Spell Compendium — 原文疑义
Spell Compendium —
2 万物万法万律 / SpC万法大全
原文疑义复核清单
共 40 个问题,涉及 38 个法术。以下为既有清单中的待解释问题;中文备注属于本项目说明,非官方勘误。译文接受不表示规则疑问已解决,个人解释也不自动成为官方勘误。
疑义目录
- 漆黑之眼(Ebon Eyes) · darkness
- 力场结界(Forceward) · sphere-motion
- 失序之水(Anarchic Water) · material-quantity
- 火焰抵御光环(Aura Against Flame) · fire-mitigation
- 公理之水(Axiomatic Water) · material-quantity
- 虚体强化(Incorporeal Enhancement) · unspecified-material
- 炼狱型态(Infernal Transformation) · beard-tail
- 虹光射线(Prismatic Ray) · 3958:hd-effect-scope-source
- 触发能量抗力(Contingent Energy Resistance) · 4047:missing-header
- 虹光爆发(Rainbow Blast) · material-focus
- 排拒术(Rejection) · push-distance
- 移除气味(Remove Scent) · 4088:target-creature-object
- 正义之光(Righteous Aura) · 4111:good-undead-overlap
- 锈蚀射线(Rust Ray) · target-magic-item
- 平安之所(Safe Clearing) · entry-intent
- 暗影擒抱者(Shadowy Grappler) · 4153:omitted-time-source
- 声波之鞭(Sonic Whip) · attack-type
- 法术引擎(Spell Engine) · undefined-engine
- 高等法术矩阵(Spell Matrix, Greater) · sequence-inheritance
- 蜘蛛形态(Spider Shapes) · polymorph-reference
- 蛛化术(Spiderform) · duration-choice
- 钢铁之舞(Steeldance) · 4229:errata-target-focus
- 粉碎岩石(Stone Shatter) · close-range
- 海啸术(Tsunami) · water-speed
- 最终呼吸(Last Breath) · missing-m-flag
- 高级任意门(Dimension Door, Greater) · teleport-category
- 破魔吐息(Dispelling Breath) · dispel-order
- 能量转换力场(Energy Transformation Field) · item-energy
- 能量转换力场(Energy Transformation Field) · sr-application
- 提炼水元素(Extract Water Elemental) · close-range
- 高等爆炎术(Fireburst, Greater) · 4504:range-inheritance
- 冻雾术(Freezing Fog) · balance-save
- 残酷奴役(Monstrous Thrall) · 4574:permanent-duration
- 电击球(Orb of Electricity) · 4611:nonmetal-armor-secondary-effect-source
- 疗创之触(Healing Touch) · 4691:healing-cost
- 疗创之触(Healing Touch) · 4691:save-application
- 毒蛇群聚(Vipergout) · summoned-count
- 沙墙术(Wall of Sand) · 4743:omitted-time-source
- 易伤术(Vulnerability) · scaling-example
- 束缚之语(Word of Binding) · close-range
漆黑之眼(Ebon Eyes)
法术 ID 3544 · 问题编号 darkness · 原述冲突 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[darkness] SC第77页,中栏下方正文首句说能在天然及魔法黑暗中正常视物;同句续至右栏上方又说不另行提高天然黑暗或阴影环境中的视力,下一句说忽略照明不足引起的失手率,但完全黑暗除外。正文同时保留三项原述,没有将它们改成自创黑暗视觉。适用版本为 SC 2005年12月第一印次、D&D v3.5。已核对本地单页 SpellComp_Errata.pdf:其一般政策将实际规则文字列为主要来源,将表格、角色数据块等列为次要参照;两者冲突时以主要来源为准,例外会专门指出。该勘误没有此项专项修正,本项目尚未裁定这项政策在此疑义中的具体适用性,也未核查全部后来印次。 影响:天然完全黑暗、魔法黑暗及阴影中的视物能力与失手率如何同时适用。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
天然完全黑暗、魔法黑暗及阴影中的视物能力与失手率如何同时适用。
英文依据
SC:印刷页 77;PDF 第 77 页。
The subject of this spell gains the
ability to see normally in natural and
magical darkness, although it does
SC:印刷页 77;PDF 第 77 页。
not otherwise improve the subject’s
ability to see in natural dark or
shadowy conditions. The subject
SC:印刷页 77;PDF 第 77 页。
ignores the miss chance due to
lack of illumination other than
total darkness. While the spell is 适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 77;PDF 第 77 页。
EBON EYES
Transmutation
Level:
Assassin 1, cleric 1, sorcerer/
wizard 1
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
10 minutes/level
Saving Throw:
None
Spell Resistance:
Yes (harmless)
You feel, more than see, a black haze form
at the corner of your eyes. Upon touching
your intended subject the haze disappears
and the creature’s eyes become shrouded in
blackness.
The subject of this spell gains the
ability to see normally in natural and
magical darkness, although it does
not otherwise improve the subject’s
ability to see in natural dark or
shadowy conditions. The subject
ignores the miss chance due to
lack of illumination other than
total darkness. While the spell is
in effect, a jet-black film covers
the subject’s eyes, a visual effect
that gives the spell its name.
Material Component:
A pinch
of powdered black gemstone of
any type.复核记录
请逐项记录回复、依据/引文/可核查出处、来源类型(官方勘误/印次变化/官方说明/个人解释)、版本/印次及复核人。
力场结界(Forceward)
法术 ID 3795 · 问题编号 sphere-motion · 解释疑问 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[sphere-motion] 解释疑问:SC第98页表头及正文称球体以你为中心,正文同时称其不移动(unmoving),末段又讨论你朝虚体生物或力场效果移动时不推开生物、并视其豁免自动成功。可以尝试把“以你为中心”读成创建时的位置、把移动段读成施法者离开固定球体后的限制;也存在将球体理解为持续以施法者为中心的读法。原条目没有明确说明这些表述如何配合,不能仅据移动句删掉unmoving,也不能删掉移动情景。中文同时保留各处原述,本项目未选择其中一种解释。适用版本为SC 2005年12月第一印次、D&D v3.5;已核对本地完整单页Spell Compendium勘误及其主要规则文字优先的一般政策。该政策不直接补出此处解释;本地适用勘误没有此问题的专项修正,尚未核查全部后来印次。 影响:球体是否固定在施法位置或跟随施法者,以及进入区域的豁免如何适用。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
球体是否固定在施法位置或跟随施法者,以及进入区域的豁免如何适用。
英文依据
SC:印刷页 98;PDF 第 98 页。
Effect:
15-ft.-radius sphere
centered on you
SC:印刷页 98;PDF 第 98 页。
You create an unmoving, transpar-
ent sphere of force centered on you.
SC:印刷页 98;PDF 第 98 页。
Forceward
does not push a creature
out of the way if you move toward an
incorporeal creature or force effect,
and such creatures are treated as if
they automatically succeeded on their
saving throws against this spell.适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 98;PDF 第 98 页。
FORCEWARD
Abjuration [Force]
Level:
Sorcerer/wizard 4
Components:
V, S
Casting Time:
1 round
Range:
15 ft.
Effect:
15-ft.-radius sphere
centered on you
Duration:
1 minute/level
Saving Throw:
Will negates;
see text
Spell Resistance:
Yes
Waiving your arm about your head to
trace the curve of a dome, you call up a
hemisphere of force as clear as glass.
You create an unmoving, transpar-
ent sphere of force centered on you.
The sphere negates force effects and
provides an impassable barrier against
incorporeal creatures. Spells with the
force descriptor do not affect anything
within the sphere, and any force spell
that overlaps the area, such as
wall of
force,
is automatically countered. Incor-
poreal creatures, or creatures with the
force descriptor must make a Will save
to enter the area of the sphere.
Forceward
does not push a creature
out of the way if you move toward an
incorporeal creature or force effect,
and such creatures are treated as if
they automatically succeeded on their
saving throws against this spell.复核记录
请逐项记录回复、依据/引文/可核查出处、来源类型(官方勘误/印次变化/官方说明/个人解释)、版本/印次及复核人。
失序之水(Anarchic Water)
法术 ID 3828 · 问题编号 material-quantity · 解释疑问 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[material-quantity] 解释疑问:SC第11页材料原句为“5 pounds of powdered iron and silver (worth 25 gp)”,5磅短语共同修饰铁粉和银粉,没有each,也没有两者配比。可协调的读法是将两种粉末合计为5磅;把两种材料各定为5磅则需要额外依据。本项目不作数量范围裁定,正文保留原句的共同限定,不加入“各”“合计”或配比;25gp按原述保留,不增加“至少”。PH第174页一般材料规则说明材料在施法过程中被消耗、具体说明见法术描述,并不能分配本条铁粉和银粉的重量。适用版本为SC 2005年12月第一印次、D&D v3.5;已核对本地完整单页Spell Compendium勘误及其主要规则文字优先的一般政策。该政策不直接补出此处解释;本地适用勘误没有此问题的专项修正,尚未核查全部后来印次。 影响:铁粉和银粉各自所需数量及比例,影响材料准备;费用原述保留为25gp。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
铁粉和银粉各自所需数量及比例,影响材料准备;费用原述保留为25gp。
英文依据
SC:印刷页 11;PDF 第 11 页。
Material Component:
5 pounds of pow-
dered iron and silver (worth 25 gp).适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 11;PDF 第 11 页。
ANARCHIC WATER
Transmutation [Chaotic]
Level:
Cleric 1
Components:
V, S, M
Casting Time:
1 minute
Range:
Touch
Target:
Flask of water touched
Duration:
Instantaneous
Saving Throw:
Will negates (object)
Spell Resistance:
Yes (object)
You speak the ancient, slippery words as
you pour the iron and silver into the flask.
Despite the fact that there is more powder
than room in the bottle, all of it dissolves,
leaving a flask of water swirling with
motes of gold.
This transmutation imbues a flask (1
pint) of water with the energy of chaos,
turning it into anarchic water. Anar-
chic water damages lawful outsiders the
way holy water damages undead and
evil outsiders. A flask of anarchic water
can be thrown as a splash weapon.
Treat this attack as a ranged touch
attack with a range increment of 10
feet. A flask breaks if thrown against
the body of a corporeal creature, but to
use it against an incorporeal creature,
the bearer must open the flask and
pour the anarchic water out onto the
target. Thus, a character can douse an
incorporeal creature with anarchic
water only if he is adjacent to it. Doing
so is a ranged touch attack that does not
provoke attacks of opportunity.
A direct hit by a flask of anarchic
water deals 2d4 points of damage to
a lawful outsider. Each such creature
within 5 feet of the point where the
flask hits takes 1 point of damage from
the splash.
Material Component:
5 pounds of pow-
dered iron and silver (worth 25 gp).
PHB:印刷页 174;PDF 第 175 页。
174
isn’t real needs no saving throw. A character who falls through a
section of illusory floor into a pit knows something is amiss, as does
one who spends a few rounds poking at the same illusion. If any
viewer successfully disbelieves an illusion and communicates this
fact to others, each such viewer gains a saving throw with a +4
bonus.
Necromancy
Necromancy spells manipulate the power of death, unlife, and the
life force. Spells involving undead creatures make up a large part of
this school. Representative spells include
cause fear
,
animate dead
, and
finger of death
.
Transmutation
Transmutation spells change the properties of some creature, thing,
or condition. Representative spells include
enlarge person
,
reduce
person
,
polymorph
, and
shapechange
.
[DESCRIPTOR]
Appearing on the same line as the school and subschool, when
applicable, is a descriptor that further categorizes the spell in some
way. Some spells have more than one descriptor.
The descriptors are acid, air, chaotic, cold, darkness, death, earth,
electricity, evil, fear, fire, force, good, language-dependent, lawful,
light, mind-affecting, sonic, and water.
Most of these descriptors have no game effect by themselves, but
they govern how the spell interacts with other spells, with special
abilities, with unusual creatures, with alignment, and so on.
A language-dependent spell uses intelligible language as a
medium for communication. For instance, a cleric’s
command
spell
fails if the target can’t understand what the cleric says, either
because it doesn’t understand the language he is speaking or because
background noise prevents it from hearing what the cleric says.
A mind-affecting spell works only against creatures with an
Intelligence score of 1 or higher.
LEVEL
The next line of a spell description gives the spell’s level, a number
between 0 and 9 that defines the spell’s relative power. This number
is preceded by an abbreviation for the class whose members can cast
the spell. The Level entry also indicates whether a spell is a domain
spell and, if so, what its domain and its level as a domain spell are. A
spell’s level affects the DC for any save allowed against the effect.
For example, the Level entry for
hold person
is “Brd 2, Clr 2,
Sor/Wiz 3.” That means it is a 2nd-level spell for bards, a 2nd-level
spell for clerics, and a 3rd-level spell for sorcerers and wizards. The
level entry for
magic vestment
is “Clr 3, Strength 3, War 3.” That
means it is a 3rd-level spell for clerics, the 3rd-level Strength domain
spell, and the 3rd-level War domain spell.
Names of spellcasting classes are abbreviated as follows: bard Brd;
cleric Clr; druid Drd; paladin Pal; ranger Rgr; sorcerer Sor; wizard
Wiz.
The domains a spell can be associated with include Air, Animal,
Chaos, Death, Destruction, Earth, Evil, Fire, Good, Healing,
Knowledge, Law, Luck, Magic, Plant, Protection, Strength, Sun,
Travel, Trickery, War, and Water.
COMPONENTS
A spell’s components are what you must do or possess to cast it. The
Components entry in a spell description includes abbreviations that
tell you what type of components it has. Specifics for material, focus,
and XP components are given at the end of the descriptive text.
Usually you don’t worry about components, but when you can’t use
a component for some reason or when a material or focus com-
ponent is expensive, then the components are important.
Verbal (V):
A verbal component is a spoken incantation. To pro-
vide a verbal component, you must be able to speak in a strong voice.
A
silence
spell or a gag spoils the incantation (and thus the spell). A
spellcaster who has been deafened has a 20% chance to spoil any
spell with a verbal component that he or she tries to cast.
Somatic (S):
A somatic component is a measured and precise
movement of the hand. You must have at least one hand free to
provide a somatic component.
Material (M):
A material component is one or more physical
substances or objects that are annihilated by the spell energies in the
casting process. Unless a cost is given for a material component, the
cost is negligible. Don’t bother to keep track of material components
with negligible cost. Assume you have all you need as long as you
have your spell component pouch.
Focus (F):
A focus component is a prop of some sort. Unlike a
material component, a focus is not consumed when the spell is cast
and can be reused. As with material components, the cost for a focus
is negligible unless a price is given. Assume that focus components
of negligible cost are in your spell component pouch.
Divine Focus (DF):
A divine focus component is an item of
spiritual significance. The divine focus for a cleric or a paladin is a
holy symbol appropriate to the character’s faith. For an evil cleric,
the divine focus is an unholy symbol. The default divine focus for a
druid or a ranger is a sprig of mistletoe or holly.
If the Components line includes F/DF or M/DF, the arcane ver-
sion of the spell has a focus component or a material component
(the abbreviation before the slash) and the divine version has a
divine focus component (the abbreviation after the slash).
XP Cost (XP):
Some powerful spells (such as
wish
,
commune
, and
miracle
) entail an experience point cost to you. No spell, not even
restoration
, can restore the XP lost in this manner. You cannot spend
so much XP that you lose a level, so you cannot cast the spell unless
you have enough XP to spare. However, you may, on gaining
enough XP to attain a new level, use those XP for casting a spell
rather than keeping them and advancing a level. The XP are treated
just like a material component—expended when you cast the spell,
whether or not the casting succeeds.
CASTING TIME
Most spells have a casting time of 1 standard action. Others take 1
round or more, while a few require only a free action. Chapter 8:
Combat describes the difference between these types of actions.
A spell that takes 1 round to cast is a full-round action. It comes
into effect just before the beginning of your turn in the round after
you began casting the spell. You then act normally after the spell is
completed.
A spell that takes 1 minute to cast comes into effect just before
your turn 1 minute later (and for each of those 10 rounds, you are
casting a spell as a full-round action, just as noted above for 1-round
casting times). These actions must be consecutive and unin-
terrupted, or the spell automatically fails.
When you begin a spell that takes 1 round or longer to cast, you
must continue the concentration from the current round to just
before your turn in the next round (at least). If you lose
concentration before the casting is complete, you lose the spell.
A spell with a casting time of 1 free action (such as
feather fall
)
doesn’t count against your normal limit of one spell per round.
However, you may cast such a spell only once per round. Casting a
spell with a casting time of 1 free action doesn’t provoke attacks of
opportunity.
You make all pertinent decisions about a spell (range, target, area,
effect, version, and so forth) when the spell comes into effect. For
example, when casting a
summon monster
spell, you need not decide
where you want the monster to appear (or indeed, what monster you
are summoning) until the spell comes into effect in the round after
you begin casting.
RANGE
A spell’s range indicates how far from you it can reach, as defined in
the Range entry of the spell description. A spell’s range is the
CHAPTER 10:
MAGIC
复核记录
请逐项记录回复、依据/引文/可核查出处、来源类型(官方勘误/印次变化/官方说明/个人解释)、版本/印次及复核人。
火焰抵御光环(Aura Against Flame)
法术 ID 3854 · 问题编号 fire-mitigation · 解释疑问 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[fire-mitigation] 解释疑问:SC第18页写吸收最先10点火焰伤害,并引用PH第272页Resist Energy(火焰);另段的“每轮不超过10点”是接触非魔法火焰时的灭火门槛。PH第272页则说每次承受所选能量伤害时减免10点,并在7级增至20点、11级增至30点,还保护装备、只吸收伤害、不能与Protection from Energy叠加。SC没有重述每次受伤的频次或等级提升。可以把Resist Energy引用理解为每次受伤的减免机制、而将SC明确的10点视为本法术限定;是否也继承等级提升仍待确认。不能把灭火门槛当成每轮伤害吸收额度。接触魔法火焰和准备反制所引用的PH第223页Dispel Magic,以1d20+施法者等级(最高+10)对抗DC11+目标法术施法者等级;其反制可失败,无须识别目标法术。本地PH v3.5为2003年7月第一印次,完整2006-02-17三页PHB勘误没有Resist Energy的专项修正;Dispel Magic的专项修正将区域解除正文误写的30尺半径改为20尺,不改这里的接触单体解除或反制。适用版本为SC 2005年12月第一印次、D&D v3.5;本地完整单页Spell Compendium勘误没有这项问题的专项修正。其主要规则文字优先的一般政策不自动判定这里存在矛盾,也不补出具体解释;尚未核查全部后来印次。 影响:同轮多次火焰伤害的减免频次、高等级减免量、继承效果范围,以及接触解除和反制检定。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
同轮多次火焰伤害的减免频次、高等级减免量、继承效果范围,以及接触解除和反制检定。
英文依据
SC:印刷页 18;PDF 第 18 页。
You create an aura of blue mist that
protects you against fire, absorbing the
first 10 points of fire damage as a
resist
energy (fire)
spell (
PH
272). In addition
to the
resist energy (fire)
effect, the spell
can be used to snuff out fires.
SC:印刷页 18;PDF 第 18 页。
Any nonmagical flame that the aura
contacts is immediately extinguished
if the flame’s maximum damage is 10
or fewer points per round. This means
that torches, small fires, and hurled
alchemist’s fire are snuffed out and
cause no damage if used against you
or if you touch them.适用勘误结论
PHB 三页勘误包含 Area Dispel 的半径修正;它没有解释本条火焰减免频次或等级继承。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 18;PDF 第 18 页。
AURA AGAINST FLAME
DESCRIPTIONS
Abjuration
Level:
Cleric 2, druid 1
Components:
V, S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level
SPELL
With the casting of this spell you are sur-
rounded with a cool, blue mist that clings
to your body, dampening the heat of the
nearby flames.
You create an aura of blue mist that
protects you against fire, absorbing the
first 10 points of fire damage as a
resist
energy (fire)
spell (
PH
272). In addition
to the
resist energy (fire)
effect, the spell
can be used to snuff out fires.
Any nonmagical flame that the aura
contacts is immediately extinguished
if the flame’s maximum damage is 10
or fewer points per round. This means
that torches, small fires, and hurled
alchemist’s fire are snuffed out and
cause no damage if used against you
or if you touch them.
You can use a standard action to
touch an existing magical fire (such
as a
flaming sphere
or a
wall of fire
) and
attempt to dispel it as if using a
dispel
magic
spell against it (use the caster
level of
aura against flame
for the caster
level check). If you succeed, you take
no damage from the touch and the
magical fire and aura both vanish. If
you fail, you take damage from the
magical fire source normally (reduced
by your
aura against flame
), and both
spells remain.
With a readied action, you can use
the aura as a
dispel magic
effect to coun-
terspell a magical fire attack against
you. If successful, the spell is counter-
spelled and the aura disappears. If you
fail the dispel check, or if the attack is
not a fire attack, the aura remains.
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An invisible, mobile field surrounds you
and prevents creatures from approaching
you. You decide how big the field is at the
time of casting (to the limit your level al-
lows). Any creature within or entering the
field must attempt a save. If it fails, it
becomes unable to move toward you for
the duration of the spell. Repelled crea-
tures’ actions are not otherwise restricted.
They can fight other creatures and can cast
spells and attack you with ranged weapons.
If you move closer to an affected creature,
nothing happens. (The creature is not
forced back.) The creature is free to make
melee attacks against you if you come
within reach. If a repelled creature moves
away from you and then tries to turn back
toward you, it cannot move any closer if it
is still within the spell’s area.
Arcane Focus:
A pair of small iron bars
attached to two small canine statuettes,
one black and one white, the whole array
worth 50 gp.
Resistance
Abjuration
Level:
Brd 0, Clr 0, Drd 0, Pal 1,
Sor/Wiz 0
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 minute
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
You imbue the subject with magical en-
ergy that protects it from harm, granting it
a +1 resistance bonus on saves.
Resistance
can be made permanent with a
permanency
spell.
Arcane Material Component:
A miniature
cloak.
Resist Energy
Abjuration
Level:
Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1,
Sor/Wiz 2
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
10 min./level
Saving Throw:
Fortitude negates (harm-
less)
Spell Resistance:
Yes (harmless)
This abjuration grants a creature limited
protection from damage of whichever one
of five energy types you select: acid, cold,
electricity, fire, or sonic. The subject gains
energy resistance 10 against the energy
type chosen, meaning that each time the
creature is subjected to such damage
(whether from a natural or magical
source), that damage is reduced by 10
points before being applied to the crea-
ture’s hit points. The value of the energy
resistance granted increases to 20 points at
7th level and to a maximum of 30 points at
11th
level.
The
spell
protects
the
recipient’s equipment as well.
Resist energy
absorbs only damage. The
subject could still suffer unfortunate side
effects, such as drowning in acid (since
drowning damage comes from lack of
oxygen) or becoming encased in ice.
Note:
Resist energy
overlaps (and does not
stack with)
protection from energy
. If a
character is warded by
protection from energy
and
resist energy
, the
protection
spell absorbs
damage until its power is exhausted.
Restoration
Conjuration (Healing)
Level:
Clr 4, Pal 4
Components:
V, S, M
This spell functions like
lesser restoration
,
except that it also dispels negative levels
and restores one experience level to a
creature who has had a level drained. The
drained level is restored only if the time
since the creature lost the level is equal to
or less than one day per caster level. Thus,
if a 10th-level character has been struck by
a wight and drained to 9th level,
restoration
brings the character up to exactly the
minimum number of experience points
necessary to restore him to 10th level
(45,000 XP), gaining him an additional Hit
Die and level functions accordingly.
Restoration
cures all temporary ability
damage, and it restores all points perma-
nently drained from a single ability score
(your choice if more than one is drained).
It also eliminates any fatigue or exhaustion
suffered by the target.
Restoration
does not restore levels or
Constitution points lost due to death.
Material Component:
Diamond dust
worth 100 gp that is sprinkled over the
target.
Restoration, Greater
Conjuration (Healing)
Level:
Clr 7
Components:
V, S, XP
Casting Time:
10 minutes
This spell functions like
lesser restoration
,
except that it dispels all negative levels
afflicting the healed creature. This effect
also reverses level drains by a force or
creature, restoring the creature to the
highest level it had previously attained.
The drained levels are restored only if the
time since the creature lost the level is no
more than one week per caster level.
Greater restoration
also dispels all magical
effects penalizing the creature’s abilities,
cures all temporary ability damage, and
restores all points permanently drained
from all ability scores. It also eliminates
fatigue and exhaustion, and removes all
forms of insanity,
confusion
, and similar
mental effects.
Greater restoration
does not
restore levels or Constitution points lost
due to death.
XP Cost:
500 XP.
Restoration, Lesser
Conjuration (Healing)
Level:
Clr 2, Drd 2, Pal 1
Components:
V, S
Casting Time:
3 rounds
Range:
Touch
Target:
Creature touched
Duration:
Instantaneous
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
Lesser restoration
dispels any magical effects
reducing one of the subject’s ability scores
(such as
ray of enfeeblement
) or cures 1d4
points of temporary ability damage to one
of the subject’s ability scores (such as from
a shadow’s touch or from poison). It also
eliminates any fatigue suffered by the
character, and improves an exhausted
condition to fatigued. It does not restore
permanent ability drain.
Resurrection
Conjuration (Healing)
Level:
Clr 7
Casting Time:
10 minutes
This spell functions like
raise dead
, except
that you are able to restore life and com-
plete strength to any deceased creature.
The condition of the remains is not a
factor. So long as some small portion of the
creature’s body still exists, it can be
resurrected, but the portion receiving the
spell must have been part of the creature’s
body at the time of death. (The remains of
a creature hit by a
disintegrate
spell count as
a small portion of its body.) The creature
can have been dead no longer than 10
years per caster level.
Upon completion of the spell, the
creature is immediately restored to full hit
points, vigor, and health, with no loss of
prepared spells. However, the subject loses
one level, or 2 points of Constitution if the
subject was 1st level. (If this reduction
would bring its Con to 0 or lower, it can’t
be
resurrected).
This
level
loss
or
Constitution loss cannot be repaired by
any means.
You can resurrect someone killed by a
death effect or someone who has been
turned into an undead creature and then
destroyed. You cannot resurrect someone
who has died of old age. Constructs, ele-
mentals, outsiders, and undead creatures
can’t be resurrected.
CHAPTER 11:
SPELLS
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them as she can. She moves to a spot that puts three centipedes
within 15 feet of her, but none next to her, so they can’t attack her
while she is casting casting. She chooses a direction and casts her
spell. A cone of magical flame shoots out 15 feet, catching the three
centipedes in its area. Mialee’s player rolls 1d4 to see how much
damage each centipede takes and gets a result of 3. The DM makes a
Reflex save (DC 13 for one of Mialee’s 1st-level spells) for each
centipede, and only one succeeds. Two centipedes take 3 points of
damage each and drop. The lucky one takes half damage (1 point)
and survives.
Casting a spell can be a straightforward process, such as when
Jozan casts
cure light wounds
to remove some of the damage that
Tordek has taken, or it can be complicated, such as when Jozan is
attempting to aim an
insect plague
by ear at a group of nagas who have
hidden themselves in a
deeper darkness
spell, all the while avoiding
the attacks of the nagas’ troglodyte servants.
CHOOSING A SPELL
First you must choose which spell to cast. If you’re a cleric, druid,
experienced paladin, experienced ranger, or wizard, you select from
among spells prepared earlier in the day and not yet cast (see Prepar-
ing Wizard Spells, page 177, and Preparing Divine Spells, page 179).
If you’re a bard or sorcerer, you can select any spell you know, pro-
vided you are capable of casting spells of that level or higher.
To cast a spell, you must be able to speak (if the spell has a verbal
component), gesture (if it has a somatic component), and manipu-
late the material components or focus (if any). Additionally, you
must concentrate to cast a spell—and it’s hard to concentrate in the
head of battle. (See below for details.)
If a spell has multiple versions, you choose which version to use
when you cast it. You don’t have to prepare (or learn, in the case of a
bard or sorcerer) a specific version of the spell. For example,
resist
energy
protects a creature from fire, cold, or other energy types. You
choose when you cast the spell which energy type it will protect the
subject from.
Once you’ve cast a prepared spell, you can’t cast it again until you
prepare it again. (If you’ve prepared multiple copies of a single spell,
you can cast each copy once.) If you’re a bard or sorcerer, casting a
spell counts against your daily limit for spells of that spell level, but
you can cast the same spell again if you haven’t reached your limit.
CONCENTRATION
To cast a spell, you must concentrate. If something interrupts your
concentration while you’re casting, you must make a Concentration
check or lose the spell. The more distracting the interruption and
the higher the level of the spell you are trying to cast, the higher the
DC is (More powerful spells require more mental effort.) If you fail
the check, you lose the spell just as if you had cast it to no effect.
Injury:
Getting hurt or being affected by hostile magic while
trying to cast a spell can break your concentration and ruin the spell.
If while trying to cast a spell you take damage, you must make a
Concentration check (DC 10 + points of damage taken + the level of
the spell you’re casting). If you fail the check, you lose the spell
without effect. The interrupting event strikes during spellcasting if
it comes between when you start and when you complete a spell (for
a spell with a casting time of 1 full round or more) or if it comes in
response to your casting the spell (such as an attack of opportunity
provoked by the spell or a contingent attack, such as a readied
action).
If you are taking continuous damage, such as from
Melf’s acid
arrow
, half the damage is considered to take place while you are
casting a spell. You must make a Concentration check (DC 10 + 1/2
the damage that the continuous source last dealt + the level of the
spell you’re casting). If the last damage dealt was the last damage
that the effect could deal (such as the last round of a
Melf’s acid
arrow
), then the damage is over, and it does not distract you.
Repeated damage, such as from a
spiritual weapon
, does not count as
continuous damage.
Spell:
If you are affected by a spell while attempting to cast a spell
of your own, you must make a Concentration check or lose the spell
you are casting. If the spell affecting you deals damage, the DC is 10
+ points of damage + the level of the spell you’re casting. If the spell
interferes with you or distracts you in some other way, the DC is the
spell’s saving throw DC + the level of the spell you’re casting. For a
spell with no saving throw, it’s the DC that the spell’s saving throw
would have if a save were allowed.
Grappling or Pinned:
The only spells you can cast while grap-
pling or pinned are those without somatic components and whose
material components (if any) you have in hand. Even so, you must
make a Concentration check (DC 20 + the level of the spell you’re
casting) or lose the spell.
Vigorous Motion:
If you are riding on a moving mount, taking a
bouncy ride in a wagon, on a small boat in rough water, below-decks
in a storm-tossed ship, or simply being jostled in a similar fashion,
you must make a Concentration check (DC 10 + the level of the spell
you’re casting) or lose the spell.
Violent Motion:
If you are on a galloping horse, taking a very
rough ride in a wagon, on a small boat in rapids or in a storm, on
deck in a storm-tossed ship, or being tossed roughly about in a
similar fashion, you must make a Concentration check (DC 15 + the
level of the spell you’re casting) or lose the spell.
Violent Weather:
You must make a Concentration check if you
try to cast a spell in violent weather. If you are in a high wind
carrying blinding rain or sleet, the DC is 5 + the level of the spell
you’re casting. If you are in wind-driven hail, dust, or debris, the DC
is 10 + the level of the spell you’re casting. In either case, you lose
the spell if you fail the Concentration check. If the weather is caused
by a spell, use the rules in the Spell subsection above.
Casting Defensively:
If you want to cast a spell without pro-
voking any attacks of opportunity, you need to dodge and weave.
You must make a Concentration check (DC 15 + the level of the
spell you’re casting) to succeed. You lose the spell if you fail.
Entangled:
If you want to cast a spell while entangled in a net or
by a tanglefoot bag (page 128) or while you’re affected by a spell with
similar effects (such as
entangle
), you must make a DC 15 Concen-
tration check to cast the spell. You lose the spell if you fail.
COUNTERSPELLS
It is possible to cast any spell as a counterspell. By doing so, you are
using the spell’s energy to disrupt the casting of the same spell by
another character. Counterspelling works even if one spell is divine
and the other arcane.
How Counterspells Work:
To use a counterspell, you must
select an opponent as the target of the counterspell. You do this by
choosing the ready action (page 160). In doing so, you elect to wait
to complete your action until your opponent tries to cast a spell.
(You may still move your speed, since ready is a standard action.)
If the target of your counterspell tries to cast a spell, make a
Spellcraft check (DC 15 + the spell’s level). This check is a free
action. If the check succeeds, you correctly identify the opponent’s
spell and can attempt to counter it. If the check fails, you can’t do
either of these things.
To complete the action, you must then cast the correct spell. As a
general rule, a spell can only counter itself. For example, a
fireball
spell is effective as a counter to another
fireball
spell, but not to any
other spell, no matter how similar.
Fireball
cannot counter
delayed
blast fireball
or vice versa. If you are able to cast the same spell and
you have it prepared (if you prepare spells), you cast it, altering it
slightly to create a counterspell effect. If the target is within range,
both spells automatically negate each other with no other results.
Counterspelling Metamagic Spells:
Metamagic feats are not
taken into account when determining whether a spell can be
countered. For example, a normal
fireball
can counter a maximized
CHAPTER 10:
MAGIC
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171
fireball
(that is, a
fireball
that has been enhanced by the metamagic
feat Maximize Spell) and vice versa.
Specific Exceptions:
Some spells specifically counter each
other, especially when they have diametrically opposed effects. For
example, you can counter a
haste
spell with a
slow
spell as well as
with another
haste
spell, or you can counter
reduce person
with
enlarge
person
.
Dispel Magic
as a Counterspell:
You can use
dispel magic
to
counterspell another spellcaster, and you don’t need to identify the
spell he or she is casting. However,
dispel magic
doesn’t always work
as a counterspell (see the spell description, page 223).
CASTER LEVEL
A spell’s power often depends on its caster level, which for most
spellcasting characters is equal to your class level in the class you’re
using to cast the spell. For example, a
fireball
deals 1d6 points of
damage per caster level (to a maximum of 10d6), so a 10th-level
wizard can cast a more powerful
fireball
than a 5th-level wizard can.
You can cast a spell at a lower caster level than normal, but the
caster level you choose must be high enough for you to cast the spell
in question, and all level-dependent features must be based on the
same caster level. For example, at 10th level, Mialee can cast a
fireball
to a range of 800 feet for 10d6 points of damage. If she wishes, she
can cast a
fireball
that deals less damage by casting the spell at a lower
caster level, but she must reduce the range according to the selected
caster level, and she can’t cast
fireball
with a caster level lower than
5th (the minimum level required for a wizard to cast
fireball
).
In the event that a class feature, domain granted power, or other
special ability provides an adjustment to your caster level, that
adjustment applies not only to effects based on caster level (such as
range, duration, and damage dealt) but also to your caster level
check to overcome your target’s spell resistance (see Spell Resis-
tance, page 177) and to the caster level used in dispel checks (both
the dispel check and the DC of the check). For instance, a 7th-level
cleric with the Good domain casts spells with the good descriptor as
if he were 8th level. This means that his
holy smite
deals 4d8 points of
damage, he tolls 1d20+8 to overcome spell resistance with his good
spells, and his
protection from evil
spell resists being dispelled as if it
had been cast by an 8th-level spellcaster.
SPELL FAILURE
If you ever try to cast a spell in conditions where the characteristics
of the spell (range, area, or the like) cannot be made to conform, the
casting fails and the spell is wasted. For example, if you cast
charm
person
on a dog, the spell fails because a dog is the wrong sort of
target for the spell.
Spells also fail if your concentration is broken and might fail if
you’re wearing armor while casting a spell with somatic components
(see Table 7–6: Armor and Shields, page 123).
THE SPELL’S RESULT
Once you know which creatures (or objects or areas) are affected,
and whether those creatures have made successful saving throws (if
any were allowed), you can apply whatever results a spell entails.
Many spells affect particular sorts of creatures.
Repel vermin
keeps
vermin away, and calm animals can calm down animals and magical
beasts. These terms, and terms like them, refer to specific creature
types defined in the
Monster Manual
.
SPECIAL SPELL EFFECTS
Many special spell effects are handled according to the school of the
spells in question. For example, illusory figments all have certain
effects in common (see Illusion, page 173). Certain other special
spell features are found across spell schools.
Attacks:
Some spell descriptions refer to attacking. For instance,
invisibility
is dispelled if you attack anyone or anything while under
its effects. All offensive combat actions, even those that don’t
damage opponents (such as disarm and bull rush) are considered
attacks. Attempts to turn or rebuke undead count as attacks. All
spells that opponents resist with saving throws, that deal damage, or
that otherwise harm or hamper subjects are attacks.
Summon monster
I
and similar spells are not attacks because the spells themselves
don’t harm anyone.
Bonus Types:
Many spells give their subjects bonuses to ability
scores, Armor Class, attacks, and other attributes. Usually, a bonus
has a type that indicates how the spell grants the bonus. For
example,
mage armor
grants an armor bonus to AC, indicating that
the spell creates a tangible barrier around you.
Shield of faith
, on the
other hand, grants a deflection bonus to AC, which makes attacks
veer off. (Bonus types are covered in detail in the
Dungeon Master’s
Guide
.) The important aspect of bonus types is that two bonuses of
the same type don’t generally stack. With the exception of dodge
bonuses, most circumstance bonuses, and racial bonuses, only the
better bonus works (see Combining Magical Effects, below). The
same principle applies to penalties—a character taking two or more
penalties of the same type applies only the worst one.
Bringing Back the Dead:
Several spells have the power to
restore slain characters to life.
When a living creature dies, its soul departs its body, leaves the
Material Plane, travels through the Astral Plane, and goes to abide
on the plane where the creature’s deity resides. If the creature did
not worship a deity, its soul departs to the plane corresponding to its
alignment. Bringing someone back from the dead means retrieving
his or her soul and returning it to his or her body.
Level Loss:
The passage from life to death and back again is a
wrenching journey for a being’s soul. Consequently, any creature
brought back to life usually loses one level of experience. The
character’s new XP total is midway between the minimum needed
for his or her new (reduced) level and the minimum needed for the
next one. If the character was 1st level at the time of death, he or she
loses 2 points of Constitution instead of losing a level.
This level loss or Constitution loss cannot be repaired by any
mortal means, even
wish
or
miracle
. A revived character can regain a
lost level by earning XP through further adventuring. A revived
character who was 1st level at the time of death can regain lost
points of Constitution by improving his or her Constitution score
when he or she attains a level that allows an ability score increase.
Preventing Revivification:
Enemies can take steps to make it more
difficult for a character to be returned from the dead. Keeping the
body prevents others from using
raise dead
or
resurrection
to restore
the slain character to life. Casting
trap the soul
prevents any sort of
revivification unless the soul is first released.
Revivification against One’s Will:
A soul cannot be returned to life if
it does not wish to be. A soul knows the name, alignment, and
patron deity (if any) of the character attempting to revive it and may
refuse to return on that basis. For example, if Alhandra the paladin is
slain and a high priest of Nerull (god of death) grabs her body,
Alhandra probably does not wish to be raised from the dead by him.
Any attempts he makes to revive her automatically fail. If the evil
cleric wants to revive Alhandra to interrogate her, he needs to find
some way to trick her soul, such as duping a good cleric into raising
her and then capturing her once she’s alive again.
COMBINING MAGICAL EFFECTS
Spells or magical effects usually work as described, no matter how
many other spells or magical effects happen to be operating in the
same area or on the same recipient. Except in special cases, a spell
does not affect the way another spell operates. Whenever a spell has
a specific effect on other spells, the spell description explains that
effect. Several other general rules apply when spells or magical
effects operate in the same place:
Stacking Effects:
Spells that provide bonuses or penalties on
attack rolls, damage rolls, saving throws, and other attributes usually
do not stack with themselves. For example, two
bless
spells don’t give
twice the benefit of one
bless
. Both
bless
spells, however, continue to
CHAPTER 10:
MAGIC
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223
Dispel Law
Abjuration [Chaotic]
Level:
Chaos 5, Clr 5
This spell functions like
dispel evil
, except
that you are surrounded by flickering,
yellow, chaotic energy, and the spell af-
fects lawful creatures and spells rather
than evil ones.
Dispel Magic
Abjuration
Level:
Brd 3, Clr 3, Drd 4, Magic 3, Pal 3,
Sor/Wiz 3
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target or Area:
One spellcaster, creature,
or object; or 20-ft.-radius burst
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
Because magic is so powerful, so too is the
ability to dispel magic. You can use
dispel
magic
to end ongoing spells that have been
cast on a creature or object, to temporarily
suppress the magical abilities of a magic
item, to end ongoing spells (or at least
their effects) within an area, or to counter
another spellcaster’s spell. A dispelled spell
ends as if its duration had expired. Some
spells, as detailed in their descriptions,
can’t be defeated by
dispel magic
.
Dispel
magic
can dispel (but not counter) spell-
like effects just as it does spells.
Note:
The effect of a spell with an in-
stantaneous duration can’t be dispelled,
because the magical effect is already over
before the
dispel magic
can take effect.
