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Messages - The Narrator

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1
Duelling Rules / Duelling Rules vs. Magical Rules
« on: 03/05/2021 at 10:12 »
Duelling Rules vs. Magical Rules
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Members may notice that there is a discrepancy between the duelling rules and the magical rules.

The duelling rules split all spells across three categories (simple, advanced, difficult) and any student can attempt any spell. All duelling spells are determined by a dice roll only (see here for the rolling formulae used by the referees). This means that some students will find that they are able to cast certain spells in duelling that they are not able to cast in regular roleplay with their magical levels.

The admin and duelling referee teams recognise that this can be jarring and create conflict for characters’ IC narratives. Therefore, the following IC explanation has been introduced:

For the duel tournament (and duel club, if it runs) only, the duelling block is enchanted with spells which temporarily enhance magical ability. These spells are cast by Ella Galanis before each stage of the duel and removed once the duel is over. Students who practise duelling on the duelling block outside the school-run duels do not receive this enhancement to their magical ability, as the spells are only activated for the school-run duels. This fact is not kept secret IC, so feel free to reference this in your posts if it helps you to rationalise the conflict in rules here. Similarly, if you would rather that your character did not know about the enhancement spells, you can write it that way.

Please note that if you do not have the required magical levels for a spell, you will be unable to successfully cast it in regular roleplay, regardless of your success with it in a duel. You can have partial success, no effects, unusual side effects, or other incorrect effects with the spell if you attempt it, but you will not be able to successfully cast it and produce its intended effects.  There are no exceptions to this rule.

If you have any questions or concerns about the above, please contact an admin.

2
Freestyle Roleplaying / Freestyle Archiving
« on: 09/15/2019 at 12:08 »
Freestyle Roleplaying
Archiving

Because the Freestyle Roleplaying forum is always open to all players and does not follow the typical 'term' structure of the site, archiving for this forum will only take place once a year, after the August 'summer' month. Every September, threads that haven't been posted in for the past OOC year will be archived. If you don't want a thread to be archived, make sure you post in it!

If a thread that you do still wish to post in is archived, please either PM an admin or submit a Helpdesk ticket to request that the thread be unarchived. Be sure to include a link to the thread!

3
Duelling Rules / Re: Duelling Rules
« on: 03/17/2019 at 13:01 »
Ethical Guidelines
General Rules

You must follow site rules and rating at all times in duelling, as well as the duelling rules. If you’re unsure about whether a particular action/requested effects will be allowed, feel free to ask any referee -- they’ll be happy to help!

Harassment of any kind towards the referees or your fellow duellists will not be tolerated and may result in your character being banned from participating in duelling. If you feel harassed by a referee or another duellist, please PM Ella Galanis immediately so that the situation can be resolved.

Respect the referees’ decisions, especially if they’re reducing effects for creative use actions or voiding actions. The duel's assigned referee holds the authority for that duel. Do not ask other referees for opinions on how a duel has been rolled. If you believe that a referee’s decision is unfair or that they have made a mistake, please PM Ella Galanis. In cases where a mistake strongly affects the results of a round or a decision is deemed to be unfair, the results for that round may be corrected. Please note that this is up to the discretion of the referees, not the duellists.

If you have any concerns, questions, concerns, suggestions, or other comments at any time, you should PM Ella Galanis.

4
Duelling Rules / Re: Duelling Rules
« on: 03/17/2019 at 12:59 »
Ending a Duel
General Rules

For every successful attack that a duellist receives, they will lose health. Duellists are knocked out of the duel (and can no longer continue to post) in the following situations:
  • they reach 0% health.
  • they lose 40% health because of a single opponent in one round. If this single opponent has an ally on the block, any damage dealt by the ally will also count towards the 40%.
If multiple duellists are still left standing at the end of the duel, the duellist with the most life will be declared the winner(s).

Only duellists who have posted at least once in their duel are eligible to advance from the Qualifiers to the Semi-Finals or from the Semi-Finals to the Final. All duels will run for at least 3 rounds, even if duellists choose to forfeit. This is to ensure that duellists who have not posted in their duels do not automatically advance to the next stage if others happen to withdraw before 3 rounds have passed.

Only duellists who have attempted to cast at least one spell or attempted to use at least one potion in their duel are eligible to advance from the Qualifiers to the Semi-Finals or from the Semi-Finals to the Final. This is to ensure that duellists are actually duelling, and not solely relying on physical actions to advance in the duelling tournament.

Please bear in mind that if you do not attempt a spell/potion in the early rounds of your duel, there is a chance that the duel may end (due to forfeits and/or KOs) before you decide to attempt a spell/potion. In these cases, you will be ineligible to advance and a KO’d duellist will take precedence over you in advancing to the next stage of the tournament. To avoid disappointment, it is best practice to attempt a spell/potion as early as possible in a duel.

5
Duelling Rules / Re: Duelling Rules
« on: 03/17/2019 at 12:58 »
Indirect Effect
General Rules

Most spells and potions are direct. This means that they are directed at a specific target and can be dodged (either via auto-dodge or a dodge action). The effects of some spells and potions are labelled as ‘Indirect’. These spells are not directed at a specific target but at their environment instead. These attacks, if successful, cannot be dodged (either via auto-dodge or a dodge action). They can be particularly useful against duellists with auto-dodge.

e.g. Deprimo is an indirect spell causing a hole under something. If successfully cast at the ground beneath a duellist’s feet, it will cause damage, -2 Ability to the target, and -2 Agility to the target. If the spell is successful, the target cannot dodge it and will receive all effects.

Indirect spells should not be cast at the target, but at the environment around the target e.g. ‘Vega attempted to cast, “Deprimo!” at the ground beneath Jeremiah’s feet.’

Indirect spells/their effects can be prevented if a duellist casts a Shield spell (Protego, Accio/Creo Shield, or Commutati Procerus). The Shield spell must be rolled before the indirect spell to successfully block it.

6
Duelling Rules / Re: Duelling Rules
« on: 03/17/2019 at 12:55 »
Instant Effect
General Rules

The effects of some spells and potions are labelled as ‘Instant Effect’. This means that as soon as the action has been performed, its effects begin. All Instant Effect modifiers will be taken into account for the remainder of the rolls in the round, and will also apply to the following round.

e.g. Relashio gives damage to the target and -3 Resistance (Instant Effect). If the spell is successful, the -3 Resistance comes into effect immediately following the spell. For any following attacks aimed at the target in that round, the -3 Resistance is applied. It remains in place for the duration of the next round.

You may not request an ‘Instant Effect’ modifier for creative use spells, for creative use or original potions, or for any physical actions. The exception to this rule is when requesting a disarm/rearm or a dodge or attempting an illusion (see Illusio in the Conjuring/Summoning rules); these actions are automatically rolled as Instant Effect, so you do not need to request this effect.

Velocity stat modifiers will never be rolled as Instant Effect, as this makes it difficult for the referees to roll actions in a logical order.

7
Duelling Rules / Re: Duelling Rules
« on: 03/17/2019 at 12:51 »
Other Actions
Potions

Please see here for the complete rules regarding potions in duelling.


Physical Actions, Dodges, & Auto-Dodge

Please see here for the complete rules regarding all physical actions, including dodges and auto-dodge.

Rearming Yourself or an Opponent

You can rearm yourself using one simple physical action. Please see the Creative Use Physical Action Rules for further guidance on physical actions.
Example: Vega attempted to pick up her wand [rearm].

You can rearm an opponent using two simple physical actions:
Action 1: you attempt to pick up an opponent's wand.
Action 2: you attempt to hand over or throw the opponent's wand to the opponent.

