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Essence(魔素) Essenceとは マップ上の植物を収穫したり、敵を倒したり、村人やゴーレムが失われたときに発生する、キラキラした「つぶつぶ」です。 複数の手段や用途で利用される、このゲームの重要な要素です。 回収方法 マウスカーソルを重ねる このゲームの重要な基本操作です。 マウスカーソルで回収されたEssence(エッセンス)は、influence(MP)に変換され、Spell(神呪文)の元になります。 influence(MP)が最大まで満たされると、マウスカーソルでの回収はできなくなります。 一晩で数百単位の敵が押し寄せるようになると、回収したEssenceで大きなSpell(神呪文)を連発できるようになります。 Essence Collectorを設置する マウスカーソルで回収されなかったEssence(エッセンス)は、しばらくするとEssence Collectorが回収して、Energy(エネルギー)に変換されます。 設置位置は、発生地から遠くても損失はありません。 Energy(エネルギー)は、Magic(魔法)系の施設で消費されます。これら設備は強力ですが、Energy(エネルギー)が尽きると動作しなくなるので、注意が必要です。 回収されない場合 時間経過で消滅します。
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《Apocalyptic Spell》 (呪文修正) Apocalyptic Spell 出典 Planar Adventures 22ページ Your spell becomes infused with the devastating horror personified by the Horsemen of the Apocalypse, temporarily transforming reality into a treacherous ruin. 利益:You can alter a spell with an area of effect and a duration of instantaneous to become an apocalyptic spell. When you cast the spell, the area affected by the spell’s instantaneous effect becomes ruined and devastated in appearance. All surfaces in the area are treated as difficult terrain, and Climb, Fly, and Swim checks attempted in the area take a penalty equal to the spell’s original spell level. The difficult terrain and skill penalties last for a number of rounds equal to the spell’s original spell level. An apocalyptic spell gains the evil descriptor. An apocalyptic spell uses a spell slot 1 level higher than the spell’s normal spell level. Spells with the good descriptor can’t be apocalyptic spells. 《呪文水棲化》 (呪文修正) Aquatic Spell 出典 Ultimate Wilderness 106ページ、Melee Tactics Toolbox 14ページ 呪文を水中でまたは水中へと発動するのは難しいことではない。 利益:水棲化呪文は通常水中で機能し、[火炎]の補足説明がある場合でも、発動するための術者レベル判定を必要としない。加えて、この呪文は水面から水中へと発動することができ、依然として有効である。《呪文水棲化》された呪文は、本来のレベルより1レベル高い呪文スロットを使用する。 《Authoritative Spell》 (呪文修正) Authoritative Spell 出典 Planar Adventures 25ページ Your magic holds all the intricacies of Axis’s idealized laws, enforcing their strictures upon your enemies. 利益:You can alter any spell that targets a single creature to become an authoritative spell. When you cast an authoritative spell, choose one of the following activities to prohibit move closer to you, move away from you, make a melee weapon attack, make a ranged weapon attack, cast an offensive spell, or cast a nonoffensive spell. A creature that is affected by the spell and fails its saving throw against that spell (if the spell allows a saving throw to resist) cannot perform any action of the selected type on its next turn. An authoritative spell gains the lawful descriptor, and the additional effect is a mind-affecting compulsion effect. An authoritative spell uses a spell slot 2 levels higher than the spell’s normal spell level. Spells with the chaotic descriptor can’t be authoritative spells. 《Benthic Spell》 (呪文修正) Benthic Spell 出典 Elemental Master's Handbook 14ページ Explorers in the depths of the Arcadian Ocean have learned that deadly pressure can be just as lethal as any flame. 利益:You can modify a spell that deals acid, cold, electricity, or fire damage to deal damage through high-pressure water instead. The spell gains the water descriptor, and you can either replace the spell’s normal damage with bludgeoning damage or split the spell’s damage so that half is bludgeoning and half is of its normal type. Creatures with damage reduction apply their damage reduction to bludgeoning damage from a benthic spell, but the spell counts as bludgeoning and magic for the purposes of bypassing damage reduction. A benthic spell uses up a spell slot one level higher than the spell’s actual level. 《Blissful Spell》 (呪文修正) Blissful Spell 出典 Planar Adventures 26ページ The absolute peace of Nirvana infuses your spells, giving pause to foes and granting boldness to allies. 利益:You can alter any spell that targets a single creature to become a blissful spell, although the exact effects of the metamagic vary depending on whether the spell is beneficial or offensive. A creature successfully hit by an offensive blissful spell (if the spell requires an attack roll) or that fails its saving throw against an offensive blissful spell takes a –2 penalty on attack rolls and weapon damage rolls for 1 round. A beneficial blissful spell instead grants affected creatures a +2 morale bonus on skill checks and saving throws for 1 round in addition to its normal effects. A blissful spell gains the good descriptor, and the additional effect is a mind-affecting compulsion effect. A blissful spell uses a spell slot 1 level higher than the spell’s normal spell level. Spells with the evil descriptor can’t be blissful spells. 《Brackish Spell》 (呪文修正) Brackish Spell 出典 Elemental Master's Handbook 15ページ You can conjure a seawater orb to protect yourself. 利益:This feat can be applied only to spells with the water descriptor. You can modify the spell to surround you with a thin sheath of brackish salt water in addition to the spell’s normal effect. You gain DR/piercing equal to the spell’s level for 1 round after you finish casting the spell. After this round, the water collapses into a briny puddle and the effect ends. A brackish spell does not use up a higher-level spell slot than the spell’s actual level. 《呪文活発化》 (呪文修正) Brisk Spell 出典 Magic Tactics Toolbox 5ページ 君の移動呪文は味方を普通より速くする。 前提条件:【敏捷力】13 利益:クリーチャーの移動種別を与える呪文は、通常その移動種別の移動速度を10フィート増加させる必要ないように変更することができる。《呪文活発化》された呪文は、本来のレベルより1レベル高い呪文スロットを使用する。 《呪文爆心地化》 (呪文修正) Centered Spell 出典 Legacy of the First World 23ページ 君は自身の周囲でで呪文を爆発させ、爆発の中心に自分自身の安全地帯を残すことができる。 前提条件:〈呪文学〉3ランク 利益:範囲効果と瞬時の持続時間を持つ呪文の範囲を自身を中心とし、呪文の効果から自身を除外することができる。使い魔(あれば)も効果から除外されるが、使い魔が君のマスにおり、少なくとも1段階サイズが君より小さい場合に限る。 《呪文爆心地化》された呪文は本来のレベルよりも高いレベルの呪文スロットを使用しない。 《Cherry Blossom Spell》 (呪文修正) Cherry Blossom Spell The Cherry Blossom Spell feat is available to PCs of any race. 出典 Wilderness Origins 10ページ You can infuse your spells with the ability to cripple your targets with old age or regress them to the folly of youth. 利益:When a living creature takes damage from the affected spell, that creature also takes 2 points of damage to Strength, Dexterity, and Constitution or 2 points of damage to Intelligence, Wisdom, and Charisma (your choice). If the spell does not normally allow a save, the target can attempt a Fortitude save to negate the effect. Ageless or immortal creatures are immune to this effect. This is a magical aging effect, but it does not alter the creature’s true age—it merely simulates the effects of old age on the flesh or the reversion to a more infantile mental age. A cherry blossom spell uses up a slot 3 levels higher than the spell’s actual level. Spells that don’t deal damage don’t benefit from this feat. 《Coaxing Spell》 (呪文修正) Coaxing Spell 出典 Dungeoneer's Handbook 10ページ Your charms and enchantments reach the minds of even the lowliest dungeon denizens. 前提条件:Spell Focus (enchantment), Knowledge (dungeoneering) 6 ranks. 利益:This feat only works with mind-affecting effects. A coaxing spell affects mindless oozes and vermin as if they weren’t mindless, but has no effect on other creature types. A coaxing spell uses a spell slot 2 levels higher than the spell’s actual level. 