Magic: Spells Deprecated

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June 2016

Conjury

Spells of the Conjury path.

Initiate Conjury Spells
Spell Name Effect
Barrier Target creature gains barrier for one energy type for 5 rounds.
Basuna Remove a status ailment from a creature that has a duration of 5 rounds remaining or less.
Cure Heal a target for potency 4 hit points; this amount is halved if the target does not spend a healing surge.
Light Create a light that shines like a torch.
Protect Target creature gains protect for 5 rounds.
Shell Target creature gains shell for 5 rounds.

 

Apprentice Conjury Spells
Spell Name Effect
Aid Target creature gets a +1 bonus to most rolls for 5 rounds.
Adloquium Heal a target for potency 2 hit points; target also gains a shield with a value of potency 2 that lasts for 5 rounds.
Astra Target creature gains astra (1) for 5 rounds or until expended.
Cura Heal a target for potency 6 hit points; this amount is halved if the target does not spend a healing surge.
Daylight Create an area of bright illumination.
Esuna Remove a status ailment from a creature.
Holy Spell attack deals potency 3 holy damage; resonance causes stun for 1 round.
Raise Revive a dead creature, restoring them to 1 hp/level.
Regen Target creature gains regen with potency 3 for 5 rounds.

 

Journeyman Conjury Spells
Spell Name Effect
Aidara Target gains +2 to most d20 rolls for 5 minutes.
Barriaga Allies within a 20-foot radius burst gain barrier against one energy type for 5 rounds.
Basunaga Allies within a 20-foot radius burst have a single status ailment with short remaining duration removed.
Bubble Target creature gains bubble (25%) for 5 rounds.
Curaga Allies within a 20-foot radius heal for potency 5 hit points; this amount is halved if the target does not spend a healing surge.
Esunara Remove all status ailments from a single target.
Medica Heal a target for potency 4 hit points; this amount is halved if the target does not spend a healing surge.
Null Target creature gains immunity to one energy type for 5 rounds.
Protectaga Allies within a 20-foot radius burst gain protect for 5 rounds.
Shellaga Allies within a 20-foot radius burst gain shell for 5 rounds.
Succor Allies within a 20-foot radius burst are healed for potency 3 hit points; targets also gain a shield with a value of potency 3 that lasts for 5 rounds.

 

Adept Conjury Spells
Spell Name Effect

 

Master Conjury Spells
Spell Name Effect

 

Thaumaturgy

Spells of the Thaumaturgy path.

Initiate Thaumaturgy Spells
Spell Name Effect
Blizzard Spell attack deals potency 2 ice damage; resonance causes immobilize for 1 round.
Fire Spell attack deals potency 3 fire damage at range; resonance causes burn for 1 round.
Magic Missile Bolt of force automatically hits a target, dealing potency 1 arcane damage.
Thunder Spell attack deals potency 2 lightning damage; resonance causes stun for 1 round.

 

Apprentice Thaumaturgy Spells
Spell Name Effect
Acid Spell attack deals potency 3 acid damage; resonance causes ongoing potency 1 acid damage for 3 rounds.
Aero Spell attack deals potency 4 wind damage; resonance disarms the target.
Blizzara Spell attack deals potency 4 ice damage; resonance causes immobilize for 3 rounds.
Fira Spell attack deals potency 5 fire damage at range; resonance causes burn for 3 rounds.
Scathe Spell attack deals potency 4 arcane damage.
Stone Spell attack deals potency 3 earth damage; resonance causes confusion for 1 round.
Thundara Spell attack deals potency 4 lightning damage; resonance causes stun for 2 rounds.
Water Spell attack deals potency 3 water damage; resonance pushes the target away from you.

