武器 |
|
【武器1】 |
|
命中計 |
能力 |
修正 |
LV1/2 |
習熟 |
特技 |
強化 |
他 |
11 |
筋 |
4 |
7 |
|
|
|
|
ダメージダイス |
ボーナス |
能力 |
修正 |
特技 |
強化 |
他 |
|
4 |
筋 |
4 |
|
|
|
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2】 |
|
命中計 |
能力 |
修正 |
LV1/2 |
習熟 |
特技 |
強化 |
他 |
11 |
筋 |
4 |
7 |
|
|
|
|
ダメージダイス |
ボーナス |
能力 |
修正 |
特技 |
強化 |
他 |
|
4 |
筋 |
4 |
|
|
|
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 |
他 |
11 |
筋 |
4 |
7 |
|
|
|
|
ダメージダイス |
ボーナス |
能力 |
修正 |
特技 |
強化 |
他 |
|
4 |
筋 |
4 |
|
|
|
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】 |
Cloth Armor (Basic Clothing) Shimmering Armor +2 |
AC計 |
鎧 |
強化 |
種族 |
クラス |
他 |
他 |
2 |
|
2 |
|
|
|
|
区分 |
修正能力 |
防具ペナ |
速度 |
重量 |
レベル |
軽装 |
敏/知 |
|
|
4 |
|
|
【盾】 |
|
AC計 |
盾 |
強化 |
種族 |
クラス |
他 |
他 |
0 |
|
|
|
|
|
|
防具ペナ |
重量 |
レベル |
|
|
|
|
習熟、使用可能装具など |
防具 |
Cloth. |
武器 |
Dagger. Quarterstaff. |
装具 |
Rod. Orb. Staff. Wand. |
|
貨幣・その他の財産 |
プラチナ貨(pp) |
金貨(gp) 17,000 gp |
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 |
14 |
47000 |
57000 |
|
魔法の装備・パワー |
【武器1】 |
| 重量 |
0 |
パワー |
|
|
|
【武器2】 |
| 重量 |
0 |
パワー |
|
|
|
【武器3】 |
| 重量 |
0 |
パワー |
|
|
|
【鎧】 |
Cloth Armor (Basic Clothing) Shimmering Armor +2 | 重量 |
4 |
パワー |
Property:You do not provoke opportunity attacks when you make ranged or area attacks. |
|
|
【盾】 |
| 重量 |
0 |
パワー |
|
|
|
【腕】 |
Flame Bracers (heroic tier) | 重量 |
0 |
パワー |
Property:When you score a critical hit, the target takes 1d6 extra fire damage.
Power:Power * Daily (Minor Action)
The next time you hit with an attack, the target takes 1d6 extra fire damage. |
|
|
【脚】 |
Acrobat Boots | 重量 |
0 |
パワー |
Property:You gain a +1 item bonus to Acrobatics checks.
Power:Power * At-Will (Minor Action)
You stand up from prone. |
|
|
【手】 |
Burning Gauntlets (heroic 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.
If you\'ve reached at least one milestone today before using this power, instead deal an extra 2 fire damage on successful attacks with the fire keyword until the end of the encounter. |
|
|
【頭】 |
Casque of Tactics (heroic tier) | 重量 |
0 |
パワー |
Property:Gain +1 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】 |
Periapt of Wound Closure +3 | 重量 |
0 |
パワー |
Property:You gain an item bonus to saving throws against untyped ongoing damage. The bonus equals the periapt\'s enhancement bonus.
Power:Utility Power (Healing) * Daily (No Action)
Trigger: An attack drops you below 1 hit point.
Effect: You spend a healing surge and regain additional hit points equal to your healing surge value. |
|
|
【指輪1】 |
Ring of the Crimson Sun | 重量 |
0 |
パワー |
Property:When you take fire damage from an attack, you gain temporary hit points equal to half the damage dealt by the attack.
Power:Power (Fire) * Daily (Immediate Interrupt)
Trigger: You are hit by a fire power.
Effect: Until the end of your next turn, any creature that enters a square within 3 squares of you or starts its turn there takes 10 fire damage.
