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Theurgy Point Buy: Difference between revisions

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The Theurgy Point buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. Theurgy Point Buy provides Packs for a Character to become proficient in a Faith-based curse and debuff style of combat, using spirits, rituals, and blood-magic to hamper enemies. Theurgy Point buy thrives with allies, especially Spirits, but is generally not good when outnumbered or in duels. As with many other Faith based Proficiencies, Theurgy Point Buy has several rules associated with it.
{{ infobox
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| headerstyle = background: #D0D3D1; width: 100%; text-align: center; vertical-align:middle; font: 15px georgia; font-weight: bolder; font-variant: small-caps; padding-top: 5px; padding-bottom: 5px;
| datastyle  = text-align: left; font-size: 0.95em;
| header1    = The Ability and Proficiency System
| data2      =
This page involves the [[Abilities]] and [[Proficiency]] system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page. To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page. To see an indexed list of all Abilities, read the [[Ability List]] Page.
}}
The Theurgy Point buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. Theurgy Point Buy provides Packs for a Character to become proficient in a Faith-based curse and debuff style of combat, using spirits, rituals, and blood-magic to hamper enemies. Theurgy Point buy thrives with a source of healing, but can be costly near the end of fights.  


==Theurgy Point Buy Rules==
==Theurgy Point Buy Rules==
* In order to Point Buy any Packs from Theurgy Point Buy, the Character must be a devout [[Evolism]], [[Evintarian Unionist]], or [[Pagan Faiths]] worshipper.
* In order to Point Buy any Packs from Theurgy Point Buy, the Character must be a devout worshiper of any [[Religion]].
* Theurgy Point Buy derives its power from the Gods, but because these Gods are Extraplanar, it is considered either Enchant or Sinistral [[Magic]].
* Theurgy Point Buy derives its power from the Gods, so it is considered God Magic, and not Planar Magic.
* Theurgy Point Buy is not locked to a Stance, but Abilities there-in have a special mechanic called Ritual Offering, which reduces Abilities cooldowns when HP is sacrificed from oneself, or one's allies.
* Theurgy Point Buy can, however, be treated as Planar [[Magic]], for religions that favor Planar Magic, or for Characters who can't/won't mix God & Planar Magic.
* The above rule is "all or nothing" meaning Theurgy Point Buy Packs must be All God Magic, or All Planar Magic.
* Theurgy Point Buy should generally have aesthetics of rituals, blood magic/sacrifice, and works best with the aesthetics of the following Religions: Evolism and Pagan Faiths.


===Ritual Offering Mechanic===
==Stance Ability==
Theurgy Point Buy has special Abilities that are designed to be used in repetition by sacrificing health. The user generally starts off strong at the start of fights when healthy, but becomes weaker with less HP to spare. The mechanic is described below:
The Hex Stance Stance Ability is required for all Theurgy Point Buy Abilities. This Ability cannot be point bought, but is included for free as long as at least one Theurgy Point Buy Pack has been purchased. This Ability does not do much besides enable further Theurgy Abilities, while adding some baseline buffs. As a general ground rule. Stances cannot be Countered, Prevented, Cancelled, or interrupted in any way. '''Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.'''
* Hex Defense as an Ability must be active for the Ritual Offering Mechanic to apply. Theurgy Point Buy Abilities can also be used in conjunction with Constitution, just without Ritual offering.
* Ritual Offering can be taken from any allies within Emote Range, as long as the Theurgist can see them. Allies do not need to consent to be used for Ritual Offering.
* The Theurgist can use Hex Defense at any time to sacrifice 2 HP to set the cooldown of one of their Theurgy Abilities to zero, allowing them to use it.


