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洞窟の州から腐食性の唾液を持つ地虫Cave Grubを5+体召喚します Summon Cave Grubs 領域 使用 宝石 Conjuration Lv1 儀式/陸上限定 8 主属性 副属性 効果量 効果発生数 1 - - 4+1/Lv 射程距離 効果範囲 精度補正 疲労 - - - - 特殊 洞窟専用 ゲーム内説明文 In the deep caverns of the earth strange worms and crawling beasts can be found. The Cave Grubs are huge larvae with highly corrosive saliva able to dig through the earth and stone of the under-earth. Their tunnels are used by the Pale ones and other cave dwellers. Cave Grubs have weak minds and are easy to control and compel with magic, but they need magical leadership. They are sometimes summoned to be used in sieges. 和訳 地中深くの洞穴では、奇妙な虫や這いずる獣が見つかります。Cave Grubは、極めて強い腐食性を持つ唾液で大地や岩盤を掘りぬくことができる、巨大な幼虫です。彼らのトンネルは、Pale Oneやその他の洞穴に住まうものたちによって利用されています。Cave Grubは貧弱な心しか持たず、魔法によって容易に支配し、行動を強制することができます。しかしながら、彼らは魔法的な指揮を必要とします。彼らはしばしば包囲戦のために召喚されます。 解説 洞窟専用の召喚儀式。高いHPを持ち、攻撃時に敵の防具をまとめて腐食させる能力を持つCave Grubを召喚する。 HPこそ高いが防御力、防御技能を共に欠いており、サイズ4と大型なこともあって総じて耐久力は低い。一方で単発とはいえ攻撃力は悪くなく、防具破壊による支援効果も見込める。 また特技たる穴掘りは要塞包囲ボーナスとして表現されており、1体で人間10人分以上の活躍をしてくれる。洞窟さえあれば非常に早い段階で召喚可能なのも利点となるだろう。 注意すべきは冷血動物であることと、魔法生物であること。元々疲労は比較的に早いのだが、寒い州ではさらに急激に疲労し、元より乏しい耐久性がさらに悲惨なことになる。 また魔法生物であるため、魔術師を多く動員しない限りは数を連れるのも難しい。とくに包囲戦での活躍を期待している場合、戦闘で消耗しないように配置に気を遣いたい。 パッチ変更点 4.03 新規追加 コメント 名前 コメント
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:・:Tom Clancy`s Splinter Cell:・:テンプレ 現行スレ :・:Tom Clancy`s Splinter Cell 11th:・: http //game14.2ch.net/test/read.cgi/gamef/1184655559/ 以下テンプレ (点線以外をコピペして下さい) Tom Clancy's Splinter Cellシリーズの総合スレです。 無印もPTもCTもDAもコソーリしましょう 新作DAを待ちつつ、無印もPTもCTもコソーリしましょう。 ( ・ ))=Y=(( ・ ) (゚Д゚;≡;゚Д゚) キュイーン / つ つ ~(_⌒ヽ ドキドキ εεε )ノ `J 海外公式 http //www.splintercell.com/uk/ 日本公式 http //www.ubisoft.co.jp/splintercell/ 過去ログ 1st http //game2.2ch.net/test/read.cgi/game/1034404656/ 2nd http //game2.2ch.net/test/read.cgi/game/1045984032/ 3rd http //game5.2ch.net/test/read.cgi/game/1055375343/ 4th http //game6.2ch.net/test/read.cgi/game/1076488400/ 5th http //game10.2ch.net/test/read.cgi/game/1089519924/ 6th http //game10.2ch.net/test/read.cgi/game/1111845515/ 7t http //game9.2ch.net/test/read.cgi/gamef/1117895679 8th http //game9.2ch.net/test/read.cgi/gamef/1135082650/ 9th http //game9.2ch.net/test/read.cgi/gamef/1150754322/ 10th http //game12.2ch.net/test/read.cgi/gamef/1163483870/ 【4Gamer.net】 スプリンターセル 完全日本語版 紹介ページ http //www.4gamer.net/DataContents/game/0443.html PCゲームレビュー「Splinter Cell」 http //www.watch.impress.co.jp/game/docs/20030402/tcsc.htm SPLINTER CELL情報 http //seiryu.or.tv/First/Splinter/Splinter.html 【4Gamer.net】 パンドラトゥモロー 完全日本語版 紹介ページ http //www.4gamer.net/DataContents/game/1059.html PCゲームレビュー「Tom Clancy's Splinter Cell Pandora Tomorrow」 http //www.watch.impress.co.jp/game/docs/20040415/scpt.htm 日本ファンサイト SCPT-JP SPLINTER CELL PANDORA TOP http //www.vesta.dti.ne.jp/~fff12000/scpt/index.html 「Tom Clancy's Splinter Cell Pandora Tomorrow」SinglePlay Demo [118MB] http //www.watch.impress.co.jp/game/docs/20040318/demo0318.htm 「Tom Clancy's Splinter Cell Pandora Tomorrow」Multiplay Demo [59.6MB] http //www.watch.impress.co.jp/game/docs/20040326/demo0326.htm PCゲームレビュー「SplinterCell Chaos Theory」 http //www.watch.impress.co.jp/game/docs/20050509/scct.htm 日本ファンサイト SCCT(SplinterCell Chaos Theory)-JPにようこそ http //www.vesta.dti.ne.jp/~fff12000/scct/index.html 日本ファンサイト Splinter Cell Chaos Theory(スプリンターセルカオスセオリー)情報 http //www.xasis-game.com/title/splintercellchaostheory/ 「Tom Clancy's Splinter Cell Chaos Theory」Open Beta Demo [107MB] http //www.watch.impress.co.jp/game/docs/20050201/demo0201.htm 【4Gamer.net】アクション -「Splinter Cell Chaos Theory」- 体験版 [英] http //www.4gamer.net/patch/demo/splintercellchaostheory/splintercellchaostheory.shtml 【4Gamer.net】「SplinterCell DoubleAgent」紹介ページ http //www.4gamer.net/DataContents/game/2481.html 【4Gamer.net】「SplinterCell DoubleAgent」 SinglePlayDemo(850MB) MultiPlayDemo(789MB) http //www.4gamer.net/patch/demo/scda/scda.shtml Splinter Cell 4 I BEWARE SAM FISHER I Ubisoft http //www.bewaresamfisher.com/uk/ SPLINTER CELL DOUBLE AGENT HD Trailer 23.5MB http //www.gametrailers.com/download.php?id=8696 type=wmv f= X05 Cam HD Trailer 21.2MB http //www.gametrailers.com/download.php?id=7948 type=wmv f= Screenshot http //216.239.63.104/search?num=50 hl=ja q=cache%3Ahttp%3A%2F%2Fgames.tiscali.cz%2Fclanek%2Fscreen.asp%3Fid%3D9904 lr= Official Splinter Cell Double Agent announcement 2005-12-14 18 46 36 by BlimBlim http //www.xboxyde.com/news_2398_en.html 'Splinter Cell Double Agent' (ALL) Officially Named - Screens Trailer http //www.worthplaying.com/article.php?sid=30552 ■スプセルシリーズ3作のウォークスルーがのってる「aki_tan」のページ http //www.asahi-net.or.jp/~KU5A-KTJM/index.htm
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ウェルスプリング・メイジ Wellspring Mage The source of your magic buckles against your control, always pressing to be released. Wellspring Magic (1st) Wellspring Magic (1st) You regain magic power quickly, but it can be difficult for you to control. You must select Wellspring Mage Dedication as your 2nd-level class feat. 前提条件:You must have a class that casts spells with a spell repertoire. ウェルスプリング・メイジの調整:You learn spells as normal for your class, but change your spontaneous spellcasting in the following ways. You can cast fewer spells each day unless you gain more spells thanks to your wellspring. Reduce your number of spell slots of each spell level by 1. Reduce the number of cantrips you gain from your class by 1. A wellspring of magic fills you with power that's not fully under your control. When you roll initiative for a non-trivial combat encounter, as well as in other high-stress situations of the GM's choice, magic wells up within you. Attempt a DC 6 flat check. 大成功 You temporarily recover an expended spell slot of any level of your choice. The temporary spell slot lasts for 1 minute, and if you don't use it by then, you experience an immediate wellspring surge. 成功 As critical success, except you randomly determine the level of spell slot from among your top three spell levels (or all your levels of spell slots if you have fewer than three). The slot lasts 3 rounds instead of 1 minute. 失敗 You generate a wellspring surge, with a spell level chosen randomly among your top three levels of spell slots (or all your levels if you have fewer than three). You can gain a temporary spell slot no more than twice per day. If you would gain a temporary spell slot for a level that has no expended spell slots, there's no effect. If you use a temporary slot to cast a spell with a duration, the spell ends whenever you would have lost the slot if its duration hasn't yet elapsed. If you roll for wellspring magic while you currently have a temporary spell slot, you automatically fail the flat check. 《ウェルスプリング・メイジへの専念》 特技2 Wellspring Mage Dedication レア アーキタイプ クラス 専念 出典 Secrets of Magic 249ページ アーキタイプ ウェルスプリング・メイジ 前提条件 wellspring magic There's no longer a limit on how many temporary spell slots you can gain per day from wellspring magic. 特殊 ウェルスプリング・メイジ・アーキタイプから他に2つ以上特技を得るまで、君は他の専念特技を選択できない。 Wellspring Control 特技4 Wellspring Control アーキタイプ 幸運 出典 Secrets of Magic 249ページ アーキタイプ ウェルスプリング・メイジ 前提条件 《ウェルスプリング・メイジへの専念》 When you generate a wellspring surge, roll twice on the Wellspring Surges Table and take the result of your choice. This doesn't apply when you cause another creature to generate a wellspring surge. Urgent Upwelling [reaction] 特技6 Urgent Upwelling アーキタイプ 出典 Secrets of Magic 249ページ アーキタイプ ウェルスプリング・メイジ 頻度 10分に1回 前提条件 《ウェルスプリング・メイジへの専念》 トリガー An enemy reduces you to 0 HP, an enemy critically hits you, or you critically fail a saving throw against an enemy's effect. Defeat lets you to tap into your wellspring. Attempt the flat check for wellspring magic. If you critically succeed, you can choose to forgo gaining a temporary spell slot to instead have the triggering enemy undergo a wellspring surge. This surge functions just as it would for you, the only difference being that it emits from the enemy. 《エネルギーの共鳴》 [reaction] 特技8* Energetic Resonance 防御術 ソーサラー 出典 Advanced Player's Guide 139ページ アーキタイプ ウェルスプリング・メイジ トリガー 君が呪文から[強酸]、[氷雪]、[雷撃]、[火炎]、[音波]ダメージを受けようとしている。 