Ishmêk
![](/fc1/images/thumb/d/d5/Ishm%C3%AAk.png/300px-Ishm%C3%AAk.png)
Originally a game from Balturan times that used to be played by spellcasters, moving large stone spheres. A more modern variant these days involves small copper orbs. Nowadays it is usually played by low level mages and those willing to take them on. It is seen as a young people’s game and it would be rather gauche for higher level spellcasters to compete.
It is played in an arena bordered by walls of force. Players usually either fly or feather fall into the arena. Those unable to do either are lowered inside, often to jeers from the crowd.
Two teams try and score points using a copper orb (usually dyed in their team color) and also try to hinder the opposing team from doing the same.
The rules below are for Banak Rules Ishmêk, other variants exist. See also the Banak Open.
Ishmêk Skill
For most of the action in the game an Ishmêk Skill roll (SR for short) is required. As this game was originally created for spellcasters most of the time the skill roll used is equal to d20 + Proficiency bonus + Spellcasting Ability modifier. This is because spellcasters normally use cantrips to manipulate the orb during the game.
There is always the option to use either Dexterity or Strength instead of a Spellcasting Ability; those without any magical talent don’t have a choice and for some actions the only option is either Dexterity or Strength.
Spellcasters have the option to use first level spells on their SR (the spell used needs have a casting time of 1 action if used for their Action or a casting time of 1 reaction if used for their Reaction), if they do, they get a +4 on their skill check. Note that any spell used in this way has no other effects and has no duration beyond the SR.
First level spells are also allowed to be used for other things such as hindering the other team. Use of spells that do lethal damage or spells higher than first level are grounds for immediate dismissal from the tournament for the offending player. However, the action used stands, and play is continued unless medical assistance is needed.
Arena
The arena consists of an area usually about 80 by 35 feet (16 by 7 squares) bordered by four twenty-foot-high walls of force.
Each team is assigned one of the shorter sides of the arena as their starting wall. A scoring vessel is placed one square away from these walls, centered between the two long sides of the arena, with the opening facing the near wall. A square with a vessel can't be entered by players. The orb can potentially end up in this square, players will need to control from a distance in that case to reacquire the orb.
Turns
The game is played over a set number of turns. During a turn all players get to act and try and score a point for their team. If a point is scored the turn ends immediately and a new turn will be started from the starting positions.
Scoring
A point is scored when a player propels their orb into the opposing team’s vessel. It is important to note here that only propelling the orb into the vessel will score points; any other means of putting the orb into the vessel will not score a point and leave the orb inaccessible till the opposing team scores a point or also loses their orb in which case players go back to their starting positions like at the start of a game.
Note that should you manage to place the opponents’ orb in your vessel, they will score a point, no matter what means you used to place the orb. However, it is a valid strategy to try and place the opponents’ orb in their own vessel to stop them from being able to score a point.
Starting Positions
At the start of the game and at the start of any turn after a point has been scored players start the turn at any location adjacent to the back wall of their side of the arena. Their orb is placed on the far side of their vessel.
Initiative
Both teams roll a d20, in case of a tie, roll again. The team with the highest score selects a player to go first, then the other team gets to pick a player to go, continuing on like this till all players have had their go.
Scatter
With certain actions there is a chance the orb will scatter. The action will indicate how many squares it will scatter; you roll for scatter any time it lands in a new square. To determine the direction of the scatter, roll a d8. On a 1 it will go in a left forward diagonal direction, on a 2 straight forward, etc.
Should a scatter roll indicate a position behind a wall the orb will instead bounce back either to the original square if it would have moved straight or to a square next to its original square if it would have moved diagonally.
When an orb scatters, any player can use a Reaction to Control the orb when it comes into their reach. If more than one player wants to Control at the same time, an opposed SR (Dex) is rolled with the winner getting to try first.
Burn
Mages have been known for attempting things beyond their capabilities and this game is no exception. Players are able to exert themselves and sometimes attain success at the risk of injury. Note that non-spellcasters can also Burn.
Players can choose to Burn and add a +2, +4, +6, or +8 modifier to an SR before rolling. When doing so they must, after completing their Action or Reaction, roll on the Injury Table, adding the same modifier.
You can Burn to move further or propel further, adding one or two squares to the distance. After moving/propelling you then roll on the Injury Table, adding four times the squares added as a bonus to the die roll; so, either 4 or 8.
Movement, Actions and Reactions
During a turn a player can move up to their normal movement allowance and use one Action and one Reaction, these can be taken at any point before, during, or after movement. A player can’t use any action more than once per turn (so you can’t Propel twice, using both your Action and Reaction) and all actions except for Dash and Intercept can be taken as either an Action or Reaction.
Spells or other sources might add Bonus Actions; you can't take more than one Bonus Action per turn and the above rules still apply.
