Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Magic Point Buy: Difference between revisions

From MassiveCraft Wiki
Line 334: Line 334:
| Instant Power
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Magic Summon | To never be without weapons and armor, instantly summon any combination of armor, shields, weapons (ranged or melee) for the user and up to two willing allies within Range. This does not re-fresh Block Tokens from Armor, but grants them if the user did not already have them. Additionally, if the user (and allies) wear this equipment for 20 minutes, also grant +1 Attack or +1 Defense for the duration. Magic Summon does not Stack, has no Cooldown, but once it grants +Stats, it lasts for up to 1 Hour. <u>'''Sinistral Usage:'''</u>  If Equipment is granted to anyone other than the user, after 10 Minutes, it suddenly changes to a curse, applying a -2 Attack and -1 Defense Stat reduction, and cannot be removed, except by Abilities that Dispel magic, or by KOing the user.}}
| Grants the user {{#simple-tooltip: Magic Summon | To never be without weapons and armor, instantly summon any combination of armor, shields, weapons (ranged or melee) for the user and up to two willing allies within Range. This does not re-fresh Block Tokens from Armor, but grants them if the user did not already have them. Additionally, if the user (and allies) wear this equipment for 20 minutes, also grant +1 Attack or +1 Defense for the duration. Magic Summon does not Stack, has no Cooldown, but once it grants +Stats, it lasts for up to 1 Hour. <u>'''Sinistral Usage:'''</u>  Instead of granting equipment to allies, only grant equipment to Self, grant +1 Attack and +1 Defense (breaks cap up to 9/11) while using it.  Additionally, prevent Attack/Defense Stat Reduction for 30 Minutes.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-

Revision as of 00:39, 27 May 2024

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 cap of 7 for Attack and 5 for Defense. 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.
  • Dimensional Alignment: To understand this Mechanic, please read the "Dimensional Alignment" section on the Magic Page. Magic Point Buy can be any of the Alignments listed (God, Void, Ordial, Exist), as long as the Character Design limitations for the Alignment chosen are followed.
  • 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 Emotes: If a Character plans on using Sinistral Magic, this must be appropriately reflected in the Character's Emotes. When using an Ability, defined by (a: Ability Name) , the Player must also include a (Sinistral) in the same Emote, right after the Ability. For example, "Timothy casts (a: Skeleton Blast) (Sinistral) at Jerry."
  • 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. Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.

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

Grants the user Magic Bolts

Magic Snare Pack

This pack allows the Mage to lock down targets, ensuring that enemies stay in one place.

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

Grants the user Magic Snare

Magic Trip Pack

This pack allows the Mage to prevent targets from rapidly moving, ensuring escape or approach is more difficult.

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

Grants the user Magic Trip

Magic Distort Pack

This pack allows the Mage to disorient enemies around them, preventing themselves from being struck.

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

Grants the user Magic Distort

Magic Smog Pack

This pack allows the Mage to blind enemies around them, assisting in evading a hit.

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

Grants the user Magic Smog

Magic Curse Pack

This pack allows the Mage to debilitate enemies, hindering their ability to attack or defend.

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

Grants the user Magic Curse

Magic Resist Pack

This pack allows the Mage to bolster themselves or an ally, allowing them to cushion a blow.

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

Grants the user Magic Resist

Magic Cleanse Pack

This pack allows the Mage to cure themselves or an ally, removing harmful statuses.

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

Grants the user Magic Cleanse

Magic Bolster Pack

This pack allows the Mage to strengthen themselves in combat, potentially also strengthening an ally.

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

Grants the user Magic Bolster

Magic Disengage Pack

This pack allows the Mage to assist with escape, making their target harder to hit when moving.

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

Grants the user Magic Disengage

Magic Barrier Pack

This pack allows the Mage to protect others from ranged attacks, lessening damage from arrows, bullets, and bolts.

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

Grants the user Magic Barrier

Magic Warp Pack

This pack allows the Mage to relocate friendly targets, allowing rapid deployment to other parts of the battlefield.

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

This pack allows the Mage to link their life to an ally, sharing the burden of health and harm.

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

Grants the user Magic Lifebind

Magic Isolate Pack

This pack allows the Mage to cut off an enemy's support, breaking a link between the enemy and their ally.

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

Grants the user Magic Isolate

Magic Reduce Pack

This pack allows the Mage to combat other magic users, weakening their spells and reducing their effectiveness.

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

Grants the user Magic Reduce

Magic Feather Pack

This pack allows the Mage to protect allies from a dangerous fall, cushioning their landing.

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

Grants the user Magic Feather

Magic Shove Pack

This pack allows the Mage to push or pull a target near them, relocating both enemy and ally.

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

Grants the user Magic Shove

Magic Summon Pack

This pack allows the Mage to summon equipment so they can always be combat ready.

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

Grants the user Magic Summon

Magic Revive Pack

This pack allows the Mage to bring an ally back from the brink of defeat.

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 Dispel Power Emote Range

Grants the user Magic Revenge