Theurgy Point Buy: Difference between revisions

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Theurgy Point Buy is part of the bigger [[Proficiency]] System. Theurgy is the art of summoning Spirits from certain dimensions to fulfill certain functions. Spirits can be summoned, infested (intentionally or unintentionally) or bound to a host either as servant, symbiote, or trespasser and affect the world around them through a host. Theurgy can best be described as Demonmancy, however that term is reserved for Void Demons only. Theurgy is common among the Suvial and Kathar, who both have different names for it: Karamatology and Tharracology respectively. Theurgy Point Buy is not recommended for new players, it is complex and requires a lot of reading.  
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| header1    = The Ability and Proficiency System
| data2      =
This page involves the [[Abilities]] and [[Proficiency]] system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page. To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page. To see an indexed list of all Abilities, read the [[Ability List]] Page.  
}}
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 a source of healing, but can be costly near the end of fights.  


==Free Theurgy Packs==
==Theurgy Point Buy Rules==
The following Theurgy Point Buy packs are free. That is to say, the Packs in this section do not cost any Point buy or Proficiency Investment. They should still be recorded on Character Sheets as presented, so the information can be clearly communicated to other players. At least one Free Theurgy Pack must be chosen before Paid Theurgy Packs can be taken.
* In order to Point Buy any Packs from Theurgy Point Buy, the Character must be a devout worshiper of any [[Religion]].
===Spirit Form Pack===
* Theurgy Point Buy derives its power from the Gods, so it is considered God Magic, and not Planar Magic.  
The Spirit Form Pack does nothing by itself, but can be used in combination with a Hosted, Invaded, or Anchored Spirit, insofar those Spirits have a specific appearance. Spirit Form Pack allows the user to either assume the appearance of their Spirit, or merge their appearance with that of the Spirit (for example by combining parts of both). When activating this so called Spirit Form, the user becomes immediately recognizable as a Theurgist and as possessed by a Spirit. The user is not Disguised while in this form. This Transformation is optional and not required for any Paid Pack Abilities, but can also be used to combine aesthetics of other Magic-inspired Abilities, like Spell Point Buy.
* Theurgy Point Buy can, however, be treated as Planar [[Magic]], for religions that favor Planar Magic, or for Characters who can't/won't mix God & Planar Magic.
* The above rule is "all or nothing" meaning Theurgy Point Buy Packs must be All God Magic, or All Planar Magic.
* Theurgy Point Buy should generally have aesthetics of rituals, blood magic/sacrifice, and works best with the aesthetics of the following Religions: Evolism and Pagan Faiths.


