Magic Point Buy: Difference between revisions

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==Magic Point Buy Extra Rules==
==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.  
*'''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. (ex. Dragon God Magic cannot be chosen freely, and can only be chosen by Archon).
*'''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:''' 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."
* '''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."
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==Magic Spell Packs==
==Magic Spell Packs==
===Magic Bolts Pack===
===Magic Bolts Pack===
This pack allows the user to use their magic to attack at range, acting as a traditional caster blaster.
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.'''
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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| Stance Technique
| Stance Technique
| {{#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 Bolts | To cast with magic, the user gains either Ranger Stance or Deadeye Stance, which activates when this Ability is used. The stance chosen functions with magic, not a weapon, but does not count for using that Stance’s associated Abilities. Additionally, once per combat, the user can re-roll one failed Ranged Attack made with Magic Bolts. Magic Bolts has no Cooldown, but once activated, cannot be turned off until Combat Ends. <u>'''Sinistral Usage:'''</u> the User gains +2 Attack Stat, that breaks cap up to 11, while using Magic Bolts.  }}
| Grants the user {{#simple-tooltip: Magic Bolts | To cast with magic, the user gains either Ranger Stance or Deadeye Stance, which activates when this Ability is used. The stance chosen functions with magic, not a weapon, but does not count for using that Stance’s associated Abilities. Additionally, once per combat, the user can re-roll one failed Ranged Attack made with Magic Bolts. Magic Bolts can be upheld indefinitely, but has a 20 minute cooldown once ended. <u>'''Sinistral Usage:'''</u> the User gains +2 Attack Stat, that breaks cap up to 11, while using Magic Bolts.  }}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}
===Magic Snare Pack===
===Magic Snare Pack===
This Pack allows the Mage to lock down targets, ensuring that enemies stay in one place.
This pack allows the Mage to lock down targets, ensuring that enemies stay in one place.
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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===Magic Trip Pack===
===Magic Trip Pack===
This Pack allows the Mage to prevent targets from rapidly moving, ensuring escape or approach is more difficult.
This pack allows the Mage to prevent targets from rapidly moving, ensuring escape or approach is more difficult.
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{| class="wikitable" style="width: 50%;"
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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===Magic Distort Pack===
===Magic Distort Pack===
This Pack allows the Mage to disorient enemies around them, preventing themselves from being struck.
This pack allows the Mage to disorient enemies around them, preventing themselves from being struck.
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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===Magic Smog Pack===
===Magic Smog Pack===
This Pack allows the Mage to blind enemies around them, assisting in evading a hit.
This pack allows the Mage to blind enemies around them, assisting in evading a hit.
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{| class="wikitable" style="width: 50%;"
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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===Magic Curse Pack===
===Magic Curse Pack===
This Pack allows the Mage to curse enemies, hindering their ability to attack or defend.
This pack allows the Mage to debilitate enemies, hindering their ability to attack or defend.
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{| class="wikitable" style="width: 50%;"
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| style="background-color:#f5d5f7;" | Magic Curse
| style="background-color:#f5d5f7;" | Magic Curse
| 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: 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 Curse | To make an enemy choose between two weakening effects, instantly apply the Warned Status to an Enemy within Range. The Enemy must choose between -1 Attack Stat or -1 Defense Stat. This Stat Reduction lasts for 15 Minutes, after which Magic Curse's Cooldown begins. Magic Curse does not Stack, and has a 2 Hour Cooldown. <u>'''Sinistral Usage:'''</u> Stat Reductions become -2, instead of -1. Also, target another Enemy within Range. Whichever option the first enemy does not choose, apply that -2 to the second enemy.}}
| Grants the user {{#simple-tooltip:  Magic Curse | To make an enemy choose between two weakening effects, instantly apply the Warned Status to an Enemy within Range. The Enemy must choose between -1 Attack Stat or -1 Defense Stat. This Stat Reduction lasts for 15 Minutes, after which Magic Curse's Cooldown begins. Magic Curse does not Stack, and has a 2 Hour Cooldown. <u>'''Sinistral Usage:'''</u> Stat Reductions become -2, instead of -1. Also, target another Enemy within Range. Whichever option the first enemy does not choose, apply that -2 to the second enemy.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}
