22 Apr 2026, 11:43
Sports Announcements and Updates
2026 Spring Races

Spring is right around the corner which means that the spring races will be starting soon! The races will begin and be posted on May 1st so please make sure that your trunks are updated in time to be locked on April 28th! .

We understand this is a quick turnaround, and appreciate the understanding and patience shown by our racers. The match-ups are as follows:
Hufflepuff vs Ravenclaw - @Vale Ashwood
Slytherin vs Gryffindor - @Mylo Atkins
Best of luck all, and may the best racers win!

sta • 8 | eva • 7 | str • 5
You will grow strong
wis • 10 | arc • 7 | acc • 8
⠀⠀⠀Mylo Atkins
⠀⠀⠀E N C Y C L O P E D I A
⠀⠀⠀Jamie Carville
Perf. | Wand. | Calm. pres.
In the softest way
ability | ability | ability

24 Apr 2026, 12:08
Sports Announcements and Updates
Spring Broom Racing Patch
This patch will feature brand new spells, clarifications for current abilities and actions, how NPC racers are used, new obstacles, and even new attackers! Please review the following for more information:

New Spells
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Horn Tongue Spell | [Attack] | [COMC Y7L1] | [Legal]
Incantation: Rinoceros Lingua
Range: 5 Units
Wisdom DC: 20
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- The target’s tongue transforms into a horn. For 3 rounds, they have a 50% chance to auto-fail when casting a spell while under this spell, and take damage each round.
- Damage equation: 10 x Caster’s Arcane Power.
Critical Success:
- They take 20 x Caster’s Arcane Power damage each round instead.
Critical Failure:
- The caster is under this spell and suffers the same effects as the target would.
Note: If the target has Non-Verbal Magic, they may cast spells without the applied auto-fail while using the ability.
Partnership Charm | [Support] | [Charms Y7L5] | [Legal]
Incantation: Magicus Extremos
Range: All allied players.
Wisdom DC: 20
Contested Roll: N/A
Effect:
- When successfully cast by 3+ members of the same team in the same round, the entirety of their team will receive +30% of their wisdom and arcane power for the duration of the match.
Critical Success: N/A
Critical Failure: No matter how many allied players cast this spell in this round, it does not take effect.
The Throwing Spell | [Attack] | [Divination Y7L2] | [Legal]
Incantation: Everte Statum
Range: 3 Units
Wisdom DC: 15
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Target is thrown back one unit and suffers a sharp pain for this round.
- Damage equation: 30 x Caster’s arcane power.
Critical Success: Target experiences damage for two rounds instead of one.
Critical Failure: Caster is knocked back one unit.
Tempest Jinx | [Environment] | [Astronomy Y6L5] | [Legal]
Incantation: Tempest
Range: 5 Units
Wisdom DC: 15
Contested Roll: N/A
Effect:
- Conjures a lightning storm above the targeted unit. Anyone who passes through this unit while the storm is there has a 20% chance of getting struck by lightning, in which case they would take damage.
- Damage equation: 50 + (arcane power x 20)
Critical Success: Allied players only have a 10% chance of getting hit.
Critical Failure: N/A
Seize and Pull Charm | [Support] [Attack] | [Divination Y7L3] | [Legal]
Incantation: Carpe Retractum
Range: 3 Units
Wisdom DC: 23
Contested Roll: Caster Accuracy vs Target Evasion.
Effect:
- Conjures a rope of light used to pull objects towards the caster or vice versa. When cast at a racer that is not fixed in place, the target moves one additional unit towards the caster. All obstacles encountered due to this are rolled for.
- Conjures a rope of light used to pull objects towards the caster or vice versa. When cast at a racer fixed in place, the caster moves one additional unit towards the target. All obstacles encountered due to this are rolled for.
Critical Success:
- There is a 10% chance this spell auto-hits the target.
Critical Failure: N/A
Clarifications
General Counter Spell's new description clarifies who the spell defends against
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General Counter-Spell | [Defense] | [Charms Y2L1] | [Legal]
Incantation: Finite Incantatem
Range: Self
Wisdom DC: 12
Contested Roll: Caster Arcane Power vs Attacker Arcane Power
Effect:
- Ends the sustained effect of a spell, or causes a spell cast by an attacker that round to automatically fail
Critical Success: Attacker cannot cast the attempted spell for the remainder of the race
Critical Failure: Attacker's original spell is considered a critical success
Note: Unless specifically stated otherwise, all spells can be countered with Finite Incantatem.
Dhampir's Year 3 Ability Unsettling Aura is revised to work similarly to Terrible Presence
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[Year 3] Unsettling Aura - This is represented as a 10% auto-fail rate for anyone besides the Dhampir (or other Dhampirs) to perform an action that targets another player or cast a spell. Unsettling Aura affects everyone on the track with the dhampir during the game (friend or foe) unless the user has the Fearless ability, is a fellow Dhampir, or is the user themselves. It is notable that a Dhampir can turn off their Dhampir's Unsettling Aura, but they must state they are doing so. Otherwise, this ability would be considered "on". This stacks with Terrible Presence. In addition, a dhampir can turn off their Terrible Presence if they have taken the ability.
Sharing a broom with another racer has clarifications of buffs and debuffs not being stackable, this means abilities such as calming presence do not stack and only can be rolled for once.
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Sharing A Broom
When two players are sharing a broom, they are considered to be a "Two-Headed Dragon." The pair would share stats and only get 1 action per round (that they must agree on and both must post for). This makes them significantly more powerful due to teamwork, but also dependent on one another and their moves are limited to one move that they must agree on. When attacks/moves are made, the stats of the players sharing the broom are averaged. So, if one user has a 7 and the other has an 11 in evasion for a total of 18, then while sharing the broom, they have an evasion of 9. The riders abilities are shared - so if one of them has fearless, the duo while they are on the shared broom have fearless. However, if they both have the same ability, the buffs/debuffs do not stack. If they both have calming presence, they may only get one roll for an auto-succeed. Stamina is not being averaged - each player maintains their own health pool and is taking half damage from obstacles and attacks as they race together. Each player will fall off the broom individually once they hit 0. If the driver falls, both fall.