===Bidden Summoning Pack===
==Stance Ability==
The Bidden Summoning Pack grants the user the ability to summon and bind Bidden Spirits, with there being no limit to how many can be bound by the summoner. Bidden Spirits do not reside inside the host, rather, they are summoned remotely from whatever plane they come from, though the host is still Occult due to their connection with that plane. It is only ever possible to summon and maintain Bidden Spirits from one realm, such as exclusively Void Demons. Bidden Spirits can be removed with any Ability with an Exorcism Mechanic in it removing all of them at once, though this does not stop the host from simply re-summoning new ones at a later point in time. When summoning and using Bidden Spirits, the user becomes immediately recognizable as a Theurgist and as possessed by a Spirit.
The Hex Stance Stance Ability is required for all Theurgy Point Buy Abilities. This Ability cannot be point bought, but is included for free as long as at least one Theurgy Point Buy Pack has been purchased. This Ability does not do much besides enable further Theurgy Abilities, while adding some baseline buffs. As a general ground rule. Stances cannot be Countered, Prevented, Cancelled, or interrupted in any way. '''Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.'''
===Hosted Summoning Pack===
The Hosted Summoning Pack grants the user the ability to Summon a Hosted Spirit and bind them into their body, where there can only ever be one. Hosted Spirits are fully under the control of the host, though there is still a minor risk that they will take over the body in certain scenarios, and the host is also always Occult. Hosted Spirits can be removed with any Ability with an Exorcism Mechanic in it, though the Spirit cannot be killed or destroyed permanently, it has to be bound in an Exorcism Totem. The host can either summon a new Hosted Spirit later, or try to recapture the Exorcism Totem to take the Spirit back. When manifesting or allowing a Hosted Spirit to talk, the user becomes immediately recognizable as a Theurgist and as possessed by a Spirit.
===Invaded Spirit Pack===
The Invaded Spirit Pack does not grant any Specials, rather it is simply confirmation that a Character had their body invaded by a Spirit against their will in their backstory, and that it remains there now, and the host is also automatically Occult. Invaded Spirits cannot be removed with any conventional Exorcism Mechanic, they are too strong and entrenched for that. Refer to the “Legal Solution” under Spirit Exorcism in the section above. When manifesting or when an Invaded Spirit talks the user becomes immediately recognizable as a Theurgist and as possessed by a Spirit.
===Vested Summoning Pack===
The Vested Summoning Pack grants the user the ability to Summon a Vested Spirit and bind it into an object. Only one Spirit can exist in any object, but the summoner can summon up to seven such Spirits and put them into objects they own. It is only ever possible to summon and maintain Vested Spirits from one realm, such as exclusively Void Demons. Vested Spirits can be removed by simply taking the object housing the Spirit from the Summoner. As soon as the item is taken, it is rendered inert as the Spirit cannot manifest properly without the Summoner nearby, and it no longer counts towards their maximum, until they take it back. When using an object infested by a Vested Spirit they have made, the user becomes immediately recognizable as a Theurgist.
===Anchored Summoning Pack===
The Anchored Summoning Pack grants the user the ability to Summon an Anchored Spirit and make a contract with them, though they can only ever have one Anchored Spirit. It is required to record the Anchored Spirit contract on the Character Sheet, though it doesn’t have to be overly specific, it can just be broad strokes like “experiencing life in exchange for Magic for the host”. Anchored Spirits must always be played by other players, and are able to independently move around away from the Summoner. The Summoner can summon them to their side and dismiss them, but the Spirit has a will of their own, and can also independently choose to shadow the Summoner, or leave their side. When summoning an Anchored Spirit, the user becomes immediately recognizable as a Theurgist and as possessed by a Spirit, because Anchored Spirits are obviously Spirits. Anchored Spirits cannot be removed with any conventional Exorcism Mechanic, they are too strong and entrenched for that. Refer to the “Legal Solution” under Spirit Exorcism in the section above. Anchored Spirits have additional rules that must be observed by the Player taking this Pack:
* Anchored Spirits must always be played by a player. It is preferred that this is always another Player, but can also be the Summoner. An Anchored Spirit can never be in the same scene where another one of the Player’s Characters is already present.
* Anchored Spirits use Character Sheets like regular Characters. They do not have a Race (no Racial Abilities or Specials), always speak Common and one other language their host can speak, and can only spend 12 Proficiency Points of their choosing instead of the standard 14.  
* Anchored Spirits are inherently shapeshifters but none of their shapeshifting ever counts as a Disguise, for fairness sake, even if they suddenly look radically different. They also don’t have an age, instead being as old as their summoning, but always summoned mentally and physically as adults.
* Anchored Spirits can merge into their summoner to hide, which allows them to speak through their summoner’s mouth, but they cannot control the summoner’s body (unless they let them) and cannot use any Abilities or Specials.
* Anchored Spirits only ever have 6 Hitpoints, meaning after 6 unique mundane attacks, or Abilities or Mundane Techniques with specific harm applied, they are rendered inert, and phase out of reality.  An inert Spirit can only be "revived" and re-summoned at a Rental Region (or equivalent "home base") their Summoner belongs to.
* Anchored Spirits always have hatred for their opposing dimension, meaning Void hates Exist and Ordial hates Primal and vice versa. This hatred does not require outright violence, but does require high levels of vocal and physical intolerance.
* Spirit names are usually in Latin or Hindi, referring to early Ailor culture references, or the commonality of Spirits in Suvial culture. These are never their real names however, for a Spirit’s true name has power, and they know not to share it to avoid giving anyone power over them.
* Anchored Spirits require a lot of OOC communication between Spirit player and Summoner Player. You are recommended to sample playability in your own friends group before reaching out to strangers, though you can ask in OOC notices for availability.


