21 Feb 2022, 12:49
Project Announcements
New NPC Roaming Areas

We created iNPC roaming areas for the schools that we accept NPCs from. This is a place for players to develop their iNPC and the relationships that they might have. The main intention of us making these is so that they can form IC relationships among their inpcs instead of having to headcanon and only interact during Hogwarts visits.

Basic Expectations:
1. Do not name professors or staff, we only have the basic lore for these schools. Please do not invent your own.
2. You need to have an iNPC from that school and play only as that NPC
3. These sites adhere to all rules regarding content and word count as the rest of the community.
4. Your player character goes to Hogwarts. They did not travel to visit here unless there is a very specific site run event involving a visit.
5. Before you write in this setting, we urge you to read up on the lore first.

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

2 Mar 2022, 17:33
Project Announcements
Information on Travel in the Magical World

We frequently get questions on travel in the magical world. In some ways travel is more convenient for wizards. It is more comfortable, faster and of course "cooler." However, there are some modes of travel that take longer than others, there are some up-sides and some down sides to travel of course.


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

4 Mar 2022, 22:03
Project Announcements
Site Timeline

A publicly viewable time-line of major events has been hard-coded onto the site. It is located on the GROUND FLOOR and can be found via the following link:

Hogwarts.io/time

Credit to Hugh Lowe /Caradoc Browne for compiling the links and formatting.

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

26 Mar 2022, 23:12
Project Announcements
New Items

We have added dozens of new items to the site shops for everyone to enjoy. You will now notice new items for your pets, new outfits that your character can wear and recreational items that are sure to be popular.

New items include:
- Several new books in Flourish and Blotts
- A bus pass that can be bought in Flourish and Blotts that gives you access to Grimmauld Place and Godric's Hollow.
- Items for your pets in Magical Menagerie.
- New fashion items in Madam Malkin's Shop
- New Prank Items in Weasley's Wizard Wheezes. There is also the fake permission slip that can be bought here that is used to enter Hogsmeade before the second year.
- Three new brooms (all tree brooms) in Quality Quidditch Supplies which will eventually be statted.
- Players will be able to gain access to Knockturn Alley by buying an item in Hogsmeade which opens up several stores.
- Andrew Walk - a creepy toy store with toys you will surely forget. They are a real scream.
- Borgin and Burkes - a dark magic/item store...
- Sisyphe's Materials - a potion component store where items not super legal can be found for a price.
- St. Mungos sells a magic eye (like Mad Eye wears)
- Wizengmot now has a admonitor.
- Some small items in "at the counter" at the Leaky Cauldron
- Main Square Hogsmeade has numerous items for sale but the popular ones to mention are the wizard camera, enchanted radio
- Dervish and Banges sells even more magical items, including children's items such as rock friend and rock friend dream house as well as sock friend (rock friend's eternal rival.
- The Post Office has Howlers
- Gladrags has a massive selection of suits, cloaks and gowns as well as shoes.
- We have several quills in Scrivenshafts Quill Shop, sorry no Black Quill. However we have the quick quotes quill among others.
- Madam Puddifoot's Tea Shop offers a number of romance items popular among sweet hearts.
- Muggle Artifacts has a couple of new items but the favored is rock of detection.
- Zonko's Joke Shop has a large array of magical items and has expanded their inventory. There are joke items and fun items. The most important items offered in this shop would be the Map of the Undergrounds of Hogwarts, Trench Coat of Sneak and Camo Coat. The Underground Map gives players access to the basement before the second year. The Trench Coat of Sneak gives players access to Knockturn Alley before their seventh year. The Camo Coat gives players access to the Forbidden Forest before their fourth year.

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

28 Mar 2022, 19:19
Project Announcements
We Have Improved the Part-Goblin Experience.

As part of the year-1 experience for part goblins they earn a little extra money each day. Money that players with a goblin heritage are likely enjoying considering this recent release. We have also opened up a shop for Goblins for when they reach the 5th year and are able to make armors. They are able to make and gift armors to other players (refer to the goblin system for details). To make this transaction tangible, there are new items in the goblin area accessible to year 5 and above. These items cost only 1 knut because I needed to give them -a- price.

Image

A preview for those that want to know what Goblins have.

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

13 Apr 2022, 18:53
Project Announcements
We have added 3 brooms to the shops recently and they now have stats:
Blatchin' Birch
Cost: 18 galleons
Description: Pretty to look at, slim in the trunk and delicate in the branches, it seems like it has just been plucked from the earth. It tends to be generous with its splinters though.
Effect: Able to carry multiple people at one time when the catch ability is used. Can catch multiple people in a single round also (up to 2).
Autumn Cruise
Cost: 71 galleons
Description: There's nothing that hits as heavy as old oak. This bulky oak tree with leaves that seem stuck in autumn, often leaves a sparse path of fiery hued leaves in its wake but the canopy always appears magically full. A fork of branches serves as an oversized steering handle while a small seat has been hollowed out in the trunk.
Prerequisites: This is considered a [t]twink[/u] broom.
Stats: +2 to all stats besides evasion.
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. This broom can carry up to four users. 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. Returning users to their broom is a free action for the owner of the broom, but those being returned to their broom need to use their action getting to their broom. Only one person can be returned to their broom as a free action (for the owner) per round, they can use their action to return a second user however.
Pine Chopper

Cost: 213
Description: This slender Scots Pine would make a fine Christmas Tree but this tree was modified with purpose. A metallic framed seat complete with windshield and stirrups has been added at the back serving as the tree's counterweight. This sturdy, reliable tree will definitely get the job done.  
Prerequisite: 6th year or later
Stats: +3 to all stats
Ability: Immune to broken broomshaft.
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. This broom can carry up to four users. 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. Returning users to their broom is a free action for the owner of the blue bottle, but those being returned to their broom need to use their action getting to their broom. Only one person can be returned to their broom as a free action (for the owner) per round, they can use their action to return a second user however.
May attach a compass

