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Criou página com '{| class="wikitable" style="font-weight:bold; text-align:center; margin: 20px auto;background-color:#F8F9FA;" |- style="background-color:#B4A7D6;" ! colspan="4" | Mana Crystal |- | Spell Level | Mana Capacity | Value | Weight |- style="background-color:#B4A7D6;" | 1 | 2 | 100 GP | 7 Kg |- | 2 | 3 | 250 GP | 10 Kg |- style="background-color:#B4A7D6;" | 3 | 5 | 500 GP | 13 Kg |- | 4 | 6 | 750 GP | 15 Kg |- style="background-color:#B4A7D6;" | 5 | 7 | 1.000 GP | 20 Kg |- | 6...' |
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'''Value''': 75 GP<br/> | '''Value''': 75 GP<br/> | ||
This enchantment allows armor to be donned or doffed in just one turn after its user attunes to it. | |||
<div style="text-indent: 30px;">By using an action, you activate the armor enchantment, either donning or removing it. When not worn, its size is smaller than usual, as if its pieces self-arrange efficiently.</div> | |||
<div style="text-indent: 30px;"> | '''Natural 20'''. When not in use, the armor's weight is reduced by 50%. | ||
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== | ==Level 2== | ||
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===Enchanted Strike=== | |||
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'''Craft''': Enchanter 2<br/> | |||
''' | '''DC''': 15<br/> | ||
''' | '''Components''': Weapon, Uncommon Resonant Ingredient, and Craft Set<br/> | ||
''' | '''Value''': 100 GP<br/> | ||
''' | |||
The Enchanted Strike formula causes a non-magical weapon to deal damage of the same type but in a magical way. | |||
<div style="text-indent: 30px;">To enchant an item with this property, the enchanter studies the weapon to find an Uncommon component that resonates with that weapon. An enchanted weapon now deals damage of the same type but magically: bludgeoning becomes crushing, slashing becomes lacerating, and piercing becomes incisive.</div> | |||
<div style="text-indent: 30px;"> | '''Natural 20'''. Refer to the "General Masterpieces" table. | ||
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== | ==Level 3== | ||
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===Power I=== | |||
'''Craft''': Enchanter 3<br/> | |||
''' | '''DC''': 15<br/> | ||
''' | '''Components''': Weapon, Uncommon Resonant Ingredient, and Craft Set<br/> | ||
''' | '''Value''': 150 GP <br/> | ||
''' | |||
The Power formula enhances a weapon, giving it a magical improvement for combat. | |||
<div style="text-indent: 30px;">To enchant an item with this property, the enchanter studies the weapon to find an Uncommon component that resonates with that weapon. A weapon that receives this enchantment gains +1 to both damage and attack rolls.</div> | |||
<div style="text-indent: 30px;"> | '''Natural 20'''. Refer to the Magical Weapons I table. | ||
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===Protection I=== | |||
'''Craft''': Enchanter 3<br/> | |||
''' | '''DC''': 13<br/> | ||
''' | '''Components''': Uncommon Resonant Ingredient, Armor (or Shield), and Craft Set<br/> | ||
''' | '''Value''': 150 GP <br/> | ||
''' | |||
The Protection I formula enhances armor or a shield, giving it a magical improvement to increase its protection. | |||
<div style="text-indent: 30px;">To enchant an item with this property, the enchanter studies the armor or shield to find an Uncommon component that resonates with that item. Armor receiving this enchantment gains +1 to its AC and DR 1/true, while a shield gains +1 to its AC.</div> | |||
<div style="text-indent: 30px;"> | '''Natural 20'''. Refer to the Magical Armor I table. | ||
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== | ==Level 4== | ||
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===Power II=== | |||
'''Craft''': Enchanter 4<br/> | |||
''' | '''DC''': 19<br/> | ||
''' | '''Components''': Weapon, Rare Resonant Ingredient, and Craft Set<br/> | ||
''' | '''Value''': 750 GP<br/> | ||
''' | |||
The Power II formula enhances a weapon, granting it an even more powerful magical improvement, making it exceptionally potent. | |||
<div style="text-indent: 30px;">To enchant an item with this property, the enchanter studies the weapon to find a Rare component that resonates with that weapon. A weapon receiving this enchantment gains +2 to both damage and attack rolls.</div> | |||
<div style="text-indent: 30px;"> | <div style="text-indent: 30px;">When applying the Power II enchantment to a weapon already enchanted with Power I, the original enchantment's value is deducted from the enchantment value.</div> | ||
<div style="text-indent: 30px;"> | '''Natural 20'''. Refer to the Magical Weapons I table. | ||
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Edição das 02h40min de 4 de setembro de 2023
The Craft of Enchanter makes you capable of enchanting various items, making them magical, either through the infusion of magic or by combining unique ingredients that produce magical effects. An Enchanter is typically also a spellcaster, to make it easier to enchant items, but this is not a mandatory requirement, as knowing minerals and parts of magical creatures can potentially achieve magical effects.
