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Cleric Point Buy: Difference between revisions

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The Cleric Point buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. The Cleric Point Buy provides Packs for the Character to become proficient in specific types of Holy Magic given by their god, which is used for healing and support. Talomancy is a general term that describes "powers derives from Gods", or more specifically God Magic. It differs from Void or Exist Magic in that it comes from the Alorian Realm and as such is native to the roleplay world, but having God Magic does not make a Character Mundane, yet not quite Occult either. Talomancy is accepted in most religious societies as blessings or service to their various Gods, though it is important to note that not all God Magic is equally legal in Regalia. For example, only God Magic from Unionism's schisms are acknowledged as true God Magic in Regalia, while all other forms of God Magic are considered Occult until proven otherwise (which is effectively impossible to prove).  
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| 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 Cleric Point buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. The Cleric Point Buy provides Packs for the Character to become proficient in specific types of powers granted by their god. Please read the [[Magic]] page to understand the full nuance of God Magic.
=Religiosity=
=Religiosity=
Cleric Point Buy is considered God Magic, which is Primal in nature, and exclusively granted to people who are devout followers of their God and Religion. God Magic is not something people are born with, except for [[Godborn]], but something people are granted directly by their Gods, or through study in Temples, Monasteries, and Religious Orders. God Magic takes many different forms, and is especially varied depending on the Religion it is drawn from. It can even be gained from Gods who are seen as 'dead' or are traditionally absent, as their collective worship and memory powers it instead. God Magic is not seen as traditionally 'Magic' inside of its own Religion. For example, a Unionist [[#Lothar_Order|Lothar Knight]] does not see a Unionist Cleric Point Buy user as a Mage, or heretic, but would see an Old Gods God Magic user as one, and vice versa. Only specific religions grant God Magic, which is outlined below. Cleric Point Buy specifically is representative of the healers, clerics, and sages of a Religion, who use their magic to heal and protect.
Cleric Point Buy is mostly considered God Magic, which is Primal in nature, and exclusively granted to people who are devout followers of their God and [[Religion]]. God Magic is not something people are born with, except for [[Godborn]], but something people are granted directly by their Gods, or through study in Temples, Monasteries, and Religious Orders. God Magic takes many different forms, and is especially varied depending on the Religion it is drawn from. Cleric 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 previous rule is "all or nothing," meaning Cleric Point Buy Packs must be All God Magic, or All Planar Magic.
A Character must choose one of the following Religions in order to take Cleric Point Buy. They must be a Faithful of the Religion, and if they ever lose faith, or convert away, they lose their Cleric Point Buy for the duration, or forever.
*'''Unionism:''' All variants of [[Unionism]] ([[Emended Unionism]], [[Evintarian Unionism]]) can have God Magic.
*'''Old Gods:''' Both variants of [[Old Gods]] (Aesir, and Vanir worship) can have God Magic.
*'''Baskarr:''' [[Baskarr]] worshippers can have God Magic.
*'''Asaredu:''' [[Asaredu]] worshippers can have God Magic, but Da'amu and Asinum worshippers tend to also have Ordial [[Spell Point Buy]].
*'''Dragon Worship:''' [[#Dragon_Worship|Dragon Worshippers]] can have Cleric Point Buy, but only if they are [[Archon]], and it is Dragon Magic instead of God Magic.
*'''Pagan Faiths:''' [[Pagan Faiths]] worshippers can have God Magic, but only of the present and "alive" Religions (Gilded Order, Blood Covenant, and Sarna).
 
The Following Religions '''cannot''' take Cleric Point Buy, but alternatives are described here.
*'''Void Worship:''' [[#Void_Worship|Void Worshippers]] should take Void [[Spell Point Buy]].
*'''Estellon:''' [[#Estellon|Estellon Worshippers]] should take Exist [[Spell Point Buy]].
*'''Ordial Cultism:''' [[Ordial Cultism]] should take Ordial [[Spell Point Buy]].
*'''Estelsoor:''' [[Estelsoor]] should take [[Spell Point Buy]], Void or Exist, but not Ordial.
*'''Esra:''' [[Esra]] should not take any Magic, but should take [[Artificer Point Buy]] or [[Technician Point Buy]].
==Exclusivity==
Cleric Point Buy has some extra rules on what it can and cannot be combined with, and how it should be used.
*Someone with Cleric Point Buy can only be a worshipper of one of the applicable Religions. They cannot worship multiple.
*[[Afflicted]] characters cannot take, or use, Cleric Point Buy. It is disabled for the duration of affliction.
*Characters with Cleric Point Buy are not considered Occult by default, but if they combine Cleric Point Buy with, for example, [[Spell Point Buy]], they become Occult of that Dimension. This does not alter the classification of their God Magic.


