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1 Nov 2019, 00:00
Project Announcements
Updates on Present Projects

1.) The Quidditch System is active. First game has been completed for Gryffindor and Ravenclaw. Once the Hufflepuff and Slytherin game is completed, the games will be reviewed for possible patching.
2.) Dueling continues beta testing, there will be some patching to refine and balance some spells. There will be similar prizes for dueling as there are for Quidditch but there are no details available as of yet for release on these details.
3.) We are working on a Potions System and attempting to develop an acquisition/gathering system. Beta testing for the acquisition/gathering system has just opened up to Gryffindor students as a prize for winning the House Cup.
4.) Masquerade Ball the first event of this school year. This event will soon be divided into a few smaller threads for those that have stuck around or followed a specific story thread.
5.) Main Story information will be updated in the near future.
6.) Forum Cleaning will be taking place over the next few weeks to make things a bit more accessible and less confusing. As we have gotten so many new players as of late, our need for better organization has increased substantially. While some stuff have been updated and cleaned up, including some site code that Zach has graciously updated to make the site run faster and better. He will be doing some more updates this weekend as well, hopefully there will be no glitches but if there are any bugs found please report them so we can get them sorted as early as possible. 

There is something about ambition, how it not only propels you but also defines you.

1 Nov 2019, 16:25
Project Announcements
Patch Notes


Components, the ability has been updated to reflect the present system in beta.


Components

You are a collector by nature. You keep various oddities under your bed, in your drawer. When you go for walks if you find a curiosity it finds its way into your pocket.

Prerequisite: None

Effect: User is considered to automatically have the necessary components for any potion that they already know. A difference here is the fact that they do not have to write a 500 word roleplay where they collect it and they are not limited to forums that they cannot access. To clarify, some potion ingredients can only be stolen and certain areas that cannot be accessed until later years, placing them at risk for detention or having to wait a year to be able to get these items. That is not the case for these students with this ability. This includes items that other players BUY in the shop. You will not have that item in your inventory (due to the concerns over re-selling or giving it to friends) but you can still have this item applied to your trunk.

The acquisition of components through the ability components is still limited by your wisdom score, so if you can only gather 2 components a given month. Then you can only use this ability twice in a given month.
Please remember this is not the present release of this system because it is in beta. Changes will happen even after beta but these are still rough estimations that are likely to change.

There is something about ambition, how it not only propels you but also defines you.

11 Jun 2020, 20:07
Project Announcements
Major Patch Updates: Quidditch.

We have updated the rules and the information regarding Quidditch. Please refer to the the following spoiler.

Reducio
Playing Quidditch

Quidditch Teams are composed of 7 players: (1) Keeper, (1) Seeker, (2) Beaters and (3) Chasers. Every player chooses a position, this is their position for the duration of the game. The team also has a TEAM CAPTAIN. The team captain is the organizer of the game, he/she manages the plays and submits the play to the moderator. Team Captains do not necessarily play a position in the game, but would have an active in-character role as well as out of character role in the game. The Team Captain is expected to be active and capable of submitting actions in a timely manner and also moderate matches. If a team captain is concerned that they may not be able to maintain their activity they can pass the team captain role over to the back-up Captain and the previous Captain would have to reapply for the role if they wish to take the role on in the future as we would immediately open the secondary/back-up/deputy captain role to applications upon dismissal, removal or departure from the role.

How to Apply for Team Captain

Contact your Head of House and Headmaster with your application. Often there will be an announcement in your House Common Area regarding the need for a new Captain.
Username:
Previous/Present Moderator Positions:
Present/Previous Quidditch Positions Played (if any):
IC/OC Reason for Interest:
You will be given a more formal application after you submit this. This application is more a statement of your interest, nothing more. The formal application is basically a math assessment, as there are some math considerations to worry about. We are looking for an understanding of the system, users who have played Quidditch tend to have an advantage here because they have experienced the system and understand the system details. However you are encouraged to reach out to other Quidditch Players, Captains and your Professor of Flight for more information if you have any questions.

So Why Become a Team Captain?
  • There is a level of control that comes with this and your efforts may make the difference between success and failure for your team. 
  • This is a moderator-level position. 
  • You will be compensated for your efforts with IC money. 
Image


Explaining Threads
  1. Match Thread: There will be 2 forum areas that will require frequent monitoring from participants. The first thread is the MATCH thread. This is a thread initiated by your moderator and it describes the game setting, this will usually be on the Quidditch field. Every player is required to post their entry into the thread. The moderator will give the players a pre-determined amount of time (usually between 5-7 days) to post in the thread and then the moderator will start the game. Players are required to post with each round and send actions (to be explained later in this section) for their actions to count in the moderation. This thread is the public thread that spectators can watch.
  2. Actions Thread: This is a thread that is located in the TEAM LOCKER ROOM. These threads are not visible to the public and this is where players discuss and announce their intended actions. Players will discuss what they want to do in these threads and come up with a solution together with the assistance of their Team Captain. The Team Captain will submit their team's moves to the Quidditch Moderator Team.
  3. Team Captain Thread: This is where both teams submit their actions to the moderator in the Quidditch Moderator forum area.
Format for Submitting Actions to Your Moderator
Keeper [Insert Player Name]:
Chaser 1 [Insert Player Name]:
Chaser 2 [Insert Player Name]:
Chaser 3 [Insert Player Name]:
Beater 1 [Insert Player Name]:
Beater 2 [Insert Player Name]:
Seeker [Insert Player Name]:
Playing Your Position

Please link the Player's Profiles. In addition, providing them with your players stats and abilities in any format is of great assistance to the moderators so that they can better facilitate a game.

Each player has a position to play. Each position has certain moves that can be used that will hopefully utilize the player's skills and help you bring your team to victory. 
  1. Seeker: The Seeker's job is to find the snitch and to catch the snitch.
    1. Search: This is where a Seeker attempts to find the snitch. Every round that the Seeker attempts to find the snitch they will have a better chance of finding the snitch. [Wisdom Stat]
      • The Math: DC for finding the snitch is 15 + lowest Seeker Wisdom. Every round a user attempts to find the snitch there is a +1 to their attempt. After the snitch is found, there is a 1 round cool-down where the Seeker is Chasing the snitch. During this round they can perform other actions, such as save or a quafflegrab even as they endeavor to get closer as the snitch erratically flies about the pitch.
    2. Chase: This is a passive-status (free action) where there is a gap-round between finding the snitch and attempting to catch the snitch. During this round the Seeker can perform another action.
    3. Catch: This is where a Seeker attempts to catch/grab the snitch. Every round that the Seeker attempts to catch the snitch they will have a better chance of grabbing hold of the snitch. [Accuracy Stat]
      • The Math: DC for grabbing the snitch is 15 + lowest Seeker Accuracy. Every round a user attempts to grab the snitch there is a +1 to their attempt.
    4. Spiral Dive: The Seeker descends sharply, in a spiral fashion. Seekers can use this tactic to quickly intercept the Snitch.
      • The Math: When the user is attempting to Grab the snitch, they have ADVANTAGE on their grab attempt (meaning that they get two rolls to grab using their accuracy and the best of the two is kept). However, they suffer disadvantage on all attacks done against them and their team mates cannot Defend using the Defender move to protect them.
    5. Save: This is where the Seeker foregoes their attempt to search for or catch the snitch and they save a falling ally instead. Alternatively, this can be done while they are chasing the snitch.
      • The Math: There is no math for this. You can save one ally in a given round by using the save option. If more than one player falls, unless a primary target to save is identified then who is saved is randomly rolled. There is also an ability [Catch] as well as a broom that does this [Bluebottle] [Cleansweep 11].
    6. Two-Headed Dragon: [Multi-player Move] This is where a player decides to forego returning to their broom (after one has been knocked off the broom and saved by an ally most commonly) and decides to stay on an ally broom. This requires the agreement of both parties but the pair would share stats and only get 1 action per round (that they must agree on and both must post for). This makes them significantly more powerful due to teamwork, but also dependent on one another and their moves are limited to one move that they must agree on.
      • The Math: This happens when two players share a broom. When they are hit by a bludger, the both of them are hit and take half of the damage. When attacks/moves are made, the stats of the players sharing the broom are averaged. So if one user has an 7 and the other has a 11 in evasion for a total of 18, then while sharing the room they have an evasion of 9.  To knock them off their shared broom, both of the players need to have their health reduced to below 0.
    7. Return to Broom: [Multi-player Move] If two players are sharing a broom (such as after a catch) to get both users back to their own broom this action can be used.
      • The Math: There is no math for this. However, there is a broom [Cleansweep 11] that allows this action to be done without using the player's action. 
    8. Quaffle Grab: This is where the Seeker foregoes searching or attempting to catch the snitch (or is in their chase phase) to help the Catcher's obtain possession of the Quaffle. The Seeker would join the rest of the Catchers as they scramble to obtain the Quaffle. If the Seeker gets the Quaffle, the Seeker will attempt to score with the Quaffle unless they pass the Quaffle which is a free-action to a teammate. There are three attempts to grab the Quaffle in a single round. [Accuracy]
      • The Math: This is a contested Accuracy roll between every user that attempts to grab a Quaffle. The highest accuracy roll with accuracy stat would gain control of the quaffle. The user that gains control of the quaffle would automatically attempt to score.
         
