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德洛伊教的草药魔法简介(待翻译)

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楼主
发表于 2008-8-20 11:25:49 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
Herbal Magic  

A character with the herbalist proficiency may use herbs as an adjunct to the healing skill, as explained in Chapter 5 of the PH   
(p. 59). However, some druids possess exceptional herb lore, which enables them to produce magical herbal brews. Druids who devote at least three slots to the herbalism proficiency can create these brews.  
An herbal brew is a concoction of several herbs (and sometimes fungi or tree bark) that produces exotic effects. The name of a brew does not refer to the herbs in it, but to its effects. Herbal brews require no magical plants; power comes from the combination of herbs and the secret techniques herbalist druids use in each stage of preparation.  

Locating the Herbs  

Finding an herbal brew's ingredients requires first locating the right place to look. The druid must search in the proper terrain for the time indicated in the brew's listing (starting on p. 105). Then, make an herbalism proficiency check, applying the brew's search modifier and a -4 penalty for snow-covered ground or darkness, if applicable.  
Success means the druid locates enough herbs to produce one brew; failure means the character finds none. In either case, additional searches may be made, though a druid really should search only once per square mile of appropriate terrain. Repeated searches of an area carry a cumulative -2 penalty--there may be nothing there to find!  

Some Common Herbs  

Druids find these herbs especially useful in their magic. Others may be included, real or unique to your own campaign world.  

Angelica root  Mustard seed  
Anise seed  Myrrh gum  
Cassia buds  Peppermint leaf  
Chamomile flowers  Poppy seeds  
Cloves  Sage leaf  
Damiana leaf  Sarsaparilla root  
Elder flowers  Thyme leaf  
Gentian root  Valerian root  
Marjoram leaf  Yerba mate leaf  

Preserving Herbal Ingredients  

Most herbs work best while fresh, but druids may wish to store some for future use rather than immediately turning them into brews. Preserving ingredients by drying, powdering, and packing the herbs takes six hours per set of ingredients (enough for one brew) and requires a successful herbalism check.  
The DM makes this roll, informing the player whether the ingredients have spoiled only when the druid tries to use them in a brew. A successful roll ensures the herbs stay fresh while in a waterproof container. Failure indicates they will spoil in 1d6 days.  

Making an Herbal Brew  

To create an herbal brew, the druid must have the appropriate ingredients, either fresh or preserved. The brewing process requires a quiet place that fosters deep concentration. It involves both physical work (chopping and cleaning herbs, mixing the ingredients in proper portions, steaming them, etc.) and ritual gestures and prayer. As with granted powers and spells, if the druid has not remained faithful to the Order, the herbs fail to take on their magical properties.  
After preparing the concoction as long as the brew's description requires, the druid rolls another herbalism proficiency check, using the modifiers shown. In addition, a -2 modifier applies if the druid used preserved rather than fresh herbs. A successful check means the druid creates the brew. Failure means the druid ruins the ingredients; a roll of 19 or 20 always fails.
沙发
 楼主| 发表于 2008-8-20 11:26:06 | 只看该作者
A druid with several sets of ingredients for the same herbal brew may mix multiple batches at the same time. If the final proficiency check succeeds, the druid concocts all the batches; if it fails, the ingredients all go to waste.  

Types of Herbal Brews  

The next several pages offer descriptions of various herbal brews. Feel free to create new ones for your own druid characters.  
Each brew entry includes these details:  
Terrain tells where to find ingredients for the brew, as well as any special notes (gather only at night, etc.).  
Search Time/Modifier indicates how many hours a druid must search for the brews ingredients and offers a modifier to the herbalism proficiency check that determines whether the druid finds them.  
Preparation Time/Modifier suggests how many hours it takes the druid to prepare the brew and offers a modifier to the herbalism proficiency check needed for successful brewing.  
Application tells how to apply the brew: either as a tea, ointment, poultice, or vapor.  
A tea consists of a mix of broken or crushed dried herbs infused into water. The rules for drinking potions apply to herbal teas, which keep indefinitely in dry form.  
An ointment is a brew mixed with lard, beeswax, lanolin, or another similar base and rubbed onto skin. Treat it as a magical oil.  
A poultice consists of a damp herbal brew bandaged onto a wound or area of skin. The contents of the poultice soaks into the skin gradually. Applying a poultice takes two rounds; it can be applied only to an unresisting or grappled subject.  
A vapor, a mixture intended to be inhaled rather than drunk, usually affects an area. The dry ingredients must be stirred into boiling water so the brew's recipient can breathe in the steam. Administration requires two rounds and a source of hot water.  
Effects describes what the brew does.  
Save explains what kind of saving throw, if any, can resist the brews effects. Most saving throws are against poison even if a brew is not actually deadly.  

