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__**[[Illusionist Illusionist]]**__, __**[[Spells Spells]]**__

=====__**Illusion**__=====

__**Level 1 - Glittering Motes**__
Spell Cost: 4/2, Duration: 1(+1), Components: S, Type: Cantrip, Range: 100 feet, Save: Perc/2 for no effect, Area of Effect: One creature.
Allows the caster to create the illusion of colourful, glittering motes swirling in the air around the target, causing the target to suffer a -10 penalty to CA and MA for the duration of the spell.

100: The caster's vision becomes blurred for the initial duration of the spell, giving him a -10 penalty to CA and MA.
1: No Power Points used for the initial duration. The target suffers -20 penalties on CA and MA.

__**Level 1 - Illusionary Darts**__
Spell Cost: 5, Duration: Instantaneous, Components: S, Type: Cantrip, Range: 100 feet, Save: Perc/2 for half damage, Area of Effect: One creature.
Allows the caster to conjure glowing darts which will cause BC10 Psychic damage on any one target. This spell does not affect non-sentient creatures.

100: The backlash causes BC10 damage to the caster.
1: The target perceives a greater number of darts and takes 2BC10 damage.

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__**Level 2 - Detect Illusion**__
Spell Cost: 3, Duration: Instantaneous, Components: M, Type: Cantrip, Range: Sight, Save: N/A, Area of Effect: One creature or object.
This spell allows the caster to determine whether a person or object is cloaked by illusion. It does not pierce the illusion. The caster will perceive the illusory surface as flickering, insubstantial or partially transparent, but will not be able to see what truly lies beneath. This spell does not detect the presence of non-illusory magic.

100: Caster is struck blind for 10 minutes.
1: Caster can see the truth beneath the illusion.

__**Level 2 - Legerdemain**__
Spell Cost: 5, Duration: 30 minutes, Components: S, Type: Normal, Range: Self, Save: Special, Area of Effect: Caster.
Allows the caster to perform feats of prestidigitation, causing small objects to seemingly appear and disappear from his hands. The caster gains a +10 bonus to Entertainment and Sleight of Hand while this spell is in effect. (If the skills are not known, no bonus is gained.) Sleight of Hand also allows the caster to lace food or drink with poisons or sedatives.

If the audience is paying close attention to the illusionist in an effort to 'discover the trick,' a save vs. Perc/2 is allowed to spot the caster's actual movements beneath the cloaking magic. However, if the audience is not specifically scrutinizing the caster's actions, then there is no save.

100: The caster's hands are outlined by brightly colored light for 15 minutes, making it impossible for him to do anything subtly.
1: Entertainment and Sleight of Hand bonuses increase to +20.

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__**Level 3 - Focused Illumination**__
Spell Cost: 5/2, Duration: 10 minutes/5 minutes, Components: S, Type: Normal, Range: 5 feet, Save: 6" radius, Area of Effect: N/A.
This spell creates a tightly focused beam of bright light that illumines a six-inch radius. The improved illumination makes it easier to perform small, precision tasks with the aid of the focused light. Once cast, the light source cannot be moved more than two feet from its point of origin.

Pick Locks, and Traps/Snares (when dealing with delicate small-scale mechanisms) gain a +10 skill bonus when performed under a Focused Illumination. Other comparable tasks, such as Medicine-based attempts to remove barbed arrows from battlefield injuries, may gain a similar bonus at GM discretion.

100: Caster is blinded for 10 minutes.
1: Skill bonus increases to +15.

__**Level 3 - Ignition**__
Spell Cost: 4/2, Duration: 1(+1), Components: S, Type: Cantrip, Range: 100 feet, Save: Perc/2 to reduce duration to one round, Area of Effect: One creature.
This spell causes flames to erupt around the target creature causing BC6 Psychic damage immediately and at the end of each round it is sustained. If after the first round of the spell the target spends an action patting out the flames, he has a chance to realize that they're illusory (a Perc roll). If the roll succeeds, the spell is broken.

100: The flames erupt around the caster, doing BC6 damage for two rounds.
1: The flames do BC8 damage, no initial save allowed.

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__**Level 4 - Image Capture**__
Spell Cost: 8, Duration: One hour, Components: S, Type: Normal, Range: 100 feet, Save: N/A, Area of Effect: Special.
The Illusionist can capture a live scene and encode the imagery onto a small object for later replay. When activated, an Image Captured scene projects itself as a miniature version of real events, replicating both visual and auditory elements. The recorded scene cannot be altered or manipulated when recorded or played back in this fashion; however, while recording it, the caster may choose to emphasize certain events by focusing on them instead of recording everything from a static wide-view angle.