Please see the Creative Use Physical Action Rules for further guidance on physical actions. Please note that you cannot use spells to rearm an opponent.
Example: Vega attempted to pick up Jeremiah's wand [rearm Vega]. She then attempted to hand it to him [rearm Jeremiah].

Two actions are always required to rearm another opponent. Attempts to work around this rule using only one action (e.g. kicking a wand to an opponent instead of picking it up and then handing it to them) will be voided.

If the first action (picking up the wand) fails, the second action will be automatically be voided -- you can't pass someone a wand if you never picked it up in the first place! If the first action succeeds, but the second action fails, you will now be armed with that wand.

8
Duelling Rules / Re: Duelling Rules
« on: 03/17/2019 at 12:46 »
Spells
General Rules

Spells either have preset effects or ‘creative use’ effects. Preset effect spells have listed effects that remain the same every time the spell is cast. Creative Use spells have no set effects; the caster may choose their effects, as long as they fall within the rules for Creative Use spells.

You cannot cast spells without a wand. If you are disarmed, you must successfully use a physical action to rearm before you can cast again. If you have been granted permission to use wandless magic, you must also request permission to use it during duelling. Failure to do so will result in your actions being voided.

Please see the Duelling Rolling Guide for how spells and spell damage are rolled.

You may use the following spell categories in duelling:
Charms. Please see here for the full Charms rules, including rules for/examples of Creative Use spells and the list of preset Charms spells.
Conjuring/Summoning (C/S). Please see here for the full C/S rules, including rules for/examples of Creative Use spells and the list of preset C/S spells.
Transfiguration. Please see here for the full Transfiguration rules, including rules for/examples of Creative Use spells and the list of preset Transfiguration spells.


Each category’s spells are divided into the following classifications:
Simple. These will not subtract anything from your Ability.
Advanced. These will subtract 2 points from your Ability, and add 1 point to your Power.
Difficult. These will subtract 4 points from your Ability, and add 2 points to your Power.

Class Spells

In addition to spells listed in the categories above, your character may use any other spell taught in a class that they actively posted in, provided that the professor has given permission for the spell to be used in duelling. Please see here for the complete set of rules regarding use of class spells, the Class Spells Tracker, and the form for submitting class spell requests.

Silent Spells

Your character may choose to cast any duelling spell silently. When casting a silent spell, you should make it clear that your character is trying to cast the spell silently, and you must still include the name of the attempted spell, e.g. ‘Vega attempted to silently cast Expelliarmus at Jeremiah’.

Silent casting a spell has the following effects:
  • -4 Ability to your character for the silent spell only.
  • +2 Velocity to your character for the silent spell only.
  • -2 Agility to your target for the silent spell only, if it is cast successfully.
  • -2 Resistance to your target for the silent spell only, if it is cast successfully.
  • The spell’s listed effects (or your requested effects for creative use spells).
Bear in mind that if you rearm yourself and cast a silent spell within the same post/round, the silent spell will come first (i.e. before you rearm yourself) and will thus be voided, as you will have no wand to cast with.

Specialised Spells

Your character can choose to specialise in up to 3 different spells, which you must list in your duelling profile when signing up. You cannot change your specialised spell(s) during the summer, but may do so at the beginning of each summer. You do not have to specialise in any spell.

Specialised spells have the following effects:
  • +2 Ability to your character for the specialised spell only.
  • +2 Power to your character for the specialised spell only.
  • -2 Agility to your target, if they have auto-dodge. This applies to the specialised spell only, if it is cast successfully.
  • -1 Vitality (-10% health) to your character’s initial duelling profile per specialised spell.
Multiple Casting

Attempting to cast the same spell more than twice in one post will reduce the total ability (relevant magical level + Ability stat) of your character. Their total ability will be reduced by half the amount of their original total ability for each attempt past the second attempt and is cumulative for the round.

e.g. Vega has four actions in the round. Her total ability for Charms is 14.
  • Action 1: Vega attempts an Incendio. (Current total ability = 14.)
  • Action 2: Vega attempts an Incendio. (Current total ability = 14.)
  • Action 3: Vega attempts an Incendio. (Current total ability = 7. ½ of original total ability (14) = 7. 14 - 7 = 7. Vega’s Ability for Action 3 is now 7.)
  • Action 4: Vega attempts an Incendio. (Current total ability = 7. ½ of original total ability (14) = 7. 7 - 7 = 0. Vega’s total ability for Action 4 is now 0.)
If the original total ability is equal to an odd number, this number will be rounded down, e.g. Vega’s total ability is 15. 15/2 = 7.5. Her Ability will be reduced by 7 points for each attempted spell past the second attempt.

Casting with a Different Wand

You may attempt to take an opponent’s wand from them or to pick an opponent’s wand up if they have already been disarmed. If this action is successful, you may attempt to cast with their wand. Taking/picking up another’s wand and attempting to cast with it requires 2 actions (1 action =  taking/picking up the wand; 1 action = attempting to cast).

Casting Accio on an opponent’s wand or directly taking it from them will automatically arm you with their wand. Casting Expelliarmus, throwing an object, or any other disarm action that does not involve directly taking their wand from them will not automatically arm you with their wand. You will need to use another action to pick the wand.

Attempting to cast with an opponent’s wand will have the following effects:
  • -2 Ability to the caster for all spells cast with the wand, OR
  • -4 Ability to the caster for all spells cast with the wand at its original owner.

Allies

The Charms spells Avis and Serpensortia, and the C/S spell Occurromorsus all create an Ally for you. Avis will create 1 bird, Serpensortia will create 1 snake, Occurromorsus will create 1 swarm of insects. You may create a maximum of 2 Allies at a time.

Allies start with 5% health and remain in the duel until their health hits 0%, at which point they immediately vanish. The stats of the Allies (Velocity, Resistance, Strength) are taken from the duellist’s initial profile and cannot be modified.

Duellists cannot gain any beneficial effects from attacking Allies e.g. ‘act twice’, ‘-2 Resistance to Ally’, or ‘+2 Ability to duellist’. They can only attempt to cause damage to the Ally until it hits 0% health and vanishes, or attempt to disarm it if it is holding a wand for its owner.

Each Ally is permitted 1 physical action per round in addition to your character’s available actions. This physical action can only be simple. You must state your requested effects for each Ally’s action, e.g. ‘Jeremiah’s snake ally attempted to bite Vega [damage].’

Allies are able to modify duellists’ stats, to cause damage, to give health, and to disarm/rearm. They are unable to shield their owners from attacks, give their owners or themselves the ability to act twice, or cast spells, even if holding a wand. Allies are able to attempt to heal themselves, assuming that the health modifier is justified; however, their total health will always be capped at 5%.

If an ally successfully disarms a duellist, this will count as their owner's one successful disarm. Any further attempts by the owner to disarm another duellist will be voided.

Allies are unaffected by spells that are listed as affecting all opponents:
Charms: Germineo, Kamiflage, Sonorus.
Transfiguration: Commutati scintillosus clarus (only if cast on the floor/an object), Commutati Gustatus Trolli, Commutati Gustatus Cadveri, Commutati sonum acutus.

9
Duelling Rules / Re: Duelling Rules
« on: 03/17/2019 at 12:25 »
Absences
General Rules

Planned absences: If you know that you will be absent for some of your duel, you must notify your referee of the duration of your absence in advance of the rounds you will miss. A prolonged absence or an absence with an undetermined period might result in you forfeiting the duel.


