作者 主题: 【CRB】魔法物品基础  (阅读 37072 次)

副标题:

离线 sleepinglord

  • 睡教觉主
  • Flawless
  • *******
  • 帖子数: 4815
  • 苹果币: -1
【CRB】魔法物品基础
« 于: 2010-01-25, 周一 12:07:25 »
魔法物品和侦测魔法(Magic Items and Detect Magic)

当侦测魔法确认了魔法物品的魔法学派,就意味着药剂、卷轴、魔杖或魔法物品的制造前提包含该学派的法术。每件物品的描述中会提到该物品的灵光强度和所属学派。
When detect magic identifies a magic item's school of magic, this information refers to the school of the spell placed within the potion, scroll, or wand, or the prerequisite given for the item. The description of each item provides its aura strength and the school to which it belongs.

若有不止一种法术作为前提条件被给出,使用最高等级的法术。若无法术在前提中,使用以下默认规则:
If more than one spell is given as a prerequisite, use the highest-level spell. If no spells are included in the prerequisites, use the following default guidelines.

物品本质          学派
盔甲和防身物品       防护系
武器和攻击物品       塑能系
对属性,技能等提供加值   变化系

Item Nature   School
Armor and protection items   Abjuration
Weapons or offensive items   Evocation
Bonus to ability score, skill check, etc.   Transmutation
« 上次编辑: 2017-11-07, 周二 03:08:24 由 沉沦™DieEnde »
设定控。比快乐多的人思路广,比思路广的人快乐多!
3R DIY:PF1 DIY:

离线 sleepinglord

  • 睡教觉主
  • Flawless
  • *******
  • 帖子数: 4815
  • 苹果币: -1
[Pathfinder][核心]魔法物品基础
« 回帖 #1 于: 2010-01-25, 周一 12:08:09 »
使用物品(Using Items)
表:获得随机魔法物品(Random Magic Item Generation)
次级     中级     高级      物品
01-04  01-10  01-10   盔甲和盾牌
05-09  11-20  11-20   武器
10-44  21-30  21-30   药剂
45-46  31-40  26-35   戒指
--     41-50  36-45   权杖
47-81  51-65  46-55   卷轴
--     66-68  56-75   法杖
82-91  69-83  75-80   魔杖
92-100 84-100 81-100  奇物

要使用一件魔法物品,它必须被激活,虽然有时激活仅仅意味着将戒指戴在手指上。某些物品,一旦戴上就会持续生效。在多数情况下,使用一件物品需要一个标准动作,这不会引起借机攻击。但法术完成类物品在战斗中被视为如同使用法术,并会引发借机攻击。
To use a magic item, it must be activated, although sometimes activation simply means putting a ring on your finger. Some items, once donned, function constantly. In most cases, though, using an item requires a standard action that does not provoke attacks of opportunity. By contrast, spell completion items are treated like spells in combat and do provoke attacks of opportunity.

激活一件魔法物品是一个标准动作,除非物品描述有其它说明。但激活一件物品的能力,和施展相应法术所需的时间相同,除非该物品描述中特别声明。
Activating a magic item is a standard action unless the item description indicates otherwise. However, the casting time of a spell is the time required to activate the same power in an item, regardless of the type of magic item, unless the item description specifically states otherwise.

激活魔法物品的四种途径如下:
The four ways to activate magic items are described below.

法术完成类物品(Spell Completion):这是激活卷轴的方法。卷轴是一个几乎已经完成的法术。其准备工作已经为施法者做完,所以不需要像通常施法一样事先花时间准备。剩下的所有工作是完成施法的收尾部分(最后的姿势,咒语等等)。要安全使用一件法术完成物品,角色必须在相应职业上有足够高的等级,使得他可以施展该法术。若他本人不能施展该法术,则会有可能出错。使用一件法术完成物品是一个标准动作(或者等于相应法术的施展时间,取较长的)并且会和通常施法一样引发借机攻击。
Spell Completion: This is the activation method for scrolls. A scroll is a spell that is mostly finished. The preparation is done for the caster, so no preparation time is needed beforehand as with normal spellcasting. All that's left to do is perform the finishing parts of the spellcasting (the final gestures, words, and so on). To use a spell completion item safely, a character must be of high enough level in the right class to cast the spell already. If he can't already cast the spell, there's a chance he'll make a mistake. Activating a spell completion item is a standard action (or the spell's casting time, whichever is longer) and provokes attacks of opportunity exactly as casting a spell does.

