---
title: Улицы Глубоководь - набор правил
tags: GG
lang: ru-Ru
---
# Улицы Глубоководья
[TOC]
###### tags: `Streets of Waterdeep` `Rules Primer`
:::warning
**ИГРОК, ПОМНИ!**
**МАСТЕР У ТЕБЯ МУДАК И ЧУДОВИЩЕ!**
:::
ц
https://www.worldanvil.com/w/not-forgotten-realms-palant/a/spells-and-spellbooks---houserules-article
https://www.worldanvil.com/w/not-forgotten-realms-palant/a/houserule-races-article
## Основные параметры
**Короткий отдых:** 1 час без какой-либо активной деятельности. Даже один раунд боя прерывает короткий отдых.
**Длинный отдых:** 8 часов без какой-либо активной деятельности. Даже один раунд боя продлевает продолжительный отдых на 1 час.
## Полезные и важные ссылки
[Интерактивная карта Глубоководья](https://www.aidedd.org/atlas/index.php?map=W&l=1)
## Внеигровая активность
**Про улыбки Тиморы.** Написал 2000 символов отчета по игре - получил улыбку тимору (1 hero point, который не сгорает при лвл-апах)
## Уточнения по опыту
Опыт даётся за :
* **Достижение** заранее определённых **вех** в заданиях и целях.
* **Обнаружение** неизведанных мест, волшебных предметов, существенно дорогих предметов искусства, тайных знаний
* **Бои несущие для вас новый опыт** - противников или последствия
* **Социальные взаимодействия:** улучшение отношений с нпц соотв влияния или получение от них услуг (фракции в которых вы состоит не в счёт)
## Hero Points
A character starts with 5 hero points at 1st level. Each time the character gains a level, he or she loses any unspent hero points and gains a new total equal to 5 + half the character’s level.
Gain bonus: 1d6
Transform failed death saving roll in success:
Healing during combat: you can spent 1 hero point as action to immediatly spent number of hit dices equal your proficiency bonus.
### Heroic Resolve
When you are reduced to zero hitpoints and don't die outright, you can expend one hero point to bolster your resolve and keep fighting without falling unconscious. You still must make death saving throws at the start of each of your turns in combat, and you suffer the normal effects of taking damage while at zero hit points.
When you take damage while at zero hit points and don't die outright, you can expend one hero point to continue fighting. Otherwise, you fall unconscious.
Heroes can gain additional Hero Points through Social Traits.
### Tymora smile
For social useful activity such as editing campaign journal (Party Scribe), calculating Party Treasure (Party Treasurer) or writing reports about session (2000 symbols minimum) (Parrty Chronicler) players gain 1 Tymora smile per session. Tymora smile is equal to hero point but it can't be regained - only received from DM and it is not lost at level up - you can earn it on 3rd level and use on 5th and so on.
## Social Traits
Personality Traits: These are simply quirks and habits of the character. They do not gain Hero Points.
Bonds: These are the entities, places, and things that that character holds dear.
Ideals: These are the personal beliefs and philosophies that drive the character's decision making.
Flaws: These are the limitations, weaknesses, vices, and phobias that inhibit the character in some way.
### Player-Generated Difficulties
When you roleplay your character's decision making with these in mind, you can gain additional Hero Points.
You must make a decision that is unwise, tactically unsound, or otherwise causes difficulties for you or the other PCs.
If this decision is motivated by one of your Social Traits, the DM may grant you an extra Hero Point.
Bonds can motivate decisions in order to preserve or assist your Bonds.
Ideals can motivate decisions as part of upholding that belief or philosophy.
Flaws can motivate decisions because of the character's limitations or weaknesses.
If you make such a choice, inform the DM of your doing so, and indicate which Social Trait you are motivated by.
If the DM agrees, they will aware you 1 Hero Point. You may only gain 1 Hero Point in this way per encounter.
