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Magic Point Buy: Difference between revisions

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*'''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 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.  
*'''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.
*'''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==
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===Magic Mimic Pack===
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. 
{| 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.

Revision as of 00:57, 20 December 2023

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. 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 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.
  • 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.
  • 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.

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

Grants the user Magic Bolts

Magic Snare Pack

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

Grants the user Magic Snare

Magic Trip Pack

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

Grants the user Magic Trip

Magic Distort Pack

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

Grants the user Magic Distort

Magic Smog Pack

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

Grants the user Magic Smog

Magic Curse Pack

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Ability Name Ability Type Ability Range Ability Description Modifiers
Magic Curse Instant Power Self

Grants the user Magic Curse

Magic Resist Pack

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

Grants the user Magic Resist

Magic Cleanse Pack

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Ability Name Ability Type Ability Range Ability Description Modifiers
Magic Cleanse Dispel Power Self

Grants the user Magic Cleanse

Magic Bolster Pack

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

Grants the user Magic Bolster

Magic Disengage Pack

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

Grants the user Magic Disengage

Magic Barrier Pack

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

Grants the user Magic Barrier

Magic Warp Pack

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

Grants the user Magic Warp

N/A

Magic Lifebind Pack

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

Grants the user Magic Lifebind

Magic Isolate Pack

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

Grants the user Magic Isolate

Magic Counter Pack

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Ability Name Ability Type Ability Range Ability Description Modifiers
Magic Counter Dispel Power Emote Range

Grants the user Magic Counter

Magic Feather Pack

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Ability Name Ability Type Ability Range Ability Description Modifiers
Magic Feather Passive Power Emote Range

Grants the user Magic Feather

Magic Shove Pack

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

Grants the user Magic Shove

Magic Summon Pack

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

Grants the user Magic Summon

Magic Revive Pack

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

Grants the user Magic Revive

N/A

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 Modifiers
Magic Revenge Counter Power Emote Range

Grants the user Magic Revenge

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.

Ability Name Ability Type Ability Range Ability Description Modifiers
Ocean Adaptation Passive Power Self

Grants the user Ocean Adaptation

Exorcism Pack

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

Grants the user Exorcism