The Magus Invitational
Sundays, 8pm CST
@Fresca’s Wash ( 21.0 , 25.8 )
Originating on the island of Koshu,the Magus Invitational (known then as Maho no kyoso) was formed shortly after the Age of Blood – at a time where Clan Lords across the nation were forced into a cease fire against one another. It was this tournament which allowed blood feuds to continue in this new age of peace instilled by the Bakufu.
  Here, Clan Lords would gather and bring with them their most powerful Magisters. Champions were selected through brutal processes and entering Clans would move into a spacious arena, surrounded by their Lords and brethren. This arena, watched over by a select few would permit the use of both spell and physical attack – often resulting in numerous injuries and under the guise of a tournament, the Clan Lords would continue to aggravate their opposite. Champions climbed through the numbers, challenging all who stood against them and those who defeated their opponents were gifted the proper title: Maho no bikuta. Bragging rights for Clan Lords to hold over those they once slaughtered on the fields.Â
This tournament has made its way to the western lands of Eorzea, finding a new home in Central Thanalan under the watchful eye of Akeno Asukai, a Hingashi native and first-born daughter to the twelfth Lord of Clan Asukai. Here, Eorzean blood feuds are gifted an opportunity to grow and fester until one side rises to the station of Invitational Champion. Â
  Here, Clan Lords would gather and bring with them their most powerful Magisters. Champions were selected through brutal processes and entering Clans would move into a spacious arena, surrounded by their Lords and brethren. This arena, watched over by a select few would permit the use of both spell and physical attack – often resulting in numerous injuries and under the guise of a tournament, the Clan Lords would continue to aggravate their opposite. Champions climbed through the numbers, challenging all who stood against them and those who defeated their opponents were gifted the proper title: Maho no bikuta. Bragging rights for Clan Lords to hold over those they once slaughtered on the fields.Â
This tournament has made its way to the western lands of Eorzea, finding a new home in Central Thanalan under the watchful eye of Akeno Asukai, a Hingashi native and first-born daughter to the twelfth Lord of Clan Asukai. Here, Eorzean blood feuds are gifted an opportunity to grow and fester until one side rises to the station of Invitational Champion. Â
The Magus Invitational employs a simple set of rules to ensure the relative safety of all competitors, the Invitational staff, volunteers and those who’ve come to spectate the weekly event. For those familiar with other, popular tournaments events (such as the Grindstone and the Runestone) some of these rules will seem repetitive; these tournaments have laid the ground for a comprehensive list of easy-to-follow rules and we respect the hard work and dedication those before us have put in to the community.
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Rule Number One: Participation is optional and by participating you agree to adhere to all rules. This includes the consequences should you fail to follow them. While the Chaperones and Curators will never kill a character (without permission),escorting you off the tournament grounds without waiting for an emoted response is a likely candidate. Your consent to be forcefully removed is your participation. To say it again: by participating you agree to be forcefully removed by Curators and Chaperones for any conduct deemed inappropriate by the Magistrate.
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Rule Number Two: We understand thedisconnects happen however, any participant who disconnects (regardless of match importance) will be allotted ten
minutes once their character disappears entirely to return. Should a participant not return in this time, their participation will be chalked up to forfeit and their opponent will advance. This is non-negotiable.
minutes once their character disappears entirely to return. Should a participant not return in this time, their participation will be chalked up to forfeit and their opponent will advance. This is non-negotiable.
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Rule Number Three: Injuries will be sustained, death will not.The staff of the Invitational employ aether-dampening magics within a certain radius to prevent any one spell from reaching a dangerous and/or fatal level however, these magics will not stop that fireball from melting off the first few layers of your skin. Furthermore, physical attacks are not permitted and any participant who feels the need to punch their opponent will be removed by Chaperones and given a temporary ban. This ban can and will become permanent. By participating, you acknowledge this consequence however, it is your choice how severe injuries become as well as how long they exist.
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Rule Number Four: To combat the injuries sustained and help replenish the pools of all participants, the Invitational staff employs a few healers and medics. These healers will be on hand and will approach you after every fight. It is your decision to either accept or decline the offered potions, stitches and our aetherial healing methods of each medic however, we are not responsible for your choices. Should you decline healing and your injury become infected and/or worsen, that is on you.
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Rule Number Five: Invitational Champions do not automatically reset every week.Instead, Champions are afforded an opportunity to return and defend their position as Champion against the week’s finalist. Returning Champions are permitted to forfeit their spotlight and return to the ranks of Challenger to participate in the Invitational from round one however, this means they will not be guaranteed to participate in the finale.
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Defending Champions are gifted an additional ten-thousand gil (on top of the 100k base prize) for successfully defending their position as Champion. This additional gil increases by an additional ten-thousand every subsequent week, capping out at an additional 100k – meaning a Champion could earn 200k per week if they hold their title long enough. Defending Champions are allotted a two-week grace period; meaning a Champion can essentially “skip†one week before either defending or forfeiting their position as Champion.Â
Defending Champions are gifted an additional ten-thousand gil (on top of the 100k base prize) for successfully defending their position as Champion. This additional gil increases by an additional ten-thousand every subsequent week, capping out at an additional 100k – meaning a Champion could earn 200k per week if they hold their title long enough. Defending Champions are allotted a two-week grace period; meaning a Champion can essentially “skip†one week before either defending or forfeiting their position as Champion.Â
Is the prize money real?
Yes, the Magus Invitational is offering a real in-game prize of 100,000 gil for first-time victors. The additional 10,000 gil for defending Champions does increase every week a Champion is successful in defending, capping out at an additional 100,000 as outlined above. The cap for a defending Champion is 200,000 gil – achievable by successfully defending 10 weeks in a row.
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What if I don’t like the idea of my character being injured?
Not all injuries need to be large or long-term however, this is a tournament for Mages and when fire, ice and earth are being flung in your direction, something will land, and something will hurt. We have however, toned down the origins of the tournament from the violent bloodbath it once was. Our hope is that participants will use the Invitational (and the injuries sustained) as a turning point for character development – possibly walking away with a new feud or a desire to further their training/knowledge.
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As outlined above (rule number three & four) we will never try toforce an injury on a participant; we believe the community is fully capable of determining what makes logical/realistic sense for their characters.
As outlined above (rule number three & four) we will never try toforce an injury on a participant; we believe the community is fully capable of determining what makes logical/realistic sense for their characters.
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Are there any restrictions on the type of magic one can use during the tournament?
This is a public event, meaning it is open the whole of the Balmung community. We are aware that not everyone is going to share the same views on what is and is not acceptable role-play however, none of us are here to dictate what others do with their subscription. If a participant wishes to use magics that are otherwise frowned upon, they will be allowed; but please keep this in mind: suspicious activity can and will earn you a reputation as well as consequences beyond our control.Â
  Reminder: there are several void-hunting and Grand Company aligned Free Companies who do not tolerate the summoning and/or worshiping of the Void and its creatures. The Invitational is not responsible for these people.
  Reminder: there are several void-hunting and Grand Company aligned Free Companies who do not tolerate the summoning and/or worshiping of the Void and its creatures. The Invitational is not responsible for these people.
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Why is there no consolation prize for Challengers?
As with other tournaments, weekly or not, this is a winner-take-all competition. We understand that some people may not agree with our terms, but we have opened numerous conversations regarding the prizes and how to dole them out appropriately. This conversation of possible prize-money to the week’s finalist has been revisited in recent times and may be revisited again in the future however, for now we intend to keep the tournament as a winner-take-all.Â