### DM-Generated Difficulties
The DM may also choose to take advantage of your Social Traits in order to make the scene more difficult.
The effects of this may vary, but can include the triggering of traps, arrival of additional enemies, the infliction of disadvantage on a PC's roll or the addition of advantage to an NPC's roll.
When the DM does this, they will award you 1 Hero Point. You can only gain 1 Hero Point this way per encounter.
## Более реалистичные, тяжелые и опасные боевые столкновения
https://www.worldanvil.com/w/fr-----palant/a/streets-of-waterdeep-house-rules-article
В целом применяется следующий набор правил:
Ранения (Lingering Injuries, DMG, но изменена таблица), Фланкирование (измененное), Обезоруживание (Disarm, DMG), Фокусирование на цели (Mark, DMG), Гибкие свойства классов (Versatile Class Features, UA), Измененные правила по бою двумя оружиями (Two weapons Fighting), Очки героизма (Hero points, DMG), Массивный урон (Massive damage, DMG), (Tumble, DMG)
### Sneak Attack
You can perform a Sneak Attack (Rogue ability) with a Finesse,Light, or ranged weapon.
Normal: Sneak Attacks can normally only be performed with Finesse or ranged weapons.
### Beyond Damage Dice - универсальные оружейные маневры
### Ранения (основано на правиле Lingering Injuries из DMG)
~~Anytime one of the following occurs, check for Lingering Injury, using that chart in the DMG.~~
~~1. When a character takes a critical hit.~~
~~2. When a character drops to 0 hit points, but isn't killed outright.~~
~~3. Make a save based on the potential Lingering Injury; this is a Constitution save, DC 10 + the proficiency bonus of the attacker.~~
### Фланкирование (Flanking, основано на правиле из DMG)
### Очки Героизма (Hero points, основано на правиле из DMG)
## Training
### Proficiencies
Characters can also learn new proficiencies with time spent in training. This training does not include any that is gained via other character mechanics, such as multiclassing, those gained by class advancement, or those gained from Feats.
Armor Proficiency: These can only be gained by level advancement or Feats.
Weapon Proficiency: Secondary Skill. It takes 250 days of training to learn a new Weapon Proficiency. 150 days if character already has all simple and some martial weapon proficiency.
Saving Throws: These can only be gained by level advancement or Feats.
Skills: It takes 500 days of training to learn a new Skill Proficiency.
Tools: Secondary Skill. It takes 250 days of training to learn a new Tool Proficiency.
Languages: Secondary Skill. It takes 250 days of training to learn a new language.
Language Group: If you already know a language in the same Language Group, it only takes 125 days of training to learn that new language.
Language Subgroup: If you already know a language in the same Language Subgroup, it only takes 80 days of training to learn that new language.
### Hitpoints retraining.
**Hitpoints: Health retraining.**
You can level while out in the wilderness or find a place to train. If you choice to level in the wilderness, you have to roll each level's hit dice worth of hit points as you level. However if you find a place to train, pay the fee for the level, you will gain maximum hit points for that level.
1st tier hitpoints - trainer is needed, 5 days, 50 gp. Effect: you replace one of your rolls for hp with average number of hitpoints for your class (4 for wizards, 5 for clerics or warlocks, 6 for fighters, 7 for barbarians etc).
## Лечение и восстановление - Healing Rules
There are multiple ways for characters to gain the benefit of non-magical healing.
### During Encounters
Healing Surge: As an action, you can spent one hero point and may roll a number of your Hit Dice (maximum equal to your Proficiency bonus), and add your Constitution bonus to each die result. You recover that many hit points.
### Short Rest
Tending Wounds: There are two ways to end wounds by characters during a short rest.
Healer's Kit: You may use one use of a healer's kit to allow you to spend as many of your Hit Dice as you like to recover hit points. You may use this on yourself or on someone else. This constitutes both of your actions during the short rest.