Unplanned absences: If you plan to post in a round, but are then unable to do so, you must notify your referee that you are missing the round before it ends. You must notify them after the round has begun and at least 1 hour before it ends. If you end up missing multiple rounds, you must notify your referee each time you miss a round.

For each round that you do not post in without notifying your referee in advance, you will receive a penalty of -3 Resistance for that round. If you do not post during three consecutive rounds without notifying your referee in advance that you will be absent, you will lose the duel by forfeit.


Voluntary forfeits: If you choose to forfeit, you should not PM your referee to say that you are forfeiting. Instead, you should post in the duel with your forfeit. This can be an IC forfeit (an IC post in which your duellist declares they are forfeiting) or an OOC forfeit. If your post is IC, you should still bold your forfeit and explicitly state it is a forfeit, e.g. ‘Jeremiah walked off the duelling block [forfeit]. If your post is OOC, you should simply post the word ‘[forfeit]’.

The actions for that round will then be rolled in order. Any actions posted before the forfeit which target the forfeited duellist will be rolled and effects will be granted. Any actions posted after the forfeit which target the forfeited duellist will be voided, even if the duellist’s velocity places their action above the forfeit post. Velocity will not be taken into account for forfeit posts. Forfeit posts will always retain their original posting time.

If a referee receives a PM from a duellist stating that they are forfeiting but the duellist does not post in the duel, the forfeit will be rolled at the end of the round as the final action. All actions targeting the forfeited duellist will be rolled in this instance.

10
Duelling Rules / Re: Duelling Rules
« on: 03/17/2019 at 12:22 »
Posting
General Rules

The period for 1 round is 24 hours. You must post within this timeframe or your action will be voided. The next round begins after the referee has posted their update. Please note that whilst referees should aim to update their duel at around the same time for each round, RL circumstances may require them to update earlier or later than the 24-hour round time. They may only update earlier if all duellists have posted in the round.

If you post outside the round time, you will receive a penalty of -3 Resistance for that round. If you have auto-dodge, it will not be rolled for that round. A post made outside the round time does not count towards the 3 consecutive missed rounds that result in a forfeit (see Absences). The post will still be counted for grading.

If you post a one-liner, you will receive a penalty of -1 to each stat for the round with the one-liner post.

You have 1 action per round. However, some spells, physical actions, and potions may grant an ‘act twice’ modifier. Each action with an ‘act twice’ modifier gives you a bonus action in the next round. You are allowed a maximum of 4 actions per round.

All actions, their target(s), and any requested effects must be bolded. Failure to bold your action or to specify your target may result in your post being voided.

You must never assume that your action has succeeded. The referee decides that by rolling the dice. If you assume that your action has succeeded, your action will be voided. Please see below for how to word your actions.

NO OOC notes! If you have a question, PM a duelling counsellor. The exception to this rule is for translations of creative use C/S or Transfiguration spells.

You may not edit your post after you have posted. All edited posts will be voided with no exceptions, so check your post carefully before you post it. If you post twice in one round, the second post will be voided, even if the first post does not contain an action. Please note that if you post with the wrong account, you must not edit the post to switch to the correct account. Doing so will void your post. If you post from the wrong account, you may PM your referee within 10 minutes of posting in your duel to request that your post not be voided. If you fail to PM your referee within 10 minutes of posting, your post will be voided.


Wording of Actions

When your action is a physical action or a dodge, you must always explicitly state that the action is attempted.

When your action is a spell, you do not need to explicitly state that the spell is attempted. You can use a 'speaking' verb (e.g. 'said', 'shouted'), or a verb that does not imply success (e.g. 'aimed at [opponent]'). However, you cannot use a verb that implies success (e.g. 'cast').

Please see below for examples. If you are unsure whether a certain phrase or certain wording will be allowed, you should either check with your referee or alter your wording to include an explicit attempt. Otherwise, you risk your action being voided.

The following ways of writing an action are considered acceptable in duelling:
- Vega attempted to/tried to cast, "Expelliarmus!" at Jeremiah.
- Vega said/shouted/etc. "Expelliarmus!" at Jeremiah.
- Vega pointed her wand at/aimed at Jeremiah. "Expelliarmus!"
- Vega attempted to/tried to throw a rock at Jeremiah [requested effects].
- Vega attempted to/tried to drink her Laugh-Inducing potion.
- Vega attempted to/tried to throw her Laugh-Inducing potion at Jeremiah.
- Vega attempted to/tried to hide behind a tree [dodge].

The following ways of writing an action are not acceptable in duelling, and your action will be voided:
- Vega cast, "Expelliarmus!" at Jeremiah.
- Vega cast, "Expelliarmus!" at Jeremiah, hoping it would hit.
- Vega threw a rock at Jeremiah [requested effects].
- Vega threw a rock at Jeremiah, hoping it would hit [requested effects].
- Vega drank her Laugh-Inducing potion.
- Vega threw her Laugh-Inducing potion at Jeremiah.
- Vega hid behind a tree [dodge].


If you do not make it clear that your character said the spell out loud, it will be considered a ‘silent cast’ and your spell will be rolled as such. Please see here for more information on silent casting.

The following ways of casting a spell are considered ‘vocal’. The modifiers for a silent cast will not be applied:
- If the spell is contained in speech marks.
- Vega said/shouted/etc. Expelliarmus at Jeremiah. (No speech marks required.)
- Vega attempted to cast Expelliarmus out loud at Jeremiah. (No speech marks required.)

The following ways of casting a spell are considered silent. The modifiers for a silent cast will be applied:
- Vega attempted to silently cast Expelliarmus at Jeremiah.
- Vega attempted to cast Expelliarmus at Jeremiah.

Please note that spells listed as having no incantation are never considered silent casts unless the duellist specifies that the spell is a silent cast.

Order of Actions

Posting first in a round does not necessarily mean that your action happens first. The order of actions is determined by two factors: the time of the post and the Velocity of each duellist.

If all duellists have the same number of Velocity points, the actions occur in the order that they were posted.

If a duellist with a higher number of Velocity points posts first, their action still occurs first.

If a duellist with a lower number of Velocity points posts first, their opponent has a certain number of hours (1 hour per extra Velocity point) within which they can post and their action can occur first.

e.g. Jeremiah posts first, he has a Velocity of 2. Vega has a Velocity of 4. Since 4 - 2 = 2, Vega has 2 hours from Jeremiah’s posting time to post and have her action occur first.

Actions that occur before your own may sometimes affect your ability to complete your action in the current round. These types of actions are known as ‘Instant Effect’ and are labelled as such in the rules. All disarm actions (spells and physical actions) are Instant Effect, as are some spells such as Obliviate, which prevent spell-casting. In these cases, if the disarm/spell is successful and your post comes after the disarm/spell, all your attempts to cast spells will be unsuccessful. Please see here for more information on Instant Effect.

For RP purposes, please note that that most actions in one round occur very rapidly, with no more than a few seconds between them.

11
Duelling Rules / Duelling Rules
« on: 03/17/2019 at 12:12 »
Duelling Rules
Index

» Posting
          » General Rules

          » Wording of Actions

          » Order of Actions

» Absences

» Spells
          » General Rules

          » Class Spells

          » Silent Spells
         
          » Specialised Spells

          »Multiple Casting

          » Casting with a Different Wand

          » Allies

» Other Actions
          » Potions

          » Physical Actions, Dodges, & Auto-Dodge

          » Rearming Yourself or an Opponent

» Instant Effect

» Indirect Effect

» Ending a Duel

» Ethical Guidelines


Please see Duelling Profiles, Stats, & Bonuses Explained for information on how to sign up and set up your duelling profile, information on duelling stats, and available duelling bonuses.


credit to Etoile Alystair for the original rules.
credit to Adrianne Malarky & Katrina Ithil for original revisions.
updated & revised by Ella Galanis, February 2019.

