作者 主题: 【第四章】法术详述(Spells)  (阅读 119411 次)

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枭首(Decapitate)
« 回帖 #30 于: 2017-03-13, 周一 11:19:23 »
【塑能】枭首(Decapitate)

等级:审判者 6、魔战士 6、异能者 6、术士/法师/奥能师 6
施放时间:直觉动作
成分:语言、姿势、器材 (一块断头台刀刃的碎片)
范围:近距 (25呎+5呎/2等级)
目标:一个生物 (见下)
持续:立即
豁免:强韧,通过则部分生效 (见下)
抗力:有

你仅能在当目标被确认重击且将会受到挥砍伤害时施展此法术。如果目标豁免检定失败,并且拥有一颗明显的头,这次攻击将会造成额外4d6点伤害而且此次重击的重击倍率将会增加1。如果这个重击能将目标的生命值减少至0或更低,则目标会立即被斩首并且死去,除非他可以在被斩首的情况下幸存。即使通过豁免检定,该重击还是会造成额外4d6点伤害。

原文
剧透 -   :
You can cast this spell only as a response to a confirmed critical hit against the target that would deal slashing damage. If the target fails the saving throw and has a discernible head, the attack deals an extra 4d6 points of damage and the critical multiplier of the critical hit increases by 1. If the critical hit then brings the target to 0 hit points or fewer, the target is instantly decapitated and dies unless it can survive decapitation. Even on a successful saving throw, the critical hit deals an extra 4d6 points of damage.
« 上次编辑: 2017-05-16, 周二 15:15:14 由 笨哈 »

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飞头降(Decollate)
« 回帖 #31 于: 2017-03-13, 周一 11:19:30 »
【死灵】飞头降(Decollate)

等级:练金术师/调查员 4、反圣武士 4、牧师/先知/战斗祭司 5、异能者 6、术士/法师/奥能师 5、唤魂师 4、女巫 5
施放时间:标准动作
成分:语言、姿势、器材 (一根红蜡笔)
范围:接触
目标:一位自愿的类人生物或人形怪物
持续:24小时
豁免:无
抗力:有 (无害)

一条细红线环绕着受术者的脖子。只要她自愿移除,那受术者的头就可以分离。当受术者的头是分离的时,她获得DR2/─并且免疫斩首效果以及其他要求受术者有颗头或特别的面部特征的效果。只要她没有头,则受术者目盲(blind),但她获得15呎的盲视。而受术者能正常的听,就算她没有头。

当头分离时,受术者的头在外观上看上去是死的。受术者无法透过头的眼睛或耳朵来知道头周遭的情况。目标的身体知道头所在的方向与距离。这颗被分开的头AC为7,硬度为5,生命值为10,此外没有其他的保护。在法术仍生效的期间将头破坏,会将受术者给杀死。如果法术在持续时间到时正常的结束,而头没有被重新联接起来,则受术者死亡。如果目标或他的头被移到不同的位面,或著此法术被解除,这颗头会传送回其所有者,重新联接并不会受到进一步的伤害。

原文
剧透 -   :

A thin red line circles the target’s neck. The target’s head becomes detachable so long as she removes it willingly. While the target’s head is detached, she gains DR 2/— and immunity to decapitation effects and other effects that require their target to have a head or a particular facial feature. The target is blind so long as she has no head, but she gains blindsense to a distance of 15 feet. The target hears normally even without its head.

While detached, the target’s head appears to be dead. The target can’t see through its eyes or hear events around the head. The target’s body knows the direction and distance to its head. Without additional protection, the severed head has AC 7, hardness 5, and 10 hit points. Destroying the head while the spell is in effect kills the target of the spell. If the spell’s duration expires normally without the head being reattached, the target dies. If either the target or the head are removed to a different plane, or if the spell is dispelled, the head teleports back to its owner and reattaches without further harm.
« 上次编辑: 2017-05-16, 周二 15:33:23 由 笨哈 »

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末日景色(Dreadscape)
« 回帖 #32 于: 2017-03-13, 周一 11:19:36 »
【幻术】(魅影幻觉)末日景色(Dreadscape)[情感UM、恐惧、影响心灵]

