Archived Changes for Spells (121 total)

ID Target Collection Target Change Type Status Changes Reason Time User
69d90a7cb9df54a295fd6c1c spells Artifice Update Approved
Effect:
This spell may be cast on a progress quest that is being used to create or upgrade an artifact. If successful, an additional progress quest slot is created for the quest. This additional slot passively earns an amount of progress per session, chosen when the spell is cast, up to a maximum of +3 progress per session. This may not be increased via mech-rp. This spell cannot be used to upgrade Legendary artifacts or create Mythic artifacts. Only one additional progress quest slot may exist from this spell at a time. The cost, complexity and upkeep of the spell is based on the below table. - Cost 4, Upkeep 1, Average | +1 Progress per session - Cost 6, Upkeep 2, Hard | +2 Progress per session - Cost 8, Upkeep 3, Very Hard | +3 Progress per session → This spell may be cast on a progress quest that is being used to create or upgrade an artifact, acting as a mech-rp used to increase progress per session. The cost and complexity of this spell may change according to already existing progress per session, shown on the below table: - Cost 7, (+1 Progress per session) - Cost 10, (+2 Progress per session) - Cost 13, +1 base complexity, (+3 Progress per session) - Cost 16, +2 base complexity, (+4 Progress per session) This spell cannot be used to upgrade Legendary artifacts or create Mythic artifacts.
None mykonos_
69d90a36b9df54a295fd6c1b spells Qophelo's Enrich Leyline Update Approved
Effect:
This spell may be cast on a progress quest that is being used to create a magic node, acting as a mech-rp used to increase progress per session. Increase the cost of this spell by three for every progress per session the quest already has. - Cost 9, (+1 Progress per session) - Cost 12, (+2 Progress per session) - Cost 15, (+3 Progress per session) - Cost 18, (+4 Progress per session) → This spell may be cast on a progress quest that is being used to create a magic node, acting as a mech-rp used to increase progress per session. The cost and complexity of this spell may change according to already existing progress per session, shown on the below table: - Cost 9, (+1 Progress per session) - Cost 12, (+2 Progress per session) - Cost 15, +1 base complexity, (+3 Progress per session) - Cost 18, +2 base complexity, (+4 Progress per session)
None mykonos_
69d90964b9df54a295fd6c1a spells Qophelo's Simulate Update Approved
Effect:
This spell may be cast on a progress quest that is being used to create spells. If successful, an additional progress quest slot is created for the quest. This additional slot passively earns an amount of progress per session, chosen when the spell is cast, up to a maximum of +3 progress per session. This may not be increased via mech-rp. This spell cannot be used to create Very Hard or harder spells. Only one additional progress quest slot may exist from this spell at a time. The cost, complexity and upkeep of the spell is based on the below table. - Cost 4, Upkeep 1, Average | +1 Progress per session - Cost 6, Upkeep 2, Hard | +2 Progress per session - Cost 8, Upkeep 3, Very Hard | +3 Progress per session → This spell may be cast on a progress quest that is being used to create spells, acting as a mech-rp used to increase progress per session. Increase the cost of this spell by three for every progress per session the quest already has. - Cost 7, (+1 Progress per session) - Cost 11, (+2 Progress per session) - Cost 15, (+3 Progress per session) - Cost 19, (+4 Progress per session) This spell cannot be used to create Very Hard or harder spells.
None mykonos_
69d9090db9df54a295fd6c19 spells Ntuthuko's Seek Update Approved
Effect:
This spell may be cast on a progress quest that is being used to recover a lost artifact. If successful, an additional progress quest slot is created for the quest. This additional slot passively earns an amount of progress per session, chosen when the spell is cast, up to a maximum of +3 progress per session. This may not be increased via mech-rp. This spell cannot be used to recover Mythic artifacts. Only one additional progress quest slot may exist from this spell at a time. The cost, complexity and upkeep of the spell is based on the below table. - Cost 4, Upkeep 1, Average | +1 Progress per session - Cost 6, Upkeep 2, Hard | +2 Progress per session - Cost 8, Upkeep 3, Very Hard | +3 Progress per session → This spell may be cast on a progress quest that is being used to recover a lost artifact, acting as a mech-rp used to increase progress per session. Increase the cost of this spell by three for every progress per session the quest already has. - Cost 7, (+1 Progress per session) - Cost 11, (+2 Progress per session) - Cost 15, (+3 Progress per session) - Cost 19, (+4 Progress per session) This spell cannot be used to recover Mythic artifacts.
None mykonos_
69d908b4b9df54a295fd6c18 spells Qophelo's Enrich Leyline Update Approved
Effect:
This spell may be cast on a progress quest that is being used to create a magic node. If successful, an additional progress quest slot is created for the quest. This additional slot passively earns an amount of progress per session, chosen when the spell is cast, up to a maximum of +3 progress per session. This may not be increased via mech-rp. Only one additional progress quest slot may exist from this spell at a time. Any Magic Node that is created with any use of this spell is placed at admin discretion at a location somewhere within two hexes of the nation and any preexisting magic nodes, should they exist. Once the node is created, this spell may be automatically rolled into another progress quest to create an additional magic node. The cost, complexity and upkeep of the spell is based on the below table. - Cost 6, Upkeep 1, Hard | +1 Progress per session - Cost 9, Upkeep 2, Very Hard | +2 Progress per session - Cost 12, Upkeep 3, Improbable | +3 Progress per session → This spell may be cast on a progress quest that is being used to create a magic node, acting as a mech-rp used to increase progress per session. Increase the cost of this spell by three for every progress per session the quest already has. - Cost 9, (+1 Progress per session) - Cost 12, (+2 Progress per session) - Cost 15, (+3 Progress per session) - Cost 18, (+4 Progress per session)
None mykonos_
69d9070bb9df54a295fd6c17 spells Blast Update Approved
Effect:
A simple damaging spell, allows a character to use their Magic attribute for a single roll, instead of Prowess. Alternatively, during a duel and for an increased cost of one, this spell may be used to replace any one secondary attribute (Prowess, Cunning or Strategy) with Magic. This may be cast multiple times during a duel to replace other secondary attributes, but the cost increases by one each time. (3, then 4, then 5). → A simple damaging spell, allows a character to use their Magic attribute for a single roll, instead of Prowess. Alternatively, during a duel and for an increased cost of one, this spell may be used to replace any one attribute roll (Prowess, Cunning or Strategy) with Magic; this is declared beforehand when informing the moderator what attributes you are using for your rolls. This may be cast multiple times during a duel to replace other attributes, but the cost increases by one each time. (3, then 4, then 5).