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

14 Apr 2022, 17:48
Project Announcements
Duelling Update
In order to include the Wandmaker ability in the duelling system, the duelling moderator team has made a few small changes:
  • Wandmaker is now included in the Duelling Guide to Races and Abilities with explanations as to how each core works in our system.
  • All d10 rolls (for auto-hit/-miss/-dodge and similar) have been changed to d20 rolls to make 5% chances from Wandmaker possible.
  • Ferula is now in the list of duelling spells to stop possible bleeding effects.
  • The duelling spell list now includes categories such as Charm, Transfiguration, Jinx, Hex, or Curse, for each spell, to accommodate abilities that focus on one spell category. It now also specifies for each spell if it is targeted (has to go through the Targeting & Accuracy phase) or non-targeted (automatically takes effect).
For your convenience, the changes have been included below:
Wandmaker: Your wand is special and gives you an ability that depends on its core.
• The wand only has an effect when it is being used. This means it will not go into effect if the caster is either disarmed or using Wandless Magic.
• The specific effects depend on the wand's core:
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1. Dragon Heartstring: +3 AP, 5% Rebound Chance
• Wand owner receives +3 on AP. This buff is applied before other possible buffs or debuffs.
• When casting a targeted spell (see Targeting and Accuracy), after a successful Wisdom Check and potential Auto-Fail Checks, another d20 is rolled. If the result is 20, the spell rebounds on the caster, who then takes the full effect.
• This rebound chance cannot be prevented by the Perfectionist ability.
• In case of Spell Spread being used with this wand, the entire spell would rebound before it spreads. In case of Auto-split spells, the Rebound roll occurs before the Auto-Split roll.
2. Phoenix Feather: +2 Acc on spells, 10% chance of casting a random additional spell at your target
• Wand owner receives +2 Accuracy on spells
• After a successful Wisdom Check and potential Auto-Fail Checks, an additional d20 is rolled. If the result is 19 or 20, a random Duelling spell is selected from the caster's Trunk. This spell will target the same player who the caster was aiming at with their first spell (even if either of the two are spells that do not require Acc/Eva rolls).
• The second spell is an auto-success (does not require a Wisdom or Auto-Fail Check), but will have to go through the Targeting and Accuracy phase independent of the first spell.
• In case the caster is affected by Alluring, the second spell is also redirected towards the new target.
• In case the first spell does not have a target (or more than one target), the second spell targets a random player apart from the caster (in addition to the original target, if applicable).
• If the caster uses Spell Spread, only the primary cast (not the spread) has the chance of an additional spell being cast.
3. Unicorn Tail Hair: -2 crit fail range, 30% chance that dark spells rebound on the caster.
• The caster's crit fail range is reduced by 2.
• For any Jinx, Hex, or Curse (refer to our Spell List), after a successful Wisdom Check and potential Auto-Fail Checks, another d20 is rolled. If the result is 15-20, the spell rebounds on the caster, who then takes the full effect.
• This rebound chance cannot be prevented by the Perfectionist ability.
4. Veela Hair: This wand is more powerful against one selected target (+2 Acc, +20% damage) and less powerful against everyone else (-2 Acc, -20% damage).
• When sending in their first action, the wand owner can select one person in the duel to be the grudge target. For the duration of the duel, they will receive +2 Accuracy and +20% damage for any spells intended to target the grudge target, and -2 Accuracy and -20% damage for any spells intended to target anyone else.
• When influenced by Alluring, the intended target changes, so the damage and Accuracy will depend on the new target. In case of critical miss or critical failure, the intended target stays the same, so the damage and Accuracy will depend on the original target.
• If the wand owner does not define a grudge target, it will be set to the first person the wand owner defines as the target of a damaging or debuffing spell.
5. Kneazle Whisker: Cannot critically fail spells intended to aid allies.
• Support or Utility spells intended to help the wand owner's ally cannot critically fail.
• The wand owner does not count as their own ally.
6. Dittany Stalk: +10% Healing, buffs are stronger (+1)
• This wand makes healing spells 10% stronger. This stacks additively with other percentile healing buffs such as from Healing Sage.
• Example: Reparifors cast with 10 AP, Healing Sage, and the Dittany Stalk core would heal by 50 + 5 x 10 + (30% + 10%) = 100 + (30 + 10) = 140 HP.
• For any buffing spells cast with this wand, the buff gets stronger by 1 stat point.
• Example: Serenate would give +2 +1 = +3 to AP for its duration.
7. Kelpie Hair Jinxes +1 crit success and crit failure range and +10% damage
• Jinxes (refer to our Duelling Spell List) cast with this wand have +1 chance to critically fail and succeed. They also do 10% more damage (applied to spell damage and not the effects damage).
• This stacks additively with the reduced damage from Terrible Presence, so if someone casts a jinx with this wand while affected by Terrible Presence, the buff and debuff would cancel each other out.
8. Thestral Tail Hair
• Not applicable.
9. Coral: Advantage on Counter Spells
• When casting a Counter spell (refer to our Duelling Spell List), two Wisdom Checks will be performed, and the higher one will be used for the spell.
• Some spells are only Counter spells in some cases (such as Ventus directed at Nebulus, Flipendo directed at Bullarum Immortalem, or similar). For these spells, the second Wisdom Check is performed only when used as a Counter (so when targeting an effect), and not when used to attack a player.
10. Thunderbird Tail Feather: +2 AP, Eva, Acc while below 30% max health
• Once the wand owner drops below 30% of their maximum HP, they gain +2 on their Evasion, Arcane Power, and Accuracy rolls.
• If the wand owner is healed above this threshold, they lose these boni.
• The change goes into effect the round after they fell below/were healed to or above their 30% health.
• Example: A player has 600 HP. When they take enough damage to be at 179 or less HP, they gain +2 Eva, AP, Acc starting from the next round. When they have 180 or more HP, these boni do not apply.
11. Wampus Cat Hair: 5% Auto-Fail chance for opponents
• Opponents get an Auto-Fail chance before their Wisdom Check to see whether they auto-failed to cast the spell.
• A d20 is rolled, and the spell fails if it ends on a 20.
• This stacks additively with other Auto-Fail chances (e.g. from Unsettling Aura), except for Auto-Fail Counters.
• Example: If someone is affected by Unsettling Aura and this wand, they have a 15% Auto-Fail chance. A d20 would be rolled and the spell fails on 18-20.
• This does not stack if multiple Wampus Cat Hair wands are present. This cannot break the 20% cap on Auto-Fail chances. See Auto-Fail.
12. White River Monster Spine: +1 Acc, -2 WDC for all Charms
• When casting a Charm (see Duelling Spells) with this wand, the spell's WDC is decreased by 2 and the caster receives +1 on their Accuracy roll.
13. Rougarou Hair: 10% bleeding effect from damage done with dark spells, additional target on crit success dark spells, -10% damage with non-dark spells
• When a Jinx, Hex, or Curse performed with this wand does damage, the target will suffer 10% of this damage as bleeding damage for the next 4 rounds.
• If the target is hit by another Jinx, Hex, or Curse from a Rougarou Hair wand during that duration, the bleeding effect is replaced by the new one.
• The bleeding effect can be countered by Ferula.
• On critical success cast of a Jinx, Hex, or Curse, the user can target a second, additional player. This additional target has to be defined when sending in their actions.
• All spells performed with this wand except Jinxes, Hexes, or Curses do 10% less damage. This stacks additively with other effects that make spells do less damage (e.g. Terrible Presence).
14. Horned Serpent Horn: 5% auto-dodge chance
• When a spell was successfully cast at the wand owner, a 1d20 roll is performed prior to Accuracy vs Evasion roll to determine whether the spell will be auto-dodged (roll 20). The Accuracy vs Evasion roll will not be needed in case of success.
• This stacks additively with other auto-dodge chances but cannot break the 20% cap on auto-dodge. See Auto-Dodge.
15. Snallygaster Heartstring: +1 Acc when ally's health is low
• When an ally is at < 50% of their maximum HP, the wand owner gains a stacking +1 to their Accuracy for spells cast with the wand.
• When one such ally is healed back to 50% or more of their maximum HP, the +1 buff is lost.
• You do not count as your own ally. Once you define someone as the target of a spell detrimental to them, they cannot count as your ally.
• Stacks to a maximum of +5 accuracy. (Mostly relevant for unofficial duels.)
16. Jackalope Antler: Heal others up to 10% over their maximum HP
• Healing spells cast with this wand can heal the target to 10% over their natural maximum HP.
• If someone is already at 110% of their maximum HP (e.g. due to Paragon of Health), the wand cannot heal them further than this, but can heal them back up to 110% after they have taken damage.
17. Basilisk Horn: +1 Acc, +10% damage to non-purebloods, cannot buff, heal, or support a non-pureblood if wielded by a pureblood; Hexes and Curses cannot critically fail if wielded by a non-pureblood.
If wand holder is a pureblood:
• This wand has +1 accuracy and does 10% more damage (if the spell does damage) to wizards that are not purebloods (applied to spell damage and not the effects damage).
• This stacks additively with the reduced damage from Terrible Presence, so if this buff applies and the caster is affected by Terrible Presence, the buff and debuff would cancel each other out.
• This wand cannot heal, be used to buff or cast a counter-spell that favors a non-pureblood.
• When influenced by Alluring, the intended target changes, so the damage and Accuracy will depend on the new target. In case of critical miss or critical failure, the intended target stays the same, so the damage will depend on the original target. Auto-splits are not intentional so will not profit from the Accuracy or damage buff.
If wand holder is not a pureblood:
• Hexes and Curses cast with this wand cannot critically fail (see Duelling Spells).
18. Curupira Hair: 10% spell redirection chance, 10% auto-hit, +1 critical success and failure range
• After a successful Wisdom Check for a spell cast with this wand, there is a 10% (1d20, success on 19-20) chance that the wand will change target to a random duellist, excluding the original target and the caster. This is performed after potential Alluring rolls.
• When a spell is successfully cast with this wand, a 1d20 roll is performed prior to Accuracy vs Evasion roll to determine whether the spell auto-hits (roll 19-20). The Accuracy vs Evasion roll will not be needed in case of success.
• This stacks additively with other auto-hit chances but cannot break the 20% cap on auto-hit. See Auto-Hit
• Spells performed with this wand have +1 critical success range and +1 critical failure range.
19. Troll Whisker +1 Acc, +2 Eva after a Curse is cast
• When a Curse (see Duelling Spells is cast in the duel, the owner of this wand gains +1 to their accuracy and +2 to their evasion for the next 3 rounds.
• If another Curse is cast in the meantime, the duration is replaced with the new one.
Bandaging Charm • Ferula • [Support] • WDC 10 [NEW!]
Tags: Non-Targeted, Charm, Transfiguration, Healing
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Damage: No Damage
Effect:
• This spell will stop ongoing bleeding effects
• The spell works by applying a bandage (RP effect)
Duration:
• Instant
Nullify:
• No Effect
Critical Failure
• The bandages are too tight, dealing 50 HP
Critical Success
• The spell heals 50 HP