法术触发类物品(Spell Trigger):法术触发类物品的激活方式和法术完成类物品很相似,但更为简单。无需任何姿势或者其它完成法术的成分,角色只需要知道一些特殊的施法知识,以及一句必须说出的口令。法术触发类物品可以被任何人使用,只要他拥有能施放相应法术的职业。这甚至不要求角色真的能施放该法术,比如一个3级的圣武士。使用者必须在激活物品前确认该物品中储存了什么法术。激活一个法术触发类物品是一个标准动作,并不会引发借机攻击。
Spell Trigger: Spell trigger activation is similar to spell completion, but it's even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can't actually cast spells, such as a 3rd-level paladin. The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.

口令式物品(Command Word):若物品描述和物品本质都没有提到该物品的激活方式,那么认为该物品需要一句口令来激活。口令激活意味着角色说出口令然后物品被激活。不需要任何特殊知识。
Command Word: If no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.

口令可以是一个真实存在的单词,在此种情况下,物品持有者要承担在日常交流中偶然说出该单词而激活物品的风险。更常见的情况是,口令是某些看起来无意义的词语,或者某种通常不会说的古代语言的单词或短语。激活一件口令式魔法物品是标准动作,不会引发借机攻击。
A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. More often, the command word is some seemingly nonsensical word, or a word or phrase from an ancient language no longer in common use. Activating a command word magic item is a standard action and does not provoke attacks of opportunity.

有时激活物品所需的口令就写在物品上。偶尔它会隐藏在物品上雕刻或内蕴的形制和设计之中,或者该物品带有关于口令的线索。
Sometimes the command word to activate an item is written right on the item. Occasionally, it might be hidden within a pattern or design engraved on, carved into, or built into the item, or the item might bear a clue to the command word.

知识(奥术)和知识(历史)技能可以为确定口令或解读其线索提供帮助。获得口令本身需要成功通过DC30的检定。若检定失败,则第二个DC25的检定可以提供关于线索的某些领悟。侦测魔法(detect magic),鉴定术(identify),以及Analyze dweomer等法术都可以揭示口令,若物品的属性被成功鉴定出来的话。
The Knowledge (arcana) and Knowledge (history) skills might be useful in helping to identify command words or deciphering clues regarding them. A successful check against DC 30 is needed to come up with the word itself. If that check is failed, succeeding on a second check (DC 25) might provide some insight into a clue. The spells detect magic, identify, and analyze dweomer all reveal command words if the properties of the item are successfully identified.

使用-激活类物品(Use Activated):这类物品激活的方式就是去用它。角色必须喝掉药剂,挥动刀剑,用盔甲抵挡战斗中的打击,通过镜片去看,撒出尘土,戴上戒指或者帽子。使用激活的方式通常都直接明了。
Use Activated: This type of item simply has to be used in order to activate it. A character has to drink a potion, swing a sword, interpose a shield to deflect a blow in combat, look through a lens, sprinkle dust, wear a ring, or don a hat. Use activation is generally straightforward and self-explanatory.

很多使用-激活类物品是角色穿戴的东西。持续生效的物品在实际应用中总是角色穿戴的物品。某些只需要处于角色的拥有之下(意思是随身携带)。当然,有些穿戴物仍然需要激活。虽然这种激活有时需要一句口令(见上),通常这意味着心中想着要激活即可。物品描述会声明在此时是否需要一句口令。
Many use-activated items are objects that a character wears. Continually functioning items are practically always items that one wears. A few must simply be in the character's possession (meaning on his person). However, some items made for wearing must still be activated. Although this activation sometimes requires a command word (see above), usually it means mentally willing the activation to happen. The description of an item states whether a command word is needed in such a case.

