作者 主题: 【第四章】法术详述(Spells)  (阅读 119530 次)

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圣洁标枪(Holy Javelin)
« 回帖 #40 于: 2017-03-13, 周一 11:20:38 »
【咒法】(创造)圣洁标枪(Holy Javelin)[善良]

等级:牧师/先知/战斗祭司 3、审判者 3、圣武士 2
施放时间:标准动作
成分:语言、姿势、法器
范围:中距 (100呎+10呎/等级)
效果:一根含有神圣能量的标枪
持续:1轮 + 1轮/4等级
豁免:无
抗力:有

你创造一把由神圣能量所制,闪烁著光芒的标枪,以远程接触攻击来猛力投向你的敌人。成功命中一位邪恶生物后,这把标枪造成1d6点伤害,在对抗任何其他阵营的生物,它将会无害地消散。被标枪所穿刺的生物,在他的回合开始时,会受到另一次1d6点伤害。你每有4个施法者等级,此标枪在该生物身上多保持一轮(最多在18等时保持五轮)。保持被穿刺状态的生物,会在所有攻击骰与技能检定上承受-2的减値。以一个移动动作,该生物(或另一个与他乡临的生物)可以尝试透过DC12的力量检定将此标枪拔出(这样做标枪会立即消失)。

圣洁标枪像火炬般发光,并且这光清晰的指示出被标枪穿刺著的生物的位置,就算该生物是不可见的。这光并不是光亮效果,只是一根被唤出且会发光的标枪,黑暗法术总是能够压制它,就算这些黑暗法术比圣洁标枪更低环。

原文
剧透 -   :
You create a shimmering javelin of holy energy to hurl at an enemy as a ranged touched attack. The javelin deals 1d6 points of damage to an evil creature on a successful attack; it dissipates harmlessly against creatures of any other alignment. Each time a creature starts its turn while impaled by the javelin, it takes another 1d6 points of damage. For every 4 caster levels you have, the javelin remains in the creature for an additional round (to a maximum of 5 rounds at 18th level). While the creature remains impaled, it takes a –2 penalty on attack rolls and skill checks. As a move action, the creature (or another adjacent creature) can attempt to pull the javelin out (causing it to immediately disappear) with a DC 12 Strength check.

The holy javelin glows like a torch, and this light clearly indicates the impaled creature’s location, even if it turns invisible. Since this light is not a light effect, just the glow of a conjured javelin, darkness spells always suppress it, even if they are lower level.
« 上次编辑: 2017-05-20, 周六 23:07:58 由 笨哈 »

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可怖幻象(Horrific Doubles)
« 回帖 #41 于: 2017-03-13, 周一 11:20:45 »
【幻术】(虚假幻觉)可怖幻象(Horrific Doubles)

等级:吟游诗人/歌者 4、血脉狂怒者 4、通灵者 3、催眠师 4、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
范围:个人
目标:自己
持续:1分钟/等级

你创造了数个与你极其相似的幻象,你和你的每个幻象在外观上看起来都有些许不同。将此法术视为镜影术(mirror image),除此处所注外。

每个看到幻象之生物必须通过一个意志豁免检定,否则只要他还能看到这个幻象,它就保持战栗(shaken)状态。成功通过豁免检定使战栗状态无效,并且使该生物免疫此法术更进一步的效果(免疫超出一般镜像术的效果)。此外,首次豁免检定失败的生物,在第一次催毁一个幻象时,必须通过一次意志检定,否则它会幻象的认知将会在下一秒转变。幻象会变成攻击者的面孔、所爱之人的面孔,或其他令人不安的形象,让攻击者因为创伤性休克惊惧(frightened )1轮,并且受到1d3点感知伤害。这两个额外效果都是影响心灵恐惧的效果,而法术抗力可以应用来对抗它们。

如果你的战役使用理智系统,生物受到1d8点理智伤害而非感知伤害。

原文
剧透 -   :
You create several illusory doubles of yourself, where you and each image all seem slightly off or wrong in appearance. Treat this spell as mirror image, except as noted.

