作者 主题: 【AD&D 2E】译文草稿暂存  (阅读 5181 次)

副标题:

离线 ZzNoah

  • 花园领主
  • 版主
  • *
  • 帖子数: 782
  • 苹果币: 2
  • Elemente, mia kara Druido.
    • 睡霞林地
【AD&D 2E】译文草稿暂存
« 于: 2021-04-24, 周六 15:48:32 »
现今是我的法术就当然正是我的法术,曾经是我的法术也必须还是我的法术。
旧有资源祭司法术纲要
« 上次编辑: 2021-04-25, 周日 16:26:53 由 ZzNoah 2nd Edition »

离线 ZzNoah

  • 花园领主
  • 版主
  • *
  • 帖子数: 782
  • 苹果币: 2
  • Elemente, mia kara Druido.
    • 睡霞林地
Re: 译文草稿暂存
« 回帖 #1 于: 2021-04-24, 周六 15:58:23 »
劇透 -  版本对比:
引述: Focus
学派:祈唤
领域:共通
等级:4
射程:10 ft.
成分:V, S, M
施法时间:1 天
持续时间:特殊
影响区域:特殊
豁免检定:无
  This spell creates the necessary conditions for devotional energy to be used. For faith magic to work, the priest must create a focus to harness the necessary devotional energy. This spell creates that focus. *A focus cannot function without a source of devotional energy.*
  The focus gathers devotional energy and reshapes it in order to amplify other spells cast by the priest (or priests). The same energy keeps the focus in existence. If the spell is cast and there is no immediate source of devotional energy within 100 feet, the *focus* immediately fails.

  This spell creates a focus through which faith magic can work. The focus cannot function with­out a source of devotional energy, such as a con­gregation or group of priests. The focus gathers devotional energy and reshapes it to amplify other spells (the same energy keeps the focus in exis­tence: if the spell is cast and there is no immediate source of devotional energy within 100 feet, the focus immediately fails).
  Once created, most foci cannot be moved. This condition and the need for a constant supply of devotional energy tends to limit the use of foci to temples, churches, monasteries, shrines, and seminariespermanent structures where followers of the religion gather on a regular basis. Sometimes a focus is created for a special gather­ing such as a holy day, conclave, grand wedding, or yearly festival.
  Not all foci are identical. The particular form of the focus depends on the power and nature of the spell being amplified. All foci can be seen by *detect magic*. There are three basic types of foci: site, item, and living.
  *Site foci* are connected to a place, whether a room, building, field, or forest. Once cast, the focus cannot be moved. It causes no disturbance in the surroundings; it is invisible and intangible.
  *Item foci* are centered on a single object. Customarily, this object is large and immovable, such as an altar, but it is possible for the focus to be as small as is practical. The item can be as elab­orate or plain as desired, but should have some sig­nificance to the religion.
  *Living foci* are the rarest of all types. In this case, the focus is created on a living plant, animal, or person. *Detect charm* reveals the person is somehow enchanted, although not under the influ­ence of a typical charm spell.
  The type of focus created (site, item, or living) depends on the religion and nature of the spell am­plified. These choices are listed in the Table 3: Focused Spell Effectstable.
  Casting the *focus* spell is a long and compli­cated process, accompanied by many ceremonies and rituals. During the day spent casting the spell, the priest needs the assistance of at least two other priests of the same faith. These aides need not memorize the spell (or even be capable of casting it). Their duty is to provide the extra hands and voices needed at specific points of the casting. A large number of worshipers must be present since the focus requires their energy. Not surprisingly, the casting of this spell is often incorporated into important holy festivals or special occasions.
  The duration of the *focus* is one year. If the de­votional energy falls below a minimum level, the spell ends sooner. A focus requires the devotional energy of at least 100 devout worshipers. Lay monks (those dedicated to the religion but not priests) count as two worshipers, while priests (of any level) count as ten. A focus could be main­tained by a congregation of 100, a monastery of fifty, or a seminary of as few as 10 priests (or any combination of the above). The focus must receive this energy for at least 10 hours out of every day. If these conditions are not met, the focus weakens. The area of effect of the amplified spell decreases by 20% each day until it fades away completely.
  Once the focus is created, the priest or priests have 1 turn in which to cast the desired spell upon the focus. A focus can amplify only one spell, and each item, creature, or place can receive only one focus. Spells that can be cast upon a focus are listed on Table 3the table.
  Once the spell is cast, the normal duration and area of effect for that spell are ignored. The focus begins to increase these factors of the spell's power. After one day, the amplified spell reaches its full area of effect. Thereafter, it remains over that area until the focus fails.
  The area affected by the focus (and its ampli­fied spell) depends on the level of the caster. The spell expands in a radius from the focus, 20 feet per level of the caster, although it can be created smaller. Within that area of effect, the amplified spell exerts its normal effect. A 13th-level priest could create a focus up to 260 feet in diameter.
  The material components are many, including special vestments, incense, oils, waters, and other equipment the DM deems appropriate. The cost of these materials must be at least 1,000 gp plus 100 gp per level of spell being amplified. These items are given up as offerings to the deity (perhaps to be distributed to the poor), and new ones are obtained each time the spell is cast.