=Cleric Point Buy Packs=
=Cleric Point Buy Packs=
Players are encouraged to "flavor" and manifest these Packs however they would like based on their Characters' Religion. The Ability descriptions, and Pack Names, below, are purely for OOC categorization and clarity. They are intentionally short and to the point of the mechanics, to encourage players to come up with their own fun ways to describe how they use their magic.
Players are encouraged to "flavor" and manifest these Packs however they would like based on their Characters' Religion. The Ability descriptions, and Pack Names, below, are purely for OOC categorization and clarity. They are intentionally short and to the point of the mechanics, to encourage players to come up with their own fun ways to describe how they use their magic. For example, an Evolist might use their own blood to cast these abilities, while a Unionist might pray to conjure light, etc etc.
===Healing Pack===
===Sacred Healing Pack===
{| class="wikitable" style="width:50%;"
This pack allows the Cleric to heal their allies in Combat.
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Name
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#eddeaa;" | Healing Hands
| style="background-color:#eddeaa;" | Sacred Healing
| Healing Power
| Buff Power
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| {{#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: Healing Hands | The user and the (willing) Target (who is not Knocked Out or Downed) must be rooted together for the duration of this Ability, and cannot use any Abilities while active. The user establishes a Link Power onto the Target, healing any wounds and refreshing their stamina over the duration of 10 minutes. If the Link Power is Disrupted, or the user is Displaced or attacked, the Ability is Canceled, though this Ability has 5 minute Cooldown. This Ability can be used out of combat on a knocked out or downed target, but only if they do not return to combat for at least 2 hours afterwards.
| Grants the user {{#simple-tooltip: Sacred Healing | To heal allies over time, the user applies a Link Power to an ally within Range. For as long as the Link is active, the target heals 2 HP every 10 minutes. This healing occurs at the end of the 10 minute timer. Sacred Healing can only be upheld for a maximum of 20 Minutes, but if the user deals damage through any means while it is active, it instantly ends and any healing done is reverted. Once ended, Sacred Healing  goes on a 2 hour cooldown, and does not Stack.}}
}}
| N/A
| N/A
|-
|-
|}
|}
===Saving Pack===
===Sacred Martyr Pack===
{| class="wikitable" style="width:50%;"
This pack allows the Cleric to sacrifice themselves for their allies' benefit.
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Name
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#eddeaa;" | Saving Grace
| style="background-color:#eddeaa;" | Sacred Martyr
| Instant Power
| Movement Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 10 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: Saving Grace | The user targets an ally within range, removing all current debuffs on them and pulling them to any block adjacent to the user. Saving Grace cannot cleanse debuffs from Artifacts. Saving Grace has a 2 hour cooldown.
| Grants the user {{#simple-tooltip: Sacred Martyr | To protect an ally from harm, use this ability when an Ally within Range would take damage. The user instantly dashes in a cardinal direction to the ally, ignoring Opportunity Attacks and taking the damage instead. The damage cannot be nullified or ignored in any way. Additionally, if this damage would KO the user, the ally gains +2 Attack Stat and +2  Defense Stat, which break caps up to 11 and 9, and cleanses any Status Effects currently applied to them. If the user is revived in any way, the bonuses from Sacred Martyr end. Sacred Martyr does not Stack, and has a cooldown of 4 hours.}}
}}
| N/A
| N/A
|-
|-
|}
|}
===Cleansing Pack===
 
===Sacred Gear Pack===
This pack allows the Cleric to enchant their allies' equipment with religious symbols and supernatural vigor.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#eddeaa;" | Group Cleanse
| style="background-color:#eddeaa;" | Sacred Gear
| Instant Power
| Buff Power
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#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: Group Cleanse | The user cleanses all Debuffs on every character within Range of them, including themselves. Group Cleanse has a 2 hour cooldown.
| Grants the user {{#simple-tooltip: Sacred Gear | To bless the equipment and enhance the defenses of allies, the user targets up to 3 allies within range. The targets gain +1 Defense Stat, that breaks cap up to 9. If the ally worships the same religion as the user, they also gain +1 Attack Stat that breaks cap up to 11. Sacred Gear lasts for 30 minutes, does not stack, and has a 4 hour cooldown.  
}}
}}
| N/A
| N/A
|-
|-
|}
|}
 
