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24 Apr 2024, 17:22
Sitewide Announcements and General Updates
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image from gifer.com


Hello all Quidditch enthusiasts!

The Spring Games will be happening on May 11th with Gryffindor versus Ravenclaw and Slytherin versus Hufflepuff! Please ensure your trunks and brooms are up-to-date. Additionally, here is our Quidditch System so you can review any mechanics.

Feel free to reach out to a Quidditch captain if you have any questions! Best of luck to all teams.

Koko · #85200C
Alluring · Eva. Man. · Scream · Calming Presence · Charm · Keeper's Catch
20 · 10 · 3 · 7 · 5 · 17
·
Cyrus · #000000
Fearless · Obnox. Strong · Charmer · Impartial · Poison Res. · Spell Spread
10 · 10 · 10 · 16 · 10 · 10

30 Apr 2024, 21:19
Sitewide Announcements and General Updates
NEW HEADLINER ISSUE IS OUT!


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Read it HERE!

In this months issue:
The Sound of Music by Alyssea Brown
Spring Stargazing by Rebecca Lark
Meet the Captains: A New Year of Duelling by Alyssea Brown
Life After Hogwarts #3: Athletics by Serena J. Towers
Duelling Dust Bunnies by Rebecca Lark
How to know when someone is lying by Hannah Blossom

1 May 2024, 15:46
Sitewide Announcements and General Updates
Professor of Runes

I am sad to announce that @Amalia Rolfö, our Professor of Runes played by @Avery McCall, is stepping down because they have gotten too busy with their real life to continue with this role. We thank them for their hard work.

Applications are now open for this role until May 10. Please submit your application to at least 2 Heads of House. Link

