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# System prepended metadata

title: Spelljammer - Trials of Rumaheim

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# Spelljammer - Trials of Rumaheim
These are the rules for the various event within the competition of the trials.

## Archery Contest

The archery contest consists of a number of turns determined by rolling *1d4+Ranged Attack Bonus* with whichever weapon the contestants are using. This number represents the amount of shots the archer makes during the contest.

There are typically two competitions, one uses the shortbows and the second one uses the longbow.
For both of these, there are two targets, one within the weapons’ normal range, and one within the weapons’ long range.

### Normal Range
| Ring (Points)       | AC    |
| ------------------- | ----- |
| Miss (0 pts)        | 1-4     |
| Outer Ring (1 pts)  | 5-10   |
| Middle Ring (2 pts) | 11-15  |
| Inner Ring (3 pts)  | 16-19 |
| Bullseye (4 pts)    | 20+   |
### Long Range
| Ring (Points)       | AC    |
| ------------------- | ----- |
| Miss (0 pts)        | 1-4     |
| Outer Ring (2 pts)  | 5-10   |
| Middle Ring (3 pts) | 11-15  |
| Inner Ring (5 pts)  | 16-19 |
| Bullseye (6 pts)    | 20+   |

### Playing the Archery Contest

Archery Contests happen within *initiative*, each archer taking their turns as normal.

They have an amount of turns equal to *1d4+Ranged Attack Bonus* to shoot at the targets, this is rolled at the same time as *initiative*.

In each of their turns, archers may take the *Attack action* against a target of their choice, *Normal Range* or *Long range*, applying *disadvantage* as normal.

Archers in their turn can choose to *exchange a turn* of shooting to gain *advantage* on *attack rolls* for that turn.

When the archers use up all of their turns, the competition ends.

There are a few ways to commit a foul in an Archery Duel:
- Attacking fellow archers or the crowd.
- Being the recipient of a spell casted by someone else before or during the match.
- Drinking a potion before or during the match starts.
- Using magical weapons and items during a match.
Committing any of these infractions causes the archer to forfeit the match.

### Prizes
- 1st place: Bracers of Archery
- 2nd place: Eyes of the Eagle
- 3rd place: A green arrowhead worth 500 gp (Jade)

## Joust

A joust is a noble sport and should be treated as such. Before the joust, each *jockey* must pick *armor* and a *horse*.
When picking armor, the jockey must pick between *Jousting Plate (Heavy armor, AC 18)* and *Jousting Mail (Medium armor, AC 16)*, in both cases they also get a *shield*.
Using these sets of armor *outside of a joust* act as using *armor* that you *aren’t proficient in*.

After this, each *jockey* chooses a *horse*. They are presented with a wide array of horses. Participants can make an *animal handling* or *investigation* *skill check* to choose a *horse*.

After this, the participants are ready to joust.

### Running the Joust

Jousts occur in *passes*, there is no maximum amount of *passes*, these occur until one of the participants are *unhorsed*, either by dropping to *0 hit points* or *falling off their horse*.

A *pass* of the joust typically looks like this:
- The *jockeys* meet on opposite sides of the track and *pick a maneuver*.
- The *jockeys* charge and *collide*, they make *attack rolls* against each other, dealing *damage as normal*. Lances are *destroyed on impact*.
- They both make a *Brace Check (DC 13 Animal Handling check using strength)*
- The *jockeys* go around the track and *complete a pass*, they are handed out *new lances*.
*Failing* the Brace Check causes the jockey to *fall off their horse*.

### Maneuvers
- **Aggressive**: *+5* to attack, *-5* to AC. 
- **Defensive**: *-5* to attack, *+5* to AC.
- **Braced**: *-5* to attack, *+5* to *Animal Handling*.
- **High in Saddle**: *+5* to attack, -5 to *Animal Handling*.
- **Eyes Fixed**: *+5* to attack, *+5* damage
	- If you are hit, roll a *d20*. 
		- *On a 1*, you lose your *left eye* if you have it. 
		- *On a 2*, you lose your *right eye* if you have it. 
		- *On a 3-4*, you make your *Brace Check* at *disadvantage*. 
		- *On a 5-10* the *attack* is considered as a *crit*.

### Prizes
- 1st place: Noble title and a House in New Rumaheim
- 2nd place: Title of Knighthood in New Rumaheim
- 3rd place: A platinum medal worth 500 gp

## Mage Duel

The Mage Duel is a point-based system where the winner is determined by the one who gets to three points first. Mages gain points by hitting eachother with a spell, one spell per round.

Organized duels normally take place inside a circular arena where abjuration magic is placed in order to contain the spells so that the audience is not injured by a stray fireball and outside spells are cleared to ensure a fair fight.

In ancient times, some duels could end in death, nowadays, a magic item is given to each Mage that prevents this and adds some moves to their repertoire.

### Charm of the Dueling Mage
*Wondrous Item, uncommon*
While this charm is active, whenever you drop to *0 hit points* as a result of *being in a duel*, you immediately stabilize and *gain 1 hit point*.

