SPELLS
I sensed the world could be changed, so I did, and it was good.
Red Spells• GOLEM •
An earthy helper. Must be near a red, green, or blue focal point, such as hills, trees, or a lake.
Advanced Use
(RED)(GRN)(BLU)
You may instead specify yourself as a focal point if your landmark is also that color.
(RED)
Instead of using higher mag casting to create more, may instead make a single, more powerful unit, if you have a free banner slot.
• SHINE •
Sunlight intensifies and warm winds push rainclouds away from ZL. You may also change wind direction. Sunshine improves red casting.
Advanced Use
(RED)(RJS)(WHT)
If it is hot and dry in ZL you may instead, or also, ignite something very dry and flamable in an exposed spot.
(WHT)
Instead or also, when using the Bright varient, sacrificed color can be offered to Black Mages anywhere no matter how far.
(BLK)
Instead this makes it night when using the Dark varient. Dark varient spells can be PMd until the sun returns.
• LIFT •
Cause the ground to rise up at a spot.
Advanced Use
(RED)(BLK)
This gives 1 less spellburn if used on or connected to already raised land.
• LANDMARK •
Choose an unowned, destincly visible formation or structure on the map to be be your landmark. Give it a name. Depending on the color affinity associated with it, you can now cast spells of this color 1 magnitude higher, and your banner limit is raised to 2.
Special
Treat this like a grey spell(ignore spellburn, doesn't count as your spell for the turn), unless being used to switch your current landmark for a new one.
Green Spells• SOW •
Grow trees from the soil. Ehanced near bodies of water and the base of hills and mountains, and in wet weather.
Advanced Use
(GRN)(BLK)
This gives 1 less spellburn if used on or connected to already forested land.
• BALANCE •
Cause the ground to level out at a spot removing small hills and ponds, aswell as lessening other features, or make plateaus or flat lakebeds with present formations.
Advanced Use
(GRN)(GJS)(GRY)
If already standing on flat land you may instead cause the weather to become more neutral and all mage casts to be less extremely positive or negative until the next update. Light rain or sun improves green casting.
(GRY)
This gives 1 less spellburn.
• BLESSING •
Choose the beneficiary. A player mage or npc requires permission. A blessed unit becomes a champion able to lead a banner, limit one per available banner slot. Describe desired positive effects. If target is cursed your blessing will either weaken, neutralize, or overpower the curse depending on the magnitude of this spell compared to the curse.
Advanced Use
(RED)(GRN)(BLU)
Can put a blessing on a sector of your color in your territory.
(GRN)
Can put a blessing on another's sector with permission.
• CLAIM •
Expand your territory from your Landmark. Give your whole territory a name if it doesn't have one yet. The affinity of a sector allows you to cast that color at a higher magnitude. You must have enough TOTAL COLOR to unlock additional expansions: 1st(Landmark): 0, 2nd: 50, 3rd: 100, 4th: 200, 5th: 400, 6th: 755(max)
Special
Treat this like a grey spell(ignore spellburn, doesn't count as your spell for the turn), unless being used to switch a claim for a new one.
Blue Spells• TEMPEST •
Cold winds bring rainclouds into ZL. You may also change wind direction. Rain improves blue casting.
Advanced Use
(BLU)(BJS)(GRY)
If it is raining in ZL, instead you may strike something wet or conductive in an exposed spot. You may strike more things by paying a higher magnitude: number/mag 2/2, 4/3, 8/4, 16/5, 32/6,
• SUMMON •
Choose a unit to duplicate, other than a basic golem. Must be near a body of water.
Advansed Use
(RED)(GRN)(BLU)
This gives 1 less spellburn when the weather benefits your color.
(BLK)
Do not need to be near a body of water when using the Dark varient.
(WHT)
Base unit can be designed on the spot rather than copied when using the Bright varient.
• SINK •
Cause the ground to dip down at a spot. Can be used also to create rivers.
Advanced Use
(BLU)(BLK)
This gives 1 less spellburn if used on or connected to already sunken land.
• SEIZE •
Steal someone's claim in a sector that connects to your territory, that you or some of your units are in and they are not and do not. You must qualify for another(see CLAIM) or forfeit one of your claims to obtain theirs.
