Ignis Solis, Sunfire.
Most beasts and dangers in the world will succumb to fire if it is sufficiently hot and durable. This particular spell, spoken with the wand's flick toward the intended target, creates a small, single, hot projectile of fire. More comfort with the spell will produce hotter projectiles with a longer burn duration, though this spell will not produce larger projectiles. It is a precision spell, all the better because fire isn't something to splash in every direction.
Aquamenti Globus, Mind's Water Globe.
Note: Learn this before practicing the Sunfire spell to counter any problematic fires.
The Water Globe is cast by speaking the spell and holding the wand steadily in the desired direction. The force with which the spell is cast will influence how far and fast the globe of water travels, which makes it a rather unique spell. Variable speeds and variable forces can be quite useful against unwary opponents, whether creature or wizard.
The Water Globe is useful against several water-fearing creatures and a forceful casting can batter at other creatures or obstacles. It is also a superior spell for refilling canteens or bathing. I suggest combining this spell with the Lightning-Bearer in times of extreme danger as a wet creature may feel the effects of lightning far more deeply.
Fulmenifer, Lightning-Bearer.
Note: Do not practice this spell in the presence of water, particularly water you may be standing in. This includes wet or rain-soaked clothing.
What doesn't succumb to flame will almost certainly succumb to electricity or lightning, even dragons and other flame-proof creatures. This spell, by speaking its name and jabbing the wand at the intended target, produces a small bolt suitable for handling individual creatures or small groups. In dire straights, aim for the eyes. (When cast by an expert? Larger bolts, multiple bolts, continuous bolts, all have been observed. The sky is the limit.)
A bonus suggestion for the traveler or explorer.
Learn a multipurpose cutting spell. You can clear dense vegetative growth or attack dangers with it. Food preparation is also a benefit. There are a minimum of thirty spells of this type, though none are truly meant for novices to succeed with them. Select one you can cast with some degree of force and practice it until it is combat-useful.
Less useful options?
Most adventurers recommend preparing options like stunners or petrifying spells. They require a considerable degree of practice before being at all useful. In addition, most significant dangers to an adventurer are resistant to stunning, including trolls, dragons, nundu, and nearly all magical serpents. Finally, if your danger is another wizard, stunners are of little use against someone who has practiced shielding spells, wears certain enchantments, or possesses significantly greater magical potential. Skilled wizards or witches are also capable of dodging spells, redirecting them, or intercepting them with solid objects.
Freezing spells are often suggested to work in combination with water spells. It produces a pleasing visual effect in a covered, indoor environment, plus slipperiness. Outdoors, in a hot environment, you may exhaust your magical reserves trying to freeze any significant amount of water. Be wary.
Blasting spells are dangerous to their own caster in many circumstances, particularly when underground, such as in tunnels. Cave-ins have killed many an explorer. Used in dense vegetative growth, they may also bring down trees in unpredictable directions. Finally, blasting spells that hit solid materials, such as stone or metal, may create flying shards that fly in many directions, including backward. Opt for more precise spells when possible.
Piercing spells are supposed to provide precision, but they often lack power, except in the case of spells that have been truly mastered. I recommend developing other resources before attempting to perfect piercing spells. Also, many armored creatures are highly resistant to spells in this class. Never attempt a piercing spell on a dragon or basilisk, except against the eyes or the soft palate. Do ask yourself this question: Do you really wish to get that close to try piercing the eyes of a basilisk?
Illusion spells are one class of spell that are no longer commonly taught, which is a shame. They are incredibly versatile. They also require years of work to make them useful, which might explain why they have largely been abandoned. Young adventurers should develop the fire-water-lightning combination, along with a cutter. Once those are mastered, one might consider developing illusion spells. By then, however, a young adventurer is more likely to be an old adventurer.
Note: Some creatures are unaffected by illusions, or at least some illusions. One would have to have a truly astounding collection of illusions to be truly safe using them while exploring. Wizards who have developed skills in the mind magics may also be resistant to illusions.
Yes, these were the clearest and most useful two pages Harry had yet read in a book. He wanted to leave the common room right now to practice these three new spells.
He also wanted to research cutters. He hadn't come across any in the Trimble book, any edition. Nor could he remember one from his charms book, though he only had the first volume.
Harry thought about trolls. If he took this advice from this book, what could he do if he came across a troll...
Fire? No, they had thick, tough skins. The flame would have to be blistering to do much.
He leaned toward water and electricity. That'd knock it out, surely. Assuming Harry was any good with the spells.
The other sections of the book didn't mention exactly how to handle a troll. A shame. They talked about the dimensions of the animal and how to avoid them. Well, avoiding a troll which was walking around the hallways of a school might not be that easy.
Still, he wanted to know. Harry would keep his ears open and perhaps he'd hear how the professors handled this one.