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[其他翻译] [找资料4]武器/防具/魔法物品(已更新)

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发表于 2009-1-10 23:03:06 | 显示全部楼层 |阅读模式
需要1-20个作为FR著名的武器/防具/魔法物品
(神器暂时先不考虑,太强大的太逆天的都不要,不带YY,没文字图片资料的也不要)

我大致选了一些先

月之刃
Moonblade

艾吉斯之牙
Aegis Fang

伊尔明斯特的烟斗
Elminster's Eversmoking Pipe
缺图

燃惧眼罩
Eyepatch of Fiery Fear

玛瑙黑豹塑像
Figurine of Wondrous Powers

冰亡
Icingdeath

闪光
Twinkle

查伦之爪
Charon's Claw

红宝石魔坠
Ruby Pendant of Beguiling

陶玛里穿心弓
Taulmaril the Heartseeker

卡基德
Khazid'hea

魔索布莱城首席大法师袍
缺图

风行者护符
Windwalker  Amulet
http://www.odyguild.org/bbs/viewthread.php?tid=10141&extra=page%3D1%26amp%3Bfilter%3Dtype%26amp%3Btypeid%3D6
缺图



贾克斯之戒
Ring of gaxx


红色是很缺文字和图片的,请大家帮忙收集齐全

另外除以上这些外,有其他合适的item(著名FR游戏如BG/IWD/NWN里的也可以),也请继续建议添加


为了我们的The Tale of Faerun
http://www.odyguild.org/bbs/thread-16981-1-1.html
发表于 2009-1-10 23:12:02 | 显示全部楼层
红宝石欺骗魔坠:
Ruby Pendant of Beguiling

这个红宝石对任何30英尺以内能看见魔坠的生物造成魅惑怪物(DC16)的效果。该效果持续时间为目标能看见魔坠的时间再加上10分钟。除了如下所述魔坠视为凝视攻击。豁免失败的生物在魅惑效果结束后再看到魔坠时可以再次进行豁免检定。但是,一旦目标通过检定,在一天之内该生物不必再次对魔坠进行检定。
另外,作为目标对持有者友善的结果,魔坠也会使持有者在欺骗被魅惑者相信自己的唬骗检定上有+10的环境加值。该生物必须能够理解持有者,该加值才能生效。(该加值不适用于唬骗技能的其他使用方式,例如战斗中的虚招,转移注意力以躲藏或传递密讯。)

中等魅惑系;施法者等级7;制造奇物,魅惑怪物;交易价格 70000金币

http://ww2.wizards.com/Books/Wizards/?doc=fr_lonedrowstats

另外3版的话再生戒指貌似DMG里就有。

---------------------
我打算到漫画里去截Ruby Pendant of Beguiling的图了……
发表于 2009-1-10 23:22:46 | 显示全部楼层
原帖由 Lala 于 2009-1-10 23:03 发表
伊尔明斯特的烟斗
燃惧眼罩
角形戒指
魔索布莱城首席大法师袍
风行者

红色是很缺文字和图片的,请大家帮忙收集齐全


1.《Epic Level Handbook》...等。

2.《Villains' Lorebook》

3. 3.5e《City of Spelendors - Waterdeep》...等。

4. Dragon 302

5.《Volo's Guide to All Things Magical》
发表于 2009-1-10 23:52:25 | 显示全部楼层
Elminster's Eversmoking Pipe


This powerful magic item appears as nothing more than an ordinary too for smoking pipeweed. It carries a number of powerful magics, however, placed there by an archmage who enjoys adopting an innocuous guise, despite his great power. The pipe can be lit or extinguished using a command word. Its smoke keeps all Tiny or smaller vermin at least 10 feet away from the smoker and automatically turns all magic missile against the smoker back upon their caster. The smoker can exhale forcefuly through the pipe to extinguish it and fire a single flame from a produce flames spell. The pipe can create pyrotechnics once every 3 rounds without extinguishing the pipeweed within. Elminster can summon the pipe as if with Drawmij's instant summons without needing the components, form the smoke into simple, nonmagical symbols that last up to five rounds, and dimension door nine times per day with the pipe. Finally, the pipe grants water breathing to its user for 2 hours per day.

Caster Level: 13th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, repel vermin, roduce flame, pyrotechnics, Drawmij's instant summons, silent image, protection from arrows, shield, water breathing, dimension door.
Market Price:421,200 gp, Weight: 1 lb.