===Techghost Summoning Pack===
===Hex Stance Pack===
The Techghost Summoning Pack grants the user the ability to Summon an Spirit and make a contract with them, as well as the process for inserting a sentient Spirit into technological devices. Techghosts are different from Vested Spirits in that Vested Spirits are less sentient, and have less of a personality of their own, while Techghosts are fully sentient, and capable of their own wants and needs. A Techghost usually agrees on a summoning pact to give life to an Automata or some complex machine, in exchange for being given autonomy and freedom inside said device. Techghosts are dangerous, because the Summoner needs to not only be versed in Theurgy to control the Spirit, but also Technician or Artificing craft to ensure the Spirit does not start drawing attention to itself, or causing chaos. Techghosts are otherwise functionally identical to Anchored Spirits, except that they can only exist within Technology, and thus cannot shapeshift. Techghosts are considered some of he most dangerous Spirits, because they are hard to discover (where-as Anchored Spirits for example are very obvious). Techghosts can lie in waiting in ancient technology for thousands of years, waiting for someone to fall for the proverbial mimic chest trick and be killed, or worse. Techghosts cannot be exorcized in any way, and are permanently attached to the parts of the device they were forced/agreed to go into. The only way to render them inert is to destroy the object, and split the components and hide them far away from each other, for if the parts are brought back together, the Techghost will revive with a vengeance. A single player may only play both the Summoner and the Summoned Spirit in social RP scenes; playing both in competitive scenes such as combat roleplay is prohibited.
This Pack allows the Theurgist to use Faith as their Main Defense.
{| 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;" | Hex Stance
| Stance Technique
| {{#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 Stance | During Hex Stance, the user cannot use Abilities from the following categories: Shielding Point Buy. While in Combat, the user is able to spend 1HP from their own health to Upcast, which alters their Theurgy Point Buy Abilities. When the user reaches 4 HP, they are able to pull HP from any (even unwilling) Ally within Emote Range to Upcast. Stances are indefinite, but can be ended any time for a 20 minute Cooldown.}}
| N/A
|-
|}


==Paid Theurgy Packs==
==Theurgy Point Buy Packs==
The following Theurgy Point Buy packs cost Proficiency Points. Additionally, at least one Free Theurgy Point Buy Pack must have been chosen, as the Paid Packs are only Abilities, while the Free Packs are the conduits through which these Abilities are granted to the host. For example, if the Free Pack Bidden Theurgy was chosen, all Theurgy Spells are performed by Bidden Spirits. Some Paid Packs can only be used with specific Free Packs. If this is the case, it will be mentioned in the description of the Paid Pack. Utilizing these Abilities will always obviously reveal the Theurgist as a Spirit user.
 
===Spirit Hexlord Pack===
===Hex Doom Pack===
This Pack grants two Link Powers of which the host can only use one at a time.
This pack is for cultists who want to curse themselves, and their enemies, making the both of them suffer.  
{| class="wikitable" style="width: 60%;"
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! style="width: 10%; | Ability Name
! style="width: 10%; | Ability Name
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! style="width: 10%; | Modifiers
! style="width: 10%; | Modifiers
|-
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| style="background-color:#f5d5f7;" | Sapper Hex
| style="background-color:#f5d5f7;" | Hex Doom
| 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).}}
| Grants the user {{#simple-tooltip: Sapper Hex | The user chooses a single target enemy in range and creates a link between them. This link can be upheld indefinitely, and reduces the target’s main combat stat by 2 for as long as they are affected by this ability, but cannot go into the negatives. A single target can only be affected by a single Sapping Hex at a time, and once broken Sapper Hex goes on a 30 minute cooldown.}}
| N/A
|-
| style="background-color:#f5d5f7;" | Tiring Hex
| 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: Tiring Hex | The user chooses a single target enemy in range and creates a link between them. This link can be upheld indefinitely, and reduces the target’s Main Defense Stat by 2 for as long as they are affected by this ability, but cannot go into the negatives. A single target can only be affected by a single Tiring Hex at a time, and once broken Tiring Hex goes on a 30 minute cooldown.}}
| Grants the user {{#simple-tooltip: Hex Doom | To bring someone down with you, place a Link Power on an Enemy within range. While this link is upheld, both the user and the target have the Cursed Status Effect applied to them for the next 30 minutes. Once ended or broken, Hex Doom goes on a 1 Hour cooldown. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> A 2nd Link Power can be established on a different Enemy within range.}}
| N/A
| N/A
|-
|-
|}
|}


