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キャラクター名
属性
秩序にして善
善
無属性
悪
混沌にして悪
プレイヤー名
最終更新:2013/07/19 10:09
クラス
レベル
種族
サイズ
超小型
小型
中型
大型
超大型
巨大
性別
年齢
身長
ft
inch
cm
体重
lb.
kg.
神格
伝説の道
神話の運命
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
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
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
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
感覚
値
受動感覚
基本
SKILL
受動〈看破〉
10+
受動〈知覚〉
10+
特殊な感覚
【筋】
【筋力】
【耐】
【耐久力】
頑健
10+
LV1/2
能力値
クラス
特技
強化
その他
その他
状況ボーナス
【敏】
【敏捷力】
【知】
【知力】
反応
10+
LV1/2
盾/
能力値
クラス
特技
強化
その他
その他
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
他
なし
単純
軍用
上級
パワー
筋
耐
敏
知
判
魅
ダメージダイス
ボーナス
能力
修正
特技
強化
他
筋
耐
敏
知
判
魅
対象
追加効果・範囲など
クリティカル
AC
頑健
反応
意志
【判】
【判断力】
【魅】
【魅力】
意志
10+
LV1/2
能力値
クラス
特技
強化
その他
その他
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
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
現在の状態と効果
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
アクション・ポイントによる追加効果
種族特徴
Human Flavor: Ambitious explorers, driven leaders, eager to master the world Size: Medium Speed: 6 squares Characteristics: Adaptable, ambitious, bold, corruptible, creative, driven, hardy, pragmatic, resourceful, territorial, tolerant Physical Qualities: Humans come in a wide variety of heights, weights, and colors. Some humans have black or dark brown skin, others are as pale as snow, and they cover the whole range of tans and browns in between. Their hair is black, brown, or a range of blonds and reds. Their eyes are most often brown, blue, or hazel. Humans\' attire varies wildly, depending on the environment and society in which they live. Their clothing can be simple, ostentatious, or anything in between. It\'s not unusual for several distinct human cultures to live side by side in a particular area and mingle. As a result, human armor, weaponry, and other items incorporate a variety of designs and motifs. Humans have average life spans of about seventy-five years, though some venerable members of the race live as long as ninety or more years. Playing: Humans are decisive and sometimes rash. They explore the darkest reaches of the world in search of knowledge and power. They hurl themselves into danger, dealing with consequences as they arise. They act first and ponder later, trusting their will to prevail and their natural resourcefulness to see them through perilous situations. Humans always look to the horizon, seeking to expand their influence and their territory. They chase power and want to change the world, for good or for ill. Their settlements are among the brightest lights in a dark and untamed world, and humans constantly seek to explore new lands and settle new frontiers. Their self-reliance and bravery inclines humans toward martial classes such as fighter and rogue. They often prefer to find hidden reserves of strength in themselves rather than trust to the magic of wizards or clerics. That said, humans tend to be a pious race, worshiping the whole pantheon of gods. Their myths name no god as the creator of their race. Some tales say the gods worked together to create humans, infusing them with the best qualities of each race that had come before. Other tales say that humans were the creation of a god whose name is no longer known?a deity killed in the war against the primordials or assassinated by Asmodeus or Zehir. Humans are tolerant of other races, different beliefs, and foreign cultures. Most human settlements consist of diverse enclaves where different races live