The Swift and the Speedy Broom Racing Finished

How does racing work?
The track is divided into units for the sake of understanding distance. A speed of 1 for instance covers 1 unit of space. A track may look like this:

The Map

Starting on Hogwarts grounds the students will rush over a grassy plain towards a cave that spits them out in the Forbidden forest where they will zig-zag between trees until they reach Hogsmeade. Once there they will perform a hairpin turn and return to the grounds again through the forbidden forest. There are 2 creatures also lingering about the track a Mosp and a Boggart.
Start
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Narrow
Passage
(Easy)

Narrow
Passage
(Easy)

Winds
(Mod)
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Tree
(Mod)
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Tree
(Mod)
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Thorn
Hard
Whomping
Willow

Waterfall
(Easy)

Vines
(Mod)
Vines
(Mod)
Environmental Obstacles
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  1. Narrow passageways: This is where the track becomes narrow, it could be an alleyway, a natural stone formation, a covered bridge, etc. This requires an accuracy DC to successfully fly through, otherwise the flyer will take damage.
    • An easy challenge would be the average accuracy of the players racing +5 for the DC.
    • A moderate challenge would be an average accuracy of the players racing +10 for the DC.
    • A hard challenge would be an average accuracy of the players racing + 15 for the DC.
    • A near-impossible challenge would be an average accuracy of the players racing +20 for the DC.
    The damages taken when moving through a narrow passageway depend on the speed a player is going. The damage equation is: Broom Speed * 10.
  2. Woods: This is where the intended track runs through a forested area, a dense thicket where a user might collide with a tree or get caught on thorns or snared by vines.
    • Trees: Multiple low accuracy DC rolls to avoid running into a tree. The user would take some damage. This would be 3 accuracy rolls to represent the forested unit.
      • An easy challenge would be the average accuracy of the players racing +1 for the DC.
      • A moderate challenge would be an average accuracy of the players racing +6 for the DC.
      • A hard challenge would be an average accuracy of the players racing + 11 for the DC.
      • A near-impossible challenge would be an average accuracy of the players racing +16 for the DC.
      The damages taken when moving through the trees depends on the speed a player is going. The damage equation is: Broom Speed * 5.
    • Thorns: This would be a single accuracy DC to avoid the thorns. On impact, there would be some damage as well as bleed (damage over time).
      • An easy challenge would be the average accuracy of the players racing +3 for the DC.
      • A moderate challenge would be an average accuracy of the players racing +6 for the DC.
      • A hard challenge would be an average accuracy of the players racing + 9 for the DC.
      • A near-impossible challenge would be an average accuracy of the players racing +12 for the DC.
      The damages taken when moving through the thorns depends on the speed a player is going. The damage equation is their Broom Speed being the percentage of their maximum health being lost on hit. For instance, if a racer has 1000 health and they were moving at a speed of 3 on their broom when they hit the thorns, they will suffer 30 damage. On hit they also gain the status of bleed where they bleed for the rest of the match. They lose that same amount of damage each round for the duration of the match until they heal the bleed effect. Bleed effects can be healed with the Ferula Charm.
    • Snared by Vines: The would be a single accuracy DC to avoid the vines. On impact, the vines would halt further movement until the rider achieves an adequate strength DC to pull themselves free.
      • An easy challenge would be the average accuracy of the players racing for the DC.
      • A moderate challenge would be an average accuracy of the players racing +5 for the DC.
      • A hard challenge would be an average accuracy of the players racing + 10 for the DC.
      • A near-impossible challenge would be an average accuracy of the players racing +15 for the DC.
      No damage is done, however the racer is stuck in the vine (remaining in the same unit) until they break free. This requires a successful strength check which will be equal to the difficulty rating of the vine. So a moderately difficult vine for instance would be average strength (rather than accuracy) of the players +5. The exception to this is Devil's Snare which will tighten and cause damage to the racer if they tried to break free using a strength check. Damage being the strength of the player plus their roll * 10 being done. So if a player has a 10 strength, rolled a critical success (20) for a total of 30, this total multiples by 10 for a total of 300. Any light-producing spell will cause the vine to relinquish its grip. In addition, if the racer already has a light-producing spell maintained, these vines would never snare/grip the racer in the first place.
  3. Waterfall: This is where you fly through a waterfall, there would be a strength DC to see if you hold onto your broom. If you do not, you would be knocked off your broom and you would be spending the next round recovering your broom. There is no damage, you landed in the water. This only ever occupies a single unit in a race, often leading to a cave (narrow passageway) but not always.
    • An easy challenge would be the average strength of the players racing + 5 for the DC.
    • A moderate challenge would be an average strength of the players racing +10 for the DC.
    • A hard challenge would be an average strength of the players racing + 15 for the DC.
    • A near-impossible challenge would be an average strength of the players racing +20 for the DC.
  4. High Winds: This is where you are most often in an open field and the winds up where you are happen to be blowing hard. A strength check to see if you hold onto your broom.
    • An easy challenge would be the average strength of the players racing for the DC.
    • A moderate challenge would be an average strength of the players racing +5 for the DC.
    • A hard challenge would be an average strength of the players racing +10 for the DC.
    • A near-impossible challenge would be an average strength of the players racing +15 for the DC.
  5. Environmental Attackers: This would be the infamous Whomping Willow attempting to knock you off your broom, a disturbed animal that attempts to draw you away from it's nest or aggressive one attempting to push you from its territory. This also applies to other racers as they may also want to knock you out of the race. As this is a very large portion of the racing system they will each have their own section below for review.


Environmental Attackers (Non-Racer)
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This applies to the actual setting, animals that may exist as well as plants that prove to be obstacles or hindrances to racers. These animals or plants can be avoided for the most part, but once agitated they can be very dangerous.
  1. Whomping Willow
    • The Whomping Willow attempts to bludgeon fliers as they fly past. Players must succeed an evasion DC to avoid the Whomping Willow. There is a Whomping Willow on Hogwarts grounds, thankfully most other races have no Whomping Willow but there may be some exceptions. The evasion DC for the Whomping Willow is 25. The Whomping Willow will always target racers as they fly past, however a clever wizard can avoid being attacked. Racing past the Whomping Willow at a Speed of 4 or more as well as not starting or ending your turn in the unit with the Whomping Willow and the Whomping Willow will not attack. On hit, the user takes 100 damage and there is a 25% chance that they are grabbed by the whomping willow tree. If grabbed, the willow tree will continue to attempt to bash the user against the ground for 100 damage each round. Getting free requires a strength check against the tree where the user must exceed 25.
      • Health: None, this threat is stationary and enduring. If set on fire, the tree will frenzy, doing double damage and attacking those passing twice.
  2. Boggart
    • The Riddikulus spell serves as a counter for Boggarts. Boggarts thrive on fear and for that reason they are found in wooded areas as well as narrow passageways most commonly. Often the location of the Boggart is a moderator secret but they stay in the same unit the duration of the race unless somehow forcibly moved. If they share the same unit as a player or player(s), a wisdom check is rolled. If the racer exceeds a Wisdom Check of 25, the Boggart does nothing to them. However if they fail the Wisdom Check, the Boggart can cause the FEAR effect. The fear effect is countered by the ability fearless. While under the fear effect, the racer flies the wrong direction for 1d3 rounds. The Boggart would follow (in this case leave their present unit) the racer for the 1d3 rounds. At the end of the fear effect, the racer may escape the Boggart. A Boggart can only effect one racer at a time, meaning those that cross the path of the Boggart while it is terrorizing other racers do not need to roll a wisdom roll. However they can intervene and save the racer with the Riddikulus Charm if they wish. The Boggart does not have a health pool, it is a manifestation of our fear. The Defense Against the Dark Arts Professor has a few boxes to store them in as they cannot be killed.
  3. Mosp
    • Mosps are often found in open fields or wooded areas, are fast moving, and they are agitated by lights and by flowers. They will aggressively pursue someone with flowers, someone caught in vines or thorns, someone grounded in a forest area and someone who cast Lumos within 3 units of a Mosp. Mosps are quick-moving, able to fly 8 units in a single round. Mosps can be distracted by racers casting the Herbivicus charm, if this spell is cast and there is a Mosp or Mosps on the track they will take the shortest track route to the site where this charm has been cast. There is a 50% chance that they will attack a racer that they cross on the track. They only attack once per round. Another spell that can be used to lure a Mosp is the Orchideous charm which conjures a bouquet of flowers at the tip of the caster’s wand. The Mosp will be drawn to the caster of this charm and will pursue them. Mosps have 1 attack, Sting. When stung by a Mosp the racer not only takes 100 damage but they suffer disadvantage (meaning that they roll twice on all subsequent rolls. The evasion DC for a Mosp is 25. Mosps have 500 health.
  4. Bundimun
    • The secretions of the Bundimun were extremely acidic and rot building structures, and with a large enough infestation a building could collapse. The Scourgify Charms could clear out small infestations, but large colonies needed to be dealt with by the Department for the Regulation and Control of Magical Creatures (Pest Sub-Division). Bundimuns spit out its acidic ooze when annoyed. They spit at passerbys in the unit these creatures are located in if a racer flies too close to them. A Wisdom Check (of target player) must exceed a DC of 20, in which case the racer notices them and can use Scourgify to remove them. Otherwise they must succeed an evasion check of 25 or be covered with a corrosive substance that burns their skin, clothes and damages their wand and broom. On hit the racer suffers the corrosive effect and they take 50 damage per round for 6 rounds. This damage is countered with Countered with Scourgify, Aguamenti and Tergeo. If hit by a Bundimun's acid, that player would know the location of the the Bundimun and could attempt to remove the pest with Scourgify. On a successful cast, this spell would remove the creature.
  5. Chizpurfles
    • Chizpurfles attack magical objects like wands and cauldrons, gnawing through to the magical core or gorging on the last remnants of potions. They were also attracted to spells, such Lumos. If a player has cast a spell (or is maintaining a light spell) in a forest area, there is a percentile chance that these creatures will attempt to infest the wizard if they are located in the unit that the wizard has cast or is maintaining a spell. This percentile chance is small (10%), however players with auto-evasion still have a chance of auto-evading these pests even if the 10% chance procs. The chizpurfles will attack the user's wand. Spells will have a 10% chance to auto-fail and the caster will have a +1 critical failure chance on all spells cast with their wand. Chizpurfles can be washed out with Scourgify or cleared out with Tergeo.
  6. Cockatrice
    • Was a magical beast resembling a rooster with a lizard's tail. Notable characteristics include: a dangerous gaze, the ability to breathe fire, a capacity for flight and being highly aggressive. One of the few times where a high wisdom is dangerous. On a wisdom check over 20, the racer gazes at the Cockatrice as it catches their unfortunate eye. They suffer a slowness (not paralysis) best described as a 'stiffness' and endure -2 accuracy and evasion, -4 strength. This lasts for 3 rounds. This roll happens when a racer flies through a unit that has a cockatrice. In addition, a cockatrice is highly aggressive and they breathe fire. When a racer has not noticed the cockatrice, the cockatrice will breathe fire at the rider. DC for evasion is 25. On hit, the rider suffers 125 damage and endures the sear effect on hit rider takes 10% (stackable) more damage from subsequent attacks from any source or incidental environmental damages. If a player in character knows the unit that a cockatrice is in (can only be known if they have seen the cockatrice before (gazed upon) or been attacked by the cockatrice. Otherwise if they were in character told about the cockatrice by another player that has seen or experienced it. The Binding Mark an important tool in this case. The player can claim that they closed their eyes as a free action (taking the effect of the Obscuro Charm for that unit) to avoid gazing upon the cockatrice. In addition, riders already effected by the Obscuro Charm would be immune to gazing at the cockatrice. The sear and slowness effect can be healed with Reparifors. Health: 1250.
  7. Doxies
    • Doxies are considered pests. They can infest houses, taking up residence in the draperies. Removing them required a good supply of Doxycide. As this is unavailable in a race, they can be dispatched with a simple Knockback Jinx, as doxies were particularly vulnerable to it. One hit from a knockback jinx will render the Doxy unconscious. However, Doxies often travel in small groups, often of three of more so it might take more than one cast of this spell to rid the party but the ability Spellspread would be considered effective against the entire grouping. Accuracy to attack a Doxy is DC 15 with Flippendo, but this increases to 25 with any other spell. Doxy health is 100. Doxies are a concern for two reasons, they have 2 attacks: swarm and bite. Swarm is their pest-like presence, they are fast, agile and in the way. The Doxies (as a group) can swarm a single racer, causing them to suffer a -1 to all of their stats except stamina. DC to evade is 20. Doxies can also bite, the entire group often again attacks the same rider, so they have to avoid multiple bite attempts. DC for evasion is again 20. On hit, a roll for each doxy, the rider takes 25 damage but more importantly they suffer an illness-like state. The rider would also suffer -1 stamina (recalculate maximum health) that stacks. This can be healed with Episkey. To clarify, maximum health loss in this case is not damage, so it is not effected by damage reduction. If a rider's stamina equals 0 they will be rendered unconscious. The damages a player has already taken prior to this maximum health loss are not recalculated. Meaning if a player has 1000 health and they took 325 damage already. They were bit by 2 doxies, so their maximum health is now 800. Their health was already 675, just their maximum is 800 so if they were to heal for instance, they could not heal above 800.
  8. Fire-Breathing Chicken
    • A fire-breathing chicken was a magical breed of chicken that possessed the ability to breathe fire, very similar to the dragon. Stats are 10 across the board. The chicken casts Incendio at students. Becomes agitated when a spell is cast in its unit and attacks, otherwise it is rather content.
  9. Glow Bugs
    • Creatures that are not dangerous. These small luminescent magical worms are sometimes in lightbulbs. Occasionally they can be found in forested areas and they can make the forest a bit brighter. Would reduce the DC required in these forested areas. However if a spell was cast in that unit, these bugs would die as they are very delicate.
  10. Swooping Evil
    • It appears similar to an extremely large butterfly but with a wolf-like skull in place of an ordinary head. When it is not flying with its spiked wings, the Swooping Evil shrinks into a green spiny cocoon. It can be quite dangerous in both forms. Found in wooded areas, if it is in its cocoon and a racer crashes into a tree it would be the tree with this cocoon. The cocoon would cause the racer to bleed. bleed where they bleed for the rest of the match. They lose that same amount of damage each round for the duration of the match until they heal the bleed effect. Bleed effects can be healed with the Ferula Charm. In addition, the Swooping Evil is an encephalophage — it feeds on people's brains. These creatures can bite, their venom leaving the rider foggy-headed. Activity v evasion. on bite, the user has a 10% chance to fly in the wrong direction, forgetting which direction to fly and they take 25 damage. This can stack. The Swooping Evil will not attack as long as it is in its cocoon, it is drawn from the cocoon when a rider runs into it. The Swooping Evil has 50% magic damage reduction, however physical damage does full damage. Health: 750.
  11. Wrackspurt
    • Invisible creature that float in through your ears and make your brain go fuzzy. A wisdom check to notice them and swat them away as a passive action in an infested unit. Wisdom DC 20. On failure, 10% (not stackable) chance to auto-fail at casting spells the duration of the race. Can roleplay some mild forgetfulness for the next day (elective).
  12. Dragon
    • Special events only.


