Register
Sign in

3 Sep 2020, 03:14
Project Announcements
Ability Patch Notes:
iNPCs work uniquely with certain abilities.
The "Restricted" Section Spell Abilities as well as the "Prodigal" Learner Abilities do not work on iNPCs. I have added the following note to these abilities to make things clearer for players:
How this works for NPCs: This does not work for NPCs. Your iNPC has the same spells your player character has.
Broom Racing
Information on broom Racing can be found here. Expect some edits over the next month as it is refined and clarified in response to questions and comments.
Dueling
The notes regarding clarifications on certain abilities and races has been added to the official abilities section from here

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

9 Sep 2020, 18:11
Project Announcements
Updates have been made to Parselmouth
Parselmouth


Parselmouths are human, yes, but they possess an incredibly rare ability that has been passed down from an ancestor. While the most famed Parselmouth was Salazar Slytherin followed perhaps by Lord Voldemort himself, this fabled tongue predated the Slytherin family line by a number of centuries. Heirs of the Gaunt and Slytherin line that may have possessed this skill have died out, however this rare skill has mingled with other families as one's family line branches further and further back. While it can be found in other family lines, due to the association with Dark Wizardry because of Herpo the Foul and Lord Voldemort, knowledge of Parseltongue is often kept a family secret.

Physically a Parselmouth looks like any other person.

Year 1
Start with 30 stat points (instead of the 35 that normal humans start with.)

As a Parseltongue Adept, the Parselmouth has gained the ability to speak the language of serpents known as Parseltongue, an incredibly rare ability. They can communicate with other Parseltongues in this language but if a non-Parseltongue were to hear the words being said, they would not understand the sounds being made, it is best described as an unearthly hissing noise but there are some words. They can communicate with one another in this secret language.

There is no written form of Parseltongue, so it is requested that you clearly mark the parts of your text where this language is being used be it with bolding, coloring or some other means to clearly identity this.

[For the sake of knowing what it sounds like]

Comprehend Languages is a skill where a person can learn an additional language, this includes Parselmouth however the user is not able to speak this language, only understand the words that are said. They do not gain the ability to control snakes, open the chamber, etc.

Effect: Can speak Parseltongue. This is represented in text for the sake of posting as linked above. They can communicate with other Parselmouths with this language. Parselmouths can enter the Chamber of Secrets. The Chamber of Secrets is a hidden forum area that only Parselmouths and those the Parselmouth brings with them can enter. 

How this is done: There is a special permission group called "Parselmouth" that grants users access to this forum area. They will be given a special level of permission for this group, meaning that they can give others temporary permission to this forum area in their presence. Please contact your Head of House for more information.

Year 2
35 Stat points (Full Humans get 40)
Gain 1 ability.

Year 3
40 Stat points (Full Humans get 45)

Parselmouths gain a pet snake. The pet snake would be their one pet, which does not cost them any galleons to purchase and is exclusive to this group. They still need to complete a roleplay for this snake. More information on the snake Parselmouths gain access to can be found [insert link]. As they can communicate with their snake, their pet snake can be used Parselmouths have honed their skills well enough that they can use snakes to spy on others to learn information that they otherwise would not have known. 

Effect: A snake can be used to spy on others. This is done by roleplaying your pet snake snake thatwho was commanded to look for or at someone or something, such as "look for my boyfriend Brian" and the snake would enter a thread that is in progress. The snake would not know the words being spoken but would see the actions being performed by the people in the thread from the point they entered onward (so the information from the posts before the snake entered would be unknown) and they would report their findings to their Parselmouth master. To clarify: The snake reports verbally to their master what they have seen. This can be done once every month. They need to only post once a 200 word post that they entered and they are watching, they would be considered present until the end of the thread unless the Parselmouth roleplayer deems it fit to leave before that time in which they must RP leaving the thread.

The snake is vulnerable, having only 1 health, but the snake is also an excellent hider. IF the snake's presence is discovered or the snake reveals itself, the players in the thread may decide to kill damage the snake (by stabbing it, casting a spell on it, squishing it with their boot, etc.) they would be considered automatically successful. The snake would not be dead but would not be able to recall what happened in that thread for the sake of reporting back to their owner. However, The players in the thread only get one awareness roll each to see if they are aware of the snake's presence at all. This is a 1d20 roll where a 20 means that they are successful in noticing the snake spying on them.

The snake can also be caught/captured. In which case the snake will eventually escape (3 months after capture) or can be rescued by their master.

This cannot be used with Cat's Grace cannot be used to increase the snake's hiding skill, the snake is not you.
Sixth sense has its normal 25% chance to identify entry in addition to the normal d20 roll.
A dhampir's/werewolf's sense of smell would tell them that there is a snake nearby, but not where.
A dhampir/werewolf's would not know that they were being watched, just that a snake was there.
As the snake is unique to you, they would not know that it is YOUR snake unless they have been in over 20 threads with you.


In addition, Parselmouths have an advantage against serpent threats if they encounter one in an event, this would be represented as two rolls to avoid an attack with the best of the two rolls by the Parselmouth being the one used.

Parselmouths cannot control snakes, but their pet snake will abide by the Parselmouth's requests. Yes, Parselmouths are considered to have a pet snake instead of a normal pet, making them unique in this regard. [[Having this reflected in the profiles is pending Zach's assistance.]]

Year 4
45 Stat points (Full Humans get 50)
Gain 1 ability.

Year 5
50 Stat points (Full Humans get 55)
The ultimate skill of a Parselmouth is their ability to command snakes to do their bidding. Before your pet snakes would merely spy and share what they have learned, but now they have started to do your dirty work. Your pet snake gains the following three spells: 

Venomous: May be used to bite a target. If the target does not recognize that the snake is in the thread, the snake has a 75% chance of success (on a d20 that would be a 6-20). Once the snake makes an attack, they would be noticed by anyone else in the thread. If the target recognizes that the snake is there but fails to attempt to kill knock out the snake they still have a higher chance of evasion and the snake only has a 25% chance of success (on a d20 that would be a 16-20). Any auto-dodge chances would still apply.. If bit, the target would be rendered unconscious for the next few hours. Their bite cannot kill. The snake can only do this once per thread, they have very little venom. On a critical fail they would bite an unintended target at random.

This can be cured with several potions [pending potions release]
This can be negated with the ability Poison Resistance


Constrictor: This snake can be used to bind an opponent. They would wrap themselves around a target causing no damage. The snake can start to squeeze causing 5 damage per round until a target is rendered unconscious. The bound target must fail an evasion against the snake. The snake attack would be a 30. Meaning the opponent's evasion + 1d20 must exceed this for the snake to be evaded. Auto-dodges do apply.

Consumption: Able to consume an item for safe-keeping up to the diameter of a softball and the length of a wand. This can be used to steal something or to hide something. This can be regurgitated at the owner's command. Larger items cannot be swallowed by larger snakes for safe-keeping, the item would be destroyed. No, you cannot swallow a player, they will get nauseated and vomit (also we do not let you murder players).

