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Sferopedia

Atuty Oka Umysłu (PSCS4)

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Uwaga! Ten artykuł jest częścią projektu tłumaczeń Planescape Campaign Setting!

Sferopedia jest wolną encyklopedią, lecz z dnia 22 marca 2008 r. staje się miejscem pracy nad projektem tłumaczeń PSCS z decyzji osób nad nim pracujących. Jest to element ułatwiający pracę nad tłumaczeniami, udostępniający materiały również tłumaczom spoza Sfer.


TłumaczenieEdytuj

Zakończony cykl [ogólny; frakcyjny]

Wielu poszukiwaczy nie chce się przyznać, że ich droga\misja nie została dokończona, zwłaszcza jeśli twierdzą że nadal "uczą się od życia". Takie rozumienie cykliczności planów powoduje, że wielu może mieć okazję dokończyć swoją drogę\misję. Wciąż są spory nad tym, czy jednostka odrodziła się naprawdę, czy obciążyło się nowe życie własnym losem.

  • Wymagania:Oko umysły lub Wyznawcy źródła. Kontrola 6, wiedza (o planach) 6.
  • Korzyści: tuż po śmierci możesz spróbować się odrodzić, według zasad czaru druidzkiego z 4 poziomu. Godzinę po śmierci odradzasz się w losowym miejscu planu, który jest planem pochodzenia rasy, której się odradza. Ten plan staje się twoim nowym planem pochodzenia. Aby walczyć o nową formę (w znaczeniu rasy) możesz zwiększyć lub obniżyć rezultat do 10% (chyba w znaczeniu, że 10% szansy na to, że odrodzisz się w wybranej przez siebie rasy), ale tylko w formie humanoidalnej lub potwornego humanoida. Jakiekolwiek czyny i umiejętności są całkowicie od danego planu i\lub rasy. Musisz zdecydować, kiedy chcesz użyć tej mocy, jednak jeśli w ciągu godziny zostanie użyty czar wskrzeszenie lub inny z podobną mocą jesteś wskrzeszany normalnie.
  • Specjalne: ten atut może zostać użyty tylko raz na dany żywot, MG może jednak nie dopuścić niektórych ras do tego atutu (pośmiertnie chyba).

Boska uprząż [ogólny; frakcyjny]

Badając doktryny Bogowców dostrzegłeś w końcu święty potencjał w swojej osobie, zaczynasz mieć nawet dostęp do ukrytych mocy. Jak ty to postrzegasz zależy od ciebie; jedni widzą w tym iskrę boskiego ognia a inni uznają to za manifestację woli wieloświata.

  • Wymagania: Oko umysłu lub Wyznawcy Źródła. Mądrość 11.
  • Korzyści: wybierz Leczenie lekkich ran lub Zadawanie lekkich ran. Będziesz mógł rzucać dane zaklęcie raz na cztery poziomy doświadczenia na zasadach kapłana równego twojemu poziomowi. The save DC is Wisdom-based.

Wymazywanie nieczystości [ogólny; frakcyjny]

Wszyscy poszukiwacze muszą być jak najlepsi kiedy stają twarzą w twarz z niebezpieczeństwem, które zagraża powodzeniu twojej wyprawy. Wtedy należy oczyścić każdą skazę ciała lub duszy. Nauczyłeś się używać swojej wewnętrznej boskości w tym właśnie celu.

  • Wymagania: Oko umysłu lub Wyznawcy Źródła. Mądrość 15, Boska uprząż.
  • Korzyści: otrzymujesz czar "Przywrócenie" z możliwością użycia na siebie, z właściwościami jak kapłan na twoim poziomie

Święta forma [ogólny; frakcyjny]

Twoje ciało jest świątynią, okrętem boskiego potencjału. Chociaż celem każdego życia jest nauka i zmienia pod wpływem doświadczenia, niektóre elementy muszą pozostać czyste i niezmienne aby kontynuować swoją ascezę. Dlatego postanowiłeś używać boskiej mocy do chronienia siebie przed niepożądanymi zmianami ciała.

