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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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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.
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index Combat in Baldur's GateMore Than just Hack and Slash Personal Initiative Round, Speed factors, and Casting times The Attack Roll Critical Hits and Misses Improving the Odds in Combat Dexterity Modifiers for Missile Weapons Missile weapons in combat – Rate of fire Casting SpellsSpell Disruption Saving ThrowsSave vs. Paralyzation, Poison, and Death Magic Save vs. Rod, Staff, or Wand Save vs. Petrification or Polymorph Save vs. Breath Weapon Save vs. Spell Modifying Saving Throws Morale Combat Effects and RecoveryHealing and Hit PointsNatural Healing Magical Healing Raising the Dead Paralysis Poison Combat in Baldur s Gate As discussed above, Baldur’s Gate follows the AD D rule system closely. The main difference lies in the real-time adaptations to the personal initiative rounds. The computer takes care of most of the underlying rules, to allow you to become more immersed in the story and the world of the game. More Than just Hack and Slash As important as fighting is to the AD D game, it isn’t the be-all and end-all of play. It’s just one way for characters to deal with situations. If characters could do nothing but fight, the game would quickly get boring – every encounter would be the same. Because there is more to the game than fighting, we’ll cover much more than simple hack-and-slash combat here. In addition to explaining the basic mechanics of hitting and missing, there are rules for turning undead, special ways to attack and defend, poison, heroic feats, and more. Remember that we follow a modified round based system – as described below. Everyone (characters, NPC’s, monsters) is on their own personal initiative rounds. Any time you want you can pause the game (click on the clock or hit the space bar) and assign commands – then restart the game by unpausing, in the same way. Personal Initiative Round, Speed factors, and Casting times In Baldur’s Gate, to allow for the realtime based combat and movement, each character and monster is on an independent personal initiative round, which is six seconds long. Within the personal initiative round, all of the rules of the AD D game are used, including speed factors for weapons and casting time for spells. For higher level characters who can attack more than once per round with a given weapon, the speed factor of the weapon determines when exactly in the six second round the attacks will occur. Speed factors are numbers between 1 and 10 (indicating 1/10 of a round and 10/10ths of a round respectively for a character that can attack once per round with a weapon). Casting times for priests and wizards are exactly analogous to speed factors of weapons – the casting times are between 1 and 10, and represent how quickly a mage or priest can release a spell (the lower the number, the faster the cast, just as for speed factors). Initiative is determined by a combination of ability, situation, and chance. In Baldur’s Gate initiative is used as a random variation on how quickly characters can initiate their attacks or spells. It adjusts the speed factor of a spell or weapon slightly. Armor Class (AC) is the protective rating of a type of armor. Armor provides protection by reducing the chance that a character is attacked successfully (and suffers damage). Armor does not absorb damage, it prevents it. A fighter in full plate mail may be a slow-moving target, but penetrating his armor to cause any damage is no small task. Armor Class is measured on a scale from 10, the worst (no armor), to less than zero. The lower the number, the better (armor classes less than -10 occur only with very powerful magical armors). Shields and helmets can also improve the AC of a character. Abilities and situations can also affect a character’s Armor Class. High Dexterity gives a bonus to Armor Class, for example. THACO is an acronym for ”To Hit Armor Class 0.” This is the number a character, NPC, or monster needs to attack an Armor Class 0 target successfully. THACO depends on a character’s class and level. The THACO number can be used to calculate the number needed to hit any Armor Class. At the heart of the combat system is the Attack Roll, the die roll that determines whether an attack succeeds or fails. The number a player needs in order to make a successful attack roll is also called the “to hit” number, which is determined by the computer by taking a character’s THACO and adjusting according to the Armor Class of the target. Attack rolls are used for attacks with swords, bows, rocks, and other weapons, as well as blows from fists, and other hand-to-hand attacks. In Baldur’s Gate the ”to hit” roll is done behind the scenes for you – if your character is successful, he hits – if not, he swings and misses. The Attack Roll When an attack is made, the Armor Class of the opponent being attacked is subtracted from the THAC0 of the attacker. The resulting number is the what the attacker must ‘roll’ in order to hit the opponent. This “roll of the die” is done with a d20, or twenty sided die, resulting in a number between 1 and 20. If the attacker rolls the number necessary or higher, then the attack is successful, and damage is done. If the attack is unsuccessful, then the attacker missed completely or was unable to penetrate the opponent’s armor. For example, a 3rd-level fighter fighter has a THAC0 of 18. He is attacking a hobgoblin with an AC of 5. The