Archived Changes for Spells (136 total)
| ID | Target Collection | Target | Change Type | Status | Changes | Reason | Time | User |
|---|---|---|---|---|---|---|---|---|
| 6902cfc687ca770f55cd49ab | spells | The Archmagi's Lament | Update | Approved |
Effect:
Once this spell begins, it cannot be willingly ended by the caster under any circumstance, and any attempt to work around this will result in horrendous consequences.
If successful, and after a period of three sessions are elapsed, a Magic contest will occur between a target nation and the caster. The caster may sacrifice health states to gain a +2 bonus to the contested magic check equal to the amount of health states sacrificed.
If the caster is successful, three effects occur immediately, then the spell will end:
- The nation suffers a Horrendous civil war event, of which they suffer a -8 penalty on.
- The nation has all districts and cities sacked, with the resources going no where.
- The nation has 2d4+1 pops die.
If the caster fails, the above effects happen to them instead.
This spell may be paid for in parts, with a minimum of a quarter of the cost being paid for each session.
Once any amount of magic is placed into this spell, it's casting becomes public automatically; any attempt to circumvent this will result in horrendous consequences for the caster.
The cost of this spell increased by 10 each time it is cast by someone during an era. → Once this spell begins, it cannot be willingly ended by the caster under any circumstance, and any attempt to work around this will result in horrendous consequences.
If successful, and after a period of three sessions are elapsed, a Magic contest will occur between a target nation and the caster. The caster may sacrifice health states to gain a +2 bonus to the contested magic check equal to the amount of health states sacrificed.
If the caster is successful, three effects occur immediately, then the spell will end:
- The nation suffers a Horrendous civil war event, of which they suffer a -8 penalty on.
- The nation has all districts and cities sacked, with the resources going no where.
- The nation has 1d4+2 pops die.
If the caster fails, the above effects happen to them instead.
This spell may be paid for in parts, with a minimum of a quarter of the cost being paid for each session.
Once any amount of magic is placed into this spell, it's casting becomes public automatically; any attempt to circumvent this will result in horrendous consequences for the caster.
The cost of this spell increased by 10 each time it is cast by someone during an era.
|
None | mykonos_ | |
| 6902cf3587ca770f55cd49aa | spells | The Archmagi's Lament | Update | Approved |
Effect:
Once this spell begins, it cannot be willingly ended by the caster under any circumstance, and any attempt to work around this will result in horrendous consequences.
If successful, and after a period of three sessions are elapsed, a Magic contest will occur between a target nation and the caster. The caster may sacrifice health states to gain a +2 bonus to the contested magic check equal to the amount of health states sacrificed.
If the caster is successful, three effects occur immediately, then the spell will end:
- The nation suffers a Horrendous civil war event, of which they suffer a -8 penalty on.
- The nation has all districts and cities sacked, with the resources going no where.
- The nation has 2d4+1 pops die.
If the caster fails, the above effects happen to them instead.
This spell may be paid for in parts, with a minimum of a quarter of the cost being paid for each session.
Once any amount of magic is placed into this spell, it's casting becomes public automatically; any attempt to circumvent this will result in horrendous consequences for the caster. → Once this spell begins, it cannot be willingly ended by the caster under any circumstance, and any attempt to work around this will result in horrendous consequences.
If successful, and after a period of three sessions are elapsed, a Magic contest will occur between a target nation and the caster. The caster may sacrifice health states to gain a +2 bonus to the contested magic check equal to the amount of health states sacrificed.
If the caster is successful, three effects occur immediately, then the spell will end:
- The nation suffers a Horrendous civil war event, of which they suffer a -8 penalty on.
- The nation has all districts and cities sacked, with the resources going no where.
- The nation has 2d4+1 pops die.
If the caster fails, the above effects happen to them instead.
This spell may be paid for in parts, with a minimum of a quarter of the cost being paid for each session.
Once any amount of magic is placed into this spell, it's casting becomes public automatically; any attempt to circumvent this will result in horrendous consequences for the caster.
The cost of this spell increased by 10 each time it is cast by someone during an era.
|
None | mykonos_ | |
| 6902cf2087ca770f55cd49a9 | spells | The Archmagi's Lament | Update | Approved |
Effect:
Once this spell begins, it cannot be willingly ended by the caster under any circumstance, and any attempt to work around this will result in horrendous consequences.
If successful, and after a period of three sessions are elapsed, a Magic contest will occur between a target nation and the caster. The caster may sacrifice health states to gain a +3 bonus to the contested magic check equal to the amount of health states sacrificed.
If the caster is successful, three effects occur immediately, then the spell will end:
- The nation suffers a Horrendous civil war event, of which they suffer a -8 penalty on.
- The nation has all districts and cities sacked, with the resources going no where.
- The nation has 2d4+1 pops die.
If the caster fails, the above effects happen to them instead.
This spell may be paid for in parts, with a minimum of a quarter of the cost being paid for each session.
Once any amount of magic is placed into this spell, it's casting becomes public automatically; any attempt to circumvent this will result in horrendous consequences for the caster. → Once this spell begins, it cannot be willingly ended by the caster under any circumstance, and any attempt to work around this will result in horrendous consequences.
If successful, and after a period of three sessions are elapsed, a Magic contest will occur between a target nation and the caster. The caster may sacrifice health states to gain a +2 bonus to the contested magic check equal to the amount of health states sacrificed.
If the caster is successful, three effects occur immediately, then the spell will end:
- The nation suffers a Horrendous civil war event, of which they suffer a -8 penalty on.
- The nation has all districts and cities sacked, with the resources going no where.
- The nation has 2d4+1 pops die.
If the caster fails, the above effects happen to them instead.