Medicine Check: Alternately, another character may make a Wisdom (Medicine) check while working on you during the short rest. This is a DC 12 check, and constitutes both of your actions during the short rest. You may make a check for yourself, but this check is made at disadvantage.
### Long Rest
Recuperating Strength: During a long rest, characters recover up to half of their Hit Dice.
Healing Rest: During a long rest, you may spend as many Hit Dice as you like in order to recover hit points. This comes about as a natural part of the long rest.
## Деятельность во время простоя (Downtime Activities)
Unless otherwise indicated, this campaign uses the Downtime Activities from Xanathar's Guide to Everything.
### Player's Handbook
~~Crafting: as normal~~
### Xanathar's Guide to Everything
Buying a Magic Item:
In the setting of Waterdeep, alter this activity in the following ways:
Reduce the cost to search for them to 50gp. The cost to gain bonuses to the roll remains the same.
Gain a +5 on the Resolution check, due to increased availability of items in Waterdeep.
Carousing:
Carousing can be used to generate either Contacts or Rumors.
When seeking Rumors, a character who successfully carouses generates a number of rumors equal to 1 + his Carousing Contacts.
Craft a Magic Item:
In this setting, those creating magic items must have the ability to use magic, or have the aid of someone who can use magic to hand.
The main exception to this is a variety of items that are treated as magic items, but are simply extremely well-crafted or made of rare materials. Any smith can craft adamantine armor, for example, so long as they have the materials to do so.
Crime:
as normal.
Gambling
as normal, except that a character may choose to cheat at some point, replacing one of the checks with a Dexterity (Sleight of Hand) check.
Cheating increases the potential for complications to 20% however.
Relaxation:
Characters recover one Hero Point for each workweek of this activity.
Religious Service:
Characters recover one Hero Point for each favor they generate from this activity.
Research:
Research can be used to research new spells and magical item schema alike.
Spells:
This check is performed at a penalty equal to the level of the spell in question, and requires the accumulation of a number of pieces of lore equal to the (level x2), or just one for cantrips. Once researched, the cost for scribing the spell into a spellbook must still be paid.
Schema:
This check is performed at a penalty based on the rarity of the item, and requires the accumulation of a number of pieces of lore based on the rarity, as follows: Common (-0, 1 piece of lore), Uncommon (-2, 3 pieces of lore), Rare (-4, 6 pieces of lore), Very Rare (-6, 12 pieces of lore). Researching Legendary schema is not possible, although completing a Research for a Very Rare one will give a researcher the knowledge of where to do (and thus, what quest to undertake) to find that schema.
Scribing a Spell Scroll:
need rework
Selling a Magic Item:
as normal
Training:
as normal
Work: as normal
## House Rules
Running a Business: Rules for running a business, legal or otherwise.
**Establish or Use Information Network:** Rules for fostering information networks, and using them to gain clues about what is going on or to spread rumors. (These differ from the sources of information for Harper Cells, as these networks are yours alone.)
Gang Investigation
Libraries
Scriptures
~~Alchemy~~
Clothes and Outfit
## Revised rules for Mounted Combat
New tools proficiency: mounts (land), mounts (air)
You use this proficiency to any checks to control your mount in travel or combat. Also you know how to ухаживать за этими животными, одевать и снимать сбрую.
Animal Handling: this proficiency can give you advantage to control mount in stressful situations.
Medicine. Also you can easier detect diseases and non-healthy condition of your mount.
[Revised rules for mounted combat](https://www.worldanvil.com/w/palant-houserules-for-not-forgotten-realms-palant/a/mounted-combat---houserules-article)
## Снаряжение
https://www.worldanvil.com/w/fr-----palant/a/houserule-clothes-and-outfit-article
**Встроенный в перчатку арбалет:** себестоимость 100 зм, стоимость 200 зм. Время изготовления: 4 дня / 2 дня при повторном. Характеристики оружейной части: как у ручного арбалета, но время перезарядки 1 минута.
