渡鸦之誓是一项供玩家选择的圣武士子职。誓言者与天界渡鸦共同守夜,以渡鸦作为侦察伙伴、施法源点、传送锚与第二守护灵光中心,在亡灵与绝望统治的土地上守护生者。核心设计是双灵光:本体在前线行动时,渡鸦仍能守住另一处队友,使圣武士的进攻位置与保护位置可以分离。
下列中英文完整原文同步自2026年10月14日的5R现行源文;两语都保留正式规则与渡鸦施法边栏。其巴罗维亚与渡鸦骑士背景沿用3.5e原型叙述,作为本誓言的创作背景收录,不直接替代各战役自己的年代与组织现状。
“渡鸦并非神明——它只是一种象征。它是美德的象征,是黑暗中的光明,是面对死亡的生命与活力的象征。”——渡鸦骑士薇伊·拉伦夫人
在邪恶降临巴罗维亚之前,这片土地曾是一群正直勇士的家园,他们就是渡鸦骑士团。在渡鸦的象征下,他们团结一致,放下宗教与政治立场的分歧,致力于对抗一切现身之恶。在斯特拉德现身于这片土地之前,他们繁荣了数个世纪;而如今,他们几乎已经绝迹。尽管渡鸦骑士团曾激烈反抗亡灵,仍有一位渡鸦骑士以善良灵魂的形式徘徊于鸦阁城堡的殿堂之中。同时,巴罗维亚村中也仍传闻着:至少还有一位骑士藏身于斯瓦利奇森林,或巴利诺克山脉的陡峭山坡之间。
立下此誓言的圣武士继承的不是王冠、教会或国家,而是一份守望。他们以渡鸦作为警醒、同盟与良善本身的象征:生命与光明绝不向死亡屈服。他们与渡鸦同行,心怀黎明,追猎亡灵,制止滥用死灵法术的行为,在他人因无力反抗邪恶而绝望时带来希望;他们庇护生者,尊重逝者,并与一切愿意抵御黑暗的盟友并肩作战。
一个圣武士为了立下此誓,通常会先从仍承担着这份守望之人那里了解渡鸦骑士团,无论那人是生者、不死的善良灵魂,还是忠实传承这一遗志的人。此誓言也往往会以一整夜的祈祷守夜作为见证;守夜之处可以是礼拜堂、废墟、墓园,或任何一处光明仍需被守护以抵御黑暗的地方。在鸦阁中,这场守夜最著名的地点自然是鸦阁城堡的礼拜堂;而在其他土地上,任何被死亡、暴政或绝望所萦绕之处,都可以在那一夜成为这样的圣堂。
立下此誓言的圣武士都秉持以下信条:
· 坚守警戒。 长夜总有耐心,生者一旦疲惫懈怠,邪恶便会卷土重来。你必须警惕亡灵、腐化与绝望,并在其扎根之前作出回应。
· 携曦入惧。 善只有在有人直面大恶并与之抗争时,才会真正繁盛。在被恐惧统治的土地上,你要带去希望、真相与勇气,并让光明成为指引,而非灼烧。
· 守护生死。 庇护无辜者,保护弱者,并将死亡视作庄严的归途,而非可被束缚、驱使或亵渎为虚假生命的工具。
· 同心抗邪。 在共同的斗争面前,信条、王冠、地位和出身的差异都应让位于使命。接纳一切愿意对抗同一片黑暗的盟友。
· 铭记渡鸦。 渡鸦并非你的神明,而是你的见证与提醒:保持警醒,行动迅捷,并无惧于将生命之光带入死亡的阴影。
当你达到渡鸦之誓法术表中列出的圣武士等级时,你便始终准备着对应的法术。
| 圣武士等级 | 法术 |
|---|---|
| 3 | 妖火、庇护术 |
| 5 | 遗体防腐、识破隐形 |
| 9 | 希望信标、昼明术 |
| 13 | 秘法眼、防死结界 |
| 17 | 探知术、光墙术(XGE) |
你始终准备着寻获魔宠。当你施展此法术并召唤出一只天界渡鸦时,该魔宠成为你的渡鸦伙伴,并在法术提供的增益之外获得以下增益:
当你和你的渡鸦伙伴能保持心灵连接时,你可以以一个附赠动作并消耗一次引导神力,通过传送与渡鸦伙伴交换位置。
你的渡鸦伙伴获得以下强化:
你、与你保持寻获魔宠的心灵连接的渡鸦伙伴,以及处于你的守护灵光范围内的盟友,可以在以下情形对各自触及范围内可见的敌对生物发动借机攻击:
每名攻击者各自独立判断该生物的首次进入。此处的“进入”不包括传送,或无须该生物使用自身移动、动作、附赠动作或反应的位移;移动守护灵光或攻击者,使该区域覆盖该生物,也不视为该生物进入该区域。
每次借机攻击仍消耗攻击者自己的反应。如此发动的借机攻击一旦命中,目标在本回合内的速度变为 0。你也可以使该次攻击额外造成 2d10 + 你的魅力调整值(至少为 1)的光耀伤害。一旦你如此造成额外伤害,直到你的下个回合开始前,你都不能再次如此做。
以一个魔法动作,你获得以下增益:
长夜临光的效应持续 1 分钟,或直到你将之提前结束(无需动作)。此特性一经使用,直至完成长休你都无法再次使用。
本边栏用于说明你“如同位于渡鸦的空间”使用效应时的判定方式。
适用效应。 你可以如同位于渡鸦的空间一样使用圣疗、神圣感知和弃绝众敌,以及施展适用的圣武士法术。法术的施法时间或描述若要求你以武器或徒手打击发动攻击或命中目标,便不能以此方式施展。
借用空间。 效应生效时,你决定是否使用渡鸦的空间。仅在生效的这一刻,从该空间确定施法距离、源点、效应区域、与目标间的路径是否畅通、掩护,以及原本从你测量的距离或方向。所有感知要求仍须由你自己的感官满足。
你的职责。 你仍是效应的创造者;若为法术,你仍是施法者,动作、成分、使用次数、法术位和专注均照常由你承担。除距离要求外,其他触发条件与要求仍须由你满足。令你移动、传送或占据空间的效应仍作用于你。效应生效后,除非另有说明或适用下段规则,后续需从你测量的距离或方向均以你的空间为准,渡鸦的位置或状态不再影响已经生效的效应。
