Скрипторий: Ritual - teleportation circle (player core 2)
Назад к списку всех объектов Player Core 2Как это работает
Это страница объекта Скриптория, в первой части показан ее статус и вывод оригинального объекта.Объект может иметь следующие статусы: Нет перевода, В работе, На проверке и Переведено.
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Если объект в статусе "Нет перевода", то любой зарегистрированный пользователь может взять этот объект себе в работу - тогда для него откроется вторая часть этой страницы с редактором. Обратите внимание, что текст объекта представлен в виде HTML текста. Вам не нужно умение писать html код, но самое минимальное умение его читать - да.
После того как вы взялись за перевод этот объект закрепляется за вами на 3 дня. Если в течение этого времени вы не отправите свой перевод, то статус объекта скинется обратно в "Нет перевода" и он снова станет доступен для других пользователей.
Одновременно один пользователь не может иметь в работе более 5 объектов (объекты "На проверке" не учитываются), это количество считается по всем источникам в Скриптории. - Если вы взялись за перевод, то объект получит статус "В работе" и откроет для вас редактор полей этого объекта, подробная информация будет внутри этого раздела (там много).
- После отправки перевода объект перейдёт в статус "На проверке". Администратор проверит перевод, внесёт коррективы при необходимости и удтвердит перевод. Если всё очень плохо, то перевод будет отклонён.
- Если объект в статусе "Переведено", то одобренный перевод будет отображен на этой странице, а сам Источник станет на шаг ближе к завершению. Когда Источник будет завершен и размещён в общей базе данных, автор перевода будет указан на сайте на странице этого объекта как пользователь, предоставивший перевод.
СТАТУС:
НЕТ ПЕРЕВОДАRitual - teleportation circle (player core 2)
Teleportation Circle
Ritual 7
Source Player Core 2
Cast 1 day; Cost rare incense, precious metals, and purified chalk worth 500 gp; Secondary Casters 2
Primary Check Arcana or Occultism (master); Secondary Checks Crafting, Survival
Range 20 feet
Duration 1 day
You create a 10-foot-diameter circle on the ground, which acts as a portal to a destination determined at the time of the ritual. You designate the destination of the teleportation as part of the ritual. This destination can’t be changed. The destination must be a location within 1,000 miles and be on the same plane as the teleportation circle. You must be able to identify the location precisely both by its position relative to the location where you create the teleportation circle and by the destination’s appearance (or other identifying features). The destination must also be a 10-foot-diameter circle that doesn’t overlap with any solid structures, but it can be a place that is harmful or dangerous.
A secondary caster attempting a Survival check for this ritual can be located at the destination, instead of at the point of origin. If the secondary caster succeeds at their check at the destination and you roll a success, the ritual is a critical success instead.
While the circle is active, any creature that moves to be fully within the circle is instantly teleported to the destination. A creature that is unwilling to be teleported can attempt a Will save to resist the effect. If it remains in the circle, the creature must attempt this save again at the end of each of its turns.
The circle normally works only in one direction, though you can double the Cost to make it work in both directions.
Critical Success You create the teleportation circle, and it’s extremely precise, regardless of the distance traveled. Travelers arrive exactly at the designated point.
Success As a critical success, but the destination is off target by roughly 1 percent of the distance traveled, to a maximum of 10 miles off target.
Failure The teleportation circle doesn’t function.
Critical Failure The teleportation circle is wildly inaccurate. It leads to a random destination roughly the same distance from the origin point, and the chances of some other unusual mishap are much greater.
Heightened (9th) The cost is 2,000 gp, the duration is 1 month, and the destination can be anywhere on the same planet.
Heightened (10th) The cost is 10,000 gp, the duration is unlimited, and the destination can be anywhere on the same planet.
Cast 1 day; Cost rare incense, precious metals, and purified chalk worth 500 gp; Secondary Casters 2
Primary Check Arcana or Occultism (master); Secondary Checks Crafting, Survival
Range 20 feet
Duration 1 day
You create a 10-foot-diameter circle on the ground, which acts as a portal to a destination determined at the time of the ritual. You designate the destination of the teleportation as part of the ritual. This destination can’t be changed. The destination must be a location within 1,000 miles and be on the same plane as the teleportation circle. You must be able to identify the location precisely both by its position relative to the location where you create the teleportation circle and by the destination’s appearance (or other identifying features). The destination must also be a 10-foot-diameter circle that doesn’t overlap with any solid structures, but it can be a place that is harmful or dangerous.
A secondary caster attempting a Survival check for this ritual can be located at the destination, instead of at the point of origin. If the secondary caster succeeds at their check at the destination and you roll a success, the ritual is a critical success instead.
While the circle is active, any creature that moves to be fully within the circle is instantly teleported to the destination. A creature that is unwilling to be teleported can attempt a Will save to resist the effect. If it remains in the circle, the creature must attempt this save again at the end of each of its turns.
The circle normally works only in one direction, though you can double the Cost to make it work in both directions.
Critical Success You create the teleportation circle, and it’s extremely precise, regardless of the distance traveled. Travelers arrive exactly at the designated point.
Success As a critical success, but the destination is off target by roughly 1 percent of the distance traveled, to a maximum of 10 miles off target.
Failure The teleportation circle doesn’t function.
Critical Failure The teleportation circle is wildly inaccurate. It leads to a random destination roughly the same distance from the origin point, and the chances of some other unusual mishap are much greater.
Heightened (9th) The cost is 2,000 gp, the duration is 1 month, and the destination can be anywhere on the same planet.
Heightened (10th) The cost is 10,000 gp, the duration is unlimited, and the destination can be anywhere on the same planet.
Для этого предмета существует Legacy Версия.