    9. Score: This is where a user gains control of a quaffle after a quaffle grab or if they are passed a quaffle and they attempt to score against the opposing team as a free action.
      • The Math: This is a contested accuracy roll between the player attempting to score and the Keeper if the Keeper is defending the rings/blocking.
    10. BodyBlow: [Multi-Player Move] Two players close in on an opposing player carrying the Quaffle, pressing against him or her from either side. Proven successful, this results in the victim’s release of the Quaffle. This is not a foul as there is no bodily contact or harm. In addition one of the players (either predetermined or randomly rolled) would now have possession of the quaffle.
      • The Math:[/u] Average Strength of the pair attempting to Body Blow the Quaffle carrier versus a defensive Stamina roll. If successful for the pair performing the Body Blow, the Quaffle is dropped. If unsuccessful, the Quaffle remains in possession of the carrier or the Quaffle. However this can be done all three times during a round.
    11. Finbourgh Flick: This is a set-up to score that involves a player being passed the Quaffle while they wait near the rings. When they are passed the Quaffle, rather than catch it in their hands they immediately turn their broomstick to hit the Quaffle into a goal rings.
      • The Math: The player's move would be this, however when passed the quaffle they would have advantage (two rolls, best is used) on score attempts and if someone attempts to intercept, they would have advantage (two rolls, best is used) on that check as well. The score attempt is otherwise a contested Accuracy Roll.
    12. Chelmondiston Charge A player stands on their broomstick and leaps, thrusting the Quaffle towards a goalpost.
      • The Math: +5 towards accuracy for a score attempt; can only be done once per round and would be stated along with their Quaffle Grab. This would, however, result in them being knocked off their broom, requiring them to be saved or removed from play.
    13. Alley Oop: [Multi-player Move] This is a play where the Seeker has identified the location of the Snitch but needs to get to it quickly during their Chase round. This action requires the in-character component of the Seeker announcing that they have identified the location of the Snitch and out of character consenting to allow one of their allies to give them a boost. This requires the action of both the Seeker and one other user. The other user uses their strength to spin their ally around and when fling them with all their might and the centrifugal force of the spin in the direction of the snitch. This would grant the Seeker a powerful advantage to their catch attempt for the round.  
      • The Math: This allows the user to skip the chase stage and they attempt to grab the snitch early. However they suffer DISADVANTAGE (two rolls, using the lesser of the two rolls) for attempting to grab the snitch. This takes up a user's actions except with a certain broom [Starsweeper XXI] where this action (by the non-Seeker) does not take up the user's full action.  
    14. Blatching: This is a foul where the Seeker attempts to collide with an opponent. This is a high risk move because if they fail to knock an opponent off their broom, they will suffer a penalty without any measurable gain. If successful then the target is knocked off the broom. This is an obvious foul, so the Seeker would be penalized by being made to fly the perimeter of the field (so they can make no action the next round but they still MUST post, if they fail to post then they will suffer their penalty the round thereafter). [Strength] [Accuracy]
      • The Math: This is similar to Bludgering an opponent except you do not need to have your opponent reduced to 0 (or less) health to knock them from their broom. There is no damage done as you are knocking them from their broom. The attack itself would be accuracy (on the blatcher) versus evasion (on the target). If hit, the target is knocked from the broom regardless of the amount of health remaining. The attack (if successful or not) is likely to be seen by the referees, unless someone has the ability [Foulplay] where there is a 25% chance that their move will go unnoticed. 
    15. Parkin’s Pincer: [Multi-Player Move] So named after the original members of the Wigtown Wanderers, who are reputed to have invented this move. Two players close in on an opposing player, while the third flies headlong towards him or her. This is considered Blatching only for the player that Blatched, so this must be clearly defined by the users otherwise the moderator will chose which player did the Blatching at random. This is treated as a normal Blatching except the opponent has disadvantage as they attempt to evade the Blatch and overpower the Blatching attempt. [Accuracy][Strength]   
      • The Math: This is similar to Bludgering an opponent except you do not need to have your opponent reduced to 0 (or less) health to knock them from their broom. The damage done would be 100 x the strength score. The attack itself would be accuracy (on the blatcher) versus evasion (on the target). If hit, the target is knocked from the broom regardless of the amount of health remaining. The attack (if successful or not) is likely to be seen by the referees, unless someone has the ability [Foulplay] where there is a 25% chance that their move will go unnoticed.
  2. Keeper: A Keeper's job is to protect the three goal rings and prevent the opposite team from scoring with their quaffles.
  3. BodyBlow: [Multi-Player Move] Two players close in on an opposing player carrying the Quaffle, pressing against him or her from either side. Proven successful, this results in the victim’s release of the Quaffle. This is not a foul as there is no bodily contact or harm. In addition one of the players (either predetermined or randomly rolled) would now have possession of the quaffle.
    • The Math:[/u] Average Strength of the pair attempting to Body Blow the Quaffle carrier versus a defensive Stamina roll. If successful for the pair performing the Body Blow, the Quaffle is dropped. If unsuccessful, the Quaffle remains in possession of the carrier or the Quaffle. However this can be done all three times during a round.
    1. Block: The Keeper attempts to prevent the opposing team from scoring with their Quaffle. Each round there will be 3 attempts to score, by picking this move the Keeper would be defending their goal against all three attempts. [Keeper Accuracy] v. [Enemy Attempting to Score Accuracy]
      • The Math: The opponent would attempt to score using the quaffle and their accuracy; the keeper would attempt to block the attempt to score with their accuracy. This results in a contested accuracy roll between the Keeper and the player attempting to score. Whichever is higher is successful.
    2. Starfish and Stick: A variant of block that can only be used when the Keeper remains at the rings for the whole round (cannot be used with Play the Field). The Keeper holds one hand and foot onto the broomstick, while stretching his body out, to ensure maximum shielding against oncoming Quaffles.
      • The Math: The Keeper gains +3 accuracy when blocking the rings, however they suffer -5 evasion for the round that they perform this action.
    3. Save: This is where the Keeper abandons their goalpost to save a falling ally. As there are three attempts to score in a single round, this would mean that their goal is undefended for all three score attempts as they are spending the round saving their ally.
      • The Math: There is no math for this. You can save one ally by using the save option. If more than one player falls, unless a primary target to save is identified then who is saved is randomly rolled. There is also an ability [Catch] as well as a broom that does this [Bluebottle] [Cleansweep 11] that allows this action to be done without using the player's action. 
    4. Two-Headed Dragon: [Multi-player Move] This is where a player decides to forego returning to their broom and decides to stay on an ally broom. This requires the agreement of both parties but the pair would share stats and only get 1 action per round (that they must agree on and post for). This makes them significantly more powerful due to teamwork, but also dependent on one another and their moves are limited to one move that they must agree on. 
      • The Math: This happens when two players share a broom. When they are hit by a bludger, the both of them are hit and take damage. When attacks/moves are made, the stats of the players sharing the broom are averaged. So if one user has an 7 and the other has a 11 in evasion for a total of 18, then while sharing the room they have an evasion of 9. 
    5. Return to Broom: [Multi-player Move] If two players are sharing a broom (such as after a catch) to get both users back to their own broom this action can be used. 
      • The Math: There is no math for this. However, there is a broom [Cleansweep 11] that allows this action to be done without using the player's action.
    6. Quaffle Grab: This is where the Keeper abandons their goalpost to help the Catcher's obtain possession of the Quaffle. The Keeper would join the rest of the Catchers as they scramble to obtain the Quaffle. If the Keeper gets the Quaffle, the Keeper will attempt to score with the Quaffle unless they pass the Quaffle which is a free-action to a teammate. There are three attempts to grab the Quaffle in a single round, the keeper's rings would be unguarded for the round. [Accuracy]
      • The Math: This is a contested Accuracy roll between every user that attempts to grab a Quaffle. The highest accuracy roll with accuracy stat would gain control of the quaffle. The user that gains control of the quaffle would automatically attempt to score.
         
