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なんか疲れると思ったら500ノーツ超えてるのか……配置自体は素直だから体力勝負 (2018-10-18 20 45 02) 1回目の低速地帯終わりに16分5連地団駄あり。BASICだと史上初? (2018-10-19 15 47 23) ラブディスなんたらさんと言うのがいてだな… (2018-10-22 17 25 37) わずかに前例あり。だが、この速さはSP BASIC最速。 (2018-10-25 01 09 53) 配置は素直だけど物量考えると13でもいいと思うなー (2018-10-24 13 33 47) 休憩らしい休憩は高速フリーズくらいしかない。足12強の体力系な踊~激譜面の認識で挑んだほうがよさげ。気楽に選んだら結構疲れた。 (2018-10-26 08 24 12) お米タルより疲れる気が (2019-05-10 18 12 52) 四段ボスのAngelic Jellyを少しマイルドにしたような譜面。これができれば四段合格に必要な体力は十分あるはず。 (2020-07-12 10 47 04)
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Call Lightning 3rd-level conjuration Casting Time 1 action Range 120 feet Components V, S Duration Concentration, up to 10 minutes A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd. Calm Emotions 2nd-level enchantment Casting Time 1 action Range 60 feet Components V, S Duration Concentration, up to 1 minute You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise. Chain Lightning 6th-level evocation Casting Time 1 action Range 150 feet Components V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins) Duration Instantaneous You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th. Charm Person 1st-level enchantment Casting Time 1 action Range 30 feet Components V, S Duration 1 hour You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Chill Touch Necromancy cantrip Casting Time 1 action Range 120 feet Components V, S Duration 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Circle of Death 6th-level necromancy Casting Time 1 action Range 150 feet Components V, S, M (the powder of a crushed black pearl worth at least 500 gp) Duration Instantaneous A sphere of negative energy ripples out in a 60-foot- radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. Clairvoyance 3rd-level divination Casting Time 10 minutes Range 1 mile Components V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) Duration Concentration, up to 10 minutes You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist. Clone 8th-level necromancy Casting Time 1 hour Range Touch Components V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud- filled cyst in the ground, or crystal container filled with salt water) Duration Instantaneous This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere. Cloudkill 5th-level conjuration Casting Time 1 action Range 120 feet Components V, S Duration Concentration, up to 10 minutes You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Color Spray 1st-level illusion Casting Time 1 action Range Self (15-foot cone) Components V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) Duration 1 round A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. Command 1st-level enchantment Casting Time 1 action Range 60 feet Components V Duration 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Commune 5th-level divination (ritual) Casting Time 1 minute Range Self Components V, S, M (incense and a vial of holy or unholy water) Duration 1 minute You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the GM might offer a short phrase as an answer instead. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret. Commune with Nature 5th-level divination (ritual) Casting Time 1 minute Range Self Components V, S Duration Instantaneous You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area terrain and bodies of water prevalent plants, minerals, animals, or peoples powerful celestials, fey, fiends, elementals, or undead influence from other planes of existence buildings For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns. Comprehend Languages 1st-level divination (ritual) Casting Time 1 action Range Self Components V, S, M (a pinch of soot and salt) Duration 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. Compulsion 4th-level enchantment Casting Time 1 action Range 30 feet Components V, S Duration Concentration, up to 1 minute Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. Cone of Cold 5th-level evocation Casting Time 1 action Range Self (60-foot cone) Components V, S, M (a small crystal or glass cone) Duration Instantaneous A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Confusion 4th-level enchantment Casting Time 1 action Range 90 feet Components V, S, M (three nut shells) Duration Concentration, up to 1 minute This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. 2-6 The creature doesn't move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |9-10 |The creature can act and move normally|. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th. Conjure Animals 3rd-level conjuration Casting Time 1 action Range 60 feet Components V, S Duration Concentration, up to 1 hour You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears One beast of challenge rating 2 or lower Two beasts of challenge rating 1 or lower Four beasts of challenge rating 1/2 or lower Eight beasts of challenge rating 1/4 or lower Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures’ statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. Conjure Celestial 7th-level conjuration Casting Time 1 minute Range 90 feet Components V, S Duration Concentration, up to 1 hour You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The GM has the celestial’s statistics. At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower. Conjure Elemental 5th-level conjuration Casting Time 1 minute Range 90 feet Components V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water) Duration Concentration, up to 1 hour You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The GM has the elemental’s statistics. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. Conjure Fey 6th-level conjuration Casting Time 1 minute Range 90 feet Components V, S Duration Concentration, up to 1 hour You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can’t be dismissed by you, and it disappears 1 hour after you summoned it. The GM has the fey creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th. Conjure Minor Elementals 4th-level conjuration Casting Time 1 minute Range 90 feet Components V, S Duration Concentration, up to 1 hour You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears One elemental of challenge rating 2 or lower Two elementals of challenge rating 1 or lower Four elementals of challenge rating 1/2 or lower Eight elementals of challenge rating 1/4 or lower. An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures’ statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear twice as many with a 6th-level slot and three times as many with an 8th-level slot. Conjure Woodland Beings 4th-level conjuration Casting Time 1 action Range 60 feet Components V, S, M (one holly berry per creature summoned) Duration Concentration, up to 1 hour You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears One fey creature of challenge rating 2 or lower Two fey creatures of challenge rating 1 or lower Four fey creatures of challenge rating 1/2 or lower Eight fey creatures of challenge rating 1/4 or lower A summoned creature disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures’ statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear twice as many with a 6th-level slot and three times as many with an 8th-level slot. Contact Other Plane 5th-level divination (ritual) Casting Time 1 minute Range Self Components V Duration 1 minute You mentally contact a demigod, the spirit of a long- dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer. Contagion 5th-level necromancy Casting Time 1 action Range Touch Component V, S Duration 7 days Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. Contingency 6th-level evocation Casting Time 10 minutes Range Self Components V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) Duration 10 days Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person. Continual Flame 2nd-level evocation Casting Time 1 action Range Touch Components V, S, M (ruby dust worth 50 gp, which the spell consumes) Duration Until dispelled A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched. Control Water 4th-level transmutation Casting Time 1 action Range 300 feet Components V, S, M (a drop of water and a pinch of dust) Duration Concentration, up to 10 minutes Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex. Control Weather 8th-level transmutation Casting Time 10 minutes Range Self (5-mile radius) Components V, S, M (burning incense and bits of earth and wood mixed in