Archived Changes for Spells (269 total)
| ID | Target Collection | Target | Change Type | Status | Changes | Reason | Time | User |
|---|---|---|---|---|---|---|---|---|
| 68ec07f4a8271838e4e14e3e | spells | Odirile's Essence Conversion | Update | Approved |
Upkeep Cost:
3 →
2
Effect:
If successful, a target node within your nation begins to transform into a Magic Node. It will automatically turn into a Magic Node after it receives Magic Points equal to the amount of progress it would take to make a Magic Node. The upkeep of the spell paid while it is transforming, and its initial cost does go into this progress requirement.
The original node may not be used, or benefitted from in any way while it is being transformed.
You may not put additional magic into the pool, and must wait until the upkeep for the spell finishes the node.
(Ex: When turning a Wood node into a Magic Node (-/18 progress), 6 Nation Magic is already placed into the pool, meaning that it will take four sessions of upkeep for the node to transform.
Once the node is transformed, the spell ends.
Only one Essence Conversion spell may be upkept at a time. →
If successful, a random non-research node within your nation begins to transform into a Magic Node. It will automatically turn into a Magic Node after it receives Magic Points equal to half the amount of progress it would take to make a Magic Node, rounded up. The upkeep of the spell paid while it is transforming, and its initial cost does go into this progress requirement.
The original node may not be used, or benefitted from in any way while it is being transformed.
You may not put additional magic into the pool, and must wait until the upkeep for the spell finishes the node.
(Ex: When turning a Wood node into a Magic Node (-/10 progress), 6 Nation Magic is already placed into the pool, meaning that it will take two sessions of upkeep for the node to transform.
Once the node is transformed, the spell ends.
Only one Essence Conversion spell may be upkept at a time.
|
None | mykonos_ | |
| 68ec0518a8271838e4e14e35 | spells | Odirile's Essence Conversion | Add | Approved |
Name:
None →
Essence Conversion
Complexity:
None →
Improbable
Cast Time:
None →
Ritual
Initial Cost:
None →
6
Upkeep Cost:
None →
3
Usable By:
None →
Nations
Hidden:
None →
0
Effect:
None →
If successful, a target node within your nation begins to transform into a Magic Node. It will automatically turn into a Magic Node after it receives Magic Points equal to the amount of progress it would take to make a Magic Node. The upkeep of the spell paid while it is transforming, and its initial cost does go into this progress requirement.
The original node may not be used, or benefitted from in any way while it is being transformed.
You may not put additional magic into the pool, and must wait until the upkeep for the spell finishes the node.
(Ex: When turning a Wood node into a Magic Node (-/18 progress), 6 Nation Magic is already placed into the pool, meaning that it will take four sessions of upkeep for the node to transform.
Once the node is transformed, the spell ends.
Only one Essence Conversion spell may be upkept at a time.
Creator:
None
→
None
|
mykonos_ | ||
| 68e161796663d471528e9da1 | spells | Shadow Strangulation | Update | Approved |
Effect:
If successful, target character is forced to make a contested Prowess check versus the caster's Magic. If the caster is successful, the target character loses one health state. If the target character succeeds their Prowess check, the spell ends.
This repeats at the start of each session if the spell is maintained.
Increase the base cost and upkeep of the spell by 1 when casting it on immortal characters.
→
If successful, target character is forced to make a contested Prowess check versus the caster's Magic. If the caster is successful, the target character loses one health state. If the target character succeeds their Prowess check, the spell ends.
This repeats at the start of each session if the spell is maintained.
Increase the base cost and upkeep of the spell by 1 when casting it on immortal characters.
|
None | mykonos_ | |
| 68e1609f6663d471528e9d9f | spells | Eavesdropping Darkness | Add | Approved |
Name:
None →
Eavesdropping Darkness
Complexity:
None →
Hard
Cast Time:
None →
Ritual
Initial Cost:
None →
6
Upkeep Cost:
None →
2
Usable By:
None →
Either
Hidden:
None →
0
Effect:
None →
If successful, and while upkept, gain advantage on all contested Cunning checks made to resist ambush, or secret-rp.