    7. Score: This is where a user gains control of a quaffle after a quaffle grab or if they are passed a quaffle and they attempt to score against the opposing team as a free action.
      • The Math: This is a contested accuracy roll between the player attempting to score and the Keeper if the Keeper is defending the rings/blocking.
    8. Finbourgh Flick: This is a set-up to score that involves a player being passed the Quaffle while they wait near the rings. When they are passed the Quaffle, rather than catch it in their hands they immediately turn their broomstick to hit the Quaffle into a goal rings.
      • The Math: The player's move would be this, however when passed the quaffle they would have advantage (two rolls, best is used) on score attempts and if someone attempts to intercept, they would have advantage (two rolls, best is used) on that check as well. The score attempt is otherwise a contested Accuracy Roll.
    9. Chelmondiston Charge A player stands on their broomstick and leaps, thrusting the Quaffle towards a goalpost.
      • The Math: +5 towards accuracy for a score attempt; can only be done once per round and would be stated along with their Quaffle Grab. This would, however, result in them being knocked off their broom, requiring them to be saved or removed from play.
    10. Play the Field: This is a move where the Keeper tries to be in both places as once (which they cannot), but they do not leave the rings undefended while they also attempt to grab the Quaffle. In this case the Keeper participates in the Quaffle Grab either for the first or the third grab attempt, during this time the rings are unguarded. Then they return to the rings, this is considered travel-time so the rings are not guarded here either. So the second scramble for the quaffle as well as the possible attempt to score would be something that the Keeper would not be involved in. Then the third quaffle grab the Keeper either participates in the Quaffle Grab or they Block (defend the rings).
      • Math: The math is dependent on the action taken. However the round is divided into three -- first grab, second grab and third grab. The second grab, the Keeper becomes irrelevant however on the first and the third the Keeper is either grabbing the quaffle or blocking the rings. This must be clearly defined.
    11. Pass: This is where someone decides that they wish to pass the quaffle to another user. This is a free action for Keepers if they have a quaffle in their possession. This does not require an accuracy roll unless a user chooses to Intercept the pass in which case it would be an accuracy roll between the users attempting to intercept the quaffle.  [Accuracy]
      • The Math: This is a contested accuracy roll between the players attempting to intercept the quaffle and the user the quaffle is being passed to. Being passed (and catching) a quaffle is a [k]free action[/i]. Interception is not free-action. If a user catches the quaffle (being it was being passed to them or because they chose the action Intercept) the user will automatically attempt to score with the quaffle. The major advantage here is the fact that a user catching a quaffle gets to attempt to score and still do their intended action. 
    12. Alley Oop: [Multi-player Move] This is a play where the Seeker has identified the location of the Snitch but needs to get to it quickly during their Chase round. This action requires the in-character component of the Seeker announcing that they have identified the location of the Snitch and out of character consenting to allow one of their allies to give them a boost. This requires the action of both the Seeker and one other user. The other user uses their strength to spin their ally around and when fling them with all their might and the centrifugal force of the spin in the direction of the snitch. This would grant the Seeker a powerful advantage to their catch attempt for the round.  
      • The Math: This allows the user to skip the chase stage and they attempt to grab the snitch early. However they suffer DISADVANTAGE (two rolls, using the lesser of the two rolls) for attempting to grab the snitch. This takes up a user's actions except with a certain broom [Starsweeper XXI] where this action (by the non-Seeker) does not take up the user's full action.  
    13. Blatching: This is a foul where the Keeper attempts to collide with an opponent. This is a high risk move because if they fail to knock an opponent off their broom, they will suffer a penalty without any measurable gain. If successful then the target is knocked off the broom. This is an obvious foul, so the Keeper would be penalized by being made to fly the perimeter of the field (so they can make no action the next round but they still MUST post, if they fail to post then they will suffer their penalty the round thereafter). [Strength] [Accuracy]
      • The Math: This is similar to Bludgering an opponent except you do not need to have your opponent reduced to 0 (or less) health to knock them from their broom. There is no damage done as you are knocking them from their broom. The attack itself would be accuracy (on the blatcher) versus evasion (on the target). If hit, the target is knocked from the broom regardless of the amount of health remaining. The attack (if successful or not) is likely to be seen by the referees, unless someone has the ability [Foulplay] where there is a 25% chance that their move will go unnoticed. 
    14. Parkin’s Pincer: [Multi-Player Move] So named after the original members of the Wigtown Wanderers, who are reputed to have invented this move. Two players close in on an opposing player, while the third flies headlong towards him or her. This is considered Blatching only for the player that Blatched, so this must be clearly defined by the users otherwise the moderator will chose which player did the Blatching at random. This is treated as a normal Blatching except the opponent has disadvantage as they attempt to evade the Blatch and overpower the Blatching attempt. [Accuracy][Strength]   
      • The Math: This is similar to Bludgering an opponent except you do not need to have your opponent reduced to 0 (or less) health to knock them from their broom. The damage done would be 100 x the strength score. The attack itself would be accuracy (on the blatcher) versus evasion (on the target). If hit, the target is knocked from the broom regardless of the amount of health remaining. The attack (if successful or not) is likely to be seen by the referees, unless someone has the ability [Foulplay] where there is a 25% chance that their move will go unnoticed.
  4. Chaser: A Chaser's job is to obtain possession of the Quaffle and to score with the Quaffle against the enemy Keeper.
    1. Quaffle Grab: This is where the Chaser attempts to obtain possession of the Quaffle and then uses it to score. Each round there will be 3 attempts to grab the quaffle and score [Accuracy].
      • The Math: This is a contested Accuracy roll between every user that attempts to grab a Quaffle. The highest accuracy roll with accuracy stat would gain control of the quaffle. The user that gains control of the quaffle would automatically attempt to score. If there is a contested quaffle grab (where there is more than one person with the high grab attempt) then a contested strength roll between the top scores is used.
    2. Score: This is where a user gains control of a Quaffle after a Quaffle Grab or if they are passed a Quaffle and they attempt to score against the opposing team as a free action.
      • The Math: This is a contested accuracy roll between the player attempting to score and the Keeper if the Keeper is defending the rings/blocking.
    3. BodyBlow: [Multi-Player Move] Two players close in on an opposing player carrying the Quaffle, pressing against him or her from either side. Proven successful, this results in the victim’s release of the Quaffle. This is not a foul as there is no bodily contact or harm. In addition one of the players (either predetermined or randomly rolled) would now have possession of the quaffle.
      • The Math:[/u] Average Strength of the pair attempting to Body Blow the Quaffle carrier versus a defensive Stamina roll. If successful for the pair performing the Body Blow, the Quaffle is dropped. If unsuccessful, the Quaffle remains in possession of the carrier or the Quaffle. However this can be done all three times during a round.
    4. Finbourgh Flick: This is a set-up to score that involves a player being passed the Quaffle while they wait near the rings. When they are passed the Quaffle, rather than catch it in their hands they immediately turn their broomstick to hit the Quaffle into a goal rings.
      • The Math: The player's move would be this, however when passed the quaffle they would have advantage (two rolls, best is used) on score attempts and if someone attempts to intercept, they would have advantage (two rolls, best is used) on that check as well. The score attempt is otherwise a contested Accuracy Roll.
    5. Chelmondiston Charge A player stands on their broomstick and leaps, thrusting the Quaffle towards a goalpost.
      • The Math: +5 towards accuracy for a score attempt; can only be done once per round and would be stated along with their Quaffle Grab. This would, however, result in them being knocked off their broom, requiring them to be saved or removed from play.
    6. Save: This is where the Chaser foregoes their attempt to grab the Quaffle and they save a falling ally instead. 
      • The Math: There is no math for this. You can save one ally in a given round by using the save option. If more than one player falls, unless a primary target to save is identified then who is saved is randomly rolled. There is also an ability [Catch] as well as a broom that does this [Bluebottle] [Cleansweep 11].
    7. Two-Headed Dragon: [Multi-player Move] This is where a player decides to forego returning to their broom (after one has been knocked off the broom and saved by an ally most commonly) and decides to stay on an ally broom. This requires the agreement of both parties but the pair would share stats and only get 1 action per round (that they must agree on and both must post for). This makes them significantly more powerful due to teamwork, but also dependent on one another and their moves are limited to one move that they must agree on.
      • The Math: This happens when two players share a broom. When they are hit by a bludger, the both of them are hit and take half of the damage. When attacks/moves are made, the stats of the players sharing the broom are averaged. So if one user has an 7 and the other has a 11 in evasion for a total of 18, then while sharing the room they have an evasion of 9.  To knock them off their shared broom, both of the players need to have their health reduced to below 0.
    8. Return to Broom: [Multi-player Move] If two players are sharing a broom (such as after a catch) to get both users back to their own broom this action can be used. 
