ANTIFIRE SPHERE
Abjuration
Level: Sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: 10-ft.-radius emanation from
touched creature
Duration: 10 min./level
Saving Throw: Will negates(harmless)
Spell Resistance: No; see text
You bring into being a mobile, spherical energy fi eld that protects against fire. All creatures within the area of the spell gain immunity to fire damage.
In addition, the sphere prevents the entrance of any creature with the fire subtype and hedges out such creatures that are in the area when the spell is cast. You must overcome a creature’s spell resistance to keep it at bay.
镇焰球
防护系
等级:术士/法师5
成分:V,S
施法时间:1个标准动作
距离:接触
范围:从接触生物蔓延,半径10尺.
持续时间:10分钟/等级
豁免检定:无(无害)
法术抗力:无,见下文
你造出一种移动的球形能量场,防止火焰伤害。法术区域内的所有生物免疫火焰伤害。
此外,法术生效期间,该法球会阻止任何火系亚种生物进入并将其阻隔开。你必须克服影响生物的法术抗性以将它斥于其外。
ASHEN UNION
Necromancy
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude half and
Fortitude partial; see text
Spell Resistance: Yes
You drain all the moisture from the body of a living creature, dealing it 1d6 points of dessication damage per two caster levels (maximum 10d6).
A creature that makes a successful Fortitude save takes half damage.
If the subject takes damage from the spell (whether its fi rst save was
successful or not) equal to more than half of its current hit points, it must
make another Fortitude saving throw or die as its body expels all remaining
fl uid, leaving behind only a fragile husk that powders to ash at the least
touch. A victim’s equipment is unaffected.
A creature that is affected but not slain by the spell is dehydrated
(see page 15).
Material Component: A piece of dried fruit and a pinch of dust.
沙盟死约
死灵系
等级:术士/法师6
成分:V,S,M
施法时间:1个标准动作
距离:中(100英尺10呎/等级)
目标:一个生物
持续时间:瞬时
豁免检定:强韧通过则部分生效,见下文
法术抗力:有
你抽干了活物体内的所有水分,这导致其受到每2施法者等级1d6点干燥伤害(最大10d6)。通过强韧豁免的生物只受到一半的伤害。如果生物受到了法术造成的伤害(不论其第一次豁免成功与否)等于或超过它当前HP的一半,则它必须通过一次强韧豁免否则立即因水分全部流失而死亡,只留下一个脆弱的一碰就分解成飞灰的躯壳。受术者的装备不受影响。受影响但没死亡的生物进入脱水状态(见15页)。
材料成分:一块沙漠水果和一小撮灰尘。
ASHSTAR
Conjuration (Creation) [Evil]
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. level)
Effect: One ashstar; see text
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: No
You create a magical construct called an ashstar. It shoots from your hand and hovers in the air anywhere within the limit of the range. Each round, you can move the ashstar anywhere within range by spending a move action to concentrate on the new position. The ashstar gives off a reddish light, akin to the hazy light within a sandstorm, providing shadowy illumination in a 20-foot radius. A creature you designate within 10 feet of the ashstar that takes damage from any source must make a Fortitude
saving throw. On a failed save, the damage is considered dessication damage, and the victim
becomes dehydrated.
An ashstar can be attacked as if it were an object. It has hardness 10 and 20 hit points
沙尘新星
咒法(创造)[邪恶]
等级:术士/法师2
成分:V,S
施法时间:1个标准动作
距离:中(100英尺+每等级10英尺)
效果:一个沙尘新星,见下文
持续时间:1轮/等级
豁免检定:强韧忽略
法术抗力:无
你创造一个被称为沙尘新星的魔法构装体。它从你的手中射出,在范围内的任何地方的空中盘旋。每一轮,你可以用一个移动动作将沙尘新星移动至范围内的任何地方。沙尘新星会发出红色的光,像沙尘暴中的朦胧的光线,提供20英尺半径昏暗照明。一个你指定的在沙尘新星10英尺内生物一旦受到来自任何来源的伤害,都必须进行坚韧豁免。若豁免失败,则伤害视为干燥伤害,同时目标脱水。沙尘新星可以被攻击,就好像它是一个生物。它有10硬度和20点HP。
AWAKEN SAND
Transmutation
Level: Druid 6, Sand 6
Components: V, S, DF, XP
Casting Time: 24 hours
Range: Touch
Target: 15-ft. area of sand touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You awaken a region of sand, or similar material, to humanlike sentience. To succeed, you must make a DC 18 Will save. The awakened sand is friendly toward you. You have no special empathy or connection
with sand you awaken, although it serves you in specific tasks or endeavors if you communicate your desire to it.
The sand creature you awaken has the same statistics as a Huge animated object with a base land speed of 40 feet and a burrow speed of 20 feet. Unlike normal animated objects, awakened sand beings have the earth subtype, and their Intelligence, Wisdom, and Charisma scores are each 3d6. A sand being has immunity to polymorphing. The awakened sand can speak one language you know, plus one additional language that you know per point of Intelligence bonus (if any) it has. A sand creature can engulf Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The sand creature merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the creature, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 19 Refl ex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the creature moves forward. Engulfed opponents are considered grappled and are trapped within the sand creature’s body. The sand creature deals 1d6+3 points of damage to trapped opponents each round after the one in which it engulfed them. Opponents that need to breathe risk suffocation (see page 304 of the Dungeon Master’s Guide). The save DC is Strength-based. Sand creatures are amorphous and can do anything sand would be expected to do—hide perfectly atop other sand, form into dunes and drifts, and pour through small openings (although passing through an opening two size categories smaller than the creature takes a full-round action).
XP Cost: 500 XP.
沙之复苏
变化系
等级:德鲁伊6,砂领域6
成分:V,S,DF,XP
施法时间:24小时
距离:接触
目标:触摸点15尺半径沙漠区域
持续时间:瞬时
豁免检定:无
法术抗力:无
你唤醒区域内的沙子,或类似的材料,变成一个人形造物。为了成功施法,你必须做一个DC18的意志检定。被唤醒的沙子对你处于友善状态。虽然你可以指挥沙子进行特殊的任务,但你和被唤醒的沙子之间没有特别的情感连接。
你所创造的沙子具有一个超大型活化物体相同的特性,其基本陆地速度为40英尺,并具有20英尺的掘穴速度。不同于一般的活化物体,被唤醒的沙子有土系亚种,他们的智力,智慧,魅力分别投3d6来决定。被唤醒的沙子对变形免疫。被唤醒的沙子会讲一种你所知的语言,再加上每智力调整值一个(如果有的话)额外的你知道的语言。唤醒沙可以以一个标准动作吞没体型为大型或更小的生物。在他吞掉生物的轮内它不能作出挥击攻击。要吞噬敌人,唤醒沙只需要移动并复盖敌人,它会尽可能多的影响敌人。吞噬时敌人可以进行借机攻击,但如果他们这么做,就不能尝试豁免。而没有借机攻击的必须通过一个DC19的反射检定避免被吞噬;若反射豁免成功,他们是被往后推开或侧向挤开(由对方选择),就好像对方自己进行了移动。被吞噬的敌方视为被擒抱,并被困在唤醒沙的身体里。唤醒沙对被其吞噬的生物每轮造成1d6+3点伤害。同时,需要呼吸的目标会有窒息的风险(见DMG第304页)。该豁免DC基于力量。唤醒沙没有具体形态,并且可以做任何沙子可以做的事情——隐藏在其他沙子之间、形成沙丘并随风漂移、以及通过小口(虽然需要一个整轮动作来通过一个只允许体型比唤醒沙小两级以上的生物通过的开口)。
经验值消耗:500。
BLACK SAND
Necromancy [Darkness, Evil]
Level: Cleric 3, Sand 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 min./level
Saving Throw: Ref lex negates;see text
Spell Resistance: Yes
This spell creates an area of black sand (see page 20), infused with shadowstuff and negative energy.
A region of black sand literally swallows light, emitting magical darkness rising to a height of 20 feet over the surface. Creatures that come in contact with the sand take 1d4 points of damage per round from negative energy (no save). Those reduced to 0 hit points crumble into black sand themselves. Creatures can make Refl ex saves to avoid being caught in the area upon which the spell is fi rst cast. Only the surface of the sand is affected by the spell, so creatures burrowing beneath an area of black sand are unaffected unless they break its surface. Creatures that do so immediately take damage from the spell.
Black sand can be made permanent with a permanency spell.
黑沙术
死灵系[黑暗,邪恶]
等级:牧师3,砂领域2
成分:V,S
施法时间:1个标准动作
距离:中等(100英尺+10呎/等级)
范围:20尺半径散发
持续时间:1分钟/等级
豁免检定:反射忽略;见下文
法术抗力:有
这个法术会产生一片黑沙(见20页),充入影质和负能量。一片黑沙会吞噬光线,并且将魔法黑暗喷射上20英尺。接触到黑沙的生物每轮受到1d4点负能量伤害(无豁免)。那些在黑沙中HP降为0的生物崩溃成黑沙。生物仅能在法术施展时通过反射检定以避免被卷入黑沙区。只有沙子的表面受到的法术,所以掘地通过的生物不受黑沙的影响除非他们穿透地面。这么做的生物立即受到法术造成的伤害。
黑沙术可以被魔法恒定术恒定。
BLAST OF SAND
Conjuration (Creation) [Earth]
Level: Druid 4, Sand 4, sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Refl ex half
Spell Resistance: No
Sand sprays from your outstretched palm with enough force to strip fl esh from bone and scour surfaces. The spell deals 1d6 points of damage per caster level (maximum 10d6). Do not divide damage from sand scour by four when applying it to objects.