In a duel or a moderated situation where there is already a conflict in progress, you do need to actually have your snake there CLEARLY before the moderation starts. Otherwise it will not be present for the duration of the battle. You cannot summon your pet. Your pet will not 'decide' to slither there in time. Your pet does not have a sixth sense that you are in trouble. these snakes would not be available as these are planned, discussed actions between the Parselmouth and the snake in use.

Year 6
55 Stat points (Full Humans get 60)
Gain 1 ability.

Year 7
60 Stat points (Full Humans get 65)

Dark Heritage
A Parselmouth is not necessarily evil but there has been a historical pattern of such deviance, be it a natural addling of the mind in their late teens or a product of the environment in which they were reared. The Parselmouth gains +1 accuracy, +1 critical success range and +10% damage done with any curses they cast. 


To gain access to the chamber of secrets, you must contact the Headmaster or your Head of House for the group access. Please send them an owl once you have been approved with a link.

There is a 500 word count post requirement for this race.
Image

Name : Emerald Gazer
Price: None, this is a pet that is only available to Parselmouths. when a Parselmouth comes of age to own such a creature, please contact your head of house and they will add this to your profile.
Description: A normally impossible to domesticate snake, these snakes have an uncanny attachment to Parselmouths. Often they find the Parselmouth, not the other way around and develop a life-long bond with their handler. These snakes are known to become so attached to their master that they often die a short time after their owner passes away. They subsist off small animals, when young and small (60 centimetres, just under two feet) they primarily eat insects and mice but when they are full-grown (correlating with a player's final year in school) they are about 190 centimetres which is a little over 6 feet, they often consume animals such as small rabbits, squirrels and rats.

Size
45 centimetres - YEAR 3
75 centimetres - YEAR 4
110 centimetres - YEAR 5
150 centimetres - YEAR 6
190 centimetres - YEAR 7
240 centimetres - Adult

** Your player character is responsible for the actions of their pet (which includes attacking other users).
NOTES:

- This snake is available for third year Parselmouths only.
- It gains additional abilities (numbers to be tweaked and worked) in fifth year.
- As it grows, it would likely be harder for it to 'stealth' into places but also gain additional abilities that make it better (numbers to be tweaked and worked as we develop).

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

9 Sep 2020, 19:04
Project Announcements
Updated Ability
Binding Mark

A spell used by some wizards to keep in communication with their peers or underlings. This ability gives the user the ability to place a Mark on a willing target. The mark would resemble a black ink (can be colorized) tattoo that cannot be covered over by another tattoo or drawing as it magically repels attempts to physically alter but can be covered by clothes that is about 7.5 centimeters (just under three inches) in diameter, although sometimes it is larger and it is distinctive and meaningful to the user.

This mark would serve as a means of two-way communication between the user and the person that they have marked. There is no mark on the one who ascribed this mark. The communication would be as if they are in the same room, so everyone that shares the users mark would get the same message and their replies would also be heard by all. This requires a verbal component to place as well as to initiate communication.

Prerequisite: None

Restrictions: The mark requires IC consent. The verbal component to activate this mark would be the same to turn on and turn off for everyone and would be determined by the marker. Cannot be used when in animagus form.

Effect: They gain the following benefits:

- They can communicate telepathically with those who are branded. (This can be blocked as an Occlumens. An Occlumens can choose to not hear the communication.)
- Those branded will know the location of the wizard that branded them at all times. (This can be blocked as an Occlumens. An Occlumens can elect to have their location not detected and they would know when someone has attempted to locate them.)
- The wizard that branded their followers with this mark will always know where their followers are at a given time. (This can be blocked as an Occlumens. An Occlumens can elect to have their location not detected and they would know when someone has attempted to locate them.)
- Those branded will not know the location of the others that were branded but can recognize the brand on others if they see it as the brand is unique. This is achieved because they know what the image looks like and they can communicate with and have been in communication with the others that are marked. While a metamorphmagi can make a passable image of the mark if they are aware of the mark, the mark would not be functional.)

Binding Marks cannot be given by any form of NPC


F.A.Q.

Reducio
What is the IC process for how Binding Marks are created by markers/given by makers/gotten by the marked?

The process was intentionally left out so players could have some semblance of originality. Some feeling that they developed something. We have some site standards that need to be abided by, this cannot be some R or X rated sexual or violent ritual. We cannot kill players.

The basic concept would be using their wand to draw the mark on the person that is bound to them.

What is the IC process for how the verbal components are picked and activated/put into use?

The process was intentionally left out so players could have some semblance of originality. Some feeling that they developed something. Words have power, a recurrent theme in this site as well as the canon material. Part of the process would be finding a word. a word that has meaning. That has power for you, as a conduit for your power so that you can communicate with your friends. It is unlikely that the word will be yogurt, but it might be the name of a god of communication, an avatar of community or friendship. This is intended to be an opportunity for creativity for the users. If you cannot think of a word, be cheap and say the word is SPEAK. We have tons of players from around the world, that word in your native tongue even. The word is there for your flavor.

Does getting the mark hurt?

No. But again the process of being marked is intended to be unique. If you feel it is necessary to have some discomfort, a tingling or a tickling sense, that is up to the creator as long as it is consistent. It should not be agonizing.

OOCly as people with the Binding Mark ability, is there a form we need to fill out or list we need to register with to keep track of how many/which people we have marked, what our mark is, and what the verbal component to activate telepathy is so people don't question why some students just seem to be able to magically use telepathy at random?

There is no official form, but we do expect players to track this and remain consistent much like a metamorphmagi needs to recall the threads that they have had with players, you will have to remember and be able to find the thread where you have marked others if you are questioned. The best place to do this is an encyclopedia (not the trunk).

Is there no limit to how many people can be marked?

No.

How conspicuous/unique does a mark have to be? I know the size, but, for example, could it be potentially mistaken for a birthmark? Or if it's a line and some squiggles like a 'finish this drawing' image, could it potentially be made into different 'images' by adding more tattoo ink on top of it to make each 'mark' look different?

  1. The mark has a consistent appearance.
  2. The mark has a consistent size.
  3. The mark has a consistent location.
  4. That location can be anywhere on the human body, but we do expect players to respect our site ratings.
  5. It would not look like a birthmark.
  6. The image made should have some significance to the maker (like patroni and animagi), a straight line with a squiggle is hardly something that is significant to you as a person.
  7. It cannot be tattooed over, the magic of the mark prevents altering it in any way.
  8. They could also wear long sleeves or clothes to cover the mark.


Can Binding Marks go active/inactive? From what I understand, there is a verbal component (a password one has to speak?) in order to use the binding mark for telepathy, but knowing where someone is at all times is constant, correct?

