Mystic Point Buy: Difference between revisions

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The Mystic Point buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. The Mystic Point Buy provides Packs for the Character to become proficient in the hyper specific Death Magic school. This School is not publicly accessible. That is to say, since Death Magic is rare and rather nebulous in its learning, Death Magic can only be manifested by specific Afflictions or Characters. If a Character is turned into any of the below applicable Afflictions or Character designs, any points they previously had invested in [[Magic Point Buy]] are removed, and can be re-spent here. Only the listed Afflictions and Character designs below can spend Magic Proficiency in this Point Buy:
The Mystic Point buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. The Mystic Point Buy provides Packs for the Character to become proficient in the hyper specific Death Magic school. This School is not publicly accessible. That is to say, since Death Magic is rare and rather nebulous in its learning, Death Magic can only be manifested by specific Afflictions or Characters. If a Character is turned into any of the below applicable Afflictions or Character designs, any points they previously had invested in [[Magic Point Buy]] are removed, and can be re-spent here. Only the listed Afflictions and Character designs below can spend Magic Proficiency in this Point Buy:
* [[Geists]]
* [[Geists]]
* [[Ordial Mages]]
* [[Ordial Mages]] (Custom Kit Only)
* [[Arcanology_Point_Buy#Nerr_Wisdom_Pack | Nerr Wisdom Pack]]
* [[Arcanology_Point_Buy#Nerr_Wisdom_Pack | Nerr Wisdom Pack]]
==Necromancer Pack==
==Necromancer Pack==
{| class="wikitable" style="width: 90%;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#75ebbc;" | Complete Shield
| style="background-color:#75ebbc;" | Complete Barrier
| 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: Complete Shield | The Character can shroud themselves in a defensive magical structure, protecting them entirely from the effects of any attacks, Abilities, Mundane Techniques, or specials. While they are shrouded in such a way, they cannot move, attack, or use any Abilities, Mundane Techniques, or specials, they can only look around and talk. While this Ability can be activated near-instantly, the user cannot deactivate it until 15 minutes have passed, at which point it ends naturally. Once this Ability ends, it cannot be used again for 24 hours.
| Grants the user {{#simple-tooltip: Complete Barrier | The Character can shroud themselves in a defensive barrier, protecting them entirely from the effects of any attacks, Abilities, Mundane Techniques, or specials. While they are shrouded in such a way, they cannot move, attack, or use any Abilities, Mundane Techniques, or specials, they can only look around and talk. While this Ability can be activated near-instantly, the user cannot deactivate it until 15 minutes have passed, at which point it ends naturally. Once this Ability ends, it cannot be used again for 24 hours.
}}
}}
| {{#simple-tooltip: Death Magic Modifier | The user can cast this spell on other people as well, and if used on a person besides themselves it can be sustained for 2 hours instead of 15 minutes. The defensive magical structure the user conjures is a ghostly guardian that embraces them.}}
| {{#simple-tooltip: Death Magic Modifier | The user can cast this spell on other willing people as well, and if used on a person besides themselves it can be sustained for 2 hours instead of 15 minutes. The defensive magical structure the user conjures is a ghostly guardian that embraces them.}}
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==Deathly Vanguard Pack==
==Deathly Vanguard Pack==
{| class="wikitable" style="width: 90%;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#75ebbc;" | Magical Grip
| style="background-color:#75ebbc;" | Magical Binds
| Instant Power
| Restraint 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: Magical Grip | The user can target someone within range and send out a quick-moving lash of energy that will ensnare their throat and lift them into the air before tossing them 5 blocks in any direction. For the next 30 seconds afterward, they are unable to use any Abilities and cannot speak. This Ability is placed on a 1 hour cooldown after they are thrown.
| Grants the user {{#simple-tooltip: Magical Binds | When the user is within Emote Range of someone running or using a Movement Power that causes the user to move, they can instantly summon binds via a channel to hold the target down. The target is rooted for as long as the channel is maintained, and the user may dismiss it at any time. The root can only be removed by timing out or Abilities. A target can only be rooted for a maximum of 10 minutes, and this Ability has a 30 minute cooldown.}}
}}
| N/A
| {{#simple-tooltip: Death Magic Modifier | The lash of energy is Ordial green and the target has visibly glowing Deathspeech runes around their neck for the duration of the effect.}}
|-
|-
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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==Graven Horror Pack==
==Graven Horror Pack==
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| Constant Passive
| Constant Passive
| {{#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: Limb Recovery | The userhas extreme body-loss replenishment. So long as their head and torso stay relatively intact, they can regrow any lost limb in 48 hours, including eyes, tails, horns, fingers, a tongue, all of it. The Character can still pass out from pain or blood loss, but cannot die from injuries unless the brain or the heart is destroyed or severed from one another. Smaller wounds like cuts and gashes close in 10 minutes, though re-open if the user enters combat again within 1 hour. After the hour has passed, those wounds heal. }}
| Grants the user {{#simple-tooltip: Limb Recovery | The user has extreme body-loss replenishment. So long as their head and torso stay relatively intact, they can regrow any lost limb in 48 hours, including eyes, tails, horns, fingers, a tongue, all of it. The Character can still pass out from pain or blood loss, but cannot die from injuries unless the brain or the heart is destroyed or severed from one another. Smaller wounds like cuts and gashes close in 10 minutes, though re-open if the user enters combat again within 1 hour. After the hour has passed, those wounds heal. }}
| {{#simple-tooltip: Death Magic Modifier | All restored body parts and remaining scars can be restored with Ordial-themed materials like dark metal, bone, spectral green veins, etc.}}
| {{#simple-tooltip: Death Magic Modifier | The user's healing is delayed: all smaller cuts and gashes close in 30 minutes, and they take a week to regenerate any lost limbs or body parts. Additionally, they can die from severe wounds. All restored body parts and remaining scars can be restored with Ordial-themed materials like dark metal, bone, spectral green veins, etc.}}
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==Geist Weapon Pack==
==Phantasmal Stalwart Pack==
The following pack can only be taken by Geists, who gain it for free.
 
