Zelda Universe RPG

Open WIP Thread - Printable Version

+- Zelda Universe RPG (https://zurpg.sephiroth.ws)
+-- Forum: ZURPG General (https://zurpg.sephiroth.ws/forum-18.html)
+--- Forum: Feedback & Suggestions (https://zurpg.sephiroth.ws/forum-10.html)
+--- Thread: Open WIP Thread (/thread-658.html)

Pages: 1 2 3


RE: Open WIP Thread - Orithan - 05-12-2015

I think you will all hate me for this horrible creation (kudos if you know where I got this sucker from):

Grudge Trap
  • REQUIREMENTS: Level 40 and Shadow (Level: 9)
  • COST: 27 Magic
  • DESCRIPTION: Place a Magic circle, filled with the hatred and grudge that you will hold against the enemy in your afterlife, in the air anywhere except directly underneath targets or within a foot of them, which is invisible to everyone except yourself and your allies. This can be summoned to Cover yourself or an ally.
    • TRIGGER CONDITION: An attack that costs Magic passes over the Magic circle.
    • TRIGGER EFFECT: The trap reveals itself and expands to cover the enemy party opposing whoever triggered the trap:
      • EFFECT: Whenever someone who is covered by the trap dies as the direct result of an attack, the attacker loses all of their Magic.
        • This includes deaths caused as the result of friendly fire.
        • This does not affect boss-type enemies.
        • This does not occur if the target instantly revives.
    • DURATION: The trap remains active until someone covered by this trap dies, whereupon the trap is consumed.
Now for something less evil:
Shifting Trap
  • REQUIREMENTS: Level 30 and Shadow (Level: 5)
  • COST: 13 Magic
  • DESCRIPTION: Place a large Magic circle, large enough to cover a party, that constantly appears to shift from its position on the ground anywhere which is invisible to everyone except yourself and your allies.
    • TRIGGER CONDITION: Someone rerolls an attack in the same room as the Magic circle.
    • TRIGGER EFFECT: The trap reveals itself and gives anyone covered by the trap the ability to momentarily shift their position in the face of oncoming attacks and to evade defences:
      • EFFECT: Everyone covered by the trap gets a free reroll for each Attack and Defend they make
        • Unused rerolls do not stack.
    • DURATION: This trap remains active until dispelled or otherwise destroyed.
      • This can be dispelled as if it is an Field Effect.



RE: Open WIP Thread - WindStrike - 05-13-2015

Reorganizing Support Spells so I can integrate Orithan's Traps in:

