作者 主题: [Rite Publishing]101个地域魔法:平原《101 Plains Spells》  (阅读 12275 次)

副标题: 有谁想帮忙校对一下这个系列吗

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事实上,每个人都以某种形式或方式穿越过平原。开拓者游戏中将以下三种地形都视为平原:农场、草原和战场。对于冒险家来说,这些都是很常见的地方,无论是他们在探索当地土匪问题时藏身于农业社区作为临时总部,还是为当地报酬最高的领主充当雇佣兵,或是守卫来往于某个遥远城市的商队。平原在某种意义上是指山脉、森林、沼泽和水体之间的空间。平原很容易被忽视,但却充满了冒险。地精和其他一些经常在平原上旅行的人探索出了一些其他种族不太熟悉的魔法。很多法术都可以在这本书里被发现。你可以随意调整这些法术,让其可以被其他种族使用,以适合你的游戏风格。
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Re: [Rite Publishing]101个地域魔法:平原《101 Plains Spells》
« 回帖 #1 于: 2021-07-25, 周日 16:10:09 »
兽医术(Alleviate Animal Affliction)
学派:咒法系(医疗)
等级:导师1,牧师/先知1,德鲁伊1,萨满1
施法时间:1分钟
成分:言语,姿势,法器
距离:接触
目标:一只动物
持续时间:立即
豁免检定:强韧无效(无害)
法术抗力:可(无害)
You must touch or hold the target animal throughout the casting. At the end of the casting time, the target animal is relieved of any one disease or similar ailment afflicting it provided you succeed on a caster level check (1d20 + caster level) against the DC of the disease. Alleviate animal affliction can affect any disease that remove disease could affect though it has no effect on hazards such as green slime. You are not required to make a caster level check for alleviate animal affliction if the ailment has a non-magical origin.
在整个施法过程中,你必须触摸或持有目标动物。在施法时间结束时,只要你通过一个施法者等级检定(1d20 +施法者等级),目标动物将被解除身上的任何一种疾病或类似苦难。此法术可以影响任何移除疾病(remove disease)法术可以影响的疾病,尽管它无法影响如绿色黏怪(green slime)之类的灾害。如果疾病是由非魔法因素引起的,你不需要进行此法术的施法者等级检定。
You may target animals of Large size or smaller. At 5th level you may target Huge animals, at 10th level you may target Gargantuan animals, and at 15th level you may target Colossal animals.
你可以将大型或更小的动物作为法术目标。在5级时,你可以影响超大型的动物,在10级时,你可以影响巨型动物,15级时你可以影响超巨型动物。
If you tend to animals regularly and the target animal is familiar with you (which could be the case for many farm animals, per GM discretion) or if the target is your animal companion, the casting time is halved and you gain a +2 on your caster level check.
如果你经常照料动物,并且目标动物与你很熟悉(根据GM的判断,许多农场动物都是如此),或者如果目标是你的动物伙伴,那么你的施法时间就会减半,你的施法者等级会得到+2。



掘地虫之感官(Ankheg's Awareness)
学派:变化系(变形)
等级:炼金术师3,血脉狂怒者3,魔战士3,术士/法师3
施法时间:1标准动作
成分:言语,姿势,材料(掘地虫的一部分腿)
距离:个人
目标:自我
持续时间:1分钟/等级
Your body transforms somewhat as you take on the appearance of a monstrous insect. Your skin becomes a bit scaly, your hair becomes coarser and wiry. You become somewhat larger though your actual size category does not change (for example, if you are Medium you do not become Large). As a result of these changes, you gain a +2 size bonus to your Strength and Constitution scores and you gain a heightened ability to perceive your surroundings granting you low-light vision and a +2 competence bonus on Perception checks.
你的身体在法术作用下发生改变,变成了一只巨大的虫形怪物。你的皮肤变得有点像鳞片,头发变得粗糙。你的体型变得更大,尽管你的实际体型等级并没有改变(例如,如果你是中型,你不会变成大型)。作为这些变化的结果,你获得+2体型加值在你的力量和体质属性上,同时你会获得一种感知周围环境的强化感官能力,使你拥有昏暗视觉并在察觉检定上获得+2表现加值。
If you cast ankheg's awareness in temperate or warm plains terrain, you gain darkvision 60 ft. and tremorsense 60 ft. If you cast ankheg's awareness within 5 miles of the hunting grounds of the ankheg from which you gathered the material component for this spell, you also gain a burrow speed of 20 ft., though you can only burrow through soil and not stone.
如果你在温带或热带的平原地形施展此法术,你会获得60英尺的黑暗视觉,60英尺的颤动感知。如果你施法的地点位于你收获施法材料的掘地虫(ankheg)的狩猎场的5英里范围内,你还会得到20英尺的掘地速度。虽然你只能在土壤里挖洞,不能在石头里挖洞。



豹之型(Aspect of the Cheetah)
学派:变化系(变形)
等级:德鲁伊3,游侠3
施法时间:1标准动作
成分:言语,姿势,法器
距离:个人
目标:自我
持续时间:1分钟/等级
You take on an aspect of a cheetah. Your features become sinewy and you grow a tail which does not interfere with your movement. You gain a +2 enhancement bonus to both Strength and Dexterity, and a +4 insight bonus on initiative checks.
你变得像一只猎豹。你的五官变得孔武有力,同时长出了一条不妨碍你运动的尾巴。你在力量和敏捷属性上获得+2增强加值,在先攻检定上获得+4洞察加值。
If you are in warm plains terrain, you gain a +4 competence bonus to Acrobatics and Perception checks and a +8 competence bonus to Stealth checks. In addition, if you charge, you may move at 4 times your normal speed on that charge; doing so shortens the duration of the spell by 5 rounds (if fewer than 5 rounds remain when you use this feature of the spell, the spell ends at the end of your turn on that round).
如果你在热带的平原地形施法,你会在特技和察觉检定上获得+4表现加值,在隐匿检定上获得+8表现加值。此外,如果你进行冲锋,你可以在冲锋时以普通速度的4倍前进;这样做会让法术的持续时间缩短5轮(如果你使用该法术的这个效果时剩余持续时间少于5轮,法术会在你该轮的回合结束时结束)。



狮之型(Aspect of the Lion)
学派:变化系(变形)
等级:德鲁伊5,游侠4
施法时间:1标准动作
成分:言语,姿势,法器
距离:个人
目标:自我
持续时间:1分钟/等级
You take on an aspect of a lion. Your body becomes muscular and all your hair becomes blond. You gain a +4 enhancement bonus to Strength, a +2 enhancement bonus to Dexterity, the pounce ability (you may make a full attack on a charge), a +5 foot enhancement bonus to your base speed, and a +4 competence bonus on Acrobatics, Perception and Stealth checks.
你变得像一只狮子。你的身体变得肌肉发达,所有的头发都变成了金色。你获得+4增强加值在力量属性上,+2增强加值在敏捷属性上,猛扑能力(你可以在一次冲锋中进行一次全力攻击),你的基础速度获得+5英尺的增强加值,你在特技,察觉和隐匿检定上获得+4表现加值。
If you are in warm plains terrain, your competence bonus to Acrobatics, Perception and Stealth checks is +8 instead of +4 and your enhancement bonus to your base land speed is +10 instead of +5.
如果你在热带的平原地形施法,你在特技、察觉和隐匿检定上的加值为+8而不是+4,基础陆地速度的增强加值为+10而不是+5。



自信预言(Assured Diviner)
学派:预言系
等级:牧师/先知3,审判者3,萨满3
施法时间:1标准动作
成分:言语,姿势,材料/法器(飞马(pegasus)的羽毛)
距离:60英尺
区域:60英尺半径弥漫
持续时间:1分钟/等级(可解消)
豁免检定:无
法术抗力:不可
You gain the constant ability to detect evil and detect good within 60 feet. In addition, you gain darkvision 60 ft., low-light vision and scent. You are always aware, without having to concentrate, of the presence of evil and good within 60 feet of you. If you wish to learn more about any good or evil auras that you detect, you must concentrate as if you were using the associated spell. At 10th level, you also gain a +4 insight bonus on Perception checks when observing anything within 60 feet.
你获得常驻使用的60英尺侦测邪恶(detect evil)和侦测善良(detect good)能力。此外,你还能获得60英尺的黑暗视觉,昏暗视觉和灵敏嗅觉。你不需要集中注意力,就能时刻意识到你周围60英尺范围内的善恶存在。如果你希望更多地了解你所探测到的任何善良或邪恶灵光,你必须专注,就像你正在使用相关的法术一样。在10级时,当你观察60英尺内的任何物体时,你的察觉检定也获得+4洞察加值。
If you have the knowledge domain, the lore mystery or the lore spirit, the duration is doubled.
如果你拥有知识领域、知识秘示域或魂域,那么法术持续时间就会增加一倍。



召唤微粒精群(Atomie Gang)
学派:咒法系(召唤)【混乱】
等级:吟游诗人3,术士/法师3,召唤师2,女巫3
施法时间:1轮
成分:言语,姿势,器材/法器(一个小袋子和一根小蜡烛)
距离:近距(25英尺+5英尺/2等级)
效果:召唤ld3+2只微粒精
持续时间:1轮/等级(可解消)
豁免检定:无
法术抗力:不可
Several atomies are summoned from the faerie realm within range where you designate and act immediately, on your turn. Generally, they make excellent use of reduce person on your humanoid opponents (they are aware that creatures with greater Fortitude saves are more resilient and select their targets appropriately). They are quite competent in combat and will make excellent use of their ability to fly into flanking positions or engage the battlefield in other ways that benefit you and your party.
法术范围内在你指定的位置,会有几只微粒精(Atomie)被从精类王国召唤出来,并立即行动,同时在之后属于你的回话动作。一般来说,他们可以很好地在你的类人生物敌人身上使用缩小术(reduce person),他们知道拥有更强的强韧豁免的生物能更好的抵抗他们的法术,所以会适当地选择目标。他们的战斗经验也十分丰富,会很好地利用他们的飞行能力,从而夹击敌人,或以其他方式参与到战场之中,从而有利于你和你的团队。
If you are a chaotic cleric with the arcane subdomain, you may select atomie gang as a replacement domain spell for your 3rd level domain spell. If you are a sorcerer with the fey bloodline or if you are a witch with a deception or trickery patron, you always summon the maximum number of atomies and the duration of the spell is doubled.
如果你是一个拥有奥秘子域的混乱牧师,你可以选择此法术作为你的3级领域法术的替代法术。如果你是一个拥有精类血统的术士,或者你是一个拥有欺瞒或诡术庇护主的女巫,你总是会召唤出最大数量的微粒精,法术的持续时间还会加倍。
If you cast atomie gang in any temperate terrain known to be commonly visited by fey (especially particularly wild prairies or forests), you summon 1 additional atomie and all the summoned atomies have the advanced creature template.
如果你在任何已知有的精类经常造访的温带地区(特别是野生的草原或森林)中施展此法术,你召唤1只额外的微粒精,所有被召唤的微粒精都有进化生物模板。



召唤人马群(Band of Centaurs)
学派:咒法系(召唤)【见文】
等级:吟游诗人4,术士/法师4
施法时间:1轮
成分:言语,姿势,器材(微缩的人马雕像)
距离:中距(100英尺+10英尺/等级)
效果:召唤来一队人马
持续时间:1轮/等级(可解消)
豁免检定:无
法术抗力:不可
This spell summons 1d6+2 centaurs. They appear where you designate and act immediately, on your turn.
此法术能召唤1d6+2只人马(centaur)。他们会出现在你指定的地方,并立即行动,并随后在你的回合中行动。
The centaurs are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the centaurs. The summoned centaurs' alignment matches yours and the spell's type matches your alignment.
如果你是善良的,人马会有天界生物模版,如果你是邪恶的,人马会有炼狱生物模板。如果你是中立的,你可以选择将哪个模板应用到人马身上。被召唤的人马的阵营和你的匹配,法术的描述符也会与你的阵营匹配。
If you cast band of centaurs in temperate forests or plains, you summon 1 additional centaur.
如果你在温带森林或平原施放此法术,你将额外召唤1只人马。
If you are an elf or gnome, a sorcerer with the fey bloodline, or a conjurer, the duration of the spell is doubled and all the centaurs' swords and spears are enchanted as if subject to a greater magic weapon spell.
如果你是一名精灵或侏儒,一个具有精类血统的术士,或一个咒法师,该法术的持续时间加倍,所有人马的剑和矛都会被施加魔法,就像受到一个高等魔化武器(greater magic weapon)法术的影响一样。



召唤黄蜂群(Bevy of Bumblebees)
学派:咒法系(召唤)
等级:德鲁伊3,萨满3
施法时间:1轮
成分:言语,姿势,法器
距离:中距(100英尺+10英尺/等级)
效果:召唤每等级一只的巨黄蜂(最多10只)
持续时间:1分钟/等级
豁免检定:无
法术抗力:不可
You summon several giant bumblebees; each attacks its nearest enemy (several might attack the same enemy). Each appears in its own space and within 30 ft. of all the other bees you summon. The bees are unintelligent vermin and so could even be a threat to you or your allies; however, because you control where they initially appear, and because they attack their nearest enemy, you can mitigate this risk. These bees are aggressive and will continue seeking creatures to attack until the spell ends. They will avoid smoky areas, which you can use to your advantage when you summon them.
你召唤了几只巨黄蜂;它们会各自攻击最近的敌人(有些可能攻击同一敌人)。每只黄蜂都会出现在自己的方格里,距离你召唤的其他黄蜂不超过30英尺。黄蜂是一种无智慧的虫类,因此甚至可能对你或你的盟友构成威胁;然而,因为你可以控制它们最初的出现地点,而且它们必定会攻击最近的敌人,所以你可以降低这种风险。这些黄蜂具有攻击性,在法术结束前,它们会继续寻找要攻击的生物。它们会避开烟雾缭绕的地方,当你召唤它们时,你可以利用这一点。



魔巫法咒(Black Art of the Bouda)
学派:变化系【邪恶】
等级:萨满5,术士/法师5,女巫5
施法时间:1标准动作
成分:言语,姿势,器材(一枚魔巫的咒符)
距离:个人
目标:自我
持续时间:10分钟/等级
豁免检定:无
法术抗力:不可
You are infused with the power of the bouda from whom you obtained the focus for this spell. You gain darkvision 60 ft. (if you already had darkvision, your ability to see in the darkness extends an additional 30 ft.). For the duration of black art of the bouda, each round on your turn you may, as a standard action which does not provoke an attack of opportunity, use or gain any of the following for the indicated cost.
你被注入了属于魔巫(bouda)的力量,这种力量来源于你从其身上获得咒符(fetish)作为法术器材的魔巫。你获得60英尺的黑暗视觉(如果你已经有了黑暗视觉,你在黑暗中看东西的能力会增加额外的30英尺)。在魔巫法咒的持续时间内,每一轮在你的回合中,作为一个不引发借机攻击的标准动作,你可以使用或获得以下能力,并伴随有任何所述的消耗。
Hyena form: You transform into a hyena as per beast shape I; doing so reduces the remaining duration of this spell by 5 minutes.
豺狼形态(Hyena form):你会变成一只豺狼,如同野兽形态I(beast shape I);这样做会将法术的剩余持续时间减少5分钟。
Dire hyena form: You transform into a dire hyena as per beast shape II; doing so reduces the remaining duration of this spell by 10 minutes.
凶暴豺狼形态(Dire hyena form):会变成一只凶暴豺狼,如同野兽形态II(beast shape II);这样做会将法术的剩余持续时间减少10分钟。
Bestow ill fortune: You gaze upon a creature within 30 feet and cause it to suffer a -2 penalty on one of the following (your choice): AC, ability checks, attack rolls, saving throws, or skill checks. This penalty lasts for a number of rounds equal to 3 + your spellcasting ability modifier. A successful Will save reduces the duration to 1 round. This is a mind-affecting effect. Using this power reduces the remaining duration of this spell by 20 minutes.
厄运降临(Bestow ill fortune):你凝视一个30英尺以内的生物,并使它遭受以下(你的选择)惩罚中的一种:AC、属性检定、攻击检定、豁免检定或技能检定。这个惩罚持续的轮数等于3+你的施法属性调整值。成功的意志豁免将持续时间减少到1轮。这是一种影响心灵的效果。使用此能力会将该法术的剩余持续时间减少20分钟。
Afar touch: The next touch spell that you cast may be cast instead at any target within 60 feet. Instead of making a touch attack for that spell to succeed, you must make a ranged touch attack for that spell to succeed. Using this power reduces the remaining duration of this spell by 30 minutes.
远程接触(Afar touch):你施展的下一个接触法术可以对60英尺内的任何目标施放。比起使用接触攻击才能让法术成功,你必须使用远程接触攻击才能成功。使用此能力将让该法术的剩余持续时间减少30分钟。
You may not use an ability if doing so would reduce the remaining duration of the spell to fewer than 5 minutes.
如果这样做会使法术的剩余持续时间少于5分钟,那么你不能使用该能力。
If you are in warm plains or desert terrain while black art of the bouda is in effect, the save DCs of any of your uses of bestow ill fortune are increased by +2. If you cast this spell outdoors at night, the duration of the spell and the range of your darkvision are doubled.
如果你在温暖的平原或沙漠地带施展此法术,当此法术生效时,你使用的任何厄运降临能力的豁免DC+2。如果你在夜间的户外施放此法术,法术持续时间和黑暗视觉的范围将增加一倍。



耀目刃羽(Blinding Razors)
学派:变化系
等级:血脉狂怒者4,魔战士4,术士/法师4
施法时间:1标准动作
成分:言语,姿势,材料(铜鸟(stymphalidies)的翼羽)
距离:个人
目标:自我
持续时间:1分钟/等级
豁免检定:无或强韧无效
法术抗力:不可
Casting blinding razors covers you in highly- reflective, razor-thin, metallic feathers. In addition, you sprout two wings covered with the same reflective, metallic feathers. This covering gives you a +4 natural armor bonus. These wings do not grant you flight, but you can extend and slash with them. While blinding razors is in effect, your wings are a natural, secondary attack for you, made at your base attack bonus -5, causing 1d6 slashing damage + 1/2 Str modifier plus bleed (1d6); the reach of these wings is 5 feet.
施展此法术会让你身上复盖一层高度反光,如剃刀一般轻薄的金属羽毛。此外,你还长出两支翅膀,上面复盖着同样反光的金属羽毛。这种掩护会给你+4的天生防御加值。这些翅膀不能让你飞翔,但你可以伸展翅膀并用它们砍杀敌人。当此法术生效时,你的翅膀是一种天生的次要攻击,以你的基础攻击加值-5进行攻击,造成1d6点挥砍伤害+1/2力量调整值,外加流血效果(1d6);这些翅膀的触及范围是5英尺。
As a standard action, you may flap your wings vigorously and cause two razor-sharp wings to dislodge and be flung at a single target. Treat this as thrown weapon with a ranged increment of 30 feet. If your attack hits, the damage is 2d6 slashing damage plus bleed (1d6). (The visual is that the attacker fires two knife-sized feathers, one from each wing; in game terms, make one roll and allow the narrative to be directed by the results. For example, if the damage is low, perhaps one feather hits and the other misses, if the hit is a critical, perhaps both feathers hit and strike vital targets.) Each time you make this ranged attack, the duration of the spell is reduced by 1 minute. If the duration is less than 1 minute when you use this feature of the spell, the spell ends after the attack is resolved.
作为一个标准动作,你可以有力地拍打你的翅膀,让两片剃刀一般锋利的金属羽毛脱落,并被扔向一个目标。将羽毛视为投掷武器,射程增量为30英尺。如果你的攻击命中,伤害为2d6点挥砍伤害,外加流血效果(1d6)。从视觉上看,攻击者从翅膀上分别射出两根刀子大小的羽毛;用游戏术语来说,只做一次攻击检定,让故事由结果来引导。例如,如果伤害较低,可能一根羽毛击中,而另一根没有,如果攻击发生重击,可能两根羽毛都击中了重要目标。每次你发动远程攻击,法术持续时间减少1分钟。如果你在使用法术的此效果时,剩余持续时间少于1分钟,则该法术将在攻击发动后终止。
As a full-round action, you may ruffle your feathers causing a blinding display of bright light if you are in normal or brighter lighting conditions. Any creature within 30 feet must succeed at a Fortitude save or be blinded for 1d6 rounds if in normal lighting, 2d6 rounds if in bright light. A creature can defend against this effect in the same way it would a gaze attack. This is a sight-based effect. Each time you produce this blinding effect, the duration of the spell is reduced by 1 minute. If the duration is less than 1 minute when you use this feature of the spell, the spell ends after the effect is resolved.
作为一个整轮动作,如果你在正常或更亮的光照条件下,你可以竖起羽毛,造成一次炫目的光爆。30英尺内的任何生物必须通过强韧豁免,否则在普通光照下会目盲1d6轮,在明亮光照下会目盲2d6轮。生物可以像对付凝视攻击一样防御此效果。这是一种基于视觉的效果。每当你产生此致盲效果时,法术持续时间减少1分钟。如果你在使用法术的此效果时,剩余持续时间少于1分钟,则该法术将在效果产生后终止。
If you cast blinding razors in warm plains or coastlines terrain, the duration is doubled. If you cast blinding razors outdoors in bright sunlight, the range of the blinding effect is doubled and the save DC is increased by +2.
如果你在热带的平原或海岸线地形上使用此法术,持续时间会增加一倍。如果你在户外明亮的阳光下施放此法术,致盲效果的范围将增加一倍,豁免DC增加+2。


协同闪现术(Blinking pack)
学派:变化系
等级:吟游诗人4,魔战士4,术士/法师4
施法时间:1轮
成分:言语,姿势,材料(一只闪现犬(blink dog)的毛发/目标)
距离:近距(25英尺+5英尺/2等级)
目标:自我和最多一个盟友/等级,彼此相距不超过30英尺
持续时间:15轮-1轮/目标
豁免检定:无
法术抗力:不可
You and each target is treated as though subject to a blink spell except that all the miss chances are 10% lower than those described in the description of blink (i.e. 40% instead of 50% and 10% instead of 20%). Your own miss chance (and the miss chance of everyone affected by blinking pack) when making attacks remains 20%. The other respects of blink remain the same as that spell (you and other targets only take half damage from area attacks and falling, you can attempt to step through solid objects with a 50% chance of becoming material when you do, etc.).
你和每个法术目标都被视为受到闪现术(blink)的影响,除了所有的失手率都比闪现术(blink)本身描述中的失手几率低10%(即40%与10%,而不是原有的50%与20%)。当你发动攻击时,你自己的失手几率(以及所有受此法术影响的人的失手几率)仍然是20%。该法术的其他方面与闪现术(blink)相同(你和其他目标只会受到一半的范围攻击和坠落伤害,你可以尝试穿过固体物体,并有50%的几率成为材料本身,等等)。
Any target of blinking pack may, on its turn as a standard action, use dimension door as a spell-like ability (use that target's level as the caster level for determining distance and number of additional creatures it may take with it). Doing so ends the spell for that target and reduces the duration for all the remaining targets by 1 round per number of creatures brought along by that use of dimension door.
此法术的任何目标都可以在他的回合中作为一个标准动作,将次元门(dimension door)作为类法术能力使用(使用该目标的等级作为施法者等级来决定他可以传送的距离和额外生物的数量)。这样做将结束对该目标的法术效果,并且在传送时每携带一个生物,所有剩余目标身上法术效果的持续时间都会缩减1轮。
If you are lawful good and speak Sylvan, then the duration of the spell is increased by 5 rounds. If you cast blinking pack in temperate forest or plains terrain then you may select 1 target more than your normal maximum.
如果你是一个守序善良的人,并且会说木族语,那么法术的持续时间增加5轮。如果你在温带的森林或平原地形施展此法术,那么你可以选择1个超过你的正常最大值的额外目标。



爆燃冲刺(Burn on Through)
学派:变化系【火】
等级:血脉狂怒者2,魔战士2,术士/法师2
施法时间:1标准动作
成分:言语,姿势,材料(幻影猫(pard)的爪毛)
距离:个人
目标:自我
持续时间:2轮
豁免检定:反射部分生效
法术抗力:不可
You transform into a sleeker version of yourself, are surrounded by an aura of shifting colors, and you temporarily gain resist electricity 10 and resist fire 10.
你变得更优雅,被一层五光十色的灵光包围着,你暂时获得了10点电击抗力和10点火焰抗力。
At the start of your first turn after you cast this spell, your speed is increased by 30 feet and you shift slightly out of phase, giving you the ability to pass through solid matter (including the spaces occupied by other creatures).
在你施放这个法术后的第一个回合开始,你的速度增加30英尺,并且你的空间相位会发生轻微的偏离,让你有能力通过固体物质(包括其他生物占据的空间)。
As a full-round action, you may spend your turn moving through creatures. You must move at least 30 feet on your turn to cause damage by your movement, but if you do, treat each creature moved through as though subject to an overrun attempt. You gain a +4 on your combat maneuver check against each opponent. If you succeed, the target suffers 2d6 fire damage; if your check exceeds a creature's CMD by 5 or more, that creature is stunned instead of being knocked prone.
作为一个整轮动作,你可以在你的回合中穿过其他生物。你必须在你的回合移动至少30英尺以用你的移动造成伤害,但如果你这样做,对待每个被你的移动穿过的生物,就像他们受到了闯越尝试。你对每个对手的战技动检定都得到+4。如果你成功了,目标会遭受2d6点的火焰伤害;如果你的检定结果超过一个生物的CMD以5点或以上,该生物将被震慑,而不是被击倒为俯卧。
The target may attempt an attack of opportunity against you, but at a -4 penalty. If a target chooses not to make an attack of opportunity against you, it can try to avoid some of the consequences of your moving through its space with a successful Reflex save; if it succeeds, it takes half damage.
目标可以对你尝试借机攻击,但攻击检定-4。如果目标选择不攻击你,他可以通过成功的反射豁免来避免你移动经过他所处空间造成的一些后果;如果他豁免成功,他仅会受到一半的伤害。
If you move through any creature's space more than once, you can only deal damage to it once on your turn. When using this ability, you can move through up to 5 feet of any solid object, barrier, or difficult terrain as if it were a normal open square. Your movement through objects does not cause them damage. You may not end your movement in an occupied space (including spaces occupied by creatures or solid matter).
如果你穿过任何生物所处空间超过一次,你只能在自己的回合对他造成一次伤害。当使用这个能力时,你可以移动穿过最远5英尺的任何固体物体,障碍或困难的地形,就像它是一个正常的开放方格。你穿过物体时不会对它们造成伤害。你不能在被占用的空间(包括被生物或固体物质占据的空间)结束你的移动。
Creatures protected from or immune to trample effects are similarly protected against your overrun attempt. Your movement while shifted counts as trample for the purposes of effects that enhance or protect against trample.
被保护或免疫践踏效果的生物同样会被保护免于你的闯越尝试。对于增强或防御践踏的效果,你在相位变化时的移动被视为践踏。
A shaman who selects the flame spirit may add burn on through to her list of spirit magic spells, replacing resist energy.
选择烈焰魂域的萨满可以将此法术添加到魂域法术列表之中,取代抵抗能量伤害(resist energy)。



四散而逃(Cleave Herd)
学派:死灵系【恐惧,影响心灵】
等级:牧师/先知6,德鲁伊6,萨满6,术士/法师6,女巫6
施法时间:1标准动作
成分:言语,姿势,材料/法器(不死生物的身体物质)
距离:远距(400英尺+40英尺/等级)
目标:每等级一个生物/轮,彼此相距不超过120英尺
持续时间:专注
豁免检定:意志部分生效
法术抗力:可
You cause target creatures to become emotionally overwhelmed by fear and flee; each creature failing its save gains the panicked condition. Each round on your turn you may select new targets (including targets you've previously selected but that have made a save) and the distance restriction applies anew each round to the targets you select that round. You may only include animals or magical beasts as targets. The smarter a creature is, and the more often it has saved, the more resistant it is to your persistent attempts to make it flee; on the other hand, the more creatures you've already affected and that are displaying their panic to an individual creature that has not yet succumbed, the harder it is for that creature to resist. Each time a creature attempts a save, it gains a bonus equal to 4 + its Intelligence modifier and another bonus equal to the number of cumulative rounds it has already saved against this casting of the spell. Whenever a creature does attempt a save, it receives a penalty to that save equal to -1/4 creatures that it can perceive within 60 ft. that have the panicked condition.
你使目标生物因恐惧情绪而逃跑;每一个没有通过豁免的生物将获得恐慌状态。每轮在你的回合中,你都可以选择一个新的目标(包括你之前选择过但已经成功豁免的目标),距离限制每轮将重新应用于你所选择的新目标。你只能将动物或魔法兽作为目标。一个生物越聪明,它豁免成功的次数越多,它就越能抗拒你持续不断的让它逃跑的企图;另一方面,你影响的生物越多,它们在尚未屈服的个体眼中表现出的恐慌越严重,这个生物就越难抵抗你的印象。每次有生物尝试豁免时,其获得的加值等于4+智力调整值,并拥有另一个加值,等于该生物对此次施法已累计豁免的轮数。当一个生物尝试豁免时,它还会受到一个减值,相当于它能在60英尺内感知到的恐慌状态的生物数量的1/4。



暖心篝火(Comforting Campfire)
学派:幻术系(虚假幻觉)
等级:吟游诗人1,术士/法师1
施法时间:1标准动作
成分:言语,姿势,法器
距离:近距(25英尺+5英尺/2等级)
效果:一小团篝火的虚假幻觉
持续时间:1小时/等级(可解消)
豁免检定:意志过则不相信
法术抗力:不可
You create the sensation of a small campfire, occupying a space no larger than a square 2-ft. on a side. It gives off only dim light and only in a 10-ft. radius. It crackles like a campfire, provides faint pleasant odors of burning wood, and produces a sensation of warmth to those who occupy its space or an adjacent space. The illusion does not provide enough warmth to actually produce beneficial effects (it cannot prevent frostbite, it cannot warm food, etc.) and there are no actual flames so it cannot set anything on fire. Once created, it cannot be moved. The figment of the campfire that you create must be on a solid surface, but it can be on any such surface (the top of a table, the deck of a ship, the dirt floor of a simple home, out of doors in a natural setting, etc.)
你创造出一团小型篝火的幻象,占据一个不超过2英尺见方的方格。幻象只会发出微弱的光芒,而且只有10英尺半径。幻象会发出像篝火一样的噼啪声,并散发出燃烧的木头所发出的微弱香气,并让位于它所处方格或临近方格的人体验到一种温暖的感觉。这种幻觉并不能提供足够的热量来产生真正有益的效果(它不能防止冻伤,不能加热食物,等等),也没有真正的火焰,所以它不能点燃任何东西。一旦被创造出来,幻象就不能移动。你所创造的篝火幻象必须在一个坚实的表面上,但它可以是在任何这样的表面上(桌子的顶部,轮船的甲板,一个简单的家用泥土地板,户外的自然环境,等等)。
Those who save may choose whether to ignore the spell's effects.
那些豁免成功者可以选择是否无视法术的效果。



部落交流术(Converse with Clan Companions)
学派:塑能系
等级:吟游诗人3,牧师/先知4,德鲁伊4,萨满4,术士/法师4,女巫4
施法时间:1标准动作
成分:言语,姿势
距离:见下文
目标:每等级一个部落同伴,由平原部落法术判定
持续时间:10分钟
豁免检定:无
法术抗力:不可
At the outset of the spell, the caster identifies the clan companions to be targeted by the spell; each individual clan companion may then elect or deny to participate. If a subject is on a plane other than the plane from which the caster has cast converse with clan companions, there is a 10% chance that the initial contact was prevented (in such a case, the intended recipient is never aware of the attempt, though the caster is aware that the recipient was not contacted because of an interruption between planes—the specifics, however, are unknown).
在法术开始时,施法者要指定被法术作为目标的部落同伴,部落同伴的定义详见平原部落(plains clan)法术;每个部落同伴可以选择参与或拒绝参与。如果目标在施法者施法时所处位面以外的位面,最初的联系有10%的几率被阻止(在这种情况下,目标永远不会意识到有人尝试联系他,尽管施法者会知道由于位面之间的间隔而没有与目标取得联系,但是具体细节是未知的)。
For the duration of the spell, all of those who elected to participate may converse as though they were all participating in a normal conversation in the same room. Anyone participating in the conversation who changes planes (including using any form of teleportation or dimensional travel) before the spell ends interrupts her own connection to the others and no longer remains part of the conversation.
在法术持续期间,所有选择参与的人都可以像在同一间屋子里参加正常的谈话一样交谈。任何参与对话的人,如果在法术结束前改变所处的位面(包括使用任何形式的传送或次元旅行),就会中断自己与他人的联系,不再成为通话群体的一部分。



死亡蚁群(Death by Ants)
学派:咒法系(召唤)
等级:德鲁伊4,萨满4,女巫4
施法时间:1标准动作
成分:言语,姿势
距离:中距(100英尺+10英尺/等级)
效果:召唤一个行军蚁集群
持续时间:1分钟ute
豁免检定:无
法术抗力:不可
You summon an army ant swarm which immediately attacks the creature in its spaces. If you cast death by ants in any tropical terrain, you summon two army ant swarms which must appear adjacent to one another.
你召唤一个行军蚁集群(army ant swarm),它们会立即攻击集群所在的空间内的生物。如果你在任何热带地形中施展此法术,你将召唤出两个集群,它们出现时会彼此相邻。



死亡蝗群(Death by Locusts)
学派:咒法系(召唤)
等级:德鲁伊2,萨满2,女巫2
施法时间:1标准动作
成分:言语,姿势
距离:中距(100英尺+10英尺/等级)
效果:召唤两个蝗虫群
持续时间:1分钟
豁免检定:无
法术抗力:不可
This spell summons two locust swarms, which appear adjacent to one another and which immediately attack the creatures in their spaces. Each round on your turn, if no living creatures are within a swarm's area, that swarm attacks or pursues the nearest creature as best it can. You have no control over its target or direction of travel.
这个法术会召唤两个蝗虫群(locust swarms),它们出现时彼此相邻,并且会立即攻击它们所在的空间里的生物。每轮在你的回合中,如果没有活物在蝗虫群的区域内,蝗虫群会攻击或追逐最接近的生物。你无法控制蝗虫群的目标或移动方向。
If you cast death by locusts in temperate or warm plains terrain, you summon a third locust swarm which must appear adjacent to at least one of the other two swarms.
如果你在温带或温暖的平原地形施展此法术,你会召唤三个蝗虫群,出现时彼此相邻。



散播瘟疫(Disease Spreader)
学派:变化系
等级:德鲁伊3,萨满3,女巫3
施法时间:1标准动作
成分:言语,姿势,器材(巨秃鹫的喙)
距离:接触
目标:接触的活物
持续时间:1分钟/等级(可解消)
豁免检定:无或强韧无效
法术抗力:可(无害)或不可
The target is temporarily protected against diseases. Against diseases having a Fortitude save DC of 16 or lower, the target is immune. Against diseases having a Fortitude save DC of 17 to 21, the target gains a +4 on its saves. Against all other diseases, the target gains a +2 on its saves.
法术目标会暂时免疫疾病。对于强韧豁免DC为16或更低的疾病,目标会变得免疫。对于强韧豁免DC为17到21的疾病,目标在豁免上获得+4加值。对所有其他疾病,目标在豁免中获得+2加值。
In addition, at the time of casting, choose filth fever, red ache or shakes. Each time the target causes damage with any natural attack, the creature damaged has a 10% change of being exposed to that disease.
另外,在施法的时候,你要选择腐热症(filth fever)、红肿症(red ache)或颤栗症(shakes)。目标每次用任何天生攻击造成伤害时,受到伤害的生物会有10%的几率受到该疾病的影响。



