Archived Changes for Spells (121 total)
| ID | Target Collection | Target | Change Type | Status | Changes | Reason | Time | User |
|---|---|---|---|---|---|---|---|---|
| 68ec0842a8271838e4e14e40 | spells | Odirile's Essence Conversion | Update | Approved |
Name:
Essence Conversion → Odirile's Essence Conversion
|
None | mykonos_ | |
| 68ec07f4a8271838e4e14e3e | spells | Odirile's Essence Conversion | Update | Approved |
Upkeep Cost:
3 → 2
Effect:
If successful, a target node within your nation begins to transform into a Magic Node. It will automatically turn into a Magic Node after it receives Magic Points equal to the amount of progress it would take to make a Magic Node. The upkeep of the spell paid while it is transforming, and its initial cost does go into this progress requirement.
The original node may not be used, or benefitted from in any way while it is being transformed.
You may not put additional magic into the pool, and must wait until the upkeep for the spell finishes the node.
(Ex: When turning a Wood node into a Magic Node (-/18 progress), 6 Nation Magic is already placed into the pool, meaning that it will take four sessions of upkeep for the node to transform.
Once the node is transformed, the spell ends.
Only one Essence Conversion spell may be upkept at a time. → If successful, a random non-research node within your nation begins to transform into a Magic Node. It will automatically turn into a Magic Node after it receives Magic Points equal to half the amount of progress it would take to make a Magic Node, rounded up. The upkeep of the spell paid while it is transforming, and its initial cost does go into this progress requirement.
The original node may not be used, or benefitted from in any way while it is being transformed.
You may not put additional magic into the pool, and must wait until the upkeep for the spell finishes the node.
(Ex: When turning a Wood node into a Magic Node (-/10 progress), 6 Nation Magic is already placed into the pool, meaning that it will take two sessions of upkeep for the node to transform.
Once the node is transformed, the spell ends.
Only one Essence Conversion spell may be upkept at a time.
|
None | mykonos_ | |
| 68ec0518a8271838e4e14e35 | spells | Odirile's Essence Conversion | Add | Approved |
Name:
None → Essence Conversion
Complexity:
None → Improbable
Cast Time:
None → Ritual
Initial Cost:
None → 6
Upkeep Cost:
None → 3
Usable By:
None → Nations
Hidden:
None → 0
Effect:
None → If successful, a target node within your nation begins to transform into a Magic Node. It will automatically turn into a Magic Node after it receives Magic Points equal to the amount of progress it would take to make a Magic Node. The upkeep of the spell paid while it is transforming, and its initial cost does go into this progress requirement.
The original node may not be used, or benefitted from in any way while it is being transformed.
You may not put additional magic into the pool, and must wait until the upkeep for the spell finishes the node.
(Ex: When turning a Wood node into a Magic Node (-/18 progress), 6 Nation Magic is already placed into the pool, meaning that it will take four sessions of upkeep for the node to transform.
Once the node is transformed, the spell ends.
Only one Essence Conversion spell may be upkept at a time.
Creator:
None
→
None
|
mykonos_ | ||
| 680d54cc190c29130e1ceb8f | spells | None | Add | Rejected |
Name:
None → Stop Aging
Complexity:
None → Impossible
Cast Time:
None → One Session
Initial Cost:
None → 15
Upkeep Cost:
None → 0
Usable By:
None → Characters
Effect:
None → "
If successful, a character ceases to age entirely, as long as the spell is maintained. If the character is considered elderly, this is removed. Immortal characters cannot have their health state increased via non-artifact, and non-spell means.
If an immortal character who would be considered elderly becomes mortal once more, they immediately die.
When an immortal ruler character dies, their nation suffers -1 temporary Karma per session they were alive.
The upkeep of this spell increases by 1 at the end of every age."
Creator:
None
→
None
|
helping?????? | my5trya55a55in2 | |
| 680d54a8190c29130e1ceb8e | spells | None | Add | Rejected |
Name:
None → Storm
Complexity:
None → Hard
Cast Time:
None → Instant
Initial Cost:
None → 5
Upkeep Cost:
None → 0
Usable By:
None → Either
Effect:
None → "
If successful, you may designate five hexes on the world map to temporarily become hostile hazardous terrain for the war session. Increase the number of hexes you may designate by one for every 5 you exceeded the complexity.
These hexes must be adjacent to at least one other Storm hex.
Casting Storm in another nation's territory raises the complexity of the spell by one tier."
Creator:
None
→
None
|
helping????? | my5trya55a55in2 | |
| 680d52f2190c29130e1ceb8d | spells | None | Add | Rejected |
Name:
None → Summon Extraplanar
Complexity:
None → Hard
Cast Time:
None → Instant
Initial Cost:
None → 5
Upkeep Cost:
None → 0
Usable By:
None → Nations
Effect:
None → "
This spell may be used at the start of a war session to create one of the Extraplanar units; these units still abides by the same spawning rules as other units, and cannot exceed your maximum units."
Creator:
None
→
None
|
Helping????? | my5trya55a55in2 | |
| 680d52d4190c29130e1ceb8c | spells | None | Add | Rejected |
Name:
None → Flamme's Summon Familiar
Complexity:
None → Hard
Cast Time:
None → One Session
Initial Cost:
None → 3
Upkeep Cost:
None → 1
Usable By:
None → Characters
Effect:
None → "
If successful, the caster may choose to summon / bond to a living creature in order to gain a moderate bonus in a specific type of event.
Given that the spell is maintained, the familiar will continue to provide their bonus to the caster.
Familiars will always provide bonuses depending on what they are, such as a wolf providing a bonus to attack, or working as a pack; while a water beast could grant water breathing, or some form of frenzy effect.
Note that if the spell ""Minor Pact"" is cast on the creature as well, the bonuses combine into a larger, stronger effect."
Creator:
None
→
None
|
helping???? | my5trya55a55in2 | |
| 680d52b5190c29130e1ceb8b | spells | None | Add | Rejected |
Name:
None → Teleport
Complexity:
None → Hard
Cast Time:
None → Instant
Initial Cost:
None → 4
Upkeep Cost:
None → 0
Usable By:
None → Either
Effect:
None → "
If successful, you may choose to teleport a unit a number of hexes equal to half your total roll, rounded up. Unwilling targets must be within 5 hexes of the caster, get a contested magic roll, and cannot be teleported onto hostile terrain.
Alternatively, characters may use this to transport themselves during role-play. "
Creator:
None
→
None
|
helping??? | my5trya55a55in2 | |
| 680d5299190c29130e1ceb8a | spells | None | Add | Rejected |
Name:
None → Terraform
Complexity:
None → Average
Cast Time:
None → One Session
Initial Cost:
None → 10
Upkeep Cost:
None → 0
Usable By:
None → Nations
Effect:
None → "
If successful, you may choose a hex to transform into a type of terrain of your choice. This process takes four sessions.
For every five you exceed the target number, 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. "
Creator:
None
→
None
|
Helping?? | my5trya55a55in2 | |
| 680d5273190c29130e1ceb89 | spells | None | Add | Rejected |
Name:
None → Glan's Waterbreathing
Complexity:
None → Average
Cast Time:
None → Instant
Initial Cost:
None → 2
Upkeep Cost:
None → 0
Usable By:
None → Either
Effect:
None → "
If successful, a unit of your choice gains the benefits of the Semi-Aquatic racial trait for the remainder of the war session.
Alternatively, characters may use this to gain a +2 bonus to a check made underwater.
The cost of this spell is doubled if the nation's negative racial trait is Hydrophobic."
Creator:
None
→
None
|
helping? | my5trya55a55in2 |