  1. Binding marks only go inactive with death.
  2. The ability to receive communications is always on. You just might not hear it/notice it if you are sleeping or unconscious.
  3. The ability to send communications must be turned on with the key word. So no, you are not constantly listening into multiple people's everyday lives.
  4. The ability to know where someone is would need to be turned on with the key word.
  5. The ability to be tracked/located is always on.
  6. Knowing that you are being communicated with is obvious - you hear words in your head.
  7. Knowing that you are being tracked/located is not something you would know unless you are an occlumens.
  8. Knowing that you can be heard would be contingent on if you remember that you turned it on. You do need to turn it off also.


From what I understand, Binding Marks fade into scars when the marker dies. However, do marks change in any other way, such as turning darker when they are active/go inactive (like how Snape's got gradually darker when Voldemort returned)?

While inspired by the Dark Mark, this is not the dark mark. The image would remain consistent throughout one's life. It would only fade when the marker dies and become a scar. The mark would not change or become darker in the presence of the person that marked them nor would it change in some way if the marker was hurt or maimed.

Are the words the same or different for each person in the group?

The same. Remember, you are speaking to a group and that group is speaking to you/each other as a group. There is no different word used to communicate with just one. Each user does not have their own password.

Does a mark have to be touched to be activated? Do Markers have to touch a marked one's mark like Voldimort used Petigrew's mark to call others? I presume the answer is no and that it doesn't have to be touched, just have a specific verbal word spoken, but I just wanted to make sure.

No, just a verbal component. No somatic component is necessary. Remember in Petigrew's case the Dark Lord touched Petigrew's mark as he did not have one in his new body. We do not have a means to use someone else's dark mark as of yet.

Does the mark let markers/marked know if the other is hurt/injured/sleeping/weak? By feel and/or by color if it's pale or not?

No.

Can only words be shared through telepathy, or can ideas/concepts/pictures/feelings/abstract thoughts like smells and memories, etc also be transmitted directly? For example, if someone speaks one language and a marked person exclusively speaks a different language, would they still be able to understand each other's telepathy? Or do they have to actually imagine the words being transmitted and thus not be able to understand each other?

Only words can be shared.

This does not act as a translator. You need to speak the same language.

Can different voices be imagined/thought at someone and used telepathically, like imagining speaking to someone in a voice different than your own - would that produce a different telepathic voice in another's head based on how you imagine yourself to sound? If you can only sound how you sound verbally, does that include the full range you can make verbally, like if you can do an impression of someone else's voice rather than simply imagining a message being spoken in someone else's voice?

No.

If someone with Legilimency spoke in someone else's mind and that person was a marker or marked with a binding mark, would the person with Legilimency have any way to hear, have access to, or even just be aware of the other people using telepathy within that person's mind, whether the other marked want to be heard or not?

A legilimens would only know what you are thinking about. If that is the conversation that you are having with the mark, then so be it. They would not get third party access to the conversation.

Would the bonded people be able to hear the person with legilimency inside one of their marked group's head?

No, the mark does not read or transmit thoughts, it transmits purposeful communication. A Legilimens communicating to a marked person would not be heard by third parties.

If someone has two Binding Marks, the people from each Binding Mark group would only be able to hear those within their group, but the person with two marks can hear the conversations of both groups, even simultaneously if conversations are going on the same time, correct?

The receiver would be able to hear both conversations at once. However those communications are not being sent out by the person that is marked by two parties. They might have a headache having 2 conversations at once and what they communicate would be sent out to everyone in the mark that they turned on. They will need to remember which mark is on and which one is off.

In short, the receiver hears both. Everyone else only hears their group.

Can animagi speak telepathically/use mark for location while in animal form?

No, they are an animal at this point. They cannot use the location function nor speak in this form but they can hear messages that have been sent to them and they can have their location tracked. They can also remember the last location of someone that they checked the location of before transforming.

Does the mark appear on their animal form? (if it can/does, can it be the 'human' trait they have, or no?)

The mark cannot be their defining feature but they can choose to have it.
The dimensions of the mark may not be able to remain consistent in size with the original marking if the animal is much smaller than the student.
The mark may be covered over with fur and therefore not be visible.
Having the mark would be an elective choice determined at the time of marking and would be expected to remain consistent for the player.

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

1 Oct 2020, 10:46
Project Announcements
Updates


1.) Year 2 of Quidditch is starting. Expect the first game of the year to start in the next few weeks.
2.) Dueling is now live. This will be the first year of Dueling, teams have been formed and Captains have been chosen. Expect the first game of the year to start in the next few weeks.
3.) Broom Racing is in public alpha, this will be the first time players have used this system. The race will be between multiple school and a learning experience for all.
4.) The Main Story is resuming, a couple of students (top earners) have been kidnapped.
5.) Potions will be a major focus this coming year as will the other schools and refining the NPC systems.

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

22 Dec 2020, 06:50
Project Announcements
Duelling Championship Update

The First Stage of the Championship has finished and we can see the intermediate results.

In a retrospective, the Duelling Moderators team has processed the feedback and agreed on introducing a few improvements to the system. Please, read carefully, if you're a dueller or planning to become one. Please, read lazily if you're just reading it. The changes are below in a reducio.

Reducio
1. Another Co-Captain Spot
To cover the moderation needs to the fullest, the Duelling Moderators team will expand to 12 members, which means the second Co-Captain Spot per each house. This will give opportunities to more people as in moderating the duels, help each other and participate in the site's Duelling System development.
2. Disqualification for Friendly Fire
If a player decides to attack a teammate (as of intentionally, not because of the Critical Miss), they will be removed from the duel by the moderator and will be removed from the team as well. We're working together towards a victory and sabotaging a duel doesn't help.
3. Full Body-Bind Curse
There was no rule for certain outcomes during a duel, but it's best to have it stated than not. If both opponents are neutralised with the Full Body-Bind Curse, the duel will proceed to allow the other team to heal up, dispel the debuffs and use the time with benefits. If no action is taken, the duel will fast-forward until at least one opponent is free from the curse.
4. Inactivity Changes
If a player fails to post within the deadline twice (failing to request extension before the deadline counts the same), they will no longer be removed from the duel not to hurt the other player's chances for victory. The player will lose the eligibility to gain the reward if their team would eventually win, and will be removed from the team once the duel ends.
5. Round's Deadline
Previously, the deadline to make a post and send the actions to the moderator was 72 hours since the moderation post. It was possible to request a 24hr extension. Due to the multiple cases of extension, it was decided to extend the deadline to 96 hours (4 days). The request for extension still counts, if it's sent before the deadline.

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

7 Apr 2021, 19:55
Project Announcements
Duelling System Update


The Duelling Moderators team has been working hard to make the duelling gameplay as fair as possible to everyone, so here is another patch to balance things out and bring some more fun to the battlefield.