There is a risk, IF one of the players fails to post then the action cannot go off. We try to be kind regarding this but please have a back-up plan in mind.
Trees have three rolls for everything, including auto success/failure rolls
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[*] Trees: [Accuracy] A thick clumping of trees. 3 accuracy rolls are made for this wooded obstacle; auto-fail/auto-success rolls are also rolled thrice. Each failed roll results in damage.
- Damage Equation: # of trees failed x (Broom Speed x 10)
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  • Easy challenge: Average racer accuracy +1
  • Moderate challenge: Average racer accuracy +6
  • Hard challenge: Average racer accuracy +11
  • Near-Impossible challenge: Average racer accuracy +16
KOB stats are now established for racers who wish to take actions on the ground, but will no longer have the stats from their brooms while doing so
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If a player is currently knocked off their broom [KOB], they may perform spells and actions from the ground. However, they will no longer have the stat increase from their broom.
Successfully blatching KOB immuned racers will still cause damage
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[*]Blatching: This is a move where the racer attempts to collide with an opponent and knock them off their broom. Anyone who you share a unit with or pass during this turn is considered a valid target, be it before or after movement.
The Math: Accuracy of the blatcher versus Evasion of the target. On a success, the target takes damage (Current Speed x 25) and is KOB. If the blatcher passes a strength roll of 30, then the target takes double fall damage (Current Speed x 50).
Note:
- Broom of the blatcher only flies half the distance.
- Blatching is rolled by the moderator with other attacks before movement is rolled, but the blatch attempt is considered to be in the farthest unit both parties share during the round (Where the blatch occurs is to consider where players would be at the end of the round if the blatch had not occurred. The farthest unit that both parties reach is the unit of the blatch.).
- If the player falls in a unit where they would not normally take fall damage (like a waterfall), then they do not take fall damage from blatching.
- If the target cannot be knocked off their broom (e.g., from a spell), and the blatch is successful, the target will still take some damage (Current Speed x 10). A successful strength roll doubles to (Current Speed x 20).
When there aren't enough racers during a game, a NPC can be established and controlled by an allied team member throughout the entire match. The current ruling and conduct goes as followed:
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NPC Use in Racing
An NPC can be used:
  1. When there's not enough players in one team, in order to make the number of racers equal. Someone from the team should post for themselves and this NPC throughout the whole game.
  2. If a racer deactivated or was banned in the middle of the race, they can be replaced by an NPC. A player from that team must post with NPC and their own post throughout the rest of the game.
However, if a player has technical issues and can't access the site and doesn't communicate, an NPC cannot be used.
Proc rolls have been clarified and those who review Tatsu rolls on Discord can assume standardized numbers on proc rolls unless the moderator announces their own proc rolls.
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Unless announced otherwise by the moderator when rolls are conducted, standardized proc rolls can be assumed to be in effect. All procs (also known as programmed random occurrences) rolls (unless established otherwise by the moderator) will be enlisted under 1 when using a d10 Tatsu die. Stat-based dice (wisdom checks, strength checks, accuracy checks, etc) will continue to use a d20 Tatsu die.

