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| paths:wizard_path [2023/12/19 04:23] – [Path of Wizardry] elfinlocks | paths:wizard_path [2025/07/09 01:21] (current) – [Key Skills] vondor | ||
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| * [[priority: | * [[priority: | ||
| * [[priority: | * [[priority: | ||
| - | * [[priority: | ||
| * [[priority: | * [[priority: | ||
| + | * [[priority: | ||
| + | |||
| + | ---- | ||
| ===== School of Abjuration ===== | ===== School of Abjuration ===== | ||
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| ==== Resistance ==== | ==== Resistance ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| By spending a Full Round Action, you may attune yourself to a particular energy type, gaining resistance equal to your caster level to that energy. This may be done once per day, and lasts a number of hours equal to your caster level. At CL 20, this becomes full immunity to the energy type. You may instead apply this energy resistance to an ally with a touch. | By spending a Full Round Action, you may attune yourself to a particular energy type, gaining resistance equal to your caster level to that energy. This may be done once per day, and lasts a number of hours equal to your caster level. At CL 20, this becomes full immunity to the energy type. You may instead apply this energy resistance to an ally with a touch. | ||
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| ==== Increased Abjuration ==== | ==== Increased Abjuration ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| All of your Abjuration spell save DCs increase by +1. | All of your Abjuration spell save DCs increase by +1. | ||
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| ==== Protective Channel (Sp) ==== | ==== Protective Channel (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| As a Standard Action, you may spend 5 MP to channel protective energies around yourself and allies. You and any allies within a 10 ft. radius centered on you receive an AC bonus equal to your Primary Casting Attribute modifier. You may spend a Move Action on every turn afterwards to sustain the spell - doing so increases the area by 5 ft. in radius, to a maximum of a 50 ft. radius. The abjuration channel moves with you. If you are knocked unconscious or fail a concentration check, the effect ends. | As a Standard Action, you may spend 5 MP to channel protective energies around yourself and allies. You and any allies within a 10 ft. radius centered on you receive an AC bonus equal to your Primary Casting Attribute modifier. You may spend a Move Action on every turn afterwards to sustain the spell - doing so increases the area by 5 ft. in radius, to a maximum of a 50 ft. radius. The abjuration channel moves with you. If you are knocked unconscious or fail a concentration check, the effect ends. | ||
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| ==== Perfected Abjuration ==== | ==== Perfected Abjuration ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | All of your Abjuration spell save DCs increase by +1 (this stacks with Increased Abjuration). | + | All of your Abjuration spell save DCs increase by +1 (this stacks with Increased Abjuration). |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Banishment (Sp) ==== | ==== Banishment (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | Once per day as a Standard | + | Once per day as a Half Action, you may spend 10 [[priority: |
| </ | </ | ||
| + | |||
| + | ---- | ||
| + | |||
| ===== School of Conjuration ===== | ===== School of Conjuration ===== | ||
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| ==== Create ==== | ==== Create ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| As a Full Round Action, you may spend MP equal to the object size to create an object of extraplanar matter. The material is nonmagical and somewhat unstable - it fades into nothingness after a duration equal to 1 minute per caster level. you may spend x2 MP to make an object last 10 minutes per caster level or x3 MP to make an object last 1 hour per caster level. The object possesses a hardness equal to 5, and hitpoints per inch of thickness equal to double your caster level. You may spend x2 MP to double the hardness and hp or x3 MP to triple hardness and HP. You may create any shape that you can think of, though the object you create is nonreactive null-matter - it would not act as gunpowder, even if you conjure it in the shape of gunpowder, for example. You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship. The maximum size of a conjured object is limited by your Caster Level, and is listed below on the table. You may only have one conjured object in play at once. | As a Full Round Action, you may spend MP equal to the object size to create an object of extraplanar matter. The material is nonmagical and somewhat unstable - it fades into nothingness after a duration equal to 1 minute per caster level. you may spend x2 MP to make an object last 10 minutes per caster level or x3 MP to make an object last 1 hour per caster level. The object possesses a hardness equal to 5, and hitpoints per inch of thickness equal to double your caster level. You may spend x2 MP to double the hardness and hp or x3 MP to triple hardness and HP. You may create any shape that you can think of, though the object you create is nonreactive null-matter - it would not act as gunpowder, even if you conjure it in the shape of gunpowder, for example. You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship. The maximum size of a conjured object is limited by your Caster Level, and is listed below on the table. You may only have one conjured object in play at once. | ||
