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WIP aka, don't look

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1WIP aka, don't look Empty WIP aka, don't look on 21/02/17, 10:54 pm

Zadi

Zadi
A-Tier
A-Tier
I said don't look! >_>

Don't you dare open this!:
I'm warning you!:
I see my defenses haven't held you back, but what about this!:
Your resolve is mighty, to say the least, but you won't get any farther!:
Come on, pretty please?:
With sugar on top?:
You MUST be getting tired by now...:
I know I am...:
k fine...:
You win:
NOT!:
What? You think I'm just gonna give up so easily?:
Well yes, I am...:
Or am I?:
At this point, you're just blasting through or reading these nifty messages, aren'tcha?:
I know I'm having a little fun doing this and procrastinating in the process:
But know what what they say...:
Curiosity killed the cat.:


~The Divine Staff~

The Djinn is a powerful being. Magicians are also powerful beings. Hence, magicians and Djinn don't work well together. Their inherent magical power causes them to bump heads when their powers coexist. However, the creator of the Djinn took the magicians into consideration and devised a special system which would theoretically allow even the most powerful of magicians to wield a Djinn; The Divine Staff! Similar to a regular metal vessel, a Divine Staff has multiple forms in order to balance the magician's power with the Djinn's power.




~The Divine Staff's Tiers~

As a magician, you are able to wield and understand various magic types. Unfortunately, you will not have access to all the power a Djinn possesses, regardless of how experienced you are with magic. Just like a regular metal vessel, you must train yourself to wield the power of a Djinn.

  • Apprentice: Being an Apprentice is the first stage a Magician King Candidate must go through in their Djinn training. An Apprentice must be at least C-tier and can only have 1 member in his/her household. As an Apprentice, you can create up to 2 abilities which revolve around your Djinn's theme/magic. These abilities cannot surpass C-Tier.

    • Household limit of 1.
    • Able to access the Sealed Staff form.


  • Warlock: Being a Warlock is the second stage a Magician King Candidate must go through in their Djinn training. A Warlock must be at least B-tier and can only have 3 members in his/her household. As a Warlock, you can create up to 4 abilities which revolve around your Djinn's theme/magic. These abilities cannot surpass B-Tier.

    • Training of 2,500 words required.
    • Household limit of 3.
    • Able to access the Unleashed Staff form and lower.


  • King: Being a King is the final stage of a Magician King Candidate's Djinn Training. A King must be at least A-tier and can have up to 5 household members. As a King, you can create up to 8 abilities which revolve around your Djinn's theme/magic. 7 of these abilities cannot surpass A-Tier while 1 of these abilities is the Extreme Magic.

    • Training of 5,000 words required.
    • Household limit of 5.
    • Able to access the True Staff form and lower.







~The Djinn's Forms~

A King Candidate may eventually have access to three different forms for their Metal Vessel. The forms are as follows;


  • Sealed Staff: First accessible by Apprentices, this stage alters the original Metal Vessel into a Divine Staff (more details in the General Rules section). This form can be wielded like any other staff yet with the added power of a Djinn.

    • Weapon or not in its previous form before alteration, the Divine Staff will lose its former physical capabilities (not magical capabilities) and be reduced to D-tier ability damage, similar to a normal staff.
    • Capable of using non-Djinn abilities while wielding this form.
    • Adds B-tier Item Durability to the Divine Staff.
    • Djinn abilities used in this form must be C-tier or lower.
    • Does not require magoi sustaining.


  • Unleashed Staff: This form is first accessible by Warlocks. This form unleashes the latent powers of the Sealed Staff into that of a legitimate Divine Staff with the added power of a Djinn.

    • This form does not alter the Divine Staff's look but adds a slight glow to the staff.
    • The glow around the Divine Staff has enchanted the staff so that it may deal B-tier ability damage.
    • Capable of using non-Djinn abilities while wielding this form. However, unable to use underlying Item abilities attached to the Divine Staff.
    • Adds A-tier Item Durability (on top of the Divine Staff's base durability).
    • Djinn abilities used in this form must be B-tier or lower.
    • Requires 10 magoi to activate and 5 magoi to sustain. Cooldown of 6 posts.
    • Access to a powerful Passive Effect. However, the passive effect is predetermined by the appropriate staff, usually the moderator behind the Djinn.


