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Magic Point Buy: Difference between revisions

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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.  
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.  
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}}
Magic Point Buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. Enchant Point Buy provides Magic Spell Packs. Please consult the [[Magic]] Page before Point Buying any Packs here, as some considerations have to be made with regard to Spell Morality, and Dimension Alignment that affect how other Characters respond to your Character. Please read the Magic Point Buy Extra Rules before Point Buying any Packs here, as this Category is unique and has extra mechanics.
Magic Point Buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. Magic Point Buy provides Magic Spell Packs. Please consult the [[Magic]] Page before Point Buying any Packs here, as some considerations have to be made with regard to Spell Morality, and Dimension Alignment that affect how other Characters respond to your Character. Please read the Magic Point Buy Extra Rules before Point Buying any Packs here, as this Category is unique and has extra mechanics.


==Magic Point Buy Extra Rules==
==Magic Point Buy Extra Rules==
*'''Magical Investment:''' While most Categories are limited to 7 Investment, Magic has a maximum investment of 14. Additionally, if a character invests more than 7 points into Magic, they unlock a new Combat Style: True Mage. This Combat Style uses Magic for both Attack Stat and Defense Stat, allowing the Player to distribute their Magic Points between the two Stats, but only up to a Maximum of 7, and requiring a Minimum of 1. For example, if a Character has invested 10 Points into Magic, they can set their Attack stat to 6, and their Defense Stat to 4.  
*'''Magical Investment:''' While most Categories are limited to 7 Investment, Magic has a maximum investment of 14. Additionally, if a character invests more than 7 points into Magic, they unlock a new Combat Style: True Mage. This Combat Style uses Magic for both Attack Stat and Defense Stat, allowing the Player to distribute their Magic Points between the two Stats, but only up to a cap of 7 for Attack and 5 for Defense. For example, if a Character has invested 10 Points into Magic, they can set their Attack stat to 6, and their Defense Stat to 4.
*'''Dimensional Alignment:''' To understand this Mechanic, please read the "Dimensional Alignment" section on the [[Magic]] Page. Magic Point Buy can be any of the Alignments listed (God, Void, Ordial, Exist), as long as the Character Design limitations for the Alignment chosen are followed.  
*'''Sinistral Magic:''' To understand this Mechanic, please read the “Morality of Magic” section on the [[Magic]] Page. By default, the Magic Abilities below are classified as either Radiant or Enchant, however, some (but not all) of the Abilities have an alternate “Sinistral Usage” listed in their description. In order to use the “Sinistral Usage” mechanic, a character must have at least 5 Points invested into the Magic Category. Sinistral Usage is an empowered version of the Spell, which must be chosen (or not chosen) when the Spell is cast, and cannot be changed once cast that way, for the duration of that cast only. Please note, that many characters will take grave offense to the usage of Sinistral Magic, which is always telegraphed. Sinistral Magic exists for characters who are pushed to their absolute limits, and call on dark powers in desperation, or selfish mages who care only for their own safety and power.
*'''Sinistral Magic:''' To understand this Mechanic, please read the “Morality of Magic” section on the [[Magic]] Page. By default, the Magic Abilities below are classified as either Radiant or Enchant, however, some (but not all) of the Abilities have an alternate “Sinistral Usage” listed in their description. In order to use the “Sinistral Usage” mechanic, a character must have at least 5 Points invested into the Magic Category. Sinistral Usage is an empowered version of the Spell, which must be chosen (or not chosen) when the Spell is cast, and cannot be changed once cast that way, for the duration of that cast only. Please note, that many characters will take grave offense to the usage of Sinistral Magic, which is always telegraphed. Sinistral Magic exists for characters who are pushed to their absolute limits, and call on dark powers in desperation, or selfish mages who care only for their own safety and power.
* '''Sinistral Magic Emotes:''' If a Character plans on using Sinistral Magic, this must be appropriately reflected in the Character's Emotes. When using an Ability, defined by (a: Ability Name) , the Player must also include a (Sinistral) in the same Emote, right after the Ability. For example, "Timothy casts (a: Skeleton Blast) (Sinistral) at Jerry."
*'''Adapt Point Buy Packs:''' The [[Adapt Point Buy]] category has a number of Packs that also can count as Magical Spells, but are mostly non-Ability Mechanics. They are still relevant to know if a Player is building a character who uses all sorts of Magic.


==Magic Spell Packs==
==Magic Spell Packs==
===Magic Bolts Pack===
===Magic Bolts Pack===
This pack allows the user to use their magic to attack at range, acting as a traditional caster blaster.
This pack allows the user to use their magic to attack at range, acting as a traditional caster blaster. '''Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.'''
{| class="wikitable" style="width: 50%;"
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Ability Name
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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Modifiers
 
|-
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| style="background-color:#f5d5f7;" | Magic Bolts
| style="background-color:#f5d5f7;" | Magic Bolts
| 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: Magic Bolts | To cast with magic, the user gains either Ranger Stance or Deadeye Stance, which activates when this Ability is used. The stance chosen functions with magic, not a weapon, but does not count for using that Stance’s associated Abilities. Additionally, once per combat, the user can re-roll one failed Ranged Attack made with Magic Bolts. Magic Bolts has no Cooldown, but once activated, cannot be turned off until Combat Ends. Sinistral Usage: the User gains +2 Attack Stat, that breaks cap up to 11, while using Magic Bolts.  }}
| Grants the user {{#simple-tooltip: Magic Bolts | To cast with magic, the user gains either Ranger Stance or Deadeye Stance, which activates when this Ability is used. The stance chosen functions with magic, not a weapon, but does not count for using that Stance’s associated Abilities. Additionally, once per combat, the user can re-roll one failed Ranged Attack made with Magic Bolts. Magic Bolts can be upheld indefinitely, but has a 20 minute cooldown once ended. <u>'''Sinistral Usage:'''</u> the User gains +2 Attack Stat, that breaks cap up to 11, while using Magic Bolts.  }}
| {{#simple-tooltip: N/A }}
 
