作者 主题: 【ArA】《秘术选集》(Arcane Anthology)  (阅读 37690 次)

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【ArA】《秘术选集》(Arcane Anthology)
« 于: 2017-09-14, 周四 21:55:02 »
先填法术和专长,职业变体已经有人翻译了【感谢傻豆!】 :em032 :em032 :em032
« 上次编辑: 2019-12-17, 周二 05:05:45 由 黎白羽 »
火之将熄,然位不见王影

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Re: 秘术选集【Arcane Anthology】(施工ing)
« 回帖 #1 于: 2017-09-14, 周四 21:55:14 »
以下法术经常被记录在奥罗登(Aroden)的语录中,有些法术据信是由这一位最后的阿兹兰特人(the Last Azlanti)所发明。艾奥梅黛(Iomedae)和密拉妮(Milani)的牧师和战斗祭司可以将奥罗登的魔法之剑(Aroden's spellsword)作为一个3环法术来准备,和用5环法术位来准备放逐之刃(banishing blade)。艾奥梅黛和密拉妮的牧师可以将奥罗登的魔法军势(Aroden's magic army)作为8级法术来准备。

奥罗登的魔法军势(ARODEN’S MAGIC ARMY)
学派:变化系
等级:萨满8,术士/法师7
施法时间:1标准动作
成分:言语,姿势,法器
距离:远距(400英尺+40英尺/等级)
目标:由盟友携带的武器
持续时间:1小时/等级
豁免:意志,过则无效(无害,物品)
法术抗力:可(无害,物品)
你向距离内盟友携带的所有人造武器都灌注入魔法,让每一把武器在攻击骰和伤害骰上获得+1增强加值每5施法者等级(最多+4)。

奥罗登的魔法之剑(ARODEN’S SPELLSWORD)
学派:变化系
等级:吟游诗人4,血脉暴怒者4,魔战士3,秘学士4,术士/法师3,女巫4
施法时间:1轮
成分:言语,姿势,器材(一根魔法权杖或法杖)
距离:接触
目标:一把尺寸适合你的近战武器
持续时间:10分钟/等级
豁免:意志,过则无效(无害,物品)
法术抗力:可(无害,物品)
当你对一把武器施展此法术时,你会在武器中造成一个超维空间。作为施法的一部分,你可以将一把魔法权杖或法杖嵌入到武器的超维空间中,在此之后,超空间就会关闭。在法术的持续时间里,一个使用着被转化的武器的人物也被认为正在使用着该权杖或法杖。如果权杖或法杖可以被用来攻击,你可以如常用武器攻击或将武器如同被融入的权杖或法杖一般使用。如果由权杖或法杖创造的效果需要一次攻击骰来成功击中敌人,你可以进行攻击投骰,如同你正在使用该武器进行一次攻击,采用最高加值(包括武器通常会得到的任何加值)而非只是用权杖或法杖进行的一次普通攻击——这么做不会让你将武器的伤害加到攻击中,但会让你能用武器来使用技能以提升你用权杖或法杖的攻击、法术、或效果击中敌人的几率。
在法术持续时间结束时,被融合的权杖或法杖会被排出武器。如果你有一只手是空着的,你可以用一个自由动作来握住权杖或法杖;否则,法杖会落到地上。如果融合的武器在法术持续时间中被破坏或摧毁,融合的权杖或法杖同样会被破坏或摧毁。

放逐之刃(BANISHING BLADE)
学派:防护系
等级:反圣武士4,血脉暴怒者4,审判者5,魔战士5,通灵者4,圣武士4,萨满5,术士/法师5,唤魂师5,召唤师5
施法时间:1标准动作
成分:言语,姿势
距离:近距(25英尺+5英尺/2等级)
目标:一把近战武器
持续时间:1轮/等级或直到被释放
豁免:无或意志,过则部分生效(见正文)
法术抗力:可(见正文)
你向一把武器中注入一种能击退敌人的能量。每轮当武器第一次击中一个生物,武器可以对该生物自由尝试一次冲撞战技检定。这不会引发借机攻击。冲撞的战技等于1d20+你的施法者等级。你使用冲撞推开生物超过5英尺也不一定要移动。如果一个你击中的生物拥有抗力,你必须在第一次命中时尝试一次施法者等级检定来穿透抗力。如果你失败,该生物对施展的同一个放逐之刃的效果免疫。
每个生命骰不超过你施法者等级的异界生物第一次被该法术击退至少10英尺,他必须尝试一次意志豁免。如果失败,他会被遣返回本土位面。无论他成功或是失败,该生物会恍惚1轮,而放逐之刃的持续时间也会结束。

创造军备(CREATE ARMAMENTS)
学派:咒法系(创造)
等级:吟游诗人4,通灵者4,异能者4,术士/法师4,唤魂师3,女巫4
施法时间:1分钟
成分:言语,姿势,材料(价值等于武器的钻石)
距离:0英尺
目标:一把非魔法的武器、护盾或护甲
持续时间:立即
豁免:无
法术抗力:不可
你创造出一把非魔法的武器,盾牌,或盔甲。为了判定物体的功效是否与预期一样,你必须尝试一次恰当的手艺检定,DC与通常制造该物品时一样。如果你失败,被制造的物品会获得破损症状。你可以创造出由稀有或不寻常材料构成的物品,只要你用一丁点该物质在施法时作为额外的材料组份,但你不能用该法术创造出寒铁物品。

快速建构(EXPEDITIOUS CONSTRUCTION)
学派:咒法系(创造)【土】
等级:德鲁伊1,术士/法师1
施法时间:1标准动作
成分:言语,姿势,材料(一把土或石头)
距离:近距(25英尺+5英尺/2等级)
效果:一或多堵矮墙,长度为10英尺每3等级(最短10英尺)
持续时间:立即
豁免:无
法术抗力:不可
你创造出一面矮墙或其他的简单建筑,由夯土或松动的石头构成,厚达3英尺,高达3英尺,长度为10英尺每3施法者等级(最短10英尺)。建筑的每个方格只能出现在足以支撑它的土壤或石质表面上的未被占据的方格里。墙壁会如一堵矮墙一般提供掩蔽,并可以通过一个成功的DC5的攀爬检定来被爬上去。大型或更大的生物在翻墙时不需要尝试攀爬检定。
根据你的判断,你可以缩短和加厚建筑,将其塑造成一个两侧是陡坡的坡台。想要登上去的人物(到一个更高的相邻方格)必须花费两方格的移动来进入一个有陡坡的方格。沿坡向下奔跑或冲锋的人物(到一个更低的相邻方格)必须在进入第一个斜坡方格时尝试一次DC10的杂技检定。乘骑的人物必须尝试一次DC10的骑术检定。失败的人物会被摔绊,并必须在1d2×5英尺后停止移动。失败结果为5或更差的人物会倒地在结束移动的方格里。一面陡坡会让杂技检定的DC增加2。

力场剑(FORCE SWORD)
学派:塑能系【力场】
等级:血脉暴怒者2,魔战士2,秘学士2,异能者2,术士/法师2,唤魂师2,女巫2
施法时间:1标准动作
成分:言语,姿势
距离:0英尺
目标:一把剑形的武器力场
持续时间:1分钟/等级
豁免:无
法术抗力:可
你创造出一把由纯粹力场构成的+1的长剑,其尺寸与你相配,你可以使用武器或将其赐予其他生物,就如同任何其他的长剑一般。在8级时,力场剑如同一把+2的长剑。13级时,其如同一把+3长剑。力场剑不能被物理攻击攻击或伤害,但解除魔法、解离术、一个毁灭黑洞、或一根消抹权杖可以影响力场剑。
如果一个你用剑攻击的生物拥有法术抗力,你必须在力场剑第一次击中时尝试一次施法者等级检定(1d20+你的施法者等级)来克服法术抗力。如果你失败,法术被解除。如果你成功,武器会对该生物在法术持续时间内造成通常的完整效果。

辉煌天命(GRAND DESTINY)

学派:惑控系(胁迫)【影响心灵】
等级:炼金术师5,吟游诗人4,通灵者4,催眠师5,术士/法师5,召唤师5
施法时间:1标准动作
成分:言语,姿势
距离:中距(100英尺+10英尺/等级)
目标:一个自愿生物
持续时间:10分钟/等级或直到被释放
豁免:无(无害)
法术抗力:可(无害)
你赋予目标抓住机遇的力量。目标在进行任何攻击投骰、施法者等级检定、豁免检定、或技能检定之前可以选择获得+4的表现加值。加值在赋予到了两个投骰以后法术就会结束。在12级和15级时,加值分别可以在法术释放前额外赋予一次。一个目标同时只能处于一个辉煌天命的法术效果以下。

次等守护石碑(GUARDIAN MONUMENT, LESSER)
学派:防护系
等级:吟游诗人3,审判者3,魔战士3,秘学士3,圣武士3,异能者3,萨满4,术士/法师3,女巫3
施法时间:1整轮
成分:言语,姿势,器材(一个未被持有的非魔法物品)
距离:接触
目标:从被接触物品向外的40英尺或60英尺半价;见正文
持续时间:1小时/等级
豁免:意志,过则无效(无害)
法术抗力:可
你触碰一件无人持有的非魔法物体,为守卫该区域的人类创造出一个能量节点。这些人类守卫只要留在区域里就会被一股明亮的灵光保护。法术会赋予每一个目标以伤害减免2/魔法。离开区域而后返回的人类将重获伤害减免。如果物品被移离地点,法术就会被抑制,但如果物品被放回去,法术就会恢复。法术的持续时间会在被抑制时持续流失。
通常情况下,效果区域是距离被接触物体的40英尺以内。如果被触摸的物体是纪念人类功绩的纪念碑,那么该区域的半径将增加到60英尺。

高等守护石碑(GUARDIAN MONUMENT, GREATER)
学派:防护系
等级:吟游诗人5,审判者5,秘学士5,异能者5,术士/法师5,女巫5
这种法术如同次级守护石碑,除了会赋予DR 4/魔法。

