World of Cytropol have many different factions are in power, including mechanoids, and corporations
Played | 27 times |
Cloned | 0 times |
Created | 231 days ago |
Last Updated | 27 days ago |
Visibility | Public |

Mechanoid Armageddon
Summon a devastating swarm of mechanoids from orbit, raining destruction upon a designated area. The mechanoids land in random locations, unleashing a barrage of energy blasts and projectiles that devastate all living creatures in their vicinity. This spell can only be cast twice and cannot be recharged, making it a last resort for total annihilation.

Light Blocking
You hack into a secret encrypted line of a mechanoid swarm, compelling their fabricator to create a massive sunshade that blocks all sunlight for 48 hours. This spell can only be cast once every 5 days, and the sunshade will remain until the fabricator is detected and destroyed, which typically occurs within two days.

Electromagnetic Overload
You can remotely convert a hacked mechanoid into an electromagnetic circuit generator, causing it to malfunction and emit a dangerous energy field. For a duration determined by the mechanoid's power, it deals energy damage to all creatures within a 15-meter radius before shutting down.

Remote Detonation
You can remotely trigger an explosive reaction in a mechanoid you have previously hacked. The size of the explosion is proportional to the size of the mechanoid and the power of its main weapon, dealing damage in a radius around the mechanoid.

Steel Claws Lvl 3
You contact the secret lines of the mechanoid swarm, speaking special codes to summon 5 mechanoid landing capsules and 1 mega mechanoid landing capsule. The capsules land randomly, releasing fast mechanoids with blades for hands that attack all creatures in sight, including you. The mega capsule releases a white mechanoid Devil that fires explosive rounds from its minigun at all living beings.

Rainbow Rain
You contact the secret line of mechanoids, unleashing a torrent of rainbow-colored rain that falls over a vast area for 2 turns. Each drop contains a billion nanomachines that infect any creature they touch, potentially leading to death within 4 turns unless the nanomachines are eliminated. All creatures, including allies and enemies, are susceptible to this infection. After casting this spell, you cannot contact the mechanoids for an extended period.

Nanomachine Manipulation
You can control nanomachines within your body (excluding your brain), allowing you to enhance your physical abilities or remove unwanted nanomachines. However, after using this spell, you suffer from intense headaches and mental fatigue, representing the strain on your mind.

Mechanoid Hack
You attempt to hack into a mechanoid's systems using your brain implant, temporarily gaining control over it. The difficulty of the hack is determined by the mechanoid's defenses and your intelligence level, allowing you to command it to perform tasks or fight on your behalf.

Seismic Serpent
You contact the secret line of the mechanoid swarm and call for support. At the designated coordinate, a huge seismic snake bursts out of the ground, flies up into the sky, and burrows back down. The ground shakes before it erupts, giving foes a chance to dodge, but those who fail to evade suffer devastating damage.

Steel Claws Lvl 1
You contact the secret line of the mechanoid swarm, summoning three mechanoid landing pods that crash down from the sky. Each pod lands in a random location, potentially dealing damage to any enemies in the vicinity. From each pod emerges a small, smooth-hulled white mechanoid equipped with energy sniper rifles, which will attack all creatures indiscriminately, including you.

Steel Claws Lvl 0
You contact the secret line of the mechanoid swarm, summoning a mechanoid landing pod from the sky. The pod crashes down, dealing damage to enemies in its landing zone, and releases a small, aggressive mechanoid armed with an energy shotgun that targets all creatures nearby, including you.

Chaos of Destruction
You unleash a devastating wave of psychic energy that tears at the fabric of reality, causing chaos and destruction in a wide area. All creatures within range must make a saving throw or suffer catastrophic psychic damage and become disoriented, while you are left severely exhausted and lose half of your magical powers temporarily.

Psychic Flick
You unleash a surge of psionic energy that targets a random organ of a creature, causing intense pain and temporary paralysis. The affected creature loses control over that organ and cannot regain its function for the duration of the spell.