Material Component: A pinch of sand.
沙尘爆发
咒法(创造系)[地]
等级:德鲁伊4,沙领域4,术士/法师 4
成分:V,S,M
施法时间:1个标准动作
距离:30尺
区域:锥状爆发
持续时间:立即
豁免:反射减半
法术抗力:无
沙尘从你的手中爆发,带着足够冲碎骨骼的力量,这个法术造成每施法者等级1d6点伤害(最高10d6),使用这个法术的时候不要为沙尘和目标分担伤害。
材料:一粒沙
BODY BLAZE
Evocation [Fire]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round/level (D)
You are surrounded in fl ame, which does not harm you or your equipment.When you move, you leave a vertical trail of fl ame in your wake.The sheet of fl ame left behind you is up to 20 feet high, 2 inches wide,and lengthens as you move, exactly following the path you take across a horizontal surface—you leave no trail on vertical surfaces or through the air because the sheet of fl ame must be anchored on a horizontal surface.
The blazing wall deals 2d6 points of fi re damage +1 point of fi re damage per caster level (maximum +20) to any creature passing through it. If you pass through a square more than once, the damage dealt by the wall to creatures moving through that square does not increase. You take no damage from your own blazing wall.
If you overrun a creature or otherwise manage to pass through its square, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that section goes out.
Material Component: A small piece of phosphorus.
焰茧术
塑能系[火]
等级:术士/法师3
成分:V,S,M
施法时间:1个标准动作
距离:个人;见下文
目标:你自己
持续时间:1轮/等级(D)
你被包裹在不伤害你或你的装备的火焰之中。当你移动的时候,你留下一条竖直的火焰尾迹。你留下的那片火焰高达20英尺,宽约2英寸,随着你的移动延长,精确地沿着你走过的水平面—你不能在垂直面上留下尾迹,它必须保持在同一水平面上。
烈焰墙会对任何穿越它的人造成2d6 + 每施法者等级1点火焰伤害(最高伤害+20)。如果你通过一个格子不只一次,移动通过该格子所受伤害不增加。你不会被自己创造的焰墙伤害到。
如果你闯越一个生物或以其他任何方法通过其占据格,每个生物受到如同穿过墙壁的伤害。如果任何5英尺长的墙在一轮内受到20点或更多的寒冷伤害或,这部分墙体将熄灭。
材料成分:一小块磷。
CHOKING SANDS
Necromancy
Level: Cleric 5, druid 5, sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous; see text
Saving Throw: Fortitude negates;see text
Spell Resistance: Yes
You coat the target’s lungs with dust and sand. The target can cough up the sand by taking a full-round action and making a Fortitude save. If it chooses not to do so, it must make Constitution checks to avoid suffocation (see page 304 of the Dungeon Master’s Guide).
Material Component: A tiny stuffed animal fi lled with sand.
窒息之沙
死灵系
等级:牧师5,德鲁伊的5,术士/法师5
成分:V,S,M
施法时间:1个标准动作
距离:接触
目标:接触到的活物
持续时间:瞬时,见下文
豁免检定:强韧忽略;见下文
法术抗力:有
你令目标的肺部充满砂土和灰尘。目标可以以一个整轮动作并成功通过坚韧豁免来吐出沙子。如果他们选择不这样做,它必须进行体质检定以避免窒息(见DMG第304页)。
材料成分:一只充满沙子的小动物。
CLOAK OF SHADE
Abjuration
Level: Cleric 1, druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: Yes(harmless)
The subject is wrapped in an envelope of perfect shade.Inside the cloak, the temperature is one band lower than the actual temperature (see Heat Dangers, page 12), but the spell has no effect on unearthly or hotter heat, nor does it offer any protection against fi re damage. The target is treated as though it is in shade,thereby protected from sunburn, able to begin recovering from sun glare,and able to begin healing nonlethal damage taken from exposure to heat.
Cloak of shade has no effect on light,daylight, sunburst, and similar magical light effects, and it offers no protection from damage that creatures vulnerable to sunlight might take from the sun.
阴影披风
防护系
等级:牧师1,德鲁伊1
成分:V,S,DF
施法时间:1个标准动作
范围:接触
目标:接触到的生物
持续时间:1小时/等级(D)
豁免检定:无
法术抗力:有(无害)
对象被包裹在一个完美的阴影膜中。在斗篷内部,温度视为比实际温度低一级(见热害,12页),但是法术不影响超自然或超限的热害,它也不提供对火焰伤害的任何保护。目标被认为是在阴影中,从而免受晒伤,可以逐渐恢复光害,并能够开始治疗过热导致的致命伤害。
阴影披风不影响光亮术,昼明术,阳炎爆,和类似的魔法效果,并不会为易受阳光伤害的生物提供保护。
CONTROL SAND
Transmutation
Level: Cleric 3, druid 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Dust or sand in a volume of 10 ft./level wide by 10 ft./level long by 2 ft./level deep (S)
Duration: 10 min./level (D)
Saving Throw: None; see text
Spell Resistance: No
Depending on the version you choose, control sand raises or lowers fine particles of
material, such as dust or sand.
For either version, the caster can reduce one horizontal dimension by half and double the other horizontal dimension.
Lower Sand: This effect causes sand to reduce its depth by as much as 2 feet per caster level, to a minimum depth of 1 inch. The dust and sand is lowered within a square-shaped depression whose sides are up to 10 feet long per caster level. In extremely large and deep sand piles, such as a sand dune, the spell creates a pit that sweeps creatures downward (without dealing damage), putting them at risk and rendering them unable to leave by normal movement for the duration of the spell.
When cast on earth elementals, dust paraelementals, and other earth- or dust-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.
Raise Sand: This effect causes dust and sand to rise in height, just as the lower sand version causes it to lower. Creatures and objects on top of the dust or sand are raised along with the top level of sand.
控沙术
变化系
等级:牧师3,德鲁伊3
成分:V,S,DF
施法时间:1个标准动作
距离:长(400英尺+40呎/等级)
范围:体积为长10呎/等级、宽10呎/等级、深2呎/等级深的沙子或尘土(S)
持续时间:10分钟/等级(D)
豁免检定:无,见下文
法术抗力:无
根据你不同的选择,控沙术可以升高或降低微粒材料,如灰尘或沙子。无论哪种选择,法师能将一个水平尺寸减半并将另一个翻倍。
下降沙面:这会使沙减少其深度达2英尺每施法者等级,最小深度为1英寸。受影响降低的沙尘是一个长宽为10英尺每施法等级的方柱。对非常大而深的沙桩,例如沙丘,这个法术创造了一个能让生物掉下去的坑(不造成坠落伤害),这将使他们处于危险之中,且使他们在法术持续时间内无法离开。当对着土元素、尘元素,或者其他土系或尘系生物是,这个法术就好像缓慢术一样(意志忽略)。这个法术不会影响其他生物。
升高沙面:这个效果会导致沙尘高度上升,就好像下降沙面的效果一样。在沙尘顶端的生物和物品被送往新沙面的顶面高度。
DESERT BINDING
Enchantment (Compulsion) [Mind-Affecting]
Level: Sand 8, sorcerer/wizard 8
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: See text (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes
This spell functions like binding (see page 204 of the Player’s Handbook), except as noted here.
Sand in the Hourglass: The subject assumes the form of a minute portion of sand, each grain of which looks like its head. Held in a clear glass container, usually an hourglass, the subject remains aware of its surroundings (from multiple viewpoints) and can speak (from multiple, tiny mouths), but cannot leave the hourglass, attack, or use any other abilities. The subject does not need to breathe, eat, or drink while subject to sand in the hourglass, nor does it age.
Shattering the hourglass before the spell ends slays the bound creature, and its body remains sand (effectively destroyed). The duration is one year per caster level, after which time the victim reforms into its original shape, destroying the hourglass. Reduce the save DC by 4.
Wind in the Waste: The subject is transformed into a howling wind blowing across the waste. The victim retains knowledge of its prior existence,but has no abilities other than to howl with the wind. Because of its insubstantial nature, the subject is nearly impossible to defi ne or specifi - cally locate. The DM might allow the victim to be found through special means or through powerful magic (such as limited wish). The duration is one year per caster level, after which time the subject returns to its original shape in the location where it was fi rst subjected to wind in the waste. Reduce the save DC by 4.
Material Component: As the binding spell; see page 204 of the Player’s Handbook.
