Spell Point Buy: Difference between revisions

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=Spell Rules=
=Spell Rules=
==Design==
==Design==
While there are technically four types of Magic (Void, Exist, Primal, Ordial), Spell Point Buy only allows a person to stick to either Void or Exist, which is important in some cases, for example a Vampire, as Vampires can only have Void Magic as a Void Affliction. It is not possible to change Void or Exist alignment of Spells later, so it is important to make this decision before Point Buying Spells. You may also notice that the Spells don’t have specific aesthetics assigned to them like “Fireball” or “Icewall”. This is because the conveyance of aesthetics is up to the player, if they want the Displacing Pack or Breaking Pack to look like fire or rose petals, they may do so. The only strict requirement is that all Spell usage in Emotes begins with the name of the Ability in brackets [Like This]. Another consideration to be made is whether your Character is a born, or a learned Mage. Born Mages are born with innate powers, and have to master them in their childhood. Learned Mages can learn them in a more controlled manner at a later stage in life. This has no actual benefit or detriment on their ability to use Magic, it is purely backstory.
While there are technically four types of Magic (Void, Exist, Primal, Ordial), Spell Point Buy only allows a person to choose between Void, Exist, or Ordial which is important in some cases, for example a Vampire, as Vampires can only have Void Magic as a Void Affliction. It is not possible to change alignment of Spells later, so it is important to make this decision before Point Buying Spells. You may also notice that the Spells don’t have specific aesthetics assigned to them like “Fireball” or “Icewall”. This is because the conveyance of aesthetics is up to the player, if they want the Displacing Pack or Breaking Pack to look like fire or rose petals, they may do so. The only strict requirement is that all Spell usage in Emotes begins with the name of the Ability in brackets [Like This]. Another consideration to be made is whether your Character is a born, or a learned Mage. Born Mages are born with innate powers, and have to master them in their childhood. Learned Mages can learn them in a more controlled manner at a later stage in life. This has no actual benefit or detriment on their ability to use Magic, it is purely backstory.
 
==Combatforce==
==Combatforce==
Magic Combatforce is a Special that is auto-included on any purchase, meaning that so long as a Character has one of any of the Spell Point Buy Packs below, this Special is also added for Free. Magic Combatforce provides a person with the skill and knowhow to use Magic as a melee substitute. Combatforce can only be used in the same Melee range as any other Melee weapon, but can have any desired aesthetic attached to it (for example: a metal ball that follows the user's hand movements, streams of fire that follow the user's feet movements, or a levitating sword that the user controls with their eyes). There are some rules attached to using Combatforce:
Magic Combatforce is a special that is automatically included in any purchase, meaning that so long as a Character has a single Spell Point Buy Pack, this special is also added for free. Magic Combatforce is intended to provide a person with the skill and knowhow to use Magic as a means of self defense. Combatforce is only able to be used at a range of five blocks, but can have any desired aesthetic attached to it. (For example, a metal ball that follows the user’s hand movements, streams of fire that follow the user’s feet, or a levitating sword that the user controls with their mind). There are some rules attached to using Combatforce:
* Combatforce is always Melee and subject to either /dice or logic dictated CRP. Spell Point Buy Abilities can be used while using Combatforce, but not Mundane Techniques, or Magic Bolt.
* Combatforce can only be used up to a range of five blocks, and is subject to either /dice or logic based CRP. Spell Point Buy Abilities can be used while using Combatforce, but not Mundane Techniques or Magic Bolt.
* Combatforce has the comparative durability of Steel melee weapons when clashing with real weapons. Combatforce however is not a Weapon Summon, nor can it be disarmed, except by restraining both hands.
* Combatforce has the quality of a simple unarmed strike (but does not count as an unarmed strike for the purposes of immunities) when compared to real weapons. It cannot penetrate armor, but for each hit against a target, even if they are wearing armor, the user is able to move their target three blocks in any direction. Combatforce cannot be disarmed from the user, except when restraining both hands. The same person cannot be displaced by this effect more than once every 10 minutes, even from different sources.
* Combatforce counts as a Power for the purposes of counters.
* Combatforce counts as a Power of the user’s dimensional alignment for the purpose of counters.
* Combatforce aesthetics don't change the effects or functions of attacks, a fire lash following the motions of a hand still strikes with the power of a sword, and can also be parried.
* Combatforce aesthetics don’t change the effects or functions of attacks. A lash of fire still strikes with the power of an unarmed strike, and can also be parried or blocked as normal.
* For purposes of comparative Combatforce "power", Spell Point Buy investment dictates how strong Combatforce attacks are, comparable with how strong mundane attacks are in the Strength Proficiency.
* For purposes of comparative Combatforce “power”, the Magic Proficiency investment dictates how strong Combatforce attacks are, comparable with how strong mundane attacks are in the Strength Category.


