約 2,836,509 件
https://w.atwiki.jp/prdj/pages/3652.html
《Apocalyptic Spell》 (呪文修正) Apocalyptic Spell 出典 Planar Adventures 22ページ Your spell becomes infused with the devastating horror personified by the Horsemen of the Apocalypse, temporarily transforming reality into a treacherous ruin. 利益:You can alter a spell with an area of effect and a duration of instantaneous to become an apocalyptic spell. When you cast the spell, the area affected by the spell’s instantaneous effect becomes ruined and devastated in appearance. All surfaces in the area are treated as difficult terrain, and Climb, Fly, and Swim checks attempted in the area take a penalty equal to the spell’s original spell level. The difficult terrain and skill penalties last for a number of rounds equal to the spell’s original spell level. An apocalyptic spell gains the evil descriptor. An apocalyptic spell uses a spell slot 1 level higher than the spell’s normal spell level. Spells with the good descriptor can’t be apocalyptic spells. 《呪文水棲化》 (呪文修正) Aquatic Spell 出典 Ultimate Wilderness 106ページ、Melee Tactics Toolbox 14ページ 呪文を水中でまたは水中へと発動するのは難しいことではない。 利益:水棲化呪文は通常水中で機能し、[火炎]の補足説明がある場合でも、発動するための術者レベル判定を必要としない。加えて、この呪文は水面から水中へと発動することができ、依然として有効である。《呪文水棲化》された呪文は、本来のレベルより1レベル高い呪文スロットを使用する。 《Authoritative Spell》 (呪文修正) Authoritative Spell 出典 Planar Adventures 25ページ Your magic holds all the intricacies of Axis’s idealized laws, enforcing their strictures upon your enemies. 利益:You can alter any spell that targets a single creature to become an authoritative spell. When you cast an authoritative spell, choose one of the following activities to prohibit move closer to you, move away from you, make a melee weapon attack, make a ranged weapon attack, cast an offensive spell, or cast a nonoffensive spell. A creature that is affected by the spell and fails its saving throw against that spell (if the spell allows a saving throw to resist) cannot perform any action of the selected type on its next turn. An authoritative spell gains the lawful descriptor, and the additional effect is a mind-affecting compulsion effect. An authoritative spell uses a spell slot 2 levels higher than the spell’s normal spell level. Spells with the chaotic descriptor can’t be authoritative spells. 《Benthic Spell》 (呪文修正) Benthic Spell 出典 Elemental Master's Handbook 14ページ Explorers in the depths of the Arcadian Ocean have learned that deadly pressure can be just as lethal as any flame. 利益:You can modify a spell that deals acid, cold, electricity, or fire damage to deal damage through high-pressure water instead. The spell gains the water descriptor, and you can either replace the spell’s normal damage with bludgeoning damage or split the spell’s damage so that half is bludgeoning and half is of its normal type. Creatures with damage reduction apply their damage reduction to bludgeoning damage from a benthic spell, but the spell counts as bludgeoning and magic for the purposes of bypassing damage reduction. A benthic spell uses up a spell slot one level higher than the spell’s actual level. 《Blissful Spell》 (呪文修正) Blissful Spell 出典 Planar Adventures 26ページ The absolute peace of Nirvana infuses your spells, giving pause to foes and granting boldness to allies. 利益:You can alter any spell that targets a single creature to become a blissful spell, although the exact effects of the metamagic vary depending on whether the spell is beneficial or offensive. A creature successfully hit by an offensive blissful spell (if the spell requires an attack roll) or that fails its saving throw against an offensive blissful spell takes a –2 penalty on attack rolls and weapon damage rolls for 1 round. A beneficial blissful spell instead grants affected creatures a +2 morale bonus on skill checks and saving throws for 1 round in addition to its normal effects. A blissful spell gains the good descriptor, and the additional effect is a mind-affecting compulsion effect. A blissful spell uses a spell slot 1 level higher than the spell’s normal spell level. Spells with the evil descriptor can’t be blissful spells. 《Brackish Spell》 (呪文修正) Brackish Spell 出典 Elemental Master's Handbook 15ページ You can conjure a seawater orb to protect yourself. 利益:This feat can be applied only to spells with the water descriptor. You can modify the spell to surround you with a thin sheath of brackish salt water in addition to the spell’s normal effect. You gain DR/piercing equal to the spell’s level for 1 round after you finish casting the spell. After this round, the water collapses into a briny puddle and the effect ends. A brackish spell does not use up a higher-level spell slot than the spell’s actual level. 《呪文活発化》 (呪文修正) Brisk Spell 出典 Magic Tactics Toolbox 5ページ 君の移動呪文は味方を普通より速くする。 前提条件:【敏捷力】13 利益:クリーチャーの移動種別を与える呪文は、通常その移動種別の移動速度を10フィート増加させる必要ないように変更することができる。《呪文活発化》された呪文は、本来のレベルより1レベル高い呪文スロットを使用する。 《呪文爆心地化》 (呪文修正) Centered Spell 出典 Legacy of the First World 23ページ 君は自身の周囲でで呪文を爆発させ、爆発の中心に自分自身の安全地帯を残すことができる。 前提条件:〈呪文学〉3ランク 利益:範囲効果と瞬時の持続時間を持つ呪文の範囲を自身を中心とし、呪文の効果から自身を除外することができる。使い魔(あれば)も効果から除外されるが、使い魔が君のマスにおり、少なくとも1段階サイズが君より小さい場合に限る。 《呪文爆心地化》された呪文は本来のレベルよりも高いレベルの呪文スロットを使用しない。 《Cherry Blossom Spell》 (呪文修正) Cherry Blossom Spell The Cherry Blossom Spell feat is available to PCs of any race. 出典 Wilderness Origins 10ページ You can infuse your spells with the ability to cripple your targets with old age or regress them to the folly of youth. 利益:When a living creature takes damage from the affected spell, that creature also takes 2 points of damage to Strength, Dexterity, and Constitution or 2 points of damage to Intelligence, Wisdom, and Charisma (your choice). If the spell does not normally allow a save, the target can attempt a Fortitude save to negate the effect. Ageless or immortal creatures are immune to this effect. This is a magical aging effect, but it does not alter the creature’s true age—it merely simulates the effects of old age on the flesh or the reversion to a more infantile mental age. A cherry blossom spell uses up a slot 3 levels higher than the spell’s actual level. Spells that don’t deal damage don’t benefit from this feat. 《Coaxing Spell》 (呪文修正) Coaxing Spell 出典 Dungeoneer's Handbook 10ページ Your charms and enchantments reach the minds of even the lowliest dungeon denizens. 前提条件:Spell Focus (enchantment), Knowledge (dungeoneering) 6 ranks. 利益:This feat only works with mind-affecting effects. A coaxing spell affects mindless oozes and vermin as if they weren’t mindless, but has no effect on other creature types. A coaxing spell uses a spell slot 2 levels higher than the spell’s actual level. 《呪文条件付与》 (呪文修正) Conditional Spell 出典 Healer's Handbook 8ページ 君はクリーチャーが君の呪文の利益をどのように使うことができるかについて制限を提供する方法を知っている。 利益:《呪文条件付与》はコンディショナル・フェイヴァー呪文で展開されているルール(Pathfinder RPG Ultimate Intrigue 206ページ)に従う。《呪文条件付与》された呪文は、本来のレベルより1レベル高い呪文スロットを使用する。 《Consecrate Spell》 (呪文修正) Consecrate Spell 出典 Blood of Angels 25ページ You infuse spells with heavenly power, drastically increasing their effectiveness against would-be heralds of evil. 前提条件:Aasimar, able to prepare or cast consecrate. 