这个强大的魔法物品从外表上看只不过是一根再平常不过的烟斗。然而,它却包含着数个威力强大的魔法效果,平淡无奇的伪装只是出于一位法力高超的大法师的恶趣味。烟斗可以用一个命令点火或熄灭。它发出的烟可以将所有体型为小型或超小型的害虫驱离在使用者10英尺以外,并自动将所有以使用者为目标的魔法飞弹反转回施法者身上。使用者可以猛力通过烟管呼出一口气,在将其熄灭的同时发射出一团如同燃火术所制造的火焰。每3轮一次,烟斗能在保持点燃的情况下产生一次烟火术效果。伊尔明斯特能如同释放无需施法要素的卓姆吉瞬间召唤一样召唤烟斗,利用烟塑造出效果至多持续5轮的简单非魔法徽记,以及通过烟头每天9次使用次元门。最后,烟斗的使用者每天能获得2小时的水中呼吸效果。

施法者等级:13;先决条件:制造奇物,制造传奇奇物,驱离害虫,燃火术,烟火术,卓姆吉瞬间召唤,无声幻影,防护箭矢,护盾术,水中呼吸,次元门。
交易价格:421,200gp,重量:1磅

附:
燃火术(Produce Flame)
塑能系 [火]
等级:德鲁伊1,火 2
法术成分:言语,姿势
施法时间:1个标准动作
距离:0英尺
效果:你掌心的火焰
持续时间:1分钟/等级(可解消)
豁免:无
法术抗力:可
在你打开的手掌中出现如火把般明亮的火焰。这火焰即不会伤害你也不会伤害你的装备。
除了制造光明外,这个火焰可以被投出去或者用来接触敌人。你可以用一个近战接触攻击来攻击一个敌人,造成的火焰伤害为1d6+每施法者等级1点(最多+5)。你也可以将这个火焰象投掷武器一样投出至多120英尺。当这么做时,你需要用一个远程接触攻击(没有距离减值)进行攻击,造成的伤害和近战相同。一旦你将火焰投出去,一股新的火焰会出现在你手中。每次攻击都会使剩余的持续时间缩短1分钟。如果一次攻击会将剩余持续时间降低到0分钟或更短,那么法术在攻击结束后结束。
此法术在水下无法作用。

烟火术(Pyrotechnics)
变化系
等级:吟游诗人 2,术士/法师 2
法术成分:言语,姿势,材料
施法时间:1个标准动作
距离:远距(400英尺+40英尺/每等级)
目标:一个火源,至多为一个边长20英尺立方体
持续时间: 1d4+1轮,或在生物离开烟云后1d4+1轮;见正文
豁免:意志通过则无效或强韧通过则无效;见正文
法术抗力:可或不可;见正文
烟火术能把一团火焰转变为一道夺目的焰火,或者转化为一团令人窒息的厚重烟云,这取决于你选择的功效。
焰火:这道焰火炽热而猛烈,爆发出一道短暂的多彩闪光。这个效果会导致在火源周围120英尺内的生物会目盲1d4+1轮(意志通过则无效)。这些生物必须要和受影响的火焰之间有视觉线。法术抗力能够避免目盲。
烟云:一股翻腾的烟雾从火源中喷涌而出,构成一团令人窒息的烟云。这团烟云向各个方向扩散20英尺,持续至少每施法者等级1轮。所有视觉,甚至黑暗视觉,都无法穿透这团烟云。所有烟云中的生物在力量和敏捷上会受到-4减值(强韧通过则无效)。在烟雾消失后,或者在生物离开烟云区域后,这些效果依然会持续1d4+1轮。法术抗力对此无效。
材料成分:这个法术使用一个火源,它会被立即熄灭。一团大到超出20英尺立方体的火焰只有部分会熄灭。魔法火焰不会熄灭,但是如果使用火系生物作为火源,那么它会受到每施法者等级1点的伤害。

