И ещё изменения

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2025-04-08 17:56:11 +04:00
parent 0558643183
commit 8b38152ff1
176 changed files with 44 additions and 2804 deletions
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@@ -887,40 +887,6 @@ object {Shadows at Sundown}
'reflex' (x1)
description : object {Shadows at Sundown.items.[].system.spell.system.description}
value : string {Shadows at Sundown.items.[].system.spell.system.description.value} (5 different values)
'<p>You blind the target. The effect is determined by the target\'s Fortitude save. The target then becomes temporarily immune for 1 minute.</p>
<hr />
<p><strong>Critical Success</strong> The target is unaffected.</p>
<p><strong>Success</strong> The target is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] until its next turn begins.</p>
<p><strong>Failure</strong> The target is Blinded for 1 minute.</p>
<p><strong>Critical Failure</strong> The target is Blinded permanently.</p>' (x1)
'<p>You assault the target\'s faith, riddling the creature with doubt and mental turmoil that deal 6d6 mental damage, or 6d8 mental damage if it can cast divine spells. The effects are determined by its Will save.</p>
<p>To many deities, casting this spell on a follower of your own deity without significant cause is anathema.</p>
<hr />
<p><strong>Critical Success</strong> The target is unaffected.</p>
<p><strong>Success</strong> The target takes half damage.</p>
<p><strong>Failure</strong> The target takes full damage; if the target can cast divine spells, it\'s @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 1} for 1 round.</p>
<p><strong>Critical Failure</strong> The target takes double damage, is @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 1} for 1 round, and can\'t cast divine spells for 1 round.</p>
<hr />
<p><strong>Heightened (+1)</strong> The damage increases by 2d6 (or by 2d8 if the target is a divine spellcaster).</p>' (x1)
'<p><strong>Area:</strong> 10-foot radius, 40-foot-tall cylinder</p>
<hr />
<p>You call a rain of divine fire that plummets down from above, dealing 8d6 fire damage. Because the flame is infused with divine energy, creatures in the area apply only half their usual fire resistance. Creatures that are immune to fire, instead of gaining the usual benefit of immunity, treat the results of their saving throws as one degree of success better.</p>
<hr />
<p><strong>Heightened (+1)</strong> The damage increases by 2d6.</p>' (x1)
'<p>A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save.</p>
<hr />
<p><strong>Critical Success</strong> The creature is unaffected.</p>
<p><strong>Success</strong> The creature takes half damage.</p>
<p><strong>Failure</strong> The creature takes full damage and is @UUID[Compendium.pf2e.conditionitems.Item.Deafened] for 1 round.</p>
<p><strong>Critical Failure</strong> The creature takes double damage, is Deafened for 1 minute, and is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1}.</p>
<hr />
<p><strong>Heightened (+1)</strong> The damage increases by 1d10.</p>' (x1)
'<p>You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.</p>
<p><span class="action-glyph">1</span> The spell has a range of touch.</p>
<p><span class="action-glyph">2</span> <strong>(concentrate)</strong> The spell has a range of 30 feet. If you\'re healing a living creature, increase the Hit Points restored by 8.</p>
<p><span class="action-glyph">3</span> <strong>(concentrate)</strong> You disperse vital energy in a @Template[emanation|distance:30]. This targets all living and undead creatures in the burst.</p>
<hr />
<p><strong>Heightened (+1)</strong> The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.</p>' (x1)
duration : object {Shadows at Sundown.items.[].system.spell.system.duration}
sustained : boolean {Shadows at Sundown.items.[].system.spell.system.duration.sustained} (same value: False)
value : string {Shadows at Sundown.items.[].system.spell.system.duration.value} (same value: '')
@@ -1339,18 +1305,6 @@ object {Shadows at Sundown}
7 (x1)
[privateNotes] : string {Shadows at Sundown.system.details.privateNotes} (same value: '')
[publicNotes] : string {Shadows at Sundown.system.details.publicNotes} (4 different values)
'' (x10)
'<p>Rarely, when an ioton leeches a particularly secretive thought, it can choke to death on the secret, only to be born from its previous body into that of a loreavor: an ennosite whose existence is shaped around the consumption of secrets and artistry.</p>