=Spell Packs=
=Spell Packs=
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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: Enchanted Buffer | The user is rooted into place, being unable to move, or use any other Ability except for Enchanted Buffer, or Enchanted Wall. While Enchanted Well is maintained, the user can grant up to 5 HP to any Target (or multiple) person, in any desired combination, which is applied through a Link Power while this affects them. Additionally, the user becomes Immune to any type of Displacement, meaning the only way to cancel this Power is either by choice, or by attacking the user in Melee. When Enchanted Buffer is ended, it goes on a 2 Hour Cooldown.   
| Grants the user {{#simple-tooltip: Enchanted Buffer | The user is rooted into place, being unable to move, or use any other Ability except for Enchanted Buffer, or Enchanted Wall. While Enchanted Buffer is maintained, the user can grant up to 5 HP to any Target (or multiple) person, in any desired combination, which is applied through a Link Power while this affects them. Additionally, the user becomes Immune to any type of Displacement, meaning the only way to cancel this Power is either by choice, or by attacking the user in Melee. When Enchanted Buffer is ended, it goes on a 2 Hour Cooldown.   
}}
}}
| N/A
| N/A
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| Instant Power
| Instant Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 10 Blocks | 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: Reflection Strike | The user conjures an imperfect copy of themselves next to a target within range. This copy delivers a default melee hit (with a melee weapon or magic Combatforce) to the target before it vanishes. This hit functions as a normal melee hit and can be countered with block counters. Reflection Strike has a 1 hour cooldown.
| Grants the user {{#simple-tooltip: Reflection Strike | The user conjures an imperfect copy of themselves next to a target within range. This copy delivers a default melee hit (with a melee weapon or magic Combatforce) to the target before it vanishes. This hit functions as a normal melee hit as if the user had 5 Strength, and can be countered with block counters. Reflection Strike has a 1 hour cooldown.
}}
}}
| N/A
| N/A
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|-
|-
| style="background-color:#f5d5f7;" | Link Disrupt
| style="background-color:#f5d5f7;" | Link Disrupt
| Link Power
| Counter 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: Link Disrupt | The user may target any person in Emote Distance who is not already affected by Link Disrupt or Sonic Boom , and apply a Link Power to them that Cancels any other Link Power applied to them while the Link Power is maintained. Link Disrupt can however be disrupted by other Link Power Counters besides Link Disrupt. This Power cannot be switched between Targets, and goes on a 10 Minute Cooldown when Canceled.  
| Grants the user {{#simple-tooltip: Link Disrupt | The user may target any person in Emote Distance and cancel any Link Powers that are currently affecting a target. Additionally, the target cannot be affected by another Link Power for 15 minutes from any source. This ability has a 1 Hour Cooldown.
}}
}}
| N/A
| N/A
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| Skill Power
| Skill 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 Throw | This Powerr can only be used if the wielder has a Melee weapon. When used, the user throws their Weapon at a Target in Emote Range. The user may then choose any Ranged Weapon Point Buy Ability except Quick Cover, Tripwire Pack, Hook Shot, and Evading dash and have this throw count as one of those Abilities (having the pack is not required). When the Ability is complete, the weapon flies or teleports back to their hand.  Magic Throw has a 1 Hour Cooldown.  
| Grants the user {{#simple-tooltip: Magic Throw | This Power can only be used if the wielder has a Melee weapon. When used, the user throws their Weapon at a Target in Emote Range. The user may then choose any Ranged Weapon Point Buy Ability except Quick Cover, Tripwire Deploy, Hook Shot, and Evading Dash, and have this throw count as one of those Abilities (having the pack is not required), but as a Power instead of a Mundane Technique. When the Ability is complete, the weapon flies or teleports back to their hand.  Magic Throw has a 1 Hour Cooldown.  
}}
}}
| N/A
| N/A
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| style="background-color:#f5d5f7;" | Healing Hands
| style="background-color:#f5d5f7;" | Healing Hands
| Healing Power
| Healing 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: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| Grants the user {{#simple-tooltip: Healing Hands | The user and the (willing) Target (who is not Knocked Out or Downed) must be rooted together for the duration of this Power, and cannot use any Abilities or Specials while this Power is active. The user establishes a Link Power onto the Target, healing any wounds and refreshing their stamina over the duration of 10 minutes. If the Link Power is Disrupted, or the user is Displaced or attacked, the Power is Canceled, though Healing Hands has 5 minute Cooldown. This Power can be used out of combat on a knocked out or downed target, but only if they do not return to combat for at least 2 hours afterwards.
| Grants the user {{#simple-tooltip: Healing Hands | The user and the (willing) Target (who is not Knocked Out or Downed) must be rooted together for the duration of this Power, and cannot use any Abilities or Specials while this Power is active. The user establishes a Link Power onto the Target, healing any wounds and refreshing their stamina over the duration of 10 minutes. If the Link Power is Disrupted, or the user is Displaced or attacked, the Power is Canceled, though Healing Hands has 5 minute Cooldown. This Power can be used out of combat on a knocked out or downed target, but only if they do not return to combat for at least 2 hours afterwards.
}}
}}
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| Instant Power
| Instant Power
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| Grants the user {{#simple-tooltip: Break Enchant  | The user Targets any person in Melee Range, striking them with a magically infused attack (that does no damage). This attack instantly depletes additive Health Pools and HP counters applied to enemies. Break Enchant has a 1 Hour Cooldown.
| Grants the user {{#simple-tooltip: Break Enchant  | The user Targets any person in Melee Range, striking them with a magically infused attack (that does no damage). This attack instantly depletes additive Health Pools and HP counters applied to enemies. Break Enchant has a 30 minute cooldown.}}
}}
| N/A
| N/A
|-
|-
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|-
|-
|}
|}
===Control===
The School of Control focuses on manipulating battles and interrupting opponents’ plans with suffocating, controlling spells.
{| class="wikitable" style="width:50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d5f7;" | Strangling Brand
| Instant 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).}}
| Grants the user {{#simple-tooltip: Strangling Brand | The user places a mark above the head of a target that lasts for 10 minutes or until triggered. While marked, if the target utilizes a Mundane Technique the mark is consumed and the target becomes Weakened for 10 minutes, but does not cancel the triggering Technique. Strangling Brand has a 2 hour cooldown after the mark is consumed or times out on its own. The same person cannot be affected by Strangling Brand more than once every 2 hours.
}}
| N/A
|-
|}
===Protection===
Students of the School of Protection seek to use their magic to defend others, often finding places in the vanguard of magically-supported armies.
{| class="wikitable" style="width:50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d5f7;" | Saving Grace
| Instant Power
| {{#simple-tooltip: 10 Blocks | 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: Saving Grace | The user targets an ally within range, removing all current debuffs on them and pulling them to any block adjacent to the user. Saving Grace cannot cleanse debuffs from Artifacts. Saving Grace has a 2 hour cooldown.