沙漠束缚术
控惑系(胁迫)[影响心灵]
等级:沙领域8,术士/法师8
成分:V,S,M
施法时间:1分钟
距离:近距(25英尺+5英尺/2级)
目标:一个活物
持续时间:见下文(D)
豁免检定:意志忽略;见下文
法术抗力:有
这个法术的功能很像束缚术(见玩家手册204页),除了在这里提到的几点。
沙漏之沙:目标的形态变为了沙漏中的沙子,每一粒沙看起来都像目标的头。沙子被存放于一个透明的玻璃容器中,通常是一个沙漏。目标仍然可以认知它的周围环境(从多个角度),也可以说话(从那些小嘴),但不能离开沙漏,攻击,或使用任何其他的能力。目标变成沙漏中的沙子的时候不需要呼吸,饮食,喝水,也不受年龄影响。
打破沙漏会立即结束法术并杀死被困住的生物,它的身体彻底变成了沙子(被有效地摧毁了)。这份法术的持续时间是每施法者等级1年,在时效过后受害者会变回原来的形状并破坏沙漏。豁免DC降低4。
荒漠之风:目标被变成了咆哮穿过荒漠的风。受害者会保持对其现有状态的认知,但不会获得其他的风没有的能力。因为其自然属性,受害者几乎不可能被具体定位或搜寻到。DM可能允许受害者通过特殊的方式或强大的魔法(如有限许愿术)被发现。持续时间是每施法者等级1年,在时效过后受害者会变回原来的形状并回到原来的位置,就是受害者开始被变成风的位置。豁免DC降低4。
材料成分:类似束缚术;详见玩家手册204页。
DESERT DIVERSION
Conjuration (Teleportation)
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes
A gray ray flecked with red springs from your outstretched hand. You must make a ranged touch attack to hit the target. A target struck is covered with a glittering red fi eld that usurps some forms of planar travel.
Forms of travel taken over by desert diversion include dimension door, ethereal jaunt, etherealness, gate,greater teleport,plane shift, shadow walk, teleport, teleport object, teleportation circle, and similar spells and spell-like abilities. If the subject of desert diversion casts one of the above spells, he and those traveling with him (or anyone using the gate or teleportation circle) are diverted.
This spell can also be cast upon a gate or teleportation circle, thereafter diverting all who use the affected spell for the duration of desert diversion. Subjects are diverted to a wasteland location, chosen by the caster or randomly determined. Until desert diversion ends or is dispelled, the subjects of the spell cannot use any of the abovementioned spells to travel from the area.
If they try, the casting simply returns them to the same spot in the middle of the waste. When the duration expires, the diversion ends, and subjects return to their point of origin.
沙漠扭接
咒法系(传送)
等级:术士/法师4
成分:V,S
施法时间:1个标准动作
距离:中距(100英尺+10呎/等级)
效果:射线
持续时间:1分钟/等级
豁免检定:无
法术抗力:有
从你伸出的手中射出一根灰中带红的射线。你必须使远程接触攻击击中目标。被击中的目标的全身泛出闪亮的红色光芒,扭接了一些形式的位面旅行。
沙漠扭结扭曲的旅行方式包括次元门(dimension door),幻化灵体(ethereal jaunt),同游灵界(etherealness),异界之门(gate),高等传送术(greater teleport),异界传送(plane shift),行影术(shadow walk),传送术(teleport),物品传送术(teleport object),传送法阵(teleportation circle),和类似的法术和类法术能力。如果受到沙漠扭接影响的生物使用以上任意法术,他和那些与他同行的(或通过任何人使用异界之门或传送法阵)将被扭接。
这个法术也可以被释放在一个大门或传送法阵上,此后所有使用传送法术效果的生物都受沙漠扭接影响。目标被扭接到荒漠中的某处,由施法者或随机决定。直到沙漠扭结失效或者被驱散,目标不能使用任何上述法术旅行离开改区域。
如果他们尝试这么做,法术会简单地让他们返回荒漠中的同一地点。当持续时间到期,扭接结束,目标返回他们被传送走的地点。
DESICCATE
Necromancy
Level: Cleric 2, druid 2, sorcerer/wizard 2, Thirst 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You evaporate moisture from the body of a living creature, dealing it 1d6 points of dessication damage per two caster levels (maximum 5d6) and making it dehydrated (see page 15). A successful Fortitude save results in half damage and negates the dehydration.
A plant or elemental of the water subtype takes 1d8 points of damage per caster level (maximum 10d8). An elemental of the earth subtype takes only 1d4 points of damage per two caster levels (maximum 5d4).
Material Component: A pinch of dust.
脱水术
死灵系
等级:牧师2,德鲁伊2,术士/法师2,干渴领域2
成分:V,S,M
施法时间:1个标准动作
距离:近(25英尺+5英尺/2级)
目标:一个活物
持续时间:瞬间
豁免:强韧通过则部分生效
法术抗力:有
你的水分从体内蒸发,造成每2施法者等级1d6点干燥伤害(最高5d6)并使你脱水。通过强韧豁免则只造成一半伤害并不会脱水。
植物或水元素亚种会受到每施法等级1d8点伤害(最高10d8)。一个土元素亚种只受到每2施法者等级1d4点伤害(最高5d4)。
材料成分:一撮尘土。
DESICCATE, MASS
Necromancy
Level: Cleric 6, druid 6, sorcerer/wizard 6, Thirst 5
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/level,no two of which can be more than 30 ft. apart
This spell functions like desiccate, exceptthat it affects multiple creatures.
群体脱水术
死灵系
等级:牧师6,德鲁伊6,术士/法师6,干渴领域5
距离:近距(25英尺+5英尺/2级)
目标:每施法者等级一个活物,任意两个目标直接相距不可超过30英尺
这个法术的功能就像脱水术,只是它影响多个生物。
DISPEL WATER
Abjuration
Level: Bard 4, cleric 5, druid 4, sorcerer/wizard 5, Thirst 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: See text
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: See text
You call on the power of the waste to counter and dismiss water creatures, spells, and effects. However, dispel water cannot counter an instantaneous spell or effect.
You choose to use dispel water in one of three ways: to dry up a body of water, to counter a water-based spell or effect, or to dismiss an extraplanar creature of the water subtype.
Dry Up Water: This effect instantly destroys 200 cubic feet of water per level. Remaining water rushes in to fi ll the void. Cast in a large body of water, such as an ocean, the destruction of 1,000 or more cubic feet of water produces a strong current that pulls boats and creatures down.
Creatures caught in the current must make a DC 20 Swim check to avoid going under. A creature that fails the Swim check is pulled down to a depth of 10 feet per caster level and must hold its breath or begin to drown (see page 304 of the Dungeon Master’s Guide). The current might capsize
vessels: The chance is 95% for a craft shorter than 20 feet long, 50% for one from 20 to 60 feet long, and 20% for one over 60 feet long.
Counterspell: Used in this way, dispel water targets a spellcaster and is castas a counterspell (see page 170 of the Player’s Handbook). It only counters spells and spell-like abilities that have the water descriptor, or appear on the Water domain spell list, or clearly involve water (such as create food and water, sleet storm, and wall of ice). To successfully counter the other spell, you must make a dispel check (1d20 + your caster level, maximum +20) against a DC equal to 11 + the spell’s caster level.
Dismiss Water Creature: Cast in this way, dispel water targets a single extraplanar creature of the water subtype within range. The creature can negate the effect with a successful Will save (and its spell resistance, if any, applies). If it fails to save or resist the spell, the creature is forced back to its home plane.
除水术
防护系
等级:吟游诗人4,牧师5,德鲁伊4,术士/法师5,干渴领域4
成分:V,S
施法时间:1个标准动作
距离:中距(100英尺+10呎/等级)
目标或区域:见下文
持续时间:瞬时
豁免检定:见下文
法术抗力:见下文
你呼唤荒漠的力量以抵抗和驱散水系的生物、法术、及效果。然而,除水术不能抵抗只持续瞬间的法术或效果。
你有三种方式使用除水术:水体干涸,抵抗水基法术或效果,或驱散一个水系亚种的异界生物。
水体干涸:这个效果会立即摧毁每施法者等级200立方英尺的水。剩余的水会冲进并填补空缺。对巨大的水体,如海洋,施法并摧毁或超过1000立方英尺的水产生强大的海流,将船和生物拉向海底。受影响的生物必须做一个DC20的游泳检定以避免被拉入海底。若检定失败,生物被拉向深度为每施法等级10英尺的海底,并且必须立即屏住呼吸否则开始溺水(见地下城主指南第304页)。
船只受水体干涸影响倾复的概率为:长度少于20尺95%,长度为20到60英尺50%,长度超过60英尺20%。
法术反制:要使用这种方式,除水术需要瞄准施法者,并且其正在施展可反制法术(见玩家手册第170页)。它只反制具有水描述符、出现在水领域法术列表中、及明确涉及水(如制造食物和水,雪风暴,和冰墙)的法术和类法术能力。为了成功反制其他法术,你必须进行解除检定(1d20+你的施法者等级,最多+ 20)对抗DC等于11+法术的施法者等级。
驱逐水系生物:以这种方式使用法术时,除水术的目标是一个在法术范围内的单一的水亚种异界生物。生物可以通过成功的意志豁免忽略此效果(它的法术抗性,如果有的话,同样需要被克服)。如果检定失败、被击穿法抗,生物就被迫回到原属位面。
FLASHFLOOD
Conjuration (Creation) [Water]
Level: Cleric 8, druid 8
Components: V, S, DF
Casting Time: 1 standard action
Range: 120 ft.
