foundryvtt-reve-de-dragon/packs/voyageurs.db
Vincent Vandemeulebrouck d16dec3278 Résistance par défaut de 1
Pour que les armes ne soient pas cassées par défaut
2023-11-20 18:55:01 +01:00

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Survie en extérieur tient lieu de survie spécifique pour les plaines et collines non boisées.</p>\n<p>&nbsp;</p>","descriptionmj":"","niveau":-8,"default_diffLibre":0,"base":-8,"categorie":"particuliere","xp":0,"defaut_carac":"intellect","niveau_archetype":0,"xp_sort":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"ue5iDSm2f4efQDWO","name":"Survie en Extérieur","type":"competence","sort":5500000,"flags":{"pick-up-stix":{"pick-up-stix":{"owner":"Yh6j5tvia3XhJ1uz"}}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_survie_exterieur.webp","effects":[],"system":{"description":"<p>Se sentir à son aise dans la nature, hors de toute civilisation, sorienter. Construireun abri, allumer un feu en mauvaisesconditions, trouver de leau, pêcher, savoirExemplaire pour dépecer un gibier et laccommoder sur un feu de braise. Quand un milieu particulier devient déterminant, utiliser à la place une des 6 survies spécifiques.</p>","descriptionmj":"","niveau":0,"default_diffLibre":0,"base":-8,"categorie":"particuliere","xp":0,"defaut_carac":"intellect","niveau_archetype":0,"xp_sort":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"PbvubzCxnOSnWLpG","name":"Survie en Forêt","type":"competence","sort":5600000,"flags":{"pick-up-stix":{"pick-up-stix":{"owner":"Yh6j5tvia3XhJ1uz"}}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_survie_foret.webp","effects":[],"system":{"description":"<p>Par exemple pister un gibier en forêt demande lusage de Survie en forêt, trouver une grotte pour sabriter en montagne demande Survie en montagne. Survie en extérieur tient lieu de survie spécifique pour les plaines et collines non boisées.</p>\n<p>&nbsp;</p>","descriptionmj":"","niveau":-3,"default_diffLibre":0,"base":-8,"categorie":"particuliere","xp":0,"defaut_carac":"intellect","niveau_archetype":0,"xp_sort":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"uGPqmorAYxv1jboC","name":"Survie en Glaces","type":"competence","sort":5700000,"flags":{"pick-up-stix":{"pick-up-stix":{"owner":"Yh6j5tvia3XhJ1uz"}}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_survie_glace.webp","effects":[],"system":{"description":"<p>Par exemple pister un gibier en forêt demande lusage de Survie en forêt, trouver une grotte pour sabriter en montagne demande Survie en montagne. Survie en extérieur tient lieu de survie spécifique pour les plaines et collines non boisées.</p>\n<p>&nbsp;</p>","descriptionmj":"","niveau":-8,"default_diffLibre":0,"base":-8,"categorie":"particuliere","xp":0,"defaut_carac":"intellect","niveau_archetype":0,"xp_sort":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"azn3Sm7XYKP78huL","name":"Survie en Marais","type":"competence","sort":5800000,"flags":{"pick-up-stix":{"pick-up-stix":{"owner":"Yh6j5tvia3XhJ1uz"}}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_survie_marais.webp","effects":[],"system":{"description":"<p>Par exemple pister un gibier en forêt demande lusage de Survie en forêt, trouver une grotte pour sabriter en montagne demande Survie en montagne. Survie en extérieur tient lieu de survie spécifique pour les plaines et collines non boisées.</p>\n<p>&nbsp;</p>","descriptionmj":"","niveau":-8,"default_diffLibre":0,"base":-8,"categorie":"particuliere","xp":0,"defaut_carac":"intellect","niveau_archetype":0,"xp_sort":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"BzqBOeqS6HvJhqey","name":"Survie en Montagne","type":"competence","sort":5900000,"flags":{"pick-up-stix":{"pick-up-stix":{"owner":"Yh6j5tvia3XhJ1uz"}}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_survie_montagne.webp","effects":[],"system":{"description":"<p>Par exemple pister un gibier en forêt demande lusage de Survie en forêt, trouver une grotte pour sabriter en montagne demande Survie en montagne. Survie en extérieur tient lieu de survie spécifique pour les plaines et collines non boisées.</p>\n<p>&nbsp;</p>","descriptionmj":"","niveau":-8,"default_diffLibre":0,"base":-8,"categorie":"particuliere","xp":0,"defaut_carac":"intellect","niveau_archetype":0,"xp_sort":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"6pXxEdeo7xcDvgx0","name":"Survie en Sous-Sol","type":"competence","sort":6000000,"flags":{"pick-up-stix":{"pick-up-stix":{"owner":"Yh6j5tvia3XhJ1uz"}}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_survie_sous_sol.webp","effects":[],"system":{"description":"<p>Par exemple pister un gibier en forêt demande lusage de Survie en forêt, trouver une grotte pour sabriter en montagne demande Survie en montagne. Survie en extérieur tient lieu de survie spécifique pour les plaines et collines non boisées.</p>\n<p>&nbsp;</p>","descriptionmj":"","niveau":-8,"default_diffLibre":0,"base":-8,"categorie":"particuliere","xp":0,"defaut_carac":"intellect","niveau_archetype":0,"xp_sort":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"w9QubIHdWEUorges","name":"Travestissement","type":"competence","sort":6100000,"flags":{"pick-up-stix":{"pick-up-stix":{"owner":"Yh6j5tvia3XhJ1uz"}}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_travestissement.webp","effects":[],"system":{"description":"<p>Lart de se déguiser, de se grimer, de se rendre méconnaissable.</p>\n<p>&nbsp;</p>","descriptionmj":"","niveau":-8,"default_diffLibre":0,"base":-8,"categorie":"particuliere","xp":0,"defaut_carac":"apparence","niveau_archetype":0,"xp_sort":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"VyAJK54OPjiRt8oH","name":"Vigilance","type":"competence","sort":6200000,"flags":{"pick-up-stix":{"pick-up-stix":{"owner":"Yh6j5tvia3XhJ1uz"}}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_vigilance.webp","effects":[],"system":{"description":"<p>Le talent dêtre toujours sur ses gardes, prêt à déceler la moindre anomalie, de</p>\n<p>bruit, dodeur, de mouvement, etc. Permet de ne pas être surpris en combat, par</p>\n<p>exemple. Indispensable pour monter sérieusement la garde.</p>\n<p>&nbsp;</p>","descriptionmj":"","niveau":3,"default_diffLibre":0,"base":-4,"categorie":"generale","xp":0,"defaut_carac":"volonte","niveau_archetype":0,"xp_sort":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"bt2cR4aE6lIOeg4F","name":"Voie d'Hypnos","type":"competence","sort":6300000,"flags":{"pick-up-stix":{"pick-up-stix":{"owner":"Yh6j5tvia3XhJ1uz"}}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_hypnos.webp","effects":[],"system":{"description":"<p>Magie dillusion, suggestion, invocation.