100: Caster is blinded and deafened for 1 hour.
1: Duration is up to 15 minutes.

__**Level 4 - Lesser Invisibility**__
Spell Cost: 8, Duration: One hour, Components: S, Type: Normal, Range: Self, Save: Special, Area of Effect: Caster.
This spell renders the illusionist invisible, though neither soundless nor scentless. The spell is broken if the illusionist attacks or casts any combat-related spell, but otherwise remains for up to one hour. All observers are allowed a Perc/2 save to spot the caster if he casts any non-combat spell. Hostile creatures targetting an invisible mage have a -50 penalty to CA and MA (mitigated by Blindfighting at HTH). Wary or alarmed observers may save vs. Perc/2 to spot the invisible illusionist.

100: Caster is struck blind for one hour.
1: Duration is two hours.

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__**Level 5 - Illusionary Arrows**__
Spell Cost: 8, Duration: Instantaneous, Components: S, Type: Normal, Range: 100 feet, Save: Perc/2 for half damage, Area of Effect: One target.
Allows the caster to conjure glowing arrows which cause 2BC10 Psychic damage to the target. This spell does not affect non-sentient creatures.

100: The caster takes 2BC10 damage.
1: Double damage.

__**Level 5 - Static Illusion**__
Spell Cost: 10, Duration: One hour per caster level, Components: S, Type: Normal, Range: 100 feet, Save: Special, Area of Effect: 10' cube.
This spell creates a stationary visual-only illusion that can be up to a 10' cube in size. Static Illusion can be used, for example, to make a treacherously weakened rope seem strong, to cover up the mouth of a pit trap, or to conceal a pressure plate in a floor.

People who are making a careful visual examination of the area are allowed a Perc/2 save to see through the Static Illusion. Since the illusion does not cover touch, sound or smell, the truth may also be discovered through these means. The Static Illusion does not detect as magical to spells and Powers which do not specifically detect for illusions.

100: The area beneath the failed illusion is magically highlighted and rendered perfectly clear in every detail for the next hour.
1: Save is Perc/3.

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__**Level 6 - Silence Steps**__
Spell Cost: 8, Duration: One hour, Components: S, Type: Normal, Range: Touch, Save: N/A, Area of Effect: One person.
Creates a minor silencing dweomer around the spell's recipient, effectively quieting the subject's footsteps, the rustle of clothing, and other small incidental noises. While the spell is in effect, the subject gains a +15 bonus to Stealth if the skill is known.

The subject cannot speak (including V-component spellcasts or command words) or make any other voluntary noise without breaking the spell. If used in conjunction with invisibility effects or spells such as Circle of Darkness, Silence Steps incurs a -20 penalty to opponents' Blindfighting skill. If the Blindfighting skill is not known, there is no additional penalty.

100: All incidental noises made by the subject for the next hour are amplified and clearly audible to everyone within a 100' radius, making Stealth impossible.
1: Duration is doubled.

__**Level 6 - Limited Illusion**__
Spell Cost: 5/2, Duration: 10 minutes/5 minutes, Components: S, Type: Normal, Range: 100 feet, Save: Special, Area of Effect: Special.
Creates a minor illusion affecting one sense of the caster's choice: sight, smell or sound. It is not possible to create physical sensations ('touch' illusions) by means of this spell. An image created by visual illusion can be no larger than a 1' cube per caster level.

Within the limits of the spell range, the caster can direct the illusion to move freely. Auditory illusions can be no louder than the reasonable range of a single voice; thus it is possible for the caster to create the illusion of a lion's roar, but not to replicate the shrieks of an entire flight of dragons overhead.

If observers have some reason to suspect that the illusion is not real, a save vs. Perc/2 is allowed to see through the deceptive magic. The Limited Illusion does not detect as magical to spells or Powers which do not specifically detect for illusions.

100: The magic goes horribly awry, causing the caster to be plagued by some harmless but bizarre illusory effect for the next 30 minutes (GM's discretion).
1: The illusion can encompass two senses instead of only one.