===Spirit Weapon Pack===
===Hex Plot Pack===
The user has bound a Vested Spirit to a weapon, and gains unique benefits when using that weapon. This Spirit can speak through the weapon, or through them while wielding the weapon, and may have been submitted into a contract to only act when permitted, or feel bold enough to try and control the host whenever the host is wielding the weapon.
This pack is for cultists who want to mitigate any damage they may do to themselves with their rituals and spells.
*The user has a singular Vested Spirit Weapon, that has an always defined shape, but can have minor alterations depending on how much 'control' it has. This can include more pronounced features, glowing lights, smoke, etc.
{| class="wikitable" style="width: 50%;"
*The Vested Spirit Weapon can be a single weapon of any type. This weapon can have any number of unique features determined by the player, such as color, shape, extra spikes, lights, eyes, mouths, etc, but is always obviously known as Spirit infested.
*When the user is wielding the demonic weapon, they can choose to have aesthetic 'corruption' effects radiating out from where they hold the weapon, even covering most of their body while the weapon has taken control of them.
*If the user is defeated, they can have their Vested Spirit Weapon taken from them (even if they de-summoned it), where it follows the “Object Based Spirits” rule, becomes a normal Vested Spirit object, and can no longer be summoned/un-summoned. The user can then make a new Vested Spirit Weapon to use with this pack instead.
*The user gains the following Ability:
{| class="wikitable" style="width: 60%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! style="width: 10%; | Ability Name
! style="width: 10%; | Ability Name
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! style="width: 10%; | Modifiers
! style="width: 10%; | Modifiers
|-
|-
| style="background-color:#f5d5f7;" | Weapon Summon
| style="background-color:#f5d5f7;" | Hex Plot
| Summon 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: Weapon Summon | The user can summon any type of weapon from Melee Point Buy, or Ranged Point Buy made out of Magic. This weapon functions like a normal weapon would, has the same durability, but does not use any ammunition to fire if ranged. The user can give the weapon to someone else, but can't summon more than one. A destroyed Summoned Weapon cannot be Summoned again for 12 IRL Hours.}}
| Grants the user {{#simple-tooltip: Hex Plot | To upcast more often, this Ability activates automatically when the user has Upcast an ability three times, healing the user by 2 HP. Hex Plot can trigger multiple times, and has no cooldown. <u>'''To upcast, spend 1 HP to do the following::'''</u>  When triggered, additionally gain +2 Defense (breaks cap up to 9) for the next two turns.}}
|{{#simple-tooltip: Theurgy Modifier | The Theurgist can summon a weapon from Firearms Point Buy. The Theurgist can only summon the same type of weapon, which must be locked in on their Character App. The Theurgist cannot be disarmed, nor can their weapon be destroyed or de-summoned by any external mechanics, and they cannot give their weapon to another person (they can still willingly de-summon it.) Basic attacks with a Spirit weapon ignore armor.}}  
| N/A
|-
|}
|}
===Spirit Anchor Pack===
 
This pack grants the following Ability:
===Hex Aura Pack===
{| class="wikitable" style="width: 60%;"
This pack is for cultists who want to punish enemies that interfere with their magic and rituals, disorienting them.
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! style="width: 10%; | Ability Name
! style="width: 10%; | Ability Name
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! style="width: 10%; | Modifiers
! style="width: 10%; | Modifiers
|-
|-
| style="background-color:#f5d5f7;" | Anchoring Hex
| style="background-color:#f5d5f7;" | Hex Aura
| Link 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: 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: Anchoring Hex | The user attaches a tracking link to a target they can see, which can be upheld indefinitely until broken or ended manually. For as long as this link is upheld, the user is able to instantaneously warp to the target for as long as they are within line of sight, but this does not work for extreme vertical differences. If this Ability is broken or ended manually, it is put on a 1 Hour cooldown.}}
| Grants the user {{#simple-tooltip: Hex Aura | To debilitate one’s enemies, Hex Aura is a constant effect radiating ominous whispers around the user. The first time an Ability used by the user or an Ally is staggered or dispelled by a character within range, they have the Confused Status Effect applied to them for the next two turns as unwanted knowledge fills their mind. Hex Aura can be maintained indefinitely, but can only target a specific character once per Combat Scene. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> When a target triggers the Aura’s effects, they are instead Confused for 3 turns instead of 2, and can trigger the Aura again if another Ability is Countered or Dispelled.}}
| N/A
| N/A
|-
|}
|}
===Spirit Vendetta Pack===
 
