![]() The mage destroys undead beings by unraveling the magic that holds them together. This spell is the only way to direct Horrors and avoid disaster should one be summoned.Īpplies one Horror Mark to the target, at long range. Horrors, powerful astral beings, primarily attack marked people. The Horror Mark is an astral beacon only perceivable by Horrors. Communion Slaves cannot cast their own spells if there's a friendly Communion Master. This can be fatal.Īpplies the " Communion Slave" trait to the caster for only 20 Fatigue, plus Encumbrance. The master can continue to drain energy even from the communion slaves even if they become unconscious. Being a communion slave can be dangerous if there are multiple communion masters or if the master is more skilled than the slave. Mages who want to take advantage of the communion must cast the spell Communion Master (or carry an appropriate magic item). The caster opens his mind to allow other mages to guide his magic power. A communion with two communion slaves will grant all masters one extra level in all their paths, four slaves will grant two levels, eight slaves will grant three levels, and so on.Īpplies the " Communion Master" trait to the caster for only 20 Fatigue, plus Encumbrance. While in communion, all spells that only affect the caster will also affect all the communion slaves. The fatigue that comes from casting spells will be distributed among all communion members and the communion master will also be able to cast more powerful spells than he could alone. The mage who has cast this spell can use the magic power of the mages who have cast Communion Slave. Instantly moves the caster up to 30 battlefield squares away, with a random destination. The caster creates an instability in space that instantly transports him to another position on the battlefield. Instantly does 17 + STR Blunt DMG at long range (but can still miss), scaling with (+1 Dmg). The strength of the caster adds to the damage of the spell. The caster opens a rift in space and strikes through it with a fist hard as steel. This does NOT work underwater all of Dominions' water is fresh. Rolls against the trait happen every combat round. Instantly applies the "Desiccated" trait with an AOE of 1, at medium range. Affected units get 2d8 fatigue dmg each turn. Undead beings and constructs are not affected by this spell. The duration of the spell depends on the magic resistance of the targets. The dehydrated targets will become more and more exhausted and may eventually lose consciousness. This spell will affect a small number of targets with severe dehydration. Thaumaturgy is most famous in the late game as the school of Master Enslave, which allows a single very powerful caster or a communion with a large amount of penetration-boosting equipment to devastate an army. There are scrying spells ( Scrying Pool and Astral Window), some site-search spells ( Haruspex, Auspex, Gnome Lore, Augury), some very powerful but situational anti-undead spells ( Dust to Dust, Wither Bones), magic phase movement ( Teleport, Gateway, Astral Travel), and a few very powerful global enchantments ( Burden of Time, Vengeful Waters, Gale Gate, Dark Skies). The line of astral attack spells in Thaumaturgy – Mind Burn, Paralyze, Soul Slay, Enslave Mind – are unique in that they ignore distance and precision, and a group of astral mages casting them can be a potent force.īesides these, Thaumaturgy is mostly utility spells. The critical spells Communion Master and Communion Slave allow astral mages to form communions. Thaumaturgy is a small school, but its mind-affecting spells can be extremely powerful, particularly for astral mages. You might call forth the souls of victims a soldier has killed and send them after him, or create a window in space to observe distant lands. Manipulates the arcane world in ways traditionally associated with sorcery.
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