Change #69eae540f35d716c2b6a1ae3:
| Target: | Curse |
|---|---|
| Target Type: | spells |
| Status: | Approved |
| Approver: | mykonos_ |
| Time Implemented: | 2026-04-24 03:36:32.101000 |
| Changes: |
Effect:
If successful, you may designate one character or nation to bestow negative effects upon.
Only half of the desired effects occur immediately, with the other half occurring after 1d2 sessions fully elapse.
You may request specific effects, or leave the consequences up to the moderator; if the desired curse is random, decrease it's base cost by half.
For curses that effect military units, increase their base cost by 1 for every two units / one ruler unit they affect.
The complexity, and cost of the spell depends on the scope of the desired effect, following the below list:
Minor Curse (3 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 units suffering a -1 Attack OR Defense during wars.
Moderate Curse (6 MP, 2 Upkeep, Hard) - A moderate baneful effect such as the loss of an artifact slot, all Harvesters reducing their production by 1, or units reducing their morale by one during wars.
Major Curse (9 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 unit damage and retaliation damage by one during wars.
Terrible Curse (12 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 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. → If successful, you may designate one character or nation to bestow negative effects upon.
The effects do not occur immediately, and instead occur only after one full session elapses.
You may request specific effects, or leave the consequences up to the moderator; if the desired curse is random, decrease it's base cost by half.
For curses that effect military units, increase their base cost by 1 for every two units / one ruler unit they affect.
The complexity, and cost of the spell depends on the scope of the desired effect, following the below list:
Minor Curse (3 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 units suffering a -1 Attack OR Defense during wars.
Moderate Curse (6 MP, 2 Upkeep, Hard) - A moderate baneful effect such as the loss of an artifact slot, all Harvesters reducing their production by 1, or units reducing their morale by one during wars.
Major Curse (9 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 unit damage and retaliation damage by one during wars.
Terrible Curse (12 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 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.
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| Reason: | None |