AC of the hobgoblin is subtracted from the THAC0, giving a “to hit” number of 13. If the fighter rolls a 13 or higher on the twenty-sided die, he hits successfully and does damage. Critical Hits and Misses If a character rolls a ‘natural’ 20 to hit (that is, the attack roll before modifiers are applied is a 20) then a critical hit occurs and damage for that attack will be doubled. A roll of ‘natural’ 1 is considered a critical miss and imposes a time penalty on the character to recover. Regardless of Armor Class, a ‘natural’ 20 always hits, a ‘natural’ 1 always misses. Improving the Odds in Combat In combat, many factors can modify the number a character needs for a successful hit. These variables are reflected in modifiers to the to-hit number or to the attack roll. Strength Modifiers A character’s Strength can modify the die roll, altering both the chance to hit and the damage caused. This modifier is always applied to melees and attacks with hurled missile weapons (a dagger or an axe). Magical items The magical properties of a weapon can also modify combat. Items that impart a bonus to the attack roll or Armor Class are identified by a plus sign. For example, a sword +1 improves a character’s chance to hit by one and inflicts +1 damage if the attack is successful. A suit of chain mail +1 improves the Armor Class of the character by one beyond normal, “non-magical” chain mail (which means you subtract one from the character’s AC, changing an AC of 5 to an AC of 4, for example). Cursed items have a negative modifier (a penalty), resulting in a subtraction from the attack roll or an addition to Armor Class. There is no limit to the number of modifiers that can be applied to a single die roll. Nor is there a limit to the positive or negative number (the total of all modifiers) that can be applied to a die roll. Dexterity Modifiers for Missile Weapons Dexterity affects the character’s ability to attack with a missile weapon. Like Strength modifiers, higher Dexterity will increase the chances to hit, lower Dexterity will lessen the chances of attacking effectively. Dexterity only affects the chances to hit and does not affect the amount of damage inflicted by a missile weapon. Missile weapons in combat – Rate of fire Bows, crossbows, and many other missile weapons have different rates of fire (ROF) – the number of missiles they can shoot in a single round. Arrows can be notched and let loose at a rate of up to two shots per round. Some weapons (such as heavy crossbows) take a long time to load and can be fired only once every round. Darts can be hurled at a rate of several per round. Whatever the ROF, multiple missile shots are handled the same way as other multiple attacks for the purposes of determining initiative. The ROF of each missile weapon is listed in the Weapons Tables on page pg 141. Casting Spells Both wizards and priests use the same rules for casting spells. To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. The caster must be able to speak (not under the effects of a Silence spell or gagged) and have both arms free (not paralyzed, for example). If the spell is targeted on a person, place, or thing, the caster must be able to see the target. It is not enough to cast a Fireball 150 feet ahead into the darkness; the caster must be able to see the point of explosion and the intervening distance. Once the casting has begun, the character must stand still. (If you choose not to have a spell caster cast a spell after you have selected the spell, but before you have selected a target, you can R-click to cancel the spell and it will not be lost from memory.) Spell Disruption If the spellcaster is struck by a weapon or fails to make a saving throw before the spell is cast, the caster’s concentration is disrupted. The spell is lost in a fizzle of useless energy and is wiped clean from the memory of the caster until it can be rememorized. Spellcasters are well advised not to stand at the front of any battle, at least if they want to be able to cast any spells! Saving Throws Saving Throws are measures of a character’s resistance to special types of attacks – poisons, magic, and attacks that affect the whole body or mind of the character. The ability to make successful saving throws improves as the character increases in level. If a saving throw is made this may reduce damage or prevent the effects of a spell or attack entirely. Some spells (e.g. the Protection spells) greatly improve saving throws against different type of attacks. Save vs. Paralyzation, Poison, and Death Magic This is used whenever a character is affected by a paralyzing attack (regardless of source), poison (of any strength), or certain spells and magical items that otherwise kill the character outright (as listed in their descriptions). Save vs. Rod, Staff, or Wand As its name implies, this is used whenever a character is affected by the powers of a rod, staff, or wand, provided another save of higher priority isn’t called for. Save vs. Petrification or Polymorph This is used any time a character is turned to stone (petrified) or polymorphed by a monster, spell, or magical item (other than a wand). Save vs. Breath Weapon A character uses this save when facing monsters with breath weapons, particularly the powerful blast of a dragon. Save vs. Spell This is used whenever a character attempts to resist the effects of a magical attack, either by a spellcaster or from a magical item, provided no other type of saving throw is specified. This save can also be used to resist an attack that defies any other classification. Modifying Saving Throws Saving throws can be modified