Magic: Thaumaturgy Spell List

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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
Spells Index | Artifice · Conjury · Malediction · Sorcery · Thaumaturgy · Wizardry

 

Thaumaturgy Spell Descriptions

The following are the thaumaturgy spells in alphabetical order.

ACID ARROW
Level: Mag Apprentice
Path: Thaumaturgy [Acid]
Casting Time: Standard action
Range: Medium (100 feet)
Target: One creature (see text)
Duration: Instant (see text)
Defense: Reflex
Spell Resistance: Yes
Mana Cost: Mag (4 mp)
You conjure into being an arrow made entirely of caustic acid, and hurl it at a creature.
Make a magical attack against the target and all creatures adjacent to it (the "secondary targets"). If you hit the primary target, you deal potency 6 acid damage to that creature; if you hit a secondary target, you deal potency 4 acid damage to that creature. On a miss, you instead deal half damage.
RESONANCE
The creature takes ongoing acid damage with potency 1 for 5 rounds.

 

ARC LIGHTNING
Level: Mag Initiate
Path: Thaumaturgy [Lightning]
Casting Time: Standard action
Range: Close (30 feet)
Target: Up to two creatures, which cannot be more than 15 feet apart
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 3 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.

 

ARCANE WHIRLWIND
Level: Mag Apprentice
Path: Thaumaturgy [Air]
Casting Time: Standard action
Range: Close (30 feet)
Area: 10 foot radius burst
Duration: Brief (5 rounds)
Defense: Reflex
Spell Resistance: Yes
Mana Cost: Mag (4 mp)
You summon into being a minor maelstrom, buffeting your foes and flinging them to and fro.
Make a magical attack against all creatures in the area. If you hit, you deal potency 3 wind damage, and can slide the target 5 feet. If you miss, you deal no damage, but can still slide the target.
This effect creates a zone in the area. For the duration of this spell, at the beginning of your turn, you can slide any creature in the area up to 10 feet; in addition, on your turn, as a swift action, you can slide any creature in the area up to 10 feet. As a move action, you can move the zone up to 30 feet.
RESONANCE
You can slide the target up to 20 feet, instead of 5 feet.

 

CLOUD OF DAGGERS
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 3 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 2 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.

 

CONCUSSIVE ECHO
Level: Mag Apprentice
Path: Thaumaturgy [Sonic]
Casting Time: Standard action
Range: Close (30 feet)
Target: One creature
Duration: Instant (see text)
Defense: Fortitude
Spell Resistance: Yes
Mana Cost: Mag (4 mp)
You channel a mighty sonic boom into a creature that causes it to vibrate slightly, an energy it releases when it next attempts to do harm.
Make a magical attack against the target. If you hit, you deal potency 4 sonic damage to the creature. In addition, the next time the creature makes an attack of any sort, it immediately suffers potency 2 sonic damage.
RESONANCE
When this spell's secondary effect is triggered, make a magical attack against all creatures within a 10 foot radius burst of the original target; if you hit, that creature also suffers the effects of the secondary effect (also note that objects within the area will take this damage, which can shatter fragile or crystalline objects).

 

CRUSHING WIND
Level: Mag Initiate
Path: Thaumaturgy [Wind]
Casting Time: Standard action
Range: Close (30 feet)
Area: 5 ft radius burst
Duration: Instant
Defense: Reflex
Spell Resistance: Yes
Mana Cost: Mag (1 mp)
You make a dramatic motion with both hands, and a blast of wind crashes down upon your foes.
Make a magical attack against all creatures in the area. If you hit, you deal potency 2 wind damage, and the targets are knocked prone. If you miss, you deal only half damage.
RESONANCE
The creature also drops anything they were holding.

 

EMPOWERING LIGHTNING
Level: Mag Apprentice
Path: Thaumaturgy [Lightning]
Casting Time: Standard action
Range: Medium (100 feet)
Target: One creature
Duration: Instant (see text)
Defense: Reflex
Spell Resistance: Yes
Mana Cost: Mag (4 mp)
You let loose a flurry of arcane lightning, which also feeds back into you, temporarily empowering your magicks.
Make a magical attack against the target. If you hit, you deal potency 4 lightning damage to the creature.
You gain a +1 power bonus to the damage potency of the next spell you cast; this effect does not affect ongoing damage.
RESONANCE
Increase the power bonus to your next spell's damage potency to +2.

 

FREEZING CLOUD
Level: Mag Apprentice
Path: Thaumaturgy [Ice]
Casting Time: Standard action
Range: Medium (100 feet)
Area: 10-foot radius emanation
Duration: 5 rounds
Defense: Fortitude
Spell Resistance: No
Mana Cost: Mag (4 mp)
You conjure a freezing mist that chills your foes.
Make a magical attack against all creatures in the area. If you hit, you deal potency 6 ice damage; if you miss, you deal half damage. You also create a zone in the area affected by this spell.
Any creature that enters the zone, or begins its turn there, takes potency 2 ice damage.
RESONANCE
Creatures affected by this spell's zone become slowed for 5 rounds.

