作者 主题: 【OA】神秘仪式 Occult Rituals  (阅读 7134 次)

副标题: 完成

离线 灯泡powerbult

  • 论坛模式
  • Knight
  • ***
  • 帖子数: 455
  • 苹果币: 2
【OA】神秘仪式 Occult Rituals
« 于: 2016-11-14, 周一 08:26:32 »
神秘仪式 Occult Rituals

很多人都觉得只有那些在仪式方面内行,且精通奥术、神术、或异能法术的人才能施放法术,但这并非完全正确。在尘封的图书库里,在狂人的呓语之中,隐藏着另一种施法形式的奥秘——这就是神秘仪式魔法。这些法术十分罕见,无论是渴望获得其力量的人,还是希望想隐藏其存在的人,都对它们垂涎三尺。大多数传统施法者认为这些仪式危险而不可控,需要避免使用或是只作为最后的应对手段。它们害怕这类仪式的力量会被外行人所得,因为这类仪式允许那些只懂其皮毛的家伙与魔法中的基础结构进行互动。
虽然每个人都能尝试施展神秘仪式,仪式的过程却充满了风险。精确地执行那些怪异而复杂的咒语常常具有挑战性,而失败(failure)则会弱化施法者们,或甚至会将可怕的事物释放到世界之中。即使仪式被成功执行,每种神秘仪式都会有其代价——它们会产生一股反冲(backlash),会至少影响到主导仪式的施法者,而且常常也会影响到在执行仪式中协助的施法者们。


施展神秘仪式 casting occult rituals

在执行一项神秘仪式前,主要施法者(primary caster)必须收集并准备好所有需要的成分components,以及找到任何次要施法者secondary casters。有些神秘仪式需要在特定的时间或地点开始施展;尝试在不同的时间或不合标准的地点来施展这类仪式是几乎不可能成功的。

施展一个异能仪式需要至少每仪式等级ritual level 10分钟,有时还会长达每仪式等级1小时。每施展10分钟,施法者中的一员——要么是主要施法者,要么是一个由主要施法者指定的次要施法者——就要尝试进行仪式中要求的其中一项技能检定,除非仪式需要花费1小时每施法者等级,这种情况下施法者每小时进行一次检定。这些检定不能从援助他人动作中获益,而且尝试该检定的施法者不能取10或取20,即使是她拥有在正常情况下允许她在被威胁或被分心时这么做的能力也不行。此外,由于仪式施展时有特定步骤,提供技能加值的非魔法装备通常也无法增加施法者提供仪式要求检定时的加值,除非GM同意这么做。来自于专长、法术(持续时间足够维持整个仪式)、背景和魔法物品的技能加值通常能应用到仪式要求的技能检定上,GM对此可以自行处理。一旦一次仪式开始施展,它就必须被执行到其完成,除非仪式被外界影响所打断(disrupt)或失败。

主要施法者负责主导一次仪式的施展,通常会有数名次要施法者帮助她。次要施法者对仪式施展而言同样不可或缺,即便是他们没在确保其施展成功上扮演积极角色。除非在仪式描述中有特别标注,否则在整场仪式的施展中,次要施法者必须在主要施法者的100尺范围内且与之有效果线。

如果一次仪式允许次要施法者参与,在这种情况下,仪式的成分栏中会含有SC(secondary caster)作为标记,其后会标明具体需要参与施展该仪式的次要施法者数量的上限或下限。如果一个仪式描述中没有次要施法者标记,则该仪式不允许次要施法者参与。虽然次要施法者能通过进行主要施法者要求的技能检定来提供帮助,他们的主要目标还是援助(aid)整场仪式的施展。如果至少4个次要施法者援助了一场仪式的施展,所有施法者在尝试所有这次神秘仪式中所需的技能检定时获得+1加值。次要施法者的数量每比4人多4,这个加值就再增加1(最高在20或更多个次要施法者时达到+5加值)。

由于那些缺乏施展奥术、神术或异能法术能力的人也有可能会施展仪式,通常由施法者等级来决定的变量(例如范围和法术抗力)改为使用主要施法者的角色等级或总HD数来决定。即便是仪式施法者有能力施放法术,也使用该规则。拥有施法者等级的角色在施展一个仪式时会在技能检定上获得+1加值,他们每有5个CL该加值就再增加1(最高在CL20时达到+5),这是因为他们能理解增强魔法的基本原理。

要打断(disrupt)一场仪式是很困难的。施展仪式不会引发借机攻击,而且施法者们能暂停(pause)仪式来进行战斗或做其他动作——但不是没有条件的。神秘仪式被这种方法每暂停1轮,该仪式所有之后的技能检定DC就会上升1.从实际需求来看,如果一场仪式的施展被暂停超过1分钟,或者任何施法者失去行动能力,被杀,或被移动到离其他施法者100尺以外(或移出了效果线),那么这场仪式就被成功打断了。

如果一次神秘仪式超过一半的技能检定都成功,那么这次仪式就成功了,并且主要施法者(以及次要施法者们,如果特别注明)在仪式效果发生前要承受仪式的反冲(backlash)。对抗一次仪式效果的豁免DC(如果允许豁免)等同于10+仪式等级+主要施法者的智力,感知或魅力调整值(取其高者)。
如果施法者在神秘仪式要求中一半的技能检定都失败(向下取整),那么仪式结束,施法者们同样会承受仪式的反冲,并且失败的后果会发生。失败的后果会详述于每一个仪式的描述中。


发现神秘仪式 Discover Occult Rituals

神秘仪式的方法都是些被谨慎守护的秘密,通常会被仪式的创始人或那些偶然发现仪式中那些被模糊的细节公式的人煞费苦心地掩盖起来。施展神秘仪式的具体方法被藏在加密的典籍里,藏在谜语之中,或仅在暗中流传的晦涩的故事中被提及。重新找到一项神秘仪式的施展手法本身也能成为一项冒险,这可能是看破诸多幻象的遮掩,强迫一个神秘学从业者开口,或是从一个徘徊在死门关的真正行家口中获得真传,并寄希望于他的智慧能在他死后永远流传下去。

如果有人愿意教导一项神秘仪式,或仪式中的各项秘密被直接解明,其他人则需要花费至少每仪式等级1天的时间来学习施展它的方法。从隐藏的线索或从东拼西凑的信息中学习一项仪式需要花费每仪式等级1周或1个月的时间(由GM自行判断)。在这段时间的研究和沉思之后,试图学习这项神秘仪式的人必须成功通过一个智力检定(DC=15+仪式等级,如果是从线索或一个被强迫的教师手中学习;或是DC=10+仪式等级,如果是从一个乐意教导的教师手中学习)。失败的检定意味着仪式中的诸多秘密让学习者无法理解,不过她能以同样的速率进行新的一次可能的尝试。


利用莱线Tapping into Ley Lines

一个有能力施放法术或使用类法术能力的主要仪式施法者能通过一个简单的仪式,花费每2莱线施法者等级一小时的时间来利用30尺内的一条莱线。在仪式结束时,主要施法者必须成功进行一个法术辨识检定(DC=15+莱线的施法者等级)来将她自己与莱线同调。如果她失败了,她能重新进行同调仪式。若检定成功,主要施法者和任何次要施法者能借助莱线,在施展一次神秘仪式时在所有技能检定上获得+1加值,只要他们在莱线的30尺范围内。莱线每有5个等级,这个加值就再增加1,最高为+5.
这种形式的同调能被在使用莱线Using Ley Lines描述的标准手段所破坏。(译者注:这个using ley lines是在第六章Running an Occult Game里面ley lines 的章节里。此处翻译参考了久远的某个德鲁伊变体。。。。)

剧透 -   :
Occult Rituals
It's a common belief that only those initiated in the rites and practices of arcane, divine, or psychic magic can cast spells, but this is not strictly true. Hidden within dusty libraries and amid the ramblings of lunatics lie the mysteries of another form of spellcasting—occult ritual magic. These spells are rare, coveted by both those eager to gain their power and those wishing to hide their existence. Most traditional spellcasters consider these rituals dangerous and uncontrollable, something to be avoided or used as a last resort. They fear the power these ceremonies grant to the uninitiated, as the rituals allow those with only a glimmering of understanding the ability to interact with the underlying fabric of magic.

