推荐专长:
对于某些角色,下列专长可能有助于角色塑造,推荐专长无论出处无需审批自动开放,但是你们不一定要选……
此外,这些专长本身一般不是特别强,允许角色用两个traits换取一个推荐专长,但是无论如何专长的前置依然必须满足
一些背景可能有后续的专长,这些专长和普通专长一样只能花费专长位学习,且必须满足前置
She/He who seeks tales, only to live vicariously through them.
推荐专长
Collector of Stories (3.5扩展Complete Scoundrel)
[Mental, Skill Trick]
You've heard so many tales of legendary monsters that you remember all sorts of gory details.
Prerequisite
Knowledge (any) 5 ranks
Benefit
When you attempt a trained Knowledge check to identify a creature or to learn its special powers or vulnerabilities, you gain a +5 competence bonus on the check.
后续开放
Knowledge Devotion (3.5扩展Complete Champion)
[Domain]
You can use your knowledge to exploit your foes' weaknesses and overcome their strengths.
Prerequisite
Knowledge (any) 5 ranks,
Benefit
Upon selecting this feat, you immediately add one Knowledge skill of your choice to your list of class skills. Thereafter, you treat that skill as a class skill, regardless of which class you are advancing in. Whenever you fight a creature, you can make a Knowledge check based on its type, as described on page 78 of the Player's Handbook, provided that you have at least one rank in the appropriate Knowledge skill.
You then receive an insight bonus on attack rolls and damage rolls against that creature type for the remainder of the combat. The amount of the bonus depends on your Knowledge check result, as given on the following table.
Check Result Bonus Granted
15 or below +1
16—25 +2
26—30 +3
31—35 +4
36 or higher +5
You can make only one Knowledge check per creature type per combat. If you fight creatures of multiple types during the same combat, you can make one Knowledge check per type, thereby possibly gaining different bonuses against different opponents.
Example: Alhandra faces a black dragon, a vampire, and a beholder. She has the Knowledge Devotion feat and ranks in both Knowledge (arcana) and Knowledge (religion). At the beginning of the battle, she makes checks to gain bonuses against the dragon and the vampire, but since she possess no ranks in Knowledge (dungeoneering), she has no chance to gain a bonus against the beholder (an aberration). Alhandra's Knowledge (arcana) check grants her a +3 insight bonus on attack rolls and damage rolls against the black dragon. Later, a half-dragon enters the fray. Alhandra cannot make another check since she has already checked for the dragon type this combat, but she can apply the +3 insight bonus to her attack rolls and damage rolls against the half-dragon as well.
This benefit is an extraordinary ability.
A hero/heroine long forgotten, yet whose shadow lives in various guises in the tales of minstrels.
Wedded to History [Initial] (龙杂志354)
Born in the distant past, you possess special insight or uncanny abilities that distinguish you from those for whom the time of your birth is at best nothing but legends and stories.
Benefit: Choose an ancient background from Apostle of the Forgotten, Elder of Legend, Golden Ager, Hand of Prophecy, Survivor, Throwback, or Wanderer. You gain the special ability associated with it.
同时Wedded to History具有一些后续的专长链,这些也一并开放
Apostle of the Forgotten
The temples are ruined, the idols long since gone to dust. Where once a thousand voices cried out, now only one pushes back the tide of darkness; a once mighty deity now resides only within a single soul, one priest or simple believer to hold aside the tide of oblivion. The last servant of a forgotten deity, you possess a profound sense of loss, and a thin sliver of deific power remains, however small, for you to draw upon.
Special Ability: You gain a +1 insight bonus to your initiative checks. Once per day, you can use an effect that duplicates the spell augury, but it can only see one minute into the future.
Elder of Legend
You possess the reputation of a historical figure; you could be a legend among your people, power and influence that has waxed and waned over the years. Even if all power has slipped through your fingers like dust, at least a shard of this respect remains. People who know of you teat you with more respect and at least lend their ears; after all, you have made or buried fortunes and civilizations.
Special Ability: Whenever you make a Bluff, Diplomacy, or Intimidate check against someone who knows your name and nature, you gain a +3 bonus.
