Sports Announcements and Updates

DUELLING SUMMER GAMES
-
Game 1 - Moderated by @Philip Rosser

Castelobruxo: @Verona Andréas, @Luuk Tjin-A-Wing
vs.
Mahoutokoro: @Akane Shimizu, @Akari Kabukimono
Game 2 - Moderated by @Elisa Shakestra

Beauxbâtons: @Phelan Emile, @Alejandros Espinosa, @Violette Corbeau
vs.
Ilvermorny-Durmstrang: @Dylan Astor, @Emmeline Harris, @Harvey Dunn

Bridget Collins (1st gen) • Alejandros Espinosa (iNPC) • Phyllis Stanwood (1st gen iNPC)

Sports Announcements and Updates
Duelling Patch [ 2026 Summer Duels ]
This patch involves an update to Werewolf abilities (and Dhampirs and Cat's Grace, as a connected bonus), a clarification on the Slippery Jinx, and a few added spells to the Blindvision list. If you have any questions, please feel free to reach out. You can always ask questions in our FAQ thread and an available captain will be there to answer you.
Spell Changes
Slippery Jinx
The wording of the Slippery Jinx lacked clarity, so we have revised it to more clearly state how it affects an active dodge.
Slippery Jinx • Lubricus • [Counter] • WDC 10
Tags: Non-Targeted, Direct, Jinx, Quick
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Damage
• No Damage (RP effect).
Effect
• The ground below the target becomes slippery, making it harder to dodge.
• If the target Actively Dodges in the same round, the base +5 of the dodge bonus is ignored.
Duration
• Only the same round it's cast in.
Nullify
• None
Critical Failure
• The caster slides and falls, dealing 50 damage to self.
Critical Success
• Counters the whole Active Dodge bonus.
Ability Changes
Werewolves
Given the sitewide updates to Werewolves that can be read up on here, we are excited to announce a broader use of this special race in duelling.
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WEREWOLF
  • [Year 1] Werewolf Form: Transformation, Bite, and Rend - N/A
  • [Year 3 | Enhanced Human] Heightened Sense of Smell - If affected by any spell reducing their sight, that effect is decreased by 25%. Stacks with Blindvision (25% + 50% = 75%). List of affected spells:
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    • Verdimillious
    • Fumos
    • Obscuro
    • Lumos Maxima
    • Nebulus
    • Aqua Eructo
    • Oculitumescere
  • [Year 3 | Enhanced Human] Tracking - N/A
  • [Year 3 | Out of Phase Lycanthrope] Out of Phase Lycanthrope, Felled Beast - N/A
  • [Year 5 | Embracing the Wolf Pack] Wolf's Cry, Moonspeak - N/A
  • [Year 5 | Humanity Held] Wolf's Grace - As a human, a werewolf's predatory abilities become stronger. They find it easier to prepare for upcoming danger and gain an evasion check against Metelojinx lightning strikes and an extra evasion check against Confringo chip damage.
  • [Year 5 | Humanity Held] Transformative Resilience - When targeted by Transfiguration spells, werewolves take 10% less damage and the duration is halved (rounded).
  • [Year 7] Intimidation - This causes all duellists who do not have Fearless to suffer from -1 accuracy and a +1 critical failure chance for the entire duel.
  • [Year 7] Member of the Pack - For every fellow werewolf in the duel with the werewolf (this does not include themselves; can be an ally or opponent) they gain +1 to a stat of choice (does not stack). So if there are 4 werewolves in the same duel as a werewolf with the Member of the Pack skill, they can place 1 point in accuracy, stamina, strength and evasion.
Dhampirs
Dhampirs have the same Heightened Sense of Smell ability as Werewolves, so gain the same effect.
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[Year 5] Heightened Sense of Smell - If affected by any spell reducing their sight, that effect is decreased by 25%. Stacks with Blindvision (25% + 50% = 75%). List of affected spells:
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  • Verdimillious
  • Fumos
  • Obscuro
  • Lumos Maxima
  • Nebulus
  • Aqua Eructo
  • Oculitumescere
Cat's Grace
Given its similarity to Wolf's Grace, Cat's Grace gains the same effect.
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Cat's Grace - Due to their cat-like grace and attention to their surroundings, they better prepare for upcoming danger and gain an evasion check against Metelojinx lightning strikes and an extra evasion check against Confringo chip damage.
Blindvision
The list of spells affected by Blindvision was missing some spells it made sense to include, so the following sight-related spells have been added to its effects: Green Sparks Charm, Pressurized Water Charm, and Conjunctivitis Curse. Note that Blindvision and Heightened Sense of Smell only reduce the debuff, not the damage.
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Blindvision - If a player with Blindvision is affected by any spell reducing their sight, that effect is decreased by 50%. Stacks with Heightened Sense of Smell for Werewolves and Dhampirs (50% + 25% = 75%). List of affected spells:
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  • Verdimillious
  • Fumos
  • Obscuro
  • Lumos Maxima
  • Nebulus
  • Aqua Eructo
  • Oculitumescere

