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=== Elemental Magic === | === Elemental Magic === | ||
[[Arquivo:Magias Elementais.png|600px|miniaturadaimagem|direita|Magias Elementais]] | |||
Elemental | Elemental magic manipulates nature's own energy to produce the desired effect from one or more elements and can create unique effects by combining more than one element. Some provide explosions of fire or lightning, others channel positive energy to heal wounds. | ||
When you are given the ability to cast an elemental spell, you are given access to the Elemental Mystery spell list and you must choose one of the four Primary Elements as your main element. If you are given access to one more element, you must choose a new Primary Element or an element related to an element you already have. | When you are given the ability to cast an elemental spell, you are given access to the Elemental Mystery spell list and you must choose one of the four Primary Elements as your main element. If you are given access to one more element, you must choose a new Primary Element or an element related to an element you already have. | ||
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==== Secondary Elements ==== | ==== Secondary Elements ==== | ||
*'''Flora'''. In a mixture of Water and Earth, the Flora element is created. This element seeks the conservation and creation of life, facilitating and accelerating growth. | |||
*'''Flora'''. | |||
*'''Ice'''. In a mixture of Water and Wind, the Ice element is created. Due to its brutal nature, few beings are able to use this element without some kind of ricochet. This element is capable of powerful things, however, it can end up having serious consequences. | |||
*''' | |||
*'''Magma'''. In a mixture of Fire and Earth, the Magma element is created. This element seeks renewal through destruction, having both healing and aggressive energies. | |||
*'''Magma'''. | |||
*'''Storm'''. In a mixture of Fire and Wind, the Storm element is created. This element brings personal strength enhancement or the devastation of a location. | |||
*''' | |||
==== Tertiary Elements ==== | |||
==== | |||
*'''Crystal'''. In a mixture of Magma and Flora, the Crystal element is created. This element is protective in nature, although it can also have aggressive uses. It creates magical barriers and can negate harmful effects. | |||
*''' | |||
*'''Metal'''. In a mixture of Magma and Storm, the Metal element is created. This is probably the most versatile and useful element during combat, being able to create strong armor and powerful weapons. | |||
*'''Metal'''. | |||
*'''Blizzard'''. In a mix of Storm and Ice, the Blizzard element is created. Able to create powerful snowstorms, create ice golems, and even a hut capable of protecting from all the outside. | |||
*''' | |||
*'''Yeti'''. In a mixture of Ice and Flora, Yeti magic is created. This element is a mystery, few know what it is capable of creating, but those who know it do not seem to have the strength they have. There is no evidence of any being who has studied this element in depth. It is not possible to select Yeti magic as one of your elements. | |||
*'''Yeti'''. | |||
==== Transition Elements ==== | |||
==== | |||
*'''Desert'''. Upon transitioning to the Shadow element, Earth becomes the Desert element. Usually, this element is very common among assassins and spies, being used to exhaust your enemies and to camouflage themselves in the environment. | |||
*''' | |||
*'''Infernal'''. Upon transitioning to the Shadow element, Fire becomes the Infernal element. This element brings out the worst part of each of its base elements, being completely focused on destruction and devastation, burning everything in its path. | |||
*''' | |||
*'''Sound'''. Upon transitioning to the Shadow element, the Wind becomes the Sound element. This element assists with the sound control of a location and can increase it exponentially or silence it completely. | |||
*''' | |||
*'''Poison'''. Upon transitioning to the Shadow element, Water becomes the Poison element. For those who know this element, know that it is much more than just destroying the cells of a creature's body, it can also be used to create powerful effects to increase strength, speed, or even the vision of a creature. | |||
*''' | |||
==== Primordial Elements ==== | |||
==== | |||
These elements are extremely rare to be found in nature, and those capable of controlling them are even more so. It is a very rare event when an Arcane capable of controlling Light is born. On the other hand, the Shadow element can be found in times of conflict. | |||
*'''Light'''. This element is considered one of the rarest of elemental powers and can be extremely versatile, creating prisons of pure light, blinding creatures, throwing protective barriers, or creating a beam of energy capable of crossing the most resistant of walls. | |||
*''' | |||
*'''Shadow'''. An element created by mixing any opposite element. You can imagine the Shadow element as a sphere of pure darkness. | |||
*''' | |||
==== Elemental Effects ==== | |||
==== | |||
Among the spells that a caster is able to use, there are elemental spells with the Mystery "any". Any caster who has access to at least one element's spell list can cast spells with this description, gaining access to their spell list. | |||
Each element has a damage type to use for these spells, as described in the "Elements and Damage Types" table. In addition, the “Effects for Spells by Damage Type” table indicates the additional effects that spells with this description cause. | |||
