作者 主题: CC法术详述C-E(中文未校对)  (阅读 6924 次)

副标题: 继续填坑,CC居然和HoH有瓜葛

离线 Phantomatt

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CC法术详述C-E(中文未校对)
« 于: 2012-06-02, 周六 20:07:07 »
生命通道(CONDUIT OF LIFE )
咒法系(医疗)
等级:牧师2,圣武士2
法术成分:V,S
施法时间:1个标准动作
距离:个人
目标:自己
持续时间:10分钟/等级或直到散发
在你下一次使用职业能力或种族能力来引导正能量(例如驱散不死生物或圣疗)时,你同时治疗自身2D10+1/施法者等级(最大10)的伤害。如果你已经成为一个正在使用中的治疗效果的受术者(例如vigor(?),或者你在生命通道仍然有效的时间内接受了一个治疗伤害法术),该法术立即治疗你自身3D8+1/施法者等级的伤害并且立刻消散。


混乱诅咒(CONFOUND)
惑控系(胁迫)[影响心灵]
等级:牧师4
法术成分:V,S,DF
施法时间:1个标准动作
距离:近距(25呎+5呎/每2等级)
目标:1个生物
持续时间:1轮/等级
豁免:意志通过则无效
法术抗力:有
你使目标无法有效地跟上你的行动。受术者在对你的攻击检定上有-2减值,同时你对目标的攻击检定获得+2环境加值。如果你信仰的神祗拥有诡术领域—即使你没有选择这个领域—上述调整值变为-3与+3.此外,目标不能以你为目标进行借机攻击。
如果你在连续的两轮内对目标成功的施展了此法术,该法术的好处对你的盟友一样有效。

抑制魔法(DAMPEN MAGIC)
防护系
等级:牧师4
法术成分:V,S,DF
施法时间:1个标准动作
距离:接触
目标:接触到的生物
持续时间:1轮/等级或直到散发(解消)
豁免:意志通过则无效(无害)
法术抗力:可(无害)
该法术用一种抑制魔法效果的神秘力场围绕着受术者。当它生效时,攻击受术者的任何魔法武器的增强加值减少1.例如,一把+4长剑在攻击受术者时,在攻击检定与伤害检定上将只有+3增强加值。然而,即使一件武器的增强加值被降至-1以下,它的精制品加值依然生效。类似的,任何影响受术者的法术,类法术能力,超自然能力—无论是明确以受术者为目标的,或是仅包括受术者在范围内的—在施法者等级与豁免DC上受到-1减值。
受术者可以选择以一个移动动作降低力场的能力以接受有益法术的全部效果,但如此做会使之直到他的下一轮之前易受攻击,因为重新恢复力场的效果同样需要一个移动动作。受术者身上正在生效的魔法效果(例如牛之蛮力或者受术者装备提供的增强加值)不受影响。
但是受术者在抑制魔法生效后捡起的任何物品或接受的任何法术效果照常生效。
你每在7级以上拥有六个施法者等级,该法术抵抗魔法的效果得到额外的加值。因此,如果你的施法者等级在13至18,该法术对影响目标的武器的增强加值,法术的施法者等级与豁免DC的减值变为+2,如果你的施法者等级在19或更高,减值为3。
在抑制魔法的效果持续时间剩余5轮或更多时,受术者可以在短暂的时间内对大多数魔法暂时免疫。该效果产生一个环绕受术者的5尺半径的反魔场。Divide the remaining rounds of duration by 5 and round down; the result is the number of rounds the antimagic effect lasts.(法术在该效果启动后持续最多5轮时间?)一旦这段时间结束,该法术结束。一旦反魔场效果被使用,原本的法术效果便不能被恢复。

生命之镖(DARTS OF LIFE)
咒法系(医疗)
等级:牧师5
法术成分:V,S
施法时间:1个标准动作
距离:近距(25呎+5呎/每2等级)
效果:一个或更多生物每轮
持续时间:1分钟/等级
豁免:无
法术抗力:可
你创造十个微微波动,发出蓝白色光芒的,围绕你的头部像艾恩石一样旋转的飞镖。以一个自由动作,你可以每轮一次对一个射程内的盟友发射一枚飞镖。此外,以一个标准动作,你可以向选定的一个或更多盟友发射最多三枚飞镖。以一个整轮动作,你可以对一个或更多盟友射出全部剩下的球体(为啥到这里就突然变成orbs了)。
每个飞镖治疗目标1D8点伤害,如同它是一个治疗伤害法术一般。然而对于由负能量驱动的不死生物,该法术伤害它们而不是治疗它们的伤口。不死生物可以对该法术应用法术抗力。