必要条件 君はトリガーとなった呪文以上のレベルの、未使用の呪文スロットを持っている。 * この《エネルギーの共鳴》特技はアーキタイプでの使用を想定したもので、元の特技とは異なるレベルで使用権を得る。 君の血は魔法のエネルギーと共鳴し、害をなそうとする呪文の効果を緩和する。トリガーとなった呪文のレベル以上の呪文スロットを1つ消費する。君は使用された呪文スロットのレベルの2倍に等しい、トリガーとなった効果のダメージ種別1つに対する抵抗を得る。 《呪文中継》 [reaction] 特技8* Spell Relay 精神集中 ソーサラー 出典 Advanced Player's Guide 139ページ アーキタイプ ウェルスプリング・メイジ トリガー 味方が“呪文発動”し、君が呪文の距離内にいる。 * この《呪文中継》特技はアーキタイプでの使用を想定したもので、元の特技とは異なるレベルで使用権を得る。 君は自分の地の力を味方の呪文発動へと開放し、魔法を使ってその距離を引き伸ばす。味方は君を呪文の起点とすることができる。これにより、味方は自分の接敵面ではなく君の接敵面から範囲や遮蔽を計算する。 Surging Might [one-action] 特技10 Surging Might 操作 呪文修正 オラクル 出典 Advanced Player's Guide 80ページ アーキタイプ ウェルスプリング・メイジ With a complex gesture, you focus the divine power of your spell to overcome enemies' resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target's resistance equal to your level against all the following types of damage chaotic, evil, good, lawful, negative, and positive. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the positive energy within a field of life. This doesn't cause the spell to ignore immunities, only resistances. Interfering Surge [reaction] 特技12 Interfering Surge 防御術 アーキタイプ 出典 Secrets of Magic 249ページ アーキタイプ ウェルスプリング・メイジ 前提条件 《ウェルスプリング・メイジへの専念》 トリガー A creature you can see Casts a Spell. 必要条件 You have an unexpended spell slot and can see the triggering spell's manifestations. You overcharge the triggering spell with magic. You expend a spell slot and attempt to counteract the triggering spell using the energy of the expended slot. If the triggering spell is in your repertoire and the spell slot you expended was a high enough level to cast it, you take no penalty. Otherwise, you take a –2 penalty to the counteract check if the triggering spell was cast using the same magical tradition you cast, or a –5 penalty if it was cast using a different tradition. If the triggering spell is successfully counteracted, it creates a wellspring surge from its caster in addition to the normal effects of being counteracted. If it isn't counteracted, your expended spell slot creates a wellspring surge from you. 特殊 This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, primal, or occult). 《呪文煌明化》 [one-action] 特技16 Scintillating Spell 精神集中 光 呪文修正 ソーサラー 出典 Advanced Player's Guide 141ページ アーキタイプ ウェルスプリング・メイジ 君の呪文は光と色で輝く姿になる。君の次のアクションが闇特性を持たない呪文の“呪文発動”で、持続時間がなく、クリーチャーに反応セーヴを要求するなら、その呪文は他の効果に加えてキラメル光の噴霧として爆発する。この呪文に対する反応セーヴに失敗した各クリーチャーは1ラウンドの間目が眩んだ状態となり、大失敗したクリーチャーは1ラウンドの間盲目状態になる。 《呪文反響化》 [one-action] 特技18 Echoing Spell 精神集中 呪文修正 ソーサラー 出典 Advanced Player's Guide 141ページ アーキタイプ Time Mage、ウェルスプリング・メイジ 君は呪文の構成要素を正確に測り、呪文の効果を再現する共鳴を設定する。次のアクションが持続時間を持たない4レベル以下の呪文の“呪文発動”なら、呪文のエネルギーが再度響いて反響する。君は次のターンの終わりまでにもう一度、この呪文を呪文スロットを消費することなく“呪文発動”できる。
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ステータス基本パラメータ 衣装 ボイス 入手方法 備考 コメント ステータス 基本パラメータ 変化前 変化後 【Heartful Fragrance】神宮寺レン No. 546 TOTAL DANCE VOCAL ACT 特技 BAD,GREATを3回PERFECTにする レア度 UR Lv50 4382 1673 1573 1136 サブ特技 フルコンボクリア時+27000スコア 属性 ドリーム MAX 5940 2240 2140 1560 メインスキル ドリームのDANCEパフォーマンス60%上昇 編集 衣装 ボイス 1 迷宮のような店内は、まるでゲームの中にいるみたい。アイミーもオレも、撮影中はずっと夢中だったよ。 2 願いを叶えるために必要なものは、自分の心の中にあるのかもしれないね。 3 新しい香水が欲しくなった?キミはもう、十分に輝いてるよ。またいつか気まぐれな店で会いたいな。欲張りな子猫ちゃん。 入手方法 イベント:Cast a spell on me(イベント報酬/ランキング報酬) 備考 コメント
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アーケイニストの秘技 Exploits Altered Shifting(超常)/Altered Shifting 出典 Advanced Class Origins 7ページ Strength Normal When the arcanist is under the effect of a spell of the polymorph subschool that she cast, she can expend 1 point from her arcane reservoir to change to another valid form allowed by the spell. This reduces the spell’s caster level by 1, which can take the spell’s caster level below the minimum caster level necessary to cast the spell, and reduces the spell’s duration if applicable. The arcanist must have the Lepidstadt shifter exploit to select this exploit. Arcane Discovery/Arcane Discovery 出典 Arcane Anthology 17ページ Strength Normal An arcanist who selects this arcanist exploit learns an arcane discovery. When she learns an arcane discovery, her level must be high enough for her to qualify for that discovery, using half her arcanist level as her wizard level to determine whether she qualifies. The effects of any arcane discovery that she selects with this exploit apply only to arcanist spells that she casts, not to wizard spells, and she cannot select an arcane discovery in place of a feat (unless she also has wizard levels, in which case the discovery applies only to her wizard spells). Armored Mask(超常)/Armored Mask 出典 Disciple s Doctrine 21ページ Strength Normal By expending 1 point from her arcane reservoir as a standard action, the arcanist grants herself an effective illusion of armor. She gains the benefits of mage armor with a caster level that’s equal to her arcanist level and appears to be wearing light or medium armor of whatever design she chooses when activating this ability. At any time while this effect is active, she can expend 1 additional point from her arcane reservoir as an immediate action to also gain the benefits of shield of faith with a caster level equal to her arcanist level. Aspect of Innocence(超常)/Aspect of Innocence 出典 Disciple s Doctrine 21ページ Strength Normal An arcanist can expend 1 point from her arcane reservoir as an immediate action to gain the benefits of innocence, with a caster level equal to her arcanist level. Charmer(超常)/Charmer 出典 Disciple s Doctrine 21ページ Strength Normal An arcanist can expend 1 point from her arcane reservoir as a standard action to gain the benefits of glibness, with a caster level equal to her arcanist level. The arcanist must have the aspect of innocence exploit to take this exploit. Feral Shifting(超常)/Feral Shifting 出典 Wilderness Origins 26ページ Strength Normal As a swift action, the arcanist can spend 1 point from her arcane reservoir to gain either a bite attack that deals 1d6 points of damage (1d4 points of damage if she is Small) or two claw attacks that deal 1d4 points of damage (1d3 points of damage if she is Small) for a number of minutes equal to her Charisma modifier (minimum 1). These are primary natural attacks. First-World Face Thief(超常)/First-World Face Thief 出典 Advanced Class Origins 7ページ Strength Normal The arcanist can expend 1 point from her arcane reservoir to assume an illusory disguise as . If she expends 2 points from her arcane reservoir instead of 1, the duration of the effect increases to 10 minutes per level. First-World Illusion Catcher(超常)/First-World Illusion Catcher 出典 Advanced Class Origins 7ページ Strength Normal The arcanist gains a +2 bonus on saving throws against illusions. If the arcanist successfully disbelieves an illusion, she can expend 1 point from her arcane reservoir to try to negate or steal control of the illusion. The arcanist attempts a caster level check as if she were dispelling the effect with dispel magic. If she succeeds, she can either end the effect or alter it as if she were the spell’s caster. If the spell’s duration is concentration, the arcanist must concentrate on the new effect or it ends. The arcanist must have the first-world face thief exploit to select this exploit. Flame Control(超常)/Flame Control 出典 Wilderness Origins 26ページ Strength Normal The arcanist can spend 1 point from her arcane reservoir to move or extinguish one 5-foot square per arcanist level of an ongoing nonmagical fire. If she chooses to move a portion of the fire, it must be moved to a square contiguous with that fire. If she also expends a spell slot of at least 3rd level when activating this ability, she can attempt to dispel a magical fire effect, as dispel magic. Focused Summoning(超常)/Focused Summoning 出典 Plane-Hopper s Handbook 7ページ Strength Normal When an arcanist is on a plane other than the Material Plane, she can expend 1 point from her arcane reservoir as part of casting a spell that summons a single outsider native to that plane. If she does so, the outsider’s attacks bypass all types of DR that it has. For example, a nabasu demon, which has DR/cold iron or DR/good, would bypass both DR/cold iron and