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【AA】法术(Spells)
« 于: 2013-05-24, 周五 12:56:44 »
法术(Spells)
常青盟约这本书在数个世纪之前,由某个偏离正道并沉迷于昆虫、腐朽和毁灭的矮人德鲁伊之子Coulthar Au所撰写,他试图通过书中那传统的德鲁伊教义以及广阔的自然界,来挽回被父亲逼疯的母亲,使她恢复神智。后面部分中的法术都包含在常青盟约之中,并允许拥有适当职业的角色准备并施放它们。

引用
常青盟约(The Evergreen Pact)
为了作为文明与自然世界之间的使节的德鲁伊,常青盟约中探究了类人种族与他们的动物盟友间的友谊性质,辩述驯化动物的社会伦理,以及与饲育野生物种并发的道德困境。他们之间的关系是一种同伴之谊,一种与野性共生的联系,还是单纯只是另一种形式的征服与控制,为了他们的需要而命令野兽战斗并死亡?德鲁伊和其他与自然或超自然生物构成联系的人,对这些生物所亏欠的又是什么呢?这些问题致使许多读者陷入愁思,也许这些问题就是让这本书在许多领域有着病态的声誉的原因;由于与作者的哲学观念相冲,书中所包含的知识和秘密经常被忽略,但是退一步来说,没有人否认这本书中的内容所达到的高度。
效果:若角色拥有常青盟约的抄本,可以以整轮动作(full-round action)翻阅这个皮革封皮的小册子,使他在下一个识别动物、任意类型的魔宠、魔法兽或虫类的知识检定中获得+2洞察加值。

为主而伤(Bleed For Your Master)
学派:附魔系(胁迫)
等级:反圣武士 2,德鲁伊 3,游侠 3,术士/法师 3,女巫 3
施法时间:直觉动作
成分:语言,姿势
范围:接触
目标:你的动物伙伴、魔宠或者魔物仆从(fiendish servant)
持续时间:立即
豁免:无
法术抗力:否
  当你将要被需要攻击检定的攻击命中时,你可以施放该法术,迫使目标用自己阻拦这次打击,取代你受到这次攻击的伤害。在受到伤害后,目标战栗(shaken)1分钟。如果你的动物伙伴(animal companion),魔宠(familiar)或者魔物仆从(fiendish servant)在作为法术目标时已经处于战栗状态,那么它会在拦阻攻击后陷入惊惧(Frightened)状态。
  如果该攻击涉及到单一效果(single effect)的多次攻击检定(比如灼热射线[scorching ray]),目标会阻拦全部攻击。如果攻击是涉及到天生武器攻击或者多次打击(iterative attacks)所造成的多次攻击检定,那么它只能阻拦一次攻击。
  如果法术影响一片区域,那么在目标的体型和你相等或更小时,会赋予你对抗这个效果的掩蔽([cover],反射豁免+2)。若目标的体型比你大,则赋予你高掩蔽([improved cover],对抗效果时反射豁免+4,并且获得精通反射闪避[improved evasion])。目标对抗效果的反射豁免会自动失败,但是仍旧会获得诸如精通反射闪避之类的效果的好处。
  该法术对不需要攻击检定的攻击以及并非影响一片区域的效果没有影响。你的动物伙伴,魔宠或魔物仆从必须在你施放该法术时于你相邻,否则该法术没有效果。

为主而亡(Die For Your Master)
学派:附魔系(胁迫)
等级:反圣武士 4,德鲁伊 5,术士/法师 5,女巫 5
  该法术的功能如同为主而伤(Bleed For Your Master)一般,不过它允许你的动物伙伴或者魔宠抵挡任何以你为目标的攻击,包括那些不需要攻击检定的攻击(例如连环闪电[chain lightning],怪物定身术[hold monster]以及魔法飞弹[magic missile])。你的动物伙伴或魔宠无法阻挡那些对其生物类型无效的效果(例如支配人类[dominate person])。