Changes to Duelling Guide to Races and Abilities
Spell Spread
Reducio
Spell Spread: Target another player with the same spell, but with –2 Accuracy, +2 DC and +1 Critical Failure range.
• This ability can be used as an action (with the spell and the second target provided). When the spell is cast, its Wisdom DC will be increased as well as the chance to critically fail the spell.
• If the spell is successfully cast, the player has –2 Accuracy when performing the Accuracy vs Evasion rolls against both opponents.
• Only one Wisdom Check is performed when using the ability, but two Accuracy vs Evasion rolls are performed — once for each targeted opponent.
• The ability is affected by the Auto-Fail Counter mechanics.

Changes to Duelling Mechanics
1. Max Debuff
Reducio
We didn't change anything here, but we just needed to write it down somewhere to avoid further misinterpretations.
If you have a stacking debuff, which affects your stat, that debuff can only bring your stat to 0. The debuff is not deducted from the final value, but from the stat alone.
Example:

If you have 5 Accuracy and the debuff is –7 Accuracy, and you roll a 14:
14 + (5 –7) → 14 + 0 → 14.
So, your stat will be lowered to 0, but you will keep the full roll result, as the debuff affects the character and not the fate, which is represented by the dice gods.
2. Auto-Fail Counter
Reducio
Our review of different spells and abilities, which are suspected to be imbalanced in the order of the duels, brought us to introducing a new mechanics, which we call the Auto-Fail Counter. While this would devalue certain abilities, already taken by players, we feel that within the Duelling System, changes have to be made to make it a fairer play.

The Auto-Fail counter is a new entity, attached to a certain ability or a spell. While we don't want to introduce cooldowns, this would allow us to demotivate spamming of overpowered abilities and spells to make the duels more diverse.
→ If such an ability or a spell is used, an Auto-Fail Counter (AFC) is added.
→ If such an ability or a spell is not used, one AFC is removed.
→ If such an ability or a spell is used with an AFC on it, an Auto-Fail roll is performed.
→ For each AFC, an ability has 10% for auto-failing, a spell has 20% for auto-failing.

Currently affected abilities:
- Spell Spread

Currently affected spells:
- Protego
3. Search for Wand improvement
Reducio
We felt like both mechanics-wise and IC it is not fair enough to have such a disabling state, which you have to overcome with a whole action. So, if a person searches for a wand, lost as the result of the Expelliarmus spell, the half-effective Active Dodge will be happening automatically for that person (Active Dodge bonus divided by 2). In addition to that, the ally of the wandless person will be able to help to search for the wand and reduce the number of rounds as well.
4. Critical Miss improvement
Reducio
It was agreed that the current mechanic is not effective and is not surfaced enough. In order to make it a bit more interesting, instead of using the same roll result for the first person, a new d20 will be rolled without adding the stat to it. This means that the critical miss goes on its own new turn of fate, not affected by the caster's aim.
5. Knocked Down case
Reducio
Again, this is not a change, but a clarification. It's possible to be Knocked Down by a critical Flipendo, while being levitated with a Wingardium Leviosa. In this case, the player will still be Knocked Down to the ground and would have to Get Up to return to the battle. The Levitation Charm would be interrupted (with all the consequences) and would have to be re-cast.
Changes to Duelling Spells
Lumos Maxima was temporarily blocked from use in duels as it's being revised for balance changes.
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.
Critical Failure
Depending on Target Area, the damage or the effect is applied to the caster.
Critical Success
• +50 Damage disregarding the hit area, no duration roll — max duration applied.
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.
Critical Failure
The damage and effect are applied to the caster.
Critical Success
• +50 Damage, no duration roll — max duration applied.
Dancing-Feet Spell • Tarantallegra • [Attack][EoT] • WDC 9
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.
Critical Failure
The damage and effect are applied to the caster.
Critical Success
• +50 Damage, no duration roll — max duration applied.
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).
The target gains one Phase-Out counter each round, each of which adds a 10% chance to phase out (i.e. skip the next round, but not fall unconscious).
• Repeated hit will have no effect.
Duration
3-5 rounds (1d12, 1-5: 3 rounds, 6-9: 4 rounds, 10-12: 5 rounds)
The spell ends earlier if the player would phase out.
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 faintphase-out counter.
Critical Failure
• The effect is applied to the caster.
Critical Success
• Stacks to –4 Accuracy and –4 Arcane Power, –1 to the faint counter.
Slippery Jinx • Lubricus • [Counter] • WDC 10 [NEW!]
Reducio
Damage
• No Damage (RP effect).
Effect
• The ground below the target becomes slippery, making it harder to dodge.
• If the target Actively Dodges in the same round, the base value of the dodge is ignored.
Duration
• Only the same round it's cast in.
Nullify
• None
Critical Failure
• The caster slides and falls, dealing 50 damage to self.
Critical Success
• Counters the whole Active Dodge (base and the stat is ignored).
Wind Jinx • Ventus • [Attack][Support][Utility][EoT] • WDC 11
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):
• 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.
Critical Failure
The damage and the effect are applied to the caster, no splitting effect.
Critical Success
• If two targets present: Auto-split.
• If one target present: No duration roll — max duration applied.
• If the effect is targeted: Removes the whole effect.
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.
• The spell is affected by the Auto-Fail Counter mechanics.
• 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
• Certain spells naturally cannot be blocked:
• Bubble-Producing Spell
• Smokescreen Spell
• Wind Jinx (only blocks the damage)
• Blinding Lighting Charm
• Fog Charm

Critical Failure
• Any incoming spell won't require the Accuracy vs Evasion roll (can still auto-dodge).
Critical Success
• The hit spell rebounds back towards its caster (unavoidable).

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

18 Jul 2021, 20:52
Project Announcements
Duelling System Update


Here again with another update to the system that the duelling moderators have been working very hard on. This one is probably larger than most since we have clarified impaired hits on a lot of spells that did not have them before. For those of you that only want to see larger changes we have added clarity to Spell Spread, Made additions to Ventus, and buffed Reparifors healing factor.

Changes to Duelling Guide to Races and Abilities
Spell Spread
Reducio
Spell Spread: Target another player with the same spell, but with –2 Accuracy, +2 DC and +1 Critical Failure range.
• This ability can be used as an action (with the spell and the second target provided). When the spell is cast, its Wisdom DC will be increased as well as the chance to critically fail the spell.
• If the spell is successfully cast, the player has –2 Accuracy when performing the Accuracy vs Evasion rolls against both opponents.
• Only one Wisdom Check is performed when using the ability, but two Accuracy vs Evasion rolls are performed — once for each targeted opponent.
• Only one Duration Roll will be performed, when needed, when Spell Spread is successful.
• The ability is affected by the Auto-Fail Counter mechanics.