===Magic Resist Pack===
===Magic Resist Pack===
This Pack allows the Mage to bolster themselves or an ally, allowing them to cushion a blow.
This pack allows the Mage to bolster themselves or an ally, allowing them to cushion a blow.
{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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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: Magic Resist | To reduce the damage the user or an ally takes, target Self or an Ally within Range as a reaction to taking any Damage. Reduce that Damage by 1 HP, but never to 0. Magic Resist can be used out of Turn, and does not consume an Action. Magic Resist has a 1 Hour Cooldown. <u>'''Sinistral Usage:'''</u> Also deal 1 HP Damage to whoever applied the Damage. }}
| Grants the user {{#simple-tooltip: Magic Resist | To reduce the damage the user or an ally takes, target Self or an Ally within Range as a reaction to taking any Damage. Reduce that Damage by 1 HP, but never to 0. Magic Resist can be used out of Turn. Magic Resist has a 1 Hour Cooldown. <u>'''Sinistral Usage:'''</u> Also deal 1 HP Damage to whoever applied the Damage. }}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}
===Magic Cleanse Pack===
===Magic Cleanse Pack===
This Pack allows the Mage to cure themselves or an ally, removing harmful statuses.
This pack allows the Mage to cure themselves or an ally, removing harmful statuses.
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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===Magic Bolster Pack===
===Magic Bolster Pack===
This Pack allows the Mage to strengthen themselves in combat, potentially also strengthening an ally.
This pack allows the Mage to strengthen themselves in combat, potentially also strengthening an ally.
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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===Magic Disengage Pack===
===Magic Disengage Pack===
This Pack allows the Mage to assist with escape, making their target harder to hit when moving.
This pack allows the Mage to assist with escape, making their target harder to hit when moving.
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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|}
===Magic Barrier Pack===
===Magic Barrier Pack===
This Pack allows the Mage to protect others from ranged attacks, lessening damage from arrows, bullets, and bolts.
This pack allows the Mage to protect others from ranged attacks, lessening damage from arrows, bullets, and bolts.
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{| class="wikitable" style="width: 50%;"
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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| Link Power
| Link 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: Magic Barrier | To protect an ally from Ranged Attacks, attach a Link to an Ally within Range, but never Self. For the duration, that Ally does not take Damage from Ranged Attacks from Ranger Stance, and takes only 1 HP Damage from Ranged Attacks from Deadeye Stance. Magic Barrier lasts for as long as the Link is upheld, after which it has a 2 Hour Cooldown. If Magic Barrier is Link Broken, grant the Target 1 Block Token. <u>'''Sinistral Usage:'''</u> Additionally, if the User would take Damage, they can fully transfer that Damage to their Linked Ally, even against the Ally's will, meaning the user suffers no damage, and the Ally suffers all of it.}}
| Grants the user {{#simple-tooltip: Magic Barrier | To protect an ally from Ranged Attacks, attach a Link to an Ally within Range, but never Self. For the duration, that Ally has increased defenses against Ranged Attacks from Ranger and Deadeye Stance. When the ally is targeted with a Ranged Attack Emote, their minimum Defense Roll is raised to 9 for Ranger Stance attacks, and 6 for Deadeye Stance attacks. Magic Barrier lasts for as long as the Link is upheld, after which it has a 2 Hour Cooldown. If Magic Barrier is Link Broken, grant the Target 1 Block Token. <u>'''Sinistral Usage:'''</u> Additionally, if the User would take Damage, they can fully transfer that Damage to their Linked Ally, even against the Ally's will, meaning the user suffers no damage, and the Ally suffers all of it.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}
===Magic Warp Pack===
===Magic Warp Pack===
This Pack allows the Mage to relocate friendly targets, allowing rapid deployment to other parts of the battlefield.
This pack allows the Mage to relocate friendly targets, allowing rapid deployment to other parts of the battlefield.
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===Magic Lifebind Pack===
===Magic Lifebind Pack===
This Pack allows the Mage to link their life to an ally, sharing the burden of health and harm.
This pack allows the Mage to link their life to an ally, sharing the burden of health and harm.
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===Magic Isolate Pack===
===Magic Isolate Pack===
This Pack allows the Mage to cut off an enemy's support, breaking a link between the enemy and their ally.
This pack allows the Mage to cut off an enemy's support, breaking a link between the enemy and their ally.
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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|}


