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| paths:wizard_path [2025/02/15 01:09] – [School of Evocation] elfinlocks | paths:wizard_path [2026/03/13 19:30] (current) – Replacing AC with Defense, hyperlinking elfinlocks | ||
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| * [[priority: | * [[priority: | ||
| * [[priority: | * [[priority: | ||
| - | * [[priority: | ||
| * [[priority: | * [[priority: | ||
| + | * [[priority: | ||
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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 [[priority: |
| </ | </ | ||
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| ==== Protective Channel (Sp) ==== | ==== Protective Channel (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | As a Standard | + | As a [[chargen: |
| </ | </ | ||
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| ==== Banishment (Sp) ==== | ==== Banishment (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | Once per day as a Half Action, you may spend 10 [[priority: | + | Once per day as a Half Action, you may spend 10 [[priority: |
| </ | </ | ||
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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 [[priority: |
| === Table: Object Size === | === Table: Object Size === | ||
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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 | + | The conjurer can expend[[priority: |
| </ | </ | ||
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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. | ||
| - | If the creature is within 100 feet, as a move action, you may punish it by deliberately mispronouncing its name, wracking its very essence and giving it the sickened and staggered conditions for 1 round (even if the creature is normally immune to these conditions). You cannot use True Name in an area of silence, but the creature does not have to be able to hear you for it to be harmed by the ability. | + | If the creature is within 100 feet, as a [[chargen: |
| It is in your best interest to call this creature only sparingly, and occasionally reward it in some fashion to mollify its wrath. If you repeatedly fail to offer it a reward appropriate to its type and ethos, the creature may begin plotting ways to destroy the bond between you, whether by creating an accident that will destroy your memory of the name, by plaguing you with nuisances or dangers until you vow never to call on it again, or by actively seeking to destroy you through its own devices or those of an underling. If this creature is of a lawful type and you are violating its ethos, its superiors may even destroy it or you rather than allow you to contaminate their servant further. Worse, they may establish situations where it is necessary for you to summon this outsider, opening gateways to infernal or angelic interference, | It is in your best interest to call this creature only sparingly, and occasionally reward it in some fashion to mollify its wrath. If you repeatedly fail to offer it a reward appropriate to its type and ethos, the creature may begin plotting ways to destroy the bond between you, whether by creating an accident that will destroy your memory of the name, by plaguing you with nuisances or dangers until you vow never to call on it again, or by actively seeking to destroy you through its own devices or those of an underling. If this creature is of a lawful type and you are violating its ethos, its superiors may even destroy it or you rather than allow you to contaminate their servant further. Worse, they may establish situations where it is necessary for you to summon this outsider, opening gateways to infernal or angelic interference, | ||
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| ==== Reconnaissance (Sp) ==== | ==== Reconnaissance (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| 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. | 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. | ||
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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 [[priority: |
| - | You may expend Mana to increase the effectiveness of your Psychometry attempt. For every point of Mana expended, you gain an untyped +1 bonus to the Caster Level check to use Psychometry. You may not expend more Mana than your Caster Level in this manner. If you expend Mana to aid in Psychometry, | + | You may expend[[priority: |
| === Table: Psychometry === | === Table: Psychometry === | ||
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| ==== Discern Location (Sp) ==== | ==== Discern Location (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | 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. | + | As a Half Action, you may spend 10[[priority: |
| 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. | ||
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| ==== Temper Influence (Sp) ==== | ==== Temper Influence (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | 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. | + | 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 [[priority: |
| </ | </ | ||
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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 [[priority: |
| </ | </ | ||
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| ==== Dominate (Sp) ==== | ==== Dominate (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | 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: | + | As a Half Action, you may spend 10[[priority: |
| </ | </ | ||
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| ==== Elemental Exchange ==== | ==== Elemental Exchange ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | When you cast an evocation spell, you may change the damage dealt to a different elemental energy type. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You may do this a number of times per day equal to 3 + your Primary Casting Attribute modifier. | + | When you cast an evocation spell, you may change the damage dealt to a different elemental energy type. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on [[priority: |
| </ | </ | ||
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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 other Talents or effects. This damage is of the same type as the spell. | + | Whenever you cast an evocation spell which deals hitpoint damage, add your [[priority: |
| </ | </ | ||
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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 any. A spell modified by this Talent is not subject to Counterspelling. | 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. | ||
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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 [[chargen: | + | Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to your [[priority: |
| </ | </ | ||
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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 [[priority: |
| </ | </ | ||
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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[[priority: |
| </ | </ | ||
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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 | + | Undead creatures with Hit Die equal to or less than your [[priority: |
| </ | </ | ||
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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 | + | 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 [[priority: |
| - | The Simulacrum possesses your known spells (and may cast them if it possesses a high enough caster level), but has no Mana of its own, and in turn cannot gain Mana independently. Instead, you must infuse the Simulacrum with Mana by touching it as a Full Round Action. The Simulacrum may hold up to double your Caster Level in Mana in this manner. The Simulacrum may then use the Mana you have provided it to cast spells as normal. | + | The Simulacrum possesses your known spells (and may cast them if it possesses a high enough caster level), but has no[[priority: |
| If the Simulacrum is reduced to 0 hitpoints, it is destroyed. You may replace the Simulacrum with another 24 hour ritual, after which a new one is created with the same EXP expenditures as the previous one. | If the Simulacrum is reduced to 0 hitpoints, it is destroyed. You may replace the Simulacrum with another 24 hour ritual, after which a new one is created with the same EXP expenditures as the previous one. | ||
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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: | ||
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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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| ==== 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[[priority: |
| </ | </ | ||
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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[[priority: |
| </ | </ | ||
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| ==== Scroll Lore ==== | ==== Scroll Lore ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You may create a Scroll of any spell which you know. See the [[equipment: | 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: | + | 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: | All scroll formulae must be stored in a [[equipment: | ||
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| {{tablelayout? | {{tablelayout? | ||
| ^ Slot Exchange Level ^ Requirements | ^ Slot Exchange Level ^ Requirements | ||
| - | | 1 | [[chargen: | + | | 1 | [[chargen: |
| - | | 2 | [[chargen: | + | | 2 | [[chargen: |
| - | | 3 | [[chargen: | + | | 3 | [[chargen: |
| - | | 4 | [[chargen: | + | | 4 | [[chargen: |
| - | | 5 | [[chargen: | + | | 5 | [[chargen: |
| - | | 6 | [[chargen: | + | | 6 | [[chargen: |
| - | | 7 | [[chargen: | + | | 7 | [[chargen: |
| - | | 8 | [[chargen: | + | | 8 | [[chargen: |
| - | | 9 | [[chargen: | + | | 9 | [[chargen: |
| </ | </ | ||