  • True Staff: The ultimate form only accessible by Kings. This form temporarily alters nearly every aspect of the Magician King Candidate. This form also comes with the Unleashed Staff form, though stronger and with added Djinn power. Not only that, but this form allows the Magician King Candidate to fly at amazing speeds. Best of all, the True Staff form bestows the capability of using the coveted Extreme Magic!

    • Capable of A-tier flight.
    • The Unleashed Staff is capable of dealing A-tier ability damage.
    • The King Candidate is physically altered to look the part of the Djinn whose powers are being fully released. Various aspects may change such as clothing, physic, and completion. A notable change across all True Stave users is the addition of a third eye (or more) on the Magician King Candidate's forehead.
    • Only capable of using non-Djinn abilities related to the Divine Staff (polearm related physical abilities) and/or the body of the Magician King Candidate.
    • Adds Ω-tier Item Durability (on top of the Divine Staff's base durability).
    • Djinn abilities used in this form must be A-tier or lower. The only exception is the Extreme Magic at Ω-tier.
    • Requires 20 magoi to activate and 10 magoi to sustain. Cooldown of 8 posts.
    • Access to a powerful Passive Effect. However, the passive effect is predetermined by the appropriate staff, usually the moderator behind the Djinn.







~Magic Absorption~

Using either the Unleashed Staff or True Staff forms, a King Candidate is able to absorb surrounding instances of their Djinn's theme/magic. Absorption works in a the following ways;


  • May only absorb when in Unleashed Staff or True Staff forms.

  • Can absorb the natural resources of a given area which pertains to the theme/magic of your Djinn. However, you cannot absorb the "idea" of the theme/magic such as absorbing "holiness" if your theme/magic is "Holy". The natural resource must be physical/tangible.

  • Can absorb an ability of the same theme/magic, nullifying said ability in the process. However, you cannot absorb your own abilities nor can you absorb after-effects generated by your abilities; fire ability causing massive wildfire.

  • Must be within 10 meters of the ability/resource in order to absorb successfully.

  • Every successful absorption restores 50 magoi to the Magician King Candidate.

  • Can only absorb twice within a single thread unless a logical amount of time has passed within the same thread; absorb twice one day, rest/sleep, absorb twice another day. However, between every absorption, you must wait 5 posts.

  • *In order to convert a Metal Vessel into a Divine Staff, you must bring it to Magnostadt and complete a plot thread with a plot mod.*





~General Rules~

There are a few more general rules to consider. These rules apply to all Djinn (with few NPC exceptions) and are as follows;


  • All things Djinn related must be registered in the Djinn Section of the Ability Forum. This includes Djinn abilities, Djinn forms, and the Divine Staff.

  • All of your Djinn's abilities must revolve around your Djinn's theme/magic. This includes the Djinn forms; Fire Djinn has fiery attire. The Divine Staff itself must be golden in color, across all forms, too. As the name implies, the Divine Staff must also be a staff, nothing else such as a wand.

  • All Djinn abilities follow the usual ability/combat guidelines.

  • All Djinn abilities cost half as much magoi to cast.

  • At this point in time, an individual character is allowed to own up to 2 Djinn. However, you are not allowed to use multiple Djinn at the same time; you may use Djinn A's abilities/forms in one post, put Djinn A's abilities/forms on cooldown, and then use Djinn B's abilities/forms.

  • If a Magician King Candidate is not touching their Divine Staff, they are unable to use their Djinn abilities/forms. If an ability/form is active before the Magician King Candidate loses touch of the Divine Staff, then the ability/form is put on cooldown.

  • Once the Divine Staff is destroyed, the Divine Staff returns to its original Metal Vessel form (be that a weapon or item or anything else), but the Djinn cannot be placed within the same object, even if the original Metal Vessel is repaired. However, the Djinn may be transferred to another metal object. The new Metal Vessel must be of deep personal value to the Magician King Candidate (10 threads having used/referenced the metal object) or can be made deeply personal through a 5,000 word training ceremony.

  • Only Magicians are able to access any of the Divine Staff Djinn forms, including the Sealed Divine Staff form. Non-Magicians must refer to the original Djinn system in order to access the powers of their Djinn.



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