Harry Potter Spell Picker

Harry Potter Spell Picker

What does the wand cast?

Spells in the sky

Tap a spell to hang its star in the sky (up to 20 — all of them fit at once).

Pick which spells are in the sky, then let the wand find one. Sparks break from the tip, gather into a wisp of light and drift star to star until they settle — then the wand waves and actually casts, because every spell here ends differently instead of just glowing a different colour.

  • Fanfic and duelling scenes
  • Tabletop prompts
  • Quiz and trivia rounds
Random HP Spell Picker

A random wizarding spell, actually cast

The Harry Potter Spell Picker chooses one of twenty spells at random — but instead of spinning a wheel at a list, the spells hang in a night sky as stars and a wand finds one for you. Sparks break off the tip, gather into a wisp of light, and it drifts star to star, slowing, until it settles on one. Then the wand waves and casts it — and what happens next depends entirely on which spell it landed on, because all twenty end differently.

How it works

1

Choose the spells

Tap the ones you want in the sky. All twenty fit at once, or narrow it to the shortlist you are genuinely choosing between.

2

A wisp goes looking

Sparks break off the wand tip and gather into one light, which wanders star to star — flaring and ticking each as it passes — and slows the whole way.

3

It settles, then the wand waves

The rest of the sky dims. The wand gathers back and snaps forward — the wave — and a beam runs the length of the frame to the chosen star, which bursts.

4

The spell goes off

The name plate lands first, so you already know the answer. Then the spell plays out for a few seconds: fire, water, light, darkness, a shield that holds.

Twenty spells, twenty endings

This is the part that took the work. A random spell generator that changes the colour of the result is doing almost nothing — you learn as much from a coloured word as from a plain one. So each spell here got its own ending, built to match what the spell actually does. Lumos is the obvious one: the sky floods to white and then settles down to a glow. Nox is the answer to it, and snaps everything to black with only the wand tip left alight.

They are also deliberately unhurried. Each ending runs for two to three seconds with the whole sky to happen in, and the name plate lands before it starts — so you have your answer immediately and the spectacle is there to watch rather than to wait through. Not every spell was slowed down, though. Stupefy is one hard pulse and Avada Kedavra is a snap with no build-up; being instantaneous is the whole character of those two, and stretching them would make them weaker. They keep the instant hit and hold the aftermath instead.

The table below is the whole set: the spell, what it is for, and what you will see happen on screen when it comes up.

SpellWhat it doesWhat you see
LumosLights the wand tipThe sky floods to white, holds, then settles back to a glow
NoxPuts the light outSnaps to darkness and holds it — only the wand tip is still burning
IncendioConjures fireEmbers rise from the tip, flicker and burn out
AguamentiProduces waterA jet arcs out of the wand and the droplets scatter
Wingardium LeviosaLevitates an objectThe name plate lifts off its rail and hovers there
Expecto PatronumConjures a guardianA silver flare blooms outward in expanding rings
Avada KedavraThe killing curseA hard green snap with no build-up, and the dark holds after it
ExpelliarmusDisarms the targetThe name plate is knocked clean sideways, then recovers
ProtegoRaises a shieldA shield ring expands across the sky and holds, slowly turning
StupefyStuns the targetOne hard pulse, and three shock rings ringing outward
AccioSummons an objectThe sparks rush inward to the tip instead of away from it
AlohomoraUnlocks a doorA lock turns a quarter circle, glints twice and opens
ObliviateErases a memoryThe name fades away entirely, waits, then slowly re-forms
RiddikulusDefeats a boggartA mixed-colour burst — the least serious thing on the page
CrucioThe torture curseA jagged shake that will not settle
SectumsempraCuts from a distanceThree slashes wipe across the frame and the wounds linger
DiffindoSevers an objectOne clean cut line, and the halves drift apart
EpiskeyHeals small injuriesA gentle green glow gathers in and knits itself together
LevicorpusDangles you by the ankleThe name plate flips upside down, hangs there, then drops back
ImperiusControls the targetA slow hypnotic ripple keeps spreading across the sky

Why the wand wave stayed

An earlier version of this page was a wand that waved and then named a spell, and the wave was the best thing about it. It is the gesture the whole idea rests on: you do not press a button to cast, you move a wand, and the movement is the spell.

So the wave was kept exactly where it was, at the moment of casting — gather back, snap forward, settle. What changed is everything around it. Before, the wave ended and a word appeared in a colour. Now the wave ends and something happens, and it is a different something every time.

What did not survive was the first attempt at the search. That version put the wand at the centre of a ring of spells and turned it like a clock hand, which is a wheel with a wand painted on the pointer — the one thing this page most needed not to be. The wand moved to the corner, the ring became a scattered sky, and the thing that does the searching became a wisp of light that wanders rather than a hand that sweeps.

The three Unforgivable Curses

Avada Kedavra, Crucio and Imperius are on the list, and they are deliberately the three that feel worst on screen. The killing curse is a single green snap with no build-up and no aftermath — it happens and it is over. The torture curse shakes the frame and refuses to settle. The controlling curse is the slowest thing on the page, a ripple that spreads out and keeps going.

They are worth including precisely because they are not fun. A spell list where everything is a charm has no weight to it, and the moment one of these three comes up in a duelling scene you are writing, the scene changes. It is also why two of them are the shortest effects on the page and the third is the longest — the killing curse is over before you have registered it, and the controlling curse simply will not stop.