"One can never consent to creep when one feels an impulse to soar."

30 Apr 2022, 00:10
Project Announcements
Minor Clarifications to Animagi

It has become a topic of interest/discussion with some players regarding if Animagi can have offspring with other animals and if someone is an avian animagi if they can lay eggs. We added an addendum to the Animagus ability concerning this topic: [Link]

Becoming an animagus changes your character's form to that of an animal, however you are still you. Those changes are temporary as are your genes. You do not have the genetic material necessary to create a viable offspring with a like animal. In addition, your character has a conscious, human mind with human awareness, unlike an animal. The act of having sex with an animal regardless of your character's form at the time would be considered beastiality and not accepted here in this community as it breaks site rating. As for undergoing the biological processes of an animal, you would not undergo things like molting or laying eggs, your hair and skin would shed as normal, your form would not outgrow your crab shell when in animagi form and you would ovulate as normal if you are a bird so you would not lay eggs. As for how casually this is known (for those who want those sorts of roleplays), that is up to you and those you roleplay with.

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

1 May 2022, 02:24
Project Announcements
Changes to Cup Rewards

In line with the changes that we have made to the daily wage, the inherent 'value' of the monthly rewards has diminished. This would be relative to a sort of inflation, a reward of 5 galleons was in the past something that represented 85 days of dutiful scholarship acquisition for a first year and was very valued. For a 5th year however, this was 8.5 days and while still valued not nearly as much considering the effort involved in earning those 17 points and being the winning house. So there was some math involved with this as we looked to determine how to make this reward "worthwhile" to players in light of this economic change. Essentially, we needed to raise the amount given in terms of solid galleons, increase the number of frog cards given and take this opportunity to better equalize the rewards.

Former Rewards
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Image


Hogwarts participates in Top RP Websites, a website that compiles votes monthly to show prospective players what communities are active and enjoyed by their members. This is a common source of new players. In addition, players have other ways of earning house points such as Errands, Winning Quidditch Matches, Winning Duelling Matches, Winning Broom Races, and homework. Rewards change every month and they are pre-set for each month.

How to Read the Rewards:
The rewards for a given month's house cup will be given the month after it is earned. So for example if you won the August House Cup, that is declared on September 1 so you would be getting your reward for winning the August Cup in September.