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__**Level 7 - Blur**__
Spell Cost: 10, Duration: One Hour, Components: S, Type: Normal, Range: Self, Save: N/A, Area of Effect: Caster.
Distorts and partially duplicates the caster's form, creating a deceptively blurred effect that makes the illusionist more difficult to strike. The caster gains a +30 Defense bonus while Blurred.

100: Caster is illumined and clearly highlighted for the next five rounds. Attacks against him gain a +30 CA bonus.
1: Initial duration doubled.

__**Level 7 - Sighting Eye**__
Spell Cost: 7/2, Duration: 10 minutes/5 minutes, Components: S, Type: Normal, Range: One mile/Special, Save: N/A, Area of Effect: Special.
This spell creates a semi-substantial illusionary eye about the size of a man's fist. The eye is created at the caster's location, hovers four feet above the ground, and has a 50' range of sight in a 120-degree arc in front of it. The Sighting Eye possesses darkvision and has Perception equal to its creator's, but it cannot hear, smell or touch anything. It can move up to 100' per round. The caster may dismiss the Eye at any time by stopping the spell.

While the illusionist is controlling the Sighting Eye, he sees everything that it sees. The illusionist is in a partial trance during this time and can neither fight nor cast spells, although he can speak (and thus communicate what he sees). The Sighting Eye can be directed to go anywhere the caster wills, though it cannot venture more than 1 mile away from its creator.

Because the Sighting Eye is only a semi-substantial illusion, it is incapable of moving or affecting any physical object. It cannot open doors or windows, nor can it disarm traps (its detection chances are equal to the caster's).

The Sighting Eye will take up to 10 points of damage before being dispelled. It has 0 Defense and qualifies as a 'sentient' construct, allowing it to be damaged by Mystic and Illusion spells as well as those which affect physical matter. Wary creatures may receive a save vs. Perc/2, modified at GM discretion, to detect the Sighting Eye if it passes within their sensory range.

100: Caster is blinded for 1 hour.
1: Initial duration doubled. The Sighting Eye is invisible to everyone but its creator.

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__**Level 8 - Darkness/Light**__
Spell Cost: 8/2, Duration: 4(+1), Components: S, Type: Normal, Range: 100 feet, Save: N/A, Area of Effect: 30' radius.
Allows the caster to create darkness or light within a 30 foot radius. In the case of darkness, those within the radius suffer a -50 penalty to CA, and a -50 penalty to MA to cast non-area effect spells into or through the darkness. These penalties are mitigated by the Blindfighting skill when at hand-to-hand range. Any affected creatures may escape the darkness by spending an action moving out of the radius of effect. If light is created, it is an ideal, ambient light, ranging from soft reading light to full noonday brightness, granting a +10 to Perception saves to notice details. When magical light and magical darkness effects come into conflict, the higher-level effect overrides the lower-level one. In the case of equal level effects, the most recently cast takes precedence.

100: The caster is blinded for five rounds.
1: The initial duration is doubled.

__**Level 8 - Mask of Many Faces**__
Spell Cost: 12, Duration: One hour per three caster levels, Components: M, Type: Normal, Range: Self, Save: Special, Area of Effect: Caster.
Creates a full illusion encompassing all five senses and masking the caster's person as that of someone else. It is not possible to duplicate a specific person by means of this spell. The illusion does not deceive magical detection methods such as alignment-sensing effects or mindreading spells.

For the duration of this spell, the caster may choose to appear as any humanoid creature up to 50% larger or smaller than the illusionist's original size. A human illusionist could appear as a halfling or an AEsir, but a dwarven illusionist would not be able to make himself look like an ogre. The caster's actual physical characteristics (height, weight, etc.) do not change.

The caster may change disguises a number of times equal to one-third his level. Each transformation requires one full minute of concentration and cannot be performed in combat. Observers may save vs. Intuition to sense something amiss with the illusion-cloaked mage, and Perc/2 to see through the illusion after being alerted to the spell.

100: Caster loses double the normal Power cost and goes blind for an hour.
1: Duration is doubled.

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__**Level 9 - Create Illusion**__
Spell Cost: 10, Duration: One minute per caster level, Components: S, Type: Normal, Range: 100 feet, Save: Perc/2, Area of Effect: 1' cube per caster level.
This spell allows the caster to create an illusion encompassing all five senses, although tactile illusions cannot cause actual damage or physical pain beyond slight discomfort. The noise level can be up to the equivalent of a lion's roar or a crowd of ten people shouting. A save vs. Perception/2, modified at GM discretion, allows observers to recognize the illusion as a magical deception.

