編集する キャラクター一覧    D&D総合コミュニティ D&D4E キャラクターデータベース(安定版)表示フォーム
タグ
DAC2014 W-05 FifthDawn
キャラクター名
Rieta Zolfura /リエッタ・ゾルフーラ
属性
無属性
プレイヤー名
L-Heart
最終更新
2014/10/30 23:44
レベル
26
クラス
Wizard (Mage)
神格
 
伝説の道
Master of Flame
神話の運命
Heir to the Empire
種族
Tiefling
サイズ
中型
年齢
 
性別
女性
身長
'" cm
体重
lb. kg
パーティ・所属
 
メモ欄
 

イニシアチブ

イニシアチブ 【敏】 レベルの
1/2
その他
17
2
13
2
状況による修正
 

防御値

AC 10+
LV1/2
防具/
能力値
クラス 特技 その他 その他
39
23
15
 
 
1
 
状況ボーナス
 

移動速度

移動速度(マス) 基本 防具 アイテム その他
6
6
0
 
 
特殊な移動
 

能力値

現在値 能力値 能力値
修正
修正値+
レベルの1/2
10
【筋】
【筋力】
 
13
16
【耐】
【耐久力】
+3
16
頑健 10+
LV1/2
能力値 クラス 特技 強化 その他 その他
33
23
3
0
 
5
2
 
状況ボーナス
 

感覚

受動感覚   基本 SKILL
34
受動〈看破〉   10+
24
27
受動〈知覚〉   10+
17
特殊な感覚
 
15
【敏】
【敏捷力】
+2
15
28
【知】
【知力】
+9
22
反応 10+
LV1/2
盾/
能力値
クラス 特技 強化 その他 その他
37
23
9
0
 
5
 
 
状況ボーナス
 

基本近接攻撃

 
種別 命中計 能力 修正 LV1/2 習熟 特技 強化
なし
14
1
13
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
1
1
 
 
 
対象 追加効果・範囲など クリティカル
 
 
 
18
【判】
【判断力】
+4
17
16
【魅】
【魅力】
+3
16
意志 10+
LV1/2
能力値 クラス 特技 強化 その他 その他
37
23
4
2
 
5
1
2
状況ボーナス
 

ヒットポイント

最大HP 重傷値
=hpの1/2
回復力値
=hpの1/4
回復力使用回数/日
138
69
34
9
hp現在値 回復力使用済み回数
 
 
底力 1回/遭遇 使用済み:□
一時的hp
 
死亡セーヴィング・スロー失敗回数:□/□/□
セーヴィング・スロー修正値
 
抵抗
[炎]30、[冷気]10
現在の状態と効果
 

アクション・ポイント

アクション・ポイント マイル
ストーン
アクション
ポイント
1
 
1
アクション・ポイントによる追加効果
 

種族特徴

Tiefling


Flavor: Cursed heirs of a shattered empire who live in the shadows, but do not fear the dark.
Size: Medium
Speed: 6 squares
Vision: Low-light
Ability Scores: +2 Charisma, +2 Constitution or +2 Intelligence
Languages: Common, choice of one other
Infernal Wrath:You have the infernal wrath power.

Fire Resistance:You have fire resistance equal to 5 + one-half your level.

Bloodhunt:You gain a +1 racial bonus to attack rolls against bloodied enemies.

基本遠隔攻撃

 
種別 命中計 能力 修正 LV1/2 習熟 特技 強化
なし
14
1
13
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
1
1
 
 
 
対象 追加効果・範囲など クリティカル
 
 
 
 
攻撃(予備)
 
種別 命中計 能力 修正 LV1/2 習熟 特技 強化
なし
14
1
13
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
1
1
 
 
 
  追加効果・範囲など クリティカル
対象
 
 
 
技能
ボーナス 技能名   能力
+LV1/2
習得済
(+5)
防具
ペナ
その他
22
〈威圧〉 【魅】
16
 
なし
6
13
〈運動〉 【筋】
13
 
0
0
17
〈隠密〉 【敏】
15
 
0
2
15
〈軽業〉 【敏】
15
 
0
0
24
〈看破〉 【判】
17
+5
なし
2
18
〈交渉〉 【魅】
16
 
なし
2
18
〈持久力〉 【耐】
16
 
0
2
16
〈事情通〉 【魅】
16
 
なし
0
20
〈自然〉 【判】
17
 
なし
3
30
〈宗教〉 【知】
22
+5
なし
3
17
〈知覚〉 【判】
17
 
なし
0
25
〈地下探検〉 【判】
17
+5
なし
3
17
〈治療〉 【判】
17
 
なし
0
15
〈盗賊〉 【敏】
15
 
0
0
20
〈はったり〉 【魅】
16
 
なし
4
30
〈魔法学〉 【知】
22
+5
なし
3
30
〈歴史〉 【知】
22
+5
なし
3
クラス・伝説の道・神話の運命特徴
Wizard (Mage)