{| class="wikitable" style="width: 90%;"
{| class="wikitable" style="width: 90%;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#75ebbc;" | Weapon Bonding
| style="background-color:#75ebbc;" | Leap Denial
| Constant Passive
| 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: Weapon Bonding | The user can choose a singular weapon that they own, and bind it to themselves. This weapon can be from the following categories: Melee Weapon Point Buy (Excluding Unarmed & Improvised), Ranged Weapon Point Buy, or Firearms Point Buy(Excluding Puretek). This weapon cannot be summoned/unsummoned or affected by other Abilities, and must remain on the user at all times (unless this would result in execution.) Additionally, it cannot be destroyed or degraded, and if they are disarmed of it they can instantly return it to their hands.
| Grants the user {{#simple-tooltip: Leap Denial | When the user is targeted by a Mundane Technique or Ability that would allow someone to instantly leap, jump, charge, or teleport to them, the user can instantly prevent the caster from moving, and instead send them flying backwards away from the user instead. The target is launched back a number of blocks equal to how far they would’ve had to move to leap/teleport/etc to the user. (ex. If they used an Ability with the intent to leap 10 blocks, they would be knocked back 10 blocks instead.) This Ability has a 15 minute cooldown.
}}
}}
| {{#simple-tooltip: Geist Weapon Modifier | The Geist must select 1 weapon, record it on their Character Application, and cannot change it.  The Geist can impart a variety of Ordial aesthetics onto it like glowing Deathspeech runes, light, non-functional shapes and attachments, all to ensure it is uniquely visible as a Geist weapon. It can aesthetically float around on its own around the Geist, but this has no Combat/Functional benefits.}}
| N/A
|-
|-
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! colspan = "4" | Special Description
! colspan = "4" | Special Description
|-
|-
| style="background-color:#75ebbc;" | Tribute to a Dead God
| style="background-color:#75ebbc;" | Spectral  Traversal
| colspan = "4" | The Geist’s weapon gains an extra effect, depending on what Bintaar entity they acknowledge above the others as supreme and pay tribute to. This choice is not necessarily permanent, but must be grounded in in-character reasoning if it does change, and must be recorded on the Character Application. The effects are:
| colspan = "4" | The Character is capable of maintaining a consistent speed by shooting ghostly chains/limbs out to latch onto surfaces like grappling hooks, or by becoming partially ghostly/shrouded and parkour-ing. They can only move as fast as they are normally capable of running, but they are able to climb/swing over or onto obstacles. The user may move around Regalia with Jump 2 and reach any part they could feasibly reach without the use of Enderpearls and without using leaf blocks to stand on. All other players without similar mechanics cannot use Jump 2 in roleplay.
*'''The Merchant:''' The Geist weapon allows the wielder to add a Merchant's Mark to a single other weapon wielded by another, giving it similar Ordial aesthetics as their own and causing the ally's weapon to be invulnerable and impossible to disarm.
|-
*'''The Lantern:''' The Geist's weapon, when wielded against Undead, entirely ignores any armor they are wearing and inflicts wounds upon them that can only be healed at an Ordial Temple.
| style="background-color:#75ebbc;" | Ghostly Guardian
*'''The Malefica:''' The Geist's weapon can be thrown (within 5 blocks) or shot with a ghostly chain attached to it, embedding itself into a person and preventing the use of Movement or Escape Powers for 1 minute. This effect has a 30 minute cooldown.
| colspan = "4" | The Character is able to set up to three spectral sentries at the doorways of their rental region or Clandestine Base. They can appear however the user wishes, though they must have the basic and obvious appearance of a ghost. They act as functional doorbells, alarming the Character when someone is at the door (even if they are away or offline), and can be given pre-made phrases to repeat when someone interacts with them.
*'''The Hunter:''' The Geist's weapon inflicts special tracking wounds, causing the Geist to constantly see a spectral green aura around the person, even if they are behind cover or hidden. Additionally, the target leaves behind a trail fluid that only the user can see. The Target knows they are being tracked. This Tracking lasts for 30 minutes after the Target was hit, after which it automatically fades.
|-
*'''The Terror:''' The Geist's weapon gains effectiveness against shields and armor (both mundane and summoned), causing 3 successful blows from it to damage it enough that a vulnerable gap is opened.  
| style="background-color:#75ebbc;" | Echoes of the Past
*'''The Machinist:''' The Geist weapon can have a Necrotech replica created of it and seamlessly be swung outward from the wielder's other hand by mechanical extension, which functionally allows them to summon 2 identical weapons, instead of 1.
| colspan = "4" | The Character can choose to constantly leave behind ghostly aesthetics, like shimmering footprints where they walk and handprints and marks on the things they touch, as well as a spectral mirror of themselves that lags slightly behind them and mimics their movement.
*'''The Glacial:''' The Geist's weapon emanates an aura of suffocating rime and cold, afflicting anyone it strikes with a sluggishness that prevents them from moving faster than their walking speed for 5 minutes. When this effect ends, the target is immune to it for the next 10 minutes.
*'''The Blight:''' The Geist's weapon applies festering wounds to those it strikes, giving them a -1 to their Strength, Constitution and Dexterity for 1 minute when it hits them. This effect can only be applied to the same person once every 30 minutes.
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{{Proficiency}}
[[category:Proficiency]] [[category:Magic Point Buy]]