Bridget Collins (1st gen) • Alejandros Espinosa (iNPC) • Phyllis Stanwood (1st gen iNPC)

Sports Announcements and Updates
Broom Racing Summer Patch 2026

We are presenting the new updates on the Broom Racing System. This update includes a new action, clarification on Blatching and Bowtruckle, and an update on the Werewolf System and Firebolt in Broom Racing. You can read the details below:

New Move: Body Block
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Body-Block [Multi-Player Move] A move where a racer comes in to physically block any oncoming attacks against an ally teammate, taking the full hits.
  1. This move is a conditional, meaning the racer can not do any other move besides flying if the condition for this move to occur is not met.

    "[What is a "conditional"? A conditional is a limited set of moves that can be performed on a "if-then" basis.] This move cannot be used as a conditional in conjunction with any other move. For instance the conditional cannot read "If Sara is knocked from her broom Save her. Otherwise, attack Tom."
  2. The racer doing Body-Block must be in range of their allied target. Like blatching, this move happens at the furthest unit possible for both racers to be in. A fly speed must be included for the racer doing Body-Block. (In example, Racer A is doing Body-Block for Racer B and is at Unit 10 and flying at a speed of 4. Racer B is in Unit 11 and flying at a speed of 5. The farthest unit Body-Block will occur is in Unit 14.) Both the racer performing Body-Block and the targeted ally must be in range to each other by at least 3 spaces.
  3. Just like the racer doing Body-Block must be in range of their allied target, they must also be in range of any successful attacks against the allied target. If the racer/environmental attacker causing a successful attack is ahead of the racer conducting Body-Block, the person doing Body-Block is considered out of range of the attack and therefore the condition for Body-Block to go off will not be met. A racer is considered in range if they are beside (in the same unit) the racer/environmental attacker or ahead in units.
  4. The racer doing Body-Block will still need to be rolled for any obstacles they face while conducting Body-Block. They will still experience the debuffs depending on their flying speed to conduct Body-Block along the way.
  5. The racer doing Body-Block can only choose one racer they wish to defend. The exception is that the racer also has the Savior ability, in which they can be allowed to choose between two allied racers to defend instead. The rule still applies that either target ally must be in range.
  6. Any attacks can be blocked, including from environmental attackers. This also includes any attack spells/potions/actions against the targeted ally.
  7. The attacks being Body-Blocked must be considered successfully hitting the targeted ally. Any attacks that have missed the targeted ally are not considered for meeting the condition needed for Body-Block to occur.
  8. The exception to Body-Block potentially failing as an action is if the person performing Body-Block is affected by their opponent's Cat's Grace or Wolf's Grace ability. If the opponent targeting the targeted ally has Cat's Grace/Wolf's Grace, it must be rolled for to see if the person performing Body-Block fails to notice the attack occurring. The exception to this is if the person performing Body-Block has the Sixth Sense ability, in which normal rules will apply. A werewolf with Wolf's Grace and Cat's Grace can override Sixth Sense.
  9. An allied target can be behind the racer performing Body-Block so long as they are still in range. This would be considered the racer performing Body-Block as moving backwards in units should the need arise. The racer performing Body-Block and the targeted ally must bypass obstacles all the same for the Body-Block condition to be met. The unit that both the racer performing Body-Block and the targeted ally that would have Body-Block conducted is the unit where the targeted ally and the racer performing Body-Block would be the furthest unit possible for both racers to be in, like blatching. (In example, Racer A is performing Body-Block for Racer B in Unit 10 and has a flying speed of 5, and Racer B is in Unit 4 with a flying speed of 4. Their unit where Body-Block is conducted is Unit 8. Racer A would have to face any obstacles from Unit 10 and Unit 9 again.) Speed debuffs apply all the same.
  10. Like alley-oop, Body-Block can not bypass obstacles not completed yet by the racer performing Body-Block if these obstacles are between them and their targeted ally. These obstacles vines, devil's snare, waterfall, high winds, maze, and any other future obstacles capable of halting movement.