Area: Cone-shaped spread
Duration: 1 round
Saving Throw: See text
Spell Resistance: No
You create a roaring, frothing wall of water 10 feet high that erupts from where you stand and surges forward, sweeping away or smashing down nearly everything in its path. The effect lasts for 1 round, although the water created by the spell does not disappear after 1 round, during which time creatures on the ground within the area cannot move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) to successfully cast a spell.
The force of the water and debris deals those caught in the area 1d6 points of nonlethal damage plus another 1d6 points per five caster levels (maximum 4d6). Any creature or object that is not soundly secured is pushed violently to the outer edge of the area. If this forces the creature or object into a solid surface, it takes 8d6 points of damage. A creature holding onto a sturdy object can make a DC 20 Strength check to avoid being moved.
A creature not already holding onto such an object can make a DC 20 Refl ex save or Swim check to grab one. A creature of Huge size or larger can make a DC 30 Strength check to dig in its feet and simply withstand the oncoming wave. A creature that fails any of these checks falls prone in addition to being swept away.
The specifi c effect and aftereffects of a flashfl ood spell on the environment depend on the nature of the terrain where it is cast. When the spell is completed, a total volume of 100,000 cubic feet of water (400 5-foot squares, in a 120-ft. cone, 10 feet deep) is left behind. This water behaves like ordinary water—draining away and leaving puddles in most cases, or perhaps forming a shallow lake or pond. Unless the caster has taken care to create the flashfl ood in a cleared area, however, the water left behind is full of debris, dirt, and perhaps a few corpses.Such water is unfit to drink.
Cave, Cavern, or Tunnel: The sudden surge of water knocks down support beams, but otherwise has no real effect, aside from fi lling the tunnel with water to a depth of 10 feet. If the area is insuffi cient to support 100,000 cubic feet of water, the water level rises above 10 feet until the entire volume is fi lled, or it spills outward from the confi nes of the original 400 squares.
What happens is based on the layout of the area. In the case of level terrain, the water simply drains away over the course of a minute or so, leaving pools in depressions from which it cannot drain. When the ground in a tunnel is not level, the water might fl ood sections of the tunnel. In such cases, determine whether the fl ooded area is suffi cient to contain the entire volume of water created—and, if not, how deeply the water floods the next level up. Any creatures caught in water over their heads might drown.
For example, Miyish casts flashfl ood in the dungeon of a ruined castle. The dungeon’s total volume is only 40,000 cubic feet (160 squares, with a 10-foot ceiling). The remaining 60,000 cubic feet of water has to go somewhere, so it rushes up and out the entrance to the dungeon. Since the terrain above the dungeon is another level of the castle, and is basically watertight,the water collects up here. The total volume of this level is 80,000 cubic feet (320 squares, with a 10-foot ceiling), leaving 20,000 cubic feet of air.
Since the water has nowhere to go but up, and it has gone as high as it can, the water on this level is 7-1/2 feet deep (60,000 cubic feet divided by 8,000—the square footage of 320 5-foot squares). If Miyish can’t swim or breathe water, he has made a grave tactical error by casting flashfl ood in an area too small to contain it. Cliffs: Casting flashfl ood at the base of a cliff has no effect on the cliff. Casting fl ashfl ood from the top of a cliff can force creatures and objects over the edge, so that they take falling damage.
Open Ground: Creatures on open ground are safest from the worst effects of flashfl ood. They might be knocked prone by the force of the water, or even swept 120 feet (24 squares) away, but they are not in any particular danger of drowning or being crushed.
Structure(s): Any structure standing on open ground takes 60 points of damage, enough to collapse a typical wooden building, but not a structure built of stone, masonry, or reinforced masonry.
Hardness reduces this damage, but it isn’t halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Refl ex DC 15 half). The debris is swept away by the flashfl ood.
River, Lake, or Marsh: The river, lake, or marsh overfl ows its banks, though with rivers the effect is transitory.
In the case of lakes and marshes, determine how much the body of water overfl ows, given the 100,000 cubic feet of water added to it. Only calculate this amount if the total surface area of the lake or marsh is less than 40,000 square feet—and even then, it’s only academic unless it is important to determine whether something on the shore gets wet.
闪洪术
咒法系(创造)[水]
等级:牧师8,德鲁伊8
成分:V,S,DF
施法时间:1个标准动作
距离:120英尺
范围:锥形扩散
持续时间:1轮
豁免检定:见下文
法术抗力:无
你创造一个高达10尺的咆哮着翻滚着的水墙,从你所站之处澎湃而出,横扫或撞破在其路径上的几乎所有东西。虽然1轮后法术造出的水不会消失,但这个法术效果只持续1轮,在这段时间内的地面上的生物不能移动或攻击。在地面上施法者必须进行专注检定(DC20+法术等级)才能成功施放一个法术。
水的力量和夹裹的碎片造成区域内被影响的生物1d6点淤伤+每5施法者等级1d6致命伤(最大4d6)。任何未经锚固的生物或物体被猛推至效果区外。如果这种力量把生物或物体撞到固体表面,它受到8d6点伤害。生物手边有锚固坚实的东西时可以进行DC20的力量检定以避免被卷走。
手边没有这种东西的生物可以使用DC20的反射或游泳检定来尝试抓住。体型为超大型或更大的生物可以通过DC30的力量检定来用脚锚固并直接抵御迎面而来的洪浪。一个没有通过以上任意一系列检定的生物被冲走。
闪洪术具体的影响和后遗症取决于施法时所处的地形环境。当法术完成,共100000立方英尺的水(400个5尺立方,充斥于一个120尺锥型中,水深10英尺)被留了下来。这些水就像普通的水——在大多数情况下渐渐退去或留下一堆水坑,或可能形成一个浅湖或池塘。除非那法师对着一个干净的地区使用闪洪术,否则,水中会留下大量的碎片,污垢,和一些尸体,显然,这种水不宜饮用。
洞穴,洞穴,或隧道:突然激增的水会击下支持梁,但没有真正的影响,除了隧道水深度增加了10英尺。如果面积不足支持100000立方英尺的水,水位上升10英尺以上,直到充满整个隧道,或其泻出400个立方。
会发生什么是根据地区布局决定的。在水平地形环境下,水在大约1分钟后直接流开,留下一些池洼地。如果发生在非水平的隧道中,水可能会淹没一段隧道。在这种情况下,确定下层隧道能否容纳所有的水-如果不能,上层隧道会受何种程度的影响。任何被水淹没头顶的生物都有溺水的风险。
例如,miyish在一个损毁的古堡的地牢中使用闪洪术。地牢的总体积只有40000立方英尺(160个5尺立方,层高10尺的话)。这意味着60000立方英尺的水必须有个地方可以去,因此它冲出地牢的入口。由于地牢以上是古堡的另一层,并基本足够容纳这些水,所以多余的水集中在这里。这一层的总体积是80000立方英尺(320个5尺立方,层高10尺),那么留下20000立方英尺的空气。
由于水但无处可去了,而且它已经填满了它能去的最高高度,可以计算出水深7-1/2英尺(60000立方英尺厨艺8000-相对于320个5尺立方)。如果miyish不会游泳或在水中呼吸,他犯了一个严重的战术失误:闪洪术面向的区域太小,不足以容纳它。
悬崖:面向悬崖释放闪洪术不会对悬崖造成影响。但从悬崖顶上释放闪洪术可以迫使生物冲出悬崖边缘,使他们受的坠落伤害。
开阔地:生物在开阔地释放闪洪术是最安全也是最糟糕的。他们可能会直面洪水的力量,甚至被卷出120英尺(24格),但他们是不会有任何特别风险比如溺水或被撞碎。
建筑(S):任何建筑,在开阔地需要承受60点伤害,这足以摧毁一个典型的木结构建筑,但不会摧毁一个石制或砖石制以及配筋砌体建筑。硬度会减少这种损害,但不是通常的减半伤害。任何呆在倒塌建筑物中的生物受到8d6点伤害(反射DC15减半)。建筑碎片也会被闪洪术冲走。
河流,湖泊或沼泽:对河流、湖泊或沼泽释放闪洪术会充实其水存量,虽然对河流的影响是暂时的。对湖泊和沼泽,确定原来有多少水,再加上100000立方英尺的水并计算高度——这其实通常可以忽略,除非有什么东西可能会因此被淹。
FLAYWIND BURST
Evocation [Air, Earth]
Level: Cleric 5, druid 5, Sand 5,sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 round
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This spell produces a brief windstorm(approximately 70 mph), fi lled with scouring, supernatural grit that literally strips fl esh. In addition to the possible effects of the wind, creatures within the area of a flaywind burst spell take 1d6 points of damage per caster level (maximum 10d6) from the scouring sands. A successful Refl ex save halves this damage.
A creature within the area of flaywind burst must make a Fortitude save or experience the effects of the wind’s force. A Small or smaller creature is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If fl ying, a Small or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage. Medium creatures are knocked prone, or if fl ying are blown back 1d6×10 feet. Large or Huge creatures are unable to move forward against the force of the blast, or if fl ying are blown back 1d ×5 feet.Gargantuan or larger creatures can move normally within a flaywind burst. Flaywind burst can’t move a creature beyond its range.
