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==Stance Ability== | ==Stance Ability== | ||
The Hex Stance Stance Ability is required for all Theurgy Point Buy Abilities. This Ability cannot be point bought, but is included for free as long as at least one Theurgy Point Buy Pack has been purchased. This Ability does not do much besides enable further Theurgy Abilities, while adding some baseline buffs. As a general ground rule. Stances cannot be Countered, Prevented, Cancelled, or interrupted in any way. | The Hex Stance Stance Ability is required for all Theurgy Point Buy Abilities. This Ability cannot be point bought, but is included for free as long as at least one Theurgy Point Buy Pack has been purchased. This Ability does not do much besides enable further Theurgy Abilities, while adding some baseline buffs. As a general ground rule. Stances cannot be Countered, Prevented, Cancelled, or interrupted in any way. '''Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.''' | ||
===Hex Stance Pack=== | ===Hex Stance Pack=== | ||
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===Hex Doom Pack=== | ===Hex Doom Pack=== | ||
This | This pack is for cultists who want to curse themselves, and their enemies, making the both of them suffer. | ||
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===Hex Plot Pack=== | ===Hex Plot Pack=== | ||
This | This pack is for cultists who want to mitigate any damage they may do to themselves with their rituals and spells. | ||
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===Hex Aura Pack=== | ===Hex Aura Pack=== | ||
This | This pack is for cultists who want to punish enemies that interfere with their magic and rituals, disorienting them. | ||
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===Hex Madness Pack=== | ===Hex Madness Pack=== | ||
This | This pack is for cultists who want to turn their enemies against one each other with corruptive magic. | ||
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| Instant Power | | Instant Power | ||
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | | {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | ||
| Grants the user {{#simple-tooltip: Hex Madness | To cause an uproar on the enemy team, use this Ability to target an enemy, without expending their turn, the Target makes an attack on any of their allies within range. Hex Madness is considered Hidden, and has a 2 hour cooldown once used. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> Instead of making one attack, the cursed target makes two attacks against different targets within range.}} | | Grants the user {{#simple-tooltip: Hex Madness | To cause an uproar on the enemy team, use this Ability to target an enemy, without expending their turn, the Target makes an attack on any one of their allies within range. Hex Madness is considered Hidden, and has a 2 hour cooldown once used. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> Instead of making one attack, the cursed target makes two attacks against different targets within range.}} | ||
| N/A | | N/A | ||
|- | |- | ||
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===Hex Bloodlet Pack=== | ===Hex Bloodlet Pack=== | ||
This | This pack is for cultists who want to use the blood of their enemies to empower themselves. | ||
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===Hex Parasite Pack=== | ===Hex Parasite Pack=== | ||
This | This pack is for cultists who want to steal their enemies' boons and buffs, allowing them to benefit from them, too. | ||
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===Hex Guide Pack=== | ===Hex Guide Pack=== | ||
This | This pack is for the gracious cultists who help their allies strike true. | ||
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===Hex Apocalypse Pack=== | ===Hex Apocalypse Pack=== | ||
This | This pack is for cultists who seal off all of their magic and rituals, in exchange for an explosive boost of power, that also eats away at their health. | ||
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| 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: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | ||
| Grants the user {{#simple-tooltip: Hex Apocalypse | To go all out, use this Ability to put all available Abilities on a forced 4 Hour Cooldown, regardless of actual Cooldown, | | Grants the user {{#simple-tooltip: Hex Apocalypse | To go all out, use this Ability to put all available Abilities, from Point Buy and/or Custom Kits, on a forced 4 Hour Cooldown, regardless of the actual Cooldown, even Passive Abilities which do not usually have Cooldowns. For every ability placed on Cooldown, the user gains +1 Attack and Defense up to a total maximum of 9. Finally, after 3 turns the user begins to take 1 HP of Damage at the start of every turn. Hex Apocalypse ends once the user is downed, and has a cooldown of 1 Hour, and if Dispelled reverts the Cooldowns on Abilities. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> Add an additional 3 turns before the user begins to take 1 HP of damage every turn.}} | ||
| N/A | | N/A | ||
|- | |- | ||
|} | |} | ||
{{Proficiency}} | {{Proficiency}} |
Latest revision as of 20:59, 13 March 2024
The Ability and Proficiency System | |
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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. |
The Theurgy Point buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. Theurgy Point Buy provides Packs for a Character to become proficient in a Faith-based curse and debuff style of combat, using spirits, rituals, and blood-magic to hamper enemies. Theurgy Point buy thrives with a source of healing, but can be costly near the end of fights.
Theurgy Point Buy Rules
- In order to Point Buy any Packs from Theurgy Point Buy, the Character must be a devout worshiper of any Religion.
- Theurgy Point Buy derives its power from the Gods, so it is considered God Magic, and not Planar Magic.
- Theurgy Point Buy can, however, be treated as Planar Magic, for religions that favor Planar Magic, or for Characters who can't/won't mix God & Planar Magic.
- The above rule is "all or nothing" meaning Theurgy Point Buy Packs must be All God Magic, or All Planar Magic.
- Theurgy Point Buy should generally have aesthetics of rituals, blood magic/sacrifice, and works best with the aesthetics of the following Religions: Evolism and Pagan Faiths.
Stance Ability
The Hex Stance Stance Ability is required for all Theurgy Point Buy Abilities. This Ability cannot be point bought, but is included for free as long as at least one Theurgy Point Buy Pack has been purchased. This Ability does not do much besides enable further Theurgy Abilities, while adding some baseline buffs. As a general ground rule. Stances cannot be Countered, Prevented, Cancelled, or interrupted in any way. Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.
Hex Stance Pack
This Pack allows the Theurgist to use Faith as their Main Defense.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
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Hex Stance | Stance Technique | Self | Grants the user Hex Stance | N/A |
Theurgy Point Buy Packs
Hex Doom Pack
This pack is for cultists who want to curse themselves, and their enemies, making the both of them suffer.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Hex Doom | Link Power | Emote Range | Grants the user Hex Doom | N/A |
Hex Plot Pack
This pack is for cultists who want to mitigate any damage they may do to themselves with their rituals and spells.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Hex Plot | Passive Power | Self | Grants the user Hex Plot | N/A |
Hex Aura Pack
This pack is for cultists who want to punish enemies that interfere with their magic and rituals, disorienting them.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Hex Aura | Passive Power | 5 Blocks | Grants the user Hex Aura | N/A |
Hex Madness Pack
This pack is for cultists who want to turn their enemies against one each other with corruptive magic.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Hex Madness | Instant Power | Emote Range | Grants the user Hex Madness | N/A |
Hex Bloodlet Pack
This pack is for cultists who want to use the blood of their enemies to empower themselves.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Hex Bloodlet | Instant Power | Self | Grants the user Hex Bloodlet | N/A |
Hex Parasite Pack
This pack is for cultists who want to steal their enemies' boons and buffs, allowing them to benefit from them, too.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Hex Parasite | Instant Power | Emote Range | Grants the user Hex Parasite | N/A |
Hex Guide Pack
This pack is for the gracious cultists who help their allies strike true.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Hex Guide | Instant Power | Emote Range | Grants the user Hex Guide | N/A |
Hex Apocalypse Pack
This pack is for cultists who seal off all of their magic and rituals, in exchange for an explosive boost of power, that also eats away at their health.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Hex Apocalypse | Instant Power | Self | Grants the user Hex Apocalypse | N/A |
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