除非有不同的声明,激活一件使用-激活类魔法物品或者需要标准动作或者不需要动作,且不会引发借机攻击,除非使用本身需要进行一个引发借机攻击的动作。若使用该物品时在魔法效果发生前需要一段时间,则使用激活它是一个标准动作。若物品的激活蕴含于使用之中,不需要额外时间,则激活不需要动作。
Unless stated otherwise, activating a use-activated magic item is either a standard action or not an action at all and does not provoke attacks of opportunity, unless the use involves performing an action that provokes an attack of opportunity in itself. If the use of the item takes time before a magical effect occurs, then use activation is a standard action. If the item's activation is subsumed in its use and takes no extra time use, activation is not an action at all.

使用激活并不意味着你只要用它,你就自动知道它能干什么。除非物品的好处是自动出现的,比如喝下药剂或挥动刀剑,否则你必须知道(或者至少猜测)出它是干什么的,然后进行使用以激活之。
Use activation doesn't mean that if you use an item, you automatically know what it can do. You must know (or at least guess) what the item can do and then use the item in order to activate it, unless the benefit of the item comes automatically, such as from drinking a potion or swinging a sword.
« 上次编辑: 2010-01-25, 周一 13:55:30 由 sleepinglord »
设定控。比快乐多的人思路广,比思路广的人快乐多!
3R DIY:PF1 DIY:

离线 sleepinglord

  • 睡教觉主
  • Flawless
  • *******
  • 帖子数: 4815
  • 苹果币: -1
[Pathfinder][核心]魔法物品基础
« 回帖 #2 于: 2010-01-25, 周一 12:08:47 »
体型和魔法物品(Size and Magic Items)

当一件魔法衣物或一条魔法项链被发现时,大多数时候体型不是一个问题。很多魔法衣物被做成很容易调整大小,或它们通过魔法进行自我调整以达到合身。体型不会影响各种类型的角色使用魔法物品。
When an article of magic clothing or jewelry is discovered, most of the time size shouldn't be an issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer. Size should not keep characters of various kinds from using magic items.

有一些罕见的例外,特别是一些种族专有物品。
There may be rare exceptions, especially with race-specific items.

盔甲和武器大小:随机获得的盔甲和武器有30%的机会是小型的(01-30),60%的可能是中型的(31-90),剩下10%的可能是其它体型的(91-100)。
Armor and Weapon Sizes: Armor and weapons that are found at random have a 30% chance of being Small (01–30), a 60% chance of being Medium (31–90), and a 10% chance of being any other size (91–100).
« 上次编辑: 2010-01-25, 周一 14:02:41 由 sleepinglord »
设定控。比快乐多的人思路广,比思路广的人快乐多!
3R DIY:PF1 DIY:

离线 sleepinglord

  • 睡教觉主
  • Flawless
  • *******
  • 帖子数: 4815
  • 苹果币: -1
[Pathfinder][核心]魔法物品基础
« 回帖 #3 于: 2010-01-25, 周一 12:09:40 »
身上的魔法物品(Magic Items on the Body)

很多魔法物品需要穿戴在身上,角色才能使用它们,或者从其能力中获得好处。一个具有人形身体的生物可以同时最多穿戴15件魔法物品。当然,所有这些物品必须穿戴在身体的某个特定部位,这被称为“身体位”(slot)。
Many magic items need to be donned by a character who wants to employ them or benefit from their abilities. It's possible for a creature with a humanoid-shaped body to wear as many as 15 magic items at the same time. However, each of those items must be worn on (or over) a particular part of the body, known as a “slot.”

一具人形身体可以穿戴的魔法物品由分为以下几组,每组一件,它们用代表身体位的词标注。
A humanoid-shaped body can be decked out in magic gear consisting of one item from each of the following groups, keyed to which slot on the body the item is worn.

盔甲位:一套盔甲
Armor: suits of armor.

腰带:腰带和围腰
Belts: belts and girdles.

衣物:长袍和礼服
Body: robes and vestments.