100: Caster gets a splitting headache, suffering -50 MA for the next hour.
1: No Power points spent. Duration and intensity of illusion are doubled.

__**Level 9 - Sharpen Senses**__
Spell Cost: 10, Duration: 30 minutes, Components: S, Type: Normal, Range: Touch, Save: N/A, Area of Effect: One creature.
Enhances the senses of one willing creature, who gains a +20 bonus to Perception for the next half hour. The subject's range of hearing and vision is doubled, and the subject also gains a +15 bonus to Perception-based saving throws (including saves vs. Bardic Powers, but not skill checks such as Traps and Snares detection rolls).

100: Caster is blinded and deafened for 1 day.
1: Subject gains a +30 Perception bonus.

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__**Level 10 - Blur Other**__
Spell Cost: 10/2, Duration: 2(+1), Components: S, Type: Normal, Range: 50 feet, Save: N/A, Area of Effect: One target.
Allows the illusionist to distort and partially displace the image of a willing creature, making that being more difficult to strike. The spell's recipient gains a +30 Defense bonus while Blurred.

100: Caster suffers a painful headache. -30 MA for the next half hour.
1: Initial duration is four rounds.

__**Level 10 - Illusionary Knives**__
Spell Cost: 13, Duration: Instantaneous, Components: S, Type: Normal, Range: 100 feet, Save: Perc/2 for half damage, Area of Effect: One to three creatures.
Creates the illusion of three knives which cause BC10 Psychic damage each. The caster may direct the knives at up to three opponents. This spell has no effect against nonsentient targets.

100: The caster takes 3BC10 damage.
1: The knives each do maximum damage. No additional critical roll.

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__**Level 11 - Multiple Images**__
Spell Cost: 15, Duration: 10 rounds/Special, Components: S, Type: Normal, Range: Self, Save: N/A, Area of Effect: Caster.
Creates duplicate images of the caster that are indistinguishable from the real illusionist, mirroring every sound and motion she makes. One image is created for every 3 levels of the caster, up to a maximum of five replicas at Level 15. The images are clustered within a 5' radius.

If the caster has another defensive spell up (such as Blur, Illusion Level 7), then all the duplicate images share the same effect. Otherwise the illusions should be considered as having 0 Defense, regardless of any armor or protective items worn by the original caster.

People targeting the illusionist with spells or weapons should roll randomly to see which they hit. If one of the false images is struck, it vanishes with a pop. If the real illusionist is struck, then all the images immediately reshuffle places, and mirrored injuries appear on the illusions as well. Area-effect damage spells will destroy all images within their radius.

If the multiple images are not destroyed, they fade away on their own after 10 rounds. Only five images can ever exist at any one time; recasting this spell will replace any duplicates that have been destroyed, but cannot exceed that limit.

100: No images form, and the caster is illumined by a halo of bright light. All attacks targeted at her gain a +15 bonus to hit.
1: The illusionist gets six Multiple Images.

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__**Level 12 - Triggered Illusion**__
Spell Cost: 15, Duration: Special, Components: S/V, Type: Ritual, Range: 100 feet, Save: Special, Area of Effect: Special.
This spell creates an elaborate illusion encompassing visual, auditory and olfactory elements, as well as minor physical sensations (heat/cold, tingling, light pressure). The illusion does not appear instantly when the spell is completed; instead it is triggered by a single condition which the caster must specify at the time of casting.

The trigger condition must be simple (only one sentence long) and localized to the area. An acceptable condition would be 'Trigger an illusion of a collapsing ceiling as soon as someone steps on the center floor tile in this room.' It would not be possible to set a condition like 'Trigger this illusion when someone steps on the center floor tile in the Duke's palace.'

The illusion can be up to 1 minute long per caster level, and can encompass an area up to a 5' cube per caster level. Once set off, the illusion's magic is expended, but otherwise it will last up to one week per caster level. Observers who have some reason to doubt that the illusion is real may save vs. Perc/2 to see through the magic.

100: Caster is drained of all Power for the remainder of the day.
1: The illusion may be triggered twice (if desired) before its magic is expended.

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__**Level 13 - Shadowfiend**__
Spell Cost: 12/3, Duration: 1(+1), Components: S, Type: Normal, Range: 100 feet, Save: Special, Area of Effect: Shadowfiend.
This spell creates the semi-substantial illusion of a shadowfiend, a fanged and clawed creature that appears vaguely humanoid but seems to be made entirely out of amorphous shadow. Despite its appearance, it is not undead and does not take special damage from light-based attacks.

