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离线 Manfred

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New Spells From War_Of_The_Lance
« 于: 2007-01-02, 周二 09:49:13 »
Magic of Krynn  45

New Spells
During the Age of Despair, from the Cataclysm leading up
to the War of the Lance, divine magic is nearly unknown
amongst the populace, as all true clerics disappeared along
with the gods. For the first period in history, since the Age
of Dreams, arcane magic is the dominant magic practiced
by mortals. The only “known” source of divine magic
during this era are contained within magical items and
artifacts from previous eras.
In the following spell descriptions, the level
requirements for non-arcane spellcasters capable of
utilizing the spells has also been included for purposes of
utilizing the spells fully in other eras, or in the creation of
magical items.

Barrier of Deflection
Evocation (Force)
Level: Clr 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You surround yourself, or any single creature touched,
with an invisible barrier of force, creating a personal
shield that repulses physical attacks. The barrier provides
a +4 deflection bonus to AC, as well as causing 1d6 points
of force damage to any creature that strikes you with a
melee or touch attack, while the field surrounding you
backlashes.
Material Component: A small steel mirror.

Chitinskin
Transmutation
Level: Clr 3, Drd 3, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
Chitinskin toughens a creature’s skin by encasing it within
the hardened natural shell of an insect. The effect grants
a +1 enhancement bonus to a creature’s existing natural
armor bonus for every 2 levels of the spellcaster.
The chitinskin fits the target like a second skin,
but the shell’s bulk does not allow for the wearing of
manufactured armor. The enhancement bonus provided
by chitinskin stacks with the target’s natural armor bonus,
but not with other enhancement bonuses to natural armor.
A creature without natural armor has an effective natural
armor bonus of +0.
Arcane Material Component: The dessicated shell of a
cicada.

Detect Dragon
Divination
Level: Clr 3, Drd 3, Rgr3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You can detect any dragon, or any creature with the
dragon subtype (such as draconians or wyverns), in a cone
emanating out from you in whatever direction you face.
You need not necessarily know the type of dragon you
are looking for, as the spell functions equally well for the
detecting of true dragons as it does for dragonkin. The
spell will pierce through even the deceptions of illusions
and polymorph magics (but not through spells like
misdirection or nondetection that are specifically designed
to defeat divination spells).
The amount of information revealed through using the
spell depends upon how long you search a particular area,
or focus on a specific type of dragon.
1st Round: Presence or absence of a dragon in the area.
2nd Round: Number of dragons in the area, as well as
the condition (see below) of the healthiest specimen.
3rd Round: The condition and location of each
individual present as well as the general type (true dragon,
draconian, dragon turtle, etc.) of the healthiest specimen.
4th Round: The condition, location, and general type
of each individual present, as well as the age category (if
applicable) of the healthiest specimen.
5th Round: The condition, location, general type, and
age category (if applicable) of each individual present.
Conditions: For purposes of this spell, the categories of
conditions are as follows:
Normal: Has at least 90% of full normal hit points, free
of disease.
Fair: 30% to 90% of full normal hit points remaining.
Poor: Less than 30% of full normal hit points
remaining, afflicted with a disease, or suffering from a
debilitating injury.
Weak: 0 or fewer hit points remaining, afflicted with a
disease in the terminal stage, or crippled.
If a creature falls into more than one category, the spell
indicates the weaker of the two.
Each round, you can turn to detect a dragon in a
new area. The spell can penetrate barriers, such as earth
and stone, as well as magical disguises, but if a dragon
is outside of direct line of sight, then you can discern its
direction but not its exact location.
This spell became rare after Huma’s time, as true
dragons had long since passed into the realm of “legend.”
However, it was wielded particularly well by the forces of
the Dark Queen in the Age of Despair to track down the
lairs of the metallic dragons so their eggs could be stolen.
Arcane Material Component: A scale from a true
dragon.