Fire (16)
  1. Cleansing Flames, Fire (Level: 1)
  2. Veil of Flames, Fire (Level: 1)
  3. Charge, Fire (Level: 1)
  4. Defrost, Fire (Level: 2)
  5. Empowering Flames, Fire (Level: 2)
  6. Cinder Trap, Fire (Level: 2)
  7. Flame Guard, Fire (Level: 3)
  8. Rising Phoenix, Fire (Level: 3)
  9. Magma Trap, Fire (Level: 3)
  10. Flame Trail, Fire (Level: 4)
  11. Burning Mind, Fire (Level: 4)
  12. Firebomb Trap, Fire (Level: 4)
  13. Burning Magic Field, Fire (Level: 5)
  14. Fire Mage, Fire (Level: 5)
  15. Heatwave Trap, Fire (Level: 5)
  16. Flare Up, Fire (Level: 6)
Water (17)
  1. Bounce, Water (Level: 1)
  2. Stack, Water (Level: 1)
  3. Stream Trap, Water (Level: 1)
  4. Revenge Frost, Water (Level: 2)
  5. Return of the Tide, Water (Level: 2)
  6. Magic Shell, Water (Level: 2)
  7. Sweep, Water (Level: 3)
  8. Untouchable, Water (Level: 3)
  9. Sponge Trap, Water (Level: 3)
  10. Salvage, Water (Level: 4)
  11. Rain, Water (Level: 4)
  12. Sweeper Trap, Water (Level: 4)
  13. Mist Cloud, Water (Level: 5)
  14. Bubble Shield, Water (Level: 5)
  15. Counterflow Shield, Water (Level: 6)
  16. Frozen Trap, Water (Level: 6)
  17. Slow Magic Field, Water (Level: 7)
Nature (21)
  1. Seed of Life, Nature (Level: 1)
  2. Heal Beam, Nature (Level: 1)
  3. Guard, Nature (Level: 1)
  4. Vine Shield, Nature (Level: 2)
  5. Enchant Totem, Nature (Level: 2)
  6. Vine Trap, Nature (Level: 2)
  7. Mend, Nature (Level: 3)
  8. Barricade, Nature (Level: 3)
  9. Runner Trap, Nature (Level: 3)
  10. Wasteland, Nature (Level: 4)
  11. Lightning Amplify, Nature (Level: 4)
  12. Stalagmite Trap, Nature (Level: 4)
  13. Recovery Orb, Nature (Level: 5)
  14. Lightning Field, Nature (Level: 5)
  15. Breath o' Fresh Air, Nature (Level: 5)
  16. Whirlwind, Nature (Level: 6)
  17. Tempest Chain, Nature (Level: 6)
  18. Storm Cell Trap, Nature (Level: 6)
  19. Cellular Regeneration, Nature (Level: 7)
  20. Leech Roulette, Nature (Level: 7)
  21. Sacrifice, Nature (Level: 7)
Light (19)
  1. Boost, Light (Level: 1)
  2. Barrier, Light (Level: 1)
  3. Haste, Light (Level: 1)
  4. Spirit Raise, Light (Level: 2)
  5. Barricading Light, Light (Level: 2)
  6. Flash Trap, Light (Level: 2)
  7. Holy Cleansing, Light (Level: 3)
  8. Transcendence, Light (Level: 3)
  9. Reverse Polarity, Light (Level: 3)
  10. Blinding Reflect, Light (Level: 4)
  11. Weave, Light (Level: 4)
  12. Aura Trap, Light (Level: 4)
  13. Alteration Prism, Light (Level: 5)
  14. Feedback Pulse, Light (Level: 5)
  15. Inversion Trap, Light (Level: 5)
  16. Realm of Light, Light (Level: 6)
  17. Fortify, Light (Level: 6)
  18. Deception Trap, Light (Level: 6)
  19. Hope Roulette, Light (Level: 7)
Shadow (21)
  1. Dispel, Shadow (Level: 1)
  2. Spirit Reserves, Shadow (Level: 1)
  3. Death Leech, Shadow (Level: 1)
  4. Revival Leech, Shadow (Level: 2)
  5. Infect, Shadow (Level: 2)
  6. Poison Trap, Shadow (Level: 2)
  7. Second Chance, Shadow (Level: 3)
  8. Negative Shadows, Shadow (Level: 3)
  9. Phantom Trap, Shadow (Level: 3)
  10. Quick Strike, Shadow (Level: 4)
  11. Shadow of the Past, Shadow (Level: 4)
  12. Karma Trap, Shadow (Level: 4)
  13. Plague Ward, Shadow (Level: 5)
  14. Decrepify, Shadow (Level: 5)
  15. Shifting Trap, Shadow (Level: 5)
  16. Perception Trick, Shadow (Level: 6)
  17. Berserk, Shadow (Level: 6)
  18. Shallow Grave, Shadow (Level: 6)
  19. Acid Spray, Shadow (Level: 7)
  20. Shades of Retribution, Shadow (Level: 7)
  21. Death Roulette, Shadow (Level: 7)
Arcane (16)
  1. Lower Magic, Arcane (Level: 1)
  2. Damage Recovery, Arcane (Level: 1)
  3. Status Shell, Arcane (Level: 1)
  4. Drain Converter, Arcane (Level: 2)
  5. Tether, Arcane (Level: 2)
  6. Mana Trap, Arcane (Level: 2)
  7. Covalent Bond, Arcane (Level: 3)
  8. Mass Communion, Arcane (Level: 3)
  9. Reverse Siphon Trap, Arcane (Level: 3)
  10. Mirror, Arcane (Level: 4)
  11. Magic Disarray, Arcane (Level: 4)
  12. Dispel Trap, Arcane (Level: 4)
  13. Meld, Arcane (Level: 5)
  14. Negation, Arcane (Level: 5)
  15. Bouncing Orbs, Arcane (Level: 5)
  16. Seal Trap, Arcane (Level: 6)

Ignoring Combination Support Spells for now.


