Vai al contenuto

Magia Senziente: differenze tra le versioni

Da D&D Next.
Nessun oggetto della modifica
m Admin ha spostato la pagina Sentient Magic a Magia Senziente: Traduzione titolo italiano
 
(Nessuna differenza)

Versione attuale delle 00:15, 10 lug 2026

= Sentient Magia =\nSome oggetti magiai possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or selfo-aware thanks to the magia used to create it. In any case, the item behaves like a personaggio, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished alleato to its wielder or a continual thorn in the side.\n\nMost sentient items are armi. Other kinds of items can manifest sentience, but consumable items such as pozionicategoria and scrolls are never sentient.\n\nSentient oggetti magiai function as NPCs under the GM's control. Any activated property of the item is under the item's control, not its wielder's. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normalleato. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder.\n\n== Creating Sentient Oggetti Magici ==\nQuando decide to make a oggetto magiao sentient, you create the item's persona in the same way you would create an NPC, with a few exceptions described here.\n\n=== Abilities ===\nA sentient oggetto magiao has Intelligenza, Saggezza, and Carisma scores. Puoi choose the item's abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest.\n\n=== Communication ===\nA sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathicalleato, or speaking aloud. Puoi choose how it communicates or roll on il seguente table.\n\nTable- Sentient Oggetti Magici: Communication\n\n| d100 | Communication |\n|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 01-60 | The item communicates by transmitting emotion to the creatura carrying or wielding it. |\n| 61-90 | The item can speak, read, and understand one or more linguaggi. |\n| 91-100 | The item can speak, read, and understand one or more linguaggi. In addition, the item can communicate telepathicalleato with any personaggio that carries or wields it. |\n| | |\n\n=== Sensi ===\nWith sentience comes awareness. A sentient item can perceive its surroundings out to a limited gittata. Puoi choose its senses or roll on il seguente table.\n\nTable- Sentient Oggetti Magici: Sensi\n\n| d4 | Sensi |\n|----|--------------------------------------------|\n| 1 | Hearing and normal vision out to 30 feet. |\n| 2 | Hearing and normal vision out to 60 feet |\n| 3 | Hearing and normal vision out to 120 feet. |\n| 4 | Hearing and darkvision out to 120 feet. |\n| | |\n\n=== Allineamento ===\nA sentient oggetto magiao has an allineamento. Its creator or natura might suggest an allineamento. If not, puoi pick an allineamento or roll on il seguente table.\n\nTable- Sentient Oggetti Magici: Allineamento\n\n| d100 | Allineamento |\n|--------|-----------------|\n| 01-15 | Lawful good |\n| 16-35 | Neutral good |\n| 36-50 | Chaotic good |\n| 51-63 | Lawful neutral |\n| 64-73 | Neutral |\n| 74-85 | Chaotic neutral |\n| 86-89 | Lawful evil |\n| 90-96 | Neutral evil |\n| 97-100 | Chaotic evil |\n| | |\n\n=== Speciale Purpose ===\nPuoi give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. Puoi pick a special purpose or roll on il seguente table.\n\nTable- Sentient Oggetti Magici: Speciale Purpose\n\n| d10 | Purpose |\n|-----|----------------------------------------------------------------------------------------------------------------------------------------|\n| 1 | Aligned: The item seeks to detalento or destroy those of a diametricalleato opposed allineamento. (Such an item is never neutral.) |\n| 2 | Bane: The item seeks to detalento or destroy creatura of a particular kind, such as fiends, shapechangers, trolls, or maghi. |\n| 3 | Protector: The item seeks to defend a particular race or kind of creatura, such as elfoi or druidoi. |\n| 4 | Crusader: The item seeks to detalento, weaken, or destroy the servants of a particular deity. |\n| 5 | Templar: The item seeks to defend the servants and interests of a particular deity. |\n| 6 | Destroyer: The item craves destruction and goads its user to fight arbitrarily. |\n| 7 | Glory Seeker: The item seeks renown as the greatest oggetto magiao in the world, by establishing its user as a famous or notorious figure. |\n| 8 | Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy. |\n| 9 | Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events. |\n| 10 | Creator Seeker: The item seeks its creator and wants to understand why it was created. |\n| | |\n\n=== Conflict ===\nA sentient item has a will of its own, shaped by its personality and allineamento. If its wielder acts in a manner opposed to the item's allineamento or purpose, conflict can arise. When such a conflict occurs, the item makes a Carisma check contested by the wielder's Carisma check. If the item wins the contest, it makes one or more of il seguente demands:\n\n- The item insists on being carried or worn at all times.\n- The item demands that its wielder dispose of anything the item finds repugnant.\n- The item demands that its wielder pursue the item's goals to the exclusion of all other goals.\n- The item demands to be given to someone else. If its wielder refuses to comply with the item's wishes, the item can do any or all of il seguente:\n- Make it impossible for its wielder to attune to it.\n- Suppress one or more of its activated properties.\n- Attempt to take control of its wielder.\n\nIf a sentient item attempts to take control of its wielder, the wielder must make a Carisma tiro salvezza, with a CD equal to 12+the item's Carisma modifier. On a failed save, the wielder is affascinato by the item for 1d12 hours. While affascinato, the wielder must try to follow the item's commands. If the wielder takes danno, it can repeat the tiro salvezza, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can't use this power again until the next dawn.\n\n

D&D Next Wiki — Questo contenuto è basato sul System Reference Document 5.1 di Wizards of the Coast LLC, disponibile sotto licenza Creative Commons Attribution 4.0 International.

\n\n\n