==Theurgy Point Buy Packs==
===Hex Stance Pack===
===Hex Defense Pack===
This Pack allows the Theurgist to use Faith as their Main Defense.
This Pack allows the Theurgist to use Faith as their Main Defense.
{| class="wikitable" style="width:50%;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#f5d5f7;" | Hex Defense
| style="background-color:#f5d5f7;" | Hex Stance
| Stance Technique  
| Stance Technique  
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Hex Defense| To change the rules of combat, use this Ability to activate the user's faith as their defense. Upon activating this Ability, Faith Proficiency becomes the user's Main Defense Stat (instead of for example Constitution). The user can sacrifice 2 of their own HP, or 2 of their allies HP. This Ability does not consume an Action, and can be used as much as the Theurgist wants. Hex Defense has no Cooldown, but when it is activated, it cannot be removed until end of Combat. }}
| Grants the user {{#simple-tooltip: Hex Stance | During Hex Stance, the user cannot use Abilities from the following categories: Shielding Point Buy. While in Combat, the user is able to spend 1HP from their own health to Upcast, which alters their Theurgy Point Buy Abilities. When the user reaches 4 HP, they are able to pull HP from any (even unwilling) Ally within Emote Range to Upcast. Stances are indefinite, but can be ended any time for a 20 minute Cooldown.}}
| N/A
| N/A
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|-
|}
|}
===Hex Revive Pack===
 
This Pack allows the Theurgist to revive their allies in combat, as ghosts attached to them.
==Theurgy Point Buy Packs==
 
===Hex Doom Pack===
This pack is for cultists who want to curse themselves, and their enemies, making the both of them suffer.  
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
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! style="width: 10%; | Modifiers
! style="width: 10%; | Modifiers
|-
|-
| style="background-color:#f5d5f7;" | Hex Revive
| style="background-color:#f5d5f7;" | Hex Doom
| Summon Power
| Link Power
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Hex Revive | To bring back an ally as a pseudo ghost, use this Ability as a reaction to an ally being KO'd. The ally attaches to the user, meaning the ally can no longer take damage or be targeted by Abilities by enemies, but the ally cannot use Abilities of their own. The user cannot make attack and defense rolls or emotes afterwards, but the ally can for them using the Ally's stats instead. The first time an ally is attached, the user gains 1 Block Token. When the user is KO'd, Hex Revive ends and the ally returns to being KO'd. If Hex Revive is used multiple times on multiple allies, the first ally gains +2 Main Combat and Main Defense Stat per ally added, breaking cap up to 14. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Hex Revive has a 2 hour cooldown.}}
| Grants the user {{#simple-tooltip: Hex Doom | To bring someone down with you, place a Link Power on an Enemy within range. While this link is upheld, both the user and the target have the Cursed Status Effect applied to them for the next 30 minutes. Once ended or broken, Hex Doom goes on a 1 Hour cooldown. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> A 2nd Link Power can be established on a different Enemy within range.}}
| N/A
| N/A
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===Hex Plot Pack===
===Hex Plot Pack===
This Pack allows the Theurgist to mitigate the damage they do to themselves with their blood-rituals.
This pack is for cultists who want to mitigate any damage they may do to themselves with their rituals and spells.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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| Passive Power
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Hex Plot| To use Ritual Offering more often, this Ability activates automatically when the user has used Ritual Offering three times, healing the user by 4 HP. Hex Plot can trigger multiple times. Hex Plot has no cooldown, and Ritual Offering has no effect on it.}}
| Grants the user {{#simple-tooltip: Hex Plot | To upcast more often, this Ability activates automatically when the user has Upcast an ability three times, healing the user by 2 HP. Hex Plot can trigger multiple times, and has no cooldown. <u>'''To upcast, spend 1 HP to do the following::'''</u>  When triggered, additionally gain +2 Defense (breaks cap up to 9) for the next two turns.}}
| N/A
| N/A
|}
|}