等级:吟游诗人/歌者 3、通灵者 3、催眠师 3、异能者 4、术士/法师/奥能师 4
施放时间:标准动作
成分:语言、姿势、材料 (一撮黑沙)
范围:近距 (25呎+5呎/2等级)
目标:至多一个生物/等级,任两者之间不得相距超过30呎
持续:10分钟/等级
豁免:意志,通过则无效
抗力:有

你选择的受术者在看他们的周围的情况像是如反射恶梦般的世界。建筑物与家具呈现积满灰尘、破败不堪的样子。即使是盟友都看起来像是外来、有敌意的,友善的言论变成了断章取义的嘲弄和威胁。

每个受术者获得惊吓(scared)状态,而且对任何心遭遇的生物皆采取敌意(hostile)的态度(但不会对那些在施法时已经出现的生物这样)。敌意的态度不意味者受术者一定会展开攻击,应用正常的DC,生物可以尝试交涉检定来获得受术者的信任。如果生物因为在末日景色的影响下变成惊惧(frightened)或恐慌(panicked),则该生物受到1d6点感知伤害,尽管施展一次末日景色只会造成一次这种伤害。如果你的战役有使用理智系统(sanity system),变成惊惧(frightened)或恐慌(panicked)的生物会受到2d6点理智伤害取代感知伤害

原文
剧透 -   :
Your targets see their surroundings as a nightmarish reflection of the world around them. Buildings and furnishings take on a dirty, ruined appearance. Even allies appear foreign and hostile, with friendly speech turning into garbled mockery and threats.

Each target gains the scared condition and has a hostile attitude toward any new creature it encounters (though not toward creatures that were already present at the time of the casting). Being hostile doesn't necessarily mean the target will attack, and creatures can attempt Diplomacy checks to gain a target's trust at the normal DC. If a creature becomes frightened or panicked while under the influence of dreadscape, that creature takes 1d6 points of Wisdom damage, though only once per casting of dreadscape.

If your campaign uses the sanity system (see page 12), creatures that become frightened or panicked take 2d6 sanity damage instead of Wisdom damage.
« 上次编辑: 2017-05-16, 周二 15:55:15 由 笨哈 »

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血肉傀儡(Flesh Puppet)
« 回帖 #33 于: 2017-03-13, 周一 11:19:43 »
【死灵】血肉傀儡(Flesh Puppet)[邪恶]

等级:反圣武士 2、牧师/先知/战斗祭司 3、秘学士 3、萨满 3、术士/法师/奥能师 4、唤魂师 3、女巫 4
施放时间:1轮
成分:语言、姿势、材料 (一颗价值25gp的玛瑙,还有一条丝线)
范围:接触
目标:一具接触的尸体
持续:永久 (D)
豁免:无
抗力:无

你驱动一具死去不超过48小时的尸体。它复生成一具殭尸(zombie,B1 P.288),被魔法所束缚并服从你的命令。如操纵死尸(animate dead)所写,你不能控制总合超过4HD/等级的不死生物,而单一次施法所创造的也不能超过2HD/等级

此法术会掩饰殭尸的外观并允许你控制它。这殭尸的外观、行动以及声音跟它还活着的时候一模一样。殭尸一般会有的蹒跚(staggered)状态并不应用其上(尽管它可能因为其他理由变得蹒跚)。要想在没有魔法的情况下成功侦测到血肉傀儡的殭尸,需要用察觉检定来对抗施法者的易容检定,而你可以将你的施法者等级做为加值加在易容检定上。

一条简短的丝线可以将你与这殭尸连接。透过这丝线,你会跟此殭尸有心灵连接,并可以一个迅捷动作命令它。这殭尸可以在1轮中说出至多25个字,但你必须用一个迅捷动作用心灵传递你想要让它说的话。殭尸无法独立地表达言论。可以命令殭尸去执行它活着时所知道的简单任务,但不能做出攻击、施展法术或进行复杂或困难,需要持续专注的任务。

