Archived Changes (21008 total)
| ID | Target Collection | Target | Change Type | Status | Changes | Reason | Time | User |
|---|---|---|---|---|---|---|---|---|
| 69d908b4b9df54a295fd6c18 | spells | Qophelo's Enrich Leyline | Update | Approved |
Effect:
This spell may be cast on a progress quest that is being used to create a magic node.
If successful, an additional progress quest slot is created for the quest. This additional slot passively earns an amount of progress per session, chosen when the spell is cast, up to a maximum of +3 progress per session. This may not be increased via mech-rp.
Only one additional progress quest slot may exist from this spell at a time.
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.
Once the node is created, this spell may be automatically rolled into another progress quest to create an additional magic node.
The cost, complexity and upkeep of the spell is based on the below table.
- Cost 6, Upkeep 1, Hard | +1 Progress per session
- Cost 9, Upkeep 2, Very Hard | +2 Progress per session
- Cost 12, Upkeep 3, Improbable | +3 Progress per session → This spell may be cast on a progress quest that is being used to create a magic node, acting as a mech-rp used to increase progress per session.
Increase the cost of this spell by three for every progress per session the quest already has.
- Cost 9, (+1 Progress per session)
- Cost 12, (+2 Progress per session)
- Cost 15, (+3 Progress per session)
- Cost 18, (+4 Progress per session)
|
None | mykonos_ | |
| 69d9070bb9df54a295fd6c17 | spells | Blast | Update | Approved |
Effect:
A simple damaging spell, allows a character to use their Magic attribute for a single roll, instead of Prowess.
Alternatively, during a duel and for an increased cost of one, this spell may be used to replace any one secondary attribute (Prowess, Cunning or Strategy) with Magic.
This may be cast multiple times during a duel to replace other secondary attributes, but the cost increases by one each time. (3, then 4, then 5). → A simple damaging spell, allows a character to use their Magic attribute for a single roll, instead of Prowess.
Alternatively, during a duel and for an increased cost of one, this spell may be used to replace any one attribute roll (Prowess, Cunning or Strategy) with Magic; this is declared beforehand when informing the moderator what attributes you are using for your rolls.
This may be cast multiple times during a duel to replace other attributes, but the cost increases by one each time. (3, then 4, then 5).
|
None | mykonos_ | |
| 69d90684b9df54a295fd6c16 | spells | Amastan Adder's Stasis | Update | Approved |
Effect:
If successful, the caster can place another character under Stasis. A character in Stasis cannot be harmed, does not age, and cannot be played. When the spell ends, they are returned to their exact condition at the time the spell was cast.
If the target is unwilling, increase the cost by 2, and a contested magic check is made.
The spell ends of the target is affected in any way by an outside influence.
If this is cast during a war, or in a duel, increase the complexity and cost by two.
Upkeeping a character in Stasis over an Era transition consumes all character magic of the character upkeeping the spell, and requires a DC 20 Magic check.
Alternatively, this may be used to grant significantly increased chances of success when attempting to preserve something. → If successful, the caster can place another character under Stasis. A character in Stasis cannot be harmed, does not age, and cannot be played. When the spell ends, they are returned to their exact condition at the time the spell was cast.
If the target is unwilling, increase the cost by 5, and a contested magic check is made.
The spell ends of the target is affected in any way by an outside influence.
If this is cast during a war, or in a duel, increase the complexity and cost by two.
Upkeeping a character in Stasis over an Era transition consumes all character magic of the character upkeeping the spell, and requires a DC 20 Magic check.
Alternatively, this may be used to grant significantly increased chances of success when attempting to preserve something.
|
None | mykonos_ | |
| 69d9062fb9df54a295fd6c15 | spells | Nekreyn's Mana Shield | Update | Approved |
Effect:
If successful, a target character gains the effects of Mana Shield. A character under the effect of Mana Shield may substitute the loss of a health state with (5) character or nation magic points (must match whatever they are using to upkeep it). If multiple health states are lost, you must choose to substitute as many as possible with the magic points available.
Alternatively, rather than magically malfunctioning, they may substitute it with (5) character or nation magic points.
The current upkeep cost of the spell increases by 1 for every age it has been upkept.
The type of magic points spent cannot be split between nation and character. → If successful, a target character gains the effects of Mana Shield. A character under the effect of Mana Shield may substitute the loss of a health state with (5) character or nation magic points (must match whatever they are using to upkeep it). If multiple health states are lost, you must choose to substitute as many as possible with the magic points available.
Alternatively, rather than magically malfunctioning, they may substitute it with (6) character or nation magic points.
The current upkeep cost of the spell increases by 1 for every age it has been upkept.
