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18 Oct 2021, 18:37
Duelling System
DUELLING
This thread contains all you need to know about the Duelling system and Championship. For further questions, feel free to reach out to any Duelling Captain or Co-Captain. Please refer to the Sports in Hogwarts.io thread for an overview on playing a sport.

This is the "Game Master" account. Please do not owl this account, unless specified. This account is not moderated actively and therefore, you may not receive a response.

Contact a Head of House or the Headmaster if you need anything.

18 Oct 2021, 18:37
Duelling System
DUELLING MECHANICS
1. Stats in Duels
Each of the six stats that a player has (Stamina, Evasion, Strength, Wisdom, Arcane Power, and Accuracy), has a certain effect on a duel. These effects are summarised below.

Each stat can also be temporarily influenced by certain abilities, spells, or actions, during the duel.
Reducio
Stamina
  • This stat determines a player's durability.
  • In duels, this will determine Health of a combatant. Player's Stamina × 100 is the max Health points in a duel.

Evasion
  • The stat determines a player's ability to physically react and move quickly.
  • In duels, this will determine a combatants chance to dodge an incoming spell (1d20+Evasion).
  • Your points in Evasion will also determine how high your bonus will be if you choose to actively Dodge (see Action Selection).

Strength
  • This stat determines a player's physical ability to hold or lift.
  • This stat is unlikely to be used in duels as the rules don't allow any physical contact between duellers.
  • Certain spell's effects may affect player's Strength and the stat can also be used to overcome certain spells' effects (e.g. Full Body-Bind Curse).

Wisdom
  • This stat determines a player's skill at spell casting, accounting for things like correct incantation and wand movement in a duel.
  • This will determine whether the player casts the spell automatically (without the roll) or would need a Wisdom Check to determine the success of the cast (see Casting a Spell below).

Arcane Power
  • This stat is a measurement of magical potency.
  • This will determine how much damage the player's spell will deal and will also influence the power of certain spells' effects.
  • The use of this stat is specified in each spell's description.

Accuracy
  • This stat will determine a spell’s chance to make contact with an opponent.
  • In duels, this will determine a combatants chance to land a successful hit onto the intended opponent (1d20+Accuracy).
2. How a Duel Works
  • A duel is a contest between two teams with three members each.
  • A duel is moderated in rounds.
  • During each round, a player has two duties:
    1. Post in their duel within the deadline (50 words minimum).
    2. Choose their action for the round and owl it to their moderator within the deadline. The action will be used by the moderator together with the players' stats, race, and abilities, to determine the round's outcome.
  • Duels have no turn order or initiative. All spells are treated as if they are performed at the same time and hit/miss at the same time.
  • After each round, the round's outcome will be posted in a moderation post, which sets the beginning of the next round.
  • The duel ends when 8 rounds have passed or both players of one team are unconscious. A player is unconscious when their health is 0.
    Note: If a duel ends with the 8 round limit, the winner is determined by higher total health percentage, meaning that the remaining percentage of each team's total health pool is calculated and compared.
    Note 2: If a round ends with all players of both teams unconscious, the duel ends in a draw.
    Note 3: If the health percentages of both teams are exactly the same at the end of a duel, the duel ends in a draw.
3. Action Selection
Duelling offers a player three main actions they can choose from each round:
  1. Cast a Spell: To cast a spell, the player has to state a spell from the allowed Duelling Spell list (and possibly target) as their attempted action.
    Reducio

    — If a player decides to cast a spell, they will state the spell (and possibly target) as their attempted action.
    — Each spell has a set Wisdom Difficulty Check (WDC).
    — Otherwise, a Wisdom Check is performed to determine the success of the cast (1d20 + player's Wisdom).
    — If the final result is equal or higher than the spell's WDC, the spell is successfully cast, otherwise it fails and has no effect.

    Critical Success and Critical Failure:
    — If the 1d20 roll (without added stat) is in the player's Critical Failure Range, the cast fails, and the spell's Critical Failure effect (if specified) takes place. This range is by default only 1, but can be increased or decreased by certain races, abilities, or spells.
    — If the 1d20 roll (without added stat) is in the player's Critical Success Range, the spell's Critical Success effect (if specified) takes place. This range is by default only 20, but can be increased or decreased by certain races, abilities, or spell effects.
  2. Dodge: Choosing this action means the player actively tries to evade incoming attacks.
    Reducio
    If a player selects Dodge as their action, then 5 + 25% of the player's Evasion will be added to the Evasion roll.
    Example
    - Player's Evasion: 8
    - Dodge Bonus: 5 + 8 × 0.25 = 5 + 2 = 7
    - Final Evasion: 8 + 7 = 15
  3. Body-Block: With this action, a player can attempt to block spells targeted at their ally by physically blocking the way. If successful, the player will suffer the spell's effect instead.
    Reducio
    If a player chooses this action, for any spell cast at their ally in this round, the normal Hit/Miss 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.

Some actions can only be taken under certain circumstances:
  • Search for Wand: If a player has been disarmed, they will need to actively look for their wand to get it back.
    Reducio
    • If a player is Disarmed, they have to choose Search for Wand as their action to retrieve the wand.
    • They will get a bonus to their Evasion rolls while performing this action, equivalent to half of the Dodge Bonus (after rounding of the bonus), rounded.
    • The ally of the disarmed person can also choose Search for Wand and reduce the number of rounds as well
  • Remove Blindfold: If a player is blindfolded, they will need to actively take the blindfold off to remove it.
    Reducio
    • If a person is Blindfolded, this action can be taken either by the blindfolded person or their ally.
    • In case of a critically successful Blindfolding Spell, a successful Strength Check is required to take off the blindfold. This check is performed for each person trying to remove the blindfold.
  • Extinguish Fire: If a player is suffering from an 'Aflame' effect, they can choose to physically put out the flames.
    Reducio
    • If a person is Aflame, this action can be taken either by the person on fire or their ally.
    • The Aflame effect is removed before it deals damage, instead the person putting out the flames will suffer 25 HP damage.
    • In case the player suffers from several Aflame effects, each player can only put out one Aflame effect with their action.
  • Get Up: If a player has been Knocked down, they will need to use an action to get up before they can perform any other action.
    Reducio
    • If a player is Knocked Down, they have to choose the Get Up action to re-join the duel.
    • Unlike with the Full Body-Bind Curse, the Knocked Down person can be a target of spells and will perform Accuracy vs Evasion checks if targeted.
    • If a person was Knocked Down while being Levitated, the levitation will stop (with all the consequences) and the person will still be Knocked Down from the next round.
    • They will get a bonus to their Evasion rolls while performing this action, equivalent to half of the Dodge Bonus (after rounding of the bonus), rounded.
  • Maintain Spell: Some spells require maintaining to continue their effect.
    Reducio
    • If in a previous round the player has cast a spell that requires maintaining, this will be their action.
    • They cannot choose another action while maintaining a spell. Choosing a different action means that the spell ends automatically with this round.
    • As long as the spell is successfully maintained, its effect continues.
  • Break Free: Certain spells require this action to be taken in order to perform Strength Check.
    Reducio
    • If a player is bound by a spell and the spell has Strength Check, the player has to choose Break Free action in order to attempt breaking free.
4. Round Phases and Rolling Order
To determine the outcome of a round, the moderator performs rolls in a certain order, based on the chosen actions, abilities, and stats of the players.