Thus, you can’t use
dispel magic
to repair
damage caused by a
fireball
or to turn a
petrified character back to flesh. In these
cases, the magic has departed, leaving only
burned flesh or perfectly normal stone in
its wake.
You choose to use
dispel magic
in one of
three ways: a targeted dispel, an area dispel,
or a counterspell:
Targeted Dispel:
One object, creature, or
spell is the target of the
dispel magic
spell.
You make a dispel check (1d20 + your
caster level, maximum +10) against the
spell or against each ongoing spell
currently in effect on the object or
creature. The DC for this dispel check is 11
+ the spell’s caster level.
For example, Mialee, at 5th level, targets
dispel magic
on a drow who is under the
effects of
haste
,
mage armor
, and
bull’s
strength
. All three spells were cast on the
drow by a 7th-level wizard. Mialee makes a
dispel check (1d20 + 5 against DC 18) three
times, once each for the
haste
,
mage armor
,
and
bull’s strength
effects. If she succeeds on
a particular check, that spell is dispelled
(the drow’s spell resistance doesn’t help
him); if she fails, that spell remains in
effect.
If you target an object or creature that is
the effect of an ongoing spell (such as a
monster summoned by
monster summon-
ing
), you make a dispel check to end the
spell that conjured the object or creature.
If the object that you target is a magic
item, you make a dispel check against the
item’s caster level. If you succeed, all the
item’s magical properties are suppressed
for 1d4 rounds, after which the item
recovers on its own. A suppressed item
becomes nonmagical for the duration of
the effect. An interdimensional interface
(such as a
bag of holding
) is temporarily
closed. A magic item’s physical properties
are unchanged: A suppressed magic sword
is still a sword (a masterwork sword, in
fact). Artifacts and deities are unaffected by
mortal magic such as this.
You automatically succeed on your
dispel check against any spell that you cast
yourself.
Area Dispel:
When
dispel magic
is used in
this way, the spell affects everything
within a
2
0-foot radius.
For each creature within the area that is
the subject of one or more spells, you make
a dispel check against the spell with the
highest caster level. If that check fails, you
make dispel checks against progressively
weaker spells until you dispel one spell
(which discharges the
dispel magic
spell so
far as that target is concerned) or until you
fail all your checks. The creature’s magic
items are not affected.
For each object within the area that is
the target of one or more spells, you make
dispel checks as with creatures. Magic
items are not affected by an area dispel.
For each ongoing area or effect spell
whose point of origin is within the area of
the
dispel magic
spell, you can make a dispel
check to dispel the spell.
For each ongoing spell whose area
overlaps that of the
dispel magic
spell, you
can make a dispel check to end the effect,
but only within the overlapping area.
If an object or creature that is the effect
of an ongoing spell (such as a monster
summoned by
monster summoning
) is in the
area, you can make a dispel check to end
the spell that conjured that object or
creature (returning it whence it came) in
addition to attempting to dispel spells
targeting the creature or object.
You may choose to automatically suc-
ceed on dispel checks against any spell that
you have cast.
Counterspell:
When
dispel magic
is used in
this way, the spell targets a spellcaster and
is cast as a counterspell (page 170). Unlike
a true counterspell, however,
dispel magic
may not work; you must make a dispel
check to counter the other spellcaster’s
spell.
Dispel Magic, Greater
Abjuration
Level:
Brd 5, Clr 6, Drd 6, Sor/Wiz 6
This spell functions like
dispel magic
,
except that the maximum caster level on
your dispel check is +20 instead of +10.
Additionally,
greater dispel magic
has a
chance to dispel any effect that
remove curse
can remove, even if
dispel magic
can’t dispel
that effect.
Displacement
Illusion (Glamer)
Level:
Brd 3, Sor/Wiz 3
Components:
V, M
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 round/level (D)
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
Emulating the natural ability of the dis-
placer beast (see the
Monster Manual
), the
subject of this spell appears to be about 2
feet away from its true location. The crea-
ture benefits from a 50% miss chance as if
it had total concealment. However, unlike
actual total concealment,
displacement
does
not prevent enemies from targeting the
creature normally.
True seeing
reveals its
true location.
Material Component:
A small strip of
leather made from displacer beast hide,
twisted into a loop.
Disrupt Undead
Necromancy
Level:
Sor/Wiz 0
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Ray
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
Yes
You direct a ray of positive energy. You
must make a ranged touch attack to hit,
and if the ray hits an undead creature, it
deals 1d6 points of damage to it.
Disrupting Weapon
Transmutation
Level:
Clr 5
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Targets:
One melee weapon
Duration:
1 round/level
Saving Throw:
Will negates (harmless,
object); see text
Spell Resistance:
Yes (harmless, object)
CHAPTER 11:
SPELLS
复核记录
请逐项记录回复、依据/引文/可核查出处、来源类型(官方勘误/印次变化/官方说明/个人解释)、版本/印次及复核人。
公理之水(Axiomatic Water)
法术 ID 3870 · 问题编号 material-quantity · 解释疑问 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[material-quantity] 解释疑问:SC第22页材料原句为“5 pounds of powdered iron and silver (worth 25 gp)”,5磅短语共同修饰铁粉和银粉,没有each,也没有两者配比。可协调的读法是将两种粉末合计为5磅;把两种材料各定为5磅则需要额外依据。本项目不作数量范围裁定,正文保留原句的共同限定,不加入“各”“合计”或配比;25gp按原述保留,不增加“至少”。PH第174页一般材料规则说明材料在施法过程中被消耗、具体说明见法术描述,并不能分配本条铁粉和银粉的重量。SC专项勘误已把第一段受伤害的异界生物改为混乱阵营,正文采用此官方修正;该已修阵营项不列未决,也不授权改变材料数量。适用版本为SC 2005年12月第一印次、D&D v3.5;已核对本地完整单页Spell Compendium勘误及其主要规则文字优先的一般政策。该政策不直接补出此处解释;本地适用勘误没有此问题的专项修正,尚未核查全部后来印次。 影响:铁粉和银粉各自所需数量及比例,影响材料准备;费用原述保留为25gp。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
铁粉和银粉各自所需数量及比例,影响材料准备;费用原述保留为25gp。
英文依据
SC:印刷页 22;PDF 第 22 页。
Material Component:
5 pounds of pow-
dered iron and silver (worth 25 gp).适用勘误结论
Axiomatic Water 的专项勘误修正第一段阵营,当前正文已采用;它没有解释材料重量或配比。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 22;PDF 第 22 页。
AXIOMATIC WATER
Transmutation [Lawful]
Level:
Cleric 1, paladin 1
Components:
V, S, M
Casting Time:
1 minute
Range:
Touch
Target:
Flask of water
touched
Duration:
Instantaneous
Saving Throw:
Will negates
(object)
Spell Resistance:
Yes
(object)
You speak the ancient, slippery words as
you pour the iron and silver into the flask.
Despite the fact that there is more powder
than will fit in the container, all of it dis-
solves, leaving a flask of water dotted with
motes of gunmetal gray.
This transmutation imbues a flask (1
pint) of water with the order of law,
turning it into axiomatic water. Axi-
omatic water damages lawful outsiders
the way holy water damages undead
and evil outsiders. A flask of axiom-
atic water can be thrown as a splash
weapon. Treat this attack as a ranged
touch attack with a range increment of
10 feet. A flask breaks if thrown against
the body of a corporeal creature, but to
use it against an incorporeal creature,
the bearer must open the flask and
pout the axiomatic water out onto the
target. Thus, a character can douse an
incorporeal creature with axiomatic
water only if he is adjacent to it. Doing
so is a ranged touch attack that does not
provoke attacks of opportunity.
A direct hit by a flask of axiomatic
water deals 2d4 points of damage to a
chaotic outsider. Each such creature
within 5 feet of the point where the
flask hits takes 1 point of damage from
the splash.
Material Component:
5 pounds of pow-
dered iron and silver (worth 25 gp).
PHB:印刷页 174;PDF 第 175 页。
174
isn’t real needs no saving throw. A character who falls through a
section of illusory floor into a pit knows something is amiss, as does
one who spends a few rounds poking at the same illusion. If any
viewer successfully disbelieves an illusion and communicates this
fact to others, each such viewer gains a saving throw with a +4
bonus.
Necromancy
Necromancy spells manipulate the power of death, unlife, and the
life force. Spells involving undead creatures make up a large part of
this school. Representative spells include
cause fear
,
animate dead
, and
finger of death
.
Transmutation
Transmutation spells change the properties of some creature, thing,
or condition. Representative spells include
enlarge person
,
reduce
person
,
polymorph
, and
shapechange
.
[DESCRIPTOR]
Appearing on the same line as the school and subschool, when
applicable, is a descriptor that further categorizes the spell in some
way. Some spells have more than one descriptor.
The descriptors are acid, air, chaotic, cold, darkness, death, earth,
electricity, evil, fear, fire, force, good, language-dependent, lawful,
light, mind-affecting, sonic, and water.
Most of these descriptors have no game effect by themselves, but
they govern how the spell interacts with other spells, with special
abilities, with unusual creatures, with alignment, and so on.
A language-dependent spell uses intelligible language as a
medium for communication. For instance, a cleric’s
command
spell
fails if the target can’t understand what the cleric says, either
because it doesn’t understand the language he is speaking or because
background noise prevents it from hearing what the cleric says.
A mind-affecting spell works only against creatures with an
Intelligence score of 1 or higher.
LEVEL
The next line of a spell description gives the spell’s level, a number
between 0 and 9 that defines the spell’s relative power. This number
is preceded by an abbreviation for the class whose members can cast
the spell. The Level entry also indicates whether a spell is a domain
spell and, if so, what its domain and its level as a domain spell are. A
spell’s level affects the DC for any save allowed against the effect.
For example, the Level entry for
hold person
is “Brd 2, Clr 2,
Sor/Wiz 3.” That means it is a 2nd-level spell for bards, a 2nd-level
spell for clerics, and a 3rd-level spell for sorcerers and wizards. The
level entry for
magic vestment
is “Clr 3, Strength 3, War 3.” That
means it is a 3rd-level spell for clerics, the 3rd-level Strength domain
spell, and the 3rd-level War domain spell.
Names of spellcasting classes are abbreviated as follows: bard Brd;
cleric Clr; druid Drd; paladin Pal; ranger Rgr; sorcerer Sor; wizard
Wiz.
The domains a spell can be associated with include Air, Animal,
Chaos, Death, Destruction, Earth, Evil, Fire, Good, Healing,
Knowledge, Law, Luck, Magic, Plant, Protection, Strength, Sun,
Travel, Trickery, War, and Water.
COMPONENTS
A spell’s components are what you must do or possess to cast it. The
Components entry in a spell description includes abbreviations that
tell you what type of components it has. Specifics for material, focus,
and XP components are given at the end of the descriptive text.
Usually you don’t worry about components, but when you can’t use
a component for some reason or when a material or focus com-
ponent is expensive, then the components are important.
Verbal (V):
A verbal component is a spoken incantation. To pro-
vide a verbal component, you must be able to speak in a strong voice.
A
silence
spell or a gag spoils the incantation (and thus the spell). A
spellcaster who has been deafened has a 20% chance to spoil any
spell with a verbal component that he or she tries to cast.
Somatic (S):
A somatic component is a measured and precise
movement of the hand. You must have at least one hand free to
provide a somatic component.
Material (M):
A material component is one or more physical
substances or objects that are annihilated by the spell energies in the
casting process. Unless a cost is given for a material component, the
cost is negligible. Don’t bother to keep track of material components
with negligible cost. Assume you have all you need as long as you
have your spell component pouch.
Focus (F):
A focus component is a prop of some sort. Unlike a
material component, a focus is not consumed when the spell is cast
and can be reused. As with material components, the cost for a focus
is negligible unless a price is given. Assume that focus components
of negligible cost are in your spell component pouch.
Divine Focus (DF):
A divine focus component is an item of
spiritual significance. The divine focus for a cleric or a paladin is a
holy symbol appropriate to the character’s faith. For an evil cleric,
the divine focus is an unholy symbol. The default divine focus for a
druid or a ranger is a sprig of mistletoe or holly.
If the Components line includes F/DF or M/DF, the arcane ver-
sion of the spell has a focus component or a material component
(the abbreviation before the slash) and the divine version has a
divine focus component (the abbreviation after the slash).
XP Cost (XP):
Some powerful spells (such as
wish
,
commune
, and
miracle
) entail an experience point cost to you. No spell, not even
restoration
, can restore the XP lost in this manner. You cannot spend
so much XP that you lose a level, so you cannot cast the spell unless
you have enough XP to spare. However, you may, on gaining
enough XP to attain a new level, use those XP for casting a spell
rather than keeping them and advancing a level. The XP are treated
just like a material component—expended when you cast the spell,
whether or not the casting succeeds.
CASTING TIME
Most spells have a casting time of 1 standard action. Others take 1
round or more, while a few require only a free action. Chapter 8:
Combat describes the difference between these types of actions.
A spell that takes 1 round to cast is a full-round action. It comes
into effect just before the beginning of your turn in the round after
you began casting the spell. You then act normally after the spell is
completed.
A spell that takes 1 minute to cast comes into effect just before
your turn 1 minute later (and for each of those 10 rounds, you are
casting a spell as a full-round action, just as noted above for 1-round
casting times). These actions must be consecutive and unin-
terrupted, or the spell automatically fails.
When you begin a spell that takes 1 round or longer to cast, you
must continue the concentration from the current round to just
before your turn in the next round (at least). If you lose
concentration before the casting is complete, you lose the spell.
A spell with a casting time of 1 free action (such as
feather fall
)
doesn’t count against your normal limit of one spell per round.
However, you may cast such a spell only once per round. Casting a
spell with a casting time of 1 free action doesn’t provoke attacks of
opportunity.
You make all pertinent decisions about a spell (range, target, area,
effect, version, and so forth) when the spell comes into effect. For
example, when casting a
summon monster
spell, you need not decide
where you want the monster to appear (or indeed, what monster you
are summoning) until the spell comes into effect in the round after
you begin casting.
RANGE
A spell’s range indicates how far from you it can reach, as defined in
the Range entry of the spell description. A spell’s range is the
CHAPTER 10:
MAGIC
复核记录
请逐项记录回复、依据/引文/可核查出处、来源类型(官方勘误/印次变化/官方说明/个人解释)、版本/印次及复核人。
虚体强化(Incorporeal Enhancement)
法术 ID 3893 · 问题编号 unspecified-material · 缺少说明 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[unspecified-material] SC第121页中栏表头 Components: V, S, M;从风味到20级示例的完整正文没有材料名称、数量或费用说明。中文保留M,不编造具体材料。PH第174页的一般M规则说明未列费用时费用可忽略、可用材料包处理;这不能证明本法术缺失的具体材料身份。适用版本为 SC 2005年12月第一印次、D&D v3.5。已核对本地单页 SpellComp_Errata.pdf:其一般政策将实际规则文字列为主要来源,将表格、角色数据块等列为次要参照;两者冲突时以主要来源为准,例外会专门指出。该勘误没有此项专项修正,本项目尚未裁定这项政策在此疑义中的具体适用性,也未核查全部后来印次。 影响:施法所需具体材料及其说明缺失;一般材料管理规则不能补出材料名称。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
施法所需具体材料及其说明缺失;一般材料管理规则不能补出材料名称。
英文依据
SC:印刷页 121;PDF 第 121 页。
Components:
V, S, M适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 121;PDF 第 121 页。
INCORPOREAL
ENHANCEMENT
Necromancy [Evil]
Level:
Sorcerer/wizard 3
Components:
V, S, M
Casting Time:
1 round
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One incorporeal undead/
level
Duration:
24 hours
Saving Throw:
None
Spell Resistance:
No
Calling upon the dark power of the Plane
of Negative Energy, you bolster the power
of incorporeal undead.
The undead affected by this spell gain
a +1 deflection bonus to Armor Class,
+1d8 bonus hit points, a +1 enhance-
ment bonus on attack rolls, and a +2
bonus to turn resistance. Each of these
enhancements improves by the base
amount for every five caster levels
beyond 5th, so that a 20th-level caster
grants undead +4 to AC, +4d8 bonus
hit points, +4 on attack rolls, and +8 to
turn resistance.
PHB:印刷页 174;PDF 第 175 页。
174
isn’t real needs no saving throw. A character who falls through a
section of illusory floor into a pit knows something is amiss, as does
one who spends a few rounds poking at the same illusion. If any
viewer successfully disbelieves an illusion and communicates this
fact to others, each such viewer gains a saving throw with a +4
bonus.
Necromancy
Necromancy spells manipulate the power of death, unlife, and the
life force. Spells involving undead creatures make up a large part of
this school. Representative spells include
cause fear
,
animate dead
, and
finger of death
.
Transmutation
Transmutation spells change the properties of some creature, thing,
or condition. Representative spells include
enlarge person
,
reduce
person
,
polymorph
, and
shapechange
.
[DESCRIPTOR]
Appearing on the same line as the school and subschool, when
applicable, is a descriptor that further categorizes the spell in some
way. Some spells have more than one descriptor.
The descriptors are acid, air, chaotic, cold, darkness, death, earth,
electricity, evil, fear, fire, force, good, language-dependent, lawful,
light, mind-affecting, sonic, and water.
Most of these descriptors have no game effect by themselves, but
they govern how the spell interacts with other spells, with special
abilities, with unusual creatures, with alignment, and so on.
A language-dependent spell uses intelligible language as a
medium for communication. For instance, a cleric’s
command
spell
fails if the target can’t understand what the cleric says, either
because it doesn’t understand the language he is speaking or because
background noise prevents it from hearing what the cleric says.
A mind-affecting spell works only against creatures with an
Intelligence score of 1 or higher.
LEVEL
The next line of a spell description gives the spell’s level, a number
between 0 and 9 that defines the spell’s relative power. This number
is preceded by an abbreviation for the class whose members can cast
the spell. The Level entry also indicates whether a spell is a domain
spell and, if so, what its domain and its level as a domain spell are. A
spell’s level affects the DC for any save allowed against the effect.
For example, the Level entry for
hold person
is “Brd 2, Clr 2,
Sor/Wiz 3.” That means it is a 2nd-level spell for bards, a 2nd-level
spell for clerics, and a 3rd-level spell for sorcerers and wizards. The
level entry for
magic vestment
is “Clr 3, Strength 3, War 3.” That
means it is a 3rd-level spell for clerics, the 3rd-level Strength domain
spell, and the 3rd-level War domain spell.
Names of spellcasting classes are abbreviated as follows: bard Brd;
cleric Clr; druid Drd; paladin Pal; ranger Rgr; sorcerer Sor; wizard
Wiz.
The domains a spell can be associated with include Air, Animal,
Chaos, Death, Destruction, Earth, Evil, Fire, Good, Healing,
Knowledge, Law, Luck, Magic, Plant, Protection, Strength, Sun,
Travel, Trickery, War, and Water.
COMPONENTS
A spell’s components are what you must do or possess to cast it. The
Components entry in a spell description includes abbreviations that
tell you what type of components it has. Specifics for material, focus,
and XP components are given at the end of the descriptive text.
Usually you don’t worry about components, but when you can’t use
a component for some reason or when a material or focus com-
ponent is expensive, then the components are important.
Verbal (V):
A verbal component is a spoken incantation. To pro-
vide a verbal component, you must be able to speak in a strong voice.
A
silence
spell or a gag spoils the incantation (and thus the spell). A
spellcaster who has been deafened has a 20% chance to spoil any
spell with a verbal component that he or she tries to cast.
Somatic (S):
A somatic component is a measured and precise
movement of the hand. You must have at least one hand free to
provide a somatic component.
Material (M):
A material component is one or more physical
substances or objects that are annihilated by the spell energies in the
casting process. Unless a cost is given for a material component, the
cost is negligible. Don’t bother to keep track of material components
with negligible cost. Assume you have all you need as long as you
have your spell component pouch.
Focus (F):
A focus component is a prop of some sort. Unlike a
material component, a focus is not consumed when the spell is cast
and can be reused. As with material components, the cost for a focus
is negligible unless a price is given. Assume that focus components
of negligible cost are in your spell component pouch.
Divine Focus (DF):
A divine focus component is an item of
spiritual significance. The divine focus for a cleric or a paladin is a
holy symbol appropriate to the character’s faith. For an evil cleric,
the divine focus is an unholy symbol. The default divine focus for a
druid or a ranger is a sprig of mistletoe or holly.
If the Components line includes F/DF or M/DF, the arcane ver-
sion of the spell has a focus component or a material component
(the abbreviation before the slash) and the divine version has a
divine focus component (the abbreviation after the slash).
XP Cost (XP):
Some powerful spells (such as
wish
,
commune
, and
miracle
) entail an experience point cost to you. No spell, not even
restoration
, can restore the XP lost in this manner. You cannot spend
so much XP that you lose a level, so you cannot cast the spell unless
you have enough XP to spare. However, you may, on gaining
enough XP to attain a new level, use those XP for casting a spell
rather than keeping them and advancing a level. The XP are treated
just like a material component—expended when you cast the spell,
whether or not the casting succeeds.
CASTING TIME
Most spells have a casting time of 1 standard action. Others take 1
round or more, while a few require only a free action. Chapter 8:
Combat describes the difference between these types of actions.
A spell that takes 1 round to cast is a full-round action. It comes
into effect just before the beginning of your turn in the round after
you began casting the spell. You then act normally after the spell is
completed.
A spell that takes 1 minute to cast comes into effect just before
your turn 1 minute later (and for each of those 10 rounds, you are
casting a spell as a full-round action, just as noted above for 1-round
casting times). These actions must be consecutive and unin-
terrupted, or the spell automatically fails.
When you begin a spell that takes 1 round or longer to cast, you
must continue the concentration from the current round to just
before your turn in the next round (at least). If you lose
concentration before the casting is complete, you lose the spell.
A spell with a casting time of 1 free action (such as
feather fall
)
doesn’t count against your normal limit of one spell per round.
However, you may cast such a spell only once per round. Casting a
spell with a casting time of 1 free action doesn’t provoke attacks of
opportunity.
You make all pertinent decisions about a spell (range, target, area,
effect, version, and so forth) when the spell comes into effect. For
example, when casting a
summon monster
spell, you need not decide
where you want the monster to appear (or indeed, what monster you
are summoning) until the spell comes into effect in the round after
you begin casting.
RANGE
A spell’s range indicates how far from you it can reach, as defined in
the Range entry of the spell description. A spell’s range is the
CHAPTER 10:
MAGIC
复核记录
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炼狱型态(Infernal Transformation)
法术 ID 3906 · 问题编号 beard-tail · 解释疑问 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[beard-tail] 解释疑问:SC第122页高阶法术明写作用如同Lesser,并以骨魔外貌、大型、10尺空间/触及、力量和体质+4、伤害减免5/善良及尾刺等作为高阶描述。同页Lesser的完整条目还授予蛇状胡须:全力攻击时每轮以最高攻击加值加所有适当调整值额外攻击一次,伤害1d8+力量调整值,克服伤害减免时视为邪恶武器;命中者需作强韧豁免(DC10+1/2角色等级+体质调整值),失败则患魔鬼寒颤病(devil chills,DMG第292页)。Lesser另写中型、5尺空间/触及、力量和体质+2、60尺黑暗视觉、炼狱语,以及言语/姿势/神圣法器、标准动作、个人/自身、1轮/等级且可解消;高阶明写的相应数值取代低阶数值。可以按一般继承理解为未明示取消的胡须仍存在,也可以把高阶外形和尾刺段读成对低阶攻击形态的替换描述,但原文没有明确胡须保留或取消。两种读法影响攻击次数与疾病是否适用;不能仅凭骨魔外貌取消胡须,或把“许多特性与能力”扩成获得所有怪物能力。高阶另明写装备随新形态变大,保证尾巴在重甲或限制衣物下仍能攻击;低阶没有这段装备文字。适用版本为D&D v3.5、SC 2005年12月第一印次;本地完整单页Spell Compendium勘误没有本项的专项修正。其主要规则文字优先的一般政策不自动判定这里存在矛盾,也不提供具体解释。尚未核查全部后来印次。 影响:全力攻击中的胡须与尾刺是否并存,以及胡须造成的疾病是否继承;高阶明示尾刺伤害、毒素、装备和数值保留。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
全力攻击中的胡须与尾刺是否并存,以及胡须造成的疾病是否继承;高阶明示尾刺伤害、毒素、装备和数值保留。
英文依据
SC:印刷页 122;PDF 第 122 页。
This spell functions like
lesser infernal
transformation,
except when you cast
this spell, you assume the physical
appearance and many of the qualities
and abilities of a bone devil (
MM
52).
SC:印刷页 122;PDF 第 122 页。
You also grow a tail like that of a
scorpion. Whenever you take a full
attack action, you can use the tail
to make an additional attack each
round at your highest attack bonus. A 适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 122;PDF 第 122 页。
122
CHAPTER 1
SPELL
DESCRIPTIONS
damage the attack deals, the recipient
of the
indomitability
spell takes only
enough damage to be reduced to 1 hp.
The remaining damage from the attack
is ignored. Once the spell protects the
subject in this manner, the spell is
discharged.
INFERNAL THRENODY
Evocation [Evil, Sonic]
Level:
Bard 3
Components:
V, S
Casting Time:
1 round
Range:
50 ft.
Area:
50-ft.-radius emanation
centered on you
Duration:
1 round/level (D)
Saving Throw:
Will negates
Spell Resistance:
Yes
The melody you create is a low but
melodious dirge that blankets
the area in a barely perceptible
red aura. You feel invigorated
with dark power.
You can strike up a pulsing, pow-
erful rhythm that temporarily
boosts by 2 the effective caster
level of each evil-aligned divine
spellcaster within range. This
increase does not grant access
to additional spells, but it
does improve all spell effects
that are dependent on caster
level. Within the spell’s area,
each evil-aligned divine
spellcaster gains a +4
profane bonus on Cha-
risma checks to rebuke
undead, and each good-aligned divine
spellcaster takes a –4 profane penalty
on Charisma checks to turn undead.
INFERNAL
TRANSFORMATION
Transmutation [Evil]
Level:
Cleric 7
This spell functions like
lesser infernal
transformation,
except when you cast
this spell, you assume the physical
appearance and many of the qualities
and abilities of a bone devil (
MM
52).
While under the effect of the spell,
your creature type changes to outsider
(baatezu, evil, lawful), and your size
changes to Large. You have the space
and reach of a bone devil (10 feet/10
feet). You gain a +4 profane bonus to
Strength and Constitution and dark-
vision out to 60 feet. You gain damage
reduction 5/good.
You also grow a tail like that of a
scorpion. Whenever you take a full
attack action, you can use the tail
to make an additional attack each
round at your highest attack bonus. A
successful attack deals 3d4 points of
damage + your Str modifier. This attack
overcomes damage reduction as if it
were an evil weapon. Creatures hit by
the tail attack must make a Fortitude
saving throw (DC 10 + 1/2 character
level + Con modifier) or be subjected
to poison (injury, initial damage 1d6
Str, secondary damage 2d6 Str). Your
equipment grows to match your new
size and form, allowing the tail attack
to function even if you are wearing
heavy armor or other restrictive cloth-
ing. You gain the ability to speak and
understand Infernal.
INFERNAL
TRANSFORMATION,
LESSER
Transmutation [Evil]
Level:
Cleric 4
Components:
V, S, DF
Ca sting Time:
1 standard
action
Range:
Personal
Target:
You
Duration:
1 round/level (D)
Your blood runs cold as a feel-
ing of utter evil imbues you
with unholy power. A cackle of
sadistic glee escapes your chang-
ing mouth, and you feel your body
grow in both size and power.
When you cast this spell, you
assume the physical appearance and
many of the qualities and abilities of a
bearded devil (
MM
52). While under
the effect of the spell, your creature
type changes to outsider (baatezu,
evil, lawful), and your size changes to
Medium. You have the space and reach
of a bearded devil (5 feet/5 feet). You
gain a +2 profane bonus to Strength
and Constitution and darkvision
out to 60 feet.
You grow a snaky beard.
Whenever you take a full attack
action, you can use the beard
to make an additional attack
each round at your highest
attack bonus plus all appropriate
modifiers. A successful attack deals
1d8 points of damage + your Str modi-
fier. This attack overcomes damage
reduction as if it were an evil weapon.
Creatures hit by the beard attack must
make a Fortitude saving throw (DC 10
+ 1/2 character level + Con modifier) or
be affected by the devil chills disease
(
DMG
292). You gain the ability to speak
and understand Infernal.
INFERNAL WOUND
Transmutation [Evil]
Level:
Cleric 2, sorcerer/wizard 2
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Weapon touched
Duration:
1 round/level
Saving Throw:
None
Spell Resistance:
No
Indominability makes a deadly blow
merely dangerous
Illus. by C. Frank复核记录
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虹光射线(Prismatic Ray)
法术 ID 3958 · 问题编号 3958:hd-effect-scope-source · 解释疑问 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[3958:hd-effect-scope-source] SC162将6HD或更低的生物写作“目盲,并受到随机效果”这一句的主语;本句未明确6HD条件是否也限制下表的随机效果,官方勘误未澄清。译文保留原句结构。 影响:高于6HD的生物被射线命中时,是否仍受到下表的随机效果,需要明确依据。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
高于6HD的生物被射线命中时,是否仍受到下表的随机效果,需要明确依据。
英文依据
SC:印刷页 162;PDF 第 162 页。
PRISMATIC RAY
Evocation
Level:
Sorcerer/wizard 5
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Ray
Duration:
Instantaneous
Saving Throw:
See text
Spell Resistance:
Yes
You feel within you, as the spell nears
completion, various energies locked in a
battle within your body. As nausea threat-
ens to overcome you, you croak out the final
syllables of arcane power and point your
hand. A single beam of brilliantly colored
light then shoots from your outstretched
hand.
You must succeed on a ranged touch
attack with the ray to strike a target.
On a successful attack, a creature with
6 Hit Dice or fewer is blinded for 2d4
rounds by the
prismatic ray
in addition
to suffering a randomly determined
effect:
Color of
1d8 Beam
Effect$
1
Red
20 points fire damage
(Reflex half)
2
Orange 40 points acid damage
(Reflex half)
3
Yellow
80 points electricity
damage (Reflex half)
4
Green
Poison (Kills; Fortitude
partial, take 1d6 Con
damage instead)
5
Blue
Turned to stone
(Fortitude negates)
6
Indigo
Insane, as
insanity
spell (Will negates)
7
Violet
Sent to another plane
(Will negates)
8
—
Two effects; roll twice
more, ignoring any “8”
results适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 162;PDF 第 162 页。
PRISMATIC RAY
Evocation
Level:
Sorcerer/wizard 5
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Ray
Duration:
Instantaneous
Saving Throw:
See text
Spell Resistance:
Yes
You feel within you, as the spell nears
completion, various energies locked in a
battle within your body. As nausea threat-
ens to overcome you, you croak out the final
syllables of arcane power and point your
hand. A single beam of brilliantly colored
light then shoots from your outstretched
hand.
You must succeed on a ranged touch
attack with the ray to strike a target.
On a successful attack, a creature with
6 Hit Dice or fewer is blinded for 2d4
rounds by the
prismatic ray
in addition
to suffering a randomly determined
effect:
Color of
1d8 Beam
Effect$
1
Red
20 points fire damage
(Reflex half)
2
Orange 40 points acid damage
(Reflex half)
3
Yellow
80 points electricity
damage (Reflex half)
4
Green
Poison (Kills; Fortitude
partial, take 1d6 Con
damage instead)
5
Blue
Turned to stone
(Fortitude negates)
6
Indigo
Insane, as
insanity
spell (Will negates)
7
Violet
Sent to another plane
(Will negates)
8
—
Two effects; roll twice
more, ignoring any “8”
results复核记录
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触发能量抗力(Contingent Energy Resistance)
法术 ID 4047 · 问题编号 4047:missing-header · 缺少说明 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[4047:missing-header] 《万法大全》第52页只列学派、等级、成分、施法时间和持续时间,缺少距离、目标、豁免及法术抗力等表头;正文描述保护施法者。本译文保持原书缺项,不从其他版本补写。 影响:这些缺失表头的完整参数仍无明确来源;本文不能作为补齐参数的裁定。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
这些缺失表头的完整参数仍无明确来源;本文不能作为补齐参数的裁定。
英文依据
SC:印刷页 52;PDF 第 52 页。
Duration:
1 hour/level (D)适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 52;PDF 第 52 页。
CONTINGENT ENERGY
RESISTANCE
Abjuration
Level:
Cleric 4, druid 4, sorcerer/
wizard 5
Components:
V, S, M
Casting Time:
1 minute
Duration:
1 hour/level (D)
As you finish chanting the words, a pearles-
cent film covers your body before fading into
your skin, a pale rainbow of colors offering
their protection against potential damage
to come.
This spell functions similarly to
con-
tingency
(
PH
213), but with a more
limited scope. While
contingent energy
resistance
is in effect, if you are dealt
damage associated with one of the five
types of energy (acid, cold, electricity,
fire, or sonic), the spell automatically
grants you resistance 10 against that
type of energy for up to 10 minutes per
caster level, or until the remainder of
the spell’s duration, just as if you were
under the effect of a
resist energy
spell
of the appropriate type.
Once the energy type protected
against by a particular casting of this
spell is determined, it can’t be changed.
You can’t have more than one
contingent
energy resistance
in effect on yourself at
the same time—if you cast the spell a
second time while an earlier casting is
still in effect, the earlier spell automati-
cally expires.
The energy resistance granted by
this spell does not stack with similar
benefits against the same energy type
(such as from the
resist energy
spell).
However, it is possible to be simultane-
ously under the effect of
resist energy
(fire)
and
contingent energy resistance
(electricity),
or any other two such spells
that protect against different types of
energy.
Material Component:
An oyster
shell.复核记录
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虹光爆发(Rainbow Blast)
法术 ID 4057 · 问题编号 material-focus · 原述冲突 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[material-focus] SC第165页表头写V、S、M(言语、姿势、材料),同条末段却以Focus(法器)标注价值至少50金币的透明宝石或水晶棱镜。PH第174页规定,材料成分在施法过程中被法术能量消灭。同页规定,法器成分在施法时不会被消耗,可以重复使用。这是两种不同的消耗规则;本条的宝石或棱镜究竟应消耗还是可以复用、表头是否应为F、是否遗漏了另一项材料,仍待依据适用印次或勘误回答。核对版本为D&D v3.5、SC 2005年12月第一印次和PHB 2003年7月第一印次;尚未认证全部后来印次。完整单页SC勘误和2006年2月17日版PHB全部三页勘误没有本条或M/F定义的专项修正;一般主要规则优先政策未给出本条的明确改写,不视为专项裁定。 影响:若按材料处理会消耗成分,若按法器处理则可复用;两处原述和至少50金币的要求均保留,未选定一种解释。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
若按材料处理会消耗成分,若按法器处理则可复用;两处原述和至少50金币的要求均保留,未选定一种解释。
英文依据
SC:印刷页 165;PDF 第 165 页。
Components:
V, S, M
PHB:印刷页 174;PDF 第 175 页。
Material (M):
A material component is one or more physical
substances or objects that are annihilated by the spell energies in the
casting process. Unless a cost is given for a material component, the
SC:印刷页 165;PDF 第 165 页。
Focus:
A small clear gem or crystal
prism worth at least 50 gp.
PHB:印刷页 174;PDF 第 175 页。
Focus (F):
A focus component is a prop of some sort. Unlike a
material component, a focus is not consumed when the spell is cast
and can be reused. As with material components, the cost for a focus 适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 165;PDF 第 165 页。
165
CHAPTER 1
SPELL
DESCRIPTIONS
out in 30 minutes instead of the normal
hour.
Magical fire in the area, such as from
a
produce flame
or
fireball
spell, burns
hotter, dealing +1 point of fire damage
per die.
Raging flame
counters or dispels the
effect of
slow burn
(page 192).
RAINBOW BEAM
Evocation [Light]
Level:
Sorcerer/wizard 2
Components:
V, S, F
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Ray
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
Yes
You fire a ray of swirling, multihued
light drawn from radiant energies. The
light’s hues wind together but remain
independent.
You must succeed on a ranged touch
attack with the ray to strike a target.
If you hit, the subject is dazzled for
1 minute. The spell also deals 1d12
points of damage per three caster levels
(maximum 5d12). A
rainbow beam
deals
a random type of damage as determined
by the following table. If two types of
energy are indicated,
rainbow beam
deals half its damage from each type
of energy indicated. Creatures apply
energy resistance separately to each
type of damage.
1d8 Color
Damage Type
1
red
fire
2
orange
acid
3
yellow
electricity
4
green
poison
5
blue
cold
6
indigo
sonic
7
violet
force
8
multihued roll twice (ignore
further results of 8)
Focus:
A small clear gem or crystal
prism worth at least 10 gp.
RAINBOW BLAST
Evocation [Light]
Level:
Sorcerer/wizard 3
Components:
V, S, M
Casting Time:
1 standard action
Range:
120 ft.
Area:
120-ft. line
Duration:
Instantaneous
Saving Throw:
Reflex half
Spell Resistance:
Yes
From your splayed fingers shoots a beam
of mixed energy and multihued lights.
The beam burns and freezes, sizzles and
screams.
This spell is a wide-spectrum blast of
radiant energy composed of all five
energy types.
Rainbow blast
deals 1d6
points of damage from each of the five
energy types (acid, cold, electricity,
fire, and sonic), for a total of 5d6 points
of damage. Creatures apply resistance
to energy separately for each type of
damage.
As you gain in levels, the damage
die increases in size. At 7th level the
spell deals 5d8 points of damage, at 9th
level it deals 5d10 points of damage,
and at 11th level it deals 5d12 points of
damage—one die for each of the five
energy types.
Focus:
A small clear gem or crystal
prism worth at least 50 gp.
RAISE FROM THE DEEP
Transmutation [Water]
Level:
Sorcerer/wizard 4
Components:
V
Casting Time:
1 minute
Range:
Long (400 ft. + 40 ft./level);
see text
Target:
One creature or object
Duration:
1 hour/level
Saving Throw:
Fortitude negates
(object)
Spell Resistance:
Yes (object)
Water roils and foams as the shipwreck rises
to the surface. Floating now effortlessly, it
bobs up and down, never sinking more
than an inch.
A rainbow blast spell strikes foes with every type of energy
Illus. by M. Phillippi
PHB:印刷页 174;PDF 第 175 页。
174
isn’t real needs no saving throw. A character who falls through a
section of illusory floor into a pit knows something is amiss, as does
one who spends a few rounds poking at the same illusion. If any
viewer successfully disbelieves an illusion and communicates this
fact to others, each such viewer gains a saving throw with a +4
bonus.
Necromancy
Necromancy spells manipulate the power of death, unlife, and the
life force. Spells involving undead creatures make up a large part of
this school. Representative spells include
cause fear
,
animate dead
, and
finger of death
.
Transmutation
Transmutation spells change the properties of some creature, thing,
or condition. Representative spells include
enlarge person
,
reduce
person
,
polymorph
, and
shapechange
.
[DESCRIPTOR]
Appearing on the same line as the school and subschool, when
applicable, is a descriptor that further categorizes the spell in some
way. Some spells have more than one descriptor.
The descriptors are acid, air, chaotic, cold, darkness, death, earth,
electricity, evil, fear, fire, force, good, language-dependent, lawful,
light, mind-affecting, sonic, and water.
Most of these descriptors have no game effect by themselves, but
they govern how the spell interacts with other spells, with special
abilities, with unusual creatures, with alignment, and so on.
A language-dependent spell uses intelligible language as a
medium for communication. For instance, a cleric’s
command
spell
fails if the target can’t understand what the cleric says, either
because it doesn’t understand the language he is speaking or because
background noise prevents it from hearing what the cleric says.
A mind-affecting spell works only against creatures with an
Intelligence score of 1 or higher.
LEVEL
The next line of a spell description gives the spell’s level, a number
between 0 and 9 that defines the spell’s relative power. This number
is preceded by an abbreviation for the class whose members can cast
the spell. The Level entry also indicates whether a spell is a domain
spell and, if so, what its domain and its level as a domain spell are. A
spell’s level affects the DC for any save allowed against the effect.
For example, the Level entry for
hold person
is “Brd 2, Clr 2,
Sor/Wiz 3.” That means it is a 2nd-level spell for bards, a 2nd-level
spell for clerics, and a 3rd-level spell for sorcerers and wizards. The
level entry for
magic vestment
is “Clr 3, Strength 3, War 3.” That
means it is a 3rd-level spell for clerics, the 3rd-level Strength domain
spell, and the 3rd-level War domain spell.
Names of spellcasting classes are abbreviated as follows: bard Brd;
cleric Clr; druid Drd; paladin Pal; ranger Rgr; sorcerer Sor; wizard
Wiz.
The domains a spell can be associated with include Air, Animal,
Chaos, Death, Destruction, Earth, Evil, Fire, Good, Healing,
Knowledge, Law, Luck, Magic, Plant, Protection, Strength, Sun,
Travel, Trickery, War, and Water.