</p>\n<p>&nbsp;</p>","descriptionmj":"","niveau":3,"default_diffLibre":0,"base":-11,"categorie":"draconic","xp":0,"defaut_carac":"reve","niveau_archetype":0,"xp_sort":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"nnR2UHelUaF8dxYn","name":"Voie d'Oniros","type":"competence","sort":6400000,"flags":{"pick-up-stix":{"pick-up-stix":{"owner":"Yh6j5tvia3XhJ1uz"}}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_oniros.webp","effects":[],"system":{"description":"<p>Magie sappliquant au monde inanimé.</p>\n<p>&nbsp;</p>","descriptionmj":"","niveau":-2,"default_diffLibre":0,"base":-11,"categorie":"draconic","xp":0,"defaut_carac":"reve","niveau_archetype":0,"xp_sort":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"u1Peok1EYkBcVsmN","name":"Voie de Narcos","type":"competence","sort":6500000,"flags":{"pick-up-stix":{"pick-up-stix":{"owner":"Yh6j5tvia3XhJ1uz"}}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_narcos.webp","effects":[],"system":{"description":"<p>Magie denchantement.</p>","descriptionmj":"","niveau":1,"default_diffLibre":0,"base":-11,"categorie":"draconic","xp":0,"defaut_carac":"reve","niveau_archetype":0,"xp_sort":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"dPlTQzvU3CEg5qKc","name":"Voie de Thanatos","type":"competence","sort":6600000,"flags":{"pick-up-stix":{"pick-up-stix":{"owner":"Yh6j5tvia3XhJ1uz"}}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_thanatos.webp","effects":[],"system":{"description":"<p>Magie noire des forces du cauchemar.</p>\n<p>&nbsp;</p>","descriptionmj":"","niveau":-11,"default_diffLibre":0,"base":-11,"categorie":"draconic","xp":0,"defaut_carac":"reve","niveau_archetype":0,"xp_sort":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"c5wursWW03ckpyqn","name":"Zoologie","type":"competence","sort":6700000,"flags":{"pick-up-stix":{"pick-up-stix":{"owner":"Yh6j5tvia3XhJ1uz"}}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_zoologie.webp","effects":[],"system":{"description":"<p>Connaissance des espèces animales, de leurs mœurs, leur des habitat.</p>","descriptionmj":"","niveau":-2,"default_diffLibre":0,"base":-11,"categorie":"connaissance","xp":0,"defaut_carac":"intellect","niveau_archetype":0,"xp_sort":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"qkdcpj3brcfzcs5x","name":"Denier (étain)","type":"monnaie","sort":6800000,"flags":{"pick-up-stix":{"pick-up-stix":{"owner":"Yh6j5tvia3XhJ1uz"}}},"img":"systems/foundryvtt-reve-de-dragon/icons/objets/piece_etain_poisson.webp","effects":[],"system":{"description":"","descriptionmj":"","encombrement":0.01,"quantite":2,"qualite":0,"cout":0.01},"folder":null,"ownership":{"default":0},"_stats":{"systemId":"foundryvtt-reve-de-dragon","systemVersion":"10.3.16","coreVersion":"10.291","createdTime":null,"modifiedTime":1671294086607,"lastModifiedBy":"Hp9ImM4o9YRTSdfu"}},{"_id":"i7hfp1du62prp398","name":"Sou (bronze)","type":"monnaie","sort":6900000,"flags":{"pick-up-stix":{"pick-up-stix":{"owner":"Yh6j5tvia3XhJ1uz"}}},"img":"systems/foundryvtt-reve-de-dragon/icons/objets/piece_bronze_epees.webp","effects":[],"system":{"description":"","descriptionmj":"","encombrement":0.01,"quantite":3,"qualite":0,"cout":0.1},"folder":null,"ownership":{"default":0},"_stats":{"systemId":"foundryvtt-reve-de-dragon","systemVersion":"10.3.16","coreVersion":"10.291","createdTime":null,"modifiedTime":1671294086607,"lastModifiedBy":"Hp9ImM4o9YRTSdfu"}},{"_id":"s5bvq28o5verwdro","name":"Sol (argent)","type":"monnaie","sort":7000000,"flags":{"pick-up-stix":{"pick-up-stix":{"owner":"Yh6j5tvia3XhJ1uz"}}},"img":"systems/foundryvtt-reve-de-dragon/icons/objets/piece_argent_sol.webp","effects":[],"system":{"description":"","descriptionmj":"","encombrement":0.01,"quantite":17,"qualite":0,"cout":1},"folder":null,"ownership":{"default":0},"_stats":{"systemId":"foundryvtt-reve-de-dragon","systemVersion":"10.3.16","coreVersion":"10.291","createdTime":null,"modifiedTime":1671294086607,"lastModifiedBy":"Hp9ImM4o9YRTSdfu"}},{"_id":"kilmcw7cqae092mx","name":"Dragon (or)","type":"monnaie","sort":7100000,"flags":{"pick-up-stix":{"pick-up-stix":{"owner":"Yh6j5tvia3XhJ1uz"}}},"img":"systems/foundryvtt-reve-de-dragon/icons/objets/piece_or_sol.webp","effects":[],"system":{"description":"","descriptionmj":"","encombrement":0.01,"quantite":0,"qualite":0,"cout":10},"folder":null,"ownership":{"default":0},"_stats":{"systemId":"foundryvtt-reve-de-dragon","systemVersion":"10.3.16","coreVersion":"10.291","createdTime":null,"modifiedTime":1671294086607,"lastModifiedBy":"Hp9ImM4o9YRTSdfu"}},{"_id":"6tBXZU3AiMfCKc4S","name":"Détection d'aura","type":"sort","sort":7200000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.sorts-hypnos.xOicgRMCUxJNmVzF"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_vigilance.webp","effects":[],"system":{"description":"<p>Les rituels de D&eacute;tection d&rsquo;Aura peuvent indiff&eacute;remment &ecirc;tre accomplis par n&rsquo;importe laquelle des quatre voies.</p>\n<p>Toutes les cr&eacute;atures vivantes anim&eacute;es (humains, humano&iuml;des, animaux) ont une caract&eacute;ristique R&Ecirc;VE. Les objets enchant&eacute;s poss&egrave;dent des points de r&ecirc;ve, de m&ecirc;me que les produits de magie naturelle, comme certaines pierres de chance. Les entit&eacute;s de cauchemar, incarn&eacute;es ou non, en ont &eacute;galement. Quelle qu&rsquo;elle soit, la pr&eacute;sence de r&ecirc;ve &eacute;met une aura, laquelle est d&eacute;tectable par D&eacute;tection d&rsquo;Aura. Parall&egrave;lement, toute cible d&rsquo;un sort ou d&rsquo;un rituel, &eacute;met une aura propre, quand bien m&ecirc;me ladite cible ne poss&egrave;de pas de points de r&ecirc;ve (centre de zone, objet ou plante soumis &agrave; une illusion d&rsquo;Hypnos). Cette aura est &eacute;galement d&eacute;tectable par D&eacute;tection d&rsquo;Aura.</p>\n<p>L&rsquo;aura de pr&eacute;sence de r&ecirc;ve se traduit par un halo bleut&eacute; constant ; l&rsquo;aura r&eacute;sultant d&rsquo;un effet magique par un halo parcouru de pulsations. Quand les deux auras sont pr&eacute;sentes conjointement, le halo est pulsatif et d&rsquo;un bleu plus fonc&eacute;. On peut toujours effectuer D&eacute;tection d&rsquo;Aura sans aucun risque, il y a toujours une r&eacute;ponse. Soit une aura est per&ccedil;ue, constante ou pulsative, et l&rsquo;on peut tenter une Lecture d&rsquo;Aura pour en savoir plus ; soit aucune aura n&rsquo;est per&ccedil;ue et il s&rsquo;agit de mati&egrave;re inerte, sans r&ecirc;ve, non soumise &agrave; un sort.