Key Abilities: Intelligence; Constitution, Wisdom, or Charisma
Implements: Orbs, staffs, wands
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, quarterstaff
Bonus to Defense: +2 Will
Hit Points at 1st Level: 10+ Constitution Score
Hit Points per Level Gained: 4
Healing Surges: 6+ Constitution Modifier
Trained Skills: Arcana. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Nature (Wis), Religion (Int)
_PARSED_CLASS_FEATURE: Level 1 Apprentice Mage, Level 1 Mage Daily Powers, Level 1 Mage Encounter Powers, Mage At-Will Powers, Mage Cantrips, Mage\'s Spellbook, Magic Missile, Level 2 Mage Utility Powers, Level 3 Mage Encounter Powers, Level 4 Apprentice Mage, Expert Mage, Level 5 Mage Daily Powers, Level 6 Mage Utility Powers, Level 7 Mage Encounter Powers, Level 8 Expert Mage, Level 9 Mage Daily Powers, Level 10 Mage Utility Powers, Master Mage, Level 13 Mage Encounter Powers, Level 15 Mage Daily Powers, Level 16 Mage Utility Powers, Level 17 Mage Encounter Powers, Level 19 Mage Daily Powers, Master of Lore, Level 22 Mage Utility Powers, Level 23 Mage Encounter Powers, Master of Spells, Level 25 Mage Daily Powers, Level 27 Mage Encounter Powers, Level 29 Mage Daily Powers
Role: Controller.
Short Description: You have mastered a school of magic, manipulating energy to reshape the world.
_ParentClass: ID_FMP_CLASS_9
Trait Package: Enchantment School, Evocation School, Illusion School, Pyromancy School, Nethermancy School, Necromancy School
_DisplayName: Wizard (Mage)
_Tags: Essentials

Master of Flame

Flavor: “The unquenchable hunger, the unrestrained passion, the merciless destroyer. Fire serves me; be wary.”
Power Name: Spells
Class Features:
Combustive Action
Critical Conflagration
Swath of Destruction

_DisplayPowers:
Fanning the Flames
Furious Immolation
Burning Transformation

The history of pyromancy parallels the history of all magic among the mortal races. As soon as they first dabbled in the arcane, primitive wizards sought to apply that power to one of the most intimidating and important natural forces of their experience: fire. They learned rudimentary spellcraft under the difficult tutelage of flame, and their experiments became the foundation for almost every subsequent study.

Ironically, pyromancy\'s lessened popularity indicates its importance. It remains so fundamental that many wizards take it for granted, relegating it to their perceived inferiors. Common presumptions reveal the truth, however: Tales of wizardry nearly always include at least one fireball.

As a Master of Flame, you embrace this ancient discipline without regard for anyone\'s disdain. You will show them true mastery of magic as you devastate opponents with the force they overlook.


Heir to the Empire

Flavor: Through your veins flows the blood of Bael Turath\'s first emperor. With the vigor it gives you, you will see the empire rise again.
Immortality: Immortality
Your legacy will be the reformation of the image of Bael Turath. Once more the world shall see a golden age wherein the light of civilization pushes back the darkness of lawlessness and strife. Your name and deeds will echo throughout history because the empire you form will itself be immortal.
By Destiny Crowned: When you complete your final quest, you have earned a reputation for great goodness. Your deeds are the stuff of legend, even when compared to your companions. Human kings and queens kneel in the court you create, and the royalties of other peoples come there to bow in homage. Even the dead stones of ruins of Bael Turath recognize your greatness. By your presence alone they rise from the earth and remake themselves in brighter forms. You too are remade, for when you accepted the mantle of leadership, you became a true leader. Gone were the sins and foibles of the past, replaced by noble righteousness. Others follow your example, and soon those who see a tiefling expect not wickedness but honor.
Alternatively, you build your empire upon the bones of those who defy you. Many seek to thwart your rule, and thus many die by your hands or those of your fanatical followers. It\'s not the way you wanted it to happen, but you know the ends justify the means. They will remember you as a terrible tyrant, but your story will be passed down through the generations of a great society that continues to exist for millennia after your bones have turned to dust.
Class Features:
Born to Rule
Imperial Wrath

_DisplayPowers:
Ruler of Life and Death

For too long your people have lived in the shadow of humanity. It is your birthright to rule!
Yet that right comes with the responsibility to protect and steward, rather than abuse and enslave. You realize that your ancestors squandered the gift of their destiny, and you vow not to do the same.
You struggle with this fate. Why you and why now? How can an empire so evil deserve rebirth? Yet the pieces of the tiefling past that pass into your life come alive at your touch. The crown fits. The scepter\'s weight feels right in your hands. The throne feels like home. You dare to think that you might guide the world to see the bright future that you experience in prophetic dreams.
Your new Bael Turath shall not be a place of shadows and despair. All who seek safety and peace will find refuge. Justice will be merciful. Your rule will be righteous. Tieflings will again have a home in the world. The curse that devils laid upon mankind will become a blessing.
An empire cannot rise overnight, yet many already look to you for leadership. More flock to your banner every day. Your fame surpasses that of any tiefling who has lived since the empire\'s fall. If the empire can be returned to glory, it will be at your hand.