12
Duelling Rules / Re: Duelling: Profiles, Stats, & Bonuses
« on: 03/17/2019 at 02:56 »
Building Your Profile
---

1) Copy/paste your sign-up form into a new reply in the duelling sign-up thread. Answer all the questions and fill in the total number of base points your character has. See here for a breakdown of the sign-up form.

2) Check which bonuses you qualify for. You may find it helpful to make a note of these bonus points in brackets next to each stat.

3) Choose which stats you’d like to split your base points between. Remember that all stats are capped at 6 points, and that bonus points are included in this maximum number. If you have 1 bonus point in a stat, don’t add any more than 5 base points to that stat.

4) Check that you are happy with your points spread, and that all stats contain no more than 6 points total. Once you are sure that this is the profile you want, remove any bonus points that you may have made a note of in your profile.

5) Most bonus points are added automatically by the referee. For some bonus points, you must list them below your profile. Be sure to include which stat you want to put them in and where you got the bonus from.

6) Post your sign-up! If you’re still feeling unsure about your profile, you can PM the duelling counsellors and ask them to take a look at it before your duel starts.

13
Duelling Rules / Re: Duelling: Profiles, Stats, & Bonuses
« on: 03/17/2019 at 02:50 »
Bonuses
General Information

Bonus points are added to duellists’ profiles for a number of different things. You should not add these to your points profile. Most bonuses will be added to your profile by a referee after sign-ups have closed. Some bonuses require you to list them below your profile (but not in it). All bonuses (and whether they should be listed below your profile or left out entirely) are outlined below.

Please note that bonuses count towards the 6 point cap on each stat, so be careful when distributing your base points, so that you don’t waste any of them.

e.g. Jeremiah puts 6 of his base points into his Resistance stat, maxing it out at 6. However, he is also an Infirmary Assistant, which earns him a bonus Resistance point. This brings his total number of Resistance points to 7, but he will still only receive 6 Resistance points. He would be better off putting 5 base points into Resistance, and putting the 6th base point elsewhere in his profile.


List of Available Bonuses

Bonuses Added By Referee
(do not list below profile)

The following bonuses are added to the initial profile by the referees and remain there for the duration of the summer.
Magical Strength bonus:
Charms: +1 Strength
Divination: +1 Agility, +1 Velocity
Transfiguration: +1 Power
Conjuring/Summoning: +1 Resistance
Infirmary Assistant bonus: +1 Resistance
Quidditch Player bonus: +1 Strength


The following bonus is calculated for each duel and is valid only for that duel.
Bravery bonus: Younger years receive a Vitality bonus when duelling against older years. For every year’s difference between the duellists, the younger year(s) will receive 5% extra health.

e.g. Duellist A is a First Year with 2 Vitality points = 70% health.
Duellist B is a Second Year with 2 Vitality points = 70% health.
Duellist C is a Third Year with 3 Vitality points = 80% health.
Duellist A is 2 years younger than Duellist C. They receive the following bravery bonus: 2 x 5% = +10% health. They begin the duel with 80% health (70 + 10).
Duellist B is 1 year younger than Duellist C. They receive the following bravery bonus: 1 x 5% = +5% health. They begin the duel with 75% health (70 + 5).
Duellist C is the oldest duellist. They receive no bravery bonus. They begin the duel with 80% health.


The following bonus is added for each action and is valid only for that action.
Roleplaying bonus: +1 Ability (spells only), +1 Potions (potion success roll only), +1 Strength (physical action success roll only), or +1 Agility (dodge only). This bonus is given when the post meets a minimum requirement of 3x3 (3 paragraphs, each consisting of at least 3 sentence, i.e. a total of 9 sentences).



Bonuses Added By Duellist
(list BELOW profile, do not add to profile)

The following bonus is added to the initial profile and remains there throughout the duellist’s years at Hogwarts, including all summers.
Duelling Tutoring bonus: +1 to any stat (one per term, permanent). To earn this bonus, you must complete a thread (3x3x3) with either a duelling referee or a professor, in which your character seeks to improve their duelling technique. At least 1 duelling spell must be cast in this thread.

Please note that this bonus is only eligible to be claimed after the term in which it is completed. e.g. Jeremiah completes a duelling tutoring thread with Ella Galanis in the 1954-55 term. He may only claim his bonus point from Summer 1955 onwards.

Links to complete duelling tutoring threads should be posted in the Duelling Tutoring Tracker. If your thread is not posted in the tracker, you will not be able to claim your bonus point.


The following bonus is added for each duel. This bonus is cumulative.
Potions bonus: +1 Potions (1 per duel, resets every summer). To earn this bonus, you must complete a thread (3x3x3) in which your character brew/attempts to brew one of the potions from their Potions List. The thread must be complete before your duel begins. You must PM the link to the complete thread to the duelling counsellors before your duel begins.

14
Duelling Rules / Re: Duelling: Profiles, Stats, & Bonuses
« on: 03/17/2019 at 02:27 »
Stats
General Information

‘Stats’ refers to the following categories in which you place your duelling profile points: Vitality, Velocity, Ability, Power, Potions, Strength, Agility, Resistance.

All stat categories are capped at 6 points each. The exception to this rule is for Potions. The base stat is still capped at 6 points; however, if you earn the Potions bonus points, these points can be added in addition to your base stat, even if that pushes the stat beyond the cap of 6 points.

Each stat category helps to determine a different element of duelling. They are explained below. You may find it useful to look at the Duelling Rolling Guide to see how the success/failure of each action is calculated. The points you put in each stat will affect the success rates of different types of actions.

Stat Explanations

Vitality determines your initial health. All duellists start with 50% health. Damage from spells, potions, and physical actions will decrease your health. Some spells, potions, and physical actions can increase your health. For every point that you add to Vitality, you receive an extra 10% health to your initial profile.

e.g. Jeremiah places 2 points in Vitality. 2 x 10% = 20%. 50% + 20% = 70%. He starts with 70% health.

Velocity helps to determine the order of the actions. For every point that you add to Velocity, your actions occur one hour earlier than the time at which you posted them.

e.g. Jeremiah has a Velocity of 1. He posts at 1:00PM. When the referee rolls his actions, they will be rolled as occurring at 12:00PM.

This can be particularly useful when trying to prevent an attack that occurred before you posted from hitting your character. Please see here for more information on order of actions.   

Ability helps to determine the success/failure of your character’s spellwork. The more points you have in Ability, the more likely your spell is to succeed.

Power helps to determine the amount of damage your character’s spell does to its target. The more points you have in Power, the more damage you are likely to deal when casting spells.

Potions helps to determine the success/failure of your character’s potions, as well as the amount of damage that a potion does to its target. The more points you have in Potions, the more likely your potion is to succeed and the more damage you are likely to deal.

The Potions stat also determines the number of potions you are permitted in a duel. If you have 6 points in Potions, you will have 6 potions to use in your duel, if you have 5 points, you will have 5 potions, and so on. Please see the Potions Duelling Rules for more information.

If you do not plan to use potions in a duel, do not put any points in this category.

Strength helps to determine the success/failure of your character’s physical actions, as well as the amount of damage that a physical action does to its target. The more points you have in Strength, the more likely your physical action is to succeed and the more damage you are likely to deal.

Bear in mind that if you are disarmed by another duellist, you will need to use a physical action to rearm yourself, so you might want to consider putting at least some points in Strength.