Blatching Clarification *the updates are in red.
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Blatching: This is a move where the racer attempts to collide with an opponent and knock them off their broom. 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 35) and is KOB. 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.).
- If the player falls in a unit where they would not normally take fall damage (like a waterfall), then they do not take fall damage from blatching.
- If the target cannot be knocked off their broom (e.g., from a spell), and the blatch is successful, the target will still take some damage (Current Speed x 10). A successful strength roll doubles to (Current Speed x 20).

Bowtruckle Clarification *the updates are in red.
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Bowtruckles [Evasion]
Who knew that even plants can be dangerous to one's health? Typically docile and peaceful, but willing to gouge the eyes of its foes who dare threaten its home. They can be found in unusual trees, and blend perfectly in their natural environment. Highly evasive to charms.

Stats: EVA 20
Attacks:
- Gouge
All racers who pass by a Bowtruckle infested tree unit will have to roll and exceed an Evasion roll of 15 to escape its eyes gouging attack. This attack causes blindness (works like Obscuro; 0 (zero) evasion and 0 (zero) accuracy) and bleeding when the roll fails. Bleeding can be nullified with the Ferula and Episkey charms. Blindness can be nullified with the Episkey charm. Bleeding damage is the same as thorns: (Broom Speed / 100) x Max Health. Those with blindvision are immune to the blindness, but can still experience bleeding.
Notes:
- Bowtruckles will only target one racer per round. They will only target a racer who has failed at least one of the tree obstacles. Bowtruckles are only rolled once per racer instead of each tree the racer comes into contact with. If more than one racer reaches this unit and have failed any trees, Tatsu is given the choice between which racers should be targeted.
- If the Bowtruckle infested tree unit is set on fire, the bowtruckles will immediately die and tree rolls are conducted as normal, along with inflicting burn damage and the percentage roll (30% chance) on being set on fire by those passing this unit.

Werewolf Updates *the updates are in red.
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WEREWOLF
  • [Year 1] Werewolf Transformation, Gaunt or Wolf Form - N/A
  • [Year 1] Werewolf Form: Bite and Rend - N/A
  • [Year 3] Enhanced Human Track: Tracking - The werewolf can track its prey. At the start of a race, the team captain will owl the moderator the name of the opponent that the werewolf has chosen to track. When tracked, the werewolf has an accuracy increase of +2 against the opponent they have listed. If the werewolf wishes to change their tracked opponent, they may use an action to change their target, and this information will be relayed through owl by the team captain.
  • [Year 3] Enhanced Human track: Heightened Sense of Smell - You are able to see through a metamorph's mimic appearance or the target of a transformation.
    Note: This can be used as a counter against users of the polyjuice potion, metamorphmagi that appear to be someone else, and charms that can be used to change one's appearance. The werewolf is also immune to Cat's Grace and Wolf's Grace.
  • [Year 3] Out of Phase Lycanthrope track: Out of Phase Lycanthrope - The racer may transform into their gaunt or wolf form once per game. The racer will not be able to use magic or any of their non-werewolf abilities. Due to how freaky this is for other players, all other players, including allies, will receive +1 critical failure chance, unless they possess the fearless ability.
    • The Gaunt Form will also have -1 accuracy due to their large claws.
    • The Wolf Form will only be able to move half the normal movement speed, and this is further halved if they take an action (it's basically a doggo on a skateboard ok!).