[Волшебные предметы](/Iofi4AG3Q2q3pAxq_D8sHA)
[Одежда](https://www.worldanvil.com/w/palant-houserules-for-not-forgotten-realms-palant/a/clothes-and-outfit---houserules-article)
## Классы
### Клирик (Cleric)
1. Обязан осуществлять молитвы в заранее выбранное время, при этом жрец основного течения своей веры обязан это делать в заданное время.
2. Каждый жрец получает доступ к новым заклинаниям специфичным для его божества (не домена).
3. Божество может лишить своего служителя сил, если действия жреца будут противоречить этосу (этике, догмам, философии) божества.
#### PRIEST OF GOND
##### Channel Divinity: Disrupt Constructs (VARIANT FEATURE)
Starting at 2nd level, you can use your Channel Divinity to halt a construct. As an action, you present your holy symbol and speak a prayer at a construct, temporarily disrupting its operation. A single construct that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the construct fails its saving throw, it is stunned for 1 minute or until it suffers damage.
Once you reach 5th level any construct that fails its saving throw against this effect is instead charmed for 1 turn per cleric level. The CR of construct you may affect is dependent upon your character level, as shown in the table below:
Cleric Level CR affected
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
### Колдун (Warlock)
1. Договор с Патроном заключен. Но условия со стороны Колдуна еще не выполнены. Поэтому
### Волшебник (Wizard)
1. Больше не получает на каждом уровне два заклинания.
### Мультиклассирование (Multiclassing)
# заклинания
[Spells and Spellbooks - Houserules](https://www.worldanvil.com/w/not-forgotten-realms-palant/a/spells-and-spellbooks---houserules-article)
см. **[Spells I](/U3w1N_giRby0oFCJ965Hxw)**
# UNEARTHED ARCANA
## BARD
A bard has access to the following features.
### Bard Spells
1st-level bard feature (enhances Spellcasting) The following spells expand the bard spell list.
#### 1st Level
Cause fear (Xanathar's Guide)
Color spray
Command
#### 2nd Level
Aid
Enlarge/reduce
Mind spike (Xanathar's Guide)
Mirror image
Phantasmal force
#### 3rd Level
Mass healing word
Slow
Tiny servant (Xanathar's Guide)
#### 4th Level
Phantasmal killer
#### 5th Level
Contact other plane (ritual)
Rary's telepathic bond (ritual)
#### 6th Level
Heroes' feast
Mental prison (Xanathar's Guide)
Scatter (Xanathar's Guide)
Tenser's transformation (Xanathar's Guide)
#### 7th Level
Power word pain (Xanathar's Guide)
Prismatic spray
#### 8th Level
Antipathy/sympathy
Maze
#### 9th Level
Prismatic wall
### Magical Inspiration
1st-level bard feature (enhances Bardic Inspiration)
If a creature has a Bardic Inspiration die from you and casts a spell, the creature can roll that die and add the number rolled to one damage or healing roll of the spell. The Bardic Inspiration die is then lost.
~~### Spell Versatility ~~
~~1st-level bard feature (enhances Spellcasting) Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the bard spell list. The new spell must be the same level as the spell you replace.
Rule Tip: Cantrips Are Spells
Cantrips are 0-level spells, which don't use spell slots.
When a feature applies to spells, that feature applies to cantrips, unless the feature specifies that the spells must be of 1st level or higher or must expend a spell slot.~~
## CLERIC
A cleric has access to the following features.
~~### Cantrip Versatility ~~
~~1st-level cleric feature (enhances Spellcasting) Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the cleric spell list.~~
### Cleric Spells
1st-level cleric feature (enhances Spellcasting) The following spells expand the cleric spell list.