  Notes: Uncommon spell (*ToM*).
三种 foci 介绍的段首由粗体改为斜体
引述: Focused Spell Effects
SpellPossible Focus Type
Anti-animal shellS/I/L
Anti-plant shellS/I/L
BlessS/I
Control temperature, 10' radiusS*
Control windsS/I*
Cure diseaseI/L
Cure blindness or deafnessI/L
Detect poisonS/I
Detect lieI
Detect magicI
Dispel evilS/I
DragonbaneS
Endure cold/endure heatS*
Know alignmentI/L
Negative plane protectionS/I
Protection from evilS/I
Protection from lightningS
Protection from fireS
Purify food and drinkI
Remove fearS/I/L
Remove curseI
Repel insectsS/I
Resist fire/resist coldS
Speak with animalsS/I/L
TonguesS/I
True seeingS
*The caster states a desired range (temperature, wind, strength etc.) within the spell's normal limitations at the time it is cast.
引述: Uplift
学派:转化
领域:共通
等级:4
射程:0
成分:V, M
施法时间:12 hrs.
持续时间:1 回合
影响区域:1 个祭司
豁免检定:无
  *Uplift* bestows increased spellcasting ability on one priest, including additional spells per level and use of spells beyond the caster’s normal level. This cooperative spell requires two priests who must spend the day casting this spell. During the casting, the priests must decide which additional spells (of all levels) are desired. Upon completion of the casting, the priests touch palms, and the priest of higher level receives a charge of magical energy. This charge temporarily boosts the level of the priest for spellcasting purposes. The amount of increase is one level per five levels of the lower level caster (fractions rounded up). If both priests are of equal level, the casters must decide who benefits from the spell.
  The spell grants the priest the spellcasting abil­ity of the new level. It does not improve hit points, attack rolls, or other abilities. If the increase allows more spells per level, the additional spells are instantly placed in the character'ssubject’s memory. A priest is also enabled to cast spells normally beyond his or her level. Range, duration, area of effect, and other variables are all based on the character'spriest’s tempo­rary level.
  The increased effect lasts only 1 turn. At the end of the turn, all additional spells are lost and the priest reverts to hishis or her normal level.
  As an example, consider a party with a fallen comrade. The two priests in the party are 7th and 8th level, both unable to cast *raise dead.* After a night’s rest, each priest adds *uplift* to his memorized spells. After casting the spell, the 8th-level priest suddenly gains the casting abilities of a 10th-level priest, including the ability to cast *raise dead*. At the end of one turn, the priest’s abilities revert to 8th-level.
  Casting this spell is an arduous task, causing a severe drain on the priests. When the spell expires, the upliftedpriest suffers 2d6 points of damage from mental exhaustion. This damage cannot be healed by any means until the priest has had at least eight8 hours of rest.