Broom Information
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Simply put, broom racing is a competition between witches and wizards that can involve many competitors or just two. Major broom races become events with hundreds if not more spectators. It involves a start-point, an end-point and a broomstick. However there is so much more to broom racing than start, go, reach the finish line first. The racetrack is often tricky if not treacherous, some racers play dirty and sometimes it truly is slow and steady that wins (or is the only one to finish) the race.
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Broom Racing requires a BROOM. A broom can be purchased in Diagon Alley in the Quality Quidditch Shop. For newer students that cannot afford a broom, during school-sanctioned race events they may use a school broom. The school brooms are a far-cry from the powerhouses their peers have purchased however, so buying a broom is a must!
The Brooms wrote:
School Broom

Cost: 0
Description: Wobbly and Rickety, you will get the job done on this broom, however it is not nearly as nimble as any broom that one can purchase.
Prerequisites: Nothing
Stats: 0 accuracy, 0 evasion.
Speed: Top Speed is 3.
Effects: This is a very basic broom. It is easy to fly, however you will be far from your best when riding this. This costs nothing to purchase and this is something everyone is considered to have access to automatically.
Cleansweep 2

Cost: 9 Galleons
Description: Broomstick created in 1934, it has not aged well and looks pretty dangerous.
Stats: +1 accuracy
Speed: Top Speed is 4.
Shooting Star

Cost: 10 Galleons
Description: Racing broom made since 1950 : most affordable and perfect for beginners!
Stats: +1 evasion; +1 stamina
Speed: Top Speed is 5, however when you reach a speed of 5 there is a 10% chance that you will auto miss (with anything requiring an accuracy roll) and you will be auto-hit (with anything requiring a dodge roll).
Cleansweep 3

Cost: 11 Galleons
Description: Broom which came out in 1937. Quite wrinkled, but still flies apparently.
Stats: +1 accuracy, +1 dodge
Speed: Top Speed is 4.
Comet 140

Cost: 13 Galleons
Description: Cleansweep One's competitor, its braking system hasn't aged.
Stats: +1 accuracy, +1 wisdom
Speed: Top Speed is 4.
Cleansweep 5

Cost: 13 Galleons
Description: Pretty old broomstick, not really recommended for a safe flight.
Stats: +1 accuracy, +1 evasion, +1 stamina 
Speed: Top Speed is 4.
Nimbus 1000
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Cost: 15 Galleons
Description: Racing broom available on the market in 1967, it combines the Oakshaft 79's sturdiness with the Cleansweeps maneuverability.
Stats: +1 accuracy, +1 strength, +1 stamina
Speed: Top Speed is 6, however when you reach a speed of 5 there is a 10% chance that you will auto miss (with anything requiring an accuracy roll) and you will be auto-hit (with anything requiring a dodge roll) and at a speed of 6 this increases to a 20% chance that you will auto miss (with anything requiring an accuracy roll) and you will be auto-hit (with anything requiring a dodge roll).
Cleansweep 6

Cost: 16 Galleons
Description: Resistant racing broom but rather slow.
Stats: +2 accuracy
Speed: Top Speed is 6, however when you reach a speed of 5 there is a 10% chance that you will auto miss (with anything requiring an accuracy roll) and you will be auto-hit (with anything requiring a dodge roll) and at a speed of 6 this increases to a 20% chance that you will auto miss (with anything requiring an accuracy roll) and you will be auto-hit (with anything requiring a dodge roll).
Comet 180

Cost: 17 Galleons
Description: Rival of the Cleansweep Two and Three, it's better aged than the others. 
Stats: +2 accuracy, +1 evasion, +1 stamina
Speed: Top Speed is 5.
Nimbus 1001

Cost: 17 Galleons
Description: Racing broom which made the Nimbus famous. 
Stats: + 2 wisdom, +2 strength, + 1 evasion
Speed: Top Speed is 6, however when you reach a speed of 5 there is a 5% chance that you will auto miss (with anything requiring an accuracy roll) and you will be auto-hit (with anything requiring a dodge roll) and at a speed of 6 this increases to a 10% chance that you will auto miss (with anything requiring an accuracy roll) and you will be auto-hit (with anything requiring a dodge roll).
Nimbus 1500

Cost: 19 Galleons
Description: Efficient racing broom although slower nowadays.
Speed: Top Speed is 5.  
Effect: In the role of Chaser when you attempt to catch a passed Quaffle (such as when the Keeper has possession of the Quaffle and passes it to a teammate) you have advantage (meaning that it is rolled twice and you keep the better option) on attempts to catch if the opponent team attempts to intercept.
In the role of Keeper when you attempt to block your goal, if your opponent somehow has advantage on attempting to score a goal, that is negated (they only have their normal single roll against you). 
In the role of Seeker you when you have found the snitch, if someone attempts to use Alley Oop to help you find the snitch, you get three rolls instead of 2. However, with this broom you do not gain the +1 chance to grab the snitch for rounds that the Alley Oop is used. To clarify, each round someone attempts to grab a snitch they get a +1 to the attempt and this stacks. There is no bonus (or stack from this round's attempt to grab) to grabbing the snitch.
In the role of Beater, if you hit an opponent with a bludger the bludger will then ricochet off that user and target a second opponent of choice (must be declared, if not declared the target will be random and can be an ally but not yourself).
When Racingwith this broom, you can declare an intended move called Slow Down that reduces your maximum speed by 1 to give you a re-roll (at advantage) against an obstacle you hit. Yes, this is an action declared at the start of your round prior to any rolls where IF you are hit by a something or run into something that you get a second roll. If that roll is successful or not, your speed is still reduced by 1.
Comet 260

Cost: 19 Galleons
Description: A popular model in the late 80's, still efficient today. 
Stats: +1 accuracy
Speed: Top Speed is 5.
Effect: You take 10% less damage from all attacks that successfully hit you.
Nimbus 1700

Cost: 22 Galleons
Prerequisite: 2nd year or later.
Description: Fast and tough racing broom.  
Stats: +2 accuracy, +1 evasion, +1 wisdom, +1 strength
Speed: Top Speed is 6, however when you reach a speed of 6 this increases to a 10% chance that you will auto miss (with anything requiring an accuracy roll) and you will be auto-hit (with anything requiring a dodge roll).
Swiftstick

Cost: 23 Galleons
Description: Created by Ellerby and Spudmore in 1952, it is fast but not so much hardy. 
Prerequisite: 2nd year or later.
Stats: +2 strength, +2 evasion, +2 wisdom
Speed: Top Speed is 5.
Tinderblast

Cost: 25 Galleons
Description: Racing broom made by Ellerby and Spudmore in 1940 ; very resistant but rather slow. 
Prerequisite: 2nd year or later.
Speed: Top Speed is 5.
Effect: 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.

In the role of Seeker, if an opponent attempts to Bludger or Blatch you, there is a 20% chance that you veer out of the way the last second and another enemy player at RANDOM is targeted instead. 

Note: The new target still gets their normal dodge attempt. This is not considered to be an auto-dodge, in fact this roll is done before any accuracy rolls are done. 

In the role of Keeper a critical success on an attempt to block a goal not only means that the Keeper caught the quaffle but they have also successfully passed the quaffle (without a chance of interception) to an allied target of their choice. A critical failure in this case cannot happen for a Keeper, they get to re-roll the attempt to block.

Note: Critical failure and critical success chances can be expanded with certain abilities and skills.

In the role of Chaser, as a free action if the user of this broom is successful in the quafflegrab they can as a free action pass the Quaffle to another user in an attempt to score. There is a chance of the quaffle being intercepted, however due to the fact that the user is "so fast" with the quaffle this would be considered "surprising" and the attempt to score would be done at +3 accuracy by the player it was passed to in an attempt to score.

Note: The attempt to score would be an automatic attempt by the user that catches the passed quaffle.

When Racingwith this broom, you can declare an intended move called Slow Down that reduces your maximum speed by 1 to give you a re-roll (at advantage) against an obstacle you hit. Yes, this is an action declared at the start of your round prior to any rolls where IF you are hit by a something or run into something that you get a second roll. If that roll is successful or not, your speed is still reduced by 1.
Cleansweep 1

Cost:
28 Galleons
Description: Available on the market in 1926, this Cleansweep has gained great intrinsic value as an antique broom.  
Prerequisite: 3rd year or later
Stats: +2 accuracy, +2 wisdom
Speed: Top Speed is 5.
Effect: In the role of Seeker, when using the search action if you critically fail on your search you get a re-roll in an attempt to find the snitch. In an attempt to grab the snitch, if you critically fail on your attempt to grab the snitch you get to re-roll your attempt to grab the snitch.
Cleansweep 7

Cost: 28 Galleons
Description: Quality broomstick and Nimbus 2000's competitor in the 90's.   
Prerequisite: 3rd year or later
Stats: +2 accuracy, +2 strength
Speed: Top Speed is 5.
Effect: In the role of Chaser, if you have a contested quaffle grab and a contested strength roll between yourself and another user is in progress, unless they have the same broom, you would be the victor of the contested quaffle grab. In addition, rounds where you are successfully carrying the quaffle in an attempt to score, you only take half-damage from bludgers and blatching attempts.

In the role of Beater, if you critically hit with a bludger, instead of doing double-damage you do 2.5x damage. If you critically fail with your bludger attempt to hit, rather than having your bludger randomly target another user (including yourself or an ally) the bludger cannot target you on a critical fail (but it can still target your allies). On a retarget, there is a random roll for target and then a fresh accuracy roll.
Twigger 90

Cost: 28 Galleons 
Description: Ideal for travels, it is equipped with an alarm whistle and a flying assistance system. 
Prerequisite: 3rd year or later.
Stats: +2 accuracy, +2 evasion
Speed: Top Speed is 5.
Effect: In the role of Keeper, if the Keeper effectively blocks an attempt to score rather than obtain possession of the quaffle they can kick the quaffle at the user who attempted to score. This must be declared at the time actions are submitted. This would have damage like a bludger using an accuracy roll to hit and the user's strength score to determine the amount of damage done. If the quaffle hits or misses the target, a quafflegrab the next round would be necessary to determine which team has possession of the quaffle again.
Bluebottle

Cost: 30 Galleons
Description: Family-friendly broom : very reliable and equipped with an anti-theft device. Rather slow. 
Prerequisite: 3rd year or later.
Stats: +2 to two separate stats of choice. Must be declared at the start of the game.
Speed: Top Speed is 5.
Effect: This broom is intended to carry multiple people. When someone uses the catch option to rescue a falling teammate, they can catch one additional teammate in a given round. If the user has the ability Catch then a user can catch an indefinite number of teammates in a round, but for each person they catch after the first there is a stacking 20% auto-failure chance.
Nimbus 2000

Cost: 37
Description: Very famous in the 90's, this broom is renown for its speed.  
Prerequisite: 4th year or later.
Stats: +2 to three separate stats of choice. Must be declared at the start of the game.
Speed: Top Speed is 5.
Effect: Immune to the effects of the ability Broken Broomshaft.
+1 critical chance.
Nimbus 2001

Cost: 42
Description: Nimbus 2000's big brother, this broomstick is elegant and aerodynamic. 
Prerequisite: 4th year or later.
Stats: +3 to two separate stats of choice. Must be declared at the start of the game.
Speed: Top Speed is 5.
Effect: Counters the ability Foulplay. If a player performs a cheat action you can forgo your action for that round automatically (must state a desire to not do this if you do not want to give up your action) and notice the cheating action performed by a member (or multiple members) of the opposite team.
+1 critical chance.
May attach a compass.
Comet 290

Cost: 43
Description: Cleansweep 11's rival, its acceleration is a bit less efficient.  
Prerequisite: 4th year or later.
Stats: +3 to two separate stats of choice. Must be declared at the start of the game.
Speed: Top Speed is 5.
Effect: Enhances the ability Keen Eye. There is a 20% chance to automatically identify the location of the snitch when playing Quidditch if you have this ability.
+1 critical chance.
May attach a compass.
Moontrimmer

Cost: 46
Description: Product made by Gladys Boothby, this broom flies higher than any other ones.  
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 4th year. 
Stats: +3 to two separate stats of choice.
Speed: Top Speed is 5.
Effect: You have exceptional dodge. +10% chance to auto-dodge an attack.
Cleansweep 11

Cost: 50
Description: The latest Cleansweep pride, which can accelerate from 0 to 62 mph in ten seconds. 
Prerequisite: 5th year or later.
Stats: +1 to every stat
Speed: Top Speed is 5.
Effect: Excels at catching falling allies as well as getting them back to their broom quickly. 

This broom can carry multiple people. When someone uses the catch option to rescue a falling teammate, they can catch one additional teammate in a given round. If the user has the ability Catch then a user can catch an indefinite number of teammates in a round, but for each person they catch after the first there is a stacking 20% auto-failure chance.

On the next round, as a free action (meaning both users can make a normal action) the rider and ONE passenger (if there are multiple sharing the broom, it would cost both of their actions to return them to their broom also) can retrieve a single broom. 
Silver Arrow

Cost: 60
Description: Handmade by Leonard Jewkes and can reach speeds of 68 mph.  
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 5th year.
Stats: +3 to every stat
Speed: Top Speed is 5.
Yajirushi

Cost: 238
Description: Japanese team's broom during the 2014 World Cup. 
Prerequisite: 6th year or later.
Stats: +3 to all stats.
Speed: Top Speed is 5.
Effect: Special Action
Ninjutsu. The user is able to move so quickly and so skillfully, using their speed and deceptive abilities at their highest possible degree. The action done by this player would not be posted on the public mod until a round after it has happened. For example, if a Chaser caught a falling ally in round 2, all the mod would say is that the user "did something" and that you saw the other user fall. It would not be until the next round moderation that the public would see that the user was caught. 

Note: a note would be lest for the team regarding the action and its relative success in the locker room.
An exception to this is if a user is attacked with a bludger or blatched by a user on one of these brooms, as it is necessary to know if they are in play or not the player would know they were knocked off the broom but not why or how.
Another exception to this is the location of the quaffle. If the quaffle is in one team or another's hands or if someone has scored with the quaffle.

Will this hide public knowledge that the snitch has been found for one round? YES. 
If multiple beaters have these brooms, will players know who knocked them off their broom? Not until the next round.
Will users know who has the quaffle in the mod? Yes, they would need to know where the quaffle is for game play mechanics.

If you have a question regarding what would be recorded and how regarding this, please ask.
May attach a compass
Varápidos

Cost: 240
Description: Racing broom used by the Brazilian team during the 2014 World Cup. 
Prerequisite: 6th year or later.
Stats: +3 to all stats.
Speed: Top Speed is 6, 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 you will be auto-hit (with anything requiring a dodge roll).
Effect: Special Action 
Enganação. This literally means "cheat" and is a basically the art of sleight of hand for Brazilian Quiddich players. When a Quiddich player attempts to use the "cheat" action where they attempt to cast a spell while in a game, they succeed once per game automatically. Must declare alongside cheat action. All subsequent attempts to cheat have a 10% automatic "not noticed by the spectators" effect. 
May attach a compass
Starsweeper XXI


Cost: 370
Description: Racing broom, notably used by the USA team during the Quidditch World Cup.  
Prerequisite: 6th year or later.
Stats:  +3 to all stats.
Speed: Top Speed is 6, 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 you will be auto-hit (with anything requiring a dodge roll).
Ability: Special Action
Speed-Dodge: Once every 3 rounds, the user auto-dodges an attack. Declare in your action post when using. This would not interrupt your actual intended move. If an opponent has an auto-hit ability or skill, if that goes off then roll the attack and dodge as per normal.
May attach a compass 
Firebolt

Cost: 575
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.
Ability: May pick any two of the following skills. They must be declared at the start of the game. 
In the role of Chaser when you attempt to catch a passed Quaffle (such as when the Keeper has possession of the Quaffle and passes it to a teammate) you have advantage (meaning that it is rolled twice and you keep the better option) on attempts to catch if the opponent team attempts to intercept.
In the role of Keeper when you attempt to block your goal, if your opponent somehow has advantage on attempting to score a goal, that is negated (they only have their normal single roll against you). 
In the role of Seeker you when you have found the snitch, if someone attempts to use Alley Oop to help you find the snitch, you get three rolls instead of 2. However, with this broom you do not gain the +1 chance to grab the snitch for rounds that the Alley Oop is used. To clarify, each round someone attempts to grab a snitch they get a +1 to the attempt and this stacks. There is no bonus (or stack from this round's attempt to grab) to grabbing the snitch.
In the role of Beater, if you hit an opponent with a bludger the bludger will then ricochet off that user and target a second opponent of choice (must be declared, if not declared the target will be random and can be an ally but not yourself).
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.
In the role of Seeker, if an opponent attempts to Bludger or Blatch you, there is a 20% chance that you veer out of the way the last second and another enemy player at RANDOM is targeted instead.

Note: The new target still gets their normal dodge attempt. This is not considered to be an auto-dodge, in fact this roll is done before any accuracy rolls are done. 
In the role of Keeper a critical success on an attempt to block a goal not only means that the Keeper caught the quaffle but they have also successfully passed the quaffle (without a chance of interception) to an allied target of their choice. A critical failure in this case cannot happen for a Keeper, they get to re-roll the attempt to block.

Note: Critical failure and critical success chances can be expanded with certain abilities and skills.
In the role of Chaser, as a free action if the user of this broom is successful in the quafflegrab they can as a free action pass the Quaffle to another user in an attempt to score. There is a chance of the quaffle being intercepted, however due to the fact that the user is "so fast" with the quaffle this would be considered "surprising" and the attempt to score would be done at +3 accuracy by the player it was passed to in an attempt to score.