圣鹿之优雅(Divine Doe's Grace)
学派:变化系
等级:牧师/先知6,审判者6,圣武士4
施法时间:1标准动作
成分:言语,姿势,材料/法器(金鹿(Cerynitises)的头毛,需要自愿献出)
距离:接触
目标:接触的生物
持续时间:1分钟/等级
豁免检定:意志无效(无害)
法术抗力:可(无害)
The creature you touch is invested with incredible grace and resilience. The recipient gains a sacred bonus to its AC and initiative checks equal to the higher of your Charisma or Wisdom modifiers. The recipient also gains uncanny dodge (or improved uncanny dodge if it already has uncanny dodge) and the ability to act normally during any surprise round.
你所接触的目标生物会被赋予难以置信的优雅和韧性。受术者在其AC和先攻检定中获得等同于你的魅力或感知调整值中更高者的神圣加值。受术者也会获得直觉闪避(或精通直觉闪避)和在任何突袭轮中正常行动的能力。
As an immediate action, the recipient may move up to half its speed. This movement may occur when an attack targets the recipient. In this case, any melee or ranged attack is interrupted and if the movement takes the recipient out of the area of effect of a spell or ability that affects an area, the recipient avoids that spell or ability.
作为一个直觉动作,受术者可以提高最多一半的速度。当有一次攻击以受术者为目标时,这种移动也可以发生。在这种情况下,任何近战或远程攻击都将被中断,如果移动会将受术者带出影响某一区域的法术或能力的效果区域,受术者将避免掉该法术或能力。
As an immediate action, the recipient may gain the benefits of freedom of movement with a duration of 1 round.
作为一种直觉行动,受术者可以在持续1轮的时间内获得行动自如(freedom of movement)的好处。
Whenever the recipient uses an immediate action to gain either of these benefits, the duration of the spell is reduced by 1 minute; if less than 1 minute of duration remains, these features of the spell may not be used. These uses of an immediate action cannot take place on two consecutive rounds.
当受术者使用直觉动作获得上述任何一种效果时,法术持续时间减少1分钟;如果持续时间少于1分钟,该法术的这些特性将不能被使用。这种直觉动作的用法不能连续两轮进行。
If divine doe's grace is cast in plains, hills or forest terrain where Sylvan is spoken by many inhabitants (as determined by the GM) or where a cerynitis dwells, then the duration of the spell is doubled and the recipient may make use of the abilities granted as immediate actions in consecutive rounds.
如果此法术在平原,丘陵或森林地形被施展,而这些地形有许多居民使用木族语(由GM判定)或有一只金鹿居住,法术的持续时间会增加一倍,受术者可以在连续的轮中采用直觉动作使用法术的各种特性。



下降气流(Downdraft)
学派:塑能系【气】
等级:德鲁伊4,萨满4
施法时间:1标准动作
成分:言语,姿势,
距离:中距(100英尺+10英尺/等级)
区域:40英尺高柱形,半径为40英尺/等级
持续时间:立即
豁免检定:反射伤害减半
法术抗力:可
You create a very short-lived downward blast of incredibly powerful air moving at a speed of 50 mph + 10 mph/level. This quick blast is disorienting and disrupting. It forces all unsecured objects aloft in the area (potentially including flying creatures) to the ground. Flying creatures must succeed on a Fly check (DC 25, with a penalty to that check equal to your level (to a maximum penalty of -15) or be forced to the ground. Non-flying creatures must succeed on either a Strength or Escape Artist check (DC 25, with a penalty to that check equal to your level (to a maximum penalty of -15) or be knocked prone. Unsecured, unattended objects (such as books on a table, etc.) weighing less than 5 pounds/level are cast aside by the powerful blast and are tossed away from the center of the area (but otherwise in a random direction) 2d4 x 5 feet. Creatures holding objects that are not tied, strapped or otherwise secured to those creatures risk losing those objects; creatures failing a DC 20 Strength check lose their grip on held objects (which are then tossed aside as if they were unsecured, unattended objects). All non-magical flames in the area are extinguished (magical flames generated by an effect with a persistent duration rekindle immediately thereafter). If the area into which you intend to cast the spell cannot accommodate its entire size, the spell fails.
你创造出一股存在时间非常短暂,但风力很强大的下降气流,拥有50英里/小时+10英里/等级的移速。这种快速爆发的气流会让人迷失方向,昏头转向。气流会迫使该区域内所有未固定的空中对象(可能包括飞行生物)降落到地面。飞行生物必须通过飞行检定(DC= 25,减值等于你的等级,最大减值为-15),否则将被迫降落至地面。非飞行生物必须通过力量检定或脱逃检定(DC-25,减值等于你的等级,最大减值为-15),否则就会被击倒为俯卧。没有固定,无人看管的物体(如桌子上的书等),重量小于5磅/等级则会被气流吹到一旁,并被抛离该区域的中心(但其方向随机)以2d4×5英尺。持有未被捆绑、扎住或以其他方式固定在身上的物体的生物有失去该物体的风险;未通过DC=20的力量检定的生物会失去对被持有物品的掌控能力(这些物品会被吹到一旁,就像它们是未被固定的无人看管的物品一样)。该区域内的所有非魔法火焰都会被熄灭(魔法火焰在持续时间后会立即重新点燃)。如果你打算施放法术的区域不能容纳法术区域的整个大小,法术失败。
All creatures in the area, regardless of the above effects, also suffer 4d6 bludgeoning damage (Reflex save for half).
该区域内的所有生物,无论上述效果如何,都将遭受4d6点钝击伤害(反射豁免可以减半伤害)。
Downdraft has no effect on incorporeal, ethereal, or similarly displaced creatures or objects in the area.
下沉气流对该区域内的虚体、灵体或类似有移位效果的生物或物体没有影响。
If you cast this spell in areas that are naturally subject to occasional bursts of high-speed winds (such as wide-open prairies), all Escape Artist, Fly and Strength check DCs resulting from this spell are increased by +5, the wind speed is increased by 50 mph, and the radius of the area of effect is doubled. If you are a druid with the air or weather domain or a shaman with the nature spirit, the range of the spell is doubled, your caster level is treated as if it were 1 higher than it actually is, the save DC is increased by +2, and if an object is tossed aside by the blast of wind, you may choose the direction that it moves (if you do not choose it is determined randomly).
如果你施放这个法术的区域本身就存在偶尔爆发的天然大风(如开阔的大草原),此法术造成的所有脱逃,飞行和力量检定的DC+5,风速会增加50英里/小时,效果范围的半径翻倍。如果你是一个拥有气领域或天气领域的德鲁伊,或一个拥有自然魂域的萨满,法术的距离增加一倍,你的施法者等级被看作比实际高1级,豁免DC+2,如果一个物体被大风吹到一边,你可以选择它移动的方向(如果你不选择,方向是随机确定的)。



蜻蜓之灵巧(Dragonfly Deftness)
学派:   变化系
等级:   炼金术师4,血脉狂怒者4,魔战士4,萨满4,术士/法师4,召唤师4,女巫4
施法时间:1标准动作
成分:言语,姿势,材料(一根巨蜻蜓的翅翼)
距离:个人
目标:自我
持续时间:1轮/等级
豁免检定:无
法术抗力:不可
You gain the ability to fly as with the fly spell except that your speed is 80 feet (or 60 if you wear medium or heavy armor, or if you carry a medium or heavy load). You have perfect maneuverability and you gain Flyby Attack (and are treated as though you had a fly speed). You gain a bonus on your Fly skill checks equal to 1/2 your caster level. If you charge while flying, you gain a +4 bonus on CMB checks made to grapple foes. Unlike a fly spell, if dragonfly deftness ends while you're in flight, you fall from that height and take appropriate falling damage.
你获得了与飞行术(fly)相同的飞行能力,除了你的飞行速度是80英尺(如果你穿的是中甲或重甲,或者如果你携带的是中度或重度负载,那么你的飞行速度是60英尺)。你有完美级的机动性和并且你会获得飞越攻击(并被视为你有一个飞行速度)。你在飞行技能检定上获得相当于你施法者等级1/2的加值。如果你在飞行过程中冲锋,你在擒抱敌人时的CMB检定上获得+4加值。与飞行术(fly)不同的是,如果此法术在你飞行时终止,你会从该高度直接掉落,并承受适当的坠落伤害。
If you cast dragonfly deftness while already subject to a fly spell you may double the duration of dragonfly deftness if at least 2 minutes of duration of fly remains. Making this choice causes the fly spell to end.
如果你在已经被一个飞行术(fly)影响的情况下施放此法术,你可以将此法术的持续时间增加一倍,只要飞行术(fly)的持续时间还至少剩余2分钟。做出这个选择将导致飞行术(fly)结束。



野兔齐奔(Drove of Hares)
学派:变化系(变形)
等级:德鲁伊3,萨满3,术士/法师3
施法时间:1直觉动作
成分:言语,姿势
距离:20英尺
目标:自我和一个活物/等级,在距离之内
持续时间:1分钟/等级(可解消)
豁免检定:意志无效(无害)
法术抗力:可(无害)
You and up to 1 living creature per level within 20 ft. of you transform into hares. Large creatures count as 2 and Huge creatures count as 4 against your target limit (you cannot target creatures larger than Huge); familiars and animal companions are unaffected by drove of hares. While in hare form, each target's size becomes Tiny, its base speed becomes 40 ft. (unless its base speed is higher), and it gains low- light vision and scent. In addition, each target gains a +4 size bonus to Dexterity, a -2 penalty to Strength, and a +1 natural armor bonus. All the targets of the spell also gain a +4 enhancement bonus on Perception and Stealth checks, Run, and evasion and uncanny dodge (those who already have these abilities gain the improved versions of the abilities instead).
你将自己和20英尺范围内最多每等级1名的活体生物转化成野兔(hares)。对于你的目标限制而言,大型生物算作2个目标,超大型生物算作4个目标(你不能以体型在超大型以上的生物为目标);魔宠和动物伙伴不受此法术的影响。在野兔形态下,每个目标的体型都变成超小型,基础速度变成40英尺(除非他本身的基础速度更高),并且获得昏暗视觉和灵敏嗅觉。此外,每个目标在敏捷属性上获得+4体型加值,力量属性受到-2减值,以及+1的天生防御加值。该法术的所有目标在察觉和隐匿检定、奔跑、反射闪避和直觉闪避上也获得+4增强加值(那些已经拥有这些能力的人会获得这些能力的精通版本)。
On the same turn that you cast drove of hares and as part of the immediate action of the spell, each target may make the equivalent of a single move action. This movement does not provoke attacks of opportunity but must otherwise conform to the normal limits of movement (regarding difficult terrain, inability to move through occupied spaces, etc.).
在你施放此法术的同一回合中,作为施法的直觉动作的一部分,每个目标可以做出等同于单一移动动作的动作。这一行动不引起借机攻击,但必须符合移动的正常限度(关于困难地形、无法通过被占领的空间等)。
If you cast drove of hares in plains terrain, each target's enhancement bonuses to Perception and Stealth are +8, and each target also gains sprint (see below).
如果你在平原地形施展此法术,每个目标的察觉和隐匿上的增强加值为+8,并且每个目标还获得冲刺能力。
Sprint (Ex) Once per minute, a hare can move at a speed of 80 feet as a standard action.
冲刺(Sprint, Ex):野兔可以用一个标准动作来以80英尺的速度移动。


干旱法咒(Dry Spell)
学派:变化系【气】
等级:牧师/先知6,德鲁伊6,萨满6,女巫6
施法时间:1小时
成分:言语,姿势,法器
距离:1英里/3等级
区域:半径1英里/3等级的圆形,以自我或空间点为中心
持续时间:1周+1天/等级
豁免检定:无
法术抗力:不可
For a stretch of time ranging from about two weeks to about a month, the air in the general vicinity is particularly dry. If you cast dry spell on a point in space, the area is stationary; otherwise, the area of effect moves with you. During this time, there is no non-magical precipitation in the affected area. Clouds continue to form normally, and sometimes even very heavy-looking clouds seemingly ready to burst with rain will float by, but none will release their water while over or within the affected area. Fog and dew may form naturally, and the air may get particularly hazy from humidity, but there will be no precipitation. Dry spell grants you no other power over the weather. When you cast the spell, if precipitation is already occurring anywhere within the affected area, that precipitation stops (and appears to do so somewhat naturally— the raindrops already falling continue to fall, etc., but additional raindrops do not descend from the clouds).
在大约两个星期到一个月的时间内,在你附近环境中的空气会逐渐变得特别干燥。如果你对空间中的一个位置点施加此法术,这种干燥区域将是静止的;否则,效果区域会随你移动。在此期间,受影响区域不会产生非魔法的降水。云会继续正常形成,有时一些看起来似乎随时会下雨的乌云会飘过,但当越过或在受影响的区域内时,这些云朵都不会降雨。雾气和露水会自然形成,空气可能因为潮湿而变得特别朦胧,但不会有降水。此法术不会赋予你以其他的能力来控制天气。当你施放法术时,如果降水已经在受影响区域的任何地方发生,那么降水就会停止(并且看起来是很自然的——已经降下的雨滴会继续下落,但是云层中不会再下降新的雨滴)。
If you are a druid, a cleric with the air or weather domain, an oracle with the winds mystery, or a shaman with the wind spirit, then the range is 1 mile/2 levels and the area is similarly increased.
如果你是一个德鲁伊,一个拥有气领域或天气领域的牧师,一个拥有流风秘示域的先知,或者一个拥有流风魂域的萨满,那么法术距离是1英里/2等级,并且面积会发生同样增加。
If you cast dry spell in an area that normally requires somewhat frequent rain for the proper management of crops or the normal growth of plants, then plants and other living creatures in the area may suffer normally from lack of water.
如果你在一个通常情况下需要经常下雨来让庄稼或其他植物正常生长的区域施展此法术,那么该区域内的植物和其他活物可能会遭受缺水带来的影响。


传咒土径(Earthen Spellpath)
学派:变化系【土】
等级:牧师/先知5,德鲁伊4,审判者5,魔战士5,游侠4,萨满5,术士/法师5,女巫5
施法时间:1标准动作
成分:言语,姿势,材料/法器(掘地虫(ankheg)的蛋)
距离:远距(400英尺+40英尺/等级)
效果:一条土径
持续时间:专注
豁免检定:无
法术抗力:不可
Earthen spellpath creates a one-way pathway between your space and a 5-ft. space at a specified destination. You don't have to be able to see the destination to identify it, but it must be one you know and could describe dearly, it must be within long range (400 ft. + 40 ft./level), and there must be a contiguous earthen path between your position and the destination (the path need not be straight, but cannot move outside the radius of long range from your starting point). The designation of the destination must be specific and focus on geography rather than targets; it cannot be within a non-natural dwelling (it could be at the site of a deer s nest, but not a home or even a tent). The destination space does not have to be above ground (it could be underground or in the middle of a shallow pond or stream, for instance) but cannot be within solid ground or under an obstacle that takes up the entire 5-ft. space (such as a Large¬sized boulder or tree). For example "right between the apple tree and the cabin, over by the river" is a little bit vague but still works, if the caster knows the tree, cabin and river in question, but "right under the ogre's feet" does not work even if the ogre hasn't moved lately and even if you can see the ogre. As a rule of thumb, if a DC 20 Knowledge (geography) check would identify the spot, it can be chosen, though this does not prevent the caster from identifying a specific site that is well- known to the caster but relatively unknown to others.
这种法术会在你所处的方格和目的地的一个5英尺方格之间创造一条单向的魔法通道。你在指定目的地时并不需要能够看到它,但你必须知道目的地,并且可以清楚地描述它,而且目的地必须在你的远距范围(400英尺+40英尺/等级)之内,并且你所处的位置与目的地之间必须有一条连续的土质路径(路径不需要是直的,但是不能从你的起点移动到远距半径之外)。目的地的指定必须准确具体,并着重于地理位置,而不是某个目标;目的地不能在一个非自然的居所内(例如,目的地可以是一头鹿的栖息处,但不能在一处房子,甚至一顶帐篷里)。目的地不一定要在地面以上(目的地也可以位于地下,甚至一个浅塘或小溪的中间),但不能在固体地表的内部,也不能在一个占据了整个5英尺方格的障碍物(如巨石或大树)下方。例如“在苹果树和小屋之间的小河旁边”这种目的地描述会有点模糊,但仍有效,但施法者需要知道苹果树,小屋和河流的位置,而像是“正好在食人魔(ogre)脚下”这种目的地描述就不会生效,即使食人魔最近没有移动亦或你可以看到食人魔也不行。一般来说,如果一次DC=20的知识(地理)检定可以确定一个地点,那么它就是可以选择的目的地,尽管这并不妨碍施法者指定一个他很熟悉,但其他人相对不清楚的特定地点。
After you've created the pathway, you or others may use it as a channel for casting spells. Spells cast in this way must be cast either from the space where you cast the spell or in a space adjacent to that space, and then the magic of earthen spellpath moves the energies of that spell through the pathway and to the destination. The more powerful the spell, the longer it takes to arrive at the destination. Cantrips and 1st level spells move through the pathway instantly and take effect immediately. Higher level spells are delayed by 1 round per spell level, minus 1 round (so a 6th level spell takes 5 rounds to take effect at the destination), and take effect on the caster's turn (or its equivalent) on that future round.
当你创造出这种特殊的魔法通道后,你或其他人可以将其用作施放法术的通道。以这种方式施放的法术必须是在你施放传咒土径的方格或邻近方格中施放,之后传咒土径的魔法会将新法术的能量通过该通道传输到目的地。需要传输的魔法越强大,到达目的地所需的时间就越长。戏法和1级法术会立即通过通道并立即生效。更高级的法术的延迟轮数等于环数减去1轮(所以6级法术需要5轮才能在目的地生效),并在未来一轮属于施法者的回合(或其等价时间)中生效。
The spell cast in this way must be one that could target a creature, object, space or area at the destination; it cannot be a spell with a range of touch or one that requires an attack roll. While both fireball and silence would work, acid arrow and bull's strength would not. If the spell affects an area, whether a line, cone, cylinder or otherwise, treat the 5-ft. space at the destination, or any of its adjacent squares or corners, as the origin of the effect.
以这种方式传递的法术必须是能够以一个生物、物体、空间或区域为目标的法术;此法术不能是距离为接触,或需要一次攻击检定的法术。因此,火球术(fireball)和沉默术(silence)可以被传递,但强酸箭(acid arrow)和牛之力量(bull's strength)则不行。如果传递的法术会影响一个区域,无论是线形,锥形,柱形或其他形状,将目的地处的5英尺方格,或其相邻方格与对角,作为效果的起源点。
No more than one spell at any time can be moving through the pathway (casters cannot cast several spells in a row and have them all take effect one after another at the destination). The pathway remains available for use in this way for as long as you maintain concentration to keep it open. A successful use of dispel magic or a similar effect, anywhere along the path's route, ends the spell. If you stop concentrating, then earthen spellpath ends, and if there had been an undelivered spell in the pathway, its magical energies dissipate harmlessly. If the pathway's contiguous nature is broken (such as by an earthquake or flood), the spell ends.
任何时候都不能有超过一个法术通过通道(施法者不能连续施放多个法术,并让它们在目的地一个接一个地生效)。只要你保持专注来保持通路顺畅,它就会以这种方式保持可用。对路径的任何地方成功使用解除魔法(dispel magic)或类似的效果会让法术结束。如果你停止专注,那么传咒土径就会终止,如果在这条通道上还有一个未被传递的法术,它的魔法能量就会无害地消散。如果土径的连续性被破坏(如地震或洪水),法术就会终止。
On your turn as a standard action, so long as there are no spells moving through the pathway, you may designate a new destination point for the pathway so long as the new destination meets all the criteria it would have had to have met if it had been the original destination.
在你的回合,以一个标准动作,只要没有法术正在穿过通道,你可以为路径指定一个新的目的地,只要新目的地满足所有上述的规则限制,就如同其是原来的目的地一样。
If you are a cleric or inquisitor with the earth domain, a druid, an oracle with the nature mystery or a ranger whose favored terrain is the terrain above the entire pathway, then any spell moving through the pathway is treated as though it were one level lower for purposes of determining how long it takes to arrive at the destination. If the spell moving through the pathway has been cast by a cleric or inquisitor with the earth domain, a druid, an oracle with the nature mystery or a ranger whose favored terrain is the terrain above the entire pathway, then the spell is treated as though it were two levels lower for purposes of determining how long it takes to arrive at the destination. If both of these conditions are met, only the more favorable applies.
如果你是一个拥有土领域的牧师或审判者,一个德鲁伊,一个有自然秘示域的先知,或者一个游侠(偏好地形复盖了整个路径上方),那么法术在传递过程中,在判定需要多长时间到达目的地时,好像其比实际低一个级别。如果在这条路径上传递的法术是由一个拥有土领域的牧师或审判者,一个德鲁伊,一个有自然秘示域的先知,或者一个游侠(偏好地形复盖了整个路径上方)施法,在确定法术到达目的地所需要的时间时,法术会被当作比实际低两级。如果这两个条件都满足,只有更有利的条件适用。



简单途径(Easy pathway)
学派:变化系
等级:牧师/先知3,德鲁伊2,审判者3,游侠2,萨满2,术士/法师3,女巫3
施法时间:1标准动作
成分:言语,姿势,法器/器材(一个耙子的小复制品)
距离:60英尺
区域:60英尺线形
持续时间:专注
豁免检定:无
法术抗力:可
The grasses and other similar natural plants ahead of you bend as if held down by someone pressing on them with a wide rake. As you move, the plants in a 10-foot wide space in front of you extending to the range of the spell are temporarily pressed downward creating an easy path for your travels. The plants behind you spring back to their original position slowly over 1d6 rounds after you pass by. Anyone using the cleared pathway finds that any area that had been light undergrowth is now normal terrain, and any area that had been heavy undergrowth is now light undergrowth.
你面前的草和其他类似的天然植物发生弯曲,就像有人用宽耙压着它们一样。当你移动时,在你前方延伸到法术极限距离的10英尺宽空间中的植物会被暂时向下按压,为你的旅行创造一条简单的路径。在你经过后的1d6轮中,你身后的植物会慢慢恢复到原来的模样。任何使用此法术的人都会发现,自己刚路过的稀疏灌木区域现在变成了正常地形,而茂密灌木则会变成稀疏灌木。
Each round on your turn as a free action you may change the dimensions of the affected area to 40 feet long by 15 feet wide, or to 30 feet long by 20 feet wide, or back to the original dimensions. When you make one of these changes, the new pathway each round replicates your choice from the previous round.
每轮在你的回合,作为一个自由动作,你可以改变受影响区域的尺寸,将之变为40×15英尺,或30×20英尺,或回到原来的尺寸。当你做出这些改变之一时,每一轮新的路径都会复制你在前一轮中的选择。
Maintaining concentration of this spell is particularly easy: you add twice your caster level instead of your caster level whenever you have to make a concentration check to maintain easy pathway. In addition, as a free action you may choose to stop maintaining concentration (in order to accomplish other tasks requiring a standard action, including casting spells) and the spell will return to normal functioning 1 minute later if you are within 60 feet of the location where you chose to stop maintaining concentration. At that time, if you are unable or unwilling to reinvest in maintaining concentration, the spell ends.
保持对这个法术的专注特别容易:当你需要进行专注检定时,你可以将你的施法者等级增加为两倍,而不是通常一倍的施法者等级。此外,作为一个自由动作,你可以选择停止维持专注(为了完成其他任务需要一个标准动作,包括施法),如果你在停止维持专注的位置的60英尺以内,法术将在1分钟后恢复正常运行。这时,如果你不能或不愿再投入精力保持专注,法术就会终止。
Easy pathway has no effect on plant creatures or on plants already affected by magic (such as those affected by entangle).
此法术对植物生物或已经被魔法影响的植物没有效果,例如那些被纠缠术(entangle)影响的植物。
If you are a cleric or druid with the plant domain, a ranger with plains as a favored terrain, or a shaman with a nature spirit, you may choose for the duration of the spell to be 2 hours/level (maximum of 16 hours) and maintaining the spell will require no concentration.
如果你是一个拥有植物领域的牧师或德鲁伊,一个偏好平原地形的游侠,或者一个拥有自然魂域的萨满,你可以选择让法术的持续时间是2小时/等级(最多16个小时)并且维护法术将不需要专注。



日食术(Eclipse the Sun)
学派:幻术系(幽影幻觉)【黑暗,阴影】
等级:牧师/先知9,德鲁伊9,萨满9,术士/法师9,女巫9
施法时间:可变
成分:言语,姿势,材料
距离:1英里/2等级
效果:日食
持续时间:永久(可解消)
豁免检定:无
法术抗力:不可
The casting time of eclipse the sun depends entirely upon the circumstances of your location when you cast the spell. The magic of the spell attunes the sun to you. Regardless of where you are, you must begin casting the spell at sunrise and you do not finish casting the spell until sunset (you must be able to see the sun throughout the casting). On some worlds, in some seasons, the casting time is relatively short, in other circumstances it could take almost an entire day, in some places, casting the spell won't be possible. A single cloud blocking the sun even for a moment will interrupt the casting. The next time the sun rises, and until you dismiss the spell or it is dispelled, it appears as though it were perfectly eclipsed by a moon that was just the right size to block the entire visible surface of the sun (but no more than that).
这种法术的施法时间完全取决于施法时你所在位置的情况。魔法会使太阳与你相协调。无论你在哪里,你必须在日出时开始施放法术,直到日落时才能结束施放法术(你必须在施放法术的过程中能够看到太阳)。在某些世界,在某些季节,施法时间将相对较短,在其他情况下则可能需要将近一整天,在某些地方,施法则是不可能的。哪怕只有一小块云彩挡住了太阳,也会中断施法。当下一次日出时,太阳看起来就像被月亮完全遮住了一样,月亮的阴影刚好挡住了整个太阳的可见表面(但仅此而已)。这种情况会持续到你解消法术或法术被解除。
This eclipsing only occurs in your presence. If you are underground, indoors or otherwise not in a place where the sun could otherwise shine upon you, there is no eclipse. When you are in a space where the sun could otherwise shine upon you, there is an eclipse. The eclipse extends to an enormous radius around you equal to 1 mile/2 levels. The light level in this entire region is lowered by two steps (though unlike deeper darkness, areas of normal light or dimmer become normal darkness rather than supernaturally dark).
这种日食只发生在你的面前。如果你在地下,室内或其他太阳可以照耀你的地方,就不会产生没有日食。当你身处一个太阳可能照耀你的地方,就会出现日食。日食范围会延伸到你周围的巨大半径,相当于1英里/2等级。这整个区域的光照等级会突然降低两阶,虽然不像深幽黑暗术(deeper darkness),正常光照或更暗的区域会变成普通的黑暗,而不是超自然的黑暗。
The effects of eclipse the sun duplicate those of protective penumbra except they apply to any creature in the entire area affected.
日食的效果与防护之影(protective penumbra)法术的效果相同,但适用于整个受影响区域的任何生物。
If you are a cleric with the darkness domain, an oracle with the heavens mystery, a shaman with the heavens spirit, a sorcerer with the shadow bloodline, a witch with the shadow patron, or a wizard specializing in the illusion school, then whenever you are within this eclipsed area, your effective caster level is increased by +1 whenever you cast a spell with the darkness or shadow descriptor (and this caster level increase applies as well to the range of this spell).
如果你是一个拥有黑暗领域的牧师,一个拥有苍天秘示域的先知,一个拥有苍天魂域的萨满,一个拥有暗影血统的术士,一个拥有阴影庇护主的女巫,或者是一个专精幻术学派的法师,那么无论何时当你在这个日食区域内,你施放的带有黑暗或阴影描述符的法术的有效施法等级+1(并且该施法等级的增加同样适用于该法术的距离)。
While you are in an area where you have an unimpeded view of the horizon in all directions (such as on plains or desert terrain, or perhaps aboard a ship at sea), the range of the effect is 1 mile/level instead.
当你处于一个视野开阔的区域时(如平原或沙漠地形,或者在海上的船只上),法术效果的距离是1英里/等级。



虚假踪迹(False path)
学派:变化系
等级:德鲁伊2,游侠2,萨满2,术士/法师2,女巫2
施法时间:1标准动作
成分:言语,姿势,法器
距离:接触
目标:动物伙伴,魔宠或魂兽
持续时间:专注
豁免检定:无
法术抗力:不可
You impart to your animal companion, familiar or spirit animal the ability to leave a trail that is otherwise identical to the trail that you would have left behind in that same space. If your animal companion, familiar or spirit animal flies, the trail it leaves behind is on the ground in the spaces directly beneath its path. While the spell is in effect you can suspend or resume this ability for your animal companion, familiar or spirit animal to leave a false trail as a free action. You may, for instance, suspend the effect, have the animal companion, familiar or spirit animal move to some other location, and then resume the effect. The false trail created by your animal companion, familiar or spirit animal is nearly indistinguishable from the trail you would leave behind (a creature with scent would detect you at the other trail and, following it, would assume it would eventually find you on that trail). The trail created by the spell faintly gives off the signature of transmutation magic to anyone who might be able to detect that, and a successful Perception check (DC 10 + 1/2 your caster level + your spellcasting ability modifier) reveals that there is something amiss with the false trail. The trail left behind by the spell lasts as long as your own trail would normally be left behind.
你赋予自己的动物伙伴,魔宠或魂兽一种能力,它们将可以留下一条踪迹,与你经过相同空间会留下的踪迹相似。如果你的动物伙伴,魔宠或魂兽在飞行,它留下的踪迹就在飞行轨迹正下方的地面上。当该法术生效时,你可以暂停或恢复此能力,让你的动物伙伴,魔宠或魂兽自由地留下虚假的踪迹。例如,你可以暂停效果,让动物伙伴,魔宠或魂兽移动到其他位置,然后恢复效果。你的动物伙伴,魔宠或魂兽创造的虚假踪迹与你留下的踪迹几乎没有区别(拥有灵敏嗅觉的生物会在其他踪迹上发现你,并沿着它追踪,以为它最终会在那条路径上找到你)。法术所创造的踪迹会轻微地散发变化系魔法的特性,任何能够探测到这些特性的人都会发现它,并且一次成功的察觉检定(DC=10+1/2你的施法者等级+你的施法属性调整值)会让人发现这条踪迹有问题。法术留下踪迹的持续时间和你自己留下的踪迹一样长。
Your own ability to move without leaving a trail (should you have this ability) is not compromised in any way by this spell. If you are a ranger (or have the ability to have a favored terrain) and the trail that you create is in one of your favored terrains, you add the skill bonus that you would add in that terrain to the DC of the Perception check for others to identify that the trail is false.
如果你自己有能力在行动时不留下踪迹(如果你有这种能力)不会被这个法术以任何方式损害。如果你是一个游侠(或者拥有偏好地形能力),你创造踪迹的地形属于你的偏好地形,那么你可以将偏好地形中获得的技能加值添加到其他人发现踪迹有问题的察觉检定DC上。



汲取同伴(Feed from Friends)
学派:死灵系【见文】
等级:牧师/先知2,术士/法师2,女巫2
施法时间:1标准动作
成分:言语,姿势
距离:接触
目标:一个接触的活着的盟友
持续时间:立即
豁免检定:无
法术抗力:不可
You touch an ally and cause it to lose 1d4 hit points/level (maximum 5d4) if you succeed on a touch attack. You gain as temporary hit points the same number of points of damage you cause to your ally. The ally may choose to allow your touch attack to automatically succeed. If your touch attack is a critical hit, your ally also suffers 1 negative level and you gain a +1 enhancement bonus to Constitution; both of these effects last for 1 minute. The negative level bestowed by feed from friends has no chance of becoming permanent and is regained without requiring a save.
如果你成功进行一次接触攻击,你可以触碰一个盟友并使他失去每等级1d4点的生命值(最大5d4)。你会获得与你对盟友造成的伤害值相同的临时生命值。盟友可以选择让你的接触攻击自动成功。如果你的接触攻击是重击,你的盟友也会遭受1个负向等级,而你会获得+1的体质增强加值;这两种效果都会持续1分钟。此法术施加的负向等级不可能永久存在,并且不需要豁免就可以重新获得。
If your ally would be killed by the damage caused by feed from friends it only takes as much damage as is required to reduce it to 0 hit points.
如果你的盟友被此法术所造成的伤害所杀死,它只会承受将其生命值降低到0点所需要的伤害。
Feed from friends automatically fails if cast on a non-ally. You may not target yourself or a familiar with this spell. If you cast feed from friends on an ally and that ally is unaware of the purpose of the spell (which could include casting the spell on a mount or a pet), then the spell gains the evil descriptor.
如果对非盟友目标施放此法术,法术将自动失败。你不能以自己或魔宠为目标。如果你在一个盟友身上施放此法术,而该盟友不知道该法术的目的(包括对坐骑或宠物施放法术),那么该法术将获得邪恶描述符。
During the casting, and for as long as any temporary hit points remain, you produce an excess of saliva and suffer a -2 penalty on Diplomacy checks.
在施法过程中,以及只要有任何临时生命值存在时,你就会产生过多的唾液,并在交涉检定中遭受-2的减值。
If you are a goblin, then any goblinoid creature is considered an ally for the purposes of this spell. In addition, if you are a goblin, then unless you are good-aligned, the spell has the evil descriptor.
如果你是地精,那么任何地精亚种生物都会被视为此法术层面上的盟友。此外,如果你是一个地精,那么除非你是善良阵营,否则此法术必定会有邪恶描述符。



