Broom Racing System
BROOM RACING
Simply put, broom racing is a competition between witches and wizards that can involve many competitors or just two. Major broom races become events with hundreds if not more spectators. It involves a start-point, an end-point and a broomstick. However there is so much more to broom racing than start, go, reach the finish line first. The racetrack is often tricky if not treacherous, some racers play dirty and sometimes it truly is slow and steady that wins (or is the only one to finish) the race. Please refer to the Sports in Hogwarts.io thread for an overview on playing a sport.
Contents
- Broom Racing Championship
- Broom Racing Mechanics and Actions
Sharing a Broom | Tied Rolls | Auto Rolls | Contest Rolls | Cheating System | System Rounding- Broom Racing Obstacles
- Spells in Broom Racing (Defense | Support | Environment | Attack)
Potions in Broom Racing- Magical Races/Talents and Special Abilities in Broom Racing
- Brooms in Broom Racing
Broom Racing System
Broom Racing Championship
Each house has a team of six racers who compete in a race to the finish line of a map. There are three races in a school year - one in fall, one in winter and one in spring.
A racer who crosses the finish line first wins that race for their house, however, points go towards determining the overall year-long championship. The house with the most points at the end of the year wins the championship. This does mean that, hypothetically, a house can win the championship without winning a single race.
This was implemented to make a broom racing match feel more like teamwork than individual play, and to help every racer have a role of importance (as well as to avoid situations in which three houses can finish in equal first at the end of the season).
The points your team get depends on each racer's end position at the end of the race, which is taken to be the end of the round in which one person from either team crosses the finish line. Points are based upon your position, with the following caveats and exceptions:
- Knocked Off Broom
This would apply to a racer if they fell from their broom and did not get back to their broom by the end of the race, including those who are unconscious. Like what happens in real life motorsport, this would qualify as a DNF (did not finish) and you will automatically be placed in the last position. Should multiple racers end the race off of the broom, the racer who got further into the course will be taken to have finished ahead of the other.- Shared Placements
If two racers are in the same place, their points will be averaged and they will receive the same amount. For example, both Tatsu and Fred are in unit 6, and based on their position in the race, they are both in fifth place. The calculation will be the point you will get in fifth place plus the sixth place then divide by two: ( 9 + 7 ) / 2 = 8.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.
Position- Points 1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th- 25
18
14
11
9
7
6
5
4
3
2
1
There is something about ambition, how it not only propels you but also defines you.
Broom Racing System
Broom Racing Mechanics
The track is divided into units for the sake of understanding distance. A speed of 1 for instance covers 1 unit of space. A map may be represented like this:There will be perils as well as opponents to contend with throughout the course. The perils would be clearly defined and they utilize a variety of player statistics.Starting Line
Unit 1. -
Unit 2. Hard Winds
Unit 3. Easy Winds
Unit 4. -
Unit 5. Moderate Vines
Finish Line
The following is an example of how a race plays out, including the order of operations that actions are taken into account:This will repeat as many rounds as needed until a player reaches the finish line, at which point the race ends in favor of the first-place player's house, and points are calculated for all players towards the championship.
- Start of the Race - the track is described. The units are defined with obstacles known. The racers are listed. The setting is written with a narrative post.
- Racers enter the thread - the racers playing enter the thread and all start at the starting line. 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.
- First round is moderated - the moderator will do rolls and take into account the actions submitted, player stats, and the correct order of operations.
- Counter-charms and defensive spells are taken to fire instantly and are therefore moderated first.
- Support and healing spells or potions take place next.
- Spells against the environment are moderated next. This would be spells to damage the ground. To soften the ground. To make the woods more dense, etc.
- Spells, potions, and other hostile actions, against one another are next. Please note that there is a range on these spells and potions. This range is determined from the player's starting point for this first round. This would include blatching.
- Secondary effects (such as slowness, reduced accuracy or evasion) are applied.
- Attacks that require melee range would still occur even if the player is knocked back by another concurrent spell. These are guaranteed actions that occur simultaneously.
- Damage from these spells and potions are taken and calculated.
- If a wand is taken or they fall off their broom, due to spell effects, this is applied now.
- Movement is moderated following the casting of spells. So if a player states that they are moving 3 units, that racer is moved 3 units. Any obstacles in the setting are rolled.
- Racers will post - the racers playing 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.
- The next round starts.
- A falling player skips the movement stage, they are moving vertically. They can immediately cast a reactionary to prepare themselves for impact. This spell counts as their action for this round.
- Other counter-charms and defensive spells take place next.
- Support and healing spells or potions take place next.
- Spells against the environment are moderated next. This would be spells to damage the ground. To soften the ground. To make the woods more dense, etc.
- Spells or potions against one another, and other hostile acts, are next. Please note that there is a range on these spells and potions. This range is determined from the player's stop point for this first round. This includes casting a spell against a grounded target. An opponent might be out of range and unable to cast anymore.
- Damage is taken and calculated.
- Damage from these spells and potions are taken and calculated.
- If a wand is taken or they fall off their broom, due to spell effects, this is applied now.
- Movement is moderated following the casting of spells. So if a player states that they are moving 3 units, that racer is moved 3 units. Any obstacles in the setting are rolled.
- Spells that specifically target a specific unit (such as when they pass the Whomping Willow they cast a fire-spell) occur as they reach the range of the unit.
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.
Broom Racing Actions
The below are actions that can be taken in a round of broom racing. When movement is halved from an action, it is rounded down and you still suffer the effects of the full speed you chose. For example if you are flying a speed of 5 but take an action that halves your movement, you would move only 2 units and you would suffer the side-effects of flying speed 5.
When someone falls from their broom they will take fall damage that scales with the speed that they are traveling [25 * current speed]. The damage from the fall can be prevented with the spell spongify being cast on the ground to make your landing softer if you think this is coming as a prepared action.
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.
- Fly: The most obvious of moves. Your character flies. However you need to declare your speed. Brooms have a maximum speed (measures in units). For speeds over 1, your character suffers a -1 accuracy and evasion that stacks with each additional speed. For instance, if your speed is 3 then your character suffers a -2 to their accuracy and evasion.
Characters can also fly backward, with characters still suffering the stacking -1 accuracy and evasion effect per additional speed. Characters will have to re-roll for obstacles in the units they are going through.
Note: Characters who have made a crit success on obstacle rolls gain an advantage roll when travelling backward through these same obstacles.
- Another action can be taken along with Fly, such as casting spells, throwing projectiles, and escaping mazes, but the distance flown would be halved and rounded down. For example, an action of "Fly 6, escape maze" would be an escape roll and, if successful, flying three units.
- The only exception to this is if you are maintaining a spell, in which case your distance will not be halved.
- Any race/talent-exclusive actions, such as a Metamorphmagus' Mimic Appearance, Dhampir's Bite, Part-Veela's Scream, etc., will also halve the distance flown by the player.
- Can still Fly when using the move (if the one being thrown) Alley-Oop. The thrower would remain in their unit, where the one thrown would be launched forward.
- 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.
- The player being saved must be within 3 units of your character. This can be at the beginning or the end of the round.
- This move would be considered a conditional, "If Sara is knocked from her broom Save her." Meaning, if this user is NOT knocked from their broom your character would simply fly the number of units they intended to fly that round. [What is a "conditional"? A conditional is a limited set of moves that can be performed on a "if-then" basis.] This move cannot be used as a conditional in conjunction with any other move. For instance the conditional cannot read "If Sara is knocked from her broom Save her. Otherwise, attack Tom."
- If you "Saved" them, your position at the start of the next round will be the unit in which you saved them rather than the distance that you intended to fly. That would be the speed you were moving. You might have to avoid some obstacles still.
- Return to Broom: [Multi-player Move] If two players are sharing a broom (such as after a save) to get both users back to their own broom this action can be used.
- The Math: There is no math for this. However, there is a broom [Cleansweep 11] that allows this action to be done without using the player's action.
- Alley-Oop: [Multi-player Move] This is a play where two racers make a wild and dangerous bid for victory. One user uses their strength to spin their ally around, using centrifugal force to fling the ally forward.
- This requires the full action of both players. They may not perform another action while performing an alley-oop. The thrower may not Fly either.
- The one being thrown still gets to use the Fly action and needs to declare a speed.
- Must be within 3 units of the intended player to throw. However, if there is an obstacle or environmental attacker between the thrower and the intended target, and has not been passed, the players MAY NOT use the alley-oop action.
If the thrower is flying a Starsweeper XXI, then they may still use the Fly action and will need to declare a speed. Their speed will be halved as when performing other actions.- The Math: The spinner would remain on the unit that they flung their alley forward. Their strength being used to determine the number of units they hurl their ally forward in addition to the speed of their broom. For every 5 strength, the racer flies an additional 1 unit. For every additional unit flung, in addition to the normal accuracy and evasion debuffs they might experience, the flier that is flung forward experiences a stacking 5% auto-fail against getting through obstacles that require an accuracy roll, and stacking 5% auto-fail against anything that requires an evasion roll.
- 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.
Note:
- 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).
- 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).- Parkin’s Pincer: [Multi-Player Move] Stolen from Quidditch, this move is named after the original members of the Wigtown Wanderers, who are reputed to have invented it. Two racers close in on an opposing racer, while the third flies towards him or her.
This is treated as a normal blatching. The opponent has disadvantage on their roll to evade. Anyone who you share a unit with or pass during this turn is considered a valid target, before or after movement. The primary blatcher needs to be declared because their stats are necessary for determining the rolls used. Two other racers must assist to use this move. [Accuracy] [Strength]
The Math: There is no fall damage done unlike a normal blatch. The attack itself would be accuracy (on the blatcher) versus evasion (on the target). If hit, the target is knocked from the broom regardless of the amount of health remaining. Note: Broom only flies half the distance for all players involved. The blatch attempt is considered to be the furthest unit both all parties are in during the round.- Improvised Projectile: This is the practice of throwing something at an opponent racer. Movement is reduced in half when throwing a projectile. So if moving at a speed of 6 when a throwing something, 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.
- Range: The range of the improvised projectile is 3+(1 for each 5 points of strength.) For example, a racer with a strength of 11 will have a range of 5.
- The Math: A contested accuracy (of attacker) against evasion (of target). On hit 25 * strength in damage.
- Terrain Damage: This is the practice of damaging the environment for the purpose of making the race more difficult for the racers behind you. This is done by casting certain spells. Must be in the unit that that this spell was cast in during the round it was cast. Movement is reduced in half when casting a spell on your broom. So if moving at a speed of 6 when a spell was cast, you only move as many units as you would if you were moving at 3 and you still suffer the side-effects of moving at a speed of 6.
- Casting Spells: Similar to terrain damage, only the target is other players. Some spells are considered to be legal but many spells are considered to be illegal and very dangerous. Wisdom Checks are performed to determine if the cast is seen (using the cheating system and all applicable abilities). The Wisdom Check is the average Wisdom DC of every racer + 10. Some spells make it easier to cheat. Movement is reduced in half when casting a spell on your broom. So if moving at a speed of 6 when a spell was cast, you only move as many units as you would if you were moving at 3 and you still suffer the side-effects of moving at a speed of 6.
- Using Potions: Users can consume/apply a potion during the race. Movement is reduced in half when consuming a potion on your broom. So if moving at a speed of 6 when using a potion, 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. Note: The user must send the potion item from their inventory to the moderator of the race as it is being "consumed" in this moderated event. The moderator will then send the potion to the Game Master account.
- 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:
- 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.
- 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.)
- 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)
- 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.
- Remount: Retrieve and remount your broom if you have been knocked off [KOB]. You cannot also fly in the same round, it takes your whole round to find and remount the broom.
- 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.
Tied Rolls
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.
Auto-Success/Fail Rolls
In the event a player has multiple auto-success and auto-fail rolls for one DC or contested roll, auto-success rolls will be completed before auto-fail rolls.
For example, Player A is affected by both an ally's calming presence ability and terrible presence ability when casting a spell. They have a 10% chance to auto-hit and a 10% chance to auto-miss. A d10 is rolled for the auto-hit before rolling a d10 for the auto-miss.
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.
Contesting Rolls
If a player targets an ally with a spell that has a contested roll, the captain must explicitly state that the player "will not dodge" the spell. If this is not stated, the moderator will roll as if the target is dodging.
Cheating System
While most moves are allowed in a race, making racing arguably one of the most dangerous sports, some take it a step further. There are several illegal moves that have been deemed too dangerous to use in a race either due to the property damage it may cause or the physical harm that might result from the reckless use or in this case misuse of the spell. That does not mean that cheating does not happen.
Spectators and race officials are scattered throughout the track, monitoring progress. If cheating is noted during a round, the rider's broom would be forced to a halt during the next round for a penalty of 1 round. During this time they cannot take any actions.
Cheating is done off a player's Wisdom, their wisdom plus a roll of 1d20 is required. The DC is the average wisdom score of all of the opponent racers +10.
System Rounding
If the outcome of a calculation is not an integer, normal rounding rules apply: 1.1–1.4 become 1, and 1.5–1.9 become 2. The only exceptions to this rule are if a player's speed, units moved, or stats are halved, either from taking another action in conjunction with Fly or debuffs from spells and obstacles; in these cases, we round down.
Some examples include:– normal rounding rules apply to obstacle DC calculations
– if a player fails the Fog obstacle and has an Accuracy stat of 7, their Accuracy is halved and rounded down (7 becomes 3 from 3.5 rather than 4)
– if a player is flying at a speed of 5 but also casting a spell, the distance moved would be 5/2 = 2.5 → 2 rather than 3 units. It is important to note that the player would still suffer -4 ACC and EVA from flying at that speed
NPC Use in Racing
An NPC can be used:However, if a player has technical issues and can't access the site and doesn't communicate, an NPC cannot be used.
- 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.
- 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.
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.That may not be every question a moderator should have answered, but it's the general basis.
- Have the deadline passed for strategies to be sent?
- What is the action, and why is it invalid? Have you double-checked the rules regarding the action being taken?
- Since the deadline passed, have opinions of other captains been added on the validity of the action? Has a majority been reached promptly?
- Have you prepared a properly explained reason as to why an action is being voided?
- Does this action being invalid cause other actions to then become invalid?
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.
Last edited by River Jemari on 14 Sep 2021, 16:59, edited 1 time in total.
Broom Racing System
The Track
The endlessly changing landscape causes every broom race to have a unique track. Each track is filled with a mix of 3 types of challenges, Obstacles, Weather, and Environmental Attackers.
ObstaclesThe following are the possible perils one might encounter on a track from the environment. From waterfalls to mazes, forests to Devil's Snare, the landscape doesn't make racing an easy feat. Challenge calculations are under a reducio.
- Narrow passageways: [Accuracy] The track becomes narrow. Perhaps the cause of an alleyway, a natural stone formation, a covered bridge, etc. A failed accuracy roll will result in damage.
- Damage Equation: Broom Speed x 10Reducio
- Easy challenge: Average racer accuracy +5
- Moderate challenge: Average racer accuracy +10
- Hard challenge: Average racer accuracy +15
- Near-Impossible challenge: Average racer accuracy +20
- 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)Reducio
- 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
- Thorns: [Accuracy] Prickly pokey thorns threaten to scrape racers who fly by. On a failed accuracy roll, the racer will take damage as well as bleed (HP lost each round, equal to the damage done by the thorns).
- Damage Equation: (Broom Speed / 100) x Max Health.Example: A racer has 1000 health and they were moving at a speed of 3. (3/100) x 1000 = 30 damage- Bleed Equation: Racers lose the same amount calculated by the damage equation every roundReducio
- Easy challenge: Average racer accuracy +3
- Moderate challenge: Average racer accuracy +6
- Hard challenge: Average racer accuracy +9
- Near-Impossible challenge: Average racer accuracy +12
- Vines: [Accuracy] [Strength] A web of vines tries to entangle the racers. On a failed accuracy roll, the vines halt further movement. Racers can free themselves by taking the Escape vines action the following round, or by having an ally use the Help Ally with Obstacle action in the following round. You cannot take actions other than escaping or helping an ally while snared by vines.
- Escape DC on a failed Roll: Average strength of the players + Challenge modifier (see reducio)Example: A moderately difficult vine would be the average strength (rather than accuracy) of the players +5.Reducio
- Easy challenge: Average racer accuracy +0
- Moderate challenge: Average racer accuracy +5
- Hard challenge: Average racer accuracy + 10
- Near-Impossible challenge: Average racer accuracy +15
- Devil's Snare: [Accuracy] [Wisdom] [Strength] The Devil's Snare is a special type of vine which will tighten and cause damage to the racer if they try to escape using a strength check. Like vines, Devil’s Snare halt further movement on a failed accuracy roll. Racers can free themselves by taking the Escape Devil's Snare action, or by an ally using the Help Ally with Obstacle the following round. You cannot take actions other than escaping, casting Lumos or helping an ally while snared by Devil’s Snare.
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.
When using the Escape Devil's Snare action, a wisdom roll is done first to see if the user recognizes the non-damaging way to escape. If it succeeds, the user breaks free with no damage. If the wisdom check is failed, roll using strength as you do for the vines obstacle. Damage is taken when using strength to escape.- Damage Equation: (Player's Strength Stat +Their strength roll) x 10Reducio
- Easy challenge: Average racer accuracy/wisdom/strength (depending on the roll) +0
- Moderate challenge: Average racer accuracy/wisdom/strength (depending on the roll) +5
- Hard challenge: Average racer accuracy/wisdom/strength (depending on the roll) + 10
- Near-Impossible challenge: Average racer accuracy/wisdom/strength (depending on the roll) +15
- Waterfall: [Strength] A waterfall attempts to push racers off their broom. On a failed strength roll, racers are knocked off their broom (KOB), and must take an action to retrieve their broom. There is no damage, they landed in the water.
Reducio
- Easy challenge: Average racer strength + 5
- Moderate challenge: Average racer strength +10
- Hard challenge: Average racer strength + 15
- Near-Impossible challenge: Average racer strength +20
- High Winds: [Strength] Winds blow without ceasing, requiring a tight grip on a broom to stay flying. On a failed strength roll, racers are knocked off their broom (KOB), and must take an action to retrieve their broom, as well as taking damage.