      • The Math: There is no math for this. However, there is a broom [Cleansweep 11] that allows this action to be done without using the player's action. 
    9. Alley Oop: [Multi-player Move] This is a play where the Seeker has identified the location of the Snitch but needs to get to it quickly during their Chase round. This action requires the in-character component of the Seeker announcing that they have identified the location of the Snitch and out of character consenting to allow one of their allies to give them a boost. This requires the action of both the Seeker and one other user. The other user uses their strength to spin their ally around and when fling them with all their might and the centrifugal force of the spin in the direction of the snitch. This would grant the Seeker a powerful advantage to their catch attempt for the round.  
      • The Math: This allows the user to skip the chase stage and they attempt to grab the snitch early. However they suffer DISADVANTAGE (two rolls, using the lesser of the two rolls) for attempting to grab the snitch. This takes up a user's actions except with a certain broom [Starsweeper XXI] where this action (by the non-Seeker) does not take up the user's full action.  
    10. Blatching: This is a foul where the Chaser attempts to collide with an opponent. This is a high risk move because if they fail to knock an opponent off their broom, they will suffer a penalty without any measurable gain. If successful then the target is knocked off the broom. This is an obvious foul, so the Chaser would be penalized by being made to fly the perimeter of the field (so they can make no action the next round but they still MUST post, if they fail to post then they will suffer their penalty the round thereafter). [Strength] [Accuracy]
      • The Math: This is similar to Bludgering an opponent except you do not need to have your opponent reduced to 0 (or less) health to knock them from their broom. There is no damage done as you are knocking them from their broom. The attack itself would be accuracy (on the blatcher) versus evasion (on the target). If hit, the target is knocked from the broom regardless of the amount of health remaining. The attack (if successful or not) is likely to be seen by the referees, unless someone has the ability [Foulplay] where there is a 25% chance that their move will go unnoticed. 
    11. Hawkshead Attacking Formation: [Multi-player Move] This is a play where all of the Catchers on a team attempt to obtain possession of the Quaffle. The Chasers then form a arrowhead pattern and fly together towards the goalpost. This is highly intimidating to opposing teams and effective in forcing other players aside. While this is played no differently than a Quaffle Grab, the use of all three Chasers in this pattern grants the additional benefit of creating disadvantage for any plays against the Chasers involved in this play. [Accuracy]
      • The Math: The math to obtain possession of the quaffle is the same, however offensive moves against Chasers in this pattern are done at DISADVANTAGE (meaning two dice rolls for the attacker and the attacker takes the lesser of the two rolls).
    12. Parkin’s Pincer: [Multi-Player Move] So named after the original members of the Wigtown Wanderers, who are reputed to have invented this move. Two Chasers close in on an opposing player, while the third flies headlong towards him or her. This is considered Blatching only for the Chaser that Blatched, so this must be clearly defined by the users otherwise the moderator will chose which Chaser did the Blatching at random. This is treated as a normal Blatching except the opponent has disadvantage as they attempt to evade the Blatch and overpower the Blatching attempt. [Accuracy][Strength]   
      • The Math: This is similar to Bludgering an opponent except you do not need to have your opponent reduced to 0 (or less) health to knock them from their broom. The damage done would be 100 x the strength score. The attack itself would be accuracy (on the blatcher) versus evasion (on the target). If hit, the target is knocked from the broom regardless of the amount of health remaining. The attack (if successful or not) is likely to be seen by the referees, unless someone has the ability [Foulplay] where there is a 25% chance that their move will go unnoticed.
  5. Beater: A Beater's job is to defend their allies and to launch bludgers into enemy targets.
    1. Bludgering: This is where the Beater hits the Bludger into a chosen enemy target. If the enemy has 0 stamina/health remaining, they fall off their broom and would have to be Saved otherwise they are taken out of the match.  [Strength][Accuracy]  
      • The Math: This is an accuracy roll (for the attacking character) against an opponent's evasion. The damage done would be 75 x the strength score. If hit, the target takes the damage and if their health is 0 or less, the user is knocked from the broom.
    2. Bludger Backbeat:[/i] A move by which the Beater strikes the bludger with a backhanded club swing, sending it behind him or her rather than in front. Difficult to bring off with precision but excellent for confusing opponents. This is not as damaging but it is more accurate. [Strength][Accuracy]
      • The Math:[/u] This would be a +5 accuracy and half damage. The damage done would be (50 x the strength score). The attack itself would be accuracy (on the beater) + 5 versus evasion (on the target).
    3. Defender: The beater has chosen to defend a single target. If a Bludger is sent their way, you would fly in the way of the Bludger and attempt to bat it away. If the Beater is successful they will hit the Bludger away and there is a 25% chance that the Bludger would be redirected towards the Beater that attacked with it in the first place (acting as a Bludgering move/play for free) against that opponent Beater. If multiple Bludgers were sent at the same target, the Defending Beater would defend against them all. If a user attempts to Blatch a target that is being defended, the Beater will become the new target of the Blatch.[Strength][Accuracy]
      • The Math: There is no math for successfully defending a target, if you chose to defend a target you basically fly in front of them and become the new target. The damage potentially done is mathematically the same as Bludgering an opponent. The damage done would be 75 x the strength score. The attack itself would be accuracy (on the beater) versus evasion (on the target).
    4. Alley Oop: [Multi-player Move] This is a play where the Seeker has identified the location of the Snitch but needs to get to it quickly during their Chase round. This action requires the in-character component of the Seeker announcing that they have identified the location of the Snitch and out of character consenting to allow one of their allies to give them a boost. This requires the action of both the Seeker and one other user. The other user uses their strength to spin their ally around and when fling them with all their might and the centrifugal force of the spin in the direction of the snitch. This would grant the Seeker a powerful advantage to their catch attempt for the round.  
      • The Math: This allows the user to skip the chase stage and they attempt to grab the snitch early. However they suffer DISADVANTAGE (two rolls, using the lesser of the two rolls) for attempting to grab the snitch. This takes up a user's actions except with a certain broom [Starsweeper XXI] where this action (by the non-Seeker) does not take up the user's full action.  
    5. Blatching: This is a foul where the Beater attempts to collide with an opponent. This is a high risk move because if they fail to knock an opponent off their broom, they will suffer a penalty without any measurable gain. If successful then the target is knocked off the broom. This is an obvious foul, so the Beater would be penalized by being made to fly the perimeter of the field (so they can make no action the next round but they still MUST post, if they fail to post then they will suffer their penalty the round thereafter). [Strength] [Accuracy]
      • The Math: This is similar to Bludgering an opponent except you do not need to have your opponent reduced to 0 (or less) health to knock them from their broom. There is no damage done as you are knocking them from their broom. The attack itself would be accuracy (on the blatcher) versus evasion (on the target). If hit, the target is knocked from the broom regardless of the amount of health remaining. The attack (if successful or not) is likely to be seen by the referees, unless someone has the ability [Foulplay] where there is a 25% chance that their move will go unnoticed. 
    6. Parkin’s Pincer: [Multi-Player Move] So named after the original members of the Wigtown Wanderers, who are reputed to have invented this move. Two players close in on an opposing player, while the third flies headlong towards him or her. This is considered Blatching only for the player that Blatched, so this must be clearly defined by the users otherwise the moderator will chose which player did the Blatching at random. This is treated as a normal Blatching except the opponent has disadvantage as they attempt to evade the Blatch and overpower the Blatching attempt. [Accuracy][Strength]   
      • The Math: This is similar to Bludgering an opponent except you do not need to have your opponent reduced to 0 (or less) health to knock them from their broom. The damage done would be 100 x the strength score. The attack itself would be accuracy (on the blatcher) versus evasion (on the target). If hit, the target is knocked from the broom regardless of the amount of health remaining. The attack (if successful or not) is likely to be seen by the referees, unless someone has the ability [Foulplay] where there is a 25% chance that their move will go unnoticed.
    7. BodyBlow: [Multi-Player Move] Two players close in on an opposing player carrying the Quaffle, pressing against him or her from either side. Proven successful, this results in the victim’s release of the Quaffle. This is not a foul as there is no bodily contact or harm. In addition one of the players (either predetermined or randomly rolled) would now have possession of the quaffle.
      • The Math:[/u] Average Strength of the pair attempting to Body Blow the Quaffle carrier versus a defensive Stamina roll. If successful for the pair performing the Body Blow, the Quaffle is dropped. If unsuccessful, the Quaffle remains in possession of the carrier or the Quaffle. However this can be done all three times during a round.
All you have to do is state that you are performing a multi-player move and have your teammate say the same or defer their actions to you or the team captain. As long as you both post IC and state the move, then the action will go off. There is a risk, IF one of the players fails to post then the action cannot go off. We try to be kind regarding this but please have a back-up plan in mind.