Can I Swap My Reward Out for Something Else?
The rewards are pre-set. That means that you will be getting the reward already pre-determined. So if you are uninterested in a reward (such as organizing a ball) then it is suggested that you save your assignments for a month that you would prefer to win. You will be entering each month with the knowledge of what you will earn and what you can earn if you choose to wait for another month.
Aug. Autumn Ball planning committee for top 6 earners, frogs for winning house.
Clarification: The top six overall earners of August will form a planning committee for Autumn. They will have the opportunity to organise an Autumn ball, which iNPCs from all schools in attendance. This ball should take place anytime in Sept-October (up to the organisers). All students of the winning house who have earned their house a minimum of 17 house points will be given 50 chocolate frogs. (Those who will qualify will get to organise the ball and get 50 frogs)

Sept. Brooms for top 3, some galleons for winning house.
Clarification: The top three overall earners of September will be given a broom of their choice (worth up to 20 Galleons only) to use as they want. All students of the winning house who have earned their house a minimum of 17 house points will be given 5 galleons. (Those who qualify for both will get a broom of their choice (up to 20 galleons) and 5 galleons - or a broom up to 25 galleons).

Oct. Pet for top 3, some galleons for winning house.
Clarification: The top three overall earners of October will be given a free pet of their choice. They will have to do a roleplay acquiring the pet as per our pet system rules but we will not charge them. All students of the winning house who have earned their house a minimum of 17 house points will be given 5 galleons. (Those who qualify for both will get a free pet and 5 galleons).

Nov. Underground Map for top 3, Fake Permission Form for winning house.
Clarification: The top three overall earners of November will be given an Underground Map (worth 20 galleons). All students of the winning house who have earned their house a minimum of 17 house points will be given a fake permission form. (Those who qualify for both will get items).

Dec. Gold frog cards (top), silvers (others) plus actual frogs to open.
Clarification: The top three earners of December will receive 3 Gold frog cards and 50 chocolate frogs to open. All students of the winning house who have earned their house a minimum of 17 house points will be given 3 Silver frog cards and 25 actual frogs to open. (Those who qualify for both will get both 3 gold cards, 3 silver cards and 75 frogs). Please note: cards are sent at random. You may receive duplicates.

Jan. Money for all, 10 top and 5 others.
Clarification: The top three overall earners of January will be given 10 galleons, regardless of their house. All students of the winning house who have earned their house a minimum of 17 house points will be given 5 galleons. (Those who qualify for both will get 15 galleons).

Feb. Spring Ball planning committee for top 6 earners, frogs for winning house.
Clarification: The top six overall earners of February will form a planning committee for Spring. They will have the opportunity to organise a Spring ball, which iNPCs from all schools in attendance. This ball should take place anytime in March-April (up to the organisers). All students of the winning house who have earned their house a minimum of 17 house points will be given 50 chocolate frogs. (Those who will qualify will get to organise the ball and get 50 frogs)

March. Brooms for top 3, some galleons for winning house.
Clarification: The top three overall earners of March will be given a broom of their choice (worth up to 20 Galleons only) to use as they want. All students of the winning house who have earned their house a minimum of 17 house points will be given 5 galleons. (Those who qualify for both will get a broom of their choice (up to 20 galleons) and 5 galleons - or a broom up to 25 galleons).

April. Pet for top 3, some galleons for winning house.
Clarification: The top three overall earners of April will be given a free pet of their choice. They will have to do a roleplay acquiring the pet as per our pet system rules but we will not charge them. All students of winning house who have earned their house a minimum of 17 house points will be given 5 galleons. (Those who qualify for both will get a free pet and 5 galleons).

May. Summer planning committee for top 6 earners, frogs for winning house.
Clarification: The top six overall earners of May will form a planning committee for the summer camp. They will have the opportunity to organise a summer camp events, which iNPCs from all schools in attendance. Camp takes place in July or August (up to staff as it lines up with quidditch, duelling etc). Please note: this is not a ball. Rather, students get the chance to organise official events in the camp that would go on the camp timeline. All students of winning house who have earned their house a minimum of 17 house points will be given 50 chocolate frogs. (Those who will qualify will get to organise the events and get 50 frogs)

June. Gold frog cards (top), silvers (others) plus actual frogs to open.
Clarification: The top three earners of June will receive 3 Gold frog cards and 50 chocolate frogs to open. All students of the winning house who have earned their house a minimum of 17 house points will be given 3 Silver frog cards and 25 actual frogs to open. (Those who qualify for both will get both 3 gold cards, 3 silver cards and 75 frogs). Please note: cards are sent at random. You may receive duplicates.

July. Money for everyone, 10 top earners and 5 others.
Clarification: The top three overall earners of July will be given 10 galleons, regardless of their house. All students of winning house who have earned their house a minimum of 17 house points will be given 5 galleons. (Those who qualify for both will get 15 galleons).


New Rewards:

Reducio
Image


Hogwarts participates in Top RP Websites, a website that compiles votes monthly to show prospective players what communities are active and enjoyed by their members. This is a common source of new players. In addition, players have other ways of earning house points such as Errands, Winning Quidditch Matches, Winning Duelling Matches, Winning Broom Races, and homework. Rewards change every month and they are pre-set for each month.

How to Read the Rewards:
The rewards for a given month's house cup will be given the month after it is earned. So for example if you won the August House Cup, that is declared on September 1 so you would be getting your reward for winning the August Cup in September.

Can I Swap My Reward Out for Something Else?
The rewards are pre-set. That means that you will be getting the reward already pre-determined. So if you are uninterested in a reward (such as organizing a ball) then it is suggested that you save your assignments for a month that you would prefer to win. You will be entering each month with the knowledge of what you will earn and what you can earn if you choose to wait for another month.
Aug. Autumn Ball planning committee for top 6 earners, frogs for winning house.
Clarification: The top six overall earners of August will form a planning committee for Autumn. They will have the opportunity to organise an Autumn ball, which iNPCs from all schools in attendance. This ball should take place anytime in Sept-October (up to the organisers). All students of the winning house who have earned their house a minimum of 17 house points will be given 102 chocolate frogs (worth 6 galleons). (Those who will qualify will get to organise the ball and get 102 frogs)

Sept. Brooms for top 3, some galleons for winning house.
Clarification: The top three overall earners of September will be given a broom of their choice (worth up to 22 Galleons) to use as they want. All students of the winning house who have earned their house a minimum of 17 house points will be given 10 galleons. (Those who qualify for both will get a broom of their choice (up to 22 galleons) and 10 galleons - or a broom up to 32 galleons).

Oct. Pet for top 3, some galleons for winning house.
Clarification: The top three overall earners of October will be given a free pet of their choice. They will have to do a roleplay acquiring the pet as per our pet system rules but we will not charge them. All students of the winning house who have earned their house a minimum of 17 house points will be given 10 galleons. (Those who qualify for both will get a free pet and 10 galleons).