Ghost of the Past:Guidance of the Past


Born Under a Bad Sign
Type: Campaign
Common Knowledge: Your entire childhood was one superstitious omen after another. Individually, they\'re easy to ignore or explain away. But collectively, it\'s clear that something sinister has designs on your soul. What phenomena did you experience as a child? Do you still see omens in your daily life? And do you have any clues about the specifics of your dark destiny?
Good Background: Warlock.
Benefit: You substitute your highest ability score for Constitution to determine your initial hit points.
Short Description: My mother told me that the caul was just superstition, and the howling wolves were just a coincidence. But I\'ve seen enough to know that something . . . dark . . . is involved.
Campaign: Scales of War Adventure Path
習得言語
Common.
Draconic.
命中・ダメージ
武器・パワー名 攻撃 対象 ダメージ
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
その他・修正・メモ
全ての[区域]を持たない爆発/噴射パワーの攻撃範囲は炎で満たされる。区域内でターンを終了したクリーチャーは3点の炎ダメージを受ける。
武器
 
【武器1】
Scimitar Icingdeath
命中計 能力 修正 LV1/2 習熟 特技 強化
16
1
13
2
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
1d8
1
1
 
 
 
対象 クリティカル 射程
範囲
種別 重量 レベル
 
 
 
軍用
4
 
その他の修正等
High Crit
 
【武器2】
 
命中計 能力 修正 LV1/2 習熟 特技 強化
14
1
13
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
1
1
 
 
 
対象 クリティカル 射程
範囲
種別 重量 レベル
 
 
 
なし
 
 
その他の修正等
 
 
【武器3】
 
命中計 能力 修正 LV1/2 習熟 特技 強化
14
1
13
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
1
1
 
 
 
対象 クリティカル 射程
範囲
種別 重量 レベル
 
 
 
なし
 
 
その他の修正等
 
 
防具
 
【鎧】
Efreetweave Armor Robe of the Archmage +5
AC計 強化 種族 クラス
6
1
5
 
 
 
 
区分 修正能力 防具ペナ 速度 重量 レベル
軽装
敏/知
 
 
2
 
 
【盾】
 
AC計 強化 種族 クラス
0
 
 
 
 
 
 
防具ペナ 重量 レベル
 
 
 
 
背景、性格、特徴など
 
 
習熟、使用可能装具など
防具
Cloth.
武器
Dagger. Quarterstaff. Khopesh. Scourge. Sickle. Scythe. Scimitar. Falchion.
装具
Orb. Staff. Wand. Rod. Heavy Blade group. Scythe. Scimitar. Longsword. Glaive. Greatsword. Bastard sword. Falchion. Broadsword. Khopesh. Fullblade. Drow long knife. Talenta tangat. Talenta sharrash. Double scimitar. Zulaat. Dragon paw. Lotulis. Blade of Annihilation. Starshadow Blade. Sword of the White Well. Blade of Chaos. Fighting Shield Heroic Tier. Sun Shield Paragon Tier.
 
貨幣・その他の財産
プラチナ貨(pp)
 
金貨(gp)
20 pp
銀貨(sp)
 
銅貨(cp)
 
その他
 
設定など
 
経験値、マイルストーン記録
 
現在のレベル 現在の経験値 次のレベル
26
450000
550000
魔法の装備・パワー
【武器1】
Scimitar Icingdeath
重量
4
パワー
Property:Unique; this item cannot be purchased or created with the Enchant Magic Item ritual.

Power:Power (Cold) * (Free Action)
All damage dealt by Icingdeath is cold damage. Another free action returns the damage to normal.
 

【武器2】
 
重量
0
パワー
 
 

【武器3】
 
重量
0
パワー
 
 

【鎧】
Efreetweave Armor Robe of the Archmage +5
重量
2
パワー
Property:You gain a +2 item bonus to Fortitude and Will.

Power:Utility Power * Daily (Minor Action)
Effect: You take damage equal to your bloodied value that can\'t be reduced in any way. The next damage roll you make with an arcane attack power before the end of the turn has all of its damage dice maximized.
 

【盾】
 
重量
0
パワー
 
 

【腕】
Bloodhound Bracers
重量
0
パワー
Property:Creatures that are taking ongoing damage grant combat advantage to you.

Power:Power * Daily (Free Action)
Trigger: You bloody an enemy.
Effect: That enemy takes ongoing 5 damage (save ends).
 

【脚】
Survivor\'s Boots
重量
0
パワー
Property:While bloodied, you don\'t provoke opportunity attacks when moving, using ranged powers, or using area powers.
 

