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Cleric Point Buy: Difference between revisions

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The Cleric Point buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. The Cleric Point Buy provides Packs for the Character to become proficient in specific types of Holy Magic given by their god, which is used for healing and support. Talomancy is a general term that describes "powers derives from Gods", or more specifically God Magic. It differs from Void or Exist Magic in that it comes from the Alorian Realm and as such is native to the roleplay world, but having God Magic does not make a Character Mundane, yet not quite Occult either. Talomancy is accepted in most religious societies as blessings or service to their various Gods, though it is important to note that not all God Magic is equally legal in Regalia. For example, only God Magic from Unionism's schisms are acknowledged as true God Magic in Regalia, while all other forms of God Magic are considered Occult until proven otherwise (which is effectively impossible to prove).  
The Cleric Point buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. The Cleric Point Buy provides Packs for the Character to become proficient in specific types of powers granted by their god, which is used for healing and support. Talomancy is a general term that describes "powers derives from Gods", or more specifically God Magic. It differs from Void or Exist Magic in that it usually comes from the Alorian Realm and as such is native to the roleplay world, but having God Magic does not make a Character Mundane, yet not quite Occult either. Talomancy is accepted in most religious societies as blessings or service to their various Gods, though it is important to note that not all God Magic is equally legal in Regalia. For example, only God Magic from Unionism's schisms are acknowledged as true God Magic in Regalia, while all other forms of God Magic are considered Occult until proven otherwise (which is effectively impossible to prove). There is an exception to this, which is when the Gods granting the powers are extraplanar in nature (i.e. [[Estellon]] , [[Void Worship]], [[Ordial Cultism]]), in these cases the magic is aligned to those planes, and is not strictly God Magic.
===Cleric Talent===
Talents provide somewhat broad descriptions of out-of-combat things a Character can do that have a vaguely or explicit magical feel to them. MassiveCraft does not in theory limit the creative freedom of Religious Roleplay. Cleric Talent allows a Cleric to have creative freedom with non-combat religious rituals, such as: igniting or lighting fires with a simple gesture, conjuring images in the air, or in smoke or water, etc. Players are asked to self-moderate with what is reasonable and acceptable in Roleplay to all participants. Clerics in particular are thought of as healers, so magically closing wounds and restoring lost limbs or healing magical rot of the world can be done. Healing cannot be done before or in combat. If you feel choice-paralysis over what you can do with this, or feel creatively lacking ideas, be sure to ask a Lore Staff in a Ticket. Cleric Talent is included for free with the purchase of any Cleric Point Buy Pack.
=Religiosity=
=Religiosity=
Cleric Point Buy is considered God Magic, which is Primal in nature, and exclusively granted to people who are devout followers of their God and Religion. God Magic is not something people are born with, except for [[Godborn]], but something people are granted directly by their Gods, or through study in Temples, Monasteries, and Religious Orders. God Magic takes many different forms, and is especially varied depending on the Religion it is drawn from. It can even be gained from Gods who are seen as 'dead' or are traditionally absent, as their collective worship and memory powers it instead. God Magic is not seen as traditionally 'Magic' inside of its own Religion. For example, a Unionist [[#Lothar_Order|Lothar Knight]] does not see a Unionist Cleric Point Buy user as a Mage, or heretic, but would see an Old Gods God Magic user as one, and vice versa. Only specific religions grant God Magic, which is outlined below. Cleric Point Buy specifically is representative of the healers, clerics, and sages of a Religion, who use their magic to heal and protect.
Cleric Point Buy is mostly considered God Magic, which is Primal in nature, and exclusively granted to people who are devout followers of their God and Religion. God Magic is not something people are born with, except for [[Godborn]], but something people are granted directly by their Gods, or through study in Temples, Monasteries, and Religious Orders. God Magic takes many different forms, and is especially varied depending on the Religion it is drawn from. It can even be gained from Gods who are seen as 'dead' or are traditionally absent, as their collective worship and memory powers it instead. God Magic is not seen as traditionally 'Magic' inside of its own Religion. For example, a Unionist [[#Lothar_Order|Lothar Knight]] does not see a Unionist Cleric Point Buy user as a Mage, or heretic, but would see an Old Gods God Magic user as one, and vice versa. Cleric Point Buy specifically is representative of the healers, clerics, and sages of a Religion, who use their magic to heal and empower their allies. Depending on the user's Religion, their Cleric Point Buy is classified as the following:
A Character must choose one of the following Religions in order to take Cleric Point Buy. They must be a Faithful of the Religion, and if they ever lose faith, or convert away, they lose their Cleric Point Buy for the duration, or forever.
'''Unionism''': All variants of Unionism count as Primal God Magic.
*'''Unionism:''' All variants of [[Unionism]] ([[Emended Unionism]], [[Evintarian Unionism]]) can have God Magic.
'''Old Gods''': Old Gods counts as Primal God Magic.
*'''Old Gods:''' Both variants of [[Old Gods]] (Aesir, and Vanir worship) can have God Magic.
'''Dragon Worship''': Dragon Worship counts as Dragon Magic.  
*'''Baskarr:''' [[Baskarr]] worshippers can have God Magic.
'''Pagan Faiths''': Pagan Faiths count as Primal God Magic.
*'''Asaredu:''' [[Asaredu]] worshippers can have God Magic, but Da'amu and Asinum worshippers tend to also have Ordial [[Spell Point Buy]].
'''Asaredu''': Asaredu counts as Primal God Magic.
*'''Dragon Worship:''' [[#Dragon_Worship|Dragon Worshippers]] can have Cleric Point Buy, but only if they are [[Archon]], and it is Dragon Magic instead of God Magic.
'''Esra''': Esra counts as Primal God Magic.  
*'''Pagan Faiths:''' [[Pagan Faiths]] worshippers can have God Magic, but only of the present and "alive" Religions (Gilded Order, Blood Covenant, and Sarna).
'''Void Worship''': Void Worship counts as Arcana or Sinistral Magic, depending on its use.  
 
