約 2,836,475 件
https://w.atwiki.jp/dominions4/pages/332.html
敵1体から生命力を吸収し自身のダメージと疲労を回復します Drain Life 領域 使用 宝石 Alteration Lv5 戦闘/水陸両用 - 主属性 副属性 効果量 効果発生数 4 - 10+1/Lv - 射程距離 効果範囲 精度補正 疲労 25 - 100 10 特殊 無生物無効防御無視吸収攻撃 ゲーム内説明文 The caster drains life force from the target, adding it to his own health and endurance. 和訳 術者は標的から生命力を奪い、それを自身の持久力に加えます。 解説 正確かつ抵抗不能な攻撃を行いつつ自分を回復させる強力な単体攻撃魔法。必要条件は厳しいが、抵抗不能、防御無視、魔法属性のみという性質から、軽減・回避する手段がほぼ皆無という強みを持つ。 使い勝手の良さからすると疲労コストも低く、それも生命力吸収の効果で打ち消されるどころかむしろ回復する。単一の標的を嬲り殺しにするには最適と言えるだろう。 万能な魔法ではあるものの、Lifelessの敵には通用しない。とくに回復目当てで命令に織り込んでいる場合、そういった兵で対応されて吸い損ねると後に響く可能性がある。 また単体攻撃である以上、数で押されると対応しきれない。範囲攻撃の多くはAlterationではなくEvocation側に含まれているため、大物狩りのためにこれの解禁を急ぐ場合、研究力の配分を誤ると一般兵の処理に苦労しやすくなることに注意が必要。 コメント 名前 コメント
https://w.atwiki.jp/wiz-fo/pages/381.html
** The Lost Spell ** シナリオ紹介 冒険者ギルドから下される数々の依頼をこなして行くシナリオ。 ギルドの建物が迷宮のフロアを用いて作られており、情報収集や回復の泉などの施設を使えるようになる。 冒険者ギルドの中で受ける様々な依頼。転送装置で依頼先の国に赴く。一度見ておけば城から直接行くことができる。この依頼はいかにもどこかで見たような話だが、はたして真相は……? 魔法使い系、僧侶系の各呪文を調整。 盗賊・忍者もアイテムによって低いレベルの呪文を習得可能になっており、補助役として盗賊が活躍する。 上級職も呪文修得アイテムによって早い段階で高レベルの呪文を使用可能で、戦力格差を補っている。 呪文修得アイテムだけで習得可能な超高レベル用の呪文も設定され、「13レベル以上になったらやることは全部同じ」では無くなっている。 大量の金を使ってランダムに高級アイテムを得る宝箱イベントが用意されており、 「金の使い道が無い」「強力なアイテムがないと強敵に勝てないが、強力なアイテムは強敵を倒さないと手に入らない」 と言った状態を改善している。 製作者の攻略ブログ、プレイヤーからの感想のページも参照。 仕様 ×魔法効果AUTO ○日本語メッセージのみ ○誕生日シークレット ○二刀流攻撃 ×ゴミ捨て場イベント無し ×SP使用条件に装備必須(但し装備可能職のみ使用可) ○魔法ボーナスあり ○召喚モンスター引きつれ無し ○ドレイン後の脱出 ○テスト用セーブデータ設定 ○アイテムの魔法効果・SP表示 ○モンスターの弱点表示 ○アイテム入手イベントで商店の在庫を見る 就業条件:#1準拠(忍者のみALL15) 能力値上限設定:LvUp+10/SP+15/呪文+10 男女差:男性はST+1、IQ+1。女性はPI+1、VI+1。 《 ダンジョンの仕様 》 戦闘難易度:中 表ダンジョン(全部で3つ)3層(16×16)+3層(20×20)+6層(16×16)+α?クリアレベル目安:13~15レベル程度 EXダンジョン(回るフロアは全部で7層程度) 《 その他の仕様 》 ○酸ブレス/アイテム盗み/破壊無し ○忍者のAC低下が装備状態でも反映 ○アイテムの呪文使用時、装備必須 ○魔法効果:呪文抵抗は装備必須 ○装飾品アイテムの複数装備不可 ○呪文習得レベル・効果を一部変更 ○レビテイトの「先制されない」排除 ○マジックスクリーンのブレス変数:5 ○呪文の覚えやすさ:20 ○レベルアップに必要な経験値を変更 2レベルの必要数値を変更(全職業。盗賊700~忍者1050) 14レベル以降の必要数値を10%カット(エリートクラスのみ) ○罠の種類を変更(石弓の矢/毒針/スタナー/ガス爆弾/爆弾/女神の口づけ/げんこつ/警報/テレポーター/マジックドレイン/亡者の群れ) ○召喚モンスターを自動登録(一部のみ) ○地上に戻るとMP回復 ○ビショップ鑑定のレベル制限無し ○アイテムを見ると在庫数表示 ○最大攻撃回数を変更:戦侍君忍10/盗8/僧6/司4/魔2 《 転職アイテム 》 盗賊 → 忍者 戦士 → ロード 魔法使い → 僧侶 僧侶 → 魔法使い 他全職 → ビショップ 他全職 → 侍 基本職から上級職への転職アイテムは充実しており、訓練場での転職は必要無い。 呪文 変更点は赤字で記載。 盗賊と忍者が移動・探索関係の呪文を習得でき、それをきっかけに同レベルの呪文を習得して行く。 睡眠、沈黙、全体攻撃、呪文抵抗、敵全体のAC悪化+恐慌、HP回復、麻痺治療、毒治療、常駐呪文と多岐に渡ってパーティーの補助を行う、欠かせぬ存在となってくれる。 また、盗賊と忍者にしか覚えられない呪文が存在する。 盗賊は魔法使い系と僧侶系4レベルまで、忍者はそれに加えて魔法使い系5レベルと7レベルの呪文を使えるようになる。 魔法使い系呪文の習得アイテムは中立と悪用、僧侶系呪文の習得アイテムは善と中立用になっているので、中立が明らかに有利。 シナリオ進行上、盗賊か忍者が魔法使い系呪文4レベルの呪文を習得するのが必須になるので、性格は中立か悪が良い。 序盤のNPCが「中立になる」スペシャルパワーのアイテムを売っているので、性格の変更は容易。また、善や悪にするアイテムもあるので、中立にしたら一生そのままでは無い。 魔法使いと僧侶は、司教では習得できない強力な呪文がある。 「13レベルになったら司教へ転職」では無く、強力な専用呪文を覚えてからにした方が良い。 司教は専用呪文は無いが、ランダムで呪文を習得するアイテムがあり、これを使えば司教が全ての呪文を覚えることが可能。 物凄い試行回数が必要になるが、成功すれば労力に見合った戦力になってくれる。 魔法使い系呪文 1レベル デュマピック 現在位置を表示 盗賊・忍者が習得可能。 カティノ 敵1グループを眠らせる ハリト 敵1匹に1d8(1-8)の雷属性ダメージ モグレフ 術者のACを-2 2レベル ディルト 敵1グループのACを+2 ソピック 術者のACを-4 メリト 敵1グループに1d8(1-8)の炎属性ダメージ ポンチ 味方1人の攻撃回数を増やし、ACを1下げる デスト ロックドアを開ける 盗賊・忍者のみ。効力は非常に強く、ほぼ一発で開けてくれる。 3レベル マハリト 敵1グループに4d6(4-24)の炎属性ダメージ モリト 敵全体に3d6(3-18)の雷属性ダメージ コルツ パーティーの呪文抵抗率を高める モーリス 敵1グループのACを+2 恐慌効果を与える ディアフィック シークレットドアを発見する確率を高める 長時間持続 盗賊・忍者のみ。 4レベル ツザリク 敵1匹に20d3(20-60)の雷属性ダメージ ラハリト 敵1グループに6d6(6-36)の炎属性ダメージ ダルト 敵1グループに6d6(6-36)の氷属性ダメージ マモーリス 敵全体のACを+2 恐慌効果を与える AC悪化効果が弱体化し、強敵相手に連打する戦術がやりにくくなった。 リトフェイト 落とし穴や水流の上を移動できる 長時間持続 先制無効効果は無い 盗賊・忍者のみ。シナリオ進行上必須となる。 5レベル マカニト 敵全体のうち、7レベル以下の者を即死 不死系には効かない マダルト 敵1グループに8d8(8-64)の氷属性ダメージ バコルツ 敵1グループの呪文を失敗しやすくする ソコルディ モンスターを召喚する。引き連れは無し ラザリク 敵1匹に10d48(10-480)の雷属性ダメージ レベルアップで習得しない 高位攻撃呪文のひとつ。習得にはアイテムが必要。魔法使いと司教の他、忍者も習得可能。 6レベル ラカニト 敵1グループを即死させる ジルワン 敵アンデッド1グループに大ダメージを与える 必ず効くとは限らない マモグレフ 味方1人のACを10下げる マゾピックから変更。#5に登場した呪文。 ロカラ 敵全員を即死させる 浮遊能力を持つ敵には効かない ラダルト 敵1グループに12d25(12-300)の氷属性ダメージ レベルアップで習得しない 高位攻撃呪文のひとつ。習得にはアイテムが必要。 7レベル ティルトウェイト 敵全体に30d5(30-150)の魔属性ダメージ 「これ一択」「全てを超越した最強攻撃呪文」では無くなったが、やはり安定した高性能の攻撃呪文。高位攻撃呪文の習得はこれより後になるので、最強の呪文として君臨する時期は存在する。 マウジウツ 敵全員に状態異常 マハマン 奇跡的な効果を得る 使用すると1レベルを失う 13レベル以上必要 マロール パーティーをテレポートする。行った事の無い場所には行けない 魔法使いと司教の他、忍者も習得可能。 アブリエル モンスターを召喚する/敵全体に15d30(15-450)の魔属性ダメージ 状態異常は発生しない使用しても忘れない レベルアップで習得しない 魔法使い専用。ティルトウェイトを上回る全体攻撃呪文として常用できる。 僧侶系呪文 1レベル ディオス 味方1人のHPを1d8(1-8)回復 盗賊・忍者が習得可能。 バディオス 敵1匹に1d8(1-8)の聖属性ダメージ ミルワ 迷宮を照らす ポーフィック 術者のACを-4 カルキ 味方全員のACを-1 2レベル カルフォ 宝箱の罠を識別 盗賊・忍者が習得可能。 カツ 敵1グループを眠らせる モンティノ 敵1グループの呪文を封じる マツ 味方全員のACを-2 カンディ キャラクター1人の位置を表示 3レベル ディアル 味方1人のHPを3d8(3-24)回復 バディアル 敵1匹に3d8(3-24)の聖属性ダメージ ディアルコ 味方1人の恐慌・睡眠・麻痺を治療 盗賊・忍者が習得可能。 ロミルワ 迷宮を照らす 長時間持続 バリコ 敵1グループに6d3(6-18)の風属性ダメージ 4レベル ラツマピック 敵を確実に識別する 長時間持続 リトカン 敵1グループに4d8(4-32)の炎属性ダメージ バマツ 味方全員のACを-3 マポーフィック 味方全員のACを-2 長時間持続 ラツモフィス 味方1人の毒を治療 盗賊・忍者が習得可能。 5レベル ディアルマ 味方1人のHPを6d8(6-48)回復 バディアルマ 敵1匹に6d8(6-48)の聖属性ダメージ ディ 味方1人の死亡を治療 バディ 敵1匹を即死させる バモルディ モンスターを召喚する。引き連れは無し 6レベル マディ 味方1人の毒・恐慌・睡眠・麻痺・石化を治療しHPを全快 ラバディ 敵1匹のHPを激減させ、術者のHPを回復する ロルト 敵1グループに8d6(8-48)の風属性ダメージ ロクトフェイト パーティーが城に帰還する キャンプ時は呪文を忘れる 戦闘時は全財産を失う(「遺品を保護」のアイテムがあれば無事) カカメン 敵1グループに9d30(9-270)の炎属性ダメージ レベルアップで習得しない 高位攻撃呪文のひとつ。習得にはアイテムが必要。 7レベル マリクト 敵全員に24d3(24-72)の聖属性ダメージ 聖属性ダメージ上昇の効果が大きく反映されるようになり、強力。 カドルト 味方1人の死亡・灰を治療しHPを全快 バカディ 敵全員を即死させる イハロン 能力値上昇と年齢低下、限界に達したらランダムに性別を変化させる HP上昇は無い 使用すると呪文を忘れる マバリコ 敵全員に8d20(8-160)の風属性ダメージ レベルアップで習得しない 高位攻撃呪文のひとつ。習得にはアイテムが必要。 マディアル 味方全員のHPを30d30(30-900)回復 レベルアップで習得しない 僧侶専用。常に50%以上回復する効果は消えた。
https://w.atwiki.jp/peckoltia/pages/2.html
メニュー トップページ 日本時間 : 太平洋時間 ( SOE ) メニュー CoEレイドDROPリスト Altar of Abhorrence Harrow s End Sleeper s Tomb Unearthed TIPS ACT Plugin - Detriment Call Macroを使ってみよう EverQuestⅡをXbox 360 Controller for WindowsでPlayしてみよう リンク EverQuest II 厳選リンク集 MEMO 装備MEMO - P 装備MEMO - A このメニューを編集 -
https://w.atwiki.jp/eq2frymemo/pages/85.html
Guk最難関インスタンス いってきたけどやばい 入口~第一の門 入口からエンカウンターの嵐。単体MOBは極少数。 大体1エンカウンターには5匹。AgrroしたりするとえらいことになるのでPull注意。 第一の門は門前にいるトロルを2匹倒すとリングイベント。 正確な数は必死で覚えてないけど6~7匹くらいが一斉に襲いかかってくる。 敵レベルは確か83ヒロイック△△。タゲとったらメイジとか瞬殺されるレベル。 また、メレー範囲にKB付AEを持っている為、TANKは壁を背に。 大体の流れは以下の通り。 1.門番倒してリングイベント開始 2.門前の広間周辺に6~7匹ほどのエンカウンターがPOP 3.Grp内の誰かが門前広場中央にテレポートし、速効タゲられる 4.どうにかこうにかエンカウンターを処理 5.2~4を5回繰り返すとリングイベント終了、NamedがPOP 強制テレポートされるけど、速効タゲ取り&CCで処理できる。 なお、リングイベントには制限時間あり。1回全滅したくらいだったら間に合う。 DPSそれなりにないと厳しいが。 Trogoldon Greck 第一の門Named。弱い。雑魚。 第二の門 門くぐって雑魚MOB掃討しつつ、左右の坂どちらからか上へ。 上には2Grpの85ヒロイックのエンカウンターがいる。 奥にいる4匹エンカウンターのトロルをぶっ倒すとリングイベント発生。 基本的には第一の門と変わらないが、総数が10匹ほどに増えている。 また、部屋の周囲にPOPしていた第一の門と違い、左右の坂からMOBが駆け上がってくるので、ヘイトを稼ぐ意味ではこっちがやりやすい。 ぶっちゃけ、第一の門をクリアできたのであれば、ここもいけるはず。ENCさんがいるならCCしてもらったほうがより安定する。 もちろんメレー範囲のKB付AE持ち。坂の下に落とされないよう注意。 なお、左右奥の壁際まで下がるとAgrroしないけど、ここも制限時間がある。 小細工して制限時間が終わるのもあれなんで、ふつーにやることをお勧めする。 Mrogold Minosk また雑魚。AEそこそこ痛いからヒーラーとメイジは避難しとく。 Gruuper Groo 第二の門クリアしたら下に降りて、左右の扉奥にいるNamedをやるわけだが、順番的には左が先。 奥に炉があってその前にカエル。このカエルさんは結構凶悪。 一定間隔でDmg12000程度のAEを放ってくる。 しかもSpellTimer使おうにも30~70secと間隔が安定しない。 が、実はTANK部屋中央、その他部屋入り口(ヒールが届く20mぎりぎり)にいるとAE食らわなかったりする。 あとは撲殺。 Lunchmeat 正確にはもう一匹のNamedとペア。名前失念。 倒す順番はカエル>牛模様のトカゲ(Lunchmeat)。 大前提として、Gruuper Grooがいた部屋の炉から取れるアイテムを使用しないとダメ。 更に言えば。アイテムを使用した後、Grp内の2名にアーケインのDebuffがつく。 このDebuffがついたメンバーのみ、攻撃が行える寸法。 アイテムそれ自体は何度でも取れるが、Grp内の1名のみ。 持続時間は25~30sec程度である故、DPS足りないなら誰か追加して取ってこないといけない。 ちなみに自分以外のGrp内誰かがアーケインDebuffをもらっている時、インフュージョンだけは攻撃できるようだ。 正直びっくりした。 第二の門~BOSS部屋 門前にいるカエルに話かけること。 でないとなんかダメらしい。よくわからん。 なお、ここの雑魚からKB付AEを使うようになる。 Zraxth またトロル。 炉のアイテムないとダメージが入らないのはさっきと一緒。 本体からのAEはないけど、メレー範囲でフィアーがある。 TANK、及びメレー陣には張り付いたら歩きにしておいたほうがいいかも。 なお、このフィアーはCure不可能。 また、アイテム使用で今度はノキシャスのDebuffがつく。Grp内1~3名だったような。 ノキシャスついた人だけ攻撃可能。 アーケインはDoTなので治癒OK。 BOSSのHPが60、50、40、30になると、部屋の四隅にある巨像がアクティブになって襲いかかってくる。 また、その瞬間に部屋全体範囲の大ダメージ。どうも属性は物理っぽい。 10000ダメージ近くくる。超いたい。 処理は当然ADD。ADDはアイテムとか関係無しにダメージ入る。 さっさと処理する。 BOSSにダメージあたえちゃって30%になったりすると、またAE+ADDでとんでもないことになるので注意。
https://w.atwiki.jp/snowdrops/pages/25.html
2011-05-20 15 03 48 (Fri)更新 ファクション別・販売赤アドーン。 フィナの隠れ家、スノーファングノール、サーガディン、リゴア。 参考:http //eq2wire.com/2011/02/18/destiny-of-velious-basic-red-adornments-by-faction/ 注)リゴア1番 イージス=アイギス(パッチによって訳が変わりました) Fina スノーファングノール サーガディン リゴア 頭 肩 胴 前腕 手 脚 足 メイン武器・サブ武器・遠隔・チャーム フィナ 1. グレーター・スタウト1 ● 全クラス 2. グレーター・ディスコンボビュレート1 ● 全クラス 3. グレーター・フォーカスト・デストラクション1 ● 全クラス 4. グレーター・メンディング1 ● プリースト 5. クリティカル発生率 ● ● ● ● ● ● ● 全クラス 6. ブロック発生率 ● 全クラス 7. 命中力 ● 全クラス 8. 呪文ダブルアタック ● 全クラス 頭 肩 胴 前腕 手 脚 足 メイン・サブ・遠隔・チャーム ノール 1. グレーター・アンカニー・インサイト1 ● 全クラス 2. グレーター・オラクル1 ● 全クラス 3. グレーター・ソーサラーズ・ボア1 ● 全クラス 4. グレーター・パーペチュアル・フロー1 ● 全クラス 5. スウィーピング・スウィング ● ● ● 全クラス 6. Critボーナス ● ● ● 全クラス 7. マルチアタック ● ● ● ● ● ● ● 全クラス 8. 反撃 ● ● ● ● ● ● ● 全クラス 頭 肩 胴 前腕 手 脚 足 メイン・サブ・遠隔・チャーム サーガディン 1. ウェイニング・マイト1 ● 全クラス 2. グレーター・セレブラル・デストラクション1 ● 全クラス 3. グレーター・パナーシア1 ● プリースト 4. グレーター・ベリウム・フレイム1 ● 全クラス 5. グレーター・マグニチュード1 ● 全クラス 6. ポテンシー ● ● ● 全クラス 7. アーマー ● 全クラス 8. クリティカル軽減力 ● ● ● ● ● ● ● 全クラス 9. フラーリィ攻撃 ● 全クラス 10. ヘイト低減 ● ● ● ● ● ● ● 全クラス 11. 再使用速度 ● ● 全クラス 12. 反撃ダメージ ● ● ● ● ● ● ● 全クラス 13. 獲得ヘイト ● ● ● ● ● ● ● 全クラス 14. 矢/弾保存 ● ● ● ● ● ● ● 全クラス 15. 詠唱速度 ● ● ● ● ● ● ● 全クラス 頭 肩 胴 前腕 手 脚 足 メイン・サブ・遠隔・チャーム リゴア 1. グレーター・イージス1 ● プリースト 2. グレーター・オーバーベアリング・オンスロート1 ● 全クラス 3. グレーター・コージェント1 ● 全クラス 4. グレーター・サイクリカル・バタリング1 ● 全クラス 5. グレーター・ファンタズマル・サイフォン1 ● 全クラス 6. グレーター・リニューイング・ブルワーク1 ● ファイター 7. グレーター・リバンジャント・クラウド1 ● 全クラス 8. グレーター・レストレイティブ・カウンター1 ● プリースト 9. グレーター・レゾルート・ディフェンス1 ● ファイター スカウト 10. デストラクション ● ● ● 全クラス 11. パワー ● ● ● 全クラス 頭 肩 胴 前腕 手 脚 足 メイン・サブ・遠隔・チャーム 12. エフィシェンシー ● ● 全クラス 13. エフェクティブネス ● ● ● 全クラス 14. リジリエンス ● ● ● 全クラス 15. ぎざぎざのルーン:(アーキ別アド) ● ● ● アーキ別 16. ぎざぎざのルーン:(アーキ別アド) ● ● ● アーキ別 17. こだまするルーン:(アーキ別アド) ● ● アーキ別 18. こだまするルーン:(アーキ別アド) ● ● アーキ別 19. 共振するルーン (アーキ別アド) ● ● アーキ別 20. 剛体のルーン:(アーキ別アド) ● ● ● アーキ別 21. 剛体のルーン:(アーキ別アド) ● ● ● アーキ別 22. ヴェンジャンス ● ● ● 全クラス 23. 貫通 ● 全クラス 24. 共振するルーン (アーキ別アド) ● ● アーキ別 2011-05-20 15 03 48 (Fri)更新 これより下は広告です
https://w.atwiki.jp/ddr_dp/pages/1030.html
Dance Drill 10 STAGE 曲名 BPM NOTES / FRE LV 1st PARANOiA ~HADES~(激) 75-300 518 / 1 17 2nd Pluto Relinquish(鬼) 100-800 531 / 3 18 3rd Healing-D-Vision(鬼) 180-360 517 / 2 18 final Trigger(鬼) 100-400 538 / 39 18 解説 最後のダンスドリルは最高難易度の詰め合わせとなっている。二曲目のプリンは800地帯はノーツが無いため、実質最大BPMは400。 -- 名無しさん (2009-09-21 00 31 24) 一見Pluto Relinquish(激)超えたらウィニングランに見えるがHealing-D-Vision(鬼)の序盤でしっかり休憩しないとTrigger(鬼)の振り回しについていく体力が残っていない事がある。 -- 名無しさん (2009-11-17 01 00 53) 一応はバー無しで抜けられるらしい -- 名無しさん (2010-08-05 20 14 26) 名前 コメント コメント(私的なことや感想はこちら) 鬼ハデスや鬼プリン不在。どう考えても皆伝用です。本当にありがとうございました。 -- 名無しさん (2010-01-04 01 08 25) 2曲目のプリン鬼だぞ -- 名無しさん (2010-04-16 17 24 16) プリンを鬼に修正 -- 名無しさん (2010-06-30 06 57 33) 名前 コメント
https://w.atwiki.jp/japanesehiphop/pages/3735.html
Format Title Artist Label Model Number Release Press 7 PELNOD CAMPANELLA CAMPANELLA DDKB-91008 2017/02/01 - #ref error :画像を取得できませんでした。しばらく時間を置いてから再度お試しください。 Side Track Title Produce A 1 PELNOD feat.中納良恵 JJJ B 2 PALO SANTO SHOBBIECONZ PERTAIN MP3 PELNOD feat. 中納良恵