Each creature that can see the doubles must succeed at a Will save or become shaken for as long as it can see any of the doubles. A successful saving throw negates the shaken condition and renders the creature immune to the further effects of this spell (beyond the usual effects of mirror image). In addition, the first time a creature that failed its initial saving throw destroys one of the images, it must succeed at a Will save or its perception of the double shifts at the last second. The double takes on the face of the attacker, the face of a loved one, or some other equally disturbing image, causing the attacker to become frightened for 1 round and take 1d3 points of Wisdom damage from the traumatic shock. Both additional effects are mind-affecting fear effects, and spell resistance applies against them.

If your campaign uses the sanity system (see page 12), a creature takes 1d8 points of sanity damage instead of Wisdom damage.
« 上次编辑: 2017-05-21, 周日 00:22:53 由 笨哈 »

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渴饮血肉(Hunger For Flesh)
« 回帖 #42 于: 2017-03-13, 周一 11:20:53 »
【死灵】渴饮血肉(Hunger For Flesh)[邪恶、影响心灵]

等级:反圣武士 3、牧师/先知/战斗祭司 4、异能者 4、萨满 4、术士/法师/奥能师 4、唤魂师 4、女巫 4
施放时间:标准动作
成分:语言、姿势、材料/法器 (一颗石尸鬼之牙)
范围:近距 (25呎+5呎/2等级)
目标:一位类人生物、魔法兽或人形怪物
持续:1轮/等级
豁免:意志,通过则无效
抗力:有

受术者的食欲激增,并且前排的牙齿变的长且尖锐。这生物急切的渴望他同类的血肉,这种饥饿,对该生物被变化身体来说是种折磨,导致他得到蹒跚(Staggered)状态。受术者获得噬咬做为主要天生武器,造成的伤害与自身体型相称(中体型1d6,小体型1d4)。有25%的机率,该生物无法忍受这种饥饿。如果是这样,他必须直接前往距离他最近的尸体,该尸体必须跟他是同种类且同子类(如果有子类的话),然后对尸体进行一次噬咬攻击。如果受术者在当轮缺乏足够的行动力去做到这件事情,他会尽他可能的移动到离尸体最近的地方,但如果到了下一轮,如果百面骰表示受术者克服了自身的饥渴,那他也不会被强迫要继续靠近或噬咬

任何轮,受术者对另一个跟他同种类且同子类(如果有子类的话)的生物用噬咬攻击造成伤害的话,受术者失去蹒跚状态。如果受术者不能持续对同种类且同子类(如果有子类的话)的生物造成噬咬伤害的话,那受术者会在他下一轮的一开始重新获得蹒跚状态。

原文
剧透 -   :
Your target’s belly distends and its front teeth grow longer and sharper. The creature ravenously craves the flesh of its own kind, gaining the staggered condition as hunger pangs rack its altered body. The target gains a bite attack as a primary natural attack that deals damage appropriate for its size (1d6 if Medium, 1d4 if Small). There’s a 25% chance on each of the creature’s turns that it can’t overcome its hunger. If so, it must move directly toward the nearest corporeal creature of its type and subtype (if applicable) and make a bite attack against it. If the target lacks enough actions to attack on that turn, it moves as close to the creature as it can, but on its next turn, if the percentile dice indicate it overcomes its hunger, the target is not forced to pursue or attack further.

