Alchemy Spells | Arcane Spells | Ceremony Spells | Combat Spells | Common Spells | Conjuring Spells | Divination Spells | Elemental Spells | Enchanting Spells | Illusion Spells | Mind Spells | Necromancer Spells | Physical Spells | Race Spells | Raw Spells | Rune Spells | Circle of Power Spells | Spellcraft Spells | Summoning Spells | Transport Spells |
Illusions are just that, a deception of reality brought about by manipulating the senses of the observer. Illusions can only be cast where a material reality exists, which means they cannot be used on the astral plane.
Illusions rarely alter physical reality, instead they alter the data being feed to the victims senses to convince them of a different reality.
Casters of illusions can only effect senses they themselves have, so if a creature has more than the five basic human senses they may be able to detect a flaw in the illusion and gain a roll to remove it (with a bonus). Likewise, illusions that consist of less senses than the target has may be seen through due to that lack of reality, as long as the target would normally be using a sense not covered.
An illusion of a picture on a wall would be completly convincing as long as people only looked at it. The instant someone tried to touch it then extra senses would enter into consideration and the GM should allow a disbelieve roll.
Illusions can be removed in one of two ways, disbelieving them or dispelling them.
Disbelieving a spell requires the target to have some grounds to do so, you cannot go around disbelieving everything every five minutes. This will be up to the GM to adjudicate. When a player asks to disbelieve some thing the GM should allow rolls and then say 'no effect' if you do not accept their reasons. If they roll 3 on the dice they know that they will have disbelieved any illusions, so they will have to work out whether the GM is playing with their minds or not, just like the illusion does.
In some circumstances the GM may consider allowing a disbelieve roll the first time an illusion is encountered, to see if the mind of the viewer accepts it, this should be +1 harder than a normal roll however if there is no reason to doubt it. The GM may wish to do these rolls secretly.
Base disbelieve rolls should be a Mind(6) roll.
Some illusion spells listed below are only useable in conjunction with the Illusion spell, they act as a pseudo-sense to give the illusion more reality. GMs should imagine in their minds exactly what an illusion is doing and attempt to find fault with it. Some illusions are inherently faulty; eg - in a pitch dark room an illusion of light is created, but unless the illusion spell actually creates light, which most do not, then the illusion is completely that. What does the target see, only what they imagine within their own mind. Merely moving around and feeling their surroundings will likely reveal the illusion for the falsehood it is, because the dark reality will not likely match the imagined reality. As illusions are only false sensory data the GM can take a soft approach to their effects if they wish. Where an illusion would normally result in an impossibility occurring you can allow the victim a roll to disbelieve the illusion. If the victim fails then they will either continue on and likely injure themselves, or the GM can rule that they fall into a coma and the illusion is completed in their mind. Alternatively you might say (and this is easiest) that illusions that create such impossible situations are impossible - you cannot create the illusion of light in a dark room. You might demand that the target must be able to use the sense being targeted for it to have an effect. A blind man cannot be fooled by visual illusions. A visual creature cannot see the illusion of light in a dark room because it is dark.
Eg - a soldier approaches a ravine over which an illusionary bridge has been created. Assuming he fails to notice this is an illusion he will walk onto the bridge. Naturally this is not possible so he would fall into the ravine and die. Alternatively the GM can say he falls into a coma as soon as he tries to step on the bridge and completes the illusion in his mind. Mind you this might still result in him falling into the ravine. Unless the illusion has substance the first foot that touches it will reveal it for what it is. GMs will have to take into account the entire concept of the illusion and adjust disbelief rolls accordingly. The illusion of a bridge over a ravine becomes suspect if no road leads to it, or if the bridge is of sumptuous appearance in the middle of the wilderness, or if there is another bridge next to it.
Illusions are VERY tricky, and potentially VERY powerful. If you are unsure about the effects or consequences of an illusion simply tell the player that and take a conservative stance. In particular, if your player does something with an illusion you find hard to accept, then the target should also. If the caster creates an illusion of a 100ft dragon running into the room to help him, then EVERYBODY is gonna go "I dont believe it", and rightly so, give them a disbelieve roll with a bonus!
One last comment, an illusion that is almost reality in its power will normally cost so much manna to create (or should) that the caster would be better off doing the REAL thing. Illusions are NOT meant to replace the real thing. A wizard casting a fireball illusion would need to add Freedom,Illusion,Smell/Taste,Sound and Substance to create a nearly REAL fireball. Without all these the target should be able to disbelieve. Without Substance the fireball will do nothing except shock the target anyway, without substance the illusion itself cannot inflict damage whether the target believes it or not. Damage from illusions is usally caused by secondary effects of believeing the illusion.
