Wizards are competitive by nature. If you're a hubristic demi-god with the power to warp reality, but the person next to you is too, then you're going to have to find out who's best? In the Harry Potter franchise there is Quidditch and in the RPG Ars Magica (and Mage: The Ascension) there's Certamen.
Here are three suggestions for wizard sports in your Magus Hack game:
That's what they called it in Ancient Greece. These days it's the Magonas, a duel between Magi to prove who has the greatest mastery of magic.
The duel takes place in a palaestra - an inscribed circle, usually 6-12 feet wide but some sites boast grand palaestras the size of ice rinks. Creating a quick palaestra with chalk markings is a Divination effect (duration 1 Minute, range Close, 4 charges). Within the palaestra, the magic used by the combatants manifests as coloured lights, illusory weapons and ghostly gladiators.
Each combatant chooses a School of magic for Attack and Defence - although sometimes the Schools are chosen by the umpire (or Agonarch) although they must be ones known to both combatants. Each Moment, both combatants roll their Attack Casting Die and Defence Casting Die, exhausting where appropriate.
A combatant who can no longer attack can continue to defend, but it is considered good form to cede the game. A combatant who can no longer defend is the outright loser.
Once a contestant loses, the paleastra powers down: the winner refreshes all the Casting Dice used, but the loser Casting Dice remain in their exhausted state.
The game gets craftier if contestants make a Stat Test at the start of each exchange, based on either their opponent's attacking School or defending School. If the Test is successful, the contestant only exhausts their Defending Die on a 1 against the attack they saw coming or else your opponent exhausts their Defending Die on a 1-3 against your well-judged attack. A PC with the Virtue Wizard Sports applied to Magonas can choose at the start of the contest to roll with Advantage either on Tests against the attack or against the defence.
Example: Celeste and Zin compete and the Agonarch overseeing the match decrees that attacks will be with Summoning (Celeste d6, Zin d4) and defence with Evocation (both contestants d4). Celeste tries to foresee Zin's attack, testing WIS and succeeding. Both contestants roll their Summoning UD, exhausting on a 1-2: Celeste rolls a 1 so her UD becomes a d4. Then they roll their Evocation UD, but because Celeste saw the attack coming, she only exhausts on a 1: both contestants roll a 2, so Zin is defeated because his Defence Die was destroyed. Celeste refreshes her Summoning UD.
If a PC competes against a NPC, the PC makes a Stat Test of their own and must also make a Stat Test to see if they are vulnerable to their opponent's stratagems. Remember, Stat Tests against a higher-level opponent are at a penalty equal to the difference between you.
This is a team sport, derived from the Mesoamerican ball game enjoyed by the sorcerers of the Olmecs, the Maya and the Aztecs. Of course, instead of a rubber ball, Magi play it with a floating ball of mystical energy known as the Tzom. There are enchanted courts where the Tzom can be summoned at the start of a game, but Magi can create a temporary court with a Summoning effect (duration 1 Hour, Area Nearby, 7 charges); it's good etiquette for the team captains to combine efforts to set up the court.
Two teams of Magi compete: teams of 3 make for a short, brutal game; teams of 5 or 7 make for longer, more tactical games.
The game is played like volleyball, except that the Tzom can also be passed through hoops at either end (like basketball). The Tzom confers levitation for 1d6 Moments on a player who handles it and a common strategy is for a team to pass the Tzom around until they are all levitating then deliver a smash from on high.
Handling the Tzom requires a Casting Die roll; catching the Tzom requires a Stat Test based on the School the previous player used to handle it. If you fail to catch the Tzom, the opposing team scores a point. Scoring a point fully refreshes the Casting Die of the scoring player and refreshes one Casting Die of each team-mate by one step.
If you aim the ball at the opposition, one of them randomly must Test against the Stat of your School; they do so at Disadvantage if they are on the ground and you are airborne. Your team scores a point if they fail and the scorer fully refreshes their Casting Die while her team mates refresh one step of a Casting Die.
Aiming for the hoop requires everyone on the opposing team to Test the Stat. This is at one Disdavantage for each difference in levitating players (so if the attackers have three airborne players and the defenders only one, there will be two Disadvantages). If every defender fails, the Tzom goes in the hoop. Scoring a hoop is worth three points, the scorer fully refreshes all Casting Dice and her team mates refresh all dice by one step.
A PC with the Virtue Wizard Sports applied to Pokolpok can roll with Advantage on Tests to catch the Tzom.
Example: Celeste handles the Tzom using Summoning: she rolls her UD and floats for 1d6 (she rolls 4) Moments; she passes to Zin. Zin must test WIS to catch the Tzom because Celeste used Summoning. He succeeds. Zin handles the Tzom using Divination and floats for 2 Moments. He aims for the Hoop. Everyone on the opposing team must test INT at double Disadvantage because Zin and Celeste are both floating but no one on the other team is airborne. Everyone fails. Zin scores three points and fully refreshes all his Casting Dice, while Celeste refreshes all her Casting Dice by one step.