water) Duration Concentration, up to 8 hours You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early. When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Precipitation |Stage Condition 1 Clear 2 Light clouds 3 Overcast or ground fog 4 Rain, hail or snow 5 Torrential rain, driving hail, or blizzard Temperature Stage Condition 1 Unbearable heat 2 Hot 3 Warm 4 Cool 5 Cold 6 Arctic cold Wind Stage Condition 1 Calm 2 Moderate wind 3 Strong wind 4 Gale 5 Storm Counterspell 3rd-level abjuration Casting Time 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range 60 feet Components S Duration Instantaneous You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. Create Food and Water 3rd-level conjuration Casting Time 1 action Range 30 feet Components V, S Duration Instantaneous You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad. Create or Destroy Water 1st-level transmutation Casting Time 1 action Range 30 feet Components V, S, M (a drop of water if creating water or a few grains of sand if destroying it) Duration Instantaneous You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. Create Undead 6th-level necromancy Casting Time 1 minute Range 10 feet Components V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse) Duration Instantaneous You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.) As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies. Creation 5th-level illusion Casting Time 1 minute Range 30 feet Components V, S, M (a tiny piece of matter of the same type of the item you plan to create) Duration Special You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5- foot cube, and the object must be of a form and material that you have seen before. The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration. Using any material created by this spell as another spell's material component causes that spell to fail. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th. Material Duration Vegetable matter 1 day Stone or crystal 12 hours Precious metals 1 hour Gems 10 minutes Adamantine or mithral 1 minute Cure Wounds 1st-level evocation Casting Time 1 action Range Touch Components V, S Duration Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
https://w.atwiki.jp/pata3finn/pages/1062.html
『アドベンチャータイム』の話一覧。 30分(実質24分ぐらい)/1話2パートで構成されており、前半をAパート、後半をBパートとします。 ナンバリングは、日本での放送順に並べてあります。(米国オリジナルのナンバリングとは異なります) 当ページにおけるシーズン区分は、米国オリジナルのシーズン区分に準拠しています。 ナンバリング 題名 原語題名 収録DVD シーズン1/シーズン2/シーズン3/シーズン4/シーズン5【前半】/シーズン5【後半】/シーズン6/シーズン7/シーズン8/シーズン9/シーズン10 #121-A 2人のフィン Two Swords 【未定】 #121-B それぞれのフィン Do No Harm #122-A イカした孫娘 Wheels #122-B 私の夫はエイリアン High Strangeness #123-A ジェームズ・バクスターの幸せ Horse and Ball #123-B キャンディのパワー Jelly Beans Have Power ミニシリーズ『過去を知る島~人の子の冒険~』(#124~#127) 放送前に書いた見どころページはこちら
https://w.atwiki.jp/kapiex/pages/9.html
