作者 主题: 【内海诡道】魔法及物品  (阅读 2478 次)

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【内海诡道】魔法及物品
« 于: 2017-09-17, 周日 20:51:22 »
以下法术被内海及其他地区中涉猎诡术的施法者使用。

冷漠术(Apathy)
学派:惑控系(胁迫)【情绪,影响心灵】
等级:吟游诗人4,催眠师4,异能者5,术士/法师5,女巫5
施法时间:1标准动作
成分:言语,姿势,材料(一颗闪亮的珠子)
距离:远距(400英尺+40英尺/等级)
目标:一个生物
持续时间:1小时/等级
豁免:意志无效
法术抗力:可
你使一个生物暂时失去对激情或追求的兴趣,帮自己摆脱追踪者以逃之夭夭,终结阴谋,或消除犯罪证据。当施法时,你指定一个目标或一件想让目标对此变得无所谓的事情。在冷漠术的影响下,目标在所有技能检定和属性检定上受到-5惩罚,只要这些检定是用来做调查、追踪、或以其他方式将目标向指定主题推进的事情。然而在大多数情况下,如果这些尝试可以被避免,目标甚至都不会进行这些尝试,因为他根本没有兴趣去对此付诸行动。
如果所选择的活动是目标不做就会有害的事情(诸如吃饭、睡觉,或在水下屏住呼吸),目标在豁免检定或其他因无作为而需要的检定上获得+5奖励,并在之后立即获得一次拥有+5奖励的新豁免检定来否定法术效果。豁免投骰和检定的奖励在随后每次因相同状况而需要的检定上增加1。如果你直接与法术的目标进行互动(比如与他战斗,或对他使用另一个法术或效果),法术会马上结束。

假定伪装(ASSUMED LIKENESS)
学派:幻术系(魅影幻觉)【情绪,影响心灵】
等级:吟游诗人1,魔战士2,通灵者1,催眠师1,秘学士2,异能者2,术士/法师2
施法时间:1标准动作
成分:言语,姿势
距离:近距(25英尺+5英尺/2等级)
目标:一个生物/等级,彼此相距不超过30英尺
持续时间:10分钟/等级(可消解)
豁免:意志否定
法术抗力:可
你利用目标的记忆来为自己创造出一种只有他们能看到的视觉伪装。当你施法时,你从下表中选择一种情绪。每一个目标都会认为你是一个会给他们带来这种情绪的生物。如果他对任何人都不会有这种情绪,他就只会把你看成一个面容比较容易引发这种情绪的陌生人(例如:如果你选择了尊敬,一个被教导要尊敬长辈、但知道自己现在没有长辈的守卫可能会把你看作是一个更年长的你)。因为你不知道你将在每个目标的眼中的模样,你必须尽力使自己的行为和腔调符合幻象。虽然这种法术会像易容术一样对易容检定给予+10的奖励,但在你搞明白目标到底把你当成谁之前,你还会在易容检定上受到-5惩罚。每一个被幻术和易容所愚弄的目标在识破你说谎的察言观色检定上受到-2惩罚,每一种情绪选择都能让你对这些目标拥有额外的增益,如下表所示。
情绪   效果
恐惧   先攻检定上获得+4奖励
仇恨   攻击骰上获得+2奖励,AC上得到-2惩罚
欲求   手上功夫检定获得+4奖励
尊敬   交涉检定获得+4奖励
信任   哄骗检定获得+4奖励

至亮之光(BRIGHTEST LIGHT)
学派:塑能系【光明】
等级:吟游诗人4,牧师4,德鲁伊4,审判者4,魔战士4,秘学士4,圣武士4,游侠4,萨满4,术士/法师4
持续时间:1小时/等级(可消解)
这是掌灯人(Lantern Bearer)——秘密精灵组织——的标志性法术。法术如同昼明术,除了持续时间更久,且能自动解除那些源头进入到其照明范围的较低等级的黑暗法术。此外,在法术持续时间内,你有一次机会指挥光芒去尝试驱散一个魔法黑暗效果,这是一个标准动作,魔法黑暗的等级可以等于或高于至亮之光,且能距离该法术散发的光芒60英尺以内。尝试一次解除检定(1d20+你的施法者等级),DC=11+黑暗效果的施法者等级。如果你成功,黑暗效果就会结束。不管你是否成功,至亮之光会在法术的剩余持续时间里减弱到一个火炬的亮度。

卡莉丝翠的守护黄蜂(CALISTRIA’S GUARDIAN WASPS)
学派:咒法系(召唤)
等级:德鲁伊3,异能者3,游侠3,术士/法师3
施法时间:10分钟;见正文
成分:言语,姿势,材料(一滴调味过的蜂蜜)
距离:近距(25英尺+5英尺/2等级)
效果:一群筑巢的黄蜂;见正文
持续时间:1天/等级
豁免:无
法术抗力:不可
你召唤一个黄蜂集群(Pathfinder RPG Bestiary 275),它们会在你指定的地方建造一个10英尺×10英尺的蜂巢——通常是在一所房子的屋檐下,酒馆的椽条间,或者在其他遮蔽的地方。黄蜂集群筑巢的时间为施法时间;如果在你完成施法之前,蜂群受到任何方式的干扰(如被攻击),黄蜂就会消失,法术也会失败。
一旦黄蜂集群建立起了蜂巢,这种法术也会保护该区域。如同魔法警报,当有没能说出通行秘语的入侵者进入到20英尺内时,蜂群就会发出警报,立即离巢来攻击最近的入侵者。蜂群会尽其所能地追赶入侵者。一旦蜂群攻击一位入侵者,你就无法控制它的目标或行进方向。当法术结束时,如果黄蜂没有离开巢穴,他们就会和巢穴一起消失。

文本交流术(COMMUNE WITH TEXTS)
学派:预言系
等级:吟游诗人5,牧师6,审判者6,通灵者4,秘学士4,异能者6,术士/法师5,唤灵师6
施法时间:1分钟
成分:言语,姿势,材料(价值250gp的熏香)
距离:近距(25英尺+5英尺/2等级)
目标:一些文件
持续时间:1小时/等级
你可以快速吸收目标文本中的知识,这可以是任何种类的书籍、卷轴或其他文本。在法术持续时间内,你可以搜索文本,并立即找到与检索主题最相关的信息,这包括从法术书或卷轴里挑选出属于某人或某特定种类的法术。在随后的24小时内,你可以尝试与搜索主题相关的知识检定,就好像你已经受过这些技能的培训,你也能知道信息收集里是否包含有任何你知识检定失败的信息。由文本收集赋予的知识检定上的奖励(如果有的话)会增加2。
此外,在法术生效时,无论你在使用目标文本以进行研究检定(Pathfinder RPG Ultimate Intrigue 148)时是否成功,你总能从文库里用完最大数目的知识点,即使完成研究检定的时间要比法术持续时间更长。在法术的持续时间里,你有一次机会在等于你施法者等级的几分钟以内与文本谈话,询问任何一个曾经阅读或持有它们的人,如同石言术。