}}
| N/A
|-
|}
===Thanhicism===
The School of Thanhicism is the official name for the Magic School associated with what is colloquially known as ‘Death Magic’, modeling their magic after death.
{| class="wikitable" style="width:50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d5f7;" | Disrupting Rune
| Instant Power
| {{#simple-tooltip: 5 Blocks | 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: Disrupting Rune | The user chooses a target within range, summoning a rune beneath them to knock the target off their feet instantaneously. Disrupting Rune has a 2 hour cooldown.
}}
| N/A
|-
|}
=Specials=
=Specials=
Specials are chosen based on the amount of Point Buy invested (from any source), at a rate of 3 Specials per Spell Point Buy. As such, if a player has Point Bought 4 Packs, this allows them to choose any combination of 12 Specials from the list below. Note there is some degree of aesthetic freedom even in the Specials. For example, even though fire is normally red, orange and yellow, Mages can color it whatever way they like, same with water or lightning. You do not need to write the full Specials on your Character Application, just their names. It is generally safe to assume that Specials can never be used for combative or competitive functions.
Specials are chosen based on the amount of Point Buy invested (from any source), at a rate of 3 Specials per Spell Point Buy. As such, if a player has Point Bought 4 Packs, this allows them to choose any combination of 12 Specials from the list below. Note there is some degree of aesthetic freedom even in the Specials. For example, even though fire is normally red, orange and yellow, Mages can color it whatever way they like, same with water or lightning. You do not need to write the full Specials on your Character Application, just their names. It is generally safe to assume that Specials can never be used for combative or competitive functions.
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* '''Arcane Wardrobe:''' The user can change their clothes on the fly, color, texture, shape, size, material, even whole outfits being swapped is all possible and instantaneous.  
* '''Arcane Wardrobe:''' The user can change their clothes on the fly, color, texture, shape, size, material, even whole outfits being swapped is all possible and instantaneous.  
* '''Water Element:''' The user may control liquid substances containing water around them, steering them through the air or making them crawl up surfaces, condense water from the air, or evaporate it quickly.
* '''Water Element:''' The user may control liquid substances containing water around them, steering them through the air or making them crawl up surfaces, condense water from the air, or evaporate it quickly.
* '''Stone Element:''' The user may control stone and dirt around them, steering it through the air, and hovering above the ground on a slab of stone, as well as cover themselves in rocks (does not count as armor).
* '''Stone Element:''' The user may control stone and dirt around them, steering it through the air, and hovering above the ground on a slab, as well as cover themselves in rocks (does not count as armor).
* '''Wind Element:''' The user may control airflows around them sending gusts or funnels of air around to push or pull objects or tug on things. Their clothes and hair may also appear to defy gravity.
* '''Wind Element:''' The user may control airflows around them sending gusts or funnels of air around to push or pull objects or tug on things. Their clothes and hair may also appear to defy gravity.
* '''Fire Element:''' The user may control fire, either by igniting burnable things out of thin air, or dowsing existing flames. They may also steer flames through the air and animate them.
* '''Fire Element:''' The user may control fire, either by igniting burnable things out of thin air, or dowsing existing flames. They may also steer flames through the air and animate them.
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* '''Time Element:''' The user may outside of Combat or a chase, control time in the past 3 hours, winding back private roleplay so long as all parties are in agreement with the narrative.
* '''Time Element:''' The user may outside of Combat or a chase, control time in the past 3 hours, winding back private roleplay so long as all parties are in agreement with the narrative.
* '''Glitter Element:''' The user may create glitter from thin air, cause puffs to burst out of objects, and steer glitter through the air at will and in any direction. Their clothes and hair may also leak glitter.
* '''Glitter Element:''' The user may create glitter from thin air, cause puffs to burst out of objects, and steer glitter through the air at will and in any direction. Their clothes and hair may also leak glitter.
* '''Smoke Element:''' The user may create (colored) puffs of smoke appearing from thin air, burst them out of objects, and steer the smoke through the air at will. Their movements may also be followed by smoke.  
* '''Smoke Element:''' The user may create (colored) puffs of smoke, burst them out of objects, and steer the smoke through the air at will. Their movements may also be followed by smoke.  
* '''Heat Immune:''' The user becomes immune to any damage caused by Fire, Magma, Lava, or indirect heat and heated objects, this does not affect any Fire based Abilities.
* '''Heat Immune:''' The user becomes immune to any damage caused by Fire, Magma, Lava, or indirect heat and heated objects, this does not affect any Fire based Abilities.
* '''Cold Immune:''' The user becomes immune to any damage caused by freezing, cold water, cold air, direct frost, or being encased in ice, this does not affect any Ice based Abilities.
* '''Cold Immune:''' The user becomes immune to any damage caused by freezing, cold water, cold air, direct frost, or being encased in ice, this does not affect any Ice based Abilities.
* '''Lightning Immune:''' The user becomes immune to any damage caused by electric shocks, lightning, static, or electricity, this does not affect any Lightning based Abilities.
* '''Lightning Immune:''' The user becomes immune to any damage caused by electric shocks, lightning, static, or electricity, this does not affect any Lightning based Abilities.
*'''Minor Resurrection:''' The user can perform small feats of necromancy, turning small animals and other critters into mindless undead that they can puppet while within eyesight.
*'''Resurrected Familiar:''' If the user has Pet Husbandry Point Buy or Calvary Point Buy, they can make their familiar/mount undead or skeletal.
*'''Thanhic Therapy:''' The user can make contact with a person and tap into their intrinsic fears and memories surrounding death and dying, and conjure a spectral projection of it.
*'''Grave Armor:''' The user, when wearing Armor (or having Summoned Armor) can overlay ghostly aesthetics onto it.
*'''Cursed Touch:''' Any wounds the user inflicts upon others rot. This does not cause additional harm or effects, but can optionally leave behind a unique scar in the form of a Deathspeech rune.
*'''Beast of the Beyond:''' The user can shapeshift any portion of their body into a rotten Undead-looking version of an animal's. They cannot assume the entire shape of a single animal.
*'''Scavenger:''' The user can consume any kind of dead matter for sustenance, including things like rotting flesh, spoiled food and unclean water. This does not make them immune to poison.
*'''Wraithwalking:''' The user can, while out of combat or a chase, turn partially see-through, which allows them to float 1 block off the ground, and solid objects to pass through them.
*'''Guardians:''' The user can create 3 sentries at the doorways of their home. They act as doorbells, alarming the user when 'rung' (even if they are offline), and can be given pre-made phrases to repeat.
*'''Echoes of the Past:''' The user can leave behind ghostly aesthetics like shimmering footprints where they walk and handprints, as well as a spectral mirror of themselves that lags slightly behind them.