</p>","descriptionmj":"","draconic":"oniros","duree":"Instantanée","JR":"Aucun","cible":"","difficulte":"-3","portée":"","caseTMR":"sanctuaire","caseTMRspeciale":"","ptreve":"1","xp":0,"bonuscase":"","isrituel":false,"coutseuil":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"3ZZVpEkBt3PSlfIr","name":"Lecture d'aura","type":"sort","sort":7400000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.sorts-hypnos.Y4r9kTN2brWC2N0n"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_vigilance.webp","effects":[],"system":{"description":"<p>Les rituels de Lecture d&rsquo;Aura peuvent indiff&eacute;remment &ecirc;tre accomplis par n&rsquo;importe laquelle des quatre voies.</p>\n<p>Ce rituel permet d&rsquo;approfondir les informations fournies par D&eacute;tection d&rsquo;Aura. Pratiquer Lecture d&rsquo;Aura quand il n&rsquo;y a pas d&rsquo;aura revient &agrave; demander une magie impossible et cr&eacute;e imm&eacute;diatement une d&eacute;chirure du r&ecirc;ve.</p>\n<p>Lecture d&rsquo;Aura est effectu&eacute;e en plusieurs &eacute;tapes, toutes &eacute;tant de difficult&eacute; R-3 et co&ucirc;tant 3 points de r&ecirc;ve. La premi&egrave;re a toujours lieu dans un sanctuaire et ne fait que r&eacute;v&eacute;ler dans quel(s) autre(s) genre(s) de case(s) le haut-r&ecirc;vant doit se rendre pour continuer sa lecture. L&agrave;, il apprend quel genre de magie a &eacute;t&eacute; produit ou &agrave; quel type de r&ecirc;ve il a affaire, de m&ecirc;me que les cases sp&eacute;cifiques concern&eacute;es. Enfin dans les cases sp&eacute;cifiques, le haut-r&ecirc;vant peut apprendre la force du r&ecirc;ve ou de la magie en cours, c&rsquo;est-&agrave;-dire pratiquement la difficult&eacute; et le nombre de points de r&ecirc;ve impliqu&eacute;s, information indispensable dans l&rsquo;optique d&rsquo;une annulation de magie.</p>\n<p>Lecture d&rsquo;Aura r&eacute;v&egrave;le &eacute;galement la couleur de l&rsquo;aura (fixe ou pulsative) comme D&eacute;tection d&rsquo;Aura. Pour les cr&eacute;atures vivantes, on peut donc sauter l&rsquo;&eacute;tape de D&eacute;tection d&rsquo;Aura et commencer directement par la lecture, puisqu&rsquo;on est s&ucirc;r de trouver une aura. Dans les autres cas, il est plus prudent de commencer par la d&eacute;tection si, en l&rsquo;absence finale d&rsquo;une aura, on ne veut pas cr&eacute;er de magie impossible. Effectu&eacute;e sur une cr&eacute;ature non soumise &agrave; un effet magique ni sous l&rsquo;emprise d&rsquo;une entit&eacute;, Lecture d&rsquo;Aura indique toujours le Fleuve. L&agrave;, dans n&rsquo;importe quelle case du Fleuve, le haut-r&ecirc;vant se contente d&rsquo;apprendre qu&rsquo;il a affaire &agrave; une cr&eacute;ature vivante et dou&eacute;e de r&ecirc;ve.</p>","descriptionmj":"","draconic":"oniros","duree":"Instantanée","JR":"Aucun","cible":"","difficulte":"-3","portée":"","caseTMR":"special","caseTMRspeciale":"Sanctuaire / variable","ptreve":"3","xp":0,"bonuscase":"","isrituel":false,"coutseuil":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Wj7OfJpxaQaZYrYw","name":"Guerrier Sorde","type":"sort","sort":7500000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.sorts-hypnos.UQYy9WjsKqqrjLc7"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_hypnos.webp","effects":[],"system":{"description":"<p>@JournalEntry[vid6uJc66QFgHSUr]{Note sur les invocations de créatures}</p>\n<p>Le Guerrier Sorde a lapparence dun humanoïde entièrement revêtu dune armure de plaques, visière du heaume toujours baissée, dissimulant son visage. Il est armé dune épée sorde, dun bouclier moyen et dune dague. La seule tâche que lon puisse lui demander est de faire usage de ses armes. Une fois invoqué, il attaque toute créature que le haut-rêvant lui désigne expressément, et se bat contre elle jusquà ce quil lextermine ou reçoive un contre-ordre. On peut alors lui ordonner de commencer un autre combat, à condition que le délai entre deux combats nexcède pas 10 rounds, faute de quoi il considère sa tâche accomplie et se dématérialise. Sil est invoqué alors quil ny a pas de créature à combattre immédiatement, il ne patiente que jusquà la fin de lheure en cours, après quoi il sestime dérangé pour rien et se dématérialise. Durant le délai, il peut accompagner le haut-rêvant où quil aille, mais sans pouvoir séloigner de lui de plus de E1 mètres. Sa vitesse est limitée à 12 m/round, il ne court, nescalade ni ne nage jamais. Il nobéit quau haut-rêvant qui la invoqué. Le rituel peut être répété pour invoquer plusieurs Guerriers Sordes dans un même combat. Tous ont les mêmes caractéristiques. La PERCEPTION indiquée tient compte des malus dus au heaume. Les Guerriers Sordes sont normalement affectés par les suggestions et illusions dHypnos, avec un JR standard r-8, ainsi que par les sorts individuels de Thananatos.</p>\n<p>@JournalEntry[R3q4vUTEfyxYgmGr]{Communication avec les créatures invoquées}</p>","descriptionmj":"","draconic":"hypnos","duree":"Tâche","JR":"Aucun","cible":"","difficulte":"-8","portée":"","caseTMR":"special","caseTMRspeciale":"Cité Sordide D13","ptreve":"7","xp":0,"bonuscase":"","isrituel":true,"coutseuil":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"9WyA5Heq2OuBZK2A","name":"Tympan d'Hypnos","type":"sort","sort":7600000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.sorts-hypnos.D9eSbTGp3i5gdbc5"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_hypnos.webp","effects":[],"system":{"description":"<p>Tympan dHypnos est une illusion purement <em>auditive </em>pouvant sappliquer indifféremment à un humanoïde, un animal ou un objet. 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Lapport massif de pseudo-souvenirs, informulés et insaisissables, empêche lhumanoïde visé de se concentrer sur son activité intellectuelle, manuelle ou verbale. Il ne fait plus ou ne dit plus que des <em>bêtises</em>, en termes de jeu des échecs totaux. Un intellectuel devient incapable de lire ou décrire, un artisan se tape sur les doigts, un musicien rate tous ses accords, un orateur bafouille, etc. Létat dégarement dure jusquà la fin de lheure en cours + une heure complète, ou se dissipe de lui-même dès quil y a stress, par exemple une agression. Ce sort est donc totalement inutile et inefficace en combat.