匕痕换毒术(DAGGERMARK’S EXCHANGE)
学派:变化系【毒素】
等级:炼金术师2,牧师3,德鲁伊2,秘学士3,异能者3,术士/法师3
施法时间:1标准动作
成分:言语,姿势,材料(一瓶毒药)
距离:个人
目标:自我
持续时间:立即
你吞下一剂毒药,而不受到任何毒害,并把一剂不同的毒药(由你选择)吐入旧容器中(或者你手上的另一个瓶子里)。尝试一次工艺(炼金)检定来对抗新毒药的DC。如果你成功,你就会创造出一剂你所选择的毒药。如果你失败,你反刍的毒药将会是惰性的。如果你投出一个天然1,你就会把自己暴露在原来的毒素中(如果你有毒素免疫或类似职业特性或能力,你仍将对其免疫)。新毒药的价格必须与原毒药的价格相同或低于原价。

削弱侦测(DIMINISHED DETECTION)
学派:防护系
等级:炼金术师2,吟游诗人2,术士/法师2,女巫2
施法时间:1标准动作
成分:言语,姿势,材料(一块羊毛)
距离:个人
目标:自我
持续时间:1小时/等级
当你处于一些预言法术的边缘时,你可以避免自己被发现。无论何时,当你通常会处于一个侦测法术的效果范围内是(例如侦测魔法,侦测邪恶,或侦测死灵),对于你和你的携带物,法术的效果区域会减少一半。施法者并不知道自己法术距离被缩短;她只是没有侦测到你。

顿加堡重塑者之触(DONGUN SHAPER’S TOUCH)
学派:变化系
等级:炼金术师2,秘学士3,术士/法师3
施法时间:1标准动作
成分:言语,姿势
距离:接触
目标:接触的物品
持续时间:专注,最长1轮/等级
豁免:无
法术抗力:不可
你的手中创造出一种化学残留物,它可以让你如粘土一般重塑任何非魔法的、无人看管的物体,其硬度可以达到19或更低。硬度为9或更低的物体就像软粘土,让你每轮能最多重塑1立方英尺的体积。硬度为10或更高的物体更难以成型,让你每轮只能重塑1/4立方英尺的物体。物体能保持新形状24小时,之后就会回到原来的形状。这种法术不允许你重塑一个大型物体的一部分,比如一面墙壁;你必须能够在法术持续时间内重塑整个目标,否则法术会失败且没有效果。

如梦似幻(DREAM REALITY)
学派:幻术系(胁迫)【影响心灵】
等级:炼金术师5,吟游诗人5,牧师6,催眠师5,秘学士5,异能者6,术士/法师6
施法时间:1标准动作
成分:言语
距离:近距(25英尺+5英尺/2等级)
目标:一个生物
持续时间:1分钟/等级(可消解)
豁免:意志否定
法术抗力:可
你使目标对世界的感知仿佛处于梦境之中。当法术结束时,目标会忘记所有在法术持续内发生事件的细节。这些记忆不是从他的脑海中被带走了;相反的,他的大脑从来就没有把这些记忆当成真实事情记录下来。如果在法术结束前对其施展修改记忆,目标就将记住这些事件。一个在法术被施展之前就处于瞌睡术效果下的目标会在对抗法术的豁免检定上受到惩罚。

植入渴求(IMPLANT URGE)
学派:惑控系(胁迫)【影响心灵】
等级:吟游诗人1,通灵者1,催眠师1,术士/法师1,唤魂师1,女巫1
施法时间:1标准动作
成分:言语,姿势
距离:远距(400英尺+40英尺/等级)
目标:一个生物
持续时间:1小时/等级
豁免:意志部分
法术抗力:可
你让目标无意识地渴望一个你在施法时定义的目标。任何建议目标去进行他相信有助于他完成目标的交涉检定的DC都减少5。在对抗影响心灵效果的豁免检定上也是如此。揭示人物的目标或思想的法术会将被植入的渴求视为人物最迫切的目的,只要人物面对他冲动的焦点或一条通往目标的路,他就不能思考任何其他的事情。任何研究目标思想的人都可以通过成功的施法者等级检定来注意到这种冲动是由魔法植入的。

诱骗怪物(INVEIGLE MONSTER)
学派:惑控系(魅惑)【影响心灵】
等级:吟游诗人5,催眠师5,异能者6,术士/法师7,女巫7
目标:一个活物
持续时间:1天/等级
这种法术如同诱骗人类,除了以上所述。

诱骗人类(INVEIGLE PERSON)
学派:惑控系(魅惑)【影响心灵】
等级:吟游诗人3,催眠师3,异能者3,术士/法师4,女巫4
施法时间:1标准动作
成分:言语,材料(一滴酒精)
距离:近距(25英尺+5英尺/2等级)
目标:一个类人生物
持续时间:1天/等级
豁免:意志无效
法术抗力:可
你使目标变得非常和蔼可亲。目标会如同拥有友善好感度一般对待所有其他的生物。任何活着的生物若对目标进行任何公然的敌对或有害行为都将结束此法术。
一个被诱骗的生物会试图以同样的方式满足多个请求,就像他帮助真正的朋友时会做的一样。如果这类请求发生冲突,他通常会选择更合理的选择——克服这种偏好需要在敌对魅力检定中取得成功,就像处于多种形式的精神控制之下(Pathfinder RPG Core Rulebook 209)。

奈克斯的秘密作坊(NEX’S SECRET WORKSHOP)
学派:防护系
等级:通灵者4,催眠师5,秘学士5,异能者5,术士/法师5,唤魂师5,召唤师5
成分:言语,姿势,材料(价值150gp的钻石尘)
距离:近距(25英尺+5英尺/2等级)
目标:距离内任何数目的生物或物体
被设计来保护大量物品免于被奈克斯弧光领主的竞争对手发现,除了如上所述,这种法术功能如同回避侦测。如果你愿意,你可以排除施法距离内的任何生物或物体。

