Archived Changes for Spells (269 total)

ID Target Collection Target Change Type Status Changes Reason Time User
68d6006b039af58078dfa4f2 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. → 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.
None mykonos_
68d2fa0416e1d1b692ffc539 spells Salphaxia's Duplicate Update Approved
Effect:
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 and no progress quest slots. 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. → If successful, the caster may create a duplicate of themselves. This duplicate shares all attributes, with all being 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 and no progress quest slots. 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.
None mykonos_
68d1d7a1f543357b045e93a3 spells Elisho's Dark Heavenly Spear Update Approved
Effect:
If successful, target unit (including the ruler unit) gains the following effects during their next war, at the end of which this spell disappears: - Increase damage by 2 - Increase range by 1 - Gain +4 Attack (exceeds +4 cap) - Gain the Magical special trait - Each time this unit loses morale or HP, there is a 25% chance the unit cannot act during its owner's next turn, this is doubled if the unit is currently at or below half it's maximum HP, rounded up. → If successful, target unit with HP and Morale, (including the ruler unit) gains the following effects during their next war, at the end of which this spell disappears: - Increase damage by 2 - Increase range by 1 - Gain +4 Attack (exceeds +4 cap) - Gain the Magical special trait - Each time this unit loses morale or HP, there is a 25% chance the unit cannot act during its owner's next turn, this is doubled if the unit is currently at or below half it's maximum HP, rounded up.
None mykonos_
68d0b50f069fd1459f581d77 spells Elisho's Dark Heavenly Spear Update Approved
Effect:
If successful, target unit (including the ruler unit) gains the following effects during their next war, at the end of which this spell disappears: - Increase damage by 2 - Increase range by 1 - Gain +4 Attack (exceeds +4 cap) - Gain the Magical special trait - Each time this unit loses morale or HP, there is a 20% chance the unit is instantly destroyed. → If successful, target unit (including the ruler unit) gains the following effects during their next war, at the end of which this spell disappears: - Increase damage by 2 - Increase range by 1 - Gain +4 Attack (exceeds +4 cap) - Gain the Magical special trait - Each time this unit loses morale or HP, there is a 25% chance the unit cannot act during its owner's next turn, this is doubled if the unit is currently at or below half it's maximum HP, rounded up.
None mykonos_
68d04019069fd1459f581c4a spells Curse Update Approved
Effect:
If successful, you may designate one character or nation to bestow negative effects upon. You may request specific effects, or leave the consequences up to the moderator; if the desired curse is random, its strength increases by one tier. The complexity, and cost of the spell depends on the scope of the desired effect, following the below list: Minor Curse (4 MP, 1 Upkeep, Average) - A minor baneful effect such as the continuous loss of two food a session, having to reroll a random mech-rp each session, or suffering a -1 Attack OR Defense during all wars. Moderate Curse (8 MP, 2 Upkeep, Hard) - A moderate baneful effect such as the loss of an artifact slot, all Harvesters reducing their production by 1, or all units reducing their morale by one during wars. Major Curse (12 MP, 3 Upkeep, Very Hard) - A major baneful effect such as doubling pop Food consumption, having all rulers turn their strength attributes into weaknesses, or reducing the damage and retaliation damage of all units by one during wars. Terrible Curse (16 MP, 4 Upkeep, Improbable) - A terrible baneful effect such as removing the Harvester and Miner job, the inability to gain stability, or reducing the HP of all units by half during wars. Only one curse may affect the same nation / character at a time. → If successful, you may designate one character or nation to bestow negative effects upon. You may request specific effects, or leave the consequences up to the moderator; if the desired curse is random, its strength increases by one tier. The complexity, and cost of the spell depends on the scope of the desired effect, following the below list: Minor Curse (4 MP, 1 Upkeep, Average) - A minor baneful effect such as the continuous loss of two food a session, having to reroll a random mech-rp each session, or suffering a -1 Attack OR Defense during all wars. Moderate Curse (8 MP, 2 Upkeep, Hard) - A moderate baneful effect such as the loss of an artifact slot, all Harvesters reducing their production by 1, or all units reducing their morale by one during wars. Major Curse (12 MP, 3 Upkeep, Very Hard) - A major baneful effect such as doubling pop Food consumption, having all rulers turn their strength attributes into weaknesses, or reducing the damage and retaliation damage of all units by one during wars. Terrible Curse (16 MP, 4 Upkeep, Improbable) - A terrible baneful effect such as removing the Harvester and Miner job, the inability to gain stability, or reducing the HP of all units by half during wars. Only one curse may affect the same nation / character at a time. The strongest curse takes precedent. If two curses of the same tier are cast on the same nation / character, a contested magic check occurs to see which one stays.
