28 Feb 2023, 22:14
Project Announcements
Update to Donations

It has come to our attention that users have been taking work from the code donation thread and reselling it in their shop. This has upset the creators of this code that they gifted to the community for free. They are not looking for compensation, they want to have some say in if their intellectual property can be resold.

We have added an addendum to the Shop Rules regarding permission for awareness. Users do need to state if they do not want their work resold, much like if someone wants to be credited they need to say so. So for those that do not mind if their donations are resold (you donated it and do not care what happens), you need to make no changes. For those that do not wish to have their donations re-sold (it was a gift to the community, not stock for someone's shop) you are able to simply state such on your donation post.

For those that are no longer a part of this community. I am going to add a "do not resell" to their donations. While they may no longer be here, if they were ever to return I would rather hear them tell me "I do not care if someone made money off of my work" over "why did you allow someone to re-sell my gifts."

If you have any questions, please reach out in my DMs.

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

5 Mar 2023, 04:36
Project Announcements
Werewolves and Blood Thralls

We have two races that have the ability to "turn" others to their race, either through special ability or through general roleplay. These are lycanthropes (werewolves) and dhampirs.

The following are taken from the Races and Abilities thread:
Werewolves
No prerequisite

Once bitten by a werewolf, survivors on the next full moon will transform into a beast that does not know right from wrong and actively hunts humans. So during a full moon a werewolf needs to either keep themselves locked up and isolated which may result in self-injury or the inadvertent injury of others or by consuming Wolfsbane Potion, which allows a werewolf to retain his or her human mind while transformed.
Dhampirs
Seventh Year Ability

Known as a blood resurrection, if a target is drained from a dhampir's bite attack to the point of unconsciousness or the victim has been killed in a thread that the Dhampir was in with the victim, they can bring them back to consciousness at a cost. This would turn the revived victim into a blood thrall. 

A blood thrall is basically a term for a created dhampir among other dhampirs. A dhampir is born where a blood thrall is made if they were not born the conventional way (through the union of a vampire or a dhampir and a human). A blood thrall would in every sense of the word 'die,' rising the next day after sunset. A blood thrall would gain the dhampir race (only needing to link the thread where they are turned in the race applications thread as the word count should and would be in excess of the requirement) and would replace their skills with dhampir skills of the appropriate year and take on the physical appearance of a Dhampir. In it's essence, a Blood Thrall is best seen as a social distinction from regular born Dhampirs, lesser. A blood thrall will find it difficult to  harm the vampire/dhampir that has brought them back as a blood thrall, they have a 30% chance of auto-failing an attack against the Dhampir that has resurrected them. 
These are abilities that are available to the players, and a such, they are there to be used. However,
the key issue is: how do we allow players to do this without being arrested? Attacking someone while a wolf would demonstrate that someone cannot control themselves enough to take their potion, and would see them rightly shunned or arrested. Turning someone to a blood thrall similarly indicates that a dhampir has violated them and their humanity. Both would result in expulsion or imprisonment.

The following are guidelines for planning out a roleplay in which you turn another player, or are turned, into a werewolf or blood thrall.
  1. The identity of the turner must be kept a secret if the player does not want their character to be expelled or arrested, and the turning must take place away from Hogwarts. Werewolves are kept locked up in the Shrieking Shack during the full moon, and any breakout and attack by a werewolf player would be godmodding the incompetence of the staff. With dhampirs, if a turning takes place at Hogwarts, a school which is supposed to keep children safe, then Hogwarts staff/the Ministry will be called to question the dhampir population, find the culprit, and they will be summarily expelled following the events of this thread. When a turn takes place outside of school, obviously the school will find out, as accommodations will need to be made as to their new nature, however, the identity of the turner will not necessarily be known.
  2. What if we turn the person into a dhampir to save their life? Will we definitely go to Azkaban if we turn someone into a werewolf? At this time, expulsion and prison are guaranteed no matter the circumstances of the turning. There may the possibility of a legal defence in the future, but for the time being, you are guaranteed to be sent to prison for the crime of turning someone. The IC presumption of the rather bigoted legal system is that you were unable to properly control yourself and attacked someone, cursing them with your affliction.
  3. Any revelation of the secret of the turning must have the OOC consent of both parties. It is the turner who is at risk of losing their character. This would also require their consent should this third party pass it on further (within reason). If half the school knows, then we cannot pretend that adults would not find out.
  4. If the secret gets out, there will be serious consequences for their characters. Expulsion and prison. This includes if it leaks past the initial two roleplayers to the point where it cannot reasonably be called a secret anymore.
  5. If you wish to be entirely safe, you should clear the story with staff first, so that there are no internal index discussions about whether they should be caught. If a turning is approved, then we can be certain that all parties will be able to continue with their characters without risk of expulsion/imprisonment. This is not to prevent you from turning, but to maintain the consistency of the world, lore and professor characters. It is best to do this by re-indexing first using this thread: viewtopic.php?t=13033
  6. You cannot use an NPC to get around these guidelines
But, how does this effect gameplay:
  1. The turned player must lose a number of abilities to be replaced with their racial abilities. They must lose all abilities that cannot be taken by a non full-human character. If they still have remaining racial abilities that must be taken, they may choose which abilities they lose. These abilities must still conform with the year requirements (eg. if someone loses an ability that would be from year 5, they cannot keep Non-Verbal Magic).
  2. If they have a race or special talent, their racial abilities are replaced with those of their new race.
  3. Turned half-breeds maintain their appearance changes up and until the point of turning, however, as they grow older, they will begin to look less and less like their ancestral lineage. Part-giants will cease to grow to abnormally high rates, goblins will have increased growth, colour will return to the skin of dhampirs, etc. However, they will not shrink to human height, increase to regular height, or appear as fully human, etc. even in human form.
  4. Fully human players becoming dhampirs and werewolves must lose 5 stat points. These stats can be any that they have gained since their last graduation (eg. 3 points from going up a year and 2 from quidditch wins).