利益:A consecrated spell is treated as a maximized spell against evil creatures and creatures with the evil subtype. Against all other creatures, this feat does not modify the spell in any way (for example, a consecrated fireball acts as a normal fireball against neutral or good creatures). This feat does not stack with Maximize Spell. A consecrated spell uses up a spell slot two levels higher than the spell’s actual level. 《Contingent Spell》 (呪文修正) Contingent Spell 出典 Healer's Handbook 14ページ Ability to cast cure spells (a cure spell is any spell with “cure” in its name). 前提条件:Ability to cast cure spells (a cure spell is any spell with “cure” in its name). 利益:A contingent spell infuses a target with a dormant healing or restorative spell that can trigger when the target needs it the most. This metamagic feat can be applied to only cure spells; breath of life; or any harmless spell that can be used to remove ability score damage, ability score drain, or a negative condition or effect (including break enchantment, neutralize poison, and remove disease). When you cast a contingent spell, you must set a specific trigger that dictates under what circumstances the target is immediately subject to the spell’s effects (for instance, “When the target dies, breath of life takes effect”). The contingent spell’s effects can remain dormant within the target for up to 10 minutes per caster level you have. A creature can be infused with only one contingent spell at a time. A contingent spell uses up a spell slot 2 levels higher than the spell’s actual level. 《Crypt Spell》 (呪文修正) Crypt Spell 出典 Planar Adventures 26ページ You can infuse your magic with the unswayable power of the Boneyard, sending foes to face ineluctable judgment. 利益:You can enhance any spell that inflicts hit point damage to become a crypt spell. A creature that dies within 1 round of being damaged by a crypt spell is considered to have been killed by a death effect for the purpose of being returned to life. An undead creature damaged by a crypt spell gains the sickened condition for a number of rounds equal to the spell’s original spell level; this duration is halved if the undead creature succeeds at its saving throw against the spell. If the spell does not allow a save, the target can attempt a Will save to negate the sickened effect. A crypt spell gains the death descriptor. A crypt spell uses a spell slot 1 level higher than the spell’s normal spell level. 《Delayed Spell》 (呪文修正) Delayed Spell 出典 Pathfinder #116 Fangs of War 67ページ You can set a spell to trigger on a delay. 利益:A delayed spell can be activated as a standard action anytime within 1 minute per spell level of being cast. Only spells that target one or more squares or grid intersections can be affected by Delayed Spell, and the target (as well as any other variables determined at the time of casting) cannot be changed once the delayed spell is cast. You can have as many delayed spells as you wish at any given time, but only one spell can be triggered in a single standard action. Though a delayed spell does not manifest until it is triggered, it emits a magical aura as normal and can be identified with Knowledge (arcana) as a spell effect in place. A delayed spell uses up a spell slot 1 level higher than the spell’s actual level. 《Eclipsed Spell》 (呪文修正) Eclipsed Spell 出典 Blood of Shadows 25ページ You alter how your spells affect illumination. 利益:Only spells that create areas of light or darkness can be eclipsed spells. If the eclipsed spell creates an area that shines like a torch or raises the light level by one step, you can choose to have the spell lower the illumination level in the affected area by one step, functioning like darkness. If the eclipsed spell creates an area that shines like daylight or raises the light level by two steps, you can choose to have the spell lower the illumination level in the affected area by two steps and create an area of magical darkness, functioning like deeper darkness. If the eclipsed spell lowers the illumination level in the affected area by one step, you can choose to have the spell cause the affected area to glow with normal light, functioning like light. If the eclipsed spell lowers the illumination level in the affected area by two steps, you can choose to have the spell cause the affected area to shed bright light, functioning like daylight. An eclipsed spell does not use up a higher-level spell slot than the spell’s actual level. 《呪文激励化》 (呪文修正) Encouraging Spell 出典 Magic Tactics Toolbox 5ページ 君の閃きは仲間により大きな支援を与える。 前提条件:【魅力】13、〈交渉〉6ランク 利益:《呪文激励化》された呪文によって与えられる士気ボーナスは1増加される。《呪文激励化》された呪文は、本来のレベルより1レベル高い呪文スロットを使用する。 《Familiar Spell》 (呪文修正) Familiar Spell 出典 Animal Archive 18ページ You can imbue your familiar with a spell. 前提条件:Spellcaster with familiar class feature. 利益:You can transfer a prepared spell to your familiar, allowing the familiar to cast that spell at a later time. Variables that rely on caster level function according to your caster level, not your familiar’s Hit Dice, though your familiar’s Intelligence may influence how precisely it can follow your instructions on how to use these spells. Your familiar must be able to speak to cast spells with a verbal component (the ability to speak with its master or creatures of its kind is insufficient). Your familiar must be carrying any material or focus components necessary, unless the materials cost less than 1 gp and the spell is prepared with Eschew Materials. Attack rolls use your familiar’s ability scores. A familiar spell counts against the number of spells you may prepare for as long as your familiar retains the spell. Once your familiar casts a retained spell, you can prepare a new spell in that slot the next time you prepare spells. A familiar spell uses up a spell slot 3 levels higher than the spell’s actual level. Your familiar can store a number of spell levels (including this modifier) equal to your caster level, but no spell’s adjusted level can exceed half your caster level. 特殊:If you are a spontaneous caster, you must select a specific spell with which to imbue your familiar; you cannot imbue your familiar with an open spell slot. 《Jinxed Spell》 (呪文修正) Jinxed Spell 出典 Halflings of Golarion 27ページ You can make a creature that fails its spell save suffer your jinx as well. 前提条件:Any two metamagic feats, Halfling Jinx trait. 利益:Any creature that fails its saving throw against a jinxed spell also suffers the effects of your jinx. This feat has no effect on spells that do not allow a saving throw. If the spell affects an area or multiple creatures, you must select one creature to take the jinx, unless you have the Area Jinx feat; if you have the Area Jinx feat, choose a jinx burst area within the spell’s area or among its targets and apply the jinx to those in the burst that failed their save. A jinxed spell uses up a spell slot one level higher than the spell’s actual level. 《Latent Curse》 (呪文修正) Latent Curse 出典 Blood of the Coven 20ページ You can imbue curse magic into objects. 