Charms, jinxes, hexes and curses

The list is not all one thing, and the differences matter if you are writing with it. A charm changes what something does without changing what it is — Lumos, Accio, Wingardium Leviosa, Protego, Alohomora. A curse is meant to do harm and generally means it: the three Unforgivables, Sectumsempra. In between sit the spells that are simply tools — Diffindo cuts, Aguamenti pours, Episkey mends.

Levicorpus is the odd one. It is not really any of those categories; it is a prank that got out of hand and stayed in circulation because it is funny until it is you.

A shortlist beats the whole sky. Twenty spells means each one comes up about one run in twenty. If you are picking something you have to build a whole scene around, cut it down to the five or six that would genuinely change what happens next.

Ways people use it

Writing a duel

Draw for both sides, alternating. It forces openings you would not have chosen — a duel that opens with Aguamenti is a far more interesting scene than one that opens with Stupefy.

Tabletop and fan RPGs

Roll for what a wild wand does, what a cursed object fires back, or what a first-year manages under pressure. The result is rarely the one anybody wanted.

Quiz and trivia rounds

Draw a spell and ask the table what it does, who invented it, or where it first turns up. The obscure ones make far better questions than the famous ones.

Settling something silly

Which spell would you actually want if you got exactly one. Start from a random draw rather than everyone naming the same three.

Why the artwork is objects, not scenes

Every drawing here is original, which rules out anything lifted from a film or a cover. Each spell is a plain object instead: a feather, a shield, a keyhole plate, a pair of scissors, a horseshoe magnet, a snuffed candle with the smoke still rising.

The objects also have a job. A star is small — at twenty in the sky, each one is about the size of a fingernail on a phone — so the emblem has to read as a silhouette, not as a picture. An object with a distinctive outline survives that; a scene does not. It is the same constraint the character picker and the professor picker work under, which is why the three pages look like one set.

They are drawn once and shown twice. On the chooser and the winner card they are dark ink on parchment, the way the rest of the wizarding pages do it; out in the sky the same files are turned to light, so the pale highlights that punch the skull's eye sockets and the keyhole become dark holes in a glowing shape rather than disappearing into it.

What this page is not

It is not a spellbook and it is not a reference. The one-line descriptions are written to be useful when a spell lands in front of you, not to be authoritative — for anything canonical you want a proper wiki, not a picker.

It is also not a skill game. There is no aiming, no timing and no way to influence the result: the whole journey is decided before the wisp starts moving. The only controls you get are which spells are in the sky and how fast the whole thing plays — and the first of those is the one that actually matters.

A fair pick, every time

The winning star is drawn with your browser's cryptographic random generator before the wisp moves, and its route is then built to end there. Spells are shuffled into different stars on every run, the scatter is re-rolled each time, and the wisp can reach any point in the sky with no limit on how far it may wander — so no star, no corner and no edge of the frame is luckier than another. Measured over 2,500 runs, every spell and every position came up within the expected range. The search is theatre; the decision was already made fairly.

More wizarding pickers

After something other than a spell? Try these:

Frequently asked questions

The winning star is drawn with your browser's cryptographic random generator before the wisp of light even leaves the wand, and its route across the sky is then built to finish there. Spells are shuffled into different stars on every run, so no position in the sky is luckier than another.

Most random spell generators change one thing about the result: the colour. Here the ending itself is different for all twenty, and it is the main event rather than a flourish — each one runs for two to three seconds with the whole sky to happen in. Lumos floods everything to white and then settles, Nox snaps it to black with only the wand tip still alight, Incendio sends embers rising through the frame, Accio drags the sparks inward instead of outward, Wingardium Leviosa lifts the name plate off its rail, and Levicorpus hangs that plate upside down before dropping it back.

Twenty: Expelliarmus, Avada Kedavra, Crucio, Lumos, Accio, Wingardium Leviosa, Expecto Patronum, Obliviate, Riddikulus, Alohomora, Stupefy, Protego, Levicorpus, Sectumsempra, Episkey, Diffindo, Incendio, Aguamenti, Nox and Imperius. That covers the three Unforgivable Curses, the duelling staples, the household charms and the two spells invented in the margin of a textbook.

Yes. Type any incantation into the 'Add your own spell' box and it gets a star in the sky with exactly the same odds as everything else. A spell the picker has never heard of ends on a neutral sparkle rather than nothing, so an invented spell still gets a proper reveal.

Because a wheel has nothing to do with casting — and a pointer going round in a circle is still a wheel whatever you draw on the end of it. So there is no circle here at all: the spells are scattered as stars, and what finds one is a loose wisp of light that drifts and comes to rest, more like a ball settling than a dial turning. The pick underneath is the same uniform random draw. The wave at the end is the gesture this page has always had; what is new is that the wand now finishes the job.

Everything on this page is drawn from scratch, which rules out anything borrowed. Each spell is represented by a plain object instead — a feather for the levitation charm, a shield, a keyhole, a pair of scissors, a snuffed candle. The object hints at the effect; the name plate does the identifying.

All twenty. The sky sizes its stars to the number in play and scatters them on a jittered grid, so two spells get big bright stars and twenty get small ones without ever overlapping.

Completely free, with no signup and no ads in the tool itself. It runs entirely in your browser and works on phones, tablets and laptops.