Changes to Duelling Spells
Additions: Green
Deletions: Red
First Year Spells
Bubble-Producing Spell • Bullarum Immortalem • [Support][EoT] • WDC 9
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.
Critical Failure
• The effect is applied to the caster.
Critical Success
• Two stacks for one cast, the target suffers –4 Evasion, until nullified.
Impaired Hit
• Evasion debuff for the stack is halved, until nullified.

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).
• The target gains one Phase-Out counter each round, each of which adds a 10% chance to phase out (i.e. skip the next round, but not fall unconscious).
• Repeated hit will have no effect.
Duration
• 3-5 rounds (1d12, 1-5: 3 rounds, 6-9: 4 rounds, 10-12: 5 rounds)
• The spell ends earlier if the player would phase out.
Nullify
• Healing Spell resets the debuff to –1.
• Critical Success of Healing Spell will remove the whole effect, including the phase-out counter.
Critical Failure
• The effect is applied to the caster.
Critical Success
• Stacks to –4 Accuracy and –4 Arcane Power.
Impaired Hit
• Debuff increases every other round; starts with -1 on Round 1.
• Duration and counter are not affected.

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 Failure
• The damage and effect are applied to the caster.
Critical Success
• +50 Damage, no duration roll — max duration applied.
Impaired Hit
• Direct and effect damage are halved.
• Duration is not affected.

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.
Critical Failure
• The effect is applied to the caster.
Critical Success
• Lasts for 2 rounds.
Impaired Hit
• Accuracy debuff is halved and rounded up.

Knockback Jinx • Flipendo • [Attack] • WDC 9
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.
Critical Failure
• The damage and effect is applied to the caster.
Critical Success
• +50 Damage, knocks the target on the ground requiring to spend a full action to stand up and re-join the duel.
Impaired Hit
• Damage is halved.

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.
Critical Failure
• The effect is applied to the caster for 1 round.
Critical Success
• The target floats higher above the ground and loses 40 HP from falling after the spell's effect ends.
Impaired Hit
• The target manages to keep one foot on the ground.
• The Evasion debuff is halved and rounded up, and damage from falling after the spell effect ends is halved.
• Active dodging is possible but the Evasion bonus will be halved and rounded up.
• Duration is not affected.

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.
Critical Failure
• The effect is applied to the caster.
Critical Success
• The target suffers –5 Wisdom, +5 DC if it's being nullified with spells.
Impaired Hit
• Both Wisdom and Accuracy debuff are halved and rounded up.
• Duration is not affected.

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.
Critical Failure
• Depending on Target Area, the damage or effect is applied to the caster.
Critical Success
• +50 Damage disregarding the hit area, no duration roll — max duration applied.
Impaired Hit
• In case the Target Area corresponds to a debuff, it is halved.
• Damage is halved.
• Duration is not affected.

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.
Critical Failure
• The damage and effect are applied to the caster.
Critical Success
• +50 Damage, no duration roll — max duration applied.
Impaired Hit
• Direct and effect damage are halved.
• The Accuracy debuff is halved.
• Duration is not affected.

Dancing-Feet Spell • Tarantallegra • [Attack][EoT] • WDC 9
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.
Critical Failure
• The damage and effect are applied to the caster.
Critical Success
• +50 Damage, no duration roll — max duration applied.
Impaired Hit
• Damage is halved.
• The effect debuffs are halved and rounded up.
• Duration is not affected.

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).
• Rounds can only be removed by using Search for Wand action.
Nullify
• Wandless Magic ability allows continuing to cast spells without the wand.
• Allies (or players with Wandless Magic) may use Summoning Charm to retrieve the wand.
Critical Failure
• The effect is applied to the caster.
Critical Success
• No duration roll — max duration applied.
Impaired Hit
• Duration counter reduces automatically without using Search for Wand.
• Duration length is not affected.

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).
Critical Failure
• The effect is applied to the caster.
Critical Success
• The blindfold will require a Strength Check to be removed (initial DC 15 and gets –3 DC for each unsuccessful check), can be done by another player (and both at the same time).
Impaired Hit
• Blindfold does not cover eyes properly.
• The target's Accuracy and Evasion stat are halved and rounded up until nullified.

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.
Critical Failure
• The effect is applied to the caster.
Critical Success
• No duration roll — max duration applied, +5 DC if it's being nullified with spells.
Impaired Hit
• The target's wisdom stat is halved.
• If the target tries to cast a spell during the spell's duration, the spell's WDC will be multiplied by 1.5 and rounded up.
• Duration is not affected.

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 Failure
• The damage and effect are applied to the caster.
Critical Success
• +60 Damage, no duration roll — max duration applied.
Impaired Hit
• Direct and effect damage are halved.
• Duration is not affected.

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.
Critical Failure
• The effect is applied to the caster.
Critical Success
• –4 Strength, –60 HP per round, no duration roll — max duration applied.
Impaired Hit
• Effect damage is halved.
• Both Strength and Arcane Power debuff are halved and rounded up.
• Duration is not affected.

Third Year Spells
Healing Spell • Reparifors • [Support] • WDC 11
Reducio
Healing
• 10 + AP × 5
• 50 + AP × 5
Effect
• The target is healed based on the Arcane Power.
• Certain effects are partially or completely removed:
• 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.
Critical Failure
• +20 Damage, the effect is prolonged by 1 round (faints faster in case of The Curse of the Bogies).
Critical Success
• +20 HP healed, the effect is completely removed (see details in each of the affected spells).
Wind Jinx • Ventus • [Attack][Support][Utility][EoT] • WDC 11
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). This does not target an ally.
• When used with spell spread each gust of wind has a 10% chance to split.
• Repeated hit will replace the current effect and duration.
• Certain effects are partially or completely removed (if they are targeted instead of a player):
• 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.
Critical Failure
• The damage and effect are applied to the caster, no splitting effect.
Critical Success
• If two targets present: Auto-split & +70 Damage upon hit.
• If one target present: +70 Damage. No duration roll — max duration applied.
• If the effect is targeted: Removes the whole effect & +70 Damage to a random opponent.
Impaired Hit
• Damage and Evasion debuff are halved.
• Duration is not affected.

Singing Jinx • Cantis • [Support][EoT] • WDC 11
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.
Critical Failure
• The effect is applied to the caster.
Critical Success
• +1 Critical Failure Range, no duration roll — max duration applied.
Impaired Hit
• +1 DC for every other syllable in the incantation (increases on the first of the two syllables).

Full Body-Bind Curse • Petrificus Totalus • [Support][EoT] • WDC 14
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.
Critical Failure
• The effect is applied to the caster.
Critical Success
• The base DC to break out is 12, no duration roll — max duration applied.
Impaired Hit
• All stats except Stamina and Strength are halved and rounded up.
• The target can move and perform actions, but can also be attacked.
• Active dodging is not possible.
• Check to break out of the spell every round is performed passively.
• Upon breaking out, Evasion debuff is halved and rounded up.
• Duration is not affected.