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| ==== Increased Conjuration ==== | ==== Increased Conjuration ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| All of your Conjuration spells have their DC increased by +1. | All of your Conjuration spells have their DC increased by +1. | ||
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| ==== Dimensional Slide (Sp) ==== | ==== Dimensional Slide (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| The conjurer can expend Mana to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 5 feet per Mana expended to any location within Medium range and line of sight. This counts as 5 feet of movement regardless of distance traversed. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal. | The conjurer can expend Mana to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 5 feet per Mana expended to any location within Medium range and line of sight. This counts as 5 feet of movement regardless of distance traversed. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal. | ||
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| ==== Perfected Conjuration ==== | ==== Perfected Conjuration ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| The DCs of all of your Conjuration spells increases by +1 (this stacks with Increased Conjuration). | The DCs of all of your Conjuration spells increases by +1 (this stacks with Increased Conjuration). | ||
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| ==== True Name (Sp) ==== | ==== True Name (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| Your research into ancient tomes and your inquisitions of bound spirits have led you to one of the best-hidden secrets of the multiverse: the true name of an outsider—the name that defines the very essence of the creature and that gives the speaker control over the being. This outsider cannot have more hit dice than your caster level. Once per day, you can speak the common name by which the outsider is known, and the outsider travels to you as if you had cast planar binding upon it (however, if the creature’s HD is lower than your Caster Level, it receives no saving throw). It must obey you to the best of its ability, without pay or bargaining for its services, for its fear that you might release its true name to the wider world is enough to bring even the most recalcitrant of outsiders to bear. | Your research into ancient tomes and your inquisitions of bound spirits have led you to one of the best-hidden secrets of the multiverse: the true name of an outsider—the name that defines the very essence of the creature and that gives the speaker control over the being. This outsider cannot have more hit dice than your caster level. Once per day, you can speak the common name by which the outsider is known, and the outsider travels to you as if you had cast planar binding upon it (however, if the creature’s HD is lower than your Caster Level, it receives no saving throw). It must obey you to the best of its ability, without pay or bargaining for its services, for its fear that you might release its true name to the wider world is enough to bring even the most recalcitrant of outsiders to bear. | ||
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| You may research the names of additional outsiders by spending 8 hours of downtime and 1 EXP per hit die that the new outsider possesses (For example, researching a creature of 5 HD would take 40 hours and 5 EXP). | You may research the names of additional outsiders by spending 8 hours of downtime and 1 EXP per hit die that the new outsider possesses (For example, researching a creature of 5 HD would take 40 hours and 5 EXP). | ||
| </ | </ | ||
| + | |||
| + | ---- | ||
| ===== School of Divination ===== | ===== School of Divination ===== | ||
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| ==== Reconnaissance (Sp) ==== | ==== Reconnaissance (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | As a Full Round Action, you may spend 1 or more MP to see and hear through solid material 3 inches thick per Caster Level. This ability lasts for a number of minutes equal to the amount of MP expended. This ability does not work on lead, regardless of thickness. | + | As a Full Action, you may spend 1 or more MP to see and hear through solid material 3 inches thick per Caster Level. This ability lasts for a number of minutes equal to the amount of MP expended. This ability does not work on lead, regardless of thickness. |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Increased Divination ==== | ==== Increased Divination ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| All of your Divination spells have their DC increased by +1. | All of your Divination spells have their DC increased by +1. | ||