On any round after the target deals damage to another creature of its own type and subtype (if applicable) with its bite attack, the target loses the staggered condition. If it doesn’t continue dealing bite damage to applicable creatures, the target regains the staggered condition at the beginning of its next turn.
« 上次编辑: 2017-04-10, 周一 21:21:27 由 笨哈 »

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群体渴饮血肉(Hunger For Flesh, Mass)
« 回帖 #43 于: 2017-03-13, 周一 11:21:03 »
【死灵】群体渴饮血肉(Hunger For Flesh, Mass)[邪恶、影响心灵]

等级:牧师/先知 7、异能者 7、萨满 7、术士/法师/奥能师 7、唤魂师 6、女巫 7
目标:一位类人生物、魔法兽或人形怪物/等级,任意两者之间不得相距超过30呎

此法术如同渴饮血肉(Hunger For Flesh)般作用,除了此法术能影响复数目标。当被此法术强迫进食,如果附近有符合跟他同种类且同子类(如果有子类的话)的生物的话,那被此法术影响的生物会攻击不被此法术影响的生物,否则他们会攻击其他也被此法术影响的生物。

原文
剧透 -   :
This spell functions like hunger for flesh, except that it affects multiple targets. When forced to feed by the spell, affected creatures attack creatures not affected by this spell if there are any such appropriate creatures nearby, but otherwise they attack other affected creatures
« 上次编辑: 2017-04-10, 周一 21:27:53 由 笨哈 »

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不思议角度(Impossible Angles)
« 回帖 #44 于: 2017-03-13, 周一 11:21:10 »
【幻术】(虚假幻觉)不思议角度(Impossible Angles)

等级:通灵者 3、催眠师 4、秘学士 4、异能者 5、术士/法师/奥能师 5
施放时间:标准动作
成分:语言、姿势、材料 (一面融化的棱镜)
范围:中距 (100呎+10呎/等级)
区域:连续不断的区域,至多一个5呎立方体/施法者等级 (S)
持续:1分钟/等级
豁免:意志,通过则无效
抗力:有

你使周遭区域开始扭曲。该区域的角落与转角处巧妙的扭曲旋绕,创造出反常且不自然的角度。任何进入此区域的生物必须通过一次意志豁免检定,否则会变得失去方向感。失去方向感的生物视此区域为困难地形并且恶心(sickened)。此外,无论何时,一个失去方向感的生物想要移动的话(包含使用五呎快步,如果它可以在困难地形中这么做的话),投掷1d8来看看它会朝哪个方向移动,这样的方法也用来决定一件溅射武器误落在何处(Pathfinder RPG Core Rulebook 202)。骰出1,生物向它计划要移动的方向移动,而2到8,从该生物的起始方格,以顺时针的方向来决定。在每一轮中,该生物只会在头5呎的移动(movement)中受到该影响,就算是同一个动作(action)或著是之后的动作,它都可以在剩下的移动(movement)中如常行动(move),如同该生物适应了这种扭曲。一名受影响的生物,可以在每一轮中尝试一次新的意志豁免检定,来中止失去方向感的状态。一个生物如果离开了此区域又再次进入,他必须再次尝试该豁免检定,就算他在首次豁免检定中成功通过。

原文
剧透 -   :

You cause the surrounding area to appear to distort. The angles and corners of the area subtly twist and contort, creating unnatural and impossible shapes. Any creature entering the area must succeed at a Will save or become disoriented. Disoriented characters treat the area as difficult terrain and are sickened. In addition, whenever a disoriented creature uses an action to move (including taking a 5-foot step if it can do so in difficult terrain), roll 1d8 to see which direction it moves, in a similar manner to determining where a splash weapon lands on a miss (Pathfinder RPG Core Rulebook 202). On a 1, the creature moves in its intended direction, with 2 through 8 rotating around the creature’s starting square in a clockwise direction. Only the creature’s first 5 feet of movement each round are affected in this way—it can move normally for any remaining movement, either from the same action or from later actions, as the creature acclimatizes to the distortion. An affected creature can attempt a new Will save each round to end the disoriented effect. A creature that leaves the area and re-enters must attempt the saving throw again, even if it succeeded at its initial save.
« 上次编辑: 2017-05-22, 周一 23:23:48 由 笨哈 »

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生命暴发(Life Blast)
« 回帖 #45 于: 2017-03-13, 周一 11:21:17 »
【死灵】生命暴发(Life Blast)

