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. |
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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 |
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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. | |
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. | |
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. | |
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 | |
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 | |
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 | |
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 | |
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. | |
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. | |
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 | |
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 | |
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 | |
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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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 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 | |
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 | |
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. | |
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 | |
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 | |
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. | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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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