Additionally, a *spellcaster* can choose to use its *reaction* to counter any spell for the duration of the duel.

In order to do this, the spellcaster must choose a leveled spell they have spell slots for and have prepared and channel it into the charm. The spellcaster using this reaction must spend a spell slot of adequate level and make a *spellcasting ability check* against the *spellcasting DC* of the spellcaster being countered. *On a hit*, the spell *fizzles out*.*On a critical hit*, the *spell* instead *backfires* and *targets* instead the* original spellcaster*.
This roll can be affected by the following conditions:
- If the channeled spell is of the *same school* this attack is made *normally*. 
- If the channeled spell is of a *different school* the roll is made at *disadvantage*.
- If the channeled spell is the *same spell* being casted the roll is made at *advantage*.
- If the channeled spell is *two or more levels above the spell* being countered the roll *automatically succeeds*
The charm only *activates* *when another charm is touched to it*, once that is done, *both mages are teleported 30 ft apart*.
The charm only *deactivates* again once *both mages* touch their *charms* with each other.

A point is gained by successfully using a spell on another mage, this is known as a ‘hit’. Each hit can gain different amounts of points, according to the following table:

| Hit             | Point                                      |
| --------------- | ------------------------------------------ |
| Cantrip         | Takes a point away from the mage being hit |
| Leveled Spell   | Equal to the spell's level                 |
| Reflected Spell | Twice the spell's level                    |

### Playing a Mage Duel
Mage Duels happen within initiative, spellcasters participating take their turns as normal and use their spells against their opponent.

Typically, 5 points are needed to win a duel. If a duel goes long enough so both mages run out of spell slots then the first one to return to 0 points loses. The mages in the duel must signal to the referee when they only have one spell slot left.

A mage can also lose when they lose all of their hit points.

A mage can also lose if they are disabled for more than 1 minute. Such as with a spell that causes them to laugh uncontrollably for 1 minute.

There are a few ways to commit a foul in Mage Duel:
- Casting a spell on your opponent before the charms touch.
- Casting a spell on your opponent after the duel ends.
- Casting a spell on yourself before the charms touch.
- Being the recipient of a spell casted by someone else before the charms touch.
- Casting a spell on a mage that is disabled by a spell.
Committing any of these infractions causes the mage to forfeit the match.

### Prizes
- 1st place: +1 Spellcasting Magic item (Matching winner's class)
- 2nd place: Pearl of Power
- 3rd place: A blue gemstone worth 500 gp (Blue Spinel)

## Might Duel

A Might Duel is a *struggle between two warriors* in an *organized manner*, less so than the brutality of the battlefield.

The Might Duel has* one win condition*, *causing your opponent to drop to 0 hit points*.

*The arena is* typically *a square measuring 30 ft* on each side, *contestants stand in opposite corners* when the fight starts.

Organized duels normally take place in an environment where *all weapons are non-magical and blunted* so *people don’t die* and *duelists are checked for potions, magic items and magic effects*; *spells may be casted* in a duel but it is *heavily frowned upon*.

With *blunted weapons* duelists *take damage as normal but* causing your opponent to *drop to 0 hit points makes them go unconscious*.

### Extra Actions and Momentum
While in a duel, you can do things you cannot normally do in the battlefield, as a *bonus action*, you can attempt to *shove, grapple or attempt to break a grapple*.

Whenever you hit your target, you gain **momentum**. **Momentum** is a currency you can spend to gain advantage on certain actions or do certain actions as a bonus action. You gain *2* **momentum** *on a hit* and *3* **momentum** *on a critical hit*.

*Missing* with an attack causes you to lose *1* **momentum**, *critically missing* with an attack causes you to lose *2* **momentum**.
The following table shows what you can spend **momentum** on:

| Effect                         | Cost |
| ------------------------------ | ---- |
| *Advantage* on *Grapple* checks    | 1    |
| *Advantage* on *Shove* checks      | 1    |
| *Advantage* on *breaking grapples* | 1    |
| *Disengage* as a *bonus action*    | 2    |
| *Dodge* as a *bonus action*        | 3    |
| *Attack* as a *bonus action*       | 5    |

You can only have a maximum amount of **momentum** equal to *6*.

### Running a Might Duel
Might Duels happen within initiative, combatants taking their turns as normal. Acting before your opponent in initiative automatically grants 1 momentum.

In order to win, one of the combatants must cause the other one to drop to 0 hit points or force them to step out of the arena. 

There are a few ways to commit a foul in Might Duel:
- Attacking an opponent while they are unconscious
- Being the recipient of a spell casted by someone else before or during the match.
- Drinking a potion before or during the match.
- Using magical weapons and items during a match.
Committing any of these infractions causes the combatant to forfeit the match.

### Prizes
- 1st Place: Javelin of Lightning
- 2nd Place: Sentinel Shield
- 3rd Place: A purple and green gemstone worth 500gp (Alexandrite)