COUNTER TODAY - YESTERDAY - TOTAL - SEARCH 検索 PAGE TOP PAGE +PROFILE capsule 中田ヤスタカ こしじまとしこ +DISCOGRAPHY KILLER WAVE PLAYER LIAR GAME 2 ~シーズン2 劇場版 オリジナルサウンド トラック~ FLASH BEST MORE! MORE! MORE! JUMPER FLASHBACK MUSiXXX capsule rmx capsule rmx EP LIAR GAME サウンドトラック Sugarless GiRL Starry sky FRUITS CLiPPER jelly L.D.K. Lounge Designers Killer AEROPOLIS NEXUS-2060 space station No.9 S.F. sound furniture レトロメモリー phony phonic キャンディーキューティー CUTIE CINEMA REPLAY プラスチックガール music controller ハイカラ・ガール 東京喫茶 花火 さくら INFORMATION EVENT +MOVIE PV CM MIX LIVE INTERVIEW +PICTURE +capsule FILE 1 FILE 2 FILE 3 +中田ヤスタカ FILE 1 +こしじまとしこ FILE 1 FILE 2 FILE 3 OTHER WORKS COMMENT OTHER LINK UP
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Tell me 作詞/49スレ313 Lost home and friends Lost familly and loves Lost my dream and hopes Where do I go? I can't make believe that I live. Tell me how I live Tell me What do I live for. silence runs through my head oh, take me heaven that have what I lost. My life how long it is? I can't make believe that I live. Tell me how I live Tell me What do I live for. oh, tell me. 音源 Tell me(カラオケ+歌) Tell me(歌入り/nam) Tell me(歌入り/Gno4166) Tell me(歌入り/ぶい) Tell me(歌入り/jas39) Tell me(歌入り/エニグマ) Tell me(アカペラカバーver/すい銀)はただいま管理人の手元にありません。持っている方くださいな。 Tell me(アカペラカバーver/nam) Tell me(歌:つよし)
https://w.atwiki.jp/tyrant_unleashed/pages/37.html
Krellus レベル1~2 レベル3~5 Lv6 基本情報 種族 xeno レア度 Legendary 種類 コマンダー 特殊入手 BR9,000以上 レベル 体力 スキル 1 18 Enhance Evade 1 Rally Xeno 1 2 23 Enhance Evade 1 Rally Xeno 1 Siege 1 3 28 Enhance Evade 1 Rally Xeno 1 Siege 1 4 34 Enhance All Evade 1 Rally Xeno 1 Siege 2 5 40 Enhance All Evade 1 Rally Xeno 1 Siege 2 6 47 Enhance All Evade 1 Rally All Xeno 1 Siege 3 おそらく最も使われていないコマンダー もう一つのxenoのコマンダー、Nexorが優秀だからだろう 一見Siege 3が強力に見えるが、まっさきに壊したい建造物は大体Evadeがついているので過度な期待は禁物 コメント Buy nike super bowl jerseys, pro bowl jerseys and Senior Bowl jerseys at the official online shop of the NFL.Buy here to get free shipping. Order more to get free gifts. http //afgefirefighters.org/images/sitemap.html http //afgefirefighters.org/images/sitemap.html -- (http //afgefirefighters.org/images/sitemap.html) 2015-01-12 15 36 07 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/a-life/pages/125.html
嵐の中で輝いて/米倉千尋 (OVA 機動戦士ガンダム 第08MS小隊 OP) 十字架のスプレッド/水樹奈々 (アーケード シャイニング・フォース クロス 主題歌) コイ♥クル/黒木マリナ (TVA おねがいマイメロディ ~くるくるシャッフル!~ OP) jelly beans/茅原実里 (CD HEROINE KICA-1345 ) 押しちゃうぞ!/AYARUKA (TVA おまもりひまり OP) 0 or ∞ -Love or Unlimited-/あてな☆ (TVA BURN-UP SCRAMBLE OP) REBIRTH ~女神転生~/田村ゆかり (TVA デビルマンレディー ED1) メロンブックスとらしんばんからのお知らせ 失われた伝説を求めて/アンディ (TVA 機甲創世記モスピーダ OP) エルガイム-Time for L-GAIM-/MIO (TVA 重戦機エルガイム OP1) サムライハート/森口博子 (TVA 鎧伝サムライトルーパー OP2) 君色思い/SMAP (TVA 赤ずきんチャチャ OP) キミガタメ/Suara (TVA うたわれるもの 第26話ED)
https://w.atwiki.jp/nicorap_lyric/pages/257.html