无相守护(Fickle protection)
学派:防护系
等级:炼金术师4,血脉狂怒者4,牧师/先知4,德鲁伊4,审判者4,游侠3,萨满4,术士/法师4,召唤师4
施法时间:1标准动作
成分:言语,姿势,法器
距离:接触
目标:接触的生物
持续时间:1d6轮/等级(最长10d6)
豁免检定:强韧无效(无害)
法术抗力:可(无害)
Fickle protection grants immunity to either electricity or fire, specified at the time of casting. Unlike the benefit granted by protection from energy, this immunity persists for the duration regardless of the amount of damage the warded creature would otherwise have suffered. However, the protection's duration is unknown to the caster and unknown to the beneficiary (in game terms, the GM rolls the duration and does not reveal this information to the player).
此法术会赋予针对电击或火焰的免疫能力,具体种类在施法时决定。不像从防护能量伤害(protection from energy)法术中所获得的保护,这种免疫能力会持续整个的法术持续时间,而与吸收的伤害量无关。但是,施法者与受术者并不知道防护效果的持续时间(用游戏术语说就是GM会对持续时间掷暗骰,并且不会向玩家透露这一信息)。
If you are a ranger with plains as your favored terrain and cast fickle protection in warm plains terrain, or other terrains highly susceptible to fires, especially those caused by lightning, fickle protection provides immunity to both electricity and fire for the duration.
如果你是一个偏好平原地形的游侠,并在热带的平原地形或其他易受火灾(尤其是由闪电引起的火灾)影响的地形施展此法术,此法术会同时提供对电击和火焰的免疫。
If you are a bloodrager or sorcerer with the elemental bloodline, a cleric, druid or inquisitor with the fire or weather domain, an oracle with the flame mystery, a shaman with the flame spirit, a naturalist summoner, or a fire elementalist wizard, then you can target both yourself and one other creature you can touch, granting the full benefits of the spell to both you and the other target.
如果你是一个拥有元素血统的血脉狂怒者或术士,一个拥有火领域或天气领域的牧师,德鲁伊或审判者,一个拥有烈焰秘示域的先知,一个拥有烈焰魂域的萨满,一个召唤师变体的自然学家,或一个火元素专精的法师,那么你可以将自己和另一个接触的生物作为法术目标,使你和另一个目标都获得该法术的全部好处。
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Re: [Rite Publishing]101个地域魔法:平原《101 Plains Spells》
« 回帖 #2 于: 2021-07-25, 周日 16:11:43 »
锋刃之域(Field of Bades)
学派:咒法系(创造)
等级:德鲁伊3,游侠3,萨满3,术士/法师4,女巫4
施法时间:1标准动作
成分:言语,姿势,材料/法器(一个刀片)
距离:中距(100英尺+10英尺/等级)
效果:10英尺平方/等级的草地或类似植物(可变)
持续时间:1轮/等级(可解消)
豁免检定:无或反射部分生效(见文)
法术抗力:不可
You create a region thick with grasses such that all their blades, leaves and other edges are razor sharp. The plants themselves do not entangle or otherwise inhibit movement differently than normal. However, anyone moving through the area suffers slashing damage for every 5-ft. square area traversed. The amount of damage suffered is 2d6 minus the creature's armor and natural armor bonuses (for example, a creature that has a +1 natural armor bonus and who is wearing leather armor would suffer 2d6-3 slashing damage per 5-ft.-square it walks through). If a creature walking through the razor-sharp grasses is wearing armor above the waist, and this armor does not protect the creature's legs, then the benefit of the armor bonus is halved (so a human wearing a chain shirt would suffer 2d6-2 slashing damage rather than 2d6-4 slashing damage if the chain shirt does not in any way protect the human's legs). A creature in the area that does not move does not suffer damage (when the spell is cast, it causes no damage to those in the area).
你创造出一片长满草的区域,并使这些植物的叶片和其他边缘都非常锋利。这些植物本身不会纠缠别人,也不会以不同于正常植物的方式妨碍运动。然而,任何经过这一区域的人每经过一个5英尺方格都会受到挥砍伤害。遭受的伤害是2d6点减去生物的护甲和天生防御加值(例如,一个生物有+1天生防御加值,并且穿着皮甲,他每经过5英尺方格会遭受2d6-3点的挥砍伤害)。如果一个生物在这种剃刀般锋利的草丛中行走时,腰部以上穿着护甲,而这种护甲并不能保护他的腿部,那么护甲加值就会减半(所以穿链衫的人会遭受2d6-2点的挥砍伤害伤,而不是2d6-4点的挥砍伤害,如果链衫没有以任何方式保护这人的腿的话)。一个在该区域内不移动的生物不会受到伤害(当该法术被施放时,不会对该区域内的生物造成伤害)。
The area you select can be of any shape you choose so long as each 10-ft.square area touches at least one other 10-ft. square area. You cannot create the grasses on a surface that cannot support grass (such as over lava, a lake, or empty space).
你选择的区域可以是你选择的任何形状,只要每个10英尺方格至少与另一个10英尺方格相连。你不能在无法支撑草木生长的表面上创造草刃(如熔岩、湖泊或虚空)。
Plants and plant creatures suffer no damage from this spell and, other than possibly being temporarily transformed (see below), are immune to its effects. Class abilities such as woodland stride, or abilities which mimic those abilities, protect the individual normally (i.e. a 2nd level druid suffers no damage from walking through an affected area).
植物和植物生物不会受到此法术的伤害,但有可能会被法术临时转化(见下文),并对其效果免疫。如穿林步之类的职业能力,或对这些能力的模仿,通常也能保护拥有者免受伤害(即一个2级的德鲁伊不会因为穿过受影响区域而受到伤害)。
A creature may attempt to navigate slowly and carefully through a portion of the area. Doing so requires the creature to move at half speed. If, while doing so, the creature succeeds at an Acrobatics check (same DC as would be the save for this spell) it suffers half damage for each such square traversed during that movement. If the Acrobatics check succeeds by 10 or more, the creature suffers no damage for each such square traversed.
一只生物可以尝试缓慢而小心地通过该区域的一部分。这样做的生物需要以半速移动。如果在此过程中,该生物通过了一次特技检定(与此法术的豁免DC相同),则该生物在移动过程中穿过的每一个方块都只会遭受一半伤害。如果特技检定的结果成功了10点或以上,该生物不会受到伤害。
If a creature is caused to move through such a region against its will but could have some control over stopping itself (such as being knocked over on a hillside that is covered in these blades, but not such as being subjected to a push or pull effect), it may attempt a Reflex save to halt its motion and reduce the damage it takes. Calculate the distance the creature would have moved without stopping itself. If the creature saves, it stops itself early (if it saves by 10 or more or rolls a natural 20, it stops in the first square and takes no damage; if it saves by 5 or more it stops in the second square and takes no damage from the second square; if it saves otherwise, it stops in the third square and takes no damage from the third square). If the creature fails its save, it moves through all the squares and takes damage for moving through the squares. If the total distance is 15 feet or less and the creature saves, the GM will adjust the damage accordingly.
如果一个生物是被迫通过这样一个区域,但可能拥有一些控制自身停下来的能力(如受害者是从一座山坡上被打下来,而山坡上复盖有这些附魔叶片,同时还没有进一步受到冲撞或推拉的影响),他可能尝试一次反射豁免,来停止其移动和减少伤害。这需要计算这个生物在停止之前移动的距离。如果生物豁免成功,他会提前停止(如果他豁免出10点或以上,或者掷出天然20,他会在第一个方格停下并且不受伤害;如果他豁免5点或更多,他便会停留在第二个方格中,并且不会受到来自第二个方格的伤害;如果他成功的豁免结果更差,他就会停在第三个方格,并且不会受到第三个方格的伤害)。如果该生物的豁免失败,他将通过所有方格并在通过方格时受到伤害。如果总距离小于或等于15英尺,且该生物成功进行豁免,GM将相应地调整伤害。
If you cast field of blades in terrain that is already thick with grasses, you may choose to double either the duration or the area of the spell, and all the naturally occurring grasses (but not shrubs, trees, or other plants) in the affected area become similarly razor sharp. In addition, all the skill check and save DCs are increased by +2.
如果你在一片长满青草的地形上施放此法术,你可以选择将法术的持续时间或区域扩大一倍,而受影响区域内所有自然生长的青草(但不是灌木、树木或其他植物)也会变得同样锋利。此外,所有技能检定和豁免DC增加+2。



血焰飞溅(Fire Bleeder)
学派:变化系【火】
等级:血脉狂怒者3,魔战士3,术士/法师3
施法时间:1标准动作
成分:言语,姿势,材料(一撮混杂灰烬的血液)
距离:近距(25英尺+5英尺/2等级)
效果:1枚飞弹/2等级(最多5)
持续时间:立即
豁免检定:强韧部分生效
法术抗力:不可
You fire missiles at 1 or more targets within range; you may fire more than 1 missile at a single target if you wish. With each missile, you must succeed on a ranged touch attack to hit your target (multiple missiles fired at a single target each requires their own attack rolls). Each missile that hits causes 2d4 points piercing damage and 1d3 points bleed damage. Each target that is hit must attempt 1 Fortitude save per hit. A successful save reduces the piercing damage of that hit to 2 points and reduces the bleed damage of that hit to 1. A target that is hit also gains the fire bleeder special ability.
你向法术距离内的一个或多个目标发射飞弹;如果你愿意,你可以对一个目标发射超过一枚的飞弹。对于每一枚飞弹,你必须成功地进行远程接触攻击才能击中目标(针对单一目标发射的多枚飞弹都需要各自的攻击检定)。每一个飞弹击中后都会造成2d4点穿刺伤害和1d3点流血伤害。每一个被击中的目标必须尝试一次强韧豁免。成功的豁免将使穿刺伤害降低到2点,流血伤害降低到1点。被击中的目标同时会获得烈焰之血能力。
Fire Bleeder (Su) A creature with this special ability has its blood transformed such that its blood reacts upon contact with air. Whenever the creature takes bleed damage, the blood from its wounds aerosolizes, forcefully sprays outward, and combusts. Each creature and object adjacent to the fire bleeder creature must succeed on a Reflex save (10 + 1/2 fire bleeder s HD + fire bleeder s Con modifier) or suffer 1d6 fire damage per point of bleed damage the fire bleeder is taking (maximum 10d6). A creature with the fire bleeder special ability does not suffer fire damage from its own blood but it gains no special immunity or resistance to the fire damage caused by another fire bleeder creature's blood.
烈焰之血(Fire Bleeder, Su):拥有这种特殊能力的生物,其血液与空气接触后会发生反应。每当这种生物受到流血伤害时,伤口中的血液就会雾化,向外强力喷射并发生燃烧。每一个靠近这种喷血者的生物和物体必须成功进行反射豁免(DC=10+1/2喷血者的HD +喷血者的体质调整值),否则会遭受每点喷血者目前承受流血伤害1d6点的火焰伤害,最大10d6点。拥有烈焰之血特殊能力的生物不会受到来自自身血液的火焰伤害,但不会对其他喷火者的血液造成的火焰伤害产生特殊免疫或抗力。
If you are a goblin and have the Fire Tamer feat, you may suppress your +2 bonus on saves against spells with the fire descriptor for 1 minute when you cast this spell. If you do, then everyone who gains the fire bleeder special ability from your casting of this spell has the fire damage that they cause increase by +1 point of fire damage per die, and the Reflex save DC to avoid that damage is increased by +2.
如果你是一个地精并且拥有驯火者(Fire Tamer)专长,当你施放这个法术时,你可以压制自己对拥有火焰描述符的法术的豁免的+2加值,持续1分钟。如果你这么做,那么每个从你施放这个法术中获得烈焰之血特殊能力的人,每骰增加1点火焰伤害,并且通过反射豁免来避免伤害的DC+2。



烈焰奔涌(Fire Stomp)
学派:变化系【火】
等级:炼金术师1,血脉狂怒者1,魔战士1,术士/法师1
施法时间:1标准动作
成分:言语,姿势
距离:近距(25英尺+5英尺/2等级)
目标:5英尺平方/3等级的火焰
持续时间:1分钟/等级
豁免检定:无和反射无效
法术抗力:不可和可
You select a region of a fire and make it both more difficult to quench and more likely to spread. Fire stomp always affects at least one 5-ft. section of fire, always affects sections of fire that are adjacent to other affected regions, and cannot affect a fire larger than ten 5-ft. squares. The affected section of fire cannot be extinguished by normal, non-magical smothering means (i.e. pouring sand on it, covering it with a tarp, or stomping it out, etc.), though rapid cooling (such as using copious amounts of water) and magical means still work. Any attempt to quench the flames by smothering them causes the flames to flare up and spread into an adjacent square (similar to how spraying water on a grease fire causes it to spread). This initial flare-up causes an additional 1d6 fire damage to creatures and objects both in the spaces affected and in the adjacent square (Reflex negates, spell resistance applies). A creature or object that takes this damage has caught fire and automatically takes 1d6 fire damage every round until it succeeds on a Reflex save indicating that it has stopped the fire. Creatures, objects, and non-initially-targeted adjacent areas that are set on fire in this way do not suffer the same fate as the original target of this spell. (The flames in an adjacent space that have been newly set alight can be extinguished by normal smothering means. This also means that someone could wrap an ally that had caught fire in a tarp to quench the flames on that ally.)
你选择了一片着火的区域,让火势更难被扑灭,也更容易蔓延。此法术总是会影响至少一处5英尺见方的火焰区域,并且总是影响与其他受影响区域相邻的火焰区域,并且不能影响大于十个 5英尺平方的火焰区域。
受影响区域的火焰不能用普通的、非魔法的隔绝氧气方法(如浇沙子,用防水布复盖,或用脚踩灭,等等)扑灭,但快速冷却(如大量的水)和魔法方法仍然有效。任何试图通过隔绝氧气来扑灭火焰的尝试都会导致火焰突然爆燃并蔓延到相邻的方格(类似于在油火上喷水会导致火焰蔓延)。这个初始爆发会对受影响区域内和相邻方块内的生物和物体造成1d6点的额外火焰伤害(反射豁免可以抵抗伤害,法术抗力仍然生效)。受此伤害的生物或物体会被点燃,每轮自动受到1d6点火焰伤害,直到成功通过反射豁免,此时才会停止燃烧。以这种方式被点燃的生物、物体和非最初目标的邻近区域不会遭受与该法术最初目标相同的命运(在邻近的空间中,新点燃的火焰可以用普通的隔绝氧气方法扑灭。这也意味着有人可以用防水布包裹着火的盟友,以扑灭其火焰)。
Particularly dry areas with an abundance of fuel, such as an arid prairie or forest, could very quickly be subjected to a wildfire by means of this spell.
具有丰富燃料的干燥地区,如干旱的草原或森林,在此法术的作用下很可能会迅速形成一场野火。
If you are a goblin, the target is one 5-ft. square/2 levels, the duration is doubled, the Reflex DC to avoid the fire damage is increased by +2, and you gain fire resistance 5 against this fire and any fires caused by the spreading of this fire.
如果你是一个地精,法术目标会是一片5英尺平方/2等级的区域,持续时间翻倍,避免火焰伤害的反射豁免DC增加+2,你获得5点火焰抗力以对抗此魔法产生的火焰和任何由此火焰蔓延引起的火焰。
"Toast the puppy, start the fire Stomp the flames, they gets higher!"
“烤小狗,生火,踩一踩,火会烧得更旺!”



家禽转化术(Fowl Conversion)
学派:变化系(变形)
等级:术士/法师3,女巫3
施法时间:1标准动作
成分:言语,姿势,材料(一颗价值100gp的宝石)
距离:接触
目标:一只鸡或一只小家禽
持续时间:1轮/等级或永久
豁免检定:强韧部分生效
法术抗力:可
You change the target fowl into a cockatrice, with all its abilities and vulnerabilities. The target creature must be an animal and have an Intelligence score of 2 or lower. If the target fails its save, the duration is permanent; if the target succeeds on its save, the duration is 1 round/level. You gain no special protections by casting this spell; when the target transforms it may very well see you as a threat.
你将目标家禽变成一只鸡蛇兽(Cockatrice),拥有鸡蛇兽所有的能力和弱点。目标生物必须为动物,且智力值属性必须为2点或更低。如果目标豁免失败,则法术持续时间是永久;如果目标成功豁免,持续时间为1轮/等级。施放此法术不会获得特殊保护;目标变形后很可能会视你为威胁。
If you cast fowl conversion in temperate plains terrain (including typical farms), the save DC of the spell is increased by +2 and you may target two Tiny fowl so long as you can touch both of them during the casting.
如果你在温带的平原地区(包括典型的农场)施放此法术,法术的豁免DC+2,只要你在施放过程中可以同时碰到两只超小型家禽,你就可以同时影响它们两个。



巨跳蚤之跃(Giant Flea Leap)
学派:变化系
等级:炼金术师2,血脉狂怒者2,魔战士2,游侠2,术士/法师2,女巫2
施法时间:1标准动作
成分:言语,姿势,材料(巨跳蚤的一滴血)
距离:个人
目标:自我
持续时间:1轮/等级
豁免检定:强韧无效
法术抗力:不可
You must consume the drop of blood when you cast the spell. Doing so requires making a successful Fortitude save. If you fail the save you are sickened for 1d4 rounds; if you fail the save on a roll of a natural 1 you are nauseated instead for 1d4 rounds. If you succeed on the Fortitude save then, on your turn, as a full-round action, you may jump up to 120 feet. You gain a +20 circumstance bonus on any Acrobatics check you make during that round. The spell ends at the end of your turn when you make this jump.
你必须在施法时喝下一滴血。这样做需要进行一次成功的强韧豁免。如果你的强韧豁免失败,你会在1d4轮中感到恶心;如果你是以天然1造成豁免失败,你会在1d4轮中感到反胃。如果你成功完成强韧豁免,那么在你的回合中,作为一个整轮动作,你可以跳跃最多120英尺。在该回合中,你做的任何特技检定获得+20环境加值。当你做出这个跳跃动作时,此法术在你的回合结束时结束。
If you are an alchemist, add your poison resistance bonus to your Fortitude save. If you are a ranger and the giant flea from which you obtained the material component lived in one of your favored terrains then add the bonus you normally gain to skills and initiative in that terrain to your Fortitude save when you cast this spell. If you are a witch and have a giant flea as a familiar you automatically succeed on your Fortitude save.
如果你是炼金术士,将你的毒抗加值加到强韧豁免中。如果你是游侠,而你从其身上获得施法材料的巨跳蚤(giant flea)栖息在你的偏好地形之一,那么当你施放这个法术时,将你通常获得的技能和先攻加值加到你的强韧豁免中。如果你是一个女巫,并且有一只巨跳蚤作为你的魔宠,你会自动完成强韧豁免。
If you cast giant flea leap in terrain where fleas are normally found, the duration of the spell is 1 minute/level and you may make 1 jump/5 levels before the spell ends.
如果你在跳蚤经常出现的地方施展此法术,法术持续时间是1分钟/等级,你可以在法术结束前跳跃总共1次/5等级。



侵蚀打击(Gnawing Strike)
学派:塑能系【强酸】
等级:炼金术师2,血脉狂怒者2,德鲁伊2,魔战士2,术士/法师2
施法时间:1标准动作
成分:言语,姿势,材料(1滴巨白蚁(giant termite)的唾液)
距离:接触
目标:接触的近战武器
持续时间:1轮/等级
豁免检定:无
法术抗力:不可
You channel unusual acid into the chosen weapon. For the duration, the weapon excretes this acid granting it the ability to ignore hardness of 5 points or less, and the weapon causes an additional 1d6 points of acid damage each time it hits. In addition, if your attack is against an opponent made of or protected by materials other than stone or metal, you gain a +2 on your attack (i.e. against most creatures not wearing armor or against leather armor or wooden shields, you gain this bonus).
你把一种不寻常的酸蚀能量注入到一把选定的武器之中。在法术持续时间内,释放这种强酸的武器会忽略5点或更少的硬度,并且武器每次攻击都会造成额外1d6点的强酸伤害。此外,如果你的攻击对象是由石头或金属以外的材料构成或保护的敌人,你的攻击获得+2(即针对大多数不穿盔甲的生物,或针对皮甲或木制盾牌,你都会获得此加值)。
If you are a druid, you also target yourself when you cast the spell and all of your natural attacks, regardless of the form you are in, gain the benefits of the spell.
如果你是一个德鲁伊,并且当你施放法术的时候以自己为目标,那么你所有的天生攻击,无论你是什么形态,都能获得该法术的好处。



守卫娜迦之魂(Guardian Naga Soul)
学派:死灵系【邪恶】
等级:术士/法师7,女巫7
施法时间:7小时
成分:言语,姿势,材料(守卫娜迦的舌头)
距离:个人
目标:自我
持续时间:1天/2等级
You gain strange arcane and divine powers while under the influence of this spell. The duration of the casting of guardian naga soul need not be continuous, but all the hours of casting must be completed within 14 hours once you've begun. At the conclusion of every hour of casting, you gain a benefit which then lasts until the spell ends. You gain these benefits, in this order: Alertness, Improved Trip, Lightning Reflexes, Blind-Fight, Combat Expertise, Combat Casting, and Eschew Materials. If you had any of these feats, you do not gain any other instead, and the order in which you gain these feats remains the same.
在这个法术的影响下,你会获得奇异的奥术和神术力量。守卫娜迦之魂的施法时间不需要是连续的,但是一旦你开始施放,所有的施法时间必须在14小时内完成。在每一个小时的施法结束时,你将获得一个持续到法术结束的效果。你获得这些好处的顺序是:警觉(Alertness)、精通绊摔(Improved Trip)、闪电反射(Lightning Reflexes)、盲斗(Blind-Fight)、寓守于攻(Combat Expertise)、战斗施法(Combat Casting)和施法免材(Eschew Materials)。如果你有这些专长中的任何一种,你也不会获得其他专长以取代旧有专长,并且你获得这些专长的顺序保持不变。
When you finish casting the spell, you also gain the following spell-like abilities:
当你完成施法时,你还获得以下类法术能力:
Constant - detect magic, read magic 3/day each -cure serious wounds, divine favor, divine power, lesser restoration
常驻——侦测魔法(detect magic),阅读魔法(read magic)
每天3次——治疗重伤(cure serious wounds),神恩(divine favor),神能(divine power),次等复原术(lesser restoration)。
You also gain a poisonous spit attack. Treat this as a ranged touch attack (range 30 feet, no range increment) that causes only poison damage. On a successful hit, the target is poisoned (see below).
你还获得了一次吐毒(poisonous spit)攻击。将其视为只造成毒素伤害的远程接触攻击(距离30英尺,没有距离增量)。成功命中后,目标会中毒(见下文)。
Poison (Ex) Spit-contact; save Fort DC (10 + 1/2 your level + your Constitution modifier); frequency 1/round for 6 rounds; effect 1d4 Con; cure 2 consecutive saves.
毒素(Ex):接触;强韧豁免DC(10+1/2你的等级+你的体质调整值);频率 1/轮,共6轮;效果 1d4点体质;治愈 连续2次豁免。
If you cast guardian naga soul in temperate plains terrain, you also gain these spell-like abilities:
如果你在温带的平原地区使用守护娜迦之魂法术,你也会获得这些类法术能力:
3/day each - greater invisibility, lightning bolt, scorching ray, see invisibility
每天3次——高等隐形术(greater invisibility)、闪电束(lightning bolt)、灼热射线(scorching ray)、识破隐形(see invisibility)。
While you are affected by guardian naga soul you find a strong urge to protect treasures and sanctuaries. If you choose to follow these urges, you gain a +4 circumstance bonus on Diplomacy, Perception and Sense Motive checks. Casting this spell tends to attract the attention of both lawful good powers and a variety of evil powers. In many cases, such an evil being will choose to grant the spell-like abilities granted by this spell, tying the caster to that being. In other cases, a lawful good power tied to the naga whose tongue was used as the component of this spell will send agents to investigate.
当你受到守护娜迦之魂法术的影响时,你会发现自己拥有一种想要保护宝藏和避难所的强烈欲望。如果你选择顺从这些冲动,你在交涉、察觉和察言观色检定上获得+4环境加值。施放这个法术往往会吸引守序善良和各种邪恶阵营的伟力存在的注意。在许多情况下,这样的邪恶存在会选择授予施法者这一法术应该赋予的类法术能力,将施法者与自己捆绑在一起。在其他情况下,一个被你收集作为施法材料的舌头的娜迦所属的守序善良的伟力存在将派出使者来调查情况。



风暴鬼婆形态(Hag Form, Storm)
学派:变化系(变形)
等级:炼金术师6,德鲁伊7,魔战士6,术士/法师8,女巫7
施法时间:1标准动作
成分:言语,姿势,材料(风暴鬼婆(storm giant)的指甲或头发)
距离:个人
目标:自我
持续时间:1分钟/等级(可解消)
豁免检定:见文
法术抗力:不可
You become a storm hag. Your size becomes Large, you gain a -1 size penalty to AC and attacks, a +4 size bonus to Strength and Constitution, a +4 natural armor bonus, fly 60 ft. (good), darkvision 60 ft., Spell Resistance (10 + 1/2 your level), storm strike, whipping winds, and two claw attacks (1d4 + Str plus 1d6 electricity).
你会变成一个风暴鬼婆(storm hag)。你的体型变为大型,你在AC上获得-1的体型减值,在力量和体质上获得+4的体型加值,+4天生防御加值,60英尺的飞行速度(机动性良好),60英尺黑暗视觉,法术抗力(10+1/2你的等级),风暴之击,鞭挞之风,两次爪抓攻击(1d4+力量+1d6电击)。
You also gain these spell-like abilities:
你也可以获得这些类法术能力:
At will- gust of wind, whispering wind
随意——造风术(gust of wind),风讯术(whispering wind)
Storm Strike (Su) Each time you hit a foe with your claw attack or with a weapon that is predominately made of metal, the attack deals an additional 1d6 points of electricity damage.
风暴之击(Storm Strike, Su):你用爪抓或任何主要由金属制造的武器成功命中敌人时,会额外造成1d6点电击伤害。
Whipping Winds (Su) As a standard action, you can use gust of wind to trip foes. This ability can only affect one target within 30 feet, and you use your normal CMB. The gust of wind doesn't create its normal effects. The trip attempt does not provoke an attack of opportunity, but casting the spell-like ability does as normal.
鞭挞之风(Whipping Winds, Su):以一个标准动作,你可以使用造风术(gust of wind)来摔绊敌人。此能力只能对位于30英尺之内的目标起效,你使用自己正常的CMB进行检定。这种造风术(gust of wind)不会产生其通常的效果。摔绊并不会引发借机攻击,但是施放类法术能力会正常引发借机攻击。
While in the form of a storm hag, you have a powerful drive to abduct humanoid children and immature animals. Should you wish to pursue those drives, you gain a +4 on Bluff, Perception and Stealth checks when you are using them toward those ends. You do not receive these bonuses simply because you are in the form of a storm hag; if you are engaging in other pursuits while in the form of a storm hag, those skill checks do not gain the +4 bonus.
当以风暴鬼婆的形态出现时,你会有一种强大的冲动去诱拐类人儿童和不成熟的动物。如果你想要顺从这些冲动,并且你在为此目的而使用唬骗、察觉和隐匿技能时,你会在这些技能检定上获得+4加值。你不会仅仅因为自己变成风暴鬼婆而获得这些奖励;如果你以风暴鬼婆的形态从事其他活动,这些技能检定不能获得+4加值。
If you are in the form of a storm hag while there are storms in the area, you gain both lightning bolt and river of wind as spell-like abilities, each of which can be used three times per casting of storm hag form.
如果你以风暴鬼婆的形态出现时周围环境处于风暴之中,你可以获得闪电束(lightning bolt)和风之河(river of wind)的类法术能力,每种类法术能力每次变成风暴鬼婆形态后可以使用三次。



半身人藏匿术(Hide Like Halflings)
学派:幻术系(五官幻觉)
等级:吟游诗人1,魔战士1,术士/法师1
施法时间:1标准动作
成分:言语,姿势
距离:20英尺
目标:你和几个在20英尺内的盟友
持续时间:最多1分钟/等级
豁免检定:无
法术抗力:不可
You and any of your allies between Small and Large size within 20 feet of you are hard to spot whenever you and your allies are in territory that creatures of Small size or smaller could hide in. For example, if you and your allies are in tall grasses, heavy undergrowth in a forest, a room filled with crates and barrels, or the like, you and your allies are disguised by the magic of hide like halflings such that you're all treated as if you were two size categories smaller than you actually are for purposes of being noticed by anyone making a Perception check to attempt to find you by sight. The relevant size bonuses to Stealth checks are: Small +4, Tiny +8, and Diminutive +12.
当你和盟友处于小型或更小的生物可能藏身的区域时,你自己以及自己20英尺范围内介于小型和大型之间的任何盟友都很难被发现。例如,如果你和盟友在高高的草丛中,森林中茂密的灌木丛中,一个满是板条箱和木桶的房间,或者类似的地方,你和你的盟友会像半身人一样被魔法伪装起来,这样你就会被当成比你实际体型小两类的人来对待,目的是让任何试图通过察觉检定来通过视觉找到你的人难以发现你。隐匿检定的相关体型加值是:小型+4,超小型+8,微型+12。
You are not hidden from creatures that could perceive you with other senses such as hearing or scent. Creatures immune to illusions, mind-affecting effects, or that can see invisible creatures or are otherwise able to overcome illusions are unaffected by the glamer.
那些可以用听觉或嗅觉之类的其他感官来发现你的生物仍旧会注意到你。对幻术效果免疫,对影响心灵效果免疫,能看到隐形生物,或能用其他方式克服幻觉的生物不受这种五官幻觉法术的影响。
The duration of the spell is 1 minute/level if you target yourself and 4 or fewer allies. Beyond 4 allies targeted, the duration of the spell is decreased by 1 round/level per additional targeted ally.
如果你的目标是自己和4个或更少的盟友,法术的持续时间是1分钟/等级。超过4个目标后,每增加一个目标,法术持续时间减少1轮/等级。



蜂巢移动(Hive Movement)
学派:咒法系(传送)
等级:术士/法师4
施法时间:1标准动作
成分:言语,姿势,材料(一只蚂蚁)
距离:近距(25英尺+5英尺/2等级)
目标:自我和最多一个盟友/等级,彼此相距不超过30英尺
持续时间:1轮/等级
豁免检定:意志无效(无害)
法术抗力:可(无害)
The targets of this spell gain the Hive Movement ability.
所有法术目标都将获得蜂巢移动(Hive Movement)的能力。
Hive Movement: On your turn you may grant movement to one or more other creatures within 30 feet with this ability. For every ten feet of movement you give up, one creature may move five feet. This movement happens immediately and even though the other individual moves, the movement counts as part of your turn. The ally's movement provokes attacks of opportunity normally. All forms of movement are possible with this ability, provided that sufficient distance is made available and provided you and the chosen ally share the capacity for that movement form. For example, swimming is normally one-quarter speed and climbing is one-half speed, so if you and an ally are swimming, you could give up 40 feet of your movement (which would allow you to move 10 feet) so that your ally could gain 20 feet of movement (which would actually move that ally 5 feet). You may transfer portions of a double move if you wish (though this only permits you a small amount of movement of your own on your turn). You may not transfer running or jumping movement. One creature with a speed of 50 could give up all 100 feet of movement on its turn, in increments of 10 feet; if it had 5 allies, it could grant 10 feet of movement to each ally.
蜂巢移动(Hive Movement):在你的回合,你可以用这个能力将自己的移动赋予30英尺内的一个或多个其他生物。你每放弃10英尺的移动,就会有一个生物可以移动5英尺。这个移动会立即发生,即使当前是其他个体移动的时间,这个移动也算作你回合的一部分。盟友的移动会如常引发借机攻击。在这个能力之下,所有形式的移动都是可能的,只要保留有足够的移动距离,并且你和你选择的盟友共享这种移动形式。例如,游泳通常是正常速度的四分之一,而攀爬通常是一半的普通速度,如果你和一个盟友都在游泳,你可以放弃40英尺的移动(这将允许你只能移动10英尺),这样你的盟友可以获得20英尺的移动(实际上这将使此盟友移动5英尺)。如果你愿意,你可以转移部分的双移动(虽然这只允许你在自己的回合进行很小的移动)。你不能转移奔跑或跳跃动作。一个速度为50英尺的生物可以在它的回合中放弃所有100英尺的移动,增量为10英尺;如果它有5个盟友,它可以给予每个盟友10英尺的移动。
If hive movement is cast in terrain where hive animals thrive, the duration is doubled.
如果蜂巢移动是在有蜂巢式动物群体繁殖的地方,法术持续时间会加倍。



鬣齿兽群(Hyaenodon pack)
学派:咒法系(召唤)【见文】
等级:德鲁伊5,萨满5,术士/法师5,召唤师4
施法时间:1轮
成分:言语,姿势,器材/法器(豺狼人(gnoll)游侠的骨头,指甲或牙齿)
距离:远距(400英尺+40英尺/等级)
效果:召唤1只凶暴鬣狗/2等级
持续时间:1轮/等级
豁免检定:无
法术抗力:不可
When you cast hyaenodon pack, a group of dire hyenas appears approximately 50 feet from a point you designate. When the group appears, each member is in motion and runs toward your opponents and attacks those opponents to the best of its ability. Members of the pack will treat you and your allies as pack members. Whenever it would be to the advantage of anyone in your party, they will use their size, their speed, and their ability to trip opponents, to improve the combat effectiveness of you and your allies. The dire hyenas are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the dire hyenas. The summoned dire hyenas' alignment matches yours and the spell's type matches your alignment.
当你施放此法术时,一群凶暴鬣狗(dire hyenas)会出现在离你指定地点大约50英尺的地方。当团队出现时,每个成员都在移动中冲向你的对手,并尽其所能攻击这些对手。团队成员会将你和你的盟友视为团队成员。无论何时它将有利于你的队伍中的任何人,他们将使用他们的体型,他们的速度,他们的能力绊倒对手,以提高你和你的盟友的战斗效率。如果你是善良的,那么可怕的鬣狗就会被天界模版召唤,如果你是邪恶的,那么恶魔模版就会召唤你。如果你是中立的,你可以选择哪个模板应用到可怕的鬣狗。召唤的恶土狼的阵营和你的阵营匹配,法术的类型也和你的阵营匹配。
If you cast hyaenodon pack in warm plains, you summon an additional 1d3 dire hyenas and each dire hyena summoned by the spell also has the advanced creature template.
如果你在温暖的平原上施放鬣狗,你将额外召唤1d3恐怖鬣狗,并且每个被召唤的恐怖鬣狗都有高级生物模板。
译注:在《怪物图鉴I》中,凶暴鬣狗(dire hyenas)的别称叫鬣齿兽(Hyaenodon),但现实中鬣齿兽和鬣狗是两个没有亲缘关系的物种,应该是作者缺乏动物知识导致的错误。



物种嗅探(Identify by Scent)
学派:变化系
等级:炼金术师3,德鲁伊3,游侠2,萨满3,召唤师2
施法时间:1标准动作
成分:言语,姿势,材料/法器(一只拥有灵敏嗅觉的生物的鼻腔分泌物)
距离:个人
目标:自我
持续时间:10分钟/等级(可解消)
You gain the ability to detect creatures by scent. The spell is limited in its application and improves with caster level. For purposes of identify by scent, creatures are grouped as follows:
你获得了通过气味侦测生物的能力。法术的效果随着施法者等级的提高而提高。当你根据气味进行生物识别时,生物分为以下几类:
Alien: aberration, outsider
异种生物:异怪,异界生物
Magical: dragons, fey, magical beast, monstrous humanoid
魔法生物:龙,精类,魔法兽,人形怪物
Natural: animal, humanoid, plant, vermin
自然生物:动物、类人生物、植物生物、虫类
Other: construct, ooze, undead
其他生物:构装体,泥形生物,不死生物
While identify by scent is in effect, you have the scent extraordinary ability to detect creatures from the natural group, and also from one of the other three groups (you choose which type when you cast the spell and this does not change for the duration). At caster level 7, you may choose two of the other three groups, and at caster level 14 you can detect creatures from all four groups. If you already have scent, then you gain a +2 bonus to both Perception and Survival checks when the scent ability is relevant to the situation.
当此法术生效时,你可以用嗅觉侦测到自然生物,以及其他三类生物中的一类(你需要在施法时选择哪一种,法术期间无法改变)。当施法者等级达到7级时,你可以从其他三类中选择两类,当施法者等级达到14级时,你可以侦测到所有的四类生物。如果你已经有了灵敏嗅觉能力,那么当灵敏嗅觉能力与此情境相关时,你在察觉和生存检定上都得到+2加值。
If you cast identify by scent in plains terrain, the duration is 1 hour/level instead.
如果你在平原地形使用此法术,那么持续时间是1小时/等级。