人性潜力(HUMAN POTENTIAL)
学派:变化系
等级:炼金术师2,吟游诗人2,通灵者2,异能者2,术士/法师2
施法时间:1标准动作
成分:言语,姿势,材料(一根人类头发)
距离:接触
目标:接触的生物
持续时间:1分钟/等级
豁免:意志,过则无效(无害)
法术抗力:可
目标激发出人类的巨大潜力,这也正是奥罗登所鼓励的。目标选择一项属性,并在其上获得+2的增强加值。该加值会给基于被强化属性的技能和能力以通常的增益,但不会影响增益法术或技能等级。

群体人性潜力(HUMAN POTENTIAL, MASS)
学派:变化系
等级:吟游诗人6,异能者6,术士/法师6,召唤师6
距离:近距(25英尺+5英尺/2等级)
目标:一个生物/等级,彼此相距不得超过30英尺
这种法术类似于人性潜力,除了可以影响多个生物。每个目标可以选择不同的属性来强化。

奥罗登的捍卫之剑(LAST AZLANTI’S DEFENDING SWORD)
学派:塑能系【力场】
等级:魔战士6,秘学士6,异能者7,术士/法师6
施法时间:1标准动作
你创造出一把力场剑,如同法师之剑,除了以下区别。这种力场剑不会如法师之剑一般得到额外的+3增强加值,并造成3d6点力场伤害。你不能命令力场剑。在剑被触发之前,它会在你的身旁盘旋,而不会干扰你的行动。当以这种方式徘徊时,力场剑会试图阻拦袭向你的攻击,让你在AC上获得+4的防御加值。当第一次有敌人在近距离内伤害到你或者迫使你尝试一次失败的豁免检定,力场剑就会被触发,并开始在法术持续时间内攻击目标,如同法师之剑中所描述的一般。这会撤销防御奖励。一旦开始攻击,你就不能命令力场剑去保护一个新目标。如果目标离开力场剑的攻击距离,剑就会回到你身边内,直到目标再次出现在攻击距离内。力场剑的回归不会恢复在AC上的防御加值。

群体奥罗登的捍卫之剑(LAST AZLANTI’S DEFENDING SWORD, MASS)
学派:塑能系【力场】
等级:术士/法师9
效果:最多3等级一把剑
这种法术如同奥罗登的捍卫之剑,除了你可以创造出每5施法者等级一把剑,每一把都必须防护距离内一个不同的生物。

链接学识(LINKED LEGACY)
学派:预言系
等级:吟游诗人1,通灵者1,催眠师1,秘学士1,异能者1,萨满1,术士/法师1,女巫1
施法时间:1轮
成分:言语,姿势
距离:近距(25英尺+5英尺/2等级)
目标:两个自愿的生物加上其他生物每6级,彼此相距不得超过30英尺
持续时间:10分钟/等级
豁免:无
法术抗力:可
这种法术可帮助建立团体,和确保对未来的共同愿景。当任何受影响的生物在其研究领域内成功通过一次知识检定,回答了一个问题或者辨别出一个怪物及其特殊的能力或弱点时,受影响的生物可以用一个自由动作与法术所有的目标自动自动分享任何获得的信息。
如果有任何目标从法术距离内离开,法术就不再对所有目标起效,直到所有的目标都再次处于你的距离之内。

崩解抗力(SPLINTER SPELL RESISTANCE)
学派:变化系
等级:血脉狂怒者2,魔战士2,秘学士2,异能者2,萨满2,术士/法师2,女巫2
施法时间:1标准动作
成分:言语,姿势
距离:接触
目标:近战或投掷武器或接触的最多50枚弹药
持续时间:1分钟/等级
豁免:强韧,过则无效
法术抗力:不可
你在目标武器周围创造出一层灵光,削弱敌人的魔法防御。每轮当武器第一次伤害到一个具有法术抗力的生物,该生物的法术抗力会在1轮内减少5。这种减弱不会在同一轮内由于多重攻击而叠加,即使目标是被多把分别施展了崩解抗力的不同武器击中也不行。不过,该生物在之后的轮内,都可以因被崩解抗力武器攻击命中而减少当轮的法术抗力。

羽翼之剑(WINGED SWORD)
学派:变化系
等级:血脉狂怒者2,审判者3,魔战士2,秘学士2,圣武士2,术士/法师2
施法时间:1标准动作
成分:言语,姿势
距离:近距(25英尺+5英尺/2等级)
目标:一把近战武器
持续时间:10分钟/等级
豁免:意志,过则无效(无害,物品)
法术抗力:可(无害,物品)
这种法术的目标武器会长出小巧的羽翼。在法术持续时间内,武器会如同获得投掷武器特殊能力。法术可以被用来替代魔法石以作为投掷武器特殊能力的先决条件。
剧透 -   :
The following spells are often included in the Analects of Aroden, and some are believed to have been invented by the Last Azlanti himself. Clerics and warpriests of Iomedae and Milani can prepare Aroden’s spellsword as a 3rd-level spell, and banishing blade as a 5th-level spell. Clerics of Iomedae and Milani can prepare Aroden’s magic army as an 8th-level spell.

ARODEN’S MAGIC ARMY
School transmutation; Level shaman 8, sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, DF
Range long (400 ft. + 40 ft./level)
Targets weapons carried by allies
Duration 1 hour/level
Saving Throw Will negates (harmless, object); Spell Resistance
yes (harmless, object)
You imbue all manufactured weapons carried by allies within range with magic, granting each weapon a +1 enhancement bonus on attack rolls and damage rolls per 5 caster levels (maximum +4).

ARODEN’S SPELLSWORD
School transmutation; Level bard 4, bloodrager 4, magus 3, occultist 4, sorcerer/wizard 3, witch 4
Casting Time 1 round
Components V, S, F (a magic rod or staff)
Range touch
Effect one melee weapon sized appropriately for you
Duration 10 minutes/level
Saving Throw Will negates (harmless, object); Spell Resistance
yes (harmless, object)
When you cast this spell on a weapon, you cause an extradimensional space to open within the weapon. As part of the casting, you can insert a single magic rod or magic staff into the weapon’s extradimensional space, after which the space closes. For the spell’s duration, a character wielding the transmuted weapon is also considered to be wielding the rod or staff as well. If the rod or staff can be used to make attacks, you can attack normally with the weapon or use the weapon as if it were the merged rod or staff. If the effect created by the rod or staff requires an attack roll to successfully strike a foe, you can make the attack roll as if you were making an attack with the weapon at its highest bonus (including any bonuses the weapon would normally receive) rather than just a normal attack with the rod or staff—doing so does not allow you to add the weapon’s damage to the attack, but instead allows you to use your skill with the weapon to boost your chance of hitting with the rod or staff’s attack, spell, or effect.
At the end of the spell’s duration, the merged rod or staff is ejected from the weapon. If you have a free hand, you can catch the rod or staff as a free action; otherwise, it drops to the ground. If the merged weapon is broken or destroyed during the duration of Aroden’s spellsword, the merged rod or staff is similarly broken or destroyed.

BANISHING BLADE
School abjuration; Level antipaladin 4, bloodrager 4, inquisitor 5,
magus 5, medium 4, paladin 4, shaman 5, sorcerer/wizard 5,
spiritualist 5, summoner 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one melee weapon
Duration 1 round/level or until discharged
Saving Throw none and Will partial (see text); Spell Resistance
yes (see text)
You imbue a weapon with the power to drive foes back. The first time each round the weapon strikes a creature, the weapon attempts a free bull rush combat maneuver check against that creature. This does not provoke attacks of opportunity. The combat maneuver for the bull rush is equal to 1d20 + your caster level. You do not have to move to push creatures more than 5 feet with this bull rush. If a creature you strike has spell resistance, you must attempt a caster level check to overcome its spell resistance the first time you strike it. If you fail, that creature is immune to the effects of this casting of banishing blade.
The first time each extraplanar creature whose Hit Dice don’t exceed your caster level is driven back at least 10 feet by this spell, it must attempt a Will save. If it fails, it is sent back to its home plane. Whether it succeeds or fails, that creature is staggered for 1 round and banishing blade’s duration ends.

CREATE ARMAMENTS
School conjuration (creation); Level bard 4, medium 4, psychic 4,
sorcerer/wizard 4, spiritualist 3, witch 4
Casting Time 1 minute
Components V, S, M (diamonds worth price of arms to be created)
Range 0 ft.
Effect one nonmagical weapon, shield, or set of armor
Duration instantaneous
Saving Throw none; Spell Resistance no
You create one nonmagical weapon, shield, or set of armor. To determine whether the item functions as intended, you must attempt an appropriate Craft check with the DC required to create the item normally. If you fail, the item is created with the broken condition. You can create items made of rare or unusual materials if you include a bit of that material as an additional material component when you cast the spell, but cannot create cold iron items with this spell.

EXPEDITIOUS CONSTRUCTION
School conjuration (creation) [earth]; Level druid 1, sorcerer/
wizard 1
Casting Time 1 standard action
Components V, S, M (a handful of earth or stone)
Range close (25 ft. + 5 ft./2 levels)
Effect a low wall 10 feet long per 3 levels (minimum 10 feet) (S)
Duration instantaneous
Saving Throw none; Spell Resistance no
You create a low wall or other simple structure of packed earth or loose stone measuring 3 feet thick, 3 feet tall, and 10 feet long per 3 caster levels you possess (minimum 10 feet). Each square of the structure can appear only in unoccupied spaces atop earthen or stone surfaces able to support it. The wall grants cover as per a low wall and can be climbed with a successful DC 5 Climb check. Large and larger creatures don’t need to attempt a Climb check to climb over it.
At your discretion, you can make the structure half as long but thicker by forming it into a berm consisting of a steep slope on each side. Characters moving uphill (to an adjacent square of higher elevation) must spend 2 squares of movement to enter a square of steep slope. Characters running or charging downhill (moving to an adjacent square of lower elevation) must attempt a DC 10 Acrobatics check upon entering the first steep slope square. Mounted characters attempt a DC 10 Ride check instead. Characters who fail this check stumble and must end their movement 1d2 × 5 feet later. Characters who fail by 5 or more fall prone in the square where they end their movement. A steep slope increases the DC of Acrobatics checks by 2.