Agility helps to determine the success/failure of dodge actions. The more points you have in Agility, the more likely any attempt at a dodge is to succeed.

If you have 4 or more points in Agility, your character will automatically attempt to dodge any direct spell or any physical action that is aimed at them. This does not guarantee a successful dodge, just a dodge attempt. Please see the Physical Actions Duelling Rules for more information on dodges and auto-dodge.

If you do not plan to have auto-dodge, it is advisable not to put any points in this category.

Resistance helps to determine the amount of damage you receive from a spell, potion, or physical action. The more points you have in Resistance, the less damage you are likely to receive.

15
Duelling Rules / Re: Duelling: Profiles, Stats, & Bonuses
« on: 03/17/2019 at 02:21 »
Signing Up
General Information

You can sign up for the duelling tournament in General OOC. Sign-ups are open from 1 April / August / December. The closing date can vary, so be sure to check the sign-up thread for more information.

You will need to complete the following sign-up form:

Name:
Camp Team:
Year at Start of Next Term:
Is this your first time duelling (OOC)?
Are you specialized in any spell(s)?
          If so, which one(s)?
Are you using any potion(s)?
Are you an Infirmary Assistant?
Are you a Quidditch player?
Magical Levels at Start of Next Term:
What is your Magical Strength?

Total Points -

     Vitality:
     Velocity:
     Ability:
     Power:
     Potions:
     Strength:
     Agility:
     Resistance:

Bonus Points:

If you have any bonus points, (such as from previous duelling tutoring threads, potion brewing threads, etc.), please list what they are and where they are from (e.g. ‘+1 Resistance for duelling tutoring’) after your points profile. Do not include them in your points profile!


Breakdown of Sign-Up Form

Specialised spells: You may choose up to 3 spells to specialise in. You do not have to specialise in any spell. Specialised spells have the following effects:
  • +2 Ability to your character for the specialised spell only.
  • +2 Power to your character for the specialised spell only.
  • -2 Agility to your target, if they have auto-dodge. This applies to the specialised spell only, if it is cast successfully.
  • -1 Vitality (-10% health) to your character’s initial duelling profile per specialised spell.
Potions: If you are using potions in a duel, you must PM the summer duelling counsellors with your Requested Potions List at least 3 days before your duel begins for approval. You may not change your potions once your duel has begun. Please see the Potions Duelling Rules for more information on using potions.

Magical Levels: Characters already enrolled at the castle should use their requested magical levels for the next term, and should provide a link to their levels request. Magical levels for new students are determined depending on the magical strength and weakness (Charms, Divination, Transfiguration, Conjuring /Summoning) listed in their applications. Your magical strength will be 1 level higher than your requested year, and your magical weakness will be 1 level lower. The other two branches of magic will be the equivalent level to your requested year.

Magical Strength: Your magical strength (Charms, Divination, Transfiguration, or Conjuring/Summoning) must be equal to or greater than your year. If you have more than one level equal to or greater than your year, you can only choose one as your strength. If you have no levels equal to or greater than your year, you have no magical strength.

e.g. Vega is a 5th year. Her magical levels are C6D6T4S5. She may choose either Charms or Divination or Conjuring/Summoning as her magical strength; she may not choose Transfiguration.

e.g. Jeremiah is a 6th year. His magical levels are C1D1T1S2. He has no magical strength.

Total Points: This is the total number of ‘base’ points your character receives. This number is based on their year.
Incoming First Years: 12 points.
Incoming Second Years: 13 points.
Incoming Third Years: 14 points.
Incoming Fourth Years: 15 points.
Incoming Fifth Years: 16 points.
Incoming Sixth Years: 17 points.
Incoming Seventh Years: 18 points.

You will need to distribute these points among your stats. See below for more information on what stats are and what each stat does.

16
Duelling Profiles, Stats, & Bonuses Explained
Index

» Signing Up
          » General Information

          » Breakdown of Sign-Up Form

»Stats
          » General Information

          » Stat Explanations

» Bonuses
          » General Information

          » List of Available Bonuses

» Building Your Profile

17
Duelling Rules / Duelling Rolling Guide
« on: 03/17/2019 at 01:35 »
Duelling Rolling Guide
---

Welcome to the Duelling Rolling Guide. These are the formulae that referees use to determine whether your actions work during a duel. All notes in purple have been added to guide you through the sheet. If you have any questions, please direct them to Ella Galanis, the duelling coordinator.

Note: 1d6 refers to rolling one six-sided die, and 2d6 refers to rolling two six-sided dice. Referees use either physical dice or an online dice roller to determine this number.


Spells
This is how we determine whether Charms, Conjuring/Summoning, and Transfiguration spells work.

C/T/S level + ability + ability mod + RP bonus + specialized spell - level mod - silent mod + 1d6 = #
If this number is 10 or higher, the spell is successfully cast.
  • Ability Mod: If the duellist has ability modifiers from previous rounds, add/subtract them here
  • RP Bonus: If the post meets the 3x3 requirement, add +1
  • Specialized Spell: If it's a specialized spell, add +2
  • Level Mod: 0 for simple spells, -2 for advanced spells, or -4 for difficult spells
  • Silent Mod: If it's a silent cast, subtract -4
When health is requested for creative use spells, it is rolled using 1d6. If rolling ½ health results in a .5 health increment, do not round the number. Instead, the new health should reflect this accurately, e.g. 75.5%.

Spell Damage
This is how we determine how much damage a spell delivers to its target.

Power + power mod + specialized spell + level mod + 2d6 - (opponent resistance + resistance mod - silent mod + 1d6) = #
This number is the percent damage done.
  • Power Mod: If the duellist has power modifiers from previous rounds, add/subtract them here
  • Specialized Spell: If it's a specialized spell, add +2
  • Level Mod: +1 for advanced spells, +2 for difficult spells
  • Resistance Mod: If the opponent has resistance modifiers from previous rounds, add/subtract them here
  • Silent Mod: If it's a silent cast, subtract -2
Damage for the following spells is rolled using just a 1d6: fall damage from Wingardium Leviosa, fall damage from Levicorpus, damage from Liberacorpus, damage from Sonorus, damage from Commutati Sonum Acutus, damage from Occurromorsus.

If rolling ½ damage results in a .5 health decrement, do not round the number. Instead, the new damage should reflect this accurately, e.g. 75.5%.

Physical Actions
This is how we determine whether physical actions (such as rearming, throwing a snowball, tripping someone, etc.) work.

Strength + strength mod + RP bonus + 2d6 = #
If this number is 10 or higher, the action is successful.
  • Strength Mod: If the duellist has strength modifiers from previous rounds, add/subtract them here
  • RP Bonus: If the post meets the 3x3 requirement, add +1
When health is requested for physical actions, it is rolled using 1d6. If rolling ½ health results in a .5 health increment, do not round the number. Instead, the new health should reflect this accurately, e.g. 75.5%.

Physical Actions Damage
If requested, this is how we determine how much damage a physical action delivers to its target.

Strength + strength mod + 2d6 - (opponent resistance + resistance mod + 1d6) = #
This number is the percent damage done.
  • Strength Mod: If the duellist has strength modifiers from previous rounds, add/subtract them here
  • Resistance Mod: If the opponent has resistance modifiers from previous rounds, add/subtract them here
Damage from allies is rolled using  just a 1d6.

If rolling ½ damage results in a .5 health decrement, do not round the number. Instead, the new damage should reflect this accurately, e.g. 75.5%.

Dodges
This is how we determine whether a dodge works.