</p>","descriptionmj":"","draconic":"hypnos","duree":"Une heure","JR":"Selon HN","cible":"Humanoïde","difficulte":"-4","portée":"","caseTMR":"desolation","caseTMRspeciale":"","ptreve":"4","xp":0,"bonuscase":"","isrituel":false,"coutseuil":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"ezkZ1KtYpGyIAkZw","name":"Harpe d'Hypnos","type":"sort","sort":7300000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.sorts-hypnos.DvP1kqAtGpr5Kux2"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_hypnos.webp","effects":[],"system":{"description":"<p>Les rituels de lecture dHypnos sont détonnantes démonstrations dauto-suggestion. Aidé par un support, le haut-rêvant se persuade quil peut voir ou entendre à distance, et il le fait. Couplé à lultime forme dillusion que sont les invocations, il peut pareillement projeter son image ou sa voix à distance. Tous obéissent aux règles usuelles dapplication des rituels. Si un rituel de lecture est paramétré sur une personne et que celle-ci est morte ou a changé de rêve, aucun effet ne se produit, mais les points de rêve sont tout de même dépensés.</p>\n<p>Ce rituel permet dentendre à distance. Il doit être ciblé sur un instrument sonore (harpe, luth, gong, cloche, etc.) faute de quoi lon aboutit à un cas de @JournalEntry[eANDHKJXMPmPNJ2F]{Magie impossible}. Lors du lancer, le rituel doit être paramétré sur une personne précise (humanoïde) ou un lieu architectural précis (salle, couloir, perron, escalier, balcon, etc.). Les éléments naturels du paysage (rochers, arbres, sources, etc.) ne sont pas des lieux architecturaux. La distance séparant le haut-rêvant du lieu ou de la personne nest sujette à aucune limitation. Il doit avoir déjà vu réellement la personne ou visité le lieu en question. Puis le sort étant ciblé sur linstrument sonore, le haut-rêvant croit entendre un murmure en émaner. Ce murmure le plonge alors dans un état hypnotique particulier, où il entend réellement tous les sons audibles produits à proximité de la personne ou du lieu paramétré. Sil sagit dune personne, il entend tous les sons comme sil se trouvait tout près de cette personne; sil sagit dun lieu, il entend comme sil se trouvait en son centre précis. Létat hypnotique (la communication) dure un round par point de rêve dépensé.</p>","descriptionmj":"","draconic":"hypnos","duree":"Selon r dépensé","JR":"Aucun","cible":"Un instrument sonore","difficulte":"-4","portée":"","caseTMR":"monts","caseTMRspeciale":"","ptreve":"1+","xp":0,"bonuscase":"","isrituel":true,"coutseuil":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"xuk2JZElm9f6drHN","name":"Miroir d'Hypnos","type":"sort","sort":7400000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.sorts-hypnos.8qdOVBr3S7AhRsJw"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_hypnos.webp","effects":[],"system":{"description":"<p>Les rituels de lecture dHypnos sont détonnantes démonstrations dauto-suggestion. Aidé par un support, le haut-rêvant se persuade quil peut voir ou entendre à distance, et il le fait. Couplé à lultime forme dillusion que sont les invocations, il peut pareillement projeter son image ou sa voix à distance. Tous obéissent aux règles usuelles dapplication des rituels. Si un rituel de lecture est paramétré sur une personne et que celle-ci est morte ou a changé de rêve, aucun effet ne se produit, mais les points de rêve sont tout de même dépensés.</p>\n<p>Ce rituel permet de voir à distance. Il doit être ciblé sur un miroir ou une surface réfléchissante, comme de leau parfaitement calme, faute de quoi lon aboutit à un cas de @JournalEntry[eANDHKJXMPmPNJ2F]{Magie impossible}. Lors du lancer, le rituel doit être paramétré sur une personne ou un lieu architectural précis, mêmes restrictions que pour Harpe dHypnos. Puis le sort étant ciblé sur le miroir, le haut-rêvant croit voir y évoluer des formes, qui le plongent aussitôt dans un état hypnotique particulier, où il voit réellement la personne ou le lieu choisi. Sil sagit dune personne, son point de vue est comme sil se tenait debout à un mètre devant elle ; sil sagit dun lieu, il sen trouve au centre. Dans les deux cas, le haut-rêvant peut mentalement tourner sur lui-même à 360° pour mieux voir ce qui lentoure, mais ne peut se déplacer. Noter quil a limage, mais pas le son. La communication est de 1 round par point de rêve dépensé.</p>","descriptionmj":"","draconic":"hypnos","duree":"Selon r dépensé","JR":"Aucun","cible":"Un miroir","difficulte":"-5","portée":"","caseTMR":"necropole","caseTMRspeciale":"","ptreve":"1","xp":0,"bonuscase":"","isrituel":true,"coutseuil":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"ayR3C9v7MdyeWqRC","name":"Lecture d'aura","type":"sort","sort":7500000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.sorts-hypnos.Y4r9kTN2brWC2N0n"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_vigilance.webp","effects":[],"system":{"description":"<p>Les rituels de Lecture d&rsquo;Aura peuvent indiff&eacute;remment &ecirc;tre accomplis par n&rsquo;importe laquelle des quatre voies.</p>\n<p>Ce rituel permet d&rsquo;approfondir les informations fournies par D&eacute;tection d&rsquo;Aura. Pratiquer Lecture d&rsquo;Aura quand il n&rsquo;y a pas d&rsquo;aura revient &agrave; demander une magie impossible et cr&eacute;e imm&eacute;diatement une d&eacute;chirure du r&ecirc;ve.</p>\n<p>Lecture d&rsquo;Aura est effectu&eacute;e en plusieurs &eacute;tapes, toutes &eacute;tant de difficult&eacute; R-3 et co&ucirc;tant 3 points de r&ecirc;ve. La premi&egrave;re a toujours lieu dans un sanctuaire et ne fait que r&eacute;v&eacute;ler dans quel(s) autre(s) genre(s) de case(s) le haut-r&ecirc;vant doit se rendre pour continuer sa lecture. L&agrave;, il apprend quel genre de magie a &eacute;t&eacute; produit ou &agrave; quel type de r&ecirc;ve il a affaire, de m&ecirc;me que les cases sp&eacute;cifiques concern&eacute;es. Enfin dans les cases sp&eacute;cifiques, le haut-r&ecirc;vant peut apprendre la force du r&ecirc;ve ou de la magie en cours, c&rsquo;est-&agrave;-dire pratiquement la difficult&eacute; et le nombre de points de r&ecirc;ve impliqu&eacute;s, information indispensable dans l&rsquo;optique d&rsquo;une annulation de magie.</p>\n<p>Lecture d&rsquo;Aura r&eacute;v&egrave;le &eacute;galement la couleur de l&rsquo;aura (fixe ou pulsative) comme D&eacute;tection d&rsquo;Aura. Pour les cr&eacute;atures vivantes, on peut donc sauter l&rsquo;&eacute;tape de D&eacute;tection d&rsquo;Aura et commencer directement par la lecture, puisqu&rsquo;on est s&ucirc;r de trouver une aura. Dans les autres cas, il est plus prudent de commencer par la d&eacute;tection si, en l&rsquo;absence finale d&rsquo;une aura, on ne veut pas cr&eacute;er de magie impossible. Effectu&eacute;e sur une cr&eacute;ature non soumise &agrave; un effet magique ni sous l&rsquo;emprise d&rsquo;une entit&eacute;, Lecture d&rsquo;Aura indique toujours le Fleuve. L&agrave;, dans n&rsquo;importe quelle case du Fleuve, le haut-r&ecirc;vant se contente d&rsquo;apprendre qu&rsquo;il a affaire &agrave; une cr&eacute;ature vivante et dou&eacute;e de r&ecirc;ve.