You can React even when it isn't your turn, as long as you haven't used your Reaction yet. You can do so any time a player or orb moves, this includes a player trying to Control an orb. Your Reaction takes place after the event that triggered it; both players and orbs move at 1 square increments, your reaction comes after they have moved into a square.
Note that an orb can be in one of three states:
- Controlled; the orb is under control of a player. When moving, they can take the orb along. They can drop an orb in their square as a free action.
- Uncontrolled; the orb is not under control of any player and is either scattering or laying still.
- Propelled; the orb is moving after being propelled by a player. It will be in this state until it is either intercepted or it lands (and possibly scatters).
Dash
This can't be taken as a Reaction. When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.
Control
Any time you wish to take control of an uncontrolled orb you need to make an SR. The DC for this is 5 if the orb is in your square. You can also try and control an orb in an adjacent square and pull it towards you. The DC for this is 10.
In all cases you take a -4 penalty for each opposing player adjacent to you.
- On a success you take control of the orb or retain it if you had control already.
- If you fail by 5 or more the orb will scatter one square.
Seize
When the orb is in the control of an opponent you can make an opposed SR to try and seize it. The opposing player needs to be adjacent to you to do this. However, you can use a first level spell to seize from one square further away, this does add a -5 to your roll.
You take a -4 penalty for each opposing player adjacent to you (including a player you are trying to seize the orb from).
- If you succeed the check by 5 or more you take control of the orb and it is moved to your square.
- If you succeed by less than 5 the orb scatters one square (two squares if you tried to seize an orb from further than adjacent).
Propel
Players can propel an orb a distance away from them, usually towards a fellow player or the opposing team’s vessel. To do so, first select the target square where you want the orb to end up. Determine the distance in squares to the target square. Note that you can only propel an orb in a straight line or at a diagonal, no other angles are possible.
It is easiest to propel an orb that is in your control but it also possible to propel an uncontrolled orb or even one that is being propelled, potentially changing it's course. In all cases the orb needs to be in the player's square to be propelled.
- The DC to propel a controlled orb to the target square is equal to the distance times two; 2 squares is DC 4, 6 squares is DC 12.
- The DC to propel an uncontrolled orb to the target square is equal to the distance times three; 2 squares is DC 6, 6 squares is DC 18.
- The DC to propel a propelled orb to the target square is equal to the distance times four; 2 squares is DC 8, 6 squares is DC 24. Note that if you do not equal or beat the DC the orb will continue along its original path.
The maximum number of squares you can propel an orb is equal to your Proficiency bonus + Ability modifier.
- If you beat the DC by 5 or more the orb ends up in the target square and stays there.
- If you equal or beat the DC by less than 5 the orb lands in the target square and then scatters. It scatters for a number of squares equal to the distance propelled/3, rounded up.
- If you fail the DC by less than 5 the orb ends up in a square next to the target square, use a scatter d8 to decide where. From there it then scatters for a number of squares equal to the distance propelled/3, rounded up.
- If you fail the DC by more than 5 the orb can end up almost anywhere along the planned trajectory. First roll a die to determine how many of the squares of its distance it actually moved. Then roll a scatter d8 to decide what square it lands in. From that square it then scatters for a number of squares equal to the planned distance propelled/3, rounded up.
Wall Bounce. It is possible for the orb to hit the wall before coming to the end of its move. If so, it will bounce back at the same angle as that of entry; in the same direction if hit at 90 degrees, or at 45 degrees if at a diagonal. The bounce costs energy and takes one extra square of movement; if you had propelled for 5 squares and hit the wall after moving two squares it will have only two more squares of movement left.
Bold Boccob. It is possible to propel the orb at a parabolic trajectory so as to make it impossible for it to be intercepted anywhere but at the start and end locations. Doing so costs a lot of energy and you move the orb only one square for every two squares of distance spent. For instance; to Bold Boccob the orb to a square three squares away from you would cost six squares of distance. In addition to this you also take a penalty to your SR equal to the actual squares moved; three in this example.
Score Shot. Hitting the opening of the vessel is more difficult than just hitting a target square. Note that the opening is facing the near wall so there are only three squares from which you can propel an orb into the vessel. The DC to hit the opening is equal to 10 + the square of the distance propelled. Normally the distance is 1, making the DC 11 but very skilled players can try and bounce the orb off of the wall to try and score. Normal scatter rules apply. Note that the rules state that a team may not have three of their players in all the three scoring squares (either their own or the opponents') at the same time.
Intercept
Anyone in the path of a propelled orb or adjacent to its path can use a Reaction to attempt to intercept it. Start with the player closest to the orb as it is propelled; it starts in the square the propelling player is in. If there are multiple players equally close, an opposed SR (Dex) is rolled with the winner getting to try first.
You take a -4 penalty for each opposing player adjacent to you.
To intercept you make an SR versus a DC equal to 8 + double the distance the orb is intended to travel. So, if an orb was propelled to a target square 5 squares away the DC to intercept it would be 18, regardless of where the interceptor is.
