Theurgy Point Buy: Difference between revisions

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* In order to Point Buy any Packs from Theurgy Point Buy, the Character must be a devout [[Void Worship]] or [[Ordial Cultism]] worshipper.
* In order to Point Buy any Packs from Theurgy Point Buy, the Character must be a devout [[Void Worship]] or [[Ordial Cultism]] worshipper.
* Theurgy Point Buy derives its power from the Gods, but because these Gods are Extraplanar, it is considered either Arcana or Sinistral [[Magic.]]
* Theurgy Point Buy derives its power from the Gods, but because these Gods are Extraplanar, it is considered either Arcana or Sinistral [[Magic.]]
* Theurgy Point Buy is not locked to a Stance, but Abilities there-in have a special mechanic called Ritual Offering, which enhances Abilities when HP is sacrificed from oneself, or one's allies.
* Theurgy Point Buy is not locked to a Stance, but Abilities there-in have a special mechanic called Ritual Offering, which reduces Abilities cooldowns when HP is sacrificed from oneself, or one's allies.


===Ritual Offering Mechanic===
===Ritual Offering Mechanic===
Theurgy Point Buy has special Abilities that have slightly altered mechanical rules depending on how much HP the user sacrifices when using the Ability. The user generally starts off strong at the start of fights when healthy, but becomes weaker with less HP to spare. The mechanic is described below:
Theurgy Point Buy has special Abilities that are designed to be used in repetition by sacrificing health. The user generally starts off strong at the start of fights when healthy, but becomes weaker with less HP to spare. The mechanic is described below:
* Hex Defense as an Ability must be active for the Ritual Offering Mechanic to apply. Theurgy Point Buy Abilities can also be used in conjunction with Constitution, just without Ritual offering.
* Hex Defense as an Ability must be active for the Ritual Offering Mechanic to apply. Theurgy Point Buy Abilities can also be used in conjunction with Constitution, just without Ritual offering.
* Ritual Offering can be taken from any allies within Emote Range, as long as the Theurgist can see them. Allies do not need to consent to be used for Ritual Offering.
* Ritual Offering can be taken from any allies within Emote Range, as long as the Theurgist can see them. Allies do not need to consent to be used for Ritual Offering.
* When HP is spent, Abilities may have their Cooldowns reduced, or have additional upgraded mechanics applied to abilities already in use.
* The Theurgist can use Hex Defense at any time to sacrifice 1HP to set the cooldown of one of their Theurgy Abilities to zero, allowing them to use it.