Note: The attempt to score would be an automatic attempt by the user that catches the passed quaffle.
In the role of Seeker, when using the search action if you critically fail on your search you get a re-roll in an attempt to find the snitch. In an attempt to grab the snitch, if you critically fail on your attempt to grab the snitch you get to re-roll your attempt to grab the snitch.
In the role of Chaser, if you have a contested quaffle grab and a contested strength roll between yourself and another user is in progress, unless they have the same broom, you would be the victor of the contested quaffle grab. In addition, rounds where you are successfully carrying the quaffle in an attempt to score, you only take half-damage from bludgers and blatching attempts.
In the role of Beater, if you critically hit with a bludger, instead of doing double-damage you do 2.5x damage. If you critically fail with your bludger attempt to hit, rather than having your bludger randomly target another user (including yourself or an ally) the bludger cannot target you on a critical fail (but it can still target your allies). On a re-target, there is a random roll for target and then a fresh accuracy roll.
In the role of Keeper, if the Keeper effectively blocks an attempt to score rather than obtain possession of the quaffle they can kick the quaffle at the user who attempted to score. This must be declared at the time actions are submitted. This would have damage like a bludger using an accuracy roll to hit and the user's strength score to determine the amount of damage done. If the quaffle hits or misses the target, a quafflegrab the next round would be necessary to determine which team has possession of the quaffle again.
Oakshaft 79

Cost: 750
Description: Antique broom, created in 1879 and used during the first Atlantic crossing back in 1939.   
Prerequisite: 6th year or later
Stats: +4 to 2 stats of choice. They must be declared at the start of the game.
Speed: Top Speed is 5.
Ability: May pick any three of the following skills. They must be declared at the start of the game.
In the role of Chaser when you attempt to catch a passed Quaffle (such as when the Keeper has possession of the Quaffle and passes it to a teammate) you have advantage (meaning that it is rolled twice and you keep the better option) on attempts to catch if the opponent team attempts to intercept.
In the role of Keeper when you attempt to block your goal, if your opponent somehow has advantage on attempting to score a goal, that is negated (they only have their normal single roll against you). 
In the role of Seeker you when you have found the snitch, if someone attempts to use Alley Oop to help you find the snitch, you get three rolls instead of 2. However, with this broom you do not gain the +1 chance to grab the snitch for rounds that the Alley Oop is used. To clarify, each round someone attempts to grab a snitch they get a +1 to the attempt and this stacks. There is no bonus (or stack from this round's attempt to grab) to grabbing the snitch.
In the role of Beater, if you hit an opponent with a bludger the bludger will then ricochet off that user and target a second opponent of choice (must be declared, if not declared the target will be random and can be an ally but not yourself).
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.
In the role of Seeker, if an opponent attempts to Bludger or Blatch you, there is a 20% chance that you veer out of the way the last second and another enemy player at RANDOM is targeted instead.

Note: The new target still gets their normal dodge attempt. This is not considered to be an auto-dodge, in fact this roll is done before any accuracy rolls are done. 
In the role of Keeper a critical success on an attempt to block a goal not only means that the Keeper caught the quaffle but they have also successfully passed the quaffle (without a chance of interception) to an allied target of their choice. A critical failure in this case cannot happen for a Keeper, they get to re-roll the attempt to block.

Note: Critical failure and critical success chances can be expanded with certain abilities and skills.
In the role of Chaser, as a free action if the user of this broom is successful in the quafflegrab they can as a free action pass the Quaffle to another user in an attempt to score. There is a chance of the quaffle being intercepted, however due to the fact that the user is "so fast" with the quaffle this would be considered "surprising" and the attempt to score would be done at +3 accuracy by the player it was passed to in an attempt to score.

Note: The attempt to score would be an automatic attempt by the user that catches the passed quaffle.
In the role of Seeker, when using the search action if you critically fail on your search you get a re-roll in an attempt to find the snitch. In an attempt to grab the snitch, if you critically fail on your attempt to grab the snitch you get to re-roll your attempt to grab the snitch.
In the role of Chaser, if you have a contested quaffle grab and a contested strength roll between yourself and another user is in progress, unless they have the same broom, you would be the victor of the contested quaffle grab. In addition, rounds where you are successfully carrying the quaffle in an attempt to score, you only take half-damage from bludgers and blatching attempts.
In the role of Beater, if you critically hit with a bludger, instead of doing double-damage you do 2.5x damage. If you critically fail with your bludger attempt to hit, rather than having your bludger randomly target another user (including yourself or an ally) the bludger cannot target you on a critical fail (but it can still target your allies). On a re-target, there is a random roll for target and then a fresh accuracy roll.
In the role of Keeper, if the Keeper effectively blocks an attempt to score rather than obtain possession of the quaffle they can kick the quaffle at the user who attempted to score. This must be declared at the time actions are submitted. This would have damage like a bludger using an accuracy roll to hit and the user's strength score to determine the amount of damage done. If the quaffle hits or misses the target, a quafflegrab the next round would be necessary to determine which team has possession of the quaffle again.
This broom can carry multiple people. When someone uses the catch option to rescue a falling teammate, they can catch one additional teammate in a given round. If the user has the ability Catch then a user can catch an indefinite number of teammates in a round, but for each person they catch after the first there is a stacking 20% auto-failure chance.
When attempting to use the return to broom action, this is a free action (meaning both users can make a normal action) the rider and ONE passenger (if there are multiple sharing the broom, it would cost both of their actions to return them to their broom also) can retrieve a single broom. 
May attach a compass


Non-Spell Actions
Reducio
  1. Fly: The most obvious of moves. Your character flies. However you need to declare your speed. Brooms have a maximum speed (measures in units). For speeds over 1, your character suffers a -1 accuracy and dodge that stacks with each additional speed. For instance, if your speed is 3 then your character suffers a -2 to their accuracy and dodge. When only using the action Fly, a spell action may also be taken by the player.
    • Can still Fly when using the move (if the one being thrown) Alley-Oop. The thrower would remain in their unit, where the one thrown would be launched foeward.
  2. Save: This is where the racer foregoes their track progress and elects to save a falling ally instead.
    • The player being saved must be within 3 units of your character. This can be at the beginning or the end of the round.
    • This move would be considered a conditional, "If Sara is knocked from her broom Save her." Meaning, if this user is NOT knocked from their broom your character would simply fly the number of units they intended to fly that round. [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."
    • If you "Saved" them, your position at the start of the next round will be the unit in which you saved them rather than the distance that you intended to fly. That would be the speed you were moving. You might have to avoid some obstacles still.
    • There is also an ability [Catch] as well as a broom that does this [Bluebottle] [Cleansweep 11] without it taking up a conditional action. However the user must still be within 3 units. Your character will end the round on the intended unit rather than the unit they caught them on if they have any of these brooms or this ability.
  3. Two-Headed Dragon: [Multi-player Move] This is where a player decides to forego returning to their broom (after one has been knocked off the broom and saved by an ally most commonly) and decides to stay on an ally broom. This requires the agreement of both parties but the pair would share stats and only get 1 action per round (that they must agree on and both must post for). This makes them significantly more powerful due to teamwork, but also dependent on one another and their moves are limited to one move that they must agree on.
    • The Math: This happens when two players share a broom. When they are hit by an attacker or run into an obstacle, the both of them are hit and take half of the damage. When attacks/moves are made, the stats of the players sharing the broom are averaged. So if one user has a 7 and the other has a 11 in evasion for a total of 18, then while sharing the room they have an evasion of 9. To knock them off their shared broom, both of the players need to have their health reduced to below 0.
  4. Return to Broom: [Multi-player Move] If two players are sharing a broom (such as after a catch) to get both users back to their own broom this action can be used.
    • The Math: There is no math for this. However, there is a broom [Cleansweep 11] that allows this action to be done without using the player's action.
  5. Alley Oop: [Multi-player Move] This is a play where two racers make a wild and dangerous bid for victory. This requires the action of both racers. One user uses their strength to spin their ally around and then fling them with all their might and the centrifugal force ahead of them. This takes up the thrower's action except with a certain broom [Starsweeper XXI] where this action (done by the one doing the throwing) does not take up the user's full action. The one being thrown still gets to use the Fly action and needs to declare a speed. Must be within 3 units of the intended player to throw.
    • The Math: The spinner would remain on the unit that they flung their alley forward. Their strength being used to determine the number of units they hurl their ally forward in addition to the speed of their broom. For every 5 strength, the racer flies an additional 1 unit. For every additional unit flung, in addition to the normal accuracy and dodge debuffs they might experience, the flier that is flung forward experiences a stacking 5% auto hit (there is a 5% failure chance for anything that requires an accuracy roll) and 5% auto miss (there is a 5% failure chance for anything that requires an evasion roll).
  6. Blatching: This is a foul where the racer attempts to collide with an opponent. This is a high risk move because if they fail to knock an opponent off their broom, they will have wasted progress because they did not fly (move further in the units) as they spent this round attempting to knock another racer from their broom. Must be within 3 units of the intended target. [Strength] [Accuracy]
    • The Math: This is similar to in Quidditch when a player Bludgers an opponent, except they do not need to have their opponent reduced to 0 (or less) health to knock them from their broom. There is no damage done as the racer is being knocked from their broom. The attack itself would be accuracy (on the blatcher) versus evasion (on the target). If hit, the target is knocked from the broom regardless of the amount of health remaining. Unlike Quidditch, this is not considered to be a FOUL but it is considered to not be very sportsman-like. The user would hit the ground, taking fall damage but they would be able to return to their broom if they have not been rendered unconscious.
      Note: Must be within 1 unit to use this move. Broom only flies half the distance. The blatch attempt is considered to be the furthest unit both parties are in during the round.
  7. Parkin’s Pincer: [Multi-Player Move] Stolen from Quidditch, this so named after the original members of the Wigtown Wanderers, who are reputed to have invented this move. Two racers close in on an opposing racer, while the third flies headlong towards him or her. This is treated as a normal Blatching except the opponent has disadvantage as they attempt to evade the Blatch and overpower the Blatching attempt. All participants must be within 1 units of the intended target. The Blatcher needs to be declared because their stats are still necessary for determining the rolls used. Must be within 1 unit to use this move. Broom only flies half the distance. The blatch attempt is considered to be the furthest unit both parties are in during the round. [Accuracy] [Strength]
    • The Math: This is similar to in quidditch when a player Bludgers an opponent, except you do not need to have your opponent reduced to 0 (or less) health to knock them from their broom. There is no damage done. The attack itself would be accuracy (on the blatcher which is determined at the time of the move) versus evasion (on the target). If hit, the target is knocked from the broom regardless of the amount of health remaining. Unlike Quidditch, this is not considered to be a FOUL but it is considered to not be very sportsman-like.
  8. Improvised Projectile: This is the practice of throwing something at an opponent racer. You can only go half the distance of your designated speed. If it is a fraction (0.5) then you get the lower amount.
    • The Math: A contested accuracy (of attacker) against evasion (of target). On hit 25 * strength in damage.
  9. Terrain Damage: This is the practice of damaging the environment for the purpose of making the race more difficult for the racers behind you. This is done by casting certain spells. Must be in the unit that that this spell was cast in during the round it was cast. Movement is reduced in half when casting a spell on your broom. So if moving at a speed of 6 when a spell was cast, you only move as many units as you would if you were moving at 3 and you still suffer the side-effects of moving at a speed of 6.
  10. Casting Spells" Similar to terrain damage, only the target is other players. Some spells are considered to be legal but many spells are considered to be illegal and very dangerous. Wisdom Checks are performed to determine if the cast is seen (using the cheating system and all applicable abilities). The Wisdom Check is the average Wisdom DC of every racer + 10. Some spells make it easier to cheat. Movement is reduced in half when casting a spell on your broom. So if moving at a speed of 6 when a spell was cast, you only move as many units as you would if you were moving at 3 and you still suffer the side-effects of moving at a speed of 6.
[/quote]


