White Robe Secrets
Abjuration Focus-You may put one Abjuration Spell per spell level in your first tier without counting against your first tier limit
Divination Focus-You may put one Divination Spell per spell level in your first tier without counting against your first tier limit
Greater *(School) Focus*-you may put one spell of school per spell level in your second tier without counting against your second tier limit
Abjuration Analytic-You may expend arcane magic points to gain spell immunity (50) up to a certain level of spells. This is an immediate action and lasts until the beginning of your next turn. It costs 2 arcane magic points per spell level immunity. A white robe wizard in good standing with the order gains 10 points of spell immunity (i.e. 60) by using this feat.
Improved Abj. Analytic-As Abj. Analytic, except you may expend 3 arcane magic points per spell level to gain spell immunity (70). A White robe in good standing still gains addition 10 points (80)
Greater Abj. Analytic-As Abj. Analytic, except you may expend 4 arcane magic points per spell level to gain spell immunity (90). A White robe in good standing still gains additional 10 points (100).
Abjuration Problematic-You may expend arcane magic points to create a distortion field of force that protects you from physical attacks. You may spend 5 arcane magic points to gain a distortion field (50) that protects you until the beginning of your next turn. A white robe wizard in good standing gains 10 points to the distortion field (60).
Imp. Abj. Problematic-Now you may expend 10 arcane magic points to gain a distortion field (70) until the beginning of next turn. White robe still gains 10 more points (80).
Greater Abj. Problematic-Now you may expend 20 to gain a distortion field (90) until the beginning of next turn. White robe still gains 10 more points (100).
Divination Analytics-You may expend 5 arcane magic points as a full round action. If you do, you can choose to act at any point before your next round, taking a full round action. However, if you declare that you wish to take your action after another creature has completed its action, you can effectively undo their turn and interrupt the flow of the time in the game. You will be able to act as though that creature’s turn has not yet started, undoing any effects that might have been caused by its turn. This includes any non-deific effect, including effects like death from most sources (whether your own or that of another creature) or other effects that render you unconscious; it also includes damaging effects and movements that happened on that turn. At the end of your turn, that creature gets to begin its turn as normal. (It does not prevent the same event from happening ‘again’.) If you do not use this ability before your next initiative, it is wasted. If you are a white robe wizard in good standing, this ability lasts 1 additional round. This permits you to take your next turn and still have an opportunity to interrupt the flow of the time in the game by taking a full turn that ‘undoes’ another creatures actions. There is only one issue I wish to address about this feat: Suppose two wizards use this power but they are on opposite sides of the conflict. Then suppose one wizard activates this ability, but the other wizard also wishes to activate it. In this situation: priority is given to the wizard who expended this ability first, even if the opposing wizard declared his intention to use this ability first. If, however, the wizard does not openly supersede that wizard’s play, then he cannot undo it afterward and must wait to use his option until the future. Likewise: the second wizard cannot undo the effects of the first wizard, should the first wizard indeed choose to supersede the second wizard’s play. This means that priority is given to the wizard who expends the ability first, but no wizard can effect a rewrite of another wizard’s use. They can interrupt it and prevent it (for now) but they can’t stop it once they have allowed it to proceed.
Imp. Div. Analytics As Divination Analytics, except costs 10 AMP. This allows you to interrupt time at any point for one additional round, similar to a white robe using Divination Analytics. A white robe gets a third round to potentially interrupt things when using this power.
Greater Div. Analytic A Imp. Div. Analytics, except costs 20 AMP. This grants you up to three rounds to consider interrupting things. A white robe in good standing still gains a bonus round.
Divination Problematic Divination Problematic allows you to penetrate, to a certain extent, the outcome of a d% check you must make. You can expend 1 AMP per percentile to a maximum of 10% improvement. A White robe wizard who use this ability gets a bonus 1% (to a max of 11%)
Imp. Div. Problematic You can now use this ability to affect the d% up to 20%. A White robe who uses this ability gets a bonus 2% (to a max of 22%)
Greater Div. Problematic You can now use this ability to affect the d% up to 30%. A White robe who uses this ability gets a bonus 3% (to a max of 33%)
Solinari’s Will (must be level 10) You can spontaneously cast your specialization school (Abjuration or Divination only) when Solinari is at high sanction at a second tier cost rather than the third tier cost.