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| ==== Psychometry (Sp) ==== | ==== Psychometry (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| By making physical contact with an object, you may choose to experience a flashback pertaining to the history of the object. In order to do so, you must make contact with the object you wish to learn more about, and make a Caster Level check against a DC of 20. Whilst reading an object, you are considered Helpless. Unfortunately, | By making physical contact with an object, you may choose to experience a flashback pertaining to the history of the object. In order to do so, you must make contact with the object you wish to learn more about, and make a Caster Level check against a DC of 20. Whilst reading an object, you are considered Helpless. Unfortunately, | ||
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| ==== Perfected Divination ==== | ==== Perfected Divination ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| All of your Divination spells have their DC increased by +1 (this stacks with Increased Divination). | All of your Divination spells have their DC increased by +1 (this stacks with Increased Divination). | ||
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| ==== Discern Location (Sp) ==== | ==== Discern Location (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | As a Standard | + | As a Half Action, you may spend 10 Mana to use [[Discern Location]]. It is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object’s location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies. |
| To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once. | To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once. | ||
| </ | </ | ||
| + | |||
| + | ---- | ||
| + | |||
| ===== School of Enchantment ===== | ===== School of Enchantment ===== | ||
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| ==== Temper Influence (Sp) ==== | ==== Temper Influence (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | As a Full Round Action, you may spend 5 MP to choose a single mind-affecting effect (charmed, confused, dazed, dominated, frightened, paralyzed, sleep, and stunned), and channel countermeasure magicks around you in a 10 ft. radius. Any magical effect of the matching type must make a Caster Level Check (DC 10 + your Caster Level + your Primary Casting Attribute) to have any effect against you, as well as any allied creatures within the area of effect. You may maintain this ability by spending a Move Action and 2 more MP each turn. You may use this ability once per day. | + | As a Full Action, you may spend 5 MP to choose a single mind-affecting effect (charmed, confused, dazed, dominated, frightened, paralyzed, sleep, and stunned), and channel countermeasure magicks around you in a 10 ft. radius. Any magical effect of the matching type must make a Caster Level Check (DC 10 + your Caster Level + your Primary Casting Attribute) to have any effect against you, as well as any allied creatures within the area of effect. You may maintain this ability by spending a Move Action and 2 more MP each turn. You may use this ability once per day. |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Increased Enchantment ==== | ==== Increased Enchantment ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| All of your Enchantment spells have their DC increased by +1. | All of your Enchantment spells have their DC increased by +1. | ||
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| ==== Mind Trick (Sp) ==== | ==== Mind Trick (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You casually weave mind-altering magicks into your speech. You may use this ability as a Free Action by spending 5 MP whilst speaking to a creature who can understand you. If the creature’s HD is less than your Caster Level, they carry out the action without question, as long as the action does not directly bring harm to themselves or their allies (for example, asking a guard to unlock the cell door is reasonable, asking him to slit another guard’s throat is not). If the creature’s HD is greater than or equal to your caster level, they must make a Will save (DC 10 + ½ your caster level + your Primary Casting Attribute modifier) to avoid being influenced. This ability otherwise functions as [[priority: | You casually weave mind-altering magicks into your speech. You may use this ability as a Free Action by spending 5 MP whilst speaking to a creature who can understand you. If the creature’s HD is less than your Caster Level, they carry out the action without question, as long as the action does not directly bring harm to themselves or their allies (for example, asking a guard to unlock the cell door is reasonable, asking him to slit another guard’s throat is not). If the creature’s HD is greater than or equal to your caster level, they must make a Will save (DC 10 + ½ your caster level + your Primary Casting Attribute modifier) to avoid being influenced. This ability otherwise functions as [[priority: | ||
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| ==== Perfected Enchantment ==== | ==== Perfected Enchantment ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| All of your Enchantment spells have their DC increased by +1 (this stacks with Increased Enchantment). | All of your Enchantment spells have their DC increased by +1 (this stacks with Increased Enchantment). | ||