匿名誓言(OATH OF ANONYMITY)
学派:幻术系(五官幻觉)
等级:吟游诗人0,审判者0,通灵者0,圣武士1,术士/法师0
施法时间:1标准动作
成分:言语
距离:个人
目标:自我
持续时间:10分钟/等级
你发誓不透露自己的身份,魔法就能阻止任何人识破你,只要你避免暴露自己的脸或其他容易辨认的特征。这种法术会扭曲你的嗓音,微妙地改变你的肢体语言,修改你的装备、使用的任何动物——无论是作为动物伙伴,坐骑,还是其他——的外观。这种法术不会让你看起来是一个不同的生物种类,也不会改变你明显的身高或体型。
这种法术为你提供一个+10的奖励在隐藏身份的易容检定上,但不能伪装成某个特定的人。这种法术每次都会以同样的方式改变你的声音、装备和动物外观,本质上是创造出一个可以被那些曾经观察过的人识别的替代虚拟角色。

腐肉假身(RECORPOREAL INCARNATION)
学派:死灵系
等级:术士/法师7,女巫7
施法时间:10分钟
成分:言语,姿势,器材(一颗至少价值250gp的宝石)
距离:接触
目标:一个自愿的活物和一具类人生物尸体
持续时间:1周/等级
豁免:无
法术抗力:不可
腐肉假身能有效地将目标生物的身体替换为目标尸体。目标尸体必须是新鲜的——死亡不超过24小时,或者被遗体防腐之类的效果恰当的保存。当施展法术时,你必须与尸体保持接触,同时用器材物品触碰活体目标。当法术被施放时,尸体的皮肉会像飘带般散开,包裹住活体目标,他与尸体的体型差必须在一个等级以内。在法术生效时,器材物品必须保持在目标活体生物附近的30英尺之内。
活体目标获得尸体的身体外观和体型,并获得他的能力,就像变身术一般,还有尸体生前拥有的任何免疫、武器擅长、弱点、和法术抗力。活体目标在伪装成尸体目标的易容检定上获得+20的环境加值。由腐肉假身创造的伪装会维持等于你施法者等级的周数,或直到器材物品被移离到活体目标的30英尺以外。当效果结束时,活体目标会恢复原形,蜕去尸体的皮肉。
腐肉假身最强的力量在于很难查出它是一种伪装。如果作为侦测魔法的目标,活体目标不会散发魔法灵光,但器材会散发着强烈的死灵系魔法灵光。真知术不会显示出活体目标的真实形态,因为尸体的皮肉会用魔法掩盖它。侦测死灵和类似效果会显示活体目标是一个不死生物,但目标并不是真正的不死生物,而且不会受到任何其他以不死生物为目标的效果影响。腐肉假身不会掩饰目标的阵营。
如果腐肉假身在法术生效的时候死亡,法术将继续。死者复生或任何类似法术如果被施放在目标身上,将复活目标,而不是尸体。由于腐肉假身摧毁了目标尸体的大部分剩余物质,目标尸体无法被复活,除了神迹术、复生术、完全复生术、或祈愿术。
腐肉假身可由一位15级的施法者用魔法恒定术恒定,其材料成分价值17500gp。

致病陪伴(ROTTING ALLIANCE)
学派:死灵系【诅咒UM,疾病UM】
等级:牧师8,德鲁伊8,审判者6,秘学士6,女巫8
施法时间:1标准动作
成分:言语,姿势
距离:近距(25英尺+5英尺/2等级)
目标:一个活物/等级,彼此相距不超过60英尺
持续时间:永久
豁免:强韧无效
法术抗力:可
你诅咒两个或更多的生物在彼此的陪伴下会恶心和日渐消瘦。每一个强韧豁免失败的目标都将因被诅咒而患上一种令人日渐消瘦的恶疾。这种疾病没有潜伏期,感染它的人必须立即进行第二次强韧豁免。一个第二次豁免失败的目标受到1d6点的体质伤害和1d6点的魅力伤害。此后的每一天,在过去24小时内处于另一个目标100英尺以内的每一个目标都受到1d6点的体质伤害和1d6点的魅力伤害(每天都重新投骰以确定具体的伤害量)。一次成功的强韧豁免可以抵消当天的伤害。
目标因这种疾病而受到的伤害无法在他距离另一个目标不到100英尺的情绪下被治愈(无论是自然手段还是通过魔法)。如果这些伤害在远离其他目标的情况下被消除,目标可能会在重新靠近时再次受到伤害。这种疾病是一种诅咒,永远无法通过成功的豁免来治愈。只要成功施展一次移除诅咒,随后再成功施展一次移除疾病,且距离该目标100英尺以内至少有另一个目标,才能结束单个目标身上的法术。当诅咒只停留在一个目标身上时,它会自动结束。

密信术(SEALED SENDING)
学派:咒法系(创造)【基于语言】
等级:术士/法师5
施法时间:1标准动作
成分:言语,姿势
距离:无限
目标:一张写有讯息的非魔法羊皮纸
持续时间:1小时/等级或直到释放
豁免:无(无害)
法术抗力:不可(无害)
你创造出一个写有讯息的卷轴,上面可以是任何你能说的语言,最长为50个词。这个卷轴会被魔法传送到同一位面中你至少看过一次的地方。当法术结束或讯息被完全读完时,卷轴会分解,不留一丝痕迹。这个法术不能被任何更低等级的法术侦测,追踪,或封锁。

搜寻之影(SEARCHING SHADOWS)
学派:幻术系(幽影幻觉)【阴影UM】
等级:吟游诗人2,术士/法师2
施法时间:1标准动作
成分:言语,姿势
距离:中距(100英尺+10英尺/等级)
效果:10英尺半径扩散的阴影
持续时间:专注
豁免:部分反射
法术抗力:可
暗影细丝会探测一片区域,寻找一个你指定形状,大小,或质地的生物或物品。每一轮,阴影对接触的方格尝试一次观察检定,总奖励等于你的施法者等级+你的魅力或智力修饰值,取较高值。你可以将阴影移动到最远30英尺或专注于法术以改变搜索标准。当阴影接触到有法术抗力的生物时,你必须尝试一次施法者等级检定以克服他的法术抗力。如果你失败,法术就会结束。
当阴影定位到你想要的物品或生物时,你会知晓它的形状和大小,并能命令阴影试图抓住他。如果阴影正在寻找一个生物,它们所覆盖的区域对于该生物而言变为困难地形,生物必须成功通过反射豁免检定,否则会被纠缠,无法移动。改变搜索生物或物体的标准,或将阴影移离一个被纠缠的生物都会释放他。如果目标是一件由生物携带的物体,那么阴影要适当尝试一次卸武或偷窃战技检定,使用相同的修饰值。阴影可以拾取和移动无人看管的非魔法物品,重量最大可达5磅。

