| THE COLLEGE OF ILLUSIONS |
|||
| Special Knowledge Spells 1. Spell of altering appearance (S-1) RANGE: self DURATION: 30 minutes + 30 per rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 30% RESIST: 3 X PC @ rank 1-10, 2 X PC @ ranks 11-15, PC @ ranks 16-20. EFFECTS: The illusionist can alter the appearance of his or her face and change skin, hair & eye color. The illusionist may also add any unusual features he or she desires. The illusionist may increase or decrease his or her height & weight by as much as 30% and may even go so far as to change the race being portrayed. If someone talks to the illusionist while under this spell they have a chance, listed under resistance, of noticing something wrong and false about the appearances of the caster. 2. Spell of Decoy creation (S-2) RANGE: Self, control range 200 feet + 100 feet per rank DURATION: 10 minutes + 10 additional/Rank EXPERIENCE MULTIPLE: 600 BASE CHANCE: 30% RESIST: 3 X PC @ rank 1-10, 2 X PC @ ranks 11-15, PC @ ranks 16-20 EFFECTS: The spell gives the illusionist the ability to turn invisible while at the same time creating a mirror image of him or herself. The decoy can be controlled remotely by the illusionist can interact with people and will appear real unless they roll under their perception. The illusionist can use the senses of the decoy as his or her own, but must not be engaged in any other activity while controlling the decoy. The decoy can not actually interact physically with anything, so it cannot attack or pick up an item, but can be made to look like it is doing so by the controller. 3. Spell of Memory distortion (S-3) RANGE: 50 feet + 20 per rank DURATION: 1 day +1 per rank. EXPERIENCE MULTIPLE: 400 BASE CHANCE: 25% RESIST: May be resisted. EFFECTS: The illusionist is able to so thoroughly confuse the target that it does not remember the details of an experience. The illusionist is able to make the target think that his or her memory of the numbers involved were wrong, and physical descriptions will be inaccurate. The illusionist can not change the event being remembered, just the details surrounding it. 4. Spell of Hideous appearance (S-4) RANGE: self DURATION: 1 pulse per rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 25% RESIST: May be resisted. EFFECTS: This spell causes the illusionist face to become terrifying and anyone other than known friends or acquaintances will have to roll under MR of react on the fright table. 5. Spell of Mirror Image (S-5) RANGE: self with adjacent hexes DURATION: 6 pulses per rank EXPERIENCE MULTIPLE: 800 BASE CHANCE: 10% RESIST: Roll under PC to determine which appears real, may only try o detect once per combat. EFFECTS: The caster causes 2 images +1 every 4 ranks to seemingly step out from him or her. The illusionist can move into and out of any of these mirror images and the images themselves will move around within 20 feet of the caster, subconsciously under his or her control. The images can actually interact with their environment and are for all purposes “real” They have the same defensive bonuses as the caster and if attacked will sustain damage. The images will appear to attack, to cast spells, whichever the actual person is doing, but they will always miss. The danger of ignoring an image is the fact that the real one can pop out of the false on the following pulse. Images can sustain FT damage before they are pop and disappear. 6. Lethal Face Spell (S-6) RANGE: Self DURATION: immediate EXPERIENCE MULTIPLE: 700 BASE CHANCE: 15% RESIST: May not be resisted. EFFECTS: The person immediate facing the illusionist catches a horrifying glimpse that causes a heart attack and will cause the target to become unconscious and die if it does not receive attention from a healer of rank 6 or higher. 7. Hallucinatory Terrain Spell (S-7) RANGE: 200 feet + 50 feet per rank AREA: 30 cubic feet per rank DURATION: 2 hours per rank EXPERIENCE MULTIPLE: 500 BASE CHANCE: 35% RESIST: 3 X PC @ rank 1-10, 2 X PC @ ranks 11-15, PC @ ranks 16-20. EFFECTS: The illusionist makes natural terrain look , sound and smell like some other sort of terrain. Thus, open fields or a road could be made to resemble a swamp, hill, crevasse or some other impassible terrain. A pond could be made to look like a grassy meadow, a precipice look like a gentle slope, a gully look like a wide a smooth road. If someone is very familiar with the terrain they add 20% on to the effort to disbelieve and see the terrain as it actually is. If a group comes upon the terrain, and is split on their belief and disbelief, the GM may allow those who failed to see the illusion a 2nd opportunity +20% to recognize it as false. 8. Spell of False Wall (S-8) RANGE: 15 feet + 5 additional/Rank DURATION: 30 minutes + 30 additional/Rank EXPERIENCE MULTIPLE: 350 BASE CHANCE: 50% RESIST: 3 X PC @ rank 1-10, 2 X PC @ ranks 11-15, PC @ ranks 16-20. EFFECTS: The caster creates a wall that appears real. The dimension of the wall is 10 high by 10 wide and may be increased 1 foot per rank. If someone standing near the wall makes their perception roll they notice something unusual about the wall and may proceed to investigate. If they touch the wall the GM must roll under their MR for them to “push” through the wall. He should indicate that it “seems” solid if they fail the roll, but further probing will allow more MR rolls to push through the wall. This spell may also be used to create a false floor or ceiling with the one exception being anyone stepping