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メイガスの秘奥 Magus Arcana 水棲のごとき俊敏さ(超常)/Aquatic Agility 出典 Blood of the Moon 21ページ:即行アクションとしてメイガスは自らの秘術集積から1ポイントを費やすことでレベル毎に1ラウンドの間ウォーター・ブリージングの利益を得ることができる。この間、メイガスは彼の攻撃と移動への荒れた水面と水中の効果を無視する。このメイガスの秘奥を選択するとき少なくとも6レベルでなければならない。 秘術の胴元(超常)/Arcane Dealer 出典 The Harrow Handbook 24ページ:メイガスは必要条件を満たしていないとしても《Deadly Dealer》の特技を得る。彼は54枚の弾薬のある遠隔武器であるかのように彼はdeck of cardsに強化ボーナスを得るために秘術集積を使用することができる。メイガスは武器としてdeck of cardsを強化するために《秘術の打撃》あるいは秘術集積のプールを使用しなければならない。このメイガスの秘奥を選択するとき少なくとも6レベルでなければならない。 秘術の嗅覚(変則)/Arcane Dealer 出典 Blood of the Moon 21ページ:メイガスは他の術者を嗅ぎ分けることができる。メイガスは秘術集積から1ポイントを費やすことで、メイガス・レベル毎に1時間鋭敏嗅覚の特殊能力を得る。この鋭敏嗅覚は呪文を発動するか擬似呪文能力を使うことのできるクリーチャーのみを検知することができる。加えて、この効果が持続している間、メイガスは検知したクリーチャーが発動できる最も高いレベルの呪文を決定するめために移動アクションとして〈呪文学〉判定を試みることができる(DC=10+クリーチャーの術者レベル)。メイガスは24時間にクリーチャーに対して1回のみこの〈呪文学〉判定を試みることができる。 呪文書の虫(超常)/Book-Bound 出典 Disciple s Doctrine 9ページ:利き手ではない方の手に呪文書を持っている限り、メイガスは割り込みアクションとして、次のラウンドで試みる精神集中判定に+4のボーナスを得る。このボーナスは集中のメイガスの秘奥からのボーナスを含む他のボーナスと累積する。メイガスはこの能力を1日3回使用できる。 秩序の円環(超常)/Circle of Order 出典 Disciple s Doctrine 9ページ:即行アクションとして、メイガスは自身の秘術集積プールから1ポイントを費やし、混沌の攻撃に対する防御を強化することができる。これは次のターン開始時まで混沌属性の攻撃と効果、混沌の副種別を持つ来訪者に対するACにメイガス・レベルの半分(20レベルの時点で最大+20)に等しい回避ボーナスを与える(例えば、メイガスはアナーキック・ウェポンやグラブレズゥのハサミからの攻撃に対して回避ボーナスを得る)。このメイガスの秘奥を選択するとき少なくとも9レベルでなければならない。 闇の化身(超常)/Dark Shifter 出典 Ranged Tactics Toolbox 13ページ、Bastards of Golarion 9ページ:メイガスは継続中の[闇]の補足説明を持つ呪文の効果と目標と交換するために移動アクションとして秘術集積から1ポイントを費やすことができる。新しい目標は呪文の元の射程内にいなければならず、メイガスから移すことのできる効果の最大の距離を決定する目的でメイガス・レベルを有効術者レベルとして使用する。メイガスが移動させている呪文の効果が別のクリーチャーが元となっているならば、メイガスは効果を移動させるために術者レベル判定で成功しなければならない(DC=11+有効術者レベル)。失敗するとメイガスの移動アクションは消費するが、秘術集積からのポイントは消費しない。このメイガスの秘奥を選択するとき少なくとも6レベルでなければならない。 遠方への呪文撃(超常)/Distant Spellstrike 出典 Heroes of the Streets 11ページ:メイガスが遠隔武器を通して与える呪文の射程が、呪文の射程より長いならば、武器の最大射程まで増加する。このメイガスの秘奥を選択するとき少なくとも12レベルでなければならず、遠隔呪文撃を持っていなければならない。 占術的打撃(超常)/Divinatory Strike 出典 Magical Marketplace 4ページ:メイガスが近接攻撃で敵にクリティカル・ヒットを与えたときは、打たれたクリーチャーを特定するための〈知識〉判定に出目20をロールしたかのように敵の弱点と脅威に対する並外れた洞察力を得る。メイガスが通常そのような〈知識〉判定に適用する、【知力】修正値、〈知識〉技能に必要な技能ランク、その他の適用できる修正値を含むボーナスあるいはペナルティこの能力に適用される。この能力の最終的な結果と打たれたクリーチャーのCRに従いメイガスは敵に関する情報を収集しきれない場合もある。たとえメイガスがクリーチャーを特定するために〈知識〉判定をすでに試みていたとしてもこの能力は機能する。 直感的守護(擬呪)/Intuitive Protection 出典 Magical Marketplace 4ページ:敵によって召喚術[招来]の呪文を発動され、メイガスが〈呪文学〉判定で呪文の特定に成功したとき、割り込みアクションとして、自身にプロテクション・フロム・ケイオス/イーヴル/グッド/ロウを発動するために秘術集積から1ポイントを費やすことができる(この能力を使用するときに選択する);これは自身のメイガス・レベルに等しいラウンド数だけ継続する。7レベルでメイガスはこの能力を使用するとき、代わりにマジック・サークル・アゲンスト・ケイオス/イーヴル/グッド/ローを発動することができる。このメイガスの秘奥を選択するとき少なくとも3レベルでなければならない。 気秘奥(変則)/Ki Arcana 出典 Magical Marketplace 4ページ:メイガスは別のクラスによって与えられた気のプールから気ポイントと秘術蓄積のポイントを交換可能にポイントを使用することができる。このメイガスの秘奥を選択するとき少なくとも6レベルでなければならず、気蓄積を与えるクラスのレベルを持っていなければならない。 肉体呪文戦闘(変則)/Natural Spell Combat 出典 Blood of the Moon 21ページ:メイガスは選択した肉体攻撃で呪文戦闘のクラス特徴を使用することができる。そうするならば、精神集中判定に+2のボーナスを得る。武器を保持して行われる肉体攻撃を行う場合(爪攻撃など)、それを用いて肉体攻撃を行っている間メイガスはその付属物で武器を用いることができない。肉体攻撃が噛みつきや他の付属物を必要としないその他の攻撃であるならば、メイガスは彼が武器を持つならば、その近接武器で行うことができる全ての攻撃に加え肉体武器を用いることができる。メイガスは1度以上この秘奥を選択することができる。精神集中判定のボーナスは累積しない。この秘奥を選択するたびに別の肉体武器を選択する。例えば、メイガスは2回この秘奥を選択し爪攻撃と噛みつき攻撃を選択した。彼の空いている手による爪攻撃と彼の全ての噛みつき攻撃に加えて呪文を発動するために全ラウンド・アクションを使用することができる。さもなければ、この秘奥は呪文戦闘のクラス特徴のように機能する。 次元狩り(超常)/Planar Hunter 出典 Monster Summoner s Handbook 9ページ:メイガスが秘術集積を使用して彼の武器を強化するとき、武器にプレイナーの特殊能力を加えるために秘術集積から追加の1ポイントを費やすことができ、フェイズ・ロッキングの特殊能力を加えるために追加の2ポイントを費やすことができる。このメイガスの秘奥を選択するとき少なくとも9レベルでなければならない。 集積光線(超常)/Pool Ray 出典 Ranged Tactics Toolbox 13ページ:メイガスは遠隔武器に元素の力を吹き込むために、標準アクションとして、秘術集積の1ポイントを費やすことができる。フリー・アクションとして吹き込まれた遠隔武器で攻撃ロールを行う間、攻撃ロールを行ったとでGMによって結果が確定する前にメイガスは1d6ポイントのエネルギー・ダメージを与えることを攻撃に引き起こすためにその装薬を放つことができる(この能力を起動するための秘術集積を費やすときに[強酸]、[氷雪]、[電撃]、[火炎]を選択する)。この攻撃に失敗すると、装薬は失われ効果は発揮しない。メイガスが遠隔呪文撃のクラス特徴を持つ場合(ミュルミドンの王のアーキタイプなどで)、自身の遠隔接触攻撃とみなす遠隔呪文撃に対してこの能力を使用することができる。6レベルとその後3レベル毎にこの攻撃によって与えるダメージの量は1d6ずつ増加する。 ラークシャサの幸運(超常)/Rakshasa s Fortune 出典 The Harrow Handbook 25ページ:メイガスが自身にポリモーフの副領域を持つ呪文を発動するときは、フリー・アクションとして完全なハロウ・デッキからカードを引くことができる。カードの属性とメイガスの属性が完全に一致するならば、呪文の持続時間は2倍になり、メイガスによって想定されている形が通常与えられることのない能力であったとしても、メイガスはポリモーフ呪文から得られるモンスターの能力を2つ追加で選択することができる(ビースト・シェイプIIIならば、鋭敏嗅覚あるいはつかみなど)。部分的に一致しているならば、メイガスによって想定されている形が通常与えられることのない能力であったとしても、メイガスはポリモーフ呪文から得られるモンスターの能力を1つ追加で選択することができる。逆の属性で一致していた場合、呪文の持続時間は半減し、メイガスは彼の形態によって与えられる能力の一つを抑えなければならない。このメイガスの秘奥を選択するとき少なくとも9レベルでなければならない。 レンジャーの罠/Ranger Trap 出典 Ranged Tactics Toolbox 13ページ:メイガスはレンジャーの罠を習得する(Pathfinder RPG Ultimate Magic 64ページ)。追加のレンジャーの罠は15ページに記載している。このメイガスの秘奥を選択するとき少なくとも10レベルでなければならない。 射程延長魔法/Reach Magic 出典 Ranged Tactics Toolbox 13ページ:メイガスは、《呪文射程伸長》APG特技によって修正されるかのように1日毎に呪文の1つを発動することができる。これは呪文の発動時間やレベルを増加させない。 射程延長呪文撃(超常)/Reach Spellstrike 出典 Heroes of the Streets 11ページ:メイガスは遠隔呪文撃を用いて接触の遠隔呪文を近距離の最大射程(25フィート+5フィート/2術者レベル)で放つことができる。このメイガスの秘奥を選択するとき少なくとも9レベルでなければならず、遠隔呪文撃を持っていなければならない。 巻物体得(超常)/Reach Spellstrike 出典 Magical Marketplace 4ページ:メイガスが巻物を使用するとき、そのレベルの呪文を発動するのに必要な最低能力値の代わりに、自身の【知力】修正値を用いて巻物に記載されている呪文のためのDCを計算するために秘術集積から1ポイントを費やすことができる。このメイガスの秘奥を選択するとき少なくとも6レベルでなければならない。 詐欺呪文(変則)/Spell Trickery 出典 Blood of the Moon 21ページ:メイガスが裏技の戦技に成功したとき、即行アクションとして準備済みの発動時間が1標準アクション以下の幻術あるいは心術の呪文を発動することができる。メイガスはこの能力を1日1回使用することができる。このメイガスの秘奥を選択するとき少なくとも12レベルでなければならない。 呪文痕(変則)/Spell-Scars 出典 Blood of the Moon 21ページ:メイガスは呪文を発動するか準備するために、巻物のように、彼の肌に「呪文痕」と呼ばれる傷痕に基づいた刺青を使用することができる。彼は巻物から正確に発動するように呪文痕から呪文を発動することができる;呪文が発動するとインクと痕は消える。メイガスは、《呪文体得》特技を用いるウィザードのように、呪文痕を費やすことなく呪文痕から呪文を準備することができる。 メイガスは呪文痕を使用するために呪文痕見ることができる必要はない。メイガスは合計18呪文レベルまでの呪文痕を肌につづることができ、巻物を綴るためのルールを用いて作ることができる(《巻物作成》の特技は必要としない)。 タブリスの歩み(擬呪)/Tabris s Step 出典 Disciple s Doctrine 9ページ:即行アクションとして、メイガスは自身のは秘術集積のプールから1ポイントを費やし、メイガス・レベル毎に10分間の間ウォーター・ウォークの効果を得ることができる。秘術集積のプールから2ポイントを費やした場合、メイガス・レベルに等しい数のクリーチャーに影響を与えることができる。このメイガスの秘奥を選択するとき少なくとも6レベルでなければならない。 投擲するメイガス/Throwing Magus 出典 Ranged Tactics Toolbox 13ページ:メイガスが秘術集積を使用して彼の武器を強化するとき、リターニングとスローイングの能力を、特殊能力を利用可能な武器に加えるために秘術集積から1ポイントを費やすことができる。 メイガスが彼の秘術集積によって強化した武器を投擲し敵に当てたとき、1ポイントの秘術集積を取り戻すことができる。メイガスはこの方法で1日に【知力】修正値に等しいポイントの秘術集積を回復することができる。保持している武器を投擲し、同じラウンドで別の武器を引き抜くならば、即行アクションの代わりにフリー・アクションとして秘術集積で新しく引き抜いた武器を強化することができる。 五里霧中打撃/Vision-Clouding Strike 出典 Agents of Evil 25ページ:メイガスは影のエネルギーで武器を威力強化するために即行アクションとして秘術集積から1ポイント以上を費やすことができる。武器で打たれたクリーチャーは意志セーヴに成功するか(DC=メイガス・レベルの1/2+【知力】修正値)、1d4ラウンドの間うす暗い明かりの領域であるかのようにメイガスを扱い、各秘術集積のポイントごとに追加の1ラウンド増加する。トゥルー・シーイングはこの効果にペナルティを与えるが、暗視やその他の暗闇にペナルティを与える効果はペナルティを得ない。このメイガスの秘奥を選択するとき少なくとも9レベルでなければならない。 秘術のクリティカル(超常) Arcane Critical 出典:Ultimate Options New Magus Arcana 利益:メイガスがクリティカル・ヒットをしたとき、自身の秘術集積に1ポイントの一時的秘術集積ポイントを加える。このポイントは次のメイガスのターン終了時までに使用しない限り消失する。 特殊:メイガスは4レベル毎日に1回この能力を使うことができる(最小1日)。 秘術集中(超常) Arcane Focus 出典:Ultimate Options New Magus Arcana 利益:メイガスは呪文戦闘を使用するときに被る攻撃ロールへのペナルティを-1に減少させるために即行アクションとして秘術集積から1ポイントを費やすことができる。この効果は1分間の間継続する。 呪文クリティカル(超常) Critical Spell 出典:Ultimate Options New Magus Arcana 前提条件:メイガス9レベル 利益:メイガスが武器攻撃を用いて呪文を届けることなく呪文の攻撃ロールでクリティカル・ヒットしたとき、フリー・アクションとして一回の近接攻撃を即座に行うことができる。武器攻撃はメイガスの間合い内の敵に対して行うことができる。メイガスは1日1回この能力を使用することができる。 エレメンタルの強襲(超常) Elemental Assault 出典:Ultimate Options New Magus Arcana 前提条件:メイガス12レベル 利益:メイガスは即行アクションとしてエレメンタルのエネルギーを注ぎ込むために自身の秘術集積から1ポイントを費やすができる。これは、エレメンタル・オーラとして機能し、メイガスの【知力】修正値に等しいラウンドの間継続する。 即興の呪文修正(超常) Extemporaneous Metamagic 出典:Wayfinder #7 前提条件:特殊(下記参照) 利益:《呪文距離延長》や《呪文非致傷変換》などの呪文の実際のレベルより1レベル高い呪文スロットを使用する1つの呪文修正特技を選択する。メイガスは、それが事前に準備することなくその呪文修正特技によって修正されたかのように1日に1つの呪文を発動することができる。これは発動時間や呪文のレベルを増加させることはない。メイガスは1回以上この秘奥を選択するたびに、異なる呪文修正特技を選択する。メイガスは呪文修正特技のすべての必要条件を満たさなければならない。 6レベルで、この秘奥を選択するメイガスは《呪文粘着化》や《呪文不調化付与》などの呪文の実際のレベルより最大2レベル高い呪文スロットを使用する1つの呪文修正特技を選択することができる。12レベルで、この秘奥を選択するメイガスは《呪文効果範囲拡大》や《呪文幻惑化付与》などの呪文の実際のレベルより最大3レベル高い呪文スロットを使用する1つの呪文修正特技を選択することができる。 賢者の合金(超常) Philosopher’s Alloy 出典:Wayfinder #7 利益:メイガスが秘術集積からポイントを費やすことで武器を強化するとき、冷たい鉄あるいは銀の性質を複製するために秘術集積から追加の1ポイントを費やすことができる。この注入は武器の硬度、ヒット・ポイント、重量を修正しないが、武器はダメージ減少を無視する目的で特殊な素材でできていると考慮される。1つの金属の材質のみ一度に注入される。9レベルでダメージ減少を無視する目的のために、また武器破壊あるいは物体を攻撃するとき20の硬度を無視する目的で、注入は代わりにアダマンティンの能力を複製することができる。 帳のかきむしり(超常) Rending the Shroud 出典:Wayfinder #7 利益:メイガスが近接攻撃に成功したとき、即行アクションとしてセーヴすることなく目標の呪文抵抗を減少させるために1ポイントの秘術集積を費やすことができる。目標の呪文抵抗はメイガス・レベルの半分に等しいラウンド数の間メイガスの【知力】修正値だけ減少する。帳のかきむしりの複数の効果は、最も目標の呪文抵抗を減少させるものにはならないが、メイガス・レベルの半分へと持続時間をリセットする。 妖精狩り(超常) Unseelie Hunter 出典:Wayfinder #7 利益:メイガスが自身の秘術集積を使用して自分の武器を強化するときは、光を発する、霊気の原形質を一時的に武器に吹き込むために秘術集積から追加の1ポイントを費やすことができる。メイガスがその吹き込まれた武器で打つときは、フェアリー・ファイアー呪文であるかのように目標は影響を受ける。6レベルで、メイガスがその吹き込まれた武器で打つときは、グリッターダスト呪文であるかのように目標に影響を与えるためにさらなる追加の1ポイントを費やすことを選択することができる。 Animate Weapon(超常) Animate Weapon 出典:The Secrets of the Magus 利益:The magus can expend 1 point from her arcane pool as a swift action to imbue a single weapon she touches with the ability to fight on its own for a number of rounds equal to her magus class level. The weapon deals its standard damage, including any bonuses and abilities it gains from magical enchantments. It strikes with a base attack bonus equal to her magus class level + her Intelligence modifier. If the base attack bonus is high, enough it can gain multiple attacks. The weapon never gains a flanking bonus, nor does it provide one for another attacker, and her feats do not aid its attacks. It acts on her initiative count. The weapon can influence at a speed of 30 feet with perfect maneuverability (using her class level + her intelligence modifier for any influence skill checks). It must remain within 100 feet of her. She can direct it to attack a foe as a free action when she first uses this ability to animate the weapon, but on subsequent rounds, she must use a move action to set it against a new foe. If its current foe is defeated, the weapon automatically moves to attack the closest enemy. The weapon never willingly attempts to move farther than 100 feet from the magus. The weapon’s Armor Class, hit points, and hardness are as normal for its size. It does not gain attacks of opportunity, nor does it provoke them, unless an opponent tries to grapple it. In that case, it gains an attack of opportunity against any would-be grapplers. The weapon can only make one attack of opportunity each round. The weapons CMB and CMD are equal to its base attack bonus and size modified only by her Intelligence Modifier. It gains no Strength/Dexterity bonus or penalty. The magus can attempt to animate an attended weapon as a swift action she need only make a successful disarm combat maneuver to affect the weapon, resolve the disarm attempt as normal. Athame Knowledge(超常) Athame Knowledge 出典:The Secrets of the Magus 利益:The magus forms a much closer relationship with his weapon. The power turns her weapon almost into an extension of his body. The magus can spend 1 point from her arcane pool as a swift action to reach out into the history of the weapon to learn its secrets, casting her mind back through time and space. For a moment, she literally embodies the weapon’s history and use. Consequently, the magus gains the use of one feat of her choice that directly improves her use of the weapon, such as Weapon Focus or Improved Critical. The magus must meet all of the feat’s prerequisites to gain it; a magus with the black blade class ability uses her magus class level in place of her base attack bonus. The feat remains with her for one minute per magus class level. 短剣の活性(超常) Athame Knowledge 出典:The Secrets of the Magus 前提条件:メイガス6レベル 利益:メイガスは呪文スロットを直接武器に放出することで、武器を純粋なネルギーで煌めく武器に変えることができる。メイガスは1つの呪文スロットを消費して、攻撃とダメージに対する武器の強化ボーナスをスロットのレベルの半分に等しい数だけ増加させることができる。このボーナスは攻撃ロールとダメージ・ロールでの武器の強化ボーナスも増加させることができる。また強化ボーナスとして表される武器の特殊能力にも使用することができる。このボーナスはメイガスのクラス・レベル毎に1分間持続し、メイガスは一度にこの方法で1つの呪文スロットしか使用できない。以前の使用がまだ有効である間に、メイガスがこの能力を発動した場合、新しいボーナスが古いボーナスに置き換わる――累積はしない。 