Fourth Year Spells
Impediment Jinx • Impedimenta • [Support][EoT] • WDC 13
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.
Critical Failure
• The effect is applied to the caster.
Critical Success
• +5 DC if it's being nullified with spells.
Impaired Hit
• The target suffers –3 Evasion or –3 Accuracy (chosen randomly) every round until both stats reach half the target's stat value (rounded up). This will not make the stat go below half the stat value.
• The effect automatically wears off the next round after both stats reach half the target's stat value.


If you're reading this... You're awesome.
Calming Presence/Healing Sage/Wandless/Non-Verbal

STA - 16 | EVA - 6 | STR - 15 | WIS - 16 | ARC - 8 | ACC - 4

3 Aug 2021, 00:20
Project Announcements
Edits have been made to some abilities:
1. The Unforgivables Crucio and Imperio have had a change to their prerequisite to that of adult. Due to difficulties facilitating the desired roleplay of users with this ability (as in a minor casting something that could be quickly and effectively monitored via trace) was not something we could reasonably reconcile with a way for players to use this ability. In addition, our lack of a prison system which is not a priority project at this time contributes to this problem because we do not knw how to manage catching someone once they use this ability and their misuse of this spell is discovered. It would likely result in character loss at this time and that is not something that is genuinely healthy for the community. At this present time the prerequisite is for adult but this is subject to potential change - if a way to use this in a healthy way is not determined, these spells may not be accessible to the community.
2. A buff to Muggle Condition was made, making the buff +3 rather than +2. This was done because the previous effect was in all cases inferior to taking Statistically Relevant on Accuracy, which would give you +2 on Accuracy in all scenarios instead of only in limited scenarios. We are hoping that this not only balances this ability but also makes it a viable choice for users that wish to both enjoy the flavor of abilities as well as create an effective character.
3. A buff to Obnoxious Strength increasing the buff from 10% to 15% was made. This was done in a similar vein to Muggle Condition in that this was inferior to Statistically Relevant. This does not really get on par with Statistically Relevant until very late game and only if a majority of a user's stats are dedicated solely to strength.
4. Statistically Relevant has a new cap added. The amount of stats that can be added to a single stat (which could break the stat cap) now has an upper cap. Previous to this addition it would have been possible (albeit dull) to pick Statistically Relevant every year and place it in a single stat (such as accuracy). Over the course of 7 years that would be 14 stat points and if capped, this user would be almost impossible (impossible for most) to hit. This would be an imbalance so we decided to rectify this.

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

24 Aug 2021, 00:28
Project Announcements
Minor edits have been made to Quidditch. As Ties were being inconsistently moderated, we have a consistent set of rules in place that the captains have agreed upon.
Tied Rolls
  1. On a bludger attempt - an attack roll v evasion roll where the sum is equal, the target is hit, however they only suffer half damage.
  2. On a blatch attempt - an attack roll v evasion roll where the sum is equal, the target and the blatcher will have a contested strength check to determine the high roll.
  3. On a quaffle grab attempt - if two grab attempts have the same sum, the players with the shared high score will have a contested strength check to determine who gets the quaffle.
  4. On an attempt to grab the snitch - if two keepers attempt to grab the snitch and the sum is the same, a contested strength check will be used to determine who gets the snitch.

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

18 Oct 2021, 20:09
Project Announcements
DUELLING UPDATE
Attention, changes to the duelling system ahead. With this year's Championship approaching fast, the duelling moderator team has been working hard on a few (major and minor) changes to both the organisation of the Duelling Championship and the Duelling System ahead. You can find all changes below.

Further, we want to announce that
  1. The first stage of this year's Duelling Championship is set to start on October 26th, and will feature duels of Gryffindor vs Ravenclaw and Hufflepuff vs Slytherin.
  2. To make the duelling rules easier to find and understand, we have reorganised them and posted them as one thread in the Rules subforum of the Encyclopedia. You can find them now here.
Duelling Organisation Update


Looking back on the Duelling Championship 2020-21, the Duelling Moderator team has collected feedback and decided to make several changes to the organisation of the championship and team membership guidelines, to improve the experience for everyone, simplify the system, and make the organisation smoother. Please read carefully:
1. Team and Stage Organisation


During the last Championship, the system required determining the team pairings within a House at the start of the year, and they remained fixed for the entire duration of the Championship. This had unwanted effects as when a player went inactive, the next person on the waitlist would simply end up replacing them, regardless if it made strategic sense or not (resulting for example in two first year players being paired together).

Thus, we decided to rethink the organisation of the team arrangements and stages, and came up with the following solution:
  • House teams may choose to rearrange their teams between stages. This will result in a disbandment of the group system we used last year, each team will instead be identified by a number (1-6).
  • Stages will now be separated by Houses, e.g. the first stage only containing duels G vs S and H vs R. The matches will be randomised using the team numbers.
  • Stat point rewards remain bound to individual duel wins. The Duelling Point system stays in place to determine the overall champion after all three stages.
2. Deadlines and Extensions


In the past year, the extension system has often be used simply because someone put off posting, rather than valid reasons for needing an extension. It has been noted that this just makes additional work for moderators, provides more clutter and necessary papertrails, and makes duels drag out for unreasonable lengths of time.

Therefore, we have decided to end the extension system, complying with Quidditch which also does not offer extensions. Deadlines will from now on be set after 96 hours from time of the most recent moderation post. This is equivalent to our original deadline of 72 hours plus one automatically granted 24 hour extension.
3. Guidelines for Team Removal/Reward Eligibility


During last year's tournament, there have been several cases in which players posted in the duel, but did not submit any actions. As this has the same effect on the duel and the player's partner as not posting, it has been decided that it should also be treated the same.

Hence, from now on, failing to post or failing to send in an action twice in one duel will result in the player being considered inactive. They will not be eligible for rewards in case of a win, and will be removed from the team after the duel ends. Note that, if you fail to post and fail to send in an action in the same round, this will only count as one strike against you, not both.
4. Forfeit Guidelines


As this has occurred on a few occasions during last year's Championship, we have discussed whether there need to be rules about forfeiting. Concerns were for example that someone would forfeit several times a year, effectively costing their team points and sabotaging their chances to win, and that it would be used to circumvent the rules about inactivity that we have in place to keep their spot on the team even while not actively participating in duels.

The new guidelines can be found below.

Reducio
Should you want to forfeit your duel you must:
  • Post at least once in the duel within deadline
  • State your wish to forfeit, in agreement with your partner
  • Missing the deadline to post will be treated as any other failure to post. There will then be a second round in which you can post to forfeit. Missing the deadline again means removal from the team.
  • You may forfeit at most one duel per school year. Forfeiting a second time within the same championship means removal from the team.
If your opponents forfeit your duel you must:
  • Post at least once in the duel within deadline
  • Missing the deadline to post will be treated as any other failure to post. There will then be a second round in which you can post to accept the withdraw.
  • Missing the deadline again means being ineligible for the duel's rewards, and removal from the team.
5. Banning Users From Teams


During the last year, there were several instances of players acting in a way that had them removed from the team and their team members uncomfortable in welcoming them back. As such, we decided there needed to be clear rules about under which circumstances a player can be banned from the sport (temporarily or permanently), and when the team would have the right to refuse them re-entry.