  The material components are the priests’ holy symbols and an offering worth at least 500 gp from each priest.
  Notes: Uncommon spell (*ToM*).
引述: Great Circle
可逆
学派:防护
领域太阳创造
等级:6
射程:0
成分:V, S
施法时间:6 回合
持续时间:1 rd.
影响区域:特殊
豁免检定:特殊
  The *great circle* is a powerful cooperative spell that can be used only by four or more priests, each casting the spell simultaneously. Because of the nature of this spell and its casting time, it is often used to cleanse grounds in preparation for the con­struction of a temple or sanctuary.
  When casting the *great circle,* the priests stand in a circle of no more than 20-foot diameter. Each faces inward; when the spell is completed, each priest faces outward, directing the energy of the spell.
  When the casting is complete, the spell takes the form of a radiant halo of golden light 20 feet above the ground. This halo quickly expands in a shimmering wave. It can pass through objects, with small arcs of the halo disappearing momen­tarily and reappearing on the far side. As the halo moves, it generates a high-pitched hum that varies in pitch, almost like a chorus. The halo moves slowly at first, but builds speed, reaching its max­imum range at the end of one round.
  The radius of the golden halo is dependent on the number of priests casting the spell. Each priest adds 60 feet to the radius. Thus, four priests could gener­ate a halo that extends 240 feet in all directions from the circle of priests. Theoretically, there is no limit to the number of priests who can contribute to this spell, but the need for the priests to be within a 20-foot diameter circle sets a practical limit of 20 casters.
  The halo is pure energy tapped from the Posi­tive Material plane. It causes harm to undead and evil beings within the area of effect. Undead crea­tures of 8 or fewer Hit Dice are instantly destroyed and are not allowed a saving throw to avoid the effect. More powerful undead suffer 1d8 points of damage per caster. A successful saving throw vs. death magic reduces this damage to half. Creatures of evil alignment suffer 1d6 points of damage per caster (a saving throw is allowed for half-damage).
  The reverse of this spell, the *black circle,* cre­ates a ring of shimmering black energy. Paladins and priests of good alignment suffer 1d10 points of damage per priest in the circle. All other good creatures suffer ld4 points of damage per caster. Affected creatures are allowed a saving throw vs. death magic to reduce the damage to one-half.
  Notes: Uncommon spell for clerics (*ToM*).
倒数二三段顺序调换
标题修改:The Great Circle→Great Circle
« 上次编辑: 2021-04-26, 周一 15:03:57 由 ZzNoah 2nd Edition »