荒墟鬼宅(Infested House)
学派:咒法系(创造)
等级:术士/法师6,女巫6
施法时间:1标准动作
成分:言语,姿势,材料/器材(小块玻璃)
距离:近距(25英尺+5英尺/2等级)
效果:超次元房屋,最大三个10英尺立方/等级(可变),和几只作祟小魔怪
持续时间:1小时/等级(可解消)
豁免检定:无
法术抗力:不可
This spell creates a temporary house and summons an infestation of hobkins gremlins to haunt it. The house is generally of the spooky, run¬down type though it otherwise is similar in size and layout to one created by mage's magnificent mansion. The atmosphere of the house is unkempt and run¬down, but not dilapidated or in a state of disrepair. There are furnishings, but they are aged and worn. There is no food, the cabinets are bare, and there is no wood for a fire. There is a well, but the pump is broken and so there is no water. When the house is created, it contains no living creatures, no spiders or mice, for instance, though such creatures would seem entirely appropriate.
这个法术可以创造一个临时的房子,里面充满了到处捣乱的作祟小魔怪(hobkins gremlin)。房子通常十分阴森破旧,尽管它的规模和布局在其他方面类似于由法师豪宅术(mage's magnificent mansion)创造的房子。房子中的气息蓬乱而破旧,但没有达到荒废或年久失修的地步。房子里有家具,但都是旧而破的。房子里没有食物,橱柜光秃秃的,也没有生火的木柴。房子里有一口井,但是水泵坏了,所以没有水源。当创造房子时,里面没有任何生物,包括蜘蛛或老鼠之类的,尽管这些生物在房子里会看起来非常协调。
The spell also summons 1d6/2 levels (with a maximum of 30 individuals) hobkins gremlins (and in this respect, it is a conjuration (summoning) spell). These hobkins gremlins are not organized by a malefactor as would normally be the case in an infestation. They are, however, tied to the house and take great delight in scaring (and harming, if they get the chance) anyone staying in the house. Because they are out of phase, can levitate and are racially inclined toward stealth, they are treated as invisible when the spell is cast. Each hobkins gremlin summoned by infested house remains invisible until it chooses to be seen or it attacks.
该法术也可以召唤1d6只/2等级(最多30只)的作祟小魔怪(在这方面,它是一个召唤法术)。这些作祟小魔怪不是由一个作祟小魔怪恶棍(hobkins gremlin malefactor)组织的,与通常情况下这些小怪物只会在恶棍统领下才会聚集不同。然而,它们会被束缚在房子里,并以惊吓(如果有机会的话还会伤害)住在房子里的人为乐。因为它们可以脱离当前的空间相位,可以悬浮,并且在隐匿上有种族优势,所以当施法时,它们被视为隐形的。每个被此法术召唤的作祟小魔怪会保持隐形,直到它选择被看见或发起攻击。
You and your allies may choose to stay in the house, though the hobkins gremlins do not treat you or your allies as friendly (that is, they are just as inclined to attempt to frighten you as they would be anyone else). Generally, you will use infested house as a means of trapping others, such as causing a party of lower-level and meddling adventurers to meet their ends at their own hands.
你和你的盟友可能会选择待在房子里,尽管作祟小魔怪并不会友好地对待你或你的盟友(也就是说,他们会像试图吓唬其他人一样试图吓唬你们)。通常情况下,施法者会使用此法术创造的房子来作为诱捕其他人的手段,如让一群瞎胡闹的低阶冒险者死于自己的手上。
If you cast infested house in an area where no other dwellings are visible from the house (such as on an open prairie or deep in the woods), the spell also summons a hobkins malefactor, each with the advanced creature template and the ability to cast hold portal, obscuring mist, and chill touch (DC 15) as spell like abilities, each 3/day. (Optionally, treat the malefactor as having levels in mesmerist or psychic instead, giving it 1 class level for each of your 3 caster levels.)
如果你施展此法术的地方看不到其他住宅(比如在一个开放的草原或森林深处),法术还会召唤出一个作祟小魔怪恶棍,具有进化生物()模板,并且可以用类法术能力的形式施展封门术(hold portal),隐雾术(obscuring mist),DC=15的寒冷之触(chill touch),每天3次(可以选择将恶棍视为具有催眠师或异能者职业等级,等级为你的施法者等级的三分之一)。



饥饿难耐(Insatiable Hunger)
学派:死灵系【诅咒】
等级:反圣武士3,牧师/先知3,萨满3,术士/法师3,女巫3
施法时间:1标准动作
成分:言语,姿势,材料(地精的牙齿)
距离:接触
目标:接触的生物
持续时间:永久
豁免检定:意志无效
法术抗力:可
The creature you touch becomes able to obtain nutrients from anything it eats though it remains hungry regardless of how much it eats. Note that insatiable hunger does not grant the target the ability to physically break up things with its teeth that it normally could not (for example, a human does not gain the ability to chew nails). But, anything that the creature can chew up and swallow will provide it both brief relief from its hunger and some nutrition. Generally, anything the creature eats won't make it sick (even if it normally would), however, insatiable hunger does not provide any magical defenses against poison, disease or other conditions which might actually render the target sickened (though see below).
你触摸的生物能够从他吃的任何东西中获得营养,尽管他无论吃了多少都会觉得饥饿。需要注意的是,此法术并不会让目标拥有用牙齿咬碎其通常无法咬碎的物体的能力(例如,人类不能获得借此咀嚼指甲的能力)。但是,这种生物可以咀嚼和吞咽的任何东西都将为他短暂地缓解饥饿和获取少量营养的食物。一般来说,生物吃的任何东西都不会让它感到不适(即使它通常会),然而,此法术并不能提供任何对抗毒素、疾病或其他可能会让目标恶心的事物的魔法防御(例外见下文)。
The target must eat its body weight in food every day. Every 8 hours, the target must eat approximately one-third its body weight or it begins suffering from starvation (see Starvation and Thirst in the Pathfinder Roleplaying Game Core Rulebook). The discomfort from hunger is constant, but the need to make Constitution checks to avoid nonlethal damage from hunger doesn't begin until eight hours has passed from when it last satisfied its hunger.
目标必须每天吃与自己体重相等的食物。每8小时,目标必须吃大约其体重的三分之一的东西,否则他就会开始遭受饥饿的折磨(见《核心手册》中的饥饿和口渴规则)。饥饿带来的不适是持续不断的,但为了避免饥饿造成的非致命伤害而需要进行的体质检定,直到最后一次满足饥饿的八个小时后才需要开始进行。
If the tooth used as the material component of this spell came from a goblin with the eat anything racial trait, then the cursed creature also gains a +4 bonus on saves versus effects that cause nausea or the sickened condition.
如果作为该法术材料的牙齿来自具有“吃任何东西”种族特性的地精,那么被诅咒的生物在对抗恶心或反胃效果上也获得+4加值。
Insatiable hunger has no effect on the cursed creature's thirst.
此法术对被诅咒的生物的口渴没有影响。
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse or wish spell.
这个法术所施的诅咒不能被解除驱散,但是可以通过破除结界(break enchantment),有限祈愿术(limited wish),神迹术(miracle),移除诅咒(remove curse)或祈愿术(wish)来移除。



洞察猎巫术(Insightful Magehunter)
学派:惑控系【胁迫】
等级:反圣武士3,牧师/先知3,审判者3,游侠3,萨满3
施法时间:1轮
成分:言语,姿势,材料/法器(猎巫人大地精(magehunter hobgoblin)的血液)
距离:接触
目标:接触的生物
持续时间:1轮/等级
豁免检定:意志无效(无害)
法术抗力:可
The creature you touch gains insight and motivation to combat users of arcane magic. The target gains a morale bonus of +1/3 levels (maximum +5) on attack rolls, damage rolls and saving throws made against arcane spellcasters. The target also gains an insight bonus of +1/3 levels (maximum +5) on Spellcraft checks to identify a spell being cast and on any skill checks made to overcome, negate or respond to the effects of an arcane spell or effect.
你触碰的生物将能洞察到使用奥术魔法的敌人行动之中的蛛丝马迹。目标对奥术施法者的攻击检定、伤害检定和豁免检定获得+1/3等级(最大+5)的士气加值。目标在识别出一个正在被施展的法术的法术辨识检定,以及任何穿透、抵消或对奥术法术或效果做出反应的技能检定上获得+1/3等级(最大+5)的洞察加值。
If insightful magehunter is cast within any goblinoid territory, the duration is doubled and the morale and insight bonuses are +1/2 levels with a maximum of +6.
如果此法术是在任何地精领地施展,持续时间加倍,士气加值和洞察加值为+1/2等级,最多+6。



进入草甸(Into the Weeds)
学派:预言系
等级:牧师/先知3,德鲁伊3,审判者3,游侠2,萨满3
施法时间:1标准动作
成分:言语,姿势,法器
距离:接触
目标:接触的生物
持续时间:10分钟/等级
豁免检定:强韧无效(无害)
法术抗力:可(无害)
Into the weeds grants special temporary insight into navigating the kinds of hazards one might face in wide open grasslands. The recipient gains an uncanny awareness of natural threats (such as dangerous thistles and animal holes hidden under grasses or leaves) granting a +2 on all saving throws due to naturally occurring dangers (naturally occurring dangers to be determined by GM adjudication, but can include things like softened earth left behind by a burrowing magical creature). Further, the recipient gains +5 on Acrobatics, Escape Artist and Perception checks.
此法术会暂时赋予一种特殊的洞察力,让人可以注意到各种在开阔的草原上可能面临的险境。受术者会获得一种对自然威胁的神秘预感(如危险的蓟草,藏在草或树叶下的动物洞穴),由于自然发生的危险(具体由GM裁定,但也可以包括一些类似于喜欢挖洞的魔法生物留下的软化泥土之类的危险)。此外,受术者在特技、脱逃和察觉检定上获得+5加值。
Though so named, this spell grants the same bonuses to the creature touched whether or not the recipient is using the insights within plains terrain.
尽管如此命名,这个法术会赋予被碰过的生物以同样的奖励,不管受术者是否在平原地形中使用洞察之力。



群体进入草甸(Into the Weeds, Mass)
学派:预言系
等级:牧师/先知5,德鲁伊5,审判者5,游侠4,萨满5
施法时间:1标准动作
成分:言语,姿势,法器
距离:近距(25英尺+5英尺/2等级)
目标:一个生物/等级,彼此相距不超过30英尺
持续时间:10分钟/等级
豁免检定:强韧无效(无害)
法术抗力:可(无害)
This spell functions like into the weeds except that it affects multiple creatures.
这个法术类似进入草甸(Into the Weeds),但能影响多个目标。



灌溉术(Irrigation)
学派:变化系
等级:Adept 1,牧师/先知1,德鲁伊1,萨满1
施法时间:1标准动作
成分:言语,姿势,法器
距离:见文
区域:最多1英亩/等级
持续时间:最多1周/等级
豁免检定:无
法术抗力:不可
Beseeching the natural and divine spirits in the area, you cause the naturally-existing sources of water to respond by irrigating crops in the area. The effect of irrigation is to provide needed water to crops with the following limitations. You can provide up to 10% of the necessary water, per caster level (to a maximum of 100% at 10th level), to up to 1 acre of crops, per caster level (to a maximum of 10 acres), for up to 1 week per caster level (to a maximum of 10 weeks). At 5th level the water provided by your casting of irrigation provides 50% of the needed water to up to 5 acres of crops for up to 5 weeks. If there is no other source of water, some crops will fail regardless of your efforts, some crops will provide diminished returns, etc. These details will be determined by the GM.
通过祈求附近地域之中的自然之力和神圣精魂,你能导致附近存在的天然水源回应你的召唤,主动灌溉该地区内的农作物。此法术的作用是为农作物提供所需的灌溉用水,但有以下限制。你可以提供最多每施法者等级10%的必要用水(最多为10级时的100%),最多可以灌溉每施法者等级1英亩的作物(最多10英亩),持续时间长达每施法者等级1周(最多10周)。因此,在施法者等级为5级时,法术提供的水量可以为多达5英亩的作物提供50%的必要用水,时间长达5周。如果法术无法提供足够的水量,而且没有其他的水源补充,不管你付出多少努力,总有些作物会枯萎或产量下滑,等等。这些细节将由GM决定。
If dispel magic or something similar is successfully used anywhere in the affected area (specifically to affect irrigation), the effects of irrigation end immediately.
如果解除魔法(dispel magic)或类似的魔法在受影响区域的任何地方被成功使用(专门用来影响此法术),灌溉的效果将立即结束。
If you cast this spell in temperate plains terrain, your effective caster level is increased by +1.
如果你在温带平原地区施放此法术,你的有效施法者等级+1。



融入集群(Join Swarm)
学派:变化系(变形)
等级:德鲁伊3,萨满3,术士/法师3,女巫3
施法时间:1标准动作
成分:V
距离:个人
目标:自我
持续时间:1分钟/等级(可解消)
You must be adjacent to or sharing the space of a swarm when you cast join swarm or the spell fails. You transform into a member of the swarm (you become a spider if it's a spider swarm, a locust if it's a locust swarm, etc.) and join the swarm. While a member of the swarm you gain all the immunities and other benefits of being in the swarm and you gain the typical, physical traits of the creature (if you become a spider you can climb, if you become a wasp you can fly, etc.). You maintain the form only as long as the swarm persists and revert to your own form immediately if the swarm is dispersed or destroyed. While a part of the swarm you can only take actions that the swarm could take, except that you can choose to end your participation and revert to your normal form, though you will occupy the same space as the swarm when you revert and the swarm will no longer recognize you has part of it. While you are a member of the swarm you can influence it. You can determine the path that it travels, the creatures that it attacks, and so on.
当你施放此法术时,你必须与一个集群相邻或共享方格,否则法术会失败。你会变成一个集群中的一员(如果是蜘蛛集群,你就会变成一只蜘蛛;如果是蝗虫集群,你就变成一只蝗虫,等等),然后加入这个集群。当你成为集群中的一员时,你获得了所有的免疫力和其他作为集群的好处,你获得该生物的典型身体特征(如果你变成一只蜘蛛,你可以攀爬,如果你变成一只黄蜂,你可以飞行,等等)。你只有在集群持续存在时才能保持变形,如果集群被驱散或摧毁,你会立即恢复到自己原来的形态。作为集群一部分的你只能做出集群可能采取的动作,除了你可以自己选择结束变形并恢复原状,但当你恢复原状时,会占据集群所处方格,并且集群将不再把你视为它们的一份子。当你是集群中的一员时,你可以影响集群。你可以决定它移动的路径,它攻击的生物,等等。
You may only join a swarm of vermin or animals, and the creatures in the swarm must be of fine or diminutive size. Attempting to join a swarm of another kind of creature or of another size of creature causes the spell to fail.
你只能加入一群虫类或动物,而在集群中的生物还必须是微型或超微型。试图加入另一种生物集群或另一种体型的生物的集群会导致法术失败。
You may join a summoned swarm. You revert to your normal form when the duration of the summoning ends. If the original caster of the summoned swarm has the ability to control that swarm, then whenever you attempt to control the swarm instead you must succeed at an opposed Charisma check against that other caster.
你可以加入一个被召唤来的集群。召唤结束后,你将恢复到正常形态。如果被召唤集群的原施法者拥有控制该集群的能力,那么当你试图控制该群体时,你必须通过对抗另一个施法者的对抗魅力检定。
When you revert to your normal form, if you are in a space which cannot accommodate your body, you are moved to the nearest adjacent space and suffer 2d6 damage per 5 feet of space between where the swarm had been and where you appear.
当你恢复到你的正常形态时,如果你在一个不能容纳你的身体的空间里,你将被移动到最近的相邻空旷空间并遭受每5英尺转移距离2d6点的伤害。
If you join a swarm of the same kind of creature as your animal companion, familiar or spirit animal, the DCs of the saves of all of your special attacks while in the form of the swarm are increased by +2. If you are a druid with the animal domain, a shaman with the nature spirit, or a witch with the animals patron, the duration of the spell is doubled. In this case if you are required to make a check to control the swarm you add +2 to your roll.
如果你加入到与你的动物伙伴、魔宠或魂兽相同种类的生物集群,你在集群形态下所有特殊攻击的豁免DC增加+2。如果你是一个拥有动物领域的德鲁伊,一个拥有自然魂域的萨满,或者一个拥有动物庇护主的女巫,法术的持续时间会加倍。在这种情况下,如果你需要做一个检定来控制集群,你可以在你的掷骰中添加+2。



群体融入集群(Join Swarm, Mass)
学派:变化系(变形)
等级:德鲁伊5,萨满5,术士/法师5,女巫5
施法时间:1标准动作
成分:V
距离:20英尺
目标:自我和最多1个盟友/等级
持续时间:1分钟/等级(可解消)
豁免检定:意志无效
法术抗力:可
This spell functions as join swarm except that it allows your allies (who must share the space of the swarm or be adjacent to it when you cast the spell) to join the swarm as well. Your allies give up their independence while under the influence of this spell. They take no actions on their turns; only you can control the swarm. If the swarm is dispersed or destroyed, you and your allies revert to your original forms and occupy the nearest available spaces. If you are somehow killed or rendered unconscious without the swarm itself being dispersed or destroyed, your allies revert to their original forms and occupy the nearest available spaces.
这个法术的功能类似于融入集群(join swarm),除了它允许你的盟友(其必须与集群共享空间或相互邻近,在你施放法术的时候)也融入到集群之中。你的盟友在这个法术的影响下会放弃他们的独立性。他们在自己的回合中不采取行动;只有你能控制集群。如果集群被驱散或摧毁,你和你的盟友将恢复到原来的形态并占据最近的可用空间。如果你以某种方式被杀死或失去意识,而集群本身没有被驱散或摧毁,你的盟友会恢复到原来的形态,并占据最近的可用空间。
When you or your allies revert to your normal forms, if you or your allies are in spaces which cannot accommodate your body or your allies' bodies, each body is moved to the nearest adjacent space and suffers 2d6 damage per 5 feet of space between where the swarm had been and where the body appears. In cases where two bodies could occupy the same space but for this constraint, and one body will suffer more damage than the other because it must appear farther away, the destination spaces of those bodies are determined randomly.
当你或你的盟友恢复到正常的形态,如果你或你的盟友所处的空间无法容纳你们的身体,每个身体都会被转移到最近的相邻空间,并遭受2d6点/5英尺移动距离的伤害。在某些两个人可以占据相同空间的情况下,由于这种限制,其中一个人会比另一个人遭受更多的伤害,因为他必须出现在更远的地方,这些人的目的地空间是随机确定的。



彩蝶纷飞(Kaleidoscope of Butterflies)
学派:咒法系(召唤)
等级:吟游诗人1,德鲁伊1,萨满1,术士/法师1,召唤师1,女巫1
施法时间:1轮
成分:言语,姿势,器材/法器(微型捕蝶网)
距离:近距(25英尺+5英尺/2等级)
效果:One swarm of butterflies
持续时间:专注+1分钟
豁免检定:无
法术抗力:不可
You summon a swarm of butterflies (the species will be native to the area or to a nearby area). This swarm is harmless and does not attack creatures within its area except with its distraction special attack.
你召唤一群蝴蝶(该物种将是本地或附近地区的常见品种)。这种蝴蝶集群是无害的,不会攻击其区域内的生物,但它有扰乱心神(distraction)的特殊攻击。
If you cast kaleidoscope of butterflies in a time and place where butterflies naturally occur, you summon two swarms which appear adjacent to one another.
如果你在蝴蝶自然出现的时节和地点施展此法术,你就会召唤出两个在出现时相邻的蝴蝶集群。
一团如万花筒般绚烂的色彩宣告了成千上万美丽飞舞的昆虫的到来。
蝴蝶集群(Butterfly Swarm) CR 1
XP 400
绝对中立 微型虫类(集群)
先攻+1;感官 黑暗视觉 60英尺;察觉+1
防御
AC 15,接触 15,措手不及14(+1敏捷,+4体型)
hp 9(2d8)
强韧+2,反射+1,意志+1
防御能力 集群特性;免疫 影响心灵,武器伤害
弱点 集群特性
进攻
速度 5英尺,飞行 20英尺(一般)
近战 无
占据 10英尺;触及 0英尺
特殊攻击 扰乱心神(DC 10)
属性
力量 1,敏捷13,体质 10,智力 -,感知 12,魅力9
BAB+1;CMB -;CMD -
技能 飞行+8,察觉+3
SQ 集群特性,虫类特性
生态
环境 温带或温热带的树林或平原
组织 单体,一队,一团(3-6)或一群(7-12)
财宝 无



蛇豹猎手(Kamadan Hunter)
学派:变化系
等级:炼金术师3,血脉狂怒者3,魔战士3,术士/法师3
施法时间:1标准动作
成分:言语,姿势,材料(蛇豹的牙)
距离:个人
目标:自我
持续时间:1轮/等级
豁免检定:无和强韧无效
法术抗力:不可和不可
You gain heightened, supernatural senses and abilities which improve your ability to hunt. You gain a +2 enhancement bonus to your Dexterity and you gain the Combat Reflexes and Dodge feats. If you meet the prerequisites, you also gain the Mobility feat. In addition, you gain a +2 circumstance bonus to Acrobatics, Perception and Stealth checks.
你获得了一种强化的超自然感官,能有效提高你的狩猎能力。你的敏捷属性获得+2增强加值,你获得战斗反射和闪避专长。如果你满足先决条件,你也获得灵活移动专长。此外,你在特技、察觉和隐匿检定上获得+2环境加值。
Once, on your turn as a standard action that does not provoke an attack of opportunity, you may produce a 30-ft. cone of gas that causes living creatures caught in the cone to fall asleep for 1d4+1 minutes (Fortitude negates). Slapping or wounding a creature put to sleep by this cone will awaken the creature, but normal noise will not. This is a sleep effect. This cone is produced as a breath weapon and when you use it, the spell ends.
在你的回合中,你有一次机会,通过使用一个标准动作(不会引起借机攻击),产生一团30英尺的锥形气体,导致被困在该锥体范围中的生物陷入昏睡,持续1d4+1分钟(强韧豁免抵消)。拍打或伤害被气体催眠的生物会唤醒他们,但正常的噪音不会。这是一种睡眠效果。这个锥体是一种喷吐武器,当你使用它时,法术结束。
If you cast kamadan hunter in temperate or warm plains terrain, you also gain the pounce ability and the save DC of the sleep cone is increased by +2.
如果你在温带或热带的平原地区施放此法术,你也获得猛扑能力,睡眠气体的豁免DC增加+2。



长腿术(Longshanks)
学派:变化系
等级:炼金术师2,血脉狂怒者2,魔战士2,术士/法师2,女巫2
施法时间:1标准动作
成分:言语,姿势,材料(蚱蜢的腿)
距离:接触
目标:接触的一个小型或中型的类人生物
持续时间:10分钟/等级
豁免检定:强韧无效
法术抗力:可
The legs of the creature you touch grow approximately 50% in length. If the creature is Small its size changes to Medium. If the creature is Medium, its size remains unchanged. The awkwardness of having one's legs substantially longer than normal causes a -2 penalty to all of the creature's Dexterity-based skill checks; having longer legs does mean the creature has a longer stride and so its base speed increases by 10 feet (to a maximum base speed of 40 feet). The changes brought about by this spell have potentially deleterious effects on some creatures' abilities. For example, a dwarf loses stability, a fetchling's racial bonus on Stealth checks is lost, a gnome's defensive training benefit is reduced from +4 to +2, a goblin loses its +4 racial bonuses on Hide and Stealth checks, a halfling's sure-footed bonuses are lost, a hobgoblin's sneaky benefit is reduced from +4 to +2, a tengu's bonus to its Stealth checks from its sneaky ability are lost, and a tiefling loses its +2 racial bonus to Stealth checks. Similar abilities present in other races are lost per GM adjudication. If longshanks is cast in plains terrain, the duration is 1 hour/level instead.
你所接触的生物的腿变长了大约50%。如果生物是小型,它的体型改变为中型。如果生物是中型,它的体型保持不变。如果一个人的腿长得比正常情况下长,会对该生物基于敏捷的技能检定造成-2的减值;有更长的腿意味着生物有更长的步幅,所以它的基本速度增加了10英尺(最大基本速度为40英尺)。这个法术带来的变化对某些生物的能力有潜在的有害影响。例如,一个矮人会失去稳固(stability)特性,窃影鬼(fetchling )在隐匿检定上的种族加值会丢失,一个侏儒的防御训练(defensive training)的加值从+4降低到+2,一个地精失去在躲藏和隐匿检定上的+4种族加值,一个半身人的锐足(sure-footed)加值会丢失,大地精的鬼祟(sneaky)加值从+4降低到+2,天狗源于鬼祟(sneaky)的隐匿检定加值将会消失,魔裔在隐匿检定上的+2种族加值将会消失。在其他种族中出现的类似能力会在GM的裁决中消失。如果此法术在平原地形施放,持续时间改为1小时/等级。



群体长腿术(Longshanks, Mass)
学派:变化系
等级:血脉狂怒者4,魔战士4,术士/法师4,女巫4
施法时间:1标准动作
成分:言语,姿势,材料(蚱蜢的腿)
距离:近距(25英尺+5英尺/2等级)
目标:一个小型或中型的类人生物/等级,彼此相距不超过30英尺
持续时间:10分钟/等级
豁免检定:强韧无效
法术抗力:可
This spell duplicates longshanks except that it affects multiple creatures.
这个法术类似于长腿术(longshanks),但能影响多个目标。
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Re: [Rite Publishing]101个地域魔法:平原《101 Plains Spells》
« 回帖 #3 于: 2021-07-25, 周日 16:12:15 »
天气预报(Long-Range Forecast)
学派:预言系
等级:德鲁伊6,游侠4,萨满6
施法时间:10分钟
成分:言语,姿势,法器
距离:见文
区域:见文
持续时间:立即
豁免检定:无
法术抗力:不可
The more time you spend casting the spell, the greater the area and scope of your knowledge about the weather patterns in the area. When you cast long-range forecast you gain general and not specific information about the weather. The farther into the future you scan, the more accurate and more general your knowledge becomes (for instance, with long-range forecast you might determine with nearly 100% certitude that next winter will be wetter and colder than normal).
你施展此法术的时间越多,你对该地区天气变化的知识就越深入与广泛。当你施展此法术时,你得到大致的,而不是具体的天气信息。你对未来天气看得越远,你的了解就会变得越准确、越空泛(例如,你可以几乎百分百地肯定明年冬天将比平时更潮湿、更冷)。
If you spend 10 minutes casting the spell, you gain insight about the weather for the period between one week and one month from the present. The accuracy of the information is the same as that gained by succeeding on a Survival check to predict the weather (though you make no check with this spell). For every 10 minutes you add to the casting time, you extend the length of the prediction by another month (to a maximum of one year at 2 hours casting time). If your casting is interrupted, your forecasting ability extends to the number of months you had obtained up to that point in the casting.
如果你花10分钟施放法术,你就能了解到从现在起一周到一个月的天气情况。信息的准确性与成功通过生存检定来预测天气的准确性相同(尽管你不需要使用此法术进行检定)。你每增加10分钟的施法时间,你就能将预测的时间长度延长一个月(2小时的施法时间可以最多预测到一年后)。如果你的施法被中断,你的预测极限则取决于你在被打断时已经完成的施法时间。
The range of the prediction is 20 miles around you, plus an additional 10 miles for every additional 10 minutes you successfully added to the casting time (to a maximum of 130 miles around you).
你预测天气的范围是在你周围20英里,每增加10分钟施法时间就增加10英里(最多为你周围130英里)。
Barring substantial magical changes to the environment (as determined by the GM), you may Take 20 as a free action on Survival checks to predict the weather in the area of your spell for the number of months you were able to predict.
除非环境发生实质性的魔法变化(由GM决定),你可以在生存检定中以自由动作取20来预测法术范围内的你能预测月份内的天气变化。
A cleric with the weather domain may take long- range forecast instead of control winds as a 6th level domain spell. An oracle with the nature mystery gains access to long-range forecast as a 6th level spell.
拥有天气领域的牧师可以将此法术作为6级的领域法术来替代操控风向(control winds)。一个拥有自然秘示域的先知可以将此法术作为6级法术。
If you are a druid with the weather domain or if you are a ranger casting the spell within one of your favored terrains, the duration and range of your knowledge is doubled after the initial 10 minutes of casting time (i.e. your predictions extend forward 2 months and the range extends outward for 20 miles for every 10 additional minutes you spend casting the spell).
如果你是一个拥有天气领域的德鲁依,或者你是一个自己的偏好地形中施展此法术的游侠,在最初的10分钟施法时间后,你预测天气的极限时间和预测范围会翻倍(即你每额外施法10分钟,你的预测会向前延伸2个月,预测范围会向外延伸20英里)。



恐怖面具(Mask of Horror)
学派:变化系【恐惧,影响心灵,音波】;
等级:吟游诗人2,血脉狂怒者2,术士/法师2,女巫2
施法时间:1标准动作
成分:言语,姿势,材料(骨面斑兽(Krenshar)的面部皮肤)
距离:个人
目标:自我
持续时间:1分钟/等级(可解消)
豁免检定:无和意志无效
法术抗力:不可和可
The skin on your face temporarily burns (this does not harm you) and those looking at you see what appears to be the skin of your face peeled away from your skull. In addition to this horrible visage, your mind is modified somewhat; you are stealthier and have the Improved Initiative feat, and you gain a +4 circumstance bonus on Intimidate, Perception and Stealth checks. Strangely, these changes also incline you toward a certain kind of feral, magical solitude—until the spell ends, you cannot speak and you can only understand the Sylvan language (this may affect your ability to cast spells). You can overcome the language comprehension problems by using comprehend languages, tongues, or similar magic; however, you still cannot speak.
你脸上的皮肤会暂时被烧伤(这不会伤害你),那些看着你的人会看到你脸上的皮肤从你的头骨上剥落。除了这张可怕的脸,你的思想也有所改变;你的隐匿能力更强,拥有精通先攻(Improved Initiative)专长,并在威吓、察觉和隐匿检定上获得+4环境加值。奇怪的是,这些变化也会使你倾向于某种野蛮的,魔法引起的孤独感——直到法术结束,你不能说话,你只能理解木族语(这可能会影响你施法的能力)。你可以通过通晓语言(comprehend languages)、巧言术(tongues)或类似的魔法来克服语言理解障碍;但是,你还是不会说话。
While you are affected by mask of horror, you can, as a standard action that does not provoke an attack of opportunity, emit a loud screech causing extreme fear in one creature within 100 feet so long as it can see and hear you. That creature must succeed at a Will save or it is frightened for 1d4 rounds. This is a sonic, mind-affecting fear effect. Each time you emit this screech, the duration of the spell is decreased by 5 rounds. You cannot use this screech if fewer than 5 rounds of duration remain.
当你受到此法术的影响,你可以发出恐怖的尖啸,这是一个标准动作,不会引起借机攻击,这会让100英尺内的一个生物感到极端的恐惧,只要它能看到和听到你。该生物必须成功进行意志豁免,否则将惊惧1d4轮。这是一个音波,影响心灵,恐惧效果。每次你发出这种尖啸,法术的持续时间减少5轮。如果持续时间少于5轮,你就不能使用这种尖啸。
If you cast mask of horror in temperate forests or plains, the save DC of your screech is increased by +2 and the duration of the frightened condition is 2d4 rounds instead.
如果你在温带森林或平原地形施放此法术,你的尖啸的豁免DC+2,惊惧状态持续时间改为2d4轮。



象群狂奔(Mastodon Massacre)
学派:咒法系(召唤)
等级:德鲁伊8,召唤师6
施法时间:1轮
成分:言语,姿势,材料(一些乳齿象的毛发)
距离:中距(100英尺+10英尺/等级)
效果:一群乳齿象
持续时间:1轮/等级(可解消)
豁免检定:反射伤害减半(见文)
法术抗力:不可
You conjure a small number of mastodons;
你咒唤出一小群乳齿象(mastodons);
you summon 4 mastodons plus 2 additional mastodons per level above 15th (to a maximum of 16 mastodons at 20th level). The herd occupies a space at least 30-feet by 30-feet and no more than 60- feet by 60-feet. Within that region, each mastodon appears adjacent to at least two other mastodons but otherwise you may cause them to appear in whatever arrangement fits these limitations. The herd immediately runs in the direction you indicate. The herd moves at a rate of 80 feet per round in a straight line. Any creatures caught in the herd's path take 2d8 + 18 points of damage per mastodon that completely moves through its space. A successful Reflex save halves this damage.
你可以召唤出4只乳齿象,在15级以上每级再额外召唤2只(在20级达到最多的16只)。象群占据的空间至少要有30×30英尺,不超过60×60英尺。在这一区域内,每头乳齿象在出现时都必须至少与两头其他乳齿象相邻,但在其他方面你可以自由安排它们的出现位置,只要符合上述限制。象群会立即朝你所指的方向跑去。象群会以每轮80英尺的速度直线移动。对于任何在象群奔跑路径上的生物,每有一头乳齿象完全通过其所在的空间,他就会受到2d8+18点的伤害。成功的反射豁免将使伤害减半。
At the end of your turn, if there are any creatures in the spaces occupied by any mastodons, the mastodons are moved in ways that produces the least overall increase in area in the size of the herd. Such movements may cause any number of the mastodons to no longer be adjacent to other mastodons. On your next turn, to the degree to which it is possible, the mastodons will move so as to return to a formation where each mastodon is adjacent to at least two other mastodons.
在你的回合结束时,如果有任何生物在任何乳齿象所占据的空间中,乳齿象会被移开,以腾出空间,但会使整个象群的面积增长最少。这种移动可能会导致部分乳齿象不再与其他乳齿象相邻。在你的下一个回合,在尽可能的程度上,乳齿象会移动,以便回到每个乳齿象至少相邻两个其他乳齿象的队形。
If the herd's path would put it in an obviously dangerous area or force it to move through a solid barrier, the herd changes direction before it would pass through that area (or collide with the barrier) and moves in a new randomly determined direction until it reaches another obstacle or the spell's duration ends. The herd will not attempt to move through large, solid structures such as a house; however, smaller, less permanent structures, especially if they are smaller than an individual mastodon, will simply be trampled by the herd.
如果象群的路径将将它们置于一个明显具有危险的区域或迫使它们穿过一个坚实的屏障,象群会在通过该区域(或碰撞障碍)之前改变方向,并沿着一个新的随机方向移动,直到它到达另一个障碍或法术的持续时间结束。象群不会试图穿过像房子这样的大型固体结构;然而,较小的非永久结构,尤其是如果它们比单个的乳齿象还要小,就会被兽群轻易践踏。



水银护罩(Mercurial Cover)
学派:塑能系(力场)
等级:魔战士3,术士/法师3
施法时间:1标准动作
成分:言语,姿势,材料(一滴水银)
距离:近距(25英尺+5英尺/2等级)
效果:30英尺直径的力场圆盘
持续时间:1小时/等级
豁免检定:无
法术抗力:不可
You produce a slightly convex, circular plane of force that floats above and stays with you. The disk is 30 feet in diameter and a half-inch thick at its center. The disk prevents rain, hail and similar precipitation from falling onto you and those around you. The disk is transparent unless you choose for it to be tinted a smoky color in which case the disk also provides shade from the sun (though it retains its transparent nature and does not significantly reduce the ability of creatures above you to see through it to your party below). The disk floats above you, remaining approximately two feet above your head, and moving at your speed. The center of the disk remains above you; others who are more than 15 feet away from you (or less if you are Large or larger) in any direction are not entirely shielded by the disk. The disk winks out of existence when the spell ends or if you move beyond its range. The disk does not support significant weight (it cannot, for instance, carry people as it floats above you).
你创造出一个略微凸出的圆形力场面,它会漂浮在你的上方,并与你保持在一起。这个圆盘直径30英尺,中心厚半英寸。这个圆盘可以防止雨水、冰雹和类似的降水落到你和你周围的人身上。圆盘是透明的,除非你选择让它拥有某种朦胧的色彩,在这种情况下,圆盘还会提供遮阳能力(尽管它保留了透明的性质,并不会显著减弱其他生物在上面透过圆盘看到你的能力)。这个圆盘会漂浮在你的上方,大约在你头顶上方两英尺处,并以你的速度跟随移动。圆盘的中心在施法者的正上方;其他在任何方向上离施法者超过15英尺(或小于15英尺,如果你是大型或更大)的人都无法被圆盘完全遮住。当法术结束或你移动到法术距离之外时,圆盘会消失。该圆盘不能承受很大的重量(例如,当它漂浮在你的上方时,它不能携带人一起移动)。
Arrows, bullets, stones and other small projectiles or missiles that would otherwise follow a path that would be blocked by the disk are in fact prevented from penetrating the disk (unless they are magically able to move through a shield of force). Very large missiles (such as a giant's thrown rock or a ballista's bolt) that collide with the disk will cause the disk to wink out of existence (and end the spell) - however, against the particular object colliding with the disk, anyone protected by the disk has a +4 shield bonus to AC. The disk prevents line of effect but not line of sight against magical energies. In cases such as a fireball exploding in front of you or under the disk, the disk provides no benefit, but, in cases such as the pummeling effect of ice storm the disk does provide protection. The nature of the protection is subject to GM adjudication.
箭矢、弹药、石头和其他小的投射物或飞弹,如果它们沿着被圆盘挡住的路径行进,它们会无法穿透圆盘,除非它们的魔法强到足以穿过一个力场护盾(shield of force)。与圆盘相撞的超大飞弹(比如巨人投掷的巨石或攻城弩炮的巨箭)将导致圆盘消失(并结束法术)——然而,针对与圆盘相撞的特定物体,任何被圆盘保护的人都在AC上有+4的盾牌加值。圆盘能阻止魔法能量的效果线,但不能阻止魔法效能量的视觉线。如果火球术(fireball)之类的法术在你面前或在圆盘下方爆炸,圆盘不会提供任何好处,但是,在冰风暴(ice storm)法术的冲击效果下,圆盘确实能提供保护。保护的性质取决于GM的裁定。