等级:德鲁伊 4、游侠/猎人 3、萨满 4
施放时间:标准动作
成分:语言、姿势、材料 (一片枯萎的叶子)
范围:150呎
区域:150呎直线
持续:立即
豁免:意志,通过则减半
抗力:有

此法术必须在一复有植被的区域处施展,否则没有效果。当你施展此法术时,你从周围的土地上激发生命的力量,并将它砸到你敌人的身上,对在法术区域内任何不死生物,造成1d6点/每施法者等级正能量伤害(最大到12等时12d6点伤害)。但是,这么做会导致你周围半径5呎/每施法者等级的土地荒芜(最大为12等时半径60呎)。在此区域内的所有植被立刻枯萎并且死去。植物生物不会受影响。

此爆发从你的掌心开始,并且能够穿越固态的物体与阻碍。

原文
剧透 -   :
This spell must be cast in an area with vegetation or it has no effect. When you cast this spell, you draw the life force from the  surrounding land and hurl it at your enemies, dealing 1d6 points of positive energy damage per caster level (to a maximum of 12d6 at 12th level) to any undead creatures in the spell’s area. However, doing so blights the land around you in a spread with a radius of 5 feet per caster level you have (to a maximum of 60 feet at 12th level). All vegetation in that area immediately withers and dies. Plant creatures aren’t affected.

The blast starts from your palm and is able to travel through solid objects and obstacles.
« 上次编辑: 2017-05-21, 周日 02:58:02 由 笨哈 »

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定位传送门(Locate Gate)
« 回帖 #46 于: 2017-03-13, 周一 11:21:27 »
【预言】定位传送门(Locate Gate)

等级:吟游诗人/歌者 5、牧师/先知/战斗祭司 5、秘学士 5、异能者 5、术士/法师/奥能师 5、召唤师 5
施放时间:标准动作
成分:语言、姿势、器材/法器 (一颗小磁石球)
范围:长距 (400呎+40呎/等级)
目标:以你为圆心,半径400呎+40呎/等级
持续:1分钟/等级
豁免:无
抗力:无

你能感知到距离最近的传送法阵(teleportation circle,永久或还有持续时间皆可)、异界之门(gate)法术,或其他能神奇的连接两个不同地点的效果(举例来说,一件激活的魔法物品、一个生物的特殊能力或著独特的冒险场所)。定位传送门仅能侦测到法术或是永久或持续中的效果,像是任意门(dimension door)传送术(teleport)这种立即性的效果不行。

如果该效果源自一件特殊的物品或生物,则定位传送门可以被像是回避侦测(nondetection)等法术阻碍。但是,法术效果不能像这样阻碍此法术。举例来说,空间跳跃环(ring gates)是一件特殊物品,但一个永久的传送法阵则否(法术所刻印的表面不算)。定位传送门不会受到铅、水或其他物理环境状态阻碍,但它会被任何在次元上防卫,被干涉的空间所阻碍。

原文
剧透 -   :
You sense the direction of the nearest teleportation circle (permanent or with a remaining duration), gate spell, or other effect which magically connects two different locations (for example, an active magic item, a creature’s special ability, or unique adventure location). Locate gate detects only spells or effects with a permanent or ongoing duration, not instantaneous effects like dimension door or teleport.

Locate gate can be blocked by spells like nondetection, if the effect originates from a specific object or creature. However, spell effects can’t likewise be warded. For example, ring gates are a specific object, but a permanent teleportation circle is not (the surface in which it’s inscribed doesn’t count). Locate gate isn’t blocked by lead, water, or other physical environmental conditions, but it is blocked by any intervening area that is dimensionally warded (such as by dimensional lock or forbiddance).
« 上次编辑: 2017-05-22, 周一 23:54:41 由 笨哈 »

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疯狂主宰的旋律(Mad Sultan's Melody)
« 回帖 #47 于: 2017-03-13, 周一 11:21:34 »
【惑控】(胁迫)疯狂主宰的旋律(Mad Sultan's Melody)[影响心灵、音波]

