Golden Holy Symbol
Source Mythic Adventures pg. 152
Aura moderate conjuration; CL 10th
Slot neck; Price 10,000 gp; Weight 1 lb.
Description
This holy symbol is always warm to the touch, and whenever it strikes metal it rings out with the sound of a choir of angels. When used as a divine focus for a divine spell, the symbol emits a bright light that heals its wearer of a number of points of damage equal to the spell’s level.
If the wearer expends one use of mythic power when casting a divine spell that uses this holy symbol as its divine focus, the emblem glows for a number of rounds equal to the wearer’s mythic tier, shedding light like a torch. Instead of this item’s normal effect, at the start of each of the wearer’s turns, she and all her allies within 30 feet heal a number of points of damage equal to 1d6 + the wearer’s tier. This effect lasts as long as the light persists.
Construction
Requirements Craft Wondrous Item, Mythic Crafter, cure critical wounds; Cost 5,000 gp
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Amulet of the Spirits
Source Advanced Class Guide pg. 224
Aura varies; CL varies
Slot neck; Price 8,000 gp (PFS Legal Heavens), 8,000 gp (PFS Legal Wind), 10,000 gp (PFS Legal Flame), 10,000 gp (PFS Legal Stone), 10,000 gp (PFS Legal Waves), 12,000 gp (PFS Legal Battle), 12,000 gp (PFS Legal Bones), 12,000 gp (PFS Legal Life); Weight 1 lb.
Description
Each different type of amulet of the spirit grants its wearer powers from one type of shaman spirit bond, but makes her vulnerable to attacks and effects that target creatures with that spirit bond (such as a spirit-hunting weapon). If a creature that already has the associated mystery or spirit wears the amulet, that wearer does not gain the abilities listed below; instead, the effective level of her mystery or spirit powers increases by 2. This effect does not stack with other abilities that increase the effective level of mystery or spirit powers.
Battle: This amulet is shaped like a tiny dagger that hangs point down. Once per day as a swift action, the wearer can activate a battle ward, which grants her a +3 deflection bonus to AC. Each time she is attacked, the deflection bonus is reduced by 1 (whether the attack succeeds or not) until the ward fades away when the bonus reaches +0. In addition, once per day as a swift action the wearer can curse a creature within 30 feet, making it take more damage from bleed effects and causing its wounds to heal at a slower rate. When the cursed creature takes bleed damage, it takes 1 additional point of bleed damage (even if the bleed is ability damage). Furthermore, when the target is subject to an effect that would restore its hit points, that effect restores only half the normal amount of hit points. This curse lasts for 8 rounds. Moderate necromancy; CL 8th; Craft Wondrous Item, bestow curse, entropic shield.
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劇透 - :
Amulet of the Blooded
Source Advanced Class Guide pg. 222
Aura varies; CL varies
Slot neck; Price 10,000 gp (PFS Legal Destined), 10,000 gp (PFS Legal Fey), 12,000 gp (PFS Legal Abyssal), 12,000 gp (PFS Legal Accursed), 12,000 gp (PFS Legal Celestial), 12,000 gp (PFS Legal Draconic), 12,000 gp (PFS Legal Elemental), 12,000 gp (PFS Legal Infernal), 12,000 gp (PFS Legal Undead), 15,000 gp (PFS Legal Aberrant); Weight 1 lb.
Description
Each different type of amulet of the blooded grants its wearer powers from one sorcerer bloodline, but makes him vulnerable to attacks and effects that target creatures with the appropriate bloodline (such as a blood-hunting weapon). If a creature that already has the associated bloodline wears the amulet, the wearer does not gain the abilities listed below; instead, the effective level of his bloodline powers increases by 2. This effect does not stack with other abilities that increase the effective level of bloodline powers.
Aberrant: This chunk of pitch-black onyx is suspended on a chain of silver. Strange whorls and tentacle-like shapes are etched upon its surface. The wearer gains a 25% chance to negate any critical hit or sneak attack (as the light fortification armor special ability). When making a melee touch attack, the wearer’s reach increases by 5 feet. Moderate illusion; CL 9th; Craft Wondrous Item, blur, enlarge person.
Abyssal: This amulet is a chunk of bright red garnet in which fire seems to dance when light plays across its surface. It hangs from a chain of brass. The wearer gains electricity resistance 5 and a +2 bonus on saving throws against poison. In addition, the wearer can grow claws as a free action. The claws are treated as natural weapons, and allows the wearer to make two claw attacks as a full attack action using his full base attack bonus. The claws deal 1d4 points of damage each (1d3 if the wearer is Small) plus the wearer’s Strength modifier. Moderate abjuration; CL 9th; Craft Wondrous Item, delay poison, magic fang, resist energy.