by magical items, specific rules, and special situations. These modifiers can increase or decrease the chance of a successful saving throw. Magical items like cloaks and rings of protection give bonuses to a character’s saving throw. Magical armor allows a saving throw bonus only when the save is made necessary by something physical, whether normal or magical. Specific spells and magical items have effects, both good and ill, on a character’s saving throws. Some spells force the victim to save with a penalty, which makes even the most innocuous spell quite dangerous. (Specific information can be found in the spell descriptions below.) Morale Each creature has a base morale level that affects whether it fights or runs during a battle. The only character that is unaffected by morale is the first character you create – other characters joining your party have morale dialogue and scripts. Every creature is scripted to react somewhat differently when morale breaks – and often they will break at different levels of morale, or choose different types of attack depending on what the current morale level is (melee if morale is high, ranged attacks if morale is lower, for example). Each creature has a recovery time which indicates how long it takes for that creature’s morale to return to its base level – if someone’s morale fails, it will slowly creep back to the baseline. If someone in your party fails a morale check their selection circle will turn yellow (from green). Morale is positively influenced by having a leader (the topmost character in the portraits) with high Charisma, by the environment that the creature is located in (e.g. kobolds and drow like being underground more than they do wide open spaces outside), by some spells (e.g. Remove Fear), and by the type of enemies that are visible (easy enemies will raise morale). Morale is negatively influenced by factors such as being attacked by powerful magic, by seeing someone in the party killed or knocked unconscious, by losing a lot of hit points, or by spotting a difficult foe. Combat Effects and Recovery Damage, wounds, and death are what can happen to a character when an opponent attacks him successfully. Damage can also occur as a result of poison, fire, falling, acid, and by trying anything even remotely dangerous in the real world. Damage from most attacks is measured in hit points (hp). Each character has a current hit point total and a maximum hit point total. Each time a character is hit, he suffers points of damage. These points are subtracted from the character’s current hit point total. When this reaches 0, the character is dead. If one of your characters suffers massive damage, he or she will be forever dead, beyond hope of resurrection. Healing and Hit Points Once a character is wounded, the player should naturally want to get him healed. Characters can heal either by natural or magical means. Natural healing is slow, but it’s available to all characters, regardless of class. Magical healing may or may not be available, depending on the presence (or absence) of spellcasters or magical devices. The only limit to the amount of damage a character can recover through healing is the maximum hit points the character has. (Note some necromantic spells can improve maximum hit points, but only for a limited period of time.) Natural Healing Characters heal naturally at a rate of several hit points per period (eight hours) of rest. Rest is defined as low activity. If a character rests in a comfortable room in an inn, he or she will recover progressively more hit points the better the room – but of course this costs more. Camping in the wilds will allow for memorization of spells, but will not allow many hit points to be regained. Resting is only possible when there are no enemies within visible range of your party – if there are, you must move away, or make them your friends (Charm, dialogue, etc.) before you can rest. Some creatures may attack your party while resting; if this happens, you will not heal or memorize spells. Magical Healing Healing spells, potions, and magical devices can speed the process of healing considerably. The specifics of such magical healing methods are described in the spell descriptions below. By using these methods, wounds close instantly and vigor is restored. The effects are immediate. Magical healing is particularly useful in the midst of combat or in preparation for a dangerous encounter. Remember, however that the characters’ opponents are just as likely to have access to magical healing as the characters – an evil high priest is likely to carry healing spells to bestow on his own followers and guards. Healing occurs to the maximum hit point total for a given character only, never beyond this. Raising the Dead Curative and healing spells have no effect on a dead character – he can only be returned to life with a Raise Dead or Resurrection spell (or a device that accomplishes one of these effects). A newly raised character will be quite weak (one hit point) and will require additional healing to be effective in combat. Paralysis A character or creature affected by paralysis becomes totally immobile for the duration of the spell’s effect. The victim can breathe, think, see, and hear, but he is unable to speak or move in any manner. Poison A character or creature that is attacked with a poisoned weapon or by a venomous creature must make a saving throw vs poison. Depending on the type of poison, this saving throw will either negate the effects of the poison or lessen them. Poisons are usually deadly within hours, so finding quick treatment is recommended.
