Magic: Thaumaturgy Spell List
From Trinity Wiki
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.
ACID ARROW
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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 5 acid damage to that creature; if you hit a secondary target, you deal potency 2 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. |
ACID MIRE
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Level: Mag Journeyman |
Path: Thaumaturgy [Acid, Zone] |
Casting Time: Standard action |
Range: Medium (100 feet) |
Area: 10 foot radius |
Duration: Brief combat (5 rounds) |
Defense: Fortitude |
Spell Resistance: Yes |
Mana Cost: 9 |
You transform the ground beneath your enemies' feet to hellish slime that eats away at flesh and bone. |
Make a magical attack against all creatures in the area. If you hit, you deal potency 6 acid damage; you deal half damage on a miss. |
You also create a zone in the area affected by this spell. Any creature that ends its turn in the zone takes potency 2 acid damage. If a creature falls prone in the zone, that creature takes potency 2 acid damage. |
RESONANCE |
The creature gains acid vulnerability for 5 rounds. |
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, 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
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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. |
CINDERFALL
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Level: Mag Journeyman |
Path: Thaumaturgy [Fire, Zone] |
Casting Time: Standard action |
Range: Medium (100 feet) |
Area: 10 foot radius |
Duration: Brief combat (5 rounds) |
Defense: Reflex |
Spell Resistance: Yes |
Mana Cost: 9 |
A thousand motes of ash and fire manifest in the sky, burning and blinding those caught in the firestorm. |
Make a magical attack against all creatures in the area. If you hit, you deal potency 4 fire damage; you deal half damage on a miss. |
You also create a zone in the area affected by this spell. Any creature that ends its turn in the zone takes potency 2 fire damage. Creatures within the zone suffer a -2 power penalty to attack rolls. |
RESONANCE |
The creature is blind until the end of your next turn. |
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 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. |
COLOR SPRAY
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Level: Mag Journeyman |
Path: Thaumaturgy [Radiant] |
Casting Time: Standard action |
Range: Personal |
Area: 30 foot cone |
Duration: Instant |
Defense: Will |
Spell Resistance: Yes |
Mana Cost: 9 |
You splay your hands, and emit a blinding burst of rainbow light. |
Make a magical attack against all creatures in the area. If you hit, you deal potency 4 radiant damage, and the target is dazed until the end of your next turn; you deal half damage on a miss. |
RESONANCE |
The creature is stunned until the end of your next turn. |
CONCUSSIVE ECHO
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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
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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
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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
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Level: Mag Apprentice |
Path: Thaumaturgy [Ice] |
Casting Time: Standard action |
Range: Medium (100 feet) |
Area: 10-foot radius emanation |
Duration: Brief Combat (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 3 ice damage; if you miss, you deal half damage. You also create a zone in the area affected by this spell. |
Any creature that ends its turn in the zone takes potency 2 ice damage. |
RESONANCE |
Creatures affected by this spell's initial effect become slowed for 5 rounds. |
GUARDIAN BLADES
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Level: Mag Apprentice |
Path: Thaumaturgy |
Casting Time: Standard action |
Range: Close (30 feet) |
Target: One ally |
Duration: Brief (5 rounds) |
Defense: None (see text) |
Spell Resistance: No |
Mana Cost: Mag (4 mp) |
Spectral blades appear around your ally, floating in a ring that ward off attackers. |
Whenever a creature makes an attack against the target of this spell, if that creature is within the target's reach, that creature takes potency 3 arcane damage. This effect is treated as an opportunity attack. |
A creature can only trigger this spell's effect once on its turn. |
RESONANCE |
This spell has no resonance effect. |
LIGHTNING BOLT
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Level: Mag Journeyman |
Path: Thaumaturgy [Lightning] |
Casting Time: Standard action |
Range: Medium (100 feet) |
Target: Up to three creatures, no two of which can be more than 45 feet apart |
Duration: Instant |
Defense: Reflex |
Spell Resistance: Yes |
Mana Cost: 9 |
Brilliant strokes of blue-white lightning erupt from your outstretched hand. |
Make a magical attack against the targets. If you hit, you deal potency 5 lightning damage if you targeted three creatures; potency 6 if you targeted two; or potency 7 if you targeted one. If you miss, you deal half damage. |
RESONANCE |
If you targeted one creature, the target is stunned until the end of your next turn. (A stunned creature grants combat advantage and can take no actions.) |
If you targeted two creatures, the target is dazed until the end of your next turn. (A dazed creature can only take one action - standard, move, or swift - on its turn, and grants combat advantage.) |
If you targeted three creatures, the target is dazzled until the end of your next turn. (A dazzled creature takes a -2 penalty to all attack rolls and skill checks.) |
MAGIC MISSILE
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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 penetrating potency 3 arcane damage to your target. |
RESONANCE |
This spell has no resonance effect. |
RAY OF FROST
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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 create a bolt of frigid purple energy around your hand and send it hurtling toward your foe. |
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
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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 5 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
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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
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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. |
THUNDERSTAFF
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Level: Mag Journeyman |
Path: Thaumaturgy [Sonic] |
Casting Time: Immediate action (see text) |
Range: 10 feet |
Target: One creature |
Duration: Instant |
Defense: Fortitude |
Spell Resistance: Yes |
Mana Cost: 9 |
You create a staff made of barely-contained thunder, which you slam into the ground, hurtling a creature away from you. |
You can cast this spell as an immediate interrupt in response to a creature entering a square within 10 feet of you. |
Make a magical attack against the target. If you hit, you deal potency 8 sonic damage, and the target is dazed and deafened until the end of your next turn. If you miss, you deal half damage, and the target is deafened until the end of your next turn. |
You can push the target up to 25 feet. |
RESONANCE |
The target is also knocked prone. |
THUNDERWAVE
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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
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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, the selected boon is instead suppressed for 5 rounds. |