作者 主题: CC法术详述S-Z(中文未校对)  (阅读 12716 次)

副标题: 说好的端午节完坑,下一个可能是完美冒险的法术详述?

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CC法术详述S-Z(中文未校对)
« 于: 2012-06-24, 周日 00:22:05 »
圣化物品(SACRED ITEM)
变化系[善良]
等级:牧师4。圣武士4
法术成分:V,S,DF
施法时间:1个整轮动作
距离:接触
目标:接触到的物体
持续时间:永久,直到散发
豁免:意志通过则无效(物体)
法术抗力:可(物体)
你向接触到的物体内灌输潜伏着的正能量。如果该物品此后接触到或者被一任意阵营的不死生物,或者被邪恶阵营的异界生物或变形生物接触到,其中的正能量随着一道亮光而散发,对该生物造成每施法者等级1D4(最高10D4)点正能量伤害。
如果使该物品能量散发的生物是不死生物,该生物必须通过一个对抗恐惧的豁免否则在恐惧中逃跑(或者畏缩,如果它不能移动)1D4分钟。若通过一个成功的豁免,该生物仅在同样长度的时间中战栗。
如果使该物品能量散发的生物是变形生物,该生物的天生形态或最常见的形态显现1D4轮,重叠在其身体上,向所有目击者揭示其真实的天性(true nature)。
圣化物品反制并抵消亵渎物品(PROFANE ITEM)。

生命之种(SEED OF LIFE)
咒法系(医疗)
等级:牧师4,德鲁伊5,圣武士4
法术成分:V,S
施法时间:1个标准动作
距离:接触
目标:接触到的活体生物
持续时间:10轮+1轮/等级(最高30轮)或直到散发
豁免:意志通过则无效(无害)
法术抗力:可(无害)
你向受术者的灵魂中植入一粒小的正能量种子。生命之种通过和vigor(这是回春术么?——译注)大致相同的方式,在持续时间内给予受术者快速治疗2(fast healing 2)。
在法术持续时间结束前的任何时间内,受术者可以通过一个标准动作,以一种爆发性医疗效果的形式耗尽剩余的正能量。当这个效果被使用时,骰相当于法术剩余时间一半数量的D4骰,小数舍去(举例,如果法术还剩下11轮时间,骰5D4)。该结果数量的生命值将立即被恢复。使用这个效果将立即结束该法术。


护卫灵魂(SOUL WARD)
防护系
等级:牧师2,德鲁伊2
法术成分:V,S,DF
施法时间:1个标准动作
距离:接触
目标:接触到的生物
持续时间:1分钟/等级或直到散发
豁免:意志通过则无效(无害)
法术抗力:可(无害)
该法术的效果类似护卫身躯(BODY WARD),除了你选择三种精神属性之一 —智力,感知或魅力—被影响,而不是身体属性。


精魂顾问(SPIRITUAL ADVISOR)
预言系
等级:牧师4
法术成分:V,S
施法时间:1个标准动作
距离:个人
目标:自身
持续时间:1分钟/等级
精魂顾问允许你向一位精魂(spirit),一位天使,或其他你信仰神祗的神力表现形式(or some other divine aspect of your deity)请教。这个顾问以一个在你肩膀之一的上方漂浮上方微微闪亮的球体表现出来。当它发言时,只有你可以听到它的建议。
只要精魂顾问存在,它帮助你回想起部分文法,逻辑,修辞(trivia,三学科,WoTC真狠——译吐),历史,或其他知识。该知识可以是大致的或者具体的,随需要而定。你获得的这些信息在法术生效时给予你在所有知识检定上的+4洞察加值。你甚至可以进行一次你在该项知识技能上没有级数(即未受训知识技能上——译注)的知识检定,或重试一次你在施放该法术之前失败的知识检定。