Revision as of 06:55, 27 June 2022

The Mystic Point buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. The Mystic Point Buy provides Packs for the Character to become proficient in the hyper specific Death Magic school. This School is not publicly accessible. That is to say, since Death Magic is rare and rather nebulous in its learning, Death Magic can only be manifested by specific Afflictions or Characters. If a Character is turned into any of the below applicable Afflictions or Character designs, any points they previously had invested in Magic Point Buy are removed, and can be re-spent here. Only the listed Afflictions and Character designs below can spend Magic Proficiency in this Point Buy:

Necromancer Pack

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

Grants the user Puppeteer

Death Magic Modifier

Special Name Special Description
Minor Resurrection The Character can perform small feats of necromancy, turning the cadavers of small animals and other critters into mindless undead upon touch that they can puppet while within eyesight. They can perform small, mundane tasks and household actions autonomously, but cannot leave their immediate proximity else they will disintegrate. They will weakly crumble apart if attacked as well. Additionally, they can wither and decay plants to the touch. These plants will slowly recover once they leave their vicinity.
Death’s Hand The Character gains limited ranged conjuring of ghostly aids, puppeting disembodied hands or barely visible phantoms to pick up light objects within Emote Range. They are strong enough to close and open doors from a distance, move around furniture, and fetch items from a high shelf. This cannot be used to steal items from other Characters or in Combat.
Spectral Spontaneity The Character can conjure up mundane objects out of ghostly essence that are functional and usable only by themselves, being entirely tangible to others’ touch. They can make instruments to play music with, tools for crafting and cooking, and other similar things, though cannot use these things for combat.