利益:You can alter a spell with the curse descriptor to target an object rather than a person. Your spell immediately targets the next creature to pick up, handle, or interact with the object as if that creature were the spell’s original target. The curse affects only the first creature to use the item, even if the curse originally affected multiple targets. An object invested with a latent curse detects as magical, with an aura appropriate for the spell’s original level and school. As with all cursed items, someone studying the object’s magic aura recognizes that it is cursed only if her Spellcraft check exceeds the target DC by 10 or more. So long as a latent curse remains active in an item, you cannot recover the spell slot used to cast that spell. A latent curse remains active in an item for 1 day per caster level, but you can dispel the latent curse whenever you recover your spells as a free action, rending the cursed object harmless and regaining the expended spell slot. A latent curse spell uses up a spell slot 1 level higher than the spell’s actual level. 《Murky Spell》 (呪文修正) Murky Spell 出典 Aquatic Adventures 58ページ You can call upon murky sediments in the water to transform a mist spell underwater. 利益:You can apply Murky Spell only to a mist or fog spell that normally doesn’t work underwater, such as cloudkill, fog cloud, mind fog, obscuring mist, or solid fog. When cast underwater, a murky spell clouds the water with sediments, producing roughly the same effects as the normal spell would above water except as follows. Due to the dilution, a murky spell has only one-tenth of the duration of a normal spell (generally 1 minute per level, though mind fog lasts 3 minutes), but this reduction doesn’t affect the duration of secondary effects like mind fog’s mental penalties. Abilities that see through mist and fog can’t see through a murky spell unless they also specifically see through murky water (like the mistsight universal monster rule). Instead of wind, currents can disperse a murky spell; any current with a speed of at least 10 feet disperses a murky spell in 1 round. A murky spell has no effect above the water. A murky spell uses up a slot the same spell level as the spell’s actual level. 《Scouting Summons》 (呪文修正) Scouting Summons 出典 Monster Summoner's Handbook 14ページ Your experiments with the connection between summoners and the creatures they summon have taught you to see through the eyes of a summoned creature for a short time. 前提条件:Spell Focus (conjuration), ability to cast magic jar. 利益:When casting a conjuration (summoning) spell that summons a single creature, you can possess the creature as per magic jar (but with no receptacle necessary). If the creature takes damage while you possess it, you must succeed at a concentration check (DC equal to the amount of damage taken) or be ejected from the creature immediately. If the creature takes enough damage to reduce it to 0 hit points or fewer, you are immediately ejected from the creature and take an amount of damage equal to double the level of the spell slot used to summon that creature. A scouting summons spell takes up a spell slot 2 levels higher than the spell’s actual level. 《Seeking Spell》 (呪文修正) Seeking Spell 出典 Ranged Tactics Toolbox 13ページ You can cast spells that bend around barriers to reach their intended destination. 利益:A seeking spell’s range can bend around obstacles to reach the intended target. You can define the route yourself or unambiguously identify a target and allow the spell to determine its own path. However, the spell fails if it would have to travel farther than its maximum range to reach the identified target. A ranged attack roll made to deliver a seeking spell is not subject to cover or concealment. In order to benefit from this feat, the selected spell must have a range greater than touch and target one or more creatures, or it must require the caster to make a ranged touch attack. A seeking spell uses up a spell slot 2 levels higher than the spell’s actual level. 《Shadow Grasp》 (呪文修正) Shadow Grasp 出典 Inner Sea Magic 15ページ Your darkness spells have substance and bind your foes. 前提条件:Tenebrous Spell, Umbral Spell. 利益:When you cast a spell with the darkness descriptor that affects an area, creatures in the area are entangled. If the spell allows a saving throw, a successful save negates the entangle effect. If the spell does not normally allow a save, a creature can make a Reflex save (DC = the spell’s DC if it had a saving throw) to negate the effect. If the spell allows spell resistance, failing to overcome a creature’s spell resistance means it is not entangled. An entangled creature remains so as long as it is in the area of the spell and for 1 round after it leaves. A creature that leaves and reenters the area must make a new saving throw to avoid becoming entangled. Creatures that succeed at a save to resist being entangled do not have to make additional saves if they stay within the darkened area. You are never impeded by the effects of your spells modified by this feat. A Shadow Grasp spell uses up a slot one level higher than the spell’s actual level. 《Snuffing Spell》 (呪文修正) Snuffing Spell 出典 Blood of Shadows 25ページ Your magic disrupts sources of light. 利益:You can modify a spell to extinguish magical and nonmagical light sources that the target has. The first time a creature takes damage from or fails a saving throw against a snuffing spell, any nonmagical light sources it has are immediately extinguished and you can attempt to dispel any active spells with the light descriptor that are affecting the target as if you had also cast the targeted version of dispel magic. Spells that do not target creatures can’t be snuffing spells. A snuffing spell uses up a spell slot 2 levels higher than the spell’s actual level. 《Solar Spell》 (呪文修正) Solar Spell 出典 Cohorts and Companions 15ページ Your spells erupt with the searing light of the sun, blinding or burning creatures of evil. 利益:Any spell you cast with the light descriptor is fortified with the cleansing energies of the sun. If the spell creates an area of light, all creatures are dazzled for as long as they remain within the spell’s area. Oozes, fungal creatures, creatures from the Shadow Plane, and undead must also succeed at a Will save (DC 10 + the spell level + your Wisdom or Charisma bonus) or take a –2 penalty on attack rolls, damage rolls, saving throws, skill checks, and ability checks for as long as they remain within the spell’s area. If the spell normally dazzles or blinds affected creatures with a duration other than instantaneous or permanent, the duration of that effect is increased by a number of rounds equal to the spell’s original level. Saving throws to remove the effect early still apply and can bypass this increase. If the spell deals more damage against oozes, fungal creatures, creatures from the Shadow Plane, or undead with a specific vulnerability to sunlight, the spell deals 1 additional point of damage per die against such creatures. A solar spell uses up a spell slot 1 level higher than the spell’s actual level. 