A round is divided into several phases, each containing some rolls to determine what happens. In case an Auto-Fail / Auto-Hit / Auto-Miss / Auto-Dodge roll succeeds for a certain spell, all following rolls for this spell are skipped.
1. Spell Success

For each player choosing to cast a spell, the moderator determines whether the cast is successful in the following order:
  1. Auto-Fail Roll (If applicable: See Auto-Fail)
  2. Wisdom Check: See Action Selection: Cast a Spell
  3. Auto-Split Roll (if applicable: See Auto-Split; happens after application of Spell Spread)
Auto-Fail, Auto-Split
Reducio
Auto-Fail:
Some abilities can cause spells to fail before the Wisdom roll, see Dhampir and Wandmaker. If an Auto-Fail roll is successful, all following rolls for this spell are skipped and the spell fails. Most Auto-Fail chances stack additively but cannot break the 20% cap on Auto-Fail. An exception are fail chances caused by AFCs, which are rolled separately.

Auto-Fail Counter:
Some abilities and spells have Auto-Fail Counters (AFC) attached, which also can also cause an Auto-Fail roll to be performed for the spell or ability. This roll is performed separately from other Auto-Fail rolls and can be higher than 20%.
Reducio
  • The Auto-Fail counter is an entity attached to a certain ability or a spell. This is a counter-mechanics to spamming of overpowered abilities and spells to make the duels more diverse.
  • If such an ability or a spell is used, a certain number of Auto-Fail Counters (AFC) are added (Defined in the spell or ability description).
  • If such an ability or a spell is not used, a certain number of AFC are removed (Defined in the spell or ability description).
  • If such an ability or a spell is used with an AFC on it, an Auto-Fail roll is performed.
  • For each AFC, spells and abilities have 10% chance for auto-failing.
  • Each ability or spell has separate AFC addition and removal rules which are only influenced by the usage of this same ability or spell and not any others.
Currently affected abilities:
  • Spell Spread
Currently affected spells:
  • Protego


Auto-Split:
Some spells may automatically split to target several players. In this case, an Auto-Split roll is performed, see Wind Jinx and Cracker Jinx. If successful, the spell splits and targets another player. For the Targeting and Accuracy phase, the split spells are treated as separate entities, and need separate rolls.
2. Targeting and Accuracy


2.1 Targeted Spells

For each successfully cast spell, the moderator determines whether the spell hits its target. Explanations on how the rolls are used to determine this can be found in the Reducio below. The rolls happen in the following order:
  1. Auto-Redirection Roll (if applicable, see below)
  2. Auto-Miss / Auto-Hit / Auto-Dodge Roll (if applicable, see below)
  3. Accuracy Check
  4. Critical Miss Redirection Roll (if applicable)
  5. Body-Block Accuracy Check (if applicable: See Action Selection: Body-Block)
  6. Evasion Check
How to determine whether a spell hits based on the rolls above:
Reducio
If an Auto-Miss / Auto-Hit / Auto-Dodge Roll was successful, the spell hits or misses accordingly. Otherwise:

Accuracy vs Evasion:
  • If the caster's Accuracy Check is higher than the target's Evasion, the spell hits.
  • If the caster's Accuracy is lower than the target's Evasion, the spell misses.
  • If the resulting Accuracy is equal to the resulting Evasion, the spell hits, but its effects are impaired. These impaired effects are specified in each spell's description.
Example
Player 1 (7 Accuracy) casts at Player 2 (5 Evasion)
Player 1 Accuracy Check: (1d20: 5) + 7 = 12
Player 2 Evasion Check: (1d20: 4) + 5 = 9
12 > 9 → Spell hits!
  • If the Accuracy is affected by spell effects, halving a stat takes priority over applying (de)buffs.
  • If the Evasion is affected by spell effects, halving a stat takes priority over applying (de)buffs.
Example:
Player 1 (10 Acc) has halved & -4 Acc
10 / 2 - 4 = 1

Player 2 (10 Acc) has halved & +2 Acc
10 / 2 + 2 = 7
Critical Miss:
  • If the Accuracy roll (without the added Accuracy stat) is 1, the attack is considered a Critical Miss.
  • Critical Miss means that the caster missed the intended target completely and the spell is redirected to a random target (opponent or ally, excluding the caster and the original target).
  • For the caster, a new d20 will be rolled but the Accuracy stat will not be added to it.
  • The new target rolls for Evasion and the result is compared to the result of the new Accuracy roll.
  • If there are no players left besides the caster and the original target, the Critical Miss is discarded.

Auto-Redirection, Auto-Miss, Auto-Hit, Auto-Dodge
Reducio
Auto-Redirection: Some abilities can cause spells to target a different player than intended, see Part-Veela. If this roll is successful, the rest of the rolls are performed as normal, but with a new target.

Auto-Miss: Some abilities can cause spells to automatically miss their target, see Terrible Presence and Wandmaker.