Golden Ager
Born in an age of glory and wonder, the Golden Ager remembers the mythical past, the power of a civilization resplendent in the awe of magic. Perhaps floating islands dotted the heavens or glittering spires reached toward the stars. Somehow, though, disaster struck, and the wonders crashed back to the soil, but you survived, melting into the background of history. You still possess a startling grasp of magical theory despite this.
Special Ability: You always treat Use Magic Device as a class skill, and can use it untrained. You only suffer a mishap if you fail a check by 15 or more.
Hand of Prophecy
Blessed and cursed by the arbiters of fate, by strange spirit the forces of time itself, or some other esoteric means, you are guided through the ages by a hand that pushes you ever forward. Whether reborn over and over again, memories returned at a special age or simply not allowed to age or die by the cruel whims of life, the Hand of Prophecy drifts through the ages until at last, destiny has been fulfilled.
Special Ability: You are guided by the hand of fate, but you have some small insight to the machinations of your destiny. Once per day, you may designate a creature you oppose in combat as your nemesis, your rival or opposite as a free action. You gain a +2 bonus on attack rolls and skill checks when dealing with that creature.
Survivor
Too weak, too slow, too unfit. You have plowed through the decades or even centuries with an uncanny fortitude that astounded your contemporaries and continues to do so even now. Your outlook is tempered by this survival, beating back time and age through sheer force of will, running on nothing more than mental might alone. You possess a desire to exist that would frighten many.
Special Ability: Whenever you must make a Fortitude or Reflex save, you may make a Will save instead. Each time you use this ability after the first, you suffer a cumulative -1 penalty to all Will saves for the rest of the day.
Throwback
You are the final holdover from the last stage of your race's evolution. You might even be the first of your race, still wandering the world, gaining and losing power as you do. You have lived since time had even yet to make mortality, and so wander from age to age, reinventing yourself as you choose.
Special Ability: You possess strange quirks of mentality and physiology that affect both mundane and magical attempts to disrupt your body. Attacks and effects normally geared toward your creature type have no effect; this includes a Ranger's favored enemy bonus, bane weapons, and spell effects geared to creature types (such as charm person). On the other hand, you are also immune to beneficial effects that affect such types as well, should you run into any.
Wanderer
Place to place, horizon to the sea, you've been everywhere and seen it all; you may have even forgotten how you got to live so long. It could have been that night with the goddess of spring, or the mermaid's flesh you ate, the strange spring in the mountains, the unearthly energies from the yawning vortex, or even the crucible of wailing souls you encountered. You are witness to wonders and horrors both, and yet even still perhaps seek the city in you dreams.
Special Ability: You may use any untrained skill, even if you have no ranks in it, but you have a -2 penalty on the check if the skill is one you could not normally use untrained. You may also attempt to communicate in any known language with an Intelligence check (DC 15) to get a statement out correctly.
后续开放
Ancestor
All members of your race consider you a revered ancestor.
Prerequisites: Wedded to History (Elder of Legend)
Benefit: Shift the attitude of anyone of your race one step closer to helpful. You receive a +2 bonus on Diplomacy checks made to shift the attitudes of anyone of your race.
Master's Voice
You can attempt to emulate the magical aura of other beings entirely.
Prerequisites: Use Magic Device 9 ranks, Wedded to History (Golden Ager)
Benefit: You may, as a full-round action that provokes attacks of opportunity, attempt to assert control over an unintelligent construct or undead. This requires a Use Magic Device check (DC 20 + creature's HD). If you succeed, you may, as a standard action, command it to perform any task it is capable of performing. Issuing commands takes a Use Magic Device check (DC 10 + creature's HD). You must make this check every round to keep it performing the action, and if you ever fail a check you must re-establish control first. In the presence of the creature's true master, you can never control it.
Packrat
You've got a mess of things.
Prerequisite: Appraise 1 rank, Wedded to History (Wanderer)
Benefit: You may carry up to 10 gp per level of mundane or alchemical items without designating exactly what they are. Once you designate an item, it becomes a normal part of your gear. Note how much weight you have allocated to these items. You may not add an item if its weight exceeds the amount you allocated for this purpose. You must then spend 8 hours of shopping to replenish this "gear space."
Pawn in the Great Game
The hand of fate will not let you die until it is through with you.
