作者 主题: 【#135】魔池(Magic Pools)  (阅读 5865 次)

副标题: 出自Pathfinder #135: Runeplague

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【#135】魔池(Magic Pools)
« 于: 2023-02-21, 周二 17:39:52 »
魔池(Magic Pools)
“哦,是的,女王。这是一个有点滑稽的故事。您知道,每年的春分,整个村庄都会下场向那古老的祈愿井里扔一枚硬币,以试运气。当我年轻时,我确信这一切都是无稽之谈,但我越受教育,我就越觉得那祈愿井终究还是具有某种魔力。所以我带了一大把闪闪发光的硬币,一次一枚地掷进去,不知什么时候哈普勒文太太的小斑猫魔宠走了过来。我发誓,当我把那些硬币掷到井中的同时时,她直视着我的眼睛。不管怎样,这是给你的经验教训:千万不要在猫身边耍花招。但我要说,她是一位比我们上一位镇长好得多的领导人。”
                                                                                                                                                       
——芬伦·尤达拉,米滕斯女王的宫廷法师


一名酒馆中的冒险者散布着某个涌泉的谣言,这个位于阿兹兰特(Azlant)那破碎的土地上的涌泉可以让人永葆青春。杜鲁玛(Druma)的商人们戏言,他们有点太过轻信有某个能将任何淹没在其中的东西变成黄金的水池的传闻。侏儒们则愉快的互助,以寻找一个据说永远不会有两次相同效果的魔泉。低语的拉玛什图(Lamashtu)的牧师们,在哥姆兹之穴(Pit of Gormuz)附近的一个泥坑,可让非自愿者的肉体生出独特的怪物。格拉利昂到处都有着拥有魔力的水池的传说;这种传说由于太过美好以至于不会是真实的,但是它们足够诱人或令人敬畏,足以引诱好奇或绝望的人寻找它们。

就像水可以被注入来自周围大地的矿物质一样,它也是可以被如此注入来源于附近的魔力。水和其他液体作为魔力的天然导体的原理让现代学者难以理解,然而一旦魔法之源已经扩散到水体中,这些魔力可以以提供强大力量的方式集中起来。魔池和魔泉的来源是多种多样的——某魔池可能会从其附近曾行走过的神袛的神话足迹中汲取能量,而另一座魔池可能只是单纯的座落于一处吉祥的莱线(ley lines)交叉处。其他的魔池不仅仅是被注入了魔力,而是其本身就是液化态的原始魔力。无论使用何种方法,一旦某个水池被施了魔法,它就很容易将它的力量授予那些偶然发现它的人:通常,一名生物只需从其水中饮水或将物体浸入水中即可获得魔池的神秘效果。从某泉水中取出的水通常无法保持其池水的魔法特性;就像温泉中的水很快会变冷一样,魔池中的水也很快变得成非魔法的水。而可以违背这一原则的魔泉,则备受那些炼金术师、施法者、以及宝藏猎手的追捧。

一座很容易接近的魔池可能会为该魔池本身带来厄运,因为那些取之不尽用之不竭的泉水是非常罕见的。虽然一旦魔池被创造出来就很难摧毁它,但肆意和不谨慎的使用魔池的力量会导致它被用之一空或进入休眠。一处进入休眠的魔池可能只需要重新注满水就可以重新充能,但也可能需要罕见的魔力联结亦或是消逝于时间中的仪式。还有一些魔池只能供应有限的魔力,一旦用完,就永远无法恢复。

种种风险意味着,那些发现了魔池并认知到其价值者,往往都会小心翼翼地守护着魔池。虽然这些守护者可能是凡人德鲁伊、邪教徒或法师,但魔池通常会吸引更多不同寻常的守护者,比如龙类、魔法兽或有神性的守护者。这些守护者的动机可以和魔池本身的力量一样多种多样;某些可能会试图自私的秘藏魔池的力量,并杀死任何潜在的竞争对手,而另一些可能会寻求保护魔池,只允许那些被认为有价值者接近和利用魔池。极少数的人会有计划的充分利用那由魔池所授予的非魔法的商机,比如为那些想要获取有关魔池信息、或访问魔池、以及需求这座魔池能力的人,索取报酬。最后的那种人可能就是魔池的故事如此普遍的原因:任何江湖骗子都可以提供据称是魔池的位置,以换取几枚硬币或一杯烈酒。而为数不多的带有真象的故事点燃了任何听说过遥远魔池者的希望之火。

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Re: 【#135】魔池(Magic Pools)
« 回帖 #1 于: 2023-02-21, 周二 17:40:32 »
秘池(MYSTERIOUS POOLS)
以下是一些古老的魔力源泉,它们最近经历了一次魔法力量复苏,而找到它们的人就可以使用它们。


永昼池(Everdawn Pool):永昼池(Everdawn Pool)是一种早在瑟西隆(Thassilon)立国之前的就存在的秘池,它启迪了符文领主们(runelords)创造他们自己那特色的符文井(runewells)。无论是偷来的还是自愿捐赠的,在活物的血液的推动下,永昼池可以将生命力转化为魔力,窃取那些来自于生物的生命力,赋予那些在其血水中沐浴者力量,并使其使用者青春永恒,甚至让死者复活。更多有关永昼池的信息,详见《Pathfinder Adventure Path: Curse of the Crimson Throne》第433页。

符锻池(Runeforge Pool):尽管瑟西隆的符文领主们并不以彼此合作而闻名,在某个难得的谦逊时刻,他们认知到了自己专业的不足,并设想了一个解决方案。他们为其法师们创造了一个名为符锻的魔法实验室,使其一起工作并推动他们自己的魔法研究。时至今日,与符锻实验室同名的符锻池,仍然位于符锻实验室的中心。符锻池的主要功能是为新锻造的魔法武器回火,而这是目前已知的唯一一种制造符锻武器(runeforged weapons)的方法。更多有关符锻池的信息,详见《Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition》第254页。

符文井(Runewells):由瑟西隆的符文领主们创造,符文井是能够从生物身上提取特定的精神特质,并将其转化为魔力的魔池。一旦符文井被其对应情绪的精神痕迹充满,其力量就可以用来激发强大的魔法效果。其最广为人知的力量就是用来创造罪生怪(sinspawn)(《Pathfinder RPG Bestiary 2》第246页),但是符文井通常还有许多其他用途,通常包括将它们积累的精神能量传播给其附近的生物。更多有关符文井的信息,详见《Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition》第424页。

