Planes Walker

プレーンズウォーカー Planes Walker (NPC用)

彼らは、生まれ持った「内なる灯(The Spark)」により次元を渡る能力を持つ。
この性質を持った個体が、種族を問わずごく稀に誕生する。

プレーンズウォーカー(PW)の設定は、PCよりもNPC用としてここに設定しておきます。
※PCでの使用は現在想定していません。 -12/25/2020 nagatani

世界(次元)の調律者として世界に選ばれたなど、壮大なバックグラウンドを作る事ができる。
Jedi的な何かだと認識していただければ結構です。 -nagatani

【プレーンズウォークの運用について(例)】
・儀式のような1分のプロセスを要する。
・この移動は正確ではない。どこに出るかはDM次第であり、一般的に同じプレーンに対しては同じ場所に出現する。
・(最初の覚醒時のように)HP0になる瞬間に、緊急避難として(1分かけず)発動することがある。が、これはどのプレーンに到着するかすらもDM次第である。

・一般的には高レベル魔術師である方がよい(楽しい)。

【参考サイト】
https://www.dandwiki.com/wiki/Planes_Walker_(5e_Class)

https://media.wizards.com/2017/downloads/magic/plane-shift_amonkhet.pdf
Magic : the Gathering Appendix: Planeswalkers and the Multiverse 公式原文

https://tukumoteiog.tumblr.com/post/180403097835/
九十九氏翻訳転載

付録:プレインズウォーカーと多元宇宙
 多元宇宙は無限に広がる世界である。次元と呼ばれるこれらの世界は、その広さや形、そこに住むものたちや環境、さらには物理や魔法の法則ですら、それぞれ異なっている。だが、魔法の存在はすべての既知の次元に共通する構成要素である。


 その次元に暮らすほとんどの人々にとっては、その次元が世界のすべてである。複雑な思索によって他の世界の存在が示されるかもしれないが、それは理論上のものに過ぎない。世界中で、両手で数えられる程度の人々のみが、真実を知っている。:あらゆる次元は霊気――より詩的な言葉で言えば久遠の闇――と呼ばれる虚空の間に存在しているのだと。100万人にたった1人だけ、ある次元から別の次元へと行くことができる可能性を持って生まれ、さらに潜在的にそれらの火花を発火させ、プレインズウォーカーになることができるのは、その中でもほんの一握りに過ぎない。


 しばしば、それは大いなる危機や精神的外傷の結果として起こる。臨死体験は火花を発火させる可能性があり、人生を変える悟りやトランス状態で得た掲示も同様である。しかしひとたび火花が点火されると、すべてのプレインズウォーカーは久遠の闇に通路を開き、ある次元から別の次元へと移動する類稀な能力を得る。


 プレインズウォーカーの人生は、世界や運命の境界線に縛られない、選択と自己決定の人生である。多くのプレインズウォーカーは多元宇宙の秘密を探求しながら、個人的な目的に専念している。しばしば、彼らはその過程で己の魂の深部を見つけ出す。

◆◆◆


『プレーンシフト:アモンケット』は4冊目のプレーンシフト・シリーズにあたり(The Art of Magic: The Gatheringの4冊目の発売にも対応している)、これは4つの異なる次元から来たプレインズウォーカーによるパーティを構成することが可能になったことを意味する。


 基本的に、プレインズウォーカーにはゲームルールが付随しない。次元から次元へと旅をする類のキャンペーンは、冒険の舞台へ向かうという部分で大きな旅を伴う普通のキャンペーンと共通点が多い。それは物語上の機能であり、ルール上の機能ではない。次元渡りがキャンペーンの一部分である場合、パーティの全員がそれを行う必要があるため、一緒に旅をすることができる(近代の『マジック』においては、別の生きている者を伴って次元移動を行う方法はない)。これが意味するところは、次元移動はゲームバランスを崩すような問題を本当に持たないということである。次元移動能力を持つキャラクターはその敵に対してキャラクターを強くすることはない。それはキャラクターのクラス、種族、背景を変更することなく、そのほかのキャラクターにも導入できる。