In addition to the effects noted, flaywind burst can do anything else that a windstorm-force sandstorm would be expected to do, such as briefl y obscure vision, heel over a boat, or blow gases and vapors to the limit of its area.
Material Component: A pinch of sand and the wing feather of a vulture.
尘风爆
塑能系[土]
等级:牧师5,德鲁伊5,沙领域5,术士/法师5
成分:V,S,M
施法时间:1轮
距离:60英尺
范围:锥形爆裂
持续时间:瞬时
豁免检定:见下文
法术抗力:无
这个法术产生了短暂的风暴(风速约70英里),伴随着超自然的沙砾瞬间喷发。除了风可能造成的影响,范围内的生物领还须因为沙尘冲刷承受每施法者等级1d6点伤害(最高10d6)。反射减半。
在法术区域内的生物必须进行强韧豁免否则就会受到风力影响。小型或更小的生物被吹倒并向后滚出1d4×10英尺距离,同时每10英尺受到1d4点淤伤。如果处于飞行中,那么小型或更小的生物会被吹飞2d6×10英尺,并受到2d6点淤伤。中型生物会摔倒,若处于飞行状态则被吹飞1d6×10英尺。大型或超大型生物则无法向爆源方向前进,或如果处于飞行状态则被吹飞1d×5英尺(没写,目测根据模数应该是1d4)。巨型或更大的生物不受法术影响。尘风爆不能将一个生物吹出其影响范围。
除了上述影响,尘风爆还可以做其他任何一个沙尘暴可以做的事情,比如模糊视线,吹翻船,或吹走其影响区域内的气体和蒸汽。
材料成分:一把沙子和秃鹰羽毛。
FLESH TO SALT
Transmutation
Level: Druid 5, sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial;see text
Spell Resistance: Yes
You call the essence of salt forth in the target, dealing 1d6 points of damage per two caster levels (maximum 10d6). If the target takes more than half of its current hit points in damage from the spell, it must make a Fortitude saving throw or its body completely crystallizes.
The subject, but not its carried gear, turns into a mindless,inert statue. If a statue resulting from this spell is broken or damaged,the subject has similar damage or deformities if ever returned to its original state. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.
The transformed creature takes on the consistency of rock salt (hardness 2, 5 hp per inch of thickness). Salt statues are extremely susceptible to dissolution by water—if exposed to fl ooding or
heavy rain, they take damage that is not reduced by hardness. A constant blast of water (for example, a geyser from a decanter of endless water) deals 10 points of damage per minute. A steady rain deals 1 point of damage per minute.
A stone to fl esh spell affects salt as if it were stone, returning an affected creature to its original state..
Material Component: A lump of rock salt.
盐化术
变化系
等级:德鲁伊5,术士/法师5
成分:V,S,M
施法时间:1个标准动作
距离:中距(100英尺+10呎/等级)
目标:一个生物
持续时间:瞬时
豁免检定:强韧通过则部分生效;见下文
法术抗力:有
你在目标身上呼唤盐之本源,造成每2施法者等级1d6点伤害(最大10d6)。如果目标损失了现存HP的一半或更多,则必须做一个强韧检定避免其身体完全结晶化。
目标,但不包括其装备,会变成一个无意识的,无生命的雕像。如果这个法术产生的雕像碎裂或被破坏,目标也会在变回原始状态时受到类似的损害。盐化的生物没有死去,但他在面对某些法术,比如观命术,时也不视为活物。
盐化生物被视为盐岩(硬度2,每英寸5HP)。盐岩的雕像非常容易溶于水 - 如果浸水或遭遇大雨,他们无视硬度受到伤害。不断对其喷水(例如,用无尽水源喷它)会造成每分钟10点伤害。大雨造成每分钟1点伤害。
解除石化法术可以接触盐化术就好像解除石化术,令盐化生物返回其原始状态。
材料成分:一块盐岩。
FLESH TO SALT, MASS
Transmutation
Level: Druid 7, sorcerer/wizard 7
Target: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like fl esh to salt,except that it affects multiple crearures. You can transform one additional creature for every four caster levels,to a maximum of fi ve creatures at 20th level.
群体盐化术
变化系
等级:德鲁伊7,术士/法师7
目标:一个或更多的生物,任意两个生物之间必须相距30尺内。
这个法术的功能就像盐化术,但它可以影响多个生物。每4施法者等级你可以额外影响一个生物,最高为20级时影响5个生物。
FREEDOM OF BREATH
Abjuration
Level: Cleric 2, druid 2, paladin 2,ranger 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates(harmless)
Spell Resistance: Yes (harmless)
The subject can breathe freely in conditions that ordinarily inhibit respiration,such as sandstorms. While freedom of breath is in effect, the subject does not make Constitution checks to avoid the onset of suffocation unless no breathable substance is available (such as for a human underwater or buried under sand). The spell also protects against stenches, such as those produced by a troglodyte or a stinking cloud spell. The subject does not have to make saves or checks against nausea and similar effects from strong odors. Freedom of breath also grants a +2 bonus on Fortitude saves and Constitution checks to resist poisonous vapors,such as those from a volcanic caldera or a cloudkill spell, for the duration of the spell.
Material Component: A sliver of mica.
自由呼吸
防护系
等级:牧师2,德鲁伊2,圣武士2,游侠2
成分:V,S,M
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:10分钟/等级
豁免检定:意志忽略(无害)
法术抗力:有(无害)
受术者可以在通常抑制呼吸的条件下,比如沙尘暴中,自由呼吸。当自由呼吸作用时,目标无需进行强韧检定即可避免发生窒息,除非没有气体可供呼吸(如浸入水下或埋入沙中的人类)。这个法术也能防止恶臭,比如战蜥人或臭云术所散发的恶臭。目标无需因臭气或类似的刺激性气味而进行豁免或其他检定。自由呼吸生效期间也令目标在对抗有毒气体,如火山毒气或死云术,的强韧和体质检定中得到+2加值。
材料成分:一片云母。
FUSE SAND
Transmutation [Earth]
Level: Druid 5, sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Up to two 10-ft. cubes per level (S)
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This spell causes normal sand to melt slightly and stick, forming a relatively soft and porous building material (see Dungeon Waste Terrains, page 31).
Any creature in the sand is allowed a Refl ex save to escape before the area hardens. Creatures that are unable to escape become trapped and must be broken out. A creature trapped beneath the surface begins to suffocate (see page 304 of the Dungeon Master’s Guide). The fused sand has hardness 3 and 5 hp per inch of thickness, and a break DC of 22.
Material Component: A glass marble.
融沙术
变化系[土]
等级:德鲁伊5,术士/法师4
成分:V,S,M
施法时间:1个标准动作
距离:近距(25英尺+5英尺/2级)
范围:每等级最多2个10尺立方体(S)
持续时间:瞬时
豁免检定:见下文
法术抗力:无
这个法术导致正常的沙子熔化结块,形成一个相对较软的多孔建筑材料(见荒漠地形地下城,第31页)。
任何在作用沙区内的生物允许通过一个反射检定在地面变硬前逃脱。检定失败的生物无法逃开,会被困于融沙岩中,必须破土而出。被困生物无法呼吸故开始窒息(见地下城主指南第304页)。融沙岩具有3点硬度和每英寸5点HP,击破DC为22。
材料成分:一颗玻璃弹珠。
HABOOB
Conjuration (Creation) [Air, Earth]
Level: Cleric 3, druid 3, ranger 3,Sand 3, sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. level)
Effect: Abrasive dust spreads in 20-ft.radius, 20 ft. high
Duration: 1 min./level
Saving Throw: None or Refl ex half;see text
Spell Resistance: No
A thick haze of swirling dust and sand swirls out from the point you designate. The effect obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment. Creatures farther away have total concealment. Unprotected,nonmagical fl ames are automatically extinguished, and there is a 50% chance that protected fl ames will be snuffed.
In addition to obscuring sight, the swirling dust abrades any creature within it or attempting to move
through it. Any creature passing through the haze takes 1d4 points of damage per two caster levels (maximum 5d4), with no save allowed. If you conjure haboob so that it appears where creatures are located, each creature takes damage as if passing through the haze. Such creatures take half damage with a successful Reflex save, but if these creatures do not leave the affected area at their next opportunity, they take full damage from the abrading sands (no save) as if they had voluntarily entered the area. Any creature that remains within the affected area for more than 1 round likewise takes damage automatically (no save).
A moderate wind (11+ mph) disperses the dust in 8 rounds; a strong wind (21+ mph) disperses it in 4 rounds. This spell does not function underwater.
Material Component: A pinch of ash, dust, or sand.