COMPONENTS
A spell’s components are what you must do or possess to cast it. The
Components entry in a spell description includes abbreviations that
tell you what type of components it has. Specifics for material, focus,
and XP components are given at the end of the descriptive text.
Usually you don’t worry about components, but when you can’t use
a component for some reason or when a material or focus com-
ponent is expensive, then the components are important.
Verbal (V):
A verbal component is a spoken incantation. To pro-
vide a verbal component, you must be able to speak in a strong voice.
A
silence
spell or a gag spoils the incantation (and thus the spell). A
spellcaster who has been deafened has a 20% chance to spoil any
spell with a verbal component that he or she tries to cast.
Somatic (S):
A somatic component is a measured and precise
movement of the hand. You must have at least one hand free to
provide a somatic component.
Material (M):
A material component is one or more physical
substances or objects that are annihilated by the spell energies in the
casting process. Unless a cost is given for a material component, the
cost is negligible. Don’t bother to keep track of material components
with negligible cost. Assume you have all you need as long as you
have your spell component pouch.
Focus (F):
A focus component is a prop of some sort. Unlike a
material component, a focus is not consumed when the spell is cast
and can be reused. As with material components, the cost for a focus
is negligible unless a price is given. Assume that focus components
of negligible cost are in your spell component pouch.
Divine Focus (DF):
A divine focus component is an item of
spiritual significance. The divine focus for a cleric or a paladin is a
holy symbol appropriate to the character’s faith. For an evil cleric,
the divine focus is an unholy symbol. The default divine focus for a
druid or a ranger is a sprig of mistletoe or holly.
If the Components line includes F/DF or M/DF, the arcane ver-
sion of the spell has a focus component or a material component
(the abbreviation before the slash) and the divine version has a
divine focus component (the abbreviation after the slash).
XP Cost (XP):
Some powerful spells (such as
wish
,
commune
, and
miracle
) entail an experience point cost to you. No spell, not even
restoration
, can restore the XP lost in this manner. You cannot spend
so much XP that you lose a level, so you cannot cast the spell unless
you have enough XP to spare. However, you may, on gaining
enough XP to attain a new level, use those XP for casting a spell
rather than keeping them and advancing a level. The XP are treated
just like a material component—expended when you cast the spell,
whether or not the casting succeeds.
CASTING TIME
Most spells have a casting time of 1 standard action. Others take 1
round or more, while a few require only a free action. Chapter 8:
Combat describes the difference between these types of actions.
A spell that takes 1 round to cast is a full-round action. It comes
into effect just before the beginning of your turn in the round after
you began casting the spell. You then act normally after the spell is
completed.
A spell that takes 1 minute to cast comes into effect just before
your turn 1 minute later (and for each of those 10 rounds, you are
casting a spell as a full-round action, just as noted above for 1-round
casting times). These actions must be consecutive and unin-
terrupted, or the spell automatically fails.
When you begin a spell that takes 1 round or longer to cast, you
must continue the concentration from the current round to just
before your turn in the next round (at least). If you lose
concentration before the casting is complete, you lose the spell.
A spell with a casting time of 1 free action (such as
feather fall
)
doesn’t count against your normal limit of one spell per round.
However, you may cast such a spell only once per round. Casting a
spell with a casting time of 1 free action doesn’t provoke attacks of
opportunity.
You make all pertinent decisions about a spell (range, target, area,
effect, version, and so forth) when the spell comes into effect. For
example, when casting a
summon monster
spell, you need not decide
where you want the monster to appear (or indeed, what monster you
are summoning) until the spell comes into effect in the round after
you begin casting.
RANGE
A spell’s range indicates how far from you it can reach, as defined in
the Range entry of the spell description. A spell’s range is the
CHAPTER 10:
MAGIC
复核记录
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排拒术(Rejection)
法术 ID 4085 · 问题编号 push-distance · 解释疑问 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[push-distance] 解释疑问:SC第172页写的是推离你“to a distance of 5 feet per caster level”,中文保留为距施法者的终点距离;碰撞伤害则另按实际“was moved”每10尺计算。终点距离与实际移动长度可以分别理解,原句并不把两者直接等同。原条目没有交代生物开始时已在该终点距离之外、途中遇到障碍或实际移动未满10尺等情形的完整处理;不能将to改译成“再移动”同样长度,也不自行规定这些情形的位移或伤害。适用版本为SC 2005年12月第一印次、D&D v3.5;已核对本地完整单页Spell Compendium勘误及其主要规则文字优先的一般政策。该政策不直接补出此处解释;本地适用勘误没有此问题的专项修正,尚未核查全部后来印次。 影响:起始位置不同或途中碰撞时的实际位移与碰撞伤害,尤其是已在终点距离之外及不足10尺的情形。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
起始位置不同或途中碰撞时的实际位移与碰撞伤害,尤其是已在终点距离之外及不足10尺的情形。
英文依据
SC:印刷页 172;PDF 第 172 页。
A creature in the area must succeed on
a Fortitude saving throw or be pushed
away from you to a distance of 5 feet per
caster level. If the creature is pushed
SC:印刷页 172;PDF 第 172 页。
caster level. If the creature is pushed
into a wall or similarly solid surface, it
takes 1d6 points of damage for every 10
feet it was moved.
SC:印刷页 172;PDF 第 172 页。
Movement forced by this spell can
take the creature beyond the spell’s
range.适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 172;PDF 第 172 页。
REJECTION
Abjuration
Level:
Cleric 6
Components:
V, S
Casting Time:
1 standard action
Range:
60 ft.
Area:
Cone-shaped burst
Duration:
Instantaneous
Saving Throw:
Fortitude negates
Spell Resistance:
Yes
With a stern word of disallowance, you cast
the spell. A barely perceptible hum sounds
in the direction you indicate.
A creature in the area must succeed on
a Fortitude saving throw or be pushed
away from you to a distance of 5 feet per
caster level. If the creature is pushed
into a wall or similarly solid surface, it
takes 1d6 points of damage for every 10
feet it was moved.
Movement forced by this spell can
take the creature beyond the spell’s
range.复核记录
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移除气味(Remove Scent)
法术 ID 4088 · 问题编号 4088:target-creature-object · 原述冲突 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[4088:target-creature-object] 本条目标栏写“接触到的生物”,正文却说会遮盖“所接触生物或物体”的气味。原文没有进一步说明物体与该目标栏的关系;已核对的官方勘误未修订本条。 影响:涉及物体是否属于本条可选目标;此处不扩展或缩减目标范围。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
涉及物体是否属于本条可选目标;此处不扩展或缩减目标范围。
英文依据
SC:印刷页 173;PDF 第 173 页。
Target: Creature touched
SC:印刷页 173;PDF 第 173 页。
This spells hides the scent of the creature or object touched for the duration of the spell. The scent ability 适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 173;PDF 第 173 页。
REMOVE SCENT
Transmutation
Level:
Bard 1, druid 1, ranger 1,
sorcerer/wizard 1
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
10 minutes/level
Saving Throw:
Will negates
Spell Resistance:
Yes
With a touch of a wax-covered finger to
the subject, you inhale deeply and smell
nothing.
This spells hides the scent of the
creature or object touched for the
duration of the spell. The scent ability
(
MM
314) cannot detect a creature
under the effect of a
remove scent
spell.
It also negates the harmful effects of
the noxious stench exuded by certain
creatures, such as ghasts, for the dura-
tion of the spell.
Material Component:
A pinch of
unscented candle wax.复核记录
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正义之光(Righteous Aura)
法术 ID 4111 · 问题编号 4111:good-undead-overlap · 解释疑问 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[4111:good-undead-overlap] 本条同时写范围内的善良生物得到同额治疗、不死生物受到双倍伤害;原文没有说明当同一生物同时属于善良与不死类别时如何处理这两项效果。 影响:涉及重叠类别的效果处理;此处不规定治疗与伤害的优先顺序,也不替原文增加阵营限定。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
涉及重叠类别的效果处理;此处不规定治疗与伤害的优先顺序,也不替原文增加阵营限定。
英文依据
SC:印刷页 177;PDF 第 177 页。
evil creatures in the burst’s area. Good creatures in the area are healed by the same amount, and undead take double this damage. Spell resistance cannot 适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
PHB:印刷页 216;PDF 第 217 页。
Daylight
Evocation [Light]
Level:
Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Object touched
Duration:
10 min./level (D)
Saving Throw:
None
Spell Resistance:
No
The object touched sheds light as bright as
full daylight in a 60-foot radius, and dim
light for an additional 60 feet beyond that.
Creatures that take penalties in bright
light also take them while within the
radius of this magical light. Despite its
name, this spell is not the equivalent of
daylight for the purposes of creatures that
are damaged or destroyed by bright light
(such as vampires). If
daylight
is cast on a
small object that is then placed inside or
under a light-proof covering, the spell’s
PHB:印刷页 217;PDF 第 218 页。
effects are blocked until the covering is
removed.
Daylight
brought into an area of magical
darkness (or vice versa) is temporarily
negated, so that the otherwise prevailing
light conditions exist in the overlapping
areas of effect.
Daylight
counters or dispels any dark-
ness spell of equal or lower level, such as
darkness
.
PHB:印刷页 268;PDF 第 269 页。
Raise Dead
Conjuration (Healing)
Level:
Clr 5
Components:
V, S, M, DF
Casting Time:
1 minute
Range:
Touch
Target:
Dead creature touched
Duration:
Instantaneous
Saving Throw:
None; see text
Spell Resistance:
Yes (harmless)
You restore life to a deceased creature. You
can raise a creature that has been dead for
no longer than one day per caster level. In
addition, the subject’s soul must be free
and willing to return (see Bringing Back
the Dead, page 171). If the subject’s soul is
not willing to return, the spell does not
work; therefore, a subject that wants to
return receives no saving throw.
Coming back from the dead is an ordeal.
The subject of the spell loses one level (or
1 Hit Die) when it is raised, just as if it had
lost a level or a Hit Die to an energy-
draining creature. If the subject is 1st level,
it loses 2 points of Constitution instead (if
this would reduce its Con to 0 or less, it
can’t be raised). This level/HD loss or
Constitution loss cannot be repaired by
any means. A character who died with
spells prepared has a 50% chance of losing
any given spell upon being raised, in
addition to losing spells for losing a level.
A spellcasting creature that doesn’t prepare
spells (such as a sorcerer) has a 50% chance
of losing any given unused spell slot as if it
had been used to cast a spell, in addition to
losing spell slots for losing a level.
A raised creature has a number of hit
points equal to its current Hit Dice. Any
ability scores damaged to 0 are raised to 1.
Normal poison and normal disease are
cured in the process of raising the subject,
but magical diseases and curses are not
undone. While the spell closes mortal
wounds and repairs lethal damage of most
kinds, the body of the creature to be raised
must be whole. Otherwise, missing parts
are still missing when the creature is
brought back to life. None of the dead
creature’s equipment or possessions are
affected in any way by this spell.
A creature who has been turned into an
undead creature or killed by a death effect
can’t be raised by this spell. Constructs, ele-
mentals, outsiders, and undead creatures
can’t be raised. The spell cannot bring back
a creature that has died of old age.
Material Component:
Diamonds worth a
total of least 5,000 gp.
PHB:印刷页 296;PDF 第 297 页。
296
placed on the trigger object. As soon as the
subject picks up or accepts the trigger
object, its life force is automatically
transferred to the gem without the benefit
of spell resistance or a save.
Material Component:
Before the actual
casting of trap the soul, you must procure a
gem of at least 1,000 gp value for every Hit
Die possessed by the creature to be trapped
(for example, it requires a gem of 10,000 gp
value to trap a 10 HD creature). If the gem
is not valuable enough, it shatters when
the entrapment is attempted. (While
creatures have no concept of level or Hit
Dice as such, the value of the gem needed
to trap an individual can be researched.
Remember that this value can change over
time as creatures gain more Hit Dice.)
Focus (Trigger Object Only):
If the trigger
object method is used, a special trigger
object, prepared as described above, is
needed.
Tree Shape
Transmutation
Level:
Drd 2, Rgr 3
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 hour/level (D)
By means of this spell, you are able to as-
sume the form of a Large living tree or
shrub or a Large dead tree trunk with a
small number of limbs. The closest in-
spection cannot reveal that the tree in
question is actually a magically concealed
creature. To all normal tests you are, in
fact, a tree or shrub, although a
detect magic
spell reveals a faint transmutation on the
tree. While in tree form, you can observe
all that transpires around you just as if you
were in your normal form, and your hit
points
and
save
bonuses
remain
unaffected. You gain a +10 natural armor
bonus to AC but have an effective Dexter-
ity score of 0 and a speed of 0 feet. You are
immune to critical hits while in tree form.
All clothing and gear carried or worn
changes with you.
You can dismiss
tree shape
as a free action
(instead of as a standard action).
Tree Stride
Conjuration (Teleportation)
Level:
Drd 5, Rgr 4
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 hour/level or until
expended; see text
You gain the ability to enter trees and
move from inside one tree to inside
another tree. The first tree you enter and
all others you enter must be of the same
kind, must be living, and must have girth
at least equal to yours. By moving into an
oak tree (for example), you instantly know
the location of all other oak trees within
transport range (see below) and may
choose whether you want to pass into one
or simply step back out of the tree you
moved into. You may choose to pass to any
tree of the appropriate kind within the
transport range as shown on the following
table.
Type of Tree
Transport Range
Oak, ash, yew
3,000 feet
Elm, linden
2,000 feet
Other deciduous
1,500 feet
Any coniferous
1,000 feet
All other trees
500 feet
You may move into a tree up to one time
per caster level (passing from one tree to
another counts only as moving into one
tree). The spell lasts until the duration
expires or you exit a tree. This means that
in a thick oak forest, a 10th-level druid
could make ten transports over the course
of 10 rounds, traveling as far as 30,000 feet
(about 6 miles) in doing so. Each transport
is a full-round action.
You can, at your option, remain within a
tree without transporting yourself, but you
are forced out when the spell ends. If the
tree in which you are concealed is chopped
down or burned, you are slain if you do not
exit before the process is complete.
True Resurrection
Conjuration (Healing)
Level:
Clr 9
Casting Time:
10 minutes
This spell functions like
raise dead
, except
that you can resurrect a creature that has
been dead for as long as 10 years per caster
level. This spell can even bring back crea-
tures whose bodies have been destroyed,
provided that you unambiguously identify
the deceased in some fashion (reciting the
deceased’s time and place of birth or death
is the most common method).
Upon completion of the spell, the crea-
ture is immediately restored to full hit
points, vigor, and health, with no loss of
level (or Constitution points) or prepared
spells.
You can revive someone killed by a
death effect or someone who has been
turned into an undead creature and then
destroyed. This spell can also resurrect ele-
mentals or outsiders, but it can’t resurrect
constructs or undead creatures.
Even
true resurrection
can’t restore to life
a creature who has died of old age.
Material Component:
A sprinkle of holy
water and diamonds worth a total of at
least 25,000 gp.
True Seeing
Divination
Level:
Clr 5, Drd 7, Knowledge 5,
Sor/Wiz 6
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 min./level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
You confer on the subject the ability to see
all things as they actually are. The subject
sees through normal and magical darkness,
notices secret doors hidden by magic, sees
the exact locations of creatures or objects
under
blur
or
displacement
effects, sees invi-
sible creatures or objects normally, sees
through illusions, and sees the true form of
polymorphed, changed, or transmuted
things. Further, the subject can focus its
vision to see into the Ethereal Plane (but
not into extradimensional spaces). The
range of true seeing conferred is 120 feet.
True seeing
, however, does not penetrate
solid objects. It in no way confers X-ray
vision or its equivalent. It does not negate
concealment, including that caused by fog
and the like.
True seeing
does not help the
viewer see through mundane disguises,
spot creatures who are simply hiding, or
notice secret doors hidden by mundane
means. In addition, the spell effects cannot
be further enhanced with known magic, so
one cannot use
true seeing
through a crystal
ball or in conjunction with
clairaudience/
clairvoyance
.
Material Component:
An ointment for the
eyes that costs 250 gp and is made from
mushroom powder, saffron, and fat.
True Strike
Divination
Level:
Sor/Wiz 1
Components:
V, F
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
See text
You gain temporary, intuitive insight into
the immediate future during your next
attack. Your next single attack roll (if it is
made before the end of the next round)
gains a +20 insight bonus. Additionally,
you are not affected by the miss chance
that applies to attackers trying to strike a
concealed target.
Focus:
A small wooden replica of an
archery target.
CHAPTER 11:
SPELLS
SC:印刷页 177;PDF 第 177 页。
RIGHTEOUS AURA
Abjuration [Good, Light]
Level:
Paladin 4
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 hour/level
You invoke the powers of good and law, and
in response to your pleas, you glow with the
golden radiance of the sun.
You are bathed in an unearthly glow for
the duration of the spell, as if a
daylight
spell (
PH
216) had been cast on you. You
get a +4 sacred bonus to Charisma.
If you die, your body is converted
into an explosive blast of energy in a
20-foot-radius burst centered where
you fell, dealing 2d6 points of damage
per caster level (maximum 20d6) to all
evil creatures in the burst’s area. Good
creatures in the area are healed by the
same amount, and undead take double
this damage. Spell resistance cannot
prevent this damage, but a successful
Reflex save reduces it to half. Your
body is disintegrated, so you cannot
be raised with a
raise dead
spell. Spells
that do not require an intact body, such
as
true resurrection
, can be used to bring
you back to life as normal.复核记录
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锈蚀射线(Rust Ray)
法术 ID 4117 · 问题编号 target-magic-item · 原述冲突 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[target-magic-item] SC第178页中栏下方表头续至右栏上方,Target限定一个非魔法铁质物体或一个铁质生物;同页右栏正文末段又说魔法物品可通过成功的强韧豁免使效果无效。正文攻击、铁或铁合金物品伤害及穿戴金属盔甲段没有解释魔法物品能否成为合法目标。中文保留双方原述,不扩张或收窄目标范围。适用版本为 SC 2005年12月第一印次、D&D v3.5。已核对本地单页 SpellComp_Errata.pdf:其一般政策将实际规则文字列为主要来源,将表格、角色数据块等列为次要参照;两者冲突时以主要来源为准,例外会专门指出。该勘误没有此项专项修正,本项目尚未裁定这项政策在此疑义中的具体适用性,也未核查全部后来印次。 影响:魔法铁质物品是否能被选为目标、物品豁免能否适用。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
魔法铁质物品是否能被选为目标、物品豁免能否适用。
英文依据
SC:印刷页 178;PDF 第 178 页。
Target:
One nonmagical ferrous
object or one ferrous creature
SC:印刷页 178;PDF 第 178 页。
Magic items can negate the
effect with a successful Fortitude
saving throw.适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 178;PDF 第 178 页。
RUST RAY
Transmutation
Level:
Sorcerer/wizard 3
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Ray
Target:
One nonmagical ferrous
object or one ferrous creature
Duration:
Instantaneous
Saving Throw:
None or Fortitude
negates (object); see text
Spell Resistance:
No
You unleash a russet ray at a metallic object.
The air around you smells of hot metal.
This russet ray corrodes metal that
it touches. You must succeed on
a ranged touch attack with
the ray to strike a target.
It can effectively destroy
any nonmagical iron
or iron alloy object.
Such objects struck by
a
rust ray
take 2d6 points
of damage +1 per two
caster levels (maximum
+10), ignoring hardness.
You can also target a weapon
being wielded or metal armor
being worn. Metal armor affected
by this ray takes normal damage
from the spell and loses 1d4 points
of Armor Class through corro-
sion. If an item is reduced to 0
hit points, it is destroyed. Ferrous
creatures struck by the ray take the
same damage as objects.
Magic items can negate the
effect with a successful Fortitude
saving throw.
Material Component:
Rust particles
or a piece of a rust monster.复核记录
请逐项记录回复、依据/引文/可核查出处、来源类型(官方勘误/印次变化/官方说明/个人解释)、版本/印次及复核人。
平安之所(Safe Clearing)
法术 ID 4120 · 问题编号 entry-intent · 解释疑问 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[entry-intent] 解释疑问:SC第179页先对直接攻击或进入区域者要求意志豁免,失败者在法术持续时间内不能攻击区域内任何人,也不能进入;同段又明确说不企图攻击区域内生物者不受影响。可以把后一条视为不攻击者的例外,使一般入区限制针对有攻击意图者,从而协调两句;具体适用解释尚待确认。SC直接写区域法术不被阻止,其类似的PH第274页Sanctuary也有不攻击者例外,并明确区域或效果法术不被阻止。本地2006-02-17完整三页PHB勘误没有Sanctuary专项修正。适用版本为SC 2005年12月第一印次、D&D v3.5;本地完整单页Spell Compendium勘误没有这项问题的专项修正。其主要规则文字优先的一般政策不自动证明存在矛盾,也不直接补出此处解释;尚未核查全部后来印次。 影响:没有攻击意图者的入区豁免,以及攻击禁令和失去保护的适用;区域或效果法术例外不能当作保护全部伤害。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
没有攻击意图者的入区豁免,以及攻击禁令和失去保护的适用;区域或效果法术例外不能当作保护全部伤害。
英文依据
SC:印刷页 179;PDF 第 179 页。
Any creature attempting to strike
or otherwise directly attack anyone
within the
safe clearing
, or any creature
attempting to enter the area, must make
a Will save. Success means the creature
SC:印刷页 179;PDF 第 179 页。
a Will save. Success means the creature
can act normally and is not affected by
this casting of the spell. Failure means
it can’t attack anyone in the area or even
enter the area for the duration of the
spell. Those not attempting to attack
SC:印刷页 179;PDF 第 179 页。
spell. Those not attempting to attack
creatures in the warded area remain
unaffected. This spell does not prevent 适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 179;PDF 第 179 页。
SAFE CLEARING
Abjuration
Level:
Ranger 3
Components:
V, S
Casting Time:
10 minutes
Range:
30 ft.
Area:
30-ft.-radius emanation
centered on you
Duration:
1 hour/level
Saving Throw:
Will negates; see text
Spell Resistance:
Yes
You press your hand against the ground and
intone the ancient words. A green radiance
spreads from your hand, forming a ring of
translucent jade flames. “We’re safe,” you
tell your allies, “for the moment.”
You make an area safe from attacks.
This spell’s benefit functions much like
that of the
sanctuary
spell (
PH
274). The
area of a
safe clearing
spell is immobile.
Any creature attempting to strike
or otherwise directly attack anyone
within the
safe clearing
, or any creature
attempting to enter the area, must make
a Will save. Success means the creature
can act normally and is not affected by
this casting of the spell. Failure means
it can’t attack anyone in the area or even
enter the area for the duration of the
spell. Those not attempting to attack
creatures in the warded area remain
unaffected. This spell does not prevent
creatures in the warded area from being
attacked or affected by area spells.
A creature within the area that makes
an attack is no longer protected by the
spell, and can be targeted normally.
PHB:印刷页 274;PDF 第 275 页。
274
Sanctuary
Abjuration
Level:
Clr 1, Protection 1
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 round/level
Saving Throw:
Will negates
Spell Resistance:
No
Any opponent attempting to strike or oth-
erwise directly attack the warded creature,
even with a targeted spell, must attempt a
Will save. If the save succeeds, the
opponent can attack normally and is
unaffected by that casting of the spell. If
the save fails, the opponent can’t follow
through with the attack, that part of its
action is lost, and it can’t directly attack the
warded creature for the duration of the
spell. Those not attempting to attack the
subject remain unaffected. This spell does
not prevent the warded creature from
being attacked or affected by area or effect
spells. The subject cannot attack without
breaking the spell but may use nonattack
spells or otherwise act. This allows a
warded cleric to heal wounds, for example,
or to cast a
bless
spell, perform an
augury
,
summon creatures, and so on.
Scare
Necromancy [Fear, Mind-Affecting]
Level:
Brd 2, Sor/Wiz 2
Components:
V, S, M
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Targets:
One living creature per three
levels, no two of which can be more
than 30 ft. apart
Duration:
1 round/level or 1 round; see
text for
cause fear
Saving Throw:
Will partial
Spell Resistance:
Yes
This spell functions like
cause fear
, except
that it causes all targeted creatures of less
than 6 HD to become frightened.
Material Component:
A bit of bone from
an undead skeleton, zombie, ghoul, ghast,
or mummy.
Scintillating Pattern
Illusion (Pattern) [Mind-Affecting]
Level:
Sor/Wiz 8
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Colorful lights in a 20-ft.-radius
spread
Duration:
Concentration + 2 rounds
Saving Throw:
None
Spell Resistance:
Yes
A twisting pattern of discordant, coruscat-
ing colors weaves through the air, affecting
creatures within it. The spell affects a total
number of Hit Dice of creatures equal to
your caster level (maximum 20). Creatures
with the fewest HD are affected first; and,
among creatures with equal HD, those
who are closest to the spell’s point of
origin are affected first. Hit Dice that are
not sufficient to affect a creature are
wasted. The spell affects each subject
according to its Hit Dice.
6 or less:
Unconscious for 1d4 rounds,
then stunned for 1d4 rounds, and then
confused
for 1d4 rounds. (Treat an uncon-
scious result as stunned for nonliving
creatures.)
7 to 12:
Stunned for 1d4 rounds, then
confused for 1d4 rounds.
13 or more:
Confused
for 1d4 rounds.
Sightless creatures are not affected by
scintillating pattern
.
Material Component:
A small crystal
prism.
Scorching Ray
Evocation [Fire]
Level:
Sor/Wiz 2
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
One or more rays
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
Yes
You blast your enemies with fiery rays. You
may fire one ray, plus one additional ray
for every four levels beyond 3rd (to a
maximum of three rays at 11th level). Each
ray requires a ranged touch attack to hit
and deals 4d6 points of fire damage. The
rays may be fired at the same or different
targets, but all bolts must be aimed at
targets within 30 feet of each other and
fired simultaneously.
Screen
Illusion (Glamer)
Level:
Sor/Wiz 8, Trickery 7
Components:
V, S
Casting Time:
10 minutes
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
30-ft. cube/level (S)
Duration:
24 hours
Saving Throw:
None or Will disbelief (if
interacted with); see text
Spell Resistance:
No
This spell combines several elements to
create a powerful protection from scrying
and direct observation. When casting the
spell, you dictate what will and will not be
observed in the spell’s area. The illusion
created must be stated in general terms.
Thus, you could specify the illusion of
yourself and another character playing
chess for the duration of the spell, but you
could not have the illusory chess players
take a break, make dinner, and then
resume their game. You could have a
crossroads appear quiet and empty even
while an army is actually passing through
the area. You could specify that no one be
seen (including passing strangers), that
your troops be undetected, or even that
every fifth person or unit should be visible.
Once the conditions are set, they cannot
be changed.
Attempts to scry the area automatically
detect the image stated by you with no
save allowed. Sight and sound are appro-
priate to the illusion created. A band of
people standing in a meadow could be
concealed as an empty meadow with birds
chirping, for instance.
Direct observation may allow a save (as
per a normal illusion), if there is cause to
disbelieve what is seen. Certainly onlook-
ers in the area would become suspicious if
a marching army disappeared at one point
to reappear at another. Even entering the
area does not cancel the illusion or neces-
sarily allow a save, assuming that hidden
beings take care to stay out of the way of
those affected by the illusion.
Scrying
Divination (Scrying)
Level:
Brd 3, Clr 5, Drd 4, Sor/Wiz 4
Components:
V, S, M/DF, F
Casting Time:
1 hour
Range:
See text
Effect:
Magical sensor
Duration:
1 min./level
Saving Throw:
Will negates
Spell Resistance:
Yes
You can see and hear some creature, which
may be at any distance. If the subject
succeeds on a Will save, the scrying
attempt simply fails. The difficulty of the
save depends on how well you know the
subject
and
what
sort
of
physical
connection (if any) you have to that
creature. Furthermore, if the subject is on
another plane, it gets a +5 bonus on its Will
save.
Knowledge
Will Save Modifier
None
1
+10
Secondhand (you have heard
+5
of the subject)
Firsthand (you have met the subject)
+0
Familiar (you know the subject well)
–5
1 You must have some sort of connection to
a creature you have no knowledge of.
Connection
Will Save Modifier
Likeness or picture
–2
Possession or garment
–4
Body part, lock of hair, bit of nail, etc.
–10
If the save fails, you can see
and hear
the subject and the subject’s immediate
surroundings (approximately 10 feet in all
directions of the subject). If the subject
CHAPTER 11:
SPELLS
复核记录
请逐项记录回复、依据/引文/可核查出处、来源类型(官方勘误/印次变化/官方说明/个人解释)、版本/印次及复核人。
暗影擒抱者(Shadowy Grappler)
法术 ID 4153 · 问题编号 4153:omitted-time-source · 缺少说明 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[4153:omitted-time-source] SC186—187本条未列施法时间,官方勘误也未补列。正文保留这一缺项。 影响:本条施法时间仍需明确依据,不能据此确定一个标准动作。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
本条施法时间仍需明确依据,不能据此确定一个标准动作。
英文依据
SC:印刷页 186;PDF 第 186 页。
SHADOWY GRAPPLER
Illusion (Shadow)
Level:
Sorcerer/wizard 6
Components:
V, S, M
Range:
Medium (100 ft. + 10 ft./level)
Target:
One creature
Duration:
1 round/level (D)
Saving Throw:
Will partial; see text
Spell Resistance:
Yes
You feel a spectral force form near you, as if
some intangible shadow being stood nearby.
Upon choosing the target of your spell, you
sense the shadowy force depart from your
side, moving as fast as thought toward the
creature you designated as your target. You
see the target creature move as if attacked
by an unseen foe.
Upon casting this spell, you create a
shadowy force that automatically grabs
the target (
PH
156). The shadowy force
immediately attempts to establish a
hold on the target with a grapple check
bonus equal to the DC of this spell. If
the target succeeds on its saving throw,
the grapple check bonus of the
shadowy
grappler
is cut in half. For example, a
sorcerer with a 16 Charisma who casts 适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 186;PDF 第 186 页。
SHADOWY GRAPPLER
Illusion (Shadow)
Level:
Sorcerer/wizard 6
Components:
V, S, M
Range:
Medium (100 ft. + 10 ft./level)
Target:
One creature
Duration:
1 round/level (D)
Saving Throw:
Will partial; see text
Spell Resistance:
Yes
You feel a spectral force form near you, as if
some intangible shadow being stood nearby.
Upon choosing the target of your spell, you
sense the shadowy force depart from your
side, moving as fast as thought toward the
creature you designated as your target. You
see the target creature move as if attacked
by an unseen foe.
Upon casting this spell, you create a
shadowy force that automatically grabs
the target (
PH
156). The shadowy force
immediately attempts to establish a
hold on the target with a grapple check
bonus equal to the DC of this spell. If
the target succeeds on its saving throw,
the grapple check bonus of the
shadowy
grappler
is cut in half. For example, a
sorcerer with a 16 Charisma who casts
SC:印刷页 187;PDF 第 187 页。
this spell creates a
shadowy grappler
with a grapple check bonus of +19 if the
target fails its save and +9 if the target
makes its save.
Every round on your turn, the
shadowy grappler
makes a grapple check
against the target. Once it has a hold,
the shadowy force attempts to pin
the target on the following round. If
the grappler establishes a pin, it uses
the option to prevent the target
from speaking. The grappler
always attempts to maintain
a grapple or work toward a
pin.
A
shadowy grappler
occupies
the same square as the target
and moves with the target
for as long as the spell lasts.
Other creatures cannot join
the grapple, either to assist
the target or the grappler.
Material Component:
A
dried squid tentacle.
PHB:印刷页 156;PDF 第 157 页。
Grapple Checks
Repeatedly in a grapple, you need to make opposed grapple checks
against an opponent. A grapple check is like a melee attack roll. Your
attack bonus on a grapple check is:
Base attack bonus + Strength modifier + special size modifier
Special Size Modifier:
The special size modifier for a grapple
check is as follows: Colossal +16, Gargantuan +12, Huge +8, Large +4,
Medium +0, Small –4, Tiny –8, Diminutive –12, Fine –16. Use this
number in place of the normal size modifier you use when making
an attack roll.
Starting a Grapple
To start a grapple, you need to grab and hold your target. Starting a
grapple requires a successful melee attack roll. If you get multiple
attacks, you can attempt to start a grapple multiple times (at
successively lower base attack bonuses).
Step 1: Attack of Opportunity.
You provoke an attack of oppor-
tunity from the target you are trying to grapple. If the attack of
opportunity deals damage, the grapple attempt fails. (Certain mon-
sters do not provoke attacks of opportunity when they attempt to
grapple, nor do characters with the Improved Grapple feat.) If the
attack of opportunity misses or fails to deal damage, proceed to Step
2.
Step 2: Grab.
You make a melee touch attack to grab the target. If
you fail to hit the target, the grapple attempt fails. If you succeed,
proceed to Step 3.
Step 3: Hold.
Make an opposed grapple check as a free action. If
you succeed, you and your target are now grappling, and you deal
damage to the target as if with an unarmed strike.
If you lose, you fail to start the grapple. You automatically lose an
attempt to hold if the target is two or more size categories larger
than you are.
In case of a tie, the combatant with the higher grapple check
modifier wins. If this is a tie, roll again to break the tie.
Step 4: Maintain Grapple.
To maintain the grapple for later
rounds, you must move into the target’s space. (This movement is
free and doesn’t count as part of your movement in the round.)
Moving, as normal, provokes attacks of opportunity from
threatening opponents, but not from your target.
If you can’t move into your target’s space, you can’t maintain the
grapple and must immediately let go of the target. To grapple again,
you must begin at Step 1.
Grappling Consequences
Pin Your Opponent:
You can hold your opponent immobile for
1 round by winning an opposed grapple check (made in place of an
attack). Once you have an opponent pinned, you have a few options
available to you (see below).
Once you’ve pinned your opponent, he’s at your mercy. However,
you don’t have quite the freedom of action that you did while grap-
pling. You can attempt to damage your opponent with an opposed
grapple check, you can attempt to use your opponent’s weapon
against him, or you can attempt to move the grapple (all described
above). At your option, you can prevent a pinned opponent from
speaking. 复核记录
请逐项记录回复、依据/引文/可核查出处、来源类型(官方勘误/印次变化/官方说明/个人解释)、版本/印次及复核人。
声波之鞭(Sonic Whip)
法术 ID 4196 · 问题编号 attack-type · 解释疑问 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[attack-type] 解释疑问:SC第196页对普通动物明写ranged attack(远程攻击),对其他种类的生物又说如同普通鞭。PH第121–122页的普通鞭是触及15尺的近战武器,使用时却如同远程武器一样引发借机攻击;它不威胁可攻击区域,能攻击触及内相邻敌人,造成非致命伤害,对护甲加值至少+1或天生防御加值至少+3的生物不造成伤害,并有绊摔、卸除武器和武器娴熟的相应规则。可以把动物的远程攻击视为法术的特殊用法,把其他目标的normal whip理解为继承普通武器用法;动物攻击的具体距离、哪些普通鞭规则继续适用仍待确认。SC没有写成接触攻击,也没有给动物攻击另列射程增量。PH v3.5为2003年7月第一印次,本地完整2006-02-17三页PHB勘误没有普通鞭的专项修正。适用版本为SC 2005年12月第一印次、D&D v3.5;本地完整单页Spell Compendium勘误没有这项问题的专项修正。其主要规则文字优先的一般政策不自动判定这里存在矛盾,也不补出具体解释;尚未核查全部后来印次。 影响:普通动物的攻击类型、距离和武器规则适用,以及对其他种类生物的普通鞭用法。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
普通动物的攻击类型、距离和武器规则适用,以及对其他种类生物的普通鞭用法。
英文依据
SC:印刷页 196;PDF 第 196 页。
On a successful ranged attack with the
whip, any normal animal you strike
must succeed on a Will save or become
frightened.
SC:印刷页 196;PDF 第 196 页。
Against other creature types, you can
use a
sonic whip
in combat as if it were
a normal whip.适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 195;PDF 第 195 页。
SONIC WHIP
Evocation [Sonic, Mind-Affecting]
Level:
Bard 2
Components:
V, S, M
Casting Time:
1 standard action
Range:
0 ft.
Effect:
A whip of force
Duration:
1 round/level
Saving Throw:
Will negates; see text
Spell Resistance:
No
As you make a cracking sound and hold
out your hand, the small silk whip within
your grasp dissipates and a life-sized whip
of hissing blue force appears in your grasp.
With expert precision, you manage to make
the invisible whip in your hand crack.
This spell creates a whip of sonic energy
that you wield as if you had proficiency
with it. Simply cracking a
sonic whip
SC:印刷页 196;PDF 第 196 页。
as a free action keeps normal animals
(but not dire animals, magical beasts,
or vermin) at bay unless they succeed
on a Will save. Affected animals stay
at least 30 feet away from you for the
duration of the spell, as space permits.
On a successful ranged attack with the
whip, any normal animal you strike
must succeed on a Will save or become
frightened.
Against other creature types, you can
use a
sonic whip
in combat as if it were
a normal whip.
Material Component:
A miniature
silk whip.
DESCRIPTIONS
SPELL
PHB:印刷页 121;PDF 第 122 页。
121
particular strength rating (that is, each requires a minimum
Strength modifier to use with proficiency). If your Strength bonus is
lower than the strength rating of the composite bow, you can’t
effectively use it, so you take a –2 penalty on attacks with it. The
default composite shortbow requires a Strength modifier of +0 or
higher to use with proficiency. A composite shortbow can be made
with a high strength rating to take advantage of an above-average
Strength score; this feature allows you to add your Strength bonus to
damage, up to the maximum bonus indicated for the bow. Each
point of Strength bonus granted by the bow adds 75 gp to its cost.
For instance, a composite shortbow (+1 Str bonus) costs 150 gp,
while a composite shortbow (+4 Str bonus) costs 375 gp.
For example, Tordek has a +2 Strength bonus. With a regular
composite shortbow, he gets no modifier on damage rolls. For 150
gp, he can buy a composite shortbow (+1 Str bonus), which lets him
add +1 to his damage rolls. For 225 gp, he can buy one that lets him
add his entire +2 Strength bonus. Even if he paid 300 gp for a
composite shortbow (+3 Str bonus), he would still get only a +2
bonus on damage rolls and takes a –2 penalty on attacks with it
because his Strength is insufficient to use the weapon to best
advantage. The bow can’t grant him a higher bonus than he already
has.
For purposes of weapon proficiency and similar feats, a composite
shortbow is treated as if it were a shortbow. Thus, if you have
Weapon Focus (shortbow), that feat applies both to short-bows and
composite shortbows.
Shortspear:
A shortspear is small enough to wield one-handed. It
may also be thrown.
Shuriken:
A shuriken is a special monk weapon. This designa-
tion gives a monk (see Chapter 3: Classes) wielding shuriken special
options. A shuriken can’t be used as a melee weapon.
Although they are thrown weapons, shuriken are treated as
ammunition for the purposes of drawing them, crafting masterwork
or otherwise special versions of them (see Masterwork Weapons,
below), and what happens to them after they are thrown.
Siangham:
The siangham is a special monk weapon. This des-
ignation gives a monk (see Chapter 3: Classes) wielding a siangham
special options.
Sickle:
This weapon is like a farmer’s sickle, but it is strengthened
for use as a weapon. It is favored by druids and by anyone who wants
a weapon that might be overlooked by guards.
Because of a sickle’s shape, you can also use it to make trip attacks.
If you are tripped during your own trip attempt, you can drop the
sickle to avoid being tripped.
Sling:
A sling hurls lead bullets. It doesn’t shoot as far as a cross-
bow, nor is it as powerful as a bow, but it’s cheap and easy to
improvise from common materials. Druids and halflings favor
slings. Your Strength modifier applies to damage rolls when you use
a sling, just as it does for thrown weapons. You can fire, but not load,
a sling with one hand. Loading a sling is a move action that requires
two hands and provokes attacks of opportunity.
You can hurl ordinary stones with a sling, but stones are not as
dense or as round as bullets. Thus, such an attack deals damage as if
the weapon were designed for a creature one size category smaller
than you (for instance, 1d3 instead of 1d4, or 1d2 instead of 1d3) and
you take a –1 penalty on attack rolls.
Spear:
One of the simplest weapons in existence, the spear is
favored by druids and sorcerers. It can be thrown. If you use a ready
action to set a spear against a charge, you deal double damage on a
successful hit against a charging character.
Spiked Armor:
You can outfit your armor with spikes, which can
deal damage in a grapple or as a separate attack. See Armor, later in
this chapter.
Spiked Shield, Heavy or Light:
You can bash with a spiked
shield instead of using it for defense. See Armor, later in this
chapter.
Strike, Unarmed:
A Medium character deals 1d3 points of
nonlethal damage with an unarmed strike, which may be a punch,
kick, head butt, or other type of attack. A Small character deals 1d2
points of nonlethal damage. A monk or any character with the
Improved Unarmed Strike feat can deal lethal or nonlethal damage
with unarmed strikes, at her option. The damage from an unarmed
strike is considered weapon damage for the purposes of effects that
give you a bonus on weapon damage rolls.