{| class="wikitable" style="vertical-align:middle;width:55%;margin:auto" | {| class="wikitable" style="vertical-align:middle;width:55%;margin:auto" | ||
|- style="font-weight:bold; text-align:center;" | |- style="font-weight:bold; text-align:center;" | ||
! colspan="3" | | ! colspan="3" | Elements and Damage Types | ||
|- style="font-weight:bold;" | |- style="font-weight:bold;" | ||
| | | Element | ||
| | | Damage Type | ||
| | | Material Component | ||
|- | |- | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Water | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Piercing | ||
|style="background-color:#CFE2F3;" | Aquamarine | |style="background-color:#CFE2F3;" | Aquamarine | ||
|- | |- | ||
| | | Fire | ||
| | | Fire | ||
| | | Ruby | ||
|- | |- | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Earth | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Bludgeoning | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Zirconia | ||
|- | |- | ||
| | | Wind | ||
| | | Slashing | ||
| | | Topaz | ||
|- | |- | ||
|style="background-color:#CFE2F3;" | Flora | |style="background-color:#CFE2F3;" | Flora | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Poison | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Amber | ||
|- | |- | ||
| | | Ice | ||
| | | Cold | ||
| | | Lapis Lazuli | ||
|- | |- | ||
|style="background-color:#CFE2F3;" | Magma | |style="background-color:#CFE2F3;" | Magma | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Fire | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Obsidian | ||
|- | |- | ||
| | | Storm | ||
| | | Eletric | ||
| | | Peridot | ||
|- | |- | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Crystal | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Force | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Any Jewel | ||
|- | |- | ||
| | | Infernal | ||
| | | Fire | ||
| | | Fire Opal | ||
|- | |- | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Blizzard | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Cold | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Sapphire | ||
|- | |- | ||
| | | Desert | ||
| | | Acid | ||
| | | Agate | ||
|- | |- | ||
|style="background-color:#CFE2F3;" | Metal | |style="background-color:#CFE2F3;" | Metal | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Choose 1 Between: Bludgeoning, Piercing, or Slashing | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Hematite (or Pyrite) | ||
|- | |- | ||
| | | Sound | ||
| | | Thunder | ||
| | | Diamond | ||
|- | |- | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Poison | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Poison | ||
|style="background-color:#CFE2F3;" | Jade | |style="background-color:#CFE2F3;" | Jade | ||
|- | |- | ||
| | | Light | ||
| | | Radiant | ||
| | | Opal | ||
|- | |- | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Shadow | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Shadow | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Onyx | ||
|} | |} | ||
{| class="wikitable" style="width:55%;margin:auto" | {| class="wikitable" style="width:55%;margin:auto" | ||
| colspan="2" |''' | | colspan="2" |'''Effects for Spells by Damage Type''' | ||
|- | |- | ||
|''' | |'''Element''' | ||
|''' | |'''Effect''' | ||
|- | |- | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Acid | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Papers and light leather hit in the area of the spell or within 5 feet of the target, which are not being used or carried, are corroded. | ||
|- | |- | ||
| | | Bludgeoning | ||
| | | Each creature affected must make a Constitution save. On a failure, the creature is Incapacitated and its speed becomes 0 until the start of your next turn. Fragile objects, such as glass, in the spell area or within 5 feet of the target break. | ||
|- | |- | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Slashing: Wind | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Objects up to 2,5 kg in the spell area or within 5 feet of the target that are not being used or carried are moved 15 feet back. | ||
|- | |- | ||
| | |Slashing: Metal | ||
| | |Each affected creature is unable to heal until the start of your next turn. | ||
|- | |- | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Eletric | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Each creature affected must make a Constitution save. On a failures, the creature have disadvantage on its next attack. | ||
|- | |- | ||
| | |Force | ||
| | |Each creature affected must make a Constitution save. On a failure, the creature has -1 AC until the end of your next turn. | ||
|- | |- | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Cold | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Each affected creature has its speed reduced by 5 feet until the end of your next turn. | ||
|- | |- | ||
| | |Fire | ||
| | |Fire spreads to corners in the spell area or within 5 feet of the target. It ignites flammable objects that are in the area and are not being used or carried. | ||
|- | |- | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Piercing: Water | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Water spreads to corners in the spell area or within 5 feet of the target. It wets all creatures and objects in the area. | ||
|- | |- | ||
| | |Piercing: Metal | ||