哈布沙暴
咒法系(创造)[土]
等级:牧师3,德鲁伊3,游侠3,沙领域3,术士/法师3
成分:V,S,M
施法时间:1个标准动作
距离:中距(100英尺+10英尺每施法者等级)
效果:沙尘散布在半径20尺,高20尺的柱形范围内
持续时间:1分钟/等级
豁免检定:无或反射减半;见下文
法术抗力:无
从你指定的地点旋起沙尘和浊烟。掩盖了所有的视线,包括黑暗视觉,你不能看见5英尺以外。距离你5尺内的生物具有隐蔽。更远的生物则是全隐蔽。未受保护的非魔法火焰自动熄灭,即便受保护的非魔法火焰也有50%的机会熄灭。除了遮蔽视线,沙尘旋流擦伤其内的任何生物或试图移动通过它的生物。任何通过沙暴的生物将受到每2施法者等级1d4点伤害(最大5d4),不允许豁免。如果你召唤哈布沙暴使它出现在有生物的位置,区域内的每个生物受到如同通过沙暴的伤害。此时生物可以通过成功的反射豁免来将伤害减半,但如果这些生物不离开受影响的地区,他们下一轮会自动受到沙尘伤害(无豁免),就好像他们自愿进入沙暴一样。任何在受影响地区停留超过1轮的生物同样自动受到伤害(无豁免)。
微风(风速11英里以上)可以在8轮后吹散沙暴;大风(风速21英里以上)只需4轮。
这个法术在水下无效。
材料成分:一点灰,粉尘,或砂。
HALO OF SAND
Abjuration [Earth]
Level: Druid 2, ranger 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
Halo of sand creates a thin band of sand that swirls and twists around your body, helping to defl ect incoming attacks. The sand does not make it diffi cult for others to see you, but it grants a +1 defl ection bonus to AC.
This defl ection bonus increases by 1 for every three caster levels above 3rd, to a maximum of +4 at caster level 12th.
沙之光晕
防护系[土]
等级:德鲁伊2,游侠2
成分:V,S,DF
施法时间:1个标准动作
距离:个人
目标:你自己
持续时间:10分钟/等级
沙之光晕创造了一层薄沙,在你身上形成漩涡和各种偏折,可以偏折攻击。这些沙子不会让其他人看不清你,但它令你获得+1偏斜AC。
此偏斜AC每3施法者等级加1,最高为十二级时达+4。
HYDRATE
Conjuration (Healing)
Level: Bard 2, cleric 2, druid 2,paladin 2, ranger 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Will half; see text
Spell Resistance: Yes; see text
This spell allows you to create moisture within the body of a living creature, healing damage from dehydration.
Hydrate heals 2d8 points +1 point per caster level (maximum +10) of dessication damage, removes all nonlethal damage from dehydration, and clears up any lingering effects of the dehydrated condition.
When cast on a creature of the fire subtype, hydrate deals damage instead of healing. Such a creature can apply spell resistance and attempt a Will save to take half damage.
水化术
咒法系(医疗)
等级:吟游诗人2,牧师2,德鲁伊2,圣武士2,游侠2
成分:V,S
施法时间:1个标准动作
距离:接触
目标:接触到的活物
持续时间:瞬时
豁免检定:意志减半;见下文
法术抗力:有;见下文
这个法术允许你在生物体内创造水分,以治愈脱水损伤。水化术治愈2d8+每施法等级1点(最多+10)干燥损伤,移除所有脱水导致的非致命伤害,并清除任何脱水导致的长期效果。当法术被用在一个火系亚种生物身上时,水化术将造成伤害而非进行治疗。这种生物可以使用法术抗力进行抵抗并试图通过意志检定减少一半伤害。
IMPEDE SUN’S BRILLIANCE
Abjuration
Level: Druid 1, ranger 1, Summer 1
Components: S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cylinder (10-ft. radius, 20 ft.high)
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell reduces the sun’s light to a comfortable glow in a stationary area, dropping the temperature by 20 degrees. Creatures inside the effect gain a one-step improvement in protection against heat, are not subject to sunburn, and can begin to recover from sun glare and nonlethal damage due to heat (see Chapter 1).
Impede sun’s brilliance has no effect on light, daylight, sunburst, and similar magical light effects, and it offers no protection from damage that creatures vulnerable to sunlight mighttake from the sun.
阻碍阳光
防护系
等级:德鲁伊1,游侠1,盛夏领域1
成分:S
施法时间:1个标准动作
距离:近距(25英尺+5英尺/2级)
范围:圆柱体(10尺半径,20尺高)
持续时间:10分钟/等级(D)
豁免检定:无
法术抗力:无
这个法术在一个固定区域内降低阳光强度到一个舒适的水平,温度降低20度。在效果区内的生物在抗热时改善一级,免受晒伤,并可以逐渐恢复非致命的光热害(见第1章)。阻碍阳光对光亮术,昼明术,阳炎爆,和类似的魔法效果无效,并不会为易受阳光伤害的生物提供保护。
LOCATE WATER
Divination
Level: Cleric 1, druid 1, ranger 1,
sorcerer/wizard 1
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cone-shaped emanation
Duration: Concentration, up to 10
min./level
Saving Throw: None
Spell Resistance: No
You sense the direction of a substantial body of water. The amount of information revealed depends on how long you search a particular area.
1st Round: Presence or absence of water.
2nd Round: Number of water sources in the area and the rough size of the largest one present.
3rd Round: The size (see below) and location of each source of water. If a water source is outside your line of sight, then you discern its direction but not its exact location.
Size: For the purpose of this spell, the size categories of bodies of waterare as follows.
Small: A small pond or pool (200 cubic feet or less) or a brook (5 feet across or smaller).
Medium: A large pond or small lake (up to 20,000 cubic feet) or a goodsized stream (up to 30 feet across).
Large: A large lake (up to 10 million cubic feet) or a broad river.
Vast: An ocean or an inland sea.
Creatures cannot be found by this spell. The spell ignores small quantities of water, such as fi lled bottles and skins. The spell reveals nothing about the quality of the water or how easy it is to reach.
The presence of fi re or magma within the spell’s area blocks it.
Arcane Focus: A forked hazel wand.
定位水体
预言系
等级:牧师1,德鲁伊1,游侠1,术士/法术1
成分:V,S,F/DF
施法时间:1个标准动作
距离:长距(400英尺+40呎/等级)
范围:锥形蔓延
持续时间:专注,直到10分钟/等级
豁免检定:无
法术抗力:无
你感知到大量水体的方向。显示信息的多寡取决于你搜索一个特定的区域的时间。
第一轮:存在或不存在水体。
第二轮:区域内水源的数量和最大的水体的规模。
第三轮:每个水源的大小(见下文),和位置。如果一个水源在你的视线外,你能辨别出其方向,但不明确其确切位置。
尺寸:这个法术对水体大小的具体划分如下。
小:一个小池塘或游泳池(200立方英尺或更少)或小溪(5英尺宽或更窄)。
中:一个大池塘或湖泊(20000立方英尺)或小河(宽至30英尺)。
大:一个大型湖泊(10000000立方英尺)或一条宽阔的河流。
宽广:广阔的海洋或内陆海。
这个法术不能发现生物。同时忽略了极小的水体,如在瓶子和皮囊中的水。法术不会揭示水体的质量或是获取难度。另外,法术区域内的一片火焰或岩浆可以阻隔这个法术的探知。
法器:一根分叉的榛木棒。
MANTLE OF THE FIERY SPIRIT
Transmutation
Level: Cleric 9, druid 8
Components: V, S, M, XP
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Mantle of the fi ery spirit permanently grants the target the fi re subtype. Material Component: A burning lump of coal and a fire opal worth 5,000 gp.
XP Cost: 2,000 XP.
炎魂入体
变化系
等级:牧师9,德鲁伊8
成分:V,S,M,XP
施法时间:1个标准动作
范围:接触
目标:接触到的目标
持续时间:瞬时
豁免检定:意志忽略(无害)
法术抗力:有(无害)
炎魂入体将的永久授予受术者火系亚种。
材料成分:一团燃烧的煤和价值5000金币的火蛋白石。
经验值消耗:2000。
MEPHIT MOB
Conjuration (Summoning) [see text]
Level: Bard 6, druid 6, Thirst 7
Components: V, S
Casting Time: 1 minute
Range: Medium (100 ft. + 10 ft./level)
Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell summons 2d6 mephits of a kind you designate. These are average mephits, as described in the Monster Manual and in Chapter 6 of this book. The mephits appear where you choose and act immediately, on your turn. They attack your opponents to the best of their ability. If you can communicate with the mephits, you can direct them not to attack, to attack particular enemies, or to perform other actions. You can dismiss them singly, or in groups, at any time.
Summoned mephits cannot summon or otherwise conjure another creature, nor can they use any teleportation or planar travel abilities. Mephits cannot be summoned into an environment that cannot support them.
When you use a summoning spell to summon an air, earth, fi re, or water creature, it is a spell of that type. For example, mephit mob is an earth spell when you cast it to summon salt mephits.