圣化壁垒(DEIFIC BASTION)
变化系
等级:暗黑卫士3,牧师3,圣武士3
法术成分:V,S,DF
施法时间:1个标准动作
距离:接触
目标:接触到的盾牌或重甲
持续时间:1轮/等级
豁免:强韧通过则无效(无害,物品)
法术抗力:有(无害,物品)
你必须持有一面盾牌或穿着重甲以施放该法术。该盾牌或盔甲获得+1增强加值,以及一项基于你的信仰的附加能力,如下表所述。该增强加值只能用于防御,不能使盾牌在进行盾牌猛击时视作魔法武器。当你的施法者等级为9-12时盔甲或盾牌得到的增强加值为+2,12-14时为+3,15-16为+4,18或以上为+5(原文如此,17没了)
神祗             能力
巴哈姆特     寒冷抗力5
博卡布       法术抗力13
柯瑞隆•拉瑞斯安  辟矢
艾罗娜       寒冷抗力5
厄瑞斯努     DR2/魔法
法兰恩       中级护命
加尔•闪金   SR13
格乌什       辟矢
海若尼斯     电击抗力5
海克斯托     DR2/魔法
寇德         DR2/魔法
克图玛       暗影,蹑行
罗丝         中级护命
摩拉丁       辟矢
奈落         中级护命
欧拜亥       暗影,蹑行
渥利达马拉   暗影,蹑行
培罗         火焰抗力5
圣•库斯伯特 DR2/魔法
提亚马特     火焰抗力5
维克那       寒冷抗力5
维婕丝       SR13
悠达拉       暗影,蹑行




神圣报偿(DIVINE RETRIBUTION)
防护系
等级:牧师5
法术成分:V,S,DF
施法时间:1个标准动作
距离:个人
目标:自身
持续时间:10分钟/等级或直到散发
豁免:意志通过则部分生效
法术抗力:可
在法术的持续时间内,任何攻击你的生物—无论是物理攻击,法术,或其它方式—将在你被影响后立即受到一个报复性的效果。这个报复造成1D6每施法者等级的伤害(最大15D6),以及1D4点属性伤害。伤害与属性伤害的详细类别基于你的信仰,如下表所示。但其伤害将永远由一半的能量与一半的神能构成。(译注:类似焰击术)一个成功的意志豁免将减半目标所受到的伤害并忽略属性伤害。一旦这个报偿效果发生,该法术结束。
神祗                 能量        属性伤害
神祗                 能量        属性伤害
巴哈姆特            寒冷          敏捷
博卡布              电击          智力
柯瑞隆•拉瑞斯安    强酸          感知
艾罗娜              寒冷          力量
厄瑞斯努            火焰          体质
法兰恩              强酸          体质
加尔•闪金          音波          感知
格乌什              火焰          力量
海若尼斯            电击          力量
海克斯托            火焰          力量
寇德                强酸          力量
克图玛              火焰          智力
罗丝                电击          魅力
摩拉丁              声波          敏捷
奈落                寒冷          魅力
欧拜亥              电击          敏捷
渥利达马拉          火焰          敏捷
培罗                火焰          感知
圣•库斯伯特        声波          体质
提亚马特            火焰          感知
维克那              寒冷          智力
维婕丝              寒冷          力量
悠达拉              强酸          力量


腐朽之门(DOOR OF DECAY)
咒法系(传送)
等级:牧师5
法术成分:V,S
施法时间:1个标准动作
距离:见下文
目标:自身
持续时间:立即
你可以利用负能量位面,作为大多数利用星界的传送法术的通道。施放该法术之后,你可以按照字面意思“走进”一个不死生物,并从另一个距离你100英里每施法者等级的不死生物中离开。如果你不知道目标不死生物的确切位置,你可以选择离你最近的一个你控制的不死生物作为出口。两只不死生物必须均与你的体型相符或更大,且任一一只都必须是自愿的,或在你的控制之下。(无心智不死生物视作自愿,如果你控制他们。)
如果你信仰维婕丝,维克那或其他同时与死亡和魔法有关的神祗,你在确定你最大传送距离的施法者等级上获得+4加值。你可以携带不超过你最大负载的物品,但你不可以与其他生物一起进行传送。
特殊:一个恐惧死灵师(HoH)可以通过冒险学习职业能力习得该法术,即使它不是一个恐惧死灵师法术。

憎恶咒诅(EXECRATION)
死灵系
等级:暗黑卫士2,牧师2
法术成分:V,S,DF
施法时间:1轮
距离:接触
目标:接触到的生物
持续时间:10分钟/等级或直到散发
豁免:意志通过则无效
法术抗力:可
通过一次接触,你给予目标生物的所有豁免-2减值,如果受术者同时处于其他给予豁免减值的效果下,本效果与之累计。
在法术持续结束前的任何时间,你可以一个直觉动作强迫受术者重掷单次攻击检定,豁免骰,技能检定,或属性检定你可以在目标掷骰结果出现前或出现后使用该效果,但你此时与目标之间必须有效果线。两次掷骰中较低的结果生效。一旦这个效果被使用,此法术立即结束。




