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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:2014/10/04 10:24
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
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
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. 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. Short Description: You tap the raw arcane power of the cosmos, bending reality to your will with your focus. _DisplayName: Wizard (Arcanist) 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. Firecrafter:Blazing Corona Trained from Birth for a Specific Prophecy Type: Campaign Common Knowledge: The prophetic words were written in scripture long before you were born, and you\'re part of a concentrated effort to fulfill, safeguard, or thwart that prophecy. What is the nature of the prophecy, and what\'s your relationship to it? Do you question whether your fate is truly ordained? And who or what is standing in your way? Good Background: Paladin. Benefit: Once per day, you can reroll an initiative check if you don\'t like the result. You keep the second result whether it\'s better, the same, or worse. Short Description: The doves? They come and go as they please. By Choinero\'s wisdom, the doves will watch over me until the day of the Great Rift. Campaign: Scales of War Adventure Path
習得言語
Primordial. Common. Damaran.
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
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
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. 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. Hellfire Master:When an enemy saves against an effect bestowed by your fire attack, it takes fire damage equal to 5 + your Charisma modifier. 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. Burn Everything:Your arcane fire powers ignore an amount of fire resistance equal to your Intelligence modifier. The fire resistance you ignore increases to 5 + your Intelligence modifier at 11th level and to 10 + your Intelligence modifier at 21st level. If the creature is immune to fire, instead treat that creature as having resist fire 25. Orb Expertise:You gain a +1 feat bonus to implement attack rolls that you make with an orb. This bonus increases to +2 at 11th level and +3 at 21st level. You also gain a +1 feat bonus to the number of squares you pull, push, or slide targets of attacks that you make with an orb. 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. Consuming the Weak:Whenever you hit a target vulnerable to fire with an arcane fire attack, the target takes ongoing 5 fire damage in addition to the attack\'s normal effects (save ends). Improved Orb of Imposition:Each time a creature you have designated with your Orb of Imposition fails a saving throw against the effect you have specified, it takes damage equal to 5 + your Wisdom modifier. Spell Focus:Creatures that attempt saving throws against your wizard powers take a ?2 penalty to the rolls. Danger Sense:When you make an initiative check, roll twice and take the higher of the two rolls. Bloodhunter\'s Dread:When you hit a bloodied foe, the target takes a -2 penalty to attack rolls against you until the end of your next turn. Soldier of the Faith:You gain training in one skill from the paladin\'s class skill list. Once per encounter, you can use the paladin\'s divine challenge power. In addition, you can use a holy symbol or a holy avenger as an implement. Hell\'s Burning Mark:While a creature is marked by you, it has vulnerable 5 fire against your attack powers. 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. Wrath of the Crimson Legion:When you make a melee basic attack, you can use your Charisma instead of Strength for the attack roll and the damage roll. In addition, you replace infernal wrath with paladin\'s wrath. Royal Command of Asmodeus:Whenever you stun an enemy, you can choose to dominate the enemy for the same duration instead of stunning it.
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.
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.
Scorching Burst ~ You create a vertical column of golden flames that burns all within. ~ At-Will ◆ Arcane, Evocation, Fire, Implement Standard Action Area burst 1 within 10 squares Target: Each creature in the burst Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier fire damage. Level 21: 2d6 + Intelligence modifier fire 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
遭遇毎パワー
Blazing Corona Secondary Power ~ Fire erupts from your body, burning until you fling it away from you as a fiery bolt. ~ Encounter ◆ Elemental, Fire Standard Action Ranged 10 Requirement: The power Blazing Corona must be active in order to use this power. Target: One creature Attack: Highest ability modifier + 2 vs. Reflex Level 11: Highest ability modifier + 4 Level 21: Highest ability modifier + 6 Hit: 1d8 fire damage. Level 11: 2d8 fire damage. Level 21: 3d8 fire damage.
使用済み
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.