A wizard casts an illusionary fireball at a target without the Substance component. If the target has not seen a previous effective! fireball spell, or even if he has not seen the caster cast before, then he may well get a disbelief roll automatically. Nothing has primed his mind to believe this can happen, and someone casts a spell at him... so what? what spell was cast, the target may have no idea... does the caster yell out "Here comes a fireball!". The roll would be based on the reality of the fireball. in this case the fireball will be fairly real, lacking only substance. If will look real, it will sound real, it will smell real, it will act real, so the roll should be difficult. The effect of the fireball however will be up to the GM and the player to decide. Such a fireball, without substance, cannot do real damage, but it may make the target flinch or flee in terror, he may spend several rounds beating out the flames he imagines engulf him, he may even believe he has been hurt and scream in pain, but this is all illusion and given time he will realise this.
Illusion spells are very much "role playing" spells, a co-operative effort between the GM and the player caster. It would be wise to sound out the possible effects of a spell before you cast it, rather than surprise the GM with it. With time you will establish a set of ground rules that will create some consistancy in interpreting the effects of illusions. Hopefully.
Extra notes: an illusion without substance might do fatigue damage only instead of physical damage. It might still inflict stun/shock and even mental trauma (based on the imagined physical damage and the real FAT damage).
Camoflage |
|||||
| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Perm | Other | Touch | High |
This spell helps to conceal objects that are partly concealed already. It is upto the gm to decide if something is partly concealed already, but this spell will enhance the effectiveness of that. The effect remains until the object is touched or moved in anyway.
Material Component:# |
Successes |
Failures |
1 |
||
2 |
||
3 |
Charisma |
|||||
| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Perm | Other | Touch | High |
This spell improves the appearance of the caster to make them more appealing to whomever is viewing or listening to them. The base value for any interaction rolls should be modified by the following:
Material Component:# |
Successes |
Failures |
1 |
||
2 |
||
3 |
Conceal |
|||||
| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Perm | Other | Touch | High |
This spell enhances the stealth skills of the caster such that they are harder to detect via natural methods. Sound, sight and movement are all altered to varying degrees to muffle or conceal or blend in the caster and their movements from the perception of all others.
Material Component:
# |
Successes |
Failures |
1 |
||
2 |
||
3 |
False History |
|||||
| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Perm | Other | Touch | High |
This spell is used to implant a false history into any non-living object that has been crafted, such as a sword or armour etc. Naturally occuring objects, such as a stone are not affected. this false history will overlay the objects real history for the period relevant to the spell used. This false history can be anything the caster wishes. Anyone reading the history of the object will need to roll a passive Mage roll to detect the alteration (use the casting roll as the skill roll).
Material Component:
# |
Successes |
Failures |
1 |
||
2 |
||
3 |
False Memory |
|||||
| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Perm | Other | Touch | High |
This spell allows the caster to place false memories into their own mind in relation to any single subject and event that occured in a specific time period. Eg you could place a false memory of attacking and killing someone with this spell, but not of all the people you have killed. The false memory has to be a single distinct event. The false memory will always cover the real memory should anyone try to read it. It does not remove the memory, merely covers it. the caster can remember both. Anyone reading the memory will need to roll a passive Mind roll to detect the alteration.
Material Component:# |
Successes |
Failures |
1 |
||
2 |
||
3 |
Glamours |
|||||
| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Perm | Other | Touch | High |
Glamours create visual illusions in the mind of the target, deceiving their visual senses as to the reality of the situation. Any other sense can be brought into play to disprove the illusion but it does not dispell it.
Eg; an illusionary wall can be brought up in front of the target. He will continue to see this wall for the duration of the spell. He may however walk through the wall at anytime. Illusions created with this spell must be static images. Once an illusion is discovered the target may concentrate for one round to obtain a mind roll to remove the illusion from himself.
Material Component:# |
Successes |
Failures |
1 |
||
2 |
||
3 |
Lies |
|||||
| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Perm | Other | Touch | High |
This spell allows the caster to tell the target a lie and they will believe it (depending on the lie, they must be open to the possibility of believing it, an outright whopper is unlikely to be believed) as long as they fail the required mind roll (base 8), as per the strength of the spell. This spell augments the dice roll, if no roll exists to begin with then it does nothing.
Material Component:# |
Successes |
Failures |
1 |
||
2 |
||
3 |
Mask |
|||||
| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Perm | Other | Touch | High |
This spell creates an illusion that covers the targets body to make them appear different. This effects their physical features and any clothes or personal equipment they may carry. If they drop anything it will revert back to its original appearance immediately. New objects picked up will not alter. The illusion will not alter the dimensions of anything, only its outward appearance.