Creator:
None
→
None
|
mykonos_ | ||
| 68e1601b6663d471528e9d9d | spells | Shadow Strangulation | Add | Approved |
Name:
None →
Shadow Strangulation
Complexity:
None →
Very Hard
Cast Time:
None →
Ritual
Initial Cost:
None →
8
Upkeep Cost:
None →
2
Usable By:
None →
Either
Hidden:
None →
0
Effect:
None →
If successful, target character is forced to make a contested Prowess check versus the caster's Magic. If the caster is successful, the target character loses one health state. If the target character succeeds their Prowess check, the spell ends.
This repeats at the start of each session if the spell is maintained.
Increase the base cost and upkeep of the spell by 1 when casting it on immortal characters.
Creator:
None
→
None
|
mykonos_ | ||
| 68df3b6d5803d762940ecb3a | spells | Garthak's Gravity Rune | Update | Approved |
Initial Cost:
4 →
6
|
None | docrm | |
| 68df22ed5803d762940ecb2c | spells | Garthak's Gravity Rune | Add | Approved |
Name:
None →
Gravity Rune
Complexity:
None →
Hard
Cast Time:
None →
War
Initial Cost:
None →
4
Upkeep Cost:
None →
0
Usable By:
None →
Nations
Hidden:
None →
0
Effect:
None →
Target a number of hexes equal to a quarter of the total roll, rounded up; these hexes cannot completely surround any district, city, wonder or capital. All units that enter these hexes lose all remaining speed, and suffer -2 Defense while inside.
Creator:
None
→
None
|
I said so also myko check this | docrm | |
| 68d6b44ba24d5f670e2f9205 | spells | Clairvoyance | Update | Approved |
Effect:
If successful, you may ask the moderator one piece of information about anything you are aware of. Depending on the level of success, you will receive more or less detailed information, detailed at the bottom of the spell. This info can be delivered privately if desired.
By increasing the cost of this spell to 6, and the complexity to Very Hard, Clairvoyance can be used to gleam information from the future, or to witness events taking place from afar.
0-4 over the DC: Vague, or otherwise cryptic answer.
5-9 over the DC: Slightly less vague, with a few facts or names.
10-19 over the DC: Far more clear, locations, exact names, and positions are given.
20+ over the DC: Fully clear, total answer is given to the caster with nothing left out. →
If successful, you may ask the moderator one piece of information about anything you are aware of. Depending on the level of success, you will receive more or less detailed information, detailed at the bottom of the spell. This info can be delivered privately if desired.
By increasing the cost of this spell to 6, and the complexity to Very Hard, Clairvoyance can be used to gleam information from the future, or to witness events currently taking place from afar.
This spell cannot be used to gain access to areas you could not otherwise reach, or to cast spells outside of your spell range.
0-4 over the DC: Vague, or otherwise cryptic answer.
5-9 over the DC: Slightly less vague, with a few facts or names.
10-19 over the DC: Far more clear, locations, exact names, and positions are given.
20+ over the DC: Fully clear, total answer is given to the caster with nothing left out.
|
None | mykonos_ | |
| 68d6b3dea24d5f670e2f9204 | spells | Clairvoyance | Update | Approved |
Effect:
If successful, you may ask the moderator one piece of information about anything you are aware of. Depending on the level of success, you will receive more or less detailed information. This info can be delivered privately if desired. →
If successful, you may ask the moderator one piece of information about anything you are aware of. Depending on the level of success, you will receive more or less detailed information, detailed at the bottom of the spell. This info can be delivered privately if desired.
By increasing the cost of this spell to 6, and the complexity to Very Hard, Clairvoyance can be used to gleam information from the future, or to witness events taking place from afar.
0-4 over the DC: Vague, or otherwise cryptic answer.
5-9 over the DC: Slightly less vague, with a few facts or names.
10-19 over the DC: Far more clear, locations, exact names, and positions are given.
20+ over the DC: Fully clear, total answer is given to the caster with nothing left out.
|
None | mykonos_ | |
| 68d60468039af58078dfa4f8 | spells | Flamme's Hindsight | Update | Approved |
Effect:
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.
A single Mech RP can only gain the benefits of a foresight spell once. →
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.
A single Mech RP can only gain the benefits of a hindsight spell once.
|
None | mykonos_ |