DR/good. Holy Water Jet(超常)/Holy Water Jet 出典 Plane-Hopper s Handbook 8ページ Strength Normal The arcanist can unleash a jet of holy water by expending 1 point from her arcane reservoir. This creates a 30-foot line of water that deals damage equal to 1d8 points of damage plus the arcanist’s Charisma modifier, plus an additional 1d8 points of damage for every 2 levels beyond 1st (to a maximum of 10d8 at 19th level) to each target in the line that would normally take damage from holy water. Creatures in the area of effect can attempt a Reflex saving throw to halve the damage. Invoke Primal Magic(超常)/Invoke Primal Magic 出典 Heroes of Golarion 20ページ Strength Normal When an event within 30 feet of the arcanist would trigger a chance for a primal magic effect, the arcanist can spend 1 point from her arcane reservoir as an immediate action to increase the chance to 100%. Lepidstadt Shifter(超常)/Lepidstadt Shifter 出典 Advanced Class Origins 7ページ Strength Normal The arcanist can expend 1 point from her arcane reservoir to cast a spell while under the effects of a polymorph spell. This ability works like Natural Spell, except the arcanist uses the ability to cast while under the effects of a spell instead of wild shape. Mending Flesh(超常)/Mending Flesh 出典 Disciple s Doctrine 21ページ Strength Normal The arcanist can expend 1 point from her arcane reservoir as a standard action and touch a target to grant superficial healing. This stops any bleed effects the target is suffering and grants a number of temporary hit points equal to 1d8 + the arcanist’s Charisma modifier, lasting for a number of hours equal to the arcanist’s level. At 6th level, the number of hit points granted increases to 2d8 + the arcanist’s Charisma modifier. A creature can benefit from mending flesh only once per day. Nidalese Shadow Veil(超常)/Nidalese Shadow Veil 出典 Advanced Class Origins 7ページ Strength Normal By expending 1 point from her arcane reservoir, an arcanist can pull a veil of shadows around her, making her more difficult to spot and strike. The arcanist gains concealment (20% miss chance) and a +5 bonus on Stealth checks. This effect lasts a number of rounds equal to 1 + the arcanist’s Charisma bonus. Obfuscated Spellcasting(超常)/Obfuscated Spellcasting 出典 Divine Anthology 7ページ Strength Normal When casting a spell, the arcanist can spend 1 point from her arcane reservoir to make the spell being cast appear to be a different spell. The spell can be disguised as any other spell that the arcanist knows. This exploit raises the DC for a Spellcraft check to correctly identify the spell being cast by double the arcanist’s caster level. Identification attempts that fail by an amount less than double the arcanist’s caster level mistakenly identify the spell being cast as the false spell chosen by the arcanist. Orderly Casting(超常)/Orderly Casting 出典 Plane-Hopper s Handbook 8ページ Strength Normal The arcanist can tie her spells to the rigid order of Axis, giving them predictable results. As a swift action, she can spend 1 point from her arcane reservoir. For the next minute, her spells deal damage as if she had rolled exactly average on all of the dice, rounded down. To find the average, treat the arcanist as if she had rolled 2-1/2 on all d4s, 3-1/2 on all d6s, 4-1/2 on all d8s, 5-1/2 on all d10s, and 6-1/2 on all d12s. For example, if a 3rd-level arcanist used this exploit and cast burning hands, the spell would deal a total of 7 points of damage. Philanthropic Magic(超常)/Philanthropic Magic 出典 Arcane Anthology 17ページ Strength Normal Whenever the arcanist targets one or more allies (excluding herself ) with a spell, she can expend 1 arcane point from her arcane reservoir in order to grant those allies a number of temporary hit points equal to the spell’s level. These temporary hit points stack with temporary hit points from other sources, but temporary hit points from multiple uses of this exploit don’t stack with each other. The temporary hit points last 1 minute per caster level or until expended. Primal Magic(超常)/Primal Magic 出典 Arcane Anthology 17ページ Strength Normal In seeking to restore formal training in magic to the world, Old-Mage Jatembe also discovered a few methods of creating magic effects that did not follow consistent or logical rules. While his only known remaining notes on these more chaotic forms of magic are closely guarded within the Magaambya, some arcanists have either recreated his theories from vague comments on other topics or independently rediscovered the methods Jatembe first detailed. This “primal magic” can be accessed one of two ways. The arcanist can expend 1 or more points from her arcane reservoir to create an uncontrolled primal effect. This creates an effect from the Sample Primal Magic Events table (Pathfinder Campaign Setting Inner Sea Magic 13). The CR of this effect is equal to the arcanist’s caster level, to a maximum caster level of 5 per point spent from her arcane reserve. In this case, the effect is treated as a spell with a spell level equal to half its CR (maximum spell level 9). Alternatively, the arcanist can expend 1 point from her arcane reservoir and expend a spell slot of at least 3rd level to create an effect as if she has used a rod of wonder. Any spell created by the rod of wonder effect uses the arcanist’s spell level, rather than the spell level set by the rod of wonder table (for example a fireball created by an 8th level arcanist rolling on the rod of wonder table would deal 8d6, rather than the listed 6d6). In this case, the effect is treated as a spell with a spell level equal to the spell slot expended. Redirect Primal Magic(超常)/Redirect Primal Magic 出典 Heroes of Golarion 20ページ Strength Normal If the arcanist triggers a primal magic event, she can spend 1 point from her arcane reservoir as an immediate action to redirect the event. The event occurs at a location of the arcanist’s choosing within a 20-foot radius. This radius expands by 5 feet for every 2 arcanist levels she has. Resist Primal Magic(超常)/Resist Primal Magic 出典 Heroes of Golarion 20ページ Strength Normal When attempting to cast spells in an area infused by primal magic, the arcanist can spend 1 point from her arcane reservoir as part of the casting to gain a bonus equal to half her arcanist level on Spellcraft checks to avoid triggering a primal magic effect. Sonic Blast(超常)/Sonic Blast 出典 Advanced Class Origins 7ページ Strength Normal The arcanist can loose a deafening blast of sonic energy by expending 1 point from her arcane reservoir and succeeding at a ranged touch attack against any one target within 30 feet. The blast deals an amount of sonic damage equal to 1d6 + the arcanist’s Charisma modifier, plus an additional 1d6 points of sonic damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). The target is also deafened for 1 minute. The target can attempt a Fortitude save to halve the damage and negate the deafness. Third Eye(超常)/Third Eye 出典 Advanced Class Origins 7ページ Strength Normal The arcanist can open her eye of the Arclord one additional time each day by expending 1 point from her arcane reservoir. She can gain more uses, but each subsequent use costs 1 additional point from her reservoir (2 points for the second additional use, 3 points for the third use, and so on). The arcanist must have the Eye of the Arclord feat to select this exploit. Weather Sage(超常)/Weather Sage 出典 Wilderness Origins 26ページ Strength Normal If she spends 1 point from her arcane reservoir, the arcanist can predict the weather in her current location for the next 24 hours. The arcanist’s prediction is always accurate, but it cannot account for spells or supernatural effects that might alter conditions. In addition, she gains a bonus equal to half her arcanist level on Fortitude saves against severe weather for the next 24 hours. She can share this benefit with a number of allies equal to her Charisma bonus. Wild Stride(超常)/Wild Stride 出典 Wilderness Origins 26ページ Strength Normal The arcanist can spend 1 point from her arcane reservoir to ignore impediments to her movement and vision in natural growth. For 1 minute per level, the arcanist gains the druid’s woodland stride ability and can see through plant material as if she had greensight with a range of 60 feet. Wooden Flesh(超常)/Wooden Flesh 出典 Wilderness Origins 26ページ Strength Normal The arcanist infuses herself with the toughness of the plant life that she studies. The arcanist can spend 1 point from her arcane reservoir to gain a +2 natural armor bonus and DR/slashing equal to her Charisma modifier (minimum 1) for 1 minute per arcanist level. While this ability is in effect, she counts as both her original creature type and a plant creature for the purpose of abilities and spells. 