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Re: 【#135】魔池(Magic Pools)
« 回帖 #2 于: 2023-02-21, 周二 17:43:41 »
格拉利昂上的魔池(MAGIC POOLS ON GOLARION)
以下魔池可在格拉利昂上找到。某些藏在遥远的角落,而另一些则近在眼前,等待任何路过的生物来碰碰运气。其中四种是唯一魔池;而其他三种在格拉利昂上已有多个实例,是魔池种类的称呼。尽管在酒馆和市集都能听到这些魔池的传言,然而很少有旅者能真的将事实与虚构区分开来——有时候,甚至是在那些已经邂逅了魔池者也难以区分。


神池(The God Pool)
由索取者卡尔祖格(Karzoug the Claimer)创造,用来预测未来以及躲避灾祸,这座扭曲的预言池充斥着十数位神性存在的怒火。

位置(Location):神池座落于卡尔玛嘎(Kaer Maga)城地下,位于曾被贪婪符文领主卡尔祖格使用过,但是现在早已被遗弃的工坊附近。

外观(Appearance):神池是个被部分淹没的洞穴,里面漂浮着一个能把12名人类男女结成一体的圆圈——而这12名已经瞎了的人类都是在他们曾经服务过的教会中地位很高的牧师。卡尔祖格绑架了这些牧师,弄瞎他们,并用魔法将他们缝合在一起,作为他的个人“预言引擎”。池中拥有魔力的水使得这些牧师既青春永驻且易受摆布,他们的服饰混合在一起,形成一个由神圣的色彩和图纹组成的错综复杂的圆环。

守卫(Guardians):除了卡尔祖格自己遗留的多道魔法结界以外,被困在神池中的牧师会攻击任何直接试图伤害他们的生物——数千年来,他们一直处于沉寂状态,但他们记得卡尔祖格对他们的可怕对待,并决心不再遭受虐待。这些牧师被混合的特性使得他们能够结合自己的力量,从而能够如同个体般的作为一名20级牧师一般施法,包括任何被列于《Pathfinder RPG Core Rulebook》中的领域法术。

谣言中的力量(Rumored Powers):有谣言称,神池是预言破灭之年(Age of Lost Omens)中仅有的能够提供真实预言的神器,但不少内心多疑者相信,重新激活神池会将其部分神圣的力量转移给卡尔祖格,并可能会使他回归。

真实面貌(True Nature):在黑暗中沉寂了10,000年之后,神池中那牧师们的联合意识已经转变成了某种类似于联合意识它自己的神力。尽管这种混合体保留了它与多名神袛的联系,但它已经发展出一种与其组成部分的牧师们,曾经服务过的任何神袛都不相同的性质和精神。不幸的是,那些被困牧师们那无意识、无应答的祈祷,以及他们的神圣信主那压抑的挫败感,在很大程度上影响了它的道德观。

尽管奥罗登(Aroden)的死亡终结了整个格拉利昂的可靠预言,连神池中的意识,也具备了其自己恶意的可替解读。那些习得了正确仪式的人(可能是从隐藏在远方或被陷在附近仪厅里的卡尔祖格笔记中得到的)可以向神池询问未来,并得到牧师们一致说出的可靠答案。尽管神池的答复并非是来自对未来的真正预见,但它们宣讲的这样明确而庄重,以至于在其听众会下意识的接受其绝对事实的表象。任何听到从神池发出的预言的生物——无论是直接从池中听到,还是间接从任何其他听到过它的生物上听到——如果其攻击骰、属性检定、以及技能检定是任何直接阻碍预言成真的行为的话,都会受到-6罚值。这只适用于听到预言内容的听众,而不适用于阅读有关预言的文字或以口头以外的任何方式了解预言的人。这是一种仅能通过神迹术(miracle)或祈愿术(wish)才能移除的「诅咒」效果。

更多有关神池的信息,详见《Pathfinder Chronicles: City of Strangers》第55页。


金色绿洲(The Golden Oasis)
卡塔佩什(Katapesh)中仅存的城市绿洲,金色绿洲在其水域内饲养鱼群,并引诱朝圣者坐在其树荫下。

位置(Location):金色绿洲座落于卡塔佩什城内,由天蝎河(River Scorpius)注水。

外观(Appearance):这片清澈的水池两侧是商店、住宅和客栈,所有这些都能享受到绿洲众多棕榈树的树荫。

守卫(Guardians):金色绿洲没有超凡的守护者,但由专门的护地员看管,并由城市守卫看守。

谣言中的力量(Rumored Powers):传说中,那些坐在池畔庇荫处者,如果他们的目的明确,且能耐心的完成任务,就会获得神圣的灵应。而靠在绿洲周围棕榈树上的朝圣者最有可能获得这种灵应。

真实面貌(True Nature):金色绿洲周围的棕榈树只不过与一些朝圣者所经历的愿景有着密切的联系。事实上,这些幻觉往往是朝圣者无意中摄入灵苔(spirit moss)的结果,这是一种味道难闻的生长在生病或即将死亡的棕榈树上的灰绿色苔藓。只有最铤而走险的朝圣者才会故意这样做;大多数人无意中吸入或食用了漂浮在他们衣服或食物上的灵苔孢子。无论如何,苔藓与金色绿洲周围的精神能量产生共鸣,使这些朝圣者产生了貌似是灵性存在体的幻觉。因此,某些学者认为这些苔藓才是该池众多传说的真正来源,而它的灵感来源于凡人的幻觉。

事实上,正如传说所言,金色绿洲可以提供神圣的祝福。每一整日(Every full day),若一名朝圣者一直坐在金色绿洲的水边,则绿洲边缘的随机一名朝圣者有1%的几率获得一个神圣的标记。没有任何凡人的魔法可以改变或影响这个随机骰,朝圣者在池边等待了多久,这与她是否收到了指示没有关系——某朝圣者可能会在池边坐上一年,却看到最近的到来的人获得了这种神圣的标记。一名足够幸运的朝圣者可以得到她自己信仰神袛的祝福,或是与朝圣者的信仰最接近的神袛的祝福。该祝福如同该神袛的第二颂教者神恩(second exalted boon)一般起效,如同该朝圣者拥有崇神仪典(Deific Obedience)专长并有16个生命骰(详见Pathfinder Campaign Setting: Inner Sea Gods第210页)。由GM的判断,或者如果朝圣者的神袛无法给予其信徒颂教者神恩的话,取而代之的,是朝圣者会获得忍受环境(endure elements)效果以及等同于「5+该朝圣者生命骰」数的火焰抗力(fire resistance)。该祝福可持续1年,尽管朝圣者如果做出违背神的原则或教义的行为的话,会立即失去它。一旦一个角色获得了神圣祝福的话,她就再也无法从金色绿洲获得祝福了。