离线 ZzNoah

  • 花园领主
  • 版主
  • *
  • 帖子数: 782
  • 苹果币: 2
  • Elemente, mia kara Druido.
    • 睡霞林地
新版
« 回帖 #2 于: 2021-04-26, 周一 14:49:56 »
引述: Focus
学派:祈唤
领域:共通
等级:4
射程:10 英尺
成分:V, S, M
施法时间:1 天
持续时间:特殊
影响区域:特殊
豁免检定:无
  This spell creates a focus through which faith magic can work. The focus cannot function with­out a source of devotional energy, such as a con­gregation or group of priests. The focus gathers devotional energy and reshapes it to amplify other spells (the same energy keeps the focus in exis­tence: if the spell is cast and there is no immediate source of devotional energy within 100 feet, the focus immediately fails).
  Once created, most foci cannot be moved. This condition and the need for a constant supply of devotional energy tends to limit the use of foci to temples, churches, monasteries, shrines, and seminaries permanent structures where followers of the religion gather on a regular basis. Sometimes a focus is created for a special gather­ing such as a holy day, conclave, grand wedding, or yearly festival.
  Not all foci are identical. The particular form of the focus depends on the power and nature of the spell being amplified. All foci can be seen by *detect magic*. There are three basic types of foci: site, item, and living.
  *Site foci* are connected to a place, whether a room, building, field, or forest. Once cast, the focus cannot be moved. It causes no disturbance in the surroundings; it is invisible and intangible.
  *Item foci* are centered on a single object. Customarily, this object is large and immovable, such as an altar, but it is possible for the focus to be as small as is practical. The item can be as elab­orate or plain as desired, but should have some sig­nificance to the religion.
  *Living foci* are the rarest of all types. In this case, the focus is created on a living plant, animal, or person. *Detect charm* reveals the person is somehow enchanted, although not under the influ­ence of a typical charm spell.
  The type of focus created (site, item, or living) depends on the religion and nature of the spell am­plified. These choices are listed in the table
  Casting the *focus* spell is a long and compli­cated process, accompanied by many ceremonies and rituals. During the day spent casting the spell, the priest needs the assistance of at least two other priests of the same faith. These aides need not memorize the spell (or even be capable of casting it). Their duty is to provide the extra hands and voices needed at specific points of the casting. A large number of worshipers must be present since the focus requires their energy. Not surprisingly, the casting of this spell is often incorporated into important holy festivals or special occasions.
  The duration of the *focus* is one year. If the de­votional energy falls below a minimum level, the spell ends sooner. A focus requires the devotional energy of at least 100 devout worshipers. Lay monks (those dedicated to the religion but not priests) count as two worshipers, while priests (of any level) count as ten. A focus could be main­tained by a congregation of 100, a monastery of fifty, or a seminary of as few as 10 priests (or any combination of the above). The focus must receive this energy for at least 10 hours out of every day. If these conditions are not met, the focus weakens. The area of effect of the amplified spell decreases by 20% each day until it fades away completely.
  Once the focus is created, the priest or priests have 1 turn in which to cast the desired spell upon the focus. A focus can amplify only one spell, and each item, creature, or place can receive only one focus. Spells that can be cast upon a focus are listed on the table.
  Once the spell is cast, the normal duration and area of effect for that spell are ignored. The focus begins to increase these factors of the spell's power. After one day, the amplified spell reaches its full area of effect. Thereafter, it remains over that area until the focus fails.
  The area affected by the focus (and its ampli­fied spell) depends on the level of the caster. The spell expands in a radius from the focus, 20 feet per level of the caster, although it can be created smaller. Within that area of effect, the amplified spell exerts its normal effect. A 13th-level priest could create a focus up to 260 feet in diameter.
  The material components are many, including special vestments, incense, oils, waters, and other equipment the DM deems appropriate. The cost of these materials must be at least 1,000 gp plus 100 gp per level of spell being amplified. These items are given up as offerings to the deity (perhaps to be distributed to the poor), and new ones are obtained each time the spell is cast.
  Notes: Uncommon spell (*ToM*).
引述: Focused Spell Effects
SpellPossible Focus Type
防动物护罩S/I/L
防植物护罩S/I/L
祝福术S/I
操控温度,半径 10 英尺S*
操纵风相S/I*
治愈疾病I/L
治愈目盲或耳聋I/L
侦测毒素S/I
侦测谎言I
侦测魔法I
驱散邪恶S/I
龙祸|DragonbaneS
