Create Pit
School conjuration (creation); Level sorcerer/wizard 2, summoner/unchained summoner 2; Subdomain caves 2; Elemental School earth 2
CASTING
Casting Time 1 standard action
Components V, S, F (miniature shovel costing 10 gp)
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
Duration 1 round + 1 round/level
Saving Throw Reflex negates; Spell Resistance no
DESCRIPTION
You create a 10-foot-by-10-foot extra-dimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.
Creatures who fall into the pit take falling damage as normal. The pit’s coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.
Dimensional Anchor
School abjuration; Level cleric/oracle 4, inquisitor 3, sorcerer/wizard 4, summoner 3, unchained summoner 4; Subdomain wards 4
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect ray
Duration 1 min./level
Saving Throw none; Spell Resistance yes (object)
DESCRIPTION
A green ray springs from your hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.
A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.
看到樓主的問題跟其他人的回答,我產生了新的疑惑:
原文說次元錨是
阻擋移動類型,而這些會被阻擋的移動類型包含astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. ←以上這些東西
可是,還有一個離開造坑術的方法是:攀爬其粗糙的石製四壁需要通過DC25的攀爬檢定。
恩...攀爬石壁並沒有列在次元錨會阻擋的範疇中?
當然,也是可以說在攀爬過程其實就是在進行「跨維度旅行 (extradimensional travel)」,但這邊我又產生新的疑惑就是:怎樣叫做「跨維度旅行」?
次元錨在後面明確寫了這個法術能阻止什麼,我是不是可以理解成,前面的
完全阻止跨維度旅行 (extradimensional travel)
只是一個描述,後面次元錨舉例的,就是「跨維度旅行」的方式呢? (如果真是這樣,我想我用攀爬技能,應該完全沒有牽涉到法術所阻擋的各種
跨維度旅行的方法)
那如果不是(例如我用Wish),「跨維度旅行」的定義又是什麼?
疑惑,求解