The new rules can be found below.

Reducio
Offenses that get you banned immediately and permanently:
  • Attacking your partner
  • Actively sabotaging your team's chances to win, for example by handing your strategy to the opponents
Permanent means that there is no time limit after which you can automatically rejoin. However, after 6 months, you may petition to be let back in, and the team will vote on it. You do not have a right to re-entry, nor will you be privy to the discussions/vote. If declined, you may petition again after another 6 months.

The penalty for going inactive during a duel (failing to post two or more times in one duel) will depend on the frequency of this occurring:
  • 1st time - miss two or more duelling posts: Removal from the team, welcome to rejoin
  • 2nd time - miss two or more duelling posts: Removal from the team, be banned from joining for the next stage
  • 3rd time - miss two or more duelling posts: Removal from the sport for the next 3 stages
One stage here means the next round of duels in the tournament. One duelling season is split into three stages which are several months apart, each player takes part in one duel per stage. You will be unable to participate in the next/next three stages after failing to post.
Duelling Mechanics Update


After looking back at the previous year, the Duelling Moderator team has decided to add and update a few aspects to make gameplay more balanced and varied.

This includes mainly:
  1. The addition of a Body-Block action, with which a player can choose to actively protect their ally
  2. The addition of many new spells, mostly for the upper years.
Find the full list of changes below.
1. Body-Blocking


This new action which can be chosen as an alternative to casting a spell or dodging each round allows a player to attempt to physically block spells aimed at their ally.

See precise mechanics below.
Reducio
A player can attempt to block spells targeted at their ally by physically blocking the way.

If a player chooses this action, for any spell cast at their ally in this round, the normal Accuracy vs Evasion mechanic is replaced by the following:
- An Accuracy roll (1d20 + stat) is performed for the caster
- An Accuracy roll (1d20 + stat) is performed for the player performing the body-block. The resulting values are compared.
- If the caster's resulting Accuracy is lower than that of the player performing the body-block, the spell will instead hit the player performing the body-block and they will take full damage and effects.
- If the caster's resulting Accuracy is higher than or equal to that of the player performing the body-block, the body-block fails, and an Evasion roll (1d20 + stat) is performed for the spell's original target to determine whether it hit.

Ability Influences:
- If the caster has auto-hit chance, this roll is performed before the Accuracy rolls. In case of success, the body-block fails and the spell hits the intended target automatically.
- If the caster has auto-miss chance, this roll is performed before the Accuracy rolls. In case of success, the spell misses both its target and the person performing the body-block.
- If the player performing the body-block has auto-hit chance, this roll is performed before their Accuracy roll. In case of success, the body-block succeeds, and the spell hits the player performing the body-block.
- If both caster and the player performing the body-block have auto-hit chance, both rolls are discarded, and the Accuracy vs Accuracy rolls are performed as usual.
- If the intended target has auto-dodge chance, this roll is performed only if the body-block has failed.
2. Ability Updates

After the addition of several other abilities to the duelling system a few months ago, we have decided to also give players with the ability Keen Eye or Muggle Condition a small effect in duelling.
Keen Eye: Cannot be disarmed for more than one round.
• If a player with Keen Eye is hit by Expelliarmus, the duration roll is skipped and the duration is automatically set to 1.
Muggle Condition: Higher accuracy on non-magical actions.
• Players with this ability get an added + 3 on their Accuracy roll for non-magical actions.
• This bonus is added to the following action: Body-Block
3. Spell Updates