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【港の犯罪】 クエスト発生者 Dockmaster Waulon 港にいる。 「Ahoy there, newcomer! Welcome to the Butcherblock Mountains! I m Dockmaster Waulon Highpebble. You can just call me Waulon though. I m sorry I can t spend more time chatting wit ya, but keepin track o every box, crate an person that arrives here is more than one dwarf can handle!」 「ああ、そうしてくれると助かる。この辺を荒らしてる厄介な奴らがいるんだ。そいつらを退治してほしいんだが、やってくれるか?」 内容 浜辺にいるCoastal Basilisk(21Lv前後バジリスク)を6匹倒す。 浜辺にいるRustfiend(21Lv前後)を4体倒す。 浜辺をずーっと北に行くといるAqua Goblin Runt(20Lv前後ゴブリン)を6体倒す。 戻って報告。 「なんだか少し落ち着いた感じがするぜ!ありがとうな!」 報酬 19シルバー59カッパー 名前 コメント
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世界呪附:世界中の森林で敵の聖職者を森の生物が暗殺します Wild Hunt 領域 使用 宝石 Conjuration Lv9 儀式/水陸両用 50 主属性 副属性 効果量 効果発生数 6 - - - 射程距離 効果範囲 精度補正 疲労 - - - - 特殊 世界呪附 ゲーム内説明文 The caster unleashes the Wild Hunt upon the world. The Hunt is led by the Lord of the Hunt, an ancient deity of the wild roaming the woodlands in search of those who have offended the wild and its inhabitants. When the Hunt has been called, powerful priests of enemy faiths will be hunted down for as long as the Lord is not slain. 和訳 術者はWild Huntを世界に解き放ちます。Huntは、野性の世界とその住人を怒らせた人々を探して森林地帯を放浪する古代の野生の神、Lord of the Huntによって指揮されます。Huntが呼び寄せられると、Lordが殺害されるまで、敵の宗派の強力な聖職者らは狩りたてられます。 解説 世界中の森林地帯で、自国以外の指揮官(とくに聖職者を優先)が暗殺を受けるようになる世界呪附。支配圏とは無関係に機能するが、森林以外では何も起こらない。 暗殺は毎ターン発生し、同時に数箇所で発生する可能性もある。これらの暗殺のうち、1つはLord of the Huntが含まれる可能性があるが、他はより小規模な部隊が行う。Lord自身の部隊が敗北すると呪附は強制解除される。 Lord of the Huntは地1緑5の魔力を持つ強力な巨人。護衛として大量のWolf、Black Dog、Barghestを従えており、数の暴力でほとんど一人きりの相手を嬲り殺しにする。 LordはEnchanted SpearとWall Shekerに加え、少量だが宝石も持参してくる。所属国は発動者の国と同一と見なされるので、使用される魔法もその研究状況に依存する。 これ以外の部隊はDire Wolfが率いるWolfの群れか、Cu Sidheのみで構成された小規模な群れとなる。あまり強くは無いが、こちらは何度撃退されても呪附の強制解除とならない。 発動可能な時期が遅すぎるものの、一旦発動してしまえば長期的に敵を煩わせることができる。敗北による解除があるので極端に多くの宝石をつぎ込むべきではないが、戦闘型指揮官に当たらない限りはLordはそうそう負けはしない。 ただしあくまで暗殺が起きるのは森だけ。マップの地形配置が偏っている場合、ほとんど効果がないこともあり得る。逆に要所と言える州が森林である場合、敵に避け難い損耗を強いることもできるだろう。 コメント 名前 コメント
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+メニュー 概要 スクリーンショット ダウンロード コミュニティー製ポート Mod オンラインCo-op Mod ゲーム名 Spelunky(スペランキー) リリース日 2008/12/21(フリー版) 開発元 Mossmouth 公式サイト http //spelunkyworld.com 使用ゲームエンジン GameMaker ジャンル アクション マルチプレイ/シングルプレイ シングルプレイ(フリー版) OS Windows(フリー版)/Mac/Linux(ポート) 概要 オリジナル版が無料で公開。 とにかく難しく、洞窟は入るたびに自動生成。 ソースコードも配布中(ソースコードをいじる場合はGameMakerが必要。