- Damage Equation: Broom Speed x 10Reducio
- Easy challenge: Average racer strength +0
- Moderate challenge: Average racer strength +5
- Hard challenge: Average racer strength +10
- Near-Impossible challenge: Average racer strength +15
- Fog: [Accuracy] The racers enter a foggy area in the track, disorienting them. On a failed accuracy roll, the player’s evasion and accuracy are halved for the next (1d3) rounds.
- Attaching a compass to a compatible broom will give the racer an advantage on the accuracy roll. The use of a compass must be declared at the start of the race.Reducio
- Easy challenge: Average racer accuracy +5.
- Moderate challenge: Average racer accuracy +10.
- Hard challenge: Average racer accuracy +15.
- Maze: [Wisdom] Whether made of stone, hedges, or whatever else is out there, the racers must navigate their way through a maze. Players must pass a wisdom check to see if they get through the maze. On a failed roll, the racer is lost in the maze (remaining in the same unit) until they find their way out, done by a successful wisdom check done the following round. One wisdom roll is made each round until the racer passes the wisdom check. You cannot take actions other than escaping, casting the four-point spell, or helping an ally while lost in the maze.
- Attaching a compass to a compatible broom will give the racer an advantage on the wisdom roll. The use of a compass must be declared at the start of the race.Reducio
- Easy challenge : Average wisdom of players +5.
- Moderate challenge: Average wisdom of players +10.
- Hard challenge: Average wisdom of players +15.
- Near-Impossible challenge: Average wisdom of players +20.
- 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.ReducioEasy challenge: Average racer stamina +4
Moderate challenge: Average racer stamina +8
Hard challenge: Average racer stamina +12
Near-Impossible challenge: Average racer stamina +16
WeatherWeather can be paired with obstacles, or be standalone in units themselves. These usually make the race more difficult for racers in terms of stats due to overheating, being disoriented, etc.
- Snowfall: [Stamina] Snow or hail falls in the specified units, usually in open terrain not covered by trees or buildings. On a failed stamina roll, the player takes damage, and their top speed for the next round is halved.
- Damage Equation: (DC - their check result) x 10.Reducio
- Easy challenge: Average racer stamina +3
- Moderate challenge: Average racer stamina +8
- Hard challenge: Average racer stamina +13
- Near-Impossible challenge: Average racer stamina +18
- Bright light: [Stamina] The sun hits the players' eyes just right to become a bother. On a failed stamina roll, all wisdom and accuracy rolls have a 10% chance of automatically failing for (DC - their check result) rounds.
Reducio
- 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
- Heat: [Stamina] The area the racers are passing through is incredibly hot. On a failed stamina roll the player takes damage, and all DCs for the player would increase by 3 for the remainder of the race.
- Damage Equation: Player's Samina Stat x 5Reducio
- Easy challenge : Average stamina of players +4.
- Moderate challenge: Average stamina of players +9.
- Hard challenge: Average stamina of players +14.
- Near-Impossible challenge: Average stamina of players +19.
Environmental AttackersFlora and fauna lurk along the track, and don’t take too kindly to children flying through their homes at high speeds. These animals or plants sometimes be avoided, but once agitated, they can be very dangerous.
- Whomping Willow [Strength]
ReducioThe infamous Whomping Willow stands tall and strong, a formidable opponent for any racer. Its spindly branches and thick trunk allow for easy pickings of athletes, and make it an enduring challenge for races.
Stats: EVA 7
Attacks:- Bludgeon
The Whomping Willow will attempt to attack every racer that passes it (with exceptions mentioned in NOTES). Racers must succeed an a DC 25 evasion roll to avoid the willow. On a failed roll, the racer takes 100 damage, and has a 25% chance of triggering the Grab attack.Notes:- Grab
A racer can only be grabbed by the Whomping Willow if the Bludgeon attack triggers it. When grabbed, the tree will bash the racer against the ground for 100 damage until the racer can free themselves. Racers can escape the clutches of the willow once they succeed a strength check of 25.
- Racing past the Whomping Willow at a Speed of 4 or more as well as not starting or ending your turn in the unit with the Whomping Willow and the Whomping Willow will not attack.
- If set on fire, the tree will frenzy, doing double damage and attacking those passing twice with its Bludgeon attack.- Boggart [Wisdom]
ReducioThese shape-shifting creatures take on the form of a racer's worst nightmare. A racer with a calm mind will prove unappealing to the amortal boggart, but if you find yourself panicking, watch out. you might find your worst fear feeding on your terror.
Stats: N/A
Attacks:- Frozen in Fear
The Boggart will attempt to attack each racer that passes it until the Worst Nightmare attack is triggered. Racers must succeed a wisdom roll of 25 to avoid this attack. If failed, the racer is under the FEAR effect, suffers a -2 to both wisdom and accuracy until the effect is lifted, and any additional movement is halted for the rest of the round.
The following round, the Worst Nightmare attack is triggered.Notes:- Worst Nightmare
This attack is only triggered once a racer has already experienced the attack Frozen in Fear. The racer under the FEAR effect flies backward 2 units. The Boggart chases the racer, moving through the same units as them at the same speed.
The racer may take other actions while under the FEAR effect, but can not cast spells other than Riddikulus. Taking additional actions will not half the racer's speed while under the FEAR effect, they will always fly backwards 2 units. Obstacles, weather, and environmental attackers are not rolled when flying backwards.
The FEAR effect is ended when one of the following criteria is met:- The racer succeeds a wisdom roll of 25, rolled at the end of the roundNo matter how the FEAR effect ends, the Boggart will remain in whatever unit it is in, and racers are once again vulnerable to the Frozen in Fear attack.
- A successful cast of the Riddikulus spell
- 3 rounds have passed where the user has been under the FEAR effect
- The Boggart's location is not made public until triggered, but its presence must be clearly stated at the beginning of a race. The location of the Boggart differs from race to race, even in the same season. For transparency, the location of the Boggart is shared by each moderator to either a Head of House or the Flying Professor.
- If multiple racers enter the unit with the Boggart at the same time and both fail the wisdom roll for Worst Nightmare, the target is determined at random between them.
- The Riddikulus spell serves as a counter for the FEAR effect. Casting it will end whatever attack the Boggart is making to the current target. At the beginning of the next round, all other racers are once again vulnerable to the Frozen in Fear attack.
- A racer can not be targeted by the Boggart twice in a row.
- Those with the ability fearless are immune to all Boggart attacks.- Vampyr Mosp [Evasion]
ReducioVampyr Mosps, large insects with incredible speed, inhabit open fields and wooded areas. The nasty buggers are agitated by the presence of lights, flowers, and disturbances in their habitat.
Stats: STA 5 | EVA 8 | ACC 10
Attacks:Notes:- Sting
This attack is triggered if a racer does any of the following within 8 units of the Vampyr Mosp:- Is caught in the Vines obstacleOnce triggered, the Vampyr Mosp flies toward the unit where the trigger occurred.
- Is KOB in a unit with Trees
- Casts the Herbivicus or Orchideous charm
- Casts Lumos
The Vampyr Mosp will attempt to sting every racer it passes as it flies to the unit where the attack was triggered. Racers must succeed on a DC 25 evasion roll to avoid the attack. On a failed roll, the racer takes 100 damage.
If the Vampyr Mosp reaches the unit where the trigger occurred, it will automatically attack the racer who triggered the attack, no roll required.
Once the Vampyr Mosp successfully Stings a racer, it remains in its current unit until the Sting attack is triggered again.
- If two racers in the same unit fail against the Sting attack, the target is chosen at random. All racers in a unit must be rolled for before determining the target of the attack.
- If the Vampyr Mosp reaches the unit where the trigger occurred, it will not attack anyone other than the racer who triggered the Stingattack.- Bundimun [Wisdom] [Evasion]
ReducioBundimun blend in with their surroundings, resembling harmless green fungus or moss more than a dangerous plant. The secretions of the Bundimun are extremely acidic and can rot building structures, and a large enough infestation could cause a building to collapse. Perfectly safe for racing!
Stats: N/A
Attacks:Notes:- Spit
The Bundimun will attempt to attack every racer that passes it. Racers must succeed a DC 20 Wisdom roll to notice the Bundimun. On a success, the racer rolls with advantage (rolling twice and taking the higher roll) on the following Evasion roll.
Racers must also succeed on a DC 25 Evasion roll to avoid the attack. On a failed roll, the racer takes 50 damage. They also suffer from the corrosive effect, and will take 50 damage per round for the following 6 rounds. The corrosive effect can be ended early with a successful cast of Scourgify, Aguamenti, or Tergeo, or by passing through a Waterfall obstacle.
- Casting Scourgify on the Bundimun will remove it for the remainder of the race.- Chizpurfle Colony [Arcane Power]
ReducioThese small parasites pass as simple crabs on first glance. But beware, these fanged creatures are attracted to magic, cauldrons and spells, and would like to eat your wand for lunch. Chizpurfle Colonies take up 2 adjoining units.
Stats: EVA 7
Attacks:Notes:- Eat
Chizpurfle Colonies will attempt to attack every racer that casts a spell in one of their units. If a racer casts a spell in a Chizpurfle Colony unit, no matter the outcome of the spell, they must make an Arcane Power roll. If the result is higher than 25, the Chizpurfle Colony will attack the racer's wand, gnawing away at the wood. As a result, the affected racer is unable to cast spells for the following 2 rounds as they remove the parasites from their wand.
- The Chizpurfle Colony attacker takes up 2 adjoining units.
- Racers with auto-evasion will roll their auto-evasion chance against the Eat attack.
- Casting Scourgify or Tergeo on the colony can remove 1 unit of the Chizpurfle Colony.- Cockatrice [Wisdom] [Evasion]
ReducioA serpentine creature with the wings of a dragon and the head of a rooster. With a chilling gaze and a fiery breath weapon, this funny looking creature is no laughing matter.
Stats: STA 12
Attacks:- Stare Down
The Cockatrice will attempt to Stare Down every racer that passes it. Racers roll Wisdom.
On a roll over 25, the racer is not targeted by the Stare Down attack, however, they trigger the Fire Breath attack.
On a roll under 25, the racer looks into the eyes of the Cockatrice. The paralyzing gaze of the creature causes the racer to automatically fail the next obstacle. The racer also suffers the SLOWNESS effect, giving them -2 Accuracy, -2 Evasion, and -4 strength for the remainder of the current round, as well as the following 2 rounds. The effect can be ended early with a successful casting of Reparifors.Notes:- Fire Breath
This attack is triggered by a Wisdom roll of 25 or greater in the Stare Down attack. Racers must succeed an a DC 25 evasion roll to avoid the fire. On a failed roll, the racer takes 125 damage, and suffers the SEAR effect for the remainder of the race. The SEAR effect causes the racer to take 10% more damage from any attack, obstacle, etc. This stacks with any other damage debuff the racer is under. The effect can be ended with a successful casting of Reparifors.
- Racers already affected by the Obscuro Charm are immune to the attacks of the Cockatrice.
- Both the SLOWNESS and SEAR effects can be ended early with a successful cast of Reparifors.- Doxies [Wisdom] [Evasion]
ReducioOften mistaken for fairies, these pests are a menace to wizards everywhere. They travel in swarms of 3. With sharp teeth, bulging eyes and a layer of black hair, the nicknamed "Biting Fairy" thinks you look like a tasty snack.
Stats: STA 1 | EVA 9
Attacks:Notes:- BiteDoxies will attempt to attack every racer that passes them. Racers must succeed a DC 20 Evasion roll per Doxy. On each failed roll, the racer takes 25 damage and suffers a stacking -1 Stamina. This requires a re-calculation of the racer's maximum health. If a racer's stamina equals 0, or the new maximum health is lower than the racer's remaining health, they are rendered unconscious.
- If multiple racers enter a unit with Doxies at the same time, and both fail the roll for the Bite attack, the target is determined at random between them.
- The effects of Bite can be removed with a successful cast of Episkey.
- 1 Doxy can be removed from the race with a successful cast of the Knockback Jinx. Racers have advantage on the Accuracy roll to attack a Doxy with this spell.
- Racers can only target one Doxy at a time unless they have the Spell Spread ability.
- Removing or immobilizing a Doxy will lower all Doxy DCs by 3 per Doxy taken out.- Fire-Breathing Chicken [Evasion]
ReducioFire-breathing chickens are a magical breed of chicken that possess the ability to breathe fire, very similar to dragons. Maybe not ideal for nuggets.
Stats: STA 4 | EVA 5
Attacks:- Fire BreathThe Fire-Breathing Chicken will attempt to attack every racer that casts a spell in its unit. Racers must succeed a DC 20 Evasion roll to avoid the attack. On a failed roll, racers take 200 damage, and have a 30% chance of being set on fire. If caught on fire, racers take 100 damage every round until they are extinguished with Extinguo, Aguamenti or pass through a Waterfall.- Glow Bugs
ReducioThese small, luminescent, magical worms are sometimes found in lightbulbs. They are not harmful. They can occasionally be found in wooded areas, and make their surroundings a bit brighter.
Stats: N/A
Attacks:Note:- Light Support
In units where Glow Bugs are present, the DC check for that obstacle are bumped down a challenge level. For example, a medium challenge obstacle will now have a DC check of an easy challenge. This only works for medium, hard, and near-impossible challenges.
- If a spell is cast in that unit, the Glow Bugs will die, and the DC will no longer be lowered.- Swooping Evil [Evasion]
ReducioLiving in wooded areas, the Swooping Evil appears to be an extremely large butterfly with a wolf-like skull instead of an ordinary head. It shrinks into a green, spiny cocoon but hides spiked wings in this form. It is lethal in both forms and it is an encephalophage — it feeds on people's brains.
Stats: STA 8 | EVA 10 | ACC 10
Attacks:- Spiky Wings
If the racer fails at least 1 tree, the Swooping Evil uses its Spiky Wings to cause the racer to bleed, causing the racer to lose the same amount of damage taken by the tree obstacle at the beginning of every round. Bleeding can be nullified with the Ferula charm. If the racer fails more than one tree, they also trigger the Bite attack.Notes:- Bite
For each additional tree (above 1) that a racer fails, the Swooping Evil will attempt to bite (ACC vs EVA) when provoked, and the venom from the bite leaves the racer foggy-headed. The bite does 25 HP damage, and gives the racer 10% chance to fly in the wrong direction for the duration of the race. This can stack. There is also a 50% non-stackable damage reduction on spells. Damage from physical attacks (such as projectiles) are not reduced.
- If there is any damage reduction due to abilities or other effects (e.g. Terrible Presence), the higher reduction overrides all the others; only one percentage used for reduction.- Wrackspurts [Wisdom]
ReducioWrackspurts are invisible creatures that float in through your ears and make your brain go fuzzy. If caught by these creatures, you are likely to experience some mild forgetfulness the next day.
Stats: N/A
Attacks:- Fuzzy BrainedWrackspurts will attempt to attack every racer that passes through their unit. Racers must succeed a DC 20 Wisdom roll to notice these creatures. On a success, racers are able to [passively] swat away the Wrackspurts, suffering no effect. On a failed roll, the Wrackspurts are not noticed, and the racer suffers a 10% chance to auto-fail all spell Wisdom rolls for the duration of the race. This does not stack.- Giant Squid [Evasion] [Strength]
ReducioA large Herman creature that lurks beneath the surface of the Great Lake. While it is often described as one of the most dangerous creatures on Hogwarts grounds, it's actually partially domesticated. And so, of course, we enrage it for broom racing purposes.
Stats STA 20 | EVA 10 | STR 15 | ACC 10
Attacks- Grab
The Giant Squid will attempt to attack the first four racers that pass either of its units every round. , grabbing them with its tentacles and attempting to pull them into the water. Racers must succeed an a DC 25 evasion roll to avoid the squid. On a failed roll, the racer is grabbed by the squid and triggers the Sucker Punch attack the following round.Notes:- Sucker Punch
This attack is only triggered if a racer has experienced the attack Grab the previous round. The racer may not take any actions other than the Escape Attacker action. When taking this action, racers must succeed a Strength roll of 15 to escape the slippery grasp of the tentacles. On a success, they have escaped, and are able to fly at half speed if one was declared in their action. On a failed roll, the racer is dragged into the water and has to spend the rest of the round swimming back to shore with their broom.
- The Giant Squid can not actively attack more than 4 racers at a time. Once the squid is occupied with 4 players, any new racer entering its units can pass by undisturbed.
- The Squid can be immobilized, frozen, or attacked with the following spells. However, once the spell's effects are over, the Giant Squid becomes aggravated and is able to attack 8 racers instead of 4.
ReducioShrinking Charm DC 12, Range: 3 units
Caster ACC (+2) vs. Squid EVA
If hit, the squid gains +2 Evasion, and the Sucker Punch Strength DC is reduced by 2. The squid can be hit with this spell or the engorgement charm a maximum of eight times (one per tentacle).Engorgement Charm DC 15, Range: 3 units
Caster ACC (+2) vs. Squid EVA
If hit, the squid gains +2 Strength, and the Grab Evasion DC is reduced by 2. The squid can be hit with this spell or the engorgement charm a maximum of eight times (one per tentacle).Slowing Charm WDC 15, Range: 4 units
Caster ACC vs. Squid EVA
If hit, the the Grab Evasion DC is reduced by 2.Freezing Spell WDC 15, Range: 3 units
Caster ACC vs. Squid EVA
If hit, the squid suffers damage (10*ARC) for the following three rounds. It also has a 10% chance of failing all Grab attacks for the following three rounds.Wind Jinx WDC 13, Range: 5 units
Caster ARC vs. Squid STR
If hit, all the squid's tentacles are pushed into the water for that round. Any player can fly through safely without an evasion check. However, any players currently caught in those tentacles will fall into the water and must spend the next round swimming to shore to return to their broom.- Pixies [Evasion] [Strength]
ReducioPixies are similar to Doxies but revel in mischief instead of pain. They tend to travel in groups of five to ten. For every 5 pixies, 1 racer is targeted. Unless you've got some mighty grip, you're going to lose something against these pests.