===Sacred Rebuke Pack===
===Prolonged Healing Pack===
This pack allows the Cleric to engage in some apostasy, and weaken the magic of their enemies that don't share their faith.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#eddeaa;" | Timed Healing
| style="background-color:#eddeaa;" | Sacred Rebuke
| Healing Power
| Dispel 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: Timed Healing | The user applies a Link Power to a target within Range. For as long as the Link is active, the target heals their most recent wound every 10 minutes. This healing occurs at the end of the 20 minute timer. Timed Healing can only be active on one target at a time, and the same person can only be affected by one instance of Timed Healing at a time. Timed Healing has a 2 hour cooldown.  
| Grants the user {{#simple-tooltip: Sacred Rebuke | To interfere with an enemy, the user can, as a reaction to an enemy from another Religion using a Power from the Faith Point Buy Category, immediately apply the Brittle Status to them. The target also suffers a -1 Defense Stat reduction for the next 20 minutes. Sacred Rebuke does not Stack, and has a 2 hour cooldown.}}
}}
| N/A
| N/A
|-
|-
|}
|}


===Bolstering Pack===
===Sacred Revive Pack===
This pack allows the Cleric to bring their allies back from the brink of death.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#eddeaa;" | Bolstering
| style="background-color:#eddeaa;" | Sacred Revive
| Link Power
| Buff 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: Bolstering | The user applies a Link Power to a target within Range. For as long as the Link is active, if the Target's stats would be reduced in any way, this Stat Reduction is nullified, and the Stat that would be reduced instead gains a +1 bonus. Bolstering has a 2 hour cooldown.  
| Grants the user {{#simple-tooltip: Sacred Revive  | To revive an ally that is currently KO'd, the user can sacrifice 1 HP of their own, which cannot be blocked or reduced in any way, to revive that ally with 2 HP. Sacred Revive has no cooldown, and can be used as much as the user has HP, but the same person cannot be affected by more than one Revive Ability (Sacred Revive, Chem Revive, etc) per Combat scene. }}
}}
| N/A
| N/A
|-
|-
|}
|}
===Martyrdom Pack===
=== Sacred Siphon Pack===
This pack allows the Cleric to empower allies on an enemy's use of power.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#eddeaa;" | Martyrdom
| style="background-color:#eddeaa;" | Sacred Siphon
| Counter Power
| Dispel 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: Martyrdom | The user can only activate this Ability when an Ally within Range would take damage from an attack or Ability. The user instantly dashes to intercept the hit, taking the damage for the ally instead. The damage cannot be nullified or ignored in any way. Additionally, if this damage would knock out, or defeat, the user, the ally gains +2 Main Combat Stat and +2 Constitution, which breaks caps, and cleanses any Debuffs currently applied to them. If the user is revived in any way, the bonuses from Martyrdom end. Martyrdom can be used once per Server Restart.  
| Grants the user {{#simple-tooltip: Sacred Siphon  | To punish an enemy caster, as a reaction to an enemy within Range using a Power, grant +2 Defense that can break cap up to 9 to two allies within Range for the next 3 turns. Sacred Siphon has a 30 Minute Cooldown. }}
}}
| N/A
| N/A
|-
|-
|}
|}
===Gear Blessings Pack===
 
=== Sacred Burn Pack===
This pack allows the Cleric to weaken and slowly burn an enemy up close.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#eddeaa;" | Gear Boon
| style="background-color:#eddeaa;" | Sacred Burn
| Buff Power
| Instant 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: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| Grants the user {{#simple-tooltip: Gear Boon | The user blesses the equipment of up to 5 allies within range, including their armor, weapons, shields, etc. The targets gain +1 Constitution, that breaks cap, and can optionally have their gear emit bright light, that dispels mundane darkness around them. The same person can only be affected by one instance of Gear Boon at a time. Gear Boong lasts for 1 hour, and has a 3 hour Cooldown.  
| Grants the user {{#simple-tooltip: Sacred Burn | To harm an enemy at cost to oneself, deal 1HP damage to self, and apply a -1 Defense Stat to an enemy within Range for the next 15 minutes. After 10 Minutes, deal -1HP damage to the target enemy. Sacred Burn does not Stack, and has a 2 Hour Cooldown. }}
}}
| N/A
| N/A
|-
|-
|}
|}
===Stability Blessing Pack===
 