精魂守卫(SPIRITUAL GUARDIAN)
塑能系[力场]
等级:牧师6
法术成分:V,S,DF
施法时间:1个标准动作
距离:5尺
效果:一个幻象骑士
持续时间:1分钟/等级或1轮/等级,见下文
豁免:无
法术抗力:不可
通过施放该法术,你创造出一个半透明的由力场构成的骑士。它始终停留在你身边5尺之内,永远与你旅行的速度和模式相匹配——即使你骑着坐骑或者被魔法加快了速度。无论何时当你被攻击时,它将进行移动以通过它的盾牌或长剑来格挡攻击,这在AC上给予你+6偏斜加值。在任意轮内以一个标准动作,你可以命令骑士对任意5尺范围内的生物进行一次攻击。这次攻击使用它的长剑,使用你的基本攻击加值且在投点上应用你的感知调整值。这次攻击造成1D8+1每三个施法者等级(最高+10)点力场伤害。
在法术持续时间结束前的任何时间,你可以使骑士自由行动并命令它自行战斗。此后它以60尺速度移动,以攻击任何你指定的敌人。它在攻击检定上继续使用你的基本攻击加值与感知调整值。你不需要专注于骑士,只要它在于一个特定的对手战斗。但命令它改变敌人需要一个移动动作。如果它的对手阵亡,骑士将等待你的命令。
一旦你使骑士自由行动,你失去它在AC上提供的偏斜加值,而且你不能重新获得它。此外,法术持续时间将在一对一的基础上从分钟每等级缩小至轮每等级。(原来剩余多少分钟,切换后剩多少轮——译注)。

灵光压制(SUBDUE AURA)
防护系
等级:牧师3,圣武士4
法术成分:V,S
施法时间:1个标准动作
距离:接触
目标:接触到的生物或物体
持续时间:10分钟/等级
豁免:意志通过则无效(物体)
法术抗力:可(物体)
该法术掩盖了目标的灵光,使它表现的比实际上更弱小。施法者每有两个施法者等级,灵光压制的目标灵光的强度比实际强度减少1HD。
如果目标没有灵光,该法术没有效果。

交换领域(SUBSTITUTE DOMAIN)
变化系
等级:牧师2
法术成分:V,S,DF
施法时间:10分钟
距离:个人
目标:自身
持续时间:1天/等级(解消)
通过施放交换领域,你可以将你现有的一个领域与你神祗提供的另一个领域叫喊。你获得新领域的神授力量,也可以获得你能释放的任何领域法术——虽然你必须如常准备它们。当交换领域生效时,你失去你所放弃的领域提供的法术与神授力量。
距离,Saera,一位培罗的牧师,通常拥有力量与太阳领域。她自己选择将力量领域与培罗提供的另一个领域——即医疗领域交换。现在他可以获得医疗领域的领域法术与神授力量,然而Saera不能使用与力量领域相关的领域法术和神授力量。(Saera cannot tap the abilities and spells normally associated with the Strength domain. )(其实是换领域法术列表,但是原句翻起来好奇怪——译注)


召唤圣徽(SUMMON HOLY SYMBOL)
咒法系(召唤)
等级:牧师0,圣武士1
法术成分:V,S
施法时间:1个标准动作
距离:0尺
效果:小型的木质圣徽
持续时间:1轮/等级(解消)
豁免:无
法术抗力:不可
你召唤出一个小型的木质圣徽,你可以利用其驱散不死生物,或作为法术的法器,或为了你通常使用圣徽的任意其他目的。
被召唤的圣徽由木材制成,而且它既不是魔法的,也不具有特殊价值。


幸运浪潮(SURGE OF FORTUNE)
变化系
等级:牧师5
法术成分:V,S,DF
施法时间:1个标准动作
距离:个人
目标:自身
持续时间:1轮/等级或直到散发
通过施放该法术,你在攻击检定,伤害骰,AC,豁免骰,技能检定,属性检定与法术穿透检定上获得+2幸运加值。
在法术持续时间结束前的任何时间,你可以以一个直觉动作,引导法术的部分剩余力量注入一个完美般幸运的瞬间(a single instant of perfect fortune)。你下次进行的攻击检定,豁免骰,技能检定,属性检定或法术穿透检定视为出现自然20。只要该检定发生在你使用该效果的1轮之内。(如果你在攻击检定上使用该效果,你必须如常骰重击确认骰。)使用此效果立即结束该法术。


复原之触(TOUCH OF RESTORATION)
咒法系(医疗)
等级:圣武士2
法术成分:V,S
施法时间:1个标准动作
距离:个人
效果:自身
持续时间:1分钟
施放复原之触使得你可以使用你的圣疗能力治疗属性伤害。当此法术生效时,你可以通过圣疗能力治疗每施法者等级1点属性伤害。并且如果需要,你可以分别在不同生物上使用该能力。你以此方式每治疗1点属性伤害,你必须将决定 你圣疗能力能提供的每日可治疗伤害点数 的有效等级减去1。


