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paths:wizard_path [2026/03/09 21:48] – Hyperlinking Knowledge skill entries elfinlockspaths:wizard_path [2026/03/13 19:30] (current) – Replacing AC with Defense, hyperlinking elfinlocks
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   * **Requirements:** Resistance, [[chargen:common_terms#core_stats|CST]] 10, [[priority:skills:knowledge|Knowledge]] (Geography) 7, 20 EXP   * **Requirements:** Resistance, [[chargen:common_terms#core_stats|CST]] 10, [[priority:skills:knowledge|Knowledge]] (Geography) 7, 20 EXP
  
-As a [[chargen:common_terms#action_types|Half 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 [[chargen:common_terms#action_types|Half 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 [[chargen:common_terms#action_types|Half 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 [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]] bonus equal to your Primary Casting Attribute modifier. You may spend a [[chargen:common_terms#action_types|Half 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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   * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, [[priority:skills:knowledge|Knowledge]] (Dungeoneering) 3, 5 EXP   * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, [[priority:skills:knowledge|Knowledge]] (Dungeoneering) 3, 5 EXP
  
-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:skills:perception|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.
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   * **Requirements:** Extended Illusions, [[chargen:common_terms#core_stats|CST]] 10, [[priority:skills:knowledge|Knowledge]] (Local) 7, 20 EXP   * **Requirements:** Extended Illusions, [[chargen:common_terms#core_stats|CST]] 10, [[priority:skills:knowledge|Knowledge]] (Local) 7, 20 EXP
  
-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 [[priority:magic#caster_level|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:skills:stealth|Stealth]] skill. At [[priority:magic#caster_level|Caster Level]] 12, this increases to a 50% miss chance. You may activate this Talent once per day.
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 ==== Sustained Transmutations (Su) ==== ==== Sustained Transmutations (Su) ====
    
-  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, Knowledge (Engineering) 3, 5 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, [[priority:skills:knowledge|Knowledge]] (Engineering) 3, 5 EXP
  
 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, to a maximum additional bonus equal to your Secondary Casting Attribute modifier. If you stop maintaining concentration for any reason, the additional bonuses immediately end - you must begin again from 0 to grant such bonuses again, though you do not need to expend the MP again, unless it is a new Transmutation spell casting. 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, to a maximum additional bonus equal to your Secondary Casting Attribute modifier. If you stop maintaining concentration for any reason, the additional bonuses immediately end - you must begin again from 0 to grant such bonuses again, though you do not need to expend the MP again, unless it is a new Transmutation spell casting.
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 ==== Distributed Transmutation (Su) ==== ==== Distributed Transmutation (Su) ====
    
-  * **Requirements:** Sustained Transmutation, [[chargen:common_terms#core_stats|CST]] 10, Knowledge (Engineering) 7, 20 EXP+  * **Requirements:** Sustained Transmutation, [[chargen:common_terms#core_stats|CST]] 10, [[priority:skills:knowledge|Knowledge]] (Engineering) 7, 20 EXP
  
 By multiplying the[[priority:magic#mana|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:magic#mana|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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 ==== Time Stop (Sp) ==== ==== Time Stop (Sp) ====
    
-  * **Requirements:** Distributed Transmutation, Perfected Transmutation, [[chargen:common_terms#core_stats|CST]] 20, Knowledge (Engineering) 15, 45 EXP+  * **Requirements:** Distributed Transmutation, Perfected Transmutation, [[chargen:common_terms#core_stats|CST]] 20, [[priority:skills:knowledge|Knowledge]] (Engineering) 15, 45 EXP
  
 As an immediate action, you may spend 30[[priority:magic#mana|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 [[priority:magic#caster_level|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:magic#mana|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 [[priority:magic#caster_level|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.
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 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
 ^ Slot Exchange Level  ^ Requirements                                         ^ ^ Slot Exchange Level  ^ Requirements                                         ^
-| 1                    | [[chargen:common_terms#core_stats|CST]] 5, Knowledge (Arcana) 3, 9 EXP                      | +| 1                    | [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:knowledge|Knowledge]] (Arcana) 3, 9 EXP                      | 
-| 2                    | [[chargen:common_terms#core_stats|CST]] 8, Knowledge (Arcana) 5, 15 EXP, Slot Exchange 1    | +| 2                    | [[chargen:common_terms#core_stats|CST]] 8, [[priority:skills:knowledge|Knowledge]] (Arcana) 5, 15 EXP, Slot Exchange 1    | 
-| 3                    | [[chargen:common_terms#core_stats|CST]] 10, Knowledge (Arcana) 7, 20 EXP, Slot Exchange 2    | +| 3                    | [[chargen:common_terms#core_stats|CST]] 10, [[priority:skills:knowledge|Knowledge]] (Arcana) 7, 20 EXP, Slot Exchange 2    | 
-| 4                    | [[chargen:common_terms#core_stats|CST]] 14, Knowledge (Arcana) 9, 25 EXP, Slot Exchange 3    | +| 4                    | [[chargen:common_terms#core_stats|CST]] 14, [[priority:skills:knowledge|Knowledge]] (Arcana) 9, 25 EXP, Slot Exchange 3    | 
-| 5                    | [[chargen:common_terms#core_stats|CST]] 17, Knowledge (Arcana) 11, 30 EXP, Slot Exchange 4  | +| 5                    | [[chargen:common_terms#core_stats|CST]] 17, [[priority:skills:knowledge|Knowledge]] (Arcana) 11, 30 EXP, Slot Exchange 4  | 
-| 6                    | [[chargen:common_terms#core_stats|CST]] 20, Knowledge (Arcana) 13, 35 EXP, Slot Exchange 5  | +| 6                    | [[chargen:common_terms#core_stats|CST]] 20, [[priority:skills:knowledge|Knowledge]] (Arcana) 13, 35 EXP, Slot Exchange 5  | 
-| 7                    | [[chargen:common_terms#core_stats|CST]] 23, Knowledge (Arcana) 15, 40 EXP, Slot Exchange 6  | +| 7                    | [[chargen:common_terms#core_stats|CST]] 23, [[priority:skills:knowledge|Knowledge]] (Arcana) 15, 40 EXP, Slot Exchange 6  | 
-| 8                    | [[chargen:common_terms#core_stats|CST]] 26, Knowledge (Arcana) 17, 45 EXP, Slot Exchange 7  | +| 8                    | [[chargen:common_terms#core_stats|CST]] 26, [[priority:skills:knowledge|Knowledge]] (Arcana) 17, 45 EXP, Slot Exchange 7  | 
-| 9                    | [[chargen:common_terms#core_stats|CST]] 30, Knowledge (Arcana) 20, 50 EXP, Slot Exchange 8  |+| 9                    | [[chargen:common_terms#core_stats|CST]] 30, [[priority:skills:knowledge|Knowledge]] (Arcana) 20, 50 EXP, Slot Exchange 8  |
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