Prerequisite: Die Hard, Endurance, Wedded to History (Hand of Prophecy)
Benefit: Whenever you fall prey to an attack that reduces you from positive hit points to -10 hit points or fewer or fail a save against a death effect, you make a Fortitude save (DC 25 - your level). If you succeed, you find yourself alive with 1 hit point and with 2 points of Strength and Constitution drain.
Self-Medicating
You have learned to tend your own wounds and ailments, not to mention a few tricks that work on others, as well.
Prerequisite: Wedded to History (Survivor)
Benefit: You treat Heal as a class skill and can give yourself long term care. You can also heal yourself or others 1d4 + your Intelligence modifier hit points with a Heal check (DC 15). Doing so takes one minute and can only be done once per day per patient.
Shuffled Interior
Your vital organs are slightly off center.
Prerequisite: Great Fortitude, Wedded to History (Throwback)
Benefit: Whenever you are hit with a sneak attack or critical hit, there is a 25% chance that the extra damage is negated and the damage is rolled normally.
Voice of Bitter Experience
Your attachment to your vanished deity lets you spout a warning to others attached to their own hubris.
Prerequisite: Bluff 1 rank, Wedded to History (Apostle of the Lost)
Benefit: Whenever you face someone who casts divine spells, you may, as a standard action that does not provoke an attack of opportunity, attempt to unnerve him by speaking of your own deity or mistakes. Make a Bluff check opposed by the target's Sense Motive check. If you win, the target is shaken for the duration of the encounter. If your check beats the target by 5 or more, the victim is frightened for 1 round as well. This is a language dependent fear effect.
You have lost someone dear to you, and you seek her/him in your dreams.
梦境术法(房规专长)Oneiromancy
前置:能够施展幻术系或惑控系法术
长期使用Pesh再加上一次意外,你发现自己处在前所未有的危机之中——你的意识有可能被困在了一个遥远而陌生的梦境空间里,又或者是在穿过幻梦境的时候,你的神智如同一颗坠落的流星一般,借着惯性击碎了若干层脆弱的梦境,甚至穿过了幻梦境本身,落到了此地。无论如何,你发现现在即使在清醒的时候,梦的力量依然充斥着你,你必须用尽你全部的意志才能抗拒它的呼唤。
好处:除非DM明确指出这一效果不再适用,否则在你施展任何幻术系或惑控系法术时DC+1,如同你同时具有法术专攻(幻术系)和法术专攻(惑控系)一般,但是这一效果和法术专攻以及高等法术专攻叠加。
特殊:你对所有惑控系和幻术系的豁免-1。
后续专长
抗拒梦魇(房规专长) Defy Nightmares
前置:梦境术法
好处:除非DM明确指出这一效果不再适用,否则当任何生物对你使用带有[恐惧]描述符的效果时,你能够骰两次豁免并取更佳的结果。此外,每天一次,当你成功地抵抗了一个针对你或是目标包含你的带有[恐惧]描述符的效果时,你能够以一个直觉动作让这一效果的来源同样成为该效果的目标,尽管假如成功的豁免无法完全抵消这一效应,你自己仍然必须承受这一效果。
举例:假如你在对抗Phantasmal Killer时的意志豁免失败但是强韧豁免成功,你依然要承受3d6点伤害。但是你可以以一个直觉动作让Phantasmal Killer的施法者也必须对自己的法术进行豁免。
Escape, escape, escape this world to which you never really belonged.
幻想友伴(房规专长)Imaginary Friends
自从你小时候,人们便不断地走进你的人生又匆匆离开。你想让他们停留却无能为力。唯一始终伴随你左右的便是你幻想之中的朋友——即使在现在,他们也忠实地保护着你。而在这个世界,他们比任何时候都要强大。只要你向他们呼救,当你受到伤害时,只有你能够察觉到的朋友们将为敢于加害你的人带来痛苦。
好处:你获得如下类法术能力,CL如同HD,豁免DC基于魅力:
1/day - Karmic Aura, Karmic Backlash, Karmic Retribution
特殊:这些法术的效果实际上来自于只有你能看见的三个环绕着你的灵体,分别对应三个类法术能力。除去法术的效果之外,这些生物不具备影响物质的能力,此外这些生物具备所有灵体(Ethereal)生物的特质。识破隐形无法揭示他们的所在,但真知术能看到不定形的人影。假如这些生物之一被摧毁,你将随机失去一项类法术能力;假如三个生物全部被摧毁,你失去本专长的好处。在计算AC,豁免和HP时,幻想友伴使用鬼火(Will-o'-Wisp)的数据,并且获得不死生物特性,但是不获得其他能力。
后续专长
奇想成真(房规专长)Conjured Phantasmagoria
前置:幻想友伴
在这个世界,只要你希望,你想象中的一切都能干扰现实。
好处:你获得如下类法术能力,CL如同HD,豁免DC基于魅力:
1/day - Retributive Image
特殊:假如你失去幻想友伴的好处,你也将失去这一专长的好处。
相关法术
Karmic Aura
(Complete Mage, p. 108)
Abjuration
Level: Hexblade 1, Sorcerer 1, Wizard 1, Spellthief 1,
Components: V,
Casting Time: 1 swift action
Range: 20 ft.