If you have reached at least one milestone today, that creature also takes ongoing 5 fire damage (save ends). |
|
|
【指輪2】 |
| 重量 |
|
パワー |
|
|
|
【腰】 |
| 重量 |
|
パワー |
|
|
|
【装具】 |
| 重量 |
|
パワー |
|
|
|
【タトゥー】 |
| 重量 |
|
パワー |
|
|
|
【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.) |
数 |
重量計 |
| | | 0 |
| | | 0 |
| | | 0 |
| | | 0 |
| | | 0 |
| | | 0 |
| | | 0 |
| | | 0 |
| | | 0 |
| | | 0 |
| | | 0 |
| | | 0 |
| | | 0 |
| | | 0 |
| | | 0 |
| | | 0 |
| | | 0 |
| | | 0 |
| | | 0 |
| | | 0 |
記入済武器重量計 |
0 |
記入済防具重量計 |
4 |
総重量 |
4 |
|
特技 |
Wand Expertise:You gain a +1 feat bonus to implement attack rolls that you make with a wand. This bonus increases to +2 at 11th level and +3 at 21st level.
Also, you ignore partial cover and superior cover on implement attacks you make with a wand.
Elemental Empowerment:When you use a wizard power that has the acid, cold, fire, lightning, or thunder keyword, you add your Strength modifier to damage rolls.
Superior Implement Training (Cinder wand):You can use the Cinder wand superior implement.
Implement Focus (Wand):You gain a +1 feat bonus to the damage rolls of implement attacks you make with a Wand. This bonus increases to +2 at 11th level and +3 at 21st level.
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.
Resilient Focus:You gain a +2 feat bonus to saving throws.
Student of Divine Runes:You gain training in Religion.
Once per day, you can use the runepriest\'s rune of mending power.
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.
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). |
|
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. |
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 |
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 |
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|
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|
遭遇毎パワー |
Vezzuvu\'s Eruption
~ A small eruption knocks creatures down with rumbling tremors and sears them with hot ash. ~
Encounter ◆ Arcane, Elemental, Fire, Implement, Thunder, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Highest ability modifier vs. Reflex
Hit: 1d6 + highest ability modifier thunder damage, and the target falls prone.
Level 11: 2d6 + highest ability modifier thunder damage.
Level 21: 3d6 + highest ability modifier thunder damage.
Effect: The burst creates a zone of difficult terrain that lasts until the end of your next turn. Any creature that ends its turn in the zone takes 5 fire damage. | |
Firedeath
~ As all fires must burn out, so does each attack on you dwindle and die. ~
Encounter ◆ Arcane, Elemental, Fire, Implement, Thunder, Zone
Immediate Interrupt Personal
Trigger: You take damage
Effect: All damage dice rolled for the triggering attack are considered to have a result of 1. | |
Burning Hands
~ 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
~ 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 | |
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. | |
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. | |
Jump
~ You or another creature you choose can suddenly leap great distances. ~
Encounter ◆ Arcane
Move Action Ranged 10
Target: You or one creature
Effect: The target makes an Athletics check as a free action to jump with a +10 power bonus. The target can move as many squares as the check allows and is considered to have a running start.
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 | |
Cinderfall
~ A thousand motes of fire momentarily linger in the air in front of you before streaking toward a single foe. ~
Encounter ◆ Arcane, Evocation, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier fire damage.
Effect: You deal 5 fire damage to one target in the burst.
Level: 3 | |
Maze of Mirrors
~ You envelop your enemies in an illusory labyrinth of mirrors, which conceals the world around them. ~
Encounter ◆ Arcane, Illusion, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: The target is immobilized and takes a -4 penalty to attack rolls until the end of your next turn.
Miss: The target is slowed until the end of your next turn.
Level: 3 | |
Fire Burst
~ 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 | |
Charm of the Defender
~ You weave a skein of deceitful magic, tricking your foe to become a hero to its enemies. ~
Encounter ◆ Arcane, Charm, Enchantment, Implement
Standard Action Ranged 10
Target: One enemy
Attack: Intelligence vs. Will
Hit: You slide the target up to 3 squares, and it is immobilized until the end of your next turn. Also until the end of your next turn, when an enemy starts its turn adjacent to the target, the target makes a melee basic attack against that enemy as a free action. The target gains a power bonus to the attack roll and the damage roll equal to your implement\'s enhancement bonus.