=== Sacred Bleed Pack===
This pack allows the Cleric to slow down an enemy's ability to heal.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#eddeaa;" | Stability Boon
| style="background-color:#eddeaa;" | Sacred Bleed
| Buff 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: Stability Boon| The user enhances themselves, and up to one ally within Range, granting them immunity to Displacements for 15 minutes. Stability Boon has a 2 hour cooldown.
| Grants the user {{#simple-tooltip: Sacred Bleed  | To prevent an enemy from healing, deal -1HP damage to self, target an enemy within range, and apply the Bloody Status Effect to them for the next 15 minutes. If the Bloody Status is removed early, reduce this Ability’s cooldown by 30 minutes. Sacred Bleed has a 1 Hour Cooldown.}}
}}
| N/A
| N/A
|-
|-
|}
|}
===Weakening Ward Pack===
 
=== Sacred Judgement Pack===
This pack allows the Cleric to punish and weaken anyone who uses dark magics.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#eddeaa;" | Weakening Ward
| style="background-color:#eddeaa;" | Sacred Judgement
| 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: Weakening Ward | The user applies a Link Power to an enemy within Range, and also chooses one ally. For as long as the Link is upheld, if the target attacks or targets the chosen ally, they receive a -2 Main Combat Stat reduction, but only while they are targeting or attacking the chosen ally. Once the target and ally are chosen, they cannot be changed for the duration of the Link Power. Weakening Ward has a 1 hour cooldown.
| Grants the user {{#simple-tooltip: Sacred Judgement  | To hinder an enemy sinistral user, use this ability as a reaction to an enemy using Sinistral Magic, which does not consume the user’s action. Apply a -2 to the final result of their next Attack or Defend roll. Sacred Judgement does not Stack, and has a 30 Minute Cooldown.}}
}}
| N/A
| N/A
|-
|-
|}
|}
===Rebuke Faith Pack===
 
=== Sacred Portent Pack===
This pack allows the Cleric to give divine guidance to an ally, improving their next action.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#eddeaa;" | Rebuke Faith
| style="background-color:#eddeaa;" | Sacred Portent
| Counter Power
| Buff 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: Rebuke Faith | The user can Counter any Power from Cleric Point Buy, but only if it is from a different Religion than the user's, cancelling its activation and putting it on a 30 minute Cooldown, regardless of its original cooldown. Rebuke Faith has a 3 hour cooldown.  
| Grants the user {{#simple-tooltip: Sacred Portent  | To divinely guide oneself or one’s allies, consume the user’s action and roll /dice 0-6. Add whatever is rolled to the final result of the next Attack or Defend Roll the user or an ally within Range makes. Sacred Portent does not stack, and has a 1 Hour Cooldown.}}
}}
| N/A
| N/A
|-
|-
|}
|}


===Mercy Pack===
===Sacred Circle Pack===
{| class="wikitable" style="width:50%;"
This pack allows the Cleric to take a knee and pray, sacrificing themselves to cleanse allies.
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Name
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#eddeaa;" | Mercy of Life
| style="background-color:#eddeaa;" | Sacred Circle
| Healing Power
| Buff 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: 3 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: Mercy of Life | The user can Target any person who was Knocked Out, Downed, or lethally wounded to the point of near-death (a person completely disabled from a Combat Scene). This establishes a Link Power for 5 minutes that completely revives the person but does not refresh their Cooldowns. If this Link Power is Disrupted, the user is Displaced or attacked, the Ability is Canceled. If the Ability is Canceled, it goes on a 10 minute Cooldown. If however it succeeds, Mercy of Life goes on a 24 hour Cooldown.  
| Grants the user {{#simple-tooltip: Sacred Circle | To kneel and pray before your god, grant yourself the Prone Status Effect. For as long as you are Prone, all allies within range are cleansed of a single Status Effect on their turn. Sacred Circle ends automatically once it has cleansed 5 Status effects. Once ended, Sacred Circle has a 2 hour cooldown.}}
}}
| N/A
| N/A
|-
|-
|}
|}
{{Proficiency}}
{{Proficiency}}
[[category:Proficiency]]
[[category:Proficiency]] [[category:Faith Point Buy]]

Latest revision as of 00:12, 1 July 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 Cleric Point buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. The Cleric Point Buy provides Packs for the Character to become proficient in specific types of powers granted by their god. Please read the Magic page to understand the full nuance of God Magic.