Attribute: The attribute for tests related to the Craft of Enchanter is the Conjuration Attribute or Intelligence or Wisdom.
Synergies: Using an Enchanter's Craft Set, you can apply this craft to the following skills, enabling certain effects:
- Arcana: When you study a magical item, your proficiency in this craft helps you unravel information, determine possibilities of how the item functions, or how to activate it.
- History, Investigation, Perception: When inspecting a magical item, you can notice stylistic traits related to where the item was made and the era, in addition to being able to study any glyph language that may be present on the item.
Enchanter's Set
With the Enchanter's Set, you can create magical items tied to your maximum spellcasting level or your Craft level, whichever is higher.
Contents: An Enchanter's Set includes regional ingredients that can range from various crystals and stones, preserved animal parts, various types of powder, fragments of various materials, as well as sandpaper and chisels for sculpting and embedding pieces into pre-existing items.
Formulas for the Enchanter Craft
Level 1 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Write ScrollPrerequisite: Conjuration Craft: Enchanter * Writing a scroll requires the spellcaster to be familiar with the magic they want to write, have it prepared every working day, and consume half of the mana required to cast the spell (minimum of 1) per working day, and any necessary material components for casting the spell are expended during this process. The cost and time required for each spell level are described in the "Creating Scrolls" table. A spell can be written on a scroll using higher-level slots, in which case the cost and time are based on the level at which the spell is being written.
Natural 20. The mana cost is reduced by 1 point per week, and the final cost is reduced by 25%.
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Magically Infusing - I to VICraft: Enchanter * The enchantment of an item begins by taking a formula from a base enchanted item; its value and time are halved, and the required ingredients reflect this change, decreasing in rarity. However, in exchange for this convenience, the enchanted item becomes magical only when activated. The crafting DC of this item is equal to the DC of the original formula -2.
Activating an infused item is done using a bonus action, and the duration of the enchantment is 2 + the Craft level required to create the base item, in rounds. At the end of these rounds, the item loses the enchantment until a long rest is taken. The maximum rarity of an item that can be made using this formula is Rare, with Epic and higher items not being able to be created with this formula.
Natural 20. Add the item's level to the number of rounds it remains enchanted when activated. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Mana CrystalPrerequisite: Conjuration Craft: Enchanter 1 A Mana Crystal is a high-quality, intact crystal into which mana has been channeled and fixed for later use. Creating a Mana Crystal with a standard crystal requires a 1-hour ritual for each spell level used to channel mana into the crystal, in addition to 50 GP per spell level in magical components consumed during the process. During each hour of the ritual, one spell level in Mana points is transferred to the Crystal. More expensive crystals can expedite this process.
The maximum amount of mana an enchanter can channel is based on their maximum spellcasting level. An enchanter attempting to channel mana beyond their spellcasting level to a crystal can dissipate all the mana from it or even irreparably shatter it.
An enchanter can use a Mana Crystal by redirecting the crystal's mana to themselves. For each Mana point, the enchanter must concentrate and be in contact with the crystal. In a Standard Crystal, every 5 minutes, 1 point of mana is transferred from the Crystal to the enchanter, and an enchanter is unable to channel mana beyond their capacity.
The quality of a crystal can affect the channeling speed and determine when it begins to dissipate mana.
20 natural. The ritual time is halved.
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Automatic ArmorCraft: Enchanter 1 This enchantment allows armor to be donned or doffed in just one turn after its user attunes to it. By using an action, you activate the armor enchantment, either donning or removing it. When not worn, its size is smaller than usual, as if its pieces self-arrange efficiently.