FORCE SWORD
School evocation [force]; Level bloodrager 2, magus 2, occultist 2,
psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2
Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect one sword-shaped weapon of force
Duration 1 minute/level
Saving Throw none; Spell Resistance yes
You create a +1 longsword of pure force sized appropriately for you that you can wield or give to another creature like any other longsword. At 8th level, the sword functions as a +2 longsword. At 13th level, it functions as a +3 longsword. A force sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it.
If a creature you attack with the sword has spell resistance, you must attempt a caster level check (1d20 + your caster level) against that spell resistance the first time the force sword strikes it. If you fail the check, the spell is dispelled. If you succeed, the weapon has its normal full effect on that creature for the duration of the spell. 

GRAND DESTINY
School enchantment (compulsion) [mind-affecting]; Level
alchemist 5, bard 4, medium 4, mesmerist 5, sorcerer/wizard 5,
summoner 5
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect one willing creature
Duration 10 minutes/level or until discharged
Saving Throw none (harmless); Spell Resistance yes (harmless)
You inspire the target with the power to seize a grand destiny. The target gains a +4 competence bonus that it can choose to apply before rolling any attack roll, caster level check, saving throw, or skill check. The spell ends once the bonus has been applied to two rolls. At 12th level and 15th level, the bonus can be applied an additional time before the spell is discharged. A subject can be under the effect of only one grand destiny spell at a time.

GUARDIAN MONUMENT, LESSER
School abjuration; Level bard 3, inquisitor 3, magus 3, occultist 3,
paladin 3, psychic 3, shaman 4, sorcerer/wizard 3, witch 3
Casting Time 1 full round
Components V, S, F (an unattended, nonmagical object)
Range touch
Area 40-ft. radius from touched object or 60-ft. radius from
touched object; see text
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance yes
You touch an unattended, nonmagical object to create a touchstone for humans defending the area. Such human defenders are protected by a shimmering aura as long as they are in the area. The spell grants each subject damage reduction 2/magic. Humans who leave the area and reenter regain the damage reduction. The spell is suppressed if the object is moved from its place, but resumes if the object is put back. Its duration continues to elapse while it is suppressed this way.
Normally, the area of effect is 40 feet from the touched object. If the touched object is a monument to human achievement, the area increases to a 60-foot radius.

GUARDIAN MONUMENT, GREATER
School abjuration; Level bard 5, inquisitor 5, occultist 5, psychic 5, sorcerer/wizard 5, witch 5
This spell functions as lesser guardian monument, except it grants DR 4/magic.

HUMAN POTENTIAL
School transmutation; Level alchemist 2, bard 2, medium 2,psychic 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a human hair)
Range touch
Target creature touched
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance yes
The target shares in humanity’s great potential as encouraged by Aroden. The target chooses one ability score and gains a +2 enhancement bonus to that ability score. The bonus confers the usual benefit to skills and abilities based on the ability enhanced, but does not affect bonus spells or skill ranks.

HUMAN POTENTIAL, MASS
School transmutation; Level bard 6, psychic 6, sorcerer/wizard 6,
summoner 6
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than
30 ft. apart
This spell functions like human potential, except it affects multiple creatures. Each target can choose a different ability score to be enhanced by this spell.

LAST AZLANTI’S DEFENDING SWORD
School evocation [force]; Level magus 6, occultist 6, psychic 7,
sorcerer/wizard 6
Casting Time 1 standard action
You create a sword of force that functions as mage’s sword except as described here. The sword does not receive the additional +3 enhancement bonus a mage’s sword receives, and deals 3d6 points of force damage. You cannot command the sword. Until the sword is triggered, it hovers in your space without interfering with your actions. While hovering in this way, the sword attempts to defend you from incoming attacks, granting you a +4 shield bonus to your AC. The first time a foe within close range damages you or forces you to attempt a saving throw that you fail, the sword is triggered and begins attacking that target as described in mage’s sword for the duration of the spell. This ends the shield bonus. You cannot direct the sword to defend against a new target once it has begun to attack. If its target moves beyond the sword’s range, the sword returns to you and hovers until the target is again within range. The sword’s return does not restore the spell’s shield bonus to AC. 

LAST AZLANTI’S DEFENDING SWORD, MASS
School evocation [force]; Level sorcerer/wizard 9
Effects up to one sword per 3 levels
This spell functions as Aroden’s defending sword, except you can create one sword per 5 caster levels, each of which must defend a different creature within range.

LINKED LEGACY
School divination; Level bard 1, medium 1, mesmerist 1,
occultist 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1
Casting Time 1 round
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets two willing creatures plus another creature per 6 levels,
no two of which can be more than 30 feet apart
Duration 10 minutes/level
Saving Throw none; Spell Resistance yes
This spell helps build community and ensure a shared vision for the future. When any of the affected creatures succeeds at a Knowledge check to answer a question within its field of study or identify a monster and its special powers or vulnerabilities, as a free action the affected creature can share any information gained automatically with all targets of the spell. If any of the targets move out of the spell’s range, the spell ceases to function for all of them until they are all within close range of you again.

SPLINTER SPELL RESISTANCE
School transmutation; Level bloodrager 2, magus 2, occultist 2,
psychic 2, shaman 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range touch
Targets melee or thrown weapon or up to 50 pieces of
ammunition touched
Duration 1 minute/level
Saving Throw Fortitude negates; Spell Resistance no
You create an aura around the target weapon that weakens a foe’s magical defenses. The first time each round the weapon damages a creature with spell resistance, that creature’s spell resistance is reduced by 5 for 1 round. This reduction is not cumulative for multiple attacks within the same round, even if the target is struck by different weapons, each affected by a different casting of splinter spell resistance. However, the same creature’s spell resistance can be reduced on multiple rounds by subsequent hits.

WINGED SWORD
School transmutation; Level bloodrager 2, inquisitor 3, magus 2,
occultist 2, paladin 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one melee weapon
Duration 10 minutes/level
Saving Throw Will negates (harmless, object); Spell Resistance
yes (harmless, object)
The weapon targeted by this spell grows small feathered wings. For the duration of the spell, the weapon acts as if it had the throwing weapon special ability. This spell can be used in place of magic stone as a prerequisite for the throwing weapon special ability.
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Re: 秘术选集【Arcane Anthology】(施工ing)
« 回帖 #2 于: 2017-09-14, 周四 21:55:18 »
法术
玛甘比学院认为以下法术是奥术的瑰宝,这些知识可以追溯到贾特比,能最好的体现出老巫师的智慧和价值。虽然起源于贾特比的辉煌,下列几乎所有的法术都在内海地域被广泛使用;在老巫师将他的法术书赐予玛甘比学院,并离开内海的无数世纪以后,他的很多秘密都在格拉利昂流传开来。虽然迦伦德的施法者通常会将这些法术视为玛甘比魔法学院的产物,但来自其他大陆的法师却不知道法术的特殊起源,或者为什么玛甘比的学生将这些法术的滥用视为对贾特比拼搏奋斗以保护知识和文明的传奇的侮辱。

天界治疗(CELESTIAL HEALING)
学派:咒法系(医疗)【善良】
等级:血脉狂怒者1,牧师1,魔战士1,术士/法师1,召唤师1,女巫1
施法时间:1轮
成分:言语,姿势,材料(一滴善良异界生物的血或一份圣水)
距离:接触
目标:接触到的生物
持续时间:1轮/2等级
豁免:意志,过则无效(无害)
法术抗力:可(无害)
你用善良亚种的异界生物(比如天使)的血液或圣水涂抹受伤生物,使其获得快速治疗1。在法术持续时间内,目标会散发出善良生物的灵光,并能感知到魔法的正义力量,不过这并不会对目标的阵营带来任何长期效果。如果目标自身具有邪恶灵光,则不会被天界治疗抑制,同样能被如常侦测到。

高等天界治疗(CELESTIAL HEALING, GREATER)
学派:咒法系(医疗)【善良】
等级:血脉狂怒者4,牧师4,魔战士4,术士/法师4,召唤师4,女巫4
如同天界治疗,除了目标会获得快速医疗4,且目标会散发出一位善良牧师的灵光。

循环转生术(CYCLIC REINCARNATION)
学派:变化系
等级:德鲁伊6
成分:言语,姿势,材料,法器(价值5000gp的油)
这种法术可让一个死亡不超过1年的生物复活,得到一具与原来身体非常相似的躯体;法术非常类似于转生术,除了以下区别。循环转生术复活的身体与死去生物原先的种族一致,且新身体与生物之前的身体非常相似,在某种程度上,复活后的该生物很容易被误认为是自己的子女或亲属。如果受影响的生物不是一个类人生物,他有75%的可能性被复活为一个同种族的青年体,获得幼体生物简单模板(对于龙类和其他力量取决于年龄层的生物,则变为青少年体)。
你可以使用循环转生术来复活一个被死亡效果杀死,或被变为不死生物后被摧毁的生物,但被这么复活的非类人生物总会获得幼体生物简单模板(或青少年,在龙类和其他力量取决于年龄层的生物的例子中)。

