Theurgy Point Buy: Difference between revisions

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| Summon Power
| Summon 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.}}
| {{#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 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. If Hex Revive is used multiple times on multiple allies, the first ally gains +2 Main Combat and Main Defense Stat per ally added, breaking cap up to 14. 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.}}
| 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. The first time an ally is attached, the user gains 1 Block Token. When the user is KO'd, Hex Revive ends and the ally returns to being KO'd. If Hex Revive is used multiple times on multiple allies, the first ally gains +2 Main Combat and Main Defense Stat per ally added, breaking cap up to 14. 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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| 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. 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 4 total Main Combat Stat reduction between them. This means they can spread it evenly one each, but can only put a maximum of -3 on one enemy. For every enemy Targeted, a Link is established. Once all Links are Broken or removed, Hex Sapper goes on a 2 Hour Cooldown, and does not stack. It is not possible to re-distribute the Stats without going on Cooldown first.}}
| N/A
| N/A
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Revision as of 21:36, 17 September 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 Enchant 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 2 HP to set the cooldown of one of their Theurgy Abilities to zero, allowing them to use it.

Theurgy Point Buy Packs

Hex Defense Pack

This Pack allows the Theurgist to use Faith as their Main Defense.

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

Grants the user Hex Defense

N/A

Hex Revive Pack

This Pack allows the Theurgist to revive their allies in combat, as ghosts attached to them.

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

Grants the user Hex Revive

N/A

Hex Plot Pack

This Pack allows the Theurgist to mitigate the damage they do to themselves with their blood-rituals.

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

Grants the user Hex Plot

N/A

Hex Aura Pack

This Pack allows the Theurgist to reinforce other Theurgists.

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

Grants the user Hex Aura

N/A

Hex Sapper Pack

This Pack allows the Theurgist to reduce the combat effectiveness of their enemies with curses.

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

Grants the user Hex Sapper

N/A

Hex Choice Pack

This Pack allows the Theurgist to curse an enemy, forcing them to choose the lesser of two evils.

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

Grants the user Hex Choice

N/A

Hex Parasite Pack

This Pack allows the Theurgist to steal benefits from their enemies' magic.

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

Grants the user Hex Parasite

N/A

Hex Guide Pack

This Pack allows the Theurgist to help their ally when they fail.

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

Grants the user Hex Guide

N/A

Hex Synergy Pack

This Pack allows the Theurgist to utilize packs from Cutthroat Point Buy

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

Grants the user Hex Synergy

N/A