能量替代(Energy Substitution)
专长效果:选择一种能量类型(强酸、冰冷、电能或火焰)。你可更改任何具有能量成分的法术并用所选择的能量来替代。替代后的法术使用该法术正常等级的法术位。而法术将改为新的能量类型——例如,一个由冰冷能量组成的“火球术”将被描述为塑能[冰冷]法术。
Choose one type of energy (acid, cold, electricity, or fire). You can then modify any spell with an energy descriptor to use the chosen type of energy instead. An energy substituted spell uses a spell slot of the spell's normal level. The spell's descriptor changes to the new energy type—for example, a fireball composed of cold energy is an evocation [cold] spell.
看来这个翻译也稍不准确。
选择一种能量类型(酸、冰、电或火)。你可将任何具有
能量描述符的法术并用所选择的能量来替代。替代后的法术使用该法术正常等级的法术位。而法术
描述符将改为新的能量类型——如一个由冰能量组成的“火球术”是塑能[冰]法术。
众雷之子(Born of three thunders)[超魔]
你学会将闪电和雷电的能量与你的电能与音波法术结合在一起。
先决条件:知识(自然)等级4,能量置换(电能)。
专长效果:当你施展任意一个包含有将造成生命值伤害的电能或音波法术时,你可以宣称此法术为“众雷之术”,其将造成一半的电能伤害与一半的音波伤害。除此之外,该法术还会造成巨大的雷鸣声,让所有因法术损失生命值的生物震慑一轮——除非他们能通过强韧检定,接着法术将击倒被震慑的目标(前提是受术目标未通过反射检定),此两次豁免所用的DC相同。引导众雷的力量是相当耗费心力的,因此你在施展法术后将自动晕眩一轮。
众雷之术使用正常等级的法术位。另外,其描述将改为同时具有两种能量类型——举例来说,众雷之术的“闪电术”的描述将是“塑能系[电能、音波]法术”。
When you cast a spell with either the electricity descriptor or the sonic descriptor that deals hit point damage, you can declare that spell to be a spell of the three thunders, with half its damage dealt as electricity damage and half dealt as sonic damage. In addition, the spell concludes with a mighty thunderclap that stuns all creatures that take damage from the spell for 1 round unless they succeed on a Fortitude save, then knocks stunned creatures prone unless they succeed on a Reflex save (both saves at the same DC as the base spell). Channeling the three thunders is costly, though, and you are automatically dazed for 1 round after doing so. A three thunders spell uses a spell slot of the spell's normal level. In addition, its descriptor changes to include both energy types--for example, a lightning bolt of the three thunders is an evocation [electricity, sonic] spell.
当你施展一个会造成HP伤害的,
带有[电]或[音]描述符的法术时,你可以宣称此法术为“众雷之术”,其将造成一半的电能伤害与一半的音波伤害。此外法术还会造成巨大的雷鸣声,
所有因法术损失HP的生物首先要通过强韧豁免否则震慑一轮,然后要通过反射豁免否则被击倒,此两次豁免DC相同。引导众雷的力量是相当耗费心力的,因此你在施展法术后将自动晕眩一轮。
众雷之术使用正常等级的法术位。另外,其描述将改为同时具有两种能量类型——举例来说,众雷之术的“闪电术”的描述将是“塑能系[电、音]法术”。
完整能量(Energy Gestalt)[战术]
先决条件:法术专攻(塑能),CL3。
效果:完整能量提供了3种战术技巧。在每种技巧中,你都必须在连续的两轮里对一个或多个生物使用一组基于能量的法术造成能量伤害。
The Energy Gestalt feat enables the use of three tactical maneuvers. In every case, you must deal damage to one or more subjects with a pair of energy-based spells you cast in 2 successive rounds.
- 酸气:你在一个强酸法术后紧接着施展一个火焰法术,第2个法术的火焰使酸挥发成呛人而恶心的气体。任何被两种法术同时造成伤害的活物反胃一轮。成功通过强韧检定(DC基于第2个法术)的生物只会恶心一轮,在决定豁免和免疫时此能力视为毒素效果。
Acrid Fumes: You cast an acid spell followed by a fire spell. The flames of your second spell turn some of the lingering acid into choking, sickening fumes. Any living creature damaged by both spells is nauseated for 1 round. Those who make a successful Fortitude save (DC based on the second spell) are sickened for 1 round instead. Treat this as a poison effect for the purpose of save bonuses and immunities.
-脆化易碎:你在一个寒冷法术后紧接着施展一个音波法术,由于物理结构被寒冷脆化,任何同时受到两种法术伤害的物品或构装生物在音波法术上承受额外50%伤害。
Brittle Blast: You cast a cold spell followed by a sonic spell. Any object or construct damaged by both spells takes +50% damage from the sonic spell, because its physical structure has been made brittle by the cold.
-强化传导:你在一个寒冷法术后紧接着施展一个电系法术,残留的寒冷更有效的导电,临时使目标变的疲劳。同时受到两种法术伤害的活物缓慢一轮(如同缓慢术)。成功通过强韧检定的生物(DC基于第2个法术)疲乏一轮。
Improved Conduction: You cast a cold spell followed by an electricity spell. The lingering cold more effectively conducts the electricity, temporarily fatiguing creatures. Living creatures damaged by both spells are slowed for 1 round (as the slow spell). Creatures that make successful Fortitude saves (DC based on the second spell) are fatigued for 1 round.
法术持久(Persistent Spell)[超魔]
你可以使你的一个法术持续一天
先决条件:法术延时。
专长效果:有固定范围的针对自身的法术的持续时间可以增加到24小时。瞬间效果或能量散发的法术不能被该专长影响。你无需在进行侦测法术(例如侦测魔法与侦测思想)时保持专注,因你只会注意到受侦测事物的出现或消失。但进一步的信息则正常要求专注。
持久法术使用比正常等级高6级的法术位。
Spells with a fixed or personal range can have their duration increased to 24 hours. Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You don't need to maintain concentration on persistent detect spells (such as detect magic or detect thoughts) for you to be aware of the mere presence or absence of the subject detected, but gaining additional information requires concentration as normal. A persistent spell uses up a spell slot six levels higher than the spell's actual level.
发现扩展大不全里法术持久的翻译似乎有误(英文来自dndtools),应该是
距离(range) = 固定范围或个人,持续时间≠立即,法术效果不是按发数算的法术都可以持久。
顺便吐个槽,法术大全里的翻译在“range”“area”“effect”这几项翻译的时候有无数问题,特别是“range”“area”“effect”都曾被翻译成“范围”。