Augment Physical Prowess(超常) Augment Physical Prowess 出典:The Secrets of the Magus 利益:The magus can expend 1 point from her arcane pool as a swift action to draw upon her magical abilities to strengthen her limbs, sharpen her reflexes, or enhance her toughness for a number of rounds equal to her magus class level. She gains a +2 inherent bonus to Strength, Dexterity, or Constitution. She chooses which ability to increase when she expends the point from her arcane pool. Black Blade Riposte(超常) Black Blade Riposte 出典:The Secrets of the Magus 前提条件:メイガス9レベル、black blade class ability 利益:Her black blade slashes out of its own accord, striking opponents who menace her even while she cannot defend herself. If she provokes an attack of opportunity for any reason and she or her black blade have at least 1 point in her arcane pool while she has her black blade in hand, anyone who attacks her immediately provokes an attack of opportunity in turn. Resolve her attack after her opponent resolves his own attack of opportunity. Her black blade strikes with her full base attack bonus. It receives any enhancement bonuses it normally provides her, but it does not gain any other bonuses to its attack or damage, such as from her Strength score, spells, or feats. The black blade uses one of her attacks of opportunity for the round as normal. Born to the Black Blade(超常) Born to the Black Blade 出典:The Secrets of the Magus 利益:Her black blade is always ready for a battle, and she can sense its keening thirst as combat draws near. In addition, her deep connection to the weapon also allows you to channel and control spells with greater ability than normal; she gains a +2 bonus on initiative and a +1 bonus on the Difficulty Class of all spells she cast when using her spell combat class ability. Bounding Step(超常) Bounding Step 出典:The Secrets of the Magus 前提条件:メイガス6レベル 利益:The magus can expend 1 point from her arcane pool as a swift action to move through the air. In essence, she can influence for short distances merely by invoking the power of this ability speed for a number of rounds equal to her magus class level. When she moves, she is considered to be flying through the air. At the end of her movement, she lands. She can choose to take a double move when she uses this feat, and she can move directly up, or horizontally from the roof of one building to another, or across a castle’s moat. The total distance she moves cannot exceed her total movement allowance, but she can go in any direction she wants. She can even jump safely down. If she is not over a solid surface when her movement ends, she falls as normal. She may use the run action in conjunction with this ability. Charge of the Magi(超常) Charge of the Magi 出典:The Secrets of the Magus 前提条件:メイガス9レベル 利益:The magus can spend 1 point from her arcane pool as a swift action when charging, so she can turn herself into a living projectile that blasts her opponent with a jolt of arcane power. She makes a charge as normal. If her attack hits, she deals an extra 1d6 points of force damage plus an additional 1d6 for every 3 magus levels she possesses in addition to her attack’s normal damage, and her foe must make a Fortitude save (DC 10 + half her magus class level + her Intelligence modifier) or be knocked prone. This extra damage is doubled on a critical hit, in addition upon a critical hit a +2 circumstance bonus is added to the DC of the save. When making this charge, she is considered to be flying. She can move over pits and other hazards, but she lands in the space where her charge ends and suffers any drawbacks for standing there after resolving her attack. If she misses the ability is expended. Damage Shield(超常) Damage Shield 出典:The Secrets of the Magus 利益:The magus can spend 1 point from her arcane pool as a immediate action to resist damage from each attack she is subject to in a single round. She reduces all damage dealt to her for each individual attack by her magus class level for 1 full round. Doublefire Wand(超常) Doublefire Wand 出典:The Secrets of the Magus 前提条件:メイガス15レベル、wand wielder arcana 利益:The magus can activate two wands or activate two staff abilities at once in place of casting a spell when using spell combat. Eldritch Athame(超常) Eldritch Athame 出典:The Secrets of the Magus 利益:The magus can spend 1 point from her arcane pool as a swift action to transforms her weapon into a weapon of pure magical energy for 1 minute per magus class level. She can cause it to adopt a new form suitable to the opponent at hand. The weapon retains any magical qualities it had in its normal form. The magus can choose to return it to its normal form before that time. The weapon can become any weapon that is the same size or one category larger or smaller than its base form. The magus gains proficiency with that specific weapon during that time. A magus can transform the weapon into a ranged weapon, but she must supply ammunition as normal. Energy Burst(超常) Energy Burst 出典:The Secrets of the Magus 前提条件:メイガス12レベル 利益:The magus can spend 2 points from her arcane pool as a swift action to create a burst of energy that fills a 30-foot spread centered on her. This energy is of a type chosen at the time she selects this major arcana and once chosen it cannot be changed (acid, cold, electricity, fire, or sonic). This burst of energy deals 1d6 points of damage per magus class level (maximum of 20d6). Anyone in this area must make Reflex saves (DC 10 + half her + her Intelligence modifier) for half damage. The magus is immune to the effects and damage from her own energy burst. Energy Web(超常) Energy Web 出典:The Secrets of the Magus 前提条件:メイガス15レベル 利益:The magus can spend 1 point from her arcane pool as a swift action to create a tangible web of searing energy that wraps and tangles around her weapon. When she attacks, this web clings to her opponent and continues to damage the foe for a number of rounds equal to half her magus class level. She creates a web of pure energy that can burn, shock, or freeze an opponent. This energy is of a type chosen at the time she selects this major arcana and once chosen it cannot be changed (acid, cold, electricity, fire, or sonic). If she makes a successful melee attack before this ability’s duration ends, she transfers the web of energy to her opponent. He takes 1d6 points of energy damage per two magus class levels she possesses in each round, at the start of her turn, until this ability’s duration ends. She also gains this extra damage on the attack that transfers the web to the target. Her opponent may make a Reflex save (DC 10 + half her magus class level + her Intelligence modifier) to avoid the web; If he succeeds, the magus deals the extra energy damage with her attack but he avoids becoming trapped in the web and does not take any further damage from it. A creature caught in an energy web can escape by taking a move action and making a successful Escape Artist check against a Difficulty Class equal to the Reflex save DC needed to avoid it. Flattening Strike(超常) Flattening Strike 出典:The Secrets of the Magus 利益:The magus can spend 1 point from her arcane pool as a swift action to hammer her foe with a concussive strike that sends ripples of raw, arcane energy through him, forcing him to tumble to the ground. In addition to dealing normal damage with her next attack the target must make a Fortitude save (DC 10 + half her magus class level + her Intelligence modifier) or she knocks her opponent backward 5 feet for every two magus class levels she possesses (minimum 5’) and the foe is knocked prone. If her strike misses, this use of the ability is wasted. Force Adept(擬呪) Force Adept 出典:The Secrets of the Magus 前提条件:Magus with the spellblade archetype 利益:A spellblade magus can as a swift action cast a mage hand spell at will if the spellblade magus is at least 9th level she can spend 1 point from her arcane pool as a swift action to cast a telekinesis spell as part of that swift action. Free Step(超常) Free Step 出典:The Secrets of the Magus 前提条件:The magus can expend 1 point from her arcane pool as a swift action to strengthen her legs and improve her agility, granting a +10 foot enhancement bonus to her speed for a number of rounds equal to her magus class level. She can walk up vertical surfaces at her base land speed. She does not gain the ability to hang upside down, making it impossible for her to move along any surface that is more than a 90- degree slope with respect to the ground. She can also make a double move and run when moving in this manner. If she does not end her move on a horizontal surface, she falls as normal. She suffers attacks of opportunity and other effects for moving along a surface as normal. Malice(超常) Malice 出典:The Secrets of the Magus 前提条件:Magus hexcrafter archetype 利益:A hexcrafter magus’s attacks are enhanced by the spiteful link between her and her opponent. Her melee attacks deal +2d6 damage to any opponent that is currently under the effects of one of her hexes. Maneuvering Strike(超常) Maneuvering Strike 出典:The Secrets of the Magus 前提条件:Maneuver mastery arcana 利益:The magus can spend 1 point from her arcane pool as a free action so that her next combat maneuver does not provoke an attack of opportunity. Necromantic Strike(超常) Necromantic Strike 出典:The Secrets of the Magus 前提条件:メイガス15レベル 利益:The magus can spend 1 point from her arcane pool as a swift action to imbue his weapon with a shimmering halo of black, necromantic energy, allowing her to disrupt her opponent’s life force. This energy is also baneful to undead creatures, allowing her to destroy them with a single, savage blow. She deals an extra 2d6 points of damage with her next attack as the necromantic energy weakens her living foe. In addition, her opponent must make a Fortitude save (DC 10 + half her magus class level + her Intelligence modifier). On a failed save, the opponent takes 1d6 points of Strength and Constitution damage. This is a negative energy effect. An undead creature struck by Necromatic Strike does not suffer the effects described above. Instead, it must make a Will save (DC 10 + half her magus class level + her Intelligence modifier) or suffer 10 points of damage per magus level she possesses a successful save deals 10d6 points of damage to the undead creature. Nigh Irresistible Strike(超常) Nigh Irresistible Strike 出典:The Secrets of the Magus 利益:The magus can spend 1 point from her arcane pool as a swift action to channel arcane energy through her weapon, which allows the power to flow into her opponent and disrupt his magical defenses. As a free action before resolving an attack, she may declare that she is using this ability. If she hits, roll and apply damage as normal. In addition, if the target fails a Will Save (DC 10 + half her magus class level + her Intelligence Modifier) the target’s spell resistance, energy resistance, or damage reduction is reduced by her magus class level for a number of rounds equal to her magus class level. 