    [Year 3] Out of Phase Lycanthrope track: Felled Beast - If the werewolf has transformed and their HP reaches 0, they revert to their human form and have 1 HP, allowing them to continue the race.
  • [Year 5] Embracing the Wolf Pack track: Wolf's Cry - N/A
  • [Year 5] Embracing the Wolf Pack track: Moonspeak - If there are two or more werewolves on the same team, and they have transformed, they may gain advantage on one obstacle (owled by the captain after the round when the transformation took place).
  • [Year 5] Humanity Held track: Wolf's Grace - As a human, a werewolf's predatory abilities become stronger. Opponents are more noticeable to a werewolf, and they find it easier to prepare for the upcoming danger. Werewolves have a +2 evasion against environmental attackers. Players with this ability also have a 10% chance for their attack actions (blatches, spells, potions, etc) against opponents to go unnoticed by them; this is countered by the Sixth Sense ability or another werewolf with Wolf's Grace/Heightened Sense of Smell. If combined with Cat’s Grace, then werewolves can counter an opponent’s Sixth Sense.
  • [Year 5] Humanity Held track: Transformative Resilience - Players have an advantage against any transfiguration spells targeted at them.
    Included spells:
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    - Bullarum Immortalem
    - Incendio
    - Fumos
    - Obscuro
    - Incendio Duo
    - Ferula
    - Nec Divinos Crepitus
    - Nebulus
    - Aguamenti
    - Aqua Eructo
    - Bat Bogey Hex
  • [Year 7] Intimidation Track: Intimidation - Intimidation affects everyone on track, regardless of range. When in effect, there is a -1 accuracy and a +1 critical failure chance for all those on track (friend or foe). If transformed, this is doubled. But this does not stack if there is more than one werewolf: max -1 acc and +1 crit if any intimidating werewolf is present. Max -2 acc and +2 crit if any intimidating werewolf has transformed. Note: This is countered with the Fearless ability.
  • [Year 7] Member of the Pack track: Member of the Pack - For every other werewolf present in the race, the player may gain +1 to any stat. These cannot stack per stat; only one point can be added per stat. This must be announced at the beginning of the race in the player's first post.

Firebolt Update *the updates are in green.
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Firebolt

Description: The greatest broom available on the market : unmatched in terms of speed as well as maneuverability.
Prerequisite: This is a twink broom, meaning that you have means of earning more money or someone with disposable income has likely given this to you if you are before your 7th year.
Stats: +4 to a single stat of choice. Must be declared at the start of the game.
Speed: Top Speed is 5 7. However, when you reach a speed of 6, there is a 10% chance that you will auto-miss (with anything requiring an accuracy roll), and 10% you will be auto-hit (with anything requiring a dodge roll). At a speed of 7, there is a 20% chance of auto-miss, auto-hit, and fall from the broom that will be rolled in movement moderation after passing each obstacle.
Ability:
Advantageous Maneuvers: The racer gets advantage rolls for obstacles that require Accuracy check to pass. This means the racer will have two rolls. The highest result will be used. This can be used once every three rounds.

Sports Announcements and Updates
International Summer Broom Racing 2026

Following the announcement above, International Summer Broom Racing 2026 will be held on 15th August 2026 OOC time by moderator Matilde O’Fionnagan and Ruth Fairchild. With this, the trunk of iNPC racers who have signed up for the game will be locked on 13th August 2026. Please prepare the spells, potions, and the brooms of your characters before this date.

In-character, the game will be held during the Summer Camp 2026 on 29th/30th August 2026.

Below is the team matchup of the game:
Durmstrang
Vasilius Nighthawk
Magnus Blackwood
vs
Castelobruxo
Jason Aguilar
Naiane Tomari
-------
Ilvermorny
Devon Wallen
Cursa McCoire
vs
Uagadou
Chuki wa Mwanamke
Alemayehu Ngeni Bekele

We wish you good luck on the game and have fun!

Sports Announcements and Updates
Gryffindor Dueling Captain Deadline!
We have received a passing Dueling Captain test. This means that anyone who wishes to apply must do so 7 days from the timestamp on this post. All applications and tests must be submitted by the deadline.

Student Account: Emma Wynn | iNPC Account: Louca Dufort

Sports Announcements and Updates
Ravenclaw Duelling Captain Deadline!
We have received a passing Duelling Captain test! This means that the deadline for applying is 7 days from the timestamp on this post, for both applications and tests. If you're thinking of applying we strongly recommend doing so as soon as possible to give yourself enough time to complete the test.

We look forward to seeing your applications!