Auto-Hit: Some abilities can cause spells to automatically hit their target, see Calming Presence, Seer, and Wandmaker.

Auto-Dodge: Some abilities can cause players to automatically dodge spells targeted at them, see Evasive Maneuvers, Seer, and Wandmaker.

Interactions:
• If the caster has auto-hit and either auto-miss or their target has auto-dodge, only the roll with the higher chance is performed with a success chance defined by the difference between the two. If the chances are equal, neither roll is performed.
• Example: Caster has 10% auto-hit chance, the wand holder has 5% auto-dodge chance. 10 - 5 = 5, so an auto-hit roll (1d20) with 5% success chance (roll 20) is performed.


2.2 Non-targeted Spells

Some spells such as some Counter, Support, or Utility spells do not require targeting, and will therefore skip the Targeting and Accuracy phase. These spells are marked in the list of Duelling Spells as Non-Targeted. Sometimes these spells still require target selection, so the tags Direct or Indirect will define whether the target selection is required for the spell or not.
3. Spell Effects

If a spell hits or does not require targeting, its effects need to be resolved in the following order.


3.1 Healing Calculation


If a spell with Healing effect was cast, the healing is calculated and applied to the player's health.

This happens before any damage calculation. Healing cannot save you from direct or effect damage.

3.2 Spell Damage Calculation


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


Note: A player's health cannot fall below 0. If a spell does more damage than the player's remaining health, their health will simply be set to 0.

3.3 Counter-Spells Effects

If a Counter-Spell was cast, it may take effect the same round (if not specified otherwise).
  • If effects with damage are removed, this happens before the effect deals damage.
  • If buffs or debuffs are removed, this happens after casting, targeting, and calculation of spell damage and healing.
Some spells such as Protego and Lubricus already take effect during the Targeting phase. If this is the case, it is specified in the spell's description under Duration.

The results of some conditional actions (Extinguish Fire, Remove Blindfold, Get Up, Search for Wand) also take effect now.


3.4 Effects Damage Application

If there are effects that deal damage from previous rounds that were not nullified/removed in this round, their damage is applied.

This does not hold for effects from most spells that were only cast in this round (unless specified otherwise), for example a new Aflame effect will only start doing damage during the next round.


3.5 Duration Roll and Application of New Effects

If a spell hits and it has effects, those effects need to be applied.

Rolls:
  1. Duration Roll (if applicable: Specified in each spell's description)
Assign effect to the target:
  • Most spell effects will only go into effect in the next round (i.e. rounds are counted starting from the next round), with exception of Counter spells.
  • The duration of the effect will decrement by 1 each round the effect was applied to the target.
  • If the player has a stacking debuff, which affects a stat, that debuff can only bring the stat to 0. The debuff is not deducted from the final value but from the stat alone.
    Reducio
    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.
5. Conditions in Duelling
There are certain conditions that can be passively applied to a duellist, that will change how they are effected by certain spells:
  • Wet:
    Reducio
    • -20% damage done from fire spells.
    • +20% damage done from lightning spells.
    • the condition is permanent until removed by 'Hot Air Charm'.
  • Sick
    Reducio
    • This condition has equal duration with the spells that applied it.
    • The duration of this condition affects remaining rounds of the Bat-Bogey Hex.
  • Frozen
    Reducio
    • –20 HP each round.
    • Fire spells deal 20% more damage, but will remove 'Frozen' effect.
    • Cannot actively dodge.
Last edited by Meenauh Silmataurea on 15 Feb 2024, 19:33, edited 2 times in total. Reason: patched the rules

18 Oct 2021, 18:38
Duelling System
BEING A DUELLIST
1. Joining the Team
Joining a duelling team is easy: In each House's Common Room, there is a sign-up thread which is always open (Gryffindor, Hufflepuff, Ravenclaw, Slytherin). You can simply fill out the form in this thread.

To join the team, you have to fill the following requirements:
  • You have to be registered in the official Index. This is so you have valid stats that we can use for the duels. You can find more information on how to register here and here.
  • You need to have at least 2 duelling spells in your trunk, at least one of which must be labelled [Attack]. You can find the official list of allowed spells here.
Each House team consists of 12 players. This is a permanent position which you can keep until you choose to resign or are removed for inactivity (see Activity Requirements).

If there is no free spot on the team at the time you sign up, you will be placed on the waitlist. New players are added to the team by the first come, first serve principle, in order of signing up. Note that even while on the waitlist, you are expected to fill the prerequisites and activity requirements.
2. How to Play
While you are on your House team, you will get to participate in duels. A duel is a contest between two teams with three members each, and is moderated in rounds by one of the 12 team captains.

During each round, a player has two duties:
  1. Post in their duel within the deadline (50 words minimum).
  2. Choose their action for the round and owl it to their moderator within the deadline. The action will be used by the moderator together with the players' stats, race, and abilities, to determine the round's outcome.
Each round's outcome will be summarised by the duel's moderator in a moderation post. You can find more information on how a duel works under Duelling Mechanics.

Note: Your actions are sent to the moderator in secret, so that the other team does not know your strategy. Therefore, it is recommended to not mention or hint at your next action in your post. You can instead describe the action (and its outcome) in your next post, after the moderation.

Rewards

Winning a duel earns you rewards. For each won duel in which you did not get disqualified for any reason, you will earn
  • 1 additional stat point, which you can distribute on any stat of your choice. Note that this cannot be used to break the year caps on stats. You can redeem this as soon as your duel has ended and your moderator has made a post, confirming you are eligible for the duel's rewards.
  • 1 house point, which is awarded after all duels of one stage have ended
  • 3 points for your team in the Duelling Championship

Draw

If a duel ends in a draw, both teams will receive limited rewards. The duellists will not receive a stat point.
  • 1 house point, which is awarded after all duels of one stage have ended
  • 2 points for your team in the Duelling Championship
3. Activity, Forfeiting, and Reliability
Players maintain their spot on the team permanently, as long as they are defined as active, or until they choose to leave the team.


