Spell Point Buy

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The Spell Point buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. The Spell Point Buy provides Packs for the Character to become proficient in specific types of Magic, which each offers a set of spells. While is not required reading, the Magic page covers a more detailed analysis of Magic in the Alorian universe. Point Buying any of these Packs makes a Character Occult, unless gained through Race Free Packs or Affinity Mechanics.

Spell Rules

  • Before Point Buying any Packs, a player must choose their alignment, Void, Exist, or Ordial. The Primal alignment is not available, because Spell Point Buy is extra-dimensional Magic, which cannot come from Aloria itself. This choice cannot be changed at a later point in time, and it is also not possible to combine Dimensions, so it is important to align them with Character designs. For example, Vampires are Void-aligned, so Void alignment Magic would be needed.
  • Secondly, it is not necessarily important but still bears thought, whether a Character is a so called Born-Mage, or Learned-Mage. A fraction of the population of Aloria is born with Magic, thus being Occult from birth, and having to master their magic early. Other Mages yet can learn Magic from scriptures or Mage-Mentors. This is not an identification of skill, Learned-Mages can be better skilled than Born-Mages with enough effort, it just creates some impact on how a child was raised in a pro or anti-Magic society.
  • Note, Spell Packs do not contain classical definitions like "Fireball" or "Icewall". This is because these Abilities only include functions (such as for example harming another Player, or pushing their Character back). What exactly a spell is, whether it is a fireball or a gravity anomaly, is up to the players using them. How the flair or aesthetic of a Spell is used in Roleplay, is entirely up to the player. Magic exists after all to defy the laws of reality and physics.

Combat Force

Magic Combat Force are two Abilities gained for free if any Spell Pack is Point-Bought. These Abilities are intended to provide a person to use Magic as a means of self defense, in the same sense that Point-Buying Melee Packs grants the Character the know-how to use weapons to defend themselves. Combat Force can have any aesthetic assigned to it, not necessarily limited to conventional weapon shapes.

Ability Name Ability Type Ability Range Ability Description Modifiers
Melee Combatforce Skill Power Melee Range

Grants the user Melee Combatforce

N/A
Ranged Combatforce Skill Power Emote Range

Grants the user Ranged Combatforce

N/A

Magical Talent

Talents provide somewhat broad descriptions of out-of-combat things a Character can do that have a vaguely or explicit magical feel to them. Talents only have broad descriptions so Players can creatively fill in the details, while expecting a level of self-moderation to ensure the roleplay is engaging and fun for everyone involved. Magic Talent in specific, is the idea that Players are only limited by their creativity and Magical skill at affecting the world around them. While certain "Archmages" capable of leveling mountains and whole cities with the wave of a hand are more like special NPC's for the Staff to use during Events, Player Characters can still affect their immediate surrounding a great amount, for example with control over the elements, light, illusions, magically altering their own body and clothes, how time and space works around them, controlling matter and all things in between, and more. We ask that players self, moderate, indicating the "skill" of the Mage with the Magic Proficiency, meaning that a 1 or 2 Proficiency Magic user can only ignite and douse household fires, while a 7 point Magic investment Mage can summon massive firestorms to burn large sections of Forests. The only real hard rules to the usage of Magic Talent for roleplay flair is that it: makes sense in the universe, does not approach Ability functions, cannot be used in Combat, cannot be used to Disguise the Character, and must be fun and inclusive for everyone involved in the roleplay.

Spell Packs

Each Spell Pack is designated a name based on the school of learning they belong to, with a fairly general theme. Schools were purely aesthetic historically Allorn philosophies on how to use Magic that seeped into textbooks and learning programs for Magic.

Displacing

The School of Displacing is a Magic School with the belief that Mages should affect the world around them by focusing on how to move objects.

Ability Name Ability Type Ability Range Ability Description Modifiers
Arcane Knockback Instant Power 1 Block

Grants the user Arcane Knockback

N/A

Materialism

The School of Materialism or Matter as it is sometimes called, focuses on the manipulation of materials and changing the state of things in the world.

Ability Name Ability Type Ability Range Ability Description Modifiers
Material Armor Buff Power Self

Grants the user Material Armor

N/A

Enchanting

The School of Enchanting focuses on the enhancement of that which is already there, which is particularly popular among battlemages.

Ability Name Ability Type Ability Range Ability Description Modifiers
Enchanted Buffer Link Power Emote Range

Grants the user Enchanted Buffer

Magic Blade

Mimicry

The School of Mimicry is unique in that it does not come from the Allorn Empire, but from the Solangerian people, who could Mimic other Races.

Ability Name Ability Type Ability Range Ability Description Modifiers
Altered Self Morph Power Self

Grants the user Altered Self

N/A

Disruption

The School of Disruption was particularly designed by Mages who fight other Mages, choosing to fight fire with fire and disrupt other Mages.

Ability Name Ability Type Ability Range Ability Description Modifiers
Link Disrupt Counter Power Emote Range

Grants the user Link Disrupt

Magic Blade

Casting

The School of Casting is designed by Mages who believe that Magic should just be used to deal a whole lot of damage and act like glass cannons.

Ability Name Ability Type Ability Range Ability Description Modifiers
Arcane Attraction Instant Power Emote Range

Grants the user Arcane Attraction

Magic Blade

Blessings

The School of Blessings is a very old school that specifically underscores the need for Magic to be used for goodness and virtues.