卓姆吉瞬间召唤
Drawmij's Instant Summons
Level:          7                     
Schools:          Conjuration/Summoning
Range:         Infinite + special                  
Components:         V, S, M
Duration:         Instantaneous                  
Casting Time:         1
Area of Effect:         1 small object                  
Saving Throw:         None
When this spell is cast, the wizard teleports some desired item from virtually any location directly to his hand. The single object can be no longer in any dimension than a sword, can have no more weight than a shield (about eight pounds), and must be nonliving.
To prepare this spell, the wizard must hold a gem of not less than 5,000 gp value in his hand and utter all but the final word of the conjuration. At some point in the future, he must crush the gem and utter the final word. The desired item is then transported instantly into the spellcaster's right or left hand, as he desires.
The item must have been previously touched during the initial incantation and specifically named; only that particular item is summoned by the spell. During the initial incantation, the gem becomes magically inscribed with the name of the item to be summoned. The inscription is invisible and unreadable, except by means of a read magic spell, to all but the wizard who cast the summons.
If the item is in the possession of another creature, the spell does not work, and the caster knows who the possessor is and roughly where he, she, or it is located when the summons is cast. Items can be summoned from other planes of existence, but only if such items are not in the possession (not necessarily the physical grasp) of another creature. For each level of experience above the 14th, the wizard is able to summon a desired item from one plane farther removed from the plane he is in at the time the spell is cast (one plane away at 14th level, two planes away at 15th, etc.). Thus, a wizard of 16th level could cast the spell even if the desired item was on the second layer of one of the Outer Planes, but at 14th level the wizard would be able to summon the item only if it were no farther than one of the Inner Planes, the Ethereal Plane, or the Astral Plane (see the Planescape Campaign Setting boxed set). Note that special wards or barriers, or factors that block the teleport or plane shift spells, may also block the operation of this spell. Objects in Leomund's secret chest cannot be recovered by using this spell.
Note: If the item is wizard marked, it can be summoned from anywhere on the same plane unless special local conditions apply. Furthermore, the details of the location of the item are more specific, and the item is more easily traceable with other types of scrying magic.