'''Estellon/Estelsoor''': Estellon and Estelsoor counts as Radiant Magic or Sinistral Magic, depending on its use.
The Following Religions '''cannot''' take Cleric Point Buy, but alternatives are described here.
'''Ordial Cultism''': Ordial Cultism counts as Arcana or Sinistral Magic, depending on its use.
*'''Void Worship:''' [[#Void_Worship|Void Worshippers]] should take Void [[Spell Point Buy]].
*'''Estellon:''' [[#Estellon|Estellon Worshippers]] should take Exist [[Spell Point Buy]].
*'''Ordial Cultism:''' [[Ordial Cultism]] should take Ordial [[Spell Point Buy]].
*'''Estelsoor:''' [[Estelsoor]] should take [[Spell Point Buy]], Void or Exist, but not Ordial.
*'''Esra:''' [[Esra]] should not take any Magic, but should take [[Artificer Point Buy]] or [[Technician Point Buy]].
==Exclusivity==
Cleric Point Buy has some extra rules on what it can and cannot be combined with, and how it should be used.
*Someone with Cleric Point Buy can only be a worshipper of one of the applicable Religions. They cannot worship multiple.
*[[Afflicted]] characters cannot take, or use, Cleric Point Buy. It is disabled for the duration of affliction.
*Characters with Cleric Point Buy are not considered Occult by default, but if they combine Cleric Point Buy with, for example, [[Spell Point Buy]], they become Occult of that Dimension. This does not alter the classification of their God Magic.