Accursed: This swirling green malachite hangs from a chain of oxidized copper. Sinister, unblinking eyes are etched upon its surface. The wearer gains a +2 bonus on saving throws against charm, cold, fear, fire, and sleep effects. Three times per day as a standard action, the wearer can fix his gaze on any one creature within 60 feet. The target becomes staggered for 4 rounds unless it succeeds at a Will saving throw (DC 18). Only one target can be affected by the wearer’s gaze at a time; if the wearer attempts to stagger a new opponent, the previous target immediately recovers whether the new attempt is successful or not. Moderate necromancy; CL 9th; Craft Wondrous Item, bestow curse, resist energy, resistance.
Celestial: This large, polished opal hangs from a chain of smoky gray steel. The wearer gains acid resistance 5 and cold resistance 5. Three times per day as a standard action, the wearer can unleash a ray of heavenly fire as a ranged touch attack, targeting any foe within 30 feet. Against evil creatures, the ray deals 1d4+4 points of damage. The damage is divine and not subject to energy resistance or immunity. The ray heals good creatures of 1d4+4 points of damage, but a good creature cannot benefit from the heavenly fire more than once per day. Neutral creatures are unaffected by the ray. Moderate abjuration and evocation; CL 9th; Craft Wondrous Item, resist energy, scorching ray.
Destined: This chunk of uncut quartz hangs on a platinum chain. The wearer gains a +2 luck bonus on all saving throws and to AC during surprise rounds or any time he is otherwise unaware of an attack. Once per day, the wearer can reroll one attack roll, critical hit confirmation roll, or caster level check to overcome spell resistance. He must decide to use this ability after the first roll is made but before the result is revealed. He must take the second result, even if it’s lower. Moderate enchantment; CL 7th; Craft Wondrous Item, aid.
Draconic: This amulet comes in a variety of minerals depending on its powers, as shown in the table below, and is formed into the shape of a dragon’s scale. The wearer gains resistance 5 against the energy type shown in the table, as well as a +1 natural armor bonus to AC. Once per day as a standard action, the wearer can produce a breath weapon. This breath weapon deals 4d6 points of damage of the energy type and shape listed (Reflex DC 13 half). Moderate abjuration and evocation; CL 9th; Craft Wondrous Item, fire breath, resist energy.
d% Material Energy Type Breath Shape
01–25 Malachite Acid 60-foot line
26–50 Azurite Electricity 60-foot line
51–75 Red Agate Fire 30-foot cone
76–100 Calcite Cold 30-foot cone
Elemental: This amulet comes in a variety of minerals depending on its powers, as shown in the table below. The wearer gains resistance 5 against the energy type shown in the table. Once per day as a standard action, the wearer can unleash a blast of elemental power. This 20-foot-radius burst deals 4d6 points of damage (Reflex DC 14 half) of the energy type listed. Creatures that fail their saves gain vulnerability to the energy type until the end of the wearer’s next turn. Moderate evocation; CL 9th; Craft Wondrous Item, elemental auraAPG, resist energy.
d% Material Energy Type
01–25 Anhydrite Electricity
26–50 Hematite Acid
51–75 Beryl Fire
76–100 Forsterite Cold
Fey: This drop of amber hangs on a silk cord. The wearer can turn invisible for 9 rounds per day (as greater invisibility). The rounds don’t need to be consecutive. Three times per day, the wearer can make a melee touch attack to cause a creature to burst out laughing. That creature can take only a move action, but can defend itself normally. Once a creature has been affected by this laughter, it is immune to it for 24 hours. This is a mind-affecting effect. Moderate illusion; CL 9th; Craft Wondrous Item, greater invisibility, hideous laughter.
Infernal: This chunk of black marble hangs from a chain of brass. The wearer gains fire resistance 5 and a +2 bonus on saving throws against poison. Three times per day the wearer can make a melee touch attack to cause a creature to become shaken for 4 rounds. Multiple touches do not stack, but do add to the duration. Moderate abjuration; CL 9th; Craft Wondrous Item, chill touch, resist energy.
Undead: This chunk of petrified bone dangles from a silver chain. The wearer gains cold resistance 5 and DR 5/— against nonlethal damage. Three times per day the wearer can make a melee touch attack to cause a creature to become shaken for 4 rounds. Touching a creature that is already shaken causes it to become frightened for 1 round if it has fewer than 8 Hit Dice. Moderate abjuration; CL 9th; Craft Wondrous Item, chill touch, resist energy.