The soul becomes dyed with the colour of its thoughts

14 Mar 2023, 16:04
Project Announcements
Broom Racing System Aesthetic Update
As noted by the title of this announcement, the broom racing system has undergone an aesthetic update to make information a bit easier to find. There are no mechanical changes other than typos being fixed or incantations being changed to match the master spell list. Proper sport patches will only be done between matches.

PC: Aaron Jones | iNPC: Madeleine Nakamura | Former staff account: Marcus Iwasaki
Best way to contact me? Discord or owl Aaron Jones

24 Mar 2023, 22:26
Project Announcements
Quidditch System Aesthetic Update
As noted by the title of this announcement, the quidditch system has undergone an aesthetic update to make information a bit easier to find. There are no mechanical changes other than the separation of the quaffle scoring/passing mechanic for clarity, and the addition of the result of a tied score attempt and block attempt (contested strength). A reminder that proper sport patches will only be done between matches.

PC: Aaron Jones | iNPC: Madeleine Nakamura | Former staff account: Marcus Iwasaki
Best way to contact me? Discord or owl Aaron Jones

14 Apr 2023, 01:24
Project Announcements
Prefect Deactivation Considerations

Prefects/Sport Captains who are actively in the role of Prefect but wish to deactivate their present account will be given the option to make a new account in the same house if they wish to continue their moderator role. So if a user is a Gryffindor and they wish to deactivate their present character, during their deactivation process they can request to maintain their staff position and be force sorted into the same house.

Why are we doing this?
  1. It is important for members of staff to not feel trapped in their role. Players that work only as staff members and rarely interface with the community as players, lose touch with the playerbase and struggle to understand their experience. For those that do lose their muse, they should not feel trapped with a character they no longer wish to use because they want to maintain their staff role.
  2. The process of transition for a new Prefect takes a lot of time and work on the part of the administration and the rest of the staff team. With 1-2 weeks for applications, 1 week for a vote and at least a few days to send out acceptance and rejection letters there is a lot of time spent in transition and a lot of manpower spent facilitating these transitions that could be better spent enhancing the community. If this transition does not need to happen, that man-power can be used elsewhere.
  3. On-boarding and training is not instant and even upon completion, a novice staffmember often takes weeks before they get into any sort of 'groove.' During this time of acclimation, our team is not working at its fullest capacity because we have a member acclimating and other staff members assisting in their transition. This takes from our finite time and resources. Experienced staff are often preferred for this reason, they understand the modules and can navigate the site more effectively than a new staff person, so by maintaining a staff member via this method will conserve our resources.
  4. Professors and assistants can presently deactivate their student accounts and keep their staff role, this means that the standards are inconsistent between the different moderator positions on site. Individuals should be given the same opportunities to change their student and remain as a part of the team, regardless of the capacity in which they serve on the team.

Prefects may not request to be force sorted into a house they were not already presently sorted in even if there is an opening in this house. So if a user is a Gryffindor and they wish to deactivate their present character and make a new character that is a Slytherin, they will not be able to request a force sort to ensure that they got this house. This also means if someone on a past historical character had a certain house, this is not a free-pass to get that house on every future character.

Why are we doing this?
It is not fair to users that 'want' a certain house but were sorted in another house. Prefects who already are a certain house have earned that house "fairly" so there is not as much unfairness by keeping the same house. Further, by swapping between houses and taking a staff role automatically in the process can become a sort of gate-keeping, where members of that house may have been waiting for an opportunity to apply. This transfer would prevent this opportunity for these members. Finally, prefects are representatives of their house. Their primary role is interfacing with the users of their house and representing their house's interests, as a new member of the house, their culture will be different from that of the Prefect's so they would not be able to fairly represent their house. That said, a Prefect that has been newly deactivated and has naturally been sorted into another house is free to apply without special or additional consideration beyond the fact that they are experienced and possibly in good standing if they managed their responsibilities well as a prefect.