|-
|-
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|}
===Magic Snare Pack===
===Magic Snare Pack===
Flavor Text Goes Here
This pack allows the Mage to lock down targets, ensuring that enemies stay in one place.
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! Ability Description
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| style="background-color:#f5d5f7;" | Magic Snare
| style="background-color:#f5d5f7;" | Magic Snare
| 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: Magic Snare | To prevent any enemy from moving, instantly apply the Trapped Status to an enemy within Range, which lasts for 3 Turns. At the end of the 3rd Turn, if the Target is still Trapped, additionally deal 1 Damage. Magic Snare does not Stack, and has a 2 Hour Cooldown. Sinistral Usage: The Trapped Status lasts for 4 turns, but if they are still trapped on Turn 2, deal 1 Damage, and then 1 Damage again on turn 4.}}
| Grants the user {{#simple-tooltip: Magic Snare | To prevent any enemy from moving, instantly apply the Trapped Status to an enemy within Range, which lasts for 3 Turns. At the end of the 3rd Turn, if the Target is still Trapped, additionally deal 1 Damage. Magic Snare does not Stack, and has a 2 Hour Cooldown. <u>'''Sinistral Usage:'''</u> The Trapped Status lasts for 4 turns, but if they are still trapped on Turn 2, deal 1 Damage, and then 1 Damage again on turn 4.}}
| {{#simple-tooltip: N/A }}
 
|-
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===Magic Trip Pack===
===Magic Trip Pack===
Flavor Text Goes Here
This pack allows the Mage to prevent targets from rapidly moving, ensuring escape or approach is more difficult.
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|-
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| style="background-color:#f5d5f7;" | Magic Trip
| style="background-color:#f5d5f7;" | Magic Trip
| Instant Power
| Instant 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: Magic Trip | To prevent enemies from approaching you, target two enemies who are within 3 Blocks of each other. Apply the Fleeting Status to both of them, which lasts until one of them suffers the effect of the Fleeting Status, which causes both Fleeting Statuses to end. Magic Trip does not Stack, and has a 2 Hour Cooldown. Sinistral Usage: Target up to Three Enemies, and apply the Brittle Debuff to the two Enemies who are not knocked Prone.}}
| Grants the user {{#simple-tooltip: Magic Trip | To prevent enemies from approaching you, target two enemies who are within 3 Blocks of each other. Apply the Fleeting Status to both of them, which lasts until one of them suffers the effect of the Fleeting Status, which causes both Fleeting Statuses to end. Magic Trip does not Stack, and has a 2 Hour Cooldown. <u>'''Sinistral Usage:'''</u> Target up to Three Enemies, and apply the Brittle Status Effect to the two Enemies who are not knocked Prone.}}
| {{#simple-tooltip: N/A }}
 
|-
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===Magic Distort Pack===
===Magic Distort Pack===
Flavor Text Goes Here
This pack allows the Mage to disorient enemies around them, preventing themselves from being struck.
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| style="background-color:#f5d5f7;" | Magic Distort
| style="background-color:#f5d5f7;" | Magic Distort
| Instant Power
| Instant Power
| {{#simple-tooltip: 4 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 4 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: Magic Distort | To disrupt enemies around the user, apply the Confused Status to everyone within Range of the user, including Self. The user, while Confused, cannot target enemies they applied the Confused Status to. The Confused Status lasts for one turn. Magic Distort does not Stack, and can only be used Once Per Combat Scene. Sinistral Usage: No longer Confuses Self, instead Deals 1 HP Damage to Self, and 1 HP Damage to one Target within Range.}}
| Grants the user {{#simple-tooltip: Magic Distort | To disrupt enemies around the user, apply the Confused Status to everyone within Range of the user, including Self. The user, while Confused, cannot target enemies they applied the Confused Status to. The Confused Status lasts for one turn. Magic Distort does not Stack, and can only be used Once Per Combat Scene. <u>'''Sinistral Usage:'''</u> No longer Confuses Self, instead Deals 1 HP Damage to Self, and 1 HP Damage to one Target within Range.}}
| {{#simple-tooltip: N/A }}
 
|-
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===Magic Smog Pack===
===Magic Smog Pack===
Flavor Text Goes Here
This pack allows the Mage to blind enemies around them, assisting in evading a hit.
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|-
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| style="background-color:#f5d5f7;" | Magic Smog
| style="background-color:#f5d5f7;" | Magic Smog
| 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: Magic Smog | To disrupt enemies' vision, instantly apply the Blinded Status on a Target within Range. Magic Smog can be used as a Reaction, but only to a Basic Attack that would hit the user or an ally, thus causing that Attack to miss. Magic Smog does not stack, and has a 2 Hour Cooldown. Sinistral Usage: Cannot be used as a  Reaction, but instead applies the Blinded Status to everyone within Range, including allies, but not the user. Instead, the user is Silenced for 10 Minutes.}}
| Grants the user {{#simple-tooltip: Magic Smog | To disrupt enemies' vision, instantly apply the Blinded Status on a Target within Range. Magic Smog can be used as a Reaction, but only after the user or an ally has been hit by a basic attack, to apply the Blinded Status to the attacker. Magic Smog does not stack, and has a 2 Hour Cooldown. <u>'''Sinistral Usage:'''</u> Cannot be used as a  Reaction, but instead applies the Blinded Status to everyone within Range, including allies, but not the user. Instead, the user is Silenced for 10 Minutes.}}
| {{#simple-tooltip: N/A }}
 