またSpelunky User Licenseを読むこと。 製品版は、画質向上や機能が追加されている。 (製品版のPC版は英語のみ 360版は日本語あり) Mac版は非公式のポート版あり(Modリストに記載されています) スクリーンショット ダウンロード ダウンロード コミュニティー製 コミュニティーがPC以外の別機種へ移植したものや、追加要素を実装したSpelunky Classicの一覧です。 ポート Spelunky ClassicをWindows以外に移植したMod/ポート一覧(下の一覧と被ってるModあり) ポート名 対応機種 備考 Spelunky HD Windows/Linux/Android/Mac/ブラウザ アスペクト比の変更やAndroidに移植されたSpelunky Spelunky SD Windows/Linux Co-op機能といろんな機能を実装したMod Spelunky v1.3 Windows/Mac - Spelunky Html5 ブラウザ - リメイク ポート イチから作り直されてPC以外の機種に移植されたSpelunky ポート名 対応機種 備考 Spelunky PSP Playstation Portable - Spelunky DS Nintendo DS - Mod/非公式ビルド ※Modファイルが消えていても他のコミュニティーメンバーが再アップロードしている場合がありますので、そのModのディスカッションを最後まで見ることをお勧めします。 非公式ビルド Spelunky Community Update Project - バグ修正など Spelunky v1.3 - バグ修正など(Windows/Mac対応) Mod 殆どのModは以下のページから見つけることができます。 公式フォーラム/Modシェアディスカッション Modリスト Modリスト2 Mod再アップロード(一部) Spelunky Wiki ModList その他Mod(ファイル削除済みModについては記載していません) Spelunky Breakdown Yet Another Spelunky Mod Seed of Spelunky - シード値を追加するMod Spelunky Explorer - (ダウンロードは4ページめ 該当メッセージへ) Spelunky Explorer 4x Revived - 上のModの非公式アップデート Spelunky Editor Plus - Spelunkyのレベルを自分で作成できるMod Editor Plus Fan Update - 上のModの非公式版/バージョンは公式版より古いのを使って開発されている Spelunky Invincible(ダウンロードは3ページめ 該当メッセージへ) Spelunky Casual(ダウンロードは3ページめ 該当メッセージへ) Spelunky - The Lost Update Spelunky Gold Rush Alternate Spelunky Darc Mod(ダウンロードは2ページめ 該当メッセージへ) Spelunky - Blue Frog Mod(ディスカッションのリンクは張りミス ダウンロード) オンラインCo-op Mod オリジナル版にオンラインCo-op機能を追加したMod一覧(上の一覧と被ってるModあり) フレンドなどと一緒に遊んではいかが? Spelunky Online Multiplayer - オリジナル版にCo-op機能を追加しただけのシンプルMod 同期ずれがある Spelunky SD - Co-op機能といろんな機能を実装したMod Windows/Linux対応
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Cell Warfare サイトURL http //www.freegamesonline.com/games/10023/Cell-Warfare.html http //www.kongregate.com/games/Xdragonx10/cell-warfar 概要 画面に出現する様々な敵を撃ち倒し、生き残るシューティングゲーム。 Amorphous+の簡易版といった感じの内容。 基本事項 ショートカットキー パワーアップ 敵 BadgeELITE MARKSMAN VOID ACCOLADE ENDURANCE EXITINCTION SLAYER 基本事項 一定数の敵の殲滅が目的の「STANDARD LEGION」とエンドレスの「SURVIVAL」の2種類のモードがある。 キーボードのWASDか矢印キーで自機を移動し、マウスクリックで射撃。 ショートカットキー キー 機能 WASD矢印キー 自機の移動 Space、P 一時停止、解除 M BGMをオン / オフ E ゲームを終了 パワーアップ 色 効果 オレンジ 発射弾数が2発に 赤 発射弾数が3発に 緑 発射速度が上昇 青 体力回復 紫 1回だけダメージを防ぐバリア 黄 画面内の敵を全滅 敵 名前 スコア 色 特徴 P.C. 5 緑 N.C. 5 赤 REPLICLONE 7(3) 紫 攻撃を受けると4つに分裂する。 DEATHRUPTURE 黒 倒されるとその場にダメージを受ける液体をぶちまける。液体は敵にも効果あり。プレイヤーを追尾する。 GIGA CELL オレンジ プレイヤーを追尾する。 N.C.+ 濃い赤 大きさが小さく、体力が高い。 CHARGER 黄 移動が素早い。