=Cleric Point Buy Packs=
=Cleric Point Buy Packs=
Players are encouraged to "flavor" and manifest these Packs however they would like based on their Characters' Religion. The Ability descriptions, and Pack Names, below, are purely for OOC categorization and clarity. They are intentionally short and to the point of the mechanics, to encourage players to come up with their own fun ways to describe how they use their magic.
Players are encouraged to "flavor" and manifest these Packs however they would like based on their Characters' Religion. The Ability descriptions, and Pack Names, below, are purely for OOC categorization and clarity. They are intentionally short and to the point of the mechanics, to encourage players to come up with their own fun ways to describe how they use their magic. For example, a Void Worshipper might use their own blood to cast these abilities, while a Unionist might pray to conjure light, etc etc.
===Healing Hands Pack===
{| 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:#eddeaa;" | Healing Hands
| Healing Power
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| Grants the user {{#simple-tooltip: Healing Hands | The user and the (willing) Target (who is not Knocked Out or Downed) must be rooted together for the duration of this Ability, and cannot use any Abilities while active. The user establishes a Link Power onto the Target, healing any wounds and refreshing their stamina over the duration of 10 minutes. If the Link Power is Disrupted, or the user is Displaced or attacked, the Ability is Canceled, though this Ability has 5 minute Cooldown. This Ability can be used out of combat on a knocked out or downed target, but only if they do not return to combat for at least 2 hours afterwards.
}}
| N/A
|-
|}
===Saving Grace Pack===
===Saving Grace Pack===
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
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|-
|-
|}
|}
===Bolstering Pack===
===Bolstering Pack===
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
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|-
|-
|}
|}
 
===Exorcism===
===Mercy of Life Pack===
This Pack allows the Cleric to exorcise the Afflicted and gain protection against them.
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#eddeaa;" | Mercy of Life
| style="background-color:#e2f5d0;" | Exorcism
| Healing 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: Mercy of Life | The user can Target any person who was Knocked Out, Downed, or lethally wounded to the point of near-death (a person completely disabled from a Combat Scene). This establishes a Link Power for 5 minutes that completely revives the person but does not refresh their Cooldowns. If this Link Power is Disrupted, the user is Displaced or attacked, the Ability is Canceled. If the Ability is Canceled, it goes on a 10 minute Cooldown. If however it succeeds, Mercy of Life goes on a 24 hour Cooldown.  
| Grants the user {{#simple-tooltip: Exorcism| To protect against Afflicted Abilities, use this Ability to Counter an Ability from Point Buy used by a Character that is Afflicted. Additionally, outside of combat, the user is able to use the Curing Chamber to Exorcize someone inside it, thus removing their Affliction and Curing them. They can also 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.}}
}}
| N/A
| N/A
|-
|-
|}
|}
{{Proficiency}}
{{Proficiency}}
[[category:Proficiency]] [[category:Faith Point Buy]]
[[category:Proficiency]] [[category:Faith Point Buy]]

Revision as of 01:49, 30 June 2023

The Cleric Point buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. The Cleric Point Buy provides Packs for the Character to become proficient in specific types of powers granted by their god, which is used for healing and support. Talomancy is a general term that describes "powers derives from Gods", or more specifically God Magic. It differs from Void or Exist Magic in that it usually comes from the Alorian Realm and as such is native to the roleplay world, but having God Magic does not make a Character Mundane, yet not quite Occult either. Talomancy is accepted in most religious societies as blessings or service to their various Gods, though it is important to note that not all God Magic is equally legal in Regalia. For example, only God Magic from Unionism's schisms are acknowledged as true God Magic in Regalia, while all other forms of God Magic are considered Occult until proven otherwise (which is effectively impossible to prove). There is an exception to this, which is when the Gods granting the powers are extraplanar in nature (i.e. Estellon , Void Worship, Ordial Cultism), in these cases the magic is aligned to those planes, and is not strictly God Magic.