Bridget Collins (1st gen) • Alejandros Espinosa (iNPC) • Phyllis Stanwood (1st gen iNPC)

Sports Announcements and Updates
QUIDDITCH SUMMER GAMES 2026

The Quidditch summer games will be held on August 22-23 (both OOC and IC). Please note that trunks will lock by the first moderation post, so remember to update your stats and abilities accordingly.
GAME 1: DURMSTRANG vs. BEAUXBÂTONS-TENŪSA
Moderator: Mamori Anezaki
xxxxx Durmstrang
Keeper: Alexios Katsaros
Chaser: Felix Kolbeck
Chaser: Arno Dorian
Chaser: Remedy Alptraum
Chaser [2]: Valeriy Viktorovna Reznikov
Beater: Boram Borisova
Beater: Christopher Vyacheslavovna
Beater [2]: Vilhelm Hugo Djupandstierna
Seeker: Astrid Olsen
Beauxbâtons-Tenūsa
Keeper: Aryaan Shamsi
Chaser: Katherine Felix
Chaser: Romélie de Brissac
Chaser: Cinder Blaze
Chaser [2]: Jamie Saeng
Beater: Quentin Gagné
Beater: Peter Smith
Beater [2]: Marina Alacrán
Seeker: Akerrah Koné
GAME 2: MAHOUTOKORO-UAGADOU-DURMSTRANG vs. ILVERMORNY-KOLDOVSTORETZ-CASTELOBRUXO
Moderator: Ethan Smith
xxxxxx Mahoutokoro-Uagadou-Durmstrang
Keeper: Alicia Matthews
Chaser: Kanae Suzuki
Chaser: Shiori Kaito
Chaser: Kaito Shinozaki
Chaser [2]: Shion Ōkami
Beater: Jamie Carville
Beater: Tone Bakugo
Beater [2]: Zophyr Qethnis
Seeker: Miharu Goto
Seeker [2]: Ryusei Ishikawa
xxxxxxxxxxxxxx Ilvermorny-Koldovstoretz-Castelobruxo
Keeper: Atticus Maxfield
Chaser: Stephen Schwartz
Chaser: Ilya Voronov
Chaser: Lyudmila Ostrovskaya
Chaser [2]: Malik Batiste
Beater: Miles Thatcher
Beater: Eden Lorenz-Alves
Beater [2]: Thales Amaro
Seeker: Irina Liliya Zvererva
Seeker [2]: Esther Meadows

iNPC: Luuk Tjin-A-Wing
sta 7 | eva 12 | str 15 | wis 9 | arc 8 | acc 15
𝐓𝐏 • 𝐟𝐨𝐮𝐥𝐩𝐥𝐚𝐲 • 𝐨𝐛𝐧𝐨𝐱𝐢𝐨𝐮𝐬𝐥𝐲 𝐬𝐭𝐫𝐨𝐧𝐠 • 𝐫𝐞𝐛𝐨𝐮𝐧𝐝 • 𝐄𝐌

Sports Announcements and Updates
Gryffindor Dueling Captain Application Period Closed!
The Gryffindor Duelling Captain Application period has now closed. If you have not received a reply to your application or test, please let us know ASAP.

Student Account: Emma Wynn | iNPC Account: Louca Dufort

Sports Announcements and Updates
Quidditch Patch Summer 2026
MEGA ULTRA DELUXE EDITION

This summer, the Quidditch moderators have been hard at work and are introducing a hefty round of updates — including one new action, broom-borrowing rules, updates to Werewolf abilities following their overhaul, some long-overdue rounding and negative stat clarifications, and a number of clarifications and reworks across existing actions and abilities. Don't forget the Quidditch FAQ is always there if you get lost in all of this!

[ NEW RULE ]
Broom-Borrowing
Players now have the option to state they are using the broom from someone's trunk (e.g. "Using the silver arrow from X's trunk"). The broom must belong to one of the player's own accounts (PC, iNPC, etc), their captain, or a teammate currently listed on the active team roster, including benched players, and cannot already be in use by another player in the match. The borrowed broom and its owner must be stated in the player's first post of the match (and preferably all posts).