上級の秘技 Greater Exploits Consume Primal Magic(超常)/Consume Primal Magic 出典 Heroes of Golarion 20ページ Strength Greater When the arcanist encounters a primal magic event, as an immediate action she can attempt to consume its power, as the consume spells class feature. The arcanist must succeed at a Fortitude save equal to 10 + the CR of the primal magic event, or she fails to consume the event and is staggered for 1d4 rounds. The arcanist must have the swift consume exploit to select this exploit. Convert Wand(超常)/Convert Wand 出典 Disciple s Doctrine 21ページ Strength Greater An arcanist can spend 1 point from her arcane reservoir as a full-round action to convert one wand that is in her possession into a wand of a cure spell with the same spell level and caster level (a cure spell is any spell with “cure” in its name). For example, she could convert a wand of stone shape into a wand of cure serious wounds. This alteration lasts for 1 minute, after which the wand reverts to its original function. Charges expended while the wand was altered are still expended when it reverts. Counterspell Primal Magic(超常)/Counterspell Primal Magic 出典 Heroes of Golarion 20ページ Strength Greater The arcanist can attempt to counter a primal magic event as if counterspelling a magical effect. This requires a Spellcraft check with a DC of 10 + the CR of the primal magic event. If she succeeds, the event is dispelled per dispel magic. The arcanist must have the counterspell exploit to select this exploit. )Create Primal Event(超常)/Create Primal Event 出典 Heroes of Golarion 20ページ Strength Greater The arcanist can twist the magic of an area, forcing primal magic events to occur there. As a standard action, she can spend 2 points from her arcane reservoir to create a 10-foot-by-10-foot area of primal magic at a point within 30 feet. The arcanist can increase the size of the area to 20-foot-by-20-foot by spending 2 additional points from her arcane reservoir. The primal magic effect remains for 1 minute. Hellfire Ray(超常)/Hellfire Ray 出典 Plane-Hopper s Handbook 8ページ Strength Greater When an arcanist uses the flame arc exploit, she can spend 1 additional point from her arcane reservoir to draw the flames from Hell. If she does so, half of the damage she deals is fire, and the other half results directly from unholy power that is not subject to fire resistance. Good creatures that take damage from a hellfire ray must succeed at a Will saving throw or be sickened for 1d4 rounds. Maelstrom Jump(超常)/Maelstrom Jump 出典 Plane-Hopper s Handbook 8ページ Strength Greater The arcanist can call upon the randomness of the Maelstrom to move in unpredictable ways. She can expend 1 point from her arcane reservoir as a swift action to gain the benefits of entropic shield for 1 minute and move 10 feet in a random direction. For the next minute, she moves 10 feet in a random direction at the end of each of her turns. This movement does not provoke attacks of opportunity or count against her movement for the round. If the movement would end her movement in an occupied space, she instead travels to the nearest unoccupied space. Exploits of the Outer Rifts Exploits of the Outer Rifts 出典 Horror Realms Arcanists experiment with ancient knowledge and mystic lore, manipulating their own natural abilities to unlock powerful arcane secrets.Despite extensive effort, not all arcanists achieve the power they seek. Some discover that their blood lacks the innate power of a sorcerer’s, or that deciphering mysteries in ancient tomes requires a degree of scholarly discipline they do not have. Undeterred, such individuals continue their quest by turning to the powerful mysteries of the Outer Rifts, be they blasphemous secrets found in lost ruins, tricks of magic etched into fiendish runestones, or any other dangerous form of sinister exploitation from these horrific realms.Not all arcanists who choose this route are necessarily evil—they justify these exploits by claiming to be in control of their actions and to use the tools of their enemies against them. Nevertheless, those who bend magic using exploits from the Outer Rifts should be wary of attracting the wrong attention or enabling a greater evil than that which they seek to defeat. h2 class="title" Arcanist Exploits All of the following exploits can be learned by arcanists of any alignment, but these exploits come with a risk.If you use an Outer Rift exploit and in doing so reduce your arcane reservoir to 0, you immediately gain the stain of one manifestation from the accursed, demonic, hellbound, or possessed corruption.The GM chooses which corruption, manifestation, and stain you receive; this stain persists for 24 hours.Reducing your arcane reservoir to 0 in this way multiple times within a 24-hour period results in a new stain for each such instance, and each time you do so you reset the timer for all stains gained in this manner to 24 hours.At the GM’s option, multiple instances of abusing exploits in this manner could result in a permanent corruption, but otherwise these corruptions are temporary and do not progress.You can never gain a gift from a corruption in this way. Unless otherwise noted, the saving throw DC for an arcanist’s exploit equals 10 + 1/2 the arcanist’s class level + the arcanist’s Charisma modifier. Blood Tears(超常)/Blood Tears 出典 Horror Realms 6ページ Type Exploit of the Outer Rifts As a move action, the arcanist can expend 1 point from his arcane reservoir to cause his eyes to turn red and weep tears of blood. During this time, the arcanist’s vision is blurred by blood, and he treats all gaze attacks as if he were averting his eyes from a creature, but that creature does not gain concealment against him. At a distance of greater than 30 feet, all creatures or objects viewed by the arcanist gain concealment. As a standard action that ends the blood tears exploit, the arcanist can wipe the tears from his face and flick them with a free hand, splattering all creatures in a 15-foot cone. Creatures in this area must succeed at a Will save to avoid becoming staggered with extreme pain and anguish for 1 round. If the arcanist doesn’t wipe his bleeding tears away, the effects of this exploit can persist for a maximum duration of 1 minute per arcanist level. Damnation Susurrus(超常)/Damnation Susurrus 出典 Horror Realms 6ページ Type Exploit of the Outer Rifts The arcanist can spend 1 point from his arcane reservoir as a standard action to manifest a choir of insidious whispers, which echo in the mind of a single target within 30 feet, urging the target to harm itself. A creature that fails a Will save to resist this effect becomes overwhelmed by the voices and succumbs to their suggestions. On its turn, it drops any objects it holds and harms itself, inflicting 1d6 points of damage. At 3rd level, and again at every 3 levels thereafter, the arcanist can target an additional creature with this exploit, to a maximum of 7 targets at 18th level. Damnation susurrus is a mind-affecting effect. Fiendish Proboscis(超常)/Fiendish Proboscis 出典 Horror Realms 6ページ Type Exploit of the Outer Rifts The arcanist can spend 1 point from his arcane reservoir as a standard action to grow a long, articulated proboscis covered with small spiky hairs. The appendage grows from the arcanist’s face and houses a highly flexible, muscular tongue tipped with a cartilaginous