RE: Open WIP Thread - WindStrike - 05-13-2015

Counterflow Shield
  • REQUIREMENTS: Level 30 and Water (Level: 6)
  • COSTS: 15 Magic
  • DESCRIPTION: Two shields of Water surround a target, flowing against each one. One shield takes the colors of his lesser affinities, while the other takes the color of his greatest affinity.
    • EFFECT: Target gets one stack of the Counterflow Shield Buff:
      • Target gains 15 Magical Armor against any affinity-based attack that doesn't counter his Highest Affinity Level.
        • If there's a tie between his highest, he must select one when receiving this Buff.
Flare Up
  • REQUIREMENTS: Level 30 and Fire (Level: 6)
  • COSTS: Any amount of Magic
  • DESCRIPTION: Target gains a flaring glow, increasing his offensive capabilities to any degree.
    • EFFECT: Target gains Attack Successes equal to the amount of Magic spend on this spell.
      • DURATION: This lasts until the end of your turn one round later.
Slow Magic Field
  • REQUIREMENTS: Level 30 and Water (Level: 7)
  • COSTS: 16 Magic
  • DESCRIPTION: The entire field becomes swarmed with a sea of magical water, which doesn't seem to affect anything physically, and it doesn't cause anyone to drown. However, in this field, Magic moves much slower.
    • EFFECT: Summon the Slow Magic Field Field Effect:
      • When this comes into play, cancel out and remove a Fire-based Field Effect.
      • All spells move slowly through the air, taking a full round to hit.
        • For example, if you fire a spell on your turn, it will not hit until the start of your next turn.
      • Any attack that costs Magic also loses 15 Attack Dice.
      • All forms of Magic recovery are halved.
Shades of Retribution
  • REQUIREMENTS: Level 30 and Shadow (Level: 7)
  • COSTS: 12 Magic
  • DESCRIPTION: A shield of shifting shadows covers someone, with its shadows seeming to lash out towards enemies.
    • EFFECT: Give a target one stack of the Shadow Shield Buff:
      • When the target successfully defends either a melee attack or an attack that costs Magic, the shield converts to being shadowy roots, removing one stack of this Buff and partially paralyzing the attacker.
        • Target gets one stack of the Immobilized Affliction:
          • Target cannot move or perform melee attacks. This includes Cover and Escape.
        • Target gets one stack of the Silenced Affliction:
          • Target cannot casts spells or start charging for anything.
          • If the target was already charging a spell, that charge is canceled.



RE: Open WIP Thread - Orithan - 05-14-2015

  • REQUIREMENTS: Two hands and 7 Base Power
  • DESCRIPTION: A simple low-level steel battleaxe commonly used in combat by Keaton Bandits. It grants a small defensive bonus and can Cleave or Execute a target.
    • Defense: +2 Dice
    • Cleave:
      • Roll your Power dice vs. targets' Power dice
        • Physical Damage: +2
        • EFFECT: If the attack kills the target, you can have the axe cleave through and hit another target at the same success rate -#, where # = the amount of Hearts the target had prior to the attack.
          • This continues until the Cleave fails to kill a target.
    • Execute:
      • Roll your Power dice vs. targets' Power dice
        • Physical Damage: +2
        • EFFECT: If the target has 3 Hearts or less afterwards, all Buffs on the target are removed, and the target automatically dies.
  • REQUIREMENTS: Level 20, Two hands and 30 Base Power
  • DESCRIPTION: A heavily armored battleaxe, is usually carried by mid-level Keaton Bandits. It grants a small defensive bonus and can Cleave or Execute a target.
    • Defense: +4 Dice
      • Whenever this axe kills someone, this bonus is increased by +4 Dice.
        • This extra bonus Defense Dice wears off when this axe is unequipped.
    • Cleave:
      • Roll your Power +4 dice vs. targets' Power dice
        • Physical Damage: +6
        • EFFECT: If the attack kills the target, you can have the axe cleave through and hit another target at the same success rate -#, where # = the amount of Hearts the target had prior to the attack.
          • This continues until the Cleave fails to kill a target.
    • Execute:
      • Roll your Power +7 dice vs. targets' Power dice
        • Physical Damage: +4
        • EFFECT: If the target has 8 Hearts or less afterwards, all Buffs on the target are removed, and the target automatically dies.
  • REQUIREMENTS: Level 40, Two hands and 50 Base Power
  • DESCRIPTION: A brilliant, gleaming silver axe which bears two intimidating serrated blades; one large one set at the end of the pole just past a smaller blade, built in the image of the legendary Manji Battleaxe, and is usually carried by high-level Keaton Bandits. It grants a small defensive bonus and can Cleave, Execute or Dual Slice a target.
    • Defense: +8 Dice
      • Whenever this axe kills someone, this bonus is increased by +8 Dice.
    • Cleave:
      • Roll your Power +8 dice vs. targets' Power dice
        • Physical Damage: +10
        • EFFECT: If the attack kills the target, you can have the axe cleave through and hit another target at the same success rate -#, where # = the amount of Hearts the target had prior to the attack.
          • This continues until the Cleave fails to kill a target.
    • Execute:
      • Roll your Power +11 dice vs. targets' Power dice
        • Physical Damage: +8
        • EFFECT: If the target has 13 Hearts or less afterwards, all Buffs on the target are removed, and the target automatically dies.
    • Dual Slice:
      • DESCRIPTION: Slice the targets' defenses with the smaller blade with a swing, dealing minor damage at first, and then pull in to subject the target to the full wraith of the larger blade to capitalize on this lower defense
      • Roll your Power +10 dice vs. targets' Power dice
        • Physical Damage: Halved
        • EFFECT 1: The target gets 7 stacks of the Armor Down Affliction:
          • Target loses 1 Physical & Magical Armor
        • EFFECT 2: Immediately follow up with a secondary attack:
      • Roll your Power +5 dice vs. targets' Power dice
        • Physical Damage: +15
        • IF EITHER FAILS: The target gets an automatic counterattack.