[ NEW ACTION ]
Sloth Grip Roll: [SEEKER] [CHASER] [KEEPER] [BEATER]
A move where a player hangs upside down on their broomstick to avoid a Bludger. A player taking this move will be harder to hit with bludgers and easier to hit with other attacks. This action cannot be taken during a seeker's Chase phase.
  • The Math: [Evasion Stat]
    Against bludger attacks, this player gains + 8 to their evasion on an evasion roll. Against all other attacks, this player losses - 3 evasion on an evasion roll.
  • Additional Information: During the next round, if this player doesn't pick that action again, they have an advantage of evasion checks, and a disadvantage on accuracy rolls the next round, as they are pulling themselves back up. This does not happen if the player picks this action for the next round.

[ WEREWOLF UPDATES ] (edits/additions in red)
WEREWOLF
  • [Year 1] Werewolf Form: Bite and Rend - N/A
  • [Year 3] Enhanced Human or Out of Phase Lycanthrope
    • Enhanced Human: Heightened Sense of Smell - Can see through a metamorph's mimic appearance if you are familiar with the user or the target of the transformation (if you have shared at least two threads, where you have both posted more than once). This means that you are not fooled by the metamorph's mimic appearance, and are unaffected by its consequences.
    • Enhanced Human: Tracking - You may track one opponent per game and gain advantage on accuracy rolls against them for offensive moves only. The tracked opponent must be declared in your first post of the match (and preferably all posts) and cannot be changed.
    • Out of Phase Lycanthrope - N/A
    • Out of Phase Lycanthrope: Felled Beast - N/A
  • [Year 5] Embracing the Wolf Pack or Humanity Held
    • Embracing the Wolf Pack: Wolf's Cry - N/A
    • Embracing the Wolf Pack: Moonspeak - N/A
    • Humanity Held: Wolf's Grace - The user has +1 to their wisdom check for, and advantage against, the Cheat DC. They can also roll (without advantage) to beat the Cheat DC on a Blatch/Pincer or Big Whack attempt instead of it being automatically noticed.
    • Humanity Held: Transformative Resilience - N/A
  • [Year 7] Intimidation or Member of the Pack
    • Intimidation - The Intimidation effects affects everyone in the game (friend or foe), giving them -1 Accuracy and +1 critical failure chance. unless the user has the Fearless ability, is the user, or is a fellow werewolf. Players are unaffected by this if they have the Fearless ability, or are werewolves. If there is more than one werewolf with Intimidation in the game, the effect does not stack (Max: -1 Accuracy and +1 critical failure chance).
    • Member of the Pack - For every fellow werewolf on the user’s team currently on the field, the user gains +1 to a different stat of choice. This does not include themselves. Multiple bonuses from this ability cannot be placed into the same stat.

[ OTHER ABILITY CLARIFICATIONS ] (edits/additions in red)
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Healing Sage - Paired with Rapid Reviver, it allows you to use the Rapid Reviver ability twice in two different rounds.
Paragon of Health - Two allies of players with this ability (which must be defined at the start of the thread/upon entry) gain +10% temporary health points calculated from their stamina. This cannot stack or be healed. If a benched player has this ability, it does not take effect until the player is on the field. Paired with Rapid Reviver, it allows you to save two allies in the same round.
Rapid Reviver - If a user has this and is on save duty, they can save anyone who falls. If the person falling has negative health, this person brings their teammate back to 1hp when they save them. The rapid reviver effect cannot affect the same saved person twice by the same saving person; however, the same saved person can be revived via a different user using the rapid reviver ability. For example, say persons A, B, and C are all on the same team. If person B is falling at negative health, but in an earlier round person A already used their Rapid Reviver ability to bring person B back from negative health, person A cannot use their Rapid Reviver ability on person B again even if they are on save duty. However, if person C also has Rapid Reviver, they can be placed on save duty, save person B, and bring person B back into play because person C was not the one to use this ability on person B earlier. TLDR: the same person can be saved multiple times, but must be saved by a different rescuer each time. This ability can be paired with Paragon of Health and Healing Sage.
METAMORPHMAGUS
  • [Year 3] Mimic Appearance. - The Metamorphmagi ability to mimic the appearance of others can be used to make a user look like an opponent another player currently in the match, whether ally or opponent, to fool the opposite team. The player being mimicked must be on the pitch in the match itself; this cannot extend to benched players, referees, or anyone else not actively playing. In such a situation, changing the appearance takes a full action and if the roll to see if a user is fooled (must be rolled for all allies and foes). For those that are fooled, attempts to target or interact with a transformed metamorphi have a chance of targeting the intended target or the metamorphmagi.
PART-VEELA SCREAM
  • [Year 3] Scream. - Can use their Scream but it would be considered a [DEBUFF FOUL] and they would be suffering a detention after.