=Greater Mage=
=Greater Mage=
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| Skill Power
| Skill 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 Bolt | The user can use magic to become a ranged caster. While they have this Power toggled on, they cannot use or wield Melee Weapons, Firearms, or Ranged Weapons (and any of their associated Techniques), but they can wield a shield and freely cast through their hands or other magical staff/wand/book/etc. They gain access to default Ranged Shot as a magical projectile while in 'casting mode.' If the user ends 'casting mode', Magic Bolt goes on a 2 Hour cooldown.  
| Grants the user {{#simple-tooltip: Magic Bolt | The user can use magic to become a ranged caster. While they have this Power toggled on, they cannot use or wield Melee Weapons, Firearms, or Ranged Weapons (and any of their associated Techniques), but they can wield a shield and freely cast through their hands or other magical staff/wand/book/etc. They gain access to default Ranged Shot as a magical projectile while in 'casting mode,' and only need one emote to 'charge' and 'fire' simultaneously.  
}}
}}
| N/A
| N/A
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| {{#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: Illusioned Self | The user makes an additional Healthpool for themselves with three illusion clones. The user must be hit three times with any Ability or basic attack from any kind of weapon, before all illusions dissipate, and they can be attacked directly. Illusioned Self has a 6 Hour Cooldown. If the user leaves Combat without all counters having expired, it also goes on Cooldown.
| Grants the user {{#simple-tooltip: Illusioned Self | The user makes an additional Healthpool for themselves with three illusion clones. The user must be hit three times with any Ability or basic attack from any kind of weapon, before all illusions dissipate, and they can be attacked directly. Illusioned Self has a 6 Hour Cooldown. If the user leaves Combat without all counters having expired, it also goes on Cooldown.
}}
| N/A
|-
| Control
| style="background-color:#f5d5f7;" | Leap Denial
| Counter 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).}}
| Grants the user {{#simple-tooltip: Leap Denial | When an Ability that would allow a character to instantly leap, jump, charge, or teleport to the user is used, the user is able to summon a ring of magic around themselves and anyone else within 3 blocks as an immediate reaction. For the next five minutes, anyone that targets a character inside the ring with an Ability that would allow them to leap toward a target are immediately sent back to their original location, and knocked an additional 10 blocks back away from the user. Once stopped, the target is unable to use Movement Powers for 30 minutes afterwards. Leap Denial has a 1 hour cooldown.
}}
| N/A
|-
| Protection
| style="background-color:#f5d5f7;" | Draining Curse
| Link Power
| {{#simple-tooltip: Emote Range |The user targets a character currently being affected by an ability that grants them any form of Bonus HP, as well as an Ally within range.}}
| Grants the user {{#simple-tooltip: Draining Curse |Connecting  a Link Power to both targets, the user is able to trade Bonus HP pools between the two for as long as this Link Power is maintained. Draining Curse can be upheld for a maximum of 30 minutes, and goes on a 2 hour cooldown once ended.
}}
| N/A
|-
| Thanicism
| style="background-color:#f5d5f7;" | Spirit Rush
| Movement Power
| {{#simple-tooltip: 10 Blocks | 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: Spirit Rush | The user chooses a horizontal location within range and then rushes toward it, passing through people (but not barriers that would prevent movement) in their way. After arriving, an echo of them instantly repeats the dash and staggers anyone they passed through. Spirit Rush has a 1 hour cooldown.
}}
}}
| N/A
| N/A
|-
|-
|}
|}
=Custom Kit Mages=
=Custom Kit Mages=
While technically in lore, Magic has limitless potential and every Mage is different in their own unique way in how they change the laws of reality around them, because MassiveCraft is ultimately a server with hundreds of players, we have to categorize functions into Abilities for fairness sake. Custom Kits are an exception to this, in that they are specifically written for the Player with their unique circumstances in mind. Custom Kits are part of a wider Approval process (of which the Threads can be found on the Forums in the Applications section). It is recommended that new players do not immediately try out for a Custom Kit, since Lore Staff need to develop a level of trust in ability and intention in the Player, and as such, familiarity with the server is a requirement and not everyone is made out for a Custom Kit, however at a later stage, Custom Kits can greatly expand immersion and personalization for the Player. Custom Kit Mages can be Void, Exist, Ordial, or Primal. Though please note, Primal and Ordial mages are generally much rarer.
While technically in lore, Magic has limitless potential and every Mage is different in their own unique way in how they change the laws of reality around them, because MassiveCraft is ultimately a server with hundreds of players, we have to categorize functions into Abilities for fairness sake. Custom Kits are an exception to this, in that they are specifically written for the Player with their unique circumstances in mind. Custom Kits are part of a wider Approval process (of which the Threads can be found on the Forums in the Applications section). It is recommended that new players do not immediately try out for a Custom Kit, since Lore Staff need to develop a level of trust in ability and intention in the Player, and as such, familiarity with the server is a requirement and not everyone is made out for a Custom Kit, however at a later stage, Custom Kits can greatly expand immersion and personalization for the Player. Custom Kit Mages can be Void, Exist, Ordial, or Primal. Though please note, Primal and Ordial mages are generally much rarer.

