Magic: Conjury 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
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Spells Index | Artifice · Conjury · Malediction · Sorcery · Thaumaturgy · Wizardry |
Conjury Spell Descriptions
The following are the conjury spells in alphabetical order.
AID
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Level: Mag Apprentice |
Path: Conjury |
Casting Time: Standard action |
Range: Close (30 feet) |
Target: One willing creature |
Duration: Brief (5 rounds) |
Defense: Will (Harmless) |
Spell Resistance: Yes |
Mana Cost: Mag (4 mp) |
Your conjuration bolsters your ally's confidence. |
The target gains a +2 power bonus on all d20 rolls for the duration of this spell. |
RESONANCE |
The power bonus granted by this spell increases to +4. |
ADLOQUIUM
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Level: Mag Apprentice |
Path: Conjury (Healing) |
Casting Time: Standard action |
Range: Close (30 feet) |
Target: One willing creature |
Duration: Brief (5 rounds) |
Defense: Will (Harmless) |
Spell Resistance: Yes |
Mana Cost: Mag (4 mp) |
Your magic both heals an ally and creates a protective shield around them. |
The target of this spell can spend a healing surge. In addition, the target gains a potency 4 shield. (When a creature with shield takes damage, that damage is first applied to the shield; this effect ends when the shield is reduced to 0 hp.) |
RESONANCE |
The shield effect is instead generated with potency 6. |
ASTRA
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Level: Mag Apprentice |
Path: Conjury |
Casting Time: Standard action |
Range: Close (30 feet) |
Target: One willing creature |
Duration: Brief (5 rounds) |
Defense: Will (Harmless) |
Spell Resistance: Yes |
Mana Cost: Mag (4 mp) |
You create a protective barrier around the target that absorbs harmful effects. |
The target gains astra. (When a creature with astra would gain a status ailment, that effect and astra negate each other instead.) |
RESONANCE |
The target gains an additional copy of astra. |
BEACON OF HOPE
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Level: Mag Apprentice |
Path: Conjury |
Casting Time: Standard action |
Range: Medium (100 feet) |
Area: 20-foot radius |
Duration: Instant (see text) |
Defense: Fortitude |
Spell Resistance: Yes |
Mana Cost: Mag (4 mp) |
You create a field of arcane holy energy that saps the strength of your enemies and bequeaths it to your allies. |
Make a magical attack against Fortitude of all enemies in the area. If you hit, that creature gains weakened for 5 rounds. |
All allies in the area can spend a healing surge. |
RESONANCE |
The ally can spend an additional healing surge. |
CURA
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Level: Mag Apprentice |
Path: Conjury (Healing) |
Casting Time: Swift action |
Range: Close (30 feet) |
Target: One willing creature |
Duration: Instant |
Defense: Will (Harmless) |
Spell Resistance: Yes |
Mana Cost: Mag (4 mp) |
You use magic to restore an ally to fighting shape. |
The target can spend two healing surges. |
RESONANCE |
The target can spend another healing surge. |
DAYLIGHT
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Level: Mag Apprentice |
Path: Conjury [Light] |
Casting Time: Standard action |
Range: Touch |
Target: One object |
Duration: Moderate (4 hours) |
Defense: None |
Spell Resistance: No |
Mana Cost: Mag (4 mp) |
You cause an object to glow brightly. |
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light. |
If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed. |
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. |
If used to attempt to counter or dispel a [darkness] effect, you must make a magical attack against a DC equal to 10 + the total FRC bonus of the origin of the effect. |
RESONANCE |
This spell has no resonance effect. |
ESUNA
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Level: Mag Apprentice |
Path: Conjury |
Casting Time: Standard action |
Range: Close (30 feet) |
Target: One willing creature |
Duration: Instant |
Defense: Will (Harmless) |
Spell Resistance: Yes |
Mana Cost: Mag (4 mp) |
You use magic to remove an unwanted effect. |
You can remove one status ailment from the target. This can be any ailment other than dead or dying, and this effect cannot remove flags such as critical or bloodied. |
RESONANCE |
You can remove one additional status ailment from the target. |
HOLY
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Level: Mag Apprentice |
Path: Conjury |
Casting Time: Standard action |
Range: Medium (100 feet) |
Area: 20-foot radius |
Duration: Instant |
Defense: Will |
Spell Resistance: Yes |
Mana Cost: Mag (4 mp) |
You create a blast of arcane holy energy, harming your foes. |
Make a magical attack against all creatures in the area. If you hit, you deal potency 4 holy damage; on a miss, this damage is halved. |
RESONANCE |
The target is stunned until the end of its next turn. |
RAISE
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Level: Mag Apprentice |
Path: Conjury |
Casting Time: Standard action |
Range: Close (30 feet) |
Target: One creature with the dead status |
Duration: Instant |
Defense: Will (Harmless) |
Spell Resistance: Yes |
Mana Cost: Mag (4 mp) |
You return a dead creature to life, albeit in a weakened state. |
You can remove the dead status from the target, provided that status has existed for 5 rounds or less. The target can spend a healing surge; otherwise, the target is returned to 1 hp. |
The target is still considered to have failed three death saves until their next long rest; as such, if the target gains dying, they gain dead instead. |
The target gains the weakened status for 5 rounds. (A creature with the weakened status deals half damage.) |
RESONANCE |
The target does not gain the weakened status. |
REGEN
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Level: Mag Apprentice |
Path: Conjury (Healing) |
Casting Time: Swift action |
Range: Close (30 feet) |
Target: One creature |
Duration: Brief (5 rounds) |
Defense: Will (Harmless) |
Spell Resistance: Yes |
Mana Cost: Mag (4 mp) |
You invigorate a creature with healing magic, closing their wounds over time. |
The target can spend a healing surge. If he does, instead of gaining healing, he instead gains regen for the duration of this spell. (A creature with regen regains 10% of its maximum hit points at the beginning of its turn.) |
RESONANCE |
If the target spent a healing surge, the target gains an additional copy of regen. |
SANCTUARY
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Level: Mag Apprentice |
Path: Conjury |
Casting Time: Standard action |
Range: Close (30 feet) |
Target: One creature |
Duration: Brief (5 rounds) (see text) |
Defense: Will (Harmless) |
Spell Resistance: Yes |
Mana Cost: Mag (4 mp) |
You use arcane energy to weave a powerful but fragile barrier around an ally. |
The target gains a +5 power bonus to all defenses for the duration. If the ally makes an attack, this effect immediately ends. |
RESONANCE |
The power bonus granted by this spell is increased to +8. |