迷魂麦浪(Mesmerizing Waves of Grain)
学派:幻术系(心灵幻觉)【影响心灵】
等级:吟游诗人2,术士/法师2
施法时间:1标准动作
成分:言语,姿势,材料(一株通常拥有对称图案的植物的部分)
距离:中距(100英尺+10英尺/等级)
区域:20英尺立方/等级(可变)
持续时间:专注
豁免检定:意志无效
法术抗力:可
Creatures within and able to see the plant-life in the area find themselves unable to take their eyes off of what they see as the mesmerizing undulations of the plants around them. Such creatures failing their saves remain fascinated for the duration. Sightless creatures, animals, constructs, plants, undead and vermin are not affected.
法术范围内的生物如果能够看到该区域内的植物生命,他们会发现自己无法把眼睛从周围不断起伏的迷人植物上移开。这些没能豁免的生物会在法术持续时间内一直陷入迷魂。目盲的生物、动物、建筑物、植物、不死生物和虫类不受影响。
Mesmerizing waves of grain can only be cast in areas of heavy plant growth (such as might be found in a prairie, forest or a bed of kelp).
此法术只能在植物生长茂盛的地区施展(比如草原、森林或海藻床)。



夜视术(Nightvision)
学派:变化系
等级:Adept 2,血脉狂怒者2,德鲁伊2,审判者2,游侠2,萨满2,女巫2
施法时间:1标准动作
成分:言语,姿势,材料/法器(猫头鹰或狐猴的眼泪)
距离:个人
目标:自我
持续时间:3小时/等级
You gain the ability to see in the dark during the time from the twilight as the sun is setting until the twilight after the sun has risen. During these periods, you have low-light vision (if you already have low-light vision, you gain a +2 competence bonus to Perception checks relying upon sight), and you also gain the ability to see 60 feet in total darkness (you have darkvision 60 ft.).
从太阳落下的黄昏到太阳升起后的黎明,你会获得在黑暗中视物的能力。在这段时间内,你会拥有昏暗视觉(如果你已经有昏暗视觉,你在依赖于视力的察觉检定上获得+2表现加值),你还获得在完全黑暗中看到60英尺远的能力(你有60英尺的黑暗视觉)。
The benefits granted by nightvision do not depend merely upon being in dim or dark conditions, the magic is also attuned to the time of day. During the times when you are granted low-light vision and darkvision, they function regardless of your location (i.e. underground and indoors as well as out on the prairie under the stars). However, the benefits granted do depend upon your being exposed to the relevant astronomical conditions (so if you've been living underground for several days, nightvision will not work for you so long as you remain underground and you are not exposed to the regular rising and setting of the sun; but if you've been indoors and have been able to easily distinguish daytime from night, the spell works normally). In ambiguous cases, GM adjudication prevails.
此法术并不是基于昏暗或黑暗的光照条件来赋予这些增益,即使是白天,法术也能赋予这些增益。你是否能被法术赋予昏暗视觉和黑暗视觉也不取决于你的位置(例如,当你在地下、室内以及在星空照耀下的草原上时,法术都会生效)。然而,你是否能获得法术增益取决于你是否暴露在有效的天文条件下(所以,如果你已经在地下生活了几天,只要你留在地下,不暴露在有规律的日出和日落下,此法术就不会对你生效;但如果你在室内,能够很容易地区分白天和夜晚,这个法术就会正常生效)。在模棱两可的情况下,由GM进行判断。
If you are in terrain where you have clear line of sight to the horizon (such as plains or desert terrain), then the limit of your darkvision is 120 ft. and you gain a +4 circumstance bonus to Perception checks to avoid being surprised in situations where being able to see in the dark would reasonably reduce your chances of being surprised.
如果你位于的地形可以清晰地看到地平线(如平原和沙漠地形),那么你的黑暗视觉的极限距离是120英尺,你在避免被可以被暗中视物能力合理削弱的突袭的察觉检定上获得+4环境加值。
If you are a cleric with the darkness domain or an oracle with the heavens mystery, you may cast nightvision as a 2nd level cleric/oracle spell.
如果你是一个拥有黑暗领域的牧师或一个拥有苍天秘示域的先知,你可以用2级的牧师/先知法术来施放夜视术。



灵活骏马(Nimble Courser)
学派:变化系;
等级:反圣武士1,血脉狂怒者1,德鲁伊1,圣武士1,游侠1,萨满1,召唤师1
施法时间:1标准动作
成分:言语,姿势,材料(一点适合坐骑的食物)
距离:接触
目标:坐骑
持续时间:1小时/等级(可解消)
豁免检定:意志无效
法术抗力:不可
You grant a +10-foot enhancement bonus to the base speed of a mount (this improves to +20 foot if you are at least 7th level). It has no effect on other modes of movement such as burrow, climb, fly, or swim unless that is its primary form of movement.
你让坐骑的基础速度获得+10英尺的增强加值(如果你有至少7级,那么这种加值提高到+20英尺)。此法术对其他运动方式没有影响,如掘地,攀爬,飞行或游泳,除非该运动方式是该生物的主要运动形式。
If this spell is cast in plains terrain, the mount also gains the Endurance and Run feats. If the creature already has Endurance or Run then nimble courser grants it a +6 bonus on any save or check for which it is normally granted a +4 bonus by the Endurance or Run feat.
如果这个法术在平原地形上施放,坐骑还会获得坚忍(Endurance)和奔跑(Run)专长。如果该生物已经拥有这些专长,那么他会任何这些专长通常会赋予+4加值的豁免或检定上获得+6加值。



群体灵活骏马(Nimble Courser, Mass)
学派:变化系
等级:反圣武士4,血脉狂怒者4,德鲁伊4,圣武士4,游侠4,萨满4,召唤师4
施法时间:1标准动作
成分:言语,姿势,材料(一点适合坐骑的食物)
距离:近距(25英尺+5英尺/2等级)
目标:最多1个坐骑/等级,彼此相距不超过30英尺
持续时间:1小时/等级(可解消)
豁免检定:意志无效
法术抗力:不可
You grant a +10-foot enhancement bonus to the base speed of a mount (this improves to +20- foot if you are at least 13th level). It has no effect on other modes of movement such as burrow, climb, fly, or swim unless that is its primary form of movement.
你让坐骑的基础速度获得+10英尺的增强加值(如果你有至少13级,那么这种加值提高到+20英尺)。此法术对其他运动方式没有影响,如掘地,攀爬,飞行或游泳,除非该运动方式是该生物的主要运动形式。
If this spell is cast in plains terrain, the mount also gains the Endurance and Run feats. If the creature already has Endurance or Run then nimble courser grants it a +6 bonus on any save or check for which it is normally granted a +4 bonus by the Endurance or Run feat.
如果这个法术在平原地形上施放,坐骑还会获得坚忍(Endurance)和奔跑(Run)专长。如果该生物已经拥有这些专长,那么他会任何这些专长通常会赋予+4加值的豁免或检定上获得+6加值。



阿弗纳斯之平原(On the plains of Avernus)
学派:咒法系(召唤)【邪恶,火,秩序,毒素】
等级:牧师/先知6,术士/法师6,召唤师5
施法时间:1标准动作
成分:言语,姿势,材料/法器(一些来自地狱的灰烬)
距离:中距(100英尺+10英尺/等级)
效果:见文
持续时间:专注
豁免检定:强韧部分生效或反射伤害减半
法术抗力:不可或可
You summon energies from the Hells into the space around you. For as long as you concentrate, every space within range is subject to energies from the fiery, toxic planes of Hell. This manifests in the following ways. Every spell cast in the area with the evil, fire, lawful or poison descriptor functions as though its caster level were 2 higher (multiple descriptors do not stack). To cast a spell with the chaotic or good descriptor, the caster must succeed on a concentration check or lose the spell (DC 20 + the level of the spell).
你从地狱召唤能量来到你周围的空间。只要你保持专注,法术范围内的每一个方格都将受到来自地狱的炽热而剧毒的能量的影响。这体现在以下几个方面。在该区域中使用拥有邪恶、火焰、秩序或毒素描述符的每一个法术,其施法者等级都会高2级(多个描述符不能叠加)。要施放具有混乱或善良描述符的法术,施法者必须通过专注检定,否则将失去该法术(DC=20+法术等级)。
Each round on your turn either a minor cloudkill effect or a fireball effect occurs within range as either fire or noxious fumes pour in from Hell (50% chance of either effect). If the cloudkill effect occurs, the gas persists only until the start of your turn on the next round and the cloud does not move. If the fireball effect occurs, the damage is 6d6 fire. Creatures affected by either the cloudkill or fireball effects are granted the saving throws appropriate to those spells though the DCs are set by on the plains of Avernus.
每轮在你的回合中,会有烈焰或毒烟从地狱之中倾泻而出(各50%几率),在法术区域中创造出一种轻微的死云术(cloudkill)或火球术(fireball)效果。如果发生毒烟效果,气体只会持续到下一轮你的回合开始时,并且毒烟不会移动。如果发生火焰效果,伤害是6d6点火焰伤害。受毒烟或火焰效果影响的生物将获得与这些法术相关的豁免检定,尽管DC等于阿弗纳斯之荒原法术的DC。



寡不敌众(Outnumbered)
学派:惑控系(胁迫)【情绪,影响心灵】
等级:吟游诗人2,牧师/先知2,审判者2,萨满2,术士/法师2,女巫2
施法时间:1标准动作
成分:言语,姿势,法器
距离:近距(25英尺+5英尺/2等级)
目标:最多1个生物/等级,彼此相距不超过30英尺
持续时间:1分钟/等级
豁免检定:意志无效;见文
法术抗力:可
Creatures failing their saves become anxious about being outnumbered. This induces in them a tendency to avoid combat, to seek alternative solutions to problems, or to flee. Creatures affected by outnumbered suffer a -4 penalty on initiative checks, a -5 ft. penalty to their base speeds (unless they are fleeing), and a -2 penalty on their first attack of any combat.
豁免失败的生物会担心自己寡不敌众。这会导致他们倾向于避免战斗,寻求解决问题的替代方案,或直接逃跑。受此法术影响的生物在先攻检定上受到-4的减值,在基础速度上受到-5英尺的减值(除非他们正在逃跑),在任何战斗的第一次攻击上受到-2的减值。
Each time a creature affected by outnumbered witnesses an ally taken out of combat (such as being knocked unconscious, held, unable to act on its turn or killed), it must succeed on another Will save or be shaken. A shaken creature affected by outnumbered who witnesses an ally taken out of combat must succeed on another Will save or be frightened.
每一次受术者目睹到自己的一个同伴被迫退出战斗(如被击昏、被控制、不能在其回合内行动或被杀死),他必须在另一个意志豁免中取得成功,否则会陷入战栗。如果一个已经受战栗状态影响的受术者目睹到自己的一个同伴被迫退出战斗,他必须在另一个意志豁免上获胜,否则就会陷入惊惧。
Chaotic evil humanoids are particularly susceptible to this spell and suffer a -4 penalty on their saves against it.
混乱邪恶的类人生物对这个法术特别敏感,对其的豁免检定受到-4的减值。



奇异闪避(Peculiar Evader)
学派:防护系
等级:吟游诗人2,术士/法师2,女巫2
施法时间:1标准动作
成分:言语,姿势,器材(棕仙(brownie)自愿提供的任何小饰品)
距离:个人
目标:自我
持续时间:1分钟/等级(可解消)
You become supernaturally gifted at avoiding danger; however, this comes at a cost. You gain a +4 circumstance bonus on all Acrobatics, Bluff, Escape Artist, Handle Animal (when used to escape harm), Perception, Sense Motive and Stealth checks. Each round, at the start of your turn you may, as a standard action that does not provoke an attack of opportunity, use lesser confusion, mirror image, or ventriloquism as a spell-like ability. If you make use of either mirror image or ventriloquism, that spell-like ability persists for only 2 rounds. Each time you use one of those spell-like abilities, the duration of peculiar evader is reduced by 5 rounds; if fewer than 5 rounds of the spell remains, peculiar evader ends at the end of your turn on the round you use one of the spell-like abilities (though a use of mirror image, or ventriloquism still persists for 2 rounds).
你变得在躲避危险方面具有超自然的天赋;然而,这是有代价的。你在所有特技、威吓、脱逃、驯兽(当用于逃避伤害时)、察觉、察言观色和隐匿检定上获得+4环境加值。每轮在你的回合开始时,你可以用一个不引发借机攻击的标准动作,以类法术能力的形式使用次等困惑术(lesser confusion)、镜影术(mirror image)或腹语术(ventriloquism)。如果你使用镜影术(mirror image)或腹语术(ventriloquism),这个类法术能力只能持续2轮。每次你使用一种类法术能力,此法术的持续时间减少5轮;如果法术剩余时间少于5轮,此法术会在你使用类法术能力的回合结束时结束,尽管使用的镜影术(mirror image)或腹语术(ventriloquism)仍然会持续2轮。
While peculiar evader is in effect, you have a tendency to speak strangely, using unusual colloquialisms and odd expressions, and if you speak more than one language, you tend to change languages frequently when you speak. If others are trying to understand you, they must succeed at an Intelligence check, DC 8 + the number of languages you speak in that phrase, to understand you. In addition, you have a revulsion to causing lethal damage while under the effect of this spell. If you cause lethal damage (regardless of how this happens, even as the unintended consequence of an otherwise harmless spell), the spell ends.
当此法术生效时,你会倾向于奇怪地说话,使用生僻的口语和怪异的表达方式,而且如果你会说不止一种语言,你在说话时也会频繁地更换语言。如果其他人想要听懂你的话,他们必须通过智力检定(DC=8 +你在那句话中说的语言数量)才能听懂你的话。此外,在此法术的作用下,你会厌恶于造成致命伤害。如果你造成了致命伤害(不管这是如何发生的,即使是一个原本无害的魔法的意外结果),该法术都将会终止。
If you are an elf, a bard with the magician or street performer archetype, a sorcerer with the fey bloodline, an abjurer, or a witch with a deception patron, the duration of the spell is 1 minute longer. If you are trained in Linguistics, you may choose to reduce the DC of the Intelligence check when others are trying to understand you by one-half the number of ranks you have in Linguistics.
如果你是一个精灵,一个具有魔术师或街头艺人职业变体的吟游诗人,一个具有精类血统的术士,一个防护师,或者一个拥有欺瞒庇护主的女巫,法术的持续时间会延长1分钟。如果你接受过语言学方面的训练,当其他人试图理解你时,你可以选择将智力检定的DC减少语言学技能等级的一半。



石化抗性(Petrification Resistance)
学派:防护系
等级:炼金术师3,血脉狂怒者3,魔战士3,术士/法师3
施法时间:1标准动作
成分:言语,姿势,材料(鼬鼠的肝脏)
距离:近距(25英尺+5英尺/2等级)
目标:1个生物/3等级,彼此相距不超过30英尺
持续时间:10分钟/等级
豁免检定:强韧无效(无害)
法术抗力:可(无害)
Petrification resistance grants temporary immunity to the petrification caused by a cockatrice and grants a +4 to all saving throws against any other effect which could turn the subject to stone.
此法术可以让受术者暂时免疫鸡蛇兽(Cockatrice)造成的石化效果,并让受术者在对抗任何其他可以将他变成石头的效果的豁免检定上获得+4加值。
If you have a weasel familiar, your relationship with that familiar may become strained depending upon the circumstances under which you prepare for and cast this spell, per GM adjudication.
根据GM的判定,如果你有一只黄鼠狼魔宠,你与它的关系可能会变得很紧张,这取决于你准备和施放这个法术的环境。
If petrification resistance is cast in temperate plains terrain, the duration is doubled.
如果此法术是在温带平原地形施展,持续时间加倍。



高草丛中(phantasmal prairie)
学派:幻术系(魅影幻觉)【影响心灵】
等级:吟游诗人3,魔战士3,术士/法师3,女巫3
施法时间:1标准动作
成分:言语,姿势
距离:近距(25英尺+5英尺/2等级)
目标:一个活物/2等级,彼此相距不超过30英尺
持续时间:1轮/等级
豁免检定:意志过则不相信
法术抗力:可
You implant within the minds of your targets the illusion that they are in tall grasses (tall enough that they cannot see over it). Those who fail to disbelieve the phantasmal prairie are treated as though they were really standing in the middle of a field of grasses taller than themselves (all sight beyond 5 feet, including darkvision, is obscured). Creatures 5 feet away from the targets have concealment relative to the targets (attacks by the targets against others have a 20% miss chance). They are also treated as lost (if applicable).
你在目标的头脑中植入他们位于一片高草丛(高到他们无法越过)中的幻觉。那些相信幻象的人会被视为真的站在一片比他们还高的草地中间(所有超过5英尺的视觉,包括黑暗视觉,都会被遮挡)。距离目标5英尺外的生物有相对于目标的隐蔽(目标对其他生物的攻击有20%的失手率)。目标还会被视为迷路(如果适用)。
As the phantasmal prairie exists only in the minds of the targets, it cannot be burned away, trampled down or otherwise overcome. Targets cannot escape the phantasmal prairie by moving, even by teleportation.
虚幻的草丛只会存在于目标的思想中,草丛不可能被烧毁,踏平,或用其他方式克服。目标无法通过移动,甚至是传送,逃离草丛的幻象。
Targets of the spell also perceive everyone else around them to be in the prairie, but the spell has no visible effect to other creatures (who may assist allies to disbelieve the effect).
该法术的目标也会感知到自己周围的所有人都在草丛中,但该法术对其他生物没有可见效果(这些生物可能会帮助盟友怀疑该幻象)。
When the spell ends, if any of the targets are also actually in tall grasses, those targets remain lost.
当法术结束时,如果任何目标实际上真的存在于高草丛中,这些目标仍然是迷路的。



平原部落(Plains Clan)
学派:防护系
等级:Adept 4,牧师/先知4,德鲁伊4,游侠3,萨满4
施法时间:10分钟
成分:言语,姿势,材料/法器(部落成员的所有物;见文)
距离:近距(25英尺+5英尺/2等级)
目标:最多2个生物/等级,彼此相距不超过60英尺
持续时间:1年+1周/等级(可解消)
豁免检定:意志无效(无害)
法术抗力:可(无害)
Casting plains clan is normally done as part of a community ritual attended by nearly everyone in the group. For extremely large populations, these rituals will often include multiple casters casting the spell at roughly the same time (though selecting different targets). The spell fails if cast in a region other than plains terrain and no one may be selected as a target who is not in plains terrain. Each person selected as a target delivers some small item (which could be a possession, a lock of hair, or just about anything, so long as it is freely given) into the caster's space at some time during the casting. People can designate proxies to deliver items for them, for example, a mother might place several items into the caster's space for herself and her children. Those who cannot designate proxies (the very young, the infirm, the unconscious, animals considered to be part of the community, etc.) can have proxies assigned to them by elders or other leaders in the community.
这种法术通常是作为团体中几乎所有人都参与的一场社群仪式的一部分。对于人口极其庞大的社群,这种仪式通常会包括多个施法者,他们会在几乎同一时间施放法术(尽管会选择不同的目标)。如果在平原地形以外的区域施放该法术,或者任何受术者不在平原地形之上,法术就会失败。每个被选为法术目标的人都会在施法者施法的某个时刻将一些私人小物品(可以是财物,一缕头发,或者任何东西,只要它是被自由给予的)送到施法者身边。人们可以指定代理人为他们送物品,例如,一个母亲可以为她和她的孩子在施法者的空间中放置一些物品。那些不能指定代理人的人(年幼的,虚弱的,无意识的,被认为是社群一份子的动物,等等)可以由长者或社群的其他领导人分配代理人给他们。
If more than one casting of plains clan occurs and their casting times overlap by at least 1 minute, then everyone who is affected by one casting is considered to have been affected by the other appropriately overlapping castings. (If several such castings occur, and some of them do not have overlapping casting times, then the targets of those groups are not considered to have been so affected.) Everyone affected by one or more simultaneous or appropriately overlapping castings of plains clan are thereafter connected to one another in profound ways. Each recipient of this spell (or one of the simultaneously or appropriately overlapping cast spells) is thereafter recognized as a clan companion.
如果多个此法术被同时施展,且施法时间重叠至少1分钟,那么每一个受到其中一次施法影响的人都被认为受到了其他重叠的施法的影响(如果发生了几次这样的施法,其中一些施法时间没有重叠,那么这些群体的目标就不会被认为受到如此影响)。每一个受到一个或多个同时施展或适当重叠施展的此法术影响会因此在彼此之间产生深刻的联系。这个法术的每一个受术者(或同时施展或适当重叠施放法术的受术者)将被视为部落同伴。
Future castings of plains clan can add new individuals as clan companions, and they will be added to all the clan companion groups to which the caster belongs (which could be significantly many). In large communities, the casters will often not include themselves as targets of their own spells, inviting other casters to target them, fostering trust within the community. Small, sometimes isolationist or xenophobic groups will often intentionally create insular groups of clan companions and intentionally not include other people.
在之后施展的其他平原部落法术可以添加新的个体作为部落同伴,他们将会添加到施法者所属的所有的部落同伴群体中(可能会有很多)。在大型社群中,施法者通常不会将自己作为自己施展此法术的目标,而是邀请其他施法者以他们为法术目标,从而培养社群内的人际信任。有时,一些孤立主义或仇外的小型社群往往会有意地创造出孤立的部落同伴群体,并有意地将其他人排除在外。
Each clan companion who is also a spellcaster is treated as one level higher for the purposes of determining the effects of spells targeting other clan companions (damage, healing, save DCs, etc.); if any spell cast is already being cast at the highest effect possible for that spell (i.e. cure moderate wounds is being cast to cure 2d8+10 points), then add +1 for each level of the caster to the result, not to exceed the spell's original maximum (cure moderate wounds would still cap at 26 hp). Whether the caster casts fireball or protection from energy, if a clan companion is the target or within the area of effect, that fireball or protection from energy is treated as though it were cast by a caster 1 level higher than is actually the case.
部落中所有的法术使用者在对其他部落同伴施展法术时,其法术效果的施法者等级被视为高出1级(伤害,治疗,豁免DC,等等);如果任何法术在被施法时已经具有可能的最强效果,例如治疗中度伤(cure moderate wounds)通常会治愈2d8+10点伤害,那么为每施法者等级的结果+1,但不超过原始的最大值,在前面例子中的治疗中度伤(cure moderate wounds)仍然只有26点hp的最大值。无论施法者是施放的火球术(fireball)还是防护能量伤害(protection from energy),如果法术目标是一个部落同伴或其在法术的效果范围内,这两种法术会被视为施法者等级比实际施法者高1级的施法者施放的。
An individual clan companion (or group of individual clan companions) targeted by dispel magic or a similar spell or effect will lose the benefits of plains clan if the dispel check (or similar effect) is successful. That person will not be a clan companion for purposes of this and similar spells until another casting reestablishes that person as a clan companion.
如果解除检定(或类似效果)成功,被解除魔法(dispel magic)或类似法术效果作为目标的单个部落同伴(或一群单独的部落同伴)将失去平原部落法术的增益。这个人将不会再被作为这个法术或类似法术的部落同伴,直到另一次平原部落法术将他重新变为部落同伴。
A caster may dismiss the effect on any target of its own casting (which does not affect the other targets of its casting). This has the effect of removing that target as a clan companion from all the appropriately overlapping castings as well. This is sometimes done to free an individual from the group for various reasons (perhaps spiritual or otherwise), and it is sometimes done as a form of punishment. In either case, a future casting of plains clan reestablishes the connections and is often cause for celebration.
施法者可以解消自己施法的任何目标身上的效果(不影响其他施法所产生的目标)。这样做的效果会将作为一个部落同伴的目标从所有适当重叠施法的效果中移除。有时这样做是为了将个人从群体中解放出来(可能是精神上的或其他方面的),有时这样做是一种形式的惩罚。无论哪种情况,未来施法者的平原部落法术会重建联系,并常常会引发一场庆祝活动。
In addition, several spells which are only available to clan companions or which have additional effects when targeting clan companions, become available: converse with clan companions, recognize clan companion, and we change together.
此外,还有一些法术只对部落同伴有效,或者在将部落同伴作为目标时具有额外效果:部落同伴交谈术(converse with clan companions),识别部落同伴(recognize clan companion),联结变形术(we change together)。
The plains clan spell and others like it found in 101 Swamp Spells and elsewhere are designed to give GMs and players opportunities to expand the way other spells are used and to help shape narratives for play. GMs are encouraged to use such spells to build and maintain interesting NPCs and communities with which the PCs may interact.
平原部落法术与《101沼泽法术》中的其他类似法术的设计目的是为了让GM和玩家有机会扩展其他法术的使用方式,并帮助塑造游戏故事。我们鼓励GM使用这些咒语去创造并维持有趣的NPC和社区,并与他们进行互动。



平原漫步(Plains Loper)
学派:变化系
等级:德鲁伊2,游侠2,萨满2
施法时间:1标准动作
成分:言语,姿势,材料(见文)
距离:个人目标:自我
持续时间:10分钟/等级
Muscles and tendons in your feet and legs transform granting you a +5 competence bonus on Acrobatics checks when jumping and on Reflex saves required as a consequence of any Acrobatics check you make when jumping. In addition, you may always take 10 on an Acrobatics check to jump and you treat all your horizontal jumps as though you had a running start of at least 10 feet. The material component of the spell is a hair, nail, or other bit from the leg or foot of any animal or vermin known for jumping. If the creature from which you obtain the material component has a racial modifier to Acrobatics for jumping (such as a fox or a goat), add one half that creature's modifier to your competence bonus on Acrobatics checks from this spell (but do not increase the competence bonus to Reflex saves).
你的脚部和腿部肌肉以及肌腱会发生变形,使你在跳跃时的特技检定上获得+5表现加值,在你跳跃时进行的任何特技检定导致的反射豁免也会获得+5表现加值。此外,你可以总是在特技检定中取10来进行跳跃,并且你将所有水平跳跃视为拥有至少10英尺的起跑距离。该发生的材料成分是任何因跳跃而出名的动物或虫类的腿或脚上的毛发,指甲或其他身体部分。如果你获得施法材料的生物在跳跃的特技检定上拥有种族调整值(如狐狸和山羊),将该生物的种族调整值的一半加到你进行上述特技检定的表现加值上(但不增加反射豁免的表现加值)。
If, on your turn, you use all your actions for movement and you carry out all your movement with repeated jumps, you may make 4 such jumps on your turn, moving the indicated distance each time. For instance, if your base speed is 30 and you had a +5 on your Acrobatics checks prior to casting plains loper, while under the effect of this spell each Acrobatics check is now at +10, and you can take 10 each time, giving you a result of 20 each time. In this case, you therefore move 80 feet on your turn (if you take 10 each time). You may not take a 5-foot step on any round in which you move in this way, but unlike running, your movement does not have to be in a straight line. Also, because of the transformation in your feet and legs, moving by jumping does not tire you—you may move in this way throughout the duration of the spell without becoming tired.
如果在你的回合中,你使用所有的动作进行移动,并且你的所有动作都是重复跳跃,你可以在你的回合中进行4次这样的跳跃,每次移动指定的距离。例如,如果你的基础速度是30,并且你在施展此法术之前在特技检定上有一个+5加值,在施展这个法术之后,每一个特技检定都会+10,并且你每次都可以掷骰取10,使你每次都获得20的结果。在这种情况下,你在回合里可以移动80英尺(如果你每次取10)。在你进行这种移动的轮里,你可以进行5英尺快步,但不像奔跑,你的移动不一定是直线的。此外,因为你的脚和腿的变化,通过跳跃进行移动不会让你感到疲累——你可以在整个法术持续期间以这种方式移动,而不变得疲乏。
Plains loper has no other effects on tactical movement though you still retain the bonuses to Acrobatics checks and associated Reflex saves while jumping.
此法术对战术移动没有其他效果,但你仍然保留跳跃时在特技检定和相关反射豁免上的加成。
If you cast plains loper in plains terrain, the duration is 1 hour/level.
如果你在平原地形施放此法术,持续时间是1小时/等级。



平原野灵(Plains Savagery)
学派:变化系【混乱】
等级:血脉狂怒者2,牧师/先知1,魔战士2,游侠1,术士/法师2
施法时间:1标准动作
成分:言语,姿势,材料/法器(一滴血液)
距离:接触
目标:接触的近战武器
持续时间:1轮/等级;见文
豁免检定:意志无效(无害,物体);
法术抗力:可(无害,物体)
You temporarily grant a melee weapon an animated spirit of difficult-to-constrain savagery. This is not true intelligence and so the item does not gain an Intelligence score. Instead, the item seems to have a will of its own in the same way that many other manufactured objects sometimes seem (especially to the superstitious or teleologically inclined) to have their own goals.
你暂时赋予一件近战武器以一种难以抑制的野蛮精神。这不是真正的智慧,所以该物品不能获得智力属性。相反,这些物品会变得似乎拥有自己的意志,就像许多其他人造物品有时似乎有自己存在的目的一般(尤其是对那些迷信或相信万事万物皆有其存在目的的目的论者而言)。
The first time each round that an attack is made with the weapon affected by plains savagery, resolve the attack by rolling both a d4 and a d20. If the sum of the results of the dice is within the threat range of that weapon, then that attack is both a hit (even if it otherwise would not be high enough to hit the AC of the target) and a threat (do not use the result of the additional die, or roll an additional die, on the confirmation roll). If the result of the dice is such that the number on the d20 minus the number on the d4 is 1 or lower, then the weapon is dropped into the space of the target that was being attacked (no save). The weapon retains its savagery and will continue to affect the first attack roll made with the weapon each round regardless of who uses the weapon.
每轮第一次使用受此法术影响的武器进行攻击时,通过一次d4掷骰和一次d20掷骰来判断攻击。如果两次掷骰的结果总和是在武器的威胁范围内,那么此次攻击既是一次命中(即使它本来不足以高到击中目标的AC)和一次重击威胁(在确认重击时,不使用额外的掷骰结果,也不进行一次额外的掷骰)。如果两次掷骰的结果是d20获得的数字减去d4获得的数字的差值是1点或更低,那么该武器将被扔到被攻击的目标所处的空间中(没有豁免)。该武器会保留法术效果,并将继续影响该武器每轮的第一次攻击检定,无论是谁使用该武器。
Each time that the weapon affected by plains savagery actually results in a critical hit, the remaining duration of the spell is reduced by 1 round. (For example, if 5 rounds of duration remained at the start of a round, and the weapon failed to cause a critical hit that round, then 4 rounds of duration would remain at the end of that round, but if the weapon did cause a critical hit that round, then only 3 rounds of duration would remain at the end of that round.) If 1 or fewer rounds of duration remain after a critical hit is caused by the weapon affected by plains savagery, the spell ends.
每一次当受到此法术影响的武器真的造成一次重击,法术的剩余持续时间会减少1轮(例如,如果在一轮开始时,法术持续时间剩余5轮,而该武器在该轮没能成功造成一次重击,那么该轮结束时,法术持续时间会剩余4轮,但如果武器真的造成重击,那么该轮结束时只有3轮剩余时间)。如果受此法术影响的武器造成重击后,法术持续时间只剩余1轮或更少,法术就会结束。
This spell has no effect on intelligent items or artifacts. The weapon affected by plains savagery is not considered magical for combat purposes if it was not already magical.
此法术对智能物品或神器无效。受此法术影响的武器如果不是本身已经具有魔法,那么在战斗中也不会被认为是魔法武器。
If you have the chaos, luck or trickery domain, have plains as a favored terrain, or are a gnoll, a d6 is rolled instead of a d4 when determining the outcome of attacks with the weapon modified by plains savagery. If you cast the spell in warm plains terrain, the initial duration of the spell is doubled.
如果你有混乱,机运或诡术领域,拥有平原作为偏好地形,或是一个豺狼人(gnoll),在决定用此法术影响的武器进行的攻击的结果时采用d4掷骰,而不是原本的d6。如果你在温暖的平原地区施放此法术,法术的初始持续时间将增加一倍。



毒木术(poisoned plants)
学派:变化系
等级:德鲁伊3,游侠3,萨满3
施法时间:1标准动作
成分:言语,姿势,材料/法器(一片有毒植物的叶子)
距离:中距(100英尺+10英尺/等级)
区域:20英尺半径扩散内的植物
持续时间:1分钟/等级
豁免检定:无
法术抗力:不可
You transform the leafy plants in the area to exude poisonous oils, much like plants like poison oak. Exposure to the poison does not itself automatically cause a reaction; the longer someone remains in contact with the poisoned plants, the most powerful the effect. For each round that someone is exposed to plants affected by poisoned plants, the DC of the Fortitude save to prevent the effect is increased by +1/2 (rounded down, to a maximum of +10). Anyone spending more than one minute in such plants is treated as having had a severe exposure to the poison.
你能将法术区域内的有叶植物转化为散发有毒脂类的植物,就像毒栎木(poison oak)一样。接触到毒素本身并不会自发引起反应;一个人接触有毒植物的时间越长,其受到的影响就越大。当有人每轮接触到被法术影响的植物时,阻止效果的强韧豁免DC+1/2(向下取整1,最多+10)。任何在这种植物中停留超过一分钟的人都被视为严重接触了这种毒素。
For example, a typical exposure to poison oak has a poisonous effect; the onset happens an hour after contact, and the Fortitude save DC to avoid being poisoned is 13. If someone spent four rounds walking through plants affected by poisoned plants the DC of that Fortitude save would be 15 instead of 13.
例如,一个毒栎木的典型接触者会受到一种毒素效果;发作会在接触的一小时后,避免中毒的强韧豁免DC是13。如果某人花了4轮穿过被法术影响的植物,该强韧豁免的DC将会是15,而不是13。
A Knowledge (nature) check, DC 15, reveals that the plants are poisonous.
一次DC为15的知识(自然)检定会显示植物有毒。



豪猪之甲(porcupine Armor)
学派:变化系
等级:炼金术师1,德鲁伊1,游侠1,萨满1
施法时间:1标准动作
成分:言语,姿势,材料(豪猪的刺)
距离:接触
目标:接触的活物
持续时间:1分钟/等级(可解消)
豁免检定:无
法术抗力:可(无害)
The target is covered in quills (if the target is wearing clothes or armor, the quills are outside the clothes or armor). A creature that strikes the target with a melee weapon, an unarmed attack, or a natural weapon takes 1d4 points of piercing damage. Weapons with reach do not endanger an attacker in this way. Any creature that grapples the target takes 2d4 points of piercing damage and continues taking that damage each round the grapple is maintained.
目标身上会复盖一层棘刺(如果目标穿着衣服或盔甲,棘刺会出现在衣服或盔甲外面)。用近战武器、徒手攻击或天生武器攻击目标的生物将受到1d4点穿刺伤害。长触及的武器不会以这种方式危及攻击者。任何擒抱目标的生物将受到2d4点穿刺伤害,并在保持擒抱的每轮中继续受到该伤害。



