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Posted: Wed Aug 05, 2009 8:25 am
This thread contains everything you ever wanted to know about things you need to know to role play in this guild.
Table of Contents: 1. Abilities 2. Classes 3. Quidditch
Information obtained from http://harrypotter.wikia.com
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Posted: Wed Aug 05, 2009 10:46 am
ABILITIES
This is some information on the different abilities available in the guild. If you don't know what something is, please read its description before deciding to try out for it.
Animagi An Animagus (pl. Animagi) is a witch or wizard who can morph him or herself into a specific animal at will. It is a learned, rather than hereditary, skill, unlike those of a Metamorphmagus. All known animagi in the series take the same form as their Patronus. It is unknown whether all do.
Only very powerful and skilled wizards are able to become Animagi. The process of becoming an Animagus is long and arduous, and has the potential to backfire and cause the transformation to go horribly wrong. Once the initial training is over, an Animagus can change at will at any time, with or without a wand.
Animagi can only take on the form of one specific animal. This animal form is not chosen by the wizard, but determined by their personality and inner traits. Thus, one's animagus form is a reflection of one's inner nature. It is unknown whether Animagi can take the form of a more "magical" creature.
Each Animagus bears an identifying mark on their animal form that is caused by something on their human body. This may be a physical trait like dental structure, or an aquired trait such as glasses. If an Animagus undergoes a major physical change, such as the loss of a limb, their animal form will also reflect that. Also, an animagus in animal form will retain the lifespan of an ordinary human being.
In addition, an Animagus will appear to lose their clothing upon morphing. The clothing will reappear upon reestablishing the human form. What physically happens to the clothing is unknown. A strong possibility, however, is that the clothing is enchanted beforehand, and will morph/disappear with the person as they do so. Another explanation is for the Animagus to concentrate upon their clothing, which may or may not have inverse effects upon morphing back to their human form.
The difference between mere Transfiguration and the Animagus Transformation ability is that an Animagus can change into an animal whenever they want, without a wand or an incantation. Being an Animagus is an ability, and Transfiguring requires a spell. An Animagus still thinks as a human does when they are in their animal form. However, an Animagus's feelings are not as complex when they are in their animal form.
An Animagus also has the ability to to communicate with normal animals. There seems to be a clear understanding of want and need in this communication ability, but the full extent and quality of it is unknown. The precise form of communication is yet unknown, though it is probably not telepathy.
It is also important to note that a werewolf is fundamentally different from an Animagus. Lycanthropy is caused by a blood infection transmitted through the bite of a werewolf, whereas the Animagus skill is learned. The werewolves cannot keep their minds after a transformation (unless they take the Wolfsbane Potion), nor can they control when they wanted to transform, while Animagi can do both. However, as werewolves only harm humans, Animagi, while in their animal forms, are safe to be in the company of werewolves.
Arithmancer Arithmancy is a Hogwarts subject. It comes from the Greek arithmo, meaning "number" and mancy, meaning "prophecy." The classroom is on the seventh floor. It involves complicated number charts, but nothing else is known about the subject.
It is apparently a more accurate (or at least more accepted) way of predicting the future, similar to an obscure but existing hobby of numerology - the belief that number patterns existing in real life can be calculated to give information regarding the future. This would make it a more sensible version of Divination in that it does the same thing through more appropriate or exacting means. The accuracy of this information is unknown, however.
In the Agrippan Method, the letters A-Z are assigned numerical values 1-9 as follows: Based on these values, the value for a person's name is calculated. If the result is greater than 9, the values of the digits in the number are added up until it is reduced to a single-digit number. This is a system used to predict the strengths and weaknesses in a person, by using the heart number, the life number, and the personality number. The heart number is determined by adding together only the vowels in a person's name. The social number is calculatd by using only consonants. The character number is determined when both vowels and consonants are used. A similar approach is to use the numbers from a person's birthday to derive their character number. Each of these numbers is considered to have a suitable predictive meaning. Heinrich Cornelius Agrippa first applied the concept to the current Latin alphabet in the 16th century and it has been widely used. It is often called “Pythagorean,” but is not connected to Pythagoras.