together in relative peace. The human empire of Nerath, the last great world power, united many different peoples and ruled the land for more than five hundred years before it collapsed about a century ago. Most of the human settlements that survived the empire\'s fall now stand as fortified bastions against the encroaching darkness. When elven forests are razed or dwarven mines overrun, the survivors often flee to the nearest human town or city for protection. Despite the far reach and power of Nerath, humans in the present day are a scattered and divided people. Dozens of small baronies, fiefdoms, and free city-states have arisen from Nerath\'s ruins, and many of these realms are petty, weak, and isolated. Tensions and misunderstandings can precipitate skirmishes, espionage, betrayal, and even open warfare between neighboring communities. Vision: Normal Average Height: 5\' 6\"-6\'2\" Average Weight: 135-220 lb. Ability Scores: +2 to one ability score of your choice Languages: Common, choice of one other Short Description: The most ambitious of races, humans count among their number the greatest heroes …and the greatest villains. Male Names: Alain, Alek, Benn, Brandis, Donn, Drew, Erik, Gregg, Jonn, Kris, Marc, Mikal, Pieter, Quinn, Regdar, Samm, Thom, Wil Female Names: Ana, Cassi, Gwenn, Jenn, Kat, Keira, Luusi, Mari, Mika, Miri, Shawna, Stasi, Zanne Racial Traits: ID_FMP_RACIAL_TRAIT_29, ID_FMP_RACIAL_TRAIT_34, ID_FMP_RACIAL_TRAIT_646, ID_FMP_RACIAL_TRAIT_2966 _Tags: Essentials
基本遠隔攻撃
種別
命中計
能力
修正
LV1/2
習熟
特技
強化
他
なし
単純
軍用
上級
パワー
筋
耐
敏
知
判
魅
ダメージダイス
ボーナス
能力
修正
特技
強化
他
筋
耐
敏
知
判
魅
対象
追加効果・範囲など
クリティカル
AC
頑健
反応
意志
攻撃(予備)
種別
命中計
能力
修正
LV1/2
習熟
特技
強化
他
なし
単純
軍用
上級
パワー
筋
耐
敏
知
判
魅
ダメージダイス
ボーナス
能力
修正
特技
強化
他
筋
耐
敏
知
判
魅
対象
追加効果・範囲など
クリティカル
AC
頑健
反応
意志
技能
ボーナス
技能名
能力
+LV1/2
習得済
(+5)
防具
ペナ
その他
〈威圧〉
【魅】
なし
〈運動〉
【筋】
〈隠密〉
【敏】
〈軽業〉
【敏】
〈看破〉
【判】
なし
〈交渉〉
【魅】
なし
〈持久力〉
【耐】
〈事情通〉
【魅】
なし
〈自然〉
【判】
なし
〈宗教〉
【知】
なし
〈知覚〉
【判】
なし
〈地下探検〉
【判】
なし
〈治療〉
【判】
なし
〈盗賊〉
【敏】
〈はったり〉
【魅】
なし
〈魔法学〉
【知】
なし
〈歴史〉
【知】
なし
クラス・伝説の道・神話の運命特徴
Wizard (Arcanist) Key Abilities: Intelligence; Constitution, Dexterity, or Wisdom Implements: Orbs, staffs, wands, tomes 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) Build Options: Control Wizard, Illusionist Wizard, Summoner Wizard, War Wizard _PARSED_CLASS_FEATURE: Arcane Implement Mastery, Arcanist Ritual Casting, Arcanist\'s Spellbook, Cantrips Role: Controller. You command eldritch forces, shaping them into spells designed to blast your enemies, bring them under your thumb, twist their senses, and impede their movement. Power Source: Arcane. Class Features: You have the following class features. Implement: Wizards make use of orbs, staffs, and wands to help channel and direct their arcane powers. Every wizard has mastery of one type of implement (see “Class Features”). Without an implement, a wizard can still use his or her powers. A wizard wielding a magic orb, staff, or wand can add its enhancement bonus to attack rolls and damage rolls of wizard powers, as well as wizard paragon path powers, that have the implement keyword. Powers: Your arcane powers are called spells, and in the minds of most people in the world, they define what magic is. Power Name: Spells _RoleElement: ID_FMP_ROLE_1 _PowerSourceElement: ID_FMP_POWER_SOURCE_2 Short Description: You tap the raw arcane power of the cosmos, bending reality to your will with your focus. Divine Oracle Power Name: Prayers Class Features: ID_FMP_CLASS_FEATURE_438, ID_FMP_CLASS_FEATURE_512, ID_FMP_CLASS_FEATURE_673 