===Magic Counter Pack===
===Magic Reduce Pack===
This Pack allows the Mage to combat other magic users, preventing enemy mages from casting spells.
This pack allows the Mage to combat other magic users, weakening their spells and reducing their effectiveness.
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#f5d5f7;" | Magic Counter
| style="background-color:#f5d5f7;" | Magic Reduce
| Dispel Power
| Dispel 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: Magic Counter | To Counter and Dispel another Mage's magic, use this Ability as a Reaction to a character within Range using a Power from the Magic Point Buy Category. Dispel that Power, but, apply the Silenced Status to the user for the next 3 Turns. Magic Counter can be used out of Turn, and does not take an Action. Magic Counter has a 2 Hour Cooldown. <u>'''Sinistral Usage:'''</u> No longer Silences the User, also apply the Marked Status to the Target.}}
| Grants the user {{#simple-tooltip: Magic Reduce | To punish an enemy Mage, use this Ability as a Reaction to a character within Range using a Power that affects the user or an Ally. The Power used by the target is weakened in some way, any damage done being reduced by 1 (to a minimum of 0), any status effects applied by the Power having its duration reduced by half, rounded down, or any distance or duration reduced by half, rounded down. Magic Reduce has a 2 Hour Cooldown. <u>'''Sinistral Usage:'''</u> The user or Ally being protected also gains +2 to their Defense for the next 3 turns, breaking the proficiency cap up to 9.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
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===Magic Feather Pack===
===Magic Feather Pack===
This Pack allows the Mage to protect allies from a dangerous fall, cushioning their landing.
This pack allows the Mage to protect allies from a dangerous fall, cushioning their landing.
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|-
|-
| style="background-color:#f5d5f7;" | Magic Feather
| style="background-color:#f5d5f7;" | Magic Feather
| Passive 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: Magic Feather| To protect allies, this Ability can be used to make any amount of Allies immune to damage from falling, giving them Feather Fall, which will slow them to a gentle floating speed. The same effect is permanently applied to self. Magic Feather has no Cooldown. <u>'''Sinistral Usage:'''</u>  When an Enemy would take Fall Damage, deal +1 HP extra Damage to them.}}
| Grants the user {{#simple-tooltip: Magic Feather| To protect from falling, as a Action before the user or an Ally would jump off a ledge or great height, use magic to cushion their fall, reducing the Fall Damage to 0 HP. As a reaction to the user or an Ally taking Fall Damage, reduce the Damage by -1HP. Or, on Allies, only reduce by -2HP, but the user suffers -2HP. If any function is used, except Sinistral, Magic Feather has a 1 Hour Cooldown. <u>'''Sinistral Usage:'''</u>  When an Enemy would take Fall Damage, deal +1 HP extra Damage to them.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}
===Magic Shove Pack===
===Magic Shove Pack===
This Pack allows the Mage to push or pull a target near them, relocating both enemy and ally.
This pack allows the Mage to push or pull a target near them, relocating both enemy and ally.
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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|}
===Magic Summon Pack===
===Magic Summon Pack===
This Pack allows the Mage to summon equipment so they can always be combat ready.
This pack allows the Mage to summon equipment so they can always be combat ready.
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{| class="wikitable" style="width: 50%;"
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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|-
|-
| style="background-color:#f5d5f7;" | Magic Summon
| style="background-color:#f5d5f7;" | Magic Summon
| Summon 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>  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.}}
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===Magic Revive Pack===
===Magic Revive Pack===
This Pack allows the Mage to bring an ally back from the brink of defeat.
This pack allows the Mage to bring an ally back from the brink of defeat.
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| Buff Power
| Buff Power
| {{#simple-tooltip: 10 Block | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 10 Block | 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: Magic Revive | To bring an Ally back into the fight, Target an Ally at 0 HP. they are given a choice: Revive with 4 HP and half (rounded down) Attack Stat, or 4 HP and half (rounded down) Defense Stat.  This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Magic Revive has a 2 Hour Cooldown. <u>'''Sinistral Usage:'''</u> Ignore limit on Revive Abilities, and Target an Enemy at 0 HP, and forcibly Revive them, making them fight for the user. However, Target Enemy can only make Basic Attacks, cannot use any Abilities, and has their Attack and Defense Stat Halved (cannot be raised). If an enemy Targets the revived Enemy with another Revive Ability, Target is freed from the user's control and can act as normal, ending Magic Revive. }}
| Grants the user {{#simple-tooltip: Magic Revive | To bring an Ally back into the fight, Target an Ally at 0 HP. they are given a choice: Revive with 4 HP and half (rounded down) Attack Stat, or 4 HP and half (rounded down) Defense Stat.  This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Magic Revive has a 2 Hour Cooldown. <u>'''Sinistral Usage:'''</u> Ignore limit on Revive Abilities, and Target an Enemy at 0 HP, and forcibly Revive them, making them fight for the user. However, Target Enemy can only make Basic Attacks, cannot use any Abilities, and has their Attack and Defense Stat Halved (cannot be raised). If an enemy Targets the revived Enemy with another Revive Ability, the target is dealt 2 HP of damage. }}
| N/A
| N/A
|-
|-
|}
|}
===Magic Revenge Pack===
===Magic Revenge Pack===
This Pack allows the user to strike out one final vengeful strike against their opponent before going down.
This pack allows the user to strike out one final vengeful strike against their opponent before going down.
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|-
|-
| style="background-color:#f5d5f7;" | Magic Revenge
| style="background-color:#f5d5f7;" | Magic Revenge
| Counter Power
| Dispel 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: Magic Revenge | If the user reaches 0 HP, they are allowed one final emote to use any Magic Ability, or Magic Attack Emote (ignoring range even in Melee), but can only Target the person that reduced their HP to 0. If this Attack or Ability involves an Attack Stat Dice Roll, they can add +2 to the final result of that dice roll. <u>'''Sinistral Usage:'''</u> If the Attack or Ability involves a Dice Roll, that Dice Roll automatically succeeds, regardless of Defense Rolls. }}
| Grants the user {{#simple-tooltip: Magic Revenge | If the user reaches 0 HP, they are allowed one final emote to use any Magic Ability, or Magic Attack Emote (ignoring range even in Melee), but can only Target the person that reduced their HP to 0. If this Attack or Ability involves an Attack Stat Dice Roll, they can add +2 to the final result of that dice roll. <u>'''Sinistral Usage:'''</u> If the Attack or Ability involves a Dice Roll, that Dice Roll automatically succeeds, regardless of Defense Rolls. }}

Latest revision as of 01:10, 16 April 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

N/A

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

N/A

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

N/A

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

N/A

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

N/A

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

N/A

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

N/A

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

N/A

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

N/A

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

N/A

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

N/A

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

N/A

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

N/A

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

N/A

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

N/A

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

N/A

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

N/A

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

N/A