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

2 May 2024, 18:22
Sitewide Announcements and General Updates
Spring 2024 Broom Racing Patch
This season's patch includes several changes across many areas. The following updated and will take effect during the Spring 2024 games:
  • Accio and Relashio have been revised. Accio now has a limit on how many times you can cast it in a game. Relashio's WDC and effects have been modified.
    Reducio
    Summoning Charm [Support/Attack] [Year 3 Charms] [Legal]
    Incantation: Accio
    Range: Up to 5 units
    Wisdom DC: 17
    Effect: Can be used to retrieve your ally's wand instead of spending a round retrieving it if somehow lost. [Passing it back to an ally in the earliest shared unit would be considered a free action]. However, movement is halved, and the rider holding 2 wands has a 50% chance of simply falling off their broom (no hands) each unit they pass through with two wands in their possession to hand off the wand. Can be used with Wandless Magic to retrieve one's own wand. Can be used to place an enemy/opponent's broom or wand in your possession, but it will simply fall to the ground; they cannot pocket it and not suffer the debuff regarding falling off their broom. Stealing a wand from the possession of an opponent uses Arcane Power vs. Strength + 3 (negated by Epoximise used on the broom and Inhaeresco used on the broom or wand). On success, the wand would fall to the ground. Can also pull a broom out from under an opponent, however, it is much harder. Arcane Power of the caster vs.Strength of the target + 5. This can also be negated by Epoximise and Inhaeresco.
    Critical Success: There is no movement loss when casting the spell.
    Critical Failure: You stopped moving on your broom.
    Note: Cannot be used on living objects. Can be prevented with Epoximise and Inhaeresco. May be countered by Finite Incantatem. This attack can only be cast at a target once per race. This attack can only be cast by a single player three times a race
    Revulsion Jinx [Attack] [Year 3 DADA] [Legal]
    Incantation: Relashio
    Range: 3 units
    Wisdom DC: 20
    Effect: Counter to the Gripping Charm. Ends the gripping charm with a contested arcane power check, +2 in favor of the caster of Relashio. Can also be used to make an opponent drop their wand or release themselves from their broom if Epoximise is not being used to hold the wand/broom in place. Disarming an opponent using this spell requires a roll of Arcane Power vs. Strength check, -1 for the target. Releasing an opponent's broom from them using this spell is Arcane Power vs. Strength check, -3 for the target.
    Critical Success: There is no critical success effect for this spell.
    Critical Failure: The caster drops their wand.
    Note: Can only be used on a target once per race. Can be cast by the same racer up to three times a race.
  • Potions have been revised to greater match the OOC effort required to brew them. Potions that previously had incorrect names have been changed, as well as replacing the
    Reducio
    1. Blood Replenishing Potion
      Causes the drinker's body to replenish lost blood
      • Legal Move
        Application: Ingestion
        Range: 1 Unit
        Effect: Bleeding is stopped. Heals the same amount that was lost each round since the bleeding occurred. Can heal over max health.
    2. Bruise Removal Paste
      Heals and soothes damage caused by blunt impact.
      • Legal Move
        Application: Contact
        Range: 3 Units
        Effect: Heals damage for 300 HP. Cannot bypass full health.
    3. Burn Healing Paste
      Heals and soothes damage caused by burns.
      • Legal Move
        Application: Contact
        Range: 3 Units
        Effect: Removes the effect of fire on the user. Heals for 200 HP. Cannot bypass full health.
    4. Essence of Dittany
      Speeds up the healing process of severe open wounds, slows down bleeding and closes wounds.
      • Legal Move
        Application: Contact
        Range: 3 Units
        Effect: Reduces all stat debuffs by 2 and stops bleeding
    5. Pepperup Potion
      Upon consuming this potion, the user is cured of most minor non-magical illnesses such as the common cold or influenza. Steam will emit from the drinker's ears.
      • Legal Move
        Application: Ingestion
        Range: 1 Unit
        Effect: Cures the effects of Steleus, Mucus ad Nauseam, and Slugulus Eructo. Heals for 200 HP. Cannot bypass full health.
    6. Murtlap Essence
      A basic healing potion that is used to treat minor cuts and abrasions. There is an analgesic effect as well as a healing effect. It will not prevent scarring but it will reduce the appearance of scars
      • Legal Move
        Application: Contact
        Range: 3 Units
        Effect: Reduces all stat debuffs by 1 caused by spells, environmental attackers and obstacles. Heals for (15 * stamina) HP each round for up to 3 rounds.
        Note: Abilities that cause stat debuffs (ex. Charmer) are not nullified.
    7. Reorganizer
      A potion that heals ruptured and damaged organ tissue.
      • Legal Move
        Application: Ingestion
        Range: 1 Unit
        Effect: Fully heals health. Removes all status ailments. Removes all stat debuffs caused by spells, environmental attackers and obstacles. Buffs all stats by 1 for the rest of the race.
        Note: Abilities that cause stat debuffs (ex. Charmer) are not nullified.
    8. Revive Potion
      This potion brings an unconscious player back to consciousness.
      • Legal Move
        Application: Ingestion
        Range: 1 Unit
        Effect: Brings someone back to consciousness. Revives them on 1 HP.
    9. Skele-Gro
      After ingestion the person will be bedridden for quite a while, depending on how severe their condition is, as the potion causes their bones to heal or regrow. The process of this is described as painful.
      • Legal Move
        Application: Ingestion
        Range: 1 Unit
        Effect: Heals broken bones. Heals for 400 HP. Cannot bypass full health.
    10. Star Grass Salve
      Soothes sores and wounds heals and counters lingering pain effects.
      • Legal Move
        Application: Ingestion
        Range: 1 Unit
        Effect: Heals all status ailments and debuffs experienced by spells, environmental attackers, and obstacles (ex. Malaclaw's bite, Steleus, fog, Cockatrice's slowness, etc.)
        Note: Abilities that cause stat debuffs (ex. Charmer) are not nullified.
    11. Wound Cleaning Potion
      Pouring this potion over a wound will clean out the wound.
      • Legal Move
        Application: Contact
        Range: 3 Units
        Effect: Removes topical (contact) poisons and its effects. Can remove the effects of Bundimun, Chizpurfles, and Swarm of Pigeons' poop. Prevents future effects for the rest of the race. Heals 300 HP.
    12. Antidote to Common Poisons
      Cures the drinker from the effects of all poisons except those specified as 'uncommon'.
      • Legal Move
        Application: Ingestion
        Range: 1 Unit
        Effect: Cures Chizpurfles, Mackled Malaclaw's bites and its effects. Prevents future effects for the rest of the race. Heals for 200 HP.
    13. Antidote to Uncommon Poisons
      Cures the drinker from the effects of all poisons specified as 'uncommon'.
      • Legal Move
        Application: Ingestion
        Range: 1 Unit
        Effect: Cures Doxy bites/stings and its effects, Swooping Evil's venom and its effects. Prevents future effects for the rest of the race. Heals for 200 HP.
  • All environmental attackers have been reformatted, along with many changes to their attacks and mechanics.
    Reducio
    1. Whomping Willow [Strength]
      Reducio
      The infamous Whomping Willow stands tall and strong, a formidable opponent for any racer. Its spindly branches and thick trunk allow for easy pickings of athletes, and make it an enduring challenge for races.

