Archived Changes for Spells (136 total)
| ID | Target Collection | Target | Change Type | Status | Changes | Reason | Time | User |
|---|---|---|---|---|---|---|---|---|
| 69eae5cdf35d716c2b6a1ae4 | spells | Androstine's March of the Dead | Update | Approved |
Effect:
This spell may be used at the start of a war session to create as many Undead Army units as desired for your nation. These units do not take up unit slots.
Each summoned unit past the first increases the cost of the spell by 3. → This spell may be used at the start of a war session to create as many Undead Army units as desired for your nation.
Each summoned unit past the first increases the cost of the spell by 3.
These units take up slots; the cost of the spell can be doubled in order to cause them to ignore this effect.
|
None | mykonos_ | |
| 69eae540f35d716c2b6a1ae3 | spells | Curse | Update | Approved |
Effect:
If successful, you may designate one character or nation to bestow negative effects upon.
Only half of the desired effects occur immediately, with the other half occurring after 1d2 sessions fully elapse.
You may request specific effects, or leave the consequences up to the moderator; if the desired curse is random, decrease it's base cost by half.
For curses 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 Curse (3 MP, 1 Upkeep, Average) - A minor baneful effect such as the continuous loss of two food a session, having to reroll a random mech-rp each session, or units suffering a -1 Attack OR Defense during wars.
Moderate Curse (6 MP, 2 Upkeep, Hard) - A moderate baneful effect such as the loss of an artifact slot, all Harvesters reducing their production by 1, or units reducing their morale by one during wars.
Major Curse (9 MP, 3 Upkeep, Very Hard) - A major baneful effect such as doubling pop Food consumption, having all rulers turn their strength attributes into weaknesses, or reducing unit damage and retaliation damage by one during wars.
Terrible Curse (12 MP, 4 Upkeep, Improbable) - A terrible baneful effect such as removing the Harvester and Miner job, the inability to gain stability, or reducing the HP of units by half during wars.
Only one curse may affect the same nation / character at a time. The strongest curse takes precedent. If two curses of the same tier are cast on the same nation / character, a contested magic check occurs to see which one stays. → If successful, you may designate one character or nation to bestow negative effects upon.
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 curse is random, decrease it's base cost by half.
For curses 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 Curse (3 MP, 1 Upkeep, Average) - A minor baneful effect such as the continuous loss of two food a session, having to reroll a random mech-rp each session, or units suffering a -1 Attack OR Defense during wars.
Moderate Curse (6 MP, 2 Upkeep, Hard) - A moderate baneful effect such as the loss of an artifact slot, all Harvesters reducing their production by 1, or units reducing their morale by one during wars.
Major Curse (9 MP, 3 Upkeep, Very Hard) - A major baneful effect such as doubling pop Food consumption, having all rulers turn their strength attributes into weaknesses, or reducing unit damage and retaliation damage by one during wars.
Terrible Curse (12 MP, 4 Upkeep, Improbable) - A terrible baneful effect such as removing the Harvester and Miner job, the inability to gain stability, or reducing the HP of units by half during wars.
Only one curse may affect the same nation / character at a time. The strongest curse takes precedent. If two curses of the same tier are cast on the same nation / character, a contested magic check occurs to see which one stays.
|
None | mykonos_ | |
| 69eae4f8f35d716c2b6a1ae2 | spells | Curse | Update | Approved |
Initial Cost:
4 → 3
Effect:
If successful, you may designate one character or nation to bestow negative effects upon.
You may request specific effects, or leave the consequences up to the moderator; if the desired curse is random, its strength increases by one tier.
The complexity, and cost of the spell depends on the scope of the desired effect, following the below list:
Minor Curse (4 MP, 1 Upkeep, Average) - A minor baneful effect such as the continuous loss of two food a session, having to reroll a random mech-rp each session, or suffering a -1 Attack OR Defense during all wars.
Moderate Curse (8 MP, 2 Upkeep, Hard) - A moderate baneful effect such as the loss of an artifact slot, all Harvesters reducing their production by 1, or all units reducing their morale by one during wars.