Activity

Activity is defined in two ways:
  1. Posting on site: You have to post on-site at least once every calendar month. [So Feb 3 to March 3, Oct 9 to Nov 9]. Some months are longer or shorter by a day or two, we do this by calendar month for clarity for the moderators and the players. This includes forum games, but simply logging in, writing an owl, or being active on Discord does not count as activity. If you fail to post, you will be removed from the team.
  2. Activity in duels: Duelling is a team sport, and your partner and team rely on you. Therefore, being active in your duel is a strict requirement, and includes two things:
    1. Posting: You are required to make a 50 words minimum post each round within the deadline. Failing to post is one strike against you.
    2. Sending Actions: You are required to send your action to the moderator each round within the deadline. Failing to send actions voids both you and your team mate's actions for that round.
    If you collect two strikes in one duel, you will be ineligible for rewards in case of a win, and removed from the team after the duel ends.

Forfeiting

While it is possible to forfeit a duel without being removed from the team, this mechanic can easily become a source of abuse, sabotaging your team's chances to win and circumventing our activity requirements. Therefore, the following rules hold for withdrawing from a duel:

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.
Forced Forfeit

The Forced Forfeit applies if either
  • Of one side, no person has posted or sent in actions in 2 consecutive rounds, they forfeit automatically or
  • One person has been absent for 3+ consecutive rounds, their partner can decide to forfeit and it holds for both of them.
Reliability and Banning

Duelling is a team sport, and your peers and captains rely on you. Should you therefore try to sabotage your team, or repeatedly prove unreliable during duels, this may result in a temporary ban from the sport.

The penalty for going inactive during a duel (failing to post/send in actions 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 immediately
  • 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, see Duelling Championship. 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.

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.

Special Considerations: This is in regards to players that know that they will be away for a prolonged period of time, will be missing a game, were suddenly unable to access the site. While some cases may be extreme, every person who is taken away from the community has a good reason, be it school, health, real-life responsibilities, work, or issues accessing a computer. It is impossible for us to verify every person who has an "exceptional circumstance" and it is also unfair to state that certain issues would give someone extra time we would not offer someone else. This leads to concerns of favouritism, accusations of lying, becoming privy to personal information of users we have no business having and the unfortunate animosity that accompanies a subjective exception.

In regards to knowing that you will be on vacation or unavailable during a game and therefore unable to post — there is presently no additional consideration or system available for this. However, this is under active discussion.
4. Becoming a Captain
Each House team has three Captains (one Captain and two Co-Captains). Those are permanent positions, kept until stepping down or removal for inactivity. If the Captain steps down, one of the Co-Captains takes their place.

If your team has an open spot for a Co-Captain, there will be an announcement in your House area, with information about the application process. This process will involve a short test to show your proficiency with the duelling system.


Expectations for Captains

Captains are expected to be active and reliable. Their main duties include
  • Moderating two duels per year in two Championship stages (see Duelling Championship)
  • Being a point of contact for your team, giving advice when needed, helping with strategy
  • Locking your house's trunks for the next stage in a timely manner.
  • Actively contributing to the further development of the duelling system. This includes adding new mechanics, improving on balancing issues that appeared during previous stages, adding new spells, and more.

So Why Become a Captain?
  • Being a captain is a moderator-level position.
  • Your ideas and opinions will influence the future of the duelling system, and the site as a whole. We always welcome active captains with new ideas for how to improve the duelling experience.
  • You will be compensated for your time with IC money.
  • Of course, you get to help your House win. Isn't that enough?

18 Oct 2021, 18:38
Duelling System
DUELLING CHAMPIONSHIP
Organisation & Structure
The Duelling Championship is a yearly tournament between all four Hogwarts Houses that determines which House will be crowned duelling champion for the school year.

For this, each house brings forth twelve players as their chosen duellists. These players will then be divided into the teams of three. For clarification, this means each house has four teams of three players ready to duel. In a duel, each team will have to face a team of a different House.

The Championship is divided into three stages, where each stage is made up of eight duels. Below you may find a rough timetable for this, although slight deviation is possible. It was created to not overload moderators during Christmas activities, graduation and summer holidays.
  • Stage I planned for October
  • Stage II planned for January
  • Stage III planned for April
This means that each duellist will have the opportunity to participate in three duels each school year, one per stage. More information on how a duel works can be found under Duelling Mechanics.

Pairings and Matches

A three-step system was developed to make the stage pairings that is based on statistical totals and who a player has been paired against this past year. The goal of this is to minimize the discrepancy while making sure that the pairings have some variability.

Step 1
Order the users from each house from top to bottom in terms of stats. If two players have the same stat total, the order would be done based on year then random if the same year.

Step 2
Make pairs of three from top to bottom in each house. All houses should now be organized into four groups/teams of three members.

Step 3
Order all of the teams together in order of highest stat totals to lowest stat totals.

The following is a priority list of what we will take into account when deciding the pairings and matches:
  1. A house will never be paired against itself. The pairing would move instead to the next strongest.
  2. A team will not be paired against the same pair of players that they have played against in the same year.
Note: Organisation is subject to change per discretion of the duelling moderator team to adjust for changes in balance. This is to keep the system fair and enjoyable for everyone, and would be announced in patches between Championships.
Note: Stat points acquired via abilities such as Statistically Relevant will not be factored in during the process of matching the players.
Point System & Leaderboard
The Duelling Champion of the Duelling Championship is determined by which House has the most Duelling Points (DP) after all three stages. These points are counted continuously, there is no stage winner.

Duelling Points are distributed in the following way:
  • Winning a duel earns the team 3 DP
  • Drawing a duel earns the team 2 DP
  • Losing a duel earns the team 1 DP
You can find more information on rewards under Being a Duellist: How to Play.

Note: The leaderboard will be updated throughout the year and can be accessed in the Duelling Club area.

18 Oct 2021, 18:41
Duelling System
DUELLING SPELLS
For better readability, the spells have been posted and organised by year in a separate thread. The spell list is subject to change; new spells are added and old might be changed due to balancing reasons at any given time.

Please refer to this thread for information on all spells currently allowed in duelling.