更多有关金色绿洲的信息,详见《Pathfinder Chronicles: Dark Markets, A Guide to Katapesh》第35页。


哥兹莱之池(Gozreh’s Pool)
哥兹莱之池隐藏在芒吉莽原(Mwangi Expanse)深处,并为那些患有丛林疾病的人提供帮助,但确是一个为那些知晓去哪里看病的人所保守一种另类的秘密。

位置(Location):哥兹莱之池位于芒吉莽原的雅苏特流(Jasut Flow)与奥科塔河(Ocota River)之间。

外观(Appearance):这个魔池是个近15尺宽的被岩石峭壁环绕的火山口。池中的水在圆形坑口以下12尺,且非常清澈寒冷,明显不同于附近流动的浑浊和淤塞的丛林河流。

守卫(Guardians):两个水元素居住在水池的水域内,阻止那些未能提供真诚祈祷、小祭品或其他对该池表现出象征性尊重之人。这些水元素的体型会根据季节而增减,但通常是中型。无论它们的体型如何,元素都是警惕的,但不是特别聪明;即使是虚假的尊重,如果表达得令人信服,也能安抚他们。30天后,该池会重置所有被杀死的水元素。

谣言中的力量(Rumored Powers):当地居民和探险者们都分享了该池如何消除疾病和寄生虫影响的故事,尽管附近的一些部落认为该池带有诅咒或慢性毒素,因为清澈的水中没有鱼类或藻类是十分可疑的。

真实面貌(True Nature):哥兹莱之池确实可以治疗以其水沐浴的生物的身体疾病,如同一道移除疾病(remove disease)(施法者等级20级)。然而,另一个秘密就藏在离水面约50尺的池底。水池底部的岩石完美的表现出哥兹莱之池周围60英里范围内的地形,包括所有当地河流的微小通道和每个当地湖泊的小洼地。一名哥兹莱的追随者可以通过物理方式操纵微型湖泊和河流中的水,从而影响微型景观所代表的实际水体。一名生物可以选择将河流或湖泊变为静水(still water)、激流(rough water)或怒涛(stormy water),亦或是像使用操纵水位(control water)一样升高或降低水位(施法者等级20级)。由哥兹莱之池带来的变化可持续30天,并且同一时间只能改变一处水体。任何变化都会激怒该池中的水元素守卫。即使旅者先前曾安抚过这些元素,它们也会攻击任何接触池底微型景观的人。

更多有关哥兹莱之池的信息,详见《Pathfinder Chronicles: Heart of the Jungle》第25页。

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Re: 【#135】魔池(Magic Pools)
« 回帖 #3 于: 2023-02-21, 周二 17:46:11 »
治愈圣池(Healing Fonts)
从这些秘池中饮用那澄澈清水的疲惫旅者,可被其修复伤口。

位置(Location):各地,但治愈圣池只是极少能在交通便利的区域中被发现。

外观(Appearance):治愈圣池通常是带有宗教性铭文的石盆,但也可能偶尔会出现自然形成的塘池。在任何情况下,无论周围环境如何,它都内含清澈而干净的清水。

守卫(Guardians):各样;许多治愈圣池都位于由神圣的侍从所守卫的神庙。而位于某处神圣林地间的治愈圣池则可能会由德鲁伊或独角兽守卫。

谣言中的力量(Rumored Powers):治愈圣池被认为可以治愈饮用其水者的伤口。

真实面貌(True Nature):尽管大多数魔池都有含糊的传说以及种种关于它们的疯狂故事,但治愈圣池却是传说与事实相符的一种情况。抿一小口来自治愈圣池的清水,可提供治疗轻伤(cure light wounds)乃至更强力的「治疗(cure)」法术收益;每个治愈圣池都有其施法者等级,而圣池效果所能复制的最强「治疗」法术,取决于该施法者等级下的牧师所能施展的「治疗」法术。某些圣池甚至能复制一道再生术(regenerate)或医疗术(heal),尽管这些更加强力效果的圣池十分罕见。假如带着那来自治愈圣池的清水离开其水源数尺的话,这些清水都会失去其效力。

绝大多数的治愈圣池所能提供的治疗量有限。最常见的限制是一处圣池每日只能治疗1次某一特定生物,亦或是每日仅仅只能治疗限定的次数,或兼而有之。多数圣池会随着时间的推移自动补充其治疗性清水,但也有少数圣池则需要特定的条件(比如暴露在月光下8小时)来补充其治疗性的魔力。极少数的治愈圣池可提供无限次数的治疗,但却需要某个体能提供某特定令牌,或是进行一种特定仪式才能获得其治疗的特性,比如对圣池所代表的神袛进行一次流利的祷告(这需要在一次DC 20的知识[宗教]检定中成功)。在该检定中失败则通常会使治愈圣池休眠24小时。


注能池(Infusion Pools)
一把被浸泡在一个注能池那多彩池水中的武器,会在一段时间中被注入魔法的能量。

位置(Location):各地,但通常在奥术实验室或好战教派的神庙中被发现。

外观(Appearance):基于该池所能授予的特定武器特殊能力而异;比如,可赋予炽焰(flaming)特殊能力的注能池拥有冒着气泡的红色液体,而那些可赋予神圣(holy)特殊能力的注能池则会发出明亮的光。

守卫(Guardians):无。

谣言中的力量(Rumored Powers):有关于注能池的故事常常与关于符锻池(runeforge pool)的传说纠缠在一起,这导致了关于该池可以从生物自身的罪恶中制造武器的疯狂传言,并声称在注能池中淬火的武器具有杀死不朽者乃至神袛的力量。