Construction
Requirements Craft Wondrous Item, additional spells (see text), creator must be a sorcerer of the appropriate bloodline; Cost 7,500 gp (Aberrant), 6,000 gp (Abyssal), 6,000 gp (Accursed), 6,000 gp (Celestial), 5,000 gp (Destined), 6,000 gp (Draconic), 6,000 gp (Elemental), 5,000 gp (Fey), 6,000 gp (Infernal), 6,000 gp (Undead)
医疗标记 Healing Token
学派 咒法(医疗)
环位 牧师2,德鲁伊2,审判者2,圣骑士2,游侠2,萨满2
施法时间 标准动作
成分 语言,姿势,法器
范围 接触
目标 每三个等级一个被接触的圣徽
持续时间 10分钟/等级
豁免 意志,通过则无效(物体)
法术抗力 可(物体)
你可以用自己的神圣力量每三个施法者等级灌注一个圣徽来建立连接,使被你接触的圣徽变成医疗标记。每个被标记的圣徽可以代表任何神明,除了他们的实际阵营。
只要你装备或者持有你的法器,任何持有医疗标记的生物都可以使用你可以理解的语言以一个标准动作进行一次祈求。当他们这么做时,你会被无声地提醒到这次治疗祈求并能在你下一轮结束前的任何时候以一个直觉动作(immediate action)使用魔法治疗目标。
你用来治疗目标的魔法既可以是治疗伤害的超自然能力(如果你还有使用次数)或者是一个属于医疗子学派的法术或者类法术(如果你可以使用的话)。在任何一种情况下,要通过这个法术使用任何能力或者施展任何法术,你必须能够将那个生物包括进去或者作为目标,以及能力的激活时间或者法术的施法时间必须不超过一个标准动作。
如果你通过医疗标记施展的能力或者治疗法术可以影响复数目标,例如群体治疗轻伤,那么这个能力或者法术会影响那个祈求治疗的生物以及在治疗法术的正常范围内持有被这个法术灌注圣徽的其他任何生物。
举例,当你通过一个被转化成医疗标记的圣徽使用群体治疗轻伤,这个法术会治疗那个持有医疗标记并祈求治疗的生物和每施法等级一个同样持有标记的生物(任意两者不超过30尺)。但是,这次群体治疗轻伤只会治疗那些在范围内并持有医疗标记的生物。
医疗圣炎 HEALING FLAMES
学派 咒法(医疗)[火,善良]
环位 牧师4,审判者4,圣骑士4
施法时间 标准动作
成分 声音,姿势,法器
区域 以你为中心10尺半径爆发
持续时间 立即
豁免 反射减半;见下文
法术抗力 可
你以辉煌的神圣力量释放出爆发的神圣火焰冲击所有区域内的生物。这会给予区域内邪恶生物伤害并治疗善良生物。造成的伤害或恢复的生命值均为每2施法者等级1D8(最大5D8)
这个法术对邪恶生物造成的伤害一半是火焰伤害,一半是神圣伤害因此不会受到基于火焰攻击的能量抵抗的减免。
区域范围内的中立敌人依旧会受到火焰伤害,但是不会受到神圣伤害。区域范围内的中立盟友会受到善良生物一半的治疗量。在所有情况中成功的反射豁免可以减半受到的伤害。
净化躯体 PURIFY BODY
学派 咒法(医疗)
环位 炼金术师4,牧师4,通灵者4,圣骑士4,异能者5
施法时间 标准动作
成分 语言,姿势
范围 接触
目标 接触到的生物
持续时间 立即,1小时或直到消散
豁免 意志无效(无害)
法术抗力 无(无害)
你重列了对象的脉轮,并且减轻了他肉体上的痛苦,使他的身体回归原初,并消除任何痛苦或虚弱状态。
你恢复对象3D8+每施法者等级1点生命值(最大+20)。如果治疗会使目标生命值超过其最大生命值,则目标立刻获得溢出生命值一半的临时生命,持续1小时。这些临时生命会在受到伤害的第一时间失去(尽管有一些临时生命会先于这些临时生命,例如来自 救助密示域的救助之盾 P21,或者来自复原专精魂域的巫术救助之盾P27)。
这个法术同样会结束痛苦UM效果,移除所有肉体属性的属性伤害(基于力量,敏捷和体质)以及移除下列状态:目盲,目眩,耳聋,反胃,麻痹,恶心。
鼓舞复苏 INSPIRING RECOVERY
学派 咒法(医疗)[影响心灵]
环位 牧师6,审判者6,圣骑士4,游侠4
施法时间 标准动作
成分 语言,姿势,法器
范围 中距(100尺+10尺/CL)
目标 一个目标生物以及其60尺内所有盟友;见下文
持续时间 立即,1分钟
豁免 意志减半(无害)
法术抗力 可(无害)
你可以治疗一个生物,伤害一个不死生物,或者唤起一个死亡不久的生物以战胜死亡的来临。
目标生物恢复每2施法者等级1D8点生命值(最大10D8)
这次治疗甚至可以唤回先前一轮内死亡生物的生机(但是他们死亡时间不能超过一轮)。如果治疗后的生物的生命值未低于该名生物体质属性的负值的话,它会复生,生命值处于这个新值并且伤势稳定。如果你用这个方法复生了一个死去的生物,神明的治愈之力会激励他和他们焕发出新的活力,所有处于该生物60尺内并能够看见他的盟友会在攻击,伤害,豁免投掷上获得+2士气加值,持续一分钟。被即死效果杀死的生物无法以这个方法复活。
这个法术对不死生物造成伤害而不是治疗他们,也不能复活他们。