Charm

A charm is a spell that adds certain properties to an object or individual. Charms are distinguished from transfigurations in that a charm adds or changes properties of an object; it focuses on altering what the object does as opposed to what the object is. For example, the Colour Change Charm causes something to flash different colours; the Levitation Charm causes an object to levitate; the Cheering Charm improves upon a creature's mood.

An object that has a lasting charm placed on it is called bewitched, though charms, in general, appear to last longer than other spells.

Nature
Charms can be some of the most powerful and game-changing spells in existence. The Fidelius Charm, for example, can completely hide a person or a place in such a way that no one can find them unless they are given the location by a Secret Keeper. Memory Charms can be so strong that they completely remove a person's memory or even damage his or her mind permanently (while the Silencing Charm must be recast monthly on the Fwooper and the Disillusionment Charm must be performed daily on Hippogriffs and winged horses). Spells such as curses, jinxes, and hexes are referred to as "dark charms".

The successful casting of charm is achieved through concentration, precise wand movements, and the proper pronunciation of an incantation. When a charm is cast poorly it will fail and the caster runs the risk of it backfiring