前胸:披风,衬衫和马甲
Chest: mantles, shirts, and vests.

眼睛:眼睛,望远镜以及眼镜
Eyes: eyes, glasses, and goggles.

双足:靴子,鞋子以及拖鞋
Feet: boots, shoes, and slippers.

双手:铁手套或手套
Hands: gauntlets and gloves.

头部:头环,皇冠,帽子,头盔,面具
Head: circlets, crowns, hats, helms, and masks.

头饰:发带和???
Headband: headbands and phylacteries.

颈部:护符,胸针,勋章,项链,护身符,圣甲虫
Neck: amulets, brooches, medallions, necklaces, periapts, and scarabs.

戒指(最多两个):戒指
Ring (up to two): rings.

盾牌:盾牌
Shield: shields.

肩膀:披风,斗篷
Shoulders: capes and cloaks.

手腕:手镯,臂环
Wrist: bracelets and bracers.

当然,人物可以携带或拥有任意多件同样身体位的魔法物品。但超过上面列出身体位的物品不会生效。
Of course, a character may carry or possess as many items of the same type as he wishes. However, additional items beyond those in the slots listed above have no effect.

某些物品可以穿戴或携带,却不占用上述身体位。若物品有此属性,物品的描述中会指出之。
Some items can be worn or carried without taking up a slot on a character's body. The description of an item indicates when an item has this property.
« 上次编辑: 2010-01-25, 周一 14:28:19 由 sleepinglord »
设定控。比快乐多的人思路广,比思路广的人快乐多!
3R DIY:PF1 DIY:

离线 sleepinglord

  • 睡教觉主
  • Flawless
  • *******
  • 帖子数: 4815
  • 苹果币: -1
[Pathfinder][核心]魔法物品基础
« 回帖 #4 于: 2010-01-25, 周一 12:11:05 »
与魔法物品能力相对抗的豁免骰(Saving Throws Against Magic Item Powers)
魔法物品造成法术或类法术效果。骰豁免骰来对抗对魔法物品造成的法术或类法术效果时,DC = 10 + 法术或效果的等级 + 要释放该等级法术所需的最小属性对应的属性加值。
Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell.

法杖是个例外。其豁免视为如同法杖触发者亲自施放该法术,这包括施法者等级以及所有调整值,以此决定豁免骰DC。
Staves are an exception to the rule. Treat the saving throw as if the wielder cast the spell, including caster level and all modifiers to save DCs.

多数物品描述给出了各种效果的豁免骰DC,特别是当这个效果并没有完全对应的法术时(这就使得其等级难以快速确定)。
Most item descriptions give saving throw DCs for various effects, particularly when the effect has no exact spell equivalent (making its level otherwise difficult to determine quickly).
« 上次编辑: 2010-01-25, 周一 15:33:46 由 sleepinglord »
设定控。比快乐多的人思路广,比思路广的人快乐多!
3R DIY:PF1 DIY:

离线 sleepinglord

  • 睡教觉主
  • Flawless
  • *******
  • 帖子数: 4815
  • 苹果币: -1
[Pathfinder][核心]魔法物品基础
« 回帖 #5 于: 2010-01-25, 周一 12:11:43 »
破坏魔法物品(Damaging Magic Items)

除非是处于无人看管状态,被特别指定为法术目标或其持有者在他的豁免中投出1,否则魔法物品无需做豁免。对于可能对魔法物品造成伤害的法术,魔法物品要进行豁免对抗——即使面对该攻击,非魔法物品通常没有机会豁免也是这样。魔法物品对于所有豁免使用相同的豁免加值,无论是什么类型(强韧,反射或意志)。魔法物品的豁免加值等于2 + 1/2 * 其施法者等级(向下取整)。唯一的例外是智能魔法物品,它们在意志豁免时使用它们的感知加值。
A magic item doesn't need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save. Magic items should always get a saving throw against spells that might deal damage to them—even against attacks from which a nonmagical item would normally get no chance to save. Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex, or Will). A magic item's saving throw bonus equals 2 + 1/2 its caster level (rounded down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.