真实面貌(True Nature):尽管具有传说中那样强大魔力的注能池可能存在,但绝大多数注能池的能力却远要卑微得多。每个注能池都会调谐一种特定的魔法武器特殊能力,比如冻寒(frost)或幽冥(ghost touch),并将该特殊能力授予浸泡在池中的精制品武器或魔法武器(如果武器还没有+1增强加值的话,则还可以被赋予+1增强加值)。绝大多数注能池可提供1小时或1天的益处;少数极其罕见的注能池会永久性地赋予这种特殊能力,但这通常需要武器在池子的魔力中浸泡数天或数周。几乎所有的注能池都会使受影响的武器在效果持续期间发出像火把(torch)一样的光。一处注能池必须遵守正常魔法武器的要求;比如,它不能赋予一种将会使武器的等效加值超过+10的武器特殊能力,并且它也不能将锐锋(keen)武器特殊能力赋予一把钝击武器或远程武器。


始啼池(Starbreath Pool)
在黑暗冰冻的荒原中,一道明媚的光线使这个魔池光耀通透。

位置(Location):当世界之冠(Crown of the World)的塔申·雅库塔(Tashen Yakuta)冰架在在该地区漫长而寒冷的冬季期间向南延伸时,始啼池会出现在临时冰层的中心。

外观(Appearance):当始啼池在世界之冠的冬季罕见的白昼期间被见到时,它只是像一个在冰面上可直通下方海水的不寻常圆洞。然而,到了晚上,该池会发出一束冷光,一直延伸到天空中的一颗永远在该池上方盘旋的孤星。

守卫(Guardians):一群足有数百只的天界大角鹿(Pathfinder RPG Bestiary 2 187, 292)鹿群在池畔徘徊。这些生物会慢慢地包围着任何接近水域的人。它们不会干扰那些试图从池中喝水或潜入水中的人,但如果有人试图在池中捕猎生物或带走池水,它们就会变得敌对。

谣言中的力量(Rumored Powers):世界之冠的探险家们有时会传播一个诅咒之池的故事,这个池子会用光线引诱迷路的旅者,然后把他们变成动物。艾鲁塔基人(Erutaki)——始啼池周围地区的耐寒土著——有他们自己的传说,他们声称该池和上面的天空之间的光束是动物的灵魂前往天堂的踪迹,而那些接触到精神世界的人则可以跟随这些灵魂进入天堂。

真实面貌(True Nature):任何在夜晚于始啼池饮水的类人生物或动物,在未来7天内会受到其影响。在这期间,该生物会从寒冷中被保护起来,如同一道忍受环境(endure elements)。如果该生物在该泳效果期间内死亡,它会在一天后自动以新的躯体复活。以这种方式复活的类人生物会以动物的躯体复活;这如同一道转生术(reincarnate)般起效,除了该生物不会获得负向等级,并且不能在转生术表格上投骰以确定其新形态。取而代之的是,该生物随机呈现出一只极地兔(arctic hare)、极地狐(arctic fox)、极地鸥(arctic tern)、驯鹿(caribou)、北极熊(polar bear)或海豹(seal)的形态。而由始啼池复活的动物则会获得类人生物形态以及知性;这如同启蒙术(awaken)与转生术(reincarnate)共同起效一般,除了该生物不会获得负向等级。这些起效能力的施法者等级为17级。一名被始啼池转化的生物仅可以被神迹术(miracle)或祈愿术(wish)恢复其原有的形态。


祈愿池(Wishing Well)
某些罕见的祈愿井确实拥有梦想成真的力量。

位置(Location):各地,甚至可以在大型定居点中或附近找到。

外观(Appearance):各异,从阿巴达尔(Abadar)镀金圣泉,到村庄边缘摇摇欲坠、长满青苔的水井。

守卫(Guardians):各样;祈愿井可能有魔法生物守卫,比如精类活龙类,亦或是除了一副妨碍仔细检查的破旧外表外,可能什么保护都没有。

谣言中的力量(Rumored Powers):祈愿井是最著名的魔池之一,传说中祈愿井会为那些将硬币或其他贵重物品抛入水中的人授予一道祈愿术(wish)。祈愿井的谣言数量远远超过了真正祈愿井的数量;简陋的村庄和浮华的教堂都同样骄傲地将神奇力量归功于没有任何力量的喷泉和水井。

真实面貌(True Nature):真正的祈愿井有着各种的形状和大小,并获得它们那惊人力量似乎是随机的。如果没有一次成功的DC 30的施法者等级检定,祈愿井是不能被侦测为是拥有魔力的,这使得这些井大多隐藏在平凡的井中。祈愿井仅能在确切数量的硬币被掷入其水中时起效——通常是25,000 gp。当一名生物投掷的硬币与饰品到祈愿井中,且总价值正好达到价值25,000 gp硬币(一件被投掷入井中的物品视为等同于其价值数量的硬币)并且许下一个愿望时,祈愿井会如同一道祈愿术(wish)那般,用尽可能最慷慨的解释,满足所请求的愿望。与此同时,祈愿井里的所有硬币和贵重物品都会消失。如果该生物没有许愿,或者所投掷硬币或物品的价值最终值超过25000 gp的话,祈愿井将会重置(resets),并且需要另一个以25,000 gp为单位硬币。一名生物仅能从某一特定的祈愿井中受益于一道祈愿术(wish)。

在愿望实现之前从井中取出贵重物品,在确定愿望何时被实现的目的上仍然有效,因此,仅仅清点祈愿井里的硬币可能无法准确预测何时该许愿。此外,某些祈愿井还有着不同的钱币要求。因此,预测一个即将发生的愿望是极其困难的,即使是那些少数了解祈愿井如何运作的学者,通常也不得不投入一枚硬币,与其他人一起碰碰运气。

离线 萌新也有滥强的心

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Re: 【#135】魔池(Magic Pools)
« 回帖 #4 于: 2023-02-21, 周二 17:47:28 »
专有名词:
1、哥姆兹之穴(Pit of Gormuz):禁锢洛瓦古格的地方。
2、莱线(ley lines)又被Namárië大佬译为灵脉。
3、符锻武器(runeforged weapons):等效+2武器特殊能力,目前暂无翻译,能嫖武器特殊能力的职业的玩具。以下列出其英文原文。
4、索取者卡尔祖格(Karzoug the Claimer):Karzoug是贪婪符文领主,又译卡祖格;Claimer是Karzoug的称号。
5、Gozreh的译名不统一,可译为格兹雷/哥兹莱等等。这里暂选哥兹莱。另外该池的外观描述,让萌新想起现实中类似的景观,位于赞比亚和津巴布韦边境的,世界第一大瀑布维多利亚瀑布(Victoria Falls)顶端的魔鬼水池。网上搜一下,就能对哥兹莱之池有画面感了。对于其位置,内海世界指南的地图中有标注其位置。
6、静水(still water)、激流(rough water)或怒涛(stormy water)的区别,详见游泳技能。
7、火把(torch):其光芒亮度详见规则。
8、(Starbreath Pool):考虑其效果是转生术效果,那么可以生译开始呼吸之池,意译为新生池/转生池,那么折中一下Star译为始,breath是呼吸,而新生儿的啼哭则代表其第一口呼吸,那么暂译为始啼池(Starbreath Pool)。求更好的译名。
9、极地兔(arctic hare)、极地狐(arctic fox)、极地鸥(arctic tern):详见冬临天下玩家指南。北极熊(polar bear):详见Bestiary V。驯鹿(caribou)、海豹(seal):没找到相关数据。