Cheating System
In addition to blatching, additional fouls are now available for players.

  1. Cobbing: Excessive use of elbows towards opponents. (All players)
    • Effect: This is a debuff move against a single opponent. Accuracy (+2 in favor of the Clobber) v. Evasion. This reduces a players's WISDOM, ACCURACY and DODGE by 2 for the next 3 rounds. This can stack. This uses the players Wisdom to avoid being seen performing this foul. DC for not being seen is average Wisdom for opponent players +15. They must roll above this DC to be successful. If caught, the player must circle the perimeter of the field (like for blatching), losing a round of actions.
  2. Flacking: Pushing any portion of anatomy through the goal hoop in an attempt to push the Quaffle out – the Keeper should defend from the front, not the rear. (Keepers only)
    • Effect: The player gains advantage (meaning two rolls to Block, the best one is kept) against attempts to score. This uses the players Wisdom to avoid being seen performing this foul. DC for not being seen is average Wisdom for opponent players +15. They must roll above this DC to be successful. If caught, the player must circle the perimeter of the field (like for blatching), losing a round of actions.

      While the Wisdom Check is only rolled once in a round, the advantage would apply to all score attempts for that round.
  3. Snitchnip: Any player other than Seeker touching or catching the Golden Snitch. (All players but Seeker)
    • Effect: The player can Seek/look for the snitch (they cannot share the location of the snitch but can find the snitch themselves and attempt to grab). They can attempt to grab the snitch as well. The trick here is once they catch the snitch they covertly hand the snitch off to their Seeker. An attempt to find the snitch requires a Wisdom check; an attempt to grab the snitch after it has been found requires an Accuracy check. The user has to complete the Chase Phase like the Seeker does. There is no stacking +1 for finding the snitch nor is there a stacking +1 for grabbing the snitch. If found, with each grab attempt the user must pass a Wisdom DC that is the average Wisdom of the opponent team for players +10. They must roll above this DC to be successful. If caught, a new snitch is released and both Seeker's progress finding the snitch is lost. In addition, the cheater must circle the perimeter of the field (like for blatching), losing a round of actions.
  4. Haversacking: Hand still on the Quaffle as it goes through the goal hoop – the Quaffle must be thrown through the goal. (All Players)
    • Effect: +3 accuracy to making a goal. However the user can only attempt a quafflegrab once (rather than the normal 3 times in a round). This uses the players Wisdom to avoid being seen performing this foul. DC for not being seen is average Wisdom for opponent players +15. They must roll above this DC to be successful. If caught, the player must circle the perimeter of the field (like for blatching), losing a round of actions.
  5. Quaffle-Pocking: Tampering with the Quaffle – e.g. puncturing it so that it falls more quickly or zig-zags. (Chasers only)
    • Effect: Must be done on the first round rather than grab the Quaffle by a player. The Chaser damages or somehow alters the snitch right before the game starts. +1 on all grab attempts for the cheater's team the duration of the match. This uses the players Wisdom to avoid being seen performing this foul right before the start of the game. DC for not being seen is average Wisdom for opponent players +15. They must roll above this DC to be successful. If caught, the player must circle the perimeter of the field (like for blatching), losing a round of actions. In addition, the quaffle is replaced.
  6. Blurting: Locking broom handles to steer an opponent off course. (All players)
    • Effect: Used primarily against Seekers when they are in their Chase phase, if successful this would cause the Seeker to have to repeat their Chase Phase. This uses the Blurter's [Accuracy + 2] against the Seeker's [Evasion]. This uses the players Wisdom to avoid being seen performing this foul right before the start of the game. DC for not being seen is average Wisdom for opponent players +15. They must roll above this DC to be successful. If caught, the player must circle the perimeter of the field (like for blatching), losing a round of actions.

Would like to add some spells as well as a few additional moves, however this is a start for CHEATING 1.0.


All changes have been colored for your ease in reading.

There is something about ambition, how it not only propels you but also defines you.

18 Jun 2020, 14:09
Project Announcements
Major Patch: Duelling
All the changes are marked green for you convenience. All the info in the spoiler below.
Reducio
Spell Types
• Attack (spells that deal damage)
Support (buffing, debuffing, healing)
Utility (no damage, no effects, dispelling)
• [DoT] — Damage over Time
• [EoT] — Effect over Time

Spell Information
WDC (Wisdom Difficulty Check) — how much Wisdom required to cast
• Damage — how much damage is dealt by the spell
• Effect — what is the effect of the spell
• Duration — how long the effect lasts
• Nullify —how to end effect
First Year Spells
Bubble-Producing Spell • Bullarum Immortalem • [Support][EoT] • WDC 8
Reducio

Damage
• No Damage (RP effect).
Effect
• The target suffers –2 Evasion, until nullified.
• One stackable effect up to –6 evasion.
• RP effect outlined by the moderator (difficult to dodge/move with solid bubbles in the way).
Duration
• End of the duel, unless countered with a Nullify method.
Nullify
Wind Jinx removes the whole effect and stat loss (disregarding the number of stacks).
• Knockback Jinx removes a stack of –2 Evasion.
Curse of the Bogies • Mucus ad Nauseam • [Support][EoT] • WDC 11
Reducio
Damage
• No Damage (RP effect)
Effect
• The target suffers and –1 Accuracy and –1 Arcane Power per round to stack up to –3.
• RP effect outlined by the moderator (nausea and mucus).
• Repeated hit will have no effect.
Duration
10 rounds (faints) unless countered with a Nullify method.
Nullify
Healing Spell resets the debuff to –1, but not the faint counter.
Critical Success of Healing Spell will remove the whole effect, including the faint counter.
Fire-Making Spell • Incendio • [Attack][DoT] • WDC 9
Reducio
Damage
• 50 + AP × 10
Effect
• The target suffers –50 HP per round, if aflame.
Repeated hit will conjure a separate flame (effect).
Duration
• 50% chance of being lit aflame up to 2 rounds (1d6, 1-3: not aflame, 4-5: 1 round, 6: 2 rounds).
Nullify
• Put out flames physically and take 25 Damage.
• Extinguishing Charm removes one whole effect (+1 DC for each remaining round of effect).
Critical Success of Extinguishing Charm removes all flames on the target.
Green Sparks Charm • Verdimillious • [Support][EoT] • WDC 6
Reducio
Damage
• No Damage (RP effect).
Effect
• The target suffers –5 Accuracy and additional –1 Accuracy for every 5 points in Arcane Power.
The effect does not stack, but the higher value is applied if more than one spell is hit in the same round.
Duration
• Applied next round only.
Nullify
• None.
Knockback Jinx • Flipendo • [Attack] • WDC 8
Reducio
Damage
• 100 + AP × 10
Effect
• None (RP Effect defined by mod).
Critical Success of Knockback Jinx will knock the target on the ground requiring to spend a full action to stand up and re-join the duel.
Duration
• No duration.
Nullify
• None.
Levitation Charm • Wingardium Leviosa • [Support][EoT] • WDC 9
Reducio
Damage
• No Damage (RP effect).
Effect
• The target floats 1m in the air and cannot actively dodge whilst in the air.
The target suffers –2 Evasion and additional –1 Evasion for every 5 points in Arcane Power.
• The target loses 20 HP from falling after the spell's effect ends.
Can only be levitated by one person.
Duration
Until the caster cancels the spell or is damaged.
Control Check (DC +2 for each next round) is performed every round to check whether the player manages to keep the spell going.
Nullify
General Counter-Spell cancels the spell, removes the whole effect and stat loss.
Dealing damage to the caster will stop the spell.
Smokescreen Spell • Fumos • [Support][EoT] • WDC 8
Reducio
Damage
• No Damage (RP effect).
Effect
Up to 4 duellists experience –3 Accuracy and additional –1 Accuracy for every 5 points in Arcane Power.
• Repeated cast will affect new (unaffected) players but will not increase the debuff.
Duration
• 1-3 rounds (1d6, 1-3: 1 round, 4-5: 2 rounds, 6: 3 rounds).
Nullify
Wind Jinx removes the whole effect and stat loss.
Sneezing Hex • Steleus • [Support][EoT] • WDC 9
Reducio
Damage
• No Damage (RP effect).
Effect
• The target suffers –3 Wisdom and –1 Accuracy.
• The effect is not stacked.
Duration
• Applied next round and additional 1 round for every 5 points in Arcane Power.
Nullify
General Counter-Spell removes the whole effect and stat loss.
Softening Charm • Spongify • [Attack][Support][EoT] • WDC 10
Reducio
Damage
• 50 + AP × 10 (only applied after a certain result of the Target Area roll).
Effect
• The target or object suffers a 'jello like effect', which lowers a certain stat.
• RP effect is provided by the moderator.
• Repeated hit in the same area will not change the effect.
Target Areas (1d6):
• 1 (Wand): –3 Wisdom
• 2 (Arm): –3 Accuracy
• 3 (Legs): –3 Evasion
• 4-6 (Chest): Damage
Duration
• If effect: 1-3 rounds (1d6, 1-3: 1 round, 4-5: 2 rounds, 6: 3 rounds).
• If damage: applied the same round.
Nullify
• If effect: General Counter-Spell removes the whole effect and stat loss.
Tickling Charm • Rictusempra • [Attack][DoT][EoT] • WDC 9
Reducio
Damage
• 50 + AP × 10
Effect
• The target suffers –1 Accuracy and losing 20 HP per round.
• Repeated hit will not increase the debuff, but will update the duration if it's longer.
Duration
• 1-3 rounds (1d6, 1-3: 1 round, 4-5: 2 rounds, 6: 3 rounds).
Nullify
General Counter-Spell removes the whole effect and stat loss.
Extinguish Charm • Extinguo • [Utility] • WDC 7
Reducio
Damage
• No Damage.
Effect
• Extinguishing Charm removes one whole effect (+1 DC for each remaining round of effect).
Critical Success of Extinguishing Charm removes all flames on the target.
Duration
• No effect.
Nullify
• No effect.
Dancing-Feet Spell • Tarantallegra • [Attack][EoT] • WDC 8 NEW!
Reducio
Damage
• 50 + AP × 5
Effect
• The target suffers –1 Accuracy and –2 Evasion.
• RP effect outlined by the moderator (what kind of dance).
• Repeated hit will not increase the debuff, but will update the duration if it's longer.
Duration
• 1-2 rounds (1d3, 1-2: 1 round, 3: 2 rounds).
Nullify
• General Counter-Spell removes the whole effect and stat loss.
Second Year Spells
Disarming Charm • Expelliarmus • [Support][EoT] • WDC 10
Reducio
Damage
• No Damage.
Effect
• Opponent's wand is pushed out of hand, making them unable to cast spells.
Duration
• 1-2 rounds (1d3, 1-2: 1 round, 3: 2 rounds).
Nullify
Wandless Magic ability allows to continue casting spells without the wand.
Allies may use Summoning Charm to retrieve the wand.
Blindfolding Spell • Obscuro • [Support][EoT] • WDC 10
Reducio
Damage
• No Damage.
Effect
• The opponent is blindfolded, making them unable to see.
• Evasion and Accuracy stats are equal to 0 as long as the target is blindfolded.
Duration
• End of the duel or until nullified.
Nullify
• Removing the blindfold manually (requires a full action).
Tongue-Tying Spell • Mimblewimble • [Support][EoT] • WDC 9
Reducio
Damage
• No Damage.
Effect
• Mutes the opponent, making them unable to cast spells.
Duration
1-2 rounds (1d3, 1-2: 1 round, 3: 2 rounds).
Nullify
• General Counter-Spell removes the whole effect and stat loss.
Non-Verbal Magic ability allows continuing to cast spells without pronouncing the incantation.
General Counter-Spell • Finite Incantatem • [Utility] • WDC 10
Reducio
Damage
• No Damage.
Effect
• Cancels or stops certain effects and magical afflictions on the target.
• Effects from spells that can be cancelled:
Reducio