Spells/Potions/Actions with critical effects will continue to have their critical failures proc at 1, and critical successes proc at 20, unless a racer has any abilities, status effects, or a broom that reduces or increases the range of either critical effect.
Ex. A 10% auto-fail roll will proc on 1, a 10% auto-success roll will proc on 1. A 25% chance roll will proc 1 to 5 (based on a d20 Tatsu die), etc.
Voiding now has clarifications on how it is conducted
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Voiding An Action
When an action is being voided, it means the moderator has found that the action given by a team's captains via OWL'd strategy is invalid to proceed. This could be for multiple reasons. It could be due to a spell being cast not being in range to its target, a racer is being tasked with two actions at once instead of just one, a spell meant for caster's self being used against a target instead, etc. Voiding an action could also mean a racer missed the posting deadline, and therefore, we void their planned action for the moderating round.

When an action is being voided, it is supposed to be a rare occurrence, a final straw that could cause a serious change of gameplay for both teams at play during a race.

Players and captains should not expect moderators to double-check OWL'd strategies before the deadline. Captains are always responsible for the actions they submit. If a moderator does find an error before the deadline, they may let the captain know, but this is a rare courtesy. In most cases, once the deadline has passed, the moderator will consider if the action needs to be voided; the following questions should help make that decision.
  1. Have the deadline passed for strategies to be sent?
  2. What is the action, and why is it invalid? Have you double-checked the rules regarding the action being taken?
  3. Since the deadline passed, have opinions of other captains been added on the validity of the action? Has a majority been reached promptly?
  4. Have you prepared a properly explained reason as to why an action is being voided?
  5. Does this action being invalid cause other actions to then become invalid?
That may not be every question a moderator should have answered, but it's the general basis.

The Broom Racing System is one of the more complicated systems to learn and memorize due to its combination of both the Quidditch and the Duelling System. Humans are known to err or misunderstand a rule or two, and when an action is voided, it means that the moderator and fellow captains are not able to conclude a fair solution regarding a racer's action.

