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Criou página com '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> '''Natural 20'''. Refer to the Magical Weapons I table. |- |'
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(Criou página com '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> '''Natural 20'''. Refer to the Magical Weapons I table. |- |')
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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.
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.
<div style="text-indent: 30px;">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.</div>
<div style="text-indent: 30px;">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.</div>
'''Natural 20'''. The mana cost is reduced by 1 point per week, and the final cost is reduced by 25%.
'''''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 VI===
===Magically Infuse - I to VI===
'''Craft''': Enchanter *<br/>
'''Craft''': Enchanter *<br/>
'''DC''':  *<br/>
'''DC''':  *<br/>
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<div style="text-indent: 30px;">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.</div>
<div style="text-indent: 30px;">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.</div>
<div style="text-indent: 30px;">The quality of a crystal can affect the channeling speed and determine when it begins to dissipate mana.</div>
<div style="text-indent: 30px;">The quality of a crystal can affect the channeling speed and determine when it begins to dissipate mana.</div>
'''20 natural'''. The ritual time is halved.
'''''20 natural'''''. The ritual time is halved.


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This enchantment allows armor to be donned or doffed in just one turn after its user attunes to it.
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;">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>
'''Natural 20'''. When not in use, the armor's weight is reduced by 50%.
'''''Natural 20'''''. When not in use, the armor's weight is reduced by 50%.
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The Enchanted Strike formula causes a non-magical weapon to deal damage of the same type but in a magical way.
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;">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>
'''Natural 20'''. Refer to the "General Masterpieces" table.
'''''Natural 20'''''. Refer to the "General Masterpieces" table.
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The Power formula enhances a weapon, giving it a magical improvement for combat.
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;">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>
'''Natural 20'''. Refer to the Magical Weapons I table.
'''''Natural 20'''''. Refer to the Magical Weapons I table.
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The Protection I formula enhances armor or a shield, giving it a magical improvement to increase its protection.
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;">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>
'''Natural 20'''. Refer to the Magical Armor I table.
'''''Natural 20'''''. Refer to the Magical Armor I table.
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<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;">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;">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;">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>
'''Natural 20'''. Refer to the Magical Weapons I table.
'''''Natural 20'''''. Refer to the Magical Weapons I table.
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===Protection II===
===Proteção II===
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'''Craft''': Enchanter 4<br/>
'''Ofício''': Encantador 4<br/>
'''DC''': 19<br/>
'''CD''': 19<br/>
'''Components''': Rare Resonant Ingredient, Armor (or Shield), and Craft Set<br/>
'''Componente''': Ingrediente ressonante Raro, Armadura (ou Escudo) e Conjunto de Ofício<br/>
'''Value''': 750 GP<br/>
'''Valor''': 750 PO <br/>
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The Protection II formula enhances armor or a shield, granting it a more powerful magical improvement, further increasing its defensive capabilities.
A fórmula Proteção II, faz com que uma armadura, ou escudo, receba um aprimoramento mágico mais poderoso, aumentando ainda mais seu poder defensivo.
<div style="text-indent: 30px;">To enchant an item with this property, the enchanter studies the armor or shield to find a Rare component that resonates with that item. Armor receiving this enchantment gains +2 to its AC and DR 2/true, while a shield gains +2 to its AC.</div>
<div style="text-indent: 30px;">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.</div>
<div style="text-indent: 30px;">When applying the Protection II enchantment to armor or a shield already enchanted with Protection I, the original enchantment's value is deducted from the enchantment value.</div>
<div style="text-indent: 30px;">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.</div>
'''''Natural 20'''''. Refer to the Magical Armor I table.
'''''20 natural'''''. Tabela Armaduras Mágicas I
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==Nível 5==
==Level 5==  
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===Power III===
===Poder III===
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'''Craft''': Enchanter 5<br/>
'''Ofício''': Encantador 5<br/>
'''DC''': 22<br/>
'''CD''': 22<br/>
'''Components''': Weapon, Rare Resonant Ingredient, and Craft Set<br/>
'''Componente''': Arma, Ingrediente ressonante Raro e Conjunto de Ofício<br/>
'''Value''': 5,000 GP<br/>
'''Valor''': 5.000 PO <br/>
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The Power III formula enhances a weapon, granting it an exceptional magical improvement, making it extremely powerful.
A fórmula de poder III, faz com que uma arma receba um aprimoramento mágico excepcional, tornando-a extremamente poderosa.
<div style="text-indent: 30px;">To enchant an item with this property, the enchanter studies the weapon to find a Very Rare component that resonates with that weapon. A weapon receiving this enchantment gains +3 to both damage and attack rolls.</div>
<div style="text-indent: 30px;">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.</div>
<div style="text-indent: 30px;">When applying the Power III enchantment to a weapon already enchanted with Power I or II, the original enchantment's value is deducted from the enchantment value.</div>
<div style="text-indent: 30px;">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.</div>
'''''Natural 20'''''. Refer to the Magical Weapons I table.
'''''20 natural'''''. Tabela Armas Mágicas I
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===Protection III===
===Proteção III===
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'''Craft''': Enchanter 5<br/>
'''Ofício''': Encantador 5<br/>
'''DC''': 22<br/>
'''CD''': 22<br/>
'''Components''': Very Rare Resonant Ingredient, Armor (or Shield), and Craft Set<br/>
'''Componente''': Ingrediente ressonante Raríssimo, Armadura (ou Escudo) e Conjunto de Ofício<br/>
'''Value''': 5,000 GP<br/>
'''Valor''': 5.000 PO<br/>
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The Protection III formula enhances armor or a shield, granting it an exceptional magical improvement, immensely increasing its defensive power.
A fórmula Proteção III, faz com que uma armadura, ou escudo, receba um aprimoramento mágico excepcional aumentando imensamente seu poder defensivo.
<div style="text-indent: 30px;">To enchant an item with this property, the enchanter studies the armor or shield to find a Legendary component that resonates with that item. Armor receiving this enchantment gains +3 to its AC and DR 3/true, while a shield gains +3 to its AC.</div>
<div style="text-indent: 30px;">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.</div>
<div style="text-indent: 30px;">When applying the Protection III enchantment to armor or a shield already enchanted with Protection I or II, the original enchantment's value is deducted from the enchantment value.</div>
<div style="text-indent: 30px;">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.</div>
'''Natural 20'''. Refer to the Magical Armor I table.
'''''20 natural'''''. Tabela Armaduras Mágicas I
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==Nível 6==
==Level 6==  
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===Swift Weapon===
===Arma Veloz===
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'''Craft''': Enchanter 6<br/>
'''Ofício''': Encantador 6<br/>
'''DC''': 25<br/>
'''CD''': 25<br/>
'''Components''': Power II or higher weapon, Very Rare Resonant Ingredient and Craft Set<br/>
'''Componente''': Arma Poder II ou maior, Ingrediente ressonante Raríssimo e Conjunto de Ofício<br/>
'''Value''': 25.000 GP<br/>
'''Valor''': 25.000 PO<br/>
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The Swift Weapon Enchantment causes a weapon to gain supernatural speed when used in combat.
O Encantamento Arma Veloz faz com que uma arma receba uma velocidade sobrenatural quando usada em combate.
<div style="text-indent: 30px;">To enchant an item with this property, the enchanter studies a weapon that has the Power II or III enchantment to find a Very Rare component that resonates with that weapon and enchantment. Attacking with a weapon that receives this enchantment grants the attacker one additional attack with that weapon per turn.</div>
<div style="text-indent: 30px;">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.</div>
'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-primas Gerais”
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