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| ==== Dominate (Sp) ==== | ==== Dominate (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | As a Standard | + | As a Half Action, you may spend 10 Mana to speak a word of power directed at a specific creature that you can see. If the creature’s HD is less than your Caster Level, they are automatically dominated, as [[priority: |
| </ | </ | ||
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| ==== Elemental Exchange ==== | ==== Elemental Exchange ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | When you cast an evocation spell that does acid, cold, electricity, | + | When you cast an evocation spell, you may change the damage dealt to a different elemental |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Increased Evocation ==== | ==== Increased Evocation ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| All of your Evocation spells have their DC increased by +1. | All of your Evocation spells have their DC increased by +1. | ||
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| ==== Intense Magic ==== | ==== Intense Magic ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | Whenever you cast an evocation spell which deals hitpoint damage, add your Caster Level to the damage dealt (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar | + | Whenever you cast an evocation spell which deals hitpoint damage, add your Caster Level to the damage dealt (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by other Talents |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Perfected Evocation ==== | ==== Perfected Evocation ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| All of your Evocation spells have their DC increased by +1 (this stacks with Increased Evocation). | All of your Evocation spells have their DC increased by +1 (this stacks with Increased Evocation). | ||
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| ==== Sheer Force ==== | ==== Sheer Force ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You have developed true mastery over destructive magicks. As part of the action of casting a spell which deals hitpoint damage, you may spend 10 additional MP. Doing so allows you to use Elemental Exchange to adjust the damage type of the spell to Force if desired. In addition, the effect of your Intense Magic is doubled for the spell in question. Lastly, the spell ignores object hardness and enemy Spell Resistance, if applicable. | + | You have developed true mastery over destructive magicks. As part of the action of casting a spell which deals hitpoint damage, you may spend 10 additional MP. Doing so allows you to use Elemental Exchange to adjust the damage type of the spell to Force if desired. In addition, the effect of your Intense Magic is doubled for the spell in question. Lastly, the spell ignores object hardness and enemy Spell Resistance, if any. A spell modified by this Talent is not subject to Counterspelling. |
| </ | </ | ||
| + | |||
| + | ---- | ||
| ===== School of Illusion ===== | ===== School of Illusion ===== | ||
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| ==== Extended Illusions ==== | ==== Extended Illusions ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to your caster level after you stop maintaining concentration (minimum +1 round). At caster level 20, you can make an illusion spell with a duration of “concentration” become permanent by spending 2 MP per day, per permanent illusion. | + | Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to your Caster Level after you stop maintaining concentration (minimum +1 round). At [[chargen: |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Increased Illusions ==== | ==== Increased Illusions ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| All of your Illusion spells have their DC increased by +1. | All of your Illusion spells have their DC increased by +1. | ||
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| ==== First World Jump (Sp) ==== | ==== First World Jump (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| As an Immediate Action, you may place a foot into the First World to protect yourself from danger. For a number of minutes equal to your Caster Level, you receive concealment from all creatures (20% miss chance). This concealment is only partially illusory - it is mostly a very real effect from transcending planes. Due to this, this concealment is only negated for another creature who is also using this ability. You may use this concealment to use the Stealth skill. At Caster Level 12, this increases to a 50% miss chance. You may activate this Talent once per day. | As an Immediate Action, you may place a foot into the First World to protect yourself from danger. For a number of minutes equal to your Caster Level, you receive concealment from all creatures (20% miss chance). This concealment is only partially illusory - it is mostly a very real effect from transcending planes. Due to this, this concealment is only negated for another creature who is also using this ability. You may use this concealment to use the Stealth skill. At Caster Level 12, this increases to a 50% miss chance. You may activate this Talent once per day. | ||