驱散咒业(TURN ANATHEMA)
附魔系(胁迫)[影响心灵与混乱,邪恶,善良或守序]
等级:暗黑卫士2,牧师2,圣武士2
法术成分:V,S,DF
施法时间:1个标准动作
距离:个人
效果:自身
持续时间:10分钟/等级
选择一个你阵营的非中立部分——混乱,邪恶,善良或守序。如果你是绝对中立阵营,当你第一次施放该法术时你必须选择该法术的一个阵营成分,且该选择在此后施放该法术时不能被改变,除非你的阵营已经改变至不适合原先的选择。
通过施放该法术,你可以使用一次你的每日驱散/斥喝次数来驱散相反阵营亚种的生物,如同它们是不死生物一般。举例,如果你将驱散咒业作为一个善良法术施放,你可以尝试驱散邪恶亚种的生物,例如恶魔。该法术仅允许驱散,不允许斥喝或摧毁,即使你通常选择斥喝而不是驱散。在法术持续时间内你可以通过此种方式使用如你所愿的任意次每日驱散/斥喝次数。


战争坐骑(WAR MOUNT)
变化系
等级:暗黑卫士3,圣武士3
法术成分:V,S
施法时间:1个标准动作
距离:接触
效果:接触到的坐骑或炼狱仆役
持续时间:1分钟/等级(解消)
豁免:意志通过则无效(无害)
法术抗力:可(无害)
你通过一次接触增强了你的坐骑或炼狱仆役的天生攻击。在法术持续时间内,该生物在使用天生武器的攻击检定与伤害骰上获得+2增强加值。在克服伤害减免时,它们同时被视为魔法与善良阵营(圣武士)或邪恶阵营(暗黑卫士)武器。
如果你将此法术与熟练骑手(MASTER CAVALIER)与幻影冲锋(PHANTOM CHARGE)联合施展,这三个法术将产生一个共效效果。详见熟练骑手的法术描述。

原罪重负(WEIGHT OF SIN)
塑能系[混乱,邪恶,善良或守序]
等级:牧师6
法术成分:V,S
施法时间:1个标准动作
距离:中距(100尺+10尺/等级)
目标:一个生物
持续时间:立即,此后1轮/等级或永久,见下文
豁免:强韧通过则部分生效,此后意志通过则部分生效,见下文
法术抗力:可
你对目标造成不同的影响,效果基于其阵营与你阵营之间的差别。
如果目标的阵营与你相同,原罪重负没有效果。如果目标的阵营与你不同但不包括直接对立的部分(例如,目标是中立善良而你是守序善良),该法术造成每施法者等级1点(最高15点)伤害,且没有次级效果。
如果目标的阵营与你在一方面直接相反(例如守序/混乱),但不是两者皆是,该法术造成每施法者等级1D4(最高15D4)点伤害,受术者将受到一个弱效次级效果。
如果目标的阵营与你完全相反(例如守序善良/混乱邪恶),该法术造成每施法者等级1D6(最高15D6)点伤害,受术者将受到一个中等次级效果。
如果你在连续的两轮里对同一个目标施放该法术,任何次级效果在其严重程度上增加一阶,即是说,如果该法术在第一次施放时造成了弱效效果,它现在将造成中等效果。如果它造成了中等效果,它现在将造成一个强效效果。弱效与中等效果在每施法者等级1轮后结束,但强效效果是永久的,直至被解除。
在所有情况下,受术者可以进行一次强韧检定以减半伤害,以及此后进行一次意志检定以忽视次级效果,如果有可能的话。即使法术通过次级效果造成了原本不允许进行豁免的效果,目标仍可以进行意志检定。
(下列法术译名以3RSRD为准——译注)
相对的阵营(你/目标)       弱效效果           中等效果              强效效果
混乱/守序                   豁免骰-1         困惑术,见同名法术     恶意变形术,见同名法术
邪恶/善良                   AC-1             绝望无助,见同名法术   衰弱,见衰弱徽记
善良/邪恶                   攻击检定-1       力竭,见力竭射线       目盲,见真言术:盲
守序/混乱                   伤害骰-1         缓慢术,见同名法术     衰弱,见衰弱徽记                                                 
混乱邪恶/守序善良           -                困惑术,见同名法术     衰弱,见衰弱徽记                                               
混乱善良/守序邪恶           -                力竭,见力竭射线       恶意变形术,见同名法术                                           
守序邪恶/混乱善良           -                绝望无助,见同名法术   石化术,坚挺名法术                                                     
守序善良/混乱邪恶           -                缓慢术,见同名法术     目盲,见真言术:盲     