• Levitation Charm • Wingardium Leviosa
• Sneezing Hex • Steleus
• Softening Charm • Spongify
• Tickling Charm • Rictusempra
• Dancing-Feet Spell • Tarantallegra
• Tongue-Tying Spell • Mimblewimble
• Wind Jinx • Ventus
• Singing Jinx • Cantis
• Full Body-Bind Curse • Petrificus Totalus
• Impediment Jinx • Impedimenta

Duration
• Applied the same round.
Nullify
• No effect.
Fire-Making Spell II • Incendio Duo • [Attack][DoT] • WDC 12
Reducio
Damage
60 + AP × 10
Effect
• The target suffers –75 HP per round.
• Repeated hit will conjure a separate flame (effect).
Duration
1-2 rounds (1d3, 1-2: 1 round, 3: 2 rounds).
Nullify
• Put out flames physically and take 25 Damage.
• Extinguishing Charm removes one whole effect (+1 DC for each remaining round of effect).
Critical Success of Extinguishing Charm removes all flames on the target.
Slug-Vomiting Charm • Slugulus Eructo • [Support][DoT][EoT] • WDC 11 NEW!
Reducio
Damage
• No Damage (RP effect).
Effect
• The target suffers –2 Strength and –2 Arcane Power and loses 50 HP per round.
• Repeated hit will not increase the debuff, but will update the duration if it's longer.
Duration
• 1-3 rounds (1d6, 1-3: 1 round, 4-5: 2 rounds, 6: 3 rounds).
Nullify
• Healing Spell will remove the whole effect.
Third Year Spells
Healing Spell • Reparifors • [Support] • WDC 11 NEW!
Reducio
Healing
• 10 + AP × 5
Effect
• The target is healed based on the Arcane Power.
• Certain effects are partially or completely removed:
Reducio

• Curse of the Bogies • Mucus ad Nauseam
• Slug-Vomiting Charm • Slugulus Eructo
• Full Body-Bind Curse • Petrificus Totalus

Duration
• The health is added at the end of the round.
• The effect is cleared/reduced at the end of the round.
Nullify
• No effect.
Wind Jinx • Ventus • [Attack][Support][EoT] • WDC 11 NEW!
Reducio
Damage
• 50 + AP × 10
Effect
• If the spell targets a player, the target is being affected by a strong jolt of wind.
• If the spell targets a player, the target suffers –4 Evasion for the duration of the spell (the damage is only inflicted on hit).
• If the spell targets a player, there's always a 10% chance the spell will split to target two players at once (1d10, >9).
• Repeated hit will replace the current effect and duration.
• Certain effects are partially or completely removed (if they are targeted instead of a player):
Reducio

• Bubble-Producing Spell • Bullarum Immortalem
• Smokescreen Spell • Fumos
• Fog Charm • Nebulus

Duration
• If hits a player: 1-2 rounds (1d3, 1-2: 1 round, 3: 2 rounds).
• If hits two players: 1 round.
• If an effect is to be cleared/reduced: it is removed at the end of the round.
Nullify
• General Counter-Spell removes the whole effect and stat loss.
Singing Jinx • Cantis • [Support][EoT] • WDC 11 NEW!
Reducio
Damage
• None (RP Effect).
Effect
• Forces the opponent to sing a song uncontrollably, increasing the Wisdom DC of any cast spell.
• +1 DC is added for each syllable in the incantation.
• RP effect outlined by the moderator (which song/type of song to sing).
• Repeated hit will replace the current effect with the new song and duration.
Duration
• 1-3 rounds (1d6, 1-3: 1 round, 4-5: 2 rounds, 6: 3 rounds).
Nullify
• General Counter-Spell removes the whole effect and stat loss.
• Non-Verbal Magic ability allows continuing to cast spells without pronouncing the incantation.
Summoning Charm • Accio • [Utility] • WDC 9 NEW!
Reducio
Damage
• None.
Effect
• Can be used by an ally to fetch the wand for a disarmed player.
• The wand will be returned to the previously disarmed player the next round, cancelling the effect.
Duration
• The wand is returned to the player next round.
Nullify
• No effect.
Blinding Lighting Charm • Lumos Maxima • [Support][EoT] • WDC 12 NEW!
Reducio
Damage
• None (RP effect).
Effect
• All other players around the caster suffer –2 Evasion and –2 Accuracy (caster is not affected) with additional –1 Evasion and –1 Accuracy for every 5 points in Arcane Power.
• Every round as the effect weakens, the debuff wears off by 1 Evasion and 1 Accuracy.
• Repeated cast will reset the effect, but the debuff will not stack.
Duration
• Until the spell fades.
Nullify
• Spell expiration.
• Those players, who chose to Dodge in the same round, will not be affected by the spell (closed their eyes).
Full Body-Bind Curse • Petrificus Totalus • [Support][EoT] • WDC 14 NEW!
Reducio
Damage
• None (RP effect).
Effect
• The target is paralysed and falls down, unable to move and cast, but also cannot be attacked (IC Rules).
• Every round of duration a Strength Check is performed to attempt breaking out of the effect.
• The DC to break out of the spell is 10 + 1 for every 5 points in the caster's Arcane Power.
• Repeated cast will reset the duration if it's higher than the remaining duration.
Duration
• 1-2 rounds (1d3, 1-2: 1, 3: 2) + 1 round for every 10 points in Arcane Power.
Nullify
• Strength Check (see above) allows breaking out of the effect before the duration is over, but the player will suffer –3 Evasion for the remaining duration.
• General Counter-Spell removes the whole effect, but the target will suffer –3 Evasion for 1 round.
• Healing Spell removes the whole effect with no penalty.
Fourth Year Spells
Impediment Jinx • Impedimenta • [Support][EoT] • WDC 13 NEW!
Reducio
Damage
• None (RP effect).
Effect
• The target is hindered in movement and eventually stopped.
• The target suffers –5 Evasion or –5 Accuracy (chosen randomly) every round until both stats become 0.
• The effect automatically wears off the next round after both stats reach 0.
• Repeated hit during an on-going effect will have no effect.
Duration
• Until both Evasion and Accuracy is 0 or the spell is cancelled.
Nullify
• General Counter-Spell removes the whole effect and stat loss.
Shield Charm • Protego • [Support] • WDC 12 NEW!
Reducio
Damage
• None (RP effect).
Effect
• The caster creates an invisible shield that blocks spells and can reflect them.
• When a spell hits the shield, there are several scenarios (1d10):
• 1-5: The spell dissipates.
• 6-8: The spell ricochets off to a random target (including allies, unavoidable).
• 9-10: The spell rebounds back towards its caster (unavoidable).
Duration
• The next round only.
Nullify
• No effect.
Fog Charm • Nebulus • [Support][EoT] • WDC 12 NEW!
Reducio
Damage
• None (RP effect).
Effect
• All duellists experience –4 Accuracy and –4 Evasion and additional –1 Accuracy and –1 Evasion for every 5 points in Arcane Power.
• Repeated cast will not change or update the effect.
Duration
• 2-3 rounds (1d5, 1-3: 2 rounds, 4-5: 3 rounds).
Nullify
• Wind Jinx lowers the density of the fog by removing –2 Accuracy and –2 Evasion from the effect.


