Archived Changes for Spells (136 total)
| ID | Target Collection | Target | Change Type | Status | Changes | Reason | Time | User |
|---|---|---|---|---|---|---|---|---|
| 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_ | |
| 69d90518b9df54a295fd6c0f | spells | Flamme's Hindsight | Update | Approved |
Initial Cost:
4 → 5
Effect:
If successful, reroll a failed check involving a d20.
If the original roll was a natural one, double the initial cost.
If cast by nation magic, suffer -2 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 reduce their magic attribute for every 1 the caster misses the DC, in either directions.
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 Mech RP can only gain the benefits of a hindsight spell once.
|
None | mykonos_ | |
| 69d90479b9df54a295fd6c0e | 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.
If this re-roll is not used during that session, it does not carry over to the next.
Foresight cannot be used to reroll natural 1's.
You cannot cast Foresight to reroll a check that was already rolled.
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 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.
|
None | mykonos_ | |
| 69bbf7c4b4be5b096c54f682 | spells | Amastan Adder's Stasis | Update | Approved |
Effect:
If successful, the caster can place a 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 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.
|
None | mykonos_ | |
| 69a77c9194cc9c70c8148a7d | spells | The Archmagi's Lament | Update | Approved |
Hidden:
True → 0
|
None | mykonos_ | |
| 69a0e4c0a79687b69e0757cb | spells | Gravis's Arcane Tutelage | Update | Approved |
Creator:
None
→
Gravis Arcanum
|
None | mykonos_ |