A Prefect cannot be a member of a different house than they are a Prefect for.

Why are we doing this?
Prefects are representatives of their house. Their primary role is interfacing with the users of their house and representing their house's interests, as a new member of the house, their culture will be different from that of the Prefect's so they would not be able to fairly represent their house or understand the relevant interactions and relationships in the house. In addition, there are house-related responsibilities (patrols) that take place within the house proper that a Prefect in another house would not be able to accomplish, making then incapable of performing their responsibilities.

A Prefect must announce their intention to stay and the request for a force sort before they deactivate.

Why are we doing this?
This is to prevent users from deactivating and attempting to get a certain house and then upon failure 'remembering' to tell the staff that they wish to stay on (but of course will need to be force sorted into their former house). While it is not the sort of shady behavior we would expect of our staff, rumors can happen so we are going to make it clear here that we would not allow this. Why is that? Because the staff person would have an unfair advantage in terms of house selection.
When a user deactivates, they do not maintain their seat on a sports team (such as a first string Seeker) regardless of staff position, moderation status or captaincy.

Why are we doing this?
This is to maintain consistency for all users. When a user deactivates, even if they are sorted into the same house as before (by luck or by force sorting to maintain a staff role, moderator position or captaincy), they would have to sign up for the sports team of choice like any other player and be added to the end of the wait list.
Sport Captain Deactivation Considerations

Sport Captains who are actively in the role of Sport Captain but wish to deactivate their present account will be given the option to make a new account in the same house if they wish to continue their moderator role. So if a user is a Gryffindor and they wish to deactivate their present character, during their deactivation process they can request to maintain their staff position and be force sorted into the same house.

Why are we doing this?
  1. It is important for members of captains to not feel trapped in their role. Players that work only as captains and rarely interface with the community as players, lose touch with the playerbase and struggle to understand their experience. For those that do lose their muse, they should not feel trapped with a character they no longer wish to use because they want to maintain their captain role.
  2. The process of transitioning for a new Captain takes a lot of time and work on the part of the administration and the rest of the staff team. With 1-2 weeks for applications, 1 week for a vote and at least a few days to send out acceptance and rejection letters there is a lot of time spent in transition and a lot of manpower spent facilitating these transitions that could be better spent enhancing the community. If this transition does not need to happen, that man-power can be used elsewhere.
  3. On-boarding and training is not instant and even upon completion, a novice Captain often takes months to be fully settled. They need to witness processes and often need a 'second set of eyes' to look over their first mod. During this time of acclimation, our team is not working at its fullest capacity because we have a member acclimating and other captains assisting in their transition. This takes from our finite time and resources. Experienced captains are often preferred for this reason, they understand the systems better and understand historical calls, so by maintaining a staff member via this method will conserve our resources.
  4. Professors and assistants can presently deactivate their student accounts and keep their staff role, this means that the standards are inconsistent between the different moderator positions on site. Individuals should be given the same opportunities to change their student and remain as a part of the team, regardless of the capacity in which they serve on the team.

Sports Captains may not request to be force sorted into a house they were not already sorted in even if there is an opening in this house. So if a user is a Gryffindor and they wish to deactivate their present character and make a new character that is a Slytherin, they will not be able to request a force sort to ensure that they got this house.

Why are we doing this?
It is not fair to users that 'want' a certain house but were sorted in another house. Captains who already are a certain house have earned that house "fairly" so there is not as much unfairness by keeping the same house. Further, by swapping between houses and taking a staff role automatically in the process can become a sort of gate-keeping, where members of that house may have been waiting for an opportunity to apply. This transfer would prevent this opportunity for these members.

A Sports Captain cannot be a member of a different house than they are a Sports Captain for.

Why are we doing this?
This would be a conflict of interest for the sport captain. They would represent another house while managing another team. This could result in complaints of bias or unfairness and we would like to prevent this.

A Sports Captain must announce their intention to stay and the request for a force sort before they deactivate.

Why are we doing this?
This is to prevent users from deactivating and attempting to get a certain house and then upon failure 'remembering' to tell the staff that they wish to stay on (but of course will need to be force sorted into their former house). While it is not the sort of shady behavior we would expect of our captains, rumors can happen so we are going to make it clear here that we would not allow this. Why is that? Because the captain would have an unfair advantage in terms of house selection.

When a user deactivates, they do not maintain their seat on a sports team (such as a first string Seeker) regardless of staff position, moderation status or captaincy.
Why are we doing this?
This is to maintain consistency for all users. When a user deactivates, even if they are sorted into the same house as before (by luck or by force sorting to maintain a staff role, moderator position or captaincy), they would have to sign up for the sports team of choice like any other player and be added to the end of the wait list.
Adult System

The Adult System at large will address not only the career paths available after Hogwarts, but also the option to craft a new story at the school itself. Since the bulk of the site's activities will continue to take place at Hogwarts, when users graduate, they will be given the chance to create another student character and maintain two accounts total. To be clear, they will have a graduated account and a new student account.