影响之种(SEEDS OF INFLUENCE)
学派:惑控系(胁迫)【情绪UM,影响心灵】
等级:吟游诗人3,通灵者3,催眠师3,异能者4,术士/法师4,女巫4
施法时间:1标准动作
成分:姿势,材料(一朵玫瑰)
距离:近距(25英尺+5英尺/2等级)
目标:一个生物
持续时间:1小时/等级(可消解)
豁免:意志无效
法术抗力:可
你在一个生物的脑海中留下一种魔法痕迹,他对你的态度至少要为冷淡。他对你的态度每比冷淡好一层,就在抵消法术的意志豁免上获得-2的积累惩罚。目标在对抗你施放的预言法术的豁免检定上受到-2惩罚。如果你对生物使用等级低于影响之种的影响心灵法术,则这些法术如同受到法术增远调整(调整后的法术不会需要更长时间施展,也不会占用更高级的法术位)。无论何时当目标成功完成一次对预言或影响心灵法术的豁免,影响之种就会结束。一个生物同时只能受到一个影响之种法术的影响;之后施展的任何影响之种都会抹消以前施展的相同法术。

高等影响之种(SEEDS OF INFLUENCE, GREATER)
学派:惑控系(胁迫)【情绪UM,影响心灵】
等级:吟游诗人5,通灵者4,催眠师5,异能者7,术士/法师7,女巫7
持续时间:1天/等级(可消解)
这种法术类似于影响之种,不过如果目标被施展一个在他面对你的预言术或影响心灵法术时会赋予他免疫、法术抗力、或豁免检定加值的法术时,你可以依次尝试施法者等级检定来消除每一个这样的效果,在它们赋予目标对抗这些法术的保护效果之前。消除每一个效果的施法者等级检定的DC等于11+效果的施法者等级。若对身上已经有激活的高等影响之种的目标施展此类法术,则不会赋予对抗高等影响之种的保护。

寻求庇护(SEEK SHELTER)
学派:惑控系(胁迫)【恐惧,影响心灵】
等级:吟游诗人4,牧师5,审判者4,催眠师4,异能者5,术士/法师5,召唤师4,女巫5
施法时间:1标准动作
成分:言语,姿势
距离:近距(25英尺+5英尺/2等级)
目标:30英尺扩散内的HD为4或更低的所有的非敌意生物
持续时间:1小时/等级(可消解)
豁免:意志无效(无害)
法术抗力:可
你向目标发送一种移情冲动,让他们以尽可能快的速度和有序的方式寻求安全的藏身处,并在法术持续时间内留在这样安全的地方。拥有5或更多生命骰的目标不受影响。当你施法的时候,你可以指定一个防御性不错的地点——可以是大致的(例如“室内”或具体的“如当地驻军处”——以让目标逃往。如果你没有指定目标撤退的位置,他们就会尽力找到安全的地方。受影响的生物会如常保护自己,但只有在被激怒时才会攻击。

替代痕迹(SUBSTITUTE TRAIL)
学派:变化系
等级:德鲁伊4,游侠4
施法时间:1标准动作
成分:言语,姿势
目标:一个生物/等级;见正文
持续时间:1天/等级(可消解)
豁免:无
法术抗力:不可
这种法术可以影响你在过去24小时内与之互动过的任何生物。你能改变被选中生物留下的痕迹,用另一种你熟悉的生物的痕迹取而代之(你必须见过这种生物)。如果追踪者在追踪痕迹的技能检定中得到的结果超越DC的数目相当于你的施法等级,追踪者会认出痕迹已经被这种法术修改过,虽然他不能看到痕迹的真实本质,除非他使用魔法手段,例如真知术。

升华之触(TRANSFIGURING TOUCH)
学派:变化系
等级:炼金术师5,秘学士6,术士/法师6
施法时间:1标准动作
成分:言语,姿势,材料(价值1gp的炼金试剂或想要创造的材料的价格,以较贵者为准)
距离:接触
目标:接触的物体,最多每等级1立方英尺
持续时间:立即
豁免:无
法术抗力:不可
你在手中创造出一种化学残留物,它会逐渐地将一个触摸的、无人看管的、非魔法的物体变成铁、纸或木头(由你选择)。法术最多可以转换1立方英尺每施法者等级的材料;如果物体大于最大体积,则转换会在达到最大量后停止。如果你的施法者等级至少有14,你可以选择创造金属铅。如果你的施法者等级至少有19,你可以选择制造贵金属。如果你创造一种贵金属,你必须使用价值相等的炼金试剂作为材料成分(每磅铜为5sp,每磅银为5gp,每磅黄金为50gp,每磅铂金为500gp)。

神来一笔(TRUE SKILL)
学派:预言系
等级:炼金术师1,吟游诗人1,魔战士1,通灵者1,异能者1,术士/法师1
施法时间:1标准动作
成分:姿势,言语
距离:个人
目标:自我
持续时间:1分钟/等级
当面对一个重要情况时,你能给自己一种确保成功的魔法优势。当施展这种法术时,选择一项你可以尝试技能检定的技能。当下一次你尝试使用所选技能(在法术持续时间结束前)来进行技能检,你将在检定上获得等于你施法者等级1/2的奖励(最低为1)。

血光之灾(VIOLENT ACCIDENT)
学派:变化系【诅咒UM】
等级:牧师2,催眠师2,秘学士2,女巫2
施法时间:1标准动作
成分:言语,姿势
距离:远距(400英尺+40英尺/等级)
目标:一个生物
持续时间:1天或直到被释放
豁免:反射减半
法术抗力:可
你诅咒目标在未来24小时内遭遇一次暴力事故。你无法控制事故发生的形式,也无法控制它何时发生。当你施法时,目标可以用法术抗力来避免被诅咒,但在其他情况下不会有豁免检定。不管事故的性质如何,魔法都会让其造成等于1d8×你的施法者等级的伤害(最大5d8点伤害),伤害种类会匹配适当的伤害来源(如爆炸为火焰伤害,坠物为钝击伤害)。当事故发生时,目标可以尝试一次反射豁免来减少一半的伤害。虽然其他人可能会因为事故而感到意外或不方便,但事故只会伤害到目标。

徘徊痕迹(WANDERING TRAIL)
学派:变化系
等级:德鲁伊6
施法时间:1标准动作
成分:言语,姿势
距离:1英里/等级
目标:最多1个生物/等级,180英尺以内
持续时间:1天/等级(可消解)
豁免:无
法术抗力:不可
你会使距离内目标留下的痕迹会自动重新改道,可能变向到该区域内任何的路线上。你对法术区域内痕迹的修改可以造出一条至少有原始长度一半,最多为原来长度两倍的痕迹。如果这条轨迹不断超出法术距离,你必须将它与留在法术范围边缘上的那个点连接起来。如果追踪者在追踪痕迹的技能检定中得到的结果超越DC的数目相当于你的施法等级,追踪者会认出痕迹已经被这种法术修改过,虽然他不能看到痕迹的真实本质,除非他使用魔法手段,例如真知术。
劇透 -   :
SPELLS
The following spells are used by spellcasters dabbling in intrigue across the Inner Sea region and beyond.