Elemental Blade
Evocation [Acid, Cold, Electricity, Fire or Sonic]
Level: Clr 4, Drd 3, Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 1 standard action
Range: 0 ft.
Effect: One sword-like energy construct
Duration: 1 round/level (D)
Saving Throw: Special
Spell Resistance: Yes
You create a sword composed of raw focused energy, which
you can wield to devastating effect. An elemental blade
may be created with the acid, cold, electricity, fire or sonic
descriptors, which correspond with the appropriate type
of energy damage. This type cannot be changed once the
spell is cast. Attacks with the elemental blade are normal
melee attacks, although since the blade is immaterial, your
Strength modifier does not apply to the damage.
The effect the elemental blade has upon target
creatures varies, depending upon the type of blade.
Fire: This elemental blade is a nimbus of crackling red
and yellow flame. It is wielded like a scimitar, and deals
2d6 points of fire damage plus one point of fire damage
per caster level (maximum +10). Victims must also make
a Reflex save to avoid catching on fire (see Catching
on Fire in the Dungeon Master’s Guide). Non-magical
combustible materials such as parchment, straw, dry sticks,
and cloth ignite if they are struck (no save).
Cold: This elemental blade is a nimbus of pale bluewhite
cold. It is wielded like a rapier, and deals 2d6 points
of cold damage plus one point of cold damage per caster
level (maximum +10). Victims must make a Fortitude
save or be staggered for a number of rounds equal to
the caster’s spellcasting ability modifier (Intelligence for
wizards, Wisdom for clerics, mystics and druids, Charisma
for sorcerers).
Electricity: This elemental blade is a nimbus of blueviolet
electricity. It is wielded like a longsword and
deals 2d6 points of electricity damage plus one point
of electricity damage per caster level (maximum +10).
Victims must make a Reflex save or fall prone and be
dazzled for a number of rounds equal to the caster’s
spellcasting ability modifier (Intelligence for wizards,
Wisdom for clerics, mystics and druids, Charisma for
sorcerers).
Acid: This elemental blade is a corrosive stream of
green-black acid. It is wielded like a scimitar, and deals
2d6 points of acid damage plus one point of acid damage
per caster level (maximum +10). Victims must make a
Fortitude save or be sickened for a number of rounds equal
to the caster’s spellcasting ability modifier (Intelligence for
wizards, Wisdom for clerics, mystics and druids, Charisma
for sorcerers).
Sonic: This elemental blade is a nimbus of pinkishwhite
force. It is wielded like a longsword, and deals
1d10 points of sonic damage plus one point of sonic
damage per caster level (maximum +10). Victims must
make a Fortitude save or be deafened for a number of
rounds equal to the caster’s spellcasting ability modifier
(Intelligence for wizards, Wisdom for clerics, mystics and
druids, Charisma for sorcerers).
If an attacked creature possesses spell resistance, the
resistance is checked the first time the elemental blade
strikes it. If the blade is successfully resisted, the spell is
dispelled. If not, the sword has its normal, full effect on
that creature for the duration of the spell.
Focus: A miniature sword with a blade made of clear
quartz. It costs 25 stl to construct.

Falling Feathers
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Pile of feathers whose area is up to one 5-ft.
square/level; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell creates feathers that fall from the sky with
surprising swiftness, creating a massive pile on the ground.
Within moments, the feathers fill a 5-foot square (5-feet
wide and 5-feet deep) per level of the spellcaster. The
pile can be spread out or piled up, as you decide upon
casting the spell, as long as the area the feathers fill up is
contiguous (you cannot separate the feathers into distinct
piles, the spell creates only a single pile).
The feathers are harmless, and they do not noticeably
impede movement; however, they can provide a handy way
to create a safe landing place for falling creatures. Each 5-
feet of depth will reduce the effective distance fallen by 10-
feet when calculating falling damage (see Falling Damage
in the Dungeon Master’s Guide), with a 5-foot wide square
providing enough support for a Small or Medium sized
creature. For Large creatures, the pile must be at least
10-feet wide and 10-feet deep for the feathers to reduce
damage, with an additional 5-feet (both in width and
depth) pile needed per size category above Large. Tiny and
smaller creatures have the effective distance fallen reduced
by 20-feet per 5-feet depth of the feathers.
Material Component: A piece of down.