 次元移動はどのように働くだろうか? まず、この記事シリーズの名前(プレーンシフト)にも関わらず、それは実際の「プレーンシフト」呪文とはあまり似ていない。キャラクターの次元移動はふたつの世界を結び付け、それらの間を通る橋を作り出すため、通常、長時間の集中が必要となる。このプロセスには儀式を行うのと同様に約1分を要するとともに、プレインズウォーカーが次元移動によって戦闘から脱出することは普通できない。また、それは高い精度を持たない。ルール上は、プレインズウォーカーが次元に到着した際の場所はDMが決定するとともに、キャラクターが次元に到着する場所は通常は同じ場所になる。


 ときにマジックの物語では戦闘の途中で(多くの場合は、キャラクターがプレインズウォーカーの火花を灯す状況を含んだ、何か悲惨なことが起きようとしているとき)次元移動を行うことがある。DMの裁量で、プレインズウォーカーのヒット・ポイントが0になろうとするときに、受けるダメージに等しい難易度を持つ【魅力度】セーヴを行わせることができる。このセーヴに成功すると、キャラクターはダメージを受けずに次元を離れる。これは普通、意図的な次元移動ではないため、キャラクターが最終的にどんな次元へ行くのかはDMに任される。


 これまでのアートブックとプレーンシフトの記事で詳述されている4つの次元だけでも、多くの冒険ができる。だが、君がプレインズウォーカーのキャラクターをテーロス、タルキール、ラヴニカ、ドミナリア、ミラディン、アラーラ、フィオーラ、ローウィン、神河、もしくはマジックの多元宇宙の他の次元へ行かせたい場合には、これまでの記事で行ってきたことを例にしていくことができる。見た目を変えて、既存のモンスターを微調整し、君の思うように創造性と即興性を適量加えよう。それらの世界の中のいくつかは、モンスター・マニュアルからすぐに使える可能性があるクリーチャーで満たされているが、それ以外の世界はより大きな挑戦になるだろう。


 最も重要なことは、プレインズウォーカーを含むキャンペーンにはプレイヤーとDMの間で合意をとることが必要であるということだ。次元移動ができてしまうことによりプレイヤーが以前のプロット・フックを無視して多元宇宙のそこかしこへ行くことは、DMの楽しさ以上の負担を普通よりもかけてしまいかねない。プレインズウォーカーたちがコーヒーを買うために1時間だけラヴニカに現れるといったことと、プレイヤーたちがイニストラードのキャンペーンに明確につながる手がかりを追わずに腐敗した新ファイレクシアに挑戦したいと選択することは、まったく別のことである。


 新ファイレクシアについて話しておくと、プレインズウォーカーを伴うキャンペーンは、より高いレベルのキャラクターを使うのが面白いだろう。プレインズウォーカーは様々な種類の強力な魔術師であり、その行動はときに次元全体の運命を決定づけることができる。必ずしもそうである必要はないが、様々な場所を飛び回ってジャイアント・ラットの巣を根絶させるくらいのキャラクターに動機を与えるのは難しいかもしれない。


 プレインズウォーカーのキャラクターはアモンケットからフォーゴトン・レルムの次元へ行くことができるかと問われれば、それは君次第だ。プレーンシフト・シリーズは多かれ少なかれ、例えば魔法のシステムをマジックの5色のマナのシステムに落とし込んでいないように、ある多元宇宙から他の多元宇宙への連続性を前提として作られている。そういうことで、それが君のキャラクターやキャンペーンのために機能する限り、エヴァレスカ(フォーゴトン・レルムに登場する地域)出身のエルフがプレインズウォーカーの火花を灯してカラデシュに来てはならない理由はない。

フォーゴトン・レルム探訪発売により、もっと距離が身近になったので、各所に散らばっているPWのデータを集めてみました。
モルデンカイネンもバハムート神もロルス神もザリエル大公も伝説のプレーンズウォーカーになりましたよ。エリーウィック・タンブルストロム?知りませんね、どちら様?
上記の公式付録の通りではクラスデータを作成しないとありますが、名もなき人が作成した「プレーンズウォーカーのクラスがもしあったとしたら」というifのクラスデータを以下に記しておきます。 -03/09/2021 myurra

クラス特徴Class Feature

Hit Points

Hit Dice: 1d10 per Planes Walker level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Planes Walker level after 1st

Proficiencies

Armor: light armor
Weapons: Simple Weapons, Martial Weapons
Tools: Herbalism kit
Saving Throws: Strength, Wisdom
Skills: Choose two (2) from 筋力Athletics, 捜査Investigation, 威嚇Intimidation, 看破Insight, and 知覚Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) longsword or (b) battleaxe or (c) Any martial melee weapon
(a) Herbalism kit or (b) another artisan kit
(a) Explorer's pack or (b) Dungeoneer pack