An unarmed strike is always considered a light weapon. There-
fore, you can use the Weapon Finesse feat (page 102) to apply your
Dexterity modifier instead of your Strength modifier to attack rolls
with an unarmed strike.
Sword, Bastard:
bastard swords are also known as hand-and-a-
half swords. A bastard sword is too large to use in one hand without
special training; thus, it is an exotic weapon. A character can use a
bastard sword two-handed as a martial weapon.
Sword, Short:
This sword is popular as an off-hand weapon.
Sword, Two-Bladed:
A two-bladed sword is a double weapon.
You can fight with it as if fighting with two weapons, but if you do,
you incur all the normal attack penalties associated with fighting
with two weapons, just as if you were using a one-handed weapon
and a light weapon (see Two-Weapon Fighting, page 160). A creature
wielding a two-bladed sword in one hand can’t use it as a double
weapon—only one end of the weapon can be used in any given
round.
Trident:
This three-tined piercing weapon can be thrown just as a
shortspear or spear can be, but its range increment is shorter
because it’s not as aerodynamic as those other weapons. If you use a
ready action to set a trident against a charge, you deal double damage
on a successful hit against a charging character.
Urgrosh, Dwarven:
A dwarven urgrosh is a double weapon. You
can fight with it as if fighting with two weapons, but if you do, you
incur all the normal attack penalties associated with fighting with
two weapons, just as if you were using a one-handed weapon and a
light weapon (see Two-Weapon Fighting, page 160). The urgrosh’s
axe head is a slashing weapon that deals 1d8 points of damage. Its
spear head is a piercing weapon that deals 1d6 points of damage. You
can use either head as the primary weapon. The other is the off-hand
weapon. A creature wielding a dwarven urgrosh in one hand can’t
use it as a double weapon—only one end of the weapon can be used
in any given round.
If you use a ready action to set an urgrosh against a charge, you
deal double damage if you score a hit against a charging character. If
you use an urgrosh against a charging character, the spear head is
the part of the weapon that deals damage.
An urgrosh is also called a spear-axe. Dwarves treat dwarven
urgroshes as martial weapons.
Waraxe, Dwarven:
A dwarven waraxe is too large to use in one
hand without special training; thus, it is an exotic weapon. A
Medium character can use a dwarven waraxe two-handed as a
martial weapon, or a Large creature can use it one-handed in the
same way. A dwarf treats a dwarven waraxe as a martial weapon even
when using it in one hand.
Warhammer:
This weapon, favored by dwarves, is a one-handed
sledge or maul with a large, heavy head.
Whip:
A whip deals nonlethal damage. It deals no damage to any
creature with an armor bonus of +1 or higher or a natural armor
bonus of +3 or higher. The whip is treated as a melee weapon with
15-foot reach, though you don’t threaten the area into which you can
make an attack. In addition, unlike most other weapons with reach,
you can use it against foes anywhere within your reach (including
adjacent foes).
Using a whip provokes an attack of opportunity, just as if you had
used a ranged weapon.
Because a whip can wrap around an enemy’s leg or other limb,
you can make trip attacks with a it. If you are tripped during your
own trip attempt, you can drop the whip to avoid being tripped.
CHAPTER 7:
EQUIPMENT
PHB:印刷页 122;PDF 第 123 页。
122
When using a whip, you get a +2 bonus on opposed attack rolls
made to disarm an opponent (including the roll to keep from being
disarmed if the attack fails).
You can use the Weapon Finesse feat (page 102) to apply your
Dexterity modifier instead of your Strength modifier to attack rolls
with a whip sized for you, even though it isn’t a light weapon for
you.
MASTERWORK WEAPONS
A masterwork weapon is a finely crafted version of a normal
weapon. Wielding it provides a +1 enhancement bonus on attack
rolls.
You can’t add the masterwork quality to a weapon after it is cre-
ated; it must be crafted as a masterwork weapon (see the Craft skill,
page 70). The masterwork quality adds 300 gp to the cost of a normal
weapon (or 6 gp to the cost of a single unit of ammunition, such as
an arrow). For example, a masterwork bastard sword costs 335 gp,
while a set of 10 masterwork arrows costs 70 gp. Adding the
masterwork quality to a double weapon costs twice the normal
increase (+600 gp).
Masterwork ammunition is damaged (effectively destroyed)
when used. The enhancement bonus of masterwork ammunition
does not stack with any enhancement bonus of the projectile
weapon firing it.
All magic weapons are automatically considered to be of
masterwork quality. The enhancement bonus granted by the
masterwork quality doesn’t stack with the enhancement bonus
provided by the weapon’s magic.
Even though some types of armor and shields (such as spiked
shields) can be used as weapons, you can’t create a masterwork ver-
sion of such an item that confers an enhancement bonus on attack
rolls. Instead, masterwork armor and shields have lessened armor
check penalties (see Masterwork Armor, page 126).
ARMOR
Your armor protects you in combat, but it can also slow you down.
See Table 7–6: Armor and Shields for the list of armors available.
The information given on this table is for armor sized for Medium
creatures. The time it takes to get into or out of armor depends on its
type (see Table 7–7: Donning Armor).
ARMOR QUALITIES
Armor isn’t the only fashion statement a character can make, but it’s
a big one. In addition, depending on class, a character may be
proficient with all, some, or no armors, including shields. To wear
heavier armor effectively, you can select the Armor Proficiency feats
(page 89), but most classes are automatically proficient in the armors
that work best for them.
Armor and shields can take damage from some types of attacks
(see Sunder, page 158, and Smashing an Object, page 165).
When selecting your character’s armor, keep in mind the fol-
lowing factors (given as column headings on Table 7–6: Armor and
Shields).
Cost:
The cost of the armor for Small or Medium humanoid
creatures. See the Armor for Unusual Creatures sidebar for armor
prices for other creatures.
Armor/Shield Bonus:
Each armor grants an armor bonus to AC,
while shields grant a shield bonus to AC. The armor bonus from a
suit of armor doesn’t stack with other effects or items that grant an
armor bonus, such as the
mage armor
spell or
bracers of armor
..
Similarly, the shield bonus from a shield doesn’t stack with other
effects that grant a shield bonus, such as the
shield
spell.
Maximum Dex Bonus:
This number is the maximum Dexterity
bonus to AC that this type of armor allows. Heavier armors limit
your mobility, reducing your ability to dodge blows. For example,
chainmail permits a maximum Dexterity bonus of +2. A character
with a Dexterity score of 18 normally gains a +4 bonus to his AC, but
wearing chainmail drops that bonus to +2. Such a character’s final
Armor Class would be 17 (10 base + 5 armor bonus + 2 Dex bonus =
17), assuming he has no other modifiers. This restriction doesn’t
affect any other Dexterity-related abilities (such as Reflex saves and
skill checks).
Even if a character’s Dexterity bonus to AC drops to 0 because of
armor, this situation does not count as losing a Dexterity bonus to
AC. For example, a rogue can’t sneak attack a character just because
you’re wearing half-plate.
Your character’s encumbrance (the amount of gear he or she
carries) may also restrict the maximum Dexterity bonus that can be
applied to his or her Armor Class; see Encumbrance by Armor, page
161, for details.
Shields:
Shields do not affect a character’s maximum Dexterity
bonus.
Armor Check Penalty:
Anything heavier than leather hurts a
character’s ability to use some skills. An armor check penalty
number is the penalty that applies to Balance, Climb, Escape Artist,
Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks by
a character wearing a certain kind of armor. Double the normal
armor check penalty is applied to Swim checks. Some characters
don’t much care about the armor check penalty, but others do. The
barbarian, in particular, faces a trade-off between heavier armor and
better skill check results. A character’s encumbrance (the amount of
gear carried, including armor) may also apply an armor check
penalty; see Encumbrance by Armor, page 161, for details.
Shields:
If a character is wearing armor and using a shield, both
armor check penalties apply.
Nonproficient with Armor Worn:
A character who wears armor
and/or uses a shield with which he or she is not proficient takes the
armor’s (and/or shields’s) armor check penalty on attack rolls and on
all Strength-based and Dexterity-based ability and skill checks. The
penalty for nonproficiency with armor stacks with the penalty for
nonprofiency with shields.
Sleeping in Armor:
A character who sleeps in medium or heavy
armor is automatically fatigued the next day. He or she takes a –2
penalty on Strength and Dexterity and can’t charge or run. Sleeping
in light armor does not cause fatigue.
Arcane Spell Failure:
Armor interferes with the gestures that a
spellcaster must make to cast an arcane spell that has a somatic
component. Arcane spellcasters face the possibility of arcane spell
failure if they’re wearing armor, so wizards and sorcerers usually
don’t do so. Bards can wear light armor without incurring any arcane
spell failure chance for their bard spells.
Casting an Arcane Spell in Armor:
A character who casts an arcane
spell while wearing armor must usually make an arcane spell failure
roll. The number in the Arcane Spell Failure column on Table 7–6 is
the chance that the spell fails and is ruined. If the spell lacks a
somatic component, however, it can be cast with no chance of
arcane spell failure.
Shields:
If a character is wearing armor and using a shield, add the
two numbers together to get a single arcane spell failure chance.
Speed:
Medium and heavy armor slows the wearer down. It’s
better to be slow and alive than to be quick and dead, but don’t
neglect to give speed some thought. The number on Table 7–6 is the
character’s speed while wearing the armor. Humans, elves, half-
elves, and half-orcs have an unencumbered speed of 30 feet. They
use the first column. Dwarves, gnomes, and halflings have an
unencumbered speed of 20 feet. They use the second column.
Remember, however, that a dwarf’s land speed remains 20 feet even
in medium or heavy armor or when carrying a medium or heavy
load.
Shields:
Shields do not affect a character’s speed.
Weight:
This column gives the weight of the armor sized for a
Medium wearer. Armor fitted for Small characters weighs half as
much, and armor for Large characters weighs twice as much.
CHAPTER 7:
EQUIPMENT
复核记录
请逐项记录回复、依据/引文/可核查出处、来源类型(官方勘误/印次变化/官方说明/个人解释)、版本/印次及复核人。
法术引擎(Spell Engine)
法术 ID 4204 · 问题编号 undefined-engine · 缺少说明 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[undefined-engine] 说明缺失:SC第198页完整条目的持续时间为“见正文”,法术抗性为“有;见正文”,并明确保留在引擎光线内准备法术只需通常一半时间的收益,但正文没有给出引擎的持续时长、法术抗性适用的对象与时点,或光线的范围等参数。正文说明施放时替换已准备法术、同级替换且不能补充当日已用空法术位,这些条件不补足上述缺失。效果栏的半径5尺描述魔法轮盘,不能据此推定光照范围或持续时间。适用来源为D&D v3.5、SC 2005年12月第一印次;本地完整单页SC勘误没有本项专项修正,一般主要规则优先政策也没有补充这些参数。尚未认证全部后来印次。 影响:引擎能维持多久、谁在何时需要检验法术抗性,以及光中加快准备法术的空间与时间条件仍待说明;不自行填写数值或取消原述收益。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
引擎能维持多久、谁在何时需要检验法术抗性,以及光中加快准备法术的空间与时间条件仍待说明;不自行填写数值或取消原述收益。
英文依据
SC:印刷页 198;PDF 第 198 页。
Duration:
See text
SC:印刷页 198;PDF 第 198 页。
Spell Resistance:
Yes;
see text
SC:印刷页 198;PDF 第 198 页。
Preparing spells within the light
provided by a spell engine takes only
half as long as normal.适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 198;PDF 第 198 页。
198
CHAPTER 1
SPELL
DESCRIPTIONS
go of it or when the spell’s duration
expires, whichever comes first.
SPEECHLINK
Divination
Level:
Bard 3
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Targets:
You and one creature
touched
Duration:
10 minutes/level (D)
Saving Throw:
None
Spell Resistance:
No
Tapping your finger to the side of your head
and to your intended subject, you whisper
words of greeting to complete the spell. You
then hear your subject’s voice as if it were
speaking directly into your ear.
You and a willing subject can com-
municate verbally no matter how much
distance you put between yourselves
on the same plane. Either participant
can end the spell at any time.
Speechlink
allows you and your allies each to hear
the other’s vocalizations, whatever
their volume. It does not transfer other
sounds from either participant’s loca-
tion. This spell works on any creatures,
including animals, but does not convey
any special language comprehension
ability.
SPELL ENGINE
Abjuration [Force]
Level:
Wizard 8
Components:
V, S, M, XP
Casting Time:
10 minutes
Range:
Close (25 ft. +
5 ft./2 levels)
Effect:
5-ft.-radius magical
wheel
Duration:
See text
Saving Throw:
None
Spell Resistance:
Yes;
see text
You speak a word of abjuration
and thrust aloft the bone disk
and silver wheel, held together by
a single tear. The disk and wheel
begin to spin, then vanish, but
you feel the power of the mystic
engine created nearby.
Upon casting this spell, you
can swap out any or all of your
prepared spells for other spells from
your spellbook. Each prepared spell
must be swapped for a spell of the same
level. Empty spell slots from a spell cast
earlier in the day (including the casting
of this spell) cannot be refreshed.
Preparing spells within the light
provided by a spell engine takes only
half as long as normal.
Material Components:
A disk of pol-
ished bone, one of your tears, and a
silver wheel worth 500 gp.
XP Cost:
250 XP.
SPELL ENHANCER
Transmutation
Level:
Sorcerer/wizard 4
Components:
V
Casting Time:
1 swift action
Range:
Personal
Target:
You
Duration:
1 round
You utter an ancient word
tied to the fundamental
principles of magic and
immediately begin cast-
ing another spell.
This spell enhances the next spell you
cast, making it more difficult for targets
to resist. The next spell you cast this
round is cast at +2 caster level, and its
save DC increases by 1.
SPELL FLOWER
Transmutation
Level:
Cleric 1, sorcerer/wizard 1
Components:
V, S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level
Joining mysterious phrases with the simple
motion of flexing your fingers, you imbue
your hands with receptive magical energy
that crackles and glows a soft orange.
You are able to hold the charge for one
touch spell per arm of your body as long
as you don’t use a changed limb to cast
another spell or touch anything
with it. Each touch spell you
cast resides in a different fore-
limb. For the duration of this
spell, any touch spells you
cast are discharged only if
you cast another spell with
that forelimb or touch some-
thing with that forelimb.
For example, a human
sorcerer casts this spell,
then casts
chill touch
and
holds the charge in his left
hand, then casts
shocking
grasp
and holds the charge in
his right hand. Because of
the
spell flower,
he can hold
the charge on both of these
spells at the same time. If
he casts another spell with
a somatic component (which
requires the use of one of his
hands), he immediately loses
one of his held touch spells
(his choice), but if the spell he
casts is also a touch spell, he can
immediately hold the charge in
the available hand. If he chooses
to attack with a touch spell, it works
normally. Since he has multiple
limbs that are considered armed, he
can make an off-hand attack with
the other touch spell in the same
round, with the normal penalties
for fighting with two weapons
(
PH
160).
A spectral weapon appears fearsome
at first glance
Illus. by D. Martin复核记录
请逐项记录回复、依据/引文/可核查出处、来源类型(官方勘误/印次变化/官方说明/个人解释)、版本/印次及复核人。
高等法术矩阵(Spell Matrix, Greater)
法术 ID 4209 · 问题编号 sequence-inheritance · 解释疑问 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[sequence-inheritance] 解释疑问:SC第199页Greater明确继承Lesser;Lesser只容纳一个3级或以下法术,在施法后的那轮施法存入,一轮后不论是否装入都关闭,只有可由法术瞬发(Quicken Spell)专长改变的法术可存入,且视为已准备法术。矩阵有效时可用迅捷动作施放其中法术,施放后该法术消失;施放矩阵所受伤害在矩阵存在时无法以任何方式治愈。成功解除矩阵也解除其中法术;反魔法力场会中断矩阵持续时间而不激活储存法术,离开力场后矩阵恢复有效;若你在法术仍储存时死亡,矩阵和其中法术无害消散。Greater明确改为最多三个法术、3轮关闭和3d6伤害,法器改为至少1500金币钻石。相同页面的普通Spell Matrix则额外写两个均为2级或以下的储存法术可联结为序列,并以一个迅捷动作施放二者;Greater没有明写继承普通版,却允许指定一个法术或一个法术序列条件触发。可以考虑借用普通版的两法术联结定义来理解序列,但它是否适用于Greater仍待确认;不能仅由三法术容量推出三个法术可联结,也不能确定其等级限制或形成动作。PH第98页Quicken Spell规定施法时间超过一个整轮动作的法术不能瞬发,使用高四级法术位,施法不引发借机攻击,每轮限一次,并限制自发施法;它本身不提供序列构造规则。PH该印次写瞬发施法为自由动作,SC矩阵明确写迅捷动作,此处保持SC自身用法。PH v3.5为2003年7月第一印次;本地完整2006-02-17三页PHB勘误没有Quicken Spell的专项修正。适用版本为D&D v3.5、SC 2005年12月第一印次;本地完整单页Spell Compendium勘误没有本项的专项修正。其主要规则文字优先的一般政策不自动判定这里存在矛盾,也不提供具体解释。尚未核查全部后来印次。 影响:法术序列的形成、联结数量/等级限制和条件触发;条件在施放矩阵时设定、触发法术必须影响你自身、触发不可临时取消。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
法术序列的形成、联结数量/等级限制和条件触发;条件在施放矩阵时设定、触发法术必须影响你自身、触发不可临时取消。
英文依据
SC:印刷页 199;PDF 第 199 页。
This spell functions like
lesser spell
matrix
, except that you can store up to
three spells of up to 3rd level, and you
take 3d6 points of damage instead of
1d6 upon casting. The matrix closes
after 3 rounds and no more spells can
be added, even if it is not full.
SC:印刷页 199;PDF 第 199 页。
In addition, you can designate one
spell or one spell sequence held in the
matrix to come into effect under a con-
dition you dictate when casting
greater
spell matrix.
The spell (or sequence of 适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 199;PDF 第 199 页。
199
CHAPTER 1
SPELL
DESCRIPTIONS
A marilith spellcaster could do the
same as the sorcerer in the previous
example, except that she could hold
the charge on up to six touch spells.
She could also use any of her spell-like
or supernatural abilities, since those do
not interfere with holding a charge.
If the
spell flower
effect ends, the
most recent touch spell cast remains as
a held charge and all other held spells
dissipate.
SPELL IMMUNITY,
LESSER
Abjuration
Level:
Cleric 2
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
10 minutes/level
Saving Throw:
Will negates
(harmless)
Spell Resistance:
Yes (harmless)
Silvery motes of light begin to snow down as
you complete the spell, shifting to its recipi-
ent upon your successful touch. The motes
coalesce into a nimbus that contracts and
holds to the subject as a silvery sheen.
This spell protects one creature from
a single 1st- or 2nd-level spell. The
creature effectively has unbeatable
spell resistance regarding the chosen
spell.
Lesser spell immunity
can’t protect
a creature from a spell to which spell
resistance doesn’t apply. This spell
works against other spells, spell-like
effects, and innate spell-like abilities.
It does not protect against supernatu-
ral or extraordinary abilities, such as
breath weapons or gaze attacks. Only
a particular spell can be protected
against, not a school of spells or a
group of spells with similar effects;
thus, a creature given immunity to
inflict light wounds
is still susceptible
to
inflict moderate wounds
.
A creature can have only one
lesser
spell immunity
or
spell immunity
(
PH
282)
in effect at a time.
SPELL MATRIX
Transmutation
Level:
Sorcerer/wizard 7
Effect:
Matrix that holds two of your
spells
This spell functions like
lesser spell
matrix
, except that you can store up to
two spells of up to 3rd level, and you
take 2d6 points of damage instead of
1d6 upon casting. The matrix closes
after 2 rounds and no more spells can
be added, even if it is not full.
In addition, you can decide to link
the two spells stored in the matrix into
a spell sequence if both are 2nd level or
lower. You can then discharge the two
linked spells as a single swift action,
just as if you were casting the lone spell
from a
spell matrix.
Focus:
A sapphire with a minimum
value of 1,000 gp.
SPELL MATRIX,
GREATER
Transmutation
Level:
Sorcerer/wizard 9
Effect:
Matrix that holds three of
your spells
This spell functions like
lesser spell
matrix
, except that you can store up to
three spells of up to 3rd level, and you
take 3d6 points of damage instead of
1d6 upon casting. The matrix closes
after 3 rounds and no more spells can
be added, even if it is not full.
In addition, you can designate one
spell or one spell sequence held in the
matrix to come into effect under a con-
dition you dictate when casting
greater
spell matrix.
The spell (or sequence of
spells) to be activated by the triggering
condition must be of a type that affects
your own person, such as
levitate
or
feather fall.
The conditions required to
bring the desired spell or spells into
effect must be clear, although they
can be general. In all cases,
greater spell
matrix
immediately brings into effect
the designated spell or sequence of
spells, which is cast instantaneously
when the designated circumstances
occur. You cannot choose to have the
spell or spells not activate when the
triggering event occurs.
Focus:
A diamond with a minimum
value of 1,500 gp.
SPELL MATRIX, LESSER
Transmutation
Level:
Sorcerer/wizard 5
Components:
V, S, F
Casting Time:
1 standard action
Range:
Personal
Effect:
Matrix that holds one of your
spells
Duration:
10 minutes/level (D)
Concentrating as you intone the arcane
words, you envision your mind as a maze of
paths and doors. You get a chill as the spell
completes and some of the doors open.
You prepare a magical matrix that
allows you to store one of your spells
and use it later as a swift action.
In the round after you cast
lesser spell
matrix,
you can cast one spell of up to
3rd level to be stored in it. The matrix
closes after 1 round, whether or not you
have stored a spell in it. Only a spell
that can be altered by the Quicken
Spell feat can be placed in the matrix,
and any spell stored there is treated as a
prepared spell. Casting
lesser spell matrix
deals 1d6 points of damage to you, and
this damage cannot be healed by any
means while the matrix exists.
While the matrix is active, you can
cast the spell stored in it as a swift
action. Once it is cast from the matrix,
the spell is gone.
A
dispel magic
spell that successfully
dispels the matrix also dispels the
spell held inside it. If you are affected
by an
antimagic field
, the duration of
the matrix is interrupted, but the spell
does not activate. The matrix becomes
active again when you emerge from
the
antimagic field
. If you die while
the spell is still held in the matrix,
both the spell and the matrix dissipate
harmlessly.
Focus:
A piece of amber with a mini-
mum value of 500 gp.
SPELL RESISTANCE,
MASS
Abjuration
Level:
Cleric 7
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
One creature/level, no two
of which are more than 30 ft. apart
Duration:
1 round/level
Wrapping your allies in protective magic,
you give them the ability to shrug off
spells.
This spell functions like
spell resistance
(
PH
282), except as noted here.
PHB:印刷页 98;PDF 第 99 页。
98
An empowered, maximized spell gains the separate benefits of
each feat: the maximum result plus one-half the normally rolled
result. An empowered, maximized
fireball
cast by a 15th-level wizard
deals points of damage equal to 60 plus one half of 10d6.
MOBILITY
[GENERAL]
You are skilled at dodging past opponents and avoiding blows.
Prerequisites:
Dex 13, Dodge.
Benefit:
You get a +4 dodge bonus to Armor Class against attacks
of opportunity caused when you move out of or within a threatened
area. A condition that makes you lose your Dexterity bonus to
Armor Class (if any) also makes you lose dodge bonuses. Dodge
bonuses (such as this one and a dwarf’s racial bonus on dodge
attempts against giants) stack with each other, unlike most types of
bonuses.
Special:
A fighter may select Mobility as one of his fighter bonus
feats (see page 38).
MOUNTED ARCHERY
[GENERAL]
You are skilled at using ranged weapons while mounted.
Prerequisites:
Ride 1 rank, Mounted Combat.
Benefit:
The penalty you take when using a ranged weapon while
mounted is halved: –2 instead of –4 if your mount is taking a double
move, and –4 instead of –8 if your mount is running (see Mounted
Combat, page 157).
Special:
A fighter may select Mounted Archery as one of his
fighter bonus feats (see page 38).
MOUNTED COMBAT
[GENERAL]
You are skilled in mounted combat.
Prerequisite:
Ride 1 rank.
Benefit:
Once per round when your mount is hit in combat, you
may attempt a Ride check (as a reaction) to negate the hit. The hit is
negated if your Ride check result is greater than the opponent’s
attack roll. (Essentially, the Ride check result becomes the mount’s
Armor Class if it’s higher than the mount’s regular AC.)
Special:
A fighter may select Mounted Combat as one of his
fighter bonus feats (see page 38).
NATURAL SPELL
[GENERAL]
You can cast spells while in a wild shape.
Prerequisites:
Wis 13, wild shape ability.
Benefit:
You can complete the verbal and somatic components of
spells while in a wild shape. For example, while in the form of a
hawk, you could substitute screeches and gestures with your talons
for the normal verbal and somatic components of a spell. You can
also use any material components or focuses you possess, even if
such items are melded within your current form. This feat does not
permit the use of magic items while you are in a form that could not
ordinarily use them, and you do not gain the ability to speak while
in a wild shape.
NEGOTIATOR
[GENERAL]
You are good at gauging and swaying attitudes.
Benefit:
You get a +2 bonus on all Diplomacy checks and Sense
Motive checks.
NIMBLE FINGERS
[GENERAL]
You are adept at manipulating small, delicate objects.
Benefit:
You get a +2 bonus on all Disable Device checks and
Open Lock checks.
PERSUASIVE
[GENERAL]
You have a way with words and body language.
Benefit:
You get a +2 bonus on all Bluff checks and Intimidate
checks.
POINT BLANK SHOT
[GENERAL]
You are skilled at making well-placed shots with ranged weapons at
close range.
Benefit:
You get a +1 bonus on attack and damage rolls with
ranged weapons at ranges of up to 30 feet.
Special:
A fighter may select Point Blank Shot as one of his
fighter bonus feats (see page 38).
POWER ATTACK
[GENERAL]
You can make exceptionally powerful melee attacks.
Prerequisite:
Str 13.
Benefit:
On your action, before making attack rolls for a round,
you may choose to subtract a number from all melee attack rolls and
add the same number to all melee damage rolls. This number may
not exceed your base attack bonus. The penalty on attacks and bonus
on damage apply until your next turn.
Special:
If you attack with a two-handed weapon, or with a one-
handed weapon wielded in two hands, instead add twice the number
subtracted from your attack rolls. You can’t add the bonus from
Power Attack to the damage dealt with a light weapon (except with
unarmed strikes or natural weapon attacks), even though the
penalty on attack rolls still applies. (Normally, you treat a double
weapon as a one-handed weapon and a light weapon. If you choose
to use a double weapon like a two-handed weapon, attacking with
only one end of it in a round, you treat it as a two-handed weapon.)
A fighter may select Power Attack as one of his fighter bonus feats
(see page 38).
PRECISE SHOT
[GENERAL]
You are skilled at timing and aiming ranged attacks.
Prerequisite:
Point Blank Shot.
Benefit:
You can shoot or throw ranged weapons at an opponent
engaged in melee without taking the standard –4 penalty on your
attack roll (see Shooting or Throwing into a Melee, page 140).
Special:
A fighter may select Precise Shot as one of his fighter
bonus feats (see page 38).
QUICK DRAW
[GENERAL]
You can draw weapons with startling speed.
Prerequisite:
Base attack bonus +1.
Benefit:
You can draw a weapon as a free action instead of as a
move action. You can draw a hidden weapon (see the Sleight of
Hand skill, page 81) as a move action.
A character who has selected this feat may throw weapons at his
full normal rate of attacks (much like a character with a bow).
Normal:
Without this feat, you may draw a weapon as a move
action, or (if your base attack bonus is +1 or higher) as a free action
as part of movement (see page 142). Without this feat, you can draw
a hidden weapon as a standard action.
Special:
A fighter may select Quick Draw as one of his fighter
bonus feats (see page 38).
QUICKEN SPELL
[METAMAGIC]
You can cast a spell with a moment’s thought.
Benefit:
Casting a quickened spell is a free action. You can per-
form another action, even casting another spell, in the same round
as you cast a quickened spell. You may cast only one quickened spell
per round. A spell whose casting time is more than 1 full-round
action cannot be quickened. A quickened spell uses up a spell slot
four levels higher than the spell’s actual level. Casting a quickened
spell doesn’t provoke an attack of opportunity.
Special:
This feat can’t be applied to any spell cast spontaneously
(including sorcerer spells, bard spells, and cleric or druid spells cast
spontaneously), since applying a metamagic feat to a spontaneously
cast spell automatically increases the casting time to a full-round
action.
CHAPTER 5:
FEATS
复核记录
请逐项记录回复、依据/引文/可核查出处、来源类型(官方勘误/印次变化/官方说明/个人解释)、版本/印次及复核人。
蜘蛛形态(Spider Shapes)
法术 ID 4215 · 问题编号 polymorph-reference · 原述冲突 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[polymorph-reference] 定位问题:SC第201页原引用为PH第283页。实际PH第263页的法术标题是Polymorph(变形术)。PH第283页并非该法术所在页,该页列有Spider Climb(蛛行术)、Spike Growth(荆棘丛生)、Spike Stones(尖石术)等。毒咬比较问题:SC同时说与变形术不同,本法术可获得蜘蛛毒咬。PH第263页的变形术明示:受术者取得新形态的全部特异特殊攻击,包括绞缠、攫抓和毒素;不取得新形态的特异特殊能力、超自然能力或类法术能力。因此修正引用页码并不能解决“与变形术不同”的规则差异;比较句是否来自另一版规则或应如何解释,尚无明确依据,不猜配版本。变形术实际继承PH第197页Alter Self(变身术),并明示自己的例外;变身术未一般授予新形态的特异特殊攻击,不能用它覆盖变形术明确授予毒素的段落。核对版本为D&D v3.5、SC 2005年12月第一印次和PHB 2003年7月第一印次;尚未认证全部后来印次。完整单页SC勘误无本条专项修正;2006年2月17日版PHB勘误中相关修正适用于Baleful Polymorph(PH第203页)和Polymorph Any Object(PH第263页),没有独立Polymorph或Alter Self专项修正,也未修正本条引用或毒咬比较。 影响:引用定位与继承比较须分别回答;本条明确给予蜘蛛毒咬,但“与变形术不同”的依据和解释仍待回答。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
引用定位与继承比较须分别回答;本条明确给予蜘蛛毒咬,但“与变形术不同”的依据和解释仍待回答。
英文依据
SC:印刷页 201;PDF 第 201 页。
This spell functions like
polymorph
(
PH
283), except that you polymorph up
PHB:印刷页 263;PDF 第 264 页。
Polymorph
PHB:印刷页 283;PDF 第 284 页。
Spider Climb
Spike Growth
Spike Stones
SC:印刷页 201;PDF 第 201 页。
Unlike with
polymorph,
this spell allows
the subjects to gain a spider’s poisonous
bite. All the creatures you transmute
PHB:印刷页 263;PDF 第 264 页。
The subject gains the Strength, Dex-
terity, and Constitution scores of the new
form but retains its own Intelligence,
Wisdom, and Charisma scores. It also gains
all extraordinary special attacks possessed
by the form (such as constrict, improved
grab, and poison) but does not gain the
extraordinary special qualities possessed by
the new form (such as blindsense, fast
healing, regeneration, and scent) or any
supernatural or spell-like abilities.
PHB:印刷页 263;PDF 第 264 页。
This spell functions like
alter self
, except
that you change the willing subject into
another form of living creature. The new
PHB:印刷页 197;PDF 第 198 页。
Alter Self
You do not gain any extraordinary spe-
cial attacks or special qualities not noted
above under physical qualities, such as
darkvision, low-light vision, blindsense,
blindsight, fast healing, regeneration,
scent, and so forth. 适用勘误结论
PHB 2006-02-17 完整三页勘误检索 Polymorph 有命中:Baleful Polymorph、Polymorph Any Object 等不是本条继承引用的专项改写,不能报告为无命中。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 201;PDF 第 201 页。
201
CHAPTER 1
SPELL
DESCRIPTIONS
hit points (despite any change in Con-
stitution), alignment, base attack bonus,
and base saves. (New Strength, Dexter-
ity, and Constitution scores might
affect final Armor Class, attack, and
save bonuses.) The subject’s equipment
remains and continues to function as
long as it fits a drider’s body shape.
Otherwise it is subsumed into the new
form and ceases to function for the
duration of the spell. Retained items
include anything worn on the upper
body (head, neck, shoulders, hands,
arms, and waist). Nonfunctioning
items include anything worn on the
legs, feet, or the whole body (armor,
robes, vestments, and boots).
The subject’s bite delivers a poison
with a Fortitude save DC of 16 + your
Wisdom bonus. Initial and second-
ary damage is 1d6 points of Strength
damage.
Your control over the subject is like
that provided by a
dominate person
spell
(
PH
224). (You telepathically control the
creature as long as it remains within
range.)
SPIDER PLAGUE
Conjuration (Summoning) [see text]
Level:
Cleric 6
Components:
V, S
Casting Time:
1 round
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Five summoned spiders
Duration:
1 round/level
Saving Throw:
None
Spell Resistance:
No
Your eyes rolling wildly in their sockets, you
cackle the last few words to call upon your
deity’s power. A number of massive spiders
spring up from the earth in the location
you indicate.
This spell summons five celestial or
fiendish Large monstrous spiders (
MM
289). They appear where you designate
and act immediately, on your turn.
They attack your opponents to the best
of their ability. If you can communicate
with the spiders, you can direct them
not to attack, to attack particular
enemies, or to perform other actions.
A celestial spider summoned by this
spell has damage reduction 5/magic;
resistance to acid 5, cold 5, and electric-
ity 5; spell resistance 9; and a smite evil
attack that provides a +4 bonus on one
damage roll.
A fiendish creature (
MM
107)
summoned by this spell has damage
reduction 5/magic; resistance to acid
5 and fire 5; spell resistance 9; and a
smite good attack that provides a +4
bonus on one damage roll.
When you use a summoning spell to
summon an evil or good creature, it is
a spell of that type.
SPIDER POISON
Necromancy
Level:
Assassin 3, sorcerer/wizard 3
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Target:
Living creature touched
Duration:
Instantaneous; see text
Saving Throw:
Fortitude negates
Spell Resistance:
Yes
You hold the husk of the spider in your hand
and speak the words of the spell. The husk
vanishes, but leaves in your palm the brief
glowing image of a spider.
You poison a subject by making a suc-
cessful melee touch attack. The poison
deals 1d6 points of Strength damage
immediately and another 1d6 points of
Strength damage 1 minute later. Each
instance of damage can be negated by a
Fortitude save (DC 10 + 1/2 your caster
level + your relevant spellcasting ability
modifier (Intelligence for wizards and
assassins, Charisma for sorcerers).
Material Component:
A poisonous
spider, alive or dead.
SPIDER SHAPES
Transmutation
Level:
Spider 9
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
One willing creature/level,
all within 30 ft. of each other
Duration:
1 hour/level (D)
Saving Throw:
None; see text
Spell Resistance:
Yes (harmless)
You channel the power of the spell into the
willing masses before you, granting them
the blessed forms of spiders.
This spell functions like
polymorph
(
PH
283), except that you polymorph up
to one willing creature per level into
a monstrous spider (
MM
288) of any
size from Tiny to Huge as you decide.
Unlike with
polymorph,
this spell allows
the subjects to gain a spider’s poisonous
bite. All the creatures you transmute
must become spiders of the same size.
Subjects remain in the spider form
until the spell expires or you dismiss
the spell for all subjects. In addition,
an individual subject can choose to
resume its normal form as a full-round
action. Doing so ends the spell for that
creature only.
SPIDERFORM
Transmutation
Level:
Drow 5
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 hour/level (D)
You invest the power of the spell into your-
self, twisting and bending your own form
into that of a spider.
You can polymorph into a drider (
MM
89) or a Tiny, Small, Medium, or Large
monstrous spider (
MM
288). You regain
lost hit points as if you rested for a day
on the initial transformation. The spell
lasts until you decide to resume your
normal shape.
You acquire the physical and natural
abilities of the creature you poly-
morph into, including natural size,
Strength, Dexterity, and Constitution,
armor, attack routines, and movement
capabilities.
You also acquire the poisonous bite
and web-spinning ability of whichever
spider form you choose.
You retain your Intelligence,
Wisdom, and Charisma scores, level
and class, hit points (despite any
change in Constitution), alignment,
base attack bonus, and base saves. (New
Strength, Dexterity, and Constitution
scores might affect final attack and save
bonuses.) You can cast spells and use
magic items if you choose drider form,
but no other spider form is capable of
spellcasting or manipulating devices.
If you choose drider form, your
equipment remains and continues
to function as long as it fits a drider’s
body shape. Retained items include
anything worn on the upper body
(head, neck, shoulders, hands, arms,
and waist). Otherwise your equipment
PHB:印刷页 197;PDF 第 198 页。
197
safely. If not, it falls the rest of the dis-
tance, taking 1d6 points of damage per 10
feet of fall. Since dispelling a spell effect-
tively ends it, the subject also descends in
this way if the
air walk
spell is dispelled,
but not if it is negated by an
antimagic field
.
You can cast air walk on a specially
trained mount so it can be ridden through
the air. You can train a mount to move
with the aid of
air walk
(counts as a trick;
see page 74) with one week of work and a
DC 25 Handle Animal check.
Alarm
Abjuration
Level:
Brd 1, Rgr 1, Sor/Wiz 1
Components:
V, S, F/DF
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
20-ft.-radius emanation centered on
a point in space
Duration:
2 hours/level (D)
Saving Throw:
None
Spell Resistance:
No
Alarm
sounds a mental or audible alarm
each time a creature of Tiny or larger size
enters the warded area or touches it. A
creature that speaks the password (deter-
mined by you at the time of casting) does
not set off the
alarm
. You decide at the
time of casting whether the
alarm
will be
mental or audible.
Mental Alarm:
A mental
alarm
alerts you
(and only you) so long as you remain
within 1 mile of the warded area. You note
a single mental “ping” that awakens you
from normal sleep but does not otherwise
disturb concentration. A
silence
spell has no
effect on a mental
alarm
.
Audible Alarm:
An audible
alarm
pro-
duces the sound of a hand bell, and anyone
within 60 feet of the warded area can hear
it clearly. Reduce the distance by 10 feet
for each interposing closed door and by 20
feet for each substantial interposing wall.
In quiet conditions, the ringing can be
heard faintly as far as 180 feet away. The
sound lasts for 1 round. Creatures within a
silence
spell cannot hear the ringing.
Ethereal or astral creatures do not trig-
ger the
alarm
.
Alarm
can be made permanent with a
permanency
spell.
Arcane Focus:
A tiny bell and a piece of
very fine silver wire
Align Weapon
Transmutation [see text]
Level:
Clr 2
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Target:
Weapon touched or fifty projec-
tiles (all of which must be in contact
with each other at the time of casting)
Duration:
1 min./level
Saving Throw:
Will negates (harmless,
object)
Spell Resistance:
Yes (harmless, object)
Align weapon
makes a weapon good, evil,
lawful, or chaotic, as you choose. A weapon
that is aligned can bypass the damage
reduction of certain creatures, usually out-
siders of the opposite alignment. This spell
has no effect on a weapon that already has
an alignment, such as a holy sword.
You can’t cast this spell on a natural
weapon, such as an unarmed strike.
When you make a weapon good, evil,
lawful, or chaotic,
align weapon
is a good,
evil, lawful, or chaotic spell, respectively.
Alter Self
Transmutation
Level:
Brd 2, Sor/Wiz 2
Components:
V, S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
10 min./level (D)
You assume the form of a creature of the
same type as your normal form (such as
humanoid or magical beast). The new form
must be within one size category of your
normal size. The maximum HD of an
assumed form is equal to your caster level,
to a maximum of 5 HD at 5th level. You
can change into a member of your own
kind or even into yourself.
You retain your own ability scores. Your
class and level, hit points, alignment, base
attack bonus, and base save bonuses all
remain the same. You retain all supernatu-
ral and spell-like special attacks and quali-
ties of your normal form, except for those
requiring a body part that the new form
does not have (such as a mouth for a breath
weapon or eyes for a gaze attack). You keep
all extraordinary special attacks and
qualities derived from class levels (such as
a barbarian’s rage ability), but you lose any
from your normal form that are not
derived from class levels (such as a
dragon’s frightful presence ability).
If the new form is capable of speech,
you can communicate normally. You
retain any spellcasting ability you had in
your original form, but the new form must
be able to speak intelligibly (that is, speak a
language) to use verbal components and
must have limbs capable of fine manipu-
lation to use somatic or material compo-
nents.
You acquire the physical qualities of the
new form while retaining your own mind.
Physical qualities include natural size,
mundane movement capabilities (such as
burrowing, climbing, walking, swimming,
and flight with wings, to a maximum speed
of 120 feet for flying or 60 feet for
nonflying
movement),
natural
armor
bonus, natural weapons (such as claws,
bite, and so on), racial skill bonuses, racial
bonus feats, and any gross physical quali-
ties (presence or absence of wings, number
of extremities, and so forth). A body with
extra limbs does not allow you to make
more attacks (or more advantageous two-
weapon attacks) than normal.