Stats: STA 5 | EVA 15
Attacks:- PeskyPixies will attempt to attack every racer that passes them. For each racer that passes through a unit with Pixies, they will either attempt the Wand Grab or Broom Grab attack, decided at random.- Wand GrabTriggered when rolled by the Pesky attack. The swarm of Pixies will attempt to snatch your wand from your grip. Racers must succeed a DC 15 Evasion roll. On a failed roll, their wand is taken, and they are unable to cast spells (with the exception of racers with Wandless Magic). To get it back, racers must take the action Retrieve wand.Notes:- Broom GrabTriggered when rolled by the Pesky attack. The swarm of pixies will attempt to snatch your broom from under you. Racers must succeed a DC 15 Strength roll. On a failed roll, the racer's broom has been taken, and they are KOB. To continue flying, racers must take the action Remount.
- 1 Pixie can be immobilized for two rounds with a successful cast of the Freezing Charm.
- 1 Pixie can be removed from the race with a successful cast of the Knockback Jinx.
- Racers can only target one Pixie at a time unless they have the Spell Spread ability.
- Removing or immobilizing a Pixie will lower all Pixie DCs by 3 per pixie taken out.- Mackled Malaclaw [Wisdom] [Evasion]
ReducioGenerally found along the coastlines in Europe, Mackled Malaclaws resemble lobsters. They have light grey skin with green spots, are about a foot in length, and are generally non-violent. However, Malaclaws will bite any intruders that disturb their habitat, and their bite makes their victims incredibly unlucky.
Stats: N/A
Attacks:- Malaluck Bite
The Mackled Malacla will attempt to attack every racer that passes it. Racers must succeed a DC 15 Wisdom roll. On a failure, the Malaclaw is disturbed, and will attempt to bite. Racers must then succeed a DC 20 Evasion roll. On a failure, the player is bitten, and has a non-stacking 25% auto-fail chance for every roll for the remainder of the race.- Ashwinder Eggs [Wisdom] [Evasion]
ReducioAshwinders are snake-like creatures that lay dangerous eggs. These eggs resemble large embers, and will burst into flame at the slightest breeze if not frozen. A slight breeze caused by a zooming racer, one might day.
Stats: N/A
Attacks:
Notes:- BurnThis attack is triggered the first time a racer enters a unit with Ashwinder Eggs. Racers must succeed a DC 20 Wisdom roll. On a success, the racer is able to nullify the effect of the eggs. If the racer has the Snowflake-Creating Spell in their trunk and is able to cast spells, they passively and automatically successfully cast the spell. On a failed roll, the unit is set on fire, and every racer who passes through this unit (including the racer who triggered the attack) takes 200 damage.
- If the racer is unable to cast the Snowflake-Creating Spellspell, their roll is automatically a failure.
- A unit on fire can be put out with a successful cast of Aguamenti or Extinguo.- Swarm of Pigeons [Evasion]
ReducioAlthough more commonly found in big cities, a flock of pigeons has taken up residence at Hogwarts. Hopefully what they say about being pooped on by a bird is good luck is true.
Stats: N/A
Attacks:Notes:- Pooped
The Swarm of Pigeons will attempt to attack every player that passes through their unit. The Swarm of Pigeons can successfully attack no more than two players per round. Racers must succeed on a DC 18 Evasion roll. On a failure, the pidgeons become distressed, and will poop on the racer. One of the two effects will be chosen at random:- Eyes: The poop gets into the racer's eyes, giving them disadvantage on all accuracy, evasion, and wisdom rolls until it is removed.- Body: The racer's body is splattered with poop, and they take 50 damage. Additionally, their teammates are so grossed out, that they are not able to help this player through any actions, and will not receive help from this player through actions (Help Ally With Obstacle, Alley-Oop, Support spells, etc), until the poop is removed.
- The poop can be removed by a successful cast of Scourgify, Aguamenti, or by flying through a waterfall.
- If more than 2 racers enter the unit with the Swarm of Pigeons at the same time and all fail the Evasion roll for Poopy, the target is determined at random between them.
- Screechsnap [Wisdom] [Strength]
ReducioOften 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.Notes- 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.
- 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]
ReducioWho 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:Notes:- 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.
- 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.
Broom Racing System
Spells in Broom Racing
There are four categories of spells in Broom Racing: Defense, Support, Environment, and Attack. The following spells are organized by their category. If a spell can fall into multiple categories, it is listed multiple times (in each category it applies to) with identical descriptions. Each spell is [Tagged] with the category, year and class it is taught, and if it is legal or illegal in broom racing. If a spell is not in this post, it currently has no effect in broom racing. Some of the spells in this list may not yet be available to learn.
Some spells can be maintained, which means a user successfully cast it during a previous round, and is now maintaining its cast through multiple rounds. Maintaining a spell is a free action and distance flown while maintaining will not be halved. Some spells can be maintained while another spell is cast. This would result in two Wisdom rolls - one to see if the original spell is maintained, and one to see if the new spell is successfully cast. Maintained spells can be turned off as a free action. In some cases, casting a new spell will automatically end the maintenance of the previous spell - this happens if the maintained spell is not listed to allow casting at the same time.
All spells require a Wisdom Roll that meets the required listed Wisdom DC in order to be cast. This is where a spell could become a Critical Success or Critical Failure. If a player wants to maintain a spell, a Wisdom Roll is done once again and there is still an opportunity for Critical Successes or Failures to occur. After the Wisdom Roll, some spells require a listed Contested Roll to see if the target is hit by the cast spell. Critical Successes and Critical Failures do not apply to Contested Rolls. Contested Rolls are not necessary if a racer is casting on a teammate.
Spells cast on a target that is out of range or immune to the spell still require a Wisdom Roll if the Critical Failure effect has the spell backfiring on the Caster.
Some spells are Illegal. Wisdom Checks are performed to determine if the illegal cast is seen (using the cheating system and all applicable abilities). The Wisdom Check is the average Wisdom DC of every racer + 10. If a racer is caught casting an illegal spell, they can not move the following round.
Defense Spells
- Umbrella Spell | [Defense] | [Charms Y1L5] | [Legal]
Incantation: Pluvia Velo
Range: Self
Wisdom DCs: 12 to cast, 10 to maintain (other spells may be cast while this spell is being maintained)
Contested Roll: N/A
Effect:
- If the spell is in effect while passing under a waterfall obstacle, the strength DC required becomes half.
Critical Success: Caster's movement is not halved
Critical Failure: Caster does not move- Untransfiguration | [Defense] | [Transfiguration Y1L5] | [Legal]
Incantation: Reparifarge
Range: 1 unit
Wisdom DC: N/A
Contested Roll: Caster Wisdom vs Target Wisdom
Effect:
- Ends the effects of Smoke to Daggers or the Gluing Spell
Critical Success: N/A
Critical Failure: N/A
Note: In the contested roll, "target" is considered the original caster of the spell being countered- Four-Point Spell | [Defense] | [Flying Y1L1] | [Legal]
Incantation: Point Me
Range: Self
Wisdom DCs: 12 to cast, 12 to maintain (other spells may be cast while this spell is being maintained)
Contested Roll: N/A
Effect:
- If the spell is in effect while going through OR while stuck in a maze obstacle, the caster automatically succeeds the obstacle or escape.
Critical Success: Wisdom DC to maintain is reduced to 10
Critical Failure: N/A- 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.- Hot-Air Charm | [Defense] | [Astronomy Y2L2] | [Legal]
Incantation: Aer Calidus
Range: 4 units
Wisdom DC: 15
Contested Roll: N/A
Effect:
- Ends the effects of Nix Facitur or Glacius for a racer within range.
Critical Success: Caster's movement is not halved
Critical Failure: Caster suffers a burn injury from the heat, taking damage- Damage Equation: 25 x Caster's Arcane Power- Shield Charm | [Defense] | [DADA Y4L4] | [Legal]
Incantation: Protego
Range: Self
Wisdom DC: 20 to cast, 17 to maintain
Contested Roll: N/A
Effect:
- Reduces damage taken by 20% as long as the spell is maintained
Critical Success: Damage reduction is increased to 30%.
Critical Failure: Caster takes 20% more damage for 3 rounds- Protego Maxima | [Defense] | [DADA Y6L2] | [Legal]
Incantation: Protego Maxima
Range: Self
Wisdom DC: 25
Contested Roll: N/A
Effect:
- Caster is immune to all attacks from racers for 1 round
Critical Success: Caster is immune to all damage caused by Environmental Attackers, Obstacles, or Weather
Critical Failure: Attacks targeting the caster are rolled at advantage for 2 rounds
Support Spells
- Mending Charm | [Support] | [Charms Y1L1] | [Legal]
Incantation: Reparo
Range: Self
Wisdom DC: 12
Contested Roll: N/A
Effect: Repairs a racer's broom that was broken by the ability [Broken Broomshaft], allowing them to continue racing.
Critical Success: N/A
Critical Failure: N/A
Note: This spell can be taken in conjunction with the Remount action- Wand-Lighting Charm | [Support] | [Charms Y1L3] | [Legal]
Incantation: Lumos
Range: Self
Wisdom DC: 12 to cast, 10 to maintain
Contested Roll: N/A
Effect:
- Caster has +1 accuracy and evasion in units with Narrow Passageways, Trees or Thorns
- Automatically succeed in escaping Devil's Snare
Critical Success: Caster gains a +2 to their accuracy and evasion
Critical Failure: Caster cannot attempt to recast this charm for 3 rounds- Wand-Extinguishing Spell | [Support] [Attack] [Charms Y1L3] | [Legal]
Incantation: Nox
Range: 3 units
Wisdom DC: 12
Contested Roll: Caster Arcane Power vs Target Arcane Power
Effect:
- When cast on self: Ends the effect of Lumos, Lumos Duo and Lumos Maxima. No wisdom roll is required, it is automatically a success
- When cast on a racer: Ends the effect of Lumos, Lumos Duo and Lumos Maxima if the racer has it cast or prevents target from casting the listed spells that round
Critical Success: Target cannot cast Lumos, Lumos Duo or Lumos Maxima for 3 rounds
Critical Failure: Target's spell is considered a critical success- Scouring Charm | [Support] | [HoM Y1L3] | [Legal]
Incantation: Scourgify
Range: 2 units
Wisdom DC: 12
Contested Roll: N/A
Effect:
- When cast on a racer: Ends the effect of the Bundimun's corrosive effect
- When cast on a unit: Removes a Bundimun or Chizpurfle Colony from targeted unit
Critical Success: N/A
Critical Failure: N/A- Extinguishing Charm | [Support] [Environment] | [Herbology Y1L3] | [Legal]
Incantation: Extinguo
Range: 3 units
Wisdom DC: 12
Contested Roll: N/A
Effect:
- When cast on a racer: Ends the effects of fire on target
- When cast on a unit: Unit is no longer on fire
Critical Success: Targeted racer or unit cannot be set on fire again the duration of the race.
Critical Failure: The fire's damage increases 50%- Engorgement Charm [Support] [Environment] [Attack] | [Charms Y2L5] | [Legal]
Incantation: Engorgio
Range: 3 units
Wisdom DC: 12
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- When cast on a racer: Target suffers -2 evasion and gains +1 strength
- When cast on a unit: Increases the DC of any unit requiring an accuracy roll by +3
Critical Success: When cast on a racer:Target suffers -3 evasion and +2 strength
When cast on a unit: Increases the DC of any unit requiring an accuracy roll by +4
Critical Failure: Caster suffers -2 evasion and +1 strength
Note: When cast on an allied racer, you may state in their action that they do not dodge this spell. This will negate the contested roll.- Shrinking Charm | [Support] [Environment] [Attack] | [Charms Y2L5] | [Legal]
Incantation: Reducio
Range: 3 units
Wisdom DC: 12
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- When cast on a racer: Target suffers -2 strength and gains +1 evasion
- When cast on a unit: Decreases the DC of any unit requiring an accuracy roll by -3
Critical Success: When cast on a racer:Target suffers -3 strength and +2 evasion
When cast on a unit: Decreases the DC of any unit requiring an accuracy roll by -4
Critical Failure: Caster suffers -2 strength and +1 evasion
Note: When cast on an allied racer, you may state in their action that they do not dodge this spell. This will negate the contested roll.- Gluing Spell | [Support] | [Transfiguration Y2L5] | [Legal]
Incantation: Epoximise
Range: 4 units
Wisdom DC: 12
Contested Roll: N/A
Effect:
- Negates 10% to being knocked off a broom. This does not stack.
Critical Success: Negates 15% to being knocked off a broom. This does not stack
Critical Failure: Caster has a 10% chance to fall off their broom every round- Reviving Spell | [Support] | [HoM Y2L4] | [Legal]
Incantation: Rennervate
Range: 2 units
Wisdom DC: 20
Contested Roll: N/A
Effect:
- Brings an unconscious target back with 1 hit point.
- Target may only take the Remount action on the turn they are revived
Critical Success: N/A
Critical Failure: N/A
Note: This can only be cast at a target once per race. Racers can only cast this spell once per race.- Flower-Conjuring Spell | [Support] | [Herbology Y2L3] | [Legal]
Incantation: Orchideous
Range: 6 units
Wisdom DC: N/A
Contested Roll: N/A
Effect:
- Used to lure Mosps away from other players.
Critical Success: N/A
Critical Failure: N/A- Bandaging Charm | [Support] | [Charms Y3L1] | [Legal]
Incantation: Ferula
Range: 6 units
Wisdom DC: 12
Contested Roll: N/A
Effect:
- Ends the effect of bleed
Critical Success: N/A
Critical Failure: N/A- Wand-Lighting Charm Duo | [Support] | [Charms Y3L3] | [Legal]
Incantation: Lumos Duo
Range: Self
Wisdom DC: 17 to cast, 12 to maintain (other spells may be cast while this spell is being maintained)
Effect:
- Caster has +1 accuracy and evasion in units with Narrow Passageways, Trees or Thorns
- Automatically succeed in escaping Devil's Snare
Critical Success: Caster gains a +2 to their accuracy and evasion
Critical Failure: Caster cannot attempt to recast this charm for 3 rounds
Note: Casting this spell does not halve movement- Radiant Wand-Lighting Charm | [Support] | [Charms Y3L3] | [Legal]
Incantation: Lumos Maxima
Range: Self
Wisdom DC: 17 to cast, 12 to maintain (other spells may be cast while this spell is being maintained)
Effect: Effect:
- Caster has +2 accuracy and evasion in units with Narrow Passageways, Trees or Thorns
- Automatically succeed in escaping Devil's Snare
Critical Success: Caster gains a +3 to their accuracy and evasion
Critical Failure: Caster cannot attempt to recast this charm for 3 rounds- Summoning Charm | [Support] [Attack] | [Charms Y3L4] | [Legal]
Incantation: Accio
Range: 5 units
Wisdom DC: 17
Contested Roll: Caster Arcane Power vs Target Strength
Effect:
- When cast on ally's dropped wand: No contested roll is needed, the wand is summoned to the caster's hand. Caster automatically will pass it back in the earliest shared unit as a free action. While holding both wands, broom movement is halved, and the caster has a 50% chance of falling off their broom (no hands) every unit they pass through until they return the wand.
- When cast on an enemy's wand: Target gets a +3 to their Strength in the Contested Roll. On success, the wand would fall to the ground.
- When cast on an enemy's broom: Target gets a +5 to their Strength in the Contested Roll. On success, target is [KOB]
Critical Success: Caster's movement is not halved
Critical Failure: Caster does not move this round
Notes: A racer can only be targeted by this spell as an attack once per race. Racers can only cast this spell three times a race as an attack.
Can be used with Wandless Magic to retrieve one's own wand.- Healing Charm | [Support] | [Transfiguration Y3L1] | [Legal]
Incantation: Reparifors
Range: 6 units
Wisdom DC: 12
Contested Roll: N/A
Effect:
- Removes effects caused by the Full Body-Bind Curse, Immobulus, Slugulus Eructo, Cockatrice's slowness effect, Steleus and Mucus ad Naseum
Critical Success: Target is unable to be targeted by the original spell for the duration of the race
Critical Failure: The original spell is now considered a Critical Success- Water Repelling Charm | [Support] | [HoM Y3L3] | [Legal]
Incantation: Impervius
Range: 5 units
Wisdom DC: 17 to cast, 15 to maintain
Contested Roll: N/A
Effect:
- Target gains 5% auto-dodge
Critical Success: Target gains 10% auto-dodge for the current round, then returning to 5% for the following rounds
Critical Failure: Target suffers 5% auto-hit
Note: This can not be used to break the 20% cap on auto-dodge chances- Ascension Spell | [Support] [Attack] | [Divination Y3L2] | [Legal]
Incantation: Alarte Ascendare
Range: 4 units
Wisdom DC: 15
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Launches the target above the track. This prevents them from making any progress the round they are hit, however they are now above the track for the next 10 units as they make their way back onto the track.
- Target auto-dodges all other attacks this round
- Target does not have to roll against Obstacles or Environmental Attackers
- Target can not perform the following actions while ascended: Save, Help Ally with Obstacle, Retrieve wand
- Target may only perform the Alley Oop, Blatching, or Parkin’s Pincer actions actions on a racer that is also ascended
- All other racers have +1 Accuracy against the target while they are ascended
- If the target falls off their broom while ascended, they will take damage.- Damage Equation: 40 x current broom speedCritical Success: Target can not move the following round
Critical Failure: Caster is sent to the ground, takes damage, and is [KOB]- Damage Equation: 25 x Caster's Arcane PowerNotes: If Descendo is used at the same time on the same target as Alarte Ascendare (i.e. in the same spell-casting round), no damage will be dealt and the target will be unable to move horizontally.- Bravery Charm | [Support] | [Divination Y3L4] | [Legal]
Incantation: Animosus
Range: 2 units
Wisdom DC: 22
Contested Roll: N/A
Effect:
- Target is immune to all fear effects for the round
Critical Success: N/A
Critical Failure: Target has disadvantage on rolls against a Boggart
Note: This can only be cast at a target once per race. Racers can only cast this spell once per race.- Gripping Charm | [Support] | [Flying Y3L1] | [Legal]
Incantation: Inhaeresco
Range: Self
Wisdom DC: 15
Contested Roll: N/A
Effect:
- When cast on broom: Caster automatically succeeds against Accio attacks against their broom, and have a 15% chance to stay on their broom against anything that would render them [KOB]
- When cast on wand: Caster automatically succeeds against Accio attacks against their wand, and has a 15% chance to hold onto their wand against any other spells or attacks
Critical Success: Caster now has a 20% chance to hold onto their broom/wand (depending on the target)
Critical Failure: Caster has a 15% chance to fall off their broom/drop their wand (depending on the target) every round
Note: This effect does not stack, but racers can have this spell cast on their broom and wand at the same time- Minor Healing Charm | [Support] | [Charms Y4L2] | [Legal]
Incantation: Episkey
Range: 3 units
Wisdom DC: 12
Contested Roll: N/A
Effect:
- Target is healed , and has a +1 critical success- Healing Equation: 15 x Caster's Arcane PowerCritical Success: The sum of the healing is doubled
Critical Failure: N/A
Note: Can bring a player back from unconsciousness if this spell brings their HP to 1 or higher- Leg-Locker Curse | [Support] [Attack] | [DADA Y4L2] | [Legal]
Incantation: Locomotor Mortis
Range: 5 units
Wisdom DC: 20
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Target is immune to being [KOB] unless they are knocked unconscious for 3 rounds
- Target auto-fails Vines and Devil's Snare obstacles for 3 rounds
- Target suffers -2 Accuracy for 3 rounds
Critical Success: If cast on an allied racer, target does not suffer -2 accuracy. If cast on an opposing racer, the spell's effects last for 4 rounds.
