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weird-wizard:paths:master_paths:alienist [2026/01/21 18:15] – created lwelykweird-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, it loses 1d6 Health. Once you use this talent, you lose access to it (luck ends).+//**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, it loses 1d6 Health. Once you use this talent, you lose access to it (luck ends).
  
 ====== 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).