Ability Name Ability Type Ability Range Ability Description Modifiers
Healing Hands Healing Power Melee Range

Grants the user Healing Hands

Magic Blade

Breaking

The School of Breaking was designed by frontline Mages who had to deal with a lot of sturdy fighters that they wanted to break down quickly.

Ability Name Ability Type Ability Range Ability Description Modifiers
Breaking Force Instant Power 10 Blocks

Grants the user Breaking Force

N/A

Alteration

The School of Alteration was designed by those who wanted to command the environment in which they fought, as opposed to using Magic in the fight itself.

Ability Name Ability Type Ability Range Ability Description Modifiers
Area Power Passive Power Self

Grants the user Area Power

N/A

Illusionism

The School of Illusionism has much of the design ethos in the name, focusing solely on illusions to deceive and trick others.

Ability Name Ability Type Ability Range Ability Description Modifiers
Reflection Strike Instant Power 10 Blocks

Grants the user Reflection Strike

N/A

Control

The School of Control focuses on manipulating battles and interrupting opponents’ plans with suffocating, controlling spells.

Ability Name Ability Type Ability Range Ability Description Modifiers
Strangling Brand Instant Power Emote Range

Grants the user Strangling Brand

N/A

Protection

Students of the School of Protection seek to use their magic to defend others, often finding places in the vanguard of magically-supported armies.

Ability Name Ability Type Ability Range Ability Description Modifiers
Saving Grace Instant Power 10 Blocks

Grants the user Saving Grace

N/A

Thanhicism

The School of Thanhicism is the official name for the Magic School associated with what is colloquially known as ‘Death Magic’, modeling their magic after death.

Ability Name Ability Type Ability Range Ability Description Modifiers
Disrupting Rune Instant Power 5 Blocks

Grants the user Disrupting Rune

N/A

Spellsword

The School of the Spellsword is not an actual Magic School, but an ideology that predominantly arose among Aelrrigans that the best thing to do with Magic is to turn it into a sword.

Ability Name Ability Type Ability Range Ability Description Modifiers
Magic Dagger Instant Power 5 Blocks

Grants the user Magic Dagger

N/A

Cleansing

The School of Cleansing was designed exclusively by Suvial Mages, who use their magic to banish and combat Spirits.

Ability Name Ability Type Ability Range Ability Description Modifiers
Instant Cleanse Instant Power Self

Grants the user Instant Cleanse

N/A

Greater Mage

Because of the inherent utilitarian design of Magic, Magic’s power in Combat Roleplay has diminishing returns for those who fully invest into the Mage aesthetic and take no other Combat Proficiencies. As such, the Greater Mages Mechanic exist who must fulfill the following conditions:

  • Not have Point-Bought any Firearms, Ranged, Melee, Tank, or Bruiser Point Buy Packs.
  • Have Point-Bought 7 unique Spell Point Buy Packs without Racial Boosts or Free Packs.

If those conditions are met, the Player may choose up to 3 Abilities from the list below, from the Abilities associated with the Spell Schools that they Point Bought from the Spell category. For Example, if the Player Point Bought Displacing, Materialism, Mimicry, Disruption, Blessings, Breaking, and Alteration, they may choose up to 3 Abilities of those Schools listed below. There is one exception: Magic Bolt and Magic Blade cannot both be chosen, only one may be taken of either.

Spell Category Ability Name Ability Type Ability Range Ability Description Modifiers
Displacing Magic Blink Movement Power Emote Range

Grants the user Magic Blink

N/A
Materialism Armor Control Summon Power Emote Range

Grants the user Armor Control

N/A
Enchanting Enchanted Wall Buff Power Emote Range

Grants the user Enchanted Wall

N/A
Mimicry Perfect Copy Skill Power Emote Range

Grants the user Perfect Copy

N/A
Disruption Target Disrupt Counter Power Emote Range

Grants the user Target Disrupt

N/A
Casting Magic Bolt Skill Power Self

Grants the user Magic Bolt

N/A
Blessings Mercy of Life Healing Power Self

Grants the user Mercy of Life

N/A
Breaking Magic Smash Instant Power 5 Blocks

Grants the user Magic Smash

N/A
Alteration Cloud Cushion Instant Power Emote Range

Grants the user Cloud Cushion

N/A
Illusionism Illusioned Self Counter Power Self

Grants the user Illusioned Self

N/A
Control Leap Denial Counter Power Emote Range

Grants the user Leap Denial

N/A
Protection Draining Curse Link Power Emote Range

Grants the user Draining Curse

N/A
Thanicism Spirit Rush Movement Power 10 Blocks

Grants the user Spirit Rush

N/A
Spellsword Magic Blade Skill Power Self

Grants the user Magic Blade

N/A
Cleansing Banishment Counter Power 10 Blocks

Grants the user Banishment

N/A

Custom Kit Mages

While technically in lore, Magic has limitless potential and every Mage is different in their own unique way in how they change the laws of reality around them, because MassiveCraft is ultimately a server with hundreds of players, we have to categorize functions into Abilities for fairness sake. Custom Kits are an exception to this, in that they are specifically written for the Player with their unique circumstances in mind. Custom Kits are part of a wider Approval process (of which the Threads can be found on the Forums in the Applications section). It is recommended that new players do not immediately try out for a Custom Kit, since Lore Staff need to develop a level of trust in ability and intention in the Player, and as such, familiarity with the server is a requirement and not everyone is made out for a Custom Kit, however at a later stage, Custom Kits can greatly expand immersion and personalization for the Player. Custom Kit Mages can be Void, Exist, Ordial, or Primal. Though please note, Primal and Ordial mages are generally much rarer.