《影呪文固体化》 (呪文修正) Solid Shadows 出典 Monster Summoner's Handbook 14ページ 君の影のような幻術はより強力である。 前提条件:《呪文熟練:幻術》 利益:グレーター・シャドウ・カンジュレーション、グレーター・シャドウ・エヴォケーション evocation、シャドウ・カンジュレーション、シャドウ・エヴォケーション(そして、GMの裁量で他の系統の呪文を模倣する[影]の補足説明を持つ同様の呪文)を発動するとき、その呪文は20%より現実的なものとなる。《影呪文固体化》された呪文は、本来のレベルより1レベル高い呪文スロットを使用する。 《Stable Spell》 (呪文修正) Stable Spell 出典 Wardens of the Reborn Forge 49ページ You can cast spells in areas of primal magic with less chance of triggering a primal magic event. 利益:In areas of primal magic, the chance of a stable spell triggering a primal magic event is reduced by 25%. In cases where a primal magic event would trigger despite the reduced chances, the caster of a stable spell receives a +2 bonus on the concentration check to avoid the primal magic event. A stable spell uses up a spell slot 1 level higher than the spell’s actual level. 《Steam Spell》 (呪文修正) Steam Spell 出典 Aquatic Adventures 59ページ You’ve built off of some of the closely-guarded secrets of the undine steamcasters, allowing you to use fire magic underwater easily. 利益:You can apply Steam Spell only to a spell with the fire descriptor. A steam spell works underwater without a caster level check, but it requires a caster level check to function above water. A steam spell uses up a slot the same spell level as the spell’s actual level. 《Stygian Spell》 (呪文修正) Stygian Spell 出典 Planar Adventures 32ページ Stygian spells forsake pure water for the memory-destroying tides of the River Styx. 利益:You can enhance any spell with the water descriptor that targets at least one creature to become a Stygian spell. Any creature successfully hit by a Stygian spell (if the spell requires an attack roll) or that fails its saving throw against a Stygian spell must succeed at a Will save (using the save DC of the original spell) or suffer the fugue lesser madness in addition to the spell’s normal effects. If the attack is a confirmed critical hit or the original saving throw result is a natural 1, the creature must instead succeed at a Will save (again using the same DC) or suffer the amnesia greater madness. Madness gained this way lasts indefinitely, but can be treated using the normal methods for curing madness. This is a mind-affecting effect, and creatures native to the River Styx are immune to it. A spell modified by this feat gains the evil descriptor. A Stygian spell uses a spell slot 2 levels higher than the spell’s normal spell level. Spells with the good descriptor can’t be Stygian spells. 《Stylized Magic》 (呪文修正) Stylized Magic 出典 Inner Sea Intrigue 16ページ When a spellcaster casts a spell modified by the Stylized SpellUI metamagic feat, she can reduce the DC of the Spellcraft or Knowledge (arcana) check to identify the spell by 5 to disguise the spell in one of the following ways. Apparent Descriptor A stylized spell can appear to have a descriptor it lacks or appear to lack a descriptor it truly has. Changing an apparent energy descriptor changes the superficial manifestation of the energy in the spell effect but does not change the type of damage the spell deals. If the energy damages any creatures or objects, an observer who succeeds at a DC 15 Knowledge (arcana) or Perception check as a move action can identify the actual type of damage dealt based on sensory clues. Apparent School A stylized spell can appear to be of a different school or subschool when studied with detect magic. Apparent Source of Magic A stylized spell can appear to be a different type of magic—arcane, divine, or psychic. The effect is convincing only if the spellcaster provides any necessary components (such as a divine focus when imitating divine spells), and the caster must have a number of ranks in the skill associated with that type of magic equal to the spell’s level. Knowledge (arcana) and Perform are associated with arcane magic, Knowledge (nature and religion) are associated with divine magic, and Bluff and Knowledge (arcana) are associated with psychic magic. A spellcaster can disguise his spell as psychic magic only if he can hide or remove the spell’s verbal and somatic components (if any), such as with Conceal Spell (Ultimate Intrigue 80), Secret Signs (Pathfinder Campaigner Setting The Inner Sea World Guide 288), Silent Spell, or Still Spell. Direction of Spell’s Effect A stylized spell effect that visibly originates from the caster (such as a ray, magic missile, or fireball bead) can instead appear to originate from another point within 30 feet of the caster. There must be clear lines of effect between each of the caster, the new origin point, and the destination. If the spell effect instead fills an area that originates from the caster (such as a line or cone), the effect can instead appear to originate from any point in that area. The new point of origin is entirely cosmetic, and it does not allow the spellcaster to ignore cover or other barriers. In addition, the deception can’t make it appear that another creature cast the spell. Imitate a Dissimilar Spell If a stylized spell appears to be of the same school and same source of magic, and to have the same descriptors as another spell because of other stylized spell modifications or changes from other sources (such as a class ability), the stylized spell can take on the superficial visual and auditory properties of the other spell. Suppress Audible or Visible Effects A stylized spell’s effects can be suppressed to the point where they are difficult to spot or hear. Such a spell’s audible and visual effects are largely transparent, quieter, smaller, or otherwise less obtrusive. A creature notices the suppressed effects only if it succeeds at a Perception check (DC = 10 + your number of ranks in Bluff or Spellcraft + the highest of your Intelligence, Wisdom or Charisma modifiers). If, at the GM’s discretion, a spell’s effects are intrinsically bound to its visual or auditory signature (such as sunburst, sound burst, and most spells with the language-dependent, light, or sonic descriptors), reduce the DC of the Perception by 10. 《呪文陰鬱化》 (呪文修正) Tenebrous Spell 出典 Inner Sea Magic 15ページ 呪文に影を混ぜ、光の影響を受けやすくすることで、呪文の効果を高める。 利益:暗闇または薄暗い光の中で陰鬱化呪文を発動すると、その呪文の有効術者レベルと関連するセーヴDCは1増加する。暗闇または薄暗い光の中で陰鬱化呪文を解呪しようとすると解呪判定に-2のペナルティを受ける。 明るい光の中で陰鬱化呪文を発動することは難しく、精神集中判定が必要である(DC 15+陰鬱化呪文の有効呪文レベルの2倍)。明るい光の場所で陰鬱化呪文を解呪する試みは、解呪判定に+4のボーナスを得る。 この特技は、[光]の補足説明を持つ呪文には使用できない。陰鬱化呪文は[闇]や[影]の補足説明を持つ呪文、または幻術(操影)の副系統の場合を除いて呪文の本来のレベルより1レベル高い呪文スロットを使用する。この特技は、その呪文の有効レベルを変更しない(ただし他のすべての目的で呪文修正特技を使用しているものとみなされる)。 《Threatening Illusion》 (呪文修正) Threatening Illusion 出典 Gnomes of Golarion 27ページ You’ve mastered the art of making illusions that force foes to divide their attention in combat. 前提条件:Spell Focus (illusion), Gnome. 