Flamewave
Evocation [Fire]
Level: Drd 4, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: A 5 ft. high moving wall of flame, up to 5 ft.
wide/2 levels
Duration: 1 round/level (D)
Saving Throw: Reflex half
Spell Resistance: Yes
You create a sheet of devouring flames that move away
from you at a steady speed, scorching anything in their
path. The flamewave moves at a speed of 30 feet each
round, in the same direction indicated at the casting of
the spell, which cannot be changed. A flamewave moves
over barriers less than 4-feet high, but it must travel across
a solid surface. The flamewave is 5 ft. high and 1 ft. thick,
and 5 ft. wide for every 2 levels of the caster. It ignites
flammable substances.
If the flamewave passes through a space occupied by a
creature, the creature takes 2d6 points of fire damage + 1
point of fire damage per caster level (maximum +20). The
flamewave deals double damage to undead creatures.
Once the flamewave moves beyond the spell’s range, it
automatically winks out of existence. You may also dispel
the flamewave at will.
Arcane Material Component: A rectangular block of
coal or incense.

Healing Hand
Conjuration (Healing)
Level: Clr 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Effect: Creature(s) touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
For the duration of the spell, your touch will channel
positive energy, allowing you to restore a little bit of health
to any living creature you touch. Each round, as a standard
action, your touch will heal 1 point of damage. As a full
round action, you may heal 1 point of damage to up to six
creatures within reach. This spell can be used repeatedly
on the same creature, or it can be spread among multiple
creatures as need requires. As with cure spells, this spell
deals damage to undead instead of curing their wounds.
An undead creature can apply spell resistance, and can
attempt a Will save to negate the damage.
This spell is most often used during large-scale battles,
where a little bit of healing must go a long way.

Lifesight
Necromancy
Level: Clr 2, Mys 2
Components: V, S, DF
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped emanation
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
Calling upon the vibrant forces of life, you are able to
detect the general health and well-being of creatures
within the spell’s range. You instantly know whether each
creature within the area is dead, injured (more than half
total hp remaining), wounded (between 1 hp and half total
hp), diseased or poisoned (although you cannot tell what
type of disease or poison is infecting the creature), near
death (0 hp), dying (-1 through –10 hp), an undead, or
neither alive nor dead (such as a construct). Lifesight sees
through any spell or ability that allows creatures to feign
life or death.

Radiant Dart
Evocation
Level: Sor/Wiz 2
Components: V, S
48  Magic of Krynn
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Up to 9 creatures, no two of which can be more
than 15 ft. apart.
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes
You create a missile of radiant energy that streaks from
your fingertips to strike its target. To successfully strike
the target, you must make a ranged touch attack. When
the dart strikes its target, it explodes in a burst of brilliant
light, dealing 1d4 points of damage and dazzling the
victim for 1 round per point of damage taken. If you miss
the target, the dart explodes harmlessly.
For every two caster levels beyond 3rd, you gain an
additional dart—two at 5th, three at 7th, four at 9th, five
at 11th, six at 13th, seven at 15th, eight at 17th, and a
maximum of 9 darts at 18th level. If you shoot multiple
darts, you can have them strike a single creature or several
creatures. A single dart can strike only one creature. You
must designate targets before you check for spell resistance
or roll damage.

