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| Theurgy Point Buy is part of the bigger [[Proficiency]] System. Theurgy is the art of summoning Spirits from certain dimensions to fulfill certain functions. Spirits can be summoned, infested (intentionally or unintentionally) or bound to a host either as servant, symbiote, or trespasser and affect the world around them through a host. Theurgy can best be described as Demonmancy, however that term is reserved for Void Demons only. Theurgy is common among the Suvial and Kathar, who both have different names for it: Karamatology and Tharracology respectively. Theurgy Point Buy is not recommended for new players, it is complex and requires a lot of reading. | | The Theurgy Point buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. Theurgy Point Buy provides Packs for a Character to become proficient in a Faith-based curse and debuff style of combat, using spirits, rituals, and blood-magic to hamper enemies. Theurgy Point buy thrives with allies, especially Spirits, but is generally not good when outnumbered or in duels. As with many other Faith based Proficiencies, Theurgy Point Buy has several rules associated with it. |
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| ==Free Theurgy Packs== | | ==Theurgy Point Buy Rules== |
| The following Theurgy Point Buy packs are free. That is to say, the Packs in this section do not cost any Point buy or Proficiency Investment. They should still be recorded on Character Sheets as presented, so the information can be clearly communicated to other players. At least one Free Theurgy Pack must be chosen before Paid Theurgy Packs can be taken.
| | * In order to Point Buy any Packs from Theurgy Point Buy, the Character must be a devout [[Void Worship]] or [[Ordial Cultism]] worshipper. |
| ===Spirit Form Pack===
| | * Theurgy Point Buy derives its power from the Gods, but because these Gods are Extraplanar, it is considered either Arcana or Sinistral [[Magic.]] |
| The Spirit Form Pack does nothing by itself, but can be used in combination with a Hosted, Invaded, or Anchored Spirit, insofar those Spirits have a specific appearance. Spirit Form Pack allows the user to either assume the appearance of their Spirit, or merge their appearance with that of the Spirit (for example by combining parts of both). When activating this so called Spirit Form, the user becomes immediately recognizable as a Theurgist and as possessed by a Spirit. The user is not Disguised while in this form. This Transformation is optional and not required for any Paid Pack Abilities, but can also be used to combine aesthetics of other Magic-inspired Abilities, like Spell Point Buy.
| | * Theurgy Point Buy is not locked to a Stance, but Abilities there-in have a special mechanic called Ritual Offering, which enhances Abilities when HP is sacrificed from oneself, or one's allies. |
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| ===Bidden Summoning Pack=== | | ===Ritual Offering Mechanic=== |
| The Bidden Summoning Pack grants the user the ability to summon and bind Bidden Spirits, with there being no limit to how many can be bound by the summoner. Bidden Spirits do not reside inside the host, rather, they are summoned remotely from whatever plane they come from, though the host is still Occult due to their connection with that plane. It is only ever possible to summon and maintain Bidden Spirits from one realm, such as exclusively Void Demons. Bidden Spirits can be removed with any Ability with an Exorcism Mechanic in it removing all of them at once, though this does not stop the host from simply re-summoning new ones at a later point in time. When summoning and using Bidden Spirits, the user becomes immediately recognizable as a Theurgist and as possessed by a Spirit.
