Difference between revisions of "Magic: Thaumaturgy Spell List"
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|'''Mana Cost:''' [[Class:_Mage|Mag]] (1 mp) | |'''Mana Cost:''' [[Class:_Mage|Mag]] (1 mp) | ||
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− | |''With index and pinky extended, you thrust your hand forward, and make lightning.'' | + | |''With index and pinky fingers extended, you thrust your hand forward, and make lightning.'' |
|-align="left" | |-align="left" | ||
|Make a ''magical attack'' against up to two creatures. If you hit, you deal ''potency 2'' lightning damage. | |Make a ''magical attack'' against up to two creatures. If you hit, you deal ''potency 2'' lightning damage. |
Revision as of 18:40, 12 June 2016
The spell index includes a full index of all spells in all paths, as well as an explanation of some of the terms used in these descriptions.
Magic Spells
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Spells Index | Artifice · Conjury · Malediction · Sorcery · Thaumaturgy · Wizardry |
Thaumaturgy Spell Descriptions
The following are the thaumaturgy spells in alphabetical order.
ARC LIGHTNING
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Level: Mag Initiate |
Path: Thaumaturgy [Lightning] |
Casting Time: Standard action |
Range: Close (30 feet) |
Target: Up to two creatures |
Duration: Instant |
Defense: Reflex |
Spell Resistance: Yes |
Mana Cost: Mag (1 mp) |
With index and pinky fingers extended, you thrust your hand forward, and make lightning. |
Make a magical attack against up to two creatures. If you hit, you deal potency 2 lightning damage. |
RESONANCE |
You can target another creature, using the same attack roll. This effect can only occur once per original target of this spell, and the same creature cannot be targeted more than once by this effect. |
CLOUD OF DAGGERS
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Level: Mag Initiate |
Path: Thaumaturgy [Arcane] |
Casting Time: Standard action |
Range: Close (30 feet) |
Area: One 5-foot square |
Duration: Brief (5 rounds) |
Defense: Reflex |
Spell Resistance: No |
Mana Cost: Mag (1 mp) |
You sweep your hand at a location, and innumerable tiny daggers of pure force launch there, assaulting whoever enters their territory. |
Make a magical attack against all creatures in the area. If you hit, you deal potency 2 arcane damage. |
The spell's area becomes a zone that lasts until the start of your next turn or until you end it as a swift action. Any creature that enters the zone or starts its turn there takes potency 1 arcane damage. A creature can take this damage only once per turn. |
RESONANCE |
When a creature moves from this spell's zone, you can choose to have the effect follow them. Treat any square they enter as though all the creatures in that square had entered the zone. |