Powers: ID_FMP_POWER_1586,ID_FMP_POWER_1587,ID_FMP_POWER_1696 _DisplayPowers: ID_FMP_POWER_1586,ID_FMP_POWER_1587,ID_FMP_POWER_1696 You become the voice of your god, full of prophecy and omens. When you use your oracular powers, your eyes glow with the silvery depths of the Astral Sea. Sage of Ages Flavor: Knowledge is power. Once that fact is understood, the power of the gods themselves becomes something knowable. Immortality: Immortality? When you complete your final quest, you make your plans to withdraw from the world. You have accumulated so much knowledge that you have become a force of nature itself. As one of a select few who have earned the title Sage of Ages, you take up the lonely task of a keeper of secrets, history, and unfettered knowledge. When the time is right, you retreat to a secret place only you know of, a place where you find knowledge within the natural bends and crevices in space and time. You begin to observe a river of events and store them away in your mind. Age, cares, and the needs of the flesh flow around you, not through you. You are a fountainhead of knowledge that other creatures, sometimes even gods, seek out because of your perfect enlightenment. Power Name: Power Class Features: ID_FMP_CLASS_FEATURE_1480, ID_FMP_CLASS_FEATURE_1481, ID_FMP_CLASS_FEATURE_1482 Powers: ID_FMP_POWER_6932 _DisplayPowers: ID_FMP_POWER_6932 Knowledge is power, freedom, life, and love. With the proper information, you can unravel the secrets of the universe and be the master of your own fate. You have always believed this. Your curiosity about all things is legendary. Even as a child, you asked “why?” more often than any other question. As you matured, you sought knowledge about harder-to-reach places, traveling first the world, then other planes of existence. Knowledge is your solace, your hope, and your support. Faith might be fine for others, but you see it as a shallow edifice. Only objective study and the knowledge gained thereby allows one to see things as they truly are. The petty bickering of kings and nobles holds less and less interest for you, and as you learn more and more about the facade of flesh that mortals wear to hide their souls, even earthly delights begin to lose their flavor. All else pales before the pursuit of pure knowledge.
習得言語
Common. Draconic. Supernal.
命中・ダメージ
武器・パワー名
攻撃
対象
ダメージ
他
AC
頑健
反応
意志
AC
頑健
反応
意志
AC
頑健
反応
意志
AC
頑健
反応
意志
AC
頑健
反応
意志
AC
頑健
反応
意志
AC
頑健
反応
意志
その他・修正・メモ
武器
【武器1】
命中計
能力
修正
LV1/2
習熟
特技
強化
他
筋
耐
敏
知
判
魅
ダメージダイス
ボーナス
能力
修正
特技
強化
他
筋
耐
敏
知
判
魅
対象
クリティカル
射程
範囲
種別
重量
レベル
AC
頑健
反応
意志
なし
単純
軍用
上級
パワー
その他の修正等
【武器2】
命中計
能力
修正
LV1/2
習熟
特技
強化
他
筋
耐
敏
知
判
魅
ダメージダイス
ボーナス
能力
修正
特技
強化
他
筋
耐
敏
知
判
魅
対象
クリティカル
射程
範囲
種別
重量
レベル
AC
頑健
反応
意志
なし
単純
軍用
上級
パワー
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
他
筋
耐
敏
知
判
魅
ダメージダイス
ボーナス
能力
修正
特技
強化
他
筋
耐
敏
知
判
魅
対象
クリティカル
射程
範囲
種別
重量
レベル
AC
頑健
反応
意志
なし
単純
軍用
上級
パワー
その他の修正等
防具
【鎧】
AC計
鎧
強化
種族
クラス
他
他
区分
修正能力
防具ペナ
速度
重量
レベル
なし
軽装
重装
敏/知
筋力
耐久
判断
魅力
【盾】
AC計
盾
強化
種族
クラス
他
他
防具ペナ
重量
レベル
背景、性格、特徴など
~F F OF ?_F F
習熟、使用可能装具など
防具
武器
装具
貨幣・その他の財産
プラチナ貨(pp)
金貨(gp)
銀貨(sp)
銅貨(cp)
アストラル・ダイアモンド(ad)
貨幣重量
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
魔法の装備・パワー
【武器1】
重量
パワー
使用済み
【武器2】
重量
パワー
使用済み
【武器3】
重量
パワー
使用済み
【鎧】
重量
パワー
使用済み
【盾】
重量
パワー
使用済み
【腕】
重量
パワー
使用済み
【脚】
重量
パワー
使用済み
【手】
重量
パワー
使用済み
【頭】
重量
パワー
使用済み
【首】
重量
パワー
使用済み
【指輪1】
重量
パワー
使用済み
【指輪2】
重量
パワー
使用済み
【腰】
重量
パワー
使用済み
【装具】
重量
パワー
使用済み
【タトゥー】
重量
パワー
使用済み
【その他】
重量
パワー
使用済み