Arithmancers are very skilled with this subject and often are the ones to become the subject's teachers.
Legilimens Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Laymen sometimes refer to Legilimency as "mind-reading", but practitioners disdain this term as naive. The opposite of Legilimency is Occlumency, which may be used to shield one's mind from the invasion and influence of a Legilimens.
The most advanced Legilimens can perform Legilimency nonverbally, but less talented practitioners must use the incantation Legilimens to enter their victim's mind. If a target is not skilled in Occlumency, a Legilimens will be able to detect if the person is lying, as well as delve into their thoughts, emotions, and memories. Highly skilled Legilimens can also influence a mind that they invade. It is easier to perform Legilimency when the target and practitioners' eyes meet.
Like Occlumency, Legilimency is not taught at Hogwarts School of Witchcraft and Wizardry. Considering that it invades people's privacy, Legilimency may be a legally restricted magical practice, just as the use of Veritaserum is strictly regulated by the Ministry of Magic.
Metamorphmagi A Metamorphmagus (pl. Metamorphmagi) is a witch or wizard with the ability to change his or her physical appearance at will, rather than requiring a Potion or a spell like the rest of the wizarding population. They are extremely rare.
Unlike Animagi, Metamorphmagi can take a wide variety of forms, changing gender, race, and age, potentially looking like anyone at all, or even just changing a part of their appearances, such as the shape of their noses. Animagi also transform at will, but only into one animal form which is determined by their inner traits.
Also, a Metamorphmagus is born, not made; it is not a skill that can be learned. There also seems to be a degree of heritability and the ability presents very early in life.
It is unknown whether Metamorphmagi receive any training in developing their innate skill, or if they simply learn through trial and error themselves; however, given their rarity, it is somewhat unlikely that much training is available. It is likely that Metamorphmagi must register with the Ministry of Magic, which keeps track of Animagi.
Like many other types of magic, a Metamorphmagus' abilities are affected by his or her emotional state. The person's appearance at any moment will often reflect the emotion the person is feeling at the time. Strong emotions, such as shock or depression, can affect their abilities to the point of having trouble using them at all. Metamorphic abilities can be very helpful when it comes to disguises.
Occlumens Occlumency is the act of magically closing one's mind against Legilimency. It can prevent a Legilimens from accessing one's thoughts and feelings, or influencing them.
The most basic form of Occlumency involves clearing one's mind — making it "blank and empty" — in order to prevent a Legilimens from perceiving one's emotions and thoughts. More advanced Occlumency involves suppressing only the thoughts, emotions, and memories that would contradict whatever it is an Occlumens wishes a Legilimens to believe; hence, it is not obvious that Occlumency is being used even if the person is lying. It requires a great deal of will power, as with resisting the Imperius Curse, as well as a high degree of mental and emotional discipline. It is also one method of resisting the influence of Veritaserum.
Occlumency is not taught at Hogwarts School of Witchcraft and Wizardry and appears to be a rare and difficult skill.
Parselmouth Parseltongue is the language of serpents (as well as other magical creatures, like the Runespoor) and those who can converse with them. An individual who can speak Parseltongue is known as a Parselmouth. It is a very uncommon skill, and may be hereditary. Nearly all known Parselmouths are descended from Salazar Slytherin. The ability to speak Parseltongue is considered an attribute of a Dark Wizard.
Seer A Seer is a gifted wizard or witch who has the ability to see into the future with their Inner Eye. Seers predict prophecies, which are then recorded and stored in the Hall of Prophecy in the Ministry of Magic's Department of Mysteries. True Seers are extremely rare.