Special
Treat this like a grey spell(ignore spellburn, doesn't count as your spell for the turn).
Black Spells
• CURSE •
Choose a mage or npc victim. They must not be in a green sector unless owned by you. Spell will be redirected to a White Mage if one is in the sector. Can't target a Black Mage, or White Mage in a sector with one. Units cannot be targetted. Describe desired negative effects. If target is blessed your curse will either weaken, neutralize, or overpower the blessing depending on the magnitude of this spell compared to the blessing.
Advanced Use
Can be used to create one-time triggered effects on your red sectors.
(BLU)(BLK)
This gives 1 less spellburn if used when raining.
(GRN)(WHT)
This CAN reach forest sectors owned by another mage.
(RED)(GRY)
Can be used to create one-time triggered effects on ANY of your sectors.
• DARK- •
Combine with a non-black/white/class spell, do not gain color if you succeed. Any success will be treated as the best result you qualify for. Failure will result in -15 in each color(if able). Roll cannot be increased. Lost color will manafest. The base spell's spellburn applies only.
Advanced Use
(BLK)
Base spell gives 1 less spellburn, if you have no color.
(JSR)
Base spell gives no spellburn if the color is one of your top two colors, and IF you used Dark with the other color last turn. Instead, use prefix "Juggle Dark-".
Grey Spells
(ignore spellburn, doesn't count as your spell for the turn)
• COMMAND •(can give commands to all banners within a turn)
Issue a one time order or assign a task to a whole banner, anywhere in ZL. You represent Banner 1. You gain another banner by claiming land. You can get another by having the largest land claim. If you don't meet the requirements of a extra Banner any longer, you keep it until you lose(or remove) all units from it. A champion unit is required to lead a banner, promote using BLESSING demoting another champion if you have more than banners.
• COMMUNE •
Say something or otherwise interact with an NPC and wait for a response. Response often given back between updates.
• TRAVERSE •
Move to a new location. Stops at an obstacle or unexpected event.
• GLITCH •
Upon reporting a "technical error" in my update or game material, such as incorrectly attributed stats or incorrect math, you may get a bonus relavent to the sevarity of the find, more so if caught early. This bonus can take any form I think of, including NPC behavior.
• REVEAL •
You can only have your avatar edited while it's raining or while near a very still body of water. Some NPC's will not recognize you. If a large change.
• SHELL •
Turn yourself and your nearby units into impenetrable statues which negate magic nearby. This will automatically happen if you are inactive twice in a row. Magic deters "carrying them away". You will need to devote a turn to breaking out.
Advanced Use
(GRY)
Can immediately act after breaking out.
White Spells
• BRIGHT- •
Sacrifice an amount of color of any combination of types to reduce the spellburn of a spell by 1 for each 15 color sacrificed. Points of 15 can also or instead be spent to enhance a spell or alter it's effect based on the color(s) chosen and intent of the mage. Failure outcomes removed. Roll cannot be otherwise increased. The base spell's spellburn applies only.
Advanced
(RED)
30 color spent on this cast will immediately regenerate.
(WHT)
Color spent on this cast will regenerate by 15 each turn.
• COMBO •
Post "COMBO" then quote a mage's post. You share a portion of the spellburn rounded up, along with anyone else assisting. You CAN increase magnitude WITH permission.
(GRN)
If others are doing this to your spell, neutral failure is the lowest outcome. (Min 2 helpers)
• CHANT •
Reduce the spell burn of your next cast by 1, can be used to stack this benefit if done repeatedly. You must not have any spell burn currently. Benefit ends if you fail to use chant again or cast a spell. If you are inactive it will be assumed you continue.
(BLU)(JSR)
This doesn't count as your spell for the turn.
Class Spells
• TELIPORT •
All mages can teliport to their landmark.
(BLK)
You can teliport to another black mage with permission.
(WHT)
You can teliport with a nearby teliporting black mage with permission.
(JSR)
You can teliport with any nearby teliporting mage without need for permission.
• IMMUNITY • (automatic)
Black mages are immune to harmful spells, and as are grey mages if they didn't cast a spell on their last turn. White mages are also immune f given permission to accompany(follow) a black mage.
