Quidditch:<br/><br/>Bludgers randomly target one player each, and their targets are announced.<br/>Characters targeted by a bludger will be attacked at the beginning of their turn.<br/><br/>Dodging a bludger requires a Reflexes/Dodge roll of 6.  Beaters may deflect with a Athletics/Bludgeoning roll of 6 or target someone else with a roll of 9.  For every 5 points the beater exceeds the DC by, the DC of the targeted player (or the beater intercepting) increases by 3.  So if a beater rolls an 14, then whoever he hit the bludger to will need to roll a 9 or higher on reflex/dodge.<br/><br/>If a bludger hits you, you automatically fail whatever roll you were going to attempt and must make an agi+balance roll to stay on your broom (DC 9).  If you fail you fall.  If you fail to dodge by more than 5 then the DC increases by 3 for each increment of 5.  Dodging a bludger by less than 5 still grants a -1D penalty on your next roll.  Getting hit with a bludger causes three damage.<br/><br/>Beaters going before the targeted character may attempt to intercept at a -3 penalty.<br/>Chaser with the highest initiative begins with the Quaffle.<br/>A Chaser must spend two rounds moving toward the scoring area. At the end of the second round, the Chaser may attempt to score by rolling Agility/Thrown vs the keeper's agi+ath roll/2 (round down).  Whether or not the attempt succeeds, the quaffle ends up in the hands of a randomly determined Chaser on the opposite team.<br/><br/>Seekers begin looking for the Snitch immediately.  The DC begins at 24 and goes down by 3 every time a goal is scored.  Once the seeker "sees" the snitch, he may begin chasing it.  Agi+fly determines racing speed.  The Snitch has an Agi of 4 at Hogwarts.  The first player to outrace the snitch three times gets a chance to catch it by succeeding on an agi+acr roll DC 12.  If the roll fails the seeker must "start over" with the awareness roll no longer necessary.  Once a seeker spends one round chasing the Snitch, the opposing seeker gets a +3 to his roll to see it.<br/><br/><br/>Wizard duels (fights)<br/>Both wizards roll initiative (Reflexes+Quickness)<br/>The one that goes first attacks using Marksmanship-3 or Fighting vs CD (Athletics + Agility) to hit.  For every 5 that the attack roll succeeds by, the wizard receives a +3 on his affects roll (below)<br/>Roll Magic/(specialty) vs passive Endurance/Fortitude or Will/Discipline (depending on the spell).  Once three total successes are scored the duel is over (Note that three successes can be scored in one hit by beating the opponent's passive resistance by 10).<br/><br/>Casting a spell<br/>Every spell has a base DC (see list above) between 3 and 15.  Some spells can be more difficult based on circumstances.  Casting "Accio broom", for example, on a broom 5 feet away would be a DC 9.  When Harry cast "Accio Broom" on a broom not even within eyesight, the difficulty would likely have been a 12