自身源点效应。 以渡鸦为原点使用的神圣感知,以及施法距离为自身、会创造区域或从你测量距离或方向的适用法术,以渡鸦的空间作为源点。若这类效应持续存在且原本以你为中心,则改以渡鸦为中心,并随其移动。这类效应在渡鸦无法与你进行心灵沟通、生命值降至0、被解散或进入口袋位面时立即结束。
“The raven is not a god—it’s a symbol. A symbol of virtue, of light in the darkness, of life and vitality in the face of death.” —Lady Vey Rallen, Knight of the Raven
Before evil descended on the land of Barovia, it was home to an order of virtuous champions, the Knights of the Raven. United under the symbol of the raven, they set aside differences of religion and political allegiance in their quest to fight evil wherever it appeared. They prospered for centuries before the appearance of Strahd in their land, but now they are practically extinct. Despite the order’s fierce opposition to the undead, one knight of the raven yet lingers as a benign spirit in the halls of Castle Ravenloft, while rumors persist in the village of Barovia that at least one knight still hides in the Svalich Woods or the steep slopes of the Balinok Mountains.
Paladins who swear this oath inherit that vigil rather than a crown, church, or nation. They carry the raven as a sign of watchfulness, common cause, and the ideal of good itself: life and light that refuse to surrender before death. With a raven at their side and dawn in their hearts, they seek out undead, the misuse of necromancy, and the despair that lets evil rule unchallenged; they shelter the living, honor the dead, and stand beside any ally willing to hold back the darkness.
Traditionally, a paladin who takes this oath first learns of the Knights of the Raven from one who still bears their vigil, whether living, deathless, or remembered through a faithful legacy. The oath is often sealed by an overnight prayer vigil in a chapel, ruin, graveyard, or other place where light must be kept against the dark. In Ravenloft, that vigil is most famously kept in the chapel of Castle Ravenloft; in other lands, any place haunted by death, tyranny, or despair can become such a chapel for one night.
These paladins share the following tenets:
Keep the Vigil. The night is patient, and evil returns when the living grow weary. Watch for undead, corruption, and despair, and answer before they take root.