on the false floor will fall. 9. Programmed Image (S-9) RANGE: 20 foot cube + 5 cubic feet per rank DURATION: Concentration or 1minute + 1 per rank EXPERIENCE MULTIPLE: 600 BASE CHANCE: 20% RESIST: 3 X PC @ rank 1-10, 2 X PC @ ranks 11-15, PC @ ranks 16-20. EFFECTS: This spell is the trademark of an illusionist and allows them to program an image with visual, auditory, olfactory and thermal elements. The illusionist should think carefully before releasing concentration on this spell for once it is released the details cannot be altered without the expenditure of fatigue. The images can interact with the real environment in a limited manner and may be made to interact with caster or one designated person. By expending 2 FT the illusionist may change something about the image or may take control of a person or event in the programmed image while the duration persists. 10. Spell Mimic (S-10) RANGE: See effects DURATION: immediate EXPERIENCE MULTIPLE: 800 BASE CHANCE: 5% RESIST: May be resisted. EFFECTS: The illusionist is able to mimic any spell cast against him within the last 12 hours. The spell will be an exact duplicate of the spell used against the illusionist except that its range and duration are halved. Once the 12 hours have passed the illusionist can no longer cast that spell and has lost the ability to mimic it. 11. Spell of Veiling (S-11) RANGE: 100 feet +50 per rank DURATION: concentration, effect linger for 5 minutes per rank EXPERIENCE MULTIPLE: 600 BASE CHANCE: 25% RESIST: 3 X PC @ rank 1-10, 2 X PC @ ranks 11-15, PC @ ranks 16-20. EFFECTS: The illusionist is able to make himself and 1 individual per 2 ranks look like some other type of humanoid. The members who are veiled cannot be made to look so hideous that that are fright table, nor can the be creatures with a magical attack. The illusionist can alter the size by 100% larger or 75% smaller. The subjects look, feel, and smell just like the creature they resemble. Affected creatures will resume their normal shape once slain, and opponents make an automatic PC check each pulse to see the thing as it truly is. If the party is inspected while traveling a successful resistance will alter other that something is not quite right, if they come within 10 feet of the party they will see them for what they truly are. 12. Spell Evil Twin (S-12) RANGE: 100 feet + 10 per rank DURATION: immediate EXPERIENCE MULTIPLE: 700 BASE CHANCE: 10% RESIST: May be resisted. EFFECTS: The illusionist is creates an evil twin of the person who fails to resist. The evil twin emerges from the shadow of the target and for the duration of the combat the target cast no shadow. The evil twin is a shadowy duplicate of the target but possess only 75% of the EN & FT of the target. The twin fights and cast spells at a proficiency level 25% lower than the real person. (Best to have a calculator handy!) This proficiency modifier only affects the casting percentage, duration and range and other effects remain identical. The evil twin will not imitate unique properties of weapons or armor although they will be “magical.” However the evil twin’s IV is identical to the real version of itself. The evil twin will attempt to kill the target and will exist until it or its target is slain. It will never fight other opponents, but will defend against them. Special Knowledge Rituals 1. Ritual of Screening (R-1) This ritual allows the illusionist the ability to make an area immune to remote viewing and will even prevent any images, sounds or information to leave the effected area. The ritual takes 1 hour to complete and has a 30% +3 per rank chance of success. Anyone protected by screening must also be present at the ritual. The illusionist is able to 30 square feet per rank. If successful anyone who scrys or views the area will not notice the illusionist or those present during the ritual. The ritual last for 1 day per rank and may be made permanent at rank 20 if the illusionist performs the ritual with -30% to base chance. This screen effectively blocks any communication with an outsider via a mental link or other forms of communication. The experience point multiple on this ritual is 600 per rank. 1. Ritual of Altering building (R-2) The illusionist is able to alter the appearance of a building. The building which is altered is the location for the ritual to take place. The ritual itself takes 6 hours to perform and has a 40% + 3 per rank of working. The duration of the ritual is 1 day per rank. At ranks 1 -5 the illusionist may alter minor shapes, colors and condition of the building. At ranks 6-10 the building may appear to increase or decrease by 25% and its appearance may be made to look dramatically improved or look like a hovel. At ranks 11- 15 it may change in size & shape by 50% and may be made to look exotic or abandoned. At ranks 16-20 the building may be made to look fortified, made of precious or rare materials and may contain seemingly impossible architecture, or may be made to look like a collapsed or destroyed building. The build of course remains the same, it is just it’s appearance to the person walking by that is different. Anyone who enters the building will realize that it has not changed. Passersby have a chance to notice that there is some sort of distortion in the building and will see past the illusion if they roll under the following: 3 X PC @ rank 1-10, 2 X PC @ ranks 11-15, PC @ ranks 16-20. The experience point multiple for this ritual is 300 experience per rank. |
|||