|-
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===Magic Curse Pack===
===Magic Curse Pack===
Flavor Text Goes Here
This pack allows the Mage to debilitate enemies, hindering their ability to attack or defend.
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|-
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| style="background-color:#f5d5f7;" | Magic Curse
| style="background-color:#f5d5f7;" | Magic Curse
| Instant 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: 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:  Magic Curse | To make an enemy choose between two weakening effects, instantly apply the Warned Status to an Enemy within Range. The Enemy must choose between -1 Attack Stat or -1 Defense Stat. This Stat Reduction lasts for 15 Minutes, after which Magic Curse's Cooldown begins. Magic Curse does not Stack, and has a 2 Hour Cooldown. Sinistral Usage: Stat Reductions become -2, instead of -1. Also, target another Enemy within Range. Whichever option the first enemy does not choose, apply that -2 to the second enemy.}}
| Grants the user {{#simple-tooltip:  Magic Curse | To make an enemy choose between two weakening effects, instantly apply the Warned Status to an Enemy within Range. The Enemy must choose between -1 Attack Stat or -1 Defense Stat. This Stat Reduction lasts for 15 Minutes, after which Magic Curse's Cooldown begins. Magic Curse does not Stack, and has a 2 Hour Cooldown. <u>'''Sinistral Usage:'''</u> Stat Reductions become -2, instead of -1. Also, target another Enemy within Range. Whichever option the first enemy does not choose, apply that -2 to the second enemy.}}
| {{#simple-tooltip: N/A }}
 
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===Magic Resist Pack===
===Magic Resist Pack===
Flavor Text Goes Here
This pack allows the Mage to bolster themselves or an ally, allowing them to cushion a blow.
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! Ability Description
! Modifiers
 
|-
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| style="background-color:#f5d5f7;" | Magic Resist
| style="background-color:#f5d5f7;" | Magic Resist
| Buff 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: 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: Magic Resist | To reduce the damage the user or an ally takes, target Self or an Ally within Range as a reaction to taking any Damage. Reduce that Damage by 1 HP, but never to 0. Magic Resist can be used out of Turn, and does not consume an Action. Magic Resist has a 1 Hour Cooldown. Sinistral Usage: Also deal 1 HP Damage to whoever applied the Damage. }}
| Grants the user {{#simple-tooltip: Magic Resist | To reduce the damage the user or an ally takes, target Self or an Ally within Range as a reaction to taking any Damage. Reduce that Damage by 1 HP, but never to 0. Magic Resist can be used out of Turn. Magic Resist has a 1 Hour Cooldown. <u>'''Sinistral Usage:'''</u> Also deal 1 HP Damage to whoever applied the Damage. }}
| {{#simple-tooltip: N/A }}
 
|-
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|}
|}
===Magic Cleanse Pack===
===Magic Cleanse Pack===
Flavor Text Goes Here
This pack allows the Mage to cure themselves or an ally, removing harmful statuses.
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| style="background-color:#f5d5f7;" | Magic Cleanse
| style="background-color:#f5d5f7;" | Magic Cleanse
| Dispel 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: Magic Cleanse | To protect Self or an Ally from a harmful Status Effect, instantly remove one Status Effect (choose one, if multiple) from Self or an Ally within Range. Magic Cleanse has a 2 Hour Cooldown. Sinistral Usage: N/A }}
| Grants the user {{#simple-tooltip: Magic Cleanse | To protect Self or an Ally from a harmful Status Effect, instantly remove one Status Effect (choose one, if multiple) from Self or an Ally within Range. Magic Cleanse has a 2 Hour Cooldown. <u>'''Sinistral Usage:'''</u> Instead of removing the Status Effect, transfer it to an Enemy within Emote Range. }}
| {{#simple-tooltip: N/A }}
 
|-
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===Magic Bolster Pack===
===Magic Bolster Pack===
Flavor Text Goes Here
This pack allows the Mage to strengthen themselves in combat, potentially also strengthening an ally.
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| style="background-color:#f5d5f7;" | Magic Bolster
| style="background-color:#f5d5f7;" | Magic Bolster
| Buff Power
| Buff 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: 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: Magic Bolster | To empower oneself with Magic, grant +2 Attack Stat, or +2 Defense Stat, breaking cap up to 11 and 9. Alternatively, grant the user +1, and an Ally within Range +1 too. Either way, the +Stat lasts for 20 Minutes, after which Magic Bolster's cooldown begins. Magic Bolster does not Stack, and has a 1 Hour Cooldown. Sinistral Usage: Can no longer grant Stats to Ally, but instead grants +2 Attack and +2 Defense at the same time.}}
| Grants the user {{#simple-tooltip: Magic Bolster | To empower oneself with Magic, grant +2 Attack Stat, or +2 Defense Stat. Alternatively, grant the user +1, and an Ally within Range +1 too. Either way, the +Stat lasts for 20 Minutes, after which Magic Bolster's cooldown begins. Magic Bolster does not Stack, and has a 1 Hour Cooldown. <u>'''Sinistral Usage:'''</u> Can no longer grant Stats to Ally, but instead grants +2 Attack and +2 Defense at the same time, that break cap up to 11/9.}}
| {{#simple-tooltip: N/A }}
 
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===Magic Disengage Pack===
===Magic Disengage Pack===
Flavor Text Goes Here
This pack allows the Mage to assist with escape, making their target harder to hit when moving.
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| style="background-color:#f5d5f7;" | Magic Disengage
| style="background-color:#f5d5f7;" | Magic Disengage
| Instant Power
| Instant 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: Magic Disengage | To help an Ally, or oneself, escape a bad situation, use this Ability as a reaction to an Ally taking a Move action, or when the User takes a Move action. That Ally can move through people, and does not trigger Opportunity Attacks, but, apply the Fleeting Status to the Target for 10 Minutes. Magic Disengage does not consume an Action. Magic Disengage can be used Once Per Combat Scene. Sinistral Usage: Cannot be used on Ally, no longer applies Fleeting. Instead, if the user would walk through someone, enemy or ally, apply the Prone Status Effect to that Target. Maximum 5 Targets.}}
| Grants the user {{#simple-tooltip: Magic Disengage | To help an Ally, or oneself, escape a bad situation, use this Ability as a reaction to an Ally taking a Move action, or when the User takes a Move action. That Ally can move through people, and does not trigger Opportunity Attacks, but, apply the Fleeting Status to the Target for 10 Minutes. Magic Disengage does not consume an Action. Magic Disengage can be used Once Per Combat Scene. <u>'''Sinistral Usage:'''</u> Cannot be used on Ally, no longer applies Fleeting. Instead, if the user would walk through someone, enemy or ally, apply the Prone Status Effect to that Target. Maximum 5 Targets.}}
| {{#simple-tooltip: N/A }}
 