使用済み
Chameleon\'s Mask ~ You pull strands of shadow, blending your colors and sounds with your surroundings to help you hide from your enemy\'s sight and hearing. ~ Encounter ◆ Arcane, Illusion Free Action Personal Trigger: You make a Stealth check. Effect: You make an Arcana check instead, using that result to determine the outcome of the Stealth check.
使用済み
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.
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
使用済み
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
使用済み
Fire Shroud ~ 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
使用済み
Watery Double ~ Creating a duplicate of yourself from elemental water lets you cast spells from unexpected directions. ~ Encounter ◆ Arcane, Conjuration Minor Action Ranged 10 Effect: You conjure a watery double of yourself in an unoccupied square within range. The double occupies its space, and it lasts until the end of your next turn. Until the conjuration ends, you can use your space or the double\'s space as the origin for your wizard attack powers. Level: 6
使用済み
Insightful Warning ~ As your foe unleashes its attack, you realize that you have read about this sort of danger and shout a warning to your friends. ~ Encounter ◆ Arcane, Conjuration Immediate Interrupt Personal Level: 6 Trigger: A creature you can see makes an attack roll for an area or a close attack that includes you as a target Effect: You and each ally included as a target of the triggering attack gain a +2 power bonus to all defenses against it. Prerequisite: You must be trained in Arcana.
使用済み
Assurance of Prophecy ~ You call out choice verses of prophecy. The knowledge that destiny is on your side renews your ally\'s vigor. ~ Encounter ◆ Arcane Immediate Reaction Close burst 5 Level: 10 Trigger: An ally within 5 squares of you spends a healing surge Effect: The triggering ally gains 3d6 temporary hit points. Level 21: 3d12 temporary hit points. Prerequisite: You must be trained in Religion.
使用済み
Fanning the Flames ~ 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
使用済み
Flame\'s Protection ~ You summon flashing wreaths of fire to buffer your allies from heat and cold, and woe to the careless enemy who tries to pierce that protection. ~ Encounter ◆ Arcane, Fire Minor Action Close burst 5 Target: You and one or two allies in the burst Effect: The target gains resist 10 cold and resist 10 fire until the end of your next turn. Whenever a creature makes a melee attack against the target, the attacker takes 15 fire damage. No creature can take this damage more than once per turn. Level: 16
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Combust ~ You cause several foes to burst into 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: 5d6 + Intelligence modifier fire damage. Miss: Half damage. Level: 17
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Divine Challenge ~ You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge. ~ Encounter ◆ Divine, Radiant Minor Action Close burst 5 Target: One creature in the burst Effect: You mark the target. The mark lasts until you use this power again. The mark also ends at the end of your turn if you didn\'t engage the target, meaning you neither attacked it during your turn nor are adjacent to it at the end of your turn. Until the mark ends, the target takes radiant damage the first time each round when it targets any of your allies with an attack power that doesn\'t include you as a target. The damage equals 3 + your Charisma modifier. Level 11: 6 + your Charisma modifier radiant damage Level 21: 9 + your Charisma modifier radiant damage Special: You can use this power only once per turn.
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Elemental Countermeasures ~ As magical energy streaks toward you, you use your knowledge of that magic to counter some of it. ~ Encounter ◆ Arcane, Conjuration, Force Immediate Interrupt Personal Level: 16 Trigger: You take acid, cold, fire, lightning, or thunder damage Effect: You make an Arcana check. The damage is reduced by the check result divided by 2. Prerequisite: You must be trained in Arcana.
