Illusion Spell List
When creating an illusory phantasm (something out of nothing) the successes rolled on the casting roll represent how well the caster projects their mental image onto the outside world. Sometimes a good casting roll is not enough. Illusions are limited by the knowledge and imagination of the caster.
If the caster has never seen a troll and only heard tales of trolls, his illusionary “troll” is not going to fool anyone who has seen a real troll no matter how many successes she rolled on the casting.
If there is any doubt of an illusionist ability to create an accurate image of something, roll Intelligence + Expression to recall the pertinent details of something he saw in the past in order to recreate an illusion of it. If the illusionist wants to make something artistically beautiful, roll Perception + Expression. If an illusion moves, creating realistic movement requires Wits + Expression.
You don't have to roll Expression on every phantasm, just if there is reason to doubt the illusionist's accuracy. An illusionist who is the daughter of a champion horse breeder doesn't need to roll to make realistic horse illusions. since she is basically a horse expert. A character who fought trolls on multiple occasions probably has zero problems making realistic troll illusions.
Ghost Sounds^: Create simple unintelligible illusory sounds that last one minute per success. Sounds can mimic screams, growls, chirps, or any number of things besides precise speech.
The caster can try to make pleasing sounds with a Perception + Expression or Intelligence + Performance roll.
Wits Instant
Light: An object can be made to glow with approximately the brightness of a torch for ten minutes per success. Stamina Persistent
Silent Image: Create a visual illusion with no sound or movement. Lasts until concentration stops plus five minutes per success. Manipulation Persistent with concentration, Spread without concentration
Ventriloquism^: Make your speech come from another location. One minute per success. Wits Persistent
Invisibility Purge (Invisibility, See Invisibility): This spell is a specialized variant of Dispel Magic but it was longer and wider range and only affects Invisibility spells in a wide area. Wits Instant
Object Seeming (Silent Image): Object looks like something else of roughly the same size for two hours per success. The item can be passed around or left alone and the illusion won't fade for the duration. It can change the size and dimensions of the item within reason.
If a weapon is made to look like something harmless, it could be used for a surprise attacks. Enemies not expecting a weapon strike suffer a +2 penalty on dodge or parry rolls, at least initially.
Manipulation Persistent
Seeming (Disguise Self, Phantasmal Garments): Seeming is an improved version of Disguise Self able to make more changes that last longer. It can alter height, build, clothes, and voice. It lasts two hours per success.
Manipulation Persistent
First Circle Illusion Spells
Blur: Caster looks blurry and is +1 difficulty to hit. Lasts five minutes per success. Appearance Persistent
Disguise Self: Change caster’s appearance for 30 minutes per success. The illusion affects facial features, skin tone, and hair. It doesn't affect height, muscular build, or clothes.
This spell cast be cast on subject's other than the caster at +1 difficulty.
Manipulation Persistent
Second Circle Illusion Spells
Invisibility (Blur, Disguise Self): Target becomes invisible for 15 minutes per success. Target become visible if they take an aggression action. Dexterity Persistent Fake Magic Aura: Mundane object gains a fake magical aura for one day per success. Manipulation Persistent Flare (Light): The caster sends a bright light which flashes in the sky visible for miles. The caster can decide the color of the flare. It almost goes without saying that the flare is more easily visible at night than in the day. More successes makes a louder and brighter bang. Stamina Persistent Noisy Image (Silent Image, Ghost Sound): Create a moving illusion with some simple sounds. Lasts until concentration ceases plus five minutes per success. Manipulation Persistent with concentration, Spread without concentration Phantasmal Garments (Silent Image, Crafts ●●●+ in a focus on a clothing or armor): The caster can weave illusions to alter the clothes she is wearing. The spell covers everything the caster is wearing from the tip of her shoes to the top of her hat. The lasts for one hour per permanent dot of Willpower of the caster. Phantasmal Garments aid in disguises, costumes, or simply in dressing up fancy on a budget. The clothes will behave normally to movement, moisture, wind, and anything else that affects real clothing. The spell works on armor too. A character can remove and wave articles of illusory clothing around but removed clothing reverts to it's true form if another tries to wear it or it exits line of sight of the original wearer. The spell cast be cast on willing subjects other than the caster, at +1 difficulty. The spell normally alters existing clothes and imposing an phantasm over the articles of clothing. The spell can conjure illusory clothing out of nothing, but it raises the difficulty of the casting by +1 difficulty. See Invisibility (Detect Magic, any invisibility spells): The caster (or the target of the spell) can pierce invisibility spells that he matches or beats on his casting roll. This only applies to invisibility spells. It doesn't apply to other illusion spells or nonmagical camouflage. Perception PersistentThird Circle Illusion Spells