Spectral Guide Pack

Ability Name Ability Type Ability Range Ability Description Modifiers
Complete Barrier Instant Power Self

Grants the user Complete Barrier

Death Magic Modifier

Special Name Special Description
Last Rites The Character can peacefully put Undead of any kind to rest if they are willing and ready to pass on. They enter a brief funerary ceremony with the Undead, speaking an incantation of their choice, and then the Undead’s Shade is dissipated and ceases to exist. They can also use this ceremony on a dying or freshly-dead person (within 4 hours of death) to help them pass on, preventing their Shade from lingering in Bintaar and becoming Undead.
Light of the End The Character can create and hold a source of ghostly green light that magically illuminates a 3x3 block area immediately around them, cutting through Mundane and Ability-created Darkness only within that area. Undead that stand within it are afflicted with an overwhelming sense of unease and dread, though not enough to impair their combat ability.
Thanhic Therapy The Character can make contact with a person and tap into their intrinsic, deep-seated fears and memories, especially those surrounding death and dying. They can then conjure a spectral vision within Emote Range, displaying those fears manifested as an image, and change them from there to show other outcomes or resolutions or different choices that can be made. This can include ghostly projections of the person’s deceased friends and loved ones, though they cannot be interacted with in any way.

Deathly Vanguard Pack

Ability Name Ability Type Ability Range Ability Description Modifiers
Magical Binds Restraint Power Emote Range

Grants the user Magical Binds

N/A
Special Name Special Description
Grave Armor The Character, when wearing Armor (or having Summoned Armor) can overlay ghostly Ordial green aesthetics associated with an Entity of Bintaar. The Glacial might inspire jagged shards of green ice and frost on their armor, the Lantern might add a shroud and non-functional wings, and so on. These aesthetics are fairly fre-form, but if you need inspiration, make a Roleplay Community Discord Ticket to ask.
Cursed Touch Any physical wounds the Character inflicts upon others rapidly become sickly, blackened and rotting. This does not cause any additional harm or effects beyond what they would have inflicted otherwise, but the wounded person can choose for the special wound to leave behind a unique scar in the form of a jagged Deathspeech rune pattern.
Ancient Trance The Character can begin a ritual dance and chant, and others who wish can join them. After at least 5 minutes, they enter a deathly sort of battle trance, finding their fears and cowardice inhibited. They see ghostly visions all around them of war and bloodshed, whether it be battles they have experienced or ones their ancestors may have fought in. The trance lasts for up to 8 hours or until prematurely ended.

Graven Horror Pack

Ability Name Ability Type Ability Range Ability Description Modifiers
Limb Recovery Constant Passive Self

Grants the user Limb Recovery

Death Magic Modifier

Special Name Special Description
Beast of the Beyond The Character can unnaturally shapeshift any portion of their body into a visibly rotten, Undead-looking version of an animal's. They cannot assume the entire shape of a single animal this way, and must always look relatively like a person, but can be any chimeric mismatch of parts they want. These shifts do not provide any functional advantage.
Morbid Mimicry The Character can seamlessly imitate specific words and phrases others have spoken in their own voice, without any discernible flaws, but only if they have heard them spoken in the last hour and they cannot string together new sentences or complex conversations. They can enter a state of active listening and absorption by hearing a person converse for at least an hour within speaking range, after which they can imitate that person's voice for the next 24 hours.
Scavenger The Character can consume any kind of natural matter for sustenance regardless of its safety, including things like rotting flesh, spoiled food and unclean water. This does not make them immune to Alchemical poisons or toxins.

Phantasmal Stalwart Pack

Ability Name Ability Type Ability Range Ability Description Modifiers
Leap Denial Instant Power Self

Grants the user Leap Denial

N/A
Special Name Special Description
Spectral Traversal The Character is capable of maintaining a consistent speed by shooting ghostly chains/limbs out to latch onto surfaces like grappling hooks, or by becoming partially ghostly/shrouded and parkour-ing. They can only move as fast as they are normally capable of running, but they are able to climb/swing over or onto obstacles. The user may move around Regalia with Jump 2 and reach any part they could feasibly reach without the use of Enderpearls and without using leaf blocks to stand on. All other players without similar mechanics cannot use Jump 2 in roleplay.
Ghostly Guardian The Character is able to set up to three spectral sentries at the doorways of their rental region or Clandestine Base. They can appear however the user wishes, though they must have the basic and obvious appearance of a ghost. They act as functional doorbells, alarming the Character when someone is at the door (even if they are away or offline), and can be given pre-made phrases to repeat when someone interacts with them.
Echoes of the Past The Character can choose to constantly leave behind ghostly aesthetics, like shimmering footprints where they walk and handprints and marks on the things they touch, as well as a spectral mirror of themselves that lags slightly behind them and mimics their movement.