      Stats: EVA 7
      Attacks:
      - Bludgeon
      The Whomping Willow will attempt to attack every racer that passes it (with exceptions mentioned in NOTES). Racers must succeed an a DC 25 evasion roll to avoid the willow. On a failed roll, the racer takes 100 damage, and has a 25% chance of triggering the Grab attack.
      - Grab
      A racer can only be grabbed by the Whomping Willow if the Bludgeon attack triggers it. When grabbed, the tree will bash the racer against the ground for 100 damage until the racer can free themselves. Racers can escape the clutches of the willow once they succeed a strength check of 25.
      Notes:
      - Racing past the Whomping Willow at a Speed of 4 or more as well as not starting or ending your turn in the unit with the Whomping Willow and the Whomping Willow will not attack.
      - If set on fire, the tree will frenzy, doing double damage and attacking those passing twice with its Bludgeon attack.
    2. Boggart [Wisdom]
      Reducio
      These shape-shifting creatures take on the form of a racer's worst nightmare. A racer with a calm mind will prove unappealing to the amortal boggart, but if you find yourself panicking, watch out. you might find your worst fear feeding on your terror.

      Stats: N/A
      Attacks:
      - Frozen in Fear
      The Boggart will attempt to attack each racer that passes it until the Worst Nightmare attack is triggered. Racers must succeed a wisdom roll of 25 to avoid this attack. If failed, the racer is under the FEAR effect, suffers a -2 to both wisdom and accuracy until the effect is lifted, and any additional movement is halted for the rest of the round.
      The following round, the Worst Nightmare attack is triggered.
      - Worst Nightmare
      This attack is only triggered once a racer has already experienced the attack Frozen in Fear. The racer under the FEAR effect flies backward 2 units. The Boggart chases the racer, moving through the same units as them at the same speed.
      The racer may take other actions while under the FEAR effect, but can not cast spells other than Riddikulus. Taking additional actions will not half the racer's speed while under the FEAR effect, they will always fly backwards 2 units. Obstacles, weather, and environmental attackers are not rolled when flying backwards.
      The FEAR effect is ended when one of the following criteria is met:
      - The racer succeeds a wisdom roll of 25, rolled at the end of the round
      - A successful cast of the Riddikulus spell
      - 3 rounds have passed where the user has been under the FEAR effect
      No matter how the FEAR effect ends, the Boggart will remain in whatever unit it is in, and racers are once again vulnerable to the Frozen in Fear attack.
      Notes:
      - The Boggart's location is not made public until triggered, but its presence must be clearly stated at the beginning of a race. The location of the Boggart differs from race to race, even in the same season. For transparency, the location of the Boggart is shared by each moderator to either a Head of House or the Flying Professor.
      - If multiple racers enter the unit with the Boggart at the same time and both fail the wisdom roll for Worst Nightmare, the target is determined at random between them.
      - The Riddikulus spell serves as a counter for the FEAR effect. Casting it will end whatever attack the Boggart is making to the current target. At the beginning of the next round, all other racers are once again vulnerable to the Frozen in Fear attack.
      - A racer can not be targeted by the Boggart twice in a row.
      - Those with the ability fearless are immune to all Boggart attacks.
    3. Vampyr Mosp [Evasion]
      Reducio
      Vampyr Mosps, large insects with incredible speed, inhabit open fields and wooded areas. The nasty buggers are agitated by the presence of lights, flowers, and disturbances in their habitat.

