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Lista de Runas/en: mudanças entre as edições

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(Criou página com 'The runes you possess emanate healing energy that can be directed to heal a target or intensify some other healing effect.')
(Criou página com '<div style="text-indent: 30px;">When making a melee attack, you can activate this rune to deal your Pulse dice in additional necrotic damage. If it hits, you recover half of the damage done by Pulse Dice in hit points.</div>')
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You invoke the energy that flows through you to empower your attacks.  
You invoke the energy that flows through you to empower your attacks.  


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<div style="text-indent: 30px;">When activating this rune, your melee attacks deal additional damage equal to your Pulse dice until the start of your next turn.</div>
<div style="text-indent: 30px;">Ao ativar essa runa, seus ataques corpo a corpo causam dano adicional igual ao seu dado de Pulso até o início de seu próximo turno.</div>
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'''Mastery''':
'''Maestria''':
*'''Damage''': +1 in damage dice category per mastery
*'''Dano''': +1 na Categoria de dado de dano por maestria
*'''Use''': +1 use per mastery
*'''Uso''': +1 uso  por maestria
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Edição das 17h59min de 12 de fevereiro de 2023

Outros idiomas:

This Article is in accordance with the version 0.94 of Runarcana RPG

During character creation, after choosing your Runic Pulse, you must choose a Rune. Each Rune has its own rules and mechanisms that are described in it. As each Rune is a manifestation of a Runic Pulse, possessing a Rune's Runic Pulse grants Synergy benefits. A character can choose Runes that are not from their Runic Pulse, however, these Runes do not receive Synergy bonuses, as will be explained later.

Elemental Attack

Pulse: Ruby

Synergy: Add Proficiency to damage and half Proficiency to Pulse Dice result

Use: Half Proficiency

The global runes granted you an ability to control an element and channel it through your body, increasing the power of your attacks.

When choosing this Rune, you must choose one of the simple elements from the Elements and Damage Types table in Chapter 10. Upon activating this rune, your next attack deals your Pulse dice as additional damage of the type based on the chosen element. Additionally, you gain resistance to damage of the chosen element's type until the start of your next turn.

Mastery:

  • Damage: +1 in damage dice category per mastery
  • Use: +1 use per mastery

Run Over

Pulse: Emerald

Synergy: Add Proficiency to damage and half Proficiency to Pulse Dice result

Use: Half your Proficiency

The runes that strengthen your body make your enemies regret getting in your way.

By moving at least half your speed in a straight line, you can activate this rune so that your next attack is empowered. Until the start of your next turn, your next melee attack deals your Pulse dice as extra damage and, if the attack is against a creature up to one size category larger than you, you force it to make a Strength saving throw. On a failure, the creature becomes Prone. In addition, you can move through the space occupied by that creature this turn.

Mastery:

  • Damage: +1 in damage category per mastery
  • Use: +1 use per mastery

Runic Barrier

Pulse: Emerald

Synergy: Add double Proficiency to hit points and half Proficiency to Pulse Dice result

Use: Half your Proficiency

Your runic essence is externalized creating additional protection.

When targeted by an attack, you can use your reaction to temporarily activate a shield. By doing so, you gain your Pulse dice as temporary hit points. These temporary hit points last until removed or after 1 minute, while these temporary hit points are active, you gain resistance to simple damage.

Mastery:

  • Damage: +1 in damage dice category per mastery
  • Use: +1 use per mastery

Blind

Pulse: Sapphire

Synergy: Add the Proficiency bonus to damage and half the Proficiency to the Pulse Dice result

Use: Half your Proficiency

When making a ranged attack with a weapon or spell, you can use this rune to inflict Blindness on the enemy hit.

Esse inimigo deve realizar uma saving throw de constituição, se falhar ele ficará Cego até o final de seu próximo turno e receberá seu dado de Pulse em dano psíquico.

Mastery:

  • Damage: +1 in damage dice category per mastery
  • Use: +1 use per mastery

Energized Shot

Pulse: Sapphire

Synergy: Add the Proficiency bonus to damage and half the Proficiency to the Pulse Dice result

Use: Half your Proficiency

You learn to externalize the runic energy present in your body to empower your shots.

Upon activating this rune, your next ranged attack deals your Pulse dice in additional damage.

Mastery:

  • Damage: +1 in damage dice category per mastery
  • Use: +1 use per mastery

Shield

Pulse: Emerald or Diamond

Synergy: Add half your Proficiency bonus to the duration and to the Pulse Dice result

Use: Half your Proficiency

You learn to call upon runic energy to act as a shield that protects your body and mind.

When you are targeted by an attack or if you make a saving throw to avoid taking damage, you can use your reaction to gain a bonus equal to half your Proficiency bonus to your AC or saving throw to resist the damage, you also gain 10 feet speed and resistance to the damage type of the attack or effect taken (except true damage). These bonuses last for a number of rounds equal to your Proficiency bonus, if it is already active, the bonus to your AC or saving throw is not increased.

Mastery:

  • Damage: +1 in damage dice category per mastery
  • Use: +1 use per mastery

Healing

Pulse: Diamond

Synergy: Surplus turns into temporary hit points until a long rest and half of the Proficiency is added to the Pulse Dice result.

Use: Half your Proficiency

The runes you possess emanate healing energy that can be directed to heal a target or intensify some other healing effect.

You can touch a creature to heal it. When touching a creature or when using a healing spell, you can activate this rune to add your Pulse dice to the creature's recovered hit points.

Mastery:

  • Damage: +1 in damage dice category per mastery
  • Use: +1 use per mastery

Steal Life

Pulse: Amethyst

Synergy: Add the Proficiency bonus to damage and half to healing and to the Pulse Dice result

Use: Half your Proficiency

You know how to steal a creature's life energy for yourself.

When making a melee attack, you can activate this rune to deal your Pulse dice in additional necrotic damage. If it hits, you recover half of the damage done by Pulse Dice in hit points.

Mastery:

  • Damage: +1 in damage dice category per mastery
  • Use: +1 use per mastery

Fear Particle

Pulse: Amethyst

Synergy: Add Proficiency bonus to damage and half to DC and Pulse Dice

Use: Half your Proficiency

You are able to use your runic energy to create fear in a target.

Using a bonus action, you can direct this wave at one target that can see you and is within 5 times your Proficiency bonus feet of you. The target must make a Wisdom saving throw, if it fails, the target is Frightened by you for a number of rounds equal to your Proficiency bonus and takes your Pulse dice of psychic damage. An affected target can repeat the saving throw at the start of each of its turns.

Mastery:

  • Damage: +1 in damage dice category per mastery
  • Use: +1 use per mastery

Energize Attack

Pulse: Ruby

Synergy: Half proficiency in additional turns and Pulse Dice

Use: Half your Proficiency

You invoke the energy that flows through you to empower your attacks.

When activating this rune, your melee attacks deal additional damage equal to your Pulse dice until the start of your next turn.

Mastery:

  • Damage: +1 in damage dice category per mastery
  • Use: +1 use per mastery