【手】
Burning Gauntlets (paragon tier)
重量
0
パワー
Power:Power (Fire) * Daily (Free Action)
Use this power when you make an attack with the fire keyword. The first target hit by that attack, if any, also takes ongoing 5 fire damage (save ends). Also, you deal an extra 1 fire damage on successful attacks with the fire keyword until the end of the encounter.
Use this power when you make an attack with the fire keyword. The first target hit by that attack, if any, also takes ongoing 10 fire damage (save ends). Also, you deal an extra 3 fire damage on successful attacks with the fire keyword until the end of the encounter.If you\'ve reached at least one milestone today before using this power, instead deal an extra 4 fire damage on successful attacks with the fire keyword until the end of the encounter.
 

【頭】
Casque of Tactics (paragon tier)
重量
0
パワー
Property:Gain +2 item bonus to initiative checks.

Power:Power * Daily (Free Action)
Use this power when initiative is rolled. Swap initiative check results with a willing ally who you can see.
 

【首】
Greater Necklace of Fireballs +5
重量
0
パワー
Power:Attack Power (Fire) * Encounter (Standard Action)
Attack: Area burst 2 within 10 squares (each creature in the burst); the necklace\'s level + 3 vs. Reflex
Hit: 7d6 + the necklace\'s enhancement bonus fire damage.
Miss: Half damage.
 

【指輪1】
Ring of Borrowed Spells
重量
0
パワー
Property:This ring contains two arcane encounter attack powers of level 17 or lower that the wearer can employ using the ring\'s power. The powers contained in the ring are determined when it is created and cannot be changed.

Power:Attack Power * Daily (Standard Action)
Effect: You use one of the powers stored in the ring.
Milestone: If you\'ve reached at least one milestone today, you gain a +2 bonus to the attack rolls of the stored power you use.
 

【指輪2】
Ring of Winter (level 14)
重量
0
パワー
Property:You gain resist 10 cold.

Power:Power * Encounter (Immediate Interrupt)
Trigger: You take cold damage that exceeds your resistance.
Effect: You gain immunity to cold until the end of your next turn.
 

【腰】
Belt of Sonnlinor Righteousness (paragon Level 16)
重量
0
パワー
Property:You gain resist 20 to all damage when you have 0 hit points or fewer

Power:Power Daily (No Action)
Use this power when you would be redeuced to 0 hit points by an attack. The attacker takes the same amount of damage that you took from that attack
 

【装具】
 
重量
 
パワー
 
 

【タトゥー】
Strongheart Tattoo (heroic tier)
重量
0
パワー
Property:When you spend a healing surge, you regain extra hit points equal to the number of healing surges you have spent since your last extended rest.
 

【その他】
 
重量
 
パワー
 
 

アイテムの一日毎パワー使用回数記録欄
 
 
 
マイルストーン
 
1〜10lv:1回 11〜20lv:2回 21lv〜:3回 / マイルストーンごとに追加
その他の装備
アイテム 重量(lb.) 重量計
Siberys Shard of the Mage (paragon tier)
0
1
0
Fire Horn
0
1
0
Elemental Prism
0
3
0
Flame Rose (paragon tier)
0
11
0
Desert Rose (paragon tier)
0
5
0
Flame Rose (heroic tier)
0
16
0
Whetstone of Combustion (paragon tier)
0
3
0
Elven Chain shirts (heroic tier)
0
1
0
Fundamental Ice (paragon tier)
0
1
0
Fundamental Ice (heroic tier)
0
16
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
記入済武器重量計
4
記入済防具重量計
2
総重量
6
特技
White Lotus Dueling Expertise:You gain a +1 feat bonus to the attack rolls of arcane powers and basic attacks that you make with any weapon or implement with which you have proficiency. This bonus increases to +2 at 11th level and +3 at 21st level.
You also gain proficiency with orbs, rods, staffs, or wands.

Arcane Implement Proficiency:Choose a kind of implement associated with any arcane class. You can now use that kind of implement.
If that implement is also a weapon, you do not add the weapon\'s proficiency bonus to attack rolls made while you wield it as an implement.

Turathi Weapon Training:You gain proficiency and a +2 feat bonus to damage rolls with the khopesh, scourge, sickle, scythe, scimitar, and falchion. The bonus increases to +3 at 11th level and +4 at 21st level.

Icy Clutch of Stygia:Whenever an enemy successfully saves against ongoing damage that you imposed, that enemy takes cold damage equal to your Charisma or Intelligence modifier.

The cold damage inceases to 5 + your Charisma or Intelligence modifier at 11th level and 10 + your Charisma or Intelligence modifier at 21st level.

Enlarge Spell:Before using a wizard at-will or encounter attack power, you can choose to take a -2 penalty to each die of damage rolled with the power to increase the size of its blast or its burst by 1.
You can\'t use this feat on a power that doesn\'t roll dice for damage.

Hellfire Master:When an enemy saves against an effect bestowed by your fire attack, it takes fire damage equal to 5 + your Charisma modifier.