      Stats: STA 5 | ACC 10
      Attacks:
      - Sting
      This attack is triggered if a racer does any of the following within 8 units of the Vampyr Mosp:
      - Is caught in the Vines obstacle
      - Is KOB in a unit with Trees
      - Casts the Herbivicus or Orchideous charm
      - Casts Lumos
      Once triggered, the Vampyr Mosp flies toward the unit where the trigger occurred.
      The Vampyr Mosp will attempt to sting every racer it passes as it flies to the unit where the attack was triggered. Racers must succeed on a DC 25 evasion roll to avoid the attack. On a failed roll, the racer takes 100 damage.
      If the Vampyr Mosp reaches the unit where the trigger occurred, it will automatically attack the racer who triggered the attack, no roll required.
      Once the Vampyr Mosp successfully Stings a racer, it remains in its current unit until the Sting attack is triggered again.
      Notes:
      - If two racers in the same unit fail against the Sting attack, the target is chosen at random. All racers in a unit must be rolled for before determining the target of the attack.
      - If the Vampyr Mosp reaches the unit where the trigger occurred, it will not attack anyone other than the racer who triggered the Stingattack.
    4. Bundimun [Wisdom] [Evasion]
      Reducio
      Bundimun blend in with their surroundings, resembling harmless green fungus or moss more than a dangerous plant. The secretions of the Bundimun are extremely acidic and can rot building structures, and a large enough infestation could cause a building to collapse. Perfectly safe for racing!

      Stats: N/A
      Attacks:
      - Spit
      The Bundimun will attempt to attack every racer that passes it. Racers must succeed a DC 20 Wisdom roll to notice the Bundimun. On a success, the racer rolls with advantage (rolling twice and taking the higher roll) on the following Evasion roll.
      Racers must also succeed on a DC 25 Evasion roll to avoid the attack. On a failed roll, the racer takes 50 damage. They also suffer from the corrosive effect, and will take 50 damage per round for the following 6 rounds. The corrosive effect can be ended early with a successful cast of Scourgify, Aguamenti, or Tergeo, or by passing through a Waterfall obstacle.
      Notes:
      - Casting Scourgify on the Bundimun will remove it for the remainder of the race.
    5. Chizpurfle Colony [Arcane Power]
      Reducio
      These small parasites pass as simple crabs on first glance. But beware, these fanged creatures are attracted to magic, cauldrons and spells, and would like to eat your wand for lunch. Chizpurfle Colonies take up 2 adjoining units.

      Stats: EVA 7
      Attacks:
      - Eat
      Chizpurfle Colonies will attempt to attack every racer that casts a spell in one of their units. If a racer casts a spell in a Chizpurfle Colony unit, no matter the outcome of the spell, they must make an Arcane Power roll. If the result is higher than 25, the Chizpurfle Colony will attack the racer's wand, gnawing away at the wood. As a result, the affected racer is unable to cast spells for the following 2 rounds as they remove the parasites from their wand.
      Notes:
      - The Chizpurfle Colony attacker takes up 2 adjoining units.
      - Racers with auto-evasion will roll their auto-evasion chance against the Eat attack.
      - Casting Scourgify or Tergeo on the colony can remove 1 unit of the Chizpurfle Colony.
    6. Cockatrice [Wisdom] [Evasion]
      Reducio
      A serpentine creature with the wings of a dragon and the head of a rooster. With a chilling gaze and a fiery breath weapon, this funny looking creature is no laughing matter.