| | Theurgy Point Buy has special Abilities that have slightly altered mechanical rules depending on how much HP the user sacrifices when using the Ability. The user generally starts off strong at the start of fights when healthy, but becomes weaker with less HP to spare. The mechanic is described below: |
| ===Hosted Summoning Pack===
| | * Hex Defense as an Ability must be active for the Ritual Offering Mechanic to apply. Theurgy Point Buy Abilities can also be used in conjunction with Constitution, just without Ritual offering. |
| The Hosted Summoning Pack grants the user the ability to Summon a Hosted Spirit and bind them into their body, where there can only ever be one. Hosted Spirits are fully under the control of the host, though there is still a minor risk that they will take over the body in certain scenarios, and the host is also always Occult. Hosted Spirits can be removed with any Ability with an Exorcism Mechanic in it, though the Spirit cannot be killed or destroyed permanently, it has to be bound in an Exorcism Totem. The host can either summon a new Hosted Spirit later, or try to recapture the Exorcism Totem to take the Spirit back. When manifesting or allowing a Hosted Spirit to talk, the user becomes immediately recognizable as a Theurgist and as possessed by a Spirit. | | * Ritual Offering can be taken from any allies within Emote Range, as long as the Theurgist can see them. Allies do not need to consent to be used for Ritual Offering. |
| ===Invaded Spirit Pack===
| | * When HP is spent, Abilities may have their Cooldowns reduced, or have additional upgraded mechanics applied to abilities already in use. |
| The Invaded Spirit Pack does not grant any Specials, rather it is simply confirmation that a Character had their body invaded by a Spirit against their will in their backstory, and that it remains there now, and the host is also automatically Occult. Invaded Spirits cannot be removed with any conventional Exorcism Mechanic, they are too strong and entrenched for that. Refer to the “Legal Solution” under Spirit Exorcism in the section above. When manifesting or when an Invaded Spirit talks the user becomes immediately recognizable as a Theurgist and as possessed by a Spirit.
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| ===Vested Summoning Pack===
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| The Vested Summoning Pack grants the user the ability to Summon a Vested Spirit and bind it into an object. Only one Spirit can exist in any object, but the summoner can summon up to seven such Spirits and put them into objects they own. It is only ever possible to summon and maintain Vested Spirits from one realm, such as exclusively Void Demons. Vested Spirits can be removed by simply taking the object housing the Spirit from the Summoner. As soon as the item is taken, it is rendered inert as the Spirit cannot manifest properly without the Summoner nearby, and it no longer counts towards their maximum, until they take it back. When using an object infested by a Vested Spirit they have made, the user becomes immediately recognizable as a Theurgist.
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| ===Anchored Summoning Pack===
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| The Anchored Summoning Pack grants the user the ability to Summon an Anchored Spirit and make a contract with them, though they can only ever have one Anchored Spirit. It is required to record the Anchored Spirit contract on the Character Sheet, though it doesn’t have to be overly specific, it can just be broad strokes like “experiencing life in exchange for Magic for the host”. Anchored Spirits must always be played by other players, and are able to independently move around away from the Summoner. The Summoner can summon them to their side and dismiss them, but the Spirit has a will of their own, and can also independently choose to shadow the Summoner, or leave their side. When summoning an Anchored Spirit, the user becomes immediately recognizable as a Theurgist and as possessed by a Spirit, because Anchored Spirits are obviously Spirits. Anchored Spirits cannot be removed with any conventional Exorcism Mechanic, they are too strong and entrenched for that. Refer to the “Legal Solution” under Spirit Exorcism in the section above. Anchored Spirits have additional rules that must be observed by the Player taking this Pack:
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| * Anchored Spirits must always be played by a player. It is preferred that this is always another Player, but can also be the Summoner. An Anchored Spirit can never be in the same scene where another one of the Player’s Characters is already present. | |
| * Anchored Spirits use Character Sheets like regular Characters. They do not have a Race (no Racial Abilities or Specials), always speak Common and one other language their host can speak, and can only spend 12 Proficiency Points of their choosing instead of the standard 14.
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| * Anchored Spirits are inherently shapeshifters but none of their shapeshifting ever counts as a Disguise, for fairness sake, even if they suddenly look radically different. They also don’t have an age, instead being as old as their summoning, but always summoned mentally and physically as adults.
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| * Anchored Spirits can merge into their summoner to hide, which allows them to speak through their summoner’s mouth, but they cannot control the summoner’s body (unless they let them) and cannot use any Abilities or Specials.
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| * Anchored Spirits only ever have 6 Hitpoints, meaning after 6 unique mundane attacks, or Abilities or Mundane Techniques with specific harm applied, they are rendered inert, and phase out of reality. An inert Spirit can only be "revived" and re-summoned at a Rental Region (or equivalent "home base") their Summoner belongs to.