Critical Failure: If cast on an allied racer, the spell has no effect and target is [KOB]. If cast on an opposing racer, target does not suffer -2 accuracy.- Siphoning Spell [Support] [Divination Y4L3] [Legal]
Incantation: Tergeo
Range: 3 units
Wisdom DC: 20
Contested Roll: N/A
Effect:
- Removes the effects Epoximise or Lubricus from target's broom or wand
Critical Success: N/A
Critical Failure: N/A- Emancipare | [Attack] | [Transfiguration Y6L3] | [Ilegal]
Incantation: Emancipare
Range: 3 units
Wisdom DC: 11
Contested Roll: N/A
Effect:
- Ends the effects of Fulgari
Critical Success: N/A
Critical Failure: N/A- Supersensory Charm | [Support] | [Flying Y6L3] | [Legal]
Incantation: Meliores Sensi
Range: 3 units
Wisdom DC: 16
Contested Roll: Caster Accuracy v Target Evasion (or if casting on self, no contesting roll needed)
Effect:
- Grants the caster or the target of the spell +2 to the evasion roll for the upcoming [attacking] obstacle.
Critical Success: +3 to the evasion roll
Critical Failure: -3 to the target's evasion roll[/indent]- Cushioning Charm | [Support] | [Flying Y7L2] | Legal
Incantation: Molliare
Range: Self
Wisdom DC: 17
Contested Roll: N/A
Effect:
- Caster does not take any damage from Narrow Passageways, Trees, or from being [KOB] this round, they are cushioning any impact they might face
Critical Success: Caster's movement is not halved
Critical Failure: N/A- Disillusionment Charm | [Support] | [DADA Y7L4] | [Legal]
Incantation: Celare Palam
Range: Self
Wisdom DC: 18
Contested Roll: N/A
Effect:
- You blend in to your surroundings, and if you are being targeted, your attackers must roll disadvantage on the accuracy roll.
Critical Success: You blend in, and any attacks made against you are auto-failed.
Critical Failure: You've made yourself stick out like a sore thumb, perhaps your clothes glow more vibrant or your hair is all glittery and is reflected in the sun. You roll disadvantage on attack rolls against you.
Note: This can only be used once per match.- 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.- 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
Environment Spells
- Smokescreen Spell | [Environment] | [DADA Y1L4] | [Legal]
Incantation: Fumos
Range: 6 units
Wisdom DC: 12
Contested Roll: N/A
Effect:
-Fills a single unit with smoke for 3 rounds
- While the spell is active, illegal/cheat moves cannot be seen
- While the spell is active, all racers within the unit suffer a -2 to Accuracy and Evasion
Critical Success: The Fumos spell lasts the duration of the race.
Critical Failure: N/A- Bubble-Producing Charm | [Environment] | [HoM Y1L3] | [Legal]
Incantation: Bullarum Immortalem
Range: 3 units
Wisdom DC: 12
Contested Roll: N/A
Effect:
- All other racers who pass through this unit suffer a -1 to accuracy and evasion for the rest of the race
Critical Success: The effect is doubled (this counts as a second 'stacking')
Critical Failure: The caster suffers -1 to accuracy and evasion for the rest of the race
Note: This can stack in a single unit up to three times- Snowflake-Creating Spell | [Environment] | [Astronomy Y1L4] |[Legal]
Incantation: Nix Facitur
Range: 1 unit
Wisdom DC: 12
Contested Roll: Caster Arcane Power vs Target Stamina
Effect:
- The caster's unit, the unit in front and the unit behind all become frigid
- For each unit, all other racers must roll make a Contested Roll. On a failure, they take damage- Damage Equation: 10 x Caster's Arcane PowerCritical Success: The sum of the damage is doubled
Critical Failure: The caster is no longer immune to this charm and automatically fail the stamina check for every unit they pass through
Note: The caster is immune to the effect of this spell unless they roll a Critical Failure- Fire-Making Spell | [Environment] | [Herbology Y1L2] |[Illegal]
Incantation: Incendio
Range: 3 units
Wisdom DC: 12
Contested Roll: N/A
Effect:
- Target unit is set on fire. Racers passing through this unit take damage, and have a 30% chance of being set on fire where they take half this total damage (rounded down) each round until they are extinguished with Extinguo, Aguamenti, or pass through a waterfall.- Damage Equation: 5 x Caster's Arcane PowerCritical Success: The sum of the damage equation is doubled.
Critical Failure: The caster is on fire, and takes double the sum of the damage equation until they are extinguished with Extinguo, Aguamenti, or pass through a waterfall.- Extinguishing Charm | [Support] [Environment] | [Herbology Y1L3] | [Legal]
Incantation: Extinguo
Range: 3 units
Wisdom DC: 12
Contested Roll: N/A
Effect:
- When cast on a racer: Ends the effects of fire on target
- When cast on a unit: Unit is no longer on fire
Critical Success: Targeted racer or unit cannot be set on fire again the duration of the race.
Critical Failure: The fire's damage increases 50%- Engorgement Charm [Support] [Environment] [Attack] | [Charms Y2L5] | [Legal]
Incantation: Engorgio
Range: 3 units
Wisdom DC: 12
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- When cast on a racer: Target suffers -2 evasion and gains +1 strength
- When cast on a unit: Increases the DC of any unit requiring an accuracy roll by +3
Critical Success: When cast on a racer:Target suffers -3 evasion and +2 strength
When cast on a unit: Increases the DC of any unit requiring an accuracy roll by +4
Critical Failure: Caster suffers -2 evasion and +1 strength- Shrinking Charm | [Support] [Environment] [Attack] | [Charms Y2L5] | [Legal]
Incantation: Reducio
Range: 3 units
Wisdom DC: 12
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- When cast on a racer: Target suffers -2 strength and gains +1 evasion
- When cast on a unit: Decreases the DC of any unit requiring an accuracy roll by -3
Critical Success: When cast on a racer:Target suffers -3 strength and +2 evasion
When cast on a unit: Decreases the DC of any unit requiring an accuracy roll by -4
Critical Failure: Caster suffers -2 evasion and +1 strength- Bluebell Flames | [Environment] | [DADA Y2L4] | [Legal]
Incantation: Caeruleus Inflamarae
Range: Self
Wisdom DC: 15 to cast, 12 to maintain (other spells may be cast while this spell is being maintained)
Contested Roll: N/A
Effect:
- Caster has +3 accuracy and evasion in units with Narrow Passageways, Trees or Thorns
- Automatically succeed in escaping Devil's Snare
Critical Success: Caster's movement is not halved
Critical Failure: N/A
Note: This spell can not be countered by Nox- Softening Charm | [Environment] | [HoM Y2L2] | [Legal]
Incantation: Spongify
Range: 6 units
Wisdom DC: 12
Contested Roll: N/A
Effect:
- Racers do not take fall damage in this unit from being [KOB].
Critical Success: Racers who are [KOB] in this unit can automatically remount their broom in the same round if they succeed a DC 15 Strength roll.
Critical Failure: If the targeted unit has an obstacle that does damage, it is doubled for the remainder of the race- Fire-Making Spell Duo | [Environment] | [Herbology Y2L1] |[Illegal]
Incantation: Incendio Duo
Range: 4 units
Wisdom DC: 12
Contested Roll: N/A
Effect:
- Target unit is set on fire. Racers passing through this unit take damage, and have a 30% chance of being set on fire where they take half this total damage (rounded down) each round until they are extinguished with Extinguo, Aguamenti, or pass through a waterfall.- Damage Equation: 7 x Caster's Arcane PowerCritical Success: The sum of the damage equation is doubled.
Critical Failure: The caster is on fire, and takes double the sum of the damage equation until they are extinguished with Extinguo, Aguamenti, or pass through a waterfall.- Sun-Light Charm | [Environment] | [Astronomy Y2L3] | [Illegal]
Incantation: Lumos Solem
Range: 2 units
Wisdom DC: 15
Contested Roll: N/A
Effect:
- The target unit is considered to have the Bright Light weather effect for 2 rounds
- The DC for the new Bright Light unit is the Caster's Stamina +5
Critical Success: DC is raised to Caster's Stamina +8
Critical Failure: N/A- Weather-Modifying Countercharm | [Environment] | [Astronomy Y2L4] | [Legal]
Incantation Meteolojinx Recanto
Range: Within 3 units of cast.
Wisdom DC: 12
Contested Roll: Caster Arcane Power (+2) vs Target Arcane Power
Effect:
- Ends the effects of Nix Facitur or Nebulus
- The 'target' is contested roll is the caster of Nix Facitur or Nebulus
Critical Success: The original caster of Nix Facitur/Nebulus can not cast it again for the duration of the race
Critical Failure: The Nix Facitur/Nebulus spell is now considered a critical success- Severing Charm | [Environment] | [Herbology Y2L2] | [Legal]
Incantation: Diffindo
Range: 3 units
Wisdom DC: 12
Contested Roll: N/A
Effect:
- Reduces the DC for a Vines or Thorns obstacle by -5
Critical Success: Reduces the DC for a Vines or Thorns obstacle by -10
Critical Failure: Caster will automatically fail the targeted unit. The DC of the unit increases by +2
Note: This cannot be reversed with Finite Incantatem, what is cut is cut.- Boggart-Banishing Spell | [Environment] | [DADA Y3L1] | [Legal]
Incantation: Riddikulus
Range: 5 units
Wisdom DC: 17
Contested Roll: N/A
Effect:
- Used to counter the Boggart's FEAR effect
- Spell has a +1 critical failure chance
- Allies can also cast this spell to help another ally under the FEAR effect
Critical Success: The Boggart is unable to attack the following round
Critical Failure: The Boggart moves to the Caster's unit and will target them with the Frozen in Fear attack- Spider Conjuration Spell | [Environment] [Attack] | [COMC Y3L2] | [Legal]
Incantation: Arachnos
Range: 5 units
Wisdom DC: 17
Contested Roll: Caster Arcane Power vs Target Evasion
Effect:
- When cast on a unit: A spider will attack every racer passing through the unit, biting racers without a Contested Roll and doing damage
- When cast on a racer: A spider will attack target every round using the Contested Roll. On a failed roll, target takes damage- Damage Equation: 6% of racer's total healthCritical Success: Conjures 2 spiders instead of 1, which will attack 2 racers if cast on a unit, and attack twice if cast on a racer
Critical Failure: The caster is the new target of the spell
Note: Finite Incantatem, Arania Exumai, High Winds and Waterfall can get rid of the spiders- Fog-Conjuring Charm | [Environment] | [Charms Y4L4] | [Legal]
Incantation: Nebulus
Range: 3 units
Wisdom DC: 20
Contested Roll: N/A
Effect:
- Adds an Easy Fog unit to the target unit
Critical Success: Adds a Moderate Fog unit to the target unit
Critical Failure: The caster's Evasion and Accuracy are halved for 1d3 rounds- Herbivicus Charm | [Environment] | [Herbology Y4L1] | [Legal]
Incantation: Herbivicus
Range: 5 units
Wisdom DC: 20
Contested Roll: N/A
Effect:
- Increases the Accuracy DC for Trees, Thorns, Vines and Devil's Snare by 3 for 3 rounds
Critical Success: The effect lasts for the rest of the race
Critical Failure: The DC is reduced by -2 for 3 units- Water-Making Spell | [Environment] | [Herbology Y4L3] | [Legal]
Incantation: Aguamenti
Range: 2 units
Wisdom DC: N/A
Contested Roll: Caster Arcane Power (+2) vs Target Arcane Power
Effect:
- Used to counter Incendio or Incendio Duo
- The 'target' in the Contested Roll is the original caster of Incendio or Incendio Duo
Critical Success: N/A
Critical Failure: N/A- Drought Charm | [Environment] | [Herbology Y4L4] | [Legal]
Incantation: Siccum lacus
Range: 5 units
Wisdom DC: 20
Contested Roll: N/A
Effect:
- Dries up a waterfall unit for 1 round, eliminating the Strength DC to safely pass through.
Critical Success: The waterfall remains dried up for 3 rounds.
Critical Failure The waterfall's Strength DC increases by +3- Smoke to Daggers | [Environment] | [Transfiguration Y5L2] | [Illegal]
Incantation: Pluviae Acuta
Range: 4 units
Wisdom DC: 12
Contested Roll: Caster Accuracy vs Target Wisdom
Effect:
- Requires the Fumos spell to be active in a unit within range
- Racers passing through the unit must do 3 Contested Rolls against 3 dagger attacks. On a failed roll, racers take damage and bleed.- Damage Equation: # of rolls failed x (10 x Caster's Arcane Power)- Bleed Equation: Racers lose the same amount calculated by the damage equation for rounds equal to the Caster's Arcane Power scoreCritical Success: The sum of the damage is doubled
Critical Failure: The daggers attack the caster for 1 round
Note This spell does not end the effects of Fumos in the targeted unit, the two effects stack together- 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- Gouging Spell | [Environment] | [Herbology Y7L5] | [Legal]
Incantation: Defodio
Range: 5 Units
Wisdom DC: 20
Contested Roll: N/A
Effect:
- Reduces the DC of Narrow Passageways and Trees by -5
- Increases the DC of Waterfalls by +3
Critical Success: The DC of said unit will be reduced or increased by an additional +/- 1
Critical Failure: N/A
Attack Spells
- Dancing-Feet Spell | [Attack] | [Charms Y1L1] | [Legal]
Incantation: Tarantellagra
Range: 3 units
Wisdom DC: 12
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Target suffers a 20% chance to kick themselves off their brooms and be [KOB] for 2 rounds
Critical Success: The duration of this spell is now 3 rounds.
Critical Failure: This spell rebounds back at the caster. This does not count as the one time a racer can be targeted with this spell. This does count as one of the caster's three times they can cast the spell.
Note: This attack can only be cast at a target once per race. Racers can only cast this spell three times per race.- Wand-Extinguishing Spell | [Support] [Attack] [Charms Y1L3] | [Legal]
Incantation: Nox
Range: 3 units
Wisdom DC: 12
Contested Roll: Caster Arcane Power vs Target Arcane Power
Effect:
- When cast on self: Ends the effect of Lumos, Lumos Duo and Lumos Maxima. No wisdom roll is required, it is automatically a success
- When cast on a racer: Ends the effect of Lumos, Lumos Duo and Lumos Maxima if the racer has it cast or prevents target from casting the listed spells that round
Critical Success: Target cannot cast Lumos, Lumos Duo or Lumos Maxima for 3 rounds
Critical Failure: Target's spell is considered a critical success- Sneezing Hex | [Attack] | [HoM Y1L2] | [Legal]
Incantation: Steleus
Range: 3 units
Wisdom DC: 9
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Target has a 5% auto-failure chance on all rolls for the duration of the race
Critical Success: The auto-failure chance is increased to 10%
Critical Failure: The spell rebounds onto the caster
Note: This can stack up to 2 times- Red Sparks Charm | [Attack] | [DADA Y1L1] | [Legal]
Incantation: Periculum
Range: 2 units
Wisdom DC: 12
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Target has +3 critical fail chance for 2 rounds
Critical Success: Target has +5 critical fail chance for 2 rounds
Critical Failure: Caster has +3 critical fail chance for 2 rounds
Note:Racers with Blindvision or Perfectionist are immune to this spell- Green Sparks Charm | [Attack] | [DADA Y1L1] |[Legal]
Incantation: Verdimillious
Range: 2 units
Wisdom DC: 12
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Target has 20% chance to auto-fail their rolls for 2 rounds
Critical Success: Target has 25% chance to auto-fail their rolls for 2 rounds
Critical Failure: Caster has 25% chance to auto-fail their rolls for 2 rounds
Note: Racers with Blindvision are immune to this spell- Curse of the Bogies | [Attack] | [DADA Y1L2] | [Legal]
Incantation: Mucus ad Nauseam
Range: 3 units
Wisdom DC: 12
Contested Roll: Caster Accuracy vs Target Evasion
Effect: Attacks against the Target have a 5% auto-hit chance for the remainder of the race
Critical Success: This chance increases to 10% auto-hit
Critical Failure: Attacks against the Target have a 5% auto-hit chance for 2 rounds
Note: This can stack twice- Knockback Jinx | [Attack] | [DADA Y1L3] | [Legal]
Incantation: Flipendo
Range: 3 units
Wisdom DC: 12
Contested Roll: Caster Accuracy vs Target Evasion
Effect: Target is knocked back to the previous unit and has to re-roll any terrain obstacles that may be possessed within that unit at disadvantage (rolling twice and using the lower of the two rolls).
Critical Success: There is an added 10% chance that the target will be kicked off of their broom this round
Critical Failure: Caster is [KOB]
Note: This attack can only be cast at a target once per race. Racers can only cast this spell three times per race.- Take Root | [Attack] [Support]| [Astronomy Y1L2] | [Legal]
Incantation: Anathema Daphnis
Range: 3 Units
Wisdom DC: 12
Contested Roll:
- If the target is from the opposing team: Caster Acc v Target Eva
- If the target is from the same team: None
Effect:
- If cast at a member of the opposing team the spell transfigures the targets lower body into a rooted plant, rooting them to the ground below.
