作者 主题: 官网文章中的法术翻译  (阅读 32759 次)

副标题: 趁着深夜,来倒点渣翻资源

离线 莫叹

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官网文章中的法术翻译
« 于: 2022-10-05, 周三 00:13:27 »
起因是跑到了一个可以用3E资源的团(见签名),所以就翻了翻资源(怎么2202年还有3R人为了资源搞翻译 :em006
翻译包括官网文章法术、法术书以及北地之龙中的法术。
翻译只翻译了法术部分,没有背景,没有法术书介绍。
世界遥远的角落系列已经有前辈翻译过了,所以没翻。
一些在万法收录同名同效果的法术没翻(但是好像也有翻了的)。
十二兽系列(XX之啮)没翻。
渣翻,但是校对都是比较靠谱的人,欢迎所有人抓虫。
楼下缓更
我好喜欢我家DM啊
长团《孤灯燃梦》(2021.1-)正在进行中
明年的巧克力送什么好呢……

离线 莫叹

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Re: 官网文章中的法术翻译
« 回帖 #1 于: 2022-10-05, 周三 00:14:31 »
操控尸体魔宠(Animate Dead Familiar)
死灵系 [邪恶]
等级: 术士/法师 5
法术成分: 言语、姿势、经验值
施法时间: 1 轮
范围: 接触
目标: 接触到的尸体
持续时间: 立即
豁免检定: 无
法术抗力: 不可
为了施展这个法术,你必须拥有魔宠,且魔宠必须已经死亡。你将死亡的魔宠转化为僵尸一样的不死生物,恢复了它活着时与你的特殊联系。
当魔宠死去后,你无法通过该法术恢复失去的经验值。你还将失去魔宠带来的特殊好处(如猫魔宠奖励的潜行+2加值).做为不死生物,该魔宠没有体质属性,这会影响它的强韧豁免,但不会影响其生命值。它保留了它的天生防御和智力以及除了与同类生物交谈之外的所有基于你的等级的特殊能力。它仍然拥有相当于你等级的生命骰和你总生命值一半的生命值。
亡灵魔宠和僵尸类似,但不像僵尸那样缓慢。它的生物类型变为不死生物。作为不死生物,它对影响心灵的效果、毒素、睡眠、麻痹、震慑和疾病免疫。它不会受到重击、非致命伤害、属性伤害、能量吸取和巨创带来的死亡。如果你的魔宠和你在情感连接的范围内(1英里),它就不会被斥喝或驱散。超出该范围,它会作为其有效生命骰的不死生物而受到驱散或斥喝(以及命令和摧毁)。
此外,魔宠获得特殊攻击做为近战攻击。具体攻击效果取决于你施法时的施法者等级;它不会随着你的等级提高而提高。你可以选择比你能使用的特殊攻击等级更低的特殊攻击能力。
施法者等级   特殊攻击
9-10                麻  痹: 被亡灵魔宠命中的生物必须通过DC14的强韧豁免,否则麻痹1d6+2分钟。精灵对这种麻痹效果免疫。
11-14             力量伤害: 亡灵魔宠的攻击除了正常的伤害外还将造成1d6点临时力量伤害。
15-18             能量吸取: 被亡灵魔宠命中的生物获得一个负向等级,移除负向等级的强韧豁免DC为16.
19-20             体质吸取: 被亡灵魔宠命中的生物必须通过DC18的强韧豁免,否则将受到1d6点永久体质吸取。
如果亡灵魔宠被摧毁,你会损失经验值,就像你失去了一个活着的魔宠一样(再一次)。在这种情况下,尸体将被彻底摧毁,并且无法通过此法术再次转化,也不能通过死者复活法术复活(不过复生术可以生效)。
你不能对其他角色的魔宠施展该法术。
经验消耗: 100 经验值。