    Their scream can be disorienting (-1 accuracy and -1 evasion), requiring a full action to perform but does not require a wand. This can stack indefinitely and persist until the end of the encounter. This scream can target a single user or it can target up to five users (as an AOE attack). The roll to resist this effect is ACC vs WIS, reflecting that this is sensory disruption rather than something that can be physically dodged.

    Alternatively, this spell can be used to temporarily deafen an opponent. So rather than cause the player to become disoriented, they would become deafened with a Wisdom debuff of -2 for a single target or -1 for multiple targets, unable to hear for the next 5 rounds.

[ RULES CLARIFICATIONS ] (edits/additions in red)
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Quidditch Mechanics
2. Debuff Fouls - takes place at the start of the round and affects all actions performed. If more than one debuff foul occurs in the same round, an initiative roll determines which one resolves first.
Calculations
Some actions require averaging stats or applying a multiplier which may result in a decimal; in these cases, the value is rounded to the nearest whole number. A decimal below .5 rounds down, and .5 or higher rounds up (so 9.4 becomes 9, while 9.5 becomes 10).

Stats cannot fall below 0. If any effect would lower a stat to a negative number, whether from an opponent's debuff or a move that lowers one stat to boost another, the stat is treated as 0 instead. (This applies to stats only, health can still go negative.)
Firebolt/Tinderblast/Oakshaft 79
In the role of Beater, if an ALLY dodges a bludger during the round, there is a 20% chance that you catch that bludger with your bat and you send it at a RANDOM enemy target.

Note: For the rules lawyers out there: you are not considered your own ally. This does not trigger if the Beater themselves is on a penalty lap.