</p>","descriptionmj":"","draconic":"oniros","duree":"Instantanée","JR":"Aucun","cible":"","difficulte":"-3","portée":"","caseTMR":"special","caseTMRspeciale":"Sanctuaire / variable","ptreve":"3","xp":0,"bonuscase":"","isrituel":false,"coutseuil":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"S1MpkfqtTQYicBKn","name":"Détection d'aura","type":"sort","sort":7600000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.sorts-hypnos.xOicgRMCUxJNmVzF"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_vigilance.webp","effects":[],"system":{"description":"<p>Les rituels de D&eacute;tection d&rsquo;Aura peuvent indiff&eacute;remment &ecirc;tre accomplis par n&rsquo;importe laquelle des quatre voies.</p>\n<p>Toutes les cr&eacute;atures vivantes anim&eacute;es (humains, humano&iuml;des, animaux) ont une caract&eacute;ristique R&Ecirc;VE. Les objets enchant&eacute;s poss&egrave;dent des points de r&ecirc;ve, de m&ecirc;me que les produits de magie naturelle, comme certaines pierres de chance. Les entit&eacute;s de cauchemar, incarn&eacute;es ou non, en ont &eacute;galement. Quelle qu&rsquo;elle soit, la pr&eacute;sence de r&ecirc;ve &eacute;met une aura, laquelle est d&eacute;tectable par D&eacute;tection d&rsquo;Aura. Parall&egrave;lement, toute cible d&rsquo;un sort ou d&rsquo;un rituel, &eacute;met une aura propre, quand bien m&ecirc;me ladite cible ne poss&egrave;de pas de points de r&ecirc;ve (centre de zone, objet ou plante soumis &agrave; une illusion d&rsquo;Hypnos). Cette aura est &eacute;galement d&eacute;tectable par D&eacute;tection d&rsquo;Aura.</p>\n<p>L&rsquo;aura de pr&eacute;sence de r&ecirc;ve se traduit par un halo bleut&eacute; constant ; l&rsquo;aura r&eacute;sultant d&rsquo;un effet magique par un halo parcouru de pulsations. Quand les deux auras sont pr&eacute;sentes conjointement, le halo est pulsatif et d&rsquo;un bleu plus fonc&eacute;. On peut toujours effectuer D&eacute;tection d&rsquo;Aura sans aucun risque, il y a toujours une r&eacute;ponse. Soit une aura est per&ccedil;ue, constante ou pulsative, et l&rsquo;on peut tenter une Lecture d&rsquo;Aura pour en savoir plus ; soit aucune aura n&rsquo;est per&ccedil;ue et il s&rsquo;agit de mati&egrave;re inerte, sans r&ecirc;ve, non soumise &agrave; un sort.</p>","descriptionmj":"","draconic":"oniros","duree":"Instantanée","JR":"Aucun","cible":"","difficulte":"-3","portée":"","caseTMR":"sanctuaire","caseTMRspeciale":"","ptreve":"1","xp":0,"bonuscase":"","isrituel":false,"coutseuil":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"KACix65IvmkDdF3B","name":"Annulation de magie","type":"sort","sort":7700000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.sorts-hypnos.BibuJdKmaQJm3kFw"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_vigilance.webp","effects":[],"system":{"description":"<p>Ce rituel permet d&rsquo;annuler un effet magique, que celui-ci ait &eacute;t&eacute; accompli par soi-m&ecirc;me ou par un autre haut-r&ecirc;vant. On peut annuler l&rsquo;effet d&rsquo;un sort, de zone ou individuel, d&rsquo;un rituel d&rsquo;enchantement, d&rsquo;une invocation, etc.</p>\n<p>Le haut-r&ecirc;vant doit se trouver dans la case <em>sp&eacute;cifique </em>des TMR d&rsquo;o&ugrave; la magie a &eacute;t&eacute; accomplie. Le jet de R&Ecirc;VE qu&rsquo;il doit r&eacute;ussir a alors la m&ecirc;me difficult&eacute; que celui ayant permis la magie, avec une d&eacute;pense de points de r&ecirc;ve pareillement identique.</p>\n<p>Pour annuler une invocation, le rituel d&rsquo;Annulation doit &ecirc;tre cibl&eacute; sur la cr&eacute;ature invoqu&eacute;e. Quand la magie est le r&eacute;sultat conjoint de plusieurs rituels, ce qui est notamment le cas des objets magiques, chacun doit &ecirc;tre annul&eacute; tour &agrave; tour, en commen&ccedil;ant toujours par le dernier &agrave; avoir &eacute;t&eacute; accompli chronologiquement. D&rsquo;une mani&egrave;re g&eacute;n&eacute;rale, ce sont les m&ecirc;mes op&eacute;rations qui doivent &ecirc;tre r&eacute;p&eacute;t&eacute;es &agrave; l&rsquo;envers. Quand un rituel co&ucirc;te des points de seuil, son annulation en co&ucirc;te &eacute;galement (le m&ecirc;me nombre). Annulation de Magie sert &eacute;galement &agrave; exorciser les entit&eacute;s de cauchemar non incarn&eacute;es. La difficult&eacute; d&rsquo;un exorcisme est toujours R-7, et le co&ucirc;t en points de r&ecirc;ve &eacute;gal au R&Ecirc;VE de l&rsquo;entit&eacute;. Le ciblage doit &ecirc;tre fait sur la cr&eacute;ature poss&eacute;d&eacute;e.</p>\n<p>Avant d&rsquo;accomplir une Annulation de Magie, les param&egrave;tres de la magie &agrave; annuler (case des TMR, R-, r) peuvent &ecirc;tre d&eacute;couverts au moyen du rituel Lecture d&rsquo;Aura.</p>\n<p>Pour la synth&egrave;se d&rsquo;Annulation de Magie, consid&eacute;rer que ce rituel est de difficult&eacute; R-7. Il peut &ecirc;tre utilis&eacute; indiff&eacute;remment par Oniros, Hypnos ou Narcos (mais jamais Thanatos), quelle que soit la voie ayant servi &agrave; accomplir la magie &agrave; annuler.</p>","descriptionmj":"","draconic":"oniros","duree":"Instantanée","JR":"Aucun","cible":"Effet magique","difficulte":"variable","portée":"","caseTMR":"special","caseTMRspeciale":"variable","ptreve":"variable","xp":0,"bonuscase":"","isrituel":true,"coutseuil":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"fwA0a4vNsqIy7hOv","name":"Enchantement","type":"sort","sort":7800000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.sorts-narcos.WUYaL4yvr0wFRLjk"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_narcos.webp","effects":[],"system":{"description":"<p>C'est le rituel de base e tout enchantement, c'est par lui que le haut-rêvant confère des points de rêve à la gemme ou à la potion. Le nombre de points conférés, paramétré au lancer du sort, est à son entière discrétion. Entre deux Enchantements de la même potion ou de la même gemme doit être accompli un rituel de Purificiation.