劇透 -   :
Animate Dead Familiar
Necromancy [Evil]
Level: Sor/Wiz 5
Components: V, S, XP
Casting Time: 1 round
Range: Touch
Target: Corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
In order to cast this spell, you must have a familiar, and that creature must be dead. You animate the dead familiar as a zombielike undead, restoring some measure of the bond you had with it while it lived.
You do not regain the experience points you lost when the familiar died. You also lose the special benefits you gained based on the familiar's animal type (such as the +2 bonus to Move Silently checks bestowed by a cat familiar). Being undead, the creature has no Constitution score, which affects its Fortitude saves but not its hit points. It retains its natural armor and its preternatural Intelligence, as well as all of the special abilities it had based on your level except for the ability to speak with animals of its type. It still has effective Hit Dice equal to your level and hit points equal to half your total hit points.
The undead familiar resembles a zombie, but is not slow like a zombie. Its type changes to Undead. As an undead creature, it is immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. It is not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. If you are within range of the familiar's empathic link with you (one mile), it cannot be turned or rebuked. Beyond that range, it is subject to turning and rebuking (as well as commanding and destroying) as an undead of its effective Hit Dice.
In addition, the familiar gains a special attack delivered by a melee attack. The nature of this attack depends on your caster level at the time you cast this spell; it does not improve as your level increases. You may choose a lower-level ability than your level indicates.
Caster Level   Special Attack
9-10   Paralysis: Those hit by the undead familiar's attack must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis.
11-14   Strength damage: The undead familiar's attack deals 1d6 points of temporary Strength damage in addition to the normal damage.
15-18   Energy Drain: Living creatures hit by the undead familiar's attack receive one negative level. The Fortitude save to remove the negative level has a DC of 16.
19-20   Constitution Drain: Living creatures hit by the undead familiar's attack must succeed at a Fortitude save (DC 18) or suffer 1d6 points of permanent Constitution drain.
If the undead familiar is destroyed, you lose experience points as if you had lost a living familiar (again). The corpse is utterly destroyed in this case, and cannot be animated via this spell again, nor can it be restored to life with a raise dead spell (resurrection will work, however).
You cannot cast this spell on another character's familiar.
XP Cost: 100 XP.
我好喜欢我家DM啊
长团《孤灯燃梦》(2021.1-)正在进行中
明年的巧克力送什么好呢……

离线 莫叹

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Re: 官网文章中的法术翻译
« 回帖 #2 于: 2022-10-05, 周三 00:17:46 »
元素魔宠(Elemental Familiar)
变化系
等级: 术士/法师 3
法术成分: 言语、姿势、材料、经验值
施法时间: 10 分钟
范围: 接触
目标: 接触到的生物
持续时间: 立即
豁免检定: 强韧成功则无效(无害)
法术抗力: 可 (无害)
为了施展这个法术,你必须拥有魔宠。当你施法时目标生物变成一个超小型气、土、火或水元素,详见下表。你可以选择该生物变成什么类型的元素。该生物保留基础形态,但是它在各方面都是元素,而非元素生物(element creature)(见《Manual of the Planes》)。
你失去你的魔宠带给你的特殊能力(例如猫魔宠提供的+2潜行)。但是,根据你选择的元素魔宠类型,你将获得一个代替的特殊能力。
气 – 主人先攻检定获得+2加值(与精通先攻叠加)。
土 – 主人获得天生防御+1。
火 – 主人在抵抗火焰攻击时获得豁免检定+3抗力加值。
水 – 主人强韧豁免获得+1抗力加值。
只有一个有限许愿术、神迹术、许愿术或类似法术才能将一个魔宠的转化恢复到原始状态。否则,魔宠将永远是元素。你不能对其他人的魔宠施展该法术。大多数生物认为这种转化是无害且有益的,但如果生物决定抵抗,成功的强韧豁免将使该法术无效。
法术材料: 少量的空气、土壤、火或水,取决于生物将成为的元素类型。
经验消耗: 500 经验值.