- If cast at a member of the same team the spell transfigures the targets lower body into a rooted plant, rooting them to their broom.
- If rooted to the ground, the target has -3 eva and must succeed a DC 7 (adding +1 to the DC for every 5 points in arcane power) strength check in order to remount their broom that round. If they are casting a spell or performing another action they may complete that action without hindrance. The only action when rooted to the ground that is affected is remounting one's broom.
- If rooted to the broom, the target has -2 Eva and cannot be KOB for 1d2 rounds
Critical Success:
- If casting at a member of the same team they don't suffer the -2 Eva debuff, duration is still rolled.
- If casting at a member of the opposing team they must succeed a DC 10 strength (adding +1 to the DC for every 5 points in arcane power) check in order to remount their broom.
Critical Failure:
- The opposite effect takes place. If cast at a member of the same team the effect takes place as if it was cast at a member of the opposing team, and if cast at a member of the opposing team the effect takes place as if it was cast at a member of the same team.- Shooting Spell | [Attack] | [Astronomy Y1L3] | [Legal]
Incantation: Jaculor
Range: 5 units
Wisdom DC: 13
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Summons and launches a small rock that deals damage to the target- Damage Equation: 15 x Caster's Arcane PowerCritical Success: Damage is increased to 25 x Caster's Arcane Power
Critical Failure: N/A- Bewitched Snowballs | [Attack] | [Astronomy Y1L5] | [Legal]
Incantation: Nive Percutio
Range: 4 units
Contested Roll: Caster Accuracy vs Target Evasion
Wisdom DC: 15
Effect:
- Caster conjures 3 snowballs that attack targets within range. Targets take damage
- Each snowball can target a different racer within range
- A Contested Roll is rolled for each individual snowball attack- Damage Equation: 10 x Caster's Arcane PowerCritical Success: The sum of the damage is doubled
Critical Failure: N/A
Note: Caster must specify the targets for the 3 snowballs in their action.
The 3 snowballs can target multiple racers within range, or the same racer. Caster could target 1 racer with all 3 snowballs, 3 racers with 1 snowball, or another combination.- Clothing-Ignition Spell | [Attack] | [Herbology Y1L4] | [Illegal]
Incantation: Lacarnum Inflamari
Range: 3 units
Wisdom DC: 15
Contested Roll: Caster Wisdom vs Target Evasion
Effect:
- Target suffers the fire effect and takes damage every round (including the current round),
- Can be countered by casting Extinguo or by passing through a Waterfall unit- Damage Equation: 20 x Caster's Arcane PowerCritical Success: Damage is increased to 25 x Caster's Arcane Power
Critical Failure: Caster suffers the effects of the spell
Note: The fire effect can not be countered by Finite Incantatem.- Tickling Hex | [Attack] | [Herbology Y1L5] | [Legal]
Incantation: Titillando
Range: 5 units
Wisdom DC: 13
Contested Roll: Caster Wisdom vs Target Evasion
Effect:
- Lowers target's strength by -2 for 3 rounds
Critical Success: Lowers target's strength by -3 for 3 rounds
Critical Failure: Lowers caster's strength by -2 for 3 rounds- Freezing Charm | [Attack] | [Charms Y2L2] | [Illegal]
Incantation: Immobulus
Range: 4 units
Wisdom DC: 12
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Target auto-fails the next unit or attack against them
- Once the auto-fail takes effect, the charm is broken
Critical Success: The target will auto-fail the next 2 units or attacks
Critical Failure: The caster will auto-fail the next unit or attack against them. This does not count as their once per race to be affected by this charm but this does count as one of the caster's three casts of this spell.
Note: A player can only be targeted by this once per race.
A player can only cast this charm 3 times per race.
If multiple attacks are done against the target this round, the auto-hit is decided at random- Slowing Charm | [Attack] | [Charms Y2L4] | [Legal]
Incantation: Arresto Momentum
Range: 4 units
Wisdom DC: 15
Contested Roll: Caster Accuracy vs Target Evasion
Effect: Reduces target's maximum speed by 1 for 3 rounds
Critical Success: Reduces target's maximum speed by 2 for 3 rounds
Critical Failure: Reduces caster's maximum speed by 1 for 3 rounds
Note: This cannot stack- Engorgement Charm [Support] [Environment] [Attack] | [Charms Y2L5] | [Legal]
Incantation: Engorgio
Range: 3 units
Wisdom DC: 12
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- When cast on a racer: Target suffers -2 evasion and gains +1 strength
- When cast on a unit: Increases the DC of any unit requiring an accuracy roll by +3
Critical Success: When cast on a racer:Target suffers -3 evasion and +2 strength
When cast on a unit: Increases the DC of any unit requiring an accuracy roll by +4
Critical Failure: Caster suffers -2 evasion and +1 strength
Note: When cast on an allied racer, you may state in their action that they do not dodge this spell. This will negate the contested roll.- Shrinking Charm | [Support] [Environment] [Attack] | [Charms Y2L5] | [Legal]
Incantation: Reducio
Range: 3 units
Wisdom DC: 12
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- When cast on a racer: Target suffers -2 strength and gains +1 evasion
- When cast on a unit: Decreases the DC of any unit requiring an accuracy roll by -3
Critical Success: When cast on a racer:Target suffers -3 strength and +2 evasion
When cast on a unit: Decreases the DC of any unit requiring an accuracy roll by -4
Critical Failure: Caster suffers -2 evasion and +1 strength
Note: When cast on an allied racer, you may state in their action that they do not dodge this spell. This will negate the contested roll.- Blindfolding Spell | [Attack] | [DADA Y2L1] | [Legal]
Incantation: Obscuro
Range: 3 units
Wisdom DC: 15
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Target's Accuracy and Evasion are 0 until blindfold is removed
Critical Success: Target's Accuracy and Evasion are -4 until blindfold is removed
Critical Failure: Caster's Accuracy and Evasion are 0 until blindfold is removed
Note: Note: Racers with Blindvision are immune to this spell- Tongue-Tying Spell [Attack] [DADA Y2L2] [Legal]
Incantation: Mimblewimble
Range: 4 units
Wisdom DC: 15
Contested Roll: Caster Arcane Power vs Target Wisdom
Effect:
- Target can not cast spells for 2 rounds
- Target can not cast one spell for the duration of the race, chosen by the Caster in their action
Critical Success: Target can not cast two spells for the duration of the race
Critical Failure: Caster can not cast the chosen spell for the duration of the race
Notes: If spells are not submitted alongside the action, they will be decided at random from the broom racing spell list.
Racers with Non-Verbal Magic are immune to this spell.
Racers can only cast this spell once per race. Racers can only be targeted by this spell once.- Disarming Charm [Attack] [DADA Y2L3] [Legal]
[indnet]Incantation: Expelliarmus
Range: 2 units
Wisdom DC: 12
Contested Roll: Caster Arcane Power vs Target Strength
Effect: Target's wand is taken from their hand and falls to the ground
Critical Success: N/A
Critical Failure: N/A
Note: Wand can only be retrieved with Accio or the Retreive Wand action [/indent]- Cascading Jinx | [Attack] | [Astronomy Y2L1] | [Illegal]
Incantation: Ingens Explosiones
Range: Self
Wisdom DC: 15
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- All racers in the target and adjacent units suffer damage, including the caster- Damage Equation: 20 x Caster's Arcane PowerCritical Success: N/A
Critical Failure: Caster alone suffers the damage.- Slug-Vomiting Charm | [Attack] | [Herbology Y2L1] | [Legal]
Incantation: Slugulus Eructo
Range: 4 units
Wisdom DC: 15
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Target suffers -1 Accuracy and Evasion and takes damage for 3 rounds- Damage Equation: 5 x Caster's Arcane PowerCritical Success: The sum of the damage is doubled
Critical Failure: The spell rebounds on the Caster- Tickling Charm| [Attack] | [Herbology Y2L5] | [Legal]
Incantation: Rictusempra
Range: 3 units
Wisdom DC: 12
Contested Roll: Caster Accuracy vs Target Evasion
Effect: Target suffers a -1 to their Accuracy and Evasion for 3 rounds and a +1 critical failure range.
Critical Success: This spell cannot be countered by Finite Incantatem.
Critical Failure: Rictusempura rebounds on the caster.- Slippery Jinx [Attack] | [Flying Y2L1] [Legal]
Incantation: Lubricus
Range: 4 units
Wisdom DC: 15
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Target 10% chance to fall off their broom
Critical Success: Target 20% chance to fall off their broom
Critical Failure:The glueing spell, Inhaeresco is cast on the broom
Notes: Effect can only be removed with Tergeo. Finite Incantatem will not remove this spell- Wind Jinx | [Attack] | [Charms Y3L2] | [Legal]
Incantation: Ventus
Range: 5 units
Wisdom DC: 18
Contested Roll: Caster Arcane Power vs Target Strength
Effect:
- A strong gust of wind causes racers in target unit to fail any obstacle in the unit
Critical Hit: Targets are [KOB]
Critical Failure: N/A
Note: This spell does not last the whole round, and only affects racers in the chosen unit at the beginning of the round. Racers can only cast this spell once per race.- Summoning Charm | [Support] [Attack] | [Charms Y3L4] | [Legal]
Incantation: Accio
Range: 5 units
Wisdom DC: 17
Contested Roll: Caster Arcane Power vs Target Strength
Effect:
- When cast on ally's dropped wand: No contested roll is needed, the wand is summoned to the caster's hand. Caster automatically will pass it back in the earliest shared unit as a free action. While holding both wands, broom movement is halved, and the caster has a 50% chance of falling off their broom (no hands) every unit they pass through until they return the wand.
- When cast on an enemy's wand: Target gets a +3 to their Strength in the Contested Roll. On success, the wand would fall to the ground.
- When cast on an enemy's broom: Target gets a +3 to their Strength in the Contested Roll. On success, target is [KOB]
Critical Success: Caster's movement is not halved
Critical Failure: Caster does not move this round
Notes: A racer can only be affected by this spell as an attack once per race. Racers can only cast this spell three times a race as an attack.
Can be used with Wandless Magic to retrieve one's own wand.- Banishing Charm | [Attack] | [Charms Y3L4] | [Legal]
Incantation: Depulso
Range: 5 units
Wisdom DC: 20
Contested Roll: Caster Accuracy vs Target Evasion
Effect: Accuracy versus evasion. On hit, the target is moved back 3 units, they must avoid any obstacles in those three units by rerolling for these obstacles.
Critical Effect: The obstacles for the 3 units that the target is knocked back need to be avoided at a -2 debuff to all stats (besides stamina) of the target.
Critical Failure: The target is pushed forward 3 units, they must avoid all obstacles they would have encountered.- Revulsion Jinx | [Attack] | [DADA Y3L2] | [Legal]
Incantation: Relashio
Range: 3 units
Wisdom DC: 20
Contested Roll: Caster Arcane Power vs Target Strength
Effect:
- When cast on broom: Target suffers -3 to their Strength Contested Roll. Ends the effects of Inhaeresco on the broom, target is [KOB]
- When cast on wand: Target suffers -1 to their Strength Contested Roll. Ends the effects of Inhaeresco on the wand, target is disarmed
Critical Success: N/A
Critical Failure: Caster is disarmed
Note: A racer can only be affected by this spell once per race. Racers can only cast this spell three times a race.- Full Body-Bind Curse | [Attack] | [DADA Y3L4] | [Illegal]
Incantation: Petrificus Totalus
Range: Caster's unit
Wisdom DC: 14
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Target auto-fails all Evasion and Accuracy rolls for the duration of the round
Critical Success: Target also auto-fails all units for the duration of the round
Critical Failure: Caster auto-fails all Evasion and Accuracy rolls for the duration of the round
Note: A player can only be affected by this once per race.
A player can only cast this 3 times per race.- Leg-Growing Spell | [Attack] | [HoM Y3L4] | [Legal]
Incantation: Concala Crura
Range: 2 units
Wisdom DC: 15
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Target suffers -2 Accuracy and Evasion for 2 rounds
Critical Success: N/A
Critical Failure: N/A- Freezing Spell | [Attack] | [Astronomy Y3L2] | [Legal]
Incantation: Glacius
Range: 3 units
Wisdom DC: 15
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Target has a 10% auto-fail chance on spells and accuracy rolls for 3 rounds
- Target takes damage- Damage Equation:10 x Caster's Arcane PowerCritical Success: The sum of the damage is doubled
Critical Failure: Caster has a 20% auto-fail chance on spells and accuracy rolls for 3 rounds- Knee-Reversal Hex [Attack] [Atronomy Y3L3] [Legal]
Incantation: Retro Genibus
Range: 5 units
Wisdom DC: 12
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Target has 10% chance of falling off their broom each round for the duration of the race
- Target suffers -1 Accuracy and Evasion for the duration of the race
- If target is [KOB], it takes 2 rounds for them to Remount their broom
Critical Success: Effect is increased to a 15% chance to fall off the broom and a -2 to Accuracy and Evasion
Critical Failure: Caster cannot cast this spell again for the duration of the race, other racers may target them with a +3 to their Accuracy in the Contested Roll
Note: A racer can only be affected by this once per race.- Descension Spell | [Attack] | [CoMC Y3L1] | [Legal]
Incantation: Descendo
Range: 4 units
Wisdom DC: 15
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Launches the target towards the ground and they take damage- Damage Equation: 25 x Caster's Arcane PowerCritical Success: Target is also [KOB]
Critical Failure: Both target and the caster are launched skyward, under the effects of Alarte Ascendare
Note: If Descendo is used at the same time on the same target as Alarte Ascendare (i.e. in the same spell-casting round), no damage will be dealt and the target will be unable to move horizontally.- Spider Conjuration Spell | [Environment] [Attack] | [COMC Y3L2] | [Legal]
Incantation: Arachnos
Range: 5 units
Wisdom DC: 17
Contested Roll: Caster Arcane Power vs Target Evasion
Effect:
- When cast on a unit: A spider will attack every racer passing through the unit, biting racers without a Contested Roll and doing damage
- When cast on a racer: A spider will attack target every round using the Contested Roll. On a failed roll, target takes damage- Damage Equation: 6% of Target's total healthCritical Success: Conjures 2 spiders instead of 1, which will attack 2 racers if cast on a unit, and attack twice if cast on a racer
Critical Failure: The caster is the new target of the spell
Note: Finite Incantatem, Arania Exumai, High Winds and Waterfall can get rid of the spiders- Ascension Spell | [Support] [Attack] | [Divination Y3L2] | [Legal]
Incantation: Alarte Ascendare
Range: 4 units
Wisdom DC: 15
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Launches the target above the track. This prevents them from making any progress the round they are hit, they are now above the track for the next 10 units as they make their way back onto the track.
- Target auto-dodges all other attacks this round
- Target does not have to roll against Obstacles or Environmental Attackers
- Target can not be targeted by
- Target can not perform the following actions while ascended: Save, Help Ally with Obstacle, Retrieve wand
- Target may only perform the Alley Oop, Blatching, or Parkin’s Pincer actions actions on a racer that is also ascended
- All other racers have +1 Accuracy against the target while they are ascended
- If the target falls off their broom while ascended, they will take damage.- Damage Equation: 40 x current broom speedCritical Success: Target can not move the following round
Critical Failure: Caster is sent to the ground, takes damage, and is [KOB]- Damage Equation: 25 x Caster's Arcane PowerNotes: When cast on an allied racer, you may state in their action that they do not dodge this spell. This will negate the contested roll.
If Descendo is used at the same time on the same target as Alarte Ascendare (i.e. in the same spell-casting round), no damage will be dealt and the target will be unable to move horizontally.- Jelly-Brain Jinx | [Attack] | [Runes Y3L1] | [Legal]
Incantation: Wibbli Cogitatus
Range: 2 units
Wisdom DC: 17
Contested Roll: Caster Wisdom vs Target Wisdom
Effect:
- Target suffers -3 wisdom for 2 rounds
Critical Success: Target is also unable to cast spells for 2 rounds.
Critical Failure: Caster suffers -3 wisdom for 2 rounds- Hurling Hex | [Attack]| [Flying Y3L2] | [Legal]
Incantation: Iacta
Range: 3 units
Wisdom DC: 17
Contested Roll: Caster Arcane Power vs Target Strength
Effect:
- Target is bucked off their broom and is [KOB]
- Contested Roll is made at the beginning of each round for 1d4 rounds
- Spell ends after 1d4 rounds OR after target is KOB]
Critical Success: The spell lasts 4 rounds.
Critical Failure: The spell backfires onto the Caster.- Cracker Jinx | [Attack] | [Divination Y3L2] | [Legal]
Incantation: Nec Divinos Crepitus
Range: 5 units
Wisdom DC: 15
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Target takes damage
- Caster is blasted backwards 1 unit- Damage Equation: 40 x Caster's Arcane PowerCritical Success: Caster is not knocked back.
Critical Failure:Caster is knocked back and takes the damage.- Minor Explosion Charm | [Attack] | [Charms Y4L3] | [Illegal]
Incantation: Bombarda
Range: 5 units
Wisdom DC: 20
Contested Roll: Caster Arcane Power vs Target Evasion
Effect:
- Creates an explosion in chosen unit. Targets take damage.- Damage Equation: 30 x Caster's Arcane PowerCritical Hit: Allies receive a +3 to their Contested Roll
Critical Failure: N/A
Note: This spell targets a whole unit, not one racer. All racers in the declared unit regardless of team must make a Contested Roll.- Leg-Locker Curse | [Support] [Attack] | [DADA Y4L2] | [Legal]
Incantation: Locomotor Mortis
Range: 5 units
Wisdom DC: 20
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Target is immune to being [KOB] unless they are knocked unconscious for 3 rounds
- Target auto-fails Vines and Devil's Snare obstacles for 3 rounds
- Target suffers -2 Accuracy for 3 rounds
Critical Success: If cast on an allied racer, target does not suffer -2 accuracy. If cast on an opposing racer, the spell's effects last for 4 rounds.