barbed quill. The proboscis lasts for 1 round per arcanist level, during which time the arcanist cannot speak or use verbal components. The arcanist can end this exploit’s effects early as a swift action. As a standard action, the arcanist can attack a target with the proboscis’s tongue. This is a primary natural weapon with a 10-foot reach. Attacks with the tongue resolve as a touch attack. If the arcanist uses his tongue and hits a creature capable of casting spells or using spell-like abilities, he drains a portion of the target’s magical ability and adds 1 point to his arcane reservoir (points gained in excess of the reservoir’s maximum are lost). If the arcanist hits a creature that cannot cast spells or use spell-like abilities, the tongue instead drains a portion of the target’s life force and heals the arcanist of 1d6 points of damage. Regardless of the target’s ability to use magic, the tongue’s unnerving siphoning of magical or life energy causes the struck creature to become sickened for 1 round. Rift Fog(超常)/Rift Fog 出典 Horror Realms 6ページ Type Exploit of the Outer Rifts As a standard action, the arcanist can spend 1 point from his arcane reservoir to create a 5-foot-radius vortex of chilling fog adjacent to him. Hints of leering, fiendish faces whirl within the mist. As a move action, the arcanist can direct the cloud of rift fog to move in any direction at a speed of 30 feet to a maximum range of 60 feet from the arcanist. The fog may ascend or jump up to 30 feet to strike a target. Once the fog ends its movement, coils of its otherworldly mist surround any targets that are wholly or partially in its area. The fog’s supernaturally cold temperature causes 1d6 points of cold damage to affected creatures. A creature damaged by rift fog becomes slowed (as per the slow spell) for the following round if it fails a Will save. Once created, rift fog persists for 1 round per 2 arcanist levels (minimum of 1 round), or until the arcanist activates a new exploit. Soulrider(超常)/Soulrider 出典 Horror Realms 7ページ Type Exploit of the Outer Rifts The arcanist can, as a swift action while he casts a spell that targets one living creature, spend 1 point from his arcane reservoir to infuse his spell with a manifestation of fiendish energy called a “soulrider.” The soulrider attaches to the target of the spell and buries itself in the target’s subconscious mind, persisting there as long as the arcanist maintains at least 1 point in his arcane reservoir, until the arcanist dismisses the soulrider (this requires a standard action), or until the arcanist successfully infects another creature with a soulrider. The target of the spell can resist having the soulrider attach to its soul with a successful Will saving throw (this is in addition to any saving throw the spell itself might or might not allow). If the target resists the spell’s effects with a successful save or other methods (such as via spell resistance or by being immune to that spell’s effects) the soulrider automatically fails to attach to the victim. Detect magic and detect evil can uncover the presence of a soulrider. As long as the soulrider persists, the arcanist can track the targeted creature as if it were under the effect of status, and the creature takes a –2 penalty to any saving throw against a mind-affecting effect created by the arcanist. While the soulrider remains bonded to the target, the arcanist can spend 1 point from his arcane reservoir to communicate with the target as per sending. Soulrider is a mind-affecting effect. Tentacles(超常)/Tentacles 出典 Horror Realms 7ページ Type Exploit of the Outer Rifts As a swift action, the arcanist can spend 2 points from his arcane pool to sprout a pair of rubbery tentacles that grow from his upper chest. At the same time, his arms shrink into sickly, malformed stubs, capable of only rudimentary actions such as lifting small objects or making somatic gestures. Rings, bracers, and other items worn on the atrophied arms and hands remain in place, but magic items that require hands to activate cannot be used while the arcanist’s arms are in this state. Likewise, the use of weapons or shields is impossible during this time. The arcanist has full control over his hideous tentacles and can use them to deliver touch spells, or as secondary natural weapons that deal tentacle damage as appropriate for a creature of the arcanist’s size (1d4 for Medium arcanists, or 1d3 for Small ones) modified by 1/2 the arcanist’s Strength score. The arcanist’s reach with these tentacles is 5 feet longer than his normal reach. アーケイニストのアーキタイプ Arcanist Archetypes Aeromancer Aeromancer 出典 Blood of the Ancients 24ページ The Shory were the undisputed masters of wind and sky, and they unlocked numerous secrets of air magic. The vast majority of these secrets were lost when their civilization collapsed, but a few of their magical traditions have been preserved through the years. While the practice of aeromancy is rare, some arcanists today are able to rival the aerial mastery of the ancient Shory aeromancers. Air Mastery(超常)/Air Mastery:Aeromancers specialize in magic that manipulates the wind and sky. Whenever an aeromancer expends a point from her arcane reservoir to increase the caster level of a spell with the air, cold, electricity, or sonic descriptor, she increases that bonus by an additional 1. At 5th level, and every 5 levels thereafter, the amount by which she increases the caster level of such spells further increases by an additional 1 (to a maximum additional caster level increase from this ability of 5 at 20th level). Alternatively, if the aeromancer expends a point from her arcane reservoir to increase the saving throw DC of a spell with the air, cold, electricity, or sonic descriptor, she increases it by an additional 1. At 10th level, she increases it by an additional 2 instead. This replaces the arcane exploit gained at 1st level. Wind’s Embrace(超常)/Wind’s Embrace:At 5th level, an aeromancer can expend 2 points from her arcane reservoir to call upon the winds to gently carry her through the air while protecting her from harm. She is affected as though by the spell air walk and is surrounded by protective winds that function similarly to a wind wall spell, except the effect surrounds only the aeromancer and moves with her wherever she goes. Both of these effects last for 1 minute. This replaces the arcane exploit gained at 5th level. Rebuking Gale(超常)/Rebuking Gale:At 11th level, by expending 3 points from her arcane reservoir, an aeromancer can release a powerful blast of wind to push back her foes. This takes the form of either a 20-foot-radius burst centered on the aeromancer or a 40-foot cone originating from the aeromancer’s space. She can choose which form the wind takes each time she uses the ability. The affected area is filled with hurricane-force winds (75 mph). This makes normal ranged attacks passing through this area impossible, imposes a –8 penalty on ranged attacks from siege weapons that pass through the area, and imposes a –12 penalty on Fly checks attempted within the area. Additionally, Large creatures in the area are in danger of being checked, and Medium or smaller creatures in the area are in danger of being blown away. The winds created by this ability last for 1 round. This replaces the arcane exploit gained at 11th level. Arcane Tinkerer Arcane Tinkerer 出典 Construct Handbook 10ページ All constructs are animated by magic in some capacity. Arcane tinkerers use their knowledge and understanding of magic to disrupt or even destroy constructs. Manipulate Construct(超常)/Manipulate Construct:An arcane tinkerer can turn the animating magic of a construct against itself. As a standard action, she can expend 1 point from her arcane reservoir to impose a –1 penalty on a single construct’s attack and damage rolls for 1 round. The target can attempt a Will save to negate this effect (DC = 10 + half the arcane tinkerer’s level + the arcane tinkerer’s Charisma modifier). At 7th level, instead of gaining an arcanist exploit, an