元素魔宠数据
劇透 -   :
   超小型气元素   超小型火元素
    超小型元素 (气)   超小型元素 (火)
生命骰:   1d8 (4 hp)   1d8 (4 hp)
先攻:   +6   +5
速度:   飞行100尺 (完美)   50尺
防御等级:   16 (+2 体型, +2 敏捷, +2 天生)   15 (+2 体现, +1 敏捷, +2 天生)
攻击:   挥击 +4 近战   挥击 +3 近战
伤害:   挥击 1d3-1   挥击 1d3-1 以及 1d3 火焰
占据/触及:   2½尺/0尺   2½尺/0尺
特殊攻击:   旋风   烧灼
特性:   天空熟悉, 元素特性   元素特性, 火焰亚种
豁免:   强韧 +0, 反射 +4, 意志 +0   强韧 +0, 反射 +3, 意志 +0
属性:   力量 8, 敏捷 15, 体质 10, 智力 4, 感知 11, 魅力 11   力量 8, 敏捷 13, 体质 10, 智力 4, 感知 11, 魅力 11
技能:   躲藏 +10, 聆听 +4, 侦察 +4   躲藏 +9, 聆听 +4, 侦查 +4
专长:   飞跃, 精通先攻, 武器娴熟 (挥击)   精通先攻, 武器娴熟 (挥击)
气候/地形:   任何陆地和地下   任何陆地和地下
组织:   单独   单独
挑战等级:   1/2   1/2
宝物:   无   无
阵营:   通常中立   通常中立
-
   超小型土元素   超小型水元素
   超小型元素 (土)   超小型元素(水)
生命骰:   1d8+1 (5 hp)   1d8+1 (5 hp)
先攻:   1   +0
速度:   20尺   20尺,游泳90尺
防御等级:   16 (+2 体型, +1 敏捷, +5 天生)   16 (+2 体型, +4 天生)
攻击:   挥击 +4 近战   挥击 +3 近战
伤害:   挥击 1d3+3   挥击 1d3+1
占据/触及:   2½尺/0尺   2½尺/0尺
特殊攻击:   推进   水域熟悉, 浸润, 漩涡
特性:   大地熟悉, 元素特性   元素特效
豁免:   强韧 +3, 反射 1, 意志 +0   强韧 +3, 反射 +0, 意志 +0
属性:   力量 15, 敏捷 8, 体质 13, 智力 4, 感知 11, 魅力 11   力量 12, 敏捷 10, 体质 13, 智力 4, 感知 11, 魅力 11
技能:   躲藏 +7, 聆听 +4, 侦察 +4   躲藏 +8, 聆听 +4, 侦查 +4
专长:   猛力攻击   猛力攻击
气候/地形:   任何陆地和地下   任何陆地和地下
组织:   单独   单独
挑战等级:   1/2   1/2
宝物:   无   无
阵营:   通常中立   通常中立
一个超小型气元素有2英尺高,1/4磅重。一个超小型土元素有2英尺高,20磅重。一个超小型火元素有2英尺高, 1/4磅重。一个超小型水元素有2英尺高, 8磅重。
元素特性: 对毒、睡眠、麻痹和震慑免疫; 不受重击或夹击;60尺黑暗视觉;不能复活(许愿术或神迹术可以复活它们)。
超小型元素的特殊攻击如同怪物手册中元素的特殊攻击,除非有特殊说明。对抗超小型气元素旋风的豁免DC为9,伤害为1d3,旋风高度为10英尺。超小型火元素烧灼的豁免DC为10。对抗超小型水元素漩涡的豁免DC为11,伤害为1d3,漩涡高度为10尺。