</p>","descriptionmj":"","draconic":"narcos","duree":"Instantanée","JR":"Aucun","cible":"","difficulte":"-4","portée":"","caseTMR":"cite","caseTMRspeciale":"","ptreve":"1+","xp":0,"bonuscase":"","isrituel":true,"coutseuil":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"MABQ7KRusLvq0dVL","name":"Bas de 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talus, etc. L&rsquo;illusion n&rsquo;existe que pour les cr&eacute;atures situ&eacute;es en dehors de la zone et se dissipe d&egrave;s qu&rsquo;on y p&eacute;n&egrave;tre. 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Il n&rsquo;existe de transmutation que pour les six premiers &eacute;l&eacute;ments. La mati&egrave;re dont sont compos&eacute;es les cr&eacute;atures, mortes ou vivantes, n&rsquo;est jamais transmu&eacute;e, y compris l&rsquo;air contenu dans les poumons. Il existe 26 transmutations &eacute;l&eacute;mentales ; chacune est un sort &agrave; part enti&egrave;re, ob&eacute;issant en tout point aux r&egrave;gles des sorts de zone.</p>\n<p>La transmutation a lieu dans la zone param&eacute;tr&eacute;e et cibl&eacute;e par le haut-r&ecirc;vant. Tout ce qui appartient &agrave; l&rsquo;&eacute;l&eacute;ment impliqu&eacute; est transmu&eacute; instantan&eacute;ment sans discrimination. On ne peut pas faire de choix. Tant que dure la zone, tout nouvel objet appartenant &agrave; l&rsquo;&eacute;l&eacute;ment impliqu&eacute; qui p&eacute;n&egrave;tre dans la zone, est imm&eacute;diatement transmu&eacute; &agrave; son tour. La zone peut fort bien &ecirc;tre lanc&eacute;e sur un lieu o&ugrave; l&rsquo;&eacute;l&eacute;ment impliqu&eacute; n&rsquo;existe pas, par exemple Terre en Eau &agrave; 5 m du sol. Rien ne se produira au premier abord, mais toute pierre lanc&eacute;e dans la zone sera instantan&eacute;ment liqu&eacute;fi&eacute;e pour retomber sous forme de pluie.</p>\n<p>Tout objet transmu&eacute;, situ&eacute; ou entrant dans la zone, adopte aussit&ocirc;t la forme que lui permet le nouvel &eacute;l&eacute;ment. On peut obtenir de gracieuses torsades avec du feu transmu&eacute; en bois ou en m&eacute;tal. La transmutation est d&eacute;finitive, m&ecirc;me si l&rsquo;objet sort de la zone. &Agrave; la fin de la zone (HN), l&rsquo;effet cesse d&rsquo;op&eacute;rer, mais la mati&egrave;re transmu&eacute;e le demeure d&eacute;finitivement sans recouvrer non plus son &eacute;l&eacute;ment d&rsquo;origine.</p>\n<p>Quand une cr&eacute;ature vivante se retrouve dans une zone de Transmutation &Eacute;l&eacute;mentale, bien que la mati&egrave;re dont elle est compos&eacute;e ne soit pas affect&eacute;e en elle-m&ecirc;me, elle subit l&rsquo;effet naturel et normal du nouvel &eacute;l&eacute;ment qui l&rsquo;entoure, sans jet de r&eacute;sistance. Une cr&eacute;ature prise dans une zone d&rsquo;Air en Feu se retrouve dans un brasier qui la br&ucirc;le, une cr&eacute;ature nageant prise dans une zone d&rsquo;Eau en Bois se retrouve enkyst&eacute;e dans un bloc de bois, etc.</p>\n<p>L&rsquo;&eacute;l&eacute;ment Eau correspondant &agrave; tous les liquides d&rsquo;origine non animale, r&eacute;ellement aqueux ou non, c&rsquo;est tout le liquide qui est transmu&eacute; et non pas uniquement ses mol&eacute;cules de H2O, y compris tout ce qui peut y &ecirc;tre dissout (sels, cristaux). L&rsquo;eau d&rsquo;un v&eacute;g&eacute;tal (s&egrave;ve, jus d&rsquo;un fruit) appartient &agrave; l&rsquo;&eacute;l&eacute;ment Bois, qui est celui du v&eacute;g&eacute;tal, tant qu&rsquo;il est contenu dans ce dernier. L&rsquo;humus appartient int&eacute;gralement &agrave; l&rsquo;&eacute;l&eacute;ment Terre, m&ecirc;me s&rsquo;il est compos&eacute; en grande partie de mati&egrave;re v&eacute;g&eacute;tale (Bois) non encore d&eacute;compos&eacute;e.</p>\n<h2>&Eacute;l&eacute;ments d'arriv&eacute;e</h2>\n<p><strong>X &eacute;l&eacute;ment en Air</strong> : Pratiquement, l&rsquo;ancien &eacute;l&eacute;ment dispara&icirc;t dans un courant d&rsquo;air. L&rsquo;air d&rsquo;arriv&eacute;e est toujours frais et pur.</p>\n<p><strong>X &eacute;l&eacute;ment en Terre</strong> : L&rsquo;&eacute;l&eacute;ment d&rsquo;arriv&eacute;e est une roche friable et fragile comme de la craie.</p>\n<p><strong>X &eacute;l&eacute;ment en Eau</strong> : L&rsquo;eau nouvellement cr&eacute;&eacute;e se comporte naturellement, attir&eacute;e par la pesanteur : elle pleut, coule, cherche &agrave; s&rsquo;infiltrer. Elle a la puret&eacute; de l&rsquo;eau distill&eacute;e.</p>\n<p><strong>X &eacute;l&eacute;ment en Feu</strong> : L&rsquo;ancien &eacute;l&eacute;ment devenu Feu n&rsquo;est plus que flammes. Toutefois, pour que ces nouvelles flammes continuent &agrave; br&ucirc;ler, il leur faut un combustible, faute de quoi elles s&rsquo;&eacute;teignent. Quand c&rsquo;est l&rsquo;Air qui est transmu&eacute; en Feu, celui-ci demeure m&ecirc;me sans combustible, car l&rsquo;Air entourant la zone la comble imm&eacute;diatement, devenant Feu &agrave; son tour. Le r&eacute;sultat est une sph&egrave;re en permanente ignition. Il en va de m&ecirc;me pour l&rsquo;eau au centre d&rsquo;une rivi&egrave;re par exemple.</p>\n<p><strong>X &eacute;l&eacute;ment en Bois</strong> : Le bois d&rsquo;arriv&eacute;e est un bois de qualit&eacute; m&eacute;diocre, du genre sapin, mais sec, sans aucune s&egrave;ve ni r&eacute;sine, combustible ou fa&ccedil;onnable.</p>\n<p><strong>X &eacute;l&eacute;ment en M&eacute;tal</strong> : Il ne s&rsquo;agit toujours que des deux m&eacute;taux les plus inertes : fer ou plomb (tirer &agrave; pile ou face). Le fer de transmutation n&rsquo;est ni de l&rsquo;acier ni du fer forg&eacute;, c&rsquo;est du fer natif, mou et sans duret&eacute;. Un forgeron peut n&eacute;anmoins le travailler.</p>\n<h2>Objets magiques</h2>\n<p>&Agrave; mi-chemin entre les cr&eacute;atures et la mati&egrave;re inerte, les objets magiques ont droit &agrave; un jet de r&eacute;sistance pour ne pas &ecirc;tre impliqu&eacute;s dans une transmutation. C&rsquo;est un JR sp&eacute;cial, r0, o&ugrave; la protection magique du mat&eacute;riau est prise en guise de points de r&ecirc;ve (voir <em>R&eacute;sistance</em>).