作者 主题: PZO9298 第一世界,精類國度:法術翻譯  (阅读 509 次)

副标题: The First World, Realm of the Fey

离线 笨哈

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PZO9298 第一世界,精類國度:法術翻譯
« 于: 2019-05-11, 周六 00:05:23 »
第一世界法術
下列的法術遲早會對第一世界當地生物和訪客派上用場。



【惑控】(脅迫)魅惑精類(CHARM FEY)[影響心靈]


等級:吟遊詩人/歌者 1、術士/法師/奧能師 1
成分:語言、姿勢
目標:一名精類生物

此法術效果類似魅惑人類(charm person),除了影響的是精類而非類人生物。


原文
劇透 -   :
School enchantment (compulsion) [mind-affecting]; Level
bard 1, sorcerer/wizard 1
Components V, S
Target one fey creature
This spell functions as charm person, except it affects a fey
instead of a humanoid.


【咒法】(傳送)精類之門(FEY GATE)


等級:吟遊詩人/歌者 6、德魯伊 8、牧師/先知 8、術士/法師/奧能師 8、召喚師、女巫 8
施放時間:標準動作
成分:語言、姿勢
範圍:近距(25呎+5呎/2等級)
持續:1輪/等級;見下
豁免:無
抗力:無

此法術效果類似異界之門的位面旅行(planar travel),除了它只能在主物質位面和第一世界兩點之間的旅行,並伴隨額外的風險。

施法時,此法術形成一道環形大門,直徑介於5-20呎(由施法者決定),方位由施法者在門出現的時候決定(通常是垂直並且面對施法者)。門扉充滿灰色的霧氣遮擋了所有視線。
任何穿過此門的人或物會立即被隨機轉移到第一世界的某個地點(所有透過同一個精類之門的旅行者都會出現在同一點上)。當法術持續時間結束時,施法者須進行DC30的法術辨識檢定。成功,則門會維持敞開1d4+1天。

儘管此法術會將旅行者拋放在第一世界的穩固的地面,但對位在出現地的生物或環境危害,不會為提供旅行者任何保護。

原文
劇透 -   :
School conjuration (teleportation); Level bard 6, cleric 8,
druid 8, sorcerer/wizard 8, summoner 6, witch 8
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Duration 1 round/level; see text
Saving Throw none; Spell Resistance no
This spell functions similarly to the planar travel function of gate, except it can be used only to travel between points
on the Material Plane and the First World, and comes with
additional dangers.
When cast, this spell forms a circular portal between 5 and
20 feet in diameter (caster’s choice) oriented in the direction
you desire when it comes into being (typically vertical and
facing you). The portal is full of gray fog that blocks all sight.
Anyone or anything that moves through the portal is shunted
instantly to a random point on the First World (the same point
for everything traveling via a particular casting). At the end of
the spell’s duration, the caster can attempt a DC 30 Spellcraft
check. On a success, the portal remains open for 1d4+1 days.
While the spell always deposits travelers on solid ground
in the First World, it conveys no protections against whatever
creatures or environmental hazards may be present there.


【惑控】(脅迫)精類定身術(HOLD FEY)[影響心靈]

等級:吟遊詩人/歌者 2、牧師/先知/戰鬥祭司 2、審判者 2、術士/法師/奧能師 3、女巫 2
成分:語言、姿勢、器材/法器(一小條筆直的鐵片)
目標:一名精類生物

此法術效果如同人類定身術(hold person),除了只影響精類而非類人外。

原文
劇透 -   :
School enchantment (compulsion) [mind-affecting]; Level bard 2, cleric 2, inquisitor 2, sorcerer/wizard 3, witch 2 Components V, S, F/DF (a small, straight piece of iron) Target one fey creature This spell functions as per hold person, except it affects a fey instead of a humanoid.



【咒法】(創造)鐵樁術(IRON STAKE)

等級:德魯伊 3、遊俠/獵人 2、牧師/先知/戰鬥祭司 3、術士/法師/奧能師 3、女巫 3
施放時間:標準動作
成分:語言、姿勢、材料(一撮鐵屑)
範圍:近距 (25呎+5呎/2等級)
持續:立即 或 1輪/等級;見下文
豁免:強韌,通過則部分生效
抗力:無

此法術能創造一根一呎長的含鐵樁刺,讓你能擲向目標,進行遠程接觸攻擊。此樁在克服傷害減免時,視為魔法寒鐵武器,並造成1d6點/2施法者等級的穿刺傷害。

此外,如果生物擁有DR/寒鐵並因為此法術受傷,它會噁心1輪,並需要進行強韌豁免檢定。如果豁免失敗,每當它要使用法術或類法術能力,都必須通過專注檢定(這檢定有別於它在其他正常情況下要過的專注檢定),此檢定的DC為15+兩倍該法術的環級,持續輪數為你的施法者等級。如果專注檢定沒過,法術就浪費掉。

原文
劇透 -   :
School conjuration (creation); Level cleric 3, druid 3, inquisitor 2, ranger 2, sorcerer/wizard 3, witch 3 Casting Time 1 standard action Components V, S, M (a pinch of iron filings) Range close (25 ft. + 5 ft./2 levels) Duration instantaneous or 1 round/level; see text Saving Throw Fortitude partial; Spell Resistance no This spell creates a foot-long spike of cold iron that you fling at your target as a ranged touch attack. The stake is treated as a magic cold iron weapon for the purposes of overcoming damage reduction, and deals 1d6 points of piercing damage for every 2 caster levels you have. Additionally, if a creature with DR/cold iron takes damage from this spell, it is sickened for 1 round, and must attempt a Fortitude save. If it fails, for a number of rounds equal to your caster level, it must succeed at a concentration check (in addition to any normally required concentration checks) to use any of its spells or spell-like abilities—the DC of this check is equal to 15 + twice the spell’s level. If the creature fails the check, its spell is wasted.



