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Description[edit | edit source]

Olympia Magisteria (sometimes called "Oh Ma") is an annual five day long magical competition focusing on the four primary sources of magic; Arcane, Technical, Natural, and Bestowed.  An Olympia Magisteria can be conducted at local, regional, or a national level and the participants usually comprised of teams formed at that particular level.  The most popular form of the competition is at the regional level with participating teams usually coming from the various collegiate level educational institutions of that region.  While rare, there have been national level competitions which are the regional champions vying for the title of National Champions

The goal in each game of an Olympia Magisteria is for a team to be the first one to capture their opponent’s mascot and return it to their own starting position.  In the first four days of the competition, each participating team plays two games that day in an arena themed for the magical domain of that day.  For example on day two, Technical Day, the arena may be a maze filled with traps and populated by constructs.  Another example would be on day four, Bestowed Day, the arena may include numerous clouds that players can ride around on and must try to avoid being “tagged” by any of the winged celestial creatures flying around the arena.

On the fifth and final day the elimination format of the competition begins.  Teams are placed into a single-elimination bracket system and are seeded on it based on the total number of games that team won over the previous four days. The arena theme for each of these games is randomly determined at the start of that game.  When only two teams remain, they participate in the Championship round.  In the Championship round the two teams play in three games (each with a random, non-repeating theme).  The team that wins the most of those three games also wins the championship.

Rules[edit | edit source]

The rules for an Olympia Magisteria are as follows:

• Each of the two teams in a game must have the same number of players, not exceeding five.

• Each team must have a mascot creature to represent them.  Each mascot will have their size changed to Small for a game.

• When the game begins, the two mascots are placed at opposite ends of the arena.

• Each team tries to be the first one to steal the opposing mascot and transport it back to their end of the arena. Doing so wins the game.

• Anything that could cause damage to a participant, mascot, or spectator or that would damage the field of play in any way is prohibited. Breaking this rule results in expulsion from the game.

• Questionable use of magic can be called as a foul by the game’s referee.

• Participants who accumulate three fouls are ejected from the game. Teams may not replace participants who foul out for the rest of that day.

Gameplay[edit | edit source]

Playing a game of Olympia Magisteria is based on every participant rolling a number of skill checks.  The team that wins the game is based on which team rolled the most successes in the game.  Participants roll six skill checks over three phases of play.

  • Phase 1 - Each participant must make a DC 16 Dexterity (Acrobatics) check to dash past opposing team members and grab their mascot, and then a DC 16 Wisdom (Insight) check to anticipate the opposing team’s tactical ploys.
  • Phase 2 - Each participant must make a DC 16 Intelligence (Arcana) check to not be effected by elements of the arena’s theme, and then a DC 16 Charisma (Deception) check to fake out their opponents or lure then into a hazard.
  • Phase 3 - Each participant must make a DC 16 Wisdom (Perception) check to catch a stealthy opponent trying to sneak off with their mascot, and then a DC 16 Strength (Athletics) check to wrest their mascot away from the opponents.

After the three phases conclude, the DM will add up the total number of successes fro each player and then each team.  The DM will then describe the final moments of the game and declare who the winning team of that game was.

Using Magic and Abilities[edit | edit source]

Instead of making an ability check, a character can “Cast a spell” or “Use an Ability.”  The level of the spell or the frequency of that ability use determines the benefit:

  • 1st or 2nd Level Spell or Using a “Per Short Rest” ability – Using one of these gives another team member of the character’s choice advantage on their next ability check made during the game.
  • 3rd Level or Higher or a “Per Long Rest” ability – Using one of these gives another team member of the character’s choice an automatic success on their next ability check made during the game.

While the spell and abilities in question add narrative flavor to the situation, that is the only benefit that can arise from it besides the before mentioned effects.  While the spell slot or ability has been considered used, the actual spell or ability does not actually resolve. For example, a player can state that instead of rolling their own Athletics check that they are casting “Charm Person” at an opponent can give advantage on another player’s Athletics check by saying that their spell distracts the opponent long enough for the benefited player to grab the mascot out of the opponent’s hands. The actual charm does not resolve but the casting character should mark off the appropriate spell slot as if it had.

Known Teams[edit | edit source]

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