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! Description (Choose one of these per tier purchased.)
! Description (Choose one of these per tier purchased.)
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| style="font-weight:bold;" | Ritualist Projection
| style="font-weight:bold;" "width: 5%" | Ritualist Projection
| Ritualist Power
| Ritualist Power
| Self
| Self

Revision as of 22:02, 15 September 2020

Ritualism Ability Ability Type Range Description (Choose one of these per tier purchased.)
Ritualist Projection Ritualist Power Self The Character can, while meditating in front of a fire or light source in their Home, Estate, or Clandestine Base, astrally project their spirit from their body and move around freely. They become translucent, solid grey in color with white glowing eyes. While in this state, they can walk around as they could normally, but cannot phase through objects or interact with people or things. They can only be affected by Abilities and Puretek. If their projection is damaged by the prior, they will automatically snap back to their body, unharmed. They can still speak and hear, but will remain vulnerable and unaware physically at their body. To return to their body, they need to walk back to their body and re-enter it. Once this Ability ends, willingly or unwillingly, it cannot be used again for 12 hours.
Ritualist's Implement Ritualist Power Emote Distance The Character can physically engrave items and weapons with unique ritualistic runes. These runes can glow with any color the Character chooses while the Character is within emote Distance of them, and can be turned on and off at will by the Character. Additionally, a single weapon engraved with these runes becomes ‘hand seeking’ for the Character, which means when dropped or lost within Emote Distance, the Character can hold up their hand it will fly back to their hand (unless held by another person.)
Ritualist Counter Ritualist Power Emote Distance The Character can Cancel any Ritualist Power (except this one) used within Emote Distance once every 5 minutes. The Aesthetics for how this Cancel occurs is unique to the Character, but it must be visibly obvious that they are doing something to Cancel it (a sound, a hand wave, etc.)
Ritualist Brightflash Ritualist Power 5 Block Radius The Character can clap their hands together over their head, creating a bright flash of light in a 5 block radius around them. Anyone caught in the flash will be partially blinded for the next thirty seconds. While partially blinded, they are still capable of defending themselves, but cannot accurately hit anyone else with Abilities or Mundane attacks. A Character can only be affected by this Ability once every 5 minutes (even if used by another Ritualist.)
Ritualist Rustward Ritualist Power Touch The Character can bless a singular weapon, a pair of identical weapons, or a weapon and a shield, to make it immune to mundane and Ability-based degradation, rust, rotting, or corruption. Additionally, the Character can cause them to glow with faint light. Only one ‘blessing’ may be active at any given time, and the blessings do not activate outside of Emote Distance of the Character.
Ritualist's Light-Duel Ritualist Power 5 Blocks The Character can call down a beam of celestial light (moon, sun, stars, or whatever is appropriately thematic) on themselves and another individual within 5 blocks of them. The beam prevents entry or exit, and any other individuals present will be pushed out of the area for the duration. The beam lasts for 1 minute, and no projectiles, Ability Based or Mundane, can pass through the beam. This ability can only be used once every hour, and the same person cannot be affected by this ability more than once every 24 hours.
Ritualist Marrow-Smithing Ritualist Power Touch The Character can create weapons equivalent to steel out of bones, preventing them from decaying naturally and hardening them. Additionally, these weapons will faintly glow at night or in the darkness.
Ritualist Phasewalk Ritualist Power Self The Character can enter an ethereal ghost-like state through a 5 minute long ritual, which can be interrupted. They appear translucent, with solid glowing eyes. While in this state, the character is immune to Non-Ability Projectiles and Non-Ability Attacks, excluding Puretek. The Character additionally cannot attack others, and can move through walls but only float at a sluggish half-walk-speed pace. As soon as they re-form, they cannot re-enter this state for another 24 hours. In this state, they cannot hear anything or speak. This Ability cannot be used in the Prison or in the Palace.
Ritualist Phasebeast Ritualist Power Self The Character can turn into a ghostly Wolf, Bobcat, Deer, or Ram with white glowing eyes through a 5 minute long ritual, which can be interrupted. The character can move and speak normally.. They can stay in this state for as long as they want, or until they are physically hurt. This state carries over any Ritualism Mutations they may have applied, appearing on the ghostly animal as well, while respecting their form.
Ritualist Shroud Ritualist Power Self The Character can summon a ghostly shroud, which appears as a cloak of any length with a hood, and tapers off into transparency at the end. This Shroud offers no physical protection, but will shield the wearer from Rain, and will disappear when removed. While wearing the shroud, if the Character would fall from a height of twenty blocks or less, the shroud will extend into a pair of ghostly wings, allowing them to slowly glide down vertically and land safely.
Ritualist Servant-Spite Ritualist Power Emote Distance The Character can inflict a weakening hex on an Archblood, Silver Skinwalker, or Crimson Witch that they can see within Emote Distance. While affected by this hex, for any mutation that has a written cooldown, the cooldown is doubled after usage, if that mutation is used during the duration of the hex. Additionally, the first Primal Power, Vampire Spell, or Werebeast spell used by either of the three while affected by the hex will be Prevented, but this can only occur once. The hex lasts for an hour, but any extended cooldowns will remain extended until their expiry. This Ability can only be used once per day.
