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| weird-wizard:paths:master_paths:alienist [2026/01/21 18:15] – created lwelyk | weird-wizard:paths:master_paths:alienist [2026/01/21 18:16] (current) – lwelyk | ||
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| **Spells:** One master | **Spells:** One master | ||
| - | Accustomed to Horror: You make Will rolls with 1 boon and you impose 1 bane on rolls made against your Will. | + | //**Accustomed to Horror:**// You make Will rolls with 1 boon and you impose 1 bane on rolls made against your Will. |
| - | Fray Reality (Magical): You can use this talent when you cast a spell. For any rolls required or enabled by the spell, the roller rolls an additional d20 and you decide which result is used. | + | //**Fray Reality (Magical):**// You can use this talent when you cast a spell. For any rolls required or enabled by the spell, the roller rolls an additional d20 and you decide which result is used. |
| After you resolve the spell’s effects, each enemy within 5 yards makes a Will roll. On a failure, the enemy takes 1d6 damage, and becomes frightened of you (luck ends). This damage increases to 2d6 at level 8 and to 3d6 at level 10. An enemy immune to the frightened affliction is immune to this effect. | After you resolve the spell’s effects, each enemy within 5 yards makes a Will roll. On a failure, the enemy takes 1d6 damage, and becomes frightened of you (luck ends). This damage increases to 2d6 at level 8 and to 3d6 at level 10. An enemy immune to the frightened affliction is immune to this effect. | ||
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| **Spells:** One master | **Spells:** One master | ||
| - | Madness Worms (Magical): You can use an action to infect others with the worms of madness. Target one creature within 5 yards. Make an Intellect roll against the target’s Will. On a success, the target takes 6d6 damage and becomes confused and vulnerable (luck ends both). Each time the target gets a failure on the luck roll to end these afflictions, | + | //**Madness Worms (Magical):**// You can use an action to infect others with the worms of madness. Target one creature within 5 yards. Make an Intellect roll against the target’s Will. On a success, the target takes 6d6 damage and becomes confused and vulnerable (luck ends both). Each time the target gets a failure on the luck roll to end these afflictions, |
| ====== Level 10 Alienist ====== | ====== Level 10 Alienist ====== | ||
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| **Spells:** One master | **Spells:** One master | ||
| - | Maddening Revelations (Magical): When you cast a spell, you can choose to become confused for 1 minute. While confused in this way, the first time each round that you cast a spell, make a luck roll. On a success, you immediately regain the casting and cast the spell again, at which point you expend the casting. When this effect ends, lose 2d6 Health and become stunned (luck ends). | + | //**Maddening Revelations (Magical):**// When you cast a spell, you can choose to become confused for 1 minute. While confused in this way, the first time each round that you cast a spell, make a luck roll. On a success, you immediately regain the casting and cast the spell again, at which point you expend the casting. When this effect ends, lose 2d6 Health and become stunned (luck ends). |