 

Journeyman Thaumaturgy Spells
Spell Name Effect
Air Shield Surround target with orbs of elemental air, granting flight. Expend an orb to restore swift/immediate action and attacks of opportunity.
Blizzaga Deal potency 3 ice damage in a 30-foot cone; resonance causes immobilize for 1 round.
Earth Shield Surround target with orbs of elemental earth, granting regen. Expend an orb to gain a potency 3 shield.
Firaga Deal potency 4 fire damage in a 20-foot radius burst; resonance causes burn for 1 round.
Fire Shield Surround target with orbs of elemental fire, dealing potency 2 fire damage to melee attackers. Expend an orb to increase the potency of next spell by +1.
Flashfreeze Create an area of ice that causes creatures who move to move erratically, possibly become frozen.
Gyre Spout Create a globe of water that deals potency 3 water damage to those near it and causes ongoing water damage with potency 2.
Ice Shield Surround target with orbs of elemental ice, granting DR. Expend an orb to counter a physical attack.
Infernal Nail Create a pillar of flame that deals potency 4 fire damage to all near it.
Lightning Shield Surround target with orbs of elemental lightning, dealing potency 2 lightning damage to ranged attackers. Expend an orb to teleport up to 30 feet.
Lightning Tether Join two creatures with a tether of lightning; if not broken by your next turn, deals potency 5 lightning damage to both.
Mistral Shriek Send forth a shock wave of air, dealing potency 4 wind/sonic damage and strips status boons.
Shatterstones Create rocks infused with elemental earth that explode at the beginning of your next turn, dealing potency 3 earth damage.
Shout Deal potency 4 ice damage in a 30-foot cone; resonance causes deafen for 5 rounds.
Thundaga Deal potency 2 lightning damage in a 60-foot line; resonance causes stun for 1 round.
Water Shield Surround target with orbs of elemental water, granting regen. Expend an orb to restore potency 1 MP.

 

Adept Thaumaturgy Spells
Spell Name Effect
Firaya Spell attack deals potency 7 fire damage at range; a critical hit causes burn.

 

Master Thaumaturgy Spells
Spell Name Effect
Firaja Deal potency 6 fire damage in a 40-foot radius burst; creatures that fail the save with a natural 1 also gain burn.

 


March 2015

Path of Death
Grade Spell Other Reqs
Initiate Pain Harvest: After suffering damage, increase damage taken to gain mana. -----
Eye of Destruction: Discern the hidden flaws in any object made of lifeless matter. Initiate of Matter
Forensic Gaze: Determine cause and time of death; identify undead. -----
Grim Sight: Reveal connections to death. -----
Shadow Sculpting: Shape or strengthen shadows. -----
Soul Marks: Detect alterations to the soul. -----
Speak with the Dead: Detect and converse with undead creatures. -----
Apprentice Animate Shadows: Compel shadows to move, even to an unnatural place. -----
Corpse Unmasking: Determine if corpse has been modified to mask cause of death. -----
Final Sight: Have a vision of the last thing a dead creature saw. -----
Corpse Mask: Disguise the cause of death of a corpse. -----
Decay: Cause an object to corrode. -----
Entropic Guard: Leech energy from an incoming attack. -----
Ghost Summons: Summon the presence of a ghost or other undead. -----
Grant the Grim Sight: Grant a creature the benefits of the grim sight spell. Grim Sight
Lighten Anchor: Allow a ghost or similar undead to stray from its anchor. -----
Soul Jar: Create a physical receptacle for a soul. -----
Suppress Aura: Dampen an aura. -----
Touch of the Grave: Interact with ethereal objects. -----
Journeyman Control Ghost: Command undead to take a single action. -----
Curse of Withering: Affected object causes its user to lose hp gradually when used. -----
Destroy Object: Destroy a physical object. -----
Devouring the Slain: Siphon mana from a wounded creature. -----
Dissipate Illusion: Destroy an illusion. Journeyman of Prime
Entropic Shroud: Grant another creature entropic guard. Entropic Guard
Ghost Gate: Open gateway to the ethereal. -----
Ghostly Object: Turn an object ethereal. -----
Martyr's Bequest: If you die, bestow fortitude (Life), willpower (Mind), or mana (Prime) to allies. Journeyman of Life, Mind, and/or Prime
Quicken Corpse: Turn a corpse into a zombie or similar undead. -----
Restore Corpus: Heal an undead creature. -----
Sever the Soul: Remove the soul of a creature. -----
Summon Shadows: Summon shadows from nothing. -----
Suppress Own Life: Mimic death. -----
Transfer Anchor: Change a ghost or similar creature's anchor to a new object or location. -----
Adept Enervation: Cause a creature to gain negative levels. -----
Haunting: Transform a dying creature's spirit into a ghost. -----
Revenant: Transform a dying creature into an undead. -----
Rotting Flesh: Cause a living creature to decay. -----
Scourge Undead: Cause massive damage to an undead creature. -----
Slay Own Aura: Destroy your aura. -----
Soul Binding: Attach a soul to a soulless target. -----
Suppress Other's Life: Affect another creature with suppress own life. Supress Own Life
Twilight Shift: Enter the ethereal. -----
Master Devouring the Living: As Devouring the Slain, but can be used on an unwounded target. Devouring the Slain
Destroy Mana: Reduce a creature's mana, or destroy mana stored in a receptacle. -----
Quell the Spark: Dispel a spell. -----
Quicken Ghost: Restore a ghost or similar undead to a more stable mental state. -----
Steal Lifespan: Absorb the lifespan of a creature. -----
Summon the Dead: Request presence of a spirit that has passed on beyond the prime material. -----
Create Ghost: Call to the present the ghost of a creature long-dead. Adept of Mind, Apprentice of Time

