One Thousand and One Nights
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Magi System

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Magi System  Empty Magi System

Post by Solomon's Lesser Key Fri Apr 04, 2014 6:33 am

General Information
 
Magi are "Magicians that shape the world". By using Magoi, they are able to control the world's Rukhs. Magi have the power to summon dungeons, and to lead people in there. Magi bestow the magical items found in Dungeons to the people he leads.
 
A Magi's job is to select a King Vessel, and lead their vessels to become king. However, the thing about this is that they are, usually, supposed to only support one King Vessel, despite the fact that there is a potential of 72 different King Candidates. However, there is not anything actually stopping magi from just supporting all 72 of them and letting them sort it out amongst themselves.
 
There is only three magi in the world at any one time – There have been rumours about a world where there was actually four, but that’s mindless conjecture.
 
Creation Rules

Unless given direct permission from all admins, magis can only be made by people who fit all four of these criteria
-          Over a month of membership
-          A full warning bar
-          Frequent presence on the site
-          An app approved by all admins

Abilities


Control over Rukh
Magi are able to, seemingly, do unlimited amounts of basic level magic. Not combat magic – Offensive and defensive uses of magic still drain on the body’s stamina, but things that are useless in battle like making a light source with light magic is able to be done without effort.
 
Control over Magoi
Magi are able to summon djinns from within their metal vessels at any time but the middle of the battle. What the reactions to said magi will be depends greatly upon the djinn itself, but more often than not it’s one of serious respect.  
 
Djinn Creation
Due to the Magi’s ability to create dungeons, it’s natural that they would be able to form djinns. However, in the world there is only a maximum of 72 djinns at the same time, and it requires direct staff consensus to let it happen.
 
Dungeon Raising
Magi are able to raise dungeons, and close the ones that they themselves have opened. However, when someone’s already inside them, they are unable to be closed. Furthermore, the impact this has on a site as a whole means that, like djinn creation, it requires staff consensus to happen.


Metal Vessel Sensing
Like a sixth sense, Magi are able to see who is and who isn’t a Metal Vessel user, which is extremely useful for scouting. However, they have to be within 100 meters.
 
Prolonged Lifespan
Unlike the usual site rule about people having to be under 50, Magi are able to ignore that rule easily. Or, at least, first generation magi can. First-generation magi, i.e. someone who’s not a replacement, are able to make characters up to 200 years old. After that, they have to be however long it’s been since the last magi died, whether that’s days, weeks or a month.

Death


Despite the fact that some magi have been known to come back several times, magi who are killed on 1KN are unable to do that. Unless a magi has been killed in unfair circumstances, and there is wide-spread clamour for your character to be allowed to come back, they are treated as a regular death and you have to make a new character, following the normal death rules.

Strikes

When a dungeon is made without consulting staff, when a djinn is made without getting permission, when a magi is randomly brought back from the dead, your actions are un-done and you lose a part of your warning bar. Try something three times, and you’re gone permanently.
Solomon's Lesser Key
Solomon's Lesser Key
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Join date : 2014-03-28

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