This pack grants the following Ability:
===Hex Madness Pack===
{| class="wikitable" style="width: 60%;"
This pack is for cultists who want to turn their enemies against one each other with corruptive magic.
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! style="width: 10%; | Ability Name
! style="width: 10%; | Ability Name
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! style="width: 10%; | Modifiers
! style="width: 10%; | Modifiers
|-
|-
| style="background-color:#f5d5f7;" | Bonded Fate
| style="background-color:#f5d5f7;" | Hex Madness
| Counter 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: Bonded Fate | Bonded Fate can only be used if the user is Downed, unconscious, or otherwise unable to fight. The user is able to attach a Curse to a target (even though they cannot use Abilities while downed or unconscious), granting them the Weakened debuff for up to 15 minutes that cannot be cleansed. Once ended, Bonded Fate goes on a 1 hour cooldown. If the user is revived in any way, Bonded Fate's effect immediately ends, cleansing the Weakened Debuff.}}
| Grants the user {{#simple-tooltip: Hex Madness | To cause an uproar on the enemy team, use this Ability to target an enemy, without expending their turn, the Target makes an attack on any one of their allies within range. Hex Madness is considered Hidden, and has a 2 hour cooldown once used. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> Instead of making one attack, the cursed target makes two attacks against different targets within range.}}
| N/A
| N/A
|-
|-
|}
|}
===Spirit Parasite Pack===
 
This pack grants the following Ability:
===Hex Bloodlet Pack===
{| class="wikitable" style="width: 60%;"
This pack is for cultists who want to use the blood of their enemies to empower themselves.
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! style="width: 10%; | Ability Name
! style="width: 10%; | Ability Name
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! style="width: 10%; | Modifiers
! style="width: 10%; | Modifiers
|-
|-
| style="background-color:#f5d5f7;" | Life Leech
| style="background-color:#f5d5f7;" | Hex Bloodlet
| Link 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: 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: Life Leech | The user attaches a Link to a target that they can see. For as long as this link is upheld, the user heals themselves at a rate of 1 HP per 10 minutes (beginning at the end of the first 10 minutes). If broken or ended manually Life Leech is put on a 1 hour cooldown. A character can only be affected by one instance of Life Leech at a single time, and cannot be affected by Life Leech (from any source) for an hour after it’s broken.}}
| Grants the user {{#simple-tooltip: Hex Bloodlet | As a reaction to landing a successful attack against a target, use this Ability to drain the blood of the Target as well. The target has the Weakened Status Effect applied to them for the next 2 turns, and the user gains 1 HP. Once used, Hex Bloodlet goes on a 1 Hour cooldown, and does not take an action. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> The user does not gain any HP, instead applying the Brittle Status Effect.}}
| N/A
|-
|}
===Spirit Thief Pack===
This pack grants the following Ability:
{| class="wikitable" style="width: 60%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! style="width: 10%; | Ability Name
! style="width: 10%; | Ability Type
! style="width: 10%; | Ability Range
! style="width: 20%; | Ability Description
! style="width: 10%; | Modifiers
|-
| style="background-color:#f5d5f7;" | Strength Snare
| 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: Strength Snare | Strength Snare is able to be used as a reaction to another character being targeted with a Buff Power from any Point Buy Category. The user immediately becomes the target of the ability being used instead of the person originally being targeted. If this benefit is indefinite, the user of Strength Snare must benefit from it positively once, before it can be ended early or changed to a different target. Once used, this ability has a 1 hour cooldown.}}
| N/A
| N/A
|-
|-
|}
|}