While anyone can attempt to cast occult rituals, the process is fraught with peril. The strange and intricate incantations are often challenging to perform with precision, and failure can weaken the casters or even unleash horrors upon the world. Even when successfully performed, each occult ritual has a price—a backlash that affects at least the caster leading the ritual, and often those assisting in its performance.

Casting Occult Rituals
Before performing an occult ritual, the primary caster must assemble and ready all the components needed as well as any secondary casters. Some occult rituals require the casting to occur at a specific time or place; attempting to cast such rituals at a different time or a substandard location is nearly impossible.

Casting an occult ritual requires at least 10 minutes per ritual level and sometimes as long as 1 hour per ritual level. One of the casters—either the primary caster or a secondary caster who the primary caster specifies—attempts one of the skill checks required by the ritual every 10 minutes of the casting, unless the ritual takes 1 hour per caster level, in which case the caster attempts the check every hour of the ritual. These checks cannot benefit from the aid another action, and the caster attempting the check can't take 10 or take 20, even if she has an ability that would normally allow her to do so when threatened or distracted. Furthermore, because of the specific procedures of ritual casting, mundane equipment that grants bonuses on skill checks can't usually increase the caster's bonus on the checks required by the ritual, unless the GM allows it. Bonuses on the skill checks required for the ritual that are granted by feats, spells (with enough duration to last throughout the casting), traits, and magic items usually apply, at the GM's discretion. The primary caster decides the order in which the various skill checks are attempted, but the GM rolls for the checks and tracks the progress of the ritual casting in secret. Once a ritual casting begins, it must be performed to its completion unless it's disrupted by outside influences or fails.

The primary caster leads a ritual's casting, often with the aid of a number of secondary casters. Secondary casters can be indispensable to the ritual's casting even when they're not taking an active role in ensuring its success. Unless stated otherwise in the ritual description, secondary casters must be within 100 feet and line of effect of the primary caster and each other during the entirety of a ritual's casting.

If a ritual allows the participation of secondary casters, in such cases, the ritual's Components line includes "SC" ("secondary casters") as an entry, immediately followed by a parenthetical that details any maximum or minimum number of secondary casters required to cast the ritual. If a ritual description has no secondary caster entry, that ritual does not permit the assistance of secondary casters. While secondary casters can help by attempting the skill checks the primary caster assigns them, their chief purpose is to aid in the ritual's casting. If a ritual's casting is aided by at least four secondary casters, all casters gain a +1 bonus on all skill checks attempted as part of casting the occult ritual. This bonus increases by 1 for every four secondary casters beyond four (up to a maximum bonus of +5 for 20 or more secondary casters).

To cast an occult ritual, the primary caster must learn the ritual's secrets (see Discovering Occult Rituals). Secondary casters can assist in the casting without fully understanding the intricacies of the ritual.

Since it is possible for those lacking the ability to cast arcane, divine, or psychic spells to cast rituals, variables that would normally rely on caster level (such as range and spell resistance) use the character level or total Hit Dice of the primary caster instead. This is the case even for a ritual caster who has the ability to cast spells. Characters with a caster level gain a +1 bonus on skill checks to cast a ritual, and this bonus increases by 1 for every 5 caster levels they possess (to a maximum of +5 at caster level 20th) as their understanding of the fundamentals of magic grows.

It's difficult to disrupt a ritual. Casting a ritual does not provoke attacks of opportunity, and the casters can pause the ritual to engage in combat or take other actions—though not without consequences. For each round an occult ritual is paused in this way, the DC of all the ritual's subsequent skill checks increases by 1. For practical purposes, a ritual is successfully disrupted when its casting is paused for more than 1 minute or any of the casters are incapacitated, killed, or moved more than 100 feet from (or out of line of effect of) all other casters.

If more than half the skill checks for an occult ritual are successful, the ritual succeeds, and the primary caster (and the secondary casters if specified) experiences the ritual's backlash before the ritual's effect occurs. The DC for a saving throw against a ritual's effects (if applicable) is equal to 10 + the ritual level + the primary caster's Intelligence, Wisdom, or Charisma bonus (whichever is highest).

If the casters fail half of the skill checks required for an occult ritual (rounded down), the ritual ends, the casters also experience the ritual's backlash, and the failure consequences occur. The consequences of failure are detailed in each ritual's description.

Discovering Occult Rituals
The mysteries of occult rituals are jealously guarded secrets, often painstakingly obscured by a ritual's originators or those who stumbled upon the obscure formulae detailing it. The particulars of casting occult rituals are hidden within coded tomes, concealed in puzzles, or referenced only through allusions woven into esoteric tales. Recovering the casting method of an occult ritual can be an adventure within itself, something revealed by hallucinatory visions, coerced from an occult practitioner, or passed on by a true initiate hovering at death's door and wishing for his genius to live beyond his mortal existence.

If an occult ritual is taught or its secrets are explained directly, it takes at least 1 day per ritual level to learn the method of its casting. Learning a ritual from hidden clues or from scratch takes a week or a month per ritual level (GM's discretion). At the end of this period of study and contemplation, the person attempting to learn the ritual must succeed at an Intelligence check (DC = 15 + the ritual level if learning from clues or a coerced teacher, or DC = 10 + the ritual level if learning from an instructor eager to teach). Failing the check means the secrets of the ritual elude the learner's understanding, though she can start the process anew at the same rate of potential discovery.

Tapping into Ley Lines
A primary ritual caster with the ability to cast spells or use spell-like abilities can tap into a ley line within 30 feet by performing a simple ritual that takes 1 hour per 2 caster levels of the ley line. At the end of the ritual, the primary caster must succeed at a Spellcraft check (DC = 15 + the ley line's caster level) to attune herself with the ley line. If she fails, she can try the attunement ritual anew. On a successful check, the primary caster and any secondary casters gain a +1 bonus on skill checks to cast an occult ritual using the ley line, provided they remain within 30 feet of the ley line. This bonus increases by 1 for every 5 caster levels of the ley line, to a maximum of +5.

This form of attunement can be broken in the standard ways described in Using Ley Lines.
« 上次编辑: 2016-11-15, 周二 01:23:27 由 灯泡powerbult »

离线 灯泡powerbult

  • 论坛模式
  • Knight
  • ***
  • 帖子数: 455
  • 苹果币: 2
范例神秘仪式
« 回帖 #1 于: 2016-11-14, 周一 08:27:59 »
范例神秘仪式

以下是一系列神秘仪式。神秘仪式被以和法术相似的格式来记载,不过还会包含反冲和失败标识。


逃避之护Avoidance Ward
学派 附魔系(胁迫);等级4
施放时间 40分钟
成分 V,M(一片花楸木制成的木炭),F(一面价值50gp的银制小镜子)
技能检定 知识(地城)DC30,3次成功;法术辨识DC30,1次成功
范围 接触
目标 一扇地城的门
持续时间 8小时
豁免 意志无效(无害,物品)SR 可(无效,物品)
反冲 施法者受到4d6点伤害
失败 目标的门被打开,且无法被施法者用低于有限祈愿术的任何手段所关上,持续24小时。
效果
施法者通过将一面镜子放在门的一侧,并在门的另一侧书写着对应游侠的宿敌列表中一种生物类型或亚种的生物的神秘学符号来开始这项仪式。仪式完成之后,被选择的类型或亚种的生物无法开启,触碰,或甚至是通过任何手段以魔法操作这扇门(无豁免,无法抗)。一扇地城的门一次只能获得一个逃避之护的效果。


