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Arcane Point Buy

From MassiveCraft Wiki
Revision as of 08:32, 11 January 2025 by Birdsfoot violet (talk | contribs)
This page is part of the Ability System, which is part of the Proficiency System for Combat Roleplay.

  • 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.

Arcane Point Buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. Arcane Point Buy provides Arcane 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 Arcane Point Buy Extra Rules before Point Buying any Packs here, as this Category is unique and has extra mechanics.

==Ability Aesthetics== (magic and must be magic) Arcane Point Buy operates under "Limited Aesthetics" rules. What this means is, Arcane Point Buy can be freely used with the following guidelines and suggestions: spells of the various Magic Schools, wands, staves, grimoires, magical reagents, etc. This list is mostly comprehensive, but we accept suggestions for additions, within reason to the setting. However, this Proficiency is always Magic and cannot be re-flavored as not Magic. This Aesthetic Flavor has no effect on Ability functionality.

Arcane Point Buy Extra Rules

  • Arcane Investment: While most Categories are limited to 7 Investment, Magic has a maximum investment of 14. Additionally, if a character invests more than 9 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 as long as the Character Design limitations for the Alignment chosen are followed.
  • 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.
  • Cavalry Point Buy Packs: The Cavalry Point Buy category can optionally be counted as Magical Spells, and as Magic investment. This is still relevant to know if a Player is building a character who uses all sorts of Magic.

Arcane Point Buy Packs

Arcane Blade Pack

Name Type Range Cooldown Description
Arcane Blade Stance Technique Self

20 Minutes once Ended You can enter Arcane Blade without using an Action, but ending it requires one. Arcane Blade confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. When you use an Ability from Arcane Point Buy, set the Minimum of your next Attack Roll to 2, if you have a minimum of 9 Points in Magic, set it to 4 instead. Arcane Blade counts as Bruiser Stance for the purpose of Enemy Abilities. Arcane Blade has an indefinite duration, until ended by you, or until combat is over.

Arcane Bolts Pack

Name Type Range Cooldown Description
Arcane Bolts Stance Technique Self

20 Minutes, once ended You can enter Arcane Bolts without using an Action, but ending it requires one. Arcane Bolts confers the following benefits and limitations: You cannot use Abilities from Melee, Shielding. Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. When you use an Ability from Arcane Point Buy, set the Minimum of your next Attack Roll to 2, if you have a minimum of 9 Points in Magic, set it to 4 instead. Arcane Bolts has an indefinite duration, until ended by you, or until combat is over.

Arcane Healing Pack

Name Type Range Cooldown Description
Arcane Healing Link Power 10 Blocks

Once per Combat Target an Ally and apply a Link to them that does nothing at first. After 2 Turns, heal +1HP and remove one Status Effect on the Ally. After another 2 Turns, heal +1HP on the Ally and apply the Bloody Status Effect on yourself which lasts for 2 Turns.

Arcane Counter Pack

Name Type Range Cooldown Description
Arcane Counter Counter Power Emote Range

Twice per Combat, Once per Health Stage You can only use this when an Enemy within Range uses an Ability from Arcane Point Buy. If it Targets you or an Ally, give the Target +1 Defense for their next 3 Defense Rolls, and remove a Status Effect from them. If it Targets themselves or another Enemy, inflict -1 Defense for their next 3 Defense Rolls and apply the Vulnerable Status Effect.

Arcane Aura Pack

Name Type Range Cooldown Description
Arcane Aura Passive Power Self

Once per Combat Arcane Aura isn’t active until you are given the Prone, Fleeting, or Snared Status Effect. When it activates, you can remove the Status Effect and instead grant yourself an additional 5 Blocks on next Move.

Arcane Portent Pack

Name Type Range Cooldown Description
Arcane Portent Instant Power Emote Range

Twice per Combat Target yourself or an Ally within Range and roll /dice 0 6. For the next 2 Turns, without using an Action, add this result to the final result of either an Attack or Defense Dice Roll made by the Target, but this must be declared before the Roll. Additionally, if you roll a 0, gain an additional use of Arcane Portent.

Arcane Snare

Name Type Range Cooldown Description
Arcane Snare Instant Power Emote Range

Once per Combat Target one enemy within Range and apply the Snared Status Effect. Alternatively, reduce the range of your next Move to 1 Block and apply the Prone Status Effect to the Target instead. When you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.

Arcane Distortion Pack

Name Type Range Cooldown Description
Arcane Distortion Instant Power 3 Blocks

Once per Combat, Only on Health Stage 2/1 Apply the Confused Status Effect for 2 Turns to all Characters within Range of you, including yourself.

Arcane Cleanse Pack

Name Type Range Cooldown Description
Arcane Cleanse Instant Power 10 Blocks

Twice per Combat, but only during Health Stage 3/2 Target yourself or an Ally and remove 1 Status Effect of choice. Additionally, if Arcane Cleanse is used on yourself, you can apply the removed Status Effect to an Enemy within Range, but if you do, reapply the removed Status Effect to yourself as well, but with a 2 Turn duration (if applicable). This transferred Status Effect cannot Target the same Enemy that applied the initial Status Effect.

Arcane Barrier Pack

Name Type Range Cooldown Description
Arcane Barrier Link Power Emote Range

Once per Combat Target an Ally and apply a Link to them that, when targeted by a Ranged Attack Emote, the Ally’s Minimum Defense Roll is set to 7 for Ranger Stance Attacks, and 5 for Deadeye Stance Attacks. Additionally, if Arcane Barrier is Link Broken, grant the Ally 1 Block Token. If either of you leave range of the other, the Link’s effects are suspended, but it doesn’t break.