 

Path of Elements
Grade Spell Other Reqs
Initiate Influence Heat: Guide flow of existing heat. -----
Influence Light: Guide flow of existing light. -----
Influence Sound: Guide flow of existing sound. -----
Nightsight: Gain darkvision. -----
Read Matrices: Perceive magical resonance and the flow of energy. -----
Receiver: Gain ultrasonic hearing. -----
Tuner: Listen in on transmitted information (such as radio). -----
Apprentice Alter Frequency: Alter a sound's frequency to make it sound deeper or higher. -----
Control Heat: Increase or decrease temperature of an area. -----
Control Light: Create or extinguish light. -----
Control Sound: Amplify or diminish sound. -----
Eyes of the Matrix: Grant the read matrices spell to another creature. Read Matrices
False Speech: Cause spoken words to be heard as other words. Apprentice of Mind
Friction Reduction: Reduce friction between two objects. -----
Influence Electricity: Alter the path of electrical current. -----
Influence Fire: Alter the direction or flow of an existing fire. -----
Invisible Object: Render an object invisible. -----
Kinetic Blow: Deal physical damage at a distance. -----
Unseen Shield: Create a field of energy that protects you from attacks. -----
Journeyman Autonomous Servant: Spell performs an extended action while you are otherwise engaged. Initiate or Master of Mind, (Opt) Apprentice of Space
Bestow Unseen Shield: Grant another the benefit of unseen shield. Unseen Shield
Call Lightning: Call lightning from the sky to strike a creature. -----
Control Electricity: Reroute or diminish electrical current. -----
Control Fire: Increase or decrease intensity of an existing fire. -----
Light Mastery: Create light from nothing or extinguish existing light sources. -----
Personal Invisibility: Caster becomes invisible. -----
Sound Mastery: Create sounds from nothing, or completely silence existing sounds. -----
Telekinesis: Move objects without touching them. -----
Telekinetic Strike: Strike a creature with telekinetic force. -----
Turn Projectile: Alter the course of a projectile. -----
Adept Bestow Invisibility: Grant a creature invisibility. -----
Burst of Speed: Walk and run inhumanly fast. -----
Change Weather: Alter local weather conditions, within normal possibility. -----
Control Velocity: Increase or decrease velocity of an object. -----
Fiery Transformation: Turn yourself into living flame. Adept of Life, (Opt) Adept of Matter
Friction Knife: Target takes damage just by moving. -----
Influence Magnet: Strengthen or weaken magnets, grant or remove magnetic resistance or vulnerability. -----
Levitation: Float slowly in the air. -----
Thunderbolt: Throw lightning from your hands. -----
Transform Energy: Turn one type of energy into another. -----
Unseen Hand: Telekinetically lift living creatures. Telekinesis
Master Adverse Weather: Create major weather disturbances, such as tornadoes or tsunamis. -----
Bestow Burst of Speed: Grant another creature the burst of speed spell. Burst of Speed
Bestow Levitation: Grant another creature the levitation spell. Levitation
Complete Invisibility: Become invisible without the need to maintain concentration. Personal Invisibility
Control Gravity: Alter the direction of gravity in an area. -----
Create Sunlight: Create an area of true sunlight. -----
Earthquake: Create a localized earthquake. -----
Electromagnetic Pulse: Generate an electromagnetic pulse. -----
Eradicate Radiation: Extinguish a source of nuclear radiation. -----
Flight: Fly through the air. -----
Increase Gravity: Increase the force of gravity in an area. -----
Nullify Gravity: Decrease the force of gravity in an area. -----
Velocity Mastery: Completely control an object or creature's velocity, even stopping bullets in midair. -----