The new list is now pinned in the Duelling Club. These spells will be used in the Chess Combat game this summer.

The old list can be accessed in the old thread for those, who use it for their threads and events. We will keep it up for a while.

Meenauh Silmataurea | STA: 7 | EVA: 9 | STR: 2 | WIS: 20 | ARC: 10 | ACC: 11 |

4 Aug 2020, 02:10
Project Announcements
Added Some New Pets!

Today we added several new pets to correlate with the July top earners reward -- Lizards and Spiders!

In addition, Parselmouths will be able to finally have a snake pet to represent their snake friend. The snake is available ONLY to Parselmouths.
Lizards

Image
Name: Girdled Lizard
Price: 18 Galleons
Description: Are also called "Sungazers", a name that relates very well to their native home of sub-Saharan Africa. These little creatures usually don't grow over eight inches and are mostly recognized by their elongated occipital spines and the enlarged keeled caudal spines. They prefer to live in burrows and like digging them out themselves. There they will often stay along the edge of their burrow as if they'd be looking at the sun. Sungazers can live up to twenty years if you treat them well. They're known to sometimes roll themselves up and bite their own tails. Silly things...
Image
Name: Baby Bearded Dragon
Price: 18 Galleons
Description: Or Dumpy Dragon for those that prefer another name. They are native to Australia. These lizards usually grow up to twelve inches long and need a hot and dry environment to live in. If you treat them well, they can live up to six to eight years. They can be very social and like interactions, making them excellent pets. However, be sure to never turn them on their backs, they don't like that at all!
Spiders

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Name: European Hairy Trapper
Price: 18 Galleons
Description: A venomous (but harmless to humans) spider that is about the size of a baseball. These spiders enjoy nesting in human hair, particularly long locks of hair or beards and often develop an attachment with their carrier. While it is hard to define these creatures as 'affectionate', these spiders are distressed when separated from their human. They are happiest in high places and subsist primarily off small rodents such as mice. Rats are thankfully too large for these spiders to consume but they can be seen weaving small trapdoor webs over shallow pits where they trap their rodent or sometimes insect prey. If well cared for, a European Trapper can live well over 2 decades.
Image
Name: Black Webber
Price: 18 Galleons
Description: A large spider, about the size of a baseball that is best identified by its pure-black body as well as the black webs that they weave. These spiders do not seek prey larger than an insect, their mouths too small to consume a mouse even when fully grown. These spiders are not as attached to humans as the European Hairy Trapper but they coexist with them, they require a lot of free space and refuse to remain in a terrarium. They are often seen in high places such as ceiling weaving large, dark webs. They will tolerate human contact but are notably curious and have been known to jump to other humans besides their carrier causing a panic in arachnophobes.

There is something about ambition, how it not only propels you but also defines you.

4 Aug 2020, 16:17
Project Announcements
For the sake of transparency, we have removed the 5 round limit to Quidditch Games with the last patch. However, it was in the original rules so it may be found posted someplace on the site. if found, please message me and I will make the appropriate edit.

Quidditch games last until there is either no Seekers left to seek for the Snitch or the snitch is caught.

There is something about ambition, how it not only propels you but also defines you.

30 Aug 2020, 15:47
Project Announcements
Major Duelling Update
Duelling Mechanics Update
Duelling Mechanics thread.
All the changes are marked green for your convenience. All the info in the spoiler below.
Reducio
Combat
Round Phases
Reducio
Wisdom Check
- If the player chose to cast a spell, the Wisdom Check is performed, unless the player's Wisdom is ×2 or more than the spell's DC and nothing prevented the spell-casting.

Accuracy vs Evasion Rolls
- If the spell was cast successfully and nothing prevented the Accuracy vs Evasion checks, the player's Accuracy roll is compared to the opponent's Evasion roll to determine whether the spell hits.

Counter-Spells Effects
- If a Counter-Spell was cast, it may take effect the same round (if not specified otherwise).
- If the Counter-Spell removes a certain effect with damage (e.g. Burning), that effect will be removed before dealing damage.
- Certain Counter-Spells are applied the same round (e.g. Protego) and will utilise their effect in the same round.


Spell Damage Calculation
- If an Attack spell hits, the damage is calculated and applied to the player's health.

Healing Calculation
- If a spell with Healing effect was cast, the healing is calculated and applied to the player's health.
- This happens after the Spell Damage calculation, but before Effects Damage application (i.e. Healing can save you from direct damage, but not from the effects damage).

i.e. Health – Spell Damage + Healing – Effects Damage.


Effects Damage Application
- If there are any on-going effects that deal damage, that damage is applied after the Spell damage.

Effect Duration Roll
- If the spell hits and the applied effect has a duration, the Effect Duration roll is performed to determine the duration of the effect.

Next Round's Effects Modification
- If any effects were applied this round or were continued from the previous round, the player's Stats are modified for the next round and effects are added to the stack or modified.
Gameplay
Casting a Spell
Reducio
- If players decide to cast a spell, that spell is stated as an attempt.
- In order to automatically cast a spell, a player has to have at least ×2 Wisdom than the spell's WDC.
- Otherwise, the Wisdom Check is performed to determine the successful cast.
- Wisdom Check is 1d20 + player's Wisdom.
- If the final result is equal or higher than the spell's WDC, the spell is cast, otherwise — failed.
- The spell may also critically fail or succeed based on the 1d20 roll (without the added Wisdom) (see Critical Failure Mechanics and Critical Success Mechanics below).


Critical Failure Mechanics
Reducio
- Critical Failure (in Duelling) is a possible result of the Wisdom Check roll.
- It happens if the roll ends up in the Critical Failure Range.
- Critical Failure Range is 1 by default for any Wisdom roll.
- Critical Failure Range can be increased or decreased under certain circumstances (races, abilities, spell effects).
- Critical Failure means the spell backfired, the effect is described for every duelling spell.

- RP effect of the backfired spell is up to the moderator.


Critical Success Mechanics
Reducio
- Critical Success (in Duelling) is a possible result of the Wisdom Check roll.
- It happens if the roll ends up in the Critical Success Range.
- Critical Success Range is 20 by default for any Wisdom roll.
- Critical Success Range can be increased or decreased under certain circumstances (abilities, spell effects).
- Critical Success means the spell was cast in the most perfect way, the effect is described for every duelling spell.
- RP effect of the enhanced spell is up to the moderator.


Applying Effects
Reducio
- If a spell hits and it has effects, those effects are assigned to the target.
- Most spells' effects do not have a direct impact and will get into power in the next round (i.e. the rounds are counted starting from the next round).
- Counter-Spells are the category of spells that can have their effects applied in the same round they were cast.
- The duration of the effect will decrement by 1 each round the effect was applied to the target.
Duelling Spells Update
Duelling Spells thread.
All the changes are marked green for your convenience. All the info in the spoiler below.
Reducio
Spell Types
• [Attack] — spells that deal damage
• [Support] — buffing, debuffing, healing
• [Utility] — no damage, no effects, no criticals
[Counter] — dispelling, preventing, applied in the same round
• [DoT] — Damage over Time
• [EoT] — Effect over Time