《呪文条件付与》 (呪文修正) Conditional Spell 出典 Healer's Handbook 8ページ 君はクリーチャーが君の呪文の利益をどのように使うことができるかについて制限を提供する方法を知っている。 利益:《呪文条件付与》はコンディショナル・フェイヴァー呪文で展開されているルール(Pathfinder RPG Ultimate Intrigue 206ページ)に従う。《呪文条件付与》された呪文は、本来のレベルより1レベル高い呪文スロットを使用する。 《Consecrate Spell》 (呪文修正) Consecrate Spell 出典 Blood of Angels 25ページ You infuse spells with heavenly power, drastically increasing their effectiveness against would-be heralds of evil. 前提条件:Aasimar, able to prepare or cast consecrate. 利益:A consecrated spell is treated as a maximized spell against evil creatures and creatures with the evil subtype. Against all other creatures, this feat does not modify the spell in any way (for example, a consecrated fireball acts as a normal fireball against neutral or good creatures). This feat does not stack with Maximize Spell. A consecrated spell uses up a spell slot two levels higher than the spell’s actual level. 《Contingent Spell》 (呪文修正) Contingent Spell 出典 Healer's Handbook 14ページ Ability to cast cure spells (a cure spell is any spell with “cure” in its name). 前提条件:Ability to cast cure spells (a cure spell is any spell with “cure” in its name). 利益:A contingent spell infuses a target with a dormant healing or restorative spell that can trigger when the target needs it the most. This metamagic feat can be applied to only cure spells; breath of life; or any harmless spell that can be used to remove ability score damage, ability score drain, or a negative condition or effect (including break enchantment, neutralize poison, and remove disease). When you cast a contingent spell, you must set a specific trigger that dictates under what circumstances the target is immediately subject to the spell’s effects (for instance, “When the target dies, breath of life takes effect”). The contingent spell’s effects can remain dormant within the target for up to 10 minutes per caster level you have. A creature can be infused with only one contingent spell at a time. A contingent spell uses up a spell slot 2 levels higher than the spell’s actual level. 《Crypt Spell》 (呪文修正) Crypt Spell 出典 Planar Adventures 26ページ You can infuse your magic with the unswayable power of the Boneyard, sending foes to face ineluctable judgment. 利益:You can enhance any spell that inflicts hit point damage to become a crypt spell. A creature that dies within 1 round of being damaged by a crypt spell is considered to have been killed by a death effect for the purpose of being returned to life. An undead creature damaged by a crypt spell gains the sickened condition for a number of rounds equal to the spell’s original spell level; this duration is halved if the undead creature succeeds at its saving throw against the spell. If the spell does not allow a save, the target can attempt a Will save to negate the sickened effect. A crypt spell gains the death descriptor. A crypt spell uses a spell slot 1 level higher than the spell’s normal spell level. 《Delayed Spell》 (呪文修正) Delayed Spell 出典 Pathfinder #116 Fangs of War 67ページ You can set a spell to trigger on a delay. 利益:A delayed spell can be activated as a standard action anytime within 1 minute per spell level of being cast. Only spells that target one or more squares or grid intersections can be affected by Delayed Spell, and the target (as well as any other variables determined at the time of casting) cannot be changed once the delayed spell is cast. You can have as many delayed spells as you wish at any given time, but only one spell can be triggered in a single standard action. Though a delayed spell does not manifest until it is triggered, it emits a magical aura as normal and can be identified with Knowledge (arcana) as a spell effect in place. A delayed spell uses up a spell slot 1 level higher than the spell’s actual level. 《Eclipsed Spell》 (呪文修正) Eclipsed Spell 出典 Blood of Shadows 25ページ You alter how your spells affect illumination. 利益:Only spells that create areas of light or darkness can be eclipsed spells. If the eclipsed spell creates an area that shines like a torch or raises the light level by one step, you can choose to have the spell lower the illumination level in the affected area by one step, functioning like darkness. If the eclipsed spell creates an area that shines like daylight or raises the light level by two steps, you can choose to have the spell lower the illumination level in the affected area by two steps and create an area of magical darkness, functioning like deeper darkness. If the eclipsed spell lowers the illumination level in the affected area by one step, you can choose to have the spell cause the affected area to glow with normal light, functioning like light. If the eclipsed spell lowers the illumination level in the affected area by two steps, you can choose to have the spell cause the affected area to shed bright light, functioning like daylight. An eclipsed spell does not use up a higher-level spell slot than the spell’s actual level. 《呪文激励化》 (呪文修正) Encouraging Spell 出典 Magic Tactics Toolbox 5ページ 君の閃きは仲間により大きな支援を与える。 前提条件:【魅力】13、〈交渉〉6ランク 利益:《呪文激励化》された呪文によって与えられる士気ボーナスは1増加される。《呪文激励化》された呪文は、本来のレベルより1レベル高い呪文スロットを使用する。 《Familiar Spell》 (呪文修正) Familiar Spell 出典 Animal Archive 18ページ You can imbue your familiar with a spell. 前提条件:Spellcaster with familiar class feature. 利益:You can transfer a prepared spell to your familiar, allowing the familiar to cast that spell at a later time. Variables that rely on caster level function according to your caster level, not your familiar’s Hit Dice, though your familiar’s Intelligence may influence how precisely it can follow your instructions on how to use these spells. Your familiar must be able to speak to cast spells with a verbal component (the ability to speak with its master or creatures of its kind is insufficient). Your familiar must be carrying any material or focus components necessary, unless the materials cost less than 1 gp and the spell is prepared with Eschew Materials. Attack rolls use your familiar’s ability scores. A familiar spell counts against the number of spells you may prepare for as long as your familiar retains the spell. Once your familiar casts a retained spell, you can prepare a new spell in that slot the next time you prepare spells. A familiar spell uses up a spell slot 3 levels higher than the spell’s actual level. Your familiar can store a number of spell levels (including this modifier) equal to your caster level, but no spell’s adjusted level can exceed half your caster level. 特殊:If you are a spontaneous caster, you must select a specific spell with which to imbue your familiar; you cannot imbue your familiar with an open spell slot. 《Jinxed Spell》 (呪文修正) Jinxed Spell 出典 Halflings of Golarion 27ページ You can make a creature that fails its spell save suffer your jinx as well. 前提条件:Any two metamagic feats, Halfling Jinx trait. 利益:Any creature that fails its saving throw against a jinxed spell also suffers the effects of your jinx. This feat has no effect on spells that do not allow a saving throw. If the spell affects an area or multiple creatures, you must select one creature to take the jinx, unless you have the Area Jinx feat; if you have the Area Jinx feat, choose a jinx burst area within the spell’s area or among its targets and apply the jinx to those in the burst that failed their save. A jinxed spell uses up a spell slot one level higher than the spell’s actual level. 