| | |Each affected creature receives shallow metal shards from its wounds. A Medicine or Sleight of Hand check is required to remove them. While they are in the target's body, all electrical damage taken deals 1 additional dice of damage. | ||
|- | |- | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Radiant | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Each creature affected must make a Constitution save. On a failure, the creature is Blind until the end of your next turn. | ||
|- | |- | ||
| | |Shadow | ||
| | |Inorganic materials hit in the spell's area or within 5 feet of the target age and dry out, taking on a tarnished and aged appearance. Each creature affected must make a Constitution save. On a failure, the creature is Weakened until the end of your next turn. | ||
|- | |- | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Thunder | ||
|style="background-color:#CFE2F3;" | | |style="background-color:#CFE2F3;" | Each creature affected must make a Constitution save. On a failure, the creature is Deafened until the end of your next turn. | ||
|- | |- | ||
| | |Poison | ||
| | |Each creature affected must make a Constitution save. On a failure, the creature is Intoxicated until the end of your next turn. | ||
|- | |- | ||
|} | |} | ||
=== Spiritual Magic === | |||
=== | |||
Spiritual magic uses the energy that is present in all things, whether they are alive or not. In some ancient cultures, this energy was known as sho’ma, a concept that for those cultures said that everything has a soul or a consciousness. | |||
*'''Divination'''. It reveals information, whether in the form of long-forgotten secrets, glimpses into the future, places of hidden things, the truth behind illusions, or visions of distant people or places. | |||
*''' | |||
*'''Enchantment'''. It affects the minds of others, influencing and controlling their behavior. Enchantment spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature as if it were a puppet. | |||
*''' | |||
*'''Ethermancy'''. Control spiritual energy itself. Ethermancy brings with it powerful explosive effects that can create a zone of pure volatile energy that can explode at the mere touch. | |||
*''' | |||
*'''Hemomancy'''. Contrary to what many may believe, Hemomancy is not just about controlling the blood, but also about controlling a creature's vital energy. It was through Hemomancy that made it possible for the Darkins to be trapped in their weapons. | |||
*''' | |||
*'''Illusion'''. It deceives the senses or the minds of others. Illusion spells cause people to see things that aren't there, not notice things that are, hear ghostly noises, or remember things that never happened. Some illusions create ghost images that any creature can see, but the more insidious illusions plant an image directly in a creature's mind. | |||
*''' | |||
*'''Invocation'''. It involves transporting objects and creatures from one location to another. Some summoning spells summon creatures or objects to the caster's side, while others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing. | |||
*''' | |||
*'''Necromancy'''. Manipulates the energies of life and death. Necromancy spells can grant an additional pool of life force, drain another creature's life energy, create undead, or even bring the dead back to life. Creating undead through the use of necromancy spells, such as animating the dead, is not a good act, and only evil spellcasters often use such spells. | |||
*''' | |||
*'''Oniromancy'''. Controls sleep and dreams. By forcing a creature to unconsciousness, Oniromancy can create illusions within the mind of a sleeping creature, or utilize the energy of its dreams to keep mighty beings trapped in an eternal prison of ice. | |||
*''' | |||
*'''Transmutation'''. Changes the properties of a creature, object, or environment. Transmuting spells can turn an enemy into a harmless creature, increase an ally's strength, make an object move at the caster's command, or enhance a creature's innate healing abilities so that it quickly recovers from injury. | |||
* | |||
*'''Umbramancey''. Control the shadows of the environment, because wherever there is light, there is shadow, and where there is no light… there is also shadow. While in darkness, the effects of Umbramancy are potentially high. | |||
*''' | |||
== Learning Additional Mysteries == | |||
= | |||
Initially, you only have access to the Mysteries conferred by your Class, Subclass, or other acquired characteristics, such as Enhancements or even Runessences. If you want access to a mystery outside of these characteristics, you can use your time between adventures according to the rule described in Chapter 8: Adventure. | |||
= Casting Tables = | |||
Some Classes, Features, or Origins require that when you cast a spell, you roll an additional effect within a table, be it Purpura Magic or Uncontrolled Yordle Magic. | |||
== [[Special:MyLanguage/Magia Descontrolada Yordle|Uncontrolled Yordle Magic]] == | |||
== [[Special:MyLanguage/Magia Descontrolada Yordle| | |||
Some forms of magic are guided by strange rules of reality modification, for this reason, they often violate their own rules and nature, reproducing effects without much sense and connection with the initial intention of the magic. | |||
When an Uncontrolled Yordle Magic effect happens, roll 1d100 to check the table for the effect that happens. | |||
== [[Special:MyLanguage/Magia Púrpura|Purpura Magic]] == | |||
== [[Special:MyLanguage/Magia Púrpura| | |||
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