揭开梦之面纱 BREACH THE VEIL OF DREAMS
学派 咒法系(创造);等级6
施放时间 60分钟
成分 V,S,M(一个点着焚香的装满墓土的碗,每个施法者一瓶苦艾酒),F(一个价值5000gp的华丽的银和秘银支撑的钥匙)SC(最多为主要施法者的智力调整个)
技能检定 知识(奥秘)DC32,3次成功;知识(位面)DC32,3次成功
范围 接触
持续时间 立即;见下文
豁免 无;SR 否
反冲 主要施法者受到2d6点伤害且力竭
失败 一个活化梦animate dream B2会在仪式施展的地方出现并攻击施法者们。根据GM的判断,活化梦可能会有进化模板,或伴随着同行的活化梦,或两者兼有。
效果
该仪式必须在物质位面的夜间进行。施法者们喝下苦艾酒并且在开始在香料焚烧时咏唱咒语。施法者们将香灰与墓土混合在一起,并用混合物画出一个有钥匙孔的门的形状。他们之后要在咒语完成的时候把钥匙插到这扇门里。施展成功意味着施法者们穿过了门户并来到了幻梦境的一个随机地点。
如果施法者希望从幻梦境回到物质位面,他们每人都必须进行一个成功的的DC35的专注检定才能这么做。这是一个不引发借机攻击的整轮动作。作为该整轮动作的一部分,旅行者每自愿承受2d6点伤害以让自己的精神和肉体都经历痛苦,检定的DC就下降1点(这个伤害不能用任何手段来减少)。如果检定成功,施法者被传送回他在物质位面施展该仪式的地点。如果施法者的专注检定失败,他们可以重试该检定。一个施法者能用她的职业等级+她的魅力调整值作为其专注检定加值,如果她不能施放法术,或是这个值比她正常的专注加值要高的话。(译注:这里的施法者都是指神秘仪式中的caster,释放法术指spell caster)


穿越帷幕之呼唤Call Beyond The Veil
学派 咒法系(呼唤);等级6
施放时间 60min
成分 V,S,F(一个曾被要呼唤的精魂或存在掌控possessed过的物品,或是这个精魂或存在的名字),SC(最多8人)
技能检定 交涉DC31,2次成功;知识(宗教)DC33,3次成功;知识(位面)DC33,1次成功
范围 主要施法者
效果 呼唤一个已死生物的精魂,或是一个异能存在
持续时间 主要施法者的专注
豁免 意志无效;SR 否
反冲 所有施法者力竭并获得一个临时负向等级(第一天之后移除DC=16+主要施法者的魅力加值)
失败 所有施法者获得一个永久负向等级,并且力竭直到该负向等级被移除
效果
主要施法者尝试强迫一个特定个体的精魂或是一个异能存在暂离它永恒的安眠或异位面而显形于世。非自愿的精魂或存在能通过成功进行意志豁免来抵抗这类召唤。如果一个精魂或存在的意志豁免成功,它不会显形,但是仪式还是算作成功。在豁免中失败或者放弃豁免的精魂或存在会被召唤到主要施法者的体内,它们会用主要施法者的声音来说话,但是音色中带有着异世界的回响。虽然精魂或存在通过主要施法者来说话,它们无法进一步控制他的心灵或身体,也不能使用任何法术、类法术能力,或甚至是他们可能拥有的纯心灵的超自然能力。当精魂透过主要施法者来说话时,次要施法者们可以向它发问,最大速率是每轮一个问题(无视次要施法者的总人数)。精魂或存在会用它所知或生前所知的语言来回答,也能拒绝回答问题或尝试用唬骗技能来欺骗提问者和主要施法者。它无需对仪式施法者们负有义务。


诱捕法阵 ENSNARING CIRCLE
学派 保护系【描述符可变;见下文】;等级4
施放时间 40分钟
成分 V,S,M(银粉),F(一个价值5000gp的由秘银和钻石制成的尖笔),SC(最多8人)
技能检定 知识(位面)DC30,2次成功;知识(宗教)DC30,1次成功;语言学DC30,1次成功
范围 10尺
效果 一个20尺半径的魔法阵
持续时间 主要施法者每职业等级1天
豁免 意志无效(无害)SR 否,见下文
反冲 主要施法者受到2d6点伤害
失败 施法者们会相信他们的工作已成功,但是当他们尝试使用法阵时什么都不会发生
效果
该仪式需要施法者们用银粉勾勒,并用器材中的尖笔刻画出一个大魔法阵。法阵必须被精心设定为与目标阵营同调(混乱,邪恶,善良或秩序),这需要在法阵被创造时被决定。法阵获得所选阵营的描述符。一旦法阵完成,它变得隐形,不过仪式的施法者们、或是拥有识破隐形、真知术或其他能看到隐形事物手段的生物还是能看到它。
一旦法阵完成,它能用来困住一个阵营子类与所选阵营相符的异界生物,如同它在一个被设置为向内的对应阵营的反阵营法阵一般(因此,一个与邪恶阵营同调的诱捕法阵如同一个向内设置的反邪恶法阵一般作用)。对被此方法困住的异界生物而言,它所占空间必须完全在法阵之内,而此时主要施法者就可以用一个直觉动作来启动法阵。要启动法阵,主要施法者必须在法阵的100尺以内,还需要能看到他想要用法阵所困住的异界生物。如果法阵被启动时有超过1个对应阵营子类的异界生物,这些异界生物也都会被困住。然而,如果这些异界生物中有任何一个没完全进入法阵之中,它自己就不会被法阵所限制,因此能自由地打破法阵,如同在反邪恶法阵的描述中一般。
当被关在魔法阵里时,被困住的异界生物无法穿越法阵边缘,也无法触及到法阵边缘及边缘外的区域。如果异界生物有法术抗力,它能每天用这个抗力尝试对抗陷阱1次,如果主要施法者没能成功击破其法术抗力,则法阵被打破,异界生物从法阵的束缚中解脱。一个能使用任何形式的位面旅行手段的异界生物能简单的用这种能力离开法阵。
和反阵营法阵不同,你不能在创造诱捕法阵时使用特殊的魔法图阵(diagram)使其更加坚固。


灵界裂口ETHEREAL RIP
学派 塑能系;等级5
施放时间 50分钟
成分 V,S,M(一团灵质ectoplasm以及价值500gp的地莲花根部的糊状萃取物),F(一把价值至少18,301gp的,至少有+2增强加值和幽冥特殊武器能力的黑曜石匕首)
技能检定 知识(位面)DC29,3次成功;知识(地理)DC29,2次成功
范围 接触
效果 物质位面与灵界位面之间的一个裂口
持续时间 主要施法者每职业等级1小时或立即;见下文
豁免 反射无效;SR 否
反冲 施法者受到4d6点伤害
失败 施法者获得虚体亚种并困惑,持续24小时
效果
当该仪式完成时,器材匕首会被注入能量,以用来在物质位面和灵界位面之间切开一个短暂的裂口,不过这只有在施法者坚持遵守着仪式给出的各种限制才能成功。
在仪式开始时,施法者必须找到满足下列条件的完美地点:一个物质位面和灵界位面紧密结合的地方(具体的地点由GM决定)。之后,在喃喃地念出弱化两个位面在此地的边界的咒语后,施法者必须将整一把器材匕首涂满材料成分的混合物。当这些都完成以后,仪式成功并且反冲会发生,不过仪式的真正效果能被延迟。只要施法者没离开他占据的空间并一直持握着器材匕首,它就能用一个不引发借机攻击的标准动作用匕首划开两个位面之间的脆弱边界,不过她必须在仪式成功完成并受到反冲的每职业等级1小时之内这么做才行。这么做会有一个立刻且显著的效果:裂口会试图吸入施法者所在方格30尺半径之内的,所有重量低于200磅的生物或未被固定的物体,进入到灵界位面(如果裂口划在物质位面)或是物质位面(如果裂口划在灵界位面)。一个生物能通过一个成功的反射检定避开裂口的吸引力。被吸入裂口的生物和物品会落在另一边位面的对应地点。仪式施法者能在施展仪式时决定她自己是否被裂口吸入到对面位面,还是留在这个位面。