arcane tinkerer can improve her manipulate construct ability to instead affect a construct with slow for 1 round. At 13th level, if the arcane tinkerer has previously improved this ability, instead of gaining an arcanist exploit, she can improve this ability again to instead cause a construct to become helpless for 1 round. This replaces the arcanist exploit gained at 1st level. Break Magic Immunity(超常)/Break Magic Immunity:At 5th level, an arcane tinkerer can overcome a construct’s immunity to magic. When targeting a construct with a spell, the construct is instead treated as if it has spell resistance equal to 15 + the construct’s CR. At 11th level, a construct is instead treated as if it has spell resistance equal to 11 + the construct’s CR. This replaces the arcanist exploits gained at 5th and 11th level. Harrowed Society Student Harrowed Society Student 出典 Occult Origins 22ページ Based out of Varisia’s Twilight Academy, the secretive Harrowed Society focuses its efforts on the intellectual study of the region’s supernatural quirks and hidden history, and embraces the use of the harrow deck to examine the world’s occult mysteries. (This archetype is intended for use with the Pathfinder Cards Deluxe Harrow Deck. If you don’t have access to that product, roll 1d6 to determine a drawn card’s suit 1 = hammers, 2 = keys, 3 = shields, 4 = books, 5 = stars, and 6 = crowns.) Psychic Reader(変則)/Psychic Reader:A Harrowed Society student gains Psychic Sensitivity as a bonus feat and adds Diplomacy, Perception, and Sense Motive to her list of class skills. This ability replaces the 1st-level arcanist exploit. Harrow Reservoir(変則)/Harrow Reservoir:Once per day, a Harrowed Society student can perform a harrow reading as a 5-minute ritual. She decides which suit most closely aligns with her task at hand and deals a nine-card spread. Each time that suit appears in her spread, she adds 1 point to her arcane reservoir, to a maximum of 1 point per 2 arcanist levels. Points gained in excess of her reservoir’s maximum are lost. The Harrowed Society student can perform this reading one additional time per day at 8th level and at 16th level. This ability replaces consume spells. Divine the Mysteries(変則)/Divine the Mysteries:At 5th level and every 2 levels thereafter, a Harrowed Society student can select a divination spell from the spell list of any class, including classes that cast divine or psychic spells, and add it to her list of spells known. This spell must be at least 1 level lower than the highest-level spell she can cast. She casts these spells as arcane spells, using her normal spell slots, but must use a harrow deck as an additional focus component. If such a spell is normally a psychic spell with an emotion or thought component, she must also add that component. Trump Card(超常)/Trump Card:At 9th level, a Harrowed Society student can expend 1 point from her arcane reservoir and draw a card from her harrow deck as a standard action to learn her own fate or that of an ally within 30 feet. The target’s fate depends on the suit of the card drawn from the deck. Books:The target gains a +2 insight bonus on her next caster level check. Crowns:The target gains a +2 insight bonus on her next saving throw. Hammers:The target gains a +4 insight bonus on the damage roll of her next successful melee attack. Keys:The target gains a +4 insight bonus on her next initiative check. Shields:The next time the target receives magical healing, she regains an additional number of hit points equal to the Harrowed Society student’s arcanist class level. Stars:The target gains a +4 insight bonus on her next skill check. A creature cannot have more than one trump card in effect at one time; drawing a new trump card for a target negates the effect of the previous trump card. A Harrow Society student can attempt to read the fate of an enemy within 30 feet, resulting in a penalty for that target equal to the bonus granted above, but the target is entitled to a Will save (DC = 10 + 1/2 the Harrowed Society student’s arcanist level + her Charisma modifier) to negate the effect. This is considered a curse effect. A Harrow Society student can have trump cards in effect for multiple creatures at the same time. This ability replaces the 9th-level arcanist exploit. Twilight Sage Twilight Sage 出典 Advanced Class Origins 6ページ The twilight sages of Geb carry out experiments to solve the ultimate puzzle and unlock the secrets of life and death. While the twilight sages generally aren’t actively malicious, most are willing to perform human experimentation in pursuit of knowledge with little regard for the casualties. Consume Life(超常)/Consume Life:By wresting a soul from life to death, a twilight sage gains a slightly deeper understanding of mortality, fueling her curiosity and eldritch power. As a full-round action, she can consume the life energy of a helpless living creature, killing it. This creature must have 2 or more Hit Dice and be below 0 hit points. The twilight sage adds 2 points to her arcane reservoir if the creature’s Hit Dice equaled or exceeded the sage’s character level, or 1 point if the creature’s Hit Dice equaled at least 1/2 her character level. This ability is a death effect. This ability replaces consume spells. Necromantic Focus(変則)/Necromantic Focus:Twilight sages consider their research into life and death to be paramount, beyond all other concerns. Each day, a twilight sage must prepare at least one necromancy spell of each spell level she can cast. Twilight Barrier(変則)/Twilight Barrier:A twilight sage’s arcane barrier differs from those of other arcanists, as it draws upon both negative and positive energy to protect the sage. At 1st level, a twilight sage must choose the arcane barrier exploit as her first arcanist exploit. Whenever an attack removes the last temporary hit point from the twilight sage’s arcane barrier, the barrier’s negative energy lashes back at the attacker, dealing an amount of negative energy damage equal to the barrier’s maximum temporary hit point capacity. This ability alters the arcanist exploit gained at 1st level. Twilight Transfer(超常)/Twilight Transfer:At 11th level, a twilight sage’s mastery over life and death allows her to transfer life energy into a fading vessel. Once per day, she can expend 1 point from her arcane reservoir while touching a creature that died within the past round to affect that creature as if it had received a breath of life spell, using her arcanist level as the caster level. At the same time, a willing or unconscious living creature within 300 feet that has a number of Hit Dice equal to or greater than the recipient’s instantly dies. This ability is a death effect, and if the victim doesn’t actually die (such as if it was summoned or is immune to death effects), the recipient doesn’t receive the breath of life effect. This ability replaces the arcanist exploit gained at 11th level. Death’s Release(超常)/Death’s Release:At 20th level, a twilight sage has mastered the relationship between death and arcane power, and has gained a limited ability to surpass her own mortality. Whenever she dies (but not if she becomes undead), if she still has points in her arcane reservoir she appears as an ephemeral spirit in the air above her corpse. She can still cast spells in this form, using her corpse as the origin point and determining whether she can see or target any creature or area as though she were alive in that square. To cast a spell, she must expend a number of points from her arcane reservoir equal to 1 + the spell’s level. The spirit disappears if she has no points remaining in her arcane reservoir or she spends a round without casting a spell. The spirit can’t move, deliver touch or ranged touch spells, or do anything that isn’t part of casting a spell. Her spirit completes the verbal and somatic components of her spells, any material components are consumed from the supply on the corpse, and any focus components must be on the corpse. This ability replaces magical supremacy.
