- Recalculated races Palorthin
Archived Changes for Spells (269 total)
| ID | Target Collection | Target | Change Type | Status | Changes | Reason | Time | User |
|---|---|---|---|---|---|---|---|---|
| 692637a327191acdaa7dc953 | spells | Odirile's Mass Message | Update | Approved |
Creator:
None
→
Odirile
|
None | mykonos_ | |
| 6926379627191acdaa7dc951 | spells | Odirile's Mass Message | Add | Approved |
Name:
None →
Odirile's Mass Message
Complexity:
None →
Improbable
Cast Time:
None →
Ritual
Initial Cost:
None →
7
Usable By:
None →
Either
Hidden:
None →
0
Effect:
None →
This spell can be cast to allow a single diplomatic mech RP to interact with a known nation at any distance. Increase the cost of this mech-rp by 1 for every 3 hexes they are outside of your diplomatic range.
Alternatively, this spell may be cast to create a global event.
This global event is subject to additional costs based on RP mod digression, including but not limited to:
- Increased complexity
- Increased casting cost
- Increased upkeep
- A quest
- A progress quest
- Anything else the RP mod can come up with
The base cost when casting this spell to create a global event is increased by 3 each time it is used to do so during an era.
Creator:
None
→
None
|
mykonos_ | ||
| 6920c0a19352f26bbc9d3ca5 | spells | Paul's Death's Wind | Update | Approved |
Usable By:
Either →
Characters
|
None | mykonos_ | |
| 6920c0619352f26bbc9d3ca4 | spells | Paul's Death's Wind | Update | Approved |
Effect:
If successful, the caster gains the following bonuses while the spell is maintained:
- Gains a +2 misc bonus to all mech-rps and event rolls.
- Once per session they may sacrifice a health state to re-roll a roll per the Foresight rules.
- The leader ignores the negative stat penalty from lost health states, but suffers double death chance overall.
Rather than paying the upkeep cost of the spell, the owner may instead sacrifice themselves to pass it onto the heir.
If this spell ends, or an attempt to mitigate it occurs, the caster dies. →
If successful, the caster gains the following bonuses while the spell is maintained:
- Gains a +2 misc bonus to all mech-rps and event rolls.
- Once per session they may sacrifice a health state to re-roll a roll per the Foresight rules.
- The leader ignores the negative stat penalty from lost health states, but suffers double death chance overall.
Rather than paying the upkeep cost of the spell, the owner may instead sacrifice themselves to pass it onto the heir.
If this spell ends, or an attempt to mitigate its downsides occurs by the caster or their allies, the caster dies.
|
None | mykonos_ | |
| 6920bff29352f26bbc9d3ca3 | spells | Paul's Death's Wind | Update | Approved |
Effect:
If successful, the caster gains the following bonuses while the spell is maintained:
- Increases all stats by 2, adhering to the +6 cap
- Once per session they may sacrifice a health state to re-roll a roll per the Foresight rules.
- The leader ignores the negative stat penalty from lost health states, but suffers double death chance overall.
Rather than paying the upkeep cost of the spell, the owner may instead sacrifice themselves to pass it onto the heir.
If this spell ends, or an attempt to mitigate it occurs, the caster dies. →
If successful, the caster gains the following bonuses while the spell is maintained:
- Gains a +2 misc bonus to all mech-rps and event rolls.
- Once per session they may sacrifice a health state to re-roll a roll per the Foresight rules.
- The leader ignores the negative stat penalty from lost health states, but suffers double death chance overall.
Rather than paying the upkeep cost of the spell, the owner may instead sacrifice themselves to pass it onto the heir.
If this spell ends, or an attempt to mitigate it occurs, the caster dies.
|
None | mykonos_ | |
| 6920bf499352f26bbc9d3ca2 | spells | Paul's Death's Wind | Update | Approved |
Effect:
If successful, the caster gains the following bonuses while the spell is maintained:
- Increases all stats by 2, adhering to the +6 cap
- Once per session they may sacrifice a health state to re-roll a roll per the Foresight rules.
- The leader ignores the negative penalty from lost health states, but suffers double death chance overall.
Rather than paying the upkeep cost of the spell, the owner may instead sacrifice themselves to pass it onto the heir.
If this spell ends, or an attempt to mitigate it occurs, the caster dies. →
If successful, the caster gains the following bonuses while the spell is maintained:
- Increases all stats by 2, adhering to the +6 cap
- Once per session they may sacrifice a health state to re-roll a roll per the Foresight rules.
- The leader ignores the negative stat penalty from lost health states, but suffers double death chance overall.
Rather than paying the upkeep cost of the spell, the owner may instead sacrifice themselves to pass it onto the heir.
If this spell ends, or an attempt to mitigate it occurs, the caster dies.
|
None | mykonos_ | |
| 6920bdf19352f26bbc9d3ca1 | spells | Paul's Death's Wind | Update | Approved |
Effect:
If successful, the caster gains the following bonuses while the spell is maintained:
- Increases all stats by 2, adhering to the +6 cap
- Once per session they may sacrifice a health state to re-roll a roll per the Foresight rules.
- The leader ignores the negative penalty from lost health states, but suffers double death chance overall.
Rather than paying the upkeep cost of the spell, the owner may instead sacrifice themself to pass it onto the heir.
If this spell ends, or an attempt to mitigate it occurs, the caster dies. →
If successful, the caster gains the following bonuses while the spell is maintained:
- Increases all stats by 2, adhering to the +6 cap
- Once per session they may sacrifice a health state to re-roll a roll per the Foresight rules.
