Illusionism
Illusionism works on the basic concept that people will accept what they see. Therefore, illusion spells that rely specifically on creating things that were not there before do not give those who behold it an automatic save. However, the instant that anyone has a reason to disbelieve the illusion, they recieve a saving throw. Further note, that physical fortitude will not help anyone against having their noodle messed with, as such, only saving throw bonuses that specifically refer to Illusionism & M.E. bonuses count towards resisting illusions (Base save is still 12 or higher).Level One
Befuddle
Range: 30m (100ft)
Duration: Two minutes per level of experience
Saving Throw: Standard
M.P.: 6
An enchantment that temporarily causes its victim to become
confused and disoriented by warping their perception of
everything around them. While not nearly as extreme as vertigo,
it is still very effective. Concentration and reactions are
impaired. Those affected are -2 to striike, parry and dodge;
attacks per melee are reduced by half and skills suffer a penalty
of -20%. Each castingt only affects one person. Successful save
vs. magic means the spell has no affect.
Chameleon
Range: Self or others by touch
Duration: Four minutes per level of experience
Saving Throw: None
M.P.: 6
This spell enables the affected to seemingly alter the color and
pattern of their clothes and body, enabling them to blend into
the surrounding environment. Movement lowers the effectiveness.
90% prowl skill when not moving.
70% prowl skill if moving less than 1m per melee round or slower.
20% if moving 2m per melee round
Totally ineffective if moving any faster.
Concealment
Range: Up to 10m (30ft) away
Duration: Five minutes per level of experience
Saving Throw: None
M.P.: 6
Thunderclap
Range: Directly affects the immediate area
(10m/33ft) around the caster, but can be heard up to 1km away.
Duration: Instant
Saving Throw: vs. Horror Factor
M.P.: 4
The invocation produces a booming clap of thunder that is so loud
that it seems to make the air vibrate. A thunderclap is exceelent
means of alerting or signaling allies, as well as a way of
intimidating ones enemies. As an intimidation device, it will
momentarily startle and distract everyone other than the caster.
This provides the creator of the thunder with a bonus of +5 on
his init, +1 to strike, parry, and dodge, and creates a horror
factor of 8 (all characters within the area must roll to save vs.
horror factor).
Ventriloquism
Range: 3m (10ft)
Duration: Instant
Saving Throw: None
M.P.: 3
This trick enables the caster to perfectly use ventriloquism and
throw their voice. If they have good imitation skill they can
even 'put words' in another persons mouth.
Level Two
Aura of Power
Range: Self or one other by touch
Duration: One minute per level of experience
Saving Throw: None
M.P.: 4
The target of this spell is surrounded by a glowing, golden aura
that makes them seem more experienced and imposing than they
really are! Effectively makes the character seem
three levels higher, 50% stronger than they really are, and 1d4+2
to M.A. Excellent when trying to bluff or look important.
Charismatic Aura
Range: 20m (66ft) radius
Duration: 6 melees per level of experience
Saving Throw: Standard
M.P.: 10
A particularly handsome tool of deception, this magic can be cast
upon the caster or another person. The spell instantly enhances
that person's P.B. by 8, increasing their charism and charming
all who behold them. Although the focal point of the spell is the
person on whom it was cast, it affects everybody within a 20m
(66ft) radius (emanating from the person with the charismatic
aura). Thus, everybody in that radius is allowed a saving throw
vs. magic. Those who successfully save will not be affected;
those who fail to save are affected and will respond accordingly.
The person with the charismatic aura can invoke one of three
responses: friendship/trust, power/fear, and successful
deception.
Friendship/Trust: The first few words
spoken will set up the response. Thus, a statement of friendship,
peace, or trust will inspire those sentiments in everyone
affected.
Power/Fear: A statement of power, anger,
strength, or vile intent will strike awe and fear into everyone
affected. Effectively causes a horror factor of 13.
Successful Deception: This enables the person
with the charismatic aura to convincingly lie like a master
con-man, there is a 1-80% chance that those affected will believe
anything he tells them.
Fool's Gold
Range: By touch or up to 2m (6ft) away
Duration: Five minutes per level of spell caster
Saving Throw: Standard; those who save recognize
it to be fool's gold. Those with a strong knowledge of metals are
not fooled.