连接你与殭尸的这丝线几乎是不可见的。需要DC30的察觉检定才能侦测到。它的硬度为0,生命值为1。你可以创造的丝线的长度为100呎+10呎/等级。如果你与殭尸的距离超过这条丝线的长度,那么丝线就会断掉,尽管这个殭尸不会移动超出这个范围,除非是被强迫,或是你命令它这么做。如果这条连接殭尸的丝线断了,那此法术立即结束。这条简短的丝线可以穿透物理上的阻碍,但会被魔法立场阻碍,而且它也可以像一个有实体的物品一样被伤害。

当此法术结束时,该殭尸立即恢复成正常的尸体。如果你在一具新尸体上施展血肉傀儡血肉傀儡群(flesh puppet horde),则此法术自动结束。

原文
剧透 -   :
You animate one corpse that has been dead no more than 48 hours. It rises as a zombie (Pathfinder RPG Bestiary 288) that is magically tethered to you and obeys your commands. As noted in animate dead, you can’t control more than 4 HD per caster level worth of undead in total, nor can a single casting create more than 2 HD per caster level.

This spell disguises the zombie’s appearance and allows you to control it. The zombie’s outward appearance, movement, and voice appear the same as if it were still alive. The zombie’s normal staggered condition doesn’t apply (though it can still be staggered by other means). Successfully detecting the flesh puppet as azombie without magic requires an opposed Perception check against your Disguise check, and you add your caster level as a bonus on this Disguise check.

An ephemeral string connects you to the zombie. Through this string, you have a mental link to the zombie and can command it as a swift action. The zombie uses its own actions to complete your commands. The zombie can speak up to 25 words in 1 round, but you must mentally impart what you intend it to say as a swift action. It is incapable of articulating speech on its own. The zombie can be ordered to perform very simple tasks it knew in life but can’t make attacks, cast spells, or perform complex or difficult tasks requiring constant concentration.

The string connecting you and the zombie is nearly invisible. A DC 30 Perception check is required to detect it. It has hardness 0 and 1 hp. The length of string you can create is 100 feet + 10 feet per caster level you have. The string snaps if you and the zombie move farther apart than this length, though the zombie won’t move out of range unless forced to do so or unless you command it to do so. If the string to the zombie is severed, the spell immediately ends. The ephemeral string can pass through physical barriers, but not barriers of magical force, and it can be damaged as though it were a physical object.

When this spell ends, the zombie immediately reverts back to a normal corpse. The spell ends automatically if you cast flesh puppet or flesh puppet horde on a new corpse
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血肉傀儡群(Flesh Puppet Horde)
« 回帖 #34 于: 2017-03-13, 周一 11:19:50 »
【死灵】血肉傀儡群(Flesh Puppet Horde)[邪恶]

等级:反圣武士 3、牧师/先知/战斗祭司 4、秘学士 4、萨满 4、术士/法师/奥能师 5、唤魂师 4、女巫 5
施放时间:10分钟
成分:语言、姿势、材料 (每具尸体一颗价值50gp的玛瑙,还有一条丝线)
范围:接触
目标:一具或更多具接触的尸体

此法术如同血肉傀儡般作用,但可以操控复数具尸体。操纵死尸(animate dead)所写,你不能控制总合超过4HD/等级的不死生物,而单一次施法所创造的也不能超过2HD/等级。一条单独的字符串连接你群中每一位殭尸。切断一个殭尸的字符串会让该殭尸回复为一具尸体,但不会让其他殭尸身上的此法术效果中止。因为命令一具血肉傀儡需要一个迅捷动作,所以你每轮只能命令一个殭尸,但你先前命令的殭尸会持续执行你的命令。同样地,你每轮只能命令一位殭尸说话。

不同于血肉傀儡,你可以命令一位殭尸攻击。如果你这么做,所有你控制的殭尸立即获得蹒跚(staggered)特质,并且外表看上去不再像是活着的。

如果你施展血肉傀儡血肉傀儡群(flesh puppet horde)在一具新尸体上,此法术自动结束。

原文
剧透 -   :
This spell functions as flesh puppet, but can animate multiple zombies. As noted in animate dead, you can’t control more than 4 HD per caster level worth of undead in total, nor can a single casting create more than 2 HD per caster level. A separate string attaches to each zombie in your horde. Severing a zombie’s string reverts that zombie to a corpse, but doesn’t end the spell for other zombies. Because commanding a flesh puppet requires a swift action, you can issue commands to only one zombie per round, though zombies you previously commanded continue to follow their orders. Likewise, you can command only one zombie to speak per round.