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===Magic Barrier Pack===
===Magic Barrier Pack===
Flavor Text Goes Here
This pack allows the Mage to protect others from ranged attacks, lessening damage from arrows, bullets, and bolts.
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| style="background-color:#f5d5f7;" | Magic Barrier
| style="background-color:#f5d5f7;" | Magic Barrier
| Link Power
| Link 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: Magic Barrier | To protect an ally from Ranged Attacks, attach a Link to an Ally within Range, but never Self. For the duration, that Ally does not take Damage from Ranged Attacks from Ranger Stance, and takes only 1 HP Damage from Ranged Attacks from Deadeye Stance. Magic Barrier lasts for as long as the Link is upheld, after which it has a 2 Hour Cooldown. If Magic Barrier is Link Broken, grant the Target 1 Block Token. Sinistral Usage: N/A}}
| Grants the user {{#simple-tooltip: Magic Barrier | To protect an ally from Ranged Attacks, attach a Link to an Ally within Range, but never Self. For the duration, that Ally has increased defenses against Ranged Attacks from Ranger and Deadeye Stance. When the ally is targeted with a Ranged Attack Emote, their minimum Defense Roll is raised to 9 for Ranger Stance attacks, and 6 for Deadeye Stance attacks. Magic Barrier lasts for as long as the Link is upheld, after which it has a 2 Hour Cooldown. If Magic Barrier is Link Broken, grant the Target 1 Block Token. <u>'''Sinistral Usage:'''</u> Additionally, if the User would take Damage, they can fully transfer that Damage to their Linked Ally, even against the Ally's will, meaning the user suffers no damage, and the Ally suffers all of it.}}
| {{#simple-tooltip: N/A }}
 
|-
|-
|}
|}
===Magic Warp Pack===
===Magic Warp Pack===
Flavor Text Goes Here
This pack allows the Mage to relocate friendly targets, allowing rapid deployment to other parts of the battlefield.
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width: 100%;"
|- 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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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Modifiers
 
|-
|-
| style="background-color:#f5d5f7;" | Magic Warp
| style="background-color:#f5d5f7;" | Magic Warp
| Movement 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: Magic Warp | To move yourself or an ally, use this ability to relocate them forcibly anywhere else in range, even on higher ledges up to 10 blocks in height. This ability is instantaneous, and does not use an ally's action if used on them. Magic Warp cannot be used to circumvent fortifications like gates or teleport through doors, and has a 1 Hour Cooldown. Sinistral Usage: If used on Self, instantly make an Attack Emote on an Enemy within Range, in the same turn, with +2 Attack Stat (cap break up to 11) for that Attack Emote only.}}
| Grants the user {{#simple-tooltip: Magic Warp | To move yourself or an ally, use this ability to relocate them in a straight line anywhere else in range, even on higher ledges up to 10 blocks in height. This ability is instantaneous, and does not use an ally's action or movement if used on them. Magic Warp ignores Opportunity Attacks, and can be used to circumvent fortifications like gates or teleport through doors, and has a 1 Hour Cooldown. Sinistral Usage: If used on Self, instantly make an Attack Emote on an Enemy within Range, in the same turn, with +2 Attack Stat (cap break up to 11) for that Attack Emote only.}}
| N/A
 
|-
|-
|}
|}
===Magic Lifebind Pack===
===Magic Lifebind Pack===
Flavor Text Goes Here
This pack allows the Mage to link their life to an ally, sharing the burden of health and harm.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 100%;"
|- 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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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Modifiers
 
|-
|-
| style="background-color:#f5d5f7;" | Magic Lifebind
| style="background-color:#f5d5f7;" | Magic Lifebind
| Link Power
| Link 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: Magic Lifebind | To tie your health to an ally's, target an Ally within Range, and establish a Link Power on them. For the Duration, whenever the user or the Ally is Healed, the other Linked Target also heals for the same amount. However, whenever the user or the Ally takes Damage, the other Linked Target takes that Damage, -1 (but never to 0). Magic Lifebind lasts for as long as the Link is upheld, up to a maximum of 30 Minutes, after which it has a 2 Hour Cooldown. If Link Broken, Heal the Ally only 1 HP. Magic Lifebind does not Stack. Sinistral Usage: Target Enemy instead of Ally. Enemy has the Bloody Status applied for the duration, and when the user or Enemy takes Damage, the other Linked Target takes that Damage, -1 (but never to 0).}}
| Grants the user {{#simple-tooltip: Magic Lifebind | To tie your health to an ally's, target an Ally within Range, and establish a Link Power on them. For the Duration, whenever the user or the Ally is Healed, the other Linked Target also heals for the same amount. However, whenever the user or the Ally takes Damage, the other Linked Target takes that Damage, -1 (but never to 0). Magic Lifebind does not trigger on Damage it inflicts, or self-inflicted Damage. Magic Lifebind lasts for as long as the Link is upheld, up to a maximum of 30 Minutes, after which it has a 2 Hour Cooldown. If Link Broken, Heal the Ally only 1 HP. Magic Lifebind does not Stack. <u>'''Sinistral Usage:'''</u>  Target Enemy instead of Ally. Enemy has the Bloody Status applied for the duration, and when the user or Enemy takes Damage, the other Linked Target takes that Damage, -1 (but never to 0).}}
| {{#simple-tooltip: N/A }}
 