Spell Actions
Reducio
  1. Fire-Making Spell (Herbology|Transfiguration)
    • Incendio • Conjures fire from the tip of the caster’s wand..
      Illegal Move -- This uses the cheating system.
      Range: Within 3 units of cast.
      Effect: The unit is set on fire. Does not work on stone buildings or on water. [DC 12] Those passing through this unit suffer 5 * Arcane Power and have a 30% chance of being set on fire where they take half this total damage (rounded down) each round until they are extinguished with the Extinguo, Aguamenti or pass through a waterfall.
      Critical Success: this damage is doubled.
      Critical Failure: you have set yourself on fire for double damage and you will continue to take this damage every round until you have extinguished the fire or pass under a waterfall.
      Notes:This cannot be used on other players, you are moving too fast. An attempt to ignore this warning will result in an automatic critical failure. This is considered to be a fire status effect. This spell can also be ended with the Charm Finite Incantatem using a contested arcane power roll with no bonus in favor of the caster, however this does not have any effect on the fire status effect.
  2. Softening Charm (Upon Graduation to Year 2)
    • Spongify • Causes the target to become squishy and bouncy.
      Legal Move
      Range: Within 6 units of cast.
      Effect: Cannot be cast at players, it does not have an appreciable statistical effect that will effect the race. However, when cast on the ground, it makes the ground of a chosen area squishy and bouncy. A racer that was knocked off the broom who performed this action on the ground or if an ally did so (rather than save them) [DC 12] the player would not be damaged by the fall. They can spend their next round action retrieving their broom alone.
      Critical Success: the ground is so bouncy that the falling target and broom would bounce and be airborne. With an athletics check [Strength DC 15] they can get on their broom immediately without an additional action next round.
      Critical Failure: if there is an obstacle in that unit, for the duration of the race that obstacle does double damage if it caused damage.
      Note: This spell can also be ended with the Charm Finite Incantatem using a contested arcane power roll with no bonus in favor of the caster of this spell.
  3. Severing Charm (Upon Graduation to Year 2)
    • Diffindo • Makes a precise cut through fabric or other materials.
      Legal Move
      Range: Within 3 units of cast.
      Effect: Cuts through thin barriers such as thorns or vines. [DC 12] On success, this grants the racer a +5 on their checks to avoid vines and thorns.
      Critical Success: The DC becomes a -10.
      Critical Failure: You automatically hit the obstacle of the unit you were attempting to cut through. In addition, the DC for any racers behind you has increased by +2.
      Note: Those that come from behind the racer will have a clearer path (-5 to the avoidance DC) for the duration of the race. This can be reversed with the Herbivicus Charm. This cannot be used on other players, you are moving too fast. This cannot be reversed with Finite Incantatem, what is cut is cut.
  4. Extinguish Charm (Herbology)
    Extinguo • Puts out fires.
    Legal Move
    Range: Within 3 units of cast.
    • Effect: Counter to Incendio and Incendio Duo. The fire would be extinguished, including the fire status effect. [DC 12]
      Critical Success: That unit (or player) cannot be set on fire again the duration of the race.
      Critical Failure: the fire becomes worse and does 50% more damage (rounded down in the case of decimals).
      Note: The racer can still be damaged by fire-based damage, however they cannot suffer the fire status effect for the duration of the race.
  5. Snowflake-Creating spell (Astronomy)
    Nix Facitur • A Weather-Modifying Charm that creates snow (flakes).
    Legal Move
    Range: Cast in the unit that the caster is in.
    • Effect: The unit cast in as well as one unit in front of and behind become frigid. [DC 12] While flying through the units effected with this charm, racers suffer the frigid effect. When suffering from the frigid effect, the racer rolls a stamina check to determine they hold onto their broom against the caster's arcane power. This is rolled each unit under the effect of this spell. On a failure, the racer suffers 10 * arcane power in damage.
      Critical Success: The damage is doubled.
      Critical Failure: The spell still goes off, however the caster is not immune to this charm and they automatically fail the stamina check for the unit they cast as well as the next unit they enter.
      Note: The caster is immune to the effect of their own cast of this spell. This spell can be reversed with the Meteolojinx Recanto charm. This spell can also be ended with the charm Finite Incantatem using a contested arcane power roll with no bonus in favor of the caster of this spell.
  6. Weather-Modifying Charm Counter-Spell (Astronomy)
    • Meteolojinx Recanto • Causes weather effects caused by incantations to cease.
      Legal Move
      Range: Within 3 units of cast.
      Effect: Serves as a counter to the Nix Facitur Charm. This would be a contested arcane power check between the caster of this counter spell and the caster of the Nix Facitur Charm with a +2 in favor of the caster of this charm (Meteolojinx Recanto).
      Critical Success: Nix Facitur Charm would be countered and the caster of this charm (Nix Facitur) would not be able to cast it again for the duration of the race.
      Critical Failure: Nix Facitur would become stronger as if it was critically successful (20 * arcane power in damage).
  7. Bubble-Producing Spell (History of Magic RPG)
    Bullarum Immortalem • Produces a stream of multicolored, non-bursting bubbles.
    • Legal Move
      Range: Within 3 units of cast.
      Effect: Reduces all who enter the unit after this spell has been cast accuracy and evasion in that unit by 1. This effect only persists in that unit but this effect lasts the duration of the battle. [DC 12]
      Critical Success: this spell effects 2 units adjacent. The second unit picked randomly by the moderator unless specifically stated.
      Critical Failure: this spell goes off in the unit the caster is in and effects the caster. These bubbles will remain the duration of race.
      Note: There is no accuracy or evasion roll for this effect, a successful DC means those in those units will suffer this effect. This can stack in a single unit up to three times. May be countered by Finite Incantatem.
  8. Smokescreen Spell (DADA)
    Fumos • Causes a large amount of smoke to spout from the tip of the user’s wand, forming a screen of smoke. Used defensively.
    • Legal Move
      Range: Within 6 units of cast.
      Effect: Fills a single unit with smoke. This only lasts for 3 rounds, however while inside this unit illegal/cheat moves cannot be seen. [DC 12]
      Critical Success: The Fumos spell lasts the duration of the battle.
      Critical Failure: There is no critical failure effect.
      Note: There is no accuracy or evasion roll for this effect, a successful DC means those in those units will suffer this effect. This spell be ended with the charm Finite Incantatem using a contested arcane power roll with no bonus in favor of the caster of this spell. May be countered by Finite Incantatem.
  9. Green Sparks Charm (DADA)
    • Verdimillious • Causes a stream of green sparks to spout from the tip of the caster’s wand. Has a more powerful duo version.
      Legal Move
      Range: 1 unit on either side of the caster.
      Effect: Cast at an intended target, this spell temporarily blinds a single chosen target. Accuracy of caster versus dodge of target. On hit, 20% chance to auto-fail their rolls for the next 2 rounds. This is countered by Blind Vision.
      Note: No DC required, this is just an accuracy versus evasion roll.
  10. Red Sparks Charm (DADA)
    • Periculum • Causes a stream of red sparks to spout from the tip of the caster’s wand.
      Legal Move
      Range: 1 unit on either side of the caster.
      Effect: Cast at an intended target, this spell temporarily blinds a target. Accuracy of caster versus dodge of target. On hit, +3 critical fail for the next 2 rounds. This is countered by Perfectionist.
      Note: No DC required, this is just an accuracy versus evasion roll.
  11. Cleaning Charm (History of Magic)
    Scourgify • Cleans the target.
    • Legal Move
      Range: Performed on self or on an allied target within 1 unit of caster.
      Effect: Considered to be a counter for Bundimun's corrosive effect as well Chizpurfle infestation. [DC 12].
      Note: There is no critical success or failure chance.
  12. Wand-Lighting Charm (Charms)
    Lumos • Causes the tip of the caster’s wand to illuminate with a bright white light.
    • Legal Move
      Range: Caster only.
      Effect: When flying through the woods, this grants the user a +1 accuracy and evasion in wooded units. [DC 12 to cast] Can be maintained. [DC 10, rolled at the start of each round].
      Critical Success: caster gains a +2 to their accuracy and evasion.
      Critical Failure: the charm fails to go off. In cases where there is a shadow monster, the shadow monster might become empowered. In addition, the caster cannot attempt to recast this charm for 3 rounds.
      Note: If another spell is cast from the wand, this charm would automatically end. Certain shadow monsters appear to be weakened or damaged by the Lumos Charm. Countered with Nox charm using a contested arcane power check with +2 in favor of the caster of Nox. This can also be countered by the charm Finite Incantatem using a contested arcane power roll with no bonus in favor of the caster of this spell. The caster can end this charm by stating they end this charm. The caster can also override this charm by casting a new charm which will automatically cancel out this charm.
  13. Wand-Extinguishing Spell (Charms)
    • Nox • The counter-spell to the Wand-Lighting Charm. Causes the light produced by a wand after casting lumos to diminish.
      Legal Move
      Range: Caster only for automatic success; up to 3 units way when cast against another target.
      Effect: Contested Arcane Power roll for effect. On success, the Lumos is turned off. This can be done by the caster of the Lumos to their own Lumos for flavor at no cost. This can be used to force another user's wand to be turned off.
      Critical Success: the user cannot recast Lumos for 3 rounds.
      Critical Failure: the Lumos became brighter on the targeted wand (and would have the effect of a critically successful Lumos). Also works on Lumos Duo and Lumos Maxima, however the caster of those spells (Lumos Duo and Maxima) have a +2 to their contested arcane power roll.
      Note: A critical failure or success cannot happen when casting Nox on your own wand because it requires no roll. The wand will remain lit when not in its owner's possession with Lumos and Nox can be cast without the wand in hand, it is one of the few spells that can be cast wandlessly without the skill [Wandless Magic].
  14. Mending Charm (Charms)
    Reparo • Seamlessly repairs an object, or objects.
    • Legal Move
      Range: Caster only.
      Effect: Can be used to repair a broken broom if the rider is conscious (perhaps saved or the ground was spongified) and returns to their broom. They can spend the next round performing this action. DC 12. There is no critical success or failure for this spell.
      Note: This is a counter to the skill [Broken Broomshaft] as this skill can break a racing broom when casting spells that cause damage as a secondary effect. This is a smaller chance (10%) of happening than when a quaffle hits and takes a player off their broom (25%), however over the course of a race someone has a high probability of destroying a broomstick overall.
  15. Tickling Charm (Upon Graduation to Year 2)
    Rictusempra • Causes an extreme tickling sensation that can make someone drop to the floor with laughter.
    • Legal Move
      Range: 3 units
      Effect: Accuracy of the caster versus target dodge of a single target. On hit, the target would suffer a -1 to their accuracy and dodge for the next 3 rounds and a +1 critical failure range. This +1 critical failure is countered by Perfectionist.
      Critical Success: this spell cannot be countered by Finite Incantatem.
      Critical Failure: Rictusempura rebounds on the caster.
      Note: May be countered by Finite Incantatem unless the spell was critically successful.
  16. Dancing Feet Spell (Charms)
    Tarantellagra • Makes the target's legs spasm wildly.
    • Legal Move
      Range: 3 units
      Effect: Accuracy of the caster versus target dodge of a single target. On a full hit there is a 20% chance that you will kick yourself off of your broom. When someone falls from their broom they will take damage that scales with the speed that they are traveling. The damage from the fall can be prevented with the spell spongify being cast on the ground to make your landing softer if you think this is coming as a prepared action. This lasts for 2 rounds.
      Critical Success: the duration of this spell is now 3 rounds.
      Critical Failure: this spell rebounds back at the caster. This does not count as the one time a racer can be targeted with this spell. This does count as one of the caster's three times they can cast the spell.
      Note: May be countered by Finite Incantatem. This attack can only be cast at a target once per race. This attack can only be cast by a single player three times a race.
  17. Umbrella Spell (Charms)
    Pluvia Velo • Creates a magical umbrella.
    • Legal Move
      Range: Caster only.
      Effect: Serves as a counter for animal attacks that would be wet. Those would be defined by the moderator. Serves as a counter for passing under a waterfall, the strength DC required becomes half.
      Critical Success: your movement is not slowed the usual 50%.
      Critical Failure: you did not move that round. DC 12 to cast. Can be maintained for a DC of 10. Other spells may be cast while this is being maintained.
  18. Four-Point Spell (Quidditch)
    Point Me • Causes the caster's wand to behave as a compass and point north.
    • Legal Move
      Range: Caster only.
      Effect: Prevents a player from being lost. There are some effects in moderated events that may cause a player to become lost as their status effect. This can happen in wooded areas large areas covered in fog or smoke as a natural or an environmental phenomenon. (To clarify, this is not an additional effect for Fumos and if this effect is in place it will be mentioned in the mod and clearly explained). The Point Me Spell is how the caster can regain their bearings (they no longer need to roll to see if they are lost which would be a Wisdom Check). DC 12 to cast. DC 12 to maintain.
      Critical Success: the DC to maintain is reduced to 10. On a critical failure, you are shown the wrong direction and become lost. You would have to recast this spell to gain any benefit. You may cast other spells while this spell is being maintained.
  19. Knockback Jinx (DADA)
    Flipendo • Knocks the target back, can cause weaker targeted beings pass out.
    • Legal Move
      Range: 3 units
      Effect: Accuracy of the caster versus target dodge of a single target. On a full hit, the target is knocked back to the previous unit and has to re-roll any terrain obstacles that may be possessed within that unit at disadvantage. Disadvantage is where 2 rolls are made and the user gets to use the lower of the two.
      Critical Success: In addition, there is a 10% chance that the target will be kicked off of their broom. When someone falls from their broom they will take damage that scales with the speed that they are traveling. The damage from the fall can be prevented with the spell spongify being cast on the ground to make your landing softer if you think this is coming as a prepared action.
      Critical Failure: this spell rebounds back at the caster and knocked them off the broom. They are not knocked back a unit, just knocked off their broom. When someone falls from their broom they will take damage that scales with the speed that they are traveling. The damage from the fall can be prevented with the spell spongify being cast on the ground to make your landing softer if you think this is coming as a prepared action.
      Note: This attack can only be cast at a target once per race. This attack can only be cast by a single player in total three times per race.
  20. Sneezing Hex (History of Magic RPG)
    Steleus • Causes the target to sneeze for a period of time, used in dueling to distract the opponent.
    • Legal Move
      Range: 3 units
      Effect: Accuracy of the caster versus target dodge of a single target. On a full hit, the target has a 5% auto-failure chance (meaning rolls by the victim that require accuracy would auto-fail) for the duration of the race.
      Critical Success: The auto-failure chance is increased to 10%
      Critical Failure: The spell rebounds onto the caster.
      Note: can stack up to 2 times. This can be countered with Finite Incantatem with a contested Arcane Power Roll, +2 in favor of the caster of Steleus. This can also be countered with Reparifors with a DC of 20 Wisdom by the caster. On a critical success with Reparifors, the caster of Reparifors cannot be afflicted with Steleus again for the duration of the race.
  21. Curse of the Bogies (DADA)
    Mucus ad Nauseam • Causes the target to have an extremely runny nose and a terrible head cold.
    • Legal Move
      Range: 3 units
      Effect: Accuracy of the caster versus target dodge of a single target. On a full hit, those targeting the victim of this spell gain a 5% auto-hit chance when making attacks on this racer. (Meaning rolls that require accuracy against the victim of this spell on a full hit have a 5% chance of just being hit regardless of their evasion roll) for the duration of the race.
      Critical Success: This chance increases to 10% auto-hit.
      Critical Failure: This target cannot be targeted by this curse for the duration of the race. If they were already afflicted by this spell, then a critical failure would remove the initial effect as well.
      Note: can stack up to 2 times. This can be countered with Finite Incantatem with a contested Arcane Power Roll, +2 in favor of the caster of Mucus ad Nauseam. This can also be countered with Reparifors with a DC of 20 Wisdom by the caster. On a critical success with Reparifors, the caster of Reparifors cannot be afflicted with Muscus ad Nauseam again for the duration of the race.
  22. General Counter-Spell (Charms)
    Finite Incantatem • The general counter-spell to any spell. Cancels out all spell effects in the vicinity of the caster.
    • Legal Move
      Range: Cast on self
      Effect: This would be a contested arcane power check between the caster of the spell this charm is being cast upon and the caster of this counter spell. On success, the spell is negated.
      Critical Success: the spell cast cannot be cast again by the caster for the duration of the race. Critical Failure: the spell that the user attempted to counter has become stronger as if it was critically successful when it was originally cast.
  23. Disarming Charm (DADA)
    Expelliarmus • Causes the target’s wand to be knocked out of their grasp.
    • Legal Move
      Range: 2 units
      Effect: A contested Arcane Power of the caster versus Strength of the target. On a successful cast the wand would be disarmed, meaning it was removed from the caster's grip and has fallen to the ground. A full action would have to be taken to retrieve the wand the next round. There is no critical failure or critical success for this spell.
  24. Engorgement Charm (Charms)
    Engorgio • Causes Swelling.
    • Legal Move
      Range: 3 units
      Effect: When cast on a player, this is an accuracy of the caster (with a +2 advantage) versus dodge of the target. On hit, the user suffers a-2 to their evasion for the duration of the race but they also gain +1 strength. When cast on the environment, this increases the DC of woods, narrow passageways, anything that requires accuracy by +3 of that unit for the duration of the race [DC 15 for environmental only].
      Critical Success: this becomes a a -3 to their evasion if a player target or a +4 DC if an environmental target.
      Critical Failure: the spell rebounds onto the caster and they suffer the -2 to their evasion and a +1 strength for the duration of the race.
      Note: May be countered by Finite Incantatem.
  25. Shrinking Charm (Charms)
    Reducio • Shrinks target.
    • Legal Move
      Range: 3 units
      Effect: When cast on a player, this is an accuracy of the caster (with a +2 advantage) versus dodge of the target. On hit, the user gains a +1 to their evasion for the duration of the race but they also lose -2 strength. When cast on the environment, this decreases the DC of woods, narrow passageways, anything that requires accuracy by +3 of that unit for the duration of the race [DC 15 for environmental only].
      Critical Success: this becomes a a -3 to their evasion if a player target or a +4 DC if an environmental target.
      Critical Failure: the spell rebounds onto the caster and they suffer the -2 to their evasion and a +1 strength for the duration of the race.
      Note: May be countered by Finite Incantatem.
  26. Freezing Charm (Charms)
    Immobulus • Renders living targets immobile, and disables muggle electronic devices.
    • Illegal Move
      Range: 4 units
      Effect: Contested accuracy against a player's evasion. On a full hit, this render's the rider immobile. They would run into the next obstacle or be hit by the next attack. Considered illegal for this very reason. Upon being hit or running into the next obstacle, this charm would break. The user would resume flight unless their health was reduced to 0 and/or they were knocked off their broom.
      Critical Success: The target would run into the next 2 barriers/obstacles or be auto-hit by attacked made by other players against them before the charm breaks.
      Critical Failure: If the caster critically fails casting this, they will freeze themselves. This does not count as their once per race to be effected by this charm but this does count as one of the caster's three casts of this spell.
      Note: It is important to note, the target if afflicted will continue to fly until they hit or are hit. Then this charm will break. A player can only be afflicted by this once per race. A player can only cast this charm 3 times per race. When someone falls from their broom they will take damage that scales with the speed that they are traveling. The damage from the fall can be prevented with the spell spongify being cast on the ground to make your landing softer if you think this is coming as a prepared action.
  27. Slowing Charm (Charms)
    Arresto Momentum • Slows or stops target’s velocity.
    • Legal Move
      Range: 4 units
      Effect: Caster accuracy versus target evasion. Reduces the maximum speed of a user's broom by 1 for the next 3 rounds.
      Critical Success: the broom's maximum speed is reduced by 2 for the next 3 rounds.
      Critical Failure: this rebounds on the caster and they are slowed for the next 3 rounds.
      Note: This cannot stack.
  28. Hot Air Charm (Astronomy)
    Aer Calidus • Causes wand to emit hot air.
    • Legal Move
      Range: 4 units
      Effect: A personal counter to the Nix Facitur creating spell for those that do not want to remove the spell but wish to avoid the effect. DC 15 to cast, DC 10 to maintain. Other spells can be cast while this is maintained. This spell is also a counter for the Glacius.
      Critical Success: the caster's broom is not slowed the round that this is cast.
      Critical Failure: this still avoids the effect of the Nix Facitur spell however the winds are scalding. The caster would suffer a burn injury from the heat and take 25 * their arcane power in damage each round this is maintained. This spell can be turned off at any time for no DC but the caster must declare this in their actions (it is a free action to end a spell that is maintained).
  29. Ascension Spell (Upon Graduation to Year 3)
    Alarte Ascendare • Makes the target fly up high into the air.
    • Legal Move
      Range: 4 units
      Effect: Caster accuracy versus target evasion. Launches the opponent into the sky, outside of the track. This prevents them from making any progress the round they are hit, however they are now above the track for the next 10 units as they make their way back onto the track. They would not have to avoid or contend with any environmental challenges. however they can be targeted by other players. Other players have a +1 accuracy against them until they return to the track. This can be cast on oneself but with a +2 critical failure chance.
      Critical Success: this launches a user skyward where they do not make any progress laterally for 2 rounds rather than 1.
      Critical Failure: this attack sends your opponent and yourself to the ground and take 25 * the caster's Arcane Power in damage and need to spend the next round recovering their broom (as does their opponent if it was targeted at an opponent).
      Note: Also considered to be an auto-dodge, meaning any other attacks made on this racer (this move takes priority) would not hit the racer as they have automatically dodged those attacks as they were being shot into the sky. Can also be countered with Descendo.
  30. Descension Spell (Upon Graduation to Year 3)
    Descendo • Causes the target to move downwards.
    • Legal Move
      Range: 4 units
      Effect: Caster accuracy versus target evasion. Launches the opponent towards the ground. The target takes 25 * Arcane Accuracy in damage but would be considered still on their broom.
      Critical Success: they take the same damage but their are considered grounded and would have to spend a round recovering their broom.
      Critical Failure: both the target and the caster are launched skyward and the effect is treated as if Alarte Ascendare has been cast.
      Note: Can also be countered with Alarte Ascendare. This is not considered to be an auto-dodge, in fact in the case of the critical failure any other attacks done on the caster or the target would automatically hit.
  31. Bewitched Snowball Charm
    Viburnum Proelium • Causes snowballs to pelt themselves at their target(s).
    • Legal Move
      Range: 4 units
      Effect: This only works if the environment is considered to be snowy. This would be clearly stated by your moderator if it is the case. Alternatively, it the charm Nix Facitur is effecting a unit, then this spell can apply there also. DC 15 to cast, DC 10 to maintain. A chosen snowy unit (defined by the caster, otherwise randomly defined by the moderator) would pelt passing targets with snowballs. 3 attacks per passing target at -2 accuracy that do 10 * arcane power in damage. Each snowball would use the accuracy of the caster versus the evasion of the target(s). Critical hits would be rolled on an individual basis with each snowball.
      Critical Hit: that snowball does double damage to the target that it hit.
      Critical Failure: the target would catch the snowball and as a free action the target that caught the snowball could throw that snowball (they can catch more than one) at a target of their choice. Range is their strength divided by 2. The attack would be accuracy versus evasion using normal accuracy. A hit does 10 * strength in damage.
  32. Blindfolding Spell (DADA)
    Obscuro • Conjure a blindfold over the eyes of the target.
    • Legal Move
      Range: 3 units
      Effect: Caster's attack versus opponent's evasion. On hit, opponent is blinded and must use 1 action to remove the blindfold. While blindfolded they suffer a -3 to their accuracy and dodge.
      Critical Hit: The target suffers -4 accuracy and dodge.
      Critical Failure: the caster is blindfolded instead.
      Note: No DC to maintain. Remains in place until the blindfold is removed. This is countered by the ability Blindvision.
  33. Bluebell Flames (DADA)
    Caeruleus Inflamarae • Creates cold, blue flame.
    • Legal Move
      Range: self cast
      Effect: Illuminates an area making it easier to see in darkened and wooded areas. +2 accuracy and dodge in said areas. Able to cast other spells while this spell is maintained, the blue flame follows the caster. DC 15. Maintain DC 12.
      Critical Success: Does not slow the broom casting.
      Critical Failure: The flames are hot, they set the unit you are in on fire. Suffer 20 * arcane Power in damage. Anyone else passing through the unit must pass an evasion DC of 15 or suffer the same damage. The fire lasts the duration of the race.
      Note:A fire caused by a critically failed Caeruleus Inflamarae can be extinguished with the following spells: Extinguo, Aguamenti and Finite Incantatem using a contested arcane power roll with no bonus in favor of the caster. The fire would otherwise remain for the duration of the race. This remains in the unit it was cast as a hazard.
  34. Fire-Making Spell (Herbology)
    Incendio Duo • Conjures a stronger fire than the normal Incendio Spell.
    • Illegal Move -- This uses the cheating system.
      Range: Within 4 units of cast.
      Effect: The unit is set on fire. Does not work on stone buildings or on water. [DC 12] Those passing through this unit suffer 7 * Arcane Power and have a 30% chance of being set on fire where they take half this total damage (rounded down) each round until they are extinguished with the extinguishing charm or pass through a waterfall.
      Critical Success: this damage is doubled.
      Critical Failure: you have set yourself on fire for double damage and you will continue to take this damage every round until you have extinguished the fire with the extinguishing spell or passed under a waterfall.
      Notes:This cannot be used on other players, you are moving too fast. An attempt to ignore this warning will result in an automatic critical failure. This is considered to be a fire status effect. This spell can also be ended with the Charm Finite Incantatem using a contested arcane power roll with no bonus in favor of the caster, however this does not have any effect on the fire status effect.
  35. Slippery Jinx (Flying)
    Lubricus • a jinx that makes an object slippery and difficult to hold.
    • Legal Move
      Range: within 4 units
      Effect: Cast on the broom shaft of an opponent. Accuracy of caster versus evasion of the target. This makes it harder for the target to hold onto the broom. Accuracy versus evasion. On hit, the user has a 10% chance to fall off their broom every round for the duration of the race until this spell is negated. When someone falls from their broom they will take damage that scales with the speed that they are traveling. The damage from the fall can be prevented with the spell spongify being cast on the ground to make your landing softer if you think this is coming as a prepared action.
      Critical Success: This chance to fall off the broom is increased to 15%.
      Critical Failure: rather than make things slippery, this spells works as if the gluing spell, Inhaeresco has been cast on the broom.
      Notes: This can be prevented by using the Inhaeresco. This effect will remain in place until the broom is cleaned off with Scourgify as a normal cast (see spell). Finite Incantatem does not work in removing this spell effect.
  36. Tongue-Tying Curse (DADA)