烟斗的详细资料,自己看吧,实在是太长了[s:16]
Elminster's Eversmoking Pipe (XP Value:1,200; GP Value:9,000 (6,500 if not Elminster's own)): A curving pipe smooth-carved of dark, lustrous felsul-root, developed by Elminster. He had the only one until he recently gave details of its making and construction to the wizard Sarghun of Silverymoon (a Harper ally), who enjoys a good pipe. Other mages have since gleaned  pipe  details  from  Sarghun  in  card games and other high-level, secretive meetings of solemn masters of magic.
The pipe is smoked in the normal fashion. Its smoke is thick and greenish-grey, laced with tiny winking sparks, and it keeps insects of normal size (even magically summoned or directed ones) at bay, clear of a ten-foot-radius area centered on the pipe.
If the smoker blows very hard through the pipe while deactivating it (see below; the user forcefully  exhales  the  deactivation  word  down the pipestem), it goes out but emits a single, spinning ball of flame. Like a Melf's minute meteor, this fiery missile is under the mental control of the smoker, who can direct it at targets up to 90 feet distant by pointing (no verbal command  required).  Anything  flammable struck by the ball must make a successful saving throw vs. magical fire or ignite. Beings hit suffer 1d4 points of damage (no saving throw). An  eversmoking pipe  can be commanded to reproduce one of the effects of a  pyrotechnics spell, once every three rounds. The smoker is immune to all such pipe effects even when com- panions are chokingly overcome. This protection can't be extended to others.
By uttering a single secret word, an eversmok- ing pipe  can be commanded to return to the hand of its owner, regardless of the distance between them, planar separation, or any barri- ers and protections, appearing 1d3 rounds after the word is spoken. This power can be used by any being that utters the summoning word, which can be changed by holding the pipe, flesh to wood, and speaking a certain rhyme that includes the new summoning word and cancels all others. If the cancellation is left out of this charm, previous words still work, and the pipe could end up flicking rapidly around the planes in an endless tug-of-war between rivals. This charm is a 7th-level conjuration/summoning wizard spell that only Elminster knows; other wizards must devise their own. It also prevents any being from magically tracing the owner via the pipe.
A wizard of 9th or higher level can shape the smoke  from  an  eversmoking  pipe  into  crude images, symbols, or directive arrows, and can vary smoke hue and brightness. Such displays can never trigger or substitute for magical sym- bols or runes, but they can convey messages to all who see them. They also can, with practice,be  worked  precisely  enough  to  make  the smoke-image recognizably resemble a specific being. Such images take 1d4+1 rounds to fully form, and last for another 1d4+1 rounds. Elminster has added at least three more powers to his own pipe (or pipes, actually; he has several identical ones stashed in various places around Toril and Realmspace). When the pipe is lit and held in the lips, the smoker (only) is protected as if by a protection from normal missiles spell, and all magic missiles directed at the smoker are reflected back to their source, strik- ing for their usual damage.
When immersed in water, the pipe instantly casts an airy water spell (of 12 turns duration). If the pipe is lit, it goes out and can't be reignited while it remains underwater.
When the pipe is held, its bearer can by silent force of will dimension door  (up to 700 yards dis- tant, moving up to 500 lbs. of non-living matter or 250 lbs. of living matter in contact with the bearer). This can be done once per round (unlike the spell, no "round of recovery" is needed between  dimension door  attempts), to a maxi- mum of nine times per day
Substances other than tobacco burned in such a pipe have some strange effects. Experimentation in this field continues, but several results are  known.  The  use  of  lamp  oil  and  other volatile liquid fuels causes sudden jets of flame to erupt for 1d4 rounds (reflected back on the smoker by the pipe's weather shield), followed by a 2d6-die explosion that destroys the pipe.
The use of wet green leaves produces a thick, black, choking smoke. Once this has begun, the smoker can leave the pipe to create a smoke-screen, to smoke insects or air-breathing creatures out of a confined space, and the like. This smoke-screen lasts until the pipe is destroyed, immersed in non-flammable liquid, or commanded to stop (the smoke will clear in only one round if there is a brisk wind). Smoke production doesn't depend on a constant supply of wet leaves, or anything in the bowl at all, once begun; the pipe's inherent magic creates the smoke.
A  hot,  white  smoke  (useful  for  smoking meats, concealing strong smells, and the like) of similar duration can be produced by using dry, dead, fallen leaves. Perfumed cloth, paper, or flower petals can be used to scent an area.
An  eversmoking pipe  is activated by the direct touch (flesh to wood) of any being who says, "Flame!" or another single (usually cryptic) word chosen during the initial pipe enchantment. In like manner, "Out!" or another chosen single word, plus simultaneous direct touch, deactivates the pipe again.
When the pipe is activated, it lights itself, and its bowl is shielded from the elements by a miniature, hemispherical wall of force, allowing the user to keep the pipe lit even in rain, snow, gusts of wind or gale-force natural winds. The pipe's bowl is magically protected against over- heating  and  burning  during  normal  use. Tobacco is constantly replenished at the bottom of the bowl, teleported in from a known store(usually a large sack or barrel in the smoker's own keep). When the pipe is enchanted, the summons must, for safety reasons, be restricted in the type of substance (e.g., crushed tobacco)it will teleport in.
Making such a pipe requires any fire-producing magic and the spells  wall of force, Drawmij's instant summons,  and  permanency.
The presence of a lit eversmoking pipe  in the area of effect of a natural or magical dust storm or whirlwind of sand, a pyrotechnics not of the pipe's making, a cloudkill, or a stinking cloud, will cause the pipe to ignite a fiery 3d6 fireball burst, centered on itself.
The pipe is allowed an item saving throw vs. magical fire (it is "wood, thin," and gets a +3 bonus as a magical item with fire-related pow- ers). If the throw fails, it is destroyed, and anyone in contact with it receives a penalty of -3 to their own saving throw against the fiery explosion. If the saving throw succeeds, the pipe goes out(losing all tobacco in it at the time, but being otherwise  undamaged),  and  must  be  reactivated. A  successful  saving  throw  against  any eversmoking pipe  means a victim receives half damage (shock effects but not heat or flame damage).
If the pipe is struck severely or dropped, its flame may momentarily curl out of the bowl, or lit tobacco may spill out of the bowl, slide down the shield, and ignite nearby flammables.
A  dispel  magic   spell  can  extinguish  an eversmoking pipe,  but not drain it of magic or permanently affect it in any way.
An  eversmoking  pipe  can  be  teleported  or telekinesed  in  an  activated  state - for  example, into an occupied bedroom (as Storm Silverhand wryly tells), or onto a pile of scrolls, maps, or valuable  documents.
Certain malicious mages have spread a rumor that Elminster is sufficiently addled to think of his pipe as a living thing, and that he often talks to it. The Simbul sometimes uses it as the focus of an audible sending-related spell, allowing her to talk back and forth with the Old Mage. About every third middle-aged or elderly mage of the Realms appears to have once been-however  briefly - Elminster's  apprentice;  particularly, it seems, those who were once very beautiful women of human, elven (even drow!), or half-elven stock.


ring of gaxx虽然是神器,不过实在是很有名
这个来源不明的奇特铂金戒指上面镶着一块有着九个面的宝石,每一面上都雕刻着一个无法解读的咒语。每天日出时,这块宝石的中央都会浮现出一个不同的图案(无法明确决定作用,但据传说有一些佩戴者可以在某些时候决定哪个面起作用)。出现的图案决定了这枚戒指那一天里的具有的力量。每天开始时,玩家掷 1d10决定哪个面被激活(也就起用那种力量)。