Area: 20-ft.-radius emanation, centered on you
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
You feel the currents of fate flow through you, tugging on the strings of chance.
While this spell is in effect, any creature within range that deals damage to you with an attack, spell, or other effect becomes fatigued for 3 rounds. A successful Will save indicates that the attacker is unaffected and immune to the spell's effect until the start of your next turn, but must save again if he damages you after that point. An attacker already fatigued suffers no additional effect from this spell.
Karmic aura, karmic backlash, and karmic retribution interact in an unusual fashion. If you have more than one of these spells active at once, the subject must save against each spell in descending order of spell level. If he fails any of these saves, he is automatically fails any save against any lower-level spell of the set that you have active. (Spell resistance still applies to each effect separately).
For example, suppose you have all three spells active when a foe strikes you. He first attempts to save against karmic retribution. If that save fails, he is treated as if he had failed his saving throws against all three spells. If the first save succeeds, but the save against karmic backlash fails, he is treated as if he had failed his saves against both that spell and karmic aura. Only if he succeeds on both of the first two saves is he entitled to a save against karmic aura.
Karmic Backlash
(Complete Mage, p. 109)
Abjuration
Level: Hexblade 2, Sorcerer 3, Wizard 3, Spellthief 3,
Components: V,
Casting Time: 1 swift action
Range: 20 ft.
Area: 20-ft.-radius emanation, centered on you
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
Your magic influences the flow of fate, doing harm to all who would dare attack you.
This spell functions like karmic aura, except that any creature that damages you and fails its Will save becomes exhausted for 2 rounds.
Karmic Retribution
(Complete Mage, p. 109)
Abjuration
Level: Hexblade 4, Sorcerer 6, Wizard 6,
Components: V,
Casting Time: 1 swift action
Range: 20 ft.
Area: 20-ft.-radius emanation, centered on you
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
By manipulating fate itself, you ensure that any who attack you suffer greatly for their insolence.
This spell functions like karmic aura, except that any creature that damages you and fails its Will save becomes stunned for 1 round.
Retributive Image
(Complete Mage, p. 116)
Illusion (Pattern) [Mind-Affecting]
Level: Sorcerer 5, Wizard 5,
Components: V, S,
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: Visual image that can extend as far as four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration + 3 rounds
Saving Throw: Will disbelief (if interacted with), then Will partial
Spell Resistance: Yes
As though drawn straight from your imagination, the image you envision springs into existence.
You create an image or scene, which can incorporate not only sight but sound, smell, and thermal effects. This effect functions in all respects like major image, except that the illusion is a pattern rather than a figment, and thus has a mind-affecting element to it. Anyone who successfully disbelieves the illusion endures a mental backlash that deals 1d6 points of damage +1 point of damage per caster level (maximum +15) and is dazed for 1 round. A successful Will save halves the damage and negates the dazed effect.