プレイヤーを追尾する。 SWINGER 黄 周囲を2個の小さいオプションが回転している。プレイヤーを追尾する。 GHOST CELL 白 薄暗い色になっている間は無敵。プレイヤーを追尾する。 Badge 全28個のBadgeがあり、各種のAchievementsを一定数獲得すると入手出来る。 Achievementsは指定された条件を達成すると獲得出来る。 獲得数 特典 20 新しいパワーアップアイテムが使用可能に 40 同上 60 HPが自動的に微量回復するように 全て 発射弾が金色に ELITE 名前 条件 NEWBIE 1回のゲーム中で100スコアを獲得する BEGINNER 1回のゲーム中で500スコアを獲得する HIGH BEGINNER 1回のゲーム中で1000スコアを獲得する LOW INTERMEDIATE 1回のゲーム中で2000スコアを獲得する INTERMEDIATE 1回のゲーム中で3000スコアを獲得する HIGH INTERMEDIATE 1回のゲーム中で4000スコアを獲得する LOW VETERAN 1回のゲーム中で5000スコアを獲得する VETERAN 1回のゲーム中で6250スコアを獲得する HIGH VETERAN 1回のゲーム中で7500スコアを獲得する ELITE 1回のゲーム中で10000スコアを獲得する UNTOUCHABLE 1回もダメージを受けずに、LEGIONをクリアする(大きさ問わず) MARKSMAN 名前 条件 FIRST KILL 敵を倒す(種類問わず) P.C. KILLED P.C.を倒す N.C. KILLED N.C.を倒す REPLICLONE KILLED REPLICLONEを倒す DEATHRUPTURE KILLED DEATHRUPTUREを倒す GIGA CELL KILLED GIGA CELLを倒す N.C.+ KILLED N.C.+を倒す CHARGER KILLED CHARGERを倒す SWINGER KILLED SWINGERを倒す GHOST CELL KILLED GHOST CELLを倒す ALL CELLS KILLED 全種類の敵を倒す VOID 名前 条件 START THE GAME ゲームを開始する EXTRA LIFE 青のアップグレードアイテムを取る FASTER SHOT 緑のアップグレードアイテムを取る TRIPLE SHOT 赤のアップグレードアイテムを取る COWARD 20秒間、弾を撃たない BEYOND 画面の端に触れる SPEED DEVIL 素早く移動する GOING STALE 10秒間静止する MANIAC ゲーム開始10秒以内に自殺する(一時停止してQuitで取得可能) GIMME A BREAK ゲームを一時停止する CLOSE ONE 体力20%の状態でLEGIONをクリアする(大きさ問わず) SO CLOSE クリアまで残り5体以下で死亡する(大きさ問わず) THE DEVIL 666スコアを獲得する DOUBLE SHOT オレンジのアップグレードアイテムを取る ACCOLADE 名前 条件 UNLOCK 10 AWARDS Achievementを10個獲得する UNLOCK 20 AWARDS Achievementを20個獲得する UNLOCK 30 AWARDS Achievementを30個獲得する UNLOCK 40 AWARDS Achievementを40個獲得する UNLOCK 50 AWARDS Achievementを50個獲得する UNLOCK 60 AWARDS Achievementを60個獲得する UNLOCK 70 AWARDS Achievementを70個獲得する ALL AWARDS UNLOCKED これ以外のすべてのAchievementを獲得する ENDURANCE 名前 条件 PLAY FOR 5 MINUTES ゲームを5分間プレイする PLAY FOR 15 MINUTES ゲームを15分間プレイする PLAY FOR 30 MINUTES ゲームを30分間プレイする PLAY FOR 60 MINUTES ゲームを60分間プレイする PLAY FOR 120 MINUTES ゲームを120分間プレイする LAST 1 MINUTE IN SURVIVAL サバイバルモードで1分間生き残る LAST 2 MINUTE IN SURVIVAL サバイバルモードで2分間生き残る LAST 3 MINUTE IN SURVIVAL サバイバルモードで3分間生き残る LAST 5 MINUTE IN SURVIVAL サバイバルモードで5分間生き残る LAST 10 MINUTE IN SURVIVAL サバイバルモードで10分間生き残る EXITINCTION 名前 条件 DIED 死亡する 5 DEATH 5回死亡する 10 DEATH 10回死亡する 25 DEATH 25回死亡する 50 DEATH 50回死亡する DIE FROM P.C. P.C.に殺される DIE FROM N.C. N.C.に殺される DIE FROM REPLICLONE REPLICLONEに殺される DIE FROM DEATHRUPTURE DEATHRUPTUREに殺される DIE FROM GIGA CELL GIGA CELLに殺される DIE FROM N.C.+ N.C.