You do not gain any extraordinary spe-
cial attacks or special qualities not noted
above under physical qualities, such as
darkvision, low-light vision, blindsense,
blindsight, fast healing, regeneration,
scent, and so forth.
You do not gain any supernatural special
attacks, special qualities, or spell-like
abilities of the new form. Your creature
type and subtype (if any) remain the same
regardless of your new form. You cannot
take the form of any creature with a tem-
plate, even if that template doesn’t change
the creature type or subtype.
You can freely designate the new form’s
minor physical qualities (such as hair co-
lor, hair texture, and skin color) within the
normal ranges for a creature of that kind.
The new form’s significant physical quali-
ties (such as height, weight, and gender)
are also under your control, but they must
fall within the norms for the new form’s
kind. You are effectively disguised as an
average member of the new form’s race. If
you use this spell to create a disguise, you
get a +10 bonus on your Disguise check.
When the change occurs, your equip-
ment, if any, either remains worn or held
by the new form (if it is capable of wearing
or holding the item), or melds into the
new form and becomes nonfunctional.
When you revert to your true form, any
objects previously melded into the new
form reappear in the same location on your
body they previously occupied and are
once again functional. Any new items you
wore in the assumed form and can’t wear
in your normal form fall off and land at
your feet; any that you could wear in either
form or carry in a body part common to
both forms (mouth, hands, or the like) at
the time of reversion are still held in the
same way. Any part of the body or piece of
equipment that is separated from the
whole reverts to its true form.
Analyze Dweomer
Divination
Level:
Brd 6, Sor/Wiz 6
Components:
V, S, F
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
One object or creature per caster
level
Duration:
1 round/level (D)
Saving Throw:
None or Will negates; see
text
Spell Resistance:
No
CHAPTER 11:
SPELLS
PHB:印刷页 263;PDF 第 264 页。
263
Focus:
A small, white ceramic cone or
prism.
Polymorph
Transmutation
Level:
Sor/Wiz 4
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Target:
Willing living creature touched
Duration:
1 min./level (D)
Saving Throw:
None
Spell Resistance:
No
This spell functions like
alter self
, except
that you change the willing subject into
another form of living creature. The new
form may be of the same type as the sub-
ject or any of the following types: aber-
ration,
animal,
dragon,
fey,
giant,
humanoid, magical beast, monstrous hu-
manoid, ooze, plant, or vermin. The as-
sumed form can’t have more Hit Dice than
your caster level (or the subject’s HD,
whichever is lower), to a maximum of 15
HD at 15th level. You can’t cause a subject
to assume a form smaller than Fine, nor
can you cause a subject to assume an
incorporeal or gaseous form. The subject’s
creature type and subtype (if any) change
to match the new form (see the
Monster
Manual
for more information).
Upon changing, the subject regains lost
hit points as if it had rested for a night
(though this healing does not restore tem-
porary ability damage and provide other
benefits of resting; and changing back does
not heal the subject further). If slain, the
subject reverts to its original form, though
it remains dead.
The subject gains the Strength, Dex-
terity, and Constitution scores of the new
form but retains its own Intelligence,
Wisdom, and Charisma scores. It also gains
all extraordinary special attacks possessed
by the form (such as constrict, improved
grab, and poison) but does not gain the
extraordinary special qualities possessed by
the new form (such as blindsense, fast
healing, regeneration, and scent) or any
supernatural or spell-like abilities.
Incorporeal or gaseous creatures are
immune to being
polymorphed
, and a crea-
ture with the shapechanger subtype (such
as a lycanthrope or a doppelganger) can
revert to its natural form as a standard
action.
Material Component:
An empty cocoon.
Polymorph Any Object
Transmutation
Level:
Sor/Wiz 8, Trickery 8
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature, or one nonmagical
object of up to 100 cu. ft./level
Duration:
See text
Saving Throw:
Fortitude negates (object);
see text
Spell Resistance:
Yes (object)
This spell functions like
polymorph
, except
that it changes one object or creature into
another. The duration of the spell depends
on how radical a change is made from the
original state to its enchanted state. The
DM determines the duration by using the
following guidelines.
Increase to
Changed Subject Is:
Duration Factor
1
Same kingdom (animal,
+5
vegetable, mineral)
Same class (mammals,
+2
fungi, metals, etc.)
Same size
+2
Related (twig is to tree,
+2
wolf fur is to wolf, etc.)
Same or lower Intelligence
+2
1 Add all that apply. Look up the total on the
next table.
Duration
Factor Duration
Example
0
20 minutes Pebble to human
2
1 hour
Marionette to human
4
3 hours
Human to marionette
5
12 hours
Lizard to manticore
6
2 days
Sheep to wool coat
7
1 week
Shrew to manticore
9+
Permanent
Manticore to shrew
Unlike
polymorph
,
polymorph any object
does
grant the creature the Intelligence score of
its new form. If the original form didn’t
have a Wisdom or Charisma score, it gains
those scores as appropriate for the new
form.
Damage taken by the new form can
result in the injury or death of the poly-
morphed creature. For example, it is pos-
sible to polymorph a creature into rock
and then grind it to dust, causing damage,
perhaps even death. If the creature was
changed to dust to start with, more
creative methods to damage it would be
needed. Perhaps you could use a gust of
wind spell to scatter the dust far and wide.
In general, damage occurs when the new
form is changed through physical force,
although the DM must adjudicate many of
these situations.
A nonmagical object cannot be made
into a magic item with this spell. Magic
items aren’t affected by this spell.
This spell cannot create material of great
intrinsic value, such as copper, silver,
gems, silk, gold, platinum, mithral, or
adamantine. It also cannot reproduce the
special properties of cold iron in order to
overcome the damage reduction of certain
creatures.
This spell can also be used to duplicate
the effects of
polymorph
,
flesh to stone
,
stone
to flesh
,
transmute mud to rock
,
transmute
water to dust
, or
transmute rock to mud
.
Arcane Material Component:
Mercury,
gum arabic, and smoke.
Power Word Blind
Enchantment (Compulsion) [Mind-
Affecting]
Level:
Sor/Wiz 7, War 7
Components:
V
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature with 200 hp or less
Duration:
See text
Saving Throw:
None
Spell Resistance:
Yes
You utter a single word of power that
causes one creature of your choice to be-
come blinded, whether the creature can
hear the word or not. The duration of the
spell depends on the target’s current hit
point total. Any creature that currently has
201 or more hit points is unaffected by
power word blind
.
Hit Points
Duration
50 or less
Permanent
51–100
1d4+1 minutes
101–200
1d4+1 rounds
Power Word Kill
Enchantment (Compulsion) [Death,
Mind-Affecting]
Level:
Sor/Wiz 9, War 9
Components:
V
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One living creature with 100 hp
or less
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
Yes
You utter a single word of power that in-
stantly kills one creature of your choice,
whether the creature can hear the word or
not. Any creature that currently has 101 or
more hit points is unaffected by
power word
kill
.
Power Word Stun
Enchantment (Compulsion) [Mind-
Affecting]
Level:
Sor/Wiz 8, War 8
Components:
V
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature with 150 hp or less
Duration:
See text
Saving Throw:
None
Spell Resistance:
Yes
CHAPTER 11:
SPELLS
PHB:印刷页 283;PDF 第 284 页。
283
three-fourths of the damage. If you were
targeted by a wizard’s
fear
spell (also a 4th-
level spell) in the same situation, you
would have a one in four (25%) chance to
be affected by the spell, while the caster
would have a three in four (75%) chance to
be affected.
If you and a spellcasting attacker are
both warded by
spell turning
effects in
operation, a resonating field is created.
Roll randomly to determine the result.
d%
Effect
01–70
Spell drains away without effect.
71–80
Spell affects both of you equally at
full effect.
81–97
Both turning effects are rendered
nonfunctional for 1d4 minutes.
98–100
Both of you go through a rift into
another plane.
Arcane Material Component:
A small silver
mirror.
Spider Climb
Transmutation
Level:
Drd 2, Sor/Wiz 2
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
10 min./level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
The subject can climb and travel on verti-
cal surfaces or even traverse ceilings as
well as a spider does. The affected creature
must have its hands free to climb in this
manner. The subject gains a climb speed of
20 feet; furthermore, it need not make
Climb checks to traverse a vertical or hori-
zontal surface (even upside down). A
spider
climbing
creature retains its Dexterity
bonus to Armor Class (if any) while climb-
ing, and opponents get no special bonus to
their attacks against it. It cannot, however,
use the run action while climbing.
Material Component:
A drop of bitumen
and a live spider, both of which must be
eaten by the subject.
Spike Growth
Transmutation
Level:
Drd 3, Rgr 2
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
One 20-ft. square/level
Duration:
1 hour/level (D)
Saving Throw:
Reflex partial
Spell Resistance:
Yes
Any ground-covering vegetation in the
spell’s area becomes very hard and sharply
pointed without changing its appearance.
In areas of bare earth, roots and rootlets act
in the same way. Typically,
spike growth
can
be cast in any outdoor setting except open
water, ice, heavy snow, sandy desert, or
bare stone. Any creature moving on foot
into or through the spell’s area takes 1d4
points of piercing damage for each 5 feet of
movement through the spiked area.
Any creature that takes damage from
this spell must also succeed on a Reflex
save or suffer injuries to its feet and legs
that slow its land speed by one-half. This
speed penalty lasts for 24 hours or until the
injured creature receives a
cure
spell
(which also restores lost hit points). An-
other character can remove the penalty by
taking 10 minutes to dress the injuries and
succeeding on a Heal check against the
spell’s save DC.
Spike growth
can’t be disabled with the
Disable Device skill.
Note:
Magic traps such as
spike growth
are
hard to detect. A rogue (only) can use the
Search skill to find a
spike growth
. The DC
is 25 + spell level, or DC 28 for
spike growth
(or DC 27 for
spike growth
cast by a ranger).
Spike Stones
Transmutation [Earth]
Level:
Drd 4, Earth 4
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
One 20-ft. square/level
Duration:
1 hour/level (D)
Saving Throw:
Reflex partial
Spell Resistance:
Yes
Rocky ground, stone floors, and similar
surfaces shape themselves into long, sharp
points that blend into the background.
Spike stones
impede progress through an
area and deal damage. Any creature
moving on foot into or through the spell’s
area moves at half speed.
In addition, each creature moving
through the area takes 1d8 points of pierc-
ing damage for each 5 feet of movement
through the spiked area.
Any creature that takes damage from
this spell must also succeed on a Reflex
save to avoid injuries to its feet and legs. A
failed save causes the creature’s speed to be
reduced to half normal for 24 hours or
until the injured creature receives a
cure
spell (which also restores lost hit points).
Another character can remove the penalty
by taking 10 minutes to dress the injuries
and succeeding on a Heal check against
the spell’s save DC.
Spike stones
is a magic trap that can’t be
disabled with the Disable Device skill.
Note:
Magic traps such as
spike stones
are
hard to detect. A rogue (only) can use the
Search skill to find
spike stones
. The DC is
25 + spell level, or DC 29 for
spike stones
.
Spiritual Weapon
Evocation [Force]
Level:
Clr 2, War 2
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Magic weapon of force
Duration:
1 round/level (D)
Saving Throw:
None
Spell Resistance:
Yes
A weapon made of pure force springs into
existence and attacks opponents at a dis-
tance, as you direct it, dealing 1d8 force
damage per hit, +1 point per three caster
levels (maximum +5 at 15th level). The
weapon takes the shape of a weapon fa-
vored by your deity or a weapon with some
spiritual significance or symbolism to you
(see below) and has the same threat range
and critical multipliers as a real weapon of
its form. It strikes the opponent you
designate, starting with one attack in the
round the spell is cast and continuing each
round thereafter on your turn. It uses your
base attack bonus (possibly allowing it
multiple attacks per round in subsequent
rounds) plus your Wisdom modifier as its
attack bonus. It strikes as a spell, not as a
weapon, so, for example, it can damage
creatures that have damage reduction. As a
force effect, it can strike incorporeal
creatures without the normal miss chance
associated
with
incorporeality.
The
weapon always strikes from your direction.
It does not get a flanking bonus or help a
combatant get one. Your feats (such as
Weapon Focus) or combat actions (such as
charge) do not affect the weapon. If the
weapon goes beyond the spell range, if it
goes out of your sight, or if you are not
directing it, the weapon returns to you and
hovers.
Each round after the first, you can use a
move action to redirect the weapon to a
new target. If you do not, the weapon con-
tinues to attack the previous round’s target.
On any round that the weapon switches
targets, it gets one attack. Subsequent
rounds of attacking that target allow the
weapon to make multiple attacks if your
base attack bonus would allow it to. Even if
the
spiritual weapon
is a ranged weapon, use
the spell’s range, not the weapon’s normal
range increment, and switching targets
still is a move action.
A
spiritual weapon
cannot be attacked or
harmed by physical attacks, but
dispel
magic
,
disintegrate
, a
sphere of annihilation
, or
a
rod of cancellation
affects it. A
spiritual
weapon
’s AC against touch attacks is 12 (10
+ size bonus for Tiny object).
If an attacked creature has spell resist-
ance, you make a caster level check (1d20 +
caster level) against that spell resistance
the first time the
spiritual weapon
strikes it.
If the weapon is successfully resisted, the
CHAPTER 11:
SPELLS
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蛛化术(Spiderform)
法术 ID 4216 · 问题编号 duration-choice · 解释疑问 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[duration-choice] 解释疑问:SC第201页表头为1 hour/level (D),正文同时说持续到你决定恢复正常形态为止(until),没有重述表头时限。可以理解为在表头时限内由你选择恢复形态,这种读法允许两处原述共存;原文未明确将until限定为“时限内”,也未明确宣告永久持续。具体适用解释尚待确认。适用版本为SC 2005年12月第一印次、D&D v3.5;本地完整单页Spell Compendium勘误没有这项问题的专项修正。其主要规则文字优先的一般政策不自动证明存在矛盾,也不直接补出此处解释;尚未核查全部后来印次。 影响:是否在1小时/等级内随意解除,以及表头时限到期时如何与恢复形态选择配合。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
是否在1小时/等级内随意解除,以及表头时限到期时如何与恢复形态选择配合。
英文依据
SC:印刷页 201;PDF 第 201 页。
Duration:
1 hour/level (D)
SC:印刷页 201;PDF 第 201 页。
on the initial transformation. The spell
lasts until you decide to resume your
normal shape.适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 201;PDF 第 201 页。
SPIDERFORM
Transmutation
Level:
Drow 5
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 hour/level (D)
You invest the power of the spell into your-
self, twisting and bending your own form
into that of a spider.
You can polymorph into a drider (
MM
89) or a Tiny, Small, Medium, or Large
monstrous spider (
MM
288). You regain
lost hit points as if you rested for a day
on the initial transformation. The spell
lasts until you decide to resume your
normal shape.
You acquire the physical and natural
abilities of the creature you poly-
morph into, including natural size,
Strength, Dexterity, and Constitution,
armor, attack routines, and movement
capabilities.
You also acquire the poisonous bite
and web-spinning ability of whichever
spider form you choose.
You retain your Intelligence,
Wisdom, and Charisma scores, level
and class, hit points (despite any
change in Constitution), alignment,
base attack bonus, and base saves. (New
Strength, Dexterity, and Constitution
scores might affect final attack and save
bonuses.) You can cast spells and use
magic items if you choose drider form,
but no other spider form is capable of
spellcasting or manipulating devices.
If you choose drider form, your
equipment remains and continues
to function as long as it fits a drider’s
body shape. Retained items include
anything worn on the upper body
(head, neck, shoulders, hands, arms,
and waist). Otherwise your equipment
SC:印刷页 202;PDF 第 202 页。
is subsumed into the new form and
ceases to function for the duration of
the spell.复核记录
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钢铁之舞(Steeldance)
法术 ID 4229 · 问题编号 4229:errata-target-focus · 原述冲突 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[4229:errata-target-focus] 官方勘误仅要求从目标栏删除“swords”;勘误后的目标为“两把匕首”。原书器材栏仍以“匕首或长剑”为例,勘误没有同步改写器材栏,也未说明这两处措辞如何配合。 影响:涉及勘误后的目标要求与器材例子的关系;此处不撤销目标勘误,不删改长剑例子,也不裁定长剑能否成为目标。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
涉及勘误后的目标要求与器材例子的关系;此处不撤销目标勘误,不删改长剑例子,也不裁定长剑能否成为目标。
英文依据
SC:印刷页 206;PDF 第 206 页。
Focus: Two bladed weapons, such as daggers or longswords.
官方勘误:未标印刷页码;PDF 第 1 页。
Page 206 – Steeldance [Revision] Remove the word “swords” in the target line of the spell. 适用勘误结论
Steeldance 专项勘误删除目标栏的 swords;当前目标采用两把匕首,器材栏仍保留 longswords。两处关系未获专项解释。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 206;PDF 第 206 页。
STEELDANCE
Transmutation
Level:
Sorcerer/wizard 3
Components:
V, S, F
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Targets:
Two swords or daggers
Duration:
1 round/level
Saving Throw:
None
Spell Resistance:
No
You place the two daggers in your out-
stretched palm and cast the spell. They rise
from your hands, glowing with a dim blue
radiance.
The two daggers hover about you,
attacking foes that come near. On your
turn, each blade can make an attack at
an adjacent opponent, with an attack
bonus equal to your caster level + your
relevant ability modifier. The damage
they deal is equal to the normal weapon
damage (1d4 for daggers) + your ability
modifier (Intelligence for wizards and
Charisma for sorcerers). The weapons
are treated as magic for the purpose of
overcoming damage reduction.
Your blades can be attacked with
sunder or disarm attempts as if you
were wielding them, and they use the
above attack bonus to resolve such
situations. Disarming a weapon under
the effect of
steeldance
ends the spell for
that weapon.
Focus:
Two bladed weapons, such as
daggers or longswords.复核记录
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粉碎岩石(Stone Shatter)
法术 ID 4237 · 问题编号 close-range · 原述冲突 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[close-range] 跨来源冲突:SC第208–209页本条将距离标为近距,但显式括注为25尺+每施法者等级5尺;正文保留该类别和公式。PH第175页的通常近距定义为:法术最远可到达离你25尺的位置,每两个完整施法者等级将最大距离增加5尺(施法者等级2时为30尺,等级4时为35尺,依此类推)。本条究竟是有意例外还是印刷公式错误,尚无明确裁定。核对版本为D&D v3.5、SC 2005年12月第一印次和PHB 2003年7月第一印次;本地完整单页SC勘误及2006年2月17日版PHB全部三页勘误没有本条或通常近距定义的专项修正,其一般主要规则优先政策也未明确裁定本条是否为例外。尚未认证全部后来印次。 影响:两项公式给出的最大距离不同,不能静默将本条原述改为通常每两级公式,也不能据此宣布本条例外或印刷错误;实际采用哪项距离仍待审核。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
两项公式给出的最大距离不同,不能静默将本条原述改为通常每两级公式,也不能据此宣布本条例外或印刷错误;实际采用哪项距离仍待审核。
英文依据
SC:印刷页 208;PDF 第 208 页。
Range:
Close (25 ft. + 5 ft./level)
PHB:印刷页 175;PDF 第 176 页。
Close:
The spell reaches as far as 25 feet away from you. The
maximum range increases by 5 feet for every two full caster levels
(30 feet at 2nd caster level, 35 feet at 4th caster level, and so on). 适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 208;PDF 第 208 页。
208
CHAPTER 1
SPELL
DESCRIPTIONS
extra damage from critical hits, ability
score damage, deafness, disease, drown-
ing, poison, stunning, and all spells
or attacks that affect your physiology
or respiration, because you have no
physiology or respiration while this
spell is in effect. You gain a +4 enhance-
ment bonus to Strength, but you take
a –4 penalty to Dexterity (minimum
Dexterity 1). Your speed is reduced
to one-half normal, and your weight
increases by a factor of three.
If you are targeted with
transmute rock
to mud,
you are
slowed
for 2d6 rounds
with no saving throw. A
transmute
mud to rock
heals you of all your lost hit
points. A
stone to flesh
spell cast on you
automatically ends this spell.
Arcane Material Component:
A small
piece of stone that was once part of a
stone golem, a greater earth elemental,
or a castle’s outer wall.
STONE BONES
Transmutation
Level:
Cleric 2, sorcerer/wizard 2
Components:
V, S, F
Casting Time:
1 standard action
Range:
Touch
Target:
Corporeal undead creature
touched
Duration:
10 minutes/level
Saving Throw:
Will negates
(harmless)
Spell Resistance:
Yes (harmless)
A brief flash engulfs your ally, and through
his flesh you can see his skeleton. The
skeleton glows a foggy gray for a moment,
thickening with eldritch power, then all is
as it was before.
You cause the skeleton of the target
corporeal undead to become thicker
and as strong as stone. This gives the
subject a +3 enhancement bonus to its
existing natural armor.
Arcane Focus:
A miniature skull
carved of granite.
STONE SHAPE,
GREATER
Transmutation [Earth]
Level:
Cleric 5, druid 5, sorcerer/
wizard 7
Target:
Stone or stone objects
touched, up to 10 cu. ft. + 10 cu. ft./
level
You mutter the ancient words, and your
hands glow yellow where they touch the
stone. Where you touch, the stone seems
as soft as clay.
This spell functions like
stone shape
(
PH
284),
except that it affects a much larger
quantity of stone.
STONE SHATTER
Evocation [Sonic]
Level:
Bard 4
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./level)
Target:
One stone object or creature
Duration:
Instantaneous
Saving Throw:
None or Fortitude
half; see text
Spell Resistance:
No
You call up energies from deep within you
and utter a perfect note. The stone rocks as it
is struck, and cracks appear in its form.
You aim a single note of perfect pitch
toward an unattended stone object
Stone shatter sends a heartrendingly pure note to the center of any stone
Illus. by J. Thomas
SC:印刷页 209;PDF 第 209 页。
209
CHAPTER 1
SPELL
DESCRIPTIONS
weighing no more than 2 pounds per
caster level, or toward a stone creature,
causing it to shatter. A stone object is
destroyed, whereas a stone creature (of
any weight) takes 1d6 points of damage
per caster level (maximum 15d6), with
a Fortitude save for half damage.
STONE SPHERE
Evocation [Earth]
Level:
Sorcerer/wizard 4
Components:
V, S, M
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
One 5-ft.-diameter stone
sphere
Duration:
1 round/level
Saving Throw:
Reflex negates;
see text
Spell Resistance:
Yes
You toss the marble in the air, and it van-
ishes as you speak the words of the spell. A
larger version of the marble, five feet across,
appears in the hallway and bears down
on your foe.
You create a smoothly polished, 5-foot-
diameter sphere of stone that moves
under your control at a speed of 30 feet.
A
stone sphere
has AC 5, hardness 8, and
500 hit points.
In the round when you cast the spell,
the
stone sphere
appears at the spot you
designate within the spell’s range, and
you can direct its movement as a free
action. In subsequent rounds, you
must actively direct the
stone sphere
in
order to move it; otherwise, it remains
motionless. Directing the movement of
a
stone sphere
in any round after its initial
appearance requires a move action.
If you move a
stone sphere
into a
square occupied by an enemy, it stops
moving and deals 1d6 points of damage
per two caster levels (maximum 5d6) to
every creature in that square. A success-
ful Reflex save negates the damage.
Material Component:
A smooth sphere
of marble 1 inch in diameter.
STONE SPIDERS
Transmutation
Level:
Spider 7
Components:
V, S, DF
Casting Time:
1 round
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
Three pebbles, no two of
which are more than 30 ft. apart
Duration:
1 round/level (D)
Saving Throw:
None
Spell Resistance:
No
You imbue three small stones with magical
power, causing them to twist and grow into
large stone spiders.
This spell transforms three pebbles
into stone constructs that resemble
monstrous spiders. The constructs can
be any size from Tiny to Huge as you
decide, but all the constructs you create
must be the same size. The constructs
have the same statistics as monstrous
spiders (
MM
288) of the appropriate
size, except as noted here.
• Their natural armor bonus increases
by 6.
• They have damage reduction 10/
magic.
• Their poison has a Fortitude save DC
of 10 + 1/2 your caster level + your
Wis modifier. Initial and secondary
damage is 1d3 points of Strength
damage.
If the constructs can hear your com-
mands, you can direct them not to
attack, to attack particular enemies, or
to perform other actions. Otherwise,
they simply attack your enemies to the
best of their ability.
STONEHOLD
Conjuration (Creation) [Earth]
Level:
Druid 6
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
One 10-ft. square/level
Duration:
24 hours/level
Saving Throw:
See text
Spell Resistance:
Yes (object)
When the energy of this spell bursts forth,
the ground erupts with multiple human-
sized arms made of solid rock. As you finish
casting, they retreat beneath the stone
surface, a trap set for future trespassers.
This spell conjures thick stony arms
that spring forth from any rock or stone
formation whenever anyone passes
near it. Each 10-foot square in the spell’s
area contains one stone arm.
Any creature that enters the area of
the spell is immobilized by the arms
unless it succeeds on a Reflex save.
Such a creature is rooted in place and
unable to move. It can take actions
normally; it just can’t move from the
space it currently occupies. Held
creatures take 1d6+5 points of damage
each round, at the beginning of your
turn. Creatures that succeed on the
Reflex save can move through the area
normally. Creatures that start their
turn in the affected area must attempt
another Reflex save or be affected by
the spell.
A held creature can attempt a DC
20 Strength check or a DC 25 Escape
Artist check to break free, and can also
break free by dealing enough damage
to destroy the arm. An arm has AC 15,
hardness 8, and 15 hit points.
Before they attack, the arms remain
beneath the surface of the stone. They
can be discovered (but not disarmed)
as a magic trap can be.
STONY GRASP
Transmutation [Earth]
Level:
Sorcerer/wizard 3
Effect:
Animated stone arm
Duration:
1 round/level
By thrusting your arm downward, you
complete the casting of the spell. Nearby,
a roughly formed arm about the size of a
human erupts from the ground and grasps
at the air.
This spell functions like
earthen grasp
(page 76), except as noted here. The
stony arm can appear from any natural
surface, including unworked rock,
earth, mud, grass, or sand. The stone
arm has AC 18, hardness 8, and 4 hit
points per caster level.
Material Component:
A miniature
hand sculpted from stone.
STORM OF
ELEMENTAL FURY
Conjuration (Summoning)
Level:
Druid 7
Components:
V, S
Casting Time:
1 round
Range:
Long (400 ft. + 40 ft./level)
Effect:
40-ft.-radius storm cloud,
200 ft. above the ground
Duration:
4 rounds
Saving Throw:
See text
Spell Resistance:
Yes
PHB:印刷页 174;PDF 第 175 页。
174
isn’t real needs no saving throw. A character who falls through a
section of illusory floor into a pit knows something is amiss, as does
one who spends a few rounds poking at the same illusion. If any
viewer successfully disbelieves an illusion and communicates this
fact to others, each such viewer gains a saving throw with a +4
bonus.
Necromancy
Necromancy spells manipulate the power of death, unlife, and the
life force. Spells involving undead creatures make up a large part of
this school. Representative spells include
cause fear
,
animate dead
, and
finger of death
.
Transmutation
Transmutation spells change the properties of some creature, thing,
or condition. Representative spells include
enlarge person
,
reduce
person
,
polymorph
, and
shapechange
.
[DESCRIPTOR]
Appearing on the same line as the school and subschool, when
applicable, is a descriptor that further categorizes the spell in some
way. Some spells have more than one descriptor.
The descriptors are acid, air, chaotic, cold, darkness, death, earth,
electricity, evil, fear, fire, force, good, language-dependent, lawful,
light, mind-affecting, sonic, and water.
Most of these descriptors have no game effect by themselves, but
they govern how the spell interacts with other spells, with special
abilities, with unusual creatures, with alignment, and so on.
A language-dependent spell uses intelligible language as a
medium for communication. For instance, a cleric’s
command
spell
fails if the target can’t understand what the cleric says, either
because it doesn’t understand the language he is speaking or because
background noise prevents it from hearing what the cleric says.
A mind-affecting spell works only against creatures with an
Intelligence score of 1 or higher.
LEVEL
The next line of a spell description gives the spell’s level, a number
between 0 and 9 that defines the spell’s relative power. This number
is preceded by an abbreviation for the class whose members can cast
the spell. The Level entry also indicates whether a spell is a domain
spell and, if so, what its domain and its level as a domain spell are. A
spell’s level affects the DC for any save allowed against the effect.
For example, the Level entry for
hold person
is “Brd 2, Clr 2,
Sor/Wiz 3.” That means it is a 2nd-level spell for bards, a 2nd-level
spell for clerics, and a 3rd-level spell for sorcerers and wizards. The
level entry for
magic vestment
is “Clr 3, Strength 3, War 3.” That
means it is a 3rd-level spell for clerics, the 3rd-level Strength domain
spell, and the 3rd-level War domain spell.
Names of spellcasting classes are abbreviated as follows: bard Brd;
cleric Clr; druid Drd; paladin Pal; ranger Rgr; sorcerer Sor; wizard
Wiz.
The domains a spell can be associated with include Air, Animal,
Chaos, Death, Destruction, Earth, Evil, Fire, Good, Healing,
Knowledge, Law, Luck, Magic, Plant, Protection, Strength, Sun,
Travel, Trickery, War, and Water.
COMPONENTS
A spell’s components are what you must do or possess to cast it. The
Components entry in a spell description includes abbreviations that
tell you what type of components it has. Specifics for material, focus,
and XP components are given at the end of the descriptive text.
Usually you don’t worry about components, but when you can’t use
a component for some reason or when a material or focus com-
ponent is expensive, then the components are important.
Verbal (V):
A verbal component is a spoken incantation. To pro-
vide a verbal component, you must be able to speak in a strong voice.
A
silence
spell or a gag spoils the incantation (and thus the spell). A
spellcaster who has been deafened has a 20% chance to spoil any
spell with a verbal component that he or she tries to cast.
Somatic (S):
A somatic component is a measured and precise
movement of the hand. You must have at least one hand free to
provide a somatic component.
Material (M):
A material component is one or more physical
substances or objects that are annihilated by the spell energies in the
casting process. Unless a cost is given for a material component, the
cost is negligible. Don’t bother to keep track of material components
with negligible cost. Assume you have all you need as long as you
have your spell component pouch.
Focus (F):
A focus component is a prop of some sort. Unlike a
material component, a focus is not consumed when the spell is cast
and can be reused. As with material components, the cost for a focus
is negligible unless a price is given. Assume that focus components
of negligible cost are in your spell component pouch.
Divine Focus (DF):
A divine focus component is an item of
spiritual significance. The divine focus for a cleric or a paladin is a
holy symbol appropriate to the character’s faith. For an evil cleric,
the divine focus is an unholy symbol. The default divine focus for a
druid or a ranger is a sprig of mistletoe or holly.
If the Components line includes F/DF or M/DF, the arcane ver-
sion of the spell has a focus component or a material component
(the abbreviation before the slash) and the divine version has a
divine focus component (the abbreviation after the slash).
XP Cost (XP):
Some powerful spells (such as
wish
,
commune
, and
miracle
) entail an experience point cost to you. No spell, not even
restoration
, can restore the XP lost in this manner. You cannot spend
so much XP that you lose a level, so you cannot cast the spell unless
you have enough XP to spare. However, you may, on gaining
enough XP to attain a new level, use those XP for casting a spell
rather than keeping them and advancing a level. The XP are treated
just like a material component—expended when you cast the spell,
whether or not the casting succeeds.
CASTING TIME
Most spells have a casting time of 1 standard action. Others take 1
round or more, while a few require only a free action. Chapter 8:
Combat describes the difference between these types of actions.
A spell that takes 1 round to cast is a full-round action. It comes
into effect just before the beginning of your turn in the round after
you began casting the spell. You then act normally after the spell is
completed.
A spell that takes 1 minute to cast comes into effect just before
your turn 1 minute later (and for each of those 10 rounds, you are
casting a spell as a full-round action, just as noted above for 1-round
casting times). These actions must be consecutive and unin-
terrupted, or the spell automatically fails.
When you begin a spell that takes 1 round or longer to cast, you
must continue the concentration from the current round to just
before your turn in the next round (at least). If you lose
concentration before the casting is complete, you lose the spell.
A spell with a casting time of 1 free action (such as
feather fall
)
doesn’t count against your normal limit of one spell per round.
However, you may cast such a spell only once per round. Casting a
spell with a casting time of 1 free action doesn’t provoke attacks of
opportunity.
You make all pertinent decisions about a spell (range, target, area,
effect, version, and so forth) when the spell comes into effect. For
example, when casting a
summon monster
spell, you need not decide
where you want the monster to appear (or indeed, what monster you
are summoning) until the spell comes into effect in the round after
you begin casting.
RANGE
A spell’s range indicates how far from you it can reach, as defined in
the Range entry of the spell description. A spell’s range is the
CHAPTER 10:
MAGIC
PHB:印刷页 175;PDF 第 176 页。
175
maximum distance from you that the spell’s effect can occur, as well
as the maximum distance at which you can designate the spell’s
point of origin. If any portion of the spell’s area would extend
beyond this range, that area is wasted. Standard ranges include the
following.
Personal:
The spell affects only you.
Touch:
You must touch a creature or object to affect it. A touch
spell that deals damage can score a critical hit just as a weapon can. A
touch spell threatens a critical hit on a natural roll of 20 and deals
double damage on a successful critical hit. Some touch spells, such
as
teleport
and
water walk
, allow you to touch multiple targets. You
can touch as many willing targets as you can reach as part of the
casting, but all targets of the spell must be touched in the same
round that you finish casting the spell.
Close:
The spell reaches as far as 25 feet away from you. The
maximum range increases by 5 feet for every two full caster levels
(30 feet at 2nd caster level, 35 feet at 4th caster level, and so on).
Medium:
The spell reaches as far as 100 feet + 10 feet per caster
level.
Long:
The spell reaches as far as 400 feet + 40 feet per caster level.
Unlimited:
The spell reaches anywhere on the same plane of
existence.
Range Expressed in Feet:
Some spells have no standard range
category, just a range expressed in feet.
AIMING A SPELL
You must make some choice about whom the spell is to affect or
where the effect is to originate, depending on the type of spell. The
next entry in a spell description defines the spell’s target (or targets),
its effect, or its area, as appropriate.
Target or Targets:
Some spells, such as
charm person
, have a target
or targets. You cast these spells on creatures or objects, as defined by
the spell itself. You must be able to see or touch the target, and you
must specifically choose that target. For example, you can’t fire a
magic missile
spell (which always hits its target) into a group of
bandits with the instruction to strike “the leader.” To strike the
leader, you must be able to identify and see the leader (or guess
which is the leader and get lucky). However, you do not have to
select your target until you finish casting the spell.
If the target of a spell is yourself (the spell description has a line
that reads Target: You), you do not receive a saving throw, and spell
resistance does not apply. The Saving Throw and Spell Resistance
lines are omitted from such spells.
Some spells restrict you to willing targets only. Declaring yourself
as a willing target is something that can be done at any time (even if
you’re flat-footed or it isn’t your turn). Unconscious creatures are
automatically considered willing, but a character who is conscious
but immobile or helpless (such as one who is bound, cowering, grap-
pling, paralyzed, pinned, or stunned) is not automatically willing.
Some spells, such as
flaming sphere
and
spiritual weapon
, allow you
to redirect the effect to new targets or areas after you cast the spell.
Redirecting a spell is a move action that does not provoke attacks of
opportunity.
Effect:
Some spells, such as
summon monster
spells, create or
summon things rather than affecting things that are already present.
You must designate the location where these things are to appear,
either by seeing it or defining it (for example, “The
insect plague
will
appear 20 feet into the area of darkness that the nagas are hiding
in”). Range determines how far away an effect can appear, but if the
effect is mobile (a summoned monster, for instance), it can move
regardless of the spell’s range.
Ray:
Some effects are rays (for example,
ray of enfeeblement
). You
aim a ray as if using a ranged weapon, though typically you make a
ranged touch attack rather than a normal ranged attack. As with a
ranged weapon, you can fire into the dark or at an invisible creature
and hope you hit something. You don’t have to see the creature
you’re trying to hit, as you do with a targeted spell. Intervening
creatures and obstacles, however, can block your line of sight or
provide cover for the creature you’re aiming at.
If a ray spell has a duration, it’s the duration of the effect that the
ray causes, not the length of time the ray itself persists.
If a ray spell deals damage, you can score a critical hit just as if it
were a weapon. A ray spell threatens a critical hit on a natural roll of
20 and deals double damage on a successful critical hit.
Spread:
Some effects, notably clouds and fogs, spread out from a
point of origin, which must be a grid intersection. The effect can
extend around corners and into areas that you can’t see. Figure dis-
tance by actual distance traveled, taking into account turns the spell
effect takes. When determining distance for spread effects, count
around walls, not through them. As with movement, do not trace
diagonals across corners. You must designate the point of origin for
such an effect, but you need not have line of effect (see below) to all
portions of the effect. Example:
obscuring mist
.
Area:
Some spells affect an area. Sometimes a spell description
specifies a specially defined area, but usually an area falls into one of
the categories defined below.
Regardless of the shape of the area, you select the point where the
spell originates, but otherwise you don’t control which creatures or
objects the spell affects. The point of origin of a spell is always a grid
intersection. When determining whether a given creature is within
the area of a spell, count out the distance from the point of origin in
squares just as you do when moving a character or when
determining the range for a ranged attack. The only difference is
that instead of counting from the center of one square to the center
of the next, you count from intersection to intersection. You can
count diagonally across a square, but remember that every second
diagonal counts as 2 squares of distance. If the far edge of a square is
within the spell’s area, anything within that square is within the
spell’s area. If the spell’s area only touches the near edge of a square,
however, anything within that square is unaffected by the spell.
Burst, Emanation, or Spread:
Most spells that affect an area function
as a burst, an emanation, or a spread. In each case, you select the
spell’s point of origin and measure its effect from that point.
A burst spell affects whatever it catches in its area, even including
creatures that you can’t see. For instance, if you can designate a four-
way intersection of corridors to be the point of origin of a
dispel
magic
spell, the spell bursts in all four directions, possibly catching
creatures that you can’t see because they’re around the corner from
you but not from the point of origin. It can’t affect creatures with
total cover from its point of origin (in other words, its effects don’t
extend around corners). The default shape for a burst effect is a
sphere, but some burst spells are specifically described as cone-
shaped. A burst’s area defines how far from the point of origin the
spell’s effect extends. Example:
holy smite
.
An emanation spell functions like a burst spell, except that the
effect continues to radiate from the point of origin for the duration
of the spell. Most emanations are cones or spheres. Example: det
ect
magic
.
A spread spell spreads out like a burst but can turn corners. You
select the point of origin, and the spell spreads out a given distance
in all directions. Figure the area the spell effect fills by taking into
account any turns the spell effect takes. Example:
fireball
.
Cone, Cylinder, Line, or Sphere:
Most spells that affect an area have a
particular shape, such as a cone, cylinder, line, or sphere.
A cone-shaped spell shoots away from you in a quarter-circle in
the direction you designate. It starts from any corner of your square
and widens out as it goes. Most cones are either bursts or emana-
tions (see above), and thus won’t go around corners. Example:
cone of
cold
.
When casting a cylinder-shaped spell, you select the spell’s point
of origin. This point is the center of a horizontal circle, and the spell
shoots down from the circle, filling a cylinder. A cylinder-shaped
spell ignores any obstructions within its area. Example:
flame strike
.
A line-shaped spell shoots away from you in a line in the direction
you designate. It starts from any corner of your square and extends
CHAPTER 10:
MAGIC
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海啸术(Tsunami)
法术 ID 4322 · 问题编号 water-speed · 解释疑问 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[water-speed] 解释疑问:SC第225页一般移动句给出60尺速度;海上增强段明确宽度增至40尺/施法者等级、减半伤害豁免受到-4减值,又说从水上进入陆地时立即缩减至陆地尺寸和速度,却没有另列海上速度。可以沿用唯一明确的60尺参数来协调一般句与水陆过渡句,但“缩减速度”的措辞是否表示遗漏了另一速度仍待确认;不能据此补出海上速度或倍率。适用版本为SC 2005年12月第一印次、D&D v3.5;本地完整单页Spell Compendium勘误没有这项问题的专项修正。其主要规则文字优先的一般政策不自动判定这里存在矛盾,也不补出具体解释;尚未核查全部后来印次。 影响:海上移动速度和入陆后的速度变化;已明确的宽度变化及豁免减值保留。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
海上移动速度和入陆后的速度变化;已明确的宽度变化及豁免减值保留。
英文依据
SC:印刷页 225;PDF 第 225 页。
smash all in its path. The
tsunami
starts
at any point you select within range
of the spell and then moves at a speed
of 60 feet in any direction chosen by
you. Once the direction is set, the
tsunami
cannot change course. The
SC:印刷页 225;PDF 第 225 页。
level. A
tsunami
that begins on water
but then travels onto land immediately
shrinks to its land size and speed. A 适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 224;PDF 第 224 页。
TSUNAMI
Conjuration (Creation) [Water]
Level:
Druid 9
Components:
V, S, M
Casting Time:
1 round
Range:
Long (400 ft. + 40 ft./level)
Effect:
20-ft./level-wide, 10-ft.-long,
40-ft.-high wave of water; see text
Duration:
Concentration, up to
1 round/level (D)
Saving Throw:
Fortitude partial
(object)
Spell Resistance:
No
The eldest, most powerful forces of elemental
water heed your summons and obey your
request. These forces of pure elemental
power gather together a wall of water that
moves inexorably in the direction of your
choice, crushing all that it encounters.
