A cube shaped arena with sides of 200 feet is conjured within a designated space with its center being the midpoint between the two designated combatants. The caster may choose whether to make this a contest of Strength or Will and the effects of the spell vary depending on the decision.
At the end of the casting duration, the combatants must follow the caster in speaking an Oath: "I, [character name], being of sound mind and body, wish to participate in a Contest of (Strength/Will/Shadows/precision). I reject all outside influence and allow the purging of any enchantments to my body or mind to preserve the sanctity of this battle. By the grace of the arbiter, I will fight until I can no longer move my body or my opponent has fallen. Blessed be the victor, though they knows not the lessons in defeat. Learned be the defeated, so that they may one day be blessed with glory beyond compare."
Upon the speaking of the words, the arbiter, or caster, erects the arena and all participants are healed to their full hit points, have all lost spell slots restored, and are cleared of all enchantments (Ex. the haste effect provided by a potion of haste).
- Contest of Strength: The participants are blessed with Enhancement of a physical ability of their choosing (Ex. for a barbarian "Your veins pop, your muscles flex and grow, you slam your fist into your palm, and it's power surprises you, for the duration of the battle you gain +2 and advantage to your strength checks and saving throws.") The arena floor is sandy ground and the walls are lined with columns. In the center of the area lies a two tiered platform that serves as a break from the sand. Spells are dispelled in the contest of strength, but magic items remain usable, so long as they do not allow for the use of spells (ex. Wand of Fireballs, Horn of Fog).
- Contest of Blades: The participants are blessed with Lightstepper's Stance granting them the Riposte fighter maneuver and a +1 to AC and all saving throws. (You feel light on you feet, as if you've shed 30 pounds in an instant, time around you seems to slow just slightly, as your cognizance of the area around you increases, and threats you see are not quite as threatening.) Spells are unable to be cast while affected with this boon, but magic items retain their effects.
- Contest of Wills: The participants are blessed with Malleable Reality allowing participants to make creative use of their spells (Ex. curving a Firebolt or launching yourself at an opponent with Wall of Stone.) Any spells of second level or lower may be cast as a bonus action while in a Contest of Wills. Teleportation effects are restricted to inside the cube, and are dispelled if an attempt is made to escape. Eight columns encircle a circular platform in the center of the room, these are destructible (30 hp resistant to fire, lightning, cold and immune to piercing), but provide full cover if you should choose to take time to hide behind it. Magic items are entirely within the rules to use at your leisure. Forcing an opponent to surrender is also a condition in which victory can be achieved.
- Contest of Shadows: The Participants are blessed with Hands of the Fate Weaver Which grants the recipient advantage on Sleight of hand checks as well as a 10 foot radius of tremor sense. All ongoing spells are dispelled within this arena upon casting, but magic can be cast once inside and items retain their properties and enchantments. The arena is a maze, random (Selected from a few drawn by the DM at the beginning of each round), has fog covering the floor which imposes disadvantage on perception checks for traps strewn around dead ends located around the maze. If a player trips a trap, the opponent is given a sense of where they are, as per the locate creature spell. If a player notices a trap and disarms it, they can use its components to create a false beacon for the opponent to follow. Whomever is the first to be hit is the loser of that round. Once a round is taken by either side, the contestants are teleported to opposite sides of a newly generated maze and a new round begins. The first person to two round victories is the victor.
- Contest of Precision: The participants are blessed with Sharpened Senses which allows them to gain advantage on perception checks. Contestants are also allowed to picture a familiar beast of their choosing up to 1/3rd their level in challenge rating. Finally, contestants are also blessed with Projectile Precognition which grants them the ability to see where their arrow may land given the right power and aim, contestants gain advantage on attack rolls with bows and other ranged weapons. The arena is forested with one large tree in the middle reminiscent of a young Yggdrasi. The surrounding trees provide cover, as well as a few medium, sized barricades which can also be used for cover. A player may elect to take disadvantage on an attack to try to arc an arrow into their enemy if they are within full cover behind a barricade. Barricades break upon two hits from a magical weapon or from upwards of 40 damage in a single round of combat.
Upon one of the participants dropping unconscious, the spell is completed and both participants are healed to full and all spell slots are reverted to what they were before the contest began.
When cast at 9th level: the casting time quickens to however long it takes to say the oath, and you can trap an unwilling creature inside the cube if they fail a wisdom saving throw, so long as there is still an individual or multiple for them to fight on the inside. The size accommodates the needs of the creature to be faced. If it is large or smaller, then it takes on the normal dimensions. As many people who speak the oath are allowed to enter the Arena if they choose. If either the challenging party or the targeted creature dies inside this altered version of the spell, the Arbiter can choose whether or not to heal it.
* - (Two willing participants who have spoken the oath and been cleared of outside influence as a result)Previous Versions
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