Carry the Dawn. Good flourishes when someone stands against great evil. Bring hope, truth, and courage into lands ruled by fear, and let your light guide rather than scorch.
Defend Life's Passage. Shelter the innocent and defend the weak. Honor death as a solemn passage, never as false life to be chained, exploited, or raised in mockery.
Stand as One. Creed, crown, station, and origin must yield before the common fight. Accept allies who stand against the same darkness.
Honor the Raven's Sign. The raven is not your god, but your witness and reminder. Be watchful, swift, and unafraid to carry life's light into death's shadow.
When you reach a Paladin level specified in the Oath of the Raven Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Faerie Fire, Sanctuary |
| 5 | Gentle Repose, See Invisibility |
| 9 | Beacon of Hope, Daylight |
| 13 | Arcane Eye, Death Ward |
| 17 | Scrying, Wall of Light (XGE) |
You always have Find Familiar prepared. When you cast it to summon a Celestial raven, that familiar becomes your Raven Harrier and gains the following benefits in addition to those provided by the spell:
Raven Agility. Raven Harrier uses Raven's stat block, and its Dexterity score increases by your Proficiency Bonus. This increases its AC, Dexterity saving throw modifier, and Beak attack bonus by half your Proficiency Bonus (round down).
Raven Resilience. When you summon your Raven Harrier with Find Familiar, its Hit Point maximum and current Hit Points increase by an amount equal to your Paladin level. If another feature also increases its Hit Point maximum and current Hit Points when you cast the spell, these increases don't stack; only the highest increase applies.
Shared Initiative. When you roll Initiative, you can have the raven use your Initiative instead of rolling its own. If you do, choose whether it takes its turn immediately before or immediately after yours. You and the raven take separate turns.
Raven's Mark. While you can communicate telepathically with the raven through Find Familiar, it can attack. When its attack hits an enemy creature, that creature emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition until the end of the raven's next turn. If the target is Undead, it must also succeed on a Wisdom saving throw against your Paladin spell save DC or be Frightened of the raven until the end of the raven's next turn.
Raven Spellcasting. While you can communicate telepathically with the raven through Find Familiar, you can use Lay on Hands, Divine Sense, and Abjure Foes, and cast eligible Paladin spells, as though you were in the raven's space, but you must use your own senses. See the Casting through the Raven Harrier sidebar.
While you can communicate telepathically with your Raven Harrier through Find Familiar, you can take a Bonus Action and expend one use of your Channel Divinity to teleport, swapping places with the raven.
Your Raven Harrier gains the following benefits:
Evasion. When the raven is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this benefit while it has the Incapacitated condition.
Baffle. When your Raven Harrier hits an enemy creature with an attack, that creature can't take Reactions until the end of the raven's next turn.
Shared Aura. While you can communicate telepathically with the raven through Find Familiar, and neither you nor the raven is Incapacitated or dead, the raven also emits your Aura of Protection. This aura counts as your Aura of Protection. Where the two areas overlap, their benefits don't stack.
You, your Raven Harrier while you can communicate with it telepathically through Find Familiar, and allies in your Aura of Protection can each make an Opportunity Attack against an enemy they can see within their reach when either of the following occurs:
The enemy is Undead and either moves into the area within both your Aura of Protection and the attacker's reach for the first time on a turn or starts its turn in that area.
The enemy is in your Aura of Protection and takes the Disengage action.
Determine the enemy's first entry separately for each attacker. For the entry trigger, teleportation and movement that doesn't use the enemy's movement, action, Bonus Action, or Reaction don't count as entering the area. Moving the aura or the attacker so that the area includes the enemy also doesn't count as the enemy entering it.
Each attack uses the attacker's Reaction. When an Opportunity Attack granted by this feature hits, the target's Speed becomes 0 for the rest of the current turn. You can also cause that attack to deal an extra 2d10 plus your Charisma modifier (minimum of 1) Radiant damage. Once you cause this extra damage, you can't do so again until the start of your next turn.
As a Magic action, you grant the following benefits for 1 minute or until you end them (no action required):
Sunlight. Your Aura of Protection is filled with Bright Light that is sunlight and sheds Dim Light for an additional 30 feet. When the aura overlaps an area of magical Darkness, the magical effect creating that Darkness ends.