忍受寒冷/炎热S*
知晓阵营I/L
负位面防护S/I
防护邪恶S/I
防护闪电S
防护火焰S
净化饮食I
移除恐惧S/I/L
移除诅咒I
驱虫术S/I
抵抗火焰/寒冷S
动物交谈术S/I/L
巧言术S/I
真知术S
*The caster states a desired range (temperature, wind, strength etc.) within the spell's normal limitations at the time it is cast.
引述: Uplift
学派:转化
领域:共通
等级:4
射程:0
成分:V, M
施法时间:12 hrs.
持续时间:1 回合
影响区域:1 个祭司
豁免检定:无
  *Uplift* bestows increased spellcasting ability on one priest, including additional spells per level and use of spells beyond the caster’s normal level. This cooperative spell requires two priests who must spend the day casting this spell. During the casting, the priests must decide which additional spells (of all levels) are desired. Upon completion of the casting, the priests touch palms, and the priest of higher level receives a charge of magical energy. This charge temporarily boosts the level of the priest for spellcasting purposes. The amount of increase is one level per five levels of the lower level caster (fractions rounded up). If both priests are of equal level, the casters must decide who benefits from the spell.
  The spell grants the priest the spellcasting abil­ity of the new level. It does not improve hit points, attack rolls, or other abilities. If the increase allows more spells per level, the additional spells are instantly placed in the subject’s memory. A priest is also enabled to cast spells normally beyond his or her level. Range, duration, area of effect, and other variables are all based on the priest’s tempo­rary level.
  The increased effect lasts only 1 turn. At the end of the turn, all additional spells are lost and the priest reverts to his or her normal level.
  As an example, consider a party with a fallen comrade. The two priests in the party are 7th and 8th level, both unable to cast *raise dead.* After a night’s rest, each priest adds *uplift* to his memorized spells. After casting the spell, the 8th-level priest suddenly gains the casting abilities of a 10th-level priest, including the ability to cast *raise dead*. At the end of one turn, the priest’s abilities revert to 8th-level.
  Casting this spell is an arduous task, causing a severe drain on the priests. When the spell expires, the priest suffers 2d6 points of damage from mental exhaustion. This damage cannot be healed by any means until the priest has had at least 8 hours of rest.
  The material components are the priests’ holy symbols and an offering worth at least 500 gp from each priest.
  Notes: Uncommon spell (*ToM*).
引述: Great Circle
可逆
学派:防护
领域:创造
等级:6
射程:0
成分:V, S
施法时间:6 回合
持续时间:1 rd.
影响区域:特殊
豁免检定:特殊
  The *great circle* is a powerful cooperative spell that can be used only by four or more priests, each casting the spell simultaneously. Because of the nature of this spell and its casting time, it is often used to cleanse grounds in preparation for the con­struction of a temple or sanctuary.
  When casting the *great circle,* the priests stand in a circle of no more than 20-foot diameter. Each faces inward; when the spell is completed, each priest faces outward, directing the energy of the spell.
  When the casting is complete, the spell takes the form of a radiant halo of golden light 20 feet above the ground. This halo quickly expands in a shimmering wave. It can pass through objects, with small arcs of the halo disappearing momen­tarily and reappearing on the far side. As the halo moves, it generates a high-pitched hum that varies in pitch, almost like a chorus. The halo moves slowly at first, but builds speed, reaching its max­imum range at the end of one round.
  The radius of the golden halo is dependent on the number of priests casting the spell. Each priest adds 60 feet to the radius. Thus, four priests could gener­ate a halo that extends 240 feet in all directions from the circle of priests. Theoretically, there is no limit to the number of priests who can contribute to this spell, but the need for the priests to be within a 20-foot diameter circle sets a practical limit of 20 casters.
  The halo is pure energy tapped from the Posi­tive Material plane. It causes harm to undead and evil beings within the area of effect. Undead crea­tures of 8 or fewer Hit Dice are instantly destroyed and are not allowed a saving throw to avoid the effect. More powerful undead suffer 1d8 points of damage per caster. A successful saving throw vs. death magic reduces this damage to half. Creatures of evil alignment suffer 1d6 points of damage per caster (a saving throw is allowed for half-damage).
  The reverse of this spell, the *black circle,* cre­ates a ring of shimmering black energy. Paladins and priests of good alignment suffer 1d10 points of damage per priest in the circle. All other good creatures suffer 1d4 points of damage per caster. Affected creatures are allowed a saving throw vs. death magic to reduce the damage to one-half.
  Notes: Uncommon spell for clerics (*ToM*).
« 上次编辑: 2021-04-26, 周一 15:21:32 由 ZzNoah 2nd Edition »