There are roles to consider with adulthood for our students and how it will affect staff roles. Prefects and Captains are students and have house-bound accounts, their position is tied to their main character who would no longer be a part of the school once they graduate. For that reason, we would offer them the force-sort option for their new student character if they want it. Otherwise, they can create their new character and go through the regular randomized sorting, then reapply for staff or captainship when there is an opening in their new house.

Could a graduated student deactivate their adult and have 2 student accounts?
No. The reason for this is because these students are house-dependent and there could easily be a conflict of interest with sports. It would take a lot of time and energy to track which students belong to one person to ensure there was no conflict of interest. They can however, deactivate their new student every 6 months if they wished until they found a student that they were happy with.

Active professors would be the only users with three accounts at any given time. Upon leaving the professor role, the former professor would have to deactivate one of their accounts. This means that while active as a staff member, they will have a graduated account, a student account and a professor account. After leaving staff, they will have to deactivate one of the accounts and can only maintain access to 2 accounts when they are no longer a professor on our staff team.

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

16 Apr 2023, 17:36
Project Announcements
Duelling System Update
With this update we want to present a few changes to both the system and some of the spells on the spell list. We looked at some things that seemed unclear and therefore clarified the situation and added a new mechanic that we hope can bring some more fun to duelling; Synergies!
-
Theoretical Question: What happens on simultaneous K.O.?
The likelihood of that happening is very slim but as it is a possibility that has been brought to our attention and we had one duel that came very close to ending on the same percentage, we decided to introduce a Draw.

Draw
if a duel ends in a draw, both teams receive 2 victory points towards the Championship Leaderboard, the players receive 1 house point for their efforts but the players won't receive a stat point win.

When does a duel end in a Draw?
1. All duellists in the game are knocked out in the same round.
2. The Max HP percentages of both teams are the exact same.
-
Automatic Casting Removed
To understand this one has to take a look at the System Rules in area 1.3.1. Cast a Spell. There the rules currently state that there is a chance for a automatic cast, which was removed.
Each spell has a set Wisdom Difficulty Check (WDC). To automatically cast a spell, the player's Wisdom stat has to be at least twice the spell's WDC.
We felt the need for the remove this because this rule was a leftover that we didn't feel should be part of the rules as it punishes the player more than it helps, as it removes any chances of a critical success.
-
Protego Redirect Clarification
When using Protego there is a chance that the spell redirects towards a random player, excluding the original caster and target. The question was then which accuracy to use for the redirected spell or whether to use any at all. Ultimately we decided:
- if the redirect targets the caster's ally, use shield user's accuracy.
- if the redirect targets the shield user's ally, use caster's accuracy.
-
Order of Halving Stats & Debuffs
As there seemed to be some confusing we wanted to clarify the order in which things affect a stat. In the case that a stat is both halved and debuffed, the halving of the stat happens first.
Example: 10 / 2 - 4 = 1
-
Synergies & Conditions
With this patch we properly introduce Synergies. Right now we have the Wet condition. Tags will reflect this in the spell list. We also added the 'Sick' condition to mark which spells will affect Bat-Bogey Hex.

if a player receives the 'Wet' condition:
- the effect remains permanent until nullified with 'Hot Air Charm'
- -20% damage done from fire spells
- +20% damage done from lightning spells