Latest revision as of 01:47, 28 November 2022

The Spell Point buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. The Spell Point Buy provides Packs for the Character to become proficient in specific types of Magic, which each offers a set of spells.

Spell Rules

Design

While there are technically four types of Magic (Void, Exist, Primal, Ordial), Spell Point Buy only allows a person to choose between Void, Exist, or Ordial which is important in some cases, for example a Vampire, as Vampires can only have Void Magic as a Void Affliction. It is not possible to change alignment of Spells later, so it is important to make this decision before Point Buying Spells. You may also notice that the Spells don’t have specific aesthetics assigned to them like “Fireball” or “Icewall”. This is because the conveyance of aesthetics is up to the player, if they want the Displacing Pack or Breaking Pack to look like fire or rose petals, they may do so. The only strict requirement is that all Spell usage in Emotes begins with the name of the Ability in brackets [Like This]. Another consideration to be made is whether your Character is a born, or a learned Mage. Born Mages are born with innate powers, and have to master them in their childhood. Learned Mages can learn them in a more controlled manner at a later stage in life. This has no actual benefit or detriment on their ability to use Magic, it is purely backstory.

Combatforce

Magic Combatforce is a special that is automatically included in any purchase, meaning that so long as a Character has a single Spell Point Buy Pack, this special is also added for free. Magic Combatforce is intended to provide a person with the skill and knowhow to use Magic as a means of self defense. Combatforce is only able to be used at a range of five blocks, but can have any desired aesthetic attached to it. (For example, a metal ball that follows the user’s hand movements, streams of fire that follow the user’s feet, or a levitating sword that the user controls with their mind). There are some rules attached to using Combatforce:

  • Combatforce can only be used up to a range of five blocks, and is subject to either /dice or logic based CRP. Spell Point Buy Abilities can be used while using Combatforce, but not Mundane Techniques or Magic Bolt.
  • Combatforce has the quality of a simple unarmed strike (but does not count as an unarmed strike for the purposes of immunities) when compared to real weapons. It cannot penetrate armor, but for each hit against a target, even if they are wearing armor, the user is able to move their target three blocks in any direction. Combatforce cannot be disarmed from the user, except when restraining both hands. The same person cannot be displaced by this effect more than once every 10 minutes, even from different sources.
  • Combatforce counts as a Power of the user’s dimensional alignment for the purpose of counters.
  • Combatforce aesthetics don’t change the effects or functions of attacks. A lash of fire still strikes with the power of an unarmed strike, and can also be parried or blocked as normal.
  • For purposes of comparative Combatforce “power”, the Magic Proficiency investment dictates how strong Combatforce attacks are, comparable with how strong mundane attacks are in the Strength Category.

Spell Packs

Each Spell Pack is designated a name based on the school of learning they belong to, with a fairly general theme. Schools were historically Allorn philosophies on how to use Magic that seeped into textbooks and learning programs for Magic. These don’t really matter and are purely aesthetic in nature.

Displacing

The School of Displacing is a Magic School with the belief that Mages should affect the world around them by focusing on how to move objects.

Ability Name Ability Type Ability Range Ability Description Modifiers
Arcane Knockback Instant Power 1 Block

Grants the user Arcane Knockback

N/A

Materialism

The School of Materialism or Matter as it is sometimes called, focuses on the manipulation of materials and changing the state of things in the world.

