Archived Changes for Spells (155 total)
ID | Target Collection | Target | Change Type | Status | Changes | Reason | Time | User |
---|---|---|---|---|---|---|---|---|
681ada59fbd7be29685c558d | spells | Flamme's Hindsight | Update | Approved |
Cast Time:
Ritual →
Instant
|
2025-05-07 03:58:17.024000 | juggernacht | |
681ada0efbd7be29685c558b | spells | Flamme's Hindsight | Add | Approved |
Name:
None →
Flamme's Hindsight
Complexity:
None →
Very Hard
Cast Time:
None →
Ritual
Initial Cost:
None →
4
Usable By:
None →
Either
Effect:
None →
If successful, reroll a failed check involving a d20.
If the original roll was a natural one, double the initial cost.
If cast by nation magic, suffer -2 temporary karma for every 1 the caster misses the DC, in either directions.
If cast by character magic, caster suffers a 10% chance to reduce their magic attribute for every 1 the caster misses the DC, in either directions.
If the above downsides are mitigated in any sense, increase the base cost and complexity by 2.
Creator:
None
→
None
|
2025-05-07 03:57:02.091000 | mykonos_ | |
681ad9b3fbd7be29685c5589 | spells | Heal | Add | Approved |
Name:
None →
Heal
Complexity:
None →
Average
Cast Time:
None →
Ritual
Initial Cost:
None →
3
Usable By:
None →
Either
Effect:
None →
If successful, raise the health condition of a chosen character by one.
This cannot be used to resurrect a deceased character, and increases in cost by one each time it is successfully cast on the same character.
Alternatively, this may be cast as a war spell, causing a chosen unit to regain a quarter of their max HP, rounded up. This may only be used on the same unit once per war session.
Creator:
None
→
None
|
2025-05-07 03:55:31.423000 | mykonos_ | |
681ad965fbd7be29685c5587 | spells | Haste | Add | Approved |
Name:
None →
Haste
Complexity:
None →
Average
Cast Time:
None →
War
Initial Cost:
None →
3
Usable By:
None →
Characters
Effect:
None →
If successful, a unit of your choice has their speed increased by half, rounded up. Additionally, they gain a +1 to Attack. This lasts until the end of the war session, and does not stack.
Increase the cost of this spell by one each time it is cast during the same war session.
Creator:
None
→
None
|
2025-05-07 03:54:13.902000 | mykonos_ | |
681ad901fbd7be29685c5585 | spells | Foresight | Add | Approved |
Name:
None →
Foresight
Complexity:
None →
Hard
Cast Time:
None →
Ritual
Initial Cost:
None →
5
Usable By:
None →
Either
Effect:
None →
If successful, you may request a moderator re-roll any d20 roll, once, during the session in which you cast this spell, and take the desired result.
If this re-roll is not used during that session, it does not carry over to the next.
Foresight cannot be used to reroll natural 1's.
Creator:
None
→
None
|
2025-05-07 03:52:33.651000 | mykonos_ | |
681ad8d4fbd7be29685c5583 | spells | Flamme's Field of Blue Flowers | Add | Approved |
Name:
None →
Flamme's Field of Blue Flowers
Complexity:
None →
Easy
Cast Time:
None →
Ritual
Initial Cost:
None →
1
Usable By:
None →
Either
Effect:
None →
You summon a field of Blue Flowers, which produces an insignificant magical effect.
Creator:
None
→
None
|
2025-05-07 03:51:48.229000 | mykonos_ | |
681ad8affbd7be29685c5581 | spells | Yseult's Entangle | Add | Approved |
Name:
None →
Yseult's Entangle
Complexity:
None →
Easy
Cast Time:
None →
War
Initial Cost:
None →
2
Usable By:
None →
Either
Effect:
None →
If successful, a unit of your choice has their speed reduced by 3, to a minimum of 0. Additionally, they suffer a -1 to Defense. This lasts until the end of the affected unit's turn.
This does not stack and cannot happen again to a unit who has already been affected by Entangle during that same war session.
Creator:
None
→
None
|
2025-05-07 03:51:11.622000 | mykonos_ | |
681ad87cfbd7be29685c557f | spells | Qophelo's Enrich Leyline | Add | Approved |
Name:
None →
Qophelo's Enrich Leyline
Complexity:
None →
Very Hard
Cast Time:
None →
Ritual
Initial Cost:
None →
12
Usable By:
None →
Nations
Effect:
None →
If successful, increase the progress of a Magic Node creation quest by 2, then an additional 2 per 5 you exceed the DC.
This does prevent the caster from attempting a mech-rp to create a Magic Node that session.
Additionally, any progress that exceeds what is needed to create a Magic Node rolls over into the creation of another one.
A Magic Node creation quest may only benefit from this once per session.
Any Magic Node that is created with any use of this spell is placed at admin discretion at a location somewhere within two hexes of the nation and any preexisting magic nodes, should they exist.
Creator:
None
→
None
|
2025-05-07 03:50:20.668000 | mykonos_ | |
681ad843fbd7be29685c557d | spells | Salphaxia's Duplicate | Add | Approved |
Name:
None →
Salphaxia's Duplicate
Complexity:
None →
Easy
Cast Time:
None →
Ritual
Initial Cost:
None →
6
Upkeep Cost:
None →
1
Usable By:
None →
Characters
Effect:
None →
If successful, the caster may create a duplicate of themselves. This duplicate shares their Rulership and Cunning, however all their other attributes are reduced by half, rounded down.
After creation, their attributes are no longer shared.
The player of the caster may choose to also play this character, but with only 1 mech-rp.
If the duplicate were to attempt to cast any spell, or equip an artifact, they are instantly destroyed.
If the duplicate is killed, the original caster suffers the loss of one health state.
Only one duplicate of a character may exist at a time, and never of a duplicate.
The upkeep cost of this spell increases by one for each session it is alive.
Creator:
None
→
Salphaxia
|
2025-05-07 03:49:23.622000 | mykonos_ | |
681ad7e2fbd7be29685c557b | spells | Dispel | Add | Approved |
Name:
None →
Dispel
Complexity:
None →
Easy
Cast Time:
None →
Instant
Initial Cost:
None →
4
Usable By:
None →
Either
Effect:
None →
If successful, contesting magic checks are made between the two affected characters. If successful once again, the target spell fails.
If either character exceeds the other by 5 or more, the character who failed suffers a Magical Malfunction.
If the Initial Cost of Dispel is less than half the Initial Cost of the spell it is countering, rounded up, increase it to that amount.
Dispel may also be cast on spells that already exist, and need to be maintained.
Dispel may only be used to prevent the casting of a spell that does not already exist once. More can be cast after the effects of the original spell are triggered, if those effects last.
Creator:
None
→
None
|
2025-05-07 03:47:46.655000 | mykonos_ |