+に殺される DIE FROM CHARGER CHARGERに殺される DIE FROM SWINGER SWINGERに殺される DIE FROM GHOST CELL GHOST CELLに殺される DIE FROM BLACK OOZE DEATHRUPTUREのぶちまけた液体で死亡する SLAYER 名前 条件 10 KILLS 合計で敵を10体倒す 100 KILLS 合計で敵を100体倒す 500 KILLS 合計で敵を500体倒す 2000 KILLS 合計で敵を2000体倒す 10000 KILLS 合計で敵を10000体倒す COMPLETED SMALL LEGION SMALL LEGIONをクリアする COMPLETED MEDIUM LEGION MEDIUM LEGIONをクリアする COMPLETED LARGE LEGION LARGE LEGIONをクリアする COMPLETED INSANE LEGION INSANE LEGIONをクリアする
https://w.atwiki.jp/bemanilyrics/pages/2572.html
SO DANCE!/ダンキラ協会 Stand together Dance forever I'm gonna be on the stage when you're looking for me So dance Let's take a chance chance free your mind So dance And make the music come alive So dance Oh never never thought I'd be Strong and proud of me Didn't know how I'd make it through I didn't think I'd come this far Halfway to the stars Gonna gonna show them what I do (You like it) Today we start making waves Hey baby I'm breaking the barricade Yeah baby it's you and me And everybody else gon' know my name Take a chance now Get up and dance The universe makes the music we can't help feeling Oh oh oh Stand together Dance forever I'm gonna be on the stage when you're looking for me So dance Let's take a chance chance free your mind So dance And make the music come alive So dance long ver Stand together Dance forever I'm gonna be on the stage when you're looking for me So dance Let's take a chance chance free your mind So dance And make the music come alive So dance Oh never never thought I'd be Strong and proud of me Didn't know how I'd make it through I didn't think I'd come this far Halfway to the stars Gonna gonna show them what I do (You like it) Today we start making waves Hey baby I'm breaking the barricade Yeah baby it's you and me And everybody else gon' know my name Take a chance now Get up and dance The universe makes the music we can't help feeling Oh oh oh Stand together Dance forever I'm gonna be on the stage when you're looking for me So dance Let's take a chance chance free your mind So dance And make the music come alive So dance Oh gotta do the music proud Gonna gonna show the crowd Never gonna be someone like me Oh running running like a train Like a bullet through the brain I'd better be the last thing that they see (You like it) Hey baby it's not okay The way we keep hiding ourselves away Hey baby come shine with me And everybody else will