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Holy Light CastTime-0.25secT5 4set bonus CastTime-0.1secZG 3set bonus Crit+5%T6 2set Mana-27Libram of Absolute Truth Flash of Light Heal+5%T6 4set Crit+2%Areana Hands Spell Haste Haste+320 for 6sec, Proc Chance 10%Scarab of the Infinite Cycle Quagmirran's Eye Heal+ Heal+290 for 15sec, Proc Chance 15%Tome of Fiery Redemption HoT DirectHealを入れた相手に500/12secのHoTを入れる。Proc Cance 15%Fel Reaver's Piston
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単体RH Penance ダメージを受けると発動(5回) RHヒール(394~481) GrpRH Forgiving Diatribe ダメージを受けると発動(9回) RHヒール(401~490) 緊急単体RH Radiance ダメージを受けると発動(5回) RHヒール(340~416) 緊急GrpRH Evidence of Faith ダメージを受けると発動(9回) RHヒール(340~416) 敵AE範囲のHoT Inquisition 2秒毎HoT 5メートル以内 ヒール(467~570) 5~10メートル以内 ヒール(233~285) 10~20メートル以内 ヒール(117~143) POW継続消費(60) CLRAAヒール Sacrifice 術者のヒットポイントを5%になるまで対象にヒール(HP転送)する
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https://w.atwiki.jp/zatchbell/pages/2094.html
基本情報 カード種類:全111種(コモンカード40種・アンコモンカード31種・レアカード25種・スーパーレアカード15種) 備考:1パック10枚入り(コモン4枚、アンコモン3枚、レア1枚、ホログラフィック仕様1枚、コモンもしくはスーパーレア1枚)。 1パックに1枚はコモン、アンコモン、レアのいずれかのホログラフィック仕様が封入される。 6パックに1パックの割合でスーパーレアが封入される。 ブースターには「LEVEL:3 金色の超呪文」、「LEVEL:4 白銀の螺閃光(前編)」、「スターターセット 黒き魔界よりの使者」 「カードセット ガッシュ・ベルと仲間達」、「カードセット ゼオンと最凶魔物達」から一部が収録されている。 カード枠下部に「1st Edition」と記載のあるものとそうでないものが存在する。(情報提供求む) パックにはデザインが2種類が存在する。(パックの違いについて情報提供求む) 封入順:パック上からコモンもしくはスーパーレア、ホログラフィック仕様、レア、アンコモン、コモンの順番で封入されている。 レアリティ:英語版コモン・アンコモン・レアカードには箔押し等の加工はなく、日本語版でいうノーマル仕様である。 英語版ホログラフィック仕様については日本語版でいうスーパーレア仕様、英語版スーパーレアについては日本語版でいうウルトラレア仕様である。 収録カード 表左に収録カード名、右にそれに対応する日本語カード名を記載する。 英語名 日本語名 No. カード名 No. カード名 M-035 Zatch Bell Uncommon M-035 ガッシュ・ベル LEVEL:3 金色の超呪文 M-037 Eshros Rare M-037 エシュロス R 〃 M-038 Rops Super Rare M-038 ロップス SR 〃 M-039 Danny Super Rare M-039 ダニー SR 〃 M-040 Purio Common M-040 パピプリオ 〃 M-041 Zoboron Common M-041 ゾボロン 〃 M-042 Wonrei Super Rare M-042 ウォンレイ SR 〃 M-043 Zabas Uncommon M-043 ザバス 〃 M-044 Bago Uncommon M-044 バーゴ 〃 M-047 Zatch Bell Super Rare M-047 金色のガッシュベル SC 〃 M-048 Zatch Bell Rare M-048 ガッシュ・ベル ガッシュ・ベルと仲間達 M-049 Kanchome Common M-049 キャンチョメ 〃 M-050 Tia Rare M-050 ティオ 〃 M-051 Zeno Rare M-051 ゼオン ゼオンと最凶魔物達 M-053 Brago Rare M-053 ブラゴ 〃 M-070 Zatch Bell Uncommon M-070 ガッシュ・ベル LEVEL:4 白銀の螺閃光(前編) M-071 Brago Uncommon M-071 ブラゴ 〃 M-072 Kanchome Common M-072 キャンチョメ 〃 M-073 Tia Common M-073 ティオ 〃 M-075 Eshros Common M-075 エシュロス 〃 M-076 Baransha Common M-076 バランシャ 〃 M-082 Cut N' Paste Rare M-082 ノリトー・ハッサミー R 〃 M-083 Nya (Transformed) Uncommon M-083 ニャルラト(変身後) R 〃 EX-002 Nya Common Ex-002 ニャルラト 魔本拡張シート LEVEL:1 P-020 Kiyo Takamine Common P-020 高嶺清麿 LEVEL:3 金色の超呪文 P-021 Sherry Uncommon P-021 シェリー 〃 P-023 Shin Rare P-023 秋山進一 R 〃 P-024 Apollo Rare P-024 アポロ R 〃 P-025 Mr. Goldo Uncommon P-025 ゴルドー R 〃 P-026 Lupa Common P-026 ルーパー 〃 P-027 Hige Uncommon P-027 ヒゲ 〃 P-028 Li-en Rare P-028 リィエン R 〃 P-029 Galliont Common P-029 ガリオント 〃 P-030 Fredo Common P-030 フリト 〃 P-032 Parco Folgore Common P-032 パルコ・フォルゴレ ガッシュ・ベルと仲間達 P-033 Megumi Rare P-033 大海恵 〃 P-034 Dufort Uncommon P-034 デュフォー ゼオンと最凶魔物達 P-044 Garza Uncommon P-044 ガルザ R LEVEL:4 白銀の螺閃光(前編) P-049 Shion Uncommon P-049 詞音 〃 P-050 Kiichiro Uncommon P-050 遠藤喜一郎 〃 E-028 Nana Baba Common E-028 馬場杏杏 LEVEL:3 金色の超呪文 E-029 Kiyo's Summer Vacation Common E-029 清麿の夏休み 〃 E-030 Double-0 Folgore! Super Spy! Super Rare E-030 00F~鉄のフォルゴレ~ UR 〃 E-031 Naomi's Help Rare E-031 ナオミちゃんの助け R 〃 E-032 Prime Yellowtail Rare E-032 極上のブリ R 〃 E-033 Completed Job Common E-033 やりとげた仕事 〃 E-034 Princess Marie Uncommon E-034 マリル王女 〃 E-035 Praying Mantis Joe Uncommon E-035 カマキリジョー R 〃 E-036 Volunlun Super Rare E-036 バルンルン UR 〃 E-038 Tia's Homemade Dish Rare E-038 ティオの手料理 ガッシュ・ベルと仲間達 E-039 Rushka Uncommon E-039 ルシカ 〃 E-040 Friends Super Rare E-040 仲間 SR 〃 E-042 Light and Darkness Rare E-042 光と闇 ゼオンと最凶魔物達 E-043 The Most Powerful Mamodo Super Rare E-043 最凶魔物 SR 〃 E-050 Wife Uncommon E-050 ワイフ LEVEL:4 白銀の螺閃光(前編) E-051 Will You Help Me Fight? Uncommon E-051 一緒に戦ってくれるかい? 