闲话:



(+2武器特殊能力-符锻)
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Runeforged
Source Rise of the Runelords Anniversary Edition pg. 423, Pathfinder #5: Sins of the Saviors pg. 57
Aura strong (two variable schools) CL 13th
Slot none; Price +2 bonus; Weight —
Description
During Thassilon’s height, many of the empire’s greatest soldiers, mercenaries, and arcane assassins wielded weapons infused with two allied schools of magic that worked together to grant the wielder additional prowess over practitioners of an opposing school of magic. Weapons steeped in enchantment and illusion magic, for example, held great power over wielders of transmutation. Such weapons were often banned in Thassilon, so wary were the runelords of their propagation, yet all seven kept champions and assassins armed with runeforged weapons targeting their enemies’ weaknesses in secret.

Each runeforged weapon opposes a school of magic. T he wielder gains a +2 morale bonus on all saving throws against spells from the weapon’s opposed magic. All runeforged weapons are, to a certain degree, empathic. They enhance sin or virtue in those who wield them, so a fighter armed with a dominant weapon becomes more domineering than before, for example. Anyone wielding a runeforged weapon takes a –2 penalty on all Diplomacy checks, as her vices or virtues are magnified at the expense of personality. No weapon can have more than one runeforged weapon quality at a time, and a creature that carries two runeforged weapons (even those o f the same type) takes a –5 penalty on all attack rolls, Will saving throws, and skill checks, as her mind is constantly assailed by multiple empathic urges.

Each of the seven Thassilonian schools of magic is opposed by a single runeforged weapon quality—each of these being the combination of that school’s opposition schools. The seven correct component combinations and the type of runeforged weapon each combination creates are listed below. Note that the first name for each type of weapon listed is its sinful name— the second is the name a virtuous character can use to refer to the weapon. In any event, a runeforged weapon functions the same, regardless of whether it magnifies a wielder’s sin or virtue.

A wielder who is considered sinful or virtuous (see page 416) with the same type of sin/virtue as a runeforged weapon he wields becomes more aware of danger around him—gaining a +2 insight bonus on Initiative checks and a +1 dodge bonus to AC.

The specific effects of each of the seven types of runeforged weapons are listed below.

Covetous/Charitable (opposes evocation): A union of conjuration and abjuration magic, a covetous weapon functions as a bane weapon against evokers and creatures with the fire subtype. As long as the weapon is wielded, the wielder gains fire resistance 5.

Dominant/Commanding (opposes transmutation): A union of enchantment and illusion magic, a dominant weapon functions as a bane weapon against transmuters and against creatures with the shapechanger subtype. As long as the weapon is carried, it can absorb up to three harmful transmutation effects (such as baleful polymorph or petrification) inflicted on the wielder per day.

Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.

Miserly/Generous (opposes illusion): A union of transmutation and conjuration magic, a miserly weapon functions as a bane weapon against illusionists and creatures from the Plane of Shadow. The first three times each day that this weapon strikes an illusion, it automatically makes a dispel magic attempt to dispel the illusion.

Parasitic/Symbiotic (opposes enchantment): A union of necromancy and transmutation magic, a parasitic weapon functions as a bane weapon against enchanters and against creatures that are charmed, dominated, or otherwise under another creature’s magic control. The first time each day that this weapon strikes a creature under the effects of an enchantment spell, it automatically makes a dispel magic attempt to dispel the enchantment. If the attempt is successful, it siphons that energy into the wielder, healing her of 6d6 points of damage (hit points in excess of maximum are gained as temporary hit points that last for 1 hour).

Sadistic/Compassionate (opposes abjuration): A union of evocation and necromancy magic, a sadistic weapon functions as a bane weapon against abjurers and any creatures with an active abjuration spell effect. A sadistic weapon shrouds its wielder in an aura of mock magic—when the wielder is subjected to a dispelling effect, that dispelling attempt instead targets only the aura of mock magic. If the aura is dispelled, it replenishes again in 24 hours.

Tyrannical/Liberal (opposes conjuration): A union of illusion and evocation magic, a tyrannical weapon functions as a bane weapon against conjurers and summoned monsters. The first three times each day that the weapon scores a critical hit against a creature with the extraplanar subtype, the weapon casts dismissal at the creature struck.
Construction
Requirements see sourcebook; Price —
« 上次编辑: 2023-02-21, 周二 19:09:38 由 萌新也有滥强的心 »

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Re: 【#135】魔池(Magic Pools)
« 回帖 #5 于: 2023-02-21, 周二 17:48:01 »
原文:
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Magic Pools
“Oh yes, the queen. That’s a bit of a funny story. You see, every year on the spring solstice, the whole village comes down and throws a coin in the old wishing well to try their luck. Back when I was young, I was convinced it was all bunk, but the more I got into my training, the more I began to think there might just be some magic to that wishing well after all. So I brought a big stack of shiny coins and was tossing them in one at a time, when up came Mrs. Happlevain’s little tabby cat familiar. I swear she looked me straight in the eye while knocking my whole stack of coins into the well. Anyway, there’s your lesson: never try to be clever around a cat. But I will say, she’s a much better leader than our last mayor.”
                        —Fenlen Yudalla, court wizard of Queen Mittens the Magnificent


An adventurer at a tavern spreads tales of a fountain in the shattered lands of Azlant that can grant eternal youth. Merchants in Druma joke, with just a little too much credulity in their voices, of a pool that turns anything submerged in it into gold. Gnomes gleefully aid each other in the search for a magical fountain said to never have the same effect twice. Clerics of Lamashtu speak in hushed whispers of a muddy crater near the Pit of Gormuz where unique monsters can be birthed from the flesh of the unwilling. Legends abound across Golarion of pools that have magical waters; such legends seem too good to be true, and yet are enticing or frightening enough to lure the curious or desperate to seek them out.