原文
劇透 -   :
Elemental Familiar
Transmutation
Level: Sor/Wiz 3
Components: V, S, M, XP
Casting Time: 10 minutes
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
In order to cast this spell, you must have a familiar. When you cast the spell, the target creature becomes a Tiny air, earth, fire, or water elemental, as detailed below. You choose what type of elemental the creature becomes. The creature retains its basic shape, but it is in every way an elemental, not an element creature (as described in Manual of the Planes).
You lose any special ability the familiar previously granted to you (such as the +2 bonus to Move Silently checks bestowed by a cat familiar). However, you gain a replacement special ability, depending on the type of elemental your familiar becomes:
Air -- Master gains a +2 bonus to Initiative checks (stacks with Improved Initiative).
Earth -- Master gains +1 natural armor.
Fire -- Master gains a +3 resistance bonus to saving throws against fire attacks.
Water -- Master gains a +1 resistance bonus to Fortitude saving throws.
Only a limited wish, miracle, or wish or similar magic can restore a transmuted familiar to its original state. Otherwise, the familiar remains an elemental forevermore. You cannot cast this spell on another character's familiar. Most creatures consider the transformation harmless and beneficial, but if the creature decides to resist, a successful Fortitude save negates the spell.
Material Component: A small quantity of air, earth, fire, or water, depending on the elemental type the creature is to become.
XP Cost: 500 XP.
   Tiny Air Elemental   Tiny Fire Elemental
    Tiny Elemental (Air)   Tiny Elemental (Fire)
Hit Dice:   1d8 (4 hp)   1d8 (4 hp)
Initiative:   +6   +5
Speed:   Fly 100 ft. (perfect)   50 ft.
AC:   16 (+2 size, +2 Dex, +2 natural)   15 (+2 size, +1 Dex, +2 natural)
Attacks:   Slam +4 melee   Slam +3 melee
Damage:   Slam 1d3-1   Slam 1d3-1 and 1d3 fire
Face/Reach:   2 1/2 ft. by 2 1/2 ft./0 ft.   2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks:   Whirlwind   Burn
Special Qualities:   Air mastery, elemental traits   Elemental traits, fire subtype
Saves:   Fort +0, Ref +4, Will +0   Fort +0, Ref +3, Will +0
Abilities:   Str 8, Dex 15, Con 10, Int 4, Wis 11, Cha 11   Str 8, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Skills:   Hide +10, Listen +4, Spot +4   Hide, +9, Listen +4, Spot +4
Feats:   Flyby Attack, Improved Initiative, Weapon Finesse (slam)   Improved Initiative, Weapon Finesse (slam)
Climate/Terrain:   Any land and underground   Any land and underground
Organization:   Solitary   Solitary
Challenge Rating:   1/2   1/2
Treasure:   None   None
Alignment:   Usually neutral   Usually neutral
-
   Tiny Earth Elemental   Tiny Water Elemental
   Tiny Elemental (Earth)   Tiny Elemental (Water)
Hit Dice:   1d8+1 (5 hp)   1d8+1 (5 hp)
Initiative:   1   +0
Speed:   20 ft.   20 ft., swim 90 ft.
AC:   16 (+2 size, 1 Dex, +5 natural)   16 (+2 size, +4 natural)
Attacks:   Slam +4 melee   Slam +3 melee
Damage:   Slam 1d3+3   Slam 1d3+1
Face/Reach:   2 1/2 ft. by 2 1/2 ft./0 ft.   2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks:   Push   Water mastery, drench, vortex
Special Qualities:   Earth mastery, elemental traits   Elemental traits
Saves:   Fort +3, Ref 1, Will +0   Fort +3, Ref +0, Will +0
Abilities:   Str 15, Dex 8, Con 13, Int 4, Wis 11, Cha 11   Str 12, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Skills:   Hide +7, Listen +4, Spot +4   Hide +8, Listen +4, Spot +4
Feats:   Power Attack   Power Attack
Climate/Terrain:   Any land and underground   Any land and underground
Organization:   Solitary   Solitary
Challenge Rating:   1/2   1/2
Treasure:   None   None
Alignment:   Usually neutral   Usually neutral
A Tiny air elemental is 2 feet tall and weighs 1/4 pound. A Tiny earth elemental is 2 feet tall and weighs 20 pounds. A Tiny fire elemental is 2 feet tall and weighs 1/4 pound. A Tiny water elemental is 2 feet tall and weighs 8 pounds.
Elemental Traits: Immune to poison, sleep, paralysis, and stunning; not subject to critical hits or flanking; darkvision 60 ft.; cannot be raised or resurrected (though a wish or miracle spell can restore life).
The special attacks of Tiny elementals conform to the information given for elementals of their subtype in the Monster Manual, except as specified. The save DC against the Tiny air elemental's whirlwind is 9, the damage is 1d3, and the whirlwind's height is 10 feet. The save DC against the Tiny fire elemental's burn is 10. The save DC against the Tiny water elemental's vortex is 11, the damage is 1d3, and the vortex's height is 10 feet.
我好喜欢我家DM啊
长团《孤灯燃梦》(2021.1-)正在进行中
明年的巧克力送什么好呢……

离线 莫叹

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Re: 官网文章中的法术翻译
« 回帖 #3 于: 2022-10-05, 周三 00:18:35 »
位面魔宠(Planar Familiar)
变化系
等级: 牧师 3
法术成分: 言语、姿势、法器、经验值
施法时间: 10 分钟
范围: 接触
目标: 接触到的生物
持续时间: 立即
豁免检定: 强韧通过则无效 (无害)
法术抗力: 可 (无害)
为了施展该法术,你必须拥有一个魔宠、特殊坐骑、动物伙伴或其他以职业特性获得的同伴。该法术对异界生物和不死生物无效。在你施法后,目标将根据你的守护神(如果你没有守护神则根据你的阵营)获得转变,变成一个天界、炼狱、纯洁或混沌生物。如果你的守护神是善良的,那么这个生物就会变成天界生物。如果你的守护神是邪恶的,这个生物就会变成炼狱生物。如果你的守护神是守序中立的,那么这个生物就会变成纯洁生物。如果你的守护神是混乱中立的,这个生物就会变成混沌生物。《Manual of the Planes》详细介绍了纯洁生物和混沌生物模版。
如果目标生物是你的魔宠,它使用你的角色生命骰决定获得能量抗力,快速医疗.伤害减免和威力打击能力。否则,以它实际的生命骰来确定能否获得这些能力。如果目标生物转变为纯洁生物,它的思想链接可以作用于你(并且也只能作用于你)。
你不能对其他人的同伴生物施展该法术。大多数生物认为这种转化是无害且有益的,但如果生物决定抵抗,成功的强韧豁免将使该法术无效。
经验消耗: 500 经验值.