贾特比之怒(JATEMBE’S IRE)
学派:变化系【善良】
等级:德鲁伊6,术士/法师6
区域:120英尺半径扩散
玛甘比的学者声称,老巫师贾特比发明了这种法术来帮助灭除失落之城埃尔德(the lost city of Ird),尽管这种说法从未得到证实。这种法术会导致灌木、杂草和其他植物破土而出,膨胀成粗壮的藤蔓和卷须,卷向任何建筑或邪恶生物,如同黑触手,除了以下所述。当你判定卷须的CMB的时候,卷须会使用你的施法者等级作为它们的基础攻击加值,并因为它们的力量而有+13奖励。任何成功擒抱一个敌人的卷须会对被擒抱的生物造成4d6+13点的伤害。此外,由此法术创造出的蔓藤可以探测到邪恶灵光,就好像它们以侦测邪恶观察了法术区域内所有的生物和物体以3轮,且蔓藤只会攻击和妨碍邪恶生物的移动,但它们也会攻击所在区域内的任何建筑。每一个建筑在每一轮内都会遭受一次攻击;你的施法者等级作为这些攻击的基础攻击加值,而每次成功的攻击,蔓藤都会造成4d6+13点的伤害。没有邪恶灵光的生物不会被此法术攻击或阻碍。

遮蔽预言(MASK FROM DIVINATION)
学派:预言系
等级:炼金术师5,血脉狂怒者4,魔战士5,萨满5,术士/法师5,女巫5
施法时间:1标准动作
成分:言语,姿势,器材(一张无眼的面具),材料(价值200gp的钻石尘)
距离:接触
目标:接触到的生物
持续时间:24小时
豁免:意志,过则无效(无害,物品)
法术抗力:可(无害,物品)
作为施法动作的一部分,你要将作为器材的面具放在目标脸上,之后它会在法术持续时间内紧紧粘附在目标的脸上,不能被物理力量移除。尽管没有眼睛,但面具不会以任何方式妨碍到佩戴者的视力。实际上,这种法术就如同回避侦测(nondetection),除了本法术同样会阻碍试图获得关于生物的信息的预言法术,即使这些法术不是以该生物为目标。对于通常会揭示出穿戴者存在的预言法术,例如识破隐形,法术会起效,但如果施法者在施法者等级检定中失败,穿戴者就不会被发现。同样地,如果施法者在施法者等级检定中失败,针对穿戴者的探知意图会完全不起作用。此外,所有用来了解穿戴者或识别穿戴者和他的力量及弱点的技能检定的DC都会增加4,包括获得信息的交涉检定,知识检定,和对抗目标易容检定的察觉检定。
面具在法术持续时间内无法被移除,且目标正戴着器材面具的事实不能以任何方式对观察目标的生物隐瞒。

异界咨询(PLANAR INQUIRY)
学派:咒法系(呼唤)
等级:牧师3,德鲁伊3,审判者3,萨满3,术士/法师3,召唤师3,女巫3
成分:言语,姿势,材料(价值100gp/被呼唤生物的HD的贡品)
效果:一个会回答问题的被呼唤的异界生物
持续时间:立即;见正文
虽然老巫师并不是第一个向异界存在寻求答案的人,但贾特比与异界生物的交涉在他对启迪的追寻中尤为传奇,而玛甘比学院则将这一法术的创造归功于老巫师。
当被施放时,这个法术将会把一个生物从其他位面呼唤到你的精确位置,如同次级异界誓盟,除了所提到的。当你用异界咨询呼唤来一个生物时,你唯一可以让该生物做的任务就是回答问题或收集关于某个特定主题的信息(一个人,一个地方,或者一个东西)。在听到你的请求后,如果该生物有适当的知识技能,他可以尝试进行一次检定以提供他所拥有的信息。如果他缺乏这样一种技能,被呼唤来的生物会离开1d4小时去收集这些信息。在他返回时,你进行1d20投骰,并加上你的施法者等级,并使用结果来确定该生物已经收集到的关于这个主题的信息(如同使用交涉)。当他将这些信息传递给你时,被呼唤的生物会停留最久达10分钟,然后他就会返回原位面。如果该生物在法术持续时间内被攻击或伤害,法术就会结束,该生物会返回你将他召唤来的位面。
当你施放这个法术的时候,你可以选择呼唤一个特定种类的异界生物,甚至用名字呼唤特定个体。呼唤的异界生物种类不会改变法术效果,但当你用异界咨询来召唤一个元素亚种的生物时,法术就会变为该元素种类。你不能呼唤一个生命骰超出你施法者等级(最多18HD)的异界生物,你不能用这个法术来联系一个特有的异界生物(如一位神灵的神使)或拥有神话等级的异界生物。

剧透 -   :
SPELLS
The Magaambya considers the following spells to be treasures of arcane knowledge and lore dating back to Jatembe, spells that best epitomize the wisdom and values of the Old-Mage. Despite originating from Jatembe’s brilliance, nearly all of the spells listed below see wider use throughout the Inner Sea region; in the countless centuries since the Old-Mage gifted his spellbooks to the Magaambya and departed the Inner Sea region, many of his secrets have spread across Golarion. While spellcasters of Garund generally recognize these spells as products of the Magaambya, wizards from other lands often have no idea of the spells’ special origins, or why students of the Magaambya consider misuse of the spells an insult to the legacy of Jatembe’s struggle to preserve knowledge and civilization.

CELESTIAL HEALING
School conjuration (healing) [good]; Level bloodrager 1, cleric 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 round
Components V, S, M (1 drop of blood from a good outsider or 1 dose of holy water)
Range touch
Target creature touched
Duration 1 round/2 levels
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You anoint a wounded creature with the blood of an outsider with the good subtype (such as an angel) or holy water, giving it fast healing 1. The target radiates the aura of a good creature for the duration of the spell and can sense the righteousness of the magic, though this has no long-term effect on the target’s alignment. If the target has its own evil aura, this is not suppressed by celestial healing, and can also be detected normally.

CELESTIAL HEALING, GREATER
School conjuration (healing) [good]; Level bloodrager 4, cleric 4,
magus 4, sorcerer/wizard 4, summoner 4, witch 4
As per celestial healing, except the target gains fast healing 4 and the target radiates the aura of a good cleric.

CYCLIC REINCARNATION
School transmutation; Level druid 6
Components V, S, M, DF (oils worth 5,000 gp)

This spell allows a dead creature that died no more than 1 year before the casting of the spell to return to life in a body that closely resembles its original body; it functions as reincarnate except as noted. Cyclic reincarnation returns the dead creature to life in a new body of the same race that the target belonged to in life, and the new body appears physically similar to the creature’s previous one, to the extent that the creature could be easily mistaken for its own offspring or kin. If the affected creature isn’t a humanoid, there is a 75% chance that the creature returns to life as a youth of its race, gaining the young creature simple template instead (or becomes a juvenile, in the case of dragons and other creatures whose power is determined by their age category). You can use cyclic reincarnation on someone who was killed by a death effect or turned into an undead creature and then destroyed, but nonhumanoids so restored always return to life with the young creature simple template (or as a juvenile, in the case of creatures whose power is determined by their age category).

JATEMBE’S IRE
School transmutation [good]; Level druid 6, sorcerer/wizard 6
Area 120-ft.-radius spread
The scholars of the Magaambya claim that Old-Mage Jatembe developed this spell to help eradicate the lost city of Ird, although such claims have never been confirmed. This spell causes tall grass, weeds, and other plants to swell into Gargantuan vines and tendrils that erupt from the ground, reaching for any structure or any creature of evil alignment, functioning like black tentacles except as noted. When you are determining the tendrils’ CMB, the tendrils use your caster level as their base attack bonus and have a +13 bonus due to their Strength. Any tendril that succeeds in grappling a foe deals 4d6+13 points of damage to the grappled creature. Additionally, the tendrils created by this spell can detect evil auras, as if they had spent 3 rounds observing all creatures and objects within the spell’s area using detect evil, and attack and impede the movement of only evil creatures, though they also attack any structures in their area. Each structure suffers a single attack each round; your caster level acts as the base attack bonus for these attacks, and the tendrils deal 4d6+13 points of damage on each successful attack. Creatures that lack evil auras are not attacked or impeded by this spell.

MASK FROM DIVINATION
School divination; Level alchemist 5, bloodrager 4, magus 5, shaman 5, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S, F (an eyeless mask), M (diamond dust worth 200 gp)
Range touch
Target creature touched
Duration 24 hours
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
As part of the action used to cast this spell, you place the mask used as its focus component on the target’s face, after which it adheres tightly to the target for the spell’s duration and cannot be removed by physical force. Despite lacking eyes, this mask does not impair its wearer’s vision in any way. While in effect, this spell functions like nondetection, except it also foils divination spells that attempt to gather information about the creature, even if they don’t target it. In the case of divination spells that would normally reveal the wearer’s presence, such as see invisibility, the spell works but the wearer simply isn’t detected if the caster fails its caster level check. Likewise, scrying attempts that are targeted specifically at the wearer do not work at all if the caster fails its caster level check. In addition, the DCs of all skill checks to learn about the wearer or identify the wearer and its strengths and weaknesses—including Diplomacy checks to gather information, Knowledge checks, and opposed Perception checks against the target’s Disguise checks—increase by 4.
The mask cannot be removed for the duration of the spell, and the fact that the target is wearing the focus mask cannot be hidden in any way from creatures that observe the target.