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

18 Oct 2021, 18:48
Duelling System
Magical Races/Talents and Special Abilities in Duelling
This post explains which magical races/talents and special abilities have effects in Duelling and how their mechanics would work with the Duelling Mechanics.
Magical Races/Talents
  • DHAMPIR
    • [Year 1] Sunlight Sensitivity - They have a -1 evasion against any light-based spells or attacks. Included Spells: Verdimillious, Lumos Maxima.
    • [Year 1] Fangs, Claws - N/A
    • [Year 1] Magical Menace - For the whole duration of the duel, dhampirs will have their Accuracy bonus lowered by 1 in any Accuracy roll, and the chance to critically fail a Wisdom Check will be increased by 1.
    • [Year 3] Unsettling Aura - 10% chance to auto-fail a spell for anyone besides the player (and other dhampirs). All other duellers will have a 1d20 check before their Wisdom Check to see whether they auto-failed to cast the spell (roll 19-20). Unless they have Fearless ability or are also Dhampirs. This ability doesn't stack if multiple Dhampirs have it active. The auto-fail chance stacks additively with other auto-fail chances except for ones caused by Auto-Fail Counters. This cannot break the 20% cap on auto-fail. See Auto-Fail. This ability works only on spells in Duelling (not on other actions).
    • [Year 5] Heightened Sense of Smell - N/A
    • [Year 7] Blood Resurrection - N/A
  • WEREWOLF
    • [Year 1] Werewolf Form: Bite and Rend, Heightened Sense of Smell - N/A
    • [Year 3] Wolf's Cry, Wolf's Grace - N/A
    • [Year 5] Werewolf Form: +10% Damage. Tracking - N/A
    • [Year 7] Intimidation - This causes all duellists who do not have Fearless to suffer from a -1 accuracy and a +1 critical failure chance for the entire duel.
  • METAMORPHMAGUS
    • Minor Appearance Shift. Skilled Transfigurer. - If a metamorph chooses to cast a Transfiguration spell, the DC of that spell will be lowered by 5. The spells included are the spells marked "Transfiguration" in the duelling spells list here: [link]
    • [Year 3] Mimic Appearance - N/A
    • [Year 5] Insight - N/A
    • [Year 7] Major Appearance Shift - N/A
  • PART-GIANT
    • [Year 1] Unskilled Caster - The chance to critically fail a Wisdom Check will be increased by 2 for all spells cast by the part-giant.
    • [Year 1] Physical Damage: +30% - N/A
    • [Year 1] Damage Reduction: 20% - Any damaging spell that hits them will deal 20% less damage (applied to both spell damage and effects damage).
    • [Year 3] Part-Giant Actions - N/A
    • [Year 5] Physical Damage: +50% - N/A
    • [Year 5] Damage Reduction: 50%. - Any damaging spell that hits them will deal 50% less damage (applied to both spell damage and effects damage).
    • [Year 7] Berserk - N/A
    • [Year 7] Unbound - Cannot be bound by certain spells: Petrificus Totalus, Arresto Momentum, Impedimenta, Fulgari.
  • PART-GOBLIN
    • [Year 1] Extra Income. Gobbledegook - N/A
    • [Year 3] Wandless Magic - Can cast a spell without the wand, but with +1 Critical Failure range and +5 DC. This natural ability allows them to not hold a wand when casting a spell (can't be Disarmed) or will be able to continue casting when Disarmed. The casting debuffs from the ability stack with the same debuffs from Non-Verbal Magic.
    • [Year 5] Armour - A part-goblin's armor can be worn in a duel. Adjustment slots must be declared in their starting post.
    • [Year 7] Gold. Goblin-Made Items - N/A
    • [Year 7] Armour: +2 Slots. - A part-goblin's armor can be worn in a duel. Adjustment slots must be declared in their starting post.
  • SEER
    • [Year 1] Intuition - 10% auto-dodge chance and 10% auto-hit chance. When they successfully cast a spell, a 1d20 roll is performed prior to Accuracy vs Evasion roll to determine whether the spell auto-hits (roll 19-20). The Accuracy vs Evasion roll will not be needed in case of success. When a spell was successfully cast at them, a 1d20 roll is performed prior to Accuracy vs Evasion roll to determine whether the spell will be auto-dodged (roll 19-20). The Accuracy vs Evasion roll will not be needed in case of success. The auto-dodge chance and auto-hit chance can stack only to 20% from any number of sources. See Auto-Hit & Auto-Dodge.
    • [Year 3] Prophecy - N/A
    • [Year 5] Indiscriminate Knowledge - Spells cast by Seers cannot critically fail and their spells have a +1 chance of critically succeeding.
    • [Year 7] Fate Spinning - Fate spinning is a skill many Seers have which serves as a second chance. In this special move, if a Seer's rolls fails at something, they can use one or more of their three chances to re-roll again and hope for success. This can be used up to three times in a duel. Note, the use of Fate Spinning must be stated by the player when they send their actions. For example: "If I miss with _____ curse, use one instance of fate spinning to try again."
  • PART-VEELA
    • [Year 1] Alluring - 10% chance that one opponent will retarget their spell
      • If a Part-Veela is targeted by any number of spells, one of those spells will be chosen randomly to perform a 1d20 roll.
      • In case of success (roll 19-20), that spell will search for a new target (a random dueller besides the caster and the Part-Veela).
      • Other Part-Veelas are not affected and the value will not stack if several Part-Veelas are in a duel.
      • This effect can be countered with the Impartial ability.
    • [Year 3] Scream - N/A
    • [Year 5] Charm - N/A
    • [Year 7] Temperamental - +3 to their critical success range, and a +1 chance to critically fail with attacks. The chance to critically fail is negated if they have Perfectionist II.
  • PARSELMOUTH
    • [Year 1] Parseltongue Adept. Chamber of Secrets - N/A
    • [Year 3] Pet Snake: Spy. Snake Advantage - N/A
    • [Year 5] Pet Snake: Attacks - N/A
    • [Year 7] Dark Heritage - The Parselmouth gains +1 accuracy, +1 critical success range and +10% damage done with any curses they cast. The spells included are the spells marked "Curse" in the duelling spells list here: [link]
Special Abilities
  1. Advanced Apparition - N/A
  2. Advanced Casting - +1 to Critical Success range. Most spells have a chance to critically succeed. The default range is 20 (out of 1d20 roll), but with this ability, the Critical Success range will be expanded (to 19 and 20).
  3. Apparition - N/A
  4. Animagus - N/A
  5. Attacker Awareness - N/A
  6. Avada Kedavra - N/A
