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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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{| 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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