• -# (AMPLIFY) •
All mages may cast black spells up to thier current magnitude. Red, green, and blue mages can cast their color at two above thier magnitude. Grey mages may cast all colors one above thier magnitude. Jester mages may cast their top two colors one above their magnitude. White mages may cast red, green, and blue spells two above theirs. If you do not state in some way you will amplify a spell, I will assume it is magnitude 1(√1). Amplifying a spell lowers your initiative, your next turn may be pushed back.
• SHIFT • (automatic)
As you gain color your class shifts:
Red, green, blue mage: 60 in the color and 45 more than any other.
Grey: 45 in each color, each 30 or less apart.
White: 195 in each color.
Jester: 45 in two colors, 45 more than third, each 30 or less apart.
• COLORIZE (AUTO COLOR) • (automatic)
Most classes have the ability to convert color into a type that matches their class requirements allowing them to stay in it no matter what spells they choose to use. It defaults to ON. Announce you will turn it OFF when making your move to be able to gain color normally.
Red, green, blue mage = Auto Red, Green, or Blue
Grey = Auto Grey: color becomes current lowest.
Jester = Auto Duo: color becomes current loowest of top two.
Golem Spells
• HARMONIZE • (automatic)
When using a spell with a golem of the same affinity in your avatar's banner, a failing role will be raised by one for each(or lower an overshot). The only way to stop this is to the assign them to a different banner when you cast a spell. After doing so they will be "drained" and must be among world symbols of thier element for a time to recharge(two consecutive turns usually).
• MORPH • (initiated)
you may take your Clay Golems and turn them into a new type of unit. Make note of its new strengths and weaknesses(one must justify the other). They can be turned back into Clay Golems but cannot be directly turned into a new class unless that is a special attribute. Clay Golems themselves will have generally modest capability of most common tasks. Name it.
• ELUDE • (implied by PM)
Can PM a command for Root Golems that start in and never leave dense forest. Hints may be given if this requirement is not met.
• TOUGH • (passive)
Stone Golems may rise up from supposed death. Works even better in numbers.
Meta
Magnitude (See AMPLIFY)
You don't need to understand this part- mostly for me.
Map Coverage
5 800 025.00% (% map coverage) (max is 765)
4 400 012.50%
3 200 006.12%
2 100 003.06%
1 050 001.53%
Hard Numerical Values
√1 = 1 = 1
√2 = √1 + √1 = 2
√3 = √2 + √2 = 4
√4 = √3 + √3 = 8
√5 = √4 + √4 = 16
[/left]• GOLEM •
Advanced
Red, Blue, and Green mages may insteaf specify themselves as a focal point.
√ = 2 to 4 create extra golems
√ = 5+ create a titan that requires its' own banner
• BLAZE •
Advanced
You must pay atleast the current magnitude of heat to increase it. ex. 2√ to increase √2→3. And one lower to decrease cold, rain, and clouds. This spell has no impact on wind.[/i]
√ = weather changing potential, √ = effective range and potency
• LIFT •
Advanced
√ = terraforming potential
sow
√ = effective range and yield, √ = duration
bal
√ = weather changing potential, √ = terraforming potential
bls
Crse
√ = effective range and potency
Bnd,
√ = more charges
Snk
√ = terraforming potential
Smmn
√ = √ of subject versus # of copies, √ effective range(of source and or projection)
Tmpst
Condense clouds and build up wind- in a chosen direction if desired; optionally strike an exposed wet or conductive object with lightning. A lower √ of rain than clouds will continue to pour indefinately, otherwise it will gradually deplete. You must pay atleast the current magnitude of an element to increase it. ex. 2√ to increase √2→3 cold. And one lower to decrease present heat.
√ = weather changing potential, √ = effective range and potency
Class Highlights
BLACK
• lift, sink, and sow at mag 1 without spellburn
• teliport to other black mages with permission
• can make it night allowing secret actions
RED
• start fires
• lay curse mines in your territory
• bright cast regen
Skill Training
There are three levels of skills:
general: broad skills that apply to many actions. Usually readily available at anytime. Swimming, Fighting, Climbing.
conditional: more focused, require something less commonplace. Swordplay, Horseback
unique: extremely focused. Katanas