问道作祟HAUNTED COMMUNION
学派 死灵系;等级 7
施放时间 70分钟
成分 V,S,M(特殊的颜料以及一小块咸油酥糕饼)F(价值500gp的银铃铛),SC(最多18人)
技能检定 知识(奥秘)DC31,3次成功;知识(宗教)DC31,3次成功;语言学DC31,1次成功
范围 接触
目标 60尺内的一个作祟
持续时间 1小时和10轮(可消解);见下文
豁免 意志无效;SR可
反冲:主要施法者力竭。
失败:施法者们获得1个永久负向等级,并且在所有技能检定和属性检定上受到-4减值,直到这个负向等级被消除。
效果
这个仪式必须在离一个作祟60尺以内的地方进行。主要施法者用一件与作祟的起源或力量之源相关的物品敲响银铃铛。这之后,主要施法者要在一个装有小块咸油酥糕饼的盘子周围画出一个复杂的附有各种神秘学徽记的法阵。
如果符咒成功画好,作祟的精魂会进入到这块油酥糕饼里(这会让作祟在仪式持续时间里惰性化inert),而施法者中的一人必须在一个小时之内把这块油酥糕饼吃下去,否则仪式就会结束。如果没有人吃下这块油糕,作祟会重获自由,并且在接下来的24小时之内,该作祟效果的DC会增加4,在攻击骰上会获得+4加值。一旦一个施法者吃下了油糕,作祟的精魂能通过吃下油糕的个体来说话,且需要在离开该个体之前诚实的回答10个问题(每个问题1轮)。不过由于作祟是一种情感的回响,它作出的回答可能是简短、含糊或重复的,如同死者交谈法术一般。一旦回答了10个问题或法术消散,作祟就能正常地成型manifest。


开启第三之眼 OPENING THE THIRD EYE
学派 变化系;等级5
施放时间 50分钟
成分 V,S,M(香料),SC(最多12人)
技能检定 知识(奥秘)DC34,3次成功;知识(位面)DC34,1次成功;察觉DC34,1次成功
范围 接触
目标 主要和次要施法者们
持续时间 1天(可消解)
豁免 强韧无效(无害);SR 可(无害)
反冲 所有施法者受到2d6点伤害
失败 所有施法者获得一个临时负向等级(第一天后的移除DC=16+主要施法者的魅力调整值),并且主要施法者会感染一种强力版本的脑热症(DC17;2次豁免;1d4点智力伤害;1次/天)
效果
通过进行一场冥想和朗诵的典礼,这个仪式的施法者们会与异能之力同调。
没在异能职业上获得等级的施法者获得以下的好处。
      每个施法者每有5个职业等级就能从异能者法术列表中选择1个念力(0环法术)(最多在20级选择5个)。这些施法者能随意施展这些念力。
      如果该施法者在一项拥有神秘技能解放的技能上受训,她就可以使用该技能的神秘解放。
有在异能职业上获得等级的施法者获得以下的好处。
      如果该施法者在一项拥有神秘技能解放的技能上受训,她在使用该项技能的神秘技能解放时技能检定获得+4的洞察加值
      即使该施法者在一项拥有神秘技能解放的技能未受训,她也可以使用该技能的神秘技能解放。
每个仪式施法者都能独自决定消解自己身上的该仪式的效果。


异能护盾PSYCHIC SHIELDING
学派 防护系;等级6
施放时间 60分钟
成分 V,S,M(价值500gp的钻石尘),F(总价值10000gp的多块秘银镜子,以及一个点着的灯笼)
技能检定 知识(奥秘)DC33,3次成功;法术辨识DC33,3次成功
范围 接触
目标 一个生物
持续时间 施法者每职业等级1天
豁免 意志无效(无害);SR 可(无害)
反冲 施法者受到2d6点伤害并力竭
失败 施法者获得一个永久负向等级
效果
施法者必须在黄昏或黎明时分开始这个仪式。他需要找到一个无窗的房间以及预期的受术者(如果不是施法者本人),并将秘银镜子对准目标围绕其摆放好。在仪式结束时,施法者用钻石尘撒灭一个灯笼,让她和她的目标所在的房间变得漆黑。在黑暗之中,施法者必须一直触碰着目标,直到他们一起离开这个房间。之后,在等同于施法者职业等级的天数中,目标会在对抗异能法术和能力时在豁免检定获得+4加值,但不能使用任何异能魔法能力,不能施展异能法术或使用异能魔法,也不能主动或被动进入一场异能决斗当中。


仪式驱魔术RITUAL EXORCISM
学派 防护系;等级4
施放时间 40分钟
成分 V,S,M(一瓶圣水)F(银制圣徽)SC(最多12人)
技能检定 知识(宗教)DC28,2次成功;法术辨识DC28,2次成功
范围 近距(25尺+主要施法者每职业等级5尺)
目标 一个无助的被附身possessed的生物,或是一个被束缚restrain的被附身的物品
持续时间 立即
豁免 意志无效;SR可
反冲 所有施法者力竭
失败 所有施法者获得一个临时负向等级(第一天之后移除DC=16+主要施法者的魅力调整值),并且主要施法者再受到4d6点伤害
效果
你强迫一个正在附身的生物possessing creature的生命力量离开它的宿主host。当该仪式完成时,该正在附身的生物要进行一次意志豁免。如果豁免失败,附身者possessor会被驱逐,如同它用于附身目标的法术或效果的持续时间结束一般。如果正在附身的生物再豁免中成功,它会继续留在宿主生物或物品之中,不过只要被附身的生物维持无助状态或物品仍然被束缚,该仪式就仍能重复进行尝试。


追寻星界之见SEEK ASTRAL INSIGHTS
学派 预言系;等级6
施放时间 60分钟
成分 V,S,M(数量等同于仪式进行时天空中同时出现的星星的,由纯蜜蜡做成的蜡烛),F(价值5000gp的秘银链条),SC(最多8人)
技能检定 知识(奥秘)DC31,3次成功;知识(位面)DC31,3次成功
范围 主要施法者
持续时间 主要施法者每职业等级1小时
反冲 主要施法者会在一周时间内无法说话(如果仪式失败了,持续时间会在弱智术效果结束后开始计算)
失败 主要施法者的智力和魅力属性降至1点且获得弱智术的其他效果,持续24小时
效果
该仪式只能在一个天空中有至少3颗游荡的恒星star或行星planets同时出现in conjunction且在施法者的视野中的夜晚的午夜时分进行。仪式必须在一座丘陵hill,山峰mountain或其他自然界的制高点上进行。首先,主要施法者要被法器链条缠绕起来,并且要将蜡烛仿照同时出现的星星的方位点亮摆好。主要施法者必须完全静默地坐好,专注于蜡烛上的火光,而次要施法者们则要围着他不断吟诵神秘学的咒语。如果仪式成功完成,主要施法者的心灵能不受阻碍地游荡于星界位面之中,并且每游荡1小时她就能提问一个问题。星界位面的精魂会如实回答施法者,不过他们通常只有60%机会拥有主要施法者所追求的答案(根据GM的决定,该几率可以更高也可以更低,取决于所需信息的本质)。如果他们没有答案,精魂们会承认他们缺乏施法者所需要的知识,而不会尝试欺骗她。


遮掩建筑VEIL STRUCTURE
学派 幻术系(五官幻觉);等级8
施放时间 80分钟
成分 V,S,M(半加仑来自新鲜泉眼的水以及一瓶隐形术药水)F(一对秘银水罐和两个黄金洒水器,总价值25000gp),SC(最少4人,最多12人)
技能检定 知识(自然或本地;见下文)DC32,4次成功;法术辨识DC32,2次成功;巧手DC32,2次成功
范围 近距(25尺+主要施法者每职业等级5尺)
区域 主要施法者每职业等级一个20尺立方的区域
持续时间 永久(可消解)
豁免 意志则不相信(如果有互动);SR否
反冲 主要施法者获得一个永久负向等级
失败 所有施法者在1年内无法受益于任何五官幻觉效果(例如隐形术)(这是一个诅咒效果,能被移除诅咒或类似的效果所移除)
效果
主要施法者将新鲜泉水倒入其中一个秘银水罐,而将隐形术药水倒入另一个以开始这个仪式。之后施法者要通过反复将两个水罐之中的液体来回对倒来充分混合这些内容物。她需要来回对倒两个水罐超过6次,之后就要将其中一个水罐交给一个次要施法者。在完全沉默之中,主要施法者和被选择的次要施法者要使用洒水器将混合物喷洒到他们想遮掩的楼房或建筑上面,大小不能超过仪式的区域。如果这个楼房或建筑身处自然环境,施法者们需要在仪式中进行知识(自然)检定;如果这个楼房或建筑身处城市之中,他们需要进行知识(本地)检定。
在仪式成功完成之后,该楼房会被遮掩起来,就像本区域除了原有的自然景观或城市设施以外没有任何东西。所有的仪式施法者仍能看到楼房的微弱的轮廓线,也能如常与其互动。主要施法者还获得了以下能力:每天他可以最多选择10个生物并触碰他们,被触碰到的生物能在24小时之内看到楼房的微弱轮廓。

剧透 -   :
Sample Occult Rituals
The following are a selection of occult rituals. Occult rituals are formatted in a similar manner as spells, but also feature a backlash and failure entry.

