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JEWELED PAGODA 季節:夏 点数:5点 収録:LUNATIC EXTRA テキスト LUNATIC EXTRAはまだ日本語版が発売されてないため、編集者が翻訳しています 気になる方は下に原文を置いておくのでそちらを参照してください [アイテム][秘宝] あなたは射程+1を得る。 あなたがプレイするカードと、あなたが発動したスペルカードは打ち消されない。 あなたが他のプレイヤーの射撃により残機を失った場合、そのときプレイされているカードの効果処理がすべて終わった後に、射撃をしたプレイヤーがこのカードのコントロールを得る。 説明 詳細な処理 英語版テキスト You have +1 Range. Cards you play and Spell Cards you activate cannot be canceled. When you are hit by a player’s attack, the attacker gains control of Jeweled Pagoda after all Action and Reaction cards in play are resolved.
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メニュー トップページ メニュー TIPSEQ2MAP QUEST(設置予定) LINK 更新履歴 取得中です。 htmlプラグインエラー このプラグインを使うにはこのページの編集権限を「管理者のみ」に設定してください。 htmlプラグインエラー このプラグインを使うにはこのページの編集権限を「管理者のみ」に設定してください。 htmlプラグインエラー このプラグインを使うにはこのページの編集権限を「管理者のみ」に設定してください。 htmlプラグインエラー このプラグインを使うにはこのページの編集権限を「管理者のみ」に設定してください。 htmlプラグインエラー このプラグインを使うにはこのページの編集権限を「管理者のみ」に設定してください。 htmlプラグインエラー このプラグインを使うにはこのページの編集権限を「管理者のみ」に設定してください。
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■ゲームの概要 Gameplay Overview・住民 Citizens・資源 Resources・建物と建設 Buildings and Construction・災害 Disasters■ナビゲーションコントロール Navigation Controls .■メインツールバー Main Toolbar・シミュレーション速度 Simulation Speed■ツールとレポート Tools and Reports・ステータスバー Status Bar・イベントログ Event Log・エリアマップ Area Map・職業 Professions・資源の上限 Resource Limits・優先ツール Priority Tool・通勤経路ツール Path Tool・カメラの位置 Camera Locations・町の統計 Town Statistics・ヘルプ Help■生活の場と住宅 Home and Housing .・木造の家 Wooden Houses・石造りの家 Stone Houses・下宿 Boarding houses ■道路と橋 Roads and Bridges・未舗装の道 Dirt Roads・石畳の道 Stone Roads・橋 Bridges・トンネル Tunnels■保管、市場と交易 Storage, Markets & Trade・納屋 Strage barns・資材置場 Stock Piles・市場 Markets・交易所 Trading Posts■町のサービス Town Service・井戸 Wells・学校 Schools・病院 Hospitals・タウンホール(役場) Town Halls・チャペル(教会) Chapels・共同墓地 Cemeteries■食糧の生産 Food Production・畑 Crop Fields・果樹園 Orchards・放牧地 Pastures・釣り小屋 Fishing Docks・狩猟小屋 Hunting Cabin・採集小屋 Gatherers Huts ■資源生産 Resource Production .・薪割り Woodcutters・林業 Foresters・薬師 Herbalists・鍛冶屋 Blacksmiths・仕立屋 Tailors・酒場 Taverns・鉱業 Mines・採石場 Quarries■破壊と除去ツール Removing Structure・建物を破壊する Removing Structure・資源の除去(収集) Removing Resources・伐採 Harvesting Trees・石の収集 Collecting Stone・鉄の収集 Collecting Iron・道路を削除する Removing Roads・除去のキャンセル Canceling Removal■クレジット Credits ウェル(井戸) Wells 井戸は、住民達の井戸端会議の場所です。 火災発生時には、消火活動のため、住民は最も近い水源に移動します。 住民は水源として河川を利用しますが、河川から遠い内陸の場合、井戸は素早い消火活動のための唯一の水源となります。 井戸をクリックすると、詳細が表示されますが、通常、何か指示を出せるようなものはありません。 鑿泉(さくせん)工事中であったり、取り壊し中であったりするときのみ、井戸に対して指示を出せます。 Wells are common meeting place for citizens. In a fire breaks out, citizens will go to the closest source of water to put the fire out faster. Citizens will use rivers and streams as a water source, but farther inland, wells are the only option to put out a fire quickly. Clicking on a well will show its details, however it has no editable properties in its normal state. Only when the well is being built or destroyed can you interact with it.