if a player receives the 'Sick' condition:
- the effect of the Bat-Bogey Hex is increased per round remaining in this condition
-
Spell Clarifications
Wind Jinx • Ventus • [Attack][Support][Utility][EoT] • WDC 11
Tags: Targeted, Jinx
Reducio
Damage
• 50 + AP × 10
Effect
• If the spell targets a player, the target is being affected by a strong jolt of wind.
• If the spell hits a player, the target suffers –4 Evasion for the duration of the spell (the damage is only inflicted on hit).
• If the spell targets a player, there's always a 10% chance the spell will split to target two players at once (19-20 on a d20). Does not target an ally.
• When used with spell spread each gust of wind has a 10% chance to split.
• Repeated hit will replace the current effect and duration.
• Certain effects are partially or completely removed (if they are targeted instead of a player):
• Bubble-Producing Spell • Bullarum Immortalem
• Smokescreen Spell • Fumos
• Fog Charm • Nebulus
Duration
• If it doesn't split: 1-2 rounds (1d3, 1-2: 1 round, 3: 2 rounds).
• If it splits: 1 round.
• If an effect is to be cleared/reduced: it is removed at the end of the round.
Nullify
• General Counter-Spell removes the whole effect and stat loss.
Critical Failure
• The damage and the effect are applied to the caster, no splitting effect.
Critical Success
• If two targets present: Auto-split & +70 Damage upon hit.
• If one target present: +70 Damage. No duration roll — max duration applied.
• If the effect is targeted: Removes the whole effect & +70 Damage to a random opponent.
Impaired Hit
• Damage and Evasion debuff are halved.
• Duration is not affected.
Weather-modifying Charm • Metelojinx • [Attack][DoT] • WDC 12
Tags: Non-targeted, Charm, Lightning
Reducio
Effect Damage
• 50 + AP × 10 [unavoidable]
Effect
• A rain cloud is created above the opposing team.
• No initial damage is taken, but for each member of the affected team there is a 10% chance every round lightning will strike the target for the damage above.
• If two clouds are to stay on the same side (cast or blown), they are merged and the strongest one stays in effect.
Duration
• End of the duel, unless countered with a Nullify method.
Nullify
• Weather-modifying Countercharm removes the spell.
• Wind Jinx blows the cloud over to the other team.
Critical Failure
• The storm is summoned above the caster's team.
Critical Success
• The lightning chance is raised to 20% every round.
Impaired Hit
• Not applicable
-
Spell Changes
Cracker Jinx • Nec Divinos Crepitus • [Attack][Support][EoT] • WDC 11
Tags: Targeted, Jinx, Transfiguration
Reducio
Damage
• 50 + AP × 10 blast damage or 20 + AP x 5 for radius damage
Effect
• -3 Wisdom for the duration of the spell.
• Upon hit the target receives blast damage
• The targets ally needs to perform an eva roll for the original acc roll, to avoid radius damage + effect
• There is a 10% chance the explosion will affect the caster as well, in which case they'd take the radius damage and effect.
• There is a 20% chance the crackers also spread to affect the target's partner.
Duration
• If no spread effect: 1-2 rounds (1d3, 1-2: 1 round, 3: 2 rounds)
• If spread to two or more targets: 1 round
Nullify
• General Counter-Spell removes the whole effect and stat loss.
Critical Failure
• The damage and effect are applied to the caster
• An Acc vs Eva roll between caster and their ally decide whether the ally is hit by the radius damage + effect
Critical Success
• No chance of hitting the caster, +30 damage for blast and radius.
Impaired Hit
• The target suffers -2 Wisdom and takes half the damage.
Hot-Air Charm • Aer Calidus • [Utility] • WDC 8
Tags: Non-Targeted, Charm
Reducio
Damage
• No Damage.
Effect
• Ends the 'Wet' effect on the target (+1 WDC for each remaining round of the effect).
Duration
• None.
Nullify
• No effect.
Critical Failure
• Caster suffers 20 HP burn damage from hot air.
Critical Success
• If Target is Opponent: They suffer 20 HP burn damage from hot air.
If Self/Ally is Targeted: Unable to gain 'Wet' effect for 1 Round
Impaired Hit
Reduces/Increases Synergy of Fire/Lightning to 10%
Bat Bogey Hex • Vespertilifors • [Attack][EoT] • WDC 13
Tags: Targeted, Transfiguration, Hex
Reducio
Damage
50 + Rounds Remaining x 40
Effect
• The target experiences a painful, disorienting effect as snot-turned-bats fly from their nostrils.
• This spell can only be cast on a target under the effects of the Sneezing Hex or Curse of the Bogies. If the target suffers from both spell effects, they damage is calculated by adding the remaining rounds of both spell effects.
The target suffers -1 Wisdom for duration.
• Repeated Hit has no Effect
Duration
Remaining Rounds of Sneezing Hex + Curse of the Bogies
Nullify
• Reparifors will cancel the Wisdom debuff.
Critical Failure
• The target's remaining rounds of Curse of the Bogies and/or Sneezing Hex will be removed.
Critical Success
• Wisdom debuff is doubled: -2.
Damage is maximized (in case of CoB being active, 5 rounds are used for the calculation; in case of Steleus being active, depends on AP of the Steleus caster)
Impaired Hit
• The target suffers -1 Wisdom for half the remainder of rounds and half damage.
Tempest Jinx • Tempest • [Attack] • WDC 17
Tags: Non-Targeted, Jinx, Lightning
Reducio

Damage
80 (per lightning strike)
Effect
The caster creates a storm around the opposing team that sends 1 lightning strike and +1 lightning strike for each 5 ARC at a random target.
• Each lightning requires a random target selection (excluding caster and ally) with a separate Targeting and Accuracy phase
.
Duration
• None
Nullify
• None
Critical Failure
The first lightning strike hits the caster, all the additional ones are aimed at the caster and their team.
• Each lightning requires a random target selection with a separate Targeting and Accuracy phase.

Critical Success
+1 lightning strike.
Impaired Hit
• Damage is halved.
-
Failing to Send Action no longer a Strike
Failing to send an action will no longer count as a strike, we agreed that losing your action is punishment enough. This being said we really recommend to CC / forward action owls to your partner to ensure both of you are aware whether an action has been sent. If you weren't forwarded the owl it is better to send actions twice than not at all.
Sending Actions: You are required to send your action to the moderator each round within the deadline. Failing to send actions voids both you and your team mate's actions for that round. Failing to send in an action is one strike against you. Note that it is sufficient if one person from a team sends in both actions, but if your partner forgets to send in the actions, this is also a strike against you.

