional Quidditch Players

These individuals are hired by the Quidditch League and paid standard rates for professional players. Regardless of what team someone plays on, the rates are standardized according to the stipulations set forth by the Department of Magical Games and Sports. A full list of teams can be found HERE.

Meta Guide: Shopkeepers II

MUN NOTE: These guides were built in 2012 prior to any Pottermore expansions, and is how my blogs  ( @livinghorcrux / @severelydisenchanted / Severus ) address various elements of the wizarding world.

The majority of this piece is canonly verifiable through the wiki and is simply here for my own reference; that said please double check these pieces as some may involve information that is not in fact canon!

Knockturn Alley

BORGIN & BURKES
A wizarding pawn shop that has the exclusive and beneficial service of coming in to pick up anything that may cause the Ministry to question a bit too much into one’s lifestyle, Borgin & Burkes employees are masters of hiding their worst wares during Ministry inspection and of course, in keeping the confidentiality of those who sell to them.

MORIBUND’S
Located next to the The Spiny Serpent, and opposite Borgin and Burkes, this shop was named after its original founder, Moribund. Catering to witches and wizards of small budgets and broad plans, Moribund’s provides its patrons with difficult to obtain and steep to afford artifacts on affordable payment plans. Very much your wizard version of a loan office, Moribund’s patrons can dress to impress, decorate to astonish or give a gift well beyond their means if they happen to pick it up here – and agree to the terms and conditions of the monthly rates, return policies and of course consequences for failing to deliver on monthly payments.

THE SPINY SERPENT
An exotic wares supplier, the Spiny serpent caters to the affluent witches and wizards, providing rare (and often illegal) artifacts for interior home design and defenses. The door is permanently locked – only patrons with the password may enter, and only those with the correct connections may obtain said password.

Hogsmeade

DERVISH & BANGES
A small repair shop that sells used and refurbished artifacts, as well as takes and repairs broken ones for a nominal fee.

DOGWEED & DEATHCAP
One of the finest Herbology shops in the UK, Dogweed and Deathcap cater to all manner of your plant related needs, from cultivating rare and hard to raise plants to providing seeds and care guides, Dogweed and Deathcap employees are professional Herbologists who assist any from the most advanced brewers and herbologists, to the most green Hogwarts student.

DOMINIC MAESTRO’S
A fine music shop established to provide artists with all the equipment they need for maintaining their instruments, Dominic’s employees are all well versed in music both classical and modern, and are capable of aiding anyone from a novice to an expert. They also have access to some of the best instrument craftspeople in the UK, and are more than capable of submitting commissions to them for those who want a more personalized instrument. Otherwise, there are many ready-made instruments at the shop.

GLADRAGS WIZARDWEAR
A fine clothing shop that caters to every conceivable budget, Gladrags prides itself on being able to provide excellent clothing options and designs to wizarding folk no matter what. Gladrag’s employees are capable of designing some of the most fashionable clothes with some of the most expensive – as well as some of the cheapest – materials. As the capability to work with silk or cotton is something most in the field have a difficult time switching with, all of Gladrags employees are some of the most inventive designers and tailors around.

HONEYDUKES
One of the most famous attractions of Hogsmeade village is her world renowned magical sweet-shop, Honeydukes. Famous for its chocolate and wild-flavor sweets, Honeydukes is always on the cutting edge of sweets and treats. Its creation and testing team members are high-class pâtissiers and professional confectioners who have had at least five years experience in the field prior to hire.

MADAM PUDDIFOOT’S TEA SHOP
The number one location for Hogwarts teenagers and couples, Madam Puddifoot’s is a niche cafe that caters to the frill and delicacy desired by young women. They have an accomplished pâtissier who designs all their feature sweets and a baker who provides all the customary crumpets to go along with ones tea.

POTAGE’S CAULDRON SHOP
Hogsmeade’s local branch of Potage’s, this location Is considerably smaller and only has room for two on staff employees. The owner checks in from time to time, or will cover a shift when necessary, but the apothecary and the potioneer handle all of the merchandising and sales. A firm knowledge of cauldrons and their uses with various types of potions and ingredients, as well as their effects on either is required, thus why Potage’s only hires credited apothecaries and potioneers.