特殊:A creature or object that saves against this ability is immune to the effects of her resistant strike for 24 hours. Opportune Strike(超常) Opportune Strike 出典:The Secrets of the Magus 前提条件:メイガス15レベル、critical strike arcana 利益:Whenever the magus scores a hit with a melee weapon when making an attack of opportunity, he may cast a spell with a range of touch as an immediate action, and then make a touch attack with that spell against the target of the attack of opportunity as a free action. The magus can use this ability once per day. Overcome Circumstances(超常) Overcome Circumstances 出典:The Secrets of the Magus 利益: The magus can expend 1 or more point from her arcane pool as a free action to shrug off detrimental effects. She can immediately attempt a second saving throw to shrug off one unwanted condition even if she fails this save she ignores one debilitating conditions per point expended that she is currently under the effect of for 1 round per magus class level, that time counts as part of each condition’s duration. Once this benefit lapses, the remaining conditions return for the remainder of their durations. She cannot delay or shrug off the dead condition. Searing Shield(超常) Searing Shield 出典:The Secrets of the Magus 前提条件:Spell shield arcana 利益: When she activates her spell shield and an opponent attacks her and misses her newly improved Armor Class but would hit the Armor Class total she had before applying the shield’s benefits, the foe suffers 2d6 points of fire damage. In this case, her foe strikes her shield’s fiery, burning aura. Serpent-Eyed Strike(超常) Serpent-Eyed Strike 出典:The Secrets of the Magus 利益:The magus can spend 1 point from her arcane pool as a swift action so that her attack creates a hypnotic pattern, weaving an arcane matrix that lulls her foe into quite a state of distraction. With his defenses down, she can strike him more easily. She chooses a single target that she can see. This foe must make a Will save (DC 10 + half her magus class level + her Intelligence modifier) or the foe lose his Dexterity bonus to Armor Class against her attacks (and only her attacks) for 1d6 rounds. This is a mind-affecting ability. Shield Caster(変則) Shield Caster 出典:The Secrets of the Magus 前提条件:Medium armor class ability 利益:The magus gains proficiency with bucklers and light shields without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a heavy shield incurs a chance of arcane spell failure if the spell in question has a somatic component unless he possess the heavy armor class feature. Slice Through Wardings(超常) Slice Through Wardings 出典:The Secrets of the Magus 前提条件:メイガス12レベル、dispelling strike 利益:The magus can spend 1 point from her arcane pool to make a single attack as a standard action that ignores all a foe’s magic-based protections (Armor Class bonuses, stoneskin, and so on). The magus cannot use this ability to ignore spells or effects that take affect when a foe is attacked, like fire shield. The character must declare his use of this ability before making the attack. Song of Arcane Triumph(超常) Song of Arcane Triumph 出典:The Secrets of the Magus 前提条件:エルフ、ハーフ・エルフ 利益:The mighty song of arcane triumph allows a magus to channel the raw energy of her magical power into her elven music. The magus can spend 1 point from her arcane pool as a swift action to sing a litany of triumph on a single successful hit. The opponent that his attack struck suffers 1d6 points of sonic per magus class level (maximum 20d6) in addition to normal damage. A Fortitude save (DC 10 + half her magus class level + her Intelligence modifier) halves the sonic damage this effect deals. On a critical hit, double this damage (unlike other bonus damage). Apply this extra damage even if the opponent is immune to critical hits. Song of Death’s Herald(超常) Song of Death’s Herald 出典:The Secrets of the Magus 前提条件:エルフ、ハーフ・エルフ 利益:The grim, terrible song of death’s herald foretells the doom of the magus’s foe. The magus can spend 1 point from her arcane pool as a swift action to select a single opponent within her line of sight that can hear his words for 1 round per magus class level. The target need not understand the bladesong’s language. The intent and meaning behind the song transcends such barriers. Creatures with an Intelligence of 4 or less are immune to this ability. The target of this ability must make a Will save (DC 10 + half her magus class level + her Intelligence modifier). On a failed save, the magus’s weapon forms a deadly link to the target. The magus sings of each of his attacks against the target before he completes it, but she exactly predicts the result of each stroke. Her target takes a –2 morale penalty to Armor Class on all attacks by the magus. In addition, the magus increases her critical threat range by one (do this before doubling the range due to the keen quality and other effects) against her target, and she deals an additional 1d6 points of sonic damage against the foe. Song of the Blade Dance(超常) Song of the Blade Dance 出典:The Secrets of the Magus 前提条件:エルフ、ハーフ・エルフ 利益:The magus can spend 1 point from her arcane pool as a swift action to sing a song that enhances the flow of magic through his weapon for one round per magus class level. Her weapon pulses with the music, allowing her to enter a fighting dance that bewilders her enemies and sharpens her combat talents. While in this dance, she gains a +2 dodge bonus to Armor Class, a +1 bonus on attacks, and a +2 bonus on initiative. Song of Victory(超常) Song of Victory 出典:The Secrets of the Magus 前提条件:エルフ、ハーフ・エルフ 利益:The elves have many songs that speak of their great victories. The magus can spend 1 point from her arcane pool as a swift action to inject the triumphant emotions behind such tunes with magical energy, causing them to lift his allies’ hearts while crushing her enemies’ hopes for 1 round per magus class level. All her allies within 60 feet receive a +2 morale bonus on attacks, checks, and saves. Enemies with an Intelligence score within this same area must make Will saves (DC 10 + half her magus class level + her Intelligence modifier) or take a –1 morale penalty on attacks. The magus does not gain the benefits of this ability—only her allies gain them. Stalwart(変則) Stalwart 出典:The Secrets of the Magus 前提条件:呪術巧者のアーキタイプ 利益:A hexcrafter magus can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the hexcrafter magus is wearing light armor, medium armor, or no armor. A helpless hexcrafter magus does not gain the benefit of the stalwart ability. Ultimate Eldritch Athame(超常) Ultimate Eldritch Athame 出典:The Secrets of the Magus 前提条件:メイガス15レベル、eldritch athame arcana 利益:As a free action, the magus can cause his weapon to manifest new powers as she literally sculpts its magical form with her arcana. Once per round as a free action, the magus can alter the weapon’s magical properties. She can choose to spend its total enhancement bonus on weapon traits and powers, or she can devote them to an enhancement bonus on attack rolls and damage rolls (+5 maximum as normal). For example, an magus’s weapon is a +5 weapon and has been given the frost (+1), keen (+1), and speed (+3) special abilities. The eldritch blade could alter the +5 bonus spent on abilities to gain a different set of powers, such as dancing (+4) and flaming (+1). This change is permanent until the magus changes them yet again. Vampiric Thirst(擬呪) Vampiric Thirst 出典:The Secrets of the Magus 前提条件:Black blade class ability or can cast vampiric touch, pool strike 利益:The magus can spend 1 point from her arcane pool as a free action so that the damage dealt by her pool strike grants her temporary hit points equal to the damage she deals with her pool strike. She can’t gain more than the subject’s current hit points + the subject’s Constitution score (which is enough to kill the subject). The temporary hit points disappear 1 hour later. Wave of Mutilation(超常) Wave of Mutilation 出典:The Secrets of the Magus 前提条件:メイガス6レベル 利益:The magus can spend 1 point from her arcane pool as a swift action transforming a single cut of her weapon into a scything wave of energy that tears through her enemies’ ranks. She unleashes magical force in a single sweep of her weapon in a 30-foot cone. Roll damage for her attack as normal except the damage type is changed to force and apply it to all targets in the cone’s area. Her opponents can make Reflex saves (DC 10 + half her magus class level + her Intelligence modifier) for half damage. Arcane Critical (超常) Arcane Critical 出典:Ultimate Options New Magus Arcana 利益:Whenever the magus scores a critical hit, he earns a single temporary point he may add to his arcane pool. If this point is not used by the end of the magus’s next round, it is lost. 特殊:The magus may use this ability once per day for every 4 levels (minimum 1/day). Arcane Focus(超常) Arcane Focus 出典:Ultimate Options New Magus Arcana 利益:The magus can expend 1 point from his arcane pool as a swift action to reduce the penalties to attack rolls he suffers when using spell combat to -1. This effect lasts for 1 minute. Critical Spell(超常) Critical Spell 出典:Ultimate Options New Magus Arcana 前提条件:メイガス9レベル 利益:Whenever the magus scores a critical hit with a spell’s attack roll without delivering the spell through a weapon strike, he may immediately take a single melee weapon attack as a free action. The weapon strike may be made against any foe within the magus’s reach. The magus can use this ability once per day. Elemental Assault(擬呪) Elemental Assault 出典:Ultimate Options New Magus Arcana 前提条件:メイガス12レベル 利益:The magus can expend 1 point from his arcane pool as a swift action to imbue himself with elemental energy. This functions as elemental aura and lasts for a number of rounds equal to the magus’s Intelligence modifier. Enduring Arcana(超常) Enduring Arcana 出典:Ultimate Options New Magus Arcana 利益:When the magus expends a point from his arcane pool to grant enhancement bonuses or properties to his weapon, the bonuses and properties last for 1 minute/level. Enduring Warding(超常) Enduring Warding 出典:Ultimate Options New Magus Arcana 前提条件:Warding arcana 利益:When the magus expends a point from his arcane pool to grant enhancement bonuses or properties to his armor, the bonuses and properties last for 1 minute/level. Enruned Dagger(超常) Enruned Dagger 出典:Ultimate Options New Magus Arcana 利益:The magus may expend a point from his arcane pool to scribe a rune of power on a light weapons with which the magus is proficient. While the rune is in place, the magus can use the hand holding that weapon to complete somatic components of magus spells he casts, and it is considered to have that hand free for purposes of spell combat. The rune lasts 10 minutes per level. Enruned Great Weapon(超常) Enruned Great Weapon 出典:Ultimate Options New Magus Arcana 利益:The magus may expend two points from his arcane pool to scribe a rune of power on a 2-handed weapon with which the magus is proficient. While the rune is in place, when the magus is holding that weapon with two hands, he can use one of the two hands holding the weapon to complete somatic components of magus spells he casts, and it is considered to have one hand free for purposes of spell combat. The rune lasts 10 minutes per level. Enruned Shield(超常) Enruned Shield 出典:Ultimate Options New Magus Arcana 利益:The magus may expend a point from his arcane pool to scribe a rune of power on a shield with which the magus is proficient. While the rune is in place, the magus can use the hand holding that shield to complete somatic components of magus spells he casts, and is considered to have that hand free for purposes of spell combat. The rune lasts 10 minutes per level. Force Magic Device(変則) Force Magic Device 出典:Ultimate Options New Magus Arcana 利益:The magus can expend one point from his arcane pool to gain a +8 bonus on a single Use Magic Device check. Greater Enduring Arcana(超常) Greater Enduring Arcana 出典:Ultimate Options New Magus Arcana 前提条件:Enduring arcana arcana 利益:When the magus expends a point from his arcane pool to grant enhancement bonuses or properties to his weapon, the bonuses and properties last for 10 minutes/level. Greater Enduring Warding(超常) Greater Enduring Warding 出典:Ultimate Options New Magus Arcana 前提条件:Warding arcana, enduring warding arcana 利益:When the magus expends a point from his arcane pool to grant enhancement bonuses or properties to his armor, the bonuses and properties last for 10 minutes/level. Greater Enrune Dagger(超常) Greater Enrune Dagger 出典:Ultimate Options New Magus Arcana 利益: The duration of a rune the magus inscribes from the enruned dagger arcana increases to 1 hour/level. Greater Enrune Great Weapon(超常) Greater Enrune Great Weapon 出典:Ultimate Options New Magus Arcana 利益:The duration of a rune the magus inscribes from the enruned great weapon arcana increases to 1 hour/level. Greater Enrune Shield(超常) Greater Enrune Shield 出典:Ultimate Options New Magus Arcana 利益:The duration of a rune the magus inscribes from the enruned shield arcana increases to 1 hour/level. Harmonic Blending(変則) Harmonic Blending 出典:Ultimate Options New Magus Arcana 利益:When a magus selects this arcana, he must select one spell from the bard spell list that is at least one level lower than the highest magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell one level higher than its bard spell level. He can instead select two spells to add in this way, but both must be at least two levels lower than the highest-level magus spell he can cast. 