Much as water can become infused with minerals from the surrounding earth, so too can it become infused with magic from nearby sources. The reason why water and other liquids serve as natural conductors for magic eludes modern scholars, but once a source of magic has diffused into a body of water, that magic can become concentrated in a way that offers potent powers. The origins of magic pools and fountains are many and varied—one pool might have leached energy from the mystic footprint of a deity who once walked nearby, while another might simply rest over an auspicious intersection of ley lines. Other magic pools aren’t merely infused with magic, but are themselves raw magic in a liquefied form. Regardless of the method, once a pool has become enchanted, it easily grants its powers to those who stumble upon it: typically, a creature need only drink from or dip an object into its waters to gain a pool’s mystic effects. Water removed from a fountain typically fails to retain the pool’s magical properties; much as water removed from a thermal spring quickly becomes cold, water removed from a magic pool quickly becomes nonmagical. Fountains that defy this rule are highly sought after by alchemists, spellcasters, and treasure-hunters.

A magic pool’s ease of access can spell doom for the pool itself, as very few of these fountains are inexhaustible. While it is very difficult to destroy a magic pool once it is created, rampant and careless use of a pool’s power can cause it to become empty or dormant. A dormant pool might be recharged merely by refilling it with water, but could also require rare magical conjunctions or rituals lost to time. Still other pools have a finite supply of magic that, once spent, can never be restored.

These risks mean that magic pools are often jealously guarded by those who discover them and recognize their worth. Although such guardians might be mortal druids, cultists, or wizards, magic pools often attract more unusual protectors such as dragons, magical beasts, or holy guardians. These guardians’ motives can be as varied as the powers of the pools themselves; some may seek to hoard a pool’s powers for themselves and slay any would-be competitors, while others might seek to preserve the pool, allowing only those deemed worthy to approach and utilize it. A few instead plan to capitalize on the nonmagical opportunities presented by a magic pool, exacting a price in treasure or favors for information about or access to the pool. This last group is perhaps the reason tales of magic pools are so pervasive: any charlatan can offer the location of a purportedly magical pool in exchange for a few coins or a stiff drink. The rare few tales with a kernel of truth fuel the fires of hope in anyone hearing of a remote magic pool.

MYSTERIOUS POOLS
The following are a few ancient magic fountains that have recently experienced a resurgence in their magical powers, and can be used by those who find them.

Everdawn Pool: A mystic pool that predates the founding of Thassilon, the Everdawn Pool inspired the runelords to create their signature runewells. Fueled by the blood of living beings, either stolen or freely given, the Everdawn Pool converts life force into magical power, bestowing strength on those who bathe in its bloody waters, stealing the vitality from creatures to grant its user eternal youth, and even returning the dead to life. For more information on the Everdawn Pool, see the page 433 of Pathfinder Adventure Path: Curse of the Crimson Throne.

Runeforge Pool: Though the runelords of Thassilon were not well known for their cooperation with each another, in a rare moment of humility, they recognized the failings of their specializations and envisioned a solution. They created a magical laboratory called Runeforge for their wizards to work together and further their magical research. The namesake of this laboratory, known as the runeforge pool, still sits at the center of Runeforge to this day. The runeforge pool’s major function was to temper newly forged magic weapons, and it is currently the only known means of creating runeforged weapons. For more information on the runeforge pool, see page 254 of Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition.

Runewells: Created by the runelords of Thassilon, runewells are magical pools capable of extracting specific spiritual traits from creatures and converting them into magical power. Once a runewell is glutted with the psychic vestiges of its corresponding emotions, that power can be harnessed to fuel powerful magical effects. The most well known of these powers is the ability to create sinspawn (Pathfinder RPG Bestiary 2 246), but runewells often have a number of other uses, which usually involve spreading their accumulated psychic energy to nearby creatures. For more information on runewells, see page 424 of Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition.



MAGIC POOLS ON GOLARION
The following magic pools can be found across Golarion. Some are hidden in distant locales, while others lie in plain sight for any passing creature to try their luck. Four entries are unique pools; three others are types of pools that may have several instances across Golarion. While the rumored powers of these pools can be heard in taverns and trading posts, few travelers can honestly separate fact from fiction—in some cases, even among those who have encountered the pools themselves.



The God Pool
Created by Karzoug the Claimer to divine the future and evade a calamity, this twisted divination pool overflows with the wrath of a dozen gods.

Location: The God Pool lies under the city of Kaer Maga, near workshops once used by Karzoug, the Runelord of Greed, but now long abandoned.

Appearance: The God Pool is a partially flooded cavern, within which floats a conjoined circle of 12 human men and women—all of them blinded priests with a high rank in the church they once served. Karzoug kidnapped these clerics, blinded them, and magically stitched them together as his personal “prophecy engine.” The magical waters of the pool keep these priests both ageless and pliable, and their clothing intermingles to form an intricate circle of holy colors and patterns.

Guardians: In addition to multiple magical wards left behind by Karzoug himself, the priests trapped within the God Pool attack any creature that directly attempts to harm them—they have been quiescent for thousands of years, but they remember their terrible treatment by Karzoug and are resolved to suffer no further abuses. The conjoined nature of these priests allows them to combine their power, resulting in their ability to cast spells as a single 20th-level cleric, including any domain spell listed in the Pathfinder RPG Core Rulebook.

Rumored Powers: Rumors abound that the God Pool is the only remaining artifact capable of offering true prophecy in the Age of Lost Omens, though more suspicious souls believe that reactivating the God Pool will transfer some of its divine power to Karzoug, possibly allowing for his return.

True Nature: After 10,000 years of lying dormant in the darkness, the conjoined consciousness of the God Pool’s priests has transformed into something akin to a divine power of its own. Though the amalgam retains its connection to multiple deities, it has developed a nature and ethos separate from any of the gods its component priests once served. Unfortunately, much of this ethos has been informed by the unconscious, unanswered prayers of the trapped clerics and the stewing frustration of their divine patrons.

