Archived Changes for Spells (22 total)

ID Target Collection Target Change Type Status Changes Reason Time User
6a99d2c849a34f4ee0dae528 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 for a period of three sessions are elapsed, a contest will occur between a target nation and the caster, which may not be rerolled under any circumstance, using both’s highest stat; this occurs at the end of each session. For every successful cast, after the three sessions, one of the below bonuses chosen may apply (this goes for both sides), then the spell ends: - The nation suffers an abysmal civil war event, of which they suffer a -4 penalty on. - The nation has all districts or cities sacked, with the resources going no where. - The nation has 1d4 pops die. Once applied a penalty may not be used by the other side. At the end of the three session period, the caster suffers 20 infamy for every effect they successfully applied. This spell may be paid for in parts, with a minimum of 5 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 increases by 20 each time it is cast by you 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 for a period of three sessions are elapsed, a contest will occur between a target nation and the caster, which may not be rerolled under any circumstance other than the sacrificing of pops (as many many be sacrificed as desired), using Magic, or half of any other attribute (rounded up); this occurs at the end of each session. For every successful cast, after the three sessions, one of the below bonuses chosen may apply to the other, then the spell ends: - The nation suffers -6 Rolling Karma. - The nation has all districts or cities sacked, with the resources going nowhere. - The nation has 1d6+1 pops die. Once applied a penalty may not be used by the other side. At the end of the three session period, the caster suffers 20 infamy for every effect they successfully applied. This spell may be paid for in parts, with a minimum of 5 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 increases by 20 each time it is cast by you during an era.
None mykonos_
6a98ff36172ebdfcaa7983d1 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, gaining 6 safe artifact storage slots, or units gaining a +1 Attack OR Defense during wars. Moderate Blessing (9 MP, 4 Upkeep, Hard) - A moderate positive effect such getting a free mech-rp re-roll each session, 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. (*Note that blessings on jobs may be subject to upkeep increase, additional magic upkeep, or other payment to compensate for the wild variance in strength). 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, gaining 6 safe artifact storage slots, or units gaining a +1 Attack OR Defense during wars. Moderate Blessing (9 MP, 4 Upkeep, Hard) - A moderate positive effect such getting a free mech-rp re-roll each session, 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 an additional good artifact slot, 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%, gaining the Venerable racial trait, or increasing the HP of units by half during wars. (*Note that blessings on jobs may be subject to upkeep increase, additional magic upkeep, or other payment to compensate for the wild variance in strength). Only one Blessing may affect the same nation / character at a time. The strongest Blessing takes precedent.
None mykonos_