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| * Anchored Spirits always have hatred for their opposing dimension, meaning Void hates Exist and Ordial hates Primal and vice versa. This hatred does not require outright violence, but does require high levels of vocal and physical intolerance.
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| * Spirit names are usually in Latin or Hindi, referring to early Ailor culture references, or the commonality of Spirits in Suvial culture. These are never their real names however, for a Spirit’s true name has power, and they know not to share it to avoid giving anyone power over them.
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| * Anchored Spirits require a lot of OOC communication between Spirit player and Summoner Player. You are recommended to sample playability in your own friends group before reaching out to strangers, though you can ask in OOC notices for availability.
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| ===Techghost Summoning Pack=== | | ===Hex Defense Pack=== |
| The Techghost Summoning Pack grants the user the ability to Summon an Spirit and make a contract with them, as well as the process for inserting a sentient Spirit into technological devices. Techghosts are different from Vested Spirits in that Vested Spirits are less sentient, and have less of a personality of their own, while Techghosts are fully sentient, and capable of their own wants and needs. A Techghost usually agrees on a summoning pact to give life to an Automata or some complex machine, in exchange for being given autonomy and freedom inside said device. Techghosts are dangerous, because the Summoner needs to not only be versed in Theurgy to control the Spirit, but also Technician or Artificing craft to ensure the Spirit does not start drawing attention to itself, or causing chaos. Techghosts are otherwise functionally identical to Anchored Spirits, except that they can only exist within Technology, and thus cannot shapeshift. Techghosts are considered some of he most dangerous Spirits, because they are hard to discover (where-as Anchored Spirits for example are very obvious). Techghosts can lie in waiting in ancient technology for thousands of years, waiting for someone to fall for the proverbial mimic chest trick and be killed, or worse. Techghosts cannot be exorcized in any way, and are permanently attached to the parts of the device they were forced/agreed to go into. The only way to render them inert is to destroy the object, and split the components and hide them far away from each other, for if the parts are brought back together, the Techghost will revive with a vengeance. A single player may only play both the Summoner and the Summoned Spirit in social RP scenes; playing both in competitive scenes such as combat roleplay is prohibited.
| | {| class="wikitable" style="width:50%;" |
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| ==Paid Theurgy Packs==
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| The following Theurgy Point Buy packs cost Proficiency Points. Additionally, at least one Free Theurgy Point Buy Pack must have been chosen, as the Paid Packs are only Abilities, while the Free Packs are the conduits through which these Abilities are granted to the host. For example, if the Free Pack Bidden Theurgy was chosen, all Theurgy Spells are performed by Bidden Spirits. Some Paid Packs can only be used with specific Free Packs. If this is the case, it will be mentioned in the description of the Paid Pack. Utilizing these Abilities will always obviously reveal the Theurgist as a Spirit user.
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| ===Spirit Hexlord Pack===
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| This Pack grants two Link Powers of which the host can only use one at a time.
