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paths:wizard_path [2026/03/09 21:49] – 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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