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ストーリーの翻訳>6.THE WHEELS OF CHANCE モンスター倒してディナのセーフハウスい行くところから ■Part 09 http //www.youtube.com/watch?v=NFofWDzZpIc ■Part 10 http //www.youtube.com/watch?v=YXxZIDU1IZY ■Part 11 http //www.youtube.com/watch?v=53V6F6qFTus feature=related ■Part 12 http //www.youtube.com/watch?v=8CGFelIcgQ0 feature=related 字幕書き起こし、終了 翻訳できる方は翻訳の方、お願いします。 ディナのセーフハウス入ったところのムービー ムービー後操作時 カレンのアパート入ったところのムービー WEB - Cptn Charles Conley 軍事基地内進入 WEB - GySgt Mark Mead 6.THE WHEELS OF CHANCE [機会の紡ぎ手] MARINE HEADQUARTERS OFFICER:I read you. Stand down. 聞こえてる。やめとくよ。 MARINE:Anyone see it? Anyone God damn see it? 誰かあれを見たか? あのクソッタレを見たか!? MARINE:I have negative on that. Red Crown. Negative. 俺は悪い予感しかしないぜ。Red Crown。最悪だ。 ディナのセーフハウス入ったところのムービー DANA MERCER:Does the name Karen Parker ring any bells? Well it should. She was close to you; an ex-girlfriend. Karen Parkerって名前に心当たりない? あると思うんだけど。彼女はあんたの身近な人…元カノだったんだから。 DANA MERCER:I have her address from the laptop. Get to her before the military makes her disappear. Look, if I can find this lead, you can bet they will too. ノートPCから彼女の住所がわかった。軍が抹殺する前に、彼女を確保して。いい?アタシにわかったんなら、軍だってもう知ってるってことだよ。 DANA MERCER:Alex, be careful. Alex、気をつけて。 ムービー後操作時 アレックス:This is not looking good... アレックス:状況は良くないみたいだな……。 MARINE:Red Crown from Chalk Three. We ve lost the eye. You got an update for us? チョーク3からRed Crownへ。見失った。何か新しい情報はあるか? アレックス:They re distracted. They haven t secured Parker yet. 連中、感染者に気を取られてる。まだパーカーの周りを固めちゃいねえな。 カレンのアパート入ったところのムービー アレックス:Karen Parker. カレン・パーカーだな。 KAREN PARKER:I thought you were dead. あなたは死んでしまったものと思ってた。 アレックス:I should be. そのはずなんだがな。 アレックス:Right now, we need to get out of the military cordon. 今すぐ、軍の非常線を突破するぞ。 KAREN PARKER:You need to get us a vehicle -- a military one if possible. It s the only way we ll be able to get out of the district. 車が要るわ。できれば、軍用車両を。この地区から逃げ出すにはそれしかないわ。 WEB - Cptn Charles Conley Parker, Karen I. DOB 1/1/76. Doctorate Genetics, Rutgers University 7/2/2003. Hired Gentek Special Projects 2/1/2002. カレン・パーカー。1976年1月1日誕生。2003年2月7日、Rurgers大学にて遺伝学博士号取得。2002年2月1日、Gentek特別計画へ参加。 Director Genotyping. Level D access. Reported to Director McMullen, Raymond F. Romantically involved with Mercer Alex J. Wanted for questioning. Director 遺伝子検査の主任科学者。レベルDアクセス権保有。Raymond F McMullen所長の報告によれば、捜索中のアレックス・マーサーと親密だったようだ。 Subject has to be detained and transferred to base Six Charlie Alpha One. 目標(カレン・パーカー)を拘束し、6CA1基地に移送する必要がある。 軍事基地内進入 アレックス:I don t know how to operate these vehicles, but someone here does. 俺はこんなもん動かせねえが、ここの奴等なら誰か知ってるだろうな。 WEB - GySgt Mark Mead Welcome to the Marine Armor Training Center. There are nineteen major systems in this Marine Armored Personnel Carrier and over 25,000 moving parts. ようこそ海兵隊装甲車両訓練所へ。ここには19種の主要な海兵隊装甲車両が25,000以上も運用されている。 In the next eight months, you will learn ALL of them. これからの9ヶ月間、諸君にはこれら全てを学んでもらう。 When you re done here, you ll be able to park that vehide on top of an enemy position and blow the shit out of them. It s my job to get your shit in order. それが全て済んだ時には、諸君は敵陣地で装甲車を駆り糞ったれをぶちのめせるだろう。それをお前らにご教授してやるのが俺の仕事だ。 It s your job to shut the fuck up and learn. で、お前らの仕事はこれを黙って脳味噌にブチ込むことだ。 NEXT>7.A NEW ORDER
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Dark Alliance アンソロジーの赤黒デッキ。(Deck A) トークンカードのGoblinも5枚入っている。 枚数 エキスパンション カード名 25 LANDS 5 IA 沼/Swamp 5 TE 沼/Swamp 6 AN 山/Mountain 6 MI 山/Mountain 1 UZ 汚染されたぬかるみ/Polluted Mire 1 UZ 薄煙の火口/Smoldering Crater 1 AQ 露天鉱床/Strip Mine 23 CREATURES 1 5E 黒騎士/Black Knight 1 AN クォムバッジの魔女/Cuombajj Witches 1 IA ストロームガルドの騎士/Knight of Stromgald 1 UN 惑乱の死霊/Hypnotic Specter 1 HL イーサンの影/Ihsan s Shade 1 UN ゴブリン気球部隊/Goblin Balloon Brigade 1 DK ゴブリン穴掘り部隊/Goblin Digging Team 1 WL 蛮行ゴブリン/Goblin Vandal 1 TE モグの狂信者/Mogg Fanatic 1 TE モグの略奪者/Mogg Raider 1 EX 怒り狂うゴブリン/Raging Goblin 1 VI ゴブリン徴募兵/Goblin Recruiter 1 MI ゴブリン修繕屋/Goblin Tinkerer 1 SH モグの下働き/Mogg Flunkies 1 DK ゴブリンの勇士/Goblin Hero 1 P2 ゴブリンの女看守/Goblin Matron 1 UN ウスデン・トロール/Uthden Troll 1 UN ゴブリンの王/Goblin King 1 IA ゴブリンの雪だるま/Goblin Snowman 1 IA ゴブリンの突然変異/Goblin Mutant 1 MI 火山のドラゴン/Volcanic Dragon 1 LG Lady Orca 1 AL Aesthir Glider 12 SPELLS 1 FE Goblin Grenade 1 UN 稲妻/Lightning Bolt 1 FE ゴブリンの巣穴/Goblin Warrens 1 LG 発火/Pyrotechnics 1 AL Pyrokinesis 1 4E 火の玉/Fireball 1 UZ ゴブリンの攻勢/Goblin Offensive 1 UN 邪悪なる力/Unholy Strength 1 UN 恐怖/Terror 1 FE Hymn to Tourach 1 HL 一角獣の饗宴/Feast of the Unicorn 1 UN ネビニラルの円盤/Nevinyrral s Disk 参考 アンソロジー Defenders of the Cause(Deck B)