劇透 -   :
Planar Familiar
Transmutation
Level: Clr 3
Components: V, S, DF, XP
Casting Time: 10 minutes
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
In order to cast this spell, you must have a familiar, special mount, animal companion, or other companion acquired as a class ability. The spell does not function on outsiders or undead. When you cast the spell, the target creature undergoes a transformation into a celestial, fiendish, axiomatic, or anarchic creature, depending on the alignment of your patron deity (or your alignment, if you have no patron deity). If your patron deity is good, the creature becomes celestial. If your patron deity is evil, the creature becomes fiendish. If your patron deity is lawful neutral, the creature becomes axiomatic, and if your patron deity is chaotic neutral, the creature becomes anarchic. The axiomatic and anarchic creature templates are detailed in Manual of the Planes.
If the target creature is your familiar, it gains energy resistance, fast healing, damage reduction, and additional damage for its smite attack as though its Hit Dice were equal to your character level. Otherwise, use its actual Hit Dice to determine these qualities. If the target creature becomes axiomatic, its linked minds ability applies to you (and only to you).
You cannot cast this spell on another character’s companion creature. Most creatures consider the transformation harmless and beneficial, but if the creature resists, a successful Fortitude save negates the spell.
XP Cost: 500 XP.
我好喜欢我家DM啊
长团《孤灯燃梦》(2021.1-)正在进行中
明年的巧克力送什么好呢……

离线 莫叹

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Re: 官网文章中的法术翻译
« 回帖 #4 于: 2022-10-05, 周三 00:19:23 »
瑟雷林的卓越磁力(Sirellyn's Superior Magnetism)
变化系
等级: 术士/法师 6
法术成分: 言语、姿势、材料
施法时间: 单动作(1标准动作)
范围: 中距 (100尺+10尺/每等级)
目标: 一个金属生物或物体
持续时间: 1分钟/每等级 (可解消)
豁免检定: 无
法术抗力: 可
你向法术范围内的一个生物或物体射出一道明亮的蓝光。你使用远程接触攻击命中目标后将会为目标注入强大的魔法磁力。你只能影响金属制成的物体以及穿戴或携带金属盔甲、武器和装备的生物。你也可以选择瞄准生物所拥有的特定金属物品,如手中的剑。金属盔甲或金属生物会立即被抓住(见下文)。
瑟雷林的卓越磁力将会在受到影响的生物或物体周围创造一个半径为30尺的磁场。进入磁场的每一个金属物体都会被磁力拉向目标生物或物体,磁力的力量属性为10+施法者等级(最高为25)。停留在磁场中的金属生物或穿着金属盔甲的生物每轮都需要和磁力对抗力量检定。如果被影响的生物对抗成功则在这一轮不会受到任何影响。如果对抗失败,被影响的生物将陷入纠缠状态并被拉向受术生物或物品10尺,力量检定对抗结果每低1点会额外拉近一尺。
携带或持有金属物品的生物可以选择丢弃它们,若如此做,物品会飞向磁场中心的生物或物品。如果他们选择紧握,则视为金属生物。磁场内50磅或更轻的无主物品(包括自愿丢弃的物品以及穿过磁场的金属弹药),会迅猛飞行并打击目标,每5磅重量造成1d6点伤害(最大10d6)。超过50磅的物体则每轮被拖近目标10尺。
金属生物或物体在接触到瑟雷林的卓越磁力目标后将被牢牢地吸附在目标上。(如果目标是金属生物或穿着金属盔甲的生物,它会被法术牢牢吸附在自己身上。)被磁力吸附在一起的生物视为被擒抱,想要脱离擒抱必须先通过力量检定对抗来逃脱磁力,然后才能移动或是进行擒抱中无法使用的动作。同样的,想要是用吸附在目标上的物品时,也必须通过力量检定将其摘下。
如果磁场内的生物或物体的重量是瑟雷林的卓越磁力目标的两倍以上,受术者反而会被拖向它。这也会使磁场产生移动,使其他生物脱离磁场中。
法术材料: 一小块磁石。
*这是Rich最初为《Player's Option: Spells & Magic》编写的六个法术中的第四个,并为新版《D&D游戏》进行了更新。