|-
|-
|}
|}
===Magic Isolate Pack===
===Magic Isolate Pack===
Flavor Text Goes Here
This pack allows the Mage to cut off an enemy's support, breaking a link between the enemy and their ally.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 100%;"
|- 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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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Modifiers
 
|-
|-
| style="background-color:#f5d5f7;" | Magic Isolate
| style="background-color:#f5d5f7;" | Magic Isolate
| 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: Magic Isolate | To isolate an Enemy from their Allies and Buffs, target an enemy within Range, and Link Break the most recently applied Link Power. Additionally, if they have any Block Tokens (from Abilities, not from Armor), remove 1 Block Token. Magic Isolate has a 2 Hour Cooldown. Sinistral Usage: Break 2 Link Powers, remove up to 2 Block Tokens, and if the enemy has no Link Powers and no Block Tokens, instead apply the Marked Status.}}
| Grants the user {{#simple-tooltip: Magic Isolate | To isolate an Enemy from their Allies and Buffs, target an enemy within Range, and Link Break the most recently applied Link Power. Additionally, if they have any Block Tokens (from Abilities, not from Armor), remove 1 Block Token. Magic Isolate has a 2 Hour Cooldown. <u>'''Sinistral Usage:'''</u>  Break 2 Link Powers, and if the enemy has no Link Powers and no Block Tokens, instead apply the Marked Status.}}
| {{#simple-tooltip: N/A }}
 
|-
|-
|}
|}
===Magic Counter Pack===
 
Flavor Text Goes Here
===Magic Reduce Pack===
{| class="wikitable" style="width: 50%;"
This pack allows the Mage to combat other magic users, weakening their spells and reducing their effectiveness.
{| class="wikitable" style="width: 100%;"
|- 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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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Modifiers
 
|-
|-
| style="background-color:#f5d5f7;" | Magic Counter
| style="background-color:#f5d5f7;" | Magic Reduce
| Dispel 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: Magic Counter | To Counter and Dispel another Mage's magic, use this Ability as a Reaction to a character within Range using a Power from the Magic Point Buy Category. Dispel that Power, but, apply the Silenced Status to the user for the next 3 Turns. Magic Counter can be used out of Turn, and does not take an Action. Magic Counter has a 2 Hour Cooldown. Sinistral Usage: No longer Silences the User, also apply the Marked Status to the Target.}}
| Grants the user {{#simple-tooltip: Magic Reduce | To punish an enemy Mage, use this Ability as a Reaction to a character within Range using a Power that affects the user or an Ally. The Power used by the target is weakened in some way, any damage done being reduced by 1 (to a minimum of 0), any status effects applied by the Power having its duration reduced by half, rounded down, or any distance or duration reduced by half, rounded down. Magic Reduce has a 2 Hour Cooldown. <u>'''Sinistral Usage:'''</u> The user or Ally being protected also gains +2 to their Defense for the next 3 turns, breaking the proficiency cap up to 9.}}
| {{#simple-tooltip: N/A }}
 
|-
|}
===Magic Feather Pack===
Flavor Text Goes Here
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d5f7;" | Magic Feather
| 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).}}
| Grants the user {{#simple-tooltip: Magic Feather| To protect allies, this Ability can be used to make any amount of Allies immune to damage from falling, giving them Feather Fall, which will slow them to a gentle floating speed. The same effect is permanently applied to self. Magic Feather has no Cooldown. Sinistral Usage: When an Enemy would take Fall Damage, deal +1 HP extra Damage to them.}}
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}
===Magic Shove Pack===
===Magic Shove Pack===
Flavor Text Goes Here
This pack allows the Mage to push or pull a target near them, relocating both enemy and ally.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 100%;"
|- 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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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Modifiers
 
|-
|-
| style="background-color:#f5d5f7;" | Magic Shove
| style="background-color:#f5d5f7;" | Magic Shove
| 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: Magic Shove | To move an Enemy, instantly Displace a Target 5 Blocks in any direction, meaning further away from the user, or closer, anywhere along a horizontal direction, but never vertically or diagonally up or down. Magic Shove has a 30 Minute Cooldown. Sinistral Usage: Target up to two enemies, sending them in the same or different directions, and apply the Prone Status at the end of the shove.}}
| Grants the user {{#simple-tooltip: Magic Shove | To move an Enemy, instantly Displace a Target 5 Blocks in any direction, meaning further away from the user, or closer, anywhere along a horizontal direction, but never vertically or diagonally up or down. Magic Shove has a 30 Minute Cooldown. <u>'''Sinistral Usage:'''</u>  Target up to two enemies, sending them in the same or different directions, and apply the Prone Status at the end of the shove.}}
| {{#simple-tooltip: N/A }}
 
|-
|-
|}
|}
===Magic Summon Pack===
===Magic Summon Pack===
Flavor Text Goes Here
This pack allows the Mage to summon equipment so they can always be combat ready.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 100%;"
|- 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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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Modifiers
 