魔宠幻象(Familiar Flgment)
学派:幻术系(虚假幻觉)
等级:术士/法师 2,女巫 2
施法时间:标准动作
成分:语言,姿势
范围:接触
目标:你的魔宠
持续时间:1轮/等级(可解消)
豁免:无
法术抗力:否
  你创造出一个和你的魔宠一样的幻影复制体,它不规则的环绕着你的魔宠所处的空间,并且经常穿过魔宠的身体,创造出使两者难以被分辨的朦胧(blurring)效果。对魔宠的攻击都有50%概率失手;失手的攻击会以魔宠幻象为目标,它的反应就像受到攻击一般,但是与镜影术(mirror image)不同的是它被击中时不会被摧毁。该法术不会赋予魔宠隐蔽(concealment),那些不需要攻击检定的法术效果仍旧可以将其作为目标。
  此外以迅捷动作,你的魔宠能够指示魔宠幻象,让其尝试进行一次近战接触攻击,使用你的基本攻击加值以及魔宠的敏捷调整值。如果攻击命中,你的魔宠(而非其他生物)会在其回合结束前视该目标为受到夹击一般。

猎手之友(Hunter's Friend)
学派:变化系
等级:德鲁伊 3,游侠 2
施法时间:标准动作
成分:语言,姿势,法器
目标:你的动物伙伴
持续时间:1小时/等级(可解消)
豁免:意志,通过则无效(无害)
法术抗力:否
  你的动物伙伴与你对自然的掌控力达成了完美调和。你每拥有4个施法者等级,就I可以将后述职业能力中的一个分享给你的动物伙伴:伪装(camouflage),宿敌(favored enemy),偏好地形(favored terrain),视线躲藏(hide in plain sight),抗自然诱惑(resist nature's lure),快速追踪(swift tracker),无踪步(trackless step),毒免疫(venom immunity)以及传林(wood land stride)。你必须拥有这些能力才能分享给你的动物伙伴,在判断该法术的作用时,它赋予给你的动物伙伴的能力如同赋予给你的能力一般,除了你所分享的每个宿敌或者偏好地形均被视为单独的职业能力。
  经过DM的允许,你可以用变体职业赋予的职业能力来替代上述标准职业能力,用于分享给你的动物伙伴,诸如极地德鲁伊APG的职业能力:极圈耐力(arctic endurance),极地居民(arctic native),冰原行者(icewalking)以及冰霜咒者(snowcaster)。

疾走(Scamper)
学派:变化系
等级:德鲁伊 2,游侠 2
施法时间:迅捷动作
成分:语言,姿势
范围:近距
目标:你的动物伙伴
持续时间:1轮
豁免:无
法术抗力:否
  你的动物伙伴能以惊人地速度以及敏捷性移动,直至其回合结束为止。它能够在使用特技动作时以全速移动(full speed),并且在用于避免借机攻击以及通过敌人占据空间所进行特技动作检定中,获得两倍于你的施法者等级的表现加值(最高为10级+20)。

海中俊骑(Sea Stallion)
学派:变化系
等级:德鲁伊 4,圣武士 4,游侠 4
  该法术的功能如同海中坐骑(Sea Steed)一般,不过只要你骑乘在受影响的生物之上,你也会获得两栖能力(amphibious quality),并且你的近战攻击被视为正使用行动自如(freedom of movement)一般。如果你下马的话,两栖能力仍会保留1分钟;如果你在这段时间内再次骑乘,法术仍会继续。如果不是如此的话,你的坐骑仍会保持效果,而你不会。如果你的坐骑生命值降至0或更少,该法术对于你和坐骑均会结束。

海中坐骑(Sea Steed)
学派:变化系(变形)
等级:德鲁伊 2,圣武士 2,游侠 2
施法时间:标准动作
成分:语言,姿势,法器
范围:接触
目标:你的坐骑
持续时间:10分钟/等级(可解消)
豁免:意志,通过则无效(无害)
法术抗力:否
  你的动物伙伴或坐骑适应了水中生活,获得覆盖躯体的鳞片,并在脚的部分生出脚蹼。当法术生效时,你的坐骑获得水栖亚种(aquatic subtype),两栖能力(amphibious quality)以及等同于它正常速度的游泳速度,不过它的陆上速度降低至10尺(如果它的陆上速度在正常情况下比10尺高的话,否则陆上速度不受影响)。

共享形态(Share Shape)
学派:变化系(变形)
等级:游侠 3,术士/法师 4,女巫 4
施法时间:标准动作
持续时间:1小时/等级(可解消)
  该法术的功能如同野兽形态II(beast shape II)一般,不过你只能获得与你的动物伙伴或魔宠相同动物类型的形态。如果你的魔宠或伙伴并非动物,该法术无效。