Unlike with flesh puppet, you can command a zombie to attack. If you do, all your zombies immediately gain the staggered quality and no longer appear to be alive.

This spell ends automatically if you cast flesh puppet or flesh puppet horde on a new corpse.
« 上次编辑: 2017-05-16, 周二 17:46:12 由 笨哈 »

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血肉之墙(Flesh Wall)
« 回帖 #35 于: 2017-03-13, 周一 11:19:57 »
【死灵】血肉之墙(Flesh Wall)[邪恶]

等级:牧师/先知/战斗祭司 6、萨满 6、术士/法师/奥能师 6、唤魂者 5、召唤师 5、女巫 6
施放时间:标准动作
成分:语言、姿势、材料 (每5呎方格的墙1具尸体)、法器
范围:中距 (100呎+10呎/等级)
效果:一到师体之墙,区域至多一个5呎方格/等级 (S)
持续:专注 + 1轮/等级 (D)
豁免:无
抗力:无

你操控尸体,让它们形成一道由血肉与肢体相连的墙。如果这墙的面积足够,那它会将周遭无生命的材料插入墙身。此墙壁不能创造于被生物或另外物体所占据的空间。这面墙壁需要是垂直的,虽然它可以根据你得要求改变形状。

这墙被认为是不死生物。它使用你的意志豁免检定来对抗引导能量

这面血肉之墙有两呎厚。每5呎方格拥有12点生命值以及DR5/挥砍。一段墙的HP被降成0后则被破坏。以一个移动动作,你可以让一块5呎方格的血肉之墙收缩、压缩来填补空洞。此外,以一个标准动作,你可以使一块5呎方格的墙永久的分离,在你的言语控制之下形成一具人类殭尸(B1 P.288)(这具殭尸并不计算在一般命令不死生物的限制中)。当此法术效果结束时,殭尸回复为正常的尸体。每五呎方格的血肉之墙可以在你的回合,对相邻的敌人进行单一次挥砍攻击,如同一具人类殭尸。此方格的墙正常威胁它们邻近的方格,并可以提供夹击

生物可以以一个整轮动作,作一个力量检定来硬是缓慢的挤过这座墙。穿过这座墙的DC为15+你的施法者等级力量检定失败的生物会被困在墙内,受到3d6点挤压伤害,并且在对抗墙的挥击时AC会失去敏捷调整值。生物可以在他自己下一轮时尝试逃脱血肉之墙。

你可以使用已经在你控制之下的殭尸作为血肉之墙的材料成分。但是,当法术结束时,它们和其它任何在墙内的尸体会回复成无生命的尸体。

原文
剧透 -   :
You animate corpses, forming them into a wall of joined flesh and limbs. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall can't be created so that it occupies the same space as a creature or another object. The wall must be vertical, but can be shaped as you see fit.

The wall is considered to be undead. It uses your Will saving throw to resist channel energy.

A flesh wall is 2 feet thick. Each 5-foot square of the wall has 12 hit points and DR 5/slashing. A section of wall whose hit points drop to 0 is breached. As a move action, you can cause the fleshwall to constrict, shrinking it by a 5-foot square to fill the hole. Additionally, as a standard action, you can cause a 5-foot square of the wall to permanently detach, forming a human zombie (Bestiary 288) under your verbal control (this zombie doesn't count against your normal limit of commanded undead). The zombie reverts back into a normal corpse when the spell's effect ends. Each 5-foot square of the wall makes a single slam attack against an adjacent enemy on your turn, as a human zombie. The squares of the wall threaten their adjacent squares and can even provide flanking.

Creatures can force their way slowly through the wall by making a Strength check as a full-round action. The DC to move through the wall is equal to 15 + your caster level. A creature that fails the check is trapped in the wall, takes 3d6 points of crushing damage, and is denied its Dexterity bonus to AC against the wall's slam attack. The creature can make an attempt to escape the wall on its next turn.