Major Curse (12 MP, 3 Upkeep, Very Hard) - A major baneful effect such as doubling pop Food consumption, having all rulers turn their strength attributes into weaknesses, or reducing the damage and retaliation damage of all units by one during wars.
Terrible Curse (16 MP, 4 Upkeep, Improbable) - A terrible baneful effect such as removing the Harvester and Miner job, the inability to gain stability, or reducing the HP of all units by half during wars.
Only one curse may affect the same nation / character at a time. The strongest curse takes precedent. If two curses of the same tier are cast on the same nation / character, a contested magic check occurs to see which one stays. → If successful, you may designate one character or nation to bestow negative effects upon.
Only half of the desired effects occur immediately, with the other half occurring after 1d2 sessions fully elapse.
You may request specific effects, or leave the consequences up to the moderator; if the desired curse is random, decrease it's base cost by half.
For curses 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 Curse (3 MP, 1 Upkeep, Average) - A minor baneful effect such as the continuous loss of two food a session, having to reroll a random mech-rp each session, or units suffering a -1 Attack OR Defense during wars.
Moderate Curse (6 MP, 2 Upkeep, Hard) - A moderate baneful effect such as the loss of an artifact slot, all Harvesters reducing their production by 1, or units reducing their morale by one during wars.
Major Curse (9 MP, 3 Upkeep, Very Hard) - A major baneful effect such as doubling pop Food consumption, having all rulers turn their strength attributes into weaknesses, or reducing unit damage and retaliation damage by one during wars.
Terrible Curse (12 MP, 4 Upkeep, Improbable) - A terrible baneful effect such as removing the Harvester and Miner job, the inability to gain stability, or reducing the HP of units by half during wars.
Only one curse may affect the same nation / character at a time. The strongest curse takes precedent. If two curses of the same tier are cast on the same nation / character, a contested magic check occurs to see which one stays.
|
None | mykonos_ | |
| 69d90cd9b9df54a295fd6c28 | 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) magic points. 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) magic points.
The current upkeep cost of the spell increases by 1 for every age it has been upkept. → 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 or magical malfunction with (5) magic points. If multiple health states are lost, you must choose to substitute as many as possible with the magic points available.
The current upkeep cost of the spell increases by 1 for every age it has been upkept.
|
None | mykonos_ | |
| 69d90cc1b9df54a295fd6c27 | spells | Nekreyn's Mana Shield | Update | Approved |
Usable By:
Either → Characters
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 (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. → 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) magic points. 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) magic points.
The current upkeep cost of the spell increases by 1 for every age it has been upkept.
|
None | mykonos_ | |
| 69d90c6fb9df54a295fd6c26 | 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. You must declare that you are going to use the re-roll prior to the actual result itself.
If this re-roll is not used during that session, it does not carry over to the next.
Foresight cannot be used to re-roll natural 1's; in this case, the use is not wasted.
A single roll 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. You must declare that you are going to use the re-roll prior to the actual roll itself.
If this re-roll is not used during that session, it does not carry over to the next.
Foresight cannot be used to re-roll natural 1's; in this case, the use is not wasted.
A single roll can only gain the benefits of a Foresight spell once.
|
None | mykonos_ | |
| 69d90c2fb9df54a295fd6c25 | spells | Portal | Update | Approved |
Upkeep Cost:
1 → 2
Usable By:
Either → Nations
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.
Note: You cannot cast a spell through the portal → 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 + 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 | mykonos_ | |
| 69d90b9cb9df54a295fd6c24 | spells | Qophelo's Simulate | Update | Approved |
Effect:
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.
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 create Very Hard or harder spells. → 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.
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 create Improbable or Impossible spells.
|
None | mykonos_ | |
| 69d90b34b9df54a295fd6c23 | spells | Qophelo's Simulate | Update | Approved |
Upkeep Cost:
1 → 0
|
None | mykonos_ | |
| 69d90b28b9df54a295fd6c22 | spells | Ntuthuko's Seek | Update | Approved |
Upkeep Cost:
1 → 0
|
None | mykonos_ |