===Hex Aura Pack===
===Hex Aura Pack===
This Pack allows the Theurgist to reinforce other Theurgists.
This pack is for cultists who want to punish enemies that interfere with their magic and rituals, disorienting them.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
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| style="background-color:#f5d5f7;" | Hex Aura
| style="background-color:#f5d5f7;" | Hex Aura
| Passive Power
| Passive Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Grants the user {{#simple-tooltip: Hex Aura| To reinforce other Theurgists, Hex Aura is a constant effect radiating energy around the user. Anyone within range who has Hex Defense active, gains +1 Faith Proficiency (breaking cap up to 9) This does not affect the user themselves, but if the user also has Hex Defense active, they can gain the benefit from other Theurgists using Hex Aura. Hex Aura can stack twice on any Theurgist, meaning they can never gain more than +2 Faith regardless of how many Hex Auras are present. If Ritual Offering is used on this Ability, it does not reset the Cooldown as it has none, but instead allows the Theurgist to target one Spirit or Spirit Possessed person, and grant them the benefits from Hex Aura, but with +1 Main Defense Stat, instead of Faith. Hex Aura has no cooldown.}}
| Grants the user {{#simple-tooltip: Hex Aura | To debilitate one’s enemies, Hex Aura is a constant effect radiating ominous whispers around the user. The first time an Ability used by the user or an Ally is staggered or dispelled by a character within range, they have the Confused Status Effect applied to them for the next two turns as unwanted knowledge fills their mind. Hex Aura can be maintained indefinitely, but can only target a specific character once per Combat Scene. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> When a target triggers the Aura’s effects, they are instead Confused for 3 turns instead of 2, and can trigger the Aura again if another Ability is Countered or Dispelled.}}
| N/A
| N/A
|}
|}
===Hex Sapper Pack===
 
This Pack allows the Theurgist to reduce the combat effectiveness of their enemies with curses.
===Hex Madness Pack===
This pack is for cultists who want to turn their enemies against one each other with corruptive magic.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
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! style="width: 10%; | Modifiers
! style="width: 10%; | Modifiers
|-
|-
| style="background-color:#f5d5f7;" | Hex Sapper
| style="background-color:#f5d5f7;" | Hex Madness
| Link Power
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip:  Hex Sapper | To tire one's enemies, the user can target up to 3 enemies to divide 4 total Main Combat Stat reduction between them. This means they can spread it evenly one each, but can only put a maximum of -3 on one enemy. For every enemy Targeted, a Link is established. Once all Links are Broken or removed, Hex Sapper goes on a 2 Hour Cooldown, and does not stack. It is not possible to re-distribute the Stats without going on Cooldown first.}}
| Grants the user {{#simple-tooltip:  Hex Madness | To cause an uproar on the enemy team, use this Ability to target an enemy, without expending their turn, the Target makes an attack on any one of their allies within range. Hex Madness is considered Hidden, and has a 2 hour cooldown once used. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> Instead of making one attack, the cursed target makes two attacks against different targets within range.}}
| N/A
| N/A
|-
|-
|}
|}
===Hex Choice Pack===
 
