11.20 Thaumaturgy
Suppress and manipulate magical effects.
11.20.1 Cantrips
Detect Magic |
Usage time: Standard action. | Detection |
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Choose a Large (60 ft.) cone from you. You know whether any magical ✨ abilities were activated in that area since the start of the last round. This does not provide any information about passive magical effects, such as attuned spells. It also does not provide any information about the number or location of those magical effects.
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Rank 2: You also learn if any passive magical effects existed in the area. This is separate from your knowledge of active magical effects.
Rank 4: You can choose to create a Huge (90 ft.) cone instead.
Rank 6: You also learn the number of magical effects in the area.
Sense Magical Potential |
Usage time: Standard action.
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You discern whether one creature within Short (30 ft.) range has any magical ✨ abilities. This does not give you any information about the nature of those magical abilities.
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Rank 2: You can also discern whether the target has the ability to cast spells of any kind.
Rank 4: You can also discern which magic sources the target has access to, if they have access to any.
Rank 6: You can also discern which mystic spheres the target has access to, if they have access to any.
11.20.2 Spells
Enhance Magic – Might | Rank 1 |
Usage time: Standard action. | Attune |
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Whenever you cast a damaging spell that does not have the Sustain or Attune tags, you can choose to enhance it. If you do, the spell deals 1d4 extra damage when it deals damage for the first time. After you enhance a spell in this way, this effect ends.
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Rank 3: The extra damage increases to 1d8.
Rank 5: The extra damage increases to 2d8.
Rank 7: The extra damage increases to 4d8.
Magic Missile | Rank 1 |
Usage time: Standard action.
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Make an attack vs. Armor against anything within Short (30 ft.) range. This attack ignores cover and all miss chances.
Hit: 1d6 damage +1 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 1.
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An unerring projectile made of pure magical energy streaks towards your foe, inflicting damage unavoidably.
Spellseal | Rank 1 |
Usage time: Standard action.
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Make an attack vs. Fortitude with a +2 bonus to accuracy against one creature within Medium (60 ft.) range.
Hit: The target’s magic is partially sealed as a condition. The first time it tries to cast a spell while it is below its maximum hit points, the spell automatically fails with no effect instead. When the target fails to cast a spell in this way, this effect ends, and the target becomes immune to this spell until it finishes a short rest.
Critical hit: The condition must be removed an additional time before the effect ends.
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The attack’s accuracy increases by +1 for each rank beyond 1.
Dimensional Seal | Rank 2 |
Usage time: Standard action. | Sustain (attuneable, minor) |
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Make an attack vs. Mental with a +2 accuracy bonus against anything within Medium (60 ft.) range.
Hit: The target cannot be teleported. An object affected by this spell is left behind if it is carried by a creature that teleports.
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The attack’s accuracy increases by +1 for each rank beyond 2.
Dismissal |
Rank 2 |
Usage time: Standard action.
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Make an attack against anything within Medium (60 ft.) range. If the target is an effect of an ongoing magical ✨ ability, such as a summoned monster or created object, its defense against this attack is equal to 5 + twice the rank of the effect. Otherwise, this spell has no effect.
Hit: The target is treated as if the ability that created it was dismissed. This usually causes the target to disappear.
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The attack’s accuracy increases by +1 for each rank beyond 2.
Suppress Item | Rank 2 |
Usage time: Standard action. | Sustain (minor) |
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Make an attack vs. Mental with a +4 accuracy bonus against one Large or smaller magical ✨ object within Medium (60 ft.) range. If the object is attended by a creature, the attack must also beat the attending creature’s Mental defense.
Hit: All magical properties the target has are suppressed.
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The attack’s accuracy increases by +1 for each rank beyond 2.
Suppress Magic | Rank 2 |
Usage time: Standard action. | Sustain (minor) |
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Choose a single 5-ft. square within Medium (60 ft.) range. Make an attack against a random magical ✨ effect active in that square, if any exist. This can only target magical effects that are sustained or which have a specific duration. This includes brief effects, conditions, and Sustain abilities, but it does not include attuned effects or permanent magical abilities on creatures. It also does not include Curse effects, which are more difficult to remove. The attack cannot explode by any means.
The target’s defense against this attack is equal to 5 + twice its rank. For effects that have no specific rank, such as some monster abilities, treat their rank as being equal to one third of their level.
This spell cannot be used to interrupt or negate immediate effects, such as spells being cast. Identifying non-visual magical effects can be difficult, so you may have to guess which area to target.
Hit: The effect is suppressed as long as you sustain this ability.
