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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.