《Latent Curse》 (呪文修正) Latent Curse 出典 Blood of the Coven 20ページ You can imbue curse magic into objects. 利益:You can alter a spell with the curse descriptor to target an object rather than a person. Your spell immediately targets the next creature to pick up, handle, or interact with the object as if that creature were the spell’s original target. The curse affects only the first creature to use the item, even if the curse originally affected multiple targets. An object invested with a latent curse detects as magical, with an aura appropriate for the spell’s original level and school. As with all cursed items, someone studying the object’s magic aura recognizes that it is cursed only if her Spellcraft check exceeds the target DC by 10 or more. So long as a latent curse remains active in an item, you cannot recover the spell slot used to cast that spell. A latent curse remains active in an item for 1 day per caster level, but you can dispel the latent curse whenever you recover your spells as a free action, rending the cursed object harmless and regaining the expended spell slot. A latent curse spell uses up a spell slot 1 level higher than the spell’s actual level. 《Murky Spell》 (呪文修正) Murky Spell 出典 Aquatic Adventures 58ページ You can call upon murky sediments in the water to transform a mist spell underwater. 利益:You can apply Murky Spell only to a mist or fog spell that normally doesn’t work underwater, such as cloudkill, fog cloud, mind fog, obscuring mist, or solid fog. When cast underwater, a murky spell clouds the water with sediments, producing roughly the same effects as the normal spell would above water except as follows. Due to the dilution, a murky spell has only one-tenth of the duration of a normal spell (generally 1 minute per level, though mind fog lasts 3 minutes), but this reduction doesn’t affect the duration of secondary effects like mind fog’s mental penalties. Abilities that see through mist and fog can’t see through a murky spell unless they also specifically see through murky water (like the mistsight universal monster rule). Instead of wind, currents can disperse a murky spell; any current with a speed of at least 10 feet disperses a murky spell in 1 round. A murky spell has no effect above the water. A murky spell uses up a slot the same spell level as the spell’s actual level. 《Scouting Summons》 (呪文修正) Scouting Summons 出典 Monster Summoner's Handbook 14ページ Your experiments with the connection between summoners and the creatures they summon have taught you to see through the eyes of a summoned creature for a short time. 前提条件:Spell Focus (conjuration), ability to cast magic jar. 利益:When casting a conjuration (summoning) spell that summons a single creature, you can possess the creature as per magic jar (but with no receptacle necessary). If the creature takes damage while you possess it, you must succeed at a concentration check (DC equal to the amount of damage taken) or be ejected from the creature immediately. If the creature takes enough damage to reduce it to 0 hit points or fewer, you are immediately ejected from the creature and take an amount of damage equal to double the level of the spell slot used to summon that creature. A scouting summons spell takes up a spell slot 2 levels higher than the spell’s actual level. 《Seeking Spell》 (呪文修正) Seeking Spell 出典 Ranged Tactics Toolbox 13ページ You can cast spells that bend around barriers to reach their intended destination. 利益:A seeking spell’s range can bend around obstacles to reach the intended target. You can define the route yourself or unambiguously identify a target and allow the spell to determine its own path. However, the spell fails if it would have to travel farther than its maximum range to reach the identified target. A ranged attack roll made to deliver a seeking spell is not subject to cover or concealment. In order to benefit from this feat, the selected spell must have a range greater than touch and target one or more creatures, or it must require the caster to make a ranged touch attack. A seeking spell uses up a spell slot 2 levels higher than the spell’s actual level. 《Shadow Grasp》 (呪文修正) Shadow Grasp 出典 Inner Sea Magic 15ページ Your darkness spells have substance and bind your foes. 前提条件:Tenebrous Spell, Umbral Spell. 利益:When you cast a spell with the darkness descriptor that affects an area, creatures in the area are entangled. If the spell allows a saving throw, a successful save negates the entangle effect. If the spell does not normally allow a save, a creature can make a Reflex save (DC = the spell’s DC if it had a saving throw) to negate the effect. If the spell allows spell resistance, failing to overcome a creature’s spell resistance means it is not entangled. An entangled creature remains so as long as it is in the area of the spell and for 1 round after it leaves. A creature that leaves and reenters the area must make a new saving throw to avoid becoming entangled. Creatures that succeed at a save to resist being entangled do not have to make additional saves if they stay within the darkened area. You are never impeded by the effects of your spells modified by this feat. A Shadow Grasp spell uses up a slot one level higher than the spell’s actual level. 《Snuffing Spell》 (呪文修正) Snuffing Spell 出典 Blood of Shadows 25ページ Your magic disrupts sources of light. 利益:You can modify a spell to extinguish magical and nonmagical light sources that the target has. The first time a creature takes damage from or fails a saving throw against a snuffing spell, any nonmagical light sources it has are immediately extinguished and you can attempt to dispel any active spells with the light descriptor that are affecting the target as if you had also cast the targeted version of dispel magic. Spells that do not target creatures can’t be snuffing spells. A snuffing spell uses up a spell slot 2 levels higher than the spell’s actual level. 《Solar Spell》 (呪文修正) Solar Spell 出典 Cohorts and Companions 15ページ Your spells erupt with the searing light of the sun, blinding or burning creatures of evil. 利益:Any spell you cast with the light descriptor is fortified with the cleansing energies of the sun. If the spell creates an area of light, all creatures are dazzled for as long as they remain within the spell’s area. Oozes, fungal creatures, creatures from the Shadow Plane, and undead must also succeed at a Will save (DC 10 + the spell level + your Wisdom or Charisma bonus) or take a –2 penalty on attack rolls, damage rolls, saving throws, skill checks, and ability checks for as long as they remain within the spell’s area. If the spell normally dazzles or blinds affected creatures with a duration other than instantaneous or permanent, the duration of that effect is increased by a number of rounds equal to the spell’s original level. Saving throws to remove the effect early still apply and can bypass this increase. If the spell deals more damage against oozes, fungal creatures, creatures from the Shadow Plane, or undead with a specific vulnerability to sunlight, the spell deals 1 additional point of damage per die against such creatures. A solar spell uses up a spell slot 1 level higher than the spell’s actual level. 