  • Wymagania: Oko umysłu lub Bogowcy. Mądrość 17. Boska uprząż. Wymazywanie nieczystości.
  • Korzyści: Otrzymujesz niewrażliwość na petryfikacyjne i polimorficzne zaklęcia. You become immune to petrifaction and polymorph spells and effects that change your form such as baleful polymorph, flesh to stone, and reduce person. This does not apply to transmutation effects that do not cause a physical chance in form, such as slow, or to transmutation effects that would destroy your form completely, such as disintegrate. Any abilities you possess to change form are unhindered.

OryginałEdytuj

Complete the Cycle [General, Faction-Dependent] Many Seekers are loath to allow their quest to be ended prematurely, particularly if they believe they still have lessons to learn from this life. Through their understanding of the cycle of the planes many find ways to manipulate the natural order so they will have a chance to finish their task. Arguments still rage over the ethics of this procedure and whether the reincarnated individual is really not just a new life robbed of its own fate. Prerequisite: Membership in the Mind’s Eye or Believers of the Source. Control 6 ranks, Knowledge (the planes) 6 ranks. Benefit: Upon death, you may choose to be reincarnated, as per the 4th level druid spell. One hour after your death, you are reborn at a random location on a plane of your choice where your new race is considered native. This plane becomes your new home plane. When rolling to determine your new form you may raise or lower the result by up to 10%, though you may only return as a humanoid or monstrous humanoid. Any feats or other abilities dependent on your home plane or race may cease to function as a result of your change in race and home plane. You must choose whether to use this power immediately after dying, though if a raise dead or similar effect is used on you before the hour has expired you are raised normally. Special: This feat will only work once, but may be taken multiple times, providing one extra reincarnation for every time it is taken. The DM has the final say on what races are acceptable for this feat.

Harness Divinity [General, Faction-Dependent] In studying the doctrine of the Believers of Source you have come to recognize divine potential within yourself, and have even begun to access your latent power. How you perceive it is up to you; many view it as a spark of divine flame that can be channeled while others simply manifest their desires on the multiverse through force of will. Prerequisite: Membership in the Mind’s Eye or Believers of the Source. Wis 11. Benefit: Choose either Cure Light Wounds or Inflict Light Wounds. You may cast the chosen spell once per day for every four character levels you possess as a cleric of your character level. The save DC is Wisdom-based.

Cleanse Impurity [General, Faction-Dependent] All Seekers must be at their best if they are to face every challenge before them, and thus it is a necessity to wipe away any damage done to body or soul that could hamper your quest. You have learned to use some of your inner divinity to do just that. Prerequisite: Membership in the Mind’s Eye or Believers of the Source. Wis 15, Harness Divinity. Benefit: You gain the spell-like ability restoration usable on yourself once a day as a cleric of your character level.

Sacred Form [General, Faction-Dependent] Your body is a temple, a vessel of divine potential. Though the purpose of each life is to learn and change through experience, there are certain aspects that must remain pure and unmolested if you are to continue your ascension. Therefore, you have chosen to manifest your divine power to shelter yourself from unwelcome alterations to your body. Prerequisite: Membership in the Mind’s Eye or Believers of the Source. Wis 17, Cleanse Impurity, Harness Divinity. Benefit: You become immune to petrifaction and polymorph spells and effects that change your form such as baleful polymorph, flesh to stone, and reduce person. This does not apply to transmutation effects that do not cause a physical chance in form, such as slow, or to transmutation effects that would destroy your form completely, such as disintegrate. Any abilities you possess to change form are unhindered.