特殊:A magus can select this magus arcana more than once. Heroic Assault(超常) Heroic Assault 出典:Ultimate Options New Magus Arcana 前提条件:メイガス9レベル 利益:The magus can expend 1 point from his arcane pool as a swift action to augment his actions with arcane energy. This functions as heroism, but only targets the magus and lasts for a number of rounds equal to the magus’s Intelligence modifier. Imbue Spell(超常) Imbue Spell 出典:Ultimate Options New Magus Arcana 利益:The magus can imbue a specific weapon with the mystic pattern of a spell that has a range of touch. The magus must know the spell, and it cannot be the highest level of spell the magus can cast. Imbuing this spell into a weapon is done at the same time the magus prepares spells for the day, and cannot be changed until the magus next prepares spells for the day. When the magus has the specific weapon in hand, he can expend 1 point from his arcane pool and expend a spell slot of the same level or higher as the imbued spell in order to cast the imbued spell without having prepared it in advance. Invisible Assault(超常) Invisible Assault 出典:Ultimate Options New Magus Arcana 前提条件:メイガス12レベル 利益:The magus can expend 1 point from his arcane pool as a swift action to briefly become invisible. This functions as greater invisibility, but only targets the magus and lasts until the end of the magus’s next round. Jinx Blending(変則) Jinx Blending 出典:Ultimate Options New Magus Arcana 利益:When a magus selects this arcana, he must select one spell from the witch spell list that is at least one level lower than the highest magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell one level higher than its witch spell level. He can instead select two spells to add in this way, but both must be at least two levels lower than the highest-level magus spell he can cast. 特殊:A magus can select this magus arcana more than once. Mounted Assault(超常) Mounted Assault 出典:Ultimate Options New Magus Arcana 前提条件:メイガス6レベル 利益:The magus can expend 1 point from his arcane pool as a swift action to summon a mount for himself. This functions as phantom steed, with the magus automatically mounted. Only the magus can ride the steed, and it lasts a number of minutes equal to his Intelligence modifier. Mystic Power(超常) Mystic Power 出典:Ultimate Options New Magus Arcana 前提条件:Tovenaar magus archetype 利益:The tovenaar may expend one point from his arcane pool as a swift action to regain one expended use of an ability from an inquisition that has a limited number of uses per day. Piercing Strike(超常) Piercing Strike 出典:Ultimate Options New Magus Arcana 利益:The magus gains a +3 bonus to caster level checks made to penetrate the SR of a creature the magus has damaged with a weapon since the beginning of the magus’s last round. This bonus does not stack with itself. Protected Assault(超常) Protected Assault 出典:Ultimate Options New Magus Arcana 利益:The magus can expend 1 point from his arcane pool as a swift action to protect himself from an opposing alignment. This functions as protection from chaos, protection from evil, protection from good, or protection from law, as the magus prefers, but he cannot use a protection that includes an element of his own alignment (a chaotic good magus cannot use protection from chaos or protection from good). The protection can only target the magus, and lasts a number of rounds equal to his Intelligence modifier. Resistant Assault(超常) Resistant Assault 出典:Ultimate Options New Magus Arcana 前提条件:メイガス6レベル 利益:The magus can expend 1 point from his arcane pool as a swift action to protect himself from attacks from one energy type. This functions as resist energy against an energy type of the magus’ choice. The protection can only target the magus, and lasts a number of rounds equal to his Intelligence modifier. Split Arcana(変則) Split Arcana 出典:Ultimate Options New Magus Arcana 前提条件:メイガス6レベル 利益:When the magus expends a point from his arcane pool to grant enhancement bonuses or properties to a weapon, he may split the bonuses between two weapons. This otherwise follows all the normal rules for the magus adding enhancement bonuses and properties to weapons. Staff Mastery(変則) Staff Mastery 出典:Ultimate Options New Magus Arcana 利益:The magus can use all his arcana that apply to casting a spell to spells activated from a magic staff. Additionally, any feat that increases the magus’s attack rolls with a quarterstaff also increase his UMD check to activate a magic staff, and any feat that increases the magus’s damage with a quarterstaff also increases the damage dealt to one creature (selected by the magus) effected by any spell activated from a magic staff. Versatile Combatant(超常) Versatile Combatant 出典:Ultimate Options New Magus Arcana 前提条件:メイガス9レベル 利益:The magus can expend 1 point from his arcane pool as a swift action to augment his combat skill. The magus selects one feat for which he meets all the prerequisites. The magus is considered to have that feat for a number of rounds equal to the magus’s Intelligence modifier. The magus can only access one feat at a time using this magus arcane; if he uses it to select a new feat, any previously gained feat is immediately lost. Wand Lord(超常) Wand Lord 出典:Ultimate Options New Magus Arcana 利益:When a magus activates a wand, he may expend one or more points form his arcane pool. For every point expended, the caster level of the spell produced by the wand is increased by 2, to a maximum of the magus’s level. Warding(超常) Warding 出典:Ultimate Options New Magus Arcana 利益:The magus may expend 1 point from his arcane pool as a swift action to grant any armor he is wearing a +1 enhancement bonus to AC for 1 minute. For every four levels beyond 1st, the armor gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the armor, stacking with existing armor enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. A magus of 5th level or higher can use these bonuses to add any of the following armor properties fortification (light, moderate of heavy), ghost touch, invulnerability, and spell resistance. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. The magus can also grant the following properties using the listed bonus cost energy resistance (+4), glamered (+1), improved slick (+3), improved shadow (+3), jousting[APG] (+2), slick (+2), and shadow (+2). These properties are added to any the armor already has, but duplicates do not stack. If the armor is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is expended and cannot be be changed until the next time the magus uses this ability. These bonuses and properties are not functional if the armor is worn by anyone other than the magus. A magus can only enhance one suit of armor in this way at a time. If he uses the ability again, the first use immediately ends. Weapon Diligence(変則) Weapon Diligence 出典:Ultimate Options New Magus Arcana 利益:The magus can hone his familiarity with a specific weapon to direct his mental focus. The magus selects one weapon. When wielding that weapon, the magus gains a +3 bonus to all concentration checks. If the magus is 10th level or higher, the bonus increases to +6. メイガスのアーキタイプ magus Archetypes Armored Battlemage Armored Battlemage 出典 Armor Master s Handbook 4ページ Though it hasn’t been at war with its southern neighbor for centuries, Nex continues to train battlemages at its arcane schools in Ecanus. Many battlemages focus purely on destructive evocations, but some extend their tactical studies to include use of the tried-and-true protection of steel. These armored battlemages learn to move and cast spells in even the most restrictive armors, and have developed new methods to magically enhance their armor. Most armored battlemages strongly support the Arclords of Nex. Many travel beyond their homelands seeking some method of contacting the archmage Nex, and hope for some excuse to convince the Council of Three and Nine to renew hostilities with the nation of Geb. Medium Armor(変則)/Medium Armor:An armored battlemage gains this ability at 1st level instead of 7th. When wearing medium or heavy armor, the armored battlemage gains a +4 bonus on concentration checks to cast defensively. This stacks with the bonus from the Combat Casting feat. This ability replaces spell combat and alters the medium armor ability. Arcane Pool(超常)/Arcane Pool:An armored battlemage cannot spend points from his arcane pool to enhance weapons. Instead, he can expend 1 point from his arcane pool as a swift action to grant armor he is wearing a +1 enhancement bonus for 1 minute. For every 4 magus levels he has beyond 1st, the armor gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses stack with existing armor enhancement bonuses to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following armor special abilities balancedUE, bitterUE, fortification (heavy, light, or medium), ghost touch, invulnerability, spell resistance (13, 15, 17, or 19), or spell storingUE. Adding these special abilities consumes an amount of bonus equal to the ability’s base price modifier. In addition, the armored battlemage can grant his armor the energy resistance special ability at the cost of a +3 bonus or the improved energy resistance special ability at the cost of a +5 bonus. These special abilities are added to any the armor already has, but duplicates do not stack. If the armor is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be added. These bonuses and special abilities are decided when the arcane pool point is spent and cannot be changed until the next time the armored battlemage uses this ability. These bonuses do not function if the armor is worn by anyone other than the magus. An armored battlemage can enhance only one suit of armor in this way at one time. If he uses this ability again, the first use immediately ends. This ability alters arcane pool. Armor Training(変則)/Armor Training:At 3rd level, an armored battlemage gains armor training, as per the fighter ability. At 8th level, he gains armor training 2. At 13th level, he gains armor training 3. At 18th level, he gains armor training 4. This ability replaces the magus arcana gained at 3rd and 18th levels, and improved spell combat. Heavy Armor(変則)/Heavy Armor:An armored battlemage gains this ability at 7th level instead of 13th. This ability alters heavy armor. Expanded Arcane Pool(超常)/Expanded Arcane Pool}:At 14th level, the armored battlemage can grant his armor the glamered special ability at the cost of a +2 bonus, the slick or shadow special ability at the cost of a +3 bonus, and the greater slick or greater shadow special ability at the cost of a +5 bonus when using his arcane pool. This ability replaces greater spell combat. Beastblade Beastblade 出典 Familiar Folio 8ページ Beastblade magi work in tandem with their familiars, using spell, steel, and claw to clear the battlefield of foes. Familiar(変則)/Familiar:At 3rd level, the beastblade gains the familiar magus arcana. This ability replaces the magus arcana gained at 3rd level. Tandem Touch(超常)/Tandem Touch:At 4th level, while the beastblade’s familiar is holding the charge for a touch spell, the beastblade can cast another spell without discharging the familiar’s held charge. This ability replaces spell recall. Familiar