Rotting Grasp
Necromancy
Level: Clr 3, Drd 2, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Effect: One nonmagical, formerly living object (or the
volume of the object within 5 ft. of the touched point), or
one formerly living creature (see text).
Duration: See text
Saving Throw: None (see text)
Spell Resistance: No
Any formerly living material (deadwood, plant byproducts
such as hemp or paper, animal/creature byproducts such
as wool or bone, etc.) you touch instantly decays, rots
away, and in many cases is destroyed. If the item is so large
it cannot fit within a 5-foot radius (a wooden wall, for
example), a 5-foot radius volume of the object decays and
is destroyed. Magic items made of formerly living material
are immune to this spell.
You may employ rotting grasp in combat with a
successful melee touch attack. Rotting grasp used in this
way instantly destroys 1d4 points of Armor Class (to
the maximum amount of protection the armor offered)
gained from non-magical and non-ferrous armors (such
as leather, hide, bone, or other armors made from material
that was once ‘living’) as it rots away.
Weapons in use by an opponent targeted by the spell
are more difficult to grasp. You must succeed on a melee
touch attack against the weapon. A wood (bone, or other
formerly living material) weapon that is hit is destroyed.
Note: Striking at an opponent’s weapon provokes an
attack of opportunity. Also, you must touch the weapon
and not the other way around.
Against a creature composed of formerly living
material such as an animated skeleton (or other
corporeal undead), unliving wood (construct, not planttypecreatures),
or the like, rotting grasp instantaneously
deals 3d4 points of damage +1 per caster level (maximum
+10) per successful attack. The spell lasts for 1 round per
level, and you can make one melee touch attack per round.
Arcane Material Component: A small hourglass filled
with termite eggs.

Share Sight
Divination
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Effect: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You and a designated target creature, who must be touched
when the spell is cast, are able to share one another’s visual
sense, allowing you to see through each other’s eyes. The
spell does not allow you and the target to share thoughts,
although when both are sharing the same view, there is a
sense of awareness you are not alone.
Viewing the world through someone else’s gaze is
confusing, requiring concentration. Either you or the
target can choose to share sight by closing your eyes
and focusing. The focusing individual sees through the
other’s eyes, seeing everything the other is seeing. Visual
capabilities (such as darkvision or low-light vision) are
as per the character physically present at the scene. For
example, if a human is using share sight with a dwarf,
whenever the human views through the dwarf ’s eyes, he’ll
see things clearly with the dwarf ’s natural darkvision;
conversely, if the dwarf looks through the human’s eyes,
he’s limited by the human’s lack of darkvision.
Although share sight does not allow direct
communication, per se, the awareness that one is sharing
with the other does enable rudimentary communication.
Writing something and reading it, or utilizing sign
language, or other such visual means of communication
can enable the passing of information from one person
to another, although share sight does not necessarily
convey understanding. In the previous example with the
human and the dwarf, if the dwarf writes a note when
he knows the human is sharing vision, he can pass a
message. However, if that note is written in dwarvish, and
the human does not speak dwarven, then the message is
wasted, as the sharing is purely visual.
Once the spell has been cast upon the subject, the
distance between you and the subject does not affect
the spell as long as you both are on the same plane of
existence. If either of you leave the plane, or die, the spell
immediately ceases to function.
Focus: A monocle set in a platinum frame, worth at
least 100 stl.

Shroud from Sight
Enchantment (Compulsion) [Mind-Affecting]
Level: Asn 2, Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
With this spell, you create a silent “encouragement” for
others to ignore you, rendering you effectively invisible. As
long as you concentrate, you are able to magically convince
others to look the other way, to be distracted by an odd
sound, or any other number of possible distractions.
Whenever creatures effectively have you in their line
of sight, or you pass through their field of vision, they
are allowed a Will saving throw to see if they notice you.
If they fail the saving throw, they will completely ignore
you for rest of the duration of the spell, unless you do
something to attract their attention. Creatures with 4 or
more HD or with a Wisdom score of 16 or higher are
allowed to make a saving throw each round you are within
their field of sight.
The enchantment is visual only. Shroud from sight
does not muffle sound. The spell will instantly end if you
attack any creature, or if any creature attacks you. For
purposes of this spell, an attack includes any spell targeting
a foe, or whose area or effect includes a foe. (Exactly
who is a foe depends on your perceptions.) Actions
directed at unattended objects do not break the spell, nor
does causing harm indirectly, much in the same way as
described by the spell invisibility.

