Archived Changes for Spells (136 total)
| ID | Target Collection | Target | Change Type | Status | Changes | Reason | Time | User |
|---|---|---|---|---|---|---|---|---|
| 6a3f1184ce0e76e69db0c2b0 | spells | Odirile's Beacon of Compliance | Update | Approved |
Effect:
If successful, and while upkept, 5 nation magic points may be spent to gain any of the following benefits:
- Increase the DC of all hostile mech rps against this nation this session by 5.
- Reduce the DC of diplomatic mech rps done by the nation this session by 5.
- Reduce your Stability Loss Chance by 50% this session.
- Remove 15 infamy.
- Increase the compliance of one of your vassals by a single tier, to a maximum of Compliant.
- Increase your relations with a chosen nation in diplo range by a single tier, to a maximum of Friendly.
Once one of the above actions is taken, it cannot be taken again for 1d4 sessions.
Increase the base upkeep of this spell by 1 for every age that it is maintained. → If successful, and while upkept, 5 nation magic points may be spent once per session to gain any of the following benefits:
- Increase the DC of all hostile mech rps against this nation this session by 5.
- Reduce the DC of diplomatic mech rps done by the nation this session by 5.
- Reduce your Stability Loss Chance by 50% this session.
- Remove 15 infamy.
- Increase the compliance of one of your vassals by a single tier, to a maximum of Compliant.
- Increase your relations with a chosen nation in diplo range by a single tier, to a maximum of Friendly.
Once one of the above actions is taken, it cannot be taken again for 1d4 sessions.
Increase the base upkeep of this spell by 1 for every age that it is maintained.
|
None | mykonos_ | |
| 6a30e38999db261b018ad865 | spells | Elisho's Absolute Dispel | Update | Approved |
Hidden:
0 → True
|
None | mykonos_ | |
| 6a30e36b99db261b018ad864 | spells | Elisho's Absolute Dispel | Update | Approved |
Hidden:
True → 0
|
None | mykonos_ | |
| 6a2363547ced001c81703ae1 | spells | Salphaxia's Duplicate | Update | Approved |
Complexity:
Easy → Average
Effect:
If successful, the caster may create a duplicate of themselves. This duplicate shares all attributes, with all being reduced by half, rounded down.
After creation, their attributes are no longer shared.
The player of the caster may choose to also play this character, but with only 1 mech-rp and no progress quest slots.
If the duplicate were to attempt to cast any spell, or equip an artifact, they are instantly destroyed.
If the duplicate is killed, the original caster suffers the loss of one health state.
Only one duplicate of a character may exist at a time, and never of a duplicate.
The upkeep cost of this spell increases by one for each session it is alive. → If successful, the caster gains an additional mech-rp each session. This mech-rp functions normally, with the exception of halving all positive attributes for the roll.
If this spell were to be ended by any means other than the caster dropping it, they lose two health states.
A character may only upkeep one Duplicate at a type.
The upkeep cost of this spell increases by one for each session it is alive.
|
None | mykonos_ | |
| 6a23624f7ced001c81703ae0 | spells | Flamme's Summon Familiar | Update | Approved |
Effect:
If successful, the caster may choose to summon / bond 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. Only one Summon Familiar may be maintained at a time.
Familiars will always provide bonuses depending on what they are. Below is a list of some of those potential effects depending on the type of creature, and moderators are encouraged to use them as often as possible; the caster does not have any say on which of the effects are chosen by the moderator. While it is possible to create a unique effect, this should only be done in extreme circumstances, where the bonded creature is supremely rare and will never occur again.
_______________
Brute - +1 Attack on character unit, +25% heal chance per session, +1 Prowess in duels, +2 bonus to checks to intimidate
Hunter - +1 Retaliation Damage on character unit, +2 bonus to checks to locate something or someone, +2 Strategy in duels, +2 bonus to gathering checks
Protector - +1 Defense on character unit, -25% stability loss chance, PLACEHOLDER, +2 bonus to protect something or someone
Sage - +2 Morale on character unit, +4 artifact slots, +25% attribute gain chance, +2 bonus to research something
Traveler - +1 Speed on character unit, +3 migration distance, PLACEHOLDER, +2 bonus to exploring
Survivor - +2 HP on character unit health, +25% stability gain chance, 25% chance to ignore a lost health state, +2 bonus to endure something negative
Trickster - +1 Range on character unit (if ranged), +2 Cunning in duels, PLACEHOLDER, +2 bonus to hiding or deceiving someone
_______________
Note that if the spell "Minor Pact" is cast on the creature as well, the bonuses combine into an effect worth approximately 50% more than the original listed here.