- The leader ignores the negative penalty from lost health states, but suffers double death chance overall.
Rather than paying the upkeep cost of the spell, the owner may instead sacrifice themselves to pass it onto the heir.
If this spell ends, or an attempt to mitigate it occurs, the caster dies.
|
None | mykonos_ | |
| 6920bd989352f26bbc9d3c9f | spells | Paul's Death's Wind | Add | Approved |
Name:
None →
Paul's Death's Wind
Complexity:
None →
Very Hard
Cast Time:
None →
Ritual
Initial Cost:
None →
8
Upkeep Cost:
None →
4
Usable By:
None →
Either
Hidden:
None →
0
Effect:
None →
If successful, the caster gains the following bonuses while the spell is maintained:
- Increases all stats by 2, adhering to the +6 cap
- Once per session they may sacrifice a health state to re-roll a roll per the Foresight rules.
- The leader ignores the negative penalty from lost health states, but suffers double death chance overall.
Rather than paying the upkeep cost of the spell, the owner may instead sacrifice themself to pass it onto the heir.
If this spell ends, or an attempt to mitigate it occurs, the caster dies.
Creator:
None
→
None
|
mykonos_ | ||
| 69037c52eceaa5c8be75fd12 | spells | The Archmagi's Lament | Update | Approved |
Effect:
Once this spell begins, it cannot be willingly ended by the caster under any circumstance, and any attempt to work around this will result in horrendous consequences.
If successful, and for a period of three sessions are elapsed, a contest will occur between a target nation and the caster, which may not be rerolled under any circumstance, using both’s highest stat; this occurs at the end of each session.
For every successful cast, after the three sessions, one of the below bonuses chosen may apply (this goes for both sides), then the spell ends:
- The nation suffers an abysmal civil war event, of which they suffer a -4 penalty on.
- The nation has all districts or cities sacked, with the resources going no where.
- The nation has 1d4 pops die.
At the end of the three session period, the caster suffers 20 infamy for every effect they successfully applied.
This spell may be paid for in parts, with a minimum of 5 of the cost being paid for each session.
Once any amount of magic is placed into this spell, it's casting becomes public automatically; any attempt to circumvent this will result in horrendous consequences for the caster.
The cost of this spell increases by 20 each time it is cast by you during an era. →
Once this spell begins, it cannot be willingly ended by the caster under any circumstance, and any attempt to work around this will result in horrendous consequences.
If successful, and for a period of three sessions are elapsed, a contest will occur between a target nation and the caster, which may not be rerolled under any circumstance, using both’s highest stat; this occurs at the end of each session.
For every successful cast, after the three sessions, one of the below bonuses chosen may apply (this goes for both sides), then the spell ends:
- The nation suffers an abysmal civil war event, of which they suffer a -4 penalty on.
- The nation has all districts or cities sacked, with the resources going no where.
- The nation has 1d4 pops die.
Once applied a penalty may not be used by the other side.
At the end of the three session period, the caster suffers 20 infamy for every effect they successfully applied.
This spell may be paid for in parts, with a minimum of 5 of the cost being paid for each session.
Once any amount of magic is placed into this spell, it's casting becomes public automatically; any attempt to circumvent this will result in horrendous consequences for the caster.
The cost of this spell increases by 20 each time it is cast by you during an era.
|
None | mykonos_ | |
| 69037886eceaa5c8be75fd10 | spells | The Archmagi's Lament | Update | Approved |
Effect:
Once this spell begins, it cannot be willingly ended by the caster under any circumstance, and any attempt to work around this will result in horrendous consequences.
If successful, and for a period of three sessions are elapsed, a contest will occur between a target nation and the caster, which may not be rerolled under any circumstance, using both’s highest stat; this occurs at the end of each session.
For every successful cast, after the three sessions, one of the below bonuses chosen may apply (this goes for both sides), then the spell ends:
- The nation suffers a civil war event, of which they suffer a -4 penalty on.
- The nation has all districts or cities sacked, with the resources going no where.
- The nation has 1d4 pops die.
At the end of the three session period, the caster suffers 20 infamy for every effect they successfully applied.
This spell may be paid for in parts, with a minimum of 5 of the cost being paid for each session.
Once any amount of magic is placed into this spell, it's casting becomes public automatically; any attempt to circumvent this will result in horrendous consequences for the caster.
The cost of this spell increases by 20 each time it is cast by you during an era. →
Once this spell begins, it cannot be willingly ended by the caster under any circumstance, and any attempt to work around this will result in horrendous consequences.
If successful, and for a period of three sessions are elapsed, a contest will occur between a target nation and the caster, which may not be rerolled under any circumstance, using both’s highest stat; this occurs at the end of each session.
For every successful cast, after the three sessions, one of the below bonuses chosen may apply (this goes for both sides), then the spell ends:
- The nation suffers an abysmal civil war event, of which they suffer a -4 penalty on.
- The nation has all districts or cities sacked, with the resources going no where.
- The nation has 1d4 pops die.
At the end of the three session period, the caster suffers 20 infamy for every effect they successfully applied.
This spell may be paid for in parts, with a minimum of 5 of the cost being paid for each session.
Once any amount of magic is placed into this spell, it's casting becomes public automatically; any attempt to circumvent this will result in horrendous consequences for the caster.
The cost of this spell increases by 20 each time it is cast by you during an era.
|
None | mykonos_ |