Pool(超常)/Familiar Pool:At 7th level, when a beastblade prepares his magus spells, he can expend points from his arcane pool (up to a maximum number of points equal to his Intelligence modifier) to empower his familiar. For each point expended in this way, the familiar can cast one magus spell as a spelllike ability once that day. Each spell selected must be 3 spell levels lower than the highest spell level the beastblade can cast, and can’t require a material component that costs more than 1 gp. This ability replaces knowledge pool. Familiar Spellstrike(超常)/Familiar Spellstrike:At 11th level, whenever a beastblade’s familiar successfully delivers a touch spell against a creature the magus threatens, the target provokes an attack of opportunity from the magus. This ability replaces improved spell recall. Card Caster Card Caster 出典 The Harrow Handbook 24ページ Though it is known primarily as a tool of knowledge, the harrow is also an instrument of defense and even war. The card caster is an ancient, martial offshoot of the traditional harrower, learning to not only draw power from the harrow, but also to invest each card with deadly power. Deadly Dealer(超常)/Deadly Dealer:At 1st level, the card caster gains Deadly Dealer (see page 15) as a bonus feat, even if he does not meet the prerequisites. A card caster can invest cards with enough magic to deal lethal damage even without the Arcane Strike feat so long as he has at least 1 point in his arcane pool. Arcane Pool Focus(超常)/Arcane Pool Focus:A card caster’s arcane pool can be used to augment only ranged weapons. At 5th level, a card caster can use his arcane pool to add the following weapon special abilities to ranged weapons brilliant energy, distance, flaming, flaming burst, frost, icy burst, returning, seeking, shock, shocking burst, and speed. He can use his arcane pool to augment an entire harrow deck as if it were ammunition. All cards from a deck enhanced with a special ability, such as flaming, must share the same bonus. This ability modifies arcane pool. Harrowed Spellstrike(超常)/Harrowed Spellstrike:Beginning at 2nd level, a card caster can invest a single thrown weapon with a single touch or ranged spell as part of the spell’s normal casting time. The spell must target a single creature, and the spell’s range changes to match the thrown weapon’s range increment. This ability otherwise functions identically to spellstrike, except it can only be applied to thrown ranged weapons instead of melee attacks. This ability replaces and modifies spellstrike. Role Dealer(超常)/Role Dealer:Beginning at 3rd level, whenever the card caster randomly draws and throws a harrow card matching one axis of his alignment, the card’s critical threat range increases to 19–20. If the card caster draws and throws a harrow card matching his alignment exactly, the attack’s critical multiplier also increases to 3 and the magus gains a +4 bonus on his confirmation roll. This ability replaces the magus arcana gained at 3rd level. Deep Marshal Deep Marshal 出典 Arcane Anthology 28ページ According to dwarven legend, the first deep marshals were handpicked by King Taargick himself to create massive tunnels to aid in the dwarven exodus to Golarion’s surface during the Quest for Sky. Largely unseen by visitors, the deep marshals have survived into the modern era as keepers, protectors, and repairers of the myriad of stony passages that travel around, through, and under the Five Kings Mountains. Although the vast majority of deep marshals are dwarves, a few non-dwarves have earned enough trust to be trained as deep marshals, or have learned the same techniques from studying old dwarven spellbooks. Weapon and Armor Proficiency:A deep marshal is proficient with light armor, medium armor, and shields (except tower shields). A deep marshal can cast magus spells while wearing light armor or medium armor without incurring the normal spell failure chance. In addition, a deep marshal gains the heavy armor magus ability at 9th level. This ability alters the magus’s armor proficiencies, the medium armor class feature, and the heavy armor class feature. Deep Spellcasting/Deep Spellcasting:A deep marshal learns numerous arcane secrets involving the shaping and warding of earth and stone. She adds the following sorcerer/wizard spells to her magus spell list as magus spells of the same level crafter’s curseAPG, crafter’s fortuneAPG, erase, expeditious excavationAPG, fabricate, greater make whole (Technology Guide 10), knock, major creation, make whole, mending, minor creation, move earth, passwall, stone shape, transmute mud to rock, transmute rock to mud, and all 0- through 6th-level sorcerer/wizard spells of the abjuration school. She must still add such spells to her spellbook to prepare them. If a spell appears on both the magus and sorcerer/wizard spell lists, the magus uses the lower of the two spell levels listed for the spell. A deep marshal cannot cast spells from the enchantment, illusion, or necromancy school and she cannot activate spellcompletion or spell-trigger magic items that use spells from those schools (without making a successful Use Magic Device check). This alters the magus’s spellcasting. Bound by Tradition/Bound by Tradition:A deep marshal is limited in how she can use her arcane powers. Her arcane pool has a number of points equal to 1/3 her magus level (minimum 1) + her Intelligence modifier. Furthermore, she cannot use her arcane pool to grant an enhancement bonus or weapon special ability to a weapon she is holding unless it is a battleaxe, heavy pick, warhammer, or weapon with the word “dwarven” in its name. She can use her spell combat or spellstrike abilities only with such weapons. This alters arcane pool, spell combat, and spellstrike. Miner’s Focus(超常/変則)/Miner’s Focus:At 3rd level, a deep marshal can use the magical properties of her weapon in order to augment her spellcasting. Whenever she casts a magus spell while wielding a magic battleaxe, heavy pick, warhammer, or weapon with the word “dwarven” in its name, she adds half the weapon’s enhancement bonus to the her caster level (minimum +1). When attempting a caster level check to overcome spell resistance, she instead adds her weapon’s full enhancement bonus. In addition, she is treated as having a number of ranks in Knowledge (dungeoneering) and Profession (miner) equal to her magus level, and she attempts Profession (miner) checks using her Intelligence modifier instead of her Wisdom modifier. This ability replaces the magus arcana gained at 3rd level. Eldritch Archer Eldritch Archer 出典 Heroes of the Streets 11ページ The eldritch archer rains magical attacks down on her foes from the city walls. クラス技能:An eldritch archer gains Perception as a class skill, but does not gain Use Magic Device as a class skill. This ability modifies the magus’s class skills. Arcane Pool(超常)/Arcane Pool:An eldritch archer’s choices of weapon special abilities to apply with arcane pool at 5th level include distance, nimble shotUE, and returning but not dancing, keen, or vorpal. This ability modifies the magus’s arcane pool. Ranged Weapon Bond(変則)/Ranged Weapon Bond:At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells. Ranged Spell Combat(変則)/Ranged Spell Combat:Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. This ability modifies spell combat. Ranged Spellstrike(超常)/Ranged Spellstrike:At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range. If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted. This ability alters spellstrike. Focusing Spellstrike(超常)/Focusing Spellstrike:At 16th level, an eldritch archer can use ranged spellstrike to deliver a cone- or line-shaped spell as a ray, affecting only the creature or object struck. This ability replaces counterstrike. Greensting Slayer Greensting Slayer 出典 Bastards of Golarion 9ページ The blending of martial prowess with elven magic has long been a staple of the Blackash Training Grounds in Erages. More than a few who study at Erages Academy follow this path because of the promises of wealth that the city’s criminal element makes toward practiced brawlers and smugglers. Greensting slayers have the following class features. Arcane Pool/Arcane Pool:At 1st level, a greensting slayer can expend 1 point from his arcane pool as a swift action to add 1d6 points of sneak attack damage to his next melee attack that round. The attack must meet all of the usual prerequisites for making a sneak attack, as the rogue class feature. For every 4 levels beyond 1st, the amount of sneak attack damage dealt by this ability increases by 1d6 (to a maximum of 5d6 at 17th level). If a greensting slayer gets a sneak attack from another source, the bonuses on damage stack. A greensting slayer cannot use his arcane pool to enhance his weapon. This modifies the arcane pool ability. Evasion(変則)/Evasion:At 7th level, the greensting slayer gains evasion, as the rogue class feature. This replaces the medium armor ability. Improved Evasion(変則)/Improved Evasion:At 13th level, the greensting slayer gains improved evasion, as the advanced rogue talent of the same name. This replaces the heavy armor ability. Magus Arcana/Magus Arcana:In addition to the new magus arcana presented below, the following magus arcana complement the greensting slayer archetype close range, hasted assault, maneuver mastery, pool strike, and silent magic. Dark Shifter(超常)/Dark Shifter:The magus can expend 1 point from his arcane pool as a move action to change the target of an ongoing spell effect with the darkness descriptor within 60 feet. The new target must be within the spell’s range, using the magus’s level as the effective caster level for the purpose of determining the maximum range the effect can be moved from the magus. If the spell effect the magus is moving originated from another creature, the magus must succeed at a caster level check to reposition the effect (DC = 11 + the effect’s caster level). Failure wastes the magus’s move action, but does not expend the point from his arcane pool. The magus must be at least 6th level before selecting this arcana. Hexbreaker Hexbreaker 出典 Blood of the Coven pg. 27ページ Hexbreakers—sometimes called witch-hammers for their proclivity toward warhammers—have borne witness to the damage of unrestrained arcane power and hone their own arcane arts to battle such abuse. They train themselves to shatter the curses and dark transformations that can haunt others for a lifetime. Repel Curse(超常)/Repel Curse:At 4th level, a hexbreaker has the chance to protect others from being cursed. As an immediate action when a spell with the curse descriptor or a curse-style effect (such as a witch’s evil eye or misfortune hex or a sea hag’s evil eye) targets a creature within 30 feet of him, a hexbreaker can spend 1 point from his arcane pool to attempt to dispel that effect, as if he had cast remove curse. This ability has no effect on ongoing effects, such as a sea hag’s horrific appearance or a pugwampi’s unluck aura. The magus adds remove curse to his spell list as a 3rd-level spell and adds break enchantment as a 4th-level spell. This replaces spell recall. Counter Curse(超常)/Counter Curse:At 11th level, whenever a hexbreaker successfully dispels a curse effect or spell with the curse descriptor using his repel curse ability, he can immediately spend 2 points from his arcane pool to reflect the spell back on the original caster. This otherwise functions as spell turning. This replaces improved spell recall. Hexbreaker Arcana/Hexbreaker Arcana:A