Ability Name Ability Type Ability Range Ability Description Modifiers
Pocket Dimension Dimension Power Self

Grants the user Pocket Dimension

N/A

Enchanting

The School of Enchanting focuses on the enhancement of that which is already there, which is particularly popular among battlemages.

Ability Name Ability Type Ability Range Ability Description Modifiers
Enchanted Buffer Link Power Emote Range

Grants the user Enchanted Buffer

N/A

Mimicry

The School of Mimicry is unique in that it does not come from the Allorn Empire, but from the Solangerian people, who could Mimic other Races.

Ability Name Ability Type Ability Range Ability Description Modifiers
Reflection Strike Instant Power 10 Blocks

Grants the user Reflection Strike

N/A

Disruption

The School of Disruption was particularly designed by Mages who fight other Mages, choosing to fight fire with fire and disrupt other Mages.

Ability Name Ability Type Ability Range Ability Description Modifiers
Link Disrupt Counter Power Emote Range

Grants the user Link Disrupt

N/A

Casting

The School of Casting is designed by Mages who believe that Magic should just be used to deal a whole lot of damage and act like glass cannons.

Ability Name Ability Type Ability Range Ability Description Modifiers
Magic Throw Skill Power Emote Range

Grants the user Magic Throw

N/A

Blessings

The School of Blessings is a very old school that specifically underscores the need for Magic to be used for goodness and virtues.

Ability Name Ability Type Ability Range Ability Description Modifiers
Healing Hands Healing Power Melee Range

Grants the user Healing Hands

N/A

Breaking

The School of Breaking was designed by frontline Mages who had to deal with a lot of sturdy fighters that they wanted to break down quickly.

Ability Name Ability Type Ability Range Ability Description Modifiers
Break Enchant Instant Power Melee Range

Grants the user Break Enchant

N/A

Alteration

The School of Alteration was designed by those who wanted to command the environment in which they fought, as opposed to using Magic in the fight itself.

Ability Name Ability Type Ability Range Ability Description Modifiers
Area Wall Link Power Emote Range

Grants the user Area Wall

N/A

Illusionism

The School of Illusionism has much of the design ethos in the name, focusing solely on illusions to deceive and trick others.

Ability Name Ability Type Ability Range Ability Description Modifiers
Altered Self Morph Power Self

Grants the user Altered Self

N/A

Control

The School of Control focuses on manipulating battles and interrupting opponents’ plans with suffocating, controlling spells.

Ability Name Ability Type Ability Range Ability Description Modifiers
Strangling Brand Instant Power Emote Range

Grants the user Strangling Brand

N/A

Protection

Students of the School of Protection seek to use their magic to defend others, often finding places in the vanguard of magically-supported armies.

Ability Name Ability Type Ability Range Ability Description Modifiers
Saving Grace Instant Power 10 Blocks

Grants the user Saving Grace

N/A

Thanhicism

The School of Thanhicism is the official name for the Magic School associated with what is colloquially known as ‘Death Magic’, modeling their magic after death.

Ability Name Ability Type Ability Range Ability Description Modifiers
Disrupting Rune Instant Power 5 Blocks

Grants the user Disrupting Rune

N/A

Specials

Specials are chosen based on the amount of Point Buy invested (from any source), at a rate of 3 Specials per Spell Point Buy. As such, if a player has Point Bought 4 Packs, this allows them to choose any combination of 12 Specials from the list below. Note there is some degree of aesthetic freedom even in the Specials. For example, even though fire is normally red, orange and yellow, Mages can color it whatever way they like, same with water or lightning. You do not need to write the full Specials on your Character Application, just their names. It is generally safe to assume that Specials can never be used for combative or competitive functions.