Though Aroden’s death ended reliable prophecy across Golarion, even for the consciousness within the God Pool, the fountain has formed its own malevolent alternative. Those who learn the proper rituals (likely gleaned from Karzoug’s notes hidden away or trapped within nearby chambers) can ask the God Pool about the future and receive a definitive answer spoken in unison from the mouths of the clerics. Although the God Pool’s answers do not stem from genuine foreknowledge of the future, they are delivered with such assurance and gravitas that they take on the semblance of absolute fact in the minds of listeners. Any creature that hears a prophecy uttered by the God Pool—either directly from the pool itself or indirectly from any other creature who has heard of it—takes a –6 penalty on attack rolls, ability checks, and skill checks for any actions that directly impede that prophecy from coming true. This applies only to listeners who hear the substance of a prophecy spoken aloud, not to anyone who reads a writing about the prophecy or learns of it any way other than orally. This is a curse effect that can be removed only by a miracle or wish.

For more information on the God Pool, see page 55 of Pathfinder Chronicles: City of Strangers.



The Golden Oasis
The sole remaining oasis in the city of Katapesh, the Golden Oasis hosts schools of fish within its waters and lures pilgrims to sit beneath the shade of its trees.

Location: The Golden Oasis lies within the city of Katapesh, fed by the River Scorpius.

Appearance: This pool of clear water is flanked by shops, homes, and inns, all of which enjoy the shade of the oasis’s many palm trees.

Guardians: The Golden Oasis has no mystical guardians, but is tended by dedicated groundskeepers and watched by the city guard.

Rumored Powers: Legends claim that those who sit in the shade near the pool gain divine inspiration, if their purpose is true and their patience is up to the task. Pilgrims who lean against the palm trees around the oasis are most likely to gain this inspiration.

True Nature: The palm trees around the Golden Oasis are only tangentially related to the visions some pilgrims experience. Instead, the visions often are the result of pilgrims inadvertently ingesting spirit moss, a foul-tasting gray-green moss that grows on ill or dying palm trees. Only the most desperate pilgrims do so intentionally; most inadvertently inhale or consume spores from the spirit moss that drift onto their clothing or food. In any case, the moss resonates with the psychic energy around the Golden Oasis, granting these pilgrims hallucinations of what appear to be spiritual beings. Some scholars therefore believe that the moss is the true source of the pool’s many legends, and its legends of divine inspiration spring from mundane hallucinations.

In truth, the Golden Oasis also provides divine blessings, exactly as legends claim. Every full day that a pilgrim sits by the water of the Golden Oasis, there is a 1% chance that a random pilgrim at the oasis’s edge receives a divine sign. No mortal magic can alter this chance or affect this roll, and how long a pilgrim has waited by the pool has no bearing on whether she receives a sign—a pilgrim may sit by the pool for a year only to see a recent arrival gain this divine contact instead. A pilgrim lucky enough to receive a divine sign gains a blessing from her deity, or from the deity that corresponds most closely with the pilgrim’s beliefs. This blessing functions as the second exalted boon granted by the deity, as though the pilgrim had the Deific Obedience feat and 16 Hit Dice (Pathfinder Campaign Setting: Inner Sea Gods 210). At the GM’s discretion, or if the pilgrim’s deity doesn’t grant an exalted boon to believers, the pilgrim instead gains the effects of endure elements and fire resistance equal to 5 plus the pilgrim’s Hit Dice. This blessing lasts for 1 year, although the pilgrim loses it immediately if she performs an action that violates the deity’s tenets or teachings. Once a divine blessing is granted to a character, she can not ever gain a blessing from the Golden Oasis again.

For more information about the Golden Oasis, see page 35 of Pathfinder Chronicles: Dark Markets, A Guide to Katapesh.



Gozreh’s Pool
Hidden in the depths of the Mwangi Expanse, Gozreh’s Pool offers succor to those suffering from jungle maladies, but holds another secret for those who know where to look.

Location: Gozreh’s Pool lies in the Mwangi Jungle, between the Jasut Flow and the Ocota River.

Appearance: Surrounded by rocky cliffs, this pool is a cenote nearly 15 feet across. The pool’s waters are cool and perfectly clear, distinctly unlike the murky and siltchoked jungle rivers that flow nearby, and are 12 feet below the lip of the circular pit.

Guardians: Two water elementals reside within the pool’s waters, deterring those who fail to offer an earnest prayer, a small sacrifice, or another token to show respect to the pool. These water elementals wax and wane in size based on the season, but are most often Medium in size. No matter their size, the elementals are watchful but not particularly intelligent; even a fake show of respect, if delivered convincingly, placates them. The pool replaces any slain water elementals after 30 days.

Rumored Powers: Local inhabitants and explorers alike share tales of how the pool can remove the effects of illnesses and parasites, though a few nearby tribes believe the pool carries a curse or a slow-acting poison, as the clear water is suspiciously free of fish or algae.

True Nature: Gozreh’s Pool does indeed heal the physical ailments of creatures bathing in the water, as per remove disease (CL 20th). However, another secret lies at the bottom of the pool, some 50 feet below the surface. The rocks at the bottom of the pool forms a perfect representation of the terrain within 60 miles of Gozreh’s Pool, including tiny channels for all of the local rivers and small depressions for each of the local lakes. A follower of Gozreh who physically manipulates the water in the miniature lakes and rivers can affect the actual bodies of water represented by the miniature landscape. A creature can choose to change a river or lake to be either still water, rough water, or stormy water, or raise or lower the water level as if using control water (CL 20th). Alterations made by Gozreh’s Pool last for 30 days and can alter only one body of water at a time. Any alteration enrages the pool’s water elemental guardians. Even if a visitor had previously placated the elementals, they attack anyone who touches the miniature landscape at the pool’s bottom.

For more information about Gozreh’s Pool, see page 25 of Pathfinder Chronicles: Heart of the Jungle.



Healing Fonts
The pure waters of these mystic pools can mend the wounds of weary travelers who drink from them.

Location: Varies, but healing fonts are only rarely found in well-trafficked areas.

Appearance: Usually a stone basin with religious inscriptions, a healing font might occasionally appear as a naturally occurring pool. In any case, it contains clear, clean water regardless of the surrounding conditions.

Guardians: Varies. Many healing fonts are located in temples guarded by holy servants. Healing fonts located in sacred glades may be defended by druids or unicorns.

Rumored Powers: Healing fonts are believed to heal the injuries of those who drink their waters.