      Stats: STA 12
      Attacks:
      - Stare Down
      The Cockatrice will attempt to Stare Down every racer that passes it. Racers roll Wisdom.
      On a roll over 25, the racer is not targeted by the Stare Down attack, however, they trigger the Fire Breath attack.
      On a roll under 25, the racer looks into the eyes of the Cockatrice. The paralyzing gaze of the creature causes the racer to automatically fail the next obstacle. The racer also suffers the SLOWNESS effect, giving them -2 Accuracy, -2 Evasion, and -4 strength for the remainder of the current round, as well as the following 2 rounds. The effect can be ended early with a successful casting of Reparifors.
      - Fire Breath
      This attack is triggered by a Wisdom roll of 25 or greater in the Stare Down attack. Racers must succeed an a DC 25 evasion roll to avoid the fire. On a failed roll, the racer takes 125 damage, and suffers the SEAR effect for the remainder of the race. The SEAR effect causes the racer to take 10% more damage from any attack, obstacle, etc. This stacks with any other damage debuff the racer is under. The effect can be ended with a successful casting of Reparifors.
      Notes:
      - Racers already affected by the Obscuro Charm are immune to the attacks of the Cockatrice.
      - Both the SLOWNESS and SEAR effects can be ended early with a successful cast of Reparifors.
    7. Doxies [Wisdom] [Evasion]
      Reducio
      Often mistaken for fairies, these pests are a menace to wizards everywhere. They travel in swarms of 3. With sharp teeth, bulging eyes and a layer of black hair, the nicknamed "Biting Fairy" thinks you look like a tasty snack.

      Stats: STA 1 | EVA 9
      Attacks:
      - Bite
      Doxies will attempt to attack every racer that passes them. Racers must succeed a DC 20 Evasion roll per Doxy. On each failed roll, the racer takes 25 damage and suffers a stacking -1 Stamina. This requires a re-calculation of the racer's maximum health. If a racer's stamina equals 0, or the new maximum health is lower than the racer's remaining health, they are rendered unconscious.
      Notes:
      - If multiple racers enter a unit with Doxies at the same time, and both fail the roll for the Bite attack, the target is determined at random between them.
      - The effects of Bite can be removed with a successful cast of Episkey.
      - 1 Doxy can be removed from the race with a successful cast of the Knockback Jinx. Racers have advantage on the Accuracy roll to attack a Doxy with this spell.
      - Racers can only target one Doxy at a time unless they have the Spell Spread ability.
      - Removing or immobilizing a Doxy will lower all Doxy DCs by 3 per Doxy taken out.
    8. Fire-Breathing Chicken [Evasion]
      Reducio
      Fire-breathing chickens are a magical breed of chicken that possess the ability to breathe fire, very similar to dragons. Maybe not ideal for nuggets.

      Stats: N/A
      Attacks:
      - Fire Breath
      The Fire-Breathing Chicken will attempt to attack every racer that casts a spell in its unit. Racers must succeed a DC 20 Evasion roll to avoid the attack. On a failed roll, racers take 200 damage, and have a 30% chance of being set on fire. If caught on fire, racers take 100 damage every round until they are extinguished with Extinguo, Aguamenti or pass through a Waterfall.
    9. Glow Bugs
      Reducio
      These small, luminescent, magical worms are sometimes found in lightbulbs. They are not harmful. They can occasionally be found in wooded areas, and make their surroundings a bit brighter.

      Stats: N/A
      Attacks:
      - Light Support
      In units where Glow Bugs are present, the DC check for that obstacle are bumped down a challenge level. For example, a medium challenge obstacle will now have a DC check of an easy challenge. This only works for medium, hard, and near-impossible challenges.
      Note:
      - If a spell is cast in that unit, the Glow Bugs will die, and the DC will no longer be lowered.
    10. Swooping Evil [Evasion]
      Reducio
      Living in wooded areas, the Swooping Evil appears to be an extremely large butterfly with a wolf-like skull instead of an ordinary head. It shrinks into a green, spiny cocoon but hides spiked wings in this form. It is lethal in both forms and it is an encephalophage — it feeds on people's brains.