利益:You can use this metamagic feat only on illusion (figment) spells. A threatening illusion spell causes one target to believe your illusion is a threat. Choose one 5-foot square within the area of your illusion; that square threatens the target as long as it is adjacent. Thus, if you or an ally is on the opposite side of the target, it is considered flanking. Normally the area must contain an illusory creature of Small or Medium size. However, you can select one square of a larger illusory creature to threaten the target. For example, an illusory Large ogre takes up four 5-foot squares; you select one square to be the source of the threat, and its other three squares do not threaten anyone. If the target has reason to believe there is an invisible creature in the vicinity, even an auditory illusion with no visual elements (such as ghost sound) is sufficient to convince the target that the selected square contains an actual threat. As long as you maintain the illusion, you can change the location of the threatening square as a swift action. When you threaten a target with this spell, the foe may make a Will save to disbelieve (DC 10 + threatening spell’s level + your spellcasting ability score modifier). If the target makes this save, the threatening effect of this feat no longer applies to it. A threatening illusion takes up a spell slot one level higher than normal. 《Toxic Magic》 (呪文修正) Toxic Magic 出典 Dirty Tactics Toolbox 9ページ You can infuse a spell with the power of a poison. 前提条件:Craft (poison) 5 ranks, ability to cast 2nd-level spells, poison use class feature. 利益:You can use 1 dose of contact, ingested, inhaled, or injury poison as an additional material component for a spell you cast. This spell gains the poison descriptor (Pathfinder RPG Ultimate Magic 138). Select a single creature affected by the spell. If that creature fails its saving throw against the spell, it must also attempt a saving throw against the poison used as a material component. If the target fails the save against the poison, the poison takes effect immediately, ignoring any onset time. The poison uses its save DC (rather than the save DC of the spell), but is modified by any effects that increase the spell’s DC (such as Spell Focus). This feat works only with spells whose effects can be negated by a successful Fortitude save. A toxic spell uses up a spell slot 1 level higher than the spell’s actual level. 《Trick Spell》 (呪文修正) Trick Spell 出典 Dirty Tactics Toolbox 17ページ The vengeful nature of your goddess flows through your magic, turning your enemies against themselves. 前提条件:Ability to cast 1st-level spells, chaotic neutral alignment, worshiper of Calistria. 利益:Only enchantment spells that affect a single target and can be negated with a successful Will save can be trick spells. If the target fails its Will save against a trick spell, in addition to the spell’s normal effects, the target also clumsily hinders itself. Immediately attempt a special combat maneuver check (1d20 + your caster level + your Charisma bonus) to perform a dirty trick combat maneuver against the target. Any feats you have that apply to dirty trick maneuvers (such as Greater Dirty TrickAPG) also apply to this check. A trick spell takes up a spell slot 1 level higher than the spell’s actual level. 《Tumultuous Spell》 (呪文修正) Tumultuous Spell 出典 Planar Adventures 33ページ You can pour the churning chaos of the Maelstrom into your magic, causing foes to scatter unpredictably, pushed apart in random directions as the unknowable whims of chaos itself, bringing with it strange and unexpected sounds and flashes of unnatural color. 利益:You can enhance any spell that targets a single creature to become a tumultuous spell. A creature hit by a tumultuous spell (if the spell requires an attack roll) or that fails its saving throw against a tumultuous spell immediately moves 1d4×5 feet in a random direction. This movement does not provoke attacks of opportunity. If this movement would force a creature into a solid object or another creature, the movement ends harmlessly just before impact. A tumultuous spell uses a spell slot 1 level higher than the spell’s normal spell level. Spells with the lawful descriptor can’t be tumultuous spells. 《Umbral Spell》 (呪文修正) Umbral Spell 出典 Inner Sea Magic 15ページ Targets of your darkness spells radiate darkness. 前提条件:Tenebrous Spell. 利益:An umbral spell gains the darkness descriptor. As long as the spell is in effect, the creature or object affected radiates darkness in a 10-foot radius, reducing illumination similar to the effects of the darkness spell. Nonmagical sources of light, such as torches or lanterns, do not increase the light level in this area. Magical light sources only increase the light level in an area affected by an umbral spell if they are of a higher level than the umbral spell’s unmodified spell level. This effect does not stack with itself or with any other effect that creates darkness. An umbral spell uses up a spell slot two levels higher than the spell’s actual level. You cannot use this feat on a spell with an instantaneous duration or a spell that does not target a creature or object. 《Ursurping Spell》 (呪文修正) Ursurping Spell 出典 Pathfinder #132 The Six-Legend Soul 73ページ Like Daronlyr the Overthrower, you lay such brazen claim to power that you force targets of your spells to act as though they were your allies. 利益:A creature that fails its saving throw against a usurping spell counts as your ally rather than your enemy for the purpose of flanking other creatures and cannot make attacks of opportunity against you. This effect lasts for the duration of the spell or for 1 round, whichever is longer. A usurping spell uses up a spell slot 1 level higher than the spell’s actual level. 《呪文広範化》 (呪文修正) Vast Spell 出典 Magic Tactics Toolbox 53ページ 君の呪文はより広い範囲の目標をカバーする。 前提条件:術者レベル3 利益:ヘイストなどお互い30フィートを超えては離れていないクリーチャーを目標とする呪文を変更できる。呪文で目標とする君とお互い離れている最大距離は60フィートに増加する。《呪文広範化》された呪文は、本来のレベルより1レベル高い呪文スロットを使用する。 《Verdan Spell》 (呪文修正) Verdan Spell 出典 Ultimate Wilderness 119ページ、Heroes of the Wild 26ページ Your magical connection to nature allows you to entice, fool, and misdirect plants and fungi as though they were people. 前提条件:Spell Focus (enchantment), Knowledge (nature) 6 ranks. 利益:A verdant spell affects plant creatures (even mindless plant creatures) as if they weren’t immune to mind-affecting effects, but it has no effect on other types of creatures. A verdant spell uses up a spell slot 2 levels higher than the spell’s actual level. This feat works only on mind-affecting spells. 通常:Creatures of the plant type are immune to mind-affecting effects. 《Yai-Mimic Spell》 (呪文修正) Yai-Mimic Spell 出典 Giant Hunter's Handbook 23ページ You have studied the magical nature of giant oni and can use your spells to imitate their esoteric features. 前提条件:【知力】15、Still Spell. 利益:You can modify a ray spell to issue from the center of your forehead, where the third eye would be on a yai. This spell doesn’t require somatic components. When the spell is cast, you gain regeneration 1 for a number of rounds equal to the original level of the spell. This regeneration can’t regrow lost body parts or reattach severed limbs. Fire or acid damage suppresses this regeneration for 1 round, which counts against the total duration of the regeneration effect. A yai-mimic spell uses up a spell slot 3 levels higher than the spell’s actual level.