 

Path of Fate
Grade Spell Other Reqs
Initiate Interconnections: Read sympathetic connections between people, places, and things -----
Quantum Flux: Mitigate or negate small factors that affect the caster's rolls. -----
Reading the Outmost Eddies: Knowledge of outcome of small random action in the vicinity. -----
Sacrifice Fortune: Forgo a critical success in exchange for mana. -----
Archer's Eye: Eliminate all random factors in ranged or firearm attack roll. Apprentice of Space, Apprentice of Life or Matter
The Sybil's Sight: Mage sight and detects qualities a mystic force has in fate. -----
Signs: Caster gains cryptic guidance from meaningful exercises of apparently random chance. -----
Winds of Fortune: Recipient evades or attracts good or ill fortune. -----
Apprentice Exceptional Luck: Treat 18 and 19 as natural 20's on future dice rolls. -----
The Evil Eye: Immediate ill fortune upon another. -----
Fortune's Protection: Fate is used to strengthen the caster's defense and protect him from harm. -----
Grant the Sybil's Sight: Grant another creature the Sybil's Sight spell. The Sybil's Sight
The Perfect Moment: Gain a small bonus to a skill check regarding social interaction. -----
Querulous Minds: Detect creatures that have had contact with the Forces. -----
Shifting the Odds: Push fate slightly to bring about slight good or bad luck. -----
Sniffing the Winds of Fate: Determine the subject's default "destiny." -----
Swearing an Oath: Swear a magical oath and gain small benefits if something tries to prevent you from fulfilling it. -----
Zone of Extremity: Mundane actions within the area resolve either as critical successes or critical failures. -----
Journeyman Alter Oath: Alter the terms of a magical oath. -----
Bad Penny: Enchants a cursed item so that when any one attempts to dispose of it, a chain of coincidences conspires to return it. -----
Bestow Exceptional Luck: Allows a creature to treat 18 and 19 as natural 20's on d20 rolls. -----
Blessing: Protects a creature from harm for a time. -----
Curse Object: Imbue an item with bad luck, which rubs off on its primary owner or user. -----
Grant Fortune's Protection: Grant the Fortune's Protection spell to another person. Fortune's Protection
Lucky Coin: Increase the equipment bonus an item grants. -----
Monkey's Paw: Decrease the equipment bonus an item grants. -----
Occlude Destiny: Hide a person or being's destiny from others. -----
Superlative Luck: Treat 16 and up as natural 20 on d20 rolls. -----
Adept Forbidden Fate: Specify a specific goal that you do not wish for an opponent to accomplish, and ill fortune will seem to plague the opponent every step of the way. -----
Gift of Fortune: Cause a distant object to be delivered to a person. Apprentice of Space
Probable Cause: Reroll future dice rolls. -----
Sanctify Oath: Magically enforce an oath another swears. -----
Sever Oaths: Sever an oath another has sworn, or modify one of your own oaths. -----
Unfettered: Reflexively counter offensive or harmful magic. -----
Master Break the Chains: Dispel or change the conditions of another's geas. -----
Forge Destiny: Create a destiny for a person or object, granting bonuses to fulfill it and penalties to fight it. -----
Forge Doom: Increase damage while a creature is within the influence of the chosen doom. -----
Geas: Place a magical oath upon another (potentially unwilling) target. -----
Great Curse: Target suffers a penalty to all rolls. -----
Unto the 7th Generation: Make magical oaths pass to the target's descendants. -----