SC:印刷页 225;PDF 第 225 页。
This spell creates a towering tsunami
and sends it forth in a powerful wave to
smash all in its path. The
tsunami
starts
at any point you select within range
of the spell and then moves at a speed
of 60 feet in any direction chosen by
you. Once the direction is set, the
tsunami
cannot change course. The
tsunami
deals 1d6 points of bludgeon-
ing damage per caster level (maximum
20d6) to all in its path. Anything
struck can make a Fortitude saving
throw for half damage. Gargantuan or
larger creatures that fail the save are
knocked prone. Huge or smaller crea-
tures that fail the save are picked up
and carried with the wave. Each round
a victim is carried by the
tsunami,
it
takes the bludgeoning damage again
and can make an additional Fortitude
save for half damage. Creatures being
carried by a
tsunami
cannot move in
any other way. They can otherwise act
normally, but must make a Concentra-
tion check (DC 20 + spell level) to cast
a spell. Creatures caught in a
tsunami
take a –4 penalty to Dexterity and a
–2 penalty on attack rolls. They can
escape the wave by making successful
DC 20 Swim checks, as long as they
end their movement outside the effect
of the
tsunami.
Any creature that comes in contact
with a
tsunami
as a result of move-
ment during its turn is considered
to have been struck by the
tsunami
’s
movement. A creature can attempt to
extract another creature caught by a
tsunami,
providing the rescuer resists
being swept up or knocked down by
the
tsunami
and can reach the victim
Extracting a victim in this manner
requires a DC 20 Strength check.
A
tsunami
’s progress can be halted by
anything that would normally block
line of effect along its path, assum-
ing the
tsunami
does not destroy the
intervening object or creature. If only a
portion of the
tsunami
is blocked, the
rest of it continues on.
Although this spell can be cast on
dry land, it is most effective when cast
on the open sea. In this case, saving
throws to avoid full damage are made
with a –4 penalty, and the width of the
tsunami
increases to 40 feet per caster
level. A
tsunami
that begins on water
but then travels onto land immediately
shrinks to its land size and speed. A
tsunami
does not vanish if it moves
beyond the spell’s initial range.
Material Component:
A crown of coral
set with pearls (total value of at least
5,000 gp).复核记录
请逐项记录回复、依据/引文/可核查出处、来源类型(官方勘误/印次变化/官方说明/个人解释)、版本/印次及复核人。
最终呼吸(Last Breath)
法术 ID 4336 · 问题编号 missing-m-flag · 原述冲突 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[missing-m-flag] SC第130页,中栏下方表头为 Components: V, S,未列M;右栏上方末段却明确要求总价至少500gp的稀有油脂和药膏涂于遗骸。中文表头保持V、S,材料段完整保留;未自行补M或删除材料要求。适用版本为 SC 2005年12月第一印次、D&D v3.5。已核对本地单页 SpellComp_Errata.pdf:其一般政策将实际规则文字列为主要来源,将表格、角色数据块等列为次要参照;两者冲突时以主要来源为准,例外会专门指出。该勘误没有此项专项修正,本项目尚未裁定这项政策在此疑义中的具体适用性,也未核查全部后来印次。 影响:施法材料标志、材料是否需要及费用要求;表头未列M与正文材料要求如何同时适用仍未裁定。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
施法材料标志、材料是否需要及费用要求;表头未列M与正文材料要求如何同时适用仍未裁定。
英文依据
SC:印刷页 130;PDF 第 130 页。
Components:
V, S
SC:印刷页 130;PDF 第 130 页。
Material Component:
Rare oils and
unguents worth a total of at least
500 gp, spread over the remains.适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 130;PDF 第 130 页。
LAST BREATH
Transmutation
Level:
Druid 4
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Dead creature touched
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
Yes (harmless)
Rushing to the body of your fallen ally, you
call out magic words that will bring back
life and breath to your friend.
Last breath
restores life to a recently
deceased creature, creating a new body
for the returning spirit to inhabit.
However, the spell must be cast within
1 round of the victim’s death. This spell
functions like
reincarnate
(PH 270),
except that the reincarnated creature
receives no level loss, no Constitution
loss, and no loss of spells. The creature
has –1 hit points (but is stable).
Material Component:
Rare oils and
unguents worth a total of at least
500 gp, spread over the remains.复核记录
请逐项记录回复、依据/引文/可核查出处、来源类型(官方勘误/印次变化/官方说明/个人解释)、版本/印次及复核人。
高级任意门(Dimension Door, Greater)
法术 ID 4378 · 问题编号 teleport-category · 原述冲突 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[teleport-category] SC第64页原述为Conjuration [Teleportation],本条保留方括号形式的咒法系[传送]。PH第221页的基础任意门标为Conjuration (Teleportation),即咒法系(传送)。PH第172页以SCHOOL (SUBSCHOOL)表示学派和子学派,并把传送列为咒法的子学派;第174页以[DESCRIPTOR]表示描述符,说明其与其他法术、特殊能力及生物等的互动可能受分类影响。SC的方括号究竟是排版错误还是明确改变分类,仍待适用印次、勘误或分类依据回答,不自行把描述符迁为子学派。继承对照:PH第221页基础任意门还规定:使用该法术后,你在自己的下一回合之前不能采取任何其他动作。SC明示每轮一次、以移动动作转移目标且不引发借机攻击,但没有明示免除该转移后的行动限制,不能据此自动推导转移后可攻击。PH第221页基础任意门的距离为远距(400尺+每等级40尺)。SC自身另明示接触距离,以及最远25尺+每两个等级5尺的每次转移距离,不能用基础法术的远距替代。其他未改的条件和携带、落点规则仍由具名引用的任意门继承。核对版本为D&D v3.5、SC 2005年12月第一印次和PHB 2003年7月第一印次;尚未认证全部后来印次。完整单页SC勘误没有本条专项修正;2006年2月17日版PHB全部三页勘误没有基础任意门或上述行动限制的专项修正。其中Transport via Plants的分类修正适用于PH第295页的另一法术,不能套用于本条。 影响:方括号与子学派的分类差异仍影响法术分类及其互动,原文尚未明确裁定;每次转移的动作、距离与转移后限制须分别阅读。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
方括号与子学派的分类差异仍影响法术分类及其互动,原文尚未明确裁定;每次转移的动作、距离与转移后限制须分别阅读。
英文依据
SC:印刷页 64;PDF 第 64 页。
Conjuration [Teleportation]
PHB:印刷页 221;PDF 第 222 页。
Conjuration (Teleportation)
PHB:印刷页 172;PDF 第 173 页。
SCHOOL (SUBSCHOOL)
Beneath the spell name is a line giving the school of magic (and the
subschool, if appropriate) that the spell belongs to.
Each conjuration spell belongs to one of five subschools. Con-
jurations bring manifestations of objects, creatures, or some form of
energy to you (the summoning subschool), actually transport
creatures from another plane of existence to your plane (calling),
heal (healing), transport creatures or objects over great distances
(teleportation), or create objects or effects on the spot (creation).
Creatures you conjure usually, but not always, obey your commands.
Representative spells include the various
summon monster
spells,
cure
light wounds
,
raise dead
,
teleport
, and
wall of iron
.
PHB:印刷页 174;PDF 第 175 页。
[DESCRIPTOR]
Appearing on the same line as the school and subschool, when
applicable, is a descriptor that further categorizes the spell in some
way. Some spells have more than one descriptor.
Most of these descriptors have no game effect by themselves, but
they govern how the spell interacts with other spells, with special
abilities, with unusual creatures, with alignment, and so on.
SC:印刷页 64;PDF 第 64 页。
This spell functions like
dimension
door
(
PH
221), except as noted above
and that you can transfer the targets
once per round, up to a distance of 25
feet + 5 feet per two levels, as a move
action that does not provoke attacks
of opportunity.
PHB:印刷页 221;PDF 第 222 页。
feet.” After using this spell, you can’t take
any other actions until your next turn. You
PHB:印刷页 221;PDF 第 222 页。
Range:
Long (400 ft. + 40 ft./level) 适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 64;PDF 第 64 页。
64
CHAPTER 1
SPELL
DESCRIPTIONS
From your outstretched hand bursts a
small sphere similar in appearance to a
soap bubble. It quickly expands and speeds
in the direction you indicate.
A globe of supernaturally dry air rolls
in whichever direction you point and
engulfs those it strikes. It moves 30
feet per round and can leap up to 30
feet to strike a target. If it enters a
space with a creature, it stops moving
for the round and deals 2d4 points of
damage as it evaporates moisture from
the subject. (The subject can negate
this damage with a successful Reflex
save.) Oozes, creatures composed of
water (such as water elementals), and
creatures with the aquatic subtype take
2d6 points of damage.
The bubble moves as long as you
actively direct it (a move action for
you); otherwise, it merely stays at rest.
The surface of the bubble has a spongy,
yielding consistency (similar to that
of a soap bubble, but not fragile and
allowing objects to pass through it
without affecting the spell) and so does
not cause damage except by absorbing
moisture. It cannot batter down large
obstacles. The bubble winks out if it
exceeds the spell’s range.
Arcane
Material Component:
A tiny
bag or bladder filled with air, and a
sprinkle of dust.
DETECT
FAVORED ENEMY
Divination
Level:
Ranger 1
Components:
V, S, DF
Casting Time:
1 standard action
Range:
60 ft.
Area:
Quarter circle emanating from
you to the extreme of the range
Duration:
Concentration, up to 10
minutes/level (D)
Saving Throw:
None
Spell Resistance:
No
Using your passion for fighting your foe, you
reach out with your magic and your mind
to sense the presence of your enemies.
You can sense the presence of a favored
enemy. The amount of information
revealed depends on how long you
study a particular area.
1st Round: Presence or absence of a
favored enemy in the area.
2nd Round: Types of favored enemies
in the area and the number of each
type.
3rd Round: The location and HD of
each individual present.
Note:
Each round you can turn to
detect things in a new area. The spell
can penetrate barriers, but 1 foot of
stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood or dirt
blocks detection.
DEVIL BLIGHT
Transmutation
Level:
Cleric 3, sorcerer/wizard 3
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
Living creature
Duration:
1d6 rounds
Saving Throw:
None or Fortitude
partial; see text
Spell Resistance:
Yes
You cry out the ancient words and make
the prescribed motions, and your foe lets
out a shriek of agony as it stumbles under
the force of the spell.
This spell deals 2d6 points of damage
per round for the duration of the spell
to creatures that have both the lawful
and evil subtypes (such as a barghest
or a devil). No saving throw is allowed
against this damage.
If the target creature also possesses
the baatezu subtype (
MM
306), it must
succeed on a Fortitude save or be
stunned for the duration of the spell.
DIAMONDSTEEL
Transmutation
Level:
Paladin 3, sorcerer/wizard 3
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Target:
Suit of metal armor touched
Duration:
1 round/level
Saving Throw:
Will negates (object)
Spell Resistance:
Yes (object)
You pass your hand over the suit of armor
several times before finally touching it.
As you do so, you feel a warmth grow
in the palm of your hand. The warmth
passes into the armor and manifests as a
sparkling shine.
Diamondsteel
enhances the strength
of one suit of metal armor. The armor
provides damage reduction equal to
half the AC bonus of the armor. This
damage reduction can be overcome
only by adamantine weapons. For
example, a suit of full plate would
provide damage reduction 4/ada-
mantine, and a
+1 breastplate
(+6 AC)
would provide damage reduction
3/adamantine.
Material Component:
Diamond dust
worth at least 50 gp.
DIMENSION DOOR,
GREATER
Conjuration [Teleportation]
Level:
Sorcerer/wizard 5
Range:
Touch
Target:
You and touched objects or
other touched willing creatures
Duration:
1 round/2 levels
Your flesh gives an involuntary shudder
as you will yourself elsewhere. You vanish,
reappearing some distance away.
This spell functions like
dimension
door
(
PH
221), except as noted above
and that you can transfer the targets
once per round, up to a distance of 25
feet + 5 feet per two levels, as a move
action that does not provoke attacks
of opportunity.
DINOSAUR STAMPEDE
Evocation [Force]
Level:
Druid 6
Components:
V, S, M
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
20-ft.-radius spread
Duration:
1 round/level (D)
Saving Throw:
Reflex half
Spell Resistance:
Yes
Throwing down and shattering a fossil
to complete the spell, you call upon potent
natural forces and energies, and manifest
them in the form of a swath of intangible,
spectral, stampeding dinosaurs.
Creatures in the spell’s area take 1d12
points of damage +1 point per caster
level (up to +20). Creatures more
than 10 feet above the ground are not
affected by
dinosaur stampede.
With a simple gesture (a free action),
you can make the spectral forms move
PHB:印刷页 172;PDF 第 173 页。
172
act simultaneously, and if one ends first, the other one continues to
operate for the remainder of its duration. Likewise, two
haste
spells
do not make the creature doubly fast.
More generally, two bonuses of the same type don’t stack even if
they come from different spells (or from effects other than spells;
see Bonus Types, above). For example, the enhancement bonus to
Strength from a
bull’s strength
spell and the enhancement bonus to
Strength from a
divine power
spell don’t stack. You use whichever
bonus gives you the better Strength score. In the same way, a
belt of
giant Strength
gives you an enhancement bonus to Strength, which
does not stack with the bonus you get from a
bull’s strength
spell.
Different Bonus Names:
The bonuses or penalties from two dif-
ferent spells stack if the modifiers are of different types. For
example,
bless
provides a +1 morale bonus on saves against fear
effects, and
protection from evil
provides a +2 resistance bonus on
saves against spells cast by evil creatures. A character under the
influence of spells gets a +1 bonus against all fear effects, a +2 bonus
against spells cast by evil beings, and a +3 bonus against
fear
spells
cast by evil creatures.
A bonus that isn’t named (just a “+2 bonus” rather than a “+2
resistance bonus”) stacks with any bonus.
Same Effect More than Once in Different Strengths:
In cases when two
or more identical spells are operating in the same area or on the
same target, but at different strengths, only the best one applies. For
example, if a character takes a –4 penalty to Strength from a
ray of
enfeeblement
spell and then receives a second
ray of enfeeblement
spell
that applies a –6 penalty, he or she takes only the –6 penalty. Both
spells are still operating on the character, however. If one
ray of
enfeeblement
spell is dispelled or its duration runs out, the other spell
remains in effect, assuming that its duration has not yet expired.
Same Effect with Differing Results:
The same spell can sometimes
produce varying effects if applied to the same recipient more than
once. For example, a series of
polymorph
spells might turn a creature
into a mouse, a lion, and then a snail. In this case, the last spell in the
series trumps the others. None of the previous spells are actually
removed or dispelled, but their effects become irrelevant while the
final spell in the series lasts.
One Effect Makes Another Irrelevant:
Sometimes, one spell can
render a later spell irrelevant. For example, if a wizard is using a
shapechange
spell to take the shape of an eagle, a
polymorph
spell
could change her into a goldfish. The
shapechange
spell is not
negated, however, and since the
polymorph
spell has no effect on the
recipient’s special abilities, the wizard could use the
shapechange
effect to take any form the spell allows whenever she desires. If a
creature using a
shapechange
effect becomes petrified by a
flesh to
stone
spell, however, it turns into a mindless, inert statue, and the
shapechange
effect cannot help it escape.
Multiple Mental Control Effects:
Sometimes magical effects that
establish mental control render each other irrelevant. For example, a
hold person
effect renders any other form of mental control irrelevant
because it robs the subject of the ability to move. Mental controls
that don’t remove the recipient’s ability to act usually do not
interfere with each other. For example, a person who has received a
geas/quest
spell can also be subjected to a
charm person
spell. The
charmed
person remains committed to fulfilling the quest, however,
and resists any order that interferes with that goal. In this case, the
geas/quest
spell doesn’t negate
charm person
, but it does reduce its
effectiveness, just as nonmagical devotion to a quest would. If a
creature is under the mental control of two or more creatures, it
tends to obey each to the best of its ability, and to the extent of the
control each effect allows. If the controlled creature receives
conflicting orders simultaneously, the competing controllers must
make opposed Charisma checks to determine which one the
creature obeys.
Spells with Opposite Effects:
Spells with opposite effects apply
normally, with all bonuses, penalties, or changes accruing in the
order that they apply. Some spells negate or counter each other. This
is a special effect that is noted in a spell’s description.
Instantaneous Effects:
Two or more spells with instantaneous
durations work cumulatively when they affect the same target. For
example, when two
fireballs
strike a same creature, the target must
attempt a saving throw against each
fireball
and takes damage from
each according to the saving throws’ results. If a creature receives
two
cure light wounds
spells in a single round, both work normally.
SPELL DESCRIPTIONS
The spells available to characters are listed and described in Chapter
11: Spells. The description of each spell is presented in a standard
format. Each category of information is explained and defined
below.
NAME
The first line of every spell description gives the name by which the
spell is generally known.
SCHOOL (SUBSCHOOL)
Beneath the spell name is a line giving the school of magic (and the
subschool, if appropriate) that the spell belongs to.
Almost every spell belongs to one of eight schools of magic. A
school of magic is a group of related spells that work in similar ways.
A small number of spells (
arcane mark
,
limited wish
,
permanency
,
pres-
tidigitation
, and
wish
) are universal, belonging to no school.
Abjuration
Abjurations are protective spells. They create physical or magical
barriers, negate magical or physical abilities, harm trespassers, or
even banish the subject of the spell to another plane of existence.
Representative spells include
protection from evil
,
dispel magic
,
antimagic field
, and
banishment
.
If one abjuration spell is active within 10 feet of another for 24
hours or more, the magical fields interfere with each other and
create barely visible energy fluctuations. The DC to find such spells
with the Search skill drops by 4.
If an abjuration creates a barrier that keeps certain types of
creatures at bay, that barrier cannot be used to push away those
creatures. If you force the barrier against such a creature, you feel a
discernible pressure against the barrier. If you continue to apply
pressure, you end the spell.
Conjuration
Each conjuration spell belongs to one of five subschools. Con-
jurations bring manifestations of objects, creatures, or some form of
energy to you (the summoning subschool), actually transport
creatures from another plane of existence to your plane (calling),
heal (healing), transport creatures or objects over great distances
(teleportation), or create objects or effects on the spot (creation).
Creatures you conjure usually, but not always, obey your commands.
Representative spells include the various
summon monster
spells,
cure
light wounds
,
raise dead
,
teleport
, and
wall of iron
.
A creature or object brought into being or transported to your
location by a conjuration spell cannot appear inside another creature
or object, nor can it appear floating in an empty space. It must arrive
in an open location on a surface capable of supporting it. The
creature or object must appear within the spell’s range, but it does
not have to remain within the range.
Calling:
A calling spell transports a creature from another plane
to the plane you are on. The spell grants the creature the one-time
ability to return to its plane of origin, although the spell may limit
the circumstances under which this is possible. Creatures who are
called actually die when they are killed; they do not disappear and
reform, as do those brought by a summoning spell (see below). The
duration of a calling spell is instantaneous, which means that the
called creature can’t be dispelled.
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Creation:
A creation spell manipulates matter to create an object
or creature in the place the spellcaster designates (subject to the
limits noted above). If the spell has a duration other than
instantaneous, magic holds the creation together, and when the
spell ends, the conjured creature or object vanishes without a trace.
If the spell has an instantaneous duration, the created object or
creature is merely assembled through magic. It lasts indefinitely and
does not depend on magic for its existence.
Healing:
Certain divine conjurations heal creatures or even
bring them back to life. These include
cure
spells.
Summoning:
A summoning spell instantly brings a creature or
object to a place you designate. When the spell ends or is dispelled, a
summoned creature is instantly sent back to where it came from, but
a summoned object is not sent back unless the spell description
specifically indicates this. A summoned creature also goes away if it
is killed or if its hit points drop to 0 or lower. It is not really dead. It
takes 24 hours for the creature to reform, during which time it can’t
be summoned again.
When the spell that summoned a creature ends and the creature
disappears, all the spells it has cast expire. A summoned creature
cannot use any innate summoning abilities it may have, and it
refuses to cast any spells that would cost it XP, or to use any spell-
like abilities that would cost XP if they were spells.
Teleportation:
A teleportation spell transports one or more
creatures or objects a great distance. The most powerful of these
spells can cross planar boundaries. Unlike summoning spells, the
transportation is (unless otherwise noted) one-way and not dis-
pellable. Teleportation is instantaneous travel through the Astral
Plane. Anything that blocks astral travel also blocks teleportation.
Divination
Divination spells enable you to learn secrets long forgotten, to
predict the future, to find hidden things, and to foil deceptive spells.
Representative spells include
identify
,
detect thoughts
,
clairau-
dience/clairvoyance
, and
true seeing
.
Many divination spells have cone-shaped areas (see page 175).
These move with you and extend in the direction you look. The
cone defines the area that you can sweep each round. If you study
the same area for multiple rounds, you can often gain additional
information, as noted in the descriptive text for the spell.
Scrying:
A scrying spell creates an invisible magical sensor that
sends you information. Unless noted otherwise, the sensor has the
same powers of sensory acuity that you possess. This level of acuity
includes any spells or effects that target you (such as
darkvision
or
see
invisibility
), but not spells or effects that emanate from you (such as
detect evil
). However, the sensor is treated as a separate, independent
sensory organ of yours, and thus it functions normally even if you
have been blinded, deafened, or otherwise suffered sensory impair-
ment. Any creature with an Intelligence score of 12 or higher can
notice the sensor by making a DC 20 Intelligence check. The sensor
can be dispelled as if it were an active spell.
Lead sheeting or magical protection (such as
antimagic field
,
mind
blank
, or
nondetection
) blocks a scrying spell, and you sense that the
spell is so blocked.
Enchantment
Enchantment spells affect the minds of others, influencing or
controlling their behavior. Representative spells include
charm
person
and
suggestion
.
All enchantments are mind-affecting spells. Two types of
enchantment spells grant you influence over a subject creature.
Charm:
A charm spell changes how the subject views you, typ-
ically making it see you as a good friend.
Compulsion:
A compulsion spell forces the subject to act in
some manner or changes the way her mind works. Some compul-
sion spells determine the subject’s actions or the effects on the
subject, some compulsion spells allow you to determine the subject’s
actions when you cast the spell, and others give you ongoing control
over the subject.
Evocation
Evocation spells manipulate energy or tap an unseen source of
power to produce a desired end. In effect, they create something out
of nothing. Many of these spells produce spectacular effects, and
evocation spells can deal large amounts of damage. Representative
spells include
magic missile
,
fireball
, and
lightning bolt
.
Illusion
Illusion spells deceive the senses or minds of others. They cause
people to see things that are not there, not see things that are there,
hear phantom noises, or remember things that never happened.
Representative illusions include
silent image
,
invisibility
, and
veil
.
Illusions come in five types: figments, glamers, patterns, phantasms,
and shadows.
Figment:
A figment spell creates a false sensation. Those who
perceive the figment perceive the same thing, not their own slightly
different versions of the figment. (It is not a personalized mental
impression.) Figments cannot make something seem to be
something else. A figment that includes audible effects cannot
duplicate intelligible speech unless the spell description specifically
says it can. If intelligible speech is possible, it must be in a language
you can speak. If you try to duplicate a language you cannot speak,
the image produces gibberish. Likewise, you cannot make a visual
copy of something unless you know what it looks like.
Because figments and glamers (see below) are unreal, they cannot
produce real effects the way that other types of illusions can. They
cannot cause damage to objects or creatures, support weight, provide
nutrition, or provide protection from the elements. Consequently,
these spells are useful for confounding or delaying foes, but useless
for attacking them directly. For example, it is possible to use a
silent
image
spell to create an illusory cottage, but the cottage offers no
protection from rain.
A figment’s AC is equal to 10 + its size modifier.
Glamer:
A glamer spell changes a subject’s sensory qualities,
making it look, feel, taste, smell, or sound like something else, or
even seem to disappear.
Pattern:
Like a figment, a pattern spell creates an image that
others can see, but a pattern also affects the minds of those who see
it or are caught in it. All patterns are mind-affecting spells.
Phantasm:
A phantasm spell creates a mental image that usually
only the caster and the subject (or subjects) of the spell can perceive.
This impression is totally in the minds of the subjects. It is a
personalized mental impression. (It’s all in their heads and not a fake
picture or something that they actually see.) Third parties viewing or
studying the scene don’t notice the phantasm. All phantasms are
mind-affecting spells.
Shadow:
A shadow spell creates something that is partially real
from extradimensional energy. Such illusions can have real effects.
Damage dealt by a shadow illusion is real.
Saving Throws and Illusions (Disbelief):
Creatures encoun-
tering an illusion usually do not receive saving throws to recognize
it as illusory until they study it carefully or interact with it in some
fashion. For example, if a party encounters a section of illusory floor,
the character in the lead would receive a saving throw if she stopped
and studied the floor or if she probed the floor.
A successful saving throw against an illusion reveals it to be false,
but a figment or phantasm remains as a translucent outline. For
examples, a character making a successful saving throw against a
figment of an illusory section of floor knows the “floor” isn’t safe to
walk on and can see what lies below (light permitting), but he or she
can still note where the figment lies.
A failed saving throw indicates that a character fails to notice
something is amiss. A character faced with proof that an illusion
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isn’t real needs no saving throw. A character who falls through a
section of illusory floor into a pit knows something is amiss, as does
one who spends a few rounds poking at the same illusion. If any
viewer successfully disbelieves an illusion and communicates this
fact to others, each such viewer gains a saving throw with a +4
bonus.
Necromancy
Necromancy spells manipulate the power of death, unlife, and the
life force. Spells involving undead creatures make up a large part of
this school. Representative spells include
cause fear
,
animate dead
, and
finger of death
.
Transmutation
Transmutation spells change the properties of some creature, thing,
or condition. Representative spells include
enlarge person
,
reduce
person
,
polymorph
, and
shapechange
.
[DESCRIPTOR]
Appearing on the same line as the school and subschool, when
applicable, is a descriptor that further categorizes the spell in some
way. Some spells have more than one descriptor.
The descriptors are acid, air, chaotic, cold, darkness, death, earth,
electricity, evil, fear, fire, force, good, language-dependent, lawful,
light, mind-affecting, sonic, and water.
Most of these descriptors have no game effect by themselves, but
they govern how the spell interacts with other spells, with special
abilities, with unusual creatures, with alignment, and so on.
A language-dependent spell uses intelligible language as a
medium for communication. For instance, a cleric’s
command
spell
fails if the target can’t understand what the cleric says, either
because it doesn’t understand the language he is speaking or because
background noise prevents it from hearing what the cleric says.
A mind-affecting spell works only against creatures with an
Intelligence score of 1 or higher.
LEVEL
The next line of a spell description gives the spell’s level, a number
between 0 and 9 that defines the spell’s relative power. This number
is preceded by an abbreviation for the class whose members can cast
the spell. The Level entry also indicates whether a spell is a domain
spell and, if so, what its domain and its level as a domain spell are. A
spell’s level affects the DC for any save allowed against the effect.
For example, the Level entry for
hold person
is “Brd 2, Clr 2,
Sor/Wiz 3.” That means it is a 2nd-level spell for bards, a 2nd-level
spell for clerics, and a 3rd-level spell for sorcerers and wizards. The
level entry for
magic vestment
is “Clr 3, Strength 3, War 3.” That
means it is a 3rd-level spell for clerics, the 3rd-level Strength domain
spell, and the 3rd-level War domain spell.
Names of spellcasting classes are abbreviated as follows: bard Brd;
cleric Clr; druid Drd; paladin Pal; ranger Rgr; sorcerer Sor; wizard
Wiz.
The domains a spell can be associated with include Air, Animal,
Chaos, Death, Destruction, Earth, Evil, Fire, Good, Healing,
Knowledge, Law, Luck, Magic, Plant, Protection, Strength, Sun,
Travel, Trickery, War, and Water.
COMPONENTS
A spell’s components are what you must do or possess to cast it. The
Components entry in a spell description includes abbreviations that
tell you what type of components it has. Specifics for material, focus,
and XP components are given at the end of the descriptive text.
Usually you don’t worry about components, but when you can’t use
a component for some reason or when a material or focus com-
ponent is expensive, then the components are important.
Verbal (V):
A verbal component is a spoken incantation. To pro-
vide a verbal component, you must be able to speak in a strong voice.
A
silence
spell or a gag spoils the incantation (and thus the spell). A
spellcaster who has been deafened has a 20% chance to spoil any
spell with a verbal component that he or she tries to cast.
Somatic (S):
A somatic component is a measured and precise
movement of the hand. You must have at least one hand free to
provide a somatic component.
Material (M):
A material component is one or more physical
substances or objects that are annihilated by the spell energies in the
casting process. Unless a cost is given for a material component, the
cost is negligible. Don’t bother to keep track of material components
with negligible cost. Assume you have all you need as long as you
have your spell component pouch.
Focus (F):
A focus component is a prop of some sort. Unlike a
material component, a focus is not consumed when the spell is cast
and can be reused. As with material components, the cost for a focus
is negligible unless a price is given. Assume that focus components
of negligible cost are in your spell component pouch.
Divine Focus (DF):
A divine focus component is an item of
spiritual significance. The divine focus for a cleric or a paladin is a
holy symbol appropriate to the character’s faith. For an evil cleric,
the divine focus is an unholy symbol. The default divine focus for a
druid or a ranger is a sprig of mistletoe or holly.
If the Components line includes F/DF or M/DF, the arcane ver-
sion of the spell has a focus component or a material component
(the abbreviation before the slash) and the divine version has a
divine focus component (the abbreviation after the slash).
XP Cost (XP):
Some powerful spells (such as
wish
,
commune
, and
miracle
) entail an experience point cost to you. No spell, not even
restoration
, can restore the XP lost in this manner. You cannot spend
so much XP that you lose a level, so you cannot cast the spell unless
you have enough XP to spare. However, you may, on gaining
enough XP to attain a new level, use those XP for casting a spell
rather than keeping them and advancing a level. The XP are treated
just like a material component—expended when you cast the spell,
whether or not the casting succeeds.
CASTING TIME
Most spells have a casting time of 1 standard action. Others take 1
round or more, while a few require only a free action. Chapter 8:
Combat describes the difference between these types of actions.
A spell that takes 1 round to cast is a full-round action. It comes
into effect just before the beginning of your turn in the round after
you began casting the spell. You then act normally after the spell is
completed.
A spell that takes 1 minute to cast comes into effect just before
your turn 1 minute later (and for each of those 10 rounds, you are
casting a spell as a full-round action, just as noted above for 1-round
casting times). These actions must be consecutive and unin-
terrupted, or the spell automatically fails.
When you begin a spell that takes 1 round or longer to cast, you
must continue the concentration from the current round to just
before your turn in the next round (at least). If you lose
concentration before the casting is complete, you lose the spell.
A spell with a casting time of 1 free action (such as
feather fall
)
doesn’t count against your normal limit of one spell per round.
However, you may cast such a spell only once per round. Casting a
spell with a casting time of 1 free action doesn’t provoke attacks of
opportunity.
You make all pertinent decisions about a spell (range, target, area,
effect, version, and so forth) when the spell comes into effect. For
example, when casting a
summon monster
spell, you need not decide
where you want the monster to appear (or indeed, what monster you
are summoning) until the spell comes into effect in the round after
you begin casting.
RANGE
A spell’s range indicates how far from you it can reach, as defined in
the Range entry of the spell description. A spell’s range is the
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Area:
Nonlawful creatures in a 40-ft.-
radius spread centered on you
Duration:
Instantaneous
Saving Throw:
None or Will negates; see
text
Spell Resistance:
Yes
Any nonlawful creature within the area of
a
dictum
spell suffers the following ill
effects.
HD
Effect
Equal to caster level
Deafened
Up to caster level –1
Slowed
, deafened
Up to caster level –5
Paralyzed,
slowed
,
deafened
Up to caster level –10
Killed, paralyzed,
slowed
, deafened
The effects are cumulative and concurrent.
No saving throw is allowed against these
effects.
Deafened:
The creature is deafened for
1d4 rounds.
Slowed:
The creature is
slowed
, as by the
slow
spell, for 2d4 rounds.
Paralyzed:
The creature is paralyzed and
helpless for 1d10 minutes.
Killed:
Living creatures die. Undead
creatures are destroyed.
Furthermore, if you are on your home
plane when you cast this spell, nonlawful
extraplanar creatures within the area are
instantly banished back to their home
planes. Creatures so banished cannot
return for at least 24 hours. This effect
takes place regardless of whether the crea-
tures hear the
dictum
. The banishment
effect allows a Will save (at a –4 penalty) to
negate.
Creatures whose HD exceed your caster
level are unaffected by
dictum
.
Dimension Door
Conjuration (Teleportation)
Level:
Brd 4, Sor/Wiz 4, Travel 4
Components:
V
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Target:
You and touched objects or other
touched willing creatures
Duration:
Instantaneous
Saving Throw:
None and Will negates
(object)
Spell Resistance:
No and Yes (object)
You instantly transfer yourself from your
current location to any other spot within
range. You always arrive at exactly the spot
desired—whether by simply visualizing
the area or by stating direction, such as
“900 feet straight downward,” or “upward
to the northwest, 45-degree angle, 1,200
feet.” After using this spell, you can’t take
any other actions until your next turn. You
can bring along objects as long as their
weight doesn’t exceed your maximum
load. You may also bring one additional
willing Medium or smaller creature
(carrying gear or objects up to its maxi-
mum load) or its equivalent per three
caster levels. A Large creature counts as
two Medium creatures, a Huge creature
counts as two Large creatures, and so forth.
All creatures to be transported must be in
contact with one another, and at least one
of those creatures must be in contact with
you.
If you arrive in a place that is already
occupied by a solid body, you and each
creature traveling with you take 1d6 points
of damage and are shunted to a random
open space on a suitable surface within 100
feet of the intended location. If there is no
free space within 100 feet, you and each
creature traveling with you take an
additional 2d6 points of damage and are
shunted to a free space within 1,000 feet. If
there is no free space within 1,000 feet, you
and each creature travelling with you take
an additional 4d6 points of damage and the
spell simply fails.
Dimensional Anchor
Abjuration
Level:
Clr 4, Sor/Wiz 4
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Ray
Duration:
1 min./level
Saving Throw:
None
Spell Resistance:
Yes (object)
A green ray springs from your out-
stretched hand. You must make a ranged
touch attack to hit the target. Any creature
or object struck by the ray is covered with
a shimmering emerald field that com-
pletely blocks extradimensional travel.
Forms of movement barred by a dimen-
sional anchor include
astral projection
,
blink
,
dimension door
,
ethereal jaunt
,
etherealness
,
gate
,
maze
,
plane shift
,
shadow walk
,
teleport
,
and similar spell-like or psionic abilities.
The spell also prevents the use of a
gate
or
teleportation circle
for the duration of the
spell.
A
dimensional anchor
does not interfere
with the movement of creatures already in
ethereal or astral form when the spell is
cast, nor does it block extradimensional
perception or attack forms, such as a
basilisk’s gaze. Also,
dimensional anchor
does not prevent summoned creatures
from disappearing at the end of a sum-
moning spell.
Dimensional Lock
Abjuration
Level:
Clr 8, Sor/Wiz 8
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
20-ft.-radius emanation centered on
a point in space
Duration:
One day/level
Saving Throw:
None
Spell Resistance:
Yes
You create a shimmering emerald barrier
that completely blocks extradimensional
travel. Forms of movement barred include
astral projection
,
blink
,
dimension door
,
ethereal jaunt
,
etherealness
,
gate
,
maze
,
plane
shift
,
shadow walk
,
teleport
, and similar spell-
like or psionic abilities. Once
dimensional
lock
is in place, extradimensional travel
into or out of the area is not possible.
A
dimensional lock
does not interfere
with the movement of creatures already in
ethereal or astral form when the spell is
cast, nor does it block extradimensional
perception or attack forms, such as a
basilisk’s gaze. Also, the spell does not pre-
vent summoned creatures from disap-
pearing at the end of a summoning spell.
Diminish Plants
Transmutation
Level:
Drd 3, Rgr 3
Components:
V, S, DF
Casting Time:
1 standard action
Range:
See text
Target or Area:
See text
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
This spell has two versions.
Prune Growth:
This version causes nor-
mal vegetation (grasses, briars, bushes,
creepers, hedges, thistles, trees, vines, and
so forth) within long range (400 feet + 40
feet per level) to shrink to about one-third
of their normal size, becoming untangled
and less bushy. The affected vegetation
appears to have been carefully pruned and
trimmed.
At your option, the area can be a 100-
foot-radius circle, a 150-foot-radius semi-
circle, or a 200-foot-radius quarter-circle.
You may also designate portions of the area
that are not affected.
Stunt Growth:
This version targets nor-
mal plants within a range of 1/2 mile,
reducing their potential productivity over
the course of the following year to one-
third below normal.
Diminish plants
counters
plant growth
.
This spell has no effect on plant crea-
tures.
Discern Lies
Divination
Level:
Clr 4, Pal 3
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
CHAPTER 11:
SPELLS
复核记录
请逐项记录回复、依据/引文/可核查出处、来源类型(官方勘误/印次变化/官方说明/个人解释)、版本/印次及复核人。
破魔吐息(Dispelling Breath)
法术 ID 4394 · 问题编号 dispel-order · 解释疑问 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[dispel-order] 解释疑问:SC第67页称喷吐如同targeted dispel magic(指向型解除魔法),却另明写对每个豁免失败的受法术影响生物或物体,从highest level spell开始,失败才对较弱法术依次尝试,直到解除一个或全部失败,检定加值最高+15。PH第223页指向型对目标身上每个持续法术分别检定,最高+10;区域型才按最高caster level(施法者等级)往下尝试,直到解除一个或全部失败。可以把SC的详细算法视为对指向型名称的一项特殊限定,并参考PH区域型理解其顺序;也可以按法术等级理解SC的level。SC没有明确写caster level作为排序词,不能据此定案。本条的明确算法是每个符合条件的生物或物体最多解除一个受检法术,检定加值上限为+15;指向型称谓是否带入PH的排序标准仍待确认。PH条目还区分持续法术、不可解除的瞬间效果、可解除但不可反制的类法术效果、指向物品的1d4轮压制,以及区域型的起点内、重叠区域和召唤效果处理;SC对此另给豁免、魔法物品不受影响、召唤生物、中心在喷吐内的区域/效果、先解除后结算喷吐和可选择自动解除自己法术的条件,不能把PH其他用法整体替换进来。PH v3.5为2003年7月第一印次;本地完整2006-02-17三页PHB勘误将PH223区域解除正文误写的30尺半径改为20尺,所读本地PH223此处已显示20尺;该修正不解释SC的level、不改SC喷吐区域或单个解除算法。适用版本为D&D v3.5、SC 2005年12月第一印次;本地完整单页Spell Compendium勘误没有本项的专项修正。其主要规则文字优先的一般政策不自动判定这里存在矛盾,也不提供具体解释。尚未核查全部后来印次。 影响:解除排序依据、各生物或物体解除次数与最先解除的法术;喷吐自身的豁免条件、上限、额外召唤解除和结算顺序保留。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
解除排序依据、各生物或物体解除次数与最先解除的法术;喷吐自身的豁免条件、上限、额外召唤解除和结算顺序保留。
英文依据
SC:印刷页 67;PDF 第 67 页。
When you successfully cast this spell,
your breath weapon acts as a targeted
dispel magic
(
PH
223).
SC:印刷页 67;PDF 第 67 页。
For each creature or object that fails
its saving throw against your breath
weapon and that is the subject of one
or more spells, you make a dispel check
against the highest level spell currently
in effect on the object or creature. A
dispel check is 1d20 + 1 per caster level
(maximum +15) against a DC of 11 +
the spell’s caster level. If that check
fails, you make dispel checks against
progressively weaker spells until you
dispel one spell or until you fail all your
checks. A creature’s magic items are not 适用勘误结论
PHB 三页勘误包含 Area Dispel 的半径修正;它没有解释本条排序词 level 或特殊解除算法。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 67;PDF 第 67 页。
DISPELLING BREATH
Abjuration
Level:
Sorcerer/wizard 5
Components:
S
Casting Time:
1 swift action
Range:
Personal
Target:
Your breath weapon
Duration:
1 round
You exhale a cloud of poisonous gas mixed
with starlight motes that gravitate toward
the spellcasters and summoned monsters
within the cloud.