草原雷暴(Prairie Lightning Storm)
学派:咒法系(创造)【气,电击,音波,水;见文】
等级:德鲁伊8,萨满8,术士/法师8,女巫8
施法时间:1标准动作
成分:言语,姿势,器材/法器(风暴巨人(storm giant)曾经戴过的金属饰品的任意部分);见文)
距离:远距(400英尺+40英尺/等级)
区域:柱形(60英尺半径,60英尺高)
持续时间:1轮/2等级
豁免检定:反射伤害减半
法术抗力:不可
You conjure an amazing storm of wind, rain and lightning. If there are already significant clouds in the area, then the clouds immediately above the area of effect roil and churn and the magic of prairie lightning storm channels effects through those clouds. If those clouds were already producing lightning and precipitation, the duration of the spell is increased to 3 rounds + 1 round/2 levels. If those clouds were either not producing lightning or not producing precipitation, the duration of the spell is unchanged. If there were clouds in the area, but nothing like a storm was immanent, then the duration of the spell is unchanged but the first two rounds of the spell produce no effects other than to gather clouds into the area. Finally, if there were no clouds in the area or the environmental conditions were stable and not at all conducive to the production of rain, then the duration of the spell is halved and the first two rounds of the spell produce no effects other than to gather clouds into the area.
你能召唤来一场声势惊人的风暴,伴随着大雨和惊雷。如果该区域已经有明显的云层,那么法术会直接影响区域上方的云层,让其翻涌和搅动,魔法会直接在这些云层中显现。如果这些云层已经在产生闪电和降水,法术的持续时间增加到3轮+1轮/2等级。如果这些云层没有产生闪电,或者并没有降水,那么法术的持续时间是不变的。如果该区域有云层,但并不是雷云,那么法术的持续时间将保持不变,但法术的前两轮除了将云层聚集到该区域外不会产生任何效果。最后,如果没有云层在该区域或环境条件十分稳定,不利于降水,那么法术的持续时间减半,前两轮的法术效果只会将云层聚集进入该区域。
Those within the area are buffeted by roaring winds and are subjected to frequent lightning strikes and loud thunder, strong gusts of wind, pounding rain and occasional hail. Each round the storm causes 12d6 damage to those in the area, divided between electricity, sonic and bludgeoning damage (Reflex save for half). Unless you determine otherwise, that damage is 4d6 electricity, 4d sonic and 4d6 bludgeoning. When you cast the spell, you may alter the distribution of the damage anywhere from no damage to 12d6 damage for any of those types, and increase or decrease the other types as you wish, so long as the total remains 12d6 damage (for example, you could choose for the distribution of damage to be 2d6 electricity, 3d6 sonic and 7d6 bludgeoning). The effects of the spell vary with your choices (in the example, there would be scant lightning and thunder but excessive hail). Anyone being affected by any damage type applies any relevant resistances or immunities only to the relevant types. Thereafter, unless you make another change, the storm will continue to produce that damage every round. On your turn you may alter the distribution of the damage types as a standard action, or, on a successful concentration check (DC 15 + double the spell level) you may do this as a swift action. If you attempt to perform this change as a swift action and fail the concentration check you may opt to use your standard action to complete the change or simply allow the spell to continue producing damage as it did the previous round (though failing the concentration check uses up a swift action).
在该区域内的人会受到呼啸的狂风、雷电、大雨和偶尔的冰雹的袭击。每一轮风暴都会对该区域的人造成12d6点伤害,分为电击伤害、音波伤害和钝击伤害(反射豁免减半)。除非你另有决定,否则伤害是4d6点电击伤害,4d点音波伤害和4d6点钝击伤害。当你施法时,你可以改变伤害的分配,让每种伤害在没有伤害和12d6点之间波动,只要伤害总和仍然是12d6点(例如,你可以选择2d6点钝击伤害,3d6点音波伤害和7d6点钝击伤害)。法术的效果会随着你的选择而变化(例如,只有少量的闪电和雷声,但会有大量的冰雹)。任何受到任何伤害类型影响的人只对相关类型伤害施加任何相关抗力或免疫。此后,除非你做出另一个改变,风暴将继续在每轮中产生初始的伤害类型。在你的回合,你可以改变伤害类型的分布,这是一个标准动作,或者,你也可以通过成功的专注检定(DC=15+双倍的法术等级)来做一个迅捷动作以改变伤害类型。如果你试图用迅捷动作执行这一变化,但专注检定失败,你可以选择用标准动作来完成改变,或允许法术继续产生像上一轮一样的伤害类型(尽管使用专注检定会使用一个迅捷动作)。
Regardless of how you've structured the damage of the spell, each round, on your turn, you may choose for the spell to deal no damage. If you do so, you may choose for the rainfall to be so heavy that everyone in the area suffers a -12 to their Perception checks (the rain is so loud as to drown out sound and so heavy as to obscure vision almost as heavy fog). This rainfall is also so heavy that ranged attacks are impossible and siege weapons suffer a -4 penalty (i.e. treat the penalties as the same as for a windstorm). Or, instead of damage or heavy rain, you may choose for the storm to produce a sudden extreme gust of 120 mph wind (hurricane-force winds). In either of these latter cases, refer to the Wind Effects in the Pathfinder Roleplaying Game Core Rulebook for additional effects of the rain or wind.
无论你如何分配法术的伤害,每一轮在你的回合中,你可以选择使法术不造成伤害。如果你这样做,你可以选择让降水量大到让该区域的每个人的察觉检定都受到-12的减值(雨的声音会大到足以淹没声音,稠密的如浓雾一样模糊视线)。这种雨是如此之大,以至于远程攻击是不可能的,攻城武器会遭受-4减值(该减值就像对待暴风级风力一样)。或者,在不造成破坏或大雨的情况下,你也可以选择产生一阵突然刮来的极端大风,时速为120英里,拥有飓风级的风力。在后两种的情况下,可以参考《核心手册》中的风力效果,了解雨水或风的附加效应。
If you are chaotic, you may choose instead to have the storm's effects or damage to be determined randomly each round; this choice must be made when you cast the spell. Making this choice gives this spell the chaotic descriptor. At the start of each of your turns while the spell is in effect and capable of producing damage, roll 1d3; on a 1, the storm produces damage, on a 2 it produces rain, and on a 3 it produces wind. If it causes damage, roll 1d12; the result is the number of d6 electricity damage the storm will cause that round. If the result on the d12 was less than 7, roll 1d6; the result is the number of d6 sonic damage the storm will cause that round; the rest of the damage is bludgeoning. If the result on the d12 was greater than 6, divide the remaining damage equally between sonic and bludgeoning damage, favoring bludgeoning over sonic in the event of an odd-numbered result.
如果你是混乱阵营,你可以选择让风暴的效果或伤害每一轮都随机确定;这个选择必须在你施法的时候做出。做出这样的选择会给这个法术带来混乱描述符。当法术生效并能够产生伤害,而你的每个回合开始时,进行1d3掷骰:在结果为1时,风暴会产生伤害,在结果为2时,风暴会产生大雨,在结果为3时,风暴会产生大风。如果造成伤害,进行1d12掷骰:这一轮产生的电击伤害的数值为结果乘以d6。如果d12的结果小于7,进行1d6掷骰:这一轮产生的音波伤害的数值为结果乘以d6;剩下的伤害是钝击伤害。如果在d12上的结果大于6,那么将剩余的伤害平均分配到音波伤害和钝击伤害之间,在结果为奇数时,钝击伤害的优先级高于音波伤害。
Anyone rolling a natural 1 on a save against this spell's sonic damage and who suffers sonic damage is also deafened for 1d4 rounds. Anyone rolling a natural 1 on a save against this spell's bludgeoning damage and who suffers bludgeoning damage is also staggered for 1 round and knocked prone. Anyone rolling a natural 1 on a save against this spell's electricity damage and who suffers electricity damage is also blinded for 1d4 rounds and stunned for 1 round.
任何在对抗此法术的音波伤害的豁免检定上掷出天然1的人,以及受到音波伤害的人,会陷入耳聋,持续1d4轮。任何在对抗此法术的钝击伤害的豁免检定上掷出天然1的人,以及受到钝击伤害的人,会陷入恍惚,持续1轮,并被击倒为俯卧。任何在对抗此法术的电击伤害的豁免检定上掷出天然1的人,以及受到电击伤害的人,会陷入目盲,持续1d4轮,并被震慑1轮。
The focus for this spell is only necessary when it is being cast as an arcane spell.
这个法术的器材只有当它作为奥术施放时才需要。
The spell fails if it is not cast outdoors or it is cast anywhere where clouds could not naturally form. Even if the temperature in the area is too cold to normally produce rain, this spell still produces rain though the water may immediately freeze thereafter. Treat such areas as subject to sleet storm.
如果不是在户外施展,或者是在不能自然形成云朵的地方施展,这个法术就会失败。即使该地区的温度太冷而不能正常降雨,这个法术仍然会产生降雨,尽管此后水可能会立即冻结。把这些地区当作发生雨夹雪天气的场所。
If the spell is cast in plains terrain, the damage dice are d8 instead of d6 and all the save DCs are increased by +2.
如果该法术在平原地区施放,伤害骰是d8而不是d6,所有豁免DC+2。
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Re: [Rite Publishing]101个地域魔法:平原《101 Plains Spells》
« 回帖 #4 于: 2021-07-25, 周日 16:12:28 »
植物防火术(protect plants from Fire)
学派:防护系
等级:牧师/先知3,德鲁伊3,游侠2,萨满3
施法时间:1标准动作
成分:言语,姿势,法器
距离:中距(100英尺+10英尺/等级)
区域:10英尺平方/等级(可变)
持续时间:1分钟/等级
豁免检定:强韧无效(无害)
法术抗力:可(无害)
You choose an area of 10-ft.-square spaces, each of which must be adjacent to at least two other spaces, and all the plants and plant creatures within the area of effect are unaffected by fire for the duration.
你选择一片10英尺平方的区域。每个方格都必须与至少两个其他方格相邻,在法术持续时间内,有效区域内的所有植物和植物生物都不受火焰影响。



召唤鼠群(Rat pack)
学派:咒法系(创造)
等级:术士/法师1,女巫1
施法时间:1轮
成分:言语,姿势,材料/器材(1只老鼠干尸和一个容器)
距离:0英尺
效果:1d4+1只凶暴鼠
持续时间:1轮+1轮/等级
豁免检定:无
法术抗力:不可
Wildly popular at goblin parties, rat pack creates 1d4+1 dire rats. As part of the casting of the spell, you place the dead rat body into the container (which could be a basket, a backpack, etc., but it must be large enough and have enough room to hold a dire rat), move up to your speed away from the container (this movement is considered to be part of the spell) and then 1d4+1 dire rats emerge from the container. Unlike spells that summon creatures, rat pack actually creates creatures out of raw magic with the unpredictable consequences of those creatures being entirely free agents not under the control of the caster. The rats appear when you cast the spell and they act on your turn each round (including the round you cast the spell), but you have no control over what they do. When the rats appear, they are hungry and startled; they are otherwise average dire rats. If they attack, they are as likely to attack you or your allies as anything else. They will not attack one another unless compelled to do so.
这种法术在地精(goblin)群体中广受欢迎,可以创造出1d4+1只的凶暴鼠(dire rat)。作为施法的一部分,你要把一只死老鼠的尸体放入一个容器(一个篮子,背包,等等,但容器必须足够大,有足够的空间来容纳一个凶暴鼠),然后迅速远离容器(这个移动被认为是施法的一部分),随后就会有1d4+1只凶暴鼠从容器中窜出。与其他召唤生物的法术不同,召唤鼠群法术实际上是用原始的魔力创造出真实的生物,这些生物是完全自由的,不受施法者的控制。当你施放法术时,老鼠就会出现,并每轮在你的回合中行动(包括你施放法术的那一轮),但你无法控制它们的行为。当老鼠出现时,它们又饿又惊;除此之外,它们就是普通的凶暴鼠。如果它们发起攻击,它们攻击你或你的盟友的几率与其他人一样。除非迫不得已,否则它们不会互相攻击。
If you have a rat familiar, then the rats created by this spell will not attack you if your familiar is in your space.
如果你有一只老鼠魔宠,那么如果你的魔宠在你的方格里,这个法术创造的老鼠就不会攻击你。



狂风之墙(Ravaging Winds)
学派:塑能系【气】
等级:德鲁伊6,魔战士6,术士/法师6,女巫6
施法时间:1标准动作
成分:言语,姿势,法器
距离:5英尺
效果:一堵风墙
持续时间:1分钟(可解消)
豁免检定:反射伤害减半
法术抗力:可
A wall of wind appears in the space in front of you, touching the ground and extending upward. The wall is 20 feet high, extends 10 feet forward from you, and stretches to your right and left 5 feet/level in each direction (if you are 13th level, the wall is 130 feet wide). If there is insufficient space for the wall to appear, the spell fails (though there may be creatures in the spaces of the wall when you cast the spell). The wall immediately moves forward, the wind within increasing in intensity each round that it moves. When you cast the wall, the wind in the wall blows at 20 mph and the wall moves 30 ft. forward. Each round thereafter, at the start of your turn, the speed of the wind within the wall increases by 20 mph and the wall moves another 30 feet forward.
一堵风墙会出现在你面前的空间,接触地面,并向上延伸。风墙会高20英尺,从你面前向前延伸10英尺,并向你的左右方向各延伸5英尺/等级(如果你是13级,风墙会宽130英尺)。如果没有足够的空间让风墙完整出现,法术会失败(尽管当你施放法术时,墙体出现的空间中可以存在生物)。风墙会立即向前移动,而且随着每轮的移动,墙体内部的风力强度就会不断增加。当你施展法术,墙体中的风力以每小时20英里的速度吹着,墙向前移动的速度是30英尺。此后每一轮,在你的回合开始时,墙内风力的时速会增加20英里,墙又会向前移动30英尺。
If the wall of wind moves through any portion of a creature's space, that creature may be dragged with the wall or damaged by the buffeting winds. As the wall moves through the creature's space, the creature may attempt a Strength check, an Escape Artist check or a Fly check to avoid being dragged (the DC is 10 plus one-tenth the speed of the wind). A creature failing the check is dragged 10 feet plus 2 feet for every point by which the DC was failed to a maximum of 40 total feet in that round (it is possible for the wind to push a creature out of the space occupied by the wall). If a creature misses this check by 10 or more, it is also knocked prone. Whether or not the creature is dragged, it also suffers 1d6 damage per 20 mph speed of the wind (this damage is halved on a successful Reflex save).
如果风墙穿过一个生物所处方格的任何部分,该生物可能会被风拖着移动或被疾风所伤害。当风墙穿过该生物所处方格时,该生物可以尝试力量检定、脱逃检定或飞行检定以避免被拖动(DC=10+风速的十分之一)。一个未通过检定的生物将被拖出10英尺,距离DC每差一点再额外加上2英尺,最多为每轮总共40英尺(风力有可能将生物推出风墙所占据的方格)。如果一个生物在检定中失败10点或以上,它会被击倒为俯卧。无论生物是否被拖拽,它都会受到1d6点/20英里时速的伤害(反射豁免成功时伤害减半)。
Objects in the wall's path take damage; if an object is destroyed or gains the broken condition, it is also subject to being dragged subject to GM adjudication (a two-ton boulder won't go anywhere, but an unsecured wagon could be reduced to flying splinters).
风墙路径上的物体会受到伤害;如果一个物体被摧毁或获得破损状态,它也会按照GM的判断被拖拽(一块两吨重的巨石不会被吹飞,但一辆未固定的马车可能会变成飞溅的碎片)。
The wall will move around or over objects (rivers, trees, boulders, houses, etc., though it very well might tear down or destroy some things in its path), but the base of the wall stays in contact with the ground or remains level with the surrounding ground (if it moves over a pit, it does not sink). The wall will move up and down hills, etc., though it will not move vertically upward (it would climb a mountain, but would stop at a castle wall if it could not destroy that wall). The wall could be split; if a portion of it is stopped by a wall but the remainder of the wall is unimpeded, the portion of the wall that remains will continue moving (and the portions that cannot continue moving dissipate).
风墙会绕过或越过一些物体(河流、树木、石头、房子等,尽管风墙很可能会拆除或破坏其路径上的一些类似东西),但是风墙的底部会与地面接触或与周围的地面保持水平(如果要穿过一个坑洞,风墙也不会下沉)。这堵风墙也可以沿着山坡上下移动,等等,尽管它不会垂直向上移动(它可以爬上一座山,但如果它不能摧毁城堡的墙体,它就会在城堡面前停下)。风墙可以分裂;如果风墙的一部分被一堵墙挡住了,而墙的其余部分却没有受到阻碍,那么剩下的那部分墙体将继续移动(不能继续移动的部分会消散)。



鸦之眼(Raven’s Eye)
学派:变化系
等级:术士/法师1,女巫1
施法时间:1标准动作
成分:言语,姿势,材料(一颗乌鸦的眼球;见文)
距离:个人
目标:自我
持续时间:1分钟/等级
You gain low-light vision and a +3 competence bonus on Perception checks. If you already have low-light vision, the range of your vision is doubled.
你获得昏暗视觉和察觉检定上+3的表现加值。如果你已经有昏暗视觉,你的视力范围会增加一倍。
If you use the eye of a witchcrow as the material component of this spell, your competence bonus to Perception checks is +5 and you also gain darkvision 60 ft. If you already have darkvision, the range of your darkvision is extended by 30 feet.
如果你使用巫鸦(witchcrow)的眼睛作为这个法术的材料成分,你在察觉检定上的表现加值为+5,同时获得60英尺的黑暗视觉。如果你已经有了黑暗视觉,你的黑暗视觉范围将扩大30英尺。
If you have a raven familiar, casting this spell may have ramifications for your relationship with your familiar, per GM adjudication.
根据GM的裁决,如果你有一只乌鸦魔宠,施放这个法术可能会对你和你魔宠的关系产生影响。
If you cast raven's eye in territory where ravens normally dwell, regardless of the material component choice, the duration is 10 minutes/level.
如果你在乌鸦经常栖息的区域施展此法术,不管选择的材料是什么,持续时间是10分钟/等级。



识别部落同伴(Recognize Clan Companion)
学派:预言系
等级:Adept0,牧师/先知0,德鲁伊0,游侠1,萨满0
施法时间:1标准动作
成分:言语,姿势,法器
距离:近距(25英尺+5英尺/2等级)
目标:最多2个部落/等级,彼此相距不超过60英尺
持续时间:见文(可解消)
豁免检定:无或意志无效;见文
法术抗力:不可或可;见文
This spell attunes the senses of the targeted clan companions to grant them a supernatural ability to recognize other clan companions. Everyone who is a clan companion to the caster becomes identifiable as a clan companion to the targets. When a clan companion affected by recognize clan companion is within 60 feet of another clan companion, the target of this spell is automatically aware that the clan companion is in fact a clan companion on a reactively made Perception check (DC 10, as a free action). Intentionally identifying someone as a clan companion requires a DC 10 Perception check made as a move action (any target of recognize clan companion can take 10 on that check).
这个法术会调整目标部落同伴的感官,赋予他们识别出其他部落同伴的超自然能力。施法者的部落同伴都可以在目标眼中被识别为自己的部落同伴。当一个受“辨认同伴”影响的同伴与另一个同伴在60英尺内时,该法术的目标会在感应检定(dc10,自由动作)时自动意识到该同伴实际上是一个同伴。有意识别某人为军团同伴需要在移动动作中进行DC 10感知检定(任何识别军团同伴的目标都可以在此检定中获得10检定)。
The duration of recognize clan companion is determined by the caster when the spell is cast, lasting anywhere from 1 hour/level to 1 month/ level. If any target is unwilling, the duration is chosen by the caster, though the target receives a saving throw and spell resistance applies. Some communities have occasional ceremonies where members gather to renew their ability to identify clan. This is often a bonding and cheerful experience accompanied by feasts and sharing.
“识别氏族伙伴”的持续时间由施法者在施法时决定,持续时间从每级1小时到1个月。如果任何目标不愿意,持续时间由施法者选择,但目标会获得豁免和法术抗性。一些社区偶尔会举行仪式,成员们聚集在一起,以更新他们识别宗族的能力。这通常是一种结合和愉快的经历,伴随着盛宴和分享。
Animals that are capable of being trained can be targets of this spell; they are considered to have voluntarily foregone their saving throw on a successful DC 10 Handle Animal check at any time in the 10 minute period prior to the casting. Unless an animal affected by recognize clan companion has conflicting motives, it treats any clan companion it identifies as non-threatening.
能够被训练的动物可以成为这个咒语的目标;在施放之前的10分钟内,他们被认为自愿放弃了DC 10手柄动物检定豁免。除非被识别同伴影响的动物有相互冲突的动机,它将任何被识别的同伴视为无威胁性的。
Because this grants a supernatural ability, that ability can be suppressed with magic or other means.
因为这授予了一种超自然能力,这种能力可以用魔法或其他方法来抑制。



揭晓之风(Revealing Winds)
学派:预言系【气】
等级:牧师/先知5,德鲁伊4,审判者4,游侠4,萨满4,术士/法师5,女巫5
施法时间:1轮
成分:言语,姿势,法器
距离:1英里/等级
效果:见文
持续时间:1分钟/等级(可解消);见文
豁免检定:无
法术抗力:不可
Choose any location known to you within a radius of 1 mile per caster level. Within that location, a current of wind picks up snippets of sound and scents and carries them to you. The current moves at a pace of 1 mile/minute and arrives to you (even if you are moving, so long as your motion does not include non-contiguous motion such as travel through other planes or via teleportation, and provided that you are not in an extradimensional space when the current arrives) after the appropriate amount of time. When it arrives, you make a Perception check as if you were at the location when the current began its travel to you. Your Perception check reveals whatever would have been revealed to you had you been in that location, provided you could have heard or smelled what was there.
你要选择距离你半径在每施法者等级1英里的范围内你所知道的任何一个地点。在该地点,一股风会突然出现,并捕捉到该地点的一些声音和气味,并把它们带到你身边。气流的移动速度为1英里/分钟,并会在适当的时间以后传递到你身边(即使你在移动,只要你的移动不包括非连续形式移动,例如穿梭到其他位面或剑传送,而且在微风到达时,你也不能位于一个异次元空间里)。当微风到达时,你进行一次察觉检定,就好像你在微风初始出现,并开始向你传播的位置。你的察觉检定会让你如同就在该地,你能听到或闻到那里的什么,你就会通过微风察觉到什么。
If you cast revealing winds from within plains terrain and no more than 1 mile of the distance between you and the location chosen are non¬plains terrain, the current travels at 2 miles/minute instead and you have a +5 insight bonus to your Perception checks made as a result of this spell.
如果你在平原地形施展此法术,并且你和所选择的位置之间非平原地形不超过1英里,那么微风就会以2英里/分钟的速度移动,并且你在这个法术带来的察觉检定上获得+5洞察加值。



幽影豺狼人(Shadow Gnoffs)
学派:幻术系(幽影幻觉)【阴影】
等级:血脉狂怒者3,魔战士3,术士/法师3
施法时间:1标准动作
成分:言语,姿势,材料(豺狼人的头发或指甲)
距离:个人;见文
目标:自我;见文
持续时间:1轮/等级(可解消)
豁免检定:见文
法术抗力:不可
Shadow gnolls uses shadows, darkness, and tricks of vision to make you appear to be a gnoll (no save) and creates shadowy versions of two additional gnolls (Will disbelief if interacted with, otherwise they are similar in most respects to creatures generated via shadow conjuration). When you cast the spell you choose spaces within 30 feet of you for the gnolls to appear. You control what the other two gnolls do. If the distance between you and a shadow gnoll exceeds 30 feet, that gnoll winks out of existence. Even if both of the shadow gnolls have winked out of existence you retain the appearance of a gnoll unless you dismiss the spell.
这种法术能利用阴影,黑暗和视觉错误让你看起来是一只豺狼人(gnoll),这没有豁免,并创造出两个额外的豺狼人幻影,若发生互动,可通过意志豁免来不相信幻影,这些豺狼人幻影在其他方面如同幽影咒法术(shadow conjuration)产生的幽影幻觉。当你施放法术时,你可以选择自己30英尺以内的空间让幻影出现。你控制其他两个幻影的行动。如果你和一个幻影豺狼人之间的距离超过30英尺,该幻影就会消失。即使两个幻影都消失,你仍然保持着豺狼人的外表,除非你解消这个法术。
On your turn, you and each of the shadow gnolls act. When you move, you also determine their movements, and when you attack, you also determine their attacks. You may choose the order in which you and the shadow gnolls move, and you may choose the order in which you and the shadow gnolls attack, but all your movements must take place before or after any of your attacks (and vice versa).
在你的回合,你和每个幻影豺狼人都可以行动。当你移动时,你也要决定它们的移动,当你攻击时,你也决定它们的攻击。你可以选择你和幻影豺狼人的移动与攻击的顺序,但是你所有的移动都必须发生在你的任何攻击之前或之后(反之亦然)。
The shadow gnolls appear as typical gnolls (that is, they appear to have gear typical of gnolls you've encountered, and they do not have levels in any classes) and on your turn, you resolve their attacks normally. You can position them so that they provide flanking bonuses or other advantages (for example, an enemy will not be able to move through their spaces). The shadow gnolls cause damage normally unless an enemy successfully disbelieves, in which case the damage is only 20% normal; any creature damaged by one of the shadow gnolls has interacted with the spell and is allowed a save.
幻影豺狼人的外表如同典型的豺狼人(也就是说,幻影会佩戴你所遭遇过的典型的豺狼人会携带的装备,并且他们没有任何职业等级),在你的回合中,你要如常计算它们的攻击。你可以设置它们的位置,让它们提供夹击加值或其他优势(例如,敌人将无法通过它们所处的空间)。幻影豺狼人会如常造成伤害,除非敌人成功不相信幻象,在这种情况下伤害只有20%;任何被幻影豺狼人所伤害的生物都视为与此法术有互动,并允许一次豁免。
If you cast this spell at night, the duration is tripled and the save DC to disbelieve is increased by +4 (gnolls are widely known to be nocturnal). If you cast this spell in warm plains or desert terrain, the spell creates an additional shadow gnoll. If you are a sorcerer with the shadow bloodline and you cast this spell in lighting conditions of dim or darker, or in shadowy conditions, you create an additional shadow gnoll and the damage caused by shadow gnolls is 40% normal if an enemy disbelieves.
如果你在晚上施放这个法术,持续时间是原来的三倍,不相信幻象的豁免DC+4(众所周知,豺狼人是夜行生物)。如果你在温暖的平原或沙漠地区施放此法术,该法术将创造一个额外的幻影豺狼人。如果你是一个拥有暗影血统的术士,并且你是在昏暗或更暗的光照条件下施展此法术,或者是在一个幽暗的环境中施法,你会创造一个额外的幻影豺狼人,如果敌人不相信幻象,幻影豺狼人造成的伤害也有正常的40%。



跛马术(Sore Horse)
学派:变化系
等级:血脉狂怒者2,魔战士2,术士/法师2
施法时间:1标准动作
成分:言语,姿势,器材(一枚破损的马蹄铁)
距离:近距(25英尺+5英尺/2等级)
目标:一匹马/等级,彼此相距不超过30英尺
持续时间:1轮/等级
豁免检定:意志无效
法术抗力:可
The hooves of the horses that you target become very uncomfortable resulting in those horses being staggered (they can only take a single move action or standard action each turn, but not both, nor may they take full-round actions). Additionally, the horses suffer a -1 penalty on attack rolls, AC and Reflex saves. A horse subject to sore horse also moves at half its normal speed (rounded down), which affects its jumping distance as normal for decreased speed.
被你的法术所影响的马匹的蹄子会变得非常不舒服,从而导致这些马会陷入恍惚(它们在每个回合只能采取一个移动动作或标准动作,但不能同时采取两种动作,也不能采取整轮动作)。另外,马在攻击检定,AC和反射豁免上受到-1的减值。受疼痛影响的马也只能以正常速度的一半移动(向下取整),这会影响其正常的跳跃距离,如其他生物速度下降而导致的跳跃距离缩短一样。
Multiple slow effects don't stack (for instance, a single horse subjected to both slow and sore horse is not even slower than a horse subjected to either spell). If a horse is subjected to more than one spell or effect which reduces its speed, sore horse takes effect only if it hampers the horse more than the other spell or effect does (though it remains able to affect the horse so long as the duration hasn't expired, and if it has a longer duration than the other spell or effect, it affects the horse when the other spell or effect stops). Sore horse counters and dispels haste if the hasted target was a horse.
多个减速效果不会叠加:例如,一匹同时受到缓慢术(slow)和此法术影响的马并不会比受到仅一个法术影响的马更慢。如果一匹马受到不止一个法术或效果要降低它的速度,此法术只会在其他妨碍马匹速度的效果或法术更弱的情况下生效(尽管只要持续时间还没到期,此法术仍然能够影响马,如果此法术相较于其他法术或效果有一个更长的持续时间,当其他法术或效果停止生效时,此法术会继续影响马)。如果被加速术(haste)影响的目标是一匹马,此法术也能反制和解除加速术(haste)。
If you cast sore horse in plains terrain, add +1 to your caster level for all level-dependent purposes of this spell, then double the duration of the spell, and increase the save DC by +2.
如果你在平原地形施放此法术,该法术所有等级相关的施法者等级+1,然后法术持续时间翻倍,豁免DC+2。
Legend has it that this spell was first created by a particularly canny goblin sorcerer. (This actually has a possibility of being true, given how goblins feel about horses.) However, some tinkering has suggested that an appropriate change to the spell's focus allows for alternatives such as sore wolf or sore dog though it is the pads of those animal's feet that are affected. GMs and players are encouraged to tinker with this, but to restrict the spell to affecting terrain- specific mounts or to critters that goblins hate. In all such cases, the target should be an animal only and not a magical beast or other type of creature.
传说这个法术最初是由一个特别精明的地精术士创造的(考虑到地精对马的观感,这很有可能是真的)。然而,一些人表示说,适当改变法术器材可以让法术影响狼或狗之类的动物,虽然法术影响的是这些动物的肉垫。GM和玩家被鼓励去修改这个法术,但是法术应该被限制在影响属于特定地形的坐骑或地精讨厌的生物。在所有这些情况下,目标应该是一个动物,而不是一个魔法兽或其他类型的生物。



蜘蛛狂潮(Spiders Everywhere)
学派:幻术系(魅影幻觉)【诅咒,恐惧,影响心灵】
等级:牧师/先知2,萨满3,术士/法师3,女巫3
施法时间:1标准动作
成分:言语,姿势
距离:近距(25英尺+5英尺/2等级)
目标:一个类人生物
持续时间:1天/等级;见文
豁免检定:意志无效和意志部分生效;见文
法术抗力:可
You cause the target who fails a Will save to occasionally hallucinate and see spiders. The hallucinations occur both randomly and as a response to stress. Every 1d6 hours while the target is awake, if no stress-induced hallucination has occurred, the target will hallucinate spiders. Any time the target of the spell suffers lethal, nonlethal, or ability damage, it will hallucinate spiders on its turn 1d4 rounds later unless it is already hallucinating. Treat the hallucination as similar to the effect produced by major image except that only the target of spiders everywhere experiences the illusion, and the duration of that hallucination is 2d6 rounds.
你让意志豁免失败的目标偶尔产生看到蜘蛛的幻觉。幻觉的出现是随机的,并且还会在受术者感到压力时出现。目标在清醒状态下,每隔1d6小时,如果没有因压力引起的幻觉发生,目标就会出现蜘蛛幻觉。任何时候当受术者遭受致命、非致命或属性伤害时,它将在1d4轮后,在自己的回合里产生蜘蛛幻觉,除非它已经产生轮幻觉。这种幻觉与强效幻影(major image)法术产生的效果相似,除了只有受术者才会体验到这种幻觉,这种幻觉的持续时间是2d6轮。
The details of the hallucination are determined by the target's unconscious mind and not the caster. The spiders will startle the target and will appear in sufficient quantities to be deeply unsettling. They may even begin to swarm over the target, in which case the target should be treated as being attacked by a spider swarm (though one which never manages to succeed in poisoning the target).
幻觉的细节是由目标的潜意识决定的,而不是施法者。蜘蛛会吓到目标,而且数量非常多,会让人深感不安。它们甚至可能开始蜂拥过主角,在这种情况下,目标被视为受到蜘蛛集群的攻击(尽管蜘蛛集群会无法让目标中毒)。
The spiders will seem entirely real and will appear in places where spiders could reasonably be expected to appear. If it would be extremely unlikely for a swarm to appear, then during that particular hallucinatory episode there will be no swarm.
这些蜘蛛将看起来完全真实,出现在蜘蛛可能出现的地方。如果当前环境中蜘蛛集群出现的可能性极低,那么在这个特定的幻觉期间就不会有集群出现。
While the target sleeps, its mind tries to throw off the imposition of this magic. The target gains a new save while it sleeps. If it succeeds, the spell ends. If it fails, then the next day, the first time it experiences a non-stress-induced hallucination, it gains arachnophobia (see the Mania/Phobia entry under Insanity in the Pathfinder Roleplaying Game Core Rulebook). While subject to that phobia, whenever the target sees an actual or hallucinated spider, it is shaken, and if it hallucinates a swarm of spiders, it is frightened if it fails its save.
当目标睡觉时,他的大脑会试图摆脱这种强加的魔法。目标在睡眠时会获得一个新的豁免检定。如果豁免成功,法术就会结束。如果豁免失败,那么当第二天,当受术者第一次体验到非压力诱发的幻觉时,他就会患上蜘蛛恐惧症(参见《核心手册》中的疯狂下恐惧症的条目)。当受到这种恐惧症的影响时,当目标看到一只真实的蜘蛛或幻觉蜘蛛时,他就会陷入战栗,如果他产生了一群蜘蛛集群的幻觉,那么如果豁免失败,他就会感到惊惧。
While the target of your spell is in terrain where spiders are very common, all the save DCs associated with this spell are increased by +2.
当你的受术者处于蜘蛛非常常见的地形时,所有与此法术相关的豁免DC+2。
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse or wish spell.
这个法术所施的诅咒不能被解除驱散,但是可以通过破除结界(break enchantment),有限祈愿术(limited wish),神迹术(miracle),移除诅咒(remove curse)或祈愿术(wish)来移除。



奔腾马群(Stable of Horses)
学派:变化系(变形)
等级:德鲁伊3,萨满3,术士/法师4
施法时间:1标准动作
成分:言语,姿势,材料(来自一匹马的毛发/目标)
距离:20英尺
目标:自我和最多1个盟友/等级
持续时间:1分钟/等级(可解消)
豁免检定:意志无效(无害)
法术抗力:可(无害)
You and up to 1 ally/level (maximum of 8 allies) are transformed into light horses. Your sizes are Large, and you all gain a +2 size bonus to Strength and Dexterity. Everyone gains low-light vision and scent.
你和最多每等级1个的盟友(最多8个盟友)将被转化为轻型马(light horse)。你们的体型会变成大型,你们的力量和敏捷属性都会得到+2体型加值。每个人还都会获得昏暗视觉和灵敏嗅觉。
If stable of horses is cast in plains terrain, you all also gain Endurance and Run, a +2 competence bonus to Perception checks, and the duration is 1 hour/level.
如果马厩的马在平原地区施放,你也能获得耐力和奔跑,感知检定+2能力加值,持续时间每升一级1小时。