Vampire A Vampire is a magical being that is known for biting people on the neck and sucking their blood. They are usually pale and gaunt, with sharp teeth for puncturing the neck. They have an aversion to garlic, and can be kept at bay by its presence.
Vampires are classed as Beings by the Ministry of Magic, a fact that led both the Centaurs and Merpeople to decline the same status since they did not wish to be associated with them.[3] They are not considered to be Wizards, and the treatment of Vampires is laid down in the Ministry's Guidelines for the Treatment of Non-Wizard Part-Humans.
Although Vampires are studied in Defence Against the Dark Arts at Hogwarts School of Witchcraft and Wizardry, they obviously have rights and are not considered a true threat to the Wizarding community. However, this view does not appear to be universally held.
Veela Veela are a race of semi-human, semi-magical creatures reminiscent of the Sirens of Greek mythology. They appear to be young, beautiful human women, and their appearance and especially their dance are magically seductive to almost all males. When Veela are angry, however, they transform into something more like Harpies — their faces turn into cruel-beaked bird heads and long scaly wings burst from their shoulders, and they can launch balls of fire from their hand.
They have been known to take jobs as cheerleaders for leading Quidditch teams, including the Bulgarian team during the Quidditch World Cup. Other hints also point to Veela being of Eastern European origin, although the Delacour sisters, who are from France, are proof that they can be found all over Europe.
Veela have been known to marry human men, although it is unknown whether any have married muggles. Children of these unions are half-Veela, and they will inherit magical ability from their fathers and beauty and charm from their mothers. Veela traits seem to persist for at least a few generations.
Werewolves A Werewolf is a human who, upon the rising of the full moon, turns into a fearsome near-wolf. Werewolves can be distinguished from regular wolves by several small distinguishing characteristics, such as the pupils of the eyes, snout shape, and tufted tail. At all other times, they appear as normal humans, though will often seem to be ill as the full moon approaches. This condition is caused by infection with lycanthropy, usually occurring when a human is bitten by a transformed werewolf. There is no known cure but the effects can be lessened with a certain potion.
Lycanthropy is a magical illness known to be spread by saliva-blood contact; thus, a human bitten by a werewolf in wolf form will become a werewolf him or herself. However, if a human is bitten by a werewolf in human form, the victim will only acquire some lupine tendencies. It seems that werewolves, when in their animal state, may have an affinity with killing the ones closest to them in their normal human form.
On every full moon, a werewolf will go through an incredibly painful transformation from a human into a wolf-like creature. They lose the ability to think in a human way, becoming highly aggressive towards humans, even those they are close to. Though werewolves usually only infect their victims through biting, they sometimes take it too far and kill their victims. Without any humans nearby to attack, or other animals to occupy it, the werewolf will attack itself out of frustration. Unfortunately, there is no cure for lycanthropy. However, some of the worst effects can be mitigated by consuming Wolfsbane Potion, which allows a werewolf to retain his or her human mind while transformed, thus freeing them from the worry of harming other humans or themselves. Also, frequent users of this potion seem to refrain from transforming until they are in direct contact with the moonlight.
Werewolves are generally regarded with fear and disgust by wizarding society. It is not uncommon for persons known to be werewolves to be shunned by society and discriminated against within the wizarding world. It is very difficult for a werewolf to get a job in the wizarding community, especially after the passing of restrictive anti-werewolf legislation by the prejudiced Dolores Umbridge in the 1990s. As a result, many werewolves suffer poverty. Most parents would not want their children being around a werewolf.
The Ministry of Magic attempts to regulate werewolves. By 1637, there was a Werewolf Code of Conduct, and according to Newt Scamander, werewolves have been shunted between the Beast and Being divisions of the Department for the Regulation and Control of Magical Creatures for years. At one point, the Werewolf Registry and Werewolf Capture Unit were both in the Beast Division, while at the same time the office for Werewolf Support Services was in the Being Division.