AVOIDANCE WARD
School enchantment (compulsion); Level 4
Casting Time 40 minutes
Components V, M (a piece of rowan wood charcoal), F (a small silver mirror worth 50 gp)
Skill Checks Knowledge (dungeoneering) DC 30, 3 successes; Spellcraft DC 30, 1 success
Range touch
Target one dungeon door
Duration 8 hours
Saving Throw Will negates (harmless, object); SR yes (harmless, object)
Backlash The caster takes 4d6 points of damage.
Failure The target door swings open and cannot be closed by the caster by any means short of a limited wish for 24 hours.
EFFECT
The caster begins by placing a mirror on one side of the door and writing occult symbols on the other side of the door that conform to one type or subtype of creature on the ranger's favored enemy list. Upon completion of the ritual, creatures of the chosen type or subtype cannot open, touch, or even magically manipulate the door by any means (with no save or spell resistance applicable). A dungeon door can have only one avoidance ward at a time.
BREACH THE VEIL OF DREAMS
School conjuration (creation); Level 6
Casting Time 60 minutes
Components V, S, M (incenses burned in a bowl filled with grave earth, a bottle of wormwood wine for each caster), F (an ornate silver and mithral key worth 5,000 gp), SC (up to the Intelligence modifier of the primary caster)
Skill Checks Knowledge (arcana) DC 32, 3 successes; Knowledge (planes) DC 32, 3 successes
Range touch
Duration instantaneous; see text
Saving Throw none; SR no
Backlash The primary caster takes 2d6 points of damage and becomes exhausted.
Failure An animate dream appears at the site of the ritual and attacks the casters. At the GM's discretion, the animate dream may have the advanced template, be accompanied by fellow animate dreams, or both.
EFFECT
This ritual must be cast at night on the Material Plane. The casters drink the wormwood wine and begin chanting the incantation as the incense burns. The casters mix the ashes with the grave earth and use the mixture to draw a threshold with a keyhole. They then insert the key into this door as the incantation is completed. Success indicates the casters pass through the portal and enter a random location on the Dimension of Dreams.
If the casters wish to return to the Material Plane from the Dimension of Dreams, each must succeed at a DC 35 concentration check to do so. This is a full-round action that doesn't provoke attacks of opportunity. The DC of this check is reduced by 1 for every 2d6 points of damage the traveler willingly takes from psychic and physical trauma as part of the full-round action (this damage can't be reduced in any way). If successful, the caster is transported back to the site of the ritual's casting of the Material Plane. The casters can try again if they fail their concentration checks. A caster can use her character level + her Charisma modifier as her bonus on the concentration check if she isn't a spellcaster or if that value is higher than her usual concentration bonus.
CALL BEYOND THE VEIL
School conjuration (calling); Level 6
Casting Time 60 minutes
Components V, S, F (either an object once possessed by the spirit or entity called, or the name of the spirit or entity called), SC (up to 8)
Skill Checks Diplomacy DC 31, 2 successes; Knowledge (religion) DC 33, 3 successes; Knowledge (planes) DC 33, 1 success
Range primary caster
Effect call on the spirit of a single deceased creature or a psychic entity
Duration concentration of the primary caster
Saving Throw Will negates; SR no
Backlash All casters become exhausted and gain 1 temporary negative level (DC = 16 + primary caster's Charisma bonus to remove after the first day).
Failure All casters gain 1 permanent negative level and are exhausted until that negative level is removed.
EFFECT
The primary caster attempts to compel the spirit of a specific individual or a psychic entity to manifest from its final rest or extraplanar location. Unwilling spirits or entities can resist the summons by succeeding at a Will save. If a spirit or entity succeeds at the saving throw, it doesn't manifest, but the ritual is still considered a success. Spirits or entities that fail or forgo this save are summoned into the primary caster's body, where they speak by way of the caster's voice, which takes on an otherworldly timbre. Though the spirit or entity speaks through the primary caster, it has no further control of that caster's mind or body, and can't use any spells, spell-like abilities, or even purely mental supernatural abilities it may have. It must leave the primary caster when that caster ends his concentration. While the spirit is speaking through the primary caster, the secondary casters can ask it questions at a maximum rate of 1 question per round (regardless of the number of secondary casters). The spirit or entity speaks in a language it knows or knew while it was alive, and can refuse to answer questions or attempt to deceive its questioners and the primary caster using Bluff. It is not otherwise beholden to the ritual casters.
ENSNARING CIRCLE
School abjuration [variable; see text]; Level 4
Casting Time 40 minutes
Components V, S, M (powdered silver), F (a stylus made of mithral and diamond worth 5,000 gp), SC (up to 8)
Skill Checks Knowledge (planes) DC 30, 2 successes; Knowledge (religion) DC 30, 1 success; Linguistics DC 30, 1 success
Range 10 ft.
Effect a 20-foot-radius magic circle
Duration 1 day/character level of the primary caster
Saving Throw Will negates (harmless); SR no, see text
Backlash The primary caster takes 2d6 points of damage.
Failure The casters believe their work was successful, though when they attempt to use the circle, nothing occurs.
EFFECT
This ritual requires the casters to create a large magic circle outlined with the silver powder and shaped with the focus stylus. The circle must be painstakingly molded to attune it to the alignment targeted (chaos, evil, good, or law), which is chosen during the time of creation. The ritual gains the descriptor of the alignment selected. Once the circle is complete, it becomes invisible to all but the casters of the ritual or to creatures with see invisibility, true seeing, or some other method of seeing invisible objects.
Once the circle is complete, it can be used to trap an outsider whose subtype matches the chosen alignment, as if it were an inward-focused magic circle spell of the appropriate type (thus, an ensnaring circle attuned to evil acts like an inward-focused magic circle against evil). For an outsider to be trapped in this manner, the entire space of the outsider must be within the circle, at which point the primary caster can activate the circle as an immediate action. The primary caster must be within 100 feet of the circle and be able to see it and the outsider he wishes to trap in order to activate the circle. It is possible to trap multiple outsiders of the appropriate subtype in the circle if more than one are in the circle when it is activated. However, if any such outsider is not completely within the circle, it is not caught within the circle's confines and is free to disrupt the circle as described in the magic circle against evil spell description.
As with a magic circle, the trapped outsider cannot cross the circle's boundaries or reach over or beyond the boundaries, nor can it disrupt the circle either directly or indirectly, though it can make ranged attacks beyond the circle's boundaries. If the outsider has spell resistance, it can test the trap once per day. If the primary caster fails to overcome the outsider's spell resistance, the circle is disrupted and the outsider is freed from the circle's restraints. An outsider capable of any form of dimensional travel can simply leave the circle using such an ability.
Unlike with a magic circle, you cannot create a special diagram when creating the circle to make the ensnaring circle more secure.
ETHEREAL RIP
School evocation; Level 5
Casting Time 50 minutes
Components V, S, M (a dollop of ectoplasm and paste extracted from ground lotus root worth 500 gp), F (an obsidian dagger with at least a +2 enhancement bonus and the ghost touch special weapon ability, worth at least 18,301 gp)
Skill Checks Knowledge (planes) DC 29, 3 successes; Knowledge (geography) DC 29, 2 successes
Range touch
Effect a rip between the Material Plane and the Ethereal Plane
Duration 1 hour/primary caster's character level and instantaneous; see text
Saving Throw Reflex negates; SR no
Backlash The caster takes 4d6 points of damage.
Failure The caster gains the incorporeal subtype and is confused for 24 hours.
EFFECT
Upon this ritual's completion, the focus dagger is imbued with the power to cut a momentary rift between the Material Plane and the Ethereal Plane, though only if the caster adheres to the restrictions of the ritual.
At the ritual's start, the caster must find the perfect spot for such an incision: a place where the features of the Material Plane and the Ethereal Plane are closely aligned (the exact spot is determined by the GM). Then, after mumbling an incantation that weakens the borders of those two planes at that location, the caster must evenly coat the entire focus blade with a mixture of the material components. When that is compete, the ritual is successful and the backlash occurs, but the ritual's true effect can be delayed. As long as the caster does not move from her space, and does not stop holding the focus dagger, she can use the dagger to cut into the weakened border between the two planes as a standard action that does not provoke attacks of opportunity, but she must do so within 1 hour per character level after successfully completing the ritual and taking the backlash. Doing so has an immediate and dramatic effect—the rip attempts to suck all creatures and unattended objects within 30 feet of the caster's space that weigh less than 200 pounds into either the Ethereal Plane (if the rip is made on the Material Plane) or the Material Plane (if the rip is made on the Ethereal Plane). With a successful Reflex save, a creature avoids the rip's pull. Creatures and objects pulled into the rift land in a corresponding space on the other plane. The ritual caster can choose whether she wants to be sucked through the rift or stay on the plane where she cast the ritual.