APATHY
School enchantment (compulsion) [emotion UM , mind-
affecting]; Level bard 4, mesmerist 4, psychic 5, sorcerer/
wizard 5, witch 5
Casting Time 1 standard action
Components S, V, M (a shiny bead)
Range long (400 ft. + 40 ft./level)
Target one creature
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes
You cause a creature to temporarily lose interest in a passion or pursuit, taking the heat off your trail to facilitate a getaway, the finalization of a scheme, or the elimination of incriminating evidence. When casting the spell, you designate a subject or activity about which the target becomes indifferent. While under the effects of apathy, the target takes a –5 penalty on all skill checks and ability checks to investigate, pursue, or otherwise advance its goals in relation to the designated subject. In most cases, however, the target does not attempt such checks if they can be avoided, as it simply has no interest in putting effort into the endeavor.
If the chosen activity is something that would be harmful for the target to refrain from doing (such as eating, sleeping, or holding its breath underwater), the target receives a +5 bonus on the saving throw or other check required by its inaction, and receives a new saving throw to negate the effects of this spell with the same +5 bonus immediately after. The bonus on these saving throws and checks increases by 1 for each subsequent check required by the same condition. If you directly interact with the target of this spell (such as engaging it in combat or targeting it with another spell or effect), the spell immediately ends.

ASSUMED LIKENESS
School illusion (phantasm) [emotion UM , mind-affecting];
Level bard 1, magus 2, medium 1, mesmerist 1,
occultist 2, psychic 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more
than 30 ft. apart
Duration 10 minutes/level (D)
Saving Throw Will disbelief; Spell Resistance yes
You draw upon the memories of the targets to create a visual disguise for yourself that only they can see. When you cast the spell, you choose an emotion from the table below. Each target perceives you as a creature it feels that way toward. If it doesn’t feel that way toward anyone, it instead perceives you as a stranger with features likely to evoke that emotion (e.g., if you choose respect, a guard who was taught to respect her elders but who currently knows no elders might see you as an elderly version of yourself). Since you don’t know how you will appear to each target, you must match your actions and statements to fit with the illusion as best you can. While the spell grants a +10 bonus on Disguise checks like disguise self does, you also take a –5 penalty on Disguise checks until you can get a sense of who the target thinks you are. Each target who fails to disbelieve the phantasm and is fooled by your Disguise check takes a –2 penalty on Sense Motive checks to notice your lies, and each emotion choice grants you an additional benefit against such targets, as listed in the table below.
Emotion  Effect
Fear  +4 bonus on Intimidate checks
Hate  +2 bonus on attack rolls, –2 penalty to AC
Lust  +4 bonus on Sleight of Hand checks
Respect  +4 bonus on Diplomacy checks
Trust  +4 bonus on Bluff checks

BRIGHTEST LIGHT
School evocation [light]; Level bard 4, cleric 4, druid 4,
inquisitor 4, magus 4, occultist 4, paladin 4, ranger 4,
shaman 4, sorcerer/wizard 4
Duration 1 hour/level (D)
This trademark spell of the Lantern Bearers, a secret elven organization, functions as daylight, except it lasts longer and automatically dispels lower-level darkness spells when their points of origin enter its illumination.
In addition, as a standard action once during the spell’s duration, you can will the light to try to snuff out a magical darkness effect that is of an equal or higher spell level and located within 60 feet of the light this spell emits. Attempt a dispel check (1d20 + your caster level), with a DC equal to 11 + the caster level of the darkness effect. If you succeed, the darkness effect ends. Regardless of whether you are successful, the brightest light dims to the brightness of a torch for the spell’s remaining duration.

CALISTRIA’S GUARDIAN WASPS
School conjuration (summoning); Level druid 3, psychic 3,
ranger 3, sorcerer/wizard 3
Casting Time 10 minutes; see text
Components V, S, M (a glob of spiced honey)
Range close (25 ft. + 5 ft./2 levels)
Effect swarm of wasps that builds a nest; see text
Duration 1 day/level
Saving Throw none; Spell Resistance no
You summon a wasp swarm (Pathfinder RPG Bestiary 275) that builds a 10-foot-by-10-foot nest in the place you designate—typically under the eaves of a house, amid the rafters of a tavern, or in another obscured place. The wasp swarm takes the spell’s casting time to build its nest; if the swarm is disrupted in any way (such as by being attacked) before you finish casting this spell, the wasps disappear and the spell fizzles.
Once the wasp swarm has built its nest, this spell also wards the area. As per alarm, when intruders that do not speak the password pass within 20 feet, the swarm is alerted and immediately leaves its nest and attacks the nearest intruder. The swarm pursues that intruder as best it can. Once the swarm attacks an intruder, you have no control over its target or direction of travel. When the spell ends, if the wasps have not left their nest, they and their nest disappear.

COMMUNE WITH TEXTS
School divination; Level bard 5, cleric 6,
inquisitor 6, medium 4, occultist 4,
psychic 6, sorcerer/wizard 5,
spiritualist 6
Casting Time 1 minute
Components V, S, M (incense worth
250 gp)
Range close (25 ft. + 5 ft./2 levels)
Target a collection of texts
Duration 1 hour/level
You quickly absorb the knowledge in the target, which can be any assortment of books, scrolls, or other texts. During the spell’s duration, you can search the texts and immediately find the most relevant information regarding any topic the collection holds, potentially including singling out spellbooks or scrolls containing individual or particular types of spells. You can attempt Knowledge checks related to the collection’s topics as if you were trained in those skills, and you know whether the collection contains any information about which you failed a Knowledge check in the past 24 hours. The bonus on Knowledge checks granted by the collection of texts (if any) increases by 2.
Additionally, you always deplete the maximum number of knowledge points from a library whenever you succeed at a Research check (Pathfinder RPG Ultimate Intrigue 148) using the target texts while this spell is in effect, even if completing the Research check takes longer than this spell lasts. Once during the duration of this spell, for a number of minutes equal to your caster level, you can also speak with the texts about anyone who has read or handled them previously, as per stone tell.