携わったもの ネガティブ 貪欲 PLUG 闊歩ニズム HELL ON EARTH isotope Ein Künstler unter den Trümmern ABARA Under Zero killin me softly the prescription from town centre. Asphalt. Hello Hello ザ・メタファー Go to the restroom. 独り言。雨言。 Young Travelers feat.二次関数 ame。 月曜日など来るな Flyin splatkicks! 地下二階の沈丁花feat.sillyass,りょつけ Ein Kunstler under den Trummern feat.SATO.sillyass NEXT SEASON
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Bell s Cup Bell s Cup 4-0409 Readmore Bell s Cup 4.zip info 【大会名】Bell s Cup 4 【大会の主旨】特殊制限下での遊戯王環境のシミュレート目的。 【対戦形式】トーナメント方式 マッチ戦 【開催日時】2013年4月9日(火) 21 00参加締切 21 10~開催予定。 【参加方法】:大会用のhamachiのネットワークに参加。 【部屋名とパスワード】 ネットワーク名:BC4-1、BC4-2、BC4-3、BC4-4 パスワード :0409(上記の全てのネットワーク共通) 【備考・その他】 観戦は自由です。海外先行カードやJOTLのカードは使用可ですので、 使用するADSをJOTLのカードが使える状態にしてご参加下さい。 主催者の使用するADSは『Version 1.030.0』になります。 適用制限のlflistは同フォルダ内にあります。 【質問等の受付先】 http //killingbeller.blog.fc2.com/ 上記URLもしくは大会用のhamachiネットワークからのチャットでも可。 【禁止制限】 追加制限: 《暗黒界の尖兵 ベージ》 《水精鱗-アビスリンデ》 《マシンナーズ・フォートレス》 《奈落の落とし穴》 制限解除: 《ヴェルズ・ケルキオン》 《セイクリッド・ソンブレス》 ■特殊制限ルール エクストラデッキに同名カードは複数積みできない。 同名の魔法カード・罠カードはデッキに3積みできない。 ■追加禁止カード 7枚 《速攻のかかし》 《ゼロ・ガードナー》 《甲虫装機 ホーネット》 《No.11 ビッグ・アイ》 《グリモの魔導書》 《魔導書の神判》 《血の代償》 ■追加制限カード 23枚 《聖なる魔術師》 《デビル・フランケン》 《サウザンド・アイズ・サクリファイス》 《発条空母ゼンマイティ》 《蝶の短剣-エルマ》 《トラゴエディア》 《大天使クリスティア》 《光と闇の竜》 《神光の宣告者》 《王立魔法図書館》 《暗黒界の術師 スノウ》 《暗黒界の尖兵 ベージ》New! 《炎星師-チョウテン》 《創造の代行者 ヴィーナス》 《水精鱗-メガロアビス》 《水精鱗-アビスリンデ》New! 《マシンナーズ・フォートレス》New! 《リチュアの儀水鏡》 《封印の黄金櫃》 《簡易融合》 《激流葬》 《聖なるバリア-ミラーフォース》 《奈落の落とし穴》New! ■追加準制限カード 6枚 《甲虫装機 ダンセル》 《裁きの龍》 《馬頭鬼》 《ローンファイア・ブロッサム》 《深海のディーヴァ》 《光の援軍》 ■追加無制限カード 3枚 《神秘の代行者 アース》 《グローアップ・バルブ》 《月読命》 report Bell s Cup 4 (2013/04/09 21 00頃 開催) 大会の詳細情報は『BC4-0409_info』または以下のURLに載せています。 (http //killingbeller.blog.fc2.com/blog-entry-27.html) ■Bell s Cup 4 -0409 プログラム [第一回戦] ★くいたん【武神】 vs【兎ヴェルズ】ranka ★ジャガイモ【フルモンカオス】 vs【TGジェネクスZero帝】aki-rubber-sole ★わたV【サンダー】 vs【フォーチュンレディ】noran ★midori【岩石族】 vs 【活路エクゾ】zabi-ne [第二回戦] ★くいたん【武神】 vs【兎Noble Knight】Sanday ★whiter【炎星セイクリヴェルズ】 vs【岩石族】midori [第三回戦] ★くいたん【武神】 vs【フルモンカオス】ジャガイモ ★whiter【炎星セイクリヴェルズ】 vs【サンダー】わたV [第四回戦] ★くいたん【武神】 vs【炎星セイクリヴェルズ】whiter ■大会結果 1位 【武神】くいたんさん 2位 【炎星セイクリヴェルズ】whiterさん 3位 【フルモンカオス】ジャガイモさん 【サンダー】わたVさん 5位 【岩石族】midoriさん 6位 【兎Noble Knight】Sandayさん 【兎ヴェルズ】rankaさん 【TGジェネクスZero帝】aki-rubber-soleさん 【フォーチュンレディ】noranさん 【活路エクゾ】zabi-neさん ■感想 無事に終了して良かったです。 参加者は計10名で、シード枠は2名分用意。 チャットルーム初導入もhamachiネットワークとうまく活かせず。 色々アクシデントはありましたが、3位決定戦のやり忘れが一番心残りでした(申し訳ない;) 大会内環境は個人的にはとても満足です。【武神】の圧倒的な強さも見られました。 この制限下でもしっかり手札に揃えてくるあたり、やはり【活路エクゾ】は憎めない奴。 しかしそれを針穴に糸を通すかのような丁寧なコアキメイルの攻めに加え、 《地球巨人 ガイア・プレート》の頼もしさにしびれる【岩石族】もイカしてました。 あと、どうみても初戦の【サンダー】の使用者はバリアン世界の住人でした。 参加していただいた皆様、長時間お付き合いいただき、ありがとうございました。 お疲れ様でした。 Wiki作りました。 Bell s Wiki (http //www1.atwiki.jp/killingbeller) Bell s Cup 3-0403 Readmore Bell s Cup 3.zip info 【大会名】Bell s Cup 3 【大会の主旨】特殊制限下での遊戯王環境のシミュレート目的。 【対戦形式】スイスドロー形式マッチ戦 【開催日時】2013年4月3日(水) 21 00参加締切 21 10~開催予定。 【参加方法】:大会用のhamachiのネットワークに参加。 