If you collect two strikes in one duel, you will be ineligible for rewards in case of a win, and removed from the team after the duel ends. Note: If you fail to post and fail to send in an action in the same round, this only counts as one strike, not both.
Additionally we decided to clarify the meaning of failing to send your actions for the current round of the duel in the Activity Rules.

This is a main account tied to: Nichlas Forsberg

27 Apr 2023, 19:43
Project Announcements
Rule Clarification: NPCs
[Link]

This is not a new rule, but it is one we have decided to clarify for both the players and the staff. NPCs are not a means to access spells beyond your skillset for plots.

- No, your parent cannot cast unforgivables at you and your friends, not only is it abuse (breeching site rating) but it is giving you access in threads to a spell behind an ability wall.
- No, your older brother cannot memory wipe your entire life so you can start over with your character by mistake or on purpose. First, that is well beyond what our spells would be able to do here and secondly, you need to have access to these spell(s) yourself.
- No, you cannot claim your extended family has all kinds of powersets that you can use ad lib or claim incidentally in yourself (a prophetic dream for example steps on the toes of Seers).

The Index Team has given some users limited exceptions in small instances. This is not a blanket allowance for everyone to be able to do anything or to do 'something big' - a common debate I have been getting is "you gave this user something." To clarify **I** did not. In addition, usually when I am being told this, it is by someone that is asking for a whole memory wipe in comparison to someone's approved wipe of a few hours. These are completely different planets but if we have to keep on having those sorts of debates we are going to be forced to create hard lines without additional consideration and we do not want to do that.

Can your parents or other family NPCs cast any spells at all?

Yes, it makes sense for them to have access to skills and abilities that make sense for who or what they are. But, their skills are not for YOU, they are background whimsy. Your NPCs are like decorative lamps. Your decorative lamp might do/be flashy - cast the sauce making spell you do not have, summon an object or a book to read, essentially flavor an interaction and give you that 'magical' atmosphere. The stories should be about you. Your lamp should not be imperio'ing you to rob a bank or spiking your food with a love potion. If your lamp could we would have to register them, their spells and their abilities and we do not (and will not) be exerting resources to do that.

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

7 May 2023, 15:17
Project Announcements
Broom Racing Patch
The following items have been patched into the Broom Racing System and will take effect during the Spring 2023 games (which are scheduled to start May 27th):
  • The maze obstacle has been patched and it now operates similarly to the vines obstacle if the initial DC check is failed. Also, casting the Four-Point Spell will help with this obstacle. Keen Eye does not help with this obstacle.
    Reducio
    • Maze: Whether it is made of stone, hedges, or whatever else is out there, the racers must navigate their way through a maze. Getting lost would slow your progress on the course. Players will have to pass one wisdom check to see if they get through the maze on their first try.
      Reducio
      • An easy challenge would be the average wisdom of players +5.
      • A moderate challenge would be the average wisdom of players +10.
      • A hard challenge would be the average wisdom of players +15.
      • A near-impossible challenge would be the average wisdom of players +20.

      If they fail the wisdom check, the racer is lost in the maze (remaining in the same unit) until they find their way out. This requires a successful wisdom check equal to the difficulty rating of the maze. You are unable to take actions other than escaping, casting the four-point spell, or helping an ally while lost in the maze.