木化凋萎(WOODEN BLIGHT)
变化系
等级:德鲁伊6
法术成分:V,S,M
施法时间:1个标准动作
距离:中距(100尺+10尺/等级)
目标:一个活体生物
持续时间:1轮/等级(解消)
豁免:强韧通过则部分生效
法术抗力:可
你将受术者的身体从内到外变为木头。受术者每轮必须进行一次新的豁免检定或受到1D4点敏捷伤害。成功的豁免检定减半该轮所受到的敏捷伤害,并结束该法术。
敏捷降至0或更低的受术者将与他的装备一起被转变为无心智,不能活动的木质形态。在这种形态下的生物并不是真正的死亡了,但在观命术等法术的观察下他不被视为活着。
如果目标已经受到了敏捷伤害或敏捷减值,木化凋萎将使其更加虚弱。受术者从该法术受到伤害的每一轮中每受到1点敏捷伤害,其基础移动速度降低5尺(最小为5尺)。
植物种类的生物免疫该法术。
材料成分:从活着的树上取下的一薄片木头。

SACRED ITEM
Transmutation [Good]
Level: Cleric 4, paladin 4
Components: V, S, DF
Casting Time: 1 full round
Range: Touch
Target: Object touched
Duration: Permanent until discharged
Saving Throw: Will negates
Spell Resistance: Yes (object)
Protective forces flow through your hands into the object you hold, suffusing it with a golden glow that shines for a moment, I then subsides.
You imbue a touched object with latent positive energy. I If the item thereafter touches or is touched by an undead |


 
creature of any alignment, or by an outsider or shapechanger of evil alignment (other than yourself), the positive energy discharges with a flash of light, dealing ld4 points of positive energy damage per caster level (maximum 10d4) to that creature.
If the creature discharging the item is undead, it must save against fear or flee in terror (or cower, if it cannot move) for ld4 minutes. On a successful save, the creature is merely shaken for the same length of time.
If the creature discharging the item is a shapechanger, an image of its natural form or most common alternate form appears for ld4 rounds, superimposed over its body, revealing its true nature to all witnesses.
Sacred item counters and dispels profane item (see above).
SEED OF LIFE
Conjuration (Healing)
Level: Cleric 4, druid 5, paladin 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 rounds + 1 round/level (maximum 30
rounds) or until discharged Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
The energy of life flows through you, warming your hand—and indeed your very soul. But instead of swiftly infusing that life into others to heal their wounds, you feed it slowly and gradually into your ally.
You implant a tiny seed of positive energy into the subject's soul. This seed of life grants the subject fast healing 2 for the duration of the spell, in much the same way as vigorsc.
At any point before the duration expires, the subject can exhaust the remaining positive energy in a sudden burst of healing as a standard action. When this option is exercised, roll a number of d4s equal to one-half the spell's remaining duration, rounded down (for example, Sd4 if the spell has 11 rounds remaining). The result is the number of hit points of damage instantly healed. Using this option ends the spell immediately.
SOUL WARD
Abjuration
Level: Cleric 2, druid 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Your comrade's thoughts and feelings meld with yours, each bolstering the other, through the touch of your hand.
This spell functions like body ward (page 117), except that you choose one of the three mental abilities—Intelligence,

Wisdom, or Charisma—rather than a physical ability to be affected.
SPIRITUAL ADVISOR
Divination
Level: Cleric 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
When you chant the final words of your incantation, a soft, comforting voice seems to whisper in your ear, "What knowledge may I impart to you?"
Spiritual advisor allows you to consult with a spirit, an angel, or some other divine aspect of your deity. This advisor manifests as a barely shimmering orb that floats above one of your shoulders. When it speaks, only you can hear its counsel.
As long as the spiritual advisor is present, it helps you recall bits of trivia, history, or other knowledge. This knowledge can be as general or specific as is required, and the information gained grants you a +4 insight bonus on all Knowledge checks while the spell is in effect. You can even attempt checks with Knowledge skills in which you have no skill ranks or retry a Knowledge check you failed before casting the spell.
SPIRITUAL GUARDIAN
Evocation [Force]
Level: Cleric 6
Components: V, S, DP
Casting Time: 1 standard action
Range: 5 ft.
Effect: A phantasmal knight
Duration: 1 minute/level or 1 round/level; see text
Saving Throw: None
Spell Resistance: No
The sound of hoofbeats begins in the distance and draws swiftly nearer. As though leaping down from an invisible charger, a translucent knight, clad head to toe in heavy plate, appears by your side. The holy symbol of your deity is emblazoned across his tabard and shield.
By casting this spell, you create a translucent knight made of force. It remains within 5 feet of you at all times, constantly matching your speed and mode of travel—even if you are mounted or magically accelerated. Any time you are attacked, it moves to parry the attack with its shield or longsword, granting you a +6 deflection bonus to Armor Class. As a standard action in any round, you can command the knight to make a single attack against any creature within 5 feet. It strikes with its longsword, using your base attack bonus and applying your Wisdom modifier to the roll. The attack deals ld8 points of force damage +1 extra point per three caster levels (maximum +10).
At any point before the spell expires, you can turn the knight loose and order it to fight on its own. It then moves