===Hex Defense Pack===
===Hex Defense Pack===
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| Stance Technique  
| Stance Technique  
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Hex Defense| To change the rules of combat, use this Ability to activate the user's faith as their defense. Upon activating this Ability, Faith Proficiency becomes the user's Main Defense Stat (instead of for example Constitution). The user can sacrifice 1 of their own HP, or 1 of their allies HP when using Abilities from Theurgy Point Buy. Damage from Ritual Offering cannot be blocked by Block Tokens. This Ability does not consume an Action. Hex Defense has no Cooldown, but when it is activated, it cannot be removed until end of Combat. }}
| Grants the user {{#simple-tooltip: Hex Defense| To change the rules of combat, use this Ability to activate the user's faith as their defense. Upon activating this Ability, Faith Proficiency becomes the user's Main Defense Stat (instead of for example Constitution). The user can sacrifice 1 of their own HP, or 1 of their allies HP. This Ability does not consume an Action, and can be used as much as the Theurgist wants. Hex Defense has no Cooldown, but when it is activated, it cannot be removed until end of Combat. }}
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| N/A
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! style="width: 10%; | Modifiers
! style="width: 10%; | Modifiers
|-
|-
| style="background-color:#f5d5f7;" | Hex Payoff
| style="background-color:#f5d5f7;" | Hex Revive
| Counter Power
| Summon 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: 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: Hex Payoff | To curse an enemy with a long-lasting debuff, the user can only activate this Ability when they are KO'd. As a last action, the user attaches a Curse to a target (even though they cannot use Abilities while downed or unconscious), applying the Weakened debuff for 15 minutes that cannot be cleansed. If the user spends 1HP of their own with Ritual Offering, they can use this Ability only when they are at 1HP, KO-ing themselves. If they do, they can Curse two people. Hex Payoff has a 4 hour cooldown. If the user is revived in any way, Hex Payoff ends, cleansing the Weakened debuff.}}
| Grants the user {{#simple-tooltip: Hex Revive | To bring back an ally as a pseudo ghost, use this Ability as a reaction to an ally being KO'd. The ally attaches to the user, meaning the ally can no longer take damage or be targeted by Abilities by enemies, but the ally cannot use Abilities of their own. The user cannot make attack and defense rolls or emotes afterwards, but the ally can for them using the Ally's stats instead. When the user is KO'd, Hex Revive ends and the ally returns to being KO'd. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Hex Revive has a 2 hour cooldown.}}
| N/A
| N/A
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|-
|-
| style="background-color:#f5d5f7;" | Hex Plot
| style="background-color:#f5d5f7;" | Hex Plot
| Instant Power
| Passive 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: Hex Plot| To use Ritual Offering freely, use this Ability to take 1HP from an Ally, and gain the Ritual Offering benefits from the next two Theurgy Point Buy Abilities used without needing to spend HP. If the targeted Ally is a Spirit or Spirit Possessed Person, they do not take damage from this Ability, but can no longer be used for Ritual Offering by any Theurgist for the remainder of the combat. Hex Plot has a 4 hour cooldown.}}
| Grants the user {{#simple-tooltip: Hex Plot| To use Ritual Offering more often, this Ability activates automatically when the user has used Ritual Offering three times, healing the user by 1HP. Hex Plot can trigger multiple times. Hex Plot has no cooldown, and Ritual Offering has no effect on it.}}
| N/A
| N/A
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|}
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| Passive Power
| Passive 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: Hex Aura| To reinforce other Theurgists, Hex Aura is a constant effect radiating energy around the user. Anyone within range who has Hex Defense active, gains +1 Faith Proficiency (breaking cap up to 9) This does not affect the user themselves, but if the user also has Hex Defense active, they can gain the benefit from other Theurgists using Hex Aura. Hex Aura can stack twice on any Theurgist, meaning they can never gain more than +2 Faith regardless of how many Hex Auras are present. If Ritual Offering is used, the Theurgist can also target only one Spirit or Spirit Possessed person, and grant them the benefits from Hex Aura, but with +1 Main Defense Stat, instead of Faith. Hex Aura has no cooldown.}}
| Grants the user {{#simple-tooltip: Hex Aura| To reinforce other Theurgists, Hex Aura is a constant effect radiating energy around the user. Anyone within range who has Hex Defense active, gains +1 Faith Proficiency (breaking cap up to 9) This does not affect the user themselves, but if the user also has Hex Defense active, they can gain the benefit from other Theurgists using Hex Aura. Hex Aura can stack twice on any Theurgist, meaning they can never gain more than +2 Faith regardless of how many Hex Auras are present. If Ritual Offering is used on this Ability, it does not reset the Cooldown as it has none, but instead allows the Theurgist to target one Spirit or Spirit Possessed person, and grant them the benefits from Hex Aura, but with +1 Main Defense Stat, instead of Faith. Hex Aura has no cooldown.}}
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| N/A
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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:  Hex Sapper | To tire one's enemies, the user can target up to 3 enemies to divide 3 total Main Combat Stat reduction between them. This means they can spread it evenly one each, or put -3 Stats on a single enemy. For every enemy Targeted, a Link is established. If Ritual Offering is used, the user's Hex Sapper links cannot be broken on them, but can be individually broken on each enemy. Once all Links are Broken or removed, Hex Sapper goes on a 2 Hour Cooldown. It is not possible to re-distribute the Stats without going on Cooldown first.}}
| Grants the user {{#simple-tooltip:  Hex Sapper | To tire one's enemies, the user can target up to 3 enemies to divide 3 total Main Combat Stat reduction between them. This means they can spread it evenly one each, or put -3 Stats on a single enemy. For every enemy Targeted, a Link is established. Once all Links are Broken or removed, Hex Sapper goes on a 2 Hour Cooldown. It is not possible to re-distribute the Stats without going on Cooldown first.}}
| N/A
| N/A
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|-
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| Instant Power
| 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).}}
| {{#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: Hex Choice | To curse an enemy and force them to pick between two bad options, the user can apply both the Brittle and the Threatened debuff to an enemy within range. If the target Cleanses the Brittle debuff, the Threatened debuff triggers, and applies the Marked debuff to them, which cannot be cleansed. If the Brittle debuff triggers normally, the Threatened debuff ends. If Ritual Offering is used, the Threatened Debuff cannot be cleansed, and the user can target two enemies. Hex Choice has a 4 hour cooldown.}}
| Grants the user {{#simple-tooltip: Hex Choice | To curse an enemy and force them to pick between two bad options, the user can apply both the Brittle and the Threatened debuff to an enemy within range. If the target Cleanses the Brittle debuff, the Threatened debuff triggers, and knocks the target down. If the Brittle debuff triggers normally, the Threatened debuff ends. Hex Choice has a 4 hour cooldown.}}
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| N/A
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| Instant Power
| 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).}}
| {{#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: Hex Parasite | To steal benefits from an enemy, this Ability can only be used in response to an Enemy using a Buff Power from Point Buy. The user counts as one extra target for that Buff Power, gaining any benefits it might grant, while ignoring targeting limitations. If the Buff Power was also a Link Power, the Link cannot be willingly ended prematurely. If Ritual Offering is used, the user can, instead of counting as a extra target, choose one enemy and steal it from them instead. Once ended, Hex Parasite has a 4 hour cooldown.}}
| Grants the user {{#simple-tooltip: Hex Parasite | To steal benefits from an enemy, this Ability can only be used in response to an Enemy using a Buff Power from Point Buy. The user counts as one extra target for that Buff Power, gaining any benefits it might grant, while ignoring targeting limitations. If the Buff Power was also a Link Power, the Link cannot be willingly ended prematurely. Once ended, Hex Parasite has a 4 hour cooldown.}}
| N/A
| N/A
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|-
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| Instant Power
| 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).}}
| {{#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: Hex Guide | To help an ally in a fight, use this ability as a reaction to an ally missing a basic attack roll. For their next two basic attack rolls, grant the ally +2 Main Combat Stat that breaks cap up to 11. If Ritual Offering is used, reduce Hex Guide's cooldown by 30 minutes. Hex Guide has a 1 hour cooldown, and does not Stack.}}
| Grants the user {{#simple-tooltip: Hex Guide | To help an ally in a fight, use this ability as a reaction to an ally missing a basic attack roll. For their next two basic attack rolls, grant the ally +2 Main Combat Stat that breaks cap up to 11. Hex Guide has a 1 hour cooldown, and does not Stack.}}
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Revision as of 00:48, 1 July 2023