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| {| class="wikitable" style="width: 60%;" | |
| |- style="font-weight:bold; text-align:center; background-color:#c0c0c0;" | | |- style="font-weight:bold; text-align:center; background-color:#c0c0c0;" |
| ! style="width: 10%; | Ability Name | | ! Ability Name |
| ! style="width: 10%; | Ability Type | | ! Ability Type |
| ! style="width: 10%; | Ability Range | | ! Ability Range |
| ! style="width: 20%; | Ability Description | | ! Ability Description |
| ! style="width: 10%; | Modifiers | | ! Modifiers |
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| | style="background-color:#f5d5f7;" | Sapper Hex | | | style="background-color:#f5d5f7;" | Hex Defense |
| | Link Power | | | Stance Technique |
| | {{#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: Sapper Hex | The user chooses a single target enemy in range and creates a link between them. This link can be upheld indefinitely, and reduces the target’s main combat stat by 2 for as long as they are affected by this ability, but cannot go into the negatives. A single target can only be affected by a single Sapping Hex at a time, and once broken Sapper Hex goes on a 30 minute cooldown.}} | | | Grants the user {{#simple-tooltip: Hex Defense| To change the rules of combat, use this Ability to activate the user's faith as their defense. Upon activating this Ability, Faith Proficiency becomes the user's Main Defense Stat (instead of for example Constitution). The user can sacrifice 1 of their own HP, or 1 of their allies HP when using Abilities from Theurgy Point Buy. Damage from Ritual Offering cannot be blocked by Block Tokens. This Ability does not consume an Action. Hex Defense has no Cooldown, but when it is activated, it cannot be removed until end of Combat. }} |
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| | style="background-color:#f5d5f7;" | Tiring Hex
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| | Link Power
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| | {{#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).}}
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| | Grants the user {{#simple-tooltip: Tiring Hex | The user chooses a single target enemy in range and creates a link between them. This link can be upheld indefinitely, and reduces the target’s Main Defense Stat by 2 for as long as they are affected by this ability, but cannot go into the negatives. A single target can only be affected by a single Tiring Hex at a time, and once broken Tiring Hex goes on a 30 minute cooldown.}}
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| |} | | |} |
| | | ===Hex Payoff Pack=== |
| ===Spirit Weapon Pack=== | |
| The user has bound a Vested Spirit to a weapon, and gains unique benefits when using that weapon. This Spirit can speak through the weapon, or through them while wielding the weapon, and may have been submitted into a contract to only act when permitted, or feel bold enough to try and control the host whenever the host is wielding the weapon.
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| *The user has a singular Vested Spirit Weapon, that has an always defined shape, but can have minor alterations depending on how much 'control' it has. This can include more pronounced features, glowing lights, smoke, etc.
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| *The Vested Spirit Weapon can be a single weapon of any type. This weapon can have any number of unique features determined by the player, such as color, shape, extra spikes, lights, eyes, mouths, etc, but is always obviously known as Spirit infested.
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| *When the user is wielding the demonic weapon, they can choose to have aesthetic 'corruption' effects radiating out from where they hold the weapon, even covering most of their body while the weapon has taken control of them.
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| *If the user is defeated, they can have their Vested Spirit Weapon taken from them (even if they de-summoned it), where it follows the “Object Based Spirits” rule, becomes a normal Vested Spirit object, and can no longer be summoned/un-summoned. The user can then make a new Vested Spirit Weapon to use with this pack instead.
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| *The user gains the following Ability:
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| {| class="wikitable" style="width: 60%;" | | {| class="wikitable" style="width: 60%;" |
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| ! style="width: 10%; | Modifiers | | ! style="width: 10%; | Modifiers |
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| | style="background-color:#f5d5f7;" | Weapon Summon | | | style="background-color:#f5d5f7;" | Hex Payoff |
| | Summon Power | | | Counter 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: Weapon Summon | The user can summon any type of weapon from Melee Point Buy, or Ranged Point Buy made out of Magic. This weapon functions like a normal weapon would, has the same durability, but does not use any ammunition to fire if ranged. The user can give the weapon to someone else, but can't summon more than one. A destroyed Summoned Weapon cannot be Summoned again for 12 IRL Hours.}} | | | Grants the user {{#simple-tooltip: Hex Payoff | To curse an enemy with a long-lasting debuff, the user can only activate this Ability when they are KO'd. As a last action, the user attaches a Curse to a target (even though they cannot use Abilities while downed or unconscious), applying the Weakened debuff for 15 minutes that cannot be cleansed. If the user spends 1HP of their own with Ritual Offering, they can use this Ability only when they are at 1HP, KO-ing themselves. If they do, they can Curse two people. Hex Payoff has a 4 hour cooldown. If the user is revived in any way, Hex Payoff ends, cleansing the Weakened debuff.}} |