===Spirit Enfeeblement Pack===
===Hex Parasite Pack===
This pack grants the following Ability:
This pack is for cultists who want to steal their enemies' boons and buffs, allowing them to benefit from them, too.
{| class="wikitable" style="width: 60%;"
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! style="width: 10%; | Ability Name
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! style="width: 10%; | Modifiers
! style="width: 10%; | Modifiers
|-
|-
| style="background-color:#f5d5f7;" | Rusting Hex
| style="background-color:#f5d5f7;" | Hex Parasite
| Link 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: Rusting Hex | The user attaches a Link to a target that they can see, creating a Link power between themselves and the target. This link can be upheld for a total of 30 minutes, and the target is unable to benefit from Armor for the duration. The target also has Brittle applied to them, but this debuff does not refresh once triggered. Once ended or broken, Rusting Hex goes on a 2 hour cooldown.}}
| Grants the user {{#simple-tooltip: Hex Parasite | To steal the benefits of an Ability from an Enemy, use this in response to a Character using an Ability from Medical, Cleric, or Magic Point Buy. The user counts as one extra target for that Ability, gaining any benefits it might grant while ignoring any targeting limitations. If the Ability was a Link Power, it cannot be willingly ended prematurely. Hex Parasite has a 2 hour cooldown. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> The target also has the Confused Status Effect applied for the next ten minutes.}}
| N/A
| N/A
|-
|-
|}
|}
===Spirit Deflection Pack===
===Hex Guide Pack===
This pack grants the following Ability:
This pack is for the gracious cultists who help their allies strike true.
{| class="wikitable" style="width: 60%;"
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! style="width: 10%; | Ability Name
! style="width: 10%; | Ability Name
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| style="background-color:#f5d5f7;" | Deflection Hex
| style="background-color:#f5d5f7;" | Hex Guide
| Link 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: Deflection Hex | The user places a link power on the target. As long as this link is upheld, any debuff effects applied to the user are immediately applied to the target instead. This only applies to debuffs that affect the target after the link has been applied, and does not cleanse any debuffs already applied. Deflection Hex can be upheld for a maximum of 30 minutes. Once broken, Deflection Hex goes on a 1 hour cooldown.}}
| Grants the user {{#simple-tooltip: Hex Guide | To help an ally in a fight, use this ability as a reaction to an ally missing an attack roll. For their next two attacks, grant the ally +1 Attack Stat that breaks cap up to 11. Hex Guide does not stack, and has a 1 hour cooldown. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> The ally instead gains +2 to their Attack and Defense for the next two turns.}}
| N/A
| N/A
|-
|-
|}
|}