レベルアップテーブルLevel-up Table


Level

1st
2nd
3rd
4th
5th

6th
7th
8th
9th
10th

11th
12th
13th
14th
15th

16th
17th
18th
19th
20th

Proficiency
Bonus

+2
+2
+2
+2
+3

+3
+3
+3
+4
+4

+4
+4
+5
+5
+5

+5
+6
+6
+6
+6

Planar
Charges

-
2
3
4
5

6
7
8
9
10

10
10
10
10
10

10
10
10
10
10

Class
Features

Unarmored Defense, Tattooed
Planar Charges,Spellcasting,Unarmored Movement, Plane Shift,
Planar Knowledge
Ability Score Improvement
Extra Attack

Planar Knowledge (2), Enhanced Knowledge
Planar Intimidation
Ability Score Improvement
Plane’s Luck
Planar Knowledge (3)

Planar Tongue
Ability Score Improvement
Improved Shift
Planar Knowledge (4)
Weathered Form

Ability Score Improvement
Indestructible
Mark of Sigil
Ability Score Improvement, Planar Knowledge (5)
Planar Mastery

1st to 20th level

Unarmored Defense

While you are not wearing any armor, your armor class equals 10 + your Strength modifier + Your Wisdom modifier. You can still use a shield and maintain this benefit.

Tattooed

At 1st level, as a Planes Walker, your body is more attuned to the magics of nature and has in turn grown more adept at resisting the negative side effects from these magics. Your resistance allows you to maintain twice the number (8 instead of 4 basic or 4 instead of 2 medium or 2 instead of 1 large) of tattooed slots on your person at any time.

Planar Charges

At 2nd level, the Planes Walker's body has become adjusted to multiple different environments and in so doing, with the prolonged exposure, has the ability to channel a small amount of that planar energy into their abilities each day.
(Most planar skills require one or more charges, and they are renewed after a short rest.)

Spellcasting

At 2nd level,while the Planes Walker does not really do any Spellcasting, you do require a DC for some of your actions.
You must sepend Planar Charges equal to casting spell level or that ability writen.
The spellcasting ability modifier is what will be used to determine damage done by Planar skills, healing, etc.
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier.
Spell Attack Modifier = your proficiency bonus + your Wisdom modifier.

Unarmored Movement

At 2nd level, your speed increases by 10 feet when you are not wearing any armor or wearing a shield.

Plane Shift

At 2nd level, due to your growing up in and around the planes, you have become naturally accustomed to traveling between them. Using two of your planar charges you can transport one willing creature to another plane of existence that you know and have been to.
※移動に何かしらの制約を設けないと、バランスブレーカー=世界設定に依存する。

Planar Knowledge

At 3rd level, you choose a plane to defend. Choose between Celestia, Baator or Mechanus, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 10th, 14th and 19th levels.
Spell Save DC and Spell Attack Modifier are same as your Spellcasting ability.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th and 16th level, you can increase one ability score of your choice by 2 or you can increase two ability scores of your choice by one. As normal, you cannot increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice instead of once, whenever you take the attack action on your turn.

Enhanced Knowledge

At 6th level, you are now able to use additional charges to increase the effectiveness of your skills. The details are listed next to each skill individually.

Planar Intimidation

At 7th level, you are now able to spend two of your Planar charges to gain advantage or negate disadvantage on an Intimidation check.

Plane’s Luck

At 9th level, once per day the Planes walker is able to expend three charges to re-roll any check, saving throw or attack roll. This ability can only occur once per long rest.

Planar Tongue

As you have grown as a Planes Walker and traveled far and wide, you have learned numerous different languages from different races. Upon attaining 11th level, when spending two planar charges, you can speak any language spoken within the planes for the next 24 hours, then the knowledge leaves your mind.

Improved Shift

Having much more experience and practice, at 13th level you are now able to shift to any plane within existence even if you have not been there before. As well, you now only need to spend one charge per willing creature.

Weathered Form

At 15th level, as a Planes Walker, your body has traveled and suffered from a lot of different weather patterns and energy flows. This has caused your exterior to gain a more intimidating presence. For any roll of Intimidation your proficiency bonus is doubled, or you are now proficient in Intimidation.