| |{{#simple-tooltip: Theurgy Modifier | The Theurgist can summon a weapon from Firearms Point Buy. The Theurgist can only summon the same type of weapon, which must be locked in on their Character App. The Theurgist cannot be disarmed, nor can their weapon be destroyed or de-summoned by any external mechanics, and they cannot give their weapon to another person (they can still willingly de-summon it.) Basic attacks with a Spirit weapon ignore armor.}}
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| |} | | |} |
| ===Spirit Anchor Pack=== | | ===Spirit Vendetta Pack=== |
| This pack grants the following Ability: | | This pack grants the following Ability: |
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| ! style="width: 10%; | Modifiers | | ! style="width: 10%; | Modifiers |
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| | style="background-color:#f5d5f7;" | Anchoring Hex | | | style="background-color:#f5d5f7;" | Hex Plot |
| | 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: 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: Anchoring Hex | The user attaches a tracking link to a target they can see, which can be upheld indefinitely until broken or ended manually. For as long as this link is upheld, the user is able to instantaneously warp to the target for as long as they are within line of sight, but this does not work for extreme vertical differences. If this Ability is broken or ended manually, it is put on a 1 Hour cooldown.}} | | | Grants the user {{#simple-tooltip: Hex Plot| To use Ritual Offering freely, use this Ability to take 1HP from an Ally, and gain the Ritual Offering benefits from the next two Theurgy Point Buy Abilities used without needing to spend HP. If the targeted Ally is a Spirit or Spirit Possessed Person, they do not take damage from this Ability, but can no longer be used for Ritual Offering by any Theurgist for the remainder of the combat. Hex Plot has a 4 hour cooldown.}} |
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| |} | | |} |
| ===Spirit Vendetta Pack=== | | ===Spirit Vendetta Pack=== |
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| ! style="width: 10%; | Modifiers | | ! style="width: 10%; | Modifiers |
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| | style="background-color:#f5d5f7;" | Bonded Fate | | | style="background-color:#f5d5f7;" | Hex Aura |
| | Counter Power | | | Passive Power |
| | {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | | | {{#simple-tooltip: 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: Bonded Fate | Bonded Fate can only be used if the user is Downed, unconscious, or otherwise unable to fight. The user is able to attach a Curse to a target (even though they cannot use Abilities while downed or unconscious), granting them the Weakened debuff for up to 15 minutes that cannot be cleansed. Once ended, Bonded Fate goes on a 1 hour cooldown. If the user is revived in any way, Bonded Fate's effect immediately ends, cleansing the Weakened Debuff.}} | | | Grants the user {{#simple-tooltip: Hex Aura| To reinforce other Theurgists, Hex Aura is a constant effect radiating energy around the user. Anyone within range who has Hex Defense active, gains +1 Faith Proficiency (breaking cap up to 9) This does not affect the user themselves, but if the user also has Hex Defense active, they can gain the benefit from other Theurgists using Hex Aura. Hex Aura can stack twice on any Theurgist, meaning they can never gain more than +2 Faith regardless of how many Hex Auras are present. If Ritual Offering is used, the Theurgist can also target only one Spirit or Spirit Possessed person, and grant them the benefits from Hex Aura, but with +1 Main Defense Stat, instead of Faith. Hex Aura has no cooldown.}} |
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| |} | | |} |
| ===Spirit Parasite Pack=== | | ===Spirit Vendetta Pack=== |
| This pack grants the following Ability: | | This pack grants the following Ability: |
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| ! style="width: 10%; | Modifiers | | ! style="width: 10%; | Modifiers |
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| | style="background-color:#f5d5f7;" | Life Leech | | | style="background-color:#f5d5f7;" | Hex Sapper |
| | 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: 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: Life Leech | The user attaches a Link to a target that they can see. For as long as this link is upheld, the user heals themselves at a rate of 1 HP per 10 minutes (beginning at the end of the first 10 minutes). If broken or ended manually Life Leech is put on a 1 hour cooldown. A character can only be affected by one instance of Life Leech at a single time, and cannot be affected by Life Leech (from any source) for an hour after it’s broken.}} | | | Grants the user {{#simple-tooltip: Hex Sapper | To tire one's enemies, the user can target up to 3 enemies to divide 3 total Main Combat Stat reduction between them. This means they can spread it evenly one each, or put -3 Stats on a single enemy. For every enemy Targeted, a Link is established. If Ritual Offering is used, the user's Hex Sapper links cannot be broken on them, but can be individually broken on each enemy. Once all Links are Broken or removed, Hex Sapper goes on a 2 Hour Cooldown. It is not possible to re-distribute the Stats without going on Cooldown first.}} |