【部屋名とパスワード】 ネットワーク名:BC3-1、BC3-2、BC3-3、BC3-4 パスワード :0403(上記の全てのネットワーク共通) 【備考・その他】 観戦は自由です。海外先行カードやJOTLのカードは使用可ですので、 使用するADSをJOTLのカードが使える状態にしてご参加下さい。 主催者の使用するADSは『Version 1.030.0』になります。 適用制限のlflistは同フォルダ内にあります。 【質問等の受付先】 http //killingbeller.blog.fc2.com/blog-entry-22.html 上記URLもしくは大会用のhamachiネットワークからのチャットでも可。 【禁止制限】 [第2回からの変更点] 特殊制限解除:手札誘発の項目の削除 追加禁止: 《速攻のかかし》 《ゼロ・ガードナー》 無制限: 《マシンナーズ・フォートレス》 ■特殊制限ルール エクストラデッキに同名カードは複数積みできない。 同名の魔法カード・罠カードはデッキに3積みできない。 ■追加禁止カード 7枚 《速攻のかかし》New! 《ゼロ・ガードナー》New! 《甲虫装機 ホーネット》 《No.11 ビッグ・アイ》 《グリモの魔導書》 《魔導書の神判》 《血の代償》 ■追加制限カード 19枚 《聖なる魔術師》 《デビル・フランケン》 《サウザンド・アイズ・サクリファイス》 《発条空母ゼンマイティ》 《蝶の短剣-エルマ》 《トラゴエディア》 《大天使クリスティア》 《光と闇の竜》 《水精鱗-メガロアビス》 《神光の宣告者》 《王立魔法図書館》 《暗黒界の術師 スノウ》 《炎星師-チョウテン》 《創造の代行者 ヴィーナス》 《リチュアの儀水鏡》 《封印の黄金櫃》 《簡易融合》 《聖なるバリア-ミラーフォース》 《激流葬》 ■追加準制限カード 8枚 《甲虫装機 ダンセル》New! 《ヴェルズ・ケルキオン》New! 《セイクリッド・ソンブレス》New! 《裁きの龍》 《馬頭鬼》 《ローンファイア・ブロッサム》 《深海のディーヴァ》 《光の援軍》 ■追加無制限カード 3枚 《神秘の代行者 アース》 《グローアップ・バルブ》 《月読命》 □追加禁止制限解除カード 2枚 《カオス・ソーサラー》追加準制限→制限 《マシンナーズ・フォートレス》追加制限→無制限 report Bell s Cup 3 (2013/04/03 21 00頃 開催 翌日2 40頃 終了) 大会の詳細情報は『BC3-0403_info』または以下のURLに載せています。 (http //killingbeller.blog.fc2.com/blog-entry-22.html) ■Bell s Cup 3 -0403 プログラム 第一回戦 ★半[サンダー] vs [ディフォーマー]space ★ざつおん[マシンガジェ] vs [植物シンクロ]tubo ★wataV[ガエルランサー] vs [金華バイパー]ごま ★ygo!magmag[ジュラック] vs [幻獣機]ZENMAC ★zoo[兎アンデガスタ] vs [BK]noran 第二回戦 ★ざつおん[マシンガジェ] vs [サンダー]半 ★wataV[ガエルランサー] vs [ジュラック]ygo!magmag ★space[ディフォーマー] vs [兎アンデガスタ]zoo ★ごま[金華バイパー] vs [植物シンクロ]tubo ★ZENMAC[幻獣機] vs [BK]noran 第三回戦 ★ざつおん[マシンガジェ] vs [ガエルランサー]wataV ★tubo[植物シンクロ] vs [BK]noran ★ごま[金華バイパー] vs [ディフォーマー]space ★半[サンダー] vs [幻獣機]ZENMAC 第四回戦 ★ざつおん[マシンガジェ] vs [金華バイパー]ごま ★wataV[ガエルランサー] vs [サンダー]半 ★noran[BK] vs [ディフォーマー]space ★ZENMAC(不戦) vs (不戦)zoo ★tubo(不戦) vs (不戦)ygo!magmag 第五回戦 ★半[サンダー] vs [金華バイパー]ごま ※敬称は省略。 ■Bell s Cup 3 -0403 結果発表 それぞれ以下の順で表記します。 順位、参加名(敬称略)、勝敗数(全対戦相手の総勝利数/全対戦相手の総試合数) 1【マシンガジェ】 ざつおんさん:4勝0敗(10/18) 2【ガエルランサー】 wataVさん:3勝1敗(10/17) 3【サンダー】 半さん:3勝2敗 (10/16)※1 4【金華バイパー】 ごまさん:2勝3敗 (10/16)※1 5【植物シンクロ】 tuboさん:2勝[1不戦勝]2敗(8/16) ※2 6【幻獣機】 ZENMACさん:2勝[1不戦勝]2敗(6/15) ※2 7【ジュラック】 ygo!magmagさん:1勝2敗[1不戦敗](7/12) ※2 8【兎アンデガスタ】 zooさん:1勝2敗[1不戦敗](4/12) ※2 9【BK】 noranさん:1勝3敗(6/15) ※3 10【ディフォーマー】 spaceさん:1勝3敗(7/17) ※3 ※1:同成績から3位決定戦を行ったため。 ※2:途中棄権有り。 ※3:対戦結果から順位付け。 Bell s Cup 2-0403 Readmore Bell s Cup 2.zip info 【大会名】 Bell s Cup 2 -0403 【大会の主旨】 特殊制限下での遊戯王環境のシミュレート目的。 【対戦形式】 スイスドロー形式 マッチ戦 【開催日時】 2013年4月3日(水) 18 50参加締切 19 00~開催予定。 【参加方法】 大会用のhamachiのネットワークに参加 【部屋名とパスワード】 ●ネットワーク名● BC2-0403-01 BC2-0403-02 BC2-0403-03 BC2-0403-04 ●ネットワークパスワード● bell(上記の全ネットワーク共通) 【備考・その他】 観戦は自由です。海外先行カードやJOTLのカードは使用可ですので、 使用するADSをJOTLのカードが使える状態にしてご参加下さい。 主催者の使用するADSは『Version 1.030.0』になります。 適用制限のlflistは同フォルダ内にあります。 前回からの変更点 ○追加制限○ 《カオス・ソーサラー》 ○追加準制限○ 《甲虫装機 ダンセル》 《ヴェルズ・ケルキオン》 《セイクリッド・ソンブレス》 【質問等の受付先】 http //killingbeller.blog.fc2.com/blog-entry-21.html 上記URLもしくは大会用のhamachiネットワークからのチャットでも可。 