护卫伙伴(Shield Companion)
学派:防护系
等级:反圣武士 1,德鲁伊 1,圣武士 1,游侠 1,术士/法师 1,女巫 1
目标:你的动物伙伴、魔宠或者魔物仆从(fiendish servant)
  该法术的功能如同护卫他人(shield other)一般,不过只能影响施法者的动物伙伴或魔宠。通常不会获得动物伙伴、魔宠或者魔物仆从(fiendish servant)的施法者,但是由替换职业能力、变体职业能力或者进阶职业获得上述生物的角色,并且能够施法的话,就能够将该法术作为1级法术施放。

空中坐骑(Sky Steed)
学派:变化系
等级:圣武士 3
施法时间:标准动作
成分:语言,姿势,法器
范围:接触
目标:你的坐骑
持续时间:1分钟/等级(可解消)
豁免:意志,通过则无效(无害)
法术抗力:否
  你的坐骑生出天使之翼并获得等同于它陆上速度的飞行速度,机动性普通,并且还在飞行检定中获得等同于你的施法者等级的加值。

劇透 -   :
SPELLS
Penned centuries ago by the son of an eccentric dwarven druid obsessed with insects, decay, and destruction, the Evergreen Pact was Coulthar Au's attempt to redeem the tainted legacy of his mad mother by reconciling her saner insights with traditional druidism and the broader natural world. The Evergreen Pact contains all of the spells in the following section, allowing characters of the appropriate classes to prepare and cast them.

THE EVERGREEN PACT
The Evergreen Pact explores the nature of friendship between the humanoid races and their animalallies, wrestling with the societal ethics of taming and breeding wild things alongside the moral quandaries for druids as ambassadors between civilization and the natural world . Is  their relationship one of comradeship and community with the wild , or simply another flavor of conquest and control, commanding beasts to fight and die in their service? What do druids-and others who bind natural and supernatural creatures to their service-owe in return ? These questions have driven many readers to melancholy, and perhaps this is what has led to the book having an ill reputation in many circles; the lore and secrets contained within are often ignored because of disagreement with the author's philosophical premises, but none can deny that the details in this booklet are highly in formative, to say the least.
Effects: Characters in possession of a copy of the Evergreen Pact may consult the leather-bound pamphlet as a full-round action to gain a +2 insight bonus on their next Knowledge check to identify an animal , a familiar of any type, a magical beast, or a vermin .

BLEED FOR YOUR MASTER
School enchantment (compulsion); Level antipaladin 2, druid 3, ranger 3, sorcerer/wizard 3, witch 3
Casting Time 1 immediate action
Components V, S
Range touch
Target your animal companion, familiar, or fiendish servant
Duration instantaneous
Saving Throw none;
Spell Resistanceno
When you would be hit by an attack that requires an attack roll, you may cast this spell to compel the target to throw itself in front of the blow, taking damage from the attack in stead of you. After taking damage, the target is shaken for 1 minute. If you target your animal companion, familiar, or fiendish servant with this spell while it is already shaken, it becomes frightened after intercepting the attack.
If the attack involves multiple attack rolls from a single effect (e.g., scorching ray), the target intercepts all attacks. If the attack involves multiple attack rolls from natutal attacks or iterative attacks, it intercepts only one attack.
If the spell affects an area, the target instead grants you cover against the effect ( +2 bonus on Reflex saves) if it is your size or smaller, or improved cover (+4 on Reflex saves and improved evasion against the effect) if it is larger than you . The target automatically fails its Reflex save against the effect, but may still benefit from effects such as improved evasion.
This spell has no effect on attacks that do not require an attack roll or affect an area. Your animal companion, familiar, or fiendish servant must be adjacent to you at the time of casting or this spell has no effect.

DIE FOR YOUR MASTER
School enchantment (compulsion); Level antipaladin 4 , druid 5, sorcerer/wizard 5, witch 5
This spell functions as bleed for your master, but it allows your companion or familiar to in tercept any attack that targets you, including those that do not require attack rolls (e.g., chain lightning, hold monster, and magic missile) . Your companion or familiar cannot intercept effects that do not affect creatures of its type (e.g., dominate person) .