Nov. Choice of Underground Map, Camo Cloak or Bus Pass for top 3; Fake Permission Form for winning house.
Clarification: The top three overall earners of November will be given an Underground Map, camo Cloak or Bus Pass (worth 22 galleons). All students of the winning house who have earned their house a minimum of 17 house points will be given a Fake Permission Form (worth 6 galleons). (Those who qualify for both will get items).

Dec. Gold frog cards plus actual frogs to open for the top three earners All students of the winning house who have earned their house a minimum of 17 house points will be given frog cards also.
Clarification: The top three earners of December will receive 3 Gold Frog Cards of the winner's choice and 102 chocolate frogs to open. All students of the winning house who have earned their house a minimum of 17 house points will be given 102 chocolate frogs (worth 6 galleons) to open. (Those who qualify for both will get both 3 gold cards and 204 chocolate frogs).

Jan. Money for all, 10 top and 5 others.
Clarification: The top three overall earners of January will be given 20 galleons, regardless of their house. All students of the winning house who have earned their house a minimum of 17 house points will be given 10 galleons. (Those who qualify for both will get 15 galleons).

Feb. Spring Ball planning committee for top 6 earners, frogs for winning house.
Clarification: The top six overall earners of February will form a planning committee for Spring. They will have the opportunity to organise a Spring ball, which iNPCs from all schools in attendance. This ball should take place anytime in March-April (up to the organisers). All students of the winning house who have earned their house a minimum of 17 house points will be given 102 chocolate frogs (worth 6 galleons). (Those who will qualify will get to organise the ball and get 102 chocolate frogs.)

March. Brooms for top 3, some galleons for winning house.
Clarification: The top three will be given a broom of their choice (worth up to 22 Galleons) to use as they want. All students of the winning house who have earned their house a minimum of 17 house points will be given 10 galleons. (Those who qualify for both will get a broom of their choice (up to 22 galleons) and 10 galleons - or a broom up to 32 galleons).

April. Pet for top 3, some galleons for winning house.
Clarification: The top three overall earners of April will be given a free pet of their choice. They will have to do a roleplay acquiring the pet as per our pet system rules but we will not charge them. All students of the winning house who have earned their house a minimum of 17 house points will be given 10 galleons. (Those who qualify for both will get a free pet and 10 galleons).

May. Summer planning committee for top 6 earners, frogs for winning house.
Clarification: The top six overall earners of May will form a planning committee for the summer camp. They will have the opportunity to organise a summer camp events, which iNPCs from all schools in attendance. Camp takes place in July or August (up to staff as it lines up with quidditch, duelling etc). Please note: this is not a ball. Rather, students get the chance to organise official events in the camp that would go on the camp timeline. All students of winning house who have earned their house a minimum of 17 house points will be given 102 chocolate frogs (worth 6 galleons). (Those who will qualify will get to organise the events and get 50 frogs)

June. Gold frog cards plus actual frogs to open for the top three earners All students of the winning house who have earned their house a minimum of 17 house points will be given frog cards also.
Clarification: The top three earners of June will receive 3 Gold Frog Cards of the winner's choice and 102 chocolate frogs to open. All students of the winning house who have earned their house a minimum of 17 house points will be given 102 chocolate frogs (worth 6 galleons) to open. (Those who qualify for both will get both 3 gold cards and 204 chocolate frogs).

July. Money for everyone, 20 top earners and 10 others.
Clarification: The top three overall earners of July will be given 20 galleons, regardless of their house. All students of winning house who have earned their house a minimum of 17 house points will be given 10 galleons. (Those who qualify for both will get 30 galleons).


In short:
  • The cost of frogs is being increased from 20 knuts to 2 sickles. That is being reflected in the math below.
  • In August those that contributed 17 points or more to the winning house will get frogs instead of 102 chocolate frogs. Frog cards will be changing in price (from 20 knuts to 2 sickles), so this will be equal to 12 galleons [2*102=204/17=12]
  • In September the top earners will be able to get a broom worth up to 22 galleons rather than 20; this will be reflective of Tier I broom cost changes. Galleon reward for those contributing 17 points or more to the winning house will be increased from 5 galleons to 10 galleons.
  • In October the Galleon reward for those contributing 17 points or more to the winning house will be increased from 5 galleons to 10 galleons.
  • In November the top 3 earner reward is changed from getting an underground map to getting a choice of an Underground Map, a Bus Pass or Camo Cloak. Each of these items has a meager price increase from 20 galleons to 22. For those who have contributed 17 points or more to the winning house that month they will gain a Fake Permission Form which has also increased slightly in value to 6 galleons.
  • In December the top three earners will get to pick the three gold cards that they want us to send them. In addition, they get 102 chocolate frog cards which is an increase from the 50 that they had gotten previously. We removed the 3 silver card award for members that contributed 17 points to the winning house and rather we are giving them 102 chocolate frog cards rather than 25.
  • In January the top three earners will get 20 galleons rather than 10. Those that contributed 17 points or more to the winning house will get 10 galleons.
  • In February the top house's students that contributed 17 points or more get 102 chocolate frog cards rather than the 50.
  • In March the top earners will be able to get a broom worth up to 22 galleons rather than 20; this will be reflective of Tier I broom cost changes. Galleon reward for those contributing 17 points or more to the winning house will be increased from 5 galleons to 10 galleons.
  • In April the Galleon reward for those contributing 17 points or more to the winning house will be increased from 5 galleons to 10 galleons.
  • In May the reward for those contributing 17 points or more to the winning house will be increased from 50 chocolate frog cards to 102.
  • In June the top three earners will get to pick the three gold cards that they want us to send them. In addition, they get 102 chocolate frog cards which is an increase from the 50 that they had gotten previously. We removed the 3 silver card award for members that contributed 17 points to the winning house and rather we are giving them 102 chocolate frog cards rather than 25.
  • In July the top three earners will get 20 galleons rather than 10. Those who contributed 17 points or more to the winning house that month will get 10 galleons.
To reiterate some of the shop price changes mentioned in here:
  1. Chocolate Frog Cards will be increasing in price from 20 knuts to 2 sickles.
  2. Underground Map and Camo Cloak will have a price increase from 20 galleons to 22 galleons. The Bus Pass from 10 galleons to 22 galleons.
  3. The Fake Permission Form will increase from 5 galleons to 6 galleons.
  4. There will be price changes to pets, this will be posted in a separate post, however the most expensive pet will be 22 galleons.
  5. There will be price changes to Tier I (brooms that can be bought in the first year) Brooms, the most expensive broom that can be purchased year 1 that is not a twink broom will be 22 galleons.
** Please note, in spite of this being a price increase, the saving required to get any of these items has been drastically reduced. A year 1 player would have had to of saved for 153 days to afford a 9 galleon broom without galleon rewards. Even if that same broom is 20 galleons, the saving required is 34 days with a 10 sickle a day wage.