Indestructible

At 17th level, your toughened and durable exterior allows you to withstand a death blow. Once per day when you would be mortally wounded, you are instead brought back to 1 hit point.

Mark of Sigil

At 18th level, with the amount of travel and adventure that you have now undertaken within the planes, you have unlocked a hidden potential within yourself. Choose one of the tattoos listed below and have the nearest artisan engrave the symbol upon you.


Lady of Pain – +2 Wisdom and +2 AC

The Maze – +2 Wisdom and +2 to initiative

The Dabus – +2 Strength and +2 Charges

The Code – +2 Strength and +2 Constitution

Planar Mastery

At 20th level, having traveled and seen all that the planes have to offer, your body has strengthened to new heights. You are now resistant to the following types of damage (Fire, Cold, Lightning, Acidic, Poison, Necrotic, and Radiant)


セレスティアCelestia

Luna’s Blessing

Level 3,1 Charge each, Reaching out to the connection from the first layer of Mount Celestia The Planeswalker is able to touch and shed the healing light on those around him. Able to heal one creature for 1d8 + Spell Modifier. This can be enhanced with additional charges (up to 4) each time increasing the effectiveness by an additional 1d8.

Luna’s Ward

Level 3, 1 Charge each, Pulling from the same plane as before The Planeswalker can target one friendly creature and protect them from any type of Evil incursion. This includes any roll for or against a creature of Evil alignment the target has advantage. By using additional charges (up to 4) you can target an additional 4 targets. This effect lasts for 30 seconds.

Mercuria’s Blade

Level 6, 2 Charges each, You create a golden blade floating nearby. It will follow your instructions for the duration of the skill (1 minute) as you move about the battlefield You are able to make a Melee spell attach with the blade as a bonus action, the damage equaling 1d10. It then remains, and on any turn for the next minute you are able to swing the blade once again. Charging the skill at a higher level (up to 4 charges) increases the damage by 1d10 per charge.

Mercuria’s Light

Level 6, 2 Charges each, Pulling in the golden light from Mercuria you may choose any willing creature within range of you for the duration of the skill, 1 minute, who will have advantage on death saving throws, Wisdom saving throws and Intelligence saving throws.

Venya’s Calm

Level 10, 4 Charges each, A pearly aura surrounds you as you invoke the power of Venya. For the next minute, any creature emanating from a non-good plane has disadvantage on attack rolls against you. You can also attempt one of the following once during the spell’s affect. Free any creature from charmed, frightened or possession from a creature. Or send a creature back to the plane it originates from. You must make a successful attack, and it must fail a Charisma Saving throw or be returned to its plane of origin.

Solania’s Peace

Level 10, 4 Charges each, reaching into the ether your hands become engulfed in the silver light that beckon’s you from Solania’s Electrum Realm. The silver will flow into any creature which has died within a minute and return that creature to life. It will grasp to the air with a single hit point, a streak of silver through its hair.

Merton’s Memories

Level 14, 6 Charges each, Reaching out you may choose one willing creature to instantly feel the memories of the great paladins from within Merton’s Platinum home. The target is instantly surged with energy healing up to 70 hit points. Additional Charges (up to 3) can be spent to increase the amount healed by 10 hit points per charge.

Jovar’s Rain

Level 14, 6 Charges each, The heavens open and the jewel encrusted sky’s open. Calling upon their aid allows you to choose up to ten, 10-foot cubes to be targets on the battle field. Each creature caught within a cube must make a Dexterity saving throw. Each area takes 7d10 radiant damage on a failed save, or half on a successful. As well each creature must make a Constitution saving throw or else be blinded for the following turn. If you wish to use additional charges (up to 2) the damage increases by 1d10.

Chronias’s Aid

Level 19, once per day, Feeling the call for aid Chronias send down a celestial to aid you in your combat against the forces of evil. You are able to summon a Celestial with a Challenge Rating of 6 or lower. The Celestial is friendly and helpful to your group, they will act as an ally in battle. Roll initiative for them, all their abilities are available in the Monster Manual.