除非特别注明,魔法物品和同种类的非魔法物品一样遭受损伤。受损的魔法物品仍然有效,但若其被损毁,则会失去所有的魔法能力。魔法物品所受的伤害超过其总HP的一半,但未超过其总HP时,就进入了破损(Broken)状态,这时它可能就无法正常工作了(见附录)。
Magic items, unless otherwise noted, take damage as nonmagical items of the same sort. A damaged magic item continues to function, but if it is destroyed, all its magical power is lost. Magic items that take damage in excess of half their total hit points, but not more than their total hit points, gain the Broken condition, and might not function properly (see the Appendix).

修理魔法物品(Repairing Magic Items)
修理魔法物品需要等于制造该物品一半的原材料和时间。法术make whole也可以修理受损的(甚至是损毁的)魔法物品——如果施法者有足够等级的话。
Repairing a magic item requires material components equal to half the cost to create the item, and requires half the time. The make whole spell can also repair a damaged (or even a destroyed) magic items—if the caster is high enough level.

发数,使用次数和多种用途(Charges, Doses, and Multiple Uses)
很多物品,特别是魔杖和法杖,其能力是有发数限制的。通常,这样的物品至多包含50发(法杖是10发)。若这样的物品作为财宝的随机部分被找到,骰d100然后除以2来决定它里面还剩下多少发(向下取整,至少有1发)。若该物品的发数上限不是50发,那么也是投骰随机地决定还剩下多少发。
Many items, particularly wands and staves, are limited in power by the number of charges they hold. Normally, charged items have 50 charges at most (10 for staves). If such an item is found as a random part of a treasure, roll d% and divide by 2 to determine the number of charges left (round down, minimum 1). If the item has a maximum number of charges other than 50, roll randomly to determine how many charges are left.

列表中的价格总是指发数充满的物品的价格。(新制作的物品一定是发数充满的)物品发数不满时,会变得不值钱(这是几乎满发的情况),发数不满的物品的价格按照剩余发数的比例折价。若物品除了这些发数以外还有别的用途,则只有部分物品价值是基于剩余发数的。
Prices listed are always for fully charged items. (When an item is created, it is fully charged.) For an item that's worthless when its charges run out (which is the case for almost all charged items), the value of the partially used item is proportional to the number of charges left. For an item that has usefulness in addition to its charges, only part of the item's value is based on the number of charges left.
« 上次编辑: 2010-01-25, 周一 16:56:47 由 sleepinglord »
设定控。比快乐多的人思路广,比思路广的人快乐多!
3R DIY:PF1 DIY:

离线 sleepinglord

  • 睡教觉主
  • Flawless
  • *******
  • 帖子数: 4815
  • 苹果币: -1
[Pathfinder][核心]魔法物品基础
« 回帖 #6 于: 2010-01-25, 周一 12:12:14 »
购买魔法物品(Purchasing Magic Items)
表:能找到的魔法物品(Table: Available Magic Items)
社区规模   基础价格  次等   中等   高等
小村庄    50GP 1d4件  --   --
村庄    200GP 1d6件  --   --
村镇    500GP 2d4件 1d4件  --
小城镇  1000GP 3d4件 1d6件  --
大城镇  2000GP 3d4件 2d4件 1d4件
小城市  4000GP 4d4件 3d4件 1d6件
大城市  8000GP 4d4件 3d4件 2d4件
大都市 16000GP   *  4d4件 3d4件
*在大都市,所有的次等魔法物品都能找得到。

魔法物品很值钱,而且大多数城市都有一到两家魔法武器生产商,从简单的药剂商到专卖魔法剑的武器工坊。当然并不是本书中所有的物品在所有的城镇里都能找得到。
Magic items are valuable, and most major cities have at least one or two purveyors of magic items, from a simple potion merchant to a weapon smith that specializes in magic swords. Of course, not every item in this book is available in every town.