M.P.: 10
This illusion enables the magical to cause any object to appear
to be made of gold. After the magician leaves, the object will
still retain its gold apperance until the spell elapses. The
effect is temporary, and upon close examination by those who can
recognize precious metals, it is clearly not gold.
Northern Lights
Range: Affects a 10m (33ft) area and can be cast
up to 20m (66ft) away.
Duration: 1 minute per level of experience
Saving Throw: Standard
M.P.: 12
This spell conjures forth a kaleidoscope of swirling, changing
colors that dazzle and entrance all who behold it. Victims will
gaze helplessly into the beautiful dancing colors, not speaking,
moving, attacking, etc., for the duration of the light show. All
senses return at the spells end. However, the magic is broken if
any of the entranced people are attacked.
Level Three
Apparition
Range: 10m (33ft)
Duration: One minute per level of experience
Saving Throw: Standard
M.P.: 20
The illusionist can create a realistic apparition in the form of
a horrible creature or weird thing that will attack anybody that
comes within 5m (16ft) of it. The apparation can appear as any
known supernatural creature or an imaginary 'thing', like a
man-eating refrigerator, and so on. The creature will always have
at least three attacks per melee, but no more than six; +2 to
strike, +3 to parry, and +6 to dodge, incredibly strong, and has
a horror factor of 10. These illusionary monsters are commonly
used to block passages and guard entrances.
Although an illusion, it will appear completely real and seems to
sweat, bleed and interact just as one would expect it to. Combat
should be conducted as usual. The illusion is so complete that
any characters fighting it will imagine suffering real damage
from the beast! Although the damage is imaginary and disappears
when the apparition vanishes, the characters will react as if
they are really hurt. Should the opponent of the apparition die
(or so he believes), he will fall unconcious for 2d4 minutes from
shock. The experience is traumatic; roll to save vs. insanity. If
the roll is a failure, roll percentile dice on the Random
Insanity Table.
There are only three ways to destroy the illusion: 1) A
successful save vs. magic will cause it to disappear (at least
for that individual). 2) Plunge a rod or something made of iron
into it. 3) Wait for the magic's duration time to elapse.
Horrific Illusion
Range: 10m (33ft)
Duration: Two minutes per level of experience
Saving Throw: vs. Horror Factor 14
M.P.: 10
The illusionist creates a frightening illusion of a horrible
sight using common images such as a hundred large (presumably
poisonous) spides, other insects, snakes, dangerous animal(s),
known monsters, or fire or the like. Everybody who sees the
illusion must roll to save vs. horror factor 14. A failed roll
means that the character is momentarily stuned. However, that
illusion is so real, that any character who fails to save will
not dare to engage or go past it, but can try to find another
route around it.
Invisibility: Simple
Range: Self only (includes clothes and articles
on one's person.
Duration: Three minutes per level of experience
Saving Throw: None
M.P.: 15
The spell caster and anything they are wearing or carrying at the
time is turned completely invisible. Any object picked up
afterward remains visible. Likewise, any item that is dropped
become visible. Neither normal nor nightvision can detect
invisibility, only beings who can naturally, psionically, or
magically "see the invisible" can see the character.
(Infrared, heat detectors, and scent tracking (animal) can also
pinpoint the invisible person).
Although the invisible person is imperceptible to the eye, they
still retain physical mass. They cannot go through walls nor can
weapons pass harmlessly through them. The character still makes
noise, leaves footprints, and phyiscal and magical
contact/attacks still affect them as usual.
While invisible, the can talk, weave spells, walk, climb, run,
open doors, carry objects, and perform other acts of physical
exertion, including combat, and remain invisible. The
invisibility is terminated when the magic's duration time elapses
or the mage cancels the spell.
Opponents who cannot see their invisible target are -6 to strike,
parry, or dodge against them.
Multiple Image
Range: Self
Duration: One minute per level of experience
Saving Throw: Special. Viewers may be able to
see through the illusion and identify the person, but such rolls
vs. magic are at -6.
M.P.: 7
An illusion that creates three identical images of the caster.
Each image mimics his every movement exactly. Only piercing the
false image with iron will dispel it. This is a great way to
confuse, scare, and distract an opponent or an angry mob. The
deception also provides the mage with a bonus of +2 on
initiative, +2 to dodge, and +1 to strike.