Casting this spell on the same living creature does not guarantee the same type of effect as previous familiars, all bonds are unique.
If a moderator suspects that a player is repeatedly casting this ability to attempt to earn a specific effect, they may deny the casting with admin approval. → If successful, the caster may choose to summon / bond 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. Only one Summon Familiar may be maintained at a time.
Familiars will always provide bonuses depending on what they are. Below is a list of some of those potential effects depending on the type of creature, and moderators are encouraged to use them as often as possible; the caster does not have any say on which of the effects are chosen by the moderator. While it is possible to create a unique effect, this should only be done in extreme circumstances, where the bonded creature is supremely rare and will never occur again.
_______________
Brute - +1 Attack on character unit, +25% heal chance per session, +1 Prowess in duels, +2 bonus to checks to intimidate
Hunter - +1 Retaliation Damage on character unit, +2 bonus to checks to locate something or someone, +2 Strategy in duels, +2 bonus to gathering checks
Protector - +1 Defense on character unit, -25% stability loss chance, -2 on all duel checks made by characters that initiate a duel on you, +2 bonus to protect something or someone
Sage - +2 Morale on character unit, +4 artifact slots, +25% attribute gain chance, +2 bonus to research something
Traveler - +1 Speed on character unit, +3 migration distance, +3 bonus to making first contact, +2 bonus to exploring
Survivor - +2 HP on character unit health, +25% stability gain chance, 25% chance to ignore a lost health state, +2 bonus to endure something negative
Trickster - +1 Range on character unit (if ranged), +2 Cunning in duels, +1 on all secret-rp rolls, +2 bonus to hiding or deceiving someone
_______________
Note that if the spell "Minor Pact" is cast on the creature as well, the bonuses combine into an effect worth approximately 50% more (rounded up) than the original listed here.
Casting this spell on the same living creature does not guarantee the same type of effect as previous familiars, all bonds are unique.
If a moderator suspects that a player is repeatedly casting this ability to attempt to earn a specific effect, they may deny the casting with admin approval.
|
None | mykonos_ | |
| 69fb3e3488e822127cc441a2 | spells | Paul's Death's Wind | Update | Approved |
Upkeep Cost:
4 → 2
Effect:
If successful, the caster gains the following bonuses while the spell is maintained:
- Gains a +2 misc bonus to all rolls.
- Once per session they may sacrifice a health state to re-roll a roll per the Foresight rules.
- Suffers double death chance.
If this spell ends, or an attempt to mitigate its downsides occurs by the caster or their allies, the caster dies. → If successful, the caster gains the following bonuses while the spell is maintained:
- Gains a +2 misc bonus to all rolls.
- Once per session they may sacrifice a health state to re-roll per the Foresight rules.
- Suffers double death chance.
If this spell ends, or an attempt to mitigate its downsides occurs by the caster or their allies, the caster dies.
|
None | mykonos_ | |
| 69fb3d1f88e822127cc4419b | spells | Paul's Death's Wind | Update | Approved |
Effect:
If successful, the caster gains the following bonuses while the spell is maintained:
- Gains a +2 misc bonus to all mech-rps and event rolls.
- Once per session they may sacrifice a health state to re-roll a roll per the Foresight rules.
- The leader ignores the negative stat penalty from lost health states, but suffers double death chance overall.
Rather than paying the upkeep cost of the spell, the owner may instead sacrifice themselves to pass it onto the heir.
If this spell ends, or an attempt to mitigate its downsides occurs by the caster or their allies, the caster dies. → If successful, the caster gains the following bonuses while the spell is maintained:
- Gains a +2 misc bonus to all rolls.
- Once per session they may sacrifice a health state to re-roll a roll per the Foresight rules.
- Suffers double death chance.
If this spell ends, or an attempt to mitigate its downsides occurs by the caster or their allies, the caster dies.
|
None | mykonos_ | |
| 69fb383488e822127cc44191 | spells | Flamme's Summon Familiar | Update | Approved |
Effect:
If successful, the caster may choose to summon / bond 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. Below is a list of some of those potential effects depending on the type of creature, and moderators are encouraged to use them as often as possible; the caster does not have any say on which of the effects are chosen by the moderator. While it is possible to create a unique effect, this should only be done in extreme circumstances, where the bonded creature is supremely rare and will never occur again.