For this spell to function, you must
have a breath weapon, either as a super-
natural ability or as the result of casting
a spell such as
dragon breath
(page 73).
When you successfully cast this spell,
your breath weapon acts as a targeted
dispel magic
(
PH
223).
For each creature or object that fails
its saving throw against your breath
weapon and that is the subject of one
or more spells, you make a dispel check
against the highest level spell currently
in effect on the object or creature. A
dispel check is 1d20 + 1 per caster level
(maximum +15) against a DC of 11 +
the spell’s caster level. If that check
fails, you make dispel checks against
progressively weaker spells until you
dispel one spell or until you fail all your
checks. A creature’s magic items are not
affected, and creatures and objects that
rolled successful saving throws against
your breath weapon are likewise not
affected.
If a creature that is the effect of
an ongoing spell (such as a monster
summoned by
monster summoning
), is
in the area and fails its saving throw
against your breath weapon, you can
also make a dispel check to end the
spell that conjured the creature (return-
ing it whence it came).
For each ongoing area or effect spell
centered within the area of your breath
weapon, you make a dispel check to
dispel the spell.
Spells are dispelled prior to the
effect of your breath weapon being
resolved.
You can choose to automatically
succeed on dispel checks against any
spell in the area that you have cast.
PHB:印刷页 223;PDF 第 224 页。
223
Dispel Law
Abjuration [Chaotic]
Level:
Chaos 5, Clr 5
This spell functions like
dispel evil
, except
that you are surrounded by flickering,
yellow, chaotic energy, and the spell af-
fects lawful creatures and spells rather
than evil ones.
Dispel Magic
Abjuration
Level:
Brd 3, Clr 3, Drd 4, Magic 3, Pal 3,
Sor/Wiz 3
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target or Area:
One spellcaster, creature,
or object; or 20-ft.-radius burst
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
Because magic is so powerful, so too is the
ability to dispel magic. You can use
dispel
magic
to end ongoing spells that have been
cast on a creature or object, to temporarily
suppress the magical abilities of a magic
item, to end ongoing spells (or at least
their effects) within an area, or to counter
another spellcaster’s spell. A dispelled spell
ends as if its duration had expired. Some
spells, as detailed in their descriptions,
can’t be defeated by
dispel magic
.
Dispel
magic
can dispel (but not counter) spell-
like effects just as it does spells.
Note:
The effect of a spell with an in-
stantaneous duration can’t be dispelled,
because the magical effect is already over
before the
dispel magic
can take effect.
Thus, you can’t use
dispel magic
to repair
damage caused by a
fireball
or to turn a
petrified character back to flesh. In these
cases, the magic has departed, leaving only
burned flesh or perfectly normal stone in
its wake.
You choose to use
dispel magic
in one of
three ways: a targeted dispel, an area dispel,
or a counterspell:
Targeted Dispel:
One object, creature, or
spell is the target of the
dispel magic
spell.
You make a dispel check (1d20 + your
caster level, maximum +10) against the
spell or against each ongoing spell
currently in effect on the object or
creature. The DC for this dispel check is 11
+ the spell’s caster level.
For example, Mialee, at 5th level, targets
dispel magic
on a drow who is under the
effects of
haste
,
mage armor
, and
bull’s
strength
. All three spells were cast on the
drow by a 7th-level wizard. Mialee makes a
dispel check (1d20 + 5 against DC 18) three
times, once each for the
haste
,
mage armor
,
and
bull’s strength
effects. If she succeeds on
a particular check, that spell is dispelled
(the drow’s spell resistance doesn’t help
him); if she fails, that spell remains in
effect.
If you target an object or creature that is
the effect of an ongoing spell (such as a
monster summoned by
monster summon-
ing
), you make a dispel check to end the
spell that conjured the object or creature.
If the object that you target is a magic
item, you make a dispel check against the
item’s caster level. If you succeed, all the
item’s magical properties are suppressed
for 1d4 rounds, after which the item
recovers on its own. A suppressed item
becomes nonmagical for the duration of
the effect. An interdimensional interface
(such as a
bag of holding
) is temporarily
closed. A magic item’s physical properties
are unchanged: A suppressed magic sword
is still a sword (a masterwork sword, in
fact). Artifacts and deities are unaffected by
mortal magic such as this.
You automatically succeed on your
dispel check against any spell that you cast
yourself.
Area Dispel:
When
dispel magic
is used in
this way, the spell affects everything
within a
2
0-foot radius.
For each creature within the area that is
the subject of one or more spells, you make
a dispel check against the spell with the
highest caster level. If that check fails, you
make dispel checks against progressively
weaker spells until you dispel one spell
(which discharges the
dispel magic
spell so
far as that target is concerned) or until you
fail all your checks. The creature’s magic
items are not affected.
For each object within the area that is
the target of one or more spells, you make
dispel checks as with creatures. Magic
items are not affected by an area dispel.
For each ongoing area or effect spell
whose point of origin is within the area of
the
dispel magic
spell, you can make a dispel
check to dispel the spell.
For each ongoing spell whose area
overlaps that of the
dispel magic
spell, you
can make a dispel check to end the effect,
but only within the overlapping area.
If an object or creature that is the effect
of an ongoing spell (such as a monster
summoned by
monster summoning
) is in the
area, you can make a dispel check to end
the spell that conjured that object or
creature (returning it whence it came) in
addition to attempting to dispel spells
targeting the creature or object.
You may choose to automatically suc-
ceed on dispel checks against any spell that
you have cast.
Counterspell:
When
dispel magic
is used in
this way, the spell targets a spellcaster and
is cast as a counterspell (page 170). Unlike
a true counterspell, however,
dispel magic
may not work; you must make a dispel
check to counter the other spellcaster’s
spell.
Dispel Magic, Greater
Abjuration
Level:
Brd 5, Clr 6, Drd 6, Sor/Wiz 6
This spell functions like
dispel magic
,
except that the maximum caster level on
your dispel check is +20 instead of +10.
Additionally,
greater dispel magic
has a
chance to dispel any effect that
remove curse
can remove, even if
dispel magic
can’t dispel
that effect.
Displacement
Illusion (Glamer)
Level:
Brd 3, Sor/Wiz 3
Components:
V, M
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 round/level (D)
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
Emulating the natural ability of the dis-
placer beast (see the
Monster Manual
), the
subject of this spell appears to be about 2
feet away from its true location. The crea-
ture benefits from a 50% miss chance as if
it had total concealment. However, unlike
actual total concealment,
displacement
does
not prevent enemies from targeting the
creature normally.
True seeing
reveals its
true location.
Material Component:
A small strip of
leather made from displacer beast hide,
twisted into a loop.
Disrupt Undead
Necromancy
Level:
Sor/Wiz 0
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Ray
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
Yes
You direct a ray of positive energy. You
must make a ranged touch attack to hit,
and if the ray hits an undead creature, it
deals 1d6 points of damage to it.
Disrupting Weapon
Transmutation
Level:
Clr 5
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Targets:
One melee weapon
Duration:
1 round/level
Saving Throw:
Will negates (harmless,
object); see text
Spell Resistance:
Yes (harmless, object)
CHAPTER 11:
SPELLS
复核记录
请逐项记录回复、依据/引文/可核查出处、来源类型(官方勘误/印次变化/官方说明/个人解释)、版本/印次及复核人。
能量转换力场(Energy Transformation Field)
法术 ID 4443 · 问题编号 item-energy · 原述冲突 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[item-energy] SC第80页右栏末至第81页左栏顶部:无明确法术等级的物品使用制作所需 prerequisite caster level(先决施法者等级);紧接着却以浮空术为先决条件说明不动权杖每次提供2点法术等级能量。两项均保留,未将公式改为前置法术等级,也未改示例数值。适用版本为 SC 2005年12月第一印次、D&D v3.5。已核对本地单页 SpellComp_Errata.pdf:其一般政策将实际规则文字列为主要来源,将表格、角色数据块等列为次要参照;两者冲突时以主要来源为准,例外会专门指出。该勘误没有此项专项修正,本项目尚未裁定这项政策在此疑义中的具体适用性,也未核查全部后来印次。 影响:无明确法术等级的物品供给的能量数及绑定法术的自动触发时机。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
无明确法术等级的物品供给的能量数及绑定法术的自动触发时机。
英文依据
SC:印刷页 81;PDF 第 81 页。
of most rods) use the prerequisite caster
level needed to create that item (so
SC:印刷页 81;PDF 第 81 页。
an
immovable rod
would provide two
spell levels every time it was activated
because of its
levitate
prerequisite). 适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 80;PDF 第 80 页。
ENERGY
TRANSFORMATION
FIELD
Transmutation
Level:
Sorcerer/wizard 7
Components:
V, S, M, XP
Casting Time:
4 rounds
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
40-ft.-radius spread
Duration:
Permanent
Saving Throw:
None
Spell Resistance:
Yes
You hold the eye in your palm, sprinkle
it with blood and diamonds, and speak
the words. Slowly it rises from your hand,
emitting a soft beam that illuminates the
chosen area. Then it disappears, and you
place the spell within the magic trap.
You create a lingering zone of transfor-
mative magic that absorbs magic energy
from magic items or spellcasting and
uses it to power another spell tied to
that location. For example, you could
have an
energy transformation field
tied
to a
summon monster V
spell that would
summon a monster when the field had
absorbed enough magic.
The field absorbs the magic of spells
cast, spell-like or supernatural abilities
that are activated, and magic items used
within its dimensions. Each source of
magic provides spell levels of energy to
the field equal to the spell level of the
effect used. Supernatural abilities that
emulate spells provide energy equal
to the spell level of the effect. Super-
natural abilities that do not emulate
spells provide energy equal to the HD
of the creature using the ability. For
example, a cast
fireball
spell or a charge
from a
wand of fireball
would add three
spell levels to the field’s store, a potion
of cure
light wounds
would add one, and
a
wish
from a
ring of three wishes
would
add nine. Items that don’t have a clearly
defined spell level (such as the effects
SC:印刷页 81;PDF 第 81 页。
of most rods) use the prerequisite caster
level needed to create that item (so
an
immovable rod
would provide two
spell levels every time it was activated
because of its
levitate
prerequisite).
Effects that are absorbed give no indi-
cation of where the magic went; they
simply vanish.
The field absorbs only magic that is
actually used within its area. Ongoing
magical effects that enter the area,
including spells cast from outside
the area into the field or continually
functioning items such as a
+1 mace
,
are often visibly reduced, but do not
have their actual effects hindered. For
example, a
continual flame
would dim
slightly, but its overall magic would
not be affected.
An
energy transformation field
has
a single spell linked to it. When the
field has absorbed spell levels equal
to the spell level of its linked spell, it
automatically casts that spell at a point
within the field designated by you at
the time of the casting of the field. This
expends those absorbed spell levels
(although unused levels remain until
they are used or expire). The cast spell
functions as if cast by you in terms of
duration and all level-based spell
effects. Absorbed spell levels fade
at a rate of one per day if not
used. The field auto-
matically triggers
its linked spell if
it has enough
stored spell
levels and
the dura-
tion of its previous casting has expired.
If a linked spell requires concentration
to maintain, the field expends one spell
level for every hour of concentration
(the field’s concentration is interrupted
only by its complete destruction).
Spells that require a target will target
the living creature nearest to the
field.
Typical spells linked to an energy
transformation field are
blindness/deaf-
ness
,
fireball
,
suggestion
,
summon monster
,
or
wall of force
. Spells that have a costly
material component or an XP cost
cannot be linked to a field, but those
with a costly focus can if the focus
object is present within the field (typi-
cally sealed into a wall or in a secret
compartment).
Only
Mordenkainen’s disjunction
,
limited wish
,
wish
, or similar spells can
destroy the
energy transformation field
.
Spells of lower level, such as
dispel magic
and
greater dispel magic,
are absorbed by
it, and an
antimagic field
prevents it from
absorbing magical energy within the
field but does not otherwise hamper
this spell. If two or more field spells
share an overlapping area, each field
has an equal chance of absorbing a spell
effect in that area.
Material Component:
Three drops of
your blood, an eye from any human-
oid, and 5,000 gp worth of powdered
diamond.
XP Cost:
250 XP.复核记录
请逐项记录回复、依据/引文/可核查出处、来源类型(官方勘误/印次变化/官方说明/个人解释)、版本/印次及复核人。
能量转换力场(Energy Transformation Field)
法术 ID 4443 · 问题编号 sr-application · 缺少说明 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[sr-application] SC第80页右栏表头 Spell Resistance: Yes;第80–81页完整正文虽说明吸收施法、启动能力及物品魔法,却没有说明由谁、在哪一环节检定法术抗力。此疑义对应表头的Yes与完整正文的说明缺失。中文保留“可”,不自行补定法术抗力的检定对象或时机。适用版本为 SC 2005年12月第一印次、D&D v3.5。已核对本地单页 SpellComp_Errata.pdf:其一般政策将实际规则文字列为主要来源,将表格、角色数据块等列为次要参照;两者冲突时以主要来源为准,例外会专门指出。该勘误没有此项专项修正,本项目尚未裁定这项政策在此疑义中的具体适用性,也未核查全部后来印次。 影响:Yes适用于能量吸收还是被链接法术的受术者,以及实际法抗检定对象和时机。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
Yes适用于能量吸收还是被链接法术的受术者,以及实际法抗检定对象和时机。
英文依据
SC:印刷页 80;PDF 第 80 页。
Spell Resistance:
Yes适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 80;PDF 第 80 页。
ENERGY
TRANSFORMATION
FIELD
Transmutation
Level:
Sorcerer/wizard 7
Components:
V, S, M, XP
Casting Time:
4 rounds
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
40-ft.-radius spread
Duration:
Permanent
Saving Throw:
None
Spell Resistance:
Yes
You hold the eye in your palm, sprinkle
it with blood and diamonds, and speak
the words. Slowly it rises from your hand,
emitting a soft beam that illuminates the
chosen area. Then it disappears, and you
place the spell within the magic trap.
You create a lingering zone of transfor-
mative magic that absorbs magic energy
from magic items or spellcasting and
uses it to power another spell tied to
that location. For example, you could
have an
energy transformation field
tied
to a
summon monster V
spell that would
summon a monster when the field had
absorbed enough magic.
The field absorbs the magic of spells
cast, spell-like or supernatural abilities
that are activated, and magic items used
within its dimensions. Each source of
magic provides spell levels of energy to
the field equal to the spell level of the
effect used. Supernatural abilities that
emulate spells provide energy equal
to the spell level of the effect. Super-
natural abilities that do not emulate
spells provide energy equal to the HD
of the creature using the ability. For
example, a cast
fireball
spell or a charge
from a
wand of fireball
would add three
spell levels to the field’s store, a potion
of cure
light wounds
would add one, and
a
wish
from a
ring of three wishes
would
add nine. Items that don’t have a clearly
defined spell level (such as the effects
SC:印刷页 81;PDF 第 81 页。
of most rods) use the prerequisite caster
level needed to create that item (so
an
immovable rod
would provide two
spell levels every time it was activated
because of its
levitate
prerequisite).
Effects that are absorbed give no indi-
cation of where the magic went; they
simply vanish.
The field absorbs only magic that is
actually used within its area. Ongoing
magical effects that enter the area,
including spells cast from outside
the area into the field or continually
functioning items such as a
+1 mace
,
are often visibly reduced, but do not
have their actual effects hindered. For
example, a
continual flame
would dim
slightly, but its overall magic would
not be affected.
An
energy transformation field
has
a single spell linked to it. When the
field has absorbed spell levels equal
to the spell level of its linked spell, it
automatically casts that spell at a point
within the field designated by you at
the time of the casting of the field. This
expends those absorbed spell levels
(although unused levels remain until
they are used or expire). The cast spell
functions as if cast by you in terms of
duration and all level-based spell
effects. Absorbed spell levels fade
at a rate of one per day if not
used. The field auto-
matically triggers
its linked spell if
it has enough
stored spell
levels and
the dura-
tion of its previous casting has expired.
If a linked spell requires concentration
to maintain, the field expends one spell
level for every hour of concentration
(the field’s concentration is interrupted
only by its complete destruction).
Spells that require a target will target
the living creature nearest to the
field.
Typical spells linked to an energy
transformation field are
blindness/deaf-
ness
,
fireball
,
suggestion
,
summon monster
,
or
wall of force
. Spells that have a costly
material component or an XP cost
cannot be linked to a field, but those
with a costly focus can if the focus
object is present within the field (typi-
cally sealed into a wall or in a secret
compartment).
Only
Mordenkainen’s disjunction
,
limited wish
,
wish
, or similar spells can
destroy the
energy transformation field
.
Spells of lower level, such as
dispel magic
and
greater dispel magic,
are absorbed by
it, and an
antimagic field
prevents it from
absorbing magical energy within the
field but does not otherwise hamper
this spell. If two or more field spells
share an overlapping area, each field
has an equal chance of absorbing a spell
effect in that area.
Material Component:
Three drops of
your blood, an eye from any human-
oid, and 5,000 gp worth of powdered
diamond.
XP Cost:
250 XP.复核记录
请逐项记录回复、依据/引文/可核查出处、来源类型(官方勘误/印次变化/官方说明/个人解释)、版本/印次及复核人。
提炼水元素(Extract Water Elemental)
法术 ID 4469 · 问题编号 close-range · 原述冲突 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[close-range] SC第86页表头同时写Close和25尺+每施法者等级5尺,本条正文保留这两处原述。PH第175页的通常Close定义为25尺,每两个完整施法者等级增加5尺(施法者等级2时30尺,4时35尺)。两种公式给出的最远距离不同。SC括注是本法术的特例还是印刷错误,仍待适用印次或官方勘误回答,不自行以通常公式替换本条括注。核对版本为D&D v3.5、SC 2005年12月第一印次和PHB 2003年7月第一印次;尚未认证全部后来印次。完整单页SC勘误及2006年2月17日版PHB全部三页勘误没有本条或通常Close定义的专项修正;一般主要来源政策没有明确改写本条公式,不视为专项裁定。 影响:直接影响法术射程;近距类别和每等级5尺的括注均保留,是否应按每两个完整等级增加5尺尚未裁定。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
直接影响法术射程;近距类别和每等级5尺的括注均保留,是否应按每两个完整等级增加5尺尚未裁定。
英文依据
SC:印刷页 86;PDF 第 86 页。
Range:
Close (25 ft. + 5 ft./level)
PHB:印刷页 175;PDF 第 176 页。
Close:
The spell reaches as far as 25 feet away from you. The
maximum range increases by 5 feet for every two full caster levels
(30 feet at 2nd caster level, 35 feet at 4th caster level, and so on). 适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 86;PDF 第 86 页。
86
CHAPTER 1
SPELL
DESCRIPTIONS
be affected only once by each casting
of this spell.
If the damage from the flame destroys
an interposing barrier, the flame can
move beyond the barrier if it has area
remaining.
Material Component:
Bat guano,
sulfur, and copper packed into a metal
tube with one closed end.
EXTEND TENTACLES
Transmutation
Level:
Cleric 2, sorcerer/wizard 2
Components:
V
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level
You wriggle your tentacles in a complicated
choreography of movement, and your
tentacles lengthen.
This spell lengthens your tentacles,
increasing the reach of your tentacle
attacks by 5 feet. The tentacles attack
as normal. If you do not already have
tentacles, the spell has no effect on
you.
EXTRACT WATER
ELEMENTAL
Transmutation [Water]
Level:
Druid 6, sorcerer/wizard 6
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./level)
Target:
One living creature
Duration:
Instantaneous
Saving Throw:
Fortitude half
Spell Resistance:
Yes
Calling upon the essence of elemental water,
you surround your target creature with
a swirling blue and red aura. The aura
seeps into the creature a moment before
water spurts forth from its pores. It cries
out in pain.
This brutal spell causes the targeted
creature to dehydrate horribly as the
moisture in its body is forcibly extracted
through its eyes, nostrils, mouth, and
pores. This deals 1d6 points of damage
per caster level (maximum 20d6), or
half damage on a successful Fortitude
save. If the targeted creature is slain
by this spell, the extracted moisture is
transformed into a water elemental of
a size equal to the slain creature (up to
Huge). The water elemental is under
your control, as if you summoned it,
and disappears after 1 minute.
This spell has no effect on living
creatures with the fire subtype.
EYE OF THE
HURRICANE
Abjuration [Air]
Level:
Druid 4
Components:
V, S
Casting Time:
1 standard action
Range:
40 ft.
Area:
40-ft.-radius emanation
centered on you, with 10-ft.-radius
quiet area centered on you
Duration:
1 round/level
Saving Throw:
Fortitude negates;
see text
Spell Resistance:
Yes
Your voice trails off into whispers as you
near the end of the spell’s complex ritual.
The whispers begin to build upon one
another, echoing in the air around you,
swirling and twisting until they become a
steady cacophony. The wind gathers speed,
creating a spherical vortex around you.
With this spell, you create a swirling
miniature storm that provides a mea-
sure of protection, but leaves you and
those near you unaffected.
The storm that surrounds
you has hurricane-force
winds spinning in a circle
with you at the center.
Normal ranged attacks
through the hurricane’s
windy area are impos-
sible, and even heavier
projectiles such as siege
weapons and giant boul-
ders take a –8 penalty on
the attack roll.
Creatures who move inside
the spell’s area suffer effects
depending on their size and
whether they’re airborne.
Each creature must
make a saving throw
at the beginning of
its turn or when
it enters the af-
fected area.
Horrific but effective,
extract water elemental kills a foe
by turning the water in its body into
a separate creature
Illus. by J. Jarvis
PHB:印刷页 174;PDF 第 175 页。
174
isn’t real needs no saving throw. A character who falls through a
section of illusory floor into a pit knows something is amiss, as does
one who spends a few rounds poking at the same illusion. If any
viewer successfully disbelieves an illusion and communicates this
fact to others, each such viewer gains a saving throw with a +4
bonus.
Necromancy
Necromancy spells manipulate the power of death, unlife, and the
life force. Spells involving undead creatures make up a large part of
this school. Representative spells include
cause fear
,
animate dead
, and
finger of death
.
Transmutation
Transmutation spells change the properties of some creature, thing,
or condition. Representative spells include
enlarge person
,
reduce
person
,
polymorph
, and
shapechange
.
[DESCRIPTOR]
Appearing on the same line as the school and subschool, when
applicable, is a descriptor that further categorizes the spell in some
way. Some spells have more than one descriptor.
The descriptors are acid, air, chaotic, cold, darkness, death, earth,
electricity, evil, fear, fire, force, good, language-dependent, lawful,
light, mind-affecting, sonic, and water.
Most of these descriptors have no game effect by themselves, but
they govern how the spell interacts with other spells, with special
abilities, with unusual creatures, with alignment, and so on.
A language-dependent spell uses intelligible language as a
medium for communication. For instance, a cleric’s
command
spell
fails if the target can’t understand what the cleric says, either
because it doesn’t understand the language he is speaking or because
background noise prevents it from hearing what the cleric says.
A mind-affecting spell works only against creatures with an
Intelligence score of 1 or higher.
LEVEL
The next line of a spell description gives the spell’s level, a number
between 0 and 9 that defines the spell’s relative power. This number
is preceded by an abbreviation for the class whose members can cast
the spell. The Level entry also indicates whether a spell is a domain
spell and, if so, what its domain and its level as a domain spell are. A
spell’s level affects the DC for any save allowed against the effect.
For example, the Level entry for
hold person
is “Brd 2, Clr 2,
Sor/Wiz 3.” That means it is a 2nd-level spell for bards, a 2nd-level
spell for clerics, and a 3rd-level spell for sorcerers and wizards. The
level entry for
magic vestment
is “Clr 3, Strength 3, War 3.” That
means it is a 3rd-level spell for clerics, the 3rd-level Strength domain
spell, and the 3rd-level War domain spell.
Names of spellcasting classes are abbreviated as follows: bard Brd;
cleric Clr; druid Drd; paladin Pal; ranger Rgr; sorcerer Sor; wizard
Wiz.
The domains a spell can be associated with include Air, Animal,
Chaos, Death, Destruction, Earth, Evil, Fire, Good, Healing,
Knowledge, Law, Luck, Magic, Plant, Protection, Strength, Sun,
Travel, Trickery, War, and Water.
COMPONENTS
A spell’s components are what you must do or possess to cast it. The
Components entry in a spell description includes abbreviations that
tell you what type of components it has. Specifics for material, focus,
and XP components are given at the end of the descriptive text.
Usually you don’t worry about components, but when you can’t use
a component for some reason or when a material or focus com-
ponent is expensive, then the components are important.
Verbal (V):
A verbal component is a spoken incantation. To pro-
vide a verbal component, you must be able to speak in a strong voice.
A
silence
spell or a gag spoils the incantation (and thus the spell). A
spellcaster who has been deafened has a 20% chance to spoil any
spell with a verbal component that he or she tries to cast.
Somatic (S):
A somatic component is a measured and precise
movement of the hand. You must have at least one hand free to
provide a somatic component.
Material (M):
A material component is one or more physical
substances or objects that are annihilated by the spell energies in the
casting process. Unless a cost is given for a material component, the
cost is negligible. Don’t bother to keep track of material components
with negligible cost. Assume you have all you need as long as you
have your spell component pouch.
Focus (F):
A focus component is a prop of some sort. Unlike a
material component, a focus is not consumed when the spell is cast
and can be reused. As with material components, the cost for a focus
is negligible unless a price is given. Assume that focus components
of negligible cost are in your spell component pouch.
Divine Focus (DF):
A divine focus component is an item of
spiritual significance. The divine focus for a cleric or a paladin is a
holy symbol appropriate to the character’s faith. For an evil cleric,
the divine focus is an unholy symbol. The default divine focus for a
druid or a ranger is a sprig of mistletoe or holly.
If the Components line includes F/DF or M/DF, the arcane ver-
sion of the spell has a focus component or a material component
(the abbreviation before the slash) and the divine version has a
divine focus component (the abbreviation after the slash).
XP Cost (XP):
Some powerful spells (such as
wish
,
commune
, and
miracle
) entail an experience point cost to you. No spell, not even
restoration
, can restore the XP lost in this manner. You cannot spend
so much XP that you lose a level, so you cannot cast the spell unless
you have enough XP to spare. However, you may, on gaining
enough XP to attain a new level, use those XP for casting a spell
rather than keeping them and advancing a level. The XP are treated
just like a material component—expended when you cast the spell,
whether or not the casting succeeds.
CASTING TIME
Most spells have a casting time of 1 standard action. Others take 1
round or more, while a few require only a free action. Chapter 8:
Combat describes the difference between these types of actions.
A spell that takes 1 round to cast is a full-round action. It comes
into effect just before the beginning of your turn in the round after
you began casting the spell. You then act normally after the spell is
completed.
A spell that takes 1 minute to cast comes into effect just before
your turn 1 minute later (and for each of those 10 rounds, you are
casting a spell as a full-round action, just as noted above for 1-round
casting times). These actions must be consecutive and unin-
terrupted, or the spell automatically fails.
When you begin a spell that takes 1 round or longer to cast, you
must continue the concentration from the current round to just
before your turn in the next round (at least). If you lose
concentration before the casting is complete, you lose the spell.
A spell with a casting time of 1 free action (such as
feather fall
)
doesn’t count against your normal limit of one spell per round.
However, you may cast such a spell only once per round. Casting a
spell with a casting time of 1 free action doesn’t provoke attacks of
opportunity.
You make all pertinent decisions about a spell (range, target, area,
effect, version, and so forth) when the spell comes into effect. For
example, when casting a
summon monster
spell, you need not decide
where you want the monster to appear (or indeed, what monster you
are summoning) until the spell comes into effect in the round after
you begin casting.
RANGE
A spell’s range indicates how far from you it can reach, as defined in
the Range entry of the spell description. A spell’s range is the
CHAPTER 10:
MAGIC
PHB:印刷页 175;PDF 第 176 页。
175
maximum distance from you that the spell’s effect can occur, as well
as the maximum distance at which you can designate the spell’s
point of origin. If any portion of the spell’s area would extend
beyond this range, that area is wasted. Standard ranges include the
following.
Personal:
The spell affects only you.
Touch:
You must touch a creature or object to affect it. A touch
spell that deals damage can score a critical hit just as a weapon can. A
touch spell threatens a critical hit on a natural roll of 20 and deals
double damage on a successful critical hit. Some touch spells, such
as
teleport
and
water walk
, allow you to touch multiple targets. You
can touch as many willing targets as you can reach as part of the
casting, but all targets of the spell must be touched in the same
round that you finish casting the spell.
Close:
The spell reaches as far as 25 feet away from you. The
maximum range increases by 5 feet for every two full caster levels
(30 feet at 2nd caster level, 35 feet at 4th caster level, and so on).
Medium:
The spell reaches as far as 100 feet + 10 feet per caster
level.
Long:
The spell reaches as far as 400 feet + 40 feet per caster level.
Unlimited:
The spell reaches anywhere on the same plane of
existence.
Range Expressed in Feet:
Some spells have no standard range
category, just a range expressed in feet.
AIMING A SPELL
You must make some choice about whom the spell is to affect or
where the effect is to originate, depending on the type of spell. The
next entry in a spell description defines the spell’s target (or targets),
its effect, or its area, as appropriate.
Target or Targets:
Some spells, such as
charm person
, have a target
or targets. You cast these spells on creatures or objects, as defined by
the spell itself. You must be able to see or touch the target, and you
must specifically choose that target. For example, you can’t fire a
magic missile
spell (which always hits its target) into a group of
bandits with the instruction to strike “the leader.” To strike the
leader, you must be able to identify and see the leader (or guess
which is the leader and get lucky). However, you do not have to
select your target until you finish casting the spell.
If the target of a spell is yourself (the spell description has a line
that reads Target: You), you do not receive a saving throw, and spell
resistance does not apply. The Saving Throw and Spell Resistance
lines are omitted from such spells.
Some spells restrict you to willing targets only. Declaring yourself
as a willing target is something that can be done at any time (even if
you’re flat-footed or it isn’t your turn). Unconscious creatures are
automatically considered willing, but a character who is conscious
but immobile or helpless (such as one who is bound, cowering, grap-
pling, paralyzed, pinned, or stunned) is not automatically willing.
Some spells, such as
flaming sphere
and
spiritual weapon
, allow you
to redirect the effect to new targets or areas after you cast the spell.
Redirecting a spell is a move action that does not provoke attacks of
opportunity.
Effect:
Some spells, such as
summon monster
spells, create or
summon things rather than affecting things that are already present.
You must designate the location where these things are to appear,
either by seeing it or defining it (for example, “The
insect plague
will
appear 20 feet into the area of darkness that the nagas are hiding
in”). Range determines how far away an effect can appear, but if the
effect is mobile (a summoned monster, for instance), it can move
regardless of the spell’s range.
Ray:
Some effects are rays (for example,
ray of enfeeblement
). You
aim a ray as if using a ranged weapon, though typically you make a
ranged touch attack rather than a normal ranged attack. As with a
ranged weapon, you can fire into the dark or at an invisible creature
and hope you hit something. You don’t have to see the creature
you’re trying to hit, as you do with a targeted spell. Intervening
creatures and obstacles, however, can block your line of sight or
provide cover for the creature you’re aiming at.
If a ray spell has a duration, it’s the duration of the effect that the
ray causes, not the length of time the ray itself persists.
If a ray spell deals damage, you can score a critical hit just as if it
were a weapon. A ray spell threatens a critical hit on a natural roll of
20 and deals double damage on a successful critical hit.
Spread:
Some effects, notably clouds and fogs, spread out from a
point of origin, which must be a grid intersection. The effect can
extend around corners and into areas that you can’t see. Figure dis-
tance by actual distance traveled, taking into account turns the spell
effect takes. When determining distance for spread effects, count
around walls, not through them. As with movement, do not trace
diagonals across corners. You must designate the point of origin for
such an effect, but you need not have line of effect (see below) to all
portions of the effect. Example:
obscuring mist
.
Area:
Some spells affect an area. Sometimes a spell description
specifies a specially defined area, but usually an area falls into one of
the categories defined below.
Regardless of the shape of the area, you select the point where the
spell originates, but otherwise you don’t control which creatures or
objects the spell affects. The point of origin of a spell is always a grid
intersection. When determining whether a given creature is within
the area of a spell, count out the distance from the point of origin in
squares just as you do when moving a character or when
determining the range for a ranged attack. The only difference is
that instead of counting from the center of one square to the center
of the next, you count from intersection to intersection. You can
count diagonally across a square, but remember that every second
diagonal counts as 2 squares of distance. If the far edge of a square is
within the spell’s area, anything within that square is within the
spell’s area. If the spell’s area only touches the near edge of a square,
however, anything within that square is unaffected by the spell.
Burst, Emanation, or Spread:
Most spells that affect an area function
as a burst, an emanation, or a spread. In each case, you select the
spell’s point of origin and measure its effect from that point.
A burst spell affects whatever it catches in its area, even including
creatures that you can’t see. For instance, if you can designate a four-
way intersection of corridors to be the point of origin of a
dispel
magic
spell, the spell bursts in all four directions, possibly catching
creatures that you can’t see because they’re around the corner from
you but not from the point of origin. It can’t affect creatures with
total cover from its point of origin (in other words, its effects don’t
extend around corners). The default shape for a burst effect is a
sphere, but some burst spells are specifically described as cone-
shaped. A burst’s area defines how far from the point of origin the
spell’s effect extends. Example:
holy smite
.
An emanation spell functions like a burst spell, except that the
effect continues to radiate from the point of origin for the duration
of the spell. Most emanations are cones or spheres. Example: det
ect
magic
.
A spread spell spreads out like a burst but can turn corners. You
select the point of origin, and the spell spreads out a given distance
in all directions. Figure the area the spell effect fills by taking into
account any turns the spell effect takes. Example:
fireball
.
Cone, Cylinder, Line, or Sphere:
Most spells that affect an area have a
particular shape, such as a cone, cylinder, line, or sphere.
A cone-shaped spell shoots away from you in a quarter-circle in
the direction you designate. It starts from any corner of your square
and widens out as it goes. Most cones are either bursts or emana-
tions (see above), and thus won’t go around corners. Example:
cone of
cold
.
When casting a cylinder-shaped spell, you select the spell’s point
of origin. This point is the center of a horizontal circle, and the spell
shoots down from the circle, filling a cylinder. A cylinder-shaped
spell ignores any obstructions within its area. Example:
flame strike
.
A line-shaped spell shoots away from you in a line in the direction
you designate. It starts from any corner of your square and extends
CHAPTER 10:
MAGIC
复核记录
请逐项记录回复、依据/引文/可核查出处、来源类型(官方勘误/印次变化/官方说明/个人解释)、版本/印次及复核人。
高等爆炎术(Fireburst, Greater)
法术 ID 4504 · 问题编号 4504:range-inheritance · 原述冲突 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[4504:range-inheritance] SC93母条Range为10尺;SC94子条覆写Effect为15尺并影响15尺内生物,却未覆写Range。保留源文结构,不裁定继承距离应改为何值。 影响:距离与效果的继承关系待核。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
距离与效果的继承关系待核。
英文依据
SC:印刷页 93;PDF 第 93 页。
Range:
10 ft.
SC:印刷页 94;PDF 第 94 页。
Effect:
Burst of fire extending 15 ft.
from you适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 94;PDF 第 94 页。
FIREBURST, GREATER
Evocation [Fire]
Level:
Sorcerer/wizard 5
Effect:
Burst of fire extending 15 ft.
from you
This spell functions like
fireburst,
except that it affects creatures within
15 feet of you and deals 1d10 points of
fire damage per caster level (maximum
15d10).
SC:印刷页 93;PDF 第 93 页。
FIREBURST
Evocation [Fire]
Level:
Sorcerer/wizard 2
Components:
V, S, M
Casting Time:
1 standard action
Range:
10 ft.
Effect:
Burst of fire extending 10 ft.
from you
Duration:
Instantaneous
Saving Throw:
Reflex half
Spell Resistance:
Yes
With a grand circular gesture the air
around you fills with flame. An instant
later the fire explodes outward, engulfing
everything close to you.
Fireburst
causes a powerful explosion
of flame to burst from you, damag-
ing anyone within 10 feet of you. All
creatures and objects within that area,
except for you and any creatures or
objects that share your space, take 1d8
points of fire damage per caster level
(maximum 5d8).
Material Component:
A bit of sulfur.复核记录
请逐项记录回复、依据/引文/可核查出处、来源类型(官方勘误/印次变化/官方说明/个人解释)、版本/印次及复核人。
冻雾术(Freezing Fog)
法术 ID 4539 · 问题编号 balance-save · 原述冲突 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[balance-save] SC第99–100页,完整正文在第100页左栏:先要求每轮在施法者回合进行Reflex save,失败则倒地;紧接着说站起后移动须DC10 Balance check,却把相差5点或更多的失败称为fails its save。平衡check与save用词不一致,未明确这一差值门槛对应哪项判定。中文分别保留平衡检定、豁免检定及失败差值5点,不把save改为check。适用版本为 SC 2005年12月第一印次、D&D v3.5。已核对本地单页 SpellComp_Errata.pdf:其一般政策将实际规则文字列为主要来源,将表格、角色数据块等列为次要参照;两者冲突时以主要来源为准,例外会专门指出。该勘误没有此项专项修正,本项目尚未裁定这项政策在此疑义中的具体适用性,也未核查全部后来印次。 影响:站起后的移动和再度倒地判定,以及失败5点的门槛适用于平衡还是反射。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
站起后的移动和再度倒地判定,以及失败5点的门槛适用于平衡还是反射。
英文依据
SC:印刷页 100;PDF 第 100 页。
and on your turn each round, each
creature in the area of the fog must
make a successful Reflex save or fall
prone. A creature that manages to stand
SC:印刷页 100;PDF 第 100 页。
prone. A creature that manages to stand
must make a DC 10 Balance check in
order to move, falling prone if it fails
SC:印刷页 100;PDF 第 100 页。
order to move, falling prone if it fails
its save by 5 or more. Creatures in the 适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 99;PDF 第 99 页。
FREEZING FOG
Co njuration (Creation)
[Cold]
Le vel:
Sorcerer/
wizard 6
Components:
V, S
Ca sting Time:
1
standard action
R ange:
Medium
(100 ft. + 10 ft./level)
Effect:
Fog spreads in a 20-ft. radius,
20 ft. high
Duration:
1 minute/level
Saving Throw:
Reflex partial;
see text
Spell Resistance:
No
SC:印刷页 100;PDF 第 100 页。
A cool mist rises from the area you indicate.
The thick mist blocks your ability to see
within it, but the ground at its edge has
turned white with frost.
A bank of freezing mist billows out
from the point you designate, obscur-
ing all sight (including darkvision)
beyond 5 feet. A creature within 5
feet has concealment, while creatures
farther away have total concealment.
Each round on your turn, the frigid
mist deals 1d6 points of cold damage
to each creature and object within it.
The fog is so thick that any creature
attempting to move through it pro-
gresses at a maximum speed of 5 feet
(regardless of its normal speed) and
takes a –2 penalty on melee attack rolls
and damage rolls and a –6 penalty on
ranged weapon attack rolls (but not
ranged spell attack rolls). A creature or
object that falls into the fog from above
is slowed, so that each 10 feet of mist
it passes through effectively reduces
overall falling damage by 1d6.
Freezing fog
also coats all solid sur-
faces in its area with a slick, icy rime,
and on your turn each round, each
creature in the area of the fog must
make a successful Reflex save or fall
prone. A creature that manages to stand
must make a DC 10 Balance check in
order to move, falling prone if it fails
its save by 5 or more. Creatures in the
fog can’t take a 5-foot step.
A severe wind disperses the cloud in
1 round. The spell does not function
underwater.
DESCRIPTIONS
SPELL
PHB:印刷页 281;PDF 第 282 页。
281
Loose dirt is not as troublesome as mud,
but all creatures in the area can move at
only half their normal speed and can’t run
or charge over the surface.
Stone softened into clay does not hinder
movement, but it does allow characters to
cut, shape, or excavate areas they may not
have been able to affect before. For
example, a party of adventurers trying to
break out of a cavern might use this spell
to soften a wall. While
soften earth and stone
does not affect dressed or worked stone,
cavern ceilings or vertical surfaces such as
cliff faces can be affected. Usually, this
causes a moderate collapse or landslide as
the loosened material peels away from the
face of the wall or roof and falls.
A moderate amount of structural dam-
age can be dealt to a manufactured struc-
ture (such as a wall or a tower) by softening
the ground beneath it, causing it to settle.
However, most well-built structures will
only be damaged by this spell, not
destroyed.
Solid Fog
Conjuration (Creation)
Level:
Sor/Wiz 4
Components:
V, S, M
Duration:
1 min./level
Spell Resistance:
No
This spell functions like
fog cloud
, but in
addition to obscuring sight, the
solid fog
is
so thick that any creature attempting to
move through it progresses at a speed of 5
feet, regardless of its normal speed, and it
takes a –2 penalty on all melee attack and
melee damage rolls. The vapors prevent
effective ranged weapon attacks (except for
magic rays and the like). A creature or
object that falls into
solid fog
is slowed, so
that each 10 feet of vapor that it passes
through reduces falling damage by 1d6. A
creature can’t take a 5-foot step while in
solid fog
.