HAUNTED COMMUNION
School necromancy; Level 7
Casting Time 70 minutes
Components V, S, M (special paints and a small, salted pastry), F (silver bell worth 500 gp), SC (up to 18)
Skill Checks Knowledge (arcana) DC 31, 3 successes; Knowledge (religion) DC 31, 3 successes, Linguistics DC 31, 1 success
Range touch
Target one haunt within 60 feet
Duration 1 hour and 10 rounds (D); see text
Saving Throw Will negates; SR yes
Backlash The primary caster is exhausted.
Failure The casters take 1 permanent negative level and a –4 penalty on all skill and ability checks for as long as the negative level persists.
EFFECT
This ritual must be performed within 60 feet of a haunt. The primary caster rings the silver bell using an object associated with the haunt's origin or source of power. Once this is done, the primary caster draws an intricate circle adorned with occult symbols around a plate bearing the small, salted pastry.
If the incantation is successful, the haunt's spirit enters into the pastry (making the haunt inert for the duration of the ritual) and one of the casters must eat the pastry before the next hour or the ritual ends. Failure to do so allows the haunt to go free and increases any DCs of the haunt's effects by 4 and grants a +4 bonus on attack rolls made by the haunt for 24 hours. Once a caster eats the pastry, the spirit of the haunt speaks through the individual who ate the pastry, and is required to truthfully answer 10 questions (1 question per round) before departing, though since the haunt is an emotional echo, the answers may be brief, cryptic, or repetitive, as with speak with dead. Once the 10 questions are answered or the spell is dismissed, the haunt can manifest as normal.
OPENING THE THIRD EYE
School transmutation; Level 5
Casting Time 50 minutes
Components V, S, M (incense), SC (up to 12)
Skill Checks Knowledge (arcana) DC 34, 3 successes; Knowledge (planes) DC 34, 1 success; Perception DC 34, 1 success
Range touch
Target primary and secondary casters
Duration 1 day (D)
Saving Throw Fortitude negates (harmless); SR yes (harmless)
Backlash All casters take 2d6 points of damage.
Failure All casters gain a temporary negative level (DC = 16 + primary caster's Charisma bonus to remove after the first day), and the primary caster is afflicted with a more potent version of the mindfire disease (DC 17; 2 saves; 1d4 Int; 1/day).
EFFECT
Through a ceremony of meditation and recitation, the casters of this ritual become psychically attuned. Casters who don't have levels in an occult class gain the following benefits.
Each caster can choose one knack from the psychic class's spell list and an additional knack for every 5 character levels that caster possesses (to a maximum of 5 knacks at 20th level). The casters can cast these knacks at will.
If a caster is trained in a skill with an occult skill unlock, she can use that skill's occult unlock.
Casters who do have levels in an occult base class gain the following benefits.
If a caster is trained in a skill with an occult skill unlock, she gains a +4 insight bonus on checks with that skill when using its occult skill unlock.
If a caster is untrained in a skill with an occult skill unlock, she can still use that skill's occult unlock.
Each of the ritual's casters can choose to dismiss this ritual's effects for themselves individually.
PSYCHIC SHIELDING
School abjuration; Level 6
Casting Time 60 minutes
Components V, S, M (diamond dust worth 500 gp), F (mithral mirrors worth a total of 10,000 gp and a lit lantern)
Skill Checks Knowledge (arcana) DC 33, 3 successes; Spellcraft DC 33, 3 successes
Range touch
Target one creature
Duration 1 day/character level of the caster
Saving Throw Will negates (harmless); SR yes (harmless)
Backlash The caster takes 2d6 points of damage and is exhausted.
Failure The caster takes 1 permanent negative level.
EFFECT
The caster must begin this incantation at dusk or dawn, in a windowless room with the intended target (if it is not the caster), surrounded by mithral mirrors pointed inward. As the ritual concludes, the caster blows out a lantern using the diamond dust, leaving her and the target in the darkened room. While in the darkness, the caster must touch the ritual's target before exiting the room. Then, for a number of days equal to the caster's character level, the target gains a +4 bonus on saving throws against psychic spells and abilities, but can't use any psychic magic abilities, can't cast psychic spells or use psychic magic, and can't be engaged or engage in a psychic duel.
RITUAL EXORCISM
School abjuration; Level 4
Casting Time 40 minutes
Components V, S, M (vial of holy water), F (silver holy symbol), SC (up to 12)
Skill Checks Knowledge (religion) DC 28, 2 successes; Spellcraft DC 28, 2 successes
Range close (25 ft. + 5 ft./character level of the primary caster)
Target one helpless possessed creature or a restrained possessed object
Duration instantaneous
Saving Throw Will negates; SR yes
Backlash All casters become exhausted.
Failure All casters gain 1 temporary negative level (DC = 16 + primary caster's Charisma bonus to remove after the first day), and the primary caster takes 4d6 points of damage.
EFFECT
You force the life force of a possessing creature to leave its host. Upon the completion of this ritual, the possessing creature attempts a Will saving throw. If it fails the save, the possessor is expelled, as if the duration of the spell or effect it used to possess the target had expired. If the possessing creature succeeds at the save, it continues to stay within the host creature or object, though the ritual can be attempted anew as long as the possessed creature is helpless or the object restrained.
SEEK ASTRAL INSIGHTS
School divination; Level 6
Casting Time 60 minutes
Components V, S, M (a number of candles made of pure beeswax equal to the number of wandering stars in conjunction when the ritual is attempted), F (a mithral chain worth 5,000 gp), SC (up to 8)
Skill Checks Knowledge (arcana) DC 31, 3 successes; Knowledge (planes) DC 31, 3 successes
Range primary caster
Duration 1 hour/character level of the primary caster
Backlash The primary caster is rendered speechless for 1 week (if the ritual fails, this duration begins after the end of the feeblemind effect).
Failure The primary caster's Intelligence and Charisma scores drop to 1 and she gains the other effects of a feeblemind spell for 24 hours.
EFFECT
This ritual can be cast only at midnight on a night when no fewer than three wandering stars (planets) are in conjunction and within view of the casters. The ritual must be performed at the top of a hill, mountain, or other natural vantage point. The primary caster is first wrapped in the focus chains, and the candles are lit in the pattern of the stars in conjunction. The primary caster must sit in complete silence, concentrating on the light of the candles, while the secondary casters circle, chanting the occult incantation. If the ritual is successfully completed, the primary caster's mind is allowed to wander the Astral Plane unhindered, and she can ask one question each hour her mind wanders. The spirits of the Astral Plane answer the caster truthfully, though there is usually only a 60% chance that they will have the answer the primary caster seeks (the chance may be higher or lower at the GM's discretion, depending on the nature of the information sought). If they don't have the answer, the spirits admit that they lack the knowledge the caster seeks rather than trying to deceive her.
VEIL STRUCTURE
School illusion (glamer); Level 8
Casting Time 80 minutes
Components V, S, M (a half-gallon of water from a fresh spring and a potion of invisibility), F (a pair of mithral pitchers and two golden aspergillums, worth 25,000 gp total), SC (at least 4 and up to 12)
Skill Checks Knowledge (nature or local; see below) DC 32, 4 successes; Spellcraft DC 32, 2 successes; Sleight of Hand DC 32, 2 successes
Range close (25 ft. + 5 ft./character level of the primary caster)
Area one 20-ft. cube/character level of primary caster
Duration permanent (D)
Saving Throw Will disbelief (if interacted with); SR no
Backlash The primary caster takes 1 permanent negative level.
Failure All casters cannot be targeted by any beneficial glamer effects (such as invisibility) for 1 year (this is a curse effect, and can be removed with remove curse and similar effects).
EFFECT
The primary caster starts this ritual by placing the fresh spring water in one of the mithral pitchers and the potion of invisibility within the other. The caster then mixes the components of the two pitchers by pouring the water into the pitcher that holds the potion and then transferring the mixed contents back into the pitcher that initially held the water. She then repeats this transference between pitchers six more times, before handing one of the pitchers to one of the secondary casters. In complete silence, the primary caster and the chosen secondary caster use the aspergillums to splash the mixture on a building or structure they wish to veil, which must be no larger than the ritual's area. If the building or structure is in a natural environment, the casters must attempt Knowledge (nature) checks for the ritual. If the building or structure is in an urban environment, they must attempt Knowledge (local) checks.
Upon the successful completion of the ritual, the building is veiled, and it appears as if the area were devoid of anything but its natural or urban setting. All of the ritual casters are still able to see the faintest outline of the building and interact with it normally. The primary caster also gains the ability to grant up to 10 creatures per day that she touches the ability to see the faintest outline of the building for a 24-hour period.
« 上次编辑: 2017-06-15, 周四 20:20:10 由 灯泡powerbult »