|-
|-
| style="background-color:#f5d5f7;" | Magic Summon
| style="background-color:#f5d5f7;" | Magic Summon
| Summon 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: Magic Summon | To never be without weapons and armor, instantly summon any combination of armor, shields, weapons (ranged or melee) for the user and up to two willing allies within Range. This does not re-fresh Block Tokens from Armor, but grants them if the user did not already have them. Additionally, if the user (and allies) wear this equipment for 20 minutes, also grant +1 Attack or +1 Defense for the duration. Magic Summon does not Stack, has no Cooldown, but once it grants +Stats, it lasts for up to 1 Hour. Sinistral Usage: If Equipment is granted to anyone other than the user, after 10 Minutes, it suddenly changes to a curse, applying a -2 Attack and -1 Defense Stat reduction, and cannot be removed, except by Abilities that Dispel magic, or by KOing the user.}}
| Grants the user {{#simple-tooltip: Magic Summon | To never be without weapons and armor, instantly summon any combination of armor, shields, weapons (ranged or melee) for the user and up to two willing allies within Range. This does not re-fresh Block Tokens from Armor, but grants them if the user did not already have them. Additionally, if the user (and allies) wear this equipment for 20 minutes, also grant +1 Attack or +1 Defense for the duration. Magic Summon does not Stack, has no Cooldown, but once it grants +Stats, it lasts for up to 1 Hour. <u>'''Sinistral Usage:'''</u>  Instead of granting equipment to allies, only grant equipment to Self, grant +1 Attack and +1 Defense (breaks cap up to 11/9) while using it.  Additionally, prevent Attack/Defense Stat Reduction for 30 Minutes.}}
| {{#simple-tooltip: N/A }}
 
|-
|-
|}
|}


===Magic Revive Pack===
===Magic Revive Pack===
{| class="wikitable" style="width:50%;"
This pack allows the Mage to bring an ally back from the brink of defeat.
{| class="wikitable" style="width: 100%;"
|- 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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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Modifiers
|-
|-
| style="background-color:#f5d5f7;" | Magic Revive
| style="background-color:#f5d5f7;" | Magic Revive
| Buff Power
| Buff Power
| {{#simple-tooltip: 10 Block | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 10 Block | 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: Magic Revive | To bring an Ally back into the fight, Target an Ally at 0 HP. they are given a choice: Revive with 4 HP and half (rounded down) Attack Stat, or 4 HP and half (rounded down) Defense Stat.  This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Magic Revive has a 2 Hour Cooldown. Sinistral Usage: N/A}}
| Grants the user {{#simple-tooltip: Magic Revive | To bring an Ally back into the fight, Target an Ally at 0 HP. they are given a choice: Revive with 4 HP and half (rounded down) Attack Stat, or 4 HP and half (rounded down) Defense Stat.  This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Magic Revive has a 2 Hour Cooldown. <u>'''Sinistral Usage:'''</u> Ignore limit on Revive Abilities, and Target an Enemy at 0 HP, and forcibly Revive them, making them fight for the user. However, Target Enemy can only make Basic Attacks, cannot use any Abilities, and has their Attack and Defense Stat Halved (cannot be raised). If an enemy Targets the revived Enemy with another Revive Ability, the target is dealt 2 HP of damage. }}
| N/A
|-
|-
|}
|}
===Magic Revenge Pack===
===Magic Revenge Pack===
This Pack allows the user to strike out one final vengeful strike against their opponent before going down.
This pack allows the user to strike out one final vengeful strike against their opponent before going down.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 100%;"
|- 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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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Modifiers
 
|-
|-
| style="background-color:#f5d5f7;" | Magic Revenge
| style="background-color:#f5d5f7;" | Magic Revenge
| Counter 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).}}
| Grants the user {{#simple-tooltip: Magic Revenge | If the user reaches 0 HP, they are allowed one final emote to use any Magic Ability, or Magic Attack Emote (ignoring range even in Melee), but can only Target the person that reduced their HP to 0. If this Attack or Ability involves an Attack Stat Dice Roll, they can add +2 to the final result of that dice roll. Sinistral Usage: If the Attack or Ability involves a Dice Roll, that Dice Roll automatically succeeds, regardless of Defense Rolls. }}
| {{#simple-tooltip: N/A }}
|-
|}
===Ocean Adaptation Pack===
This pack allows the user to be an aquatic mage, and is recommended for them and anyone who wants to make use of any aquatic housing and roleplay zones in Regalia. Additionally, when using Ocean Adaptation with magic, the user can target up to 2 Allies in a Roleplay Scene, and apply this Ability to them as well, as long as they remain within 10 Blocks of the User.
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d5f7;" | Ocean Adaptation
| Passive Power
| {{#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: Ocean Adaptation | The user can breathe underwater, see underwater, speak underwater, and move unhindered while swimming underwater. Additionally, they can use Abilities and Attack Emotes as if they were on dry land, targeting those inside and outside the water. Sinistral Usage: None.}}
| {{#simple-tooltip: N/A }}
|-
|}
===Exorcism Pack===
Flavor Text Goes Here
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d5f7;" | Exorcism
| Dispel 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: Exorcism | To protect against Afflicted Abilities, use this Ability to Counter any Instant, Link, or Movement Power used by a Character that is Afflicted that targets the user or an ally. Additionally, outside of combat, the user can perform general Exorcisms, but they do not have a guaranteed effect, and require negotiation with Spirit Players, or Event DMs. If the user is Afflicted themselves, this Ability is Disabled. Exorcism has no cooldown for Curing or general Exorcisms, but its Counter function has a 4 Hour Cooldown. Sinistral Usage: N/A}}
| Grants the user {{#simple-tooltip: Magic Revenge | If the user reaches 0 HP, they are allowed one final emote to use any Magic Ability, or Magic Attack Emote (ignoring range even in Melee), but can only Target the person that reduced their HP to 0. If this Attack or Ability involves an Attack Stat Dice Roll, they can add +2 to the final result of that dice roll. <u>'''Sinistral Usage:'''</u> If the Attack or Ability involves a Dice Roll, that Dice Roll automatically succeeds, regardless of Defense Rolls. }}
| {{#simple-tooltip: N/A }}
 