PLANAR INQUIRY
School conjuration (calling); Level cleric 3, druid 3, inquisitor 3, shaman 3, sorcerer/wizard 3, summoner 3, witch 3
Components V, S, M (offerings worth 100 gp per HD of creature called)
Effect one called outsider that answers questions
Duration instantaneous; see text
Although he was hardly the first to turn to the Outer Planes for answers, Jatembe’s dealings with outsiders in his pursuit of enlightenment are legendary, and the Magaambya credits the Old-Mage with the creation of this spell.
When cast, this spell calls a creature from another plane to your precise location, functioning like lesser planar ally except as noted. When you call a creature using planar inquiry, the only task that you can ask of the creature is for it to answer questions or gather information regarding a specific topic (a person, a place, or a thing). After hearing your request, if the creature has an appropriate Knowledge skill it can attempt a check to provide the information it has. If it lacks such a skill, the called creature leaves for 1d4 hours to gather this information. Upon its return, you roll 1d20 plus your caster level and use the result to determine what information the creature has gathered about the subject (as if using Diplomacy). The called creature stays for up to 10 minutes as it relays this information to you, after which it departs to its home plane. If the creature is attacked or damaged at any time during the spell’s duration, the spell ends and the creature returns to the plane from which you summoned it.
When you cast this spell, you can choose a specific kind of outsider to call, even calling an individual creature by name. The kind of outsider called doesn’t alter the effects of the spell, but when you use planar inquiry to summon a creature with an alignment or elemental subtype, it is a spell of that type. You cannot call an outsider whose Hit Dice exceed your caster level (maximum 18 HD) and you cannot use this spell to contact a unique outsider (such as a deity’s herald) or an outsider with mythic ranks.
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Re: 秘术选集【Arcane Anthology】(施工ing)
« 回帖 #3 于: 2017-09-14, 周四 21:55:22 »
哈弗拉玛(Haphrama)的研究致力于改变魔法和世俗物品的价值。尽管没有原始的文件留存,但他个人研究的残缺副本却仍存在于格拉利昂的魔法学府中。以下法术一般被认为是符文领主·哈弗拉玛(Runelord Haphrama)的研究成果。

奇械诅咒(ARTIFICER’S CURSE)
学派:变化系
等级:吟游诗人6,牧师7,审判者6,秘学士6,萨满7,术士/法师7,女巫7
施法时间:1标准动作
成分:言语,姿势,材料(一个黑色卷轴或一页法术书)
距离:近距(25英尺+5英尺/2等级)
目标:1件魔法物品
持续时间:1分钟/等级(可消解)
豁免:意志,过则无效(物品)
法术抗力:可
你暂时压制住魔法物品中的强大力量。这个物品可以是任何你怀疑携带有附魔的物品,但如果目标物品上没有魔法,你的法术就不会有效果。法术会将物品的施法者等级降低,降低等级等于你的施法者等级,最低降低到0。如果物体会授予表现、偏斜、增强、洞察、幸运、士气、天生护甲、亵渎、抗力、或神圣加值,物品每失去4施法者等级则加值降低1。如果物品的施法者等级降到0,所有的魔法力量都会在法术持续时间内被抑制(如果被解除)。法术对神器无效。

灵犀指(DEFT DIGITS)
学派:变化系
等级:吟游诗人3,催眠师3,秘学士3,异能者3,术士/法师3,唤灵师3,召唤师3
施法时间:1标准动作
成分:言语,姿势
距离:中距(100英尺+10英尺/等级)
目标:1个未被穿戴的手套
持续时间:10分钟/等级
豁免:无(无害,物品)
法术抗力:不可
你用活化法术目标,从远处用自己的手操纵手套。手套会按照你的命令移动,拥有30英尺的飞行速度和普通机动性。指导手套是一个标准动作,但手套可以在同一动作里用最大速度移动和执行一项任务。你可以使用手套来尝试一次解除装备和手上功夫检定,但从远处尝试这些检定会使普通的技能检定DC增加5,如果你看不到正在操纵的物体,则增加20。手套同样可以提起或拖动物体,使用你的施法者等级作为力量属性。当法术生效时,手套不能用来挥舞武器或进行有效攻击。如果你在一个魔法手套上施放这个法术,它的内在魔法会在法术持续时间内被抑制。

消失术(DISSOLUTION)
学派:变化系
等级:炼金术师4,术士/法师5,唤灵师6,召唤师6
施法时间:1标准动作
成分:言语,姿势,材料(一瓶价值50gp的炼金试剂)
距离:接触
目标:超小型或更小的被接触物品
持续时间:10分钟/等级(可消解)
豁免:强韧,过则无效(物品)
法术抗力:不可
你触摸一个超小型的或小的物品,让其消失不见,就好像它根本不存在一样。该物品不会被损坏或获得任何其他症状;它只是变得不再可见,且不能以任何方式与世界发生互动,就好像它已不复存在一样。试剂油会与物品一起消失,且不会留下残留物,也不会影响在使用中被拿来握住或持有该物品的表面。没有法术或能力,除了神迹术或祈愿术,可以在本法术的作用下定位或影响到该物品。虽然在法术作用下该物品似乎不存在,但它本身的真实性是连贯的(它会持续老化,任何持续的效果都会如常继续)。目标物品可以比超小型更大,最大超出的体型等级差距=(你的施法者等级-5)/5。
当法术持续时间结束时,目标物品会返回原貌。物体会以留下的状态出现在完全相同的原地。如果该位置不再有空间容纳该物体,则该物品将受到1d0点伤害(绕过硬度),并被传送到最近的空闲位置。如果该位置距离原始位置超过5英尺,那么该物体就有25%的几率被随机传送到其他位面。

贪婪之徽(EMBLEM OF GREED)
学派:变化系(变形)
等级:牧师6,审判者6,魔战士6,催眠师6,萨满7,术士/法师6
施法时间:1标准动作
成分:言语,姿势,材料(一件精品或魔法近战武器)
距离:接触
目标:接触的1件精品近战武器
持续时间:1分钟/等级
豁免:无(物品)
法术抗力:不可
你将一把近战武器转变成一把燃烧着的大砍刀,类似于古老的符文领主所使用的武器。你的法术目标必须是大小适合你体型的精品或魔法近战武器。武器会变成一把适合你体型的大砍刀,并附有+1增强加值和炽焰武器特殊能力。当使用这把大砍刀时,你被认为擅长它,并使用你的施法者等级作为你的基础攻击加值(这可能给予你多次攻击)。当你的施法者等级达到14时,大砍刀会获得储法武器特殊能力。当你的施法者等级到达17时,武器会失去炽焰武器特殊能力,并获得焰爆武器特殊能力。大砍刀的增强加值在15级时增加到+2,19级时为+3。如果此法术被施放在魔法武器上,法术的力量将取代武器通常拥有的能力,使武器的正常增强加值和能力在法术生效期间失效。这种法术和高等魔化武器或任何其他可能会以任何方式调整武器的法术无法叠加。这种法术不能在神器上使用。一件精品武器在攻击骰上的加值不会和增强加值在攻击上叠加。

愚人金(Fool's Gold)
学派:变化系
等级:炼金术士1,反圣武士1,吟游诗人1,催眠师1,秘学士1,异能者1,萨满2,术士/法师2,女巫2
施法时间:标准动作
成分:言语,姿势,器材(一块价值5gp的金子)
距离:接触
目标:接触的1枚金币/等级
持续时间:10分钟/等级
豁免:强韧,通过则无效(物品,见内文)
法术抗力:
你对一或多枚金币施展此法术,拥有它们的人会更容易受到你法术的影响。一名拥有一或多枚这些金币的生物在首次被迫针对你创造的法术、类法术能力或超自然能力尝试进行豁免时,必须进行意志豁免(DC为此法术的豁免DC)。若生物豁免失败,那么只要他还拥有(in its possession)该金币,他在对抗你的魔法效应的所有豁免检定上都承受-2减值。此外,若他在对抗你的有害(not harmless)且有持续时间的魔法能力时豁免失败,那么持续时间对该生物加倍。


琳琅满盆(FULL POUCH)
学派:变化系
等级:炼金术师2,吟游诗人2,审判者3,秘学士3,游侠3,术士/法师2
施法时间:1迅捷动作
成分:言语,姿势,材料(价值1gp的炼金试剂或草药)
距离:接触
目标:接触的1件物品
持续时间:立即
豁免:强韧,过则无效(物品)
法术抗力:不可
当你拿出一件可消耗的炼金物品来使用时,你可以施展此法术。物体必须是一件炼金物品,而不是疾病药剂,毒药,魔法药水,或者其他种类的消耗品。物品会自我分裂成两份几乎相同的副本,新分离出的一份副本会被交到你手中。新物品在所有方面都和原物一样,除了质量会稍有下降。对抗新的炼金物品影响的豁免使用原物品的豁免DC或法术DC,以较高者为准。

力拔山兮(LEGENDARY PROPORTIONS)
学派:变化系
等级:炼金术师6,德鲁伊7,萨满7,术士/法师7,女巫7
施法时间:1标准动作
成分:言语,姿势,材料(一根恐龙骨头和至少价值200gp的琥珀粉)
距离:近距(25英尺+5英尺/2等级)
目标:一个生物(见正文)
持续时间:1分钟/等级
豁免:强韧,过则无效(无害)
法术抗力:不可
你呼唤来古巨兽的原始力量以增大你目标的体型。由于其与遥远过去的生物之间的联系,法术不能作用于异界生物、不死生物、和召唤生物。你的目标会长大到传奇级的比例,体型增加一个等级。生物的高度会加1倍,体重增加8倍。该目标在力量属性上获得+6的体型加值,体质上获得+4体型加值。他在天生护甲上获得+6的体型加值,和DR 10/精金。他的负重能力会根据新体型而改变。生物的装备和武器,如果有的话,也会变大。任何变大的物品如果离开该生物的手上,就会恢复到原来大小(尽管投掷武器和弹药在恢复大小之前会按增大后的体型造成伤害)。
如果没有足够的空间容纳该生物的变大,他将达到可能的最大体型,并可以尝试一次力量检定(使用提升后的力量属性)来在过程中撑爆任何围墙。如果他失败,他会被限制在周围的墙壁范围内,且不受到伤害。法术不会在胀大过程中碾压一个生物。