RE: Open WIP Thread - WindStrike - 05-16-2015

Lightspeed Dash
  • REQUIREMENTS: Level 30 and Light (Level: 7)
  • COSTS: 12 Magic
  • DESCRIPTION: Give a target an insane burst of speed that he can use for a brief moment, almost achieving lightspeed.
    • EFFECT: Give a target one stack of the Lightspeed Buff:
      • The next attack or defense the target does, he gains 30 Dice.
      • Stacking this only acts as a buffer.
      • DURATION: One stack of Lightspeed is removed after the target attacks or defends. Otherwise, it lasts for the remainder of the battle.
Soul Switch
  • RESTRICTIONS: Cannot be used on Player Characters or Bosses
  • REQUIREMENTS: Level 40 and Arcane (Level: 8)
  • COSTS: 15 Hearts and 15 Magic
  • DESCRIPTION: Attempt to switch souls with someone as you reach out and grab his soul with your own soul. ... what? Roll all three of the following.
    • EFFECT: This ignores your Bonus Attack Dice & Successes and the target's Bonus Defense Dice & Successes.
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: None
    • Roll your Current Hearts dice vs. targets' Current Hearts dice
      • Damage: None
    • Roll your Current Magic dice vs. targets' Current Magic dice
      • EFFECT: If all three are successful, switch souls with the target!
        • Your souls ends up in the target's body, allowing you to freely control his body. Likewise, his soul ends up in your body, allowing him to freely control your body.
        • If either of you die, the other automatically dies, and your souls are switched back to your respective bodies.
          • This triggers before any automatic revival abilities or fairies are activated.



RE: Open WIP Thread - Orithan - 05-21-2015

Here's my time to present artifacts:

Whispy Sword
  • INFORMATION: This item is an Artifact
  • REQUIREMENTS: Level 50
  • DESCRIPTION: A legendary sword corrupted by the taint by an evil deity by the name of Shauntai. Visibly pulsing with an evil aura, the sword sports a fearsome crimson-red crystalline blade with a red crystal set in a pitch black hilt decorated with inscribings of ancient Leaklon text all over. It is said to grant whoever holds it the promise of infinite Magic. It can Slash, Stab or Summon or Covert someone's soul to a Whispy.
    • EFFECT: While equipped, an aura of death and destruction emanates from the sword; draining the lives of everyone else:
      • At the start of each round; siphon 2 Hearts from everyone in your vicinity; including innocent bystanders, to you.
      • Whenever someone dies, you can immediately siphon their remaining Magic to you.
        • This can be done right after any immediate revival effects or Faries, provided the person in question remains dead.
        • If your Magic fills up to full as a result, any remaining Magic to be siphoned recovers Hearts instead.
    • Slash:
      • Roll your Courage +30 dice vs. targets' Courage dice
        • Physical Damage: +0
        • EFFECT: Siphon Current and Maximum Hearts from the target equal to half the damage caused.
    • Stab:
      • Roll your Courage dice vs. targets' Courage dice
        • Physical Damage: +20
        • EFFECT: Siphon Current and Maximum Hearts from the target equal to the amount of damage caused.
        • IF FAIL: Target gets an automatic counterattack.
    • Summon:
      • COST: Minimum of 5 Hearts
      • DESCRIPTION: Part with a portion of your soul to summon a Summoned Whispy from your sword to in front of you, which will attack the enemy:
        • EFFECT: Upon summoning, roll the following to determine the Whispy's stats:
          • Power: Your lowest Base Stat
          • Courage: Your second lowest Base Stat
          • Wisdom: Your highest Base Stat
          • Hearts: Your second highest Base Stat + (the Hearts cost of the summon*2)
    • Convert:
      • DESCRIPTION: Convert the soul of anyone who is dead into a Summoned Whispy:
        • EFFECT 1: Upon conversion, roll the following to determine the Whispy's stats:
          • Power: Target's lowest Base Stat
          • Courage: Target's second lowest Base Stat
          • Wisdom: Target's highest Base Stat
          • Hearts: Target's second highest Base Stat + their remaining Magic
        • EFFECT 2: The target can not be revived for the remainder of the battle or until the Summoned Whispy dies.
Summoned Whispy's abilities



RE: Open WIP Thread - Orithan - 05-25-2015

This is why you don't get me to write support spells:

Masquerade of Light
  • REQUIREMENTS: Level 30 and Light (Level: 7)
  • COST: 20 Magic
  • DESCRIPTION: Target a dead ally and send them up to the sun to have a tea party with KEESE AND CO., who will later return them alive with a mask of Light covering their face.
    • EFFECT: The corpse is sent up to the heavens, rendering them as Out of Battle.
      • During this time; the target is revived, healing them to full Hearts, and they receive one stack of the Holy Confusion Affliction:
        • Target is covered in a mask of Light and targets using $1d# for anything, where # = the number of participants in the turn order.
        • Holy Confusion is immune to the first two abilities that try to remove it.
        • It can not be transferred or copied to anyone else.
      • At the start of your next turn, the target is no longer considered to be Out of Battle. That must have been some heavenly tea up there.



RE: Open WIP Thread - Sephiroth - 05-25-2015

(05-25-2015, 07:58 PM)Orithan Wrote: This is why you don't get me to write support spells:

Masquerade of Light
  • REQUIREMENTS: Level 30 and Light (Level: 7)
  • COST: 20 Magic
  • DESCRIPTION: Target a dead ally and send them up to the sun to have a tea party with KEESE AND CO., who will later return them alive with a mask of Light covering their face.
    • EFFECT: The corpse is sent up to the heavens, rendering them as Out of Battle.
      • During this time; the target is revived, healing them to full Hearts, and they receive one stack of the Holy Confusion Affliction:
        • Target is covered in a mask of Light and targets using $1d#, where # = the number of participants in the turn order.
        • Holy Confusion is immune to the first two abilities that try to remove it.
      • At the start of your next turn, the target is returned to the battle. That must have been some heavenly tea up there.

Few questions.

  1. Holy Confusion affliction; what does it do to attack?
  2. Duration of Holy Confusion -sounds- like it lasts until the player returns to battle; official rules state afflictions last until end of battle. Does this mean you're essentially always forced to target with $1d#?
  3. Immune to the first two abilities that try to remove it. ... Quite the overpowered affliction, if I might add.



RE: Open WIP Thread - Orithan - 09-30-2015

Werewolfos innates:


Active
  • RESTRICTIONS: This is an Innate Skill. Only Werewolfos can learn and use this skill.
  • DESCRIPTION: Transform into a Wolfos, unequipping all items, to intimidate enemies and execute Wolfos attacks
    • Wolfos Mode:
      • COSTS: 1 Magic to transform into.
      • Attack & Defense: +2 Dice
      • Initiative: +$0d2
      • EFFECT 1: All items are unequipped.
      • EFFECT 2: For each living ally you have in battle, you get +1 Attack & Defense Dice
        • This bonus caps out at +4 Attack & Defense Dice
      • DURATION: Until you either die or transform back into your Hylian form again on your turn for no action cost.
    • Leap:
      • REQUIREMENTS: Must be in Wolfos Mode.
      • DESCRIPTION: Leap at a target in a generic attack to deal damage.
      • Roll your Power +2 dice vs. targets' Power dice
        • Damage: +2
    • Imbue:
      • REQUIREMENTS: Must be in Wolfos Mode.
      • COST: 1 Magic
      • DESCRIPTION: Enchant an attack with a PSI Spell with no action cost.
        • EFFECT: Your next attack in Wolfos Form gains the affinity and any EFFECTS that the PSI Spell used has.
  • RESTRICTIONS: This is an Innate Skill. Only Werewolfos can learn and use this skill.
  • REQUIREMENTS: Level 10
  • DESCRIPTION: Transform into a Wolfos, unequipping all items, to intimidate enemies and execute Wolfos attacks
    • Wolfos Mode:
      • COSTS: 2 Magic to transform into.
      • Attack & Defense: +4 Dice
      • Initiative: +$0d3
      • EFFECT 1: All items are unequipped.
      • EFFECT 2: For each living ally you have in battle, you get +2 Attack & Defense Dice
        • This bonus caps out at +8 Attack & Defense Dice
      • DURATION: Until you either die or transform back into your Hylian form again on your turn for no action cost.
    • Leap:
      • REQUIREMENTS: Must be in Wolfos Mode.
      • DESCRIPTION: Leap at a target in a generic attack to deal damage.
      • Roll your Power +4 dice vs. targets' Power dice
        • Damage: +4
    • Slash:
      • REQUIREMENTS: Must be in Wolfos Mode.
      • DESCRIPTION: Rush up to a target and slash them using your claws to decrease their defense.
      • Roll your Courage +3 dice vs. targets' Courage dice
        • Damage: +0.
        • IF SUCCESSFUL: Target gets 2 stacks of the Defense Down Affliction:
          • Target loses 3 Defense Dice
    • Imbue:
      • REQUIREMENTS: Must be in Wolfos Mode.
      • COST: 1 Magic
      • DESCRIPTION: Enchant an attack with a PSI Spell with no action cost.
        • EFFECT: Your next attack in Wolfos Form gains the affinity and any EFFECTS that the PSI Spell used has.
Passive
Hunters' hearing
  • RESTRICTIONS: This is an Innate Skill. Only Werewolfos can learn and use this skill.
  • DESCRIPTION: Much like the Hylians they were transformed from, Werewolfos have an improved sense of hearing. Instead of improving how far you can hear sound from, their sense of hearing is improved to be able to hear sounds that are normally impossible to hear.
    • EFFECT: You can hear sounds that are either slightly too high or low of a frequency for regular people to be able to hear.



RE: Open WIP Thread - Orithan - 10-09-2015

A set of spells designed to be used with the spells from the Lynchman Trap Shop and eventually Illusion spells. Note that all of these are rewrites from existing skills and spells

Active
Tether Spell to Area
  • RESTRICTIONS: Can only be used with spells that can use or require the use of Tether Spell to Area to be cast.
  • DESCRIPTION: Enables you to tether a Spell that can be tethered to an area.
    • EFFECT: The Spell's area of effect occurs within the area.
Tether Spell to Object
  • RESTRICTIONS: Can only be used with spells that can use or require the use of Tether Spell to Object to be cast.
  • DESCRIPTION: Enables you to tether a Spell that can be tethered to an object.
    • EFFECT: The Spell becomes attached to the object.
Spellbreak
  • COST: Any amount of Magic
  • DESCRIPTION: Channel a concentrated burst of Magic into the area, attempting to dispel any tethered Spells.
    • EFFECT: Attempt to dispell any tethered Spells in the area.
      • If the amount of Magic spent in this instance of Spellbreak is higher than the Break Limit any tethered Spell in the area, that Spell is dispelled.
Spell Protection
  • RESTRICTIONS: Can only be used on spells that were cast with Tether Spell to Area or Tether Spell to Object.
  • COST: Any amount of Magic
  • DESCRIPTION: Place a shield of invisible Magic over a tethered Spell, protecting it from the effects of Spellbreak.
    • EFFECT: The tethered Spell's Break Limit is increased by the Magic cost of this instance of Spell Protection.