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傷を素早く再生する水陸両棲の人型生物Sea Trollを5+体召喚します Contact Sea Trolls 領域 使用 宝石 Conjuration Lv5 儀式/水陸両用 15 主属性 副属性 効果量 効果発生数 3 - - 2+1/Lv 射程距離 効果範囲 精度補正 疲労 - - - - 特殊 ゲーム内説明文 The caster contacts a few Sea Trolls and persuades them to serve in exchange for the chance to eat a child or two. Sea Trolls are robust humanoid creatures of huge size. They are larger than ordinary Trolls, but their skin is softer. Sea Trolls are known to regenerate wounds and can enter the sea. 和訳 術者は少数のSea Trollに接触し、子供を1、2人食べる機会と引き換えに服従するよう彼らを説得します。Sea Trollは大型で強靭な人型生物です。彼らは一般的なTrollより大型ですが、皮膚の硬さでは劣ります。Sea Trollは傷を再生させることで知られ、海に侵入することができます。 解説 海のトロールの召喚儀式。コストは高めだが、術者の実力が極端に高いとむしろ安価と言える程度になる。 Sea Trollはサイズ4の人型生物。HPが高く、再生能力も持っているので少々の削りは無視できる。攻撃は単発だが、威力はなかなかに高い。 海に住んでいるので当然ながら水陸両用。また毒耐性も保有している。 難点は防御力の欠如と低い戦闘技能。サイズが大きいので囲まれやすいのだが、そのくせ回避率も命中率も低く、槍兵相手でもどんどんダメージを受けるのは厳しいものがある。 運用の際は見た目の丈夫さに騙されず、サイズ2の兵でスカスカの隊列を補うなどしてきちんと援護してやること。適切な支援があれば使い物にならないほど弱くはない。 コメント 名前 コメント
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\aITEM -467054494 425962666 グレートハンドのショルダーガード\/a
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The road repair work in front of an elementary school was finished. The workers going back looked like they have a sense of accomplishment. They went through their work by rewriting on the road yellow "SCHOOL" as before. "Hey," 6-year-old Kensaku pointed at the new road marking when he left school. "I can spell the word correctly." His mother was opening and shutting her large eyes. It said "SCHOUL" no matter how many times she looked at it. "I wish children will be able to spell such words correctly before graduation." "It is good for the workers to return here and take a supplementary lesson." There was much to be said on the parents side even though their words were not respectable. Similar spelling mistakes had occurred frequently on road marking and therefore they could not stop expressing the frustration. "I am to blame for it," said Tadashi. "But it is SCHOUL in my country." "Then, it was no mistake." "Things are quite different from here. Chuck Norris is an active hero anyway." "He strangles an enemy with a cordless phone." Tadashi returned a smile to Sakiko s drollery and has begun to talk about his hometown. The bakery had suffered burglar damage almost every week. As a last resort, they put up a poster of life-size Chuck Norris taking a fighting pose. There was a notice reading “Chuck Norris guards this store." Of course it was a joke. But surprisingly, the effect was magical. A burglar stopped coming near at all. The fans instead often went into the store to ask for Chuck s autograph. Red is good, too. Sakiko pictured distinctly in her mind the characters "SCHOUL" on the streets. It was impressive. "SCHOOL" looked rather stupid. Bitter iron was oozing to blend with the grayish white sky through bare rufous steel frames sticking out from broken concrete. The gray town lent charm to the paint. "Yes, it is gloomy." Tadashi however liked lacing-up shoes and ranch coat the climate suits. NEXT
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beatmaniaIIDX側のBEMANIフォルダに入っていない曲を取り上げている。 曲名及びアーティスト名はIIDXのものに準拠する。 IIDXにリミックス版しか無いものも取り上げる。 IIDX18 Resort Anthem に収録されていない曲は割愛する。 曲名 アーティスト名 フォルダ 初出バージョン ジャンル名 備考 .59 dj TAKA 4th 2nd style CHILL OUT A D.J.Amuro EXT 7th style RENAISSANCE AA D.J.Amuro SN IIDX11 IIDX RED RENAISSANCE Abyss dj TAKA 5th 5th style INTELEGENCE Back Into The Light Sota Fujimori SN2 10th style 2STEP POP TRANCE Feelings Won't Fade(Extend Trance Mix)のバージョン違い BALLAD THE FEATHERS DJ YOSHITAKA X2 IIDX13 DistorteD CELTIC REEL DDRには中国語版も収録 Bloody Tears (IIDX EDITION) DJ YOSHITAKA SN IIDX13 DistorteD HARD RENAISSANCE Blue Rain dj TAKA VS Ryu☆ X IIDX15 DJ TROOPERS TRANCE DDR版は別バージョン Burning Heat!