 

Path of Prime
Grade Spell Other Reqs
Initiate Analyze Item: Identify the properties of a Magic item. -----
Discern Phantasm: See through illusion effects. -----
Dispel Magic: Dispel an existing spell from a path you can access. -----
Supernal Vision: Mage sight. -----
Apprentice Activate Item: Activate a Magic item. -----
Arcane Shield: Create a shield that protects against magic. -----
Counterspell: Counter a spell. -----
Ephemeral Image: Create two-dimensional illusions. -----
Primal Flow: Grant another creature the supernal vision spell. Supernal Vision
Sense the Threads: Sense when someone is scrutinizing or dispelling your spells. Apprentice of Space
Sigilization: Impose your aura on objects. -----
Transform Aura: Alter the nature of your aura, allowing you to hide your Force alignment, seem to be another type of creature, or remove it entirely. -----
Unseen Spy: Scrutinize or dispel others' spells without their knowledge. -----
Journeyman Armor of the Soul: Prevent effects that target a soul. -----
Celestial Fire: Create a blast of flame that affects your current plane and overlapping transitive planes (such as the ethereal). -----
Channel Mana: Siphon mana from a location without the necessary components. -----
Controlled Dispellation: Fray a spell to modify its targets. -----
Create Tass: Congeal mana into a solid, inanimate object. -----
Disguise Resonance: Alter the resonance of an area. -----
Dissipate Unreal Construct: Dissolve an illusion effect or an object made out of "unreal" matter. Journeyman of Death
Dissolve Tass: Destroy an object made out of mana. -----
Energetic Tass: Force mana into a tangible form of energy. Journeyman of Elements
Ephemeral Enchantment: Enchant an item to be able to affect ethereal creatures. -----
Imbue Mana: Imbue a creature with mana. -----
Ley Lines: Tap into existing ley lines to power a structure or equipment. -----
Magic Wall: Grant another creature the benefit of arcane shield. Arcane Shield
Phantasm: Create an inanimate phantasm. -----
Transform Other Aura: Alter the appearance of another's aura. -----
Supernal Script: Shapes energy into enchanted glowing pigment invisible to normal senses, but glows brightly to appropriate Mage Sight. -----
Adept
Disenchant: Permanently remove one Magic quality from a magic item. -----
Marionette: Create a solid illusion that mimics a nonhuman creature. -----
Phantasmal Weapon: Create an illusionary item that is substantial enough to be used as a weapon, shield, or other equipment. -----
Siphon Essence: Drain the Essence from a spirit, ghost, or locus to replenish your mana. -----
Siphon Integrity: Drain mana from inanimate objects, destroying them in the process. -----
Supernal Dispellation: Dispel any spell, regardless of whether you know the arcana involved. -----
Suppress Enchantment: Temporarily suppress the Magical qualities of an item. -----
Suppress Hallow: Suppress an active Hallow. -----
Master Create Complex Phantasm: Create a phantasm that can mimic a living person or complex machine. -----
Dead Zone: Create an antimagic zone. -----
Disjunction: Counter a spell or dispel a magic effect, even a magically-created antimagic zone. -----
Siphon Mana: Drain the mana from another mage to replenish your own. -----
Supernal Sense: The mage expands his sense of the Supernal until he can sense the presence and rough location of all active spells within a certain radius. Journeyman of Space