Stone Tentacles
Conjuration (Creation) [Earth]
Level: Clr 3, Drd 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Up to 6 tentacles, no 2 of which may be more
than 15 ft. apart.
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
With this spell, you conjure tentacles of solid stone. The
tentacles seemingly erupt from the ground, and can be
created only upon a solid surface (they cannot be made
to appear floating in midair or on water). You create one
tentacle at 5th level, conjuring one additional tentacle
every three levels after 5th (2 tentacles at 8th, 3 at 11th, 4
at 14th, 5 at 17th, and maximum of 6 tentacles at 20th).
Each tentacle cannot be farther than 15 feet away from
another tentacle, with each tentacle 10 feet in length.
Once conjured, the tentacles operate under your mental
guidance, attacking those you command them to attack (a
free action).
The stone tentacles attempt to strike and grapple
opponents. The tentacles are Large (-1 attack for Large
size), attacking with a bonus equal to your base melee
attack bonus, with a Strength of 19 (+4 modifier). If a
tentacle strikes, it deals 2d4+4 bludgeoning damage and
attempts to grapple. Multiple tentacles can strike the same
opponent, but a separate grapple check must be made for
each tentacle.
Once the tentacles grapple an opponent, they may
continue to make a grapple check each round on your
turn to deal an additional 2d4+4 points of bludgeoning
damage. Alternately, you can command the tentacles to
hold without crushing; the tentacles will deal no damage,
but gain an additional +4 bonus to grapple checks. The
tentacles will continue to grapple until you command
them to stop, until the spell expires, until the opponent
escapes, or the tentacles are destroyed.
Each tentacle has an AC of 9, 45 hit points, a hardness
of 5.
Arcane Material Component: A tiny cat-o’-nine-tails.

Touch of Agony
Necromancy
Level: Clr 2, Sor/Wiz 2
Components: V, S (DF)
Casting Time: 1 standard action
Range: Touch
Effect: Living creature touched
Duration: 1 round/level
Saving Throw: Fort negates
Spell Resistance: Yes
50  Magic of Krynn
With a touch, you are capable of inflicting great agony
upon a living creature. You must succeed at making a
successful touch attack, but if the creature fails its saving
throw, it falls prone and is stunned. The target creature
drops whatever it was holding, can’t take actions, suffers a
-2 penalty to Armor Class, and loses its Dexterity bonus (if
any) for the duration of the spell.

Touch of Weakness
Necromancy
Level: Clr 3, Sor/Wiz 3
Components: V, S (DF)
Casting Time: 1 standard action
Range: Touch
Effect: Living creature touched
Duration: 1 minute/level
Saving Throw: Fort negates
Spell Resistance: Yes
By touching a creature, you can channel the icy chill of
negative energy, physically weakening it for the duration of
the spell. With a successful melee touch attack, the caster
applies a 1d4 penalty to the target’s Strength, Dexterity,
and Constitution scores. This penalty cannot reduce any of
these scores below 1.

Traitor’s Death
Necromancy [Evil]
Level: Clr 5, Sor/Wiz 5
Components: V, S, F
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: One day/level or until discharged (D)
Saving Throw: Special
Spell Resistance: Yes
Many wizards and priests that travel a dark path often
resort to spells to compel others to follow them, binding
their allies with magic to try to stave off betrayal.
Traitor’s death is similar in many ways to a lesser geas.
The spell is enforced by a promise spoken by the target
creature to the spellcaster, who then imbues the promise
with necromantic energy. The victim is allowed a Will
saving throw at this point to resist the spell. The spellcaster
knows whether or not the spell takes effect, but, unless the
target is informed of the spell, he is unaware of the effect.
As long as the target creature does not break that
promise, the spell lingers with relative benignity,
dissipating with the lapse of the duration, or with the
mental command of the spellcaster. If the target creature
breaks the promise, not fulfilling his side of the agreement,
he must make an immediate Fortitude saving throw.
Failing the saving throw, the creature is reduced to -1 hit
points and is dying, losing an additional hit point each
round. Only magical healing can restore the creature or
arrest hit point loss.
Focus: A small poppet bound in silver chains, worth at
least 250 stl.

以上
« 上次编辑: 2011-08-27, 周六 13:13:05 由 Manfred »

“死人,你也能挖几铲土吧。”他将死尸竖立起来,往它手里塞一把铁铲。尸体倒下,“算了。你不行。挖坑的是我,填坑的可就是你啦。”

----卡尔维诺,《不存在的骑士》