  7. Beast Master - N/A
  8. Binding Mark - N/A
  9. Blindvision - If a player with Blindvision is affected by any spell reducing their sight, that effect is not active or instantly nullified. List of affected spells:
    Reducio
    • Fumos
    • Obscuro
    • Lumos Maxima
    • Nebulus
  10. Broken Broomshaft - N/A
  11. Cat's Grace - N/A
  12. Calming Presence - All allies have a 10% chance to auto-hit their target. When a player (in the team with a Calming Presence player) successfully casts a spell, a 1d20 roll is performed prior to Accuracy vs Evasion roll to determine whether the spell auto-hits (roll 19-20). The Accuracy vs Evasion roll will not be needed in case of success. This cannot break the 20% cap on auto-hit. See Auto-Hit.
  13. Charmer - All players that play against a player with Charmer will suffer –1 Accuracy in their Accuracy vs Evasion rolls. If there is more than one Charmer on the team, the effect is not stacked (Max: -1). This effect can be countered with the Sixth Sense ability.
  14. Chaser's Interception - N/A
  15. Components - N/A
  16. Comprehend Languages - For the whole duration of the duel, such a player will have a 10% increased Wisdom, which will influence the Wisdom Check when casting a spell. (e.g. 12 Wisdom +10% = 13.2 → 13 Wisdom)
  17. Corporeal Patronus Messenger - N/A
  18. Crucio - N/A
  19. Death Defiance - N/A
  20. Evasive Maneuvers - 10% auto-dodge chance. When a spell was successfully cast at a player with Evasive Manoeuvres, a 1d20 roll is performed prior to Accuracy vs Evasion roll to determine whether the spell will be auto-dodged (roll 19-20). The Accuracy vs Evasion roll will not be needed in case of success. The auto-dodge chance can stack only to 20% from any number of sources. See Auto-Dodge.
  21. Fearless - Nullifies Terrible Presence and Dhampir's Unsettling Aura (only for themselves). In a duel with a Year 3+ Dhampir (with activated Unsettling Aura), or a player with Terrible Presence, a Fearless player won't suffer from their debuffs (10% auto-fail, 10% auto-miss, +1 Critical Failure range, –10% spell damage).
  22. Foulplay - N/A
  23. Healing Sage - If any healing spell is cast, 30% of the healed HP will be added on top (e.g. 60 + 30% = 60 + 18 = 78)
  24. Impartial - Nullifies Lovely Creature and Part-Veela's Alluring (only for themselves). In a duel with a Lovely Creature or a Part-Veela, an Impartial player will not suffer from the added WDC or the 10% misdirection chance.
  25. Imperio - N/A
  26. 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.
  27. Keeper's Catch - N/A
  28. Legilimency - N/A
  29. Lovely Creature - +2 DC for any spell cast by any opponents (+3 if Part-Veela). If a player faces a Lovely Creature as their opponent, their spells' Wisdom DC will be increased by 2. If there is more than one Lovely Creature on the team, the effect is not stacked and the stronger effect is chosen (Max: +3). This effect can be countered with the Impartial ability.
  30. Non-Human Enthusiast - +1 Accuracy against part-Human opponents. If a player successfully casts a spell at a part-Human opponent, they get +1 Accuracy if they attack and +1 Evasion if they're being attacked. This doesn't give any IC knowledge of the opponent's race or talent unless found out in advance or revealed during the duel. Part-Human is considered to be a race with non-Human ancestry (and, mechanically, those having Special Traits as well):
    Reducio
    • Dhampir
    • Part-Giant
    • Part-Goblin
    • Part-Veela
    • Werewolf
    • Parselmouth
    • Metamorphmagus
    • Seer
  31. Nonverbal Magic - Can cast a spell without the incantation, but with +1 Critical Failure range and +5 DC. The ability allows them to not pronounce the incantation when casting a spell. They will be able to continue casting spells under the effects of Tongue-Tying Curse or Singing Jinx without their debuffs. For such spells, the spell is much harder to cast (due to increased Wisdom DC) and the chance to critically fail a Wisdom Check will be increased. The casting debuffs (from the ability) stack with the same debuffs from Wandless Magic.
  32. Obnoxiously Strong - For the whole duration of the duel, such a player will have an increased 15% Strength, which will influence the Strength Check for certain spells (Full Body-Bind Curse). (e.g. 12 Strength +15% = 13.8 → 14 Strength) Note: If Strength is affected by a spell (Slug-Vomiting Charm), the +15% is applied after the spell's debuff (e.g. 15 (Strength) – 3 (Slug-Vomiting) = 12 +15% = 13.8 → 14 Strength)
  33. Paragon of Health - Up to two team members of the Paragon will receive +10% temporary HP (calculated off their HP - e.g. 500 HP + 10% = 550 HP). Once lost, temporary hit points can not be recovered via healing (e.g. 500 HP + 10% = 550 HP. Taking 100 damage: 550 HP - 100 HP = 450 HP. Being healed by 60 will only set your HP back to your natural limit of 500 HP, rather than 510 HP)
  34. Occlumency - N/A
  35. Perfectionist - The chance to critically fail a Wisdom Check when casting a spell will be decreased by 1. This can decrease the default range to 0 (making it impossible to critically fail a spell). This ability can be taken twice, which makes the player immune to Critical Failure, even if the Critical Failure range is increased by other means.
  36. Poison Resistance - N/A
  37. Potion Mastery - N/A
  38. Prodigal Charms Learner - Spells learned with this ability can be used in the duel if they are defined in the duelling spells.
  39. Prodigal Potions Learner - N/A
  40. Prodigal Transfiguration Learner - Spells learned with this ability can be used in the duel if they are defined in the duelling spells.
  41. Prodigal Defense Against the Dark Arts Learner - Spells learned with this ability can be used in the duel if they are defined in the duelling spells.
  42. Rapid Reviver - N/A
  43. Rebound - N/A
  44. Restricted Charms Section - Spells learned with this ability can be used in the duel if they are defined in the duelling spells.
  45. Restricted Defense Against the Dark Arts Section - Spells learned with this ability can be used in the duel if they are defined in the duelling spells.
  46. Restricted Potions Section - N/A
  47. Restricted Transfiguration Section - Spells learned with this ability can be used in the duel if they are defined in the duelling spells.
  48. Savior - N/A
  49. Sixth Sense - Nullifies Charmer's effect (only for themselves). In a duel with a Charmer, a player with Sixth Sense will not suffer the -1 Accuracy debuff.