Descend the Chain [General, Faction-Dependent] With enough understanding of their own position on the road to divinity, some Seekers develop the ability to temporarily shift to another state of being. The faction is currently divided on the use of this power; those who practice it argue that by becoming a lower life form they can appreciate aspects of this stage of existence they otherwise would not, while its opponents argue that by embracing descent they distract themselves from the lessons of this life. Prerequisite: Membership in the Mind’s Eye or Believers of the Source. Wis 19, Cleanse Impurity, Harness Divinity, Sacred Form, Control 15 ranks. Benefit: You gain the spell-like ability shapechange once a day as a sorcerer of half your character level. Unlike the spell there is no duration; instead, changing form requires a Control check (DC 15 + HD of the creature) and upon changing form you suffer 1d6 points of temporary Wisdom damage. Every two rounds afterwards you take an additional 1d4 points of temporary Wisdom damage until you resume your normal form or drop to 0 Wisdom, at which point the effect ends. Creatures typically immune to ability damage still suffer the damage when using this ability. For creatures such as undead that don't heal damage naturally, magical restoration may be necessary to remove the ability damage.

Illusion Perception [General, Faction-Dependent] Your belief that reality is merely a backdrop for life’s tests allows you to easily look beyond what your senses perceive. Prerequisite: Membership in the Mind’s Eye. Benefit: You automatically get a Will save against illusions, whether you interact with them or not, even if there is not normally a save granted. Also receive a +4 bonus against illusions. Normal: Many illusionary effects require you to interact with the illusion or purposely attempt to disbelieve the effect before receiving a save.

Power of Denial [General, Faction-Dependent] Some Visionaries regard the multiverse as merely an extension of their will; it exists because they believe it so. While this theory is incredibly egocentric, its proponents have provided proof in the past by ignoring whole objects out of existence. Though such power is held only by the most experienced Visionaries and former Signers, you have begun to master the basic principles, and with concentration can disbelieve an object long enough to pass through it. Prerequisite: Membership in the Mind’s Eye or Sign of One. Illusion Perception, Control 6 ranks. Benefit: By meditating for at least one minute and making a successful Control check (DC 10 + the object’s hardness) as a standard action you may ignore the existence of one object and be considered insubstantial with regards to it. A check must be made for every 2 inches of thickness, or every 5 feet for anything nonsolid; every successive roll increasing the DC by 1. If you have touched or otherwise interacted with the object, you have greater difficulty disbelieving it, and the DC increases by 4. While concentrating, you can only move at half speed, and anything that disrupts your concentration, such as a loud noise or being hit by something else, ends the effect unless you make a successful Concentration and Control checks against the same DC. You cannot use this ability to evade attacks of any sort, and lead or magical wards (even those that prevent interplanar access) are impenetrable.

Renewed Faith [General, Faction-Dependent] Prerequisite: Membership in the Athar, Mind’s Eye or Transcendent Order. Benefit: Due to your belief in a power beyond deities (such as the Great Unknown, or the Self, or the Multiverse), your spellcasting powers remain intact regardless of what sins or grievances you committed against a deity that caused you to loose your powers in the first place. Full functionality of any cleric levels you have is restored to you. Thus, if you were (for instance) a cleric of Kord, but ceased to have faith in Kord as a deity (and became an ex-cleric), by taking this feat, all the powers that Kord granted you are restored. The difference is that now, they are awarded by a higher power than Kord that you believe in: the Great Unknown for the Athar, the Self for the Mind‘s Eye, and the Multiversal Harmony for the Transcendent Order. All divine magic this feat grants access to, and all divine magic gained after it’s acquisition, ceases to be called ‘divine’ magic, and abilities that affect ‘divine’ magic have no affect on these powers. In name, they are considered ‘Belief Magic,’ though this abides by the same restrictions and benefits of divine magic (e.g.: can be used in armor). However, things that affect divine magic (such as the Athar feat of Faithless Blessing) does not affect belief magic. Each faction has their own term for ‘belief magic.’ The Athar call it ‘The Unknown Power,’ the Mind’s Eye call it ‘Self-Empowerment,’ and the Transcendent Order call it ‘Harmony Magic.’

Talents of the Past [General, Faction-Dependent] You have awakened vague memories of a past life, allowing you to learn some skills with inexplicable ease. Prerequisite: Membership in the Mind’s Eye or Believers of the Source. Benefit: Choose two cross-class skills. These skills become class skills for you.

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