      Stats: STA 8 | EVA 10 | ACC 10
      Attacks:
      - Spiky Wings
      If the racer fails at least 1 tree, the Swooping Evil uses its Spiky Wings to cause the racer to bleed, causing the racer to lose the same amount of damage taken by the tree obstacle at the beginning of every round. Bleeding can be nullified with the Ferula charm. If the racer fails more than one tree, they also trigger the Bite attack.
      - Bite
      For each additional tree (above 1) that a racer fails, the Swooping Evil will attempt to bite (ACC vs EVA) when provoked, and the venom from the bite leaves the racer foggy-headed. The bite does 25 HP damage, and gives the racer 10% chance to fly in the wrong direction for the duration of the race. This can stack. There is also a 50% non-stackable damage reduction on spells. Damage from physical attacks (such as projectiles) are not reduced.
      Notes:
      - If there is any damage reduction due to abilities or other effects (e.g. Terrible Presence), the higher reduction overrides all the others; only one percentage used for reduction.
    11. Wrackspurts [Wisdom]
      Reducio
      Wrackspurts are invisible creatures that float in through your ears and make your brain go fuzzy. If caught by these creatures, you are likely to experience some mild forgetfulness the next day.

      Stats: N/A
      Attacks:
      - Fuzzy Brained
      Wrackspurts will attempt to attack every racer that passes through their unit. Racers must succeed a DC 20 Wisdom roll to notice these creatures. On a success, racers are able to [passively] swat away the Wrackspurts, suffering no effect. On a failed roll, the Wrackspurts are not noticed, and the racer suffers a 10% chance to auto-fail all spell Wisdom rolls for the duration of the race. This does not stack.
    12. Giant Squid [Evasion] [Strength]
      Reducio
      A large Herman creature that lurks beneath the surface of the Great Lake. While it is often described as one of the most dangerous creatures on Hogwarts grounds, it's actually partially domesticated. And so, of course, we enrage it for broom racing purposes.

      Stats STA 20 | EVA 10 | STR 15 | ACC 10
      Attacks
      - Grab
      The Giant Squid will attempt to attack the first four racers that pass either of its units every round. , grabbing them with its tentacles and attempting to pull them into the water. Racers must succeed an a DC 25 evasion roll to avoid the squid. On a failed roll, the racer is grabbed by the squid and triggers the Sucker Punch attack the following round.
      - Sucker Punch
      This attack is only triggered if a racer has experienced the attack Grab the previous round. The racer may not take any actions other than the Escape Attacker action. When taking this action, racers must succeed a Strength roll of 15 to escape the slippery grasp of the tentacles. On a success, they have escaped, and are able to fly at half speed if one was declared in their action. On a failed roll, the racer is dragged into the water and has to spend the rest of the round swimming back to shore with their broom.
      Notes:
      - The Giant Squid can not actively attack more than 4 racers at a time. Once the squid is occupied with 4 players, any new racer entering its units can pass by undisturbed.
      - The Squid can be immobilized, frozen, or attacked with the following spells. However, once the spell's effects are over, the Giant Squid becomes aggravated and is able to attack 8 racers instead of 4.
      Reducio
      Shrinking Charm DC 12, Range: 3 units
      Caster ACC (+2) vs. Squid EVA
      If hit, the squid gains +2 Evasion, and the Sucker Punch Strength DC is reduced by 2. The squid can be hit with this spell or the engorgement charm a maximum of eight times (one per tentacle).
      Engorgement Charm DC 15, Range: 3 units
      Caster ACC (+2) vs. Squid EVA
      If hit, the squid gains +2 Strength, and the Grab Evasion DC is reduced by 2. The squid can be hit with this spell or the engorgement charm a maximum of eight times (one per tentacle).
      Slowing Charm WDC 15, Range: 4 units
      Caster ACC vs. Squid EVA
      If hit, the the Grab Evasion DC is reduced by 2.
      Freezing Spell WDC 15, Range: 3 units
      Caster ACC vs. Squid EVA
      If hit, the squid suffers damage (10*ARC) for the following three rounds. It also has a 10% chance of failing all Grab attacks for the following three rounds.
      Wind Jinx WDC 13, Range: 5 units
      Caster ARC vs. Squid STR
      If hit, all the squid's tentacles are pushed into the water for that round. Any player can fly through safely without an evasion check. However, any players currently caught in those tentacles will fall into the water and must spend the next round swimming to shore to return to their broom.
    13. Pixies [Evasion] [Strength]
      Reducio
      Pixies are similar to Doxies but revel in mischief instead of pain. They tend to travel in groups of five to ten. For every 5 pixies, 1 racer is targeted. Unless you've got some mighty grip, you're going to lose something against these pests.

