Magic: Spells D-F

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A list of magical spells for all magic-using classes.

The spells index includes a full index of all spells, as well as an explanation of some of the terms used in these descriptions.

 

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

 

Spells (D - F)

The following is an alphabetical list of Spells, from D to F.

DISENCHANT
Path: Prime
Level: Mag Adept
Components: V, S
Casting Time: 5 minutes
Range: Touch
Target: One touched Magic item
Duration: Instantaneous
Mana Cost: Mag (16 mp)
Saving Throw: Will negates (see text)
Spell Resistance: No
With a commanding voice and the sign for 'emptiness,' you shatter the magic imbued in an object, rendering it powerless.
For each Magical property the held item has, make a dispel check against DC 11 + the effect's caster level. If you succeed, you potentially remove that property from the item, permanently.
Once you have made each dispel check, the item makes a Will save against this spell's saving throw DC. If the item fails, it permanently loses all the affected functions. If it succeeds, it retains them, and you cannot attempt to use this spell on the item again until your caster level increases. If the item fails the saving throw and you did not remove all its Magical functions, you can cast this spell upon it again.
This spell has no effect on items that are not Magic-aligned, nor does it have any effect on artifacts. Epic Magic-aligned items are immune to mortal magic such as this.

 

DISPEL MAGIC
Path: Abjuration
Level: Mag Initiate
Components: V, S
Casting Time: Standard
Range: Medium (100 feet + 10 feet/caster level)
Target or Area: One caster, object, or creature; or 20-ft.-radius burst
Duration: Instantaneous
Mana Cost: Mag (1 mp)
Saving Throw: None
Spell Resistance: Yes
With an utterance of a word of power, you unravel the weave of a spell whose nature is known to you.
You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another caster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.
Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.
You choose to use dispel magic in one of two ways: a targeted dispel or an area dispel.
 
Targeted Dispel
One creature or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
If you target a creature or object that is the effect of an ongoing spell, you make a dispel check to end the spell that conjured the object or creature. You cannot disrupt the innate functions of a magic item with this spell, though if it has had spells cast upon it, you can dispel them.
You automatically succeed on your dispel check against any spell that you cast yourself.
 
Area Dispel
When dispel magic is used in this way, the spell affects everything within a 20-foot radius.
For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected.
For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.
For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.
For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing spell is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.
You may choose to automatically succeed on dispel checks against any spell that you have cast.

 

FIRA
Path: Thaumaturgy [Fire]
Level: Mag Apprentice
Components: V, S
Casting Time: Standard
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature (see text)
Duration: Instantaneous
Mana Cost: Mag (4 mp)
Saving Throw: None
Spell Resistance: Yes
Out of the ground, raze all greenery with flame!
Make a spell attack against a single creature. This spell deals potency 5 fire damage to the target if you hit. (You make a spell attack by making an attack roll using your BAB and your Intelligence modifier; spell attacks are always resolved as touch attacks.)
You can also use this spell to attack objects. This spell sets fire to combustibles and damages objects, provided you can successfully hit them. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze.
Resonance: The target gains the burn status for 3 rounds. (A spell's resonance effect occurs if the result of either your attack roll or a target's saving throw is within your resonance bound in regards to the target's AC for your attack roll, or the target's saving throw result in regards to your spell's saving throw DC.)

 

FIRAGA
Path: Thaumaturgy [Fire]
Level: Mag Journeyman
Components: V, S
Casting Time: Standard
Range: Medium (100 feet + 10 feet/level)
Area: 20-foot radius burst
Duration: Instantaneous
Mana Cost: Mag (9 mp)
Saving Throw: Reflex half
Spell Resistance: Yes
Starfire, awake and deliver your judgement!
This spell produces a ball of flame, which you can place anywhere in range, provided you have line of sight and effect to the target location. All creatures in the area suffer potency 4 fire damage, with a successful Reflex save halving the damage.
This spell sets fire to combustibles and damages objects within the area affected. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze.
Resonance: The target gains the burn status for 1 round. (A spell's resonance effect occurs if the result of either your attack roll or a target's saving throw is within your resonance bound in regards to the target's AC for your attack roll, or the target's saving throw result in regards to your spell's saving throw DC.)

 

FIRAJA
Path: Thaumaturgy [Fire]
Level: Mag Master
Components: V, S
Casting Time: Standard
Range: Long (400 feet + 40 feet/level)
Area: 40-foot radius burst
Duration: Instantaneous
Mana Cost: Mag (25 mp)
Saving Throw: Reflex half
Spell Resistance: Yes
Smouldering flames far below, punish the wicked!
This spell produces a ball of flame, which you can place anywhere in range, provided you have line of sight and effect to the target location. All creatures in the area suffer potency 6 fire damage, with a successful Reflex save halving the damage.
This spell sets fire to combustibles and damages objects within the area affected. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze.
Resonance: The target gains the burn status for 3 rounds. (A spell's resonance effect occurs if the result of either your attack roll or a target's saving throw is within your resonance bound in regards to the target's AC for your attack roll, or the target's saving throw result in regards to your spell's saving throw DC.)

 

FIRAYA
Path: Thaumaturgy [Fire]
Level: Mag Adept
Components: V, S
Casting Time: Standard
Range: Medium (100 feet + 10 feet/level)
Target: One creature (see text)
Duration: Instantaneous
Mana Cost: Mag (16 mp)
Saving Throw: None
Spell Resistance: Yes
Purge the wicked from these lands!
Make a spell attack against a single creature. This spell deals potency 7 fire damage to the target if you hit. (You make a spell attack by making an attack roll using your BAB and your Intelligence modifier; spell attacks are always resolved as touch attacks.)
You can also use this spell to attack objects. This spell sets fire to combustibles and damages objects, provided you can successfully hit them. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze.
Resonance: The target gains the burn status for 5 rounds. (A spell's resonance effect occurs if the result of either your attack roll or a target's saving throw is within your resonance bound in regards to the target's AC for your attack roll, or the target's saving throw result in regards to your spell's saving throw DC.)

 

FIRE
Path: Thaumaturgy [Fire]
Level: Mag Initiate
Components: V, S
Casting Time: Standard
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature (see text)
Duration: Instantaneous
Mana Cost: Mag (1 mp)
Saving Throw: None
Spell Resistance: Yes
Destruction of nature, gather in flame!
Make a spell attack against a single creature. This spell deals potency 3 fire damage to the target if you hit. (You make a spell attack by making an attack roll using your BAB and your Intelligence modifier; spell attacks are always resolved as touch attacks.)
You can also use this spell to attack objects. This spell sets fire to combustibles and damages objects, provided you can successfully hit them. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze.
Resonance: The target gains the burn status for 1 round. (A spell's resonance effect occurs if the result of either your attack roll or a target's saving throw is within your resonance bound in regards to the target's AC for your attack roll, or the target's saving throw result in regards to your spell's saving throw DC.)