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| |} | | |} |
| ===Spirit Thief Pack=== | | ===Spirit Vendetta Pack=== |
| This pack grants the following Ability: | | This pack grants the following Ability: |
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| ! style="width: 10%; | Modifiers | | ! style="width: 10%; | Modifiers |
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| | style="background-color:#f5d5f7;" | Strength Snare | | | style="background-color:#f5d5f7;" | Hex Choice |
| | Counter 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: Strength Snare | Strength Snare is able to be used as a reaction to another character being targeted with a Buff Power from any Point Buy Category. The user immediately becomes the target of the ability being used instead of the person originally being targeted. If this benefit is indefinite, the user of Strength Snare must benefit from it positively once, before it can be ended early or changed to a different target. Once used, this ability has a 1 hour cooldown.}} | | | Grants the user {{#simple-tooltip: Hex Choice | To curse an enemy and force them to pick between two bad options, the user can apply both the Brittle and the Threatened debuff to an enemy within range. If the target Cleanses the Brittle debuff, the Threatened debuff triggers, and applies the Marked debuff to them, which cannot be cleansed. If the Brittle debuff triggers normally, the Threatened debuff ends. If Ritual Offering is used, the Threatened Debuff cannot be cleansed, and the user can target two enemies. Hex Choice has a 4 hour cooldown.}} |
| | N/A | | | N/A |
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| |} | | |} |
| | | ===Spirit Vendetta Pack=== |
| ===Spirit Enfeeblement Pack=== | |
| This pack grants the following Ability: | | This pack grants the following Ability: |
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| ! style="width: 10%; | Modifiers | | ! style="width: 10%; | Modifiers |
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| | style="background-color:#f5d5f7;" | Rusting Hex | | | style="background-color:#f5d5f7;" | Hex Parasite |
| | 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: Rusting Hex | The user attaches a Link to a target that they can see, creating a Link power between themselves and the target. This link can be upheld for a total of 30 minutes, and the target is unable to benefit from Armor for the duration. The target also has Brittle applied to them, but this debuff does not refresh once triggered. Once ended or broken, Rusting Hex goes on a 2 hour cooldown.}} | | | Grants the user {{#simple-tooltip: Hex Parasite | To steal benefits from an enemy, this Ability can only be used in response to an Enemy using a Buff Power from Point Buy. The user counts as one extra target for that Buff Power, gaining any benefits it might grant, while ignoring targeting limitations. If the Buff Power was also a Link Power, the Link cannot be willingly ended prematurely. If Ritual Offering is used, the user can, instead of counting as a extra target, choose one enemy and steal it from them instead. Once ended, Hex Parasite has a 4 hour cooldown.}} |
| | N/A | | | N/A |
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| |} | | |} |
| ===Spirit Deflection Pack=== | | ===Spirit Vendetta Pack=== |
| This pack grants the following Ability: | | This pack grants the following Ability: |
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| ! style="width: 10%; | Modifiers | | ! style="width: 10%; | Modifiers |
| |- | | |- |
| | style="background-color:#f5d5f7;" | Deflection Hex | | | style="background-color:#f5d5f7;" | Hex Guide |
| | 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: Deflection Hex | The user places a link power on the target. As long as this link is upheld, any debuff effects applied to the user are immediately applied to the target instead. This only applies to debuffs that affect the target after the link has been applied, and does not cleanse any debuffs already applied. Deflection Hex can be upheld for a maximum of 30 minutes. Once broken, Deflection Hex goes on a 1 hour cooldown.}} | | | Grants the user {{#simple-tooltip: Hex Guide | To help an ally in a fight, use this ability as a reaction to an ally missing a basic attack roll. For their next two basic attack rolls, grant the ally +2 Main Combat Stat that breaks cap up to 11. If Ritual Offering is used, reduce Hex Guide's cooldown by 30 minutes. Hex Guide has a 1 hour cooldown, and does not Stack.}} |
| | N/A
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| |}
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| ===Spirit Tether Pack===
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| This pack grants the following Ability:
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| {| class="wikitable" style="width: 60%;"