[Counter] Spells
- Extinguishing Charm
- Healing Spell
- Summoning Charm
- Shield Charm
WDC Changes
- Bubble-Producing Spell: 8→9
- Curse of the Bogies: 11→12
- Knockback Jinx: 8→9
- Softening Charm: 9→10
- Dancing-Feet Spell: 8→9
- General Counter-Spell: 10→9
- Blinding Lighting Charm: 12→11
Critical Failure and Critical Success effects were added to all spells (except Utility spells).
First Year Spells
Curse of the Bogies • Mucus ad Nauseam • [Support][EoT] • WDC 12
Reducio
Damage
• No Damage (RP effect).
Effect
• The target suffers and –1 Accuracy and –1 Arcane Power per round to stack up to –3.
• RP effect outlined by the moderator (nausea and mucus).
• Repeated hit will have no effect.
Duration
The target faints in 8 rounds (+1 round for every 5 points in the target's Strength) unless properly countered with a Nullify method.
Nullify
• Healing Spell resets the debuff to –1, and delays fainting by 2 rounds.
• Critical Success of Healing Spell will remove the whole effect, including the faint counter.
Fire-Making Spell • Incendio • [Attack][DoT] • WDC 9
Reducio
Damage
• 50 + AP × 10
Effect
• The target suffers –40 HP per round, if aflame.
• Repeated hit will conjure a separate flame (effect).
Duration
• 50% chance of being lit aflame up to 2 rounds (1d6, 1-3: not aflame, 4-5: 1 round, 6: 2 rounds).
Nullify
• Put out flames physically and take 25 Damage.
• Extinguishing Charm removes one whole effect (+1 DC for each remaining round of effect).
Critical Success of Extinguishing Charm removes all flames on the target.
Sneezing Hex • Steleus • [Support][EoT] • WDC 9
Reducio
Damage
• No Damage (RP effect).
Effect
• The target suffers –4 Wisdom and –2 Accuracy.
• The effect is not stacked.
Duration
• Applied next round and additional 1 round for every 5 points in Arcane Power.
Nullify
• General Counter-Spell removes the whole effect and stat loss.
Softening Charm • Spongify • [Attack][Support][EoT] • WDC 11
Reducio
Damage
• 50 + AP × 10 (only applied after a certain result of the Target Area roll).
Effect
• The target or object suffers a 'jello like effect', which lowers a certain stat.
• RP effect is provided by the moderator.
• Repeated hit in the same area will not change the effect.
Target Areas (1d6):
• 1 (Wand): –4 Wisdom
• 2 (Arm): –4 Accuracy
• 3 (Legs): –4 Evasion
• 4-6 (Chest): Damage
Duration
• If effect: 1-3 rounds (1d6, 1-3: 1 round, 4-5: 2 rounds, 6: 3 rounds).
• If damage: applied the same round.
Nullify
• If effect: General Counter-Spell removes the whole effect and stat loss.
Tickling Charm • Rictusempra • [Attack][DoT][EoT] • WDC 9
Reducio
Damage
• 50 + AP × 10
Effect
• The target suffers –2 Accuracy and losing 25 HP per round.
• Repeated hit will not increase the debuff, but will update the duration if it's longer.
Duration
• 1-3 rounds (1d6, 1-3: 1 round, 4-5: 2 rounds, 6: 3 rounds).
Nullify
• General Counter-Spell removes the whole effect and stat loss.
Extinguishing Charm • Extinguo • [Utility][Counter] • WDC 7
Reducio
Damage
• No Damage.
Effect
• Extinguishing Charm removes one whole 'Aflame'/'Burning' effect (+1 DC for each remaining round of effect) before the effect's damage is dealt in that round.
Critical Success of Extinguishing Charm removes all flames on the target.
Duration
• No effect.
Nullify
• No effect.
Second Year Spells
Fire-Making Spell II • Incendio Duo • [Attack][DoT] • WDC 12
Reducio
Damage
• 60 + AP × 10
Effect
• The target suffers –60 HP per round.
• Repeated hit will conjure a separate flame (effect).
Duration
• 1-2 rounds (1d3, 1-2: 1 round, 3: 2 rounds).
Nullify
• Put out flames physically and take 25 Damage.
• Extinguishing Charm removes one whole effect (+1 DC for each remaining round of effect).
• Critical Success of Extinguishing Charm removes all flames on the target.
Slug-Vomiting Charm • Slugulus Eructo • [Support][DoT][EoT] • WDC 11
Reducio
Damage
• No Damage (RP effect).
Effect
• The target suffers –3 Strength and –2 Arcane Power and loses 50 HP per round.
• Repeated hit will not increase the debuff, but will update the duration if it's longer.
Duration
• 1-3 rounds (1d6, 1-3: 1 round, 4-5: 2 rounds, 6: 3 rounds).
Nullify
• Healing Spell will remove the whole effect.
Third Year Spells
Summoning Charm • Accio • [Utility][Counter] • WDC 9
Reducio
Damage
• None.
Effect
• Can be used by an ally to fetch the wand for a disarmed player.
• The wand will be returned to the previously disarmed player at the end of the round, making the disarmed player able to cast in the next round.
Duration
• None.
Nullify
• No effect.
Four Year Spells
Shield Charm • Protego[Counter] • WDC 12
Reducio
Damage
• None (RP effect).
Effect
• The caster creates an invisible shield that blocks spells and can reflect them.
• When a spell hits the shield, there are several scenarios (1d10):
• 1-5: The spell dissipates.
• 6-8: The spell ricochets off to a random target (including allies, unavoidable).
• 9-10: The spell rebounds back towards its caster (unavoidable).
Duration
The effect is applied in the same round (that round only) and is able to block/reflect the spells cast at the shielded player.
Nullify
• No effect.
Fog Charm • Nebulus • [Support][EoT] • WDC 12
Reducio
Damage
• None (RP effect).
Effect
Can be aimed (unlike Fumos): the caster chooses up to two targets (can be opponent, ally or self).
• The affected players receive –3 Accuracy and –3 Evasion and additional –1 Accuracy and –1 Evasion for every 5 points in Arcane Power.
If a player aims at the player under the Nebulus effect, that player's Accuracy is lowered by 4.
• Repeated cast will not change or update the effect.
Duration
• 2-3 rounds (1d5, 1-3: 2 rounds, 4-5: 3 rounds).
Nullify
• Wind Jinx lowers the density of the fog by removing –2 Accuracy and –2 Evasion from the effect.
Critical Success of the Wind Jinx removes the whole effect and stat loss.

Meenauh Silmataurea | STA: 7 | EVA: 9 | STR: 2 | WIS: 20 | ARC: 10 | ACC: 11 |

30 Aug 2020, 16:06
Project Announcements
Duelling Guide to Races and Abilities
A very useful guide was just released!
If you're going to become a dueller, this guide will help you to understand which abilities to pick and how the mechanics work with those races and abilities!

Meenauh Silmataurea | STA: 7 | EVA: 9 | STR: 2 | WIS: 20 | ARC: 10 | ACC: 11 |

31 Aug 2020, 19:22
Project Announcements
Ability Patch Notes


As in any game, our ability system has to be monitored carefully and constantly adapted to fit the needs of and keep a balance between our ever-growing list of extracurricular activities, be it Quidditch, Duelling, Broom Racing or the occasional murder thread.

Therefore the following changes, additions or clarifications have been added to various abilities:

11.) Charmer
Effect: -1 accuracy to all of your opponents (as defined at the start of the instance regardless of later betrayal). This ability does not stack.
Added clarification regarding the stacking of this ability.
17. Evasive Maneuvers
Note: There is a hard cap of 20% on auto dodge regardless of all spells, abilities, potions or other effects.
Added clarification that this 20% cap applies to all abilities that give an auto-dodge chance.
25.) Lovely Creature
Effect: You are very distracting to look at. This increases the Control DC of spells in duels and adventures by +2 as well as the DC for finding things in adventures or the DC for finding the snitch in a game of Quidditch. This ability does not stack.
Added clarification regarding the stacking of this ability.
26.) Monster Hunter

Has been re-named Non-Human Enthusiast.

Description was amended to the following to comply with the name change and be in line with other abilities.
You are a human unlike the magical creatures you have grown aware of. Through interest, research and study, you have gotten to know their routines, analyzed their preferences or at the very least understand how they are not like you.

Prerequisite: Must be human.

Restriction: cannot be a Parselmouth, Metamorphmagus, part-Veela, part-Giant, part-Goblin, Dhampir, Seer, or a Werewolf. You must be fully human.

Effect: +1 in all rolls against Parselmouth, Metamorphmagus, part-Veela, part-Giant, part-Goblin, Dhampir, Seer and Werewolves. This also applies to non-human event creatures/mobs.

Note:
- This does not give a player IC knowledge of all non-human creatures.
- This does not give a player IC knowledge that someone is not entirely human. However they will still gain the statistical effect against them.
27.) Nonverbal Magic
Restrictions: Must either have Wandless Magic or be at least Fifth Year.
Changed requirement from Sixth Year to Fifth Year to better comply with canon and for better interaction with other abilities.
48.) Wandless Magic
Restriction: Wisdom of at least 20 or Nonverbal Magic
Added a second requirement for this ability to better interact with other abilities and make it more accessible.
Seer

First Year Ability
Mechanically this is represented by a 10% auto-dodge & auto-hit when in combat (anything that requires a dodge, there is a 10% chance that it automatically misses and any of their attacks have a 10% chance of automatically hitting). Both auto-dodge and auto-hit are capped at 20% chance from all active abilities combined, this one included.
Added clarification that this 20% cap applies to all abilities that give an auto-dodge or auto-hit chance.
Dhampir

Third Year
Effect: [...] This ability does not stack in intensity when multiple Dhampirs have it activated.
Added clarification about the stacking of this ability.
Veela

First Year
Effect: [...] This ability does not affect other Veela or Part-Veela. It will not stack if multiple Veela or Part-Veela are present.
Added clarification about the effect of this ability.

Cu ochii deschiși.

1 Sep 2020, 00:07
Project Announcements
Duelling System Released — Duelling Championship!
The Duelling System is finally released! And it's presented as a yearly Duelling Championship!
Prepare your wands and be ready to apply for Captains and sign up to get into the team to duel for your House.

All the information can be found in the Duelling Championship description!

Meenauh Silmataurea | STA: 7 | EVA: 9 | STR: 2 | WIS: 20 | ARC: 10 | ACC: 11 |