** These rewards are taking effect immediately, meaning a happy surprise for Ravenclaw.

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

1 May 2022, 06:18
Project Announcements
Changes to Broom Costs

In line with the changes that we have made to the daily wage and monthly cup winners, brooms are inconsistent with this change in the economy. The brooms were never well adjusted to the site economy but previously we had no power over broom costs. This is not a symptom of inflation in spite of the fact that there are notable increases in cost, the time it would take to earn these brooms at the appropriate year level would be significantly decreased. Late game brooms will see a reduction in cost. This is to accommodate for the lower earning cap as well as the fact that the amount of time again required to earn enough to afford the broom would not have been considerate.

Brooms are rebalanced in terms of price by Tier. Meaning a Tier I Broom (or a broom that a year 1 player might purchase) would be within a specified range. A higher tier broom for higher years would be more expensive of course but there will be a metric for about how long this would take that is based on the players (now consistent) wage.

Former Rewards

Reducio
Items
As a Quiddich Player, the purchase of certain items can give your character an advantage. The more expensive items are often the most powerful or grant the user an ability that they did not have previously. Quiddich player's main item is their BROOM. Brooms can be bought in Diagon Alley in the Quality Quiddich Supply Shop. Brooms range in price from 9 gold to 750 gold, making brooms an expensive investment that take a lot of thought. You must meet the broom's prerequisite to be able to use the broom. Powerful brooms require exceptional control.

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.
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
Shooting Star

Cost: 10 Galleons
Description: Racing broom made since 1950 : most affordable and perfect for beginners!
Stats: +1 evasion; +1 stamina
Cleansweep 3

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

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

Cost: 13 Galleons
Description: Pretty old broomstick, not really recommended for a safe flight.
Stats: +1 accuracy, +1 evasion, +1 stamina 
Nimbus 1000

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
Cleansweep 6

Cost: 16 Galleons
Description: Resistant racing broom but rather slow.
Stats: +2 accuracy
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
Nimbus 1001

Cost: 17 Galleons
Description: Racing broom which made the Nimbus famous. 
Stats: + 2 wisdom, +2 strength, + 1 evasion
Nimbus 1500

Cost: 19 Galleons
Description: Efficient racing broom although slower nowadays. 
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, with the second-lowest roll being used instead of the lowest. 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).
Blatchin' Birch

Cost: 18 galleons
Description: Pretty to look at, slim in the trunk and delicate in the branches, it seems like it has just been plucked from the earth. It tends to be generous with its splinters though.
Effect: Able to carry multiple people at one time when the catch ability is used. Can catch multiple people in a single round also (up to 2).
Comet 260

Cost: 19 Galleons
Description: A popular model in the late 80's, still efficient today. 
Stats: +1 accuracy
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
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
Tinderblast

Cost: 25 Galleons
Description: Racing broom made by Ellerby and Spudmore in 1940 ; very resistant but rather slow. 
Prerequisite: 2nd year or later.
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.
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
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
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
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.
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.
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.
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.
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.
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
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
Autumn Cruise

Cost: 71 galleons
Description: There's nothing that hits as heavy as old oak. This bulky oak tree with leaves that seem stuck in autumn, often leaves a sparse path of fiery hued leaves in its wake but the canopy always appears magically full. A fork of branches serves as an oversized steering handle while a small seat has been hollowed out in the trunk.
Prerequisites: This is considered a [t]twink[/u] broom.
Stats: +2 to all stats besides evasion.
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. This broom can carry up to four users. 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. Returning users to their broom is a free action for the owner of the broom, but those being returned to their broom need to use their action getting to their broom. Only one person can be returned to their broom as a free action (for the owner) per round, they can use their action to return a second user however.
Pine Chopper


Cost: 213
Description: This slender Scots Pine would make a fine Christmas Tree but this tree was modified with purpose. A metallic framed seat complete with windshield and stirrups has been added at the back serving as the tree's counterweight. This sturdy, reliable tree will definitely get the job done.  
Prerequisite: 6th year or later
Stats: +3 to all stats
Ability: Immune to broken broomshaft.
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. This broom can carry up to four users. 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. Returning users to their broom is a free action for the owner of the blue bottle, but those being returned to their broom need to use their action getting to their broom. Only one person can be returned to their broom as a free action (for the owner) per round, they can use their action to return a second user however.
May attach a compass
Yajirushi

Cost: 238
Description: Japanese team's broom during the 2014 World Cup. 
Prerequisite: 6th year or later.
Stats: +3 to all stats.
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.
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.
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.
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.
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 bo
th of their actions to return them to their broom also) can retrieve a single broom. [/quote]
May attach a compass[/quote]

New Broom Prices

Reducio
Items
As a Quiddich Player, the purchase of certain items can give your character an advantage. The more expensive items are often the most powerful or grant the user an ability that they did not have previously. Quiddich player's main item is their BROOM. Brooms can be bought in Diagon Alley in the Quality Quiddich Supply Shop. Brooms range in price from 9 gold to 750 gold, making brooms an expensive investment that take a lot of thought. You must meet the broom's prerequisite to be able to use the broom. Powerful brooms require exceptional control.

