The Incantation Lab

Somewhere below the school operates a small permanent office that makes spell names the way the Ministry makes forms: slowly, once, and with no intention of revisiting the matter. It is called the Incantation Lab, and this page documents what it does, because the office itself has never once explained anything unprompted. The short version: some names at this school are classics and will never change. The rest are minted from the house language, in three registers, and every minted name is permanent, personal, and slightly over-engineered, like everything else here that cannot be undone.

The Classics Are Untouched

Five spells of the Charms specialty have carried their names since before the office kept records, and the office has ruled that they always will: Incendio, Wingardium Leviosa, Cheering Charm, Aguamenti, and Protego. They light, levitate, cheer, douse, and shield exactly as they always have. Nothing about the lab changes what these spells do or what they are called.

The five names are also on a list the naming machinery is forbidden to produce. A candidate that lands on a classic, in any capitalization, is discarded before it is issued. The classics are load-bearing; nobody leans on them.

Where a Minted Name Appears

Three counters currently hand out names from the lab.

  • The wand ceremony (Ollivander's). Your first wand carries one signature spell, chosen by the wand and therefore not chosen by you. It is issued at the ceremony, recorded in the ledger on the spot, and bound for life. Re-rolling the wand changes the stick; the spell stays exactly where it was put. Every signature spell opens with a warding root, teg- or mun-, because a wand has one job and the naming office respects it.
  • Goblin Banking. The goblin who accepts your deposit announces himself in Gobbledygook, with one word described in the paperwork as sounding like a vault door closing. The word is drawn from your account, so the same teller says the same word to the same witch on every visit, indefinitely, and considers this efficient.
  • Charm levels beyond the classics. The Charms ladder is pre-named. Levels are banded by subject, 1 through 3 light, 4 through 6 warding, 7 and up shadow, and any level switched on in the future arrives with its name already assigned: one stable incantation per level, per witch. Today the five classics cover gameplay, so this is contingency. The office has filed it in a drawer and is content.

The House Language, Heard From the Outside

The lab calls its three dialects registers. Each has a sound signature a player can actually hear, which is the point. The grammar is internal and has never been summoned to a meeting.

Incantations, the school register

Latin-flavored, in the way school Latin is: scholarly, tidy, allergic to mess. Two rules govern the sound, and both are audible. A consonant is never doubled; no ll, ss, or tt will ever interrupt your casting. And three consonants are never stacked; the language refuses to say anything it cannot say with dignity. Names end in one of six endings: -ium, -aris, -ax, -o, -ientum, -esco.

Every name opens with a root that carries its meaning, so a name can be read, approximately, by anyone who has kept a copy of the office's table:

MeaningOpens with
lightlum-, clar-
shadowumbr-, nox-
fireign-, flam-
wateraqu-, und-
beastvor-, bel-
wealthaur-, pec-
timetemp-, aev-
healingsan-, med-
mindment-, cog-
wardingteg-, mun-

Names on file include Lumcexaris and Clarium (light) and Noxgeium (shadow). Signature spells, being wand-work, all come from the warding row.

Mermish, the lake register

Liquid-heavy. The language runs on l, r, and w, and its endings double the liquid for emphasis: -all, -oll, -irr, -urr, -ell, -amm. Spoken properly it sounds like singing conducted underwater, which is fair, since that is where it is conducted. Its roots on file are mer- and und- (water), lir- (song), and vul- (wave); a specimen reads Lirell. No Mermish name has yet been issued in the game. The register is catalogued, and the lake is understood to be considering venues.

Gobbledygook, the bank register

Guttural. G, k, and z carry it, and the endings pair the gutturals so the word grinds on the way out: -ukk, -azz, -ogg, -orz. The roots concern money, as is correct: gob- and zek- (wealth), kaz- (metal), gruk- (vault). Specimens on file include Zekzaazz and Gobgroogg. Every goblin greeting opens with one of the wealth roots, because to a goblin an introduction is a portfolio.

The Registry's Promise

  • The same witch always draws the same name. Your signature spell and your goblin greeting are derived from you and from nothing else. They do not drift between visits, days, or updates. The name you heard first is the name you will hear at the end.
  • Issued once, written once. A minted name is recorded in the ledger at the moment it is issued, and every look afterward reads the record. Even the office cannot re-roll it by accident, a discipline most of the castle has declined to adopt.
  • No classics, ever. The five canonical names are excluded from generation by list, checked without regard to capitalization.
  • Bound to the witch, not the wand. Re-roll the wand as often as you like and as long as your gems hold out; the signature spell stays yours and stays the same. The registry guarantees permanence. It does not guarantee uniqueness, and with names of this length it has voted not to worry about twins.

The Incantation Lab: where a name, once assigned, outlives the witch, the wand, and several scheduled reorganizations of the office that assigned it.