离线 灯泡powerbult

  • 论坛模式
  • Knight
  • ***
  • 帖子数: 455
  • 苹果币: 2
创造神秘仪式
« 回帖 #2 于: 2016-11-14, 周一 08:36:58 »
创造神秘仪式 creating occult rituals

虽然上述的各种神秘仪式给了你众多的可选项来尝试,但最终你会想创造你自己的仪式。创造一个新神秘仪式由5个主要步骤组成。

第一步——概念:如同创造任何规则要素,首先你需要决定你想让仪式做些什么。仪式通常是一项以有限制或可控手段向你的游戏中引入不同寻常的强力魔法效果的有趣手段。它们也能让引入的这些效果比起类似的高环法术效果更加有针对性。仪式的用途应当要影响后续的设计选择。

第二步——决定学派:一旦你有了仪式的基本概念,下一步就要决定哪一个学派最适合这个仪式的效果,就如同它是某个类型的法术一般。如果你不太确定那个学派最合适,可以对比一下现存法术的效果。如果一个仪式能有一个或多个可能的学派,决定哪一个学派最有关联,并使用那一个。

第三步——决定仪式等级:这一步涉及到设定神秘仪式的等级。神秘仪式总是等价于至少4环的法术。通常最好的决定仪式环级的方法是拿它和游戏中其他法术做对比,或使用设计新法术的指引。仪式等级决定了施展仪式总计需要多少个成功的检定,技能检定的DC,技能效果的豁免DC(如果可豁免),还会间接决定仪式的范围和持续时间。

   仪式需要的技能检定的数目等同于仪式的等级,而需要完成的技能检定的基础DC是28+仪式等级。

   任何仪式的豁免骰(包括任何用于移除因反冲获得的负向等级的检定或仪式失败时的检定DC)等于10+仪式等级+主要施法者的智力,感知或魅力加值(取其高者)。
通常,仪式所基于的法术会给出其范围,目标,区域,效果,持续时间和任何豁免或法术抗力是否应用的指引。如果你对此感到不确定,或为自己的仪式创造了新效果,你能使用在基于学派的仪式基准ritual benchmarks based on school 章节的建议。

         虽然仪式学派或它基于的法术给了你关于仪式细节内容的下手点,你可能会想在确定细节时跳出那些参考。这么做或多或少会且应当影响到施展仪式的技能检定DC,而且也有可能会影响仪式的施放时间。修改神秘仪式表格给了你一些关于如何修改DC和施放时间的参考.


修改神秘仪式 Modifying Occult Rituals

                                                                          检定DC调整
施法时间   
施法时间被限制了(例如“只能在满月时进行”)                 -4
施法时间被严格地限制了(例如“只能在月食时进行”)        -8

器材和材料成分
昂贵的材料成分(500gp)                                            -1
昂贵的材料成分(5000gp)                                          -2
昂贵的材料成分(25000gp)                                        -4
昂贵的器材成分(5000gp)                                          -1
昂贵的器材成分(25000gp)                                        -2
 
范围
比正常范围远                                                       +1到+6
比正常范围近                                                         -1到-4

区域
比正常区域大                                                       +1到+6
比正常区域小                                                         -1到-4

目标
非自愿目标必须无助                                                      -2
有限制的目标(HD,生物类型,或其他)                         -3
由单目标变成多目标                                                     +4

持续时间
比正常持续时间长                                                 +1到+6
比正常持续时间短                                                   -1到-4
一年或更长                 施放时间从每等级10min变成每等级1h

反冲
每2d6点伤害                                                                -1
施法者力竭                                                                   -2
施法者每获得一个临时负向等级                                        -2
施法者每获得一个永久负向等级                                        -4
施法者降至-1hp                                                            -3
施法者感染疾病                                                             -4
施法者承受诅咒效果                                                       -4
反冲也影响次要施法者们                                                 -1

第四步——确定仪式的技能:这一步涉及到施展仪式所需的技能。选择的技能应当和仪式的概念或效果有联系。虽然许多知识技能是明显的选择(尤其是知识(奥秘)和知识(宗教)),更多有趣的仪式可能会需要其他技能。通常这些其他的技能允许次要施法者在施法中扮演一个更加积极的角色,或让仪式变得更有趣和有挑战性。无论如何,你应当需要对2个或更多个技能进行检定。

第五步——创造反冲和失败效果:最后一步是确定仪式的反冲和如果仪式失败了会发生什么。就像修改基础法术或跳出仪式学派的基调一样,反冲和其严重性会影响施放仪式所需的技能检定DC(见修改神秘仪式表格)。反冲应当是小型的虚弱而非严重的惩罚,并且你需要决定是只有主要施法者还是所有施法者受到影响。
失败效果应当比反冲更加严重,而且不应使反冲效果失效或与之重叠(因为无论仪式是否成功反冲都会出现)。他们应当总是表现出与施展失控法术相关联的代价,并且他们可以让施法者们非常衰弱,甚至是能伤害到那些与仪式不相关的人(尤其是在高等级的仪式中)。


基于学派的仪式基准 ritual benchmarks based on school

下列的简介标明了一个与特定学派相关联的神秘仪式的范围,目标,持续时间,和其他方面的基准。

防护系:范围:近距;目标:一个或多个生物,两两距离不超过30尺;持续时间:分钟;豁免:意志无效;SR可
咒法系:范围:近距;目标:一个生物;持续时间:小时(传送子学派则是立即);豁免:意志无效(无害);SR可(无害)
预言系:范围:近距;目标:自己;持续时间:分钟;豁免:无;SR:否
附魔系:范围:近距;目标:一个活物;持续时间:分钟;豁免:意志无效;SR:可
塑能系:范围:中距;区域:5尺宽闪电束型(bolt)或20尺半径爆发;持续时间:立即;豁免:反射减半;SR:可
幻术系:范围:接触;目标:一个活物或20立方尺的物体;持续时间:分钟;豁免:意志则不相信;SR:否
死灵系:范围:近距;目标:一个或多个生物或尸体;持续时间:立即;豁免:无;SR:无
变化系:范围:中距;目标:一个生物或20立方尺的物体;持续时间:轮;豁免骰:强韧减半(或无害);SR:可

剧透 -   :
Creating Occult Rituals
While the occult rituals give you numerous options with which to dabble, eventually you may want to create your own rituals. Creating a new occult ritual has five main steps.