《影呪文固体化》 (呪文修正) Solid Shadows 出典 Monster Summoner's Handbook 14ページ 君の影のような幻術はより強力である。 前提条件:《呪文熟練:幻術》 利益:グレーター・シャドウ・カンジュレーション、グレーター・シャドウ・エヴォケーション evocation、シャドウ・カンジュレーション、シャドウ・エヴォケーション(そして、GMの裁量で他の系統の呪文を模倣する[影]の補足説明を持つ同様の呪文)を発動するとき、その呪文は20%より現実的なものとなる。《影呪文固体化》された呪文は、本来のレベルより1レベル高い呪文スロットを使用する。 《Stable Spell》 (呪文修正) Stable Spell 出典 Wardens of the Reborn Forge 49ページ You can cast spells in areas of primal magic with less chance of triggering a primal magic event. 利益:In areas of primal magic, the chance of a stable spell triggering a primal magic event is reduced by 25%. In cases where a primal magic event would trigger despite the reduced chances, the caster of a stable spell receives a +2 bonus on the concentration check to avoid the primal magic event. A stable spell uses up a spell slot 1 level higher than the spell’s actual level. 《Steam Spell》 (呪文修正) Steam Spell 出典 Aquatic Adventures 59ページ You’ve built off of some of the closely-guarded secrets of the undine steamcasters, allowing you to use fire magic underwater easily. 利益:You can apply Steam Spell only to a spell with the fire descriptor. A steam spell works underwater without a caster level check, but it requires a caster level check to function above water. A steam spell uses up a slot the same spell level as the spell’s actual level. 《Stygian Spell》 (呪文修正) Stygian Spell 出典 Planar Adventures 32ページ Stygian spells forsake pure water for the memory-destroying tides of the River Styx. 利益:You can enhance any spell with the water descriptor that targets at least one creature to become a Stygian spell. Any creature successfully hit by a Stygian spell (if the spell requires an attack roll) or that fails its saving throw against a Stygian spell must succeed at a Will save (using the save DC of the original spell) or suffer the fugue lesser madness in addition to the spell’s normal effects. If the attack is a confirmed critical hit or the original saving throw result is a natural 1, the creature must instead succeed at a Will save (again using the same DC) or suffer the amnesia greater madness. Madness gained this way lasts indefinitely, but can be treated using the normal methods for curing madness. This is a mind-affecting effect, and creatures native to the River Styx are immune to it. A spell modified by this feat gains the evil descriptor. A Stygian spell uses a spell slot 2 levels higher than the spell’s normal spell level. Spells with the good descriptor can’t be Stygian spells. 《Stylized Magic》 (呪文修正) Stylized Magic 出典 Inner Sea Intrigue 16ページ When a spellcaster casts a spell modified by the Stylized SpellUI metamagic feat, she can reduce the DC of the Spellcraft or Knowledge (arcana) check to identify the spell by 5 to disguise the spell in one of the following ways. Apparent Descriptor A stylized spell can appear to have a descriptor it lacks or appear to lack a descriptor it truly has. Changing an apparent energy descriptor changes the superficial manifestation of the energy in the spell effect but does not change the type of damage the spell deals. If the energy damages any creatures or objects, an observer who succeeds at a DC 15 Knowledge (arcana) or Perception check as a move action can identify the actual type of damage dealt based on sensory clues. Apparent School A stylized spell can appear to be of a different school or subschool when studied with detect magic. Apparent Source of Magic A stylized spell can appear to be a different type of magic—arcane, divine, or psychic. The effect is convincing only if the spellcaster provides any necessary components (such as a divine focus when imitating divine spells), and the caster must have a number of ranks in the skill associated with that type of magic equal to the spell’s level. Knowledge (arcana) and Perform are associated with arcane magic, Knowledge (nature and religion) are associated with divine magic, and Bluff and Knowledge (arcana) are associated with psychic magic. A spellcaster can disguise his spell as psychic magic only if he can hide or remove the spell’s verbal and somatic components (if any), such as with Conceal Spell (Ultimate Intrigue 80), Secret Signs (Pathfinder Campaigner Setting The Inner Sea World Guide 288), Silent Spell, or Still Spell. Direction of Spell’s Effect A stylized spell effect that visibly originates from the caster (such as a ray, magic missile, or fireball bead) can instead appear to originate from another point within 30 feet of the caster. There must be clear lines of effect between each of the caster, the new origin point, and the destination. If the spell effect instead fills an area that originates from the caster (such as a line or cone), the effect can instead appear to originate from any point in that area. The new point of origin is entirely cosmetic, and it does not allow the spellcaster to ignore cover or other barriers. In addition, the deception can’t make it appear that another creature cast the spell. Imitate a Dissimilar Spell If a stylized spell appears to be of the same school and same source of magic, and to have the same descriptors as another spell because of other stylized spell modifications or changes from other sources (such as a class ability), the stylized spell can take on the superficial visual and auditory properties of the other spell. Suppress Audible or Visible Effects A stylized spell’s effects can be suppressed to the point where they are difficult to spot or hear. Such a spell’s audible and visual effects are largely transparent, quieter, smaller, or otherwise less obtrusive. A creature notices the suppressed effects only if it succeeds at a Perception check (DC = 10 + your number of ranks in Bluff or Spellcraft + the highest of your Intelligence, Wisdom or Charisma modifiers). If, at the GM’s discretion, a spell’s effects are intrinsically bound to its visual or auditory signature (such as sunburst, sound burst, and most spells with the language-dependent, light, or sonic descriptors), reduce the DC of the Perception by 10. 《呪文陰鬱化》 (呪文修正) Tenebrous Spell 出典 Inner Sea Magic 15ページ 呪文に影を混ぜ、光の影響を受けやすくすることで、呪文の効果を高める。 利益:暗闇または薄暗い光の中で陰鬱化呪文を発動すると、その呪文の有効術者レベルと関連するセーヴDCは1増加する。暗闇または薄暗い光の中で陰鬱化呪文を解呪しようとすると解呪判定に-2のペナルティを受ける。 明るい光の中で陰鬱化呪文を発動することは難しく、精神集中判定が必要である(DC 15+陰鬱化呪文の有効呪文レベルの2倍)。明るい光の場所で陰鬱化呪文を解呪する試みは、解呪判定に+4のボーナスを得る。 この特技は、[光]の補足説明を持つ呪文には使用できない。陰鬱化呪文は[闇]や[影]の補足説明を持つ呪文、または幻術(操影)の副系統の場合を除いて呪文の本来のレベルより1レベル高い呪文スロットを使用する。この特技は、その呪文の有効レベルを変更しない(ただし他のすべての目的で呪文修正特技を使用しているものとみなされる)。 《Threatening Illusion》 (呪文修正) Threatening Illusion 出典 Gnomes of Golarion 27ページ You’ve mastered the art of making illusions that force foes to divide their attention in combat. 前提条件:Spell Focus (illusion), Gnome. 