</p>","descriptionmj":"","draconic":"oniros","duree":"HN","JR":"Aucun","cible":"","difficulte":"-6","portée":"","caseTMR":"desert","caseTMRspeciale":"","ptreve":"4","xp":0,"bonuscase":"","isrituel":false,"coutseuil":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Ii8OtCBOSBzghvYI","name":"Terre en eau","type":"sort","sort":7400000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.sorts-oniros.NZ1fYmy3dVs4NcFd"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_oniros.webp","effects":[],"system":{"description":"<p>Le principe de la Transmutation &Eacute;l&eacute;mentale est de transformer un &eacute;l&eacute;ment en un autre, par exemple le m&eacute;tal en bois, l&rsquo;air en feu. Il n&rsquo;existe de transmutation que pour les six premiers &eacute;l&eacute;ments. La mati&egrave;re dont sont compos&eacute;es les cr&eacute;atures, mortes ou vivantes, n&rsquo;est jamais transmu&eacute;e, y compris l&rsquo;air contenu dans les poumons. Il existe 26 transmutations &eacute;l&eacute;mentales ; chacune est un sort &agrave; part enti&egrave;re, ob&eacute;issant en tout point aux r&egrave;gles des sorts de zone.</p>\n<p>La transmutation a lieu dans la zone param&eacute;tr&eacute;e et cibl&eacute;e par le haut-r&ecirc;vant. Tout ce qui appartient &agrave; l&rsquo;&eacute;l&eacute;ment impliqu&eacute; est transmu&eacute; instantan&eacute;ment sans discrimination. On ne peut pas faire de choix. Tant que dure la zone, tout nouvel objet appartenant &agrave; l&rsquo;&eacute;l&eacute;ment impliqu&eacute; qui p&eacute;n&egrave;tre dans la zone, est imm&eacute;diatement transmu&eacute; &agrave; son tour. La zone peut fort bien &ecirc;tre lanc&eacute;e sur un lieu o&ugrave; l&rsquo;&eacute;l&eacute;ment impliqu&eacute; n&rsquo;existe pas, par exemple Terre en Eau &agrave; 5 m du sol. Rien ne se produira au premier abord, mais toute pierre lanc&eacute;e dans la zone sera instantan&eacute;ment liqu&eacute;fi&eacute;e pour retomber sous forme de pluie.</p>\n<p>Tout objet transmu&eacute;, situ&eacute; ou entrant dans la zone, adopte aussit&ocirc;t la forme que lui permet le nouvel &eacute;l&eacute;ment. On peut obtenir de gracieuses torsades avec du feu transmu&eacute; en bois ou en m&eacute;tal. La transmutation est d&eacute;finitive, m&ecirc;me si l&rsquo;objet sort de la zone. &Agrave; la fin de la zone (HN), l&rsquo;effet cesse d&rsquo;op&eacute;rer, mais la mati&egrave;re transmu&eacute;e le demeure d&eacute;finitivement sans recouvrer non plus son &eacute;l&eacute;ment d&rsquo;origine.</p>\n<p>Quand une cr&eacute;ature vivante se retrouve dans une zone de Transmutation &Eacute;l&eacute;mentale, bien que la mati&egrave;re dont elle est compos&eacute;e ne soit pas affect&eacute;e en elle-m&ecirc;me, elle subit l&rsquo;effet naturel et normal du nouvel &eacute;l&eacute;ment qui l&rsquo;entoure, sans jet de r&eacute;sistance. Une cr&eacute;ature prise dans une zone d&rsquo;Air en Feu se retrouve dans un brasier qui la br&ucirc;le, une cr&eacute;ature nageant prise dans une zone d&rsquo;Eau en Bois se retrouve enkyst&eacute;e dans un bloc de bois, etc.</p>\n<p>L&rsquo;&eacute;l&eacute;ment Eau correspondant &agrave; tous les liquides d&rsquo;origine non animale, r&eacute;ellement aqueux ou non, c&rsquo;est tout le liquide qui est transmu&eacute; et non pas uniquement ses mol&eacute;cules de H2O, y compris tout ce qui peut y &ecirc;tre dissout (sels, cristaux). L&rsquo;eau d&rsquo;un v&eacute;g&eacute;tal (s&egrave;ve, jus d&rsquo;un fruit) appartient &agrave; l&rsquo;&eacute;l&eacute;ment Bois, qui est celui du v&eacute;g&eacute;tal, tant qu&rsquo;il est contenu dans ce dernier. L&rsquo;humus appartient int&eacute;gralement &agrave; l&rsquo;&eacute;l&eacute;ment Terre, m&ecirc;me s&rsquo;il est compos&eacute; en grande partie de mati&egrave;re v&eacute;g&eacute;tale (Bois) non encore d&eacute;compos&eacute;e.</p>\n<h2>&Eacute;l&eacute;ments d'arriv&eacute;e</h2>\n<p><strong>X &eacute;l&eacute;ment en Air</strong> : Pratiquement, l&rsquo;ancien &eacute;l&eacute;ment dispara&icirc;t dans un courant d&rsquo;air. L&rsquo;air d&rsquo;arriv&eacute;e est toujours frais et pur.</p>\n<p><strong>X &eacute;l&eacute;ment en Terre</strong> : L&rsquo;&eacute;l&eacute;ment d&rsquo;arriv&eacute;e est une roche friable et fragile comme de la craie.</p>\n<p><strong>X &eacute;l&eacute;ment en Eau</strong> : L&rsquo;eau nouvellement cr&eacute;&eacute;e se comporte naturellement, attir&eacute;e par la pesanteur : elle pleut, coule, cherche &agrave; s&rsquo;infiltrer. Elle a la puret&eacute; de l&rsquo;eau distill&eacute;e.</p>\n<p><strong>X &eacute;l&eacute;ment en Feu</strong> : L&rsquo;ancien &eacute;l&eacute;ment devenu Feu n&rsquo;est plus que flammes. Toutefois, pour que ces nouvelles flammes continuent &agrave; br&ucirc;ler, il leur faut un combustible, faute de quoi elles s&rsquo;&eacute;teignent. Quand c&rsquo;est l&rsquo;Air qui est transmu&eacute; en Feu, celui-ci demeure m&ecirc;me sans combustible, car l&rsquo;Air entourant la zone la comble imm&eacute;diatement, devenant Feu &agrave; son tour. Le r&eacute;sultat est une sph&egrave;re en permanente ignition. Il en va de m&ecirc;me pour l&rsquo;eau au centre d&rsquo;une rivi&egrave;re par exemple.</p>\n<p><strong>X &eacute;l&eacute;ment en Bois</strong> : Le bois d&rsquo;arriv&eacute;e est un bois de qualit&eacute; m&eacute;diocre, du genre sapin, mais sec, sans aucune s&egrave;ve ni r&eacute;sine, combustible ou fa&ccedil;onnable.</p>\n<p><strong>X &eacute;l&eacute;ment en M&eacute;tal</strong> : Il ne s&rsquo;agit toujours que des deux m&eacute;taux les plus inertes : fer ou plomb (tirer &agrave; pile ou face). Le fer de transmutation n&rsquo;est ni de l&rsquo;acier ni du fer forg&eacute;, c&rsquo;est du fer natif, mou et sans duret&eacute;. Un forgeron peut n&eacute;anmoins le travailler.</p>\n<h2>Objets magiques</h2>\n<p>&Agrave; mi-chemin entre les cr&eacute;atures et la mati&egrave;re inerte, les objets magiques ont droit &agrave; un jet de r&eacute;sistance pour ne pas &ecirc;tre impliqu&eacute;s dans une transmutation. C&rsquo;est un JR sp&eacute;cial, r0, o&ugrave; la protection magique du mat&eacute;riau est prise en guise de points de r&ecirc;ve (voir <em>R&eacute;sistance</em>).</p>","descriptionmj":"","draconic":"oniros","duree":"HN","JR":"Aucun","cible":"","difficulte":"-6","portée":"","caseTMR":"foret","caseTMRspeciale":"","ptreve":"4","xp":0,"bonuscase":"","isrituel":false,"coutseuil":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Nsrd3i8U3dLE8Ets","name":"Bois transparent","type":"sort","sort":7500000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.sorts-oniros.ZODdXw50qqLEvh3Q"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_oniros.webp","effects":[],"system":{"description":"<p>Les zones de Transparence &Eacute;l&eacute;mentale ob&eacute;issent &agrave; toutes les r&egrave;gles des sorts de zone. Elles ont pour effet de rendre transparent l&rsquo;&eacute;l&eacute;ment impliqu&eacute;. Comme pour les Transmutations &Eacute;l&eacute;mentales, aucune discrimination n&rsquo;est possible\" : est affect&eacute;e toute substance concern&eacute;e se trouvant dans la zone. La transparence permet de laisser passer la lumi&egrave;re et donc de voir au travers. Les autres qualit&eacute;s des &eacute;l&eacute;ments ne sont pas alt&eacute;r&eacute;es\" : le m&eacute;tal reste aussi dur et tranchant, le bois aussi combustible, etc. Noter que, quoique voisin, transparent ne veut pas dire invisible. Contrairement &agrave; la transmutation, l&rsquo;effet n&rsquo;est pas d&eacute;finitif. L&rsquo;&eacute;l&eacute;ment retrouve son opacit&eacute; d&egrave;s qu&rsquo;il sort de la zone ou &agrave; la fin de la dur&eacute;e de cette derni&egrave;re.