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Posted: Wed Aug 05, 2009 12:36 pm
CORE CLASSES
Defence Against the Dark Arts Defence Against the Dark Arts, also known as D.A.D.A., is a class taught at Hogwarts School of Witchcraft and Wizardry that focuses on defensive techniques to block spells, charms, curses, hexes and jinxes cast by other wizards and witches, counteract the Dark Arts, and to protect from dark magical beasts and creatures such as the Boggart. Defence Against the Dark Arts is taught to Hogwarts students from the first year to the fifth, with the option of N.E.W.T. classes in the sixth and seventh years for students who qualify.
Charms Charms is a subject taught at Hogwarts School of Witchcraft and Wizardry. It teaches general spells and wandwork, including such spells as Wingardium Leviosa, Accio and Aguamenti. Spells taught in this class are typically referred to as "charms," though this term can describe a myriad of spells. Though mastering the science of charmwork is clearly essential to performing the greater part of magic, charmwork is seen as a "softer option" by some.
Charms is a required subject for all students in their first five years at Hogwarts. The spells learned in Charms class are taken from textbooks. Students are taught specific wand movements and proper pronunciation. Often students partner up in class to experiment on one another.
Transfiguration Transfiguration is a subject taught at Hogwarts School of Witchcraft and Wizardry. It teaches the art of changing of the form and appearance of an object. This type of magic is commonly referred to as "transfiguration." There are limits to transfiguration, which are governed by Gamp's Law of Elemental Transfiguration. There are also many branches of Transfiguration, including Self-Transfiguration and Cross-Species Transfiguration. Transfiguration is a required subject for all First Year students, with the option of a N.E.W.T. course in the sixth and seventh years.
Like Charmwork, Transfiguration is achieved through concentration, precise wand movements, and the proper pronunciation of an incantation. However it is generally more difficult than Charms and it requires great effort. Students practice actual transfigurations during Transfiguration classes. Accidents sometimes result in partial transfigurations.
Potions Potions is a class taught at Hogwarts School of Witchcraft and Wizardry. In this class, students learn how to brew potions, following specific recipes and using various magical ingredients to create their potions, starting with simple ones and moving to more advanced ones as they progress in knowledge. A standard potions kit includes plant ingredients such as Belladonna and supplies such as glass phials. Potions lessons take place in the Hogwarts dungeons.
Potions is a required subject for first year students. Potion recipes can be found in many books, including the books the students at Hogwarts use in their classes, but the professors teach the intricacies of timing, aging, stirring techniques, and bottling that would be much more difficult to learn without the mentoring of the experienced masters.
Herbology Herbology is the study of Magical and Mundane plants and fungi. In Herbology, students learn to care for and utilize plants, and learn about their magical properties, and what they are used for. Many plants provide ingredients for Potions and medicine, while others have magical effects of their own right. These classes are held in the grounds of Hogwarts, in the greenhouses.
Herbology is a mandatory class at Hogwarts for the first five years of a students education. Herbology lessons in a student's first year at Hogwarts consist mainly of lectures relating to plants and their uses. It is not until their second year, when they move to greenhouse three, that the students receive a more hands on experience. During their second year students study and care for Mandrakes and Abyssinian Shrivelfigs. During a student's third year of Herbology their lessons included Puffapods and how to harvest them. In a student's fourth year at Hogwarts their Herbology lessons include learning of the properties of Bubotuber pus and how to safely collect it. Ordinary Wizarding Level examinations are taken at the end of a students fifth year, as such much of the year is spent working with a variety of more dangerous plants like the Fanged Geranium, as well as revising the past four years of lessons. As part of their Herbology O.W.L students must sit a written exam, and then complete a practical exam, during which the students work with a wide selection of plants.
Students who receive a good grade in their Herbology O.W.L. will be allowed to continue Herbology during their sixth year at Hogwarts, where they will prepare for their N.E.W.T.s in their seventh year.