    Mimblewimble • Causes certain information to be prevented from being told by the victim. Manifests by causing the tongue to temporarily curl in on itself whenever the subject arises.
    • Legal Move
      Range: within 4 units
      Effect: Caster arcane power versus opponent wisdom. A spell is chosen by the caster (if one is not declared then one is chosen at random from the spells the player has). On success, that spell cannot be cast by the target. Lasts for the duration of the race.
      Critical Success: two spells are chosen, neither can be cast for the duration of the race. If a second is not announced by the caster, then the spell is randomly determined from the spells the player has by the moderator.
      Critical Failure: the spell backfires and the caster cannot cast the spell(s) that they had tried to block their target from casting. If no spells were chosen, these spells are chosen at random from the caster's list of spells.
      Notes: This is countered by the ability Non-verbal Magic. In addition, unless Finite Incantatem was the spell that this charm was preventing the victim from speaking, this counter-spell can be used to end this effect using a contested wisdom roll.
  37. Slug-vomiting Curse (Herbology)
    Slugulus Eructo • Causes the target to vomit slugs for ten minutes.
    • Legal Move
      Range: within 4 units
      Effect: Caster accuracy versus target evasion. On hit, the target starts vomiting slugs. This causes them to suffer -1 accuracy and dodge as well as suffer 4 * arcane power in damage per round for 3 rounds.
      Critical Success: the damages are doubled.
      Critical Failure: this spell rebounds on the caster.
      Note: Can be countered with Reparifors for a DC of 20. On a critical success using Reparifors the healed victim cannot be effected by Slugulus Eructo for the duration of the race. Finite Incantatem can be used to end this effect using a contested wisdom roll
  38. Gluing Spell (Transfiguration)
    Epoximise • Sticks two objects together, as though they had been glued together.
    • Legal Move
      Range: within 4 units
      Effect: Can be used to make it harder to be knocked off a broom. Negates up to a 10% chance to being knocked off a broom caused by any spells or effects. In cases where a user is knocked off the broom directly, such as the effect of a spell or blatching, there is a 10% chance that the user will hold on. This does not stack.
      Critical Success: this is increased to 15%.
      Critical Failure: this becomes the Lubricus effect (10% chance to fall off the broom).
      Notes: This can be negated with the Lubricus spell. When someone falls from their broom they will take damage that scales with the speed that they are traveling. The damage from the fall can be prevented with the spell spongify being cast on the ground to make your landing softer if you think this is coming as a prepared action.
  39. Smoke to Daggers (Transfiguration)
    Fumus Lamina • transforms smoke into a group of daggers that can be directed at a target.
    • Illegal Move
      Range: within 4 units
      Effect: Used in conjunction with the Fumos spell, this requires the Fumos spell to already be in place. In addition to the effects of the Fumos spell on that unit(and all units adjacent if covered in fumos), there will be daggers hidden within the smoke. Racers passing through these units would be effected by the fumos spell effect as well as be targeted by a trio of daggers each. 3 daggers are launched at the riders per unit and do 3 attacks per passing target at -1 accuracy that do 10 * arcane power in damage and cause the riders to bleed for 1 * arcane power in damage per round for the duration of the match. This would be accuracy of the caster versus wisdom of the targets.
      Critical Success: The daggers that roll a critical success (as each attack is rolled) do double damage.
      Critical Failure: The daggers that roll a critical failure (as each attack is rolled) are caught by the broom rider. They are able to throw the knife at a chosen target using their accuracy versus a target's evasion. On hit the target suffers 10*strength in damage and bleeds for the thrower's strength score for the duration of the race.
      Note: This is a transfiguration spell, you would need to use untransfiguration to counter this. The bleed effect can be ended with Ferula.
  40. Reparifors (Transfiguration)
    Reparifors • Healing charm that reverts minor magically-induced ailments, such as paralysis and poisoning.
    • Legal Move
      Range: self cast most commonly, however can be cast on a chosen ally up to 6 units away.
      Effect: Heals certain effects caused by the Full Body-Bind Curse, Immobulus, Slugulus Eructo, Cockatrice's slowness effect, Steleus and Mucus ad Naseum. See the individual spells for more details on these effects.
  41. Bandaging Charm (Charms)
    Ferula • Conjures up bandages and wraps them around a wound, splinting any broken bones.
    • Legal Move
      Range: self cast most commonly, however can be cast on a chosen ally up to 6 units away.
      Effect: Can be cast on self or an ally. Ends all bleeding effects (even if there is a stacked bleed). Bleed can be the result of Thorns, Sagitta and Fumus Lamina.
  42. Boggart-Fighting Spell (DADA)
    Riddikulus • When used, only works when the caster is thinking of a humorous image in their mind. Causes the Boggart to turn into the ‘ridiculous’ image.
    • Legal Move
      Range: up to 5 units
      Effect: Can be used against Boggart environmental threats. This will require a DC of 17 to cast, has a +1 critical failure range.
      Critical Failure: the Boggart becomes stronger. Future attempts to use this spell on the Boggart require a +1 (stackable) DC. The Boggart also causes a longer fear effect, the fear effect has a higher DC by +1 (also stackable).
      Critical Success: the hilarious creature inspires you and those that pass through that unit. For the next round those that pass through that unit have a +1 to all checks.
  43. Impervius Charm (History of Magic)
    Impervius • Causes the target to repel substances and outside forces, including water.
    • Legal Move
      Range: up to 5 units
      Effect: Provides a user with a non-stackable 5% auto-dodge chance. DC 17 to cast, DC 15 to maintain.
      Critical Success: this is increased to a 7% chance.
      Critical Failure: the caster suffers a 5% auto-hit (as in they get automatically hit by attacks or obstacles) for the duration of the race. Can be canceled with Finite Incantatum.
      Note: Remember we have a 20% cap on auto-hit and auto-dodge regardless of spells and special abilities that have been used.
  44. Summoning Charm (Charms)
    Accio • Summons an object towards the caster.
    • Legal Move
      Range: up to 5 units
      Effect: Can be used to retrieve your ally's wand instead of spending a round retrieving it if somehow lost. [Passing it back to an ally would be considered a free action]. However movement is halved and the rider holding 2 wands has a 50% chance of simply falling off their broom (no hands) each unit they pass through with two wands in their possession to hand off the wand. DC 17. Can be used with wandless magic to retrieve ones own wand. Can be used to place an enemy/opponent's broom or wand in your possession, but they cannot pocket it and no longer suffer the debuff regarding falling off their broom. Stealing a wand from the possession of an opponent uses Arcane Power v Strength + 3 (negated by Epoximize used on the wand and Inhaeresco used on the wand). On success, the wand would fall to the ground. Can also pull a broom out from under an opponent, however it is much harder. Arcane power of the caster v strength of the target + 5. This can also be negated by Epoximize and Inhaeresco.
      Critical Success: there is no movement loss when casting the spell.
      Critical Failure: you stopped moving on your broom.
      Note: Can not be used on living objects. Can be prevented with Epoximize and Inhaeresco. When someone falls from their broom they will take damage that scales with the speed that they are traveling. The damage from the fall can be prevented with the spell spongify being cast on the ground to make your landing softer if you think this is coming as a prepared action.
  45. Wand-Lighting Charm Duo (Charms)
    Lumos Duo • Creates a focused beam of light from the end of the wand, variant of the Wand-Lighting Charm.
    • Legal Move
      Range: the caster
      Effect: When flying through the woods, this grants the user a +1 accuracy and evasion in wooded units and does not cause speed loss to cast. DC 17. Can be maintained (for no speed deficit) for a DC 12. Other spells can be cast from the wand while this spell is being maintained. Certain shadow monsters appear to be weakened or damaged by this.
      Critical Success: the caster gains a +2.
      Critical Failure: The caster cannot attempt to recast this charm for 3 rounds. Countered with Nox.
      Note:Can be stopped/turned off as a 'free action.'
  46. Radiant Wand-Lighting Charm (Charms)
    Lumos Maxima • produces a blinding flash of bright white light from the tip of the wand.
    • Legal Move
      Range: the caster
      Effect: When flying through the woods, this grants the user a +2 accuracy and evasion in wooded units. DC 17. Can be maintained (for no speed deficit) for a DC 12. Other spells can be cast from the wand while this spell is being maintained (for no speed deficit). Certain shadow monsters appear to be weakened or damaged by this.
      Critical Success: user gains a +3.
      Critical Failure: caster cannot attempt to recast this charm for 3 rounds.
      Note: Countered with Nox.
  47. Gripping Charm (Flying)
    Inhaeresco • Helps someone grip something more effectively.
    • Legal Move
      Range: the caster
      Effect: Can be used to make it harder to be knocked off a broom or have their wand taken from them. Considered a counter for Accio on the broom or wand. Negates up to a 15% chance to being knocked off a broom or have your wand be taken away. In cases where a user is knocked off the broom directly, such as the effect of a spell or blatching, there is a 15% chance that the user will hold on.
      Critical Success: this is increased to 20%.
      Critical Failure: this becomes a critically successful Lubricus effect (15% chance to fall off the broom). When someone falls from their broom they will take damage that scales with the speed that they are traveling. The damage from the fall can be prevented with the spell spongify being cast on the ground to make your landing softer if you think this is coming as a prepared action.
      Note: This does not stack. This can be partially negated with the Lubricus spell, reducing the effect to 5%. If cast effectively twice however, the Lubricus spell entirely counters the gripping charm.
  48. Freezing Spell (Astronomy)
    Glacius • Emits icy-cold air from the tip of the wand.
    • Legal Move
      Range: 3 units
      Effect: can have a numbing effect when directed at an opponent, must be within 1 unit of an opponent. Accuracy v evasion. On hit, the target suffers 10 * arcane power in damage that round and for the next 3 rounds and a 10% chance to fail on spells cast for the next 3 rounds.
      Critical Success: the damage is doubled.
      Critical Failure: the caster is subject to a severe numbing effect and suffers a 20% chance to fail at casting spells for the next 3 rounds.
      Note: The continued numbing effect and damages can be prevented with Aer Calidus being cast on oneself.
  49. Wind Jinx (Charms)
    Ventus • Causes a strong stream of wind to come out of the caster’s wand, used to move things or people.
    • Legal Move
      Range: 5 units
      Effect: Arcane Power of the caster v strength to all those sharing a unit besides the caster. On hit, a gust of wind knocks the targets into a barrier/obstacle in the unit.
      Critical Success: in addition, those effected are pushed back a single unit.
      Critical Failure: the caster is effected by this spell instead.
  50. Cracker Jinx (Divination)
    Nec Divinos Crepitus • Conjures wizard crackers which can be used in dueling, but the force of the explosion may also end up affecting the caster.
    • Legal Move
      Range: 5 units
      Effect: Can be thrown at other racers, causing some damage and possibly forcing racers back. 40 * arcane power in damage to a single target. Force of the blast knocks the caster (not target) back a single unit, they have to re-roll against any obstacles in the previous unit if there were any.
      Critical Success: the blast will not force the caster back a unit.
      Critical failure: the caster suffers the knock back automatically and takes the full damage of the attack.
  51. Revulsion Jinx (DADA)
    Relashio • Forces the target to release its grip on what it is holding.
    • Legal Move
      Range: 3 units
      Effect: Counter to the Gripping Charm. Ends the gripping charm with a contested arcane power check, +2 in favor of the caster of Relashio. Can also be used to make an opponent drop their wand or release themselves from their broom if Epoximise is not being used to hold the wand/broom in place. Can be used to force an opponent to drop their wand with a DC of 20. Can be used to force an opponent to fall off their broom for a DC of 25.
      Critical Success: There is no critical success effect for this spell.
      Critical Failure: The caster drops their wand.
      Note: Can only be used on a target once per race. Can be cast by the same racer up to three times a race.
  52. Jelly-Legs Jinx
    Locomotor Wibbly • Causes the target’s legs to collapse, becoming like jelly. Also called Jelly-Legs Curse.
    • Legal Move
      Range: 3 units
      Effect: Counter to the Gripping Charm as it applied to holding onto a broom. Ends the gripping charm with an arcane power v strength check,+2 in favor of the caster of Locomotor Wibbly. Can be used to give the rider a 15% chance to fall off the broom each round until this spell is canceled.
      Critical Success: Expoximise is no longer considered to be a sufficient counter, only an effective Counter Spell can be used to end this effect.
      Critical Failure: the target's leg's are fortified and they have a better grip on the broom. All attempts to knock the player off their broom (short of a KO) have a 20% failure chance for the next 5 rounds.
      Notes: Counter Spell has a 20% chance to simply fail at canceling the spell before any other rolls are made.The spell Epoximise is used to adhere the rider to their broom and would be considered a sufficient counter.
  53. Hurling Hex (Quidditch)
    Iacta • Causes brooms to vibrate violently in the air and try to buck their rider off.
    • Legal Move
      Range: 3 units
      Effect: Accuracy v Evasion to take effect. On a full hit, a strength check v arcane power to see if the rider is thrown off. The broom will buck 1d6 rounds. The Gripping Charm and Epoximise give the rider a +2 to their attempt each. Where the Lubricus charm gives the rider a -2.
      Critical Success: the duration is always 6 rounds.
      Critical Failure: the caster's own broom is effected.
  54. Full Body-Bind Curse (DADA)
    Pertrificus Totalus • Temporary paralysis.
    • Illegal Move
      Range: Same unit
      Effect: Must be in the same unit to cast. Contested accuracy against a player's evasion. On a full hit, there is a stamina roll of the target against the caster's arcane power rolled which renders the rider immobile. They would run into the next obstacle or be hit by the next attack. Upon being hit or running into the next obstacle, this charm would break. Unlike the Freezing Spell where they would only be knocked off their broom if their health reaches 0, in this instance a strength check of the target is rolled against the caster's wisdom and on success for the caster the rider is knocked off their broom. The target will have time to respond before hitting the ground the next round with Spongify to prevent themselves from taking fall damage.
      Critical Success: the rider would run into the next 2 barriers/obstacles or be auto-hit by attacked made by other players against them.
      Critical Failure: the caster will paralyze themselves.
      Note: The target if afflicted will continue to fly until they hit or are hit. Then this charm will break. A player can only be afflicted by this once per race. A player can only cast this charm 3 times per race. When someone falls from their broom they will take damage that scales with the speed that they are traveling. The damage from the fall can be prevented with the spell spongify being cast on the ground to make your landing softer if you think this is coming as a prepared action.
  55. Babbling Curse
    Disputatio • Forces the target to babble every time they speak, is related to the Tongue-Tying Curse.
    • Legal Move
      Range: Same unit
      Effect: Caster accuracy versus opponent evasion. On hit, for the next 1d6 rounds the target cannot cast spells.
      On a critical success, the duration is automatically 6 rounds. On a critical failure,this rebounds on the caster.
      Note: This is countered by the ability Non-verbal Magic.
  56. The Arrow-shooting Spell (Transfiguration)
    Sagitta • fires arrows from the caster's wand.
    • Illegal Move
      Range: 5 units
      Effect: Caster shoots an arrow at a single target. The target takes 30 * arcane power in damage. In addition, the rider suffers bleed at 7 * arcane power per round until healed.
      Critical Success: the damage is doubled.
      Critical Failure: the arrow is shot at another creature (if any) that is roaming the race area as a potential threat (range is doubled for this).
  57. Minor Healing Charm (Charms / Transfiguration )
    Episkey • Used to heal minor injuries such as cuts, scrapes, and even as far as broken bones and cartilage.
    • Legal Move
      Range: 3 units
      Effect: Heals for 15 * arcane power a chosen target. +1 critical success chance.
      Critical Success: the healing is doubled.
      Critical Failure: There is no critical failure chance.
      Note:If a player is rendered unconscious, this can bring a player back to consciousness if their health surpasses 1 upon the completion of this spell.
  58. Shield Charm (DADA)
    Protego • Protects the caster or target with an invisible shield that reflects spells and blocks physical attacks.
    • Legal Move
      Range: Cast on self.
      Effect: Reduces the damage taken by 20%. DC 20 to cast, 17 to maintain.
      Critical Success: this increased to 25%.
      Critical Failure: they take 20% more damage for the next 3 rounds.
  59. Minor Explosion Charm (Charms)
    Bombarda • Creates a small explosion in the desired location if within range.
    • Illegal Move
      Range: 5 units
      Effect: DC 20 to cast. Creates an explosion in a chosen unit. Those in the unit must surpass with their evasion roll a DC of caster's arcane power + 10 to avoid taking damage. Failure results in 30 * arcane power in damage for all those hit in the shared unit.
      Critical Hit: this damage doubles.
      Critical Failure: the unit the caster is within would explode, damaging the caster as well as anyone else in the unit. Nobody gets an evasion roll for this.
  60. Banishing Charm (Charms)
    Depulso • Moves target away, opposite of the Summoning Charm.
    • Legal Move
      Range: 5 units
      Effect: Accuracy versus evasion. On hit, the target is moved back 3 units, they must avoid any obstacles in those three units by rerolling for these obstacles.
      Critical Effect: The obstacles for the 3 units that the target is knocked back need to be avoided at a -2 debuff to all stats (besides stamina) of the target.
      Critical Failure: The target is pushed forward 3 units, they must avoid all obstacles they would have encountered.
  61. Immobility Charm (Charms)
    Immobulus • Renders living targets unable to move. Related to the Full Body-Bind Curse.
    • Illegal Move
      Range: 3 units
      Effect: Contested accuracy against a player's evasion. On a full hit, there is a stamina roll of the target against the caster's arcane power rolled which renders the rider immobile. They would run into the next obstacle or be hit by the next attack (there is no avoidance or resistance roll). Upon being hit or running into the next obstacle, this charm would break. A strength check of the target is rolled against the caster's arcane power and on success, the rider is knocked off their broom. The victim will suffer fall damage but the target will have time to respond before hitting the ground the next round with Spongify to prevent themselves from being rendered unconscious. An ally can spend their turn casting Reparifors as a prepared action to prevent this effect from taking place.
      Critical Success: the rider would run into the next 2 barriers/obstacles or be auto-hit by attacked made by other players against them.
      Critical Failure: the caster will paralyze themselves. This does not count as the once per race a user can be affected by this spell, however this does count as one of a user's three casts of this spell.
      note: It is important to note, the target if afflicted will continue to fly until they hit or are hit. Then this charm will break. A player can only be afflicted by this once per race. A player can only cast this charm 3 times per race.
  62. Cushioning Charm
    Molliare • Creates an invisible cushion over the target, but is usually used in the manufacturing of brooms.
    • Legal Move
      Range: Self Cast
      Effect: Reduces the DC required for the Gripping Charm (to hold onto the broom) or the Epoximise Spell so that there is no longer a DC to be rolled. This spell has no DC, will be successful on cast. There is no critical success or failure chance.
  63. Drought Charm
    Siccum lacus • Causes puddles and small ponds to dry up. Not strong enough to drain bodies of water like a lake.
    • Legal Move
      Range: 5 units
      Effect: DC 20 to cast, temporarily dries up a waterfall when passing under, eliminating the strength DC to safely pass through.
      Critical Success: the waterfall remains dried up for 3 rounds.
      Critical Failure the water rushes heavier, the DC to pass through is increased by 3.
      Note: can be canceled by Finite Incantum.
  64. Herbivicus Charm (Herbology)
    Herbivicus • Rapidly increases the growth rate of plants and causes flowers to bloom.
    • Legal Move
      Range: 5 units
      Effect: DC 20. When cast in woods, at thorns or at vines, it increased the DC to pass through this area by +5. This lasts for the next 3 rounds.
      Critical Failure: the plants would wither and the DC would be reduced by 2.
      Critical Success: the duration of this spell is for the remainder of the race.
      Note: can be canceled by Finite Incantum.
  65. Water-Making Spell (Herbology)
    Aguamenti • Conjures a jet of clean, drinkable water from the tip of the caster's wand.
    • Legal Move
      Range: 2 units
      Effect: No DC to cast. No accuracy check. +2 to end Incendio using a contested arcane power. Has no critical failure or critical success effect.
  66. Fog-Conjuring Charm (Charms)
    Nebulus • Conjures fog from the tip of the wand.
    • Range: 3 units
      Legal Move
      Effect: DC to cast is 20. Reduces all who enter the unit after this spell has been cast accuracy and evasion in that unit by 2. This effect only persists in that unit but this effect lasts the duration of the battle.
      Critical Success: this spell effects 2 units adjacent. The units would be the units on either side of the initial unit this was cast on.
      Critical Failure: this spell goes off in the unit the caster is in and effects the caster. This spell does not slow down the caster to cast.
      Note: can be canceled by Finite Incantum.
  67. Siphoning Spell (Divination)
    Tergeo • Siphons liquids such as blood, dust or grease, and cleans objects.
    • Legal Move
      Range: Self cast, can be cast on an ally in a shared unit
      Effect: Can counter both Epoximise and Lubricus. DC 20 to cast. Must be within 3 units of the target. There is no critical success of failure for this spell.
  68. Impediment Jinx (DADA)
    Impedimenta • Hinders the movement of the target, slowing it down or stopping it in its tracks.
    • Legal Move
      Range: 5 units
      Effect: Accuracy versus Evasion of a single target. Reduces the broom by 1 progressively for the next 4 rounds. Meaning if you have a broom that has a speed of 5, round 1 you will have a top speed of 4; round 2 a top speed of 3; round 3 a top speed of 2 and round 4 a top speed of 1. If you have a slower broom, your top speed can be 0. It cannot go lower than 0. The slowed player only suffers the deficits for the speed they are actively moving.
      Critical Success: this lasts for an additional round.
      Critical Failure: the target is sped up and their top speed increases progressively by 1 each round. They only suffer the debuffs of the top speed of their broom (so a broom with a top speed of 3 can move at a speed of 5 and not suffer the speed debuff).
      Note: can be canceled by Finite Incantum.
  69. Tongue-Locking Jinx
    Langlock • Causes the target’s tongue to become stuck to the top of their mouth.
    • Legal Move
      Range: 5 units
      Effect: Caster accuracy versus opponent evasion. On hit, for the next 5 rounds the target cannot cast spells. This is countered by the ability Non-verbal Magic.
      Critical Success: the duration is automatically 6 rounds.
      Critical Failure: this rebounds on the caster and lasts automatically for 6 rounds.
      Note: can be canceled by Finite Incantum.
  70. Ground-Sucking Jinx
    Orbis • Causes the victim to get sucked into the ground.
    • Legal Move
      Range: 3 units
      Effect: Can only be used on a target that has been grounded but conscious to have an appreciable effect. Accuracy of caster versus target evasion. On hit, the ground sucks the target into the earth. They must achieve a strength check versus caster arcane power to break free.
      Critical Success: the arcane power for the strength check is given a +2.
      Critical Failure: the target is pushed upward with their broom and is able to make progress for the round. If they had no prepared action in case this was cast and failed (as most won't) they would automatically move forward in the race at their mid-level (rounded up) speed.
  71. Jelly-Finger Jinx
    Manus Gelata • Causes the target's fingers to become almost jelly-like to make it uneasy for the victim to grasp objects.
    • Legal Move
      Range: 5 units
      Effect: Makes holding a broom and a wand more difficult. Accuracy of caster versus evasion of target. On hit, there is a 5% chance of spell failure (on each spell cast), 5% chance that they will release the broom (rolled at the end of the round) and a 5% chance that they will drop their wand (rolled at the end of the round) for the next 4 rounds.
      Critical Success: 10% chance of spell failure (on each spell cast), 10% chance that they will release the broom (rolled at the end of the round) and a 10% chance that they will drop their wand (rolled at the end of the round) for the next 4 rounds.
      Critical Failure: This spell backfires on the caster.
      Note: can be canceled by Finite Incantum.
  72. Broom Jinx (Flying)
    Indomitus • makes broomsticks try to throw their riders off through a variety of means such as sudden lurches and violent swishing movements.
    • Legal Move
      Range: 5 units
      Effect: Accuracy v Evasion to take effect. On a full hit, a strength check v arcane power to see if the rider is thrown off. The broom will buck 5 rounds. The Gripping Charm and Epoximise give the rider a +1 to their attempt each. Where the Lubricus charm gives the rider a -2.
      Critical Success: the duration is 7 rounds.
      Critical Failure: the caster's own broom is effected.
      Note: can be canceled by Finite Incantum.
  73. Hair Antlers Hex
    Anteoculatia • Causes the target’s hair to turn into antlers.
    • Legal Move
      Range: 5 units
      Effect: Accuracy of the caster v evasion of target. On hit, makes attempts through narrow passageways, woods, thorns and vines more difficult. -3 on all checks against environmental hazards for the duration of the race.
      Critical Success: the debuff is increased to a -4.
      Critical Failure: the user's own hair is affected.
      Note: can be canceled by Finite Incantum.
  74. Stinging Hex
    Apes Impetus • Produces a stinging sensation in the victim, resulting in angry red welts and occasionally the severe inflammation of the affected area.
    • Legal Move
      Range: 5 units
      Effect: Accuracy of the caster versus the target's dodge. On hit causes -1 to accuracy, evasion and strength for the next 4 rounds. Does 10 * arcane power damage for the next for rounds.
      Critical Hit: the damages are doubled.
      Critical Failure: the user is buffed with +1 accuracy, evasion and strength for the next 4 rounds and gains 10 * arcane power in health for the next 4 rounds.
      Note: can be canceled by Finite Incantum.
  75. Knee-Reversal Hex
    Genu Retro • Causes the victim's knees to appear on the opposite side of his/her legs.
    • Legal Move
      Range: 5 units
      Effect: Caster accuracy v target dodge. It is much harder to remain on the broom with the legs reversed in this manner. They suffer a 10% chance of falling off their broom each round for the duration of the race. In addition, they have a harder time controlling the broom and suffer a -1 accuracy and evasion for the duration of the race. Finally, if they are knocked off their broom, it takes 1 additional round to get back to their broom. A player can only be effected by this once per race.
      Critical Success: this is increased to a 15% chance to fall off the broom and a -2 accuracy and evasion.
      Critical Failure: the caster of this spell cannot cast this spell again for the duration of the race and if this spell is cast on them it is done with a +3 accuracy.
      note: When someone falls from their broom they will take damage that scales with the speed that they are traveling. The damage from the fall can be prevented with the spell spongify being cast on the ground to make your landing softer if you think this is coming as a prepared action. Can be canceled by Finite Incantum.
  76. Leg-Locker Curse (DADA)
    Locomotor Mortis • Causes the target’s legs to be ‘locked’ or ‘glues’ together, making it impossible to walk or move their legs.
    • Legal Move
      Range: 5 units
      Effect: DC 20. Makes a player immune to being knocked off their broom unless they are rendered unconscious or caught be a waterfall. However, if they are caught in vines or descendio is used successfully on them they would be considered grounded and they would not be able to get back on their broom until they have removed this spell from themselves. There is no critical success or failure effect for this spell.
      Note: can be canceled by Finite Incantum.
  77. Untransfiguration Spell (Transfiguration)
    Reparifarge • The general spell used to counter the effects of a Transformation spell.
    • Legal Move
      Range: Self cast, can also be cast on an ally within the same unit
      Effect: Serves as a counter for Fumus Lamina using a contested wisdom check. There is no critical successor failure chance.
  78. Flower Conjuration Spell (Herbology)
    Orchideous • Conjures a bouquet of flowers at the tip of the caster’s wand.
    • Legal Move
      Range: 6 units
      Effect: Can be used to lure Mosps away from other players. There is no critical success or failure chance.
    [/quote]