原文:
CONDUIT OF LIFE
Conjuration (Healing)
Level: Cleric 2, paladin 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level or until discharged
A small kernel of positive energy grows within your heart, warming your whole body.
The next time you use a class feature or racial ability to channel positive energy (such as turn undead or lay on hands), you also heal a number of points of damage to yourself equal to 2dl0+1/caster level (maximum 10).
If you are already subject to an ongoing healing effect (such as vigorsc, or if you receive a cure spell while conduit of life is still in effect, this spell instead heals a number of points of damage equal to 3d8+1/caster level and it is discharged.
CONFOUND
Enchantment (Compulsion) [Mind-Affecting]
Level: Cleric 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft/2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Your opponent's eyes try to follow your gestures while you cast, and they fail to refocus when you finish.
You render the target unable to follow your movements effectively. The subject takes a -2 penalty on attack rolls made against you, and you gain a +2 circumstance bonus on attack rolls made against it. If you worship a deity that provides access to the Trickery domain—even if you did not choose that domain—these modifiers rise to -3 and +3, respectively. Furthermore, the subject cannot make attacks of opportunity against you.
If you successfully cast this spell on the same subject in each of 2 consecutive rounds, these beneficial effects extend to your allies as well.
DAMPEN MAGIC
Abjuration
Level: Cleric 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level or until discharged (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You can sense the fibers of magic around you. Reaching out, you pull them tight about your subject, creating an invisible cocoon of mystical forces.

This spell surrounds the subject with a mystical field that dampens the effects of magic. While it is in effect, the enhancement bonus of any magic weapon used against the subject is lowered by 1. For instance, a +4 longsword would have only a +3 enhancement bonus on attack rolls and damage rolls when wielded against the subject. However, even if a weapon's enhancement bonus is reduced below +1, its masterwork bonus still applies. Similarly, every spell, spell-like ability, or supernatural ability that affects the subject—whether it is specifically targeted on the subject or merely includes the subject in its area—takes a -1 penalty to caster level and save DC.
The subject of the spell can choose, as a move action, to lower this field to receive the full effects of beneficial spells, but doing so might leave him vulnerable until his next turn, since raising the effect again also requires a move action. Ongoing magical effects already in place on the subject when dampen magic is cast (such as bull's strength or the enhancement bonuses of its own equipment) are unaffected, but any item the subject picks up and any spell he receives after dampen magic is in effect are affected as normal.
For every six caster levels above 7th that you possess, the spell reduces incoming effects by one additional point. Thus, if your caster level is 13th-18th, the reduction to the enhancement bonus of weapons and the caster levels and save DCs of spells used against the subject is 2, and if your caster level is 19th or higher, the reduction is 3.
At any time when dampen magic has 5 or more rounds of duration left, the subject can render itself utterly immune to most magic for a brief period. The effect produced is an antimagic field (PH 200), which surrounds the subject to a radius of 5 feet. Divide the remaining rounds of duration by 5 and round down; the result is the number of rounds the antimagic effect lasts. Once that time expires, the spell ends, and once the antimagic field has been invoked, the original spell effect cannot be reinstated.
DARTS OF LIFE
Conjuration (Healing)
Level: Cleric 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft/2 levels)
Effect: One or more creatures per round
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes
Small orbs of light circle your head. With a gesture, you cause one to spin off and strike your friend, healing him of damage.
You create ten gently pulsing darts of pale blue light that orbit your head like ioun stones. As a free action, you can launch one dart per round at an ally you designate within range. Alternatively, as a standard action, you can launch up to three darts per round at one or more designated allies within range. As a full-round action, you can launch all remaining orbs at one or more allies within range.
Each dart heals ld8 points of damage the target has taken, as though it were a cure spell. Since undead are powered by negative energy, this spell damages them instead of curing their wounds. An undead creature can apply spell resistance to this


effect, and you must make a successful ranged touch attack for each dart you attempt to launch against such a creature.
DEIFIC BASTION
Transmutation
Level: Blackguard 3, cleric 3, paladin 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Shield or heavy armor touched
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Calling upon your patron for protection, you imbue your defenses with an unnatural resilience.
You must either be holding a shield or wearing heavy armor to cast this spell. The shield or armor gains a +1 enhancement bonus plus an additional special ability that depends on your deity, as given on the table below. This enhancement bonus is defensive only; it does not cause a shield to function as a magic weapon if it is used to make a shield bash. The enhancement bonus of the armor or shield is +2 if your caster level is 9th-llth, +3 if it's 12th-14th level, +4 if it's 15th-16th, and +5 if it's 18th or higher. Deity -