  50. Spell Spread - Select one additional target for the same spell, but with -2 Accuracy, +2 Wisdom DC and +1 Critical Failure range. This ability can be used as an action (with the spell and the second target provided). 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 (+3/–1) mechanics. If the Auto-Fail roll succeeds, the spell will not be cast.
  51. Statistically Relevant - The stats gained in this ability are used in Duelling.
  52. Steady Flyer - N/A
  53. Terrible Presence - All other players will have +1 Critical Failure range, 10% auto-miss chance and -10% to spell damage. All other duellers will have a 1d20 check before their Accuracy vs Evasion roll to see whether they auto-missed the spell (roll 19-20). Also, any damaging spell that they cast will deal 10% less damage (applied to spell damage and not the effects damage). This stacks additively with other effects that reduce or increase damage. All these debuffs can be countered by Fearless ability. Other Dhampirs will still be affected, but if a Dhampir has a Terrible Presence ability, that player can turn it off. See Auto-Miss.
  54. The Martial Artist - N/A
  55. The Muggle Condition - N/A
  56. Wandless Magic - Can cast a spell without the wand, but with +1 Critical Failure range and +5 DC. This natural ability allows them to not hold a wand when casting a spell (can't be Disarmed) or will be able to continue casting when Disarmed. The casting debuffs from the ability stack with the same debuffs from Non-Verbal Magic.
  57. Unfettered Flight- N/A
  58. Wandmaker - The wand only has an effect when it is being used. This means it will not go into effect if the caster is either disarmed or using Wandless Magic. The specific effects depend on the wand's core:
    Reducio
    1. Dragon Heartstring: +3 AP, 5% Rebound Chance
    • Wand owner receives +3 on AP. This buff is applied before other possible buffs or debuffs.
    • When casting a targeted spell (see Targeting and Accuracy), after a successful Wisdom Check and potential Auto-Fail Checks, another d20 is rolled. If the result is 20, the spell rebounds on the caster, who then takes the full effect.
    • This rebound chance cannot be prevented by the Perfectionist ability.
    • In case of Spell Spread being used with this wand, the entire spell would rebound before it spreads. In case of Auto-split spells, the Rebound roll occurs before the Auto-Split roll.
    2. Phoenix Feather: +2 Acc on spells, 10% chance of casting a random additional spell at your target
    • Wand owner receives +2 Accuracy on spells
    • After a successful Wisdom Check and potential Auto-Fail Checks, an additional d20 is rolled. If the result is 19 or 20, a random Duelling spell is selected from the caster's Trunk. This spell will target the same player who the caster was aiming at with their first spell (even if either of the two are spells that do not require Acc/Eva rolls). The Protego spell is not a valid option, unless the caster originally targeted themselves.
    • The second spell is an auto-success (does not require a Wisdom or Auto-Fail Check), but will have to go through the Targeting and Accuracy phase independent of the first spell.
    • In case the caster is affected by Alluring, the second spell is also redirected towards the new target.
    • In case the first spell does not have a target (or more than one target), the second spell targets a random player apart from the caster (in addition to the original target, if applicable).
    • If the caster uses Spell Spread, only the primary cast (not the spread) has the chance of an additional spell being cast.
    3. Unicorn Tail Hair: -2 crit fail range, 30% chance that dark spells rebound on the caster.
    • The caster's crit fail range is reduced by 2.
    • For any Jinx, Hex, or Curse (refer to our Spell List), after a successful Wisdom Check and potential Auto-Fail Checks, another d20 is rolled. If the result is 15-20, the spell rebounds on the caster, who then takes the full effect.
    • This rebound chance cannot be prevented by the Perfectionist ability.
    4. Veela Hair: This wand is more powerful against one selected target (+2 Acc, +20% damage) and less powerful against everyone else (-2 Acc, -20% damage).
    • When sending in their first action, the wand owner can select one person in the duel to be the grudge target. For the duration of the duel, they will receive +2 Accuracy and +20% damage for any spells intended to target the grudge target, and -2 Accuracy and -20% damage for any spells intended to target anyone else.
    • When influenced by Alluring, the intended target changes, so the damage and Accuracy will depend on the new target. In case of critical miss or critical failure, the intended target stays the same, so the damage and Accuracy will depend on the original target.
    • If the wand owner does not define a grudge target, it will be set to the first person the wand owner defines as the target of a damaging or debuffing spell.
    5. Kneazle Whisker: Cannot critically fail spells intended to aid allies.
    • Support or Utility spells intended to help the wand owner's ally cannot critically fail.
    • The wand owner does not count as their own ally.
    6. Dittany Stalk: +10% Healing, buffs are stronger (+1)
    • This wand makes healing spells 10% stronger. This stacks additively with other percentile healing buffs such as from Healing Sage.
    • Example: Reparifors cast with 10 AP, Healing Sage, and the Dittany Stalk core would heal by 50 + 5 x 10 + (30% + 10%) = 100 + (30 + 10) = 140 HP.
    • For any buffing spells cast with this wand, the buff gets stronger by 1 stat point.
    • Example: Serenate would give +2 +1 = +3 to AP for its duration.
    7. Kelpie Hair Jinxes +1 crit success and crit failure range and +10% damage
    • Jinxes (refer to our Duelling Spell List) cast with this wand have +1 chance to critically fail and succeed. They also do 10% more damage (applied to spell damage and not the effects damage).
    • This stacks additively with the reduced damage from Terrible Presence, so if someone casts a jinx with this wand while affected by Terrible Presence, the buff and debuff would cancel each other out.
    8. Thestral Tail Hair
    • Not applicable.
    9. Coral: Advantage on Counter Spells
    • When casting a Counter spell (refer to our Duelling Spell List), two Wisdom Checks will be performed, and the higher one will be used for the spell.