https://w.atwiki.jp/medianmod/pages/80.html
THE SORCERESS The Median XL sorceress class employs devastating spells and powerful wards to protect her should she choose to fight in melee combat. THE SORCERESSBASE STATS SKILLS FIRE SKILLSFLAMEFRONT INNER FIRE FLAMESTRIKE PYROBLAST ILLUMINATION COLD SKILLSFROZEN SOUL SHATTER THE FLESH COLD FEAR ABYSS SUMMON ICE ELEMENTALS LIGHTNING SKILLSFORKED LIGHTNING STATIC ORB LIGHTNING WALL WARP ARMOR NOVA CHARGE POISON SKILLSDISEASED CATTLE VENOMOUS SPIRIT HEX CARPET OF SPIDERS HIVE MANA SKILLSMOONSTRIKE WICCANING ARCANE TORRENT MANA SWEEP STARFIRE UBER SKILLSTIME FIELD FULL FORCE BLADESTORM BONUS SKILLSARCANE FURY DISINTEGRATE 一言コメント BASE STATS Strength 10 Dexterity 25 Vitality 15 (65 life) Energy 35 (35 mana) 25 life, +15 mana per level Gains +2 life per point into vitality Gains +5 mana per point into energy SKILLS You can only learn two elements out of four (fire, cold, lightning, poison). FIRE SKILLS FLAMEFRONT The novice of the flame learns to summon the elemental energies and bombard the ranks of her enemies with explosive bolts of flame. Effect casts multiple exploding fireballs INNER FIRE The element of fire represents destruction, but also rebirth and renewal. By calling upon these aspects of the elemental flame, the initiate sorceress can rapidly mend her wounds. Effect heals self or target ally FLAMESTRIKE Like a cleansing forest fire, this raging pillar of flame eradicates the demonic taint from the area, allowing the corrupted Earth to heal and new life to sprout from the ashes. Effect calls down a blast of flame PYROBLAST The sister of the flame casts a massive globe of fire at her demonic enemies. When the globe bursts, nearby enemies are engulfed in her flames of vengeance. Effect fireball that sets flame to the area around impact ILLUMINATION The teachings of the flame emphasise balance and respect for all life, natural and supernatural. A sister of the flame easily masters other elements as well. Passive effect increases all spell and physical damage COLD SKILLS FROZEN SOUL It is much more efficient to convert mana into elemental energy than to actually shape and launch it. The clever initiate calls upon the winter spirits to aid her, even if it means giving up complete control. Effect casts a freezing bolt at a random enemy SHATTER THE FLESH Using this spell, the acolyte of Winter causes the frozen heart of a fallen fiend to shatter and explode in a blast of freezing ice. Effect detonates a corpse, freezing and damaging enemies COLD FEAR Conjuring up a chilling realisation of their own impending fate in the minds of those foolish enough to stand against her, the ice queen sends her enemies scattering in terror. Effect causes nearby enemies to flee ABYSS The adept of Winter summons a whirling maelstrom of freezing ice and wind. Those standing in the eye of the storm are spared while her fury rages around them. Effect surrounds target point with a spiral of frost SUMMON ICE ELEMENTALS A follower of the path of Winter never has to face evil alone, for the spirits of the Goddess accompany and guide those who listen to their silent whispers. Effect summons ice spirits with a freezing nova attack LIGHTNING SKILLS FORKED LIGHTNING Before formally commencing their studies, novices of the storm are sent to observe the monsoons and commune with the sky spirits until the magic comes naturally to them. Effect casts multiple snaking lightning bolts STATIC ORB The ball lightning, one of the most elusive and mysterious phenomena of nature, is at the command of the apprentice stormfury. Effect throw an orb that explodes into charged bolts LIGHTNING WALL The power of the Goddess protects her faithful in times of need. This wall of static arcs disintegrates when an enemy attempts to pass through, delivering a deadly shock. Effect wall of lightning that discharges when touched WARP ARMOR A magnetic field protects the adept stormfury by deflecting swords and claws and mysteriously causing arrows to deviate from their path. Passive effect increases defence rating and causes attacks to miss NOVA CHARGE This ritual establishes a strong electrical charge between the caster and the earth. The approach of an unprotected enemy triggers a cascade of electrical blasts. Effect periodically casts shock novas when enemies are nearby POISON SKILLS DISEASED CATTLE Created as an act of revenge against the witch-hunters, this spell infects cattle with a deadly plague. For combat purposes, it has been modified to summon the cattle, too. Effect summon multiple randomly placed cows that emit disease VENOMOUS SPIRIT Using a brew of magical plants, the witch enters a trance and sends out a fragment of her spirit to strike down an enemy at a distance. Effect slow moving death spirit of poison HEX The Threefold Law in practice. If the curse of an adept witch does not discourage her enemies from striking first, their assault will only empower her to strike back even harder. Curse effect hits by cursed monster increase your damage CARPET OF SPIDERS With a quick invocation, the adept witch unleashes a terrifying mass of crawling vermin with a lethal poisonous bite upon nearby enemies. Effect casts hundreds of spiders in all directions HIVE Those seeking to harm the witch queen are set upon by swarms of biting and stinging insects that mysteriously seem to appear out of thin air. Effect periodically creates poisonous swarms when approached MANA SKILLS MOONSTRIKE This mystical combat technique uses the spellblade s crystal weapon as a spell focus, creating a protective barrier that lasts as long as she remains on the front line. Effect melee attack that adds damage and increases life WICCANING The wiccaning ritual celebrates the free will and inner power of the pagan apprentice. The Goddess imbues each of her children with the potential to commit great good or great evil. Passive effect increases mana and maximum spell levels ARCANE TORRENT Many spellcasters fear losing their hold on the mystical force that powers their spells, but to the adept sorceress the void is a weapon in its own right. Effect energy wave that deals more