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The attack’s accuracy increases by +1 for each rank beyond 2.
Teleportation Ward | Rank 2 |
Usage time: Standard action. | Attune |
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Teleportation into and out of a Large (60 ft.) radius emanation from you is impossible.
Cryptic Spells | Rank 3 |
Usage time: Standard action. | Attune |
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Whenever you cast a spell, you may choose to mimic the identifying characteristics of a different spell you know. If you do, the verbal components, somatic components, visual effects, and magical aura of the spell you are casting change to match the mimic spell. This affects inspection of the spell itself by any means. However, it does not alter the mechanical effects of the spell in any way. This change cannot fully remove verbal, somatic, or visual components. If the mimic spell does not have an identifying characteristic, the original characteristic of the spell you are casting is unchanged.
An observer who gets a critical success to identify the spell’s effects can identify the true spell that you are casting (see Identify Magical Effect).
Enhance Magic – Precision | Rank 3 |
Usage time: Standard action. | Attune |
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Whenever you cast a spell that does not have the Sustain or Attune tags, you can choose to gain a +4 accuracy bonus when you make your first attack with it. After you enhance a spell in this way, this effect ends.
Magic Missile Storm | Rank 3 |
Usage time: Standard action.
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Make an attack vs. Armor against all enemies in a Small (15 ft.) radius within Short (30 ft.) range. This attack ignores cover and all miss chances.
Hit: 1d6 damage +1 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 3.
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A barrage of unerring projectiles made of pure magical energy streak towards an area, inflicting damage unavoidably.
Reflect Magic | Rank 3 |
Usage time: Standard action. | Swift |
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You gain a +2 bonus to all defenses this round. In addition, whenever a creature within Medium (60 ft.) range of you misses or glances you with a magical ✨ attack this round, that creature treats itself as a target of that strike in addition to any other targets. The attacker cannot choose to reduce its accuracy or damage against itself.
Delay Teleportation | Rank 4 |
Usage time: Standard action. | Attune |
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Whenever a creature or object would teleport into a Large (60 ft.) radius emanation from you from outside of that area, that teleportation is delayed by a round. The teleporting creature or object remains stuck in the Astral Plane and can take no actions during that time. Creatures delayed in this way do not experience a delay, though they may be able to deduce that they were delayed based on observable evidence.
Whenever something is delayed in this way, you learn its approximate size and location within the area, allowing you to know which space or spaces it will occupy when it arrives. Creatures and objects delayed by this effect remain delayed even if you move such that their destination is no longer within the area of this effect. This does not affect teleportation away from the area unless that teleportation’s destination lies within the area.
Dimensional Lock | Rank 4 |
Usage time: Standard action. | Sustain (attuneable, minor) |
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This spell creates a dimensional lock in a Large (60 ft.) radius zone from your location. Extraplanar travel into or out of the area is impossible. This prevents all Manifestation effects and effects teleport targets or move them between planes.
Dispel Magic | Rank 4 |
Usage time: Standard action.
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This spell functions like the suppress magic spell, except that on a hit, the effect ends completely instead of being suppressed.
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The attack’s accuracy increases by +1 for each rank beyond 4.
Mighty Magic Missile | Rank 4 |
Usage time: Standard action.
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Make an attack vs. Armor against anything within Short (30 ft.) range. This attack ignores cover and all miss chances.
Hit: 1d6 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 4.
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An unerring projectile made of pure magical energy streaks towards your foe, inflicting massive damage unavoidably.
Second Mind | Rank 4 |
Usage time: Standard action. | Attune |
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Choose a magical ✨ ability you are currently sustaining that requires either a free action or a minor action to sustain. That ability is automatically sustained as long as this effect lasts. This can allow you to sustain that ability for longer than 5 minutes. This does not allow you to make any choices as part of sustaining the chosen ability, such as telling summoned creatures how to act. Instead, you always make the same choice you made the last time you manually sustained the effect.
Dead Magic Zone | Rank 5 |
Usage time: Standard action. | Sustain (minor) |
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Choose a zone within Medium (60 ft.) range. You can choose this spell’s radius, up to a maximum of a Medium (30 ft.) radius. Whenever a creature casts a spell in the area, that spell has a 50% chance to fail with no effect.
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You break an area’s connection to magic.
Distant Magic Missile | Rank 5 |
Usage time: Standard action.
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Make an attack vs. Armor against anything within Long (90 ft.) range. This attack ignores cover and all miss chances.
Hit: 1d8 damage +1 per power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 5.