just fade away Find my dream If I beleive I wanna do something I can remember Oh oh oh Hold my head high Reach for the sky I wanna be dancing dancing forever So dance Let's take a chance chance free your mind So dance And make the music come alive So dance So tell me are you ready Cuz baby we're got only one today I'm waiting to blow you away And everyone will say he-y hey Are you ready Oh oh oh Take a chance now Get up and dance Oh oh oh Take a chance now Get up and dance The universe makes the music we can't help feeling Oh oh oh Stand together Dance forever I'm gonna be on the stage when you're looking for me So dance Let's take a chance chance free your mind So dance And make the music come alive So dance Stand together dance forever Let's take a chance chance free your mind So dance Hold my head high reach for the sky And make the music come alive So dance
https://w.atwiki.jp/maidenandspelljpwik/pages/20.html
ROYAL ARCANIST キャラ紹介 氷結王国の女王に仕える宮廷呪術師。 大輪にある強力な宝物について記載されている本を発見した後、 彼女はパーティーを呼び、調査することにしました。 彼女の動きは浮遊的であり、密度の高いばら撒きと対戦相手の頭上に直接大きな弾を召喚する能力とを組み合わせて攻撃します。 彼女は長距離の戦いに適しています。 また、多種多様なステータス異常魔法を持っています。 魔法一覧 自機狙い攻撃:デミ・ダーク 自機狙いを中心に6角形に広がる弾を発射する。 CD表記はないが大体1秒毎に発射できる。 自機外し攻撃:ラト・ダーク 5方向に丸弾を発射する。 ボタン長押しでうずまき状に弾を発射する。 CDは無し 特殊魔法1:ノヴィ・スター 敵キャラ頭上に大きな丸弾を召喚し、ゆっくりと落とす。 CD3秒 防御魔法1:呪魔 防御魔法ボタンを短く押すことで発動。 真横に直線的に進み、縦方向の座標が敵キャラと重なると円のフィールドを発生させる。攻撃判定はない。 フィールドに入るとデバフがかかる。デバフの種類は6つ。重ねがけ有効。 CD無し。ただし防御魔法がCDに入ると使用不可になる。 かかるデバフの種類は魔法を唱えるごとに「麻痺→混乱→スロウ→猛毒→ミニ→死の鐘→麻痺→…」とループして使用する。 下記にそれぞれのデバフの解説 -麻痺:一定時間毎に一瞬動けなくなる。動けなくなるタイミングは黄色い輪が縮むタイミングでわかる。デバフ時間は8秒間、2秒に一回、約0.5秒動けなくなる。 -猛毒:自機を中心とした四角形の対角線上に4つの毒の気泡を生成する。毒は発生した場所から真上にゆっくりと短距離移動する。触れるとダメージ。毒は5回発生する。デバフ時間は8秒。 -スロウ:弾幕のスピードが遅くなる。デバフ時間は8秒。 -混乱:自動で相手を追う矢印がX軸を対称線として反転するようになり、狙いがつけられなくなる。デバフ時間は8秒。 -ミニ:自機が小さくなり、当たり判定も小さくなる。弾も小さくなる。デバフ時間は6秒。 -死の鐘:頭上からドクロ弾が降り注ぐ。一発のみ。デバフを喰らってから6秒後に落ちてくる。 防御魔法2:時空停止 防御魔法ボタンを長押で発動 防御魔法ボタンを押している間は真横方向に加速しながら移動し、ボタンを離すと発動。円状のフィールド内の時を止め、自機と敵の弾を消し、フィールド内に敵を入れると敵の行動を止める。フィールドの効果時間は3秒。 CD10秒 フィールドが消えたタイミングでCDに入る。 立ち回り 弾幕一つ一つが攻撃的、特殊魔法で上方向に注意をそらしつつ、自機外し攻撃で弾幕の密度を上げ、自機狙い攻撃や防御魔法1を差し込む戦法が強い。 防御魔法2は発動するのに溜めが必要なためとっさの使用が難しい。使うと決めたら早めに溜めておくこと。一度発動してしまえばエリアを盾にして特殊魔法で攻める。自機の弾も消してしまう点や、防御魔法1もCDに入る点、CDの長さに注意。 特殊魔法のCDは3秒と短いためCDが上がるたびにボタンを押していい。上からのプレッシャーを与えよう。 自機狙い攻撃が強い距離は適度に広がった中距離。遠距離すぎると隙間を相手にくぐられてしまう。 防御魔法1のデバフは強力。発動も素早いのでチャンスが有れば積極的に狙っても良い。 防御魔法1のデバフの順番は決まっている。次に唱えるデバフがなにか管理できると何かと役に立つ。