Material Component:# |
Successes |
Failures |
1 |
||
2 |
||
3 |
Reveal |
|||||
| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Perm | Other | Touch | High |
This is the reverse of the conceal spell, it heightens the senses and allows increased powers for spotting things that are hidden. The thing, in general terms, must be discribed to the gm and the spell only helps find that. Eg look for secret doors, look for concealed draws etc. If the players cannot be specific enough then do not apply the spell modifiers. Looking at a 10x10 meter area will take 1 rd with this spell.
Material Component:
# |
Successes |
Failures |
1 |
||
2 |
||
3 |
Smell/Taste |
|||||
| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Perm | Other | Touch | High |
As with the glamour spell but applies to the sense of taste and smell.
Material Component:
# |
Successes |
Failures |
1 |
||
2 |
||
3 |
Sounds |
|||||
| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Perm | Other | Touch | High |
As with the glamour spell but applies to the sense of hearing. alternatively this spell can be used to create any sound the caster is familiar with (they cannot create sounds they have never heard).
Material Component:# |
Successes |
Failures |
1 |
||
2 |
||
3 |
Spell Disguise |
|||||
| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Perm | Other | Touch | High |
This spell allows the caster to hide the nature of any one spell they cast during the current event, disguising it as some other action or spell casting. The level of spell disguise required must be equal to or greater than the level of the spell to be disguised.
Material Component:# |
Successes |
Failures |
1 |
||
2 |
||
3 |
Closed World |
|||||
| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | Touch | High |
This is a powerful illusion that overcomes all senses of the target to isolate them into a closed world of their own, as defined by the illusion. The body of the target remains stationary for the duration as the mind is fooled into believing it is enacting reality. Basically the target has a vivid and real dream that they accept utterly to be real. They will be permitted a roll every round to try to come out of the spell against their mind value. Each failure will result in the base target number dropping one point, if it reaches 3 then the victim falls unconscious to the ground for 12 hours. Any attack on the target, or disturbance to their physical form will allow an immediate disbelieve roll - Mind (8), wounds could be used to modify the roll.
Material Component:# |
Successes |
Failures |
1 |
||
2 |
||
3 |
Illusions |
|||||
| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Session | Other | Touch | High |
This spell acts to allow the caster to blend two or more of the sense spells into one spell, improving their reality and making it harder to disbelieve. Each extra sense combined into a spell will increase the difficulty of disbelieving by +1. The basic human sense are; sight, sound, taste/smell, touch, substance and freedom. other races may have extra senses, such as 'evil' for lizardmen. The spell combined must all be of the same level, or the lowest level of all is used as the basis of the illusions size and reality. This spell is cast and any of the sense spells required are included automatically. The cost of this spell can be enormous as each added sense spell must be paid for in full. A level iv spell with five senses at level iv would cost 5x16 fatigue.
Material Component:# |
Successes |
Failures |
1 |
||
2 |
||
3 |
II - Freedom |
|||||
| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Session | Other | Touch | High |
This spell is used in conjunction with the illusion spell to allow an illusion to be moved. Without this ability all illusions are stationary and any attempt the move them will reveal their true nature. This allows illusions to be lifted, or to move in response to the targets movement, but only to the extent that it will follow them, it cannot respond to thier actions intelligently.
Material Component:
# |
Successes |
Failures |
1 |
||
2 |
||
3 |
II - Action |
|||||
| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Sessions | Other | Touch | High |
This spell is used in conjunction with the illusion spell to allow an illusion to be dynamic, to be moving. Without this ability all illusions are static. Without this sense an illusion of a fire would fail once the target got close to it, as it is merely a picture with no moving parts.
Material Component:
# |
Successes |
Failures |
1 |
||
2 |
||
3 |
IV - Substance |
|||||
| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Session | Other | Touch | High |
This is an illusion spell similar to the other senses spells and useable only with them as a sense. This spell gives an illusion wieght and mass (at least in the mind of the target)
Material Component:
# |
Successes |
Failures |
1 |
||
2 |
||
3 |
III - Intelligence |
|||||
| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Session | Other | Touch | High |
This spell imbeds a pseudo-intelligence into your illusion that will allow it to respond to events in a simple fashion, including talking if sound is available. At the time the illusion is created the GM should get a good idea from the caster what sort of illusion they wish to create, then use their own imagination as to how it goes from there. The GM should be liberal in their treatment of the illusion as it does have a useable form of intelligence. Its knowledge however is based around that of the caster, who's mind it copies. It cannot create knowledge the caster does not have, but it can guess (although this might allow the target a disbelieve roll).
Material Component:
# |
Successes |
Failures |
1 |
||
2 |
||
3 |
III - Program |
|||||
| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Session | Other | Touch | High |
Used in conjunction with the illusion spell. This spell allows the caster to establish a pattern or viewing cycle to the illusion. Accordingly it requires the use of either freedom or action or it has no extra effect.
Material Component:
# |
Successes |
Failures |
1 |
||
2 |
||
3 |
Born on: November 1, 1998 |