Arcane Warp Pack

Name Type Range Cooldown Description
Arcane Warp Movement Power 10 Blocks

Once per Combat You move to a non-vertical unoccupied space in range, which can include higher ledges. If you use Arcane Warp on yourself, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack. Additionally, if used on an Ally, it does not use the Ally’s Move but it applies the Snared Status Effect on them. Arcane Warp does not provoke Move Reactions.

Arcane Isolate Pack

Name Type Range Cooldown Description
Arcane Isolate Instant Power Emote Range

Twice per Combat, Once per Health Stage Target an Enemy within Range that is affected by a Link Power or that possesses a Block Token gained from an Ability, break it. If a Link Ability is broken, apply the Marked Status Effect to yourself. If a Block Token is broken, apply the Brittle Status Effect to yourself.

Arcane Shove Pack

Name Type Range Cooldown Description
Arcane Shove Instant Power Emote Range

Twice per Combat, Once per Health Stage 3 & 1. Target an Enemy within Range and Displace them 6 Blocks in any direction.

Arcane Revive Pack

Name Type Range Cooldown Description
Arcane Revive Link Power Melee Range

Once per Combat Target an Ally at 0HP within range and Revive them back at 4HP. Additionally, apply a Link Power and the Bloody Status Effect on them. If the Link Power breaks, deal -3HP Damage to the Ally. The Link Power breaks if they leave Range from you. Multiple instances of a Revive Ability, even from different people, don’t stack with each other.

Arcane Sap Pack

Name Type Range Cooldown Description
Arcane Sap Instant Power 10 Blocks

Once per Combat Target an Enemy within Range, and apply a Stat Reduction based on Health Stage, but also to yourself, until the end of the Target’s current Health Stage. Stage 3/2: -2 Attack or Defense for Enemy, -1 Attack or Defense for you. Stage 1: -1 Attack or Defense for Enemy. Multiple instances of Arcane Sap, even from different people, don’t stack with each other.

True Mage Restricted Point Buy Packs

The following Packs can only be Purchased by Characters who have already invested 9 Points into the Magic Proficiency Category. Once at least 9 Points have been spent, these Packs become available options for purchase.

Arcane Medic Pack

Name Type Range Cooldown Description
Arcane Medic Stance Technique Self

20 Minutes, once ended You can enter Arcane Medic without using an Action, but exiting it requires one. Arcane Medic confers the following benefits and limitations: You cannot use Abilities from Melee Point Buy, Shielding Point Buy. You cannot deal Damage to Enemies through Attacks or Abilities, but you gain a new Basic Attack that targets an Ally in Melee Range. When you use this on an Ally, you roll /dice 1 4 where anything above 1 is a success, healing the Ally for +1HP. Additionally, after you use an Arcane Point Buy Ability, you succeed your Dice Roll done with Arcane Medic’s Basic Attack. When entering Arcane Medic, your HP is capped to 8 for the rest of the Combat. Arcane Medic has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.

Arcane Tank Pack

Name Type Range Cooldown Description
Arcane Tank Stance Technique Self

20 Minutes, once ended You can enter Arcane Tank without using an Action, but exiting it requires one. Arcane Tank confers the following benefits and limitations: You cannot use Abilities from Melee Point Buy. Your Defense from Proficiencies is 7, not 5. You cannot have the Brittle Status Effect applied to you. You cannot deal Damage to Enemies through Attacks or Abilities, but you gain a new Basic Attack that targets an Ally in Melee Range. When you use this on an Ally, the next time they would roll Defense, you do it for them, as if you were the one being attacked, and if you fail, reduce the Damage by -1HP (never to 0). Additionally, after you use an Arcane Point Buy Ability, you succeed your next Defense Dice Roll done with Arcane Tank’s Basic Attack. Arcane Tank has an indefinite duration, until ended by you, or until combat is over.

Arcane Echostrike Pack

Name Type Range Cooldown Description
Arcane Echostrike Instant Power Self

Twice per Combat Target yourself and grant +2 Attack to your next Attack Emote. Instead of dealing -2HP Damage, it deals -1HP Damage this turn, and -1HP Damage the next turn. When you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.

Arcane Puppeteering Pack

Name Type Range Cooldown Description
Arcane Puppeteering Link Power Melee Range

Once per Combat Target an Enemy at 0HP within Range and Revive them back at 4HP, forcing them to be your Ally. They can only make Basic Attacks at Melee Range, and their Attack is set to 5. Additionally, apply a Link Power on them. If the Link Power breaks, deal -2HP Damage to the Target affected by Arcane Puppeteering. The Link Power breaks if they leave Range from you. Multiple instances of a Revive Ability, even from different people, don’t stack with each other.

Arcane Eruption Pack

Name Type Range Cooldown Description
Arcane Eruption Instant Power 2 Blocks

Twice per Combat, Once per Health Stage 3 & 2 You displace all Characters within Range 4 blocks away from you If they Impact, apply -2 Defense for 2 turns. If at least 4 Characters Impact, apply the Prone Status Effect to one of them.

Arcane Apotheosis Pack

Name Type Range Cooldown Description
Arcane Apotheosis Instant Power Self

Once per Combat Target yourself and apply the Silenced Status Effect for 5 turns. If this Silenced Status Effect is not removed after those 5 turns, grant yourself +3 to Attack or Defense, and +2 to the other, for the rest of your current Health Stage.