Changes to existing spells:
Lumos Maxima has been temporarily banned from Duelling due to balancing concerns. We are happy to add it back into the system now with updated, more balanced effects.
Blinding Lighting Charm • Lumos Maxima • [Support] [EOT] • WDC 11
Reducio
Damage: No Damage (RP effect)
Effect:
• The caster summons an extremely bright ball of light directly overhead, blinding anyone who looks at it. As it is overhead, the caster and their partner will not be affected.
• Opponents will suffer –2 Evasion and –2 Accuracy with additional –1 Evasion and –1 Accuracy for every 10 points in Arcane Power.
• If both players on one team cast it, the effects do not stack, but the higher debuff is chosen and applied to the opponents.
Duration:
• Until the caster gets hit by another spell or takes another action.
Nullify:
• The caster sustains a hit by any other spell, breaking their concentration
Critical Failure
• The effects apply to the caster and their partner.
Critical Success
• The spell will not need to be sustained. Instead, it will last for 2 rounds. The caster can take other actions in this duration.
New spells:
With the growing population of older students in duelling, we are excited to introduce more spells for them to use during duels.
2nd Year Spells
Hot-Air Charm • Aer Calidus • [Utility] • WDC 8
Reducio
Damage
• No Damage.
Effect
• Ends the 'Wet' effect on the target (+1 WDC for each remaining round of the effect).
Duration
• None.
Nullify
• No effect.
Critical Failure
• Caster suffers 20 HP burn damage from hot air.
Critical Success
• Target suffers 20 HP burn damage from hot air.
Impaired Hit
• Halves the remaining duration of the 'Wet' effect, rounding up.
Slowing Charm • Arresto Momentum • [Support][EoT] • WDC 10
Reducio
Damage
• No Damage
Effect
• The target is slowed and cannot actively dodge, moving too slowly to do so.
• -4 Evasion and additional -1 Evasion for every 5 points in Arcane Power for the duration of the spell.
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.
Critical Failure
• The effect is applied to the caster.
Critical Success
• No duration roll — max duration applied.
Impaired Hit
• The Evasion debuff is halved and rounded up.
• Active dodging is possible but the Evasion bonus will be halved and rounded up.
• Duration is not affected.
Weather-modifying Charm • Metelojinx • [Attack][DoT] • WDC 12
Reducio
Damage
• 50 + AP × 10
Effect
• A rain cloud is created above the opposing team.
• No initial damage is taken, but for each member of the affected team there is a 10% chance every round lightning will strike the target for the damage above.
Duration
• End of the duel, unless countered with a Nullify method.
Nullify
• Weather-modifying Countercharm removes the spell.
• Wind Jinx blows the cloud over to the other team.
Critical Failure
• The storm is summoned above the caster's team.
Critical Success
• The lightning chance is raised to 20% every round.
Impaired Hit
• The target will only take half the damage from lightning.
Weather-modifying Countercharm • Meteolojinx Recanto • [Utility] • WDC 10
Reducio
Damage
• No Damage.
Effect
• Cancels the effects of the following spells:
- Weather-modifying Charm
- Wind Jinx
- Fog Charm
Duration
• Applied the same round.
Nullify
• No effect.
3rd Year Spells
Bravery Charm • Animosus • [Support][EoT] • WDC 11
Reducio
Damage
• No Damage.
Effect
• The target feels brave, steadying their hand and boosting their accuracy.
• +2 to the target's Accuracy during the first round, +1 to the target's Accuracy for the remaining duration.
Duration
• 1-2 rounds (1d3, 1-2: 1 round, 3: 2 rounds) + 1 for every 10 points in Arcane Power.
Nullify
• General Counter-Spell cancels the effect.
Critical Failure
• -2 Accuracy applied to the caster.
Critical Success
• Additional +1 Accuracy, no duration roll — max duration applied.
Cheering Charm • Serenate • [Support][EoT] • WDC 10
Reducio
Damage
• No Damage.
Effect
• The target feels contentment, boosting their confidence.
• +2 to the target's Arcane Power for the duration.
Duration
• 1-2 rounds (1d3, 1-2: 1 round, 3: 2 rounds) + 1 for every 10 points in Arcane Power.
Nullify
• General Counter-Spell cancels the effect.
Critical Failure
• -2 Arcane Power applied to the caster.
Critical Success
• Additional +1 Arcane Power, no duration roll — max duration applied.
Cracker Jinx • Nec Divinos Crepitus • [Attack][Support][EoT] • WDC 11
Reducio
Damage
• 50 + AP × 10
Effect
• Exploding Wizard Crackers are conjured.
• -3 Wisdom for the duration of the spell.
• There is a 10% chance the explosion will affect the caster as well, in which case they'd take the damage and effect.
• There is a 20% chance the crackers also spread to affect the target's partner.
Duration
• If no spread effect: 1-2 rounds (1d3, 1-2: 1 round, 3: 2 rounds)
• If spread to two or more targets: 1 round
Nullify
• General Counter-Spell removes the whole effect and stat loss.
Critical Failure
• The damage and effect are applied to the caster.
Critical Success
• No chance of hitting the caster, no duration roll — max duration applied.
Impaired Hit
• The target suffers -2 Wisdom and takes half the damage.
4th Year Spells
Minor Healing Charm • Episkey • [Support] • WDC 10 + x
Reducio
Healing
• 50 + x × 10, where x is the number added to the WDC, chosen by the caster.
Effect
• The target is healed by the specified amount.
• Additional health can be restored by raising the WDC, where for every 10 HP added the WDC is raised by 1. So to heal 20 more HP, the WDC would become 12.
• The cap for raising the WDC is 10.
Duration
• The health is added at the end of the round.
Nullify
• No effect.
Critical Failure
• +20 Damage.
Critical Success
• +20 HP healed.
Pressurized Water Charm • Aqua Eructo • [Attack][Support][Utility][EoT] • WDC 13
Reducio
Damage
• 80 + AP × 10
Effect
• The target gets water in their eyes and suffers -4 accuracy for the duration of the spell.
• The target gets 'wet' (cannot catch aflame and 20% reduction of fire damage) and any ongoing 'Burning'/'Aflame' effects are canceled.
Duration
• 1-2 rounds (1d3, 1-2: 1 round, 3: 2 rounds).
Nullify
• Hot-Air Charm can be used to dry the target and remove the 'wet' effect.
Critical Failure
• Damage and effect are applied to the caster.
Critical Success
• + 70 damage, no duration roll - max duration applied.
Water-Making Spell • Aguamenti • [Utility][EoT] • WDC 11
Reducio
Damage
• No Damage.
Effect
• Any ongoing 'Burning'/'Aflame' effects are canceled and the target gets wet.
• While wet, the target cannot catch aflame.
• While wet, damage by fire spells is reduced by 20%.
Duration
• 3-5 rounds (1d12, 1-5: 3 rounds, 6-9: 4 rounds, 10-12: 5 rounds).
Nullify
• Hot-Air Charm cancels the effect.
5th Year Spells
Confundus Charm • Confundo • [Support][EoT] • WDC 14
Reducio
Damage
• None (RP effect).
Effect
• The target is hit with a sudden wave of confusion, leaving them struggling to remember what they are even doing there, much less the incantations of the spells they intend to cast.
• The target suffers –5 Wisdom and an increased critical failure range (+1).
• Repeated hit during an ongoing effect will have no additional effect.
Duration
• 2-3 rounds (1d5, 1-3: 2 rounds, 4-5: 3 rounds).
Nullify
• General Counter-Spell removes the whole effect and stat loss.
Critical Failure
• The effect is applied to the caster.
Critical Success
• +5 DC if it's being nullified with spells.
Impaired Hit
• The target suffers –3 Wisdom and no increased critical failure range.
• The duration is automatically one round.
Conjunctivitis Curse • Oculitumescere • [Attack][Support][EoT][DoT] • WDC 14
Reducio
Damage
• 30 + AP × 5
Effect
• The opponent's eyes swell, making it difficult to see.
• Evasion and Accuracy stats are halved for the duration.
• The target suffers -30 HP per round for the duration.
• 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
• Reparifors removes the whole effect and stat loss.
Critical Failure
• The damage and effect are applied to the caster.
Critical Success
• +30 Damage, no duration roll — max duration applied.
Impaired Hit
• Damage is halved.
• The Accuracy and Evasion debuff is halved and rounded up until nullified.
• Duration is not affected.
Bat Bogey Hex • Vespertilifors • [Attack][EoT] • WDC 13
Reducio
Damage
• 100 + Rounds Remaining × 10
Effect
• The target experiences a painful, disorienting effect as snot-turned-bats fly from their nostrils.
• This spell can only be cast on a target under the effects of the Sneezing Hex or Curse of the Bogies. If the target suffers from both spell effects, they damage is calculated by adding the remaining rounds of both spell effects.
• The target suffers damage as well as -2 Wisdom for duration.
• Repeated hit during an ongoing effect will reapply the damage and extend the debuff. The remaining duration of Sneezing Hex or Curse of the Bogies is not affected.
Duration
• 1-3 rounds (1d6, 1-3: 1 round, 4-5: 2 rounds, 6: 3 rounds).
Nullify
• Reparifors will cancel the Wisdom debuff.
Critical Failure
• The target's remaining rounds of Curse of the Bogies and/or Sneezing Hex will be removed.
Critical Success
• Wisdom debuff is doubled: -4.
• Damage is maximized (in case of CoB being active, 5 rounds are used for the calculation; in case of Steleus being active, depends on AP of the Steleus caster)
Impaired Hit
• The target suffers -1 Wisdom and half damage.

"One can never consent to creep when one feels an impulse to soar."
Sta:7 | Ev:15 | Str:3 | Wis:14 | Arc:8 | Ac:16Evasive Maneuvers | Charmer | Perfectionist II | Spell Spread----------------
HC: #004064