以下的指南是帮助GM决定在一个社区中能找到什么魔法物品。这些指南假定魔法发展水平处于一个平均状态。某些城市可能大大偏离这个基线,这由GM自行决定。GM应该有个清单,上面写了每个商人能提供什么物品并偶尔为商店补充物品,以代表新货的到来。
The following guidelines are presented to help GMs determine what items are available in a given community. These guidelines assume a setting with an average level of magic. Some cities might deviate wildly from these baselines, subject to GM discretion. The GM should keep a list of what items are available from each merchant and should replenish the stocks on occasion to represent new acquisitions.

在一个社区里能找到的魔法物品的数量和类型取决于社区的大小。每个社区有一个自己的基础价格(见表:能找到的魔法物品)。有75%的可能所有价格在该价格以下的物品可以轻松在社区获得。另外,社区还有个数字,代表其它可售的物品的数量。这些物品是随机决定的并按类分开(次等,中等,高等)。决定了每种物品在社区中的数量后,参考表:随机生成魔法物品来决定每个物品的类型(药剂,卷轴,戒指,武器等等),然后到individual charts里去决定具体的东西。如果投骰骰出的物品价格低于基础价格则应重骰之。
The number and types of magic items available in a community depend upon its size. Each community has a base value associated with it (see Table: Available Magic Items). There is a 75% chance that any item of that value or lower can be found for sale with little effort in that community. In addition, the community has a number of other items for sale. These items are randomly determined and are broken down by category (minor, medium, or major). After determining the number of items available in each category, refer to Table: Random Magic Item Generation to determine the type of each item (potion, scroll, ring, weapon, etc.) before moving on to the individual charts to determine the exact item. Reroll any items that fall below the community's base value.

若你在跑一个低魔的战役,则将所有社区的基础价格和物品数量减半。几乎没有魔法的战役则完全没有魔法物品出售。跑这种战役的GM应该调整PC们面临的挑战,因为他们缺少魔法用品。
If you are running a campaign with low magic, reduce the base value and the number of items in each community by half. Campaigns with little or no magic might not have magic items for sale at all. GMs running these sorts of campaigns should make some adjustments to the challenges faced by the characters due to their lack of magic gear.

对高魔的战役,可以将社区的基础价格和随机物品数量加倍。或者,所有社区的规模增大一级来决定该社区有什么魔法物品。在魔法非常普遍的战役中,所有魔法物品都可以在大都市找到。
Campaigns with an abundance of magic items might have communities with twice the listed base value and random items available. Alternatively, all communities might count as one size category larger for the purposes of what items are available. In a campaign with very common magic, all magic items might be available for purchase in a metropolis.

非魔法物品和用具通常在任何社区都可以找得到,除非它特别贵,比如一套全身甲,或者以特殊材料制成,比如一把精金长剑。这些物品应该按照上述基础价格的原则来决定是否能得到,当然GM可以自行决定。
Nonmagical items and gear are generally available in a community of any size unless the item is particularly expensive, such as full plate, or made of an unusual material, such as an adamantine longsword. These items should follow the base value guidelines to determine their availability, subject to GM discretion.
« 上次编辑: 2010-01-25, 周一 17:30:44 由 sleepinglord »
设定控。比快乐多的人思路广,比思路广的人快乐多!
3R DIY:PF1 DIY:

离线 sleepinglord

  • 睡教觉主
  • Flawless
  • *******
  • 帖子数: 4815
  • 苹果币: -1
[Pathfinder][核心]魔法物品基础
« 回帖 #7 于: 2010-01-25, 周一 12:13:12 »
魔法物品描述(Magic Item Descriptions)

每个一般的魔法物品类型有一个总体描述,写在特定物品描述的后面。
Each general type of magic item gets an overall description, followed by descriptions of specific items.

一般描述包括关于激活的注解,随机生成物品,以及其它材料。AC,硬度,HP,以及破坏DC则以某些魔法物品的典型例子给出。认为无人看管的物品的AC有-5减值,因为物品的有效敏捷值是0。若一个生物持有该物品,使用该生物的敏捷调整代替这个-5减值。
General descriptions include notes on activation, random generation, and other material. The AC, hardness, hit points, and break DC are given for typical examples of some magic items. The AC assumes that the item is unattended and includes a –5 penalty for the item's effective Dexterity of 0. If a creature holds the item, use the creature's Dexterity modifier in place of the –5 penalty.

