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
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 15. 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
Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.
Name
Type
Range
Cooldown
Description
Arcane Blade
Stance
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. Additionally, when you would change from one Health Stage to another, your next Basic Attack rolls /dice 0 20, ignoring all current bonuses and penalties. If you roll a 0 or a 20, displace the target backwards and away from you by 6 blocks, and apply the Brittle Status Effect. 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
Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.
Name
Type
Range
Cooldown
Description
Arcane Bolts
Stance
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 counts as Ranger Stance for the purpose of Enemy Abilities. 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 +4 Blocks Move Speed on your 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. Additionally, when you use your Action to use this Ability, you may refund your Action, 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. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
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, 6 for Deadeye Stance Attacks, and 5 for any other Ranged Attack. 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, you may refund your Action, 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. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
True Mage Restricted Point Buy Packs
The following Packs can only be Purchased by Characters who have already bought 9 unrestricted Packs in the Magic Proficiency Category, including Packs that have been converted into Magic. After 9 unrestricted Packs have been purchased, the Character counts as a True Mage and can purchase from the following Restricted Point Buy Packs.
Arcane Medic Pack
Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.
Name
Type
Range
Cooldown
Description
Arcane Medic
Stance
Self
20 Minutes, once ended
You can enter Arcane Medic without using an Action, but exiting it requires one. You cannot enter Arcane Medic at Health Stage 2/1. 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. Your Basic Attack is Replaced, allowing you to target a Character within Melee Range and roll /dice 1 4, where anything above a 1 is a success, to heal the target +1HP. Additionally, if the Target is already at their Maximum HP, a success instead heals yourself +1HP. Additionally, after you use an Arcane Point Buy Ability, you succeed your Dice Roll done with Arcane Medic’s Basic Attack. 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
Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.
Name
Type
Range
Cooldown
Description
Arcane Tank
Stance
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, your Basic Attack is Replaced and Targets Allies in Melee Range. When you use this on an Ally, or up to 2 Allies, the next time they would be Targeted for a Basic Attack, you become the Target instead, and if you fail the Defense Roll, reduce the Damage you take 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. Additionally, when you use your Action to use this Ability, you may refund your Action, 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. If the Target leaves Range of you, they can no longer take their Action until they move back within Range. 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. Additionally, whilst Silenced by Arcane Apotheosis, gain +1 Attack and Defense.