The type of magic points spent cannot be split between nation and character.
|
None | mykonos_ | |
| 69d905f4b9df54a295fd6c14 | spells | Nekreyn's Mana Shield | Update | Approved |
Effect:
If successful, a target character gains the effects of Mana Shield. A character under the effect of Mana Shield may substitute the loss of a health state with (4) character or nation magic points (must match whatever they are using to upkeep it). If multiple health states are lost, you must choose to substitute all, if all can be paid for.
Alternatively, rather than magically malfunctioning, they may substitute it with (5) character or nation magic points.
The current upkeep cost of the spell increases by 1 for every age it has been upkept.
The type of magic points spent cannot be split, and must be one or the other. → If successful, a target character gains the effects of Mana Shield. A character under the effect of Mana Shield may substitute the loss of a health state with (5) character or nation magic points (must match whatever they are using to upkeep it). If multiple health states are lost, you must choose to substitute as many as possible with the magic points available.
Alternatively, rather than magically malfunctioning, they may substitute it with (5) character or nation magic points.
The current upkeep cost of the spell increases by 1 for every age it has been upkept.
The type of magic points spent cannot be split between nation and character.
|
None | mykonos_ | |
| 69d9053ab9df54a295fd6c10 | spells | Flamme's Hindsight | Update | Approved |
Effect:
If successful, reroll a failed check involving a d20; this may be done after the roll is made.
If the original roll was a natural one, double the initial cost.
If cast by nation magic, suffer -1 temporary karma for every 1 the caster misses the re-rolled check's DC, in either directions.
If cast by character magic, caster suffers a 10% chance to suffer a magical malfunction for every 1 the caster misses the re-rolled check's DC, in either directions; this may result in multiple malfunctions.
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. → If successful, reroll a failed check involving a d20; this may be done after the roll is made.
If the original roll was a natural one, double the initial cost.
If cast by nation magic, suffer -1 temporary karma for every 1 the caster misses the re-rolled check's DC, in either directions.
If cast by character magic, caster suffers a 10% chance to suffer a magical malfunction for every 1 the caster misses the re-rolled check's DC, in either directions; this may result in multiple malfunctions.
If the above downsides are mitigated in any sense, increase the base cost and complexity by 2.
A single roll can only gain the benefits of a Hindsight spell once.
|
None | mykonos_ | |
| 69d90518b9df54a295fd6c0f | spells | Flamme's Hindsight | Update | Approved |
Initial Cost:
4 → 5
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 re-rolled check's 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. → If successful, reroll a failed check involving a d20; this may be done after the roll is made.
If the original roll was a natural one, double the initial cost.
If cast by nation magic, suffer -1 temporary karma for every 1 the caster misses the re-rolled check's DC, in either directions.
If cast by character magic, caster suffers a 10% chance to suffer a magical malfunction for every 1 the caster misses the re-rolled check's DC, in either directions; this may result in multiple malfunctions.
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_ | |
| 69d90479b9df54a295fd6c0e | 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.
A single roll can only gain the benefits of a foresight spell once. → 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. You must declare that you are going to use the re-roll prior to the actual result itself.
If this re-roll is not used during that session, it does not carry over to the next.
Foresight cannot be used to re-roll natural 1's; in this case, the use is not wasted.
A single roll can only gain the benefits of a Foresight spell once.
|
None | mykonos_ | |
| 69d465608232aaecd3fba47b | nations | Usonia | Update | Approved |
Money:
5368 → 1368
|
Discord Message (1484767364653518918) | juggernacht | |
| 69c3468d637087ccbb982557 | nations | Usonia | Update | Approved |
Cities:
Added:
+
VCS-2
name:
VCS-2
type:
heritage
node:
""
wall:
""
Resource Storage:
food:
30 → 10
wood:
20 → 10
stone:
20 → 10
iron:
15 → 12
Land Units:
Ancient Civilian:
None → 0
Ancient Heavy Cavalry:
None → 0
Ancient Light Cavalry:
None → 0
Phantom:
None → 0
Auxiliary:
None → 0
Cavalry Archer:
None → 0
Chariot:
None → 0
Classical Civilian:
None → 0
Classical Heavy Cavalry:
None → 0
Classical Light Cavalry:
None → 0
Classical Light Infantry:
None → 0
Naval Units:
ancient_boarding_ship:
0 → None
ancient_elite_warship:
0 → None
ancient_missile_ship:
0 → None
ancient_transport_ship:
0 → None
classical_terrapin:
0 → None
classical_boarding_ship:
0 → None
classical_missile_ship:
0 → None
classical_scout_ship:
0 → None
classical_transport_ship:
0 → None
Support Units:
Tactician:
None → 0
|
City Discord Message (1484767364653518918) | capt.n1 |