The shadowfiend is fully under the control of the caster, but is capable of doing nothing other than moving or attacking. It is a created illusion, not a living thing, and is neither intelligent nor capable of communication. Because of its partially physical nature, the shadowfiend is able to damage nonsentient creatures as well as sentient ones. All damage inflicted by the shadowfiend counts as Shadow damage.

The shadowfiend has the following stats: 15 Stamina (+1 Stam per caster level, up to a maximum of 35 Stamina at Level 20), 90 CA, claw/claw/bite for BC6+1/ BC6+1/ BC8+2 damage, 15 Defense, 20 Speed, 40 Strength, all saving throw stats equal to its creator's.

When the shadowfiend first appears, all who glimpse it may save vs. Perc/2 to realize the semi-substantial nature of the beast. If the save succeeds, then the shadowfiend loses its Defense and causes only BC4 damage per attack on this target. Only one save is allowed per person per encounter.

100: Shadowfiend materializes at HTH range and attacks its creator for 3 rounds.
1: The shadowfiend has 100 CA and 50 Speed.

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__**Level 14 - Invisibility**__
Spell Cost: 12/2, Duration: 1(+1), Components: M, Type: Normal, Range: Self, Save: N/A, Area of Effect: Caster.
This spell renders the caster completely invisible, though he is neither soundless nor scentless. While invisible, spells and attacks directed at the illusionist suffer a -50 penalty to CA or MA. Blindfighting will mitigate this penalty at HTH range. The caster can attack and cast spells normally, subject to the usual prohibitions while sustaining Invisibility.

Objects and equipment carried by the illusionist at the time of casting are also turned invisible, but become visible again if dropped or set down. Objects which are picked up by the invisible illusionist after casting remain visible, but can sometimes be hidden (for example, by tucking them beneath the folds of an invisible cloak).

100: Caster is stunned for BC10 rounds by the strain.
1: Initial duration is doubled.

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__**Level 15 - Shadow Bolt**__
Spell Cost: 15, Duration: Instantaneous, Components: M, Type: Normal, Range: 100 feet, Save: Perc/2 for half damage, Area of Effect: One creature.
Allows the caster to create the semi-substantial illusion of an onrushing missile, which begins as a tiny mote and rapidly expands with a fearsome shriek before it impacts for 5BC8 Shadow damage. A save vs. Perc/2 is allowed for half damage.

The Shadow Bolt is partially substantial and can affect nonsentient targets, but all such targets automatically take half damage. (There is no additional save against this damage; it is simply assumed that nonsentient targets already ignore the illusionary part of the spell's effect.)

100: Caster takes 5BC8 damage from the misdirected Shadow Bolt.
1: Shadow Bolt increases in intensity, causing 5BC10 damage.

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__**Level 16 - Purge Illusion**__
Spell Cost: 15/2, Duration: 1(+1), Components: M, Type: Normal, Range: 100 feet, Save: Special, Area of Effect: 50' radius.
This spell dispels all illusions within its area of effect, including certain monsters' natural abilities as well as spells and Powers. Illusionists of equal or lower level than the caster have their effects automatically dispelled. Against illusions created by those of greater skill, the caster has a base 50% chance to dispel, minus 2% per level difference. The caster's own illusions are also Purged.

Non-sustained illusions, such as Multiple Images, Static Illusion, or Triggered Illusion, are immediately and permanently dispelled. Sustained effects, including Invisibility, are negated only as long as the Purge is sustained and reappear afterward.

This spell has no effect against instantaneous illusions (including Shadow Bolt, Illusionary Knives, and Illusionary Darts). It will negate a sustained Ignition, but not the initial damage. It will not dispel semi-substantial illusions like Shadowfiend or Shadow Dragon, but everyone seeing a shadow creature under the influence of Purge Illusion will automatically succeed in their Perception saves.

Naturally invisible creatures, such as certain air elementals, are not affected by Purge Illusion, since their invisibility is not caused by any veiling magic.

100: Any hostile creatures in the area of effect become invisible to the caster and his allies for three rounds.
1: Initial duration is three rounds.

