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| 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: | | Grants the user {{#simple-tooltip: Sacred Healing | To heal allies over time, the user applies a Link Power to an ally within Range. For as long as the Link is active, the target heals 1 HP every 10 minutes. This healing occurs at the end of the 10 minute timer. Sacred Healing can only be upheld for a maximum of 20 Minutes. Once ended, Sacred Healing goes on a 2 hour cooldown, and does not Stack.}} | ||
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| 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: | | Grants the user {{#simple-tooltip: Sacred Buff | To protect an ally from stat reductions, apply a Link Power to an ally within Range. For as long as the Link is active, if the Target's stats would be reduced in any way, this Stat Reduction is nullified, and the Stat that would be reduced instead gains +1. This ability can be used as a reaction to an ally's stats being reduced, applying its effect, but can only ever boost one stat. Sacred Buff can last for a maximum of 30 minutes, once ended has a 2 hour cooldown, and does not Stack. | ||
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| Counter Power | | 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).}} | | {{#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: Sacred Martyr | To protect an ally from harm, use this ability when an Ally within Range would take damage. The user instantly dashes to the ally, taking the damage instead. The damage cannot be nullified or ignored in any way. Additionally, if this damage would KO the user, the ally gains +1 Main Combat Stat and +1 Main Defense Stat, which breaks caps, and cleanses any Debuffs currently applied to them. If the user is revived in any way, the bonuses from | | Grants the user {{#simple-tooltip: Sacred Martyr | To protect an ally from harm, use this ability when an Ally within Range would take damage. The user instantly dashes to the ally, taking the damage instead. The damage cannot be nullified or ignored in any way. Additionally, if this damage would KO the user, the ally gains +1 Main Combat Stat and +1 Main Defense Stat, which breaks caps, and cleanses any Debuffs currently applied to them. If the user is revived in any way, the bonuses from Sacred Martyr end. Sacred Martyr can be used once per Server Restart, and does not Stack.}} | ||
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| 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: Sacred Gear | To bless the equipment and enhance the defenses of allies, the user targets up to 3 allies within range. The targets gain +1 Main Defense Stat, that breaks cap up to 9. If the ally worships the same religion as the user, they also gain +1 Main Combat Stat that breaks cap up to 11. Sacred Gear lasts for 30 minutes, has a 4 hour cooldown, and does not | | Grants the user {{#simple-tooltip: Sacred Gear | To bless the equipment and enhance the defenses of allies, the user targets up to 3 allies within range. The targets gain +1 Main Defense Stat, that breaks cap up to 9. If the ally worships the same religion as the user, they also gain +1 Main Combat Stat that breaks cap up to 11. Sacred Gear lasts for 30 minutes, has a 4 hour cooldown, and does not Stack. | ||
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| Counter Power | | 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).}} | | {{#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: Sacred Rebuke | | | Grants the user {{#simple-tooltip: Sacred Rebuke | To interfere with an enemy, the user can Counter any Power from Cleric Point Buy, but only if it is from a different Religion than the user's. Sacred Rebuke has a 4 hour cooldown. }} | ||
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| Buff Power | | Buff Power | ||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | | {{#simple-tooltip: 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: Sacred Revive | To revive an ally that is currently KO'd, the user can sacrifice 1 HP of their own, which cannot be blocked or reduced in any way, to revive that ally with 1 HP. Sacred Revive has no cooldown, and can be used as much as the user has HP, but the same person cannot be affected by more than one Revive Ability (Sacred Revive, Chem Revive, etc) per Combat scene. | | Grants the user {{#simple-tooltip: Sacred Revive | To revive an ally that is currently KO'd, the user can sacrifice 1 HP of their own, which cannot be blocked or reduced in any way, to revive that ally with 1 HP. Sacred Revive has no cooldown, and can be used as much as the user has HP, but the same person cannot be affected by more than one Revive Ability (Sacred Revive, Chem Revive, etc) per Combat scene. }} | ||
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Revision as of 03:23, 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.
Sacred Healing Pack
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
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Sacred Healing | Buff Power | Emote Range | Grants the user Sacred Healing | N/A |
Sacred Buff Pack
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
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Sacred Buff | Buff Power | Emote Range | Grants the user Sacred Buff | N/A |
Sacred Martyr Pack
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
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Sacred Martyr | Counter Power | Emote Range | Grants the user Sacred Martyr | N/A |
Sacred Gear Pack
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
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Sacred Gear | Buff Power | 5 Blocks | Grants the user Sacred Gear | N/A |
Sacred RebukePack
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Sacred Rebuke | Counter Power | Emote Range | Grants the user Sacred Rebuke | N/A |
Sacred Feather Pack
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Sacred Feather | Buff Power | Viewing Distance | Grants the user Sacred Feather | N/A |
Sacred Revive Pack
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Sacred Revive | Buff Power | Self | Grants the user Sacred Revive | 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 |
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Exorcism | Counter Power | Emote Range | Grants the user Exorcism | N/A |
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