The Theurgy Point buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. Theurgy Point Buy provides Packs for a Character to become proficient in a Faith-based curse and debuff style of combat, using spirits, rituals, and blood-magic to hamper enemies. Theurgy Point buy thrives with allies, especially Spirits, but is generally not good when outnumbered or in duels. As with many other Faith based Proficiencies, Theurgy Point Buy has several rules associated with it.

Theurgy Point Buy Rules

  • In order to Point Buy any Packs from Theurgy Point Buy, the Character must be a devout Void Worship or Ordial Cultism worshipper.
  • Theurgy Point Buy derives its power from the Gods, but because these Gods are Extraplanar, it is considered either Arcana or Sinistral Magic.
  • Theurgy Point Buy is not locked to a Stance, but Abilities there-in have a special mechanic called Ritual Offering, which reduces Abilities cooldowns when HP is sacrificed from oneself, or one's allies.

Ritual Offering Mechanic

Theurgy Point Buy has special Abilities that are designed to be used in repetition by sacrificing health. The user generally starts off strong at the start of fights when healthy, but becomes weaker with less HP to spare. The mechanic is described below:

  • Hex Defense as an Ability must be active for the Ritual Offering Mechanic to apply. Theurgy Point Buy Abilities can also be used in conjunction with Constitution, just without Ritual offering.
  • Ritual Offering can be taken from any allies within Emote Range, as long as the Theurgist can see them. Allies do not need to consent to be used for Ritual Offering.
  • The Theurgist can use Hex Defense at any time to sacrifice 1HP to set the cooldown of one of their Theurgy Abilities to zero, allowing them to use it.

Hex Defense Pack

Ability Name Ability Type Ability Range Ability Description Modifiers
Hex Defense Stance Technique Self

Grants the user Hex Defense

N/A

Hex Payoff Pack

Ability Name Ability Type Ability Range Ability Description Modifiers
Hex Revive Summon Power 5 Blocks

Grants the user Hex Revive

N/A

Spirit Vendetta Pack

This pack grants the following Ability:

Ability Name Ability Type Ability Range Ability Description Modifiers
Hex Plot Passive Power Self

Grants the user Hex Plot

N/A

Spirit Vendetta Pack

This pack grants the following Ability:

Ability Name Ability Type Ability Range Ability Description Modifiers
Hex Aura Passive Power Emote Range

Grants the user Hex Aura

N/A

Spirit Vendetta Pack

This pack grants the following Ability:

Ability Name Ability Type Ability Range Ability Description Modifiers
Hex Sapper Link Power Emote Range

Grants the user Hex Sapper

N/A

Spirit Vendetta Pack

This pack grants the following Ability:

Ability Name Ability Type Ability Range Ability Description Modifiers
Hex Choice Instant Power Emote Range

Grants the user Hex Choice

N/A

Spirit Vendetta Pack

This pack grants the following Ability:

Ability Name Ability Type Ability Range Ability Description Modifiers
Hex Parasite Instant Power Emote Range

Grants the user Hex Parasite

N/A

Spirit Vendetta Pack

This pack grants the following Ability:

Ability Name Ability Type Ability Range Ability Description Modifiers
Hex Guide Instant Power Emote Range

Grants the user Hex Guide

N/A