兔子王的靴扣
这对用绿宝石做成的靴扣曾经属于Sonnorae,之后由Brambleson的兔子王持有。
兔子王的靴扣不占用奇物位。
效果:
加速术(自由动作激活,1/day);任意门(标准动作,1/day);CL10
学识之石Kiira
Kiira原本是在另一个世界的精灵施法者的造物,最初的Kiira承载了精灵先祖遗留的的知识。这些学识之石只能被精灵穿戴使用。这件Kiira在Sonnorae死后属于堕落的翼蛇人Mourning Choir,里面留存这她对Harrow世界的所有知识。每周穿戴者可以同这枚学识之石沟通,询问至多五个和Harrow世界相关的问题,如同以Contact Other Plane咨询次级神祗,但是穿戴者无需一次用完五个问题。
学识之石不占用奇物位。
谎言王子(公主)的护符
这件护符看起来像是一枚朴素的银质阿兹兰特符文挂坠。佩戴者获得如同和平护符的效果。
http://www.goddessfantasy.net/bbs/?topic=44049.0
和平护符 (Secrets of Sarlona P.139)
这件物品的佩戴者可以用一股强烈的善意扰乱敌人,暂时打乱他的攻击。
知识:最早的和平护符是由半梦灵制造的,但魇灵大使们也经常使用它(知识[灵能]DC15)。
描述:和平护符是用sentira(索隆那出产的一种材料)制造的。它的外形是外表光滑的蓝色平圆盘,外沿围绕着四条光线。接触到盘子的人会感到内心的平静。
启动:启动护符是一个依赖精神命令的直觉动作(命令由佩戴者决定)。和平护符每天可以使用两次。
效果:当被攻击时,和平护符的佩戴者可以启动它的能力以一次交涉检定对抗对方的攻击检定。你可以在知晓攻击检定结果之后决定是否使用这个能力。如果你的交涉检定等于或者大于对方的攻击检定,这次攻击便告失手(无论你的AC是多少)。如果攻击者在一轮之中对你发动多次攻击,你可以只消耗一次使用次数以一个交涉检定对抗对方所有攻击骰。
佩戴者必须感知到这次攻击才能抵抗它。和平护符对免疫影响心灵的异能的生物没有效果。
灵光/显能者等级:中等心灵附魔系。显能者等级3级。
制造条件:制造通用物品(或者叫制造灵能物品),群体短讯术(EPH121),2500gp,200XP,5天。
变体:魇灵的高级外交官们通常佩戴附加感知敌意(EPH91)的和平护符(+12000gp)。
重量:-
价格:5000gp。
Bernaditi的挂坠占用护符奇物位。
Blood Tears of Sonnorae
维序者遵循Sonnorae生前的意愿,在她死后取走了其双眼化成的红宝石。在维序者和太阳融合之后冒险团队继承了Sonnorae的遗赠。虽然只有维序者能够使用它们完整的力量,红宝石中残余的魔力依然足够让它们成为强大的魔法物品。
左眼:如同真知宝石。每日每人可使用10轮,无需连续。10轮后每使用一轮则须通过DC15(每轮增加1点)的强韧豁免,失败则立刻终结真知术效果且反胃1轮,恶心1分钟。该生物当日无法再次使用左眼。
右眼:如同左眼,但是效果为奥术视觉。10轮后每使用一轮则须通过DC15(每轮增加1点)的强韧豁免,失败则立刻终结奥术视觉效果且眩晕1轮,目眩1分钟。该生物当日无法再次使用右眼。
Sonnorae的血泪不占用奇物位置,但是使用者必须将其举到眼前(移动动作)才能获得其好处。每轮维持这一姿势是自有动作,但是占用使用者的一只手。
秘语耳环
夜航人在Sonnorae死后吞食了她的双耳并窃取了她的耳环,它借此听到了关于Harrow世界的众多秘密。这些秘密随他的死亡而被深埋,耳环上的大部分魔力也随之消散,但是残余在其上的力量依然能够让人听见他人的低语。
秘语耳环的携带者能够在同一位面内的任何生物说出自己的名字之后听到之后的15个字。秘语耳环不占用奇物位。
塑造者的纱巾Shaper’s Kapenia
Kapenia象征着瓦里西亚人的血脉传承。这条纱巾记载着Sonnorae的家族从昌盛到衰败乃至消亡的过程。在Sonnorae死后,纱巾由Marzalier夺取。背叛者取走了还有Sonnorae的部分内脏,象征着她“创造”生物的能力。