Level Four
Hallucination
Range: Touch or 1m (3.3ft)
Duration: 3 minutes per level of experience
Saving Throw: Standard
M.P.: 30
The invocation creates a mystic illusion or delusion that the
mage implants in another's mind, thus only that one person
experiences that illusion. Whatver the illusion is, it seems
completely real to its victim. The person hallucinating will
react and interact with the image regardless of what anybody else
may say or do. A successful save vs. magic means that the magic
has no effect. Note: A mind block adds a +3
bonus to save vs. hallucination.
Illusory Wall
Range: Can be cast up to 150m away and affects
300 square meters per level of the spell caster, area affect
Duration: 15 minutes per level of the spell
caster
Saving Throw: vs. Magic -2
M.P.: 15 for simple, 30 for elaborate
This spell enables the caster to create an illusion of a wall of
almost any sort. This can be done to cover/hide or change the
appearance of a real wall. Or the magic can be used to create the
illusion of wall tailored to fit it's surroundings, so that a
'wall' in the junge could appear as a dense weave of plants,
trees, and vines, or as a crumbling stone covered with vines. A
wall in the city could look like solid stone or wood, or M.D.C.
or wire in modern/future settings, or even outlandish looking
walls of insect-like resin, goo, fire, ice, or a force field.
The illusion can penetrated by an individual only if they should
touch the wall and make a save vs. magic, or has some legitimate
reason to disbelieve the illusion. A failure to save means the
wall looks and feels (even tastes and smells) real! A successful
save means the character will rass right through as if it wasn'
there or was a ghost image. Those who failed to save, but see a
comrade walk through the wall and/or claim it is an illusion get
to roll save vs. magic again. A successful roll means they too
see it as an illusion, however, if they fail to save again, there
is no amount of reasoning that can convince him that it's not
real (reacts appropriately), at least no until its duration ends
and it disappears.
Please note that this wall is only an illusion and will not stop
vehicles, projectiles, or any other attack leveled against it,
although the characters who believe the illusion may believe it
doesn. Mainly, the person repsonds to it as if it is real; most
people who see it from a distance will have no reason to doubt
its existence and will respond to it accordingly.
Invisibility: Superior
Range: Self or others by
touch
Duration: Three/One minutes per level of experience
Saving Throw: None
M.P.: 20/40
A powerful spell that makes the spell caster invisible to all
means of detection! Infrared, ultraviolet, heat, and motion
detectors, see aura, presence sense, sense magic, sense evil, and
even an animal's sense of smell cannot locate the invisible
person! No footprints are made, there is little sound (prowl
85%, and the power to see the invisible will only reveal a
semi-transparent, ghost-like image of the character (which gives
attackers a penalty of -2 to strike). The spell caster and
anything they are wearing or carrying at the time is turned
completely invisible. Any object picked up afterward remains
visible unless tucked under the invisible garments. Likewise, any
item that is dropped become visible.
Unlike invisibility: simple, this super-cloaking magic is broken
if the character engages in combat/attacks. At that instant, he
becomes completely visible. This is unless they opt to pay more MP for the more powerful version of the spell which enables them to attack, but has a shorter duration. Note: This spell and
the simple version cannot be combined.
Reflection
Range: Up to 5m (17ft) away
Duration: Two minutes per level of experience
Saving Throw: None
M.P.: 7
This spell has two features, both of which can be used to
entertain and confuse.
1. The sorcerer can magically 'freeze' the current reflection in
a mirror or any reflective surface. This is typically done to
perserve visual evidence, to leave a clue, or as a warning.
2. The caster can make their reflected image appear in any or all
reflective surfaces within a 5m (17ft) radius. This is usually
done to surprise/startle, threaten, or confuse others. In this
case, the mage must have a mirror of his own or access to a
reflective surface to create the reflected image that is
transmitted. Furthermore, this image is not froze, so the mage
can move and gesture. This is a transmitted reflection
from the mirror available, consequently, other images may be
deliberately or accidentally caught in the reflection and
transmitted to appear in the mirrors (other people and background
images that may indicate his location, comrades, etc). The
reflections are just an image, there is no sound, so
communication can only be done through sign language, pantomime,
or writing (which appears backwards).