History of Magic History of Magic is a required class for all students attending Hogwarts. The class is a study of magical history. History of Magic is taught from the first year to the fifth, with the option of an N.E.W.T. course in the sixth and seventh years. The lesson plan usually consists of lectures on the 'History of Wizards and the Magical World' (in which goblin rebellions appear most memorably). This class is similar to the study of History in the Muggle World, as particular emphasis is placed upon remembering dates, names and events.
Astronomy Astronomy is a subject taught at Hogwarts School of Witchcraft and Wizardry. It is a required subject for first through fifth years; it can be dropped in the sixth year. Astronomy is taught at night in the tallest tower of the school, the Astronomy Tower.
Astronomy is also the only field of study at Hogwarts which has a direct equivalent in the Muggle world. Known student activities include learning the names of stars, constellations and planets, as well as their location and movements, and describing the environments of planets and moons.
Astronomy classes take place in the Astronomy Tower, the tallest tower in Hogwarts Castle, and include sky observation sessions with telescopes (each student has to buy one of his/her own).
From the fact that it's common knowledge among Wizards that Europa is icy and Io has volcanoes, it seems that, despite the separation of Wizarding and Muggle cultures (and the Wizarding ignorance of other scientific concepts such as electricity), Muggle science is well-known to Wizard astronomers. Just how far Wizarding knowledge of modern astronomy goes, though, is unknown.
During the first year of studies at Hogwarts, students must study the night skies through their telescopes every Wednesday at midnight and learn the different names of the stars and the movements of the planets. During the fifth year of studies at Hogwarts, students must study Jupiter's moons, and write an essay containing facts such as Europa being covered by ice and Io having many volcanoes. For the Astronomy O.W.L. exam in their fifth year, each student has to "fill in a blank star chart" based on a few hours of observing the night sky.
Flying (First Year Only) Flying is a subject taught at Hogwarts. It is taught to first-years only. The subject teaches students how to fly broomsticks.
ELECTIVES (THIRD YEAR AND UP)
Study of Ancient Runes The Study of Ancient Runes is an elective course at Hogwarts, that can be taken by students third year and above. Ancient Runes is a mostly theoretical subject that studies the ancient runic scripts of magic. So far, only two words and their English translations are known, and since both words are Old Norse Runes (Futhark), it is likely that the students learned the rest.
Arithmancy Arithmancy is a Hogwarts subject. It comes from the Greek arithmo, meaning "number" and mancy, meaning "prophecy." The classroom is on the seventh floor. It involves complicated number charts, but nothing else is known about the subject.
It is apparently a more accurate (or at least more accepted) way of predicting the future, similar to an obscure but existing hobby of numerology - the belief that number patterns existing in real life can be calculated to give information regarding the future. This would make it a more sensible version of Divination in that it does the same thing through more appropriate or exacting means. The accuracy of this information is unknown, however.
In the Agrippan Method, the letters A-Z are assigned numerical values 1-9 as follows: Based on these values, the value for a person's name is calculated. If the result is greater than 9, the values of the digits in the number are added up until it is reduced to a single-digit number. This is a system used to predict the strengths and weaknesses in a person, by using the heart number, the life number, and the personality number. The heart number is determined by adding together only the vowels in a person's name. The social number is calculatd by using only consonants. The character number is determined when both vowels and consonants are used. A similar approach is to use the numbers from a person's birthday to derive their character number. Each of these numbers is considered to have a suitable predictive meaning. Heinrich Cornelius Agrippa first applied the concept to the current Latin alphabet in the 16th century and it has been widely used. It is often called “Pythagorean,” but is not connected to Pythagoras.
A lesser known method is the Chaldean method (in this context, "Chaldean" is an old-fashioned name for the Aramaic languages and their speakers). The most significant difference between the Agrippan method and the Chaldean method is that the number 9 is not used in the calculations.