劇透 -   :
Sirellyn's Superior Magnetism*
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: One metallic creature or object
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes
You fire a brilliant blue ray at a single creature or object within range. If your ranged touch attack succeeds, you charge the target with an intensely powerful magical magnetism effect. You can affect only objects made of metal, or creatures wearing or carrying metal armor, weapons, or gear. You can also choose to target a specific attended metal object in a creature's possession, such as a sword held in the hand. A metal-armored or metallic creature is instantly grappled (see below).
The magical magnetism generated by Sirellyn's superior magnetism creates a zone of attraction with a radius of 30 feet around the affected creature or object. Every metallic object entering the zone of attraction is pulled toward the target creature or object by this attractive force, which has an effective Strength score of 10 + the caster's level (maximum 25). Every round in which metal creatures or creatures wearing metal armor remain within the zone of attraction, they must attempt an opposed Strength check against the force. If the attracted creature wins this contest, it suffers no ill effects this round. If it fails, it is entangled and drawn 10 feet closer to the creature or object at the center of the zone, +1 foot for every point by which it failed the opposed Strength check.
Creatures carrying or holding metal objects may choose to release them, in which case the items fly to the creature or object at the center. If they instead hold onto them, they are treated as metal creatures. Unattended metal objects of 50 lb. or less in the zone of attraction (including items voluntarily released, as well as metallic missiles fired through the zone) fly with great force and strike the target, inflicting 1d6 points of damage per 5 lb. of weight (maximum 10d6). Objects heavier than 50 lb. are dragged 10 feet closer each round.
Metal creatures or objects that reach the target of Sirellyn's superior magnetism become stuck fast to the target. (If the target is a metal or metal-armored creature, it is instantly stuck fast to itself by the spell.) Creatures stuck together this way are considered to be grappled and must first escape the grapple by defeating the attractive force in an opposed Strength check before they can try to move away or take any actions prohibited in a grapple. Similarly, an object stuck to the target must be wrested away with a Strength check before it can be used.
If a creature or object within the zone of attraction is more than twice as heavy as the target of Sirellyn's superior magnetism, the subject is dragged to it instead of vice-versa. This naturally moves the zone of attraction, which may shift other creatures out of the magnetism's range of influence.
Material Components: A small lodestone.
* This is the fourth of six spells Rich originally wrote for Player's Option: Spells & Magic and has updated for the new edition of the D&D game.
我好喜欢我家DM啊
长团《孤灯燃梦》(2021.1-)正在进行中
明年的巧克力送什么好呢……

离线 莫叹

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Re: 官网文章中的法术翻译
« 回帖 #5 于: 2022-10-05, 周三 00:19:53 »
音波爆发(Sonic Blast)
塑能系[音波]
等级: 术士/法师 3
法术成分: 言语、姿势、材料
施法时间: 单动作(1标准动作)
范围: 近距 (25尺+5尺/2等级)
区域: 5尺宽直线,从你面前直到距离终端
持续时间: 立即
豁免检定: 反射减半
法术抗力: 可
你从你张开的手中发射出致命的声波能量束,对区域内的生物造成每施法者等级1d6点伤害(最多10d6)。
音波爆发会将区域内的生物沿着法术的轨迹推走。任何未通过豁免的生物必须进行力量检定(DC等于法术造成的伤害);检定失败的生物如同被一个力量值等同于法术伤害的大型生物冲撞而远离施法者。该法术会伴随目标移动;参见《玩家手册》第八章对冲撞的描述,了解借机攻击,稳定调整值等细节。
如果一个生物因此撞到了坚固的屏障,比如墙或者坚固的门,该生物将额外受到1d4点钝击伤害。
如同闪电束一样,音波爆发会破坏或摧毁它所经过的物体。如果障碍物被击穿或击碎,音波爆发会继续前进直到法术的最大距离。否则,音波爆发就像其他法术一样会被障碍物挡住。
法术材料:一个微小的玻璃锥。