等级:吟游诗人/歌者 3、催眠师 4、秘学士 4、异能者 4、术士/法师/奥能师 4、女巫 4
施放时间:标准动作
成分:语言、姿势、器材 (精制品长笛、管乐器或弦乐器)
范围:近距 (25呎+5呎/2等级)
目标:1位生物/2等级,任意两者之间不得相距超过30呎 (见下)
持续:1轮/等级 (D)
豁免:意志,通过则无效
抗力:有

你模仿由不可名状之存在的外神:阿撒托斯所创造的疯狂的噪音。此法术仅能瞄准泥怪类型的生物、拥有不定形体(amorphous)特殊能力的生物,以及和外神们有特殊关联的非两足生物。这股乐音将受术者的注意力集中至施法者上,按吟游表演(Bardic Performance):迷魂(Fascinate)来。此法术也影响无心智的生物,尽管无心智这项特质一般会给予其免疫影响心灵效果,但此法术不能忽视该生物拥有的其他任何免疫影响心灵效果。施法者不必每轮保持该效果,此乐音会在法术持续时间持续不停。被疯狂主宰的旋律所迷魂的生物,会在此法术结束之后,免疫此法术任何其他来源24小时,并且如果此法术的任一目标的迷魂状态因为任何理由(像是被攻击)被打破,则此法术结束。

如果你有吟游表演职业能力以及吟游表演:迷魂,你可以选择使用该法术的豁免检定DC,或著一个数值等同于10+1/2等级(此等级为授予你吟游表演能力的职业之等级)+你的魅力调整值的DC,选择较高者。如果你选择使用后者的DC,乐音每一轮会花费一轮的吟游表演使用轮数,并且在决定你可以启动多少表演时,算作是一个启动的表演。

此法术需要施法者付出代价。每一次你施展它,你会受到1d4点感知伤害。如果你的战役使用理智系统,你受到2d6理智伤害来取代感知伤害。

原文
剧透 -   :
You imitate the mad cacophony created by the awful beings associated with the Outer God, Azathoth. This spell targets only creatures with the ooze type, creatures with the amorphous special ability, and non-bipedal creatures with a special association with the Outer Gods. This music draws the targets’ attention to the caster, as per the fascinate bardic performance. It affects mindless creatures despite the mindless quality typically granting immunity to mindaffecting effects, though it doesn’t ignore any other immunity to mind-affecting effects the creature might have. The caster doesn’t have to maintain the effect each round—the music continues for the duration of the spell. Creatures fascinated by mad sultan’s melody become immune to any other casting of the spell for 24 hours after the spell ends, and the spell ends if the fascination breaks on any of its targets for any reason (such as an attack).

If you have the bardic performance class feature and the fascinate bardic performance, you can choose to use the spell’s saving throw DC or a DC equal to 10 + 1/2 your levels in the class that grants you bardic performance + your Charisma modifier, whichever is higher. If you choose to use the latter DC, each round of the melody costs 1 round of bardic performance and it counts as an active performance for determining how many performances you can have active.

This spell takes a toll on the caster. Each time you cast it, you take 1d4 points of Wisdom damage. If your campaign uses the sanity system (see page 12), you instead take 2d6 points of sanity damage.
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大屠杀(Massacre)
« 回帖 #48 于: 2017-03-13, 周一 11:21:45 »
【死灵】大屠杀(Massacre)[死亡]

等级:牧师/先知 9、异能者 9、萨满 9、术士/法师/奥能师 9、女巫 9
施放时间:标准动作
成分:语言、姿势、材料 (一烧瓶的灵质残留物)
区域:60呎直线
持续:立即
豁免:强韧,通过则无效
抗力:有