Agility + agility mod + RP bonus + 2d6 = #
If this number is 10 or higher, the dodge is successful.
  • Agility Mod: If the duellist has agility modifiers from previous rounds, add/substract them here
  • RP Bonus: If the post meets the 3x3 requirement, add +1
In order to protect against a specific spell, the dodge must happen before that spell is cast.

A single successful dodge only protects against one spell/potion/physical action (including 'friendly' actions that may be beneficial to the dodging duellist) or, if no action is taken, one round.


Auto-Dodge
If a player has auto-dodge, this is how we determine whether the auto-dodge is successful.

Agility + agility mod + 1d6 - silent mod - specialized spell = #
If this number is 10 or higher, the auto-dodge is successful.
  • Agility Mod: If the duellist has agility modifiers from previous rounds, add/substract them here
  • Silent Mod: If it's a silent cast, subtract -2
  • Specialized Spell: If it's a specialized spell, subtract -2
Auto-dodge is rolled for all direct spells and for all physical actions. This includes 'friendly' spells/physical actions that may be beneficial to the target.

Auto-dodge is not rolled for any indirect spells or for any potions.

Auto-dodge is not rolled for duellists with auto-dodge who cast a spell at themselves.

If an auto-dodge succeeds, the auto-dodged action's effects (preset or requested) are not granted.

A duellist must have posted in the current round if they wish to be able to use auto-dodge on actions aimed at them. We do not roll auto-dodge for duellists who have not posted in the current round.


Potions
This is how we determine whether a potion is successful.

Potions + potions mod + RP bonus - level mod + 2d6 = #
If this number is 10 or higher, the potion is successful.
  • Potions Mod: If the duellist has potions modifiers from previous rounds, add/subtract them here
  • RP Bonus: If the post meets the 3x3 requirement, add +1
  • Level Mod: 0 for simple potions, -2 for advanced potions, or -4 for difficult potions
When health is requested for creative use/original potions, it is rolled using 1d6. If rolling ½ health results in a .5 health increment, do not round the number. Instead, the new health should reflect this accurately, e.g. 75.5%.

Potions Damage
This is how we determine how much damage a potion delivers to its target.

Potions + potions mod + level mod + 2d6 - (opponent resistance + resistance mod + 1d6) = #
This number is the percent damage done.
  • Potions Mod: If the duellist has potions modifiers from previous rounds, add/subtract them here
  • Level Mod: +1 for advanced potions, +2 for difficult potions
  • Resistance Mod: If the opponent has resistance modifiers from previous rounds, add/subtract them here
If rolling ½ damage results in a .5 health decrement, do not round the number. Instead, the new damage should reflect this accurately, e.g. 75.5%.


credit goes to Alexander Kolmer.
updated by Brooklyn Jones.

18
Duelling Rules / Re: Charms Duelling Rules
« on: 03/16/2019 at 23:56 »
Preset Charms: Difficult
Subtract 4 points from your Ability when rolling the action; add 2 points to your Power when rolling damage, if any.

Incantation: Anapneo
Description: Helps a person to breathe more clearly.
Effects:
  • No Damage
  • Use Creatively

Incantation: Bulla
Description: Creates a bubble of breathable air around the target’s head.
Effects:
  • No Damage
  • Use Creatively

Incantation: Cheering Charm
Description: No incantation; cheers a person up.
Effects:
  • No Damage
  • +1 Ability to target
  • +5 Health to target

Incantation: Defodeo
Description: Digs a hole (cannot be Auto-Dodged; target must use an action to attempt to dodge).
Effects:
  • Damage to target
  • -2 Ability to target
  • -2 Agility to target
  • Target must use a physical action to get out of the hole to escape the spell's stat modifiers
Note: If this spell is successfully cast multiple times at the same target, the hole will become deeper, multiplying the stat effects. However, only one physical action is required to get out of the hole, regardless of how many times the spell has been cast at the target.


Incantation: Deletrius
Description: Erases the shadow of the last spell performed by a wand (see Prior Incantato)
Effects: If cast by the target of Prior Incantato:
  • No Damage
  • Cancels the effects of Prior Incantato if cast in the same round after Prior Incantato has been cast
Effects: If cast by anybody else:
  • No Damage
  • Cancels the effects of Prior Incantato if cast after Prior Incantato has been cast

Incantation: Ennervate
Description: Revives a stunned person; cancels the effects of Stupefy, only if cast after.
Effects:
  • No Damage
  • Cancels the stat modifier effects of Stupefy if cast after Stupefy has been cast

Incantation: Episkey
Description: Helps stop bleeding.
Effects:
  • No Damage
  • Use Creatively

Incantation: Expecto Patronum
Description: Conjures a patronus.
Effects:
  • No Damage
  • +Health (1d10) to caster

Incantation: Expulso
Description: Makes something explode. (Indirect; can’t be dodged)
Effects:
  • Use Creatively (Damage may be requested as a modifier)
Note: the indirect nature of this spell does not affect your total number of allowed modifiers; you may still use up to 3 modifiers for this spell.

Incantation: Finite Incantatem
Description: Ends the effect of a spell.
Effects:
  • No Damage
  • Cancels the effects of the last spell aimed at target (Instant Effect)

Incantation: Germineo
Description: Creates a duplicate of something.
Effects: If used on self/another person:
  • No Damage
  • -2 Ability to all opponents
  • +2 Agility to target
  • +2 Power to target
Effects: If used on objects:
  • No Damage
  • +2 Agility to caster
  • -2 Ability to all opponents

Incantation: Gluten Perennis
Description: Causes two objects to be stuck together for two rounds. Note that the two objects must already be touching in order for the spell to succeed.
Effects:
  • Use Creatively (Damage may be requested as a modifier)
  • Any stat modifiers will last for two rounds

Incantation: Hominem Revelio
Description: Reveals the presence of hidden people.  (Indirect; can’t be dodged)
Effects:
  • No Damage
  • Cancels the effects of Kamiflage and Invisibility Potion if cast in the same round

Incantation: Incarcerus
Description: Binds target in rope.
Effects:
  • No Damage
  • -3 Agility to target
  • -3 Strength to target
  • Act Twice to caster

Incantation: Kamiflage
Description: Causes a person or creature (the target) to perfectly match their surroundings, making them difficult to see.
Effects: If used on self/another person:
  • No Damage
  • -3 Ability to all opponents when attacking the target (Instant Effect)
  • -3 Strength to all opponents when attacking the target (Instant Effect)

Incantation: Levicorpus
Description: Causes a person to dangle in the air by their ankle.
Effects:
  • Damage to target
  • -4 Ability to target
  • -1 Agility to target
  • Target will float in the air for two rounds or until a successful Liberacorpus is cast
  • Target is unable to use physical actions to recover objects from the ground
  • Additional damage (1d6 only) occurs when target falls from the air
Note: If a Liberacorpus is successfully cast within the same round, the target will immediately sustain fall damage.  The -4 ability and -1 agility will still carry over into the following round.
 

Incantation: Liberacorpus
Description: Releases a person from a Levicorpus.
Effects:
  • Damage (1d6 only) to target when used after a successful Levicorpus

Incantation: Locomotor + Name of Object
Description: Moves a moderately sized object.
Effects:
  • Use Creatively (Damage may be requested as a modifier)

Incantation: Mobilicorpus
Description: Moves a body.
Effects:
  • Damage to target
  • -3 Resistance to target (Instant Effect)
  • -3 Strength to target (Instant Effect)

Incantation: Mucus Chiropterhinus
Description: Also known as the 'Bat-Bogey Hex'; turns the target’s bogeys into large, black bats that fly out of their nose.
Effects:
  • Damage to target
  • -3 Power to target
  • -3 Resistance to target

Incantation: Muffliato
Description: Muffles speech to those more than a few feet away.
Effects:
  • No Damage
  • +3 Velocity to target for two rounds

Incantation: Obliviate
Description: Alters a person’s memory.
Effects:
  • Damage to target
  • Target cannot cast any spells (silent or spoken) for one round (Instant Effect)
  • Makes the target become dizzy and changes their personality (creative roleplaying)
Note: Only one successful Langlock or Obliviate or Prior Incantato or Rictusempra may be cast per duellist per duel.