You can use zombies already under your control as the material components for a flesh wall. However, they and any other corpses in the wall revert back to inanimate corpses when the spell ends.
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光与暗的境界(Flickering Lights)
« 回帖 #36 于: 2017-03-13, 周一 11:20:03 »
【塑能】光与暗的境界(Flickering Lights)[黑暗、光亮]

等级:吟游诗人/歌者 2、牧师/先知/战斗祭司 2、审判者 2、魔战士 2、秘学士 2、萨满 2、术士/法师/奥能师 2、
施放时间:1轮
成分:语言、姿势、材料 (一块白布和一块黑布)
范围:中距 (100呎+10呎/等级)
区域:由10呎立方体/等级组成的相连接的区域 (S)
持续:1轮/等级
豁免:意志,通过则无效
抗力:有

你使该区域的照明看似闪烁不定,于纯粹的黑暗到刺目的强光中不断变动。该地区的光亮程度在每个生物于他的回合开始时改变,投掷一颗百面骰,并且查阅下表来决定。



百面骰数值光照等级

1-10
超自然黑暗
11-25
黑暗
26-50
昏暗
51-90
常光
91-100
    强光


即便是黑暗视觉也不能看透超自然黑暗(如同幽深黑暗术deeper darkness)。强光(Bright light)会影响有强光失明(light blindness)或光线敏感(light sensitivity)的生物。在决定用更高环的光亮或黑暗法术取代此法术效果的目的时,当它增加周围光照等级时,光与暗的境界算作光亮法术;当它降低周围光照等级时,光与暗的境界算作黑暗法术。

原文
剧透 -   :
You cause the illumination in the area to seem to flicker erratically, fluctuating between absolute darkness and blinding brightness. The level of light in the area changes at the start of each creature’s turn, as determined by rolling a percentile die and consulting the following table.



Even darkvision can’t see through supernatural darkness (as deeper darkness). Bright light affects creatures with light blindness or light sensitivity. For the purpose of superseding its effects with higher-level light or darkness spells, flickering lights counts as a light spell when it increases the ambient light level and a darkness spell when it decreases the ambient light level.
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掌控尸体(Grasping Corpse)
« 回帖 #37 于: 2017-03-13, 周一 11:20:10 »
【死灵】掌控尸体(Grasping Corpse)[邪恶]

等级:反圣武士 1、牧师/先知/战斗祭司 1、秘学士 1、萨满 1、术士/法师/奥能师 1、唤魂师 1、女巫 1
施放时间:标准动作
成分:语言、姿势、材料 (一撮价值1gp的玛瑙粉)
范围:近距 (25呎+5呎/2等级)
目标:一具尸体
持续:立即
豁免:无
抗力:无

你可以在短暂的时间内驱使附近的一具尸体活动。选择一个在他30呎内有一具尸体的生物(即使那名生物已经超出了法术范围)。这具尸体会蹒跚的朝着该名生物前去,并且尝试绊摔(trip)、或是擒抱(Grapple)该名生物(由你选择)。这具尸体并不会引发借机攻击。

尝试一个特殊的战技检定来对抗你所选择的生物。在此战技中,你的CMB等同于你的施法者等级加上你的智力、感知或魅力调整值,取其高者。如果你选择绊摔该名生物,又你的战技检定等同或超过他的CMD,则该名生物俯卧。如果你选择擒抱,该名生物会处于被擒抱状态,直到他从该具尸体处重获自由。将一个你在此等级的法术之豁免DC当作该具尸体的CMD。或著,毁掉这具尸体也可以结束擒抱。这具尸体有12点HP以及DR5/挥砍。

原文
剧透 -   :
You can cause one nearby corpse to animate for a brief moment. Choose a creature within 30 feet of the corpse (even if the creature is outside the spell’s range). The corpse shambles toward the creature and then attempts to trip or grapple it (your choice). The corpse does not provoke attacks of opportunity.