   Added Ability
Bahamut    Cold resistance 5
Boccob    Spell resistance 13
Corellon Larethian    Arrow deflection
Ehlonna    Cold resistance 5
Erythnul    Damage reduction 2/magic
Fharlanghn    50% fortification (half of critical hits
are negated)
Garl Glittergold    Spell resistance 13
Gruumsh    Arrow deflection
Heironeous    Electricity resistance 5
Hextor    Damage reduction 2/magic
Kord    Damage reduction 2/magic
Kurtulmak    Shadow and silent moves
Lolth    50% fortification (half of critical hits
are negated)
Moradin    Arrow deflection
Nerull    50% fortification (half of critical hits
are negated)
Obad-Hai    Shadow and silent moves
Olidammara    Shadow and silent moves
Pelor    Fire resistance 5
St. Cuthbert    Damage reduction 2/magic
Tiamat    Fire resistance 5
Vecna    Cold resistance 5
Wee Jas    Spell resistance 13
Yondalla    Shadow and silent moves



DIVINE RETRIBUTION
Abjuration
Level: Cleric 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level or until discharged
Saving Throw: Will partial
Spell Resistance: Yes
You feel your deity's hand hovering over you, ready to smite anyone who harms you.
For the duration of this spell, any creature that attacks you—whether with a physical attack, a spell, or by other means—is struck by a retributive effect immediately after you're affected. The retribution deals ld6 points of damage per caster level you possess (maximum 15d6) and ld4 points of ability damage. The precise nature of the damage and ability damage are depend upon your deity, as given in the table below, but the damage is always one-half energy and one-half divine power. A successful Will save halves the hit point damage and negates the ability damage. Once the retributive effect takes place, the spell ends. Deity
   Energy    Ability Damaged
Bahamut    Cold    Dexterity
Boccob    Electricity    Intelligence
Corellon Larethian    Acid    Wisdom
Ehlonna    Cold    Strength
Erythnul    Fire    Constitution
Fharlanghn    Acid    Constitution
Garl Glittergold    Sonic    Wisdom
Gruumsh    Fire    Strength
Heironeous    Electricity    Dexterity
Hextor    Fire    Strength
Kord    Acid    Strength
Kurtulmak    Fire    Intelligence
Lolth    Electricity    Charisma
Moradin    Sonic    Dexterity
Nerull    Cold    Charisma
Obad-Hai    Electricity    Dexterity
Olidammara    Fire    Dexterity
Pelor    Fire    Wisdom
St. Cuthbert    Sonic    Constitution
Tiamat    Fire    Wisdom
Vecna    Cold    intelligence
Wee Jas    Cold    Strength
Yondalla    Acid    Strength


DOOR OF DECAY
Conjuration (Teleportation)
Level: Cleric 5
Components: V, S
Casting Time: 1 standard action
Range: See text
Target: You
Duration: Instantaneous

You feel yourself ■pulled forward, into the undead creature you have touched. Your flesh and soul grow cold, and after an instant of maddening emptiness, you reappear elsewhere.

A cleric of Yondalla uses footsteps of the divine to avoid a drow patrol

You can use the Negative Energy Plane as a conduit in the same fashion that most teleportation magic uses the Astral Plane. Upon casting this spell, you can literally step into I an undead creature and emerge from another designated undead creature up to 100 miles away per caster level. If you do not know the precise location of the destination undead, you can select the undead creature you control nearest your desired exit point. Both undead creatures must I be your size category or larger and either willing or under your control. (Mindless undead are considered willing only if you control them. )
If you worship Wee Jas, Vecna, or another deity associated 1 with both death and magic, you gain a +4 bonus to your caster I level for the purpose of determining the maximum distance you can travel. You can bring along objects as long as their weight doesn't exceed your maximum load, but you cannot I bring other creatures with you.
Special: A dread necromancer can learn this spell through I the advanced learning class feature, even though it is not a necromancy spell.

EXECRATION
Necromancy
Level: Blackguard 2, cleric 2
Components: V, S, DF
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until discharged
Saving Throw: Will negates
Spell Resistance: Yes
You channel the wrath of your deity through a simple touch, inflict- ing misfortune on your foe.
With a touch, you impose a -2 penalty on all of another crea- I ture's saving throws. If the subject is also under another effect that imposes saving throw penalties, the effects stack.
At any point before the spell's duration expires, you can 1 force the subject to reroll a single attack roll, saving throw, I skill check, or ability check as an immediate action. You can [ require this action either before or after the subject rolls, but you must have line of sight to the subject at the time. The I lower of the two rolls applies. Once this option is exercised, I the spell ends immediately.

« 上次编辑: 2012-06-03, 周日 00:16:48 由 Phantomatt »
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从高三滚出来却懒得填坑的大学狗一枚