(FULL OPTION MIX) Mr.T with Motoaki.F MAX2 7th style 12 BEAT DDRでは(3 option mix) CaptivAte ~誓い~ A/I SN2 IIDX14 GOLD NOSTALISH REQUIEM D2R NAOKI MAX2 7th style HYPER ROCK BEAT Dazzlin'Darlin HHH X2 IIDX15 DJ TROOPERS HANDZ UP Dazzlin'Darlin-秋葉工房mix- Remixed by DJ Command X2 IIDX17 SIRIUS EUROBEAT DoLL TËЯRA SN 10th style HYPER J-POP FOUR DROP dj TAKA feat.Kanako Hoshino X2 IIDX17 SIRIUS WHITE SEQUENCE DXY! TaQ 5th 4th style TECHNO Electro Tuned(the SubS mix) TaQ 5th 2nd style BIG BEAT era(nostal mix) TaQ 4th 3rd style DRUM'N'BASS FIRE FIRE StripE X2 IIDX14 GOLD BUCHIAGE TRANCE GENOM SCREAMS L.E.D.LIGHT 2nd substream TRANCE 初出はbm GOTTAMIX GOLD RUSH DJ YOSHITAKA-G feat.Michael a la mode X2 IIDX14 GOLD RECKLESS RAVE DDRでは原曲を含めた3バージョンにランダム分岐 HAPPY☆ANGEL jun with TAHIRIH SN IIDX12 HAPPY SKY HAPPY HARDCORE Happy Wedding ASKA EXT 7th style HOUSE Holic TaQ 4th 3rd style HARD TECHNO i feel... AKIRA YAMAOKA MAX2 7th style TRANCE Jam Marmalade FinalOffset SN 4th style WARP HOUSE 初出はbmIII LEADING CYBER dj TAKA 4th 3rd style DIGI-ROCK LOVE IS ORANGE Orange Lounge SN 8th style HARD CHANSON Make A Difference Lala Moore with CoCoRo*Co SN 9th style GOSPEL MARIA (I believe...) NAOKI feat.PAULA TERRY SN 9th style EUROBEAT MAX LOVE DJ YOSHITAKA feat.星野奏子 X2 IIDX15 DJ TROOPERS LOVELY BUCHIAGE POP DDRには中国語版も収録 Melody Life Noria X2 IIDX13 DistorteD NEW ACOUSTIC DDRには中国語版も収録 No.13 TAKA respect for J.S.B. SN 10th style PROGRESSIVE BAROQUE rainbow flyer dj TAKA SN 8th style TRANCE rainbow rainbow Ryu☆ SN 10th style HAPPY HARDCORE RED ZONE Tatsh NAOKI SN IIDX11 IIDX RED SPEED RAVE She is my wife SUPER STAR 満-MITSURU- X2 IIDX17 SIRIUS ONLY ONE BALLAD smooooch・∀・ kors k X2 IIDX16 EMPRESS CANDY RAVE stoic TaQ EXT 7th style TECHNO sync OutPhase EXT 5th style TRANCE THE SHINING POLARIS L.E.D.feat.Sana SN 5th style EPIC TRANCE Tomorrow Perfume dj TAKA SN 7th style TRANCE Under the Sky 南さやか(BeForU) with platoniX SN IIDX12 HAPPY SKY J-EUROTRANCE IIDX18ではツアーモード隠し曲 xenon Mr.T EXT 8th style ELECTROSHOCK IIDX8thではONE MORE EXTRA Xepher Tatsh SN IIDX12 HAPPY SKY MEDIEVAL CHOIR 蒼い衝動 NAOKI feat.YUKI EXT 8th style J-TRANCE 桜 Reven-G EXT 8th style SPIRITUAL IIDX8thではEXTRA、またDDR版とBPM表記が違う 零 -ZERO- TËЯRA X IIDX14 GOLD HYPER J-POP ZERO DDR版は減速地帯あり 不沈艦CANDY Risk Junk X2 IIDX16 EMPRESS HARDCORE IIDX16ではONE MORE EXTRAの内の1曲 冥 Amuro vs Killer X2 IIDX12 HAPPY SKY HUMAN SEQUENCER IIDX12ではONE MORE EXTRA
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系統 Schools Cheliax Egorian Academy Infernal Binder School Cheliax Egorian Academy Infernal Binder School 出典 Inner Sea Primer 29ページ The prestigious Egorian Academy of the Magical Arts in Cheliax’s capital city teaches a full spectrum of magic, both specialized and universalist, but the college is best known for its Infernal Binding program in the school of conjuration. An infernal binder learns the Names of Hell, and can use those powers to summon and bind devils to do her bidding. If she makes a single mistake in the binding, she opens herself to an eternity of torment. Egorian Academy wizards are recognized across Avistan as premier practitioners of the arcane arts. Many hold high positions in magical colleges across Golarion, but most seek to return one day to teach at their alma mater in Egorian. Suggested Opposition Schools:Divination, illusion, or transmutation. 属性:秩序にして悪、秩序にして中立、中立にして悪、中立 必要条件:An infernal binder must choose a familiar as her arcane bond at 1st level. Associated School:Conjuration. Replacement Powers:The following school powers replace the acid dart and dimensional steps powers of the conjuration school. Planar Knowledge(変則)/Planar Knowledge:As an infernal binder, you gain a +3 bonus on Knowledge (planes) checks. Assume Control(超常)/Assume Control:At 1st level, you can attempt to gain control over a summoned creature by disrupting the bond between it and the caster who summoned it. You must make a caster level check (1d20 + caster level) equal to 10 + the summoning caster’s level. If you know the summoned creature’s name, you receive a +2 circumstance bonus on the check. If the check is successful, you can control the summoned creature as if you had summoned it for a number of rounds equal to 1/2 your wizard level (minimum 1 round). This does not increase the duration of the original summoning. The original summoning caster can attempt to regain control of the summoned creature as a standard action by making a caster level check against your caster level + 10. When your control ends, the creature reverts to the control of its summoner. At 9th level, you can use this ability to bargain with called creatures as if you were the caster who conjured them. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Imp Familiar(変則)/Imp Familiar:At 7th level, you gain Improved Familiar as a bonus feat, and must take an imp as a familiar. The imp replaces your current familiar. Extradimension School Extradimension School 出典 Black Markets 26ページ Associated School:Conjuration. Replacement Powers:The following school power replaces the summoner’s charm power of the conjuration school. Reshape Space(超常)/Reshape Space:Whenever you cast a spell that creates an extradimensional space or demiplane, increase the duration by a number of units (rounds, minutes, hours, etc.) equal to 1/2 your wizard level (minimum 1). At 20th level, you can make one spell that creates an extradimensional space or demiplane permanent. You can have no more than one such spell made permanent in this way at a time. If you designate another spell as permanent, the previous permanent spell ends. Foresight School Foresight School 出典 Advanced Player s Guide 145ページ Associated School:Divination. Replacement Powers:The following school powers replace the diviner s fortune and scrying adept powers of the divination school. Prescience(超常)/Prescience:At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Foretell(超常)/Foretell:At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. Prophecy School Prophecy School 出典 Disciple s Doctrine 10ページ Prophets who specialize in arcane magic often claim specialty in manipulating the powers of luck to their advantage. Associated School:Divination. Replacement Powers:The following replace the forewarned and scrying adept powers of the divination school. Inspiring Prediction(超常)/Inspiring Prediction:A number of times per day equal to 3 + your Intelligence modifier, you can predict an ally’s success, bolstering others’ resolve. As a swift action, you can shout an inspiring prediction, granting each ally within 50 feet who can hear you a +4 luck bonus on her next attack roll, saving throw, or skill check. In Accordance with the Prophecy(超常)/In Accordance with the Prophecy:A number of times per day equal to your Intelligence modifier, you can publicly declare that your next spell is guided by prophecy. When you do, the next spell you cast has a 20% chance of fizzling (1–20 on a d%). If the spell does not fail, treat the spell as if it had been modified by the Empower Spell feat, even if you do not have that feat. At 12th level, the chance that the spell fizzles is reduced to 15% (1–15 on a d%). At 16th level, the chance is reduced to 10% (1–10 on a d%) Qadira Mage of the Veil School Qadira Mage of the Veil School 出典 Inner Sea Primer 29ページ The city of Katheer is home to a great number of arcane colleges in the Qadiran tradition. Magic has a proud history in this land; its many schools compete with one another to find the best route to understanding the secrets of power. Among these is the focused school of veil magic. Rather than controlling the elements or transforming the environment, mages of the veil focus on much more subtle magic—blending into their surroundings to watch, observe, and gather secrets, or fading from view completely for the sake of solitude. Most graduates of this college enter the service of the satrap as spies, scouts, or infiltrators. 必要条件:A mage of the veil must select disguise self as one of his spells known at 1st level. クラス技能:A mage of the veil gains Bluff, Disguise, and Stealth as class skills. Associated School:Illusion. Replacement Powers:The following school powers replace the blinding ray and invisibility field powers of the illusion school. Face in the Crowd(擬呪)/Face in the Crowd:At 1st level as a standard action, you can cause yourself to appear so normal, mundane, and unexceptional that you blend in to your surroundings. All creatures within 30 feet treat you as if you belonged there, effectively ignoring you. Creatures outside of this area may notice that you appear out of place, but as soon as they approach within 30 feet they are affected by the magic and no longer think something is amiss. If you interact with an affected creature in any way, it gains a Will save (DC 10 + 1/2 your wizard level + your Intelligence modifier) to disbelieve the illusion and notice you. The effect lasts for a number of minutes equal to your wizard level, or until the illusion is dispelled. The minutes do not need to be consecutive, but must be used in 1-minute increments. This is a mind-affecting phantasm effect. This ability does not turn you invisible and opponents are not considered flat-footed. It does not allow you to disguise yourself as a specific individual, type of person, or member of another race, so you cannot blend into a group of uniformed guards or appear as a member of an individual’s