Evanescence. You and your Raven Harrier have Immunity to the Blinded, Charmed, Deafened, Paralyzed, and Stunned conditions. If either of you has any of those conditions when you activate Near Light, that condition ends.
Lasting Hope. Having the Incapacitated condition doesn't prevent you or your Raven Harrier from emitting your Aura of Protection, and it doesn't prevent or break the telepathic connection granted by Find Familiar between you and the raven. Both auras are inactive while you are Unconscious or dead; the raven's aura is also inactive while it is Unconscious or dead. While either of you is Unconscious or dead, this telepathic connection ends and can't be established. In addition, when an ally in your Aura of Protection makes a Death Saving Throw, you can treat a roll of 9 or lower on the d20 as 10.
Blazing Sun. You and your Raven Harrier have the Invisible condition. Your other allies have the Invisible condition while in your Aura of Protection. You and your allies can see creatures made Invisible by this feature as normal.
Once you use this feature, you can't use it again until you finish a Long Rest.
This sidebar explains how effects you use as though you were in the raven's space work.
Eligible Effects. You can use Lay on Hands, Divine Sense, and Abjure Foes, and cast eligible Paladin spells from the raven's space. A spell isn't eligible if its casting time or description requires you to make an attack with a weapon or an Unarmed Strike, or to hit a target with one.
Borrowed Space. When the effect takes effect, you decide whether to use the raven's space. If you do, use that space only to determine the effect's range, point of origin, area, clear path to the target, cover, and any distance or direction measured from you at that moment. You must satisfy all perception requirements using your own senses.
Your Role. You remain the effect's creator and, for a spell, its caster. You use your own actions, provide components, expend uses or spell slots, and maintain Concentration as normal. Apart from distance requirements, you must satisfy all triggers and other requirements yourself. An effect that moves, teleports, or causes you to occupy a space still affects you. After the effect takes effect, subsequent distances or directions measured from you use your space, and the raven's location or condition no longer affects it, unless the effect says otherwise or the Self-Origin Effects rule below applies.