液化术(LIQUEFY)
学派:变化系
等级:炼金术师3,吟游诗人3,德鲁伊4,术士/法师4
施法时间:1标准动作
成分:言语,姿势,材料(一个特别准备的玻璃瓶)
距离:近距(25英尺+5英尺/2等级)
目标:一个最重1磅/等级的物品
持续时间:1轮/等级(可消解)
豁免:强韧,过则无效(物品)
法术抗力:不可
你的目标物品会变成它自己的液态版本,并像层薄油一般滴落或流淌,直到静置在任何平坦的表面上。如果该物品拥有魔法或炼金属性,它们在法术持续时间里会钝化。如果你在施放此法术的时候正持有该物品,你可以将它倒入一个作为法术器材的瓶子里。如果以这种方式被倒入瓶中,生命值受损或破损状态的物品会重获5生命值/施法者等级。临时效果的持续时间(如被使用的毒药或高等魔化武器)会如常流逝,并可能在物体处于液态时失效。饮用该液体显然是不安全的,但如果出于某种原因,一个生物确实喝下了该液体,且法术结束,该生物会受到3d6点伤害,并用一个标准动作将该物品的固态版本咳出体内。
任何会分散或稀释液态物体的法术或效果会迫使物体尝试一次强韧豁免(使用效果的DC,或DC 15,如果该效果没有任何豁免,例如将一个液化物体倒进一条小溪里)。一次失败的豁免会使物体获得损坏症状。如果该物体已经破损,它将在豁免失败时被立即销毁。液化术对神器、建筑或智能魔法物品无效。

热烈欢迎(OPEN ARMS)
学派:变化系
等级:术士/法师5
施法时间:1直觉动作
成分:言语,姿势,器材(一件魔法或精品近战武器)
距离:接触
目标:接触的近战武器
持续时间:1分钟/等级
豁免:无
法术抗力:不可
你施展此法术来回应一个敌对生物发起来对抗你的骑士挑战(Advanced Player’s Guide 32),审判者的审判能力(Advanced Player’s Guide 38),或制裁(例如圣武士的制裁邪恶)。如果一个生物使用法术来将你识别为宿敌,例如即刻仇敌(Advanced Player’s Guide 229),而你通常并不是他的宿敌,则你也可以施展此法术。你向武器中注入强大的能量,以抵御挑战你的生物对你发起的攻击。只要你持有武器,你就在AC和对抗初始生物的攻击的CMD上获得+5的洞察加值。如果你出于任何原因放开了武器,法术就会结束。你只能根据上面列出的其中一个条件来施放该法术。如果你尝试在上一回合后没有受到挑战或类似影响的情况下施放本法术,法术就会失败。

白手起家(RAGS TO RICHES)
学派:变化系
等级:炼金术师3,吟游诗人3,牧师4,通灵者3,秘学士3,术士/法师4,女巫4
施法时间:1标准动作
成分:言语,姿势,材料(一枚用粗麻布包裹的铜币)
距离:接触
目标:接触的一个武器、铠甲、盾牌、工具、或技能增强包/5等级
持续时间:10分钟/等级
豁免:强韧,过则无效(物品)
法术抗力:不可
目标物品会被附魔,如同一件精制物品。除了精制品的任何加值以外,该物品还会获得其他加值。技能增强包和其他装备会在使用它们的技能检定上带来额外的+1/4施法者等级的洞察加值,且还有原先来自技能增强包的加值。护甲和武器会获得等于你的施法者等级的临时生命值。如果物体已经有一个增强加值,这个加值会增加1。如果法术的物体拥有硬度,硬度会增加5。

毁灭符文(RUNE OF RUIN)
学派:变化系【诅咒UM】
等级:炼金术师4,吟游诗人4,审判者4,术士/法师5,女巫5
施法时间:1标准动作
成分:言语,姿势,材料(一张薄纸上的自画像)
距离:中距(100英尺+10英尺/等级)
目标:一件物品
持续时间:立即
豁免:强韧,过则无效(物品)
法术抗力:不可
你诅咒一件魔法物品,如魔法袍,盔甲,或武器。该物体的生命值降到总量的1/4,获得损坏症状,并看起来又破又烂。如果它会给予一个数字加值,例如AC上的+2的偏斜加值,该加值会减少1每3施法者等级,最低到0。其他魔法属性在被使用时有50%的几率不起效,因此豁免上的抗力加值或武器的炽焰特殊能力在物品被使用的每一次都有可能会失败。
如果物体是一个智能魔法物品,它的自我值会保持不变,但其质量会下降。武器只有50%的几率成功使用上面的任何法术或类法术能力,并且有25%的几率遗忘它的特殊能力(如果有的话)。如果一把智能武器在主动支配着它的使用者,当它在对抗毁灭符文的豁免中失败的时候,使用者就会得到一个+4加值来进行一次直觉豁免以重新控制自己。毁灭符文对魔法神器无效。

化泪为酒(TEARS TO WINE)
学派:变化系
等级:炼金术师1,吟游诗人1,牧师2,德鲁伊1,通灵者1,秘学士1,萨满1,术士/法师2,女巫2
施法时间:1标准动作
成分:言语,姿势,材料(一颗葡萄)
距离:10英尺
目标:1立方英尺/2等级的液体(见正文)
持续时间:10分钟/等级
豁免:意志,过则无效(物品)
法术抗力:可(物品)
传说中符文领主用这种法术来从他们捕获的敌人的泪水中获益。
这一法术能将使非魔法的液体——包括变质的、腐烂的、带有病菌的、有毒的、或其他被污染的饮品、眼泪、海水和类似液体——变成蜂蜜酒或质量一般的葡萄酒。此法术不能阻止随后的自然腐烂或变质。邪水和类似的重要液体会被本法术破坏,但是法术对任何种类的生物或魔法药水都没有影响。
那些饮用由本法术产生的蜂蜜酒或葡萄酒的生物会变得机敏而头脑清晰,在所有基于智力和感知的技能检定上获得+2增强加值。在施法者等级为9级时增加到+5加值,在施法者等级为15级时增加到+10((最大)。

转变魔像(TRANSMUTE GOLEM)
学派:变化系(变形)
等级:炼金术师6,术士/法师9
施法时间:9小时
成分:言语,姿势,材料(价值不同的金属粉末)
距离:接触
目标:接触的魔像
持续时间:立即
豁免:无
法术抗力:不可
你能把一个类型的魔像变成另一种。魔像必须是自愿的——它必须由主人命令配合转化,或者能自行做出服从法术的决定。你必须提供各种各样的金属粉末,价值相当于新旧类型的创造成本的差异的150%,即使新魔像种类的成本更低。这两类魔像必须享有相同的亚种,如果有的话。你不能把魔像变为CR比你的施法者等级更高的新种类魔像。
如果所有这些条件都得到满足,旧魔像会被完全变为新种类魔像。它的能力和数据都与一个新魔像类型相同,包括它的魔法豁免和特殊攻击。新魔像仍然会受到施法之前它所遭受的任何伤害或症状的影响。
剧透 -   :
ARTIFICER’S CURSE
School transmutation; Level bard 6, cleric 7, inquisitor 6,
occultist 6, shaman 7, sorcerer/wizard 7, witch 7
Casting Time 1 standard action
Components V, S, M (a blank scroll or page from a spellbook)
Range close (25 ft. + 5 ft./2 levels)
Target 1 magical item
Duration 1 minute/level (D)
Saving Throw Will negates (object); Spell Resistance yes
You temporarily suppress the most powerful qualities of a magical item. This item can be any object you suspect bears a magical enchantment, but if the targeted item is not magical, your spell has no effect. The spell reduces the object’s caster level by an amount equal to your caster level, to a minimum of 0. If the item grants a competence, deflection, enhancement, insight, luck, morale, natural armor, profane, resistance, or sacred bonus, the bonus is reduced by 1 for every 4 caster levels the item loses. If the item’s caster level is reduced to 0, all its magic qualities are suppressed (as if dispelled) for the duration of the spell. This spell has no effect on artifacts.

DEFT DIGITS
School transmutation; Level bard 3, medium 3, occultist 3,
psychic 3, sorcerer/wizard 3, spiritualist 3, summoner 3
Casting Time 1 standard action
Components V, S
Range Medium (100 ft. + 10 ft./level)
Target 1 unattended gauntlet or glove
Duration 10 minutes/level
Saving Throw None (harmless, object); Spell Resistance no
You animate the target of the spell, manipulating the glove with your own hand from a distance. The glove moves as you direct it with a fly speed of 30 feet and average maneuverability. Directing the glove is a standard action, though the glove can move up to its speed and perform a task in the same action. You can attempt Disable Device and Sleight of Hand checks using the glove, though attempting these checks at a distance increases the normal skill check DCs by 5, or by 20 if you do not have line of sight to the object you are manipulating. The glove can also lift or drag objects using your caster level as your Strength score. The glove cannot wield weapons or make attacks effectively while this spell is in effect. If you cast this spell on a magical glove, its innate magic is suppressed for the duration of the spell.

DISSOLUTION
School transmutation; Level alchemist 4, sorcerer/wizard 5, spiritualist 6, summoner 6
Casting Time 1 standard action
Components V, S, M (vial of alchemical reagents worth 50 gp)
Range touch
Target Tiny or smaller object touched
Duration 10 minutes/level (D)
Saving Throw Fortitude negates (object); Spell Resistance no
You touch a Tiny or smaller item, causing the item to vanish as if it did not exist at all. The item doesn’t take damage or otherwise gain any condition; it simply ceases to be visible to or interact with the world in any way, as if it no longer existed. The oil vanishes with the item and leaves no residue, nor does it affect surfaces that handle or hold the item during its application. No spell or ability short of miracle or wish can locate or affect the item while it is under the effect of this spell. Though the item seems to not exist while under the effects of this spell, its own reality is consistent (it ages normally, and any ongoing effects upon it continue normally). The target object can be one size larger than Tiny for every 5 caster levels above 5th you possess.
The target item returns to existence when the spell’s duration expires. An item returns to existence in exactly the same location and condition it left. If the location no longer has room for the item, the item takes 1d0 points of damage (bypassing hardness) and is teleported to the nearest location that has room for it. If that location is more than 5 feet from the original location, there is a 25% chance the item is instead shifted to a randomly determined alternate plane.