  • Surfwalking: The user may walk on liquid surfaces that would otherwise cause them to sink, such as water, though it does not grant them protection from heat or freezing temperatures.
  • Airwalking: The user may walk on air, causing them to hover one foot above the ground. They may also use the trait Jump 2 in Regalia to reach places reachable without stepping on leaf blocks.
  • Sparkwalking: The user may, out of combat or a chase, move near instantly like a bolt of lighting short distances as if they are rapidly blinking from one place to another without losing focus.
  • Starwalking: The user can turn see-through like the starry night sky (cannot count as a Disguise), which allows solid objects (out of combat or a chase) to pass through them (but not walls or doors).
  • Dressage Cleanse: The user may target either their own clothing or that of another person, using Magic to instantly clean them of any dirt, stains, grime, or liquid that has appeared on them.
  • Armor Cleanse: The user may target either their own armor or that of another person, using Magic to instantly clean them of any dirt and dents or scratches, though not destruction damage.
  • Time Cleanse: The user may de-age or rapidly age objects, causing decomposition to set in, or rust, or reversing all these effects. It cannot fix damage applied by people or other things.
  • Sanctum Vessel: The user may force their corporal form into an object, causing it to glow and buzz with Magic, but still allowing them to speak. If the item is broken, the user is forcibly ejected.
  • Self Control: The user can change their general Body Shape, Height, Weight, Sex, Body & Top Hair, and Eye Color at will, but this can never function as a Disguise Mechanic.
  • Blood Crafter: The user can affect any crafted item in their hands, coating it in a sanguine crimson color and making it appear as if it was made of blood.
  • Health Call: The user may bond with any number of people, and they will always be able to tell if they are healthy or wounded, but never where they are, nor can they communicate.
  • Solar Power: The user no longer needs to sleep, eat, or drink, able to gain sustenance purely from sunlight. Denying them sunlight makes them weak over extended time.
  • Lunar Power: The user no longer needs to sleep, eat, or drink, able to gain sustenance purely from moonlight. Denying them moonlight makes them weak over extended time.
  • Star Power: The user no longer needs to sleep, eat, or drink, able to gain sustenance purely from starlight. Denying them starlight makes them weak over extended time.
  • Arcane Mastery: The user has telekinetic control over solid objects, able to move them around with their hands or automating objects like a self-sweeping broom or self-opening curtains.
  • Rune Smithing: The user can apply aesthetic runes to objects like weapons, applying aesthetic elements to them like a sword that can self ignite. No element gives additional functions.
  • Dueling Brand: The user can enchant an arena for an expanded dueling experience, allowing two parties to fight to the death and be revived when the fight is over.
  • Pranking Bag: The user has a pouch of bag with infinite pranking tools like fart pillows, water balloons and banana peels, able to pull them out and throw them at people at will.
  • Emote Infuse: The user may infuse jewelry or other consumables with emotional feeling, causing anyone who wear/consume them to experience this feeling like a constant effect.
  • Life Wall: The user may, with direct touch, prevent a person who is about to die from dying, keeping them in a state of protection from death so long as they can keep touching them.
  • Prison Break: The user may, using Magic, smash the gate of a prison cell either in the Prison or a private kidnapping situation. Remember, prison break is a crime punishable by death!
  • Chain Break: The user may, while chained or restrained by ropes, cause these restraints to melt off of them. Remember that escaping arrest is a severe crime with more severe punishments!
  • Memory Break: The user may choose to wipe specific memories from their own recollection, whether whole days, mere minutes, etc. Only the Void or Estellon Gods can grant them back.
  • Arcane Sight: The user can use Magic to substitute blindness or near or farsightedness, allowing them to be blind or blindfolded and still function like a seeing person.
  • Scan Sight: The user can scan handheld objects, and create cross-section projections, as well as floorplans of areas they have been to before or retrieved memories of.
  • Pocket Scan: The user can scan a person in Emote Distance, which forces that person to DM them back what is in their pockets and on their person, and it can never be nothing or nothing of value.
  • Evil Tongues: The user can, if a person in Emote Distance uses a language they don’t understand to speak badly of them, still understand what is being said, without understanding the language.
  • Altered Voice: The user can alter their voice, including causing it to mimic any sound they have heard before even if it is mechanical or animal like, but never the voice of another person.
  • Arcane Wardrobe: The user can change their clothes on the fly, color, texture, shape, size, material, even whole outfits being swapped is all possible and instantaneous.
  • Water Element: The user may control liquid substances containing water around them, steering them through the air or making them crawl up surfaces, condense water from the air, or evaporate it quickly.
  • Stone Element: The user may control stone and dirt around them, steering it through the air, and hovering above the ground on a slab, as well as cover themselves in rocks (does not count as armor).
  • Wind Element: The user may control airflows around them sending gusts or funnels of air around to push or pull objects or tug on things. Their clothes and hair may also appear to defy gravity.
  • Fire Element: The user may control fire, either by igniting burnable things out of thin air, or dowsing existing flames. They may also steer flames through the air and animate them.
  • Nature Element: The user may have some control over plant matter, encouraging their growth, moving them around and causing them to bloom, but never as skillfully as Yanar can.
  • Floral Element: The user has telekinetic control over leaves and floral petals, able to summon them from thin air, and bend them around in the air to their will and directions.
  • Spark Element: The user has control over electricity around them, able to summon sparks of lightning out of thin air, and bend them through the air and onto objects, though never harming.
  • Snow Element: The user has control over snow and ice, being able to freeze liquids or summon snow, and steer it around in the air, as well as create ice-sculptures on the fly from air condens.
  • Sand Element: The user has control over fine sand, able to seep it out of the ground and steer it through the air, but also cover themselves in a sand robe and have it leak from their clothes and hair.
  • Metal Element: The user has control over fine earth metals and alloys, able to move them around in the air and shape them with their hands effortlessly, though unable to affect metals worn by others.
  • Flesh Element: The user’s own body is partially malleable, allowing them to change their body parts in texture, shape, and size, within reason, and never to substitute Armor or Weapon Summon.
  • Decay Element: The user is able to alter dead organic matter like animal parts or cut off limbs with their hands, also preventing it from rotting and being able to be attached onto armor or weapons.
  • Blood Element: The user is able to manipulate any blood, able to bend it through the air, congeal, liquify, change its color or absorb and expel it from their own body. They can also drink blood without issue.
  • Shadow Element: The user is able to manipulate their own and other people’s shadows, making it change shape, disappear, re-appear, or move independently from the user.
  • Dark Element: The user is able to coat themselves or items they are holding in inky clouds of shadow, giving off wisps and absorbing light. This can never count as a Disguise.
  • Light Element: The user is able to coat themselves or items they are holding in glowing light, giving off a radiant glow, and casting away mundane darkness. This cannot count as a Disguise.
  • Celestial Element: The user is able to manifest illusions or depictions of the Celestial Bodies in the sky on their body or in the air or any surface near them, or apply stars to their skin or eyes.
  • Dream Element: The user is able to enter a trance state next to a person in a coma or in a dream, invading their dream. They cannot affect the dream, but they can speak to the person.
  • Time Element: The user may outside of Combat or a chase, control time in the past 3 hours, winding back private roleplay so long as all parties are in agreement with the narrative.
  • Glitter Element: The user may create glitter from thin air, cause puffs to burst out of objects, and steer glitter through the air at will and in any direction. Their clothes and hair may also leak glitter.
  • Smoke Element: The user may create (colored) puffs of smoke, burst them out of objects, and steer the smoke through the air at will. Their movements may also be followed by smoke.
  • Heat Immune: The user becomes immune to any damage caused by Fire, Magma, Lava, or indirect heat and heated objects, this does not affect any Fire based Abilities.
  • Cold Immune: The user becomes immune to any damage caused by freezing, cold water, cold air, direct frost, or being encased in ice, this does not affect any Ice based Abilities.
  • Lightning Immune: The user becomes immune to any damage caused by electric shocks, lightning, static, or electricity, this does not affect any Lightning based Abilities.
  • Minor Resurrection: The user can perform small feats of necromancy, turning small animals and other critters into mindless undead that they can puppet while within eyesight.
  • Resurrected Familiar: If the user has Pet Husbandry Point Buy or Calvary Point Buy, they can make their familiar/mount undead or skeletal.
  • Thanhic Therapy: The user can make contact with a person and tap into their intrinsic fears and memories surrounding death and dying, and conjure a spectral projection of it.
  • Grave Armor: The user, when wearing Armor (or having Summoned Armor) can overlay ghostly aesthetics onto it.
  • Cursed Touch: Any wounds the user inflicts upon others rot. This does not cause additional harm or effects, but can optionally leave behind a unique scar in the form of a Deathspeech rune.
  • Beast of the Beyond: The user can shapeshift any portion of their body into a rotten Undead-looking version of an animal's. They cannot assume the entire shape of a single animal.
  • Scavenger: The user can consume any kind of dead matter for sustenance, including things like rotting flesh, spoiled food and unclean water. This does not make them immune to poison.
  • Wraithwalking: The user can, while out of combat or a chase, turn partially see-through, which allows them to float 1 block off the ground, and solid objects to pass through them.
  • Guardians: The user can create 3 sentries at the doorways of their home. They act as doorbells, alarming the user when 'rung' (even if they are offline), and can be given pre-made phrases to repeat.
  • Echoes of the Past: The user can leave behind ghostly aesthetics like shimmering footprints where they walk and handprints, as well as a spectral mirror of themselves that lags slightly behind them.