True Nature: Though most magical pools have vague legends and wild stories told about them, healing fonts are a case where the legends and facts coincide. A sip of water from a healing font provides the benefits of cure light wounds or a more powerful cure spell; each healing font has a caster level, and the font’s effects replicate the most powerful cure spell that a cleric of that caster level could cast. Some fonts instead replicate a regenerate or heal spell, although these more powerful effects are rare. Waters from a healing font lose their potency if taken more than a few feet away from the well.

Most healing fonts are limited in the amount of healing they can provide. The most common limitations are that a font can heal a specific creature only once per day, can provide healing only a few times each day, or both. Most healing fonts recharge their healing waters automatically over time, but a few require a specific condition (such as 8 hours of exposure to direct moonlight) to replenish their healing magic. Rare healing fonts offer unlimited healing, but instead require an individual to offer a specific token or perform a ritual to receive their healing properties, such as a well-spoken prayer to the font’s patron deity (requiring a successful DC 20 Knowledge [religion] check). Failure at this check typically renders the healing font’s magic dormant for 24 hours.



Infusion Pools
A weapon dipped into the colored waters of an infusion pool is imbued with magical energy for a time.

Location: Varies, but often found in arcane laboratories or temples to militant religions.

Appearance: Varies based on the specific magic weapon special ability granted by the pool; for example, infusion pools that grant the flaming special ability have red waters that froth and bubble, while those that grant the holy special ability glow with bright light.

Guardians: None.

Rumored Powers: Tales of infusion pools often become entangled with legends of the runeforge pool, leading to wild rumors of pools that can craft weapons out of a creature’s own sins and claims that weapons quenched in an infusion pool have the power to slay immortals or even gods.

True Nature: Though infusion pools with magic as powerful as the legends claim may well exist, most infusion pools are far more humble in scope. Each infusion pool is attuned to a specific magic weapon special ability, such as frost or ghost touch, and grants that special ability to a masterwork or magical weapon dipped in the pool (as well as granting a +1 enhancement bonus, if the weapon doesn’t already have it). Most infusion pools provide this benefit for an hour or a day; a few rare pools grant this special ability permanently, but these often require that the weapon steep in the pool’s magic for days or weeks. Nearly all infusion pools cause affected weapons to glow as brightly as a torch for the duration of the effect. An infusion pool must adhere to normal magic weapon requirements; for example, it can’t grant a weapon special ability that would provide a modified bonus higher than +10, and it can’t grant the keen weapon special ability to a bludgeoning weapon or a ranged weapon.



Starbreath Pool
This magical pool is illuminated by a shining ray of light in a dark and frozen wasteland.

Location: When the Tashen Yakuta ice shelf at the Crown of the World extends south during the region’s long, cold winters, Starbreath Pool appears in the center of the temporary ice.

Appearance: When Starbreath Pool is seen during daylight hours—a rarity during winter at the Crown of the World—it merely resembles an unusually circular hole in the ice open to the ocean water beneath. At night, however, the pool emits a pillar of cool light that reaches all the way up through the sky toward a single star that hovers permanently over the pool.

Guardians: A herd of several hundred celestial megaloceroses (Pathfinder RPG Bestiary 2 187, 292) lingers near the pool. These creatures slowly surround any who approach the waters. They do not interfere with those who seek to drink from the pool or dive into the waters, but they become hostile if anyone attempts to hunt creatures in the pool or take its water away.

Rumored Powers: Explorers in the Crown of the World sometimes spread tales of a cursed pool that lures lost travelers with its light and then transforms them into animals. The Erutaki—the hardy people native to the area around Starbreath Pool—have their own legends, claiming the light between the pool and the sky above it is a trail of animal souls traveling to paradise, and that those touched by the spirit world can follow these souls into the heavens.

True Nature: Any humanoid or animal that drinks from Starbreath Pool at night falls under its effects for the next 7 days. During this time, the creature is protected from the cold, as per endure elements. If the creature dies while under the pool’s effects, it is automatically returned to life in a new body after one day. Humanoids returned to life in this manner are returned in the body of an animal; this functions as reincarnate, except that the creature does not gain negative levels and does not roll on the reincarnate table to determine its new form. Instead, the creature randomly takes on the form of either an arctic hare, an arctic fox, an arctic tern, a caribou, a polar bear, or a seal. Animals returned to life by Starbreath Pool take on a humanoid form and sentience; this functions as both awaken and reincarnate, except the creature does not gain negative levels. These abilities function at caster level 17th. A creature transformed by Starbreath Pool can be returned to its original form only by a miracle or wish.


Wishing Well
Some rare wishing wells really do have the power to make dreams come true.

Location: Varies, and can even be found in or near a large settlement.

Appearance: Varies, from gold-plated holy fountains of Abadar to crumbling, mosscovered wells at the edge of a village.

Guardians: Varies; a wishing well might be guarded by magical creatures, such as fey or dragons, or might be protected by nothing more than a shabby appearance that deters close inspection.

Rumored Powers: One of the bestknown types of magic pools, wishing wells are rumored to grant a wish to those who toss a coin or other object of value into their waters. Rumors of wishing wells far outstrip the number of legitimate wishing wells; humble villages and ostentatious churches alike proudly attribute miraculous powers to fountains and wells that have none.

True Nature: True wishing wells come in all shapes and sizes, and acquire their fabulous powers seemingly at random. Wishing wells cannot be detected as magical without a successful DC 30 caster level check, which leaves most of these wells hidden among mundane wells. Wishing wells function only when a precise number of coins—usually 25,000 gp—has been thrown into their waters. When a creature throws in a coin or trinket that brings the total value of coins thrown into a wishing well to exactly 25,000 gp (an item thrown into the well counts as a number of coins equal to its value) and makes a wish, the wishing well grants the requested wish as per the wish spell, with the most generous interpretation possible. At the same time, all coins and valuables in the wishing well vanish. If the creature doesn’t make a wish, or throws in coins or items that cause the value to exceed 25,000 gp, the wishing well resets and another 25,000 gp in coins is required. A creature can benefit from only one wish from a specific wishing well.

Valuables removed from the well before the wish is granted still count for the purposes of determining when a wish is granted, so merely counting the coins in a wishing well might not give a true prediction of when a wish is due. In addition, some wishing wells have different monetary requirements. As a result, predicting an upcoming wish is extremely difficult, and even those rare few scholars with knowledge of how wishing wells work are usually forced to throw in a single coin and try their luck alongside everyone else.