[ ACTION CLARIFICATIONS ] (edits/additions in red)
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Bludger Intercept: [BEATER]
A move where the beater attempts to intercept a bludger hit by an opposing beater and hit it towards a random opponent. When using this action, one opposing beater must be selected. If the selected beater does not hit a bludger this round, then this action is voided. A beater can take this move against each opposing beater once per game.
  • The Math: [Accuracy Stat]
    Beater accuracy + 7 vs selected opposing Beater's accuracy to see if the beater is intercepted. Upon success, the beater hits the bludger to a random opponent. This is an accuracy roll (for the attacking character) against an opponent's evasion. The damage done would be 50 x the strength score. If hit, the random target takes the damage, and if their health is 0 or less, the user is knocked from the broom. The broom ability Ricochet does not take effect on this hit. Upon failure, the bludger continues on its predetermined route.
  • Additional Information: A beater can intercept a beater who is targeting them, since both actions resolve simultaneously. If the beater a player is bludger intercepting is doing a Dopplebeater Defence, then the +7 accuracy would become +4 accuracy.
Save: [SEEKER] [CHASER] [KEEPER] [BEATER]
This is where the player focuses their attention on saving a falling ally.
  • Additional Information: When saved, a player's health is considered to be whatever their health was when they were knocked off the broom at the moment the player performing Save catches them. If a player had 300 health but was somehow knocked off their broom and saved, they get to keep their 300 health. This cannot be used on someone who has fallen below 0 health and failed their stamina check, or who was brought to 175% or more of their total health pool in damage, unless the person performing save has the ability Rapid Reviver. In which case, the user is brought back to 1 health being caught.
Dual-Wielding: [BEATER]
This is where one Beater throws their bat to their partner to go off and do something non-Beater-related, allowing the Beater with two bats to defend against two Bludgers at once perform two bat-based actions at once.
  • The Math: [Strength Stat]
    Allows a Beater to do two Bludger-related actions bat-based actions at once (e.g. Backbeat and Bludger, Bludger and Bludger, Backbeat and Defend, Defend and Defend, Big Whack and Bludger, etc.). However, there is a -4 to accuracy, evasion, and strength while a Beater is dual-wielding, and the other Beater on the field cannot perform a Beater-exclusive action any Beater-exclusive action that requires a bat.
  • Additional Information: If a Beater dual-wields a damaging foul and a bludger action in the same round, each one is resolved in its own respective order of operations step rather than together. If a Beater performs a damaging foul twice while dual-wielding, a separate cheat roll is rolled for each swing, meaning they could end up serving two rounds' worth of penalty laps.
Dopplebeater Defense: (2 Player Move) [BEATER]
Both Beaters hit a bludger at the same time for extra power, resulting in a bludger attack of greater accuracy and severity.
  • The Math: [Accuracy][Strength]
    This is mathematically similar to Bludgering an opponent, except the Accuracy is averaged between the users using this move, and the strength of the two users is added together. They also gain advantage on the accuracy roll. Any abilities used by or against the beaters will be rolled for separately. If one beater auto-fails the attack, it will be rolled as a single bludger attack. If the broom ability Ricochet is used with this move, damage of the ricochet will be cut by 25%. Additionally, a bludger hit done with Ricochet will have its accuracy rolled at disadvantage. With this move, if both Beaters have ricochet, there will only be one ricochet target. If only one Beater has ricochet, the ricochet will be rolled using only their stats.
  • Additional Information: If two players perform Dopplebeater Defence and only one of them is affected by Terrible Presence (-10% damage reduction), the damage reduction is halved to -5%.
Quaffle Grab & Pass: [SEEKER] [CHASER] [KEEPER]
This is where the player attempts to gain control of the Quaffle. If the player gets the Quaffle, the player will pass the Quaffle to a teammate. That teammate will automatically attempt to score. There are five attempts to grab the Quaffle in a single round.
  • The Math: [Accuracy Stat]
    This is a contested Accuracy roll between every user that attempts to grab a Quaffle. The highest accuracy roll with accuracy stat would gain control of the quaffle. The user that gains control of the quaffle would automatically attempt to score. This is a contested accuracy roll between the player attempting to score and the Keeper if the Keeper is defending the rings/blocking.
  • Additional Information: If a player gets multiple successful grabs in the same round, the recipients don't have to be the same teammate each time, but this needs to be specified in the action. The recipient of a pass must be doing the "Quaffle Grab & Score" move or the "Finbourgh Flick" move or the "Quaffle Grab & Slice" move or the "Quaffle Grab & Trick Score" move or the "Chelmondiston Charge" move.
Cheer: [SECOND STRING]
This is where a second string player cheers on a certain member of their team. This can stack twice per in-play teammate per round.
  1. Additional Information: Upon critical failing this roll, the Cheer effect is redirected to an opponent of the second-string player. Upon critical succeeding this roll, the Cheer effect is doubled for the round. If the player being cheered is sharing a broom with another player, a single Cheer is voided; both players sharing the broom must be cheered separately for the effect to apply.
Boo: [SECOND STRING]
This is where a second string player boos a certain member of the opposing team. This can stack twice per in-play opponent per round.
  1. Additional Information: Upon critical failing this roll, the Boo effect is redirected to a teammate of the second-string player. Upon critical succeeding this roll, the Boo effect is doubled for the round. If the player being booed is sharing a broom with another player, a single Boo is voided; both players sharing the broom must be booed separately for the effect to apply.

iNPC: Luuk Tjin-A-Wing
sta 7 | eva 12 | str 15 | wis 9 | arc 8 | acc 15
𝐓𝐏 • 𝐟𝐨𝐮𝐥𝐩𝐥𝐚𝐲 • 𝐨𝐛𝐧𝐨𝐱𝐢𝐨𝐮𝐬𝐥𝐲 𝐬𝐭𝐫𝐨𝐧𝐠 • 𝐫𝐞𝐛𝐨𝐮𝐧𝐝 • 𝐄𝐌

Sports Announcements and Updates
New Quidditch Captain

We are pleased to welcome @Chatt Auclair to the team of Quidditch Moderators for Hogwarts.io! Chatt has been an extremely active member of the community and has been vital with summer camp planning this year. We're excited to see them bring this enthusiasm to Quidditch. Maybe they'll devise some wild new strategies and have the birds win again...

Anyway, please give them a warm welcome as they transition into the role!

⊹₊⟡⋆ livia machavariani.
light does not care if shadows follow.
Ravenclaw Sports
Duelling | Quidditch | Racing
xxxxx
marina alacrán ⊹₊⟡⋆
ma'am, that's an outlaw.