None mykonos_
69d90684b9df54a295fd6c16 spells Amastan Adder's Stasis Update Approved
Effect:
If successful, the caster can place another character under Stasis. A character in Stasis cannot be harmed, does not age, and cannot be played. When the spell ends, they are returned to their exact condition at the time the spell was cast. If the target is unwilling, increase the cost by 2, and a contested magic check is made. The spell ends of the target is affected in any way by an outside influence. If this is cast during a war, or in a duel, increase the complexity and cost by two. Upkeeping a character in Stasis over an Era transition consumes all character magic of the character upkeeping the spell, and requires a DC 20 Magic check. Alternatively, this may be used to grant significantly increased chances of success when attempting to preserve something. → If successful, the caster can place another character under Stasis. A character in Stasis cannot be harmed, does not age, and cannot be played. When the spell ends, they are returned to their exact condition at the time the spell was cast. If the target is unwilling, increase the cost by 5, and a contested magic check is made. The spell ends of the target is affected in any way by an outside influence. If this is cast during a war, or in a duel, increase the complexity and cost by two. Upkeeping a character in Stasis over an Era transition consumes all character magic of the character upkeeping the spell, and requires a DC 20 Magic check. Alternatively, this may be used to grant significantly increased chances of success when attempting to preserve something.
None mykonos_
69d9062fb9df54a295fd6c15 spells Nekreyn's Mana Shield Update Approved
Effect:
If successful, a target character gains the effects of Mana Shield. A character under the effect of Mana Shield may substitute the loss of a health state with (5) character or nation magic points (must match whatever they are using to upkeep it). If multiple health states are lost, you must choose to substitute as many as possible with the magic points available. Alternatively, rather than magically malfunctioning, they may substitute it with (5) character or nation magic points. The current upkeep cost of the spell increases by 1 for every age it has been upkept. The type of magic points spent cannot be split between nation and character. → If successful, a target character gains the effects of Mana Shield. A character under the effect of Mana Shield may substitute the loss of a health state with (5) character or nation magic points (must match whatever they are using to upkeep it). If multiple health states are lost, you must choose to substitute as many as possible with the magic points available. Alternatively, rather than magically malfunctioning, they may substitute it with (6) character or nation magic points. The current upkeep cost of the spell increases by 1 for every age it has been upkept. The type of magic points spent cannot be split between nation and character.
None mykonos_
69d905f4b9df54a295fd6c14 spells Nekreyn's Mana Shield Update Approved
Effect:
If successful, a target character gains the effects of Mana Shield. A character under the effect of Mana Shield may substitute the loss of a health state with (4) character or nation magic points (must match whatever they are using to upkeep it). If multiple health states are lost, you must choose to substitute all, if all can be paid for. Alternatively, rather than magically malfunctioning, they may substitute it with (5) character or nation magic points. The current upkeep cost of the spell increases by 1 for every age it has been upkept. The type of magic points spent cannot be split, and must be one or the other. → If successful, a target character gains the effects of Mana Shield. A character under the effect of Mana Shield may substitute the loss of a health state with (5) character or nation magic points (must match whatever they are using to upkeep it). If multiple health states are lost, you must choose to substitute as many as possible with the magic points available. Alternatively, rather than magically malfunctioning, they may substitute it with (5) character or nation magic points. The current upkeep cost of the spell increases by 1 for every age it has been upkept. The type of magic points spent cannot be split between nation and character.
None mykonos_
69d9053ab9df54a295fd6c10 spells Flamme's Hindsight Update Approved
Effect:
If successful, reroll a failed check involving a d20; this may be done after the roll is made. If the original roll was a natural one, double the initial cost. If cast by nation magic, suffer -1 temporary karma for every 1 the caster misses the re-rolled check's DC, in either directions. If cast by character magic, caster suffers a 10% chance to suffer a magical malfunction for every 1 the caster misses the re-rolled check's DC, in either directions; this may result in multiple malfunctions. If the above downsides are mitigated in any sense, increase the base cost and complexity by 2. A single Mech RP can only gain the benefits of a hindsight spell once. → If successful, reroll a failed check involving a d20; this may be done after the roll is made. If the original roll was a natural one, double the initial cost. If cast by nation magic, suffer -1 temporary karma for every 1 the caster misses the re-rolled check's DC, in either directions. If cast by character magic, caster suffers a 10% chance to suffer a magical malfunction for every 1 the caster misses the re-rolled check's DC, in either directions; this may result in multiple malfunctions. If the above downsides are mitigated in any sense, increase the base cost and complexity by 2. A single roll can only gain the benefits of a Hindsight spell once.
None mykonos_