Ritualist's Dual-Protection Ritualist Power Emote Distance The Character can target two people within Emote Distance, creating a visible tether to them and making them Immune to Ritualist Powers for the duration. This Ability counts as Linked Channel, requiring the Character have one hand extended to maintain the Channel. This ability can only be used once every 12 hours.
Ritualist Garden Ward Ritualist Power Self The Character can create glowing crystals, rocks, and stones that, when placed in a garden no larger than 5x5x5 blocks, or in a Regalian Rental Region, will protect any plants within the area, making them immune to mundane disease and fungus, in addition to Ability-based corruption. A character may only create enough stones for one garden or region at a time.
Ritualist Beastwarp Ritualist Power Self The Character can, through a five minute ritual, transform into a fully-grown domestic dog or cat. While in this form, the Character appears like a completely mundane cat or dog, but cannot speak. Additionally, the Character cannot squeeze through holes or enter areas they could not fit in normally, and if they are struck physically or with an Ability, will immediately transform back.
Ritualist's Armor Ritualist Power Touch The Character can summon a platemail tier magical breastplate, on themselves, or on another person (as long as they can touch them.) The breastplate can be broken and affected as regular armor would, but would fade naturally after 30 minutes. Only one breastplate can be summoned at any given time.
Ritualist's Blood-Smithing Ritualist Power Self The Character can use their own blood to create a Blood Sung Weapon, of any kind of Melee Combat Category, which has the effectiveness of a steel weapon. They can only produce one such weapon at any given time, but can hand it to someone else. They must re-integrate this weapon before being able to re-use the ability.
Ritualist's Dragon-Spite Ritualist Power Touch The Character can place a positive enchantment on someone else they touch (or themselves) that makes them immune to the next incoming Archblood or Dragon Warrior Ability. This ability can only be used once every 12 hours, and the enchantment only lasts for 12 hours.
Ritualist's Planar-Spite Ritualist Power Touch The Character can place a positive enchantment on someone they touch (or themselves), that makes them immune to the next incoming Magespark or Sorcery Ability. This ability can only be used once every 12 hours, and the enchantment only lasts for 12 hours.
Ritualist Blood-Mending Ritualist Power Emote Distance The Character can rip blood from a person they can see in Emote Distance, up to a handful, and then use this to heal either their own or someone else's wound over the time-span of 30 seconds, as long as they remain uninterrupted. This Ability can heal any flesh-wound, and internal damage, but can only assist in setting broken bones, and will not repair them entirely. It additionally cannot return function to damaged nerves. The wound created on the target cannot not seriously inhibit the target in any way. The ripping causes mild pain, and cannot be used again until the healing finishes. This ability counts as a Linked Channel.
Ritualist Monsterwarp Ritualist Power Self The Character can choose one of the following to manifest: Claws on their hands which alters the damage done by Fist Combat, spikes on their back which cause bleeding and minor scratches to the hands of the attacker if the Character is attacked from behind, or a prehensile tail that can be used to hold items or wield light weapons at half Proficiency of the Character. Only one of the following choices can be manifested, and cannot be changed except through a ritual that may only be performed once per week.
Ritualist Uprooting Ritualist Power Emote Distance The Character can, with the stomp of a foot on the ground, cause an area beneath a person within Emote Distance to suddenly have physical growths of choice aesthetics erupt from the ground, pushing and ejecting a person upwards in a rapid motion, before pulling back down. This ability does not inflict any major wounds. The person will be flung into the air by a few feet, and when they land, knocked off their feet. This ability can only be used twice per 12 hours.
Ritualist Body-Sharing Ritualist Power Touch The Character can, with Direct Touch, infest another person by borrowing their body as a vessel. The target must be either fully restrained or willing. While inside that person, they can direct where the body moves to, but they cannot stop the body from speaking or moving its head, and neither the Character nor the target can utilize any Abilities. If involuntary, this fusion lasts for 15 minutes, if voluntary, it can last up to 1 hour, and the Character can choose to let the host walk freely and just use their body to hide in.
Ritualist Blessed Form Ritualist Power Touch The Character can bless themselves or someone else with a halo behind their head, which causes their eyes to glow in the same color, their hair and clothes to become weightless and their body to lift 1 foot off the ground. This grants complete Rooting, Trapping and Snaring immunity, Ability based or Mundane, for up to 15 minutes. This Ability can only be used once per day.
Ritualist Revealing Ritualist Power Emote Distance The Character can bathe the area around them in bright light, dispelling any Ability Created Darkness, or Mundane Darkness, from Emote Distance for the next 15 minutes. Anyone within Emote Distance that had blindness forced on them through any Ability also has this effect removed. This Ability can only be used once per hour.
Ritualist Earthbind Ritualist Power Emote Distance The Character can target a single person within Emote Distance who is using some sort of flying or floating Ability or Mechanic, and drag that person to the ground forcibly. The target cannot re-use any flying or floating mechanic or Ability for the next 10 minutes, but does not take any damage from the fall. This Ability can only be used once per hour.
Ritualist Weapon-Spite Ritualist Power Touch The Character can enchant a single weapon, covering it in religious symbols and runes of the chosen religion that cause a lasting burning sensation after striking an Exist, Void, Primal, or Bintaar Aberrant (that they are aware is an Aberrant.) When enchanting the weapon, the Character must choose the type of Aberrant that is affected, all others are not. This enchantment can only apply to one weapon at a time.