〃 S-036 Dioga Gravidon Super Rare S-036 ディオガ・グラビドン SR 黒き魔界よりの使者 S-059 Zaker Uncommon S-059 ザケル R LEVEL:3 金色の超呪文 S-060 Zakeruga Super Rare S-060 ザケルガ SR 〃 S-065 Groundam Common S-065 グランダム 〃 S-066 Grandbao Uncommon S-066 グランバオ 〃 S-067 Grandsen Rare S-067 グランセン R 〃 S-068 Grancrag Uncommon S-068 グランクラッグ 〃 S-069 Rigron Uncommon S-069 リグロン 〃 S-070 Rigrosen Uncommon S-070 リグロセン 〃 S-071 Dino Rignon Super Rare S-071 ディノ・リグノオン SR 〃 S-072 Jioruk Rare S-072 ジオルク R 〃 S-073 Dareido Common S-073 ダレイド 〃 S-074 Poreid Common S-074 ポレイド 〃 S-075 Mokerudo Common S-075 モケルド 〃 S-076 Dogurak Common S-076 ドグラケル 〃 S-077 Oru Dogurak Uncommon S-077 オル・ドグラケル 〃 S-078 Go Boren Super Rare S-078 ゴウ・バウレン SR 〃 S-079 Rerudo Uncommon S-079 レルド 〃 S-080 Garuk Common S-080 ガルウルク 〃 S-081 Oru Wigar Rare S-081 オル・ウイガル R 〃 S-082 Fureido Common S-082 フレイド 〃 S-083 Rin Fureido Common S-083 リン・フレイド 〃 S-084 Bareido Common S-084 バレイド 〃 S-085 Gigano Bareido Rare S-085 ギガノ・ビレイド R 〃 S-089 Combination! Common S-089 コンビネーション! 〃 S-090 Are You OK? Common S-090 大丈夫か!? 〃 S-091 Bao Zakeruga Super Rare S-091 バオウ・ザケルガ ガッシュ・ベルと仲間達 S-092 Zakeruga Rare S-092 ザケルガ 〃 S-093 Poruk Common S-093 ポルク 〃 S-094 Koporuk Rare S-094 コポルク 〃 S-096 Saisu Common S-096 サイス 〃 S-097 Ma Seshield Rare S-097 マ・セシルド 〃 S-099 Zaker Rare S-099 ザケル ゼオンと最凶魔物達 S-100 Zakeruga Super Rare S-100 ザケルガ SR 〃 S-114 Clayshield Common S-114 クレイシル LEVEL:4 白銀の螺閃光(前編) S-115 Groundgarudo Uncommon S-115 グランガルゴ 〃 S-116 Claydo Uncommon S-116 クレイド 〃 S-117 Groundbai Super Rare S-117 グランバイソン SR 〃 S-118 Okeru Common S-118 ウォケル 〃 S-119 Doruk Common S-119 ドルク 〃 S-120 Boruk Common S-120 ボルク 〃 S-121 Gu Riaruk Uncommon S-121 グ・リアルク 〃 S-122 Gigano Gadoruk Rare S-122 ギガノ・ガドルク R 〃 S-131 Go Redoruk Rare S-131 ゴウ・レドルク R 〃 S-132 Gar Redoruk Rare S-132 ガル・レドルク R 〃 S-136 Paperuto Common S-136 パペルト 〃 S-137 Peruk Common S-137 ペルク 〃 S-138 Kyadopan Common S-138 キャドパン 〃 S-139 Baikal Uncommon S-139 バイカル R 〃 S-140 Baris Common S-140 ヴォルク 〃 S-141 Poreidoruk Common S-141 ポレイドルク 〃 S-142 Shizaruk Common S-142 シザルク 〃 S-143 Paperuk Uncommon S-143 パペルク 〃 S-144 Ganzu Poreid Common S-144 ガンズ・ポレイド 〃 S-145 Come Out! Uncommon S-145 出やがれ! 〃
https://w.atwiki.jp/mincelot/pages/99.html
中文名稱:貝兒 英文名稱:Bell 日文名稱:ベル 羅馬拼音:Beru 平瑟頓財團的第二代,有一個攣生兄弟,兄弟倆實際上是從同一隻食夢魔所轉化而來的非人種,兩人一直以輪流交換身分的方式過著雙面生活,一個身分是光鮮亮麗的企業家第二代,另一個身分則是在地下世界與黑道有所掛勾的混混,這樣的雙重身份一直持續到兩人再次結合為一個個體後才得以告終。 早年經歷 個人生活 技能 弱點 屬性 其他設定 外部連結 早年經歷 在十歲左右的時候便結識受到魔畫《露琪亞》所放逐的少年希格‧羅森斐爾,並答應他會幫他將失蹤的父親尋回,此後一直暗中替希格安排偽造身分及保護他,好讓他不會遭到強制遣返或逮捕的命運。 個人生活 與自己的攣生兄弟一直保持著互相交換身分的生活,對外的形象是乖乖牌哥布萊登‧平瑟頓(Brighton Princerton)及浪蕩子弟坎貝爾‧平瑟頓(Campbell Princerton),但實際上兩人都同時是前者與後者;在地下世界共同的小名是「貝兒」。 由於和自己的兄弟保有共同的意識及記憶,故長久以來一直受到近似雙重人格的煎熬,兩人的決裂起因自兩人分別愛上不同的人,但卻又同時和各自的對象發生過關係,甚至因此男孕,故彼此都相當嫉恨對方,想將對方徹底消滅,但最後卻結合回同一個個體。 而儘管在身體變成單一個體後,體內的兩個意識仍有互斥現象,但目前兩者都已被路易‧福克斯所攻略成功,故兩個意識間再也不曾發生激烈衝突,但後遺症卻是有時會有由受轉攻的現象。 技能 讓特定多數人在某一段時間內產生共同的幻覺,但只要在該群人當中有非人種的話就會失效。 能感應到藝術品的所在地,並以超常力量取得該樣物品,但因為他很有錢,所以他很少需要用這招。 弱點 在平瑟頓兄弟的意識產生衝突時會陷入歇斯底里的狀態,但只要被肛過後就會平靜下來。 屬性 病嬌 雙重人格 金髮碧眼 王子病 總裁 鬼畜眼鏡 其他設定 頭髮顏色是很淡的奶金色。 眼睛顏色為有點偏藍的綠色。 在較正式的場合時會將瀏海全部梳到後面抹得很整齊,私底下才會頂著一頭亂髮。 似乎有近視。 本體是銀色的食夢魔。 生日:6 / 2 星座:雙子座 外部連結 零與遊戲