===Spirit Tether Pack===
===Hex Apocalypse Pack===
This pack grants the following Ability:
This pack is for cultists who seal off all of their magic and rituals, in exchange for an explosive boost of power, that also eats away at their health.
{| class="wikitable" style="width: 60%;"
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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| style="background-color:#f5d5f7;" | Body Tether
| style="background-color:#f5d5f7;" | Hex Apocalypse
| Link 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: 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: Body Tether | The Character chooses a Target within range. This Target is instantly Linked to the user, meaning the Target can no longer move further than 10 Blocks from the user. The Link may be manually dismissed, or breaks automatically after 10 minutes. This Ability has a 1 Hour Cooldown.}}
| Grants the user {{#simple-tooltip: Hex Apocalypse | To go all out, use this Ability to put all available Abilities, from Point Buy and/or Custom Kits, on a forced 4 Hour Cooldown, regardless of the actual Cooldown, even Passive Abilities which do not usually have Cooldowns. For every ability placed on Cooldown, the user gains +1 Attack and Defense up to a total maximum of 9. Finally, after 3 turns the user begins to take 1 HP of Damage at the start of every turn. Hex Apocalypse ends once the user is downed, and has a cooldown of 1 Hour, and if Dispelled reverts the Cooldowns on Abilities. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> Add an additional 3 turns before the user begins to take 1 HP of damage every turn.}}
| N/A
| N/A
|-
|-
|}
|}
===Spirit Anti-Faith Pack===
This pack grants the following Ability:
{| class="wikitable" style="width: 60%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
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| style="background-color:#f5d5f7;" | Rebuke Faith
| 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: Rebuke Faith | The user can Counter any Power from Cleric Point Buy, but only if it is from a different Religion than the user's, cancelling its activation and putting it on a 30 minute Cooldown, regardless of its original cooldown. Rebuke Faith has a 3 hour cooldown.}}
| {{#simple-tooltip: Theurgy Modifier | The user can counter any Power from Cleric Point Buy, regardless of Religion. Additionally, the target receives -1 Main Defense Stat reduction for the next 20 Minutes. If the Power would have been used on someone other than the Target, any additional targets also receive this -1 Main Defense Stat reduction. This cannot go into the negatives.}}
|-
|}
==Common Theurgy Designs==
Because there is a lot of categorical information on this page, it can sometimes be hard to decide what kind of backstory to provide for why your character has a Spirit. This section gives a bunch of example scenarios that are very common in the canon universe, and as such can be applied as a template to your Character’s backstory.
* '''Ancestral Spirit:''' This only applies to Primal Revenants, but some families carry Ancestral Spirits, from an ancestor who died centuries ago, but still has unfinished business or has become the ancestral protector of the family, passed from guardian to guardian.
* '''Invaded Spirit:''' Places of strong Magic are common in Aloria, particularly locations where Mages cast a lot of Magic in the past, which Void Demons and Exist Apparitions are attracted to. These are usually Allorn Empire ruins or old Magic Temples that most visitors aren’t aware have Spirits residing in them. These lay in wait for any mortal to enter their lair, before they try to invade them and become Invaded Spirits. Ordial Shades can find hosts in this way too, though instead of being drawn to magic they flock around graveyards and other deathly places.
* '''Spirit Army:''' Particularly among Kathar and Suvial, collecting many Bidden Spirits is a very common activity. Kathar like them because Bidden Spirits do not pose a risk to the sanity of the one summoning them, and for Suvial it is a daily activity since they are seen as Spirit-catchers by the Regalian government (though only for Exist/Void Spirits). A summoner who creates an army of Bidden Spirits eventually enslaves them to do simple tasks like the dishes, but do not be fooled by their simplicity, they are still highly illegal.
* '''Unresolved Mission:''' Primal Revenants often die at the zenith of their power and purpose, and will often have unfinished business. A Primal Revenant can either force their way in, or get a passer-by mortal to agree to help them carry out their mission, borrowing them their power, while taking the satisfaction of completion in return.
* '''Will for life:''' Void and Exist Spirits come from realities in which the very concept of life itself is incomprehensible. When arriving in Aloria, they are suddenly exposed to all manner of emotions and feelings, which in itself can be intoxicating. A very common contract between mortals and Void or Exist Spirits, is to grant them the ability to experience all there is out of life from their host, while trading for power from the Spirit in return.
* '''Faustian Bargain:''' Void Demons and Exist Apparitions are inherently deceitful beings, and many sayings among mortals support the conclusion that bargains with Spirits never end well. There are those who think they can outsmart a Spirit by hyper-focusing on the details of their contract, or break their contract before the end. A Spirit bargain might for example be power in exchange for one’s first aged, but then the Spirit keeps killing the first born over and over, because the child never reaches its first birthday, thus extracting more from the bargain than the mortal had wished.
* '''Revenge:''' Void Demons and Exist Apparitions are frequently inserted into mortals as a form of revenge from the Void/Estellon Gods or the Exist/Void Arken. Particularly those who offend these entities to their face have a Spirit forced in them to torment them for the rest of their lives, something these entities are more endeared to than outright murder.
* '''Necromantic Designs:''' The most common Shades are the simple, weak-willed ones created by Necromancers. They are functionally Undead, though these Bidden Spirits do not have the same level of consciousness or autonomy as the more ‘intelligent’ Undead are known to have. Ordial Mages who summon them use them for simple tasks and militant purposes.
* '''Lust for Knowledge:''' Ordial Shades are veritable banks of memories and information from ages past so long as they have not decayed too severely while dwelling in Bintaar. They are at times dredged up from their resting place for the purposes of communicating with and studying them.
* '''Battleborn:''' The Alorian cultures with intrinsic ties to Bintaar and its power are no stranger to seeking the favor of their dead heroes and warriors of renown so that they might return them to life to keep fighting long after their deaths. Necromancers can easily create simple soldiers from the lesser Shades, but the most powerful and reputable are not able to be collared and bound this way and instead are returned as Anchored Spirits to fight. However, their lust for combat and uncontrollable nature more than frequently results in chaos and consequence if they are not given more battles to fight.
* '''God Mission:''' Various Gods sometimes make Spirits too, even if that is not explicitly stated in their categories. For example, Unionist Gods (or Old Gods) who appear can summon a Primal Revenant to insert into a mortal host on a divine mission, while Estellon Gods can create an Exist Apparition to aid a mortal in their god-given task. For God Missions, it is required to get approval from a Lore Staff member in a Discord Ticket for the concept. For more unique themes on Spirits (for example those given by God Missions, or made specifically by Arken or Void Gods), consult the [[Spirit Themes]] Page.
* '''Cleansed Revenant:''' Invaded and Hosted Spirits of any Dimension can be cleansed into Primal Revenants by the host becoming an Archon. This is a fairly common occurrence, especially in societies where Archon are commonly accepted in religion such as the Sihai and Anglia.
==Trivia==
* Akula are in fact not Spirits. Rather, Akula are a category of giant deep-sea creature that has fallen prey to (usually) Void essence corruption, as there are no forces fighting the proliferation of void or exist energies in the deep dark. Still, Akula are usually a type of necrotic host to several dozens Spirits.
* Whether Spirits can fully die is not well understood. While they can certainly be dismissed or exorcized in certain conditions, it is not known whether their energy simply returns from the realm from which they came.
* Primal Revenants are not truly the soul of the deceased, rather a simplified copy of it. The person who died creating a Primal Revenant had their soul pass into the afterlife, only a reflection of an emotion or emotional state is left behind. This is why Primal Revenants often remember very little of their life before death, and are hyper-focused on their cause of death and the moments leading up to it. This does not mean Primal Revenants cannot acquire emotions and memories in their Revenant state however, many old Primal Revenants have experienced a lot.
{{Proficiency}}
{{Proficiency}}