バアターBaator

Avernus’s Spheres

Level 3, 1 Charge each, you Reaching out you summon forth the flaming spheres that streak across the sky of Avernus. You may summon a sphere dealing 2d6 plus your spell attack bonus to a target of your choice, the creature must make a Dexterity saving throw to take half damage. You may enhance this ability with additional charges (up to 4) each time adding an additional sphere

Dis’s Illusion

Level 3, 1 Charge each, The city of dis is known to house all manner of devil and demon within its city limits. Calling upon that power you are able to alter your appearance to that of multiple different ways. You may give yourself the ability to no longer need air (weather through water breathing, or some other sort), you may change your appearance to look as though you are of any other creature of similar size or smaller, or lastly you may alter your hands and head to have horns that each can deal 1d6 plus your Spell Attack Bonus as an unarmed strike.

Minauros’s Curse

Level 6, 2 Charges, Necrotic and oily liquid spews forth from your hands and coats a creature of your choosing. The target must make a successful saving throw for half damage or take the full 4d8 necrotic/acidic damage from the spell. It has no effect on undead. If you cast it on a construct the construct has disadvantage on its saving throw and the spell automatically deals max damage. You may enhance this skill with extra charges (up to 4) for each charge increase the damage by 1d8.

Phelegthos’s River

Level 6, 2 Charges, Calling forth from the legendary plane of fire and magma shoots forth a stream of liquid fire. In a 30 foot line, all targets must make a Dexterity saving throw for half damage or take the full 4d6 plus your spell modifier damage. As well any object that is flammable disintegrates, along with any growth or wildlife. As well the magma remains on the ground and any creature walking through, or ending their turn there must make a Dexterity saving throw or take an additional 2d6 damage. You may enhance this skill with additional charges (up to 4) each one increases the initial damage by 2d6.

Stygia’s Sky

Level 10, 4 Charges, Calling forth the ice from the sky of the frozen plane of Stygia you shoot forth an icicle at your enemies. This magical hell icicles deal an initial 4d10 cold damage as well your target must make a Constitution saving throw or else be restrained for the next turn as their body temperature drops to absolute 0. You may enhance this ability with additional charges (up to 2) each charge unleashes an additional icicle.

Malbolge’s Trap

Level 10, 4 Charges, Summoning for the earth directly from Malborge’s realm you surround a creature of your choosing in stone. The creature must make a Wisdom saving throw or be restrained within a wall of earth. On each successive turn the creature may make a wisdom saving throw to break free of the earthen grasp.

Maladomini’s Vision

Level 14, 6 Charges, Calling upon the broken plane of Maladomini you are able to change the landscape to reflect that or any other option you choose. For an area of 500 feet around you, you are able to modify the ground to look like anything else you might wish. If a creature has the ability to make an Intelligence check, with disadvantage, against your DC to know it is not the real terrain they may do so. However, all creatures, unless highly intelligent will believe the ground is real.

Cania’s Glacier

Level 14, 6 Charges, The Icey hellscape of Cania bends to your whim as you summon a glacier’s in a nearby area. Summoning this power allows you to choose up to ten, 10-foot cubes to be targets on the battle field. Each creature caught within a cube must make a Dexterity saving throw to halve the damage from the sky. Each area takes 7d10 cold damage on a failed save, or half on a successful. As well each creature must make a Constitution saving throw or else be restrained for the following turn. If you wish to use additional charges (up to 2) the damage increases by 1d10.

Nessus’s Champion

Level 19, once per day, Reaching into the depths of hell you are able to pull forth a demon from well beneath the realm of the living. You are able to summon a Devil with a Challenge Rating of 6 or lower. The Devil is friendly and helpful to your group, they will act as an ally in battle. Roll initiative for them, all their abilities are available in the Monster Manual.

メカナスMechanus

Automata’s Emotion

Level 3, 1 Charge, The city of order and control lashes out at those who stand against. After a successful attack the Planeswalker is able to create a forceful blow of lawful thunderous energy Causing an additional 2d6 damage to the target. As well if the target does not make a Dexterity saving throw they are pushed back 10 feet.

Varuna’s Sight

Level 3, 1 Charge, Calling upon the orderly land of Varuna the caster targets an area of land in a 20 foot cube. Everything becomes outlined in silver and gold lines of the creatures fail a Dexterity saving throw. All of the affected creatures now shed a dim light around the room. Any and all attacks roles against the target have advantage during the duration of the spell, up to 1 minute.