Attempt a special combat maneuver check against the chosen creature. Your CMB for this combat maneuver is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. If you chose to trip the creature, it falls prone if you equal or exceed its CMD. If you chose to grapple, the creature gains the grappled condition until it breaks free from the corpse. Treat your save DC for a spell of this level as the CMD of the grasping corpse. Alternatively, destroying the corpse with damage ends the grapple. The corpse has 12 hit points and DR 5/slashing.
« 上次编辑: 2017-04-10, 周一 21:30:18 由 笨哈 »

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自然之吻(Green Caress)
« 回帖 #38 于: 2017-03-13, 周一 11:20:17 »
【变化】自然之吻(Green Caress)

等级:德鲁伊 6、游侠/猎人 4、萨满 6、女巫 6
施放时间:标准动作
成分:语言、姿势、材料 (一撮苔藓或葛叶)
范围:接触
目标:一位活物
持续:7天 (见下)
豁免:强韧,通过则部分生效 (见下)
抗力:有

随着时间的推移,你将受术者转变成一株植物。你必须成功一次近战接触攻击好感染受术者。如果受术者成功通过强韧豁免检定,他在每个身体属性值(力量、敏捷与体质)上受到1d4点属性伤害,并且此法术结束。如果受术者豁免检定失败,他立即在每个身体属性值上受到1d4点属性伤害,并且之后的每一天在每个身体属性值持续地受到1d4点属性伤害,直到此法术到期。只要法术仍持续,那他就不能恢复所受到的属性伤害,就算用魔法也一样。当此法术持续时,受术者会有符合当前环境下植物的身体特性。开始是变矮,并且皮肤变得像植物一样。举例来说,受术者的皮肤可能会变成绿色的,并且他的头发慢慢的被草或叶子取代,或受术者转变成一棵生长在地下环境的大香菇时,皮肤可能会变的光滑、苍白,和松弛。

如果属性伤害对任何单一个属性造成同等或超过该属性的数值,受术者会完全转化成一颗普通的小树或灌木。这个最终转化是瞬间的,直到自然之吻结束。目标仍活着,但被认为跟常规的树、灌木或其他植物完全相同。任何来自其它地方的属性伤害,像是毒药或疾病,一样适用转化该生物。如果目标在第七天结束后,在身体属性值上仍都保有至少1点,则最终转化不会发生,并且法术结束。任何外观上的改变会开始扭转,如同属性伤害被治好般。

破除结界(Break enchantment)解除魔法(dispel magic)移除诅咒(remove curse)可以在法术持续时间到期之前结束法术,但法术有传染性。如果一个尝试移除自然之吻效果的施法者等级检定失败超过5点或更多,那尝试移除的生物必须尝试一个强韧豁免检定,如同他被该法术所瞄准般。如果受术者尝试靠自己来移除该效果并且失败的话,他会造成咒语表现的如同植物滋长(plant growth)一样(如下面所描述的)。

变形万物(Polymorph any object)会使此法术结束,并且完全恢复目标,不让施法者承受任何威胁,就算受术者已经被最终转化了,有限祈愿术(limited wish)神蹟术(miracle)以及祈愿术(wish)也能救回来(如果是以这种方法使用,将变形万物的持续时间视为瞬间)。如果受术者位在植物滋长的施法区域内,他必须尝试一次自然之吻强韧检定DC,否则身体属性值立刻受到另一次1d4点的属性伤害;植物滋长可以多次使用叠加。如果受术者位在植物凋零(diminish plant)的施法区域内,则他忽视下一次自然之吻造成身体属性值伤害的其中一项(随机选择),植物凋零不能多次叠加。

原文
剧透 -   :
You cause the target to transform into a plant over time. You must succeed at a melee touch attack to infect the target. If the target succeeds at its Fortitude saving throw, it takes 1d4 points of ability damage to each physical ability score (Strength, Dexterity, and Constitution) and the spell ends. If the target fails its saving throw, it takes 1d4 points of ability damage to each physical ability score immediately and continues to take 1d4 points of ability damage to each of its physical ability scores every day, until the spell expires. It can’t recover this ability damage as long as the spell lasts, even with magic. While the spell continues, the target takes on physical plant characteristics as appropriate to the environment. It begins to diminish in height and its skin turns plantlike. For example, the target’s skin might turn green and its hair is slowly replaced with grass or leaves or the target’s skin might become smooth, pale, and flabby as the creature transforms into a large mushroom in an underground environment.