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.)
数
重量計
記入済武器重量計
記入済防具重量計
総重量
特技
Skill Focus (Arcana):You gain a +3 feat bonus to Arcana checks. Ritual Caster:You can master and perform rituals of your level or lower. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals. Staff Expertise:You gain a +1 feat bonus to the attack rolls of implement powers and weapon powers that you use with a staff. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you make a ranged or an area attack with a staff as an implement, you don\'t provoke opportunity attacks for doing so. When you make a melee weapon attack with a staff, the weapon\'s reach for that attack increases by 1. Resilient Focus:You gain a +2 feat bonus to saving throws. 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. Arcane Familiar:You gain a familiar. For each familiar feat you have beyond this one, your familiar gains a +1 bonus to its defenses. Implement Focus (Staff):You gain a +1 feat bonus to the damage rolls of implement attacks you make with a Staff. This bonus increases to +2 at 11th level and +3 at 21st level. Divine Channeler (Cleric):Choose a Channel Divinity power available as a class feature for clerics. If you don\'t already have the Channel Divinity class feature, you can use the selected Channel Divinity power once per day. If you already have the Channel Divinity class feature, add the selected Channel Divinity power to your list of available Channel Divinity powers. You are treated as having the Channel Divinity class feature for the purpose of meeting prerequisites. If you gain additional Channel Divinity powers by selecting divinity feats, you can use them in place of the power granted by this feat, but that doesn\'t change your normal limit on uses of Channel Divinity. Implement Expertise (Heavy Blade):You gain a +1 feat bonus to attack rolls with any implement power you use through a Heavy Blade. The bonus increases to +2 at 15th level and +3 at 25th level. Creation Secret:You gain the Channel Divinity power creation secret. Superior Reflexes:You gain a +2 feat bonus to Reflex. This bonus increases to +3 at 11th level and +4 at 21st level. You also gain combat advantage against all enemies during your first turn in an encounter. Superior Will:You gain a +2 feat bonus to Will. This bonus increases to +3 at 11th level and +4 at 21st level. In addition, if you are dazed or stunned, you can make a saving throw at the start of your turn to end that effect, even if the effect doesn\'t normally end on a save. Dual Implement Spellcaster:When you use an arcane attack power and you are wielding a magic implement in each hand, you can add the off-hand implement\'s enhancement bonus to damage rolls. Both of your implements must be usable with this power, and you must be capable of wielding both implements, to gain this benefit. Quick Draw:You can draw a weapon (or an object, such as a potion, stored in a belt pouch, a bandolier, or a similar container) as part of the same action used to attack with the weapon or use the object. You also gain a +2 feat bonus to initiative checks. Arcane Mastery:Once per encounter, you can spend an action point to regain the use of a daily wizard power you\'ve already used today, instead of taking an extra action. Superior Initiative:You gain a +8 feat bonus to initiative checks. 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. Epic Reflexes:You gain a +4 bonus to Reflex. Epic Fortitude:You gain a +4 bonus to Fortitude. Epic Will:You gain a +4 bonus to Will.