EMBLEM OF GREED
School transmutation (polymorph); Level cleric 6, inquisitor 6, magus 6, medium 6, shaman 7, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (a masterwork or magical melee weapon)
Range touch
Target 1 masterwork melee weapon touched
Duration 1 minute/level
Saving Throw none (object); Spell Resistance no
You transform one melee weapon into a burning glaive similar to the ones wielded by the runelords of old. The target of your spell must be a masterwork or magical melee weapon appropriate to your size. The weapon becomes a glaive appropriate to your size and has a +1 enhancement bonus and the flaming weapon special ability. When wielding the glaive, you are considered proficient with it and use your caster level as your base attack bonus (which may give you multiple attacks). When you reach caster level 14th, the glaive gains the spell-storing weapon special ability. When you reach caster level 17th, it loses the flaming weapon special ability, and gains the flaming burst weapon special ability. The glaive’s enhancement bonus increases to +2 at caster level 15th, and +3 at caster level 19th. If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with greater magic weapon or any other spell that might modify the weapon in any way. This spell does not work on artifacts. A masterwork weapon’s bonus on attack rolls does not stack with an enhancement bonus to attack.

FOOL’S GOLD
School transmutation; Level alchemist 1, antipaladin 1, bard 1,
mesmerist 1, occultist 2, psychic 1, shaman 2, sorcerer/
wizard 2, witch 2
Casting Time 1 standard action
Components V, S, F (a lump of gold worth 5 gp)
Range touch
Target 1 gold piece/level touched
Duration 10 minutes/level
Saving Throw Fortitude negates (object, see text); Spell
Resistance yes
You cast this spell on one or more gold pieces, which make those who have them more vulnerable to your magics. A creature with one or more of these gold pieces in its possession must attempt a Will save (at this spell’s save DC) the first time the creature is forced to attempt a saving throw against a spell, spell-like ability, or supernatural ability you create. If the creature fails, it takes a –2 penalty on all saving throws against your magic effects as long as the gold piece is in its possession. Additionally, if it fails a saving throw against a magic ability of yours that is not harmless and has a duration, the duration is doubled for that creature.

FULL POUCH
School transmutation; Level alchemist 2, bard 2, druid 2,
inquisitor 3, occultist 3, ranger 3, sorcerer/wizard 2
Casting Time 1 swift action
Components V, S, M (alchemical reagents or herbs worth 1 gp)
Range touch
Target 1 object touched
Duration instantaneous
Saving Throw Fortitude negates (object); Spell Resistance no
You cast this spell as you draw out a consumable alchemical item to use. The object must be an alchemical item, but not a dose of disease, a poison, a magic potion, or another type of consumable item. The item divides itself into two nearly identical copies and the newly separated one is delivered into your hand. The new item functions as the original in all ways except the copied item suffers a slight reduction in quality. Saves against the new alchemical item’s affects use the original item’s save DC or the save DC of this spell, whichever is higher.

LEGENDARY PROPORTIONS
School transmutation; Level alchemist 6, druid 7, shaman 7,
sorcerer/wizard 7, witch 7
Casting Time 1 standard action
Components V, S, M (a dinosaur bone and powdered amber
worth at least 200 gp)
Range close (25 ft. + 5 ft./2 levels)
Target 1 creature (see text)
Duration 1 minute/level
Saving Throw Fortitude negates (harmless); Spell Resistance no
You call upon the primordial power of ancient megafauna to boost the size of your target. Because of its connection to living creatures of the distant past, the spell does not function on outsiders, undead, and summoned creatures. Your target grows to legendary proportions, increasing in size by one category. The creature’s height doubles and its weight increases by a factor of 8. The target gains a +6 size bonus to its Strength score and a +4 size bonus to its Constitution score. It gains a +6 size bonus to its natural armor, and DR 10/adamantine. Its carrying capacity changes to reflect its new size. The creature’s equipment and weapons, if any, also increase in size. Any enlarged item that leaves the creature’s possession returns to its original size (though thrown weapons and ammunition deal damage at their enlarged size before returning to their true proportions).
If insufficient room is available to accommodate the creature’s growth, it attains the maximum possible size and can attempt a Strength check (using its increased Strength score) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it. The spell cannot crush a creature by enclosing it.

LIQUEFY
School transmutation; Level alchemist 3, bard 3, druid 4,
sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (a specially prepared glass bottle)
Range close (25 ft. + 5 ft./2 levels)
Target 1 object weighing up to 1 pound/level
Duration 1 round/level (D)
Saving Throw Fortitude negates (object); Spell Resistance no
The object you target becomes a liquid version of itself and drips or runs like a thin oil until it pools on any flat surface. If the item has magical or alchemical properties, they become inert for the duration of the spell. If you are holding the item when you cast this spell, you can drain it into the bottle used as focus for the spell. Items with hit point damage or the broken condition regain 5 hit points/caster level if drained into a bottle in this way. The duration of temporary effects (such as applied poison or greater magic weapon) passes normally and may expire while the object is in liquid form. The liquid is clearly unsafe to drink, but if, for some reason, a creature does drink the liquid and the spell ends, the creature takes 3d6 points of damage, and brings up the solid version of the item as a standard action in a coughing fit.
Any spell or effect that would disperse or dilute an object affected by liquefy forces the object to attempt a Fortitude save (using the effect’s DC, or DC 15 for effects with no saving throws of their own, such as pouring a liquefied object into a stream). A failed save causes the object to gain the broken condition. If the item is already broken, it is instead destroyed on a failed save. Liquefy has no effect on artifacts, constructs, or intelligent magic items. 

OPEN ARMS
School transmutation; Level sorcerer/wizard 5
Casting Time 1 immediate action
Components V, S, F (a magical or masterwork melee weapon)
Range touch
Target melee weapon touched
Duration 1 minute/level
Saving Throw none; Spell Resistance no
You cast this spell in response to a specific cavalier’s challenge (Pathfinder Roleplaying Game: Advanced Player’s Guide 32), inquisitor’s judgment (Advanced Player’s Guide 38), or smite (such as a paladin’s smite evil) declared against you by an enemy creature. It can also be cast if a creature uses a spell that causes you to qualify as the creature’s favored enemy when you normally wouldn’t, such as instant enemy (Advanced Player’s Guide 229). You imbue your weapon with a powerful ability to ward off attacks made against you by the creature that challenged you. You gain a +5 insight bonus to your AC and CMD against the attacks of the initiating creature as long as you hold the weapon. If you release the weapon for any reason, the spell ends. You can cast this spell only in response to one of the conditions listed above. The spell fails if you attempt to cast it when you were not subject to a challenge or similar effect since your last turn. 

RAGS TO RICHES
School transmutation; Level alchemist 3, bard 3, cleric 4,
medium 3, occultist 3, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, M (a bit of burlap wrapped over a copper coin)
Range touch
Target 1 weapon, suit or armor, shield, tool, or skill kit
touched/5 levels
Duration 10 minutes/level
Saving Throw Fortitude negates (object); Spell Resistance no
The target object is enhanced to function as a masterwork item. In addition to any bonuses for the masterwork quality, the object gains other bonuses. Skill kits and other equipment add an additional +1 insight bonus for every 4 caster levels you possess to skill checks made with them that already receive a bonus from the skill kit. Armor and weapons gain temporary hit points equal to your caster level. If the object already has an enhancement bonus, this bonus increases by 1. If the object of the spell has hardness, that hardness increases by 5.

RUNE OF RUIN
School transmutation [curse UM ]; Level alchemist 4, bard 4,
inquisitor 4, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S, M (a self-portrait on a thin sheet of paper)
Range Medium (100 ft. plus 10 ft./level)
Target 1 object
Duration instantaneous
Saving Throw Fortitude negates (object); Spell Resistance no
You curse a magic item, such as magical clothing, a suit of armor, or a weapon. The object is reduced to 1/4 its normal hit point total, gains the broken condition, and appears damaged and worn. If it grants a numeric bonus, such as a +2 deflection bonus to AC, that bonus is reduced by 1 for every 3 caster levels you possess, to a minimum of +0. Other magical qualities fail to work 50% of the time when called upon, so a resistance bonus on saves or a weapon’s flaming special ability could fail each time the item is used.
If the object is an intelligent magical item, its Ego score remains unchanged despite its reduced quality. The weapon has only a 50% chance to successfully use any spells or spell-like abilities it has, and has a 25% chance of forgetting its special purpose (if any). If an intelligent weapon is actively dominating its wielder when it fails its save against rune of ruin, the wielder gains an immediate saving throw with a +4 bonus to regain control. Rune of ruin has no affect on magical artifacts.

TEARS TO WINE
School transmutation; Level alchemist 1, bard 1, cleric 2,
druid 1, medium 1, occultist 1, shaman 1, sorcerer/wizard 2,
witch 2
Casting Time 1 standard action
Components V, S, M (a single grape)
Range 10 ft.
Target 1 cu. ft./2 levels of liquid (see text)
Duration 10 minutes/level
Saving Throw Will negates (object); Spell Resistance yes (object)
Legend claims runelords used this spell to literally benefit from drinking the tears of their captured foes. This spell turns nonmagic liquids—including spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids—into mead or wine of average quality. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar liquids of significance are spoiled by tears to wine, but the spell has no effect on creatures of any type or on magic potions.
Creatures that drink the mead or wine created by this spell become sharp-witted and clear-minded, gaining a +2 enhancement bonus on all Intelligence- and Wisdom-based skill checks. This increases to a +5 bonus at caster level 9th, and to +10 (the maximum) at caster level 15th. 