Should the orb reach the target square as intended (so, before any possible scatter), the person in that square gets advantage to their intercept SR.
- On a success the orb is now controlled by the interceptor.
- On a failure the orb continues on its way. If the failure is by an interceptor in the target square continue to follow the propel rules.
Once an orb has landed it is no longer propelled but uncontrolled and you should use a Control Action to get a hold of it.
Push/Pull
Although considered unsportsmanlike by many spellcasters the rules do allow for players to try and push or pull their opponents away and/or over.
To try and push/pull you make an SR (Str or Dex) opposed by an SR (Str or Dex) from your target. You need to be adjacent to your opponent.
- If you equal or beat the check by less than 5 you can push or pull your opponent five feet away or towards you. If the opponent is controlling an orb, they then have to make a Control SR as a Reaction with the DC being equal to 10 + the number you beat the opposed check with. If they can’t, the orb scatters one square.
- If you beat the check by more than 5 you can decide to either push/pull them prone into their square or any unoccupied square adjacent to theirs. They then have to roll on the Injury Table. Then, if they are controlling an orb, they have to make a Control SR as a Reaction with the DC being equal to 20. If they can’t, the orb scatters one square.
- Alternatively, if you beat the check by more than 5 you can push or pull your opponent five feet away or towards you for every five points you won the check by. If the opponent was controlling an orb, they then have to make a Control SR as a Reaction with the DC being equal to 10 + the number of feet moved. If they can’t, the orb scatters one square per ten feet the opponent moved (rounding up).
- If you lose the check by less than 5 and your opponent is controlling an orb, they then have to make a Control SR without needing to use an Action or a Reaction with the DC being equal to 10 - the number you lost the opposed check with.
- If you lose the check by more than 5 your opponent may push/pull you five feet. Roll a d20; on a 19 you go prone and on a 20 you go prone and roll on the Injury Table. If your opponent is controlling an orb, they then have to make a Control SR Reaction with the DC being equal to 10 - the number you lost the opposed check with. If they can’t, the orb scatters one square.
Note that some players might opt to use spells to make it more difficult to be pushed/pulled. For instance, a mage armor spell gives the caster a +3 on all defensive Push/Pull SR rolls. Also see Fouls/Cheating below.
Spells and Abilities
There are many spells out there, and quite a few feats, skills, and class abilities. It would be impossible to describe their use in this game for all of them so that is left for the players and DM to work out.
Fouls/Cheating
Human(oid) nature means that cheating is something any game needs to deal with. Both orbs in the game are enspelled and function as scrying devices for the two umpires that try to keep the match fair. Normally they will have a Perception skill of around 6 or 7.
They will always spot a player using the same Action twice or when doing something illegal to the orb, and when they do, that player has to sit the game out till a point is scored. If the same Action is taken twice, the state of play is turned back to before when the Action was taken the second time.
The umpires will have to roll skill checks to notice other things such as fouling players, though this will be easier if the player fouled is carrying an orb.
Players might try to intentionally injure an opposing player. They can do so when push/pulling their opponent but have to decide before rolling their SR. In case they decide to, if they win the check the opponent must roll on the Injury Table with a +4 modifier. If the opponent went prone, they don’t roll twice (once for the regular push/pull action and once for the intentional injuring) but once with a +8 modifier. Win or lose the check, the umpires have a chance of detecting the intended foul.
When caught, the player will have to sit the game out till a point is scored. If the result on the Injury Table was a 16 or higher, they will have to sit out five rounds, if 18 or higher they will have to sit out the rest of the match, and if 20 or higher they are ejected from the tournament.
Bribing umpires or the opposing team before matches is left to the DM to deal with.
Injury Table
Roll 1d20 plus any modifiers and then compare the result with the table below.
Note that all injuries have a mental component that can’t be healed with magic during a match.
1-9 | No injury |
10 | Wobbly Legs: movement allowance decreased by 5 for the rest of the Turn. |
11 | Demoralized: a -2 on all rolls for the rest of the Turn. |
12 | Quite Demoralized: a -4 on all rolls for the rest of the Turn. |
13 | Jelly Legs: movement allowance decreased by 5 for 3 Turns (including this one). |
14 | Shook: a -2 on all rolls for 3 Turns (including this one). |
15 | Badly Shook: a -4 on all rolls for 3 Turns (including this one). |
16 | Concussed: for the next 3 Turns (including this one), before moving or taking an Action roll a d20; on a result below 11 you lose the movement or Action. |
17 | Noodly Legs: movement allowance decreased by 5 for the rest of the match. |
18 | Unnerved: a -2 on all rolls for the rest of the match. |
19 | Seriously Unnerved: a -4 on all rolls for the rest of the match. |
20 | Major Head Trauma: for the rest of the match, before moving or taking an Action roll a d20; on a result below 11 you lose the movement or Action. |
21+ | Roll a d20; 1-10: miss the rest of the match, 11-19: miss the rest of the tournament, 20: fatality! |