Level Five
Illusion Booster
Range: As per illusion
Duration: Double that of original illusion
Saving Throw: None
M.P.: 15+
This is an auxiliary spell that piggy-backs with another illusion
and doubles the duration. Only applicable to illusion magic and
cannot be used more than once for the same cost, instead, each
additional boost is doubled in cost. A double duration boost is
15 M.P., a triple duration boost is 30, a quadruple duration is
60, a qintuple duration is 120, etc, etc.
Mizer (By Prettz)
Range: Can move up to 10ft+10 per level from attack
point
Duration: Instant
Saving Throw: None
M.P.: 40
A rather unique illusion spell which the caster uses a large
cloth, typically a cloak or cape by spinning and covering himself
with it. Once the opponent hits the cloak or cape, he will
realize that the caster is gone and is hitting nothing but cloth.
The mage re-appears (minus the cape or cloak) somewhere else
nearby.
World Bizarre
Range: Can be cast up to 60m (200ft) away,
radius affect.
Duration: One melee round per level of
experience
Saving Throws: Special
M.P.: 40
World Bizarre is a little known illusionary spell that some
consider to be a Spell of Legend. It temporaryily transforms a
small area (10m/33ft radius per level of spell caster) into a
terrifying and hostile domain. World Bizarre causes everything in
the area of affect, the ground, trees, people, vehicles, etc., to
take on a demonic and monstrous apperance: arms and tree limbs
turn into clawed hands or tentacles, mouths are filled with huge
fangs, eyes glow, living creatures look like monsters, and
various other weirdness. The area radiates fear with a Horror
Factor of 17 and everything in this magically transofmred world
seems hostile and dangerous.
Those outside the world bizarre who fail to save vs. H.F. will
not enter it. A successful save vs. H.F. means that the character
has the emotional fortitude to endure the world bizarre, but
suffers the following penalties: -1 attack per melee round, -2 on
initiative, -2 to strike and parry, -10% on the peformance of all
skills.
If caught inside the area of effect and failing to save vs. H.F.,
the character will run to just beyond its borders as they being
to turn into monsters, and may flee the area entirely, depending
on the circumstances and mental endurance. Those magically
transformed into monsters (save vs. magic of 17 or higher or
remain unchanged) suffer the same feelings of horror and
penalties, but instantly return to normal as soon as they flee
the area of affect.
Level Six
Illusion Manipulation
Range: Can be cast up to 150m away per level of
the spell cast and affect up to 100 square metters per level of
experience; area affect.
Duration: 30 minutes per level of experience
Saving Throw: -1 to save against a simple
illusion, -4 to save vs. an elaborate one
M.P.: 25 for a simple 'visual' illusion, 60 for
an elaborate illusion.
This spell is another one of those "piggyback" castings
that rides on and affects a different spell. Normally, once an
illusion is cast, it cannot be changed. So, for example, if a
character shoots an arrow at an illusionary wall, the arrow goes
right through it, indicating it is an illusion. However, if the
mage is within range of one of his illusions and casts the
Manipulation spell, he can adjust the illusion to
"seem" to respond. Staying with the example above, the
mage can make appear as if the arrow broke against the wall.
Likewise, trees or branches can appear to break, catch fire, be
brushed out of the way, etc. The point of this spell is to make
an illusion seem all the more real.
The spell caster who created the illusion is the only one who can
cast and manipulate his creation. To do so, the mage must
concentrate on the images and illusion he's trying to maintain as
well as events happening around him and/or those he's trying to
fool. All melee actions of the mage are spent on this endeavor,
but even so, he cannot possibly respond to more than 12 different
actions per melee round or several things being done
simultaneously; roll initiative (+4) to see if the mage can
respond fast enough that nobody notices a slight delay in the
event and the reaction to it.
Level Seven
Illusory Forest
Range: Can be cast up to 150m away and affects a
square kilometer (1000m) per level of the spell caster, area
affect.
Duration: 30 minutes per level of the spell
caster
Saving Throw: -1 to save against a simple
illusion, -4 to save vs. an elaborate one (only -3 if an alien
looking forest).