Spells That Do Nothing in Races
Reducio
  1. Levitation Charm (Charms)
    Wingardium Leviosa • Levitates the target for as long as the caster can concentrate.
  2. Eyeglass Repair Charm (Mistory of Magic RPG)
    Oculus Reparo • Mends broken eyeglasses.
  3. Unlocking Charm (Charms)
    Alohomara • Counter-spell to the Locking Spell that is used to open and unlock doors.
  4. Locking Spell (Charms)
    Colloportus • Locks or seals the target door, causing it to not be able to be opened manually.
  5. Packing Charm (Upon Graduation to Year 2)
    Pack • Efficiently packs a trunk or luggage.
  6. Match to Needle (Transfiguration)
    Conmutocus • Is used o transform a match into a needle.
  7. Matchbox Transformation Spell (Transfiguration)
    Flintifors • Transforms the target into a matchbox.
  8. Sand to Glass (Transfiguration)
    No incantation • causes any glass that comes within a certain radius of the caster to be transfigured into sand.
  9. Revealing Charm (Charms)
    Revelio • Reveals magically hidden targets.
  10. Illegibility Charm (Charms)
    Illegibilus • Renders the targeted text unreadable.
  11. Obliteration Charm
    Hidam Gradus • Removes footprints.
  12. Paper-Mending Charm (History of Magic)
    Papyrus Reparo • A variant of the Mending Charm that mends torn pieces of paper.
  13. Color Change Charm (Transfiguration)
    Colorvaria • Changes the colour of the target.
  14. Hair Color-Changing Charm (Transfiguration)
    Crinus Muto • Transform the colour and style of the caster's hair.
  15. Multicorfors Spell (Transfiguration)
    Multicorfors • Changes the colour and style of the target's outfit.
  16. Squiggle Quill Spel (Transfiguration)
    Mollis Calamum • Transfigures writing quills into worms.
  17. Bird Transformation (Transfiguration)
    Avifors • Turns the target into a bird.
  18. Hardening Charm Duro (Transfiguration)
    Duro • Turn objects to stone.
  19. Water-Heating Spell (Divination)
    Aqua Fervens • Heats up water, used for making tea.
  20. Caterwauling Charm
    Terrorem • Creates a perimeter in which if anyone enters, a high-pitched shriek will go off. Related to the Intruder Charm.
  21. Erection Charm
    Erecto • Used to set up a tent or other similar objects.
  22. Feather-light Charm
    Ponus pluma • Makes something lightweight.
  23. Singing Jinx (Charms)
    Cantis • Causes the target to begin singing uncontrollably.
  24. Teacup to Tortoise (Transfiguration)
    Tazachelys • Turns a teapot into a tortoise.
  25. Teapot to Tortoise (Transfiguration)
    Terachelys • Transforms a teacup into a tortoise.
  26. Spider Conjuration Spell (CoMC)
    Arachnos • conjures a spider from the tip of the caster's wand.
  27. Snake Summons Spell (DADA)
    Serpensortia • Conjures a snake from the end of the wand
    • Snake-Vanishing Spell (DADA)
      Vipera Evanesca • Counter-spell for the Snake Summons Spell, vanishes snakes.
    • Pumpkin Head Charm
      Melofors • Encases the victim’s head in a pumpkin.
  28. Blockage Clearing Spell
    Anapneo • Clears the airway of someone’s throat, should they find that it is blocked by food or otherwise.
  29. Amplifying Charm (Charms)
    Sonorus • Causes the caster’s voice to become loud; amplified.
  30. Quieting Charm (Charms)
    Quietus • The counter-charm to the Amplification Charm, makes the caster’s voice quieter, or to return to normal.
  31. Muffliato Charm (Charms)
    Muffliato • fills the ears of any person in the vicinity of the caster with a buzzing sound so as to allow for conversation without being overheard.
  32. Bubble Head Charm (DADA)
    Aspira • Creates a bubble around the head of the user, which acts as a supernatural equivalent of a breathing set for underwater endeavors.
  33. Spider Repellant Spell (DADA)
    Arania Exumai • Blasts away large arachnids, more specifically Acromantulas. Can cause unknown effects if used on a humanoid or other creature without hitting an arachnid, although the spell can go through humanoids and other creatures to reach an arachnid.
  34. Treasure Unlocking Charm
    Cistem Aperio • Opens chests or boxes from a distance.
  35. Anti-Cheating Spell
    Fraustatem • Cast on paper in order to prevent people from cheating while writing answers.
  36. Hair Thickening Charm
    Magis Capilli • Thickens the victim's hair.
  37. Ink-Revealing Charm (Ancient Runes)
    Aparecium • reveals secret messages written in invisible ink or any other hidden written markings.
  38. Blackboard Writing Spell (Divination)
    Scriptus • Causes words to appear on a blackboard.
  39. Teeth-straightening Spell (Divination)
    Recto dente • Straightens crooked teeth
  40. Structure-Building Spell (Divination)
    Erecto • Straightens out the target object and sets it up.
  41. Ducklifors Jinx (Transfiguration)
    Ducklifors • a transfiguration jinx that transforms an organism into a duck.
  42. Hair Loss Curse
    Calvario • Causes the target’s hair to fall out.
  43. Snufflifors Spell (Transfiguration)
    Snufflifors • turns objects into mice (somehow Flying books are especially vulnerable to this spell).
  44. Refilling Charm
    Potum Replete • Refills the targeted container with the original liquid contained in it.
  45. Cauldron to Sieve (Transfiguration)
    No incantation • transfigures cauldrons into sieves.
  46. Fish Transformation Spell (Transfiguration)
    Piscifors • Turns the target into a fish.
  47. Animal-Goblet Transformation (Transfiguration)
    Vera Verto • Transforms the target animal into a water goblet.
[/quote]