hexbreaker can select from the following arcana in addition to those normally available. Improved Remove Curse(超常)/Improved Remove Curse:The hexbreaker can spend additional points from his arcane pool to improve his ability to remove a curse. Each point spent while casting remove curse or break enchantment grants a +2 bonus to his caster level check. He can use this arcana after rolling the caster level check, but only before the results are revealed. This can be used with the hexbreaker’s repel curse and counter curse abilities. Wracking Dispel(超常)/Wracking Dispel:Whenever the hexbreaker successfully dispels a spell using break enchantment, dispel magic, or remove curse, he can expend 1 point from his arcane pool to wrack the original caster with pain, dealing 1d4 points of damage per spell level of the effect dispelled. If the target succeeds at a Will save (DC = 15 + the level of the spell dispelled + the hexbreaker’s Intelligence modifier) it takes only 1 point of damage per spell level. The hexbreaker cannot target the same caster more than once per round with this ability, regardless of how many effects he dispels. Magus Arcana/Magus Arcana:The following magus arcana complement the hexbreaker bane blade, dispelling strike, disruptive, lingering pain, spellbreaker, and reflection. Iron-Ring Striker Iron-Ring Striker 出典 Martial Arts Handbook 5ページ Practitioners of this martial art, powered by arcane magic, wear an iron ring on the finger of one hand. This legacy has been handed down from the tradition’s Vudrani founders. Weapon Proficiency:An iron-ring striker is not proficient with martial weapons. This alters the magus’s weapon proficiency. Diminished Spellcasting/Diminished Spellcasting:An iron-ring striker has one fewer spell slot of each level than a regular magus. If this reduces his number of spell slots of a particular level to 0, he can cast spells of that level only if his Intelligence allows bonus spells of that level. This alters the magus’s spellcasting. Arcane Pool(超常)/Arcane Pool:An iron-ring striker can use his arcane pool to enhance his unarmed strikes as if they were manufactured weapons. At 5th level, he can use these bonuses to add any of the following weapon special abilities to his weapons or unarmed strikes advancing, cruel, defending, guardian, impact, invigorating, mimetic, negating, speed, and vicious. This alters arcane pool. Unarmed Spellstrike(超常)/Unarmed Spellstrike:An iron-ring striker gains the magus spellstrike class feature. However, an iron-ring striker can deliver spells with spellstrike with only unarmed strikes. This alters spellstrike. Unarmed Strike/Unarmed Strike:An iron-ring striker gains Improved Unarmed Strike as a bonus feat. He deals unarmed strike damage as per a monk of his level. For the purpose of determining damage, these levels stack with levels from any other class that grants increased damage to unarmed strikes. ボーナス特技:At 5th level, an iron-ring striker must select his bonus feat from this list Improved Bull Rush, Improved Disarm, Improved Sunder, or Improved Trip. He doesn’t need to meet the prerequisites normally required for these feats. This modifies the bonus feat gained at 5th level. Empower Combat(超常)/Empower Combat:At 7th level, an iron-ring striker learns to use magic to grant himself the power of a larger creature. As a standard action, he can expend one non-cantrip prepared magus spell to treat his size as if it were larger for the purposes of determining the size modifier to his CMB and CMD, as well as which creatures he can affect with combat maneuvers. For every level of the spell he sacrifices, his effective size increases by one step, up to a maximum of Colossal. For every two effective size increments he increases, he gains a +2 size bonus to Strength, to a maximum of +6. This does not change the iron-ring striker’s actual size. This effect lasts for 1 minute per level of the spell sacrificed. This replaces medium armor and heavy armor. Spell Maneuvers(超常)/Spell Maneuvers:At 7th level, as long as an iron-ring striker is wearing light armor or no armor, he can use his unarmed spellstrike ability as part of a combat maneuver check to bull rush, disarm, sunder, or trip an opponent. This replaces knowledge pool. Reflexive Spell Maneuver(変則)/Reflexive Spell Maneuver:At 16th level, when an iron-ring striker is the target of a combat maneuver check to bull rush, disarm, sunder, or trip, as an immediate action he can target his attacker with a magus spell he has prepared with a range of touch. If the spell would normally require a touch attack, an iron-ring striker can attempt a combat maneuver check for this attack instead. The iron-ring striker must be wearing light armor or no armor to use reflexive spell maneuver. This replaces counterstrike. Jistkan Artificer Jistkan Artificer 出典 Blood of the Ancients 15ページ A Jistkan artificer does not gain access to flurrying arm As part of studying the secret methods the original Jistkan artificers used to build golems, these magi graft construct parts onto their own arms. Diminished Spellcasting/Diminished Spellcasting:A Jistkan artificer has one fewer spell slot of each level than a regular magus. If this reduces his number of spell slots of a particular level to zero, he can cast spells of that level only if his Intelligence allows bonus spells of that level. This alters the magus’s spellcasting. Golem Arm(変則)/Golem Arm:A Jistkan artificer begins play with a golem arm grafted in place of one of his arms. The golem arm is a masterwork weapon that is treated as an unarmed strike and deals damage as if he were a monk 2 levels lower than his class level (minimum 1st level). The golem arm is made from basic parts and mundane materials that grant no additional benefits. A Jistkan artificer can recreate his golem arm from other materials by spending 1 day and paying an additional +50% of the normal cost of the special material used in the creation of this new golem arm. For the purposes of determining the weapon type and weight for special materials, the golem arm is treated as a heavy mace. If a Jistkan artificer recreates his golem arm, any previously used special materials are destroyed. The arm gains no benefits from items that enhance unarmed strikes, such as an amulet of mighty fists. At 1st level, a Jistkan artificer can use his arcane pool to enhance his unarmed strikes as if they were manufactured weapons. At 5th level, he can use this ability to add any of the following special abilities to his unarmed strikes corrosive, corrosive burst, defending, flaming, flaming burst, frost, icy burst, impact, shock, shocking burst, or thundering. At 11th level, he gains access to the following special abilities brilliant energy and speed. This alters arcane pool. Improved Unarmed Strike/Improved Unarmed Strike:A Jistkan artificer gains Improved Unarmed Strike as a bonus feat. He prepares one fewer cantrip per day than normal. This alters cantrips. Empowered Arm(変則)/Empowered Arm:At 3rd level, a Jistkan artificer’s golem arm is treated as a magic weapon and gains a +1 enhancement bonus on attack and damage rolls. This bonus increases by 1 at 7th level and every 4 levels thereafter, to a total bonus of +5 at 19th level. This replaces the magus arcana gained at 3rd level. Unarmed Spellstrike(超常)/Unarmed Spellstrike:A Jistkan artificer can use spellstrike to deliver spells only when attacking with his unarmed strikes. This alters spellstrike. Magus Arcana:A Jistkan artificer gains access to the following arcana in addition to those normally available to the magus. He cannot select any arcana more than once. Break Spell(変則)/Break Spell:A Jistkan artificer can use his arm to disrupt spells targeted at him. When a ranged attack generated by a spell effect targets the Jistkan artificer, he can spend a point from his arcane pool to attempt a melee attack roll as an attack of opportunity. If the result is greater than the total attack roll of the ranged attack, the attack is negated. Spell effects that do not require attack rolls cannot be deflected. The magus must be at least 13th level and have the shielding arm arcana before selecting this arcana. Flurrying Arm(変則)/Flurrying Arm:A Jistkan artificer can improve his golem arm to attack faster. He gains the flurry of blows monk class ability, treating his class level as his monk level. A Jistkan artificer makes only one additional attack when he uses flurry of blows. The magus must be at least 11th level to select this arcana. Sharpened Arm(変則)/Sharpened Arm:A Jistkan artificer can rework his arm to more closely resemble a blade. He can choose to deal piercing or slashing damage with his golem arm. When he does so, the golem arm threatens a critical hit on 19–20. The artificer also adds keen and wounding to his list of arcane pool weapon abilities. Shielding Arm(変則)/Shielding Arm:A Jistkan artificer learns to deflect blows with his arm. If he is not wielding any other weapons, he gains a shield bonus to his AC equal to his golem arm’s enhancement bonus. Kapenia Dancer Kapenia Dancer 出典 Varisia, Birthplace of Legends 10ページ For some Varisians, their traditional dances pulse with the power of their ancestors. These dancers incorporate their kapenias—scarves embroidered with the history of the bearer’s clan—into their dances, weaving deadly whirling steps with the power of their ancestors. Weapon and Armor Proficiency A kapenia dancer is proficient in simple weapons and bladed scarves (The Inner Sea World Guide 290). Additionally, a kapenia dancer can wield a bladed scarf as a one-handed melee weapon. A kapenia dancer is not proficient with armor or shields and suffers the normal arcane spell failure chance when casting magus spells while armored. Diminished Spellcasting/Diminished Spellcasting:A kapenia dancer can cast one fewer spell of each level than normal. If this reduces the number to 0, he can cast spells of that level only if his Intelligence allows bonus spells of that level. Canny Defense(変則)/Canny Defense:At 1st level, when a kapenia dancer is wielding a bladed scarf, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his magus level (rather than his duelist level) affects his Armor Class. Weapon Focus(変則)/Weapon Focus:At 1st level, a kapenia dancer gains Weapon Focus (bladed scarf ) as a bonus feat. Kapenia Dancer Arcana/Kapenia Dancer Arcana:A kapenia dancer gains access to the following magus arcana. He cannot select any arcana more than once. Elasticity(超常)/Elasticity:As a free action, the kapenia dancer can spend 1 point from his arcane pool in order to grant a bladed scarf he’s wielding reach until the end of his turn. A kapenia dancer can use this arcana in tandem with other magus arcana. Kapenia Curse(超常)/Kapenia Curse:Choose an ability score upon taking this arcana. Whenever the kapenia dancer scores a critical hit with a bladed scarf, he may expend 1 point from his arcane pool to deal 1d4 points of damage to that ability score of the creature struck. This arcana can be selected multiple times, but a different ability score must be chosen each time. The kapenia dancer must be at least 9th level before selecting this arcana. Spirit Fingers(超常)/Spirit Fingers:Whenever the kapenia dancer scores a hit with a melee weapon, he can spend 1 point from his arcane pool as a swift action to immediately attempt a steal combat maneuver (Advanced Player’s Guide 322). Spirit Step(超常)/Spirit Step:Whenever the kapenia dancer scores a critical hit with a bladed scarf, he may expend 1 point from his arcane pool to teleport to any point within 30 feet. The kapenia dancer’s turn ends after being teleported. The kapenia dancer must be at least 12th level before selecting this arcana. Magus Arcana:The following magus arcana from Ultimate Combat (UC) and Ultimate Magic (UM) complement the kapenia dancer archetype arcane cloakUC, dispelling strikeUM, hastened assaultUM, maneuver masteryUM, prescient attackUC, prescient defenseUM. Puppetmaster Puppetmaster 出典 Arcane Anthology 27ページ Puppetmasters focus on using charm and illusion spells to control the senses of those for whom they perform. 