你解放一股死灵能量的波纹,毁灭它道途上的所有生命之力。此股波纹从你身上奔涌而出,形状为一条5呎宽、30呎长线状。此波纹肉眼可见,将它所穿透躯体之灵魂撕烂,呈现受影响生物的透明版本在尖叫。这股波纹杀死在这条线上所有HD为17或更低的活物,从最靠近你的生物开始最大到生物们总1d4HD/每施法者等级HD为18或更高的生物不会被影响。如果生物成功通过豁免检定,或是他拥有的HD数太多了,则他不会被记入此法术可以杀死的HD数,此波纹会持续从你身体向外流出好影响其他生物,直到你用尽了HD总数或是抵达了法术区域的极限。如果此法术没有杀死任何生物,这股被解放的死灵能量在60呎直线最后的方格处猛烈的爆发,对任何处在该方格的生物,造成10d6+1/施法者等级点的伤害,并且没有豁免检定。如果数个生物占据同一处方格,随机决定一位受影响。

原文
剧透 -   :
You unleash a wave of necromantic energy that snuffs out the life force of those in its path. This wave pulses out from you in a line 5 feet wide and 30 feet long. The wave visibly rips the souls from the bodies of those it passes through, which manifest as screaming, transparent versions of the affected creatures. The wave kills every living creature of 17 or fewer HD in the line, starting with the creature closest to you, to a maximum of 1d4 HD of creatures per caster level. No creature of 18 or more HD can be affected. If a creature succeeds at its saving throw or has too many HD, it doesn’t count against the HD the spell can kill The wave continues to affect creatures as it rolls away from you until you either run out of HD to affect or reach the limit of the spell’s area. If the spell does not kill any creatures, the unreleased necromantic energy violently explodes in the final square of the 60-foot line, dealing 10d6 points of damage + 1 point per caster level to any creature in that square with no saving throw. If several creatures occupy the same square, roll randomly to determine which is affected.
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癫狂与苦难的迷宫(Maze Of Madness And Suffering)
« 回帖 #49 于: 2017-03-13, 周一 11:21:54 »
【咒法】(传送)癫狂与苦难的迷宫(Maze Of Madness And Suffering)[邪恶、影响心灵]

等级:异能者 9、术士/法师/奥能师 9、女巫 9
施放时间:标准动作
成分:语言、姿势、材料 (一个被浸泡在新鲜血液中,装饰华丽的谜语箱,价值1000gp)
范围:近距 (25呎+5呎/2等级)
目标:一个生物
持续:见下
豁免:意志,通过则部分生效;见下
抗力:有

此法术如同迷宫术(Maze)般作用,除了逃脱的智力检定DC为22,并且,逗留迷宫里面的生物,根据他位在迷宫的哪个部分,每一轮会发生不同的影响。每次生物尝试通过智力检定来逃离迷宫时,依据下表投掷来确定他徘徊在迷宫的何处;如果该生物没有尝试智力检定,则他留在原来的部分,并受到该部分的影响。任何状态或伤害在表列的时间内依旧存留,就算该生物在那之前离开了此迷宫,但这些状态并不与自身叠加。



百面骰
迷宫区域
1-20
马戏团
21-40
作祟之森
41-60
地狱绘卷
61-80
缓解的绿洲
81-100
陌生的城市


马戏团:该生物发现自己身在一处恶梦般的马戏团,伴有巨大的野兽、鲜豔华丽到过分的面容,以及丑恶且嘲讽似的笑声。该生物必须通过一次意志豁免检定,否则获得一个次级疯狂(lesser madness)。此豁免使用该疯狂的常态DC。

作祟之森:该生物跋涉于一座有着贪婪之树的黑暗森林,幽暗野兽潜伏徘徊于他视线的边缘处。该生物必须通过一个意志检定,否则变成惊惧(frightened)状态2d4轮。这是一个恐惧效果。一个惊惧的生物仍然可以尝试智力检定来逃离此迷宫,但他会受到来自树枝的3d6点的挥砍与穿刺伤害。