This Pack allows the Theurgist to curse an enemy, forcing them to choose the lesser of two evils.
===Hex Bloodlet Pack===
This pack is for cultists who want to use the blood of their enemies to empower themselves.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
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! style="width: 10%; | Modifiers
! style="width: 10%; | Modifiers
|-
|-
| style="background-color:#f5d5f7;" | Hex Choice
| style="background-color:#f5d5f7;" | Hex Bloodlet
| Instant Power
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Hex Choice | To curse an enemy and force them to pick between two bad options, the user can apply both the Brittle and the Threatened debuff to an enemy within range. If the target Cleanses the Brittle debuff, the Threatened debuff triggers, and knocks the target down. If the Brittle debuff triggers normally, the Threatened debuff ends. Hex Choice has a 4 hour cooldown.}}
| Grants the user {{#simple-tooltip: Hex Bloodlet | As a reaction to landing a successful attack against a target, use this Ability to drain the blood of the Target as well. The target has the Weakened Status Effect applied to them for the next 2 turns, and the user gains 1 HP. Once used, Hex Bloodlet goes on a 1 Hour cooldown, and does not take an action. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> The user does not gain any HP, instead applying the Brittle Status Effect.}}
| N/A
| N/A
|-
|-
|}
|}
===Hex Parasite Pack===
===Hex Parasite Pack===
This Pack allows the Theurgist to steal benefits from their enemies' magic.
This pack is for cultists who want to steal their enemies' boons and buffs, allowing them to benefit from them, too.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
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| Instant Power
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Hex Parasite | To steal benefits from an enemy, this Ability can only be used in response to an Enemy using a Buff Power from Point Buy. The user counts as one extra target for that Buff Power, gaining any benefits it might grant, while ignoring targeting limitations. If the Buff Power was also a Link Power, the Link cannot be willingly ended prematurely. Once ended, Hex Parasite has a 4 hour cooldown.}}
| Grants the user {{#simple-tooltip: Hex Parasite | To steal the benefits of an Ability from an Enemy, use this in response to a Character using an Ability from Medical, Cleric, or Magic Point Buy. The user counts as one extra target for that Ability, gaining any benefits it might grant while ignoring any targeting limitations. If the Ability was a Link Power, it cannot be willingly ended prematurely. Hex Parasite has a 2 hour cooldown. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> The target also has the Confused Status Effect applied for the next ten minutes.}}
| N/A
| N/A
|-
|-
|}
|}
===Hex Guide Pack===
===Hex Guide Pack===
This Pack allows the Theurgist to help their ally when they fail.
This pack is for the gracious cultists who help their allies strike true.
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{| class="wikitable" style="width: 50%;"
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| Instant Power
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Hex Guide | To help an ally in a fight, use this ability as a reaction to an ally missing a basic attack roll. For their next two basic attack rolls, grant the ally +2 Main Combat Stat that breaks cap up to 11. Hex Guide has a 1 hour cooldown, and does not Stack.}}
| Grants the user {{#simple-tooltip: Hex Guide | To help an ally in a fight, use this ability as a reaction to an ally missing an attack roll. For their next two attacks, grant the ally +1 Attack Stat that breaks cap up to 11. Hex Guide does not stack, and has a 1 hour cooldown. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> The ally instead gains +2 to their Attack and Defense for the next two turns.}}
| N/A
| N/A
|-
|-
|}
|}
===Hex Synergy Pack===
 
This Pack allows the Theurgist to utilize packs from [[Cutthroat Point Buy]]
===Hex Apocalypse Pack===
This pack is for cultists who seal off all of their magic and rituals, in exchange for an explosive boost of power, that also eats away at their health.
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! style="width: 10%; | Modifiers
! style="width: 10%; | Modifiers
|-
|-
| style="background-color:#f5d5f7;" | Hex Synergy
| style="background-color:#f5d5f7;" | Hex Apocalypse
| Passive Power
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Hex Synergy |To utilize otherwise unusable point buy packs in a stance, use this ability to grant access to Cutthroat Point Buy packs the user has purchased. When using Hex Defense, the user can use abilities from Cutthroat Point Buy as if they had Cutthroat Stance active, but they do not gain any of the passive benefits or restrictions from Cutthroat Stance. Additionally, they cannot use Melee Weapon Point Buy Abilities or Shield Point Buy Abilities while in Hex Defense, and must have a melee weapon equipped, but can use Dexterity as their Main Combat Stat for melee attacks. Hex Synergy can only be used when Hex Defense is active, but has no cooldown. }}
| Grants the user {{#simple-tooltip: Hex Apocalypse | To go all out, use this Ability to put all available Abilities, from Point Buy and/or Custom Kits, on a forced 4 Hour Cooldown, regardless of the actual Cooldown, even Passive Abilities which do not usually have Cooldowns. For every ability placed on Cooldown, the user gains +1 Attack and Defense up to a total maximum of 9. Finally, after 3 turns the user begins to take 1 HP of Damage at the start of every turn. Hex Apocalypse ends once the user is downed, and has a cooldown of 1 Hour, and if Dispelled reverts the Cooldowns on Abilities. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> Add an additional 3 turns before the user begins to take 1 HP of damage every turn.}}
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{{Proficiency}}
{{Proficiency}}

Latest revision as of 20:59, 13 March 2024

The Ability and Proficiency System
This page involves the Abilities and Proficiency system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page. To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page. To see an indexed list of all Abilities, read the Ability List Page.