|-
|-
|}
|}
===Magic Mimic Pack===
{{Proficiency}}
This Pack allows the user to mimic anyone's Abilities and Profiencies. Note, while this Ability does not allow the copying of Custom Kits, there is one exception in that it can be used to copy a Custom Kit, but only for the duration of a 1v1 duel against the person who owns that Custom Kit, and also gives express permission for the mimicry of their Custom Kit. Some Custom Kits cannot be copied because they rely on specific power sources and deep lore. This Ability should also be used in good faith, so not at the very end after burning through all Ability Cooldowns, just to get a new set with fresh uses. Abuse of this Ability to powergame should be reported. 
[[category:Proficiency]]
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d5f7;" | Magic Mimic
| 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).}}
| Grants the user {{#simple-tooltip: Magic Mimic | To mimic anyone, copy their Abilities, Heritage Traits and Proficiencies exactly, while discarding your own. The user is now able to use this "kit" exactly like the source, but a Custom Kit cannot be copied. Magic Mimic has no Cooldown, but the Mimic Kit remains active until the Combat Roleplay Scene ends. Additionally, the user can choose to copy the appearance of the target, but this does not count as a disguise mechanic. Sinistral Usage: This ability does count as a Disguise, and makes the user indistinguishable from their Target. Additionally, the user steals 1 Attack Stat and 1 Defense Stat from their target, breaking cap up to 11, and 9.}}
| {{#simple-tooltip: N/A }}
|-
|}
===Magic Shift Pack===
This Pack has no Combat uses, but turns your Character into a Magical Shapeshifter. There are natural born Shapeshifters like the Slizzar, but Mages can also learn to shapeshift to alter their appearance. This includes but is not limited to: Gender Presentation, Heritage, Biological Sex, Hair, Height, Facial Structure, Body Shape, Additional (non-combat Function) Limbs, and they can even combine aspects of Races for example Eronidas Tusks and Allar Tails on an Ailor Body. These Changes can also fall outside of the realistic fur/hair/skin tones (though please be careful about white-washing Peoples of Color). Shapeshifting always counts as a Disguise (but cannot hide Affliction Traits and Tells), is instantaneous, Hidden, and cannot be seen through except for very specific Mechanics, or by some Event NPC’s/Gods. Shapeshifting can also be used to Disguise as another Character, but be mindful that this is not fool-proof, and relies on a Player's ability to mimic another Character's behavior. Players should be mindful of the fact that Shapeshifters are generally strongly mistrusted, and that society at large has a lot of paranoia towards them. Additionally, anti-RP usage of Shapeshifting to avoid consequences perpetually and in the face of giving other players a bad experience in Roleplay, may result in Staff members requesting a reduction of use. Shapeshifting should always be done to give a player more creative freedom and some room to avoid immediate consequences to their OC, but it should not be used to forever make a Character unaccountable/unaffected by bad actions and drawbacks.
 
===Sinistral Mindvex===
Sinistral Mindvex is for those Mages who want to influence the very minds of others, to rob them of free will, or to fabricate a false reality in their mind to influence their actions. This Pack is always Sinistral, meaning a Mage without access to the Sinistral Mechanic cannot take this pack, as there is no ethical Mind Control. This Pack does not grant a Combat-specific Ability, but grants a variety of Mechanics to do with Thralling and Persuasion Rolls. For more about Persuasion Rolls, please refer to the [[Abilities]] Page for Rules. The following features are granted:
* '''Persuasion Guidance:''' Your Character can boost an Ally's Persuasion Rolls while they are within Emote Range, either in (consent based) Player Persuasion Rolls, or [[Profile]] Character Persuasion rolls. The boosted Character has +2 added to the final Dice roll result. This is not telegraphed, meaning it can be done secretly, and influences the mind of the person who the Persuasion Dice is being performed on. This effect cannot be applied on Your Character, only allies.
* '''Persuasion Bonus:''' Your Character gains another +2 on top of the calculation for the Proficiency Dice, meaning it becomes 3 + Wisdom Proficiency (or Faith) +2 = Proficiency Dice (up to a max of 12). This is 2 points short of the absolute maximum of 14, which can only be attained through specific Afflictions/Affinities/Custom Kits, or if your Character has Persuasion Guidance applied to them by a different Character than your own.
* '''Persuasion Thralling:'''  This Mechanic requires absolute informed OOC consent from all parties involved. OOC consent can be revoked at any time if the player(s) involved feel uncomfortable, during which the Spell will break. With Persuasion Thralling, your Character places a spell on someone's mind to mind control them to varying degrees. This can involve a single command-spell that disappears as soon as the command is complete and wipes the person's memory (or let them keep it), or establishes long-term mind control that forces a Character to do whatever they are commanded. This Mechanic can only work in Combat with OOC consent of all participants, and can be overwritten by other forms of Thralling from other sources, including another Persuasion Thralling. Persuasion Thralling can be removed either by some form of Exorcism, or by a Character that exclusively has Radiant or Enchant Point Buy Spells and no Sinistral Point Buy Spells. Persuasion Thralling is always Hidden, but if a character is made to do something that is wildly out of character for them, other characters may become suspicious that mind-control magic was involved.

Latest revision as of 22:28, 20 August 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.

Magic Point Buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. Magic Point Buy provides Magic Spell Packs. Please consult the Magic Page before Point Buying any Packs here, as some considerations have to be made with regard to Spell Morality, and Dimension Alignment that affect how other Characters respond to your Character. Please read the Magic Point Buy Extra Rules before Point Buying any Packs here, as this Category is unique and has extra mechanics.