    Reducio
    • Four-Point Spell [Defense] [Year 1 Flying] [Legal]
      • Incantation: Point Me
        Range: Caster only.
        Wisdom DC: 12 to cast, 12 to maintain (other spells may be cast while this spell is being maintained)
        Effect: Prevents a player from being lost. There are some effects in moderated events that may cause a player to become lost as their status effect. This can happen in the maze obstacle if a racer fails the wisdom DC check. The Point Me Spell is how the caster can regain their bearings (they no longer need to roll to see if they are lost which would be a Wisdom Check). Successfully casting/maintaining this spell before going through the maze allows automatic success. Successfully casting it while lost in the maze allows for an automatic escape.
        Critical Success: the DC to maintain is reduced to 10.
        Critical Failure: you are shown the wrong direction and become lost. You would have to recast this spell to gain any benefit.
  • Fall damage has been increased to 25 * broom speed.
  • The save mechanic has been patched, explaining that users carry their broom with them after being saved, thus can return to broom from anywhere.
    Reducio
    • Save: This is where the racer foregoes their track progress and elects to save a falling ally instead. When a player is successfully saved, they would retrieve their broom in the same round and hold onto it for the rest of the race until they return to broom.
  • Sharing a broom mechanic clarification, namely how both players take damage and have a chance to fall.
    Reducio
    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. 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.
  • Clarification that accuracy vs evasion is not required for all attack spells. Some attack spells will be automatically accurate and depend on a different set of rolls to determine success. This means there will be a wisdom roll + accuracy v evasion, or a wisdom roll + stat v stat. The attack spells themselves detail what rolls will be used if not accuracy v evasion.
  • Glow Bugs' effect have been clarified in the attacker section.
    Reducio
    These small, luminescent, magical worms are sometimes found in lightbulbs. They are not harmful. They can occasionally be found in forested areas and make the forest a bit brighter. In a forested area where glow bugs are present, the DCs rolled to determine if you pass or fail a DC check for this obstacle are bumped down a challenge level for medium, hard, and near-impossible challenges. For example, when flying through a hard challenge tree, players will have to pass the accuracy DC of a moderate challenge tree instead. However, if a spell was cast in that unit, these delicate bugs would die and the DC would no longer be lowered.
  • Giant Squid has been edited to clarify what happens when a user fails or succeeds the strength check.
    Reducio
    • Giant Squid:
      Reducio
      • The Giant Squid is stationary and occupies two fields along the racing track (over the lake). It will attempt to catch racers flying past with its tentacles and attempt to pull them into the water. The Squid will attack the first four players that attempt to pass one of its fields, evading it requires an evasion roll of 25 to pass by undisturbed.
      • Otherwise, the racer will be caught and will have to succeed in a strength check (DC 15) at the beginning of the next round to escape the slippery grasp of the tentacles. If they fail the strength check, they are dragged into the water and have to spend the rest of the round swimming back to shore with their broom. If they succeed the strength check, they can escape and fly half movement in the same round of escaping (so should declare a speed alongside their "escape" action).
      • If the Squid is already struggling with four players, any new racer entering its field can pass by undisturbed.
      • The Squid can be immobilized or frozen, but if attacked, will be even more aggravated and be able to grab 8 racers instead of just 4.
  • The cheating DC has been changed to opponents' average wisdom + 10 rather than all racers' average wisdom + 10.
  • Vines and Devil's Snare clarifications have been made, namely the actions that can be taken and the escape methods.
    Reducio
    • Vines: The would be a single accuracy DC to avoid the vines. On impact, the vines would halt further movement until the rider achieves an adequate strength DC to pull themselves free.
      Reducio
      • An easy challenge would be the average accuracy of the players racing for the DC.
      • A moderate challenge would be an average accuracy of the players racing +5 for the DC.
      • A hard challenge would be an average accuracy of the players racing + 10 for the DC.
      • A near-impossible challenge would be an average accuracy of the players racing +15 for the DC.

      No damage is done, however the racer is stuck in the vine (remaining in the same unit) until they break free. This requires a successful strength check which will be equal to the difficulty rating of the vine. So a moderately difficult vine for instance would be average strength (rather than accuracy) of the players +5. Upon being caught, their movement ends for the turn. You are unable to take actions other than escaping or helping an ally while snared by vines.
      • Devil's Snare: A special type of vine exists in the form of the Devil's Snare which will tighten and cause damage to the racer if they tried to escape using a strength check. An escape attempt will use a wisdom check to see if the user recognizes the non-damaging way to escape, but if that wisdom check is failed, damage is taken when using strength to escape. Damage being the strength of the player plus their roll * 10 being done. So if a player has a 10 strength, rolled a critical success (20) for a total of 30, this total multiples by 10 for a total of 300. Any light-producing spell will cause the devil's snare to relinquish its grip. In addition, if the racer already has a light-producing spell maintained, the devil's snare would never snare/grip the racer in the first place. You are unable to take actions other than escaping, casting lumos or helping an ally while snared by vines.
  • Actions have been added to the available options, impacting how action submission should be done.
    Reducio
    • There are a few actions that can be taken in response to being targeted by a spell, being caught by an obstacle, or attacked. Some of these actions cannot be done while flying at the same time.
      • Remove blindfold: Automatic success. You can fly half movement at the same time.
      • Retrieve wand: Must be done within 3 units of where you dropped your wand. Automatic success. You cannot fly at the same time as it takes your whole round to find and grab the wand, as opposed to using accio which allows you to fly half movement at the same time.
      • Escape maze: Attempt to escape the maze after getting stuck. This requires a successful wisdom check against the maze's DC. If successful, you can fly at half movement in the same round.
      • Escape vines: Attempt to break free from vines after getting stuck. This requires a successful strength check against the vine's DC. If successful, you can fly at half movement in the same round.
      • Escape Devil's Snare: Attempt to identify Devil’s Snare and break free after getting stuck. First, a wisdom check will be made against the Devil's Snare challenge DC to see if you are able to identify that the vines are in fact Devil’s Snare. If successful, you will know to stay still, and the Devil’s Snare will release you unharmed. If the wisdom check is failed, a strength check will be made against the vine's DC. Whether successful or not, you will take damage from a strength check as outlined in the Devil’s Snare description. If you are able to free yourself through either the wisdom or the strength check, you can fly at half movement in the same round.
      • Escape attacker: Attempt to break free from an attacker if it has grabbed you. This requires a successful check defined in the attacker-specific section. If successful, you can fly at half movement in the same round.
    • Help Ally with Obstacle: If you and an ally occupy the same space at some point during a round, you can use your action that round to aid your ally with one obstacle, or to help free them from an obstacle they are stuck in. This obstacle must be clearly stated (eg “Help Player x with the Thorns Obstacle”). Movement is reduced in half when helping an ally. So if moving at a speed of 6 when performing this action, you only move as many units as you would if you were moving at 3 and you still suffer the side-effects of moving at a speed of 6.
      • This move can only be used in three situations:
        1. An ally is passing through a unit with an obstacle in the same round that you are passing through that obstacle. This action will grant them advantage on their check.
        2. An ally is stuck in an obstacle while you pass through the unit with the obstacle. This will allow them to escape ONLY IF you pass the check yourself. (For example, if an ally is stuck in the maze and trying to escape, you must pass through the maze with a successful DC check in order for your ally to have an auto-success on getting through. However, if you get stuck in the maze during this round, no benefit will be given to the ally you tried to help.)
        3. If you and an ally are both stuck in the same obstacle, you can both use this move to help each other auto-escape. This only applies to obstacles you can get stuck in (eg vines and maze)
  • In the event that racers from two teams cross the finish line in the same round, we have implemented a mechanic to decide the winner with a contested stamina roll.
    Reducio
    When racers from two teams cross the finish line in the same round, a contested stamina roll will be used to determine the winner. The winner of the roll will win the race for their team and get the first-place points, and the loser(s) of the roll will get second place.
  • An official decision to reroll tied sum rolls has been added to the rules.
    Reducio
    In the event of tied rolls after player stats are added, a reroll of the actions will be performed, using the new numbers to determine the winner and discarding the tied rolls.
  • Spells are locked at the start of the race. You cannot use spells that you earn halfway through a race.