_______________
Brute - +2 HP on character unit health, +25% heal chance per session, +1 Prowess in duels, +2 bonus to checks to intimidate
Hunter - +1 Speed on character unit, +2 bonus to checks to locate something or someone, +2 Strategy in duels, +2 bonus to gathering checks
Protector - IN PROGRESS
Sage - IN PROGRESS
Traveler - IN PROGRESS
Survivor - IN PROGRESS
Trickster - IN PROGRESS
_______________
Note that if the spell "Minor Pact" is cast on the creature as well, the bonuses combine into an effect worth approximately 50% more than the original listed here.
Casting this spell on the same living creature does not guarantee the same type of effect as previous familiars, all bonds are unique.
If a moderator suspects that a player is repeatedly casting this ability to attempt to earn a specific effect, they may deny the casting with admin approval. → If successful, the caster may choose to summon / bond 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. Only one Summon Familiar may be maintained at a time.
Familiars will always provide bonuses depending on what they are. Below is a list of some of those potential effects depending on the type of creature, and moderators are encouraged to use them as often as possible; the caster does not have any say on which of the effects are chosen by the moderator. While it is possible to create a unique effect, this should only be done in extreme circumstances, where the bonded creature is supremely rare and will never occur again.
_______________
Brute - +1 Attack on character unit, +25% heal chance per session, +1 Prowess in duels, +2 bonus to checks to intimidate
Hunter - +1 Retaliation Damage on character unit, +2 bonus to checks to locate something or someone, +2 Strategy in duels, +2 bonus to gathering checks
Protector - +1 Defense on character unit, -25% stability loss chance, PLACEHOLDER, +2 bonus to protect something or someone
Sage - +2 Morale on character unit, +4 artifact slots, +25% attribute gain chance, +2 bonus to research something
Traveler - +1 Speed on character unit, +3 migration distance, PLACEHOLDER, +2 bonus to exploring
Survivor - +2 HP on character unit health, +25% stability gain chance, 25% chance to ignore a lost health state, +2 bonus to endure something negative
Trickster - +1 Range on character unit (if ranged), +2 Cunning in duels, PLACEHOLDER, +2 bonus to hiding or deceiving someone
_______________
Note that if the spell "Minor Pact" is cast on the creature as well, the bonuses combine into an effect worth approximately 50% more than the original listed here.
Casting this spell on the same living creature does not guarantee the same type of effect as previous familiars, all bonds are unique.
If a moderator suspects that a player is repeatedly casting this ability to attempt to earn a specific effect, they may deny the casting with admin approval.
|
None | mykonos_ | |
| 69eae9e1f35d716c2b6a1ae9 | spells | Flamme's Summon Familiar | Update | Approved |
Effect:
If successful, the caster may choose to summon / bond 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.
Casting this spell on the same living creature does not guarantee the same effect as previous familiars, all bonds are unique. → If successful, the caster may choose to summon / bond 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. Below is a list of some of those potential effects depending on the type of creature, and moderators are encouraged to use them as often as possible; the caster does not have any say on which of the effects are chosen by the moderator. While it is possible to create a unique effect, this should only be done in extreme circumstances, where the bonded creature is supremely rare and will never occur again.
_______________
Brute - +2 HP on character unit health, +25% heal chance per session, +1 Prowess in duels, +2 bonus to checks to intimidate
Hunter - +1 Speed on character unit, +2 bonus to checks to locate something or someone, +2 Strategy in duels, +2 bonus to gathering checks
Protector - IN PROGRESS
Sage - IN PROGRESS
Traveler - IN PROGRESS
Survivor - IN PROGRESS
Trickster - IN PROGRESS
_______________
Note that if the spell "Minor Pact" is cast on the creature as well, the bonuses combine into an effect worth approximately 50% more than the original listed here.
Casting this spell on the same living creature does not guarantee the same type of effect as previous familiars, all bonds are unique.
If a moderator suspects that a player is repeatedly casting this ability to attempt to earn a specific effect, they may deny the casting with admin approval.
|
None | mykonos_ | |
| 69eae651f35d716c2b6a1ae5 | spells | Summon Extraplanar | Update | Approved |
Effect:
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.
Alternatively, by increasing the cost of this spell by five, the unit may be made to no longer take up a unit slot. → This spell may be used at the start of a war session to create one of the Extraplanar units; these units still abide by the same spawning rules as other units, and cannot exceed your maximum units.
Alternatively, by increasing the cost of this spell by five, the unit may be made to no longer take up a unit slot.
|
None | mykonos_ |