M.P.: 45 for a simple 'visual' illusion (no
sound, smells, rustling in the wind, etc.) forest with few
details. 90 for an elaborate illusion, i.e. a forest that seems
alive and real in every way - the sound of scurrying animals,
chirping birds the smell of flowers, etc.
Note: Only vegetation can be created with this
illusion, not buildings, caves, rivers, hills, and other land
features.
This spell enables the mage to create an illusion of a forest:
the trees and vegetation of a typical woodland or jungle. The
exact type of flora and details is up to the imagination of the
spell caster and can be made to fit in with the surroundings or
look unique, frightening, or downright alien.
A simple forest illusion is ideal for camouflage or making an
area seem "spooky" or too dense and treacherous, as to
hopefully keep would-be pursuers and opponents, or Travelers
away. The simple illusion relies entirely on the visual image
alone, meaning there are no sounds, smells, or motion that a real
forest has. Still, this deceptive 'image' is effective from a
distance and when placed in a real forest to change its
apperance. Changing the appearance of a forest can be used to
conceal landmarks or to make false ones, or to make them appear
in the wrong place. These tactics can confuse and/or misdrect
travelers/opponents, or make the area seem menacing or too
difficult to traverse.
The elaborate forest illusion will have all the sights, scents,
and sounds of the genuine article and seems very real. It can be
used for all the purposes noted above as well as to conceal a
lair, etc. The lush, illsuory canopy of trees wil conceal people
and places on the ground from aerial observers.
Illusory Terrain
Range: Can be cast up to 150m away and affects a
square kilometer (1000m) per level of the spell caster, area
affect.
Duration: 30 minutes per level of the spell
caster.
Saving Throw: -1 to save against a simple
illusion, -4 to save vs. an elaborate one (only -3 if an alien
looking terrains).
M.P.: 55 for a simple 'visual' illusion (no
sound, smells, rustling in the wind, etc.) forest with few
details. 120 for an elaborate illusion, i.e. a complete landscape
(of what-ever) that seems alive and real in every way.
Fundamentally the same as Illusory Forest, except that virtually
any type of terrain and landscape can be created.
Level Eight
Curse of the World Bizarre
Range: 20m (66ft,
line of sight) or by touch
Duration: 1d4 days per level of the spell caster
Saving Throw: -1 to save vs. magic
M.P.: 100
This is a powerful, and in many ways, cruel illusion. The chosen
target gets to make a save. vs. magic, with failture indicating
they have been cursed. The cursed individual sees everything in
the manner of the World Bizarre spell. Everything in sight,
including themselves, is seen as something monstrous with
writhing tentacles, slobbering mouths, glaring eyes, etc. These
things are a mental delusion, but to the victim they seem very
real. Sleep is almost impossible, and the victim of this curse
lives in a constant state of fear, agitation and uncertainty.
Worse, it is impossible for him to discern "real"
monsters from those imagined.
Characters with an ME of 10 or higher will be able to understand
that this is an illusion, but are still paranoid, jumpy, and
easily startled and confused. Penalties (from mental and physical
exhaustion and disorientation): -20% on skill performance, -3 on
initiative, reduce speed by 25%, reduce attacks per melee round y
one, and cannot recognize real monsters.
Characters with an M.E. of 9 or less, suffer double penalties,
and may come to believe their delusion is real! Roll once on the
following table to determine permanent insanity.
01-30 Lucked out! No permanent insanity.
31-40 Phobia: Monstrous looking daemons
41-50 Phobia of the spell caster who gave the curse.
51-60 Obession: Monsters and daemons, hates 'em and likes to see
them suffer and be destroyed.
61-70 Delusion: Even after returning to normal, the character
belives he is really a superhuman monster banished from his
demonic homeworld and forced to walk among humans as punishment
for some crime or act of betrayal. The delusional character may
even fabricate stories of his past life as a daemon and an
imaginary crime for this punishment of being made
"mortal".
71-80 Affective Disorder: Disgusted by anything with tentacles or
slime, and will go to any lengths to avoid them.
81-90 Intimidated by Monsters & Daemons: The first set of
penalities above occur whenever threatened by a monster. Tries to
avoid them.
91-00 Invasion of the Body Snatchers Syndrome: Acute
paranoid toward all nonhumans, especially shapechangers.