Miss: You slide the target up to 3 squares.
Level: 7 | |
Blood Pulse
~ A mote of crimson plasma springs from your hand, streaks across the battlefield, and detonates amid your enemies, covering them in a blood-red shroud. ~
Encounter ◆ Arcane, Implement, Fire
Standard Action Area burst 3 within 20 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier damage. Until the end of your next turn, the target takes 5 damage for every square it moves willingly
Level: 11 | |
Frostburn
~ 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 Personal
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 | |
Flaming Sphere
~ You conjure a rolling ball of fire and control where it goes. ~
Daily ◆ Arcane, Conjuration, Evocation, Fire, Implement
Standard Action Ranged 10
Effect: You conjure a Medium flaming sphere in an unoccupied square within range. The sphere occupies its square, and it lasts until the end of your next turn. Any creature that starts its turn adjacent to the sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere up to 6 squares.
When the sphere appears, it immediately makes the following attack. While the sphere persists, you can use a standard action to command it to make the attack.
Target: One creature adjacent to the flaming sphere
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Sustain Minor: The sphere persists until the end of your next turn.
Level: 1 | |
Fireball
~ A globe of orange flame coalesces in your hand. You hurl it at your enemies, and it explodes on impact. ~
Daily ◆ Arcane, Evocation, Fire, Implement
Standard Action Area burst 3 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence modifier fire damage.
Miss: Half damage.
Level: 5 | |
Glitterdust
~ You call forth a flash of brilliant light that leaves golden dust on all nearby creatures. The dust sparkles with a supernatural luster. ~
Daily ◆ Arcane, Evocation, Implement, Radiant
Standard Action Area burst 1 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier radiant damage, and the target is blinded until the end of your next turn.
Effect: The target gains no benefit from concealment or invisibility, nor can it become hidden (save ends).
Level: 5 | |
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 | |
Fire Shield
~ You are swathed in rippling flames that turn away both fire and chill but scorch anyone who strikes you. ~
Daily ◆ Arcane, Fire
Minor Action Personal
Effect: You gain resist 10 cold and resist 10 fire until the end of the encounter. Whenever a creature makes a melee attack roll against you, it takes 2d6 + your Intelligence modifier fire damage. No creature can take this damage more than once per turn.
Level: 6 | |
Melf \'s Minute Meteors Secondary Power
~ Tiny balls of fire wink into existence around your head, awaiting your command to streak toward a foe and detonate. ~
Daily ◆ Arcane, Evocation, Fire, Implement
Minor Action Ranged 20
Requirement: The power Melf\'s Minute Meteors must be active in order to use this power.
Target: One enemy
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends). If the target is already taking ongoing fire damage, that damage increases by 5. One globe is expended. | |
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 | |
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 | |
Arcane Gate
~ You open a dimensional rift connecting two nearby locations. ~
Daily ◆ Arcane
Minor Action Ranged 20
Effect: You create a dimensional rift between two unoccupied squares in range. The rift lasts until the end of your next turn. Until the rift ends, the two squares are effectively adjacent to each other, but for movement only.
Sustain Minor: The rift persists until the end of your next turn.
Level: 10 | |
Rune of Mending
~ The healing rune flares with a cold blue fire as you trace it in the air. The rune then appears on your allies\' armor. ~
Daily ◆ Divine, Healing, Runic
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in the burst
Effect: The target can spend a healing surge.
Level 6: The target regains 1d6 additional hit points.
Level 11: The target regains 2d6 additional hit points.
Level 16: The target regains 3d6 additional hit points.
Level 21: The target regains 4d6 additional hit points.
Level 26: The target regains 5d6 additional hit points.
Rune of Destruction: You and each ally in the burst gain a +2 power bonus to damage rolls (+4 power bonus at 11th level and +6 power bonus at 21st level) until the end of your next turn.
Rune of Protection: You and each ally in the burst gain a +1 bonus to all defenses until the end of your next turn. | |
Soul Burn
~ You trade your recuperative ability for more arcane power. ~
Daily ◆ Arcane
Minor Action Personal
Effect: You spend a healing surge. Instead of regaining hit points, you regain the use of one encounter power you have already used during this encounter.
Level: 12 | |
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汎用パワー |
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儀式 |
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