編集する キャラクター一覧    D&D総合コミュニティ D&D4E キャラクターデータベース(安定版)表示フォーム
タグ
Insider_CB_Import
キャラクター名
D・S
属性
無属性
プレイヤー名
yoh
最終更新
2014/06/15 20:44
レベル
14
クラス
Wizard (Mage)
神格
 
伝説の道
Blood Mage
神話の運命
 
種族
Genasi
サイズ
中型
年齢
 
性別
 
身長
'" cm
体重
lb. kg
パーティ・所属
 
メモ欄
 

イニシアチブ

イニシアチブ 【敏】 レベルの
1/2
その他
9
1
7
1
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
26
17
9
 
 
 
 
状況ボーナス
 

移動速度

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

能力値

現在値 能力値 能力値
修正
修正値+
レベルの1/2
18
【筋】
【筋力】
+4
11
12
【耐】
【耐久力】
+1
8
頑健 10+
LV1/2
能力値 クラス 特技 強化 その他 その他
24
17
4
0
 
3
 
 
状況ボーナス
 

感覚

受動感覚   基本 SKILL
18
受動〈看破〉   10+
8
18
受動〈知覚〉   10+
8
特殊な感覚
 
13
【敏】
【敏捷力】
+1
8
24
【知】
【知力】
+7
14
反応 10+
LV1/2
盾/
能力値
クラス 特技 強化 その他 その他
30
17
7
0
3
3
 
 
状況ボーナス
 

基本近接攻撃

 
種別 命中計 能力 修正 LV1/2 習熟 特技 強化
なし
11
4
7
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
4
4
 
 
 
対象 追加効果・範囲など クリティカル
 
 
 
12
【判】
【判断力】
+1
8
9
【魅】
【魅力】
-1
6
意志 10+
LV1/2
能力値 クラス 特技 強化 その他 その他
23
17
1
2
 
3
 
 
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
74
37
18
7
hp現在値 回復力使用済み回数
37
 
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

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

種族特徴

Genasi


Flavor: Energy embodied, chaos and order united?a race of inherent flexibility, passion, and diversity
Size: Medium
Speed: 6 squares
Vision: Normal
Ability Scores: +2 Intelligence, +2 Constitution or +2 Strength
Languages: Common, Primordial
Elemental Origins:Your ancestors were native to the Elemental Chaos, so you are considered an elemental creature for the purpose of effects that relate to creature origin.

Elemental Manifestation:Choose one manifestation. That manifestation is part of your nature. Each manifestation offers particular benefits and provides an associated encounter power. Your appearance changes based on the element you are manifesting.

基本遠隔攻撃

 
種別 命中計 能力 修正 LV1/2 習熟 特技 強化
なし
11
4
7
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
4
4
 
 
 
対象 追加効果・範囲など クリティカル
 
 
 
 
攻撃(予備)
 
種別 命中計 能力 修正 LV1/2 習熟 特技 強化
なし
11
4
7
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
4
4
 
 
 
  追加効果・範囲など クリティカル
対象
 
 
 
技能
ボーナス 技能名   能力
+LV1/2
習得済
(+5)
防具
ペナ
その他
10
〈威圧〉 【魅】
6
 
なし
4
11
〈運動〉 【筋】
11
 
0
0
8
〈隠密〉 【敏】
8
 
0
0
9
〈軽業〉 【敏】
8
 
0
1
8
〈看破〉 【判】
8
 
なし
0
6
〈交渉〉 【魅】
6
 
なし
0
12
〈持久力〉 【耐】
8
 
0
4
6
〈事情通〉 【魅】
6
 
なし
0
15
〈自然〉 【判】
8
+5
なし
2
19
〈宗教〉 【知】
14
+5
なし
0
8
〈知覚〉 【判】
8
 
なし
0
13
〈地下探検〉 【判】
8
+5
なし
0
8
〈治療〉 【判】
8
 
なし
0
8
〈盗賊〉 【敏】
8
 
0
0
8
〈はったり〉 【魅】
6
 
なし
2
21
〈魔法学〉 【知】
14
+5
なし
2
19
〈歴史〉 【知】
14
+5
なし
0
クラス・伝説の道・神話の運命特徴
Wizard (Mage)

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

Blood Mage

Flavor: “My blood courses with arcane power, as you are about to see.”
Class Features:
Bolstering Blood
Blood Action

_DisplayPowers:
Soul Burn
Blood Pulse

You have learned to combine blood with arcane formulas to cast more powerful spells?your own blood. Your blood is your life, but it is also your source of power. Few wizards step upon this path to arcane mastery, because it is a path steeped in pain and soaked in blood. But you have embraced the way of blood and magic, and you have become more powerful because of it.




Primordial Adept:Vezzuvu\'s Eruption


Keeper of the Flame
Type: Society
Common Knowledge: For years you have tended a spark of the Flame Imperishable which burns as a beacon of hope within a shrine that still stands in a former Nerathi city. As one of its attendants, you are a member of an esoteric society known as the Keepers of the Flame who are well versed in secret lore. Are you a wizard in the custom of ancient Nerath, or perhaps a simple scholar keeping alive the living light of humanity\'s mightiest civilization? You recognize that you and your order possess the most powerful symbol of ancient Nerath, but to what end? Are your efforts futile, or will they illuminate the path to greatness?
Personal Quests: Protect your shrine from looters; deliver an ember of your fire to another city and raise a shrine in its honor; reclaim the Flame Imperishable from the gnolls.
Campaign: General
Associated Skills: Arcana, Religion
習得言語
Primordial.
Common.
命中・ダメージ
武器・パワー名 攻撃 対象 ダメージ
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
その他・修正・メモ
 
武器
 
【武器1】
 
命中計 能力 修正 LV1/2 習熟 特技 強化
11
4
7
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
4
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
11
4
7
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
4
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
11
4
7
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
4
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 強化 種族 クラス
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 強化 種族 クラス
0
 
 
 
 
 
 
防具ペナ 重量 レベル
 
 
 
 
背景、性格、特徴など
 
 
習熟、使用可能装具など
防具
Cloth.
武器
Dagger. Quarterstaff.
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.) 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
 
 
 
 
 
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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