劇透 -   :
Sonic Blast*
Evocation [Sonic]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5 ft. wide to close range (25 ft. + 5 ft./2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You generate a deadly beam of sonic energy from your outstretched hand that deals 1d6 points of damage per caster level (maximum 10d6) to each creature within its area.
The sonic blast may shove creatures in the area back along the path of the spell. Any creature failing its saving throw must make a Strength check (DC equal to damage inflicted by the spell); those who fail find themselves bull rushed directly away from the caster as if by a Large creature with a Strength score equal to the damage the spell inflicted. The spell moves with the target; see the bull rush description in Chapter Eight of the Player's Handbook for details on attacks of opportunity, stability modifiers, etc.
If a creature is shoved back into a solid barrier such as a wall or a strong door, the creature sustains an additional 1d4 points of bludgeoning damage.
Like a lightning bolt, the sonic blast damages or destroys objects in its path. If the damage caused to an interposing barrier such as a closed door shatters or breaks through it, the sonic blast may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier.
Material Components: A tiny glass cone.
* This is the first of six spells Rich originally wrote for Player's Option: Spells & Magic and has updated for the new edition of the D&D game.
Lycanthropy may be a curse, but there's no denying the combat advantages it lends the afflicted. What if a character could experience just a taste of that power on a temporary basis? This month, Spellbook's wild were- series concludes with bite of the werebear, the last of five new spells designed to lend heroes ferocious abilities when they're most needed.
我好喜欢我家DM啊
长团《孤灯燃梦》(2021.1-)正在进行中
明年的巧克力送什么好呢……

离线 莫叹

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Re: 官网文章中的法术翻译
« 回帖 #6 于: 2022-10-05, 周三 00:20:21 »
侍从的伪装(Servant's Guise)
幻术系 (五官幻觉)
等级: 巡林客1、术士/法师 0
法术成分: 姿势
施法时间: 单动作(1标准动作)
范围:自身
目标:你
持续时间:10分钟/等级 (可解消)
豁免检定:意志通过无效 (见下文)
法术抗力:可
侍从的伪装可以使你以一种不起眼的方式巧妙地改变你的衣服、武器和装备,但不能改变你的外貌、特征或体型。你必须选择服装的风格,决定你的武器和装备看起来像什么,或者它们能否被看见。这个法术不会改变你或你的装备的触觉或听觉效果。看起来像是匕首或腰带的战斧仍然是战斧。如果你使用这个法术进行易容,你在易容检定上获得+5加值。
注意:如果生物与它互动(例如通过接触你感觉到在法术影响下,物品与他们看到的不符。)他们可以通过意志豁免识别幻象。

劇透 -   :
Servant's Guise
Illusion (Glamer)
Level: Rgr 1, Sor/Wiz 0
Components: S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes
Servant's guise allows you to subtly alter your clothing, weapons, and equipment, but not your form, features, or body type, in a manner that makes you unworthy of notice. You must choose the style of clothing and decide what your weapons and equipment look like or whether they appear at all. This spell does not alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. A battleaxe made to look like a dagger or a sash still functions as a battleaxe. If you use this spell to create a disguise, you get a +5 bonus on the Disguise check.
Note: Creatures get Will saves to recognize the glamer as an illusion if they interact with it (such as by touching you and having that not match what they see, in the case of this spell.)
我好喜欢我家DM啊
长团《孤灯燃梦》(2021.1-)正在进行中
明年的巧克力送什么好呢……

离线 莫叹

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Re: 官网文章中的法术翻译
« 回帖 #7 于: 2022-10-05, 周三 00:20:48 »
高等无踪之域(Greater Trackless Domain)
变化系
等级:德鲁伊 4,、巡林客 3
法术成分: 言语、姿势、法器
施法时间: 单动作(1标准动作)
范围: 近距(25尺+5尺/每2等级)
区域: 200尺半径扩散
持续时间: 24 小时
豁免检定: 无
法术抗力: 不可
该法术是无踪之域的改良版本,可以影响更大的区域并允许施法者选择哪些生物在区域内留下痕迹,哪些不留下痕迹。施法者可以根据施法者等级选择一种生物或生物亚种(例如动物中的熊这一子类)。被选中的生物不会在无踪之域留下任何痕迹,其他所有生物都会留下正常的通过痕迹。因此,某些施法者可以设置一个无踪之域,来帮助他跟踪某些生物而不被其他生物的踪迹干扰。例如,一个施法者想在一个有很多某种动物(比如狼)生活的区域中找到一个精灵赏金猎人,施法者可以设置该区域,让精灵的痕迹保留下来,而其他生物的痕迹被消除。这个法术对于隐藏特定的人群也很有用,比如消除一群冒险者的痕迹,留下该地区的其他痕迹。