Critical Failure: If cast on an allied racer, the spell has no effect and target is [KOB]. If cast on an opposing racer, target does not suffer -2 accuracy.- Impediment Hex | [Attack] | [DADA Y4L3] | [Legal]
Incantation: Impedimenta
Range: 5 units
Wisdom DC: 20
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Target's top broom speed is reduced 1 progressively for 4 rounds. On a broom that has a top speed of 5, the current round would have a top speed of 4, the round after a top speed of 3, etc.
Critical Success: The effect lasts until the racer's top speed reaches 0.
Critical Failure: Target's top broom speed is increased by 1 for 4 rounds.
Note: A broom's speed can not be lower than 0.- Broom Jinx | [Attack] | [Flying Y4L2] | [Legal]
Incantation: Indomitus
Range: 5 units
Wisdom DC: 20
Contested Roll: Caster's accuracy versus target's evasion.
Effect: On a full hit, a contested strength (of the target) versus arcane power (of the caster) roll is made. The broom will buck for 5 rounds, the contested strength versus arcane power roll done each round until the player is either KOB or the spell wears off. The Gripping Charm and Epoximise give the rider a +1 to their strength roll each; the Lubricus charm gives the rider a -2 to their strength roll.
Critical Success: the duration is 7 rounds.
Critical Failure: the caster's own broom is effected.
Note: can be canceled by Finite Incantatem.- Arrow Shooting Spell | [Attack] | [Transfiguration Y5L1] | [Illegal]
Incantation: Sagitta
Range: 5 units
Wisdom DC: 12
Contested Roll: N/A
Effect:
- Target takes damage and bleed- Damage Equation: 30 x Caster's Arcane PowerCritical Success: The sum of the damage is doubled
- Bleed Equation: 7 x Caster's Arcane Power
Critical Failure: Caster suffers the effects of the bleed- Conjunctivitis Curse | [Attack] | [DADA Y5L1] | [Legal]
Incantation: Oculitumescere
Range: 2 units
Wisdom DC: 18
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Target's Accuracy and Evasion are 0 for 2 rounds
Critical Success: Target's Accuracy and Evasion are -4 until nullified with the General Counter-Spell
Critical Failure: Caster's Accuracy and Evasion are 0 for 2 rounds- Shocking Area Spell | [Attack] | [Astronomy Y5L2] | [Illegal]
Incantation: Fulgurunda
Range: 3 units
Wisdom DC: 22
Contested Roll: Caster Arcane Power vs Target Stamina
Effect:
- All racers in targeted unit are unable to move this round
Critical Success: N/A
Critical Failure: Caster's is pushed backwards 1 unit and is unable to move this round
Note: Racers can only cast this spell once per race.- Sonorous Charm | [Attack] | [Herbology Y5L5] | [Illegal]
Incantation: Fremit
Range: Self
Wisdom DC: 15
Contested Roll: Caster Arcane Power vs Target Wisdom
Effect:
- All racers in the 2 units in front of the Caster suffer -1 accuracy and -1 evasion for 3 rounds
Critical Success: N/A
Critical Failure: N/A
Note: This effect can stack- Antler Growth Hex | [Attack] | [Runes Y5L3] | [Legal]
Incantation: Anteoculatia
Range: 5 units
Wisdom DC: 15
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Target suffers -3 to all evasion rolls
Critical Success: Target suffers -5 to all evasion rolls
Critical Failure: The spell backfires on the Caster- Langlock [Attack] [Charms Y6L1] [Legal]
Incantation: Langlock
Range: 5 units
Wisdom DC: 20
Contested Roll: Caster Arcane Power vs Target Wisdom
Effect:
- Target can not cast spells for 5 rounds
Critical Success: Target can not cast spells for 6 rounds
Critical Failure: Caster can not cast spells for 5 rounds
Note: Racers with Non-Verbal Magic are immune to this spell.
Racers can only cast this spell once per race. Racers can only be targeted by this spell once.- Knockback Jinx Maxima | [Attack] | [Charms Y6L4] | [Illegal]
Incantation: Flipendo Maxima
Range: 2 units
Wisdom DC: 15
Contested Roll: Caster Accuracy vs Target Evasion
Effect: Target is knocked back 3 units and has to re-roll any terrain obstacles they have passed prior at disadvantage (rolling twice and using the lower of the two rolls).
Critical Success: There is an added 10% chance that the target will be kicked off of their broom this round
Critical Failure: Caster is [KOB]
Note: This attack can only be cast at a target once per race. Racers can only cast this spell once per race.- Fulgari | [Attack] | [Transfiguration Y6L3] | [Ilegal]
Incantation: Fulgari
Range: 3 units
Wisdom DC: 16
Contested Roll: Caster Arcane Power vs Target Evasion
Effect:
- Target's Accuracy and Evasion are 0 until spell is negated or target breaks free
- At the end of each round this spell is active, the target rolls Strength to see if they are able to break free. The DC to break out of the spell is 15 + 1 for every 10 points in the caster's Arcane Power.
Critical Success: N/A
Critical Failure: N/A
Note: Using Finite Incantatem on Fulgari will reduce the breaking free DC by 5. Casting Emancipare will end the effects of Fulgari.- Jelly-Legs Hex | [Attack] | [Transfiguration Y6L4] | [Legal]
Incantation: Locomotor Wibbly
Range: 3 units
Wisdom DC: 15
Contested Roll: Caster Arcane Power vs Target Strength
Effect:
- Ends the effect of Inhaeresco
- Target suffers 15% of being [KOB] each round
Critical Success: N/A
Critical Failure: Target has 20% auto-succeed against any attempts to make them [KOB] for 5 rounds- Orbis | [Attack] | [Herbology Y6L5] | [Legal]
Incantation: Orbis
Range: 3 units
Wisdom DC: 20
Contested Roll: Caster Arcane Power vs Target Strength
Effect:
- The ground sucks the Target into the earth, making them immobile.
- The Contested Roll is repeated each round until the Target breaks free.
- The effect ends when one of the following criteria is met:1. Target wins the Contested Roll- Target must use the Remount action to resume movement after being freed from the spell
2. The Caster is 4 units away
Critical Success: N/A
Critical Failure: Caster is [KOB]
Note: This spell is only effective on racers who are [KOB] at the beginning of the round.- Babbling Curse | [Attack] | [Runes Y6L4] | [Legal]
Incantation: Confusio Linguarum
Range: 2 units
Wisdom DC: 15
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Target can not cast spells for 1d6 rounds
Critical Success: The duration is automatically 6 rounds
Critical Failure: this rebounds on the caster
Note: Racers with Non-Verbal Magic are immune to this spell.- Jelly Fingers Curse | [Attack] | [Flying Y6L2] | [Legal]
Incantation: Digiti Wibbli
Range: 5 units
Wisdom DC: 15
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Target suffers 5% auto-fail for Wisdom and Contested Rolls when casting spells for 4 rounds
- Target suffers 5% [KOB] chance for 4 rounds
- Target suffers 5% chance to drop their wand for 4 rounds
Critical Success: All effects are increased to a 10% chance
Critical Failure: Caster is under the effects of the spell- Stinging Jinx [Attack] [COMC Y7L5] [Legal]
Incantation: Carnem Pungere
Range: 5 units
Wisdom DC: 15
Contested Roll: Caster Accuracy vs Target Evasion
Effect:
- Target suffers -2 Accuracy and Evasion and takes damage for 4 rounds- Damage Equation: 10 * Caster's Arcane PowerCritical Hit: Target suffers -4 Accuracy and Evasion, and the sum of the damage is doubled
Critical Failure: Target gains +1 Accuracy, Evasion and Strength for 4 rounds, and is healed for 4 rounds- Healing Equation: 10 * Caster's Arcane Power- Expulso Curse | [Attack] | [Astronomy Y7L1] | [Illegal]
Incantation: Expulso
Range: 3 Units
Wisdom DC: 25
Contested Roll: Caster’s Arcane Power vs Targets Evasion.
Effect:
- A large explosion is triggered, causing damage and pushing players in the unit cast at back 2 units. The obstacles in these units do not need to be rolled for.- Damage equation: 40 x Caster’s Arcane Power.Critical Success: Allies will have +3 on their contesting roll.
Critical Failure: Caster takes the calculated damage from this spell.
Note: This spell targets a whole unit, not one racer. All racers in the declared unit regardless of team must make a Contested Roll.- Finger-Removing Jinx | [Attack] | [DADA Y7L5] | [Legal]
Incantation: Incidere Digitum
Range: 5 Units
Wisdom DC: 23
Contested Roll: Caster’s Accuracy vs Target’s Evasion.
Effect:
- The intended target’s fingers are removed. This player cannot cast spells until this spell is countered. They have a 10% chance of losing their wand every round this spell is in effect.
- The target will suffer -3 strength on all strength checks while this spell is in effect.
Critical Success: The target has -5 on strength checks and a 20% chance of losing their wand.
Critical Failure: Caster cannot cast spells, has an 10% of losing their wand every round this is in effect, and has -3 strength on strength checks until the effects of this spell are countered.
Note: Players with wandless magic can still cast spells while using this ability. This spell can be countered with Finite Incantatem.- Head Enlarging Spell | [Attack] [Support] | [Divination Y7L5] | [Legal]
Incantation: Engorgio Skullus
Range: 3 Units
Wisdom DC: 17
Contested Roll: Caster’s Accuracy vs Target’s Evasion
Effect:
- Reverses the effects of the Head Shrinking Spell when cast at an Ally effected by it.
- The target’s head grows larger, suffering -3 Evasion and -3 Accuracy.
- The target’s head grows, and they gain +2 Wisdom.
Critical Success: Target suffers -5 Evasion and Accuracy.
Critical Failure: Caster suffers -3 Evasion and Accuracy, +2 Wisdom.
Note: Can be countered by the Head Shrinking Spell.- Head Shrinking Spell | [Attack] [Support] | [Divination Y7L5] | [Legal]
Incantation: Redactum Skullus
Range: 3 Units
Wisdom DC: 15
Contested Roll: Caster’s Accuracy vs Target’s Evasion. If cast at an Ally, this is an auto-hit.
Effect:
- Reverses the effects of the Head Enlarging Spell when cast at an Ally effected by it.
- When cast at an opponent, target suffers -3 Wisdom and -2 Stamina, reducing their maximum health (temporarily).
Critical Success: Opponent suffers (30 x Caster’s Arcane Power) damage.
Critical Failure: Caster suffers -3 Wisdom and -2 Stamina.
Note: Can be countered by the Head Enlarging Spell.- 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.- 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.- 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
Potions in Broom Racing
In addition to spell-casting, broom racers are also able make use of potions in order to hinder their opponents and assist their allies. There are three ways they can be administered:If a potion is not in this post, it has no current effect in broom racing.
- Ingestion Potions:
- If it is drunk willingly, no rolls are necessary.
- If it is administered by force, first Accuracy vs Evasion to see if the attacker manages to grab the victim, and then an opposed Strength check to see if they manage to hold the victim and force them to ingest the potion.
- Contact Potions:
- For [Support] potions, no rolls are necessary.
- For [Attack] potions with negative effects, Accuracy vs Evasion to determine whether the potion hits.
- Gaseous Potions:
Racers that pass a unit with a gaseous potion will have to roll for an Evasion DC.
- Year 1 and Year 2 potions: average racers' evasion + 5
- Year 3 and Year 4 potions: average racers' evasion + 10
- Year 5 until Year 6 potions: average racers' evasion + 15
- Anti-Paralysis-Potion [Support] [Year 2 Potions]
Its fumes undo paralysis caused by spells
- Legal Move
Application: Gaseous
Range: Same unit
Effect: Inhaling this potion’s fumes will serve to counter the effects of Immobulus, Arresto Momentum and Petrificus Totalus. It can’t be used by the player that is paralyzed, instead it is an action performed by a teammate that is passing through the same unit.- Black Fire Potion [Support] [Year 2 Potions]
Renders the drinker immune to fire.
- Legal Move
Application: Ingestion
Range: Self-use
Effect: The racer becomes immune to fire, what means they become immune to the Cockatrice Fire Breath, Fire-Breathing Chicken, Ashwinder Eggs, Incendio, Incendio Duo, and every fire effect from units already on fire or backfired spells that would cause them to suffer fire effects. The effect will last for 2 rounds.- Blood Replenishing Potion
Causes the drinker's body to replenish lost blood
- Legal Move
Application: Ingestion
Range: 1 Unit
Effect: Bleeding is stopped. Heals the same amount that was lost each round since the bleeding occurred. Can heal over max health.- Bruise Removal Paste
Heals and soothes damage caused by blunt impact.
- Legal Move
Application: Contact
Range: 3 Units
Effect: Heals damage for 300 HP. Cannot bypass full health.- Baruffio’s Brain Elixir [Support][Attack] [Year 4 Potions]
A very inconsistent mental potion. While it had the chance to exceed the wit-sharpening potion’s effects, it is most commonly entirely useless, and sometimes toxic.
- Ilegal Move
Application: Ingestion
Range: Racer in the same unit
Effect: Increased or decreased Wisdom by rolling the 6 sided dice. d1-2: decreased the target Wisdom by 2, d3-4: no effect, d5-6: increased the target Wisdom by 5 for the duration of the race.- Burn Healing Paste
Heals and soothes damage caused by burns.
- Legal Move
Application: Contact
Range: 3 Units
Effect: Removes the effect of fire on the user. Heals for 200 HP. Cannot bypass full health.- Calming Draught [Support] [Year 2 Potions]
An emergency healing potion that calms someone down after they’ve experienced shock, trauma, or suffered from an emotional outburst.
- Legal Move
Application: Ingestion
Range: N/A Self-use
Effect: The player becomes immune to the Boggart’s Fear effects for the duration of the race.- Deflating Draught [Support] [Year 2 Potions]
Deflates an object or creature, be they being or beast, who has been magically swollen to a size greater than they’re supposed to be.
- Legal Move
Application: Contact
Range: Self-use
Effect: It serves as a counter to Engorgio and to the Swelling Solution for 2 rounds.- Drowsiness Draught [Attack] [Year 2 Potions]
Those who smell the fumes become incredibly tired, slowing their motor functions and inhibiting their ability to focus.
- Illegal Move
Application: Gaseous
Range: 1 unit
Effect: Once released from the vial, the fumes from this potion will envelop the area of this unit. The players in the unit will suffer its effects: their speed will be halved, -2 accuracy and -2 evasion for 2 rounds. Can be countered with Meteolojinx Recanto.- Erumpent Potion [Attack] [Year 4 Potions]
A potion that explodes when the vial is shattered
- Legal Move
Application: Gaseous
Range: 1 unit
Effect: Pushed the racers in the target unit back 1 unit and do 200 HP damage.- Essence of Dittany
Speeds up the healing process of severe open wounds, slows down bleeding and closes wounds.
- Legal Move
Application: Contact
Range: 3 Units
Effect: Reduces all stat debuffs by 2 and stops bleeding- Gregory’s Unctuous [Attack] [Year 2 Potions]
The drinker will believe whoever gives them this potion is their best friend
- Ilegal Move
Application: Ingestion
Range: Same unit
Effect: For the remainder of this effect, the drinker can’t attack the person who gave them this potion for the duration of the race.- Hiccoughing Solution [Attack] [Year 6 Potions]
The drinker of this potion will break into a fit of hiccoughs
- Ilegal Move
Application: Ingestion
Range: Person in the same unit
Effect: The target have 50% to fail casting spells for the rest of the race. It can be countered by Nonverbal Magic ability.- Jaw Bind Potion [Attack] [Year 6 Potions]
The victim can't open or move their mouth to speak. They can still make weird noises, though.
- Illegal
Application: Ingestion
Range: Person in the same unit
Effect: It makes the target cannot cast any spell for the rest of the game. It can be countered by Nonverbal Magic ability.- Pepperup Potion
Upon consuming this potion, the user is cured of most minor non-magical illnesses such as the common cold or influenza. Steam will emit from the drinker's ears.
- Legal Move
Application: Ingestion
Range: 1 Unit
Effect: Cures the effects of Steleus, Mucus ad Nauseam, and Slugulus Eructo. Heals for 200 HP. Cannot bypass full health.- Murtlap Essence
A basic healing potion that is used to treat minor cuts and abrasions. There is an analgesic effect as well as a healing effect. It will not prevent scarring but it will reduce the appearance of scars
- Legal Move
Application: Contact
Range: 3 Units
Effect: Reduces all stat debuffs by 1 caused by spells, environmental attackers and obstacles. Heals for (15 * stamina) HP each round for up to 3 rounds.
Note: Abilities that cause stat debuffs (ex. Charmer) are not nullified.- Reorganizer
A potion that heals ruptured and damaged organ tissue.
- Legal Move
Application: Ingestion
Range: 1 Unit
Effect: Fully heals health. Removes all status ailments. Removes all stat debuffs caused by spells, environmental attackers and obstacles. Buffs all stats by 1 for the rest of the race.
Note: Abilities that cause stat debuffs (ex. Charmer) are not nullified.- Revive Potion
This potion brings an unconscious player back to consciousness.
- Legal Move
Application: Ingestion
Range: 1 Unit
Effect: Brings someone back to consciousness. Revives them on 1 HP.- Skele-Gro
After ingestion the person will be bedridden for quite a while, depending on how severe their condition is, as the potion causes their bones to heal or regrow. The process of this is described as painful.
- Legal Move
Application: Ingestion
Range: 1 Unit
Effect: Heals broken bones. Heals for 400 HP. Cannot bypass full health.- Star Grass Salve
Soothes sores and wounds heals and counters lingering pain effects.
- Legal Move
Application: Ingestion
Range: 1 Unit
Effect: Heals all status ailments and debuffs experienced by spells, environmental attackers, and obstacles (ex. Malaclaw's bite, Steleus, fog, Cockatrice's slowness, etc.)
Note: Abilities that cause stat debuffs (ex. Charmer) are not nullified.- Swelling Solution [Support] [Year 2 Potions]
When coming in contact with this potion, any creature, person or object grows and expands in size to a near-ludicrous degree. Being under its effect is described as a quite unpleasant feeling.
