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| weird-wizard:paths:master_paths:abjurer [2026/01/21 18:13] – created lwelyk | weird-wizard:paths:master_paths:abjurer [2026/01/21 18:15] (current) – lwelyk | ||
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| **Spells:** One master | **Spells:** One master | ||
| - | Defensive Sigil (Magical): You can use an action to place a protective sigil on a creature. Target one creature in reach. You touch the target. For 1 hour, a magical sigil appears somewhere on its body. The sigil imposes 1 bane on rolls to attack the target. When the target takes damage, it can end the effect early to halve the damage it takes. You can use this talent five times. You regain expended uses after you rest. | + | //**Defensive Sigil (Magical):**// You can use an action to place a protective sigil on a creature. Target one creature in reach. You touch the target. For 1 hour, a magical sigil appears somewhere on its body. The sigil imposes 1 bane on rolls to attack the target. When the target takes damage, it can end the effect early to halve the damage it takes. You can use this talent five times. You regain expended uses after you rest. |
| ====== Level 8 Abjurer ====== | ====== Level 8 Abjurer ====== | ||
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| **Spells:** One master | **Spells:** One master | ||
| - | Turn Magic (Magical): You can use a reaction when a creature within 5 yards would be the target of a magical effect to attempt to turn away the magic. Make an Intellect roll. On a success, the magic has no effect on the creature. At level 10, a critical success on your roll enables you to have the magical effect target one creature or object you choose within 10 yards. | + | //**Turn Magic (Magical):**// You can use a reaction when a creature within 5 yards would be the target of a magical effect to attempt to turn away the magic. Make an Intellect roll. On a success, the magic has no effect on the creature. At level 10, a critical success on your roll enables you to have the magical effect target one creature or object you choose within 10 yards. |
| ====== Level 10 Abjurer ====== | ====== Level 10 Abjurer ====== | ||
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| **Spells:** One master | **Spells:** One master | ||
| - | Disjoin Magic (Magical): You can use an action to render yourself immune to all magical effects for 1 minute. You cannot cast spells or make use of magical talents or any other magical effects, but nothing magical can affect or harm you, including angels, demons, faeries, fiends, spirits, undead, and creatures created by magic. Any continuous magical effect active on you is negated until the effect of this talent ends, and the time that elapses until then counts against the duration of the continuous effect. Once you successfully use this talent, you lose access to it until after you rest. | + | //**Disjoin Magic (Magical):**// You can use an action to render yourself immune to all magical effects for 1 minute. You cannot cast spells or make use of magical talents or any other magical effects, but nothing magical can affect or harm you, including angels, demons, faeries, fiends, spirits, undead, and creatures created by magic. Any continuous magical effect active on you is negated until the effect of this talent ends, and the time that elapses until then counts against the duration of the continuous effect. Once you successfully use this talent, you lose access to it until after you rest. |