某些物品,特别是那些存储了法术的物品,没有完整展开的描述。请参阅法术本身的描述来获知细节,然后以物品的形态进行调整(药剂,卷轴,权杖等等)。假设该法术以可能的最低等级来施放。
Some individual items, notably those that just store spells, don't get full-blown descriptions. Reference the spell's description for details, modified by the form of the item (potion, scroll, wand, and so on). Assume that the spell is cast at the minimum level required to cast it.

物品的完整描述会给出其详细的能力,另外作为条目的一部分,会以注解形式复盖以下所有方面的信息。
Items with full descriptions have their powers detailed, and each of the following topics is covered in notational form as part of its entry.

灵光(Aura):大多数时候,侦测魔法(detect magic)法术揭示与魔法物品相关联的魔法学派以及该物品释放出的灵光强度。该信息(若有)会在物品注解的第一项给出。详见侦测魔法(detect magic)法术的描述。
Aura: Most of the time, a detect magic spell reveals the school of magic associated with a magic item and the strength of the aura an item emits. This information (when applicable) is given at the beginning of the item's notational entry. See the detect magic spell description for details.

施法者等级(Caster Level, CL):注解的下一项会给出物品的施法者等级,这意味着它的相对强度。此施法者等级决定了物品的豁免加值以及作用范围等其它物品能力中与等级相关的方面(若有)。它还决定了物品在解除魔法(dispel magic)法术或类似的效果下的对抗等级。
Caster Level (CL): The next item in a notational entry gives the caster level of the item, indicating its relative power. The caster level determines the item's saving throw bonus, as well as range or other level-dependent aspects of the powers of the item (if variable). It also determines the level that must be contended with should the item come under the effect of a dispel magic spell or similar situation.

对于药剂,卷轴,以及魔杖,其制造者可以将其施法者等级提高至任何不超过他自身施法者等级的数值。对于其它魔法物品,此施法者等级由物品决定。此时,制造者的施法者等级必须不小于物品的施法者等级(造物的前提条件可能会给出更高的造物者的最低施法者等级)。
For potions, scrolls, and wands, the creator can set the caster level of an item at any number high enough to cast the stored spell but not higher than her own caster level. For other magic items, the caster level is determined by the item itself. In this case, the creator's caster level must be as high as the item's caster level (and prerequisites may effectively put a higher minimum on the creator's level).

身体位(Slot):大多数魔法物品仅能在适当的身体位穿戴或装备时才能生效。若该物品被放到其他地方,它不会有效果。若身体位是“无”,则该物品必须被持有或随身携带才能生效。
Slot: Most magic items can only be utilized if worn or wielded in their proper slots. If the item is stowed or placed else where, it does not function. If the slot lists “none,” the item must be held or otherwise carried to function.

价格(Price):这是购买物品的花费,以GP计算,若你能买到的话。通常PC只能以半价出卖魔法物品。
Price: This is the cost, in gold pieces, to purchase the item, if it is available for sale. Generally speaking, magic items can be sold by PCs for half this value.

重量(Weight):这是物品的重量。当没有给出这一项,当考虑角色的负重情况时,该物品的重量可以忽略不计。
Weight: This is the weight of an item. When a weight figure is not given, the item has no weight worth noting (for purposes of determining how much of a load a character can carry).

描述(Description):这一节描述了物品的能力。药剂,卷轴,法杖和魔杖会在描述中引用各种法术(这些法术的细节,参见法术列表)。
Description: This section of a magic item describes the item's powers and abilities. Potions, scrolls, staves, and wands refer to various spells as part of their descriptions (see Spell Lists for details on these spells).

构造(Construction):除了人造物(???),多数魔法物品可以由拥有适当专长并满足相应前提的施法者制作,这一节描述这些前提条件。
Construction: With the exception of artifacts, most magic items can be built by a spellcaster with the appropriate feats and prerequisites. This section describes those prerequisites.