      Stats: STA 5 | EVA 15
      Attacks:
      - Pesky
      Pixies will attempt to attack every racer that passes them. For each racer that passes through a unit with Pixies, they will either attempt the Wand Grab or Broom Grab attack, decided at random.
      - Wand Grab
      Triggered when rolled by the Pesky attack. The swarm of Pixies will attempt to snatch your wand from your grip. Racers must succeed a DC 15 Evasion roll. On a failed roll, their wand is taken, and they are unable to cast spells (with the exception of racers with Wandless Magic). To get it back, racers must take the action Retrieve wand.
      - Broom Grab
      Triggered when rolled by the Pesky attack. The swarm of pixies will attempt to snatch your broom from under you. Racers must succeed a DC 15 Strength roll. On a failed roll, the racer's broom has been taken, and they are KOB. To continue flying, racers must take the action Remount.
      Notes:
      - 1 Pixie can be immobilized for two rounds with a successful cast of the Freezing Charm.
      - 1 Pixie can be removed from the race with a successful cast of the Knockback Jinx.
      - Racers can only target one Pixie at a time unless they have the Spell Spread ability.
      - Removing or immobilizing a Pixie will lower all Pixie DCs by 3 per pixie taken out.
    14. Mackled Malaclaw [Wisdom] [Evasion]
      Reducio
      Generally found along the coastlines in Europe, Mackled Malaclaws resemble lobsters. They have light grey skin with green spots, are about a foot in length, and are generally non-violent. However, Malaclaws will bite any intruders that disturb their habitat, and their bite makes their victims incredibly unlucky.

      Stats: N/A
      Attacks:
      - Malaluck Bite
      The Mackled Malacla will attempt to attack every racer that passes it. Racers must succeed a DC 15 Wisdom roll. On a failure, the Malaclaw is disturbed, and will attempt to bite. Racers must then succeed a DC 20 Evasion roll. On a failure, the player is bitten, and has a non-stacking 25% auto-fail chance for every roll for the remainder of the race.
    15. Ashwinder Eggs [Wisdom] [Evasion]
      Reducio
      Ashwinders are snake-like creatures that lay dangerous eggs. These eggs resemble large embers, and will burst into flame at the slightest breeze if not frozen. A slight breeze caused by a zooming racer, one might day.

      Stats: N/A
      Attacks:
      - Burn
      This attack is triggered the first time a racer enters a unit with Ashwinder Eggs. Racers must succeed a DC 20 Wisdom roll. On a success, the racer is able to nullify the effect of the eggs. If the racer has the Snowflake-Creating Spell in their trunk and is able to cast spells, they passively and automatically successfully cast the spell. On a failed roll, the unit is set on fire, and every racer who passes through this unit (including the racer who triggered the attack) takes 200 damage.
      Notes:
      - If the racer is unable to cast the Snowflake-Creating Spellspell, their roll is automatically a failure.
      - A unit on fire can be put out with a successful cast of Aguamenti or Extinguo.
    16. Swarm of Pigeons [Evasion]
      Reducio
      Although more commonly found in big cities, a flock of pigeons has taken up residence at Hogwarts. Hopefully what they say about being pooped on by a bird is good luck is true.