DAGGERMARK’S EXCHANGE
School transmutation [poison UM ]; Level alchemist 2, cleric 3,
druid 2, occultist 3, psychic 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a dose of poison)
Range personal
Target you
Duration instantaneous
You swallow a dose of poison with no effect and regurgitate a dose of a different poison (your choice) into the old container (or another you have on hand). Attempt a Craft (alchemy) check against the new poison’s DC. If you succeed, you create a dose of your chosen poison. If you fail, the poison you regurgitate is inert. If you roll a natural 1, you expose yourself to the original poison (although you remain immune to that poison if you have venom immunity or a similar class feature or ability). The new poison’s price must be the same as or less than the original poison’s price.

DIMINISHED DETECTION
School abjuration; Level
alchemist 2, bard 2, sorcerer/
wizard 2, witch 2
Casting Time 1 standard action
Components S, V, M (a piece
of wool)
Range personal
Target you
Duration 1 hour/level
You can avoid being detected when you are on the edges of some divination spells’ ranges. Whenever you would normally be within the area of effect of a detection spell (such as detect magic, detect evil, or detect undead), the area of effect is reduced by half for the purposes  of  the  spell’s caster detecting you or your possessions. The caster of the detect spell is unaware of this reduction in her spell’s range; she simply does not detect you.

DONGUN SHAPER’S TOUCH
School transmutation; Level alchemist 2,
occultist 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range touch
Target object touched
Duration concentration, up to 1 round/level
Saving Throw none; Spell Resistance no
You create an alchemical residue on your hands that allows you to reshape any nonmagical, unattended object with hardness 19 or less as though it were clay. Objects with hardness 9 or less are like soft clay, allowing you to reshape up to 1 cubic foot per round of effort. Objects with hardness 10 or higher are harder to mold, allowing you to reshape up to 1/4 cubic foot per round. The object retains its new shape for 24 hours before returning to its original shape. This spell does not allow you to reshape a portion of a large object, such as a wall; you must be able to reshape the entire target within the spell’s duration or the spell fizzles and has no effect.

DREAM REALITY
School illusion (compulsion) [mind-affecting]; Level
alchemist 5, bard 5, cleric 6, mesmerist 5, occultist 5,
psychic 6, sorcerer/wizard 6
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 minute/level (D)
Saving Throw Will disbelief; Spell Resistance yes
You cause the target to perceive the world as if in a dream. When the spell ends, the target forgets all identifying details of events that transpired while the spell lasted. The memories were not taken from it; rather, its mind never recorded the memories as real in the first place. If modify memory is cast upon it before the spell ends, the target remembers these events. A target under the effect of lullaby before this spell is cast applies its penalty to the saving throw against this spell.

IMPLANT URGE
School enchantment (compulsion) [mind-affecting]; Level
bard 1, medium 1, mesmerist 1, sorcerer/wizard 1,
spiritualist 1, witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 hour/level
Saving Throw Will partial; Spell Resistance yes
You make the target unconsciously desire a goal you define when you cast this spell. The DC of any Diplomacy check to ask the target to act in a way that it believes will lead it toward that goal decreases by 5. The target takes a –2 penalty on saving throws against mind-affecting effects that compel it to act in a way that it believes will lead it toward that goal. Spells that reveal the target’s goals or thoughts reveal the implanted urge as the target’s most important goal and the target does not register as thinking of anything else as long as it is presented with the focus of its urge or a way to move toward its goal. Anyone studying the target’s thoughts can notice the implanted nature of this urge with a successful caster level check.

INVEIGLE MONSTER
School enchantment (charm) [mind-affecting]; Level bard 5,
mesmerist 5, psychic 6, sorcerer/wizard 7, witch 7
Target one living creature
Duration 1 day/level
This spell functions as inveigle person except as noted above.

INVEIGLE PERSON
School enchantment (charm) [mind-affecting]; Level bard 3,
mesmerist 3, psychic 3, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, M (a drop of alcohol)
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes
You cause the target to become extremely amiable. The target treats all other living creatures as if it were friendly toward them. Any overtly hostile or harmful act toward the target by any living creature ends the spell.
An inveigled creature attempts to fulfill multiple requests in the same manner as it would favors for its true friends. If such requests conflict, it usually chooses the more reasonable option—overriding this preference requires succeeding at an opposed Charisma check, as if under multiple forms of mental control (Pathfinder RPG Core Rulebook 209).

NEX’S SECRET WORKSHOP
School abjuration; Level medium 4, mesmerist 5, occultist 5,
psychic 5, sorcerer/wizard 5, spiritualist 5, summoner 5
Components V, S, M (diamond dust worth 150 gp)
Range close (25 ft. + 5 ft./2 levels)
Targets any number of creatures or objects in range Designed to protect a large number of items from rivals of the Arclords of Nex, this spell functions as nondetection except as noted above. You can exclude any creatures or objects in the spell’s range when casting this spell, if you wish.

OATH OF ANONYMITY
School illusion (glamer); Level bard 0, inquisitor 0,
medium 0, paladin 1, sorcerer/wizard 0
Casting Time 1 standard action
Components V
Range personal
Target you
Duration 10 minutes/level
You swear an oath not to reveal your identity, magically preventing anyone from discovering it so long as you avoid revealing your face or other easily identifiable features. The spell distorts your voice and subtly alters your body language and the appearance of your gear and any animals you use, whether as companions, mounts, or otherwise. This spell does not make you appear to be a different creature type, nor does it change your apparent height or body type.
This spell provides you with a +10 bonus on Disguise checks to conceal your identity, but not on checks to impersonate anyone in particular. This spell distorts the appearance of your voice, gear, and animals in the same way each time, essentially creating an alternate persona that can be recognized by those who have observed it before.

