Arcanosphere Clash

Arcanosphere Clash is a sport wherein two teams, each with their unique flying mounts and skillsets, using either a school of magic or technology and explosives, compete in a game in which teams score by channeling their spells through the Arcanosphere - which is a ball of magically stabilised essence, containing a mix of pure arcane energy and enchantments that prevent catastrophic effects - forcing it to move. Each time a player succeeds in sending the Arcanosphere through the opposite team's goal, that player's team gains a point. The team with the most points wins.

## Overview

### Rules

* No time-altering spells
* No illusion spells
* Movement-restricting spells are limited in duration and application to maintain fair play
* Always aim at the Arcanosphere whenever possible
* No attacking players unprovoked, e.g. going after someone who is nowhere near the Arcanosphere
* Violating any rules will immediately result in the player being sent off of the field and forbidden to play for the remainder of the match

#### Interaction with the Arcanosphere

##### Different schools of magic

Each school of magic interacts uniquely with the Arcanosphere. Arcane magic provides precision control, nature magic influences its trajectory subtly, while elemental magic adds force or alters its composition temporarily.

##### Physical-based teams

Physical teams utilise specialised tools or maneuvers to interact with the Arcanosphere. For example, a physical team may employ magnetic devices to attract or repel the Arcanosphere, affecting its movement, or they may use specialised equipment to influence the magical essence of the Arcanosphere without directly casting spells.

### Playfield

The playing field is 1000 yards by 1000 yards, the ground level is completely flat, save for jump-enhancing pads for ground-based teams, while the upper levels are filled with grids of arcane energy known as Arcane Nexuses that limit the energy output of the flying mounts, the mana pool and spells of players, and movement to a certain degree. Arcane Nexuses also limit what spell can be cast - or what ability can be used - at any given part of the grid, as well as forcing a cooldown on powerful spells and abilities. Another property of the Arcane Nexuses is that they cast a passive enchantment on players and mounts every second, acting as a "safety net" to absorb the impact of spells without them causing serious harm to the player or their mount.

The two goals are located at either end of the playfield, at equal distances from the midfield, hovering in mid-air.

#### Other playfield features

* Power Siphons: Randomly placed across the field, these siphons absorb excess energy. Teams can strategically control these siphons to disrupt opponents or boost their own abilities temporarily.
* Blitz Portals: Periodically, arcane portals open, allowing players to instantly teleport to different locations on the field. Teams need to adapt quickly to changing circumstances.
* Torrents: Certain areas boost resource regeneration for a short time. Teams can control these zones to enhance their abilities strategically.
* Elemental Pylons: Activation of these pylons temporarily alters the field's elemental alignment, affecting ability effectiveness for a short duration.

### Team composition

Each team is comprised of ten attackers and ten defenders. Attackers use offensive abilities, while defenders use damage reduction and nullification abilities. The attackers' objective is to get the Arcanosphere to pass through the opposite team's goal, while the defenders seek to prevent this and redirect the Arcanosphere to their respective team's attackers.

### Mascots

Each team is required to have a mascot. Guidelines are as follows:

* The mascot must be created through the team's respective magic school (physical-based teams usually have a mechanical mascot) so as to represent their prowess
* It has to represent the team's affiliation in its colours and/or what they depict
* It has to be animate

## Known teams

### Neutral

#### Steamwheedle Gadgeteers

* Mount: Rockets
* School: Physical
* Mascot: Ka$h Money (A solid gold mechanical goblin)

#### Dalaran Flames

* Mount: Flying Carpets
* School: Arcane
* Mascot: The Dalaran Flame (A purple flame elemental)
* Miscellaneous information: The Dalaran Flames is the team of the Dalaran University of Arcane Prowess

### Alliance-aligned

#### Stormwind Steelclad

* Mount: Grand Gryphons
* School: Light
* Mascot: Lumina (A gryphon effigy with glowing feathers, made up of pure Light)
* Miscellaneous information: The Stormwind Steelclad is the team of the Alonsus Faol Academy of Chivalry, Light-Based Warfare and Holy Healing

#### Darnassus Starweavers

* Mount: Hippogryphs
* School: Nature
* Mascot: Stardust (An ethereal owl)

#### Ironforge Ironwings

* Mount: Gryphons
* School: Elemental
* Mascot: Forgeheart (A ram made up of rock and magma)

#### Gnomeregan Gearheads

* Mount: Flying Machines
* School: Physical
* Mascot: Blitz (A very overengineered mechanostrider)

#### Argussian Astralsoar

* Mount: Crystal Panthers
* School: Light
* Mascot: Flare (An animate elekk effigy made of pure Light)

#### Gilneas Silverfangs

* Mount: Worgen Form
* School: Physical
* Mascot: Brassclaw (A steam-powered mechanical worgen)

### Horde-aligned

#### Orgrimmar Thunderfists

* Mount: Wyverns
* School: Elemental
* Mascot: Crackle (Thunder elemental)

#### Thunder Bluff Totemics

* Mount: Grand Wyverns
* School: Elemental
* Mascot: Ghosthoof (A kodo spirit)

#### Undercity Necroskulls

* Mount: Skeletal Gryphons
* School: Shadow
* Mascot: Umbracoil (Serpents made of pure shadow)

#### Darkspear Hexweavers

* Mount: Giant Bats
* School: Shadow
* Mascot: Hexshade (A panther effigy conjured up through voodoo magic)

#### Silvermoon Sunblades

* Mount: Dragonhawks
* School: Arcane
* Mascot: (A phoenix made up of arcane magic)

#### Bilgewater Boomblasters

* Mount: Shredders
* School: Physical
* Mascot: Kaboomski (Mechanical walking bomb)