damage when low on mana MANA SWEEP Magic users regenerate their powers by slowly absorbing mana from the environment. This spell greatly accelerates the process, causing a devastating pressure wave of energy that flattens nearby enemies. Effect steals mana and damages enemies based on mana lost STARFIRE This brilliant web of energy burns away the ambient mana, causing the arcane defences of an enemy to flicker and fade like the flame of a burned out candle. Effect randomly directed energy streams that lower resistances UBER SKILLS TIME FIELD Time magic is forbidden by the ruling mage clans, but the Zann Esu never worried too much about their condemnations in the face of annihilation. The time field slows down enemies to a relativistic crawl, making them easy prey. Effect slows movement and attack of enemies in the field FULL FORCE First shot, first hit, first kill. A spellcaster is doubly dangerous if she has had time to prepare for battle and is at the peak of her power. Passive effect increases spell damage when mana is full BLADESTORM The victim of the battlemage’s fury is assaulted with a legion of immaterial blades, all that remains of an ancient army of raiders that was destroyed at the walls of Zann Rok. Effect melee attack that unleashes homing magical swords BONUS SKILLS ARCANE FURY Hell hath no Fury like a woman scorned. This metamagic ability drastically speeds up spellcasting, movement and mana regeneration for a short period of time. Effect temporarily increases casting speed and mana regeneration DISINTEGRATE The ethereal plane is a place of powerful chaotic energy where the laws of nature do not apply. Where the ethereal and physical plane intersect, all physical matter is destroyed. Effect massively damaging blast of magic around caster 一言コメント 名前 コメント
https://w.atwiki.jp/eq2since2006/pages/325.html
【オーダー・オブ・アーケイン:Balespring Witchを倒せ】 ■クエスト発生者 Celinista Ryannalis(オーダー・オブ・アーケイン) ■内容 スチームフォント山脈でBalespring Witch(49Lv前後ハーピィ)を12体前後倒す。 ■報酬 5425 ステータスポイント ファクション:+150 Order of Arcane 名前 コメント
https://w.atwiki.jp/mtgflavortext/pages/1938.html
imageプラグインエラー ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (Spellbook.jpg) あの賢い女性は学んだことをすべて本に書き記したんです。ページがインクで真っ黒になると、白いインクでまた書き始めたんです。 ――銀のゴーレム、カーン "Everything the wise woman learned she wrote in a book, and when the pages were black with ink, she took white ink and began again." ――Karn, silver golem エクソダス 第9版 第10版 基本セット2010 imageプラグインエラー ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (Spellbook2.jpg) 知識は限度というものを知らない。 Knowledge knows no bounds. 第7版 imageプラグインエラー ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (Spellbook3.jpg) 知識には限りがない。 Knowledge knows no bounds. 第8版 【M TG Wiki】 名前
https://w.atwiki.jp/vocamylist/pages/625.html
https //www.nicovideo.jp/user/8595554 ランクイン回数 1 登場回 順位 曲名 マイリスト数 #23 25 I m under your spell 256
https://w.atwiki.jp/prdj/pages/3836.html
ルーンガード Runeguard 出典 Paths of the Righteous 22ページ The ancient traditions of Thassilonian magic became mired in the culture of sin due to the legacy of that land’s runelords, but taken in its purest form, Thassilonian magic is no more good than evil. Indeed, at Thassilon’s outset—before the runelords seized control—the original incarnations of these seven schools of magic were not associated with sins at all, but rather with the seven virtues of rule. This original lore is all but lost, but within the city-states of Varisia (particularly in Magnimar), a small order of spellcasters seeks to reclaim the knowledge of those empowering virtues. With the might of virtuous runes, they protect their homes from the lingering evil of Thassilon and look to the guidance of Soralyon, the Mystic Angel, to aid them in their quest. These spellcasters have also come to believe that a runelord’s return to power is practically an inevitable threat that must be prepared for and defended against. The role of a runeguard varies depending on the type of spellcasting he employs, but most tend to be more defensive rather than offensive. 前提条件 ルーンガードになるためには、キャラクターは以下の基準すべてを満たさなければならない。 属性:秩序にして善、中立にして善、混沌にして善 神格:Must worship Soralyon. 技能:Linguistics 5ランク、Spellcraft 5ランク。 特技:Scribe Scroll. 言語:Thassilonian. 呪文:3レベル呪文の発動能力 クラス技能 ルーンガードのクラス技能は、以下の通り:Appraise【知】、Heal【判】、Knowledge (all skills taken individually)【知】、Linguistics【知】、Spellcraft【知】、Use Magic Device【魅】。 レベル毎の技能ポイント:2+【知】修正値。 ヒットダイスの種類:d6。 クラスの特徴 レベル 基本攻撃ボーナス 頑健セーヴ 反応セーヴ 意志セーヴ 特殊 1日毎の呪文 1 +0 +0 +0 +1 Rune magic, virtuous rune — 2 +1 +1 +1 +1 Virtuous rune 既存の呪文発動クラスのレベルに+1 3 +1 +1 +1 +2 Rune focus +1 既存の呪文発動クラスのレベルに+1 4 +2 +1 +1 +2 Virtuous rune 既存の呪文発動クラスのレベルに+1 5 +2 +2 +2 +3 Virtuous rune 既存の呪文発動クラスのレベルに+1 6 +3 +2 +2 +3 Virtuous rune 既存の呪文発動クラスのレベルに+1 7 +3 +2 +2 +4 Rune focus +2 既存の呪文発動クラスのレベルに+1 8 +4 +3 +3 +4 Virtuous rune 既存の呪文発動クラスのレベルに+1 9 +4 +3 +3 +5 Virtuous rune 既存の呪文発動クラスのレベルに+1 10 +5 +3 +3 +5 Sihedron rune mastery 既存の呪文発動クラスのレベルに+1 以下のすべてがルーンガード上級クラスの特徴である。 Rune Magic/Rune Magic:A runeguard adds all spells with “glyph” or “symbol” in its name to his class spell list. Virtuous Rune(超常)/Virtuous Rune:At 1st level, a runeguard can master a secret method of using one of the seven runes of Thassilonian magic in a beneficial way to aid himself or others. He must choose one of the seven virtues when he gains this ability, but can choose another at 2nd, 4th, 5th, 6th, 8th, and 9th levels; by 9th level, he has mastered all seven of the secrets of virtuous runes. A runeguard can use any of the virtuous runes that he has mastered in any combination per day, but no more times per day than his runeguard level overall. Using a virtuous rune is a standard action (unless otherwise indicated in the text) and provokes an attack of opportunity. Charity/Charity:A runeguard can use the rune of charity to transfer a single abjuration spell he has prepared or knows (if he’s a spontaneous caster), along with the ability to cast it, to a willing creature by touch, as per imbue with spell ability, save that the recipient’s Hit Dice do not limit options. The level of the spell being transferred can’t exceed the runeguard’s level – 1 (and thus a 1st level runeguard can only transfer a 0-level spells in