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__**Level 17 - Shield of Shadows**__
Spell Cost: 17, Duration: One hour, Components: S, Type: Normal, Range: Special, Save: Special, Area of Effect: Caster.
Drawing upon quasi-substantial shadowmagic, the caster creates a blurring, distorting shield around herself. This serves as a 25-point Physical shield, and the caster gains a +25 Defense bonus as long as it is in effect. The shield expires after one hour.

100: Caster takes 3BC10 Shadow damage from uncontrolled magic.
1: Shield will absorb 30 points of damage before evaporating.

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__**Level 18 - True Seeing**__
Spell Cost: 20, Duration: 10 rounds, Components: M, Type: Normal, Range: Sight, Save: N/A, Area of Effect: Caster.
Allows the caster to see all things as they truly are. This spell negates Blur, Multiple Images, Blindness, and similar deceptive effects. It also permits the caster to clearly see invisible creatures and those veiled by illusions. True Seeing does not dispel any of these illusions; it merely allows the caster to see the truth.

At GM discretion, some high-level spells and effects may block True Seeing. When this occurs, the caster will be aware that some illusion is in effect, but will not be able to see through it.

100: Caster is completely fooled by all illusions during the next hour. All applicable saves are automatically failed and the caster accepts everything as truth.
1: Duration is 15 rounds.

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__**Level 19 - Shadow Dragon**__
Spell Cost: 20/4, Duration: 1(+1), Components: M, Type: Normal, Range: 100 feet, Save: Special, Area of Effect: Shadow Dragon.
Creates the semi-substantial illusion of an adult dragon with glossy black scales and shadowy wings. The Shadow Dragon is a mere illusion, not a living creature, and is neither intelligent nor capable of communication. It can only move or attack as directed by its creator. The Shadow Dragon can fly, although it ceases to exist if it moves more than 100' from the caster.

Because of its partially substantial nature, the Shadow Dragon is capable of damaging non-sentient targets as well as sentient ones. It is not specially vulnerable to light-based attacks or those which affect real dragons.

The Shadow Dragon has the following stats: 20 Stamina (+1 per caster level, up to a maximum of 45 Stamina at Level 25), 100 CA, claw/claw/bite for BC8+2/ BC8+1/ BC10+3 or breath weapon for 3BC8 damage in a cone up to 25' long and 10' wide (save vs. End/2 for half damage), 20 Defense, 25 Speed, 50 Strength. All save stats are equal to the caster's. The breath weapon can be used only every other round. Damage inflicted by the Shadow Dragon counts as Shadow damage.

When the Shadow Dragon first appears, all who see it are allowed a save vs. Perc/2 to realize the semi-substantial nature of the beast. Those who succeed can ignore the Shadow Dragon's Defense, take only BC6 damage from its physical attacks, and suffer half damage from its breath weapon (1/4 damage upon a save vs. End/2). Only one Perc save is allowed per person per encounter.

100: Shadow Dragon materializes at HTH range and attacks its creator for three rounds.
1: The Shadow Dragon has 110 CA and 50 Speed.

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__**Level 20 - Substantial Illusion**__
Spell Cost: 20/3, Duration: 10 minutes/5 minutes, Components: M, Type: Ritual, Range: 100 feet, Save: Special, Area of Effect: 5' cube per caster level.
Creates an illusion incorporating all five senses. The fabrication appears real in every way to non-magical inspection: illusionary chairs are solid enough to support sitters' weight, illusionary food tastes real and confers a feeling of fullness if eaten, illusionary fire feels hot and creates illusionary smoke that can make observers' eyes water.

A Substantial Illusion can cause up to BC10 Psychic damage per round (damage takes effect at the end of each round). If the Substantial Illusion causes damage, all those affected may save vs. Perc/2 to see through the illusion each round, and the caster must make a Will check to sustain it each round. If a targeted creature makes a successful save, only that creature is freed of the illusion's effect; if the illusionist fails a save, all within it are freed.

The caster can affect physical reality to a limited degree with Substantial Illusion. Any severe strain on the fabrication requires a roll vs. Will, modified at GM discretion, for the illusionist to maintain the spell. This spell cannot be cast in combat, and all effects cease to exist as soon as the caster stops concentrating.

For example, a Substantial Illusion of a magical bridge spanning a chasm would require a Will check to maintain its physical reality if people attempted to cross on it. A Substantial Illusion of an iron-barred door would require a Will check to remain intact if an orcish war party tried to smash through it with a battering ram.

100: Caster is lost in a coma for 1 day.
1: Any Will checks made to sustain the reality of the Substantial Illusion gain a +20.

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