Mystic Point Buy

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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:

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

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.

Geist Weapon Pack

The following pack can only be taken by Geists, who gain it for free.

Ability Name Ability Type Ability Range Ability Description Modifiers
Weapon Bonding Constant Passive Self

Grants the user Weapon Bonding

Geist Weapon Modifier

Special Name Special Description
Tribute to a Dead God 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:
  • 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.
  • 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 target from leaving Emote Distance for the next 5 minutes. This effect has a 60 minute cooldown.
  • 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.
  • 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.
  • 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 30 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.