Psychic Lightning
You summon a powerful bolt of psychic lightning that strikes a target, dealing mental damage and causing temporary disorientation. The target must succeed on a saving throw or be stunned until the end of their next turn.

Paralyzing Stare
This powerful psionic spell allows you to focus your will on one limb of a creature, disabling it temporarily. Etheric energy shimmers around the chosen limb, causing the victim to feel their motor control gradually fading as long as you maintain concentration.

Psionic Wave of Chaos
By summoning the powers of the mind, you create a powerful wave of psychic energy that damages the enemy's mind and causes temporary disorientation. The wave engulfs the target, penetrating their thoughts and leaving a trail of fear and confusion, preventing them from taking adequate action on their next turn.

Parallel Moment
Allows you to temporarily open a portal to an alternate reality, giving you a glimpse into the possible outcomes of the current situation. By concentrating his psychic energy, the psionicist creates an illusory representation of several variations of events that may occur in the future. This spell provides the ability to not only see, but also to choose the most favorable path, for each illusion contains the key to solving the problem. The effect lasts only a few moments, but can dramatically change the course of events if the psionicist applies what he sees correctly.

Psionic Will
You unleash a powerful stream of mental force at a target, penetrating their mind and causing intense pain and disorientation. The target must make a saving throw or suffer debilitating effects from the psychic assault.

Arcane Sight
Upon casting Arcane Sight, you can ask one question to a chosen creature, compelling it to answer truthfully within one minute. The spell requires concentration and lasts for 10 minutes, but can only be used once per brief rest. Be wary, as the mesmerizing effect may lead to unpredictable consequences if the creature senses an intrusion into its thoughts.

Echoes of Thought
All creatures within 30 feet hear repeated words spoken by you, resonating in their minds as if they were real. For 1 minute, they can react to these echoes, potentially influencing their decisions and actions as if they were genuine commands or suggestions.

Psychic Explosion
Unleash a burst of psychic energy that deals 1d4 damage to a target. For the next round, the caster's spellcasting power increases by 1, enhancing their effectiveness in combat.

Siren
You unleash a melodic mech from your lip implants, enchanting those who hear it. If the target has 20 relationship points with you, any offer you make to them automatically succeeds, compelling them to agree without hesitation.

Soft Love
You weave a gentle charm that captivates the heart of a humanoid creature. If the target is a human of the opposite gender, you gain 15 points in relation with them, fostering a sense of affection and trust.

Controlled Insanity
You embrace a fleeting moment of madness, sacrificing a portion of your vitality to unleash your full potential. You lose 3 hit points, but your next successful attack is a critical hit, allowing you to strike with unparalleled ferocity.

General's Orders
You call in a devastating mortar attack on a designated point. Within 2 rounds, a barrage of fuel shells, shrapnel shells, electric shells, and explosive shells rains down, dealing massive damage to all creatures in the area. This spell cannot be cast in caves or enclosed spaces.

Military Support
You call down two small military machine gun mechanoids from the sky in landing pods. The pods crash down, smashing through obstacles and rooftops, before opening to unleash the mechanoids that will attack your enemies. Their ammunition is limited, and when it runs out, they explode, dealing damage to nearby foes. Note that this spell cannot be cast in enclosed spaces like caves.

Holographic Eye
By stimulating your eye implant, you create a holographic projection that highlights the enemy's critical vulnerabilities. For the duration of the spell, your next ranged weapon attacks are guaranteed to hit a critical spot, dealing critical damage.

Vorshum Enhancement
You tap into forbidden Vorshum technology to inject a potent andrealin-enhancing serum into yourself or an ally. For the next 2 turns, the target's Strength, Dexterity, and Constitution each increase by 5, granting them enhanced physical capabilities.
Varglam technology
You can use the forbidden technology to inject andrealin-enhancing drugs, strength, dexterity, and constitution increases by 5 for 2 turns.

Nanomechanite Infusion
You inject a swarm of nanomechanites into a creature, temporarily enhancing their physical attributes and resilience. However, after a duration, the nanomechanites begin to cause excruciating pain, potentially debilitating the target if the infusion fails.