地狱绘卷:该生物航行至一处有着烈火与岩石的墙壁,其上刻有狰狞的面孔的风景名胜之所,而大气回荡著诅咒的嚎哭声。该生物必须通过一次意志检定,否则会因为恐惧与潜在的痛苦变成麻痺(paralyzed)状态1轮。这是一个恐惧效果。当麻痺时,该生物不能尝试逃脱此迷宫,并且,如果他在对抗此麻痺时豁免连续失败三次,地狱绘卷会作出一次致命一击(coup de grace),对该生物造成4d6点火焰伤害。该生物必须成功通过一次强韧豁免(DC=10+受到的伤害),否则死亡。该生物如果能在致命一击下成功幸存,也会脱离麻痺状态。

缓解的绿洲:无论它呈现为一处美丽的林间空地、散发芳香的华美豪宅,或如同字面上的沙漠绿洲,迷宫此部分有着超自然般的和平,特别是在对照之下,会想要在迷宫的此处永眠。该生物必须成功一次意志豁免检定,否则变得惊惧1轮。该生物在惊惧状态时不得尝试逃脱此迷宫。该生物在对抗此惊惧时豁免连续失败三次,会陷入昏睡的状态并且全然放弃逃离此迷宫,停留在此区域直到法术在10分钟后自行结束(如同迷宫术)。

陌生的城市:该生物来到一座独眼巨人建筑风格的城市,天空有着由无以名状的色彩,以及难以计数的星辰。该生物必须成功一次意志豁免检定否则受到2d4点感知伤害。如果你的战役使用理智规则,该生物取而代之受到2d10点理智伤害

原文
剧透 -   :
This spell works like maze, except the DC of the Intelligence check to escape is 22 and each round a creature remains in the maze a different effect occurs depending on which section of the maze it is in. Roll on the following table each time the creature attempts an Intelligence check to escape the maze to see which part of the maze it wanders through; if a creature doesn’t attempt an Intelligence check, it stays in the same section and suffers that section’s effects. Any conditions or damage taken persist for the listed duration even if the creature exits the maze before then, but conditions don’t stack with themselves.



Circus: The creature finds itself in a nightmarish circus of giant beasts, garishly painted faces, and hideous, mocking laughter. The creature must succeed at a Will save or gain a lesser madness (see page 182). The save uses the madness’s normal DC.

Haunted Forest: The creature travels through a dark forest of grasping trees while shadowy beasts prowl at the edge of its vision. The creature must succeed at a Will save or become frightened for 2d4 rounds. This is a fear effect. A frightened creature can still attempt Intelligence checks to escape the maze, but it takes 3d6 points of slashing and piercing damage from the trees’ branches.

Hellscape: The creature navigates a landscape of fire and stone walls carved with diabolical faces while the cries of the damned echo in the air. The creature must succeed at a Will save or become paralyzed by fear and potential torment for 1 round. This is a fear effect. The creature can’t attempt to escape the maze while paralyzed, and if it fails three consecutive saving throws against this paralysis, the hellscape delivers a coup de grace, dealing the creature 4d6 points of fire damage. The creature must succeed at a Fortitude save (DC = 10 + the damage dealt) or die. A creature that survives the coup de grace escapes from the paralysis as well.

Oasis of Respite: Whether it appears as a beautiful glade, a perfumed palace, or a literal desert oasis, this section of the maze is supernaturally peaceful, especially in comparison to the rest of the maze. The creature must succeed at a Will save or become fascinated for 1 round. The creature can’t attempt to escape the maze while fascinated. A creature that fails three consecutive saving throws to this fascination enters a state of lethargy and gives up ever escaping the maze, remaining in this area until the spell ends on its own in 10 minutes (as per maze).

Strange City: The creature journeys through a city of cyclopean architecture under a sky of indescribable color and numerous stars. The creature must succeed at a Will save or take 2d4 points of Wisdom damage. If your campaign uses the sanity system (see page 12), the creature instead takes 2d10 points of sanity damage.
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