Muggle Studies Muggle Studies is a class at Hogwarts School of Witchcraft and Wizardry. It is exactly what the name implies - the study of the daily lives of Muggles and how they cope with not being magical. This class aims specifically to acquaint witches and wizards who do not have direct contact with Muggles with the way they live; one known essay topic was "Why Muggles Need Electricity". It is an optional subject, taught from the third year to the seventh.
Muggle Studies is considered by some to be a soft option, but others think it is important for magical people to have an understanding of the non-magical community, especially if they work closely with Muggles, such as in the Ministry of Magic.
Care of Magical Creatures Care of Magical Creatures is an elective course at Hogwarts School of Witchcraft and Wizardry that can be taken by students third year and above. In the class, students learn about a wide range of magical creatures, from flobberworms to Fire Crabs, and even unicorns and thestrals. Students are taught about feeding, maintaining, breeding, and proper treatment of these various creatures. Care of Magical Creatures is a subject taught only to those in their Third Year or above who choose to take it.
Divination Divination is a subject taught at Hogwarts School of Witchcraft and Wizardry. It teaches methods of divining the future, or gathering insights into future events, through various rituals and tools. The magic taught in this class, as well as the ability to say prophetic things is a branch of magic referred to as "divination."
Divination is an elective subject available beginning in a student's third year. Students study a myriad of ways to scry information about the future, including tea dregs, crystal balls, visions and Astrology and horoscope charts. Other methods of divining the future include smoke patterns, dreams, tarot cards and the interpretation of prophecies, though the latter is quite rare. Guides and textbooks allow students of Divination to discern or translate what observed symbols intend to mean.
Apparition (Seventh Year Only) Apparition is an optional twelve-week class offered at Hogwarts School of Witchcraft and Wizardry for, as its name suggests, learning how to Apparate. The class begins shortly after the Christmas Holidays and is offered to students who are seventeen, or who will turn seventeen during the school year, and costs twelve Galleons. It is taught by the "Three D's of Apparition": Destination, Determination, and Deliberation. At the end of the class, those who passed the test received a licence to Apparate. Those who splinched themselves, even in a minor way, would be forced to retake the test.
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Posted: Wed Aug 05, 2009 12:45 pm
QUIDDITCH
Quidditch is a wizarding sport played on broomsticks. It is the most popular game among wizards.
The game is played by 2 teams of 7 people (3 Chasers, 2 Beaters, 1 Keeper and 1 Seeker) and involves 4 balls (a Quaffle, 2 Bludgers and a Golden Snitch).
- The Keeper guards the goal posts, - The 3 Chasers score goals with the Quaffle, - The 2 Beaters keep the Bludgers away from their team, - The Seeker catches the Golden Snitch.
The object of the game is to score more points than your opponent. Each goal is worth 10 points and catching the Snitch is worth 150 points. The game ends when the Snitch is caught or an agreement is reached between the captains of both teams.
Quidditch Pitches Quidditch pitches are typically in the shape of an oval, 500 feet long and 180 feet wide, with a small central circle of approximately 2 feet in diameter. At each end there are 3 hooped goal posts of different heights, surrounded by a scoring area. Because Quidditch is an aerial sport, Quidditch pitches usually feature spectator seating at high vantage points, whether in towers (such as at Hogwarts) or in a fully-encircling platform style (such as the British stadium that held the 1994 Quidditch World Cup).
Quidditch pitches are built in places where they will not attract Muggle attention. This began in 1398 when the wizard Zacharias Mumps emphasized the need for anti-Muggle security while playing the game: "Choose areas of deserted moorland far from Muggle habitations and make sure that you cannot be seen once you take off on your brooms. Muggle-repelling charms are useful if you are setting up a permanent pitch. It is advisable, too, to play at night." The advice of Mumps must not have always been followed as in 1362, the Wizards' Council outlawed playing Quidditch within 50 miles of a known Muggle town. This was amended in 1368, possibly due to growing popularity of the game. This amendment made the playing of the sport within 100 miles of a Muggle town illegal. The International Statute of Wizarding Secrecy of 1692 made all Ministries of Magic responsible for the consequences of magical sports in their territories. The Department of Magical Games and Sports was created for this purpose. Quidditch teams that flouted Ministry guidelines were disbanded. One such instance was the Banchory Bangers.