This does not count as a player missing a post so long as they did post. It simply means the player does nothing for that round. They do not fly, they do not cast spells, they stay in their current position. Any status effects they experience (ex. bleeding, a spell's debuffs for X amount of rounds, etc) still linger for the next round unless this is the final round for a debuff. If they are given support spells for that round, the spell can cast as normal should it be deemed they are not dodging the spell. If they are being attacked, they will have their stats normally without broom speed debuffs. Keep in mind any stat debuffs (ex. -1 accuracy due to an opposing racer's charmer ability) while doing so.
New Obstacle
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Glumbumble Treacle: [Stamina] A sticky, black ooze that seemed to have ended up staining specific units like trees, passageways, mazes, or any solid obstacle. A failed stamina roll will cause wisdom to be cut in half and for the racer to be covered in it. This debuff lasts until the Treacle is removed from the racer.
- A racer can remove the ooze by using Scourgify, Aguamenti, or by flying through a waterfall.
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Easy challenge: Average racer stamina +4
Moderate challenge: Average racer stamina +8
Hard challenge: Average racer stamina +12
Near-Impossible challenge: Average racer stamina +16
New Attackers
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Screechsnap [Wisdom] [Strength]
Often a harmless albeit annoying little plant, the screechsnap makes a high-pitched "scream." Unfortunately the ones who have a found a home near the flying grounds have started to mimic the sound of a whistle. Turns out they are flawless mimics.

Stats: STR 10
Attacks
- Lure
Any racers passing through a unit containing a Screechsnap must pass a DC 20 wisdom roll or be confused by the Screechsnaps scream. On a failed roll any further movement is halted and the racer won't be able to use the fly action the following round.
- Ensnare
If a racer is KOB in an unit with a Screechsnap in it, the Screechsnap will attempt to ensnare the racer using it’s roots (Screechsnap str VS targets eva). If the racer is ensnared they cannot use the return to broom action and other racers will have disadvantage on their accuracy roll when targetting the ensnared racer.
To escape the racer must use an action to succeed on a DC 15 strength roll. If multiple racers are KOB in this unit a random target will be chosen.
Notes
- If the unit containing the Screechsnap is set on fire, the screechsnap will immediately die, along with inflicting burn damage and the percentage roll (30% chance) for being set on fire by those passing this unit.
Bowtruckles [Evasion]
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Who knew that even plants can be dangerous to one's health? Typically docile and peaceful, but willing to gouge the eyes of its foes who dare threaten its home. They can be found in unusual trees, and blend perfectly in their natural environment. Highly evasive to charms.

Stats: EVA 20
Attacks:
- Gouge
All racers who pass by a Bowtruckle infested tree unit will have to roll and exceed an Evasion roll of 15 to escape its eyes gouging attack. This attack causes blindness (works like Obscuro; 0 (zero) evasion and 0 (zero) accuracy) and bleeding when the roll fails. Bleeding can be nullified with the Ferula and Episkey charms. Blindness can be nullified with the Episkey charm. Bleeding damage is the same as thorns: (Broom Speed / 100) x Max Health. Those with blindvision are immune to the blindness, but can still experience bleeding.
Notes:
- Bowtruckles are only rolled once per racer instead of each tree the racer comes into contact with. Bowtruckles must be rolled for only if a racer have failed any trees in the unit the Bowtruckles reside in. If more than one racer reaches this unit and have failed any trees, Tatsu is given the choice between which racers should be targeted.
- If the Bowtruckle infested tree unit is set on fire, the bowtruckles will immediately die and tree rolls are conducted as normal, along with inflicting burn damage and the percentage roll (30% chance) on being set on fire by those passing this unit.
Note: Races are set to begin May 1st and all racers' trunks will be locked on April 28th. Trunks are still expected to be quoted in racers' first posts in their races. All racers should be sure brooms, spells, etc are already in their trunks before the deadline.

24 Apr 2026, 15:28
Sports Announcements and Updates
Ravenclaw duelling captain deadline
We have received a passing duelling test! This means that the deadline for applying is 7 days from the timestamp on this post, if you're thinking of applying we strongly recommend doing so as soon as possible to give yourself enough time to complete the test.