利益:You can use this metamagic feat only on illusion (figment) spells. A threatening illusion spell causes one target to believe your illusion is a threat. Choose one 5-foot square within the area of your illusion; that square threatens the target as long as it is adjacent. Thus, if you or an ally is on the opposite side of the target, it is considered flanking. Normally the area must contain an illusory creature of Small or Medium size. However, you can select one square of a larger illusory creature to threaten the target. For example, an illusory Large ogre takes up four 5-foot squares; you select one square to be the source of the threat, and its other three squares do not threaten anyone. If the target has reason to believe there is an invisible creature in the vicinity, even an auditory illusion with no visual elements (such as ghost sound) is sufficient to convince the target that the selected square contains an actual threat. As long as you maintain the illusion, you can change the location of the threatening square as a swift action. When you threaten a target with this spell, the foe may make a Will save to disbelieve (DC 10 + threatening spell’s level + your spellcasting ability score modifier). If the target makes this save, the threatening effect of this feat no longer applies to it. A threatening illusion takes up a spell slot one level higher than normal. 《Toxic Magic》 (呪文修正) Toxic Magic 出典 Dirty Tactics Toolbox 9ページ You can infuse a spell with the power of a poison. 前提条件:Craft (poison) 5 ranks, ability to cast 2nd-level spells, poison use class feature. 利益:You can use 1 dose of contact, ingested, inhaled, or injury poison as an additional material component for a spell you cast. This spell gains the poison descriptor (Pathfinder RPG Ultimate Magic 138). Select a single creature affected by the spell. If that creature fails its saving throw against the spell, it must also attempt a saving throw against the poison used as a material component. If the target fails the save against the poison, the poison takes effect immediately, ignoring any onset time. The poison uses its save DC (rather than the save DC of the spell), but is modified by any effects that increase the spell’s DC (such as Spell Focus). This feat works only with spells whose effects can be negated by a successful Fortitude save. A toxic spell uses up a spell slot 1 level higher than the spell’s actual level. 《Trick Spell》 (呪文修正) Trick Spell 出典 Dirty Tactics Toolbox 17ページ The vengeful nature of your goddess flows through your magic, turning your enemies against themselves. 前提条件:Ability to cast 1st-level spells, chaotic neutral alignment, worshiper of Calistria. 利益:Only enchantment spells that affect a single target and can be negated with a successful Will save can be trick spells. If the target fails its Will save against a trick spell, in addition to the spell’s normal effects, the target also clumsily hinders itself. Immediately attempt a special combat maneuver check (1d20 + your caster level + your Charisma bonus) to perform a dirty trick combat maneuver against the target. Any feats you have that apply to dirty trick maneuvers (such as Greater Dirty TrickAPG) also apply to this check. A trick spell takes up a spell slot 1 level higher than the spell’s actual level. 《Tumultuous Spell》 (呪文修正) Tumultuous Spell 出典 Planar Adventures 33ページ You can pour the churning chaos of the Maelstrom into your magic, causing foes to scatter unpredictably, pushed apart in random directions as the unknowable whims of chaos itself, bringing with it strange and unexpected sounds and flashes of unnatural color. 利益:You can enhance any spell that targets a single creature to become a tumultuous spell. A creature hit by a tumultuous spell (if the spell requires an attack roll) or that fails its saving throw against a tumultuous spell immediately moves 1d4×5 feet in a random direction. This movement does not provoke attacks of opportunity. If this movement would force a creature into a solid object or another creature, the movement ends harmlessly just before impact. A tumultuous spell uses a spell slot 1 level higher than the spell’s normal spell level. Spells with the lawful descriptor can’t be tumultuous spells. 《Umbral Spell》 (呪文修正) Umbral Spell 出典 Inner Sea Magic 15ページ Targets of your darkness spells radiate darkness. 前提条件:Tenebrous Spell. 利益:An umbral spell gains the darkness descriptor. As long as the spell is in effect, the creature or object affected radiates darkness in a 10-foot radius, reducing illumination similar to the effects of the darkness spell. Nonmagical sources of light, such as torches or lanterns, do not increase the light level in this area. Magical light sources only increase the light level in an area affected by an umbral spell if they are of a higher level than the umbral spell’s unmodified spell level. This effect does not stack with itself or with any other effect that creates darkness. An umbral spell uses up a spell slot two levels higher than the spell’s actual level. You cannot use this feat on a spell with an instantaneous duration or a spell that does not target a creature or object. 《Ursurping Spell》 (呪文修正) Ursurping Spell 出典 Pathfinder #132 The Six-Legend Soul 73ページ Like Daronlyr the Overthrower, you lay such brazen claim to power that you force targets of your spells to act as though they were your allies. 利益:A creature that fails its saving throw against a usurping spell counts as your ally rather than your enemy for the purpose of flanking other creatures and cannot make attacks of opportunity against you. This effect lasts for the duration of the spell or for 1 round, whichever is longer. A usurping spell uses up a spell slot 1 level higher than the spell’s actual level. 《呪文広範化》 (呪文修正) Vast Spell 出典 Magic Tactics Toolbox 53ページ 君の呪文はより広い範囲の目標をカバーする。 前提条件:術者レベル3 利益:ヘイストなどお互い30フィートを超えては離れていないクリーチャーを目標とする呪文を変更できる。呪文で目標とする君とお互い離れている最大距離は60フィートに増加する。《呪文広範化》された呪文は、本来のレベルより1レベル高い呪文スロットを使用する。 《Verdan Spell》 (呪文修正) Verdan Spell 出典 Ultimate Wilderness 119ページ、Heroes of the Wild 26ページ Your magical connection to nature allows you to entice, fool, and misdirect plants and fungi as though they were people. 前提条件:Spell Focus (enchantment), Knowledge (nature) 6 ranks. 利益:A verdant spell affects plant creatures (even mindless plant creatures) as if they weren’t immune to mind-affecting effects, but it has no effect on other types of creatures. A verdant spell uses up a spell slot 2 levels higher than the spell’s actual level. This feat works only on mind-affecting spells. 通常:Creatures of the plant type are immune to mind-affecting effects. 《Yai-Mimic Spell》 (呪文修正) Yai-Mimic Spell 出典 Giant Hunter's Handbook 23ページ You have studied the magical nature of giant oni and can use your spells to imitate their esoteric features. 前提条件:【知力】15、Still Spell. 利益:You can modify a ray spell to issue from the center of your forehead, where the third eye would be on a yai. This spell doesn’t require somatic components. When the spell is cast, you gain regeneration 1 for a number of rounds equal to the original level of the spell. This regeneration can’t regrow lost body parts or reattach severed limbs. Fire or acid damage suppresses this regeneration for 1 round, which counts against the total duration of the regeneration effect. A yai-mimic spell uses up a spell slot 3 levels higher than the spell’s actual level.
