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| paths:wizard_path [2026/03/09 21:57] – Hyperlinking Perception skill entries elfinlocks | paths: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 |
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| 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:** 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 |
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| 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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