We look forward to seeing your applications!

sta • 8 | eva • 7 | str • 5
You will grow strong
wis • 10 | arc • 7 | acc • 8
⠀⠀⠀Mylo Atkins
⠀⠀⠀E N C Y C L O P E D I A
⠀⠀⠀Jamie Carville
Perf. | Wand. | Calm. pres.
In the softest way
ability | ability | ability

26 Apr 2026, 13:23
Sports Announcements and Updates
Broom racing captain applications have closed
Applications for the position of Ravenclaw broomracing captain have closed, thank you everyone who has applied for the position! Applicants will have 7 days, so until May 2nd, to hand in the written test to complete their application.

Best of luck to all of those who have applied!

sta • 8 | eva • 7 | str • 5
You will grow strong
wis • 10 | arc • 7 | acc • 8
⠀⠀⠀Mylo Atkins
⠀⠀⠀E N C Y C L O P E D I A
⠀⠀⠀Jamie Carville
Perf. | Wand. | Calm. pres.
In the softest way
ability | ability | ability

26 Apr 2026, 19:44
Sports Announcements and Updates
Quidditch Dates

The Quidditch captains are excited to announce that the Spring games will take place on Sunday, 3rd May 2026. Please ensure your trunks are up-to-date and that you have purchased any brooms you might intend to use!

A spring patch has just been released: check it out here!

Pairings are Ravenclaw vs Hufflepuff, moderated by Pax Zhang, and Gryffindor vs Slytherin, which will be moderated by Aly Salinger.

Aly Salinger's
ency
|
|
STA 10 | EVA 14 | STR 5 | WIS 19 | ARC 7 | ACC 18
Charmer • Keeper’s Catch • Paragon of Health • Lovely Creature • Foulplay • Keen Eye
who's afraid of little old me?
|
|

27 Apr 2026, 18:27
Sports Announcements and Updates
New Broom Racing Captain

Everyone please extend your warmest congratulations to @Zach Zaphiere, Ravenclaw's newest broom racing captain. Zach will be working alongside Mylo Atkins to lead the Ravenclaw Broom Racers. Zach was a member of the team in the past, and we look forward to seeing what he will bring for this tenure!

This does mean @Beatrice Forsyth will be stepping down. We are grateful for the work she has done, and we look forward to seeing her continue on the racing team as a racer.

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

29 Apr 2026, 20:22
Sports Announcements and Updates
Hufflepuff Duelling Captain Deadline
We have received a passing duelling test! This means that the deadline for applying is 7 days from the timestamp on this post, if you're thinking of applying we strongly recommend doing so as soon as possible to give yourself enough time to complete the test.

We look forward to seeing your applications!

xxxxx ⊹✧𝖫𝖸𝖠𝖭𝖭𝖠 ~ ency
☼ 𝖺 𝖽𝗋𝖾𝖺𝗆𝖾𝗋, 𝗍𝗁𝖺𝗍'𝗌 𝗐𝗁𝖺𝗍 𝗌𝗁𝖾 𝗐𝖺𝗌 ☼

⊹ Sta 6 | Eva 10 | Str 7 | Wis 4 | Arc 4 | Acc 10 ⊹
─── ‿︵˓ ʚ♡ɞ ˓ ︵ ‿ ───



xxxxx

30 Apr 2026, 13:00
Sports Announcements and Updates
Hufflepuff Quidditch Captain Applications Have Closed

Thank you to all who applied for the position of Hufflepuff Quidditch Captain. Applications are now closed. If you did not receive a receipt of your application, please contact Mr. Mamori Anezaki and myself ASAP.

Best of luck to all who applied!

Every soul is an ancient story.

1 May 2026, 01:47
Sports Announcements and Updates
Quidditch Patch Spring 2026

This spring, the Quidditch moderators have introduced "foul types" to better explain when different fouls are moderated in the order of operations; we have also clarified some rules, actions, and abilities (and added Blindvision to our list of usable abilities)! Also, don't forget that we still have our Quidditch FAQ if you have questions about Quidditch!