    • Some spells are only Counter spells in some cases (such as Ventus directed at Nebulus, Flipendo directed at Bullarum Immortalem, or similar). For these spells, the second Wisdom Check is performed only when used as a Counter (so when targeting an effect), and not when used to attack a player.
    10. Thunderbird Tail Feather: +2 AP, Eva, Acc while below 30% max health
    • Once the wand owner drops below 30% of their maximum HP, they gain +2 on their Evasion, Arcane Power, and Accuracy rolls.
    • If the wand owner is healed above this threshold, they lose these boni.
    • The change goes into effect the round after they fell below/were healed to or above their 30% health.
    • Example: A player has 600 HP. When they take enough damage to be at 179 or less HP, they gain +2 Eva, AP, Acc starting from the next round. When they have 180 or more HP, these boni do not apply.
    11. Wampus Cat Hair: 5% Auto-Fail chance for opponents
    • Opponents get an Auto-Fail chance before their Wisdom Check to see whether they auto-failed to cast the spell.
    • A d20 is rolled, and the spell fails if it ends on a 20.
    • This stacks additively with other Auto-Fail chances (e.g. from Unsettling Aura), except for Auto-Fail Counters.
    • Example: If someone is affected by Unsettling Aura and this wand, they have a 15% Auto-Fail chance. A d20 would be rolled and the spell fails on 18-20.
    • This does not stack if multiple Wampus Cat Hair wands are present. This cannot break the 20% cap on Auto-Fail chances. See Auto-Fail.
    12. White River Monster Spine: +1 Acc, -2 WDC for all Charms
    • When casting a Charm (see Duelling Spells) with this wand, the spell's WDC is decreased by 2 and the caster receives +1 on their Accuracy roll.
    13. Rougarou Hair: 10% bleeding effect from damage done with dark spells, additional target on crit success dark spells, -10% damage with non-dark spells
    • When a Jinx, Hex, or Curse performed with this wand does damage, the target will suffer 10% of this damage as bleeding damage for the next 4 rounds.
    • If the target is hit by another Jinx, Hex, or Curse from a Rougarou Hair wand during that duration, the bleeding effect is replaced by the new one.
    • The bleeding effect can be countered by Ferula.
    • On critical success cast of a Jinx, Hex, or Curse, the user can target a second, additional player. This additional target has to be defined when sending in their actions.
    • All spells performed with this wand except Jinxes, Hexes, or Curses do 10% less damage. This stacks additively with other effects that make spells do less damage (e.g. Terrible Presence).
    14. Horned Serpent Horn: 5% auto-dodge chance
    • When a spell was successfully cast at the wand owner, a 1d20 roll is performed prior to Accuracy vs Evasion roll to determine whether the spell will be auto-dodged (roll 20). The Accuracy vs Evasion roll will not be needed in case of success.
    • This stacks additively with other auto-dodge chances but cannot break the 20% cap on auto-dodge. See Auto-Dodge.
    15. Snallygaster Heartstring: +1 Acc when ally's health is low
    • When an ally is at < 50% of their maximum HP, the wand owner gains a stacking +1 to their Accuracy for spells cast with the wand.
    • When one such ally is healed back to 50% or more of their maximum HP, the +1 buff is lost.
    • You do not count as your own ally. Once you define someone as the target of a spell detrimental to them, they cannot count as your ally.
    • Stacks to a maximum of +5 accuracy. (Mostly relevant for unofficial duels.)
    16. Jackalope Antler: Heal others up to 10% over their maximum HP
    • Healing spells cast with this wand can heal the target to 10% over their natural maximum HP.
    • If someone is already at 110% of their maximum HP (e.g. due to Paragon of Health), the wand cannot heal them further than this, but can heal them back up to 110% after they have taken damage.
    17. Basilisk Horn: +1 Acc, +10% damage to non-purebloods, cannot buff, heal, or support a non-pureblood if wielded by a pureblood; Hexes and Curses cannot critically fail if wielded by a non-pureblood.
    If wand holder is a pureblood:
    • This wand has +1 accuracy and does 10% more damage (if the spell does damage) to wizards that are not purebloods (applied to spell damage and not the effects damage).
    • This stacks additively with the reduced damage from Terrible Presence, so if this buff applies and the caster is affected by Terrible Presence, the buff and debuff would cancel each other out.
    • This wand cannot heal, be used to buff or cast a counter-spell that favors a non-pureblood.
    • When influenced by Alluring, the intended target changes, so the damage and Accuracy will depend on the new target. In case of critical miss or critical failure, the intended target stays the same, so the damage will depend on the original target. Auto-splits are not intentional so will not profit from the Accuracy or damage buff.
    If wand holder is not a pureblood:
    • Hexes and Curses cast with this wand cannot critically fail (see Duelling Spells).
    18. Curupira Hair: 10% spell redirection chance, 10% auto-hit, +1 critical success and failure range
    • After a successful Wisdom Check for a spell cast with this wand, there is a 10% (1d20, success on 19-20) chance that the wand will change target to a random duellist, excluding the original target and the caster. This is performed after potential Alluring rolls.
    • When a spell is successfully cast with this wand, a 1d20 roll is performed prior to Accuracy vs Evasion roll to determine whether the spell auto-hits (roll 19-20). The Accuracy vs Evasion roll will not be needed in case of success.
    • This stacks additively with other auto-hit chances but cannot break the 20% cap on auto-hit. See Auto-Hit
    • Spells performed with this wand have +1 critical success range and +1 critical failure range.
    19. Troll Whisker +1 Acc, +2 Eva after a Curse is cast
    • When a Curse (see Duelling Spells is cast in the duel, the owner of this wand gains +1 to their accuracy and +2 to their evasion for the next 3 rounds.
    • If another Curse is cast in the meantime, the duration is replaced with the new one.
Last edited by Meenauh Silmataurea on 24 Jan 2024, 07:42, edited 2 times in total. Reason: Edited Spell Spread ability based on the latest patch