Archived Changes for Spells (136 total)
| ID | Target Collection | Target | Change Type | Status | Changes | Reason | Time | User |
|---|---|---|---|---|---|---|---|---|
| 6a49bbf94923f9c2c07bbc95 | spells | Bo's Bless | Update | Approved |
Effect:
If successful, you may designate one character or nation to bestow positive effects upon, if this is cast and upkept by another caster other than themselves, reduce the upkeep of the spell by one.
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 blessing is random, decrease it's base cost to half, rounded up.
For blessings 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 Blessing (6 MP, 3 Upkeep, Average) - A minor positive effect such as +3 Food production, getting a free mech-rp re-roll each session, or units gaining a +1 Attack OR Defense during wars.
Moderate Blessing (9 MP, 4 Upkeep, Hard) - A moderate positive effect such as gaining 12 artifact safe slots, all Harvesters increasing their production by 1, or units increasing their morale by two during wars.
Major Blessing (12 MP, 5 Upkeep, Very Hard) - A major positive effect such as halving pop Food consumption, gaining the Venerable racial trait, or increasing unit damage and retaliation damage by one during wars.
Terrific Blessing (15 MP, 6 Upkeep, Improbable) - A terrific positive effect such doubling the production of a job, increasing stability gain cap by 100%, or increasing the HP of units by half during wars.
Only one Blessing may affect the same nation / character at a time. The strongest Blessing takes precedent. → If successful, you may designate one character or nation to bestow positive effects upon, if this is cast and upkept by another caster other than themselves, reduce the upkeep of the spell by one.
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 blessing is random, decrease it's base cost to half, rounded up.
For blessings 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 Blessing (6 MP, 3 Upkeep, Average) - A minor positive effect such as +3 Food production, getting a free mech-rp re-roll each session, or units gaining a +1 Attack OR Defense during wars.
Moderate Blessing (9 MP, 4 Upkeep, Hard) - A moderate positive effect such as gaining 12 artifact safe slots, all Harvesters increasing their production by 1, or units increasing their morale by two during wars.
Major Blessing (12 MP, 5 Upkeep, Very Hard) - A major positive effect such as halving pop Food consumption, gaining the Venerable racial trait, or increasing unit damage and retaliation damage by one during wars.
Terrific Blessing (15 MP, 6 Upkeep, Improbable) - A terrific positive effect such as all Researchers increasing their production by 1, increasing stability gain cap by 100%, or increasing the HP of units by half during wars.
Only one Blessing may affect the same nation / character at a time. The strongest Blessing takes precedent.
|
None | mykonos_ | |
| 6a49b9684923f9c2c07bbc91 | spells | Curse | Update | Approved |
Effect:
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 -3 Food production, 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 to 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 -3 Food production, 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.
|
None | mykonos_ | |
| 6a49b8b94923f9c2c07bbc90 | spells | Bo's Bless | Update | Approved |
Name:
Bless → Bo's Bless
Creator:
None
→
Bó Nei Lu
|
None | mykonos_ | |
| 6a49b85f4923f9c2c07bbc8f | spells | Curse | Update | Approved |
Effect:
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. → 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 -3 Food production, 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.
|
None | mykonos_ | |
| 6a49b8414923f9c2c07bbc8e | spells | Bo's Bless | Update | Approved |
Effect:
If successful, you may designate one character or nation to bestow positive effects upon, if this is cast and upkept by another caster other than themselves, reduce the upkeep of the spell by one.
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 blessing is random, decrease it's base cost to half, rounded up.
For blessings 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 Blessing (6 MP, 3 Upkeep, Average) - A minor positive effect such as +2 Food production, getting a free mech-rp re-roll each session, or units gaining a +1 Attack OR Defense during wars.
Moderate Blessing (9 MP, 4 Upkeep, Hard) - A moderate positive effect such as gaining 12 artifact safe slots, all Harvesters increasing their production by 1, or units increasing their morale by two during wars.
Major Blessing (12 MP, 5 Upkeep, Very Hard) - A major positive effect such as halving pop Food consumption, gaining the Venerable racial trait, or increasing unit damage and retaliation damage by one during wars.
Terrific Blessing (15 MP, 6 Upkeep, Improbable) - A terrific positive effect such doubling the production of a job, increasing stability gain cap by 100%, or increasing the HP of units by half during wars.
Only one Blessing may affect the same nation / character at a time. The strongest Blessing takes precedent. → If successful, you may designate one character or nation to bestow positive effects upon, if this is cast and upkept by another caster other than themselves, reduce the upkeep of the spell by one.
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 blessing is random, decrease it's base cost to half, rounded up.