【禁止制限】 ●特殊制限ルール● エクストラデッキに同名カードは複数積みできない。 魔法カード・罠カード・手札誘発の効果モンスターカードはデッキに3積みできない。 (手札誘発参照:http //yugioh-wiki.net/index.php?%BC%EA%BB%A5%CD%B6%C8%AF) ●追加禁止カード● 5枚 《甲虫装機 ホーネット》 《No.11 ビッグ・アイ》 《グリモの魔導書》 《魔導書の神判》 《血の代償》 ●追加制限カード● 20枚 《聖なる魔術師》 《デビル・フランケン》 《サウザンド・アイズ・サクリファイス》 《発条空母ゼンマイティ》 《蝶の短剣-エルマ》 《トラゴエディア》 《大天使クリスティア》 《光と闇の竜》 《水精鱗-メガロアビス》 《マシンナーズ・フォートレス》 《神光の宣告者》 《王立魔法図書館》 《暗黒界の術師 スノウ》 《炎星師-チョウテン》 《創造の代行者 ヴィーナス》 《リチュアの儀水鏡》 《封印の黄金櫃》 《簡易融合》 《激流葬》 《聖なるバリア-ミラーフォース》 ●追加準制限カード● 8枚 《裁きの龍》 《馬頭鬼》 《ローンファイア・ブロッサム》 《深海のディーヴァ》 《甲虫装機 ダンセル》New! 《ヴェルズ・ケルキオン》New! 《セイクリッド・ソンブレス》New! 《光の援軍》 ●追加無制限カード● 3枚 《神秘の代行者 アース》 《グローアップ・バルブ》 《月読命》 ○追加禁止制限解除カード○ 1枚 《カオス・ソーサラー》追加準制限→制限 report Bell s Cup 2 (2013/04/03 19 00頃 開催予定) 大会の詳細情報は『BC3-0403_info』または以下のURLに載せています。 (http //killingbeller.blog.fc2.com/blog-entry-21.html) 人数不揃のため、中止。 Bell s Cup 1-0402 Readmore Bell s Cup 1.zip info 【大会名】 Bell s Cup 【大会の主旨】 大会開催のテスト運営 兼 特殊制限下での遊戯王環境のシミュレート目的。 【対戦形式】 マッチ(人数が多い場合予選はシングル) 【開催日時】 2013年4月2日(火) 11 50参加締切 12 00~開催予定。 【参加方法】 大会用のhamachiのネットワークに参加 【部屋名とパスワード】 ●ネットワーク名● KB-0402-01 KB-0402-02 KB-0402-03 KB-0402-04 ●ネットワークパスワード● 0402(上記の全ネットワーク共通) 【備考・その他】 適用制限のlflistは同フォルダ内にあります。 【質問等の受付先】 http //killingbeller.blog.fc2.com/blog-entry-19.html 上記URLもしくは大会用のhamachiネットワークからのチャットでも可。 【禁止制限】 ●特殊制限ルール● エクストラデッキに同名カードは複数積みできない。 魔法カード・罠カード・手札誘発の効果モンスターカードはデッキに3積みできない。 ●追加禁止カード● 5枚 《甲虫装機 ホーネット》69207766 《No.11 ビッグ・アイ》 80117527 《グリモの魔導書》89739383 《魔導書の神判》46448938 《血の代償》80604091 ●追加制限カード● 20枚 《聖なる魔術師》31560081 《デビル・フランケン》69015963 《サウザンド・アイズ・サクリファイス》63519819 《発条空母ゼンマイティ》 81122844 《蝶の短剣-エルマ》69243953 《トラゴエディア》98777036 《大天使クリスティア》59509952 《光と闇の竜》47297616 《水精鱗-メガロアビス》21954587 《マシンナーズ・フォートレス》05556499 《神光の宣告者》44665365 《王立魔法図書館》70791313 《暗黒界の術師 スノウ》60228941 《炎星師-チョウテン》01662004 《創造の代行者 ヴィーナス》64734921 《リチュアの儀水鏡》46159582 《封印の黄金櫃》75500286 《簡易融合》01845204 《激流葬》53582587 《聖なるバリア-ミラーフォース》44095762 ●追加準制限カード● 5枚 《裁きの龍》57774843 《カオス・ソーサラー》09596126 《馬頭鬼》92826944 《ローンファイア・ブロッサム》48686504 《深海のディーヴァ》78868119 《光の援軍》94886282 ●追加無制限カード● 5枚 《甲虫装機 ダンセル》68184115 《神秘の代行者 アース》91188343 《グローアップ・バルブ》67441435 《月読命》34853266 report Bell s Cup (2013/04/02 12 00頃 開催) 大会の詳細情報は『BC-0402_info.txt』または以下のURLに載せています。 (http //killingbeller.blog.fc2.com/blog-entry-20.html) 今回の参加者は以下の6名となります(敬称略) whiter :【兎カラクリ】 ygo!magmag :【甲虫装機】 練習 :【ヴァイロン】 むらさきサイクロン:【HEROビート】 wataV :【サンダー】 kui :【兎ヴェルズ】 抽選の結果、以下のプログラムになりました。 人数の関係上、kuiさんとwhiterさんはシード枠になりました。 第一回戦:むらさきサイクロン vs wataV 先攻○ ×後攻 後攻× ○先攻 先攻○ ×後攻 第二回戦:ygo!magmag vs 練習 先攻○ ×後攻 後攻× ○先攻 先攻○ ×後攻 第三回戦(準決勝):kui (シード枠) vs むらさきサイクロン 先攻○ ×後攻 後攻○ ×先攻 第四回戦(準決勝):ygo!magmag vs whiter (シード枠) 先攻○ ×後攻 後攻× ○先攻 先攻○ ×後攻 第五回戦(決勝):kui vs ygo!magmag 先攻× ○後攻 先攻○ ×後攻 後攻× ○先攻 第六回戦(3位決定戦):むらさきサイクロン vs whiter 先攻○ ×後攻 後攻○ ×先攻 よって結果は以下の順位となりました。 1位:ygo!magmag 2位:kui 3位:むらさきサイクロン 参加者の皆様、お疲れ様でした。 ご参加ありがとうございました。 Beller
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