However, unlike normal fog, only a se-
vere wind (31+ mph) disperses these va-
pors, and it does so in 1 round.
Solid fog
can be made permanent with a
permanency
spell. A permanent
solid fog
dispersed by wind reforms in 10 minutes.
Material Component:
A pinch of dried,
powdered peas combined with powdered
animal hoof.
Song of Discord
Enchantment (Compulsion) [Mind-
Affecting, Sonic]
Level:
Brd 5
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
Creatures within a 20-ft.-radius
spread
Duration:
1 round/level
Saving Throw:
Will negates
Spell Resistance:
Yes
This spell causes those within the area to
turn on each other rather than attack their
foes. Each affected creature has a 50%
chance to attack the nearest target each
round. (Roll to determine each creature’s
behavior every round at the beginning of
its turn.) A creature that does not attack its
nearest neighbor is free to act normally for
that round.
Creatures forced by a
song of discord
to
attack their fellows employ all methods at
their disposal, choosing their deadliest
spells and most advantageous combat tac-
tics. They do not, however, harm targets
that have fallen unconscious.
Soul Bind
Necromancy
Level:
Clr 9, Sor/Wiz 9
Components:
V, S, F
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
Corpse
Duration:
Permanent
Saving Throw:
Will negates
Spell Resistance:
No
You draw the soul from a newly dead body
and imprison it in a black sapphire gem.
The subject must have been dead no more
than 1 round per caster level. The soul,
once trapped in the gem, cannot be
returned through
clone
,
raise dead
,
reincar-
nation
,
resurrection
,
true resurrection
, or even
a
miracle
or a
wish
. Only by destroying the
gem or dispelling the spell on the gem can
one free the soul (which is then still dead).
Focus:
A black sapphire of at least 1,000
gp value for every Hit Die possessed by the
creature whose soul is to be bound. If the
gem is not valuable enough, it shatters
when the binding is attempted. (While
creatures have no concept of level or Hit
Dice as such, the value of the gem needed
to trap an individual can be researched.
Remember that this value can change over
time as creatures gain more Hit Dice.)
Sound Burst
Evocation [Sonic]
Level:
Brd 2, Clr 2
Components:
V, S, F/DF
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
10-ft.-radius spread
Duration:
Instantaneous
Saving Throw:
Fortitude partial
Spell Resistance:
Yes
You blast an area with a tremendous ca-
cophony. Every creature in the area takes
1d8 points of sonic damage and must suc-
ceed on a Fortitude save to avoid being
stunned for 1 round.
Creatures that cannot hear are not
stunned but are still damaged.
Arcane Focus:
A musical instrument.
Speak with Animals
Divination
Level:
Brd 3, Drd 1, Rgr 1
Components:
V, S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level
You can comprehend and communicate
with animals. You are able to ask questions
of and receive answers from animals,
although the spell doesn’t make them any
more friendly or cooperative than normal.
Furthermore, wary and cunning animals
are likely to be terse and evasive, while the
more stupid ones make inane comments.
If an animal is friendly toward you, it may
do some favor or service for you (as
determined by the DM).
Speak with Dead
Necromancy [Language-Dependent]
Level:
Clr 3
Components:
V, S, DF
Casting Time:
10 minutes
Range:
10 ft.
Target:
One dead creature
Duration:
1 min./level
Saving Throw:
Will negates; see text
Spell Resistance:
No
You grant the semblance of life and intel-
lect to a corpse, allowing it to answer sev-
eral questions that you put to it. You may
ask one question per two caster levels.
Unasked questions are wasted if the dura-
tion expires. The corpse’s knowledge is
limited to what the creature knew during
life, including the languages it spoke (if
any). Answers are usually brief, cryptic, or
repetitive. If the creature’s alignment was
different from yours, the corpse gets a Will
save to resist the spell as if it were alive.
If the corpse has been subject to
speak
with dead
within the past week, the new
spell fails. You can cast this spell on a
corpse that has been deceased for any
amount of time, but the body must be
mostly intact to be able to respond. A
damaged corpse may be able to give partial
answers or partially correct answers, but it
must at least have a mouth in order to
speak at all.
This spell does not let you actually speak
to the person (whose soul has departed). It
instead draws on the imprinted knowledge
stored in the corpse. The partially
animated body retains the imprint of the
soul that once inhabited it, and thus it can
speak with all the knowledge that the
creature had while alive. The corpse,
however, cannot learn new information.
Indeed, it can’t even remember being
questioned.
This spell does not affect a corpse that
has been turned into an undead creature.
CHAPTER 11:
SPELLS
复核记录
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残酷奴役(Monstrous Thrall)
法术 ID 4574 · 问题编号 4574:permanent-duration · 原述冲突 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[4574:permanent-duration] 《万法大全》第142页表头写“24小时/等级”,同页正文接第143页却说初次意志豁免失败后受到永久支配。官方勘误给出正文优先的一般原则,但未逐名改写这两处条款;本译文同时保留原书表述及既有待审核问题。 影响:一般勘误原则对此处的适用及最终持续时间仍待既有规则审核;本文不自行覆盖表头或宣称问题已解决。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
一般勘误原则对此处的适用及最终持续时间仍待既有规则审核;本文不自行覆盖表头或宣称问题已解决。
英文依据
SC:印刷页 142;PDF 第 142 页。
Duration:
24 hours/level
SC:印刷页 142;PDF 第 142 页。
tion
(page 224), except that the subject
can be any creature and is permanently
SC:印刷页 143;PDF 第 143 页。
dominated
if it fails its initial Will save. 适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 142;PDF 第 142 页。
MONSTROUS THRALL
Enchantment (Compulsion)
[Mind-Affecting]
Level:
Domination 9
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One creature
Duration:
24 hours/level
Saving Throw:
Will negates
Spell Resistance:
Yes
Calling upon your reserves of personal
power, you reach outward with your mind
and gain control of the will of your foe.
This spell functions like
true domina-
tion
(page 224), except that the subject
can be any creature and is permanently
SC:印刷页 143;PDF 第 143 页。
dominated
if it fails its initial Will save.
A subject ordered to take an action
against its nature receives a saving
throw with a –4 penalty to resist taking
that particular action. If the save suc-
ceeds, the subject still remains your
thrall despite its minor mutiny. Once
a subject makes a successful saving
throw to resist a specific order, it makes
all future saving throws to resist taking
that specific action without a penalty.
SC:印刷页 224;PDF 第 224 页。
TRUE DOMINATION
Enchantment (Compulsion)
[Mind-Affecting]
Level:
Domination 8
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One humanoid
Duration:
24 hours/level
Saving Throw:
Will negates; see text
Spell Resistance:
Yes
Reaching out with your thoughts, you grasp
the mind of your foe and take command of
its actions.
You can control the actions of any
humanoid. You establish a telepathic
link with the subject’s mind. If a
common language is shared, you can
generally force the subject to perform
as you desire, within the limits of its
abilities. If no common language is
shared, you can communicate only
basic commands, such as “Come here,”
“Go there,” “Fight,” and “Stand still.”
You know what the subject is experi-
encing, but you do not receive direct
sensory input from it.
Subjects have a chance of resisting
this control by making a Will save
to avoid the effect when the spell is
cast. Those affected by the spell and
then forced to take actions against
their nature receive a new saving
throw with a –4 penalty. Obviously
self-destructive orders might be car-
ried out, unless the subject can make
a saving throw with the –4 pen-
alty. Once control is established, the
range at which it can be exercised is
unlimited, as long as you and the sub-
ject are on the same plane. You need
not see the subject to control it.
Protection from evil
or a similar spell
can prevent you from exercising con-
trol or using the telepathic link while
the subject is so warded, but it does not
prevent the establishment of domina-
tion or dispel it.复核记录
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电击球(Orb of Electricity)
法术 ID 4611 · 问题编号 4611:nonmetal-armor-secondary-effect-source · 解释疑问 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[4611:nonmetal-armor-secondary-effect-source] 原文规定此法术作用如同强酸球,并仅对穿着金属护甲的命中者明确列出纠缠取代恶心的效果;没有明确说明未穿金属护甲的命中者是否仍继承强酸球的恶心效果。正文保留原述,不在此作规则裁定。 影响:影响未穿金属护甲的目标是否受到附加状态。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
影响未穿金属护甲的目标是否受到附加状态。
英文依据
SC:印刷页 151;PDF 第 151 页。
This spell functions like
orb of acid,
except that it deals electricity damage.
In addition, a creature wearing metal
armor struck by an
orb of electricity
must
make a Fortitude save or be entangled
for 1 round instead of being sickened.适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 150;PDF 第 150 页。
ORB OF ACID
Conjuration (Creation) [Acid]
Level:
Sorcerer/wizard 4
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
One orb of acid
Duration:
Instantaneous
Saving Throw:
Fortitude partial;
see text
Spell Resistance:
No
An orb of acid about 3 inches across
shoots from your palm at its target,
dealing 1d6 points of acid damage
per caster level (maximum 15d6). You
must succeed on a ranged touch attack
to hit your target.
A creature struck by the orb takes
damage and becomes sickened by the
acid’s noxious fumes for 1 round. A
successful Fortitude save negates the
sickened effect but does not reduce the
damage.
SC:印刷页 151;PDF 第 151 页。
ORB OF ELECTRICITY
Conjuration (Creation) [Electricity]
Level:
Sorcerer/wizard 4
Effect:
One orb of electricity
This spell functions like
orb of acid,
except that it deals electricity damage.
In addition, a creature wearing metal
armor struck by an
orb of electricity
must
make a Fortitude save or be entangled
for 1 round instead of being sickened.复核记录
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疗创之触(Healing Touch)
法术 ID 4691 · 问题编号 4691:healing-cost · 原述冲突 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[4691:healing-cost] SC111规定施法者承受实际治疗量的一半伤害,并把治疗上限定为当前HP+10,同时声称足以杀死施法者。三句原文均保留,不凭算术修数。 影响:治疗上限、自损与死亡关系待核。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
治疗上限、自损与死亡关系待核。
英文依据
SC:印刷页 111;PDF 第 111 页。
take damage equal to half
the amount your subject was
healed. This spell cannot heal
SC:印刷页 111;PDF 第 111 页。
healed. This spell cannot heal
a subject of more damage
than your current hit points
+10, which is enough to kill
you.适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 111;PDF 第 111 页。
HEALING TOUCH
Necromancy
Level:
Sorcerer/wizard 3
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
Instantaneous
Saving Throw:
Will half;
see text
Spell Resistance:
Yes
(harmless)
The skin of your hands turns
translucent, showing the muscle
and bone beneath. You touch
your badly injured ally and feel
your own vitality leave your body
and enter his damaged form.
You transfer some of your
life essence to the subject
of the spell, healing it. You
can heal up to 1d6 points of
damage per two caster levels
(maximum 10d6), and you
decide how many dice to roll
when you cast the spell. You
take damage equal to half
the amount your subject was
healed. This spell cannot heal
a subject of more damage
than your current hit points
+10, which is enough to kill
you.复核记录
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疗创之触(Healing Touch)
法术 ID 4691 · 问题编号 4691:save-application · 缺少说明 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[4691:save-application] SC111表头写Will half; see text,完整正文未交代由谁、何时豁免以及减半的是治疗或反伤。保留表头,不自行指定主体或改成harmless/negates。 影响:治疗/自损的豁免应用待核。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
治疗/自损的豁免应用待核。
英文依据
SC:印刷页 111;PDF 第 111 页。
Saving Throw:
Will half;
see text适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 111;PDF 第 111 页。
HEALING TOUCH
Necromancy
Level:
Sorcerer/wizard 3
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
Instantaneous
Saving Throw:
Will half;
see text
Spell Resistance:
Yes
(harmless)
The skin of your hands turns
translucent, showing the muscle
and bone beneath. You touch
your badly injured ally and feel
your own vitality leave your body
and enter his damaged form.
You transfer some of your
life essence to the subject
of the spell, healing it. You
can heal up to 1d6 points of
damage per two caster levels
(maximum 10d6), and you
decide how many dice to roll
when you cast the spell. You
take damage equal to half
the amount your subject was
healed. This spell cannot heal
a subject of more damage
than your current hit points
+10, which is enough to kill
you.复核记录
请逐项记录回复、依据/引文/可核查出处、来源类型(官方勘误/印次变化/官方说明/个人解释)、版本/印次及复核人。
毒蛇群聚(Vipergout)
法术 ID 4735 · 问题编号 summoned-count · 原述冲突 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[summoned-count] SC第230页,中栏表头 Effect: 1d4+3 summoned creatures;同栏正文首段 This spell summons 1d4+1。后续吐蛇动作段没有解释相差的两条。中文效果栏与正文分别保留3和1,没有选择一个总数。适用版本为 SC 2005年12月第一印次、D&D v3.5。已核对本地单页 SpellComp_Errata.pdf:其一般政策将实际规则文字列为主要来源,将表格、角色数据块等列为次要参照;两者冲突时以主要来源为准,例外会专门指出。该勘误没有此项专项修正,本项目尚未裁定这项政策在此疑义中的具体适用性,也未核查全部后来印次。 影响:召唤总数、能吐出的蛇数及不能说话的限制何时结束。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
召唤总数、能吐出的蛇数及不能说话的限制何时结束。
英文依据
SC:印刷页 230;PDF 第 230 页。
Effect:
1d4+3 summoned creatures
SC:印刷页 230;PDF 第 230 页。
This spell summons 1d4+1 celestial
or fiendish Medium vipers (
MM
280),
which leap forth from your mouth to
attack your enemies. 适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 230;PDF 第 230 页。
VIPERGOUT
Conjuration (Summoning) [see text]
Level:
Sorcerer/wizard 3
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
1d4+3 summoned creatures
Duration:
1 round/level
Saving Throw:
None
Spell Resistance:
Yes
A churning in your stomach overtakes you
as you complete the spell. Something slithers
up your throat, and you vomit serpents.
This spell summons 1d4+1 celestial
or fiendish Medium vipers (
MM
280),
which leap forth from your mouth to
attack your enemies.
A celestial viper summoned by this
spell has resistance to acid 5, cold 5,
and electricity 5; spell resistance 7;
and a smite evil attack that provides a
+2 bonus on one damage roll.
A fiendish viper summoned by this
spell has resistance to acid 5 and fire
5; spell resistance 7; and a smite good
attack that provides a +2 bonus on one
damage roll.
Starting in the round you complete
the spell, you can spit three vipers as a
standard action or one viper as a move
action. (Thus, if you move and then
cast this spell, you cannot spit any
vipers until your next turn, but if you
cast this spell without moving, you
can spit forth one viper as your move
action in that round.) Spat vipers land at
your feet in an adjacent square of your
choice and act on the same round, on
your turn, just as creatures summoned
by a
summon monster
spell do.
The snakes are not actually present
in your mouth, and they do not inter-
fere with your breathing. However,
until you have brought forth all the
snakes summoned by the spell, you
cannot speak, cast spells with verbal
components, or activate items that
require speech. When the spell’s
duration expires, all the vipers disap-
pear, and any not yet brought forth
are lost.
When you use a summoning spell
to summon a good creature or an evil
creature, it is a spell of that type.
Material Component:
A snakeskin.复核记录
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沙墙术(Wall of Sand)
法术 ID 4743 · 问题编号 4743:omitted-time-source · 缺少说明 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[4743:omitted-time-source] 《万法大全》第235页表头未列施法时间。本正文保留这一缺项;现有机制字段的标准动作值不因本次中文正文核验取得来源认证。 影响:施法时间及适用默认规则仍需独立规则审核;本文不补写或裁定该参数。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
施法时间及适用默认规则仍需独立规则审核;本文不补写或裁定该参数。
英文依据
SC:印刷页 235;PDF 第 235 页。
WALL OF SAND
Conjuration (Creation) [Earth]
Level:
Cleric 4, druid 5, sorcerer/
wizard 4
Components:
V, S, M/DF
Range:
Medium (100 ft. + 10 ft./level)
Effect:
A straight wall whose area is
up to one 10-ft. square/level (S)
Duration:
Concentration + 1 round/
level
Saving Throw:
None
Spell Resistance:
No
With a rush of hot air, a swirling wall of
blowing sand leaps into being.
This spell conjures up a 10-foot-thick,
viscous, opaque wall of swirling sand.
The spell must be cast so that it rests
on a solid surface. Once cast, the wall
is immobile. The sand is sufficiently
thick to block ranged attacks, provid-
ing normal cover appropriate for its
size, but creatures can attempt to
force their way through it. Moving
through a
wall of sand
is difficult,
requiring a full-round action and a
Strength check. A creature moves 5
feet through a
wall of sand
for every
5 points by which its Strength check
result exceeds 10.
Creatures within a
wall of sand
are
considered blinded and deafened, and
they are unable to speak or breathe.
Thus, they might begin to suffocate
(
DMG
304) if they remain within
the wall too long. Spells with verbal
components cannot be cast within
the wall, and any other spell requires
a successful Concentration check (DC
20 + spell level).
Creatures with reach can attempt
to attack through the wall, but targets
have total concealment and total cover,
and the attacker must have a general
idea where the target is located.
Any open, unprotected flame thrust
into a
wall of sand
is instantly extin-
guished.
Arcane Material Component:
A hand-
ful of sand.适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 235;PDF 第 235 页。
WALL OF SAND
Conjuration (Creation) [Earth]
Level:
Cleric 4, druid 5, sorcerer/
wizard 4
Components:
V, S, M/DF
Range:
Medium (100 ft. + 10 ft./level)
Effect:
A straight wall whose area is
up to one 10-ft. square/level (S)
Duration:
Concentration + 1 round/
level
Saving Throw:
None
Spell Resistance:
No
With a rush of hot air, a swirling wall of
blowing sand leaps into being.
This spell conjures up a 10-foot-thick,
viscous, opaque wall of swirling sand.
The spell must be cast so that it rests
on a solid surface. Once cast, the wall
is immobile. The sand is sufficiently
thick to block ranged attacks, provid-
ing normal cover appropriate for its
size, but creatures can attempt to
force their way through it. Moving
through a
wall of sand
is difficult,
requiring a full-round action and a
Strength check. A creature moves 5
feet through a
wall of sand
for every
5 points by which its Strength check
result exceeds 10.
Creatures within a
wall of sand
are
considered blinded and deafened, and
they are unable to speak or breathe.
Thus, they might begin to suffocate
(
DMG
304) if they remain within
the wall too long. Spells with verbal
components cannot be cast within
the wall, and any other spell requires
a successful Concentration check (DC
20 + spell level).
Creatures with reach can attempt
to attack through the wall, but targets
have total concealment and total cover,
and the attacker must have a general
idea where the target is located.
Any open, unprotected flame thrust
into a
wall of sand
is instantly extin-
guished.
Arcane Material Component:
A hand-
ful of sand.复核记录
请逐项记录回复、依据/引文/可核查出处、来源类型(官方勘误/印次变化/官方说明/个人解释)、版本/印次及复核人。
易伤术(Vulnerability)
法术 ID 4756 · 问题编号 scaling-example · 解释疑问 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[scaling-example] 解释疑问:SC第232–233页写明基础降低5点、最低降至5、以第9级为基准每高出4个施法者等级额外降低5点,以及第15级降低10点、第19级降低15点两个示例。若按每满4级计算降低量,5+5×floor((CL−9)/4)在15级为10、19级为15,与示例相容;示例未说15或19级是首次递增阈值,不能据此声称原书数值错误。具体阈值及最低值边缘情形的解释尚待确认。适用版本为SC 2005年12月第一印次、D&D v3.5;本地完整单页Spell Compendium勘误没有这项问题的专项修正。其主要规则文字优先的一般政策不自动证明存在矛盾,也不直接补出此处解释;尚未核查全部后来印次。 影响:成长曲线的解释确认及受术者伤害减免的降低量。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
成长曲线的解释确认及受术者伤害减免的降低量。
英文依据
SC:印刷页 232;PDF 第 232 页。
This spell lowers the subject’s damage
reduction by 5 (to a minimum of 5).
SC:印刷页 233;PDF 第 233 页。
For every four caster levels beyond
9th, the subject’s damage reduction
lowers by an additional 5: a reduction
of 10 at caster level 15th and a reduction
of 15 at caster level 19th.适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 232;PDF 第 232 页。
VULNERABILITY
Transmutation
Level:
Assassin 4, cleric 5, sorcerer/
wizard 5
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 round/level
Saving Throw:
Will negates
Spell Resistance:
Yes
You invoke the power of this spell and a
purple mist swirls around your opponent,
weakening its mystic protections.
This spell lowers the subject’s damage
reduction by 5 (to a minimum of 5).
For instance, if you successfully cast
vulnerability
on a dragon with damage
SC:印刷页 233;PDF 第 233 页。
reduction 10/magic, its damage reduc-
tion becomes 5/magic.
For every four caster levels beyond
9th, the subject’s damage reduction
lowers by an additional 5: a reduction
of 10 at caster level 15th and a reduction
of 15 at caster level 19th.复核记录
请逐项记录回复、依据/引文/可核查出处、来源类型(官方勘误/印次变化/官方说明/个人解释)、版本/印次及复核人。
束缚之语(Word of Binding)
法术 ID 4785 · 问题编号 close-range · 原述冲突 · 尚待解释
当前中文备注(本项目说明,非官方勘误)
[close-range] SC第242页本条标为近距,但括注为25尺+每施法者等级5尺。PH第175页的通常近距定义为:最大距离为25尺,每两个完整施法者等级增加5尺(等级2时30尺,等级4时35尺,依此类推)。该差异是有意例外还是印刷错误,尚无明确裁定。核对版本为D&D v3.5、SC 2005年12月第一印次和PHB 2003年7月第一印次;尚未认证全部后来印次。完整单页SC勘误及2006年2月17日版PHB全部三页勘误没有本条或通常近距定义的专项修正;一般主要规则优先政策也未明确裁定本条是否为例外。 影响:两种公式给出的最大距离不同,采用哪一项仍待回答;该差异尚不能明确归为例外或印刷错误。 尚无明确解决依据;待 DND 文档项目审核。
具体待确认范围
两种公式给出的最大距离不同,采用哪一项仍待回答;该差异尚不能明确归为例外或印刷错误。
英文依据
SC:印刷页 242;PDF 第 242 页。
Range:
Close (25 ft. + 5 ft./level)
PHB:印刷页 175;PDF 第 176 页。
Close:
The spell reaches as far as 25 feet away from you. The
maximum range increases by 5 feet for every two full caster levels
(30 feet at 2nd caster level, 35 feet at 4th caster level, and so on). 适用勘误结论
已核对的适用勘误未给本疑问专项解决依据。完整单页 SC 官方勘误已核对;一般主要来源优先政策未在此清单中被当作专项裁定。未认证所有后来印次。
展开完整原文及对照范围
SC:印刷页 242;PDF 第 242 页。
242
CHAPTER 1
SPELL
DESCRIPTIONS
In combat, you can use the spell
to attempt to sunder any wooden or
wooden-hafted weapon; the weapon
or its wooden portion is destroyed
on a successful melee touch attack.
Attempting to sunder a weapon gener-
ally provokes attacks of opportunity,
and
wood rot
has no effect on wooden
or wooden-hafted weapons that strike
you, even if you hold the charge.
Against wooden shields or armor,
you also make a melee touch attack.
Such targets too large to be destroyed
outright take a –1d6 penalty to their
armor or shield bonus on a successful
hit and are rendered unusable if the
penalty exceeds the bonus. Any attack
against a wooden object discharges
the spell, and wooden magic items are
immune to the effect of
wood rot
.
Against plant creatures,
wood rot
deals
3d6 points of damage +1 point per caster
level (maximum +15) on a successful at-
tack. Against plant creatures, the spell
lasts for 1 round per level, and you can
make one melee touch attack per round.
Once it is used to make an attack against
a plant creature,
wood rot
cannot be used
to attack or destroy wooden items.
Material Component:
A live termite.
WOOD WOSE
Conjuration (Creation)
Level:
Druid 1
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
One nature servant
Duration:
1 hour/level
Saving Throw:
None
Spell Resistance:
No
Whistling up nature’s power and waving a
branch of holly, you create a helper for the
task at hand.
A
wood wose
is a translucent green nature
spirit that you can command to per-
form simple natural tasks. It can build
a campfire, gather herbs, feed an animal
companion, catch a fish, or perform any
other simple task that doesn’t involve
knowledge of technology. It cannot, for
example, open a latched chest, since it
doesn’t know how a latch works.
A
wood wose
can perform only one
activity at a time, but it repeats the
same activity if told to do so. Thus, if
you commanded it to gather leaves,
it would continue to do so while you
If you are on your home plane when
you cast this spell, every lawful good,
chaotic good, lawful evil, and chaotic
evil elemental and outsider within the
area is instantly banished back to its
home plane unless it makes a success-
ful Will saving throw at a –4 penalty.
Creatures so banished cannot return
for at least 24 hours. The banishment
effect occurs whether or not the crea-
tures actually hear the
word of balance,
though those that do also suffer the
appropriate effects (see above).
Creatures whose HD exceed your
caster level are unaffected by
word of
balance.
WORD OF BINDING
Conjuration (Creation)
Level:
Paladin 3
Components:
V, DF
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./level)
Target:
One Medium or smaller
humanoid or monstrous humanoid
Duration:
1 round/level (D)
Saving Throw:
Reflex negates
Spell Resistance:
Yes
When you cast this spell and call to the
target, shining steel manacles appear
around its wrists and ankles.
You create masterwork steel manacles
that attempt to bind your target. A suc-
cessful Reflex save allows the target to
dodge the forming manacles; otherwise
it is bound at its wrists and ankles.
The imprisoned creature can slip free
with a DC 35 Escape Artist check or a DC
28 Strength check. The manacles have
hardness 10 and hit points equal to 10 +
1 per caster level. The manacles automati-
cally scale to fit any Medium or smaller
humanoid creature. While imprisoned
by the manacles, the subject cannot take
any actions requiring the use of its hands
and can move only 5 feet per round. The
manacles come complete with an average
quality lock (Open Lock DC 25).
WOUNDING WHISPERS
Abjuration [Sonic]
Level:
Bard 3
Components:
V, S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level (D)
turned your attention elsewhere, as
long as you remained within range.
A
wood wose
has an effective Strength
of 2, so it can lift 20 pounds or drag 100
pounds. It can trigger traps, but the
20 pounds of force it can exert is not
enough to activate most pressure plates.
It has a land speed of 15 feet and a fly
speed of 15 feet (perfect).
A
wood wose
cannot attack in any way;
it is never allowed an attack roll or a
saving throw. It cannot be killed, but it
dissipates if it takes 6 points of damage
from area attacks. If you attempt to
send the wose beyond the spell’s range
(measured from your current position),
it ceases to exist.
WORD OF BALANCE
Evocation [Sonic]
Level:
Balance 7, druid 7
Components:
V
Casting Time:
1 standard action
Range:
30 ft.
Targets:
Creatures in a 30-ft.-radius
spread centered on you
Duration:
Instantaneous
Saving Throw:
None or Will
negates; see text
Spell Resistance:
Yes
You utter the elder words of balance. Those
who stray too far from the path of even-
handedness pay the price for their sins as
the words judge them.
Any lawful good, chaotic good, lawful
evil, or chaotic evil creature that hears
a
word of balance
suffers ill effects
according to its Hit Dice, as given
below, with no saving throw. These
effects are cumulative.
HD
Effect
Equal to caster level
Nauseated
Up to caster level –1
Weakened,
nauseated
Up to caster level –5
Paralyzed,
weakened,
nauseated
Up to caster level –10
Killed
Nauseated:
The creature is limited
to a single move action for 1 round
but can defend itself normally.
Weakened:
The creature’s Strength
decreases by 2d6 points for 2d4
rounds.
Paralyzed:
The creature is para-
lyzed and helpless for 1d10 minutes.
Killed:
The creature dies if living or
is destroyed if undead.
PHB:印刷页 174;PDF 第 175 页。
174
isn’t real needs no saving throw. A character who falls through a
section of illusory floor into a pit knows something is amiss, as does
one who spends a few rounds poking at the same illusion. If any
viewer successfully disbelieves an illusion and communicates this
fact to others, each such viewer gains a saving throw with a +4
bonus.
Necromancy
Necromancy spells manipulate the power of death, unlife, and the
life force. Spells involving undead creatures make up a large part of
this school. Representative spells include
cause fear
,
animate dead
, and
finger of death
.
Transmutation
Transmutation spells change the properties of some creature, thing,
or condition. Representative spells include
enlarge person
,
reduce
person
,
polymorph
, and
shapechange
.
[DESCRIPTOR]
Appearing on the same line as the school and subschool, when
applicable, is a descriptor that further categorizes the spell in some
way. Some spells have more than one descriptor.
The descriptors are acid, air, chaotic, cold, darkness, death, earth,
electricity, evil, fear, fire, force, good, language-dependent, lawful,
light, mind-affecting, sonic, and water.
Most of these descriptors have no game effect by themselves, but
they govern how the spell interacts with other spells, with special
abilities, with unusual creatures, with alignment, and so on.
A language-dependent spell uses intelligible language as a
medium for communication. For instance, a cleric’s
command
spell
fails if the target can’t understand what the cleric says, either
because it doesn’t understand the language he is speaking or because
background noise prevents it from hearing what the cleric says.
A mind-affecting spell works only against creatures with an
Intelligence score of 1 or higher.
LEVEL
The next line of a spell description gives the spell’s level, a number
between 0 and 9 that defines the spell’s relative power. This number
is preceded by an abbreviation for the class whose members can cast
the spell. The Level entry also indicates whether a spell is a domain
spell and, if so, what its domain and its level as a domain spell are. A
spell’s level affects the DC for any save allowed against the effect.
For example, the Level entry for
hold person
is “Brd 2, Clr 2,
Sor/Wiz 3.” That means it is a 2nd-level spell for bards, a 2nd-level
spell for clerics, and a 3rd-level spell for sorcerers and wizards. The
level entry for
magic vestment
is “Clr 3, Strength 3, War 3.” That
means it is a 3rd-level spell for clerics, the 3rd-level Strength domain
spell, and the 3rd-level War domain spell.
Names of spellcasting classes are abbreviated as follows: bard Brd;
cleric Clr; druid Drd; paladin Pal; ranger Rgr; sorcerer Sor; wizard
Wiz.
The domains a spell can be associated with include Air, Animal,
Chaos, Death, Destruction, Earth, Evil, Fire, Good, Healing,
Knowledge, Law, Luck, Magic, Plant, Protection, Strength, Sun,
Travel, Trickery, War, and Water.
COMPONENTS
A spell’s components are what you must do or possess to cast it. The
Components entry in a spell description includes abbreviations that
tell you what type of components it has. Specifics for material, focus,
and XP components are given at the end of the descriptive text.
Usually you don’t worry about components, but when you can’t use
a component for some reason or when a material or focus com-
ponent is expensive, then the components are important.
Verbal (V):
A verbal component is a spoken incantation. To pro-
vide a verbal component, you must be able to speak in a strong voice.
A
silence
spell or a gag spoils the incantation (and thus the spell). A
spellcaster who has been deafened has a 20% chance to spoil any
spell with a verbal component that he or she tries to cast.
Somatic (S):
A somatic component is a measured and precise
movement of the hand. You must have at least one hand free to
provide a somatic component.
Material (M):
A material component is one or more physical
substances or objects that are annihilated by the spell energies in the
casting process. Unless a cost is given for a material component, the
cost is negligible. Don’t bother to keep track of material components
with negligible cost. Assume you have all you need as long as you
have your spell component pouch.
Focus (F):
A focus component is a prop of some sort. Unlike a
material component, a focus is not consumed when the spell is cast
and can be reused. As with material components, the cost for a focus
is negligible unless a price is given. Assume that focus components
of negligible cost are in your spell component pouch.
Divine Focus (DF):
A divine focus component is an item of
spiritual significance. The divine focus for a cleric or a paladin is a
holy symbol appropriate to the character’s faith. For an evil cleric,
the divine focus is an unholy symbol. The default divine focus for a
druid or a ranger is a sprig of mistletoe or holly.
If the Components line includes F/DF or M/DF, the arcane ver-
sion of the spell has a focus component or a material component
(the abbreviation before the slash) and the divine version has a
divine focus component (the abbreviation after the slash).
XP Cost (XP):
Some powerful spells (such as
wish
,
commune
, and
miracle
) entail an experience point cost to you. No spell, not even
restoration
, can restore the XP lost in this manner. You cannot spend
so much XP that you lose a level, so you cannot cast the spell unless
you have enough XP to spare. However, you may, on gaining
enough XP to attain a new level, use those XP for casting a spell
rather than keeping them and advancing a level. The XP are treated
just like a material component—expended when you cast the spell,
whether or not the casting succeeds.
CASTING TIME
Most spells have a casting time of 1 standard action. Others take 1
round or more, while a few require only a free action. Chapter 8:
Combat describes the difference between these types of actions.
A spell that takes 1 round to cast is a full-round action. It comes
into effect just before the beginning of your turn in the round after
you began casting the spell. You then act normally after the spell is
completed.
A spell that takes 1 minute to cast comes into effect just before
your turn 1 minute later (and for each of those 10 rounds, you are
casting a spell as a full-round action, just as noted above for 1-round
casting times). These actions must be consecutive and unin-
terrupted, or the spell automatically fails.
When you begin a spell that takes 1 round or longer to cast, you
must continue the concentration from the current round to just
before your turn in the next round (at least). If you lose
concentration before the casting is complete, you lose the spell.
A spell with a casting time of 1 free action (such as
feather fall
)
doesn’t count against your normal limit of one spell per round.
However, you may cast such a spell only once per round. Casting a
spell with a casting time of 1 free action doesn’t provoke attacks of
opportunity.
You make all pertinent decisions about a spell (range, target, area,
effect, version, and so forth) when the spell comes into effect. For
example, when casting a
summon monster
spell, you need not decide
where you want the monster to appear (or indeed, what monster you
are summoning) until the spell comes into effect in the round after
you begin casting.
RANGE
A spell’s range indicates how far from you it can reach, as defined in
the Range entry of the spell description. A spell’s range is the
CHAPTER 10:
MAGIC
PHB:印刷页 175;PDF 第 176 页。
175
maximum distance from you that the spell’s effect can occur, as well
as the maximum distance at which you can designate the spell’s
point of origin. If any portion of the spell’s area would extend
beyond this range, that area is wasted. Standard ranges include the
following.
Personal:
The spell affects only you.
Touch:
You must touch a creature or object to affect it. A touch
spell that deals damage can score a critical hit just as a weapon can. A
touch spell threatens a critical hit on a natural roll of 20 and deals
double damage on a successful critical hit. Some touch spells, such
as
teleport
and
water walk
, allow you to touch multiple targets. You
can touch as many willing targets as you can reach as part of the
casting, but all targets of the spell must be touched in the same
round that you finish casting the spell.
Close:
The spell reaches as far as 25 feet away from you. The
maximum range increases by 5 feet for every two full caster levels
(30 feet at 2nd caster level, 35 feet at 4th caster level, and so on).
Medium:
The spell reaches as far as 100 feet + 10 feet per caster
level.
Long:
The spell reaches as far as 400 feet + 40 feet per caster level.
Unlimited:
The spell reaches anywhere on the same plane of
existence.
Range Expressed in Feet:
Some spells have no standard range
category, just a range expressed in feet.
AIMING A SPELL
You must make some choice about whom the spell is to affect or
where the effect is to originate, depending on the type of spell. The
next entry in a spell description defines the spell’s target (or targets),
its effect, or its area, as appropriate.
Target or Targets:
Some spells, such as
charm person
, have a target
or targets. You cast these spells on creatures or objects, as defined by
the spell itself. You must be able to see or touch the target, and you
must specifically choose that target. For example, you can’t fire a
magic missile
spell (which always hits its target) into a group of
bandits with the instruction to strike “the leader.” To strike the
leader, you must be able to identify and see the leader (or guess
which is the leader and get lucky). However, you do not have to
select your target until you finish casting the spell.
If the target of a spell is yourself (the spell description has a line
that reads Target: You), you do not receive a saving throw, and spell
resistance does not apply. The Saving Throw and Spell Resistance
lines are omitted from such spells.
Some spells restrict you to willing targets only. Declaring yourself
as a willing target is something that can be done at any time (even if
you’re flat-footed or it isn’t your turn). Unconscious creatures are
automatically considered willing, but a character who is conscious
but immobile or helpless (such as one who is bound, cowering, grap-
pling, paralyzed, pinned, or stunned) is not automatically willing.
Some spells, such as
flaming sphere
and
spiritual weapon
, allow you
to redirect the effect to new targets or areas after you cast the spell.
Redirecting a spell is a move action that does not provoke attacks of
opportunity.
Effect:
Some spells, such as
summon monster
spells, create or
summon things rather than affecting things that are already present.
You must designate the location where these things are to appear,
either by seeing it or defining it (for example, “The
insect plague
will
appear 20 feet into the area of darkness that the nagas are hiding
in”). Range determines how far away an effect can appear, but if the
effect is mobile (a summoned monster, for instance), it can move
regardless of the spell’s range.
Ray:
Some effects are rays (for example,
ray of enfeeblement
). You
aim a ray as if using a ranged weapon, though typically you make a
ranged touch attack rather than a normal ranged attack. As with a
ranged weapon, you can fire into the dark or at an invisible creature
and hope you hit something. You don’t have to see the creature
you’re trying to hit, as you do with a targeted spell. Intervening
creatures and obstacles, however, can block your line of sight or
provide cover for the creature you’re aiming at.
If a ray spell has a duration, it’s the duration of the effect that the
ray causes, not the length of time the ray itself persists.
If a ray spell deals damage, you can score a critical hit just as if it
were a weapon. A ray spell threatens a critical hit on a natural roll of
20 and deals double damage on a successful critical hit.
Spread:
Some effects, notably clouds and fogs, spread out from a
point of origin, which must be a grid intersection. The effect can
extend around corners and into areas that you can’t see. Figure dis-
tance by actual distance traveled, taking into account turns the spell
effect takes. When determining distance for spread effects, count
around walls, not through them. As with movement, do not trace
diagonals across corners. You must designate the point of origin for
such an effect, but you need not have line of effect (see below) to all
portions of the effect. Example:
obscuring mist
.
Area:
Some spells affect an area. Sometimes a spell description
specifies a specially defined area, but usually an area falls into one of
the categories defined below.
Regardless of the shape of the area, you select the point where the
spell originates, but otherwise you don’t control which creatures or
objects the spell affects. The point of origin of a spell is always a grid
intersection. When determining whether a given creature is within
the area of a spell, count out the distance from the point of origin in
squares just as you do when moving a character or when
determining the range for a ranged attack. The only difference is
that instead of counting from the center of one square to the center
of the next, you count from intersection to intersection. You can
count diagonally across a square, but remember that every second
diagonal counts as 2 squares of distance. If the far edge of a square is
within the spell’s area, anything within that square is within the
spell’s area. If the spell’s area only touches the near edge of a square,
however, anything within that square is unaffected by the spell.
Burst, Emanation, or Spread:
Most spells that affect an area function
as a burst, an emanation, or a spread. In each case, you select the
spell’s point of origin and measure its effect from that point.
A burst spell affects whatever it catches in its area, even including
creatures that you can’t see. For instance, if you can designate a four-
way intersection of corridors to be the point of origin of a
dispel
magic
spell, the spell bursts in all four directions, possibly catching
creatures that you can’t see because they’re around the corner from
you but not from the point of origin. It can’t affect creatures with
total cover from its point of origin (in other words, its effects don’t
extend around corners). The default shape for a burst effect is a
sphere, but some burst spells are specifically described as cone-
shaped. A burst’s area defines how far from the point of origin the
spell’s effect extends. Example:
holy smite
.
An emanation spell functions like a burst spell, except that the
effect continues to radiate from the point of origin for the duration
of the spell. Most emanations are cones or spheres. Example: det
ect
magic
.
A spread spell spreads out like a burst but can turn corners. You
select the point of origin, and the spell spreads out a given distance
in all directions. Figure the area the spell effect fills by taking into
account any turns the spell effect takes. Example:
fireball
.
Cone, Cylinder, Line, or Sphere:
Most spells that affect an area have a
particular shape, such as a cone, cylinder, line, or sphere.
A cone-shaped spell shoots away from you in a quarter-circle in
the direction you designate. It starts from any corner of your square
and widens out as it goes. Most cones are either bursts or emana-
tions (see above), and thus won’t go around corners. Example:
cone of
cold
.
When casting a cylinder-shaped spell, you select the spell’s point
of origin. This point is the center of a horizontal circle, and the spell
shoots down from the circle, filling a cylinder. A cylinder-shaped
spell ignores any obstructions within its area. Example:
flame strike
.
A line-shaped spell shoots away from you in a line in the direction
you designate. It starts from any corner of your square and extends
CHAPTER 10:
MAGIC
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