Arcane Admixture:Choose one arcane power that you know, and choose acid, cold, fire, lightning, or thunder. The power now deals that damage type in addition to its normal damage type and gains that keyword.
Each time you gain a level, you can choose to reassign either the power to which this feat\'s effect applies or the additional damage type applied (or both).

Hellfire Blood:You gain a +1 bonus to attack rolls and damage rolls when you use a power that has the fire or the fear keyword.

Hellbook:Each time you take an extended rest, choose one daily wizard attack spell that has the fear or fire keyword and that is currently in your spellbook.
As a minor action, you can swap one prepared but uncast daily wizard attack spell for this chosen spell. The level of the uncast spell that you swap out must be equal to or higher than the level of the chosen spell.

Skill Power:You gain a skill power of your level or lower from a skill in which you are trained.

Spell Accuracy:You can omit a number of squares from the area of effect of any of your area or close wizard powers. This number can\'t exceed your Wisdom modifier.

Royal Command of Asmodeus:Whenever you stun an enemy, you can choose to dominate the enemy for the same duration instead of stunning it.

Explosive Spellcasting:When you score a critical hit with an arcane area or close attack power and you are wielding an implement that deals extra damage on a critical hit, you can choose to deal that extra damage against any single target that you hit with the attack.

Quickened Spellcasting:Choose an arcane at-will attack power that you know that is used as a standard action. Once per encounter, you can use that power as a minor action.

Wizard Implement Expertise:When you wield a wizard implement while using an arcane power, you can score a critical hit on a roll of 19?20.

Secrets of Belial:Choose a class that you don\'t already belong to. You can swap one utility power you know for one utility power of the same level or lower from the chosen class.
 
無限回パワー
Melee Basic Attack

~ You resort to the simple attack you learned when you first picked up a melee weapon. ~

At-Will ◆ Weapon
Standard Action   Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Level 21: 2[W] + Strength modifier damage.
遠隔基礎攻撃:マジックミサイル
20マス以内の敵1体に19点力場ダメージを与える。
Freezing Burst

無限回◆[秘術][冷気][炎][力術][装具]
遠隔爆発1〜3/10マス以内

31対\"反応\" 全てのクリーチャー

ヒット:2d6+22(遠隔爆発3:2d6+18)冷気かつ炎ダメージ及び1マス横滑りさせる。

区域作成:区域内でターンを終了すると3炎ダメージ

~ You hurl a hailstone toward your foes. It explodes among them, temporarily turning the ground into an ice slick. ~

At-Will ◆ Arcane, Cold, Evocation, Implement, Fire
Standard Action   Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier cold damage, and you can slide the target 1 square.
Level 21: 2d6 + Intelligence modifier cold damage.
Level: 1


Unraveling Dart

~ Gray, smoky darts leap from your fingertips to strike at your foes where they are weakest. ~

At-Will ◆ Arcane, Implement, Nethermancy, Shadow
Standard Action   Ranged 10
Target: One or two creatures
Attack: Intelligence vs. Fortitude
Hit: 1d4 + Intelligence modifier damage. If the target has vulnerability to any damage types, the damage is of those types. If the target has no vulnerabilities, you gain a power bonus to the damage roll equal to your Wisdom modifier.
Level 21: 2d4 + Intelligence modifier damage.
Level: 1
Mage Hand

~ You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. ~

At-Will ◆ Arcane, Conjuration
Minor Action   Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions.
Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time.
Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds.
Free Action: The hand drops the object it is holding.
Sustain Minor: The hand persists until the end of your next turn.
Magic Missile

~ A glowing blue bolt of magical energy hurtles from your finger and unerringly strikes your target. ~

At-Will ◆ Arcane, Evocation, Force, Implement
Standard Action   Ranged 20
Target: One creature
Effect: 2 + Intelligence modifier force damage.
Level 11: 3 + Intelligence modifier force damage.
Level 21: 5 + Intelligence modifier force damage.
Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.
Level: 1
 
 
 
 
遭遇毎パワー
Guidance of the Past

~ Your spiritual connection to the past sometimes provides you with unusual and shocking insights. ~

Encounter ◆ Weapon
Free Action   Personal
Trigger: You make an attack roll, a skill check, or an ability check.
Effect: You roll two d20s for the triggering roll, and use either result. If you roll the same number on both dice, after you complete the action related to the triggering roll, you are dazed until the end of your next turn.
 
Infernal Wrath

~ You call upon the hellfire burning in your soul to punish your enemy. ~

Encounter ◆ Fire
Free Action   Close burst 10
Trigger: An enemy within 10 squares of you hits you.
Target: The triggering enemy in the burst
Effect: The target takes 1d6 + Intelligence modifier or Charisma modifier fire damage.
Level 11: 2d6 + Intelligence modifier or Charisma modifier fire damage.
Level 21: 3d6 + Intelligence modifier or Charisma modifier fire damage.
 