【預言】定位異界之門(LOCATE PORTAL)

等級:吟遊詩人/歌者 2、遊俠/獵人1、德魯伊 2、牧師/先知/戰鬥祭司 2、術士/法師/奧能師 2、召喚師 2、薩滿 2、女巫 2、異能者 2
施放時間:標準動作
成分:語言、姿勢
範圍:1哩/等級
區域:圓形,以你為中心,半徑1哩/等級
持續:專注,最長1分鐘/等級

當此法術開始生效,你會感到一股精神上的拉力,將你導至在法術範圍內,能啟動或可以運作,通往其他位面的門扉。如果有許多扇門,你只會被「拉」向最近的門。如果因移動,致使你更靠近其他門,則你會轉而被拉向那扇門。此法術只給予門的方位,而非距離。當你在門旁10呎內,你不會再感受到拉力,只會感受到門的存在。此法術不會定位或以其他方式揭露隱藏的門扉,也不會對開啟或操作門扉進行任何協助。

原文
劇透 -   :
School divination; Level bard 2, cleric 2, druid 2, psychic 2, ranger 1, shaman 2, sorcerer/wizard 2, summoner 2, witch 2 Casting Time 1 standard action Components V, S Range 1 mile/level
Area circle, centered on you, with a radius of 1 mile/level Duration concentration, up to 1 minute/level When this spell is active, you feel a mental pull in the direction of any active or operable portal leading to another plane within range of the spell. If multiple portals are present, you are pulled only to the nearest one. If moving causes you to become closer to a different portal, you become drawn to that one instead. The spell gives you the direction of the portal only, not a route. Once you are within 10 feet of the portal, you no longer feel the pull, only the portal’s presence. The spell does not pinpoint or otherwise reveal hidden portals, nor does it do anything to aid in opening or operating them.



【預言】位面定位術(PLANAR ORIENTATION)

等級:吟遊詩人/歌者 1、德魯伊/遊俠/獵人 1、牧師/先知/戰鬥祭司 1、審判者 1、術士/法師/奧能師 1、召喚師 1、異能者 1、薩滿 1、女巫 1
施放時間:標準動作
成分:語言、姿勢
範圍:個人
目標:自己
持續:立即

此法術能讓習慣了主物質位面的具體事實的生物,能在其他位面的混亂事實中航行。施法時,其效果如同指北術(know direction),但它不會告訴你北方的正確方位,而是會指出與此位面或此半位面最相關的統治神祇或半神的殿堂或領地的位智,並讓你看到該存在外型或聖徽的簡要、普遍的幻影。此法術只在你當時位處於該位面或半位面時生效。舉個例子,如果你在某個特定惡魔領主的深淵國度或地獄某層施放此法術,它會指向該惡魔領主或魔鬼大公的權力中心,而非拉瑪什圖或阿莫斯蒂亞斯。如果該位面或半位面有不只一個神祇或統治者,例如第一世界的古老者(Eldest)或天堂的至高天領主與神祇們,它會指出最靠近的三個的方向,讓你能進行三角測量。此法術只會指出該神祇或半神公開的權力中心,而不會指出該存在本體,而如果該處被魔法蓄意隱藏,法術自動失敗。此法術在主物質位面不會生效。

原文
劇透 -   :
School divination; Level bard 1, cleric 1, druid 1, inquisitor 1, psychic 1, ranger 1, shaman 1, summoner 1, witch 1, wizard/sorcerer 1 Casting Time 1 standard action Components V, S Range personal Target you Duration instantaneous This spell helps creatures accustomed to the concrete reality of the Material Plane to navigate within the confusing realities of other planes. When cast, it functions as know direction, save that instead of revealing true north, it reveals the direction of the palace or demesnes most associated with that plane or demiplane’s ruling god or demigod, as well as a brief and generic vision of that entity’s appearance or holy symbol. The spell functions only within whatever plane or demiplane you are located in at the time; for instance, if cast within a specific demon lord’s Abyssal realm or on a given layer of Hell, it would point to the seat of power for that demon lord or archdevil, not Lamashtu or Asmodeus. If a plane or demiplane has multiple gods or rulers, such as the Eldest of the First World or Heaven’s various Empyreal Lords and deities, it reveals the directions of the closest three, allowing for triangulation. This spell reveals the location of the god or demigod’s official seat of power only, not the entity itself, and if such a location is deliberately hidden via magic of any sort, the spell automatically fails. It does not function on the Material Plane.