For blessings 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 Blessing (6 MP, 3 Upkeep, Average) - A minor positive effect such as +3 Food production, getting a free mech-rp re-roll each session, or units gaining a +1 Attack OR Defense during wars.
Moderate Blessing (9 MP, 4 Upkeep, Hard) - A moderate positive effect such as gaining 12 artifact safe slots, all Harvesters increasing their production by 1, or units increasing their morale by two during wars.
Major Blessing (12 MP, 5 Upkeep, Very Hard) - A major positive effect such as halving pop Food consumption, gaining the Venerable racial trait, or increasing unit damage and retaliation damage by one during wars.
Terrific Blessing (15 MP, 6 Upkeep, Improbable) - A terrific positive effect such doubling the production of a job, increasing stability gain cap by 100%, or increasing the HP of units by half during wars.
Only one Blessing may affect the same nation / character at a time. The strongest Blessing takes precedent.
|
None | mykonos_ | |
| 6a49b8084923f9c2c07bbc8c | spells | Bo's Bless | Add | Approved |
Name:
None → Bless
Complexity:
None → Average
Cast Time:
None → Ritual
Initial Cost:
None → 6
Upkeep Cost:
None → 3
Usable By:
None → Either
Hidden:
None → 0
Effect:
None → If successful, you may designate one character or nation to bestow positive effects upon, if this is cast and upkept by another caster other than themselves, reduce the upkeep of the spell by one.
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 blessing is random, decrease it's base cost to half, rounded up.
For blessings 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 Blessing (6 MP, 3 Upkeep, Average) - A minor positive effect such as +2 Food production, getting a free mech-rp re-roll each session, or units gaining a +1 Attack OR Defense during wars.
Moderate Blessing (9 MP, 4 Upkeep, Hard) - A moderate positive effect such as gaining 12 artifact safe slots, all Harvesters increasing their production by 1, or units increasing their morale by two during wars.
Major Blessing (12 MP, 5 Upkeep, Very Hard) - A major positive effect such as halving pop Food consumption, gaining the Venerable racial trait, or increasing unit damage and retaliation damage by one during wars.
Terrific Blessing (15 MP, 6 Upkeep, Improbable) - A terrific positive effect such doubling the production of a job, increasing stability gain cap by 100%, or increasing the HP of units by half during wars.
Only one Blessing may affect the same nation / character at a time. The strongest Blessing takes precedent.
Creator:
None
→
None
|
mykonos_ | ||
| 6a471ed73a66f1b55533c97f | spells | Markus's Bloodless Oath | Update | Approved |
Effect:
While this spell is active, the caster does not suffer any penalties to their attributes due to lost health states.
Additionally, you gain a bonus to all mech-rps equal to a 10th of your death chance.
Sacrificing health states to cast this spell in place of mana is twice as effective.
The upkeep of this spell increases by 1 each session it exists. → While this spell is active, the caster does not suffer any penalties to their attributes due to lost health states.
Additionally, you gain a bonus to all mech-rps equal to a 10th of your death chance, rounded up.
Sacrificing health states to cast this spell in place of mana is twice as effective.
The upkeep of this spell increases by 1 each session it exists.
|
None | mykonos_ | |
| 6a471e7e3a66f1b55533c97c | spells | Markus's Bloodless Oath | Add | Approved |
Name:
None → Markus's Bloodless Oath
Complexity:
None → Very Hard
Cast Time:
None → Ritual
Initial Cost:
None → 12
Upkeep Cost:
None → 2
Usable By:
None → Characters
Hidden:
None → 0
Effect:
None → While this spell is active, the caster does not suffer any penalties to their attributes due to lost health states.
Additionally, you gain a bonus to all mech-rps equal to a 10th of your death chance.
Sacrificing health states to cast this spell in place of mana is twice as effective.
The upkeep of this spell increases by 1 each session it exists.
Creator:
None
→
Markus Valtarion
|
mykonos_ | ||
| 6a3f34f8ce0e76e69db0c325 | spells | Terraform | Update | Approved |
No changes
|
None | mykonos_ | |
| 6a3f3274ce0e76e69db0c322 | spells | Terraform | Update | Approved |
Effect:
If successful, you may choose a hex to transform into a type of terrain of your choice. This process takes four sessions.
For every 5 you exceed the DC, reduce the number of sessions before its completion by one.
A moderator may increase the difficulty of casting this spell based on how drastic the change is; such as a Tundra to a Desert, or a Mountain to a Deep Ocean. → If successful, you may choose a hex to transform into a type of terrain of your choice. This process takes three sessions, increased by one for every step away it is on the terraform chart.
For every 5 you exceed the DC, reduce the number of sessions before its completion by one.
|
None | mykonos_ |