Crawlbane  
Terrain: Swamp and deep forest  
Search Time/Modifier: 6/-1  
Preparation Time/Modifier: 2/-1  
Application: Ointment  
Effects: This ointment strongly repels insects. Anyone covered head to foot in it remains unaffected by normal insects, even those summoned by spells such as creeping doom and insect plague. Giant insects still may attack the character, but do so at a -3 penalty, due to their revulsion.  
Save: None  

Darkweed  
Terrain: Desert oasis  
Search Time/Modifier: 6/-2  
Preparation Time/Modifier: 10/-4  
Application: Ointment  
Effects: A character who smears this ointment over both eyes becomes blind within two rounds. However, the character can see invisible, astral, ethereal, or illusory objects as if they were real and fully visible.  
Save: Neg. if save vs. spell  

Deathmock  
Terrain: Mountain slopes  
Search Time/Modifier: 4/-3  
Preparation Time/Modifier: 6/-3  
Application: Tea  
Effects: Deathmock causes drinkers to fall into a cataleptic trance; characters display muscle rigidity and do not appear to breathe or have a heartbeat. While injuries cause them little bleeding, they otherwise suffer normal damage. Those under the influence of this tea sleep for 2d4 days, during which time they need no food or water. They need only one-twentieth the air unaffected people do and can survive freezing temperature.
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板凳
 楼主| 发表于 2008-8-20 11:26:52 | 只看该作者
Save: Neg. if save vs. poison  

Fiendflower  
Terrain: Deep forest or jungle  
Search Time/Modifier: 12/-4  
Preparation Time/Modifier: 8/-3  
Application: Tea  
Effects: Characters who drink this bitter tea see horrifying visions that drive them temporarily mad. After 1d20 turns, drinkers suffer an episode of 2d6 minutes, during which they turn enraged, violent, and homicidal; such a PC should be played by the DM. Afterward, drinkers cannot recall what happened during the episode, which recurs once per day (at irregular intervals) for the next 2d4 days. A neutralize poison spell ends fiendflower's effects.  
Save: Neg. if save vs. spell  

Ghostroot  
Terrain: Old graveyards at night  
Search Time/Modifier: 8/-4  
Preparation Time/Modifier: 4/-6  
Application: Vapor  
Effects: This mixture's luminous vapors repel undead. Any undead attempting to draw near must save vs. spell. Failure prevents them from approaching within 10 feet of the steaming brew. Success allows them to ignore its effects; once they save, they remain immune to the brew for the rest of the day. The vapors last for one turn.  
Save: Neg. if save vs. spell  

Nevermind  
Terrain: Forest clearings or caverns  
Search Time/Modifier: 8/-3  
Preparation Time/Modifier: 8/-7  
Application: Tea  
Effects: Characters develop amnesia one minute after drinking this tea, permanently forgetting all events since they last slept.  
Save: Neg. if save vs. spell  

Hushthorn  
Terrain: Forests at night  
Search Time/Modifier: 4/-3  
Preparation Time/Modifier: 4/-3  
Application: Tea  
Effects: This tea causes drinkers to fall into a deep, natural sleep, from which they cannot be awakened for 2d10+13 hours.  
Save: Neg. if save vs. poison  

Snakesalve  
Terrain: Jungle  
Search Time/Modifier: 6/-1  
Preparation Time/Modifier: 2/-1  
Application: Poultice  
Effects: If applied to a living snake-bite victim, this poultice neutralizes the poison.  
Save: None  

Springberry  
Terrain: Moonlit spring meadows  
Search Time/Modifier: 8/-3  
Preparation Time/Modifier: 8/-7  
Application: Tea  
Effects: Within an hour of drinking the tea, characters fall in love with the first person of the opposite sex they see. The drinkers, while not charmed, act besotted and devote all efforts to wooing their love. The effects last for 2d4 days unless a player rolled a 20 on the save; in that case they are permanent.  
Save: Neg. if save vs. spell  

Wintersalve  
Terrain: Mountain slopes or tundra  
Search Time/Modifier: 6/-3  
Preparation Time/Modifier: 6/-3  
Application: Ointment  
Effects: This ointment, when smeared over exposed body parts, provides the same protection against cold that a heavy fur coat would, but without the encumbrance. Combined with winter clothing, it allows for survival below zero and gives a +1 bonus to saving throws against cold-based attacks.  
Save: None
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地板
发表于 2009-2-12 22:36:46 | 只看该作者
天啊,都是 英文的。。   还是要说声谢谢啦
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地下室
发表于 2009-2-25 16:10:33 | 只看该作者
试着翻译一下了,一来学习,二来方便大家,呵呵~

      拥有熟练技能的草药医生会将草药作为一种辅助手段运用到治疗技能中,就像在第五章节中阐述的一样。
   然而,德鲁伊特拥有杰出而罕见的关于草药这方面的学问与传统,这使他们制造出没法草药茶,德鲁伊特从拥有熟练技能的草药医生们中选举至少三个来创造这种草药茶。
   草药茶是几种草药的混合物,它会产生神奇的作用。草药茶不是以它含有的草药名来命名的,而是根据它的功效。草药茶的能量不是来自有魔力的植物,而是来自于混合的草药和在制作草药的每个准备阶段中,草药医生所使用的秘密技术。

   待续。。。。。。
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地基
发表于 2009-2-25 18:33:03 | 只看该作者
感谢楼上美女的翻译!

期待后续。
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地壳
发表于 2009-4-8 17:12:31 | 只看该作者
谢谢翻译fungus314f
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地幔
发表于 2009-4-8 19:25:45 | 只看该作者

回复 7楼 白巫师 的帖子

惭愧了,我半途而废了。。。
主要是有些查都查不到,我怕翻译错。
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地核
发表于 2009-4-9 08:14:09 | 只看该作者

回复 8楼 千,静之水 的帖子

没关系,翻译这种文很多词字典上没有很正常,我们一起翻译吧,可以联系上下文,按照自己的想法猜想出那个词的意思。
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10
发表于 2009-4-9 09:17:10 | 只看该作者

回复 9楼 飛翔朱雀 的帖子

好的,呵呵~~
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