魔蝠战队
咒法系(召唤)[见下文]
等级:吟游诗人6,德鲁伊6,干渴领域7
成分:V,S
施法时间:1分钟
距离:中距(100英尺+10呎/等级)
效果:两只或更多的召唤生物,任意两个之间的距离不可超过30英尺
持续时间:10分钟/等级(D)
豁免检定:无
法术抗力:无
这个法术召唤2d6只你指定种类的魔蝠。这些魔蝠是普通的魔蝠,如同怪物手册和本书第6章所描述的魔蝠。魔蝠出现在你选择的位置,并在你的回合立即采取行动。他们会尽其所能攻击你的敌人。如果你能和魔蝠沟通,你可以让他们停止攻击,攻击特定敌人,或执行其他操作。你可以在任何时间将他们单独,或集体,遣散回去。
召唤的魔蝠不能召唤另一个魔蝠或其他生物,他们也不能使用任何传送或位面旅行的能力。在无法支持魔蝠存活的环境中不能使用此法术。
当你使用召唤法术召唤一个气系,土系,火系,或水系生物时,法术类型做出相应改变。例如,魔蝠战队在召唤盐魔蝠的时候是一个土系法术。
MUMMIFY
Necromancy
Level: Cleric 6, druid 6, sorcerer/wizard 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial;see text
Spell Resistance: Yes
You fl ash-dry a creature, killing it and preserving it in an instantaneous mummifi cation process. A creature that makes a successful Fortitude saving throw instead takes 6d6 points of dessication damage and is dehydrated.
If the damage kills the target, it is still mummified.
Arcane Material Component: A strip of salted cloth.
木乃伊制作术
死灵系
等级:牧师6,德鲁伊6,术士/法师6
成分:V,S,M/DF
施法时间:1个标准动作
范围:接触
目标:一个活物
持续时间:瞬间
豁免检定:强韧通过则部分生效;见下文
法术抗力:有
你瞬间抽干生物,杀掉他,并且把他做成木乃伊。成功通过强韧检定的生物不会死亡,转而受到6d6点干燥伤害并脱水。如果这种伤害杀死了目标,它还是会被做成木乃伊。
奥术材料成分:一条沾满盐的布条。
PARBOIL
Evocation [Fire]
Level: Cleric 5, sorcerer/wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude partial;see text
Spell Resistance: Yes
You flash-heat the air in an area, boiling the blood and baking the brains of creatures caught inside. The hot air deals 6d6 points of fi re damage and 2d4 points of Intelligence damage. Creatures that make successful Fortitude saves take half fi re damage and no Intelligence damage.
Arcane Material Component: Water and a pinch of sulfur.
烹煮术
塑能系[火]
等级:牧师5,法师/术士4
成分:V,S,M/DF
施法时间:1个标准动作
距离:近距(25英尺+5英尺/2级)
范围:20尺半径散发
持续时间:瞬时
豁免检定:强韧通过则部分生效;见下文
法术抗力:有
你瞬间加热区域内的空气,令被困其中的生物血液沸腾、大脑烤熟。热空气造成6d6点火焰伤害和2d4点智力伤害。生物可以通过成功的强韧豁免减少一半的火焰和智力伤害。
奥术材料成分:水和少量的硫。
PARCHING TOUCH
Necromancy
Level: Sorcerer/wizard 1, Thirst 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature or creatures touched (up to one/level)
Duration: Instantaneous
Saving Throw: Fortitude partial;see text
Spell Resistance: Yes
Your hand glows with a dull, ruby light,and your touch drains moisture from the body of a living creature, dealing 1d6 points of dessication damage. A plant or elemental of the water subtype instead takes 1d8 points of dessication damage. A touched creature also takes 1 point of Constitution damage and is dehydrated unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to once per caster level.
干渴之触
死灵系
等级:术士/法师1,干渴领域1
成分:V,S
施法时间:1个标准动作
距离:接触
目标:活物或接触到的升物(至多1个/级)
持续时间:瞬间
豁免检定:强韧通过则部分生效;见下文
法术抗力:有
你的手会发出沉闷的,红宝石般的光芒,同时你的触摸将令活物流失水分,这会造成1d6点干燥伤害。植物或水亚种元素则受到1d8点干燥伤害。被你接触到的生物同时也受到1点体质伤害并陷入脱水状态,除非成功通过强韧豁免。你每施法者等级可以使用这个近战接触攻击一次。
PROTECTION FROM DESSICATION
Abjuration
Level: Cleric 3, druid 2, ranger 2,sorcerer/wizard 3, Summer 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 min./level or until discharged
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature gains temporary immunity to dehydration of any kind.
While protected by the spell, the subject cannot become dehydrated even if it takes dessication damage.
Once the spell has prevented a total of 10 points of damage from dehydration per caster level (maximum 100 points), whether that damage is dessication damage or nonlethal damage,it is discharged.
防护干燥
防护系
等级:牧师3,德鲁伊2,游侠2,术士/法师3,盛夏领域3
成分:V,S,DF
施法时间:1个标准动作
距离:接触
目标:接触到的活物
持续时间:10分钟/等级或直到散发
豁免检定:强韧忽略(无害)
法术抗力:有(无害)
这个法术令生物获得对任意方式脱水的免疫。
受术期间,即便受到干燥伤害目标也不会脱水。
一旦法术吸收了总共每施法者等级10点伤害脱水造成的伤害(最高100点),无论这种伤害是干燥伤害还是非致命伤害,法术消散。
SANDFORM
Transmutation
Level: Druid 4, sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
This spell transforms your body, along with all equipment worn or carried,into living sand. You take the form of an ooze, and you gain immunity to poison, sleep effects, paralysis,polymorphing, and stunning for the duration of the spell. You are not subject to extra damage from critical hits or fl anking. Since, unlike an ooze,you are not mindless and retain your Intelligence, Wisdom, and Charisma
scores, you can still be affected by mind-affecting spells and abilities.
While in sandform, you don’t experience the environmental effects of heat or dehydration, but you can still take fi re or dessication damage. You become blind, but you gain blindsight out to 60 feet. Your base attack bonus,base saves, alignment, level, class, hit points, type (and subtype), extraordinary
abilities, spells, and spell-like abilities remain unchanged, but your supernatural abilities are suppressed in sandform. You can cast spells for which you have components.
The new form can be disorienting.Any time you are in a demanding situation (such as combat), you must
succeed on a DC 19 Will save or take a –2 penalty on all attack rolls, saves,skill checks, and ability checks until the situation passes.
While in sandform, you have a base land speed of 20 feet. You can pass through openings as small as a quarter of an inch in diameter, although passing through a space two or more size categories smaller than yours takes a full-round action. You also gain a natural attack—an abrasive slam with
a gritty pseudopod that grants 5 additional feet of reach. A successful hit deals bludgeoning damage according to your size:
Caster Size|Slam Damage
Fine —
Diminutive 1
Tiny 1d4
Small 1d6
Medium 1d8
Large 2d6
Huge 3d6
Gargantuan 4d6
Colossal 5d6
The number of times you can attack with this pseudopod each round is determined by your base attack
bonus, and you apply 1-1/2 times your Strength bonus on damage as though attacking with a two-handed weapon.
However, you cannot wield weapons while in sandform.
In sandy terrain, you gain a burrow speed equal to your base land speed.You also gain a +10 circumstance bonus on all Hide checks and you have concealment.
Upon death, you revert to your original form.
Material Component: A handful of sand taken from an elemental with the earth subtype.
沙尘形态
变化系
等级:德鲁伊4,术士/法师4
成分:V,S,M
施法时间:1个标准动作
距离:个人
目标:你自己
持续时间:1分钟/等级(D)
这个法术会变形你的身体,连带你所有的装备或携带物,成为活的沙子。你的形态变成了泥型,法术持续期间,你获得对毒素、睡眠、麻痹、变形和震慑的免疫。你对重击和夹击免疫。然而,不像其他泥型怪物,你不是无智力的,你保留你的智力,感知,和魅力值,同时你仍然可能受到影响心灵的法术和能力的影响。
处于沙尘邢台市,你对热或脱水等环境影响免疫,但你仍然可能受到干燥或火焰伤害。你失去视觉,但你得到60尺盲视。你保留你的基本攻击加值,基本豁免,阵营,等级,职业,HP,种类(包括亚种),特异能力,法术,和类法术能力,但你的超自然能力被抑制。你可以施放法术因为你有形体。新形态会令你感到困惑。你处于任何需要耗费心力的情况中时(如战斗中),你必须通过一个DC为19的意志检定否则在你的攻击检定,豁免及技能鉴定,还有属性检定中承受-2不利直到你通过。
当你处于沙尘形态时,你有得到20英尺基本陆地速度。你可以通过只有四分之一英寸直径的小口,虽然通过只允许小于你两个体型的生物通过的空间需要一个整轮动作。你还得到了一个天生武器 —— 一次触手挥击,使用一条5尺触及的沙尘伪足。一次成功的攻击会按你的尺寸导致钝击伤害:
施法者体型|挥击伤害
超微型 -
微型 1
超小型 1d4
小型 1d6
中型 1d8
大型 2d6
超大型 3d6
巨型 4d6
超巨型 5d6
你用触手攻击的次数取决于你的基础攻击加值,你将1.5倍的力量加值加在触手挥击上就好像你在使用双手武器攻击。虽然,你不能在沙尘形态挥动武器。
在沙地上时,你获得等于你基础陆地速度的掘穴速度。你在所有的隐藏检定中得到+10环境加值,并且你视为全隐蔽。
死亡后,你会变回你原来的形态。
材料成分:一把从土亚种元素生物身上弄下来的沙子。
SANDSTORM
Conjuration (Creation) [Air, Earth]
Level: Druid 6
Components: V, S
Casting Time: 1 standard action
Range: 40 ft./level
Area: 40 ft./level radius cylinder 40ft. high
Duration: 10 min./level
Saving Throw: Fortitude negates
Spell Resistance: No
You create a duststorm or sandstorm.Sandstorm uses the parameters of control winds (see page 214 of the Player’s Handbook), differing from that spell as shown above and as follows. A spellcaster
who knows sandstorm need not be in an area of exposed, sandy soil to create the effects described
below—this spell conjures both sand and wind.