Foul type clarifications (edits/additions in red)
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Please note that each foul has now been sorted into a category: KOB Fouls, Damaging Fouls, Debuff Fouls, Quaffle Fouls, and Snitch Fouls. See the rolling actions list under Mechanics Clarifications for more information on when each of these fouls is rolled.
Blatch: [KOB FOUL]
Parkin's Pincer: [KOB FOUL]
Dhampir's Bite/Claw, Part-Giant's Break Limb, Martial Artist moves: [DAMAGING FOUL]s
Transylvanian Tackle: [DAMAGING FOUL]
Big Whack: [DAMAGING FOUL]
Smaller Whack: [DAMAGING FOUL]
Veela's Scream: [DEBUFF FOUL]
Blurting: [DEBUFF FOUL]
Cobbing: [DEBUFF FOUL]
Blagging: [DEBUFF FOUL]
Snitch Blocking: [DEBUFF FOUL]
Quaffle Grab & Haversacking: [QUAFFLE FOUL]
Quaffle-Pocking: [QUAFFLE FOUL]
Flacking: [QUAFFLE FOUL]
Snitchnip: [SNITCH FOUL]


Action clarifications (edits/additions in red)
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Search: [SEEKER]
This is where a Seeker attempts to find the snitch. Every round that the Seeker attempts to find the snitch they will have a better chance of finding the snitch.
  1. The Math: [Wisdom Stat]
    DC for finding the snitch is 15 + lowest Seeker Wisdom. Every round a user attempts to find the snitch there is a +1 to their attempt. If a Seeker is sharing a broom or is KOB, the DC will be recalculated. After the snitch is found, there is a 2 round cool-down where the Seeker is Chasing the snitch. During this round they can perform other actions, such as save or a quafflegrab, even as they endeavor to get closer as the snitch erratically flies about the pitch. Chase Phase is treated as a passive action. Seekers remain free to perform other actions during either of their two chasing rounds (such as scoring, saves, fouls, and even penalty laps) even as they endeavor to get closer as the snitch erratically flies about the pitch.
  2. Additional Information: Broom stats apply to this calculation. So if a player has a 10 Wisdom and a +2 to their wisdom to their broom, this applies in the final calculation. Abilities that directly increase the Wisdom stat itself (such as Statistically Relevant or Comprehend Languages) are also factored into the DC.
Catch: [SEEKER]
This is where a Seeker attempts to catch/grab the snitch. Every round that the Seeker attempts to catch the snitch they will have a better chance of grabbing hold of the snitch.
  1. The Math: [Accuracy Stat]
    DC for grabbing the snitch is 15 + lowest Seeker Accuracy. Every round a user attempts to grab the snitch there is a +1 to their attempt.
  2. Additional Information: Broom stats apply to this calculation. So if a player has a 10 Accuracy and a +2 to their Accuracy to their broom, this applies in the final calculation. Abilities that directly increase the Accuracy stat itself (such as Statistically Relevant or The Muggle Condition) are also factored into the DC.
Defender: [BEATER]
The beater has chosen to defend a target. If a Bludger is sent their way, you would fly in the way of the Bludger and attempt to bat it away. If the Beater is successful they will hit the Bludger away and there is a 25% chance that the Bludger would be redirected towards the Beater that attacked with it in the first place (acting as a Bludgering move/play for free) against that opponent Beater. If multiple Bludgers were sent at the same target, the Defending Beater would defend against them all. If a user attempts to Blatch or other KOB/damaging foul a target that is being defended, the Beater will become the new target of the Blatch/damaging/KOB foul. Once a defender is knocked off their broom, they are no longer defending. If more than one bludgers are targeted at the defendee, an initiative roll will be performed to see which hits first. If the bludger attack with the higher initiative KOBs the defender, they will be unable to defend the defendee for the remainder of the attacks. The Defender action can only defend against things that cause damage. This includes Bludger hits, as well as damaging fouls such as the Big Whack and KOB fouls such as Blatching. Defenders cannot defend against debuff fouls, Quaffle-related fouls, or Snitch-related fouls.
  • The Math: [Accuracy Stat] [Strength Stat]
    There is no math for successfully defending a target, if you choose to defend a target, you basically fly in front of them and become the new target. In the case of defending against a bludger, a successful defend is considered to be if the defender's evasion roll is higher than the attacker's accuracy roll. The damage potentially done is mathematically the same as Bludgering an opponent. The damage done would be 75 x the strength score. The attack itself would be accuracy (on the beater) versus evasion (on the target). If the broom ability Ricochet is used with this move, damage of the ricochet will be cut by 25%. Additionally, a bludger hit done with Ricochet will have its accuracy rolled at disadvantage.