 

MAGIC MISSILE
Level: Mag Initiate
Path: Thaumaturgy [Arcane]
Casting Time: Standard action
Range: Medium (100 feet)
Target: One creature
Duration: Instant
Defense: None
Spell Resistance: Yes
Mana Cost: Mag (1 mp)
You extend a finger, and a small bolt of arcane force darts from it, seeking out your target with impossible precision.
You deal potency 3 arcane damage to your target.
RESONANCE
This spell has no resonance effect.

 

RAY OF FROST
Level: Mag Initiate
Path: Thaumaturgy [Ice]
Casting Time: Standard action
Range: Close (30 feet)
Target: One creature
Duration: Instant
Defense: Fortitude
Spell Resistance: Yes
Mana Cost: Mag (1 mp)
You extend a finger, and a small bolt of arcane force darts from it, seeking out your target with impossible precision.
Make a magical attack against your target. If you hit, you deal potency 5 ice damage.
RESONANCE
The target is slowed until the beginning of your next turn.

 

ROLLING THUNDER
Level: Mag Apprentice
Path: Thaumaturgy [Sonic]
Casting Time: Standard action
Range: Medium (100 feet)
Target: Up to two creatures, which cannot be more than 30 feet apart
Duration: Instant (see text)
Defense: Reflex
Spell Resistance: Yes
Mana Cost: Mag (4 mp)
With a gesture, you issue forth a clap of thunder, and then force that energy into a solid form.
Make a magical attack against up to two creatures. If you hit, you deal potency 6 sonic damage, and slide the target up to 20 feet; if you miss, you deal half damage, and slide the target up to 10 feet.
In each target's original space, you also create a thunderball, which lasts until the end of your next turn. Whenever a creature leaves a space with a thunderball, make a magical attack against that creature's Fortitude; if you hit, the thunderball deals potency 2 sonic damage to the creature, and no damage on a miss.
RESONANCE
Whenever a thunderball hits a creature, the target also becomes deafened for 5 rounds.

 

RUNE PILLAR
Level: Mag Initiate
Path: Thaumaturgy [Arcane]
Casting Time: Standard action
Range: Close (30 feet)
Effect: A pillar of crackling arcane energy
Duration: Brief (5 rounds)
Defense: None
Spell Resistance: No
Mana Cost: Mag (1 mp)
You make a series of complex gestures, and pull a sliver of a leyline out of the metaphysical and into the physical, harming all who draw near.
You create a pillar of crackling energy in an unoccupied square within range. The pillar occupies 1 square and lasts until the end of your next turn.
Whenever an enemy enters a square adjance to the pillar, the pillar deals potency 3 arcane damage to that creature.
RESONANCE
This spell has no resonance effect.

 

SCORCHING BURST
Level: Mag Initiate
Path: Thaumaturgy [Arcane]
Casting Time: Standard action
Range: Medium (100 feet)
Area: 5 ft radius burst
Duration: Instant
Defense: Reflex
Spell Resistance: Yes
Mana Cost: Mag (1 mp)
You snap your fingers, and your enemies erupt into flame.
Make a magical attack against all creatures in the area. If you hit, you deal potency 4 fire damage.
RESONANCE
The target takes ongoing potency 1 fire damage.

 

THUNDERWAVE
Level: Mag Initiate
Path: Thaumaturgy [Sonic]
Casting Time: Standard action
Range: Personal
Area: 15 ft cone burst
Duration: Instant
Defense: Fortitude
Spell Resistance: Yes
Mana Cost: Mag (1 mp)
You hold your hand up against those arrayed against you, and project physical sound.
Make a magical attack against all creatures in the area. If you hit, you deal potency 3 sonic damage, and you push the target a number of squares equal to your Bravery modifier.
RESONANCE
The target is knocked prone at the end of the push.

 

UNRAVELING DART
Level: Mag Initiate
Path: Thaumaturgy (see text)
Casting Time: Standard action
Range: Close (30 feet)
Target: One creature
Duration: Instant
Defense: Fortitude
Spell Resistance: Yes
Mana Cost: Mag (1 mp)
Grey, smokey darts fly from your fingertips to strike at your foes where they are weakest.
Make a magical attack against the target. If you hit, you deal potency 2 damage of a random energy type to which the target has vulnerability; if the target has no vulnerabilities, this spell deals arcane damage.
RESONANCE
The target loses one random barrier or resist damage status boon. If the selected boon has the innate tag, this effect lasts for a Brief (5 rounds) time.