#### 1st Level
Cause fear (Xanathar's Guide)
Wrathful smite
#### 2nd Level
Branding smite
#### 3rd Level
Aura of vitality
#### 4th Level
Aura of life
Aura of purity
#### 5th Level
Skill empowerment (Xanathar's Guide)
Wall of light (Xanathar's Guide)
#### 9th Level
Power word heal
### Channel Divinity: Harness Divine Power
2nd-level cleric feature (enhances Channel Divinity)
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st-level spell slot.
# Blessed Strikes
8th-level cleric Divine Domain feature (replaces Divine Strike or Potent Spellcasting)
In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
## FIGHTER
A fighter has access to the following features.
### Fighting Style Options
1st-level fighter feature (enhances Fighting Style) When you gain the Fighting Style feature, you get access to the variants in the “Fighting Styles” section (see page 12).
The Superior Technique style is also added to the list of style options available to you.
#### Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
### Maneuver Versatility
1st-level feature (enhances Maneuvers)
If you know any maneuvers from the fighter's Battle Master archetype, you can replace one maneuver you know with a different maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.
### Maneuver Options
1st-level feature (enhances Maneuvers)
If you have access to maneuvers, the following maneuvers are added to the list of options available to you. Maneuvers are available to Battle Masters and to characters who have the Superior Technique fighting style or the Martial Adept feat.
#### Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.
#### Bait and Switch
When you're within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn't provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled.
#### Brace
When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack's damage roll.
#### Restraining Strike
Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target (see chapter 9 in the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way.
#### Silver Tongue
When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check.
#### Snipe
As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack's damage roll.
#### Studious Eye
When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.
## FIGHTING STYLES
Here are new ways to use the Fighting Style feature of the fighter, paladin, and ranger.
### Martial Versatility
Fighter, paladin, and ranger feature (enhances Fighting Style)
Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.
### Style Options
Fighter, paladin, and ranger feature (enhances Fighting Style)
When you choose a fighting style, the following styles are added to the list of options.
#### Blind Fighting
Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.
#### Interception
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
#### Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
## Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
## MONK
A monk has access to the following features.
### Monk Weapons
1st-level monk feature (enhances Martial Arts)
You can use this feature to define your monk weapons, rather than using the definition in Martial Arts.
You practice your martial arts with specially chosen weapons, which become monk weapons for you. You can choose a number of weapons to be your monk weapons equal to 5 + your Wisdom modifier (minimum of five weapons). The chosen weapons must each meet the following criteria:
• The weapon must be a simple or martial weapon.
• You must be proficient with the weapon.
• The weapon must lack these properties: heavy, special, or two-handed.
### Ki-Fueled Strike
2nd-level monk feature (enhances Ki)
If you spend 1 ki or more as part of your action on your turn, you can then immediately make one unarmed strike as a bonus action.
### Ki Features
2nd-level monk feature (enhances Ki)
When you gain the Ki feature at 2nd level, you get access to the following features.
#### Distant Eye
When you make a ranged weapon attack, you can spend 1 ki point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of the current turn.
#### Quickened Healing
As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled.
~~## WIZARD~~
A wizard has access to the following feature.
~~### Cantrip Versatility
1st-level wizard feature (enhances Spellcasting) Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the wizard spell list.
~~### Wizard Spells~~
~~1st-level wizard feature (enhances Spellcasting) The following spells expand the wizard spell list.~~
~~#### 2nd Level~~
~~Augury (divination, ritual)~~
~~Enhance ability (transmutation)~~
~~#### 3rd Level~~
~~Speak with dead (necromancy)~~
~~#### 4th Level~~
~~Divination (divination, ritual)~~
## Блокирование и поломка щитов
Использование щитов получает новую возможность – персонаж может реакцией заблокировать уже попавший удар, и в этом случае урон получает не персонаж, а щит, теряя хиты своей прочности. Если урон превосходит текущее количество хитов у щита, то разницу получает персонаж.
У обычного щита (деревянного или окованного железом) 15 хитов и порог урона 5.
Порог урона – если урон не превышает этого значения, то щит не получает урона вовсе, а если превышает, то получает полный.