Burning Hands

近接噴射5〜7

31対\"反応\"

ヒット:2d6+22(2d6+18)
ミス:半減ダメージ

区域作成:区域内でターンを終了すると3炎ダメージ


~ A gout of flame erupts from your hands and scorches nearby foes. ~

Encounter ◆ Arcane, Evocation, Fire, Implement
Standard Action   Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Miss: Half damage.
Level: 1
 
Orbmaster\'s Incendiary Detonation

遠隔爆発1〜3 全てのクリーチャー

31+対\"反応\"

ヒット:1d6+22(1d6+20)炎ダメージ及び、伏せ状態になる。

区域:侵入及び区域内でターンを開始すると2炎ダメージ



~ Gouts of flame pulse from your orb and explode amid your enemies, setting the area alight and roasting them as they attempt to escape. ~

Encounter ◆ Arcane, Evocation, Fire, Force, Implement, Zone
Standard Action   Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage, and you knock the target prone.
Effect: The burst creates a zone of licking flames that lasts until the end of your next turn. Each enemy that enters the zone or starts its turn there takes 2 fire damage. An enemy can take this damage only once per turn.
Orb of Imposition: You can extend the duration of this effect, even though it is not an at-will power. If you do so, the area expands to burst 3 and doesn\'t affect you or your allies.
Level: 1
 
Spook

~ You gather the shadows to yourself, so that when you speak, your words drip with menace. ~

Encounter ◆ Arcane, Nethermancy, Shadow
Free Action   Personal
Trigger: You would make an Intimidate check.
Effect: You instead make an Arcana check and use that result to determine the outcome of the Intimidate check.
 
Suggestion

~ You weave arcane power through your words, infusing each phrase with persuasive magic. ~

Encounter ◆ Arcane
Free Action   Personal
Trigger: You make a Diplomacy check.
Effect: You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check.
 
Moonstride

~ This trick of the Maiden of the Moon allows you to take a form of pure moonlight and to evade your enemies with ease. ~

Encounter ◆ Arcane
Immediate Reaction   Personal
Trigger: An enemy moves adjacent to you
Effect: You become insubstantial until the end of your next turn. Then you shift 2 squares to a square farther from the triggering enemy.
Level: 2
 
Fire Shroud

近接噴射3〜5 全ての敵のみ

31対\"頑健\"

1d8+22(1d8+20)炎ダメージ及び継続的炎ダメージ5


区域作成:区域内でターンを終了すると3炎ダメージ



~ With a subtle gesture, you wreathe nearby enemies in flames. ~

Encounter ◆ Arcane, Evocation, Fire, Implement
Standard Action   Close burst 3
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).
Level: 3
 
Color Spray

噴射5〜6

31対\"意思\"

1d6+18(1d6+16)光輝ダメージ、対象は次のターン終了時まで幻惑状態となる。

~ A brilliant blast of flashing colors springs from your outstretched fingers, knocking nearby enemies senseless. ~

Encounter ◆ Arcane, Evocation, Implement, Radiant
Standard Action   Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier radiant damage, and the target is dazed until the end of your next turn.
Level: 3
 
Warp in the Weave

~ You spend energy and tap into the web of magic that connects everything, ready to create a few temporary holes. ~

Encounter ◆ Arcane, Fire, Implement, Summoning
Immediate Interrupt   Personal
Level: 6
Requirement: You must have at least 1 healing surge.
Trigger: A creature uses a burst or blast power that includes you
Effect: You spend a healing surge but regain no hit points. The triggering burst or blast does not target you or your square.
Prerequisite: You must be trained in Arcana.
 
Fire Burst

遠隔爆発2〜4 全てのクリーチャー

31対\"反応\"

ヒット:3d6+22(3d6+16)炎ダメージ
ミス:半減ダメージ

区域作成:区域内でターンを終了すると3炎ダメージ

~ You send a fiery red bead streaking toward your foes, then make it burst into a great ball of magical flame. ~

Encounter ◆ Arcane, Evocation, Fire, Implement
Standard Action   Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier fire damage.
Miss: Half damage.
Level: 7
 
Fire Sea Travel


近接爆発1〜3 全てのクリーチャー
31対\"反応\"  

2d6+22(2d6+18)炎ダメージ及び、次のあなたのターン終了時まで対象は3マス以上先を見ることができない。

区域作成:区域内でターンを終了すると3炎ダメージ

効果:あなたは5マステレポートをする。
~ After your fiery attack, you open a window into the Fire Sea and skip through it to a nearby location. ~

Encounter ◆ Arcane, Evocation, Fire, Implement, Teleportation
Standard Action   Close burst 1
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage, and the target cannot see anything farther than 3 squares from it until the end of your next turn.
Effect: You teleport 5 squares.
Level: 7
 
Fanning the Flames

遠隔10 継続的炎ダメージを受けている1体のクリーチャー

31対\"頑健\"
2d8+22炎ダメージ及び、対象の継続的炎ダメージは5点増加する。

効果:対象を中心とした爆発1〜3の二次攻撃を行う。

対象:範囲内の全てのクリーチャー

31対\"反応\"