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.
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: 14 Galleons, 2 sickles
Description: Broomstick created in 1934, it has not aged well and looks pretty dangerous.
Stats: +1 accuracy
Shooting Star

Cost: 14 Galleons, 2 sickles
Description: Racing broom made since 1950 : most affordable and perfect for beginners!
Stats: +1 evasion; +1 stamina
Cleansweep 3

Cost: 15 Galleons, 7 sickles
Description: Broom which came out in 1937. Quite wrinkled, but still flies apparently.
Stats: +1 accuracy, +1 dodge
Comet 140

Cost: 16 Galleons, 1 sickle
Description: Cleansweep One's competitor, its braking system hasn't aged.
Stats: +1 accuracy, +1 wisdom
Cleansweep 5

Cost: 16 Galleons, 12 sickles
Description: Pretty old broomstick, not really recommended for a safe flight.
Stats: +1 accuracy, +1 evasion, +1 stamina 
Nimbus 1000

Cost: 17 Galleons, 6 sickles
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
Cleansweep 6

Cost: 18 Galleons
Description: Resistant racing broom but rather slow.
Stats: +2 accuracy
Comet 180

Cost: 18 Galleons, 11 sickles
Description: Rival of the Cleansweep Two and Three, it's better aged than the others. 
Stats: +2 accuracy, +1 evasion, +1 stamina
Nimbus 1001

Cost: 19 Galleons, 5 sickles
Description: Racing broom which made the Nimbus famous. 
Stats: + 2 wisdom, +2 strength, + 1 evasion
Nimbus 1500

Cost: 19 Galleons, 16 sickles
Description: Efficient racing broom although slower nowadays. 
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, with the second-lowest roll being used instead of the lowest. 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).
Blatchin' Birch

Cost: 20 galleons, 10 sickles
Description: Pretty to look at, slim in the trunk and delicate in the branches, it seems like it has just been plucked from the earth. It tends to be generous with its splinters though.
Effect: Able to carry multiple people at one time when the catch ability is used. Can catch multiple people in a single round also (up to 2).
Comet 260

Cost: 21 Galleons; 3 sickles
Description: A popular model in the late 80's, still efficient today. 
Stats: +1 accuracy
Effect: You take 10% less damage from all attacks that successfully hit you.
Nimbus 1700

Cost: 28 Galleons, 4 sickles
Prerequisite: 2nd year or later.
Description: Fast and tough racing broom.  
Stats: +2 accuracy, +1 evasion, +1 wisdom, +1 strength
Swiftstick

Cost: 35 Galleons, 5 sickles
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
Tinderblast

Cost: 42 Galleons, 6 sickles
Description: Racing broom made by Ellerby and Spudmore in 1940 ; very resistant but rather slow. 
Prerequisite: 2nd year or later.
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.
Cleansweep 1

Cost:
49 Galleons, 7 sickles
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
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: 57 Galleons, 9 sickles
Description: Quality broomstick and Nimbus 2000's competitor in the 90's.   
Prerequisite: 3rd year or later
Stats: +2 accuracy, +2 strength
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: 65 Galleons, 11 sickles 
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
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: 74 Galleons, 2 sickles
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.
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: 70 galleons, 10 sickles
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.
Effect: Immune to the effects of the ability Broken Broomshaft.
+1 critical chance.
Nimbus 2001

Cost: 88 galleons, 4 sickles
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.
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: 105 galleons, 15 sickles
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.
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: 123 galleons, 9 sickles
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.
Effect: You have exceptional dodge. +10% chance to auto-dodge an attack.
Cleansweep 11

Cost: 123 galleons, 9 sickles
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
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: 172 galleons 16 sickles
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
Autumn Cruise

Cost: 172 galleons 16 sickles
Description: There's nothing that hits as heavy as old oak. This bulky oak tree with leaves that seem stuck in autumn, often leaves a sparse path of fiery hued leaves in its wake but the canopy always appears magically full. A fork of branches serves as an oversized steering handle while a small seat has been hollowed out in the trunk.
Prerequisites: This is considered a [t]twink[/u] broom.
Stats: +2 to all stats besides evasion.
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. This broom can carry up to four users. 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. Returning users to their broom is a free action for the owner of the broom, but those being returned to their broom need to use their action getting to their broom. Only one person can be returned to their broom as a free action (for the owner) per round, they can use their action to return a second user however.
Pine Chopper


Cost: 127 galleons, 1 sickle
Description: This slender Scots Pine would make a fine Christmas Tree but this tree was modified with purpose. A metallic framed seat complete with windshield and stirrups has been added at the back serving as the tree's counterweight. This sturdy, reliable tree will definitely get the job done.  
Prerequisite: 6th year or later
Stats: +3 to all stats
Ability: Immune to broken broomshaft.
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. This broom can carry up to four users. 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. Returning users to their broom is a free action for the owner of the blue bottle, but those being returned to their broom need to use their action getting to their broom. Only one person can be returned to their broom as a free action (for the owner) per round, they can use their action to return a second user however.
May attach a compass
Yajirushi

Cost: 148 galleons, 4 sickles
Description: Japanese team's broom during the 2014 World Cup. 
Prerequisite: 6th year or later.
Stats: +3 to all stats.
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: 169 galleons, 7 sickles
Description: Racing broom used by the Brazilian team during the 2014 World Cup. 
Prerequisite: 6th year or later.
Stats: +3 to all stats.
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: 190 galleons, 10 sickles
Description: Racing broom, notably used by the USA team during the Quidditch World Cup.  
Prerequisite: 6th year or later.
Stats:  +3 to all stats.
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: 222 galleons 6 sickles
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.
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: 202 galleons, 16 sickles
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.
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