紧跟踪迹(Stay on the Trail)
学派:惑控系(胁迫)【影响心灵】
等级:Adept 2,吟游诗人2,牧师/先知2,德鲁伊2,审判者2,圣武士1,游侠1,萨满2
施法时间:1标准动作
成分:言语,姿势,法器
距离:近距(25英尺+5英尺/2等级)
目标:最多1个盟友/等级,彼此相距不超过30英尺
持续时间:2小时/等级
豁免检定:意志无效(无害)
法术抗力:可(无害)
You advise your allies to remain on or near a trail which you identify when you cast the spell. Thereafter, each target gains a +2 morale bonus on all saving throws and on Knowledge (geography), Sense Motive and Survival checks made within 30 feet of the trail. However, whenever a target is both more than 30 feet from the trail and more than 30 feet from any allies, it suffers a -2 penalty on saving throws against fear effects and on Diplomacy, Knowledge (all), Sense Motive and Survival checks. If a target is within 30 feet of the trail but is not aware of this (perhaps because the target is confused or lost) then it is treated as if it were not within 30 feet of the trail. (A target does not have to see the trail to gain the benefits of stay on the trail so long as it is aware that it is within 30 feet of the trail.)
你暗示自己的盟友留在你施放法术时指定的一条路线上或附近。此后,每个目标只要停留在该路线的30英尺范围内,则会在所有的豁免检定和知识(地理)检定、察言观色和生存检定上获得+2士气加值。然而,当目标距离路线超过30英尺且距离任何盟友超过30英尺时,他将在对抗恐惧效果的豁免检定以及交涉、知识(全部)、察言观色和生存检定上受到-2减值。如果一个目标是在路线的30英尺以内,但没有意识到这一点(这也许是因为目标陷入困惑或迷路),那么他不被视为在路线的30英尺以内(只要目标意识到自己离路径在30英尺之内,它就不需要看到路径本身,也能获得停留在路径上的好处)。
If you cast stay on the trail in terrain that usually offers clear lines of sight for great distances (such as desert or plains terrain), then whenever your allies are in that kind of terrain and can see (or otherwise clearly perceive) the trail and at least a 30-foot stretch of that trail, they gain the benefits and ignore the penalties of this spell.
如果你在通常视野开阔,能看到很远处的地形(如沙漠和平原地形)施展此法术,那么当你的盟友在这种地形,可以看到(或清楚地感知)到路线及其至少30英尺长的延伸部分,他们就会获得法术的好处,忽略法术的惩罚。
If you are a ranger and the trail and your allies are within your favored terrain, then the safe distance from the trail is increased by 5 feet for every point of your bonus in that terrain; in addition, if an ally is being granted a bonus from stay on the trail and remains in your favored terrain, it gains that bonus on Perception checks as well.
如果你是一名游侠,而路线与盟友都在你的偏好地形内,那么在该地形中,你的加值每有一点,路线的安全距离就会增加5英尺;此外,如果一个盟友因为在路线上而获得加值,同时又停留在你的偏好地形上,那么他也会在察觉检定上获得该加值。



平原步伐(Stepping through Fields)
学派:咒法系(传送)
等级:吟游诗人5,魔战士5,术士/法师5,召唤师4,女巫5
施法时间:1轮
成分:言语,姿势,材料(闪现犬(blink dog)的头发,指甲或牙齿)
距离:远距(400英尺+40英尺/等级)
目标:自我和接触的物体或接触的其他自愿生物
持续时间:1轮/2等级
豁免检定:无和意志无效(物体)
法术抗力:不可和可(物体)
Each round after you cast this spell you may step from any one space within a field to another space you can observe within range in the same field. This movement is akin to that granted by dimension door (you may not take any actions on the round you move after you have moved in this way, you may bring others with you within the limits defined in the description of dimension door, etc.). On the rounds when you use stepping through fields to move, the movement itself consumes your move action; you may use any standard action before you move in this way, but if you move first you may not take any actions on the remainder of your turn.
在你施放此法术后的每一轮中,你可以踏入一片地面内的某一个方格,并传送到法术距离内你能观察到的同一地面内的另一个方格中。这种移动类似于次元门(dimension door)——在你以这种方式移动之后,你不能在你移动的回合中采取任何行动,你可以按照次元门(dimension door)法术描述中的限制,带其他人一起传送,等等。在你使用此法术进行移动的回合中,移动本身会消耗你的移动动作;在你以这种方式移动之前,你可以使用任何标准动作,但如果你先移动,你在回合剩余时间内不能采取任何动作。
If you have a burrow speed then if you begin in a space that is underground you may end in a space that is underground so long as both spaces are adjacent to the surface of the field (that is, if you could physically reach the surface from your underground location) provided you have some ability to sense the destination space from your origin space. For example, if you have tremorsense 60 feet, you could use stepping through fields to teleport up to 60 feet each round on your turn from one underground space to another underground space. In this case, the surfaces of the two spaces must still be contiguously part of the same field.
如果你有一个掘地速度,那么当你从一个地下的方格开始,你可以在另一个地下方格结束,只要两个方格都临近地面的表面(也就是说,你需要能从你的地下位置到达地面),而且你要有能力从你的原始方格感知到目的地方格。例如,如果你有60英尺的颤动感知,你可以每轮在自己的回合里使用此法术从一个地下方格传送到另一个地下方格,距离最多为60英尺。在这种情况下,两个方格的表面仍然必须是同一地面的连续部分。
Stepping through fields has no effect if you are not in terrain that could be described as plains terrain. The type of field may vary considerably: a farmer's cornfield is a suitable field as is a vast expanse of wild weeds. Any geographical region might have small breaks, such as those formed by ponds, rivers, etc. So long as the land on opposite sides of these features could reasonably be considered the same field, stepping through fields is not blocked by such features; though of course, if the pond, river or other feature is wider than the range of the spell, the spell will not permit you to step across that obstacle.
如果你不是在可以被描述为平原地形的区域中,此法术没有任何效果。地面的类型可能有很大的不同:农民种的玉米地会是一片合适的区域,因为其上会有一大片野生杂草。任何地理区域都可能会有小的缺陷,比如由池塘、河流等形成的缺口。但只要这些缺陷两侧的土地仍然可以被合理地认为是同一块地面,此法术就不会被这些缺陷所阻碍;当然,如果池塘、河流或其他缺陷的范围比法术距离更宽,法术将不允许你跨过这个障碍。



石化打击(Stone Strike)
学派:变化系
等级:血脉狂怒者3,魔战士3,术士/法师3
施法时间:1标准动作
成分:言语,姿势,材料(一撮鸡蛇兽(cockatrice)的喙磨成的粉)
距离:接触
目标:接触的近战武器
持续时间:1轮/等级
豁免检定:无;见文
法术抗力:不可
The weapon you touch transforms as you wipe the material component on it as part of the casting; the weapon takes on a dull gray-white color and feels lighter than it had before being transformed. The changes alter the physical form of the weapon making it harder to wield. For the duration, all attacks made with the weapon suffer a -1 penalty on attack rolls. However, when the weapon causes damage to a target, the target also suffers 1d4 Dexterity damage (on a successful Fortitude save, the target suffers only 1 point of Dexterity damage); this damage is not increased on a critical hit.
当你将施法材料擦拭在武器上时,你所触摸的武器发生了转变;武器会呈现出暗淡的灰白色,感觉比之前更轻盈。这些转化会改变武器的物理形态,使其更难使用。在法术持续时间内,使用该武器进行的所有攻击在攻击检定上受到-1减值。然而,当武器对目标造成伤害时,目标会遭受1d4点敏捷伤害(成功的强韧豁免会让目标只遭受1点敏捷伤害);此伤害不会因重击而增加。
If a target's Dexterity is reduced to 0 as a result of being struck by a weapon affected by stone strike, that target is petrified as if the target had been petrified by a stone to flesh spell.
如果目标的敏捷属性因为被受此法术影响的武器击中而降为0点,该目标就会被石化,就像被石化术(stone to flesh)影响一样。
Dexterity damage suffered as a result of this spell is healed at a rate of 1 point per hour (instead of the usual 1 point per day).
这个法术造成的敏捷伤害会以每小时1点的速度自愈(而不是通常的每天1点)。



慌乱脚步(Stumbling panic)
学派:死灵系【情绪,恐惧,影响心灵】
等级:反圣武士2,吟游诗人2,血脉狂怒者2,审判者2,术士/法师2,女巫2
施法时间:1标准动作
成分:言语,姿势,材料(一根地精亚种的断腿骨)
距离:近距(25英尺+5英尺/2等级)
目标:一个活物/3等级,彼此相距不超过30英尺
持续时间:1轮/等级
豁免检定:意志无效;见文
法术抗力:可
You cause creatures failing their saves to fear you and strongly desire to move away from you, but their fear impedes their movement. When you cast the spell, targets failing their saves are dazed until the start of their next turn, and gain the frightened and staggered conditions and suffer quivering sensations in their legs for the duration.
你让那些没有通过豁免的生物对你感到害怕,并强烈地想要远离你,但是他们的恐惧会阻碍他们的移动。当你施放该法术时,未通过豁免的目标将陷入晕眩,直到他们的下一个回合开始,并获得惊惧和恍惚状态,并在法术持续时间内感到双腿打颤。
On their turns, affected creatures are terrified of you but find they are not able to flee as effectively as they'd desire (which causes them even greater distress). In addition to feeling afraid and wanting to get away from you, affected creatures find themselves stumbling and apt to fall. On each affected creature's turn, if it attempts to move on its turn, it must succeed on an Acrobatics check (same DC as this spell) or stumble during that move. For every point by which the check was failed, the stumbling causes the creature to lose 1 foot of movement on that turn (rounded up to the nearest 5-foot increment, so if the DC is 17 and the creature rolls a 12 through 16, it loses 5 feet of movement on that turn). If a creature fails the Acrobatics check by 20 or more it falls prone and makes no progress.
在受影响生物的回合,它们会害怕你,但发现自己无法像它们想要的那样有效地逃离你(这会让它们更痛苦)。除了感到害怕和想要远离你,受影响的生物发现他们自己变得笨手笨脚,很容易跌倒。在每个受影响生物的回合中,如果它试图在其回合中移动,它必须通过特技检定(与此法术相同的DC)否则会在该移动中跌跌撞撞。检定每失败一点,跌跌撞撞就会导致该生物在该回合失去1英尺的移动距离(向下取整至最接近的5英尺增量,所以如果DC是17,生物掷骰结果为12到16,它就会失去5英尺的移动距离)。如果一个生物在特技检定中失败了20点或更多,它就会摔倒成俯卧状态,并且没有进展。
Unaffected allies may attempt to aid their affected friends in overcoming their fear. As a standard action, an unaffected ally within 10 feet of an affected target may make a Charisma check against the same DC as the save of this spell. If the Charisma check succeeds, the affected target is granted another Will save. For every 5 points by which the ally beats the DC, the affected target gains a +1 on its Will save. Multiple allies may attempt to help the affected target in this way; but each must do so on its own turn (the target cannot stack multiple attempts at once). If an unaffected ally fails on its Charisma check, all its future attempts to assist that same affected ally against this casting of the spell automatically fail. It may still attempt to assist other affected targets.
未受影响的目标可能会试图帮助他们受影响的盟友克服恐惧。作为一个标准动作,在受影响目标10英尺内的未受影响的盟友可以进行魅力检定,DC与此法术相同。如果魅力检定成功,受影响的目标将获得另一个意志豁免检定。每超过DC以5点,受影响的目标将在意志豁免上获得+1的加值。多个盟友可以尝试以这种方式帮助受影响的目标;但每一个都必须在自己的回合中这样做(目标不能一次性堆叠多个尝试)。如果一个未受影响的盟友的魅力检定失败,那么他以后试图帮助该盟友对抗该法术的所有尝试都会自动失败。但他仍可以试图帮助其他受影响的目标。
If the leg bone used as a component of this spell is from a creature that dwelled in the same terrain where this spell is cast, then the range and number of targets are doubled and the save DC is increased by +2.
如果作为该法术材料成分的腿骨来自栖息于该法术施放时所处地形的生物,那么法术距离和目标数量将增加一倍,豁免DC+2。



迅速冲锋(Sudden Charge)
学派:变化系
等级:炼金术师1,吟游诗人1,血脉狂怒者1,审判者1,魔战士1,游侠1,术士/法师1
施法时间:1迅捷动作
成分:言语,姿势,器材(斧嘴鸟(axe beak)的爪)
距离:个人
目标:自我
持续时间:1轮
Sudden charge grants you the ability to make a free trip attempt immediately following a successful charge attack. This trip attempt does not provoke an attack of opportunity. If you fail, your opponent cannot attempt to trip you in return. You must attempt the charge and trip on the same round that you cast sudden charge.
此法术会让你可以在一次成功的冲锋攻击后立刻自由尝试一次绊摔。这次绊摔尝试不会引起借机攻击。如果你失败,你的对手也不能反过来试图绊摔你。你必须在施展迅速冲锋法术的同一轮中尝试冲锋和绊摔。
If you cast sudden charge in temperate plains terrain, you gain a +2 circumstance bonus on the charge attack and, if successful, on your trip attempt.
如果你在温带平原地形突然此法术,你在冲锋攻击上获得+2环境加值,如果成功,你的绊摔尝试也获得+2环境加值。



召唤蚂蚁坐骑(Summon Ant Mounts)
学派:咒法系(召唤)
等级:牧师/先知4,德鲁伊4,萨满4,术士/法师4,召唤师3,女巫4
施法时间:1轮
成分:言语,姿势,法器
距离:近距(25英尺+5英尺/2等级)
效果:召唤1只巨公蚁/2等级(最多10只)
持续时间:10分钟/等级
豁免检定:无
法术抗力:不可
Summon ant mounts summons 1 giant drone ant/2 levels. All the ants appear within range where you designate and each ant appears no more than 30 feet away from any of the other ants or from you. Unlike naturally occurring giant drone ants, these ants treat you and your allies as friends and willingly accept creatures of Medium or smaller size as riders. While moving about on their many legs, they remain unencumbered even while carrying loads as heavy as 400 pounds. In flight, their speed is reduced to 20 ft. whenever they are carrying more than 200 pounds.
此法术能召唤出一只/2等级的巨公蚁(giant drone ant)。所有的巨公蚁会出现在法术距离内你指定的位置,并且每只巨公蚁出现时不能距离其他蚂蚁或你超过30英尺。与野外天然存在的巨公蚁不同,这些巨公蚁会将你和你的盟友视为朋友,并愿意接受中型或更小体型的生物作为骑手。当它们用许多条腿进行移动时,即使是在搬运重达400磅的东西时,它们也不会受到阻碍。在飞行中,只要它们携带的重量超过200磅,它们的速度就会降至20英尺。
Unlike many summoned creatures, these ants do not engage in combat on your behalf (though they will defend themselves).
与许多被召唤的生物不同,这些巨公蚁并不会为你参与战斗((尽管它们会自保)。
If you cast summon ant mounts in plains terrain the duration is 1 hour/level, you summon 1 ant/level (though the maximum remains 10), and the ants are trained as mounts and arrive with appropriate saddles for humanoid riders.
如果你在平原地区使用此法术,持续时间是1小时/等级,并且召唤的巨公蚁数量为每等级1只(尽管最大数量依旧是10只),并且这些巨公蚁被视为受过训练的坐骑,并在出现时携带着适合类人骑手的鞍。
巨公蚁(Ant, Giant Drone) CR 3
XP 800
绝对中立 中型虫类
先攻+0;感官 黑暗视觉 60英尺,灵敏嗅觉;察觉 +7
防御
AC 17,接触 10,措手不及 17(+7天生防御)
hp 22(2d8+9)
强韧+8,反射+2,意志+3
免疫 影响心灵
进攻
速度 50英尺,攀爬20英尺,飞行 30英尺(一般)
近战 啮咬 +5(1d6+4+攫抓),钉刺 +5(1d4+4+毒素)
数据
力量 18,敏捷 14,体质 21,智力 -,感知 17,魅力 15
BAB +1;CMB +5(+9对抗擒抱);CMD 15(23对抗绊摔)
专长
技能 攀爬 +12,察觉 +7,生存 +7;种族调整值 +4察觉,+4生存
特殊能力
毒素(Poison, Ex):钉刺——伤口型;豁免 强韧DC 16;频率 1/轮,持续4轮;效果 1d2点力量;治愈 1次豁免



召唤雷云(Summon Thundercloud)
学派:咒法系(召唤)【水】
等级:牧师/先知5,德鲁伊4,萨满5,术士/法师5,召唤师4,女巫5
施法时间:1标准动作
成分:言语,姿势,材料/法器(一滴水)
距离:远距(400英尺+40英尺/等级)
效果:一团雷云;见文
持续时间:1分钟/等级
豁免检定:无;见文
法术抗力:不可;见文
You summon a roughly cylindrical thundercloud into the sky above you; the lowest portion of the cloud appears either within range or 700 feet above you (if long range for you would put the cloud lower than 700 feet, it appears at 700 feet). The cloud extends upward 1,000 feet/level and the cloud's rough diameter is 1,000 feet/level. The cloud is heavy with water and full of electrical charge. It appears with a loud rumble of thunder and flashes of lightning within. When it appears you choose whether it is releasing rain (or other precipitation, depending upon the temperature and other conditions). The cloud continues to produce loud rumblings and frequent flashes of lightning for the duration. All electricity and sonic damage produced under the cloud and within long range of you is increased by 50%, and the save DCs of all damage and effects associated with electricity or sonic magic in that same region are increased by +2.
你召唤出一团大致呈现圆柱形的雷云,在你的头顶上方;雷云的最低部分会出现在你上方的法术距离或700英尺以内(如果远距会使雷云低于700英尺,雷云就会出现在700英尺处)。雷云会向上延伸1000英尺/等级,粗略直径是1000英尺/等级。雷云中充满了水与电荷。雷云会伴随着隆隆的雷声出现,里面充斥着耀眼的闪电。当雷云出现时,你可以选择是否释放降雨(或其他降水形式,取决于温度和其他条件)。在持续时间内,云层会不停产生巨大的雷声和频繁的闪电。在雷云下方,并处于你的远距范围内的所有电击和音波伤害增加50%,同时在同一区域内的所有与音波或电击法术相关的伤害和效果的豁免DC+2。
This cloud is suitable for producing the more powerful bolts of lightning from a call lightning or similar spell.
召雷术(call lightning)或类似法术在雷云的影像下会产生更强大的闪电。
When the spell's duration ends, all the magical effects associated with it end, any rain it was producing stops, and it no longer serves as a means for generating the more powerful bolts such as from a call lightning spell; the cloud itself breaks up quickly over the course of the next minute, leaving the sky essentially as it would have been had you not summoned the cloud.
当法术的持续时间结束时,所有与之相关的魔法效果也会终止,它所产生的任何降水也会停止,不再会让召雷术(call lightning)之类的法术产生更强大的闪电;在接下来的一分钟里,雷云本身会很快消散,天空基本上会变得就像你没有召唤雷云的时候一样。
Summon thundercloud fails if it is cast in circumstances that would prevent it from functioning (for example, casting it underground). The cloud does not substantially alter otherwise existing storms.
如果召唤雷云法术是在不可能产生雷云的环境下施放(例如,在地下施放),法术就会失败。法术召唤的雷云不会对现有的风暴产生实质性的影响。



太阳雨(Sunshower)
学派:咒法系(创造)【水】
等级:牧师/先知0,德鲁伊0,萨满0,术士/法师0,女巫0
施法时间:1标准动作
成分:言语,姿势,法器
距离:近距(25英尺+5英尺/2等级)
区域:柱形(40英尺半径,20英尺高)
持续时间:专注,最长1分钟
豁免检定:无
法术抗力:不可
You produce rain the equivalent of a light shower. The rain produced by this spell could extinguish a torch after a few rounds, and a small campfire after a minute. It does not produce enough water to save crops from drought. Anyone caught in the rain from sunshower will simply be wet. The rain does not interfere with combat or the casting of spells. The ground may be a little slippery (per GM adjudication) but is not treacherous.
你创造出一场小雨。这个法术产生的雨水可以在几轮后熄灭一个火把,一分钟后熄灭一个小型篝火。法术不能产生足够的水来拯救农作物免于干旱。任何被太阳雨淋到的人都会被淋湿。雨水不会干扰战斗和法术施放。根据GM的判断,法术区域的地面可能会有点滑,但并不危险。
Sunshower fails if it is not cast outdoors, if the sun is not shining, or if the temperature is below 45 degrees Fahrenheit.
如果不在户外,没有阳光照射,或者温度低于45℉,太阳雨法术就会失败。



更佳路线(There's A Better Way)
学派:惑控系(胁迫)【影响心灵】
等级:吟游诗人4,德鲁伊5,萨满5,术士/法师4,女巫4
施法时间:1标准动作
成分:言语
距离:远距(400英尺+40英尺/等级)
目标:一个生物/等级,彼此相距不超过30英尺
持续时间:10分钟/等级
豁免检定:意志无效
法术抗力:可
Those failing their saves gain the effect of being lost (see Getting Lost in the Pathfinder Roleplaying Game Core Rulebook) though they do not know this and instead become convinced they know a better way to get to wherever the group is going. Pointing out obvious landmarks or well-worn pathways will only serve to anger those who are convinced they know best. If multiple targets fail their saves, they will generally disagree about the best way to get somewhere. Sometimes, one or more of them will permit one of the others to lead the way, because this will turn out to be a good way to prove them wrong once the party gets lost or ends up back where it started. (But this should only occur as a result of role-playing through the options.)
那些在豁免过程中失败的目标会迷路(参见《核心规则》中的迷路),尽管他们并不知道这一点,反而认为自己知道去往团队目的地的更好路线。旁人如果指出明显的地标或众所皆知的路线只会激怒这些自认为最懂路怎么走的目标。如果多个目标的豁免失败,他们通常会对到达某个地方的最佳路线产生分歧。有时,他们中的一个或多个会允许另一个人带路,因为一旦他们迷失了方向或最终回到了起点,这将是证明对方错误的一个好方法(但这只能是通过选择来进行角色扮演的结果)。
If all the targets are in plains terrain that stretches for miles in all directions when the spell is cast, then the DC of the saving throw is increased by +2. If none of the targets are in plains terrain, and if none of the targets are within visual range of plains terrain, then the DC of the saving throw is reduced by -4.
如果在施放此法术时,所有法术目标都在平原地形,周围各个方向都往外延伸数英里之远,那么豁免检定的DC+2。如果所有目标都不在平原地形,并且没有一个目标的视线范围内存在平原地形,那么豁免检定的DC-4。



地精转化术(Transmute Gnome to Goblin)
学派:变化系【邪恶】
等级:魔战士6,术士/法师6,女巫6
施法时间:1标准动作
成分:言语
距离:接触
目标:接触的一个侏儒
持续时间:永久
豁免检定:强韧无效
法术抗力:可
The target gnome you touch undergoes a rapid change, transforming into a goblin. The target's type changes to humanoid (goblin), and it loses all the gnome racial traits it had but gains all the standard goblin racial traits, and has its alignment changed to evil. After the transformation, the target creature is a goblin in all respects, hates gnomes, and has no desire to be transformed back into a gnome.
你触碰的侏儒(gnome)会经历一场迅速的变化,被变成一只地精(goblin)。目标的生物类型会变为类人生物(地精),它会失去所有侏儒的种族特性,但获得了所有标准地精的种族特性,其阵营会变为邪恶。在转化后,目标生物在各方位都是一只标准的地精,它会憎恨侏儒,并且不想被变回侏儒。
There is, apparently, a variant called transmute goblin to gnome which does exactly what anyone would expect it to do, though the gnome that results has a neutral alignment. Rumor has it that an exceptionally rare high-level goblin sorcerer used this variant on a fellow goblin who had bested him in a contest and clearly deserved to be ridiculed in the most terrible way possible.
显然,与此法术对应的还有一种叫做侏儒转化术(transmute goblin to gnome)的法术变种,它的效果也和所有人想的一样,尽管转化的结果是一个中立阵营的侏儒。有传言说,一位非常罕见的高阶地精术士曾用这种变体法术来对付一个在比赛中打败了他的地精同伙,他觉得对方应该以这种最可怕的方式被嘲笑。
A limited wish, miracle or wish spell will restore the target of the spell to its original form though it will retain its memories of having been changed. If the transformation is reversed by a limited wish the target must succeed on a Will save (same DC as this spell) or gain a random insanity from the horrors of the memories. Both miracle and wish prevent the target's memories from rendering it insane.
一个有限祈愿术(limited wish)、神迹术(miracle)或祈愿术(wish)可以使目标恢复到原来的形态,尽管它会保留被改变期间的记忆。如果转化是被一个有限祈愿术(limited wish)逆转,目标必须通过意志豁免(与此法术相同的DC),否则会因为恐怖的记忆而获得一项随机的精神错乱。神迹术(miracle)或祈愿术(wish)都能阻止目标因为记忆而变得疯狂。



无避之阳(Unavoidable Sun)
学派:幻术系(心灵幻觉)【影响心灵】
等级:血脉狂怒者1,魔战士1,术士/法师1
施法时间:1标准动作
成分:言语,姿势,器材(一面小镜子)
距离:30英尺
区域:锥形爆发
持续时间:立即;1轮/等级;见文
豁免检定:意志无效
法术抗力:可
You produce a momentary brilliant light creating the sensation of the sun shining in the eyes of the creatures in the area. Each target is granted a Will save to avoid the effects. If a target fails the save then, for the remainder of the duration, no matter what it tries to do, it always has the sensation of the sun shining into its eyes. This sensation is as though the sun were actually shining, however, the effect does not have to correspond to actual daylight circumstances (for example, you can cast this spell underground). If you cast this spell and the environment wouldn't allow for sunshine (at night, underground, etc.) then each target gains a +4 on its Will save.
你创造出一道转瞬即逝的强光,让法术区域内的生物如同被刺眼的阳光直射眼睛一般。每个目标可以进行意志豁免以避免法术效果。如果一个目标在豁免过程中失败,那么在余下的法术持续时间里,无论他试图做什么,他总是会感觉有阳光照进自己眼睛里。这种感觉就好像真的阳光在照射目标一般,然而,此法术并不需要附近真的有阳光(例如,你可以在地下施放这个法术)。如果你施放这个法术,而周围的环境通常不会真的被阳光照射到(在晚上,地下等),那么每个法术目标在其意志检定上获得+4加值。
If a creature has the effect of the sun in its eyes from this spell, it is dazzled. However, the dazzling effect grows progressively more problematic. On the first round that a creature is dazzled by unavoidable sun it suffers a -1 penalty on attack rolls and sight-based Perception checks. Each round thereafter, the penalty increases by 1 more, to a maximum penalty of -5 after 5 rounds (if the spell lasts more than 5 rounds, the -5 penalty remains until the spell ends).
如果一个生物的眼睛受到这个法术产生的虚幻阳光的影响,它就会陷入目眩状态。然而,目眩的效果会越来越严重。在第一轮,生物会被目眩,其攻击检定和基于视觉的察觉检定受到-1减值。此后的每一轮,减值再增加1点,5轮后达到最大的-5(如果法术持续时间超过5轮,-5的减值将一直保持到法术结束)。
Each round that a target is affected, it may shield its eyes by raising one hand in front of its face (or by holding up an item large enough to block the incoming sunlight that the target is seeing). On that round, the penalties are halved from what they would otherwise have been on that round as the target's eyes adjust from being exposed to brilliant light. In such a case, if the target is using a hand to help block the light, attacking with a weapon that requires two hands is not possible (and the proper use of a shield is compromised, though the shield itself could both block the light and provide some protection). Spellcasting under the effect of unavoidable sun requires a concentration check (DC 10 + spell level); to make matters worse, if the spell requires the spellcaster to identify a target by sight, the penalties from unavoidable sun are added to the concentration check (and the caster does not have the option of using a hand to shield from the sun unless the spell does not require somatic components).
当目标受到法术影响时,它可能会举起一只手挡住自己的眼睛(或者举起一个足够大的物体挡住照向自己的阳光)。在目标将自己的眼睛从强光照射下挡住的该轮中,原本属于该轮的减值会减少一半。在这种情况下,如果目标使用一只手来帮助阻挡光线,那么用需要双手的双持武器进行攻击是不可能的(并且盾牌的正常使用也会受到影响,尽管盾牌本身可以阻挡光线并提供一些保护)。在此法术的效果下施法需要一个专注检定(DC=10+法术等级);更糟的是,如果施展的法术需要施法者通过视觉来指定目标,无避之阳法术的减值会被添加到专注检定上(施法者无法选择使用一只手来保护自己的眼睛免受阳光照射,除非施展的法术不需要姿势成分)。
Creatures that are blind or that do not see are unaffected by the spell. Creatures with light blindness who fail their save are blinded for the duration. Creatures with light sensitivity or who rely primarily or exclusively on darkvision to see suffer a -2 penalty on their save; if they do suffer a penalty on their attack rolls and sight-based Perception checks, those penalties are made worse by -1 (this is applied before the penalty is halved if the target shields against the light). Creatures with a gaze attack who fail their save cannot actively gaze as an attack action and the DC for others to avoid their gaze is reduced by the penalty imposed by unavoidable sun.
失明或看不见东西的生物不受此法术影响。拥有强光失明(light blindness)特性的生物若豁免失败,则将在法术持续期间陷入目盲。拥有强光敏感(light sensitivity)的生物,非常依赖黑暗视觉或完全依赖黑暗视觉的生物会在豁免时遭受-2的减值;
如果他们的攻击检定和基于视觉的察觉检定受到减值,这些减值会增加1点(这是在目标遮挡阳光所造成的减值减半之前施加的)。有凝视攻击的生物,如果豁免失败,就不能主动将其凝视能力作为一个攻击动作,而其他人躲避其凝视的DC会受到等同此法术所带来减值的减值。
If you cast this spell in very bright conditions (such as a cloudless day), the DC of the save is increased by +2.
如果你在非常明亮的条件下施放这个法术(比如无云的大白天),法术豁免的DC+2。
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Re: [Rite Publishing]101个地域魔法:平原《101 Plains Spells》
« 回帖 #5 于: 2021-07-25, 周日 16:12:43 »
创造投索弹丸(Unearth Sling Buffets)
学派:咒法系(创造)【土】
等级:血脉狂怒者1,德鲁伊1,魔战士1,术士/法师1
施法时间:1标准动作
成分:言语,姿势
距离:0英尺
效果:1或更多的投索弹丸
持续时间:专注(最长1分钟)+1分钟/等级
豁免检定:无
法术抗力:不可
The more time you spend concentrating on unearth sling bullets, the more sling bullets you create. When you cast the spell you create 1d3 sling bullets which appear on the ground in your space. Each round on your turn, as a standard action, if you continue to maintain concentration, the spell generates 1d3 more sling bullets. The stones remain in existence while you concentrate and then for another 1 minute/level after you finish concentrating.
你花越多的时间专注于此法术,你就会创造出越多的投石索弹丸(sling bullet)。当你施放法术时,你会创造出1d3颗投石索弹丸,弹丸会出现在你所处方格的地面上。每轮在你的回合中,作为一个标准动作,如果你继续保持专注,该法术将产生1d3颗更多的弹丸。当你保持专注时,这些弹丸会一直存在,在你停止专注后,弹丸会继续存在1分钟/等级,随后消失。
If you cast this spell in terrain dominated by solid ground (including most deserts, hills, mountains, plains, and subterranean areas), the spell produces 1d4+1 stones per round instead and the duration after you finish concentrating is 2 minutes/level.
如果你在由坚实的地面主导的地形(包括大多数沙漠,丘陵,山脉,平原和地下)施放此法术,法术每轮会产生1d4+1颗弹丸,在你停止专注后持续存在的时间是2分钟/等级。



无尽蛛疫(Unending plague of Spiders)
学派:咒法系(呼唤)【见文】
等级:牧师/先知7,德鲁伊7,术士/法师7,召唤师6,女巫7
施法时间:1标准动作
成分:言语,姿势,材料(一只无助的苍蝇)
距离:中距(100英尺+10英尺/等级)
效果:见文
持续时间:永久(可解消)
豁免检定:无
法术抗力:不可
You open a small portal, no larger than a 2-foot- diameter circle, to a plane where spiders are legion (commonly, though not necessarily, a plane associated with demons or drow). The portal appears on the ground, in a place where spiders might naturally occur (grasslands, forest, within a cave, etc.); attempting to place the portal elsewhere (including places like on a ship) causes the spell to fail. The magic of the spell prohibits creatures that are not spiders from crossing the boundaries of the two worlds, but it serves as a powerful enticement for spiders outside the Material Plane to move through the portal.
你打开一个直径不超过2英尺的小传送门,通往一个充斥大量蛛形生物的位面(虽然不一定,但这通常是一个与恶魔或卓尔有关的位面)。传送门只能出现在蜘蛛可能天然存在的地方(草地、森林、洞穴等);试图将传送门放置在其他地方(包括在船上等地方)会导致法术失败。这个法术的魔力会禁止非蛛形生物跨越两界的传送门,但它会对异界的蜘蛛形成一种强大的诱惑力,引导它们通过传送门。
Beginning the first round after the portal opens, enough spiders pour forth that every other round a spider swarm appears in a space adjacent to the portal and begins moving in the direction you choose (if you do not choose a direction for a swarm, that swarm moves in a random direction). The portal continues to produce 5 spider swarms per minute for a number of minutes equal to your level. Thereafter, the portal produces 1 spider swarm every 10 minutes for a number of hours equal to your level. After that time, the portal produces 1 spider swarm every hour until it is closed. Whenever you are within range of the portal, you may choose which direction each swarm will move when it appears. A swarm moving in the direction you chose will continue moving in that direction, attacking creatures in its space, until it is destroyed. If the swarm arrives at a space where it cannot continue in the direction it had been moving, it will move in a random direction until it can continue moving in the direction you chose. Swarms moving in a random direction will continue moving in a random direction, attacking creatures in its space, until it is destroyed.
从传送门开启后的第一轮开始,大量的蜘蛛会从中涌出,每轮都会在传送门的相邻方格中出现一个蜘蛛集群,并开始朝着你选择的方向移动(如果你没有为某一个集群选择方向,集群会向一个随机方向移动)。传送门每分钟会持续产生5个蜘蛛集群,持续的分钟数与你的等级相等。此后,传送门每10分钟产生1个蜘蛛集群,持续小时数与你的等级相等。在此之后,传送门每小时会产生1个蜘蛛集群,直到关闭为止。当你距离传送门在法术距离内时,你可以选择每个集群在出现时的移动方向。朝着你选择的方向移动的集群将继续朝着那个方向移动,攻击其所处空间中的生物,直到其被消灭。如果集群到达一个空间后不能继续沿着它之前移动的方向移动,它将沿着一个随机的方向移动,直到它能够继续沿着你选择的方向移动。以随机方向移动的集群将继续以随机方向移动,攻击其空间内的生物,直到其被消灭。
Whenever you are within range of the portal, you may dismiss the spell, causing the portal to close. Others may attempt to dispel or otherwise close the portal (the GM may provide alternative means or rituals by which such a portal may be closed).
当你距离传送门在法术距离内时,你可以解消法术,使传送门关闭。其他人可以试图解除或关闭传送门(GM可以提供关闭传送门的替代方法或仪式)。
The plane to which your portal connects determines the alignment of this spell and of the spider swarms that appear (though a deity on that plane may choose for the alignments to match its own instead). The spell requires offerings worth 5,000 gp which are consumed when the portal opens.
你的传送门所连接的位面决定了这个法术和出现的蜘蛛集群的阵营(尽管在该位面的神祗也可以替代这种阵营选择)。当传送门打开时,需要价值5000 gp的祭品。
If you are a blight druid or a witch with a plague patron, add +2 to your caster level for all purposes for this spell.
如果你是一个天谴德鲁伊或一个有瘟疫庇护主的女巫,这个法术的施法者等级+2。