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【オーダー・オブ・アーケイン:Balespring Witchを倒せ】 ■クエスト発生者 Celinista Ryannalis(オーダー・オブ・アーケイン) ■内容 スチームフォント山脈でBalespring Witch(49Lv前後ハーピィ)を12体前後倒す。 ■報酬 5425 ステータスポイント ファクション:+150 Order of Arcane 名前 コメント
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imageプラグインエラー ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (Spellbook.jpg) あの賢い女性は学んだことをすべて本に書き記したんです。ページがインクで真っ黒になると、白いインクでまた書き始めたんです。 ――銀のゴーレム、カーン "Everything the wise woman learned she wrote in a book, and when the pages were black with ink, she took white ink and began again." ――Karn, silver golem エクソダス 第9版 第10版 基本セット2010 imageプラグインエラー ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (Spellbook2.jpg) 知識は限度というものを知らない。 Knowledge knows no bounds. 第7版 imageプラグインエラー ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (Spellbook3.jpg) 知識には限りがない。 Knowledge knows no bounds. 第8版 【M TG Wiki】 名前
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** The Lost Spell ** シナリオ紹介 冒険者ギルドから下される数々の依頼をこなして行くシナリオ。 ギルドの建物が迷宮のフロアを用いて作られており、情報収集や回復の泉などの施設を使えるようになる。 冒険者ギルドの中で受ける様々な依頼。転送装置で依頼先の国に赴く。一度見ておけば城から直接行くことができる。この依頼はいかにもどこかで見たような話だが、はたして真相は……? 魔法使い系、僧侶系の各呪文を調整。 盗賊・忍者もアイテムによって低いレベルの呪文を習得可能になっており、補助役として盗賊が活躍する。 上級職も呪文修得アイテムによって早い段階で高レベルの呪文を使用可能で、戦力格差を補っている。 呪文修得アイテムだけで習得可能な超高レベル用の呪文も設定され、「13レベル以上になったらやることは全部同じ」では無くなっている。 大量の金を使ってランダムに高級アイテムを得る宝箱イベントが用意されており、 「金の使い道が無い」「強力なアイテムがないと強敵に勝てないが、強力なアイテムは強敵を倒さないと手に入らない」 と言った状態を改善している。 製作者の攻略ブログ、プレイヤーからの感想のページも参照。 仕様 ×魔法効果AUTO ○日本語メッセージのみ ○誕生日シークレット ○二刀流攻撃 ×ゴミ捨て場イベント無し ×SP使用条件に装備必須(但し装備可能職のみ使用可) ○魔法ボーナスあり ○召喚モンスター引きつれ無し ○ドレイン後の脱出 ○テスト用セーブデータ設定 ○アイテムの魔法効果・SP表示 ○モンスターの弱点表示 ○アイテム入手イベントで商店の在庫を見る 就業条件:#1準拠(忍者のみALL15) 能力値上限設定:LvUp+10/SP+15/呪文+10 男女差:男性はST+1、IQ+1。女性はPI+1、VI+1。 《 ダンジョンの仕様 》 戦闘難易度:中 表ダンジョン(全部で3つ)3層(16×16)+3層(20×20)+6層(16×16)+α?クリアレベル目安:13~15レベル程度 EXダンジョン(回るフロアは全部で7層程度) 《 その他の仕様 》 ○酸ブレス/アイテム盗み/破壊無し ○忍者のAC低下が装備状態でも反映 ○アイテムの呪文使用時、装備必須 ○魔法効果:呪文抵抗は装備必須 ○装飾品アイテムの複数装備不可 ○呪文習得レベル・効果を一部変更 ○レビテイトの「先制されない」排除 ○マジックスクリーンのブレス変数:5 ○呪文の覚えやすさ:20 ○レベルアップに必要な経験値を変更 2レベルの必要数値を変更(全職業。盗賊700~忍者1050) 14レベル以降の必要数値を10%カット(エリートクラスのみ) ○罠の種類を変更(石弓の矢/毒針/スタナー/ガス爆弾/爆弾/女神の口づけ/げんこつ/警報/テレポーター/マジックドレイン/亡者の群れ) ○召喚モンスターを自動登録(一部のみ) ○地上に戻るとMP回復 ○ビショップ鑑定のレベル制限無し ○アイテムを見ると在庫数表示 ○最大攻撃回数を変更:戦侍君忍10/盗8/僧6/司4/魔2 《 転職アイテム 》 盗賊 → 忍者 戦士 → ロード 魔法使い → 僧侶 僧侶 → 魔法使い 他全職 → ビショップ 他全職 → 侍 基本職から上級職への転職アイテムは充実しており、訓練場での転職は必要無い。 呪文 変更点は赤字で記載。 盗賊と忍者が移動・探索関係の呪文を習得でき、それをきっかけに同レベルの呪文を習得して行く。 睡眠、沈黙、全体攻撃、呪文抵抗、敵全体のAC悪化+恐慌、HP回復、麻痺治療、毒治療、常駐呪文と多岐に渡ってパーティーの補助を行う、欠かせぬ存在となってくれる。 また、盗賊と忍者にしか覚えられない呪文が存在する。 盗賊は魔法使い系と僧侶系4レベルまで、忍者はそれに加えて魔法使い系5レベルと7レベルの呪文を使えるようになる。 魔法使い系呪文の習得アイテムは中立と悪用、僧侶系呪文の習得アイテムは善と中立用になっているので、中立が明らかに有利。 シナリオ進行上、盗賊か忍者が魔法使い系呪文4レベルの呪文を習得するのが必須になるので、性格は中立か悪が良い。 序盤のNPCが「中立になる」スペシャルパワーのアイテムを売っているので、性格の変更は容易。また、善や悪にするアイテムもあるので、中立にしたら一生そのままでは無い。 魔法使いと僧侶は、司教では習得できない強力な呪文がある。 「13レベルになったら司教へ転職」では無く、強力な専用呪文を覚えてからにした方が良い。 司教は専用呪文は無いが、ランダムで呪文を習得するアイテムがあり、これを使えば司教が全ての呪文を覚えることが可能。 物凄い試行回数が必要になるが、成功すれば労力に見合った戦力になってくれる。 魔法使い系呪文 1レベル デュマピック 現在位置を表示 盗賊・忍者が習得可能。 カティノ 敵1グループを眠らせる ハリト 敵1匹に1d8(1-8)の雷属性ダメージ モグレフ 術者のACを-2 2レベル ディルト 敵1グループのACを+2 ソピック 術者のACを-4 メリト 敵1グループに1d8(1-8)の炎属性ダメージ ポンチ 味方1人の攻撃回数を増やし、ACを1下げる デスト ロックドアを開ける 盗賊・忍者のみ。効力は非常に強く、ほぼ一発で開けてくれる。 3レベル マハリト 敵1グループに4d6(4-24)の炎属性ダメージ モリト 敵全体に3d6(3-18)の雷属性ダメージ コルツ パーティーの呪文抵抗率を高める モーリス 敵1グループのACを+2 恐慌効果を与える ディアフィック シークレットドアを発見する確率を高める 長時間持続 盗賊・忍者のみ。 4レベル ツザリク 敵1匹に20d3(20-60)の雷属性ダメージ ラハリト 敵1グループに6d6(6-36)の炎属性ダメージ ダルト 敵1グループに6d6(6-36)の氷属性ダメージ マモーリス 敵全体のACを+2 恐慌効果を与える AC悪化効果が弱体化し、強敵相手に連打する戦術がやりにくくなった。 リトフェイト 落とし穴や水流の上を移動できる 長時間持続 先制無効効果は無い 盗賊・忍者のみ。シナリオ進行上必須となる。 5レベル マカニト 敵全体のうち、7レベル以下の者を即死 不死系には効かない マダルト 敵1グループに8d8(8-64)の氷属性ダメージ バコルツ 敵1グループの呪文を失敗しやすくする ソコルディ モンスターを召喚する。引き連れは無し ラザリク 敵1匹に10d48(10-480)の雷属性ダメージ レベルアップで習得しない 高位攻撃呪文のひとつ。習得にはアイテムが必要。魔法使いと司教の他、忍者も習得可能。 6レベル ラカニト 敵1グループを即死させる ジルワン 敵アンデッド1グループに大ダメージを与える 必ず効くとは限らない マモグレフ 味方1人のACを10下げる マゾピックから変更。#5に登場した呪文。 ロカラ 敵全員を即死させる 浮遊能力を持つ敵には効かない ラダルト 敵1グループに12d25(12-300)の氷属性ダメージ レベルアップで習得しない 高位攻撃呪文のひとつ。習得にはアイテムが必要。 7レベル ティルトウェイト 敵全体に30d5(30-150)の魔属性ダメージ 「これ一択」「全てを超越した最強攻撃呪文」では無くなったが、やはり安定した高性能の攻撃呪文。高位攻撃呪文の習得はこれより後になるので、最強の呪文として君臨する時期は存在する。 マウジウツ 敵全員に状態異常 マハマン 奇跡的な効果を得る 使用すると1レベルを失う 13レベル以上必要 マロール パーティーをテレポートする。行った事の無い場所には行けない 魔法使いと司教の他、忍者も習得可能。 アブリエル モンスターを召喚する/敵全体に15d30(15-450)の魔属性ダメージ 状態異常は発生しない使用しても忘れない レベルアップで習得しない 魔法使い専用。ティルトウェイトを上回る全体攻撃呪文として常用できる。 僧侶系呪文 1レベル ディオス 味方1人のHPを1d8(1-8)回復 盗賊・忍者が習得可能。 バディオス 敵1匹に1d8(1-8)の聖属性ダメージ ミルワ 迷宮を照らす ポーフィック 術者のACを-4 カルキ 味方全員のACを-1 2レベル カルフォ 宝箱の罠を識別 盗賊・忍者が習得可能。 カツ 敵1グループを眠らせる モンティノ 敵1グループの呪文を封じる マツ 味方全員のACを-2 カンディ キャラクター1人の位置を表示 3レベル ディアル 味方1人のHPを3d8(3-24)回復 バディアル 敵1匹に3d8(3-24)の聖属性ダメージ ディアルコ 味方1人の恐慌・睡眠・麻痺を治療 盗賊・忍者が習得可能。 ロミルワ 迷宮を照らす 長時間持続 バリコ 敵1グループに6d3(6-18)の風属性ダメージ 4レベル ラツマピック 敵を確実に識別する 長時間持続 リトカン 敵1グループに4d8(4-32)の炎属性ダメージ バマツ 味方全員のACを-3 マポーフィック 味方全員のACを-2 長時間持続 ラツモフィス 味方1人の毒を治療 盗賊・忍者が習得可能。 5レベル ディアルマ 味方1人のHPを6d8(6-48)回復 バディアルマ 敵1匹に6d8(6-48)の聖属性ダメージ ディ 味方1人の死亡を治療 バディ 敵1匹を即死させる バモルディ モンスターを召喚する。引き連れは無し 6レベル マディ 味方1人の毒・恐慌・睡眠・麻痺・石化を治療しHPを全快 ラバディ 敵1匹のHPを激減させ、術者のHPを回復する ロルト 敵1グループに8d6(8-48)の風属性ダメージ ロクトフェイト パーティーが城に帰還する キャンプ時は呪文を忘れる 戦闘時は全財産を失う(「遺品を保護」のアイテムがあれば無事) カカメン 敵1グループに9d30(9-270)の炎属性ダメージ レベルアップで習得しない 高位攻撃呪文のひとつ。習得にはアイテムが必要。 7レベル マリクト 敵全員に24d3(24-72)の聖属性ダメージ 聖属性ダメージ上昇の効果が大きく反映されるようになり、強力。 カドルト 味方1人の死亡・灰を治療しHPを全快 バカディ 敵全員を即死させる イハロン 能力値上昇と年齢低下、限界に達したらランダムに性別を変化させる HP上昇は無い 使用すると呪文を忘れる マバリコ 敵全員に8d20(8-160)の風属性ダメージ レベルアップで習得しない 高位攻撃呪文のひとつ。習得にはアイテムが必要。 マディアル 味方全員のHPを30d30(30-900)回復 レベルアップで習得しない 僧侶専用。常に50%以上回復する効果は消えた。