<p>Loreavors sip at secrets throughout their lives and are instinctively drawn to obscure information. Their hunger places them firmly at odds with scholars and historians alike. Living victims lose memories; written texts become blank books. Loreavors\' favorite sites are ruins and ancient libraries, but they can also survive on banal secrets of everyday life as well. While the creatures are secretive, typically staying out of sight and fleeing danger, they become aggressive when their favored food sources are threatened.</p>
<p>A loreavor appears as a 3-foot-long, pale, wormlike creature with dozens of half-formed faces growing from its segmented body. Trapped in an area without secrets to eat, a loreavor won\'t starve and can live for years.</p>' (x1)
'<p>The most powerful strigoi are those intentionally summoned into the bodies of willing hosts in times long past. As the rites to do so are lost to time, very few strigoi progenitors exist today. Those who do trace their lives back well over ten thousand years ago to Thassilon, Azlant, or similar ancient empires. A strigoi progenitor may appear to possess the vitality of the living, yet closer inspection reveals sharp fangs, the faintest smell of decay, and the strange and unsettling shifting of their shadow. In life, this example strigoi progenitor was a powerful oracle and advisor in Runelord Sorshen\'s nation of Eurythnia.</p>
<hr />
<p>The oldest of all vampires are the strigoi. They predate ancient nosferatus and view moroi as infantile children, yet their own origins are so far lost to the ravages of time that few today have heard of them and fewer still know their true nature. Many of the oldest tales about vampires trace back to the strigoi, and nearly every other vampire carries traits that ultimately have their roots in these powerful, ancient creatures.</p>
<p>Strigoi, in their true form, are bodiless creatures native to the Shadow Plane that are incapable of interacting with the physical world, existing only as pure forces of malevolence. When this malevolence is invited into a physical body by method of ancient rituals, though, a strigoi becomes much more dangerous. This requirement-that a living creature perform a rite of their own free will to draw the strigoi into their soul-may well be the source of a moroi\'s compulsion not to enter a home without first being invited.</p>
<p>Some myths point to Urgathoa as the source of the ritual that allowed spellcasters to become strigoi, while others suggest the method was spread by the cult of Zura. Whatever the source, this long-lost ritual was no gateway to power, but instead a trap that allowed the strigoi to inhabit the shadows and souls of once-living hosts. In so doing, they found a way to exist in the world of flesh and blood. The presence of a strigoi within the shadow of a living host causes sickness and swift death, after which the strigoi bonds with the host\'s soul and becomes one with the body. Thus did the first of their kind invade the world of the living, and thus did the first vampires walk the night.</p>' (x1)
'<p>The oldest of all vampires are the strigoi. They predate ancient nosferatus and view moroi as infantile children, yet their own origins are so far lost to the ravages of time that few today have heard of them and fewer still know their true nature. Many of the oldest tales about vampires trace back to the strigoi, and nearly every other vampire carries traits that ultimately have their roots in these powerful, ancient creatures.</p>
<p>Strigoi, in their true form, are bodiless creatures native to the Shadow Plane that are incapable of interacting with the physical world, existing only as pure forces of malevolence. When this malevolence is invited into a physical body by method of ancient rituals, though, a strigoi becomes much more dangerous. This requirement-that a living creature perform a rite of their own free will to draw the strigoi into their soul-may well be the source of a moroi\'s compulsion not to enter a home without first being invited.</p>
<p>Some myths point to Urgathoa as the source of the ritual that allowed spellcasters to become strigoi, while others suggest the method was spread by the cult of Zura. Whatever the source, this long-lost ritual was no gateway to power, but instead a trap that allowed the strigoi to inhabit the shadows and souls of once-living hosts. In so doing, they found a way to exist in the world of flesh and blood. The presence of a strigoi within the shadow of a living host causes sickness and swift death, after which the strigoi bonds with the host\'s soul and becomes one with the body. Thus did the first of their kind invade the world of the living, and thus did the first vampires walk the night.</p>' (x1)
publication : object {Shadows at Sundown.system.details.publication}
license : string {Shadows at Sundown.system.details.publication.license} (same value: 'OGL')
remaster : boolean {Shadows at Sundown.system.details.publication.remaster} (same value: False)