- Legal Move
Application: Contact
Range: 1 unit
Effect: If used on the player, it will make them grow in size giving them +3 strength, but they will have -3 evasion and their speed is halved for the duration of the race. If used in the unit, the environmental obstacles will grow in size and have an increase of +3 to their DC check. Can be countered with Finite Incantatem and by using the Deflating Draught.- Weakness Potion [Attack] [Year 4 Potions]
The fumes from this potion will cause a reduction of both physical and mental strength, with the affect person's capacities becoming reduced in both.
- Legal Move
Application: Gaseous
Range: 1 unit
Effect: Lower Strength and Wisdom by 3 points for 3 rounds.- Wit Sharpening Potion [Support] [Year 4 Potions]
A potion that allows the drinker to think much more clearly and process information at an increased speed. While it is not the most potent potion, it is effective and non-dangerous.
- Legal Move
Application: Ingestion
Range: Person in same unit.
Effect: It increases the target's Wisdom by 3 points for the duration of the race.- Wound Cleaning Potion
Pouring this potion over a wound will clean out the wound.
- Legal Move
Application: Contact
Range: 3 Units
Effect: Removes topical (contact) poisons and its effects. Can remove the effects of Bundimun, Chizpurfles, and Swarm of Pigeons' poop. Prevents future effects for the rest of the race. Heals 300 HP.- Antidote to Common Poisons
Cures the drinker from the effects of all poisons except those specified as 'uncommon'.
- Legal Move
Application: Ingestion
Range: 1 Unit
Effect: Cures Chizpurfles, Mackled Malaclaw's bites and its effects. Prevents future effects for the rest of the race. Heals for 200 HP.- Antidote to Uncommon Poisons
Cures the drinker from the effects of all poisons specified as 'uncommon'.
- Legal Move
Application: Ingestion
Range: 1 Unit
Effect: Cures Doxy bites/stings and its effects, Swooping Evil's venom and its effects. Prevents future effects for the rest of the race. Heals for 200 HP.
Note: Anything that has the phrase "for the next X rounds" includes the current round. If a spell is cast in Round 2 and affects the target for 3 rounds, it affects the target for Rounds 2, 3, and 4.
Broom Racing System
Magical Races/Talents and Special Abilities in Broom Racing
This post explains which magical races/talents and special abilities have effects in Broom Racing and how their mechanics would work with the Broom Racing Mechanics.
Magical Races/Talents
- DHAMPIR
- [Year 1] Sunlight Sensitivity - They have a -1 evasion against any light-based spells or attacks. Included Spells:
Reducio- Verdimillious
- Periculum
- Lumos
- Nox
- Caeruleus Inflamarae
- Incendio
- Incendio Duo
- Lumos Duo
- Lumos Maxima- [Year 1] Dhampir actions -
- Bite - A bite attack is basically an attack with their mouth where the Dhampir sinks their teeth into their opponent. This does not have to be the neck, despite the fact that this is a common depiction of this act. This is an ILLEGAL move in the race. [Accuracy] [Strength]
- The Math: A bite requires an accuracy roll against an opponent's evasion. The damage done by the bite is equal to their strength score. The Dhampir also gains 25% (rounded down) health back from their bite. They cannot exceed their maximum health via bite. The bite does 50 + (strength score * 10) damage.
- Claw - The fingernails of a dhampir reflect the claws of a vampire and the rounded fingernails of a human. They grow faster than the average human and are more pointed. They are not sharp, coming to dull points. They are also far more deeply rooted than a normal fingernail, and far stronger. [Accuracy] [Strength]
- The Math:The dhampir digs their claws into a target using their accuracy against their opponent's evasion. The target will continue to bleed from the deep wounds the dhampir inflicts with their dull claws, losing an additional 5% of the total damage done by the attack each round for 4 rounds. The claw does 60 + (strength score * 10) damage.
- [Year 1] Magical Menace - This affects only spells being cast by the dhampir, so the user has -1 accuracy and +1 critical fail chance when casting spells.
- [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.
- [Year 5] Heightened Sense of Smell - Can see through a metamorph's mimic appearance if you are familiar with the user or the target of the transformation.
- [Year 7] Blood Resurrection - N/A
- WEREWOLF
- [Year 1] Werewolf Form: Bite and Rend - N/A
- [Year 1] Heightened Sense of Smell - You are able to see through a metamorph's mimic appearance or the target of a transformation.
Note: This can be used as a counter against users of the polyjuice potion, metamorphmagi that appear to be someone else, and charms that can be used to change one's appearance.- [Year 3] Tracking - The werewolf can track its prey. At the start of a race, the werewolf can declare an opponent racer to track in their first post. When tracked, the werewolf has an accuracy increase of +2 against the opponent they have listed. If the werewolf wishes to change their tracked opponent, they may use an action to change their target.
- [Year 5] Wolf's Cry - N/A
- [Year 5] Wolf's Grace -As a human, a werewolf's predatory abilities become stronger. Opponents are more noticeable to a werewolf, and they find it easier to prepare for the upcoming danger. Werewolves have a +2 evasion against environmental attackers.
- [Year 7] Intimidation - Intimidation affects everyone on track, regardless of range. When in effect, there is a -1 accuracy and a +1 critical failure chance for all those on track (friend or foe).
- METAMORPHMAGUS
- [Year 1] Minor Appearance Shift -N/A
- [Year 1] Skilled Transfigurer - If a metamorph chooses to cast a Transfiguration spell, the DC of that spell will be lowered by 5. Included Spells:
Reducio- Bullarum Immortalem
- Incendio
- Fumos
- Obscuro
- Incendio Duo
- Ferula
- Nec Divinos Crepitus
- Nebulus
- Aguamenti
- Aqua Eructo
- Bat Bogey Hex- [Year 3] Mimic Appearance. -
As an action, a metamorphmagus may take on the appearance of another student in the race, and then attempt to fly in patterns to confuse the other players as to which is which. Racers will suffer a -1 accuracy while they are using this ability.
There is a 50% chance that the opposing racers will become confused and target the wrong racer. For instance, if Tom changes himself to look like Sally, then enemy attacks aimed at Sally have a 50% chance of targeting Tom instead. This only applies to actions done by the opposing team. Certain races with keen senses of smell might be able to see through this duplicity.
Racers may choose to revert back to their original form as a free action. Otherwise, this change will last until the metamorph is hit by an enemy spell or attack.- [Year 7] Major Appearance Shift. - A master of disguise and stealth, metamorphmagi are able to change their appearance to stand out less in their surroundings.
Metamorphmagi gain a new action; camouflage.
As an action, metamorphmagi can alter their appearance to be less noticeable in their surroundings (growing bumps to resemble rocky surfaces, changing hair color to match the hue of the forest, etc). Metamorphs gain a 50% auto-dodge against any attacks, spells (including ally spells), and environmental attackers for 2 rounds, or until they are hit successfully with an attack.- PART-GIANT
- [Year 1] Unskilled Caster - As Part-Giants are not skilled spellcasters, the chance to critically fail any check for a spell will be increased to a 15% chance.
- [Year 1] Physical Damage: +30%. Damage Reduction: 20%. - Part-giants perform an additional +30% damage with their physical attacks (anything that requires strength). Damage reduction basically means that giants take less damage from magical and physical sources. (So if they are attacked and damaged for 100, they only take 80 damage.)
- [Year 3] Part-Giant Actions. -
- Grapple - Sacrifice your own movement to prevent someone else from getting ahead. If successful, the target is considered "bound". A bound person cannot move their limbs, so they cannot make physical actions nor can they cast magic that requires movement. While you are grappling someone, you also cannot move because you need to maintain your hold over them. At the start of each round the grappled player performs a grapple check (this is just a contested strength roll), this does not count as their action, and if they are successful then they are free from the bind. If they are unsuccessful, then they remain trapped. IF the player is free, they can still perform an action for the round as can you. If they are not free, they remain trapped and perform no action and you are busy holding so also perform no action. You may only target a racer you share a unit with. This is an ILLEGAL move. [Accuracy] [Strength]
- The Math: This requires an opposed accuracy check to hit, and then an opposed strength check to succeed. If the grappled opponent is targeted with an attack, the grappled opponent (as well as you) cannot evade the attack, it would automatically hit the BOTH of you even if the attack was a single target attack.
- Grab - This is where the part giant attempts to grab an opponent's wand with their bare hands. You may only target a racer you share a unit with. [Accuracy] [Strength]
- The Math: This would be an accuracy (part giant) versus evasion (target) roll and then a contested strength check (of both) to see if the part giant gains the wand. However, it is very hard to fly with two wands in hand. Much like the Summoning Charm (Accio), the rider holding 2 wands has a 50% chance of simply falling off their broom (no hands) each unit they pass through with two wands in their possession to hand off the wand. The wand would need to be snatched back, requiring either a contested accuracy check followed by a contested strength check to regain the wand, or a use of the summoning charm if the now wand-less rider is able to cast without a wand.
- Break Limbs - Aim for the bones. You may only target a racer you share a unit with. This is an ILLEGAL move. [Accuracy] [Strength]
- The Math: This move requires an accuracy check (part-giant) vs. evasion check (victim). If successful, a contested strength check will occur between the part-giant and victim. If the part-giant exceeds the victim, the limb is broken. A user only has two of each limb, so that is the maximum that each of these effects can be inflicted on a user. The head can also only be debuffed twice. The part-giant can choose which limb/head to target, but if none are chosen, it gets randomly rolled for. Possible limbs:
- Legs (-1 evasion per leg broken)
- Arms (-1 accuracy per arm broken)
- Hands (10% chance to drop wand per hand broken, also 50% auto-fail chance for snapping fingers)
- Foot (10% chance to stumble, losing the intended action they were about to perform per foot).
- Head (-1 wisdom per attack on the head)
- [Year 5] Physical Damage: +50%. Damage Reduction: 50%. Part-giants perform an additional +50% damage with their physical attacks (anything that requires strength). Damage reduction basically means that giants take less damage from magical and physical sources. (So if they are attacked and damaged for 100, they only take 50 damage.)
- [Year 7] Berserk - An action that can be done. The giant is not in their right sense of mind as they make the final stance to take down their target. For the five rounds after declaring this action, they do 80% more physical damage to surrounding racers (including their own team). On a critical fail, they risk hurting themselves instead. During their berserk, their max speed and accuracy are halved.
- [Year 7] Unbound. - Immunity to Vines, Full Body-Bind Curse, Immobulus, and Cockatrice's slowness effect.
- PART-GOBLIN
- [Year 3] Wandless Magic - The natural ability allows them not to hold a wand when casting a spell (can't be Disarmed) or will be able to continue casting when Disarmed. For such spells, the spell is much harder to cast (due to increased Wisdom DC) and the chance to critically fail a Wisdom Check will be increased. The casting debuffs (from the ability) stack with the same debuffs from Non-Verbal Magic.
- [Year 5] Armour. - A part-goblin's armor can be worn in a broom race, but the adjustment slots must be declared to the moderator before the race starts.
- [Year 7] Gold. Goblin-Made Items - N/A
- [Year 7] Armour: +2 Slots. - A part-goblins armor can be worn in a broom race, but the adjustment slots must be declared to the moderator before the race starts.
- SEER
- [Year 1] Intuition. - The seer has a 10% auto-evasion & 10% auto-hit when in combat.
- [Year 3] Prophecy. - The future shares many secrets, secrets you are privy to. Select 1 obstacle of hard difficulty or lower to auto-succeed at. This unit is chosen in the first round of the race and is sent to the moderator. It cannot be changed in future rounds after it has been submitted.
- [Year 5] Indiscriminate Knowledge - Spells cast by Seers cannot critically fail and their spells have a +1 chance of critically succeeding.
- [Year 7] Fate Spinning - This can be used up to three times in a broom race. Note, the use of Fate Spinning must be stated by the player when they send their actions. For example: "If I get hit caught by the vines, use one instance of fate spinning to reroll my evasion." Fate spinning is difficult for a seer. Each fate spin causes an immediate decrease in wisdom that will last throughout the duration of the race by -2, and a wisdom DC of 15 must be passed for each fate spin.
- PART-VEELA
- [Year 1] Alluring. - Effects those targeting the Veela only. There is a 10% chance that the attacker will attack another target instead of the Veela.
- [Year 3] Scream. Part-Veelas are not nearly as attractive when they are angry, even more so when soaring through the air. 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. The scream has a range of 6 units. [Wisdom]
- The Math: A contested wisdom check is done for each target. If targeting multiple racers, the part-veela will suffer -1 wisdom for each additional target.
- [Year 7] Temperamental - +3 to their critical range (and a +1 chance to critically fail) an attack.
- PARSELMOUTH
- [Year 3]Pet Snake: Spy - Your snake spent time searching the track before the race, reporting back to you and giving insight into what obstacles and challenges lie ahead. Select 1 obstacle of hard difficulty or lower to auto-succeed at. This unit is chosen in the first round of the race and is sent to the moderator. It cannot be changed in future rounds after it has been submitted.
- [Year 5] Pet Snake: Attacks - N/A
- [Year 7] Dark Heritage - The Parselmouth gains +1 accuracy, +1 critical success range and +10% damage done with any curses they cast.
Included Spells:
Reducio- Mucus ad Nauseam
- Slugulus Eructo
- Mimblewimble
- Petrificus Totalus
- Confusio Linguarum
- Digiti Wibbli
- Locomotor Mortis
Special Abilities
- Advanced Apparition - N/A
- Advanced Casting - +1 to Critical Success range. Most spells have a chance to critically succeed. The default range is 20 (out of 1d20 roll), but with this ability, the Critical Success range on spells will be expanded (to 19 and 20).
- Apparition - N/A
- Animagus - N/A
- Attacker Awareness - When facing an environmental attacker on a broom racing course, you have a 10% chance to go unnoticed by the attacker and not have to roll against them. This stacks throughout the race, adding 10% for each attacker you encounter. Example: If you go past an attacker in round 2 and face another attacker in round 4, you have 10% chance to make it past the first attacker and a 20% chance to make it past the second attacker. This stacking chance caps at 50%. This stacking chance resets to 10% when the ability is successful. This roll is performed before any other rolls that might impact success against an attacker (eg Evasive Maneuvers).
- Avada Kedavra - N/A
- Beast Master - N/A
- Binding Mark - N/A
- Blindvision - If a player with Blindvision is affected by any spell or obstacle reducing their sight, that effect is not active or instantly nullified. Immune to the following: Fumos, Obscuro, Verdimillious, Periculum, Nebulus, and the Fog obstacle.
- Broken Broomshaft - Successful hits on improvised projectiles, blatches and critical hits on [Attack] spells made by racers with this ability have a 25% chance to also break a rider's broom.
- Cat's Grace - Players with this ability have a 10% chance for their attack actions (blatches, spells, potions, etc) against opponents to go unnoticed by them. When a player succeeds to go unnoticed, their opponent's evasion is nullified (or zero) against the action. If an opponent targetting this player has Sixth Sense, the effect is cancelled and normal evasion rolls apply.
- Calming Presence - Allies gain a 10% chance to auto-hit their chosen target on all spells and any actions needed an accuracy roll. This does not apply for obstacles and does not stack.
- Charmer - All players that play against a player with Charmer will suffer -1 Accuracy in all of their Accuracy rolls. If there is more than one Charmer on the team, the effect is not stacked (Max: -1).
- Chaser's Interception - N/A
- Components - N/A
- Comprehend Languages - Players with this ability gain +10% Wisdom for the entire duration of the race. This ability can be taken multiple times. However, the wisdom bonus is capped at 20%. This is a hard cap of 20% regardless of all spells, abilities, potions or other effects.
- Corporeal Patronus Messenger - N/A
- Crucio - N/A
- Death Defiance - If a user drops below 0 health in a round, they instead withstand all the attacks that round, surviving the round with 1hp. This only effects the user that one round.
- Evasive Maneuvers - 10% auto-evasion chance that anything targets this player automatically misses. This ability can be acquired up to 2 times with a final auto-evasion chance of 20%. The auto-evasion chance caps at 20% regardless of all spells, abilities, potions or other effects. Spells, actions, and obstacles that require the racer to make an evasion roll apply.
- Fearless - Players with this ability are immune to a dhampir's aura, terrible presence, a werewolf's intimidation, a Boggart's fear effect, and any future fear effects from potions and spells.
- Foulplay - When preforming an Illegal move, this player has a 25% chance the foul goes unnoticed by the referee causing the player to not have to take a penalty.
- Healing Sage - +30% healing done with potions and spells by this user. This ability can be taken twice for a total of +60% healing. When a player with this ability casts Ferula, the subject of the spell (whether self or ally) has bleed immunity for the duration of the race.
- Impartial - Immune to Lovely Creature and a Veela's Alluring. Metamorphmagi that have this ability and are in a race with a player that has Lovely Creature or Alluring can become Inspired and gain +1 to any stat of their choice as long as the applicate user is still conscious. Note: this +1 stat point does not break caps or stack if there are multiple Lovely Creatures or Veela present.
- Imperio - N/A
- Keen Eye - players with this ability have a 10% chance to notice 'hidden' environmental attackers on the track and gain an advantage on their rolls against them. Hidden environmental attackers include Chizpurfles, the Bundimun, and the Swooping Evil in the Trees.
- Keeper's Catch - N/A
- Legilimency - N/A
- Lovely Creature - Increases wisdom DC’s for spells by +2. This ability does not stack. If a Veela has Lovely Creature, wisdom DC's for spells increase by an additional +1 on top of the +2, maxing out at +3. This only affects opponents.
- Non-Human Enthusiast - +1 to all wisdom checks, accuracy and evasion rolls against a non-human opponent, including environmental attackers.
- Nonverbal Magic - Increases critical failure chance +1 and wisdom DC +5 when casting nonverbally. Allows players to continue casting spells when unable to speak.
- Obnoxiously Strong - Players with this ability gain +15% strength for the duration of the race.
- Paragon of Health - Two allies of players with this ability (which must be defined at the start of the thread/upon entry) gain +10% temporary health points calculated from their stamina. This cannot stack or be healed. You are not considered your own ally.
- Occlumency - N/A
- Perfectionist - All critical failure ranges are reduced by 1. This ability can be taken twice to be fully immune to critical failures.
- Poison Resistance - Players with this ability get an advantage on their Resistance Check when attacked with a potion and by poisonous/venomous environmental attackers, which means that the check is performed twice and the better result is chosen.