技能:A puppetmaster gains 4 skill points per level. He adds Knowledge (history, local, religion) and all Perform skills to his list of class skills. He does not gain Climb, Ride, and Swim as class skills. This alters the magus’s skills. 呪文:A puppetmaster can cast spells from the bard and magus spell lists, and treats bard spells as magus spells. Because he does not have a bardic performance ability, some bard spells (which modify or require bardic performance) are poor choices for a puppetmaster. He must add bard spells to his spellbook prior to preparing them as normal. A puppetmaster can learn bard spells from a formula book or spellbook (if they are also alchemist extracts or wizard spells) or a scroll (as if learning a wizard spell from a scroll), or can select them to be one or more of the two magus spells he adds to his spellbook at each magus level. This replaces knowledge pool and greater spell access. Arcane Pool:A puppetmaster cannot expend points from his arcane pool to grant enhancement bonuses or weapon special abilities to a weapon he is holding. As a swift action whenever the puppetmaster casts a spell of the enchantment or illusion school, he can expend 1 point from his arcane pool to increase the spell’s save DC or caster level by 1. At 7th level, the increase to the spell’s save DC or caster level changes to 2, at 13th level to 3, and at 19th to 4. This alters the magus’s arcane pool ability. Puppet Combat(変則)/Puppet Combat:A puppetmaster can use spell combat, improved spell combat, and greater spell combat only with spells of the enchantment and illusion schools of magic. This ability alters spell combat, improved spell combat, and greater spell combat. Charmstrike(超常)/Charmstrike:At 2nd level, as a swift action when a foe fails a saving throw against a spell (but not a spelllike or supernatural ability) cast by a puppetmaster, the puppetmaster can expend 1 point from his arcane pool to cast a prepared 1st-level enchantment on the foe. The foe must be one that the spell can target, and is the only creature affected (even if the spell can normally target multiple creatures). At 10th level, the puppetmaster can instead cast a 2nd-level enchantment spell on the foe, and at 16th level, a 3rd-level enchantment spell. The prepared spell is expended, as if cast normally. This ability replaces spellstrike, fighter training, and counterstrike. The Show Must Go On(超常)/The Show Must Go On:When a puppetmaster has a creature under the effects of an enchantment spell and that creature has line of sight to an illusion spell the puppetmaster has cast with a duration of concentration, the puppetmaster can link the illusion spell to the enchanted target. As long as the target has line of sight to the illusion and is enchanted, and the puppetmaster has line of sight to both the target and the illusion, the puppetmaster can maintain the illusion as a free action each round. The puppetmaster can maintain only one illusion spell in this way. At 13th level, the puppetmaster can maintain two illusion spells in this way, requiring a separate enchanted target for each illusion. This ability replaces medium armor and heavy armor. Scene Stealer(超常)/Scene Stealer:At 20th level, if a puppetmaster successfully disbelieves an illusion, he can expend 1 point from his arcane pool to try to negate or steal control of the illusion. The puppetmaster attempts a caster level check as if he were dispelling the effect with dispel magic. If he succeeds, he can either end the effect or alter it as if he were the spell’s caster. If the spell’s duration is concentration, the puppetmaster must concentrate on the new effect (or transfer it to an enchanted target using the show must go on) or it ends. This ability replaces true magus. Sorrowblade Sorrowblade 出典 Pathfinder Spiral of Bones #4 29ページ A magus who has suffered greatly over the course ofher life can learn to channel that misery into her weapon and inflict it on others. Despairing Strike(超常)/Despairing Strike:At 3rd level, the sorrowblade can wield the power of despair. By spending 1 point from her arcane pool as a swift action, she can imbue the weapon she is wielding with pure anguish. The first creature she strikes with this weapon within the next minute must succeed at a Will saving throw (DC = 10 + 1/2 the sorrowblade’s magus level + her intelligence modifier) or become shaken for 1 minute. Multiple despairing strikes can t make a creature frightened. This ability replaces the magus arcana gained at 3rd level. Cruel Weapon(超常)/Cruel Weapon:At 5th level, the sorrowblade adds cruelto the list of magic weapon properties she can infuse with her arcane pool, but removes speed from that list. Wretched Strike(超常)/Wretched Strike:At 12th level, the sorrowblade can cause foes to lose all hope. By spending 1 point from her arcane pool as a swift action, she can imbue the weapon she is wielding with the power of unbridled pessimism. The first creature she strikes with this weapon within the next minute must succeed at a Will saving throw (DC = to + 1/2 the sorrowblade s magus level + her intelligence modifier) or take a -2 penalty an attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 1 hour. Additionally, during this time, the creature can t gain morale bonuses of any kind, and whenever the creature rolls a natural 1 on an attack roll or saving throw, fails an ability or skill check by more than 5, or takes additional damage as a result of a foe s confirmed critical hit, the penalty on rolls imposed by the wretched strike becomes -3 for 1 round. This increased penalty doesn’t stack, even if multiple catastrophes occur on the same round. This ability replaces the magus arcana gained at 12th level. Spell Trapper Spell Trapper 出典 Magic Tactics Toolbox 15ページ Spell trappers are found in lands where hunting and magic are abundant, particularly the deserts of Thuvia and the harsh lands of Geb and Nex. They forsake much of their arcane skill and martial knowledge in exchange for the ability to conjure magical traps to hinder their foes. クラス技能:A spell trapper adds Disable Device to his list of class skills in place of Knowledge (planes). This alters the magus’s class skills. Diminished Arcana/Diminished Arcana:A spell trapper treats his effective magus level as 3 lower when determining which arcana he can select. A spell trapper can choose to learn a new trap (see Spell Traps below) in place of learning a new magus arcana. This modifies the magus arcana ability. Spell Traps(擬呪)/Spell Traps:At 4th level, a spell trapper learns how to craft magical traps in exchange for the use of spell slots. These traps work as ranger traps (Ultimate Magic 64), except they always count as spell-like abilities. A spell trap is always considered magical, and is treated as a spell with a spell level equal to 1/3 the spell trapper’s class level. A magical trap lasts only 1 hour per level or until triggered, whichever comes first. A trap’s DC decreases by 1 for each full hour that passes after it is set. Upon gaining this ability, the spell trapper automatically knows the snare trap. Setting a spell trap is a full-round action that provokes attacks of opportunity. If attacked during the course of conjuring a trap, the spell trapper must attempt a concentration check, as though damaged while casting a spell. A trap fills a single 5-foot square, and cannot be placed in the same area as another spell trapper trap or a magical trap such as a glyph of warding. Spell trappers need access to a material component pouch to craft spell traps (unless they have the Eschew Materials feat) and must sacrifice a spell slot to create the trap. The DCs for Perception checks to notice the trap, Disable Device checks to disable it, and saving throws to avoid it are equal to 10 + 1/2 the spell trapper’s magus level + the spell slot level sacrificed to create the trap. All spell traps are Trigger location, and Reset none. This ability replaces spell recall. Distant Trapping(擬呪)/Distant Trapping:At 10th level, a spell trapper can create spell traps at a distance. She can create her traps at close range (25 feet + 5 feet per 2 caster levels) as a full-round action that provokes attacks of opportunity. This replaces the fighter training ability. Spire Defender Spire Defender 出典 Inner Sea Magic 39ページ Only elves may be spire defender magi Spire defenders are magi who train themselves to accompany sages and archaeologists who venture from the Mordant Spire, acting as aids and bodyguards. Because they often operate in difficult terrain—narrow trenches in dig sites, flooded dungeons, and tight corridors in ancient ruins— spire defenders place mobility and agility at a premium. As a result, they eschew armor entirely. Most spire defenders are elves—it’s exceptionally rare for a non-elf to be granted access to the training required to take this archetype (nonelves need GM approval to take this archetype). A spire defender has the following class features. Weapon Proficiency:A spire defender is proficient with all light and one-handed simple and martial weapons, as well as one exotic light or one-handed melee weapon that has the disarm or trip special feature. This replaces the magus’s normal weapon proficiencies. ボーナス特技(変則):At 1st level, the spire defender gains Combat Expertise and Dodge as bonus feats, even if he doesn’t meet the prerequisites. The spire defender is not prof icient in any kind of armor or shield. The spire defender does not have the magus’ ability to ignore arcane spell failure from armor; however, if the spire defender becomes prof icient in light armor, he automatically gains the magus’s ability to ignore the arcane spell failure chance of light armor. If he becomes prof icient in medium armor, at 7th level he ignores medium armor’s chance of arcane spell failure. If he becomes prof icient in heavy armor, at 13th level he ignores heavy armor’s chance of arcane spell failure. This replaces the magus’s normal armor prof iciencies. Arcane Augmentation(超常)/Arcane Augmentation:At 4th level, a magus can expend 1 point from his arcane pool as a swift action to grant himself a +5 competence bonus for 1 minute to one of the following skills Acrobatics, Climb, Escape Artist, Perception, Stealth, and Swim. For every three levels beyond 4th, the magus gains another +1 enhancement bonus, to a maximum of +10 at 19th level. This ability replaces the spell recall ability.
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Peleus Ashen Spear 日本語訳:ペレウス アッシェン スピア 性能 201 ~ 213 Damage 25% Piercing Speed Slow +26% Damage +23% Pierce Damage 46 Piercing Damage 45 Fire Damage 48% Pierce Resistance +37 Dexterity +16% Offensive Ability +18% Attack Speed +10% Energy Absorption from Attacks Required Player Level 44 Required Strength 159 Required Dexterity 382 解説
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アンタレス食2 撮影者:ゴンスケ 撮影場所: 撮影開始時刻:2005年3月31日 撮影時間: カメラ: 感度: 撮影: レンズ:D=78mm, f=400mm