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| |- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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| ! style="width: 10%; | Ability Name
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| ! style="width: 10%; | Ability Type
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| ! style="width: 10%; | Ability Range
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| ! style="width: 20%; | Ability Description
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| ! style="width: 10%; | Modifiers
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| | style="background-color:#f5d5f7;" | Body Tether
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| | Link Power
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| | {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
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| | Grants the user {{#simple-tooltip: Body Tether | The Character chooses a Target within range. This Target is instantly Linked to the user, meaning the Target can no longer move further than 10 Blocks from the user. The Link may be manually dismissed, or breaks automatically after 10 minutes. This Ability has a 1 Hour Cooldown.}}
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| | N/A | | | N/A |
| |- | | |- |
| |} | | |} |
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| ===Spirit Anti-Faith Pack===
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| This pack grants the following Ability:
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| {| class="wikitable" style="width: 60%;"
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| |- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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| ! Ability Name
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| ! Ability Type
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| ! Ability Range
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| ! Ability Description
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| ! Modifiers
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| | style="background-color:#f5d5f7;" | Rebuke Faith
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| | Counter Power
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| | {{#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).}}
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| | 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.}}
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| | {{#simple-tooltip: Theurgy Modifier | The user can counter any Power from Cleric Point Buy, regardless of Religion. Additionally, the target receives -1 Main Defense Stat reduction for the next 20 Minutes. If the Power would have been used on someone other than the Target, any additional targets also receive this -1 Main Defense Stat reduction. This cannot go into the negatives.}}
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| |-
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| |}
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|
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| ==Common Theurgy Designs==
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| Because there is a lot of categorical information on this page, it can sometimes be hard to decide what kind of backstory to provide for why your character has a Spirit. This section gives a bunch of example scenarios that are very common in the canon universe, and as such can be applied as a template to your Character’s backstory.
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| * '''Ancestral Spirit:''' This only applies to Primal Revenants, but some families carry Ancestral Spirits, from an ancestor who died centuries ago, but still has unfinished business or has become the ancestral protector of the family, passed from guardian to guardian.
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| * '''Invaded Spirit:''' Places of strong Magic are common in Aloria, particularly locations where Mages cast a lot of Magic in the past, which Void Demons and Exist Apparitions are attracted to. These are usually Allorn Empire ruins or old Magic Temples that most visitors aren’t aware have Spirits residing in them. These lay in wait for any mortal to enter their lair, before they try to invade them and become Invaded Spirits. Ordial Shades can find hosts in this way too, though instead of being drawn to magic they flock around graveyards and other deathly places.
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| * '''Spirit Army:''' Particularly among Kathar and Suvial, collecting many Bidden Spirits is a very common activity. Kathar like them because Bidden Spirits do not pose a risk to the sanity of the one summoning them, and for Suvial it is a daily activity since they are seen as Spirit-catchers by the Regalian government (though only for Exist/Void Spirits). A summoner who creates an army of Bidden Spirits eventually enslaves them to do simple tasks like the dishes, but do not be fooled by their simplicity, they are still highly illegal.
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| * '''Unresolved Mission:''' Primal Revenants often die at the zenith of their power and purpose, and will often have unfinished business. A Primal Revenant can either force their way in, or get a passer-by mortal to agree to help them carry out their mission, borrowing them their power, while taking the satisfaction of completion in return.
