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Manipulates the arcane world in ways traditionally associated with sorcery. 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. – Illwinter.
Thaumaturgy is a small school, but its mind-affecting spells can be extremely powerful, particularly for astral mages.
The critical spells Communion Master and Communion Slave allow astral mages to form communions. 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.
Besides these, Thaumaturgy is mostly utility spells. 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).
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.
On top of that, it has the Site-Searching Rituals for Fire, Air, Earth, and Nature.
Spell | Paths | Description | Effect |
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Sleep Ray | 1 | The sleep ray will affect a small number of enemies right in front of the mage. Those who fail to resist will instantly fall into a magical slumber. | Applies "Asleep" at point-blank range, with an AOE of 1. Magic Resistance negates. |
Spell | Paths | Description | Effect |
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Desiccation | 2 | This spell will affect a small number of targets with severe dehydration. The dehydrated targets will become more and more exhausted and may eventually lose consciousness. The duration of the spell depends on the magic resistance of the targets. Undead beings and constructs are not affected by this spell. Affected units get 2d8 fatigue dmg each turn. MR + DRN vs 22 negates the effect. | Instantly applies the "Desiccated" trait with an AOE of 1, at medium range. Rolls against the trait happen every combat round. This does NOT work underwater; all of Dominions' water is fresh. |
Farstrike | 21 | The caster opens a rift in space and strikes through it with a fist hard as steel. The strength of the caster adds to the damage of the spell. | Instantly does 17 Blunt DMG at long range (but can still miss), scaling with (+1 Dmg). |
Blink | 1 | ||
Communion Master | 1 | ||
Communion Slave | 1 | ||
Horror Mark | 2 | ||
Dust to Dust | 1 | ||
Decay | 1 | ||
Frighten | 1 | ||
Seven Year Fever | 11 | ||
Curse | 11 |
Spell | Paths | Description | Effect |
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Spell | Paths | Description | Effect |
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Spell | Paths | Description | Effect |
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Spell | Paths | Description | Effect |
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Spell | Description | Effect |
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Magic | |
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Concepts | Blood Hunting • Communions • Empowerment • Gems • Items • Magic Sites • Research |
Categories | Combat Magic • Ritual Magic • Notable Spells |
Paths | Fire • Air • Water • Earth • Astral • Death • Nature • Blood • Holy |
Schools | Conjuration • Alteration • Evocation • Construction • Enchantment • Thaumaturgy • Blood • Divine |