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An unerring projectile made of pure magical energy streaks towards your foe, inflicting severe damage unavoidably.
Efficient Spellseal | Rank 5 |
Usage time: Standard action.
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This spell functions like the spellseal spell, except that it works even if the target is at full hit points.
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The attack’s accuracy increases by +1 for each rank beyond 5.
Enhance Magic – Echo | Rank 5 |
Usage time: Standard action. | Attune (deep) |
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Whenever you cast a spell that does not have the Sustain or Attune tags, you can choose to echo it. If you do, the spell takes effect again during your next action. It has the same choices for all decisions, such as targets. After you echo a spell in this way, this effect ends.
Greater Suppress Magic | Rank 5 |
Usage time: Standard action. | Sustain (minor) |
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This spell functions like the suppress magic spell, except that it can also affect Curse effects.
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The attack’s accuracy increases by +1 for each rank beyond 5.
Reflect Targeted Magic | Rank 5 |
Usage time: Standard action. | Swift |
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You gain a +2 bonus to all defenses this round. In addition, any targeted magical ✨ abilities that would target you this round also target the creature using that ability in addition to you. It cannot choose to reduce its accuracy or damage against itself. Any other targets of the ability are affected normally.
Wall of Magic Impedance | Rank 5 |
Usage time: Standard action. | Barrier, Manifestation, Sustain (attuneable, minor) |
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You create a Medium (30 ft. long) wall of magical energy within Medium (60 ft.) range. The wall is visible as a shimmering magical membrane that does not block sight. Objects, creatures, and mundane abilities can pass through the wall freely, but any magical ✨ ability treats the wall as an impassable barrier.
The wall has hit points equal to three times your power. After using this ability, you briefly cannot use it or any other Barrier ability.
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Rank 7: You can choose to create a Large (60 ft. long) wall instead.
Absorb Magic | Rank 6 |
Usage time: Standard action. | Attune (deep) |
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You gain a +1 bonus to your defenses against magical ✨ effects. In addition, the next time a magical ✨ attack beats your defenses, it has no effect on you. After you negate two attacks in this way, this spell’s effect ends.
Mighty Magic Missile Storm | Rank 7 |
Usage time: Standard action.
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Make an attack vs. Armor against all enemies in a Small (15 ft.) radius within Short (30 ft.) range. This attack ignores cover and all miss chances.
Hit: 1d8 damage plus 1d8 per 2 power.
Miss: Half damage.
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A massive barrage of unerring projectiles made of pure magical energy streak towards your foes, inflicting damage unavoidably.
Spellvoid | Rank 7 |
Usage time: Standard action. | Attune (deep) |
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Whenever you are targeted by a spell cast by another creature, before determining if it hits you, you absorb the spell. It has no effect on you. This does not prevent the spell from affecting other creatures. You cannot voluntarily allow spells cast by other creatures to affect you while this effect lasts. After you absorb three spells in this way, this effect ends.
11.20.3 Rituals
Analyze Magic | Rank 2 |
Casting time: One hour.
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Make a Knowledge check to identify a magical effect with a +5 bonus (see Identify Magical Effect).
This ritual requires one fatigue level from its participants.
Suppress Magic Aura | Rank 2 |
Casting time: One minute. | Attune |
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Choose one ally or unattended object within Short (30 ft.) range. All magical effects on the target, including any magic items a target creature wears or carries, are undetectable with abilities that detect magic.
This ritual requires one fatigue level from its participants.
Dispel Curse | Rank 3 |
Casting time: 24 hours.
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Choose yourself or one ally within Short (30 ft.) range. All curses affecting the target are removed. This ritual cannot remove a curse that is part of the effect of an item the target has equipped. However, it can allow the target to remove any cursed items it has equipped.
This ritual requires 18 fatigue levels from its participants.
Greater Analyze Magic | Rank 4 |
Casting time: One hour.
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Make a Knowledge check to identify a magical effect with a +10 bonus (see Identify Magical Effect).
This ritual requires one fatigue level from its participants.
Persistent Suppress Magic Aura | Rank 4 |
Casting time: 24 hours.
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Choose one Large or smaller unattended object within Short (30 ft.) range. All magical effects on the target are undetectable with abilities that detect magic. This effect lasts for one year.
This ritual requires 32 fatigue levels from its participants.
Supreme Analyze Magic | Rank 6 |
Casting time: One hour.
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Make a Knowledge check to identify a magical effect with a +15 bonus (see Identify Magical Effect).
This ritual requires one fatigue level from its participants.