一个生物能够通过8小时和纱巾同调。同调后的持有者能够在Harrow世界中正常施展具有[召唤]描述符的法术。
正常:具有[召唤]描述符的法术必须通过DC25的CL检定才可生效。
塑造者的纱巾不占用奇物位。
木偶师的指环
这枚指环原本镶嵌在一个傀儡的手指关节部分——这具提线木偶通过丝线操纵着创造了自己的傀儡师。木偶吞食了Sonnorae的手指,成为了拥有自己领域的背叛者。
指环的佩戴者对任何操纵其心灵的效果(即防护邪恶或其他防护阵营法术能够抵御的效果)的豁免检定获得+2士气加值。每天3次,佩戴者若成功通过一个操纵心灵效果的豁免,则可以用一个直觉动作让该效果的来源认为佩戴者已经处于自己的控制之下。只要佩戴者不作出反常的举动,该效果的来源生物无法通过察言观色或是其他方法(包括奥术视觉以及类似的魔法)意识到佩戴者的欺骗。木偶师的指环占用戒指奇物位。
Veilbreaker
这柄匕首曾经的主人是灵界之幕的守护人。在传说中Veilbreaker能够完全摧毁它的目标——死者的灵魂将被带入彼岸,死灵术也无法以死者的遗骸创造不死生物。这柄匕首是真正的Veilbreaker在故事中的影像,因此它能够摧毁的不是真正的生者,而是Harrow世界中的故事。
其他物品
塑人馆:
三瓶药剂(慢性心智丧失,慢性失忆,弱等再生)
卷轴一张(神术复原术,神术破除魔咒,奥术稳定心神)
夜航人遭遇:
神术卷轴一张(生命之息,复原术,操纵虫类)
药水(喷吐集群,CL7)
超游小游戏奖励/惩罚
额外奖励:法力再生珍珠V,三颗
注意事项:
假如谜题回答错误,则罚值一直生效到最终战结束;假如谜题回答正确,则玩家有权选择何时激活对应的奖励,但是同时也将受到对应的罚值,持续一场遭遇。
翠子
魔邓肯
八叶:你施法时位于60ft.内的盟友能以一个直觉动作消耗一个不同学派、等级至少为你正在施展的法术-2级的法术。每个如此消耗法术将令你的法术DC+1。至多七名盟友能够参与施法,分别代表其他七个学派。
背叛:任何盟友在对抗敌人针对你离间的唬骗、交涉、威吓鉴定时使用的察言观色检定中-1。在对抗以袭击你为主要目标的控惑系法术中豁免-1。在与此类法术互动时,攻击你总是视为不违反该生物本性的举动。
崔斯特
双刃:每轮一次,你能够重骰自己的一个攻击骰。
悲悯:除非你明确知晓自己在对抗邪恶生物,你必须对所有智慧生物选择造成瘀伤。
格雷
伊格维尔芙
魔鉴:你在对抗混乱邪恶的异界生物时,所有法术DC+1,并且CL在穿透法术抗力时获得+2加值。
仇敌:混乱邪恶的异界生物对你的攻击骰和CMB检定+1。
雷斯林
I, Magus:当你进行任何施法者等级对抗时,你能够获得+2加值;假如你成功用解除魔法反制敌对施法者的一个法术,你能够立刻再度尝试一次施法者等级检定,成功则能够解除该施法者身上正在运行的一个法术,如同解除魔法。
傲慢:当你成为来自他人的无害法术目标时,你必须尝试豁免抵抗该法术效果。即使该法术不允许豁免,你依然可以尝试进行一次意志豁免,按照10+法术等级+施法关键属性调整值计算DC。
Ashen
卡拉蒙
血亲:当你得知自己的举动关系到任何你视为亲人的人的安危时,你在该遭遇的所有攻击和伤害骰上获得+2加值。假如你受到要求你对亲人造成伤害或是坐视他们受伤的影响心灵的效果影响,则可以骰两次豁免取高。
衰颓:你不会背叛自己的亲人。你必须全力以赴保护他们的安危,如同处在一个指使术效果下。假如亲人死亡,你将受到1d6魅力伤害。
凯尔本
选民:一分钟一次,你能够以一个直觉动作让自己免疫一个对你施放的法术或类法术能力。你必须在进行豁免前宣告使用该能力。该能力等同于无限法术抗力,因此对不允许法术抗力的效果无效。
牺牲;你变得自愿牺牲自己拯救他人——在对抗以让你自我牺牲以拯救非敌对生物的控惑系法术时,你不得使用选民能力,且豁免-1。此举不视为违反你的天性,且在对抗暗示术时,这类要求总是视为合理的暗示(-1豁免改为-2)。