In Short:
  • Tier 1 brooms will have a median cost of 17.65 galleons. The cheapest being 14.12 galleons and the most expensive being 21.18 galleons. The median being 30 days of wages, the lowest being 20% less and the high being 20% more.
    1. Cleansweep 2 goes from 9 galleons to 14 galleons 2 sickles.
    2. Shooting Star goes from 10 galleons to 14 galleons 13 sickles
    3. Cleansweep 3 goes from 11 galleons to 15 galleons 7 sickles
    4. Comet 140 goes from 13 galleons to 16 galleons 1 sickles
    5. Cleansweep 5 goes from 13 galleons to 16 galleons 12 sickles
    6. Nimbus 1000 goes from 15 galleons to 17 galleons 6 sickles
    7. Cleansweep 6 goes from 16 galleons to 18 galleons
    8. Comet 180 goes from 17 galleons to 18 galleons 11 sickles
    9. Nimbus 1001 goes from 17 galleons to 19 galleons 5 sickles
    10. Nimbus 1500 goes from 19 galleons to 19 galleons 16 sickle
    11. Blatchin' Birch goes from 18 galleons to 20 galleons 10 sickles
    12. Comet 260 goes from 19 galleons to 21 galleons 3 sickles
  • Tier II brooms will have a median cost 35.29 galleons. The cheapest being 28.34 galleons and the most expensive being 42.35 galleons. The median being 60 days of wages, the lowest being 20% less and the high being 20% more.
    1. Nimbus 1700 goes from 22 galleons to 28 galleons 4 sickles.
    2. Swiftstick goes from 23 galleons to 35 galleons 5 sickles.
    3. Tinderblastgoes from 25 galleons to 42 galleons 5 sickles.
  • Tier III brooms will have a median cost 61.76 galleons. The cheapest being 49.41 galleons and the most expensive being 74.12 galleons. The median being 105 days of wages, the lowest being 20% less and the high being 20% more. Why not 90 days? Well, 90 days would create a "low" that is equal to that of the "high" of the previous year.
    1. Cleansweep 1 from 28 galleons to 49 galleons 7 sickles
    2. Cleansweep 7 from 28 galleons to 57 galleons 9 sickles
    3. Twigger 90 from 28 galleons to 65 galleons 11 sickles
    4. Bluebottle from 30 galleons to 74 galleons 2 sickles
  • Tier IV brooms will have a median cost 88.24 galleons. The cheapest being 70.58 galleons and the most expensive being 105.88 galleons. The median being 150 days of wages, the lowest being 20% less and the high being 20% more. The increase between year 1 and year 2 was 30 days; ditto 2 to 3. Between 3 and 4 it was increased to 45, ditto between 4 and 5.
    1. Nimbus 2000 goes from 37 galleons to 70 galleons 10 sickles
    2. Nimbus 2001 from 42 galleons to 88 galleons 4 sickles
    3. Comet 290 from 43 galleons to 105 galleons 15 sickles
  • Tier IV Twink Brooms would be 20% above the high price.
    1. Moontrimmer from 46 galleons to 123 galleons, 9 sickles
  • Tier V broom will have a median cost 123.53 galleons. The cheapest being 98.82 galleons and the most expensive being 148.24 galleons. The median being 210 days of wages, the lowest being 20% less and the high being 20% more. The increase between year 1 and year 2 was 30 days; ditto 2 to 3. Between 3 and 4 it was increased to 45, ditto between 4 and 5. These last 2 years we are looking at a +60 days. There is only one broom available at this level so I do not need to worry about their cheapest going into the previous year's range so happy days I am not thinking about this because I have been typing this page for hours and hate my life. (Waves at the screen grab.)
    1. Cleansweep 11 from 50 galleons to 123 galleons, 9 sickles
  • Year IV Twink Brooms would be 20% above the high price.
    1. Silver Arrow from 60 galleons to 172 galleons 16 sickles
    2. Autumn Cruise from 71 galleons to 172 galleons 16 sickles
  • Tier VI broom will have a median cost 158.82 galleons. The cheapest being 127.06 galleons and the most expensive being 190.59 galleons. The median being 270 days of wages, the lowest being 20% less and the high being 20% more. The increase between year 1 and year 2 was 30 days; using graduated progression in terms of cost rather than basic earning which is common in gaming the difference between 2 and 3 was an additional 45 days as well as between year 3 nd 4. Year 4 to 5 there was a 60 day gap and it is happening again at this point.
    1. Pine Chopper from 213 galleons to 127 galleons 1 sickle
    2. Yajirushi from 238 galleons to 148 galleons 4 sickles
    3. Varápidos from 240 galleons to 169 galleons 7 sickles
    4. Starsweeper XXI from 370 galleons to 190 galleons and 10 sickles
  • Year IV Twink Brooms would be 20% above the high price.
    1. Firebolt from 575 galleons to 222 galleons 6 sickles
  • Tier VII broom will have a median cost 202.94 galleons. The increase between year 1 and year 2 was 30 days; using graduated progression in terms of cost rather than basic earning which is common in gaming the difference between 2 and 3 was an additional 45 days as well as between year 3 nd 4. Year 4 to 5 there was a 60 day gap and then again 5 to 6. At this point we are looking at a 75 day increase.
    1. Oakshaft 79 from 750 galleons to 202 galleons 16 sickles.
** The changes for low level brooms is slightly elevated, however the amount of time to get a broom for y1 is greatly reduced. Previously the cheapest year 1 broom cost 9 galleons, or 153 sickles. It would take 153 days to earn a broom as a year 1 student.

** The changes to year 2 brooms is similarly improved. A year 2 student earned 2 sickles per day previously and with a broom in the mid 20-galleons in cost is still 170'ish days in comparison to 60 days.

** The changes to year 3 brooms continues this trend. Players at this point make 5 sickles per day. At 28-30 galleons is 98.6 days as a median. This is set at a median of 90 days so a slight improvement.

** The changes to year 4 brooms is where there is a noted increase in time. 7 sickles per day is what a year 4 player would earn and the cost of these brooms was between 37-43 with a median of 40. It would take 97 days for a year 4 to purchase this broom. It does take longer now, This persists with the twink broom also. At 50 galleons for the broom and 60 for the twink, the shooting star was honestly a budget best choice and almost everyone has one because of it.

** However things start to reverse immediately after year 5. in year 6 the brooms are actually CHEAPER in spite if higher earnings. Indeed, players were intended to make more at year 6, 1 galleon specifically per day.

** The changes to year 5 brooms w also see an increase in investment to earn. At 213 days to 370 invested, the median here is 270 and a low of 216 which is close and a high of 324 compared to the 3670 previously we are in line if not lower.

** The twink year 6 firebolt has seen a drastic price reduction however, from 575 days of investment as a year 6 to 378 which is still very high but nowhere near as high as it was.

** The oakshaft, the formerly most expensive broom on the site is brought down from 750 galleons to 202 galleons 16 sickles. Even with higher wages the oakshaft would have taken a year 1 player earing 1 galleon 8 sickles per day 510 days. As a player making 10 sickles per day this is reduced to 345 days.


End game items still require months of effort but brooms are a progressive purchase. Nobody needs to save for a year straight for that Oakshaft, they can instead buy a different broom and let it grow with them. In addition, there are additional ways of making money to consider such as errands and top house rewards. Consider that when you are attempting to save up for a broom, one of the biggest purchases you will make on this site.
There were a few price reduced brooms. I am handing out refunds for the following brooms:
1. Pine Chopper from 213 galleons to 127 galleons 1 sickle
  • Only owner is @Solomon Lear, I need no refund.
2. Yajirushi from 238 galleons to 148 galleons 4 sickles
  • 1 owned by @Cypresse Lian, difference 89 galleons 13 sickles
3. Varápidos from 240 galleons to 169 galleons 7 sickles
  • Nobody owned this.
4. Starsweeper XXI from 370 galleons to 190 galleons and 10 sickles
  • Nobody owned this.
5. Firebolt from 575 galleons to 222 galleons 6 sickles
  • 1 owned by @Xailah Alptraum, difference 352 galleons 11 sickles
6. Oakshaft 79 from 750 galleons to 202 galleons 16 sickles.
  • Nobody owned this.

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