https://w.atwiki.jp/vocamylist/pages/625.html
https //www.nicovideo.jp/user/8595554 ランクイン回数 1 登場回 順位 曲名 マイリスト数 #23 25 I m under your spell 256
https://w.atwiki.jp/prdj/pages/3836.html
ルーンガード Runeguard 出典 Paths of the Righteous 22ページ The ancient traditions of Thassilonian magic became mired in the culture of sin due to the legacy of that land’s runelords, but taken in its purest form, Thassilonian magic is no more good than evil. Indeed, at Thassilon’s outset—before the runelords seized control—the original incarnations of these seven schools of magic were not associated with sins at all, but rather with the seven virtues of rule. This original lore is all but lost, but within the city-states of Varisia (particularly in Magnimar), a small order of spellcasters seeks to reclaim the knowledge of those empowering virtues. With the might of virtuous runes, they protect their homes from the lingering evil of Thassilon and look to the guidance of Soralyon, the Mystic Angel, to aid them in their quest. These spellcasters have also come to believe that a runelord’s return to power is practically an inevitable threat that must be prepared for and defended against. The role of a runeguard varies depending on the type of spellcasting he employs, but most tend to be more defensive rather than offensive. 前提条件 ルーンガードになるためには、キャラクターは以下の基準すべてを満たさなければならない。 属性:秩序にして善、中立にして善、混沌にして善 神格:Must worship Soralyon. 技能:Linguistics 5ランク、Spellcraft 5ランク。 特技:Scribe Scroll. 言語:Thassilonian. 呪文:3レベル呪文の発動能力 クラス技能 ルーンガードのクラス技能は、以下の通り:Appraise【知】、Heal【判】、Knowledge (all skills taken individually)【知】、Linguistics【知】、Spellcraft【知】、Use Magic Device【魅】。 レベル毎の技能ポイント:2+【知】修正値。 ヒットダイスの種類:d6。 クラスの特徴 レベル 基本攻撃ボーナス 頑健セーヴ 反応セーヴ 意志セーヴ 特殊 1日毎の呪文 1 +0 +0 +0 +1 Rune magic, virtuous rune — 2 +1 +1 +1 +1 Virtuous rune 既存の呪文発動クラスのレベルに+1 3 +1 +1 +1 +2 Rune focus +1 既存の呪文発動クラスのレベルに+1 4 +2 +1 +1 +2 Virtuous rune 既存の呪文発動クラスのレベルに+1 5 +2 +2 +2 +3 Virtuous rune 既存の呪文発動クラスのレベルに+1 6 +3 +2 +2 +3 Virtuous rune 既存の呪文発動クラスのレベルに+1 7 +3 +2 +2 +4 Rune focus +2 既存の呪文発動クラスのレベルに+1 8 +4 +3 +3 +4 Virtuous rune 既存の呪文発動クラスのレベルに+1 9 +4 +3 +3 +5 Virtuous rune 既存の呪文発動クラスのレベルに+1 10 +5 +3 +3 +5 Sihedron rune mastery 既存の呪文発動クラスのレベルに+1 以下のすべてがルーンガード上級クラスの特徴である。 Rune Magic/Rune Magic:A runeguard adds all spells with “glyph” or “symbol” in its name to his class spell list. Virtuous Rune(超常)/Virtuous Rune:At 1st level, a runeguard can master a secret method of using one of the seven runes of Thassilonian magic in a beneficial way to aid himself or others. He must choose one of the seven virtues when he gains this ability, but can choose another at 2nd, 4th, 5th, 6th, 8th, and 9th levels; by 9th level, he has mastered all seven of the secrets of virtuous runes. A runeguard can use any of the virtuous runes that he has mastered in any combination per day, but no more times per day than his runeguard level overall. Using a virtuous rune is a standard action (unless otherwise indicated in the text) and provokes an attack of opportunity. Charity/Charity:A runeguard can use the rune of charity to transfer a single abjuration spell he has prepared or knows (if he’s a spontaneous caster), along with the ability to cast it, to a willing creature by touch, as per imbue with spell ability, save that the recipient’s Hit Dice do not limit options. The level of the spell being transferred can’t exceed the runeguard’s level – 1 (and thus a 1st level runeguard can only transfer a 0-level spells in this way). Once the spell is transferred, that spell slot remains unavailable to the runeguard until the creature that gained the spell casts it, at which point the runeguard regains access to the spell slot the next time he rests and prepares his magic. Kindness/Kindness:When using the Heal skill to treat deadly wounds, the runeguard can call upon the rune of kindness to restore double the normal amount of hit points he otherwise would have healed by treating deadly wounds. He need not expend uses from a healer’s kit when treating deadly wounds in this manner, and using this rune does not count against the total number of times a creature can benefit from heaving deadly wounds treated in a day. Generosity/Generosity:When using the aid another action, the runeguard can draw upon the rune of generosity and expend a prepared spell or spell slot as an