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| * '''Will for life:''' Void and Exist Spirits come from realities in which the very concept of life itself is incomprehensible. When arriving in Aloria, they are suddenly exposed to all manner of emotions and feelings, which in itself can be intoxicating. A very common contract between mortals and Void or Exist Spirits, is to grant them the ability to experience all there is out of life from their host, while trading for power from the Spirit in return.
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| * '''Faustian Bargain:''' Void Demons and Exist Apparitions are inherently deceitful beings, and many sayings among mortals support the conclusion that bargains with Spirits never end well. There are those who think they can outsmart a Spirit by hyper-focusing on the details of their contract, or break their contract before the end. A Spirit bargain might for example be power in exchange for one’s first aged, but then the Spirit keeps killing the first born over and over, because the child never reaches its first birthday, thus extracting more from the bargain than the mortal had wished.
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| * '''Revenge:''' Void Demons and Exist Apparitions are frequently inserted into mortals as a form of revenge from the Void/Estellon Gods or the Exist/Void Arken. Particularly those who offend these entities to their face have a Spirit forced in them to torment them for the rest of their lives, something these entities are more endeared to than outright murder.
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| * '''Necromantic Designs:''' The most common Shades are the simple, weak-willed ones created by Necromancers. They are functionally Undead, though these Bidden Spirits do not have the same level of consciousness or autonomy as the more ‘intelligent’ Undead are known to have. Ordial Mages who summon them use them for simple tasks and militant purposes.
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| * '''Lust for Knowledge:''' Ordial Shades are veritable banks of memories and information from ages past so long as they have not decayed too severely while dwelling in Bintaar. They are at times dredged up from their resting place for the purposes of communicating with and studying them.
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| * '''Battleborn:''' The Alorian cultures with intrinsic ties to Bintaar and its power are no stranger to seeking the favor of their dead heroes and warriors of renown so that they might return them to life to keep fighting long after their deaths. Necromancers can easily create simple soldiers from the lesser Shades, but the most powerful and reputable are not able to be collared and bound this way and instead are returned as Anchored Spirits to fight. However, their lust for combat and uncontrollable nature more than frequently results in chaos and consequence if they are not given more battles to fight.
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| * '''God Mission:''' Various Gods sometimes make Spirits too, even if that is not explicitly stated in their categories. For example, Unionist Gods (or Old Gods) who appear can summon a Primal Revenant to insert into a mortal host on a divine mission, while Estellon Gods can create an Exist Apparition to aid a mortal in their god-given task. For God Missions, it is required to get approval from a Lore Staff member in a Discord Ticket for the concept. For more unique themes on Spirits (for example those given by God Missions, or made specifically by Arken or Void Gods), consult the [[Spirit Themes]] Page.
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| * '''Cleansed Revenant:''' Invaded and Hosted Spirits of any Dimension can be cleansed into Primal Revenants by the host becoming an Archon. This is a fairly common occurrence, especially in societies where Archon are commonly accepted in religion such as the Sihai and Anglia.
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| ==Trivia==
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| * Akula are in fact not Spirits. Rather, Akula are a category of giant deep-sea creature that has fallen prey to (usually) Void essence corruption, as there are no forces fighting the proliferation of void or exist energies in the deep dark. Still, Akula are usually a type of necrotic host to several dozens Spirits.
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| * Whether Spirits can fully die is not well understood. While they can certainly be dismissed or exorcized in certain conditions, it is not known whether their energy simply returns from the realm from which they came.
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| * Primal Revenants are not truly the soul of the deceased, rather a simplified copy of it. The person who died creating a Primal Revenant had their soul pass into the afterlife, only a reflection of an emotion or emotional state is left behind. This is why Primal Revenants often remember very little of their life before death, and are hyper-focused on their cause of death and the moments leading up to it. This does not mean Primal Revenants cannot acquire emotions and memories in their Revenant state however, many old Primal Revenants have experienced a lot.
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| {{Proficiency}} | | {{Proficiency}} |