1d10 被激活的面的能力
1 佩戴者对疾病免疫
2 佩戴者不需空气
3 佩戴者获得+5自然盔甲
4 佩戴者获得底光视力
5 佩戴者获得快速医疗1
6 佩戴者能够自由飞行
7 佩戴者获得寒冷抗力30
8 佩戴者获得动自如术
9 佩戴者获得各项豁免鉴定+5
10 佩戴者可自由选定哪个面被激活

贾克斯之戒的佩戴者可以消耗巨大的精神力尝试改变已经被激活面。需要一个全回合动作并通过一个集中检定(DC50),并在检定失败时受到2d6点的淤伤。如果豁免成功,则随机决定新的起作用面。
如果贾克斯之戒被脱了下来,原佩戴者会在接下来的每分钟内受到2d6点淤伤直到重新戴上戒指或者淤伤超过他的当前生命值(而且淤伤会在减少到原佩戴者能够恢复意识后立刻开始再度增加)。


再生戒指没什么特点,我记得有个巨魔戒指的(其实和再生戒指一样)

角形戒指
Horned  Ring
Fashioned by Halaster, these iron rings are normally found only in Undermountain. Pairs of tiny curved horns rise from such a ring, the horns
curling out and back toward the wearer's finger.Horned rings  function as teleport rings within the dungeons of Undermountain, though the wearers can arrive at different locations. The wearers can specifically define their "arrival" areas. They also break all wizard locks, walls of force, holds, webs,and other magical barriers (except  prismatic sphere  and prismatic  wall)  on  contact;  no  harm  comes  to  the wearer while disrupting magical barriers. They absorb magic missiles  and all electrical spells and natural effects to re-power themselves, causing no harm to the wearer.
There are only eight of these rings known to exist,and nearly all are accounted for among Halaster's exapprentices. Jhesiyra Kestellharp also had one in her possession,but its current whereabouts are un-known.


魔索布莱城首席大法师袍(其实和普通的大法师袍基本一样)
Robe of the Archmage of Menzoberranzan
This flowing,many-pocketed piwafwi is  emblazoned with sigils and runes of power highlighted with varying hues of faerie fire, and bestows the following benefits:
Armor equal to Armor Class 0
+5%  Magic  Resistance
+1 to all saving throws
wraithform, as spell, 2/day


Windwalker Amulet

----------------------------
恩,好
戒指可以换ring of gaxx,反正也不是完全按照DND来的。item功效都是按背景转换成类似卡牌效果。


烟斗你翻译下吧(能提供图片更佳)

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发表于 2009-1-11 00:30:40 | 显示全部楼层
ring of gaxx的话

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发表于 2009-1-11 13:45:22 | 显示全部楼层
恩,好
戒指可以换ring of gaxx,反正也不是完全按照DND来的。item功效都是按背景转换成类似卡牌效果。
烟斗你翻译下吧(能提供图片更佳)


Ring of Gaxx与Greyhawk的关系更密切。

主持者最好先宣布可接受的资料来源是否为官方、非官方或介于两者间(因为在别的帖子已经有非官方的东西)。

那会影响检核者的工作量。
 楼主| 发表于 2009-1-11 13:58:56 | 显示全部楼层
无论官方、非官方或介于两者间的资料来源都OK
(因为那些数据是否完全准确和Card Game游戏设计的关系并不是很大,不是去做一个DND游戏,只是借用DND背景而已)

当然,如果有官方的资料,就以其为首选。
发表于 2009-1-11 14:11:14 | 显示全部楼层
原帖由 Lala 于 2009-1-11 13:58 发表
无论官方、非官方或介于两者间的资料来源都OK
(因为那些数据是否完全准确和Card Game游戏设计的关系并不是很大,不是去做一个DND游戏,只是借用DND背景而已)

当然,如果有官方的资料,就以其为首选。


因为您曾提到要检查某角色是否能用某法术或能力,这就与数据来源有关。如果使用非官方,那这方面就不须也无法仔细检核。

原帖由 Lala 于 2009-1-10 23:03 发表
需要1-20个作为FR著名的武器/防具/魔法物品
(神器暂时先不考虑,太强大的太逆天的都不要,不带YY,没文字图片资料的也不要)


其实1楼列出的便包括了几个神器。

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神器已经很多人向我建议了,所以就也算考虑之一吧。至于资料,我已经说了,如果有官方的,以官方的为优先。
发表于 2009-2-17 10:06:03 | 显示全部楼层
找下BG2游戏里面的武器资料不就好了
发表于 2009-2-17 20:22:28 | 显示全部楼层
寒山月翻译的那个管风琴不知道适合不适合?
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