The Theurgy Point buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. Theurgy Point Buy provides Packs for a Character to become proficient in a Faith-based curse and debuff style of combat, using spirits, rituals, and blood-magic to hamper enemies. Theurgy Point buy thrives with a source of healing, but can be costly near the end of fights.

Theurgy Point Buy Rules

  • In order to Point Buy any Packs from Theurgy Point Buy, the Character must be a devout worshiper of any Religion.
  • Theurgy Point Buy derives its power from the Gods, so it is considered God Magic, and not Planar Magic.
  • Theurgy Point Buy can, however, be treated as Planar Magic, for religions that favor Planar Magic, or for Characters who can't/won't mix God & Planar Magic.
  • The above rule is "all or nothing" meaning Theurgy Point Buy Packs must be All God Magic, or All Planar Magic.
  • Theurgy Point Buy should generally have aesthetics of rituals, blood magic/sacrifice, and works best with the aesthetics of the following Religions: Evolism and Pagan Faiths.

Stance Ability

The Hex Stance Stance Ability is required for all Theurgy Point Buy Abilities. This Ability cannot be point bought, but is included for free as long as at least one Theurgy Point Buy Pack has been purchased. This Ability does not do much besides enable further Theurgy Abilities, while adding some baseline buffs. As a general ground rule. Stances cannot be Countered, Prevented, Cancelled, or interrupted in any way. Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.

Hex Stance Pack

This Pack allows the Theurgist to use Faith as their Main Defense.

Ability Name Ability Type Ability Range Ability Description Modifiers
Hex Stance Stance Technique Self

Grants the user Hex Stance

N/A

Theurgy Point Buy Packs

Hex Doom Pack

This pack is for cultists who want to curse themselves, and their enemies, making the both of them suffer.

Ability Name Ability Type Ability Range Ability Description Modifiers
Hex Doom Link Power Emote Range

Grants the user Hex Doom

N/A

Hex Plot Pack

This pack is for cultists who want to mitigate any damage they may do to themselves with their rituals and spells.

Ability Name Ability Type Ability Range Ability Description Modifiers
Hex Plot Passive Power Self

Grants the user Hex Plot

N/A

Hex Aura Pack

This pack is for cultists who want to punish enemies that interfere with their magic and rituals, disorienting them.

Ability Name Ability Type Ability Range Ability Description Modifiers
Hex Aura Passive Power 5 Blocks

Grants the user Hex Aura

N/A

Hex Madness Pack

This pack is for cultists who want to turn their enemies against one each other with corruptive magic.

Ability Name Ability Type Ability Range Ability Description Modifiers
Hex Madness Instant Power Emote Range

Grants the user Hex Madness

N/A

Hex Bloodlet Pack

This pack is for cultists who want to use the blood of their enemies to empower themselves.

Ability Name Ability Type Ability Range Ability Description Modifiers
Hex Bloodlet Instant Power Self

Grants the user Hex Bloodlet

N/A

Hex Parasite Pack

This pack is for cultists who want to steal their enemies' boons and buffs, allowing them to benefit from them, too.

Ability Name Ability Type Ability Range Ability Description Modifiers
Hex Parasite Instant Power Emote Range

Grants the user Hex Parasite

N/A

Hex Guide Pack

This pack is for the gracious cultists who help their allies strike true.

Ability Name Ability Type Ability Range Ability Description Modifiers
Hex Guide Instant Power Emote Range

Grants the user Hex Guide

N/A

Hex Apocalypse Pack

This pack is for cultists who seal off all of their magic and rituals, in exchange for an explosive boost of power, that also eats away at their health.

Ability Name Ability Type Ability Range Ability Description Modifiers
Hex Apocalypse Instant Power Self

Grants the user Hex Apocalypse

N/A