Self-Origin Effects. Divine Sense used from the raven's space, and an eligible spell with a range of Self that creates an area or measures distance or direction from you, use the raven's space as their point of origin. If such an effect is ongoing and normally centered on you, it is centered on the raven instead and moves with it. These effects end immediately if the raven can no longer communicate telepathically with you, drops to 0 Hit Points, is dismissed, or enters its pocket dimension.
5R项目于2026年10月14日完成对现行完整渡鸦圣武士的独立重评。结论是:它的持续团队保护很强,能在本体进攻、队友施法和维持专注的同时照顾另一处防线;这份价值主要来自双灵光,并不以渡鸦的喙击伤害或某个终局回合的爆发为依据。
| 阶段 | 队伍定位、收益与边界 |
|---|---|
| 1–4级 | 3级起有自主行动的伙伴、源点圣疗与施法、侦察和引导神力换位;1–2级尚无子职,3–4级仍单攻,伙伴脆弱且没有第二灵光。 |
| 5–10级 | 7级起的双点守护灵光能与本体攻击、队友法术和专注并行,为分离队友提供稳定的全豁免加值;5–6级还没有双点覆盖,10尺区域、心灵连接与伙伴存活仍约束部署。 |
| 11–16级 | 双点防线贯穿全段,远方圣疗与14级清除状态提升救援接入;15级拦截网络只存在于本阶段最后两级,不能据此给整个阶段算免费团队攻击。 |
| 17–20级 | 18级起两处30尺灵光降低队形约束,20级提供一次强力决战保护;长夜临光只存在于最后一级,花魔法动作且不能用五环法术位重置,不代表17–19级已有同等终局能力。 |
即使队伍已经有强力法师或牧师,两点保护仍可与其主计划同时运行。送法、保护和拦截共享同一渡鸦、连接与场地条件;施法和恢复仍只有圣武士自己的资源,半施法者的法术位、专注、材料与时间成本照常存在。普通武器伤害主要来自职业底盘,控制主要来自显形、反应封锁、法术和15级停速,不应把相同收益重复归到多个职责。
设计上,守望、救援与共同抗邪落实为伙伴部署、施法配送、双点保护和协同拦截;背景、仪式和信条也形成清楚且可移植的角色幻想。3级建立实体伙伴,7级打开第二保护区,15级接入团队反应,20级保护并增强两处防线,成长始终围绕同一条核心展开。安全留守与主动骚扰都服务守望主题,前者不因少打一次喙击便成为设计失败。
规则的生命值增益择高、两源点不叠加、持续场域中断、反应与共享额伤等边界已经可执行。主要操作负担集中于感官、区域、后续测距及多人借机,需要使用者熟悉两处源点和每名攻击者的反应。当前重评未发现原生单职业循环中已经证实、必须修改的规则或平衡问题;与尚武魔宠等数据替换、旧版祈唤及跨版本构筑的组合,仍需按具体开放资源和文字核对,不能作为默认增益。
本页对玩法的理解是:渡鸦首先让圣武士同时照顾两处战场。7级以前,它已能把圣疗与适用法术送到危险位置;7级以后,它可以留在后排守护施法者,本体继续接敌。两处区域重叠不会让豁免加值翻倍,第二灵光的价值来自新增覆盖与分散站位,而不是叠加数值。
渡鸦施法借用的是空间。圣武士仍承担动作、成分、法术位、使用次数与专注,也必须满足自己的感知要求。它没有制造第二个施法者、第二份专注、第二个圣疗池或一套额外施法动作。需要武器或徒手攻击、命中的斩击式法术不能借此投射。
持续且原本以自身为中心的适用区域可以移到渡鸦身上,并随其移动;断开心灵沟通、伙伴归零、解散或进入口袋位面会立即结束这类效应,不能把它当成暂时停用、重新连接便自动恢复。正常已经施成的非自身源点效应,则按边栏处理后续测距,不一概依附渡鸦。
渡鸦的额外生命值和敏捷使其比普通魔宠可靠,却仍远低于真正战斗伙伴。生命值增加与其他召唤时的同类增加取最高值,不能相加。留在安全处回避、接受庇护术等保护,可以维持双灵光;飞近敌人攻击,则换来主动干扰,但增加被击落的风险。若伙伴失去,常规寻获魔宠的重召时间与材料仍要支付,不能默认在战斗中立即恢复全部职能。
共享先攻决定渡鸦紧接在本人回合之前还是之后,两者仍是独立回合。先动的渡鸦可以先命中标记或封锁反应,帮助本体与队友推进;后动的渡鸦则可在本人行动后重新部署。先攻共享不会产生额外整回合,也不能在本人的多次攻击之间任意插入渡鸦的回合。