劇透 -   :
Greater Trackless Domain
Transmutation
Level: Drd 4, Rgr 3
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 200-ft.-radius spread
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
This spell, an improved version of trackless domain, affects a larger area and allows the caster to select which beings leave tracks in the domain, and which do not. The caster can select one creature, or one subtype of creature (for example, bears as a subtype of animals), per caster level. The selected creatures do not leave any trace in the trackless domain, and all other creatures leave normal signs of their passage. Thus, the caster can set up a trackless domain that allows him to track certain creatures, and not others. For example, if a caster was investigating an area where a lot of one type of animal, say wolves, lived, but wanted to find the elf bounty hunter hiding among them, the caster could set the area so that the elf's tracks remain, and other normal tracks for the area are excluded. It is also useful for hiding the passage of selected people, say a group of adventurers, while not eradicating all tracks in the area.
我好喜欢我家DM啊
长团《孤灯燃梦》(2021.1-)正在进行中
明年的巧克力送什么好呢……

离线 莫叹

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Re: 官网文章中的法术翻译
« 回帖 #8 于: 2022-10-05, 周三 00:21:16 »
抹消踪迹(Obliterate Tracks)
变化系
等级: 德鲁伊 2、巡林客 1
法术成分: 言语、姿势
施法时间: 单动作(1标准动作)
范围: 中距 (100尺+10尺/每等级)
区域: 100尺半径扩散
持续时间: 立即
豁免检定: 无
法术抗力: 不可
该法术会抹去影响区域内所有的足迹和其他痕迹。气味消失了,折断的树枝被恢复了,被影响的区域看起来至少一个月没有人经过。这种影响是立即发生的,在法术生效之后通过该区域的痕迹依然存在。该法术不能消除超大型及以上生物的踪迹。此外,它只能恢复植物的枝叶;它不是治疗植物的法术,不能治疗植物所受的伤害(生命值)。

劇透 -   :
Obliterate Tracks
Transmutation
Level: Drd 2, Rgr 1
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 100-ft.-radius spread
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell obliterates all tracks and signs of passage in the area of effect. Scents vanish, broken twigs are repaired, and the area looks as if no one has passed through it in at least a month. The effect is instantaneous, and subsequent signs of passage remain. The spell cannot eliminate the tracks of Huge or larger creatures. Further, it cannot repair anything more than tiny branches on plants; it is not a plant healing spell and does not cure wounds (hit points) suffered by plants.
我好喜欢我家DM啊
长团《孤灯燃梦》(2021.1-)正在进行中
明年的巧克力送什么好呢……

离线 莫叹

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Re: 官网文章中的法术翻译
« 回帖 #9 于: 2022-10-05, 周三 00:22:40 »
无踪之域(Trackless Domain)
变化系
等级: 德鲁伊 3、巡林客 2
法术成分: 言语、姿势、法器
施法时间: 单动作(1标准动作)
范围: 近距(25尺+5尺/每2等级)
区域: 100尺半径扩散
持续时间: 24小时
豁免检定: 无
法术抗力: 不可
该法术创造了一个无法追踪任何生物的区域。在法术范围内,所有通过该区域的生物都如同受到法术行踪无迹的影响。无踪效果只影响法术区域内的生物,一旦对象离开该区域,他们就可以被正常追踪。例如,如果一头熊进入无踪之域,它的痕迹,气味或任何踪迹都会突然消失。如果熊后来从其他方向离开该区域,踪迹和气味就会恢复。

劇透 -   :
Trackless Domain
Transmutation
Level: Drd 3, Rgr 2
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 100-ft.-radius spread
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
This spell creates an area in which no creatures can be tracked. In effect, all creatures passing through the area are affected by a pass without trace spell. The trackless effect affects beings only within the area of effect of the spell; once subjects leave the area they can be tracked normally. For example, if a bear passed into the trackless domain, it would suddenly cease to leave tracks, scent, or any sign of passage. If the bear later left the area at a different point, tracks and scent would resume.
我好喜欢我家DM啊
长团《孤灯燃梦》(2021.1-)正在进行中
明年的巧克力送什么好呢……