family, and a human cannot blend into a group of gnolls. You can blend in with any group made up of different types of people, such as a crowd of courtiers in a king’s throne room, and you can disguise yourself (either through magic or more mundane means) to appear as a specific type of person or another race (such as a uniformed guard or a gnoll) before using this ability. Master of the Veil(擬呪)/Master of the Veil:At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per wizard level. This ability otherwise functions like the spell veil. The rounds do not need to be consecutive. Absalom Arcanamirium Crafter School Absalom Arcanamirium Crafter School 出典 Inner Sea Primer 28ページ The most famous magical college of the Inner Sea region, the Arcanamirium of Absalom teaches a broad array of specialties, but its most intensive specialty is no specialization at all. It is one of the primary training academies of universalist magic on Golarion, and the wizards who graduate from the school become well respected, well paid, and highly soughtafter in their homelands. An Arcanamirium crafter is one of the builders of the arcane world, assembling magic items with facility, skill, and power. He is intimately familiar with the craft and practice of imbuing items with arcane power, and works with precision even early in his career to help create some of the most powerful magic items of Golarion. Associated School:Universalist. Replacement Powers:The following school power replaces the hand of the apprentice power of the universalist school. Metacharge(変則)/Metacharge:As an Arcanamirium crafter, you gain a bonus feat at 3rd level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic items, your skill and understanding of the principles involved in the item’s creation give you a +2 bonus on the skill check made to create the item. Aether(Elemental School) Aether (Elemental School) 出典 Elemental Master s Handbook 20ページ Aether is a strange and complex substance that occurs where the Elemental Planes touch the Ethereal Plane. Wizards who study aether use it to manipulate objects on the Material Plane. The aether elemental school is an elemental arcane school a wizard can specialize in instead of one of the standard schools of magic. Like a normal arcane school, the aether elemental school grants a number of school powers, as well as one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the aether elemental school’s spell list (see below). Unlike a normal arcane school, the aether elemental school requires the wizard to select a single element as his opposition school (air, earth, fire, or water, from pages 142–143 of the Pathfinder RPG Advanced Player’s Guide, for example). The wizard does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal. Aether Magic:Add the following spells to your wizard spell list at the listed spell level 0—telekinetic projectileOA, 2nd—spiritual weapon, 4th—spiritual allyAPG, 5th—ethereal envelopeOA, 6th—animate objects, 7th—ectoplasmic eruptionOA, 9th—telekinetic stormOA. Aether Supremacy(超常)/Aether Supremacy:You gain a +2 enhancement bonus on Sleight of Hand checks. This bonus increases by 1 for every 5 wizard levels you have. In addition, you can cast mage hand at will as a spell-like ability that uses your caster level. At 5th level, you can attempt Sleight of Hand checks against a target within 30 feet, though the skill check DC increases by 5, and any creature within line of sight of either you or the target can attempt an opposed Perception check to notice the attempt. At 10th level, you can attempt a Sleight of Hand check as a move action with only a –10 penalty. At 20th level, whenever you attempt a Sleight of Hand check, assume the roll resulted in a natural 20. Telekinetic Protection(超常)/Telekinetic Protection:As a swift action, you can grant yourself protection against nonmagical attacks by forming a field to telekinetically deflect them. You gain DR 5/magic for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Receptive Vibrations(超常)/Receptive Vibrations:At 8th level, you are constantly surrounded by ephemeral and invisible strands of aether, increasing your awareness of your surroundings. You are never denied your Dexterity bonus to AC against attacks made within 30 feet of you because you are flat-footed or because your assailant is unseen. In addition, you gain a bonus on Perception checks to