Greater Mage

Because of the inherent utilitarian design of Magic, Magic’s power in Combat Roleplay has diminishing returns for those who fully invest into the Mage aesthetic and take no other Combat Proficiencies. As such, Greater Mages exist who must fulfill the following conditions:

  • Not have Point Bought any Firearms, Ranged, or Melee Point Buy Packs.
  • Have Point Bought 7 unique Spell Point Buy Packs without free Proficiency or Point Buy investments from Racials or Afflictions.

If those conditions are met, the Player may choose up to 3 Abilities on the list below, from the Abilities associated with the Spell Schools that they Point Bought from the Spell category. For Example, if the Player Point Bought Displacing, Materialism, Mimicry, Disruption, Blessings, Breaking, and Alteration, they may choose up to 3 Abilities with those Schools listed below.

Spell Category Ability Name Ability Type Ability Range Ability Description Modifiers
Displacing Magic Blink Movement Power Emote Range

Grants the user Magic Blink

N/A
Materialism Knight Summon Summon Power Self

Grants the user Knight Summon

N/A
Enchanting Enchanted Wall Buff Power Emote Range

Grants the user Enchanted Wall

N/A
Mimicry Perfect Copy Skill Power Emote Range

Grants the user Perfect Copy

N/A
Disruption Target Disrupt Counter Power Emote Range

Grants the user Target Disrupt

N/A
Casting Magic Bolt Skill Power Self

Grants the user Magic Bolt

N/A
Blessings Mercy of Life Healing Power Self

Grants the user Mercy of Life

N/A
Breaking Magic Smash Instant Power 5 Block

Grants the user Magic Smash

N/A
Alteration Area Power Constant Passive Self

Grants the user Area Power

N/A
Illusionism Illusioned Self Buff Power Self

Grants the user Illusioned Self

N/A
Control Leap Denial Counter Power Emote Range

Grants the user Leap Denial

N/A
Protection Draining Curse Link Power Emote Range

Grants the user Draining Curse

N/A
Thanicism Spirit Rush Movement Power 10 Blocks

Grants the user Spirit Rush

N/A

Custom Kit Mages

While technically in lore, Magic has limitless potential and every Mage is different in their own unique way in how they change the laws of reality around them, because MassiveCraft is ultimately a server with hundreds of players, we have to categorize functions into Abilities for fairness sake. Custom Kits are an exception to this, in that they are specifically written for the Player with their unique circumstances in mind. Custom Kits are part of a wider Approval process (of which the Threads can be found on the Forums in the Applications section). It is recommended that new players do not immediately try out for a Custom Kit, since Lore Staff need to develop a level of trust in ability and intention in the Player, and as such, familiarity with the server is a requirement and not everyone is made out for a Custom Kit, however at a later stage, Custom Kits can greatly expand immersion and personalization for the Player. Custom Kit Mages can be Void, Exist, Ordial, or Primal. Though please note, Primal and Ordial mages are generally much rarer.