Щит обычный - DT 5, HP 15
Щит адамантиновый DT 20, HP 15, Resistance to all damage
Щит мифральный DT 10, HP 15, Resistance to all damage
Щит волшебный с постоянным зачарованием DT 5, HP 15, Resistance to all damage
*DT считается с учетом резиста
Щит, баклер - HP 5
Щит, маленький - HP 10
Щит, башенный - HP 25
### Дополнительные опции с щитом
Щит можно использовать как off-hand weapon в не зависимости от того какое у вас основное оружие. При таком использовании щит не дает никаких бонусов к Классу Защиты.
Возможные опции:
Удар щитом. +Сила + Бонус владения на шанс попасть, 1к4 урона.
Толчок щитом. Встречная проверка Силы (Атлетика) против Силы (Атлетика), Ловкости (Акробатика) или спас-бросок по Силе Ловкости (берется максимальное значение у цели) +10. В случае успеха, цель сбивается с ног. В случае провала - противник получает возможность сделать атаку по возможности против щитовика НО ЗА СВОБОДНОЕ ДЕЙСТВИЕ.
## spells
[Spells I](/U3w1N_giRby0oFCJ965Hxw)
### Find Familiar
В заклинание внесены следующие изменения:
1. Длительность призыва: 10 часов, при этом ритуал должен начинаться на рассвете.
2. Вы определяете одну форму в которой воплотится фамильяр – этот фамильяр не сможет принимать любую другую форму (если конечно его форма на это не способна самостоятельно).
3. Если вы захотите сменить фамильяра, то после разрыва связи с первым – второго вы сможете призвать через 10 дней.
4. Фамильяр развивается вместе с вашим даром заклинателя:
- фамильяр получает +1 хп за каждый уровень заклинателя
- начальное значение Интеллекта фамильяра – 6 или значение Интеллекта выбраннй формы, если оно выше
- Интеллект фамильяра развивается с уровнем заклинателя – Интеллект фамильяра равен 6+(уровень заклинателя-2)/2 (округляется в меньшую сторону, но не меньше 0).
- Начиная с 6 уровня заклинателя фамильяр получает возможность полноценно разговаривать телепатически с заклинателем), а с 11 уровня заклинателя – просто получает дар речи
5. В случае если призванный фамильяр погибает, а заклинатель еще жив то заклинатель получает урон в размере Уровень к4 (т.е. на 5ом уровне заклинателя – 5к4). Фамильяр может быть возвращен к жизни повторным ритуалом призыва заклинателем с полным количеством хитов
[Lingering injuries (VARIANT)](/OuNeHsZfSNqS9mrF1pfklA)
**Spell Scroll Costs **
**Spell Level ** | **Time ** | **Cost **
----|----|----
Cantrip | 2 hours | 15
1st | 4 hours | 25
2nd | 1 day | 50
3rd | 2 days | 100
4th | 5 days (1 workweek) | 500
5th | 7 days | 1000
6th | 10 days (2 workweeks) | 2500
7th | 15 days (3 workweeks) | 5000
8th | 30 days (6 workweeks) | 10000
9th | 60 days (12 workweeks) | 50000
**Base duration of 1 workweek** = 5 days.
**1 tenday** = 2 workweeks
Длительность изучения языков.
**Базовая длительность изучения стандартного языка:** **250** дней.
**Длительность изучения экзотического языка:** **500** дней.
Длительность изучения языка снижается на **_?10%_** за каждый язык из той же группы, который знает персонаж, вплоть до **_-50%._**
Если персонаж обладает чертой **Keen** **Mind**, то длительность изучения языков снижена на **_?25%._**
Также высокий Интеллект снижает время обучения – каждая единица модификатора Интеллекта снижает длительность обучения на ?**_5%._**
**_Наличие наставника, который помогает изучать язык уменьшает базовую длительность изучения языка в два раза (наставники как правило берут не менее 5 зм в день). _**