需求(Requirements):角色要自己制作物品,必须满足这节中描述的需求。它包括专长,法术,以及各种各样的需求比如等级,阵营,种族。制作物品的前提条件在物品的施法者等级之后给出。
Requirements: Certain requirements must be met in order for a character to create a magic item. These include feats, spells, and miscellaneous requirements such as level, alignment, and race or kind. The prerequisites for creation of an item are given immediately following the item's caster level.

制作物品的法术前提可以由一位准备了该法术的角色提供(或者是知晓该法术,若他是术士或者吟游诗人的情况),或者通过使用法术完成类或法术触发类魔法物品提供,或者通过可以造成所需法术效果的类法术能力提供。制作过程中的每天,创造者必须花费一个法术完成类物品或者一发法术触发类物品,若它们被用来满足此前提的话。
A spell prerequisite may be provided by a character who has prepared the spell (or who knows the spell, in the case of a sorcerer or bard), or through the use of a spell completion or spell trigger magic item or a spell-like ability that produces the desired spell effect. For each day that passes in the creation process, the creator must expend one spell completion item or one charge from a spell trigger item if either of those objects is used to supply a prerequisite.[/color]

可以由不止一个角色共同协作制作物品,每个参与者提供一项或多项前提。在某些情况,协作甚至是必须的。
It is possible for more than one character to cooperate in the creation of an item, with each participant providing one or more of the prerequisites. In some cases, cooperation may even be necessary.[/color]

若两个或更多人物协作制作物品,则所有人必须就谁是物品的真正制作者达成一致,这是为了确定制造者的等级。
If two or more characters cooperate to create an item, they must agree among themselves who will be considered the creator for the purpose of determinations where the creator's level must be known.[/color]

花费(Cost):这是制造该物品所需花费的GP数。通常此花费等于物品价格的一半,但额外的材料成分可能会增加此数值。此制造花费包括了基本的花费和材料的花费。
Cost: This is the cost in gold pieces to create the item. Generally this cost is equal to half the price of an item, but additional material components might increase this number. The cost to create includes the costs derived from the base cost plus the costs of the components.
« 上次编辑: 2010-01-25, 周一 18:18:29 由 sleepinglord »
设定控。比快乐多的人思路广,比思路广的人快乐多!
3R DIY:PF1 DIY:

离线 sleepinglord

  • 睡教觉主
  • Flawless
  • *******
  • 帖子数: 4815
  • 苹果币: -1
[Pathfinder][核心]魔法物品基础
« 回帖 #8 于: 2010-01-25, 周一 12:13:53 »
么有了……

其实本来想把造物规则一并写在这的,结果占楼行为被人打断了。

开新贴吧……
« 上次编辑: 2010-01-25, 周一 18:21:34 由 sleepinglord »
设定控。比快乐多的人思路广,比思路广的人快乐多!
3R DIY:PF1 DIY:

离线 Kender Spirit

  • 二大王
  • Guard
  • **
  • 帖子数: 277
  • 苹果币: 2
    • http://
[Pathfinder][核心]魔法物品基础
« 回帖 #9 于: 2010-01-25, 周一 12:34:02 »
咳……楼应该占完了吧,提几个意见



1. 我还疑惑了一番“自然系”是什么东西,结果一看原文……





2. “当侦测魔法确认魔法物品有某个学派的灵光,该信息意味着药剂,卷轴或魔杖,或者物品给出的前提包含有某个学派的法术。”

一般来说,翻译完之后自己先读一遍,至少要保证语句通顺,斗胆给出一个修改建议:

“当使用侦测魔法确认一件魔法物品所属的学派时,侦测出来的信息取决于药剂,卷轴或魔杖上附有的法术所属的学派,或是制造该魔法物品的前置条件法术所属的学派。”



3. 不知道您一共翻译了多少了,如果只是上面那三句话的话,我劝您在成果的质和量都具备一定前提的情况下再来发贴占楼比较好。
 
« 上次编辑: 2010-01-25, 周一 12:39:34 由 Kender Spirit »