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.
Ranged Basic Attack ~ You resort to the simple attack you learned when you first picked up a ranged weapon. ~ At-Will ◆ Weapon Standard Action Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. Level 21: 2[W] + Dexterity modifier damage.
Light ~ With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space. ~ At-Will ◆ Arcane Minor Action Ranged 5 Target: One object or unoccupied square Effect: The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target\'s space and all squares within 4 squares of it. Putting out the light is a free action.
Ghost Sound ~ With a wink, you create an illusory sound that emanates from a distant location. ~ At-Will ◆ Arcane, Illusion Standard Action Ranged 10 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
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.
Disrupt Undead ~ A simple gesture causes the darkness powering and protecting an undead creature to unravel. ~ At-Will ◆ Arcane, Necromancy, Shadow Minor Action Ranged 5 Target: One undead creature Effect: The target\'s necrotic resistance, if any, is reduced by 5 until the end of your 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
Freezing Burst ~ 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 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
遭遇毎パワー
Argent Rain ~ You bring forth a shower of blue-white molten metal droplets, searing your foes and threatening any creature that ventures into the area. ~ Encounter ◆ Arcane, Fire, Implement, Zone Standard Action Area burst 1 within 10 squares Target: Each creature in the burst Attack: Highest ability modifier vs. Reflex Hit: 1d10 + highest ability modifier fire damage. Effect: The burst creates a zone that lasts until the start 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. Level 11: 10 fire damage. Level 21: 15 fire damage.
使用済み
Heroic Effort ~ Your grim focus and unbridled energy means that failure is not an option. ~ Encounter ◆ Arcane, Fire, Implement, Zone No Action Personal Trigger: You miss with an attack or fail a saving throw. Effect: You gain a +4 racial bonus to the attack roll or the saving throw.
使用済み
Staff of Defense ~ This form of mastery is useful for all wizards, particularly if you dabble in both control and damage-dealing spells. ~ Encounter ◆ Implement Immediate Interrupt Personal Effect: you gain a bonus to defense against one attack equal to your Constitution modifier. You can declare the bonus after the Dungeon Master has already told you the damage total. Requirement: You must wield your staff.
使用済み
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
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Arcane Insight ~ You call upon the knowledge of your ancestors, summoning the collective arcane wisdom of millennia of eladrin history. ~ Encounter ◆ Arcane Free Action Personal Prerequisite: You must be trained in Arcana Trigger: You make an Arcana check and dislike the result. Effect: Reroll the Arcana check, keeping the better of the two results. Level: 2
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Shield ~ You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks. ~ Encounter ◆ Arcane Immediate Interrupt Personal Trigger: You are hit by an attack. Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn. Level: 2
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Prophecy of Doom ~ You predict dire results for your enemy. ~ Encounter ◆ Divine Standard Action Ranged 5 Target: One creature Effect: You or an ally who hits the target with an attack can choose to make the attack a critical hit. This effect lasts until the end of your next turn or until you or an ally uses it to make an attack a critical hit. Level: 11
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Creation Secret ~ Your prayer has a chance of extending the magic contained within an item. ~ Encounter ◆ Divine Free Action Personal Channel Divinity: You can use only one channel divinity power per encounter Trigger: You use a magic item\'s daily power Effect: Roll a d20. If you roll 10 or higher, the use of the daily power is not expended.
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Insightful Riposte ~ You predict how the enemy will react to your strike and account for it. ~ Encounter ◆ Divine Free Action Personal Level: 16 Trigger: You miss with an attack Effect: You gain a +3 power bonus to the attack roll. Prerequisite: You must be trained in Insight.