at a speed of 60 feet to attack any foe you designate. It continues to use your base attack bonus and your Wisdom modifier for its attack rolls, and it can make as many attacks per round as your base attack bonus allows. You need not concentrate on the knight as long as it is fighting a specific opponent, but commanding it to change foes requires a move action. If its opponent falls, the knight waits for your direction.
Once you have turned the knight loose, you lose the deflection bonus to Armor Class that it provided, and you cannot regain it. Furthermore, the remaining duration of the spell converts from minutes per level to rounds per level on a one-to-one basis.
SUBDUE AURA
Abjuration
Level: Cleric 3, paladin 4
Components:V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: 10 minutes/ level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The normally formidable aura that marks you as a servant of a higher power recedes, leaving few traces of your allegiance visible to creatures that can see such marks.
This spell masks the
target's aura, making it
appear less powerful than
it really is. For every two caster
levels, the target of a subdue aura spell
appears to have 1 fewer Hit Die than it
really does.
If the target has no aura, the spell has no effect
SUBSTITUTE DOMAIN
Transmutation Level: Cleric 2 Components: V, S, DF Casting Time: 10 minutes Range: Personal Target: You Duration: 1 day/level (D)

Spiritual guardian calls a holy knight, ready to serve

The power of your deity courses through you, re-placing what you once knew with different ideas and abilities.
Upon casting substitute domain, you can swap one of your current domains for another that your deity offers. You gain the granted power of the new domain, as well as access to any of its spells that you can cast—though you must still prepare the spells normally. While substitute domain is in effect, you lose the granted powers and spells of the domain to which you have given up access.
For example, Saera, a cleric of Pelor, normally has access to
the Strength and Sun domains. on herself and chooses to swap the Strength domain for another of the domains that Pelor normally grants— namely Healing. While she can now access the spells and granted power of the Healing domain, Saera cannot tap the abilities and spells normally associated with the Strength domain.
SUMMON HOLY SYMBOL
Conjuration (Summoning) Level: Cleric 0, paladin 1 Components:V,S Casting Time: 1 standard action Range: 0 ft.
Effect: Small wooden i holy symbol Duration: 1 round/level (D) Saving Throw: None Spell Resistance: I No
You whisper a prayer to
your deity, and his symbol appears in your hand.
You conjure a small holy symbol, which you can then use to turn undead, or as a divine focus for spells, or for any other purpose that you would normally use one.
The conjured holy symbol is made of wood and is neither
magical nor particularly valuable.
SURGE OF FORTUNE
Transmutation
Level: Cleric 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level or until discharged


 
The power of your deity flows through you, guiding your movements and honing your instincts.
Upon casting this spell, you gain a +2 luck bonus on ! attack rolls and damage rolls, saving throws, skill checks, ability checks, and spell penetration checks, as well as to Armor Class.
At any point before the spell expires, you can channel some of its remaining power into a single instant of perfect fortune as an immediate action. The result of the next attack roll, saving throw, skill check, ability check, or spell penetration check you attempt is treated as a natural 20, as long as it occurs within 1 round of the time you invoked this power. (If you use it for an attack roll, you must still roll to confirm the critical hit normally. ) Using this option instantly ends the spell.
TOUCH OF RESTORATION
Conjuration (Healing)
Level: Paladin 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute
When you pray for the power to restore that which your friend has lost, a beam of sun breaks through the clouds and bathes your hands in golden light.
Casting touch of restoration lets you use your lay on hands ability to cure ability damage. While this spell is active, you can cure 1 point of ability damage per caster level by laying on hands, and you can split these points among different creatures if desired.
For every point of ability damage you cure in this manner, you must subtract 1 from your effective level when determining how many hit points of damage you can heal with your standard lay on hands ability for the remainder of the day.
TURN ANATHEMA
Enchantment (Compulsion) [Mind Affecting and Chaotic,
Evil, Good, or Lawful] Level: Blackguard 2, cleric 2, paladin 2 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level
When you clutch your holy symbol, it pulses briefly with divine power, then grows oddly cold beneath your fingers.
Choose one non-neutral aspect of your own alignment— chaotic, evil, good, or lawful. If you are neutral, you must choose an alignment component for this spell when you first cast it, and this choice cannot be altered for subsequent castings unless your alignment has changed in such a way as to make that choice unsuitable. The spell takes on the descriptor of the selected alignment component.

