Theurgy Point Buy

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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.

Free Theurgy Packs

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.

Spirit Form Pack

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.

Bidden Summoning Pack

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.

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

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.

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

This Pack grants two Link Powers of which the host can only use one at a time.

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

Grants the user Sapper Hex

N/A
Tiring Hex Link Power Emote Range

Grants the user Tiring Hex

N/A

Spirit Weapon 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.

  • 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.
  • 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:
Ability Name Ability Type Ability Range Ability Description Modifiers
Weapon Summon Summon Power Self

Grants the user Weapon Summon

Theurgy Modifier

Spirit Anchor Pack

This pack grants the following Ability:

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

Grants the user Anchoring Hex

N/A

Spirit Vendetta Pack

This pack grants the following Ability:

Ability Name Ability Type Ability Range Ability Description Modifiers
Bonded Fate Counter Power Emote Range

Grants the user Bonded Fate

N/A

Spirit Parasite Pack

This pack grants the following Ability:

Ability Name Ability Type Ability Range Ability Description Modifiers
Life Leech Link Power 10 Blocks

Grants the user Life Leech

N/A

Spirit Thief Pack

This pack grants the following Ability:

Ability Name Ability Type Ability Range Ability Description Modifiers
Strength Snare Counter Power Emote Range

Grants the user Strength Snare

N/A

Spirit Enfeeblement Pack

This pack grants the following Ability:

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

Grants the user Rusting Hex

N/A

Spirit Deflection Pack

This pack grants the following Ability:

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

Grants the user Deflection Hex

N/A

Spirit Tether Pack

This pack grants the following Ability:

Ability Name Ability Type Ability Range Ability Description Modifiers
Body Tether Link Power 10 Blocks

Grants the user Body Tether

N/A

Spirit Anti-Faith Pack

This pack grants the following Ability:

Ability Name Ability Type Ability Range Ability Description Modifiers
Rebuke Faith Counter Power Emote Range

Grants the user Rebuke Faith

Theurgy Modifier

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.