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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
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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
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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
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Slumber of the Winter Court ~ As you whisper a slow chant, your foes suddenly stumble and sink to the ground in a magical slumber. ~ Daily ◆ Arcane, Charm, Enchantment, Implement Standard Action Area burst 2 within 20 squares Target: Each creature in the burst Attack: Intelligence vs. Will Hit: The target is dazed and slowed (save ends both). First Failed Saving Throw: The target instead falls unconscious. The unconsciousness ends if the target takes damage, or after 1d4 hours. Miss: The target is slowed (save ends). First Failed Saving Throw: The target instead falls unconscious (save ends). Level: 15
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Burning Bright ~ Your presence causes fires to burn so hot that little hope exists of extinguishing them. ~ Daily ◆ Aura, Elemental, Fire Minor Action Personal Effect: You activate an aura 2 that lasts until the end of the encounter. Enemies in the aura have vulnerable 5 fire and take a -2 penalty to saving throws against ongoing fire damage. Nonmagical fires in the aura can be put out only if you allow them to be extinguished. Level: 6 Prerequisite: Firecrafter
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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
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Fragile Form ~ With a word, you transform your enemy\'s body into a living doll made of glass, dry paper, or threadbare cloth. ~ Daily ◆ Arcane, Implement, Polymorph, Transmutation Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Fortitude Hit: 3d8 + Intelligence modifier damage, and you transform the target\'s physical form into glass, paper, cloth, or another fragile material (save ends). Until the transformation ends, the target is slowed and the target gains your choice of vulnerable 10 to all damage or vulnerable 15 fire. Miss: Half damage, and the target gains vulnerable 5 to all damage (save ends). Level: 19
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Furious Immolation ~ You summon a titanic column of flame that draws everything nearby toward destruction. ~ Daily ◆ Arcane, Fire, Implement, Zone Standard Action Area burst 2 within 10 Target: Each creature in the burst Attack: Intelligence vs. Reflex Hit: 3d6 + Intelligence modifier fire damage. Miss: Half damage. Effect: The burst creates a zone that lasts until the end of your next turn. Any creature that enters the zone or starts its turn there takes 15 fire damage (a creature can take this damage only once per turn). Make a secondary attack as an area burst 4 with the same origin square. Secondary Target: Each creature in the burst Secondary Attack: Intelligence vs. Fortitude Hit: You pull the target 2 squares toward the attack\'s origin square. Sustain Minor: The zone persists until the end of your next turn, and you repeat the secondary attack. Level: 20
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Wall of Force ~ A transparent barrier of force springs up where you command. ~ Daily ◆ Arcane, Conjuration, Force Standard Action Area wall 12 within 20 squares Effect: You conjure a solid, transparent wall of magical energy that lasts until the end of the encounter. The wall can be up to 6 squares high. The wall is blocking terrain. No creature, including a phasing creature, can enter a square of the wall. Attacks against the wall automatically hit. The wall has 200 hit points, and attacking any square deals damage to the entire wall. If it is reduced to 0 hit points, the wall shatters, dealing 3d10 force damage to each creature adjacent to it. Level: 22
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Prismatic Spray ~ A dazzling spray of multicolored light springs from your hands, enveloping your enemies. ~ 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): The target is slowed and takes ongoing 15 poison damage (save ends both). Hit (Reflex): 3d6 + Intelligence modifier fire damage, and ongoing 15 fire damage (save ends). Hit (Will): The target is stunned (save ends). Level: 25
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Orbmaster\'s Prismatic Sphere ~ Your orb swirls with a rainbow of colors that flash out and cloak your foes in a scintillating globe. ~ Daily ◆ Arcane, Evocation, Fire, Implement, Poison Standard Action Area burst 2 within 20 squares Attack: Intelligence vs. Fortitude, Reflex, Will Hit (Fortitude): 3d6 + Intelligence modifier poison damage, and ongoing 10 poison damage (save ends). Hit (Reflex): 3d6 + Intelligence modifier fire damage, and ongoing 10 fire damage (save ends). Hit (Will): The target is dazed (save ends). Special: You make one attack roll per target and compare that result against all three defenses. A target might be subject to any, all, or none of the consequences of a hit depending on how many of its defenses were hit. The target must roll a saving throw against each condition or instance of ongoing damage separately. Orb of Imposition: If you impose a penalty to saving throws against this power, the penalty applies to all targets instead of just one. Level: 25
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