2d8+22(2d8+18)炎ダメージ

区域作成:区域内でターンを終了すると3炎ダメージ

~ As flames envelop one of your enemies, you cause the flames to swell and spread to another. ~

Encounter ◆ Arcane, Fire, Implement
Standard Action   Ranged 10
Target: One creature taking ongoing fire damage
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier fire damage, and any ongoing fire damage the target is taking increases by 5.
Effect: Make a secondary attack in an area burst 1 centered on the primary target.
Secondary Target: Each creature in the burst
Secondary Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier fire damage.
Level: 11
 
Dark Gathering

~ A black mote appears in your enemies\' midst and explodes outward, projecting a wave of shadow to fog your foes\' senses. ~

Encounter ◆ Arcane, Implement, Nethermancy, Psychic, Shadow, Zone
Standard Action   Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn. If the target is in the origin square of the burst, the target is also blinded until the end of your next turn.
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is heavily obscured to your enemies.
Level: 13
 
Frostburn

遠隔爆発2〜4 範囲内の全てのクリーチャー

31対\"頑健\"

3d6+22(3d6+16)炎かつ氷ダメージ

効果:爆発の範囲内は次のターン終了時もしくはマイナーアクションで解除するまでの間、移動困難地形となる。全てのクリーチャーは区域内でターンを開始すると5点の炎かつ冷気ダメージを受ける。


~ You whisper a word of elemental power and hurl a flaming ball of ice. Waves of fire and ice explode outward from the point of impact. ~

Encounter ◆ Arcane, Cold, Evocation, Fire, Implement, Zone
Standard Action   Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier cold and fire damage.
Effect: The burst creates a zone of difficult terrain that lasts until the end of your next turn or until you dismiss it as a minor action. Any creature that starts its turn in the zone takes 5 cold and fire damage.
Level: 13
 
 
1日毎パワー
Wizard\'s Fury

~ You begin to fling force bolts with a flick of your wrist. ~

Daily ◆ Arcane, Force, Implement
Minor Action   Close burst 10
Prerequisite: You must know the magic missile at-will wizard power.
Effect: Until the end of the encounter, as a minor action once per turn, you can cast magic missile.
Level: 1
 
Fountain of Flame

~ You weave a fiery pillar that spins like a top. With each revolution, it douses your enemies with searing heat. ~

Daily ◆ Arcane, Evocation, Fire, Implement, Zone
Standard Action   Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier fire damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire damage. An enemy can take this damage only once per turn.
Level: 1
 
Strategist\'s Epiphany

~ Recalling ancient battles, you find their echoes in your enemies\' positions and use that knowledge to help your side in the battle. ~

Daily ◆ Arcane
Free Action   Personal
Level: 2
Trigger: You roll initiative
Effect: You make a History check and can use the check result as your initiative check result.
Prerequisite: You must be trained in History.
 
Stinking Cloud

~ You call forth a thick cloud of bilious yellow vapors. The foul fumes overwhelm any creature within. ~

Daily ◆ Arcane, Implement, Poison, Zone
Standard Action   Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier poison damage.
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is heavily obscured. Any creature that enters the zone or starts its turn there takes 5 + your Intelligence modifier poison damage (a creature can take this damage only once per turn). As a move action, you can move the zone up to 6 squares.
Sustain Minor: The zone persists until the end of your next turn.
Level: 5
 
Summon Magma Beast

~ Erupting into being with a blast of searing heat comes a magma beast, eager to incinerate your foes. ~

Daily ◆ Arcane, Fire, Implement, Summoning
Minor Action   Ranged 10
Effect: You summon a Medium magma beast in an unoccupied space within range. The magma beast has speed 4 (8 while charging) and resist 5 fire. You can give the magma beast the following special command.
Standard Action: Melee 1; targets one creature; Intelligence vs. Reflex; 1d10 + Intelligence modifier fire damage, and the target takes ongoing 5 fire damage and is slowed (save ends both).
Intrinsic Nature: If you haven\'t given the magma beast any commands by the end of your turn, it attacks an adjacent creature or charges the nearest creature it can charge and makes its listed attack (above) in place of a melee basic attack. Otherwise, it moves its speed toward the nearest enemy. In addition, you are slowed until the end of your next turn.
Symbiosis: While the summoned magma beast is present, you can shift 2 squares with a move action. Each creature that you hit with a basic or at-will attack cannot shift until the end of its next turn.
Level: 5
 
Profound Flashback

~ Your mind momentarily drifts through time, back to your old life, and reveals the solution you need. ~

Daily ◆ Arcane, Fire, Implement, Summoning
Free Action   Personal
Trigger: You make an attack roll, a skill check, or an ability check, and you dislike the result.
Effect: Reroll three d20s for the triggering roll, and use any result. If you roll the same number on any two dice, after you complete the action related to the triggering roll, you are dazed until the end of your next turn.
Level: 6
Prerequisite: Ghost of the Past
 