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| ==== Perfected Illusions ==== | ==== Perfected Illusions ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| All of your Illusion spells have their DC increased by +1 (this stacks with Increased Illusions). | All of your Illusion spells have their DC increased by +1 (this stacks with Increased Illusions). | ||
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| ==== Distortion Field (Sp) ==== | ==== Distortion Field (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | As a swift action, you may spend 10 Mana to make yourself invisible, as [[priority: | + | As a Swift Action, you may spend 10 Mana to make yourself invisible, as [[priority: |
| </ | </ | ||
| + | |||
| + | ---- | ||
| ===== School of Necromancy ===== | ===== School of Necromancy ===== | ||
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| ==== Speaker of the Dead (Su) ==== | ==== Speaker of the Dead (Su) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| Undead creatures with Hit Die equal to or less than your Caster Level are not hostile towards you by default, though they will still retaliate if you or your allies attack them. As a Standard Action, you may attempt to control any undead you can see (intelligent or not) - the undead must make a Will save (DC 10 + ½ your Caster Level + your Primary Casting Attribute modifier) or follow your commands as if using the [[paths: | Undead creatures with Hit Die equal to or less than your Caster Level are not hostile towards you by default, though they will still retaliate if you or your allies attack them. As a Standard Action, you may attempt to control any undead you can see (intelligent or not) - the undead must make a Will save (DC 10 + ½ your Caster Level + your Primary Casting Attribute modifier) or follow your commands as if using the [[paths: | ||
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| ==== Increased Necromancy ==== | ==== Increased Necromancy ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| All of your Necromancy spells have their DC increased by +1. | All of your Necromancy spells have their DC increased by +1. | ||
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| ==== Simulacrum (Sp) ==== | ==== Simulacrum (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You may create a duplicate of yourself through a complex magical ritual which takes 24 hours. The duplicate possesses your ability scores, but is “level one”, meaning that it possesses the minimum amount of HD, caster levels, skill ranks, and Paths or Talents possible. You may spend EXP to increase the stats of your simulacrum, just as if you were leveling yourself, up to a maximum of half your Caster Level in any given field (for example, if you posses 14 Caster Levels, your Simulacrum may only have up to 7 skill ranks in any particular skill, 7 hit dice, and a maximum caster level of 7). The Simulacrum is fully and solely under your control, and will obey simple commands without additional input. Although it is categorized as the same creature type as yourself, the Simulacrum is most closely comparable to a Homunculus. | You may create a duplicate of yourself through a complex magical ritual which takes 24 hours. The duplicate possesses your ability scores, but is “level one”, meaning that it possesses the minimum amount of HD, caster levels, skill ranks, and Paths or Talents possible. You may spend EXP to increase the stats of your simulacrum, just as if you were leveling yourself, up to a maximum of half your Caster Level in any given field (for example, if you posses 14 Caster Levels, your Simulacrum may only have up to 7 skill ranks in any particular skill, 7 hit dice, and a maximum caster level of 7). The Simulacrum is fully and solely under your control, and will obey simple commands without additional input. Although it is categorized as the same creature type as yourself, the Simulacrum is most closely comparable to a Homunculus. | ||
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| ==== Perfected Necromancy ==== | ==== Perfected Necromancy ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| All of your Necromancy spells have their DC increased by +1 (this stacks with Increased Necromancy). | All of your Necromancy spells have their DC increased by +1 (this stacks with Increased Necromancy). | ||
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| ==== Astral Projection (Sp) ==== | ==== Astral Projection (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You may spend 10 MP to cast [[priority: | You may spend 10 MP to cast [[priority: | ||
| </ | </ | ||
| + | |||
| + | ---- | ||
| ===== School of Transmutation ===== | ===== School of Transmutation ===== | ||