Incantation: Oppugno
Description: Used to command an ally.
Effects:
  • No Damage
  • Allows caster to take control of an opponent’s Ally (Instant Effect)
  • The Ally is permitted one action per round per caster (Instant Effect; caster must specify the Ally’s action and request effects, see below for examples)
  • Multiple duellists can cast this spell and control the Ally within one round; the Ally remains in the control of the last successful caster until someone else casts Oppugno on it or until it reaches 0% Health
  • The original owner of the Ally can cast this to regain control of it
Note: all Allies are subject to certain rules, outlined here. When casting Oppugno and writing the Ally’s action, remember that you can only attempt actions, e.g. ‘Vega attempted to cast Oppugno at Brooklyn’s ally. If the spell worked, she would direct the snake to try to bite Virtue’s ankles [damage]’ or ‘Virtue attempted to cast, “Oppugno,” at Brooklyn’s ally, hoping that if the spell was successful, the snake would attempt to bite Vega’s foot [-1 Agility, -1 Resistance to Vega]’.


Incantation: Prior Incantato
Description: Makes a wand show the shadow of the last spell it performed.
Effects:
  • No Damage
  • If cast on a wand, the owner of that wand will not be able to cast any spells (silent or spoken) for one round
Note: Only one successful Langlock or Obliviate or Prior Incantato or Rictusempra may be cast per duellist per duel.


Incantation: Quietus
Description: Makes the target’s voice return to normal.
Effects:
  • No Damage
  • Cancels the effects of Sonorus

Incantation: Reducio
Description: Causes an object to shrink or return to normal size (if used after Engorgio)
Effects:
  • No Damage
  • -2 Ability to target
  • -2 Strength to target
  • +2 Agility to target
  • +2 Velocity to target
Effects: When used as a counter to Engorgio:
  • Cancels the effects of Engorgio if cast in the same round after Engorgio has been cast

Incantation: Sonorus
Description: Makes the target’s voice louder for two rounds.  (Indirect; can’t be dodged)
Effects:
  • Damage (1d6 only) to all opponents if the target speaks (Instant Effect)
  • Effects last for two more rounds following the round in which it is cast
Note: this spell is Instant Effect and lasts for two rounds. It deals damage to all opponents in the round that it is cast and in the two rounds following, provided that the target speaks in all three rounds. If the target does not speak in a round, damage is not rolled for that round. Speaking does not cost the target an action.

Incantation: Specialis Revelio
Description: Reveals the contents of a potion; must be cast at a potion.
Effects:
  • No Damage
  • Use Creatively
  • Reveals the effects of a potion (useful for original potions)

Incantation: Stupefy
Description: Stuns the target.
Effects:
  • Damage to target
  • -3 Velocity to target for two rounds
  • Act Twice to caster

19
Duelling Rules / Re: Charms Duelling Rules
« on: 03/16/2019 at 23:54 »
Preset Charms: Advanced
Subtract 2 points from your Ability when rolling the action; add 1 point to your Power when rolling damage, if any.

Incantation: Aparecium
Description: Makes invisible ink visible.
Effects:
  • No Damage
  • Use Creatively

Incantation: Avis
Description: Creates a bird.
Effects:
  • No Damage
  • Gives you an Ally
Note: For further information on allies, please see here.


Incantation: Caeruleus
Description: Creates a small quantity of blue flame.
Effects:
  • Damage to target
  • -2 Resistance to target for two rounds, or until the flame is extinguished
Note: When Caeruleus is aimed at people/people’s clothes, any fire and smoke caused by the spell  will come into play at the beginning of the next round and will last for two rounds or until the flame is extinguished, whichever comes first. When Caeruleus is aimed at objects on the duelling block, any fire and smoke caused by the spell will last come into play at the beginning of the next round and will last until the flame is extinguished.  Extinguishing the flame requires a physical action, spell, or potion (extinguishing the flame will not cost any modifiers, but the action must involve extinguishing the flame).


Incantation: Cave Inimicum
Description: Cast on an area; warns the caster if somebody hostile enters the area.  (Indirect; can’t be dodged)
Effects:
  • No Damage
  • +1 Agility to caster
  • +1 Resistance to caster
  • -2 Velocity to all opponents when casting at caster

Incantation: Confringo
Description: Wrecks something. (Indirect; can’t be dodged)
Effects:
  • Use Creatively (Damage may be requested as a modifier)
Note: the indirect nature of this spell does not affect your total number of allowed modifiers; you may still use up to 3 modifiers for this spell.

Incantation: Confundus
Description: Temporarily confuses the target.
Effects:
  • Damage to target
  • -2 Ability to target
  • Act Twice to caster

Incantation: Conjunctivitis
Description: Causes the target to see unclearly.
Effects:
  • Damage to target
  • -1 Ability to target
  • -3 Agility to target

Incantation: Densaugeo
Description: Causes the target’s teeth to grow in size.
Effects:
  • Damage to target
  • -3 Ability to target
  • -1 Agility to target

Incantation: Deprimo
Description: Causes a hole under something for one round. (Indirect; can’t be dodged)
Effects:
  • Damage to target
  • -2 Ability to target
  • -2 Agility to target
Note: The duellist will remain in the hole for the duration of the round following that in which the spell is cast. After this round, it is assumed that they have climbed out of the hole and that the hole has closed up. The duellist does not need to use an action to escape the hole for this spell. 

Incantation: Descendo
Description: Pulls something downward.
Effects:
  • Use Creatively (Damage may be requested as a modifier)

Incantation: Diffindo
Description: Cuts an object.
Effects:
  • Damage to target
  • -2 Agility to target
  • -2 Resistance to target

Incantation: Dissendium
Description: Opens a secret door in a statue.
Effects:
  • No Damage
  • Use Creatively

Incantation: Engorgio
Description: Makes an object grow bigger or return to normal size (if affected by Reducio)
Effects:
  • No Damage
  • -2 Ability to target
  • -2 Agility to target
  • -2 Velocity to target
  • +2 Strength to target
Effects: When used as a counter to Reducio:
  • Cancels all effects of Reducio if cast in the same round after Reducio has been cast

Incantation: Extinguio
Description: Puts out fires.  Acts as the counter-spell for any fire spell.
Effects:
  • No Damage
  • cancels stat effects of Incendio if cast in the same round after Incendio has been cast
  • cancels stat effects of Caeruleus if cast after Caeruleus has been cast

Incantation: Flagrante
Description: Makes an object burning hot.
Effects:
  • Damage to target
  • -1 Ability to target (Instant Effect)
  • -2 Resistance to target (Instant Effect)
  • -1 Strength to target (Instant Effect)
Note: This spell should be aimed at an object (e.g. the target opponent's robes). The target opponent must be in contact with the object to receive any effects.