Natural 20. When not in use, the armor's weight is reduced by 50%. |
Level 2 |
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Enchanted StrikeCraft: Enchanter 2 The Enchanted Strike formula causes a non-magical weapon to deal damage of the same type but in a magical way. To enchant an item with this property, the enchanter studies the weapon to find an Uncommon component that resonates with that weapon. An enchanted weapon now deals damage of the same type but magically: bludgeoning becomes crushing, slashing becomes lacerating, and piercing becomes incisive.
Natural 20. Refer to the "General Masterpieces" table. |
Level 3 |
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Power ICraft: Enchanter 3 The Power formula enhances a weapon, giving it a magical improvement for combat. To enchant an item with this property, the enchanter studies the weapon to find an Uncommon component that resonates with that weapon. A weapon that receives this enchantment gains +1 to both damage and attack rolls.
Natural 20. Refer to the Magical Weapons I table. |
Protection ICraft: Enchanter 3 The Protection I formula enhances armor or a shield, giving it a magical improvement to increase its protection. To enchant an item with this property, the enchanter studies the armor or shield to find an Uncommon component that resonates with that item. Armor receiving this enchantment gains +1 to its AC and DR 1/true, while a shield gains +1 to its AC.
Natural 20. Refer to the Magical Armor I table. |
Level 4 |
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Power IICraft: Enchanter 4 The Power II formula enhances a weapon, granting it an even more powerful magical improvement, making it exceptionally potent. To enchant an item with this property, the enchanter studies the weapon to find a Rare component that resonates with that weapon. A weapon receiving this enchantment gains +2 to both damage and attack rolls.
When applying the Power II enchantment to a weapon already enchanted with Power I, the original enchantment's value is deducted from the enchantment value.
Natural 20. Refer to the Magical Weapons I table. |
Proteção IIOfício: Encantador 4 A fórmula Proteção II, faz com que uma armadura, ou escudo, receba um aprimoramento mágico mais poderoso, aumentando ainda mais seu poder defensivo. Para encantar um item com essa propriedade, o encantador estuda a armadura, ou escudo, para encontrar um componente Raro que tenha ressonância com esse item. Uma armadura que receba esse encantamento recebe +2 em sua CA e RD 2/verdadeiro, um escudo recebe +2 em sua CA.
Ao utilizar o encantamento Proteção II em uma armadura, ou escudo, que já possua o encantamento Proteção I, o valor do encantamento original é descontado do valor de encanto.
20 natural. Tabela Armaduras Mágicas I |
Nível 5 |
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Poder IIIOfício: Encantador 5 A fórmula de poder III, faz com que uma arma receba um aprimoramento mágico excepcional, tornando-a extremamente poderosa. Para encantar um item com essa propriedade, o encantador estuda a arma para encontrar um componente Raríssimo que tenha ressonância com essa arma. Uma arma que receba esse encantamento recebe +3 em jogadas de dano e ataque.
Ao utilizar o encantamento Poder III em uma arma que já possua o encantamento Poder I ou II, o valor do encantamento original é descontado do valor de encanto.
20 natural. Tabela Armas Mágicas I |
Proteção IIIOfício: Encantador 5 A fórmula Proteção III, faz com que uma armadura, ou escudo, receba um aprimoramento mágico excepcional aumentando imensamente seu poder defensivo. Para encantar um item com essa propriedade, o encantador estuda a armadura, ou escudo, para encontrar um componente Raríssimo que tenha ressonância com esse item. Uma armadura que receba esse encantamento recebe +3 em sua CA e RD 3/verdadeiro, um escudo recebe +3 em sua CA.
Ao utilizar o encantamento Proteção III em uma armadura, ou escudo, que já possua o encantamento Proteção I ou II, o valor do encantamento original é descontado do valor de encanto.
20 natural. Tabela Armaduras Mágicas I |
Nível 6 |
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Arma VelozOfício: Encantador 6 O Encantamento Arma Veloz faz com que uma arma receba uma velocidade sobrenatural quando usada em combate. Para encantar um item com essa propriedade, o encantador estuda uma arma que tenha o encantamento Poder II ou III para encontrar um componente Raríssimo que tenha ressonância com essa arma e encantamento. Atacar com uma arma que receba esse encantamento, concede ao atacante um ataque adicional com essa arma por turno.
20 natural. Tabela “Obras-primas Gerais” |