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| ==== Sustained Transmutations (Su) ==== | ==== Sustained Transmutations (Su) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You may maintain concentration on Transmutation spells to gain increased effects over a period of time. Spend an additional 2 MP for a Transmutation spell as you cast it: each round that you concentrate on such a Transmutation spell, the Ability Score bonuses granted by that spell increase by 1 every round that you maintain concentration, | You may maintain concentration on Transmutation spells to gain increased effects over a period of time. Spend an additional 2 MP for a Transmutation spell as you cast it: each round that you concentrate on such a Transmutation spell, the Ability Score bonuses granted by that spell increase by 1 every round that you maintain concentration, | ||
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| ==== Empowered Transmutation ==== | ==== Empowered Transmutation ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| All of your Transmutation spells have their DC increased by +1. | All of your Transmutation spells have their DC increased by +1. | ||
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| ==== Distributed Transmutation (Su) ==== | ==== Distributed Transmutation (Su) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| By multiplying the Mana cost of a spell by 2, you may change any transmutation spell with a range of personal to a range of touch. Such spells automatically fail on unwilling creatures. | By multiplying the Mana cost of a spell by 2, you may change any transmutation spell with a range of personal to a range of touch. Such spells automatically fail on unwilling creatures. | ||
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| ==== Perfected Transmutation ==== | ==== Perfected Transmutation ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| All of your Transmutation spells have their DC increased by +1 (this stacks with Empowered Transmutation). | All of your Transmutation spells have their DC increased by +1 (this stacks with Empowered Transmutation). | ||
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| ==== Time Stop (Sp) ==== | ==== Time Stop (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| As an immediate action, you may spend 30 Mana to cause time to cease its flow for everyone but you. A bubble of temporal distortion emanates from you as a shockwave effect in a 30 ft. radius around you. All creatures within the radius of the effect must make a Reflex save (DC 10 + your caster level + your Primary Casting Attribute modifier) or be frozen in time for a number of rounds equal to your Secondary Casting Attribute modifier. Creatures frozen in the Time Stop are considered helpless. Creatures that enter the area of frozen time afterwards receive no saving throw. If a creature succeeds on the saving throw, they are moved to the nearest square outside of the radius of the Time Stop. If the creature cannot move out of the area, they are trapped, and automatically fail the saving throw. | As an immediate action, you may spend 30 Mana to cause time to cease its flow for everyone but you. A bubble of temporal distortion emanates from you as a shockwave effect in a 30 ft. radius around you. All creatures within the radius of the effect must make a Reflex save (DC 10 + your caster level + your Primary Casting Attribute modifier) or be frozen in time for a number of rounds equal to your Secondary Casting Attribute modifier. Creatures frozen in the Time Stop are considered helpless. Creatures that enter the area of frozen time afterwards receive no saving throw. If a creature succeeds on the saving throw, they are moved to the nearest square outside of the radius of the Time Stop. If the creature cannot move out of the area, they are trapped, and automatically fail the saving throw. | ||
| </ | </ | ||
| + | |||
| + | ---- | ||
| ===== School of Universalism ===== | ===== School of Universalism ===== | ||
| // | // | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Scroll Lore ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | You may create a Scroll of any spell which you know. See the [[equipment: | ||
| + | |||
| + | If you do not know the spell, you may still create a scroll of it if you are sufficiently skilled. Select the higher of your [[priority: | ||
| + | |||
| + | All scroll formulae must be stored in a [[equipment: | ||
| + | </ | ||
| + | |||
| <WRAP round box> | <WRAP round box> | ||
| ==== Slot Exchange (Su) ==== | ==== Slot Exchange (Su) ==== | ||
| Line 397: | Line 427: | ||
| {{tablelayout? | {{tablelayout? | ||
| ^ Slot Exchange Level ^ Requirements | ^ Slot Exchange Level ^ Requirements | ||
| - | | 1 | CL 3, Knowledge Arcana 3, 9 EXP | | + | | 1 | [[chargen: |
| - | | 2 | CL 5, Knowledge Arcana 5, 15 EXP, Slot Exchange 1 | | + | | 2 | [[chargen: |
| - | | 3 | CL 7, Knowledge Arcana 7, 21 EXP, Slot Exchange 2 | | + | | 3 | [[chargen: |
| - | | 4 | CL 9, Knowledge Arcana 9, 27 EXP, Slot Exchange 3 | | + | | 4 | [[chargen: |
| - | | 5 | CL 11, Knowledge Arcana 11, 33 EXP, Slot Exchange 4 | | + | | 5 | [[chargen: |
| - | | 6 | CL 13, Knowledge Arcana 13, 39 EXP, Slot Exchange 5 | | + | | 6 | [[chargen: |
| - | | 7 | CL 15, Knowledge Arcana 15, 45 EXP, Slot Exchange 6 | | + | | 7 | [[chargen: |
| - | | 8 | CL 17, Knowledge Arcana 17, 51 EXP, Slot Exchange 7 | | + | | 8 | [[chargen: |
| - | | 9 | CL 20, Knowledge Arcana 20, 60 EXP, Slot Exchange 8 | | + | | 9 | [[chargen: |
| </ | </ | ||
| + | |||
| + | ---- | ||
| + | |||
| + | |||