How Races and Abilities effect Broom Racing
Reducio
Dhampir
Dhampir Bite
Must be in the same unit as the target to perform a bite attack. This would be considered an Illegal move in the race.
Dhampir Claw
Must be in the same unit as the target to perform a bite attack. This would be considered an Illegal move in the race.
Magical Menace
This effects only spells being cast by the dhampir,
Unsettling Aura
Must be within 3 units for this to take effect.
Werewolf Form
Werewolf Form
Players cannot ride brooms and race in werewolf form.
Intimidation
Must be within 3 units for this to take effect.
Metamorphmagus
Year 3 Ability to Mimic another student
If a metamorphmagus takes on the appearance of another student in the race, there is a chance that the other racers will become confused. They may target the wrong one. For instance is Tom looks like Sally in a place where the change cannot be seen (such as in a Fumos Cloud, then attacks aimed at Tom or Sally have a 50% chance of targeting the wrong one. Certain races with keen senses of smell might be able to see through this duplicity.


Parselmouth
Snakes
The snakes are not useful in racing. Sorry, you cannot fling your pet snake at your opponents.
Part Giant
Year 3 Skills
You are actively flying, it is impossible to Grapple while racing. May attempt to Grab the opponent's wand at normal accuracy and dodge if in the same unit. This would be a contested accuracy (part giant) versus evasion (target) roll and then a contested strength check (of both) to see if the part giant gains the wand. However, it is very hard to fly with two wands in hand. Much like Summoning Charm (Accio), the rider holding 2 wands has a 50% chance of simply falling off their broom (no hands) each unit they pass through with two wands in their possession to hand off the wand.

They are not able to break objects, limbs or grapple while speeding on their broom.
Berserk
Is an action that can be done, the broom movement is not halved by this action because it is not a spell.
Unbound
Immunity to Vines, Full Body-Bind Curse, Immobulus, and Cockatrice's slowness effect.
Veela
Alluring
Effects those targeting the Veela only. There is a percentile chance that the attacker will attack another target instead of the Veela.
Scream
Their scream has a 6 unit range.
Abilities
Blindvision
If a player with Blindvision is affected by any spell reducing their sight, that effect is not active or instantly nullified. Immune to the following: Fumos, Obscuro, and Nebulus
Broken Broomshaft
Critical hits made by racers with this ability with their spells or attacks have a 25% chance to also break a rider's broom.
Catch
Becomes a free action to catch another user (as long as it is stated to do so). The downside? The catcher would end their turn in the unit they caught their ally in. They must be within 3 units of their ally to use this ability. The catcher determines if they simply lower the ally to the ground (free action) and they can retrieve their broom or they ride on two-headed dragon style

**This is heavily modified from the previous version in the shop and is for
testing as a potential replacement. This does mean that you can only catch one.
Charmer
Works on those within 3 units.
Fearless
Immune to a Boggart's Fear effect.
Foulplay
This effects moves that are considered to be Illegal in the race system.
Healing Sage
Reparifors can be cast on self even if already effected by the Full Body-Bind Curse or Immobulus.
Ferula Once cast, this prevents the bleed effect on the subject from future bleed the duration of the race. Bleed can be the result of Thorns, Sagitta and Fumus Lamina.
Minor Healing Charm buff to the healing done.
Lovely Creature
Must be within 3 units for this to take effect.
Non-Human Enthusiast
The +1 to all checks, accuracy and dodge against a non-human opponent.
Sixth Sense
Can be used to counter the cheating system. +2 to awareness applies to awareness checks for cheating. The 25% chance to auto-detect only applies to stealth users. However in Fumos and Nebulus there is a 25% chance that they see an action being performed. There would be a normal roll for detecting a cheat attempt.
Spell Spread
The second target must be within 1 unit of the first.
Terrible Presence
Must be within 3 units for this to take effect.
The Muggle Condition
Rolls through obstacles that require accuracy get a +2, non spell actions (like blatching) get a +2.[/b]


Cheating System
Reducio
While most moves are allowed in a race, making racing arguably one of the most dangerous sports, some take it a step further. There are several illegal moves that have been deemed too dangerous to use in a race either due to the property damage it may cause or the physical harm that might result from the reckless use or in this case misuse of the spell. That does not mean that cheating does not happen

Spectators and race officials are scattered throughout the track, monitoring progress. If cheating is noted, the rider's broom would be forced to a halt for a duration of 3 rounds. During this time they can not cast or take any actions. If they are caught cheating again, an additional round is added each time.

Cheating is done off a player's Wisdom, their wisdom plus a roll of 1d20 is required. The DC is the average wisdom score of all of the racers in the race +10.


Order of Operations
Reducio
  1. Start of the Race - the track is described. The units are defined. The racers are listed. The setting is written with a narrative post.
  2. Racers enter the thread. The racers playing enter the thread. They will be given a predetermined amount of time to post, often a week but it could be more or less. If it is more, it will be stated on the moderation post. Sadly this will be to the second (using time stamps) to account for different time zones as some people's 1st of the month is another's 2nd or 31st. So when someone states the next mod will start being done in 7 days, it would be 7 days to the minute of that post that the thread is closed to new posts. If a post is made late, it will be overlooked.
  3. The moderator announces that the race is starting. All players start in the same unit at the start of the race.
    • Movement is moderated first. So if a player states that they are moving 3 units, that racer is moved 3 units. Any obstacles in the setting are rolled.
    • Spells against the environment are moderated next. This would be spells to damage the ground. To soften the ground. To make the forest more dense, etc.
    • Spells against one another are next. Please note that there is a range on these spells. This range is determined from the player's stop point for this first round.
    • Damage is taken and calculated.
    • Secondary effects (such as slowness, reduced accuracy or evasion) are applied.
    • If a wand is taken or they fall off their broom, this is applied now.
  4. The next round starts.
    • A falling player skips the movement stage, they are moving vertically. They can immediately cast a reactionary to prepare themselves for impact.
    • The other racers move.
    • Spells against the environment are moderated next. This would be spells to damage the ground. To soften the ground. To make the forest more dense, etc.
    • Spells against one another are next. Please note that there is a range on these spells. This range is determined from the player's stop point for this first round. This includes casting a spell against a grounded target. An opponent might be out of range and unable to cast anymore.
    • Damage is taken and calculated.
    • Secondary effects (such as slowness, reduced accuracy or evasion) are applied.
This process repeats onward. There may be exceptions to this that will be edited in here as they are discovered and applied.

There is something about ambition, how it not only propels you but also defines you.
The Swift and the Speedy Broom Racing Finished
Date: Saturday, August 21
Time: 1800
Weather: Slightly overcast and cool, it looks like it is about to rain in the very near future. There is a wind coming from the south.

Broom racing, a historical failure at Hogwarts for a laundry list of reasons. The impromptu race was somewhat unexpected, more an intended distraction for students. Also, done in response to a series of rumors that have trickled about the student body -- that the forest was alive. At the very least that the forest seems to be alive. Skepticism among wizards may sound unusual but even among magicians there is still an underlying logic that drives all thing.

The forest is alive, far from inert but the trees will not uproot themselves and come for the children. That was what the adults believed and frankly they are right, on Monday, August 9th several Professors found themselves in the woods. Evidence of a fray most certainly but truly evidence that children will be children. That their imaginations had gotten away from them. That the trauma of the incident at Hogsmeade the day before had traumatized their young, malleable minds.

The Professors would find nothing less the uncanny aroma of gingerbread, nothing relevant enough for them to research. They had identified a few dangerous creatures in the darkened wood, potential sources of terror for the children - large arachnids that @Caradoc Browne had chased off, deeper and further into the woods where they would not be bothering the students or for that matter Professors for a long time.

There were some dangerous plants, toxic and potentially led to delusions if consumed. Plucked and burned, uprooted and discarded by the practiced wizards. They would find the woods 'safe' or at the very least as safe as a wooded area with a variety of wildlife could be. The logical conclusion as to show the children that there was nothing to fear, only that they needed to remain cautious and vigilant.

So a broom race.

There were students from all of the schools, including Hogwarts that have expressed an interest in Broom Racing. Perhaps it was time to let the kids release some of that pent up aggression and show them how safe Hogwarts truly was.
Durmstrang
@Piérre Marchonné - Romeo Marchonné
Flash Holmwood - Yefim Rumyantsev (playing in Chess Dueling)
@Percival Rainwood - Mikael Halldorson
@Ivy Bellamy - Cielle Posey Johansen
@Mars T'ien - Alexander Theodore Baron
@Anastasia Beckett - Alexei Petrov
@Astrea Soleil Neptune - Johannes Cyprian Ambroży
@Dmitri Jones - Kheanu Maravilho Mondelez
@Alan Vanes - Nichlas Forsberg
Ilvermorny
Melissa Carson[/mention] - Olivia Smith (last post June 30)
Bridget Collins[/mention] - Phylicia Stanwood (last post June 29)
@Willow Anderson - Everett "Rett" Brooks
@Opeila Winters - Theodore Duncain
@Rose Moon - Andrew Lycan
@Sarah Lightwood - Amelie Fontaine
@Katrina Walker - Iris Field
Beauxbatons
Akari Kato[/mention] -- Enzo Delcroix (playing in Chess Dueling)
@Starlee Kennedy -- Florian LeRoy
@Stanley Buttons -- Sébastien Batteux
@Santario Martin -- Angélique Colette de Clairmont
@Scarlett Aden -- Elise Laurent
Eyre Reeves -- Delphine Desmarais (last post June 30)
Amadea Campbell -- Sylviane Favreau (last post July 2)
Koldovstoretz
Lavinia Cloven -- Irina Afanasyeva (Chess combat)
Hogwarts
Aurelia Notrésvace (Duelist)
@Xailah Alptraum of house Gryffindor
Aemadall Zarcovich (inactive)
Nessa Spriggin (inactive)
Aurelia Roberts (inactive)
Lumia Miynx (inactive)
Percival Gray (Chess Combat)
Caelan Stewart (inactive)
Hogwarts did not have a functional racing team like some of the other schools. It did make for some uneven teams, Durmstrang had the advantage in this scenario, the strongest, largest racing team. they also had the greatest chance of victory because of this.