RECORPOREAL INCARNATION
School necromancy; Level sorcerer/wizard 7, witch 7
Casting Time 10 minutes
Components V, S, F (a gem worth at least 250 gp)
Range touch
Target one willing living creature and one humanoid corpse
Duration 1 week/level
Saving Throw none; Spell Resistance no
Recorporeal incarnation effectively replaces the target living creature’s body with that of the target corpse. The target corpse must be fresh—either dead for no more than 24 hours or appropriately preserved by an effect such as gentle repose. While casting the spell, you must remain in contact with the corpse while touching the living target with the focus item. As the spell is cast, the dead body’s flesh unravels like ribbons to sheathe the living target, who must be within one size category of the corpse. While the spell is in effect, the focus item must remain within 30 feet of the target living creature.
The living target gains the physical appearance and size of the corpse, and gains its abilities as defined in alter self as well as any immunities, weapon proficiencies, weaknesses, and spell resistance the dead target had while living. The living target gains a +20 circumstance bonus on Disguise checks to impersonate the individual whose corpse is targeted by this spell. The disguise created by recorporeal incarnation lasts for a number of weeks equal to your caster level, or until the focus item is moved more than 30 feet away from the living target. When the effect ends, the living target returns to its normal form, sloughing off the corpse’s flesh.
The greatest strength of recorporeal incarnation is the difficulty of detecting it as a disguise. If subjected to detect magic, the living target sheds no magical aura, though the focus item gives off an aura of strong necromantic magic. True seeing does not reveal the living target’s true form, since the corpse’s flesh magically obscures it. The spell detect undead and similar effects indicate the living target is an undead creature, but the target is not truly undead, and is not affected by any other effects that target undead creatures. Recorporeal incarnation does not disguise the target’s alignment.
If the living target of recorporeal incarnation dies while the spell is in effect, the spell continues. Any raise dead or similar spell cast upon that target resurrects that target, not the corpse flesh. Since recorporeal incarnation destroys the majority of the target corpse’s physical remains, the target corpse cannot be restored to life except by miracle, resurrection, true resurrection, or wish.
Recorporeal incarnation can be made permanent by a 15th- level caster using permanency with a material component worth 17,500 gp.

ROTTING ALLIANCE
School necromancy [curse UM , disease UM ]; Level cleric 8,
druid 8, inquisitor 6, occultist 6, witch 8
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature/level, no two of which can be
more than 60 feet apart
Duration permanent
Saving Throw Fortitude negates; Spell Resistance yes
You curse two or more creatures to sicken and waste away while in each others’ company. Each target that fails a Fortitude save becomes cursed with a wasting sickness. The disease has no onset period, and those who contracted it must attempt a second Fortitude save immediately. A target that fails this second saving throw takes 1d6 points of Constitution damage and 1d6 points of Charisma damage. Every day thereafter, each target that was within 100 feet of another target during the previous 24 hours takes 1d6 points of Constitution damage and 1d6 points of Charisma damage (reroll to determine the specific amount of damage each day). A successful Fortitude save negates the damage for that day only.
A target cannot be healed of damage from this disease (naturally or by magic) while the target is within 100 feet of another target. If healed of such damage while away from other targets, a target might take damage again the day they reconvene. This disease is a curse, and can never be cured by successful saving throws. The spell can be ended on a single target only with a successful casting of remove curse followed by a successful casting of remove disease while the target is within 100 feet of at least one other target. When the curse remains on only one target, it ends automatically.

SEALED SENDING
School conjuration (creation) [language-dependent]; Level
sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range unlimited
Effect one nonmagical parchment with a written message
Duration 1 hour/level or until discharged
Saving Throw none (harmless); Spell Resistance
no (harmless)
You create a scroll bearing a message in any language you can speak, with a maximum length of 50 words. The scroll magically appears anywhere you have viewed at least once on the same plane of existence you are on now. When the spell ends or when the message has been read completely, the scroll disintegrates, leaving no trace. This spell cannot be detected, traced, or blocked by any spell of a lower level.

SEARCHING SHADOWS
School illusion (shadow) [shadow UM ]; Level bard 2, sorcerer/
wizard 2
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect shadows in a 10-foot-radius spread
Duration concentration
Saving Throw Reflex partial; Spell Resistance yes
Strands of shadow probe an area, searching for a creature or object you specify by shape, size, or texture. Each round, the shadows attempt a Perception check on the squares they touch with a total bonus equal to your caster level + your Charisma or Intelligence modifier, whichever is higher. You can move the shadows up to 30 feet or change the search criteria as part of concentrating on the spell. Whenever the shadows come into contact with a creature with spell resistance, you must attempt a caster level check to overcome its spell resistance. If you fail, the spell ends.
When the shadows locate a desired item or creature, you are aware of its shape and size and can order the shadows to try to seize it. If the shadows are seeking a creature, the area they cover becomes difficult terrain for that creature, and the creature must succeed at a Reflex saving throw or become entangled and unable to move. Changing the criteria of the creature or object sought or moving the shadows away from an entangled target frees it. If the target is an object carried by a creature, the shadows attempt a disarm or steal APG combat maneuver check as appropriate, using the same modifier as for their Perception check. The shadows can pick up and move unattended, nonmagical objects that weigh up to 5 pounds.

SEEDS OF INFLUENCE
School enchantment (compulsion) [emotion UM , mind-
affecting]; Level bard 3, medium 3, mesmerist 3,
psychic 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components S, M (a rose)
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 hour/level (D)
Saving Throw Will negates; Spell Resistance yes
You leave a magical trace in the mind of a creature with an attitude of at least indifferent toward you. The target takes a cumulative –2 penalty on its Will save to negate the spell for each step by which its attitude is better than indifferent. The target takes a –2 penalty on saving throws against divination spells you cast. You can target that creature with mind-affecting spells of a spell level lower than seeds of influence as if those spells were modified by Enlarge Spell (the modified spell doesn’t take longer to cast and doesn’t use a higher-level spell slot). Whenever the target succeeds at a saving throw against a divination or mind-affecting spell you cast, seeds of influence ends for that target. A creature can be subject to only one seeds of influence spell at a time; later castings of seeds of influence remove any previous casting.

SEEDS OF INFLUENCE, GREATER
School enchantment (compulsion) [emotion UM , mind-
affecting]; Level bard 5, medium 4, mesmerist 5,
psychic 7, sorcerer/wizard 7, witch 7
Duration 1 day/level (D)
This spell functions as seeds of influence, except that if the target is protected by a spell that grants immunity, spell resistance, or a saving throw bonus against a divination or mind-affecting spell you cast on the target, you can attempt caster level checks to dispel each such effect before applying the effects of those protections against the spell. The DC of the caster level check to dispel each effect is equal to 11 + the effect’s caster level. Such spells cast on the target while greater seeds of influence is active grant no protection against greater seeds of influence.

SEEK SHELTER
School enchantment (compulsion) [fear, mind-affecting];
Level bard 4, cleric 5, inquisitor 4, mesmerist 4, psychic 5,
sorcerer/wizard 5, summoner 4, witch 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets all non-hostile creatures with 4 or fewer HD in a
30-ft. spread
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
You send an empathic urge to seek safety both as fast as possible and in an orderly fashion, and to remain in such secure locations for the duration of the spell. Targets with 5 or more Hit Dice are unaffected. When you cast the spell, you can designate a fortified location—either general (such as “indoors”) or specific (such as “the local garrison”)—for the targets to attempt to reach. If you do not specify a location for the targets to retreat to, they attempt to find safety to the best of their ability. Affected creatures defend themselves normally but attack only if provoked.