Cleric Talent

Talents provide somewhat broad descriptions of out-of-combat things a Character can do that have a vaguely or explicit magical feel to them. MassiveCraft does not in theory limit the creative freedom of Religious Roleplay. Cleric Talent allows a Cleric to have creative freedom with non-combat religious rituals, such as: igniting or lighting fires with a simple gesture, conjuring images in the air, or in smoke or water, etc. Players are asked to self-moderate with what is reasonable and acceptable in Roleplay to all participants. Clerics in particular are thought of as healers, so magically closing wounds and restoring lost limbs or healing magical rot of the world can be done. Healing cannot be done before or in combat. If you feel choice-paralysis over what you can do with this, or feel creatively lacking ideas, be sure to ask a Lore Staff in a Ticket. Cleric Talent is included for free with the purchase of any Cleric Point Buy Pack.

Religiosity

Cleric Point Buy is mostly considered God Magic, which is Primal in nature, and exclusively granted to people who are devout followers of their God and Religion. God Magic is not something people are born with, except for Godborn, but something people are granted directly by their Gods, or through study in Temples, Monasteries, and Religious Orders. God Magic takes many different forms, and is especially varied depending on the Religion it is drawn from. It can even be gained from Gods who are seen as 'dead' or are traditionally absent, as their collective worship and memory powers it instead. God Magic is not seen as traditionally 'Magic' inside of its own Religion. For example, a Unionist Lothar Knight does not see a Unionist Cleric Point Buy user as a Mage, or heretic, but would see an Old Gods God Magic user as one, and vice versa. Cleric Point Buy specifically is representative of the healers, clerics, and sages of a Religion, who use their magic to heal and empower their allies. Depending on the user's Religion, their Cleric Point Buy is classified as the following: Unionism: All variants of Unionism count as Primal God Magic. Old Gods: Old Gods counts as Primal God Magic. Dragon Worship: Dragon Worship counts as Dragon Magic. Pagan Faiths: Pagan Faiths count as Primal God Magic. Asaredu: Asaredu counts as Primal God Magic. Esra: Esra counts as Primal God Magic. Void Worship: Void Worship counts as Arcana or Sinistral Magic, depending on its use. Estellon/Estelsoor: Estellon and Estelsoor counts as Radiant Magic or Sinistral Magic, depending on its use. Ordial Cultism: Ordial Cultism counts as Arcana or Sinistral Magic, depending on its use.

Cleric Point Buy Packs

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

Saving Grace Pack

Ability Name Ability Type Ability Range Ability Description Modifiers
Saving Grace Instant Power 10 Blocks

Grants the user Saving Grace

N/A

Group Cleanse Pack

Ability Name Ability Type Ability Range Ability Description Modifiers
Group Cleanse Instant Power 3 Blocks

Grants the user Group Cleanse

N/A

Timed Healing Pack

Ability Name Ability Type Ability Range Ability Description Modifiers
Timed Healing Healing Power Emote Range

Grants the user Timed Healing

N/A

Bolstering Pack

Ability Name Ability Type Ability Range Ability Description Modifiers
Bolstering Link Power Emote Range

Grants the user Bolstering

N/A

Martyrdom Pack

Ability Name Ability Type Ability Range Ability Description Modifiers
Martyrdom Counter Power Emote Range

Grants the user Martyrdom

N/A

Gear Boon Pack

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

Grants the user Gear Boon

N/A

Stability Boon Pack

Ability Name Ability Type Ability Range Ability Description Modifiers
Stability Boon Buff Power Self

Grants the user Stability Boon

N/A

Weakening Ward Pack

Ability Name Ability Type Ability Range Ability Description Modifiers
Weakening Ward Link Power Emote Range

Grants the user Weakening Ward

N/A

Rebuke Faith Pack

Ability Name Ability Type Ability Range Ability Description Modifiers
Rebuke Faith Counter Power Emote Range

Grants the user Rebuke Faith

N/A

Exorcism

This Pack allows the Cleric to exorcise the Afflicted and gain protection against them.

Ability Name Ability Type Ability Range Ability Description Modifiers
Exorcism Counter Power Emote Range

Grants the user Exorcism

N/A