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Force Volley ~ Silvery missiles spring from your fingertips and streak across the battlefield, striking your enemies with a staggering impact. ~ Encounter ◆ Arcane, Evocation, Force, Implement Standard Action Ranged 20 Targets: One, two, or three creatures Attack: Intelligence vs. Reflex. You gain a +4 power bonus to the attack roll if you target only one creature. Hit: 3d6 + Intelligence modifier force damage, and the target is dazed until the end of your next turn. Level: 17
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Chain Lightning ~ From your fingertips springs a tremendous stroke of blinding purple-white lightning that leaps from one enemy to another. ~ Encounter ◆ Arcane, Evocation, Implement, Lightning Standard Action Ranged 20 Primary Target: One creature Primary Attack: Intelligence vs. Reflex Hit: 4d6 + Intelligence modifier lightning damage. Miss: Half damage. Effect: Make the secondary attack. Secondary Target: One or two creatures within 5 squares of the primary target Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier lightning damage. Miss: Half damage. Effect: Make the secondary attack. Tertiary Target: Each enemy within 20 squares of you that was not a primary or a secondary target Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier lightning damage. Miss: Half damage. Level: 23
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Trick of Knowledge ~ Your vast learning grants you different insightful advantages in different situations. ~ Encounter ◆ Arcane Minor Action Personal Effect: You make an Arcana check and gain a benefit based on your check result until the end of the encounter. 30 or lower: No effect 31?35: +5 bonus to saving throws 36?40: +2 bonus to all defenses 41?45: +2 bonus to attack rolls with arcane powers 46?50: Make saving throws at the start of your turn instead of the end of your turn 51?55: Pick two benefits you can gain from a roll of 31 through 50 56?60: Pick three benefits you can gain from a roll of 31 through 50 61 or higher: Gain all four benefits you can gain from a roll of 31 through 50 Level: 26
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Steal Time ~ You divert the river of time, stealing a moment from your enemy for your own use. ~ Encounter ◆ Arcane, Implement Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Will Hit: The target is stunned until the end of your next turn. You gain an extra standard action, which you must use before the target recovers frm this stunned condition. Level: 27
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Wizard\'s Fury ~ You begin to fling force bolts with a flick of your wrist. ~ Daily ◆ Arcane, Force, Implement Minor Action Area burst 1 within 10 squares 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
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Horrid Whispers ~ Your enemies are seemingly beset by dreadful noises. Desperate to find the source, they are oblivious to the true threat posed by you and your allies. ~ Daily ◆ Arcane, Illusion, Implement, Psychic Standard Action Area burst 1 within 10 squares Target: Each enemy in the burst Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier psychic damage, and the target is slowed and takes a -2 penalty to attack rolls (save ends both). Aftereffect: You knock the target prone. Miss: The target is slowed and takes a -2 penalty to attack rolls until the end of your next turn. Level: 1
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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, Illusion, Implement, Psychic 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.
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Wizard\'s Escape ~ With a flash, you are gone. ~ Daily ◆ Arcane, Teleportation Immediate Interrupt Personal Trigger: An enemy hits you with a melee attack. Effect: You teleport up to 5 squares to a space that is not adjacent to an enemy. Level: 6
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Rapid Move ~ You move with surprising swiftness, accomplishing more than most would think possible. ~ Daily ◆ Arcane, Teleportation Minor Action Personal Effect: Take a move action. Level: 6
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Divine Fortune ~ In the face of peril, you hold true to your faith and receive a special boon. ~ Daily ◆ Channel Divinity, Divine Free Action Personal Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn. Special: You can use only one channel divinity power per encounter.