immediate action to grant an ally an insight bonus on attack rolls, on skill checks, or to Armor Class equal to the level of spell expended. The bonus persists for a number of rounds equal to the runeguard’s class level. Humility/Humility:When the runeguard gains the benefits of the aid another action from an ally, he can expend a prepared spell or a spell slot (for a spontaneous caster) as an immediate action to gain an insight bonus on attack rolls, on skill checks, or to Armor Class equal to the level of the spell expended. This bonus lasts for a number of rounds equal to the runeguard’s class level. Love/Love:By sacrificing a prepared spell or a spell slot (for a spontaneous caster), a runeguard can use the rune of love to form a close and powerful bond with a number of willing allies equal to the level of the spell or spell slot sacrificed. All allies to be affected must be within 30 feet at the time the rune is used. Until the next time the runeguard prepares spells (at which point he regains the sacrificed spell or spell slot), each ally can sense the general emotional state, health, and direction of any other ally bearing the rune (as per status), as long as they are on the same plane. If a spell slot of 5th level or higher is sacrificed, the link also grants a telepathic bond (as per the spell) that can’t be dispelled. A character with the rune of love active gains a +2 bonus on all saving throws against charm and compulsion effects. Temperance/Temperance:By invoking the rune of temperance, the runeguard becomes immune to the effects of negative energy for 1 round per runeguard level. The runeguard can use this ability as an immediate action to gain immunity to the effects of a single negative energy effect as that effect targets him, but doing so leaves the runeguard staggered on his next action. Zeal/Zeal:By invoking the rune of zeal as a swift action, the runeguard bolsters his spellcasting for 1 round. During this time, the runeguard gains a bonus on all concentration checks equal to his runeguard level, and he can enhance any spell he casts that round with the effects of any metamagic feat he knows, provided the metamagic feat only uses up a spell slot 1 level higher than the spell’s actual level. Rune Focus/Rune Focus:At 3rd level, the runeguard adds 1 to the DCs of saving throws against glyph or symbol spells (any spell with “glyph” or “symbol” in its name) and spells that are language dependent that he casts. This bonus stacks with the bonuses from the Spell Focus and Greater Spell Focus feats. At 7th level, the runeguard adds 2 to the DCs of saving throws against these spells that he casts. Sihedron Rune Mastery(超常)/Sihedron Rune Mastery:At 10th level, a runeguard can cast permanency as a spell-like ability once per day by drawing upon the power of the Sihedron rune. He must still provide the spell to be made permanent by other means, of course. Although a runeguard can use this ability once per day, he can only ever maintain a single spell effect, and upon using this ability, the previous permanent spell effect immediately ends.
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敵1体から生命力を吸収し自身のダメージと疲労を回復します Drain Life 領域 使用 宝石 Alteration Lv5 戦闘/水陸両用 - 主属性 副属性 効果量 効果発生数 4 - 10+1/Lv - 射程距離 効果範囲 精度補正 疲労 25 - 100 10 特殊 無生物無効防御無視吸収攻撃 ゲーム内説明文 The caster drains life force from the target, adding it to his own health and endurance. 和訳 術者は標的から生命力を奪い、それを自身の持久力に加えます。 解説 正確かつ抵抗不能な攻撃を行いつつ自分を回復させる強力な単体攻撃魔法。必要条件は厳しいが、抵抗不能、防御無視、魔法属性のみという性質から、軽減・回避する手段がほぼ皆無という強みを持つ。 使い勝手の良さからすると疲労コストも低く、それも生命力吸収の効果で打ち消されるどころかむしろ回復する。単一の標的を嬲り殺しにするには最適と言えるだろう。 万能な魔法ではあるものの、Lifelessの敵には通用しない。とくに回復目当てで命令に織り込んでいる場合、そういった兵で対応されて吸い損ねると後に響く可能性がある。 また単体攻撃である以上、数で押されると対応しきれない。範囲攻撃の多くはAlterationではなくEvocation側に含まれているため、大物狩りのためにこれの解禁を急ぐ場合、研究力の配分を誤ると一般兵の処理に苦労しやすくなることに注意が必要。 コメント 名前 コメント
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【登録タグ CD CDD 全国配信 夏空PCD】 前作 本作 次作 - Dance party in hell - 夏空P こゆき 発売:2011年7月29日 価格:¥600 / 1曲¥150 流通:配信 レーベル:KarenT ジャケットイラスト:UuGA iTunes Storeで購入する CD紹介 夏空Pの配信EP。 V系楽曲の「Dance party in hell」と「ショットガン・ペインティング」の2作品を収録している。 KarenTレーベルの、がくっぽいど発売3周年記念企画で配信された作品の1つ。 曲目 Dance party in hell (feat. がくっぽいど 初音ミク) ショットガン・ペインティング (feat. がくっぽいど) Dance party in hell (inst.) ショットガン・ペインティング (inst.) リンク 作者サイト KarenT:「Dance party in hell」 KarenT:「がくっぽいど3周年記念祭」 コメント 名前 コメント
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Dance Drill 12 STAGE 曲名 BPM NOTES / FRE LV 1st Fly away -mix del matador-(激) 130 363 / 4 13 2nd CaptivAte~誓い~(激) 160 419 / 16 13 3rd Unreal(激) 90-180 396 / 0 14 final MAX 300(激) 300 485 / 2 15 動画 http //www.nicovideo.jp/watch/sm12225940 解説 Unrealの渡り8分+同時・MAX300のラス滝が安定してるかどうかで決まる。 -- 名無しさん (2010-08-25 19 30 13) CaptivAteのラストもこのゲージでは何気にきつい。 -- 名無しさん (2010-08-25 21 59 16) 名前 コメント コメント Unrealでは死なないけどゴッソリ体力持ってかれて結局ヨロロで死んでしまう(´・ω・`) -- 名無しさん (2011-06-19 18 41 24) 名前 コメント