可变火球术(Variable Volume Fireball)
学派:塑能系【火】
等级:魔战士5,术士/法师5
施法时间:1标准动作
成分:言语,姿势,材料(蝙蝠粪和硫磺做成的小球)
距离:远距(400英尺+40英尺/等级)
区域:见下文
持续时间:立即
豁免检定:反射伤害减半
法术抗力:可
This spell functions like fireball (including a base area of effect of a 20-ft. radius spread) with the following important exceptions. When you cast variable volume fireball you choose either a greater or smaller volume for your explosion.
这个法术类似火球术(fireball),包括一个20英尺半径扩散的基础范围效果,但有以下重要的不同之处。当你施放可变火球术时,你可以选择更大或更小的体积来进行轰炸。
If you choose to increase the volume of the explosion, then, for every 5 feet by which you increase the radius of the spell's area, the spell's damage decreases by 2d6. For example, if you are a 10th level caster and would normally cast a 20¬ft. radius spread fireball causing 10d6 damage, you could increase the spread to 25 feet and cause 8d6, or 30 feet and cause 6d6, or 35 feet and cause 4d6, or to 40 feet and cause 2d6 damage.
如果你选择增加爆炸的体积范围,那么你每增加5英尺法术半径,法术的伤害就会减少2d6点。例如,如果你是一个10级施法者,通常会造成20英尺半径扩散的火球,造成10d6点伤害,你可以让火球半径扩大到25英尺,造成8d6点伤害,或让火球扩大到30英尺半径,造成6d6点伤害,或35英尺半径,造成4d6点伤害,或40英尺半径,造成2d6点伤害。
If you choose to decrease the volume of the explosion, then, for every 5 feet by which you decrease the radius of the spell's area, the spell's damage increases by 1d6. For example, if you are a 10 th level caster and would normally cast a 20¬ft. radius spread fireball causing 10d6 damage, you could decrease the spread to 15 feet and cause 11d6 damage, or 10 feet and cause 12d6 damage, or 5 feet and cause 13d6 damage.
如果你选择减少爆炸的体积范围,那么你每减少5英尺法术半径,法术的伤害就会增加1d6点。例如,如果你是一个10级施法者,通常会造成20英尺半径扩散的火球。造成10d6点的伤害,你可以将范围半径缩小到15英尺,造成11d6点伤害,或缩小到10英尺半径,造成12d6点伤害,或5英尺半径,造成13d6点伤害。
If you use a metamagic feat to alter the dimensions of this spell's area (such as Widen Spell), the choices you make when casting this spell regarding its area of effect are determined before the effects of the feat are applied.
如果你使用一个超魔专长来改变这个法术区域的大小,比如法术扩展(Widen Spell),你在施放这个法术时关于其效果区域的选择将在该专长效果生效前确定。
If you cast this spell in plains terrain and you have unimpeded vision to your target, the range is doubled, you add +1 to your caster level (maximum 20), and the spell's save DC is increased by +2.
如果你在平原地区施放这个法术,并且你对你的目标视野清晰畅通,法术距离将增加一倍,你的施法者等级+1(最高20级),法术豁免DC增加+2。
A witch with the elements patron may select variable volume fireball as the 10th level spell she adds to her spells known; this will replace flame strike.
拥有元素庇护主的女巫可以选择将此法术作为自己10级时获得的法术,添加到她的已知法术中;这种法术将取代焰击术(flame strike)。



防虫屏障(Vermin Ward)
学派:防护系
等级:吟游诗人0,牧师/先知0,德鲁伊0,萨满0,术士/法师0,女巫0
施法时间:1标准动作
成分:言语,姿势,法器
距离:5英尺
区域:5英尺半径弥漫,以自我为中心
持续时间:2小时+10分钟/等级(可解消)
豁免检定:无或意志部分生效;见文
法术抗力:可
An invisible barrier holds back mundane vermin (i.e. creatures that are of the same sorts as those defined as vermin in the descriptions of creature types, but which are generally harmless and would not have statistics, such as a housefly or a gnat). These vermin are not allowed a save.
魔法会唤来一面无形的屏障以阻挡普通虫类(即那些在生物类型描述中被定义为虫类的生物,但通常是无害的,不会有属性数据,如家蝇或蚊子)。这些虫类不允许豁免。
Any vermin with HD (i.e. game statistics) can penetrate the barrier if it succeeds on a Will save. This barrier is weak, each such creature attempting a saving throw adds +1/HD to its roll; and, a creature failing a save can attempt another save on its next turn. Once a creatures saves, it is unaffected by any of your castings of vermin ward for 24 hours. In addition, this spell has no effect on creatures with the swarm subtype.
任何拥有HD的虫类都可以通过意志豁免来穿透障碍。这个障碍很弱,每一个尝试豁免的生物都会在豁免检定中获得+1/HD的加值;并且,一个没有通过豁免的生物可以在下一个回合尝试另一次豁免。一旦一个生物豁免,它在24小时内不受你施放的任何一道防虫屏障法术的影响。另外,这个法术对拥有集群亚种的生物没有效果。
If you are a druid, the range, area and duration of the spell are doubled.
如果你是德鲁伊,法术的距离,区域和持续时间会加倍。



草墙术(Wall of Weeds)
学派:咒法系(创造)
等级:德鲁伊3,萨满3
施法时间:1标准动作
成分:言语,姿势
距离:中距(100英尺+10英尺/等级)
效果:由草本植物组成的墙壁,最大10英尺立方/等级(可变)
持续时间:10分钟/等级(可解消)
豁免检定:无
法术抗力:不可
A wall of weeds spell creates a barrier of pesky but otherwise not terribly dangerous weedy plants. You can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-by- 10-by-5-foot blocks equal to twice your caster level.
草墙术会创造出一面由令人讨厌但不是非常危险的杂草植物构成的屏障。你可以让墙体厚度减薄到5英尺,这使你可以塑造出一堆10×10×5英尺的墙块,数量相当于你的施法者等级的两倍。
Creatures can force their way slowly through the wall by making a Strength check as a full- round action. For every 5 points by which the check exceeds 20, a creature moves 5 feet (up to a maximum distance equal to its normal land speed).
生物可以通过一次力量检定来缓慢地穿过草墙。当检定结果超过20时,每有5点,该生物每轮能移动的距离就会增加5英尺(最大距离等于其正常陆地速度)。
Any creature within the area of the spell when it is cast is caught inside. In order to escape, it must attempt to push its way free, or it can wait until the spell ends. Creatures with the ability to pass through overgrown areas unhindered can pass through a wall of weeds at normal speed.
在法术施放时位于法术区域内的任何生物都会被困在里面。要想逃跑,他必须自行挤出来,或者可以等待法术结束。有能力不受阻碍地通过一片杂草丛生的区域的生物可以以正常速度通过此法术唤起的草墙。
A wall of weeds can be breached by slow work with edged weapons. Chopping away at the wall creates a safe passage 1 foot deep for every 5 minutes of work. Normal fire burns away a 5-ft.-cube of the barrier in 10 minutes, and magical fire burns it away in 5 minutes.
草墙可以用刃器慢慢地攻破。每5分钟的工作就能在墙上凿出一条1英尺深的安全通道。普通的火焰每10分钟可以烧掉5英尺立方的屏障,魔法火焰可以在5分钟内将墙体完全烧毁。
If wall of weeds is cast in terrain that is normally conducive to weeds, such as forest, hills, plains or swamp, treat your caster level as 1 higher for all level-dependent features of the spell and double the time it takes to burn away a section.
如果此法术在通常有利于杂草生长的地形,如森林,山丘,平原或沼泽中施展,将你的施法者等级提高1级,并将燃烧一节墙体所需的时间增加一倍。



废颤症(Wasting Trembles)
学派:死灵系
等级:血脉狂怒者3,魔战士3,术士/法师3,女巫3
施法时间:1标准动作
成分:言语,姿势,材料(一滴卡普勒梅斯的唾液)
距离:接触
目标:接触的活物
持续时间:立即
豁免检定:强韧部分生效
法术抗力:可
With a touch you cause a living creature to succumb to effects similar to the capramace's waste trembles disease. If you succeed on a melee touch attack, the target suffers 1 point each of Strength and Dexterity damage. At the end of the creature's next turn, it must succeed on a Fortitude save or suffer another 1d3 Strength and 1d3 Dexterity damage. If the creature fails its save on a natural 1, then 1 point of the additional Strength and Dexterity damage are Strength and Dexterity drain instead.
你只要轻轻一碰,就能使一个生物受到类似于卡普勒梅斯(capramace)造成的废颤症的效果。如果你成功进行近战接触攻击,目标将分别遭受1点力量和敏捷伤害。在下一回合结束时,该生物必须通过强韧豁免,否则将再次遭受1d3力量和1d3敏捷伤害。如果生物以天然1豁免失败,那么1点额外的力量和敏捷伤害会变成力量和敏捷吸取。
If the material component for this spell was obtained by a capramace living in the same plains terrain where you cast the spell, the DC of the Fortitude save is increased by +2.
如果这个法术的材料成分是由一个生活在你施放法术的相同平原地形的卡普勒梅斯身上获得的,强韧豁免的DC+2。



联结变形术(We Change Together)
学派:变化系
等级:炼金术师4,血脉狂怒者4,德鲁伊4,魔战士4,游侠3,萨满4,术士/法师4,女巫4
施法时间:1标准动作
成分:言语,姿势
距离:见文
目标:见文
持续时间:1轮;见文
豁免检定:无
法术抗力:不可
We change together allows for one or more transmutation (polymorph) spells, within very specific limitations, to affect creatures in a way they normally would not. When you cast we change together you identify clan companions, all of whom must be within 30 feet of you and no more than 30 feet from one another.
联结变形术允许一个或多个变化系(变形)法术,在非常特定的限制内,以一种它们通常不会产生的方式影响生物。当你施放此法术,你要识指定部落同伴,所有部落同伴必须在你的30英尺以内,而且彼此之间不能超过30英尺。
Each clan companion (including yourself, if you wish) casting a transmutation (polymorph) spell before the end of your next turn may choose to affect one transmutation (polymorph) spell as follows. If the spell normally has a range of personal, the caster may instead cast it upon himself and one clan companion that the caster can reach. If the spell normally has a range of touch, the caster may increase the number of targets by 1 so long as that additional target is a clan companion.
每个部落同伴(包括你自己,如果你愿意)如果在你的下一回合结束前施放一个变化系(变形)法术,则可以选择按照如下方式改变一个变化系(变形)法术:如果该法术通常的影响距离是自身,施法者可以将其施放在他自己和他可以触及的一个部落同伴身上。如果法术通常的影响距离是接触,施法者可以增加1个额外目标,只要这个目标是部落同伴。
The additional dan companion targeted by the transmutation (polymorph) spell may attempt a Fortitude save (set at the DC that the transmutation (polymorph) spell would normally have) to avoid the change. Otherwise, the clan companion who is changed is treated as someone who could have cast that spell and is entirely in control of the new form as if the clan companion had cast the spell upon himself. Treat the transmuted clan companion's level as the caster level of the spell for that clan companion.
被变化系(变形)法术作为额外目标的部落同伴可以尝试一次强韧豁免(将DC设为该变化系(变形)法术通常有的DC)以避免变化。否则,被改变的部落同伴将被视为可以施放该法术的人,并能完全控制自己的新形态,就像部落同伴对自己施放了该法术一样。对于该部落同伴而言,将被变形的部落同伴的等级视为该法术的施法者等级。
For example, you cast we change together and identify 6 clan companions: a bloodrager, a magus, a shaman and three fighters. Before the end of your next turn, the bloodrager casts monstrous physique I on herself and one of the fighters, the magus casts elemental body I on herself and another fighter, and the shaman casts adjustable polymorph on himself and the remaining fighter. Each of those three transmutation (polymorph) spells affects two people but is treated as though it were two castings, and in each case, the fighter receiving the spell is treated as though that fighter had been the caster for itself (each fighter's level determines the level- dependent effects of its own transformation).
例如,你施放联结变形术,并确定6个部落同伴:一个血脉狂怒者,一个魔战士,一个萨满和三个战士。在你的下一回合结束前,血脉狂怒者对自己和一名战士施放了类人形态I(monstrous physique I),法师对自己和另一名战士施放元素形态(elemental body I),萨满对自己和剩下的一个战士施放可调变身术(adjustable polymorph)。这三个变化系(变形)法术每一个都会影响两个人,但都被视为两次施法,在每一个例子中,战士在获得相应的变形效果时都被视为变形法术的施法者(每一个战士身上根据等级有强弱变化的变形效果将取决于战士的等级)。



草鞭之盾(Weedwhip Shield)
学派:变化系【毒素】
等级:炼金术师1,血脉狂怒者1,德鲁伊1,魔战士1,游侠1,术士/法师1
施法时间:1标准动作
成分:言语,姿势,材料(草鞭(weedwhip)的球茎的切片)
距离:接触
目标:1面木盾
持续时间:1分钟/等级;见文
豁免检定:强韧无效;见文
法术抗力:不可
You touch a wooden shield and cause it to sprout three short, green, whip-like tentacles. These tentacles do not grant the wielder any special attacks or abilities. Whenever the wielder is attacked by a piercing or slashing weapon, if that weapon misses but would have hit but for the shield bonus, a tentacle is severed and sprays poison into a space adjacent to and chosen by the wielder (normally, but not necessarily, into a space of the attacker, unless the attacker is attacking from reach or with a ranged weapon). Any creature in the space sprayed with the poison must succeed on a Fortitude save or be nauseated until the end of its next turn. When all three tentacles are severed, the spell ends.
你触摸一面木制的盾牌,让它长出三根绿色的鞭状短须。这些触手不能给予持用者任何特殊攻击或能力。只要持用者被一把穿刺或挥砍武器攻击,如果武器本来会命中,但是因为盾牌加值而失手,一条触手就会被切断,并向一个持用者选择的相邻方格喷洒毒液(通常,但不一定,是攻击者所处的方格,除非攻击者是从远距离攻击或使用长触及的武器)。任何所处空间被喷洒毒液的生物都必须通过强韧豁免,否则会反胃,到下一回合结束。当三根触须都被切断时,法术就会结束。
To determine whether the shield was responsible for the missed attack, calculate the wielder's AC both with and without the shield. If the attack roll misses the wielder using the AC with the shield but would have hit the wielder without the shield, treat that as an attack that would have hit but for the shield bonus for the purposes of this spell.
为了确定是否是盾牌导致了攻击失手,计算持用者在有和没有盾牌时的AC。如果攻击检定没有击中带有盾牌的AC的持用者,但却击中了没有盾牌的持用者的AC,则将其视为被盾牌加值阻挡的攻击。
Weedwhip shield can target a wooden object that is being used as an impromptu shield (such as a wooden stool). If the object is being carried with the intention of being used to block attacks, it works as described (the GM determines the shield bonus). If the object is not being carried but is still being used as a shield (i.e. an overturned table or a door), then the spell ends 1 round after the caster stops touching the object at the end of the caster s turn in that round.
此法术可以将一个被用作临时盾牌的木制物体(如木凳)作为目标。如果玩家携带物品的目的是为了阻止攻击,那么它就会像描述里的那样生效(GM决定盾牌加值)。如果该物品没有被专门携带,但仍被用作盾牌(如桌子或门),那么在该轮施法者回合结束时,如果施法者停止触摸该物品,法术会在1轮后结束。
The Fortitude save DC to negate being nauseated is increased by +2 for every 5 ranks in Craft (alchemy) the caster has.
施法者的工艺(炼金)技能等级每有5级,抵抗反胃的强韧豁免DC+2。



湿鞋术(Wet Boots)
学派:惑控系(胁迫)【诅咒,影响心灵】
等级:吟游诗人2,牧师/先知2,萨满2,术士/法师2,女巫2
施法时间:1标准动作
成分:言语,姿势,材料(一滴露珠)
距离:接触
目标:接触的鞋子;见文
持续时间:24小时或永久;见文
豁免检定:无或意志无效
法术抗力:不可或可
You touch a pair of boots (or similar footwear) and they become slightly damp such that anyone wearing them is forced to contend with the uncomfortable feeling of wet feet. If the boots you touch are not currently being worn, the boots transfer the curse to the first person who puts on the pair (putting on one boot and then removing it does not transfer the curse); in this case, the boots are not allowed a save and the curse is transferred (no save) to the wearer immediately when the wearer puts on the second boot. If the boots are worn when you cast the spell, the wearer is permitted a Will save to negate the curse from ever taking hold. If the curse does not transfer within 24 hours, the spell ends. If the boots are magical and are not being worn, the spell fails. If the boots are magical and are being worn, the wearer gains a +2 on the Will save.
当你触摸一双鞋子(或类似的足部装备)时,它们会变得略微潮湿,以至于任何穿着它们的人都不得不忍受双脚潮湿的不适感。如果你接触的鞋子目前没有被人穿着,鞋子会把诅咒传递给第一个穿这双鞋子的人(只穿了一只鞋,然后脱下,不会传递诅咒);在这种情况下,鞋子不允许进行豁免,当穿鞋者穿上第二只鞋子时,诅咒立即转移(没有豁免)。如果鞋子在你施放法术的时候穿在别人身上,穿鞋者将被允许进行一个意志豁免来防止诅咒。如果诅咒在24小时内没有转移,法术就会终止。如果施法的目标鞋子本身就具有魔法,而且没有人穿着,那么法术就会失效。如果鞋子具有魔法,并且正在被穿着,穿鞋者在意志豁免上获得+2加值。
The person to whom the curse is transferred gains an irrational compulsion to try to find a way to solve the problem of the wet boots. Many typical means will be attempted (thicker socks, two pairs of socks, etc.) as will unusual means (wrapping each foot in an absorbent towel and then tightly lacing the boots, etc.). At the end of each day spent about town or adventuring, the person so afflicted will insist on trying to dry out the boots by a fire (but will become argumentative and disruptive about suggestions to actually burn the boots), maybe spend the evening fanning the boots instead of participating in normal nightly activities, etc. Once the curse has transferred, the boots remain wet (but only enough to be annoying) despite all attempts to dry them and the cursed person remains obstinate about solving the problem.
被诅咒的人会产生一种不理智的冲动,试图找到解决湿鞋的办法。被诅咒的人可能会尝试许多普通方法(穿更厚的袜子,穿两双袜子,等等)和不寻常的方法(将每只脚包裹在吸水毛巾里,然后紧紧地系好鞋子,等等)。在城镇或野外冒险的每天结束时,受诅咒的人将坚持努力地想用火把鞋子烤干(但在面对直接把鞋子烧掉的建议时会变得好吵架而好斗),或整晚都在想办法吹干鞋子,而不去参与正常的守夜活动,等等。一旦诅咒成功转移,鞋子就会一直保持湿的状态(但只到烦人的程度),各种方法都没法把它们烘干,被诅咒的人也会一直顽固地想解决问题。
The wet boots do not reduce the wearer's Dexterity, negatively impact the wearer's Dexterity- based skill checks, cause the wearer to suffer penalties to Reflex saves, or produce any other affect which might hamper movement or agility. However, the wearer does become obsessed with how wet her feet are, how much of a hassle all of this is, and yet how important it is to keep the boots and solve the problem. In this regard, those who are not predisposed to treat the person favorably will treat the person with some suspicion (merchants will assume this is a distracting ploy as part of a plot to steal, strangers will find the person off-putting and bizarre, etc.). For role-playing purposes, starting attitudes will be shifted to the next most unfavorable position (someone who would otherwise have been indifferent is now unfriendly).
湿鞋不会降低穿鞋者的敏捷属性,不会对基于敏捷的技能检定产生负面影响,也不会导致反射豁免受到减值,不会产生任何其他可能妨碍移动或敏捷的效果。然而,穿鞋的人确实会为自己的脚变湿而感到烦恼,对这一切感到麻烦,但又偏执地不想丢掉靴子,并觉得解决这个问题非常重要。在这方面,那些不倾向于友善对待受诅咒者的人会以怀疑的态度对待这个人(商家会认为这是一种分散注意力的伎俩,是偷窃阴谋的一部分,陌生人会觉得这个怪人非常令人讨厌,等等)。出于角色扮演的目的,他人的初始态度会转移到下一个不利阶级(原本冷淡态度的人现在会变成不友好的态度)。
If you cast the spell on a pair of boots being worn by someone not from your area and the dewdrop was gathered in your home region and the spell is being cast in that same region, the Will save DC is increased by +2.
如果你在一双正被与你分属不同家乡的异乡人穿着的鞋子上施放该法术,而对鞋子施法时使用的露珠是在你的家乡收集的,并且该法术是在同一地区施放,意志豁免DC+2。
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse or wish spell. Whether the spell used to break the curse is cast on the boots or the person to whom the curse was transferred makes no difference as the magic of wet boots is not all that powerful.
这个法术所施的诅咒不能被解除,但是可以通过破除结界(break enchantment),有限祈愿术(limited wish),神迹术(miracle),移除诅咒(remove curse)或祈愿术(wish)来移除。管用来打破诅咒的法术是施在鞋子上还是施在被诅咒的人身上,都没有区别,因为湿靴术的魔力并不那么强大。



呼唤巫鸦群(Witchcrow Covey)
学派:咒法系(呼唤)【混乱,邪恶】
等级:反圣武士4,牧师/先知5,术士/法师5,女巫5
施法时间:13轮
成分:言语,姿势,材料/法器(1件或更多的魔法物品,总价值不低于1000gp)
距离:近距(25英尺+5英尺/2等级)
效果:召唤13只或更多的巫鸦
持续时间:立即;见文
豁免检定:无
法术抗力:不可
Despite the spell's name, you call a murder of witchcrows. In the first round of your casting, the calling reaches across the realms and a group of at least 13 witchcrows responds. If the spell is interrupted before the casting is complete, the witchcrows never appear and those particular witchcrows remember you (the meaning of which is left to the GM). If the spell's casting is completed, the duration of the spell ends immediately after the witchcrows appear. The magic of this calling exhausts the witchcrows' daily use of their apportation ability for this day. Each witchcrow acts entirely on its own and will act in whatever way it chooses (though they recognize the value in working together and understand that they have been called together as a group).
虽然法术名称叫呼唤鸦群,但此法术能唤来一群巫鸦(witchcrow)。在你施法的第一轮中,法术发出的呼唤会跨越整个国度,一群至少有13只的巫鸦会做出回应。如果法术在施法完成前被打断,巫鸦就永远不会出现,而那些特定的巫鸦会记住你(其后果留由GM决定)。如果法术的施法完成,法术的持续时间会在巫鸦出现后立即终止。这种呼唤法术的魔法会耗尽巫鸦当天的每日施法能力。每个巫鸦都会都完全自主行动,并以自己选择的任何方式行动(尽管它们会认识到一起协作的价值,并明白它们是以一个团体的形式被法术呼唤而来)。
You may request a service from the murder of witchcrows. The more valuable the gift you offer to the witchcrows, the more likely they will remain and serve you. They are particularly fond of being asked to spy on, harass, or steal from arcane casters and will be eager to engage in such pursuits especially if they are free to keep some of the treasure they find while carrying out your wishes. The more complex and time-consuming the task, the more valuable must be the offering. They will collectively use their apportation to return home when they finish their task. In general, you should expect to offer gifts worth at least 1,000 gp per day that the task is expected to take to complete, and especially complex or dangerous tasks will usually cost at least twice this amount.
你可以要求巫鸦为你提供一项服务。你给巫鸦的礼物越有价值,它们就越有可能留下来服侍你。它们特别喜欢被要求监视,骚扰,或者从奥术施法者那里偷东西,并且会渴望从事这样的追求,特别是如果他们在执行你的任务的同时可以自由地保留一些它们发现的财物的话。你下达的任务越复杂、越耗时,提供的礼物就需要越有价值。当它们完成任务时,它们将一起使用自身的瞬移(apportation)能力返回来处。通常情况下,你应该每天提供价值至少1000 gp的礼物,特别复杂或危险的任务通常需要花费至少两倍的金额。
They make excellent use of all their special and spell-like abilities, work very well together, and are exceptionally resourceful (as they can communicate with birds, they will often engage in hours of research as part of carrying out your plans, should you provide them with sufficient time to do so).
它们能很好地利用自己所有的特殊能力和类法术能力,互相协作的能力也非常好,而且非常足智多谋(因为它们可以与鸟类交流,它们将经常花几个小时来提前进行调研,这也是执行你的计划的一部分,如果你给它们足够的时间这样做)。
If your caster level is 13 or higher, you call an additional 1d3 witchcrows/level when you cast this spell. You may not cast this spell again while a covey is carrying out your wishes and you must wait at least 13 days after the task has been completed before casting it again. If the covey is prevented from completing the task, if several of the witchcrows are killed attempting to complete the task, etc., and the witchcrows determine that this is due in some way to what you have done or failed to do, future castings of the spell are likely to fail without significantly costlier gifts.
如果你的施法者等级是13级或更高,当你施放这个法术时,你能额外召唤1d3只/等级的巫鸦。当已经有一群巫鸦去执行你的任务时,你不能再次施放这个法术,你必须在任务完成后至少13天才能再次施放该法术。如果巫鸦无法完成任务,或者有几只巫鸦在试图完成任务的过程中被杀死,等等,而 巫鸦们认为在某种程度上,这是由于你做了或者没有做什么导致这种后果,未来的施法如果没有非常昂贵的礼物就可能会失败。
The magic involved in the casting of witchcrow covey prevents them from using their apportation ability except to return home (this is an exception to the normal restrictions on that ability). Normally, they will use this ability to return home when they've completed their task. They may choose, however, to use it to return home at any time at least 1 day after you called them.
施放此法术后附带的魔法会阻止巫鸦使用它们的瞬移能力,除了回家(这是该能力的正常限制的一个例外)。通常,当它们完成任务后,它们会使用这种能力回家。但是,它们可能会选择在你呼唤来它们至少1天后的任何时候使用该能力回家。



抵抗火焰(Withstand the Fire)
学派:死灵系
等级:炼金术师5,牧师/先知5,德鲁伊5,审判者5,魔战士5,游侠4,萨满5,术士/法师5,女巫5
施法时间:8小时
成分:言语,姿势,法器
距离:个人;见文
目标:自我;见文
持续时间:永久,直到被释放(可解消)
Casting withstand the fire is an arduous ordeal requiring 8 hours of uninterrupted casting. You may only benefit from the spell if you have a soul and if the entire casting time takes place while you remain within contiguous grasslands. When you finish casting the spell, some of your soul rests deep within the underground roots of the grasses around you. Until the spell is discharged, you gain 1 negative level which cannot be removed except by dismissing this spell. (Any spell or effect which would remove that negative level automatically fails, though you may choose to dismiss this spell instead and accept whatever benefits you would otherwise get from that other spell or effect.)
抵抗火焰法术的施法是一次不间断的,长达8小时的艰苦磨练。只有当你拥有灵魂并且整个施法过程都位于一片连续的草地上时,你才能从该法术中受益。当你完成施法时,你的部分灵魂会进入到周围的草木根须之中,在地下安眠。在该法术的效果被释放之前,你会获得1个负向能量,除非释放该法术,否则该负向等级不能被移除(任何能够移除该负向等级的法术或效果都会自动失败,尽管你可以选择解消该法术,并接受从其他法术或效果中获得的任何好处)。
Withstand the fire grants you no protection or immunity from damage caused by fire (though it does not impede such benefits if you have them from some other means). Instead, while the spell is in effect, you cannot be killed by fire so long as your essence remains tied to the grasslands into which you've infused your spirit. If your body is killed by fire, your spirit returns to the deep roots of the grasslands where you cast the spell and begins reincorporating your form. Because a portion of your soul had been sequestered in this way, the reincorporation of your body does not impose the kinds of penalties or limitations involved with other spells such as raise dead. You raise, restored to the same general health condition you had when you cast this spell (though modified by however much time may have passed) in a safe space anywhere within the contiguous space of the grasslands where you cast the spell. (Subject to GM adjudication.) This occurs 8 + 2d8 hours after your body had been otherwise killed by fire. If the grasslands into which you've placed a bit of your spirit is completely destroyed, your negative level is removed and the spell ends.
抵抗火焰不会给你带来任何保护或豁免,使你免受火焰所造成的伤害(尽管它不妨碍你从其他方式获得这些好处)。相反,当法术生效时,只要你的灵魂还依附在你注入灵魂的草原上,你就无法被火焰杀死。如果你的身体被火焰杀死,你的灵魂就会回到你施法的草原深处,并开始重新塑造你的身体。因为你灵魂的一部分早已经通过这种方式被隔离保存起来,你的身体重塑并不会受到其他类似法术所涉及的惩罚或限制,比如死者复活(raise dead)。最终,你会在你施放该法术的草原连续空间内的任何一个安全位置复活(具体位置由GM决定),恢复到你施放法术时的一般健康状态(尽管可能会因为流逝的时间而有一定的变化)。这种复活会发生在你的身体被火焰烧死的8+2d8个小时后。如果你放置灵魂的草地被完全摧毁,你的负向等级将被移除,法术也将结束。
Withstand the fire ends if you vacate the plane where you had cast the spell; this removes the negative level. If you engage in dimensional travel, such as teleport or dimension door, if you move into an extradimensional space such as a rope trick, or if you enter an adjacent plane such as the Shadow Plane, your tie to the rest of your soul is not severed and withstand the fire remains intact. However, if you are moved more than one plane away (for example, you travel to the Hells), or take up residence in an adjacent plane, then withstand the fire ends.
如果你离开施法时所处的位面,该法术就会结束;这会移除负向等级。如果你进行如传送术(teleport)或次元门(dimension door)之类的空间旅行,进入到一个类似于魔绳术(rope trick)的超次元空间,或进入到类似影界之类的相邻位面。你的灵魂会依旧栖息在草原上,法术形成的联系会仍然完好无损。然而,如果你离开的距离超出不止一个位面(例如,你旅行去了地狱),或者久居在相邻的位面,那么法术就会结束。
If you are a cleric with the plant or fire domain, a druid, an oracle with the flame, life or nature mystery, a ranger with plains as a favored terrain, a shaman with the flame, life or nature spirit, or a witch with the endurance patron, then you may instead target a fellow clan companion (see plains clan companion) who must remain within 30 feet of you throughout the casting time and must also remain within the contiguous grasslands region. When the casting time is complete, the clan companion's soul is sequestered and that person gains the benefits of the spell and the negative level (and is subject to the same limitations regarding planar travel).
如果你是一个拥有植物或火领域的牧师,一个德鲁伊,一个拥有烈焰、生命或自然秘示域的先知,一个以平原为偏好地形的游侠,一个拥有烈焰、生命或自然魂域的萨满,或者一个拥有耐久庇护主的女巫,然后你可以把法术目标改为一个部落同伴,部落同伴的定义详见平原部落(plains clan)法术,目标必须在整个施法时间内保持在你30英尺的范围内,同时也必须保持位于连续的草地区域内。当施法时间结束时,部落同伴的灵魂将被隔离保持,该同伴将获得该法术带来的好处和负向等级(在位面旅行方面也受到同样的限制)。



干燥之域(Zone of Desiccation)
学派:变化系
等级:牧师/先知5,德鲁伊4,魔战士5,游侠4,萨满4,术士/法师5,女巫5
施法时间:1标准动作
成分:言语,姿势,材料(木炭)
距离:远距(400英尺+40英尺/等级)
区域:30英尺半径扩散
持续时间:立即;见文
豁免检定:无或强韧无效或反射伤害减半;见文
法术抗力:不可
You drain away moisture from the plants in an area. Zone of desiccation is not designed to damage creatures, however, the rapid elimination of moisture in the area does have a mildly deleterious effect on them. Living non-plant creatures in the area failing a Fortitude save are immediately thirsty and find that after 1 hour they must make a Constitution check (against the DC of this spell) or take 1d6 points of nonlethal damage; this repeats each hour until the thirst is quenched. Plant creatures in the area suffer 1d6 Con damage on a failed Fortitude save.
你将法术区域内的植物内的水分全部吸走。此法术并不是为了伤害生物而设计的,然而,法术区域内的水分的快速消失确实会对他们有轻微的有害影响。在区域内的活着的非植物生物强韧豁免失败,则会立即感到口渴,并在1小时后发现他们必须进行体质检定(对抗此法术的DC)否则会受到1d6点的非致命伤害;此检定需求每小时重复一次,直到口渴被消除。如果强韧豁免失败,该区域内的植物生物会受到1d6点的体质伤害。
Plants (but not plant creatures) in the area are reduced to dried husks of themselves (no save). Flowers, grasses and other plants are immediately dried up as if they'd suffered from weeks of severe drought. Trees with deep roots survive, but their leaves become dry and brittle.
该区域内的植物(但不是植物生物)会变成干瘪的空壳(没有豁免)。花、草和其他植物会马上干枯,就像遭受了数周的严重干旱一样。扎根很深的树木能存活下来,但叶子会变得干燥易碎。
As moisture returns to the area, the region will repopulate with plants normally. But, barring immediate rain or other similar amounts of moisture, the area affected by zone of desiccation is exceedingly flammable and remains that way until the area is sufficiently moistened (naturally or otherwise). Any spark will set the region ablaze, and the fire will quickly spread to engulf the region. For each 5-ft. square area set afire, all the adjacent squares in the area catch fire on the subsequent round; this process repeats until the entire area is consumed in flame.
随着湿气的恢复,该区域将会重新生长出植物。但是,除非立即下雨或获得其他类似量的水分,受法术影响的区域会变得非常易燃,直到该区域变得充分湿润(无论是出于天然变化还是其他原因)为止。任何火花都会让这个区域燃烧起来,大火很快就会蔓延到整个区域。对于每一个着火的5英尺方格,该区域内所有相邻的方格都会在随后一轮中着火;这一过程会不断重复,直到整个区域都被火焰吞噬。
Because the area is filled with such dry fuel, the fire burns quickly and hot. Each square in the area of zone of desiccation burns for 1 minute. The first round a square catches fire, the flames in the square cause 1d6 fire damage to any creature in the square. The damage increases by one die every other round until the fire causes 3d6 damage on the fifth and sixth rounds, and thereafter, as the fuel runs out, the damage decreases at the same pace (2d6 on the 7th and 8th rounds, etc.). Creatures in these areas may attempt a Reflex save for half damage each round they're exposed to the flames. If a square in the zone has very little dried plant matter, the fire burns more rapidly, consuming all the fuel in 5 rounds, and the fire damage caused each round is half that described above.
因为法术区域会充满这种干燥的燃料,炽热的火焰会迅速蔓延。干燥区域内的每个方格都会持续燃烧1分钟。在方格着火的第一轮,火焰会对方格内的任何生物造成1d6点的火焰伤害。伤害每隔一轮增加一个骰子,直到火焰在第5轮和第6轮造成3d6点的伤害,之后,随着燃料耗尽,伤害以相同的速度减弱(第7轮和第8轮为2d6点,等等)。在这些区域内的生物在每一轮暴露在火焰下时可以尝试通过反射豁免来减半伤害。如果区域中的一个方格只有很少的干燥植物,那么火焰就会燃烧得更快,在5轮中消耗掉所有的燃料,并且每轮所造成的火焰伤害是上述的一半。
If you cast zone of desiccation in plains terrain (which includes areas of multiple terrain types, such as hills and plains), the area is doubled.
如果在平原地形(包括含有多种地形的区域,如丘陵和平原混杂的区域)中施展此法术,该区域的面积将增加一倍。
« 上次编辑: 2021-07-25, 周日 16:19:53 由 靛蓝的鸢尾草 »
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离线 exg

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Re: [Rite Publishing]101个地域魔法:平原《101 Plains Spells》
« 回帖 #6 于: 2021-07-26, 周一 12:11:27 »
谢谢翻译。

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离线 Fifholz

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Re: [Rite Publishing]101个地域魔法:平原《101 Plains Spells》
« 回帖 #7 于: 2021-07-28, 周三 09:54:33 »
赞美翻译

离线 旅行者苏维

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Re: [Rite Publishing]101个地域魔法:平原《101 Plains Spells》
« 回帖 #8 于: 2021-08-01, 周日 09:02:06 »
感谢翻译!

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Re: [Rite Publishing]101个地域魔法:平原《101 Plains Spells》
« 回帖 #9 于: 2021-08-31, 周二 10:49:32 »
我来校对!!!