Ability clarifications/additions (edits/additions in red)
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Blindvision - A successful accuracy or evasion debuff against a player with Blindvision, such as those gained through snitch blocking, blagging, or cobbing, are halved.
The Muggle Condition - All actions requiring an accuracy roll get +3 accuracy. This bonus also counts toward snitch DC calculations.
Statistically Relevant - The stats gained in this ability are used in Quidditch. These stats also count toward snitch DC calculations.
The Martial Artist - The four martial artist moves are able to be used in quidditch, however, they are all considered [DAMAGING FOULS]. The round after taking one of these actions, the player will take a penalty lap, which can be prevented with the ability Foulplay.
(Dhampir) [Year 1] Fangs, Claws - The Dhampir fang and claw attacks can be used but would be considered a [DAMAGING FOUL] and take a full action to perform. If caught (reduced change of being caught with the ability Foulplay) the user would be kicked out of the match and given detention.
Part-Giant [Year 3] - Can in theory break an opponent's limb while playing Quidditch as described, however this would be a foul and much like a dhampir biting or clawing a player, this would result in a [DAMAGING FOUL] being called and the player being penalized as well as detention in character for their behavior.
(Veela) [Year 3] Scream. - Can use their Scream but it would be considered a [DEBUFF FOUL] and they would be suffering a detention after.

Their scream can be disorienting (-1 accuracy and -1 evasion), requiring a full action to perform but does not require a wand. This can stack indefinitely and persist until the end of the encounter. This scream can target a single user or it can target up to five users (as an AOE attack).

Alternatively, this spell can be used to temporarily deafen an opponent. So rather than cause the player to become disoriented, they would become deafened (unable to hear) for the next 5 rounds.