Upon casting this spell, you can use one of your daily turn or rebuke attempts to turn creatures with the opposing alignment subtype as though they were undead. For instance, if you cast turn anathema as a good spell, you could attempt to turn creatures of the evil subtype, such as demons. You could not, however, turn a red dragon, because although it is an evil creature, it lacks the evil subtype. This spell allows only turning, not rebuking or destroying, even if you normally rebuke rather than turn. You can use as many of your daily turn/rebuke attempts as you wish in this way for the duration of the spell.
WAR-MOUNT
Transmutation
Level: Blackguard 3, paladin 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Special mount or fiendish companion touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
At your touch, your mount's flanks ripple, and its eyes blaze with newfound energy.
You render the natural attacks of your mount or fiendish companion magical with a touch. The creature gains a +2 enhancement bonus on attack rolls and damage rolls with its natural weapons for the duration of the spell. They are treated as both magic and good-aligned (paladin) or evil-aligned (blackguard) weapons for the purpose of overcoming damage reduction.
If you cast this spell in conjunction with master cavalier (page 124) and phantom charge (page 125), the three spells have a synergistic effect. See the master cavalier spell description for details.
WEIGHT OF SIN
Evocation [Chaotic, Evil, Good, or Lawful]
Level: Cleric 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. /level)
Target: One creature
Duration: Instantaneous, then 1 round/level or permanent; see text
Saving Throw: Fortitude partial, then Will partial; see text
Spell Resistance: Yes
You use the raw power of your deity to reach into your target's soul and pull forth its sins, leaving their horror exposed for all to see.
You affect the target differently based on how its alignment compares to your own.
If the target's alignment is the same as yours, weight of sin has no effect. If the target's alignment differs from yours but contains 
no directly opposing components (for example, the target is neutral good and you are lawful neutral), the spell deals 1 
point of damage per caster level (maximum 15) and has no secondary effect.
If the target's alignment has one aspect opposed to yours (such as law/chaos), but not both, the spell deals ld4 points of damage per caster level (maximum 15d4), and the subject suffers a minor secondary effect (see the table above).
If the target's alignment is diametrically opposed to yours (such as lawful good/chaotic evil), the spell deals ld6 points of damage per caster level (maximum 15d6), and the subject suffers a moderate secondary effect (see the table below).
If you cast this spell on the same target in 2 consecutive rounds, any secondary effect the spell has increases by one "step" in severity. That is, if the spell caused a minor effect

on the first casting, it now causes a moderate effect, and if it caused a moderate effect, it now causes a major effect. Minor and moderate effects end in 1 round per caster level, but major effects are permanent until dispelled.
In all cases, the subject is entitled to a Fortitude save for half damage, and then a Will save to negate the secondary effect, if any. The target is entitled to this Will save even if the spell duplicated by the secondary effect normally does not permit one.
 
WOODEN BLIGHT
Transmutation Level: Druid 6 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft. /level) Target: One living creature Duration: 1 round/level (D) Saving Throw: Fortitude partial Spell Resistance: Yes
The spirit of the trees manifests within your foe, slowing and transforming its body.
You transform the subject's body into wood from the inside out. Each round, the subject must make a new saving throw or take ld4 points of Dexterity damage. Success halves the Dexterity damage from that round and ends the spell.
A subject whose Dexterity is reduced to 0 or lower by this spell transforms, along with its gear, into a mindless, inert, wooden statue. A creature in this state is not actually dead, but it does not register as alive either when viewed with spells such as deathwatch.
If the target already has Dexterity damage or a penalty to Dexterity, wooden blight is even more debilitating. Each round in which the subject takes Dexterity damage from this spell, its base movement rate is reduced by 5 feet for every point of Dexterity damage it takes (minimum speed 5 feet).
Creatures of the plant type are immune to this spell.
Material Component: A sliver of wood from a living tree.


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