Anu’s Crafts

Level 6, 2 Charges, Through careful thought and concerted effort the Caster is able to create an object with the knowledge of Anu. You are able to sit with any manner of artisan/craftsman/etc. tools and effectively use them to create one non-magical item. You have the ability to do so anywhere even without all the necessary materials, as long as you have the tools. The item you craft has to be limited to 50gp of value. You are able to enhance this skill with additional charges (up to 4) each one increasing the value of the created object by 50gp.

Anu’s Constructs

Level 6, 2 Charges, When you are able to take time and work alone you are able to create a full construct with the help of Anu, this process costs 50gp of materials and creates a basic Construct (CR1 or lower) that can help you. It will only listen to the creator and will follow you until you dismiss it, and it will then dismantle itself, or until it’s HP reaches 0.

Yama’s Purity

Level 10, 4 Charges, A column of pure light erupts in a 10 foot radius up to 40 feet high area on the battlefield. Any creature within must make a Dexterity saving throw to be dealt half of the full damage of 4d6 radiant and 4d6 fire damage. You can enhance this ability with additional charges (up to 3) for an additional 1d6 of each type of damage.

Rudra’s Chasm

Level 10, 4 Charges, Calling upon the Disk of Rudra a chasm open’s in a line in front of the player for 30 feet. Each character in the line must make a Dexterity saving throw to avoid falling into the pit. If a creature succeeds at the saving throw they are nocked prone but take no damage. If they do not they immediately fall 20 feet taking 4d8 bludgeoning damage as well as 4d6 piercing damage from the jagged spikes at the bottom and are knocked prone as well. You can enhance the ability with additional charges (up to 3) to either increase the length by 10 feet per charge, or increase the with (all 3 additional charges) to give every character disadvantage on their saving throw.

The Jade Palace

Level 14, 6 Charges, Reaching out to one of the disks of Mechanus you summon a copy of part of the Jade Palace. The entrance has a slight glow and exists nearby. You, and any creature you deem worthy may enter the palace and be at peace. You can then summon and dismiss the entry door (making it invisible) as often as you would like during the duration (24 hours). The Palace comes staffed with a full set of Modron’s that are willing to do any bidding you have of them. The Palace is large and can be created exactly as you picture the Jade Palace to be. Any object from within cannot exist without, so at the end of the 24 hour period, or after another casting/being dismissed the mansion dissipates and all items from there vanish.

Shang-Hi’s Heart

Level 14, 6 Charges, Pulling the love from the Great Shang-Hi you are able to restore many things to the way they were before as that is what she wishes. Reaching out to any number of willing creatures you are able to heal them for 4d8 + your spellcasting modifier. If you wish to enhance this skill with extra charges (up to 2) you can heal for an additional 1d8.

Regulus’s Orders

Level 19, once per day, Reaching out to center plain of Regulus and to Primus himself you are sent a construct to your side to help return order to the current situation. You are able to summon a Construct with a Challenge Rating of 6 or lower. The Construct is friendly and helpful to your group, they will act as an ally in battle so roll initiative for them, all their stats are available in the Monster Manual.

オプションルール


プレインズウォーカーPlanes Walkerたちの魔法詠唱能力Ablilityは、以下のような8種類の選択肢があるが、そのPC作成時にのみその8種類の選択肢の中から一つだけを選択できる。
また2レベル以降で追加選択や入替えは出来ない。
※SpellLike能力Ablilityと同等、呪文スロット数と記憶可能呪文数はそれぞれ最低1個
記憶可能呪文数/Spell Levelは0と1レベル以外の2レベル以降では、その呪文領域のクラスのそのクラスレベル=PC/NPCレベルでの記憶可能呪文数の上限以下となる。


呪文領域    能力値 呪文スロット数  記憶可能呪文数/Spell Level
1 クレリック   判断力WIS 判断力WIS mod. 判断力WIS mod./1レベル
2 ウィザード   知力INT 知力INT mod. 知力INT mod./1レベル
3 ソーサラー  魅力CHA 魅力CHA mod. 魅力CHA mod./1レベル
4 バラディン  魅力CHA 魅力CHA mod. 魅力CHA mod.-1/1レベル
5 レンジャー   判断力WIS 判断力WIS mod. 判断力WIS mod.-1/1レベル
6 ドルイド    判断力WIS 判断力WIS mod. 判断力WIS mod./1レベル
7 バード    魅力CHA 魅力CHA mod. 魅力CHA mod.-1/1レベル
8 ウォーロック  魅力CHA 魅力CHA mod. 魅力CHA mod./1レベル