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Illusory Wall ~ A seemingly solid wall materializes before your foes, dividing the battlefield with your convincing illusion. ~ Daily ◆ Arcane, Illusion, Implement Standard Action Area wall 8 within 20 squares Effect: You create the illusion of a contiguous wall of solid material (stone or metal, for example). The wall can be up to 8 squares long and 4 squares high, and it lasts until the end of your next turn. The wall blocks line of sight for all enemies (but not your allies). When any enemy moves adjacent to the wall, you can make an attack (Intelligence vs. Will) against that target; if successful, the target cannot move through the wall on its current turn, but it can try again on later turns. On a miss, the wall no longer blocks line of sight or movement for that creature. Sustain Minor: You can sustain this power until the end of the encounter. Level: 10
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Good Omens ~ You peer into the future and predict good fortune for you and your allies. ~ Daily ◆ Divine Standard Action Ranged 10 Targets: You and each ally Effect: Each target gains a +5 power bonus to all d20 rolls until the end of your next turn, but cannot score a critical hit while this power is in effect. Level: 12
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Alter Self ~ You alter your features until you become a stranger to all who know you. ~ Daily ◆ Arcane, Polymorph Minor Action Personal Effect: You alter your physical form to take on the appearance of any humanoid of your size category. You retain your game statistics in your new form. Your clothing and other equipment are unchanged. To impersonate a specific individual, you must have seen that individual.Your new form lasts until you use this power again or until you end it as a minor action. Any creature can discern that your form is a disguise by making an Insight check opposed by your Bluff check. You gain a +5 power bonus to your check. Level: 16
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Wrath of Battle ~ With a shout, you tap deep into your foes\' hearts and minds, forcing them to turn on each other with devastating results. ~ Daily ◆ Arcane, Charm, Enchantment, Fear, Psychic Standard Action Area burst 2 within 20 squares Target: Each enemy in the burst Effect: You slide each target up to 3 squares, and then each target makes a melee basic attack against a creature of your choice as a free action. If that attack misses, the target of this power takes 15 psychic damage. Level: 19
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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
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Hammer of Fate ~ You assail your foe with words of power. If your foe avoids the barrage, you can untangle the lines of fate and perform a different action. ~ Daily ◆ Divine, Implement Standard Action Ranged 20 Target: One creature Attack: Wisdom vs. Will Hit: 5d10 + Wisdom modifier damage. Miss: Neither this power nor the standard action is expended. You can take a different standard action during this turn, but you can\'t use this power again until your next encounter. Level: 20
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Time Stop ~ Everything around you slows to a halt, frozen in time. Then, after a few moments, everything starts to speed up again, returning to normal time. ~ Daily ◆ Arcane Minor Action Personal Effect: You gain two extra standard actions, which you must use before the end of your turn. You can\'t use these extra actions to make attacks. Level: 22
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Command Water ~ The waters froth and tumble in response to your command, rising, falling, or parting to create a dry path. ~ Daily ◆ Arcane Standard Action Ranged 10 Requirement: You must use this power during a short or an extended rest. Target: A lake or a stretch of river that has a diameter in miles of your Intelligence modifier or less. Effect: Choose one of the following effects. The effect lasts until your next extended rest or until you dismiss it as a standard action. ? You reduce or increase the water\'s depth by a number of feet up to your Intelligence modifier. ? You create a dry path through the water. The path is up to 30 feet wide and extends from one shore to the other shore by the shortest distance, from your side of the water to the opposite side. Level: 22
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Maze ~ You trap an enemy in an extradimensional vault resembling a maze, which holds the foe until it can figure out how to escape. Where the foe vanished, a faintly glowing sigil hovers in the air. ~ Daily ◆ Arcane, Enchantment, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 3d12 + Intelligence modifier psychic damage. Effect: The target is removed from play. At the end of each of its turns, the target makes an Intelligence check against your Will. On a success, the target returns to play in the space it last occupied or in the nearest unoccupied space of its choice, if that space is occupied. On each failure, the target gains a cumulative +5 bonus to the check. Level: 25
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