Wall of Fire

~ A blazing wall of flame erupts from the ground at your command. ~

Daily ◆ Arcane, Conjuration, Fire, Implement
Standard Action   Area wall 8 within 10 squares
Effect: You conjure a wall of fire that lasts until the end of your next turn. The wall can be up to 4 squares high. Any creature that starts its turn adjacent to the wall takes 1d6 + Intelligence modifier fire damage. Any creature that enters the wall or starts its turn there takes 3d6 + Intelligence modifier fire damage (a creature can take this damage only once per turn). The wall blocks line of sight. Each square of movement that includes one or more squares of the wall costs 3 extra squares of movement.
Sustain Minor: The wall persists until the end of your next turn.
Level: 9
 
Ice Storm

~ A shower of bitterly cold hailstones pummels a wide swath of ground and covers the area in ice. ~

Daily ◆ Arcane, Cold, Evocation, Implement, Zone
Standard Action   Area burst 3 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier cold damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: The burst creates a zone of difficult terrain that lasts until the end of the encounter.
Level: 9
 
Mass Resistance

~ You wrap arcane strands about yourself and all your allies, insulating all against a particular type of damage. ~

Daily ◆ Arcane
Minor Action   Close burst 10
Target: You and each ally in the burst
Effect: Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of the encounter, each target gains resistance to that damage type equal to 5 + your Intelligence modifier.
Level: 10
 
Witch\'s Reversal

~ You look at the world with the eyes of the Witch of Fates, then pull the strands that allow you to steal victory from defeat. ~

Daily ◆ Arcane
Free Action   Personal
Trigger: You use an arcane attack power and miss with at least two of that power\'s attack rolls
Effect: You reroll the attack rolls that missed their targets and use the new results.
Level: 10
 
Burning Transformation

~ You become a creature of pure flame. ~

Daily ◆ Arcane, Fire, Polymorph
Minor Action   Personal
Effect: You transform into a creature of fire until the end of the encounter. While in this form you gain the following benefits and limitations: You are insubstantial, you can shift 1 square as a minor action, you are immune to fire, you gain a +5 power bonus to damage rolls with arcane fire attacks, and you cannot use any attack power without the fire keyword. Additionally, whenever an enemy hits you with a melee attack, it takes fire damage equal to 5 + your Intelligence modifier.
Level: 12
 
Fiery Constrictor

~ Elemental fire flows out from a single point to form into a slithering serpent that coils about your enemies and crushes them in its fiery embrace. ~

Daily ◆ Arcane, Evocation, Fire, Implement
Standard Action   Area wall 8 within 10 squares
Target: Each creature in the wall
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier fire damage, and the target is restrained and takes ongoing 10 fire damage (save ends both).
Miss: Half damage, and ongoing 5 fire damage (save ends).
Level: 15
 
Prismatic Beams

~ Scintillating beams of rainbow-colored light spring from your outstretched hand, affecting your foes in unpredictable ways. ~

Daily ◆ Arcane, Evocation, Fire, Implement, Poison
Standard Action   Close blast 5
Target: Each enemy in the blast
Attack: Intelligence vs. Fortitude, Reflex, and Will. You make a single attack roll and use it against each defense.
Hit (Fortitude): Ongoing 10 poison damage (save ends).
Hit (Reflex): 2d6 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).
Hit (Will): The target is dazed (save ends).
Level: 15
 
Feast of Destruction

~ Few forces can match the awesome appetite of fire; you release it to feed. ~

Daily ◆ Arcane, Evocation, Fire, Implement, Zone
Standard Action   Area burst 2 within 20
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier fire damage, and the target takes ongoing 10 fire damage (save ends).
Miss: Half damage and ongoing 5 fire damage (save ends).
Effect: The burst creates a zone that lasts until the end of your next turn. Any creature that enters the zone or ends its turn there takes 5 fire damage. A creature can take this damage only once per turn. Creatures cannot make saving throws against ongoing fire damage while within the zone.
Sustain Minor: The zone persists until the end of your next turn.
Sustain Standard: The zone persists until the end of your next turn, and you make the following secondary attack.
Secondary Target: Each creature in zone
Secondary Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier fire damage, and the target takes ongoing 5 fire damage (save ends).
Level: 19
 
Cloudkill

~ Yellow-green vapors emerge from the ground with a hiss, forming a thick, toxic cloud. ~

Daily ◆ Arcane, Evocation, Implement, Poison, Zone
Standard Action   Area burst 5 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier poison damage.
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is heavily obscured. Any creature that enters the zone or starts its turn there takes 10 + your Intelligence modifier poison damage (a creature can take this damage only once per turn). As a move action, you can move the zone up to 3 squares.
Sustain Minor: The zone persists until the end of your next turn.
Level: 19
 
 
 
汎用パワー
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
儀式