Incantation: Follicullus + Colour
Description: Changes hair colour.
Effects:
  • No Damage
  • -2 Ability to target
  • -2 Agility to target
  • -2 Velocity to target

Incantation: Furnunculus
Description: Causes the target’s body to break out in boils.
Effects:
  • Damage to target
  • -2 Resistance to target (Instant Effect)
  • Act Twice to caster

Incantation: Ictus
Description: Creates a scorch-like stinging welt on the target.
Effects:
  • Damage to target
  • -2 Power to target (Instant Effect)
  • -2 Resistance to target (Instant Effect)

Incantation: Impedimenta
Description: Stops or slows down an object that can move.
Effects:
  • Damage to target
  • -2 Velocity to target
  • Act Twice to caster

Incantation: Impervious
Description: Makes an object waterproof.
Effects:
  • No Damage
  • Use Creatively

Incantation: Inscribo
Description: Carves words or symbols into something.
Effects:
  • No Damage
  • Use Creatively

Incantation: Langlock
Description: Locks the target’s tongue to the roof of their mouth and keeps them from speaking.
Effects:
  • No Damage
  • Target cannot speak; can only cast silent spells for one round (Instant Effect)
Note: Only one successful Langlock or Obliviate or Prior Incantato or Rictusempra may be cast per duellist per duel.


Incantation: Limax
Description: Makes the target vomit slugs.
Effects:
  • Damage to target
  • -2 Ability to target
  • -1 Resistance to target
  • -2 Strength to target

Incantation: Mobiliarbus
Description: Moves a tree, if you can find one.
Effects:
  • Use Creatively (Damage may be requested as a modifier)

Incantation: Obscuro
Description: Puts an immovable blindfold on someone.
Effects:
  • No Damage
  • -2 Ability to target for two rounds
  • -2 Agility to target for two rounds

Incantation: Oculatus + Colour
Description: Changes your (or someone else’s) eye colour.
Effects:
  • No Damage
  • Use Creatively

Incantation: Point Me
Description: Makes the wand point north.
Effects:
  • No Damage
  • Use Creatively

Incantation: Protego
Description: Creates an invisible barrier that can deflect hostile spells.
Effects:
  • No Damage
  • Protects the target from the next direct or indirect spell, direct or indirect potion, or physical action, or for one round, whichever comes first (Instant Effect)

Incantation: Reducto
Description: Blasts a solid object into pieces. (Indirect; can’t be dodged)
Effects:
  • Damage
  • -2 Power to target
  • -2 Strength to target
Note: the indirect nature of this spell does not affect your total number of allowed modifiers; you may still use up to 3 modifiers for this spell.


Incantation: Relashio
Description: Gives out a jet of sparks or boiling water (if underwater).
Effects:
  • Damage to target
  • -3 Resistance to target (Instant Effect)

Incantation: Reparo
Description: Repair an object.
Effects:
  • No Damage
  • Use Creatively

Incantation: Rependo
Description: Moves an object rapidly through the air.
Effects:
  • Use Creatively (Damage may be requested as a modifier)

Incantation: Rictusempra
Description: Makes the target feel as if they were being tickled.
Effects:
  • Damage to target
  • Target can only use physical actions or Potions for one round (Instant Effect)
Note: Only one successful Langlock or Obliviate or Prior Incantato or Rictusempra may be cast per duellist per duel.


Incantation: Riddikulus
Description: Makes the target – a boggart – look funny.
Effects:
  • No Damage
  • Use Creatively

Incantation: Scourgify
Description: Cleans dirt from something.
Effects:
  • No Damage
  • Use Creatively

Incantation: Serpensortia
Description: Creates a snake.
Effects:
  • No Damage
  • Gives you an Ally
Note: For further information on allies, please see here.


Incantation: Suppiantara
Description: Trips somebody up.
Effects:
  • Damage to target
  • -2 Agility to target
  • -2 Velocity to target

Incantation: Tarantellegra
Description: Makes the target’s legs dance uncontrollably.
Effects:
  • Damage to target
  • -2 Agility to target
  • -2 Strength to target

Incantation: Tergeo
Description: Removes dust or grease from something.
Effects:
  • No Damage
  • Use Creatively

Incantation: Waddiwasi
Description: Directs an object to some close location.
Effects:
  • Use Creatively (Damage may be requested as a modifier)

20
Duelling Rules / Re: Charms Duelling Rules
« on: 03/16/2019 at 23:53 »
Preset Charms: Simple
Subtract 0 from your Ability when rolling the action.

Incantation: Shoot sparks from your wand.
Description: No incantation; does not count a silent casting.
Effects:
  • Half Damage to target
  • -1 Resistance to target

Incantation: Write glowing letters in the air with your wand.
Description: No incantation; does not count as silent casting.
Effects:
  • No Damage
  • Use Creatively

Incantation: Alohomora
Description: Causes locks to unlock (usually on doors).
Effects:
  • No Damage
  • Use Creatively

Incantation: Colloportus
Description: Causes locks to lock.
Effects:
  • No Damage
  • Use Creatively

Incantation: Expelliarmus
Description: Causes the target’s wand to fly out of their hand.
Effects:
  • Damage to target
  • Target is Disarmed (Instant Effect)
  • Target must use a physical action to Rearm (Instant Effect)

Incantation: Ferula
Description: Conjures a piece of wood, like a rod.
Effects:
  • No Damage
  • +3 Health to target

Incantation: Incendio
Description: Starts a fire.
Effects:
  • Damage to target
  • -1 Resistance to target (Instant Effect)
Note: When Incendio is aimed at people/people’s clothes, any fire and smoke caused by the spell  will last from the moment the spell is successfully cast until the end of the next round or until the flame is extinguished, whichever comes first. When Incendio is aimed at objects on the duelling block, any fire and smoke caused by the spell will last from the moment the spell is successfully cast until the flame is extinguished.  Extinguishing the flame requires a physical action, spell, or potion (extinguishing the flame will not cost any modifiers, but the action must involve extinguishing the flame).


Incantation: Locomotor Mortis
Description: Locks the target’s legs together.
Effects:
  • No Damage
  • -2 Agility to target
  • -2 Velocity to target
  • +2 Ability to caster

Incantation: Locomotor Wibbly
Description: Causes the target’s legs to collapse.
Effects:
  • No Damage
  • -2 Agility to target
  • -1 Strength to target

Incantation: Lumos
Description: Causes a short beam of light to appear. (Indirect; can’t be dodged)
Effects:
  • No Damage
  • -2 Ability to target
  • -2 Agility to target
  • -2 Strength to target

Incantation: Mucus Ad Nauseam
Description: Gives the target an extremely runny nose.
Effects:
  • Damage to target
  • -1 Power to target
  • -1 Resistance to target

Incantation: Nox
Description: Extinguishes a Lumos Charm.
Effects:
  • No Damage
  • Use Creatively

Incantation: Orchideous
Description: Creates a bouquet of flowers.
Effects:
  • No Damage
  • Use Creatively

Incantation: Petrificus Totalus
Description: Makes the target’s body become paralyzed.
Effects:
  • Damage to target
  • -1 Velocity to target
  • Act Twice to caster

Incantation: Wingardium Leviosa
Description: Causes an object to float.
Effects:
  • Damage to target
  • -2 Ability to target (Instant Effect)
  • Target will float in the air for two rounds or until the caster successfully casts another spell (Instant Effect)
  • Target is unable to use physical actions to recover objects from the ground (Instant Effect)
  • Additional Damage (1d6 only) occurs when target falls from the air
Note: If the caster successfully casts another spell within the same round, the target will immediately sustain fall damage. The -2 Ability will still carry over into the following round. If the caster is knocked out of the duel before the target has fallen from the air, the target will sustain fall damage immediately after the caster has been knocked out.

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