Complete Image (Silent Image, Ghost Sound, Noisy Image): Illusion image has complex sounds, movements, produces heat, and odor. Ceases when concentration ends plus one round per success. Manipulation Persistent Expanded Invisibility (Invisibility): Invisibility for one target per success. Targets become visible if they take an aggression action. Last 15 minutes per success. Dexterity Spread Floating Eyes: Caster gets floating eyes equal to the number of successes rolled plus one. These eyes move as the caster directs. If the caster has more floating eyes than their Wits attribute, their other actions are at +1 difficulty. These eyes are not invisible, they are about the size of an apple and have one health level. They are fast and small adding +2 difficulty to hit but do not have a defensive roll or soak. Wits Spread Hallucinatory Terrain (Silent Image): Alters the terrain of an area for six hours per success, at least in terms of appearance. Intelligence PersistentIllusory Wall (Silent Image): Creates a section of illusory wall, ceiling or floor that looks normal but may be passed through. This spell is permanent until the caster wills it away (the spell is not literally permanent but it lasts for many years). The caster can make a wall look brand new or weathered by centuries of erosion. The wall can be decorated with carvings or tapestries, roll Wits + Expression if the caster tries to do something elaborate.
The spell lasts for four hours per success rolled, but this be extended to a year per success rolled with 50 drams of reagents.
Intelligence Permanent
Purple Mist: Illusion spells have a purple aura, but this is normally only seen through magically enhanced site. Purple Mist will creates a rapidly dissipating mist over in a cone emanating from the caster that will cause a magical purple residue to form on anything or anyone with an active illusion spell cast on it
It will not remove or nullify an illusionary disguise or phantasm but it adds an incriminating purple stain that lasts as long as the spell in question lasts.
This will not fully reveal or outline an invisible subject, but it will create a vague purple cloud in the general vicinity of an invisible subject that is tagged by the spell. Reducing the penalty to hit them by -1.
Perception Instant
Fourth Illusion Circle Spells
Combat Invisibility (Invisibility): Target becomes invisible and spell is not broken if the target makes an aggressive action. Dexterity Persistent Lasting Image (Silent Image, Ghost Sound, Noisy Image, Complete Image): Illusion image has complex sounds, movements, produces heat, and odor. Illusion lasts for one week per success rolled. Manipulation Permanent for duration Personal Ambassador: Caster makes a life-life simulacrum of themselves that follows basics instructions. Commonly used to act as a messenger. Simulucrums demonstrate basic etiquette and problem solving. They will travel around obstacles, ask permission before entering dwellings and make other basic independent decisions. Details TBD. Project Image (Mirror Image, Complete Image): Creates an illusory double of the caster that speaks, moves, and can cast illusory spells for ten minutes per success. Wits Persistent Sky Illusion (Flare, Hallucinatory Terrain): The caster makes grand illusions in the sky visible for many miles. The spell persists for about 10 minutes per success rolled. This is usually used for entertainment purposes, but it can be used to communicate. It is almost impossible for a caster to conjure illusions in the sky that look like natural phenomenon. Sky Illusions tend to be more clearly visible at night than at day. The spell takes ten minutes to cast and 20 drams of reagents to cast. The spell can be cast as one standard A-action with drams of reagents. Stamina Instant True Seeing: The caster can see through most illusion spells within line of sight for one scene. if his casting roll beats the successes rolled by the person casting the illusion spell in question. If the caster rolls fewer successes than the illusionist who cast an illusion effect in his line of sight, nothing happens, the caster is not tipped off to the illusion. If