TRANSMUTE GOLEM
School transmutation (polymorph); Level alchemist 6, sorcerer/
wizard 9
Casting Time 8 hours
Components V, S, M (powdered metals with a variable cost,
see text)
Range touch
Target golem touched
Duration instantaneous
Saving Throw none; Spell Resistance no
You turn one type of golem into another. The golem must be willing—it must be commanded to transform by its master or must be a creature able to make informed decisions that opts to submit to the spell. You must provide various powdered metals with a value equal to 150% of the difference in creation costs between the old and new type of golem, even if the new golem type is cheaper to create. Both types of golems must share the same subtypes, if any. You cannot transmute a golem into a new type of golem with a CR higher than your caster level.
If all of these conditions are satisfied, the old golem completely changes to the new golem type. Its abilities and statistics are identical to one of the new golem type, including its magic immunities and special attacks. The new golem is still affected by any damage or conditions it suffered before the spell was cast. 
« 上次编辑: 2023-06-17, 周六 12:15:45 由 蕾贝卡【沉沦】 »
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Re: 秘术选集【Arcane Anthology】(施工ing)
« 回帖 #4 于: 2017-09-14, 周四 21:55:25 »
欧琳琪的法术(ORINCHI’S SPELLS)
诽谤者认为在《冷嘲热讽》(Cold Irony)中发现的法术研究证明了欧琳琪是一位受过魔法训练的间谍。无论传闻是否属实,欧琳琪的魔法对于信息收集、从谎言中找出真相,以及用复杂的命理学来帮助战斗都十分有用。

寻找破绽(FIND FAULT)
学派:预言系
等级:吟游诗人3,血脉狂怒者3,审判者3,魔战士3,通灵者3,先知3,异能者3,萨满3,术士/法师3,女巫3
施法时间:1标准动作
成分:言语,姿势
距离:中距(100英尺+10英尺/等级)
目标:1个生物
持续时间:立即
豁免:无
法术抗力:可
你马上了解到目标的很多弱点,好像你已经做出了一个适当的知识技能检查,结果等于20 +你的施法者等级。此外,在你下一次回合结束前,你对该生物的第一次近战或远程攻击投骰获得+5的洞察加值。如果生物变形,易容,或者被幻术隐藏起来,你并不知道他的真实形态,这种法术就会失败,如同你没能穿透目标的法术抗力(GM可能会让你尝试一次施法者等级检定来掩盖法术失败的真正原因)。

预测失败(FORETELL FAILURE)
学派:预言系
等级:吟游诗人4,秘学士5,先知5,异能者4,术士/法师5,女巫4
施法时间:1迅捷动作
成分:言语,姿势
距离:个人
目标:自我
持续时间:立即
在你进行一个需要d20投骰的动作之前,你可以立即施放此法术,比如技能检定,攻击投骰,或属性检定。该动作必须是你可以在一轮中完成的。魔法会让你知道如果你在涉及的d20中投出10或更好的结果,动作是否会成功。如果动作在这种情况下将成功,你必须采取动作。如果动作不会成功,你可以采取不同的行动。

完美部署(PERFECT PLACEMENT)
学派:预言系
等级:吟游诗人2,血脉狂怒者2,魔战士3,异能者3,术士/法师3,女巫3
施法时间:1标准动作
成分:言语,姿势,材料(一个棋子)
距离:近距(25英尺+5英尺/2等级)
目标:1个生物/等级,彼此相距不得超过30英尺
持续时间:1轮/等级
豁免:意志,过则无效(无害)
法术抗力:可(无害)
受影响的生物获得战术知识,并能在战场上最大限度地发挥自己的效率。每一个生物都在AC和反射豁免上获得+1的洞察加值。面对借机攻击时,AC上的洞察加值提升到+3。
剧透 -   :
ORINCHI’S SPELLS
Scandalmongers argue that the spell research found in Cold Irony supports their claim that Olinchi trained magically capable spies. Whether or not the rumors are true, Olinchi’s magic is useful for information gathering, sorting truth from lies, and using complicated numerology to aid in combat.

FIND FAULT
School divination; Level bard 3, bloodrager 3, inquisitor 3, magus 3, medium 3, oracle 3, psychic 3, shaman 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. plus 10 ft./level)
Target 1 creature
Duration instantaneous
Saving Throw none; Spell Resistance yes
You instantly learn many of the target’s weaknesses, as if you had made an appropriate Knowledge skill check with a result equal to 20 + your caster level. Additionally, your first melee or ranged attack roll against the creature before the end of your next turn gains a +5 insight bonus. If the creature is polymorphed, disguised, or hidden by an illusion and you are not aware of it’s true form, this spell fails as if the target has spell resistance you failed to penetrate (the GM may have you attempt a caster level check to conceal the true reason for the spell’s failure).

FORETELL FAILURE
School divination; Level bard 4, occultist 5, oracle 4, psychic 4, sorcerer/wizard 5, witch 4
Casting Time 1 swift action
Components V, S
Range personal
Target you
Duration instantaneous
You cast this spell immediately before you would take an action that requires a d20 roll, such as a skill check, attack roll, or ability check. The action must be something you can complete in a single round. The spell magically informs you whether the action will succeed if you roll a 10 or better on the d20 roll involved. If the action would be successful under those circumstances, you must take the action. If the action would not be successful, you can take a different action.

PERFECT PLACEMENT
School divination; Level bard 2, bloodrager 2, magus 3, psychic 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M (a chess piece)
Range close (25 ft. plus 5 ft./2 levels)
Target one creature/level, no two of which can be more than
30 ft. apart
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
Affected creatures gain tactical knowledge and maximize their efficiency on the field of battle. Each gains a +1 insight bonus to AC and Reflex saves. Against attacks of opportunity, the insight bonus to AC increases to +3.
« 上次编辑: 2017-09-15, 周五 22:38:14 由 靛蓝的鸢尾草 »
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Re: 秘术选集【Arcane Anthology】(施工ing)
« 回帖 #5 于: 2017-09-14, 周四 21:55:28 »
诘问术(HECKLE)
学派:惑控系(胁迫)【情绪UM,影响心灵】
等级:吟游诗人2,血脉狂怒者2,魔战士2,催眠师2,异能者2,术士/法师2
施法时间:1标准动作
成分:言语,姿势,材料(一颗番茄)
距离:中距(100英尺+10英尺/等级)
目标:1个生物
持续时间:1分钟/等级
豁免:意志,过则无效
法术抗力:可
你不断地骚扰和挑剔你的法术目标,直到他大发雷霆。目标对你和在法术被施展时30英尺内的所有人的态度都会朝着敌意转变一个等级。目标同样会在攻击骰、豁免检定、和属性与依赖智力、感知、或魅力的技能检定上受到-2惩罚。

怯场术(STAGE FRIGHT)
学派:惑控系(胁迫)【情绪UM,恐惧,影响心灵】
等级:反圣武士3,吟游诗人3,审判者3,催眠师3,异能者3,术士/法师3,女巫3
施法时间:1标准动作
成分:言语,姿势
距离:中距(100英尺+10英尺/等级)
目标:1个生物/等级,彼此相距不得超过30英尺
持续时间:1轮/等级
豁免:意志,过则无效
法术抗力:可
你让目标突然对失败充满恐惧。一个在豁免检定上失败的生物在属性检定、技能检定、和任何需要专注的检定上受到-4惩罚(例如在困难情况下施法或操作复杂装置)。

众志成城(TOUGH CROWD)
学派:防护系
等级:吟游诗人4,审判者4,催眠师4,异能者3,术士/法师4,女巫3
施法时间:1标准动作
成分:言语,姿势
距离:中距(100英尺+10英尺/等级)
目标:1个生物/等级
持续时间:10分钟/等级
豁免:意志,过则无效(无害)
法术抗力:可(无害)
你让盟友能抵抗控制或误导他们的意图。在法术范围内的每一个盟友都在抵抗下一个对他们施展的惑控或幻术魔法的豁免检定上获得+4洞察加值。此外,影响一个受影响人物的哄骗、交涉、易容、或恐吓检定在法术持续时间内加4。
剧透 -   :
SPELLS
An aggressive war mage in his original career with the Chelish military, Lokoris Sarini brought the same intensity to his artistic endeavors. He still has a large following among Chelish actors, who emulate his theatrical style.

HECKLE
School enchantment (compulsion) [emotion UM , mind-affecting];
Level bard 2, bloodrager 2, magus 3, mesmerist 2, psychic 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a tomato)
Range medium (100 ft. + 10 ft./level)
Target 1 creature
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes
You badger and nitpick the subject of your spell until its mood sours. The target’s attitude shifts one category toward hostile regarding you and everyone within 30 feet of the target at the time the spell is cast. The target also takes a –2 penalty on attack rolls, on saving throws, and on ability and skill checks that rely on Intelligence, Wisdom, or Charisma.

STAGE FRIGHT
School enchantment (compulsion) [emotion UM , fear, mind-affecting];
Level antipaladin 3, bard 3, inquisitor 3, mesmerist 3, psychic 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target 1 creature/level, no two of which may be more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
You fill your targets with the sudden fear of failure. A creature that fails its saving throw takes a –4 penalty on ability checks, skill checks, and any checks that require concentration (such as casting a spell in difficult circumstances or operating a complex device).

TOUGH CROWD
School abjuration; Level bard 4, inquisitor 4, mesmerist 4, psychic 3, sorcerer/wizard 4, witch 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target 1 creature/level
Duration 10 minutes/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You fortify your allies against attempts to control or mislead them. Each ally in the spell’s range gains a +4 insight bonus on the saving throw to resist the next enchantment or illusion spell cast on it. In addition, the DC of any Bluff, Diplomacy, Disguise, or Intimidate check to influence an affected character increases by 4 for the duration of the spell.
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Re: 秘术选集【Arcane Anthology】(施工ing)
« 回帖 #6 于: 2017-09-14, 周四 21:55:31 »
占坑
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Re: 秘术选集【Arcane Anthology】(施工ing)
« 回帖 #7 于: 2017-09-14, 周四 21:55:35 »
占坑
火之将熄,然位不见王影

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Re: 秘术选集【Arcane Anthology】(施工ing)
« 回帖 #8 于: 2017-09-14, 周四 22:07:15 »
高产的大佬 :em012

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Re: 秘术选集【Arcane Anthology】(施工ing)
« 回帖 #9 于: 2017-09-14, 周四 22:21:52 »

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due