SUBSTITUTE TRAIL
School transmutation; Level druid 4, ranger 4
Casting Time 1 standard action
Components V, S
Target 1 creature/level; see text
Duration 1 day/level (D)
Saving Throw none; Spell Resistance no
This spell can affect any creatures with which you interacted in the last 24 hours. You alter the trails left by the chosen creatures, making it appear that another creature with which you are familiar left the trail instead (you must have met the creature with which you are familiar). If a tracker exceeds the DC of the skill check to follow the trail by an amount equal to your caster level, the tracker recognizes that the trail has been manipulated by this spell, although it cannot see the trail’s true nature unless it uses magical means, such as true seeing.

TRANSFIGURING TOUCH
School transmutation; Level alchemist 5, occultist 6,
sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (alchemical reagents worth 1 gp or the
value of the created material, whichever is more)
Range touch
Target object touched, up to 1 cubic foot per level
Duration instantaneous
Saving Throw none; Spell Resistance no
You create an alchemical residue on your hands that gradually converts a touched, unattended, nonmagical object into iron, paper, or wood (your choice). The spell converts at most 1 cubic foot of material per caster level you have; if the object is larger than the maximum volume, the transfiguration stops once that amount of matter has been converted. If your caster level is at least 14th, you can opt to create lead. If your caster level is at least 19th, you can opt to create precious metals. If you create a precious metal, you must use an equivalent value of alchemical reagents as a material component (5 sp per pound of copper, 5 gp per pound of silver, 50 gp per pound of gold, 500 gp per pound of platinum).

TRUE SKILL
School divination; Level alchemist 1, bard 1, magus 1,
medium 1, psychic 1, sorcerer/wizard 1
Casting Time 1 standard action
Components S, V
Range personal
Target you
Duration 1 minute/level
When faced with an important situation, you grant yourself a magical edge to ensure your success. When casting this spell, select one skill for which you can attempt a skill check. The next time you attempt a skill check using the selected skill (before the spell’s duration ends), you gain an insight bonus on the check equal to 1/2 your caster level (minimum 1).

VIOLENT ACCIDENT
School transmutation [curse UM ]; Level cleric 2,
mesmerist 2, occultist 2, witch 2
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Target one creature
Duration 1 day or until discharged
Saving Throw Reflex half; see text; Spell
Resistance yes
You curse the target to suffer a violent accident within the next 24 hours. You have no control over the form the accident takes or when it strikes. The target can avoid being cursed with spell resistance when you cast the spell, but otherwise receives no saving throw. Regardless of the accident’s nature, it is magically empowered to deal an amount of damage equal to 1d8 × your caster level (maximum 5d8 points of damage), and the damage is of a type appropriate to the source of damage (such as fire for an explosion or bludgeoning for a falling object). When the accident occurs, the target can attempt a Reflex saving throw to reduce the damage by half. Although others might be surprised or inconvenienced by the accident, it damages only the target.

WANDERING TRAIL
School transmutation; Level druid 6
Casting Time 1 standard action
Components V, S
Range 1 mile/level
Target up to one creature/level within 180 feet
Duration 1 day/level (D)
Saving Throw none; Spell Resistance no
You cause the trail left by the targets within range to automatically reroute, potentially taking any course within the area. Your modification of the trail within the spell’s area can result in a trail at least half the original length or up to twice the original length. If the trail continues beyond the spell’s range, you must leave it connecting at that point on the edge of the spell’s range. If a tracking creature exceeds the DC of the skill check to follow the trail by an amount equal to your caster level, the tracker recognizes that the trail has been manipulated by this spell, although it cannot see the trail’s true nature unless it uses magical means, such as true seeing.
从来白骨易成精,化作千娇百媚形

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Re: 【内海诡道】魔法及物品
« 回帖 #1 于: 2017-09-17, 周日 20:51:34 »
魔法物品
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Re: 【內海詭道】魔法及物品
« 回帖 #2 于: 2017-09-17, 周日 22:27:35 »
 :em028 :em028 :em028

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Re: 【内海诡道】魔法及物品
« 回帖 #3 于: 2018-01-08, 周一 20:24:11 »
文本交流术(COMMUNE WITH TEXTS)
学派:预言系
等级:吟游诗人5,牧师6,审判者6,通灵者4,秘学士4,异能者6,术士/法师5,唤灵师6
施法时间:1分钟
成分:言语,姿势,材料(价值250gp的熏香)
距离:近距(25英尺+5英尺/2等级)
目标:一些文件
持续时间:1小时/等级
你可以快速吸收目标文本中的知识,这可以是任何种类的书籍、卷轴或其他文本。在法术持续时间内,你可以搜索文本,并立即找到与检索主题最相关的信息,这包括从法术书或卷轴里挑选出属于某人或某特定种类的法术。在随后的24小时内,你可以尝试与搜索主题相关的知识检定,就好像你已经受过这些技能的培训,你也能知道信息收集里是否包含有任何你知识检定失败的信息。由文本收集赋予的知识检定上的奖励(如果有的话)会增加2。
此外,在法术生效时,无论你在使用目标文本以进行研究检定(Pathfinder RPG Ultimate Intrigue 148)时是否成功,你总能从文库里用完最大数目的知识点,即使完成研究检定的时间要比法术持续时间更长。在法术的持续时间里,你有一次机会在等于你施法者等级的几分钟以内与文本谈话,询问任何一个曾经阅读或持有它们的人,如同石言术。

唤魂师 才对
☷☷☷龍神阿普蘇聖武士準則☷☷☷
劇透 -   :
我乃阿普蘇的狂怒之爪。當邪惡露出馬腳,我定當出手,而此舉絕不滿足仇敵的惡意。
I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.
當我無所作為之際,我將踏上旅途以探索新的焦點。大道三千,各取其一。
When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.
除守衛他人之外,我絕不從容就義。我當該退則退,君子報仇,十年不晚。
Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.
我會展示仁慈,但可一而不可再。那些背叛我善意之人,我將痛剿窮追。
Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.
斷罪僅是我目標的一部分。須要時,我將留下協助受我保護者,使其得以自力更生。
It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.

☷☷☷PFS人物卡☷☷☷

☷☷☷PF整合資源☷☷☷