- Potion Mastery - When attacking another player with a potion, that other player has a disadvantage on their Resistance Check, meaning the lower of two rolls is taken.
- Prodigal Charms Learner - Spells learned with this ability can be used in the race if they are defined in the spells section.
- Prodigal Potions Learner - Potions learned with this ability can be used in the race if they are defined in the potions section.
- Prodigal Transfiguration Learner - Spells learned with this ability can be used in the race if they are defined in the spells section.
- Prodigal Defense Against the Dark Arts Learner - Spells learned with this ability can be used in the race if they are defined in the spells section.
- Rapid Reviver - If a user passes over the unit of a fallen player and the conscious player has this ability, they can perform an action to revive a fallen character, bringing them back to 1 HP. This can only be used on a player once per game. If the player also has Healing Sage, this can be used twice per game. If the player also has Paragon of Health, they can bring back two allies at the same time.
- Rebound - If the user is attacked with a improvised projectile and is missed there is a 10% chance that the improvised projectile will be automatically rerouted to attack an opponent of the user's choice. If no user is chosen, then the opponent is decided at random. This would be a normal attack roll using the user's accuracy and strength modifiers. This does not require an additional action and would occur automatically on the same round.
- Restricted Charms Section - Spells learned with this ability can be used in the race if they are defined in the spells section.
- Restricted Defense Against the Dark Arts Section - Spells learned with this ability can be used in the race if they are defined in the spells section.
- Restricted Potions Section - Potions learned with this ability can be used in the race if they are defined in the potions section.
- Restricted Transfiguration Section - Spells learned with this ability can be used in the race if they are defined in the spells section.
- Savior - If a player with this ability uses the action save, they can save two allies rather than one as long as they have the broom capacity to do so, and they have the option to use "return to broom" in the same round as the save. 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. The player with this ability must be within 3 units of their ally to use this ability.
- Sixth Sense - Immune to charmer ability. The cheating DC for opponents is raised +2. This cannot stack. If there is an opponent with Cat's Grace, the player with Sixth Sense will automatically notice any attack made against them, leading to normal evasion rolls.
- Spell Spread - Can cast the same spell on two opponents if the second target is within 1 unit of the first. Both opponents must be within the range of the spell. Accuracy is decreased by -2, wisdom DC is increased by +2, and the critical failure range is increased by +1. Wisdom bonuses will apply only if the original opponent fits the requirements (eg. non-human enthusiast, only getting the +1 on the wisdom check if the first opponent is non-human).
- Statistically Relevant - The stats gained in this ability are used in Broom Racing.
- Steady Flyer - When facing an obstacle on a broom racing course that is of easy or moderate challenge rating, you have a 10% chance to automatically make it past without having to roll against the obstacle's DCs. If you go through multiple obstacles in one round, your chance to make it past stacks for that round. Example: If you go through an easy obstacle and a moderate obstacle in one round, you have 10% chance to make it past the first obstacle, and a 20% chance to make it past the second obstacle. This stacking chance resets to 10% when the ability is successful and between rounds. This roll is performed before any other rolls that might impact success against an obstacle (eg Evasive Maneuvers). Taking this ability twice will allow this effect to happen with hard and near-impossible challenge rating obstacles too.
- Terrible Presence - All other players receive a +1 critical failure chance on spells, 10% auto-miss chance on anything where they target another player (not including the Wisdom rolls for casting spells), and a -10% reduction on damage dealt. Terrible Presence only affects accuracy actions. This does not apply to obstacles.
Note: Fall damage is not included on damage reduction along with damage caused by obstacles. Only attacks directly hitting an opponent have damage reductions.- The Martial Artist - The four martial artist moves are able to be used in broom racing, however, they are all considered illegal moves.
- Punch: This is a basic attack that is done at +2 accuracy and the damage done by this attack is [100*(strength)*0.9]/5
- Grapple: This is a basic attack where you attempt to pin a target. Pinning a target means that you will also not be able to move. This is an accuracy roll to see if it will hit and then a contested strength check between the grappler and the target to maintain. This would be rolled at the start of each round.
- Kick: This is a basic attack that is done at -2 accuracy and the damage done by this attack is [100*(strength)*1.1]/5
- Choke Hold: This is a basic attack where you attempt to choke out a target. While they are in this hold a you will also not be able to move. This is an accuracy roll done followed by a strength check. Unlike in a grapple where there is a contested strength roll, in this case you need to be stronger than your opponent. The difference in your strength is the opponent's chance of escape. For instance if your strength is a 3 and your opponent's strength is a 10, you have a 30% chance of escaping this hold. This is done at the start of each round. If you fail your escape attempt twice you are rendered unconscious.
Note: Part-Giants will be able to perform all of these actions with a +1 critical success range if they have this ability.- The Muggle Condition - Rolls through obstacles that require accuracy get a +3, non spell actions requiring an accuracy roll (like blatching) get a +3 accuracy.
- Wandless Magic - There is a higher chance of failure for preforming wandless magic, +1 critical chance and the DC of casting the spell is increased by +5. If the player is also casting nonverbally, the spell debuffs stack.
- Unfettered Flight - This would allow a player to avoid the debuffs of moving at a faster speed than their broom is actually going when taking extra actions. To explain -- when a racer is taking another action while flying, their move speed is reduced by 50% rounded down; however, they still suffer all of the side effects of moving at the faster speed. This ability makes it so the racer is only suffering the debuffs of the halved speed. So if a user is casting a spell and flying speed 6, they will only suffer the debuffs of speed 3 since that is their actual speed that round.
- Wandmaker - 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:
Reducio1. Dragon Heartstring: +3 AP when casting spells, 5% Rebound Chance
• Wand owner receives +3 on AP when casting spells. 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 race, 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.
• Damaging, offensive, or binding spells cannot be cast on allies
• A critical failure on an ally that causes damage or an adverse effect does not count as an offensive or binding spell cast on an ally (so this is not an escape from potential critical failure effects on allied targets).
• 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: Episkey cast with 10 AP, Healing Sage, and the Dittany Stalk core would heal by 15*10 = 150 + 0.3(150) + 0.1(150) = 210 HP
• For any buffing spells cast with this wand, the buff gets stronger by 1 stat point.7. Kelpie Hair Jinxes +1 crit success and crit failure range and +10% damage
• Jinxes (refer to our 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 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 (refer to our Spell List) 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 (refer to our Spell List).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 (refer to our Spell List) 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.
Broom Racing System
Brooms in Broom Racing
Broom Racing requires a broom. A broom can be purchased in Diagon Alley in the Quality Quidditch Shop. For newer students that cannot afford a broom, during school-sanctioned race events they may use a school broom. The school brooms are a far-cry from the powerhouses their peers have purchased however, so buying a broom is highly recommended! Some of these brooms may have a different effect in Quidditch - only the racing-specific effects are listed here.
No Prerequisite
School Broom
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.
Speed: Top Speed is 3
Cleansweep 2
Description: Broomstick created in 1934, it has not aged well and looks pretty dangerous.
Stats: +1 accuracy
Speed: Top Speed is 4
Shooting Star
Description: Racing broom made since 1950 : most affordable and perfect for beginners!
Stats: +1 evasion; +1 stamina
Speed: Top Speed is 5, however when you reach a speed of 5 there is a 10% chance that you will auto miss (with anything requiring an accuracy roll) and you will be auto-hit (with anything requiring a dodge roll). May attach a compass.
Cleansweep 3
Description: Broom which came out in 1937. Quite wrinkled, but still flies apparently.
Stats: +1 accuracy, +1 evasion
Speed: Top Speed is 4
Comet 140
Description: Cleansweep One's competitor, its braking system hasn't aged.
Stats: +1 accuracy, +1 wisdom
Speed: Top Speed is 4
Cleansweep 5
Description: Pretty old broomstick, not really recommended for a safe flight.
Stats: +1 accuracy, +1 evasion, +1 stamina
Speed: Top Speed is 4
Nimbus 1000
Description: Racing broom available on the market in 1967, it combines the Oakshaft 79's sturdiness with the Cleansweeps maneuverability.
Stats: +1 accuracy, +1 strength, +1 stamina
Speed: Top Speed is 6, however when you reach a speed of 5 there is a 10% chance that you will auto miss (with anything requiring an accuracy roll) and you will be auto-hit (with anything requiring a dodge roll) and at a speed of 6 this increases to a 20% chance that you will auto miss (with anything requiring an accuracy roll) and you will be auto-hit (with anything requiring a dodge roll).
Effect: None in racing. May attach a compass.
Cleansweep 6
Description: Resistant racing broom but rather slow.
Stats: +2 accuracy
Speed: Top Speed is 6, however when you reach a speed of 5 there is a 10% chance that you will auto miss (with anything requiring an accuracy roll) and you will be auto-hit (with anything requiring a dodge roll) and at a speed of 6 this increases to a 20% chance that you will auto miss (with anything requiring an accuracy roll) and you will be auto-hit (with anything requiring a dodge roll).
Comet 180
Description: Rival of the Cleansweep Two and Three, it's better aged than the others.
Stats: +2 accuracy, +1 evasion, +1 stamina
Speed: Top Speed is 5
Effect: May attach a compass.
Nimbus 1001
Description: Racing broom which made the Nimbus famous.
Stats: + 2 wisdom, +2 strength, + 1 evasion
Speed: Top Speed is 6, however when you reach a speed of 5 there is a 5% chance that you will auto miss (with anything requiring an accuracy roll) and you will be auto-hit (with anything requiring a dodge roll) and at a speed of 6 this increases to a 10% chance that you will auto miss (with anything requiring an accuracy roll) and you will be auto-hit (with anything requiring a dodge roll).
Blatchin' Birch
Speed: Top Speed is 4
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: Has an increased capacity. Can carry 4 people.
Nimbus 1500
Description: Efficient racing broom although slower nowadays.
Speed: Top Speed is 5.
Effect: When Racing with this broom, you can declare an intended move called Slow Down that reduces your maximum speed by 1 to give you a re-roll (at advantage) against an obstacle you hit. Yes, this is an action declared at the start of your round prior to any rolls where IF you are hit by a something or run into something that you get a second roll. If that roll is successful or not, your speed is still reduced by 1.
Comet 260
Description: A popular model in the late 80's, still efficient today.
Stats: +1 accuracy
Speed: Top Speed is 5
Effect: You take 10% less damage from all attacks that successfully hit you.
Moontrimmer
Description: Product made by Gladys Boothby, this broom flies higher than any other ones.
Prerequisite: This is a twink broom, meaning that you have means of earning more money or someone with disposable income has likely given this to you if you are before your 4th year.
Stats: +3 to two separate stats of choice.
Speed: Top Speed is 5.
Effect: You have exceptional dodge. +10% chance to auto-dodge an attack.
Silver Arrow
Description: Handmade by Leonard Jewkes and can reach speeds of 68 mph.
Prerequisite: This is a twink broom, meaning that you have means of earning more money or someone with disposable income has likely given this to you if you are before your 5th year.
Stats: +3 to every stat
Speed: Top Speed is 5
Autumn Cruise
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 twink broom.
Stats: +2 to all stats besides evasion.
Speed: Top Speed is 5.
Effect: Has an increased capacity. Can carry 5 people. If the driver has the savior ability and they use the Return to Broom action, they can return two people in a round rather than just one.
Firebolt
Description: The greatest broom available on the market : unmatched in terms of speed as well as maneuverability.
Prerequisite: This is a twink broom, meaning that you have means of earning more money or someone with disposable income has likely given this to you if you are before your 7th year.
Stats: +4 to a single stat of choice. Must be declared at the start of the game.
Speed: Top Speed is 5.
Ability: None in Racing.
Prerequisite: 2nd Year
Nimbus 1700
Prerequisite: 2nd year or later
Description: Fast and tough racing broom.
Stats: +2 accuracy, +1 evasion, +1 wisdom, +1 strength
Speed: Top Speed is 6, however when you reach a speed of 6 this increases to a 10% chance that you will auto miss (with anything requiring an accuracy roll) and you will be auto-hit (with anything requiring a dodge roll).
Effect: None in racing. May attatch a compass.
Swiftstick
Description: Created by Ellerby and Spudmore in 1952, it is fast but not so much hardy.
Prerequisite: 2nd year or later
Stats: +2 strength, +2 evasion, +2 wisdom
Speed: Top Speed is 5
Tinderblast
Description: Racing broom made by Ellerby and Spudmore in 1940; very resistant but rather slow.
Prerequisite: 2nd year or later.
Speed: Top Speed is 5.
Effect: When Racing with this broom, you can declare an intended move called Slow Down that reduces your maximum speed by 1 to give you a re-roll (at advantage) against an obstacle you hit. Yes, this is an action declared at the start of your round prior to any rolls where IF you are hit by a something or run into something that you get a second roll. If that roll is successful or not, your speed is still reduced by 1.
Prerequisite: 3rd Year
Cleansweep 1
Description: Available on the market in 1926, this Cleansweep has gained great intrinsic value as an antique broom.
Prerequisite: 3rd year or later
Stats: +2 accuracy, +2 wisdom
Speed: Top Speed is 5.
Effect: None in Racing.
Cleansweep 7
Description: Quality broomstick and Nimbus 2000's competitor in the 90's.
Prerequisite: 3rd year or later
Stats: +2 accuracy, +2 strength
Speed: Top Speed is 5
Effect: None in Racing.
Twigger 90
Description: Ideal for travels, it is equipped with an alarm whistle and a flying assistance system.
Prerequisite: 3rd year or later.
Stats: +2 accuracy, +2 evasion
Speed: Top Speed is 5.
Effect: May attatch a compass
Bluebottle
Description: Family-friendly broom : very reliable and equipped with an anti-theft device. Rather slow.
Prerequisite: 3rd year or later.
Stats: +2 to two separate stats of choice. Must be declared at the start of the game.
Speed: Top Speed is 5.
Effect: Has an increased capacity. Can carry 3 people.
Prerequisite: 4th Year
Nimbus 2000
Description: Very famous in the 90's, this broom is renown for its speed.
Prerequisite: 4th year or later.
Stats: +2 to three separate stats of choice. Must be declared at the start of the game.
Speed: Top Speed is 5.
Effect: Immune to the effects of the ability Broken Broomshaft. +1 critical chance.
Nimbus 2001
Description: Nimbus 2000's big brother, this broomstick is elegant and aerodynamic.
Prerequisite: 4th year or later.
Stats: +3 to two separate stats of choice. Must be declared at the start of the game.
Speed: Top Speed is 5.
Effect: Counters the ability Foulplay. If a player performs a cheat action you can forgo your action for that round automatically (must state a desire to not do this if you do not want to give up your action) and notice the cheating action performed by a member (or multiple members) of the opposite team. +1 critical chance. May attach a compass.
Comet 290
Description: Cleansweep 11's rival, its acceleration is a bit less efficient.
Prerequisite: 4th year or later.
Stats: +3 to two separate stats of choice. Must be declared at the start of the game.
Speed: Top Speed is 5.
Effect: +1 critical chance. May attach a compass.
Prerequisite: 5th Year
Cleansweep 11
Description: The latest Cleansweep pride, which can accelerate from 0 to 62 mph in ten seconds.
Prerequisite: 5th year or later
Stats: +1 to every stat
Speed: Top Speed is 5
Effect: Has an increased capacity. Can carry 3 people. If the driver has the savior ability and they use the Return to Broom action, they can return two people in a round rather than just one.
Effect: None in racing. May attatch a compass.
Prerequisite: 6th Year
Pine Chopper
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
Speed: Top Speed is 6, however when you reach a speed of 6 this increases to a 10% chance that you will auto miss (with anything requiring an accuracy roll) and you will be auto-hit (with anything requiring a dodge roll).
Ability: Immune to Broken Broomshaft. Has an increased capacity. Can carry 4 people. If the driver has the saviour ability and they use the Return to Broom action, they can return two people in a round rather than just one. May attach a compass.
Yajirushi
Description: Japanese team's broom during the 2014 World Cup.
Prerequisite: 6th year or later
Stats: +3 to all stats
Speed: Top Speed is 5
Effect: May attach a compass. None in Racing.
Varápidos
Description: Racing broom used by the Brazilian team during the 2014 World Cup.
Prerequisite: 6th year or later.
Stats: +3 to all stats.
Speed: Top Speed is 6, however when you reach a speed of 6 there is a 10% chance that you will auto miss (with anything requiring an accuracy roll) and you will be auto-hit (with anything requiring a dodge roll).
Effect: Special ActionMay attach a compassEnganação. 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.
Starsweeper XXI
Description: Racing broom, notably used by the USA team during the Quidditch World Cup.
Prerequisite: 6th year or later.
Stats: +3 to all stats.
Speed: Top Speed is 6, however when you reach a speed of 6 there is a 10% chance that you will auto miss (with anything requiring an accuracy roll) and you will be auto-hit (with anything requiring a dodge roll).
Ability: Special ActionMay attach a compassSpeed-Dodge: The racer can elect to auto-dodge any attack. This is not an action, but an ability. Racers can use any other actions while using this ability. Must be declared in submitted actions to activate.
Note: If an opponent successfully targets the racer with an auto-hit ability or skill, a contested roll is done as if neither ability was being used. If two or more players successfully target the rascer, then one of the attacks will be chosen at random to be dodged. Attempted spells that do not pass their wisdom DC are not counted as a successful attack.
This effect has a 3 round cooldown. (e.g., if they use it in round 1, then they cannot use it again until round 4).
Alley-Oop: Normally during an alley-oop manuever, the thrower must remain still to gain enough momentum to throw their ally. Due to the cutting-edge design of the Starsweeper XXI, the racer may move while throwing another player. The racer may not perform any other action during an alley-oop, and their movement speed will be halved.
Oakshaft 79
Description: Antique broom, created in 1879 and used during the first Atlantic crossing back in 1939.
Prerequisite: 6th year or later
Stats: +4 to 2 stats of choice. They must be declared at the start of the game.
Speed: Top Speed is 5.
Ability: Has an increased capacity. Can carry 3 people. May attach a compass.
PC: Aaron Jones | iNPC: Madeleine Nakamura | Former staff account: Marcus Iwasaki
Best way to contact me? Discord or owl Aaron Jones