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paths:wizard_path [2026/03/09 21:49] – Hyperlinking Knowledge skill entries elfinlockspaths:wizard_path [2026/09/26 03:57] (current) – [School of Divination] 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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 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:magic#caster_level|Caster Level]] check against a DC of 20. Whilst reading an object, you are considered Helpless. Unfortunately, while reading the object, the magician has no control over how long the reading takes, and she cannot stop until the reading is done. It can take 1 minute, 5 minutes, or longer. The gamemaster can roll 1D6 to choose the duration, or he can decide the duration based on the psychometric experience. Consult the table to determine how difficult the psychometric assessment is, and what information is gained. 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:magic#caster_level|Caster Level]] check against a DC of 20. Whilst reading an object, you are considered Helpless. Unfortunately, while reading the object, the magician has no control over how long the reading takes, and she cannot stop until the reading is done. It can take 1 minute, 5 minutes, or longer. The gamemaster can roll 1D6 to choose the duration, or he can decide the duration based on the psychometric experience. Consult the table to determine how difficult the psychometric assessment is, and what information is gained.
  
-You may expend[[priority:magic#mana|Mana]]to increase the effectiveness of your Psychometry attempt. For every point of[[priority:magic#mana|Mana]]expended, you gain an untyped +1 bonus to the [[priority:magic#caster_level|Caster Level]] check to use Psychometry. You may not expend more[[priority:magic#mana|Mana]]than your [[priority:magic#caster_level|Caster Level]] in this manner. If you expend[[priority:magic#mana|Mana]]to aid in Psychometry, you are fatigued until you rest for 8 hours - this fatigue may not be removed by any means, magical or mundane, aside from resting. If you are subject to an additional effect that would cause fatigue, you become exhausted under these restrictions instead.+You may expend [[priority:magic#mana|Mana]] to increase the effectiveness of your Psychometry attempt. For every point of [[priority:magic#mana|Mana]] expended, you gain an untyped +1 bonus to the [[priority:magic#caster_level|Caster Level]] check to use Psychometry. You may not expend more [[priority:magic#mana|Mana]] than your [[priority:magic#caster_level|Caster Level]] in this manner. If you expend [[priority:magic#mana|Mana]] to aid in Psychometry, you are fatigued until you rest for 8 hours - this fatigue may not be removed by any means, magical or mundane, aside from resting. If you are subject to an additional effect that would cause fatigue, you become exhausted under these restrictions instead.
  
 === Table: Psychometry === === Table: Psychometry ===
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   * **Requirements:** Perfected Divination, Psychometry, [[chargen:common_terms#core_stats|CST]] 20, [[priority:skills:knowledge|Knowledge]] (History) 15, 45 EXP   * **Requirements:** Perfected Divination, Psychometry, [[chargen:common_terms#core_stats|CST]] 20, [[priority:skills:knowledge|Knowledge]] (History) 15, 45 EXP
  
-As a Half Action, you may spend 10[[priority:magic#mana|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:magic#mana|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.
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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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