If the damage to any single ability score equals or exceeds that score, the target fully transforms into a normal small tree or shrub. This final transformation is instantaneous, ending green caress. The target remains alive but is considered the same as a regular tree, shrub, or other vegetation. Any ability damage from other sources, like poison or disease, also applies toward transforming the creature. If the target retains at least 1 point in all of its physical ability scores at the end of 7 days, the final transformation doesn’t occur and the spell ends. Any changes in appearance gradually reverse themselves as the ability damage heals.

Break enchantment, dispel magic, and remove curse can end the spell before the duration expires, but the spell is contagious. If a caster level check attempt to remove green caress fails by 5 or more, the creature who attempted to remove the effect must attempt a Fortitude saving throw as if it had just been targeted with the spell. If the spell’s target attempts to remove the effect from itself and fails, it causes the spell to behave as if affected by plant growth (as described below).

Polymorph any object ends the spell and totally restores the target without any risk to the caster, even after the target has been finally transformed, as do limited wish, miracle, and wish (treat polymorph any object as if it had an instantaneous duration if it is used in this way). If the target is in the area of a plant growth spell as it is cast, it must attempt a Fortitude save at green caress’s

DC or immediately take another 1d4 points of ability damage to each physical ability score; this stacks with multiple castings of plant growth. If the target is in the area of diminish plants as it is cast, it ignores the next ability damage from green caress to one of its three physical ability scores (chosen randomly); this doesn’t stack with multiple castings of diminish plants.
« 上次编辑: 2017-05-16, 周二 21:52:37 由 笨哈 »

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护神武具(Hedging Weapons)
« 回帖 #39 于: 2017-03-13, 周一 11:20:26 »
【防护】护神武具(Hedging Weapons)[力场]

等级:反圣武士 1、牧师/先知/战斗祭司 1、审判者 1、圣武士 1
施放时间:标准动作
成分:语言、姿势、法器
范围:个人
目标:自己
持续:1分钟/等级 (D)

一件由神圣力量构成的武器漂浮、显现在你身周。此武器的形状为你信仰神祇的偏好武器(如果你没有信仰,那此武器显现为一种对你有着特殊意义的简易武器)。你在6等与之后每4个施法者等级额外获得一件武器,意即6等有两件、10等有三件、14等有四件,最多到18等有五件。这武器能阻止、偏斜攻击,每一把被召唤的武器,都让你在AC上获得+1偏斜加值(最大为18等时+5)。以一个标准动作,你可以抓住一件武器,并丢向(如同一次远程攻击)30呎内你可以看见的任何目标(就算这件武器按常理来说不能丢掷)。成功击中,该武器对目标造成2d6点力场伤害。这件力场武器有着与它同种类的标准武器般的重击威胁范围与重击倍率,但没有其他的特殊能力。因为它造成的是力场伤害,DR并无效果。每件抛掷出去的武器都会让整体偏斜加值降低1,如同它于攻击动作结束之后立即消失般。一旦你将所有的武器都丢光了,此法术立即结束。

原文
剧透 -   :
A weapon made from divine force appears and floats near you. This weapon takes the shape of your deity’s favored weapon (if you have no deity, the weapon appears as a simple weapon with special significance to you). You gain one additional weapon at 6th level and every 4 caster levels thereafter—two at 6th, three at 10th, four at 14th, and a maximum of five weapons at 18th level. The weapon averts and deflects attacks, granting you a +1 deflection bonus to AC for each weapon summoned (maximum +5 at 18th level). As a standard action, you can grasp a weapon and throw it as a ranged attack at any target you can see within 30 feet of you (even if it’s a type of weapon that can’t normally be thrown). On a successful hit, the weapon deals 2d6 points of force damage to the target. This force weapon has the same threat range and critical multiplier as a standard weapon of its type, but no other special abilities. Because it deals force damage, DR doesn’t apply. Each weapon thrown lowers the total deflection bonus to your AC by 1 as it disappears immediately after the attack action. The spell immediately ends once you throw all the weapons.
« 上次编辑: 2017-05-20, 周六 22:51:35 由 笨哈 »