the caster ties the successes of an illusion caster, the caster sees a blurry super imposed version of the subject in question. This means an invisibility spell is treated like Blur instead. Blur still has the same effects (if anything, the subject is even more blurry). A tied roll will reveal that a person with an illusion changing their appearance, it is indeed magically disguised but it won't reveal what their true appearance is. A few illusion spells (such as Living Nightmare) create hallucinatory scenes or false memories. True Seeing can potentially reveal that the scenes are illusory but this diminishes the effect without eliminating it entirely. In the case of Living Nightmare, the subject gets -1 difficulty on Willpower rolls to resist the effect. Perception PersistentFifth Circle Illusion Spells
Mass Invisibility (Invisibility, Expanded Invisibility): As Expanded invisibility but it affects three targets per success and lasts 30 minutes per success. Charisma Spread Mass Seeming (Seeming, Disguise Self): Caster can change the appearances of ten targets per success as per the Third Circle spell Seeming. Lasts 30 minutes per dot of permanent dot of Willpower of the caster. Charisma Spread Living Nightmare: You conjure a phantasm of a target’s inner most fear. The caster only sees a greyish blob in the vague shape of the target’s fear. Target resists with Willpower at +1 difficulty. If the target fails the contested roll they are knocked unconscious. If the target fails the contested roll by three successes, the target is instantly slain. Manipulation Instant Programmed Image (Silent Image, Ghost Sound, Noisy Image, Complete Image): Illusion image has complex sounds, movements, produces heat, and odor. Illusion responds to stimuli in a matter set by the caster. Illusion lasts for one week per success rolled. Intelligence Persistent Simulacrum (Disguise Self, Floating Eyes): The caster creates a convincing image of herself and can see, hear, and speak through her illusory double. The simulacrum can even manipulate small items, but the illusory double disperses as soon as it's struck hard. The spell lasts about four hours per success rolled or until struck. Usually, the caster's real body sits or stands quietly while controlling a Simulacrum, but the caster's body can act simultaneously for short periods of time, but doing so is taxing after spending a Willpower point and roll Willpower difficulty 6 to be active for about one hour per success, or twenty minutes per success if the caster is going to do something physically demanding. Charisma Persistent Wall-less Prison: Area spell creates shifting landscape or architecture to keep entrants from leaving while also afflicting them with their own fears and insecurities. The spell rarely holds subjects indefinitely, but subjects usually stagger out exhausted, low on Willpower and suffering PTSD. Details TBD.Rare Illusion Spells
1st Circle
Phantom Smells: Creates olfactory illusions, mostly for cosmetic purposes but it can potentially hide smells of poison or smoke.
This spell rarely fools dogs or other creatures with very potent senses of smell.
PerceptionPersistent
2nd Circle
Mantle of the Chameleon: Lets an individual change colors and texture like a chameleon. Less powerful than invisiblity but longer lasting.
Magic Mouth (Ventriloquism): Spell is permanent until a specific triggering event causes a message to be replayed. It can appear out of thin air or be superimposed on a painting or statue to make the item look like it is talking. The spell consumes about 10 drams of reagents. Intelligence Permanent
Mighty Aura: Conjures illusions to make a person seem more impressive and emotive.
Third Circle
Cloak of the Chameleon: Lets a small group change colors and texture like a chameleon. Less powerful than invisiblity but longer lasting.
Dungeoneer's Map (Silent Image): The caster can imagine a map which floats in midair that he or she can manifest or disappear at will for the duration of the spell. The caster can alter it as their knowledge grows. This is primarily used by underground explorers, but it can be used to map anything. For that matter, the caster can use this spell as a simple notebooks or doodle pad though it's kind of a undignified use of a third circle spell.
Since the map is limited by the caster's imagination and knowledge, a cartographer or artist is going to have a much nicer looking map than an untrained lay person.
The spell lasts for four hours per success rolled on casting. The caster can "store" a number of maps in her head equal to her Intelligence rating. A caster can create a receptacle for a map with about ten drams of durable reagents but once a map is made permanent, it cannot be altered again. Intelligence Persistent
Pierce the Phantasm: Lets the caster see through phantasmal illusion spells.
PerceptionPersistent




Comments