现行7级反应阻挠 Baffle由渡鸦攻击命中触发,持续到渡鸦下回合结束,不要求敌人进行豁免。它不再沿用旧稿“敌人在灵光内尝试反应时进行感知豁免”的区域判定,也不依赖敌人仍留在灵光里。它能够处理反制法术、护盾和借机等反应,但必须先真实命中,并让伙伴承受靠近敌人的风险;渡鸦若为了安全维持庇护而不攻击,就没有这份主动封锁。渡鸦标记本身也不提供妖火式的普遍攻击优势。
15级光耀守卫将保护区域变成协同防线。对不死生物,“首次进入”按每名攻击者分别判断,检查的是守护灵光与该攻击者触及重合的区域。因此,敌人先进入灵光,再接近站在内部的队友,仍可能被截击;扩大灵光不会扩大任何人的武器触及。敌人在该交集内开始回合,以及位于灵光内执行撤离,也各有正文规定的触发。
每名攻击者必须看得见目标、能够触及,并各自花反应;传送、无须目标花自身移动或动作等的位移,以及单纯移动灵光或攻击者覆盖敌人,不产生进入触发。第一刀命中后目标速度归零,通常会阻止它继续走到后方守护者处。多名攻击者同时能触及时仍可分别出手,但整队只共享圣武士每个回合周期一次的额外光耀伤害。渡鸦自己的合格借机命中也能触发Baffle。
移动、交换位置与扩大保护覆盖主要属于机动、救援和团队增益;实际控敌来自显形、反应封锁、法术、特殊借机及停速。两者都有价值,应分开理解,不能把自由走位直接算成已经隔断敌人的行动。
20级长夜临光以魔法动作开启,持续一分钟,一次长休只能用一次。它强化的是同一套双点防线:阳光与整项魔法黑暗终止、两载体状态免疫、失能与心灵连接的明确例外、盟友死亡豁免保底,以及可互相看见的群体隐形。
日光与魔法黑暗重叠时,结束的是创造黑暗的整项魔法效应,而不是只照亮灵光内的局部。这个针对黑暗的强硬反制应按正文计算。希望终存允许失能但未昏迷的载体维持相应功能,昏迷与死亡仍按明文关闭灵光及连接;死亡豁免保底针对灵光内的盟友,不保证圣武士本人昏迷后继续保护自己。
耀阳灼目不是自动隐匿、位置完全未知或无敌。特殊感官和范围攻击仍有应对空间;本人和盟友能够正常看见该特性造成的隐形生物,则使团队施法与协作继续可用。对亡灵、魔法黑暗为主的战役,这份终局价值会更高,但不能据此宣称它在所有队伍与所有地图都胜过后期多职业构筑。
渡鸦之誓改编自D&D 3.5e《Expedition to Castle Ravenloft》的渡鸦骑士 Knight of the Raven进阶职业。当前设计最重要的再创作是双灵光:渡鸦释放圣武士本体的走位,使本人进攻和远方守护可以并行。它保留了原型的伙伴、骚扰、送法、太阳与反亡灵职责,再用5R的魔宠、引导神力、圣疗与守护灵光重建。
下表记录作者确认的功能对位,说明改编思路;它不是把3.5e能力逐字移植成现行规则。
| 3.5e原型 | 现行承接 | 转译方式 |
|---|---|---|
| Raven Harrier | 渡鸦伙伴 | 保留天界渡鸦作为实际行动的战术载体,耐久、敏捷与共享先攻按现行系统重建。 |
| Harry | 渡鸦标记 | 干扰敌人的职责转为显形与对亡灵恐慌,具体效果已经改变。 |
| Channel Spell | 渡鸦施法 | 保留从渡鸦位置送法的核心,并以边栏明确动作、感官、资源和持续源点的责任。 |
| Sight Link | 寻获魔宠的共享感官 | 由法术本身的借用视听功能承接;心灵沟通与共享感官仍是不同接口。 |
| Baffle | 反应阻挠 | 保留渡鸦主动干扰敌人反应的职责;现行版本采用攻击命中后禁止反应,取代早期的区域豁免实现。 |
| Falter | 光耀守卫 | 给附近战友制造出手机会,再借5版哨兵的借机与停速思路转译为共同拦截。 |
| Smite Undead | 圣武士斩击 | 由圣武士底盘承担,不另复制一份对子职专用的斩击资源。 |
| Turn Undead | 弃绝众敌 | 在2024底盘已有控制亡灵的接口,不另保留一套旧式驱散。 |
| Sun Domain | 誓言法术 | 同时参考太阳领域与2024光明领域的法表,选取揭露、守望与光照,再加入生死保护。 |
| Light Focus | 日光与耀阳灼目 | 属于光明意象与职责的重组,没有直接复制旧版光系法术强化。 |
| Enduring Life、Lasting Life、Burst of Vitality | 云散雾消与希望终存 | 旧版负向等级等机制不直接移植,改以状态保护与维持生命的功能组合承接。 |
法表最终强调侦察、亡者礼仪、揭露、保护和光明,而没有把圣武士改成光明牧师式的范围爆破施法者。后期纯职路线的回报主要来自持续团队防线与一次关键守望;“值得与强力多职业比较”是创作目标,是否更优仍须按实际等级拆分、开放资源和队伍判断。
长夜临光 Near Light的名称来自《明日方舟》同名Side Story。该能力原名怒号光明 Roaring Flare,取自主线第八章标题;经艾德瑞克的玩家浑元零式提醒,作者认为“长夜临光”更贴合此处的守夜与黎明意象,遂采用现名。
由此延伸,耀阳灼目 Blazing Sun的命名致敬该Side Story主推角色耀骑士临光的三技能耀阳颔首(Blazing Sun's Obeisance)。这些说明记录作者的命名来源,具体规则仍以本页完整原文为准。
云散雾消 Evanescence的名称来自《最终幻想12》中潘妮罗 Penelo的同名必杀技。本誓言只借用了名字的含义,没有移植原招式的效果;状态免疫与清除仍是本誓言自身的规则设计。