When someone from a team wins, their whole team wins. Racing is a mixture of individual skill or luck as well as teamwork. While there is not often coordinated plays among racing teams, there is a reason to stop and help or even defend a teammate. This would prove to be a good opportunity for the kids, a chance to get to know people that they normally did not know, to create a sense of community beyond their limited experiences in school.

It was for that reason that there would be three teams, much like the Quidditch Match the week before. Hogwart's one student: Xailah would team-up with Beauxbatons and Ilvermorny would be on it's own. Durmstrang had a slight advantage in terms of numbers (a few are almost inactive so possibly not really) but in truth every team had a good chance to win.

The students would be admitted to the Astronomy Tower (RP'd in a thread adjacent here) to view the race. The tools to gaze at the stars now being sued to monitor the racers and enjoy the potential shenanigans. [A spectator thread will be provided]

Solomon Lear, the Hogwarts Headmaster would not be quite as verbose as the Ilvermorny headmaster the week previous but he would welcome the students all the same. "Welcome-- everyone," he sounded tired because he was. "This is going to be an interesting event I am rather sure, broom racing which is essentially moving very fast through a semi-dangerous course with other wizards with the goal of reaching the destination or in our case completing a loop faster than the rest. I don' expect most of them to make it through the course. Nurse Brumby, please stay on standby," @Kelsey Brumby was likely the hardest worked staff member in all of Hogwarts.

"Let me introduce the racers from Durmstrang, Ilvermorny, Koldovstoretz, Beauxbatons and Hogwarts," with a gesture of his hand, no fireworks he would gesture towards a lineup of students. the cheers were too far away to be heard, everyone was standing on the Astronomy Tower whereas the racers were lined up on the ground stories below. The announcements made via the amplifying charm, his words were clear but this would be a quieter event than a game of quidditch. This was necessary for the safety of everyone as the spectators would soon discover.

Interested members have 2 weeks to post in this thread. they have until August 16 to post.

There is something about ambition, how it not only propels you but also defines you.
The Swift and the Speedy Broom Racing Finished
Image posted by the member
Stats| Stamina: 10 | Evasion: 7 (8) | Strength: 11 (12) | Wisdom: 4 (5) | Arc Power: 3 | Accuracy: 13 (15)
Broom| Nimbus 1700: +2 accuracy, +1 evasion, +1 wisdom, +1 strength
Top Speed| 6
Abilities| Fearless & Evasive Maneuvers
Initially, Angél was not expecting broom racing, but it had been a pleasant surprise when they were told that it was going to happen. Her hair was pulled back into a low ponytail to keep it out of her face distractions were more than just dangerous in a race. They could be life-threatening, and how embarrassing would it be to have your own hair take you out?

While she couldn’t hear the cheering from the Astro Tower, she still raised her hand above her head and waved at the spectators. She knew Cassanora would be up there cheering for her, and that made her beam with pride! She was ready to feel the freeing feeling that only whipping through the air on a broom could give her.
Action| Mount Broom and get ready if now is the time
If broom racing needs more than 50wc let me know and I'll edit.

Healing Sage: +30% healing | Prodigal Charms | Impartial | Fearless
Stamina : 10 | Evasion : 7 | Strength : 3 | Wisdom : 12 | Arcane Power : 10 | Accuracy : 15
The Swift and the Speedy Broom Racing Finished
Image posted by the member
@Evelynn Decipio as Greta Fransson
Sta 9 | Eva 8 | Str 6 | Wis 8 | Arc 6 | Acc 9
Broom: Nimbus 1700
Theo was excited. The last broom race was a while ago and it had passed in a bit of a blur. Not that eventful. The young Thunderbird was hopeful that this year it would be different.

Those were the thoughts that had been spinning around in his mind before she suddenly stood in front of him, very much unexpected. Their short correspondence had ended and the ball he had invited her to go to with him... well, it had been similarly uneventful as the last broom race.

With a short "Good luck" she dropped something in front of him that Theo quickly caught out of the air. It was a ribbon. "Greta-" And then she was gone, before Theo could say anything. The positive excitement regarding the race seemed suddenly unimportant. Tieing the ribbon around his wrist, he looked after her, more certain that something was wrong than he had been before.

Greta hadn't even looked at him. Also she had pretty much avoided him the whole time at the camp. But that just didn't fit together with what had just happened now. She had looked around as if she was scared to be seen with him- could that be it? Had he gotten Greta in trouble because... what?
Frowning the young boy looked down at the ribbon, ran one finger over it, then took a deep breath.

He had to focus on the race now. And then he would make a plan to meet her alone. Where no one would know. His hands tightened around his broom as he stepped to his teammates, his untypical serious expression being the only evidence of his worried thoughts.
Image posted by the member

Opeila Winters | Raffle | Theodore Duncain
Sta-10 | Eva-17 | Str-10 | Wis-8 | Arc-9 | Acc-20
The Swift and the Speedy Broom Racing Finished
Durmstrang
@Piérre Marchonné - Romeo Marchonné
@Percival Rainwood - Mikael Halldorson
@Ivy Bellamy - Cielle Posey Johansen
@Mars T'ien - Alexander Theodore Baron
@Anastasia Beckett - Alexei Petrov
@Astrea Soleil Neptune - Johannes Cyprian Ambroży
@Dmitri Jones - Kheanu Maravilho Mondelez
@Alan Vanes - Nichlas Forsberg

@Lucinia Thawin of house Slytherin
Ilvermorny
@Willow Anderson - Everett "Rett" Brooks
@Opeila Winters - Theodore Duncain
@Rose Moon - Andrew Lycan
@Sarah Lightwood - Amelie Fontaine
@Katrina Walker - Iris Field

@Jack Warren of House Hufflepuff
@Serena Towers of House Hufflepuff
@Simon Kincaid of House Hufflepuff
@Paige Grant of House Hufflepuff
Beauxbatons
@Starlee Kennedy -- Florian LeRoy
@Stanley Buttons -- Sébastien Batteux
@Santario Martin -- Angélique Colette de Clairmont
@Scarlett Aden -- Elise Laurent

@Xailah Alptraum of house Gryffindor
@Nicholas McCowan of house Gryffindor (Duellist)
@Hugh Lowe of house Gryffindor
@Shanelle Meza of house Gryffindor
@Levi Drakos of house Gryffindor

There is something about ambition, how it not only propels you but also defines you.
The Swift and the Speedy Broom Racing Finished
Image posted by the member
Interacting with @Jack Warren
Broom racing was a sport that she had heard rumours of. It was apparently bigger elsewhere than here but she had heard of a game that had been played here last year. However, as soon as the opportunity arose, Serena signed her own name down onto the paper. There was no way she would allow the opportunity to pass by without giving it a shot. She had been excited for weeks.

It had been a year since she put down her broom, so to speak. Not literally, of course. She loved flying and would not put her broom down for no reason. However, she had stepped down from her quidditch team. It was not an easy choice but in the heat of the moment - during that awful game last year - she had made a decision. Over time, she had started to regret her choice. Not enough to rejoin the team but a part of her did miss it. She missed being on a team, she missed flying in the skies, she missed playing the game. Dreams of being a professional quidditch player had been lost to the void over time but a part of her had hope that maybe, just maybe, she could go professional.

Whilst it was not the same sport at all, Serena loved flying. She had to give broom racing a go. Tugging on the leather straps of her armour, she fastened her uniform to make sure it was on tightly. Pizza Rat had tried to climb into her boot, keen to come with her wherever she was going. Serena was not having that. She had left him with one of her friends for now, and just hoped he could watch from the spectator tower - though she had no idea if Pizza would even care or know which one she was. Still, at least he was safely away from the race. That was the important factor here.

With her face paint on her cheeks and a yellow headband on her head, she was dressed. Whilst they might not be a Hufflepuff team, she would still represent her house. Grabbing her silver arrow once she had checked her clothing, she made her way to the starting area with her teammates. She did not know the entire team well - or even really at all, in some cases. She had been paired with students from Ilvermorny. Making her way to a familiar face, she grinned at him, "Let's do this," She held up her fist for a fist bump as she approached Jack Warren.
ACTION: Ready to Race >;(
Sta: 10 13 | Eva: 13 16 | Str: 1 4 | Wis: 15 18 | AP: 5 8 | Acc: 10 13
Broom: Silver Arrow +3 to all stats [added above for ease] | Top Speed: 5
Abilities: Part-Goblin and Evasive Maneuvers
Goblin Armour: Slot 1: 5% Auto-Dodge | Slot 2: 5% Auto-Dodge
TOTAL: 20% Auto-Dodge [Evasive + Armour]

PC: Serena Towers | iNPC: Arjan Oberoi | Other: Hjørdis Jensen & Xiomara Torres
Part-Goblin | Evasive Maneuvers | Beastmaster | Paragon of Health
Sta: 10 | Eva: 17 | Str: 3 | Wis: 15 | Arc Power: 10 | Acc: 15
The Swift and the Speedy Broom Racing Finished
Image posted by the member
Shanelle heard about the legendary broom race, people compete against each other in an epic race to find out who is the speediest on a broom. Obstacles will be the main challenges the players would face. I mean, that was just too much fun for Shanelle, of course she signed up for her first race. Being a first year mounting a school broom, Shanelle was pretty sure she won’t come close to winning, she heard that a lot of seniors signed up as well. Nevertheless, it would be a lot of fun and a great experience for her. As she walked to the starting line, she picked up her broom and tied up her long hair. She couldn’t wait for the race to start.

Trunk |
Stamina: 6
Evasion: 6
Strength: 5
Wisdom: 6
ArcPower: 7
Accuracy: 5 | Action: Mounts Broom, gets ready



Image posted by the member
The Swift and the Speedy Broom Racing Finished
Image posted by the member


Clasping the leather helmet shut under his chin, Hugh's head rose to face the winds. The air breezed through the longer strands that would stick out from the back. Towering above all other racers, the part-giant made a mental note that he'd be the biggest target out there today. His fingers slid over the other zippers and straps, taking his time in making sure everything was secure. His wand would be in reach, but his cheeks instantly grew a little more red in the shame he bore in waving it around.

Today would surely be a new adventure. Much like Quidditch had been in the past, Hugh was looking forward to flying again. It almost felt silly for a child of giant's blood to feel so excited about flying. As if his head wasn't enough in the clouds already.

In his own team, there would be very few he knew. The girl that went by Xailah was someone he knew from seeing her around. Having both been witness to actions against his kin and other, more weirdly dressed, attackers, he knew her to be a competent student. On the opposite team were a few more familiar faces. He briefly sought out Serena's gaze in there and offered a short nod. The famous seeker had a lot to live up to after her successful trajectory in Quidditch. There was the Warren kid too, Hugh was curious how he'd fair in all this.

Swinging the broom over his shoulder, Hugh stomped towards his spot and stood ready. "Right." He took a deep breath. "Let's see how long you'll last this time Lowe..."
Action: Mount broom, prepare himself, do as planned.
Reducio

Stats
Strength: 10 | Evasion: 1 | Wisdom: 6 | Stamina: 15 | Arcane Power: 1 | Accuracy: 7
Abilities
Part-Giant
-> +2 Chance to critically fail on spell casting.
-> +30% Damage by physical attacks. (Anything requiring Strength)
-> 20% Damage reduction. (Both magical and physical)
-> Break object/door. (5% chance of success per 2 points in Strength)
-> Break limb. (Targetted limb affect other stats)
-> Grapple. (Accuracy and Strength checks)
-> Grab wand/item. (Accuracy grab at -5)
Broom
Silver Arrow
+3 to all stats
Top Speed| 5
Last edited by Hugh Lowe on 15 Aug 2021, 17:52, edited 1 time in total.

INPC; Cassanora Browne
Race: Half-Giant // Ability: - STR: 16 EVA: 7 WIS: 10 STA: 20 ARC: 1 ACC: 7
The Swift and the Speedy Broom Racing Finished
Image posted by the member
[font=Tempus Sans ITC]J[/font]ack was ready for war. The boy had been waiting for broom racing for ages! Ever since it was a subtle whisper on the lips of gossipmongers around the school. Going fast was right up Jack's alleyway, and he couldn't wait to whoop some hopeful's dreams of victory. So, with Jack's Silver Arrow slung over his shoulder, wearing his normally infuriating grin plastered on his face, he walked on towards the starting area of the race. The young prefect was ready to pub stomp so fools who think that they had a chance of winning.

[font=Tempus Sans ITC]T[/font]he boy initially thought he would go without any protective gear because it was bulky and annoying. Still, his friend and fellow wacky racer, Serena, demanded that he wear something to protect his already injury-ridden body. So over his jorts and tank top, he's wearing a leather chest pad that Serena had fashioned from old keeper's gear. Of course, he begrudgingly complied to his small friend's demands; she had put so much work into it! On top of the forced protective equipment that Jack never wanted in the first place was a pair of black converse with bright yellow laces. To top off, the ridiculous attire, much like Rambo, had a bright yellow headband wrapped around his forehead. No matter if he wasn't racing as a badger, he was a badger through and through. Nobody messes with a badger. Honeybadger don't give a shit.

[font=Tempus Sans ITC]J[/font]ack's strut was one filled with overconfidence as he finally stopped right next to his armorer. Looking down at the tiny Hufflepuff, he'd reach out and pound knuckles against her outstretched fist. "We got this on lock. No way we gonna lose." His voice was dripping heavily with cockiness as he pulled the broom off of his shoulder. Swinging his leg over the Silver Arrow broom, he knew he was ready! He obviously wouldn't say it aloud, but he had to win because he knew his friends would be watching from the astronomy tower!
Fist bumping @Serena Towers
Stats
Sta 7 (10)| Ev 13 (16)| Str 7 (10) | Wis 5 (8) | Arc 7 (10) | Acc 7 (10)

Abilities: Fearless & Charmer

Broom: Silver Arrow
+3 to all stats
Top Speed| 5
Action: Mounting up and getting ready to stomp the competition
For those who don't know what Jorts are:
Reducio
Image posted by the member

"Speak softly and carry a big stick; You will go far"
-Teddy Roosevelt
Stamina- 7| Evasion- 17| Strength- 12| Wisdom- 5| Arcane power- 7| Accuracy- 10
Abilities: Fearless & Charmer
The Swift and the Speedy Broom Racing Finished
Image posted by the member
STA: 8 / EVA: 8 / STR: 6 / WIS: 5 / ARC: 6 / ACC: 7
BROOM: School Commissioned
TRUNK
Everywhere she moved, Lucinia ran into someone at least two sizes bigger than her. It would be a lie to say that she wasn't intimidated but she'd spent so many sleepless nights thinking about this race that backing out was not an option. Seeing the sign-up sheet had struck her like a lightening bolt. When she scratched her name across it, it'd been sporadic. A spur of the moment desire. The more Lucinia thought about it, the more excited she became. She had dreamed about being on her broom, soaring through the course. It gave her chills to think about the wind lashing against her skin, pulling the breath from her body. This was going to be the most amazing day of her life win or lose. But she sorely wanted to win.

The short brunette gazed about the scene, taking in the other racers. It was a long shot but Thawins didn't give up. They thrived in the worst of conditions. Her father didn't much like what she was doing but he hadn't stopped her. Lucky was glad for it. Her nimble little hands were wrapped around the school loaned broomstick, practically shaking in anticipation. "Sé valiente..." She muttered to herself. Be brave. If the Thawins had a family motto, it would be bravery. Her father whispered to them enough in their darkest moments. Saying the words felt like the man was there with her, guiding her in a world he'd grown up in but was still foreign to her. "Here goes nothing."

Lucky released her broom, swiftly hopping on and stabilizing herself before she reached up to tug the dual ponytails in her hair tighter. The protective gear she wore on her elbows and knees were flimsy but better than nothing. Lucky kept the rest of her attire dark, not wanting to stand out too brightly within the forest. Who knew what they'd be facing? Lucinia whistled the melody to The Zombie's "She's Not There" lowly as she steeled herself for the trial ahead.
ACTION: Pep talking & Broom Mounting, Ready for War! GRRR!
INTERACTING WITH: No one yet

sta • 9 | eva • 8 | str • 6
S T A T I S T I C S
wis • 7 | arc • 7 | acc • 8
⠀⠀⠀lucinia
⠀⠀⠀E N C Y C L O P E D I A
⠀⠀⠀soraia
muggle co. | evasive ma. | sixth se.
THROUGH⠀THE⠀YEARS
ability | ability | ability