Mechanics clarifications (edits/additions in red)
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Tied rolls
  • On a bludger attempt - an attack roll v evasion roll where the sum is equal, the target is hit, however they only suffer half damage.
  • On a blatch attempt - an attack roll v evasion roll where the sum is equal, the target and the blatcher will have a contested strength check to determine the high roll.
  • On a quaffle grab attempt - if two grab attempts have the same sum, the players with the shared high score will have a contested strength check to determine who gets the quaffle.
  • On an attempt to grab the snitch - if two seekers attempt to grab the snitch and the sum is the same, a contested strength check will be used to determine who gets the snitch.
  • On an attempt to score with quaffle - if the quaffle score attempt and the keeper block attempt sums are equal, the scorer and the blocker will have a contested strength check to see whose action was stronger and succeeds.
  • On a damaging foul - the damage is halved.
  • On a debuff foul - a strength check will be performed to decide the winner.
Below you will find a list of actions that can be performed by each position. These actions will be [TAGGED] with what role can perform them. If they can be performed by multiple positions, that move will be listed multiple times (once under each role). If a move needs multiple players to participate, it will be (marked accordingly). There are some moves that would be considered cheating, and these will be tagged with [FOUL] next to the name. Fouls are also clarified into different types (KOB, Damaging, Debuff, Quaffle, and Snitch) and each type is rolled at a different time in the order of rolling operations (see here).
  1. Start of the Match - the pitch is described. The players are listed. The setting is written with a narrative post.
  2. Players enter the thread - the players enter the thread and all fly up to their starting positions. They will be given a predetermined amount of time to post and submit actions - 120 hours from the time of the moderation post. Any posts or strategies made after this time will not count towards the round. Stats, active abilities and brooms must be stated in your first post. If your broom has multiple abilities, state which you intend to use.
  3. First round is moderated - the moderator will do rolls and take into account the actions submitted, player stats, and the correct order of operations.
    1. Second String actions are rolled for and effects are applied - the effects of cheer and boo are applied for the rest of the round.
    2. Debuff Fouls (ie cobbing, part-veela scream and part-giant break limb) - takes place at the start of the round and affects all actions performed.
    3. Chasers make a grab attempt - this include quaffle-related actions and Quaffle Fouls.
    4. Seeker grabs/seeks for the snitch - this would be snitch-related activities and Snitch Fouls.
    5. Bludgers - this would be bludger-related activities such as beaters targeting a bludger AND rogue-bludger mechanics. All initial bludger actions will be rolled before ricochet or defender actions. Users may start falling from their broom at this time due to negative health. If a user is knocked to negative health, they must pass a Stamina DC of the average stamina of everyone in the game (without brooms) + 15. This can only be performed if they took less than 175% of their total health pool in damage. If they pass this check, they can be saved. If they fail the check, they can only be saved by someone with the ability Rapid Reviver. Savior still applies as normal. A player can only pass one Stamina check before being KOB for good. In cases where multiple players are performing bludger actions during a round, in terms of moderation they will be performing this action "at the same time" (there is no need for an initiative roll here).
    6. Damaging fouls (ie dhampir's fang/claw attack and a martial artist's punch/kick) - these are guaranteed actions even if they were knocked off their broom (KOB) from bludgering. we treat this as happening at the same time as bludgering. In cases where multiple players are performing damaging fouls during a round, in terms of moderation they will be performing this action "at the same time" (there is no need for an initiative roll here).
    7. KOB Fouls (ie. blatching and pincering) - players are knocked off their broom (KOB) due to the effect of an action, not negative health occurs after #1-5 and an initiative roll is rolled to determine which KOB foul happens first if there is more than one KOB foul happening during the round to determine who is blatching/pincering first. If the target of a blatch is already knocked from their broom by the time a user performing a KOB foul attempts to perform their action, the user loses their action. A a user also cannot pincer/blatch if they were knocked off their broom (KOB) before this step. This means that blatching/pincering is not a guaranteed action. A penalty lap only applies if a user attempted a blatch or pincer move.
    8. Saves, transfers and returns to broom - a user cannot save/return to broom/transfer to broom if they were knocked off their broom (KOB) before this step. This means that saving is not a guaranteed action.
  4. Players will post - the players post again in the thread. They will be given a predetermined amount of time to post and submit actions - 120 hours from the time of the moderation post. Any posts or strategies made after this time will not count towards the round.
  5. The next round starts.

Aly Salinger's
ency
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STA 10 | EVA 14 | STR 5 | WIS 19 | ARC 7 | ACC 18
Charmer • Keeper’s Catch • Paragon of Health • Lovely Creature • Foulplay • Keen Eye
who's afraid of little old me?
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2 May 2026, 14:40
Sports Announcements and Updates
Ravenclaw duelling captain applications closed
Applications for the position of Ravenclaw duelling captain have now closed. Thank you everyone who applied! If you've applied and haven't received your test please let us know ASAP!

Applicants now have 7 days (until may 9th) to hand in their written test.

Best of luck to all our applicants!

sta • 8 | eva • 7 | str • 5
You will grow strong
wis • 10 | arc • 7 | acc • 8
⠀⠀⠀Mylo Atkins
⠀⠀⠀E N C Y C L O P E D I A
⠀⠀⠀Jamie Carville
Perf. | Wand. | Calm. pres.
In the softest way
ability | ability | ability