      Stats: N/A
      Attacks:
      - Pooped
      The Swarm of Pigeons will attempt to attack every player that passes through their unit. The Swarm of Pigeons can successfully attack no more than two players per round. Racers must succeed on a DC 18 Evasion roll. On a failure, the pidgeons become distressed, and will poop on the racer. One of the two effects will be chosen at random:
      - Eyes: The poop gets into the racer's eyes, giving them disadvantage on all accuracy, evasion, and wisdom rolls until it is removed.
      - Body: The racer's body is splattered with poop, and they take 50 damage. Additionally, their teammates are so grossed out, that they are not able to help this player through any actions, and will not receive help from this player through actions (Help Ally With Obstacle, Alley-Oop, Support spells, etc), until the poop is removed.
      Notes:
      - The poop can be removed by a successful cast of Scourgify, Aguamenti, or by flying through a waterfall.
      - If more than 2 racers enter the unit with the Swarm of Pigeons at the same time and all fail the Evasion roll for Poopy, the target is determined at random between them.
  • Blatching has been clarified on several points.
    Reducio
    Blatching: This is a move where the racer attempts to collide with an opponent. Anyone who you share a unit with or pass during this turn is considered a valid target, be it before or after movement.
    • The Math: Accuracy of the blatcher versus Evasion of the target. On a success, the target takes damage (Current Speed x 25). If the blatcher passes a strength roll of 30, then the target takes double fall damage (Current Speed x 50).
    Note:
    - Broom of the blatcher only flies half the distance.
    - Blatching is rolled by the moderator with other attacks before movement is rolled, but the blatch attempt is considered to be in the farthest unit both parties share during the round (Where the blatch occurs is to consider where players would be at the end of the round if the blatch had not occurred. The farthest unit that both parties reach is the unit of the blatch.).
  • Evasive Maneuvers is clarified to be rolled on anything targeting the player or requiring an evasion roll.
    Reducio
    Evasive Maneuvers - 10% auto-evasion chance that anything targets this player automatically misses. Spells, actions, and obstacles that require the racer to make an evasion roll apply.
  • Terrible Presence is clarified to include what actions the 10% auto-miss affects. Terrible Presence has been clarified that it does not affect wisdom rolls.
    Reducio
    Terrible Presence - All other players receive a +1 critical failure chance on spells, 10% auto-miss chance on anything where they target another player (not including the Wisdom rolls for casting spells), and a -10% reduction on damage dealt.
  • Anything that has the phrase "for the next X rounds" includes the current round. If a spell is cast in Round 2 and affects the target for 3 rounds, it affects the target for Rounds 2, 3, and 4.
  • Large portions of the rules thread have been re-formatted to be easier to comprehend.
  • A new action, Remount, has been added.
    Reducio
    Remount: Retrieve and remount your broom if you have been knocked off [KOB]. You cannot also fly in the same round, it takes your whole round to find and remount the broom.
Announcement: There is an upcoming change to the Broom Racing player requirements. As of August 1, all players on broom racing teams or waitlists must have a minimum of 2 spells from the broom racing system in their trunk.

Current players on the teams and waitlists will remain as they are until the end of the school year. However, if you still do not have any spells in your trunk as of August 1, you will be removed from the roster.

Della from Paddington
stamina 6 | evasion 13 | strength 3 | wisdom 9 | arcane power 5 | accuracy 10
Parselmouth | Evasive Maneuvers

Yesterday, 23:55
Sitewide Announcements and General Updates
Index Clean-up


It is about that time of the year: Index Clean-up. The index clean-up is where we perform a site-0wide activity check and make sure that every Index registered user has posted on site within the past 6 months. This is a lot more lenient than our sport activity expectations and like with sports you can post anywhere on site and it will count towards activity. Talking on discord does not count towards your activity requirement no matter how talkative you re or how much time you spend in voice chat.

Being registered in Index is required for graduation to the next year. If you are not registered in Index at the time of graduation, you will remain in your present year. Further, registration is required to be a part of sport teams and to join events.

The Index Clearing will be happening in early June and takes us several days to accomplish. Graduation will be taking place in July.

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