PC: Aaron Jones | iNPC: Madeleine Nakamura | Former staff account: Marcus Iwasaki
Best way to contact me? Discord or owl Aaron Jones

7 May 2023, 16:16
Project Announcements
Broom Patch
The following items have been patched, impacting participants of broom sports (Broom Racing and Quidditch) and owners of brooms.
  • Capacity has been introduced to brooms. All brooms are assumed to have a capacity of 2 people, unless they are specifically listed to be able to carry more in their effects. Those that can hold more than 2 and are impacted by this change include: Blatchin' Birch, Autumn Cruise, Bluebottle, Cleansweep 11, Pine Chopper, and Oakshaft 79. Anyone can have a broom with increased capacity, but only a user with the Savior ability will be able to use them to their fullest extent (saving multiple at once, rather than multiple over several rounds).
  • The Catch ability is now known as Savior and operates slightly differently to fall in line with the above changes to brooms. This ability is the only way to save multiple people in one round, but the user of this ability needs to have enough capacity on their broom to do so. It has also been buffed to allow this user to use "Return to Broom" in the same round as a save.
    Catch --> Savior

    A broom sport based ability where a user is focused on rescuing their allies and getting them back into play.

    Prerequisite: Second Year or later.

    Effect: When using the Save action, this user has the option to also use the "Return to Broom" action in the same round, allowing them to save 1 person and return 1 passenger to their broom without needing the passenger's action. It must be declared who is being returned to broom if there is more than 1 passenger on the broom after the save, or it will be randomly rolled from the available passengers.

    Additionally, if the user is on a broom with available space, taking the Save action will save two falling players in one round. It must be declared if the user wants to save two people.

    If the user saves two people and is also using the Return to Broom action, they can only return 1 of their passengers to their broom in that round. It must be declared who is being returned to broom, or it will be randomly rolled from the available passengers.
  • Note: The handful of players with this ability will have the name changed in their trunks for ease of search.
These changes will not impact the current Winter game of Quidditch, but they will impact all games going forward.

PC: Aaron Jones | iNPC: Madeleine Nakamura | Former staff account: Marcus Iwasaki
Best way to contact me? Discord or owl Aaron Jones

8 May 2023, 13:59
Project Announcements
Index Clearing

Hello, it is that time of the year again: Index Clearing. Index Clearing is a biannual process where the Index team reviews ever account that is registered to Index and verifying that they are active. Activity is much more forgiving for Index than it is for sports, you just need to post on site at least once every 6 months. This can be anywhere, including forum games and out of character chatter.

If you have been removed from Index, you will be taken off the Official Index which lists every Indexed user. If your character is not on the official index, that means that you are not Indexed. You will need to be Indexed to graduate to the next year. If you have never been Indexed, you will need to apply for Index [here] and if you were removed from index, you will need to reapply to index [here].

The Index Clearing is performed June 1.

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