Latest revision as of 20:59, 13 March 2024

The Ability and Proficiency System
This page involves the Abilities and Proficiency system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page. To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page. To see an indexed list of all Abilities, read the Ability List Page.

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 a source of healing, but can be costly near the end of fights.

Theurgy Point Buy Rules

  • In order to Point Buy any Packs from Theurgy Point Buy, the Character must be a devout worshiper of any Religion.
  • Theurgy Point Buy derives its power from the Gods, so it is considered God Magic, and not Planar Magic.
  • Theurgy Point Buy can, however, be treated as Planar Magic, for religions that favor Planar Magic, or for Characters who can't/won't mix God & Planar Magic.
  • The above rule is "all or nothing" meaning Theurgy Point Buy Packs must be All God Magic, or All Planar Magic.
  • Theurgy Point Buy should generally have aesthetics of rituals, blood magic/sacrifice, and works best with the aesthetics of the following Religions: Evolism and Pagan Faiths.

Stance Ability

The Hex Stance Stance Ability is required for all Theurgy Point Buy Abilities. This Ability cannot be point bought, but is included for free as long as at least one Theurgy Point Buy Pack has been purchased. This Ability does not do much besides enable further Theurgy Abilities, while adding some baseline buffs. As a general ground rule. Stances cannot be Countered, Prevented, Cancelled, or interrupted in any way. Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.

Hex Stance Pack

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

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

Grants the user Hex Stance

N/A

Theurgy Point Buy Packs

Hex Doom Pack

This pack is for cultists who want to curse themselves, and their enemies, making the both of them suffer.

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

Grants the user Hex Doom

N/A

Hex Plot Pack

This pack is for cultists who want to mitigate any damage they may do to themselves with their rituals and spells.

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 is for cultists who want to punish enemies that interfere with their magic and rituals, disorienting them.

Ability Name Ability Type Ability Range Ability Description Modifiers
Hex Aura Passive Power 5 Blocks

Grants the user Hex Aura

N/A

Hex Madness Pack

This pack is for cultists who want to turn their enemies against one each other with corruptive magic.

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

Grants the user Hex Madness

N/A

Hex Bloodlet Pack

This pack is for cultists who want to use the blood of their enemies to empower themselves.

Ability Name Ability Type Ability Range Ability Description Modifiers
Hex Bloodlet Instant Power Self

Grants the user Hex Bloodlet

N/A

Hex Parasite Pack

This pack is for cultists who want to steal their enemies' boons and buffs, allowing them to benefit from them, too.

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 is for the gracious cultists who help their allies strike true.

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

Grants the user Hex Guide

N/A

Hex Apocalypse Pack

This pack is for cultists who seal off all of their magic and rituals, in exchange for an explosive boost of power, that also eats away at their health.

Ability Name Ability Type Ability Range Ability Description Modifiers
Hex Apocalypse Instant Power Self

Grants the user Hex Apocalypse

N/A