Religiosity

Cleric Point Buy is mostly considered God Magic, which is Primal in nature, and exclusively granted to people who are devout followers of their God and Religion. God Magic is not something people are born with, except for Godborn, but something people are granted directly by their Gods, or through study in Temples, Monasteries, and Religious Orders. God Magic takes many different forms, and is especially varied depending on the Religion it is drawn from. Cleric 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 previous rule is "all or nothing," meaning Cleric Point Buy Packs must be All God Magic, or All Planar Magic.

Cleric Point Buy Packs

Players are encouraged to "flavor" and manifest these Packs however they would like based on their Characters' Religion. The Ability descriptions, and Pack Names, below, are purely for OOC categorization and clarity. They are intentionally short and to the point of the mechanics, to encourage players to come up with their own fun ways to describe how they use their magic. For example, an Evolist might use their own blood to cast these abilities, while a Unionist might pray to conjure light, etc etc.

Sacred Healing Pack

This pack allows the Cleric to heal their allies in Combat.

Ability Name Ability Type Ability Range Ability Description Modifiers
Sacred Healing Buff Power Emote Range

Grants the user Sacred Healing

N/A

Sacred Martyr Pack

This pack allows the Cleric to sacrifice themselves for their allies' benefit.

Ability Name Ability Type Ability Range Ability Description Modifiers
Sacred Martyr Movement Power 10 Blocks

Grants the user Sacred Martyr

N/A

Sacred Gear Pack

This pack allows the Cleric to enchant their allies' equipment with religious symbols and supernatural vigor.

Ability Name Ability Type Ability Range Ability Description Modifiers
Sacred Gear Buff Power 5 Blocks

Grants the user Sacred Gear

N/A

Sacred Rebuke Pack

This pack allows the Cleric to engage in some apostasy, and weaken the magic of their enemies that don't share their faith.

Ability Name Ability Type Ability Range Ability Description Modifiers
Sacred Rebuke Dispel Power Emote Range

Grants the user Sacred Rebuke

N/A

Sacred Revive Pack

This pack allows the Cleric to bring their allies back from the brink of death.

Ability Name Ability Type Ability Range Ability Description Modifiers
Sacred Revive Buff Power Self

Grants the user Sacred Revive

N/A

Sacred Siphon Pack

This pack allows the Cleric to empower allies on an enemy's use of power.

Ability Name Ability Type Ability Range Ability Description Modifiers
Sacred Siphon Dispel Power Emote Range

Grants the user Sacred Siphon

N/A

Sacred Burn Pack

This pack allows the Cleric to weaken and slowly burn an enemy up close.

Ability Name Ability Type Ability Range Ability Description Modifiers
Sacred Burn Instant Power Melee Range

Grants the user Sacred Burn

N/A

Sacred Bleed Pack

This pack allows the Cleric to slow down an enemy's ability to heal.

Ability Name Ability Type Ability Range Ability Description Modifiers
Sacred Bleed Instant Power Self

Grants the user Sacred Bleed

N/A

Sacred Judgement Pack

This pack allows the Cleric to punish and weaken anyone who uses dark magics.

Ability Name Ability Type Ability Range Ability Description Modifiers
Sacred Judgement Instant Power Emote Range

Grants the user Sacred Judgement

N/A

Sacred Portent Pack

This pack allows the Cleric to give divine guidance to an ally, improving their next action.

Ability Name Ability Type Ability Range Ability Description Modifiers
Sacred Portent Buff Power Self

Grants the user Sacred Portent

N/A

Sacred Circle Pack

This pack allows the Cleric to take a knee and pray, sacrificing themselves to cleanse allies.

Ability Name Ability Type Ability Range Ability Description Modifiers
Sacred Circle Buff Power 3 Blocks

Grants the user Sacred Circle

N/A