Magic Point Buy Extra Rules

  • Magical Investment: While most Categories are limited to 7 Investment, Magic has a maximum investment of 14. Additionally, if a character invests more than 7 points into Magic, they unlock a new Combat Style: True Mage. This Combat Style uses Magic for both Attack Stat and Defense Stat, allowing the Player to distribute their Magic Points between the two Stats, but only up to a cap of 7 for Attack and 5 for Defense. For example, if a Character has invested 10 Points into Magic, they can set their Attack stat to 6, and their Defense Stat to 4.
  • Dimensional Alignment: To understand this Mechanic, please read the "Dimensional Alignment" section on the Magic Page. Magic Point Buy can be any of the Alignments listed (God, Void, Ordial, Exist), as long as the Character Design limitations for the Alignment chosen are followed.
  • Sinistral Magic: To understand this Mechanic, please read the “Morality of Magic” section on the Magic Page. By default, the Magic Abilities below are classified as either Radiant or Enchant, however, some (but not all) of the Abilities have an alternate “Sinistral Usage” listed in their description. In order to use the “Sinistral Usage” mechanic, a character must have at least 5 Points invested into the Magic Category. Sinistral Usage is an empowered version of the Spell, which must be chosen (or not chosen) when the Spell is cast, and cannot be changed once cast that way, for the duration of that cast only. Please note, that many characters will take grave offense to the usage of Sinistral Magic, which is always telegraphed. Sinistral Magic exists for characters who are pushed to their absolute limits, and call on dark powers in desperation, or selfish mages who care only for their own safety and power.
  • Sinistral Magic Emotes: If a Character plans on using Sinistral Magic, this must be appropriately reflected in the Character's Emotes. When using an Ability, defined by (a: Ability Name) , the Player must also include a (Sinistral) in the same Emote, right after the Ability. For example, "Timothy casts (a: Skeleton Blast) (Sinistral) at Jerry."
  • Adapt Point Buy Packs: The Adapt Point Buy category has a number of Packs that also can count as Magical Spells, but are mostly non-Ability Mechanics. They are still relevant to know if a Player is building a character who uses all sorts of Magic.

Magic Spell Packs

Magic Bolts Pack

This pack allows the user to use their magic to attack at range, acting as a traditional caster blaster. Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.

Ability Name Ability Type Ability Range Ability Description
Magic Bolts Stance Technique Self

Grants the user Magic Bolts

Magic Snare Pack

This pack allows the Mage to lock down targets, ensuring that enemies stay in one place.

Ability Name Ability Type Ability Range Ability Description
Magic Snare Instant Power Emote Range

Grants the user Magic Snare

Magic Trip Pack

This pack allows the Mage to prevent targets from rapidly moving, ensuring escape or approach is more difficult.

Ability Name Ability Type Ability Range Ability Description
Magic Trip Instant Power 10 Blocks

Grants the user Magic Trip

Magic Distort Pack

This pack allows the Mage to disorient enemies around them, preventing themselves from being struck.

Ability Name Ability Type Ability Range Ability Description
Magic Distort Instant Power 4 Blocks

Grants the user Magic Distort

Magic Smog Pack

This pack allows the Mage to blind enemies around them, assisting in evading a hit.

Ability Name Ability Type Ability Range Ability Description
Magic Smog Instant Power Emote Range

Grants the user Magic Smog

Magic Curse Pack

This pack allows the Mage to debilitate enemies, hindering their ability to attack or defend.

Ability Name Ability Type Ability Range Ability Description
Magic Curse Instant Power Emote Range

Grants the user Magic Curse

Magic Resist Pack

This pack allows the Mage to bolster themselves or an ally, allowing them to cushion a blow.

Ability Name Ability Type Ability Range Ability Description
Magic Resist Buff Power Emote Range

Grants the user Magic Resist

Magic Cleanse Pack

This pack allows the Mage to cure themselves or an ally, removing harmful statuses.

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

Grants the user Magic Cleanse

Magic Bolster Pack

This pack allows the Mage to strengthen themselves in combat, potentially also strengthening an ally.

Ability Name Ability Type Ability Range Ability Description
Magic Bolster Buff Power 5 Blocks

Grants the user Magic Bolster

Magic Disengage Pack

This pack allows the Mage to assist with escape, making their target harder to hit when moving.

Ability Name Ability Type Ability Range Ability Description
Magic Disengage Instant Power 10 Blocks

Grants the user Magic Disengage

Magic Barrier Pack

This pack allows the Mage to protect others from ranged attacks, lessening damage from arrows, bullets, and bolts.

Ability Name Ability Type Ability Range Ability Description
Magic Barrier Link Power Emote Range

Grants the user Magic Barrier

Magic Warp Pack

This pack allows the Mage to relocate friendly targets, allowing rapid deployment to other parts of the battlefield.

Ability Name Ability Type Ability Range Ability Description
Magic Warp Movement Power 10 Blocks

Grants the user Magic Warp

Magic Lifebind Pack

This pack allows the Mage to link their life to an ally, sharing the burden of health and harm.

Ability Name Ability Type Ability Range Ability Description
Magic Lifebind Link Power 10 Blocks

Grants the user Magic Lifebind

Magic Isolate Pack

This pack allows the Mage to cut off an enemy's support, breaking a link between the enemy and their ally.

Ability Name Ability Type Ability Range Ability Description
Magic Isolate Instant Power Emote Range

Grants the user Magic Isolate

Magic Reduce Pack

This pack allows the Mage to combat other magic users, weakening their spells and reducing their effectiveness.

Ability Name Ability Type Ability Range Ability Description
Magic Reduce Dispel Power Emote Range

Grants the user Magic Reduce

Magic Shove Pack

This pack allows the Mage to push or pull a target near them, relocating both enemy and ally.

Ability Name Ability Type Ability Range Ability Description
Magic Shove Instant Power Emote Range

Grants the user Magic Shove

Magic Summon Pack

This pack allows the Mage to summon equipment so they can always be combat ready.

Ability Name Ability Type Ability Range Ability Description
Magic Summon Instant Power Self

Grants the user Magic Summon

Magic Revive Pack

This pack allows the Mage to bring an ally back from the brink of defeat.

Ability Name Ability Type Ability Range Ability Description
Magic Revive Buff Power 10 Block

Grants the user Magic Revive

Magic Revenge Pack

This pack allows the user to strike out one final vengeful strike against their opponent before going down.

Ability Name Ability Type Ability Range Ability Description
Magic Revenge Dispel Power Emote Range

Grants the user Magic Revenge