Step 1—Concept: As when creating any rules component, you should begin by deciding what you want the ritual to do. Rituals are often an interesting way to introduce unusually powerful magical effects into your game in a limited or controlled way. They can also introduce these effects in a manner that is more specific than similar higher-level spell effects. The ritual's purpose should influence subsequent design decisions.

Step 2—Determine School: Once you have the concept for the ritual, next determine which school best suits the ritual's effect, just as if it were any other type of spell. If you're unsure which school is most appropriate, compare the effects with existing spells. If a ritual could have one or more possible schools, determine which is the most relevant school and use that one.

Step 3—Determine Ritual Level: This step involves setting the level of the occult ritual. Occult rituals are always equivalent to at least 4th-level spells. Often the best way to determine a ritual level is to compare it to other spells in the game, or to use the guidelines for designing new spells. The ritual level determines how many total successes are required to cast the ritual, the DCs for the skill checks needed to complete the ritual, the save DC for the ritual's effect (if applicable), and indirectly determines the ritual's range and duration.

The number of skill checks the ritual requires is equal to the level of the ritual, and the base DC of the skill checks needed to complete a ritual is 28 + the ritual level.

Any saving throw DCs of the ritual (including any DC to remove a temporary negative level gained by the backlash or by failing the ritual) are equal to 10 + the ritual level + the primary caster's Intelligence, Wisdom, or Charisma bonus (whichever is highest).

In general, the spell a ritual is based on will give guidelines on the range, targets, area, effect, duration, and any saving throw or spell resistance that applies. If you are unsure or are creating a new effect for your ritual, you can use the suggestions in the Ritual Benchmarks Based on School section.

While the ritual's school or the spell it's based on gives you a starting point for the ritual's details, you may want to deviate from those examples when determining the particulars. Doing so to a greater or lesser degree can and should affect the skill check DCs for casting a ritual, and can also affect the casting time of a ritual. The Modifying Occult Rituals table gives some examples of how to modify DCs and casting times.

Modifying Occult Rituals
Casting Time   Check DC Modifier or Modification
Casting time is restricted (such as "only during a full moon")   -4
Casting time is severely restricted (such as "only during a lunar eclipse")   -8
Focus and Material Components   
Expensive material component (500 gp)   -1
Expensive material component (5,000 gp)   -2
Expensive material component (25,000 gp)   -4
Expensive focus (5,000 gp)   -1
Expensive focus (25,000 gp)   -2
Range   
Greater range than normal   +1 to +6
Shorter range than normal   -1 to -4
Area   
Larger area than normal   +1 to +6
Smaller area than normal   -1 to -4
Target   
Unwilling target must be helpless   -2
Limited targets (by HD, creature type, and so on)   -3
Single target to multiple targets   4
Duration   
Greater duration than normal   +1 to +6
Shorter duration than normal   -1 to -4
One year or more   casting time in increments of 1 hour/level instead of 10 minutes/level
Backlash   
Per 2d6 points of damage   -1
Caster is exhausted   -2
Per temporary negative level caster gains   -2
Per permanent negative level caster gains   -4
Caster reduced to -1 hp   -3
Caster infected with disease   -4
Caster suffers curse effects   -4
Backlash affects secondary casters too   -1
Step 4—Determine Ritual's Skills: This step involves determining the skills required to cast the ritual. The chosen skills should have a connection to the concept or the effect of the ritual. While a number of Knowledge skills are obvious choices (especially Knowledge [arcana] and Knowledge [religion]), more interesting rituals may feature other skills. Often these other skills allow secondary casters to play a more active role in the casting or make the ritual more interesting and challenging. In all cases, you should require checks from two or more skills.

Step 5—Create Backlash and Failure Effects: The last step is to figure out the effects of the ritual's backlash and what happens to the casters if the ritual fails. Like modifying the base spell or deviating from the baselines of the ritual's school, the backlash and its severity can affect the DCs of the skill checks made to cast the ritual (see the Modifying Occult Rituals table). Backlashes should be minor debilitations rather than severe punishments, and you need to decide whether they affect just the primary caster or all the casters.

Failure effects should be much more severe and should not invalidate or overlap with the effects of the backlash (since the backlash occurs whether or not the ritual succeeds). They should always represent the cost associated with the casting of uncontrolled magic, and they can be very debilitating to the casters, and could even harm those not associated with the ritual (especially for high-level rituals).

Occult Ritual Benchmarks by School
Each summary below specifies the range, target, duration, and other aspects of an occult ritual associated with a particular school.

Abjuration: Range close; Target one or more creatures, no two of which can be more than 30 ft. apart; Duration minutes; Saving Throw Will negates; SR yes.

Conjuration: Range close; Target one creature; Duration hours (instantaneous for teleportation subschool); Saving Throw Will negates (harmless); SR yes (harmless).

Divination: Range long; Target personal; Duration minutes; Saving Throw none; SR no.

Enchantment: Range close; Target one living creature; Duration minutes; Saving Throw Will negates; SR yes.

Evocation: Range medium; Area 5-ft.-wide bolt or 20-ft.-radius burst; Duration instantaneous; Saving Throw Reflex half; SR yes.

Illusion: Range touch; Target one living creature or 20 cu. ft. of matter; Duration minutes; Saving Throw Will disbelief; SR no.

Necromancy: Range close; Target one or more creatures or corpses; Duration instantaneous; Saving Throw none; SR no.

Transmutation: Range medium; Target one creature or 20 cu. ft. of matter; Duration rounds; Saving Throw Fortitude half (or harmless); SR yes.
« 上次编辑: 2016-11-15, 周二 01:25:05 由 灯泡powerbult »

离线 旅法师 紫渊

  • Omnis Arcanum
  • Knight
  • ***
  • 帖子数: 368
  • 苹果币: 0
    • 迁跃船 · 末日浩劫号
Re: 【OA】神秘仪式 Occult Rituals
« 回帖 #3 于: 2017-01-04, 周三 19:02:46 »
ley lines是地脉,取"大地的脉络"之意...wiki点我点我
« 上次编辑: 2017-01-04, 周三 19:06:33 由 旅法师 紫渊 »

离线 longman123

  • Chivary
  • *****
  • 帖子数: 1395
  • 苹果币: 1
Re: 【OA】神秘仪式 Occult Rituals
« 回帖 #4 于: 2017-06-15, 周四 17:20:35 »
如果施法者希望从幻梦境回到物质位面,他们每人都必须进行一个成功的的DC35的专注检定才能这么做。这是一个不引发街机动作的整轮动作

离线 灯泡powerbult

  • 论坛模式
  • Knight
  • ***
  • 帖子数: 455
  • 苹果币: 2
Re: 【OA】神秘仪式 Occult Rituals
« 回帖 #5 于: 2017-06-15, 周四 20:19:41 »
如果施法者希望从幻梦境回到物质位面,他们每人都必须进行一个成功的的DC35的专注检定才能这么做。这是一个不引发街机动作的整轮动作
感谢指出,已修正~

离线 沙包

  • Hero
  • ****
  • 帖子数: 976
  • 苹果币: 0
Re: 【OA】神秘仪式 Occult Rituals
« 回帖 #6 于: 2017-06-16, 周五 13:53:07 »
莱线看着头晕……地脉不错、灵脉什么的也可以