None juggernacht
68cdb7db823b271c3d35598c spells Elisho's Dark Heavenly Spear Update Approved
Effect:
If successful, target unit (including the ruler unit) gains the following effects during their next war, at the end of which this spell disappears: - Increase damage by 2 - Increase range by 1 - Gain +4 Attack (exceeds +4 cap) - Each time this unit loses morale or HP, there is a 20% chance the unit is instantly destroyed. → If successful, target unit (including the ruler unit) gains the following effects during their next war, at the end of which this spell disappears: - Increase damage by 2 - Increase range by 1 - Gain +4 Attack (exceeds +4 cap) - Gain the Magical special trait - Each time this unit loses morale or HP, there is a 20% chance the unit is instantly destroyed.
None mykonos_
68cdacaa823b271c3d35598a spells Elisho's Dark Heavenly Spear Add Approved
Name:
None → Elisho's Dark Heavenly Spear
Complexity:
None → Impossible
Cast Time:
None → Ritual
Initial Cost:
None → 12
Upkeep Cost:
None → 2
Usable By:
None → Either
Hidden:
None → 0
Effect:
None → If successful, target unit (including the ruler unit) gains the following effects during their next war, at the end of which this spell disappears: - Increase damage by 2 - Increase range by 1 - Gain +4 Attack (exceeds +4 cap) - Each time this unit loses morale or HP, there is a 20% chance the unit is instantly destroyed.
Creator:
None → None
mykonos_
68cc2aec919473d5ed9c0e2a spells Foresight Update Approved
Effect:
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. You cannot cast Foresight to reroll a check that was already rolled. You may only have one Foresight at a time. → 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. You cannot cast Foresight to reroll a check that was already rolled. A single Mech RP can only gain the benefits of a foresight spell once.
None mykonos_
68b2807c4207a69e3f72b57a spells Elisho's Barrier Update Approved
None mykonos_
68b280454207a69e3f72b579 spells Elisho's Barrier Update Approved
Effect:
If successful, the caster may increase the DC needed to cause any harm to them or their artifacts by half the amount of magic points spent on casting this spell, rounded up. Additionally, this spell causes an opponent which has forced a duel as part of an assassination to suffer a penalty to all their rolls equal to half the amount of magic points spent, rounded up. The upkeep cost of this spell is equal to a quarter of the number of points spent, rounded down, to a minimum of 1. Alternatively, this spell may be cast on a unit at the start of a war session as a war spell, increasing their HP equal to the amount of magic points spent; up to a maximum of half their base HP, rounded up. This "Barrier" HP cannot be restored by any means, and disappears at the end of the war session. → If successful, the caster may increase the DC needed to cause any harm to them or their artifacts by half the amount of magic points spent on casting this spell, rounded up. Additionally, this spell causes an opponent which has forced a duel as part of an assassination attempt to suffer a penalty to all their rolls equal to half the amount of magic points spent, rounded up. The upkeep cost of this spell is equal to a quarter of the number of points spent, rounded down, to a minimum of 1. Alternatively, this spell may be cast on a unit at the start of a war session as a war spell, increasing their HP equal to the amount of magic points spent; up to a maximum of half their base HP, rounded up. This "Barrier" HP cannot be restored by any means, and disappears at the end of the war session.
None mykonos_