This spell may be paid for in parts, with a minimum of a quarter of the cost being paid for each session.
Once any amount of magic is placed into this spell, it's casting becomes public automatically; any attempt to circumvent this will result in horrendous consequences for the caster.
|
None | mykonos_ | |
| 6902ceb987ca770f55cd49a8 | spells | The Archmagi's Lament | Update | Approved |
Name:
Archmagi's Lament → The Archmagi's Lament
|
None | mykonos_ | |
| 6902ceb387ca770f55cd49a6 | spells | The Archmagi's Lament | Add | Approved |
Name:
None → Archmagi's Lament
Complexity:
None → Impossible
Cast Time:
None → Ritual
Initial Cost:
None → 20
Upkeep Cost:
None → 5
Usable By:
None → Nations
Hidden:
None → True
Effect:
None → Once this spell begins, it cannot be willingly ended by the caster under any circumstance, and any attempt to work around this will result in horrendous consequences.
If successful, and after a period of three sessions are elapsed, a Magic contest will occur between a target nation and the caster. The caster may sacrifice health states to gain a +3 bonus to the contested magic check equal to the amount of health states sacrificed.
If the caster is successful, three effects occur immediately, then the spell will end:
- The nation suffers a Horrendous civil war event, of which they suffer a -8 penalty on.
- The nation has all districts and cities sacked, with the resources going no where.
- The nation has 2d4+1 pops die.
If the caster fails, the above effects happen to them instead.
This spell may be paid for in parts, with a minimum of a quarter of the cost being paid for each session.
Once any amount of magic is placed into this spell, it's casting becomes public automatically; any attempt to circumvent this will result in horrendous consequences for the caster.
Creator:
None
→
None
|
mykonos_ | ||
| 6901a36a80914f654dd8d8a6 | spells | Portal | Update | Approved |
Effect:
If successful, you may open a two-way portal between two hexes on the world map. The maximum distance between these two hexes is equal to half your total roll, rounded up.
Treat the two hex ends of the portal as if they were adjacent.
The upkeep of this spell is equal to 1/10th of the distance between the ends of the portal, rounded up.
Only one side of the portal must be within your spell range. → If successful, you may open a two-way portal between two hexes on the world map. The maximum distance between these two hexes is equal to half your total roll, rounded up.
Treat the two hex ends of the portal as if they were adjacent.
The upkeep of this spell is equal to 1/10th of the distance between the ends of the portal, rounded up.
Only one side of the portal must be within your spell range.
Note: You cannot cast a spell through the portal
|
None | titancrushet | |
| 69015c1780914f654dd8d878 | 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 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.
If clairvoyance is cast in order to reveal a secret-rp, reroll the original cunning check, with a +1 bonus for every 5 you exceed the base clairvoyance DC. → 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.
If clairvoyance is cast in order to reveal a secret-rp, reroll the original cunning check, with a +2 bonus for every 5 you exceed the base clairvoyance DC.
|
None | mykonos_ | |
| 69015b2180914f654dd8d877 | 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 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. → 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.
If clairvoyance is cast in order to reveal a secret-rp, reroll the original cunning check, with a +1 bonus for every 5 you exceed the base clairvoyance DC.
|
None | mykonos_ | |
| 68fffdd944dbb524d822a305 | spells | Pact | Update | Approved |
Effect:
If successful, you will summon a powerful entity with which to make a bargain with. You may make a request of this entity, and it will be compelled to assist you, usually with a powerful effect.
Typically, entities of this nature will require something in return, whether it be youth, a sacrifice, or servitude. Once the Pact succeeds, a secret flat-d20 roll is made by a moderator which determines how abusive the entity is in it's wishes.
1: Completely Abusive & Manipulative
2-5: Fairly Abusive & Manipulative
6-10: Somewhat Abusive
11-15: A perfect mix of Abusive and Benevolent
16-19: Mostly Benevolent
20: Completely Benevolent
If desired, the caster may increase the cost of the spell by 4 to call for a specific entity, resulting in the secret d20 roll becoming public.
A Pact can only be denied if a specific entity is reached out to, as per the above rules. A character who cannot deny the pact keeps it until they die and end it willingly. If they are immortal, it is instead held until they die, or five sessions elapse. Until this elapses, a character cannot willingly dispel their pact.
A character possessing multiple Pacts, or failing to remove a pact of theirs, may lead to... unforeseen and terrible circumstances. → If successful, you will summon a powerful entity with which to make a bargain with. You may make a request of this entity, and it will be compelled to assist you, usually with a powerful effect.
Typically, entities of this nature will require something in return, whether it be youth, a sacrifice, or servitude. Once the Pact succeeds, a secret flat-d20 roll is made by a moderator which determines how abusive the entity is in it's wishes.
1: Completely Abusive & Manipulative
2-5: Fairly Abusive & Manipulative
6-10: Somewhat Abusive
11-15: A perfect mix of Abusive and Benevolent
16-19: Mostly Benevolent
20: Completely Benevolent
If desired, the caster may increase the cost of the spell by 4 to call for a specific entity, resulting in the secret d20 roll becoming public.
A Pact can only be denied if a specific entity is reached out to, as per the above rules. A character who cannot deny the pact keeps it until they die and end it willingly. If they are immortal, it is instead held until they die, or five sessions elapse. Until this elapses, a character cannot willingly dispel their pact.
Pact benevolence rolls cannot be rerolled by any means.
A character possessing multiple Pacts, or failing to remove a pact of theirs, may lead to... unforeseen and terrible circumstances.
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None | mykonos_ | |
| 68fffd9244dbb524d822a304 | 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 Mech RP 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.
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.
|
None | mykonos_ |