SCRIVENSHAFT’S QUILL SHOP
A stationary store that caters to Hogwarts staff and students, Scrivenshaft’s carries everything from your regular writing materials to personalized parchments and specialized quills. A relatively small shop, Scrivenshaft employs a single sales representative who is trained to have sound knowledge of the store’s products, and a single Fletcher who designs, cuts and manages the quill center.

SPINTWITCHES
A sporting goods shop in Hogsmeade, Spintwitches dedicates itself to providing the best in broom care products and Quidditch team paraphernalia. It is the merchandiser’s job to ensure that the favored teams for the Quidditch World Cup are always being showcased, and that those teams are shifted according to public opinion.

THE HOG’S HEAD
Perhaps the most disreputable location in all of Hogsmeade, the Hog’s Head is a dingy, dirty hovel of a pub, whose bartenders haven’t been bothered to clean since their hiring date and Aberforth simply hasn’t been bothered to bug them over it. Could be he’s hired on some new, more willing to clean folk recently, but that’s all whispers on the wind really.

THE MAGIC NEEP
A grocer for the various needs of the magical community living within Hogsmeade, the Magical Neep has everything from your typical food needs to household cleaners for the day-to-day witch and wizard. Merchandisers are in charge of keeping stock full and presentable, ensuring that sales are competitive and relevant, and educating the sales representatives on products. Sales representatives assist customers in finding what they need, upsell products according to what a customer is purchasing and perform sales transactions.

THE THREE BROOMSTICKS
The Three Broomsticks is the most popular pub in Hogsmeade, as well as the town’s only inn. Frequently utilized by visiting family not wishing to bunk down at Hogwarts, the Three Broomsticks prides itself on clean and comfortable rooms, excellent food and drink and superior customer service. Bartenders are expected to have knowledge of wizarding drinks and mixes as well as a decent knowledge of wizard-favorite Muggle mixes. Its waitresses are expected to be friendly, quick and efficient, while the cleaner is expected to be on time every day and on top of the bedrooms as soon as possible. The chef at the Three Broomsticks has had at least five years experience as a cook, while the line cook has at least two. Bouncers are expected to be stern, but not totalitarian – even the worst drunkards are valued customers in their own right.

TOMES AND SCROLLS
A specialty bookshop established in 1768, Tomes and Scrolls provides everything from wizarding fiction to best-selling How Two books for the practical witch or wizard. What sets Tomes and Scrolls apart from other bookshops is their niche market in ancient scrolls and texts from all around the UK and greater Europe. Chances are that long looked for first edition can be found tucked away at Tomes and Scrolls. Their display case and back room hold some of their most ancient (and therefore most expensive) wares. Merchandisers are expected to know what is on display and to be aware of all the products in the store. Sales representatives have an equally strong product knowledge and are familiar with the care needed for old parchments.

WISEACRES WIZARDING EQUIPMENT
The Hogsmeade location of the popular wizarding odds and ends shop in Diagon Alley, this Wiseacre’s location caters a bit more toward Hogwarts staff and students than the eclectic wizarding population as a whole, like its parent shop in Diagon. Here one will find all manner of odds and ends for doing one’s class wizardry, from new sets of scales, to star-tracking telescopes. The merchandiser must ensure that the most relevant products to Hogwarts staff and students are given the best showcasing.

WIZARDING WIRELESS NETWORK HEADQUARTERS
The most popular wizarding wireless station, WWN features some of the best music the wizarding world has to offer. Well known for its Witching Hour musical line ups as well as its innovative news programs, the WWN is featured in almost every wizarding home and as such, only hires the best radio personalities the industry has to offer.

ZONKO’S JOKE SHOP
The favorite shop of Hogwarts students, Zonko’s is perhaps infamous among the school’s faculty for its wild joke products, ranging from Dungbombs to Sugar Quills. Due to the current events in the wizarding world in regards to the Dark Lord’s return, Zonko’s has downsized its employee base considerably, and seems to be under threat of going under or closing altogether.