this way). Once the spell is transferred, that spell slot remains unavailable to the runeguard until the creature that gained the spell casts it, at which point the runeguard regains access to the spell slot the next time he rests and prepares his magic. Kindness/Kindness:When using the Heal skill to treat deadly wounds, the runeguard can call upon the rune of kindness to restore double the normal amount of hit points he otherwise would have healed by treating deadly wounds. He need not expend uses from a healer’s kit when treating deadly wounds in this manner, and using this rune does not count against the total number of times a creature can benefit from heaving deadly wounds treated in a day. Generosity/Generosity:When using the aid another action, the runeguard can draw upon the rune of generosity and expend a prepared spell or spell slot as an immediate action to grant an ally an insight bonus on attack rolls, on skill checks, or to Armor Class equal to the level of spell expended. The bonus persists for a number of rounds equal to the runeguard’s class level. Humility/Humility:When the runeguard gains the benefits of the aid another action from an ally, he can expend a prepared spell or a spell slot (for a spontaneous caster) as an immediate action to gain an insight bonus on attack rolls, on skill checks, or to Armor Class equal to the level of the spell expended. This bonus lasts for a number of rounds equal to the runeguard’s class level. Love/Love:By sacrificing a prepared spell or a spell slot (for a spontaneous caster), a runeguard can use the rune of love to form a close and powerful bond with a number of willing allies equal to the level of the spell or spell slot sacrificed. All allies to be affected must be within 30 feet at the time the rune is used. Until the next time the runeguard prepares spells (at which point he regains the sacrificed spell or spell slot), each ally can sense the general emotional state, health, and direction of any other ally bearing the rune (as per status), as long as they are on the same plane. If a spell slot of 5th level or higher is sacrificed, the link also grants a telepathic bond (as per the spell) that can’t be dispelled. A character with the rune of love active gains a +2 bonus on all saving throws against charm and compulsion effects. Temperance/Temperance:By invoking the rune of temperance, the runeguard becomes immune to the effects of negative energy for 1 round per runeguard level. The runeguard can use this ability as an immediate action to gain immunity to the effects of a single negative energy effect as that effect targets him, but doing so leaves the runeguard staggered on his next action. Zeal/Zeal:By invoking the rune of zeal as a swift action, the runeguard bolsters his spellcasting for 1 round. During this time, the runeguard gains a bonus on all concentration checks equal to his runeguard level, and he can enhance any spell he casts that round with the effects of any metamagic feat he knows, provided the metamagic feat only uses up a spell slot 1 level higher than the spell’s actual level. Rune Focus/Rune Focus:At 3rd level, the runeguard adds 1 to the DCs of saving throws against glyph or symbol spells (any spell with “glyph” or “symbol” in its name) and spells that are language dependent that he casts. This bonus stacks with the bonuses from the Spell Focus and Greater Spell Focus feats. At 7th level, the runeguard adds 2 to the DCs of saving throws against these spells that he casts. Sihedron Rune Mastery(超常)/Sihedron Rune Mastery:At 10th level, a runeguard can cast permanency as a spell-like ability once per day by drawing upon the power of the Sihedron rune. He must still provide the spell to be made permanent by other means, of course. Although a runeguard can use this ability once per day, he can only ever maintain a single spell effect, and upon using this ability, the previous permanent spell effect immediately ends.
https://w.atwiki.jp/ddrdp/pages/767.html
Dance Drill 12 STAGE 曲名 BPM NOTES / FRE LV 1st Fly away -mix del matador-(激) 130 363 / 4 13 2nd CaptivAte~誓い~(激) 160 419 / 16 13 3rd Unreal(激) 90-180 396 / 0 14 final MAX 300(激) 300 485 / 2 15 動画 http //www.nicovideo.jp/watch/sm12225940 解説 Unrealの渡り8分+同時・MAX300のラス滝が安定してるかどうかで決まる。 -- 名無しさん (2010-08-25 19 30 13) CaptivAteのラストもこのゲージでは何気にきつい。 -- 名無しさん (2010-08-25 21 59 16) 名前 コメント コメント Unrealでは死なないけどゴッソリ体力持ってかれて結局ヨロロで死んでしまう(´・ω・`) -- 名無しさん (2011-06-19 18 41 24) 名前 コメント
https://w.atwiki.jp/hmiku/pages/17541.html
【登録タグ CD CDD 全国配信 夏空PCD】 前作 本作 次作 - Dance party in hell - 夏空P こゆき 発売:2011年7月29日 価格:¥600 / 1曲¥150 流通:配信 レーベル:KarenT ジャケットイラスト:UuGA iTunes Storeで購入する CD紹介 夏空Pの配信EP。 V系楽曲の「Dance party in hell」と「ショットガン・ペインティング」の2作品を収録している。 KarenTレーベルの、がくっぽいど発売3周年記念企画で配信された作品の1つ。 曲目 Dance party in hell (feat. がくっぽいど 初音ミク) ショットガン・ペインティング (feat. がくっぽいど) Dance party in hell (inst.) ショットガン・ペインティング (inst.) リンク 作者サイト KarenT:「Dance party in hell」 KarenT:「がくっぽいど3周年記念祭」 コメント 名前 コメント
https://w.atwiki.jp/eq2frymemo/pages/20.html
Cast:1.5sec Recast:8.5sec Level Power 3 14 10 44 18 70 32 114 46 158 60 203 73 244 インスタントヒールその2。回復量はそこそこ(2000~3000程度)で、主力として使える。 Recastが思いのほか長いので、使うタイミングに注意。 微妙にRecastが長いのが腹立つ。肝心なときに使えないとかひどいことにならんようにする。
https://w.atwiki.jp/dominions4/pages/197.html
傷を素早く再生する強靭な人型生物Trollを5+体召喚します Contact Trolls 領域 使用 宝石 Conjuration Lv5 儀式/陸上限定 15 主属性 副属性 効果量 効果発生数 3 - - 2+1/Lv 射程距離 効果範囲 精度補正 疲労 - - - - 特殊 ゲーム内説明文 The caster contacts a few Trolls and persuades them to serve in exchange for the chance to eat a child or two. Trolls are robust humanoid creatures with stonelike skin. Trolls are known to regenerate wounds very quickly. 和訳 術者は少数のTrollに接触し、1、2人の子供を食べる機会と引き換えに服従するよう彼らを説得します。Trollは、石のような皮膚を持つ強靭な人型生物です。Trollは非常に早く傷を再生させることが知られています。 解説 山のトロールの召喚儀式。コストは高めだが、術者の実力が極端に高いとむしろ安価と言える程度になる。 Trollはサイズ3の人型生物。HPと防御力に優れており、さらに再生能力まで持っているという生まれながらの壁役。火に弱いという弱点は持つが、それ以外の攻撃にはよく耐えてくれる。 筋力も非常に高く、大棍棒による一撃は実に威力29。命中率は高くないが、重歩兵でも鎧の上から容赦なく叩き潰せる。暗視能力持ちでもあるので、洞窟などでの戦いも得意。 扱いやすい兵だが、火には本当に弱い。陣形によってはある程度耐えられるようにはなるが、火魔法お得意の範囲攻撃の嵐で攻め立てられるとろくなことにはならない。 HPもサイズからすれば十分すぎる高さだが、集中攻撃すれば1ラウンドで削りきれないこともない程度。騎兵など、一撃が重い相手には予想以上に被害を出すこともあるので油断は禁物。 コメント 名前 コメント