Game Progression The game starts with the referee releasing all 4 balls from the central circle. The Bludgers and Snitch are bewitched to fly off of their own accord, but the Quaffle is thrown into the air by the referee to signal the start of play.
Since the lengths of Quidditch games are variable (some games can go on for days if the Golden Snitch is not caught) the game is not played in periods. Teams continue using the same goal posts to score throughout the game.
Chasers score by sending the Quaffle through any of the 3 goal hoops. Each goal scored is worth 10 points. After a goal is scored, the opposing team's Keeper throws the Quaffle back into play.
The game only ends when the Golden Snitch is caught, or at the agreement of both team Captains. Catching the Golden Snitch is worth 150 points to the team whose Seeker made the catch. The winner of the game is the team with the most points, regardless of who caught the Golden Snitch. As a result, it is possible, although difficult, to win the game even though the opposing team caught the Snitch, if your team is 160 or more points ahead, as was the case of the Final Match between Ireland and Bulgaria of the 1994 Quidditch World Cup.
Rules The worldwide popularity and playing of the game of Quidditch is closely monitored and analysed by International Confederation of Wizards' Quidditch Committee
In 1750, the Department of Magical Games and Sports set down official rules for the game of Quidditch.
1. Players must not stray over the boundary lines of the pitch, although they may fly as high as desired. The Quaffle must be surrendered to the opposition if any player leaves the boundary. 2. 'Time out' may be called at any time by the Captain of a team. Time out may be extended to 2 hours if a game has already lasted for more than 12 hours. Failure to return to the pitch after this time will lead to the team being disqualified. 3. Penalties can be awarded to teams by the referee. A single Chaser may take the penalty by flying from the central circle towards the scoring area. The opposing team's Keeper may attempt to stop the shot being scored, but all other players must not interfere. 4. Contact is allowed, but a player may not seize hold of another player's broomstick or any part of their anatomy. 5. No substitution of players is allowed throughout the game, even if a player is too injured or tired to continue to play, unless there are reserve players present. 6. Players may take their wands onto the pitch, but they must not be used on or against any players, any players' broomsticks, the referee, any of the 4 balls, or the spectators. 7. A game of Quidditch will only end once the Golden Snitch has been caught, or at the mutual consent of both team Captains.
Fouls There are 700 Quidditch fouls listed in the Department of Magical Games and Sports records, but most of these fouls are explicit instances relating to the breaking of one of the major rules, and need not be listed in their entirety. There are, however, 10 common fouls, named below:
* Blagging: No player may seize any part of an opponent's broom to slow or hinder the player. * Blatching: No player may fly with the intent to collide * Blurting: No player may lock broom handles with the intent to steer an opponent off course * Bumphing: Beaters must not hit Bludgers towards spectators * Cobbing: Players must not use their elbows against opponents * Flacking: Keepers must not defend the posts from behind by punching Quaffles out of the hoops - goals must be defended from the front * Haversacking: Chasers must not still be in contact with the Quaffle as it passes through a hoop * Quaffle-pocking: Chasers must not tamper with the Quaffle in any way * Snitchnip: No player other than the Seeker may touch or catch the Golden Snitch * Stooging: No more than 1 Chaser is allowed in the scoring area at any one time
All 700 fouls were committed during the final of the 1473 Quidditch World Cup. Some of these included:
* Transfiguring of a chaser into a polecat. * Attempted decapitation of a keeper with a broadsword. * The release of 100 blood-sucking vampire bats during the game.
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