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Notas de Atualização 0.94a/en: mudanças entre as edições

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(Criou página com '==Prey Azakana== '''Pulse''': Amethyst<br/> '''Synergy''': Add your Proficiency to damage and half your Proficiency to Pulse Dice result<br/> '''Use''': Half of your Proficiency')
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The 0.94a Update of Runarcana brings new Formulas for Gadgets, Runes and Runessences.
The 0.94a Update of Runarcana brings new Formulas for Gadgets, Runes and Runessences.


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The silent symphony of death found in you an appreciator and propagator.
The silent symphony of death found in you an appreciator and propagator.
<div style="text-indent: 30px;">Using your reaction when hitting a target with a ranged weapon attack or ranged spell attack, you can imbue the attack with immense necrotic energy. When you hit a creature with this attack, a 10-foot mist area centered on your target is created. Creatures that are within that area, or start their turns there, must make a Constitution saving throw, failing which they will take your Pulse dice as necrotic damage and 1 point of exhaustion. This mist lasts for 3 rounds and moves 10 feet in a direction of your choice at the start of each of your turns. A strong wind is capable of dissipating this area.</div>
<div style="text-indent: 30px;">Using your reaction when hitting a target with a ranged weapon attack or ranged spell attack, you can imbue the attack with immense necrotic energy. When you hit a creature with this attack, a 10-foot mist area centered on your target is created. Creatures that are within that area, or start their turns there, must make a Constitution saving throw, failing which they will take your Pulse dice as necrotic damage and 1 point of exhaustion. This mist lasts for 3 rounds and moves 10 feet in a direction of your choice at the start of each of your turns. A strong wind is capable of dissipating this area.</div>
<div style="text-indent: 30px;">'''''Necrotic Force'''''. You can remove 1 hit point from your maximum hit points and 1 current hit point (cannot be mitigated) and add 1d4 necrotic damage to any ranged spell or ranged weapon attack. This effect can be declared after knowing the attack hit, but before rolling damage dealt. Hit points removed in this way can only be regained after a full rest or a greater restoration spell.
<div style="text-indent: 30px;">'''''Necrotic Force'''''. You can remove 1 hit point from your maximum hit points and 1 current hit point (cannot be mitigated) and add 1d4 necrotic damage to any ranged spell or ranged weapon attack. This effect can be declared after knowing the attack hit, but before rolling damage dealt. Hit points removed in this way can only be regained after a full rest or a greater restoration spell.</div>
 
'''Mastery''':
'''Mastery''':
*'''Duration''': +1 round per mastery
*'''Duration''': +1 round per mastery
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The essence of the fey mystic is a path where the strength of a powerful fey being is lent to you through empathy, Fey Ascension is the culmination of that friendship, in which you become one with your fey source, no longer having your powers tied to your familiar. You can still summon it normally but, if it dies, you keep your powers tied to that essence normally, the same goes for the Familiar Weapon.
The essence of the fey mystic is a path where the strength of a powerful fey being is lent to you through empathy, Fey Ascension is the culmination of that friendship, in which you become one with your fey source, no longer having your powers tied to your familiar. You can still summon it normally but, if it dies, you keep your powers tied to that essence normally, the same goes for the Familiar Weapon.
'''Union''': Upon reaching this pinnacle, your appearance changes to something with fey features. You gain DR 2/ shadow damage and colored wings (according to your patron's personality), thus gaining a flying speed of 30 feet. Additionally, your eyes take on a golden hue, giving you 60 feet of True Sight.
'''Union''': Upon reaching this pinnacle, your appearance changes to something with fey features. You gain DR 2/ shadow damage and colored wings (according to your patron's personality), thus gaining a flying speed of 30 feet. Additionally, your eyes take on a golden hue, giving you 60 feet of True Sight.


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=Scion of Statikk=
=Scion of Statikk=


Statikk was a great Ixtali Arcane, his spirit transformed into pure energy and is now running through the veins of his chosen ones. Statikk's Heir is a unique Runessence, with only one person alive having it at a time. When that person dies, the Runessence wanders randomly until it finds a new vessel. If the original bearer returns to life, the Master must roll a d6, if the roll is a 1 or 2, a new heir has already been found and you must choose regular runes to replace Statikk's Heir.
Statikk was a great Ixtali Arcane, his spirit transformed into pure energy and is now running through the veins of his chosen ones. Statikk's Heir is a unique Runessence, with only one person alive having it at a time.
When that person dies, the Runessence wanders randomly until it finds a new vessel. If the original bearer returns to life, the Master must roll a d6, if the roll is a 1 or 2, a new heir has already been found and you must choose regular runes to replace Statikk's Heir.


=Statikk’s Blessing=
==Statikk’s Blessing==


'''Pulse''': Sapphire<br/>
'''Pulse''': Sapphire<br/>
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'''Use''': Half of your Proficiency
'''Use''': Half of your Proficiency


Using a bonus action and one use of this rune, you gain your proficiency bonus as electrical charges. You can make a ranged Rune attack against a target within 15 feet of you. On a hit, the target takes your pulse dice as lightning damage.  
Using a bonus action and one use of this rune, you gain your proficiency bonus as electrical charges. Usint an electrical charge you can make a ranged Rune attack against a target within 15 feet of you. On a hit, the target takes your pulse dice as lightning damage.


Using one action and one use of this rune, you cast a bolt of lightning in a 20-feet line starting from you. Creatures in that line must make a Constitution saving throw. On a failure, a creature takes 1d6 lightning damage and is Stunned until the end of its next turn.
Using one action and one use of this rune, you cast a bolt of lightning in a 20-feet line starting from you. Creatures in that line must make a Constitution saving throw. On a failure, a creature takes 1d6 lightning damage and is Stunned until the end of its next turn.