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"Welcome to the 336th Annual Mage Ball Championships!"
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"The greatest collection of athletic and magic talent ever seen outside a great mage war! But make no mistake, it's a war zone down there on the field."

"For those just joining us, the rules are simple. One large field of magically resilient grass 200 yards long, 100 wide; two teams of five players each; two floating metal hoops, one on either end of the field; and one adamantine ball a foot across - the eponymous Mage Ball."

Use whatever magic and skill you have at your disposal to get the Mage Ball into the opposing team's hoop and kept out of your own! The few limitations are as follows:

  • No killing - forcing officials to Revivify an opposing player will be a red card. Dismemberment, as well as accidental or demonstrably unintended deaths, are yellow cards. Soul trapping and/or any effect that can prevent a True Resurrection are strictly forbidden.

  • No Dispel or related spells - except against summoned creatures; Dismissal, Banishment, etc.

  • Stay within the bounds - on the field, above it or below it. Shifting to parallel planes is acceptable as long as it's short duration or you're partially still on the Material Plane.

  • No permanent/long term area affects - Hallow, Unhallow, Energy Transformation Field, etc.

  • Other permanent effects will be reset every quarter - Curses removed, ability drain/damage restored, Geas dispelled, poisons neutralized, etc.

Aside from that, the sky's the limit. Use whatever magic, pacts, deities, vestiges, inherent abilities or equipment you see fit to get the Mage Ball into the opposing team's hoop.

A note - I use a lot of D&D 3.5 terminology for familiarity's sake, but don't feel pressured to conform to those standards. Just do your thing!

Who are you, and what is your team's name?

Full props to /u/agent78787 for the inspiration!

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10 years ago