</p>","descriptionmj":"","draconic":"oniros","duree":"HN","JR":"Aucun","cible":"","difficulte":"-4","portée":"","caseTMR":"cite","caseTMRspeciale":"","ptreve":"4","xp":0,"bonuscase":"","isrituel":false,"coutseuil":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"iL3zgc4NYNsOmCB5","name":"Détection d'aura","type":"sort","sort":7600000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.sorts-oniros.xOicgRMCUxJNmVzF"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_vigilance.webp","effects":[],"system":{"description":"<p>Les rituels de D&eacute;tection d&rsquo;Aura peuvent indiff&eacute;remment &ecirc;tre accomplis par n&rsquo;importe laquelle des quatre voies.</p>\n<p>Toutes les cr&eacute;atures vivantes anim&eacute;es (humains, humano&iuml;des, animaux) ont une caract&eacute;ristique R&Ecirc;VE. Les objets enchant&eacute;s poss&egrave;dent des points de r&ecirc;ve, de m&ecirc;me que les produits de magie naturelle, comme certaines pierres de chance. Les entit&eacute;s de cauchemar, incarn&eacute;es ou non, en ont &eacute;galement. Quelle qu&rsquo;elle soit, la pr&eacute;sence de r&ecirc;ve &eacute;met une aura, laquelle est d&eacute;tectable par D&eacute;tection d&rsquo;Aura. Parall&egrave;lement, toute cible d&rsquo;un sort ou d&rsquo;un rituel, &eacute;met une aura propre, quand bien m&ecirc;me ladite cible ne poss&egrave;de pas de points de r&ecirc;ve (centre de zone, objet ou plante soumis &agrave; une illusion d&rsquo;Hypnos). Cette aura est &eacute;galement d&eacute;tectable par D&eacute;tection d&rsquo;Aura.</p>\n<p>L&rsquo;aura de pr&eacute;sence de r&ecirc;ve se traduit par un halo bleut&eacute; constant ; l&rsquo;aura r&eacute;sultant d&rsquo;un effet magique par un halo parcouru de pulsations. Quand les deux auras sont pr&eacute;sentes conjointement, le halo est pulsatif et d&rsquo;un bleu plus fonc&eacute;. On peut toujours effectuer D&eacute;tection d&rsquo;Aura sans aucun risque, il y a toujours une r&eacute;ponse. Soit une aura est per&ccedil;ue, constante ou pulsative, et l&rsquo;on peut tenter une Lecture d&rsquo;Aura pour en savoir plus ; soit aucune aura n&rsquo;est per&ccedil;ue et il s&rsquo;agit de mati&egrave;re inerte, sans r&ecirc;ve, non soumise &agrave; un sort.</p>","descriptionmj":"","draconic":"oniros","duree":"Instantanée","JR":"Aucun","cible":"","difficulte":"-3","portée":"","caseTMR":"sanctuaire","caseTMRspeciale":"","ptreve":"1","xp":0,"bonuscase":"","isrituel":false,"coutseuil":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"aKxQhJPz5ILO5wtJ","name":"Lecture d'aura","type":"sort","sort":7700000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.sorts-oniros.Y4r9kTN2brWC2N0n"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_vigilance.webp","effects":[],"system":{"description":"<p>Les rituels de Lecture d&rsquo;Aura peuvent indiff&eacute;remment &ecirc;tre accomplis par n&rsquo;importe laquelle des quatre voies.</p>\n<p>Ce rituel permet d&rsquo;approfondir les informations fournies par D&eacute;tection d&rsquo;Aura. Pratiquer Lecture d&rsquo;Aura quand il n&rsquo;y a pas d&rsquo;aura revient &agrave; demander une magie impossible et cr&eacute;e imm&eacute;diatement une d&eacute;chirure du r&ecirc;ve.</p>\n<p>Lecture d&rsquo;Aura est effectu&eacute;e en plusieurs &eacute;tapes, toutes &eacute;tant de difficult&eacute; R-3 et co&ucirc;tant 3 points de r&ecirc;ve. La premi&egrave;re a toujours lieu dans un sanctuaire et ne fait que r&eacute;v&eacute;ler dans quel(s) autre(s) genre(s) de case(s) le haut-r&ecirc;vant doit se rendre pour continuer sa lecture. L&agrave;, il apprend quel genre de magie a &eacute;t&eacute; produit ou &agrave; quel type de r&ecirc;ve il a affaire, de m&ecirc;me que les cases sp&eacute;cifiques concern&eacute;es. Enfin dans les cases sp&eacute;cifiques, le haut-r&ecirc;vant peut apprendre la force du r&ecirc;ve ou de la magie en cours, c&rsquo;est-&agrave;-dire pratiquement la difficult&eacute; et le nombre de points de r&ecirc;ve impliqu&eacute;s, information indispensable dans l&rsquo;optique d&rsquo;une annulation de magie.</p>\n<p>Lecture d&rsquo;Aura r&eacute;v&egrave;le &eacute;galement la couleur de l&rsquo;aura (fixe ou pulsative) comme D&eacute;tection d&rsquo;Aura. Pour les cr&eacute;atures vivantes, on peut donc sauter l&rsquo;&eacute;tape de D&eacute;tection d&rsquo;Aura et commencer directement par la lecture, puisqu&rsquo;on est s&ucirc;r de trouver une aura. Dans les autres cas, il est plus prudent de commencer par la d&eacute;tection si, en l&rsquo;absence finale d&rsquo;une aura, on ne veut pas cr&eacute;er de magie impossible. Effectu&eacute;e sur une cr&eacute;ature non soumise &agrave; un effet magique ni sous l&rsquo;emprise d&rsquo;une entit&eacute;, Lecture d&rsquo;Aura indique toujours le Fleuve. L&agrave;, dans n&rsquo;importe quelle case du Fleuve, le haut-r&ecirc;vant se contente d&rsquo;apprendre qu&rsquo;il a affaire &agrave; une cr&eacute;ature vivante et dou&eacute;e de r&ecirc;ve.</p>","descriptionmj":"","draconic":"oniros","duree":"Instantanée","JR":"Aucun","cible":"","difficulte":"-3","portée":"","caseTMR":"special","caseTMRspeciale":"Sanctuaire / variable","ptreve":"3","xp":0,"bonuscase":"","isrituel":false,"coutseuil":0},"folder":null,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"UBrfcw4lhZ5gUiDy","name":"Enchantement","type":"sort","sort":7800000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.sorts-narcos.WUYaL4yvr0wFRLjk"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_narcos.webp","effects":[],"system":{"description":"<p>C'est le rituel de base e tout enchantement, c'est par lui que le haut-rêvant confère des points de rêve à la gemme ou à la potion. Le nombre de points conférés, paramétré au lancer du sort, est à son entière discrétion. 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