Duststorm Strength: For every three caster levels, you can increase or decrease wind strength by one level.
Wind speeds of less than severe are insuffi cient to carry suspended sand. (Wind strength and related duststorm effects are briefly summarized below, with more detail found on page 16.) Each round on your turn,creatures in the area must make Fortitude saves or suffer the effects of being in the wind, as well as the effects of suspended grit.
A severe wind (31+ mph) causes minor ship and building damage, and creates a duststorm with fi ne grains of sand that reduces visibility, smothers unprotected fl ames, and even chokes
protected fl ames.
A windstorm (51+ mph) drives most fl ying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships. Wind of this speed creates a sandstorm that badly reduces visibility and deals 1d3 points of nonlethal damage each round to anyone caught out
in the open.
Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause
most ships to founder. Wind of this speed creates a fl ensing sandstorm that severely reduces visibility and deals 1d3 points of lethal damage each round to anyone caught out in the open.
A tornado (175+ mph) destroys all nonfortifi ed buildings and often uproots large trees. Tornado-force sandstorms are of the fl ensing variety.
沙尘暴
咒法(创造)[土]
等级:德鲁伊6
成分:V,S
施法时间:1个标准动作
距离:40尺/等级
范围:半径40尺/等级,高40尺/等级的圆柱形。
持续时间:10分钟/等级
豁免检定:强韧忽略
法术抗力:无
你创造一个尘暴或沙尘暴。沙尘暴使用操纵风向的参数(见玩家手册第214页),不同之处如上文及下文所述。施法者会了解到沙尘暴不需要在一个有暴露面的沙质土壤区释放,本法术的创造效果同时创造出召唤沙子和风。
沙尘暴强度:每三个施法者等级,你可以增加或减少一级风强度。风速小于烈风时不足以进行悬沙。(风力的强度及相关尘暴影响简述如下,更多细节请看16页。)每轮在你的回合,区域中的生物必须进行强韧检定否则将受到风及悬浮砂粒的影响。
烈风(severe wind)(风速31英里以上)引起轻微的船和建筑物损坏,并创造一个尘暴,细沙会降低能见度,吹熄未受保护的火焰,甚至熄灭受保护的火焰。
暴风(windstorm)(风速51英里以上)吹走大多数正在天空飞翔的生物,连根拔起小乔木,吹倒轻型木结构建筑,刮掉屋顶,并危及船舶。达到此风速时,法术创造的沙尘暴会严重降低能见度并每轮对范围内的生物造成1d3点淤伤。
飓风(hurricane force wind)(风速75英里以上)破坏木制建筑,有时甚至将大树连根拔起,这会造成大多数船只倾复。这风速创造了一个强力的沙尘暴,严重降低了能见度并每轮对范围内的生物造成1d3点致命伤害。
龙卷风(tornado)(风速175英里以上)破坏了所有未加强的建筑并肆意拔起大树。龙卷级沙尘暴是最恐怖的一种。
SCALDING MUD
Transmutation [Earth, Fire]
Level: Druid 6, sorcerer/wizard 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Duration: Permanent; see text
Saving Throw: See text
Spell Resistance: No
This spell functions as transmute rock to mud (see page 295 of the Player’s Handbook), except that it can be cast on sand, earth, and unworked,nonmagical rock (within the normal restrictions for transmute rock to mud),and the mud created is boiling hot. Creatures mired in the hot mud take 5d6 points of fire damage per round,while those completely submerged in the sludge take 10d6 points of fi re damage per round. Creatures atop the mud (such as those standing on straw) take 1d6 points of fire damage each round from hot steam. Damage from boiling mud continues for 1d3 rounds after exposure ceases, but this additional damage is only 1d6 points of fire damage per round.
The transmuted material cools after a period of 1 round per caster level.
The number of dice of damage the mud deals is halved each round after
this duration expires. The transmuted rock remains as mud even after it
cools. It eventually dries into soil, as per transmute rock to mud.
Arcane Material Component: A pinch of a mixture of clay, sulfur, and water.
沸泥术
变化系[土,火]
等级:德鲁伊6,术士/法师 6
成分:V,S,M/MF
施法时间:1个标准动作
距离:中距(100英尺+10呎/等级)
持续时间:永久;见下文
豁免检定:见下文
法术抗力:无
这个法术类似化石为泥(见玩家手册第295页),但它可以对沙子,泥土,和未经加工的非魔法石头使用(依然具有化石为泥的通常限制),以及产生的泥是滚烫的。陷入沸泥的生物每轮会受到5d6点火焰伤害,而那些完全淹没在沸泥之中的生物每轮受到10d6点伤害。在沸泥上方的生物(如站在草堆上)每一轮因为热蒸汽受到1d6点火焰伤害。从沸腾的泥浆出现后,还会产生1d3轮沸腾伤害,沸腾伤害只是每轮1d6点额外火焰伤害。变异的材料在每施法者等级1轮之后冷却。此后的每一轮都将沸泥伤害的骰子数减半。
即使被转化的岩石冷却后仍然是泥。它最后会干燥成土壤,如同化石为泥。
奥术材料成分:一撮混合物,含有粘土,硫,和水。
SCIMITAR OF SAND
Evocation [Earth]
Level: Druid 2, sorcerer/wizard 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 0 ft.
Effect: Scimitar of grinding sand
Duration: 1 min./level (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes
A curved, 3-foot-long blade of sand springs forth from your hand,screaming and churning like a caged sandstorm. Attacks with a scimitar of sand are melee touch attacks. The blade deals 1d6 points of damage, +1 point per two caster levels (maximum +10). The blade is not solid, so your Strength modifi er does not apply to the damage. You can use a scimitar of sand without penalty even if you lack profi ciency with a normal scimitar.
In addition to being dealt damage,a creature struck by your weapon must succeed on a Fortitude save or
become dehydrated.
Arcane Material Component: A pinch of sand, salt, and iron filings.
沙之弯刀
塑能系[土]
等级:德鲁伊2,术士/法师2
成分:V,S,M/DF
施法时间:1个标准动作
距离:0英尺
效果:由沙制成的弯刀
持续时间:1分钟/等级(D)
豁免检定:强韧通过部分生效
法术抗力:有
一扇弯曲的刃片,3英尺长的沙刃从你的手中喷涌而出,尖叫着旋转着,就像笼子里的沙尘暴。
使用沙之弯刀攻击是一个近战接触攻击。沙刃造成1d6点+ 每2施法者等级1点伤害(最多+ 10)。沙刃并非固体,所以你不能将你的力量调整值用于伤害上。你可以很熟练的使用沙之弯刀,即便你不能熟练使用正常弯刀。
被击中的生物除了受到伤害,还必须成功通过强韧豁免,否则陷入脱水状态。
奥术材料成分:一把沙子,盐,和铁屑。
SEARING EXPOSURE
Evocation [Fire, Light]
Level: Druid 4, sorcerer/wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial;see text
Spell Resistance: Yes
You expose the target to the effect of hours of exposure to severe heat and the desert sun in only a moment. The subject must make a Fortitude saving throw or take 1d4 points of nonlethal damage per caster level (maximum 15d4). Nonlethal damage that exceeds the subject’s hit points is considered
lethal damage. In addition, the subject is dazzled (as if by sun glare),dehydrated, and sunburned (see
Chapter 1). Protection from heat and exposure (such as keepcool salve or a hydration suit; see Chapter 4) helps mitigate these effects, providing the target with a +4 bonus on the Fortitude save. A creature wearing heavy clothing or armor takes a –4 penalty on the Fortitude saving throw, but is
not sunburned. Those that succeed on their Fortitude saves take half damage, are dehydrated, and are
dazzled for 1d4+1 rounds.
Arcane Material Component: A shardof thick glass.
灼热接触
塑能系[火,光]
等级:德鲁伊4,术士/法师4
成分:V,S,M/DF
施法时间:1个标准动作
距离:中距(100英尺+10呎/等级)
目标:一个活物
持续时间:瞬时
豁免检定:强韧通过则部分生效;见下文
法术抗力:有
受术者在一瞬间就好像暴露在沙漠阳光下数十个小时。受术者必须通过强韧豁免否则受到每施法者等级1d4点非致命伤害(最高15d4)。非致命伤害超过生物的HP的部分成为致命伤害。此外,生物目眩(如同太阳眩光),脱水,及晒伤(参见第1章)。对热和暴露的防护有助于减轻这些伤害(如阴凉药膏或水化服;参见第4章),这将在强韧豁免中提供+4加值。若目标穿着厚重的衣服或装甲则在强韧豁免中受-4不利,但不会晒伤。对那些豁免成功的生物,只受到一半伤害,进入脱水状态,并目眩1d4+1轮。
奥术材料成分:一片厚玻璃碎片。