FAMILIAR FIGMENT
School illusion (figment); Level sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range touch
Target your familiar
Duration 1 round/level (D)
Saving Throw none;
Spell Resistanceno
You create an illusory duplicate of you rfamiliar that moves erratically around your familiar's space, frequently moving through the familiar's body with a blurring effect that makes it indistinguishable from the real creature. Attacks against the familiar have a 50% miss chance; attacks that miss instead target the familiar figment, which reacts as if damaged as appropriate to the attack but unlike a mirror image is not destroyed when struck . This spell does not grant your familiar concealment or prevent it from being targeted by spell effects that do not require an attack roll.
Inaddition , as a swift action, your familiar can direct the familiar figment to attemp tamelee touch attack, using your base attack bonus and the familiar's Dexterity modifier. If this attack hits, your familiar (but not other creatures) treats that target as flanked until the end of its turn

HUNTER'S FRIEND
School transmutation; Level druid 3 , ranger 2
Casting Time 1 standard action
Components V, S, DF
Target your animal companion
Duration 1 hour/ level (D)
Saving Throw Will negates (harmless);
Spell Resistance no
Your animal companion works in perfect harmony with your mastery of nature. You share one of the following class abilities with your companion for every 4 caster levels you possess: camouflage, favored enemy, favored terrain, hide in plain sight, resist nature's lure, swift tracker, trackless step, venom immunity, and wood land stride. You must have the ability in question to share it with your companion, and it functions for your companion just as it functions for you , save that each favored enemy or favored terrain you share counts as a separate class ability for the purpose of this spell.
At the GM 's discretion , you may in stead share an ability granted by an archetype that substitutes for one of the above abilities, such as the arctic endurance, arctic native, icewalking , and snowcaster abilities of an arctic druidAPG.

SCAMPER
School transmutation; Level druid 2 , ranger 2
Casting Time 1 swift action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target your animal companion
Duration 1 round
Saving Throw none; Spell Resistanceno
Your animal companion moves with astonishing agility and speed until the end of its turn . It can move at full speed while using Acrobatics, and it gains a competence bonuse qual to twice your caster level (maximum + 20 at 10th level) on Acrobatics checks made to avoid attacks of opportunity or move throug has quare occupied by an enemy.

SEA STALLION
School transmutation; Level druid 4, paladin 4 , ranger 4
This spell functions as sea steed, but as long as you are mounted on the affected creature, you also gain the amphibious quality and your melee attacks function as if you were using freedom of movement. If you are dismounted, you retain the amphibious quality for 1 minute; if you remount before this time, the spell continues . If not, your mount retains the effects but you do not. If your mount is dropped to 0 or fewer hit points, the spell ends for both of you .

SEA STEED
School transmutation (polymorph); Level druid 2, paladin 2 , ranger 2
Casting Time 1 standard action
Components V, S, DF
Range touch
Target your mount
Duration 10 minutes/ level (D)
Saving Throw Will negates (harmless);
Spell Resistance no
Your animal companion or mount adapts to life in the water, gaining scales that cover its body and fins in place of feet . Your mount gains the aquatic subtype, the amphibious quality, and a swim speed equal to its normal speed, though its land speed is reduced to 10 feet (if its land speed is normally greater than 10 feet-otherwise, its land speed is unaffected) while this spell is in effect.

SHARE SHAPE
School transmutation (polymorph); Level ranger 3, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Duration 1 hour/ level (D)
This spell functions as beast shape II, but you may only assume the form of ananimal of a type identical to your animal companionn or familiar. If your familiar or companion is not ananimal , this spell has no effect.

SHIELD COMPANION
School abjuration; Level antipaladin 1 , druid 1 , paladin 1 , ranger 1 , sorcerer/wizard 1 , witch 1
Target your animal companion, familiar, or fiendish servant
This spell functions as shield other but affects only the caster's animal companion or familiar. Spell casters from classes that do not normally gain ananimal companion, familiar, or fiendish servant but who gain one through an alternate class feature, archetype, or prestige class canprepare and cast this spell as a 1 st-level spell if they are capable of casting spells .

SKY STEED
School transmutation; Level paladin 3
Casting Time 1 standard action
Components V, S, DF
Range touch
Target your mount
Duration 1 minute/ level (D)
Saving Throw Will negates (harmless);
Spell Resistance no
You rmount sprouts angelic wings and gains a fly speed equal to its land speed with average maneuverability and a bonus on Fly checks equal to your caster level .
« 上次编辑: 2019-12-17, 周二 04:54:01 由 黎白羽 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【Animal Archive】法术(Spells)
« 回帖 #1 于: 2013-05-24, 周五 19:00:26 »
想象一下一个侏儒骑着一只长翅膀的狗.........
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Re: 【Animal Archive】法术(Spells)
« 回帖 #2 于: 2013-05-24, 周五 19:06:16 »
不是半身人么

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Re: 【Animal Archive】法术(Spells)
« 回帖 #3 于: 2013-05-24, 周五 20:55:32 »
弃车保帅 弃子争先