avoid being surprised equal to half your wizard level. Aether Elementalist Wizard Spells 0 - telekinetic projectile 1st - floating disk, magic missile, unseen servant 2nd - ablative barrier, blur, pilfering hand, spiritual weapon 3rd - blink, ectoplasmic snare, force punch, tiny hut 4th - resilient sphere, spiritual ally, telekinetic charge, telekinetic maneuver 5th - condensed ether, ethereal envelope, interposing hand, mage s faithful hound, secret chest, telekinesis, wall of ectoplasm 6th - animate objects, enemy hammer, forceful hand, leashed shackles 7th - ectoplasmic eruption, ethereal jaunt, grasping hand, phase door 8th - clenched fist, telekinetic sphere 9th - etherealness, telekinetic storm Ice School Ice School 出典 Elemental Master s Handbook 21ページ Associated School:Air or Water. Replacement Powers:The following school powers replace the lightning flash and cyclone powers of the air school and the cold blast and wave powers of the water school. Freezing Shards(超常)/Freezing Shards:As a standard action, you can cause shards of ice to burst forth from the ground around you. The shards deal 1d4 points of piercing damage and 1d6 points of cold damage + 1 point for every 2 wizard levels you have to all creatures within 5 feet of you. A successful Reflex save (DC = 10 + half your wizard level + your Intelligence modifier) negates the piercing damage and halves the cold damage. The shards remain until the beginning of your next turn; during this time, the area is difficult terrain. You are not affected by your own freezing shards and can move through the area normally. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Icy Shackles(超常)/Icy Shackles:At 8th level, as a standard action, you can make a melee touch attack against a foe to conjure icy restraints around its ankles, reducing its base speed to 5 feet and dealing it an amount of cold damage at the beginning of its turn equal to your Intelligence modifier. The manacles have AC 10, hardness 0, and 30 hit points, and a creature can destroy them with a successful Strength check (DC = 10 + half your wizard level + your Intelligence modifier) as a standard action. The icy shackles melt away after 1 minute. You can use this ability a number of times per day equal to your Intelligence modifier. Smoke School Smoke School 出典 Elemental Master s Handbook 21ページ Associated School:Air or Fire. Replacement Powers:The following school powers replace the lightning flash and cyclone powers of the air school and the fire jet and dancing flame powers of the fire school. Smokesight(超常)/Smokesight:You can see normally through natural fog and smoke, as well as any fog and smoke that you (but not others) magically create. A number of times per day equal to 3 + your Intelligence bonus, you can touch another creature as a standard action to grant it this vision for 1 hour. Body of Smoke(擬呪)/Body of Smoke:At 8th level, you can assume a gaseous form (as per the spell of that name) as a swift action for a number of minutes per day equal to your wizard level. This duration does not need to be consecutive, but it must be used in 1-minute increments. Magma School Magma School 出典 Elemental Master s Handbook 21ページ Associated School:Earth or Fire. Replacement Powers:The following school powers replace the acid cloud and earth glide powers of the earth school and the fire jet and dancing flame powers of the fire school. Magma Furrow(超常)/Magma Furrow:As a standard action, you can send forth a 20-foot line of magma. Any creature in this line takes 1d6 points of fire damage + 1 point for every 2 wizard levels you have. A successful Reflex save (DC = 10 + half your wizard level + your Intelligence modifier) halves this damage. In addition, the ground in this area remains molten for another 1d4 rounds. Creatures that begin their turns in the area can move out that turn without penalty, but those that enter the area each take 1d6 points of fire damage. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Lava Shield(超常)/Lava Shield:At 8th level, you can create a barrier of lava to protect you for 1 round as a standard action. Choose one edge of your space. That edge is treated as a solid wall for attacks targeting you only. You gain total cover from attacks that pass through this edge, and you gain the benefits of fire shield (warm shield) while adjacent to the lava shield. You can dismiss the lava shield as a free action, and it disappears immediately if you leave your space. You can use this ability a number of rounds per day equal to half your wizard level. Mud School Mud School 出典 Elemental Master s Handbook 21ページ Associated School:Earth or Water. Replacement Powers:The following school powers replace the acid cloud and earth glide powers of the earth school and the cold blast and wave powers of the water school. Hindering Muck(超常)/Hindering Muck:As a standard action, you can create a 15-foot cone of sticky mud. Any creature in the cone must succeed at a Reflex save (DC = 10 + half your wizard level + your Intelligence modifier) or become entangled for 1 round for every wizard level you have. An affected creature can take a standard action that provokes attacks of opportunity to wipe off enough of the mud to remove the entangled condition. Jumping into a large body of water or being subject to an effect that creates a substantial amount of water (such as a casting of create water) removes all the mud on a creature. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Mud Missile(超常)/Mud Missile:At 8th level, you can fling a ball of hardened mud at a foe within 30 feet as a standard action. If you succeed at a ranged touch attack, the mud slams into the target’s face, dealing 1d6 points of bludgeoning damage for every 2 wizard levels you have and blinding the target for 1d4 rounds. A creature can remove the blinding mud from itself or another creature with a successful Strength check (DC = 10 + half your wizard level) as a standard action. You can use this ability a number of times per day equal to half your wizard level. Void(Elemental School) Void(Elemental School) 出典 Dragon Empires Primer 29ページ The void is a complex idea considered by some to be a fifth element—one that comprises thought, space, spiritualism, and insight. Wizards who tap into its mysterious powers gain control over energies that bind the earth to the heavens and the planes to their mysterious and eternal alignments, as well as the powers that stitch living beings to their spirits. The void elemental school presented here is an additional arcane school for the wizard class. A wizard who specializes in the void element gains a number of school powers and one bonus spell slot of each level that the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the void elemental school’s spell list. Unlike a normal arcane school, the void elemental school requires the wizard to select a single element (air, earth, fire, or water) as his opposition school. A wizard must expend two spell slots to prepare a spell from his opposed elemental school as normal. He does not need to select a second opposition school. For the sections below, a single asterisk (*) denotes a spell from the RPG Advanced Player’s Guide. A double asterisk (**) denotes a spell from Ultimate Magic. Void Magic:Add the following spells to your wizard spell list at the listed spell level 1st—keen senses, 3rd—twilight knife*, 4th— wandering star motes*, 6th—true seeing, 8th— moment of prescience. Void Awareness(超常)/Void Awareness:Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess. At 20th level, whenever you would be affected by a spell or spell-like ability that allows a saving throw, you can roll twice to save against the effect and take the better result. Reveal Weakness(超常)/Reveal Weakness:When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus. Aura of Prescience(超常)/Aura of Prescience:At 8th level, you can emit a 30-foot aura of void energy for a number of rounds per day equal to your wizard level. Allies within this aura gain a +2 insight bonus on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive. Void Elementalist Wizard Spells 0 - guidance 1st - gravity bow, keen senses, shield, true strike 2nd - continual flame, haunting mists, invisibility, masterwork transformation, see invisibility, share memory 3rd - arcane sight, clairaudience/clairvoyance, dispel magic, nondetection, seek thoughts, tapestry s embrace, twilight knife 4th - minor creation, moonstruck, wandering star motes 5th - fabricate, major creation, mind fog, telepathic bond, teleport 6th - dispel magic, greater, legend lore, mage s lucubration, true seeing 7th - simulacrum, teleport, greater, vision 8th - mind blank, moment of prescience, orb of the void, whirlwind 9th - foresight, mage s disjunction, time stop